> ## Documentation Index
> Fetch the complete documentation index at: https://hyperframes-fix-nested-composition-media-inpoint.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Code Particle Assemble

> Thousands of GPU points scatter through space and fly to the exact glyph pixels of the code, resolving into readable syntax-highlighted text — a particle system, not a token tween.

export const InstallCommand = ({command, item}) => {
  const [copied, setCopied] = React.useState(false);
  const [tuned, setTuned] = React.useState("");
  React.useEffect(() => {
    if (!item) return;
    const read = () => {
      try {
        const raw = new URLSearchParams(window.location.search).get(`vars-${item}`);
        if (!raw) return setTuned("");
        const parsed = JSON.parse(raw);
        if (!parsed || typeof parsed !== "object" || Array.isArray(parsed)) return setTuned("");
        if (Object.keys(parsed).length === 0) return setTuned("");
        setTuned(` --vars '${JSON.stringify(parsed)}'`);
      } catch {
        setTuned("");
      }
    };
    read();
    window.addEventListener("hf-vars-changed", read);
    window.addEventListener("popstate", read);
    return () => {
      window.removeEventListener("hf-vars-changed", read);
      window.removeEventListener("popstate", read);
    };
  }, [item]);
  const fullCommand = `${command}${tuned}`;
  const copy = async () => {
    try {
      if (navigator.clipboard && window.isSecureContext) {
        await navigator.clipboard.writeText(fullCommand);
      } else {
        const previous = document.activeElement;
        const scratch = document.createElement("textarea");
        scratch.value = fullCommand;
        scratch.setAttribute("readonly", "");
        scratch.style.position = "fixed";
        scratch.style.opacity = "0";
        document.body.appendChild(scratch);
        scratch.select();
        document.execCommand("copy");
        document.body.removeChild(scratch);
        previous?.focus?.();
      }
      setCopied(true);
      setTimeout(() => setCopied(false), 2000);
    } catch {}
  };
  return <div className="hf-install-command not-prose my-4 flex items-stretch overflow-hidden rounded-xl border border-zinc-200 bg-zinc-50 dark:border-zinc-800 dark:bg-zinc-900">
      <code className="flex-1 overflow-x-auto whitespace-nowrap border-r border-zinc-200 px-4 py-3 font-mono text-sm text-zinc-800 dark:border-zinc-800 dark:text-zinc-100">
        {fullCommand}
      </code>
      <button type="button" onClick={copy} data-copied={copied ? "true" : "false"} aria-label={`Copy ${command} to the clipboard`} className="hf-install-copy">
        <svg className="hf-install-copy-clipboard" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="1.5" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M14.25 5.25H7.25C6.14543 5.25 5.25 6.14543 5.25 7.25V14.25C5.25 15.3546 6.14543 16.25 7.25 16.25H14.25C15.3546 16.25 16.25 15.3546 16.25 14.25V7.25C16.25 6.14543 15.3546 5.25 14.25 5.25Z" />
          <path d="M2.80103 11.998L1.77203 5.07397C1.61003 3.98097 2.36403 2.96397 3.45603 2.80197L10.38 1.77297C11.313 1.63397 12.19 2.16297 12.528 3.00097" />
        </svg>
        <svg className="hf-install-copy-check" xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 18 18" fill="none" stroke="currentColor" strokeWidth="2" strokeLinecap="round" strokeLinejoin="round" aria-hidden="true">
          <path d="M2.75 9.5L6.5 13.25L15.25 4.5" />
        </svg>
      </button>
      <span className="hf-install-copy-status" role="status" aria-live="polite">
        {copied ? "Copied" : ""}
      </span>
    </div>;
};

<iframe className="w-full aspect-video rounded-xl border-0 bg-zinc-100 dark:bg-zinc-800" title="code-particle-assemble preview" loading="lazy" srcDoc={`<!doctype html><html><head><meta charset="utf-8"><style>html,body{margin:0;height:100%;overflow:hidden;background:transparent}hyperframes-player{display:block;width:100%;height:100%}</style><script src="https://cdn.jsdelivr.net/npm/@hyperframes/player@0.7/dist/hyperframes-player.global.js"><\/script></head><body><script>fetch("/public/catalog/blocks/code-particle-assemble.json").then(function(r){return r.json()}).then(function(d){var p=document.createElement("hyperframes-player");p.setAttribute("srcdoc",d.html);p.setAttribute("controls","");p.setAttribute("autoplay","");p.setAttribute("loop","");p.setAttribute("muted","");p.setAttribute("poster","https://static.heygen.ai/hyperframes-oss/docs/images/catalog/blocks/code-particle-assemble.png");document.body.appendChild(p)});<\/script></body></html>`} />

## Install

<InstallCommand command="npx hyperframes add code-particle-assemble" item="code-particle-assemble" />

That writes one file: `compositions/code-particle-assemble.html`.

## Source

<Accordion title={`code-particle-assemble.html`}>
  ```html theme={null}
  <!doctype html>
  <html lang="en">
    <head>
      <meta charset="UTF-8" />
      <meta name="viewport" content="width=1920, height=1080" />
      <title>Code Particle Assemble</title>
      <script src="https://cdn.jsdelivr.net/npm/gsap@3.14.2/dist/gsap.min.js"></script>
      <script src="https://cdn.jsdelivr.net/npm/three@0.147.0/build/three.min.js"></script>
      <style>
        * {
          margin: 0;
          padding: 0;
          box-sizing: border-box;
        }
        html,
        body {
          width: 1920px;
          height: 1080px;
          overflow: hidden;
          background: #05070b;
        }
        #root {
          position: relative;
          width: 1920px;
          height: 1080px;
        }
        #gl {
          position: absolute;
          inset: 0;
          width: 1920px;
          height: 1080px;
          display: block;
        }
      </style>
    </head>
    <body>
      <div
        id="root"
        data-composition-id="code-particle-assemble"
        data-start="0"
        data-duration="8"
        data-width="1920"
        data-height="1080"
      >
        <canvas id="gl" width="1920" height="1080"></canvas>
      </div>
      <script>
        window.__TOKENS = {
          assemble: {
            lang: "js",
            theme: "github-dark",
            bg: "#24292e",
            fg: "#e1e4e8",
            states: [
              {
                code: "const app = pipe(\n  parse,\n  optimize,\n  emit,\n)",
                tokens: [
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-0",
                    content: "const",
                    color: "#F97583",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-1",
                    content: " ",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-2",
                    content: "app",
                    color: "#79B8FF",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-3",
                    content: " ",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-4",
                    content: "=",
                    color: "#F97583",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-5",
                    content: " ",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-6",
                    content: "pipe",
                    color: "#B392F0",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-7",
                    content: "(",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-8",
                    content: "\n",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-9",
                    content: "  ",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-10",
                    content: "parse,",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-11",
                    content: "\n",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-12",
                    content: "  ",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-13",
                    content: "optimize,",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-14",
                    content: "\n",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-15",
                    content: "  ",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-16",
                    content: "emit,",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-17",
                    content: "\n",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-18",
                    content: ")",
                    color: "#E1E4E8",
                    fontStyle: 0,
                  },
                  {
                    key: "AFffx9qQBGKnMZ-vDjoaRwC68xQloGJNUSICY1myCK4-19",
                    content: "\n",
                    color: "#e1e4e8",
                    fontStyle: 0,
                  },
                ],
              },
            ],
          },
        };
        window.__BLOCK = {
          id: "code-particle-assemble",
          effect: "particles",
          seq: "assemble",
          duration: 8,
          seed: 23,
        };
      </script>
      <script>
        // hf-code-anim-gl.js — WebGL code-animation engine for the "crazy" Code Animations blocks.
        //
        // Bridges the baked Shiki tokens (window.__TOKENS) into Three.js: the tokens are drawn once
        // to an offscreen 2D canvas (a CanvasTexture), which then drives a lit 3D slab, a dissolve
        // shader, or a GPU particle system. Determinism per the project contract:
        //   - render only via tl.eventCallback("onUpdate", …) + one initial render() — never rAF
        //   - all randomness from a seeded mulberry32 — never Math.random / Date.now
        //   - canvas drawn once after document.fonts.ready (final glyph metrics)
        //   - paused GSAP timeline registered on window.__timelines[id]; HF seeks it per frame
        //
        // Each block sets window.__BLOCK = { id, effect, seq, duration, seed } and includes this engine.
        (function () {
          "use strict";
          var T = window.__TOKENS || {};

          // ---- seeded PRNG (no Math.random) -----------------------------------------
          function mulberry32(a) {
            return function () {
              a |= 0;
              a = (a + 0x6d2b79f5) | 0;
              var t = Math.imul(a ^ (a >>> 15), 1 | a);
              t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;
              return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
            };
          }

          // ---- split a token state into lines of {content,color} --------------------
          function splitLines(state) {
            var lines = [[]];
            for (var i = 0; i < state.tokens.length; i++) {
              var t = state.tokens[i];
              if (t.content === "\n") {
                lines.push([]);
                continue;
              }
              lines[lines.length - 1].push(t);
            }
            while (lines.length && lines[lines.length - 1].length === 0) lines.pop();
            return lines;
          }

          // ---- THE BRIDGE: draw baked tokens to an offscreen 2D canvas ---------------
          // Returns { canvas, W, H, lines, lineH, padY, fontPx } so effects can sample it.
          function drawCodeToCanvas(state, opts) {
            opts = opts || {};
            var fontPx = opts.fontPx || 36;
            var lineH = opts.lineH || 54;
            var padX = opts.padX || 70;
            var padY = opts.padY || 60;
            var weight = opts.weight || 500;
            var font = weight + " " + fontPx + 'px "JetBrains Mono", monospace';

            var lines = splitLines(state);
            var measure = document.createElement("canvas").getContext("2d");
            measure.font = font;
            var maxW = 0;
            for (var i = 0; i < lines.length; i++) {
              var w = 0;
              for (var j = 0; j < lines[i].length; j++)
                w += measure.measureText(lines[i][j].content).width;
              if (w > maxW) maxW = w;
            }
            var W = Math.max(2, Math.ceil(maxW + padX * 2));
            var H = Math.max(2, Math.ceil(lines.length * lineH + padY * 2));

            var canvas = document.createElement("canvas");
            canvas.width = W;
            canvas.height = H;
            var ctx = canvas.getContext("2d");
            if (opts.transparent) {
              ctx.clearRect(0, 0, W, H);
            } else {
              ctx.fillStyle = opts.bg || "#0b0f17";
              ctx.fillRect(0, 0, W, H);
            }
            ctx.textBaseline = "top";
            ctx.font = font;
            for (var li = 0; li < lines.length; li++) {
              var x = padX;
              var y = padY + li * lineH;
              for (var k = 0; k < lines[li].length; k++) {
                var tok = lines[li][k];
                ctx.fillStyle = tok.color;
                ctx.fillText(tok.content, x, y);
                x += ctx.measureText(tok.content).width;
              }
            }
            return {
              canvas: canvas,
              W: W,
              H: H,
              lines: lines.length,
              lineH: lineH,
              padY: padY,
              fontPx: fontPx,
            };
          }

          function fxParticles(THREE, scene, camera, renderer, state, st, tl, dur, seed) {
            scene.background = new THREE.Color(0x05070b);
            var code = drawCodeToCanvas(state, {
              fontPx: 46,
              lineH: 70,
              padX: 70,
              padY: 64,
              weight: 700,
            });
            var cw = code.W;
            var ch = code.H;
            var data = code.canvas.getContext("2d").getImageData(0, 0, cw, ch).data;
            var rng = mulberry32(((seed || 1) * 2654435761) >>> 0);

            var worldW = 13.0;
            var worldH = worldW * (ch / cw);

            // sample glyph pixels (brighter than the dark bg) on a fixed grid
            var step = 2;
            var tx = [];
            var col = [];
            for (var y = 0; y < ch; y += step) {
              for (var x = 0; x < cw; x += step) {
                var idx = (y * cw + x) * 4;
                var r = data[idx];
                var g = data[idx + 1];
                var b = data[idx + 2];
                if (r + g + b < 120) continue; // skip background
                tx.push((x / cw - 0.5) * worldW, -(y / ch - 0.5) * worldH, 0);
                col.push(r / 255, g / 255, b / 255);
              }
            }
            var n = tx.length / 3;

            var positions = new Float32Array(n * 3);
            var aOrigin = new Float32Array(n * 3);
            var aTarget = new Float32Array(tx);
            var aColor = new Float32Array(col);
            var aDelay = new Float32Array(n);
            for (var i = 0; i < n; i++) {
              var sx = (rng() * 2 - 1) * worldW * 1.15;
              var sy = (rng() * 2 - 1) * worldH * 1.7;
              var sz = (rng() * 2 - 1) * 9.0 - 2.0;
              aOrigin[i * 3] = sx;
              aOrigin[i * 3 + 1] = sy;
              aOrigin[i * 3 + 2] = sz;
              positions[i * 3] = sx;
              positions[i * 3 + 1] = sy;
              positions[i * 3 + 2] = sz;
              aDelay[i] = rng();
            }

            var geo = new THREE.BufferGeometry();
            geo.setAttribute("position", new THREE.BufferAttribute(positions, 3));
            geo.setAttribute("aOrigin", new THREE.BufferAttribute(aOrigin, 3));
            geo.setAttribute("aTarget", new THREE.BufferAttribute(aTarget, 3));
            geo.setAttribute("aColor", new THREE.BufferAttribute(aColor, 3));
            geo.setAttribute("aDelay", new THREE.BufferAttribute(aDelay, 1));

            var uniforms = { uProgress: { value: 0 }, uSize: { value: 3.4 } };
            var mat = new THREE.ShaderMaterial({
              uniforms: uniforms,
              transparent: true,
              depthTest: false,
              depthWrite: false,
              blending: THREE.NormalBlending,
              vertexShader: [
                "attribute vec3 aOrigin; attribute vec3 aTarget; attribute vec3 aColor; attribute float aDelay;",
                "uniform float uProgress; uniform float uSize;",
                "varying vec3 vColor; varying float vP;",
                "void main(){",
                "  float span = 0.62;",
                "  float p = clamp((uProgress - aDelay*(1.0-span)) / span, 0.0, 1.0);",
                "  p = p*p*(3.0-2.0*p);",
                "  vec3 pos = mix(aOrigin, aTarget, p);",
                "  vec4 mv = modelViewMatrix * vec4(pos, 1.0);",
                "  gl_Position = projectionMatrix * mv;",
                "  gl_PointSize = uSize * (60.0 / -mv.z) * (0.45 + 0.55*p);",
                "  vColor = aColor; vP = p;",
                "}",
              ].join("\n"),
              fragmentShader: [
                "precision highp float;",
                "varying vec3 vColor; varying float vP;",
                "void main(){",
                "  vec2 d = gl_PointCoord - 0.5;",
                "  float r2 = dot(d, d);",
                "  if (r2 > 0.25) discard;",
                "  float a = smoothstep(0.25, 0.02, r2);",
                // brighter & whiter in flight, resolves to true color as it lands
                "  vec3 c = mix(vColor + vec3(0.32)*(1.0-vP), vColor, vP);",
                "  gl_FragColor = vec4(c, a * (0.7 + 0.3*vP));",
                "}",
              ].join("\n"),
            });

            var pts = new THREE.Points(geo, mat);
            scene.add(pts);

            camera.position.set(0, 0, 10);
            var vfov = (camera.fov * Math.PI) / 180;
            var sa = 1920 / 1080;
            var fitH = worldH / 2 / Math.tan(vfov / 2) / 0.78;
            var fitW = worldW / 2 / (Math.tan(vfov / 2) * sa) / 0.78;
            camera.position.z = Math.max(fitH, fitW);
            camera.lookAt(0, 0, 0);

            tl.to(uniforms.uProgress, { value: 1.0, duration: dur * 0.72, ease: "power2.out" }, 0);

            // uProgress is tweened by GSAP; the boot loop's render() draws once per frame.
            return function () {};
          }

          // ---- dispatch + boot ------------------------------------------------------
          function buildEffect(THREE, scene, camera, renderer, spec, st, tl) {
            var state = T[spec.seq].states[0];
            var dur = spec.duration;
            if (spec.effect === "particles")
              return fxParticles(THREE, scene, camera, renderer, state, st, tl, dur, spec.seed);
            return function () {};
          }

          // Free GPU resources (renderer, geometries, materials, textures) on page teardown.
          // One-shot renders exit per job so nothing leaks there; this guards long-lived
          // Studio/player sessions that reload. Fires only on unload — never during capture.
          function disposeGL(renderer, scene) {
            scene.traverse(function (o) {
              if (o.geometry && o.geometry.dispose) o.geometry.dispose();
              var mats = o.material ? (Array.isArray(o.material) ? o.material : [o.material]) : [];
              mats.forEach(function (m) {
                if (m.map && m.map.dispose) m.map.dispose();
                if (
                  m.uniforms &&
                  m.uniforms.uTex &&
                  m.uniforms.uTex.value &&
                  m.uniforms.uTex.value.dispose
                ) {
                  m.uniforms.uTex.value.dispose();
                }
                if (m.dispose) m.dispose();
              });
            });
            if (renderer.dispose) renderer.dispose();
          }

          function go() {
            var spec = window.__BLOCK;
            var root = document.getElementById("root");
            var glcanvas = document.getElementById("gl");
            var W = 1920;
            var H = 1080;
            window.__timelines = window.__timelines || {};
            var tl = gsap.timeline({ paused: true });
            window.__timelines[spec.id] = tl; // register synchronously

            var THREE = window.THREE;
            var renderer = new THREE.WebGLRenderer({
              canvas: glcanvas,
              antialias: true,
              alpha: false,
              preserveDrawingBuffer: true,
            });
            renderer.setPixelRatio(1);
            renderer.setSize(W, H, false);
            var scene = new THREE.Scene();
            var camera = new THREE.PerspectiveCamera(45, W / H, 0.1, 200);
            var st = {};

            document.fonts.ready.then(function () {
              var renderFn = buildEffect(THREE, scene, camera, renderer, spec, st, tl);
              function render() {
                renderFn();
                renderer.render(scene, camera);
              }
              tl.eventCallback("onUpdate", render);
              var dur = parseFloat(root.dataset.duration) || tl.duration();
              tl.to({}, { duration: dur }, 0); // pad to full composition length
              render(); // paint frame 0
              window.addEventListener("beforeunload", function () {
                disposeGL(renderer, scene);
              });
            });
          }

          if (document.readyState === "loading") document.addEventListener("DOMContentLoaded", go);
          else go();
        })();
      </script>
    </body>
  </html>
  ```
</Accordion>

## Usage

After installing, add the block to your host composition:

```html theme={null}
<div data-composition-id="code-particle-assemble" data-composition-src="compositions/code-particle-assemble.html" data-start="0" data-duration="8" data-track-index="1" data-width="1920" data-height="1080"></div>
```

Tagged `code` `code-animation` `particles` `gpu` `webgl` `developer`.

## Related topics

* [Browse the complete Catalog](/catalog)
* [Add assets and Catalog items in Studio](/studio/assets-and-blocks)
* [Build a richer composition](/go-further)
