@3driseai/3drise-core 1.0.17 → 1.0.19
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/services/AnimationsManager.d.ts +6 -106
- package/dist/services/AnimationsManager.d.ts.map +1 -1
- package/dist/services/AnimationsManager.js +9 -391
- package/dist/services/SceneActions.d.ts +57 -0
- package/dist/services/SceneActions.d.ts.map +1 -0
- package/dist/services/SceneActions.js +130 -0
- package/dist/services/index.d.ts +2 -1
- package/dist/services/index.d.ts.map +1 -1
- package/dist/services/index.js +1 -0
- package/dist/types/actions.d.ts +39 -0
- package/dist/types/actions.d.ts.map +1 -1
- package/dist/types/actions.js +0 -4
- package/dist/types/animations.d.ts +0 -51
- package/dist/types/animations.d.ts.map +1 -1
- package/dist/types/lights.d.ts +11 -0
- package/dist/types/lights.d.ts.map +1 -1
- package/dist/types/objectSettings.d.ts +52 -10
- package/dist/types/objectSettings.d.ts.map +1 -1
- package/dist/types/types.d.ts +5 -2
- package/dist/types/types.d.ts.map +1 -1
- package/dist/types/users.d.ts +1 -1
- package/dist/types/users.d.ts.map +1 -1
- package/dist/utils/actionKeys.d.ts +8 -0
- package/dist/utils/actionKeys.d.ts.map +1 -0
- package/dist/utils/actionKeys.js +41 -0
- package/dist/utils/index.d.ts +2 -0
- package/dist/utils/index.d.ts.map +1 -1
- package/dist/utils/index.js +2 -0
- package/dist/utils/settingsPatch.d.ts +15 -0
- package/dist/utils/settingsPatch.d.ts.map +1 -0
- package/dist/utils/settingsPatch.js +91 -0
- package/package.json +1 -1
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import type {
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import type { PathConfig } from "../types/animations";
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import type { Vector3Array } from "../types/scene3d";
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export type AnimationEventType = 'sequenceStart' | 'sequenceEnd' | 'stepStart' | 'stepEnd';
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export interface AnimationEvent {
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type: AnimationEventType;
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sequenceId: string;
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sequence: AnimationSequence;
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step?: TransitionStep;
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stepIndex?: number;
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}
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type AnimationEventListener = (event: AnimationEvent) => void;
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/**
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* AnimationsManager
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*
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*
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* AnimationsManager — the path registry (PathCreator, path animation) and the
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* progress helpers per-object animations use.
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*
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* Sequence playback moved to Animations V2 (viewer `animationsV2/ClipsRuntime`);
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* the V1 sequence player, its GSAP timelines and its step events are gone.
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*/
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declare class AnimationsManager {
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private activeSequences;
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private paths;
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private timelines;
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private eventListeners;
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constructor();
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/**
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* Add an event listener
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*/
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on(eventType: AnimationEventType, listener: AnimationEventListener): void;
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/**
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* Remove an event listener
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*/
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off(eventType: AnimationEventType, listener: AnimationEventListener): void;
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/**
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* Emit an event
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*/
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private emit;
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/**
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* @deprecated Sequences are now managed in Redux. Use playSequence(sequence) directly.
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* This method is kept for backwards compatibility during migration.
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*/
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addSequence(sequence: AnimationSequence): AnimationSequence;
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/**
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* @deprecated Sequences are now managed in Redux.
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*/
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removeSequence(sequenceId: string): void;
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/**
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* Get an actively playing sequence's runtime state
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*/
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getSequence(sequenceId: string): AnimationSequence | undefined;
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/**
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* @deprecated Sequences are now managed in Redux. Use Redux selectors instead.
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*/
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getAllSequences(): AnimationSequence[];
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/**
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* Execute a single animation step with multiple transitions
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* Returns a GSAP timeline for this step
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*/
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private executeStep;
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/**
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* Play an animation sequence
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* @param sequenceOrId - Either a full AnimationSequence object or a sequence ID (for backwards compat)
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* @param options - Playback options
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*/
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playSequence(sequenceOrId: AnimationSequence | string, options?: AnimationPlaybackOptions): Promise<void>;
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/**
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* Pause an animation sequence
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*/
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pauseSequence(sequenceId: string): void;
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/**
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* Resume a paused animation sequence
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*/
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resumeSequence(sequenceId: string): void;
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/**
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* Stop an animation sequence
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*/
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stopSequence(sequenceId: string): void;
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/**
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* Stop all animation sequences
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*/
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stopAllSequences(): void;
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/**
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* @deprecated Use Redux to update sequences. This only affects runtime state.
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*/
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updateSequence(sequenceId: string, updates: Partial<AnimationSequence>): void;
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/**
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* Check if a sequence is playing
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*/
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isSequencePlaying(sequenceId: string): boolean;
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/**
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* Check if a sequence is paused
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*/
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isSequencePaused(sequenceId: string): boolean;
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/**
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* Seek to a specific progress point in the animation (0-1)
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*/
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seekToProgress(sequenceId: string, progress: number): void;
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/**
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* Go to the start of the animation
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*/
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goToStart(sequenceId: string): void;
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/**
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* Go to the end of the animation
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*/
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goToEnd(sequenceId: string): void;
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/**
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* Get the current progress of a sequence (0-1)
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*/
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getProgress(sequenceId: string): number;
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/**
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* Clear all active sequences and timelines
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*/
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clear(): void;
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reverseSteps(sequence: AnimationSequence): AnimationSequence;
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/**
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* Get progress based on start time and duration (uses wall-clock time like GSAP)
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* @param startTime - The timestamp when animation started (from performance.now() or Date.now())
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@@ -1 +1 @@
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{"version":3,"file":"AnimationsManager.d.ts","sourceRoot":"","sources":["../../src/services/AnimationsManager.ts"],"names":[],"mappings":"
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{"version":3,"file":"AnimationsManager.d.ts","sourceRoot":"","sources":["../../src/services/AnimationsManager.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,qBAAqB,CAAC;AACtD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,kBAAkB,CAAC;AAErD;;;;;;GAMG;AACH,cAAM,iBAAiB;IACnB,OAAO,CAAC,KAAK,CAAe;IAC5B;;;;;;OAMG;IACH,mBAAmB,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,EAAE,IAAI,GAAE,MAAiB,GAAG,MAAM;IAYzF;;OAEG;IACH,cAAc,CAAC,QAAQ,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,QAAQ,GAAE,MAAU,GAAG,MAAM;IAM7E;;OAEG;IACH,UAAU,CAAC,IAAI,CAAC,EAAE,MAAM,EAAE,aAAa,GAAE,YAAY,EAAO,GAAG,MAAM;IAUrE;;OAEG;IACH,OAAO,CAAC,YAAY,EAAE,UAAU,GAAG,IAAI;IAGvC;;OAEG;IACH,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,UAAU,GAAG,SAAS;IAG/C;;OAEG;IACH,aAAa,CAAC,MAAM,EAAE,MAAM,GAAG,YAAY,EAAE,GAAG,SAAS;IAGzD;;OAEG;IACH,WAAW,IAAI,UAAU,EAAE;IAG3B;;OAEG;IACH,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,OAAO,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC,GAAG,IAAI;IAM1E;;OAEG;IACH,gBAAgB,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,GAAG,IAAI;IAM9D;;OAEG;IACH,cAAc,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,YAAY,GAAG,IAAI;IAMzD;;OAEG;IACH,mBAAmB,CAAC,MAAM,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,IAAI;IAMxD;;OAEG;IACH,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAGhC;;OAEG;IACH,aAAa,IAAI,IAAI;CAGxB;;AAED,wBAAuC"}
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import gsap from 'gsap';
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import { applyEasing, gsapEasingMap } from '../utils/easingUtils.js';
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/**
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* AnimationsManager
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*
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*
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* AnimationsManager — the path registry (PathCreator, path animation) and the
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* progress helpers per-object animations use.
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*
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* Sequence playback moved to Animations V2 (viewer `animationsV2/ClipsRuntime`);
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* the V1 sequence player, its GSAP timelines and its step events are gone.
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class AnimationsManager {
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// Runtime state for actively playing sequences
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activeSequences = new Map();
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paths = new Map([]);
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timelines = new Map();
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eventListeners = new Map();
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constructor() {
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// Initialize event listener sets
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this.eventListeners.set('sequenceStart', new Set());
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this.eventListeners.set('sequenceEnd', new Set());
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this.eventListeners.set('stepStart', new Set());
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this.eventListeners.set('stepEnd', new Set());
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}
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/**
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* Add an event listener
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*/
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on(eventType, listener) {
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const listeners = this.eventListeners.get(eventType);
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if (listeners) {
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listeners.add(listener);
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}
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}
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/**
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* Remove an event listener
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*/
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off(eventType, listener) {
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const listeners = this.eventListeners.get(eventType);
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if (listeners) {
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listeners.delete(listener);
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}
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}
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/**
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* Emit an event
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*/
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emit(event) {
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const listeners = this.eventListeners.get(event.type);
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if (listeners) {
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listeners.forEach(listener => {
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try {
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listener(event);
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}
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catch (error) {
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console.error(`Error in animation event listener for ${event.type}:`, error);
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}
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});
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}
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}
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/**
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* @deprecated Sequences are now managed in Redux. Use playSequence(sequence) directly.
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* This method is kept for backwards compatibility during migration.
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*/
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addSequence(sequence) {
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console.warn('AnimationsManager.addSequence is deprecated. Sequences are managed in Redux.');
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// Store for backwards compatibility
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this.activeSequences.set(sequence.id, {
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...sequence,
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currentStep: 0,
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isPlaying: false,
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isPaused: false,
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progress: 0,
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});
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return this.activeSequences.get(sequence.id);
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}
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/**
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* @deprecated Sequences are now managed in Redux.
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*/
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removeSequence(sequenceId) {
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console.warn('AnimationsManager.removeSequence is deprecated. Sequences are managed in Redux.');
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this.stopSequence(sequenceId);
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this.activeSequences.delete(sequenceId);
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this.timelines.delete(sequenceId);
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}
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/**
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* Get an actively playing sequence's runtime state
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*/
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getSequence(sequenceId) {
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return this.activeSequences.get(sequenceId);
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}
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/**
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* @deprecated Sequences are now managed in Redux. Use Redux selectors instead.
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*/
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getAllSequences() {
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console.warn('AnimationsManager.getAllSequences is deprecated. Use Redux selectors.');
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return Array.from(this.activeSequences.values());
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}
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// updateSequence(sequenceId: string, updates: Partial<AnimationSequence>): void {
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// const sequence = this.sequences.get(sequenceId);
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// if (sequence) {
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// Object.assign(sequence, updates);
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// }
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// }
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/**
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* Execute a single animation step with multiple transitions
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* Returns a GSAP timeline for this step
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*/
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executeStep(step, stepTimeline, sequence, stepIndex) {
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const { duration, ease = 'power2.out' } = step;
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const stagger = step.stagger || 0;
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// Total GSAP timeline duration must cover the last staggered transition finishing.
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// last object starts at (n-1)*stagger, runs for `duration` seconds.
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const totalDuration = duration + (step.transitions.length > 1 ? (step.transitions.length) * stagger : 0);
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// Emit step start event with step data
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stepTimeline.call(() => {
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this.emit({
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type: 'stepStart',
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sequenceId: sequence.id,
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sequence,
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step,
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stepIndex,
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});
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}, undefined, 0); // Call at the start of the step timeline
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// console.log('Executing step', stepIndex, 'of sequence', sequence.id, 'with duration', duration, 'stagger', stagger, 'totalDuration', totalDuration);
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stepTimeline.to({}, { duration: totalDuration, ease: ease });
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// Emit step end event
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stepTimeline.call(() => {
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this.emit({
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type: 'stepEnd',
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sequenceId: sequence.id,
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sequence,
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step,
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stepIndex,
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});
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if (step.onComplete) {
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step.onComplete();
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}
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});
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}
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/**
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* Play an animation sequence
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* @param sequenceOrId - Either a full AnimationSequence object or a sequence ID (for backwards compat)
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* @param options - Playback options
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*/
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async playSequence(sequenceOrId, options = {}) {
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// Support both sequence object and ID for backwards compatibility
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let sequence;
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let originalSequence; // Keep original for yoyo/loop callbacks
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let sequenceId;
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if (typeof sequenceOrId === 'string') {
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// ID passed - look up in activeSequences (backwards compat)
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const found = this.activeSequences.get(sequenceOrId);
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if (!found) {
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console.warn(`Animation sequence with ID ${sequenceOrId} not found. Pass sequence data directly.`);
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return;
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}
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originalSequence = found;
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sequence = options.reverse ? this.reverseSteps(found) : found;
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sequenceId = sequenceOrId;
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}
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else {
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// Sequence object passed directly (preferred)
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originalSequence = sequenceOrId;
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sequence = options.reverse ? this.reverseSteps(sequenceOrId) : sequenceOrId;
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sequenceId = sequence.id;
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}
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// console.log('Playing sequence:', sequenceId, options);
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// Stop existing timeline if any
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this.stopSequence(sequenceId);
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// Store in activeSequences for runtime state tracking
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const runtimeSequence = {
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...sequence,
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isPlaying: true,
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isPaused: false,
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currentStep: options.startStep || 0,
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progress: 0,
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};
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this.activeSequences.set(sequenceId, runtimeSequence);
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// console.log({sequence});
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// Create main timeline
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// When yoyo is enabled, we handle looping manually via callbacks
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// When yoyo is disabled, we can use GSAP's repeat for loop
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const useGsapRepeat = originalSequence.loop && !originalSequence.yoyo;
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const mainTimeline = gsap.timeline({
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paused: false,
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repeat: useGsapRepeat ? -1 : 0,
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onStart: () => {
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// Emit sequence start event
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this.emit({
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type: 'sequenceStart',
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sequenceId,
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sequence: runtimeSequence,
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});
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},
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onUpdate: () => {
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const progress = mainTimeline.progress();
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192
|
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// console.log(progress);
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193
|
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runtimeSequence.progress = progress;
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|
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},
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|
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onComplete: () => {
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|
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runtimeSequence.isPlaying = false;
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197
|
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runtimeSequence.currentStep = 0;
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198
|
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runtimeSequence.progress = 1;
|
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|
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// Emit sequence end event
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|
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this.emit({
|
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201
|
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type: 'sequenceEnd',
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|
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sequenceId,
|
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203
|
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sequence: runtimeSequence,
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204
|
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});
|
|
205
|
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if (originalSequence.yoyo) {
|
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206
|
-
if (!options._isYoyoReturn) {
|
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207
|
-
// Just finished the first pass, play the return leg (reversed)
|
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208
|
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this.playSequence(originalSequence, {
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209
|
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...options,
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210
|
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reverse: true,
|
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211
|
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_isYoyoReturn: true,
|
|
212
|
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});
|
|
213
|
-
}
|
|
214
|
-
else if (originalSequence.loop) {
|
|
215
|
-
// Finished the return leg and loop is true, start fresh (forward)
|
|
216
|
-
this.playSequence(originalSequence, {
|
|
217
|
-
...options,
|
|
218
|
-
reverse: false,
|
|
219
|
-
_isYoyoReturn: false,
|
|
220
|
-
});
|
|
221
|
-
}
|
|
222
|
-
// If _isYoyoReturn and loop is false, we're done (no replay)
|
|
223
|
-
}
|
|
224
|
-
if (options.onComplete) {
|
|
225
|
-
options.onComplete();
|
|
226
|
-
}
|
|
227
|
-
},
|
|
228
|
-
});
|
|
229
|
-
// Add forward steps to timeline
|
|
230
|
-
for (let i = 0; i < sequence.steps.length; i++) {
|
|
231
|
-
const step = sequence.steps[i];
|
|
232
|
-
const delay = step.delay || 0;
|
|
233
|
-
// Create a nested timeline for each step
|
|
234
|
-
const stepTimeline = gsap.timeline({
|
|
235
|
-
onStart: () => {
|
|
236
|
-
runtimeSequence.currentStep = i;
|
|
237
|
-
}
|
|
238
|
-
});
|
|
239
|
-
// Execute the step (this will add tweens to stepTimeline and emit events)
|
|
240
|
-
this.executeStep(step, stepTimeline, sequence, i);
|
|
241
|
-
// Add the step timeline to the main timeline
|
|
242
|
-
if (delay > 0) {
|
|
243
|
-
mainTimeline.add(stepTimeline, `+=${delay}`);
|
|
244
|
-
}
|
|
245
|
-
else {
|
|
246
|
-
mainTimeline.add(stepTimeline);
|
|
247
|
-
}
|
|
248
|
-
}
|
|
249
|
-
// Apply speed multiplier if provided
|
|
250
|
-
if (options.speed !== undefined && options.speed > 0) {
|
|
251
|
-
mainTimeline.timeScale(options.speed);
|
|
252
|
-
}
|
|
253
|
-
this.timelines.set(sequenceId, mainTimeline);
|
|
254
|
-
}
|
|
255
|
-
/**
|
|
256
|
-
* Pause an animation sequence
|
|
257
|
-
*/
|
|
258
|
-
pauseSequence(sequenceId) {
|
|
259
|
-
const timeline = this.timelines.get(sequenceId);
|
|
260
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
261
|
-
if (timeline && sequence) {
|
|
262
|
-
timeline.pause();
|
|
263
|
-
sequence.isPaused = true;
|
|
264
|
-
sequence.isPlaying = false;
|
|
265
|
-
}
|
|
266
|
-
}
|
|
267
|
-
/**
|
|
268
|
-
* Resume a paused animation sequence
|
|
269
|
-
*/
|
|
270
|
-
resumeSequence(sequenceId) {
|
|
271
|
-
const timeline = this.timelines.get(sequenceId);
|
|
272
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
273
|
-
if (timeline && sequence) {
|
|
274
|
-
timeline.resume();
|
|
275
|
-
sequence.isPaused = false;
|
|
276
|
-
sequence.isPlaying = true;
|
|
277
|
-
}
|
|
278
|
-
}
|
|
279
|
-
/**
|
|
280
|
-
* Stop an animation sequence
|
|
281
|
-
*/
|
|
282
|
-
stopSequence(sequenceId) {
|
|
283
|
-
const timeline = this.timelines.get(sequenceId);
|
|
284
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
285
|
-
if (timeline) {
|
|
286
|
-
timeline.kill();
|
|
287
|
-
this.timelines.delete(sequenceId);
|
|
288
|
-
}
|
|
289
|
-
if (sequence) {
|
|
290
|
-
sequence.isPlaying = false;
|
|
291
|
-
sequence.isPaused = false;
|
|
292
|
-
sequence.currentStep = 0;
|
|
293
|
-
sequence.progress = 0;
|
|
294
|
-
// Clean up from activeSequences when stopped
|
|
295
|
-
this.activeSequences.delete(sequenceId);
|
|
296
|
-
}
|
|
297
|
-
}
|
|
298
|
-
/**
|
|
299
|
-
* Stop all animation sequences
|
|
300
|
-
*/
|
|
301
|
-
stopAllSequences() {
|
|
302
|
-
this.activeSequences.forEach((_, sequenceId) => {
|
|
303
|
-
this.stopSequence(sequenceId);
|
|
304
|
-
});
|
|
305
|
-
}
|
|
306
|
-
/**
|
|
307
|
-
* @deprecated Use Redux to update sequences. This only affects runtime state.
|
|
308
|
-
*/
|
|
309
|
-
updateSequence(sequenceId, updates) {
|
|
310
|
-
console.warn('AnimationsManager.updateSequence is deprecated. Use Redux.');
|
|
311
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
312
|
-
if (sequence) {
|
|
313
|
-
Object.assign(sequence, updates);
|
|
314
|
-
}
|
|
315
|
-
}
|
|
316
|
-
/**
|
|
317
|
-
* Check if a sequence is playing
|
|
318
|
-
*/
|
|
319
|
-
isSequencePlaying(sequenceId) {
|
|
320
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
321
|
-
return sequence?.isPlaying || false;
|
|
322
|
-
}
|
|
323
|
-
/**
|
|
324
|
-
* Check if a sequence is paused
|
|
325
|
-
*/
|
|
326
|
-
isSequencePaused(sequenceId) {
|
|
327
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
328
|
-
return sequence?.isPaused || false;
|
|
329
|
-
}
|
|
330
|
-
/**
|
|
331
|
-
* Seek to a specific progress point in the animation (0-1)
|
|
332
|
-
*/
|
|
333
|
-
seekToProgress(sequenceId, progress) {
|
|
334
|
-
const timeline = this.timelines.get(sequenceId);
|
|
335
|
-
const sequence = this.activeSequences.get(sequenceId);
|
|
336
|
-
if (timeline && sequence) {
|
|
337
|
-
const clampedProgress = Math.max(0, Math.min(1, progress));
|
|
338
|
-
timeline.progress(clampedProgress);
|
|
339
|
-
sequence.progress = clampedProgress;
|
|
340
|
-
}
|
|
341
|
-
}
|
|
342
|
-
/**
|
|
343
|
-
* Go to the start of the animation
|
|
344
|
-
*/
|
|
345
|
-
goToStart(sequenceId) {
|
|
346
|
-
this.seekToProgress(sequenceId, 0);
|
|
347
|
-
}
|
|
348
|
-
/**
|
|
349
|
-
* Go to the end of the animation
|
|
350
|
-
*/
|
|
351
|
-
goToEnd(sequenceId) {
|
|
352
|
-
this.seekToProgress(sequenceId, 1);
|
|
353
|
-
}
|
|
354
|
-
/**
|
|
355
|
-
* Get the current progress of a sequence (0-1)
|
|
356
|
-
*/
|
|
357
|
-
getProgress(sequenceId) {
|
|
358
|
-
const timeline = this.timelines.get(sequenceId);
|
|
359
|
-
return timeline?.progress() || 0;
|
|
360
|
-
}
|
|
361
|
-
/**
|
|
362
|
-
* Clear all active sequences and timelines
|
|
363
|
-
*/
|
|
364
|
-
clear() {
|
|
365
|
-
this.stopAllSequences();
|
|
366
|
-
this.activeSequences.clear();
|
|
367
|
-
this.timelines.clear();
|
|
368
|
-
}
|
|
369
|
-
reverseSteps(sequence) {
|
|
370
|
-
// Create a deep copy of the sequence
|
|
371
|
-
const reversedSequence = {
|
|
372
|
-
...sequence,
|
|
373
|
-
id: sequence.id,
|
|
374
|
-
steps: [...sequence.steps].reverse().map(step => {
|
|
375
|
-
// Deep copy the step
|
|
376
|
-
const reversedStep = {
|
|
377
|
-
...step,
|
|
378
|
-
transitions: step.transitions.map(transition => {
|
|
379
|
-
// Deep copy the transition
|
|
380
|
-
const { properties } = transition;
|
|
381
|
-
// Ensure we maintain the correct structure with from and to properties
|
|
382
|
-
const reversedProperties = {
|
|
383
|
-
from: properties.to || {},
|
|
384
|
-
to: properties.from || {},
|
|
385
|
-
};
|
|
386
|
-
return {
|
|
387
|
-
...transition,
|
|
388
|
-
properties: reversedProperties,
|
|
389
|
-
};
|
|
390
|
-
}),
|
|
391
|
-
};
|
|
392
|
-
return reversedStep;
|
|
393
|
-
}),
|
|
394
|
-
};
|
|
395
|
-
return reversedSequence;
|
|
396
|
-
}
|
|
397
11
|
/**
|
|
398
12
|
* Get progress based on start time and duration (uses wall-clock time like GSAP)
|
|
399
13
|
* @param startTime - The timestamp when animation started (from performance.now() or Date.now())
|
|
@@ -402,6 +16,10 @@ class AnimationsManager {
|
|
|
402
16
|
* @returns Eased progress value from 0 to 1
|
|
403
17
|
*/
|
|
404
18
|
getProgressFromTime(startTime, duration, ease = 'linear') {
|
|
19
|
+
// Zero-length steps (actions) are complete immediately. Without this, elapsed/0 is
|
|
20
|
+
// NaN on the first frame (elapsed 0) and every lerp downstream goes NaN.
|
|
21
|
+
if (!(duration > 0))
|
|
22
|
+
return 1;
|
|
405
23
|
const elapsed = (performance.now() - startTime) / 1000; // Convert ms to seconds
|
|
406
24
|
const linearProgress = Math.min(Math.max(elapsed / duration, 0), 1);
|
|
407
25
|
// Convert GSAP ease string to easing function name if needed
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
import type { ActionSequence } from '../types/actions';
|
|
2
|
+
import { type SettingsPatch } from '../utils/settingsPatch';
|
|
3
|
+
type Listener = () => void;
|
|
4
|
+
export type SceneActionsEvent =
|
|
5
|
+
/** `reapplied`: it was already applied (patches moved to the top). `runEffects`: false for a patch-only preview. */
|
|
6
|
+
{
|
|
7
|
+
type: 'applied';
|
|
8
|
+
actionId: string;
|
|
9
|
+
action: ActionSequence;
|
|
10
|
+
reapplied: boolean;
|
|
11
|
+
runEffects: boolean;
|
|
12
|
+
} | {
|
|
13
|
+
type: 'reverted';
|
|
14
|
+
actionId: string;
|
|
15
|
+
action: ActionSequence;
|
|
16
|
+
}
|
|
17
|
+
/** `actions`: those that were applied until now. */
|
|
18
|
+
| {
|
|
19
|
+
type: 'reset';
|
|
20
|
+
actions: ActionSequence[];
|
|
21
|
+
};
|
|
22
|
+
export interface ApplyActionOptions {
|
|
23
|
+
/** Run the action's effects (default true). The editor previews patches only. */
|
|
24
|
+
effects?: boolean;
|
|
25
|
+
}
|
|
26
|
+
declare class SceneActions {
|
|
27
|
+
private stacks;
|
|
28
|
+
private merged;
|
|
29
|
+
/** Applied actions, by id — the definition as it was applied (for revert events). */
|
|
30
|
+
private applied;
|
|
31
|
+
private stateListeners;
|
|
32
|
+
private eventListeners;
|
|
33
|
+
private version;
|
|
34
|
+
/** Apply an action. Re-applying moves its patches to the top of each stack. */
|
|
35
|
+
applyAction(action: ActionSequence, options?: ApplyActionOptions): void;
|
|
36
|
+
/** Remove an action's patches from every element it touched. */
|
|
37
|
+
revertAction(actionOrId: ActionSequence | string): void;
|
|
38
|
+
/** Apply when not applied, revert when applied. Returns true when it applied. */
|
|
39
|
+
toggleAction(action: ActionSequence): boolean;
|
|
40
|
+
isActionApplied(actionId: string): boolean;
|
|
41
|
+
getAppliedActionIds(): string[];
|
|
42
|
+
/** Drop every patch (project load, "reset" in the editor). */
|
|
43
|
+
reset(): void;
|
|
44
|
+
/** The merged patch for one element — stable identity until it changes. */
|
|
45
|
+
getPatch(state: string | undefined | null): SettingsPatch | undefined;
|
|
46
|
+
/** Subscribe to one element's patch. Returns the unsubscribe. */
|
|
47
|
+
subscribe(state: string, listener: Listener): () => void;
|
|
48
|
+
/** Subscribe to apply / revert / reset events (UI badges, the component API). */
|
|
49
|
+
onEvent(listener: (event: SceneActionsEvent) => void): () => void;
|
|
50
|
+
/** Monotonic counter, bumped on every change (a cheap useSyncExternalStore snapshot). */
|
|
51
|
+
getVersion(): number;
|
|
52
|
+
private removeEntries;
|
|
53
|
+
private commit;
|
|
54
|
+
}
|
|
55
|
+
declare const sceneActions: SceneActions;
|
|
56
|
+
export default sceneActions;
|
|
57
|
+
//# sourceMappingURL=SceneActions.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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