@motionscript/grids 0.1.0-alpha.5 → 0.1.0-alpha.7

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Files changed (50) hide show
  1. package/CHANGELOG.md +24 -0
  2. package/README.md +47 -15
  3. package/dist/browser/chunks/chunk-J62D7EFZ.js +2 -0
  4. package/dist/browser/chunks/chunk-J62D7EFZ.js.map +7 -0
  5. package/dist/browser/index.js +1 -1
  6. package/dist/browser/index.js.map +3 -3
  7. package/dist/browser/kit.js +1 -1
  8. package/dist/browser/manifest.json +1 -1
  9. package/dist/engine.d.ts +4 -4
  10. package/dist/engine.js +4 -4
  11. package/dist/engine.js.map +1 -1
  12. package/dist/kit/index.d.ts +3 -1
  13. package/dist/kit/index.d.ts.map +1 -1
  14. package/dist/kit/index.js +4 -1
  15. package/dist/kit/index.js.map +1 -1
  16. package/dist/kit/item-grid.d.ts +203 -198
  17. package/dist/kit/item-grid.d.ts.map +1 -1
  18. package/dist/kit/item-grid.js +413 -440
  19. package/dist/kit/item-grid.js.map +1 -1
  20. package/dist/nodes.d.ts +8 -3
  21. package/dist/nodes.d.ts.map +1 -1
  22. package/dist/nodes.js +6 -10
  23. package/dist/nodes.js.map +1 -1
  24. package/dist/path-grid/path-grid.d.ts +187 -73
  25. package/dist/path-grid/path-grid.d.ts.map +1 -1
  26. package/dist/path-grid/path-grid.js +129 -172
  27. package/dist/path-grid/path-grid.js.map +1 -1
  28. package/dist/radial-grid/radial-grid.d.ts +171 -45
  29. package/dist/radial-grid/radial-grid.d.ts.map +1 -1
  30. package/dist/radial-grid/radial-grid.js +55 -87
  31. package/dist/radial-grid/radial-grid.js.map +1 -1
  32. package/dist/rectangular-grid/rectangular-grid.d.ts +203 -70
  33. package/dist/rectangular-grid/rectangular-grid.d.ts.map +1 -1
  34. package/dist/rectangular-grid/rectangular-grid.js +107 -145
  35. package/dist/rectangular-grid/rectangular-grid.js.map +1 -1
  36. package/dist/sphere-grid/sphere-grid.d.ts +192 -60
  37. package/dist/sphere-grid/sphere-grid.d.ts.map +1 -1
  38. package/dist/sphere-grid/sphere-grid.js +90 -137
  39. package/dist/sphere-grid/sphere-grid.js.map +1 -1
  40. package/package.json +4 -4
  41. package/src/engine.ts +4 -4
  42. package/src/kit/index.ts +13 -1
  43. package/src/kit/item-grid.ts +505 -442
  44. package/src/nodes.ts +18 -3
  45. package/src/path-grid/path-grid.ts +137 -164
  46. package/src/radial-grid/radial-grid.ts +69 -78
  47. package/src/rectangular-grid/rectangular-grid.ts +118 -133
  48. package/src/sphere-grid/sphere-grid.ts +103 -117
  49. package/dist/browser/chunks/chunk-XDUDKWM7.js +0 -2
  50. package/dist/browser/chunks/chunk-XDUDKWM7.js.map +0 -7
@@ -1,7 +0,0 @@
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- {
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- "version": 3,
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- "sources": ["../../../src/kit/slots/path.ts", "../../../src/kit/slots/slot.ts", "../../../src/kit/slots/radial.ts", "../../../src/kit/slots/rectangular.ts", "../../../src/kit/slots/sphere.ts", "../../../src/kit/slots/path-templates.ts", "../../../src/kit/slots/index.ts", "../../../src/kit/random.ts", "../../../src/kit/stagger.ts", "../../../src/kit/item-effects.ts", "../../../src/kit/order.ts", "../../../src/kit/item-grid.ts"],
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- "sourcesContent": ["import { pathOps, type PathData, type PathSampler } from \"@motionscript/sdk\"\r\n\r\nimport { slot, type Slot, type SlotInput } from \"./slot\"\r\n\r\n/** `distribute` spreads the items over the path; `fixed` sets them a distance apart. */\r\nexport const PATH_SPACINGS = [\"distribute\", \"fixed\"] as const\r\nexport type PathSpacing = (typeof PATH_SPACINGS)[number]\r\n\r\n/** How path coordinates land in the grid's frame: `origin` of the path goes to `(x, y)`, turned and scaled. */\r\nexport interface PathPlacement {\r\n originX: number\r\n originY: number\r\n /** The path is y-down, as SVG and the editor write one. */\r\n flipY?: boolean\r\n x: number\r\n y: number\r\n /** Degrees clockwise. */\r\n rotation: number\r\n scale: number\r\n}\r\n\r\nexport interface PathArrangement {\r\n kind: \"path\"\r\n /** y-up, like every path in the library, unless its placement says otherwise. */\r\n path: PathData\r\n placement: PathPlacement\r\n spacing: PathSpacing\r\n /** Pixels between items when `spacing` is `fixed`. */\r\n spacingDistance: number\r\n /** Share of the path the items are moved along; wraps on a closed path. */\r\n offset: number\r\n /** Share of the path per second the items travel on their own. */\r\n flowSpeed: number\r\n trimStart: number\r\n trimEnd: number\r\n /** Turn each item to follow the path's direction. */\r\n alignToPath: boolean\r\n}\r\n\r\nconst SAMPLERS = new Map<PathData, { sampler: PathSampler; closed: boolean }>()\r\nconst SAMPLER_CACHE = 32\r\n\r\n/** A sampler for `path`, kept while the same value keeps arriving — a path is re-read every frame. */\r\nfunction measured(path: PathData): { sampler: PathSampler; closed: boolean } {\r\n const hit = SAMPLERS.get(path)\r\n if (hit) return hit\r\n const contours = pathOps.contours(path)\r\n const entry = {\r\n sampler: pathOps.sampler(path),\r\n closed: contours.length === 1 && contours[0].closed,\r\n }\r\n if (SAMPLERS.size >= SAMPLER_CACHE) SAMPLERS.delete(SAMPLERS.keys().next().value!)\r\n SAMPLERS.set(path, entry)\r\n return entry\r\n}\r\n\r\n/**\r\n * Items at even arc-length steps — by distance along the curve rather than the\r\n * path's own parameter, which bunches them up wherever a curve is tight.\r\n *\r\n * On a closed path used whole, `n` items take `n` equal steps and `offset`\r\n * wraps round, so an animated offset is a loop. Anywhere else the ends are\r\n * ends: `n` items take `n - 1` steps so both get one, and an item moved past\r\n * either is hidden rather than piled on it.\r\n */\r\nexport function pathSlots(arrangement: PathArrangement, input: SlotInput): Slot[] {\r\n const { count } = input\r\n if (count === 0) return []\r\n const { sampler, closed } = measured(arrangement.path)\r\n const length = sampler.length\r\n const a = clamp01(Math.min(arrangement.trimStart, arrangement.trimEnd))\r\n const b = clamp01(Math.max(arrangement.trimStart, arrangement.trimEnd))\r\n const start = a * length\r\n const span = (b - a) * length\r\n const loops = closed && a === 0 && b === 1\r\n const offset = arrangement.offset + arrangement.flowSpeed * input.time\r\n const place = arrangement.placement\r\n const rad = (place.rotation * Math.PI) / 180\r\n const cos = Math.cos(rad)\r\n const sin = Math.sin(rad)\r\n\r\n const slots: Slot[] = []\r\n for (let k = 0; k < count; k++) {\r\n let u: number\r\n if (arrangement.spacing === \"fixed\" && span > 0) {\r\n u = offset + (k * arrangement.spacingDistance) / span\r\n } else if (loops) {\r\n u = offset + k / count\r\n } else {\r\n u = offset + (count === 1 ? 0.5 : k / (count - 1))\r\n }\r\n let visible = true\r\n if (loops) u = u - Math.floor(u)\r\n else if (u < -1e-9 || u > 1 + 1e-9) visible = false\r\n const at = sampler.frameAt(start + clamp01(u) * span)\r\n if (!at) {\r\n const s = slot(0, 0, { kind: \"path\", t: clamp01(u) })\r\n s.opacity = 0\r\n slots.push(s)\r\n continue\r\n }\r\n // Into the grid's frame: about the path's origin, turned clockwise (y-up).\r\n const flip = place.flipY ? -1 : 1\r\n const px = (at.x - place.originX) * place.scale\r\n const py = (at.y - place.originY) * place.scale * flip\r\n const s = slot(\r\n place.x + px * cos + py * sin,\r\n place.y - px * sin + py * cos,\r\n { kind: \"path\", t: clamp01(u) },\r\n )\r\n if (arrangement.alignToPath) s.rotation = (-Math.atan2(at.ty * flip, at.tx) * 180) / Math.PI + place.rotation\r\n if (!visible) s.opacity = 0\r\n slots.push(s)\r\n }\r\n return slots\r\n}\r\n\r\nfunction clamp01(v: number): number {\r\n return v < 0 ? 0 : v > 1 ? 1 : v\r\n}\r\n", "import type { Size2D } from \"@motionscript/sdk\"\r\n\r\n/**\r\n * One place in an arrangement, in the grid's own frame: centred on it, y-up,\r\n * `depth` toward the viewer.\r\n *\r\n * Pure data, and the whole of what an arrangement produces — which is what lets\r\n * a morph blend any two of them item by item, whatever shapes they came from.\r\n */\r\nexport interface Slot {\r\n x: number\r\n y: number\r\n depth: number\r\n /** Degrees clockwise. */\r\n rotation: number\r\n /** Tilt, degrees, as a node's own `rotationX`/`rotationY`. */\r\n rotationX: number\r\n rotationY: number\r\n scale: number\r\n opacity: number\r\n meta: SlotMeta\r\n}\r\n\r\n/** What kind of place a slot is — the orderings a stagger can follow. */\r\nexport type SlotMeta =\r\n | { kind: \"rectangular\"; row: number; column: number }\r\n /** Degrees clockwise from the arrangement's first slot. */\r\n | { kind: \"radial\"; angle: number }\r\n /** `0..1` along the part of the path in use. */\r\n | { kind: \"path\"; t: number }\r\n /** `depth` is `-1` at the back of the sphere and `1` at the front. */\r\n | { kind: \"sphere\"; lat: number; lon: number; depth: number }\r\n\r\n/** What an arrangement is laid out for. */\r\nexport interface SlotInput {\r\n count: number\r\n /** Each item's measured size, in item order. */\r\n sizes: readonly Size2D[]\r\n /** The grid's content box. */\r\n box: Size2D\r\n /** Clip seconds, for arrangements that move on their own. */\r\n time: number\r\n}\r\n\r\nexport function slot(x: number, y: number, meta: SlotMeta): Slot {\r\n return { x, y, depth: 0, rotation: 0, rotationX: 0, rotationY: 0, scale: 1, opacity: 1, meta }\r\n}\r\n\r\n/** `a` toward `b`. The meta switches halfway, since an ordering cannot be half one thing. */\r\nexport function blendSlot(a: Slot, b: Slot, t: number): Slot {\r\n if (t <= 0) return a\r\n if (t >= 1) return b\r\n const mix = (p: number, q: number) => p + (q - p) * t\r\n return {\r\n x: mix(a.x, b.x),\r\n y: mix(a.y, b.y),\r\n depth: mix(a.depth, b.depth),\r\n rotation: mix(a.rotation, b.rotation),\r\n rotationX: mix(a.rotationX, b.rotationX),\r\n rotationY: mix(a.rotationY, b.rotationY),\r\n scale: mix(a.scale, b.scale),\r\n opacity: mix(a.opacity, b.opacity),\r\n meta: t < 0.5 ? a.meta : b.meta,\r\n }\r\n}\r\n\r\n/** Push `s` away from (or pull it toward) the grid's centre. */\r\nexport function spreadSlot(s: Slot, spread: number): Slot {\r\n if (spread === 1) return s\r\n return { ...s, x: s.x * spread, y: s.y * spread, depth: s.depth * spread }\r\n}\r\n\r\n/** Largest width and height among `sizes`. */\r\nexport function largest(sizes: readonly Size2D[]): Size2D {\r\n let width = 0\r\n let height = 0\r\n for (const size of sizes) {\r\n if (size.width > width) width = size.width\r\n if (size.height > height) height = size.height\r\n }\r\n return { width, height }\r\n}\r\n", "import { slot, type Slot, type SlotInput } from \"./slot\"\r\n\r\nexport const RADIAL_DIRECTIONS = [\"clockwise\", \"counterclockwise\"] as const\r\nexport type RadialDirection = (typeof RADIAL_DIRECTIONS)[number]\r\n\r\nexport interface RadialArrangement {\r\n kind: \"radial\"\r\n radius: number\r\n /** Where the first item sits, degrees clockwise from twelve o'clock. */\r\n startAngle: number\r\n /** How much of the circle the items span, degrees. */\r\n sweep: number\r\n direction: RadialDirection\r\n /** Turn each item so its top faces away from the centre. */\r\n rotateItems: boolean\r\n /** Degrees per second the ring turns on its own. */\r\n spinSpeed: number\r\n}\r\n\r\n/**\r\n * The angle of each of `count` slots, clockwise from twelve o'clock. A full\r\n * circle divides by the count, so the last item does not land on the first; an\r\n * arc divides by one less, so both ends get an item. In between the divisor\r\n * slides from one to the other as the arc closes — steeply, so an arc is an arc\r\n * until it is nearly whole, and a sweep animated to 360 lands without a jump.\r\n */\r\nexport function radialAngles(arrangement: RadialArrangement, count: number, time: number): number[] {\r\n const sweep = arrangement.sweep\r\n const closing = Math.min(1, Math.abs(sweep) / 360) ** 8\r\n const step = count <= 1 ? 0 : sweep / (count - 1 + closing)\r\n const sign = arrangement.direction === \"counterclockwise\" ? -1 : 1\r\n const start = arrangement.startAngle + arrangement.spinSpeed * time\r\n const angles: number[] = []\r\n for (let k = 0; k < count; k++) angles.push(start + sign * k * step)\r\n return angles\r\n}\r\n\r\nexport function radialSlots(arrangement: RadialArrangement, input: SlotInput): Slot[] {\r\n const angles = radialAngles(arrangement, input.count, input.time)\r\n const start = angles[0] ?? 0\r\n return angles.map((angle) => {\r\n const rad = (angle * Math.PI) / 180\r\n const s = slot(arrangement.radius * Math.sin(rad), arrangement.radius * Math.cos(rad), {\r\n kind: \"radial\",\r\n angle: Math.abs(angle - start),\r\n })\r\n if (arrangement.rotateItems) s.rotation = angle\r\n return s\r\n })\r\n}\r\n\r\n/** The change to `startAngle` that brings slot `index` to twelve o'clock by the shorter way round. */\r\nexport function radialTurnToTop(arrangement: RadialArrangement, count: number, index: number): number {\r\n const angle = radialAngles({ ...arrangement, spinSpeed: 0 }, count, 0)[index] ?? arrangement.startAngle\r\n return -wrapDegrees(angle)\r\n}\r\n\r\n/** `degrees` folded into `(-180, 180]`. */\r\nexport function wrapDegrees(degrees: number): number {\r\n const wrapped = ((degrees % 360) + 360) % 360\r\n return wrapped > 180 ? wrapped - 360 : wrapped\r\n}\r\n", "import type { Size2D } from \"@motionscript/sdk\"\r\n\r\nimport { largest, slot, type Slot, type SlotInput } from \"./slot\"\r\n\r\nexport const FILL_DIRECTIONS = [\"row\", \"column\"] as const\r\nexport type FillDirection = (typeof FILL_DIRECTIONS)[number]\r\n\r\n/**\r\n * How big a cell is: the largest child (`fit`), a size of its own (`fixed`), or\r\n * an equal share of the grid's box (`fill`), which is also the room a child set\r\n * to `fill` grows into.\r\n */\r\nexport const CELL_MODES = [\"fit\", \"fixed\", \"fill\"] as const\r\nexport type CellMode = (typeof CELL_MODES)[number]\r\n\r\n/** Where a short last row (or column, filling by column) sits. */\r\nexport const LINE_ALIGNS = [\"start\", \"center\", \"end\"] as const\r\nexport type LineAlign = (typeof LINE_ALIGNS)[number]\r\n\r\nexport interface RectangularArrangement {\r\n kind: \"rectangular\"\r\n columns: number\r\n fillDirection: FillDirection\r\n cellMode: CellMode\r\n cellWidth: number\r\n cellHeight: number\r\n columnGap: number\r\n rowGap: number\r\n lastLineAlign: LineAlign\r\n /** Share of a column's pitch every other row shifts right — `0.5` is a brick bond. */\r\n rowOffset: number\r\n /** Share of a row's pitch every other column shifts down. */\r\n columnOffset: number\r\n}\r\n\r\n/** Rows and columns `count` items make, `columns` wide. */\r\nexport function rectangularShape(arrangement: RectangularArrangement, count: number): { rows: number; columns: number } {\r\n const columns = Math.max(1, Math.round(arrangement.columns))\r\n const rows = Math.max(1, Math.ceil(count / columns))\r\n // Filling by column, the rows are set by the count, and a column the items\r\n // never reach would pull the block off centre.\r\n if (arrangement.fillDirection === \"column\") return { rows, columns: Math.max(1, Math.ceil(count / rows)) }\r\n return { rows, columns }\r\n}\r\n\r\n/** The cell every item is laid out in — what a `fill` child is measured against. */\r\nexport function rectangularCell(\r\n arrangement: RectangularArrangement,\r\n count: number,\r\n sizes: readonly Size2D[],\r\n box: Size2D,\r\n): Size2D {\r\n const { rows, columns } = rectangularShape(arrangement, count)\r\n switch (arrangement.cellMode) {\r\n case \"fixed\":\r\n return { width: Math.max(0, arrangement.cellWidth), height: Math.max(0, arrangement.cellHeight) }\r\n case \"fill\":\r\n return {\r\n width: Math.max(0, (box.width - arrangement.columnGap * (columns - 1)) / columns),\r\n height: Math.max(0, (box.height - arrangement.rowGap * (rows - 1)) / rows),\r\n }\r\n default:\r\n return largest(sizes)\r\n }\r\n}\r\n\r\n/**\r\n * Items fill rows left to right, top to bottom (or columns top to bottom, left to\r\n * right), and the whole block is centred on the grid.\r\n */\r\nexport function rectangularSlots(arrangement: RectangularArrangement, input: SlotInput): Slot[] {\r\n const { count } = input\r\n if (count === 0) return []\r\n const { rows, columns } = rectangularShape(arrangement, count)\r\n const byColumn = arrangement.fillDirection === \"column\"\r\n // Filling by column keeps the column count and lets the rows follow from it.\r\n const lines = byColumn ? columns : rows\r\n const perLine = byColumn ? rows : columns\r\n const cell = rectangularCell(arrangement, count, input.sizes, input.box)\r\n const pitchX = cell.width + arrangement.columnGap\r\n const pitchY = cell.height + arrangement.rowGap\r\n const lastLine = lines - 1\r\n const lastCount = count - lastLine * perLine\r\n const shortBy = perLine - lastCount\r\n const lead = arrangement.lastLineAlign === \"center\" ? shortBy / 2 : arrangement.lastLineAlign === \"end\" ? shortBy : 0\r\n // Shifting every other row by a share of a pitch moves the block's centre by\r\n // half that share; taking it back keeps the block centred on the grid.\r\n const shiftX = arrangement.rowOffset * pitchX\r\n const shiftY = arrangement.columnOffset * pitchY\r\n\r\n const slots: Slot[] = []\r\n for (let i = 0; i < count; i++) {\r\n const line = Math.floor(i / perLine)\r\n let along = i % perLine\r\n if (line === lastLine) along += lead\r\n const row = byColumn ? along : line\r\n const column = byColumn ? line : along\r\n // A centred short line sits between whole cells; its parity is the cell it covers most.\r\n const rowIndex = Math.round(row)\r\n const columnIndex = Math.round(column)\r\n const x = (column - (columns - 1) / 2) * pitchX\r\n + (rowIndex % 2 === 1 ? shiftX : 0) - (rows > 1 ? shiftX / 2 : 0)\r\n const y = ((rows - 1) / 2 - row) * pitchY\r\n - (columnIndex % 2 === 1 ? shiftY : 0) + (columns > 1 ? shiftY / 2 : 0)\r\n slots.push(slot(x, y, { kind: \"rectangular\", row: rowIndex, column: columnIndex }))\r\n }\r\n return slots\r\n}\r\n", "import { slot, type Slot, type SlotInput } from \"./slot\"\r\n\r\n/** `outward` lays each item on the sphere's surface; `billboard` keeps every item facing the viewer. */\r\nexport const SPHERE_FACINGS = [\"outward\", \"billboard\"] as const\r\nexport type SphereFacing = (typeof SPHERE_FACINGS)[number]\r\n\r\nexport const SPHERE_AXES = [\"x\", \"y\", \"z\"] as const\r\nexport type SphereAxis = (typeof SPHERE_AXES)[number]\r\n\r\nexport interface SphereArrangement {\r\n kind: \"sphere\"\r\n radius: number\r\n /** Turn about the vertical axis, degrees — positive carries the front to the right. */\r\n yaw: number\r\n /** Turn about the horizontal axis, degrees — positive brings the top toward the viewer. */\r\n pitch: number\r\n /** Turn about the view axis, degrees clockwise. */\r\n roll: number\r\n facing: SphereFacing\r\n /** The camera's distance from the sphere's centre plane, px — smaller is more dramatic. */\r\n focalLength: number\r\n /** How much the back half fades, `0..1`. */\r\n depthFade: number\r\n /** Hide the items whose faces point away from the viewer. */\r\n cullBackfaces: boolean\r\n /** Degrees per second of yaw the sphere turns on its own. */\r\n spinSpeed: number\r\n}\r\n\r\nconst GOLDEN_ANGLE = Math.PI * (3 - Math.sqrt(5))\r\nconst DEG = 180 / Math.PI\r\n\r\n/** Point `k` of `count` on the unit sphere — a Fibonacci lattice, as even as `count` points get. */\r\nexport function fibonacciPoint(k: number, count: number): [number, number, number] {\r\n if (count <= 1) return [0, 0, 1]\r\n const y = 1 - (2 * (k + 0.5)) / count\r\n const r = Math.sqrt(Math.max(0, 1 - y * y))\r\n const theta = k * GOLDEN_ANGLE\r\n return [Math.cos(theta) * r, y, Math.sin(theta) * r]\r\n}\r\n\r\n/** `p` turned by yaw, then pitch, then roll — y-up, z toward the viewer. */\r\nexport function orient(p: readonly [number, number, number], yaw: number, pitch: number, roll: number): [number, number, number] {\r\n const [x0, y0, z0] = p\r\n const ya = yaw / DEG, pa = pitch / DEG, ra = roll / DEG\r\n const x1 = x0 * Math.cos(ya) + z0 * Math.sin(ya)\r\n const z1 = -x0 * Math.sin(ya) + z0 * Math.cos(ya)\r\n const y2 = y0 * Math.cos(pa) - z1 * Math.sin(pa)\r\n const z2 = y0 * Math.sin(pa) + z1 * Math.cos(pa)\r\n return [x1 * Math.cos(ra) + y2 * Math.sin(ra), -x1 * Math.sin(ra) + y2 * Math.cos(ra), z2]\r\n}\r\n\r\nexport function sphereSlots(arrangement: SphereArrangement, input: SlotInput): Slot[] {\r\n const { count } = input\r\n const radius = arrangement.radius\r\n const yaw = arrangement.yaw + arrangement.spinSpeed * input.time\r\n const outward = arrangement.facing === \"outward\"\r\n const slots: Slot[] = []\r\n for (let k = 0; k < count; k++) {\r\n const q = fibonacciPoint(k, count)\r\n const [nx, ny, nz] = orient(q, yaw, arrangement.pitch, arrangement.roll)\r\n const s = slot(nx * radius, ny * radius, {\r\n kind: \"sphere\",\r\n lat: Math.asin(Math.max(-1, Math.min(1, q[1]))) * DEG,\r\n lon: Math.atan2(q[2], q[0]) * DEG,\r\n depth: nz,\r\n })\r\n s.depth = nz * radius\r\n if (outward) {\r\n // The tilt whose `Rx · Ry` turns a face's normal onto the surface normal.\r\n s.rotationY = Math.asin(Math.max(-1, Math.min(1, nx))) * DEG\r\n s.rotationX = Math.atan2(ny, nz) * DEG\r\n }\r\n s.opacity = 1 - arrangement.depthFade * (1 - (nz + 1) / 2)\r\n if (outward && arrangement.cullBackfaces && facesAway(s, [nx, ny, nz], arrangement.focalLength)) s.opacity = 0\r\n slots.push(s)\r\n }\r\n return slots\r\n}\r\n\r\n/** Whether an outward face at `s` shows its back to a viewer `focal` px in front of the centre. */\r\nfunction facesAway(s: Slot, normal: readonly [number, number, number], focal: number): boolean {\r\n if (focal <= 0) return normal[2] < 0\r\n return normal[0] * -s.x + normal[1] * -s.y + normal[2] * (focal - s.depth) < 0\r\n}\r\n\r\n/** The yaw and pitch that bring point `index` of `count` round to face the viewer. */\r\nexport function sphereFaceForward(count: number, index: number): { yaw: number; pitch: number } {\r\n const [x, y, z] = fibonacciPoint(index, count)\r\n return {\r\n yaw: -Math.atan2(x, z) * DEG,\r\n pitch: Math.atan2(y, Math.hypot(x, z)) * DEG,\r\n }\r\n}\r\n", "import type { PathCommand, Size2D } from \"@motionscript/sdk\"\r\n\r\n/**\r\n * The shapes a path grid can follow without a path of its own, each drawn to\r\n * fill the grid's box. Centred and y-up, like every path in the library; the\r\n * closed ones run clockwise, so an item flowing along any of them travels the\r\n * same way round.\r\n */\r\nexport const PATH_TEMPLATES = [\r\n \"circle\",\r\n \"square\",\r\n \"star\",\r\n \"heart\",\r\n \"infinity\",\r\n \"wave\",\r\n \"spiral\",\r\n \"arc\",\r\n \"line\",\r\n] as const\r\nexport type PathTemplate = (typeof PATH_TEMPLATES)[number]\r\n\r\n/** What a template is drawn at when the grid has no box to fill. */\r\nconst FALLBACK = 400\r\n\r\nconst DRAWN = new Map<string, PathCommand[]>()\r\nconst DRAWN_CACHE = 64\r\n\r\n/**\r\n * `template` drawn to fill `box`. The same template at the same size is the\r\n * same array, which is what lets the path's measurement be kept between frames.\r\n */\r\nexport function templatePath(template: PathTemplate, box: Size2D): PathCommand[] {\r\n const key = `${template}:${Math.round(box.width * 100)}:${Math.round(box.height * 100)}`\r\n const hit = DRAWN.get(key)\r\n if (hit) return hit\r\n const path = drawTemplate(template, box)\r\n if (DRAWN.size >= DRAWN_CACHE) DRAWN.delete(DRAWN.keys().next().value!)\r\n DRAWN.set(key, path)\r\n return path\r\n}\r\n\r\nfunction drawTemplate(template: PathTemplate, box: Size2D): PathCommand[] {\r\n const w = box.width > 0 ? box.width : FALLBACK\r\n const h = box.height > 0 ? box.height : FALLBACK\r\n const rx = w / 2\r\n const ry = h / 2\r\n switch (template) {\r\n case \"square\":\r\n return closed([\r\n [-rx, ry], [rx, ry], [rx, -ry], [-rx, -ry],\r\n ])\r\n case \"star\": {\r\n const points: [number, number][] = []\r\n for (let i = 0; i < 10; i++) {\r\n const angle = (i * Math.PI) / 5\r\n const r = i % 2 === 0 ? 1 : 0.45\r\n points.push([Math.sin(angle) * rx * r, Math.cos(angle) * ry * r])\r\n }\r\n return closed(points)\r\n }\r\n case \"heart\":\r\n return closed(sample(96, (t) => {\r\n // The classic heart curve, from its top notch, clockwise.\r\n const a = t * 2 * Math.PI\r\n const x = 16 * Math.sin(a) ** 3\r\n const y = 13 * Math.cos(a) - 5 * Math.cos(2 * a) - 2 * Math.cos(3 * a) - Math.cos(4 * a)\r\n return [(x / 17) * rx, ((y + 2.5) / 15.5) * ry]\r\n }).slice(0, -1))\r\n case \"infinity\":\r\n return closed(sample(96, (t) => {\r\n const a = t * 2 * Math.PI\r\n const d = 1 + Math.sin(a) ** 2\r\n return [(Math.cos(a) / d) * rx, ((Math.sin(a) * Math.cos(a)) / d) * ry * 2]\r\n }).slice(0, -1))\r\n case \"wave\":\r\n return open(sample(96, (t) => [(-1 + 2 * t) * rx, Math.sin(t * 4 * Math.PI) * ry * 0.6]))\r\n case \"spiral\":\r\n return open(sample(160, (t) => {\r\n const a = t * 3 * 2 * Math.PI\r\n const r = 0.08 + 0.92 * t\r\n return [Math.sin(a) * rx * r, Math.cos(a) * ry * r]\r\n }))\r\n case \"arc\":\r\n return open(sample(64, (t) => {\r\n const a = -Math.PI / 2 + t * Math.PI\r\n return [Math.sin(a) * rx, -ry + Math.cos(a) * h]\r\n }))\r\n case \"line\":\r\n return [{ type: \"M\", x: -rx, y: 0 }, { type: \"L\", x: rx, y: 0 }]\r\n default:\r\n return ellipse(rx, ry)\r\n }\r\n}\r\n\r\n/** Four quarter-arcs from the top, clockwise. */\r\nfunction ellipse(rx: number, ry: number): PathCommand[] {\r\n const k = 0.5522847498\r\n return [\r\n { type: \"M\", x: 0, y: ry },\r\n { type: \"C\", x1: k * rx, y1: ry, x2: rx, y2: k * ry, x: rx, y: 0 },\r\n { type: \"C\", x1: rx, y1: -k * ry, x2: k * rx, y2: -ry, x: 0, y: -ry },\r\n { type: \"C\", x1: -k * rx, y1: -ry, x2: -rx, y2: -k * ry, x: -rx, y: 0 },\r\n { type: \"C\", x1: -rx, y1: k * ry, x2: -k * rx, y2: ry, x: 0, y: ry },\r\n { type: \"Z\" },\r\n ]\r\n}\r\n\r\nfunction sample(steps: number, at: (t: number) => [number, number]): [number, number][] {\r\n const points: [number, number][] = []\r\n for (let i = 0; i <= steps; i++) points.push(at(i / steps))\r\n return points\r\n}\r\n\r\nfunction open(points: [number, number][]): PathCommand[] {\r\n return points.map(([x, y], i) => (i === 0 ? { type: \"M\", x, y } : { type: \"L\", x, y }))\r\n}\r\n\r\nfunction closed(points: [number, number][]): PathCommand[] {\r\n return [...open(points), { type: \"Z\" }]\r\n}\r\n", "import { pathSlots, type PathArrangement } from \"./path\"\r\nimport { radialSlots, type RadialArrangement } from \"./radial\"\r\nimport { rectangularSlots, type RectangularArrangement } from \"./rectangular\"\r\nimport type { Slot, SlotInput } from \"./slot\"\r\nimport { sphereSlots, type SphereArrangement } from \"./sphere\"\r\n\r\nexport * from \"./slot\"\r\nexport * from \"./rectangular\"\r\nexport * from \"./radial\"\r\nexport * from \"./path\"\r\nexport * from \"./path-templates\"\r\nexport * from \"./sphere\"\r\n\r\n/**\r\n * Everything an arrangement needs to place items, as plain data — so a\r\n * transition can keep the one it is leaving, and a grid can borrow another's.\r\n */\r\nexport type Arrangement = RectangularArrangement | RadialArrangement | PathArrangement | SphereArrangement\r\n\r\nexport type ArrangementKind = Arrangement[\"kind\"]\r\n\r\n/** Where each of `input.count` items sits under `arrangement`, in slot order. */\r\nexport function slotsOf(arrangement: Arrangement, input: SlotInput): Slot[] {\r\n switch (arrangement.kind) {\r\n case \"rectangular\":\r\n return rectangularSlots(arrangement, input)\r\n case \"radial\":\r\n return radialSlots(arrangement, input)\r\n case \"path\":\r\n return pathSlots(arrangement, input)\r\n case \"sphere\":\r\n return sphereSlots(arrangement, input)\r\n }\r\n}\r\n\r\n/** The camera distance an arrangement is seen through, or `0` when it is flat. */\r\nexport function focalLengthOf(arrangement: Arrangement): number {\r\n return arrangement.kind === \"sphere\" ? Math.max(1, arrangement.focalLength) : 0\r\n}\r\n", "/** A seeded generator in `[0, 1)` — mulberry32, so a shuffle is the same on every frame and every machine. */\r\nexport function seededRandom(seed: number): () => number {\r\n let a = Math.floor(seed) >>> 0\r\n return () => {\r\n a = (a + 0x6d2b79f5) >>> 0\r\n let t = a\r\n t = Math.imul(t ^ (t >>> 15), t | 1)\r\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61)\r\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296\r\n }\r\n}\r\n\r\n/** `values` in a seeded random order. */\r\nexport function shuffled<T>(values: readonly T[], seed: number): T[] {\r\n const out = [...values]\r\n const random = seededRandom(seed)\r\n for (let i = out.length - 1; i > 0; i--) {\r\n const j = Math.floor(random() * (i + 1))\r\n ;[out[i], out[j]] = [out[j], out[i]]\r\n }\r\n return out\r\n}\r\n\r\n/** A stable number for a string — a node's id, so its \"random\" stagger never changes between builds. */\r\nexport function hashSeed(text: string): number {\r\n let h = 2166136261\r\n for (let i = 0; i < text.length; i++) h = Math.imul(h ^ text.charCodeAt(i), 16777619)\r\n return h >>> 0\r\n}\r\n", "import { shuffled } from \"./random\"\r\nimport type { Slot } from \"./slots\"\r\n\r\n/**\r\n * The order a per-item effect sweeps through a grid's items. The first five\r\n * work on any grid; the rest follow one arrangement's own geometry — rows and\r\n * columns of a rectangular grid (or top-to-bottom and left-to-right of any\r\n * other), the way round a ring, the way along a path, front to back of a sphere\r\n * — and fall back to item order where the grid has no such thing.\r\n */\r\nexport const STAGGER_ORDERS = [\r\n \"index\",\r\n \"reverse\",\r\n \"random\",\r\n \"centerOut\",\r\n \"edgesIn\",\r\n \"row\",\r\n \"column\",\r\n \"angle\",\r\n \"path\",\r\n \"depth\",\r\n] as const\r\nexport type StaggerOrder = (typeof STAGGER_ORDERS)[number]\r\n\r\n/** The most of a command's length the offsets may take; the rest is each item's own motion. */\r\nconst MAX_STAGGER = 0.95\r\n\r\n/**\r\n * Each item's start, `0..1`, as a share of the stagger: `0` goes first, `1`\r\n * last, and items that tie go together — a ring revealed `centerOut` from its\r\n * centre appears all at once, which is what that means.\r\n */\r\nexport function staggerRanks(order: StaggerOrder, slots: readonly Slot[], seed: number): number[] {\r\n const n = slots.length\r\n const keys = keysOf(order, slots, seed)\r\n let min = Infinity\r\n let max = -Infinity\r\n for (const key of keys) {\r\n if (key < min) min = key\r\n if (key > max) max = key\r\n }\r\n const range = max - min\r\n if (!(range > 1e-9)) return new Array<number>(n).fill(0)\r\n return keys.map((key) => (key - min) / range)\r\n}\r\n\r\n/**\r\n * Item progress at command time `t`: each item runs over the same length of\r\n * time, starting `rank · stagger` in. The stagger lives inside the command's\r\n * duration, so a one-second reveal takes one second for four items or four\r\n * hundred.\r\n */\r\nexport function staggerProgress(rank: number, t: number, stagger: number): number {\r\n const s = Math.max(0, Math.min(MAX_STAGGER, stagger))\r\n const p = s === 0 ? t : (t - rank * s) / (1 - s)\r\n return p < 0 ? 0 : p > 1 ? 1 : p\r\n}\r\n\r\nfunction keysOf(order: StaggerOrder, slots: readonly Slot[], seed: number): number[] {\r\n switch (order) {\r\n case \"reverse\":\r\n return slots.map((_, i) => -i)\r\n case \"random\": {\r\n const sequence = shuffled(slots.map((_, i) => i), seed)\r\n const keys = new Array<number>(slots.length)\r\n sequence.forEach((item, rank) => {\r\n keys[item] = rank\r\n })\r\n return keys\r\n }\r\n case \"centerOut\":\r\n return slots.map((s) => Math.round(Math.hypot(s.x, s.y, s.depth) * 1000) / 1000)\r\n case \"edgesIn\":\r\n return slots.map((s) => -Math.round(Math.hypot(s.x, s.y, s.depth) * 1000) / 1000)\r\n case \"row\":\r\n return slots.map((s) => (s.meta.kind === \"rectangular\" ? s.meta.row : -Math.round(s.y)))\r\n case \"column\":\r\n return slots.map((s) => (s.meta.kind === \"rectangular\" ? s.meta.column : Math.round(s.x)))\r\n case \"angle\":\r\n return slots.map((s, i) =>\r\n s.meta.kind === \"radial\" ? s.meta.angle : s.meta.kind === \"rectangular\" || s.meta.kind === \"sphere\" ? clockAngle(s) : i\r\n )\r\n case \"path\":\r\n return slots.map((s, i) => (s.meta.kind === \"path\" ? s.meta.t : i))\r\n case \"depth\":\r\n return slots.map((s, i) => (s.meta.kind === \"sphere\" ? -s.meta.depth : i))\r\n default:\r\n return slots.map((_, i) => i)\r\n }\r\n}\r\n\r\n/** Degrees clockwise from twelve o'clock to where `s` sits. */\r\nfunction clockAngle(s: Slot): number {\r\n const angle = (Math.atan2(s.x, s.y) * 180) / Math.PI\r\n return angle < 0 ? angle + 360 : angle\r\n}\r\n", "import type { Size2D } from \"@motionscript/sdk\"\r\n\r\nimport type { Slot } from \"./slots\"\r\n\r\n/**\r\n * What an item does on its way in (or out): grow from nothing, fade, fly out of\r\n * the grid's centre, rise into place, flip up, or spin in.\r\n */\r\nexport const REVEAL_STYLES = [\"scale\", \"fade\", \"center\", \"rise\", \"flip\", \"spin\"] as const\r\nexport type RevealStyle = (typeof REVEAL_STYLES)[number]\r\n\r\n/** What a wave does to each item as it passes. */\r\nexport const WAVE_STYLES = [\"scale\", \"lift\", \"fade\", \"spin\"] as const\r\nexport type WaveStyle = (typeof WAVE_STYLES)[number]\r\n\r\n/**\r\n * How far into view each item is, `1` shown and `0` gone — past `1` on the\r\n * way to it under an overshooting ease. Absent means every item is shown.\r\n */\r\nexport interface RevealState {\r\n style: RevealStyle\r\n values: readonly number[]\r\n}\r\n\r\n/** Each item's share of the wave passing through it, `0` at rest and `1` at the crest. */\r\nexport interface WaveState {\r\n style: WaveStyle\r\n /** How big the crest is — a share of the item's size, opacity or a turn, by style. */\r\n amount: number\r\n values: readonly number[]\r\n}\r\n\r\n/** Each item's emphasis: `1` the focus, `-1` pushed back, `0` untouched. */\r\nexport interface FocusState {\r\n /** How far the others fade, `0..1`. */\r\n dim: number\r\n /** How much the focus grows, as a share of its size; the others shrink by half that. */\r\n grow: number\r\n values: readonly number[]\r\n}\r\n\r\n/** Layer item `i`'s reveal, wave and focus onto its slot, in place. */\r\nexport function applyItemEffects(\r\n s: Slot,\r\n i: number,\r\n size: Size2D,\r\n reveal: RevealState | null | undefined,\r\n wave: WaveState | null | undefined,\r\n focus: FocusState | null | undefined,\r\n): void {\r\n if (reveal) applyReveal(s, reveal.style, reveal.values[i] ?? 1, size)\r\n if (wave) applyWave(s, wave, wave.values[i] ?? 0, size)\r\n if (focus) applyFocus(s, focus, focus.values[i] ?? 0)\r\n}\r\n\r\nfunction applyReveal(s: Slot, style: RevealStyle, v: number, size: Size2D): void {\r\n if (v === 1) return\r\n const shown = clamp01(v)\r\n switch (style) {\r\n case \"fade\":\r\n s.opacity *= shown\r\n break\r\n case \"center\":\r\n s.x *= v\r\n s.y *= v\r\n s.depth *= v\r\n s.opacity *= clamp01(v * 4)\r\n break\r\n case \"rise\":\r\n s.y -= (1 - v) * Math.max(40, size.height)\r\n s.opacity *= shown\r\n break\r\n case \"flip\":\r\n s.rotationX += (1 - v) * 90\r\n break\r\n case \"spin\":\r\n s.rotation -= (1 - v) * 180\r\n s.scale *= Math.max(0, v)\r\n break\r\n default:\r\n s.scale *= Math.max(0, v)\r\n }\r\n}\r\n\r\nfunction applyWave(s: Slot, wave: WaveState, w: number, size: Size2D): void {\r\n if (w === 0) return\r\n switch (wave.style) {\r\n case \"lift\":\r\n s.y += wave.amount * w * Math.max(40, size.height)\r\n break\r\n case \"fade\":\r\n s.opacity *= clamp01(1 - wave.amount * w)\r\n break\r\n case \"spin\":\r\n s.rotation += wave.amount * w * 360\r\n break\r\n default:\r\n s.scale *= 1 + wave.amount * w\r\n }\r\n}\r\n\r\nfunction applyFocus(s: Slot, focus: FocusState, f: number): void {\r\n if (f === 0) return\r\n if (f > 0) {\r\n s.scale *= 1 + focus.grow * f\r\n return\r\n }\r\n s.opacity *= clamp01(1 - focus.dim * -f)\r\n s.scale *= Math.max(0, 1 + focus.grow * 0.5 * f)\r\n}\r\n\r\nfunction clamp01(v: number): number {\r\n return v < 0 ? 0 : v > 1 ? 1 : v\r\n}\r\n", "/**\r\n * A grid's `order` lists items in slot order: slot `k` holds item `order[k]`.\r\n * These keep it a permutation whatever it was written as — a stale entry past\r\n * the count, a repeat, or nothing at all — so a child added or removed never\r\n * leaves a slot empty or two items in one.\r\n */\r\n\r\n/** `order` repaired into a permutation of `0..count-1`: its valid entries first, then the rest in item order. */\r\nexport function normalizeOrder(order: readonly number[] | undefined, count: number): number[] {\r\n const out: number[] = []\r\n const taken = new Array<boolean>(count).fill(false)\r\n for (const entry of order ?? []) {\r\n const item = Math.round(entry)\r\n if (item >= 0 && item < count && !taken[item]) {\r\n taken[item] = true\r\n out.push(item)\r\n }\r\n }\r\n for (let item = 0; item < count; item++) if (!taken[item]) out.push(item)\r\n return out\r\n}\r\n\r\n/** For each item, the slot it sits in. */\r\nexport function slotOfItem(order: readonly number[]): number[] {\r\n const slots = new Array<number>(order.length)\r\n order.forEach((item, slot) => {\r\n slots[item] = slot\r\n })\r\n return slots\r\n}\r\n\r\n/** An order written as `\"2, 0, 1\"` or as numbers. */\r\nexport function parseOrder(value: unknown): number[] {\r\n if (Array.isArray(value)) return value.map(Number).filter(Number.isFinite)\r\n if (typeof value !== \"string\") return []\r\n return value\r\n .split(/[\\s,]+/)\r\n .filter((part) => part !== \"\")\r\n .map(Number)\r\n .filter(Number.isFinite)\r\n}\r\n", "import {\r\n command,\r\n easeIn,\r\n easeInOut,\r\n easeOut,\r\n findNode2D,\r\n flowOps,\r\n frameIn,\r\n insetsOps,\r\n Node2D,\r\n property,\r\n sizeInputOps,\r\n type BoxBounds,\r\n type ChildPlacement,\r\n type Command,\r\n type CommandArgs,\r\n type MeasureContext2D,\r\n type EasingFunction,\r\n type Node2DProps,\r\n type Size2D,\r\n type SizeConstraints,\r\n type SpaceCamera,\r\n} from \"@motionscript/sdk\"\r\n\r\n// Once this kit's own; kept on its barrel for the grids that import them from it.\r\nexport { findNode2D, frameIn } from \"@motionscript/sdk\"\r\n\r\nimport {\r\n applyItemEffects,\r\n REVEAL_STYLES,\r\n WAVE_STYLES,\r\n type FocusState,\r\n type RevealState,\r\n type RevealStyle,\r\n type WaveState,\r\n type WaveStyle,\r\n} from \"./item-effects\"\r\nimport { normalizeOrder, parseOrder, slotOfItem } from \"./order\"\r\nimport { hashSeed, shuffled } from \"./random\"\r\nimport { blendSlot, focalLengthOf, slotsOf, spreadSlot, type Arrangement, type Slot } from \"./slots\"\r\nimport { STAGGER_ORDERS, staggerProgress, staggerRanks, type StaggerOrder } from \"./stagger\"\r\n\r\n/** An arrangement a grid is leaving, kept as data so its slots can be worked out afresh every frame. */\r\nexport interface GridSnapshot {\r\n arrangement: Arrangement\r\n /** The grid the arrangement was borrowed from, or `\"\"` for the grid's own. */\r\n source: string\r\n order: readonly number[]\r\n spread: number\r\n}\r\n\r\n/** A change of arrangement under way: where the items are coming from, and how far each has come. */\r\nexport interface GridTransition {\r\n from: GridSnapshot\r\n /** Each item's eased, staggered progress, `0..1`. */\r\n mix: readonly number[]\r\n}\r\n\r\nexport interface ItemGridProps extends Node2DProps {\r\n /** Items in slot order: slot `k` holds child `order[k]`. Empty is the children's own order. */\r\n order: number[]\r\n /** `0` gathers every item at the centre, `1` is the arrangement, past `1` pushes them apart. */\r\n spread: number\r\n /** Another grid whose arrangement this one takes on — what {@link ItemGrid.morphInto} animates. */\r\n arrangeLike: string\r\n // What the per-item commands write. State rather than settings: a command\r\n // owns each while it runs, and a document has no reason to name them.\r\n revealState: RevealState | null\r\n waveState: WaveState | null\r\n focusState: FocusState | null\r\n transition: GridTransition | null\r\n}\r\n\r\n/** What a command that moves the items to new slots is built from. */\r\nexport interface TransitionArgs {\r\n data?: StaggerArgs\r\n duration: number\r\n easing?: EasingFunction\r\n}\r\n\r\n/** The stagger options every per-item command takes. */\r\nexport interface StaggerArgs {\r\n staggerOrder?: StaggerOrder\r\n /** `0..0.95`: how much of the command's length the items' offsets take up. */\r\n stagger?: number\r\n}\r\n\r\n/** `@command` descriptors for {@link StaggerArgs}, `stagger` defaulting to `fallback`. */\r\nexport function staggerArgs(fallback: number) {\r\n return [\r\n { key: \"staggerOrder\", kind: \"enum\", options: STAGGER_ORDERS, default: \"index\" },\r\n { key: \"stagger\", min: 0, max: 0.95, step: 0.05, default: fallback },\r\n ] as const\r\n}\r\n\r\n/**\r\n * Every grid's document key — what a reference to \"another grid\" may name. A\r\n * `nodeRef` descriptor carries it as `nodeTypes`, for a host's picker to offer\r\n * only those.\r\n */\r\nexport const ITEM_GRID_TYPES = [\"rectangularGrid\", \"radialGrid\", \"pathGrid\", \"sphereGrid\"] as const\r\n\r\n/** The stagger a move to new slots takes when its command states none. */\r\nexport const TRANSITION_STAGGER = 0.3\r\n\r\nconst NO_CONTENT: Size2D = { width: 0, height: 0 }\r\nconst CENTRE = { x: 0, y: 0 }\r\n\r\n/**\r\n * The base of every grid: a container that places each of its children in a\r\n * slot of an arrangement — a rectangular grid, a ring, a path, a sphere.\r\n *\r\n * ## Children only\r\n *\r\n * The items are the children, in layer order. A child's slot is a parent\r\n * transform on it, so its own `x`/`y`/`rotation`/`scale` — and any command on\r\n * them — still work, relative to the slot. A group is one item; a grid of\r\n * grids is a grid of items that happen to be grids.\r\n *\r\n * ## One pass\r\n *\r\n * Every frame: measure the children, ask the arrangement for its slots (a pure\r\n * function of the props, the sizes and the clock), blend them from where a\r\n * transition is leaving, and layer on the per-item effects — reveal, wave,\r\n * focus. What is left is each child's box and {@link ChildPlacement}, which the\r\n * renderer, picking and `global` all read, so a selection outline lands on\r\n * the pixels even on a sphere.\r\n *\r\n * ## Commands\r\n *\r\n * Every command is a pure function of time, like the rest of the library. The\r\n * per-item ones stagger *inside* their duration — a one-second reveal takes one\r\n * second for four children or four hundred — and write their per-item state\r\n * into props ({@link revealState} and its siblings), which is what keeps them\r\n * seekable. The ones that change the arrangement itself (a reorder, a morph, a\r\n * column count) keep the arrangement they are leaving as data and blend each\r\n * item from its old slot to its new one.\r\n */\r\nexport abstract class ItemGrid<P extends ItemGridProps = ItemGridProps> extends Node2D<P> {\r\n @property({ default: [], kind: \"order\", animatable: false }) declare order: number[]\r\n @property({ default: 1, min: 0, max: 3, step: 0.05 }) declare spread: number\r\n @property({ default: \"\", kind: \"nodeRef\", nodeTypes: ITEM_GRID_TYPES, animatable: false }) declare arrangeLike: string\r\n // Unset until a command writes one, so a fresh node's row does not state them.\r\n @property({ default: undefined, kind: \"state\", animatable: false }) declare revealState: RevealState | null | undefined\r\n @property({ default: undefined, kind: \"state\", animatable: false }) declare waveState: WaveState | null | undefined\r\n @property({ default: undefined, kind: \"state\", animatable: false }) declare focusState: FocusState | null | undefined\r\n @property({ default: undefined, kind: \"state\", animatable: false }) declare transition: GridTransition | null | undefined\r\n\r\n /**\r\n * Bring the items in, one after another. Every item starts hidden, so place\r\n * it where the grid enters — or after a {@link conceal}.\r\n */\r\n @command({ args: [{ key: \"style\", kind: \"enum\", options: REVEAL_STYLES, default: \"scale\" }, ...staggerArgs(0.5)] })\r\n reveal(args: CommandArgs<{ style?: RevealStyle } & StaggerArgs> & { duration: number }): Command<ItemGridProps> {\r\n const style = args.data?.style ?? \"scale\"\r\n const ease = args.easing ?? (style === \"scale\" || style === \"flip\" ? easeOut(\"back\") : easeOut(\"cubic\"))\r\n const ranks = this._ranks(args.data?.staggerOrder)\r\n const stagger = args.data?.stagger ?? 0.5\r\n return this.command<ItemGridProps>((t) => {\r\n if (t >= 1) return { revealState: null }\r\n return { revealState: { style, values: ranks.map((rank) => ease(staggerProgress(rank, t, stagger))) } }\r\n }, args.duration)\r\n }\r\n\r\n /** Take the items out, one after another — {@link reveal} in reverse. They stay hidden after. */\r\n @command({ args: [{ key: \"style\", kind: \"enum\", options: REVEAL_STYLES, default: \"scale\" }, ...staggerArgs(0.5)] })\r\n conceal(args: CommandArgs<{ style?: RevealStyle } & StaggerArgs> & { duration: number }): Command<ItemGridProps> {\r\n const style = args.data?.style ?? \"scale\"\r\n const ease = args.easing ?? (style === \"scale\" || style === \"flip\" ? easeIn(\"back\") : easeInOut(\"cubic\"))\r\n const ranks = this._ranks(args.data?.staggerOrder)\r\n const stagger = args.data?.stagger ?? 0.5\r\n const from = this.revealState?.values\r\n return this.command<ItemGridProps>((t) => ({\r\n revealState: {\r\n style,\r\n values: ranks.map((rank, i) => (from?.[i] ?? 1) * (1 - ease(staggerProgress(rank, t, stagger)))),\r\n },\r\n }), args.duration)\r\n }\r\n\r\n /** Send a ripple through the items that swells each in turn and settles back. */\r\n @command({\r\n args: [\r\n { key: \"style\", kind: \"enum\", options: WAVE_STYLES, default: \"scale\" },\r\n { key: \"amount\", min: 0, max: 2, step: 0.05, default: 0.3 },\r\n ...staggerArgs(0.7),\r\n ],\r\n })\r\n wave(args: CommandArgs<{ style?: WaveStyle; amount?: number } & StaggerArgs> & { duration: number }): Command<ItemGridProps> {\r\n const style = args.data?.style ?? \"scale\"\r\n const amount = args.data?.amount ?? 0.3\r\n const ease = args.easing ?? easeInOut(\"sine\")\r\n const ranks = this._ranks(args.data?.staggerOrder)\r\n const stagger = args.data?.stagger ?? 0.7\r\n return this.command<ItemGridProps>((t) => {\r\n if (t >= 1) return { waveState: null }\r\n return {\r\n waveState: {\r\n style,\r\n amount,\r\n values: ranks.map((rank) => Math.sin(Math.PI * ease(staggerProgress(rank, t, stagger)))),\r\n },\r\n }\r\n }, args.duration)\r\n }\r\n\r\n /** Bring one item (by its place in the layers, from 0) forward and push the rest back. */\r\n @command({\r\n args: [\r\n { key: \"item\", min: 0, step: 1, default: 0 },\r\n { key: \"dim\", min: 0, max: 1, step: 0.05, default: 0.7 },\r\n { key: \"grow\", min: 0, max: 1, step: 0.05, default: 0.15 },\r\n ],\r\n })\r\n focus(args: CommandArgs<{ item?: number; dim?: number; grow?: number }> & { duration: number }): Command<ItemGridProps> {\r\n const n = this._itemCount()\r\n const item = Math.round(args.data?.item ?? 0)\r\n return this._focusOn((i) => i === item, n, args)\r\n }\r\n\r\n /** Bring every item back to even. */\r\n @command()\r\n unfocus(args: CommandArgs<Record<string, never>> & { duration: number }): Command<ItemGridProps> {\r\n const from = this.focusState\r\n const ease = args.easing ?? easeInOut(\"cubic\")\r\n return this.command<ItemGridProps>((t) => {\r\n if (t >= 1 || !from) return { focusState: null }\r\n const k = 1 - ease(t)\r\n return { focusState: { ...from, values: from.values.map((v) => v * k) } }\r\n }, args.duration)\r\n }\r\n\r\n /** Gather the items toward the centre (`0`), back to the arrangement (`1`), or push them apart. */\r\n @command({ args: [{ key: \"spread\", min: 0, max: 3, step: 0.05, default: 1 }] })\r\n spreadTo(args: CommandArgs<{ spread: number }> & { duration: number }): Command<P> {\r\n return this.to({ data: { spread: args.data?.spread ?? 1 } as Partial<P>, duration: args.duration, easing: args.easing })\r\n }\r\n\r\n /** Send every item to a random slot. The same `seed` always deals the same way. */\r\n @command({ args: [{ key: \"seed\", min: 0, step: 1, default: 1 }, ...staggerArgs(TRANSITION_STAGGER)] })\r\n shuffle(args: CommandArgs<{ seed?: number } & StaggerArgs> & { duration: number }): Command<P> {\r\n const current = normalizeOrder(this.order, this._itemCount())\r\n let next = shuffled(current, args.data?.seed ?? 1)\r\n // A shuffle that deals everything back where it was would look like nothing happened.\r\n if (next.length > 1 && next.every((item, k) => item === current[k])) next = [...next.slice(1), next[0]]\r\n return this._transitionTo({ order: next } as Partial<P>, args)\r\n }\r\n\r\n /** Two items trade places, by their place in the layers. */\r\n @command({\r\n args: [\r\n { key: \"first\", min: 0, step: 1, default: 0 },\r\n { key: \"second\", min: 0, step: 1, default: 1 },\r\n ...staggerArgs(0),\r\n ],\r\n })\r\n swap(args: CommandArgs<{ first?: number; second?: number } & StaggerArgs> & { duration: number }): Command<P> {\r\n const order = normalizeOrder(this.order, this._itemCount())\r\n const a = order.indexOf(Math.round(args.data?.first ?? 0))\r\n const b = order.indexOf(Math.round(args.data?.second ?? 1))\r\n if (a >= 0 && b >= 0) [order[a], order[b]] = [order[b], order[a]]\r\n return this._transitionTo({ order } as Partial<P>, args, 0)\r\n }\r\n\r\n /** Move the items into a new order — a list of layer indices, first slot first, like `\"2, 0, 1\"`. */\r\n @command({ args: [{ key: \"order\", kind: \"text\", default: \"\" }, ...staggerArgs(TRANSITION_STAGGER)] })\r\n reorder(args: CommandArgs<{ order?: string | number[] } & StaggerArgs> & { duration: number }): Command<P> {\r\n const order = normalizeOrder(parseOrder(args.data?.order), this._itemCount())\r\n return this._transitionTo({ order } as Partial<P>, args)\r\n }\r\n\r\n /**\r\n * Move every item into another grid's arrangement — a grid into a ring, a ring\r\n * onto a sphere — and keep following it. An empty `target` morphs back to\r\n * this grid's own.\r\n */\r\n @command({ args: [{ key: \"target\", kind: \"nodeRef\", nodeTypes: ITEM_GRID_TYPES }, ...staggerArgs(TRANSITION_STAGGER)] })\r\n morphInto(args: CommandArgs<{ target?: string } & StaggerArgs> & { duration: number }): Command<P> {\r\n return this._transitionTo({ arrangeLike: args.data?.target ?? \"\" } as Partial<P>, args)\r\n }\r\n\r\n /** This grid's own arrangement, for a content box of `box`. */\r\n protected abstract arrangementFor(box: Size2D): Arrangement\r\n\r\n // A grid's size is what its items come to. The base's rule — hug only when\r\n // built with children — would have a grid from a document, whose children\r\n // arrive after it, fill its parent instead.\r\n protected override applyDefaultSize(props?: { readonly width?: unknown; readonly height?: unknown }): void {\r\n if (!props || props.width === undefined) this.applyProp(\"width\", \"hug\", { tween: sizeInputOps.lerp })\r\n if (!props || props.height === undefined) this.applyProp(\"height\", \"hug\", { tween: sizeInputOps.lerp })\r\n }\r\n\r\n /** The room each item is measured in — the whole content box, unless an arrangement has cells. */\r\n protected itemSpace(_count: number, space: Size2D, _sizes?: readonly Size2D[]): Size2D {\r\n return space\r\n }\r\n\r\n override measure(constraints: SizeConstraints, scope: MeasureContext2D): Partial<Size2D> {\r\n this.lastMeasure = { constraints, measurer: scope }\r\n const padding = this.effectivePadding()\r\n const items = this.flowChildren()\r\n if (items.length === 0) {\r\n this._measured = null\r\n return flowOps.size(this, constraints, padding, NO_CONTENT)\r\n }\r\n const space = flowOps.contentBox(this, constraints, padding)\r\n const sizes = this._measureItems(items, space, scope)\r\n this._measured = { space, sizes }\r\n return flowOps.size(this, constraints, padding, extentOf(this._targetSlots(items.length, sizes, space).slots, sizes, this._focal))\r\n }\r\n\r\n protected override layoutChildren(rect: BoxBounds, scope: MeasureContext2D): void {\r\n this._placements.clear()\r\n const items = this.flowChildren()\r\n if (items.length === 0) {\r\n this._slots = []\r\n this._sizes = []\r\n this._focal = 0\r\n return\r\n }\r\n const inner = insetsOps.insetBounds(rect.width, rect.height, this.effectivePadding())\r\n const measured = this._measured\r\n this._measured = null\r\n const sizes = measured && measured.sizes.length === items.length && sameSize(measured.space, inner)\r\n ? measured.sizes\r\n : this._measureItems(items, inner, scope)\r\n const slots = this._resolve(sizes, inner)\r\n this._slots = slots\r\n this._sizes = sizes\r\n for (let i = 0; i < items.length; i++) {\r\n const s = slots[i]\r\n items[i].layout({ x: inner.x + s.x, y: inner.y - s.y, width: sizes[i].width, height: sizes[i].height }, scope)\r\n if (s.rotation !== 0 || s.scale !== 1 || s.rotationX !== 0 || s.rotationY !== 0 || s.depth !== 0 || s.opacity !== 1) {\r\n this._placements.set(items[i], {\r\n rotation: s.rotation,\r\n scale: s.scale,\r\n rotationX: s.rotationX,\r\n rotationY: s.rotationY,\r\n depth: s.depth,\r\n opacity: s.opacity,\r\n })\r\n }\r\n }\r\n }\r\n\r\n override _placementOf(child: Node2D): ChildPlacement | null {\r\n return this._placements.get(child) ?? null\r\n }\r\n\r\n /**\r\n * A grid whose arrangement has depth is seen through a camera of its own,\r\n * which paints its items far to near — unless it already sits in a space (an\r\n * orbit camera, a 3D stage), where its items join that one and its camera.\r\n */\r\n override _spaceCamera(): SpaceCamera | null {\r\n const focal = this._focal\r\n if (focal <= 0 || this._inSpace()) return null\r\n return {\r\n perspective: focal,\r\n orbit: 0,\r\n elevation: 0,\r\n dolly: 0,\r\n lookAt: CENTRE,\r\n zoom: 1,\r\n heading: 0,\r\n viewportX: 0,\r\n viewportY: 0,\r\n }\r\n }\r\n\r\n private readonly _placements = new Map<Node2D, ChildPlacement>()\r\n /** What {@link measure} found, for {@link layoutChildren} to reuse in the same pass. */\r\n private _measured: { space: Size2D; sizes: Size2D[] } | null = null\r\n /** Each item's slot from the last layout — what a command ranks its stagger by. */\r\n private _slots: Slot[] = []\r\n /** Each item's size from the last layout. */\r\n private _sizes: readonly Size2D[] = []\r\n /** The last layout's camera distance, `0` while flat. */\r\n private _focal = 0\r\n private _borrowCache: { id: string; grid: ItemGrid } | null = null\r\n\r\n /** How many items a command built now will act on. */\r\n protected _itemCount(): number {\r\n return this.flowChildren().length\r\n }\r\n\r\n /** Each item's slot as it stands, for a command being built — the last layout's where it still fits. */\r\n protected _itemSlots(): Slot[] {\r\n const n = this._itemCount()\r\n if (this._slots.length === n) return this._slots\r\n const sizes = new Array<Size2D>(n).fill({ width: 100, height: 100 })\r\n return this._targetSlots(n, sizes, contentBoxOf(this)).slots\r\n }\r\n\r\n /** The item sizes the last layout found. */\r\n protected _itemSizes(): readonly Size2D[] {\r\n return this._sizes.length === this._itemCount() ? this._sizes : []\r\n }\r\n\r\n /** Each item's start in a stagger. A random order is seeded by the node's id, so it never changes between builds. */\r\n protected _ranks(order: StaggerOrder | undefined): number[] {\r\n return staggerRanks(order ?? \"index\", this._itemSlots(), hashSeed(this.id))\r\n }\r\n\r\n /**\r\n * Write `changes` to the arrangement and move each item from its slot in the\r\n * one being left to its slot in the new one, staggered.\r\n */\r\n protected _transitionTo(changes: Partial<P>, args: TransitionArgs, stagger = TRANSITION_STAGGER): Command<P> {\r\n const from = this._snapshot()\r\n const ease = args.easing ?? easeInOut(\"cubic\")\r\n const ranks = this._ranks(args.data?.staggerOrder)\r\n const spread = args.data?.stagger ?? stagger\r\n return this.command<P>((t) => {\r\n if (t >= 1) return { ...changes, transition: null } as Partial<P>\r\n const mix = ranks.map((rank) => ease(staggerProgress(rank, t, spread)))\r\n return { ...changes, transition: { from, mix } } as Partial<P>\r\n }, args.duration)\r\n }\r\n\r\n /** Emphasise the items `isFocus` picks and push the rest back. */\r\n protected _focusOn(\r\n isFocus: (item: number) => boolean,\r\n count: number,\r\n args: CommandArgs<{ dim?: number; grow?: number }> & { duration: number },\r\n ): Command<ItemGridProps> {\r\n const from = this.focusState\r\n const dim = args.data?.dim ?? 0.7\r\n const grow = args.data?.grow ?? 0.15\r\n const target = Array.from({ length: count }, (_, i) => (isFocus(i) ? 1 : -1))\r\n const ease = args.easing ?? easeInOut(\"cubic\")\r\n return this.command<ItemGridProps>((t) => {\r\n const e = ease(t)\r\n return {\r\n focusState: {\r\n dim: lerp(from?.dim ?? dim, dim, e),\r\n grow: lerp(from?.grow ?? grow, grow, e),\r\n values: target.map((v, i) => lerp(from?.values[i] ?? 0, v, e)),\r\n },\r\n }\r\n }, args.duration)\r\n }\r\n\r\n private _snapshot(): GridSnapshot {\r\n const source = this._borrowed()\r\n return {\r\n arrangement: source ? source.arrangementFor(contentBoxOf(source)) : this.arrangementFor(contentBoxOf(this)),\r\n source: source?.id ?? \"\",\r\n order: normalizeOrder(this.order, this._itemCount()),\r\n spread: this.spread,\r\n }\r\n }\r\n\r\n private _measureItems(items: readonly Node2D[], space: Size2D, scope: MeasureContext2D): Size2D[] {\r\n const measured = flowOps.measure({}, items, space, scope).sizes\r\n const cell = this.itemSpace(items.length, space, measured)\r\n if (cell === space) return [...measured]\r\n return [...flowOps.measure({}, items, cell, scope).sizes]\r\n }\r\n\r\n /** Where each item sits in the arrangement it is heading for, before any transition or effect. */\r\n private _targetSlots(count: number, sizes: readonly Size2D[], box: Size2D): { slots: Slot[]; arrangement: Arrangement } {\r\n const source = this._borrowed()\r\n const arrangement = source ? source.arrangementFor(contentBoxOf(source)) : this.arrangementFor(box)\r\n let slots = slotsOf(arrangement, { count, sizes, box: source ? contentBoxOf(source) : box, time: this.time.total })\r\n if (source) slots = this._fromGrid(source, slots)\r\n const slotOf = slotOfItem(normalizeOrder(this.order, count))\r\n return { slots: slotOf.map((k) => spreadSlot(slots[k], this.spread)), arrangement }\r\n }\r\n\r\n /** Each item's final slot this frame: the target, blended from any transition, with its effects on. */\r\n private _resolve(sizes: readonly Size2D[], box: Size2D): Slot[] {\r\n const count = sizes.length\r\n const target = this._targetSlots(count, sizes, box)\r\n const slots = target.slots\r\n let focal = focalLengthOf(target.arrangement)\r\n const transition = this.transition\r\n if (transition) {\r\n const { from } = transition\r\n const source = from.source ? this._gridById(from.source) : null\r\n const fromBox = source ? contentBoxOf(source) : box\r\n let leaving = slotsOf(from.arrangement, { count, sizes, box: fromBox, time: this.time.total })\r\n if (source && source !== this) leaving = this._fromGrid(source, leaving)\r\n const slotOf = slotOfItem(normalizeOrder(from.order, count))\r\n for (let i = 0; i < count; i++) {\r\n slots[i] = blendSlot(spreadSlot(leaving[slotOf[i]], from.spread), slots[i], transition.mix[i] ?? 1)\r\n }\r\n // A morph into or out of depth keeps the camera for its whole length.\r\n focal = focal || focalLengthOf(from.arrangement)\r\n }\r\n this._focal = focal\r\n const reveal = this.revealState\r\n const wave = this.waveState\r\n const focus = this.focusState\r\n if (reveal || wave || focus) {\r\n for (let i = 0; i < count; i++) applyItemEffects(slots[i], i, sizes[i], reveal, wave, focus)\r\n }\r\n return slots\r\n }\r\n\r\n /** Whether an ancestor places this grid in a space, as `spaceFrameOf` walks it. */\r\n private _inSpace(): boolean {\r\n for (let n = this.parent; n; n = n.parent) {\r\n if (n._spaceCamera()) return true\r\n if (!n._rendersChildrenInSpace()) return false\r\n }\r\n return false\r\n }\r\n\r\n /** The grid {@link arrangeLike} names, when it names another grid in this tree. */\r\n private _borrowed(): ItemGrid | null {\r\n const id = this.arrangeLike\r\n if (!id || id === this.id) return null\r\n return this._gridById(id)\r\n }\r\n\r\n private _gridById(id: string): ItemGrid | null {\r\n if (id === this.id) return this\r\n const cached = this._borrowCache\r\n if (cached && cached.id === id && cached.grid.mounted) return cached.grid\r\n const found = findNode2D(this, id)\r\n const grid = found instanceof ItemGrid ? found : null\r\n this._borrowCache = grid ? { id, grid } : null\r\n return grid\r\n }\r\n\r\n /** `slots`, laid out in `source`'s frame, moved into this grid's. */\r\n private _fromGrid(source: ItemGrid, slots: Slot[]): Slot[] {\r\n const frame = frameIn(this, source)\r\n return slots.map((s) => {\r\n const p = rotateClockwise(s.x * frame.scale, s.y * frame.scale, frame.rotation)\r\n return {\r\n ...s,\r\n x: frame.x + p.x,\r\n y: frame.y + p.y,\r\n depth: s.depth * frame.scale,\r\n rotation: s.rotation + frame.rotation,\r\n scale: s.scale * frame.scale,\r\n }\r\n })\r\n }\r\n}\r\n\r\n/** A node's content box: its laid-out size inside its padding. */\r\nexport function contentBoxOf(grid: Node2D): Size2D {\r\n const b = grid.layoutBounds\r\n const inner = insetsOps.insetBounds(b.width, b.height, grid.effectivePadding())\r\n return { width: inner.width, height: inner.height }\r\n}\r\n\r\n/** The box, centred on the grid, that holds every item where its slot puts it. */\r\nfunction extentOf(slots: readonly Slot[], sizes: readonly Size2D[], focal: number): Size2D {\r\n let halfWidth = 0\r\n let halfHeight = 0\r\n for (let i = 0; i < slots.length; i++) {\r\n const s = slots[i]\r\n const size = sizes[i]\r\n const rad = (s.rotation * Math.PI) / 180\r\n const cos = Math.abs(Math.cos(rad))\r\n const sin = Math.abs(Math.sin(rad))\r\n // What the camera does to a slot at depth, so a sphere hugs its front.\r\n const lens = focal > 0 && focal - s.depth > 1 ? focal / (focal - s.depth) : 1\r\n const w = ((size.width * cos + size.height * sin) / 2) * s.scale * lens\r\n const h = ((size.width * sin + size.height * cos) / 2) * s.scale * lens\r\n halfWidth = Math.max(halfWidth, Math.abs(s.x) * lens + w)\r\n halfHeight = Math.max(halfHeight, Math.abs(s.y) * lens + h)\r\n }\r\n return { width: halfWidth * 2, height: halfHeight * 2 }\r\n}\r\n\r\nfunction rotateClockwise(x: number, y: number, degrees: number): { x: number; y: number } {\r\n if (degrees === 0) return { x, y }\r\n const rad = (degrees * Math.PI) / 180\r\n const cos = Math.cos(rad)\r\n const sin = Math.sin(rad)\r\n return { x: x * cos + y * sin, y: -x * sin + y * cos }\r\n}\r\n\r\nfunction sameSize(a: Size2D, b: Size2D): boolean {\r\n return Math.abs(a.width - b.width) < 1e-6 && Math.abs(a.height - b.height) < 1e-6\r\n}\r\n\r\nfunction lerp(a: number, b: number, t: number): number {\r\n return a + (b - a) * t\r\n}\r\n"],
5
- "mappings": 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6
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7
- }