@motionscript/grids 0.1.0-alpha.9 → 0.1.1-alpha.0

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.
Files changed (92) hide show
  1. package/CHANGELOG.md +23 -0
  2. package/dist/browser/chunks/chunk-7SRKSZ7X.js +2 -0
  3. package/dist/browser/chunks/chunk-7SRKSZ7X.js.map +7 -0
  4. package/dist/browser/index.js +1 -1
  5. package/dist/browser/index.js.map +2 -2
  6. package/dist/browser/kit.js +1 -1
  7. package/dist/browser/manifest.json +1 -1
  8. package/dist/engine.d.ts +0 -11
  9. package/dist/engine.d.ts.map +1 -1
  10. package/dist/engine.js +3 -11
  11. package/dist/engine.js.map +1 -1
  12. package/dist/kit/index.d.ts +0 -1
  13. package/dist/kit/index.d.ts.map +1 -1
  14. package/dist/kit/index.js +0 -2
  15. package/dist/kit/index.js.map +1 -1
  16. package/dist/kit/item-effects.d.ts +2 -5
  17. package/dist/kit/item-effects.d.ts.map +1 -1
  18. package/dist/kit/item-effects.js +5 -7
  19. package/dist/kit/item-effects.js.map +1 -1
  20. package/dist/kit/item-grid.d.ts +4 -48
  21. package/dist/kit/item-grid.d.ts.map +1 -1
  22. package/dist/kit/item-grid.js +4 -15
  23. package/dist/kit/item-grid.js.map +1 -1
  24. package/dist/kit/order.d.ts +3 -5
  25. package/dist/kit/order.d.ts.map +1 -1
  26. package/dist/kit/order.js +3 -5
  27. package/dist/kit/order.js.map +1 -1
  28. package/dist/kit/random.d.ts +0 -2
  29. package/dist/kit/random.d.ts.map +1 -1
  30. package/dist/kit/random.js +1 -1
  31. package/dist/kit/random.js.map +1 -1
  32. package/dist/kit/slots/index.d.ts +0 -1
  33. package/dist/kit/slots/index.d.ts.map +1 -1
  34. package/dist/kit/slots/index.js.map +1 -1
  35. package/dist/kit/slots/path-templates.d.ts +1 -6
  36. package/dist/kit/slots/path-templates.d.ts.map +1 -1
  37. package/dist/kit/slots/path-templates.js +1 -6
  38. package/dist/kit/slots/path-templates.js.map +1 -1
  39. package/dist/kit/slots/path.d.ts.map +1 -1
  40. package/dist/kit/slots/path.js +6 -9
  41. package/dist/kit/slots/path.js.map +1 -1
  42. package/dist/kit/slots/radial.d.ts +3 -5
  43. package/dist/kit/slots/radial.d.ts.map +1 -1
  44. package/dist/kit/slots/radial.js +3 -5
  45. package/dist/kit/slots/radial.js.map +1 -1
  46. package/dist/kit/slots/rectangular.d.ts +1 -5
  47. package/dist/kit/slots/rectangular.d.ts.map +1 -1
  48. package/dist/kit/slots/rectangular.js +1 -5
  49. package/dist/kit/slots/rectangular.js.map +1 -1
  50. package/dist/kit/slots/slot.d.ts +1 -7
  51. package/dist/kit/slots/slot.d.ts.map +1 -1
  52. package/dist/kit/slots/slot.js.map +1 -1
  53. package/dist/kit/stagger.d.ts +2 -13
  54. package/dist/kit/stagger.d.ts.map +1 -1
  55. package/dist/kit/stagger.js +2 -13
  56. package/dist/kit/stagger.js.map +1 -1
  57. package/dist/nodes.d.ts +0 -12
  58. package/dist/nodes.d.ts.map +1 -1
  59. package/dist/nodes.js.map +1 -1
  60. package/dist/path-grid/path-grid.d.ts +0 -3
  61. package/dist/path-grid/path-grid.d.ts.map +1 -1
  62. package/dist/path-grid/path-grid.js.map +1 -1
  63. package/dist/radial-grid/radial-grid.d.ts +0 -2
  64. package/dist/radial-grid/radial-grid.d.ts.map +1 -1
  65. package/dist/radial-grid/radial-grid.js.map +1 -1
  66. package/dist/rectangular-grid/rectangular-grid.d.ts +0 -2
  67. package/dist/rectangular-grid/rectangular-grid.d.ts.map +1 -1
  68. package/dist/rectangular-grid/rectangular-grid.js.map +1 -1
  69. package/dist/sphere-grid/sphere-grid.d.ts +0 -2
  70. package/dist/sphere-grid/sphere-grid.d.ts.map +1 -1
  71. package/dist/sphere-grid/sphere-grid.js.map +1 -1
  72. package/package.json +4 -4
  73. package/src/engine.ts +3 -11
  74. package/src/kit/index.ts +0 -3
  75. package/src/kit/item-effects.ts +6 -13
  76. package/src/kit/item-grid.ts +15 -52
  77. package/src/kit/order.ts +3 -6
  78. package/src/kit/random.ts +1 -1
  79. package/src/kit/slots/index.ts +0 -2
  80. package/src/kit/slots/path-templates.ts +1 -6
  81. package/src/kit/slots/path.ts +6 -10
  82. package/src/kit/slots/radial.ts +3 -5
  83. package/src/kit/slots/rectangular.ts +1 -5
  84. package/src/kit/slots/slot.ts +1 -7
  85. package/src/kit/stagger.ts +2 -13
  86. package/src/nodes.ts +0 -12
  87. package/src/path-grid/path-grid.ts +0 -3
  88. package/src/radial-grid/radial-grid.ts +0 -2
  89. package/src/rectangular-grid/rectangular-grid.ts +0 -2
  90. package/src/sphere-grid/sphere-grid.ts +0 -2
  91. package/dist/browser/chunks/chunk-TYNFMZ3D.js +0 -2
  92. package/dist/browser/chunks/chunk-TYNFMZ3D.js.map +0 -7
@@ -1 +1 @@
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+ {"version":3,"file":"nodes.d.ts","sourceRoot":"","sources":["../src/nodes.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAG1C,KAAK,OAAO,GACR,OAAO,eAAe,GACtB,OAAO,UAAU,GACjB,OAAO,QAAQ,GACf,OAAO,UAAU,CAAA;AAErB,eAAO,MAAM,KAAK,EAAE,OAAO,EAK1B,CAAA"}
package/dist/nodes.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"nodes.js","sourceRoot":"","sources":["../src/nodes.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAqB1C,MAAM,CAAC,MAAM,KAAK,GAAc;IAC9B,eAAe;IACf,UAAU;IACV,QAAQ;IACR,UAAU;CACX,CAAA","sourcesContent":["import { PathGrid } from \"./path-grid\"\nimport { RadialGrid } from \"./radial-grid\"\nimport { RectangularGrid } from \"./rectangular-grid\"\nimport { SphereGrid } from \"./sphere-grid\"\n\n/**\n * Every node type this package publishes.\n *\n * A host registers these by handing the array to an engine —\n * `new Engine(platform, { nodes: NODES })` — which reads each component's key.\n * Defining a component only *declares* that key: nothing is registered by\n * importing a module, so a registry holds exactly what its owner asked for.\n *\n * Listing the component **values** is also what survives bundling: this package\n * declares `sideEffects: false`, and a document names a node type by string, so\n * an import kept only for its side effect is exactly what gets shaken out.\n */\n// Typed by name, so the declaration names each component rather than spelling out its type through core.\ntype KitNode =\n | typeof RectangularGrid\n | typeof RadialGrid\n | typeof PathGrid\n | typeof SphereGrid\n\nexport const NODES: KitNode[] = [\n RectangularGrid,\n RadialGrid,\n PathGrid,\n SphereGrid,\n]\n"]}
1
+ {"version":3,"file":"nodes.js","sourceRoot":"","sources":["../src/nodes.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,aAAa,CAAA;AACtC,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAC1C,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAA;AACpD,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAA;AAS1C,MAAM,CAAC,MAAM,KAAK,GAAc;IAC9B,eAAe;IACf,UAAU;IACV,QAAQ;IACR,UAAU;CACX,CAAA","sourcesContent":["import { PathGrid } from \"./path-grid\"\nimport { RadialGrid } from \"./radial-grid\"\nimport { RectangularGrid } from \"./rectangular-grid\"\nimport { SphereGrid } from \"./sphere-grid\"\n\n// Typed by name, so the declaration names each component rather than spelling out its type through core.\ntype KitNode =\n | typeof RectangularGrid\n | typeof RadialGrid\n | typeof PathGrid\n | typeof SphereGrid\n\nexport const NODES: KitNode[] = [\n RectangularGrid,\n RadialGrid,\n PathGrid,\n SphereGrid,\n]\n"]}
@@ -2,7 +2,6 @@ import { type NodeOf, type NodeView, type PathData, type Node2D as _Node2D, type
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  import { ItemGrid } from "../kit/index.js";
3
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  /** A template, or `custom` for the grid's own `path`. */
4
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  export declare const PATH_GRID_SHAPES: readonly ["circle", "square", "star", "heart", "infinity", "wave", "spiral", "arc", "line", "custom"];
5
- export type PathGridShape = (typeof PATH_GRID_SHAPES)[number];
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  /**
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  * Children along a path: one of the templates drawn to fill the node's box,
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  * a path of the grid's own, or a path node elsewhere in the scene, followed
@@ -191,6 +190,4 @@ export declare const PathGrid: import("@motionscript/sdk").Component<"pathGrid",
191
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  };
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  }, _Node2D<_Node2DProps>>>>;
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  export type PathGrid = NodeOf<typeof PathGrid>;
194
- /** What a call or a document row may set. */
195
- export type PathGridProps = NonNullable<Parameters<typeof PathGrid>[0]>;
196
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  //# sourceMappingURL=path-grid.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"path-grid.d.ts","sourceRoot":"","sources":["../../src/path-grid/path-grid.ts"],"names":[],"mappings":"AAAA,OAAO,EAIL,KAAK,MAAM,EACX,KAAK,QAAQ,EACb,KAAK,QAAQ,EAIb,KAAK,MAAM,IAAI,OAAO,EACtB,KAAK,WAAW,IAAI,YAAY,EACjC,MAAM,mBAAmB,CAAA;AAE1B,OAAO,EACL,QAAQ,EAST,MAAM,QAAQ,CAAA;AAEf,yDAAyD;AACzD,eAAO,MAAM,gBAAgB,uGAAyC,CAAA;AACtE,MAAM,MAAM,aAAa,GAAG,CAAC,OAAO,gBAAgB,CAAC,CAAC,MAAM,CAAC,CAAA;AA4C7D;;;;;;;;GAQG;AACH,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;2BA2CR,CAAA;AAEb,MAAM,MAAM,QAAQ,GAAG,MAAM,CAAC,OAAO,QAAQ,CAAC,CAAA;AAC9C,6CAA6C;AAC7C,MAAM,MAAM,aAAa,GAAG,WAAW,CAAC,UAAU,CAAC,OAAO,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC,CAAA"}
1
+ {"version":3,"file":"path-grid.d.ts","sourceRoot":"","sources":["../../src/path-grid/path-grid.ts"],"names":[],"mappings":"AAAA,OAAO,EAIL,KAAK,MAAM,EACX,KAAK,QAAQ,EACb,KAAK,QAAQ,EAIb,KAAK,MAAM,IAAI,OAAO,EACtB,KAAK,WAAW,IAAI,YAAY,EACjC,MAAM,mBAAmB,CAAA;AAE1B,OAAO,EACL,QAAQ,EAST,MAAM,QAAQ,CAAA;AAEf,yDAAyD;AACzD,eAAO,MAAM,gBAAgB,uGAAyC,CAAA;AA4CtE;;;;;;;;GAQG;AACH,eAAO,MAAM,QAAQ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;2BA2CR,CAAA;AAEb,MAAM,MAAM,QAAQ,GAAG,MAAM,CAAC,OAAO,QAAQ,CAAC,CAAA"}
@@ -1 +1 @@
1
- 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{\n component2d,\n pathOps,\n Types,\n type NodeOf,\n type NodeView,\n type PathData,\n type Size2D,\n type Values,\n // Named so the emitted declaration reaches these through the sdk, not core.\n type Node2D as _Node2D,\n type Node2DProps as _Node2DProps,\n} from \"@motionscript/sdk\"\n\nimport {\n ItemGrid,\n PATH_SPACINGS,\n PATH_TEMPLATES,\n staggerArgs,\n TRANSITION_STAGGER,\n templatePath,\n type PathArrangement,\n type PathPlacement,\n type PathTemplate,\n} from \"../kit\"\n\n/** A template, or `custom` for the grid's own `path`. */\nexport const PATH_GRID_SHAPES = [...PATH_TEMPLATES, \"custom\"] as const\nexport type PathGridShape = (typeof PATH_GRID_SHAPES)[number]\n\nconst own = {\n shape: Types.oneOf(PATH_GRID_SHAPES, { default: \"circle\" }),\n /** Used when `shape` is `custom`: an SVG path, y-down as SVG writes one, centred on its own bounds. */\n path: Types.path,\n /** A path node to follow instead, by id — the items track it wherever it goes. */\n pathNode: ItemGrid.nodeRef([\"path\"]),\n spacing: Types.oneOf(PATH_SPACINGS, { default: \"distribute\" }),\n spacingDistance: Types.number(80, { min: 0, step: 1 }),\n /** Share of the path the items are moved along — `1` is once round. */\n offset: Types.number(0, { step: 0.01 }),\n /** Share of the path per second the items travel on their own. */\n flowSpeed: Types.number(0, { step: 0.01, unit: \"/s\" }),\n trimStart: Types.number(0, { min: 0, max: 1, step: 0.01 }),\n trimEnd: Types.number(1, { min: 0, max: 1, step: 0.01 }),\n alignToPath: true,\n}\n\ntype Own = Values<typeof own>\n\nconst AT_ORIGIN: PathPlacement = { originX: 0, originY: 0, x: 0, y: 0, rotation: 0, scale: 1 }\n\n/** The size a path grid is placed at when nothing says otherwise, since a template is drawn to fill it. */\nconst DEFAULT_SIZE = { width: 640, height: 400 }\n\nconst arranger: ItemGrid.Arranger<Own> = {\n arrangement: (s, box): PathArrangement => {\n const { path, placement } = pathIn(s, box)\n return {\n kind: \"path\",\n path,\n placement,\n spacing: s.spacing,\n spacingDistance: s.spacingDistance,\n offset: s.offset,\n flowSpeed: s.flowSpeed,\n trimStart: s.trimStart,\n trimEnd: s.trimEnd,\n alignToPath: s.alignToPath,\n }\n },\n}\n\n/**\n * Children along a path: one of the templates drawn to fill the node's box,\n * a path of the grid's own, or a path node elsewhere in the scene, followed\n * wherever it is.\n *\n * Items are spaced by distance along the curve, so they sit evenly on a tight\n * bend and a straight alike. Animating `offset` moves them along it — on a\n * closed path they come round again, which is a conveyor belt for free.\n */\nexport const PathGrid = ItemGrid.define(component2d({\n key: \"pathGrid\",\n state: { ...ItemGrid.state, ...own },\n // A template is drawn to fill the box, so a path grid needs one of its own\n // rather than hugging items whose places depend on it.\n defaults: { ...DEFAULT_SIZE },\n commands: {\n ...ItemGrid.commands,\n /** Move the items along the path by `loops` — `1` is once round, and they keep their spacing. */\n flow: {\n args: { loops: Types.number(1, { step: 0.25 }) },\n run: (timeline, s) => timeline.tween({ offset: s.offset + (timeline.args.loops ?? 1) }),\n },\n /** Squeeze the items into part of the path, between two shares of its length. */\n trimTo: {\n args: {\n trimStart: ItemGrid.hinted(0.25, { min: 0, max: 1, step: 0.01 }),\n trimEnd: ItemGrid.hinted(0.75, { min: 0, max: 1, step: 0.01 }),\n },\n run: (timeline, s) => timeline.tween({\n trimStart: timeline.args.trimStart ?? s.trimStart,\n trimEnd: timeline.args.trimEnd ?? s.trimEnd,\n }),\n },\n /**\n * Move the items onto another path — a template, or a path node in the\n * scene. Each item travels from its place on the old path to its place on\n * the new one; the path itself is not morphed.\n */\n setPath: {\n args: {\n shape: ItemGrid.hinted(\"heart\", { kind: \"enum\", options: PATH_GRID_SHAPES }),\n pathNode: ItemGrid.nodeRefArg([\"path\"]),\n ...staggerArgs(TRANSITION_STAGGER),\n },\n run: (timeline, s, children) => {\n const pathNode = timeline.args.pathNode ?? \"\"\n const changes = pathNode ? { pathNode } : { shape: timeline.args.shape ?? s.shape, pathNode: \"\" }\n return ItemGrid.transitionTo(timeline as never, s, children, changes)\n },\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type PathGrid = NodeOf<typeof PathGrid>\n/** What a call or a document row may set. */\nexport type PathGridProps = NonNullable<Parameters<typeof PathGrid>[0]>\n\n/** The path the items follow, and where its coordinates land in this grid's frame. */\nfunction pathIn(s: Own, box: Size2D): { path: PathData; placement: PathPlacement } {\n const linked = s.pathNode\n // A document `path` draws its data in its own unit box, at its own position.\n if (linked?.key === \"path\") return { path: unitPath(linked), placement: { ...AT_ORIGIN, ...linked.frame } }\n // A face-value path draws its data centred on the data's own bounds, at its own position.\n const data = linked?.key === \"facePath\" ? dataOf(linked) : undefined\n const bounds = data !== undefined ? pathOps.bounds(data) : null\n if (linked && data !== undefined && bounds) {\n return {\n path: data,\n placement: {\n originX: (bounds.minX + bounds.maxX) / 2,\n originY: (bounds.minY + bounds.maxY) / 2,\n ...linked.frame,\n },\n }\n }\n if (s.shape === \"custom\") {\n const own = pathOps.bounds(s.path)\n if (own) {\n return {\n path: s.path,\n placement: {\n ...AT_ORIGIN,\n originX: (own.minX + own.maxX) / 2,\n originY: (own.minY + own.maxY) / 2,\n flipY: true,\n },\n }\n }\n }\n const template: PathTemplate = s.shape === \"custom\" ? \"circle\" : s.shape\n return { path: templatePath(template, box), placement: AT_ORIGIN }\n}\n\nfunction dataOf(view: NodeView): PathData {\n return (view.state as { readonly data: PathData }).data\n}\n\nconst unitPaths = new WeakMap<NodeView, { data: PathData; width: number; height: number; path: PathData }>()\n\n/**\n * A path node's geometry as it draws it: stored in its unit box, y-down, and\n * scaled to its laid-out size — kept while neither changes, so the path's\n * measurement is kept with it.\n */\nfunction unitPath(view: NodeView): PathData {\n const data = dataOf(view)\n const { width, height } = view.size\n const cached = unitPaths.get(view)\n if (cached && cached.data === data && cached.width === width && cached.height === height) return cached.path\n const path = pathOps.anchorCommands(pathOps.anchors(data), (p) => ({ x: p.x * width, y: -p.y * height }))\n unitPaths.set(view, { data, width, height, path })\n return path\n}\n"]}
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{\n component2d,\n pathOps,\n Types,\n type NodeOf,\n type NodeView,\n type PathData,\n type Size2D,\n type Values,\n // Named so the emitted declaration reaches these through the sdk, not core.\n type Node2D as _Node2D,\n type Node2DProps as _Node2DProps,\n} from \"@motionscript/sdk\"\n\nimport {\n ItemGrid,\n PATH_SPACINGS,\n PATH_TEMPLATES,\n staggerArgs,\n TRANSITION_STAGGER,\n templatePath,\n type PathArrangement,\n type PathPlacement,\n type PathTemplate,\n} from \"../kit\"\n\n/** A template, or `custom` for the grid's own `path`. */\nexport const PATH_GRID_SHAPES = [...PATH_TEMPLATES, \"custom\"] as const\n\nconst own = {\n shape: Types.oneOf(PATH_GRID_SHAPES, { default: \"circle\" }),\n /** Used when `shape` is `custom`: an SVG path, y-down as SVG writes one, centred on its own bounds. */\n path: Types.path,\n /** A path node to follow instead, by id — the items track it wherever it goes. */\n pathNode: ItemGrid.nodeRef([\"path\"]),\n spacing: Types.oneOf(PATH_SPACINGS, { default: \"distribute\" }),\n spacingDistance: Types.number(80, { min: 0, step: 1 }),\n /** Share of the path the items are moved along — `1` is once round. */\n offset: Types.number(0, { step: 0.01 }),\n /** Share of the path per second the items travel on their own. */\n flowSpeed: Types.number(0, { step: 0.01, unit: \"/s\" }),\n trimStart: Types.number(0, { min: 0, max: 1, step: 0.01 }),\n trimEnd: Types.number(1, { min: 0, max: 1, step: 0.01 }),\n alignToPath: true,\n}\n\ntype Own = Values<typeof own>\n\nconst AT_ORIGIN: PathPlacement = { originX: 0, originY: 0, x: 0, y: 0, rotation: 0, scale: 1 }\n\n/** The size a path grid is placed at when nothing says otherwise, since a template is drawn to fill it. */\nconst DEFAULT_SIZE = { width: 640, height: 400 }\n\nconst arranger: ItemGrid.Arranger<Own> = {\n arrangement: (s, box): PathArrangement => {\n const { path, placement } = pathIn(s, box)\n return {\n kind: \"path\",\n path,\n placement,\n spacing: s.spacing,\n spacingDistance: s.spacingDistance,\n offset: s.offset,\n flowSpeed: s.flowSpeed,\n trimStart: s.trimStart,\n trimEnd: s.trimEnd,\n alignToPath: s.alignToPath,\n }\n },\n}\n\n/**\n * Children along a path: one of the templates drawn to fill the node's box,\n * a path of the grid's own, or a path node elsewhere in the scene, followed\n * wherever it is.\n *\n * Items are spaced by distance along the curve, so they sit evenly on a tight\n * bend and a straight alike. Animating `offset` moves them along it — on a\n * closed path they come round again, which is a conveyor belt for free.\n */\nexport const PathGrid = ItemGrid.define(component2d({\n key: \"pathGrid\",\n state: { ...ItemGrid.state, ...own },\n // A template is drawn to fill the box, so a path grid needs one of its own\n // rather than hugging items whose places depend on it.\n defaults: { ...DEFAULT_SIZE },\n commands: {\n ...ItemGrid.commands,\n /** Move the items along the path by `loops` — `1` is once round, and they keep their spacing. */\n flow: {\n args: { loops: Types.number(1, { step: 0.25 }) },\n run: (timeline, s) => timeline.tween({ offset: s.offset + (timeline.args.loops ?? 1) }),\n },\n /** Squeeze the items into part of the path, between two shares of its length. */\n trimTo: {\n args: {\n trimStart: ItemGrid.hinted(0.25, { min: 0, max: 1, step: 0.01 }),\n trimEnd: ItemGrid.hinted(0.75, { min: 0, max: 1, step: 0.01 }),\n },\n run: (timeline, s) => timeline.tween({\n trimStart: timeline.args.trimStart ?? s.trimStart,\n trimEnd: timeline.args.trimEnd ?? s.trimEnd,\n }),\n },\n /**\n * Move the items onto another path — a template, or a path node in the\n * scene. Each item travels from its place on the old path to its place on\n * the new one; the path itself is not morphed.\n */\n setPath: {\n args: {\n shape: ItemGrid.hinted(\"heart\", { kind: \"enum\", options: PATH_GRID_SHAPES }),\n pathNode: ItemGrid.nodeRefArg([\"path\"]),\n ...staggerArgs(TRANSITION_STAGGER),\n },\n run: (timeline, s, children) => {\n const pathNode = timeline.args.pathNode ?? \"\"\n const changes = pathNode ? { pathNode } : { shape: timeline.args.shape ?? s.shape, pathNode: \"\" }\n return ItemGrid.transitionTo(timeline as never, s, children, changes)\n },\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type PathGrid = NodeOf<typeof PathGrid>\n\n/** The path the items follow, and where its coordinates land in this grid's frame. */\nfunction pathIn(s: Own, box: Size2D): { path: PathData; placement: PathPlacement } {\n const linked = s.pathNode\n // A document `path` draws its data in its own unit box, at its own position.\n if (linked?.key === \"path\") return { path: unitPath(linked), placement: { ...AT_ORIGIN, ...linked.frame } }\n // A face-value path draws its data centred on the data's own bounds, at its own position.\n const data = linked?.key === \"facePath\" ? dataOf(linked) : undefined\n const bounds = data !== undefined ? pathOps.bounds(data) : null\n if (linked && data !== undefined && bounds) {\n return {\n path: data,\n placement: {\n originX: (bounds.minX + bounds.maxX) / 2,\n originY: (bounds.minY + bounds.maxY) / 2,\n ...linked.frame,\n },\n }\n }\n if (s.shape === \"custom\") {\n const own = pathOps.bounds(s.path)\n if (own) {\n return {\n path: s.path,\n placement: {\n ...AT_ORIGIN,\n originX: (own.minX + own.maxX) / 2,\n originY: (own.minY + own.maxY) / 2,\n flipY: true,\n },\n }\n }\n }\n const template: PathTemplate = s.shape === \"custom\" ? \"circle\" : s.shape\n return { path: templatePath(template, box), placement: AT_ORIGIN }\n}\n\nfunction dataOf(view: NodeView): PathData {\n return (view.state as { readonly data: PathData }).data\n}\n\nconst unitPaths = new WeakMap<NodeView, { data: PathData; width: number; height: number; path: PathData }>()\n\n/**\n * A path node's geometry as it draws it: stored in its unit box, y-down, and\n * scaled to its laid-out size — kept while neither changes, so the path's\n * measurement is kept with it.\n */\nfunction unitPath(view: NodeView): PathData {\n const data = dataOf(view)\n const { width, height } = view.size\n const cached = unitPaths.get(view)\n if (cached && cached.data === data && cached.width === width && cached.height === height) return cached.path\n const path = pathOps.anchorCommands(pathOps.anchors(data), (p) => ({ x: p.x * width, y: -p.y * height }))\n unitPaths.set(view, { data, width, height, path })\n return path\n}\n"]}
@@ -172,6 +172,4 @@ export declare const RadialGrid: import("@motionscript/sdk").Component<"radialGr
172
172
  };
173
173
  }, _Node2D<_Node2DProps>>>>;
174
174
  export type RadialGrid = NodeOf<typeof RadialGrid>;
175
- /** What a call or a document row may set. */
176
- export type RadialGridProps = NonNullable<Parameters<typeof RadialGrid>[0]>;
177
175
  //# sourceMappingURL=radial-grid.d.ts.map
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Angles run clockwise from twelve o'clock, so `turnTo`\n * can bring any item to the top like a dial.\n */\nexport const RadialGrid = ItemGrid.define(component2d({\n key: \"radialGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Orbit the items round the centre by `degrees` — `360` is one full turn. */\n spin: {\n args: { degrees: Types.number(360, { step: 15, unit: \"°\" }) },\n run: (timeline, s) => timeline.tween({ startAngle: s.startAngle + (timeline.args.degrees ?? 360) }),\n },\n /** Turn the ring the shorter way round until an item (by its place in the layers) sits at the top. */\n turnTo: {\n args: { item: Types.number(0, { min: 0, step: 1 }) },\n run: (timeline, s, children) => {\n const count = children.length\n const slot = normalizeOrder(s.order, count).indexOf(Math.round(timeline.args.item ?? 0))\n const turn = slot < 0 ? 0 : radialTurnToTop(arrangement(s), count, slot)\n return timeline.tween({ startAngle: s.startAngle + turn })\n },\n },\n radiusTo: {\n args: { radius: ItemGrid.hinted(280, { min: 0 }) },\n run: (timeline, s) => timeline.tween({ radius: timeline.args.radius ?? s.radius }),\n },\n /** Open or close the arc like a fan — from `0` to `360` is a reveal of its own. */\n sweepTo: {\n args: { sweep: ItemGrid.hinted(360, { min: -360, max: 360, unit: \"°\" }) },\n run: (timeline, s) => timeline.tween({ sweep: timeline.args.sweep ?? s.sweep }),\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type RadialGrid = NodeOf<typeof RadialGrid>\n/** What a call or a document row may set. */\nexport type RadialGridProps = NonNullable<Parameters<typeof RadialGrid>[0]>\n"]}
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Angles run clockwise from twelve o'clock, so `turnTo`\n * can bring any item to the top like a dial.\n */\nexport const RadialGrid = ItemGrid.define(component2d({\n key: \"radialGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Orbit the items round the centre by `degrees` — `360` is one full turn. */\n spin: {\n args: { degrees: Types.number(360, { step: 15, unit: \"°\" }) },\n run: (timeline, s) => timeline.tween({ startAngle: s.startAngle + (timeline.args.degrees ?? 360) }),\n },\n /** Turn the ring the shorter way round until an item (by its place in the layers) sits at the top. */\n turnTo: {\n args: { item: Types.number(0, { min: 0, step: 1 }) },\n run: (timeline, s, children) => {\n const count = children.length\n const slot = normalizeOrder(s.order, count).indexOf(Math.round(timeline.args.item ?? 0))\n const turn = slot < 0 ? 0 : radialTurnToTop(arrangement(s), count, slot)\n return timeline.tween({ startAngle: s.startAngle + turn })\n },\n },\n radiusTo: {\n args: { radius: ItemGrid.hinted(280, { min: 0 }) },\n run: (timeline, s) => timeline.tween({ radius: timeline.args.radius ?? s.radius }),\n },\n /** Open or close the arc like a fan — from `0` to `360` is a reveal of its own. */\n sweepTo: {\n args: { sweep: ItemGrid.hinted(360, { min: -360, max: 360, unit: \"°\" }) },\n run: (timeline, s) => timeline.tween({ sweep: timeline.args.sweep ?? s.sweep }),\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type RadialGrid = NodeOf<typeof RadialGrid>\n"]}
@@ -207,6 +207,4 @@ export declare const RectangularGrid: import("@motionscript/sdk").Component<"rec
207
207
  };
208
208
  }, _Node2D<_Node2DProps>>>>;
209
209
  export type RectangularGrid = NodeOf<typeof RectangularGrid>;
210
- /** What a call or a document row may set. */
211
- export type RectangularGridProps = NonNullable<Parameters<typeof RectangularGrid>[0]>;
212
210
  //# sourceMappingURL=rectangular-grid.d.ts.map
@@ -1 +1 @@
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@@ -1 +1 @@
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{\n component2d,\n easeInOut,\n Types,\n type NodeOf,\n type Values,\n // Named so the emitted declaration reaches these through the sdk, not core.\n type Node2D as _Node2D,\n type Node2DProps as _Node2DProps,\n} from \"@motionscript/sdk\"\n\nimport {\n CELL_MODES,\n FILL_DIRECTIONS,\n ItemGrid,\n LINE_ALIGNS,\n rectangularCell,\n staggerArgs,\n TRANSITION_STAGGER,\n type RectangularArrangement,\n} from \"../kit\"\n\nconst own = {\n columns: Types.number(3, { min: 1, step: 1 }),\n fillDirection: Types.oneOf(FILL_DIRECTIONS, { default: \"row\" }),\n cellMode: Types.oneOf(CELL_MODES, { default: \"fit\" }),\n cellWidth: Types.number(120, { min: 0, step: 1 }),\n cellHeight: Types.number(120, { min: 0, step: 1 }),\n columnGap: Types.number(24, { step: 1 }),\n rowGap: Types.number(24, { step: 1 }),\n lastLineAlign: Types.oneOf(LINE_ALIGNS, { default: \"start\" }),\n rowOffset: Types.number(0, { min: -1, max: 1, step: 0.05 }),\n columnOffset: Types.number(0, { min: -1, max: 1, step: 0.05 }),\n}\n\ntype Own = Values<typeof own>\n\nfunction arrangement(s: Own): RectangularArrangement {\n return {\n kind: \"rectangular\",\n columns: s.columns,\n fillDirection: s.fillDirection,\n cellMode: s.cellMode,\n cellWidth: s.cellWidth,\n cellHeight: s.cellHeight,\n columnGap: s.columnGap,\n rowGap: s.rowGap,\n lastLineAlign: s.lastLineAlign,\n rowOffset: s.rowOffset,\n columnOffset: s.columnOffset,\n }\n}\n\nconst arranger: ItemGrid.Arranger<Own> = {\n arrangement,\n // A child set to fill takes its cell, where the cell is not simply the largest child.\n itemSpace: (s, count, space) => (s.cellMode === \"fit\" ? space : rectangularCell(arrangement(s), count, [], space)),\n}\n\n/** The focus args of a row or a column: the grow a row leaves out is the shared focus's. */\nconst lineFocus = {\n dim: Types.number(0.7, { min: 0, max: 1, step: 0.05 }),\n grow: ItemGrid.hinted(0.1, { min: 0, max: 1, step: 0.05 }),\n}\n\n/**\n * Children in rows and columns — the grid the other three are variations on.\n *\n * Cells are as big as the largest child (`fit`), a size of their own\n * (`fixed`), or an equal share of the node's box (`fill`), which is also the\n * room a child set to fill grows into. Shift every other row by half a cell\n * for a brick bond or a hex pack.\n */\nexport const RectangularGrid = ItemGrid.define(component2d({\n key: \"rectangularGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Re-flow the items into `columns` columns, each moving to its new cell. */\n columnsTo: {\n args: { columns: ItemGrid.hinted(4, { min: 1, step: 1 }), ...staggerArgs(TRANSITION_STAGGER) },\n run: (timeline, s, children) => {\n const columns = Math.max(1, Math.round(timeline.args.columns ?? s.columns))\n return ItemGrid.transitionTo(timeline as never, s, children, { columns })\n },\n },\n /** Animate the spacing between columns and rows. */\n gapTo: {\n args: { columnGap: ItemGrid.hinted(48), rowGap: ItemGrid.hinted(48) },\n run: (timeline) => {\n const data: { columnGap?: number; rowGap?: number } = {}\n if (timeline.args.columnGap !== undefined) data.columnGap = timeline.args.columnGap\n if (timeline.args.rowGap !== undefined) data.rowGap = timeline.args.rowGap\n return timeline.tween(data)\n },\n },\n /**\n * Animate the cell size, from whatever the cells measure now. The grid\n * switches to `fixed` cells as it starts, since a size of its own is what\n * `fixed` means.\n */\n cellSizeTo: {\n args: { cellWidth: ItemGrid.hinted(160, { min: 0 }), cellHeight: ItemGrid.hinted(160, { min: 0 }) },\n easing: easeInOut(\"cubic\"),\n run: (timeline, s, children) => {\n const sizes = children.map((child) => child.size)\n const box = ItemGrid.contentBox(timeline.node.size, s.padding)\n const from = rectangularCell(arrangement(s), sizes.length, sizes, box)\n const width = timeline.args.cellWidth ?? from.width\n const height = timeline.args.cellHeight ?? from.height\n return timeline.animate((t) => ({\n cellMode: \"fixed\",\n cellWidth: from.width + (width - from.width) * t,\n cellHeight: from.height + (height - from.height) * t,\n }))\n },\n },\n /** Bring one row (from 0 at the top) forward and push the rest back. */\n focusRow: {\n args: { row: Types.number(0, { min: 0, step: 1 }), ...lineFocus },\n run: (timeline, s, children) => {\n const slots = ItemGrid.itemSlots(timeline as never, s, children)\n const row = Math.round(timeline.args.row ?? 0)\n const inRow = (i: number) => slots[i]?.meta.kind === \"rectangular\" && slots[i].meta.row === row\n return ItemGrid.focusOn(timeline as never, s, inRow, slots.length, timeline.args.dim ?? 0.7, timeline.args.grow ?? 0.15)\n },\n },\n /** Bring one column (from 0 at the left) forward and push the rest back. */\n focusColumn: {\n args: { column: Types.number(0, { min: 0, step: 1 }), ...lineFocus },\n run: (timeline, s, children) => {\n const slots = ItemGrid.itemSlots(timeline as never, s, children)\n const column = Math.round(timeline.args.column ?? 0)\n const inColumn = (i: number) => slots[i]?.meta.kind === \"rectangular\" && slots[i].meta.column === column\n return ItemGrid.focusOn(timeline as never, s, inColumn, slots.length, timeline.args.dim ?? 0.7, timeline.args.grow ?? 0.15)\n },\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type RectangularGrid = NodeOf<typeof RectangularGrid>\n/** What a call or a document row may set. */\nexport type RectangularGridProps = NonNullable<Parameters<typeof RectangularGrid>[0]>\n"]}
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}),\n}\n\ntype Own = Values<typeof own>\n\nfunction arrangement(s: Own): RectangularArrangement {\n return {\n kind: \"rectangular\",\n columns: s.columns,\n fillDirection: s.fillDirection,\n cellMode: s.cellMode,\n cellWidth: s.cellWidth,\n cellHeight: s.cellHeight,\n columnGap: s.columnGap,\n rowGap: s.rowGap,\n lastLineAlign: s.lastLineAlign,\n rowOffset: s.rowOffset,\n columnOffset: s.columnOffset,\n }\n}\n\nconst arranger: ItemGrid.Arranger<Own> = {\n arrangement,\n // A child set to fill takes its cell, where the cell is not simply the largest child.\n itemSpace: (s, count, space) => (s.cellMode === \"fit\" ? space : rectangularCell(arrangement(s), count, [], space)),\n}\n\n/** The focus args of a row or a column: the grow a row leaves out is the shared focus's. */\nconst lineFocus = {\n dim: Types.number(0.7, { min: 0, max: 1, step: 0.05 }),\n grow: ItemGrid.hinted(0.1, { min: 0, max: 1, step: 0.05 }),\n}\n\n/**\n * Children in rows and columns — the grid the other three are variations on.\n *\n * Cells are as big as the largest child (`fit`), a size of their own\n * (`fixed`), or an equal share of the node's box (`fill`), which is also the\n * room a child set to fill grows into. Shift every other row by half a cell\n * for a brick bond or a hex pack.\n */\nexport const RectangularGrid = ItemGrid.define(component2d({\n key: \"rectangularGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Re-flow the items into `columns` columns, each moving to its new cell. */\n columnsTo: {\n args: { columns: ItemGrid.hinted(4, { min: 1, step: 1 }), ...staggerArgs(TRANSITION_STAGGER) },\n run: (timeline, s, children) => {\n const columns = Math.max(1, Math.round(timeline.args.columns ?? s.columns))\n return ItemGrid.transitionTo(timeline as never, s, children, { columns })\n },\n },\n /** Animate the spacing between columns and rows. */\n gapTo: {\n args: { columnGap: ItemGrid.hinted(48), rowGap: ItemGrid.hinted(48) },\n run: (timeline) => {\n const data: { columnGap?: number; rowGap?: number } = {}\n if (timeline.args.columnGap !== undefined) data.columnGap = timeline.args.columnGap\n if (timeline.args.rowGap !== undefined) data.rowGap = timeline.args.rowGap\n return timeline.tween(data)\n },\n },\n /**\n * Animate the cell size, from whatever the cells measure now. The grid\n * switches to `fixed` cells as it starts, since a size of its own is what\n * `fixed` means.\n */\n cellSizeTo: {\n args: { cellWidth: ItemGrid.hinted(160, { min: 0 }), cellHeight: ItemGrid.hinted(160, { min: 0 }) },\n easing: easeInOut(\"cubic\"),\n run: (timeline, s, children) => {\n const sizes = children.map((child) => child.size)\n const box = ItemGrid.contentBox(timeline.node.size, s.padding)\n const from = rectangularCell(arrangement(s), sizes.length, sizes, box)\n const width = timeline.args.cellWidth ?? from.width\n const height = timeline.args.cellHeight ?? from.height\n return timeline.animate((t) => ({\n cellMode: \"fixed\",\n cellWidth: from.width + (width - from.width) * t,\n cellHeight: from.height + (height - from.height) * t,\n }))\n },\n },\n /** Bring one row (from 0 at the top) forward and push the rest back. */\n focusRow: {\n args: { row: Types.number(0, { min: 0, step: 1 }), ...lineFocus },\n run: (timeline, s, children) => {\n const slots = ItemGrid.itemSlots(timeline as never, s, children)\n const row = Math.round(timeline.args.row ?? 0)\n const inRow = (i: number) => slots[i]?.meta.kind === \"rectangular\" && slots[i].meta.row === row\n return ItemGrid.focusOn(timeline as never, s, inRow, slots.length, timeline.args.dim ?? 0.7, timeline.args.grow ?? 0.15)\n },\n },\n /** Bring one column (from 0 at the left) forward and push the rest back. */\n focusColumn: {\n args: { column: Types.number(0, { min: 0, step: 1 }), ...lineFocus },\n run: (timeline, s, children) => {\n const slots = ItemGrid.itemSlots(timeline as never, s, children)\n const column = Math.round(timeline.args.column ?? 0)\n const inColumn = (i: number) => slots[i]?.meta.kind === \"rectangular\" && slots[i].meta.column === column\n return ItemGrid.focusOn(timeline as never, s, inColumn, slots.length, timeline.args.dim ?? 0.7, timeline.args.grow ?? 0.15)\n },\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type RectangularGrid = NodeOf<typeof RectangularGrid>\n"]}
@@ -195,6 +195,4 @@ export declare const SphereGrid: import("@motionscript/sdk").Component<"sphereGr
195
195
  };
196
196
  }, _Node2D<_Node2DProps>>>>;
197
197
  export type SphereGrid = NodeOf<typeof SphereGrid>;
198
- /** What a call or a document row may set. */
199
- export type SphereGridProps = NonNullable<Parameters<typeof SphereGrid>[0]>;
200
198
  //# sourceMappingURL=sphere-grid.d.ts.map
@@ -1 +1 @@
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@@ -1 +1 @@
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{\n component2d,\n Types,\n type NodeOf,\n type Values,\n // Named so the emitted declaration reaches these through the sdk, not core.\n type Node2D as _Node2D,\n type Node2DProps as _Node2DProps,\n} from \"@motionscript/sdk\"\n\nimport {\n ItemGrid,\n normalizeOrder,\n SPHERE_AXES,\n SPHERE_FACINGS,\n sphereFaceForward,\n wrapDegrees,\n type SphereArrangement,\n type SphereAxis,\n} from \"../kit\"\n\nconst own = {\n radius: Types.number(220, { min: 0, step: 1 }),\n yaw: Types.number(0, { step: 1, unit: \"°\" }),\n pitch: Types.number(0, { step: 1, unit: \"°\" }),\n roll: Types.number(0, { step: 1, unit: \"°\" }),\n facing: Types.oneOf(SPHERE_FACINGS, { default: \"outward\" }),\n focalLength: Types.number(900, { min: 100, step: 10 }),\n depthFade: Types.number(0.5, { min: 0, max: 1, step: 0.05 }),\n cullBackfaces: false,\n spinSpeed: Types.number(0, { step: 1, unit: \"°/s\" }),\n}\n\ntype Own = Values<typeof own>\n\nfunction arrangement(s: Own): SphereArrangement {\n return {\n kind: \"sphere\",\n radius: s.radius,\n yaw: s.yaw,\n pitch: s.pitch,\n roll: s.roll,\n facing: s.facing,\n focalLength: s.focalLength,\n depthFade: s.depthFade,\n cullBackfaces: s.cullBackfaces,\n spinSpeed: s.spinSpeed,\n }\n}\n\nconst arranger: ItemGrid.Arranger<Own> = { arrangement }\n\nconst AXIS_PROP: Record<SphereAxis, \"yaw\" | \"pitch\" | \"roll\"> = { x: \"pitch\", y: \"yaw\", z: \"roll\" }\n\n/**\n * Children spread over a sphere — a Fibonacci lattice, as even as any number\n * of points gets — and seen through a camera of the grid's own, so the far\n * side is smaller, drawn first, and hidden where a face turns away.\n *\n * `outward` lays each item flat on the surface; `billboard` keeps each one\n * facing the viewer, like labels on a globe. `turnTo` brings any item round\n * to the front.\n */\nexport const SphereGrid = ItemGrid.define(component2d({\n key: \"sphereGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Turn the sphere about an axis by `degrees` — `y` spins it like a globe. */\n spin: {\n args: {\n axis: Types.oneOf(SPHERE_AXES, { default: \"y\" }),\n degrees: Types.number(360, { step: 15, unit: \"°\" }),\n },\n run: (timeline, s) => {\n const key = AXIS_PROP[timeline.args.axis ?? \"y\"] ?? \"yaw\"\n return timeline.tween({ [key]: s[key] + (timeline.args.degrees ?? 360) })\n },\n },\n /** Turn the sphere to a set orientation. */\n orientTo: {\n args: {\n yaw: ItemGrid.hinted(45, { unit: \"°\" }),\n pitch: ItemGrid.hinted(20, { unit: \"°\" }),\n roll: ItemGrid.hinted(0, { unit: \"°\" }),\n },\n run: (timeline, s) => timeline.tween({\n yaw: timeline.args.yaw ?? s.yaw,\n pitch: timeline.args.pitch ?? s.pitch,\n roll: timeline.args.roll ?? s.roll,\n }),\n },\n /**\n * Turn the sphere the shorter way until an item (by its place in the layers)\n * faces the viewer. It turns from the orientation the sphere is given: the\n * yaw its `spinSpeed` adds by the time the command runs is not counted, as\n * commands are built against the tree standing at time 0.\n */\n turnTo: {\n args: { item: Types.number(0, { min: 0, step: 1 }) },\n run: (timeline, s, children) => {\n const count = children.length\n const slot = normalizeOrder(s.order, count).indexOf(Math.round(timeline.args.item ?? 0))\n if (slot < 0) return timeline.tween({})\n const facing = sphereFaceForward(count, slot)\n return timeline.tween({\n yaw: s.yaw + wrapDegrees(facing.yaw - s.yaw),\n pitch: s.pitch + wrapDegrees(facing.pitch - s.pitch),\n roll: 0,\n })\n },\n },\n radiusTo: {\n args: { radius: ItemGrid.hinted(300, { min: 0 }) },\n run: (timeline, s) => timeline.tween({ radius: timeline.args.radius ?? s.radius }),\n },\n /** Dolly the camera: a shorter focal length exaggerates the depth, a longer one flattens it. */\n focalLengthTo: {\n args: { focalLength: ItemGrid.hinted(600, { min: 100 }) },\n run: (timeline, s) => timeline.tween({ focalLength: timeline.args.focalLength ?? s.focalLength }),\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type SphereGrid = NodeOf<typeof SphereGrid>\n/** What a call or a document row may set. */\nexport type SphereGridProps = NonNullable<Parameters<typeof SphereGrid>[0]>\n"]}
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{\n component2d,\n Types,\n type NodeOf,\n type Values,\n // Named so the emitted declaration reaches these through the sdk, not core.\n type Node2D as _Node2D,\n type Node2DProps as _Node2DProps,\n} from \"@motionscript/sdk\"\n\nimport {\n ItemGrid,\n normalizeOrder,\n SPHERE_AXES,\n SPHERE_FACINGS,\n sphereFaceForward,\n wrapDegrees,\n type SphereArrangement,\n type SphereAxis,\n} from \"../kit\"\n\nconst own = {\n radius: Types.number(220, { min: 0, step: 1 }),\n yaw: Types.number(0, { step: 1, unit: \"°\" }),\n pitch: Types.number(0, { step: 1, unit: \"°\" }),\n roll: Types.number(0, { step: 1, unit: \"°\" }),\n facing: Types.oneOf(SPHERE_FACINGS, { default: \"outward\" }),\n focalLength: Types.number(900, { min: 100, step: 10 }),\n depthFade: Types.number(0.5, { min: 0, max: 1, step: 0.05 }),\n cullBackfaces: false,\n spinSpeed: Types.number(0, { step: 1, unit: \"°/s\" }),\n}\n\ntype Own = Values<typeof own>\n\nfunction arrangement(s: Own): SphereArrangement {\n return {\n kind: \"sphere\",\n radius: s.radius,\n yaw: s.yaw,\n pitch: s.pitch,\n roll: s.roll,\n facing: s.facing,\n focalLength: s.focalLength,\n depthFade: s.depthFade,\n cullBackfaces: s.cullBackfaces,\n spinSpeed: s.spinSpeed,\n }\n}\n\nconst arranger: ItemGrid.Arranger<Own> = { arrangement }\n\nconst AXIS_PROP: Record<SphereAxis, \"yaw\" | \"pitch\" | \"roll\"> = { x: \"pitch\", y: \"yaw\", z: \"roll\" }\n\n/**\n * Children spread over a sphere — a Fibonacci lattice, as even as any number\n * of points gets — and seen through a camera of the grid's own, so the far\n * side is smaller, drawn first, and hidden where a face turns away.\n *\n * `outward` lays each item flat on the surface; `billboard` keeps each one\n * facing the viewer, like labels on a globe. `turnTo` brings any item round\n * to the front.\n */\nexport const SphereGrid = ItemGrid.define(component2d({\n key: \"sphereGrid\",\n state: { ...ItemGrid.state, ...own },\n defaults: ItemGrid.defaults,\n commands: {\n ...ItemGrid.commands,\n /** Turn the sphere about an axis by `degrees` — `y` spins it like a globe. */\n spin: {\n args: {\n axis: Types.oneOf(SPHERE_AXES, { default: \"y\" }),\n degrees: Types.number(360, { step: 15, unit: \"°\" }),\n },\n run: (timeline, s) => {\n const key = AXIS_PROP[timeline.args.axis ?? \"y\"] ?? \"yaw\"\n return timeline.tween({ [key]: s[key] + (timeline.args.degrees ?? 360) })\n },\n },\n /** Turn the sphere to a set orientation. */\n orientTo: {\n args: {\n yaw: ItemGrid.hinted(45, { unit: \"°\" }),\n pitch: ItemGrid.hinted(20, { unit: \"°\" }),\n roll: ItemGrid.hinted(0, { unit: \"°\" }),\n },\n run: (timeline, s) => timeline.tween({\n yaw: timeline.args.yaw ?? s.yaw,\n pitch: timeline.args.pitch ?? s.pitch,\n roll: timeline.args.roll ?? s.roll,\n }),\n },\n /**\n * Turn the sphere the shorter way until an item (by its place in the layers)\n * faces the viewer. It turns from the orientation the sphere is given: the\n * yaw its `spinSpeed` adds by the time the command runs is not counted, as\n * commands are built against the tree standing at time 0.\n */\n turnTo: {\n args: { item: Types.number(0, { min: 0, step: 1 }) },\n run: (timeline, s, children) => {\n const count = children.length\n const slot = normalizeOrder(s.order, count).indexOf(Math.round(timeline.args.item ?? 0))\n if (slot < 0) return timeline.tween({})\n const facing = sphereFaceForward(count, slot)\n return timeline.tween({\n yaw: s.yaw + wrapDegrees(facing.yaw - s.yaw),\n pitch: s.pitch + wrapDegrees(facing.pitch - s.pitch),\n roll: 0,\n })\n },\n },\n radiusTo: {\n args: { radius: ItemGrid.hinted(300, { min: 0 }) },\n run: (timeline, s) => timeline.tween({ radius: timeline.args.radius ?? s.radius }),\n },\n /** Dolly the camera: a shorter focal length exaggerates the depth, a longer one flattens it. */\n focalLengthTo: {\n args: { focalLength: ItemGrid.hinted(600, { min: 100 }) },\n run: (timeline, s) => timeline.tween({ focalLength: timeline.args.focalLength ?? s.focalLength }),\n },\n },\n ...ItemGrid.fields(arranger),\n}), arranger)\n\nexport type SphereGrid = NodeOf<typeof SphereGrid>\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@motionscript/grids",
3
- "version": "0.1.0-alpha.9",
3
+ "version": "0.1.1-alpha.0",
4
4
  "type": "module",
5
5
  "description": "Grid layouts for Motion Script: rectangular, radial, path and spherical arrangements of a node's children, with staggered reveals, waves, focus and morphs between them.",
6
6
  "repository": {
@@ -50,7 +50,7 @@
50
50
  "license": "Apache-2.0",
51
51
  "author": "Motionscript",
52
52
  "peerDependencies": {
53
- "@motionscript/sdk": "^0.1.0-alpha.9"
53
+ "@motionscript/sdk": "^0.1.1-alpha.0"
54
54
  },
55
55
  "devDependencies": {
56
56
  "@types/node": "^25.6.2",
@@ -61,8 +61,8 @@
61
61
  "typescript": "^6.0.3",
62
62
  "typescript-eslint": "^8.48.0",
63
63
  "vitest": "^4.1.5",
64
- "@motionscript/core": "0.1.0-alpha.9",
65
- "@motionscript/sdk": "0.1.0-alpha.9"
64
+ "@motionscript/core": "0.1.1-alpha.0",
65
+ "@motionscript/sdk": "0.1.1-alpha.0"
66
66
  },
67
67
  "scripts": {
68
68
  "build": "tsc -p tsconfig.build.json && tsc-alias -p tsconfig.build.json --resolve-full-paths && node ../../../scripts/build-browser.mjs",
package/src/engine.ts CHANGED
@@ -1,12 +1,4 @@
1
- /**
2
- * The item grid **kit**: what the four grids share, and what a copied one does
3
- * not copy.
4
- *
5
- * A copy takes a grid's own files into your project and rewrites its reach for
6
- * these to `@motionscript/grids`, so the shared parts stay a real
7
- * dependency. That is not a size decision. `ItemGrid` keeps the register of
8
- * grids a morph looks another grid's arrangement up in, so a second copy of it
9
- * would be a second register, and a morph from one grid to another would only
10
- * find the grids its own copy was told of.
11
- */
1
+ // What the four grids share. A copied grid imports it from `@motionscript/grids` because `ItemGrid`
2
+ // keeps the register a morph looks another grid up in: a second copy would be a second register,
3
+ // and a morph would find only the grids its own copy knew.
12
4
  export * from "./kit"
package/src/kit/index.ts CHANGED
@@ -13,6 +13,3 @@ export {
13
13
  type GridTransition,
14
14
  type StaggerArgs,
15
15
  } from "./item-grid"
16
-
17
- // Once this kit's own; kept on its barrel for whoever imports them from it.
18
- export { findNode2D, frameIn } from "@motionscript/sdk"
@@ -1,4 +1,4 @@
1
- import type { Size2D } from "@motionscript/sdk"
1
+ import { clamp, type Size2D } from "@motionscript/sdk"
2
2
 
3
3
  import type { Slot } from "./slots"
4
4
 
@@ -13,10 +13,7 @@ export type RevealStyle = (typeof REVEAL_STYLES)[number]
13
13
  export const WAVE_STYLES = ["scale", "lift", "fade", "spin"] as const
14
14
  export type WaveStyle = (typeof WAVE_STYLES)[number]
15
15
 
16
- /**
17
- * How far into view each item is, `1` shown and `0` gone — past `1` on the
18
- * way to it under an overshooting ease. Absent means every item is shown.
19
- */
16
+ /** `1` shown and `0` gone, past `1` under an overshooting ease; absent means every item is shown. */
20
17
  export interface RevealState {
21
18
  style: RevealStyle
22
19
  values: readonly number[]
@@ -55,7 +52,7 @@ export function applyItemEffects(
55
52
 
56
53
  function applyReveal(s: Slot, style: RevealStyle, v: number, size: Size2D): void {
57
54
  if (v === 1) return
58
- const shown = clamp01(v)
55
+ const shown = clamp(v, 0, 1)
59
56
  switch (style) {
60
57
  case "fade":
61
58
  s.opacity *= shown
@@ -64,7 +61,7 @@ function applyReveal(s: Slot, style: RevealStyle, v: number, size: Size2D): void
64
61
  s.x *= v
65
62
  s.y *= v
66
63
  s.depth *= v
67
- s.opacity *= clamp01(v * 4)
64
+ s.opacity *= clamp(v * 4, 0, 1)
68
65
  break
69
66
  case "rise":
70
67
  s.y -= (1 - v) * Math.max(40, size.height)
@@ -89,7 +86,7 @@ function applyWave(s: Slot, wave: WaveState, w: number, size: Size2D): void {
89
86
  s.y += wave.amount * w * Math.max(40, size.height)
90
87
  break
91
88
  case "fade":
92
- s.opacity *= clamp01(1 - wave.amount * w)
89
+ s.opacity *= clamp(1 - wave.amount * w, 0, 1)
93
90
  break
94
91
  case "spin":
95
92
  s.rotation += wave.amount * w * 360
@@ -105,10 +102,6 @@ function applyFocus(s: Slot, focus: FocusState, f: number): void {
105
102
  s.scale *= 1 + focus.grow * f
106
103
  return
107
104
  }
108
- s.opacity *= clamp01(1 - focus.dim * -f)
105
+ s.opacity *= clamp(1 - focus.dim * -f, 0, 1)
109
106
  s.scale *= Math.max(0, 1 + focus.grow * 0.5 * f)
110
107
  }
111
-
112
- function clamp01(v: number): number {
113
- return v < 0 ? 0 : v > 1 ? 1 : v
114
- }
@@ -36,39 +36,17 @@ import { hashSeed, shuffled } from "./random"
36
36
  import { blendSlot, focalLengthOf, slotsOf, spreadSlot, type Arrangement, type Slot } from "./slots"
37
37
  import { STAGGER_ORDERS, staggerProgress, staggerRanks, type StaggerOrder } from "./stagger"
38
38
 
39
- /**
40
- * What every grid is built from: a container that places each of its children
41
- * in a slot of an arrangement — a rectangular grid, a ring, a path, a sphere.
42
- * Spread `state` and `commands` in, take `defaults`, hand `fields` the
43
- * {@link Arranger} that makes this grid's arrangement from its state, and pass
44
- * the finished component and its arranger through {@link define}.
45
- *
46
- * ## Children only
47
- *
48
- * The items are the children, in layer order. A child's slot is a parent
49
- * transform on it, so its own `x`/`y`/`rotation`/`scale` — and any command on
50
- * them — still work, relative to the slot. A group is one item; a grid of
51
- * grids is a grid of items that happen to be grids.
52
- *
53
- * ## One pass
54
- *
55
- * Every frame: measure the children, ask the arrangement for its slots (a pure
56
- * function of the state, the sizes and the clock), blend them from where a
57
- * transition is leaving, and layer on the per-item effects — reveal, wave,
58
- * focus. What is left is each child's box and slot, which the renderer,
59
- * picking and `global` all read, so a selection outline lands on the pixels
60
- * even on a sphere.
61
- *
62
- * ## Commands
63
- *
64
- * Every command is a pure function of time. The per-item ones stagger *inside*
65
- * their duration — a one-second reveal takes one second for four children or
66
- * four hundred — and write their per-item state into entries
67
- * (`revealState` and its siblings), which is what keeps them seekable. The ones
68
- * that change the arrangement itself (a reorder, a morph, a column count) keep
69
- * the arrangement they are leaving as data and blend each item from its old
70
- * slot to its new one.
71
- */
39
+ // What every grid is built from: spread `state`, `commands` and `defaults` in, give `fields` the
40
+ // {@link Arranger} that makes the arrangement from the state, and pass the component and its
41
+ // arranger through {@link define}.
42
+ // The items are the children in layer order; a slot is a parent transform on a child, so its own
43
+ // x/y/rotation/scale and their commands still work relative to it.
44
+ // Every frame measures the children, asks the arrangement for slots (pure in state, sizes and
45
+ // clock), blends from the arrangement a transition leaves, and layers the per-item effects; the
46
+ // result is each child's box and slot, which rendering, picking and `global` all read.
47
+ // Every command is a pure function of time. Per-item ones stagger inside their duration and write
48
+ // their state to entries, which keeps them seekable; ones that change the arrangement keep the one
49
+ // they leave as data and blend each item from its old slot to its new.
72
50
 
73
51
  /** An arrangement a grid is leaving, kept as data so its slots can be worked out afresh every frame. */
74
52
  export interface GridSnapshot {
@@ -235,11 +213,7 @@ export function layout<S>(box: LayoutBox, s: GridState & S, children: readonly C
235
213
  return slots.map((slot, i) => placement(inner, slot, sizes[i]))
236
214
  }
237
215
 
238
- /**
239
- * A grid whose arrangement has depth is seen through a camera of its own,
240
- * which paints its items far to near — unless it already sits in a space (an
241
- * orbit camera, a 3D stage), where its items join that one and its camera.
242
- */
216
+ /** A grid with depth is seen through a camera of its own, painting far to near, unless it already sits in a space, whose camera its items join. */
243
217
  export function render<S>(ctx: RenderContext, s: GridState & S, arranger: Arranger<S>): void {
244
218
  // With no items there is nothing to see through a camera.
245
219
  const focal = s.children.length === 0 ? 0 : focalOf(s, arrangementOf({ state: s, arranger, children: [], isSelf: () => false }, contentBox(ctx.size, s.padding)))
@@ -247,21 +221,15 @@ export function render<S>(ctx: RenderContext, s: GridState & S, arranger: Arrang
247
221
  else ctx.children()
248
222
  }
249
223
 
250
- /** A node's content box: its laid-out size inside its padding. */
224
+ /** Its laid-out size inside its padding. */
251
225
  export function contentBoxOf(grid: Node2D): Size2D {
252
226
  const b = grid.layoutBounds
253
227
  return contentBox({ width: b.width, height: b.height }, grid.effectivePadding())
254
228
  }
255
229
 
256
- // ---- what commands share --------------------------------------------------
257
-
258
230
  type GridTimeline = Timeline<StaggerArgs, never>
259
231
 
260
- /**
261
- * Each item's slot in its arrangement as it stands, for a command being built,
262
- * at the clock commands are built against (the tree stands at time 0 while a
263
- * timeline compiles): what its stagger is ranked by.
264
- */
232
+ /** Each item's slot as the arrangement stands while a command is built (the tree stands at time 0 then): what its stagger is ranked by. */
265
233
  export function itemSlots(timeline: Timeline<object, never>, s: GridValues, children: readonly ChildView[]): Slot[] {
266
234
  const grid = commandGrid(timeline, s, children)
267
235
  const sizes = children.map((child) => child.size)
@@ -273,10 +241,7 @@ export function ranks(timeline: Timeline<object, never>, s: GridValues, children
273
241
  return staggerRanks(order ?? "index", itemSlots(timeline, s, children), hashSeed(timeline.node.id))
274
242
  }
275
243
 
276
- /**
277
- * Write `changes` to the arrangement and move each item from its slot in the
278
- * one being left to its slot in the new one, staggered.
279
- */
244
+ /** Writes `changes` to the arrangement and moves each item, staggered, from its slot in the one being left to its slot in the new one. */
280
245
  export function transitionTo(
281
246
  timeline: GridTimeline,
282
247
  s: GridValues,
@@ -448,8 +413,6 @@ export const commands = commandsFor(GRID_STATE, {
448
413
  },
449
414
  })
450
415
 
451
- // ---- the one pass ------------------------------------------------------------
452
-
453
416
  interface Grid {
454
417
  readonly state: GridValues
455
418
  readonly arranger: Arranger<never>
package/src/kit/order.ts CHANGED
@@ -1,11 +1,8 @@
1
1
  /**
2
- * A grid's `order` lists items in slot order: slot `k` holds item `order[k]`.
3
- * These keep it a permutation whatever it was written as — a stale entry past
4
- * the count, a repeat, or nothing at all — so a child added or removed never
5
- * leaves a slot empty or two items in one.
2
+ * `order` lists items in slot order (slot `k` holds item `order[k]`), repaired into a
3
+ * permutation of `0..count-1` — valid entries first, then the rest — so a stale entry, a
4
+ * repeat or a child added or removed never leaves a slot empty or doubled.
6
5
  */
7
-
8
- /** `order` repaired into a permutation of `0..count-1`: its valid entries first, then the rest in item order. */
9
6
  export function normalizeOrder(order: readonly number[] | undefined, count: number): number[] {
10
7
  const out: number[] = []
11
8
  const taken = new Array<boolean>(count).fill(false)
package/src/kit/random.ts CHANGED
@@ -1,5 +1,5 @@
1
1
  /** A seeded generator in `[0, 1)` — mulberry32, so a shuffle is the same on every frame and every machine. */
2
- export function seededRandom(seed: number): () => number {
2
+ function seededRandom(seed: number): () => number {
3
3
  let a = Math.floor(seed) >>> 0
4
4
  return () => {
5
5
  a = (a + 0x6d2b79f5) >>> 0
@@ -17,8 +17,6 @@ export * from "./sphere"
17
17
  */
18
18
  export type Arrangement = RectangularArrangement | RadialArrangement | PathArrangement | SphereArrangement
19
19
 
20
- export type ArrangementKind = Arrangement["kind"]
21
-
22
20
  /** Where each of `input.count` items sits under `arrangement`, in slot order. */
23
21
  export function slotsOf(arrangement: Arrangement, input: SlotInput): Slot[] {
24
22
  switch (arrangement.kind) {
@@ -1,11 +1,6 @@
1
1
  import type { PathCommand, Size2D } from "@motionscript/sdk"
2
2
 
3
- /**
4
- * The shapes a path grid can follow without a path of its own, each drawn to
5
- * fill the grid's box. Centred and y-up, like every path in the library; the
6
- * closed ones run clockwise, so an item flowing along any of them travels the
7
- * same way round.
8
- */
3
+ /** Shapes drawn to fill the grid's box, centred and y-up; the closed ones run clockwise so flow goes the same way round. */
9
4
  export const PATH_TEMPLATES = [
10
5
  "circle",
11
6
  "square",
@@ -1,4 +1,4 @@
1
- import { pathOps, type PathData, type PathSampler } from "@motionscript/sdk"
1
+ import { clamp, pathOps, type PathData, type PathSampler } from "@motionscript/sdk"
2
2
 
3
3
  import { slot, type Slot, type SlotInput } from "./slot"
4
4
 
@@ -68,8 +68,8 @@ export function pathSlots(arrangement: PathArrangement, input: SlotInput): Slot[
68
68
  if (count === 0) return []
69
69
  const { sampler, closed } = measured(arrangement.path)
70
70
  const length = sampler.length
71
- const a = clamp01(Math.min(arrangement.trimStart, arrangement.trimEnd))
72
- const b = clamp01(Math.max(arrangement.trimStart, arrangement.trimEnd))
71
+ const a = clamp(Math.min(arrangement.trimStart, arrangement.trimEnd), 0, 1)
72
+ const b = clamp(Math.max(arrangement.trimStart, arrangement.trimEnd), 0, 1)
73
73
  const start = a * length
74
74
  const span = (b - a) * length
75
75
  const loops = closed && a === 0 && b === 1
@@ -92,9 +92,9 @@ export function pathSlots(arrangement: PathArrangement, input: SlotInput): Slot[
92
92
  let visible = true
93
93
  if (loops) u = u - Math.floor(u)
94
94
  else if (u < -1e-9 || u > 1 + 1e-9) visible = false
95
- const at = sampler.frameAt(start + clamp01(u) * span)
95
+ const at = sampler.frameAt(start + clamp(u, 0, 1) * span)
96
96
  if (!at) {
97
- const s = slot(0, 0, { kind: "path", t: clamp01(u) })
97
+ const s = slot(0, 0, { kind: "path", t: clamp(u, 0, 1) })
98
98
  s.opacity = 0
99
99
  slots.push(s)
100
100
  continue
@@ -106,7 +106,7 @@ export function pathSlots(arrangement: PathArrangement, input: SlotInput): Slot[
106
106
  const s = slot(
107
107
  place.x + px * cos + py * sin,
108
108
  place.y - px * sin + py * cos,
109
- { kind: "path", t: clamp01(u) },
109
+ { kind: "path", t: clamp(u, 0, 1) },
110
110
  )
111
111
  if (arrangement.alignToPath) s.rotation = (-Math.atan2(at.ty * flip, at.tx) * 180) / Math.PI + place.rotation
112
112
  if (!visible) s.opacity = 0
@@ -114,7 +114,3 @@ export function pathSlots(arrangement: PathArrangement, input: SlotInput): Slot[
114
114
  }
115
115
  return slots
116
116
  }
117
-
118
- function clamp01(v: number): number {
119
- return v < 0 ? 0 : v > 1 ? 1 : v
120
- }