@motionscript/react 0.1.0-alpha.0 → 0.1.0-alpha.10
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +100 -0
- package/NOTICE +49 -0
- package/README.md +60 -20
- package/dist/browser/index.js +1 -1
- package/dist/browser/index.js.map +4 -4
- package/dist/browser/manifest.json +3 -2
- package/dist/index.d.ts +2 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/motionscript-react.js +126 -24
- package/dist/motionscript-react.js.map +1 -1
- package/dist/ui/stage.d.ts +1 -1
- package/dist/ui/stage.d.ts.map +1 -1
- package/dist/ui/use-engine.d.ts +39 -0
- package/dist/ui/use-engine.d.ts.map +1 -0
- package/dist/ui/use-motion-player.d.ts +29 -7
- package/dist/ui/use-motion-player.d.ts.map +1 -1
- package/package.json +14 -8
package/CHANGELOG.md
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# @motionscript/react
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## 0.1.0-alpha.10
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## 0.1.0-alpha.9
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## 0.1.0-alpha.8
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## 0.1.0-alpha.7
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## 0.1.0-alpha.6
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## 0.1.0-alpha.5
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### Minor Changes
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- 36bfb89: `useEngine` builds an engine, hands it over when it is ready and disposes it when it is not wanted.
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Every React host was writing the same effect: hold the engine in state, build it asynchronously, dispose it if the component unmounted while the wasm was loading (StrictMode does this on every mount in development) and again on cleanup. `useEngine(create, { deps, onError })` is that effect. It returns `null` until the engine arrives, which `useMotionPlayer` already accepts.
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```tsx
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const engine = useEngine(() =>
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createBrowserEngine({ wasmUrl: "/canvaskit.wasm" })
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);
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const player = useMotionPlayer({ engine, document: scene });
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```
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The package still imports no platform: what to build is the factory you pass, so it works with `createBrowserEngine`, a headless engine or a test double. `deps` rebuilds the engine when something that makes a different one changes (the node types, say), disposing the old one first; the factory itself is read through a ref, so an inline arrow does not rebuild anything. `onError` replaces the default `console.error` when the factory rejects or throws. Anything that must hold before a player sees the engine, such as `setManifest`, goes in the factory.
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### Patch Changes
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- da6f97a: Every package ships a `NOTICE`, and a browser build lists what it bundles.
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- Each tarball carries the repository `NOTICE`: the copyright line and the MIT attributions for the noise functions in `skia-render`'s fractal-noise fill (David Hoskins' "Hash without Sine", Inigo Quilez's 2D simplex noise).
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- `@motionscript/canvaskit` ships `THIRD_PARTY_NOTICES.txt` with the licences of the libraries compiled into the binary: FreeType, HarfBuzz, ICU 74, zlib, libpng, Brotli, WOFF2, Emscripten and musl.
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- `dist/browser/manifest.json` gains `thirdParty`, the packages the browser build bundled (`name`, `version`, `license`), and their licence and NOTICE files are written to `dist/browser/THIRD_PARTY_LICENSES.txt`. `@motionscript/browser` bundles mediabunny (MPL-2.0, unmodified; source at https://github.com/Vanilagy/mediabunny), esbuild-wasm and three; `@motionscript/math` bundles MathJax.
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- 1778355: `react` and `react-dom` peer on `^18.2.0 || ^19.0.0`, where they asked for `^19.2.3`. The package uses only hooks React 18 already has (`useSyncExternalStore` among them), so a React 18 app installs it without a peer warning.
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- 36bfb89: `MotionStage` no longer throws `Cannot read properties of undefined (reading 'MakeWebGLCanvasSurface')` by mounting its canvas on a session its player has already disposed. Two paths led there:
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- A viewport change. The player's size moved a commit before its new session arrived, in the commit that disposed the old one, so the stage resized its canvas and mounted it on the disposed session. The canvas is now sized from the session's own viewport.
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- A replayed effect: a Suspense boundary revealed again after something beside the player suspended, or StrictMode's dev replay, re-runs the stage's effects with the session it last rendered, after the player's cleanup disposed it. The stage now skips a session its player disposed.
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## 0.1.0-alpha.4
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### Minor Changes
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- c9535a6: A host can ask what a node holds before any command has acted on it.
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- `PlaybackController.getNodeInitialProps(nodeId)`, and the React player's method of the same name, return a document node's props as it arrived (or as built, for one that has not arrived yet). The answer is the same at every frame and is given while the node is off screen, where `getNodeState`/`getNodeProps` describe the node at the frame showing.
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- `ClipTimeline.baselineProps(id)` is the read underneath it. A bound prop is read through its binding.
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- 7f8b4d0: A node can give its children coordinates of its own, which is what a coordinate system needs: a child's `x`/`y` are then in the parent's units and the child keeps its size.
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- A parent answers `_planeOf(child)` with a `ChildPlane` (`toOffset` and `toCoords`, exported). Paint, `global`, the anchor getters, `moveTo({ target })` and `parentPlanePointAt` all read it, and the last two answer in the parent's coordinates. A node whose parent publishes none is unchanged.
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- `childPlanePointAt(root, path, point)`, and `childPlanePoint` on the player, say where a point lands in the coordinates a node positions its children in, for a host placing a node that is not there yet. They answer `null` for a node whose children are in pixels, and `_planeOf(null)` is what they ask.
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- `findNode2D(from, id)` and `frameIn(host, node)` are exported from the SDK, for a node that follows another by id. `@motionscript/grids` now uses them and still exports both names.
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- 158723b: **Breaking:** the engine no longer has a "scene" in its document API. Its unit is a clip document on a project track, so the names that said "scene" now say what the thing is. This is a clean break: there are no aliases and no deprecated re-exports, so update the names below.
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| Before | After |
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| -------------------------------------------------------- | ---------------------------- |
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| `SceneDocument` (`StillDocument \| CompositionDocument`) | `VisualDocument` |
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| `SceneTimeline` | `ClipTimeline` |
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| `SceneEffect` (the union of effects a node can carry) | `NodeEffect` |
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| `integrateSpeedToSceneTime` | `integrateSpeedToClipTime` |
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| `sourceTimeAtSceneElapsed` | `sourceTimeAtClipElapsed` |
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| `Sound.sceneDurationFor` | `Sound.clipDurationFor` |
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| `AudioSink.syncTo(sceneTime)` (parameter name) | `AudioSink.syncTo(clipTime)` |
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`ClipDocument` is now `VisualDocument | AudioDocument`, as before. The document types, the 3D `Scene3D` and its `scene3d` settings are unchanged: that is a 3D scene, not this.
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Two messages changed with the names: `assertValidDocument` now throws `Invalid clip document:` (was `Invalid scene document:`), and the JSX runtime's error for a value that is not a node class reads `JSX element must be a Node class`.
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The built-in `Canvas2D`, `Provider` and `ThemeProvider` moved from `nodes/scene/` to `nodes/root/` inside core. That directory was never an export path, so no import from the package changes.
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- 7f8b4d0: A node can name points an editor may drag to set its `Vector2` props. It answers `_handles()` with each prop and where it sits in its own frame, and `_handleValue(prop, at)` with the value that puts it somewhere else. `nodeHandlesAt` and `handleValueAt` (exported from the SDK), and `nodeHandles`/`handleValue` on the player, answer in viewport space. A math `vectorArrow` offers its two ends in graph units, and a `curlyBrace` that spans two points offers those.
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- 8e9afad: One frame/time conversion and one `FrameSpec`, and fixes to browser playback and export.
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- Core exports `clipFrameToTime`, `clipTimeToFrame`, `frameSpecAtTime`, `FrameSpec` and `DEFAULT_OUTPUT`. The conversion is tolerant of float error: a time within a few ulps of a whole frame is that frame. The playback controller, `Session.seek`, track placement and the evaluator all use it. Before, `currentFrame` read one frame early for 2 to 6 percent of frames (frame 123 at 60 fps), so a document swap after `seek(123)` repainted frame 122, and `trackFrameCount` gained a frame when a length on a boundary landed an ulp high (4.15 s at 60 fps counted 250, not 249).
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- `FrameSpec` is declared once, in core, and re-exported by `@motionscript/browser` and `@motionscript/headless`; the browser's `DEFAULT_OUTPUT` and the React hook's fallback are core's defaults. The React playhead reads the frame the clock reports through the same conversion.
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- `WebTicker` no longer stalls a looping host: the end of a run is read again after listeners and tick callbacks have run, a final tick always fires, and a finished run pauses itself. `play` is synchronous, as `Ticker.play` is typed, so a `pause` or `seek` in the same turn works; a rejected `AudioContext.resume()` pauses and logs.
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- A supersampled export draws into a canvas that is a whole multiple of the output, so an odd-sized viewport is no longer stretched by about 1 percent.
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- `StillRenderer.toBytes`, `toBlob` and `toDataURL` throw before any frame has been drawn onto the surface, instead of encoding blank pixels.
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### Patch Changes
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- 4d4e5b0: Start-up failures in the headless engine are reported and cleaned up, and the React player's transport keeps the clock and its state in step.
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- `@motionscript/headless`: a project entry that throws while it loads now rejects `start()` at once with `START_FAILED` and the cause, instead of waiting 60 seconds for `BRIDGE_TIMEOUT`. The page entry imports the project dynamically, so the throw is a rejection the entry already handles.
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- `@motionscript/headless`: a `start()` that fails closes the Chromium it launched, so a retry no longer leaks the first browser, and a `close()` that lands while the engine is booting ends the boot with `CLOSED` instead of letting it finish on a closed engine.
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- `@motionscript/react`: `seek()` then `play()` in one batch while already playing left the clock paused with `isPlaying` still `true`. `play()` and `pause()` now drive the controller as well as the state.
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- `@motionscript/react`: a session rebuild while playing (a different engine, viewport size or fps) used to park the new session with a seek that paused it. A player that was playing now resumes once the park has landed, unless a newer seek or a pause came first. The README and CLAUDE.md say which changes rebuild the session.
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- 217ae88: A host can keep a node looking exactly as it does when it moves it to another parent, as a design tool does. `reparentPlacementAt(root, path, parentPath, offsets)` (the player's `reparentPlacement`) carries `x`/`y` values the node takes under its parent now, its own and its moves' destinations, to the ones that put its centre at the same place under the new parent, and gives the turn to add to its rotation and the factor to scale it by so the two parents' own turn and scale, cameras included, are undone. It works through a freeform parent's padding and alignment and a parent's own coordinates, and answers `null` for a parent that arranges its children in a run or a grid. `flowOps.freeSlot` says where a freeform arrangement puts one more item.
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## 0.1.0-alpha.3
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## 0.1.0-alpha.2
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## 0.1.0-alpha.1
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## 0.1.0-alpha.0
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Initial release.
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package/NOTICE
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Motionscript
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Copyright 2026 Motionscript LLC
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This product includes the third-party code below, each part under the MIT
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License reproduced at the end of this file.
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- packages/renderer/crates/renderer/src/shaders/prim.wgsl (`fn_hash2`):
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"Hash without Sine" by David Hoskins (https://www.shadertoy.com/view/4djSRW).
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Copyright (c) 2014 David Hoskins.
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- packages/renderer/crates/renderer/src/shaders/prim.wgsl (`simplex_noise`): "Noise - simplex - 2D" by Inigo Quilez
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(https://www.shadertoy.com/view/Msf3WH). Copyright (c) 2013 Inigo Quilez.
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- packages/renderer/crates/render3d (in @motionscript/renderer's WebAssembly):
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its shaders (src/shaders/mesh.wgsl) port three.js r185's mesh programs and
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src/geometry.rs its primitive generators (https://threejs.org).
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Copyright (c) 2010-2026 three.js authors.
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@motionscript/renderer's WebAssembly (dist/ms_renderer_bg.wasm) compiles in
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Rust crates under MIT, Apache-2.0, Zlib and Unicode-3.0 terms (wgpu, naga,
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harfrust, read-fonts, kurbo, wasm-bindgen and others); their notices are in
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packages/renderer/THIRD_PARTY_NOTICES.txt.
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MP3 export loads @mediabunny/mp3-encoder (MPL-2.0), a WebAssembly build of
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the LAME MP3 encoder (LGPL, https://lame.sourceforge.io), on first use.
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The browser builds under dist/browser/ bundle each package's npm dependencies;
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dist/browser/THIRD_PARTY_LICENSES.txt in each package lists them with their
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licences.
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MIT License
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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# @motionscript/react
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React bindings for [Motion Script](https://motionscript.dev): drop a scene into
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your app and play it back on a `<canvas>`
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your app and play it back on a `<canvas>` drawn with WebGPU.
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```tsx
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import { useEffect, useState } from 'react';
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import { createBrowserEngine } from '@motionscript/browser';
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import { MotionStage, useMotionPlayer, usePlayhead
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import { MotionStage, useEngine, useMotionPlayer, usePlayhead } from '@motionscript/react';
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import doc from './scenes/my-scene.json';
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export function App() {
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const
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useEffect(() => {
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createBrowserEngine().then(next => (cancelled ? next.dispose() : setEngine(next)));
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return () => { cancelled = true; };
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}, []);
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const engine = useEngine(() => createBrowserEngine());
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const player = useMotionPlayer({ engine, document: doc, loop: true });
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const frame = usePlayhead(player);
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## What's in here
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- **`useEngine`**: builds an engine from a factory you pass, returns it (`null`
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until it arrives) and disposes it on unmount, including an unmount that
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happened while the wasm was still loading, which StrictMode causes on every
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mount in development. `useEngine(create, { deps, onError })`: `deps` rebuilds
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it when something that makes a different engine changes, disposing the old one
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first (default `[]`, built once); `onError` replaces the default
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`console.error` when the factory rejects. The latest `create` is always the
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one called, so an inline arrow rebuilds nothing. It imports no platform: the
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factory is `createBrowserEngine`, a headless engine or a test double.
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- **`useMotionPlayer`**: opens a session on an engine and gives you the
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transport for it — `play`/`pause`/`seek`/`speed`/`mute`/`loop`, the duration,
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build errors, and the editor surface (`getTreeState`, `pickNode`,
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patches only what the edit touched: a track whose clip is unchanged keeps its
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tree, and a changed one is updated in place where it can be, so treat
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documents as immutable and build the next one rather than mutating the last.
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Only a different `engine`, a document appearing or disappearing, or a changed
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viewport size or `fps` rebuilds the session; the new one is parked on the same
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frame and, if the player was playing, playback resumes once it has landed.
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No DOM: it owns the timeline, not a canvas. A project document's own
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`viewport` and `fps` win over the options, which win over the engine's, then
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1920×1080 and 60. `speed`, `muted` and `loop` are initial values; change them
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with `setSpeed`, `setMuted` and `setLoop`. A document that fails validation
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throws from an effect and reaches the nearest error boundary; `errors` holds
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discovery and draw errors. Pass a stable document reference: a new object on
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every render is reconciled on every render.
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- **`MotionStage`**: a canvas bound to a player's session. It owns how the frame
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is rasterized — `renderScale`, `surfaceSize`, `view`, `clipToFrame`,
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`frameBackground` — and nothing about what is in it or when.
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`frameBackground` — and nothing about what is in it or when. A change to
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`renderScale` or to the canvas's buffer size re-creates the GPU surface, which
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drops decoded video frames and 3D composites (they re-upload on demand), so
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quantize them to a few steps and never drive them from a resize observer.
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`view`, `clipToFrame` and `frameBackground` apply only when `surfaceSize` and
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`view` are both given; a `view` change costs a repaint and nothing else.
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`player.screenshot()` returns the surface at its buffer size, so `renderScale`
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scales it too.
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- **`usePlayhead`**: subscribes a component to the playhead. The frame moves at
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clock rate, so keeping it out of the player's own state is what stops a host
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re-rendering sixty-plus times a second — but only if you call it **as low in
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### You own the engine
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-
There is no provider.
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64
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-
why nothing in this package imports a platform, so
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65
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-
`@motionscript/browser`'s engine, a headless one, or a test double.
|
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82
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+
There is no provider. Say how to build an engine with `useEngine` and pass what
|
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83
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+
it returns in — which is also why nothing in this package imports a platform, so
|
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+
it works with `@motionscript/browser`'s engine, a headless one, or a test double.
|
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66
85
|
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67
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-
**Create it once and share it.** It holds
|
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86
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+
**Create it once and share it.** It holds the renderer and the exporter, so a
|
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68
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|
second engine is a second wasm module and a second GL stack. `engine` is
|
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|
nullable precisely because building one is async: the player no-ops until it
|
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|
arrives, which keeps the hook out of a conditional.
|
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90
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|
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91
|
+
**Set the asset manifest before you hand the engine down**, which means inside
|
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+
the factory you give `useEngine`, before it returns. Child effects run before
|
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|
+
the parent's, so a player given an engine whose catalog is still empty resolves
|
|
94
|
+
its assets against that and never finds them
|
|
95
|
+
([`apps/react/src/App.tsx`](https://github.com/motionscript-dev/motionscript/blob/main/apps/react/src/App.tsx) does it in order).
|
|
96
|
+
|
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72
97
|
### One player per timeline, one stage per player
|
|
73
98
|
|
|
74
99
|
Two `useMotionPlayer` calls give you two fully independent players — separate
|
|
@@ -82,16 +107,23 @@ const after = useMotionPlayer({ engine, document: docB });
|
|
|
82
107
|
A session drives **one** surface, so each player takes one `MotionStage`; a
|
|
83
108
|
second would take the surface from the first.
|
|
84
109
|
|
|
85
|
-
This package builds on [`@motionscript/core`](
|
|
110
|
+
This package builds on [`@motionscript/core`](https://github.com/motionscript-dev/motionscript/tree/main/packages/core) (the scene graph and
|
|
86
111
|
animation runtime). A browser host will also want
|
|
87
|
-
[`@motionscript/browser`](
|
|
112
|
+
[`@motionscript/browser`](https://github.com/motionscript-dev/motionscript/tree/main/packages/browser) for `createBrowserEngine`. The types a
|
|
113
|
+
`Player` method mentions (`NodeBox`, `TreeState`, `NodeState`, `NodeOverride`,
|
|
114
|
+
`TrackSpan`, …) are not re-exported here; import them from `@motionscript/core`.
|
|
88
115
|
|
|
89
116
|
## Usage
|
|
90
117
|
|
|
91
118
|
```bash
|
|
92
|
-
npm install @motionscript/react
|
|
119
|
+
npm install @motionscript/react @motionscript/core @motionscript/browser
|
|
93
120
|
```
|
|
94
121
|
|
|
122
|
+
`@motionscript/core`, `react` and `react-dom` (18.2 or later, or 19) are peer dependencies. The package
|
|
123
|
+
is ESM only and declares `sideEffects: false`. `dist/browser/` is a minified
|
|
124
|
+
module for an import map; it imports `react`, `react/jsx-runtime` and
|
|
125
|
+
`@motionscript/core`, and the `manifest.json` beside it names the peers.
|
|
126
|
+
|
|
95
127
|
See the [docs](https://motionscript.dev/docs) for the full feature set and API
|
|
96
128
|
reference.
|
|
97
129
|
|
|
@@ -100,6 +132,14 @@ reference.
|
|
|
100
132
|
From the monorepo root:
|
|
101
133
|
|
|
102
134
|
```bash
|
|
103
|
-
pnpm --filter @motionscript/react build
|
|
104
|
-
pnpm --filter @motionscript/react dev
|
|
135
|
+
pnpm --filter @motionscript/react build # eslint, declarations, vite build, dist/browser
|
|
136
|
+
pnpm --filter @motionscript/react dev # vite over examples/, port 5174
|
|
137
|
+
pnpm --filter @motionscript/react test # vitest in a real Chromium
|
|
138
|
+
pnpm --filter @motionscript/react typecheck # tsc -b --noEmit
|
|
105
139
|
```
|
|
140
|
+
|
|
141
|
+
The tests drive the hook against a fake engine inside real Chromium
|
|
142
|
+
(`@vitest/browser-playwright`); install it once with
|
|
143
|
+
`pnpm --filter @motionscript/react exec playwright install chromium`.
|
|
144
|
+
[`apps/react`](https://github.com/motionscript-dev/motionscript/tree/main/apps/react) is the playground: `pnpm dev react` after
|
|
145
|
+
`pnpm build:lib`. The traps in editing the hook are in [`CLAUDE.md`](https://github.com/motionscript-dev/motionscript/blob/main/packages/react/CLAUDE.md).
|
package/dist/browser/index.js
CHANGED
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
import{useCallback as
|
|
1
|
+
import{useCallback as oe,useEffect as R,useMemo as ce,useRef as i,useState as p,useSyncExternalStore as se}from"react";import{DEFAULT_FPS as ae,DEFAULT_VIEWPORT as ue,clipTimeToFrame as le,isProjectDocument as ie}from"@motionscript/core";import{jsx as Q}from"react/jsx-runtime";function de(r){console.error("Could not start the MotionScript engine.",r)}function we(r,n={}){let{deps:t=[],onError:d}=n,[g,T]=p(null),P=i(r),v=i(d);return R(()=>{P.current=r,v.current=d}),R(()=>{let M=!0,a=null;return new Promise(u=>u(P.current())).then(u=>{if(a=u,!M){u.dispose();return}T(u)}).catch(u=>{M&&(v.current??de)(u)}),()=>{M=!1,a?.dispose(),T(null)}},t),g}function pe(){let r=0,n=new Set;return{subscribe(t){return n.add(t),()=>{n.delete(t)}},getSnapshot:()=>r,set(t){if(t!==r){r=t;for(let d of n)d()}}}}function Re(r){let{playhead:n}=r;return se(n.subscribe,n.getSnapshot,n.getSnapshot)}var z=new WeakSet;function X(r){return z.has(r)}var fe={discoveredTracks:0,totalTracks:0,complete:!1},H=[];function he(r){return{discoveredTracks:r.tracks.filter(n=>n.discovered).length,totalTracks:r.tracks.length,complete:r.complete}}function me(r,n){return r.discoveredTracks===n.discoveredTracks&&r.totalTracks===n.totalTracks&&r.complete===n.complete}function ge(r,n){return r.length===n.length&&r.every((t,d)=>{let g=n[d];return t.trackId===g.trackId&&t.message===g.message&&t.nodeId===g.nodeId&&t.prop===g.prop&&t.stack===g.stack})}function Z(r){let n=r.length===0?H:r.slice();return t=>ge(t,n)?t:n}function Te(r){let{engine:n,document:t,onFramePainted:d}=r,g=t&&ie(t)?t:void 0,T=g?.viewport??r.viewport??n?.viewport??ue,P=g?.fps??r.fps??n?.fps??ae,[v,M]=p(T);(v.width!==T.width||v.height!==T.height)&&M(T);let a=t!==void 0,[u,I]=p(null),[m]=p(pe),[f,k]=p(!1),[y,S]=p(r.speed??1),[x,O]=p(r.muted??!1),[N,B]=p(r.loop??!1),[D,h]=p(!0),[w,U]=p(0),[V,W]=p(H),[$,ee]=p(fe),Y=Math.max(1,Math.round(w*P)),c=i(null),j=i(null),A=i(t),q=i(d),L=i(0),G=i(N),F=i(P),_=i(y),E=i(!1);R(()=>{q.current=d,G.current=N,F.current=P,_.current=y,E.current=f});let[te,re]=p(t);t!==te&&(re(t),t===void 0&&(k(!1),U(0),V.length>0&&W(H)));let b=oe(s=>{U(s.totalDuration),W(Z(s.buildErrors));let e=he(s.precomp);ee(o=>me(o,e)?o:e)},[]),[C]=p(()=>s=>{let e=c.current;if(!e)return Promise.resolve(!1);let o=Math.max(0,Math.round(e.totalDuration*F.current)-1),l=Math.min(Math.max(0,Math.round(s)),o);m.set(l);let ne=++L.current;return h(!0),e.seek(l).then(()=>{let K=ne===L.current;return K&&h(!1),K})});R(()=>{if(!n||!t)return;let s=n.open({document:t,viewport:v,fps:P,onPrecompProgress:()=>b(s.controller)}),e=s.controller;return e.onRenderError=o=>W(Z(o)),e.onFramePainted=o=>q.current?.(o),e.onTime(o=>{let l=Math.floor(le(o,F.current));m.set(l),!(l<Math.round(e.totalDuration*F.current)-1)&&(G.current?e.seekWhilePlaying(0):(E.current=!1,k(!1)))}),c.current=e,j.current=s,A.current=t,I(s),b(e),h(!0),()=>{c.current=null,j.current=null,I(null),z.add(s),s.dispose()}},[n,a,v.width,v.height,P,b]),R(()=>{if(A.current===t)return;A.current=t;let s=j.current;if(!s||!t)return;let e=s.controller;s.replace(t),b(e);let o=Math.max(0,Math.round(e.totalDuration*F.current)-1);m.set(Math.min(m.getSnapshot(),o));let l=++L.current;h(!0),e.whenReplaced().then(()=>{l===L.current&&h(!1)})},[t,b,m]),R(()=>{let s=c.current;s&&(f?s.play(y):s.pause())},[u,f,y]),R(()=>{c.current?.setMuted(x)},[u,x]),R(()=>{let s=c.current;if(!s)return;let e=E.current,o=C(m.getSnapshot());e&&o.then(l=>{!l||c.current!==s||!E.current||s.isPlaying||s.play(_.current)})},[u,m,C]);let[J]=p(()=>{let s=e=>{E.current=!1,k(!1),C(e)};return{playhead:m,play:()=>{E.current=!0,k(!0);let e=c.current;e&&!e.isPlaying&&e.play(_.current)},pause:()=>{E.current=!1,k(!1),c.current?.pause()},toggle:()=>k(e=>{let o=c.current;if(!e&&o){let l=Math.round(o.totalDuration*F.current)-1;m.getSnapshot()>=l&&o.seek(0)}return!e}),seek:s,step:e=>s(m.getSnapshot()+e),seekWhilePlaying:e=>c.current?.seekWhilePlaying(e),setSpeed:e=>S(e),setMuted:e=>O(e),setLoop:e=>B(e),screenshot:async()=>c.current?.screenshot()??void 0,repaint:()=>c.current?.repaint(),getTreeState:()=>c.current?.getTreeState()??null,getNodeProps:e=>c.current?.getNodeState(e)??null,getNodeInitialProps:e=>c.current?.getNodeInitialProps(e)??null,getTrackSpans:()=>c.current?.spans??[],whenReplaced:async()=>{await c.current?.whenReplaced()},getNodeBox:e=>c.current?.getNodeBox(e)??null,getNodePropsAt:e=>c.current?.getNodePropsAt(e)??null,getNodeBoxes:()=>c.current?.getNodeBoxes()??[],projectNode3D:(e,o,l)=>c.current?.projectNode3D(e,o,l)??null,parentPlanePoint:(e,o)=>c.current?.parentPlanePoint(e,o)??null,childPlanePoint:(e,o)=>c.current?.childPlanePoint(e,o)??null,reparentPlacement:(e,o,l)=>c.current?.reparentPlacement(e,o,l)??null,nodeHandles:e=>c.current?.nodeHandles(e)??null,handleValue:(e,o,l)=>c.current?.handleValue(e,o,l)??null,getTextLayout:e=>c.current?.getTextLayout(e)??null,pickNode:(e,o)=>c.current?.pickNode(e,o)??null,setNodeOverride:(e,o)=>c.current?.setNodeOverride(e,o),clearNodeOverrides:e=>c.current?.clearNodeOverrides(e)}});return ce(()=>({...J,session:u,viewport:v,fps:P,isPlaying:f,speed:y,muted:x,loop:N,loading:D,duration:w,totalFrames:Y,errors:V,precomp:$}),[J,u,v,P,f,y,x,N,D,w,Y,V,$])}var Pe=Object.freeze({zoom:1,x:0,y:0});function Me({player:r,renderScale:n=1,surfaceSize:t,view:d,clipToFrame:g,frameBackground:T,className:P,style:v}){let M=i(null),{session:a}=r,u=a?.viewport??r.viewport,I=Math.max(1,Math.round((t?.width??u.width)*n)),m=Math.max(1,Math.round((t?.height??u.height)*n)),f=t&&d?d:Pe,k=t&&d?u:null,y=t&&d?g??!0:!0,S=t&&d?T??"black":"black",x=i(f),O=i(k),N=i(y),B=i(S),D=i(null);return R(()=>{x.current=f,O.current=k,N.current=y,B.current=S,D.current=a?a.surface:null}),R(()=>{let h=M.current,w=D.current;!a||!h||!w||X(a)||(w.pixelRatio=n,w.view=x.current,w.frame=O.current,w.clipToFrame=N.current,w.frameBackground=B.current,w.mount(h),a.controller.repaint())},[a,n,I,m]),R(()=>{let h=D.current;!a||!h||X(a)||(h.view={zoom:f.zoom,x:f.x,y:f.y},h.frame=k,h.clipToFrame=y,h.frameBackground=S,a.controller.repaint())},[a,f.zoom,f.x,f.y,k?.width,k?.height,y,S]),Q("div",{className:P,style:{position:"relative",width:"100%",height:"100%",...v},children:Q("canvas",{ref:M,width:I,height:m,style:{display:a?"block":"none",...t?{position:"absolute",left:"50%",top:"50%",width:`${t.width}px`,height:`${t.height}px`,transform:"translate(-50%, -50%)"}:{width:"100%",height:"100%"}}})})}export{Me as MotionStage,we as useEngine,Te as useMotionPlayer,Re as usePlayhead};
|
|
2
2
|
//# sourceMappingURL=index.js.map
|