@pixerate/editor 0.61.0 → 0.62.0
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.
- package/THIRD_PARTY_NOTICES.md +2 -0
- package/dist/animation-editor/index.cjs +75 -16
- package/dist/animation-editor/index.cjs.map +1 -1
- package/dist/animation-editor/index.d.cts +31 -3
- package/dist/animation-editor/index.d.ts +31 -3
- package/dist/animation-editor/index.js +74 -15
- package/dist/animation-editor/index.js.map +1 -1
- package/package.json +1 -1
package/THIRD_PARTY_NOTICES.md
CHANGED
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@@ -52,6 +52,8 @@ reproduced at the end of this file. Paths are relative to each source repository
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- `crates/render/src/shapes.rs` (`GradientRamp::new` / `t`: a radial gradient's focal point and t measured along the ray from it to the circle, the same as SVG `fx` / `fy`) → `vectorGradientFocalParam` in `packages/core/src/vector/gradient.ts`, generalised to SVG's focal circle (`fr`); test cases re-expressed → `packages/core/tests/vector-gradient.test.ts`
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- `crates/ui-egui/src/panels/graph.rs` and `graph_tools.rs` (value range frozen while a key is dragged, Shift locks to the axis moved most, `snap_px` nearest candidate within a few screen pixels) → `startChartPointDrag` and `snapChartDragValue` in `packages/core/src/chart/interaction.ts`
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- `crates/render/src/eval.rs` (`responsive_source_time` with `protected_regions`: when a composition is stretched, protected spans play at their own speed and the rest absorb the change at one shared rate) → `fitMotionScene` and the `fit_animation` tool in `packages/core/src/animation-editor/fit.ts`; whole shots are kept instead of marker spans, and the fit sets each shot's `speed`
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## figcraft
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© 2026 ArtCraft Team and the FigCraft contributors.
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@@ -207,7 +207,7 @@ ${problems.map((p) => `- ${p}`).join("\n")}`);
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}
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};
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var SCENE_KEYS = ["version", "name", "description", "artwork", "shots", "loop", "fps", "steps", "target", "controls", "presets"];
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var SHOT_KEYS = ["id", "label", "camera", "run", "hold"];
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var SHOT_KEYS = ["id", "label", "camera", "run", "hold", "speed"];
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var CAMERA_KEYS = ["x", "y", "width", "height", "frame", "padding", "ease", "ms", "geometric"];
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var BASE_KEYS = ["type", "targets", "duration", "delay", "stagger", "with", "ease", "note", "repeat", "repeatMode", "steps"];
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var COMMAND_KEYS = {
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@@ -360,6 +360,7 @@ function shotShapeProblems(shot, where) {
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const name = typeof shot.id === "string" ? `Shot "${shot.id}"` : where;
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if (shot.label !== void 0 && typeof shot.label !== "string") problems.push(`${name}: "label" must be a string.`);
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if (shot.hold !== void 0 && !(isNum(shot.hold) && shot.hold >= 0)) problems.push(`${name}: "hold" must be a number of milliseconds \u2265 0.`);
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if (shot.speed !== void 0 && !(isNum(shot.speed) && shot.speed >= 0.05 && shot.speed <= 20)) problems.push(`${name}: "speed" must be a number from 0.05 to 20 (2 plays it twice as fast).`);
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if (shot.camera !== void 0) {
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const c = shot.camera;
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if (!isObject(c)) problems.push(`${name}: "camera" must be an object.`);
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@@ -695,6 +696,9 @@ function motionPathLength(node, parentWorld = _chunkYJLCBA7Vcjs.IDENTITY_MATRIX)
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}
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return longest;
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}
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function motionShotTimeScale(shot) {
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return typeof shot.speed === "number" && shot.speed > 0 && Number.isFinite(shot.speed) ? 1 / shot.speed : 1;
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}
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function motionCommandRepeat(command2) {
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if (command2.type === "wait" || command2.type === "enter" || command2.type === "exit") return 1;
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const n = _nullishCoalesce(command2.repeat, () => ( 1));
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@@ -734,10 +738,11 @@ function compileMotionScene(scene) {
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scene.shots.forEach((shot, index) => {
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const start = t;
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let cursor = start;
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const f = motionShotTimeScale(shot);
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if (shot.camera) {
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const rect = resolveMotionCamera(shot.camera, scene);
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if (rect && rect.width > 0 && rect.height > 0) {
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const ms = index === 0 ? 0 : _nullishCoalesce(shot.camera.ms, () => ( MOTION_CAMERA_MS));
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const ms = index === 0 ? 0 : (_nullishCoalesce(shot.camera.ms, () => ( MOTION_CAMERA_MS))) * f;
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cameraMoves.push({ shot: shot.id, start, end: start + ms, to: rect, ease: _nullishCoalesce(shot.camera.ease, () => ( MOTION_EASE_IN_OUT)), geometric: shot.camera.geometric === true });
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cursor = start + ms;
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}
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@@ -747,16 +752,16 @@ function compileMotionScene(scene) {
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let prevStart = cursor;
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shot.run.forEach((command2, i) => {
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const base = command2.with === "previous" && i > 0 ? prevStart : runEnd;
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const begin = base + (command2.type === "wait" ? 0 : _nullishCoalesce(command2.delay, () => ( 0)));
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const begin = base + (command2.type === "wait" ? 0 : (_nullishCoalesce(command2.delay, () => ( 0))) * f);
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const targets = command2.type === "wait" ? [] : command2.targets;
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const durations = command2.type === "wait" ? [command2.duration] : targets.map((id) => motionCommandDuration(command2, scene, id));
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const stagger = command2.type === "wait" ? 0 : _nullishCoalesce(command2.stagger, () => ( 0));
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const durations = command2.type === "wait" ? [command2.duration * f] : targets.map((id) => motionCommandDuration(command2, scene, id) * f);
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const stagger = command2.type === "wait" ? 0 : (_nullishCoalesce(command2.stagger, () => ( 0))) * f;
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const end2 = durations.reduce((m, d, k) => Math.max(m, begin + k * stagger + d), begin);
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commands.push({ shot: shot.id, shotIndex: index, command: i, type: command2.type, start: begin, end: end2, duration: _nullishCoalesce(durations[0], () => ( 0)) });
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prevStart = begin;
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runEnd = Math.max(runEnd, end2);
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});
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const end = runEnd + (_nullishCoalesce(shot.hold, () => ( MOTION_DEFAULT_HOLD)));
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const end = runEnd + (_nullishCoalesce(shot.hold, () => ( MOTION_DEFAULT_HOLD))) * f;
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shots.push({ id: shot.id, index, ...shot.label ? { label: shot.label } : {}, start, commandsStart, commandsEnd: runEnd, end });
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t = end;
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});
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command2.targets.forEach((target, k) => {
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const entry = nodes.get(target);
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if (!entry) return;
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const
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const
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const f = motionShotTimeScale(shot);
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const start = timing.start + k * (_nullishCoalesce(command2.stagger, () => ( 0))) * f;
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const cycle = motionCycleDuration(command2, scene, target) * f;
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jobs.push({ start, order: order++, run: () => compileRepeated(command2, target, entry, start, cycle, timing) });
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});
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}
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@@ -1404,8 +1410,8 @@ function checkMotionScene(scene) {
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if (scene.target && scene.shots.length) {
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const seconds = Math.round(timeline.duration / 100) / 10;
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const [min, max] = scene.target;
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if (seconds > max) issues.push(motionIssue("scene-too-long", `The scene runs ${seconds} s, past its ${max} s target; shorten holds or durations.`, { measured: seconds, needed: max, unit: "s" }));
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if (seconds < min) issues.push(motionIssue("scene-too-short", `The scene runs ${seconds} s, under its ${min} s target; hold longer or
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if (seconds > max) issues.push(motionIssue("scene-too-long", `The scene runs ${seconds} s, past its ${max} s target; shorten holds or durations, or fit it (fit_animation).`, { measured: seconds, needed: max, unit: "s" }));
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if (seconds < min) issues.push(motionIssue("scene-too-short", `The scene runs ${seconds} s, under its ${min} s target; hold longer, add shots, or fit it (fit_animation).`, { measured: seconds, needed: min, unit: "s" }));
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}
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return issues;
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}
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return { version: 1, name: _nullishCoalesce(init.name, () => ( "animation")), ...init, artwork, shots: _nullishCoalesce(init.shots, () => ( [])) };
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}
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// src/animation-editor/fit.ts
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var MOTION_SPEED_RANGE = [0.05, 20];
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function fitMotionScene(scene, ms, options = {}) {
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if (!(Number.isFinite(ms) && ms > 0)) throw new Error("Give the length to fit as a number of milliseconds above 0.");
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const ids = scene.shots.map((s) => s.id);
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const keep = new Set(_nullishCoalesce(options.keep, () => ( [])));
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for (const id of keep) if (!ids.includes(id)) throw new Error(`There is no shot ${namedWithSuggestion(id, ids)} to keep.`);
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const timeline = compileMotionScene(scene);
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let kept = 0;
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let rest = 0;
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timeline.shots.forEach((t) => keep.has(t.id) ? kept += t.end - t.start : rest += t.end - t.start);
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if (rest <= 0) throw new Error(keep.size ? "Every shot is kept, so nothing can change pace; keep fewer shots." : "The scene has no length to fit; add shots first.");
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if (ms <= kept) throw new Error(`The kept shots alone last ${Math.round(kept)} ms, so the scene cannot fit ${Math.round(ms)} ms; keep fewer shots or give at least ${Math.ceil(kept) + 1} ms.`);
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const k = (ms - kept) / rest;
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const speeds = {};
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const shots = scene.shots.map((shot) => {
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if (keep.has(shot.id)) return shot;
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const speed = Math.round((_nullishCoalesce(shot.speed, () => ( 1))) / k * 1e4) / 1e4;
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if (speed < MOTION_SPEED_RANGE[0] || speed > MOTION_SPEED_RANGE[1])
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throw new Error(`Fitting ${Math.round(ms)} ms would play shot "${shot.id}" at ${speed}\xD7 (speeds run ${MOTION_SPEED_RANGE[0]}\u2013${MOTION_SPEED_RANGE[1]}); aim nearer the current ${Math.round(timeline.duration)} ms.`);
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speeds[shot.id] = speed;
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const { speed: _old, ...rest2 } = shot;
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return speed === 1 ? rest2 : { ...rest2, speed };
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});
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const fitted = { ...scene, shots };
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return { scene: fitted, duration: compileMotionScene(fitted).duration, speeds };
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}
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// src/animation-editor/flair.ts
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var FLAIR_EASES = {
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linear: (t) => t,
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label: { type: "string", description: "What happens, in a few words." },
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camera: CAMERA,
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run: { type: "array", items: MOTION_COMMAND_SCHEMA, description: "Commands, in order." },
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hold: MS("Hold after the commands (default 600)")
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hold: MS("Hold after the commands (default 600)"),
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speed: { type: "number", minimum: 0.05, maximum: 20, description: "Play the whole shot this many times as fast (default 1; 0.5 is half speed). fit_animation sets it." }
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};
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var SHOT = object({ id: { type: "string", pattern: "^[A-Za-z0-9_][\\w.-]*$", description: 'Unique shot id, e.g. "intro".' }, ...SHOT_FIELDS }, ["id", "run"], "A shot.");
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var CONTROL = object(
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oneOf: [
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object({ op: { const: "set_settings", description: "Like set_animation_settings." }, ...SETTINGS }, ["op"]),
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object({ op: { const: "insert_shots", description: "Like insert_shots." }, shots: { type: "array", items: SHOT, minItems: 1, description: "Shots to add." }, at: { type: "integer", minimum: 0, description: "Position (default: the end)." } }, ["op", "shots"]),
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object({ op: { const: "update_shot", description: "Like update_shot." }, shot: SHOT_ID, set: object({ id: SHOT.properties.id, ...SHOT_FIELDS }, [], "Fields to replace."), remove: { type: "array", items: { type: "string", enum: ["label", "camera", "hold"] }, description: "Fields to clear." } }, ["op", "shot"]),
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object({ op: { const: "update_shot", description: "Like update_shot." }, shot: SHOT_ID, set: object({ id: SHOT.properties.id, ...SHOT_FIELDS }, [], "Fields to replace."), remove: { type: "array", items: { type: "string", enum: ["label", "camera", "hold", "speed"] }, description: "Fields to clear." } }, ["op", "shot"]),
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object({ op: { const: "delete_shots", description: "Like delete_shots." }, shots: { type: "array", items: SHOT_ID, minItems: 1, description: "Shot ids." } }, ["op", "shots"]),
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object({ op: { const: "move_shot", description: "Like move_shot." }, shot: SHOT_ID, to: { type: "integer", minimum: 0, description: "New position (0 = first)." } }, ["op", "shot", "to"]),
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object({ op: { const: "add_commands", description: "Like add_commands." }, shot: SHOT_ID, commands: { type: "array", items: MOTION_COMMAND_SCHEMA, minItems: 1, description: "Commands to add." }, at: { type: "integer", minimum: 0, description: "Index in the shot's run (default: the end)." } }, ["op", "shot", "commands"]),
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return outcome(applied, applied.ok ? { ...report, elements: describeMotionElements(result.scene) } : {});
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}
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};
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const fitAnimation = {
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name: "fit_animation",
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title: "Fit the animation to a length",
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description: `Makes the animation last a given time by setting its shots' speed (one undo step): shots in "keep" play as they are and the others stretch or squeeze together, keeping their proportions. Returns the new length, each changed shot's speed and the timing. With dry_run it only reports them.`,
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inputSchema: object(
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{
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seconds: { type: "number", exclusiveMinimum: 0, description: "The length to fit, in seconds." },
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keep: { type: "array", items: SHOT_ID, description: "Shots that keep their pace, e.g. a logo hold (default none)." },
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dry_run: { type: "boolean", description: "Report without changing anything (default false)." }
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},
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["seconds"]
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),
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annotations: { title: "Fit the animation to a length", ...WRITE_IDEMPOTENT },
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handler: ({ seconds, keep, dry_run = false }) => {
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const fit = fitMotionScene(controller.getState().scene, seconds * 1e3, { keep: _nullishCoalesce(keep, () => ( [])) });
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const report = { duration: fit.duration, speeds: fit.speeds };
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if (dry_run) return { dry_run: true, ...report, hint: "Nothing was changed; call again without dry_run to fit." };
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const edits = Object.entries(fit.speeds).map(([shot, speed]) => speed === 1 ? { op: "update_shot", shot, remove: ["speed"] } : { op: "update_shot", shot, set: { speed } });
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return apply(edits, "Fit to length", () => report);
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}
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};
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const insertShots = {
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name: "insert_shots",
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title: "Add shots",
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{
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shot: SHOT_ID,
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set: object({ id: SHOT.properties.id, ...SHOT_FIELDS }, [], "Fields to replace."),
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remove: { type: "array", items: { type: "string", enum: ["label", "camera", "hold"] }, description: "Fields to clear." }
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remove: { type: "array", items: { type: "string", enum: ["label", "camera", "hold", "speed"] }, description: "Fields to clear." }
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},
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["shot"]
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),
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}
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};
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const reads = [getAnimation, getShot, findElements, checkAnimation, renderFrame, exportFlairMotion, exportFlairEffect, seekAnimation];
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const writes = [setArtworkSvg, importFlairEffect, insertShots, updateShot, deleteShots, moveShot, addCommands, updateCommand, deleteCommands, setSettings, setControls, editAnimation, writeAnimation, undo, redo];
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const writes = [setArtworkSvg, fitAnimation, importFlairEffect, insertShots, updateShot, deleteShots, moveShot, addCommands, updateCommand, deleteCommands, setSettings, setControls, editAnimation, writeAnimation, undo, redo];
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return {
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id: _nullishCoalesce(options.id, () => ( "animation")),
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namespace: options.namespace,
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Working method
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1. get_animation to learn the element ids (set_animation_artwork_svg first if there is no artwork: give every element you will animate an id; or import_flair_effect to start from a Flair effect and edit it).
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2. Plan a few shots, each one idea. Add them with insert_shots, or edit_animation to make several edits as one step (dry_run first when unsure).
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3. check_animation and fix every error and warning; render_animation_frame (shot + "end") to look at the result.
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3. To hit a length, fit_animation (keep the shots whose pace matters). check_animation and fix every error and warning; render_animation_frame (shot + "end") to look at the result.
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4. To make a reusable Flair effect, set_animation_controls (colour controls stand for every use of their default colour) and export_flair_effect.
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Keep motion purposeful: one thing moving at a time reads best, ease-out for arrivals, ease-in for exits, and hold long enough to see each result.`;
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exports.ANIMATION_EDITOR_AGENT_INSTRUCTIONS = ANIMATION_EDITOR_AGENT_INSTRUCTIONS; exports.AnimationEditorController = AnimationEditorController; exports.FLAIR_EASES = FLAIR_EASES; exports.FLAIR_EXPORT_VERSION = FLAIR_EXPORT_VERSION; exports.MOTION_ADDITIVE_PROPERTIES = MOTION_ADDITIVE_PROPERTIES; exports.MOTION_BLENDS = MOTION_BLENDS; exports.MOTION_CAMERA_MS = MOTION_CAMERA_MS; exports.MOTION_COMMAND_SCHEMA = MOTION_COMMAND_SCHEMA; exports.MOTION_COMMAND_TYPES = MOTION_COMMAND_TYPES; exports.MOTION_DEFAULT_DURATIONS = MOTION_DEFAULT_DURATIONS; exports.MOTION_DEFAULT_HOLD = MOTION_DEFAULT_HOLD; exports.MOTION_DIRECTIONS = MOTION_DIRECTIONS; exports.MOTION_DRAW_EFFECT_ID = MOTION_DRAW_EFFECT_ID; exports.MOTION_DRAW_MS_PER_UNIT = MOTION_DRAW_MS_PER_UNIT; exports.MOTION_DRAW_RANGE = MOTION_DRAW_RANGE; exports.MOTION_EASE_IN_OUT = MOTION_EASE_IN_OUT; exports.MOTION_EASE_OUT = MOTION_EASE_OUT; exports.MOTION_EDIT_OPS = MOTION_EDIT_OPS; exports.MOTION_ENTER_STYLES = MOTION_ENTER_STYLES; exports.MOTION_EXIT_STYLES = MOTION_EXIT_STYLES; exports.MOTION_IRIS_SHAPES = MOTION_IRIS_SHAPES; exports.MOTION_ISSUE_CODES = MOTION_ISSUE_CODES; exports.MOTION_MIN_CHANGE_MS = MOTION_MIN_CHANGE_MS; exports.MOTION_REPEAT_MODES = MOTION_REPEAT_MODES; exports.MOTION_SPEED_RANGE = MOTION_SPEED_RANGE; exports.MOTION_SPLIT_ORIENTATIONS = MOTION_SPLIT_ORIENTATIONS; exports.MotionSceneFormatError = MotionSceneFormatError; exports.activeSegment = activeSegment; exports.applyMotionControlValues = applyMotionControlValues; exports.applyMotionEdits = applyMotionEdits; exports.checkMotionScene = checkMotionScene; exports.commandShapeProblems = commandShapeProblems; exports.compileMotionScene = compileMotionScene; exports.createAnimationEditorToolProvider = createAnimationEditorToolProvider; exports.createMotionScene = createMotionScene; exports.describeMotionElements = describeMotionElements; exports.describeMotionShots = describeMotionShots; exports.fitMotionRect = fitMotionRect; exports.fitMotionScene = fitMotionScene; exports.flairAtLeast = flairAtLeast; exports.flairCurveFor = flairCurveFor; exports.flairEaseFor = flairEaseFor; exports.freshShotId = freshShotId; exports.fromFlairSvgMotion = fromFlairSvgMotion; exports.fromFlairVectorEffect = fromFlairVectorEffect; exports.indexMotionNodes = indexMotionNodes; exports.interpolateMotionValue = interpolateMotionValue; exports.isMotionCommand = isMotionCommand; exports.isMotionShot = isMotionShot; exports.matchMotionNodes = matchMotionNodes; exports.motionAddTrackKey = motionAddTrackKey; exports.motionClipAttrs = motionClipAttrs; exports.motionCommandDuration = motionCommandDuration; exports.motionCommandRepeat = motionCommandRepeat; exports.motionCycleDuration = motionCycleDuration; exports.motionFlairPrimitive = motionFlairPrimitive; exports.motionFollowRoute = motionFollowRoute; exports.motionFrameAt = motionFrameAt; exports.motionFrameToSvg = motionFrameToSvg; exports.motionIssue = motionIssue; exports.motionIssueKey = motionIssueKey; exports.motionIssueLine = motionIssueLine; exports.motionNodeClips = motionNodeClips; exports.motionNodeOffset = motionNodeOffset; exports.motionPathLength = motionPathLength; exports.motionRestValue = motionRestValue; exports.motionRevealClip = motionRevealClip; exports.motionRevealPadding = motionRevealPadding; exports.motionSceneShapeProblems = motionSceneShapeProblems; exports.motionSceneToJson = motionSceneToJson; exports.motionShotAt = motionShotAt; exports.motionShotTimeScale = motionShotTimeScale; exports.motionTrackKey = motionTrackKey; exports.namedWithSuggestion = namedWithSuggestion; exports.parseMotionScene = parseMotionScene; exports.resolveMotionCamera = resolveMotionCamera; exports.segmentProgress = segmentProgress; exports.segmentValue = segmentValue; exports.shotShapeProblems = shotShapeProblems; exports.suggestName = suggestName; exports.toFlairEffectDocument = toFlairEffectDocument; exports.toFlairSvgMotion = toFlairSvgMotion; exports.toFlairVectorEffect = toFlairVectorEffect; exports.trackValue = trackValue; exports.withMotionLayers = withMotionLayers; exports.withViewBox = withViewBox;
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//# sourceMappingURL=index.cjs.map
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