@pixerate/flair 0.28.0 → 0.29.0

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 (59) hide show
  1. package/CHANGELOG.md +13 -0
  2. package/README.md +48 -6
  3. package/dist/catalog/index.d.ts +11 -6
  4. package/dist/catalog/index.js +1 -1
  5. package/dist/{chunk-4LKAPRFM.js → chunk-6GFOLHCT.js} +920 -34
  6. package/dist/chunk-6GFOLHCT.js.map +1 -0
  7. package/dist/{chunk-JL6TI6II.js → chunk-7KYQ4R76.js} +2 -2
  8. package/dist/chunk-7KYQ4R76.js.map +1 -0
  9. package/dist/{chunk-STKEKXCK.js → chunk-AUH3PEFW.js} +2 -2
  10. package/dist/{chunk-PFGGPIMT.js → chunk-DA4UUSDO.js} +58 -3
  11. package/dist/chunk-DA4UUSDO.js.map +1 -0
  12. package/dist/{chunk-RDU63CDO.js → chunk-HDYBY3PQ.js} +380 -1
  13. package/dist/chunk-HDYBY3PQ.js.map +1 -0
  14. package/dist/{chunk-VLQLRKGW.js → chunk-KZYZX3V5.js} +260 -33
  15. package/dist/chunk-KZYZX3V5.js.map +1 -0
  16. package/dist/{chunk-GXP4YLAP.js → chunk-MBKNTXQX.js} +9 -9
  17. package/dist/chunk-MBKNTXQX.js.map +1 -0
  18. package/dist/{chunk-H6VDFBIO.js → chunk-SMR2MJXB.js} +156 -5
  19. package/dist/chunk-SMR2MJXB.js.map +1 -0
  20. package/dist/{chunk-YBGRXVAE.js → chunk-X3C2VFTM.js} +3 -3
  21. package/dist/{chunk-CK6EV37I.js → chunk-ZULFHADW.js} +69 -6
  22. package/dist/chunk-ZULFHADW.js.map +1 -0
  23. package/dist/cli.js +6 -6
  24. package/dist/editor/index.d.ts +3 -3
  25. package/dist/editor/index.js +3 -3
  26. package/dist/{effect-GGP66JI6.js → effect-YBWDNIYG.js} +10 -10
  27. package/dist/embed/index.d.ts +36 -8
  28. package/dist/embed/index.js +5 -5
  29. package/dist/{frames-VEcqa40g.d.ts → frames-CGJudAbu.d.ts} +11 -1
  30. package/dist/index.d.ts +69 -6
  31. package/dist/index.js +35 -7
  32. package/dist/index.js.map +1 -1
  33. package/dist/node.d.ts +4 -4
  34. package/dist/node.js +9 -9
  35. package/dist/react/index.d.ts +4 -4
  36. package/dist/react/index.js +7 -7
  37. package/dist/react/index.js.map +1 -1
  38. package/dist/{recorder-CDPPTJMG.js → recorder-TYMEZHOT.js} +3 -3
  39. package/dist/{renderer-teaa98RE.d.ts → renderer-tk1nbVkW.d.ts} +252 -2
  40. package/dist/svelte/index.d.ts +4 -4
  41. package/dist/svelte/index.js +7 -7
  42. package/dist/svelte/index.js.map +1 -1
  43. package/dist/{svg-BhRboN9q.d.ts → svg-DaKRPA9v.d.ts} +39 -7
  44. package/dist/{types-DUOMxZaq.d.ts → types-wh28fXW4.d.ts} +2 -2
  45. package/dist/vector/index.d.ts +2 -2
  46. package/dist/vector/index.js +5 -3
  47. package/package.json +1 -1
  48. package/dist/chunk-4LKAPRFM.js.map +0 -1
  49. package/dist/chunk-CK6EV37I.js.map +0 -1
  50. package/dist/chunk-GXP4YLAP.js.map +0 -1
  51. package/dist/chunk-H6VDFBIO.js.map +0 -1
  52. package/dist/chunk-JL6TI6II.js.map +0 -1
  53. package/dist/chunk-PFGGPIMT.js.map +0 -1
  54. package/dist/chunk-RDU63CDO.js.map +0 -1
  55. package/dist/chunk-VLQLRKGW.js.map +0 -1
  56. /package/dist/{chunk-STKEKXCK.js.map → chunk-AUH3PEFW.js.map} +0 -0
  57. /package/dist/{chunk-YBGRXVAE.js.map → chunk-X3C2VFTM.js.map} +0 -0
  58. /package/dist/{effect-GGP66JI6.js.map → effect-YBWDNIYG.js.map} +0 -0
  59. /package/dist/{recorder-CDPPTJMG.js.map → recorder-TYMEZHOT.js.map} +0 -0
package/dist/index.js CHANGED
@@ -9,7 +9,7 @@ import {
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  standaloneHtml,
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  standaloneSceneHtml,
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  validateScene
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- } from "./chunk-CK6EV37I.js";
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+ } from "./chunk-ZULFHADW.js";
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  import {
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  calculateShotTimings,
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  createLottieEase,
@@ -114,46 +114,59 @@ import {
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  } from "./chunk-H6L67KHI.js";
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  import {
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  svgAnimatedMarkup
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- } from "./chunk-YBGRXVAE.js";
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+ } from "./chunk-X3C2VFTM.js";
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  import {
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  parseViewBox,
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  svgFrameMarkup,
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  svgInlineLayout,
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  svgViewBox
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- } from "./chunk-STKEKXCK.js";
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+ } from "./chunk-AUH3PEFW.js";
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  import {
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+ SCROLL_SETTLE,
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+ SCROLL_SMOOTHING,
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+ ScrollTracker,
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  ShaderFrames,
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- ShaderRenderer
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- } from "./chunk-H6VDFBIO.js";
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+ ShaderRenderer,
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+ viewportProgress
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+ } from "./chunk-SMR2MJXB.js";
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  import {
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+ AUDIO_BANDS,
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+ AudioAnalysis,
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  BUILTIN_UNIFORMS,
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  HOVER_SECONDS,
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  ImageLoadError,
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+ LiveAudio,
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  MAX_CLICKS,
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  MAX_TRAIL,
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  PointerTracker,
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+ SPECTRUM_BINS,
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  SVG_EDGE,
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  ShaderCompileError,
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  TRAIL_SECONDS,
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  TextureCache,
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  VERTEX_SOURCE,
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+ analyseAudioBuffer,
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  applyTextureSettings,
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  clicksUniform,
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  compileShader,
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  createContext,
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  drawFrame,
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+ fft,
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  formatCompileError,
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+ frequencyData,
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  isSvgUrl,
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  loadImage,
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  parseCompileLog,
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  preloadImages,
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  releaseImages,
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  resetGlCaches,
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+ rmsLevel,
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  seekVideo,
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+ sharedAudioContext,
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  sizeSvg,
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  trailUniform,
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  wrapSource
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- } from "./chunk-RDU63CDO.js";
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+ } from "./chunk-HDYBY3PQ.js";
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  import {
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  ALL_TRANSITION_TYPES,
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  blendTransitionPixel,
@@ -177,6 +190,7 @@ import {
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  import {
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  EASES,
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  SCRAMBLE_MS,
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+ SCROLL_RANGE,
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  STEP_MS,
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  SVG_PICTURE,
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  SvgPlayer,
@@ -195,7 +209,7 @@ import {
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  svgOpeningTag,
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  svgView,
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  writtenText
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- } from "./chunk-PFGGPIMT.js";
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+ } from "./chunk-DA4UUSDO.js";
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  import {
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  ManualClock,
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  jitter,
@@ -1189,6 +1203,8 @@ async function applySceneBatch(scene, commands) {
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  export {
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  ALL_BLEND_MODES,
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  ALL_TRANSITION_TYPES,
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+ AUDIO_BANDS,
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+ AudioAnalysis,
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  BUILTIN_UNIFORMS,
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  CAMERA_MS,
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  CAMERA_STEPS,
@@ -1204,6 +1220,7 @@ export {
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  FLAIR_AGENT_TOOLS,
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  HOVER_SECONDS,
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  ImageLoadError,
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+ LiveAudio,
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  MAX_CLICKS,
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  MAX_TILT,
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  MAX_TRAIL,
@@ -1212,10 +1229,15 @@ export {
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  NO_CHECK,
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  PointerTracker,
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  SCRAMBLE_MS,
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+ SCROLL_RANGE,
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+ SCROLL_SETTLE,
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+ SCROLL_SMOOTHING,
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  SMALL_TEXT_PX,
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+ SPECTRUM_BINS,
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  STEP_MS,
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  SVG_EDGE,
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  SVG_PICTURE,
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+ ScrollTracker,
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  ShaderCompileError,
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  ShaderFrames,
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  ShaderRenderer,
@@ -1225,6 +1247,7 @@ export {
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  TextureCache,
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  ThumbnailPool,
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  VERTEX_SOURCE,
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+ analyseAudioBuffer,
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  animateCount,
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  applyAscCdl,
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  applyLiftGammaGain,
@@ -1279,6 +1302,7 @@ export {
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  exportFcp7Xml,
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  exportLottie,
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  exportMotn,
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+ fft,
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  formatCompileError,
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  formatCount,
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  formatTimecode,
@@ -1287,6 +1311,7 @@ export {
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  frame,
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  framesToSMPTE,
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  framesToTimecode,
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+ frequencyData,
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  getColorGradingGLSL,
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  getDropFrameCount,
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  getGlslBlendFunction,
@@ -1349,6 +1374,7 @@ export {
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  resetGlCaches,
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  reviewScene,
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  rgbToHex,
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+ rmsLevel,
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  sampleMotionPath,
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  sampleMotionPathAtTime,
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  sampleTransition,
@@ -1356,6 +1382,7 @@ export {
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  screenBox,
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  seekVideo,
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  setRigWidget,
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+ sharedAudioContext,
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  sharedThumbnailPool,
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  shotMoveMs,
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  shotView,
@@ -1394,6 +1421,7 @@ export {
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  unitFloat,
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  validateScene,
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  viewAt,
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+ viewportProgress,
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  visibleRect,
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  wrapSource,
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  writtenText
package/dist/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/time/retiming.ts","../src/time/keyframe.ts","../src/time/timecode.ts","../src/scene/rig.ts","../src/scene/replicator.ts","../src/scene/motionpath.ts","../src/agent/tools.ts","../src/agent/batch.ts"],"sourcesContent":["/**\n * Retiming math engine inspired by Apple Motion's RetimingMath framework.\n * Provides deterministic time transformation functors for looping, bouncing (ping-pong),\n * freezing (hold), posterizing/stepping (strobe), and non-linear speed ramps.\n */\n\nexport type EasingCurve = 'linear' | 'easeIn' | 'easeOut' | 'easeInOut';\n\n/**\n * Loops time within [start, start + duration).\n * Handles negative time values smoothly.\n */\nexport function loopTime(t: number, duration: number, start = 0): number {\n if (duration <= 0) return start;\n const rel = t - start;\n const mod = ((rel % duration) + duration) % duration;\n return start + mod;\n}\n\n/**\n * Reflects time back and forth (triangle wave) between start and start + duration.\n */\nexport function pingPongTime(t: number, duration: number, start = 0): number {\n if (duration <= 0) return start;\n const period = 2 * duration;\n const rel = t - start;\n const mod = ((rel % period) + period) % period;\n const offset = mod <= duration ? mod : period - mod;\n return start + offset;\n}\n\n/**\n * Freezes time at a specified timestamp.\n */\nexport function holdTime(_t: number, holdAt: number): number {\n return holdAt;\n}\n\n/**\n * Quantizes continuous time into discrete intervals matching a target frame rate (posterize time).\n * @param t Current timestamp.\n * @param fps Target stepped frame rate (e.g. 12 for stop-motion).\n * @param unit 'ms' (default) if t is in milliseconds, or 'sec' if t is in seconds.\n */\nexport function strobeTime(t: number, fps: number, unit: 'ms' | 'sec' = 'ms'): number {\n if (fps <= 0) return t;\n const interval = (unit === 'ms' ? 1000 : 1) / fps;\n return Math.floor(t / interval) * interval;\n}\n\n/**\n * Applies a non-linear speed ramp curve to time progression within an interval [start, start + duration].\n */\nexport function speedRampTime(\n t: number,\n start: number,\n duration: number,\n ease: EasingCurve = 'easeInOut',\n): number {\n if (duration <= 0 || t <= start) return t;\n if (t >= start + duration) return t;\n\n const p = (t - start) / duration;\n let eased: number;\n switch (ease) {\n case 'linear':\n eased = p;\n break;\n case 'easeIn':\n eased = p * p;\n break;\n case 'easeOut':\n eased = p * (2 - p);\n break;\n case 'easeInOut':\n default:\n eased = p < 0.5 ? 2 * p * p : -1 + (4 - 2 * p) * p;\n break;\n }\n\n return start + eased * duration;\n}\n","/**\n * Keyframe velocity and cubic Bezier easing engine matching Adobe After Effects interpolation semantics.\n *\n * Temporal interpolation between two keyframes is characterized by:\n * - Speed (units / second)\n * - Influence (fraction 0..1, corresponding to 0.1%..100% in the Keyframe Velocity dialog)\n *\n * For normalized values going from 0 to 1 over a segment, easeProgress(outSpeedNorm, outInf, inSpeedNorm, inInf, x)\n * solves the monotone cubic Bezier root x(u) = x and computes value y(u).\n */\n\nexport interface KeyframeEase {\n /** Speed in value units per second (or normalized speed if evaluating normalized segment). */\n speed: number;\n /** Influence as a fraction between 0.0 and 1.0 (e.g. 0.3333 for 33.33%). */\n influence: number;\n}\n\n/** Easy Ease preset: 0 speed, 33.333% influence. */\nexport const EASY_EASE: KeyframeEase = {\n speed: 0,\n influence: 1 / 3,\n};\n\n/** Evaluates a 1D cubic Bezier polynomial at parameter u in [0, 1]. */\nexport function bez1d(p0: number, p1: number, p2: number, p3: number, u: number): number {\n const v = 1.0 - u;\n return v * v * v * p0 + 3.0 * v * v * u * p1 + 3.0 * v * u * u * p2 + u * u * u * p3;\n}\n\n/** Evaluates the first derivative of a 1D cubic Bezier polynomial at parameter u. */\nexport function bez1dDerivative(p0: number, p1: number, p2: number, p3: number, u: number): number {\n const v = 1.0 - u;\n return 3.0 * v * v * (p1 - p0) + 6.0 * v * u * (p2 - p1) + 3.0 * u * u * (p3 - p2);\n}\n\n/**\n * Solves bez1d(x0, x1, x2, x3, u) = x for u in [0, 1] assuming x(u) is monotone.\n * Uses closed-form inverse for 100% influence midpoint, Newton-Raphson iteration,\n * and high-precision bisection fallback.\n */\nexport function solveBezierU(x0: number, x1: number, x2: number, x3: number, x: number): number {\n if (x <= x0) return 0.0;\n if (x >= x3) return 1.0;\n\n // Closed-form solution for 100% influence on both sides (x1 === x3 && x2 === x0).\n // x(u) = x0 + (x3 - x0) * (0.5 + 4 * (u - 0.5)^3)\n if (Math.abs(x1 - x3) < 1e-12 && Math.abs(x2 - x0) < 1e-12) {\n const progress = (x - x0) / (x3 - x0);\n return 0.5 + Math.cbrt((progress - 0.5) * 0.25);\n }\n\n // Initial estimate\n let u = (x - x0) / (x3 - x0);\n\n // Up to 8 Newton-Raphson iterations\n for (let iter = 0; iter < 8; iter++) {\n const f = bez1d(x0, x1, x2, x3, u) - x;\n const d = bez1dDerivative(x0, x1, x2, x3, u);\n if (Math.abs(d) < 1e-12) break;\n if (Math.abs(f / d) < 1e-12) return u;\n const nextU = u - f / d;\n if (nextU < 0.0 || nextU > 1.0) break;\n u = nextU;\n }\n\n // Bisection fallback for robustness\n let lo = 0.0;\n let hi = 1.0;\n for (let iter = 0; iter < 60; iter++) {\n const mid = (lo + hi) * 0.5;\n if (bez1d(x0, x1, x2, x3, mid) < x) {\n lo = mid;\n } else {\n hi = mid;\n }\n }\n\n return (lo + hi) * 0.5;\n}\n\n/**\n * Fraction of progress 0..1 through a 1D Bezier temporal segment whose value goes from 0 to 1,\n * with normalized out/in speeds (speed * duration / deltaValue) and influences.\n *\n * @param outSpeedNorm Normalized outgoing speed (speed * duration / deltaValue).\n * @param outInfluence Outgoing influence fraction [0, 1].\n * @param inSpeedNorm Normalized incoming speed (speed * duration / deltaValue).\n * @param inInfluence Incoming influence fraction [0, 1].\n * @param x Normalized time progress in segment [0, 1].\n */\nexport function easeProgress(\n outSpeedNorm: number,\n outInfluence: number,\n inSpeedNorm: number,\n inInfluence: number,\n x: number,\n): number {\n const i0 = Math.min(1.0, Math.max(0.0, outInfluence));\n const i1 = Math.min(1.0, Math.max(0.0, inInfluence));\n const u = solveBezierU(0.0, i0, 1.0 - i1, 1.0, x);\n return bez1d(0.0, outSpeedNorm * i0, 1.0 - inSpeedNorm * i1, 1.0, u);\n}\n\n/**\n * Evaluates an interpolated keyframe segment between two values over duration.\n *\n * @param from Starting value at t = 0.\n * @param to Ending value at t = duration.\n * @param duration Duration of the keyframe segment in seconds.\n * @param t Current elapsed time in seconds (0 <= t <= duration).\n * @param outEase Outgoing ease specification at start keyframe.\n * @param inEase Incoming ease specification at end keyframe.\n */\nexport function evaluateKeyframeSegment(\n from: number,\n to: number,\n duration: number,\n t: number,\n outEase: KeyframeEase = EASY_EASE,\n inEase: KeyframeEase = EASY_EASE,\n): number {\n if (duration <= 0 || t <= 0) return from;\n if (t >= duration) return to;\n\n const delta = to - from;\n const x = t / duration;\n\n // Zero delta: maintain from\n if (Math.abs(delta) < 1e-12) {\n return from;\n }\n\n const outSpeedNorm = (outEase.speed * duration) / delta;\n const inSpeedNorm = (inEase.speed * duration) / delta;\n\n const progress = easeProgress(outSpeedNorm, outEase.influence, inSpeedNorm, inEase.influence, x);\n return from + progress * delta;\n}\n","/**\n * SMPTE 12M Timecode engine and broadcast frame-rate converter.\n *\n * Supports non-drop-frame (NDF) and drop-frame (DF) timecode for broadcast standards\n * (23.976, 24, 25, 29.97, 30, 48, 50, 59.94, 60, 120 fps).\n *\n * Drop-frame timecode drops frames 00 and 01 at the start of each minute,\n * except every 10th minute (e.g. 00:01:00;02 instead of 00:01:00;00).\n */\n\nexport interface RationalFrameRate {\n readonly num: number;\n readonly den: number;\n}\n\nexport const COMMON_FRAME_RATES = {\n FPS_23_976: { num: 24000, den: 1001 },\n FPS_24: { num: 24, den: 1 },\n FPS_25: { num: 25, den: 1 },\n FPS_29_97: { num: 30000, den: 1001 },\n FPS_30: { num: 30, den: 1 },\n FPS_48: { num: 48, den: 1 },\n FPS_50: { num: 50, den: 1 },\n FPS_59_94: { num: 60000, den: 1001 },\n FPS_60: { num: 60, den: 1 },\n FPS_120: { num: 120, den: 1 },\n} as const;\n\nexport type StandardFrameRateKey = keyof typeof COMMON_FRAME_RATES;\n\n/** Greatest common divisor helper. */\nfunction gcd(a: number, b: number): number {\n let x = Math.abs(Math.round(a));\n let y = Math.abs(Math.round(b));\n while (y !== 0) {\n const t = y;\n y = x % y;\n x = t;\n }\n return x || 1;\n}\n\n/** Creates a reduced rational frame rate. */\nexport function createFrameRate(num: number, den = 1): RationalFrameRate {\n if (den <= 0 || num <= 0) {\n return { num: 30, den: 1 };\n }\n const g = gcd(num, den);\n return { num: Math.round(num / g), den: Math.round(den / g) };\n}\n\n/** Returns the timecode base (frames counted per second in timecode display). */\nexport function getTimecodeBase(rate: RationalFrameRate): number {\n return Math.ceil(rate.num / rate.den);\n}\n\n/** Whether a given frame rate supports drop-frame counting (29.97, 59.94, etc.). */\nexport function supportsDropFrame(rate: RationalFrameRate): boolean {\n return rate.den === 1001 && getTimecodeBase(rate) % 30 === 0;\n}\n\n/** Number of dropped frames per minute (e.g. 2 for 29.97, 4 for 59.94). */\nexport function getDropFrameCount(rate: RationalFrameRate): number {\n const base = getTimecodeBase(rate);\n return Math.floor(base / 15);\n}\n\nexport interface SMPTEFields {\n negative: boolean;\n hours: number;\n minutes: number;\n seconds: number;\n frames: number;\n}\n\n/**\n * Converts a continuous frame count to SMPTE fields (hours, minutes, seconds, frames).\n */\nexport function framesToSMPTE(\n frame: number,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): SMPTEFields {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const neg = frame < 0;\n let n = Math.abs(Math.round(frame));\n const base = getTimecodeBase(rate);\n const drop = getDropFrameCount(rate);\n\n if (isDrop) {\n const perMinute = base * 60 - drop;\n const per10Minutes = perMinute * 10 + drop;\n const d = Math.floor(n / per10Minutes);\n const m = n % per10Minutes;\n\n n += drop * 9 * d;\n if (m > drop) {\n n += drop * Math.floor((m - drop) / perMinute);\n }\n }\n\n const frames = n % base;\n const seconds = Math.floor(n / base) % 60;\n const minutes = Math.floor(n / (base * 60)) % 60;\n const hours = Math.floor(n / (base * 3600));\n\n return { negative: neg, hours, minutes, seconds, frames };\n}\n\n/**\n * Converts SMPTE fields back to a continuous frame number.\n */\nexport function smpteToFrames(\n fields: { hours: number; minutes: number; seconds: number; frames: number },\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): number {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const base = getTimecodeBase(rate);\n const drop = getDropFrameCount(rate);\n\n const totalSecs = fields.hours * 3600 + fields.minutes * 60 + fields.seconds;\n let n = totalSecs * base + fields.frames;\n\n if (isDrop) {\n const totalMinutes = fields.hours * 60 + fields.minutes;\n n -= drop * (totalMinutes - Math.floor(totalMinutes / 10));\n }\n\n return n;\n}\n\n/**\n * Formats a frame number as standard SMPTE timecode (HH:MM:SS:FF or HH;MM;SS;FF).\n */\nexport function formatTimecode(\n frame: number,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): string {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const { negative, hours, minutes, seconds, frames } = framesToSMPTE(frame, rate, isDrop);\n const sep = isDrop ? ';' : ':';\n const base = getTimecodeBase(rate);\n const frameWidth = base >= 100 ? 3 : 2;\n\n const hStr = String(hours).padStart(2, '0');\n const mStr = String(minutes).padStart(2, '0');\n const sStr = String(seconds).padStart(2, '0');\n const fStr = String(frames).padStart(frameWidth, '0');\n\n return `${negative ? '-' : ''}${hStr}${sep}${mStr}${sep}${sStr}${sep}${fStr}`;\n}\n\n/**\n * Parses user or NLE input into a frame number.\n * Supports:\n * - Standard timecodes: `01:00:00:00`, `01;00;00;00`, `00.01.20.15`\n * - Right-aligned numbers: `1000` -> `00:00:10:00`\n * - Relative offsets: `+15` (+15 frames), `-1.00` (-1 second)\n *\n * @param input The timecode string to parse.\n * @param rate Rational frame rate (default: 30 fps).\n * @param dropFrame Whether drop-frame arithmetic applies.\n * @param currentFrame Current playhead position for relative additions.\n */\nexport function parseTimecode(\n input: string,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n currentFrame = 0,\n): number {\n const s = input.trim();\n if (!s) {\n throw new Error('Empty timecode string');\n }\n\n let relativeSign: 1 | -1 | null = null;\n let body = s;\n if (s.startsWith('+')) {\n relativeSign = 1;\n body = s.slice(1);\n } else if (s.startsWith('-')) {\n relativeSign = -1;\n body = s.slice(1);\n }\n\n const parts = body.split(/[:;.,]/);\n let parsedFrame = 0;\n\n if (parts.length === 1) {\n const digits = parts[0]!;\n if (!/^\\d+$/.test(digits)) {\n throw new Error(`Invalid timecode: \"${input}\"`);\n }\n\n if (relativeSign !== null) {\n // Relative bare digits are treated as frames\n const count = parseInt(digits, 10);\n return currentFrame + relativeSign * count;\n }\n\n // Right-aligned pairs: e.g. \"1000\" -> HH=0, MM=0, SS=10, FF=0\n const nums: number[] = [];\n let end = digits.length;\n while (end > 0) {\n const start = Math.max(0, end - 2);\n nums.unshift(parseInt(digits.slice(start, end), 10));\n end = start;\n }\n\n const padded = [0, 0, 0, 0];\n const offset = 4 - nums.length;\n for (let i = 0; i < nums.length; i++) {\n padded[offset + i] = nums[i]!;\n }\n const [h, m, sec, fr] = padded;\n parsedFrame = smpteToFrames(\n { hours: h!, minutes: m!, seconds: sec!, frames: fr! },\n rate,\n dropFrame,\n );\n } else {\n if (parts.length > 4) {\n throw new Error(`Too many timecode fields in \"${input}\"`);\n }\n const nums = parts.map((p) => (p.length === 0 ? 0 : parseInt(p, 10)));\n if (nums.some((n) => isNaN(n))) {\n throw new Error(`Invalid number in timecode: \"${input}\"`);\n }\n\n const padded = [0, 0, 0, 0];\n const offset = 4 - nums.length;\n for (let i = 0; i < nums.length; i++) {\n padded[offset + i] = nums[i]!;\n }\n const [h, m, sec, fr] = padded;\n parsedFrame = smpteToFrames(\n { hours: h!, minutes: m!, seconds: sec!, frames: fr! },\n rate,\n dropFrame,\n );\n }\n\n if (relativeSign !== null) {\n return currentFrame + relativeSign * parsedFrame;\n }\n\n return parsedFrame;\n}\n","import type { Scene } from './types.js';\n\nexport interface SliderSnapshot {\n at: number;\n values: Record<string, number | string>;\n}\n\nexport interface SliderWidget {\n type: 'slider';\n name: string;\n value: number;\n snapshots: SliderSnapshot[];\n}\n\nexport interface PopupWidget {\n type: 'popup';\n name: string;\n selected: string;\n options: Record<string, Record<string, number | string>>;\n}\n\nexport interface ToggleWidget {\n type: 'toggle';\n name: string;\n enabled: boolean;\n on: Record<string, number | string>;\n off: Record<string, number | string>;\n}\n\nexport type RigWidget = SliderWidget | PopupWidget | ToggleWidget;\n\nexport interface SceneRig {\n widgets: Record<string, RigWidget>;\n}\n\n/**\n * Updates a widget within a SceneRig and returns the updated SceneRig.\n */\nexport function setRigWidget(\n rig: SceneRig,\n widgetName: string,\n value: number | string | boolean,\n): SceneRig {\n const widget = rig.widgets[widgetName];\n if (!widget) {\n throw new Error(`Rig widget \"${widgetName}\" not found.`);\n }\n\n const updatedWidgets = { ...rig.widgets };\n\n if (widget.type === 'slider') {\n if (typeof value !== 'number') {\n throw new Error(`Slider widget \"${widgetName}\" expects numeric value.`);\n }\n updatedWidgets[widgetName] = { ...widget, value };\n } else if (widget.type === 'popup') {\n if (typeof value !== 'string') {\n throw new Error(`Popup widget \"${widgetName}\" expects string value.`);\n }\n updatedWidgets[widgetName] = { ...widget, selected: value };\n } else if (widget.type === 'toggle') {\n if (typeof value !== 'boolean') {\n throw new Error(`Toggle widget \"${widgetName}\" expects boolean value.`);\n }\n updatedWidgets[widgetName] = { ...widget, enabled: value };\n }\n\n return { widgets: updatedWidgets };\n}\n\n/**\n * Evaluates resolved values for a given widget.\n */\nfunction resolveWidgetValues(widget: RigWidget): Record<string, number | string> {\n if (widget.type === 'popup') {\n return widget.options[widget.selected] ?? {};\n }\n\n if (widget.type === 'toggle') {\n return widget.enabled ? widget.on : widget.off;\n }\n\n if (widget.type === 'slider') {\n const { snapshots, value } = widget;\n if (!snapshots || snapshots.length === 0) return {};\n\n const sorted = [...snapshots].sort((a, b) => a.at - b.at);\n if (value <= sorted[0]!.at) {\n return { ...sorted[0]!.values };\n }\n if (value >= sorted[sorted.length - 1]!.at) {\n return { ...sorted[sorted.length - 1]!.values };\n }\n\n // Find bounding snapshots\n let idx = 0;\n while (idx < sorted.length - 1 && sorted[idx + 1]!.at < value) {\n idx++;\n }\n\n const s0 = sorted[idx]!;\n const s1 = sorted[idx + 1]!;\n const span = s1.at - s0.at;\n const t = span > 0 ? (value - s0.at) / span : 0;\n\n const result: Record<string, number | string> = {};\n const allKeys = new Set([...Object.keys(s0.values), ...Object.keys(s1.values)]);\n\n for (const k of allKeys) {\n const v0 = s0.values[k];\n const v1 = s1.values[k];\n if (typeof v0 === 'number' && typeof v1 === 'number') {\n result[k] = v0 + (v1 - v0) * t;\n } else if (v0 !== undefined && v1 !== undefined) {\n result[k] = t < 0.5 ? v0 : v1;\n } else {\n result[k] = v1 !== undefined ? v1 : (v0 as number | string);\n }\n }\n\n return result;\n }\n\n return {};\n}\n\n/**\n * Propagates rig widget state into the scene's shader uniforms and elements.\n */\nexport function applyRig(rig: SceneRig, scene: Scene): Scene {\n // Deep clone media and shots to prevent mutation\n const nextMedia: Record<string, any> = {};\n if (scene.media) {\n for (const [id, m] of Object.entries(scene.media)) {\n nextMedia[id] = {\n ...m,\n values: { ...(m.values ?? {}) },\n };\n }\n }\n\n const nextShots = scene.shots.map((shot) => {\n if (!shot.run) return { ...shot };\n return {\n ...shot,\n run: shot.run.map((cmd) => {\n if (cmd.type === 'element' && 'element' in cmd && cmd.element) {\n return { ...cmd, element: { ...cmd.element } };\n }\n if (cmd.type === 'update' && 'props' in cmd && (cmd as any).props) {\n return { ...cmd, props: { ...(cmd as any).props } };\n }\n return { ...cmd };\n }),\n };\n });\n\n // Collect all resolved values across all widgets in the rig\n const resolvedAll: Record<string, number | string> = {};\n for (const widget of Object.values(rig.widgets)) {\n Object.assign(resolvedAll, resolveWidgetValues(widget));\n }\n\n // Apply resolved values\n for (const [targetKey, val] of Object.entries(resolvedAll)) {\n if (targetKey.startsWith('media.')) {\n const parts = targetKey.split('.');\n const mediaId = parts[1]!;\n const prop = parts.length > 3 && parts[2] === 'values' ? parts[3]! : parts[2]!;\n if (nextMedia[mediaId]) {\n nextMedia[mediaId].values[prop] = val;\n }\n } else if (targetKey.startsWith('element.')) {\n const parts = targetKey.split('.');\n const elId = parts[1]!;\n const prop = parts[2]!;\n for (const shot of nextShots) {\n if (shot.run) {\n for (const cmd of shot.run) {\n if (cmd.type === 'element' && 'element' in cmd && (cmd as any).element?.id === elId) {\n (cmd.element as any)[prop] = val;\n } else if (cmd.type === 'update' && 'id' in cmd && cmd.id === elId) {\n (cmd as any).props[prop] = val;\n }\n }\n }\n }\n } else {\n // General uniform shorthand: uniforms.<name> or simply <name>\n const uniformName = targetKey.replace(/^uniforms\\./, '');\n for (const m of Object.values(nextMedia)) {\n m.values[uniformName] = val;\n }\n }\n }\n\n return {\n ...scene,\n media: Object.keys(nextMedia).length > 0 ? nextMedia : scene.media,\n shots: nextShots,\n rig,\n };\n}\n","import type { SceneElement } from './geometry.js';\n\nexport type ReplicatorPattern = 'grid' | 'line' | 'circle' | 'spiral';\n\nexport interface ReplicatorSequence {\n /** Property to modulate per item. */\n property?: 'opacity' | 'rotation' | 'scale' | 'x' | 'y';\n /** Incremental offset or delta added per instance. */\n offset?: number;\n /** Milliseconds delay per instance for staggered triggers. */\n delayPerItem?: number;\n}\n\nexport interface ReplicatorConfig {\n pattern: ReplicatorPattern;\n count: number;\n /** Origin point [x, y] to anchor the layout (defaults to prototype.x, prototype.y). */\n origin?: [number, number];\n\n // Grid options\n columns?: number;\n rows?: number;\n columnSpacing?: number;\n rowSpacing?: number;\n\n // Line options\n startPoint?: [number, number];\n endPoint?: [number, number];\n spacing?: number;\n\n // Circle / Spiral options\n radius?: number;\n startAngle?: number; // radians\n spiralTightness?: number; // radius expansion per instance\n\n // Sequence modulation\n sequence?: ReplicatorSequence;\n}\n\n/**\n * Procedurally replicates a prototype SceneElement into an array of positioned\n * and sequenced instances (grid, circular array, line, or spiral).\n */\nexport function expandReplicator(\n prototype: SceneElement,\n config: ReplicatorConfig,\n): SceneElement[] {\n const count = Math.max(0, Math.floor(config.count));\n if (count === 0) return [];\n\n const originX = config.origin ? config.origin[0] : prototype.x;\n const originY = config.origin ? config.origin[1] : prototype.y;\n const elements: SceneElement[] = [];\n\n for (let i = 0; i < count; i++) {\n const el: SceneElement = {\n ...prototype,\n id: `${prototype.id}_${i}`,\n };\n\n let px = originX;\n let py = originY;\n\n switch (config.pattern) {\n case 'grid': {\n const cols = config.columns ?? Math.ceil(Math.sqrt(count));\n const colSpacing = config.columnSpacing ?? (prototype.width + 20);\n const rowSpacing = config.rowSpacing ?? (prototype.height + 20);\n const col = i % cols;\n const row = Math.floor(i / cols);\n px = originX + col * colSpacing;\n py = originY + row * rowSpacing;\n break;\n }\n\n case 'line': {\n if (config.startPoint && config.endPoint) {\n const t = count > 1 ? i / (count - 1) : 0;\n px = config.startPoint[0] + (config.endPoint[0] - config.startPoint[0]) * t;\n py = config.startPoint[1] + (config.endPoint[1] - config.startPoint[1]) * t;\n } else {\n const spacing = config.spacing ?? (prototype.width + 20);\n px = originX + i * spacing;\n py = originY;\n }\n break;\n }\n\n case 'circle': {\n const radius = config.radius ?? 150;\n const angleStep = (2 * Math.PI) / count;\n const angle = (config.startAngle ?? 0) + i * angleStep;\n px = originX + radius * Math.cos(angle);\n py = originY + radius * Math.sin(angle);\n break;\n }\n\n case 'spiral': {\n const baseRadius = config.radius ?? 40;\n const tightness = config.spiralTightness ?? 12;\n const angleStep = Math.PI / 4; // 45 degrees per step\n const angle = (config.startAngle ?? 0) + i * angleStep;\n const r = baseRadius + tightness * i;\n px = originX + r * Math.cos(angle);\n py = originY + r * Math.sin(angle);\n break;\n }\n }\n\n el.x = px;\n el.y = py;\n\n // Apply sequence property modulation\n if (config.sequence && config.sequence.offset !== undefined) {\n const { property, offset } = config.sequence;\n if (property === 'opacity') {\n const base = prototype.opacity ?? 1.0;\n el.opacity = Math.max(0, Math.min(1, base + i * offset));\n } else if (property === 'rotation') {\n const base = (prototype as any).rotation ?? 0;\n (el as any).rotation = base + i * offset;\n } else if (property === 'scale') {\n const factor = 1 + i * offset;\n el.width = Math.max(1, prototype.width * factor);\n el.height = Math.max(1, prototype.height * factor);\n } else if (property === 'x') {\n el.x += i * offset;\n } else if (property === 'y') {\n el.y += i * offset;\n }\n }\n\n elements.push(el);\n }\n\n return elements;\n}\n","/**\n * Constant-Velocity Spatial Motion Paths & Arc-Length Parameterization.\n *\n * Implements multi-segment cubic Bezier spatial trajectories with numerical\n * arc-length integration, ensuring constant pixel-speed traversal, tangent heading,\n * normal vectors, curvature, and seamless combination with temporal AE keyframe easing.\n */\n\nimport { evaluateKeyframeSegment, type KeyframeEase } from '../time/keyframe.js';\n\nexport type Vec2 = [number, number];\nexport type Vec3 = [number, number, number];\n\nexport interface PathWaypoint {\n /** Anchor position in 2D or 3D scene coordinates [x, y] or [x, y, z]. */\n point: Vec2 | Vec3;\n /** In-tangent handle relative to anchor point (vector pointing from handle to anchor or vice-versa). Default: [0, 0, 0] */\n inTangent?: Vec2 | Vec3;\n /** Out-tangent handle relative to anchor point (vector pointing from anchor toward next handle). Default: [0, 0, 0] */\n outTangent?: Vec2 | Vec3;\n}\n\nexport interface SpatialPathSample {\n /** Position on curve [x, y, z]. */\n position: Vec3;\n /** Normalized unit tangent vector [dx, dy, dz]. */\n tangent: Vec3;\n /** 2D heading angle in radians (atan2(dy, dx)). */\n heading: number;\n /** 2D unit normal vector [-dy, dx, 0]. */\n normal: Vec3;\n /** Instantaneous curvature kappa (1 / radius of curvature). */\n curvature: number;\n /** Distance traversed along the path in absolute units. */\n distance: number;\n}\n\ninterface SegmentSample {\n t: number;\n s: number;\n pos: Vec3;\n}\n\ninterface PathSegment {\n p0: Vec3;\n p1: Vec3;\n p2: Vec3;\n p3: Vec3;\n length: number;\n samples: SegmentSample[];\n}\n\nexport interface SpatialMotionPath {\n waypoints: PathWaypoint[];\n closed: boolean;\n totalLength: number;\n segments: PathSegment[];\n}\n\nfunction toVec3(p: Vec2 | Vec3 | undefined): Vec3 {\n if (!p) return [0, 0, 0];\n return [p[0], p[1], p[2] ?? 0];\n}\n\nfunction cubicPos(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = u * u * u;\n const b = 3 * u * u * t;\n const c = 3 * u * t * t;\n const d = t * t * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction cubicVel(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = -3 * u * u;\n const b = 3 * u * u - 6 * u * t;\n const c = 6 * u * t - 3 * t * t;\n const d = 3 * t * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction cubicAcc(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = 6 * u;\n const b = -12 * u + 6 * t;\n const c = 6 * u - 12 * t;\n const d = 6 * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction dist3(a: Vec3, b: Vec3): number {\n const dx = b[0] - a[0];\n const dy = b[1] - a[1];\n const dz = b[2] - a[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Creates and compiles a constant-velocity SpatialMotionPath from a sequence of waypoints.\n * Computes fine-grained arc-length tables along all Bezier segments.\n */\nexport function createMotionPath(\n waypoints: PathWaypoint[],\n options?: { closed?: boolean; resolution?: number }\n): SpatialMotionPath {\n if (waypoints.length < 2) {\n throw new Error('SpatialMotionPath requires at least 2 waypoints.');\n }\n\n const closed = options?.closed ?? false;\n const segmentCount = closed ? waypoints.length : waypoints.length - 1;\n const segments: PathSegment[] = [];\n let totalLength = 0;\n\n for (let i = 0; i < segmentCount; i++) {\n const nextIdx = (i + 1) % waypoints.length;\n const w0 = waypoints[i];\n const w1 = waypoints[nextIdx];\n\n const p0 = toVec3(w0.point);\n const outT = toVec3(w0.outTangent);\n const p1: Vec3 = [p0[0] + outT[0], p0[1] + outT[1], p0[2] + outT[2]];\n\n const p3 = toVec3(w1.point);\n const inT = toVec3(w1.inTangent);\n const p2: Vec3 = [p3[0] + inT[0], p3[1] + inT[1], p3[2] + inT[2]];\n\n // Chord length estimate\n const chord = dist3(p0, p1) + dist3(p1, p2) + dist3(p2, p3);\n const stepCount = Math.max(16, Math.min(256, Math.ceil(chord / (options?.resolution ?? 2))));\n\n const samples: SegmentSample[] = [];\n let segLen = 0;\n let prev = p0;\n samples.push({ t: 0, s: 0, pos: p0 });\n\n for (let k = 1; k <= stepCount; k++) {\n const t = k / stepCount;\n const pos = cubicPos(p0, p1, p2, p3, t);\n segLen += dist3(prev, pos);\n samples.push({ t, s: segLen, pos });\n prev = pos;\n }\n\n segments.push({\n p0,\n p1,\n p2,\n p3,\n length: segLen,\n samples,\n });\n totalLength += segLen;\n }\n\n return {\n waypoints,\n closed,\n totalLength,\n segments,\n };\n}\n\n/**\n * Samples the spatial motion path at a normalized distance fraction [0..1].\n * Guarantees strictly constant pixel speed regardless of control handle asymmetry.\n */\nexport function sampleMotionPath(path: SpatialMotionPath, distanceFraction: number): SpatialPathSample {\n const clampedFraction = Math.max(0, Math.min(1, distanceFraction));\n const targetDistance = clampedFraction * path.totalLength;\n\n if (path.totalLength === 0) {\n const p = toVec3(path.waypoints[0].point);\n return {\n position: p,\n tangent: [1, 0, 0],\n heading: 0,\n normal: [0, 1, 0],\n curvature: 0,\n distance: 0,\n };\n }\n\n // Find target segment\n let accumulated = 0;\n let targetSeg = path.segments[0];\n let segDistance = targetDistance;\n\n for (const seg of path.segments) {\n if (accumulated + seg.length >= targetDistance || seg === path.segments[path.segments.length - 1]) {\n targetSeg = seg;\n segDistance = Math.max(0, Math.min(seg.length, targetDistance - accumulated));\n break;\n }\n accumulated += seg.length;\n }\n\n // Binary search for exact sample in target segment's arc length table\n const samples = targetSeg.samples;\n let low = 0;\n let high = samples.length - 1;\n\n while (low <= high) {\n const mid = (low + high) >> 1;\n if (samples[mid].s < segDistance) {\n low = mid + 1;\n } else {\n high = mid - 1;\n }\n }\n\n const idx = Math.max(0, Math.min(samples.length - 2, high));\n const s0 = samples[idx];\n const s1 = samples[idx + 1];\n\n const segRange = s1.s - s0.s;\n const factor = segRange > 1e-7 ? (segDistance - s0.s) / segRange : 0;\n const t = s0.t + factor * (s1.t - s0.t);\n\n // Evaluate exact position, velocity, acceleration at t\n const pos = cubicPos(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n const vel = cubicVel(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n const acc = cubicAcc(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n\n const speed = Math.sqrt(vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2]);\n const safeSpeed = speed > 1e-6 ? speed : 1;\n const tangent: Vec3 = [vel[0] / safeSpeed, vel[1] / safeSpeed, vel[2] / safeSpeed];\n\n const heading = Math.atan2(tangent[1], tangent[0]);\n const normal: Vec3 = [-tangent[1], tangent[0], 0];\n\n // Curvature: kappa = |v x a| / |v|^3\n const cx = vel[1] * acc[2] - vel[2] * acc[1];\n const cy = vel[2] * acc[0] - vel[0] * acc[2];\n const cz = vel[0] * acc[1] - vel[1] * acc[0];\n const crossMag = Math.sqrt(cx * cx + cy * cy + cz * cz);\n const curvature = crossMag / (safeSpeed * safeSpeed * safeSpeed);\n\n return {\n position: pos,\n tangent,\n heading,\n normal,\n curvature,\n distance: targetDistance,\n };\n}\n\n/**\n * Samples a spatial motion path driven by elapsed time and AE keyframe velocity easing.\n * Combines spatial arc-length constancy with temporal speed curves.\n */\nexport function sampleMotionPathAtTime(\n path: SpatialMotionPath,\n time: number,\n duration: number,\n ease?: {\n easeIn?: KeyframeEase;\n easeOut?: KeyframeEase;\n }\n): SpatialPathSample {\n const distanceFraction = evaluateKeyframeSegment(\n 0,\n 1,\n duration,\n time,\n ease?.easeOut,\n ease?.easeIn\n );\n return sampleMotionPath(path, distanceFraction);\n}\n\n","import type { Scene, SceneMedia, Shot } from '../scene/types.js';\nimport { validateScene, type SceneIssue } from '../scene/validate.js';\nimport { simulateScene } from '../scene/player.js';\nimport type { Review } from '../scene/report.js';\nimport { applyRig, setRigWidget } from '../scene/rig.js';\n\nexport interface AgentToolDefinition {\n name: string;\n description: string;\n input_schema: Record<string, unknown>;\n}\n\nexport const FLAIR_AGENT_TOOLS: AgentToolDefinition[] = [\n {\n name: 'get_scene',\n description: 'Returns the current scene JSON (or a concise structural outline) and any static validation issues.',\n input_schema: {\n type: 'object',\n properties: {\n view: {\n type: 'string',\n enum: ['full', 'outline'],\n description:\n 'When \"outline\", returns scene hierarchy, timing, and framing without dense commands or raw media sources.',\n },\n },\n additionalProperties: false,\n },\n },\n {\n name: 'write_scene',\n description: 'Overwrites the entire scene with a new specification and validates it.',\n input_schema: {\n type: 'object',\n properties: {\n scene: {\n type: 'object',\n description:\n 'Full Scene object with name, stage, media, and shots. A shot camera frames a box {x, y, width, height} or elements {frame: [ids]}, and may add tilt, turn, roll (degrees, tilt/turn up to 75), perspective (default 1.2), motionBlur (0-3, 1 natural) and transition (\"move\" eases across, the default; \"whip\" whip-pans in; \"zoom\" punches through; \"cut\" jumps); angles persist until changed.',\n },\n },\n required: ['scene'],\n additionalProperties: false,\n },\n },\n {\n name: 'update_shot',\n description: 'Updates fields of a specific shot (1-based index) without rewriting the whole scene.',\n input_schema: {\n type: 'object',\n properties: {\n shot: { type: 'integer', minimum: 1, description: '1-based index of the shot to update.' },\n set: { type: 'object', description: 'Fields to set or replace on this shot.' },\n remove: {\n type: 'array',\n items: { type: 'string' },\n description: 'Field names to delete from this shot.',\n },\n },\n required: ['shot'],\n additionalProperties: false,\n },\n },\n {\n name: 'insert_shots',\n description: 'Inserts one or more shots at a given position.',\n input_schema: {\n type: 'object',\n properties: {\n after: {\n type: 'integer',\n minimum: 0,\n description: '0 to insert at the beginning, or 1-based index of shot to insert after.',\n },\n shots: {\n type: 'array',\n items: { type: 'object' },\n description: 'Array of Shot objects to insert.',\n },\n },\n required: ['after', 'shots'],\n additionalProperties: false,\n },\n },\n {\n name: 'delete_shots',\n description: 'Deletes one or more shots by 1-based index.',\n input_schema: {\n type: 'object',\n properties: {\n shots: {\n type: 'array',\n items: { type: 'integer', minimum: 1 },\n description: '1-based shot numbers to delete.',\n },\n },\n required: ['shots'],\n additionalProperties: false,\n },\n },\n {\n name: 'set_media',\n description: 'Adds, updates, or removes embedded media (e.g. bespoke WebGL shaders) by ID.',\n input_schema: {\n type: 'object',\n properties: {\n id: { type: 'string', description: 'Media identifier.' },\n media: {\n type: ['object', 'null'],\n description: 'SceneMedia object (e.g. { type: \"shader\", source: \"...\" }), or null to remove.',\n },\n },\n required: ['id', 'media'],\n additionalProperties: false,\n },\n },\n {\n name: 'preview_scene',\n description: 'Simulates the scene fast and off-screen, returning timing, layout checks, and review report.',\n input_schema: {\n type: 'object',\n properties: {},\n additionalProperties: false,\n },\n },\n {\n name: 'set_rig_widget',\n description: 'Adjusts a high-level creative rig widget (slider, popup, or toggle) and propagates parameters to shaders and elements.',\n input_schema: {\n type: 'object',\n properties: {\n name: { type: 'string', description: 'Rig widget identifier/name.' },\n value: {\n type: ['number', 'string', 'boolean'],\n description: 'New value (number for slider, string for popup, boolean for toggle).',\n },\n },\n required: ['name', 'value'],\n additionalProperties: false,\n },\n },\n];\n\nexport interface SceneOutlineShot {\n shot: number;\n caption?: string;\n title?: string;\n hold?: number;\n camera?: Shot['camera'];\n commandCount: number;\n effects?: string[];\n}\n\nexport interface SceneOutline {\n name: string;\n title?: string;\n description?: string;\n stage?: Scene['stage'];\n target?: Scene['target'];\n mediaIds: string[];\n shots: SceneOutlineShot[];\n}\n\nexport type SceneToolResult =\n | { ok: true; scene: Scene; outline?: SceneOutline; issues: SceneIssue[]; review?: Review }\n | { ok: false; error: string };\n\n/**\n * Pure state machine that applies tool operations to a Scene.\n */\nexport async function applySceneTool(\n scene: Scene,\n toolName: string,\n input: Record<string, any> = {},\n): Promise<SceneToolResult> {\n switch (toolName) {\n case 'get_scene': {\n const issues = validateScene(scene);\n if (input.view === 'outline') {\n const outline: SceneOutline = {\n name: scene.name,\n title: scene.title,\n description: scene.description,\n stage: scene.stage,\n target: scene.target,\n mediaIds: Object.keys(scene.media || {}),\n shots: scene.shots.map((s, i) => ({\n shot: i + 1,\n caption: s.caption,\n title: s.title,\n hold: s.hold,\n camera: s.camera,\n commandCount: s.run?.length ?? 0,\n effects: s.effects?.map((e) => e.type),\n })),\n };\n return { ok: true, scene, outline, issues };\n }\n return { ok: true, scene, issues };\n }\n\n case 'write_scene': {\n if (!input.scene || typeof input.scene !== 'object') {\n return { ok: false, error: 'Expected scene object in arguments.' };\n }\n const newScene = input.scene as Scene;\n const issues = validateScene(newScene);\n return { ok: true, scene: newScene, issues };\n }\n\n case 'update_shot': {\n const idx = input.shot - 1;\n if (idx < 0 || idx >= scene.shots.length) {\n return { ok: false, error: `Invalid shot number ${input.shot}; scene has ${scene.shots.length} shots.` };\n }\n const existing = scene.shots[idx]!;\n const updated: Record<string, any> = { ...existing, ...(input.set || {}) };\n if (Array.isArray(input.remove)) {\n for (const k of input.remove) {\n delete updated[k];\n }\n }\n const shots = [...scene.shots];\n shots[idx] = updated as Shot;\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'insert_shots': {\n const after = input.after ?? scene.shots.length;\n if (after < 0 || after > scene.shots.length) {\n return { ok: false, error: `Invalid after index ${after}.` };\n }\n if (!Array.isArray(input.shots) || input.shots.length === 0) {\n return { ok: false, error: 'Expected non-empty shots array to insert.' };\n }\n const shots = [...scene.shots.slice(0, after), ...input.shots, ...scene.shots.slice(after)];\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'delete_shots': {\n if (!Array.isArray(input.shots) || input.shots.length === 0) {\n return { ok: false, error: 'Expected non-empty shots array to delete.' };\n }\n const toDelete = new Set(input.shots.map((n: number) => n - 1));\n const shots = scene.shots.filter((_, i) => !toDelete.has(i));\n if (shots.length === 0) {\n return { ok: false, error: 'Cannot delete all shots in scene.' };\n }\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'set_media': {\n if (!input.id || typeof input.id !== 'string') {\n return { ok: false, error: 'Expected string media id.' };\n }\n const media = { ...(scene.media || {}) };\n if (input.media === null) {\n delete media[input.id];\n } else {\n media[input.id] = input.media as SceneMedia;\n }\n const newScene = { ...scene, media };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'preview_scene': {\n const { review } = await simulateScene(scene);\n return { ok: true, scene, issues: validateScene(scene), review };\n }\n\n case 'set_rig_widget': {\n if (!scene.rig || !scene.rig.widgets || !scene.rig.widgets[input.name]) {\n return { ok: false, error: `Scene does not have a rig widget named \"${input.name}\".` };\n }\n try {\n const updatedRig = setRigWidget(scene.rig, input.name, input.value);\n const newScene = applyRig(updatedRig, scene);\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n } catch (err: any) {\n return { ok: false, error: err.message || String(err) };\n }\n }\n\n default:\n return { ok: false, error: `Unknown tool name: ${toolName}` };\n }\n}\n","/**\n * Atomic Agent Multi-Tool Batching with Result Variable Substitution.\n * Inspired by EffectCraft's atomic batch execution protocol.\n *\n * Allows AI agents to execute multi-step modifications to a Scene in a single turn,\n * with atomic rollback on failure and cross-step variable substitution ($1.prop, $2.prop).\n */\n\nimport type { Scene } from '../scene/types.js';\nimport { applySceneTool, type SceneToolResult } from './tools.js';\n\nexport interface BatchCommand {\n /** Name of the tool to execute (e.g. 'update_shot', 'insert_shots', 'set_rig_widget'). */\n tool: string;\n /** Parameters for the tool call. */\n params?: Record<string, any>;\n}\n\nexport interface BatchExecutionStepResult {\n step: number;\n tool: string;\n result: SceneToolResult;\n}\n\nexport interface BatchExecutionResult {\n ok: boolean;\n scene: Scene;\n steps: BatchExecutionStepResult[];\n error?: string;\n failedStep?: number;\n}\n\n/**\n * Resolves nested property path on an object (e.g. \"a.b[0].c\").\n */\nfunction getByPath(obj: any, path: string): any {\n if (!obj || typeof obj !== 'object') return undefined;\n const parts = path.replace(/\\[(\\w+)\\]/g, '.$1').split('.');\n let curr = obj;\n for (const part of parts) {\n if (curr === undefined || curr === null) return undefined;\n curr = curr[part];\n }\n return curr;\n}\n\n/**\n * Recursively substitutes `$stepIndex.path` references in parameters using previous step results.\n * E.g., \"$1.scene.shots[0].duration\" -> substituted with the duration value from step 1 result.\n */\nexport function substituteVariables(\n value: any,\n stepResults: Map<number, SceneToolResult>,\n): any {\n if (typeof value === 'string') {\n // Check if the entire string is a substitution reference: \"$1.path.to.prop\"\n const match = /^\\$(\\d+)\\.(.+)$/.exec(value);\n if (match) {\n const stepIdx = parseInt(match[1]!, 10);\n const path = match[2]!;\n const prevResult = stepResults.get(stepIdx);\n if (prevResult) {\n const resolved = getByPath(prevResult, path);\n if (resolved !== undefined) {\n return resolved;\n }\n }\n }\n // Partial template string substitution: \"Hello $1.scene.name\"\n return value.replace(/\\$(\\d+)\\.([a-zA-Z0-9_.[\\]]+)/g, (fullMatch, stepStr, path) => {\n const stepIdx = parseInt(stepStr, 10);\n const prevResult = stepResults.get(stepIdx);\n if (prevResult) {\n const resolved = getByPath(prevResult, path);\n if (resolved !== undefined) {\n return String(resolved);\n }\n }\n return fullMatch;\n });\n }\n\n if (Array.isArray(value)) {\n return value.map((item) => substituteVariables(item, stepResults));\n }\n\n if (value !== null && typeof value === 'object') {\n const copy: Record<string, any> = {};\n for (const [k, v] of Object.entries(value)) {\n copy[k] = substituteVariables(v, stepResults);\n }\n return copy;\n }\n\n return value;\n}\n\n/**\n * Executes an atomic batch of scene tools with transactional rollback.\n * If any step fails, the scene rolls back to the initial state and returns the failure.\n *\n * @param scene Initial scene state before batch.\n * @param commands Ordered array of tool commands to execute.\n */\nexport async function applySceneBatch(\n scene: Scene,\n commands: BatchCommand[],\n): Promise<BatchExecutionResult> {\n let currentScene = scene;\n const stepResults = new Map<number, SceneToolResult>();\n const executedSteps: BatchExecutionStepResult[] = [];\n\n for (let i = 0; i < commands.length; i++) {\n const stepNumber = i + 1; // 1-based indexing for user/agent ergonomics\n const cmd = commands[i]!;\n\n // Perform variable substitution using results of earlier steps\n const resolvedParams = substituteVariables(cmd.params || {}, stepResults);\n\n // Prevent recursive batch execution to avoid cycles\n if (cmd.tool === 'batch_scene_tool') {\n return {\n ok: false,\n scene, // Rollback\n steps: executedSteps,\n error: `Nested batch_scene_tool is not allowed at step ${stepNumber}.`,\n failedStep: stepNumber,\n };\n }\n\n const stepResult = await applySceneTool(currentScene, cmd.tool, resolvedParams);\n stepResults.set(stepNumber, stepResult);\n executedSteps.push({\n step: stepNumber,\n tool: cmd.tool,\n result: stepResult,\n });\n\n if (!stepResult.ok) {\n // Transactional rollback: discard intermediate scenes and return original\n return {\n ok: false,\n scene, // Rollback to initial\n steps: executedSteps,\n error: `Step ${stepNumber} (${cmd.tool}) failed: ${stepResult.error}`,\n failedStep: stepNumber,\n };\n }\n\n currentScene = stepResult.scene;\n }\n\n return {\n ok: true,\n scene: currentScene,\n steps: executedSteps,\n 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+ {"version":3,"sources":["../src/time/retiming.ts","../src/time/keyframe.ts","../src/time/timecode.ts","../src/scene/rig.ts","../src/scene/replicator.ts","../src/scene/motionpath.ts","../src/agent/tools.ts","../src/agent/batch.ts"],"sourcesContent":["/**\n * Retiming math engine inspired by Apple Motion's RetimingMath framework.\n * Provides deterministic time transformation functors for looping, bouncing (ping-pong),\n * freezing (hold), posterizing/stepping (strobe), and non-linear speed ramps.\n */\n\nexport type EasingCurve = 'linear' | 'easeIn' | 'easeOut' | 'easeInOut';\n\n/**\n * Loops time within [start, start + duration).\n * Handles negative time values smoothly.\n */\nexport function loopTime(t: number, duration: number, start = 0): number {\n if (duration <= 0) return start;\n const rel = t - start;\n const mod = ((rel % duration) + duration) % duration;\n return start + mod;\n}\n\n/**\n * Reflects time back and forth (triangle wave) between start and start + duration.\n */\nexport function pingPongTime(t: number, duration: number, start = 0): number {\n if (duration <= 0) return start;\n const period = 2 * duration;\n const rel = t - start;\n const mod = ((rel % period) + period) % period;\n const offset = mod <= duration ? mod : period - mod;\n return start + offset;\n}\n\n/**\n * Freezes time at a specified timestamp.\n */\nexport function holdTime(_t: number, holdAt: number): number {\n return holdAt;\n}\n\n/**\n * Quantizes continuous time into discrete intervals matching a target frame rate (posterize time).\n * @param t Current timestamp.\n * @param fps Target stepped frame rate (e.g. 12 for stop-motion).\n * @param unit 'ms' (default) if t is in milliseconds, or 'sec' if t is in seconds.\n */\nexport function strobeTime(t: number, fps: number, unit: 'ms' | 'sec' = 'ms'): number {\n if (fps <= 0) return t;\n const interval = (unit === 'ms' ? 1000 : 1) / fps;\n return Math.floor(t / interval) * interval;\n}\n\n/**\n * Applies a non-linear speed ramp curve to time progression within an interval [start, start + duration].\n */\nexport function speedRampTime(\n t: number,\n start: number,\n duration: number,\n ease: EasingCurve = 'easeInOut',\n): number {\n if (duration <= 0 || t <= start) return t;\n if (t >= start + duration) return t;\n\n const p = (t - start) / duration;\n let eased: number;\n switch (ease) {\n case 'linear':\n eased = p;\n break;\n case 'easeIn':\n eased = p * p;\n break;\n case 'easeOut':\n eased = p * (2 - p);\n break;\n case 'easeInOut':\n default:\n eased = p < 0.5 ? 2 * p * p : -1 + (4 - 2 * p) * p;\n break;\n }\n\n return start + eased * duration;\n}\n","/**\n * Keyframe velocity and cubic Bezier easing engine matching Adobe After Effects interpolation semantics.\n *\n * Temporal interpolation between two keyframes is characterized by:\n * - Speed (units / second)\n * - Influence (fraction 0..1, corresponding to 0.1%..100% in the Keyframe Velocity dialog)\n *\n * For normalized values going from 0 to 1 over a segment, easeProgress(outSpeedNorm, outInf, inSpeedNorm, inInf, x)\n * solves the monotone cubic Bezier root x(u) = x and computes value y(u).\n */\n\nexport interface KeyframeEase {\n /** Speed in value units per second (or normalized speed if evaluating normalized segment). */\n speed: number;\n /** Influence as a fraction between 0.0 and 1.0 (e.g. 0.3333 for 33.33%). */\n influence: number;\n}\n\n/** Easy Ease preset: 0 speed, 33.333% influence. */\nexport const EASY_EASE: KeyframeEase = {\n speed: 0,\n influence: 1 / 3,\n};\n\n/** Evaluates a 1D cubic Bezier polynomial at parameter u in [0, 1]. */\nexport function bez1d(p0: number, p1: number, p2: number, p3: number, u: number): number {\n const v = 1.0 - u;\n return v * v * v * p0 + 3.0 * v * v * u * p1 + 3.0 * v * u * u * p2 + u * u * u * p3;\n}\n\n/** Evaluates the first derivative of a 1D cubic Bezier polynomial at parameter u. */\nexport function bez1dDerivative(p0: number, p1: number, p2: number, p3: number, u: number): number {\n const v = 1.0 - u;\n return 3.0 * v * v * (p1 - p0) + 6.0 * v * u * (p2 - p1) + 3.0 * u * u * (p3 - p2);\n}\n\n/**\n * Solves bez1d(x0, x1, x2, x3, u) = x for u in [0, 1] assuming x(u) is monotone.\n * Uses closed-form inverse for 100% influence midpoint, Newton-Raphson iteration,\n * and high-precision bisection fallback.\n */\nexport function solveBezierU(x0: number, x1: number, x2: number, x3: number, x: number): number {\n if (x <= x0) return 0.0;\n if (x >= x3) return 1.0;\n\n // Closed-form solution for 100% influence on both sides (x1 === x3 && x2 === x0).\n // x(u) = x0 + (x3 - x0) * (0.5 + 4 * (u - 0.5)^3)\n if (Math.abs(x1 - x3) < 1e-12 && Math.abs(x2 - x0) < 1e-12) {\n const progress = (x - x0) / (x3 - x0);\n return 0.5 + Math.cbrt((progress - 0.5) * 0.25);\n }\n\n // Initial estimate\n let u = (x - x0) / (x3 - x0);\n\n // Up to 8 Newton-Raphson iterations\n for (let iter = 0; iter < 8; iter++) {\n const f = bez1d(x0, x1, x2, x3, u) - x;\n const d = bez1dDerivative(x0, x1, x2, x3, u);\n if (Math.abs(d) < 1e-12) break;\n if (Math.abs(f / d) < 1e-12) return u;\n const nextU = u - f / d;\n if (nextU < 0.0 || nextU > 1.0) break;\n u = nextU;\n }\n\n // Bisection fallback for robustness\n let lo = 0.0;\n let hi = 1.0;\n for (let iter = 0; iter < 60; iter++) {\n const mid = (lo + hi) * 0.5;\n if (bez1d(x0, x1, x2, x3, mid) < x) {\n lo = mid;\n } else {\n hi = mid;\n }\n }\n\n return (lo + hi) * 0.5;\n}\n\n/**\n * Fraction of progress 0..1 through a 1D Bezier temporal segment whose value goes from 0 to 1,\n * with normalized out/in speeds (speed * duration / deltaValue) and influences.\n *\n * @param outSpeedNorm Normalized outgoing speed (speed * duration / deltaValue).\n * @param outInfluence Outgoing influence fraction [0, 1].\n * @param inSpeedNorm Normalized incoming speed (speed * duration / deltaValue).\n * @param inInfluence Incoming influence fraction [0, 1].\n * @param x Normalized time progress in segment [0, 1].\n */\nexport function easeProgress(\n outSpeedNorm: number,\n outInfluence: number,\n inSpeedNorm: number,\n inInfluence: number,\n x: number,\n): number {\n const i0 = Math.min(1.0, Math.max(0.0, outInfluence));\n const i1 = Math.min(1.0, Math.max(0.0, inInfluence));\n const u = solveBezierU(0.0, i0, 1.0 - i1, 1.0, x);\n return bez1d(0.0, outSpeedNorm * i0, 1.0 - inSpeedNorm * i1, 1.0, u);\n}\n\n/**\n * Evaluates an interpolated keyframe segment between two values over duration.\n *\n * @param from Starting value at t = 0.\n * @param to Ending value at t = duration.\n * @param duration Duration of the keyframe segment in seconds.\n * @param t Current elapsed time in seconds (0 <= t <= duration).\n * @param outEase Outgoing ease specification at start keyframe.\n * @param inEase Incoming ease specification at end keyframe.\n */\nexport function evaluateKeyframeSegment(\n from: number,\n to: number,\n duration: number,\n t: number,\n outEase: KeyframeEase = EASY_EASE,\n inEase: KeyframeEase = EASY_EASE,\n): number {\n if (duration <= 0 || t <= 0) return from;\n if (t >= duration) return to;\n\n const delta = to - from;\n const x = t / duration;\n\n // Zero delta: maintain from\n if (Math.abs(delta) < 1e-12) {\n return from;\n }\n\n const outSpeedNorm = (outEase.speed * duration) / delta;\n const inSpeedNorm = (inEase.speed * duration) / delta;\n\n const progress = easeProgress(outSpeedNorm, outEase.influence, inSpeedNorm, inEase.influence, x);\n return from + progress * delta;\n}\n","/**\n * SMPTE 12M Timecode engine and broadcast frame-rate converter.\n *\n * Supports non-drop-frame (NDF) and drop-frame (DF) timecode for broadcast standards\n * (23.976, 24, 25, 29.97, 30, 48, 50, 59.94, 60, 120 fps).\n *\n * Drop-frame timecode drops frames 00 and 01 at the start of each minute,\n * except every 10th minute (e.g. 00:01:00;02 instead of 00:01:00;00).\n */\n\nexport interface RationalFrameRate {\n readonly num: number;\n readonly den: number;\n}\n\nexport const COMMON_FRAME_RATES = {\n FPS_23_976: { num: 24000, den: 1001 },\n FPS_24: { num: 24, den: 1 },\n FPS_25: { num: 25, den: 1 },\n FPS_29_97: { num: 30000, den: 1001 },\n FPS_30: { num: 30, den: 1 },\n FPS_48: { num: 48, den: 1 },\n FPS_50: { num: 50, den: 1 },\n FPS_59_94: { num: 60000, den: 1001 },\n FPS_60: { num: 60, den: 1 },\n FPS_120: { num: 120, den: 1 },\n} as const;\n\nexport type StandardFrameRateKey = keyof typeof COMMON_FRAME_RATES;\n\n/** Greatest common divisor helper. */\nfunction gcd(a: number, b: number): number {\n let x = Math.abs(Math.round(a));\n let y = Math.abs(Math.round(b));\n while (y !== 0) {\n const t = y;\n y = x % y;\n x = t;\n }\n return x || 1;\n}\n\n/** Creates a reduced rational frame rate. */\nexport function createFrameRate(num: number, den = 1): RationalFrameRate {\n if (den <= 0 || num <= 0) {\n return { num: 30, den: 1 };\n }\n const g = gcd(num, den);\n return { num: Math.round(num / g), den: Math.round(den / g) };\n}\n\n/** Returns the timecode base (frames counted per second in timecode display). */\nexport function getTimecodeBase(rate: RationalFrameRate): number {\n return Math.ceil(rate.num / rate.den);\n}\n\n/** Whether a given frame rate supports drop-frame counting (29.97, 59.94, etc.). */\nexport function supportsDropFrame(rate: RationalFrameRate): boolean {\n return rate.den === 1001 && getTimecodeBase(rate) % 30 === 0;\n}\n\n/** Number of dropped frames per minute (e.g. 2 for 29.97, 4 for 59.94). */\nexport function getDropFrameCount(rate: RationalFrameRate): number {\n const base = getTimecodeBase(rate);\n return Math.floor(base / 15);\n}\n\nexport interface SMPTEFields {\n negative: boolean;\n hours: number;\n minutes: number;\n seconds: number;\n frames: number;\n}\n\n/**\n * Converts a continuous frame count to SMPTE fields (hours, minutes, seconds, frames).\n */\nexport function framesToSMPTE(\n frame: number,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): SMPTEFields {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const neg = frame < 0;\n let n = Math.abs(Math.round(frame));\n const base = getTimecodeBase(rate);\n const drop = getDropFrameCount(rate);\n\n if (isDrop) {\n const perMinute = base * 60 - drop;\n const per10Minutes = perMinute * 10 + drop;\n const d = Math.floor(n / per10Minutes);\n const m = n % per10Minutes;\n\n n += drop * 9 * d;\n if (m > drop) {\n n += drop * Math.floor((m - drop) / perMinute);\n }\n }\n\n const frames = n % base;\n const seconds = Math.floor(n / base) % 60;\n const minutes = Math.floor(n / (base * 60)) % 60;\n const hours = Math.floor(n / (base * 3600));\n\n return { negative: neg, hours, minutes, seconds, frames };\n}\n\n/**\n * Converts SMPTE fields back to a continuous frame number.\n */\nexport function smpteToFrames(\n fields: { hours: number; minutes: number; seconds: number; frames: number },\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): number {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const base = getTimecodeBase(rate);\n const drop = getDropFrameCount(rate);\n\n const totalSecs = fields.hours * 3600 + fields.minutes * 60 + fields.seconds;\n let n = totalSecs * base + fields.frames;\n\n if (isDrop) {\n const totalMinutes = fields.hours * 60 + fields.minutes;\n n -= drop * (totalMinutes - Math.floor(totalMinutes / 10));\n }\n\n return n;\n}\n\n/**\n * Formats a frame number as standard SMPTE timecode (HH:MM:SS:FF or HH;MM;SS;FF).\n */\nexport function formatTimecode(\n frame: number,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n): string {\n const isDrop = dropFrame && supportsDropFrame(rate);\n const { negative, hours, minutes, seconds, frames } = framesToSMPTE(frame, rate, isDrop);\n const sep = isDrop ? ';' : ':';\n const base = getTimecodeBase(rate);\n const frameWidth = base >= 100 ? 3 : 2;\n\n const hStr = String(hours).padStart(2, '0');\n const mStr = String(minutes).padStart(2, '0');\n const sStr = String(seconds).padStart(2, '0');\n const fStr = String(frames).padStart(frameWidth, '0');\n\n return `${negative ? '-' : ''}${hStr}${sep}${mStr}${sep}${sStr}${sep}${fStr}`;\n}\n\n/**\n * Parses user or NLE input into a frame number.\n * Supports:\n * - Standard timecodes: `01:00:00:00`, `01;00;00;00`, `00.01.20.15`\n * - Right-aligned numbers: `1000` -> `00:00:10:00`\n * - Relative offsets: `+15` (+15 frames), `-1.00` (-1 second)\n *\n * @param input The timecode string to parse.\n * @param rate Rational frame rate (default: 30 fps).\n * @param dropFrame Whether drop-frame arithmetic applies.\n * @param currentFrame Current playhead position for relative additions.\n */\nexport function parseTimecode(\n input: string,\n rate: RationalFrameRate = COMMON_FRAME_RATES.FPS_30,\n dropFrame = false,\n currentFrame = 0,\n): number {\n const s = input.trim();\n if (!s) {\n throw new Error('Empty timecode string');\n }\n\n let relativeSign: 1 | -1 | null = null;\n let body = s;\n if (s.startsWith('+')) {\n relativeSign = 1;\n body = s.slice(1);\n } else if (s.startsWith('-')) {\n relativeSign = -1;\n body = s.slice(1);\n }\n\n const parts = body.split(/[:;.,]/);\n let parsedFrame = 0;\n\n if (parts.length === 1) {\n const digits = parts[0]!;\n if (!/^\\d+$/.test(digits)) {\n throw new Error(`Invalid timecode: \"${input}\"`);\n }\n\n if (relativeSign !== null) {\n // Relative bare digits are treated as frames\n const count = parseInt(digits, 10);\n return currentFrame + relativeSign * count;\n }\n\n // Right-aligned pairs: e.g. \"1000\" -> HH=0, MM=0, SS=10, FF=0\n const nums: number[] = [];\n let end = digits.length;\n while (end > 0) {\n const start = Math.max(0, end - 2);\n nums.unshift(parseInt(digits.slice(start, end), 10));\n end = start;\n }\n\n const padded = [0, 0, 0, 0];\n const offset = 4 - nums.length;\n for (let i = 0; i < nums.length; i++) {\n padded[offset + i] = nums[i]!;\n }\n const [h, m, sec, fr] = padded;\n parsedFrame = smpteToFrames(\n { hours: h!, minutes: m!, seconds: sec!, frames: fr! },\n rate,\n dropFrame,\n );\n } else {\n if (parts.length > 4) {\n throw new Error(`Too many timecode fields in \"${input}\"`);\n }\n const nums = parts.map((p) => (p.length === 0 ? 0 : parseInt(p, 10)));\n if (nums.some((n) => isNaN(n))) {\n throw new Error(`Invalid number in timecode: \"${input}\"`);\n }\n\n const padded = [0, 0, 0, 0];\n const offset = 4 - nums.length;\n for (let i = 0; i < nums.length; i++) {\n padded[offset + i] = nums[i]!;\n }\n const [h, m, sec, fr] = padded;\n parsedFrame = smpteToFrames(\n { hours: h!, minutes: m!, seconds: sec!, frames: fr! },\n rate,\n dropFrame,\n );\n }\n\n if (relativeSign !== null) {\n return currentFrame + relativeSign * parsedFrame;\n }\n\n return parsedFrame;\n}\n","import type { Scene } from './types.js';\n\nexport interface SliderSnapshot {\n at: number;\n values: Record<string, number | string>;\n}\n\nexport interface SliderWidget {\n type: 'slider';\n name: string;\n value: number;\n snapshots: SliderSnapshot[];\n}\n\nexport interface PopupWidget {\n type: 'popup';\n name: string;\n selected: string;\n options: Record<string, Record<string, number | string>>;\n}\n\nexport interface ToggleWidget {\n type: 'toggle';\n name: string;\n enabled: boolean;\n on: Record<string, number | string>;\n off: Record<string, number | string>;\n}\n\nexport type RigWidget = SliderWidget | PopupWidget | ToggleWidget;\n\nexport interface SceneRig {\n widgets: Record<string, RigWidget>;\n}\n\n/**\n * Updates a widget within a SceneRig and returns the updated SceneRig.\n */\nexport function setRigWidget(\n rig: SceneRig,\n widgetName: string,\n value: number | string | boolean,\n): SceneRig {\n const widget = rig.widgets[widgetName];\n if (!widget) {\n throw new Error(`Rig widget \"${widgetName}\" not found.`);\n }\n\n const updatedWidgets = { ...rig.widgets };\n\n if (widget.type === 'slider') {\n if (typeof value !== 'number') {\n throw new Error(`Slider widget \"${widgetName}\" expects numeric value.`);\n }\n updatedWidgets[widgetName] = { ...widget, value };\n } else if (widget.type === 'popup') {\n if (typeof value !== 'string') {\n throw new Error(`Popup widget \"${widgetName}\" expects string value.`);\n }\n updatedWidgets[widgetName] = { ...widget, selected: value };\n } else if (widget.type === 'toggle') {\n if (typeof value !== 'boolean') {\n throw new Error(`Toggle widget \"${widgetName}\" expects boolean value.`);\n }\n updatedWidgets[widgetName] = { ...widget, enabled: value };\n }\n\n return { widgets: updatedWidgets };\n}\n\n/**\n * Evaluates resolved values for a given widget.\n */\nfunction resolveWidgetValues(widget: RigWidget): Record<string, number | string> {\n if (widget.type === 'popup') {\n return widget.options[widget.selected] ?? {};\n }\n\n if (widget.type === 'toggle') {\n return widget.enabled ? widget.on : widget.off;\n }\n\n if (widget.type === 'slider') {\n const { snapshots, value } = widget;\n if (!snapshots || snapshots.length === 0) return {};\n\n const sorted = [...snapshots].sort((a, b) => a.at - b.at);\n if (value <= sorted[0]!.at) {\n return { ...sorted[0]!.values };\n }\n if (value >= sorted[sorted.length - 1]!.at) {\n return { ...sorted[sorted.length - 1]!.values };\n }\n\n // Find bounding snapshots\n let idx = 0;\n while (idx < sorted.length - 1 && sorted[idx + 1]!.at < value) {\n idx++;\n }\n\n const s0 = sorted[idx]!;\n const s1 = sorted[idx + 1]!;\n const span = s1.at - s0.at;\n const t = span > 0 ? (value - s0.at) / span : 0;\n\n const result: Record<string, number | string> = {};\n const allKeys = new Set([...Object.keys(s0.values), ...Object.keys(s1.values)]);\n\n for (const k of allKeys) {\n const v0 = s0.values[k];\n const v1 = s1.values[k];\n if (typeof v0 === 'number' && typeof v1 === 'number') {\n result[k] = v0 + (v1 - v0) * t;\n } else if (v0 !== undefined && v1 !== undefined) {\n result[k] = t < 0.5 ? v0 : v1;\n } else {\n result[k] = v1 !== undefined ? v1 : (v0 as number | string);\n }\n }\n\n return result;\n }\n\n return {};\n}\n\n/**\n * Propagates rig widget state into the scene's shader uniforms and elements.\n */\nexport function applyRig(rig: SceneRig, scene: Scene): Scene {\n // Deep clone media and shots to prevent mutation\n const nextMedia: Record<string, any> = {};\n if (scene.media) {\n for (const [id, m] of Object.entries(scene.media)) {\n nextMedia[id] = {\n ...m,\n values: { ...(m.values ?? {}) },\n };\n }\n }\n\n const nextShots = scene.shots.map((shot) => {\n if (!shot.run) return { ...shot };\n return {\n ...shot,\n run: shot.run.map((cmd) => {\n if (cmd.type === 'element' && 'element' in cmd && cmd.element) {\n return { ...cmd, element: { ...cmd.element } };\n }\n if (cmd.type === 'update' && 'props' in cmd && (cmd as any).props) {\n return { ...cmd, props: { ...(cmd as any).props } };\n }\n return { ...cmd };\n }),\n };\n });\n\n // Collect all resolved values across all widgets in the rig\n const resolvedAll: Record<string, number | string> = {};\n for (const widget of Object.values(rig.widgets)) {\n Object.assign(resolvedAll, resolveWidgetValues(widget));\n }\n\n // Apply resolved values\n for (const [targetKey, val] of Object.entries(resolvedAll)) {\n if (targetKey.startsWith('media.')) {\n const parts = targetKey.split('.');\n const mediaId = parts[1]!;\n const prop = parts.length > 3 && parts[2] === 'values' ? parts[3]! : parts[2]!;\n if (nextMedia[mediaId]) {\n nextMedia[mediaId].values[prop] = val;\n }\n } else if (targetKey.startsWith('element.')) {\n const parts = targetKey.split('.');\n const elId = parts[1]!;\n const prop = parts[2]!;\n for (const shot of nextShots) {\n if (shot.run) {\n for (const cmd of shot.run) {\n if (cmd.type === 'element' && 'element' in cmd && (cmd as any).element?.id === elId) {\n (cmd.element as any)[prop] = val;\n } else if (cmd.type === 'update' && 'id' in cmd && cmd.id === elId) {\n (cmd as any).props[prop] = val;\n }\n }\n }\n }\n } else {\n // General uniform shorthand: uniforms.<name> or simply <name>\n const uniformName = targetKey.replace(/^uniforms\\./, '');\n for (const m of Object.values(nextMedia)) {\n m.values[uniformName] = val;\n }\n }\n }\n\n return {\n ...scene,\n media: Object.keys(nextMedia).length > 0 ? nextMedia : scene.media,\n shots: nextShots,\n rig,\n };\n}\n","import type { SceneElement } from './geometry.js';\n\nexport type ReplicatorPattern = 'grid' | 'line' | 'circle' | 'spiral';\n\nexport interface ReplicatorSequence {\n /** Property to modulate per item. */\n property?: 'opacity' | 'rotation' | 'scale' | 'x' | 'y';\n /** Incremental offset or delta added per instance. */\n offset?: number;\n /** Milliseconds delay per instance for staggered triggers. */\n delayPerItem?: number;\n}\n\nexport interface ReplicatorConfig {\n pattern: ReplicatorPattern;\n count: number;\n /** Origin point [x, y] to anchor the layout (defaults to prototype.x, prototype.y). */\n origin?: [number, number];\n\n // Grid options\n columns?: number;\n rows?: number;\n columnSpacing?: number;\n rowSpacing?: number;\n\n // Line options\n startPoint?: [number, number];\n endPoint?: [number, number];\n spacing?: number;\n\n // Circle / Spiral options\n radius?: number;\n startAngle?: number; // radians\n spiralTightness?: number; // radius expansion per instance\n\n // Sequence modulation\n sequence?: ReplicatorSequence;\n}\n\n/**\n * Procedurally replicates a prototype SceneElement into an array of positioned\n * and sequenced instances (grid, circular array, line, or spiral).\n */\nexport function expandReplicator(\n prototype: SceneElement,\n config: ReplicatorConfig,\n): SceneElement[] {\n const count = Math.max(0, Math.floor(config.count));\n if (count === 0) return [];\n\n const originX = config.origin ? config.origin[0] : prototype.x;\n const originY = config.origin ? config.origin[1] : prototype.y;\n const elements: SceneElement[] = [];\n\n for (let i = 0; i < count; i++) {\n const el: SceneElement = {\n ...prototype,\n id: `${prototype.id}_${i}`,\n };\n\n let px = originX;\n let py = originY;\n\n switch (config.pattern) {\n case 'grid': {\n const cols = config.columns ?? Math.ceil(Math.sqrt(count));\n const colSpacing = config.columnSpacing ?? (prototype.width + 20);\n const rowSpacing = config.rowSpacing ?? (prototype.height + 20);\n const col = i % cols;\n const row = Math.floor(i / cols);\n px = originX + col * colSpacing;\n py = originY + row * rowSpacing;\n break;\n }\n\n case 'line': {\n if (config.startPoint && config.endPoint) {\n const t = count > 1 ? i / (count - 1) : 0;\n px = config.startPoint[0] + (config.endPoint[0] - config.startPoint[0]) * t;\n py = config.startPoint[1] + (config.endPoint[1] - config.startPoint[1]) * t;\n } else {\n const spacing = config.spacing ?? (prototype.width + 20);\n px = originX + i * spacing;\n py = originY;\n }\n break;\n }\n\n case 'circle': {\n const radius = config.radius ?? 150;\n const angleStep = (2 * Math.PI) / count;\n const angle = (config.startAngle ?? 0) + i * angleStep;\n px = originX + radius * Math.cos(angle);\n py = originY + radius * Math.sin(angle);\n break;\n }\n\n case 'spiral': {\n const baseRadius = config.radius ?? 40;\n const tightness = config.spiralTightness ?? 12;\n const angleStep = Math.PI / 4; // 45 degrees per step\n const angle = (config.startAngle ?? 0) + i * angleStep;\n const r = baseRadius + tightness * i;\n px = originX + r * Math.cos(angle);\n py = originY + r * Math.sin(angle);\n break;\n }\n }\n\n el.x = px;\n el.y = py;\n\n // Apply sequence property modulation\n if (config.sequence && config.sequence.offset !== undefined) {\n const { property, offset } = config.sequence;\n if (property === 'opacity') {\n const base = prototype.opacity ?? 1.0;\n el.opacity = Math.max(0, Math.min(1, base + i * offset));\n } else if (property === 'rotation') {\n const base = (prototype as any).rotation ?? 0;\n (el as any).rotation = base + i * offset;\n } else if (property === 'scale') {\n const factor = 1 + i * offset;\n el.width = Math.max(1, prototype.width * factor);\n el.height = Math.max(1, prototype.height * factor);\n } else if (property === 'x') {\n el.x += i * offset;\n } else if (property === 'y') {\n el.y += i * offset;\n }\n }\n\n elements.push(el);\n }\n\n return elements;\n}\n","/**\n * Constant-Velocity Spatial Motion Paths & Arc-Length Parameterization.\n *\n * Implements multi-segment cubic Bezier spatial trajectories with numerical\n * arc-length integration, ensuring constant pixel-speed traversal, tangent heading,\n * normal vectors, curvature, and seamless combination with temporal AE keyframe easing.\n */\n\nimport { evaluateKeyframeSegment, type KeyframeEase } from '../time/keyframe.js';\n\nexport type Vec2 = [number, number];\nexport type Vec3 = [number, number, number];\n\nexport interface PathWaypoint {\n /** Anchor position in 2D or 3D scene coordinates [x, y] or [x, y, z]. */\n point: Vec2 | Vec3;\n /** In-tangent handle relative to anchor point (vector pointing from handle to anchor or vice-versa). Default: [0, 0, 0] */\n inTangent?: Vec2 | Vec3;\n /** Out-tangent handle relative to anchor point (vector pointing from anchor toward next handle). Default: [0, 0, 0] */\n outTangent?: Vec2 | Vec3;\n}\n\nexport interface SpatialPathSample {\n /** Position on curve [x, y, z]. */\n position: Vec3;\n /** Normalized unit tangent vector [dx, dy, dz]. */\n tangent: Vec3;\n /** 2D heading angle in radians (atan2(dy, dx)). */\n heading: number;\n /** 2D unit normal vector [-dy, dx, 0]. */\n normal: Vec3;\n /** Instantaneous curvature kappa (1 / radius of curvature). */\n curvature: number;\n /** Distance traversed along the path in absolute units. */\n distance: number;\n}\n\ninterface SegmentSample {\n t: number;\n s: number;\n pos: Vec3;\n}\n\ninterface PathSegment {\n p0: Vec3;\n p1: Vec3;\n p2: Vec3;\n p3: Vec3;\n length: number;\n samples: SegmentSample[];\n}\n\nexport interface SpatialMotionPath {\n waypoints: PathWaypoint[];\n closed: boolean;\n totalLength: number;\n segments: PathSegment[];\n}\n\nfunction toVec3(p: Vec2 | Vec3 | undefined): Vec3 {\n if (!p) return [0, 0, 0];\n return [p[0], p[1], p[2] ?? 0];\n}\n\nfunction cubicPos(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = u * u * u;\n const b = 3 * u * u * t;\n const c = 3 * u * t * t;\n const d = t * t * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction cubicVel(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = -3 * u * u;\n const b = 3 * u * u - 6 * u * t;\n const c = 6 * u * t - 3 * t * t;\n const d = 3 * t * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction cubicAcc(p0: Vec3, p1: Vec3, p2: Vec3, p3: Vec3, t: number): Vec3 {\n const u = 1 - t;\n const a = 6 * u;\n const b = -12 * u + 6 * t;\n const c = 6 * u - 12 * t;\n const d = 6 * t;\n\n return [\n a * p0[0] + b * p1[0] + c * p2[0] + d * p3[0],\n a * p0[1] + b * p1[1] + c * p2[1] + d * p3[1],\n a * p0[2] + b * p1[2] + c * p2[2] + d * p3[2],\n ];\n}\n\nfunction dist3(a: Vec3, b: Vec3): number {\n const dx = b[0] - a[0];\n const dy = b[1] - a[1];\n const dz = b[2] - a[2];\n return Math.sqrt(dx * dx + dy * dy + dz * dz);\n}\n\n/**\n * Creates and compiles a constant-velocity SpatialMotionPath from a sequence of waypoints.\n * Computes fine-grained arc-length tables along all Bezier segments.\n */\nexport function createMotionPath(\n waypoints: PathWaypoint[],\n options?: { closed?: boolean; resolution?: number }\n): SpatialMotionPath {\n if (waypoints.length < 2) {\n throw new Error('SpatialMotionPath requires at least 2 waypoints.');\n }\n\n const closed = options?.closed ?? false;\n const segmentCount = closed ? waypoints.length : waypoints.length - 1;\n const segments: PathSegment[] = [];\n let totalLength = 0;\n\n for (let i = 0; i < segmentCount; i++) {\n const nextIdx = (i + 1) % waypoints.length;\n const w0 = waypoints[i];\n const w1 = waypoints[nextIdx];\n\n const p0 = toVec3(w0.point);\n const outT = toVec3(w0.outTangent);\n const p1: Vec3 = [p0[0] + outT[0], p0[1] + outT[1], p0[2] + outT[2]];\n\n const p3 = toVec3(w1.point);\n const inT = toVec3(w1.inTangent);\n const p2: Vec3 = [p3[0] + inT[0], p3[1] + inT[1], p3[2] + inT[2]];\n\n // Chord length estimate\n const chord = dist3(p0, p1) + dist3(p1, p2) + dist3(p2, p3);\n const stepCount = Math.max(16, Math.min(256, Math.ceil(chord / (options?.resolution ?? 2))));\n\n const samples: SegmentSample[] = [];\n let segLen = 0;\n let prev = p0;\n samples.push({ t: 0, s: 0, pos: p0 });\n\n for (let k = 1; k <= stepCount; k++) {\n const t = k / stepCount;\n const pos = cubicPos(p0, p1, p2, p3, t);\n segLen += dist3(prev, pos);\n samples.push({ t, s: segLen, pos });\n prev = pos;\n }\n\n segments.push({\n p0,\n p1,\n p2,\n p3,\n length: segLen,\n samples,\n });\n totalLength += segLen;\n }\n\n return {\n waypoints,\n closed,\n totalLength,\n segments,\n };\n}\n\n/**\n * Samples the spatial motion path at a normalized distance fraction [0..1].\n * Guarantees strictly constant pixel speed regardless of control handle asymmetry.\n */\nexport function sampleMotionPath(path: SpatialMotionPath, distanceFraction: number): SpatialPathSample {\n const clampedFraction = Math.max(0, Math.min(1, distanceFraction));\n const targetDistance = clampedFraction * path.totalLength;\n\n if (path.totalLength === 0) {\n const p = toVec3(path.waypoints[0].point);\n return {\n position: p,\n tangent: [1, 0, 0],\n heading: 0,\n normal: [0, 1, 0],\n curvature: 0,\n distance: 0,\n };\n }\n\n // Find target segment\n let accumulated = 0;\n let targetSeg = path.segments[0];\n let segDistance = targetDistance;\n\n for (const seg of path.segments) {\n if (accumulated + seg.length >= targetDistance || seg === path.segments[path.segments.length - 1]) {\n targetSeg = seg;\n segDistance = Math.max(0, Math.min(seg.length, targetDistance - accumulated));\n break;\n }\n accumulated += seg.length;\n }\n\n // Binary search for exact sample in target segment's arc length table\n const samples = targetSeg.samples;\n let low = 0;\n let high = samples.length - 1;\n\n while (low <= high) {\n const mid = (low + high) >> 1;\n if (samples[mid].s < segDistance) {\n low = mid + 1;\n } else {\n high = mid - 1;\n }\n }\n\n const idx = Math.max(0, Math.min(samples.length - 2, high));\n const s0 = samples[idx];\n const s1 = samples[idx + 1];\n\n const segRange = s1.s - s0.s;\n const factor = segRange > 1e-7 ? (segDistance - s0.s) / segRange : 0;\n const t = s0.t + factor * (s1.t - s0.t);\n\n // Evaluate exact position, velocity, acceleration at t\n const pos = cubicPos(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n const vel = cubicVel(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n const acc = cubicAcc(targetSeg.p0, targetSeg.p1, targetSeg.p2, targetSeg.p3, t);\n\n const speed = Math.sqrt(vel[0] * vel[0] + vel[1] * vel[1] + vel[2] * vel[2]);\n const safeSpeed = speed > 1e-6 ? speed : 1;\n const tangent: Vec3 = [vel[0] / safeSpeed, vel[1] / safeSpeed, vel[2] / safeSpeed];\n\n const heading = Math.atan2(tangent[1], tangent[0]);\n const normal: Vec3 = [-tangent[1], tangent[0], 0];\n\n // Curvature: kappa = |v x a| / |v|^3\n const cx = vel[1] * acc[2] - vel[2] * acc[1];\n const cy = vel[2] * acc[0] - vel[0] * acc[2];\n const cz = vel[0] * acc[1] - vel[1] * acc[0];\n const crossMag = Math.sqrt(cx * cx + cy * cy + cz * cz);\n const curvature = crossMag / (safeSpeed * safeSpeed * safeSpeed);\n\n return {\n position: pos,\n tangent,\n heading,\n normal,\n curvature,\n distance: targetDistance,\n };\n}\n\n/**\n * Samples a spatial motion path driven by elapsed time and AE keyframe velocity easing.\n * Combines spatial arc-length constancy with temporal speed curves.\n */\nexport function sampleMotionPathAtTime(\n path: SpatialMotionPath,\n time: number,\n duration: number,\n ease?: {\n easeIn?: KeyframeEase;\n easeOut?: KeyframeEase;\n }\n): SpatialPathSample {\n const distanceFraction = evaluateKeyframeSegment(\n 0,\n 1,\n duration,\n time,\n ease?.easeOut,\n ease?.easeIn\n );\n return sampleMotionPath(path, distanceFraction);\n}\n\n","import type { Scene, SceneMedia, Shot } from '../scene/types.js';\nimport { validateScene, type SceneIssue } from '../scene/validate.js';\nimport { simulateScene } from '../scene/player.js';\nimport type { Review } from '../scene/report.js';\nimport { applyRig, setRigWidget } from '../scene/rig.js';\n\nexport interface AgentToolDefinition {\n name: string;\n description: string;\n input_schema: Record<string, unknown>;\n}\n\nexport const FLAIR_AGENT_TOOLS: AgentToolDefinition[] = [\n {\n name: 'get_scene',\n description: 'Returns the current scene JSON (or a concise structural outline) and any static validation issues.',\n input_schema: {\n type: 'object',\n properties: {\n view: {\n type: 'string',\n enum: ['full', 'outline'],\n description:\n 'When \"outline\", returns scene hierarchy, timing, and framing without dense commands or raw media sources.',\n },\n },\n additionalProperties: false,\n },\n },\n {\n name: 'write_scene',\n description: 'Overwrites the entire scene with a new specification and validates it.',\n input_schema: {\n type: 'object',\n properties: {\n scene: {\n type: 'object',\n description:\n 'Full Scene object with name, stage, media, and shots. A shot camera frames a box {x, y, width, height} or elements {frame: [ids]}, and may add tilt, turn, roll (degrees, tilt/turn up to 75), perspective (default 1.2), motionBlur (0-3, 1 natural) and transition (\"move\" eases across, the default; \"whip\" whip-pans in; \"zoom\" punches through; \"cut\" jumps); angles persist until changed.',\n },\n },\n required: ['scene'],\n additionalProperties: false,\n },\n },\n {\n name: 'update_shot',\n description: 'Updates fields of a specific shot (1-based index) without rewriting the whole scene.',\n input_schema: {\n type: 'object',\n properties: {\n shot: { type: 'integer', minimum: 1, description: '1-based index of the shot to update.' },\n set: { type: 'object', description: 'Fields to set or replace on this shot.' },\n remove: {\n type: 'array',\n items: { type: 'string' },\n description: 'Field names to delete from this shot.',\n },\n },\n required: ['shot'],\n additionalProperties: false,\n },\n },\n {\n name: 'insert_shots',\n description: 'Inserts one or more shots at a given position.',\n input_schema: {\n type: 'object',\n properties: {\n after: {\n type: 'integer',\n minimum: 0,\n description: '0 to insert at the beginning, or 1-based index of shot to insert after.',\n },\n shots: {\n type: 'array',\n items: { type: 'object' },\n description: 'Array of Shot objects to insert.',\n },\n },\n required: ['after', 'shots'],\n additionalProperties: false,\n },\n },\n {\n name: 'delete_shots',\n description: 'Deletes one or more shots by 1-based index.',\n input_schema: {\n type: 'object',\n properties: {\n shots: {\n type: 'array',\n items: { type: 'integer', minimum: 1 },\n description: '1-based shot numbers to delete.',\n },\n },\n required: ['shots'],\n additionalProperties: false,\n },\n },\n {\n name: 'set_media',\n description: 'Adds, updates, or removes embedded media (e.g. bespoke WebGL shaders) by ID.',\n input_schema: {\n type: 'object',\n properties: {\n id: { type: 'string', description: 'Media identifier.' },\n media: {\n type: ['object', 'null'],\n description: 'SceneMedia object (e.g. { type: \"shader\", source: \"...\" }), or null to remove.',\n },\n },\n required: ['id', 'media'],\n additionalProperties: false,\n },\n },\n {\n name: 'preview_scene',\n description: 'Simulates the scene fast and off-screen, returning timing, layout checks, and review report.',\n input_schema: {\n type: 'object',\n properties: {},\n additionalProperties: false,\n },\n },\n {\n name: 'set_rig_widget',\n description: 'Adjusts a high-level creative rig widget (slider, popup, or toggle) and propagates parameters to shaders and elements.',\n input_schema: {\n type: 'object',\n properties: {\n name: { type: 'string', description: 'Rig widget identifier/name.' },\n value: {\n type: ['number', 'string', 'boolean'],\n description: 'New value (number for slider, string for popup, boolean for toggle).',\n },\n },\n required: ['name', 'value'],\n additionalProperties: false,\n },\n },\n];\n\nexport interface SceneOutlineShot {\n shot: number;\n caption?: string;\n title?: string;\n hold?: number;\n camera?: Shot['camera'];\n commandCount: number;\n effects?: string[];\n}\n\nexport interface SceneOutline {\n name: string;\n title?: string;\n description?: string;\n stage?: Scene['stage'];\n target?: Scene['target'];\n mediaIds: string[];\n shots: SceneOutlineShot[];\n}\n\nexport type SceneToolResult =\n | { ok: true; scene: Scene; outline?: SceneOutline; issues: SceneIssue[]; review?: Review }\n | { ok: false; error: string };\n\n/**\n * Pure state machine that applies tool operations to a Scene.\n */\nexport async function applySceneTool(\n scene: Scene,\n toolName: string,\n input: Record<string, any> = {},\n): Promise<SceneToolResult> {\n switch (toolName) {\n case 'get_scene': {\n const issues = validateScene(scene);\n if (input.view === 'outline') {\n const outline: SceneOutline = {\n name: scene.name,\n title: scene.title,\n description: scene.description,\n stage: scene.stage,\n target: scene.target,\n mediaIds: Object.keys(scene.media || {}),\n shots: scene.shots.map((s, i) => ({\n shot: i + 1,\n caption: s.caption,\n title: s.title,\n hold: s.hold,\n camera: s.camera,\n commandCount: s.run?.length ?? 0,\n effects: s.effects?.map((e) => e.type),\n })),\n };\n return { ok: true, scene, outline, issues };\n }\n return { ok: true, scene, issues };\n }\n\n case 'write_scene': {\n if (!input.scene || typeof input.scene !== 'object') {\n return { ok: false, error: 'Expected scene object in arguments.' };\n }\n const newScene = input.scene as Scene;\n const issues = validateScene(newScene);\n return { ok: true, scene: newScene, issues };\n }\n\n case 'update_shot': {\n const idx = input.shot - 1;\n if (idx < 0 || idx >= scene.shots.length) {\n return { ok: false, error: `Invalid shot number ${input.shot}; scene has ${scene.shots.length} shots.` };\n }\n const existing = scene.shots[idx]!;\n const updated: Record<string, any> = { ...existing, ...(input.set || {}) };\n if (Array.isArray(input.remove)) {\n for (const k of input.remove) {\n delete updated[k];\n }\n }\n const shots = [...scene.shots];\n shots[idx] = updated as Shot;\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'insert_shots': {\n const after = input.after ?? scene.shots.length;\n if (after < 0 || after > scene.shots.length) {\n return { ok: false, error: `Invalid after index ${after}.` };\n }\n if (!Array.isArray(input.shots) || input.shots.length === 0) {\n return { ok: false, error: 'Expected non-empty shots array to insert.' };\n }\n const shots = [...scene.shots.slice(0, after), ...input.shots, ...scene.shots.slice(after)];\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'delete_shots': {\n if (!Array.isArray(input.shots) || input.shots.length === 0) {\n return { ok: false, error: 'Expected non-empty shots array to delete.' };\n }\n const toDelete = new Set(input.shots.map((n: number) => n - 1));\n const shots = scene.shots.filter((_, i) => !toDelete.has(i));\n if (shots.length === 0) {\n return { ok: false, error: 'Cannot delete all shots in scene.' };\n }\n const newScene = { ...scene, shots };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'set_media': {\n if (!input.id || typeof input.id !== 'string') {\n return { ok: false, error: 'Expected string media id.' };\n }\n const media = { ...(scene.media || {}) };\n if (input.media === null) {\n delete media[input.id];\n } else {\n media[input.id] = input.media as SceneMedia;\n }\n const newScene = { ...scene, media };\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n }\n\n case 'preview_scene': {\n const { review } = await simulateScene(scene);\n return { ok: true, scene, issues: validateScene(scene), review };\n }\n\n case 'set_rig_widget': {\n if (!scene.rig || !scene.rig.widgets || !scene.rig.widgets[input.name]) {\n return { ok: false, error: `Scene does not have a rig widget named \"${input.name}\".` };\n }\n try {\n const updatedRig = setRigWidget(scene.rig, input.name, input.value);\n const newScene = applyRig(updatedRig, scene);\n return { ok: true, scene: newScene, issues: validateScene(newScene) };\n } catch (err: any) {\n return { ok: false, error: err.message || String(err) };\n }\n }\n\n default:\n return { ok: false, error: `Unknown tool name: ${toolName}` };\n }\n}\n","/**\n * Atomic Agent Multi-Tool Batching with Result Variable Substitution.\n * Inspired by EffectCraft's atomic batch execution protocol.\n *\n * Allows AI agents to execute multi-step modifications to a Scene in a single turn,\n * with atomic rollback on failure and cross-step variable substitution ($1.prop, $2.prop).\n */\n\nimport type { Scene } from '../scene/types.js';\nimport { applySceneTool, type SceneToolResult } from './tools.js';\n\nexport interface 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String(resolved);\n }\n }\n return fullMatch;\n });\n }\n\n if (Array.isArray(value)) {\n return value.map((item) => substituteVariables(item, stepResults));\n }\n\n if (value !== null && typeof value === 'object') {\n const copy: Record<string, any> = {};\n for (const [k, v] of Object.entries(value)) {\n copy[k] = substituteVariables(v, stepResults);\n }\n return copy;\n }\n\n return value;\n}\n\n/**\n * Executes an atomic batch of scene tools with transactional rollback.\n * If any step fails, the scene rolls back to the initial state and returns the failure.\n *\n * @param scene Initial scene state before batch.\n * @param commands Ordered array of tool commands to execute.\n */\nexport async function applySceneBatch(\n scene: Scene,\n commands: BatchCommand[],\n): Promise<BatchExecutionResult> {\n let currentScene = scene;\n const stepResults = new Map<number, SceneToolResult>();\n const executedSteps: BatchExecutionStepResult[] = [];\n\n for (let i = 0; i < commands.length; i++) {\n const stepNumber = i + 1; // 1-based indexing for user/agent ergonomics\n const cmd = commands[i]!;\n\n // Perform variable substitution using results of earlier steps\n const resolvedParams = substituteVariables(cmd.params || {}, stepResults);\n\n // Prevent recursive batch execution to avoid cycles\n if (cmd.tool === 'batch_scene_tool') {\n return {\n ok: false,\n scene, // Rollback\n steps: executedSteps,\n error: `Nested batch_scene_tool is not allowed at step ${stepNumber}.`,\n failedStep: stepNumber,\n };\n }\n\n const stepResult = await applySceneTool(currentScene, cmd.tool, resolvedParams);\n stepResults.set(stepNumber, stepResult);\n executedSteps.push({\n step: stepNumber,\n tool: cmd.tool,\n result: stepResult,\n });\n\n if (!stepResult.ok) {\n // Transactional rollback: discard intermediate scenes and return original\n return {\n ok: false,\n scene, // Rollback to initial\n steps: executedSteps,\n error: `Step ${stepNumber} (${cmd.tool}) failed: ${stepResult.error}`,\n 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package/dist/node.d.ts CHANGED
@@ -1,6 +1,6 @@
1
1
  import { C as ControlValue } from './controls-Ec6P0Vpy.js';
2
- import { S as SvgMotion } from './svg-BhRboN9q.js';
3
- import { E as EffectDefinition, V as VectorEffect } from './types-DUOMxZaq.js';
2
+ import { S as SvgMotion } from './svg-DaKRPA9v.js';
3
+ import { E as EffectDefinition, V as VectorEffect } from './types-wh28fXW4.js';
4
4
 
5
5
  /**
6
6
  * Finds a local Chrome or Chromium executable, or `null`: `CHROME_PATH` (or
@@ -158,8 +158,8 @@ interface VectorTimeline {
158
158
  };
159
159
  }
160
160
  /**
161
- * A vector effect's timeline: a loop plays and rests `hold` ms; a hover or
162
- * press trigger plays to the end, rests, and plays back; a click trigger is
161
+ * A vector effect's timeline: a loop plays and rests `hold` ms; a hover, press or
162
+ * scroll trigger plays to the end, rests, and plays back (a scroll down and up); a click trigger is
163
163
  * clicked through each of its steps (or, with none, clicked again after
164
164
  * each play-through).
165
165
  */
package/dist/node.js CHANGED
@@ -2,22 +2,22 @@ import {
2
2
  exportEffect,
3
3
  nodeSubjectValues,
4
4
  vectorTimeline
5
- } from "./chunk-GXP4YLAP.js";
5
+ } from "./chunk-MBKNTXQX.js";
6
6
  import {
7
7
  exportMotionGraphic,
8
8
  ffmpegPath,
9
9
  findChrome,
10
10
  planOutput
11
- } from "./chunk-JL6TI6II.js";
12
- import "./chunk-YBGRXVAE.js";
13
- import "./chunk-STKEKXCK.js";
14
- import "./chunk-VLQLRKGW.js";
15
- import "./chunk-H6VDFBIO.js";
16
- import "./chunk-RDU63CDO.js";
17
- import "./chunk-4LKAPRFM.js";
11
+ } from "./chunk-7KYQ4R76.js";
12
+ import "./chunk-X3C2VFTM.js";
13
+ import "./chunk-AUH3PEFW.js";
14
+ import "./chunk-KZYZX3V5.js";
15
+ import "./chunk-SMR2MJXB.js";
16
+ import "./chunk-HDYBY3PQ.js";
17
+ import "./chunk-6GFOLHCT.js";
18
18
  import "./chunk-EHDJ3CPJ.js";
19
19
  import "./chunk-VYOMXE6I.js";
20
- import "./chunk-PFGGPIMT.js";
20
+ import "./chunk-DA4UUSDO.js";
21
21
  import "./chunk-WMZQCUFJ.js";
22
22
  import "./chunk-ORAFCHX3.js";
23
23
  export {
@@ -1,11 +1,11 @@
1
1
  import * as react from 'react';
2
2
  import { HTMLAttributes } from 'react';
3
3
  import { C as ControlValue } from '../controls-Ec6P0Vpy.js';
4
- import { S as SvgMotion, a as SvgTrigger, C as Clock, b as SvgPlayer } from '../svg-BhRboN9q.js';
5
- import { E as EffectDefinition, V as VectorEffect$1 } from '../types-DUOMxZaq.js';
4
+ import { S as SvgMotion, a as SvgTrigger, C as Clock, b as SvgPlayer } from '../svg-DaKRPA9v.js';
5
+ import { E as EffectDefinition, V as VectorEffect$1 } from '../types-wh28fXW4.js';
6
6
  import { EffectSubject } from '../embed/index.js';
7
- import '../renderer-teaa98RE.js';
8
- import '../frames-VEcqa40g.js';
7
+ import '../renderer-tk1nbVkW.js';
8
+ import '../frames-CGJudAbu.js';
9
9
 
10
10
  /** When to leave the still in place of the animation. */
11
11
  type ReducedMotion = "user" | "always" | "never";