@pixerate/flair 0.7.0 → 0.9.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -0
- package/README.md +16 -9
- package/dist/catalog/index.d.ts +30 -4
- package/dist/catalog/index.js +4 -1
- package/dist/chunk-F754SFRY.js +4973 -0
- package/dist/chunk-F754SFRY.js.map +1 -0
- package/dist/chunk-OHW7UG6D.js +336 -0
- package/dist/chunk-OHW7UG6D.js.map +1 -0
- package/dist/chunk-P5TSANZY.js +1 -0
- package/dist/{chunk-YAAVMNHN.js → chunk-TDMD5XAU.js} +29 -3
- package/dist/chunk-TDMD5XAU.js.map +1 -0
- package/dist/editor/index.d.ts +2 -2
- package/dist/editor/index.js +4 -3
- package/dist/editor/index.js.map +1 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.js +14 -4
- package/dist/index.js.map +1 -1
- package/dist/{motion-BwIlugh1.d.ts → motion-Ce0lmzm3.d.ts} +28 -2
- package/dist/{types-CfIFlnMY.d.ts → types-CgHG5JLv.d.ts} +8 -2
- package/dist/vector/index.d.ts +30 -3
- package/dist/vector/index.js +14 -4
- package/package.json +1 -1
- package/dist/chunk-CFCLT2XL.js +0 -1
- package/dist/chunk-J2WIWT4J.js +0 -2275
- package/dist/chunk-J2WIWT4J.js.map +0 -1
- package/dist/chunk-YAAVMNHN.js.map +0 -1
- /package/dist/{chunk-CFCLT2XL.js.map → chunk-P5TSANZY.js.map} +0 -0
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// src/vector/morph.ts
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var CURVE_STEPS = 24;
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var TOKEN = /[MmLlHhVvCcSsQqTtAaZz]|-?(?:\d+\.?\d*|\.\d+)(?:e[-+]?\d+)?/gi;
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var ARGS = { m: 2, l: 2, h: 1, v: 1, c: 6, s: 4, q: 4, t: 2, a: 7, z: 0 };
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function flatten(d) {
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const stray = d.replace(TOKEN, "").replace(/[\s,]+/g, "");
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if (stray) throw new Error(`"${stray[0]}" is not a path command`);
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const tokens = d.match(TOKEN) ?? [];
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const rings = [];
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let ring = null;
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let x = 0;
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let y = 0;
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let startX = 0;
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let startY = 0;
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let cx = 0;
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let cy = 0;
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let prev = "";
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let i = 0;
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let command = "";
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const add = (px, py) => ring.points.push([px, py]);
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const begin = (px, py) => {
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if (ring && ring.points.length) rings.push(ring);
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ring = { points: [[px, py]], closed: false };
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};
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while (i < tokens.length) {
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if (/[a-z]/i.test(tokens[i])) command = tokens[i++];
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else if (!command) throw new Error(`"${tokens[i]}" needs a command (M, L, C, \u2026) before it`);
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const lower = command.toLowerCase();
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if (!(lower in ARGS)) throw new Error(`Unknown path command "${command}"`);
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const rel = command !== command.toUpperCase();
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const n = ARGS[lower];
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const args = tokens.slice(i, i + n).map(Number);
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if (args.length < n || args.some((v) => Number.isNaN(v))) break;
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i += n;
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const ox = rel ? x : 0;
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const oy = rel ? y : 0;
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if (lower === "z") {
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if (ring) {
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ring.closed = true;
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rings.push(ring);
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ring = null;
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}
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x = startX;
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y = startY;
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prev = "z";
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command = "";
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continue;
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}
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if (!ring) begin(x, y);
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switch (lower) {
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case "m":
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x = ox + args[0];
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y = oy + args[1];
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startX = x;
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startY = y;
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begin(x, y);
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command = rel ? "l" : "L";
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break;
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case "l":
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x = ox + args[0];
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y = oy + args[1];
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add(x, y);
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break;
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case "h":
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x = ox + args[0];
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add(x, y);
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break;
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case "v":
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y = (rel ? y : 0) + args[0];
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add(x, y);
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break;
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case "c":
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case "s": {
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let x1;
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let y1;
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let rest;
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if (lower === "c") {
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x1 = ox + args[0];
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y1 = oy + args[1];
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rest = args.slice(2);
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} else {
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const smooth = prev === "c" || prev === "s";
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x1 = smooth ? 2 * x - cx : x;
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y1 = smooth ? 2 * y - cy : y;
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rest = args;
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}
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const x2 = ox + rest[0];
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const y2 = oy + rest[1];
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const ex = ox + rest[2];
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const ey = oy + rest[3];
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for (let k = 1; k <= CURVE_STEPS; k++) {
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const t = k / CURVE_STEPS;
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const u = 1 - t;
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add(
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u * u * u * x + 3 * u * u * t * x1 + 3 * u * t * t * x2 + t * t * t * ex,
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u * u * u * y + 3 * u * u * t * y1 + 3 * u * t * t * y2 + t * t * t * ey
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);
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}
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cx = x2;
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cy = y2;
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x = ex;
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y = ey;
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break;
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}
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case "q":
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case "t": {
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let x1;
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let y1;
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let ex;
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let ey;
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if (lower === "q") {
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x1 = ox + args[0];
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y1 = oy + args[1];
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ex = ox + args[2];
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ey = oy + args[3];
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} else {
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const smooth = prev === "q" || prev === "t";
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x1 = smooth ? 2 * x - cx : x;
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y1 = smooth ? 2 * y - cy : y;
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ex = ox + args[0];
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ey = oy + args[1];
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}
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for (let k = 1; k <= CURVE_STEPS; k++) {
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const t = k / CURVE_STEPS;
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const u = 1 - t;
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add(u * u * x + 2 * u * t * x1 + t * t * ex, u * u * y + 2 * u * t * y1 + t * t * ey);
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}
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cx = x1;
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cy = y1;
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x = ex;
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y = ey;
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break;
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}
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case "a": {
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const ex = ox + args[5];
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const ey = oy + args[6];
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for (const p of arcPoints(x, y, args[0], args[1], args[2], args[3] !== 0, args[4] !== 0, ex, ey)) add(p[0], p[1]);
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x = ex;
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y = ey;
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break;
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}
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}
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prev = lower;
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}
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if (ring && ring.points.length) rings.push(ring);
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return rings.map((r) => {
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const [a, b] = [r.points[0], r.points[r.points.length - 1]];
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const closes = r.points.length > 2 && Math.hypot(a[0] - b[0], a[1] - b[1]) < 1e-6;
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return { points: closes ? r.points.slice(0, -1) : r.points, closed: r.closed || closes };
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}).filter((r) => r.points.length > 1);
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}
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function arcPoints(x1, y1, rx, ry, angle, large, sweep, x2, y2) {
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rx = Math.abs(rx);
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ry = Math.abs(ry);
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if (!rx || !ry || x1 === x2 && y1 === y2) return [[x2, y2]];
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const phi = angle * Math.PI / 180;
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const cos = Math.cos(phi);
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const sin = Math.sin(phi);
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const dx = (x1 - x2) / 2;
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const dy = (y1 - y2) / 2;
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const x1p = cos * dx + sin * dy;
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const y1p = -sin * dx + cos * dy;
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const lambda = x1p * x1p / (rx * rx) + y1p * y1p / (ry * ry);
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if (lambda > 1) {
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rx *= Math.sqrt(lambda);
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ry *= Math.sqrt(lambda);
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}
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const num = rx * rx * ry * ry - rx * rx * y1p * y1p - ry * ry * x1p * x1p;
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const den = rx * rx * y1p * y1p + ry * ry * x1p * x1p;
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const k = (large === sweep ? -1 : 1) * Math.sqrt(Math.max(0, num / den));
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const cxp = k * rx * y1p / ry;
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const cyp = -k * ry * x1p / rx;
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const cx = cos * cxp - sin * cyp + (x1 + x2) / 2;
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const cy = sin * cxp + cos * cyp + (y1 + y2) / 2;
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const theta = (ux, uy, vx, vy) => Math.atan2(ux * vy - uy * vx, ux * vx + uy * vy);
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const start = theta(1, 0, (x1p - cxp) / rx, (y1p - cyp) / ry);
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let delta = theta((x1p - cxp) / rx, (y1p - cyp) / ry, (-x1p - cxp) / rx, (-y1p - cyp) / ry);
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if (!sweep && delta > 0) delta -= 2 * Math.PI;
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if (sweep && delta < 0) delta += 2 * Math.PI;
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const steps = Math.max(2, Math.ceil(Math.abs(delta) / (Math.PI / 2) * (CURVE_STEPS / 2)));
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const out = [];
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for (let s = 1; s <= steps; s++) {
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const t = start + delta * s / steps;
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const px = rx * Math.cos(t);
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const py = ry * Math.sin(t);
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out.push([cos * px - sin * py + cx, sin * px + cos * py + cy]);
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}
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out[out.length - 1] = [x2, y2];
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return out;
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}
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function resample(ring, n) {
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const pts = ring.closed ? [...ring.points, ring.points[0]] : [...ring.points, ...ring.points.slice(0, -1).reverse()];
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const lengths = [0];
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for (let i = 1; i < pts.length; i++)
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lengths.push(lengths[i - 1] + Math.hypot(pts[i][0] - pts[i - 1][0], pts[i][1] - pts[i - 1][1]));
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const total = lengths[lengths.length - 1];
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if (total === 0) return Array.from({ length: n }, () => [pts[0][0], pts[0][1]]);
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const out = [];
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let j = 1;
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for (let k = 0; k < n; k++) {
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const at = k / n * total;
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while (j < lengths.length - 1 && lengths[j] < at) j++;
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const seg = lengths[j] - lengths[j - 1];
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const t = seg > 0 ? (at - lengths[j - 1]) / seg : 0;
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const a = pts[j - 1];
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const b = pts[j];
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out.push([a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]);
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}
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return out;
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}
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var signedArea = (pts) => {
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let sum = 0;
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for (let i = 0; i < pts.length; i++) {
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const a = pts[i];
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const b = pts[(i + 1) % pts.length];
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sum += a[0] * b[1] - b[0] * a[1];
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}
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return sum / 2;
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};
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var centroid = (pts) => {
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let x = 0;
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let y = 0;
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for (const p of pts) {
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x += p[0];
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y += p[1];
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}
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return [x / pts.length, y / pts.length];
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};
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function size(ring, pts) {
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const area = Math.abs(signedArea(pts));
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if (ring.closed && area > 0) return area;
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let length = 0;
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for (let i = 1; i < ring.points.length; i++)
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length += Math.hypot(ring.points[i][0] - ring.points[i - 1][0], ring.points[i][1] - ring.points[i - 1][1]);
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return length;
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}
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function assign(before, pieces, scale) {
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const out = before.map(() => null);
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const pairs = [];
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before.forEach((slot, s) => {
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if (!slot) return;
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pieces.forEach((p, i) => {
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const distance = Math.hypot(slot.centre[0] - p.centre[0], slot.centre[1] - p.centre[1]) / scale;
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const likeness = Math.abs(Math.log((slot.size + 1e-9) / (p.size + 1e-9)));
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pairs.push({ slot: s, piece: i, cost: distance + 0.5 * likeness });
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});
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});
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pairs.sort((a, b) => a.cost - b.cost);
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const used = /* @__PURE__ */ new Set();
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for (const { slot, piece } of pairs) {
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if (out[slot] || used.has(piece)) continue;
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out[slot] = pieces[piece];
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used.add(piece);
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}
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let free = 0;
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pieces.forEach((p, i) => {
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if (used.has(i)) return;
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while (out[free] || before[free]) free++;
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out[free] = p;
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});
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return out;
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}
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function align(ref, pts) {
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const n = pts.length;
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let best = pts;
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let bestCost = Infinity;
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for (const candidate of [pts, [...pts].reverse()]) {
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for (let shift = 0; shift < n; shift++) {
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let cost = 0;
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for (let k = 0; k < n && cost < bestCost; k++) {
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const a = ref[k];
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const b = candidate[(k + shift) % n];
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cost += (a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2;
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if (cost < bestCost) {
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bestCost = cost;
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best = candidate.slice(shift).concat(candidate.slice(0, shift));
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}
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}
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}
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return best;
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}
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function morphSequence(paths, options = {}) {
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const n = Math.max(8, Math.round(options.points ?? 72));
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const decimals = options.decimals ?? 2;
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const shapes = paths.map((d, i) => {
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let rings;
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try {
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rings = flatten(d);
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} catch (e) {
|
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throw new Error(`Path ${i + 1} cannot be read: ${e.message}`);
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}
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|
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if (!rings.length) throw new Error(`Path ${i + 1} draws nothing: give it at least two points`);
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return rings.map((r) => {
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const pts = resample(r, n);
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return { pts, centre: centroid(pts), size: size(r, pts) };
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});
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|
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});
|
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|
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if (!shapes.length) return [];
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300
|
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const slots = Math.max(...shapes.map((s) => s.length));
|
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301
|
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const xs = shapes.flat().flatMap((p) => p.pts.map((q) => q[0]));
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|
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const ys = shapes.flat().flatMap((p) => p.pts.map((q) => q[1]));
|
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const scale = Math.max(1e-6, Math.max(...xs) - Math.min(...xs), Math.max(...ys) - Math.min(...ys));
|
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|
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const first = [...shapes[0]].sort((a, b) => b.size - a.size);
|
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|
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const assigned = [[...first, ...Array(slots - first.length).fill(null)]];
|
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|
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for (let i = 1; i < shapes.length; i++) assigned.push(assign(assigned[i - 1], shapes[i], scale));
|
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|
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const resolved = assigned.map(
|
|
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|
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(shape, i) => shape.map((piece, s) => {
|
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|
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if (piece) return piece.pts;
|
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|
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for (let k = 1; k < shapes.length; k++) {
|
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|
+
const near = assigned[(i + k) % shapes.length][s] ?? assigned[(i - k + shapes.length) % shapes.length][s];
|
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312
|
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if (near) return Array.from({ length: n }, () => [near.centre[0], near.centre[1]]);
|
|
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|
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}
|
|
314
|
+
return Array.from({ length: n }, () => [0, 0]);
|
|
315
|
+
})
|
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|
+
);
|
|
317
|
+
for (let i = 1; i < resolved.length; i++)
|
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318
|
+
resolved[i] = resolved[i].map((pts, s) => align(resolved[i - 1][s], pts));
|
|
319
|
+
const num = (v) => {
|
|
320
|
+
const r = Number(v.toFixed(decimals));
|
|
321
|
+
return String(Object.is(r, -0) ? 0 : r);
|
|
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|
+
};
|
|
323
|
+
return resolved.map(
|
|
324
|
+
(shape) => shape.map((pts) => `M${pts.map((p) => `${num(p[0])} ${num(p[1])}`).join(" L")} Z`).join(" ")
|
|
325
|
+
);
|
|
326
|
+
}
|
|
327
|
+
function morphPaths(from, to, options = {}) {
|
|
328
|
+
const [a, b] = morphSequence([from, to], options);
|
|
329
|
+
return [a, b];
|
|
330
|
+
}
|
|
331
|
+
|
|
332
|
+
export {
|
|
333
|
+
morphSequence,
|
|
334
|
+
morphPaths
|
|
335
|
+
};
|
|
336
|
+
//# sourceMappingURL=chunk-OHW7UG6D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"sources":["../src/vector/morph.ts"],"sourcesContent":["/**\n * Shape morphing: any SVG paths turned into paths with the same structure, so\n * an `attrs` change on `d` (see `SvgAnimation`) blends one into the other\n * point by point. Pure functions of their arguments, with no DOM.\n */\n\ntype Point = [number, number];\n\n/** One piece of a path: its outline as points, and whether it closes. */\ninterface Ring {\n points: Point[];\n closed: boolean;\n}\n\nexport interface MorphOptions {\n /** Points per piece of the shape (default 72): more follows curves more closely. */\n points?: number;\n /** Decimals in the numbers written (default 2). */\n decimals?: number;\n}\n\n/** Segments a curve is split into before resampling. */\nconst CURVE_STEPS = 24;\n\nconst TOKEN = /[MmLlHhVvCcSsQqTtAaZz]|-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\n\n/** Arguments each command takes (repeated commands take them again). */\nconst ARGS: Record<string, number> = { m: 2, l: 2, h: 1, v: 1, c: 6, s: 4, q: 4, t: 2, a: 7, z: 0 };\n\n/**\n * The pieces of a path's `d` as outlines: lines kept, curves and arcs split\n * into short lines. Throws on a command it does not know.\n */\nfunction flatten(d: string): Ring[] {\n const stray = d.replace(TOKEN, \"\").replace(/[\\s,]+/g, \"\");\n if (stray) throw new Error(`\"${stray[0]}\" is not a path command`);\n const tokens = d.match(TOKEN) ?? [];\n const rings: Ring[] = [];\n // Typed by a cast: the helpers below assign it, which narrowing would miss.\n let ring = null as Ring | null;\n let x = 0;\n let y = 0;\n let startX = 0;\n let startY = 0;\n // The last control point, for S and T.\n let cx = 0;\n let cy = 0;\n let prev = \"\";\n let i = 0;\n let command = \"\";\n const add = (px: number, py: number) => ring!.points.push([px, py]);\n const begin = (px: number, py: number) => {\n if (ring && ring.points.length) rings.push(ring);\n ring = { points: [[px, py]], closed: false };\n };\n while (i < tokens.length) {\n if (/[a-z]/i.test(tokens[i]!)) command = tokens[i++]!;\n else if (!command) throw new Error(`\"${tokens[i]}\" needs a command (M, L, C, …) before it`);\n const lower = command.toLowerCase();\n if (!(lower in ARGS)) throw new Error(`Unknown path command \"${command}\"`);\n const rel = command !== command.toUpperCase();\n const n = ARGS[lower]!;\n const args = tokens.slice(i, i + n).map(Number);\n if (args.length < n || args.some((v) => Number.isNaN(v))) break;\n i += n;\n const ox = rel ? x : 0;\n const oy = rel ? y : 0;\n if (lower === \"z\") {\n if (ring) {\n ring.closed = true;\n rings.push(ring);\n ring = null;\n }\n x = startX;\n y = startY;\n prev = \"z\";\n // A Z takes no arguments: wait for the next command.\n command = \"\";\n continue;\n }\n if (!ring) begin(x, y);\n switch (lower) {\n case \"m\":\n x = ox + args[0]!;\n y = oy + args[1]!;\n startX = x;\n startY = y;\n begin(x, y);\n // Pairs after a moveto are linetos.\n command = rel ? \"l\" : \"L\";\n break;\n case \"l\":\n x = ox + args[0]!;\n y = oy + args[1]!;\n add(x, y);\n break;\n case \"h\":\n x = ox + args[0]!;\n add(x, y);\n break;\n case \"v\":\n y = (rel ? y : 0) + args[0]!;\n add(x, y);\n break;\n case \"c\":\n case \"s\": {\n let x1: number;\n let y1: number;\n let rest: number[];\n if (lower === \"c\") {\n x1 = ox + args[0]!;\n y1 = oy + args[1]!;\n rest = args.slice(2);\n } else {\n const smooth = prev === \"c\" || prev === \"s\";\n x1 = smooth ? 2 * x - cx : x;\n y1 = smooth ? 2 * y - cy : y;\n rest = args;\n }\n const x2 = ox + rest[0]!;\n const y2 = oy + rest[1]!;\n const ex = ox + rest[2]!;\n const ey = oy + rest[3]!;\n for (let k = 1; k <= CURVE_STEPS; k++) {\n const t = k / CURVE_STEPS;\n const u = 1 - t;\n add(\n u * u * u * x + 3 * u * u * t * x1 + 3 * u * t * t * x2 + t * t * t * ex,\n u * u * u * y + 3 * u * u * t * y1 + 3 * u * t * t * y2 + t * t * t * ey,\n );\n }\n cx = x2;\n cy = y2;\n x = ex;\n y = ey;\n break;\n }\n case \"q\":\n case \"t\": {\n let x1: number;\n let y1: number;\n let ex: number;\n let ey: number;\n if (lower === \"q\") {\n x1 = ox + args[0]!;\n y1 = oy + args[1]!;\n ex = ox + args[2]!;\n ey = oy + args[3]!;\n } else {\n const smooth = prev === \"q\" || prev === \"t\";\n x1 = smooth ? 2 * x - cx : x;\n y1 = smooth ? 2 * y - cy : y;\n ex = ox + args[0]!;\n ey = oy + args[1]!;\n }\n for (let k = 1; k <= CURVE_STEPS; k++) {\n const t = k / CURVE_STEPS;\n const u = 1 - t;\n add(u * u * x + 2 * u * t * x1 + t * t * ex, u * u * y + 2 * u * t * y1 + t * t * ey);\n }\n cx = x1;\n cy = y1;\n x = ex;\n y = ey;\n break;\n }\n case \"a\": {\n const ex = ox + args[5]!;\n const ey = oy + args[6]!;\n for (const p of arcPoints(x, y, args[0]!, args[1]!, args[2]!, args[3]! !== 0, args[4]! !== 0, ex, ey)) add(p[0], p[1]);\n x = ex;\n y = ey;\n break;\n }\n }\n prev = lower;\n }\n if (ring && ring.points.length) rings.push(ring);\n return rings\n .map((r) => {\n // A ring that ends where it starts is closed, Z or not.\n const [a, b] = [r.points[0]!, r.points[r.points.length - 1]!];\n const closes = r.points.length > 2 && Math.hypot(a[0] - b[0], a[1] - b[1]) < 1e-6;\n return { points: closes ? r.points.slice(0, -1) : r.points, closed: r.closed || closes };\n })\n .filter((r) => r.points.length > 1);\n}\n\n/** Points along an SVG arc (endpoint form), not including its start. */\nfunction arcPoints(\n x1: number,\n y1: number,\n rx: number,\n ry: number,\n angle: number,\n large: boolean,\n sweep: boolean,\n x2: number,\n y2: number,\n): Point[] {\n rx = Math.abs(rx);\n ry = Math.abs(ry);\n if (!rx || !ry || (x1 === x2 && y1 === y2)) return [[x2, y2]];\n const phi = (angle * Math.PI) / 180;\n const cos = Math.cos(phi);\n const sin = Math.sin(phi);\n const dx = (x1 - x2) / 2;\n const dy = (y1 - y2) / 2;\n const x1p = cos * dx + sin * dy;\n const y1p = -sin * dx + cos * dy;\n // Radii too small to reach are scaled up, as SVG says.\n const lambda = (x1p * x1p) / (rx * rx) + (y1p * y1p) / (ry * ry);\n if (lambda > 1) {\n rx *= Math.sqrt(lambda);\n ry *= Math.sqrt(lambda);\n }\n const num = rx * rx * ry * ry - rx * rx * y1p * y1p - ry * ry * x1p * x1p;\n const den = rx * rx * y1p * y1p + ry * ry * x1p * x1p;\n const k = (large === sweep ? -1 : 1) * Math.sqrt(Math.max(0, num / den));\n const cxp = (k * rx * y1p) / ry;\n const cyp = (-k * ry * x1p) / rx;\n const cx = cos * cxp - sin * cyp + (x1 + x2) / 2;\n const cy = sin * cxp + cos * cyp + (y1 + y2) / 2;\n const theta = (ux: number, uy: number, vx: number, vy: number) =>\n Math.atan2(ux * vy - uy * vx, ux * vx + uy * vy);\n const start = theta(1, 0, (x1p - cxp) / rx, (y1p - cyp) / ry);\n let delta = theta((x1p - cxp) / rx, (y1p - cyp) / ry, (-x1p - cxp) / rx, (-y1p - cyp) / ry);\n if (!sweep && delta > 0) delta -= 2 * Math.PI;\n if (sweep && delta < 0) delta += 2 * Math.PI;\n const steps = Math.max(2, Math.ceil((Math.abs(delta) / (Math.PI / 2)) * (CURVE_STEPS / 2)));\n const out: Point[] = [];\n for (let s = 1; s <= steps; s++) {\n const t = start + (delta * s) / steps;\n const px = rx * Math.cos(t);\n const py = ry * Math.sin(t);\n out.push([cos * px - sin * py + cx, sin * px + cos * py + cy]);\n }\n out[out.length - 1] = [x2, y2];\n return out;\n}\n\n/**\n * `n` points evenly spaced along a ring. A closed ring goes round once; an\n * open one (a stroke) is resampled as closed by going there and back, so it\n * can turn into a closed shape.\n */\nfunction resample(ring: Ring, n: number): Point[] {\n const pts = ring.closed ? [...ring.points, ring.points[0]!] : [...ring.points, ...ring.points.slice(0, -1).reverse()];\n const lengths = [0];\n for (let i = 1; i < pts.length; i++)\n lengths.push(lengths[i - 1]! + Math.hypot(pts[i]![0] - pts[i - 1]![0], pts[i]![1] - pts[i - 1]![1]));\n const total = lengths[lengths.length - 1]!;\n if (total === 0) return Array.from({ length: n }, () => [pts[0]![0], pts[0]![1]] as Point);\n const out: Point[] = [];\n let j = 1;\n for (let k = 0; k < n; k++) {\n const at = (k / n) * total;\n while (j < lengths.length - 1 && lengths[j]! < at) j++;\n const seg = lengths[j]! - lengths[j - 1]!;\n const t = seg > 0 ? (at - lengths[j - 1]!) / seg : 0;\n const a = pts[j - 1]!;\n const b = pts[j]!;\n out.push([a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]);\n }\n return out;\n}\n\nconst signedArea = (pts: Point[]) => {\n let sum = 0;\n for (let i = 0; i < pts.length; i++) {\n const a = pts[i]!;\n const b = pts[(i + 1) % pts.length]!;\n sum += a[0] * b[1] - b[0] * a[1];\n }\n return sum / 2;\n};\n\nconst centroid = (pts: Point[]): Point => {\n let x = 0;\n let y = 0;\n for (const p of pts) {\n x += p[0];\n y += p[1];\n }\n return [x / pts.length, y / pts.length];\n};\n\n/** How big a piece is: its area, or for a stroke its length times a little. */\nfunction size(ring: Ring, pts: Point[]): number {\n const area = Math.abs(signedArea(pts));\n if (ring.closed && area > 0) return area;\n let length = 0;\n for (let i = 1; i < ring.points.length; i++)\n length += Math.hypot(ring.points[i]![0] - ring.points[i - 1]![0], ring.points[i]![1] - ring.points[i - 1]![1]);\n return length;\n}\n\ninterface Piece {\n pts: Point[];\n centre: Point;\n size: number;\n}\n\n/**\n * Pairs the pieces of one shape with the slots of the shape before it,\n * nearest and most alike first: a slot left over is empty (a piece that\n * shrinks away), and a piece left over takes an empty slot (it grows).\n */\nfunction assign(before: (Piece | null)[], pieces: Piece[], scale: number): (Piece | null)[] {\n const out: (Piece | null)[] = before.map(() => null);\n const pairs: { slot: number; piece: number; cost: number }[] = [];\n before.forEach((slot, s) => {\n if (!slot) return;\n pieces.forEach((p, i) => {\n const distance = Math.hypot(slot.centre[0] - p.centre[0], slot.centre[1] - p.centre[1]) / scale;\n const likeness = Math.abs(Math.log((slot.size + 1e-9) / (p.size + 1e-9)));\n pairs.push({ slot: s, piece: i, cost: distance + 0.5 * likeness });\n });\n });\n pairs.sort((a, b) => a.cost - b.cost);\n const used = new Set<number>();\n for (const { slot, piece } of pairs) {\n if (out[slot] || used.has(piece)) continue;\n out[slot] = pieces[piece]!;\n used.add(piece);\n }\n let free = 0;\n pieces.forEach((p, i) => {\n if (used.has(i)) return;\n while (out[free] || before[free]) free++;\n out[free] = p;\n });\n return out;\n}\n\n/** `pts` turned and started so it lines up with `ref` point by point (the shortest moves). */\nfunction align(ref: Point[], pts: Point[]): Point[] {\n const n = pts.length;\n let best = pts;\n let bestCost = Infinity;\n for (const candidate of [pts, [...pts].reverse()]) {\n for (let shift = 0; shift < n; shift++) {\n let cost = 0;\n for (let k = 0; k < n && cost < bestCost; k++) {\n const a = ref[k]!;\n const b = candidate[(k + shift) % n]!;\n cost += (a[0] - b[0]) ** 2 + (a[1] - b[1]) ** 2;\n }\n if (cost < bestCost) {\n bestCost = cost;\n best = candidate.slice(shift).concat(candidate.slice(0, shift));\n }\n }\n }\n return best;\n}\n\n/**\n * Paths with one structure for a sequence of shapes, so each blends into the\n * next (and the last into the first) with `attrs: { d: [a, b] }`. Any path\n * commands work, curves and arcs included, and shapes can have different\n * numbers of pieces (an icon's parts, a letter's holes): pieces are paired by\n * position and size, and one without a partner grows from or shrinks to a\n * point. Draw the results with `fill-rule=\"evenodd\"`, since a piece's\n * direction can change. Throws a sentence when a path cannot be read.\n */\nexport function morphSequence(paths: readonly string[], options: MorphOptions = {}): string[] {\n const n = Math.max(8, Math.round(options.points ?? 72));\n const decimals = options.decimals ?? 2;\n const shapes = paths.map((d, i) => {\n let rings: Ring[];\n try {\n rings = flatten(d);\n } catch (e) {\n throw new Error(`Path ${i + 1} cannot be read: ${(e as Error).message}`);\n }\n if (!rings.length) throw new Error(`Path ${i + 1} draws nothing: give it at least two points`);\n return rings.map((r): Piece => {\n const pts = resample(r, n);\n return { pts, centre: centroid(pts), size: size(r, pts) };\n });\n });\n if (!shapes.length) return [];\n const slots = Math.max(...shapes.map((s) => s.length));\n // How far apart counts as far, from the shapes' extent.\n const xs = shapes.flat().flatMap((p) => p.pts.map((q) => q[0]));\n const ys = shapes.flat().flatMap((p) => p.pts.map((q) => q[1]));\n const scale = Math.max(1e-6, Math.max(...xs) - Math.min(...xs), Math.max(...ys) - Math.min(...ys));\n // Biggest pieces first, so the main outlines keep the first slots.\n const first = [...shapes[0]!].sort((a, b) => b.size - a.size);\n const assigned: (Piece | null)[][] = [[...first, ...Array<null>(slots - first.length).fill(null)]];\n for (let i = 1; i < shapes.length; i++) assigned.push(assign(assigned[i - 1]!, shapes[i]!, scale));\n // An empty slot is a point: where the piece in that slot is in the nearest shape that has one.\n const resolved = assigned.map((shape, i) =>\n shape.map((piece, s): Point[] => {\n if (piece) return piece.pts;\n for (let k = 1; k < shapes.length; k++) {\n const near = assigned[(i + k) % shapes.length]![s] ?? assigned[(i - k + shapes.length) % shapes.length]![s];\n if (near) return Array.from({ length: n }, () => [near.centre[0], near.centre[1]] as Point);\n }\n return Array.from({ length: n }, () => [0, 0] as Point);\n }),\n );\n for (let i = 1; i < resolved.length; i++)\n resolved[i] = resolved[i]!.map((pts, s) => align(resolved[i - 1]![s]!, pts));\n const num = (v: number) => {\n const r = Number(v.toFixed(decimals));\n return String(Object.is(r, -0) ? 0 : r);\n };\n return resolved.map((shape) =>\n shape.map((pts) => `M${pts.map((p) => `${num(p[0])} ${num(p[1])}`).join(\" L\")} Z`).join(\" \"),\n );\n}\n\n/**\n * Two paths turned into paths with one structure, so `attrs: { d: [from, to] }`\n * blends one into the other (see {@link morphSequence}).\n */\nexport function morphPaths(from: string, to: string, options: MorphOptions = {}): [string, string] {\n const [a, b] = morphSequence([from, to], options);\n return [a!, 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@@ -0,0 +1 @@
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1
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+
//# sourceMappingURL=chunk-P5TSANZY.js.map
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@@ -77,6 +77,23 @@ function stepData(states, steps, timeMs, options = {}) {
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|
77
77
|
const u = stepProgress(steps, timeMs, last, options);
|
|
78
78
|
return lerpData(states[last - 1], to, u, options.keyOf);
|
|
79
79
|
}
|
|
80
|
+
var SCRAMBLE_MS = 50;
|
|
81
|
+
function writtenText(text, u, options = {}) {
|
|
82
|
+
const letters = Array.from(text);
|
|
83
|
+
const shown = Math.round(clamp01(u) * letters.length);
|
|
84
|
+
let out = letters.slice(0, shown).join("");
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`${where} changes nothing: give \`attrs\`, \`draw\`, \`count\`, \`view\` or \`along\``
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issues.push(`${where}: \`count\` is [from, to]`);
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@@ -601,6 +625,8 @@ export {
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defaultDataKey,
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@@ -613,4 +639,4 @@ export {
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};
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//# sourceMappingURL=chunk-
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|
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//# sourceMappingURL=chunk-TDMD5XAU.js.map
|
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@@ -0,0 +1 @@
|
|
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1
|
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{"version":3,"sources":["../src/vector/motion.ts","../src/vector/svg.ts"],"sourcesContent":["/**\n * Vector motion: animated SVG pictures described as data. A picture changes in\n * steps (step 0 when it starts, step n at `steps[n - 1]` ms), and everything\n * here is a pure function of its arguments, so a frame comes out the same\n * however it is reached (played, stepped for a recording, or seeked).\n */\n\n/** Easing curves by name. */\nexport const EASES = {\n linear: (t: number) => t,\n \"in-out\": (t: number) => (t < 0.5 ? 4 * t * t * t : 1 - (-2 * t + 2) ** 3 / 2),\n out: (t: number) => 1 - (1 - t) ** 3,\n} as const;\n\nexport type EaseName = keyof typeof EASES;\n\n/** How long a change takes by default, in ms. */\nexport const STEP_MS = 800;\n\nconst clamp01 = (t: number) => (t < 0 ? 0 : t > 1 ? 1 : t);\n\n/**\n * When `step` starts, in ms since the media started (step 0 at 0, step n at\n * `steps[n - 1]`), or undefined if it has not started yet.\n */\nexport function stepStart(steps: readonly number[], step: number): number | undefined {\n if (step <= 0) return 0;\n return steps[step - 1];\n}\n\n/**\n * How far a change that plays on `step` (after `delay` ms, over `ms`) has\n * got at `timeMs`, eased: 0 before it starts, 1 once it is over.\n */\nexport function stepProgress(\n steps: readonly number[],\n timeMs: number,\n step: number,\n options: { delay?: number; ms?: number; ease?: EaseName } = {},\n): number {\n const start = stepStart(steps, step);\n if (start === undefined) return 0;\n const from = start + (options.delay ?? 0);\n const ms = options.ms ?? STEP_MS;\n const t = ms > 0 ? clamp01((timeMs - from) / ms) : timeMs >= from ? 1 : 0;\n return EASES[options.ease ?? \"in-out\"](t);\n}\n\n/** The key an item in a list of data keeps from one state to the next. */\nexport type DataKey = (item: unknown, index: number) => string;\n\n/**\n * Keys items by their `id`, `key`, `name` or `label` (or a link's `source`\n * and `target`), else by position.\n */\nexport const defaultDataKey: DataKey = (item, index) => {\n if (item && typeof item === \"object\") {\n const o = item as Record<string, unknown>;\n if (o.source !== undefined && o.target !== undefined)\n return `${String(o.source)}→${String(o.target)}`;\n for (const k of [\"id\", \"key\", \"name\", \"label\"])\n if (typeof o[k] === \"string\" || typeof o[k] === \"number\") return String(o[k]);\n }\n return String(index);\n};\n\n/** Every number in `value` times `k`, so an item can grow from or shrink to nothing. */\nfunction scaled(value: unknown, k: number): unknown {\n if (typeof value === \"number\") return value * k;\n if (Array.isArray(value)) return value.map((v) => scaled(v, k));\n if (value && typeof value === \"object\")\n return Object.fromEntries(Object.entries(value).map(([key, v]) => [key, scaled(v, k)]));\n return value;\n}\n\n/**\n * Data between two states, `u` of the way from `a` to `b`. Numbers blend;\n * lists match their items by key (`keyOf`), so each keeps its identity and\n * moves rather than jumping, with items only in `b` growing from nothing and\n * items only in `a` shrinking away; objects blend field by field; anything\n * else changes halfway.\n */\nexport function lerpData<D>(a: D, b: D, u: number, keyOf: DataKey = defaultDataKey): D {\n if (u <= 0) return a;\n if (u >= 1) return b;\n return blend(a, b, u, keyOf) as D;\n}\n\nfunction blend(a: unknown, b: unknown, u: number, keyOf: DataKey): unknown {\n if (typeof a === \"number\" && typeof b === \"number\") return a + (b - a) * u;\n if (Array.isArray(a) && Array.isArray(b)) {\n const before = new Map(a.map((item, i) => [keyOf(item, i), item]));\n const after = new Set(b.map((item, i) => keyOf(item, i)));\n const out: unknown[] = b.map((item, i) => {\n const key = keyOf(item, i);\n return before.has(key) ? blend(before.get(key), item, u, keyOf) : scaled(item, u);\n });\n a.forEach((item, i) => {\n if (!after.has(keyOf(item, i))) out.push(scaled(item, 1 - u));\n });\n return out;\n }\n if (a && b && typeof a === \"object\" && typeof b === \"object\") {\n const ao = a as Record<string, unknown>;\n const bo = b as Record<string, unknown>;\n return Object.fromEntries(\n [...new Set([...Object.keys(ao), ...Object.keys(bo)])].map((k) => [\n k,\n k in ao && k in bo\n ? blend(ao[k], bo[k], u, keyOf)\n : k in bo\n ? scaled(bo[k], u)\n : scaled(ao[k], 1 - u),\n ]),\n );\n }\n return u < 0.5 ? a : b;\n}\n\n/**\n * The data to show at `timeMs`, for media whose data has a state per step:\n * `states[n]` is shown from step n (the last one stays), reached by moving\n * from the state before it over `ms`.\n */\nexport function stepData<D>(\n states: readonly D[],\n steps: readonly number[],\n timeMs: number,\n options: { ms?: number; ease?: EaseName; keyOf?: DataKey } = {},\n): D {\n const last = Math.min(steps.length, states.length - 1);\n const to = states[last]!;\n if (last === 0) return to;\n const u = stepProgress(steps, timeMs, last, options);\n return lerpData(states[last - 1]!, to, u, options.keyOf);\n}\n\n// ── SVG media ──────────────────────────────────────────────────────────\n\n/**\n * An animated SVG picture: markup plus changes to its elements. Draw it with\n * `SvgPlayer` (or `svgView`), or compute frames yourself with `svgFrame`.\n */\nexport interface SvgMotion {\n /** One self-contained `<svg>` with a `viewBox`: no scripts, no outside links. */\n svg: string;\n /** Changes to its elements, each on a step. */\n animate?: SvgAnimation[];\n}\n\n/** A box in an SVG's `viewBox` units: `[x, y, width, height]`. */\nexport type SvgBox = readonly [number, number, number, number];\n\n/** A change to one element of an {@link SvgMotion}, or (with `view`) to the whole picture. */\nexport interface SvgAnimation {\n /** The element's `id` in the SVG (not needed for `view`). */\n id?: string;\n /** The step it plays on: 0 (default) when the media starts, 1 with the next shot, and so on. */\n step?: number;\n /** Ms after the step starts. */\n delay?: number;\n /** How long it takes, in ms (default {@link STEP_MS}). */\n ms?: number;\n ease?: EaseName;\n /**\n * Attributes from one value to another: numbers, colours (`#rrggbb`), or\n * strings whose numbers change while the rest stays the same (a path's\n * `d`, a `transform`, `points`).\n */\n attrs?: Record<string, readonly [string | number, string | number]>;\n /** Draws a line or outline on along its length, from 0 to 1 (or between two fractions). */\n draw?: boolean | readonly [number, number];\n /**\n * Zooms and pans the whole picture to frame a box (`[x, y, width, height]`\n * in the `viewBox`'s units) or an element by id (with a margin round it),\n * from where the last `view` left it (at first, the whole `viewBox`).\n */\n view?: SvgBox | string;\n /**\n * Moves the element along a path (by id) from its start to its end, or\n * between the fractions in `at`; draw the element round (0, 0), like a\n * circle at `cx=\"0\" cy=\"0\"`.\n */\n along?: string;\n /** How far along the path `along` moves the element, from and to (default [0, 1]). */\n at?: readonly [number, number];\n /** Counts the element's text from one number to the other. */\n count?: readonly [number, number];\n /** How a count is written: `{n}` stands for the number (\"{n}%\", \"$ {n}M\"). */\n format?: string;\n /** Decimals in a count (default 0). */\n decimals?: number;\n /**\n * Writes this text into the element letter by letter: none of it when the\n * change starts, all of it when it ends (a typewriter).\n */\n write?: string;\n /**\n * With `write`: letters not yet written show characters picked from this\n * string, changing every {@link SCRAMBLE_MS} ms, so the text decodes\n * rather than types. The same time always picks the same characters.\n */\n scramble?: string;\n /** With `write`: shown after the written letters while it writes (\"▌\", \"|\"). */\n caret?: string;\n}\n\n/** How often scrambled letters change, in ms (see `SvgAnimation.scramble`). */\nexport const SCRAMBLE_MS = 50;\n\n/**\n * `text` with `u` (0–1) of its letters written (see `SvgAnimation.write`):\n * the rest scrambled from `scramble` (picked by `timeMs`) or left off, then\n * the caret while it is unfinished. Letters are code points, so emoji and\n * accents are never split.\n */\nexport function writtenText(\n text: string,\n u: number,\n options: { scramble?: string; caret?: string; timeMs?: number } = {},\n): string {\n const letters = Array.from(text);\n const shown = Math.round(clamp01(u) * letters.length);\n let out = letters.slice(0, shown).join(\"\");\n const pool = Array.from(options.scramble ?? \"\");\n if (pool.length) {\n const tick = Math.floor((options.timeMs ?? 0) / SCRAMBLE_MS);\n for (let i = shown; i < letters.length; i++)\n out += /\\s/.test(letters[i]!) ? letters[i] : pool[Math.floor(noise(i, tick) * pool.length)];\n }\n return shown < letters.length && options.caret ? out + options.caret : out;\n}\n\n/** A repeatable 0–1 number for a letter at a tick. */\nfunction noise(i: number, tick: number): number {\n const x = Math.sin(i * 127.1 + tick * 311.7) * 43758.5453;\n return x - Math.floor(x);\n}\n\n/** What one element of an animated SVG shows at a time. */\nexport interface SvgElementFrame {\n attrs: Record<string, string>;\n /** How much of its length is drawn, 0–1. */\n draw?: number;\n text?: string;\n /** Where it is along a path: the path's id and the fraction of its length. */\n along?: { path: string; at: number };\n /**\n * The whole picture's framing (on the frame for {@link SVG_PICTURE}): `u`\n * of the way from one view to the next, `null` being the whole `viewBox`.\n */\n view?: { from: SvgBox | string | null; to: SvgBox | string; u: number };\n}\n\n/** The key of the whole picture's frame in {@link svgFrame}'s result (for `view`). */\nexport const SVG_PICTURE = \"\";\n\nconst NUMBER = /-?(?:\\d+\\.?\\d*|\\.\\d+)(?:e[-+]?\\d+)?/gi;\nconst HEX = /^#([0-9a-f]{3}|[0-9a-f]{6})$/i;\n\nfunction rgb(hex: string): [number, number, number] {\n let h = hex.slice(1);\n if (h.length === 3) h = [...h].map((c) => c + c).join(\"\");\n return [0, 2, 4].map((i) => parseInt(h.slice(i, i + 2), 16)) as [number, number, number];\n}\n\nconst round = (n: number) => Math.round(n * 1000) / 1000;\n\n/** A value `u` of the way between two attribute values (see `SvgAnimation.attrs`). */\nexport function lerpAttr(a: string | number, b: string | number, u: number): string {\n if (typeof a === \"number\" && typeof b === \"number\") return String(round(a + (b - a) * u));\n const sa = String(a);\n const sb = String(b);\n if (HEX.test(sa) && HEX.test(sb)) {\n const [ca, cb] = [rgb(sa), rgb(sb)];\n return `#${ca\n .map((c, i) =>\n Math.round(c + (cb[i]! - c) * u)\n .toString(16)\n .padStart(2, \"0\"),\n )\n .join(\"\")}`;\n }\n const na = sa.match(NUMBER) ?? [];\n const nb = sb.match(NUMBER) ?? [];\n if (na.length && na.length === nb.length && sa.replace(NUMBER, \"#\") === sb.replace(NUMBER, \"#\")) {\n let i = 0;\n return sa.replace(NUMBER, () => {\n const v = Number(na[i]) + (Number(nb[i]) - Number(na[i])) * u;\n i++;\n return String(round(v));\n });\n }\n return u < 0.5 ? sa : sb;\n}\n\n/** Formats a number for a count animation (`{n}` stands for the rounded number). */\nexport function formatCount(\n value: number,\n options: { decimals?: number; format?: string } = {},\n): string {\n const n = value.toFixed(options.decimals ?? 0);\n return (options.format ?? \"{n}\").replace(\"{n}\", n);\n}\n\nconst startOf = (a: SvgAnimation, steps: readonly number[]) => {\n const s = stepStart(steps, a.step ?? 0);\n return s === undefined ? Infinity : s + (a.delay ?? 0);\n};\n\n/**\n * What each animated element shows at `timeMs`. For each attribute (or\n * line, count or writing) the latest change to have started wins; before the first\n * one starts, the element shows that change's starting value, so something\n * that grows in later is hidden until then.\n */\nexport function svgFrame(\n animations: readonly SvgAnimation[],\n steps: readonly number[],\n timeMs: number,\n): Map<string, SvgElementFrame> {\n // Each property's changes in the order they start (ties: list order).\n const tracks = new Map<string, { anim: SvgAnimation; start: number; index: number }[]>();\n const add = (prop: string, anim: SvgAnimation, index: number) => {\n const key = `${prop === \"view\" ? SVG_PICTURE : anim.id}\\u0000${prop}`;\n const list = tracks.get(key) ?? [];\n list.push({ anim, start: startOf(anim, steps), index });\n tracks.set(key, list);\n };\n animations.forEach((a, i) => {\n for (const name of Object.keys(a.attrs ?? {})) add(`@${name}`, a, i);\n if (a.draw) add(\"draw\", a, i);\n if (a.count) add(\"count\", a, i);\n if (a.write !== undefined) add(\"count\", a, i);\n if (a.view !== undefined) add(\"view\", a, i);\n if (a.along) add(\"along\", a, i);\n });\n const frames = new Map<string, SvgElementFrame>();\n for (const [key, list] of tracks) {\n list.sort((x, y) => x.start - y.start || x.index - y.index);\n const [id, prop] = key.split(\"\\u0000\") as [string, string];\n const started = list.filter((c) => c.start <= timeMs);\n const current = started[started.length - 1];\n const anim = (current ?? list[0]!).anim;\n const u = current\n ? stepProgress(steps, timeMs, anim.step ?? 0, {\n delay: anim.delay,\n ms: anim.ms,\n ease: anim.ease,\n })\n : 0;\n const frame = frames.get(id) ?? { attrs: {} };\n if (prop === \"view\") {\n // From where the change before it left the picture.\n const before = current ? list[list.indexOf(current) - 1] : undefined;\n frame.view = { from: before?.anim.view ?? null, to: anim.view!, u };\n } else if (prop === \"along\") {\n const [a, b] = anim.at ?? [0, 1];\n frame.along = { path: anim.along!, at: a + (b - a) * u };\n } else if (prop.startsWith(\"@\")) {\n const [a, b] = anim.attrs![prop.slice(1)]!;\n frame.attrs[prop.slice(1)] = lerpAttr(a, b, u);\n } else if (prop === \"draw\") {\n const [a, b] = anim.draw === true ? [0, 1] : (anim.draw as readonly [number, number]);\n frame.draw = a + (b - a) * u;\n } else if (anim.write !== undefined) {\n frame.text = writtenText(anim.write, u, { scramble: anim.scramble, caret: anim.caret, timeMs });\n } else {\n const [a, b] = anim.count!;\n frame.text = formatCount(a + (b - a) * u, anim);\n }\n frames.set(id, frame);\n }\n return frames;\n}\n\n/**\n * The opening tag of the root element at the start of `markup` (up to its\n * first `>`), cut out without a regular expression, so checks on it stay\n * linear however long or odd the markup is.\n */\nexport function svgOpeningTag(markup: string): string {\n const end = markup.indexOf(\">\");\n return end < 0 ? markup : markup.slice(0, end + 1);\n}\n\n/** Problems with an {@link SvgMotion}, as sentences; none when it can be drawn. */\nexport function svgMotionIssues(motion: unknown): string[] {\n const issues: string[] = [];\n const m = (motion ?? {}) as Partial<SvgMotion>;\n const svg = typeof m.svg === \"string\" ? m.svg.trim() : \"\";\n if (!svg) return [\"`svg` needs the picture's markup: one <svg> element\"];\n if (!/^<svg[\\s>]/i.test(svg) || !svg.toLowerCase().endsWith(\"</svg>\"))\n issues.push(\"`svg` must be one <svg>…</svg> element\");\n if (!/\\sviewBox\\s*=/i.test(svgOpeningTag(svg)))\n issues.push(\"the <svg> needs a `viewBox`, so it scales to where it is placed\");\n if (/<script|<foreignObject|\\son\\w+\\s*=/i.test(svg))\n issues.push(\"`svg` cannot have scripts, event handlers or <foreignObject>\");\n if (/(?:href|src)\\s*=\\s*[\"'](?!#|data:image\\/)/i.test(svg))\n issues.push(\"`svg` cannot link outside itself (only #ids and data:image URLs)\");\n const ids = new Set([...svg.matchAll(/\\sid\\s*=\\s*[\"']([^\"']+)[\"']/g)].map((x) => x[1]));\n if (m.animate !== undefined && !Array.isArray(m.animate)) issues.push(\"`animate` must be a list\");\n (Array.isArray(m.animate) ? m.animate : []).forEach((a, i) => {\n const where = `animate[${i}]`;\n if (!a || typeof a !== \"object\") return void issues.push(`${where} is not an animation`);\n if (typeof a.id !== \"string\") {\n if (a.view === undefined) return void issues.push(`${where} needs an \\`id\\``);\n } else if (!ids.has(a.id))\n issues.push(`${where}: there is no element with id \"${a.id}\" in the SVG`);\n if (a.step !== undefined && !(Number.isInteger(a.step) && a.step >= 0))\n issues.push(`${where}: \\`step\\` is a whole number, 0 or more`);\n if (a.ms !== undefined && !(a.ms >= 0)) issues.push(`${where}: \\`ms\\` must be 0 or more`);\n if (a.delay !== undefined && !(a.delay >= 0))\n issues.push(`${where}: \\`delay\\` must be 0 or more`);\n if (a.ease !== undefined && !(a.ease in EASES))\n issues.push(`${where}: \\`ease\\` is one of ${Object.keys(EASES).join(\", \")}`);\n if (!a.attrs && !a.draw && !a.count && a.write === undefined && a.view === undefined && !a.along)\n issues.push(\n `${where} changes nothing: give \\`attrs\\`, \\`draw\\`, \\`count\\`, \\`write\\`, \\`view\\` or \\`along\\``,\n );\n if (a.view !== undefined) {\n const box = a.view as unknown;\n if (typeof box === \"string\") {\n if (!ids.has(box))\n issues.push(`${where}: \\`view\\` frames \"${box}\", which is not an id in the SVG`);\n } else if (\n !Array.isArray(box) ||\n box.length !== 4 ||\n !box.every((n) => Number.isFinite(n)) ||\n !(box[2] > 0 && box[3] > 0)\n )\n issues.push(\n `${where}: \\`view\\` is [x, y, width, height] (width and height above 0) or an element's id`,\n );\n }\n if (a.along !== undefined) {\n if (typeof a.along !== \"string\" || !ids.has(a.along))\n issues.push(`${where}: \\`along\\` is the id of a path in the SVG`);\n if (typeof a.id !== \"string\")\n issues.push(`${where}: \\`along\\` moves an element: give its \\`id\\``);\n }\n if (\n a.at !== undefined &&\n !(Array.isArray(a.at) && a.at.length === 2 && a.at.every((v) => v >= 0 && v <= 1))\n )\n issues.push(`${where}: \\`at\\` is [from, to] between 0 and 1`);\n for (const [name, pair] of Object.entries(a.attrs ?? {}))\n if (!Array.isArray(pair) || pair.length !== 2)\n issues.push(`${where}: \\`attrs.${name}\\` is [from, to]`);\n if (Array.isArray(a.draw) && a.draw.some((v) => !(v >= 0 && v <= 1)))\n issues.push(`${where}: \\`draw\\` is true or [from, to] between 0 and 1`);\n if (a.count !== undefined && !(Array.isArray(a.count) && a.count.length === 2))\n issues.push(`${where}: \\`count\\` is [from, to]`);\n if (a.write !== undefined && typeof a.write !== \"string\")\n issues.push(`${where}: \\`write\\` is the text to write`);\n if ((a.scramble !== undefined || a.caret !== undefined) && a.write === undefined)\n issues.push(`${where}: \\`scramble\\` and \\`caret\\` go with \\`write\\``);\n });\n return issues;\n}\n","/**\n * Drawing animated SVG pictures (see `SvgMotion`) in the DOM: a sanitising\n * parser, a view that applies frames, and a player that runs on a `Clock`.\n */\n\nimport { realClock, type Clock } from \"../time/clock.js\";\nimport {\n EASES,\n formatCount,\n STEP_MS,\n SVG_PICTURE,\n svgFrame,\n svgOpeningTag,\n type EaseName,\n type SvgBox,\n type SvgMotion,\n} from \"./motion.js\";\n\nconst SVG_NS = \"http://www.w3.org/2000/svg\";\n\n/**\n * The `<svg>` in `markup`, parsed and made safe to show: no scripts, event\n * handlers, `<foreignObject>` or links outside itself. Undefined when it is\n * not an SVG.\n */\nexport function parseSvg(markup: string): SVGSVGElement | undefined {\n // Parsed as XML, an <svg> without its namespace is not an SVG at all.\n let source = markup.trim();\n const open = svgOpeningTag(source);\n if (!/\\sxmlns\\s*=/i.test(open)) source = source.replace(/^<svg/i, `<svg xmlns=\"${SVG_NS}\"`);\n if (/xlink:/.test(source) && !/\\sxmlns:xlink\\s*=/i.test(open))\n source = source.replace(/^<svg/i, '<svg xmlns:xlink=\"http://www.w3.org/1999/xlink\"');\n const doc = new DOMParser().parseFromString(source, \"image/svg+xml\");\n const svg = doc.documentElement;\n if (svg.namespaceURI !== SVG_NS || svg.localName !== \"svg\" || doc.querySelector(\"parsererror\"))\n return undefined;\n for (const bad of svg.querySelectorAll(\"script, foreignObject\")) bad.remove();\n for (const el of [svg, ...svg.querySelectorAll(\"*\")]) {\n for (const attr of [...el.attributes]) {\n const name = attr.name.toLowerCase();\n const link = name === \"href\" || name === \"xlink:href\" || name === \"src\";\n if (name.startsWith(\"on\") || (link && !/^(#|data:image\\/)/i.test(attr.value.trim())))\n el.removeAttribute(attr.name);\n }\n }\n return document.importNode(svg, true) as unknown as SVGSVGElement;\n}\n\n/** Share of an element's size left round it when a `view` frames it. */\nconst VIEW_MARGIN = 0.12;\n\n/**\n * The box a `view` frames, in viewBox units: a box as given, an element's\n * box with a margin, widened to the picture's shape so the zoom does not\n * skew, or the whole picture for `null`.\n */\nfunction viewBox(view: SvgBox | string | null, whole: SvgBox, byId: Map<string, Element>): SvgBox {\n if (view === null) return whole;\n if (typeof view !== \"string\") return view;\n const el = byId.get(view) as SVGGraphicsElement | undefined;\n let box: DOMRect | undefined;\n try {\n box = el?.getBBox?.();\n } catch {\n // Not laid out (or not drawable): keep the whole picture.\n }\n if (!box || !(box.width > 0 || box.height > 0)) return whole;\n // In the picture's own units: through the element's transforms (a point\n // placed with one), which its box leaves out.\n try {\n const svg = el!.ownerSVGElement;\n const m = svg?.getScreenCTM()?.inverse().multiply(el!.getScreenCTM()!);\n if (m) {\n const corners = [\n [box.x, box.y],\n [box.x + box.width, box.y],\n [box.x, box.y + box.height],\n [box.x + box.width, box.y + box.height],\n ].map(([x, y]) => new DOMPoint(x, y).matrixTransform(m));\n const xs = corners.map((p) => p.x);\n const ys = corners.map((p) => p.y);\n box = new DOMRect(\n Math.min(...xs),\n Math.min(...ys),\n Math.max(...xs) - Math.min(...xs),\n Math.max(...ys) - Math.min(...ys),\n );\n }\n } catch {\n // Not laid out: keep its own box.\n }\n const aspect = whole[2] / whole[3];\n let w = box.width * (1 + 2 * VIEW_MARGIN);\n let h = box.height * (1 + 2 * VIEW_MARGIN);\n if (w / h > aspect) h = w / aspect;\n else w = h * aspect;\n return [box.x + box.width / 2 - w / 2, box.y + box.height / 2 - h / 2, w, h];\n}\n\n/**\n * Keeps the picture's `data-nonscaling` elements (a map's pins and labels)\n * the same size on screen as a `view` zooms: each is scaled round its own\n * origin by how far the picture is zoomed (so draw it round (0, 0) inside a\n * group that places it).\n */\nfunction keepSize(svg: SVGSVGElement, whole: SvgBox, nonscaling: Element[]) {\n if (!nonscaling.length) return;\n const width = Number((svg.getAttribute(\"viewBox\") ?? \"\").trim().split(/[\\s,]+/)[2]);\n const zoom = width > 0 ? width / whole[2] : 1;\n const transform = Math.abs(zoom - 1) < 1e-4 ? \"\" : `scale(${+zoom.toFixed(4)})`;\n for (const el of nonscaling)\n if ((el.getAttribute(\"transform\") ?? \"\") !== transform)\n if (transform) el.setAttribute(\"transform\", transform);\n else el.removeAttribute(\"transform\");\n}\n\n/** Applies a frame of the media's animations to `svg`. */\nfunction apply(\n svg: SVGSVGElement,\n whole: SvgBox,\n byId: Map<string, Element>,\n motion: SvgMotion,\n timeMs: number,\n steps: readonly number[],\n) {\n for (const [id, frame] of svgFrame(motion.animate ?? [], steps, timeMs)) {\n if (id === SVG_PICTURE && frame.view) {\n const a = viewBox(frame.view.from, whole, byId);\n const b = viewBox(frame.view.to, whole, byId);\n const u = frame.view.u;\n svg.setAttribute(\"viewBox\", a.map((n, i) => +(n + (b[i]! - n) * u).toFixed(2)).join(\" \"));\n continue;\n }\n const el = byId.get(id);\n if (!el) continue;\n for (const [name, value] of Object.entries(frame.attrs)) el.setAttribute(name, value);\n if (frame.draw !== undefined) {\n // A path length of 1 lets the dash be a fraction, with nothing measured.\n el.setAttribute(\"pathLength\", \"1\");\n el.setAttribute(\"stroke-dasharray\", \"1 1\");\n el.setAttribute(\"stroke-dashoffset\", String(1 - frame.draw));\n }\n if (frame.text !== undefined) el.textContent = frame.text;\n if (frame.along) {\n const path = byId.get(frame.along.path) as SVGGeometryElement | undefined;\n try {\n const length = path?.getTotalLength?.();\n if (path && length !== undefined) {\n const p = path.getPointAtLength(frame.along.at * length);\n el.setAttribute(\"transform\", `translate(${+p.x.toFixed(2)} ${+p.y.toFixed(2)})`);\n }\n } catch {\n // Not laid out: leave it where it is.\n }\n }\n }\n}\n\nconst VAR = /var\\(\\s*(--[\\w-]+)\\s*(?:,\\s*([^()]*(?:\\([^()]*\\)[^()]*)*))?\\)/g;\n\n/**\n * `copy` with the CSS variables in its attributes and styles replaced by\n * their values on `live` (its original, in the page), or their fallbacks:\n * an image of the SVG is drawn on its own, where the page's variables (a\n * host's palette) mean nothing.\n */\nfunction resolveVariables(live: SVGSVGElement, copy: SVGSVGElement) {\n const originals = [live, ...live.querySelectorAll(\"*\")];\n const copies = [copy, ...copy.querySelectorAll(\"*\")];\n copies.forEach((el, i) => {\n let style: CSSStyleDeclaration | undefined;\n for (const attr of [...el.attributes]) {\n if (!attr.value.includes(\"var(\")) continue;\n style ??= getComputedStyle(originals[i] ?? live);\n el.setAttribute(\n attr.name,\n attr.value.replace(\n VAR,\n (_, name: string, fallback?: string) =>\n style!.getPropertyValue(name).trim() || fallback?.trim() || \"\",\n ),\n );\n }\n });\n}\n\n/** An image of the picture as drawn now (its layers in order), at `pixels`. */\nasync function rasterize(layers: SVGSVGElement[], pixels: { width: number; height: number }): Promise<HTMLCanvasElement> {\n const canvas = document.createElement(\"canvas\");\n canvas.width = pixels.width;\n canvas.height = pixels.height;\n const defs = layers[0]?.querySelector(\"defs\");\n for (const [i, svg] of layers.entries()) {\n const copy = svg.cloneNode(true) as SVGSVGElement;\n resolveVariables(svg, copy);\n // A fixed layer's gradients and markers live in the picture's <defs>.\n if (i > 0 && defs) copy.prepend(defs.cloneNode(true));\n copy.setAttribute(\"xmlns\", SVG_NS);\n copy.setAttribute(\"width\", String(pixels.width));\n copy.setAttribute(\"height\", String(pixels.height));\n const url = URL.createObjectURL(\n new Blob([new XMLSerializer().serializeToString(copy)], { type: \"image/svg+xml\" }),\n );\n try {\n const image = new Image();\n image.src = url;\n await image.decode();\n canvas.getContext(\"2d\")!.drawImage(image, 0, 0, pixels.width, pixels.height);\n } finally {\n URL.revokeObjectURL(url);\n }\n }\n return canvas;\n}\n\n/**\n * Moves the picture's `data-fixed` elements (titles, legends, notes) into a\n * layer over it that keeps the original `viewBox`, so a `view` zooms the\n * picture under them while they stay put. Undefined when it has none.\n */\nfunction fixedLayer(svg: SVGSVGElement): SVGSVGElement | undefined {\n const fixed = [...svg.querySelectorAll(\"[data-fixed]\")].filter(\n (el) => !el.parentElement?.closest(\"[data-fixed]\"),\n );\n if (!fixed.length) return undefined;\n // The picture's own attributes (viewBox, fonts, fills) without its id.\n const layer = svg.cloneNode(false) as SVGSVGElement;\n layer.removeAttribute(\"id\");\n layer.setAttribute(\"aria-hidden\", \"true\");\n layer.style.cssText = \"position:absolute;inset:0;overflow:visible\";\n for (const el of fixed) layer.appendChild(el);\n return layer;\n}\n\nexport interface SvgViewOptions {\n /** Called with the id of the innermost element with an id that is clicked. */\n onPick?: (id: string) => void;\n}\n\n/** An {@link SvgMotion} drawn into an element; call `draw` with a time to show it then. */\nexport interface SvgView {\n /** A `div` filled by the picture; put it anywhere. */\n readonly element: HTMLDivElement;\n /** Shows the picture at `timeMs`, with steps starting at `steps` (ms). */\n draw(timeMs: number, steps?: readonly number[]): void;\n /** An image of the picture as drawn now. */\n capture(pixels: { width: number; height: number }): Promise<HTMLCanvasElement | undefined>;\n}\n\n/** Shows an {@link SvgMotion} as a live view; with `onPick`, clicks report the id of the element clicked. */\nexport function svgView(motion: SvgMotion, options: SvgViewOptions = {}): SvgView {\n const element = document.createElement(\"div\");\n element.style.width = \"100%\";\n element.style.height = \"100%\";\n const { onPick } = options;\n if (onPick)\n element.addEventListener(\"click\", (event) => {\n // The innermost element with an id, up to the picture itself.\n for (let el = event.target as Element | null; el && el !== element; el = el.parentElement)\n if (el.id && el.localName !== \"svg\") return onPick(el.id);\n });\n let svg: SVGSVGElement | undefined | null = null;\n let fixed: SVGSVGElement | undefined;\n let nonscaling: Element[] = [];\n let whole: SvgBox = [0, 0, 100, 100];\n const byId = new Map<string, Element>();\n return {\n element,\n draw(timeMs, steps = []) {\n if (svg === null) {\n // Parsed on first use, so a view made and dropped costs nothing.\n svg = parseSvg(motion.svg);\n if (svg) {\n svg.setAttribute(\"width\", \"100%\");\n svg.setAttribute(\"height\", \"100%\");\n element.appendChild(svg);\n fixed = fixedLayer(svg);\n if (fixed) {\n element.style.position = \"relative\";\n element.appendChild(fixed);\n }\n for (const layer of [svg, fixed])\n for (const el of layer?.querySelectorAll(\"[id]\") ?? []) byId.set(el.id, el);\n nonscaling = [...svg.querySelectorAll(\"[data-nonscaling]\")];\n const box = (svg.getAttribute(\"viewBox\") ?? \"\")\n .trim()\n .split(/[\\s,]+/)\n .map(Number);\n if (box.length === 4 && box.every(Number.isFinite)) whole = box as unknown as SvgBox;\n }\n }\n if (svg) {\n apply(svg, whole, byId, motion, timeMs, steps);\n keepSize(svg, whole, nonscaling);\n }\n },\n capture: async (pixels) => (svg ? rasterize(fixed ? [svg, fixed] : [svg], pixels) : undefined),\n };\n}\n\n/** How long an {@link SvgMotion} runs: its last change's end, in ms (at least 1). */\nexport function svgDuration(motion: SvgMotion, steps: readonly number[] = []): number {\n let end = 0;\n for (const a of motion.animate ?? []) {\n const step = a.step ?? 0;\n const start = step <= 0 ? 0 : steps[step - 1];\n if (start === undefined) continue;\n end = Math.max(end, start + (a.delay ?? 0) + (a.ms ?? 800));\n }\n return Math.max(1, end);\n}\n\nexport interface SvgPlayerOptions extends SvgViewOptions {\n /** Time source (default: animation frames). Pass a `ManualClock` to step frames yourself. */\n clock?: Clock;\n /** Start playing at once (default `true`). */\n autoplay?: boolean;\n /** Start again at the end (default `true`). */\n loop?: boolean;\n /** Loop length in ms (default: the picture's own, see {@link svgDuration}, plus `hold`). */\n duration?: number;\n /** Ms to rest on the last frame before looping (default 600). */\n hold?: number;\n /** Playback speed (default 1). */\n speed?: number;\n /** Step start times in ms, for pictures that change on steps (default none). */\n steps?: readonly number[];\n /** Pause the animation loop when scrolled out of view via IntersectionObserver (default false). */\n pauseWhenHidden?: boolean;\n /** Wait to start playing until the element enters the viewport via IntersectionObserver (default false). When true, autoplay is deferred until first visible. */\n playOnEnter?: boolean;\n /** Hide the view (`visibility: hidden`) whenever playback is paused or reset (default false). */\n hideWhenPaused?: boolean;\n}\n\n/**\n * Plays an {@link SvgMotion} inside `container`: loops by default, and can be\n * paused, sought and sped up. Dispose it to stop and remove the picture.\n */\nexport class SvgPlayer {\n readonly view: SvgView;\n private readonly clock: Clock;\n private readonly steps: readonly number[];\n private readonly loop: boolean;\n private readonly length: number;\n private readonly hideWhenPaused: boolean;\n private speed: number;\n private time = 0;\n private last = 0;\n private playing = false;\n private disposed = false;\n private wasPlayingBeforeHidden = false;\n private hasEnteredViewport = false;\n private intersectionObserver?: IntersectionObserver;\n\n constructor(\n private readonly container: HTMLElement,\n motion: SvgMotion,\n options: SvgPlayerOptions = {},\n ) {\n this.clock = options.clock ?? realClock;\n this.steps = options.steps ?? [];\n this.loop = options.loop ?? true;\n this.speed = options.speed ?? 1;\n this.hideWhenPaused = Boolean(options.hideWhenPaused);\n this.length = options.duration ?? svgDuration(motion, this.steps) + (options.hold ?? 600);\n this.view = svgView(motion, options);\n container.appendChild(this.view.element);\n this.view.draw(0, this.steps);\n\n const needsObserver =\n (options.pauseWhenHidden || options.playOnEnter) && typeof IntersectionObserver !== \"undefined\";\n\n if (needsObserver) {\n this.intersectionObserver = new IntersectionObserver(([entry]) => {\n if (!entry) return;\n if (entry.isIntersecting) {\n if (options.playOnEnter && !this.hasEnteredViewport) {\n this.hasEnteredViewport = true;\n if (options.autoplay ?? true) {\n this.play();\n }\n } else if (this.wasPlayingBeforeHidden) {\n this.wasPlayingBeforeHidden = false;\n this.play();\n }\n } else {\n if (this.playing && options.pauseWhenHidden) {\n this.wasPlayingBeforeHidden = true;\n this.pause();\n }\n }\n });\n this.intersectionObserver.observe(this.view.element);\n }\n\n const shouldAutoplay = (options.autoplay ?? true) && !options.playOnEnter;\n if (shouldAutoplay) {\n this.play();\n } else if (this.hideWhenPaused) {\n this.view.element.style.visibility = \"hidden\";\n }\n }\n\n /** The loop length in ms. */\n get duration(): number {\n return this.length;\n }\n\n /** The time shown, in ms. */\n get currentTime(): number {\n return this.time;\n }\n\n get isPlaying(): boolean {\n return this.playing;\n }\n\n play(): void {\n if (this.playing || this.disposed) return;\n this.playing = true;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"visible\";\n this.last = this.clock.now();\n void this.run();\n }\n\n pause(): void {\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Stops playback, rewinds to `0 ms`, and hides the view if `hideWhenPaused` is enabled. */\n reset(): void {\n this.playing = false;\n this.wasPlayingBeforeHidden = false;\n this.seek(0);\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n }\n\n /** Shows the picture at `ms` (wrapped into the loop when looping). */\n seek(ms: number): void {\n this.time = this.loop\n ? ((ms % this.length) + this.length) % this.length\n : Math.min(Math.max(ms, 0), this.length);\n this.view.draw(this.time, this.steps);\n }\n\n setSpeed(speed: number): void {\n this.speed = speed;\n }\n\n dispose(): void {\n this.disposed = true;\n this.playing = false;\n this.intersectionObserver?.disconnect();\n this.view.element.remove();\n }\n\n private async run(): Promise<void> {\n while (this.playing && !this.disposed) {\n await this.clock.frame();\n if (!this.playing || this.disposed) return;\n const now = this.clock.now();\n const next = this.time + (now - this.last) * this.speed;\n this.last = now;\n if (!this.loop && next >= this.length) {\n this.seek(this.length);\n this.playing = false;\n if (this.hideWhenPaused) this.view.element.style.visibility = \"hidden\";\n return;\n }\n this.seek(next);\n }\n }\n}\n\nexport interface AnimateCountOptions {\n /** Starting number. */\n from: number;\n /** Ending number. */\n to: number;\n /** Duration in ms (default {@link STEP_MS}). */\n ms?: number;\n /** Delay before starting in ms (default 0). */\n delay?: number;\n /** Easing curve (default `\"out\"`). */\n ease?: EaseName;\n /** Number of decimal places (default 0). */\n decimals?: number;\n /** Format template where `{n}` is replaced by the formatted number (default `\"{n}\"`). */\n format?: string;\n /** Time source (default: animation frames). */\n clock?: Clock;\n /** Called with each formatted text frame (and raw numeric value). */\n onUpdate: (text: string, value: number) => void;\n}\n\n/**\n * Counts a number from `from` to `to` over `ms` using Flair's easing curves\n * and `Clock`, calling `onUpdate` with the formatted string on each frame.\n * Returns a cancel function that stops the animation.\n */\nexport function animateCount(options: AnimateCountOptions): () => void {\n const clock = options.clock ?? realClock;\n const ms = options.ms ?? STEP_MS;\n const delay = options.delay ?? 0;\n const ease = EASES[options.ease ?? \"out\"];\n const start = clock.now();\n let stopped = false;\n\n const emit = (u: number) => {\n const v = options.from + (options.to - options.from) * ease(u);\n options.onUpdate(formatCount(v, options), v);\n };\n\n emit(ms <= 0 && delay <= 0 ? 1 : 0);\n if (ms <= 0 && delay <= 0) return () => {};\n\n void (async () => {\n while (!stopped) {\n await clock.frame();\n if (stopped) return;\n const elapsed = clock.now() - start - delay;\n if (elapsed < 0) continue;\n if (ms <= 0 || elapsed >= ms) {\n emit(1);\n return;\n }\n emit(elapsed / ms);\n }\n })();\n\n return () => {\n stopped = true;\n 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package/dist/editor/index.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
|
-
import { d as VectorControl, c as EffectPreset, E as EffectDefinition } from '../types-
|
|
1
|
+
import { d as VectorControl, c as EffectPreset, E as EffectDefinition } from '../types-CgHG5JLv.js';
|
|
2
2
|
import { C as ControlValue, a as ControlDef, b as ControlType } from '../controls-Syr6drzO.js';
|
|
3
|
-
import { S as SvgMotion } from '../motion-
|
|
3
|
+
import { S as SvgMotion } from '../motion-Ce0lmzm3.js';
|
|
4
4
|
import { AnimationEasingPreset, AnimationEasing, AnimationTrack, AnimationKeyframe, cubicBezierAt as cubicBezierAt$1, evaluateEasing as evaluateEasing$1 } from '@pixerate/editor/animation';
|
|
5
5
|
export { CubicBezierEasing, SpringEasing } from '@pixerate/editor/animation';
|
|
6
6
|
import { CommandRegistry, CommandSpec } from '@pixerate/editor/commands';
|
package/dist/editor/index.js
CHANGED
|
@@ -5,11 +5,12 @@ import {
|
|
|
5
5
|
renderVectorEffect,
|
|
6
6
|
vectorControlIssues,
|
|
7
7
|
vectorEffectControls
|
|
8
|
-
} from "../chunk-
|
|
8
|
+
} from "../chunk-F754SFRY.js";
|
|
9
9
|
import {
|
|
10
10
|
svgMotionIssues,
|
|
11
11
|
svgView
|
|
12
|
-
} from "../chunk-
|
|
12
|
+
} from "../chunk-TDMD5XAU.js";
|
|
13
|
+
import "../chunk-OHW7UG6D.js";
|
|
13
14
|
import {
|
|
14
15
|
BUILTIN_UNIFORMS,
|
|
15
16
|
interpolateOklab
|
|
@@ -916,7 +917,7 @@ var EFFECT_AGENT_INSTRUCTIONS = `You design web visual effects in an effect edit
|
|
|
916
917
|
Start with \`effect.describe\` to see what is being edited. To start from something close, use \`catalog.search\` then \`effect.load\` (with a preset if one fits). Every change is one undo step; \`history.undo\` reverts a step.
|
|
917
918
|
|
|
918
919
|
Shader effects are GLSL ES 3.00 fragment shaders written Shadertoy-style:
|
|
919
|
-
- Define \`void mainImage(out vec4 fragColor, in vec2 fragCoord)\`; the output is opaque
|
|
920
|
+
- Define \`void mainImage(out vec4 fragColor, in vec2 fragCoord)\`; the output is opaque unless the host renders with \`alpha: true\` (overlays), when \`fragColor.a\` is coverage.
|
|
920
921
|
- Built-in uniforms (do not declare them): ${BUILTIN_UNIFORMS.map((u) => `\`${u.type} ${u.name}\` (${u.doc})`).join("; ")}.
|
|
921
922
|
- Declare controls as uniforms with an annotation on the same line, e.g.
|
|
922
923
|
uniform float uSpeed; // @control min=0 max=4 default=1 label="Speed"
|