pixi-effects 0.1.0 → 0.2.0

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.
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+ import { Sequence, buildSequenceTree, CameraSequence, cameraBasis, homeCamera, collectPropKeys, projectLayer, DEG } from './chunk-VJCDG6YG.js';
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+ import { Container, Rectangle, PerspectiveMesh, Texture, Matrix, RenderTexture } from 'pixi.js';
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+
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+ // src/space/camera.ts
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+ function pickActiveCamera(cams, t, compEnd) {
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+ for (let i = cams.length - 1; i >= 0; i--) {
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+ const c = cams[i];
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+ const inside = t >= c.start && (t < c.end || c.end >= compEnd && t <= compEnd);
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+ if (inside) return c;
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+ }
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+ return null;
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+ }
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+ function findOverlap(cams) {
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+ for (let i = 0; i < cams.length; i++) {
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+ for (let j = i + 1; j < cams.length; j++) {
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+ const a = cams[i];
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+ const b = cams[j];
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+ if (a.start < b.end && b.start < a.end) return [i, j];
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+ }
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+ }
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+ return null;
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+ }
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+
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+ // src/space/depth.ts
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+ var finite = (n) => Number.isFinite(n) ? n : 0;
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+ function assignDepthOrder(items) {
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+ const out = items.map((i2) => i2.stackIndex);
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+ let i = 0;
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+ while (i < items.length) {
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+ if (!items[i].threeD) {
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+ i++;
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+ continue;
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+ }
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+ let j = i;
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+ while (j + 1 < items.length && items[j + 1].threeD) j++;
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+ const run = items.slice(i, j + 1).map((it, k) => ({ it, pos: i + k }));
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+ const slots = run.map((r) => r.it.stackIndex);
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+ const farthestFirst = [...run].sort((a, b) => finite(b.it.depth) - finite(a.it.depth));
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+ farthestFirst.forEach((r, k) => {
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+ out[r.pos] = slots[k];
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+ });
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+ i = j + 1;
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+ }
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+ return out;
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+ }
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+ var MAX_TEXTURE_SIZE = 4096;
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+ var SUPERSAMPLE = 2;
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+ var MAX_TEXTURE_PIXELS = 2048 * 2048;
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+ var ANTIALIAS_MAX_PIXELS = 1024 * 1024;
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+ var MESH_GRID = 20;
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+ function filterPadding(target) {
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+ const filters = target.filters;
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+ if (!Array.isArray(filters)) return 0;
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+ let pad = 0;
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+ for (const f of filters) pad += f?.padding ?? 0;
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+ return Number.isFinite(pad) && pad > 0 ? Math.ceil(pad) : 0;
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+ }
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+ function readLayerTransform(target) {
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+ const c = target;
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+ return {
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+ x: c.x,
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+ y: c.y,
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+ z: c.z ?? 0,
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+ rotationX: (c.rotationX ?? 0) * DEG,
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+ rotationY: (c.rotationY ?? 0) * DEG,
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+ rotationZ: c.rotation,
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+ scaleX: c.scale.x,
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+ scaleY: c.scale.y,
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+ pivotX: c.pivot.x,
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+ pivotY: c.pivot.y
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+ };
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+ }
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+ var Layer3D = class {
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+ constructor(seq, frameOf2) {
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+ this.seq = seq;
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+ this.frameOf = frameOf2;
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+ const target = seq.target;
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+ target.z ??= 0;
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+ target.rotationX ??= 0;
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+ target.rotationY ??= 0;
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+ this.display = new PerspectiveMesh({ texture: Texture.WHITE, verticesX: MESH_GRID, verticesY: MESH_GRID });
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+ if (seq.spec.name) this.display.label = seq.spec.name;
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+ this.display.visible = false;
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+ }
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+ seq;
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+ frameOf;
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+ display;
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+ /** Camera-space depth from the last update (larger = farther). */
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+ depth = 0;
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+ rt = null;
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+ size = null;
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+ update(host, basis) {
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+ const target = this.seq.target;
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+ if (!target || !target.renderable || !target.visible) return this.hide();
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+ const bounds = this.frameOf();
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+ const pad = filterPadding(target);
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+ const needW = Math.ceil(bounds.width + 2 * pad);
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+ const needH = Math.ceil(bounds.height + 2 * pad);
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+ if (!(needW >= 1 && needH >= 1) || !Number.isFinite(bounds.x) || !Number.isFinite(bounds.y)) return this.hide();
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+ const size = this.sizeFor(needW, needH);
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+ const frame = { x: bounds.x - pad, y: bounds.y - pad, width: size.w, height: size.h };
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+ const projected = projectLayer(readLayerTransform(target), frame, basis);
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+ this.depth = projected.depth;
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+ if (!projected.visible) return this.hide();
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+ this.ensureTexture(size);
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+ host.render({
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+ container: target,
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+ target: this.rt,
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+ transform: new Matrix().translate(-frame.x, -frame.y),
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+ clear: true,
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+ clearColor: [0, 0, 0, 0]
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+ });
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+ this.display.geometry.setCorners(...projected.corners);
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+ this.display.visible = true;
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+ }
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+ destroy() {
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+ this.display.destroy();
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+ this.rt?.destroy(true);
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+ this.rt = null;
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+ }
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+ hide() {
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+ this.display.visible = false;
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+ }
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+ /**
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+ * Texture size for content of w×h. An existing texture is kept while it is at
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+ * least that big and at most 2x too big, so content whose bounds change every
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+ * frame (typewriter text, growing shapes) does not reallocate each frame.
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+ */
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+ sizeFor(w, h) {
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+ const cur = this.size;
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+ if (cur && cur.w >= w && cur.h >= h && cur.w <= 2 * w && cur.h <= 2 * h) return cur;
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+ const resolution = Math.min(
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+ SUPERSAMPLE,
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+ MAX_TEXTURE_SIZE / Math.max(w, h),
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+ Math.sqrt(MAX_TEXTURE_PIXELS / (w * h))
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+ );
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+ const antialias = w * h * resolution * resolution <= ANTIALIAS_MAX_PIXELS;
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+ return { w, h, resolution, antialias };
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+ }
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+ ensureTexture(size) {
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+ if (this.rt && this.size === size) return;
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+ const next = RenderTexture.create({
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+ width: size.w,
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+ height: size.h,
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+ resolution: size.resolution,
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+ antialias: size.antialias
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+ });
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+ this.display.texture = next;
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+ this.rt?.destroy(true);
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+ this.rt = next;
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+ this.size = size;
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+ }
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+ };
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+
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+ // src/space/lint.ts
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+ var defaultWarn = (m) => console.warn(m);
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+ var FOV_HINT = `perspective is the camera's "fov" \u2014 add a { type: "camera" } layer and set fov in its initial / keyframes`;
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+ var LAYER_ALIASES = {
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+ rotateX: 'did you mean "rotationX"?',
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+ rotateY: 'did you mean "rotationY"?',
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+ rotateZ: 'did you mean "rotation"?',
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+ rotationZ: 'did you mean "rotation" (it is the Z rotation)?',
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+ translateZ: 'did you mean "z"?',
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+ depth: 'did you mean "z"?',
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+ posZ: 'did you mean "z"?',
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+ perspective: FOV_HINT,
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+ zoom: FOV_HINT
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+ };
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+ var CAMERA_ALIASES = {
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+ pointOfInterest: 'did you mean "lookAtX / lookAtY / lookAtZ"?',
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+ lookAt: 'did you mean "lookAtX / lookAtY / lookAtZ"?'
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+ };
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+ var CAMERA_PROPS = ["x", "y", "z", "fov", "lookAtX", "lookAtY", "lookAtZ"];
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+ var NEEDS_THREE_D = ["z", "rotationX", "rotationY"];
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+ var SKEW_KEYS = ["skew", "skewX", "skewY"];
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+ function label(spec) {
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+ return spec.name ? `layer "${spec.name}"` : `unnamed ${spec.type} layer`;
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+ }
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+ function lintSequence(spec, warn = defaultWarn) {
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+ const who = label(spec);
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+ const keys = collectPropKeys(spec);
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+ const explained = /* @__PURE__ */ new Set();
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+ for (const k of keys) {
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+ const hint = LAYER_ALIASES[k] ?? (spec.type === "camera" ? CAMERA_ALIASES[k] : void 0);
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+ if (hint) {
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+ explained.add(k);
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+ warn(`pixi-effects: ${who}: "${k}" is not a property \u2014 ${hint}`);
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+ }
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+ }
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+ if (spec.type === "camera") {
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+ const raw = spec;
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+ for (const p of CAMERA_PROPS) {
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+ if (p in raw) warn(`pixi-effects: ${who}: "${p}" must go inside initial / keyframes, not on the camera itself`);
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+ }
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+ for (const k of Object.keys(raw)) {
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+ const hint = CAMERA_ALIASES[k] ?? LAYER_ALIASES[k];
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+ if (hint) warn(`pixi-effects: ${who}: "${k}" is not a property \u2014 ${hint} (inside initial)`);
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+ }
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+ for (const k of keys) {
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+ if (!explained.has(k) && !CAMERA_PROPS.includes(k)) {
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+ warn(`pixi-effects: ${who}: "${k}" has no effect on a camera (use ${CAMERA_PROPS.join(", ")})`);
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+ }
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+ }
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+ return;
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+ }
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+ if (spec.type === "audio") {
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+ if (spec.threeD) warn(`pixi-effects: ${who}: threeD has no effect on audio`);
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+ return;
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+ }
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+ if (!spec.threeD) {
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+ for (const k of NEEDS_THREE_D) {
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+ if (keys.has(k)) warn(`pixi-effects: ${who}: "${k}" needs threeD: true (it is ignored otherwise)`);
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+ }
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+ } else {
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+ for (const k of SKEW_KEYS) {
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+ if (keys.has(k)) warn(`pixi-effects: ${who}: "${k}" is ignored on threeD layers`);
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+ }
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+ }
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+ }
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+
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+ // src/sequences/Composition.ts
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+ var CompositionSequence = class extends Sequence {
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+ _innerContainer = null;
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+ _compositionShape = null;
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+ _children = [];
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+ _cameras = [];
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+ _layers3d = [];
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+ /** Drawn children in stack order (cameras and target-less sequences excluded). */
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+ _visual = [];
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+ async build() {
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+ const width = this.spec.width ?? this.parent?.width ?? this.root.width;
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+ const height = this.spec.height ?? this.parent?.height ?? this.root.height;
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+ if (this.duration === void 0) {
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+ this.duration = this.spec.duration ?? this.parent?.duration ?? this.root.duration;
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+ }
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+ const wrapper = new Container();
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+ wrapper.cullable = true;
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+ wrapper.cullableChildren = true;
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+ wrapper.cullArea = new Rectangle(0, 0, width, height);
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+ const inner = new Container();
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+ inner.cullable = true;
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+ inner.cullableChildren = true;
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+ wrapper.addChild(inner);
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+ this.target = wrapper;
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+ this.intrinsicWidth = width;
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+ this.intrinsicHeight = height;
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+ this._innerContainer = inner;
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+ this._compositionShape = { width, height, duration: this.duration };
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+ for (const s of this.spec.sequences ?? []) lintSequence(s);
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+ this._children = await buildSequenceTree(
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+ this.spec.sequences ?? [],
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+ this._compositionShape,
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+ this.root
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+ );
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+ for (const child of this._children) {
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+ if (child instanceof CameraSequence) {
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+ this._cameras.push(child);
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+ continue;
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+ }
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+ if (!child.target) continue;
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+ const maskSpec = child.spec.mask;
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+ if (child.spec.threeD) {
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+ const layer = new Layer3D(child, frameOf(child));
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+ inner.addChild(layer.display);
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+ this._layers3d.push(layer);
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+ this._visual.push({ seq: child, layer });
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+ if (maskSpec) {
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+ const who = child.spec.name ? `layer "${child.spec.name}"` : `unnamed ${child.spec.type} layer`;
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+ console.warn(`pixi-effects: ${who}: mask is not supported on threeD layers yet; ignored`);
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+ }
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+ continue;
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+ }
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+ inner.addChild(child.target);
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+ this._visual.push({ seq: child, layer: null });
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+ if (maskSpec) {
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+ const built = await buildSequenceTree([maskSpec], this._compositionShape, this.root);
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+ const maskSeq = built[0];
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+ if (maskSeq?.target) {
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+ inner.addChild(maskSeq.target);
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+ const inverse = child.spec.maskInverted ?? false;
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+ const t = child.target;
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+ if (typeof t.setMask === "function") {
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+ t.setMask({ mask: maskSeq.target, inverse });
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+ } else {
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+ t.mask = maskSeq.target;
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+ }
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+ child.maskSequence = maskSeq;
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+ }
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+ }
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+ }
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+ if (this._layers3d.length > 0) {
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+ inner.sortableChildren = true;
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+ this._visual.forEach((v, i) => {
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+ (v.layer?.display ?? v.seq.target).zIndex = i;
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+ });
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+ } else if (this._cameras.length > 0) {
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+ console.warn("pixi-effects: camera has no effect: this composition has no threeD layers");
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+ }
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+ this.buildFilters();
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+ }
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+ bindTimeline(timeline, offset = 0) {
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+ super.bindTimeline(timeline, offset);
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+ const childOffset = offset + this.at;
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+ for (const child of this._children) {
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+ child.bindTimeline(timeline, childOffset);
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+ child.maskSequence?.bindTimeline(timeline, childOffset);
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+ }
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+ const overlap = findOverlap(this._cameras.map((c) => c.window()));
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+ if (overlap) {
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+ console.warn(`pixi-effects: cameras #${overlap[0] + 1} and #${overlap[1] + 1} overlap in time; the top-most one wins`);
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+ }
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+ }
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+ updateSpace(t, host) {
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+ for (const child of this._children) child.updateSpace(t, host);
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+ if (this._layers3d.length === 0 || !this._compositionShape) return;
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+ const { width, height } = this._compositionShape;
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+ const compEnd = (this.absoluteStart ?? 0) + (this.duration ?? 0);
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+ const active = pickActiveCamera(
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+ this._cameras.map((cam) => ({ cam, ...cam.window() })),
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+ t,
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+ compEnd
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+ );
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+ const basis = cameraBasis(active ? active.cam.state() : homeCamera(width, height), width, height);
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+ for (const layer of this._layers3d) layer.update(host, basis);
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+ const order = assignDepthOrder(
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+ this._visual.map((v, i) => ({ stackIndex: i, threeD: v.layer !== null, depth: v.layer?.depth ?? 0 }))
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+ );
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+ this._visual.forEach((v, i) => {
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+ if (v.layer) v.layer.display.zIndex = order[i];
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+ });
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+ }
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+ collectAudio(out, baseTime) {
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+ super.collectAudio(out, baseTime);
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+ const childBase = baseTime + this.at;
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+ for (const child of this._children) child.collectAudio(out, childBase);
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+ }
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+ destroy() {
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+ for (const l of this._layers3d) l.destroy();
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+ this._layers3d = [];
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+ for (const c of this._children) c.destroy();
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+ super.destroy();
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+ }
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+ };
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+ function frameOf(child) {
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+ if (child instanceof CompositionSequence) {
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+ return () => ({ x: 0, y: 0, width: child.intrinsicWidth, height: child.intrinsicHeight });
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+ }
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+ return () => child.target.getLocalBounds();
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+ }
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+
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+ export { CompositionSequence };
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+ //# sourceMappingURL=chunk-H55V3U56.js.map
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+ //# sourceMappingURL=chunk-H55V3U56.js.map
@@ -0,0 +1 @@
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+ 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A camera layer's lifespan on the global timeline, seconds. */\nexport interface CameraWindow { start: number; end: number }\n\n/**\n * The active camera at time `t`: the last-listed (top-most) camera whose\n * lifespan covers `t`. Windows are [start, end), except that a camera running\n * to the end of its composition also covers the final instant `t === compEnd`.\n */\nexport function pickActiveCamera<T extends CameraWindow>(\n cams: readonly T[],\n t: number,\n compEnd: number,\n): T | null {\n for (let i = cams.length - 1; i >= 0; i--) {\n const c = cams[i]!;\n const inside = t >= c.start && (t < c.end || (c.end >= compEnd && t <= compEnd));\n if (inside) return c;\n }\n return null;\n}\n\n/** First pair of camera indices whose lifespans strictly overlap, or null. */\nexport function findOverlap(cams: readonly CameraWindow[]): [number, number] | null {\n for (let i = 0; i < cams.length; i++) {\n for (let j = i + 1; j < cams.length; j++) {\n const a = cams[i]!;\n const b = cams[j]!;\n if (a.start < b.end && b.start < a.end) return [i, j];\n }\n }\n return null;\n}\n","export interface DepthItem {\n /** Position in the composition's stack (monotonic; gaps allowed). */\n stackIndex: number;\n threeD: boolean;\n /** Camera-space depth (larger = farther). Only read for threeD items. */\n depth: number;\n}\n\nconst finite = (n: number): number => (Number.isFinite(n) ? n : 0);\n\n/**\n * zIndex per item. Non-3D items keep their stack index. Each run of\n * consecutive threeD items is redistributed over the same index slots,\n * farthest first (drawn first), ties in stack order.\n */\nexport function assignDepthOrder(items: readonly DepthItem[]): number[] {\n const out = items.map(i => i.stackIndex);\n let i = 0;\n while (i < items.length) {\n if (!items[i]!.threeD) { i++; continue; }\n let j = i;\n while (j + 1 < items.length && items[j + 1]!.threeD) j++;\n const run = items.slice(i, j + 1).map((it, k) => ({ it, pos: i + k }));\n const slots = run.map(r => r.it.stackIndex);\n const farthestFirst = [...run].sort((a, b) => finite(b.it.depth) - finite(a.it.depth));\n farthestFirst.forEach((r, k) => { out[r.pos] = slots[k]!; });\n i = j + 1;\n }\n return out;\n}\n","import { Container, Matrix, PerspectiveMesh, RenderTexture, Texture } from 'pixi.js';\nimport type { Sequence } from '../sequences/Base';\nimport { DEG, projectLayer, type CameraBasis, type LayerTransform, type Rect } from './math';\n\n/** Render textures are capped at this many pixels on the long side; larger layers are downscaled. */\nexport const MAX_TEXTURE_SIZE = 4096;\n/**\n * Render textures are drawn at this multiple of the layer size (until the caps),\n * so a layer enlarged by perspective (z > 0) stays sharp instead of showing\n * jagged edges and soft text.\n */\nexport const SUPERSAMPLE = 2;\n/** Total texture pixels per layer are capped here (≈ one 2048² target); resolution drops to fit. */\nexport const MAX_TEXTURE_PIXELS = 2048 * 2048;\n/** MSAA multiplies target memory ~4x, so only small textures get it (supersampling covers the rest). */\nexport const ANTIALIAS_MAX_PIXELS = 1024 * 1024;\n/** Mesh grid per side. 20 keeps steeply tilted planes free of visible affine warping. */\nexport const MESH_GRID = 20;\n\n/** The slice of a Pixi renderer Layer3D needs (also what tests fake). */\nexport interface SpaceHost {\n render(options: {\n container: Container;\n target: RenderTexture;\n transform: Matrix;\n clear: boolean;\n clearColor: number[];\n }): void;\n}\n\ntype Carrier = Container & { z?: number; rotationX?: number; rotationY?: number };\n\ninterface TextureSize { w: number; h: number; resolution: number; antialias: boolean }\n\n/** Sum of the target's filter paddings: the texture must be this much larger on every side or filter output is clipped. */\nfunction filterPadding(target: Container): number {\n const filters = (target as unknown as { filters?: ReadonlyArray<{ padding?: number }> | null }).filters;\n if (!Array.isArray(filters)) return 0;\n let pad = 0;\n for (const f of filters) pad += f?.padding ?? 0;\n return Number.isFinite(pad) && pad > 0 ? Math.ceil(pad) : 0;\n}\n\nexport function readLayerTransform(target: Container): LayerTransform {\n const c = target as Carrier;\n return {\n x: c.x, y: c.y, z: c.z ?? 0,\n rotationX: (c.rotationX ?? 0) * DEG,\n rotationY: (c.rotationY ?? 0) * DEG,\n rotationZ: c.rotation,\n scaleX: c.scale.x, scaleY: c.scale.y,\n pivotX: c.pivot.x, pivotY: c.pivot.y,\n };\n}\n\n/**\n * Draws one `threeD` sequence: its display object is rendered into a\n * RenderTexture (with its own 2D transform replaced, so layer-local content\n * lands at the texture origin) and shown on a PerspectiveMesh whose four\n * corners come from projecting the layer through the active camera.\n *\n * The sequence's `target` is never in the scene graph; the composition adds\n * `display` instead. `z`, `rotationX`, `rotationY` live on `target` as plain\n * numeric props so GSAP tweens them like any other prop.\n */\nexport class Layer3D {\n readonly display: PerspectiveMesh;\n /** Camera-space depth from the last update (larger = farther). */\n depth = 0;\n private rt: RenderTexture | null = null;\n private size: TextureSize | null = null;\n\n constructor(\n private readonly seq: Sequence,\n private readonly frameOf: () => Rect,\n ) {\n const target = seq.target as Carrier;\n target.z ??= 0;\n target.rotationX ??= 0;\n target.rotationY ??= 0;\n this.display = new PerspectiveMesh({ texture: Texture.WHITE, verticesX: MESH_GRID, verticesY: MESH_GRID });\n if (seq.spec.name) this.display.label = seq.spec.name;\n this.display.visible = false;\n }\n\n update(host: SpaceHost, basis: CameraBasis): void {\n const target = this.seq.target as Carrier | null;\n // Pixi skips rendering (and clearing) a container that is not `visible`\n // (e.g. PixiPlugin autoAlpha at alpha 0), which would leave a stale texture.\n if (!target || !target.renderable || !target.visible) return this.hide();\n\n const bounds = this.frameOf();\n const pad = filterPadding(target);\n const needW = Math.ceil(bounds.width + 2 * pad);\n const needH = Math.ceil(bounds.height + 2 * pad);\n if (!(needW >= 1 && needH >= 1) || !Number.isFinite(bounds.x) || !Number.isFinite(bounds.y)) return this.hide();\n\n const size = this.sizeFor(needW, needH);\n // The quad covers exactly the texture's pixel rect in layer space.\n const frame: Rect = { x: bounds.x - pad, y: bounds.y - pad, width: size.w, height: size.h };\n const projected = projectLayer(readLayerTransform(target), frame, basis);\n this.depth = projected.depth;\n if (!projected.visible) return this.hide();\n\n this.ensureTexture(size);\n // `transform` replaces the container's own local transform for this render\n // (Pixi RenderGroupSystem), while `container.alpha` still applies — so the\n // texture carries the layer's alpha and the mesh alpha stays at 1.\n host.render({\n container: target,\n target: this.rt!,\n transform: new Matrix().translate(-frame.x, -frame.y),\n clear: true,\n clearColor: [0, 0, 0, 0],\n });\n this.display.geometry.setCorners(...projected.corners);\n this.display.visible = true;\n }\n\n destroy(): void {\n this.display.destroy();\n this.rt?.destroy(true);\n this.rt = null;\n }\n\n private hide(): void {\n this.display.visible = false;\n }\n\n /**\n * Texture size for content of w×h. An existing texture is kept while it is at\n * least that big and at most 2x too big, so content whose bounds change every\n * frame (typewriter text, growing shapes) does not reallocate each frame.\n */\n private sizeFor(w: number, h: number): TextureSize {\n const cur = this.size;\n if (cur && cur.w >= w && cur.h >= h && cur.w <= 2 * w && cur.h <= 2 * h) return cur;\n const resolution = Math.min(\n SUPERSAMPLE,\n MAX_TEXTURE_SIZE / Math.max(w, h),\n Math.sqrt(MAX_TEXTURE_PIXELS / (w * h)),\n );\n const antialias = w * h * resolution * resolution <= ANTIALIAS_MAX_PIXELS;\n return { w, h, resolution, antialias };\n }\n\n private ensureTexture(size: TextureSize): void {\n if (this.rt && this.size === size) return;\n const next = RenderTexture.create({\n width: size.w, height: size.h, resolution: size.resolution, antialias: size.antialias,\n });\n this.display.texture = next;\n this.rt?.destroy(true);\n this.rt = next;\n this.size = size;\n }\n}\n","import { collectPropKeys } from './specKeys';\nimport type { SequenceSpec } from '../types';\n\ntype Warn = (message: string) => void;\nconst defaultWarn: Warn = m => console.warn(m);\n\nconst FOV_HINT = 'perspective is the camera\\'s \"fov\" — add a { type: \"camera\" } layer and set fov in its initial / keyframes';\n\n/** Keys that are never valid for any layer, with a hint at what the author probably meant. */\nconst LAYER_ALIASES: Record<string, string> = {\n rotateX: 'did you mean \"rotationX\"?',\n rotateY: 'did you mean \"rotationY\"?',\n rotateZ: 'did you mean \"rotation\"?',\n rotationZ: 'did you mean \"rotation\" (it is the Z rotation)?',\n translateZ: 'did you mean \"z\"?',\n depth: 'did you mean \"z\"?',\n posZ: 'did you mean \"z\"?',\n perspective: FOV_HINT,\n zoom: FOV_HINT,\n};\n\n/** Camera-only mistakes. */\nconst CAMERA_ALIASES: Record<string, string> = {\n pointOfInterest: 'did you mean \"lookAtX / lookAtY / lookAtZ\"?',\n lookAt: 'did you mean \"lookAtX / lookAtY / lookAtZ\"?',\n};\n\nconst CAMERA_PROPS = ['x', 'y', 'z', 'fov', 'lookAtX', 'lookAtY', 'lookAtZ'];\nconst NEEDS_THREE_D = ['z', 'rotationX', 'rotationY'];\nconst SKEW_KEYS = ['skew', 'skewX', 'skewY'];\n\nfunction label(spec: SequenceSpec): string {\n return spec.name ? `layer \"${spec.name}\"` : `unnamed ${spec.type} layer`;\n}\n\n/**\n * Warn (never throw) about the inputs an AI author is most likely to get wrong,\n * with a message that says what to change. One call per layer, at build time.\n */\nexport function lintSequence(spec: SequenceSpec, warn: Warn = defaultWarn): void {\n const who = label(spec);\n const keys = collectPropKeys(spec);\n const explained = new Set<string>();\n\n for (const k of keys) {\n const hint = LAYER_ALIASES[k] ?? (spec.type === 'camera' ? CAMERA_ALIASES[k] : undefined);\n if (hint) {\n explained.add(k);\n warn(`pixi-effects: ${who}: \"${k}\" is not a property — ${hint}`);\n }\n }\n\n if (spec.type === 'camera') {\n const raw = spec as unknown as Record<string, unknown>;\n for (const p of CAMERA_PROPS) {\n if (p in raw) warn(`pixi-effects: ${who}: \"${p}\" must go inside initial / keyframes, not on the camera itself`);\n }\n for (const k of Object.keys(raw)) {\n const hint = CAMERA_ALIASES[k] ?? LAYER_ALIASES[k];\n if (hint) warn(`pixi-effects: ${who}: \"${k}\" is not a property — ${hint} (inside initial)`);\n }\n for (const k of keys) {\n if (!explained.has(k) && !CAMERA_PROPS.includes(k)) {\n warn(`pixi-effects: ${who}: \"${k}\" has no effect on a camera (use ${CAMERA_PROPS.join(', ')})`);\n }\n }\n return;\n }\n\n if (spec.type === 'audio') {\n if (spec.threeD) warn(`pixi-effects: ${who}: threeD has no effect on audio`);\n return;\n }\n\n if (!spec.threeD) {\n for (const k of NEEDS_THREE_D) {\n if (keys.has(k)) warn(`pixi-effects: ${who}: \"${k}\" needs threeD: true (it is ignored otherwise)`);\n }\n } else {\n for (const k of SKEW_KEYS) {\n if (keys.has(k)) warn(`pixi-effects: ${who}: \"${k}\" is ignored on threeD layers`);\n }\n }\n}\n","import { Container, Rectangle } from 'pixi.js';\nimport { Sequence } from './Base';\nimport { buildSequenceTree } from '../core/Composition';\nimport { CameraSequence } from '../space/CameraSequence';\nimport { findOverlap, pickActiveCamera } from '../space/camera';\nimport { assignDepthOrder } from '../space/depth';\nimport { Layer3D, type SpaceHost } from '../space/Layer3D';\nimport { lintSequence } from '../space/lint';\nimport { cameraBasis, homeCamera } from '../space/math';\nimport type { CompositionSequenceSpec, AudioDescriptor, CompositionShape, SequenceSpec } from '../types';\n\nimport type { gsap } from 'gsap';\ntype Timeline = ReturnType<typeof gsap.timeline>;\n\nexport class CompositionSequence extends Sequence {\n declare spec: CompositionSequenceSpec;\n private _innerContainer: Container | null = null;\n private _compositionShape: CompositionShape | null = null;\n _children: Sequence[] = [];\n private _cameras: CameraSequence[] = [];\n private _layers3d: Layer3D[] = [];\n /** Drawn children in stack order (cameras and target-less sequences excluded). */\n private _visual: Array<{ seq: Sequence; layer: Layer3D | null }> = [];\n\n async build(): Promise<void> {\n const width = this.spec.width ?? this.parent?.width ?? this.root.width;\n const height = this.spec.height ?? this.parent?.height ?? this.root.height;\n if (this.duration === undefined) {\n this.duration = this.spec.duration ?? this.parent?.duration ?? this.root.duration;\n }\n const wrapper = new Container();\n wrapper.cullable = true;\n wrapper.cullableChildren = true;\n wrapper.cullArea = new Rectangle(0, 0, width, height);\n\n const inner = new Container();\n inner.cullable = true;\n inner.cullableChildren = true;\n wrapper.addChild(inner);\n\n this.target = wrapper;\n this.intrinsicWidth = width;\n this.intrinsicHeight = height;\n this._innerContainer = inner;\n this._compositionShape = { width, height, duration: this.duration };\n\n for (const s of this.spec.sequences ?? []) lintSequence(s);\n\n this._children = await buildSequenceTree(\n this.spec.sequences ?? [],\n this._compositionShape,\n this.root,\n );\n for (const child of this._children) {\n // Cameras are display-less: they only feed the projection pass.\n if (child instanceof CameraSequence) {\n this._cameras.push(child);\n continue;\n }\n if (!child.target) continue;\n\n const maskSpec = (child.spec as { mask?: SequenceSpec }).mask;\n\n // threeD layers never enter the scene graph themselves: their display\n // object is rendered into a texture and a perspective mesh stands in.\n if (child.spec.threeD) {\n const layer = new Layer3D(child, frameOf(child));\n inner.addChild(layer.display);\n this._layers3d.push(layer);\n this._visual.push({ seq: child, layer });\n if (maskSpec) {\n const who = child.spec.name ? `layer \"${child.spec.name}\"` : `unnamed ${child.spec.type} layer`;\n console.warn(`pixi-effects: ${who}: mask is not supported on threeD layers yet; ignored`);\n }\n continue;\n }\n\n inner.addChild(child.target);\n this._visual.push({ seq: child, layer: null });\n // If this child has a `mask` spec, build the mask sequence in the same\n // composition shape, add its target to the same parent (so its\n // transforms resolve in the same coord space), and wire PIXI's\n // mask channel. PIXI v8 renders mask containers into the stencil /\n // alpha buffer; they don't render as normal children.\n if (maskSpec) {\n const built = await buildSequenceTree([maskSpec], this._compositionShape, this.root);\n const maskSeq = built[0];\n if (maskSeq?.target) {\n inner.addChild(maskSeq.target);\n // PIXI v8 `setMask` accepts an `inverse` flag — that's how we\n // expose `maskInverted` from the spec. Falls back to plain\n // `target.mask = …` for runtimes that don't have setMask\n // (older PIXI builds).\n const inverse = (child.spec as { maskInverted?: boolean }).maskInverted ?? false;\n const t = child.target as Container & {\n setMask?: (opts: { mask: Container | null; inverse?: boolean }) => void;\n mask: Container | null;\n };\n if (typeof t.setMask === 'function') {\n t.setMask({ mask: maskSeq.target, inverse });\n } else {\n t.mask = maskSeq.target;\n }\n child.maskSequence = maskSeq;\n }\n }\n }\n\n if (this._layers3d.length > 0) {\n // Stack order becomes explicit zIndex so threeD layers can be re-sorted\n // by depth each frame without reparenting.\n inner.sortableChildren = true;\n this._visual.forEach((v, i) => {\n (v.layer?.display ?? v.seq.target!).zIndex = i;\n });\n } else if (this._cameras.length > 0) {\n console.warn('pixi-effects: camera has no effect: this composition has no threeD layers');\n }\n\n this.buildFilters();\n }\n\n override bindTimeline(timeline: Timeline, offset = 0): void {\n super.bindTimeline(timeline, offset);\n // Children's `at` is relative to this composition's start, so push them\n // forward by our absolute start time on the global timeline.\n const childOffset = offset + this.at;\n for (const child of this._children) {\n child.bindTimeline(timeline, childOffset);\n // The mask shares the maskee's offset — its `at` is interpreted\n // relative to the composition's start, just like the child itself,\n // so a reveal-from-zero animation lines up naturally.\n child.maskSequence?.bindTimeline(timeline, childOffset);\n }\n const overlap = findOverlap(this._cameras.map(c => c.window()));\n if (overlap) {\n console.warn(`pixi-effects: cameras #${overlap[0] + 1} and #${overlap[1] + 1} overlap in time; the top-most one wins`);\n }\n }\n\n override updateSpace(t: number, host: SpaceHost): void {\n // Inner compositions first: a threeD composition is rendered into its own\n // texture by this level, so its content must already be projected.\n for (const child of this._children) child.updateSpace(t, host);\n if (this._layers3d.length === 0 || !this._compositionShape) return;\n\n const { width, height } = this._compositionShape;\n const compEnd = (this.absoluteStart ?? 0) + (this.duration ?? 0);\n const active = pickActiveCamera(\n this._cameras.map(cam => ({ cam, ...cam.window() })),\n t,\n compEnd,\n );\n const basis = cameraBasis(active ? active.cam.state() : homeCamera(width, height), width, height);\n\n for (const layer of this._layers3d) layer.update(host, basis);\n\n const order = assignDepthOrder(\n this._visual.map((v, i) => ({ stackIndex: i, threeD: v.layer !== null, depth: v.layer?.depth ?? 0 })),\n );\n this._visual.forEach((v, i) => {\n if (v.layer) v.layer.display.zIndex = order[i]!;\n });\n }\n\n override collectAudio(out: AudioDescriptor[], baseTime: number): void {\n super.collectAudio(out, baseTime);\n const childBase = baseTime + this.at;\n for (const child of this._children) child.collectAudio(out, childBase);\n }\n\n override destroy(): void {\n for (const l of this._layers3d) l.destroy();\n this._layers3d = [];\n for (const c of this._children) c.destroy();\n super.destroy();\n }\n}\n\n/** Layer-space rectangle a threeD child projects: a composition's frame, otherwise its content bounds. */\nfunction frameOf(child: Sequence): () => { x: number; y: number; width: number; height: number } {\n if (child instanceof CompositionSequence) {\n return () => ({ x: 0, y: 0, width: child.intrinsicWidth, height: child.intrinsicHeight });\n }\n return () => child.target!.getLocalBounds();\n}\n"]}