pixi-effects 0.2.0 → 0.3.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (51) hide show
  1. package/CHANGELOG.md +31 -0
  2. package/README.md +15 -5
  3. package/ai/SKILL.md +44 -0
  4. package/ai/reference/cheatsheet.md +120 -0
  5. package/ai/reference/pitfalls.md +54 -0
  6. package/ai/reference/recipes.md +375 -0
  7. package/ai/template.html +82 -0
  8. package/ai/tools/save-image.py +24 -0
  9. package/dist/{Base-B1Tdn0Cv.d.cts → Base-BDw6dKRB.d.cts} +1 -1
  10. package/dist/{Base-Bh_VSusi.d.ts → Base-Ba4Ta4ap.d.ts} +1 -1
  11. package/dist/Composition-6FDH5OPM.cjs +13 -0
  12. package/dist/{Composition-BI5HZJFL.cjs.map → Composition-6FDH5OPM.cjs.map} +1 -1
  13. package/dist/Composition-FEYAUMFI.js +4 -0
  14. package/dist/{Composition-IO7ZN32J.js.map → Composition-FEYAUMFI.js.map} +1 -1
  15. package/dist/Controller.d.cts +2 -2
  16. package/dist/Controller.d.ts +2 -2
  17. package/dist/Movie-DMpaT67V.d.ts +179 -0
  18. package/dist/Movie-W8ISiEBB.d.cts +179 -0
  19. package/dist/{chunk-H55V3U56.js → chunk-DIJG2RSF.js} +28 -11
  20. package/dist/chunk-DIJG2RSF.js.map +1 -0
  21. package/dist/{chunk-VJCDG6YG.js → chunk-PN5A6QA7.js} +248 -64
  22. package/dist/chunk-PN5A6QA7.js.map +1 -0
  23. package/dist/{chunk-7OIWYXGV.cjs → chunk-SIRVULFF.cjs} +251 -62
  24. package/dist/chunk-SIRVULFF.cjs.map +1 -0
  25. package/dist/{chunk-64IHCYYN.cjs → chunk-ZL262ZRM.cjs} +37 -20
  26. package/dist/chunk-ZL262ZRM.cjs.map +1 -0
  27. package/dist/index.cjs +324 -24
  28. package/dist/index.cjs.map +1 -1
  29. package/dist/index.d.cts +61 -31
  30. package/dist/index.d.ts +61 -31
  31. package/dist/index.js +321 -22
  32. package/dist/index.js.map +1 -1
  33. package/dist/three.cjs +5 -5
  34. package/dist/three.d.cts +2 -2
  35. package/dist/three.d.ts +2 -2
  36. package/dist/three.js +1 -1
  37. package/dist/{types-CNBilhpz.d.cts → types-3c8Vymgw.d.cts} +53 -6
  38. package/dist/{types-CNBilhpz.d.ts → types-3c8Vymgw.d.ts} +53 -6
  39. package/docs/api.md +333 -0
  40. package/docs/dsl.md +1017 -0
  41. package/llms-full.txt +1966 -0
  42. package/llms.txt +30 -0
  43. package/package.json +4 -3
  44. package/dist/Composition-BI5HZJFL.cjs +0 -13
  45. package/dist/Composition-IO7ZN32J.js +0 -4
  46. package/dist/Movie-CcR6h2jO.d.cts +0 -82
  47. package/dist/Movie-D-n8glA6.d.ts +0 -82
  48. package/dist/chunk-64IHCYYN.cjs.map +0 -1
  49. package/dist/chunk-7OIWYXGV.cjs.map +0 -1
  50. package/dist/chunk-H55V3U56.js.map +0 -1
  51. package/dist/chunk-VJCDG6YG.js.map +0 -1
@@ -0,0 +1,179 @@
1
+ import { Application } from 'pixi.js';
2
+ import { gsap } from 'gsap';
3
+ import { A as AssetSpec, g as CompositionSpec } from './types-3c8Vymgw.js';
4
+
5
+ interface Rect {
6
+ x: number;
7
+ y: number;
8
+ width: number;
9
+ height: number;
10
+ }
11
+ interface LayerInfo {
12
+ /** Names (or `type#index`) from the root, joined by `/`. */
13
+ path: string;
14
+ name?: string;
15
+ type: string;
16
+ threeD: boolean;
17
+ /** Alive at this frame, not hidden by an ancestor, and alpha > 0. */
18
+ visible: boolean;
19
+ alpha: number;
20
+ /** Its `x` or `y` is animated: text that moves across the canvas on purpose (a ticker) is not reported as cut off. */
21
+ moving: boolean;
22
+ /** Where it is drawn, in canvas pixels. `null` inside a `threeD` layer (it is rendered into that layer's texture). */
23
+ bounds: Rect | null;
24
+ onCanvas: 'full' | 'partial' | 'none' | null;
25
+ }
26
+ interface InspectReport {
27
+ frame: number;
28
+ time: number;
29
+ canvas: {
30
+ width: number;
31
+ height: number;
32
+ };
33
+ /** Layer counts (of the whole tree) — present even when `layers` is filtered out. */
34
+ summary: {
35
+ layers: number;
36
+ visible: number;
37
+ };
38
+ /** Human-readable problems worth a look: text off-canvas / cut off / empty / overlapping text. Read this first. */
39
+ issues: string[];
40
+ layers: LayerInfo[];
41
+ }
42
+ interface InspectOptions {
43
+ /** Which layers to list: every layer, only those drawn at this frame, or none (just `issues` + `summary`). Default `'all'`. */
44
+ layers?: 'all' | 'visible' | 'none';
45
+ }
46
+
47
+ interface MovieOptions {
48
+ width?: number;
49
+ height?: number;
50
+ duration?: number;
51
+ frameRate?: number;
52
+ background?: string;
53
+ canvas?: HTMLCanvasElement;
54
+ assets?: AssetSpec[];
55
+ composition?: CompositionSpec;
56
+ }
57
+ interface RenderOptions {
58
+ format?: 'mp4' | 'mov' | 'webm' | 'mkv';
59
+ video?: {
60
+ codec?: string;
61
+ bitrate?: 'very-low' | 'low' | 'medium' | 'high' | 'very-high';
62
+ };
63
+ audio?: {
64
+ codec?: string;
65
+ bitrate?: 'very-low' | 'low' | 'medium' | 'high' | 'very-high';
66
+ };
67
+ }
68
+ interface SnapshotOptions {
69
+ /** Output size relative to the canvas (default 1). */
70
+ scale?: number;
71
+ /** `'image/png'` (default) or `'image/jpeg'`. */
72
+ type?: 'image/png' | 'image/jpeg';
73
+ /** Return a `data:` URL string instead of a Blob (handy for scripts that can only return text). */
74
+ as?: 'blob' | 'dataURL';
75
+ }
76
+ interface ContactSheetOptions {
77
+ /** Frames to show. Default: `count` frames spread evenly over the movie. */
78
+ frames?: number[];
79
+ /** Times in seconds to show (used when `frames` is not given). */
80
+ times?: number[];
81
+ /** How many frames when neither `frames` nor `times` is given. Default 6. */
82
+ count?: number;
83
+ /** Columns in the grid. Default 3. */
84
+ columns?: number;
85
+ /** Width of each picture in pixels. Default 480. */
86
+ cellWidth?: number;
87
+ as?: 'blob' | 'dataURL';
88
+ }
89
+ interface FrameEvent {
90
+ frame: number;
91
+ totalFrames: number;
92
+ }
93
+ interface ProgressEvent {
94
+ progress: number;
95
+ frame: number;
96
+ totalFrames: number;
97
+ }
98
+ type Listener = (...args: any[]) => void;
99
+ declare class Movie {
100
+ private _events;
101
+ private _initState;
102
+ app: Application | null;
103
+ timeline: ReturnType<typeof gsap.timeline> | null;
104
+ audioBuffer: AudioBuffer | null;
105
+ audioSource: AudioBufferSourceNode | null;
106
+ gainNode: GainNode | null;
107
+ private _volume;
108
+ private _muted;
109
+ isPlaying: boolean;
110
+ currentFrame: number;
111
+ totalFrames: number;
112
+ width: number;
113
+ height: number;
114
+ duration: number;
115
+ frameRate: number;
116
+ background: string;
117
+ private _audioContext;
118
+ private _rootSequence;
119
+ private _rootContainer;
120
+ private _raf;
121
+ on(event: 'ready', fn: () => void): this;
122
+ on(event: 'frame', fn: (e: FrameEvent) => void): this;
123
+ on(event: 'progress', fn: (e: ProgressEvent) => void): this;
124
+ on(event: 'pause', fn: () => void): this;
125
+ off(event: string, fn: Listener): this;
126
+ emit(event: string, ...args: unknown[]): void;
127
+ get isReady(): boolean;
128
+ private _ensureAudioContext;
129
+ init(options?: MovieOptions): Promise<void>;
130
+ gotoFrame(frame: number, force?: boolean): Promise<void>;
131
+ private _awaitVideoFrames;
132
+ /**
133
+ * A picture of one frame (the canvas only: the player bar is not included). Seeks there first and
134
+ * stays there. Use it to LOOK at your composition.
135
+ */
136
+ snapshot(frame?: number, opts?: SnapshotOptions & {
137
+ as?: 'blob';
138
+ }): Promise<Blob>;
139
+ snapshot(frame: number | undefined, opts: SnapshotOptions & {
140
+ as: 'dataURL';
141
+ }): Promise<string>;
142
+ /**
143
+ * Several frames on ONE image, each labelled with its frame number and time — the cheapest way to
144
+ * check a whole animation by eye. Restores the current frame afterwards.
145
+ */
146
+ contactSheet(opts?: ContactSheetOptions & {
147
+ as?: 'blob';
148
+ }): Promise<Blob>;
149
+ contactSheet(opts: ContactSheetOptions & {
150
+ as: 'dataURL';
151
+ }): Promise<string>;
152
+ /**
153
+ * Where every layer is drawn at `frame` (canvas pixels, visibility) plus `issues` — text that is off
154
+ * the canvas, cut by an edge, empty, or overlapping other text. Seeks there and stays there.
155
+ */
156
+ inspect(frame?: number, opts?: InspectOptions): Promise<InspectReport>;
157
+ /**
158
+ * Draw the stage now. PixiJS's CullerPlugin only culls inside `app.render()` (the ticker), and we render
159
+ * by hand — while seeking and especially during `render()`, which stops the ticker — so without this the
160
+ * `culled` flags are whatever the last tick left: a layer that is now on screen can stay culled and be
161
+ * missing from the frame or from the exported video. Cull again (updating transforms: the timeline just
162
+ * moved things) right before drawing.
163
+ */
164
+ private _renderNow;
165
+ private _requireReady;
166
+ /** Projects every `threeD` layer for the current frame (see src/space). */
167
+ private _updateSpace;
168
+ play(): void;
169
+ pause(): void;
170
+ set volume(v: number);
171
+ get volume(): number;
172
+ set muted(v: boolean);
173
+ get muted(): boolean;
174
+ toggleMute(): boolean;
175
+ render(options?: RenderOptions): Promise<Blob>;
176
+ destroy(): Promise<void>;
177
+ }
178
+
179
+ export { type ContactSheetOptions as C, type FrameEvent as F, type InspectOptions as I, type LayerInfo as L, Movie as M, type ProgressEvent as P, type RenderOptions as R, type SnapshotOptions as S, type InspectReport as a, type MovieOptions as b };
@@ -0,0 +1,179 @@
1
+ import { Application } from 'pixi.js';
2
+ import { gsap } from 'gsap';
3
+ import { A as AssetSpec, g as CompositionSpec } from './types-3c8Vymgw.cjs';
4
+
5
+ interface Rect {
6
+ x: number;
7
+ y: number;
8
+ width: number;
9
+ height: number;
10
+ }
11
+ interface LayerInfo {
12
+ /** Names (or `type#index`) from the root, joined by `/`. */
13
+ path: string;
14
+ name?: string;
15
+ type: string;
16
+ threeD: boolean;
17
+ /** Alive at this frame, not hidden by an ancestor, and alpha > 0. */
18
+ visible: boolean;
19
+ alpha: number;
20
+ /** Its `x` or `y` is animated: text that moves across the canvas on purpose (a ticker) is not reported as cut off. */
21
+ moving: boolean;
22
+ /** Where it is drawn, in canvas pixels. `null` inside a `threeD` layer (it is rendered into that layer's texture). */
23
+ bounds: Rect | null;
24
+ onCanvas: 'full' | 'partial' | 'none' | null;
25
+ }
26
+ interface InspectReport {
27
+ frame: number;
28
+ time: number;
29
+ canvas: {
30
+ width: number;
31
+ height: number;
32
+ };
33
+ /** Layer counts (of the whole tree) — present even when `layers` is filtered out. */
34
+ summary: {
35
+ layers: number;
36
+ visible: number;
37
+ };
38
+ /** Human-readable problems worth a look: text off-canvas / cut off / empty / overlapping text. Read this first. */
39
+ issues: string[];
40
+ layers: LayerInfo[];
41
+ }
42
+ interface InspectOptions {
43
+ /** Which layers to list: every layer, only those drawn at this frame, or none (just `issues` + `summary`). Default `'all'`. */
44
+ layers?: 'all' | 'visible' | 'none';
45
+ }
46
+
47
+ interface MovieOptions {
48
+ width?: number;
49
+ height?: number;
50
+ duration?: number;
51
+ frameRate?: number;
52
+ background?: string;
53
+ canvas?: HTMLCanvasElement;
54
+ assets?: AssetSpec[];
55
+ composition?: CompositionSpec;
56
+ }
57
+ interface RenderOptions {
58
+ format?: 'mp4' | 'mov' | 'webm' | 'mkv';
59
+ video?: {
60
+ codec?: string;
61
+ bitrate?: 'very-low' | 'low' | 'medium' | 'high' | 'very-high';
62
+ };
63
+ audio?: {
64
+ codec?: string;
65
+ bitrate?: 'very-low' | 'low' | 'medium' | 'high' | 'very-high';
66
+ };
67
+ }
68
+ interface SnapshotOptions {
69
+ /** Output size relative to the canvas (default 1). */
70
+ scale?: number;
71
+ /** `'image/png'` (default) or `'image/jpeg'`. */
72
+ type?: 'image/png' | 'image/jpeg';
73
+ /** Return a `data:` URL string instead of a Blob (handy for scripts that can only return text). */
74
+ as?: 'blob' | 'dataURL';
75
+ }
76
+ interface ContactSheetOptions {
77
+ /** Frames to show. Default: `count` frames spread evenly over the movie. */
78
+ frames?: number[];
79
+ /** Times in seconds to show (used when `frames` is not given). */
80
+ times?: number[];
81
+ /** How many frames when neither `frames` nor `times` is given. Default 6. */
82
+ count?: number;
83
+ /** Columns in the grid. Default 3. */
84
+ columns?: number;
85
+ /** Width of each picture in pixels. Default 480. */
86
+ cellWidth?: number;
87
+ as?: 'blob' | 'dataURL';
88
+ }
89
+ interface FrameEvent {
90
+ frame: number;
91
+ totalFrames: number;
92
+ }
93
+ interface ProgressEvent {
94
+ progress: number;
95
+ frame: number;
96
+ totalFrames: number;
97
+ }
98
+ type Listener = (...args: any[]) => void;
99
+ declare class Movie {
100
+ private _events;
101
+ private _initState;
102
+ app: Application | null;
103
+ timeline: ReturnType<typeof gsap.timeline> | null;
104
+ audioBuffer: AudioBuffer | null;
105
+ audioSource: AudioBufferSourceNode | null;
106
+ gainNode: GainNode | null;
107
+ private _volume;
108
+ private _muted;
109
+ isPlaying: boolean;
110
+ currentFrame: number;
111
+ totalFrames: number;
112
+ width: number;
113
+ height: number;
114
+ duration: number;
115
+ frameRate: number;
116
+ background: string;
117
+ private _audioContext;
118
+ private _rootSequence;
119
+ private _rootContainer;
120
+ private _raf;
121
+ on(event: 'ready', fn: () => void): this;
122
+ on(event: 'frame', fn: (e: FrameEvent) => void): this;
123
+ on(event: 'progress', fn: (e: ProgressEvent) => void): this;
124
+ on(event: 'pause', fn: () => void): this;
125
+ off(event: string, fn: Listener): this;
126
+ emit(event: string, ...args: unknown[]): void;
127
+ get isReady(): boolean;
128
+ private _ensureAudioContext;
129
+ init(options?: MovieOptions): Promise<void>;
130
+ gotoFrame(frame: number, force?: boolean): Promise<void>;
131
+ private _awaitVideoFrames;
132
+ /**
133
+ * A picture of one frame (the canvas only: the player bar is not included). Seeks there first and
134
+ * stays there. Use it to LOOK at your composition.
135
+ */
136
+ snapshot(frame?: number, opts?: SnapshotOptions & {
137
+ as?: 'blob';
138
+ }): Promise<Blob>;
139
+ snapshot(frame: number | undefined, opts: SnapshotOptions & {
140
+ as: 'dataURL';
141
+ }): Promise<string>;
142
+ /**
143
+ * Several frames on ONE image, each labelled with its frame number and time — the cheapest way to
144
+ * check a whole animation by eye. Restores the current frame afterwards.
145
+ */
146
+ contactSheet(opts?: ContactSheetOptions & {
147
+ as?: 'blob';
148
+ }): Promise<Blob>;
149
+ contactSheet(opts: ContactSheetOptions & {
150
+ as: 'dataURL';
151
+ }): Promise<string>;
152
+ /**
153
+ * Where every layer is drawn at `frame` (canvas pixels, visibility) plus `issues` — text that is off
154
+ * the canvas, cut by an edge, empty, or overlapping other text. Seeks there and stays there.
155
+ */
156
+ inspect(frame?: number, opts?: InspectOptions): Promise<InspectReport>;
157
+ /**
158
+ * Draw the stage now. PixiJS's CullerPlugin only culls inside `app.render()` (the ticker), and we render
159
+ * by hand — while seeking and especially during `render()`, which stops the ticker — so without this the
160
+ * `culled` flags are whatever the last tick left: a layer that is now on screen can stay culled and be
161
+ * missing from the frame or from the exported video. Cull again (updating transforms: the timeline just
162
+ * moved things) right before drawing.
163
+ */
164
+ private _renderNow;
165
+ private _requireReady;
166
+ /** Projects every `threeD` layer for the current frame (see src/space). */
167
+ private _updateSpace;
168
+ play(): void;
169
+ pause(): void;
170
+ set volume(v: number);
171
+ get volume(): number;
172
+ set muted(v: boolean);
173
+ get muted(): boolean;
174
+ toggleMute(): boolean;
175
+ render(options?: RenderOptions): Promise<Blob>;
176
+ destroy(): Promise<void>;
177
+ }
178
+
179
+ export { type ContactSheetOptions as C, type FrameEvent as F, type InspectOptions as I, type LayerInfo as L, Movie as M, type ProgressEvent as P, type RenderOptions as R, type SnapshotOptions as S, type InspectReport as a, type MovieOptions as b };
@@ -1,4 +1,4 @@
1
- import { Sequence, buildSequenceTree, CameraSequence, cameraBasis, homeCamera, collectPropKeys, projectLayer, DEG } from './chunk-VJCDG6YG.js';
1
+ import { Sequence, lintTiming, lintText, buildSequenceTree, CameraSequence, describeLayer, cameraBasis, homeCamera, collectPropKeys, projectLayer, DEG } from './chunk-PN5A6QA7.js';
2
2
  import { Container, Rectangle, PerspectiveMesh, Texture, Matrix, RenderTexture } from 'pixi.js';
3
3
 
4
4
  // src/space/camera.ts
@@ -89,6 +89,7 @@ var Layer3D = class {
89
89
  depth = 0;
90
90
  rt = null;
91
91
  size = null;
92
+ warnedBehind = false;
92
93
  update(host, basis) {
93
94
  const target = this.seq.target;
94
95
  if (!target || !target.renderable || !target.visible) return this.hide();
@@ -101,7 +102,15 @@ var Layer3D = class {
101
102
  const frame = { x: bounds.x - pad, y: bounds.y - pad, width: size.w, height: size.h };
102
103
  const projected = projectLayer(readLayerTransform(target), frame, basis);
103
104
  this.depth = projected.depth;
104
- if (!projected.visible) return this.hide();
105
+ if (!projected.visible) {
106
+ if (!this.warnedBehind) {
107
+ this.warnedBehind = true;
108
+ console.warn(
109
+ `pixi-effects: ${describeLayer(this.seq.spec)} is at or behind the camera plane (z = ${(target.z ?? 0).toFixed(0)}) and is hidden. If that is unintended, lower its z or move the camera back (the default camera sits at z = (height/2)/tan(fov/2), about 989 for 720p at fov 40).`
110
+ );
111
+ }
112
+ return this.hide();
113
+ }
105
114
  this.ensureTexture(size);
106
115
  host.render({
107
116
  container: target,
@@ -173,11 +182,8 @@ var CAMERA_ALIASES = {
173
182
  var CAMERA_PROPS = ["x", "y", "z", "fov", "lookAtX", "lookAtY", "lookAtZ"];
174
183
  var NEEDS_THREE_D = ["z", "rotationX", "rotationY"];
175
184
  var SKEW_KEYS = ["skew", "skewX", "skewY"];
176
- function label(spec) {
177
- return spec.name ? `layer "${spec.name}"` : `unnamed ${spec.type} layer`;
178
- }
179
185
  function lintSequence(spec, warn = defaultWarn) {
180
- const who = label(spec);
186
+ const who = describeLayer(spec);
181
187
  const keys = collectPropKeys(spec);
182
188
  const explained = /* @__PURE__ */ new Set();
183
189
  for (const k of keys) {
@@ -246,7 +252,11 @@ var CompositionSequence = class extends Sequence {
246
252
  this.intrinsicHeight = height;
247
253
  this._innerContainer = inner;
248
254
  this._compositionShape = { width, height, duration: this.duration };
249
- for (const s of this.spec.sequences ?? []) lintSequence(s);
255
+ for (const s of this.spec.sequences ?? []) {
256
+ lintSequence(s);
257
+ lintTiming(s, this.duration);
258
+ lintText(s);
259
+ }
250
260
  this._children = await buildSequenceTree(
251
261
  this.spec.sequences ?? [],
252
262
  this._compositionShape,
@@ -265,8 +275,7 @@ var CompositionSequence = class extends Sequence {
265
275
  this._layers3d.push(layer);
266
276
  this._visual.push({ seq: child, layer });
267
277
  if (maskSpec) {
268
- const who = child.spec.name ? `layer "${child.spec.name}"` : `unnamed ${child.spec.type} layer`;
269
- console.warn(`pixi-effects: ${who}: mask is not supported on threeD layers yet; ignored`);
278
+ console.warn(`pixi-effects: ${describeLayer(child.spec)}: mask is not supported on threeD layers yet; ignored`);
270
279
  }
271
280
  continue;
272
281
  }
@@ -310,6 +319,14 @@ var CompositionSequence = class extends Sequence {
310
319
  console.warn(`pixi-effects: cameras #${overlap[0] + 1} and #${overlap[1] + 1} overlap in time; the top-most one wins`);
311
320
  }
312
321
  }
322
+ /** Drawn children in stack order, with the display object that stands in for each (the mesh for a threeD layer). */
323
+ layers() {
324
+ return this._visual.map((v) => ({
325
+ seq: v.seq,
326
+ display: v.layer?.display ?? v.seq.target,
327
+ threeD: v.layer !== null
328
+ }));
329
+ }
313
330
  updateSpace(t, host) {
314
331
  for (const child of this._children) child.updateSpace(t, host);
315
332
  if (this._layers3d.length === 0 || !this._compositionShape) return;
@@ -349,5 +366,5 @@ function frameOf(child) {
349
366
  }
350
367
 
351
368
  export { CompositionSequence };
352
- //# sourceMappingURL=chunk-H55V3U56.js.map
353
- //# sourceMappingURL=chunk-H55V3U56.js.map
369
+ //# sourceMappingURL=chunk-DIJG2RSF.js.map
370
+ //# sourceMappingURL=chunk-DIJG2RSF.js.map
@@ -0,0 +1 @@
1
+ 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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 { describeLayer } from '../core/lint';\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 private warnedBehind = false;\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) {\n if (!this.warnedBehind) {\n this.warnedBehind = true;\n console.warn(\n `pixi-effects: ${describeLayer(this.seq.spec)} is at or behind the camera plane (z = ${(target.z ?? 0).toFixed(0)}) and is hidden. ` +\n `If that is unintended, lower its z or move the camera back (the default camera sits at z = (height/2)/tan(fov/2), about 989 for 720p at fov 40).`,\n );\n }\n return this.hide();\n }\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 { describeLayer } from '../core/lint';\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\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 = describeLayer(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 { describeLayer, lintText, lintTiming } from '../core/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 ?? []) {\n lintSequence(s);\n lintTiming(s, this.duration);\n lintText(s);\n }\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 console.warn(`pixi-effects: ${describeLayer(child.spec)}: 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 /** Drawn children in stack order, with the display object that stands in for each (the mesh for a threeD layer). */\n layers(): Array<{ seq: Sequence; display: Container; threeD: boolean }> {\n return this._visual.map(v => ({\n seq: v.seq,\n display: (v.layer?.display ?? v.seq.target!) as unknown as Container,\n threeD: v.layer !== null,\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"]}