mirror of
https://github.com/heygen-com/hyperframes.git
synced 2026-09-11 14:50:02 +00:00
fix(studio): keyframe commit routing for 3D and cross-group edits (#1762)
- pickBestAnimation is group-aware: a rotation/3D edit no longer merges into a position tween — a fresh same-group tween with a 0% baseline is created instead - editing at a playhead past the tween extends it and keyframes there (matches drag) - update-keyframe MERGES into the existing keyframe instead of overwriting, so editing one property no longer drops z/transformPerspective (the lens then animated from 0 and the element popped) - dragging a keyframed element with a constant position tween keyframes rather than writing a static set
This commit is contained in:
@@ -21,6 +21,7 @@ import {
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elementHome,
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hasMotionPathPlugin,
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isPreviewHtmlElement,
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transformWDivisor,
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useMotionPathData,
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} from "./useMotionPathData";
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@@ -39,6 +40,7 @@ type DragState = {
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initX: number;
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initY: number;
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scale: number;
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pScale: number;
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ref: MotionNodeRef;
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};
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@@ -71,7 +73,7 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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handleGsapRemoveKeyframe,
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handleGsapDeleteAllForElement,
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} = useDomEditContext();
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const { rect, geometry, geometryResolved, visibleInPreview, home } = useMotionPathData(
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const { rect, geometry, geometryResolved, visibleInPreview, home, pScale } = useMotionPathData(
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iframeRef,
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selectorFor(selection),
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);
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@@ -156,8 +158,12 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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e.preventDefault();
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const sc = r.width / compW;
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const elHome = elementHome(live);
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const px = Math.round((e.clientX - r.left) / sc - elHome.x);
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const py = Math.round((e.clientY - r.top) / sc - elHome.y);
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// De-magnify: the click lands on the projected (1/m44-magnified) path, so
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// divide the home-relative offset by the perspective factor to recover the
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// stored composition offset (inverse of the `* pScale` applied at draw).
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const ps = 1 / transformWDivisor(live);
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const px = Math.round(((e.clientX - r.left) / sc - elHome.x) / ps);
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const py = Math.round(((e.clientY - r.top) / sc - elHome.y) / ps);
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const t = Math.round(usePlayerStore.getState().currentTime * 100) / 100;
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void commitCreatePath(createSelector, t, px, py, commitMutation);
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setMotionPathArmed(false);
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@@ -232,7 +238,16 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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: geometry.nodes;
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// ax/ay = absolute composition position (home + offset) for drawing; n.x/n.y
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// stay offsets so the drag commit writes the right tween values.
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const abs = nodes.map((n) => ({ ...n, ax: home.x + n.x, ay: home.y + n.y }));
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// Magnify the animated offsets by the element's perspective factor (1/m44, via
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// pScale) so the path tracks the *projected* element. `home` is the projection
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// pivot (transform-origin), so it stays put; only the offsets foreshorten. 2D
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// elements have pScale = 1 (no change). Inverse (de-magnify) applied wherever a
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// pointer position is mapped back to a stored offset (create + node drag).
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const abs = nodes.map((n) => ({
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...n,
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ax: home.x + n.x * pScale,
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ay: home.y + n.y * pScale,
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}));
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const points = abs.map((p) => `${p.ax},${p.ay}`).join(" ");
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// Map a VIEWPORT pointer to composition space. Use the iframe's LIVE viewport
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// rect, not `rect` — `rect.left/top` are stored pan-surface-relative (for the
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@@ -264,6 +279,7 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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initX: x,
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initY: y,
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scale,
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pScale,
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ref,
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};
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setDraft({ index, x, y });
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@@ -273,8 +289,8 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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if (!d) return;
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setDraft({
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index: d.index,
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x: d.initX + (e.clientX - d.startX) / d.scale,
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y: d.initY + (e.clientY - d.startY) / d.scale,
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x: d.initX + (e.clientX - d.startX) / d.scale / d.pScale,
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y: d.initY + (e.clientY - d.startY) / d.scale / d.pScale,
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});
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};
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// fallow-ignore-next-line complexity
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@@ -286,8 +302,8 @@ export const MotionPathOverlay = memo(function MotionPathOverlay({
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if (!animId) return;
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const screenDx = e.clientX - d.startX;
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const screenDy = e.clientY - d.startY;
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const x = Math.round(d.initX + screenDx / d.scale);
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const y = Math.round(d.initY + screenDy / d.scale);
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const x = Math.round(d.initX + screenDx / d.scale / d.pScale);
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const y = Math.round(d.initY + screenDy / d.scale / d.pScale);
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// Click-vs-drag is decided in SCREEN space, not composition px: the old guard
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// compared rounded comp-px, which at high zoom (scale ≫ 1) swallowed real
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// multi-px screen drags whose sub-comp-px delta rounds to 0 → the node would
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@@ -148,6 +148,19 @@ export const PropertyPanel = memo(function PropertyPanel({
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// eslint-disable-next-line react-hooks/exhaustive-deps
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[gsapRuntimeValues, gsapAnimations, element, currentTime],
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);
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// The 3D Transform panel should be reachable on ANY element, not only ones GSAP is
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// already animating — otherwise you can't add depth/rotation to a fresh static
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// element (the panel never appears, the classic chicken-and-egg). Default to
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// identity when there are no runtime values yet; the first edit creates the
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// gsap.set via commitStaticSet, after which real runtime values flow in.
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const gsap3dValues: Record<string, number> = gsapRuntimeValues ?? {
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rotationX: 0,
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rotationY: 0,
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rotationZ: 0,
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z: 0,
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scale: 1,
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transformPerspective: 0,
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};
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if (!element) {
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return (
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@@ -490,33 +503,31 @@ export const PropertyPanel = memo(function PropertyPanel({
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)}
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</div>
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</div>
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{gsapRuntimeValues && (
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<PropertyPanel3dTransform
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gsapRuntimeValues={gsapRuntimeValues}
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gsapAnimId={gsapAnimId}
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resolveAnimIdForProp={animIdForProp}
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gsapKeyframes={navKeyframes}
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currentPct={currentPct}
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elStart={elStart}
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elDuration={elDuration}
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element={element}
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onCommitAnimatedProperty={onCommitAnimatedProperty}
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onCommitAnimatedProperties={onCommitAnimatedProperties}
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onSeekToTime={onSeekToTime}
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onRemoveKeyframe={onRemoveKeyframe}
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onConvertToKeyframes={onConvertToKeyframes}
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onLivePreviewProps={(el, props) => {
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const iframe = iframeRef.current;
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const win = iframe?.contentWindow as
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| { gsap?: { set: (t: Element, v: Record<string, number>) => void } }
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| null
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| undefined;
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const sel = el.id ? `#${el.id}` : el.selector;
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const node = sel ? iframe?.contentDocument?.querySelector(sel) : null;
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if (win?.gsap && node) win.gsap.set(node, props);
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}}
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/>
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)}
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<PropertyPanel3dTransform
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gsapRuntimeValues={gsap3dValues}
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gsapAnimId={gsapAnimId}
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resolveAnimIdForProp={animIdForProp}
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gsapKeyframes={navKeyframes}
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currentPct={currentPct}
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elStart={elStart}
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elDuration={elDuration}
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element={element}
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onCommitAnimatedProperty={onCommitAnimatedProperty}
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onCommitAnimatedProperties={onCommitAnimatedProperties}
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onSeekToTime={onSeekToTime}
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onRemoveKeyframe={onRemoveKeyframe}
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onConvertToKeyframes={onConvertToKeyframes}
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onLivePreviewProps={(el, props) => {
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const iframe = iframeRef.current;
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const win = iframe?.contentWindow as
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| { gsap?: { set: (t: Element, v: Record<string, number>) => void } }
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| null
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| undefined;
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const sel = el.id ? `#${el.id}` : el.selector;
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const node = sel ? iframe?.contentDocument?.querySelector(sel) : null;
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if (win?.gsap && node) win.gsap.set(node, props);
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}}
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/>
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<div className="mt-3">
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<div className="mb-2 text-[10px] font-medium uppercase tracking-wider text-neutral-600">
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Stacking
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@@ -29,6 +29,7 @@ const pxToProjPersp = (px: number) => (px > 0 ? Math.max(2.2, Math.min(14, px /
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export function Transform3DCube({
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pose,
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perspective = 0,
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defaultPerspective = 0,
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z = 0,
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onPoseDraft,
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onPoseCommit,
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@@ -41,6 +42,8 @@ export function Transform3DCube({
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pose: CubePose;
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/** Element's transformPerspective (px); drives the cube's foreshortening. */
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perspective?: number;
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/** Comp-derived lens used for depth feedback before a perspective is committed. */
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defaultPerspective?: number;
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/** Element's translateZ (px) — "depth", adjusted by scrolling over the cube. */
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z?: number;
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/** Fires on every drag move with the in-progress pose (parent live-previews). */
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@@ -68,8 +71,12 @@ export function Transform3DCube({
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// studio's "scroll = z depth" gesture-recording convention. A non-passive
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// listener is required so preventDefault can stop the panel from scrolling.
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const svgRef = useRef<SVGSVGElement | null>(null);
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const depthRef = useRef({ z, onDepthDraft, onDepthCommit });
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depthRef.current = { z, onDepthDraft, onDepthCommit };
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// Perspective lens (committed, else the comp-derived default the panel will
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// apply). Drives the cube's depth-scale feedback AND clamps the scroll so depth
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// can't cross the lens. Defined here so the wheel handler can read it via the ref.
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const lens = perspective > 0 ? perspective : defaultPerspective;
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const depthRef = useRef({ z, onDepthDraft, onDepthCommit, lens });
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depthRef.current = { z, onDepthDraft, onDepthCommit, lens };
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useEffect(() => {
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const el = svgRef.current;
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if (!el) return;
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@@ -81,7 +88,14 @@ export function Transform3DCube({
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e.preventDefault();
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// ponytail: 0.25 px of Z per wheel-delta unit (~25px per notch); tune if
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// it feels too fast/slow. Scroll up (deltaY < 0) pushes toward the viewer.
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pending = Math.round((pending ?? depthRef.current.z) - e.deltaY * 0.25);
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let next = Math.round((pending ?? depthRef.current.z) - e.deltaY * 0.25);
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// Clamp depth in front of the perspective lens. At z ≥ lens the element sits
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// at/behind the virtual camera and the projection lens/(lens−z) blows up or
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// inverts — that's the runaway "Z = 3195px past a 1080 lens". Cap just short
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// of the lens; allow pushing well back (smaller) but not absurdly far.
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const L = depthRef.current.lens;
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if (L > 0) next = Math.max(Math.min(next, Math.round(L * 0.85)), Math.round(-L * 4));
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pending = next;
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draft?.(pending);
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setDepthDraft(pending); // live-scale the cube while scrolling
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if (timer) clearTimeout(timer);
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@@ -100,15 +114,15 @@ export function Transform3DCube({
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// Depth feedback: the cube scales like the element would — translateZ(z) under
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// a perspective lens P appears scaled by P/(P-z). Closer (z>0) reads bigger,
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// farther (z<0) smaller. Fall back to the default lens so depth always reads in
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// the gizmo even before a perspective is set.
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const lens = perspective > 0 ? perspective : 800;
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const depthScale = Math.max(0.4, Math.min(2.2, lens / (lens - shownZ)));
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// farther (z<0) smaller. Use the committed perspective, else the comp-derived
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// lens the panel is about to apply — same value in both, so the cube doesn't
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// jump when the commit lands. If neither is known, skip the scale (no lens).
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const depthScale = lens > 0 ? Math.max(0.4, Math.min(2.2, lens / (lens - shownZ))) : 1;
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const projOpts = {
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cx: CX,
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cy: CY,
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r: RADIUS * depthScale,
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persp: pxToProjPersp(perspective),
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persp: pxToProjPersp(lens),
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};
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// The element lives in CSS's screen-Y-down space; the cube projects Y-up. RotateX
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// and RotateZ act in planes that contain Y, so they read inverted in the gizmo
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@@ -209,6 +209,22 @@ export function applyManualOffsetDragMatrix(matrix: ManualOffsetDragMatrix, poin
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};
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}
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/**
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* The perspective w-divisor (matrix3d m44) of the element's current transform.
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* For a plain `translateZ(z)` under `perspective(p)`, m44 = (p - z) / p, so the
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* element renders 1/m44× larger and a translate of `d` composition px moves
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* `d / m44` px on screen. Returns 1 for 2D transforms (no foreshortening). Used
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* to keep the drag offset → screen-movement mapping correct for depth elements,
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* which the flat-scale fast path below would otherwise get wrong by 1/m44.
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*/
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function readTransformWDivisor(element: HTMLElement): number {
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const t = element.ownerDocument.defaultView?.getComputedStyle(element).transform;
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if (!t || !t.startsWith("matrix3d(")) return 1;
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const parts = t.slice("matrix3d(".length, -1).split(",");
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const w = Number.parseFloat(parts[15] ?? "");
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return Number.isFinite(w) && w > 0 ? w : 1;
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}
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export function measureManualOffsetDragScreenToOffsetMatrix(
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element: HTMLElement,
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initialOffset: { x: number; y: number },
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@@ -221,7 +237,11 @@ export function measureManualOffsetDragScreenToOffsetMatrix(
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) {
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const sx = options.scaleX || 1;
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const sy = options.scaleY || 1;
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return { ok: true, matrix: { a: 1 / sx, b: 0, c: 0, d: 1 / sy } };
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// Fold in the perspective foreshortening: a depth element (z≠0) moves
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// 1/m44× faster on screen than its flat scale implies, so the screen→offset
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// matrix must scale by m44 or the element outruns the pointer/overlay.
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const w = readTransformWDivisor(element);
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return { ok: true, matrix: { a: w / sx, b: 0, c: 0, d: w / sy } };
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}
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const probeSize = options.probeSize ?? DEFAULT_OFFSET_PROBE_PX;
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@@ -360,6 +380,7 @@ export function createManualOffsetDragMember(input: {
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// drag is acceptable — the final committed position is always exact.
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const scaleX = input.rect.editScaleX || 1;
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const scaleY = input.rect.editScaleY || 1;
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const w = readTransformWDivisor(input.element);
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return {
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ok: true,
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member: {
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@@ -370,7 +391,7 @@ export function createManualOffsetDragMember(input: {
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baseGsap,
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initialPathOffset,
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gestureToken,
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screenToOffset: { a: 1 / scaleX, b: 0, c: 0, d: 1 / scaleY },
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screenToOffset: { a: w / scaleX, b: 0, c: 0, d: w / scaleY },
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originRect: input.rect,
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},
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};
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@@ -6,9 +6,19 @@ import { KeyframeNavigation } from "./KeyframeNavigation";
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import { formatPxMetricValue, parsePxMetricValue, RESPONSIVE_GRID } from "./propertyPanelHelpers";
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import { Transform3DCube, type CubePose } from "./Transform3DCube";
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// Default perspective (px) applied when depth is first set, so translateZ is
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// visible. ~800px is a moderate lens — closer = stronger foreshortening.
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const DEFAULT_DEPTH_PERSPECTIVE = 800;
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// translateZ only foreshortens under a perspective lens. Rather than hardcode one
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// (an arbitrary px value reads wrong at different canvas sizes), derive it from the
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// element's composition: perspective = composition height puts the virtual camera
|
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// one comp-height back, a natural ~53° vertical FOV that looks the same whether the
|
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// canvas is 720p or 4K. Falls back to the element's own height only if the comp size
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// can't be read (detached/unmeasured), never to a fixed magic number.
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function naturalDepthPerspective(el: HTMLElement | null | undefined): number {
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if (!el) return 0;
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const root = el.closest("[data-hf-inner-root],[data-composition-id]") as HTMLElement | null;
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const compHeight = root?.offsetHeight || el.ownerDocument?.documentElement?.clientHeight || 0;
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if (compHeight > 0) return Math.round(compHeight);
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return Math.round((el.offsetHeight || 0) * 4) || 0;
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}
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|
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type KeyframeEntry = Array<{
|
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percentage: number;
|
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@@ -42,17 +52,10 @@ interface PropertyPanel3dTransformProps {
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onLivePreviewProps?: (element: DomEditSelection, props: Record<string, number>) => void;
|
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}
|
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|
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type CommitAnimatedProperty = (
|
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element: DomEditSelection,
|
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property: string,
|
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value: number,
|
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) => Promise<void>;
|
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|
||||
/** The draggable cube + its commit/recenter/live-preview wiring. */
|
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function Cube3dControl({
|
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element,
|
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gsapRuntimeValues,
|
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onCommitAnimatedProperty,
|
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onCommitAnimatedProperties,
|
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onLivePreviewProps,
|
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onKeyframe,
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@@ -60,8 +63,7 @@ function Cube3dControl({
|
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}: {
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element: DomEditSelection;
|
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gsapRuntimeValues: Record<string, number>;
|
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onCommitAnimatedProperty: CommitAnimatedProperty;
|
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onCommitAnimatedProperties?: (
|
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onCommitAnimatedProperties: (
|
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element: DomEditSelection,
|
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props: Record<string, number | string>,
|
||||
) => Promise<void>;
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@@ -74,6 +76,15 @@ function Cube3dControl({
|
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rotationY: gsapRuntimeValues.rotationY ?? 0,
|
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rotationZ: gsapRuntimeValues.rotationZ ?? 0,
|
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};
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// Comp-derived lens (see naturalDepthPerspective) applied the first time depth is
|
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// set, so the scene's foreshortening scales with the canvas instead of a magic 800.
|
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const depthPerspective = naturalDepthPerspective(element.element);
|
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// A gentle, fixed "depth pose" tilt (degrees) dropped on a flat element the first
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// time it gets depth, so translateZ reads as 3D foreshortening instead of a plain
|
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// resize — small enough to look like a premium card, not a flip.
|
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const DEPTH_POSE_X = 10;
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const DEPTH_POSE_Y = -15;
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const isFlat = Math.round(pose.rotationX) === 0 && Math.round(pose.rotationY) === 0;
|
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// Commit only the rotation axes the drag actually changed (each rounded to a
|
||||
// whole degree). Reuses the keyframe-aware animated-property commit, so a drag
|
||||
// at the playhead writes/updates a keyframe just like the numeric fields.
|
||||
@@ -86,13 +97,8 @@ function Cube3dControl({
|
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const axes = Object.keys(changedProps);
|
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if (axes.length === 0) return;
|
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// ONE keyframe for the whole pose change — avoids per-axis commits racing into
|
||||
// adjacent duplicate keyframes. Fall back to per-axis if no batched commit.
|
||||
if (onCommitAnimatedProperties) {
|
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void onCommitAnimatedProperties(element, changedProps);
|
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} else {
|
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for (const [axis, v] of Object.entries(changedProps))
|
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onCommitAnimatedProperty(element, axis, v);
|
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}
|
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// adjacent duplicate keyframes.
|
||||
void onCommitAnimatedProperties(element, changedProps);
|
||||
};
|
||||
const recenter = () => {
|
||||
// ONE commit for the whole reset — six per-axis commits meant six soft-reloads
|
||||
@@ -105,15 +111,10 @@ function Cube3dControl({
|
||||
scale: 1,
|
||||
transformPerspective: 0,
|
||||
};
|
||||
if (onCommitAnimatedProperties) {
|
||||
void onCommitAnimatedProperties(element, identity);
|
||||
} else {
|
||||
for (const [prop, v] of Object.entries(identity))
|
||||
void onCommitAnimatedProperty(element, prop, v);
|
||||
}
|
||||
void onCommitAnimatedProperties(element, identity);
|
||||
};
|
||||
// Immediate element feedback while dragging — set the live transform without a
|
||||
// source write; the release commits via onCommitAnimatedProperty.
|
||||
// source write; the release commits via commitPose.
|
||||
const livePreview = (next: CubePose) =>
|
||||
onLivePreviewProps?.(element, {
|
||||
rotationX: next.rotationX,
|
||||
@@ -127,29 +128,47 @@ function Cube3dControl({
|
||||
<Transform3DCube
|
||||
pose={pose}
|
||||
perspective={gsapRuntimeValues.transformPerspective ?? 0}
|
||||
defaultPerspective={depthPerspective}
|
||||
z={gsapRuntimeValues.z ?? 0}
|
||||
onPoseDraft={livePreview}
|
||||
onPoseCommit={commitPose}
|
||||
onDepthDraft={(z) =>
|
||||
onLivePreviewProps?.(
|
||||
element,
|
||||
gsapRuntimeValues.transformPerspective
|
||||
? { z }
|
||||
: { z, transformPerspective: DEFAULT_DEPTH_PERSPECTIVE },
|
||||
)
|
||||
}
|
||||
onDepthCommit={(z) => {
|
||||
// translateZ is invisible without a perspective lens — apply a sensible
|
||||
// default the first time depth is set so scrolling visibly moves the
|
||||
// element. The user can still fine-tune via the Perspective field.
|
||||
if (!gsapRuntimeValues.transformPerspective) {
|
||||
void onCommitAnimatedProperty(
|
||||
element,
|
||||
"transformPerspective",
|
||||
DEFAULT_DEPTH_PERSPECTIVE,
|
||||
);
|
||||
onDepthDraft={(z) => {
|
||||
// Preview WITH a lens so depth is visible while scrolling — the same
|
||||
// default the commit applies, so the element doesn't snap on release.
|
||||
const preview: Record<string, number> = gsapRuntimeValues.transformPerspective
|
||||
? { z }
|
||||
: { z, transformPerspective: depthPerspective };
|
||||
// Depth-pose preview: a flat element only scales under Z, so mirror the
|
||||
// commit and preview the gentle tilt that makes the depth read as 3D.
|
||||
if (isFlat) {
|
||||
preview.rotationX = DEPTH_POSE_X;
|
||||
preview.rotationY = DEPTH_POSE_Y;
|
||||
}
|
||||
void onCommitAnimatedProperty(element, "z", z);
|
||||
onLivePreviewProps?.(element, preview);
|
||||
}}
|
||||
onDepthCommit={(z) => {
|
||||
// Best-UX depth: scroll moves Z, and a 3D transform always has a lens —
|
||||
// like an After Effects camera. translateZ is invisible without a
|
||||
// perspective, so the FIRST time depth is added (Perspective still 0) we
|
||||
// set a sensible comp-derived lens ONCE. Every later scroll touches Z
|
||||
// only, and Perspective stays an independent, editable field. The cube's
|
||||
// scroll is clamped in front of the lens, so Z can't run away past it.
|
||||
const props: Record<string, number> = { z };
|
||||
if (!gsapRuntimeValues.transformPerspective && depthPerspective > 0) {
|
||||
props.transformPerspective = depthPerspective;
|
||||
}
|
||||
// Depth-pose: a flat element (no tilt) only scales under Z — it can't read
|
||||
// as depth. So the first time depth lands on a flat element, also drop a
|
||||
// gentle fixed tilt; the foreshortening makes depth read as 3D IN PLACE
|
||||
// (no screen travel, per-element lens unchanged). Once the element has any
|
||||
// tilt, depth scrolls touch Z only. Reset tilt to 0 to go flat again.
|
||||
if (isFlat) {
|
||||
props.rotationX = DEPTH_POSE_X;
|
||||
props.rotationY = DEPTH_POSE_Y;
|
||||
}
|
||||
// One commit for all props so the writes can't race read-modify-write on
|
||||
// the same script (which dropped a prop and reverted after a seek).
|
||||
void onCommitAnimatedProperties(element, props);
|
||||
}}
|
||||
onRecenter={recenter}
|
||||
onKeyframe={onKeyframe}
|
||||
@@ -308,11 +327,10 @@ export function PropertyPanel3dTransform({
|
||||
</button>
|
||||
{collapsed ? null : (
|
||||
<>
|
||||
{onCommitAnimatedProperty && (
|
||||
{onCommitAnimatedProperties && (
|
||||
<Cube3dControl
|
||||
element={element}
|
||||
gsapRuntimeValues={gsapRuntimeValues}
|
||||
onCommitAnimatedProperty={onCommitAnimatedProperty}
|
||||
onCommitAnimatedProperties={onCommitAnimatedProperties}
|
||||
onLivePreviewProps={onLivePreviewProps}
|
||||
keyframed={(gsapKeyframes ?? []).some(
|
||||
|
||||
@@ -5,6 +5,38 @@ import { buildMotionPathGeometry, type MotionPathGeometry } from "./motionPathGe
|
||||
|
||||
type Rect = { left: number; top: number; width: number; height: number };
|
||||
|
||||
// The translate (e/f) components of an element's computed transform, in comp px.
|
||||
// A group wrapper dragged via GSAP carries its offset here, not in offsetLeft/Top.
|
||||
function transformTranslate(el: HTMLElement): { x: number; y: number } {
|
||||
const t = el.ownerDocument?.defaultView?.getComputedStyle(el).transform;
|
||||
if (!t || t === "none") return { x: 0, y: 0 };
|
||||
const m3 = t.match(/matrix3d\(([^)]+)\)/);
|
||||
if (m3) {
|
||||
const v = m3[1].split(",").map(Number);
|
||||
return { x: v[12] || 0, y: v[13] || 0 };
|
||||
}
|
||||
const m = t.match(/matrix\(([^)]+)\)/);
|
||||
if (m) {
|
||||
const v = m[1].split(",").map(Number);
|
||||
return { x: v[4] || 0, y: v[5] || 0 };
|
||||
}
|
||||
return { x: 0, y: 0 };
|
||||
}
|
||||
|
||||
// Perspective foreshortening of the element's OWN transform (matrix3d m44). A
|
||||
// depth element (translateZ toward the viewer) renders 1/m44× larger, so its
|
||||
// animated x/y offsets travel 1/m44× further on screen than the flat preview
|
||||
// scale implies. Returns 1 for 2D transforms. The motion path magnifies its
|
||||
// offset points by 1/m44 (and de-magnifies pointer→offset) so the drawn path and
|
||||
// its draggable nodes track the projected element instead of drifting off it.
|
||||
export function transformWDivisor(el: HTMLElement): number {
|
||||
const t = el.ownerDocument?.defaultView?.getComputedStyle(el).transform;
|
||||
if (!t || !t.startsWith("matrix3d(")) return 1;
|
||||
const v = t.slice("matrix3d(".length, -1).split(",");
|
||||
const w = Number.parseFloat(v[15] ?? "");
|
||||
return Number.isFinite(w) && w > 0 ? w : 1;
|
||||
}
|
||||
|
||||
export function elementHome(el: HTMLElement): { x: number; y: number } {
|
||||
let left = 0;
|
||||
let top = 0;
|
||||
@@ -12,6 +44,14 @@ export function elementHome(el: HTMLElement): { x: number; y: number } {
|
||||
while (node) {
|
||||
left += node.offsetLeft;
|
||||
top += node.offsetTop;
|
||||
// Ancestor transforms (e.g. a group wrapper moved via GSAP) shift where the
|
||||
// element actually renders, so the path must anchor on top of them. The element's
|
||||
// OWN transform is excluded — that's the animated offset the path itself draws.
|
||||
if (node !== el) {
|
||||
const t = transformTranslate(node);
|
||||
left += t.x;
|
||||
top += t.y;
|
||||
}
|
||||
const parent = node.offsetParent as HTMLElement | null;
|
||||
if (!parent || parent.hasAttribute("data-composition-id")) break;
|
||||
node = parent;
|
||||
@@ -62,6 +102,7 @@ export function useMotionPathData(
|
||||
geometryResolved: boolean;
|
||||
visibleInPreview: boolean;
|
||||
home: { x: number; y: number } | null;
|
||||
pScale: number;
|
||||
} {
|
||||
const [rect, setRect] = useState<Rect | null>(null);
|
||||
const [geometry, setGeometry] = useState<MotionPathGeometry | null>(null);
|
||||
@@ -69,6 +110,9 @@ export function useMotionPathData(
|
||||
const geometryResolved = resolvedForRef.current === selector;
|
||||
const [visibleInPreview, setVisibleInPreview] = useState(true);
|
||||
const [home, setHome] = useState<{ x: number; y: number } | null>(null);
|
||||
// Perspective magnification (1/m44) of the selected element — applied to the
|
||||
// path's offset points so depth (translateZ) elements' paths track on screen.
|
||||
const [pScale, setPScale] = useState(1);
|
||||
|
||||
useEffect(() => {
|
||||
if (!selector) {
|
||||
@@ -105,6 +149,8 @@ export function useMotionPathData(
|
||||
setHome((prev) =>
|
||||
prev && Math.abs(prev.x - h.x) < 0.5 && Math.abs(prev.y - h.y) < 0.5 ? prev : h,
|
||||
);
|
||||
const ps = 1 / transformWDivisor(live);
|
||||
setPScale((p) => (Math.abs(p - ps) < 0.001 ? p : ps));
|
||||
}
|
||||
}
|
||||
raf = requestAnimationFrame(tick);
|
||||
@@ -132,5 +178,5 @@ export function useMotionPathData(
|
||||
return () => window.clearInterval(id);
|
||||
}, [selector, iframeRef]);
|
||||
|
||||
return { rect, geometry, geometryResolved, visibleInPreview, home };
|
||||
return { rect, geometry, geometryResolved, visibleInPreview, home, pScale };
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user