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* feat(studio): timeline collision and placement model What: new pure module timelineCollision — zone-aware drop placement (clampTrackToZone, resolveZoneDropPlacement, resolveInsertRow, resolvePlacement, lane/overlap predicates) with its full test suite. Why: the no-overlap core of the NLE clip-drag engine; plain functions, no DOM, no React, no store writes. How: new files only; type-only imports from the existing playerStore. First runtime consumer arrives with the drag-engine PRs. Test plan: bunx vitest run timelineCollision.test.ts; tsc --noEmit; fallow audit clean (all exports test-consumed). * feat(studio): timeline magnetic snapping What: new pure module timelineSnapping — snap-target collection and pixel-threshold time snapping (collectTimelineSnapTargets, snapTimelineTime, snapMoveToTargets) with tests. Why: the magnet math for clip drags/trims, reviewable standalone. How: new files only; type-only playerStore imports; consumers land with the drag engine. Test plan: bunx vitest run timelineSnapping.test.ts; tsc --noEmit; fallow audit clean. --------- Co-authored-by: ukimsanov <ular.kimsanov@heygen.com>
111 lines
4.2 KiB
TypeScript
111 lines
4.2 KiB
TypeScript
import type { TimelineElement } from "../store/playerStore";
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export type TimelineSnapType = "beat" | "playhead" | "clip-edge";
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export interface TimelineSnapTarget {
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time: number;
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type: TimelineSnapType;
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}
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/** Pixel radius within which a time snaps to a target (matches historical beat snap). */
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export const TIMELINE_SNAP_PX = 8;
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const TYPE_PRIORITY: Record<TimelineSnapType, number> = {
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playhead: 0,
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"clip-edge": 1,
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beat: 2,
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};
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export function collectTimelineSnapTargets(input: {
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elements: ReadonlyArray<Pick<TimelineElement, "start" | "duration" | "key" | "id">>;
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playheadTime: number | null;
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beatTimes: readonly number[];
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excludeElementKey?: string | null;
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}): TimelineSnapTarget[] {
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const byTime = new Map<number, TimelineSnapTarget>();
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const add = (time: number, type: TimelineSnapType) => {
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if (!Number.isFinite(time) || time < 0) return;
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const rounded = Math.round(time * 1000) / 1000;
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const existing = byTime.get(rounded);
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if (!existing || TYPE_PRIORITY[type] < TYPE_PRIORITY[existing.type]) {
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byTime.set(rounded, { time: rounded, type });
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}
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};
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for (const beat of input.beatTimes) add(beat, "beat");
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for (const el of input.elements) {
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if (input.excludeElementKey != null && (el.key ?? el.id) === input.excludeElementKey) continue;
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add(el.start, "clip-edge");
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add(el.start + el.duration, "clip-edge");
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}
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if (input.playheadTime != null) add(input.playheadTime, "playhead");
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return Array.from(byTime.values()).sort((a, b) => a.time - b.time);
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}
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export function snapTimelineTime(
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time: number,
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targets: readonly TimelineSnapTarget[],
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thresholdSecs: number,
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): { time: number; target: TimelineSnapTarget | null } {
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let best: TimelineSnapTarget | null = null;
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let bestDist = thresholdSecs;
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for (const target of targets) {
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const d = Math.abs(target.time - time);
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if (
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d < bestDist ||
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(d === bestDist && best && TYPE_PRIORITY[target.type] < TYPE_PRIORITY[best.type])
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) {
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bestDist = d;
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best = target;
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}
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}
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return best ? { time: best.time, target: best } : { time, target: null };
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}
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/**
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* Snap a moved clip so whichever edge (start or end) is nearest a target lands
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* on it, keeping duration fixed. Mirrors the historical beat-snap semantics:
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* clamp to [0, timelineDuration - duration]; if clamping pulls the clip off the
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* target, drop the highlight.
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*/
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export function snapMoveToTargets(
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start: number,
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duration: number,
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targets: readonly TimelineSnapTarget[],
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pixelsPerSecond: number,
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timelineDuration: number,
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): { start: number; snapTime: number | null; snapType: TimelineSnapType | null } {
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if (targets.length === 0) return { start, snapTime: null, snapType: null };
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const thresholdSecs = TIMELINE_SNAP_PX / Math.max(pixelsPerSecond, 1);
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const startSnap = snapTimelineTime(start, targets, thresholdSecs);
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const endSnap = snapTimelineTime(start + duration, targets, thresholdSecs);
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const startMoved = startSnap.target !== null;
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const endMoved = endSnap.target !== null;
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let candidate = start;
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let target: TimelineSnapTarget | null = null;
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if (
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startMoved &&
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(!endMoved || Math.abs(startSnap.time - start) <= Math.abs(endSnap.time - (start + duration)))
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) {
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candidate = startSnap.time;
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target = startSnap.target;
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} else if (endMoved) {
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candidate = endSnap.time - duration;
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target = endSnap.target;
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}
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const maxStart = Math.max(0, timelineDuration - duration);
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// Round the candidate to ms FIRST, then compare the clamp against that rounded
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// value — not the raw candidate. A frame-quantized duration (e.g. 1/30s, 10/3s)
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// leaves sub-ms residue after rounding that exceeds a 1e-6 tolerance, so comparing
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// the clamp to the raw candidate dropped the snap-line indicator on every snap
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// even though no clamping happened. Comparing against the rounded candidate makes
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// the residue exactly 0 unless the timeline-bounds clamp actually moved the clip.
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const roundedCandidate = Math.round(candidate * 1000) / 1000;
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const clamped = Math.max(0, Math.min(maxStart, roundedCandidate));
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if (target && Math.abs(clamped - roundedCandidate) > 1e-6) target = null;
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return { start: clamped, snapTime: target?.time ?? null, snapType: target?.type ?? null };
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}
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