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@wavegrid/layout

v1.2.0

Published

Config-driven fixture layouts — grids, rings, and filled rings — the single source of truth for cannon geometry

Readme

@wavegrid/layout

Config-driven fixture layouts — the single source of truth for cannon geometry.

Every other package (patterns, animations, scenes, the artist UI, the 3D viewer, OSC routing) reads positions from a Layout instead of re-deriving them from (numCannons, gridColumns). A Layout is plain, JSON-serializable data, so the server resolves it once and broadcasts it to every client.

Shapes

import { gridLayout, ringLayout, filledRingLayout, resolveLayout } from '@wavegrid/layout';

gridLayout({ cols: 7, rows: 7 });      // the OG 49-cannon grid
gridLayout({ cols: 7, rows: 2 });      // 7×2
ringLayout({ count: 6 });              // 6 cannons in a circle
filledRingLayout({ count: 25 });       // 25 in a filled disc (grid + circular mask)

resolveLayout({ preset: 'ring-6' });   // by preset id
resolveLayout({ kind: 'ring', count: 12 });

Each Fixture carries u/v (normalized), x/y (centered), angle, radius, ring, and grid row/col (when the layout has grid coordinates). Patterns and animations consume these directly, so the same effect runs on a rectangle or a circle.

Config + run mode

import { loadWavegridConfig } from '@wavegrid/layout';

const { config, layout, runMode } = loadWavegridConfig();
// runMode: 'simple' when count < simpleModeMax (default 40), else 'distributed'

Config is loaded with confstash: defaults → project file (wavegrid.config.* / .wavegridrc) → env → overrides.