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WebGL2 Lottie player with stencil-then-cover vector rendering, text and image layers, and an off-thread Web Worker delivery path.","maintainers":[{"name":"raananw","email":"raananw+npmjs@gmail.com"},{"name":"microsoft1es","email":"npmjs@microsoft.com"},{"name":"microsoft-oss-releases","email":"microsoft-oss-publishing@microsoft.com"},{"name":"vicentecartas","email":"vicente.cartas@outlook.com"},{"name":"sebavan","email":"vandenberghe.sebastien@gmail.com"},{"name":"ryantrem","email":"ryan.tremblay@outlook.com"}],"readme":"# @babylonjs/lottie-player\n\nA worker-first **WebGL2 vector Lottie player** with full JSON and BVA binary animation delivery.\nBoth players render through\n[`@babylonjs/lite-gl`](https://www.npmjs.com/package/@babylonjs/lite-gl), a small WebGL2\nmicro-engine. The full player parses supported Lottie JSON at runtime; the binary player loads a\nsmaller deterministic **BVA (Babylon Vector Animation)** file whose paths and draw data were\nprepared at build time.\n\n**Dependency.** This package depends on the published [`@babylonjs/lite-gl`](https://www.npmjs.com/package/@babylonjs/lite-gl)\n(its WebGL2 backend) as a normal npm dependency.\n\n**Version 10 takeover.** Version 10 is a breaking replacement for the experimental v9 player under\nthis canonical npm identity. Existing consumers on `@babylonjs/lottie-player@^9` remain on the\nfrozen v9 line; v10 is versioned independently from Babylon.js. The old `LocalPlayer` sprite-atlas\nAPI is replaced by the worker-first vector APIs documented below. The package license changes from\nMIT in v9 to Apache-2.0 in v10. The canonical source repository is private, while the npm tarball\nships this README, the license, declarations, and compiled runtime modules. JavaScript source maps\nare intentionally excluded so the public tarball neither embeds private TypeScript nor points to\nsource files that are not shipped.\n\n---\n\n## Quick start\n\nAll commands run from the repo root:\n\n| Goal                  | Command        | What it does                                                                                                                                        |\n| --------------------- | -------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Live viewer**       | `pnpm demo`    | Builds + serves an interactive viewer at <http://localhost:5180>. Compare full JSON and BVA binary animation playback in local tooling or a worker. |\n| **Runtime benchmark** | `pnpm measure` | Measures the current renderer with tracked fixtures in headed Chrome and opens a compact report.                                                    |\n| **Build the library** | `pnpm build`   | Compiles per-module ESM/types and self-contained classic workers into `dist/`.                                                                      |\n| **Watch build**       | `pnpm dev`     | Runs TypeScript in watch mode.                                                                                                                      |\n\nThe two `node` scripts behind those:\n\n- `node demo/serve.mjs` — the live viewer (esbuild watch + dev server).\n- `node measure/bench/run.mjs` — the current-player runtime benchmark.\n\n### CI and npm releases\n\n[`azure-pipelines-npm-verify.yml`](azure-pipelines-npm-verify.yml) runs for pull requests targeting\n`main` and pushes to `main`. It checks formatting, linting and types, unit tests, API documentation,\nthe production build, visual regressions, and the final npm package contents.\n\n[`azure-pipelines-npm-publish.yml`](azure-pipelines-npm-publish.yml) runs the full release validation\nand publication path when [`config/release.json`](config/release.json) changes on `main`. Set `type`\nto `patch`, `minor`, or `major`, increment `nonce`, and merge the reviewed change to publish from\n`main`. Manually queued runs choose the release type in the ADO UI and default to dry-run mode;\nmanual live publication requires `dryRun` to be explicitly disabled.\n\nThe resolver requires the existing canonical npm package, uses the newer of npm latest and the\nhighest `npm-lottie-player-v*` tag, and rejects unchanged releases, version/tag collisions, any\ncandidate below the source manifest version, and patch/minor releases that contain breaking-change\nmarkers. The first standalone release uses an explicit major bump from npm v9 to v10. Publication\nhappens before the matching source tag is created. Because the accidental `11.0.0` publication was\nwithdrawn and cannot be reused on npm, the next major release after v10 skips that exact version and\npublishes as `11.0.1`.\n\n[`azure-pipelines-pr-snapshot.yml`](azure-pipelines-pr-snapshot.yml) builds every PR into an\ninteractive demo snapshot and posts its URL on the PR. It also attaches an installable npm tarball\nwith a unique `0.0.0-pr.<PR>.<build>` version to the ADO build as the `npm-package` artifact, but\nnever publishes PR packages to npm. Demo deployment uses the `BabylonJS-Deployment` and\n`BabylonJS-CI-Infrastructure` variable groups. Deployment supplies `DEPLOY_TOKEN` and\n`DEPLOYMENT_SERVER`; Infrastructure supplies `DEPLOY_ENDPOINT_UPLOAD`, `SNAPSHOT_CDN_URL`,\n`SNAPSHOTS_STORAGE_ACCOUNT`, and `GITHUB_SERVICE_CONNECTION`. Fork PRs still produce the package\nartifact but skip deployment and commenting so deployment secrets remain unavailable. `DEPLOY_TOKEN`\nmust remain secret, and the ADO option that makes secrets available to fork builds must remain disabled.\nThe GitHub service connection named by `GITHUB_SERVICE_CONNECTION` must be pre-authorized for this\npipeline before snapshot runs can post PR comments. A manually queued snapshot run must provide its\nPR number through the `prNumber` parameter.\n\n### Measurement options (env vars)\n\n```powershell\n$env:ANIMS=\"gradients,path-morph\"       # tracked fixture IDs or local anim names\n$env:PERF_DURATION=\"5\"                  # seconds per fixture (default 5)\n$env:BASELINE_RESULTS=\"baseline.json\"   # optional previous results for report deltas\n$env:NO_OPEN=\"1\"                        # don't open the generated report\npnpm measure\n```\n\n---\n\n## What this is, and why\n\nLottie is a JSON format for vector animations: shapes, gradients, strokes, masks, morphing paths,\ntext, and image layers. The full player parses that document and renders supported content via\nstencil-then-cover. The binary compiler moves validation, path flattening, tessellation, and packing\noffline into the BVA binary format; the binary player samples transforms and morphs from immutable\nbuffers.\n\n### Goals\n\n- **WebGL2.** The renderer targets the broadly available `@babylonjs/lite-gl` WebGL2 surface.\n- **Explicit source-format entry points.** Full accepts JSON; binary accepts only compiler-produced\n  BVA animations and has no JSON parser, text renderer, or image renderer.\n- **Small bundle, fast time-to-first-frame.** Measured continuously (see below).\n- **Off-thread in production.** The shipped path renders on an `OffscreenCanvas` inside a Web\n  Worker. Main-thread playback exists in repository tooling for **testing and measurement** only;\n  it is not a public package mode.\n\n---\n\n## Public API\n\nEvery public player runs off-thread on an `OffscreenCanvas`; the main thread only owns the DOM\ncanvas, sizing, and control messages. The full worker performs JSON parsing and runtime\ntessellation. The binary worker decodes geometry prepared by the offline compiler. Both workers\nsample animation and submit GPU work. Local renderer factories remain internal for the workers and\nrepository tooling; they are not package exports.\n\nThe architecture has three independent dimensions:\n\n- **Player:** full JSON or BVA binary animation.\n- **Execution:** public playback runs in a worker; main-thread playback is internal demo, benchmark,\n  and test tooling.\n- **Delivery:** a consumer bundler emits the selected prebuilt, self-contained worker automatically,\n  or the host serves that worker asset itself and uses the standalone ESM or classic-script client.\n\nThere are two source-format variants:\n\n- **Full JSON** renders all runtime-supported layer types, including text and embedded or external\n  images. Use it as the fallback for documents outside the compiler profile.\n- **BVA binary** renders the compiler's constrained vector profile from deterministic `.bva`\n  assets. Compilation rejects unsupported content instead of silently dropping it.\n\nThe player and delivery choices combine as follows. Explicit-URL hosts use one shared standalone\nclient; the supplied worker file selects the player:\n\n| Delivery                   | Full JSON                                               | Binary                                                         |\n| -------------------------- | ------------------------------------------------------- | -------------------------------------------------------------- |\n| Bundler (automatic worker) | `@babylonjs/lottie-player` → `createLottieWorkerPlayer` | `@babylonjs/lottie-player/binary` → `createBinaryWorkerPlayer` |\n| Explicit worker URL (ESM)  | `/standalone` + `workers/full.worker.js`                | `/standalone` + `workers/binary.worker.js`                     |\n| Classic script             | `standalone.min.js` + `workers/full.worker.js`          | `standalone.min.js` + `workers/binary.worker.js`               |\n\n### Player version\n\nEvery player entry exports a tree-shakable `VERSION` string for telemetry:\n\n```ts\nimport { VERSION } from \"@babylonjs/lottie-player\";\n\n// Include VERSION as the playerVersion field in your telemetry event.\n```\n\nThe same constant is available from `@babylonjs/lottie-player/binary` and\n`@babylonjs/lottie-player/standalone`. Classic-script hosts read `LiteLottie.VERSION`.\nThis is the npm player package version, not the animation's Lottie format version or the\n`@babylonjs/lite-gl` dependency version.\n\n`pnpm build` embeds the same resolved version in the runtime and the emitted package manifest:\nCI's `PACKAGE_VERSION` for releases and PR snapshots, or the source manifest version for local\nbuilds. No version number is maintained in the source constant. Direct source imports and\nplain `pnpm dev` TypeScript watch builds report `development` instead.\n\n### Bundler usage\n\nThe root entry creates the full worker automatically:\n\n```ts\nimport { createLottieWorkerPlayer, playWorkerAnimationAsync } from \"@babylonjs/lottie-player\";\n\nconst player = createLottieWorkerPlayer();\nawait playWorkerAnimationAsync(player, {\n    container: document.getElementById(\"animation\")!,\n    animationSource: \"./animation.json\",\n    loop: false,\n    segment: [0, 225],\n    fit: \"scale-down\",\n    onError: () => document.getElementById(\"fallback\")?.removeAttribute(\"hidden\"),\n});\n```\n\nBundler entries emit one self-contained implementation asset. The worker does not load secondary\nimplementation chunks, so runtime public-path inference is independent of the document origin.\n\nThe full JSON and binary players support the same aspect-ratio-preserving `fit` policies:\n\n| `fit`        | Container larger than the animation                      | Container smaller than the animation            |\n| ------------ | -------------------------------------------------------- | ----------------------------------------------- |\n| `contain`    | Enlarges until one dimension reaches the container edge. | Shrinks until the entire animation fits.        |\n| `scale-down` | Keeps the authored dimensions.                           | Shrinks until the entire animation fits.        |\n| `none`       | Keeps the authored dimensions.                           | Keeps the authored dimensions and may overflow. |\n\n`contain` is the default. The player observes container resizes for `contain` and `scale-down`;\n`none` always uses the Lottie document's top-level `w` and `h`, so it does not observe the container.\nThe container's CSS controls canvas alignment and whether overflow is visible or clipped.\n\nThe full JSON and BVA binary players also share two playback-window options. `segment: [start,\nend]` selects an inclusive composition-frame range, while `endFrame` selects an inclusive final\nframe starting from the document's authored `ip`. Do not supply both options. `loop` remains\nindependent: `false` plays the selected range once and holds its final frame; `true` loops only\ninside that range. A single-frame segment such as `[30, 30]` displays and holds frame 30. With no\nplayback window, the authored inclusive `ip` and exclusive `op` continue to define playback.\n\nPlayback windows work with URL and inline sources and do not mutate inline JSON or BVA data. Each\nboundary must be inside the authored range, and a segment's end must be greater than or equal to its\nstart. Invalid ranges follow the normal asynchronous failure path: the worker does not start\nplayback, invokes `onError`, and disposes the player and canvas.\n\nEach player handle is one-shot. The first accepted `playWorkerAnimationAsync` call resolves `true`\nafter setup is queued; another call on the same handle resolves `false`, including while a URL is\nstill loading. Use `onFirstRender` when the first painted frame matters. A worker load, parse, or\nrender failure invokes `onError` and disposes the player. The callback deliberately carries no error\nstring so production delivery does not pay for diagnostic text; applications should show their\nnormal static fallback and may log the animation URL themselves.\n\nWhen `animationSource` is a URL, external image assets (`u` + `p`) resolve relative to the final\nJSON response URL, including after redirects. A parsed document has no source URL, so its external\nimage paths must already be absolute; embedded `data:` images work in either form.\n\nCompile compatible vector content to BVA before shipping the binary player:\n\n```powershell\nnpx babylon-lottie-compile animation.json animation.bva\n```\n\nThe current binary format is BVA v2. Files compiled with earlier experimental versions must be recompiled before playback.\n\n```ts\nimport { createBinaryWorkerPlayer, playWorkerAnimationAsync } from \"@babylonjs/lottie-player/binary\";\n\nconst player = createBinaryWorkerPlayer();\nawait playWorkerAnimationAsync(player, {\n    container: document.getElementById(\"animation\")!,\n    animationSource: \"./animation.bva\",\n});\n```\n\nThe compiler also exports `compileLottieBinary`, `compileLottieFile`, `compileLottieProgram`,\n`encodeLottieProgram`, and `getCompiledLottieUnsupportedReasons` from\n`@babylonjs/lottie-player/compiler`. Use the unsupported-reasons API in asset pipelines that need\nto route incompatible documents to the full JSON player.\n\n### Explicit worker URL\n\nUse `/standalone` when the host serves a prebuilt worker itself. Pair each constructor with a worker\nURL allowed by the host's script and cross-origin policies:\n\n```ts\nimport { createLottieWorkerPlayer, playWorkerAnimationAsync } from \"@babylonjs/lottie-player/standalone\";\n\nconst player = createLottieWorkerPlayer({ workerUrl: \"/static/workers/full.worker.js\" });\nawait playWorkerAnimationAsync(player, {\n    container: document.getElementById(\"animation\")!,\n    animationSource: \"./animation.json\",\n});\n```\n\nFor a BVA animation, call `createBinaryWorkerPlayer` with `workers/binary.worker.js` and pass its URL\nor an `ArrayBuffer`/`Uint8Array` source.\n\nClassic-script hosts use the equivalent `LiteLottie` global, which exposes both constructors. The\nglobal name is intentionally stable for existing classic-script hosts.\n\n```html\n<script src=\"./standalone.min.js\"></script>\n<script>\n    const player = LiteLottie.createLottieWorkerPlayer({ workerUrl: \"./workers/full.worker.js\" });\n    LiteLottie.playWorkerAnimationAsync(player, {\n        container: document.getElementById(\"animation\"),\n        animationSource: \"./animation.json\",\n    });\n</script>\n```\n\n### Fixed binary splash\n\nFor first-paint-critical, fixed-layout binary splashes, the package also ships a paired classic\nscript and binary worker:\n\n- `fixed-binary-splash/client.min.js`\n- `fixed-binary-splash/worker.min.js`\n\nThis client auto-starts under a deliberately narrow HTML contract:\n\n```html\n<canvas id=\"l\" data-a=\"animation.bva\" style=\"width: 512px; height: 512px\"></canvas>\n<script src=\"./fixed-binary-splash/client.min.js\"></script>\n```\n\nCopy the BVA animation asset beside the two scripts. The client derives their directory from\n`document.currentScript`, loads `worker.min.js`, and stores the worker on `canvas._w` for the host's\nlater dismissal path to terminate.\n\nThis path is an auto-executing classic script, not an ESM API. It assumes the host has already gated\non `OffscreenCanvas`, provides stable nonzero canvas dimensions, keeps an independent fallback, and\nowns worker termination. It intentionally omits capability checks, resize observation, callbacks,\ninline animation objects, variables, configurable looping or playback windows, and error UI. Use the regular bundler or\nstandalone entries when those capabilities are needed.\n\n---\n\n## Architecture\n\n### Rendering pipeline\n\nPer frame, the player walks layers back-to-front, resolves each layer's world matrix (parent chain\napplied), and dispatches to a **renderer** keyed by layer kind:\n\n- **Fill** (`rendering/fill-renderer.ts`) — the core. Vector fills via **stencil-then-cover**: a stencil pass\n  marks pixel coverage (nonzero winding emulated with two cull passes — back faces `INCR_WRAP`,\n  front faces `DECR_WRAP`, since lite-gl's stencil is single-sided), then a full-screen cover pass\n  paints the covered region. Also handles solids, linear/radial gradients, strokes (tessellated to\n  geometry in `rendering/stroke-geometry.ts`), add/subtract masks, and opaque vector alpha track mattes. Masks and\n  mattes reserve one stencil bit each, so their intersection needs no texture or extra framebuffer.\n  MSAA comes free from the antialiased default framebuffer.\n- **Text** (`rendering/text-renderer.ts`) — rasterizes each text block once on an **`OffscreenCanvas`** (so it\n  works on the main thread _and_ in a worker) and draws it as a premultiplied textured quad.\n- **Image** (`rendering/image-renderer.ts`) — decodes each asset via `loadTexture2D` (`fetch` +\n  `createImageBitmap`, worker-safe) and draws a textured quad.\n\n### Module map (`src/`)\n\n| Area                  | Files                                                                                                                                                                             |\n| --------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Public entries**    | `index.ts` (`.`), `binary.ts` (`./binary`), `standalone.ts` (`./standalone`), `compiler/compiler.mjs` (`./compiler`)                                                              |\n| **JSON model**        | `animation/lottie-raw.ts`, `animation/parse.ts`, `animation/sample.ts`, `animation/matrix.ts`, `animation/geometry.ts`                                                            |\n| **JSON player**       | `player/player-core.ts`, `player/full-player.ts`                                                                                                                                  |\n| **BVA binary player** | `binary/format.ts`, `binary/player.ts`, `client/binary-client.ts`, `worker/binary.worker.ts`                                                                                      |\n| **Rendering**         | `rendering/fill-renderer.ts`, `rendering/stroke-geometry.ts`, `rendering/text-renderer.ts`, `rendering/image-renderer.ts`, `rendering/layer-renderer.ts`, `rendering/gl-frame.ts` |\n| **Worker delivery**   | `client/runtime.ts`, `client/blob-worker.ts`, `client/default-full-worker.ts`, `client/default-binary-worker.ts`, `worker/protocol.ts`, `worker/full.worker.ts`                   |\n\n### Worker (`src/worker/`)\n\nThe production off-thread path has one worker per source format:\n\n| File               | Role                                                                                                             |\n| ------------------ | ---------------------------------------------------------------------------------------------------------------- |\n| `protocol.ts`      | Shared lifecycle messages plus distinct inline JSON and binary payloads.                                         |\n| `full.worker.ts`   | Fetches/parses JSON and drives the full renderer through `controller.ts` and `dispatch.ts`.                      |\n| `binary.worker.ts` | Fetches/decodes binary animations, binds immutable geometry, samples transforms and morphs, and drives playback. |\n\n> **Worker-safety:** fill, stroke, mask, and image renderers are DOM-free. **Text** was the only\n> worker-unsafe renderer (it used `document.createElement`); it now rasterizes on an\n> `OffscreenCanvas` and uploads via `createDynamicTexture` / `updateDynamicTexture`, so one code path\n> serves both threads.\n\n---\n\n## Performance benchmark\n\n`pnpm measure` runs the current renderer core against every tracked visual fixture plus optional\nlocal animations from `anims/`. BVA fixtures are compiled during staging and benchmark the\nresulting BVA animation bytes; full fixtures benchmark JSON. `ANIMS` restricts a run by fixture ID, JSON\nfilename, or local animation name.\n\nEach fixture runs in a fresh page in headed Chrome. The benchmark deliberately drives the internal\nmain-thread renderer so RAF CPU time and WebGL draw calls are directly observable. It reports\npotential FPS, RAF average and p95, draw calls, initialization time, time to first frame, and JS heap.\nProduction bundle sizes remain guarded separately by `tests/worker-client-size.test.ts`.\n\nResults are written to `measure/.out/results.json` and `measure/.out/report.html`. To compare a\nchange, save the first run's JSON outside `.out`, then set `BASELINE_RESULTS` to that file for the\nsecond run; the report shows per-metric deltas.\n\n### Test fixtures\n\nLocal animation JSONs live in the gitignored [`anims/`](anims/README.md) directory. Drop any Lottie\n`*.json` files you are licensed to test there and the demo + benchmark pick them up. The demo\nattempts to compile each document and enables the binary player only when compilation succeeds. The benchmark\nfollows each tracked fixture's declared variant.\n\n### Visual regression tests\n\nBlocking visual tests use only the hand-authored Apache-2.0 fixtures under\n`tests/visual/fixtures/`. They do not read `anims/` and do not depend on the Babylon Assets CDN.\nNormal runs build and exercise the published `dist` standalone API plus its full/binary workers,\nthen compare their canvases with reviewed goldens:\n\n```powershell\npnpm build\npnpm test:visual\n```\n\nGoldens are generated locally from the installed Babylon.js Lottie player where it supports the\nfeature, or from the installed `lottie-web` canvas renderer for masks, mattes, morphs, and images.\nThey are never generated from the candidate renderer. Only regenerate them for an intentional\nfixture/reference change, and inspect every image before keeping it:\n\n```powershell\npnpm build\npnpm test:visual:update\n```\n\nThe Playwright configuration uses Playwright's pinned full Chromium channel because its ANGLE\nWebGL2 stencil behavior matches production Chrome; the lightweight headless shell does not render\nthis stencil pipeline reliably. CI installs that pinned Chromium build and uses SwiftShader for a\ndeterministic software-GPU run; local golden review uses the machine's real GPU.\n\n---\n\n## Demo tooling (`demo/`)\n\n- `serve.mjs` — live viewer (`pnpm demo`, port 5180). Dropdowns for **Animation**, **Renderer**\n  (Full JSON / Binary), and **Thread** (Main / Worker).\n- `build.mjs` / `_shared.mjs` — one-shot PR snapshot build and shared esbuild configuration. They\n  bundle the viewer plus the two worker entries.\n\nFor a static hosted build, exclude gitignored local animations so they are not copied into the\ndeployment directory:\n\n```powershell\n$env:DEMO_INCLUDE_LOCAL_ANIMS = \"false\"\npnpm build:demo\n```\n\n---\n\n## Status\n\n**Full JSON:** fills, solids, linear/radial gradients with animated colors, butt/round-cap strokes\nwith round joins, independent gradient opacity stops, add/subtract masks, opaque vector alpha track\nmattes, text, images, morphing paths, hidden layers, nested group transforms, MSAA, z-order, comp\nclipping, and parent transforms — in the internal main-thread harness and public worker delivery.\n\n**BVA binary:** shape and null layers, layer transforms and parenting, animated nested group transforms,\nfixed-topology GPU morphs, solid and static gradient fills, static compound nonzero fills with holes,\nadd/subtract masks, opaque alpha mattes, and the compiler's constrained static stroke profile. The compiler\nreports and rejects unsupported content; it is not a generic replacement for every shape-only\nLottie document.\n\n**Not yet supported by full JSON:** mask intersect/inverted/feather, inverted/luma/fractional-alpha\ntrack mattes, square stroke caps, non-round stroke joins, even-odd fill rules, time stretch,\nprecompositions, `mergePaths`, `trimPath`, per-glyph text animators, and gradient strokes.\n\nThe source manifest remains `private` to prevent accidental publication from the repository root.\nThe release pipeline builds and publishes the generated `dist/` package, including root,\n`./binary`, `./compiler`, `./standalone`, the classic standalone client, the fixed binary splash\npair, and both prebuilt workers.\n","readmeFilename":"README.md"}