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Ripl logo

Ripl

Ripl (pronounced "ripple") is a zero-dependency TypeScript charting, drawing and animation library built on a unified API for 2D graphics rendering. Write a scene once and render it to Canvas, SVG, a terminal (as braille and ANSI colour), or a Node process, with 3D on Canvas and WebGPU alongside.

The Canvas API is low-level: it has no concept of objects, hierarchy, or events. SVG is easier to reason about but carries its own performance limits and API differences. The two diverge enough that projects usually commit to one at the outset. Ripl removes that decision by exposing one API over both, modelled on the DOM and CSSOM, so switching contexts is a one-line change.

Spline Polyline Spline Curve 3D Sphere Sphere Rendering Multi-Line Graph Line Chart Analysis
Bubble Scatter Scatter Plot Candlestick Chart Stock Market Chart 3D Jet Engine 3D Jet Engine

Features

  • Unified rendering API across Canvas, SVG, Terminal (braille/ANSI), and WebGPU 3D contexts, so the same scene renders anywhere
  • Grouping and property inheritance: visual properties cascade through the element tree, much like CSS
  • Scene and renderer management with a hoisted scenegraph, O(n) rendering, and an automatic requestAnimationFrame loop
  • DOM-like event system supporting event bubbling, delegation, stop propagation, and disposable subscriptions
  • Interactive navigator for pan, zoom, and brush gestures on any context, the flat-scene analogue of the 3D camera
  • CSS-like element querying: getElementById, getElementsByType, getElementsByClass, plus query/queryAll with selector syntax
  • Bounding box detection via getBoundingBox on all shape elements
  • Context exporting: snapshot any context to an image (ImageData), an object URL, or a string (PNG data URL / SVG markup / terminal text)
  • Transforms (translate, scale, rotation, and transform-origin) on every element
  • Clipping: path-based clipping via Shape2D
  • Shadows, filters, and blend modes applied per element
  • Gradient support: CSS gradient parsing and serialization (linear, radial, conic)
  • Pattern fill support for repeating pattern(...) paint strings (diagonal, cross-hatch, dots, horizontal, vertical) in fills and strokes
  • Automatic interpolation for numbers, colors (RGB, hex, HSL), dates, gradients, patterns, paths, strings, and rotation values
  • High performance animation: cancelable Task-based transitions with CSS-like keyframe support and custom interpolators
  • 14 scale types inspired by D3 (continuous, discrete, ordinal, band, point, diverging, logarithmic, symmetric-log, power, radial, quantile, quantize, threshold, time), plus scaleLog/scaleSqrt shortcuts
  • 25 pre-built chart types via @ripl/charts: line, bar, area, trend, scatter, histogram, box plot, stock (candlestick/OHLC), realtime, pie/donut, polar area, polar scatter, radial bar, radar, gauge, heatmap, treemap, sunburst, packed circle, sankey, chord, arc diagram, force-directed, funnel and gantt
  • Built-in shape primitives: arc, circle, rect, line, polyline, polygon, ellipse, text, path, image
  • 9 3D shapes: cube, sphere, cylinder, cone, plane, torus, mesh (an explicit face list), parametric (tessellated from a function of two parameters), and bezier-surface (bicubic Bézier patches)
  • 5 light types: ambient, hemisphere, directional, point, and spot, each with a create*Light factory; directional and spot lights are either fixed in world space or carried by the camera
  • 3D materials: color, opacity, emissive/emissiveIntensity, Blinn-Phong specular/shininess, side (front/back/double), wireframe, flatShading, vertexColors, and a texture map
  • Textures with clamp/repeat/mirror wrapping, nearest/linear filtering, and a repeat/offset UV transform, sampled the same way by the Canvas and WebGPU backends
  • Triangle raycasting reporting the shape, world-space point, face, normal, and texture coordinate of every hit
  • Fog, linear or exponential, resolved term for term by both 3D backends
  • Easing library covering linear, quad, cubic, quart, quint, sine, exponential, circular, back, elastic, and bounce (in/out/inOut variants)
  • Color utilities for parsing, serialization, and color scales
  • Math & geometry helpers: degree/radian conversion, point operations, border radius normalization, polygon extrapolation
  • Renderer debug overlay with an FPS counter, element count, and bounding box visualization
  • Runtime devtools bridge (@ripl/devtools) with a companion browser extension for live scene-graph inspection and editing
  • Completely modular and tree-shakable, so you only ship the features you use
  • Strictly typed in TypeScript
  • Zero runtime dependencies

Packages

Package Description
@ripl/web Main entry point for browser usage. Re-exports core + canvas context with browser platform bindings
@ripl/core Core rendering: elements, scene, renderer, animation, scales, math, color, interpolation, gradients, tasks
@ripl/canvas Canvas 2D rendering context
@ripl/svg SVG rendering context
@ripl/charts Pre-built chart components with axes, legends, tooltips, crosshairs, and grids
@ripl/3d 3D rendering context with camera, shading, and primitive shapes
@ripl/webgpu WebGPU-accelerated 3D rendering context with hardware depth testing and WGSL shaders
@ripl/terminal Terminal rendering context with braille-character output and ANSI truecolor
@ripl/node Node.js runtime bindings that configure the platform factory for headless environments
@ripl/devtools Page-side devtools bridge that streams the scene graph to the browser extension for live inspection
@ripl/dom DOM utilities used internally by browser contexts
@ripl/utilities Shared typed utility functions: type guards, collection helpers, DOM helpers

The project is structured as a Yarn 4 monorepo:

packages/
├── core/         # Core rendering library
├── canvas/       # Canvas 2D rendering context
├── svg/          # SVG context implementation
├── charts/       # Pre-built chart components
├── 3d/           # 3D rendering
├── webgpu/       # WebGPU 3D rendering context
├── terminal/     # Terminal rendering context
├── node/         # Node.js runtime bindings
├── web/          # Main browser entry point
├── devtools/     # Page-side devtools bridge
├── dom/          # DOM utilities
├── utilities/    # Shared typed utility functions
└── test-utils/   # Test utilities
apps/website/     # Documentation site (VitePress) with live demos

Usage

The following is a tour of Ripl's features starting from the most basic and progressively building towards more advanced concepts.

Render a Basic Element

import {
    createCircle,
    createContext,
} from '@ripl/web';

// Create a canvas context bound to a DOM element
const context = createContext('.mount-element');

// Create an element
const circle = createCircle({
    fill: 'rgb(30, 105, 120)',
    lineWidth: 4,
    cx: context.width / 2,
    cy: context.height / 2,
    radius: context.width / 3,
});

// Render the element to the context
circle.render(context);

Built-in 2D shape primitives: arc, circle, rect, line, polyline, polygon, ellipse, text, path, image.

Modify Element Properties

To modify an element, change any of its properties and re-render.

circle.fill = '#FF0000';
circle.cx = context.width / 3;
circle.cy = context.height / 3;
circle.render(context);

Switch Contexts (Canvas / SVG)

To render the same element to SVG, replace the createContext import from @ripl/web with @ripl/svg:

import {
    createContext,
} from '@ripl/svg';

import {
    createCircle,
} from '@ripl/web';

const context = createContext('.mount-element');
const circle = createCircle({ /* same options */ });
circle.render(context);

Grouping and Inheritance

Render multiple elements in groups with inherited properties (like CSS) and event bubbling (like the DOM):

import {
    createCircle,
    createContext,
    createGroup,
    createRect,
} from '@ripl/web';

const context = createContext('.mount-element');

const circle = createCircle({
    cx: context.width / 2,
    cy: context.height / 2,
    radius: context.width / 3,
});

const rect = createRect({
    x: context.width / 2,
    y: context.height / 2,
    width: context.width / 5,
    height: context.height / 5,
});

// Both children inherit fill and lineWidth from the group
const group = createGroup({
    fill: 'rgb(30, 105, 120)',
    lineWidth: 4,
    children: [circle, rect],
});

group.render(context);

Querying Elements

Elements can be queried using common DOM methods or CSS-like selectors:

const circles = parentGroup.getElementsByType('circle');
const shapes = parentGroup.queryAll('.shape');
const first = parentGroup.query('#child-group > .shape');

Supported selector features:

circle                                   /* type */
#element-id                              /* id */
.element-class                           /* class */
circle[radius="5"]                       /* attribute */
.group-class circle                      /* descendant */
.group-class > circle                    /* direct child */
.group-class rect + circle.circle-class  /* adjacent sibling */

Scene and Renderer

A Scene is the top-level group bound to a rendering context. A Renderer drives the animation loop via requestAnimationFrame.

import {
    createCircle,
    createGroup,
    createRect,
    createRenderer,
    createScene,
} from '@ripl/web';

const circle = createCircle({
    fill: 'rgb(30, 105, 120)',
    cx: 100,
    cy: 100,
    radius: 40,
});

const rect = createRect({
    fill: 'rgb(30, 105, 120)',
    x: 200,
    y: 80,
    width: 60,
    height: 60,
});

// Scene takes a target (selector, element, or context) and options
const scene = createScene('.mount-element', {
    children: [circle, rect],
});

const renderer = createRenderer(scene, {
    autoStart: true,
    autoStop: true,
});

// Listen for events
circle.on('click', event => console.log(event));

Animation

The renderer provides transition-based animation. Transitions are cancelable Task instances (extending Promise with AbortController integration).

import {
    easeOutCubic,
} from '@ripl/web';

// Animate a single element
await renderer.transition(circle, {
    duration: 1000,
    ease: easeOutCubic,
    state: {
        fill: '#FF0000',
        cx: 200,
        cy: 200,
        radius: 60,
    },
});

// Animate multiple elements (or a whole group/scene)
await renderer.transition([circle, rect], {
    duration: 1000,
    ease: easeOutCubic,
    state: {
        fill: '#FF0000',
    },
});

Keyframes

// Implicit keyframe offsets
await renderer.transition(circle, {
    duration: 1000,
    ease: easeOutCubic,
    state: {
        fill: [
            '#FF0000', // offset ~0.33
            '#00FF00', // offset ~0.66
            '#0000FF', // offset 1
        ],
    },
});

// Explicit keyframe offsets
await renderer.transition(circle, {
    duration: 1000,
    ease: easeOutCubic,
    state: {
        fill: [
            {
                value: '#FF0000',
                offset: 0.25,
            },
            {
                value: '#0000FF',
                offset: 0.8,
            },
        ],
    },
});

// Custom interpolator function
await renderer.transition(circle, {
    duration: 1000,
    ease: easeOutCubic,
    state: {
        radius: t => t * 100, // 0 <= t <= 1
    },
});

Transforms

Every element supports CSS-like transforms:

const rect = createRect({
    x: 100,
    y: 100,
    width: 80,
    height: 80,
    rotation: '45deg', // or radians as a number
    transformOriginX: '50%', // or pixels as a number
    transformOriginY: '50%',
    translateX: 20,
    translateY: 10,
    transformScaleX: 1.5,
    transformScaleY: 1.5,
});

Transforms can also be animated via renderer.transition.

Exporting

Every context can capture a snapshot of what it has rendered and export it to an image, URL, or string via export():

const snapshot = context.export();

const str = snapshot.toString(); // PNG data URL (SVG → markup, Terminal → braille text)
const url = snapshot.toURL(); // openable Blob object URL
const image = await snapshot.toImage(); // low-level ImageData (environment-agnostic)

The exact outputs depend on the context: Canvas, 3D, and WebGPU export raster images; SVG exports vector markup (and can rasterize to an image); Terminal exports braille text (and a rasterized image). Charts forward export() to their underlying context:

``

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Method 862
Function 598
Class 198
Interface 185

Languages

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Modules by API surface

packages/svg/src/index.ts71 symbols
packages/core/src/context/context.ts61 symbols
packages/3d/src/context.ts60 symbols
packages/canvas/src/context.ts57 symbols
packages/core/src/core/element.ts47 symbols
packages/3d/src/core/shape.ts30 symbols
packages/core/src/elements/polyline.ts28 symbols
packages/3d/src/camera.ts26 symbols
packages/core/src/core/renderer.ts24 symbols
packages/core/src/core/group.ts24 symbols
packages/core/src/core/factory.ts24 symbols
app/src/demos/combustion-engine/elements/crankshaft.ts24 symbols

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