@almadar/ui 5.142.0 → 5.144.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/avl/index.cjs +173 -35
- package/dist/avl/index.js +174 -36
- package/dist/{avl-schema-parser-DAs12kxP.d.ts → avl-schema-parser-BRJ77Yze.d.ts} +17 -3
- package/dist/{avl-schema-parser-wOkfbwAh.d.cts → avl-schema-parser-DVmrgdwc.d.cts} +17 -3
- package/dist/{cn-rwc3svaX.d.cts → cn-BdGFhYe3.d.cts} +1 -1
- package/dist/{cn-BDwC4QpH.d.ts → cn-DNkqAWZK.d.ts} +1 -1
- package/dist/components/index.cjs +277 -163
- package/dist/components/index.d.cts +9 -7
- package/dist/components/index.d.ts +9 -7
- package/dist/components/index.js +278 -164
- package/dist/lib/drawable/three/index.cjs +449 -195
- package/dist/lib/drawable/three/index.d.cts +3 -3
- package/dist/lib/drawable/three/index.d.ts +3 -3
- package/dist/lib/drawable/three/index.js +425 -171
- package/dist/lib/index.d.cts +2 -2
- package/dist/lib/index.d.ts +2 -2
- package/dist/marketing/index.cjs +6 -1
- package/dist/marketing/index.js +6 -1
- package/dist/{paintDispatch-BQn5Lyx1.d.cts → paintDispatch-Cb_hQj4Y.d.cts} +79 -33
- package/dist/{paintDispatch-BQn5Lyx1.d.ts → paintDispatch-Cb_hQj4Y.d.ts} +79 -33
- package/dist/providers/index.cjs +173 -35
- package/dist/providers/index.js +174 -36
- package/dist/runtime/index.cjs +173 -35
- package/dist/runtime/index.js +174 -36
- package/package.json +9 -8
package/dist/lib/index.d.cts
CHANGED
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@@ -1,7 +1,7 @@
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export { C as ContentSegment, D as DEFAULT_CONFIG, a as DomEntityBox, b as DomLayoutData, c as DomOutputsBox, d as DomStateNode, e as DomTransitionLabel, f as DomTransitionPath, E as EntityDefinition, R as RenderOptions, S as StateDefinition, g as StateMachineDefinition, T as TraitSnapshotGetter, h as TransitionDefinition, V as VisualizerConfig, i as bindCanvasCapture, j as bindEventBus, k as bindLastDrawables, l as bindTraitStateGetter, m as clearVerification, n as cn, o as extractOutputsFromTransitions, p as extractStateMachine, q as formatGuard, r as getAllChecks, s as getBridgeHealth, t as getEffectSummary, u as getSnapshot, v as getSummary, w as getTraitSnapshots, x as getTransitions, y as getTransitionsForTrait, z as parseContentSegments, A as parseMarkdownWithCodeBlocks, B as recordServerResponse, F as recordTransition, G as registerCheck, H as registerTraitSnapshot, I as renderStateMachineToDomData, J as renderStateMachineToSvg, K as subscribeToVerification, L as updateAssetStatus, M as updateBridgeHealth, N as updateCheck, O as waitForTransition } from '../cn-
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export { C as ContentSegment, D as DEFAULT_CONFIG, a as DomEntityBox, b as DomLayoutData, c as DomOutputsBox, d as DomStateNode, e as DomTransitionLabel, f as DomTransitionPath, E as EntityDefinition, R as RenderOptions, S as StateDefinition, g as StateMachineDefinition, T as TraitSnapshotGetter, h as TransitionDefinition, V as VisualizerConfig, i as bindCanvasCapture, j as bindEventBus, k as bindLastDrawables, l as bindTraitStateGetter, m as clearVerification, n as cn, o as extractOutputsFromTransitions, p as extractStateMachine, q as formatGuard, r as getAllChecks, s as getBridgeHealth, t as getEffectSummary, u as getSnapshot, v as getSummary, w as getTraitSnapshots, x as getTransitions, y as getTransitionsForTrait, z as parseContentSegments, A as parseMarkdownWithCodeBlocks, B as recordServerResponse, F as recordTransition, G as registerCheck, H as registerTraitSnapshot, I as renderStateMachineToDomData, J as renderStateMachineToSvg, K as subscribeToVerification, L as updateAssetStatus, M as updateBridgeHealth, N as updateCheck, O as waitForTransition } from '../cn-BdGFhYe3.cjs';
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import { FieldValue, EntityRow, EventPayload } from '@almadar/core';
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export { AssetLoadStatus, BridgeHealth, CheckStatus, EffectTrace, EventLogEntry, OrbitalVerificationAPI, ServerResponseTrace, TraitStateSnapshot, TransitionTrace, VerificationCheck, VerificationSnapshot, VerificationSummary } from '@almadar/core';
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import '../paintDispatch-
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import '../paintDispatch-Cb_hQj4Y.cjs';
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import 'clsx';
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/**
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package/dist/lib/index.d.ts
CHANGED
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@@ -1,7 +1,7 @@
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export { C as ContentSegment, D as DEFAULT_CONFIG, a as DomEntityBox, b as DomLayoutData, c as DomOutputsBox, d as DomStateNode, e as DomTransitionLabel, f as DomTransitionPath, E as EntityDefinition, R as RenderOptions, S as StateDefinition, g as StateMachineDefinition, T as TraitSnapshotGetter, h as TransitionDefinition, V as VisualizerConfig, i as bindCanvasCapture, j as bindEventBus, k as bindLastDrawables, l as bindTraitStateGetter, m as clearVerification, n as cn, o as extractOutputsFromTransitions, p as extractStateMachine, q as formatGuard, r as getAllChecks, s as getBridgeHealth, t as getEffectSummary, u as getSnapshot, v as getSummary, w as getTraitSnapshots, x as getTransitions, y as getTransitionsForTrait, z as parseContentSegments, A as parseMarkdownWithCodeBlocks, B as recordServerResponse, F as recordTransition, G as registerCheck, H as registerTraitSnapshot, I as renderStateMachineToDomData, J as renderStateMachineToSvg, K as subscribeToVerification, L as updateAssetStatus, M as updateBridgeHealth, N as updateCheck, O as waitForTransition } from '../cn-
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export { C as ContentSegment, D as DEFAULT_CONFIG, a as DomEntityBox, b as DomLayoutData, c as DomOutputsBox, d as DomStateNode, e as DomTransitionLabel, f as DomTransitionPath, E as EntityDefinition, R as RenderOptions, S as StateDefinition, g as StateMachineDefinition, T as TraitSnapshotGetter, h as TransitionDefinition, V as VisualizerConfig, i as bindCanvasCapture, j as bindEventBus, k as bindLastDrawables, l as bindTraitStateGetter, m as clearVerification, n as cn, o as extractOutputsFromTransitions, p as extractStateMachine, q as formatGuard, r as getAllChecks, s as getBridgeHealth, t as getEffectSummary, u as getSnapshot, v as getSummary, w as getTraitSnapshots, x as getTransitions, y as getTransitionsForTrait, z as parseContentSegments, A as parseMarkdownWithCodeBlocks, B as recordServerResponse, F as recordTransition, G as registerCheck, H as registerTraitSnapshot, I as renderStateMachineToDomData, J as renderStateMachineToSvg, K as subscribeToVerification, L as updateAssetStatus, M as updateBridgeHealth, N as updateCheck, O as waitForTransition } from '../cn-DNkqAWZK.js';
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import { FieldValue, EntityRow, EventPayload } from '@almadar/core';
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export { AssetLoadStatus, BridgeHealth, CheckStatus, EffectTrace, EventLogEntry, OrbitalVerificationAPI, ServerResponseTrace, TraitStateSnapshot, TransitionTrace, VerificationCheck, VerificationSnapshot, VerificationSummary } from '@almadar/core';
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import '../paintDispatch-
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import '../paintDispatch-Cb_hQj4Y.js';
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import 'clsx';
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/**
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package/dist/marketing/index.cjs
CHANGED
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@@ -3343,6 +3343,10 @@ var atlasCache = /* @__PURE__ */ new Map();
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function isTilesheet(a) {
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return typeof a.tileWidth === "number";
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}
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function isSpriteSheetAtlas(a) {
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const s = a;
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return typeof s.frameWidth === "number" && typeof s.frameHeight === "number" && typeof s.animations === "object";
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}
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function getAtlas(url, onReady) {
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if (atlasCache.has(url)) return atlasCache.get(url) ?? void 0;
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atlasCache.set(url, void 0);
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@@ -3379,6 +3383,7 @@ function subRectFor(atlas, sprite) {
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sh: atlas.tileHeight
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};
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}
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if (isSpriteSheetAtlas(atlas)) return null;
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const st = atlas.subTextures[sprite];
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if (!st) return null;
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return { sx: st.x, sy: st.y, sw: st.width, sh: st.height };
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@@ -3612,7 +3617,7 @@ var Button = React12__namespace.default.forwardRef(
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"data-testid": dataTestId ?? (action ? `action-${action}` : void 0),
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children: [
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isLoading ? /* @__PURE__ */ jsxRuntime.jsx(LucideIcons2.Loader2, { className: "h-icon-default w-icon-default animate-spin" }) : resolvedLeftIcon && /* @__PURE__ */ jsxRuntime.jsx("span", { className: "flex-shrink-0", children: resolvedLeftIcon }),
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children
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(Array.isArray(children) ? children.length > 0 : Boolean(children)) ? children : label,
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resolvedRightIcon && !isLoading && /* @__PURE__ */ jsxRuntime.jsx("span", { className: "flex-shrink-0", children: resolvedRightIcon })
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]
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}
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package/dist/marketing/index.js
CHANGED
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@@ -3322,6 +3322,10 @@ var atlasCache = /* @__PURE__ */ new Map();
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function isTilesheet(a) {
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return typeof a.tileWidth === "number";
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}
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function isSpriteSheetAtlas(a) {
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const s = a;
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return typeof s.frameWidth === "number" && typeof s.frameHeight === "number" && typeof s.animations === "object";
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}
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function getAtlas(url, onReady) {
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if (atlasCache.has(url)) return atlasCache.get(url) ?? void 0;
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atlasCache.set(url, void 0);
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@@ -3358,6 +3362,7 @@ function subRectFor(atlas, sprite) {
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sh: atlas.tileHeight
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};
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}
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if (isSpriteSheetAtlas(atlas)) return null;
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const st = atlas.subTextures[sprite];
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if (!st) return null;
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return { sx: st.x, sy: st.y, sw: st.width, sh: st.height };
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@@ -3591,7 +3596,7 @@ var Button = React12__default.forwardRef(
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"data-testid": dataTestId ?? (action ? `action-${action}` : void 0),
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children: [
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isLoading ? /* @__PURE__ */ jsx(Loader2, { className: "h-icon-default w-icon-default animate-spin" }) : resolvedLeftIcon && /* @__PURE__ */ jsx("span", { className: "flex-shrink-0", children: resolvedLeftIcon }),
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children
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(Array.isArray(children) ? children.length > 0 : Boolean(children)) ? children : label,
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resolvedRightIcon && !isLoading && /* @__PURE__ */ jsx("span", { className: "flex-shrink-0", children: resolvedRightIcon })
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]
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}
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@@ -87,8 +87,10 @@ interface DrawSpriteProps extends DrawableBase {
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height?: number;
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/** Explicit atlas sub-rect override (px); omitted → resolved from `asset.atlas`/`asset.sprite`. */
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frame?: BlitSrc;
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/**
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/** Animation to play. 3D backend: a named GLB clip (matched case-insensitively). 2D painter: when `asset.atlas` resolves to a `SpriteSheetAtlas` manifest, the canonical row of that name (idle/walk/attack/hit/death) plays off the host paint clock; an explicit `frame` rect overrides. */
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animation?: string;
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/** Override the sheet row's loop flag. The paint clock is wall-time, so one-shot rows hold their final frame — preview pages set `true` to cycle attack/hit/death continuously. */
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loop?: boolean;
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/** Mirror horizontally (facing). */
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flipX?: boolean;
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/** Rotation in radians about the sprite's center. */
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opacity?: number;
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}
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/**
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* `draw-group` — the drawable CONTAINER atom (dimension-agnostic).
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*
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* Multi-shape art (a hero token = cloak + head + sword shapes) travels as ONE
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* node: the host paints the group by translating to its projected position,
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* applying `scale`/`rotate`/`opacity`, then painting each `items` descriptor
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* through the normal dispatch. `items` is a plain data prop (NOT `children`,
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* which UISlotRenderer special-cases) — same convention as the `draw-*-layer`
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* molecules. The React component renders `null`; it exists so the pattern
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* pipeline registers a `draw-group` pattern and standalone pages stay
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* inspectable. 2D-canvas only — the 3D backend skips it with a warn.
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*/
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interface DrawGroupProps extends DrawableBase {
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type: 'draw-group';
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/** Logical scene position; the projector maps it to pixels / world. */
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position: ScenePos;
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/** Uniform scale applied to the whole group. */
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scale?: number;
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/** Rotation in radians (painter units). */
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rotate?: number;
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/** 0..1 opacity. */
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opacity?: number;
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/** Clip the group's items to an SVG path (`d` syntax) in world units relative to the group origin — masked reveals, meters, portraits. */
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clip?: string;
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/** The grouped drawables, painted through the normal dispatch. */
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items: DrawableNode[];
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}
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/**
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* `draw-mesh` — the volumetric 3D drawable atom (3D-canvas backend).
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*
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* ONE descriptor (`DrawMeshProps`, grounded in core `ScenePos`) with the R3F
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* backend `Mesh3D` in `lib/drawable/three/DrawMesh3D` (kept OUT of this file so
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* the 2D path never pulls three). A parametric primitive (box, sphere, capsule,
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* cylinder, cone, torus, plane, circle
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* cylinder, cone, torus, plane, circle — `plane`/`circle` lie flat in the
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* scene ground plane facing up, matching the 2D painter) or a raw-geometry `polyhedron`
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* (`vertices` + `faces` as plain data) at a scene position — `position.z` is
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* height in cells — with a data-driven material (`standard`/`physical`/`toon`/
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* `basic`), an optional inverted-hull outline, and keyframe animation over
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* transform/material tracks. Low-poly is a knob, not a geometry rewrite:
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* pattern and standalone pages stay inspectable.
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*/
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type MeshShapeKind = 'box' | 'sphere' | 'capsule' | 'cylinder' | 'cone' | 'torus' | 'plane' | 'circle';
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type MeshShapeKind = 'box' | 'sphere' | 'capsule' | 'cylinder' | 'cone' | 'torus' | 'plane' | 'circle' | 'polyhedron';
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type MeshMaterialKind = 'standard' | 'physical' | 'toon' | 'basic';
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type MeshMaterialSide = 'front' | 'back' | 'double';
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/**
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/** Which faces render (default `front`). */
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side?: MeshMaterialSide;
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/** Albedo texture: an image URL or `data:` URI, sampled through the polyhedron's `uvs`. Multiplied by `color` — keep `color` white (or unset) to show the texture unmodified. */
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map?: string;
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}
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/** Inverted-hull toon outline: a back-face shell of the same geometry, scaled out by `width`. */
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interface MeshOutline {
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/** Keyframes ordered by `at` (0..1). */
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keyframes: DrawMeshKeyframe[];
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}
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/**
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* Smooth-skinning data for a `polyhedron` — plain declarative data, no runtime
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* objects. Vertices carry blended bone weights (a neck-base vertex can be 60%
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* neck / 40% spine), so the surface stretches continuously across joints
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* instead of cracking at rigid chunk boundaries.
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*/
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interface DrawMeshSkin {
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/** Bone names, resolved against sibling `draw-group` `bone:` names in the same canvas. */
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bones: string[];
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/** One 16-float column-major inverse bind matrix per bone (model space → bone bind-local; translations in cells). */
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inverseBindMatrices: number[][];
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/** Per-vertex bone indices into `bones`, up to 4 each (pad with 0). */
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indices: number[][];
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/** Per-vertex blend weights matching `indices`, normalized to sum 1 (pad with 0). */
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weights: number[][];
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}
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interface DrawMeshProps extends DrawableBase {
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type: 'draw-mesh';
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shape: MeshShapeKind;
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tube?: number;
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/** Curved-surface tessellation, clamped 3..64 (default 24). 4–8 + `flatShading` = low-poly. */
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segments?: number;
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/** `polyhedron` only: raw vertices as scene-frame `[x, y, z]` triples in cells, `z` = up. */
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vertices?: number[][];
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/** `polyhedron` only: triangle index triples into `vertices`, wound counter-clockwise seen from OUTSIDE in the scene frame. */
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faces?: number[][];
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/** `polyhedron` only: per-vertex `[u, v]` texture coordinates parallel to `vertices`, glTF convention (`v` grows DOWN from the image's top-left). Pairs with `material.map`. */
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uvs?: number[][];
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/** `polyhedron` only: smooth-skinning weights binding the vertices to named bone groups. Vertices must then be authored in BIND POSE model space; the bones' animated transforms deform them. */
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skin?: DrawMeshSkin;
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/** Euler rotation `[x, y, z]` in radians. */
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rotation?: [number, number, number];
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/** `bottom` (default) rests the mesh on its position's ground plane; `center` centers it there. */
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/** `bottom` (default) rests the mesh on its position's ground plane; `center` centers it there. For `polyhedron`, `bottom` lifts by −min(z) and `center` applies no offset — the vertices are authoritative. */
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pivot?: 'bottom' | 'center';
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material?: MeshMaterial;
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outline?: MeshOutline;
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}
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/**
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* `draw-group` — the drawable CONTAINER atom (dimension-agnostic).
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*
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* Multi-shape art (a hero token = cloak + head + sword shapes) travels as ONE
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* node: the host paints the group by translating to its projected position,
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* applying `scale`/`rotate`/`opacity`, then painting each `items` descriptor
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* through the normal dispatch. `items` is a plain data prop (NOT `children`,
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* which UISlotRenderer special-cases) — same convention as the `draw-*-layer`
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* molecules. The React component renders `null`; it exists so the pattern
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* pipeline registers a `draw-group` pattern and standalone pages stay
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* inspectable. Both backends paint it: 2D as a canvas transform, 3D as a three
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* `<group>` — with `rotation` + `animation` a nested group chain is a skeleton
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* bone chain (rotate the shoulder group and the forearm group follows).
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interface DrawGroupProps extends DrawableBase {
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type: 'draw-group';
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/** Logical scene position; the projector maps it to pixels / world. */
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position: ScenePos;
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/** Uniform scale applied to the whole group. */
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scale?: number;
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/** Rotation in radians (painter units). */
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rotate?: number;
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/** Euler rotation `[x, y, z]` in radians (world axes) — per-axis joint rotation for the 3D backend; a group placed at a joint with children authored joint-local IS a bone. The 2D painter applies only the in-plane `z` component, after `rotate`. */
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rotation?: [number, number, number];
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/** Skeleton bone name. A named group is addressable by a `draw-mesh` `skin`
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* block (smooth skinning): the skinned mesh deforms with this group's
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* animated transform. Names resolve within the nearest enclosing
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* `skeleton: true` group (falling back to the canvas), so multiple
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* instances of one rig never collide. Distinct from `id` (the hit-test
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* handle). */
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bone?: string;
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/** Marks this group as a skeleton SCOPE: `bone` names and `skin` bindings in
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* its subtree resolve against each other only — one scope per rig instance. */
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skeleton?: boolean;
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/** Keyframe animation over the group TRANSFORM tracks (`offsetX/Y/Z` in cells, `rotateX/Y/Z` in radians, `scale`; the 2D painter also honors `opacity`) — children inherit it, so nested animated groups form a joint chain. Material tracks belong on leaf meshes. */
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animation?: DrawMeshAnimation;
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/** 0..1 opacity. */
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opacity?: number;
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/** Clip the group's items to an SVG path (`d` syntax) in world units relative to the group origin — masked reveals, meters, portraits. */
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clip?: string;
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/** The grouped drawables, painted through the normal dispatch. */
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items: DrawableNode[];
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}
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/**
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*
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@@ -87,8 +87,10 @@ interface DrawSpriteProps extends DrawableBase {
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height?: number;
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/** Explicit atlas sub-rect override (px); omitted → resolved from `asset.atlas`/`asset.sprite`. */
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frame?: BlitSrc;
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/**
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/** Animation to play. 3D backend: a named GLB clip (matched case-insensitively). 2D painter: when `asset.atlas` resolves to a `SpriteSheetAtlas` manifest, the canonical row of that name (idle/walk/attack/hit/death) plays off the host paint clock; an explicit `frame` rect overrides. */
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animation?: string;
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/** Override the sheet row's loop flag. The paint clock is wall-time, so one-shot rows hold their final frame — preview pages set `true` to cycle attack/hit/death continuously. */
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loop?: boolean;
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/** Mirror horizontally (facing). */
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flipX?: boolean;
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/** Rotation in radians about the sprite's center. */
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@@ -271,42 +273,15 @@ interface DrawTextProps extends DrawableBase {
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}
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/**
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* `draw-group` — the drawable CONTAINER atom (dimension-agnostic).
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*
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* Multi-shape art (a hero token = cloak + head + sword shapes) travels as ONE
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* node: the host paints the group by translating to its projected position,
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* applying `scale`/`rotate`/`opacity`, then painting each `items` descriptor
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* through the normal dispatch. `items` is a plain data prop (NOT `children`,
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* which UISlotRenderer special-cases) — same convention as the `draw-*-layer`
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* molecules. The React component renders `null`; it exists so the pattern
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* pipeline registers a `draw-group` pattern and standalone pages stay
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* inspectable. 2D-canvas only — the 3D backend skips it with a warn.
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*/
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interface DrawGroupProps extends DrawableBase {
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type: 'draw-group';
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/** Logical scene position; the projector maps it to pixels / world. */
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position: ScenePos;
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/** Uniform scale applied to the whole group. */
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scale?: number;
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/** Rotation in radians (painter units). */
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rotate?: number;
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/** 0..1 opacity. */
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opacity?: number;
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/** Clip the group's items to an SVG path (`d` syntax) in world units relative to the group origin — masked reveals, meters, portraits. */
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clip?: string;
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/** The grouped drawables, painted through the normal dispatch. */
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items: DrawableNode[];
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}
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* `draw-mesh` — the volumetric 3D drawable atom (3D-canvas backend).
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* ONE descriptor (`DrawMeshProps`, grounded in core `ScenePos`) with the R3F
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* backend `Mesh3D` in `lib/drawable/three/DrawMesh3D` (kept OUT of this file so
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* the 2D path never pulls three). A parametric primitive (box, sphere, capsule,
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* cylinder, cone, torus, plane, circle
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* cylinder, cone, torus, plane, circle — `plane`/`circle` lie flat in the
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* scene ground plane facing up, matching the 2D painter) or a raw-geometry `polyhedron`
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* (`vertices` + `faces` as plain data) at a scene position — `position.z` is
|
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|
* height in cells — with a data-driven material (`standard`/`physical`/`toon`/
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* `basic`), an optional inverted-hull outline, and keyframe animation over
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* transform/material tracks. Low-poly is a knob, not a geometry rewrite:
|
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@@ -316,7 +291,7 @@ interface DrawGroupProps extends DrawableBase {
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* pattern and standalone pages stay inspectable.
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*/
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|
-
type MeshShapeKind = 'box' | 'sphere' | 'capsule' | 'cylinder' | 'cone' | 'torus' | 'plane' | 'circle';
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|
+
type MeshShapeKind = 'box' | 'sphere' | 'capsule' | 'cylinder' | 'cone' | 'torus' | 'plane' | 'circle' | 'polyhedron';
|
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|
type MeshMaterialKind = 'standard' | 'physical' | 'toon' | 'basic';
|
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296
|
type MeshMaterialSide = 'front' | 'back' | 'double';
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/**
|
|
@@ -346,6 +321,8 @@ interface MeshMaterial {
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|
flatShading?: boolean;
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|
/** Which faces render (default `front`). */
|
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323
|
side?: MeshMaterialSide;
|
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|
+
/** Albedo texture: an image URL or `data:` URI, sampled through the polyhedron's `uvs`. Multiplied by `color` — keep `color` white (or unset) to show the texture unmodified. */
|
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|
+
map?: string;
|
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|
}
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|
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|
/** Inverted-hull toon outline: a back-face shell of the same geometry, scaled out by `width`. */
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328
|
interface MeshOutline {
|
|
@@ -386,6 +363,22 @@ interface DrawMeshAnimation {
|
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386
363
|
/** Keyframes ordered by `at` (0..1). */
|
|
387
364
|
keyframes: DrawMeshKeyframe[];
|
|
388
365
|
}
|
|
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|
+
/**
|
|
367
|
+
* Smooth-skinning data for a `polyhedron` — plain declarative data, no runtime
|
|
368
|
+
* objects. Vertices carry blended bone weights (a neck-base vertex can be 60%
|
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|
+
* neck / 40% spine), so the surface stretches continuously across joints
|
|
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|
+
* instead of cracking at rigid chunk boundaries.
|
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|
+
*/
|
|
372
|
+
interface DrawMeshSkin {
|
|
373
|
+
/** Bone names, resolved against sibling `draw-group` `bone:` names in the same canvas. */
|
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374
|
+
bones: string[];
|
|
375
|
+
/** One 16-float column-major inverse bind matrix per bone (model space → bone bind-local; translations in cells). */
|
|
376
|
+
inverseBindMatrices: number[][];
|
|
377
|
+
/** Per-vertex bone indices into `bones`, up to 4 each (pad with 0). */
|
|
378
|
+
indices: number[][];
|
|
379
|
+
/** Per-vertex blend weights matching `indices`, normalized to sum 1 (pad with 0). */
|
|
380
|
+
weights: number[][];
|
|
381
|
+
}
|
|
389
382
|
interface DrawMeshProps extends DrawableBase {
|
|
390
383
|
type: 'draw-mesh';
|
|
391
384
|
shape: MeshShapeKind;
|
|
@@ -407,9 +400,17 @@ interface DrawMeshProps extends DrawableBase {
|
|
|
407
400
|
tube?: number;
|
|
408
401
|
/** Curved-surface tessellation, clamped 3..64 (default 24). 4–8 + `flatShading` = low-poly. */
|
|
409
402
|
segments?: number;
|
|
403
|
+
/** `polyhedron` only: raw vertices as scene-frame `[x, y, z]` triples in cells, `z` = up. */
|
|
404
|
+
vertices?: number[][];
|
|
405
|
+
/** `polyhedron` only: triangle index triples into `vertices`, wound counter-clockwise seen from OUTSIDE in the scene frame. */
|
|
406
|
+
faces?: number[][];
|
|
407
|
+
/** `polyhedron` only: per-vertex `[u, v]` texture coordinates parallel to `vertices`, glTF convention (`v` grows DOWN from the image's top-left). Pairs with `material.map`. */
|
|
408
|
+
uvs?: number[][];
|
|
409
|
+
/** `polyhedron` only: smooth-skinning weights binding the vertices to named bone groups. Vertices must then be authored in BIND POSE model space; the bones' animated transforms deform them. */
|
|
410
|
+
skin?: DrawMeshSkin;
|
|
410
411
|
/** Euler rotation `[x, y, z]` in radians. */
|
|
411
412
|
rotation?: [number, number, number];
|
|
412
|
-
/** `bottom` (default) rests the mesh on its position's ground plane; `center` centers it there. */
|
|
413
|
+
/** `bottom` (default) rests the mesh on its position's ground plane; `center` centers it there. For `polyhedron`, `bottom` lifts by −min(z) and `center` applies no offset — the vertices are authoritative. */
|
|
413
414
|
pivot?: 'bottom' | 'center';
|
|
414
415
|
material?: MeshMaterial;
|
|
415
416
|
outline?: MeshOutline;
|
|
@@ -421,6 +422,51 @@ interface DrawMeshProps extends DrawableBase {
|
|
|
421
422
|
opacity?: number;
|
|
422
423
|
}
|
|
423
424
|
|
|
425
|
+
/**
|
|
426
|
+
* `draw-group` — the drawable CONTAINER atom (dimension-agnostic).
|
|
427
|
+
*
|
|
428
|
+
* Multi-shape art (a hero token = cloak + head + sword shapes) travels as ONE
|
|
429
|
+
* node: the host paints the group by translating to its projected position,
|
|
430
|
+
* applying `scale`/`rotate`/`opacity`, then painting each `items` descriptor
|
|
431
|
+
* through the normal dispatch. `items` is a plain data prop (NOT `children`,
|
|
432
|
+
* which UISlotRenderer special-cases) — same convention as the `draw-*-layer`
|
|
433
|
+
* molecules. The React component renders `null`; it exists so the pattern
|
|
434
|
+
* pipeline registers a `draw-group` pattern and standalone pages stay
|
|
435
|
+
* inspectable. Both backends paint it: 2D as a canvas transform, 3D as a three
|
|
436
|
+
* `<group>` — with `rotation` + `animation` a nested group chain is a skeleton
|
|
437
|
+
* bone chain (rotate the shoulder group and the forearm group follows).
|
|
438
|
+
*/
|
|
439
|
+
|
|
440
|
+
interface DrawGroupProps extends DrawableBase {
|
|
441
|
+
type: 'draw-group';
|
|
442
|
+
/** Logical scene position; the projector maps it to pixels / world. */
|
|
443
|
+
position: ScenePos;
|
|
444
|
+
/** Uniform scale applied to the whole group. */
|
|
445
|
+
scale?: number;
|
|
446
|
+
/** Rotation in radians (painter units). */
|
|
447
|
+
rotate?: number;
|
|
448
|
+
/** Euler rotation `[x, y, z]` in radians (world axes) — per-axis joint rotation for the 3D backend; a group placed at a joint with children authored joint-local IS a bone. The 2D painter applies only the in-plane `z` component, after `rotate`. */
|
|
449
|
+
rotation?: [number, number, number];
|
|
450
|
+
/** Skeleton bone name. A named group is addressable by a `draw-mesh` `skin`
|
|
451
|
+
* block (smooth skinning): the skinned mesh deforms with this group's
|
|
452
|
+
* animated transform. Names resolve within the nearest enclosing
|
|
453
|
+
* `skeleton: true` group (falling back to the canvas), so multiple
|
|
454
|
+
* instances of one rig never collide. Distinct from `id` (the hit-test
|
|
455
|
+
* handle). */
|
|
456
|
+
bone?: string;
|
|
457
|
+
/** Marks this group as a skeleton SCOPE: `bone` names and `skin` bindings in
|
|
458
|
+
* its subtree resolve against each other only — one scope per rig instance. */
|
|
459
|
+
skeleton?: boolean;
|
|
460
|
+
/** Keyframe animation over the group TRANSFORM tracks (`offsetX/Y/Z` in cells, `rotateX/Y/Z` in radians, `scale`; the 2D painter also honors `opacity`) — children inherit it, so nested animated groups form a joint chain. Material tracks belong on leaf meshes. */
|
|
461
|
+
animation?: DrawMeshAnimation;
|
|
462
|
+
/** 0..1 opacity. */
|
|
463
|
+
opacity?: number;
|
|
464
|
+
/** Clip the group's items to an SVG path (`d` syntax) in world units relative to the group origin — masked reveals, meters, portraits. */
|
|
465
|
+
clip?: string;
|
|
466
|
+
/** The grouped drawables, painted through the normal dispatch. */
|
|
467
|
+
items: DrawableNode[];
|
|
468
|
+
}
|
|
469
|
+
|
|
424
470
|
/**
|
|
425
471
|
* `draw-sprite-layer` — batch multiple sprites in one descriptor for O(layers) rendering.
|
|
426
472
|
*
|