@bitmagic/cli 0.1.64-dev.1 → 0.1.64-dev.3
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/README.md +10 -0
- package/assets/blender-level/README.md +25 -0
- package/assets/blender-level/audit.py +232 -0
- package/assets/blender-level/bmlevel/__init__.py +294 -0
- package/assets/blender-level/bmlevel/core.py +438 -0
- package/assets/blender-level/bmlevel/scene_bpy.py +186 -0
- package/assets/blender-level/bmlevel/scene_null.py +44 -0
- package/assets/blender-level/example_level.py +80 -0
- package/assets/blender-level/find_blender.py +62 -0
- package/assets/blender-level/review.py +117 -0
- package/assets/blender-level/sync_world.py +85 -0
- package/assets/blender-level/tests/test_core.py +189 -0
- package/dist/editor/asset-detail-panel.d.ts +8 -3
- package/dist/editor/asset-detail-panel.js +11 -1
- package/dist/editor/asset-detail-panel.js.map +1 -1
- package/dist/editor/shell-page.js +117 -7
- package/dist/editor/shell-page.js.map +1 -1
- package/dist/scaffold/blender-level-skill-files.d.ts +26 -0
- package/dist/scaffold/blender-level-skill-files.js +548 -0
- package/dist/scaffold/blender-level-skill-files.js.map +1 -0
- package/dist/scaffold/project-files.js +13 -6
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.js +6 -0
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/skill-files.js +2 -1
- package/dist/scaffold/skill-files.js.map +1 -1
- package/package.json +4 -4
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@@ -1374,6 +1374,7 @@ ${ASSET_DETAIL_HTML}
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image: '🖼', skybox: '🖼',
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glb: '🧊', gltf: '🧊', 'polygon-mesh': '🧊', vxl: '🧊', voxels: '🧊',
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animation: '🏃', 'animation-video': '🎥', audio: '🔊', sound: '🔊', 'sound-effect': '🔊', music: '🎵',
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video: '🎬',
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vwld: '🗺', spz: '✨'
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};
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@@ -1614,6 +1615,21 @@ ${ASSET_DETAIL_HTML}
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var MAX_VXL_PREVIEW_BYTES = 8 * 1024 * 1024;
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/**
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* Which of a clip's two renditions to play.
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*
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* The forger stores every clip twice, and the VP9 sibling is the one worth fetching where the
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* browser takes it: same picture, ~6x smaller (757 KB against 4.5 MB on a measured 5 s 720p
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* clip), and bitmagic dev drives Chrome, which decodes VP9 natively. canPlayType only
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* promises the codec, never the file, so every caller keeps the mp4 as the fallback.
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*/
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function videoSourceFor(asset) {
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var mp4 = typeof asset.url === 'string' ? asset.url : '';
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var webm = typeof asset.webmUrl === 'string' ? asset.webmUrl : '';
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if (webm === '') return mp4;
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return document.createElement('video').canPlayType('video/webm; codecs="vp9"') ? webm : mp4;
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}
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/** The mesh route: the asset itself, or the GLB a voxelized one was baked from. */
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function glbJobFor(asset) {
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var glb = asset.sourceGlbUrl || asset.url;
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@@ -1634,6 +1650,18 @@ ${ASSET_DETAIL_HTML}
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return { kind: 'vxl', url: url };
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}
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/**
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* The clip route. Unlike its two neighbours this one is NOT drawn by the engine — see
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* grabVideoPoster. It is listed as a job anyway so a video row goes through the same queue,
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* the same disk cache and the same hasPreview path every other tile already uses.
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*/
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function videoJobFor(asset) {
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if (String(asset.type || '').toLowerCase() !== 'video') return null;
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var url = videoSourceFor(asset);
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if (typeof url !== 'string' || !/\\.(mp4|webm)(\\?|$)/i.test(url)) return null;
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return { kind: 'video', url: url };
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}
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/**
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* How the engine should draw this asset's thumbnail, or null when there is nothing to draw.
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*
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@@ -1652,7 +1680,7 @@ ${ASSET_DETAIL_HTML}
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* answer for something with no appearance.
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*/
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function previewJobFor(asset) {
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return glbJobFor(asset) || vxlJobFor(asset);
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return glbJobFor(asset) || vxlJobFor(asset) || videoJobFor(asset);
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}
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function assetRow(asset, isFresh, hasPreview) {
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@@ -1812,6 +1840,61 @@ ${ASSET_DETAIL_HTML}
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return await_('VOXEL_PREVIEW_RESPONSE', 15000);
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}
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/** A poster is a thumbnail, not a frame grab for keeps: 256px on the long edge. */
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var POSTER_MAX_EDGE = 256;
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/**
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* A clip's poster, drawn HERE rather than by the engine — a video is not a mesh, and this page
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* can already decode one. Answers in the same shape the two engine renderers do, so the queue
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* below does not care which drew it.
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*
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* The canvas does not taint: the asset host serves 'access-control-allow-origin: *' (checked
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* against a stored clip), which is what 'crossOrigin' here asks it to honour. Without that
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* attribute the draw would succeed and toDataURL would throw.
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*
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* Seeks a tenth of the way in rather than taking frame zero — a generated clip often opens on a
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* fade from black, and a black tile is the thing this whole preview cache exists to avoid.
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*/
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function grabVideoPoster(url, requestId) {
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return new Promise(function (resolve) {
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var probe = document.createElement('video');
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var settled = false;
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var timer = null;
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function finish(previewBase64) {
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if (settled) return;
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settled = true;
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if (timer) clearTimeout(timer);
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probe.removeAttribute('src');
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resolve({ requestId: requestId, success: previewBase64 !== '', previewBase64: previewBase64 });
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}
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timer = setTimeout(function () { finish(''); }, 15000);
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probe.crossOrigin = 'anonymous';
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probe.muted = true;
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probe.preload = 'auto';
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probe.addEventListener('error', function () { finish(''); });
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probe.addEventListener('loadeddata', function () {
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probe.currentTime = Math.min(1, (probe.duration || 1) * 0.1);
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});
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probe.addEventListener('seeked', function () {
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try {
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var width = probe.videoWidth;
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var height = probe.videoHeight;
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if (!width || !height) { finish(''); return; }
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var scale = Math.min(1, POSTER_MAX_EDGE / Math.max(width, height));
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var canvas = document.createElement('canvas');
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canvas.width = Math.max(1, Math.round(width * scale));
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canvas.height = Math.max(1, Math.round(height * scale));
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canvas.getContext('2d').drawImage(probe, 0, 0, canvas.width, canvas.height);
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finish(canvas.toDataURL('image/png'));
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} catch (error) {
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// A tainted canvas or a codec the browser will not decode. Neither is worth a retry.
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finish('');
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}
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});
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probe.src = url;
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});
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}
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async function drainPreviewQueue() {
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if (previewRunning) return;
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previewRunning = true;
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try {
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while (previewQueue.length > 0) {
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// The engine can only draw once it exists. Anything queued before then waits for the next
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// pass rather than being dropped — refreshAssets re-queues on every render.
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// pass rather than being dropped — refreshAssets re-queues on every render. A clip's
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// poster is drawn in this page, so it is the one kind that does not wait.
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var next = previewJobFor(previewQueue[0]);
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if (!loaded && next !== null && next.kind !== 'video') return;
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var asset = previewQueue.shift();
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var job =
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var job = next;
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if (job === null) continue;
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previewRequestId += 1;
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var requestId = 'preview-' + previewRequestId;
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var response = job.kind === '
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? await
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:
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var response = job.kind === 'video'
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? await grabVideoPoster(job.url, requestId)
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: job.kind === 'vxl'
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? await requestVoxelPreview(job.url, requestId)
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: await requestGlbPreview(job.url, requestId);
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// The requestId is verified rather than assumed: a late answer from a request that already
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// timed out would otherwise be cached under the NEXT asset's id, which is a wrong picture
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var assetFrame = document.getElementById('asset-frame');
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var assetImage = document.getElementById('asset-image');
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var assetAudio = document.getElementById('asset-audio');
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var assetVideo = document.getElementById('asset-video');
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var assetNote = document.getElementById('asset-note');
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var assetFacts = document.getElementById('asset-facts');
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var assetResetButton = document.getElementById('asset-reset');
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var IMAGE_TYPES = { image: true, skybox: true };
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var AUDIO_TYPES = { audio: true, sound: true, 'sound-effect': true };
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// Only one member today, but the same shape as its neighbours — and the same '=== true'
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// read, so a type of 'constructor' cannot find Object.prototype's own property and pass.
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var VIDEO_TYPES = { video: true };
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/**
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* What the VIEWER should load — which is not always what the thumbnail drew.
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assetFacts.textContent = '';
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fact('Size', formatSize(asset.size));
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fact('Length', typeof asset.durationSeconds === 'number' && asset.durationSeconds > 0
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? asset.durationSeconds.toFixed(1) + 's' : '');
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fact('Frame', typeof asset.width === 'number' && typeof asset.height === 'number'
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? asset.width + ' × ' + asset.height : '');
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fact('Extent', dimensionsOf(asset));
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fact('Voxels', typeof asset.voxelCount === 'number' ? String(asset.voxelCount) : '');
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fact('Id', asset.id || '');
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} else if (AUDIO_TYPES[type] === true && direct) {
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assetAudio.src = direct;
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assetAudio.classList.remove('hidden');
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} else if (VIDEO_TYPES[type] === true && direct) {
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// A clip is already the thing, like an image — no renderer, no iframe. The mp4 is wired to
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// the error event rather than left to chance: canPlayType answers for the codec, and a
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// WebM that fails for any other reason would otherwise be a black rectangle with no sound.
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assetVideo.onerror = function () {
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if (assetVideo.getAttribute('src') === direct) return;
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assetVideo.src = direct;
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};
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assetVideo.src = videoSourceFor(asset);
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assetVideo.classList.remove('hidden');
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} else if (type === 'animation' && direct) {
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// The clip plays on the engine's own block character — /animation-preview imports the
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// project's debug/AnimationPreview.js, the module behind the Creator's clip preview.
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assetImage.removeAttribute('src');
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assetAudio.pause();
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assetAudio.removeAttribute('src');
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// Same reason the iframe goes to about:blank: a dialog nobody is looking at must not keep
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// decoding video next to the game that wants the GPU.
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assetVideo.pause();
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assetVideo.onerror = null;
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assetVideo.removeAttribute('src');
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if (assetPausedByOverlay) {
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post('SET_PAUSE', { paused: false });
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assetPausedByOverlay = false;
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@@ -1 +1 @@
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/**
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* The `building-levels-in-blender` skill: a hand-designed low-poly world written as a Python script
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* against the shipped `bmlevel` library, built by Blender into one GLB plus the collider / door /
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* light / landmark JSON, audited with ray casts, reviewed from rendered stills, and loaded by the
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* engine's `MeshLevel`. Distilled from a creator's space-station game whose agent installed Blender
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* and hand-rolled every part of this — the build vocabulary, the audits, the review renders, the
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* level loader — and hit the two failures the skill now names up front (a GLB fetched from a local
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* path that 404s after publish; NPC spawns routed into an absent voxel grid).
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*
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* Same contract as `unity-skill-files.ts`: pure functions returning file contents, registered in
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* `SHIPPED_SKILLS` (project.ts). The Python and Blender scripts ship in the package's
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* `assets/blender-level/` (see `files` in package.json) rather than being rendered into every
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* project; the skill's step 1 copies them into `tools/blender-level/`.
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*
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* The skill's first section is the gate: the path is for frontier models with Blender available,
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* and everything else goes to `bitmagic forge`. The CLI cannot tell which model drives it, so the
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* gate is the agent's own call — stated once, plainly, where the planning skill sends it.
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*
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* Backticks and `${` are escaped for the template literal; `project-files.test.ts` checks the
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20
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* rendered frontmatter and that no escape leaks into the output.
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*/
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export declare function renderBlenderLevelsSkill(): string;
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23
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export declare function renderBlenderConventionsReference(): string;
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24
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export declare function renderBlenderAuditsReference(): string;
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25
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export declare function renderBlenderPassesReference(): string;
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26
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export declare function renderBlenderEngineHandoffReference(): string;
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