@deepblend/dsh-blender-contracts 0.2.16 → 0.2.17
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.
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@@ -33,6 +33,22 @@
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},
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"description": "Armatures this scene declares (SPEC \u00a720 M6, character animation). Each is one skeleton, created as its own object and named `<prefix><id>` like every other product object. Entities are skinned to an armature (`entity.armatureId`, with Blender's automatic weights) and animation tracks can drive a bone of it (`targetKind: \"bone\"` with `boneName`), so a rig both moves and moves its mesh."
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35
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},
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36
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"simulation": {
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"type": "object",
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"additionalProperties": false,
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"properties": {
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"gravity": {
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41
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"type": "number",
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"description": "Downward acceleration in m/s\u00b2. Blender's own default (-9.81) applies when absent."
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43
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},
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"bake": {
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"type": "boolean",
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"default": true,
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"description": "Whether the compile bakes the simulation into the checkpoint. Baking is what makes a render show the physics rather than the initial pose, and it is not instant \u2014 so a build that wants the SETUP without paying for the bake can say so."
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}
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},
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"description": "Scene-level physics settings. The bodies themselves are per-entity (`entity.rigidBody`), because which things move is a property of those things."
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},
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"materials": {
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"type": "array",
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"items": {
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@@ -477,6 +493,10 @@
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"type": "string",
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"description": "The armature this entity is skinned to, named by `armatures[].id`. The compiler binds the mesh with Blender's own automatic weights, so the entity follows the bones with no weight table to write by hand. A name the scene does not declare is refused rather than ignored, because an entity that is silently unskinned renders as a static object while the file says it is rigged."
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},
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496
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"rigidBody": {
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497
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"$ref": "#/$defs/rigidBody",
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498
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"description": "This entity takes part in physics (SPEC \u00a720 M6, complex simulation). WHAT THIS SLICE DOES: rigid bodies \u2014 active ones fall and collide, passive ones are what they collide with, and the compile BAKES the result into the checkpoint so a render shows it. WHAT IT DOES NOT DO YET: cloth, soft bodies and fluids, which are the next slices."
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499
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},
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"generator": {
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"$ref": "#/$defs/generator"
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},
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@@ -863,6 +883,33 @@
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"$ref": "#/$defs/transform"
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}
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}
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886
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},
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"rigidBody": {
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"type": "object",
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889
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"additionalProperties": false,
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890
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"required": [
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891
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"kind"
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892
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],
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"properties": {
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"kind": {
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"type": "string",
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896
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"enum": [
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897
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"active",
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898
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"passive"
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899
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],
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"description": "`active` means physics moves it; `passive` means it moves nothing and everything collides with it \u2014 a floor is passive, which is why the two are one field rather than a boolean: a body that is not simulated and a body that is simulated are not the only two things a body can be."
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901
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},
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"mass": {
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"type": "number",
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"exclusiveMinimum": 0,
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"description": "Kilograms, for an active body. Blender's own default applies when it is absent, and the default is stated rather than duplicated: a second copy of it here is the one that would go stale."
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906
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},
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"friction": {
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"type": "number",
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"minimum": 0,
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"description": "Blender's own default applies when absent."
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911
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}
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912
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}
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}
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}
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}
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package/package.json
CHANGED