@descix/frqtl-node 0.6.1-p3.1 → 0.6.1-p3.3
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/CLAUDE.md +1 -1
- package/README.md +2 -2
- package/dist/dist-manifest.json +26 -25
- package/dist/frqtl/compat/renderer/providers/godrays-layer.js +301 -12
- package/dist/frqtl/compat/renderer/providers/p5-provider.js +6 -0
- package/dist/frqtl/compat/renderer/providers/three-provider.js +66 -17
- package/dist/frqtl/objects/FrqtlApp.js +17 -1
- package/dist/frqtl/objects/RecipeContext.js +17 -0
- package/dist/frqtl/objects/record/Record.js +4 -9
- package/dist/frqtl/parts/FrqtlVision.js +158 -27
- package/dist/frqtl/parts/GraphingDetectorWall.js +1 -1
- package/dist/frqtl/parts/LiveChart.js +1 -1
- package/dist/frqtl/parts/SphereEmitter.js +2 -2
- package/dist/frqtl/parts/Tunnel.js +1 -1
- package/dist/frqtl/parts/Wall.js +97 -10
- package/dist/frqtl/scenes/dse-tunnel-rebuild.js +33 -22
- package/dist/frqtl/scenes/mirror-route.js +10 -6
- package/dist/shim/engine/router.js +2 -2
- package/dist/shim/field-descriptor/index.js +5 -5
- package/dist/shim/host/device.js +42 -0
- package/dist/shim/project/index.js +13 -4
- package/dist/shim/project/parts-spelling.js +8 -1
- package/dist/shim/project/record-format.js +30 -12
- package/dist/shim/registry/exhibits.js +10 -10
- package/dist/shim/registry/studio-landing.js +14 -11
- package/dist/shim/registry/walkthrough.js +38 -90
- package/dist/shim/render/capture-envelope.js +21 -0
- package/dist/shim/render/sun-look.js +6 -11
- package/llms.txt +2 -2
- package/package.json +1 -1
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@@ -258,7 +258,9 @@ export var WALKTHROUGH = [
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'tall/thin mirrors sit at the vertices of a regular decagon; each mirror\'s tilt is ' +
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'solved from its incoming/outgoing chords so the reflected centre-line hits the next ' +
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'mirror exactly, and by the star\'s symmetry the tenth leg feeds straight back into ' +
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'the first — the polygon closes on itself.
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'the first — the polygon closes on itself. The scene OPENS with two mirrors (m4, m6) standing ' +
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'off their vertices, so the ring starts broken and the light spills: drag one home with the ' +
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'Hand and watch the field reshape live. Each mirror is a DIFFERENT colour and, on ' +
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'collision, TAGS the beam with its own colour (its drawn colour = its identity): so a ' +
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'particle\'s colour history IS its bounce sequence — red after m1, orange after m2, … ' +
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'magenta after m10, then red again as it re-enters the loop (a pkg-node colour-transition ' +
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@@ -280,19 +282,26 @@ export var WALKTHROUGH = [
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'plateaus and FPS stays healthy while the circuit runs indefinitely — and the gate ' +
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'survives Restart (it is captured descriptor DATA, not recipe code).',
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source: 'scenes/mirror-route.js',
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// 3D FIRST = the rung's DEFAULT mode (the first declared entry)
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//
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//
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//
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//
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// 3D FIRST = the rung's DEFAULT mode (the first declared entry), and this rung is FIRST
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// CONTACT (FIRST_CONTACT_WALKTHROUGH_ID below). It opens face-on to the ring (the
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// 'table-top' preset's axes: azimuth 0, elevation 0, roll 0) but closer than that preset's
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// 780, at distance 440, so the top and bottom slabs sit near the canvas's top and bottom
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// edges. The look is the one a reference STUDIO session exported for this scene: the
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// particles hidden (renderBaseCanvas false), so the picture is the light field alone — strong
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// 'field' god rays computed from the light particles only (godraySource 'leaf'), so the
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// mirrors shadow the beam and cast no rays — plus a soft glow. Every other render option
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// that session exported sat at the renderer's own default, so it is not restated here.
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// The 2D mode stays one click away on the MODE strip.
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modes: [
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{
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id: '3d', label: '3D',
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renderState: {
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renderer: 'three',
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camera: { orbit:
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render: renderRowsFromBag(
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camera: { orbit: { azimuth: 0, elevation: 0, distance: 440, roll: 0 }, preset: null },
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render: renderRowsFromBag({
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renderBaseCanvas: false, godrays: 3, godrayDensity: 1.085,
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godraySource: 'leaf', godrayMode: 'field', glowIntensity: 0.27
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})
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}
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},
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{ id: '2d', label: '2D' }
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renderState: {
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render: [{ key: 'colorScheme', value: 'roygbiv' }]
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},
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// 3D FIRST = the rung's DEFAULT mode (the first declared entry)
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//
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//
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// The 2D mode stays one click away on the MODE strip.
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// 3D FIRST = the rung's DEFAULT mode (the first declared entry): the experiment
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// standing up in space with a camera you can move. The 2D mode stays one click away
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// on the MODE strip.
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modes: [
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{
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id: '3d', label: '3D',
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//
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//
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//
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//
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//
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//
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//
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// target (138, 200, 0) — the midpoint of the WORKING LENGTH (emitter
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// x=20 → detector far face x=256) at the beam height
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// (H/2): (20 + 256)/2 = 138. It is DERIVED from the
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// geometry, so it moves whenever the detector does. The
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// default centre is the CANVAS centre x=300, which sits
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// PAST the detector: orbiting about it swings the
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// experiment around a point outside itself and pushes
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// the near objects into the lens. The experiment orbits
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// about the experiment.
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// azimuth -60 → sin az = -0.866 ⇒ camera x = 138 - 0.82·d ≈ -257 at
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// d = 480: BEHIND the emitter, looking down +x through the
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// slit wall (x = 96..160) toward the detector (x = 236).
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// cos az = 0.5 swings it 30° off that axis in z — the
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// "slightly rotated" part: dead-on, the slit wall would
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// eclipse the detector completely; at 30° the detector's
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// own hit map shows PAST the barrier edge, partially, which
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// is exactly the invitation to orbit.
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// elevation -18 → sin el < 0 ⇒ a smaller world y = ABOVE the beam plane
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// (y-down): a gentle look down onto it, so the slit plate
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// and the tunnels read as solids rather than edge-on lines.
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// distance 480 → the full 256-px working length and the 400-px canvas
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// height inside the fixed 50° vertical FOV, with the
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// quanta streaming through the slits still legible. It
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// frames the working length, so it is re-derived with the
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// geometry — and by MEASUREMENT (project the scene's
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// bounding box through the camera basis and read the frame
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// fill: 480 gives max|ndc| 0.851), never by scaling the
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// span, which over-corrects because the working length runs
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// mostly ALONG the view direction and foreshortens.
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// roll +90 → the SLIT-SEPARATION AXIS onto the screen HORIZONTAL.
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// Derived from the scene like the rest, and forced by a
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// constraint 2D imposes on 3D: 2D has only x and y, so with
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// the beam on x the ONLY transverse axis available is y —
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// the slits MUST split along y and the fringes MUST spread
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// along y. 3D reuses that one setup (2D≡3D is this rung's
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// headline), so it inherits a floor-to-ceiling wall with the
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// detector eclipsed behind it. No orbit parameter can fix
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// that: `elevation` moves the eye along ±y, which is the
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// slit-separation axis itself, so "getting above it" slides
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// the eye ALONG the pattern instead of over the wall. ROLL is
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// the missing degree of freedom — it turns the VIEWER about
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// the beam axis, leaving the world untouched, and lands world
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// y (fringe spread) on the screen horizontal and world z (the
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// corridor extrusion) on the vertical: a WIDE, low plate with
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// the two slots SIDE BY SIDE and the fringes reading as bands
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// left-to-right — the textbook DSE picture. The plate's
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// on-screen bounding box goes 182×648 (tall) → 648×182 (wide);
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// the framing is otherwise IDENTICAL, since a roll moves
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// neither the eye nor the radius.
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// THE SIGN is the visually approved one. Measured through
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// `_orbitCameraBasis` at this exact pose (detector plate
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// corners, 600×600): at roll +90 the low-y corner projects to
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// screen-x 20.9 px and the high-y corner to 633.0 px (+y →
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// RIGHT); at roll −90 they land at 579.1 px and −33.0 px
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// (+y → LEFT). Both are equally "wide".
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// THE DSE'S OPENING FRAMING, a choice about what to show first, fitted to a reference STUDIO
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// picture: close in, rolled so the barrier runs from upper left down to lower right
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// across the canvas with its two slits near the centre, the detector plate above and
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// behind it showing its bands and running off the top edge, and the emitter's
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// god-ray fan spreading from the lower left. The orbit revolves about
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// `target`, the midpoint of the working length (emitter x=20 to the detector's
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// far face) at the beam height H/2, so it moves whenever the detector does.
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// preset: null — deliberately NOT a named preset. `setPreset` is a FULL
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// framing reset
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//
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// way back — and exactly why they cannot express this pose,
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// whose whole point is the scene-derived `target` above.
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// NOT a compensator: the former azimuth:38 papered over a renderer defect
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// (a ferried canvas drawn with a y-up UV assumption in the y-down world,
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// on a single-sided plane), fixed at the root — orientation is derived in
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// world space and both broad faces carry the map, so every orbit is now
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// equally correct. This pose is a CHOICE about what to show first.
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// framing reset (it forces `target: null` and `roll: 0`), so the
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// preset buttons are the way back and cannot express this pose.
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renderState: {
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renderer: 'three',
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camera: {
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orbit: { azimuth: -
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orbit: { azimuth: -26, elevation: -18, distance: 440, roll: -115,
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target: { x: 177.5, y: 200, z: 0 } },
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preset: null
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}
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* than silently landing on a blank canvas.
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*
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* ── Layer 2: what it shows ───────────────────────────────────────────────────
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* The
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* PRODUCT INTENT — the first thing FRQTL shows is
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*
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* The infinite mirror (the ten-mirror {10/3} star) in its DEFAULT (3D) mode, face-on:
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* the light field itself, shadowed and reflected live by the mirrors, with two
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* mirrors standing off their star positions so the first thing to try is dragging
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* one home with the Hand. PRODUCT INTENT — the first thing FRQTL shows is light
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* doing what light does, computed live, with objects that are obviously yours to move.
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* The showcase roster's first tile (exhibits.js EXHIBITS[0]) is this rung too; its
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* test holds the two equal.
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*
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* @type {string}
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*/
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export var FIRST_CONTACT_WALKTHROUGH_ID = '
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export var FIRST_CONTACT_WALKTHROUGH_ID = 'cl1d-mirror-route';
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/**
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* walkthroughById(id) — id → rung, or null. The ONE resolver every consumer of a
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return btoa(bin);
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}
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/**
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* base64ToBytes(b64) — the inverse of `bytesToBase64`: an envelope's `encoded.bytes` back to the bytes a
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* consumer saves or plays (a page turning a recording into a file). One encoding, one owner of both directions.
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*
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* @param {string} b64
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* @returns {Uint8Array}
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*/
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function base64ToBytes(b64) {
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if (typeof b64 !== 'string') {
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_fail('base64ToBytes expects the base64 string of encoded.bytes, got ' + typeof b64);
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}
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if (typeof atob !== 'function') {
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_fail('base64ToBytes needs a global atob (every browser, and node >= 16)');
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}
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var bin = atob(b64);
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var out = new Uint8Array(bin.length);
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for (var i = 0; i < bin.length; i++) { out[i] = bin.charCodeAt(i); }
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return out;
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}
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/**
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* Compose a single-capture envelope.
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*
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ENCODED_KEYS,
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ENCODERS,
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bytesToBase64,
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base64ToBytes,
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stillEnvelope,
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videoEnvelope
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};
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*
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* The values are the FINAL FX bag EXACTLY as played and captured in an export session
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* (new_sun.png is the primary oracle; sun.png stays the historical dense reference), verbatim from
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* the exported renderState. They are in the write door's shape — a BAG, what
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* the exported renderState, plus `godrayMode: 'radial'`, the mode chosen for the sun once the modes existed. They are in the write door's shape — a BAG, what
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* `runner.setRenderOptions(bag)` takes — and every key is a capability the three renderer declares.
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* SunLook.SUN_RENDER — the sun's whole look (rung r8-sun's render rows).
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* SunLook.SUN_GODRAYS — the god-ray pair, PICKED from SUN_RENDER: what another scene lights up
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* The camera is NOT here: a pose is a rung row's view, not a look.
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* Readers: `lib/shim/registry/walkthrough.js` (a named import)
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* Readers: `lib/shim/registry/walkthrough.js` (a named import); a scene sketch may import it too
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* (`@descix/frqtl-web/shim/render/sun-look.js`). Zero physics: render
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*/
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var SUN_RENDER = Object.freeze({
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shape: 'sphere', colorScheme: 'warmcool',
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godrays: 1.08, godrayDensity: 1.085, godrayMode: 'radial',
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var SUN_GODRAYS = Object.freeze({ godrays: SUN_RENDER.godrays, godrayDensity: SUN_RENDER.godrayDensity });
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export { SUN_RENDER };
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package/llms.txt
CHANGED
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# @descix/frqtl-node
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> The FRQTL physics engine (compiled Rust → WASM) for node: the same modules as @descix/frqtl-web, plus
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> `bootNode` and the hosted eyes. 0.6.1-p3.
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> `bootNode` and the hosted eyes. 0.6.1-p3.3 on npm dist-tag `next`. Node ≥ 22.12.
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|
- Install: `npm install @descix/frqtl-node`
|
|
7
7
|
- `import { bootNode, Wall } from '@descix/frqtl-node'` (require() works too); `await bootNode()` → the engine handle.
|
|
@@ -9,5 +9,5 @@
|
|
|
9
9
|
- `./project`: `linkProject` links a scene file against this package's own copy.
|
|
10
10
|
- `./host-view`: `declareHostView`, `HOST_VIEW_OUTCOMES`, `CONTRACT_VIOLATIONS`, `HOST_SDK_SCRIPT` — the same declarer as @descix/frqtl-web/host-view, pure, for a node test of a call site.
|
|
11
11
|
- `./register`: `node --import @descix/frqtl-node/register scene.mjs` resolves a scene's `@descix/frqtl-web/...` imports to this package.
|
|
12
|
-
- Full agent guide: https://cdn.jsdelivr.net/npm/@descix/frqtl-node@0.6.1-p3.
|
|
12
|
+
- Full agent guide: https://cdn.jsdelivr.net/npm/@descix/frqtl-node@0.6.1-p3.3/CLAUDE.md
|
|
13
13
|
- Acceptance is visual; no CLI ships. No account, credits or tokens are needed.
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@descix/frqtl-node",
|
|
3
|
-
"version": "0.6.1-p3.
|
|
3
|
+
"version": "0.6.1-p3.3",
|
|
4
4
|
"description": "FRQTL for node \u2014 the discrete fractal physics engine (compiled Rust \u2192 WASM), its parts as ES modules, the node engine door (bootNode) and the hosted eyes.",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"engines": {
|