@ikijs/editor 0.13.0 → 0.14.0
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/README.md +1 -1
- package/dist/index.js +8 -2
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +8 -2
- package/dist/index.mjs.map +1 -1
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -57,7 +57,7 @@ leaves the document untouched.
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## Auto-rig
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`generateIkiFromLayerSet` turns role-named layers (`face`, `eye_L`, `eye_R`,
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-
`mouth`, plus optional `iris_*`, `brow_*`, `lash_*`, `hair_front`, `hair_back`,
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+
`mouth`, plus optional `iris_*`, `brow_*`, `lash_*`, `lash_lower_*`, `hair_front`, `hair_back`,
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…) into a rigged model that blinks, gazes, opens its mouth, turns its head over
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a torso that breathes, and emotes with its brows — including a
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hair-sway physics rig when a `hair_front` layer is present.
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package/dist/index.js
CHANGED
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@@ -2131,6 +2131,8 @@ var ROLE_TABLE = [
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{ role: "pupil_R", family: "eye_R" },
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{ role: "highlight_L", family: "eye_L" },
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{ role: "highlight_R", family: "eye_R" },
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+
{ role: "lash_lower_L", family: "eye_L" },
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+
{ role: "lash_lower_R", family: "eye_R" },
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{ role: "lash_L", family: "eye_L" },
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{ role: "lash_R", family: "eye_R" },
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{ role: "brow_L", family: "brow_L" },
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@@ -4458,12 +4460,12 @@ function motionReach(warps, mesh, box, extra = [0, 0]) {
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}
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return out;
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}
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-
function blinkFold(param, mesh,
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4463
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+
function blinkFold(param, mesh, box, travel, eye = box) {
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const yc = eye.y1 - travel * bh(eye);
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return localWarp(
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param,
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mesh,
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-
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+
box,
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[0, 1],
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([, y], v) => v === 1 ? [0, 0] : [0, yc - y]
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);
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@@ -4812,6 +4814,10 @@ function buildPart(spec, b, order, frame, byRole, style, frontGrid) {
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case "eye_R":
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warps.push(blinkFold(eyeOpen, mesh, b, style.blink));
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break;
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+
case "lash_lower_L":
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case "lash_lower_R":
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warps.push(blinkFold(eyeOpen, mesh, b, style.blink, box(`eye_${side}`)));
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break;
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case "lash_L":
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case "lash_R":
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warps.push(lashFold(eyeOpen, mesh, b, box(`eye_${side}`), style.blink));
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