@skewedaspect/sage 0.9.2 → 0.9.3

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@@ -0,0 +1,2 @@
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+ import { GameEntityManager } from "../managers/entity.d.ts";
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+ export declare function createEntityProxy(entityManager: GameEntityManager): GameEntityManager & Record<string, unknown>;
@@ -17,16 +17,16 @@ export declare function toQuatObject(quat: Quaternion): QuatConfig;
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  */
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  export declare function toQuaternion(quat: QuatConfig): Quaternion;
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  /**
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- * Compute a node's transform in canonical Babylon space by rebuilding its world
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- * matrix from local transforms, skipping any ancestors whose local matrix has a
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- * negative determinant (import conversion nodes like glTF's __root__).
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+ * Compute a node's transform in canonical Babylon space by walking the parent
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+ * chain and individually cancelling each import conversion ancestor.
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  *
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- * This avoids decomposing a mirrored matrix (det < 0), which produces poisoned
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- * scaling and rotation. The result is a clean, positive-determinant matrix that
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- * works uniformly for primitives and GLB entities.
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+ * For each ancestor, computes its local contribution from BabylonJS's own world
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+ * matrices. If that local contribution has negative determinant (import conversion
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+ * node like glTF's __root__), it is individually cancelled from the running matrix
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+ * via left-multiplication by its inverse.
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  *
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- * Handles arbitrarily nested import hierarchies (GLB inside GLB)each
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- * conversion node in the chain is individually skipped.
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+ * Each conversion node is handled one at a time no assumptions about hierarchy
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+ * depth or which node is "the" root. Handles arbitrarily nested import hierarchies.
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  */
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  export declare function getCanonicalTransform(node: TransformNode): {
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  position: Vector3;
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@skewedaspect/sage",
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- "version": "0.9.2",
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+ "version": "0.9.3",
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  "main": "dist/sage.umd.js",
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  "module": "dist/sage.es.js",
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  "types": "dist/sage.d.ts",