@vosjs/studio-core 0.31.0 → 0.31.1

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package/dist/index.js CHANGED
@@ -7727,24 +7727,25 @@ var ON_FRAME = `(ctx, content, dt) => {
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  var cpH = 2 * ${Math.abs(CARD_Z)} * Math.tan(${CARD_FOV} * Math.PI / 180 / 2)
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  var cpv = null
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  if (cpk && cpk.keyframes && cpk.keyframes.length) cpv = TL.sample(cpk, t, TL.lerpArray)
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- if ((cpv || trIn) && card.mesh.scale && card.mesh.position) {
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- // The pose track, then a boundary's enter on top: a slide is an
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- // offset in plane widths and heights, a fade an opacity, a scale both.
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- var cpS = (cpv ? cpv[0] : 1) * trSc
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- var cpO = (cpv ? cpv[2] : 1) * trOp
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- card.mesh.scale.x = cpS; card.mesh.scale.y = cpS
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+ // The pose track, then a boundary's enter on top: a slide is an offset
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+ // in plane widths and heights, a fade an opacity, a scale both. Outside
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+ // both, every term is its rest value.
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+ //
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+ // EVERY field is written EVERY frame, so the pose is a pure function of
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+ // t. A pose restored only when some field looked off-rest kept whatever
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+ // the last frame left in the fields it did not look at: a fade moves
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+ // opacity alone, so a scrub that jumped out of one mid-window left the
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+ // card translucent until something else moved it.
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+ var cpS = (cpv ? cpv[0] : 1) * trSc
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+ var cpO = (cpv ? cpv[2] : 1) * trOp
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+ if (card.mesh.scale) { card.mesh.scale.x = cpS; card.mesh.scale.y = cpS }
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+ if (card.mesh.position) {
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  card.mesh.position.x = trOx * cpH * (W / H)
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  card.mesh.position.y = ((cpv ? cpv[1] : 0) + trOy) * cpH
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- if (card.mesh.material) card.mesh.material.opacity = cpO
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- // Gone past its clip: the mesh leaves the scene, not just its paint.
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- card.mesh.visible = cpO > 0.001
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- } else if (card.mesh.scale && card.mesh.position && ((card.mesh.scale.x !== undefined && card.mesh.scale.x !== 1) || (card.mesh.position.y !== undefined && card.mesh.position.y !== 0) || (card.mesh.position.x !== undefined && card.mesh.position.x !== 0) || card.mesh.visible === false)) {
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- card.mesh.scale.x = 1; card.mesh.scale.y = 1
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- card.mesh.position.x = 0
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- card.mesh.position.y = 0
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- if (card.mesh.material) card.mesh.material.opacity = 1
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- card.mesh.visible = true
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  }
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+ if (card.mesh.material) card.mesh.material.opacity = cpO
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+ // Gone past its clip: the mesh leaves the scene, not just its paint.
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+ card.mesh.visible = cpO > 0.001
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  var tilted = rx * rx + ry * ry > 1e-6
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  if (card.texture && card.texture.generateMipmaps !== tilted) {
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  var THREE2 = ctx.THREE