@zkmake/three-cameras 0.2.6 → 0.2.7

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  1. package/README.md +54 -34
  2. package/package.json +3 -3
package/README.md CHANGED
@@ -33,6 +33,9 @@ const panel = mountCameraPanel({ scene, renderer });
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  // later: panel.dispose()
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  ```
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+ The handle has the engine (`panel.lab`, below), `element`, `setCompact(compact)` and
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+ `setTheme(mode)`.
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+
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  ## React Three Fiber
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  ```tsx
@@ -44,17 +47,20 @@ import { CameraPanel } from "@zkmake/three-cameras/react";
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  ```
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  It reads the scene and renderer from the canvas, so the canvas's camera shows as live, and asks for
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- a frame after a frustum toggles, so `frameloop="demand"` works.
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+ a frame after a frustum toggles, so `frameloop="demand"` works. Its props are the options (below)
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+ but `scene`, `renderer` and `invalidate`, plus `onReady(lab)` for the engine. `theme` follows its
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+ prop; the rest are read on mount (remount with a new `key` to change them).
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  ## What each row shows
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- | Part | What it is |
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- | ------------- | --------------------------------------------------------------------------------------------- |
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- | icon | The kind: perspective, orthographic, array or cube. Green while the camera draws. |
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- | live · 60 fps | It drew a frame in the last half second, and how many in the last second |
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- | second line | fov, near–far and aspect (perspective), or zoom and near–far (orthographic); "not in scene" |
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- | look through | Show the main view through it (see below) |
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- | frustum | Draw its view volume in the scene. It follows the camera, and hides while you look through it |
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+ | Part | What it is |
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+ | ------------- | ----------------------------------------------------------------------------------------------------------------------- |
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+ | icon | The kind: perspective, orthographic, array or cube. Green while the camera draws. |
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+ | live · 60 fps | It drew a frame in the last half second, and how many in the last second |
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+ | second line | fov, near–far and aspect (perspective), or zoom and near–far (orthographic); its key count, or "moving"; "not in scene" |
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+ | path | With the timeline: show or hide its motion path in the scene (see below) |
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+ | look through | Show the main view through it (see below) |
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+ | frustum | Draw its view volume in the scene. It follows the camera, and hides while you look through it |
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  Rows are named by the `cameras` option, else the camera's `name`, else its kind (`perspective camera
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  2`). Name your cameras and the panel reads better.
@@ -74,7 +80,8 @@ Pick a row (click its name) and it opens into the camera's controls:
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  **Look through** swaps a camera into the app's main view: the view drawing the most of the screen,
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  so a picture-in-picture inset or a render target keeps its own camera. The camera is fitted to that
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  view's aspect for the frame and put back after, and the app's camera is left where it was. A banner
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- shows what you're looking through, with a way back.
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+ shows what you're looking through, with a way back; its row reads "viewing", and the app camera's
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+ "replaced".
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  ## The timeline
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@@ -84,10 +91,11 @@ sits beside its lane, and a row opened into its controls stretches its lane to m
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  - **Key** the picked camera as it is now at the playhead, or double-click its lane to key it there.
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  A key holds its position, rotation and lens.
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  - **Drag** a key to retime it (snaps to 0.1 s; Shift for free). Click one to inspect it: its time,
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- its **ease** into the next key (ease in-out, linear, ease in, ease out, or hold), **Update** to
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- re-key it from the camera as it is now, and **Delete**.
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+ its **ease** into the next key (ease in-out, linear, ease in, ease out, hold, or a custom curve),
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+ **Update** to re-key it from the camera as it is now, and **Delete** (or the Delete key).
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  - **Play**, pause (Space), scrub the ruler, loop, and set the length. The camera travels a smooth
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- curve through its keys, turns evenly between them, and its lens eases too.
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+ curve through its keys, turns evenly between them, and its lens eases too. Playing steps on the
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+ renderer's frames, so it needs `renderer`.
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  - Once you play or scrub, tracked cameras are held to their tracks right before each frame, so a
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  track wins over an app that moves the camera itself. Edit a camera and it's let go, so the edit
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  sticks until you key it; **stop** lets every camera go back to the app.
@@ -101,10 +109,11 @@ sits beside its lane, and a row opened into its controls stretches its lane to m
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  preset becomes a custom curve from the preset's shape. Handles go above 1 or below 0 for
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  overshoot and anticipation.
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  - **Graph**: switch the timeline to Graph for the picked camera's channels over time: position x,
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- y, z, rotation x, y, z (degrees), fov or zoom, near and far, drawn as the track plays them. Drag
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- a key's dot up or down to change that value (Shift for fine), or sideways to retime the key. Click
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- between keys to pick that segment's ease; double-click to add a key. Channels are stretched to
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- their own ranges; "values" puts them on one scale.
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+ y, z, rotation x, y, z (degrees), fov or zoom, near and far, drawn as the track plays them
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+ (position and fov at first; click a channel's chip to show or hide it). Drag a key's dot up or
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+ down to change that value (Shift for fine), or sideways to retime the key. Click between keys to
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+ pick that segment's ease; double-click to add a key. Channels are stretched to their own ranges;
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+ "values" puts them on one scale.
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  ### Motion paths in the scene
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@@ -133,20 +142,20 @@ panel's wrapper stays in place and just passes through.
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  ## Options
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- | Option | Default | What it does |
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- | ------------------ | ----------------------------------- | ------------------------------------------------------------------------------------------------ |
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- | `scene` | required | Where to look for cameras, and where frustum helpers go |
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- | `renderer` | none | Watched for the cameras it draws with; without it nothing is "live" |
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- | `cameras` | `[]` | `{ name, camera }` to list whether or not the scene holds them yet |
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- | `invalidate` | none | Ask for frames after an edit, a toggle, or during a move (render-on-demand loops) |
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- | `store` | localStorage, by `storageKey` | Where saved views live: `{ load(), save(views) }` |
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- | `trackStore` | localStorage, by `storageKey` | Where keyframe tracks live: `{ load(), save({ duration, tracks }) }` |
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- | `timeline` | `true` | The timeline, with the camera list as its sidebar, across the bottom; `false` for the list alone |
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- | `storageKey` | `"three-cameras"` | localStorage prefix for the dock and compact state; `null` for none |
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- | `defaultPlacement` | `{ edge: "right", align: "start" }` | Where the list alone docks on a first visit (with the timeline it spans the bottom) |
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- | `theme` | `"system"` | `"dark"`, `"light"` or `"system"` |
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- | `compact` | `false` | Start compact, showing the brand row and the count |
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- | `container` | `document.body` | Where to mount |
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+ | Option | Default | What it does |
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+ | ------------------ | ----------------------------------- | -------------------------------------------------------------------------------------------------------- |
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+ | `scene` | required | Where to look for cameras, and where frustum helpers go |
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+ | `renderer` | none | Watched for the cameras it draws with; without it nothing is "live", and look through and play don't run |
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+ | `cameras` | `[]` | `{ name, camera }` to list whether or not the scene holds them yet |
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+ | `invalidate` | none | Ask for frames after an edit, a toggle, or during a move (render-on-demand loops) |
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+ | `store` | localStorage, by `storageKey` | Where saved views live: `{ load(), save(views) }` |
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+ | `trackStore` | localStorage, by `storageKey` | Where keyframe tracks live: `{ load(), save({ duration, tracks }) }` |
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+ | `timeline` | `true` | The timeline, with the camera list as its sidebar, across the bottom; `false` for the list alone |
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+ | `storageKey` | `"three-cameras"` | localStorage prefix for the dock, compact state, saved views and tracks; `null` keeps them for this page |
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+ | `defaultPlacement` | `{ edge: "right", align: "start" }` | Where the list alone docks on a first visit (with the timeline it spans the bottom) |
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+ | `theme` | `"system"` | `"dark"`, `"light"` or `"system"` |
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+ | `compact` | `false` | Start collapsed to the small widget. A choice stored under `storageKey` wins |
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+ | `container` | `document.body` | Where to mount |
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  ## The engine
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@@ -168,26 +177,37 @@ lab.setHelper("dolly", true);
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  const home = lab.saveView("dolly", "home");
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  lab.goToView("dolly", home.id, { duration: 800 });
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- lab.addKey("dolly", { time: 0 }); // the camera as it is now
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+ const first = lab.addKey("dolly", { time: 0 }); // the camera as it is now
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  lab.addKey("dolly", { time: 4, ease: "ease-out" });
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  lab.play(); // pause(), seek(2), stop(), setLoop(false), setDuration(12)
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- const [first] = lab.keys("dolly");
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  lab.updateKey("dolly", first.id, { bezier: [0.3, 1.4, 0.6, 1] }); // overshoot
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  lab.updateKey("dolly", first.id, { pose: writeChannel(first.pose, "fov", 30) });
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+ lab.moveKeyTo("dolly", first.id, new Vector3(0, 3, 8)); // a key to a world point
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  lab.setTrail("dolly", true); // or false, or "auto" (the default)
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- lab.bakeMotion("dolly"); // its recorded move as keys
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- lab.moveKeyTo("dolly", home.id, new Vector3(0, 3, 8)); // a key to a world point
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+ lab.bakeMotion("dolly"); // its recorded move as keys, replacing its track
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  tab.append(createCameraPanel(lab).element); // the bare panel, for a host with its own tabs
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  ```
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+ Also on the lab: `select(id)` / `selected` (the camera the panels act on), `subscribe(listener)`,
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+ `keys`, `deleteKey`, `views`, `deleteView`, `motion`, `keyHandles`, `viewTransform`, `refresh` and
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+ `dispose`. The rest of the timeline is in `/ui` too: `createTimelinePanel(lab, { sidebar })` takes
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+ a `createCameraPanel(lab, { paths: true })` as its left column, and `createPathEditor(lab, canvas)`
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+ makes key dots draggable on the renderer's canvas. The core also exports the pieces under the
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+ engine: `findCameras`, `capturePose` / `applyPose` / `blendPoses` / `poseToCode`, `sampleTrack`,
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+ `applyEase`, `cubicBezier`, and the graph's channels (`readChannel`, `writeChannel`,
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+ `sampleChannel`).
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+
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  ## The dev-panel frame
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  It sits in three-meter's `mountDevPanel`, so it compacts and dims like the three-meter HUD and the
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  three-textures panel, with its brand label on top. With the timeline it's anchored across the
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  bottom (no drag grip); the list alone drags and snaps to an edge like the others.
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+ [three-devtools](../three-devtools) mounts it behind `?debug` with the rest of the dev tools:
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+ `panels: { cameras: () => import("@zkmake/three-cameras/ui") }`.
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+
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  ## License
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  MIT
package/package.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "name": "@zkmake/three-cameras",
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- "version": "0.2.6",
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- "description": "A dev panel for the cameras in a three.js scene: every camera, the ones rendering right now, their settings live, and frustum helpers. Vanilla three and React Three Fiber.",
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+ "version": "0.2.7",
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+ "description": "A dev panel for the cameras in a three.js scene: every camera, the ones rendering right now, their settings live, frustum helpers, and a keyframe timeline with motion paths. Vanilla three and React Three Fiber.",
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  "keywords": [
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  "camera",
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  "cameras",
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  "typecheck": "tsc"
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  },
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  "dependencies": {
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- "@zkmake/three-meter": "^0.13.2"
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+ "@zkmake/three-meter": "^0.13.3"
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  },
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  "devDependencies": {
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  "@arethetypeswrong/core": "catalog:",