effect-motion 0.5.0 → 0.6.0
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/Entity.d.ts +19 -9
- package/dist/Entity.js +13 -3
- package/dist/Projection.d.ts +7 -8
- package/dist/Runner.d.ts +560 -484
- package/dist/particles/ParticleField.d.ts +36 -36
- package/package.json +58 -58
package/README.md
CHANGED
package/dist/Entity.d.ts
CHANGED
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@@ -45,12 +45,12 @@ export declare const vec3: (input: {
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readonly x?: number;
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readonly y?: number;
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readonly z?: number;
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}, options?: Schema.MakeOptions) =>
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readonly _tag:
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readonly x:
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readonly y:
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readonly z:
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}
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}, options?: Schema.MakeOptions) => {
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readonly _tag: "Vec3";
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readonly x: number;
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readonly y: number;
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readonly z: number;
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};
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export declare const PathCommand: Schema.TaggedUnion<{
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readonly L: Schema.TaggedStruct<"L", {
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x: Schema.Number;
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@@ -362,9 +362,19 @@ export declare const Image: Schema.TaggedStruct<"Image", {
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* that world point and any explicit `rotation` composes on top of the aim.
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* The `Camera` module's helpers are the ergonomic way to drive it.
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*
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* `aperture` and `focusDistance`
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*
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*
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* `aperture` and `focusDistance` drive depth of field. `focusDistance` is
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* the view-space distance to the sharp plane (the runner defaults it to the
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* resting distance, so `z = 0` is in focus). `aperture` is the lens radius in
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* world units; 0 (the default) is a pinhole and bypasses DoF entirely. A
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* point at view distance d blurs to a disc of radius
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* `aperture · |d − focusDistance| / d` world units on the focus plane — at
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* rest, where one world unit is one pixel on that plane, that is its blur
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* radius in pixels. Rack focus is a plain tween of `focusDistance`.
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*
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* Limits: blur is computed from the depth buffer, so it is correct for
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* opaque shapes only — a semi-transparent shape blurs at its own depth, not
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* what shows through it. Perspective cameras only. DoF roughly doubles the
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* scene's draw cost (the scene renders twice per frame).
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*/
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export declare const Camera: Schema.TaggedStruct<"Camera", {
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readonly position: Schema.withConstructorDefault<Schema.TaggedStruct<"Vec3", {
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package/dist/Entity.js
CHANGED
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@@ -230,9 +230,19 @@ export const Image = Schema.TaggedStruct("Image", {
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* that world point and any explicit `rotation` composes on top of the aim.
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* The `Camera` module's helpers are the ergonomic way to drive it.
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*
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* `aperture` and `focusDistance`
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*
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*
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* `aperture` and `focusDistance` drive depth of field. `focusDistance` is
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* the view-space distance to the sharp plane (the runner defaults it to the
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* resting distance, so `z = 0` is in focus). `aperture` is the lens radius in
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* world units; 0 (the default) is a pinhole and bypasses DoF entirely. A
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* point at view distance d blurs to a disc of radius
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* `aperture · |d − focusDistance| / d` world units on the focus plane — at
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* rest, where one world unit is one pixel on that plane, that is its blur
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* radius in pixels. Rack focus is a plain tween of `focusDistance`.
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*
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* Limits: blur is computed from the depth buffer, so it is correct for
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* opaque shapes only — a semi-transparent shape blurs at its own depth, not
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* what shows through it. Perspective cameras only. DoF roughly doubles the
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* scene's draw cost (the scene renders twice per frame).
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*/
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export const Camera = Schema.TaggedStruct("Camera", {
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...transformMixin,
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package/dist/Projection.d.ts
CHANGED
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@@ -35,19 +35,18 @@ export interface CameraView {
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readonly rotZ: number;
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readonly focalLength: number;
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/**
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* View-space distance to the
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* resting camera distance.
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*
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* @remarks
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* Currently inert: depth-of-field rendering is not implemented, so every
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* frame renders sharp regardless of this value.
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* View-space distance to the sharp plane, world units. Runner-filled to
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* the resting camera distance.
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*/
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readonly focusDistance: number;
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/**
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*
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* Lens radius in world units; 0 is a pinhole and bypasses depth of field.
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*
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* @remarks
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*
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* Thin-lens circle of confusion: a point at view distance d blurs to
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* radius `aperture · |d − focusDistance| / d` world units on the focus
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* plane. Opaque shapes only (semi-transparent ones blur at their own
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* depth); perspective only; roughly doubles the scene's draw cost.
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*/
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readonly aperture: number;
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}
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