exodeui-angular 1.0.0 → 1.0.1

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package/dist/index.d.ts CHANGED
@@ -697,6 +697,7 @@ export declare class ExodeUICanvasComponent implements OnInit, AfterViewInit, On
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  export declare class ExodeUIEngine {
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  private artboard;
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  private objectStates;
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+ private extrusionPoses;
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  private trailHistories;
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  private physicsEngine;
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  private physicsFx;
@@ -745,6 +746,10 @@ export declare class ExodeUIEngine {
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  pixelRatio: number | null;
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  private getPixelRatio;
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  private lastHoveredObjectId;
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+ /** Physics contacts that started during the last step, dispatched to 'Collision' rules after it. */
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+ private pendingCollisions;
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+ /** The other body while a 'Collision' event is being dispatched (null for every other event). */
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+ private collisionOtherId;
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  private _lastPointerPos;
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  private _prevPointerPos;
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  private _mouseDelta;
@@ -766,6 +771,8 @@ export declare class ExodeUIEngine {
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  };
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  private _totalScroll;
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  private draggingBehaviors;
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+ /** Scene physics makes un-configured shapes bodies only while no object has opted in. */
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+ private sceneDefaultsAllBodies;
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  private dragStartPointer;
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  private dragStartPositions;
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  private isMouseDown;
@@ -985,6 +992,14 @@ export declare class ExodeUIEngine {
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  private solveConstraints;
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  private getGlobalTransform;
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  private globalToLocal;
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+ /**
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+ * The same exact solve as the editor, so the two can't disagree. It blends from the FK
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+ * pose, so Strength 0 is pure FK: `ikPoses` remembers the pose under the last solve, which
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+ * is replaced whenever an animation writes a new rotation.
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+ */
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+ private ikPoses;
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+ private solveTwoBoneIK;
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+ private getBoneTipWorld;
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  private solveIK;
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  private computeSpring;
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  handlePointerInput(type: string, canvasX: number, canvasY: number, canvasWidth: number, canvasHeight: number, pointerId?: number): void;
@@ -1017,6 +1032,10 @@ export declare class ExodeUIEngine {
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  setObjectField(id: string, key: string, value: any): void;
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  /** Resize an object and rebuild its physics body in place (for weights that grow with data). */
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  resizeBody(id: string, width: number, height: number): void;
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+ /** Dispatch a physics contact to `selfId`'s 'Collision' rules, with `otherId` as the body it hit. */
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+ private fireCollision;
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+ /** A rule's `collisionWith` matches the other body itself or any group it sits in; empty matches anything. */
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+ private collisionMatches;
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  private fireEventForObject;
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  private fireAnalyticsEvent;
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  private getAnimationDuration;
@@ -1086,6 +1105,10 @@ export declare class ExodeUIEngine {
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  private calculateTransform;
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  private mapFontWeight;
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  private drawTextDecoration;
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+ /** The mesh for an extruded group whose pose has been animated or bound, else null (its children hold the rest pose). */
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+ private getExtrusionPose;
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+ /** Faces are sorted back to front and centred on the group, matching what the editor draws. */
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+ private drawExtrusionPose;
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  private renderObject;
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  private applyLightTrailUnderlay;
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  private applyOuterGlowUnderlay;
@@ -1100,6 +1123,12 @@ export declare class ExodeUIEngine {
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  private applyObjectTransform;
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  private applyCustomEffect;
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  private applyPatternGrid;
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+ /**
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+ * CSS-style inset shadows: `style.effects` entries of
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+ * `{ type: 'InnerShadow', color, opacity, blur, offsetX, offsetY }`.
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+ * A ring (large rect minus the shape) casts its shadow into the clipped shape.
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+ */
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+ private applyInnerShadowOverlay;
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  private applyInnerGlowOverlay;
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  private applyArtEffectOverlay;
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  /** Helper: shift the hue of a hex/hsl color by degrees, return as hsla */