exodeui-vue 1.0.0 → 1.0.1
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/dist/index.d.ts +30 -1
- package/dist/index.js +32 -27
- package/dist/index.mjs +7313 -6387
- package/package.json +1 -1
package/dist/index.d.ts
CHANGED
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@@ -656,8 +656,8 @@ onLog?: ((message: string, level: "error" | "info" | "warn") => any) | undefined
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onLogicUpdate?: ((state: any) => any) | undefined;
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onFpsUpdate?: ((fps: number) => any) | undefined;
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}>, {
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-
revision: number;
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fit: Fit;
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+
revision: number;
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alignment: Alignment;
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autoPlay: boolean;
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interactive: boolean;
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@@ -668,6 +668,7 @@ highRefreshRate: boolean;
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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;
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@@ -716,6 +717,10 @@ 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;
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@@ -737,6 +742,8 @@ 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;
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@@ -956,6 +963,14 @@ 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;
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@@ -988,6 +1003,10 @@ 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;
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@@ -1057,6 +1076,10 @@ 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;
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@@ -1071,6 +1094,12 @@ 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 */
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