partforge 0.128.0 → 0.129.0
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/docs/AUTHORING-PARTS.md +24 -2
- package/package.json +1 -1
- package/src/framework/animation-controls.js +4 -1
- package/src/framework/animation.js +44 -9
- package/src/framework/lint/rules-animations.js +9 -7
- package/src/framework/materials/environments.js +4 -4
- package/src/framework/view-angles.js +7 -0
- package/src/testing/render.js +14 -2
- package/types/part.d.ts +23 -6
package/docs/AUTHORING-PARTS.md
CHANGED
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@@ -259,10 +259,32 @@ Rules (all lint-enforced):
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- Couple motions through `derive` (animate one master param; derive the rest),
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not by tracking dependent params separately.
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- `camera` cues use the seven canonical angles (`iso front back top bottom
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-
left right`)
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-
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left right`) or any view-cube orientation — an edge or corner named
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vertical, then depth, then side (`top-front-left`, `top-back-right`,
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`front-left`, `bottom-back-right`, …; `top-front-right` is `iso`). One
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mechanism per animation: an animation-level name (an intro cue at t=0), an
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animation-level `[[t, angle], …]` list, or per-step names.
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Cues fire during play only — scrubbing never moves the camera — and a user
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orbit disarms the remaining cues for that run.
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- **A camera move takes as long as its cue asks**: a per-step `camera` sweeps
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across that step's whole `duration`, and a listed cue sweeps until the next
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cue (or the end). The move that settles the camera BEFORE playback starts —
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the first cue, or the governing one when play resumes mid-timeline — is
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always a short swing, because params wait for it. So a slow orbit timed to a
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motion is a camera-only opening step (the starting angle) followed by the
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moving step carrying the destination angle.
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- **To turn the view, move the camera — never rotate the part.** A "spin"
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param that rotates the geometry for a turntable effect looks right in CAD
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mode but is wrong in realistic mode: the floor, shadow and backdrop stay put
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in the world, so the part visibly slides around on them. Use cues instead:
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```js
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steps: [
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{ label: "Start", camera: "top-front-left", duration: 0.3 }, // establishing angle
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{ label: "Open lid", camera: "iso", duration: 1.5, // orbits to iso over 1.5 s
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tracks: { lidOpen: [[0, 0], [1, 100]] } },
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]
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```
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- Playback drives params through the real param pipeline: a **pose-only**
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param (feeds only rigid placement — see "Caching & determinism" below) plays
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at frame rate; anything else rebuilds best-effort at worker cadence. `lint`
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package/package.json
CHANGED
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@@ -513,7 +513,10 @@ export function attachAnimationControls(viewer, part, {
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for (const [n, v] of Object.entries(r.opacity ?? {})) viewer.setSubPartOpacity?.(n, v);
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if (r.cue) {
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viewer.tweenCameraTo(r.cue.view, {
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-
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// An intro gates playback, so it is always the short tween; a cue
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// crossed mid-timeline sweeps for as long as the cue asks (its step,
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// or until the next cue) — see normalizeAnimation.
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duration: reducedMotion ? 0 : r.status === "intro" ? tweenDuration : (r.cue.sweep ?? tweenDuration),
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// An intro cue gates playback until the tween settles; mid-timeline
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// cues overlap playback and need no completion signal.
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onComplete: r.status === "intro" ? () => guarded(() => playback.introDone()) : undefined,
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@@ -62,10 +62,22 @@ export function normalizeAnimation(name, spec) {
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const totalDuration = steps.reduce((sum, s) => sum + s.duration, 0) || 1;
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let acc = 0;
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const stepStarts = steps.map((s) => { const t = acc / totalDuration; acc += s.duration; return t; });
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// Each cue carries `sweep`: how many seconds its camera move takes when
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// playback crosses it. A per-step cue sweeps across its own step, and a
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// cue-list entry until the next cue (or the end), so a slow orbit can be timed
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// to the motion it frames. An intro cue — the one play() settles on before
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// params move — ignores it and uses the driver's short fixed tween, since it
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// gates playback and a long one would read as a stall.
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let cues;
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-
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-
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-
else
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// A lone angle name is only ever an intro, so it has no sweep of its own.
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if (typeof spec.camera === "string") cues = [{ t: 0, view: spec.camera, sweep: null }];
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else if (Array.isArray(spec.camera)) {
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cues = spec.camera.map(([t, view], i, all) => ({
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t, view, sweep: ((all[i + 1]?.[0] ?? 1) - t) * totalDuration,
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}));
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} else {
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cues = steps.flatMap((s, i) => (s.camera ? [{ t: stepStarts[i], view: s.camera, sweep: s.duration }] : []));
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}
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// Keys with at least one usable keyframe list in any step, for one field
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// ("tracks" or "opacity"). Shares usableKeyframes with segmentsFor — the
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// single rule both must agree on (see the comment on usableKeyframes).
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@@ -200,6 +212,7 @@ export function createPlayback(anim) {
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let firedCueT = -1; // cues with t <= firedCueT already fired this run
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let pendingCueT = null; // cue handed to an in-flight intro tween, not yet settled
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let stopAt = null; // stepNext/playStep pause playback on reaching this t
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let sweepingCue = null; // the cue tick() last fired, whose camera sweep may still be moving
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const snapshot = (cue = null) => ({ t, status, ...evaluate(anim, t), cue });
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@@ -227,8 +240,24 @@ export function createPlayback(anim) {
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stopAt = null;
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return begin();
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}
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// A stop mid-sweep cancels the camera where it is. Un-fire that cue so the
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// next play() re-honors it (as an intro) instead of resuming with the camera
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// stranded partway; a sweep that has already landed stays fired, so an
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// ordinary pause/resume costs no extra tween.
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// Only a cue crossed DURING playback sweeps; an intro lands its pose fully
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// before params move, so it is never abandoned here.
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function abandonSweep() {
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const c = sweepingCue;
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sweepingCue = null;
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if (c && t < c.t + c.sweep / anim.totalDuration) {
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let prev = -1;
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for (const o of anim.cues) if (o.t < c.t) prev = o.t;
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firedCueT = prev;
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}
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}
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function pause() {
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if (status === "playing" || status === "intro") status = "paused";
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if (status === "playing" || status === "intro") { status = "paused"; abandonSweep(); }
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pendingCueT = null; // an unsettled intro cue is abandoned, so resume re-issues it
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return snapshot();
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}
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@@ -246,6 +275,7 @@ export function createPlayback(anim) {
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stopAt = null;
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firedCueT = -1; // a later play() re-honors the cue governing the new position
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pendingCueT = null;
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sweepingCue = null;
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return snapshot();
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}
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function playStep(i) {
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@@ -254,6 +284,7 @@ export function createPlayback(anim) {
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stopAt = idx + 1 < anim.steps.length ? anim.stepStarts[idx + 1] : 1;
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firedCueT = -1;
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pendingCueT = null;
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sweepingCue = null;
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return begin();
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}
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function stepNext() {
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@@ -264,11 +295,11 @@ export function createPlayback(anim) {
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return playStep(Math.max(0, stepIndexAt(anim, t) - 1));
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}
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function reset() {
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t = 0; status = "idle"; stopAt = null; firedCueT = -1; pendingCueT = null; armed = true;
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t = 0; status = "idle"; stopAt = null; firedCueT = -1; pendingCueT = null; armed = true; sweepingCue = null;
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return snapshot();
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}
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function disarmCues() { armed = false; }
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-
function userEdited() { if (status === "playing" || status === "intro") status = "paused"; }
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function userEdited() { if (status === "playing" || status === "intro") { status = "paused"; abandonSweep(); } }
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function tick(dt) {
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if (status !== "playing" || !(dt > 0)) return null;
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@@ -277,17 +308,21 @@ export function createPlayback(anim) {
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// animation, so the two rarely coexist — but when they do, an explicit
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// "play this step" must still stop where it was told to, rather than being
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// swallowed by the wrap and running forever.
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let stoppedAtBoundary = false;
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if (stopAt != null && t >= stopAt) {
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t = stopAt; stopAt = null; status = "paused";
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t = stopAt; stopAt = null; status = "paused"; stoppedAtBoundary = true;
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} else if (anim.loop) {
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if (t >= 1) t -= Math.floor(t);
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} else if (t >= 1) {
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t = 1; status = "done";
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}
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let cue = null;
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-
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// Stopping on a step boundary does not start the next step's camera move:
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// that cue belongs to the step that has not played yet, and would otherwise
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// sweep on while playback sits paused. Playing that step intros to it.
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if (armed && !stoppedAtBoundary) {
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for (const c of anim.cues) if (c.t <= t && c.t > firedCueT) cue = c;
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if (cue) firedCueT = cue.t;
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if (cue) { firedCueT = cue.t; sweepingCue = cue; }
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}
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return snapshot(cue);
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}
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@@ -12,7 +12,7 @@
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// letting the author wonder why nothing plays.
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import { err, note } from "./finding.js";
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import { EASINGS } from "../animation.js";
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import { CANONICAL_VIEWS } from "../view-angles.js";
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import { CANONICAL_VIEWS, CAMERA_CUE_VIEWS } from "../view-angles.js";
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import { probeSubPartPose } from "../pose-probe-core.js";
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import { resolveDerived } from "../derive.js";
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import { desugar } from "../panel/legacy.js";
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@@ -372,7 +372,9 @@ export const ANIMATION_RULES = [
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id: "animation-camera-invalid",
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run: ({ part }) => {
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const out = [];
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const badName = (v) => typeof v !== "string" || !
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const badName = (v) => typeof v !== "string" || !CAMERA_CUE_VIEWS.includes(v);
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// The seven canonical names plus the view cube's corners and edges.
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const angles = `${CANONICAL_VIEWS.join(", ")}, or a view-cube orientation such as top-front-left or top-back-right`;
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for (const { name, a, base } of animEntries(part)) {
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const stepCameras = Array.isArray(a.steps)
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? a.steps.map((s, i) => [s?.camera, i]).filter(([c]) => c !== undefined && c !== null)
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for (const [cam, i] of stepCameras) {
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if (badName(cam)) {
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out.push(err("animation-camera-invalid",
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`animation "${name}" step ${i} camera "${cam}" is not a
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`Camera cues use
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`animation "${name}" step ${i} camera "${cam}" is not a camera angle`,
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`Camera cues use ${angles}.`,
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`${base}.steps[${i}].camera`));
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}
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}
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if (typeof a.camera === "string") {
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if (badName(a.camera)) {
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out.push(err("animation-camera-invalid",
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`animation "${name}" camera "${a.camera}" is not a
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`Camera cues use
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`animation "${name}" camera "${a.camera}" is not a camera angle`,
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`Camera cues use ${angles}.`,
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`${base}.camera`));
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}
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} else if (Array.isArray(a.camera)) {
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if (!wellFormed || !sorted) {
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out.push(err("animation-camera-invalid",
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`animation "${name}" has an invalid camera cue list`,
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`Cues are \`[[t, angle], …]\` with t strictly ascending in 0..1 and angles from: ${
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`Cues are \`[[t, angle], …]\` with t strictly ascending in 0..1 and angles from: ${angles}.`,
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`${base}.camera`));
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}
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} else {
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export const ENVIRONMENTS = {
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studio: {
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id: "studio", label: "Studio", exposure: 0.
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id: "studio", label: "Studio", exposure: 0.64,
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hdr: "env-studio.jpg",
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// Paper 001's fibre relief (normal + roughness) does the work: its colour
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// map is nearly flat, so without them the sweep read as soft blotches up
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blurriness: 0.3,
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},
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workshop: {
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id: "workshop", label: "Workshop", exposure: 0.
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id: "workshop", label: "Workshop", exposure: 0.7,
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hdr: "env-workshop.jpg",
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// Unfinished maple: Poly Haven "Oak Veneer 01" lightened and desaturated
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// at bake time, with its normal map at a gentle strength and NO roughness
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},
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},
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"print-bed": {
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id: "print-bed", label: "Print bed", exposure: 0.
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id: "print-bed", label: "Print bed", exposure: 0.34,
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// The studio photo re-baked with --contrast: a darker, harsher room, like
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// the inside of a printer's enclosure.
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hdr: "env-print-bed.jpg",
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},
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},
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outdoor: {
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id: "outdoor", label: "Outdoor", exposure: 0.
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id: "outdoor", label: "Outdoor", exposure: 0.58,
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hdr: "env-outdoor.jpg",
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// Tinted to a warm mid-grey: the overcast sky lights an untinted concrete
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// map near-white and blue. Exposed-aggregate concrete with its own normal
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@@ -81,6 +81,13 @@ function buildOrientations() {
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export const ORIENTATIONS = buildOrientations();
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export const ORIENTATION_IDS = Object.keys(ORIENTATIONS);
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// Every angle an animation camera cue may name: the seven canonical names first,
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// then the view cube's other orientations (so "top-front-left" is iso seen from
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// the other front corner). cameraPoseForView resolves all of them; this list is
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// what lint holds cues to. Kept apart from CANONICAL_VIEWS for the reason the
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// comment on ORIENTATIONS gives.
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export const CAMERA_CUE_VIEWS = [...new Set([...CANONICAL_VIEWS, ...ORIENTATION_IDS])];
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const norm = (v) => {
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const l = Math.hypot(v[0], v[1], v[2]) || 1;
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return [v[0] / l, v[1] / l, v[2] / l];
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package/src/testing/render.js
CHANGED
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1
1
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import { writeFileSync, mkdirSync } from "node:fs";
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2
2
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import { join, resolve, sep } from "node:path";
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3
3
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import { safeName } from "../framework/safe-name.js";
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4
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+
import { ORIENTATIONS } from "../framework/view-angles.js";
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4
5
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import { buildView } from "../framework/oracle/build.js";
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5
6
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import { bounds } from "../framework/oracle/mesh.js";
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6
7
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@@ -23,6 +24,17 @@ export const RENDER_ANGLES = {
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23
24
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};
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24
25
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export const RENDER_VIEWS = Object.keys(RENDER_ANGLES);
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25
26
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27
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+
// The view cube's other orientations (animation camera cues may name them, and
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28
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+
// a still defaults to its cue's angle), mapped from the viewer's Y-up world
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29
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+
// back into model space: world (x, y, z) -> model (x, -z, y).
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30
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+
export function renderAngle(name) {
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31
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+
if (Object.hasOwn(RENDER_ANGLES, name)) return RENDER_ANGLES[name];
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32
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+
const o = Object.hasOwn(ORIENTATIONS, name) ? ORIENTATIONS[name] : null;
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33
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+
if (!o) return null;
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34
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+
const toModel = ([x, y, z]) => [x, -z, y];
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35
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+
return { dir: toModel(o.dir), up: toModel(o.up) };
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36
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+
}
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37
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+
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26
38
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const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
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27
39
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const cross = (a, b) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
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28
40
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const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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@@ -93,8 +105,8 @@ export async function renderViews(kernel, part, view = Object.keys(part.views)[0
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93
105
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const written = [];
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|
94
106
|
|
|
95
107
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for (const angle of views) {
|
|
96
|
-
const a =
|
|
97
|
-
if (!a) throw new Error(`unknown angle "${angle}" (use: ${RENDER_VIEWS.join(", ")})`);
|
|
108
|
+
const a = renderAngle(angle);
|
|
109
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+
if (!a) throw new Error(`unknown angle "${angle}" (use: ${RENDER_VIEWS.join(", ")}, or a view-cube orientation such as top-front-left)`);
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|
98
110
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// orthographic camera basis: zc toward camera, xc right, yc up
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|
99
111
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const zc = norm(a.dir), xc = norm(cross(a.up, zc)), yc = cross(zc, xc);
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|
100
112
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// Key direction (toward the light), placed over the viewer's shoulder — up and to
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package/types/part.d.ts
CHANGED
|
@@ -556,11 +556,22 @@ export type Keyframes = Array<[number, number]>;
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|
556
556
|
export type CanonicalView = "iso" | "front" | "back" | "left" | "right" | "top" | "bottom";
|
|
557
557
|
|
|
558
558
|
/**
|
|
559
|
-
*
|
|
560
|
-
*
|
|
561
|
-
* play only; scrubbing never moves the camera.
|
|
559
|
+
* The view cube's other orientations: its edges and corners, named vertical,
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|
560
|
+
* then depth, then side. `"top-front-right"` is the same camera as `"iso"`.
|
|
562
561
|
*/
|
|
563
|
-
export type
|
|
562
|
+
export type ViewCubeOrientation =
|
|
563
|
+
| "top-front" | "top-back" | "top-left" | "top-right"
|
|
564
|
+
| "bottom-front" | "bottom-back" | "bottom-left" | "bottom-right"
|
|
565
|
+
| "front-left" | "front-right" | "back-left" | "back-right"
|
|
566
|
+
| "top-front-left" | "top-front-right" | "top-back-left" | "top-back-right"
|
|
567
|
+
| "bottom-front-left" | "bottom-front-right" | "bottom-back-left" | "bottom-back-right";
|
|
568
|
+
|
|
569
|
+
/**
|
|
570
|
+
* A camera cue angle: one of the canonical seven or a view-cube orientation.
|
|
571
|
+
* `partforge lint` rejects anything else (`animation-camera-invalid`). Cues fire
|
|
572
|
+
* during play only; scrubbing never moves the camera.
|
|
573
|
+
*/
|
|
574
|
+
export type CameraCue = CanonicalView | ViewCubeOrientation;
|
|
564
575
|
|
|
565
576
|
/** One step of a multi-step animation. Steps play in order; prev/next navigate them. */
|
|
566
577
|
export interface AnimationStep {
|
|
@@ -586,7 +597,12 @@ export interface AnimationStep {
|
|
|
586
597
|
* never affects params, export, measure, or verify.
|
|
587
598
|
*/
|
|
588
599
|
opacity?: Record<string, Keyframes>;
|
|
589
|
-
/**
|
|
600
|
+
/**
|
|
601
|
+
* Swing the camera to this angle, starting when the step begins and taking
|
|
602
|
+
* the step's whole duration — so a slow orbit can be timed to the motion it
|
|
603
|
+
* frames. (Starting playback at this step instead makes a short move there
|
|
604
|
+
* before anything else runs.)
|
|
605
|
+
*/
|
|
590
606
|
camera?: CameraCue;
|
|
591
607
|
}
|
|
592
608
|
|
|
@@ -604,7 +620,8 @@ export interface AnimationSpecCommon {
|
|
|
604
620
|
loop?: boolean;
|
|
605
621
|
/**
|
|
606
622
|
* One mechanism per animation: an angle (an intro cue at t=0), a
|
|
607
|
-
* `[[t, angle], …]` cue list, or per-step `camera` names.
|
|
623
|
+
* `[[t, angle], …]` cue list, or per-step `camera` names. A listed cue's
|
|
624
|
+
* camera move lasts until the next cue (or the end of the animation).
|
|
608
625
|
*/
|
|
609
626
|
camera?: CameraCue | Array<[number, CameraCue]>;
|
|
610
627
|
/**
|