rig-play 1.5.0 → 1.7.0

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/dist/player.d.ts CHANGED
@@ -27,6 +27,8 @@ export interface RigPlayerOptions {
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  skin?: string;
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  /** The per-pose adjustment of bone locals (`player.adjust`), set from the first pose. */
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  adjust?: BoneAdjust | null;
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+ /** Which slots this player draws (`player.slots`); every slot when absent. */
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+ slots?: SlotFilter | null;
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  /** How the player draws (see `RenderMode`). Default `'dom'`. Can be changed later through `mode`. */
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  mode?: RenderMode;
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  /** The mesh tier's rasterizer (see `DomRenderer.meshBackend`) — the DOM mode only. */
@@ -37,6 +39,18 @@ export interface RigPlayerOptions {
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  * and the pose at a time depends on the steps taken to reach it.
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  */
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  seekStep?: number;
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+ /**
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+ * Stand the player on rig-c's live tracks from the first `play`, so the
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+ * first composing call — a mix, another track, a queue, a clear — never
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+ * replays. Without it a plain `play` runs on the single live track, and the
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+ * first composing call carries it over by replaying the time played in
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+ * `seekStep` increments (there is no hand-over of a live track's physics
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+ * state in the core), which on a stage that idled a while is one long
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+ * frame. Pick the single track for a rig whose animations key what the
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+ * tracks do not mix (constraints, sequences, the draw order, a path's
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+ * deform); pick the tracks for layering.
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+ */
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+ tracks?: boolean;
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  }
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  /** What `on('event', …)` hands a listener: one event key the step crossed. */
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  export interface RigEvent {
@@ -152,6 +166,13 @@ export interface BoneWorld {
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  scaleX: number;
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  scaleY: number;
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  }
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+ /**
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+ * Which slots a player draws: an allow list of slot names, or a predicate
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+ * over the name. The pose is the whole rig's whatever the filter — bones,
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+ * constraints, physics, `bone()` and `adjust` are untouched — and only the
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+ * draw is filtered. A clipping slot the filter leaves out does not clip.
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+ */
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+ export type SlotFilter = readonly string[] | ((slot: string) => boolean);
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  /** A box in world units, Y up: `y` is the bottom edge. */
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  export interface PoseBounds {
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  x: number;
@@ -200,10 +221,17 @@ export declare class RigPlayer {
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  private loop;
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  /** One past the highest track touched — how many `current(track)` reads a step takes. */
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  private trackCount;
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+ /** `RigPlayerOptions.tracks`: every play opens the live tracks, never the single track. */
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+ private readonly trackMode;
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+ /** Set once anything beyond a plain play on track 0 happened: a mix, another track, a queue, a clear. `seek` and `skin` then cannot replay and refuse. */
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+ private beyondBase;
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  private paused;
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  private pose;
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  private setup;
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  private adjustFn;
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+ private slotFilter;
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+ /** `slotFilter` as a predicate; every slot when null. */
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+ private draws;
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  /** Handed to every track the player opens; reads the current `adjust` so setting it later needs no reopen. */
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  private readonly adjustHook;
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  private readonly listeners;
@@ -265,11 +293,14 @@ export declare class RigPlayer {
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  /** Whether the player is composed: on the live tracks rather than the single track. */
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  get composed(): boolean;
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  /**
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- * The live tracks, opened by the first composing call. A single track in
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- * play is carried over by replay: track 0 set to its animation, pose 0 taken
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- * by `start()` (the player's — nothing steps before it) and the tracks
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- * stepped to the single track's time in `seekStep` increments, so a physics
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- * rig's history restarts there and nothing is fired on the way.
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+ * The live tracks, opened by the first composing call (or by the first
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+ * `play` under `tracks: true`). A single track in play is carried over by
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+ * replay: track 0 set to its animation, pose 0 taken by `start()` (the
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+ * player's — nothing steps before it) and the tracks stepped to the single
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+ * track's time in `seekStep` increments, so a physics rig's history
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+ * restarts there and nothing is fired on the way. The core offers no
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+ * hand-over of a live track's state, so that replay costs one pose per
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+ * `seekStep` of time played — which `tracks: true` avoids entirely.
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  */
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  private compose;
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  /** Stops stepping; `frame` keeps drawing the pose it holds. */
@@ -286,7 +317,7 @@ export declare class RigPlayer {
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  * player forward instead.
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  */
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  seek(time: number): void;
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- /** The single track opened again with track 0's animation as `play` last set it, at pose 0. */
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+ /** Whatever is open, opened again with track 0's animation as `play` last set it, at pose 0: the single track, or the tracks under `tracks: true`. */
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  private reopen;
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  /** Steps whatever is open forward to `time` in `seekStep` increments, the last one shorter. */
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  private stepTo;
@@ -319,6 +350,15 @@ export declare class RigPlayer {
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  */
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  get skin(): string | undefined;
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  set skin(name: string | undefined);
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+ /**
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+ * Which slots this player draws (`SlotFilter`), or null for every slot.
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+ * Settable on a live player: the next `draw` shows it, and `bounds()` reads
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+ * the drawn slots. An allow list naming a slot the document does not have
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+ * is refused by name. The pose is the whole rig's: `bone()`, `adjust`, the
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+ * events and the tracks see no filter.
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+ */
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+ get slots(): SlotFilter | null;
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+ set slots(filter: SlotFilter | null);
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  /**
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  * The per-pose adjustment of bone locals (`BoneAdjust`), or null for none.
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  * It is applied by every track the player opens — `play`, the reopen inside
@@ -356,8 +396,14 @@ export declare class RigPlayer {
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  bounds(): PoseBounds | null;
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  /** The pose the reads above see: the track's, or the setup pose before `play` (posed once). */
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  private posed;
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- /** The pose the player holds, as the frame record the renderer draws. */
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- posedFrame(): PosedFrame;
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+ /**
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+ * The pose the player holds, as the frame record the renderer draws — under
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+ * this player's `slots` filter, or under `slots` given here instead (a
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+ * second renderer over the same assets drawing this player's pose on
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+ * another root: `other.render(player.posedFrame(['hand_f']))`, the one rig
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+ * posed once).
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+ */
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+ posedFrame(slots?: SlotFilter | null): PosedFrame;
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  /** Removes the renderer's elements and hands its GPU pages back. The assets stay the caller's. */
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  dispose(): void;
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  /** The single track's step: its events (track 0) and its complete, as every 1.x player fired them. */
@@ -1 +1 @@
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1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "rig-play",
3
- "version": "1.5.0",
3
+ "version": "1.7.0",
4
4
  "description": "Plays skeleton.model.json written by rigc build as plain DOM elements — rigid slots as <img> posed by CSS matrix, deform meshes on small per-part canvases — or as one canvas.",
5
5
  "type": "module",
6
6
  "license": "MIT",