spine-rigc 1.3.0 → 1.5.0
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/cli.ts +66 -16
- package/docs/AUTHORING.md +293 -30
- package/package.json +1 -1
- package/src/atlas.ts +173 -21
- package/src/check.ts +22 -0
- package/src/pose.ts +314 -18
- package/src/render.ts +515 -22
package/src/render.ts
CHANGED
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@@ -336,6 +336,17 @@ export interface PoseOptions {
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336
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* one instrument that does (`bonedist.ts`) needs it on every frame.
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337
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*/
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bones?: boolean;
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339
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+
/**
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340
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* Also record every slot's attachment geometry, whole — see `AttachmentPose`
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341
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* and `Frame.attachments` (issue #864). Off by default for `bones`' reason:
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342
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* nothing that draws reads it, and `render --geometry` is the one caller.
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343
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*
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* ⭐ **It is not filtered by `slots`/`hidden` and not cut by a clip.** Those
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345
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* are statements about which pixels are drawn; the geometry is a statement
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* about where the pose put each attachment, and it is the same pose whatever
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* a picture of it leaves out.
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348
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*/
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geometry?: boolean;
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/**
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* Pose under this skin, by the name the skeleton declares for it.
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*
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@@ -635,6 +646,44 @@ export interface Frame {
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* the two rigs.
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*/
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bones?: BoneSnapshot[];
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/**
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* Every slot's attachment as the pose left it, in draw order — present only
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* when `PoseOptions.geometry` asked for it (issue #864).
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652
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*
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653
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* ⚠️ Not `pieces` again. A piece is what gets DRAWN: `--slot`/`--hide` remove
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654
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* pieces and a clip replaces one with the clipper's own triangle list, whose
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655
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* vertices are not the attachment's and are not numbered like them. A
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656
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* consumer comparing a triangle's edges across frames needs vertex `i` to be
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657
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* the same vertex in every frame, so these are the attachment's own vertices,
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* whole, for every slot that shows a region or a mesh.
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659
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*
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* Read off the same skeleton at the same step as `pieces` and `bones`, which
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* is what puts it on render's frame grid by construction rather than by a
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* second derivation of it.
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*/
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attachments?: AttachmentPose[];
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}
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+
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/**
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* One slot's region or mesh attachment in one posed frame (issue #864).
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*
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* `vertices` come from the runtime's own `computeWorldVertices` over the whole
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* attachment — the call `pieceOf` makes, through the one helper both share —
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* so skinning and deform live in spine-core and nowhere here.
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673
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*/
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export interface AttachmentPose {
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slot: string;
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/** The attachment's own name, which is what a deform or attachment timeline keys. */
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attachment: string;
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/**
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* World positions, `x, y` per vertex, **y up**. A region's four corners are in
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* spine-core's order — bottom-left, top-left, top-right, bottom-right — and a
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* mesh's vertices in the attachment's own order, so index `i` names the same
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* vertex in every frame.
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*/
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684
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vertices: number[];
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685
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/** Slot colour x attachment colour, straight alpha, 0..1 — the piece's `tint`, by the same arithmetic. */
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color: [number, number, number, number];
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}
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/** Where the world sits in a frame: the four world numbers plus the scale. */
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@@ -732,6 +781,7 @@ export function sampleAnimation(data: SkeletonData, name: string, fps: number, o
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time: i * step,
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pieces: piecesOf(skeleton, pieceOpts),
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...(opts?.bones ? { bones: boneSnapshots(skeleton) } : {}),
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...(opts?.geometry ? { attachments: attachmentsOf(skeleton) } : {}),
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});
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}
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return frames;
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@@ -746,20 +796,31 @@ export function sampleAnimation(data: SkeletonData, name: string, fps: number, o
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* whole content is the setup pose.
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*/
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export function sampleSetupPose(data: SkeletonData, opts?: PoseOptions): Frame[] {
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const skeleton =
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skeleton.setupPose();
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skeleton.update(0);
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skeleton.updateWorldTransform(Physics.reset);
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const skeleton = setupPosed(data, opts?.skin);
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return [
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{
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index: 0,
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time: 0,
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pieces: piecesOf(skeleton, piecesOptions(opts)),
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...(opts?.bones ? { bones: boneSnapshots(skeleton) } : {}),
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...(opts?.geometry ? { attachments: attachmentsOf(skeleton) } : {}),
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},
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];
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}
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/**
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* A fresh skeleton under `skin`, stepped into its setup pose — the one recipe
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813
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* `sampleSetupPose` and the geometry export's `rest` table both pose from, so
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* the two cannot come to describe different rest poses.
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815
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*/
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816
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function setupPosed(data: SkeletonData, skin: string | undefined): Skeleton {
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817
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const skeleton = skeletonUnderSkin(data, skin);
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818
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skeleton.setupPose();
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819
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skeleton.update(0);
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820
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skeleton.updateWorldTransform(Physics.reset);
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return skeleton;
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}
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+
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/**
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* Every animation of one skeleton at one rate, keyed by the name its frames are
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* filed under. A skeleton with no animation at all contributes its setup pose
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@@ -877,14 +938,7 @@ function pieceOf(
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877
938
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'the attachment names a region the atlas does not have',
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939
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);
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}
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-
const
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const own = attachment.color;
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882
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const tint: [number, number, number, number] = [
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colour.r * own.r,
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colour.g * own.g,
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colour.b * own.b,
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colour.a * own.a,
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];
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const tint = tintOf(slot, attachment);
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// The dark colour is the SLOT's alone — an attachment has a `color` and no
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// dark one, so there is nothing to multiply it by. Read off `appliedPose`
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// like the light colour, so an `rgba2` timeline reaches the picture.
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@@ -897,18 +951,11 @@ function pieceOf(
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let piece: Piece;
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let triangles: number[];
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954
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+
const world = worldVerticesOf(skeleton, slot, attachment);
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if (isMesh) {
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901
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-
// `worldVerticesLength` is 2 per vertex whether or not the mesh is
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902
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// weighted — the weight runs live in `vertices`, not here — so this is the
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903
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// full output length and the whole mesh is computed in one call. Deform
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// offsets, if the pose carries any, are applied inside it.
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905
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const world = new Array<number>(attachment.worldVerticesLength).fill(0);
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attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, world, 0, 2);
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triangles = attachment.triangles;
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piece = { kind: 'mesh', ...common, texture, world, uvs, triangles };
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} else {
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const world = new Array<number>(8).fill(0);
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attachment.computeWorldVertices(slot, attachment.getOffsets(pose), world, 0, 2);
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triangles = QUAD_TRIANGLES;
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piece = { kind: 'region', ...common, texture, world, uvs };
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}
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@@ -916,6 +963,56 @@ function pieceOf(
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return clippedPiece(piece, triangles, uvs, clipper);
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}
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966
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/** Slot colour x attachment colour, straight alpha — what a piece is tinted by and a geometry entry records. */
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967
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function tintOf(slot: Slot, attachment: MeshAttachment | RegionAttachment): [number, number, number, number] {
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const colour = slot.appliedPose.color;
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const own = attachment.color;
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return [colour.r * own.r, colour.g * own.g, colour.b * own.b, colour.a * own.a];
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}
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/**
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* One attachment's world vertices on `slot`, whole, by the runtime's own routine.
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*
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* The one place either kind is asked for them: `pieceOf` draws what this returns
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* and `attachmentsOf` records it, so a drawn frame and its geometry export
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* cannot disagree about where a vertex is.
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979
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*
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* `worldVerticesLength` is 2 per vertex whether or not the mesh is weighted —
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* the weight runs live in `vertices`, not here — so this is the full output
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* length and the whole mesh is computed in one call. Deform offsets, if the
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983
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* slot's pose carries any, are applied inside it; a region's offsets are read
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* for the sequence frame the slot's pose resolves.
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*/
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function worldVerticesOf(skeleton: Skeleton, slot: Slot, attachment: MeshAttachment | RegionAttachment): number[] {
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987
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if (attachment instanceof MeshAttachment) {
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988
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const world = new Array<number>(attachment.worldVerticesLength).fill(0);
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attachment.computeWorldVertices(skeleton, slot, 0, attachment.worldVerticesLength, world, 0, 2);
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return world;
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}
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992
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const world = new Array<number>(8).fill(0);
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993
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attachment.computeWorldVertices(slot, attachment.getOffsets(slot.appliedPose), world, 0, 2);
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return world;
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}
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996
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+
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997
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/**
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998
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* Every slot's region or mesh attachment, whole, in the posed draw order — see
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999
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* `Frame.attachments`. No subset and no clip: those are `piecesOf`'s business.
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1000
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*/
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1001
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function attachmentsOf(skeleton: Skeleton): AttachmentPose[] {
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1002
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const out: AttachmentPose[] = [];
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1003
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for (const slot of skeleton.drawOrder.appliedPose) {
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1004
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const attachment = slot.appliedPose.attachment;
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1005
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if (!(attachment instanceof MeshAttachment) && !(attachment instanceof RegionAttachment)) continue;
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1006
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out.push({
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1007
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slot: slot.data.name,
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1008
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attachment: attachment.name,
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1009
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vertices: worldVerticesOf(skeleton, slot, attachment),
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1010
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color: tintOf(slot, attachment),
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1011
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});
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1012
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}
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1013
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return out;
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1014
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}
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1015
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+
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919
1016
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/**
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920
1017
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* `piece` as the active clip leaves it, or `piece` itself when the clipper cut
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* nothing — see `piecesOf`.
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@@ -951,6 +1048,369 @@ function clippedPiece(piece: Piece, triangles: number[], uvs: Float32Array, clip
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return { kind: 'mesh', tint, dark, slot, page, texture, world, uvs: clippedUvs, triangles: clipped };
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}
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953
1050
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1051
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// ---------------------------------------------------------------------------
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1052
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// the geometry export — `render --geometry` (issue #864)
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1053
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// ---------------------------------------------------------------------------
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1054
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//
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1055
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// ⭐ A frame set is pixels, and two judgements a consumer that does not link
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1056
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// spine-core wants to make are not about pixels: how far a mesh triangle is
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// stretched over its rest shape, and whether a region holds still in its own
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// bone's frame. Both need the numbers the pose was drawn FROM. So `render` writes
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1059
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// them beside the pictures, off the very `Frame`s it drew — one call, one frame
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// grid, one viewport — rather than a second command re-deriving any of the three.
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/** The export's file name inside an animation's frame directory, and its format tag. */
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export const GEOMETRY_FILE = 'geometry.json';
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export const GEOMETRY_SPEC = 'rigc-geometry/1';
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/** Stated in the file, so a reader cannot take the numbers for frame pixels. */
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export const GEOMETRY_COORDINATES = 'spine world, y up, world units';
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1067
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+
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1068
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/** A geometry file's frame: `Frame` reduced to the numbers the export promises. */
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export interface GeometryFrame {
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index: number;
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time: number;
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bones: GeometryBone[];
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attachments: AttachmentPose[];
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}
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+
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/** One bone's world transform: `world = [a b; c d]·local + (worldX, worldY)`. */
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export interface GeometryBone {
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name: string;
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a: number;
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b: number;
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c: number;
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d: number;
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worldX: number;
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worldY: number;
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}
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+
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/**
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* One attachment's rest geometry and its topology — the half of a stretch ratio
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* no frame carries.
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*
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* ⭐ **Rest is the setup pose's bones with no deform**, taken for every
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* attachment any frame of the file shows — including one the setup pose does not
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* show, which a slot only swaps to later. For an attachment the setup pose does
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* show, these vertices are the `setup` entry's own, bit for bit: both come off
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* one skeleton posed by `setupPosed`.
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*/
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export interface AttachmentRest {
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slot: string;
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attachment: string;
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kind: 'region' | 'mesh';
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vertices: number[];
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/** Vertex index triplets. A region's are the runtime's own `0 1 2 2 3 0`. */
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triangles: number[];
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/** A mesh's hull vertex count — the first `hull` vertices, as the format's `hull` field counts them. */
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hull?: number;
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/** A mesh's `uvs`, `u, v` per vertex over the untrimmed drawing, y down — the attachment's own, not a page's. */
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uvs?: number[];
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}
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+
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export interface GeometryFile {
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1111
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spec: string;
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1112
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coordinates: string;
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1113
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+
/** The animation, or `null` for a skeleton with none (its one frame is the setup pose). */
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1114
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animation: string | null;
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1115
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+
skin?: string;
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1116
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fps: number;
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1117
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+
/** The box the PNG frames beside this file were drawn over — `frames.json`'s own `viewport`. */
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1118
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+
viewport: FramesSidecar['viewport'];
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1119
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+
/** Every bone in the skeleton's declaration order, and its parent's name. */
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1120
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+
bones: Array<{ name: string; parent: string | null }>;
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1121
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/**
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1122
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* Every slot in the skeleton's declaration order, and the bone it hangs from —
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1123
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* which is the bone whose frame "still in its own bone's frame" is read in.
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1124
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+
*/
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1125
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+
slots: Array<{ name: string; bone: string }>;
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1126
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rest: AttachmentRest[];
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1127
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+
/** The setup pose, sampled the way `sampleSetupPose` samples it. */
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+
setup: Omit<GeometryFrame, 'index' | 'time'>;
|
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1129
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frames: GeometryFrame[];
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1130
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+
}
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1131
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+
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/**
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1133
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* A pose holding a number that is not finite — refused by the bone or the vertex
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1134
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* that holds it, and the value, rather than drawn, framed or written.
|
|
1135
|
+
*
|
|
1136
|
+
* Two callers throw it, with one sentence between them (`nonFiniteSentence`):
|
|
1137
|
+
* the geometry export, because `JSON.stringify` writes `NaN` and `Infinity` as
|
|
1138
|
+
* `null` and a consumer would read a hole in the geometry as a vertex at
|
|
1139
|
+
* nothing; and `framingViewport`, because a box over an infinite vertex is no
|
|
1140
|
+
* box at all (issue #873). Before that second caller the framing answered `null`
|
|
1141
|
+
* for it, which `render` prints as "posed no drawable attachment" — true of a
|
|
1142
|
+
* skeleton that draws nothing and false of this one, whose attachment is there
|
|
1143
|
+
* and posed to a number no picture can hold.
|
|
1144
|
+
*/
|
|
1145
|
+
export class GeometryError extends Error {}
|
|
1146
|
+
|
|
1147
|
+
/** `frames.json`'s viewport block for `v` — the one spelling both files use. */
|
|
1148
|
+
export function sidecarViewport(v: Viewport): FramesSidecar['viewport'] {
|
|
1149
|
+
return {
|
|
1150
|
+
x: v.minX,
|
|
1151
|
+
y: v.minY,
|
|
1152
|
+
width: v.maxX - v.minX,
|
|
1153
|
+
height: v.maxY - v.minY,
|
|
1154
|
+
scale: v.scale,
|
|
1155
|
+
pixelWidth: v.width,
|
|
1156
|
+
pixelHeight: v.height,
|
|
1157
|
+
};
|
|
1158
|
+
}
|
|
1159
|
+
|
|
1160
|
+
/**
|
|
1161
|
+
* The geometry file for one frame set — `frames` exactly as a sampler returned
|
|
1162
|
+
* them with `{ bones: true, geometry: true }`, which is what makes its grid the
|
|
1163
|
+
* frame set's own.
|
|
1164
|
+
*
|
|
1165
|
+
* Refused by `GeometryError`, naming the frame, the slot, the attachment and the
|
|
1166
|
+
* vertex (or the bone), when any number in it is not finite.
|
|
1167
|
+
*/
|
|
1168
|
+
export function geometryFileOf(
|
|
1169
|
+
data: SkeletonData,
|
|
1170
|
+
animation: string | null,
|
|
1171
|
+
fps: number,
|
|
1172
|
+
frames: Frame[],
|
|
1173
|
+
viewport: Viewport,
|
|
1174
|
+
skin: string | undefined,
|
|
1175
|
+
): GeometryFile {
|
|
1176
|
+
const geometryFrame = (frame: Frame, where: string): Omit<GeometryFrame, 'index' | 'time'> => {
|
|
1177
|
+
if (frame.bones === undefined || frame.attachments === undefined) {
|
|
1178
|
+
throw new Error(`${where} was sampled without { bones: true, geometry: true }; the geometry export needs both`);
|
|
1179
|
+
}
|
|
1180
|
+
return {
|
|
1181
|
+
bones: frame.bones.map(({ name, a, b, c, d, worldX, worldY }) => ({ name, a, b, c, d, worldX, worldY })),
|
|
1182
|
+
attachments: frame.attachments,
|
|
1183
|
+
};
|
|
1184
|
+
};
|
|
1185
|
+
const posed = frames.map((frame) => ({
|
|
1186
|
+
index: frame.index,
|
|
1187
|
+
time: frame.time,
|
|
1188
|
+
...geometryFrame(frame, `frame ${frame.index}`),
|
|
1189
|
+
}));
|
|
1190
|
+
const setupFrame = sampleSetupPose(data, { ...(skin === undefined ? {} : { skin }), bones: true, geometry: true })[0];
|
|
1191
|
+
const setup = geometryFrame(setupFrame, 'the setup pose');
|
|
1192
|
+
const file: GeometryFile = {
|
|
1193
|
+
spec: GEOMETRY_SPEC,
|
|
1194
|
+
coordinates: GEOMETRY_COORDINATES,
|
|
1195
|
+
animation,
|
|
1196
|
+
...(skin === undefined ? {} : { skin }),
|
|
1197
|
+
fps,
|
|
1198
|
+
viewport: sidecarViewport(viewport),
|
|
1199
|
+
bones: data.bones.map((bone) => ({ name: bone.name, parent: bone.parent?.name ?? null })),
|
|
1200
|
+
slots: data.slots.map((slot) => ({ name: slot.name, bone: slot.boneData.name })),
|
|
1201
|
+
rest: restOf(data, skin, [setup.attachments, ...posed.map((frame) => frame.attachments)]),
|
|
1202
|
+
setup,
|
|
1203
|
+
frames: posed,
|
|
1204
|
+
};
|
|
1205
|
+
refuseNonFinite(file);
|
|
1206
|
+
return file;
|
|
1207
|
+
}
|
|
1208
|
+
|
|
1209
|
+
/**
|
|
1210
|
+
* The rest table: every (slot, attachment) the given frames show, in order of
|
|
1211
|
+
* first appearance, posed on one setup skeleton with the slot's deform empty.
|
|
1212
|
+
*
|
|
1213
|
+
* The attachment is resolved the way the pose resolved it — `Skeleton.getAttachment`,
|
|
1214
|
+
* the skin first and the default skin second — so a name means the object the
|
|
1215
|
+
* frames drew. A region's rest corners are read for the sequence frame the setup
|
|
1216
|
+
* pose resolves, which is the frame its setup pose draws.
|
|
1217
|
+
*/
|
|
1218
|
+
function restOf(data: SkeletonData, skin: string | undefined, shown: AttachmentPose[][]): AttachmentRest[] {
|
|
1219
|
+
const skeleton = setupPosed(data, skin);
|
|
1220
|
+
// Slot, then attachment: two maps rather than one joined key, so no pair of
|
|
1221
|
+
// names can fold into another's entry whatever characters they carry.
|
|
1222
|
+
const seen = new Map<string, Set<string>>();
|
|
1223
|
+
const out: AttachmentRest[] = [];
|
|
1224
|
+
for (const entries of shown) {
|
|
1225
|
+
for (const entry of entries) {
|
|
1226
|
+
const names = seen.get(entry.slot) ?? new Set<string>();
|
|
1227
|
+
if (names.has(entry.attachment)) continue;
|
|
1228
|
+
names.add(entry.attachment);
|
|
1229
|
+
seen.set(entry.slot, names);
|
|
1230
|
+
const slotIndex = data.findSlot(entry.slot)?.index ?? -1;
|
|
1231
|
+
const slot = skeleton.slots[slotIndex];
|
|
1232
|
+
const attachment = slot === undefined ? null : skeleton.getAttachment(slotIndex, entry.attachment);
|
|
1233
|
+
if (slot === undefined || !(attachment instanceof MeshAttachment || attachment instanceof RegionAttachment)) {
|
|
1234
|
+
throw new Error(
|
|
1235
|
+
`slot ${JSON.stringify(entry.slot)} showed attachment ${JSON.stringify(entry.attachment)} in a frame, and ` +
|
|
1236
|
+
'the setup skeleton resolves no region or mesh of that name there',
|
|
1237
|
+
);
|
|
1238
|
+
}
|
|
1239
|
+
// A mesh reads the slot's deform array; the setup pose leaves it empty,
|
|
1240
|
+
// and emptying it here says so rather than trusting that it is.
|
|
1241
|
+
slot.appliedPose.deform.length = 0;
|
|
1242
|
+
const vertices = worldVerticesOf(skeleton, slot, attachment);
|
|
1243
|
+
out.push(
|
|
1244
|
+
attachment instanceof MeshAttachment
|
|
1245
|
+
? {
|
|
1246
|
+
slot: entry.slot,
|
|
1247
|
+
attachment: entry.attachment,
|
|
1248
|
+
kind: 'mesh',
|
|
1249
|
+
vertices,
|
|
1250
|
+
triangles: Array.from(attachment.triangles),
|
|
1251
|
+
hull: attachment.hullLength / 2,
|
|
1252
|
+
uvs: Array.from(attachment.regionUVs),
|
|
1253
|
+
}
|
|
1254
|
+
: { slot: entry.slot, attachment: entry.attachment, kind: 'region', vertices, triangles: [...QUAD_TRIANGLES] },
|
|
1255
|
+
);
|
|
1256
|
+
}
|
|
1257
|
+
}
|
|
1258
|
+
return out;
|
|
1259
|
+
}
|
|
1260
|
+
|
|
1261
|
+
/** The bone fields a world transform is made of — what `firstNonFinite` reads off a bone. */
|
|
1262
|
+
type WorldTransform = Pick<GeometryBone, 'name' | 'a' | 'b' | 'c' | 'd' | 'worldX' | 'worldY'>;
|
|
1263
|
+
|
|
1264
|
+
/** The fields of an attachment entry `firstNonFinite` reads — a frame's `AttachmentPose` or a rest entry. */
|
|
1265
|
+
type PosedVertices = Pick<AttachmentPose, 'slot' | 'attachment' | 'vertices'>;
|
|
1266
|
+
|
|
1267
|
+
/**
|
|
1268
|
+
* The sentence for the first number at `where` that is not finite — bones before
|
|
1269
|
+
* vertices, since a bone that overflowed is the cause and its vertices the
|
|
1270
|
+
* symptom — or `null` when every number there is finite.
|
|
1271
|
+
*/
|
|
1272
|
+
function firstNonFinite(where: string, entries: readonly PosedVertices[], bones: readonly WorldTransform[]): string | null {
|
|
1273
|
+
for (const bone of bones) {
|
|
1274
|
+
for (const field of ['a', 'b', 'c', 'd', 'worldX', 'worldY'] as const) {
|
|
1275
|
+
if (!Number.isFinite(bone[field])) {
|
|
1276
|
+
return `${where}: bone ${JSON.stringify(bone.name)} has ${field} ${String(bone[field])}; a world transform is finite`;
|
|
1277
|
+
}
|
|
1278
|
+
}
|
|
1279
|
+
}
|
|
1280
|
+
for (const entry of entries) {
|
|
1281
|
+
const bad = entry.vertices.findIndex((value) => !Number.isFinite(value));
|
|
1282
|
+
if (bad === -1) continue;
|
|
1283
|
+
return (
|
|
1284
|
+
`${where}: slot ${JSON.stringify(entry.slot)} attachment ${JSON.stringify(entry.attachment)} vertex ` +
|
|
1285
|
+
`${Math.floor(bad / 2)} has ${bad % 2 === 0 ? 'x' : 'y'} ${String(entry.vertices[bad])}; a posed vertex is finite`
|
|
1286
|
+
);
|
|
1287
|
+
}
|
|
1288
|
+
return null;
|
|
1289
|
+
}
|
|
1290
|
+
|
|
1291
|
+
/**
|
|
1292
|
+
* How a sampled frame is named in that sentence: the animation, the frame's
|
|
1293
|
+
* index at the rate it was sampled and its time — or the bare index for the one
|
|
1294
|
+
* frame of a skeleton with no animation, whose setup pose is checked first.
|
|
1295
|
+
*/
|
|
1296
|
+
function frameWhere(animation: string | null, index: number, time: number, fps: number): string {
|
|
1297
|
+
if (animation === null) return `frame ${index}`;
|
|
1298
|
+
return `animation ${JSON.stringify(animation)} frame ${index} at ${fps} fps (t=${time.toFixed(4)}s)`;
|
|
1299
|
+
}
|
|
1300
|
+
|
|
1301
|
+
/** One sampled frame's numbers, under the name the sentence gives it. */
|
|
1302
|
+
interface NamedPose {
|
|
1303
|
+
where: string;
|
|
1304
|
+
attachments: readonly PosedVertices[];
|
|
1305
|
+
bones: readonly WorldTransform[];
|
|
1306
|
+
}
|
|
1307
|
+
|
|
1308
|
+
/**
|
|
1309
|
+
* ⭐ **The one derivation of the non-finite sentence** (issue #873): the setup
|
|
1310
|
+
* pose, then every frame in order, then the rest table. The export and the
|
|
1311
|
+
* framing both reach it, so `render` and `render --geometry` refuse one planted
|
|
1312
|
+
* overflow in the same words.
|
|
1313
|
+
*
|
|
1314
|
+
* The setup pose first because a setup bone that overflowed is named there as
|
|
1315
|
+
* the BONE, and the rest table — the setup's bones with no deform — would name
|
|
1316
|
+
* the same fault one step on, as a vertex. Rest is still checked, last: it holds
|
|
1317
|
+
* attachments the setup pose does not show.
|
|
1318
|
+
*/
|
|
1319
|
+
function nonFiniteSentence(
|
|
1320
|
+
setup: Pick<NamedPose, 'attachments' | 'bones'>,
|
|
1321
|
+
frames: readonly NamedPose[],
|
|
1322
|
+
rest: readonly PosedVertices[],
|
|
1323
|
+
): string | null {
|
|
1324
|
+
const first = firstNonFinite('the setup pose', setup.attachments, setup.bones);
|
|
1325
|
+
if (first !== null) return first;
|
|
1326
|
+
for (const frame of frames) {
|
|
1327
|
+
const found = firstNonFinite(frame.where, frame.attachments, frame.bones);
|
|
1328
|
+
if (found !== null) return found;
|
|
1329
|
+
}
|
|
1330
|
+
return firstNonFinite('the rest table', rest, []);
|
|
1331
|
+
}
|
|
1332
|
+
|
|
1333
|
+
/** Throw a `GeometryError` at the first number in `file` that is not finite, naming where it sits. */
|
|
1334
|
+
function refuseNonFinite(file: GeometryFile): void {
|
|
1335
|
+
const sentence = nonFiniteSentence(
|
|
1336
|
+
file.setup,
|
|
1337
|
+
file.frames.map((frame) => ({ ...frame, where: frameWhere(file.animation, frame.index, frame.time, file.fps) })),
|
|
1338
|
+
file.rest,
|
|
1339
|
+
);
|
|
1340
|
+
if (sentence !== null) throw new GeometryError(sentence);
|
|
1341
|
+
}
|
|
1342
|
+
|
|
1343
|
+
/**
|
|
1344
|
+
* Where a skeleton's pose is not finite, as the sentence the geometry export
|
|
1345
|
+
* refuses on — or `null` when every bone and vertex of it is finite.
|
|
1346
|
+
*
|
|
1347
|
+
* Each set is sampled at its own rate, with its bones and whole attachments —
|
|
1348
|
+
* `animation: null` is the setup pose alone — so the frame it names is a frame of
|
|
1349
|
+
* the caller's own grid. It samples again rather than taking the caller's
|
|
1350
|
+
* frames, because a caller that only draws sampled no bones; it is run only
|
|
1351
|
+
* once the caller has found a number that is not finite, so a finite pose never
|
|
1352
|
+
* pays for it.
|
|
1353
|
+
*/
|
|
1354
|
+
export function nonFinitePoseOf(
|
|
1355
|
+
data: SkeletonData,
|
|
1356
|
+
skin: string | undefined,
|
|
1357
|
+
sets: ReadonlyArray<{ animation: string | null; fps: number }>,
|
|
1358
|
+
): string | null {
|
|
1359
|
+
const opts: PoseOptions = { ...(skin === undefined ? {} : { skin }), bones: true, geometry: true };
|
|
1360
|
+
// Every attachment list the frames showed, for the rest table's roster.
|
|
1361
|
+
const shown: AttachmentPose[][] = [];
|
|
1362
|
+
const named = (frame: Frame, where: string): NamedPose => {
|
|
1363
|
+
if (frame.bones === undefined || frame.attachments === undefined) {
|
|
1364
|
+
throw new Error(`${where} was sampled without { bones: true, geometry: true }`);
|
|
1365
|
+
}
|
|
1366
|
+
shown.push(frame.attachments);
|
|
1367
|
+
return { where, attachments: frame.attachments, bones: frame.bones };
|
|
1368
|
+
};
|
|
1369
|
+
const setup = named(sampleSetupPose(data, opts)[0], 'the setup pose');
|
|
1370
|
+
const frames = sets.flatMap(({ animation, fps }) =>
|
|
1371
|
+
animation === null
|
|
1372
|
+
? []
|
|
1373
|
+
: sampleAnimation(data, animation, fps, opts).map((frame) =>
|
|
1374
|
+
named(frame, frameWhere(animation, frame.index, frame.time, fps)),
|
|
1375
|
+
),
|
|
1376
|
+
);
|
|
1377
|
+
// Not read unless the setup pose and every frame are finite: `restOf` poses
|
|
1378
|
+
// what they show, and would be posing the same overflow a third time.
|
|
1379
|
+
const found = nonFiniteSentence(setup, frames, []);
|
|
1380
|
+
if (found !== null) return found;
|
|
1381
|
+
return nonFiniteSentence({ attachments: [], bones: [] }, [], restOf(data, skin, shown));
|
|
1382
|
+
}
|
|
1383
|
+
|
|
1384
|
+
/**
|
|
1385
|
+
* The file's text: a JSON object whose header fields sit one per line and whose
|
|
1386
|
+
* `rest` entries and `frames` sit one per line each, so a diff of two exports
|
|
1387
|
+
* names the frame that moved.
|
|
1388
|
+
*
|
|
1389
|
+
* Numbers are `JSON.stringify`'s, which is how every JSON this tree writes prints
|
|
1390
|
+
* them — the shortest decimal that reads back as the same double, fixed by the
|
|
1391
|
+
* language rather than a locale — so a vertex in the file IS the runtime's
|
|
1392
|
+
* vertex, not a rounding of it.
|
|
1393
|
+
*/
|
|
1394
|
+
export function geometryText(file: GeometryFile): string {
|
|
1395
|
+
const lines: string[] = [];
|
|
1396
|
+
const entries = Object.entries(file);
|
|
1397
|
+
entries.forEach(([key, value], i) => {
|
|
1398
|
+
const comma = i + 1 < entries.length ? ',' : '';
|
|
1399
|
+
if ((key === 'rest' || key === 'frames') && Array.isArray(value)) {
|
|
1400
|
+
if (value.length === 0) {
|
|
1401
|
+
lines.push(` ${JSON.stringify(key)}: []${comma}`);
|
|
1402
|
+
return;
|
|
1403
|
+
}
|
|
1404
|
+
lines.push(` ${JSON.stringify(key)}: [`);
|
|
1405
|
+
value.forEach((item, j) => lines.push(` ${JSON.stringify(item)}${j + 1 < value.length ? ',' : ''}`));
|
|
1406
|
+
lines.push(` ]${comma}`);
|
|
1407
|
+
return;
|
|
1408
|
+
}
|
|
1409
|
+
lines.push(` ${JSON.stringify(key)}: ${JSON.stringify(value)}${comma}`);
|
|
1410
|
+
});
|
|
1411
|
+
return `{\n${lines.join('\n')}\n}\n`;
|
|
1412
|
+
}
|
|
1413
|
+
|
|
954
1414
|
// ---------------------------------------------------------------------------
|
|
955
1415
|
// texture-only substitution — see `substituteTexture`
|
|
956
1416
|
// ---------------------------------------------------------------------------
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@@ -1332,6 +1792,10 @@ export function trimmedUnionBounds(
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*
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* Measuring the box densely and once makes the framing a property of the SHOT,
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* so every rate of one skeleton lands on the same pixels.
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1795
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+
*
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1796
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* `null` means the skeleton posed no vertex at all — nothing to draw. A pose
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1797
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* holding a vertex at Infinity or NaN is refused by a `GeometryError` naming the
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1798
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* bone or vertex and its value (issue #873), never answered `null`.
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*/
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export function framingViewport(data: SkeletonData, maxSide: number, opts?: PoseOptions): Viewport | null {
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// The skin belongs here as much as in the frames: the union box is over the
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@@ -1347,14 +1811,43 @@ export function framingViewport(data: SkeletonData, maxSide: number, opts?: Pose
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// A clip is taken off for the same reason (issue #844): what it removes still
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// counts toward the box, so adding or keying a mask moves no pixel it leaves
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// drawn — see `PoseOptions.unclipped`.
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-
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1814
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// Neither the bone snapshots nor the geometry export frame anything, and
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1815
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// both would be taken at `FRAMING_FPS` for every animation only to be dropped.
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1816
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const { slots: _drawn, hidden: _hidden, bones: _bones, geometry: _geometry, ...whole } = opts ?? {};
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const framed: PoseOptions = { ...whole, unclipped: true };
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const sets =
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data.animations.length === 0
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? [sampleSetupPose(data, framed)]
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: data.animations.map((a) => sampleAnimation(data, a.name, FRAMING_FPS, framed));
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1822
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// ⚠️ Two different reasons a box is not finite, told apart here and nowhere
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1823
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// else (issue #873). A skeleton that posed no vertex at all has nothing to
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// draw, and that is `null`. One that posed a vertex at Infinity or NaN has a
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// drawable attachment in a place no box can hold — so it is refused by the
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// bone or vertex and its value, in the geometry export's own sentence. Before
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// this, the first case's `null` covered both, and a single overflowing bone
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// among finite ones reached neither: its box was finite on one side, and
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// `render` wrote a NaN-by-NaN frame set with exit 0.
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const posedAny = sets.some((frames) => frames.some((frame) => frame.pieces.some((piece) => piece.world.length > 0)));
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if (!posedAny) return null;
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const box = unionBounds(sets);
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-
if (!Number.isFinite
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if (![box.minX, box.minY, box.maxX, box.maxY].every(Number.isFinite)) {
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const found = nonFinitePoseOf(
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data,
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framed.skin,
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data.animations.length === 0
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? [{ animation: null, fps: FRAMING_FPS }]
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: data.animations.map((a) => ({ animation: a.name, fps: FRAMING_FPS })),
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);
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// Reaching here with nothing found would mean the pieces and the whole
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// attachments disagree about one pose — a defect here, said as one.
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1843
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if (found === null) {
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1844
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throw new Error(
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1845
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`the framing box is not finite (${box.minX}, ${box.minY}, ${box.maxX}, ${box.maxY}) and no bone or ` +
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'vertex of the pose is — the drawn pieces and the attachments were posed differently',
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);
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}
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throw new GeometryError(found);
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}
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const pad = Math.max(box.maxX - box.minX, box.maxY - box.minY) * PAD;
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return viewportFor(box.minX - pad, box.minY - pad, box.maxX + pad, box.maxY + pad, maxSide);
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}
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