Publish Forma Engine 0.3.0 source with documentation and CI
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export function node(
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id: string,
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parentId: string | null = null,
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components: Record<string, any> = {},
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) {
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return {
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id,
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name: id,
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parentId,
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enabled: true,
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transform: { position: [0, 0, 0], rotation: [0, 0, 0], scale: [1, 1, 1] },
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components,
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};
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}
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export function project(nodes: any[] = []) {
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return {
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format: "forma",
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version: 1,
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id: "test_project",
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name: "Regression fixture",
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revision: 0,
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activeSceneId: "scene_main",
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scenes: [{ id: "scene_main", name: "Main", entities: nodes }],
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assets: [],
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scripts: [],
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settings: {
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background: "#f3f0eb",
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ambient: 0.8,
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shadows: false,
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renderScale: 1,
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},
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} as any;
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}
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export function scene(p: any) {
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return p.scenes.find((s: any) => s.id === p.activeSceneId);
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}
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export function findNode(p: any, id: string) {
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return scene(p).entities.find((e: any) => e.id === id);
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}
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/** A generated triangle, optionally skinned and animated; no game assets. */
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export function triangleGlb(animated = false): Buffer {
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const chunks: Buffer[] = [];
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const views: any[] = [];
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const accessors: any[] = [];
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let length = 0;
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const add = (
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data: Float32Array | Uint16Array,
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type: string,
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count: number,
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bounds: Record<string, any> = {},
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) => {
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const bytes = Buffer.from(data.buffer, data.byteOffset, data.byteLength);
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views.push({ buffer: 0, byteOffset: length, byteLength: bytes.length });
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chunks.push(bytes);
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length += bytes.length;
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const padding = (4 - (length % 4)) % 4;
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if (padding) {
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chunks.push(Buffer.alloc(padding));
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length += padding;
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}
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accessors.push({
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bufferView: views.length - 1,
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componentType: data instanceof Float32Array ? 5126 : 5123,
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count,
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type,
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...bounds,
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});
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return accessors.length - 1;
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};
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const position = add(
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new Float32Array([0, 0, 0, 1, 0, 0, 0, 1, 0]),
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"VEC3",
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3,
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{ min: [0, 0, 0], max: [1, 1, 0] },
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);
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const normal = add(new Float32Array([0, 0, 1, 0, 0, 1, 0, 0, 1]), "VEC3", 3);
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const indices = add(new Uint16Array([0, 1, 2]), "SCALAR", 3);
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const attributes: Record<string, number> = {
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POSITION: position,
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NORMAL: normal,
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};
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const document: any = {
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asset: { version: "2.0", generator: "Forma test fixture" },
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scene: 0,
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scenes: [{ nodes: animated ? [0, 1] : [0] }],
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nodes: [{ name: "Triangle", mesh: 0 }],
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meshes: [{ primitives: [{ attributes, indices }] }],
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};
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if (animated) {
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attributes.JOINTS_0 = add(new Uint16Array(12), "VEC4", 3);
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attributes.WEIGHTS_0 = add(
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new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0]),
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"VEC4",
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3,
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);
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const inverseBindMatrices = add(
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new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]),
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"MAT4",
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1,
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);
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const input = add(new Float32Array([0, 1]), "SCALAR", 2, {
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min: [0],
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max: [1],
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});
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const output = add(new Float32Array([0, 0, 0, 0, 0.2, 0]), "VEC3", 2);
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document.nodes[0].skin = 0;
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document.nodes.push({ name: "Joint" });
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document.skins = [{ joints: [1], inverseBindMatrices }];
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document.animations = [
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{
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name: "Translate",
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samplers: [{ input, output, interpolation: "LINEAR" }],
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channels: [{ sampler: 0, target: { node: 1, path: "translation" } }],
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},
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];
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}
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Object.assign(document, {
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buffers: [{ byteLength: length }],
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bufferViews: views,
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accessors,
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});
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const json = Buffer.from(JSON.stringify(document));
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const jsonPadding = Buffer.alloc((4 - (json.length % 4)) % 4, 0x20);
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const body = Buffer.concat(chunks);
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const header = Buffer.alloc(12);
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header.writeUInt32LE(0x46546c67, 0);
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header.writeUInt32LE(2, 4);
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header.writeUInt32LE(
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12 + 8 + json.length + jsonPadding.length + 8 + body.length,
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8,
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);
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const jsonHeader = Buffer.alloc(8);
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jsonHeader.writeUInt32LE(json.length + jsonPadding.length, 0);
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jsonHeader.writeUInt32LE(0x4e4f534a, 4);
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const bodyHeader = Buffer.alloc(8);
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bodyHeader.writeUInt32LE(body.length, 0);
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bodyHeader.writeUInt32LE(0x004e4942, 4);
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return Buffer.concat([
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header,
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jsonHeader,
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json,
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jsonPadding,
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bodyHeader,
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body,
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]);
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}
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export const triangleAsset = (animated = false) => ({
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id: "asset_triangle",
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name: "Triangle.glb",
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kind: "model" as const,
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uri:
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"data:model/gltf-binary;base64," + triangleGlb(animated).toString("base64"),
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});
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