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feat(registry): bring back the video-primitive moves (#3169)
Restores the 208 catalog items reverted after their previews 404'd in production, this time on the payload mechanism rather than the .html files that caused the outage. The generator no longer writes a preview document to docs/public. That writer, and the machinery under it, existed only to produce files the docs host discards, so it is gone rather than bypassed. Items now embed the composition itself via a payload, which is what the previous change already does for the items that were already in the catalog. The variables explorer is parked, not restored: it drove its preview through the same unpublished .html path, so it would have shown an empty frame. Items that declare variables get the live player plus the static variables table, and reconnecting the explorer to payloads is a follow-up.
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+60
-40
@@ -537,6 +537,46 @@
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glassLens.renderOrder = 10;
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// iPhone
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// The replacement device models carry UVs authored for a tiling material
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// (the laptop panel runs u -6.3..6.3), so mapping one screen image onto
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// them clamps at the edges and smears the last row of pixels across the
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// whole panel. Both screens are flat planes, so derive planar UVs from
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// the mesh's own bounds instead of trusting what shipped.
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function planarScreenUv(mesh) {
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var g = mesh.geometry;
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g.computeBoundingBox();
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var bb = g.boundingBox;
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var pos = g.attributes.position;
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var w = bb.max.x - bb.min.x || 1;
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var h = bb.max.y - bb.min.y || 1;
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var uv = new Float32Array(pos.count * 2);
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for (var i = 0; i < pos.count; i++) {
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uv[i * 2] = (pos.getX(i) - bb.min.x) / w;
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uv[i * 2 + 1] = (pos.getY(i) - bb.min.y) / h;
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}
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g.setAttribute("uv", new THREE.BufferAttribute(uv, 2));
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}
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// These compositions were authored around a model whose screen faced -Z
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// (the old asset's display plane sat at its minimum Z) and every camera
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// move and spin in the timeline assumes it. The replacement faces +Z, so
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// align the model rather than re-time the animation. Reads the model's
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// own parts, so a re-export facing the other way still lands right.
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function alignScreenToMinusZ(root, frontName, backName) {
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var front = root.getObjectByName(frontName);
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var back = root.getObjectByName(backName);
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if (!front || !back) return;
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// matrixWorld is only refreshed during a render, and this runs at load,
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// so without this the two parts both read as the origin and the test
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// silently never fires.
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root.updateWorldMatrix(true, true);
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var fp = new THREE.Vector3();
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var bp = new THREE.Vector3();
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front.getWorldPosition(fp);
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back.getWorldPosition(bp);
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if (fp.z > bp.z) root.rotation.y += Math.PI;
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}
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loader.load("models/iphone.glb", function (gltf) {
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var m = gltf.scene;
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var box = new THREE.Box3().setFromObject(m);
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@@ -547,12 +587,16 @@
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m.position.sub(box.getCenter(new THREE.Vector3()));
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m.traverse(function (child) {
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if (!child.isMesh) return;
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if (child.material && child.material.emissiveMap) {
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// `front-glass` is the display face; Blender's exporter suffixes the
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// mesh name and leaves the node name bare, so match the prefix.
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if (child.name.indexOf("front-glass") === 0) {
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planarScreenUv(child);
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child.material = new THREE.MeshBasicMaterial({ map: phoneTex });
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}
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});
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scene.add(glassLens);
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alignScreenToMinusZ(m, "front-glass", "rear-window");
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phoneGrp.add(m);
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ready++;
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if (ready === 2) onReady();
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@@ -569,53 +613,28 @@
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m.position.sub(box.getCenter(new THREE.Vector3()));
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m.traverse(function (child) {
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if (child.isMesh && (child.name === "matte" || child.name === "Matte")) {
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// `display` is the panel. `display-notch` is the bezel cut-out beside
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// it and must keep its own material, so this cannot be a prefix test.
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if (child.isMesh && child.name.replace(/\.\d+$/, "") === "display") {
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planarScreenUv(child);
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child.material = new THREE.MeshBasicMaterial({ map: lapTex });
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}
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});
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// Apple logo on back of lid — exact coords from model inspection:
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// back mesh center: (0, 0.04, -1.54), matte center: (0, 0.15, -1.56)
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// Back surface faces -Z. Logo at z = -1.63 (outside back surface), facing -Z.
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var lc = document.createElement("canvas");
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lc.width = 256;
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lc.height = 256;
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var lx = lc.getContext("2d");
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lx.clearRect(0, 0, 256, 256);
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lx.save();
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lx.translate(128, 128);
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lx.scale(11, 11);
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lx.translate(-12, -13);
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lx.fillStyle = "#b8b8bc";
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lx.fill(
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new Path2D(
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"M18.71,19.5C17.88,20.49 17,21.4 15.66,21.42C14.29,21.45 13.73,20.56 12.18,20.56C10.63,20.56 9.99,21.4 8.74,21.45C7.44,21.5 6.47,20.36 5.62,19.39C3.89,17.39 2.59,13.78 4.37,11.37C5.25,10.17 6.61,9.42 8.08,9.4C9.4,9.37 10.62,10.35 11.43,10.35C12.24,10.35 13.72,9.17 15.32,9.35C15.98,9.38 17.66,9.61 18.72,11.17C18.62,11.23 16.39,12.52 16.42,15.19C16.45,18.37 19.18,19.35 19.21,19.36ZM15.23,7.7C15.96,6.82 16.43,5.6 16.31,4.38C15.25,4.42 13.97,5.09 13.22,5.96C12.55,6.74 11.98,7.99 12.12,9.18C13.29,9.27 14.5,8.57 15.23,7.7Z",
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),
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);
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lx.restore();
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var logoTex = new THREE.CanvasTexture(lc);
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logoTex.minFilter = THREE.LinearFilter;
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var appleLogoMesh = new THREE.Mesh(
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new THREE.PlaneGeometry(0.55, 0.55),
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new THREE.MeshBasicMaterial({
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map: logoTex,
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transparent: true,
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depthWrite: false,
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side: THREE.DoubleSide,
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}),
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);
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appleLogoMesh.position.set(0, 0.1, -1.63);
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appleLogoMesh.rotation.y = PI;
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m.add(appleLogoMesh);
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lapGrp.add(m);
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ready++;
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if (ready === 2) onReady();
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});
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function onReady() {
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paintReady = true;
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captureScreens();
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requestAnimationFrame(function () {
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requestAnimationFrame(function () {
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paintReady = true;
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captureScreens();
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window.__timelines = window.__timelines || {};
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window.__timelines["devices-canvas"] = tl;
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});
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});
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}
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// ── Cubic Bezier Implementation ────────────────────────────────────
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@@ -751,9 +770,8 @@
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}
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// ── GSAP Timeline — Product Review Edit ────────────────────────────
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// __timelines created in onReady() after GLTF models load
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var tl = gsap.timeline({ paused: true });
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window.__timelines = window.__timelines || {};
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window.__timelines["devices-canvas"] = tl;
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tl.to(S, { p: 1, drift: 15, duration: 15, ease: "none", onUpdate: render }, 0);
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@@ -807,6 +825,8 @@
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// Scroll on MacBook reveal
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tl.to(S, { scroll: 0.8, duration: 3, ease: breatheEase }, 9.5);
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tl.to(S, { scroll: 0.3, duration: 2, ease: driftEase }, 13);
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// __timelines registered in onReady() after GLTF models load
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</script>
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</body>
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</html>
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