@fps-games/editor 0.2.0-beta.1 → 0.2.0-beta.3
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/agent-bridge/capabilities/assets.js.map +1 -1
- package/dist/agent-bridge/capabilities/editor-state.js.map +1 -1
- package/dist/agent-bridge/capabilities/host-lifecycle.js.map +1 -1
- package/dist/agent-bridge/capabilities/prefabs.js.map +1 -1
- package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
- package/dist/agent-bridge/capabilities/selection.js.map +1 -1
- package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
- package/dist/agent-bridge/capabilities/transform.js.map +1 -1
- package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
- package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
- package/dist/agent-bridge/capability-sources.js.map +1 -1
- package/dist/agent-bridge/diagnostics.js.map +1 -1
- package/dist/agent-bridge/index.js.map +1 -1
- package/dist/agent-bridge/register.js.map +1 -1
- package/dist/agent-bridge/shared.js.map +1 -1
- package/dist/agent-bridge/source-types.js.map +1 -1
- package/dist/authoring-apply.js.map +1 -1
- package/dist/build-info.json +48 -48
- package/dist/editor-plugin-agent-capabilities.js.map +1 -1
- package/dist/editor-plugin-hierarchy-command.js.map +1 -1
- package/dist/index.js.map +1 -1
- package/dist/internal/local-editor-lifecycle-operations.js.map +1 -1
- package/dist/local-editor-agent-actions.js.map +1 -1
- package/dist/local-editor-agent-bridge-transport.js.map +1 -1
- package/dist/local-editor-agent-bridge.js.map +1 -1
- package/dist/local-editor-agent-context.js.map +1 -1
- package/dist/local-editor-harness.d.ts +57 -1
- package/dist/local-editor-harness.d.ts.map +1 -1
- package/dist/local-editor-harness.js +129 -0
- package/dist/local-editor-harness.js.map +1 -1
- package/dist/local-editor-marker-graph.js.map +1 -1
- package/dist/local-editor-performance-stats.js.map +1 -1
- package/dist/local-editor-plugin-inspector.js.map +1 -1
- package/dist/local-editor-plugin-panel.js.map +1 -1
- package/dist/local-editor-scene-render-scheduler.js.map +1 -1
- package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
- package/dist/local-editor-viewport-render-coordinator.js.map +1 -1
- package/dist/playable-babylon-facade.js.map +1 -1
- package/dist/playable-babylon-outline-inspector.js.map +1 -1
- package/dist/playable-babylon-outline-runtime.js.map +1 -1
- package/dist/playable-babylon-rendering.js.map +1 -1
- package/dist/playable-local-editor-host.d.ts +36 -0
- package/dist/playable-local-editor-host.d.ts.map +1 -1
- package/dist/playable-local-editor-host.js.map +1 -1
- package/dist/playable-product-local-editor.js.map +1 -1
- package/dist/playable-product-projection-preview.js.map +1 -1
- package/dist/playable-product-rendering.js.map +1 -1
- package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
- package/dist/playable-product-scene-capabilities.js +50 -3
- package/dist/playable-product-scene-capabilities.js.map +1 -1
- package/dist/playable-runtime-babylon.js.map +1 -1
- package/dist/playable-runtime.js.map +1 -1
- package/dist/playable-sdk-upgrade-doctor.js.map +1 -1
- package/dist/playable-sdk-vite.js.map +1 -1
- package/dist/playable-sdk.js.map +1 -1
- package/dist/playable-standard-project.d.ts.map +1 -1
- package/dist/playable-standard-project.js +8 -3
- package/dist/playable-standard-project.js.map +1 -1
- package/dist/static-shadow-cpu-worker.js.map +1 -1
- package/dist/vite.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/environment/environment-texture-controller.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/environment/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/environment/profile.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/environment/types.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/lighting/directional-light-angles.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/outlines/babylon-default/apply.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/outlines/babylon-default/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/outlines/babylon-default/types.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/outlines/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/outlines/types.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/placement/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/placement/runtime-drop-position.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/plugin.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/post-process/babylon-default-pipeline.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/post-process/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/post-process/profile.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/post-process/types.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/post-process/volume-stack.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/reference.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/rendering/index.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/rendering/node-rendering.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/blob-shadow-shaders.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/blob-shadow-system.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/dynamic-shadow-system.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/planar-shadow-shaders.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/planar-shadow-system.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-artifact-system.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-atlas.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-bake.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-baker.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-options.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/static-projected-shadow-rendering.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/dist/shadows/types.js.map +1 -1
- package/node_modules/@fps-games/babylon-renderer/package.json +7 -7
- package/node_modules/@fps-games/editor-babylon/dist/camera-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/edit-session.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/editor-sky.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/editor-world.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/event-guard.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/index.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/infinite-grid-layer.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/infinite-grid.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/input-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/inspector-adapter.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/inspector-host.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/main-camera-preview.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/marker-overlay.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/material-property-adapter.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/material-slot-source-resolver.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/monitor.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/outline-adapter.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/performance-monitor.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/prefab-comparison-preview-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/primitive-projection-instancing.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/projection-asset-container-importer.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/projection-pick-resolver.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/projection-selection-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/projection-source-owner-path.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/projection.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/runtime-globals.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/scene-camera-preview.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/scene-view-camera-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/scene-view-input-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/scene-view-measurement-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/scene-view-spatial-overlay-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/selection-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/shadow-preview-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/tool-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/transform-gizmo-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/transform-solver.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/dist/types.js.map +1 -1
- package/node_modules/@fps-games/editor-babylon/package.json +5 -5
- package/node_modules/@fps-games/editor-browser/dist/index.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-inspector-clipboard.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-inspector-groups.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-rendering-actions.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-root-ownership.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-asset-kind.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-context-menu.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-dock-panel.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-actions.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-attach-dialog.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-auto-scroll.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-command-adapter.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-controller.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-drag-policy.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-view.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-icons.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-input-router.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-modal-dialog.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-panel-registry.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-panels.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-plugin-panel.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-prefab-stage.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-primitives.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-shared.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-shortcuts.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-structured-drag-auto-scroll.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-structured-drag-policy.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-structured-drag-preview.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-structured-drag-session.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-theme.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-tooltip.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-types.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-workbench.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/local-editor-ui.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/plugin-contributions.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/runtime-camera-debug-panel.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/runtime-debug-panel-shell.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/dist/runtime-lighting-debug-panel.js.map +1 -1
- package/node_modules/@fps-games/editor-browser/package.json +4 -4
- package/node_modules/@fps-games/editor-core/dist/agent-bridge.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/agent-interaction.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/authoring-source.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/document-adapter.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/editor-plugin-host.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/editor-plugin-host.js +17 -2
- package/node_modules/@fps-games/editor-core/dist/editor-plugin-host.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/editor-session.d.ts +6 -1
- package/node_modules/@fps-games/editor-core/dist/editor-session.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/editor-session.js +9 -0
- package/node_modules/@fps-games/editor-core/dist/editor-session.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/events.d.ts +1 -1
- package/node_modules/@fps-games/editor-core/dist/events.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/events.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/field-schema/index.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/field-schema/resolver.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/field-schema/schema.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/field-schema/types.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/field-schema/validators.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/host-services.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/index.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/inspector.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/lifecycle.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/marker-graph.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/scene-graph.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/scene-view-input.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/selection-strategy.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/serialized-object.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/transform-command.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/transform-gizmo.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/transform-operation-policy.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/transform-operations.js.map +1 -1
- package/node_modules/@fps-games/editor-core/dist/viewport-tools.js.map +1 -1
- package/node_modules/@fps-games/editor-core/package.json +6 -6
- package/node_modules/@fps-games/editor-forge-play/dist/agent-transport.js.map +1 -1
- package/node_modules/@fps-games/editor-forge-play/dist/index.js.map +1 -1
- package/node_modules/@fps-games/editor-forge-play/package.json +2 -2
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/drop-cache.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/index.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/payload.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/payload.js +28 -5
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/payload.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/types.d.ts +1 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/types.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-bridge/types.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/config.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/generated-module.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/generated-module.js +10 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/generated-module.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/index.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/managed-facade.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/manager-core.d.ts +8 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/manager-core.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/manager-core.js +24 -2
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/manager-core.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/metadata.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/metadata.js +6 -2
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/metadata.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/node.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/registry.d.ts +1 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/registry.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/registry.js +83 -23
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/registry.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-database/types.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/catalog.d.ts +1 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/catalog.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/catalog.js +8 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/catalog.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/document.d.ts +22 -0
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/document.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/document.js +108 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/document.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/index.d.ts +3 -2
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/index.d.ts.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/index.js +2 -2
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/index.js.map +1 -1
- package/node_modules/@fps-games/editor-playable-sdk/dist/asset-library/types.d.ts +2 -0
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{"version":3,"file":"scene-session.js","sourceRoot":"","sources":["../../src/product/scene-session.ts"],"names":[],"mappings":"AAIA,OAAO,EACL,wCAAwC,GACzC,MAAM,0BAA0B,CAAC;AAMlC,OAAO,EACL,0CAA0C,GAC3C,MAAM,2BAA2B,CAAC;AACnC,OAAO,EACL,wCAAwC,GACzC,MAAM,uBAAuB,CAAC;AAI/B,OAAO,EACL,4CAA4C,GAE7C,MAAM,kCAAkC,CAAC;AAoD1C,MAAM,UAAU,sCAAsC,CAMpD,KAAwF;IAExF,MAAM,mBAAmB,GAAG,4CAA4C,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC;IACtG,OAAO;QACL,iBAAiB,EAAE,KAAK,CAAC,eAAe,CAAC,iBAAiB;QAC1D,0BAA0B,EAAE,KAAK,CAAC,eAAe,CAAC,0BAA0B;QAC5E,iBAAiB,EAAE,KAAK,CAAC,eAAe,CAAC,iBAAiB;QAC1D,sBAAsB,EAAE,KAAK,CAAC,eAAe,CAAC,sBAAsB;QACpE,0BAA0B,EAAE,KAAK,CAAC,eAAe,CAAC,0BAA0B;QAC5E,wBAAwB,EAAE,KAAK,CAAC,eAAe,CAAC,wBAAwB;QACxE,oBAAoB,EAAE,KAAK,CAAC,eAAe,CAAC,oBAAoB;QAChE,gBAAgB,EAAE,KAAK,CAAC,eAAe,CAAC,gBAAgB;QACxD,mBAAmB,EAAE,KAAK,CAAC,eAAe,CAAC,mBAAmB;QAC9D,qBAAqB,EAAE,KAAK,CAAC,eAAe,CAAC,qBAAqB;QAClE,wBAAwB,EAAE,KAAK,CAAC,eAAe,CAAC,wBAAwB;QACxE,sBAAsB,EAAE,KAAK,CAAC,eAAe,CAAC,sBAAsB;QACpE,yBAAyB,EAAE,KAAK,CAAC,eAAe,CAAC,yBAAyB;QAC1E,6BAA6B,EAAE,KAAK,CAAC,eAAe,CAAC,6BAA6B;QAClF,sBAAsB,EAAE,KAAK,CAAC,eAAe,CAAC,sBAAsB;QACpE,4BAA4B,EAAE,mBAAmB,CAAC,4BAA4B;QAC9E,qCAAqC,EAAE,mBAAmB,CAAC,qCAAqC;QAChG,kCAAkC,EAAE,mBAAmB,CAAC,kCAAkC;QAC1F,uBAAuB,CAAC,QAAQ;YAC9B,OAAO;gBACL,GAAG,0CAA0C,CAAC,QAAe,CAAC;gBAC9D,GAAG,wCAAwC,CAAC,QAAe,CAAC;aAC7D,CAAC;QACJ,CAAC;QACD,6BAA6B,CAAC,QAAQ,EAAE,SAAS,EAAE,SAAS;YAC1D,MAAM,MAAM,GAAG,wCAAwC,CACrD,QAAQ,EACR,SAAS,EACT,SAAS,EACT,KAAK,CAAC,sBAA6B,CACpC,CAAC;YACF,OAAO;gBACL,QAAQ,EAAE,MAAM,CAAC,QAAqB;gBACtC,UAAU,EAAE,MAAM,CAAC,UAAyB;aAC7C,CAAC;QACJ,CAAC;KACF,CAAC;AACJ,CAAC","sourcesContent":["import type {\n SerializedPropertyPatch,\n EditorTransformSnapshot,\n} from '@fps-games/editor-core';\nimport {\n addAssetLibraryItemToEditorSceneDocument,\n} from '../asset-placement/index';\nimport type {\n EditorSceneAssetLibraryItem,\n EditorSceneDocument,\n EditorSceneGameObject,\n} from '../document/index';\nimport {\n createEditorSceneMaterialBrowserAssetItems,\n} from '../material-binding/index';\nimport {\n createEditorScenePrefabBrowserAssetItems,\n} from '../prefab-stage/index';\nimport type {\n PlayableEditorSceneHierarchyFacade,\n} from '../session/hierarchy-facade';\nimport {\n createPlayableEditorSceneObjectCommandFacade,\n type PlayableEditorSceneObjectCommandServices,\n} from '../session/object-command-facade';\n\nexport interface PlayableEditorSceneSessionFacade<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAssetItem extends EditorSceneAssetLibraryItem,\n> {\n getHierarchyItems: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['getHierarchyItems'];\n normalizeHierarchyDocument: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['normalizeHierarchyDocument'];\n createRenamePatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createRenamePatch'];\n createCreateGroupPatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createCreateGroupPatch'];\n createCreatePrimitivePatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createCreatePrimitivePatch'];\n createDeleteSubtreePatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createDeleteSubtreePatch'];\n collectSubtreeIdList: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['collectSubtreeIdList'];\n validateReparent: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['validateReparent'];\n createReparentPatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createReparentPatch'];\n validateHierarchyMove: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['validateHierarchyMove'];\n createHierarchyMovePatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createHierarchyMovePatch'];\n validateGroupSelection: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['validateGroupSelection'];\n createGroupSelectionPatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createGroupSelectionPatch'];\n createDuplicateSelectionPatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createDuplicateSelectionPatch'];\n createPlacedAssetPatch: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>['createPlacedAssetPatch'];\n applySerializedPropertyPatch(document: TDocument, patch: SerializedPropertyPatch): TDocument;\n canCreateSerializedMultiPropertyPatch: ReturnType<typeof createPlayableEditorSceneObjectCommandFacade<TDocument, TGameObject, TPatch>>['canCreateSerializedMultiPropertyPatch'];\n createSerializedMultiPropertyPatch: ReturnType<typeof createPlayableEditorSceneObjectCommandFacade<TDocument, TGameObject, TPatch>>['createSerializedMultiPropertyPatch'];\n createBrowserAssetItems(document: TDocument): unknown[];\n addAssetLibraryItemToDocument(\n document: TDocument,\n assetItem: TAssetItem,\n placement?: EditorTransformSnapshot,\n ): { document: TDocument; gameObject: TGameObject };\n}\n\nexport interface PlayableEditorSceneSessionFacadeInput<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAssetItem extends EditorSceneAssetLibraryItem,\n> {\n hierarchyFacade: PlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>;\n objectCommandServices: PlayableEditorSceneObjectCommandServices<TDocument, TGameObject, TPatch>;\n assetPlacementServices: {\n createGameObjectGuid: () => string;\n resolveLocalTransform(input: {\n document: TDocument;\n parentId?: string;\n worldTransform: EditorTransformSnapshot;\n }): unknown;\n };\n}\n\nexport function createPlayableEditorSceneSessionFacade<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAssetItem extends EditorSceneAssetLibraryItem,\n>(\n input: PlayableEditorSceneSessionFacadeInput<TDocument, TGameObject, TPatch, TAssetItem>,\n): PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem> {\n const objectCommandFacade = createPlayableEditorSceneObjectCommandFacade(input.objectCommandServices);\n return {\n getHierarchyItems: input.hierarchyFacade.getHierarchyItems,\n normalizeHierarchyDocument: input.hierarchyFacade.normalizeHierarchyDocument,\n createRenamePatch: input.hierarchyFacade.createRenamePatch,\n createCreateGroupPatch: input.hierarchyFacade.createCreateGroupPatch,\n createCreatePrimitivePatch: input.hierarchyFacade.createCreatePrimitivePatch,\n createDeleteSubtreePatch: input.hierarchyFacade.createDeleteSubtreePatch,\n collectSubtreeIdList: input.hierarchyFacade.collectSubtreeIdList,\n validateReparent: input.hierarchyFacade.validateReparent,\n createReparentPatch: input.hierarchyFacade.createReparentPatch,\n validateHierarchyMove: input.hierarchyFacade.validateHierarchyMove,\n createHierarchyMovePatch: input.hierarchyFacade.createHierarchyMovePatch,\n validateGroupSelection: input.hierarchyFacade.validateGroupSelection,\n createGroupSelectionPatch: input.hierarchyFacade.createGroupSelectionPatch,\n createDuplicateSelectionPatch: input.hierarchyFacade.createDuplicateSelectionPatch,\n createPlacedAssetPatch: input.hierarchyFacade.createPlacedAssetPatch,\n applySerializedPropertyPatch: objectCommandFacade.applySerializedPropertyPatch,\n canCreateSerializedMultiPropertyPatch: objectCommandFacade.canCreateSerializedMultiPropertyPatch,\n createSerializedMultiPropertyPatch: objectCommandFacade.createSerializedMultiPropertyPatch,\n createBrowserAssetItems(document) {\n return [\n ...createEditorSceneMaterialBrowserAssetItems(document as any),\n ...createEditorScenePrefabBrowserAssetItems(document as any),\n ];\n },\n addAssetLibraryItemToDocument(document, assetItem, placement) {\n const result = addAssetLibraryItemToEditorSceneDocument(\n document,\n assetItem,\n placement,\n input.assetPlacementServices as any,\n );\n return {\n document: result.document as TDocument,\n gameObject: result.gameObject as TGameObject,\n };\n },\n };\n}\n"]}
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import type { AuthoringSourceDriver } from '@fps-games/editor-core';
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-
import type { EditorSceneDocument } from '../document/index';
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import type { EditorSceneAssetLibraryItem, EditorSceneDocument } from '../document/index';
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import { type SceneMainSourceDriverLoadResult, type SceneMainSourceCompanionConfig, type SceneMainSourceSaveOptions, type SceneMainSourceSaveResult, type SceneSourceFetchJson } from '../scene-source/index';
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export interface FpsGameEditorCompanionDraft<TValue> {
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@@ -8,7 +8,7 @@ export interface FpsGameEditorCompanionDraft<TValue> {
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setError?(error: unknown): void;
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}
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export interface FpsGameEditorSceneSourceServicesOptions<TDocument extends EditorSceneDocument, TRuntimeScene, TAsset> {
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+
export interface FpsGameEditorSceneSourceServicesOptions<TDocument extends EditorSceneDocument, TRuntimeScene, TAsset = EditorSceneAssetLibraryItem> {
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compilerId: string;
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compilerVersion: string;
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compileRuntimeScene(document: TDocument): TRuntimeScene;
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endpointBase?: string;
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}): AuthoringSourceDriver<TDocument>;
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load(request?: SceneSourceFetchJson): Promise<SceneMainSourceDriverLoadResult<TDocument>>;
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+
load(request?: SceneSourceFetchJson): Promise<SceneMainSourceDriverLoadResult<TDocument, TAsset>>;
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save(document: TDocument, options?: SceneMainSourceSaveOptions): Promise<SceneMainSourceSaveResult<TDocument>>;
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loadAssets(request?: SceneSourceFetchJson): Promise<TAsset[]>;
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}
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@@ -1 +1 @@
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-
{"version":3,"file":"scene-source.d.ts","sourceRoot":"","sources":["../../src/product/scene-source.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAEV,qBAAqB,EAEtB,MAAM,wBAAwB,CAAC;AAIhC,OAAO,KAAK,EACV,mBAAmB,EACpB,MAAM,mBAAmB,CAAC;AAC3B,OAAO,EAKL,KAAK,+BAA+B,EACpC,KAAK,8BAA8B,EACnC,KAAK,0BAA0B,EAC/B,KAAK,yBAAyB,EAC9B,KAAK,oBAAoB,EAC1B,MAAM,uBAAuB,CAAC;AAE/B,MAAM,WAAW,2BAA2B,CAAC,MAAM;IACjD,OAAO,IAAI,OAAO,CAAC;IACnB,GAAG,IAAI,MAAM,CAAC;IACd,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IAC/B,QAAQ,CAAC,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;IAChC,UAAU,CAAC,IAAI,IAAI,CAAC;CACrB;AAED,MAAM,WAAW,uCAAuC,
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1
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+
{"version":3,"file":"scene-source.d.ts","sourceRoot":"","sources":["../../src/product/scene-source.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAEV,qBAAqB,EAEtB,MAAM,wBAAwB,CAAC;AAIhC,OAAO,KAAK,EACV,2BAA2B,EAC3B,mBAAmB,EACpB,MAAM,mBAAmB,CAAC;AAC3B,OAAO,EAKL,KAAK,+BAA+B,EACpC,KAAK,8BAA8B,EACnC,KAAK,0BAA0B,EAC/B,KAAK,yBAAyB,EAC9B,KAAK,oBAAoB,EAC1B,MAAM,uBAAuB,CAAC;AAE/B,MAAM,WAAW,2BAA2B,CAAC,MAAM;IACjD,OAAO,IAAI,OAAO,CAAC;IACnB,GAAG,IAAI,MAAM,CAAC;IACd,SAAS,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI,CAAC;IAC/B,QAAQ,CAAC,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI,CAAC;IAChC,UAAU,CAAC,IAAI,IAAI,CAAC;CACrB;AAED,MAAM,WAAW,uCAAuC,CACtD,SAAS,SAAS,mBAAmB,EACrC,aAAa,EACb,MAAM,GAAG,2BAA2B;IAEpC,UAAU,EAAE,MAAM,CAAC;IACnB,eAAe,EAAE,MAAM,CAAC;IACxB,mBAAmB,CAAC,QAAQ,EAAE,SAAS,GAAG,aAAa,CAAC;IACxD,cAAc,CAAC,KAAK,EAAE,OAAO,GAAG,KAAK,IAAI,aAAa,CAAC;IACvD,cAAc,CAAC,KAAK,EAAE,aAAa,GAAG,IAAI,CAAC;IAC3C,cAAc,CAAC,EAAE,2BAA2B,CAAC,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC,CAAC;IACtE,iBAAiB,CAAC,EAAE,2BAA2B,CAAC,8BAA8B,CAAC,CAAC;IAChF,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,UAAU,CAAC,CAAC,MAAM,EAAE,OAAO,EAAE,GAAG,MAAM,EAAE,CAAC;CAC1C;AAED,MAAM,WAAW,gCAAgC,CAAC,SAAS,SAAS,mBAAmB,EAAE,MAAM;IAC7F,YAAY,CAAC,OAAO,CAAC,EAAE;QAAE,YAAY,CAAC,EAAE,MAAM,CAAC;QAAC,SAAS,CAAC,EAAE,oBAAoB,CAAA;KAAE,GAAG,qBAAqB,CAAC,SAAS,CAAC,CAAC;IACtH,IAAI,CAAC,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO,CAAC,+BAA+B,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC,CAAC;IAClG,IAAI,CAAC,QAAQ,EAAE,SAAS,EAAE,OAAO,CAAC,EAAE,0BAA0B,GAAG,OAAO,CAAC,yBAAyB,CAAC,SAAS,CAAC,CAAC,CAAC;IAC/G,UAAU,CAAC,OAAO,CAAC,EAAE,oBAAoB,GAAG,OAAO,CAAC,MAAM,EAAE,CAAC,CAAC;CAC/D;AASD,wBAAgB,sCAAsC,CAAC,SAAS,SAAS,mBAAmB,EAAE,aAAa,EAAE,MAAM,GAAG,OAAO,EAC3H,OAAO,EAAE,uCAAuC,CAAC,SAAS,EAAE,aAAa,EAAE,MAAM,CAAC,GACjF,gCAAgC,CAAC,SAAS,EAAE,MAAM,CAAC,CA2HrD"}
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@@ -90,8 +90,17 @@ export function createFpsGameEditorSceneSourceServices(options) {
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async load(request) {
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const epoch = prepareLoad();
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const loaded = await loadSceneMainSource(request ? { fetchJson: request } : undefined);
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const { assets: loadedAssets, ...loadedSource } = loaded;
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const assets = loadedAssets
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? options.castAssets(loadedAssets)
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: loadedAssets
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: undefined;
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completeLoad(loaded, epoch);
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return
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return {
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...loadedSource,
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...(assets ? { assets } : {}),
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};
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},
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async save(document, requestedOptions) {
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106
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const prepared = prepareSave();
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@@ -1 +1 @@
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1
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-
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type {\n AuthoringSourceDescriptor,\n AuthoringSourceDriver,\n CompiledArtifact,\n} from '@fps-games/editor-core';\nimport {\n createRuntimeSceneCompiledArtifact,\n} from '../scene-source/artifacts';\nimport type {\n EditorSceneAssetLibraryItem,\n EditorSceneDocument,\n} from '../document/index';\nimport {\n createSceneMainSourceDriver,\n loadEditorAssetLibrary,\n loadSceneMainSource,\n saveSceneMainSource,\n type SceneMainSourceDriverLoadResult,\n type SceneMainSourceCompanionConfig,\n type SceneMainSourceSaveOptions,\n type SceneMainSourceSaveResult,\n type SceneSourceFetchJson,\n} from '../scene-source/index';\n\nexport interface FpsGameEditorCompanionDraft<TValue> {\n isDirty(): boolean;\n get(): TValue;\n markSaved(value: TValue): void;\n setError?(error: unknown): void;\n clearError?(): void;\n}\n\nexport interface FpsGameEditorSceneSourceServicesOptions<\n TDocument extends EditorSceneDocument,\n TRuntimeScene,\n TAsset = EditorSceneAssetLibraryItem,\n> {\n compilerId: string;\n compilerVersion: string;\n compileRuntimeScene(document: TDocument): TRuntimeScene;\n isRuntimeScene(value: unknown): value is TRuntimeScene;\n onRuntimeScene(value: TRuntimeScene): void;\n renderingDraft?: FpsGameEditorCompanionDraft<Record<string, unknown>>;\n staticShadowDraft?: FpsGameEditorCompanionDraft<SceneMainSourceCompanionConfig>;\n artifactId?: string;\n castAssets?(assets: unknown[]): TAsset[];\n}\n\nexport interface FpsGameEditorSceneSourceServices<TDocument extends EditorSceneDocument, TAsset> {\n createDriver(options?: { endpointBase?: string; fetchJson?: SceneSourceFetchJson }): AuthoringSourceDriver<TDocument>;\n load(request?: SceneSourceFetchJson): Promise<SceneMainSourceDriverLoadResult<TDocument, TAsset>>;\n save(document: TDocument, options?: SceneMainSourceSaveOptions): Promise<SceneMainSourceSaveResult<TDocument>>;\n loadAssets(request?: SceneSourceFetchJson): Promise<TAsset[]>;\n}\n\ninterface PreparedCompanionSave {\n epoch: number;\n rendering: Record<string, unknown> | null;\n staticShadowDirty: boolean;\n staticShadows: SceneMainSourceCompanionConfig;\n}\n\nexport function createFpsGameEditorSceneSourceServices<TDocument extends EditorSceneDocument, TRuntimeScene, TAsset = unknown>(\n options: FpsGameEditorSceneSourceServicesOptions<TDocument, TRuntimeScene, TAsset>,\n): FpsGameEditorSceneSourceServices<TDocument, TAsset> {\n let lifecycleEpoch = 0;\n const compileArtifact = (source: AuthoringSourceDescriptor, document: TDocument): CompiledArtifact => (\n createRuntimeSceneCompiledArtifact({\n source,\n data: options.compileRuntimeScene(document),\n artifactId: options.artifactId ?? 'scene.json',\n fallbackCompilerId: options.compilerId,\n fallbackCompilerVersion: options.compilerVersion,\n })\n );\n const prepareSave = () => {\n const rendering = options.renderingDraft?.isDirty()\n ? cloneCompanionValue(options.renderingDraft.get())\n : null;\n const staticShadowDirty = options.staticShadowDraft?.isDirty() ?? false;\n const staticShadows = staticShadowDirty\n ? cloneCompanionValue(options.staticShadowDraft?.get() ?? null)\n : null;\n const context: PreparedCompanionSave = {\n epoch: ++lifecycleEpoch,\n rendering,\n staticShadowDirty,\n staticShadows,\n };\n return {\n saveOptions: rendering || staticShadowDirty ? {\n companionConfigs: {\n ...(rendering ? { rendering } : {}),\n ...(staticShadowDirty ? { staticShadows } : {}),\n },\n } : undefined,\n context,\n };\n };\n const reportSaveError = (error: unknown, prepared: PreparedCompanionSave | undefined) => {\n if (!prepared || prepared.epoch !== lifecycleEpoch) return;\n if (prepared.rendering && draftSnapshotMatches(options.renderingDraft, prepared.rendering)) {\n options.renderingDraft?.setError?.(error);\n }\n if (prepared.staticShadowDirty && draftSnapshotMatches(options.staticShadowDraft, prepared.staticShadows)) {\n options.staticShadowDraft?.setError?.(error);\n }\n };\n const completeSave = (\n saved: SceneMainSourceSaveResult<TDocument>,\n prepared: PreparedCompanionSave | undefined,\n ) => {\n if (!prepared || prepared.epoch !== lifecycleEpoch) return;\n if (prepared?.rendering) {\n if (draftSnapshotMatches(options.renderingDraft, prepared.rendering)) {\n options.renderingDraft?.markSaved(saved.renderingConfig ?? prepared.rendering);\n }\n options.renderingDraft?.clearError?.();\n }\n if (prepared?.staticShadowDirty) {\n if (draftSnapshotMatches(options.staticShadowDraft, prepared.staticShadows)) {\n options.staticShadowDraft?.markSaved(saved.companionConfigs?.staticShadows ?? prepared.staticShadows);\n }\n options.staticShadowDraft?.clearError?.();\n }\n };\n const prepareLoad = () => ++lifecycleEpoch;\n const completeLoad = (loaded: SceneMainSourceDriverLoadResult<TDocument>, epoch: number) => {\n if (epoch !== lifecycleEpoch) return;\n options.staticShadowDraft?.markSaved(loaded.companionConfigs?.staticShadows ?? null);\n options.staticShadowDraft?.clearError?.();\n };\n const createDriver = (\n driverOptions: { endpointBase?: string; fetchJson?: SceneSourceFetchJson } = {},\n ): AuthoringSourceDriver<TDocument> => createSceneMainSourceDriver<TDocument>({\n ...driverOptions,\n prepareLoad,\n afterLoad({ loaded, context }) {\n completeLoad(loaded, context as number);\n },\n prepareSave,\n onSaveError({ error, context }) {\n reportSaveError(error, context as PreparedCompanionSave | undefined);\n },\n afterSave({ saved, context }) {\n completeSave(saved, context as PreparedCompanionSave | undefined);\n },\n compile: ({ source, document }) => [compileArtifact(source, document)],\n onRuntimeSceneArtifact({ artifact }) {\n if (options.isRuntimeScene(artifact.data)) options.onRuntimeScene(artifact.data);\n },\n });\n\n return {\n createDriver,\n async load(request) {\n const epoch = prepareLoad();\n const loaded = await loadSceneMainSource<TDocument>(request ? { fetchJson: request } : undefined);\n const { assets: loadedAssets, ...loadedSource } = loaded;\n const assets: TAsset[] | undefined = loadedAssets\n ? options.castAssets\n ? options.castAssets(loadedAssets)\n : loadedAssets as unknown as TAsset[]\n : undefined;\n completeLoad(loaded, epoch);\n return {\n ...loadedSource,\n ...(assets ? { assets } : {}),\n };\n },\n async save(document, requestedOptions) {\n const prepared = prepareSave();\n const mergedOptions = mergeSceneMainSourceSaveOptions(requestedOptions, prepared.saveOptions);\n try {\n const saved = await saveSceneMainSource<TDocument>(document, mergedOptions);\n completeSave(saved, prepared.context);\n return saved;\n } catch (error) {\n reportSaveError(error, prepared.context);\n throw error;\n }\n },\n async loadAssets(request) {\n const assets = await loadEditorAssetLibrary(request ? { fetchJson: request } : undefined);\n return options.castAssets ? options.castAssets(assets) : assets as TAsset[];\n },\n };\n}\n\nfunction draftSnapshotMatches<TValue>(\n draft: FpsGameEditorCompanionDraft<TValue> | undefined,\n prepared: TValue,\n): boolean {\n if (!draft) return false;\n return JSON.stringify(draft.get()) === JSON.stringify(prepared);\n}\n\nfunction cloneCompanionValue<TValue>(value: TValue): TValue {\n if (value === undefined) return value;\n return JSON.parse(JSON.stringify(value)) as TValue;\n}\n\nfunction mergeSceneMainSourceSaveOptions(\n requested: SceneMainSourceSaveOptions | undefined,\n prepared: SceneMainSourceSaveOptions | undefined,\n): SceneMainSourceSaveOptions {\n const companionConfigs = requested?.companionConfigs || prepared?.companionConfigs\n ? {\n ...(requested?.companionConfigs ?? {}),\n ...(prepared?.companionConfigs ?? {}),\n }\n : undefined;\n return {\n ...(requested ?? {}),\n ...(prepared ?? {}),\n ...(companionConfigs ? { companionConfigs } : {}),\n };\n}\n"]}
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package/node_modules/@fps-games/editor-playable-sdk/dist/product/standard-asset-actions.js.map
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if (custom) return custom;\n const material = createEditorSceneMaterialActionPatch(input, {\n createCreatedMaterialAsset: createEditorSceneCreatedMaterialAsset as any,\n createDuplicatedMaterialAssetCopy: createEditorSceneDuplicatedMaterialAssetCopy as any,\n findMaterialAsset: findEditorSceneMaterialAsset as any,\n isReadonlyMaterialAsset: isDefaultReadonlyEditorSceneMaterialAsset as any,\n normalizeMaterialAssetValue: normalizeEditorSceneMaterialAssetValue,\n validateMaterialAssetFieldValue: validateEditorSceneMaterialAssetFieldValue,\n resolveMaterialAssetDeleteState: resolveDefaultEditorSceneMaterialAssetDeleteState as any,\n resolveAssetMeshSelectionTarget: resolveEditorSceneAssetMeshSelectionTarget as any,\n collectMaterialAssetBindingIds: collectEditorSceneMaterialAssetBindingIds as any,\n });\n if (material) return material;\n return createEditorScenePrefabActionPatch(input, {\n createSourceAssetFromActionInput: createEditorSceneSourceAssetFromActionInput,\n createPrefabDefinitionFromAsset: (document: any, source: any) => createEditorScenePrefabDefinitionFromAsset(source, { id: createUniqueEditorScenePrefabAssetId(document, `${source.id}_prefab`), guid: createEditorScenePrefabGuid() }),\n createPrefabDefinitionFromGameObject: (document: any, id: string) => createEditorScenePrefabDefinitionFromGameObject(document, id, { id: createUniqueEditorScenePrefabAssetId(document, `${id}-prefab`), metadata: { sourceGameObjectId: id } }),\n createDuplicatedPrefabDefinition: (document: any, id: string) => createEditorSceneDuplicatedPrefabDefinition(document, id, { metadata: { sourcePrefabAssetId: id } }),\n hasPrefabForSourceAsset: hasEditorScenePrefabForSourceAsset,\n findPrefabAsset: findEditorScenePrefabAsset,\n normalizePrimitiveShape: normalizeEditorScenePrimitiveShape,\n parseDuplicateMaterialAssetValue: parseEditorSceneDuplicateMaterialAssetValue,\n isPrefabMaterialAssetIdOverridePath: isEditorScenePrefabMaterialAssetIdOverridePath,\n findMaterialAsset: findEditorSceneMaterialAsset,\n createDuplicatedMaterialAssetCopy: createEditorSceneDuplicatedMaterialAssetCopy,\n normalizePrefabAssetFieldValue: normalizeEditorScenePrefabAssetFieldValue,\n validatePrefabAssetFieldValue: validateEditorScenePrefabAssetFieldValue,\n } as any);\n}\n"]}
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package/node_modules/@fps-games/editor-playable-sdk/dist/product/standard-scene-assembly.js.map
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1
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+
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type {\n DocumentCommand,\n InspectorObject,\n InspectorProperty,\n InspectorSection,\n InspectorValidationResult,\n SceneGraphTreeItem,\n EditorCoreMarkerGraphCommand,\n EditorSceneFieldSchemaEntry,\n} from '@fps-games/editor-core';\nimport {\n getEditorSceneMarkerTypeCatalogFromGraph,\n} from '@fps-games/editor-core';\nimport type {\n SpatialMarkerGraph,\n SpatialMarkerTypeDefinition,\n SpatialRelationTypeDefinition,\n} from '@fps-games/editor-protocol';\nimport {\n addEditorSceneMaterialAsset,\n addEditorSceneMaterialAssetAndBind,\n assertEditorSceneMaterialAssetIntegrity,\n collectEditorSceneMaterialAssetBindingIds,\n createArtistMaterialInspectorSections,\n createEditorSceneAssetMeshInspectorSections,\n createEditorSceneMaterialBrowserAssetItems,\n deleteDefaultEditorSceneMaterialAsset,\n ensureDefaultEditorSceneMaterialAssets,\n ensureImportedEditorSceneMaterialDefaults,\n findEditorSceneMaterialAsset,\n formatEditorSceneMaterialSlotLabel,\n getArtistMaterialInspectorText,\n hasEditorSceneMaterialAsset,\n isEditorSceneArtistMaterialPatchPath,\n isEditorSceneMaterialBindingPath,\n normalizeEditorSceneMaterialAssetValue,\n parseEditorSceneDuplicateMaterialAssetValue,\n parseEditorSceneMaterialAssetFieldPath,\n readArtistMaterialInspectorLanguage,\n reconcileEditorSceneMaterialSlotReimportBindings,\n validateEditorSceneMaterialAssetFieldValue,\n type ArtistMaterialInspectorText,\n type EditorSceneAssetMeshSelectionTarget,\n type MaterialInspectorServices,\n collectEditorSceneChildMaterialSlots,\n createEditorSceneAssetMeshSelectionId,\n createTexturePickerControlOptions,\n findEditorSceneInspectorTextureAssetFromContext,\n getEditorSceneSlotSelectionKey,\n resolveEditorSceneAssetMeshSelectionTarget,\n isEditorSceneAssetMeshWritablePath,\n patchEditorSceneMaterialAssetField,\n} from '../material-binding/index';\nimport {\n addEditorScenePrefabAsset,\n addEditorSceneMaterialAssetAndBindPrefabOverride,\n createEditorScenePrefabBrowserAssetItems,\n createEditorScenePrefabStageInspectorObject,\n createPrefabInstanceInspectorSection,\n normalizeEditorScenePrefabAssetFieldValue,\n normalizeEditorScenePrimitiveShape,\n patchEditorScenePrefabAssetField,\n replaceEditorScenePrefabAsset,\n validateEditorScenePrefabAssetFieldValue,\n type EditorScenePrefabStageInspectorContext,\n type PrefabInspectorServices,\n} from '../prefab-stage/index';\nimport {\n createPlayableEditorSceneMarkerGraphFacade,\n isEditorSceneMarkerGameObject,\n type PlayableEditorSceneMarkerGraphFacade,\n} from '../marker-scene/index';\nimport {\n createPlayableEditorSceneHierarchyFacade,\n createPlayableEditorSceneFieldMutationOptions,\n createPlayableEditorSceneObjectCommandFacade,\n collectEditorSceneSubtreeIdList,\n createEditorSceneGameObjectGuid,\n createUniqueEditorSceneGameObjectId,\n ensureEditorSceneGameObjectGuids,\n findEditorSceneGameObject,\n isEditorSceneCameraGameObject as isCameraGameObject,\n isEditorSceneLightGameObject as isLightGameObject,\n isEditorSceneProtectedSystemGameObject as isProtectedSystemGameObject,\n isEditorSceneProtectedSystemGameObjectId as isProtectedSystemGameObjectId,\n isEditorSceneRootTransformPath,\n isEditorSceneSelectableHierarchyId,\n normalizeEditorSceneRootTransformDocument,\n resolveEditorSceneRootContainerId,\n toEditorSceneLocalTransformForParent,\n type PlayableEditorSceneObjectCommandServices,\n} from '../session/index';\nimport {\n createEditorSceneDocumentInspectorProperty,\n createEditorSceneDocumentInspectorSections,\n createPlayableEditorSceneInspectorMultiObject,\n createPlayableEditorSceneInspectorObject,\n createPlayableEditorSceneInspectorSections,\n createPlayableEditorSceneMarkerInspectorSection,\n createPlayableEditorSceneOutlineInspectorSection,\n createEditorSceneCameraInspectorSection,\n createEditorSceneLightInspectorSections,\n createEditorScenePlayableFieldInspectorExtraValidator,\n createEditorSceneRuntimeInspectorSectionsForDocument,\n createEditorSceneRuntimeInspectorSnapshot,\n normalizeEditorScenePlayableInspectorValue,\n validateEditorSceneFieldInspectorValue,\n type EditorSceneFieldInspectorExtraValidator,\n type EditorSceneRuntimeDocumentInspectorServices,\n type EditorSceneRuntimeInspectorSnapshot,\n} from '../inspector/index';\nimport {\n} from '../serialized-property/index';\nimport {\n createPlayableEditorSceneInspectorPropertyPatch,\n patchPlayableEditorSceneGameObjectFieldWithServices,\n patchPlayableEditorSceneGameObjectsFieldWithServices,\n type PlayableEditorSceneInspectorPropertyPatchResult,\n type PlayableEditorScenePropertyPatchServices,\n} from '../session/property-patches';\nimport { createFpsGameEditorDeclarativeGroundDecalSceneFeature } from './ground-decal-scene-feature';\nimport {\n createPlayableEditorSceneSessionFacade,\n type PlayableEditorSceneSessionFacade,\n} from './scene-session';\nimport {\n ensurePlayableEditorSceneEnvironmentDefaultsCore,\n patchPlayableEditorSceneDirectionalLightAngleField,\n isBlockedPlayableEditorSceneSystemFieldPatch,\n reducePlayableEditorSceneDocumentCore,\n type PlayableEditorSceneFieldMutationServices,\n type PlayableEditorSceneReducerCoreServices,\n type PlayableEditorSceneReducerSystemDefaultServices,\n} from '../session/reducer-core';\nimport {\n DEFAULT_EDITOR_SCENE_CAMERA,\n DEFAULT_EDITOR_SCENE_ENVIRONMENT_LIGHT,\n DEFAULT_EDITOR_SCENE_SUN_LIGHT,\n createDefaultEditorSceneCameraGameObject,\n createDefaultEditorSceneEnvironmentLightGameObject,\n createDefaultEditorSceneSunLightGameObject,\n createEditorSceneIdentityTransformComponent,\n hasInvalidEditorSceneCameraRelationships,\n mergeEditorSceneCameraDefaults,\n mergeEditorSceneLightDefaults,\n normalizeEditorSceneCameraAfterFieldPatch,\n normalizeEditorSceneCameraGameObject,\n normalizeEditorScenePlainTransformGameObject,\n normalizeEditorSceneSystemLightGameObject,\n} from '../session/system-defaults';\nimport {\n createEditorSceneReadonlyInspectorProperty,\n} from '../inspector/readonly';\nimport {\n getEditorSceneAuthoringSourceRef,\n} from '../authoring/source';\nimport {\n isEditorSceneLightDirectionAnglePath,\n} from '../inspector/light-fields';\nimport {\n EDITOR_SCENE_ROOT_TRANSFORM,\n type PlayableEditorSceneDocumentPatch,\n} from '../session/index';\nimport {\n type EditorSceneAsset,\n type EditorSceneAssetLibraryItem,\n type EditorSceneDocument,\n type EditorSceneGameObject,\n type EditorSceneNodeKind,\n readEditorSceneNodeKind,\n} from '../document/index';\ntype PlayableLocalEditorMarkerGraphCommand = EditorCoreMarkerGraphCommand;\n\nexport interface FpsGameEditorStandardSceneFeatureContribution<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TContext,\n> {\n normalizeInspectorValue?: (path: string, value: unknown) => unknown;\n validateInspectorField?: (input: {\n document: TDocument | null;\n gameObject: TGameObject | null;\n path: string;\n value: unknown;\n }) => InspectorValidationResult | null;\n isInspectorPatchPath?: (path: string) => boolean;\n isProjectionPath?: (path: string) => boolean;\n normalizeDocumentAfterCommand?: (document: TDocument, command: DocumentCommand<TDocument, TPatch>) => TDocument;\n normalizeAfterFieldPatch?: (document: TDocument, targetId: string, path: string, value: unknown) => TDocument;\n fieldMutation?: Partial<Pick<\n PlayableEditorSceneFieldMutationServices<TDocument, TGameObject>,\n 'isCustomTransformType' | 'applyCustomTransformType' | 'clearCustomTransformState' | 'patchCustomTransformField'\n >>;\n createInspectorPropertyPatch?: (input: {\n document: TDocument;\n gameObject: TGameObject;\n path: string;\n value: unknown;\n collectChangedIds: () => string[];\n }) => PlayableEditorSceneInspectorPropertyPatchResult<TPatch> | null;\n patchGameObjectField?: (input: {\n document: TDocument;\n targetId: string;\n path: string;\n value: unknown;\n }) => TDocument | null;\n patchGameObjectsField?: (input: {\n document: TDocument;\n targetIds: readonly string[];\n path: string;\n value: unknown;\n patchSingle: (document: TDocument, targetId: string, path: string, value: unknown) => TDocument;\n }) => TDocument | null;\n reducePatch?: (input: {\n document: TDocument;\n patch: Record<string, unknown>;\n command: DocumentCommand<TDocument, TPatch>;\n }) => TDocument | null;\n createHierarchyPatch?: (document: TDocument, featureId: string) => FpsGameEditorStandardScenePatchResult<TPatch> | null;\n createInspectorSections?: (input: {\n document: TDocument;\n gameObject: TGameObject;\n nodeKind: EditorSceneNodeKind;\n context: TContext;\n createDocumentInspectorProperty: FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, EditorSceneAssetLibraryItem, TContext>['createDocumentInspectorProperty'];\n }) => Array<InspectorSection<TDocument> | null | undefined>;\n createMultiInspectorSection?: (input: {\n document: TDocument;\n targetIds: string[];\n activeId: string | null;\n context: TContext;\n }) => InspectorSection<TDocument> | null;\n resolveMultiInspectorTargetIds?: (document: TDocument, targetIds: readonly string[]) => string[];\n isSerializedMultiFieldPath?: (path: string) => boolean;\n isSerializedMultiProjectionPath?: (path: string) => boolean;\n getSerializedMultiProbeValue?: (path: string) => unknown;\n canPatchSerializedMultiField?: (input: {\n document: TDocument;\n targetId: string;\n path: string;\n value: unknown;\n }) => boolean;\n}\n\nexport interface FpsGameEditorStandardSceneAssemblyOptions<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAssetItem extends EditorSceneAssetLibraryItem,\n TContext extends { textureAssets?: readonly { id: string; label: string; url: string; meta?: string }[] } = {\n textureAssets?: readonly { id: string; label: string; url: string; meta?: string }[];\n },\n> {\n markerTypes: readonly SpatialMarkerTypeDefinition[];\n relationTypes: readonly SpatialRelationTypeDefinition[];\n formatMarkerTypeLabel?: (type: string, fallback: string) => string;\n getRenderingProfile: () => { shadows: { defaultMode: string } };\n resolveFieldSchema?: (path: string, nodeKind: EditorSceneNodeKind) => EditorSceneFieldSchemaEntry | null;\n features?: readonly { id: string; config: unknown; scene?: unknown }[];\n resolveFeatureSceneContribution?: (\n feature: { id: string; config: unknown; scene?: unknown },\n ) => FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext> | null;\n createPatch: {\n gameObjectField(targetId: string, path: string, value: unknown): TPatch;\n gameObjectFieldBatch(fields: Array<{ targetId: string; path: string; value: unknown }>): TPatch;\n materialAssetField(materialAssetId: string, path: string, value: unknown): TPatch;\n markerGraph(command: PlayableLocalEditorMarkerGraphCommand): TPatch;\n };\n clearFeatureStateFromSystemObject?: (next: TGameObject, original: TGameObject) => TGameObject;\n}\n\nexport interface FpsGameEditorStandardScenePatchResult<TPatch> {\n patch: TPatch;\n label: string;\n changedId?: string;\n changedIds: string[];\n reprojectIds?: string[];\n createdId?: string;\n selectId?: string | null;\n}\n\nexport function resolveFpsGameEditorFeatureSceneContribution<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TContext,\n>(\n feature: { id: string; config: unknown; scene?: unknown },\n getDocumentInspectorPropertyFactory?: () => unknown,\n): FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext> | null {\n if (!feature.scene || typeof feature.scene !== 'object' || Array.isArray(feature.scene)) return null;\n const descriptor = feature.scene as { kind?: unknown; contribution?: unknown };\n if (descriptor.kind !== feature.id) return null;\n const direct = readDirectStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>(descriptor.contribution);\n if (direct) return direct;\n return getDocumentInspectorPropertyFactory\n ? createFpsGameEditorDeclarativeGroundDecalSceneFeature<TPatch>(feature as any, getDocumentInspectorPropertyFactory) as any\n : null;\n}\n\nexport interface FpsGameEditorStandardSceneAssembly<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAssetItem extends EditorSceneAssetLibraryItem,\n TContext,\n> {\n defaults: {\n camera: typeof DEFAULT_EDITOR_SCENE_CAMERA;\n sunLight: typeof DEFAULT_EDITOR_SCENE_SUN_LIGHT;\n environmentLight: typeof DEFAULT_EDITOR_SCENE_ENVIRONMENT_LIGHT;\n };\n reduceDocument(document: TDocument, command: DocumentCommand<TDocument, TPatch>): TDocument;\n ensureEnvironmentDefaults(document: TDocument): TDocument;\n isSelectableHierarchyId(document: TDocument, id: string): boolean;\n getHierarchyItems: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['getHierarchyItems'];\n normalizeHierarchyDocument: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['normalizeHierarchyDocument'];\n createRenamePatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createRenamePatch'];\n createCreateGroupPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createCreateGroupPatch'];\n createCreatePrimitivePatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createCreatePrimitivePatch'];\n createDeleteSubtreePatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createDeleteSubtreePatch'];\n createReparentPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createReparentPatch'];\n createHierarchyMovePatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createHierarchyMovePatch'];\n createGroupSelectionPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createGroupSelectionPatch'];\n createDuplicateSelectionPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createDuplicateSelectionPatch'];\n createPlacedAssetPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createPlacedAssetPatch'];\n validateReparent: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['validateReparent'];\n validateHierarchyMove: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['validateHierarchyMove'];\n validateGroupSelection: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['validateGroupSelection'];\n collectSubtreeIds(document: TDocument, rootIds: string[]): string[];\n createFeatureHierarchyPatch(document: TDocument, featureId: string): FpsGameEditorStandardScenePatchResult<TPatch> | null;\n createInspectorPropertyPatch(input: { document: TDocument; targetId: string; path: string; value: unknown }): PlayableEditorSceneInspectorPropertyPatchResult<TPatch> | null;\n patchGameObjectField(document: TDocument, targetId: string, path: string, value: unknown): TDocument;\n patchGameObjectsField(document: TDocument, targetIds: readonly string[], path: string, value: unknown): TDocument;\n canCreateSerializedMultiPropertyPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['canCreateSerializedMultiPropertyPatch'];\n createSerializedMultiPropertyPatch: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createSerializedMultiPropertyPatch'];\n createBrowserAssetItems: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['createBrowserAssetItems'];\n addAssetLibraryItemToDocument: PlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>['addAssetLibraryItemToDocument'];\n getInspectorObject(document: TDocument, targetId: string, context?: TContext): InspectorObject<TDocument> | null;\n getInspectorMultiObject(document: TDocument, targetIds: string[], activeId: string | null, context?: TContext): InspectorObject<TDocument> | null;\n getPrefabStageInspectorObject(document: TDocument, descriptor: { assetId: string; label: string; sourceAssetId?: string }, selectedItemId: string | null, context?: TContext & EditorScenePrefabStageInspectorContext): InspectorObject<TDocument> | null;\n getRuntimeInspectorSections(context: { document: TDocument; targetIds?: string[]; activeId: string | null; projectionNode?: unknown | null; projectedRoot?: unknown }): InspectorSection<TDocument>[];\n createRuntimeInspectorSnapshot(context: { projectionNode?: unknown | null; projectedRoot?: unknown }): EditorSceneRuntimeInspectorSnapshot;\n createDocumentInspectorProperty(document: TDocument | null, nodeKind: EditorSceneNodeKind, property: Omit<InspectorProperty<TDocument>, 'readOnly' | 'persistence' | 'validate'>): InspectorProperty<TDocument>;\n getMarkerGraph(document: TDocument): SpatialMarkerGraph;\n getMarkerTypeCatalog(document?: TDocument): SpatialMarkerTypeDefinition[];\n getRelationTypeCatalog(): SpatialRelationTypeDefinition[];\n createMarkerGraphPatch(document: TDocument, command: PlayableLocalEditorMarkerGraphCommand): FpsGameEditorStandardScenePatchResult<TPatch> | null;\n reduceMarkerGraphPatch(document: TDocument, command: PlayableLocalEditorMarkerGraphCommand): TDocument;\n syncMarkerGraphDocument(document: TDocument): TDocument;\n resolveMarkerKind(document: TDocument, markerType: string, authoredKind?: string): string;\n assertMaterialAssetIntegrity: typeof assertEditorSceneMaterialAssetIntegrity;\n}\n\nexport function createFpsGameEditorStandardSceneAssembly<\n TDocument extends EditorSceneDocument<TGameObject, TAsset>,\n TGameObject extends EditorSceneGameObject,\n TPatch extends PlayableEditorSceneDocumentPatch<any, any, any, any, any, any>,\n TAssetItem extends EditorSceneAssetLibraryItem,\n TAsset extends EditorSceneAsset = TDocument['assets'][number],\n TContext extends { textureAssets?: readonly { id: string; label: string; url: string; meta?: string }[] } = {\n textureAssets?: readonly { id: string; label: string; url: string; meta?: string }[];\n },\n>(options: FpsGameEditorStandardSceneAssemblyOptions<TDocument, TGameObject, TPatch, TAssetItem, TContext>): FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAssetItem, TContext> {\n const featureContributions = (options.features ?? []).flatMap((configuredFeature) => {\n const resolved = options.resolveFeatureSceneContribution?.(configuredFeature)\n ?? resolveFpsGameEditorFeatureSceneContribution<TDocument, TGameObject, TPatch, TContext>(\n configuredFeature,\n () => createDocumentInspectorProperty,\n )\n ?? readDirectStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>(configuredFeature.scene);\n return resolved ? [resolved] : [];\n });\n const feature = composeStandardSceneFeatureContributions(featureContributions);\n const markerFacade = createPlayableEditorSceneMarkerGraphFacade<TDocument, TPatch>({\n options: { builtInMarkerTypes: options.markerTypes },\n createPatch: options.createPatch.markerGraph,\n getMarkerTypeCatalogFromGraph: graph => mergeMarkerTypeCatalog(options.markerTypes, graph),\n });\n const findGameObject = (document: TDocument, id: string | null | undefined): TGameObject | null => (\n id ? (findEditorSceneGameObject(document, id) as TGameObject | null) : null\n );\n const extraValidators = (): ReadonlyArray<EditorSceneFieldInspectorExtraValidator<TDocument, EditorSceneNodeKind>> => [\n input => feature?.validateInspectorField?.({\n document: input.document ?? null,\n gameObject: input.document\n ? findGameObject(input.document, (input as { targetId?: string }).targetId)\n : null,\n path: input.path,\n value: input.value,\n }) ?? null,\n input => validateProjectFieldSchema(\n options.resolveFieldSchema?.(input.path, input.nodeKind) ?? null,\n input.path,\n input.value,\n ),\n createEditorScenePlayableFieldInspectorExtraValidator<TDocument, TGameObject>({\n hasMaterialAsset: hasEditorSceneMaterialAsset as any,\n isMarkerGameObject: isEditorSceneMarkerGameObject as any,\n isDirectionalLightAnglePath: isEditorSceneLightDirectionAnglePath,\n }),\n ];\n const normalizeValue = (path: string, value: unknown): unknown => (\n feature?.normalizeInspectorValue?.(path, value)\n ?? normalizeEditorScenePlayableInspectorValue(path, value, { isDirectionalLightAnglePath: isEditorSceneLightDirectionAnglePath })\n );\n const validateValue = (document: TDocument, gameObject: TGameObject, path: string, value: unknown): InspectorValidationResult => {\n if (isEditorSceneLightDirectionAnglePath(path) && gameObject.light?.type !== 'directional') {\n return { ok: false, message: `Unsupported scene node field: ${path}.` };\n }\n const custom = feature?.validateInspectorField?.({ document, gameObject, path, value });\n if (custom) return custom;\n return validateEditorSceneFieldInspectorValue({\n document,\n path,\n nodeKind: readNodeKind(gameObject),\n value,\n extraValidators: extraValidators(),\n });\n };\n const createDocumentInspectorProperty = (\n document: TDocument | null,\n nodeKind: EditorSceneNodeKind,\n property: Omit<InspectorProperty<TDocument>, 'readOnly' | 'persistence' | 'validate'>,\n ): InspectorProperty<TDocument> => createEditorSceneDocumentInspectorProperty({\n document,\n nodeKind,\n property,\n extraValidators: extraValidators(),\n });\n const systemDefaults = createSystemDefaultServices<TGameObject>(options.clearFeatureStateFromSystemObject);\n const fieldMutationServices: PlayableEditorSceneFieldMutationServices<TDocument, TGameObject> = {\n systemDefaults,\n normalizeFieldValue: normalizeValue,\n validateField: validateValue,\n normalizePrimitiveShape: normalizeEditorScenePrimitiveShape,\n findGameObject,\n isCameraGameObject: isCameraGameObject as any,\n isLightGameObject: isLightGameObject as any,\n isProtectedSystemGameObject: isProtectedSystemGameObject as any,\n hasCamera: (document, exceptId) => document.scene.gameObjects.some((object: TGameObject) => object.id !== exceptId && isCameraGameObject(object)),\n ...feature?.fieldMutation,\n };\n const propertyPatchServices = createPropertyPatchServices(options, markerFacade, fieldMutationServices, findGameObject, normalizeValue, validateValue, feature);\n const patchGameObjectField = (document: TDocument, targetId: string, path: string, value: unknown): TDocument => (\n patchPlayableEditorSceneGameObjectFieldWithServices(document, targetId, path, value, propertyPatchServices as any)\n );\n const patchGameObjectsField = (document: TDocument, targetIds: readonly string[], path: string, value: unknown): TDocument => (\n patchPlayableEditorSceneGameObjectsFieldWithServices(document, targetIds, path, value, propertyPatchServices as any)\n );\n const reducerServices = createReducerServices(options, markerFacade, fieldMutationServices, patchGameObjectField, patchGameObjectsField, feature);\n const hierarchyFacade = createHierarchyFacade<TDocument, TGameObject, TPatch>(markerFacade);\n const objectCommandServices: PlayableEditorSceneObjectCommandServices<TDocument, TGameObject, TPatch> = {\n isRootTransformPath: isEditorSceneRootTransformPath,\n validateSerializedPropertyField: input => validateValue(input.document, input.gameObject as TGameObject, input.path, input.value),\n findGameObject,\n isCameraGameObject: isCameraGameObject as any,\n isLightGameObject: isLightGameObject as any,\n isSerializedMultiFieldPath: path => isStandardSerializedMultiFieldPath(path, feature),\n isSerializedMultiProjectionPath: path => isStandardSerializedMultiProjectionPath(path, feature),\n getSerializedMultiPropertyProbeValue: path => getStandardSerializedMultiProbeValue(path, feature),\n canPatchCustomSerializedMultiField: input => feature?.canPatchSerializedMultiField?.(input) ?? true,\n createInspectorPropertyPatch: input => createPlayableEditorSceneInspectorPropertyPatch(input, propertyPatchServices as any),\n createFieldBatchPatch: options.createPatch.gameObjectFieldBatch,\n };\n const sessionFacade = createPlayableEditorSceneSessionFacade<TDocument, TGameObject, TPatch, TAssetItem>({\n hierarchyFacade,\n objectCommandServices,\n assetPlacementServices: {\n createGameObjectGuid: createEditorSceneGameObjectGuid,\n resolveLocalTransform: ({ document, parentId, worldTransform }) => toEditorSceneLocalTransformForParent(document, parentId ?? undefined, worldTransform),\n },\n });\n const runtimeInspectorServices: EditorSceneRuntimeDocumentInspectorServices<TDocument, TGameObject> = {\n findGameObject,\n hasModelRenderer: gameObject => !!gameObject.components?.some(component => component.type === 'ModelRenderer'),\n readNodeKind,\n };\n const assembly = {} as FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAssetItem, TContext>;\n Object.assign(assembly, {\n defaults: {\n camera: DEFAULT_EDITOR_SCENE_CAMERA,\n sunLight: DEFAULT_EDITOR_SCENE_SUN_LIGHT,\n environmentLight: DEFAULT_EDITOR_SCENE_ENVIRONMENT_LIGHT,\n },\n reduceDocument: (document: TDocument, command: DocumentCommand<TDocument, TPatch>) => reducePlayableEditorSceneDocumentCore(document, command, reducerServices),\n ensureEnvironmentDefaults: (document: TDocument) => ensurePlayableEditorSceneEnvironmentDefaultsCore(document, reducerServices),\n isSelectableHierarchyId: (document: TDocument, id: string) => isEditorSceneSelectableHierarchyId(document, id, { resolveAssetMeshSelectionTarget: resolveEditorSceneAssetMeshSelectionTarget as any }),\n getHierarchyItems: sessionFacade.getHierarchyItems,\n normalizeHierarchyDocument: sessionFacade.normalizeHierarchyDocument,\n createRenamePatch: sessionFacade.createRenamePatch,\n createCreateGroupPatch: sessionFacade.createCreateGroupPatch,\n createCreatePrimitivePatch: sessionFacade.createCreatePrimitivePatch,\n createDeleteSubtreePatch: sessionFacade.createDeleteSubtreePatch,\n createReparentPatch: sessionFacade.createReparentPatch,\n createHierarchyMovePatch: sessionFacade.createHierarchyMovePatch,\n createGroupSelectionPatch: sessionFacade.createGroupSelectionPatch,\n createDuplicateSelectionPatch: sessionFacade.createDuplicateSelectionPatch,\n createPlacedAssetPatch: sessionFacade.createPlacedAssetPatch,\n validateReparent: sessionFacade.validateReparent,\n validateHierarchyMove: sessionFacade.validateHierarchyMove,\n validateGroupSelection: sessionFacade.validateGroupSelection,\n collectSubtreeIds: collectEditorSceneSubtreeIdList,\n createFeatureHierarchyPatch: (document: TDocument, featureId: string) => feature?.createHierarchyPatch?.(document, featureId) ?? null,\n createInspectorPropertyPatch: (input: { document: TDocument; targetId: string; path: string; value: unknown }) => createPlayableEditorSceneInspectorPropertyPatch(input, propertyPatchServices as any),\n patchGameObjectField,\n patchGameObjectsField,\n canCreateSerializedMultiPropertyPatch: sessionFacade.canCreateSerializedMultiPropertyPatch,\n createSerializedMultiPropertyPatch: sessionFacade.createSerializedMultiPropertyPatch,\n createBrowserAssetItems: sessionFacade.createBrowserAssetItems,\n addAssetLibraryItemToDocument: sessionFacade.addAssetLibraryItemToDocument,\n getInspectorObject: (document: TDocument, targetId: string, context: TContext = {} as TContext) => createStandardInspectorObject(assembly, options, markerFacade, document, targetId, context, createDocumentInspectorProperty, findGameObject, extraValidators, feature),\n getInspectorMultiObject: (document: TDocument, targetIds: string[], activeId: string | null, context: TContext = {} as TContext) => createStandardMultiInspectorObject(document, targetIds, activeId, context, featureContributions),\n getPrefabStageInspectorObject: (document: TDocument, descriptor: { assetId: string; label: string; sourceAssetId?: string }, selectedItemId: string | null, context: TContext & EditorScenePrefabStageInspectorContext = {} as TContext & EditorScenePrefabStageInspectorContext) => createEditorScenePrefabStageInspectorObject(document, descriptor, selectedItemId, context, {\n createIdentityTransformComponent: createEditorSceneIdentityTransformComponent,\n mergeLightDefaults: mergeEditorSceneLightDefaults,\n defaultShadowMode: toPrefabShadowMode(options.getRenderingProfile().shadows.defaultMode),\n sunLightId: 'sun_light',\n normalizePrefabAssetFieldValue: normalizeEditorScenePrefabAssetFieldValue,\n validatePrefabAssetFieldValue: validateEditorScenePrefabAssetFieldValue,\n } as PrefabInspectorServices) as InspectorObject<TDocument> | null,\n getRuntimeInspectorSections: (context: { document: TDocument; targetIds?: string[]; activeId: string | null; projectionNode?: unknown | null; projectedRoot?: unknown }) => createEditorSceneRuntimeInspectorSectionsForDocument({ ...context, sourceRef: getEditorSceneAuthoringSourceRef(context.document) }, runtimeInspectorServices),\n createRuntimeInspectorSnapshot: (context: { projectionNode?: unknown | null; projectedRoot?: unknown }) => createEditorSceneRuntimeInspectorSnapshot({ projectedRoot: context.projectedRoot, projectionNode: context.projectionNode ?? null }),\n createDocumentInspectorProperty,\n getMarkerGraph: markerFacade.getMarkerGraph,\n getMarkerTypeCatalog: markerFacade.getMarkerTypeCatalog,\n getRelationTypeCatalog: () => options.relationTypes.map(entry => structuredClone(entry)),\n createMarkerGraphPatch: markerFacade.createMarkerGraphPatch,\n reduceMarkerGraphPatch: markerFacade.reduceMarkerGraphPatch,\n syncMarkerGraphDocument: markerFacade.syncMarkerGraphDocument,\n resolveMarkerKind: markerFacade.resolveMarkerKind,\n assertMaterialAssetIntegrity: assertEditorSceneMaterialAssetIntegrity,\n });\n return assembly;\n}\n\nfunction createSystemDefaultServices<TGameObject extends EditorSceneGameObject>(\n clearFeatureState?: (next: TGameObject, original: TGameObject) => TGameObject,\n): PlayableEditorSceneReducerSystemDefaultServices<TGameObject> {\n const normalize = (base: (gameObject: EditorSceneGameObject) => EditorSceneGameObject) => (gameObject: TGameObject): TGameObject => {\n const next = base(gameObject) as TGameObject;\n return clearFeatureState?.(next, gameObject) ?? next;\n };\n return {\n environmentLightId: 'environment_light',\n sunLightId: 'sun_light',\n horizontalLightAnglePath: 'light.directionHorizontalAngleDeg',\n elevationLightAnglePath: 'light.directionElevationAngleDeg',\n normalizeEnvironmentLightGameObject: gameObject => normalize(value => normalizeEditorSceneSystemLightGameObject(value, 'hemispheric'))(gameObject),\n normalizeSunLightGameObject: gameObject => normalize(value => normalizeEditorSceneSystemLightGameObject(value, 'directional'))(gameObject),\n normalizeCameraGameObject: normalize(normalizeEditorSceneCameraGameObject),\n normalizePlainTransformGameObject: normalize(normalizeEditorScenePlainTransformGameObject),\n createDefaultCameraGameObject: createDefaultEditorSceneCameraGameObject as any,\n createDefaultEnvironmentLightGameObject: createDefaultEditorSceneEnvironmentLightGameObject as any,\n createDefaultSunLightGameObject: createDefaultEditorSceneSunLightGameObject as any,\n mergeCameraDefaults: mergeEditorSceneCameraDefaults as any,\n normalizeCameraAfterFieldPatch: normalizeEditorSceneCameraAfterFieldPatch as any,\n hasInvalidCameraRelationships: hasInvalidEditorSceneCameraRelationships as any,\n mergeLightDefaults: mergeEditorSceneLightDefaults as any,\n };\n}\n\nfunction createReducerServices<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch>(\n options: FpsGameEditorStandardSceneAssemblyOptions<TDocument, TGameObject, TPatch, any, any>,\n markerFacade: PlayableEditorSceneMarkerGraphFacade<TDocument, TPatch>,\n fieldMutationServices: PlayableEditorSceneFieldMutationServices<TDocument, TGameObject>,\n patchGameObjectField: (document: TDocument, targetId: string, path: string, value: unknown) => TDocument,\n patchGameObjectsField: (document: TDocument, targetIds: readonly string[], path: string, value: unknown) => TDocument,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, any>,\n): PlayableEditorSceneReducerCoreServices<TDocument, TGameObject> {\n return {\n ...fieldMutationServices,\n normalizeRootTransformDocument: normalizeEditorSceneRootTransformDocument as any,\n syncMarkerGraphDocument: markerFacade.syncMarkerGraphDocument,\n ensureGameObjectGuids: ensureEditorSceneGameObjectGuids as any,\n normalizeDocumentAfterCommand: (document, command) => feature?.normalizeDocumentAfterCommand?.(document, command as DocumentCommand<TDocument, TPatch>) ?? document,\n patchMaterialAssetField: (document, id, path, value) => patchEditorSceneMaterialAssetField(document as any, id, path, value) as TDocument,\n addMaterialAsset: (document, asset) => addEditorSceneMaterialAsset(document as any, asset as any) as TDocument,\n deleteMaterialAsset: (document, id) => deleteDefaultEditorSceneMaterialAsset(document as any, id) as TDocument,\n addMaterialAssetAndBind: (document, targetId, path, asset) => addEditorSceneMaterialAssetAndBind(document as any, targetId, path, asset as any) as TDocument,\n addPrefabAsset: (document, prefab, source) => addEditorScenePrefabAsset(document as any, prefab as any, source as any) as TDocument,\n patchPrefabAssetField: (document, assetId, path, value) => patchEditorScenePrefabAssetField(document as any, assetId, path, value) as TDocument,\n replacePrefabAsset: (document, assetId, prefab) => replaceEditorScenePrefabAsset(document as any, assetId, prefab as any) as TDocument,\n addMaterialAssetAndBindPrefabOverride: (document, assetId, path, asset) => addEditorSceneMaterialAssetAndBindPrefabOverride(document as any, assetId, path, asset as any) as TDocument,\n patchGameObjectField,\n patchGameObjectsField,\n reduceExtensionPatch: ({ document, patch, command }) => {\n if (patch.kind === 'game-object.field-batch' && Array.isArray(patch.fields)) {\n return (patch.fields as Array<{ targetId: string; path: string; value: unknown }>).reduce(\n (next, field) => patchGameObjectsField(next, [field.targetId], field.path, field.value),\n document,\n );\n }\n return feature?.reducePatch?.({ document, patch, command: command as DocumentCommand<TDocument, TPatch> }) ?? null;\n },\n isCustomFieldPatchPath: feature?.isInspectorPatchPath,\n reduceMarkerGraphPatch: (document, command) => markerFacade.reduceMarkerGraphPatch(document, command as PlayableLocalEditorMarkerGraphCommand),\n isDirectionalLightAnglePath: isEditorSceneLightDirectionAnglePath,\n validateSerializedPropertyField: input => fieldMutationServices.validateField(input.document, input.gameObject as TGameObject, input.path, input.value),\n createGameObjectGuid: createEditorSceneGameObjectGuid,\n createUniqueId: createUniqueEditorSceneGameObjectId,\n resolveLocalTransform: ({ document, parentId, worldTransform }) => toEditorSceneLocalTransformForParent(document, parentId ?? undefined, worldTransform),\n resolveRootContainerId: resolveEditorSceneRootContainerId,\n ensureDefaultMaterialAssets: ensureDefaultEditorSceneMaterialAssets as any,\n reconcileMaterialSlotReimportBindings: reconcileEditorSceneMaterialSlotReimportBindings as any,\n ensureImportedMaterialDefaults: ensureImportedEditorSceneMaterialDefaults as any,\n };\n}\n\nfunction createPropertyPatchServices<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch>(\n options: FpsGameEditorStandardSceneAssemblyOptions<TDocument, TGameObject, TPatch, any, any>,\n markerFacade: PlayableEditorSceneMarkerGraphFacade<TDocument, TPatch>,\n fieldMutationServices: PlayableEditorSceneFieldMutationServices<TDocument, TGameObject>,\n findGameObject: (document: TDocument, id: string | null | undefined) => TGameObject | null,\n normalizeValue: (path: string, value: unknown) => unknown,\n validateValue: (document: TDocument, gameObject: TGameObject, path: string, value: unknown) => InspectorValidationResult,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, any>,\n): PlayableEditorScenePropertyPatchServices<TDocument, TGameObject, TPatch, any> {\n return {\n fieldMutationOptions: createPlayableEditorSceneFieldMutationOptions(fieldMutationServices),\n findGameObject,\n normalizeValue,\n validateValue,\n blockFieldPatch: (document, targetId, path, value) => isBlockedPlayableEditorSceneSystemFieldPatch(document, targetId, path, value, fieldMutationServices),\n isRootTransformPath: isEditorSceneRootTransformPath,\n resolveAssetMeshSelectionTarget: resolveEditorSceneAssetMeshSelectionTarget as any,\n isAssetMeshWritablePath: isEditorSceneAssetMeshWritablePath,\n parseDuplicateMaterialAssetValue: parseEditorSceneDuplicateMaterialAssetValue,\n isMaterialBindingPath: isEditorSceneMaterialBindingPath,\n isMaterialBindingPathAllowed: (gameObject, path) => isEditorSceneMaterialBindingPath(path) && (!!options.resolveFieldSchema?.(path, readNodeKind(gameObject)) || path.startsWith('overrides.materialSlotBindings.')),\n findMaterialAssetName: (document, id) => findEditorSceneMaterialAsset(document as any, id)?.name ?? null,\n parseMaterialAssetFieldPath: parseEditorSceneMaterialAssetFieldPath,\n normalizeMaterialAssetValue: normalizeEditorSceneMaterialAssetValue,\n hasMaterialAsset: hasEditorSceneMaterialAsset as any,\n validateMaterialAssetFieldValue: validateEditorSceneMaterialAssetFieldValue,\n collectMaterialAssetBindingIds: collectEditorSceneMaterialAssetBindingIds as any,\n isMarkerGameObject: isEditorSceneMarkerGameObject as any,\n createMarkerTargetUpdateCommand: markerFacade.createMarkerTargetUpdateCommand,\n createMarkerTypeUpdateCommand: markerFacade.createMarkerTypeUpdateCommand,\n createMarkerGraphPatch: options.createPatch.markerGraph as any,\n isDirectionalLightAnglePath: isEditorSceneLightDirectionAnglePath,\n createDirectionalLightPatch: options.createPatch.gameObjectField,\n patchDirectionalLightAngleField: (document, targetId, path, value) => patchPlayableEditorSceneDirectionalLightAngleField(document, targetId, path, value, fieldMutationServices),\n createCustomInspectorPropertyPatch: ({ document, gameObject, path, value }) => feature?.createInspectorPropertyPatch?.({\n document,\n gameObject,\n path,\n value,\n collectChangedIds: () => collectEditorSceneSubtreeIdList(document, [gameObject.id]),\n }) as any ?? null,\n patchCustomGameObjectField: feature?.patchGameObjectField,\n patchCustomGameObjectsField: feature?.patchGameObjectsField,\n normalizeAfterFieldPatch: (document, targetId, path, value) => feature?.normalizeAfterFieldPatch?.(document, targetId, path, value) ?? document,\n isProjectionShapePath: isStandardProjectionPath,\n isArtistMaterialPatchPath: isEditorSceneArtistMaterialPatchPath,\n isCustomProjectionPath: feature?.isProjectionPath,\n collectChangedIdsForFieldPath: (document, targetId, path) => path.startsWith('transform.') ? collectEditorSceneSubtreeIdList(document, [targetId]) : [targetId],\n createGameObjectFieldPatch: options.createPatch.gameObjectField,\n createMaterialAssetFieldPatch: options.createPatch.materialAssetField,\n };\n}\n\nfunction createHierarchyFacade<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch>(\n markerFacade: PlayableEditorSceneMarkerGraphFacade<TDocument, TPatch>,\n) {\n return createPlayableEditorSceneHierarchyFacade<TDocument, TGameObject, TPatch>({\n findGameObject: (document, id) => id ? findEditorSceneGameObject(document, id) as TGameObject | null : null,\n resolveRootContainerId: resolveEditorSceneRootContainerId,\n isProtectedSystemGameObject: isProtectedSystemGameObject as any,\n isProtectedSystemGameObjectId: isProtectedSystemGameObjectId as any,\n decorateHierarchyItem: ({ item, gameObject }) => gameObject && isEditorSceneMarkerGameObject(gameObject)\n ? { ...item, role: 'marker', icon: 'view-overlay', canHaveChildren: false }\n : item,\n collectHierarchyItemChildren: ({ gameObject, document }) => {\n if (readNodeKind(gameObject) === 'primitive') return [];\n return collectEditorSceneChildMaterialSlots(document as any, gameObject as any).map((slot: any, index: number): SceneGraphTreeItem => ({\n id: createEditorSceneAssetMeshSelectionId(gameObject.id, getEditorSceneSlotSelectionKey(slot)),\n label: slot.label || formatEditorSceneMaterialSlotLabel(slot.ownerNodePath, index, getArtistMaterialInspectorText(readArtistMaterialInspectorLanguage(gameObject))),\n parentId: gameObject.id,\n role: 'object',\n icon: 'material-slot',\n selectable: true,\n protected: false,\n canHaveChildren: false,\n renamable: false,\n deletable: false,\n draggable: false,\n }));\n },\n });\n}\n\nfunction createStandardInspectorObject<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch, TAssetItem extends EditorSceneAssetLibraryItem, TContext extends { textureAssets?: readonly { id: string; label: string; url: string; meta?: string }[] }>(\n assembly: FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAssetItem, TContext>,\n options: FpsGameEditorStandardSceneAssemblyOptions<TDocument, TGameObject, TPatch, TAssetItem, TContext>,\n markerFacade: PlayableEditorSceneMarkerGraphFacade<TDocument, TPatch>,\n document: TDocument,\n targetId: string,\n context: TContext,\n createDocumentInspectorProperty: FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAssetItem, TContext>['createDocumentInspectorProperty'],\n findGameObject: (document: TDocument, id: string | null | undefined) => TGameObject | null,\n extraValidators: () => ReadonlyArray<EditorSceneFieldInspectorExtraValidator<TDocument, EditorSceneNodeKind>>,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>,\n): InspectorObject<TDocument> | null {\n return createPlayableEditorSceneInspectorObject({\n document,\n targetId,\n context,\n resolveAssetMeshSelectionTarget: resolveEditorSceneAssetMeshSelectionTarget as any,\n createAssetMeshInspectorSections: (targetDocument: TDocument, target: any, targetContext: TContext) => createEditorSceneAssetMeshInspectorSections(targetDocument as any, target as any, targetContext as any) as InspectorSection<TDocument>[],\n findGameObject,\n readNodeKind,\n isMarkerGameObject: isEditorSceneMarkerGameObject as any,\n createInspectorSections: (targetDocument: TDocument, gameObject: TGameObject, targetContext: TContext) => {\n const nodeKind = readNodeKind(gameObject);\n return createPlayableEditorSceneInspectorSections({\n document: targetDocument,\n gameObject,\n context: targetContext,\n nodeKind,\n isCameraGameObject,\n isLightGameObject,\n isMarkerGameObject: isEditorSceneMarkerGameObject as any,\n createBaseSections: () => createEditorSceneDocumentInspectorSections({\n document: targetDocument,\n gameObject,\n nodeKind,\n extraValidators: extraValidators(),\n rootTransform: EDITOR_SCENE_ROOT_TRANSFORM,\n renderingProfile: options.getRenderingProfile() as any,\n }) as InspectorSection<TDocument>[],\n createCustomSections: () => feature?.createInspectorSections?.({\n document: targetDocument,\n gameObject,\n nodeKind,\n context: targetContext,\n createDocumentInspectorProperty,\n }) ?? [],\n createCameraSection: () => createEditorSceneCameraInspectorSection({\n nodeKind,\n camera: gameObject.camera,\n rig: mergeEditorSceneCameraDefaults(gameObject.camera) as any,\n createDocumentInspectorProperty,\n }) as InspectorSection<TDocument>,\n createLightSections: () => createEditorSceneLightInspectorSections({\n nodeKind,\n gameObject,\n light: mergeEditorSceneLightDefaults(gameObject.light, gameObject.id === 'environment_light' ? 'hemispheric' : 'directional'),\n createDocumentInspectorProperty,\n normalizeValue: (path, value) => feature?.normalizeInspectorValue?.(path, value) ?? normalizeEditorScenePlayableInspectorValue(path, value),\n defaultEnvironmentGroundColor: DEFAULT_EDITOR_SCENE_ENVIRONMENT_LIGHT.groundColor,\n renderingProfile: options.getRenderingProfile() as any,\n }) as InspectorSection<TDocument>[],\n createMarkerSection: () => isEditorSceneMarkerGameObject(gameObject) ? createPlayableEditorSceneMarkerInspectorSection({\n document: targetDocument,\n gameObject,\n nodeKind,\n markerTypeCatalog: markerFacade.getMarkerTypeCatalog(targetDocument),\n resolveMarkerKind: (_document: unknown, marker: { type: string; kind?: string }) => markerFacade.resolveMarkerKind(targetDocument, marker.type, marker.kind),\n isMarkerGameObject: isEditorSceneMarkerGameObject as any,\n formatMarkerTypeLabel: options.formatMarkerTypeLabel ?? ((_type, fallback) => fallback),\n createDocumentInspectorProperty,\n } as any) as unknown as InspectorSection<TDocument> : null,\n createPrefabInstanceSection: () => createPrefabInstanceInspectorSection(targetDocument as any, gameObject as any) as InspectorSection<TDocument> | null,\n createMaterialSections: () => createArtistMaterialInspectorSections(targetDocument as any, gameObject as any, nodeKind, targetContext as any, {\n createDocumentInspectorProperty,\n } as MaterialInspectorServices) as InspectorSection<TDocument>[],\n createOutlineSection: () => createPlayableEditorSceneOutlineInspectorSection({\n nodeKind,\n outline: (gameObject.overrides as { outline?: unknown } | undefined)?.outline,\n createDocumentInspectorProperty,\n }),\n } as any) as InspectorSection<TDocument>[];\n },\n } as any) as InspectorObject<TDocument> | null;\n}\n\nfunction createStandardMultiInspectorObject<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch, TContext>(\n document: TDocument,\n targetIds: string[],\n activeId: string | null,\n context: TContext,\n features: readonly FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>[],\n): InspectorObject<TDocument> | null {\n let extraSection: InspectorSection<TDocument> | null = null;\n let fallbackTargetIds: string[] = [];\n for (const feature of features) {\n const section = feature.createMultiInspectorSection?.({ document, targetIds, activeId, context }) ?? null;\n if (!section) continue;\n extraSection = section;\n fallbackTargetIds = feature.resolveMultiInspectorTargetIds?.(document, targetIds) ?? [];\n break;\n }\n return createPlayableEditorSceneInspectorMultiObject({\n document,\n selectedIds: targetIds,\n activeId,\n extraSection,\n resolveFallbackTargetIds: () => fallbackTargetIds,\n formatFallbackLabel: ids => `${ids.length} Objects`,\n fallbackSelectionKind: 'transform',\n });\n}\n\nfunction validateProjectFieldSchema(\n schema: EditorSceneFieldSchemaEntry | null,\n path: string,\n value: unknown,\n): InspectorValidationResult | null {\n if (!schema) return null;\n if (value == null && schema.allowDelete === false) {\n return {\n ok: false,\n message: `Scene node field cannot be deleted: ${path}.`,\n };\n }\n if (!schema.validate(value)) {\n return {\n ok: false,\n message: `Invalid value for scene node field: ${path}.`,\n };\n }\n return { ok: true, value };\n}\n\nfunction mergeMarkerTypeCatalog(\n builtIns: readonly SpatialMarkerTypeDefinition[],\n graph?: SpatialMarkerGraph | null,\n): SpatialMarkerTypeDefinition[] {\n return getEditorSceneMarkerTypeCatalogFromGraph(graph, { builtInMarkerTypes: builtIns });\n}\n\nconst readNodeKind = readEditorSceneNodeKind;\n\nfunction isStandardProjectionPath(path: string): boolean {\n return path.startsWith('shadow.')\n || path === 'transformType'\n || path.startsWith('rendering.')\n || path.startsWith('primitive.')\n || path.startsWith('camera.')\n || path.startsWith('light.');\n}\n\nfunction isStandardSerializedMultiFieldPath<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch, TContext>(\n path: string,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>,\n): boolean {\n return path === 'enabled'\n || path === 'metadata.shadowInspectorLanguage'\n || path === 'shadow.cast'\n || path === 'shadow.receive'\n || path === 'shadow.mode'\n || path === 'shadow.quality'\n || feature?.isSerializedMultiFieldPath?.(path) === true;\n}\n\nfunction isStandardSerializedMultiProjectionPath<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch, TContext>(\n path: string,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>,\n): boolean {\n return path === 'shadow.cast'\n || path === 'shadow.receive'\n || path === 'shadow.mode'\n || path === 'shadow.quality'\n || feature?.isSerializedMultiProjectionPath?.(path) === true;\n}\n\nfunction getStandardSerializedMultiProbeValue<TDocument extends EditorSceneDocument, TGameObject extends EditorSceneGameObject, TPatch, TContext>(\n path: string,\n feature?: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>,\n): unknown {\n if (path === 'enabled') return false;\n if (path === 'shadow.cast' || path === 'shadow.receive' || path === 'shadow.mode') return 'none';\n if (path === 'shadow.quality') return 'medium';\n if (path === 'metadata.shadowInspectorLanguage') return 'en';\n return feature?.getSerializedMultiProbeValue?.(path);\n}\n\nfunction toPrefabShadowMode(value: string): string {\n return value === 'planar' ? 'projected' : value;\n}\n\nfunction readDirectStandardSceneFeatureContribution<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TContext,\n>(value: unknown): FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext> | null {\n if (!value || typeof value !== 'object' || Array.isArray(value)) return null;\n const contribution = value as FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>;\n const contributionHooks: Array<keyof FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>> = [\n 'normalizeInspectorValue',\n 'validateInspectorField',\n 'isInspectorPatchPath',\n 'isProjectionPath',\n 'normalizeDocumentAfterCommand',\n 'normalizeAfterFieldPatch',\n 'fieldMutation',\n 'createInspectorPropertyPatch',\n 'patchGameObjectField',\n 'patchGameObjectsField',\n 'reducePatch',\n 'createHierarchyPatch',\n 'createInspectorSections',\n 'createMultiInspectorSection',\n 'resolveMultiInspectorTargetIds',\n 'isSerializedMultiFieldPath',\n 'isSerializedMultiProjectionPath',\n 'getSerializedMultiProbeValue',\n 'canPatchSerializedMultiField',\n ];\n return contributionHooks.some(key => contribution[key] != null) ? contribution : null;\n}\n\nfunction composeStandardSceneFeatureContributions<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TContext,\n>(\n contributions: readonly FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>[],\n): FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext> | undefined {\n if (contributions.length === 0) return undefined;\n const firstResult = <T>(read: (contribution: FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>) => T | null | undefined): T | null => {\n for (const contribution of contributions) {\n const result = read(contribution);\n if (result != null) return result;\n }\n return null;\n };\n return {\n normalizeInspectorValue(path, value) {\n for (const contribution of contributions) {\n const result = contribution.normalizeInspectorValue?.(path, value);\n if (result !== undefined) return result;\n }\n return undefined;\n },\n validateInspectorField: input => firstResult(contribution => contribution.validateInspectorField?.(input)),\n isInspectorPatchPath: path => contributions.some(contribution => contribution.isInspectorPatchPath?.(path)),\n isProjectionPath: path => contributions.some(contribution => contribution.isProjectionPath?.(path)),\n normalizeDocumentAfterCommand: (document, command) => contributions.reduce(\n (next, contribution) => contribution.normalizeDocumentAfterCommand?.(next, command) ?? next,\n document,\n ),\n normalizeAfterFieldPatch: (document, targetId, path, value) => contributions.reduce(\n (next, contribution) => contribution.normalizeAfterFieldPatch?.(next, targetId, path, value) ?? next,\n document,\n ),\n fieldMutation: composeStandardSceneFieldMutations(contributions),\n createInspectorPropertyPatch: input => firstResult(contribution => contribution.createInspectorPropertyPatch?.(input)),\n patchGameObjectField: input => firstResult(contribution => contribution.patchGameObjectField?.(input)),\n patchGameObjectsField: input => firstResult(contribution => contribution.patchGameObjectsField?.(input)),\n reducePatch: input => firstResult(contribution => contribution.reducePatch?.(input)),\n createHierarchyPatch: (document, featureId) => firstResult(contribution => contribution.createHierarchyPatch?.(document, featureId)),\n createInspectorSections: input => contributions.flatMap(contribution => contribution.createInspectorSections?.(input) ?? []),\n isSerializedMultiFieldPath: path => contributions.some(contribution => contribution.isSerializedMultiFieldPath?.(path)),\n isSerializedMultiProjectionPath: path => contributions.some(contribution => contribution.isSerializedMultiProjectionPath?.(path)),\n getSerializedMultiProbeValue(path) {\n for (const contribution of contributions) {\n const result = contribution.getSerializedMultiProbeValue?.(path);\n if (result !== undefined) return result;\n }\n return undefined;\n },\n canPatchSerializedMultiField: input => contributions.every(\n contribution => contribution.canPatchSerializedMultiField?.(input) !== false,\n ),\n };\n}\n\nfunction composeStandardSceneFieldMutations<\n TDocument extends EditorSceneDocument,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TContext,\n>(\n contributions: readonly FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>[],\n): FpsGameEditorStandardSceneFeatureContribution<TDocument, TGameObject, TPatch, TContext>['fieldMutation'] {\n const mutations = contributions.flatMap(contribution => contribution.fieldMutation ? [contribution.fieldMutation] : []);\n if (mutations.length === 0) return undefined;\n return {\n isCustomTransformType: (value): value is string => mutations.some(mutation => mutation.isCustomTransformType?.(value)),\n applyCustomTransformType(gameObject, transformType) {\n for (const mutation of mutations) mutation.clearCustomTransformState?.(gameObject, transformType);\n for (const mutation of mutations) mutation.applyCustomTransformType?.(gameObject, transformType);\n },\n clearCustomTransformState(gameObject, transformType) {\n for (const mutation of mutations) mutation.clearCustomTransformState?.(gameObject, transformType);\n },\n patchCustomTransformField(gameObject, path, value) {\n for (const mutation of mutations) {\n if (mutation.patchCustomTransformField?.(gameObject, path, value)) return true;\n }\n return false;\n },\n };\n}\n"]}
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{"version":3,"file":"draft.js","sourceRoot":"","sources":["../../src/rendering-profile/draft.ts"],"names":[],"mappings":"AAIA,MAAM,UAAU,2CAA2C,CACzD,cAAuB,EAAE;IAEzB,MAAM,KAAK,GAAG,oBAAoB,CAAC,WAAW,CAAC,CAAC;IAChD,OAAO;QACL,WAAW,EAAE,KAAK;QAClB,WAAW,EAAE,oBAAoB,CAAC,KAAK,CAAC;QACxC,KAAK,EAAE,KAAK;QACZ,SAAS,EAAE,IAAI;KAChB,CAAC;AACJ,CAAC;AAED,MAAM,UAAU,yCAAyC,CACvD,KAA4C,EAC5C,MAAe;IAEf,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC,MAAM,CAAC,CAAC;IACjD,KAAK,CAAC,KAAK,GAAG,uCAAuC,CAAC,KAAK,CAAC,CAAC;IAC7D,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;IACvB,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,UAAU,yCAAyC,CACvD,KAA4C,EAC5C,SAAkB,KAAK,CAAC,WAAW;IAEnC,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC,MAAM,CAAC,CAAC;IACjD,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;IAC5D,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;IACvB,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,UAAU,qCAAqC,CACnD,KAA4C;IAE5C,KAAK,CAAC,WAAW,GAAG,oBAAoB,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC;IAC5D,KAAK,CAAC,KAAK,GAAG,KAAK,CAAC;IACpB,KAAK,CAAC,SAAS,GAAG,IAAI,CAAC;IACvB,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,UAAU,wCAAwC,CACtD,KAA4C,EAC5C,KAAc;IAEd,KAAK,CAAC,SAAS,GAAG,KAAK,YAAY,KAAK,CAAC,CAAC,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;IACzE,KAAK,CAAC,KAAK,GAAG,uCAAuC,CAAC,KAAK,CAAC,CAAC;IAC7D,OAAO,KAAK,CAAC;AACf,CAAC;AAED,MAAM,UAAU,uCAAuC,CACrD,KAAiF;IAEjF,OAAO,CAAC,qBAAqB,CAAC,KAAK,CAAC,WAAW,EAAE,KAAK,CAAC,WAAW,CAAC,CAAC;AACtE,CAAC;AAED,SAAS,oBAAoB,CAAC,KAAc;IAC1C,IAAI,CAAC,KAAK,IAAI,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC;QAAE,OAAO,EAAE,CAAC;IAC3E,OAAO,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAA4B,CAAC;AACtE,CAAC;AAED,SAAS,qBAAqB,CAAC,IAAa,EAAE,KAAc;IAC1D,OAAO,IAAI,CAAC,SAAS,CAAC,IAAI,IAAI,EAAE,CAAC,KAAK,IAAI,CAAC,SAAS,CAAC,KAAK,IAAI,EAAE,CAAC,CAAC;AACpE,CAAC","sourcesContent":["import type {\n EditorSceneRenderingProfileDraftState,\n} from './types';\n\nexport function createEditorSceneRenderingProfileDraftState(\n savedConfig: unknown = {},\n): EditorSceneRenderingProfileDraftState {\n const saved = cloneRenderingConfig(savedConfig);\n return {\n savedConfig: saved,\n draftConfig: cloneRenderingConfig(saved),\n dirty: false,\n lastError: null,\n };\n}\n\nexport function setEditorSceneRenderingProfileDraftConfig(\n state: EditorSceneRenderingProfileDraftState,\n config: unknown,\n): EditorSceneRenderingProfileDraftState {\n state.draftConfig = cloneRenderingConfig(config);\n state.dirty = isEditorSceneRenderingProfileDraftDirty(state);\n state.lastError = null;\n return state;\n}\n\nexport function markEditorSceneRenderingProfileDraftSaved(\n state: EditorSceneRenderingProfileDraftState,\n config: unknown = state.draftConfig,\n): EditorSceneRenderingProfileDraftState {\n state.savedConfig = cloneRenderingConfig(config);\n state.draftConfig = cloneRenderingConfig(state.savedConfig);\n state.dirty = false;\n state.lastError = null;\n return state;\n}\n\nexport function resetEditorSceneRenderingProfileDraft(\n state: EditorSceneRenderingProfileDraftState,\n): EditorSceneRenderingProfileDraftState {\n state.draftConfig = cloneRenderingConfig(state.savedConfig);\n state.dirty = false;\n state.lastError = null;\n return state;\n}\n\nexport function setEditorSceneRenderingProfileDraftError(\n state: EditorSceneRenderingProfileDraftState,\n error: unknown,\n): EditorSceneRenderingProfileDraftState {\n state.lastError = error instanceof Error ? error.message : String(error);\n state.dirty = isEditorSceneRenderingProfileDraftDirty(state);\n return state;\n}\n\nexport function isEditorSceneRenderingProfileDraftDirty(\n state: Pick<EditorSceneRenderingProfileDraftState, 'savedConfig' | 'draftConfig'>,\n): boolean {\n return !renderingConfigsEqual(state.savedConfig, state.draftConfig);\n}\n\nfunction cloneRenderingConfig(value: unknown): Record<string, unknown> {\n if (!value || typeof value !== 'object' || Array.isArray(value)) return {};\n return JSON.parse(JSON.stringify(value)) as Record<string, unknown>;\n}\n\nfunction renderingConfigsEqual(left: unknown, right: unknown): boolean {\n return JSON.stringify(left ?? {}) === JSON.stringify(right ?? {});\n}\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rendering-profile/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,+BAA+B,CAAC;AAC9C,cAAc,SAAS,CAAC;AACxB,cAAc,SAAS,CAAC;AACxB,cAAc,SAAS,CAAC"}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/rendering-profile/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,+BAA+B,CAAC;AAC9C,cAAc,SAAS,CAAC;AACxB,cAAc,SAAS,CAAC;AACxB,cAAc,SAAS,CAAC","sourcesContent":["export * from './types';\nexport * from '@fps-games/playable-rendering';\nexport * from './panel';\nexport * from './draft';\nexport * from './route';\n"]}
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