@fps-games/editor 0.2.0-beta.4 → 0.2.1-beta.1

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.
Files changed (1397) hide show
  1. package/dist/agent-bridge/capabilities/editor-state.d.ts.map +1 -1
  2. package/dist/agent-bridge/capabilities/editor-state.js +12 -6
  3. package/dist/agent-bridge/capabilities/editor-state.js.map +1 -1
  4. package/dist/agent-bridge/capabilities/hierarchy.d.ts +4 -0
  5. package/dist/agent-bridge/capabilities/hierarchy.d.ts.map +1 -0
  6. package/dist/agent-bridge/capabilities/hierarchy.js +209 -0
  7. package/dist/agent-bridge/capabilities/hierarchy.js.map +1 -0
  8. package/dist/agent-bridge/capabilities/prefabs.d.ts.map +1 -1
  9. package/dist/agent-bridge/capabilities/prefabs.js +208 -73
  10. package/dist/agent-bridge/capabilities/prefabs.js.map +1 -1
  11. package/dist/agent-bridge/capabilities/scene-objects.d.ts +3 -4
  12. package/dist/agent-bridge/capabilities/scene-objects.d.ts.map +1 -1
  13. package/dist/agent-bridge/capabilities/scene-objects.js +24 -23
  14. package/dist/agent-bridge/capabilities/scene-objects.js.map +1 -1
  15. package/dist/agent-bridge/capabilities/shadows.d.ts.map +1 -1
  16. package/dist/agent-bridge/capabilities/shadows.js +829 -66
  17. package/dist/agent-bridge/capabilities/shadows.js.map +1 -1
  18. package/dist/agent-bridge/capabilities/ui-regions.d.ts.map +1 -1
  19. package/dist/agent-bridge/capabilities/ui-regions.js +3 -1
  20. package/dist/agent-bridge/capabilities/ui-regions.js.map +1 -1
  21. package/dist/agent-bridge/capabilities/viewport.d.ts.map +1 -1
  22. package/dist/agent-bridge/capabilities/viewport.js +22 -9
  23. package/dist/agent-bridge/capabilities/viewport.js.map +1 -1
  24. package/dist/agent-bridge/capability-sources.d.ts.map +1 -1
  25. package/dist/agent-bridge/capability-sources.js +2 -0
  26. package/dist/agent-bridge/capability-sources.js.map +1 -1
  27. package/dist/agent-bridge/register.d.ts.map +1 -1
  28. package/dist/agent-bridge/register.js +194 -0
  29. package/dist/agent-bridge/register.js.map +1 -1
  30. package/dist/agent-bridge/shared.d.ts +231 -11
  31. package/dist/agent-bridge/shared.d.ts.map +1 -1
  32. package/dist/agent-bridge/shared.js +162 -20
  33. package/dist/agent-bridge/shared.js.map +1 -1
  34. package/dist/agent-bridge/source-types.d.ts +17 -1
  35. package/dist/agent-bridge/source-types.d.ts.map +1 -1
  36. package/dist/agent-bridge/source-types.js.map +1 -1
  37. package/dist/build-info.json +57 -42
  38. package/dist/index.d.ts +7 -6
  39. package/dist/index.d.ts.map +1 -1
  40. package/dist/index.js +4 -3
  41. package/dist/index.js.map +1 -1
  42. package/dist/internal/babylon-preview-engine.d.ts +3 -0
  43. package/dist/internal/babylon-preview-engine.d.ts.map +1 -0
  44. package/dist/internal/babylon-preview-engine.js +11 -0
  45. package/dist/internal/babylon-preview-engine.js.map +1 -0
  46. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  47. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  48. package/dist/internal/product-local-editor-cleanup.js +20 -0
  49. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  50. package/dist/local-editor-agent-actions.d.ts +2 -4
  51. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  52. package/dist/local-editor-agent-actions.js +56 -32
  53. package/dist/local-editor-agent-actions.js.map +1 -1
  54. package/dist/local-editor-agent-context.d.ts +5 -5
  55. package/dist/local-editor-agent-context.d.ts.map +1 -1
  56. package/dist/local-editor-agent-context.js.map +1 -1
  57. package/dist/local-editor-harness.d.ts +340 -35
  58. package/dist/local-editor-harness.d.ts.map +1 -1
  59. package/dist/local-editor-harness.js +3834 -1321
  60. package/dist/local-editor-harness.js.map +1 -1
  61. package/dist/local-editor-marker-graph.d.ts +15 -15
  62. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  63. package/dist/local-editor-marker-graph.js +3 -0
  64. package/dist/local-editor-marker-graph.js.map +1 -1
  65. package/dist/local-editor-performance-stats.d.ts +3 -2
  66. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  67. package/dist/local-editor-performance-stats.js.map +1 -1
  68. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  69. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  70. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  71. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  72. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  73. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  74. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  75. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  76. package/dist/local-editor-tools.d.ts +18 -0
  77. package/dist/local-editor-tools.d.ts.map +1 -0
  78. package/dist/local-editor-tools.js +53 -0
  79. package/dist/local-editor-tools.js.map +1 -0
  80. package/dist/playable-babylon-rendering.d.ts +9 -0
  81. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  82. package/dist/playable-babylon-rendering.js +162 -6
  83. package/dist/playable-babylon-rendering.js.map +1 -1
  84. package/dist/playable-local-editor-entry.d.ts +68 -0
  85. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  86. package/dist/playable-local-editor-entry.js +424 -0
  87. package/dist/playable-local-editor-entry.js.map +1 -0
  88. package/dist/playable-local-editor-host.d.ts +51 -29
  89. package/dist/playable-local-editor-host.d.ts.map +1 -1
  90. package/dist/playable-local-editor-host.js +23 -11
  91. package/dist/playable-local-editor-host.js.map +1 -1
  92. package/dist/playable-product-local-editor.d.ts +10 -12
  93. package/dist/playable-product-local-editor.d.ts.map +1 -1
  94. package/dist/playable-product-local-editor.js +178 -85
  95. package/dist/playable-product-local-editor.js.map +1 -1
  96. package/dist/playable-product-projection-preview.d.ts +4 -1
  97. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  98. package/dist/playable-product-projection-preview.js +122 -5
  99. package/dist/playable-product-projection-preview.js.map +1 -1
  100. package/dist/playable-product-rendering.d.ts +12 -0
  101. package/dist/playable-product-rendering.d.ts.map +1 -1
  102. package/dist/playable-product-rendering.js +128 -6
  103. package/dist/playable-product-rendering.js.map +1 -1
  104. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  105. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  106. package/dist/playable-product-scene-capabilities.js +172 -15
  107. package/dist/playable-product-scene-capabilities.js.map +1 -1
  108. package/dist/playable-project-mode.d.ts +17 -0
  109. package/dist/playable-project-mode.d.ts.map +1 -0
  110. package/dist/playable-project-mode.js +2 -0
  111. package/dist/playable-project-mode.js.map +1 -0
  112. package/dist/playable-runtime-babylon.d.ts +3 -6
  113. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  114. package/dist/playable-runtime-babylon.js +1 -5
  115. package/dist/playable-runtime-babylon.js.map +1 -1
  116. package/dist/playable-sdk.d.ts +16 -9
  117. package/dist/playable-sdk.d.ts.map +1 -1
  118. package/dist/playable-sdk.js +6 -4
  119. package/dist/playable-sdk.js.map +1 -1
  120. package/dist/playable-standard-project.d.ts +23 -14
  121. package/dist/playable-standard-project.d.ts.map +1 -1
  122. package/dist/playable-standard-project.js +53 -19
  123. package/dist/playable-standard-project.js.map +1 -1
  124. package/dist/vite-client.d.ts +4 -0
  125. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  126. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  127. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  128. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  129. package/node_modules/@babel/parser/lib/index.js +0 -1
  130. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  131. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  132. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  133. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  134. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  135. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  136. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  137. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  138. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  139. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  140. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  141. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  142. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  143. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  144. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  145. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  146. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  147. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  148. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  149. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  150. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  151. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  152. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  153. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  154. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  155. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  156. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  157. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  158. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  159. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  160. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  161. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  162. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  163. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  164. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  167. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  168. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  169. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  170. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  171. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  172. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  173. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  174. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  175. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  177. package/node_modules/@babel/types/lib/index.js +0 -1
  178. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  179. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  180. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  181. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  182. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  183. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  184. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  185. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  186. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  187. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  188. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  189. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  190. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  191. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  192. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  193. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  194. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  195. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  196. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  197. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  198. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  199. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  200. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  201. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  202. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  203. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  216. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  217. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  218. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  219. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  220. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  221. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  222. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  223. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  224. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  225. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  226. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
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  228. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
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  236. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  238. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  271. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
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  273. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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{\n findEditorSceneModelRenderer,\n findEditorSceneTransform,\n EDITOR_SCENE_PREFAB_COMPOSITION_VERSION,\n isEditorScenePrefabAsset,\n mergeEditorSceneMaterialBindingOverrides,\n mergeEditorScenePrefabOverrides,\n readEditorSceneNodeKind,\n readEditorScenePrefabNodes,\n readEditorScenePrefabRootNodeId,\n resolveEditorSceneGameObjectRendering,\n resolveEditorScenePrefabInstanceRelation,\n type EditorSceneAsset,\n type EditorSceneCameraRig,\n type EditorSceneLight,\n type EditorScenePrefabNode,\n type EditorSceneTransformComponent,\n} from '../document';\nimport {\n resolveEditorSceneMaterialAssetIntegrity,\n type EditorSceneMaterialAsset,\n} from '../material-binding';\nimport {\n resolveEditorShadowPlan,\n} from '../shadow-system';\nimport {\n mergeEditorShadowSettings,\n readEditorShadowSettingsResult,\n type EditorShadowResolvedPlan,\n type EditorShadowSettings,\n} from '@fps-games/playable-rendering';\nimport {\n getEditorSceneAuthoringSourceRef,\n} from '../authoring';\nimport type {\n CompilePlayableEditorSceneResult,\n PlayableEditorRuntimeGroupNode,\n PlayableEditorRuntimeInstanceNode,\n PlayableEditorRuntimeNodeVisualOverrides,\n PlayableEditorRuntimePrimitiveNode,\n PlayableEditorRuntimeSceneAssetConfig,\n PlayableEditorRuntimeSceneConfig,\n PlayableEditorRuntimeSceneNode,\n PlayableEditorRuntimeTransformNode,\n PlayableEditorSceneCompilerBaseConfig,\n PlayableEditorSceneCompilerDocument,\n PlayableEditorSceneCompilerGameObject,\n PlayableEditorSceneCompilerOptions,\n PlayableEditorSceneRuntimeSourceBinding,\n RuntimeMaterialBindingConfig,\n} from './types';\nimport { assertPlayableEditorSceneDocumentContract } from './validation';\nimport { assertEditorSceneStaticShadowArtifactContract } from '../static-shadows';\n\nexport const PLAYABLE_EDITOR_SCENE_COMPILER_ID = '@fps-games/editor.playable-sdk.scene-compiler';\nexport const PLAYABLE_EDITOR_SCENE_COMPILER_VERSION = '2';\n\nexport function compileEditorSceneDocumentToSceneConfig<\n TDocument extends PlayableEditorSceneCompilerDocument,\n TSceneConfig extends PlayableEditorSceneCompilerBaseConfig,\n>(\n editorDocument: TDocument,\n baseSceneConfig: TSceneConfig,\n options: PlayableEditorSceneCompilerOptions<TDocument['scene']['gameObjects'][number]> = {},\n): CompilePlayableEditorSceneResult<TSceneConfig> {\n assertPlayableEditorSceneDocumentContract(editorDocument);\n const baseSceneRecord = baseSceneConfig as PlayableEditorSceneCompilerBaseConfig & { staticShadows?: unknown };\n if (Object.prototype.hasOwnProperty.call(baseSceneRecord, 'staticShadows') && baseSceneRecord.staticShadows != null) {\n assertEditorSceneStaticShadowArtifactContract(baseSceneRecord.staticShadows, '$.staticShadows');\n }\n const nextSceneConfig = structuredClone(baseSceneConfig) as TSceneConfig;\n const previousScene = isRecord(nextSceneConfig.scene)\n ? nextSceneConfig.scene as Partial<NonNullable<PlayableEditorRuntimeSceneConfig['scene']>>\n : undefined;\n const sourceRef = getEditorSceneAuthoringSourceRef(editorDocument);\n const generatedFrom = {\n ...sourceRef,\n compilerId: PLAYABLE_EDITOR_SCENE_COMPILER_ID,\n compilerVersion: PLAYABLE_EDITOR_SCENE_COMPILER_VERSION,\n compiledAt: new Date().toISOString(),\n };\n nextSceneConfig.schemaVersion = 3;\n nextSceneConfig.meta = {\n ...(nextSceneConfig.meta ?? {}),\n generatedFrom,\n };\n\n const rootId = previousScene?.rootId || 'root';\n const compiledGameObjects = editorDocument.scene.gameObjects\n .filter((gameObject) => gameObject.id !== rootId);\n const materialAssets = resolveCompiledEditorSceneMaterialAssets(editorDocument);\n const documentWithResolvedMaterialAssets = {\n ...editorDocument,\n scene: {\n ...editorDocument.scene,\n materialAssets,\n },\n };\n const compiledNodes = compiledGameObjects.flatMap(gameObject => compileGameObjectToRuntimeNodes(\n gameObject,\n sourceRef,\n documentWithResolvedMaterialAssets,\n options,\n ));\n const compiledScene: NonNullable<PlayableEditorRuntimeSceneConfig['scene']> = {\n rootId,\n assets: documentWithResolvedMaterialAssets.assets\n .filter(isEditorSceneModelAsset)\n .map(compileAsset),\n nodes: compiledNodes,\n materialAssets,\n materials: previousScene?.materials ?? [],\n textures: previousScene?.textures ?? [],\n };\n nextSceneConfig.scene = compiledScene as TSceneConfig['scene'];\n\n return {\n sceneConfig: nextSceneConfig,\n summary: {\n assetCount: compiledScene.assets.length,\n gameObjectCount: editorDocument.scene.gameObjects.length,\n nodeCount: compiledScene.nodes.length,\n },\n };\n}\n\nfunction resolveCompiledEditorSceneMaterialAssets(\n editorDocument: PlayableEditorSceneCompilerDocument,\n): EditorSceneMaterialAsset[] {\n const materialAssets: EditorSceneMaterialAsset[] = structuredClone(editorDocument.scene.materialAssets ?? []);\n const integrity = resolveEditorSceneMaterialAssetIntegrity(\n createEditorSceneCompilerMaterialIntegrityDocument(editorDocument, materialAssets),\n );\n if (!integrity.ok) {\n throw new Error(`editor_scene_material_assets_missing: ${integrity.missingMaterialAssetIds.join(', ')}`);\n }\n return materialAssets;\n}\n\nfunction createEditorSceneCompilerMaterialIntegrityDocument(\n editorDocument: PlayableEditorSceneCompilerDocument,\n materialAssets: EditorSceneMaterialAsset[],\n): PlayableEditorSceneCompilerDocument {\n const documentWithMaterialAssets: PlayableEditorSceneCompilerDocument = {\n ...editorDocument,\n scene: {\n ...editorDocument.scene,\n materialAssets,\n },\n };\n return {\n ...documentWithMaterialAssets,\n scene: {\n ...documentWithMaterialAssets.scene,\n gameObjects: [\n ...documentWithMaterialAssets.scene.gameObjects.map((gameObject) => {\n const visualOverrides = compileEditorSceneVisualOverrides(gameObject, documentWithMaterialAssets);\n if (visualOverrides) {\n return {\n ...gameObject,\n overrides: visualOverrides,\n };\n }\n if (!('overrides' in gameObject)) return gameObject;\n const next = { ...gameObject };\n delete next.overrides;\n return next;\n }),\n ...createEditorSceneCompilerPrefabMaterialIntegrityGameObjects(documentWithMaterialAssets),\n ],\n },\n };\n}\n\nfunction createEditorSceneCompilerPrefabMaterialIntegrityGameObjects(\n editorDocument: PlayableEditorSceneCompilerDocument,\n): PlayableEditorSceneCompilerGameObject[] {\n const gameObjects: PlayableEditorSceneCompilerGameObject[] = [];\n for (const gameObject of editorDocument.scene.gameObjects) {\n const relation = resolveEditorScenePrefabInstanceRelation(editorDocument, gameObject.id);\n if (!relation.definition || !isExplicitEditorScenePrefabCompositionAsset(relation.definition)) continue;\n gameObjects.push(...createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects({\n editorDocument,\n prefabAsset: relation.definition,\n hostGameObject: gameObject,\n instanceOverrides: gameObject.overrides,\n visitedPrefabIds: new Set<string>(),\n }));\n }\n return gameObjects;\n}\n\nfunction createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects(input: {\n editorDocument: PlayableEditorSceneCompilerDocument;\n prefabAsset: EditorSceneAsset;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n instanceOverrides?: unknown;\n visitedPrefabIds: Set<string>;\n}): PlayableEditorSceneCompilerGameObject[] {\n if (input.visitedPrefabIds.has(input.prefabAsset.id)) return [];\n input.visitedPrefabIds.add(input.prefabAsset.id);\n const nodes = orderEditorScenePrefabNodesForCompile(\n readEditorScenePrefabNodes(input.prefabAsset),\n readEditorScenePrefabRootNodeId(input.prefabAsset) ?? '',\n );\n const rootNode = nodes.find(node => node.id === readEditorScenePrefabRootNodeId(input.prefabAsset));\n if (!rootNode) {\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return [];\n }\n const primaryModelNodeId = findEditorScenePrefabPrimaryModelNodeId(nodes, input.prefabAsset);\n const gameObjects: PlayableEditorSceneCompilerGameObject[] = [];\n for (const node of nodes) {\n if (node.kind === 'prefabInstance' && node.childPrefabId) {\n const childPrefab = input.editorDocument.assets.find(asset => asset.id === node.childPrefabId);\n if (childPrefab && isExplicitEditorScenePrefabCompositionAsset(childPrefab)) {\n gameObjects.push(...createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects({\n editorDocument: input.editorDocument,\n prefabAsset: childPrefab,\n hostGameObject: input.hostGameObject,\n instanceOverrides: node.overrides,\n visitedPrefabIds: new Set(input.visitedPrefabIds),\n }));\n continue;\n }\n continue;\n }\n\n const syntheticGameObject = createEditorSceneCompilerPrefabCompositionMaterialGameObject(input.hostGameObject, node);\n if (!syntheticGameObject) continue;\n const asset = node.kind === 'model' && node.sourceAssetId\n ? input.editorDocument.assets.find(asset => asset.id === node.sourceAssetId)\n : undefined;\n const overrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: syntheticGameObject,\n prefabAsset: input.prefabAsset,\n rootNode,\n node,\n asset,\n editorDocument: input.editorDocument,\n instanceOverrides: node.id === primaryModelNodeId ? input.instanceOverrides : undefined,\n });\n if (!overrides) continue;\n gameObjects.push({\n ...syntheticGameObject,\n overrides,\n });\n }\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return gameObjects;\n}\n\ntype EditorSceneModelAsset = EditorSceneAsset & { type: 'glb' };\n\nfunction isEditorSceneModelAsset(asset: EditorSceneAsset): asset is EditorSceneModelAsset {\n return asset.type === 'glb';\n}\n\nfunction compileAsset(asset: EditorSceneModelAsset): PlayableEditorRuntimeSceneAssetConfig {\n const url = readEditorSceneRuntimeAssetUrl(asset);\n const materialSlots = compileEditorSceneRuntimeMaterialSlots(asset);\n const external = compileEditorSceneRuntimeAssetExternal(asset.external);\n return {\n id: asset.id,\n type: asset.type,\n ...(asset.guid ? { guid: asset.guid } : {}),\n ...(url ? { url } : {}),\n ...(typeof asset.warmupCount === 'number' && Number.isInteger(asset.warmupCount) && asset.warmupCount >= 0\n ? { warmupCount: asset.warmupCount }\n : {}),\n ...(typeof asset.singleton === 'boolean' ? { singleton: asset.singleton } : {}),\n ...(typeof asset.materialMode === 'string' ? { materialMode: asset.materialMode } : {}),\n ...(asset.defaults ? { defaults: structuredClone(asset.defaults) } : {}),\n ...(external ? { external } : {}),\n ...(materialSlots.length > 0 ? { materialSlots } : {}),\n };\n}\n\nfunction compileEditorSceneRuntimeAssetExternal(value: unknown): Record<string, string> | undefined {\n const external = isRecord(value) ? value : undefined;\n const platformAssetId = readNonEmptyString(external?.platformAssetId);\n const assetUrl = readNonEmptyString(external?.assetUrl);\n if (!platformAssetId && !assetUrl) return undefined;\n return {\n ...(platformAssetId ? { platformAssetId } : {}),\n ...(assetUrl ? { assetUrl } : {}),\n };\n}\n\nfunction readEditorSceneRuntimeAssetUrl(asset: EditorSceneModelAsset): string | undefined {\n const metadata = isRecord(asset.metadata) ? asset.metadata : undefined;\n const external = isRecord(asset.external) ? asset.external : undefined;\n return readNonEmptyString(metadata?.url)\n ?? readNonEmptyString(external?.assetUrl)\n ?? undefined;\n}\n\nfunction compileEditorSceneRuntimeMaterialSlots(\n asset: EditorSceneModelAsset,\n): NonNullable<PlayableEditorRuntimeSceneAssetConfig['materialSlots']> {\n const metadata = isRecord(asset.metadata) ? asset.metadata : undefined;\n const rawSlots = Array.isArray(metadata?.materialSlots) ? metadata.materialSlots : [];\n const sourceMeshNames = readEditorSceneAssetAnalysisMeshNames(metadata?.assetAnalysis);\n return rawSlots.flatMap((rawSlot) => {\n if (!isRecord(rawSlot)) return [];\n const slotId = readNonEmptyString(rawSlot.slotId);\n const ownerNodePath = readNonEmptyString(rawSlot.ownerNodePath);\n if (!slotId || !ownerNodePath) return [];\n const meshIndex = readNonNegativeInteger(rawSlot.meshIndex);\n const primitiveIndex = readNonNegativeInteger(rawSlot.primitiveIndex);\n const sourceMaterialIndices = readUniqueNonNegativeIntegerArray([\n ...(Array.isArray(rawSlot.sourceMaterialIndices) ? rawSlot.sourceMaterialIndices : []),\n rawSlot.sourceMaterialIndex,\n ]);\n const label = readNonEmptyString(rawSlot.label);\n const sourceMeshName = readNonEmptyString(rawSlot.sourceMeshName)\n ?? (meshIndex == null ? undefined : sourceMeshNames.get(meshIndex));\n return [{\n slotId,\n ownerNodePath,\n ...(label ? { label } : {}),\n ...(meshIndex == null ? {} : { meshIndex }),\n ...(primitiveIndex == null ? {} : { primitiveIndex }),\n ...(sourceMaterialIndices.length > 0 ? { sourceMaterialIndices } : {}),\n ...(sourceMeshName ? { sourceMeshName } : {}),\n }];\n });\n}\n\nfunction readEditorSceneAssetAnalysisMeshNames(value: unknown): Map<number, string> {\n const analysis = isRecord(value) ? value : undefined;\n const meshes = Array.isArray(analysis?.meshes) ? analysis.meshes : [];\n return new Map(meshes.flatMap((mesh) => {\n if (!isRecord(mesh)) return [];\n const meshIndex = readNonNegativeInteger(mesh.meshIndex);\n const name = readNonEmptyString(mesh.name);\n return meshIndex == null || !name ? [] : [[meshIndex, name] as const];\n }));\n}\n\nfunction readUniqueNonNegativeIntegerArray(values: unknown[]): number[] {\n return [...new Set(values.filter((value): value is number => (\n typeof value === 'number' && Number.isInteger(value) && value >= 0\n )))];\n}\n\nfunction readNonNegativeInteger(value: unknown): number | undefined {\n return typeof value === 'number' && Number.isInteger(value) && value >= 0 ? value : undefined;\n}\n\nfunction compileGameObjectToRuntimeNodes(\n gameObject: PlayableEditorSceneCompilerGameObject,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n options: PlayableEditorSceneCompilerOptions,\n): PlayableEditorRuntimeSceneNode[] {\n const relation = resolveEditorScenePrefabInstanceRelation(\n editorDocument,\n gameObject.id,\n );\n if (relation.definition && isExplicitEditorScenePrefabCompositionAsset(relation.definition)) {\n return compileEditorScenePrefabCompositionInstance(\n gameObject,\n relation.definition,\n sourceRef,\n editorDocument,\n new Set<string>(),\n );\n }\n return [compileGameObject(gameObject, sourceRef, editorDocument, options)];\n}\n\nfunction compileGameObject(\n gameObject: PlayableEditorSceneCompilerGameObject,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n options: PlayableEditorSceneCompilerOptions = {},\n): PlayableEditorRuntimeSceneNode {\n const transform = findEditorSceneTransform(gameObject);\n const modelRenderer = findEditorSceneModelRenderer(gameObject);\n const primitiveRenderer = findEditorScenePrimitiveRenderer(gameObject);\n const nodeKind = readEditorSceneNodeKind(gameObject);\n const visualOverrides = compileEditorSceneVisualOverrides(gameObject, editorDocument);\n const rendering = resolveEditorSceneGameObjectRendering(gameObject);\n const source: PlayableEditorSceneRuntimeSourceBinding = {\n sourceId: sourceRef.sourceId,\n sourceType: sourceRef.sourceType,\n revision: sourceRef.revision,\n ...(gameObject.guid ? { objectGuid: gameObject.guid } : {}),\n objectId: gameObject.id,\n component: modelRenderer ? 'ModelRenderer' : (primitiveRenderer || nodeKind === 'primitive') ? 'PrimitiveRenderer' : nodeKind === 'transform' ? 'Transform' : 'GameObject',\n };\n const base = {\n id: gameObject.id,\n ...(gameObject.name ? { name: gameObject.name } : {}),\n ...(gameObject.parentId ? { parentId: gameObject.parentId } : {}),\n ...(gameObject.active === false ? { enabled: false } : {}),\n ...(gameObject.shadow ? { shadow: structuredClone(gameObject.shadow) } : {}),\n ...compileEditorSceneGameObjectShadowPlan(editorDocument, gameObject),\n ...(rendering ? { rendering } : {}),\n source,\n ...(transform && 'position' in transform\n ? {\n transform: {\n position: transform.position,\n rotation: transform.rotation,\n ...(transform.scale ? { scale: transform.scale } : {}),\n },\n }\n : {}),\n };\n\n if (nodeKind === 'primitive') {\n return {\n ...base,\n kind: 'primitive',\n primitive: {\n shape: primitiveRenderer?.shape ?? 'cube',\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimePrimitiveNode;\n }\n\n if (!modelRenderer) {\n if (nodeKind === 'transform') {\n return {\n ...base,\n kind: 'transform',\n ...(typeof gameObject.transformType === 'string' ? { transformType: gameObject.transformType } : {}),\n ...(gameObject.camera ? { camera: compileEditorSceneCamera(gameObject.camera) } : {}),\n ...(gameObject.light ? { light: compileEditorSceneLight(gameObject.light) } : {}),\n ...(gameObject.marker ? {\n marker: {\n label: gameObject.name || gameObject.id,\n ...structuredClone(gameObject.marker),\n },\n } : {}),\n ...readEditorSceneCompilerCustomTransformRuntimeData(gameObject, options),\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeTransformNode;\n }\n return {\n ...base,\n kind: 'group',\n };\n }\n\n return {\n ...base,\n kind: 'instance',\n instance: {\n assetId: modelRenderer.assetId,\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeInstanceNode;\n}\n\nfunction compileEditorScenePrefabCompositionInstance(\n gameObject: PlayableEditorSceneCompilerGameObject,\n prefabAsset: EditorSceneAsset,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n visitedPrefabIds: Set<string>,\n): PlayableEditorRuntimeSceneNode[] {\n return compileEditorScenePrefabCompositionNodes({\n prefabAsset,\n sourceRef,\n editorDocument,\n hostGameObject: gameObject,\n rootRuntimeId: gameObject.id,\n rootParentId: gameObject.parentId,\n rootName: gameObject.name ?? prefabAsset.displayName ?? prefabAsset.id,\n rootTransform: findEditorSceneTransform(gameObject) ?? undefined,\n rootActive: gameObject.active,\n rootShadow: gameObject.shadow,\n instanceOverrides: gameObject.overrides,\n propertyPathPrefix: `assets.${prefabAsset.id}.prefab.nodes`,\n visitedPrefabIds,\n });\n}\n\nfunction compileEditorScenePrefabCompositionNodes(input: {\n prefabAsset: EditorSceneAsset;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n rootRuntimeId: string;\n rootParentId?: string;\n rootName?: string;\n rootTransform?: EditorSceneTransformComponent;\n rootActive?: boolean;\n rootShadow?: PlayableEditorSceneCompilerGameObject['shadow'];\n instanceOverrides?: unknown;\n propertyPathPrefix: string;\n visitedPrefabIds: Set<string>;\n}): PlayableEditorRuntimeSceneNode[] {\n if (input.visitedPrefabIds.has(input.prefabAsset.id)) {\n return [compileEditorScenePrefabPlaceholderNode({\n id: input.rootRuntimeId,\n name: input.rootName ?? input.prefabAsset.displayName ?? input.prefabAsset.id,\n parentId: input.rootParentId,\n transform: input.rootTransform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: 'PrefabCycle',\n propertyPath: input.propertyPathPrefix,\n })];\n }\n input.visitedPrefabIds.add(input.prefabAsset.id);\n\n const prefabNodes = readEditorScenePrefabNodes(input.prefabAsset);\n const rootNodeId = readEditorScenePrefabRootNodeId(input.prefabAsset);\n const rootNode = rootNodeId\n ? prefabNodes.find(node => node.id === rootNodeId)\n : null;\n if (!rootNode || prefabNodes.length === 0) {\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return [compileEditorScenePrefabPlaceholderNode({\n id: input.rootRuntimeId,\n name: input.rootName ?? input.prefabAsset.displayName ?? input.prefabAsset.id,\n parentId: input.rootParentId,\n transform: input.rootTransform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: 'Prefab',\n propertyPath: input.propertyPathPrefix,\n })];\n }\n\n const runtimeIdForNode = (node: EditorScenePrefabNode): string =>\n node.id === rootNode.id ? input.rootRuntimeId : `${input.rootRuntimeId}:${node.id}`;\n const orderedNodes = orderEditorScenePrefabNodesForCompile(prefabNodes, rootNode.id);\n const primaryModelNodeId = findEditorScenePrefabPrimaryModelNodeId(orderedNodes, input.prefabAsset);\n const compiledNodes: PlayableEditorRuntimeSceneNode[] = [];\n for (const node of orderedNodes) {\n const runtimeId = runtimeIdForNode(node);\n const parentId = node.id === rootNode.id\n ? input.rootParentId\n : runtimeIdForNode(prefabNodes.find(candidate => candidate.id === node.parentId) ?? rootNode);\n if (node.kind === 'prefabInstance' && node.childPrefabId) {\n const childPrefab = input.editorDocument.assets.find(asset => asset.id === node.childPrefabId);\n if (childPrefab && isExplicitEditorScenePrefabCompositionAsset(childPrefab)) {\n const isRootPrefabInstance = node.id === rootNode.id;\n compiledNodes.push(...compileEditorScenePrefabCompositionNodes({\n prefabAsset: childPrefab,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n rootRuntimeId: runtimeId,\n rootParentId: parentId,\n rootName: isRootPrefabInstance\n ? (input.rootName ?? node.name ?? childPrefab.displayName ?? childPrefab.id)\n : (node.name ?? childPrefab.displayName ?? childPrefab.id),\n rootTransform: isRootPrefabInstance ? (input.rootTransform ?? node.transform) : node.transform,\n rootActive: isRootPrefabInstance\n ? (input.rootActive ?? node.defaults?.active ?? input.prefabAsset.prefab?.defaults?.active)\n : node.defaults?.active,\n rootShadow: isRootPrefabInstance\n ? mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, node.defaults?.shadow, input.rootShadow)\n : node.defaults?.shadow,\n instanceOverrides: isRootPrefabInstance\n ? mergeEditorSceneCompilerVisualOverrides(\n mergeEditorSceneCompilerVisualOverrides(\n readEditorSceneCompilerVisualOverrides(input.prefabAsset.prefab?.overrides),\n readEditorSceneCompilerVisualOverrides(node.overrides),\n ),\n readEditorSceneCompilerVisualOverrides(input.instanceOverrides),\n )\n : node.overrides,\n propertyPathPrefix: `${input.propertyPathPrefix}.${node.id}.childPrefab.nodes`,\n visitedPrefabIds: new Set(input.visitedPrefabIds),\n }));\n continue;\n }\n compiledNodes.push(compileEditorScenePrefabPlaceholderNode({\n id: runtimeId,\n name: node.name ?? node.childPrefabId ?? 'Prefab Instance',\n parentId,\n transform: node.transform,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n component: 'UnsupportedPrefabInstance',\n propertyPath: `${input.propertyPathPrefix}.${node.id}`,\n }));\n continue;\n }\n compiledNodes.push(compileEditorScenePrefabCompositionNode({\n node,\n rootNode,\n prefabAsset: input.prefabAsset,\n runtimeId,\n parentId,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n rootRuntimeName: input.rootName,\n rootRuntimeTransform: input.rootTransform,\n rootRuntimeActive: input.rootActive,\n rootRuntimeShadow: input.rootShadow,\n instanceOverrides: node.id === primaryModelNodeId ? input.instanceOverrides : undefined,\n propertyPath: `${input.propertyPathPrefix}.${node.id}`,\n }));\n }\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return compileEditorScenePrefabScopedShadowPlans({\n compiledNodes,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n });\n}\n\nfunction compileEditorScenePrefabCompositionNode(input: {\n node: EditorScenePrefabNode;\n rootNode: EditorScenePrefabNode;\n prefabAsset: EditorSceneAsset;\n runtimeId: string;\n parentId?: string;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n rootRuntimeName?: string;\n rootRuntimeTransform?: EditorSceneTransformComponent;\n rootRuntimeActive?: boolean;\n rootRuntimeShadow?: PlayableEditorSceneCompilerGameObject['shadow'];\n instanceOverrides?: unknown;\n propertyPath: string;\n}): PlayableEditorRuntimeSceneNode {\n const isRoot = input.node.id === input.rootNode.id;\n const transform = isRoot\n ? (input.rootRuntimeTransform ?? input.node.transform)\n : input.node.transform;\n const sourceAsset = input.node.kind === 'model' && input.node.sourceAssetId\n ? input.editorDocument.assets.find(asset => asset.id === input.node.sourceAssetId)\n : undefined;\n const base = compileEditorScenePrefabRuntimeNodeBase({\n id: input.runtimeId,\n name: isRoot\n ? (input.rootRuntimeName ?? input.node.name ?? input.prefabAsset.displayName ?? input.prefabAsset.id)\n : input.node.name,\n parentId: input.parentId,\n transform,\n active: isRoot\n ? (input.rootRuntimeActive ?? input.node.defaults?.active ?? input.prefabAsset.prefab?.defaults?.active)\n : input.node.defaults?.active,\n shadow: isRoot\n ? mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, input.node.defaults?.shadow, input.rootRuntimeShadow)\n : mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, input.node.defaults?.shadow),\n sourceAsset,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: input.node.kind === 'model'\n ? 'PrefabModel'\n : input.node.kind === 'primitive'\n ? 'PrefabPrimitive'\n : input.node.kind === 'light'\n ? 'PrefabLight'\n : 'PrefabNode',\n propertyPath: input.propertyPath,\n });\n\n if (input.node.kind === 'model' && input.node.sourceAssetId) {\n const visualOverrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: input.hostGameObject,\n prefabAsset: input.prefabAsset,\n rootNode: input.rootNode,\n node: input.node,\n asset: sourceAsset,\n editorDocument: input.editorDocument,\n instanceOverrides: input.instanceOverrides,\n });\n return {\n ...base,\n kind: 'instance',\n instance: {\n assetId: input.node.sourceAssetId,\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeInstanceNode;\n }\n\n if (input.node.kind === 'primitive') {\n const visualOverrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: input.hostGameObject,\n prefabAsset: input.prefabAsset,\n rootNode: input.rootNode,\n node: input.node,\n asset: undefined,\n editorDocument: input.editorDocument,\n instanceOverrides: input.instanceOverrides,\n });\n return {\n ...base,\n kind: 'primitive',\n primitive: {\n shape: input.node.primitive?.shape ?? 'cube',\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimePrimitiveNode;\n }\n\n if (input.node.kind === 'light') {\n return {\n ...base,\n kind: 'transform',\n transformType: 'light',\n ...(input.node.light ? { light: compileEditorSceneLight(input.node.light) } : {}),\n } satisfies PlayableEditorRuntimeTransformNode;\n }\n\n return {\n ...base,\n kind: 'group',\n } satisfies PlayableEditorRuntimeGroupNode;\n}\n\nfunction compileEditorScenePrefabPlaceholderNode(input: {\n id: string;\n name?: string;\n parentId?: string;\n transform?: EditorSceneTransformComponent;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n component: string;\n propertyPath: string;\n}): PlayableEditorRuntimeGroupNode {\n return {\n ...compileEditorScenePrefabRuntimeNodeBase({\n id: input.id,\n name: input.name,\n parentId: input.parentId,\n transform: input.transform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: input.component,\n propertyPath: input.propertyPath,\n }),\n kind: 'group',\n };\n}\n\nfunction readEditorSceneCompilerCustomTransformRuntimeData(\n gameObject: PlayableEditorSceneCompilerGameObject,\n options: PlayableEditorSceneCompilerOptions,\n): Record<string, unknown> {\n const data = options.readCustomTransformRuntimeData?.(gameObject);\n return data && typeof data === 'object' && !Array.isArray(data)\n ? structuredClone(data)\n : {};\n}\n\nfunction compileEditorScenePrefabRuntimeNodeBase(input: {\n id: string;\n name?: string;\n parentId?: string;\n transform?: EditorSceneTransformComponent;\n active?: boolean;\n shadow?: EditorShadowSettings;\n sourceAsset?: EditorSceneAsset;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n component: string;\n propertyPath: string;\n}): Omit<PlayableEditorRuntimeSceneNode, 'kind'> {\n return {\n id: input.id,\n ...(input.name ? { name: input.name } : {}),\n ...(input.parentId ? { parentId: input.parentId } : {}),\n ...(input.active === false ? { enabled: false } : {}),\n ...(input.shadow ? { shadow: structuredClone(input.shadow) } : {}),\n ...compileEditorScenePrefabRuntimeShadowPlan(input),\n source: {\n sourceId: input.sourceRef.sourceId,\n sourceType: input.sourceRef.sourceType,\n revision: input.sourceRef.revision,\n ...(input.hostGameObject.guid ? { objectGuid: input.hostGameObject.guid } : {}),\n objectId: input.hostGameObject.id,\n component: input.component,\n propertyPath: input.propertyPath,\n },\n ...(input.transform && 'position' in input.transform\n ? {\n transform: {\n position: input.transform.position,\n rotation: input.transform.rotation,\n ...(input.transform.scale ? { scale: input.transform.scale } : {}),\n },\n }\n : {}),\n };\n}\n\nfunction compileEditorSceneGameObjectShadowPlan(\n editorDocument: PlayableEditorSceneCompilerDocument,\n gameObject: PlayableEditorSceneCompilerGameObject,\n): { shadowPlan?: EditorShadowResolvedPlan } {\n const plan = resolveEditorShadowPlan({\n document: editorDocument,\n casterId: gameObject.id,\n });\n return shouldEmitEditorSceneRuntimeShadowPlan(plan, !!gameObject.shadow)\n ? { shadowPlan: plan }\n : {};\n}\n\nfunction compileEditorScenePrefabRuntimeShadowPlan(input: {\n id: string;\n shadow?: EditorShadowSettings;\n sourceAsset?: EditorSceneAsset;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n}): { shadowPlan?: EditorShadowResolvedPlan } {\n if (!input.editorDocument) return {};\n const readable = readEditorShadowSettingsResult(input.shadow);\n const source = readEditorSceneCompilerAssetShadowSettings(input.sourceAsset);\n const hasAuthoringShadow = !!input.shadow || !!readable.shadow || !!source.shadow;\n if (!hasAuthoringShadow && readable.diagnostics.length === 0 && source.diagnostics.length === 0) return {};\n const plan = resolveEditorShadowPlan({\n document: input.editorDocument,\n casterId: input.hostGameObject.id,\n settings: {\n source: source.shadow,\n instance: readable.shadow,\n },\n });\n const remappedPlan: EditorShadowResolvedPlan = {\n ...plan,\n casterId: input.id,\n diagnostics: [\n ...source.diagnostics,\n ...readable.diagnostics,\n ...plan.diagnostics,\n ].map(diagnostic => ({\n ...diagnostic,\n casterId: diagnostic.casterId === input.hostGameObject.id || !diagnostic.casterId\n ? input.id\n : diagnostic.casterId,\n })),\n };\n return shouldEmitEditorSceneRuntimeShadowPlan(remappedPlan, hasAuthoringShadow)\n ? { shadowPlan: remappedPlan }\n : {};\n}\n\nfunction readEditorSceneCompilerAssetShadowSettings(asset: EditorSceneAsset | undefined): {\n shadow?: EditorShadowSettings;\n diagnostics: EditorShadowResolvedPlan['diagnostics'];\n} {\n if (!asset) return { diagnostics: [] };\n const defaults = asset?.defaults && typeof asset.defaults === 'object' && !Array.isArray(asset.defaults)\n ? asset.defaults as { shadow?: unknown }\n : undefined;\n if (!defaults) return { diagnostics: [] };\n const result = readEditorShadowSettingsResult(defaults.shadow);\n return {\n shadow: result.shadow,\n diagnostics: result.diagnostics.map(diagnostic => ({\n ...diagnostic,\n details: {\n ...(diagnostic.details ?? {}),\n source: 'asset',\n assetId: asset.id,\n },\n })),\n };\n}\n\nfunction shouldEmitEditorSceneRuntimeShadowPlan(\n plan: EditorShadowResolvedPlan,\n hasAuthoringShadow: boolean,\n): boolean {\n return hasAuthoringShadow || plan.backend !== 'none' || plan.diagnostics.length > 0;\n}\n\nfunction compileEditorScenePrefabScopedShadowPlans(input: {\n compiledNodes: PlayableEditorRuntimeSceneNode[];\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n}): PlayableEditorRuntimeSceneNode[] {\n if (input.compiledNodes.length === 0) return input.compiledNodes;\n const compiledNodeIds = new Set(input.compiledNodes.map(node => node.id));\n const shadowDocument: PlayableEditorSceneCompilerDocument = {\n ...input.editorDocument,\n scene: {\n ...input.editorDocument.scene,\n gameObjects: [\n ...input.editorDocument.scene.gameObjects.filter(gameObject => !compiledNodeIds.has(gameObject.id)),\n ...input.compiledNodes.map(node => createEditorSceneGameObjectFromRuntimeNode(node)),\n ],\n },\n };\n const internalReceiverIds = input.compiledNodes\n .filter((node) => node.shadow?.receive === 'enabled')\n .map(node => node.id);\n const internalLightId = input.compiledNodes\n .map(node => createEditorSceneGameObjectFromRuntimeNode(node))\n .find(gameObject => gameObject.light?.type === 'directional' && gameObject.active !== false)\n ?.id;\n return input.compiledNodes.map((node) => {\n const plan = resolveEditorShadowPlan({\n document: shadowDocument,\n casterId: node.id,\n explicitReceiverIds: internalReceiverIds,\n ...(internalLightId ? { defaultLightId: internalLightId } : {}),\n });\n const hasAuthoringShadow = !!node.shadow;\n if (!shouldEmitEditorSceneRuntimeShadowPlan(plan, hasAuthoringShadow)) {\n if (!node.shadowPlan) return node;\n const next = { ...node };\n delete next.shadowPlan;\n return next;\n }\n return {\n ...node,\n shadowPlan: plan,\n };\n });\n}\n\nfunction createEditorSceneGameObjectFromRuntimeNode(\n node: PlayableEditorRuntimeSceneNode,\n): PlayableEditorSceneCompilerGameObject {\n const components: PlayableEditorSceneCompilerGameObject['components'] = [];\n if (node.transform) {\n components.push({\n type: 'Transform',\n position: node.transform.position,\n rotation: node.transform.rotation,\n ...(node.transform.scale ? { scale: node.transform.scale } : {}),\n });\n }\n if (node.kind === 'instance') {\n components.push({\n type: 'ModelRenderer',\n assetId: node.instance.assetId,\n });\n }\n return {\n id: node.id,\n ...(node.name ? { name: node.name } : {}),\n kind: node.kind,\n ...(node.parentId ? { parentId: node.parentId } : {}),\n ...(node.enabled === false ? { active: false } : {}),\n ...(node.shadow ? { shadow: structuredClone(node.shadow) } : {}),\n ...(node.kind === 'primitive' ? { primitive: { shape: node.primitive.shape } } : {}),\n ...(node.kind === 'transform' && node.transformType ? { transformType: node.transformType } : {}),\n ...(node.kind === 'transform' && node.light ? { light: node.light } : {}),\n ...(node.kind === 'transform' && node.camera ? { camera: node.camera } : {}),\n ...(node.kind === 'transform' && node.marker ? { marker: structuredClone(node.marker) } : {}),\n components,\n };\n}\n\nfunction compileEditorScenePrefabCompositionVisualOverrides(input: {\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n prefabAsset: EditorSceneAsset;\n rootNode: EditorScenePrefabNode;\n node: EditorScenePrefabNode;\n asset: EditorSceneAsset | undefined;\n editorDocument: PlayableEditorSceneCompilerDocument;\n instanceOverrides?: unknown;\n}): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const materialHostGameObject = input.node.kind === 'model' && input.node.sourceAssetId\n ? createEditorSceneCompilerPrefabModelGameObject(input.hostGameObject, input.node, input.node.sourceAssetId)\n : input.hostGameObject;\n const targetAssetId = input.asset?.id;\n const prefabOverrides = mergeEditorScenePrefabOverrideList([\n filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.prefabAsset.prefab?.overrides),\n input.prefabAsset.prefab?.sourceAssetId,\n input.asset,\n ),\n filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.rootNode.overrides),\n input.rootNode.kind === 'model' ? input.rootNode.sourceAssetId : input.prefabAsset.prefab?.sourceAssetId,\n input.asset,\n ),\n input.node.id === input.rootNode.id\n ? undefined\n : filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.node.overrides),\n input.node.kind === 'model' ? input.node.sourceAssetId : targetAssetId,\n input.asset,\n ),\n ]);\n const instanceOverrides = readEditorSceneCompilerVisualOverrides(input.instanceOverrides);\n return filterEditorSceneCompilerMaterialSlotBindings(\n mergeEditorSceneCompilerVisualOverrides(prefabOverrides, instanceOverrides),\n input.asset,\n );\n}\n\nfunction filterEditorSceneCompilerOverrideLayer(\n overrides: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n ownerAssetId: string | undefined,\n targetAsset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n return filterEditorSceneCompilerMaterialSlotBindings(\n overrides,\n ownerAssetId && ownerAssetId === targetAsset?.id ? targetAsset : undefined,\n );\n}\n\nfunction filterEditorSceneCompilerMaterialSlotBindings(\n overrides: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n asset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n if (!overrides?.materialSlotBindings) return overrides;\n const materialSlots = isRecord(asset?.metadata) && Array.isArray(asset.metadata.materialSlots)\n ? asset.metadata.materialSlots\n : [];\n const allowedSlotIds = new Set(materialSlots.flatMap((slot) => {\n const slotId = isRecord(slot) && typeof slot.slotId === 'string' ? slot.slotId.trim() : '';\n return slotId ? [slotId] : [];\n }));\n const materialSlotBindings = Object.fromEntries(\n Object.entries(overrides.materialSlotBindings).filter(([slotId]) => allowedSlotIds.has(slotId)),\n );\n const next = structuredClone(overrides);\n if (Object.keys(materialSlotBindings).length > 0) next.materialSlotBindings = materialSlotBindings;\n else delete next.materialSlotBindings;\n return Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction createEditorSceneCompilerPrefabModelGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n assetId: string,\n): PlayableEditorSceneCompilerGameObject {\n return {\n id: `${hostGameObject.id}:${node.id}`,\n ...(node.name ? { name: node.name } : {}),\n kind: 'instance',\n components: [\n ...(node.transform ? [node.transform] : []),\n {\n type: 'ModelRenderer',\n assetId,\n },\n ],\n };\n}\n\nfunction createEditorSceneCompilerPrefabPrimitiveGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n): PlayableEditorSceneCompilerGameObject {\n return {\n id: `${hostGameObject.id}:${node.id}`,\n ...(node.name ? { name: node.name } : {}),\n kind: 'primitive',\n primitive: { shape: node.primitive?.shape ?? 'cube' },\n components: [\n ...(node.transform ? [node.transform] : []),\n ],\n };\n}\n\nfunction createEditorSceneCompilerPrefabCompositionMaterialGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n): PlayableEditorSceneCompilerGameObject | null {\n if (node.kind === 'model' && node.sourceAssetId) {\n return createEditorSceneCompilerPrefabModelGameObject(hostGameObject, node, node.sourceAssetId);\n }\n if (node.kind === 'primitive') {\n return createEditorSceneCompilerPrefabPrimitiveGameObject(hostGameObject, node);\n }\n return null;\n}\n\nfunction mergeEditorScenePrefabOverrideList(\n overridesList: Array<unknown | undefined>,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n let next: PlayableEditorRuntimeNodeVisualOverrides | undefined;\n for (const overrides of overridesList) {\n const readable = readEditorSceneCompilerVisualOverrides(overrides);\n if (!readable) continue;\n next = mergeEditorSceneCompilerVisualOverrides(next, readable);\n }\n return next;\n}\n\nfunction orderEditorScenePrefabNodesForCompile(\n nodes: readonly EditorScenePrefabNode[],\n rootNodeId: string,\n): EditorScenePrefabNode[] {\n const byParentId = new Map<string, EditorScenePrefabNode[]>();\n for (const node of nodes) {\n if (!node.parentId) continue;\n const children = byParentId.get(node.parentId) ?? [];\n children.push(node);\n byParentId.set(node.parentId, children);\n }\n const ordered: EditorScenePrefabNode[] = [];\n const visited = new Set<string>();\n const visit = (node: EditorScenePrefabNode) => {\n if (visited.has(node.id)) return;\n visited.add(node.id);\n ordered.push(node);\n for (const child of byParentId.get(node.id) ?? []) visit(child);\n };\n const root = nodes.find(node => node.id === rootNodeId);\n if (root) visit(root);\n for (const node of nodes) visit(node);\n return ordered;\n}\n\nfunction findEditorScenePrefabPrimaryModelNodeId(\n nodes: readonly EditorScenePrefabNode[],\n prefabAsset: EditorSceneAsset,\n): string | undefined {\n const sourceAssetId = prefabAsset.prefab?.sourceAssetId;\n return nodes.find(node => node.kind === 'model' && node.sourceAssetId === sourceAssetId)?.id\n ?? nodes.find(node => node.kind === 'model')?.id;\n}\n\nfunction isExplicitEditorScenePrefabCompositionAsset(\n asset: EditorSceneAsset | null | undefined,\n): asset is EditorSceneAsset & { prefab: NonNullable<EditorSceneAsset['prefab']> } {\n return isEditorScenePrefabAsset(asset)\n && asset.prefab.compositionVersion === EDITOR_SCENE_PREFAB_COMPOSITION_VERSION\n && Array.isArray(asset.prefab.nodes)\n && asset.prefab.nodes.length > 0\n && !!readEditorScenePrefabRootNodeId(asset);\n}\n\nfunction findEditorScenePrimitiveRenderer(\n gameObject: PlayableEditorSceneCompilerGameObject,\n): PlayableEditorSceneCompilerGameObject['primitive'] | null {\n return gameObject.primitive ?? null;\n}\n\nfunction compileEditorSceneVisualOverrides(\n gameObject: PlayableEditorSceneCompilerGameObject,\n editorDocument: PlayableEditorSceneCompilerDocument,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const nodeKind = readEditorSceneNodeKind(gameObject);\n if (nodeKind !== 'instance' && nodeKind !== 'transform' && nodeKind !== 'primitive') return undefined;\n const modelRenderer = findEditorSceneModelRenderer(gameObject);\n const asset = modelRenderer ? editorDocument.assets.find((entry) => entry.id === modelRenderer.assetId) : undefined;\n return resolveEditorSceneCompileVisualOverrides(gameObject, editorDocument, asset);\n}\n\nfunction resolveEditorSceneCompileVisualOverrides(\n gameObject: PlayableEditorSceneCompilerGameObject,\n editorDocument: PlayableEditorSceneCompilerDocument,\n asset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const instanceOverrides = readEditorSceneCompilerVisualOverrides(gameObject.overrides);\n const relation = resolveEditorScenePrefabInstanceRelation(\n editorDocument,\n gameObject.id,\n );\n const prefabOverrides = readEditorSceneCompilerVisualOverrides(relation.definition?.prefab?.overrides);\n return mergeEditorSceneCompilerVisualOverrides(prefabOverrides, instanceOverrides);\n}\n\nfunction mergeEditorSceneCompilerVisualOverrides(\n base: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n override: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n let next = mergeEditorScenePrefabOverrides(\n base,\n override,\n ) as PlayableEditorRuntimeNodeVisualOverrides | undefined;\n for (const source of [base, override]) {\n if (!source) continue;\n for (const [key, value] of Object.entries(source)) {\n if (isEditorScenePrefabMaterialOverrideKey(key) || value === undefined) continue;\n next ??= {};\n next[key] = structuredClone(value);\n }\n }\n return next && Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction readEditorSceneCompilerVisualOverrides(value: unknown): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n if (!isRecord(value)) return undefined;\n const next = structuredClone(value) as PlayableEditorRuntimeNodeVisualOverrides;\n return Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction isEditorScenePrefabMaterialOverrideKey(key: string): boolean {\n return key === 'materialBinding'\n || key === 'materialSlotBindings';\n}\n\nfunction isRecord(value: unknown): value is Record<string, unknown> {\n return !!value && typeof value === 'object' && !Array.isArray(value);\n}\n\nfunction readNonEmptyString(value: unknown): string | undefined {\n const trimmed = typeof value === 'string' ? value.trim() : '';\n return trimmed || undefined;\n}\n\nfunction compileEditorSceneCamera(camera: EditorSceneCameraRig): EditorSceneCameraRig {\n const compiled = structuredClone(camera) as EditorSceneCameraRig & { inspectorLanguage?: unknown };\n delete compiled.inspectorLanguage;\n return compiled;\n}\n\nfunction compileEditorSceneLight(light: EditorSceneLight): EditorSceneLight {\n const compiled = structuredClone(light) as EditorSceneLight & { inspectorLanguage?: unknown };\n delete compiled.inspectorLanguage;\n return compiled;\n}\n"]}
1
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{\n findEditorSceneModelRenderer,\n findEditorSceneTransform,\n EDITOR_SCENE_PREFAB_COMPOSITION_VERSION,\n isEditorScenePrefabAsset,\n mergeEditorSceneMaterialBindingOverrides,\n mergeEditorScenePrefabOverrides,\n readEditorSceneNodeKind,\n readEditorScenePrefabNodes,\n createEditorScenePrefabInstanceScopedNodeId,\n rebaseEditorScenePrefabMarkerConfig,\n readEditorScenePrefabRootNodeId,\n resolveEditorSceneGameObjectRendering,\n resolveEditorScenePrefabInstanceRelation,\n type EditorSceneAsset,\n type EditorSceneCameraRig,\n type EditorSceneDocument,\n type EditorSceneLight,\n type EditorSceneMarkerConfig,\n type EditorScenePrefabNode,\n type EditorSceneTransformComponent,\n} from '../document';\nimport {\n resolveEditorSceneMaterialAssetIntegrity,\n type EditorSceneMaterialAsset,\n} from '../material-binding';\nimport {\n resolveEditorShadowPlan,\n} from '../shadow-system';\nimport {\n FPS_SHADOW_MAP_EXPERIMENT_PLUGIN_ID,\n FPS_SHADOW_MAP_EXPERIMENT_PLAN_SCHEMA_VERSION,\n mergeEditorShadowSettings,\n readEditorShadowSettingsResult,\n resolveShadowMapExperimentPlan,\n type EditorShadowMapExperimentObjectOverride,\n type EditorShadowMapExperimentSettings,\n type EditorShadowResolvedPlan,\n type EditorShadowSettings,\n type ShadowMapExperimentUpdateClass,\n} from '@fps-games/playable-rendering';\nimport {\n getEditorSceneAuthoringSourceRef,\n} from '../authoring';\nimport type {\n CompilePlayableEditorSceneResult,\n PlayableEditorRuntimeGroupNode,\n PlayableEditorRuntimeInstanceNode,\n PlayableEditorRuntimeNodeVisualOverrides,\n PlayableEditorRuntimePrimitiveNode,\n PlayableEditorRuntimeSceneAssetConfig,\n PlayableEditorRuntimeSceneConfig,\n PlayableEditorRuntimeSceneMarkerConfig,\n PlayableEditorRuntimeSceneNode,\n PlayableEditorRuntimeTransformNode,\n PlayableEditorRuntimeTransformType,\n PlayableEditorSceneCompilerBaseConfig,\n PlayableEditorSceneCompilerDocument,\n PlayableEditorSceneCompilerGameObject,\n PlayableEditorSceneCompilerOptions,\n PlayableEditorSceneRuntimeSourceBinding,\n RuntimeMaterialBindingConfig,\n} from './types';\nimport {\n assertPlayableEditorRuntimeSceneConfig,\n assertPlayableEditorSceneDocumentContract,\n} from './validation';\nimport { assertEditorSceneStaticShadowArtifactContract } from '../static-shadows';\n\nexport const PLAYABLE_EDITOR_SCENE_COMPILER_ID = '@fps-games/editor.playable-sdk.scene-compiler';\nexport const PLAYABLE_EDITOR_SCENE_COMPILER_VERSION = '2';\n\ntype PlayableEditorCompiledSceneNode = PlayableEditorRuntimeSceneNode & {\n shadowMapExperiment?: EditorShadowMapExperimentObjectOverride;\n shadowMapExperimentInferredUpdateClass?: ShadowMapExperimentUpdateClass;\n};\n\nexport function resolveEditorSceneGameObjectRuntimeEntityIds(\n editorDocument: EditorSceneDocument,\n gameObjectId: string,\n): string[] {\n const compilerDocument = editorDocument as PlayableEditorSceneCompilerDocument;\n const gameObject = compilerDocument.scene.gameObjects.find(candidate => candidate.id === gameObjectId);\n if (!gameObject) return [];\n const materialAssets = resolveCompiledEditorSceneMaterialAssets(compilerDocument);\n const documentWithResolvedMaterialAssets = {\n ...compilerDocument,\n scene: {\n ...compilerDocument.scene,\n materialAssets,\n },\n };\n return compileGameObjectToRuntimeNodes(\n gameObject,\n getEditorSceneAuthoringSourceRef(compilerDocument),\n documentWithResolvedMaterialAssets,\n {},\n ).map(node => node.id);\n}\n\nexport function compileEditorSceneDocumentToSceneConfig<\n TDocument extends PlayableEditorSceneCompilerDocument,\n TSceneConfig extends PlayableEditorSceneCompilerBaseConfig,\n>(\n editorDocument: TDocument,\n baseSceneConfig: TSceneConfig,\n options: PlayableEditorSceneCompilerOptions<TDocument['scene']['gameObjects'][number]> = {},\n): CompilePlayableEditorSceneResult<TSceneConfig> {\n assertPlayableEditorSceneDocumentContract(editorDocument);\n const baseSceneRecord = baseSceneConfig as PlayableEditorSceneCompilerBaseConfig & { staticShadows?: unknown };\n if (Object.prototype.hasOwnProperty.call(baseSceneRecord, 'staticShadows') && baseSceneRecord.staticShadows != null) {\n assertEditorSceneStaticShadowArtifactContract(baseSceneRecord.staticShadows, '$.staticShadows');\n }\n const nextSceneConfig = structuredClone(baseSceneConfig) as TSceneConfig;\n const previousScene = isRecord(nextSceneConfig.scene)\n ? nextSceneConfig.scene as Partial<NonNullable<PlayableEditorRuntimeSceneConfig['scene']>>\n : undefined;\n const sourceRef = getEditorSceneAuthoringSourceRef(editorDocument);\n const generatedFrom = {\n ...sourceRef,\n compilerId: PLAYABLE_EDITOR_SCENE_COMPILER_ID,\n compilerVersion: PLAYABLE_EDITOR_SCENE_COMPILER_VERSION,\n compiledAt: new Date().toISOString(),\n };\n nextSceneConfig.schemaVersion = 3;\n nextSceneConfig.meta = {\n ...(nextSceneConfig.meta ?? {}),\n generatedFrom,\n };\n\n const rootId = previousScene?.rootId || 'root';\n const compiledGameObjects = editorDocument.scene.gameObjects\n .filter((gameObject) => gameObject.id !== rootId);\n const materialAssets = resolveCompiledEditorSceneMaterialAssets(editorDocument);\n const documentWithResolvedMaterialAssets = {\n ...editorDocument,\n scene: {\n ...editorDocument.scene,\n materialAssets,\n },\n };\n const compiledNodes = compiledGameObjects.flatMap(gameObject => compileGameObjectToRuntimeNodes(\n gameObject,\n sourceRef,\n documentWithResolvedMaterialAssets,\n options,\n ));\n const runtimeNodes = compiledNodes.map(stripShadowMapExperimentCompilerMetadata);\n assertUniqueEditorSceneRuntimeNodeIds(rootId, runtimeNodes);\n assertIsolatedEditorScenePrefabMarkerTargets(rootId, runtimeNodes);\n const compiledScene: NonNullable<PlayableEditorRuntimeSceneConfig['scene']> = {\n rootId,\n assets: documentWithResolvedMaterialAssets.assets\n .filter(isEditorSceneModelAsset)\n .map(compileAsset),\n nodes: runtimeNodes,\n materialAssets,\n materials: previousScene?.materials ?? [],\n textures: previousScene?.textures ?? [],\n };\n nextSceneConfig.scene = compiledScene as TSceneConfig['scene'];\n nextSceneConfig.plugins = compileShadowMapExperimentPluginEntries(\n nextSceneConfig.plugins,\n options.shadowMapExperimentConfig,\n documentWithResolvedMaterialAssets.scene.shadowMapExperiment,\n compiledNodes,\n rootId,\n sourceRef.revision,\n );\n assertPlayableEditorRuntimeSceneConfig(nextSceneConfig);\n\n return {\n sceneConfig: nextSceneConfig,\n summary: {\n assetCount: compiledScene.assets.length,\n gameObjectCount: editorDocument.scene.gameObjects.length,\n nodeCount: compiledScene.nodes.length,\n },\n };\n}\n\nfunction stripShadowMapExperimentCompilerMetadata(\n node: PlayableEditorCompiledSceneNode,\n): PlayableEditorRuntimeSceneNode {\n if (!Object.prototype.hasOwnProperty.call(node, 'shadowMapExperiment')\n && !Object.prototype.hasOwnProperty.call(node, 'shadowMapExperimentInferredUpdateClass')) return node;\n const {\n shadowMapExperiment: _compilerMetadata,\n shadowMapExperimentInferredUpdateClass: _inferredUpdateClass,\n ...runtimeNode\n } = node;\n return runtimeNode as PlayableEditorRuntimeSceneNode;\n}\n\nfunction assertUniqueEditorSceneRuntimeNodeIds(\n rootId: string,\n nodes: readonly PlayableEditorRuntimeSceneNode[],\n): void {\n const ids = new Set([rootId]);\n for (let index = 0; index < nodes.length; index += 1) {\n const nodeId = nodes[index]!.id;\n if (ids.has(nodeId)) {\n const error = new Error(`schema.invalidReference: $.scene.nodes[${index}].id`);\n Object.assign(error, { code: 'schema.invalidReference', path: `$.scene.nodes[${index}].id`, nodeId });\n throw error;\n }\n ids.add(nodeId);\n }\n}\n\nfunction assertIsolatedEditorScenePrefabMarkerTargets(\n rootId: string,\n nodes: readonly PlayableEditorRuntimeSceneNode[],\n): void {\n const nodesById = new Map(nodes.map(node => [node.id, node]));\n for (let index = 0; index < nodes.length; index += 1) {\n const markerNode = nodes[index]!;\n if (markerNode.source?.component !== 'PrefabMarker' || !('marker' in markerNode) || !markerNode.marker) continue;\n for (const entry of listEditorSceneRuntimeMarkerTargets(markerNode.marker)) {\n const targetNode = nodesById.get(entry.target.id);\n if (entry.target.id !== rootId && (!targetNode || targetNode.source?.objectId === markerNode.source.objectId)) continue;\n const path = `$.scene.nodes[${index}].marker.${entry.path}.id`;\n const error = new Error(`schema.invalidReference: ${path}`);\n Object.assign(error, { code: 'schema.invalidReference', path, nodeId: markerNode.id, targetId: entry.target.id });\n throw error;\n }\n }\n}\n\nfunction listEditorSceneRuntimeMarkerTargets(\n marker: EditorSceneMarkerConfig,\n): Array<{ path: string; target: NonNullable<EditorSceneMarkerConfig['target']> }> {\n const targets: Array<{ path: string; target: NonNullable<EditorSceneMarkerConfig['target']> }> = [];\n if (marker.target) targets.push({ path: 'target', target: marker.target });\n if (marker.geometry.kind === 'point' && marker.geometry.target) {\n targets.push({ path: 'geometry.target', target: marker.geometry.target });\n }\n if (marker.geometry.kind === 'object-bounds') {\n targets.push({ path: 'geometry.target', target: marker.geometry.target });\n }\n return targets;\n}\n\nfunction resolveCompiledEditorSceneMaterialAssets(\n editorDocument: PlayableEditorSceneCompilerDocument,\n): EditorSceneMaterialAsset[] {\n const materialAssets: EditorSceneMaterialAsset[] = structuredClone(editorDocument.scene.materialAssets ?? []);\n const integrity = resolveEditorSceneMaterialAssetIntegrity(\n createEditorSceneCompilerMaterialIntegrityDocument(editorDocument, materialAssets),\n );\n if (!integrity.ok) {\n throw new Error(`editor_scene_material_assets_missing: ${integrity.missingMaterialAssetIds.join(', ')}`);\n }\n return materialAssets;\n}\n\nfunction createEditorSceneCompilerMaterialIntegrityDocument(\n editorDocument: PlayableEditorSceneCompilerDocument,\n materialAssets: EditorSceneMaterialAsset[],\n): PlayableEditorSceneCompilerDocument {\n const documentWithMaterialAssets: PlayableEditorSceneCompilerDocument = {\n ...editorDocument,\n scene: {\n ...editorDocument.scene,\n materialAssets,\n },\n };\n return {\n ...documentWithMaterialAssets,\n scene: {\n ...documentWithMaterialAssets.scene,\n gameObjects: [\n ...documentWithMaterialAssets.scene.gameObjects.map((gameObject) => {\n const visualOverrides = compileEditorSceneVisualOverrides(gameObject, documentWithMaterialAssets);\n if (visualOverrides) {\n return {\n ...gameObject,\n overrides: visualOverrides,\n };\n }\n if (!('overrides' in gameObject)) return gameObject;\n const next = { ...gameObject };\n delete next.overrides;\n return next;\n }),\n ...createEditorSceneCompilerPrefabMaterialIntegrityGameObjects(documentWithMaterialAssets),\n ],\n },\n };\n}\n\nfunction createEditorSceneCompilerPrefabMaterialIntegrityGameObjects(\n editorDocument: PlayableEditorSceneCompilerDocument,\n): PlayableEditorSceneCompilerGameObject[] {\n const gameObjects: PlayableEditorSceneCompilerGameObject[] = [];\n for (const gameObject of editorDocument.scene.gameObjects) {\n const relation = resolveEditorScenePrefabInstanceRelation(editorDocument, gameObject.id);\n if (!relation.definition || !isExplicitEditorScenePrefabCompositionAsset(relation.definition)) continue;\n gameObjects.push(...createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects({\n editorDocument,\n prefabAsset: relation.definition,\n hostGameObject: gameObject,\n instanceOverrides: gameObject.overrides,\n visitedPrefabIds: new Set<string>(),\n }));\n }\n return gameObjects;\n}\n\nfunction createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects(input: {\n editorDocument: PlayableEditorSceneCompilerDocument;\n prefabAsset: EditorSceneAsset;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n instanceOverrides?: unknown;\n visitedPrefabIds: Set<string>;\n}): PlayableEditorSceneCompilerGameObject[] {\n if (input.visitedPrefabIds.has(input.prefabAsset.id)) return [];\n input.visitedPrefabIds.add(input.prefabAsset.id);\n const nodes = orderEditorScenePrefabNodesForCompile(\n readEditorScenePrefabNodes(input.prefabAsset),\n readEditorScenePrefabRootNodeId(input.prefabAsset) ?? '',\n );\n const rootNode = nodes.find(node => node.id === readEditorScenePrefabRootNodeId(input.prefabAsset));\n if (!rootNode) {\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return [];\n }\n const primaryModelNodeId = findEditorScenePrefabPrimaryModelNodeId(nodes, input.prefabAsset);\n const gameObjects: PlayableEditorSceneCompilerGameObject[] = [];\n for (const node of nodes) {\n if (node.kind === 'prefabInstance' && node.childPrefabId) {\n const childPrefab = input.editorDocument.assets.find(asset => asset.id === node.childPrefabId);\n if (childPrefab && isExplicitEditorScenePrefabCompositionAsset(childPrefab)) {\n gameObjects.push(...createEditorSceneCompilerPrefabCompositionMaterialIntegrityGameObjects({\n editorDocument: input.editorDocument,\n prefabAsset: childPrefab,\n hostGameObject: input.hostGameObject,\n instanceOverrides: node.overrides,\n visitedPrefabIds: new Set(input.visitedPrefabIds),\n }));\n continue;\n }\n continue;\n }\n\n const syntheticGameObject = createEditorSceneCompilerPrefabCompositionMaterialGameObject(input.hostGameObject, node);\n if (!syntheticGameObject) continue;\n const asset = node.kind === 'model' && node.sourceAssetId\n ? input.editorDocument.assets.find(asset => asset.id === node.sourceAssetId)\n : undefined;\n const overrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: syntheticGameObject,\n prefabAsset: input.prefabAsset,\n rootNode,\n node,\n asset,\n editorDocument: input.editorDocument,\n instanceOverrides: node.id === primaryModelNodeId ? input.instanceOverrides : undefined,\n });\n if (!overrides) continue;\n gameObjects.push({\n ...syntheticGameObject,\n overrides,\n });\n }\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return gameObjects;\n}\n\ntype EditorSceneModelAsset = EditorSceneAsset & { type: 'glb' };\n\nfunction isEditorSceneModelAsset(asset: EditorSceneAsset): asset is EditorSceneModelAsset {\n return asset.type === 'glb';\n}\n\nfunction compileAsset(asset: EditorSceneModelAsset): PlayableEditorRuntimeSceneAssetConfig {\n const url = readEditorSceneRuntimeAssetUrl(asset);\n const materialSlots = compileEditorSceneRuntimeMaterialSlots(asset);\n const external = compileEditorSceneRuntimeAssetExternal(asset.external);\n const defaults = compileEditorSceneRuntimeAssetDefaults(asset.defaults);\n return {\n id: asset.id,\n type: asset.type,\n ...(asset.guid ? { guid: asset.guid } : {}),\n ...(url ? { url } : {}),\n ...(typeof asset.warmupCount === 'number' && Number.isInteger(asset.warmupCount) && asset.warmupCount >= 0\n ? { warmupCount: asset.warmupCount }\n : {}),\n ...(typeof asset.singleton === 'boolean' ? { singleton: asset.singleton } : {}),\n ...(typeof asset.materialMode === 'string' ? { materialMode: asset.materialMode } : {}),\n ...(defaults !== undefined ? { defaults } : {}),\n ...(external ? { external } : {}),\n ...(materialSlots.length > 0 ? { materialSlots } : {}),\n };\n}\n\nfunction compileEditorSceneRuntimeAssetDefaults(value: unknown): unknown {\n if (!value) return undefined;\n const defaults = structuredClone(value);\n if (!isRecord(defaults)) return defaults;\n delete defaults.shadowMapExperiment;\n return Object.keys(defaults).length > 0 ? defaults : undefined;\n}\n\nfunction compileEditorSceneRuntimeAssetExternal(value: unknown): Record<string, string> | undefined {\n const external = isRecord(value) ? value : undefined;\n const platformAssetId = readNonEmptyString(external?.platformAssetId);\n const assetUrl = readNonEmptyString(external?.assetUrl);\n if (!platformAssetId && !assetUrl) return undefined;\n return {\n ...(platformAssetId ? { platformAssetId } : {}),\n ...(assetUrl ? { assetUrl } : {}),\n };\n}\n\nfunction readEditorSceneRuntimeAssetUrl(asset: EditorSceneModelAsset): string | undefined {\n const metadata = isRecord(asset.metadata) ? asset.metadata : undefined;\n const external = isRecord(asset.external) ? asset.external : undefined;\n return readNonEmptyString(metadata?.url)\n ?? readNonEmptyString(external?.assetUrl)\n ?? undefined;\n}\n\nfunction compileEditorSceneRuntimeMaterialSlots(\n asset: EditorSceneModelAsset,\n): NonNullable<PlayableEditorRuntimeSceneAssetConfig['materialSlots']> {\n const metadata = isRecord(asset.metadata) ? asset.metadata : undefined;\n const rawSlots = Array.isArray(metadata?.materialSlots) ? metadata.materialSlots : [];\n const sourceMeshNames = readEditorSceneAssetAnalysisMeshNames(metadata?.assetAnalysis);\n return rawSlots.flatMap((rawSlot) => {\n if (!isRecord(rawSlot)) return [];\n const slotId = readNonEmptyString(rawSlot.slotId);\n const ownerNodePath = readNonEmptyString(rawSlot.ownerNodePath);\n if (!slotId || !ownerNodePath) return [];\n const meshIndex = readNonNegativeInteger(rawSlot.meshIndex);\n const primitiveIndex = readNonNegativeInteger(rawSlot.primitiveIndex);\n const sourceMaterialIndices = readUniqueNonNegativeIntegerArray([\n ...(Array.isArray(rawSlot.sourceMaterialIndices) ? rawSlot.sourceMaterialIndices : []),\n rawSlot.sourceMaterialIndex,\n ]);\n const label = readNonEmptyString(rawSlot.label);\n const sourceMeshName = readNonEmptyString(rawSlot.sourceMeshName)\n ?? (meshIndex == null ? undefined : sourceMeshNames.get(meshIndex));\n return [{\n slotId,\n ownerNodePath,\n ...(label ? { label } : {}),\n ...(meshIndex == null ? {} : { meshIndex }),\n ...(primitiveIndex == null ? {} : { primitiveIndex }),\n ...(sourceMaterialIndices.length > 0 ? { sourceMaterialIndices } : {}),\n ...(sourceMeshName ? { sourceMeshName } : {}),\n }];\n });\n}\n\nfunction readEditorSceneAssetAnalysisMeshNames(value: unknown): Map<number, string> {\n const analysis = isRecord(value) ? value : undefined;\n const meshes = Array.isArray(analysis?.meshes) ? analysis.meshes : [];\n return new Map(meshes.flatMap((mesh) => {\n if (!isRecord(mesh)) return [];\n const meshIndex = readNonNegativeInteger(mesh.meshIndex);\n const name = readNonEmptyString(mesh.name);\n return meshIndex == null || !name ? [] : [[meshIndex, name] as const];\n }));\n}\n\nfunction readUniqueNonNegativeIntegerArray(values: unknown[]): number[] {\n return [...new Set(values.filter((value): value is number => (\n typeof value === 'number' && Number.isInteger(value) && value >= 0\n )))];\n}\n\nfunction readNonNegativeInteger(value: unknown): number | undefined {\n return typeof value === 'number' && Number.isInteger(value) && value >= 0 ? value : undefined;\n}\n\nfunction compileGameObjectToRuntimeNodes(\n gameObject: PlayableEditorSceneCompilerGameObject,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n options: PlayableEditorSceneCompilerOptions,\n): PlayableEditorCompiledSceneNode[] {\n const relation = resolveEditorScenePrefabInstanceRelation(\n editorDocument,\n gameObject.id,\n );\n const compiledNodes = relation.definition && isExplicitEditorScenePrefabCompositionAsset(relation.definition)\n ? compileEditorScenePrefabCompositionInstance(\n gameObject,\n relation.definition,\n sourceRef,\n editorDocument,\n new Set<string>(),\n )\n : [compileGameObject(gameObject, sourceRef, editorDocument, options)];\n return compiledNodes.map((node) => {\n const asset = node.kind === 'instance'\n ? editorDocument.assets.find(candidate => candidate.id === node.instance.assetId)\n : undefined;\n const inferredUpdateClass = options.inferShadowMapExperimentUpdateClass?.({\n gameObject,\n runtimeNode: stripShadowMapExperimentCompilerMetadata(node),\n ...(asset ? { asset } : {}),\n }) ?? inferShadowMapExperimentUpdateClassFromAsset(asset);\n return {\n ...node,\n shadowMapExperimentInferredUpdateClass: inferredUpdateClass,\n };\n });\n}\n\nfunction compileGameObject(\n gameObject: PlayableEditorSceneCompilerGameObject,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n options: PlayableEditorSceneCompilerOptions = {},\n): PlayableEditorCompiledSceneNode {\n const transform = findEditorSceneTransform(gameObject);\n const modelRenderer = findEditorSceneModelRenderer(gameObject);\n const primitiveRenderer = findEditorScenePrimitiveRenderer(gameObject);\n const nodeKind = readEditorSceneNodeKind(gameObject);\n const visualOverrides = compileEditorSceneVisualOverrides(gameObject, editorDocument);\n const rendering = resolveEditorSceneGameObjectRendering(gameObject);\n const shadowMapExperiment = resolveEditorSceneGameObjectShadowMapExperimentOverride(\n editorDocument,\n gameObject,\n );\n const source: PlayableEditorSceneRuntimeSourceBinding = {\n sourceId: sourceRef.sourceId,\n sourceType: sourceRef.sourceType,\n revision: sourceRef.revision,\n ...(gameObject.guid ? { objectGuid: gameObject.guid } : {}),\n objectId: gameObject.id,\n component: modelRenderer ? 'ModelRenderer' : (primitiveRenderer || nodeKind === 'primitive') ? 'PrimitiveRenderer' : nodeKind === 'transform' ? 'Transform' : 'GameObject',\n };\n const base = {\n id: gameObject.id,\n ...(gameObject.name ? { name: gameObject.name } : {}),\n ...(gameObject.parentId ? { parentId: gameObject.parentId } : {}),\n ...(gameObject.active === false ? { enabled: false } : {}),\n ...(gameObject.shadow ? { shadow: structuredClone(gameObject.shadow) } : {}),\n ...(shadowMapExperiment ? {\n shadowMapExperiment: structuredClone(shadowMapExperiment),\n } : {}),\n ...compileEditorSceneGameObjectShadowPlan(editorDocument, gameObject),\n ...(rendering ? { rendering } : {}),\n source,\n ...(transform && 'position' in transform\n ? {\n transform: {\n position: transform.position,\n rotation: transform.rotation,\n ...(transform.scale ? { scale: transform.scale } : {}),\n },\n }\n : {}),\n };\n\n if (nodeKind === 'primitive') {\n return {\n ...base,\n kind: 'primitive',\n primitive: {\n shape: primitiveRenderer?.shape ?? 'cube',\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimePrimitiveNode;\n }\n\n if (!modelRenderer) {\n if (nodeKind === 'transform') {\n const customRuntimeData = readEditorSceneCompilerCustomTransformRuntimeData(gameObject, options);\n const customTransformType = customRuntimeData.transformType;\n delete customRuntimeData.transformType;\n const transformType = readPlayableEditorRuntimeTransformType(customTransformType)\n ?? readPlayableEditorRuntimeTransformType(gameObject.transformType);\n return {\n ...base,\n kind: 'transform',\n ...(transformType ? { transformType } : {}),\n ...(gameObject.camera ? { camera: compileEditorSceneCamera(gameObject.camera) } : {}),\n ...(gameObject.light ? { light: compileEditorSceneLight(gameObject.light) } : {}),\n ...(gameObject.marker ? {\n marker: {\n label: gameObject.name || gameObject.id,\n ...structuredClone(gameObject.marker),\n } as PlayableEditorRuntimeSceneMarkerConfig,\n } : {}),\n ...customRuntimeData,\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeTransformNode;\n }\n return {\n ...base,\n kind: 'group',\n };\n }\n\n return {\n ...base,\n kind: 'instance',\n instance: {\n assetId: modelRenderer.assetId,\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeInstanceNode;\n}\n\nfunction compileShadowMapExperimentPluginEntries(\n existing: PlayableEditorSceneCompilerBaseConfig['plugins'],\n config: PlayableEditorSceneCompilerOptions['shadowMapExperimentConfig'],\n settingsValue: unknown,\n nodes: readonly PlayableEditorCompiledSceneNode[],\n scopeId: string,\n revisionValue: unknown,\n): NonNullable<PlayableEditorSceneCompilerBaseConfig['plugins']> {\n const entries = (existing ?? []).filter(entry => entry.pluginId !== FPS_SHADOW_MAP_EXPERIMENT_PLUGIN_ID);\n if (!config) return entries;\n const settings = settingsValue as EditorShadowMapExperimentSettings | undefined;\n const referencedLightNode = nodes.find(node => node.id === config.lightRef);\n const lightNode = referencedLightNode?.kind === 'transform'\n && referencedLightNode.light?.type === 'directional'\n ? referencedLightNode\n : undefined;\n if (!referencedLightNode && config.enabled) {\n throw new Error(`shadowMapExperiment.lightMissing:${config.lightRef}`);\n }\n if (referencedLightNode && !lightNode && config.enabled) {\n throw new Error(`shadowMapExperiment.lightUnsupported:${config.lightRef}`);\n }\n const direction = lightNode?.kind === 'transform' && lightNode.light?.type === 'directional'\n ? [lightNode.light.direction.x, lightNode.light.direction.y, lightNode.light.direction.z] as const\n : [0, -1, 0] as const;\n const plan = resolveShadowMapExperimentPlan({\n revision: typeof revisionValue === 'number' && Number.isInteger(revisionValue) && revisionValue >= 0\n ? revisionValue\n : 0,\n scopeId,\n config,\n settings,\n lightDirection: direction,\n objects: nodes\n .filter(node => node.kind === 'instance' || node.kind === 'primitive')\n .map(node => ({\n entityId: node.id,\n renderableIds: [node.id],\n ...(node.shadowMapExperiment ? { override: node.shadowMapExperiment } : {}),\n ...resolveShadowMapExperimentAuthoredFlags(node.shadow),\n inferredUpdateClass: node.shadowMapExperimentInferredUpdateClass ?? 'static',\n })),\n });\n return [\n ...entries,\n {\n pluginId: FPS_SHADOW_MAP_EXPERIMENT_PLUGIN_ID,\n schemaVersion: FPS_SHADOW_MAP_EXPERIMENT_PLAN_SCHEMA_VERSION,\n data: plan,\n },\n ];\n}\n\nfunction resolveShadowMapExperimentAuthoredFlags(\n shadow: EditorShadowSettings | undefined,\n): { cast?: boolean; receive?: boolean } {\n return {\n ...(shadow?.cast === 'none' ? { cast: false } : shadow?.cast === 'enabled' ? { cast: true } : {}),\n ...(shadow?.receive === 'none' ? { receive: false } : shadow?.receive === 'enabled' ? { receive: true } : {}),\n };\n}\n\nfunction inferShadowMapExperimentUpdateClassFromAsset(\n asset: EditorSceneAsset | undefined,\n): ShadowMapExperimentUpdateClass {\n const analysis = isRecord(asset?.metadata?.assetAnalysis)\n ? asset.metadata.assetAnalysis\n : undefined;\n if (!analysis) return 'static';\n const skinCount = readNonNegativeNumber(analysis.skinCount);\n const morphTargetCount = readNonNegativeNumber(analysis.morphTargetCount);\n if (skinCount > 0 || morphTargetCount > 0) return 'skinned';\n return readNonNegativeNumber(analysis.animationCount) > 0 ? 'dynamic' : 'static';\n}\n\nfunction readNonNegativeNumber(value: unknown): number {\n return typeof value === 'number' && Number.isFinite(value) && value >= 0 ? value : 0;\n}\n\nfunction mergeShadowMapExperimentOverrides(\n ...values: Array<EditorShadowMapExperimentObjectOverride | undefined>\n): EditorShadowMapExperimentObjectOverride | undefined {\n for (let index = values.length - 1; index >= 0; index -= 1) {\n if (values[index]) return values[index];\n }\n return undefined;\n}\n\nfunction resolveEditorSceneGameObjectShadowMapExperimentOverride(\n document: PlayableEditorSceneCompilerDocument,\n gameObject: PlayableEditorSceneCompilerGameObject,\n): EditorShadowMapExperimentObjectOverride | undefined {\n const modelRenderer = findEditorSceneModelRenderer(gameObject);\n const relation = resolveEditorScenePrefabInstanceRelation(document, gameObject.id);\n const sourceAsset = relation.sourceAsset\n ?? (modelRenderer ? document.assets.find(asset => asset.id === modelRenderer.assetId) : undefined);\n return mergeShadowMapExperimentOverrides(\n readEditorSceneAssetShadowMapExperimentOverride(sourceAsset),\n relation.definition?.prefab?.defaults?.shadowMapExperiment,\n gameObject.shadowMapExperiment,\n );\n}\n\nfunction readEditorSceneAssetShadowMapExperimentOverride(\n asset: EditorSceneAsset | null | undefined,\n): EditorShadowMapExperimentObjectOverride | undefined {\n if (!asset || !isRecord(asset.defaults)) return undefined;\n const value = asset.defaults.shadowMapExperiment;\n return isRecord(value) ? value as unknown as EditorShadowMapExperimentObjectOverride : undefined;\n}\n\nfunction compileEditorScenePrefabCompositionInstance(\n gameObject: PlayableEditorSceneCompilerGameObject,\n prefabAsset: EditorSceneAsset,\n sourceRef: PlayableEditorSceneRuntimeSourceBinding,\n editorDocument: PlayableEditorSceneCompilerDocument,\n visitedPrefabIds: Set<string>,\n): PlayableEditorCompiledSceneNode[] {\n return compileEditorScenePrefabCompositionNodes({\n prefabAsset,\n sourceRef,\n editorDocument,\n hostGameObject: gameObject,\n rootRuntimeId: gameObject.id,\n rootParentId: gameObject.parentId,\n rootName: gameObject.name ?? prefabAsset.displayName ?? prefabAsset.id,\n rootTransform: findEditorSceneTransform(gameObject) ?? undefined,\n rootActive: gameObject.active,\n rootShadow: gameObject.shadow,\n rootShadowMapExperiment: gameObject.shadowMapExperiment,\n instanceOverrides: gameObject.overrides,\n propertyPathPrefix: `assets.${prefabAsset.id}.prefab.nodes`,\n visitedPrefabIds,\n });\n}\n\nfunction compileEditorScenePrefabCompositionNodes(input: {\n prefabAsset: EditorSceneAsset;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n rootRuntimeId: string;\n rootParentId?: string;\n rootName?: string;\n rootTransform?: EditorSceneTransformComponent;\n rootActive?: boolean;\n rootShadow?: PlayableEditorSceneCompilerGameObject['shadow'];\n inheritedShadowMapExperiment?: PlayableEditorSceneCompilerGameObject['shadowMapExperiment'];\n rootShadowMapExperiment?: PlayableEditorSceneCompilerGameObject['shadowMapExperiment'];\n instanceOverrides?: unknown;\n propertyPathPrefix: string;\n visitedPrefabIds: Set<string>;\n}): PlayableEditorCompiledSceneNode[] {\n if (input.visitedPrefabIds.has(input.prefabAsset.id)) {\n return [compileEditorScenePrefabPlaceholderNode({\n id: input.rootRuntimeId,\n name: input.rootName ?? input.prefabAsset.displayName ?? input.prefabAsset.id,\n parentId: input.rootParentId,\n transform: input.rootTransform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: 'PrefabCycle',\n propertyPath: input.propertyPathPrefix,\n })];\n }\n input.visitedPrefabIds.add(input.prefabAsset.id);\n\n const prefabNodes = readEditorScenePrefabNodes(input.prefabAsset);\n const rootNodeId = readEditorScenePrefabRootNodeId(input.prefabAsset);\n const rootNode = rootNodeId\n ? prefabNodes.find(node => node.id === rootNodeId)\n : null;\n if (!rootNode || prefabNodes.length === 0) {\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return [compileEditorScenePrefabPlaceholderNode({\n id: input.rootRuntimeId,\n name: input.rootName ?? input.prefabAsset.displayName ?? input.prefabAsset.id,\n parentId: input.rootParentId,\n transform: input.rootTransform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: 'Prefab',\n propertyPath: input.propertyPathPrefix,\n })];\n }\n\n const identityScope = { instanceId: input.rootRuntimeId, rootNodeId: rootNode.id };\n const runtimeIdForNode = (node: EditorScenePrefabNode): string =>\n createEditorScenePrefabInstanceScopedNodeId(identityScope, node.id);\n const orderedNodes = orderEditorScenePrefabNodesForCompile(prefabNodes, rootNode.id);\n const primaryModelNodeId = findEditorScenePrefabPrimaryModelNodeId(orderedNodes, input.prefabAsset);\n const compiledNodes: PlayableEditorCompiledSceneNode[] = [];\n for (const node of orderedNodes) {\n const runtimeId = runtimeIdForNode(node);\n const parentId = node.id === rootNode.id\n ? input.rootParentId\n : runtimeIdForNode(prefabNodes.find(candidate => candidate.id === node.parentId) ?? rootNode);\n const ancestorShadowMapExperiment = resolveEditorScenePrefabAncestorShadowMapExperiment(\n prefabNodes,\n node,\n );\n if (node.kind === 'prefabInstance' && node.childPrefabId) {\n const childPrefab = input.editorDocument.assets.find(asset => asset.id === node.childPrefabId);\n if (childPrefab && isExplicitEditorScenePrefabCompositionAsset(childPrefab)) {\n const isRootPrefabInstance = node.id === rootNode.id;\n compiledNodes.push(...compileEditorScenePrefabCompositionNodes({\n prefabAsset: childPrefab,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n rootRuntimeId: runtimeId,\n rootParentId: parentId,\n rootName: isRootPrefabInstance\n ? (input.rootName ?? node.name ?? childPrefab.displayName ?? childPrefab.id)\n : (node.name ?? childPrefab.displayName ?? childPrefab.id),\n rootTransform: isRootPrefabInstance ? (input.rootTransform ?? node.transform) : node.transform,\n rootActive: isRootPrefabInstance\n ? (input.rootActive ?? node.defaults?.active ?? input.prefabAsset.prefab?.defaults?.active)\n : node.defaults?.active,\n rootShadow: isRootPrefabInstance\n ? mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, node.defaults?.shadow, input.rootShadow)\n : node.defaults?.shadow,\n inheritedShadowMapExperiment: mergeShadowMapExperimentOverrides(\n input.prefabAsset.prefab?.defaults?.shadowMapExperiment,\n input.inheritedShadowMapExperiment,\n ancestorShadowMapExperiment,\n node.defaults?.shadowMapExperiment,\n ),\n rootShadowMapExperiment: input.rootShadowMapExperiment,\n instanceOverrides: isRootPrefabInstance\n ? mergeEditorSceneCompilerVisualOverrides(\n mergeEditorSceneCompilerVisualOverrides(\n readEditorSceneCompilerVisualOverrides(input.prefabAsset.prefab?.overrides),\n readEditorSceneCompilerVisualOverrides(node.overrides),\n ),\n readEditorSceneCompilerVisualOverrides(input.instanceOverrides),\n )\n : node.overrides,\n propertyPathPrefix: `${input.propertyPathPrefix}.${node.id}.childPrefab.nodes`,\n visitedPrefabIds: new Set(input.visitedPrefabIds),\n }));\n continue;\n }\n compiledNodes.push(compileEditorScenePrefabPlaceholderNode({\n id: runtimeId,\n name: node.name ?? node.childPrefabId ?? 'Prefab Instance',\n parentId,\n transform: node.transform,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n component: 'UnsupportedPrefabInstance',\n propertyPath: `${input.propertyPathPrefix}.${node.id}`,\n }));\n continue;\n }\n compiledNodes.push(compileEditorScenePrefabCompositionNode({\n node,\n rootNode,\n identityScope,\n prefabAsset: input.prefabAsset,\n runtimeId,\n parentId,\n sourceRef: input.sourceRef,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n rootRuntimeName: input.rootName,\n rootRuntimeTransform: input.rootTransform,\n rootRuntimeActive: input.rootActive,\n rootRuntimeShadow: input.rootShadow,\n inheritedShadowMapExperiment: input.inheritedShadowMapExperiment,\n compositionAncestorShadowMapExperiment: ancestorShadowMapExperiment,\n rootRuntimeShadowMapExperiment: input.rootShadowMapExperiment,\n instanceOverrides: node.id === primaryModelNodeId ? input.instanceOverrides : undefined,\n propertyPath: `${input.propertyPathPrefix}.${node.id}`,\n }));\n }\n input.visitedPrefabIds.delete(input.prefabAsset.id);\n return compileEditorScenePrefabScopedShadowPlans({\n compiledNodes,\n editorDocument: input.editorDocument,\n hostGameObject: input.hostGameObject,\n });\n}\n\nfunction compileEditorScenePrefabCompositionNode(input: {\n node: EditorScenePrefabNode;\n rootNode: EditorScenePrefabNode;\n identityScope: { instanceId: string; rootNodeId: string };\n prefabAsset: EditorSceneAsset;\n runtimeId: string;\n parentId?: string;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n rootRuntimeName?: string;\n rootRuntimeTransform?: EditorSceneTransformComponent;\n rootRuntimeActive?: boolean;\n rootRuntimeShadow?: PlayableEditorSceneCompilerGameObject['shadow'];\n inheritedShadowMapExperiment?: PlayableEditorSceneCompilerGameObject['shadowMapExperiment'];\n compositionAncestorShadowMapExperiment?: PlayableEditorSceneCompilerGameObject['shadowMapExperiment'];\n rootRuntimeShadowMapExperiment?: PlayableEditorSceneCompilerGameObject['shadowMapExperiment'];\n instanceOverrides?: unknown;\n propertyPath: string;\n}): PlayableEditorCompiledSceneNode {\n const isRoot = input.node.id === input.rootNode.id;\n const transform = isRoot\n ? (input.rootRuntimeTransform ?? input.node.transform)\n : input.node.transform;\n const sourceAsset = input.node.kind === 'model' && input.node.sourceAssetId\n ? input.editorDocument.assets.find(asset => asset.id === input.node.sourceAssetId)\n : undefined;\n const base = compileEditorScenePrefabRuntimeNodeBase({\n id: input.runtimeId,\n name: isRoot\n ? (input.rootRuntimeName ?? input.node.name ?? input.prefabAsset.displayName ?? input.prefabAsset.id)\n : input.node.name,\n parentId: input.parentId,\n transform,\n active: isRoot\n ? (input.rootRuntimeActive ?? input.node.defaults?.active ?? input.prefabAsset.prefab?.defaults?.active)\n : input.node.defaults?.active,\n shadow: isRoot\n ? mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, input.node.defaults?.shadow, input.rootRuntimeShadow)\n : mergeEditorShadowSettings(input.prefabAsset.prefab?.defaults?.shadow, input.node.defaults?.shadow),\n shadowMapExperiment: mergeShadowMapExperimentOverrides(\n readEditorSceneAssetShadowMapExperimentOverride(sourceAsset),\n input.prefabAsset.prefab?.defaults?.shadowMapExperiment,\n input.inheritedShadowMapExperiment,\n input.compositionAncestorShadowMapExperiment,\n input.node.defaults?.shadowMapExperiment,\n input.rootRuntimeShadowMapExperiment,\n ),\n sourceAsset,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: input.node.kind === 'model'\n ? 'PrefabModel'\n : input.node.kind === 'primitive'\n ? 'PrefabPrimitive'\n : input.node.kind === 'light'\n ? 'PrefabLight'\n : input.node.kind === 'marker'\n ? 'PrefabMarker'\n : 'PrefabNode',\n propertyPath: input.propertyPath,\n });\n\n if (input.node.kind === 'model' && input.node.sourceAssetId) {\n const visualOverrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: input.hostGameObject,\n prefabAsset: input.prefabAsset,\n rootNode: input.rootNode,\n node: input.node,\n asset: sourceAsset,\n editorDocument: input.editorDocument,\n instanceOverrides: input.instanceOverrides,\n });\n return {\n ...base,\n kind: 'instance',\n instance: {\n assetId: input.node.sourceAssetId,\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimeInstanceNode;\n }\n\n if (input.node.kind === 'primitive') {\n const visualOverrides = compileEditorScenePrefabCompositionVisualOverrides({\n hostGameObject: input.hostGameObject,\n prefabAsset: input.prefabAsset,\n rootNode: input.rootNode,\n node: input.node,\n asset: undefined,\n editorDocument: input.editorDocument,\n instanceOverrides: input.instanceOverrides,\n });\n return {\n ...base,\n kind: 'primitive',\n primitive: {\n shape: input.node.primitive?.shape ?? 'cube',\n },\n ...(visualOverrides ? { overrides: visualOverrides } : {}),\n } satisfies PlayableEditorRuntimePrimitiveNode;\n }\n\n if (input.node.kind === 'light') {\n return {\n ...base,\n kind: 'transform',\n transformType: 'light',\n ...(input.node.light ? { light: compileEditorSceneLight(input.node.light) } : {}),\n } satisfies PlayableEditorRuntimeTransformNode;\n }\n\n if (input.node.kind === 'marker' && input.node.marker) {\n return {\n ...base,\n kind: 'transform',\n marker: {\n label: input.node.name ?? input.node.id,\n ...rebaseEditorScenePrefabMarkerConfig(input.node.marker, input.identityScope),\n } as PlayableEditorRuntimeSceneMarkerConfig,\n } satisfies PlayableEditorRuntimeTransformNode;\n }\n\n return {\n ...base,\n kind: 'group',\n } satisfies PlayableEditorRuntimeGroupNode;\n}\n\nfunction resolveEditorScenePrefabAncestorShadowMapExperiment(\n nodes: readonly EditorScenePrefabNode[],\n node: EditorScenePrefabNode,\n): EditorShadowMapExperimentObjectOverride | undefined {\n const byId = new Map(nodes.map(candidate => [candidate.id, candidate]));\n const ancestors: EditorScenePrefabNode[] = [];\n let current = node.parentId ? byId.get(node.parentId) : undefined;\n while (current) {\n ancestors.unshift(current);\n current = current.parentId ? byId.get(current.parentId) : undefined;\n }\n return mergeShadowMapExperimentOverrides(\n ...ancestors.map(ancestor => ancestor.defaults?.shadowMapExperiment),\n );\n}\n\nfunction compileEditorScenePrefabPlaceholderNode(input: {\n id: string;\n name?: string;\n parentId?: string;\n transform?: EditorSceneTransformComponent;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n component: string;\n propertyPath: string;\n}): PlayableEditorRuntimeGroupNode {\n return {\n ...compileEditorScenePrefabRuntimeNodeBase({\n id: input.id,\n name: input.name,\n parentId: input.parentId,\n transform: input.transform,\n editorDocument: input.editorDocument,\n sourceRef: input.sourceRef,\n hostGameObject: input.hostGameObject,\n component: input.component,\n propertyPath: input.propertyPath,\n }),\n kind: 'group',\n };\n}\n\nfunction readEditorSceneCompilerCustomTransformRuntimeData(\n gameObject: PlayableEditorSceneCompilerGameObject,\n options: PlayableEditorSceneCompilerOptions,\n): Record<string, unknown> {\n const data = options.readCustomTransformRuntimeData?.(gameObject);\n return data && typeof data === 'object' && !Array.isArray(data)\n ? structuredClone(data)\n : {};\n}\n\nfunction compileEditorScenePrefabRuntimeNodeBase(input: {\n id: string;\n name?: string;\n parentId?: string;\n transform?: EditorSceneTransformComponent;\n active?: boolean;\n shadow?: EditorShadowSettings;\n shadowMapExperiment?: EditorShadowMapExperimentObjectOverride;\n sourceAsset?: EditorSceneAsset;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n sourceRef: PlayableEditorSceneRuntimeSourceBinding;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n component: string;\n propertyPath: string;\n}): Omit<PlayableEditorCompiledSceneNode, 'kind'> {\n return {\n id: input.id,\n ...(input.name ? { name: input.name } : {}),\n ...(input.parentId ? { parentId: input.parentId } : {}),\n ...(input.active === false ? { enabled: false } : {}),\n ...(input.shadow ? { shadow: structuredClone(input.shadow) } : {}),\n ...(input.shadowMapExperiment ? {\n shadowMapExperiment: structuredClone(input.shadowMapExperiment),\n } : {}),\n ...compileEditorScenePrefabRuntimeShadowPlan(input),\n source: {\n sourceId: input.sourceRef.sourceId,\n sourceType: input.sourceRef.sourceType,\n revision: input.sourceRef.revision,\n ...(input.hostGameObject.guid ? { objectGuid: input.hostGameObject.guid } : {}),\n objectId: input.hostGameObject.id,\n component: input.component,\n propertyPath: input.propertyPath,\n },\n ...(input.transform && 'position' in input.transform\n ? {\n transform: {\n position: input.transform.position,\n rotation: input.transform.rotation,\n ...(input.transform.scale ? { scale: input.transform.scale } : {}),\n },\n }\n : {}),\n };\n}\n\nfunction compileEditorSceneGameObjectShadowPlan(\n editorDocument: PlayableEditorSceneCompilerDocument,\n gameObject: PlayableEditorSceneCompilerGameObject,\n): { shadowPlan?: EditorShadowResolvedPlan } {\n const plan = resolveEditorShadowPlan({\n document: editorDocument,\n casterId: gameObject.id,\n });\n return shouldEmitEditorSceneRuntimeShadowPlan(plan, !!gameObject.shadow)\n ? { shadowPlan: plan }\n : {};\n}\n\nfunction compileEditorScenePrefabRuntimeShadowPlan(input: {\n id: string;\n shadow?: EditorShadowSettings;\n sourceAsset?: EditorSceneAsset;\n editorDocument?: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n}): { shadowPlan?: EditorShadowResolvedPlan } {\n if (!input.editorDocument) return {};\n const readable = readEditorShadowSettingsResult(input.shadow);\n const source = readEditorSceneCompilerAssetShadowSettings(input.sourceAsset);\n const hasAuthoringShadow = !!input.shadow || !!readable.shadow || !!source.shadow;\n if (!hasAuthoringShadow && readable.diagnostics.length === 0 && source.diagnostics.length === 0) return {};\n const plan = resolveEditorShadowPlan({\n document: input.editorDocument,\n casterId: input.hostGameObject.id,\n settings: {\n source: source.shadow,\n instance: readable.shadow,\n },\n });\n const remappedPlan: EditorShadowResolvedPlan = {\n ...plan,\n casterId: input.id,\n diagnostics: [\n ...source.diagnostics,\n ...readable.diagnostics,\n ...plan.diagnostics,\n ].map(diagnostic => ({\n ...diagnostic,\n casterId: diagnostic.casterId === input.hostGameObject.id || !diagnostic.casterId\n ? input.id\n : diagnostic.casterId,\n })),\n };\n return shouldEmitEditorSceneRuntimeShadowPlan(remappedPlan, hasAuthoringShadow)\n ? { shadowPlan: remappedPlan }\n : {};\n}\n\nfunction readEditorSceneCompilerAssetShadowSettings(asset: EditorSceneAsset | undefined): {\n shadow?: EditorShadowSettings;\n diagnostics: EditorShadowResolvedPlan['diagnostics'];\n} {\n if (!asset) return { diagnostics: [] };\n const defaults = asset?.defaults && typeof asset.defaults === 'object' && !Array.isArray(asset.defaults)\n ? asset.defaults as { shadow?: unknown }\n : undefined;\n if (!defaults) return { diagnostics: [] };\n const result = readEditorShadowSettingsResult(defaults.shadow);\n return {\n shadow: result.shadow,\n diagnostics: result.diagnostics.map(diagnostic => ({\n ...diagnostic,\n details: {\n ...(diagnostic.details ?? {}),\n source: 'asset',\n assetId: asset.id,\n },\n })),\n };\n}\n\nfunction shouldEmitEditorSceneRuntimeShadowPlan(\n plan: EditorShadowResolvedPlan,\n hasAuthoringShadow: boolean,\n): boolean {\n return hasAuthoringShadow || plan.backend !== 'none' || plan.diagnostics.length > 0;\n}\n\nfunction compileEditorScenePrefabScopedShadowPlans(input: {\n compiledNodes: PlayableEditorCompiledSceneNode[];\n editorDocument: PlayableEditorSceneCompilerDocument;\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n}): PlayableEditorCompiledSceneNode[] {\n if (input.compiledNodes.length === 0) return input.compiledNodes;\n const compiledNodeIds = new Set(input.compiledNodes.map(node => node.id));\n const shadowDocument: PlayableEditorSceneCompilerDocument = {\n ...input.editorDocument,\n scene: {\n ...input.editorDocument.scene,\n gameObjects: [\n ...input.editorDocument.scene.gameObjects.filter(gameObject => !compiledNodeIds.has(gameObject.id)),\n ...input.compiledNodes.map(node => createEditorSceneGameObjectFromRuntimeNode(node)),\n ],\n },\n };\n const internalReceiverIds = input.compiledNodes\n .filter((node) => node.shadow?.receive === 'enabled')\n .map(node => node.id);\n const internalLightId = input.compiledNodes\n .map(node => createEditorSceneGameObjectFromRuntimeNode(node))\n .find(gameObject => gameObject.light?.type === 'directional' && gameObject.active !== false)\n ?.id;\n return input.compiledNodes.map((node) => {\n const plan = resolveEditorShadowPlan({\n document: shadowDocument,\n casterId: node.id,\n explicitReceiverIds: internalReceiverIds,\n ...(internalLightId ? { defaultLightId: internalLightId } : {}),\n });\n const hasAuthoringShadow = !!node.shadow;\n if (!shouldEmitEditorSceneRuntimeShadowPlan(plan, hasAuthoringShadow)) {\n if (!node.shadowPlan) return node;\n const next = { ...node };\n delete next.shadowPlan;\n return next;\n }\n return {\n ...node,\n shadowPlan: plan,\n };\n });\n}\n\nfunction createEditorSceneGameObjectFromRuntimeNode(\n node: PlayableEditorCompiledSceneNode,\n): PlayableEditorSceneCompilerGameObject {\n const components: PlayableEditorSceneCompilerGameObject['components'] = [];\n if (node.transform) {\n components.push({\n type: 'Transform',\n position: node.transform.position,\n rotation: node.transform.rotation,\n ...(node.transform.scale ? { scale: node.transform.scale } : {}),\n });\n }\n if (node.kind === 'instance') {\n components.push({\n type: 'ModelRenderer',\n assetId: node.instance.assetId,\n });\n }\n return {\n id: node.id,\n ...(node.name ? { name: node.name } : {}),\n kind: node.kind,\n ...(node.parentId ? { parentId: node.parentId } : {}),\n ...(node.enabled === false ? { active: false } : {}),\n ...(node.shadow ? { shadow: structuredClone(node.shadow) } : {}),\n ...(node.kind === 'primitive' ? { primitive: { shape: node.primitive.shape } } : {}),\n ...(node.kind === 'transform' && node.transformType ? { transformType: node.transformType } : {}),\n ...(node.kind === 'transform' && node.light ? { light: node.light } : {}),\n ...(node.kind === 'transform' && node.camera ? { camera: node.camera } : {}),\n ...(node.kind === 'transform' && node.marker ? { marker: structuredClone(node.marker) } : {}),\n components,\n };\n}\n\nfunction compileEditorScenePrefabCompositionVisualOverrides(input: {\n hostGameObject: PlayableEditorSceneCompilerGameObject;\n prefabAsset: EditorSceneAsset;\n rootNode: EditorScenePrefabNode;\n node: EditorScenePrefabNode;\n asset: EditorSceneAsset | undefined;\n editorDocument: PlayableEditorSceneCompilerDocument;\n instanceOverrides?: unknown;\n}): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const materialHostGameObject = input.node.kind === 'model' && input.node.sourceAssetId\n ? createEditorSceneCompilerPrefabModelGameObject(input.hostGameObject, input.node, input.node.sourceAssetId)\n : input.hostGameObject;\n const targetAssetId = input.asset?.id;\n const prefabOverrides = mergeEditorScenePrefabOverrideList([\n filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.prefabAsset.prefab?.overrides),\n input.prefabAsset.prefab?.sourceAssetId,\n input.asset,\n ),\n filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.rootNode.overrides),\n input.rootNode.kind === 'model' ? input.rootNode.sourceAssetId : input.prefabAsset.prefab?.sourceAssetId,\n input.asset,\n ),\n input.node.id === input.rootNode.id\n ? undefined\n : filterEditorSceneCompilerOverrideLayer(\n readEditorSceneCompilerVisualOverrides(input.node.overrides),\n input.node.kind === 'model' ? input.node.sourceAssetId : targetAssetId,\n input.asset,\n ),\n ]);\n const instanceOverrides = readEditorSceneCompilerVisualOverrides(input.instanceOverrides);\n return filterEditorSceneCompilerMaterialSlotBindings(\n mergeEditorSceneCompilerVisualOverrides(prefabOverrides, instanceOverrides),\n input.asset,\n );\n}\n\nfunction filterEditorSceneCompilerOverrideLayer(\n overrides: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n ownerAssetId: string | undefined,\n targetAsset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n return filterEditorSceneCompilerMaterialSlotBindings(\n overrides,\n ownerAssetId && ownerAssetId === targetAsset?.id ? targetAsset : undefined,\n );\n}\n\nfunction filterEditorSceneCompilerMaterialSlotBindings(\n overrides: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n asset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n if (!overrides?.materialSlotBindings) return overrides;\n const materialSlots = isRecord(asset?.metadata) && Array.isArray(asset.metadata.materialSlots)\n ? asset.metadata.materialSlots\n : [];\n const allowedSlotIds = new Set(materialSlots.flatMap((slot) => {\n const slotId = isRecord(slot) && typeof slot.slotId === 'string' ? slot.slotId.trim() : '';\n return slotId ? [slotId] : [];\n }));\n const materialSlotBindings = Object.fromEntries(\n Object.entries(overrides.materialSlotBindings).filter(([slotId]) => allowedSlotIds.has(slotId)),\n );\n const next = structuredClone(overrides);\n if (Object.keys(materialSlotBindings).length > 0) next.materialSlotBindings = materialSlotBindings;\n else delete next.materialSlotBindings;\n return Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction createEditorSceneCompilerPrefabModelGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n assetId: string,\n): PlayableEditorSceneCompilerGameObject {\n return {\n id: `${hostGameObject.id}:${node.id}`,\n ...(node.name ? { name: node.name } : {}),\n kind: 'instance',\n components: [\n ...(node.transform ? [node.transform] : []),\n {\n type: 'ModelRenderer',\n assetId,\n },\n ],\n };\n}\n\nfunction createEditorSceneCompilerPrefabPrimitiveGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n): PlayableEditorSceneCompilerGameObject {\n return {\n id: `${hostGameObject.id}:${node.id}`,\n ...(node.name ? { name: node.name } : {}),\n kind: 'primitive',\n primitive: { shape: node.primitive?.shape ?? 'cube' },\n components: [\n ...(node.transform ? [node.transform] : []),\n ],\n };\n}\n\nfunction createEditorSceneCompilerPrefabCompositionMaterialGameObject(\n hostGameObject: PlayableEditorSceneCompilerGameObject,\n node: EditorScenePrefabNode,\n): PlayableEditorSceneCompilerGameObject | null {\n if (node.kind === 'model' && node.sourceAssetId) {\n return createEditorSceneCompilerPrefabModelGameObject(hostGameObject, node, node.sourceAssetId);\n }\n if (node.kind === 'primitive') {\n return createEditorSceneCompilerPrefabPrimitiveGameObject(hostGameObject, node);\n }\n return null;\n}\n\nfunction mergeEditorScenePrefabOverrideList(\n overridesList: Array<unknown | undefined>,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n let next: PlayableEditorRuntimeNodeVisualOverrides | undefined;\n for (const overrides of overridesList) {\n const readable = readEditorSceneCompilerVisualOverrides(overrides);\n if (!readable) continue;\n next = mergeEditorSceneCompilerVisualOverrides(next, readable);\n }\n return next;\n}\n\nfunction orderEditorScenePrefabNodesForCompile(\n nodes: readonly EditorScenePrefabNode[],\n rootNodeId: string,\n): EditorScenePrefabNode[] {\n const byParentId = new Map<string, EditorScenePrefabNode[]>();\n for (const node of nodes) {\n if (!node.parentId) continue;\n const children = byParentId.get(node.parentId) ?? [];\n children.push(node);\n byParentId.set(node.parentId, children);\n }\n const ordered: EditorScenePrefabNode[] = [];\n const visited = new Set<string>();\n const visit = (node: EditorScenePrefabNode) => {\n if (visited.has(node.id)) return;\n visited.add(node.id);\n ordered.push(node);\n for (const child of byParentId.get(node.id) ?? []) visit(child);\n };\n const root = nodes.find(node => node.id === rootNodeId);\n if (root) visit(root);\n for (const node of nodes) visit(node);\n return ordered;\n}\n\nfunction findEditorScenePrefabPrimaryModelNodeId(\n nodes: readonly EditorScenePrefabNode[],\n prefabAsset: EditorSceneAsset,\n): string | undefined {\n const sourceAssetId = prefabAsset.prefab?.sourceAssetId;\n return nodes.find(node => node.kind === 'model' && node.sourceAssetId === sourceAssetId)?.id\n ?? nodes.find(node => node.kind === 'model')?.id;\n}\n\nfunction isExplicitEditorScenePrefabCompositionAsset(\n asset: EditorSceneAsset | null | undefined,\n): asset is EditorSceneAsset & { prefab: NonNullable<EditorSceneAsset['prefab']> } {\n return isEditorScenePrefabAsset(asset)\n && asset.prefab.compositionVersion === EDITOR_SCENE_PREFAB_COMPOSITION_VERSION\n && Array.isArray(asset.prefab.nodes)\n && asset.prefab.nodes.length > 0\n && !!readEditorScenePrefabRootNodeId(asset);\n}\n\nfunction findEditorScenePrimitiveRenderer(\n gameObject: PlayableEditorSceneCompilerGameObject,\n): PlayableEditorSceneCompilerGameObject['primitive'] | null {\n return gameObject.primitive ?? null;\n}\n\nfunction compileEditorSceneVisualOverrides(\n gameObject: PlayableEditorSceneCompilerGameObject,\n editorDocument: PlayableEditorSceneCompilerDocument,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const nodeKind = readEditorSceneNodeKind(gameObject);\n if (nodeKind !== 'instance' && nodeKind !== 'transform' && nodeKind !== 'primitive') return undefined;\n const modelRenderer = findEditorSceneModelRenderer(gameObject);\n const asset = modelRenderer ? editorDocument.assets.find((entry) => entry.id === modelRenderer.assetId) : undefined;\n return resolveEditorSceneCompileVisualOverrides(gameObject, editorDocument, asset);\n}\n\nfunction resolveEditorSceneCompileVisualOverrides(\n gameObject: PlayableEditorSceneCompilerGameObject,\n editorDocument: PlayableEditorSceneCompilerDocument,\n asset: EditorSceneAsset | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n const instanceOverrides = readEditorSceneCompilerVisualOverrides(gameObject.overrides);\n const relation = resolveEditorScenePrefabInstanceRelation(\n editorDocument,\n gameObject.id,\n );\n const prefabOverrides = readEditorSceneCompilerVisualOverrides(relation.definition?.prefab?.overrides);\n return mergeEditorSceneCompilerVisualOverrides(prefabOverrides, instanceOverrides);\n}\n\nfunction mergeEditorSceneCompilerVisualOverrides(\n base: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n override: PlayableEditorRuntimeNodeVisualOverrides | undefined,\n): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n let next = mergeEditorScenePrefabOverrides(\n base,\n override,\n ) as PlayableEditorRuntimeNodeVisualOverrides | undefined;\n for (const source of [base, override]) {\n if (!source) continue;\n for (const [key, value] of Object.entries(source)) {\n if (isEditorScenePrefabMaterialOverrideKey(key) || value === undefined) continue;\n next ??= {};\n next[key] = structuredClone(value);\n }\n }\n return next && Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction readEditorSceneCompilerVisualOverrides(value: unknown): PlayableEditorRuntimeNodeVisualOverrides | undefined {\n if (!isRecord(value)) return undefined;\n const next = structuredClone(value) as PlayableEditorRuntimeNodeVisualOverrides;\n return Object.keys(next).length > 0 ? next : undefined;\n}\n\nfunction isEditorScenePrefabMaterialOverrideKey(key: string): boolean {\n return key === 'materialBinding'\n || key === 'materialSlotBindings';\n}\n\nfunction isRecord(value: unknown): value is Record<string, unknown> {\n return !!value && typeof value === 'object' && !Array.isArray(value);\n}\n\nfunction readNonEmptyString(value: unknown): string | undefined {\n const trimmed = typeof value === 'string' ? value.trim() : '';\n return trimmed || undefined;\n}\n\nfunction readPlayableEditorRuntimeTransformType(value: unknown): PlayableEditorRuntimeTransformType | undefined {\n // Preserve untrusted strings until the final artifact validator so invalid authored values fail closed.\n return typeof value === 'string'\n ? value as PlayableEditorRuntimeTransformType\n : undefined;\n}\n\nfunction compileEditorSceneCamera(camera: EditorSceneCameraRig): EditorSceneCameraRig {\n const compiled = structuredClone(camera) as EditorSceneCameraRig & { inspectorLanguage?: unknown };\n delete compiled.inspectorLanguage;\n return compiled;\n}\n\nfunction compileEditorSceneLight(light: EditorSceneLight): EditorSceneLight {\n const compiled = structuredClone(light) as EditorSceneLight & { inspectorLanguage?: unknown };\n delete compiled.inspectorLanguage;\n return compiled;\n}\n"]}
@@ -1,4 +1,5 @@
1
1
  export * from './types';
2
2
  export * from './compiler';
3
3
  export * from './validation';
4
+ export * from './shadow-map-experiment-migration';
4
5
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/scene-compiler/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/scene-compiler/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,mCAAmC,CAAC"}
@@ -1,4 +1,5 @@
1
1
  export * from './types.js';
2
2
  export * from './compiler.js';
3
3
  export * from './validation.js';
4
+ export * from './shadow-map-experiment-migration.js';
4
5
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/scene-compiler/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC","sourcesContent":["export * from './types';\nexport * from './compiler';\nexport * from './validation';\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/scene-compiler/index.ts"],"names":[],"mappings":"AAAA,cAAc,SAAS,CAAC;AACxB,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,mCAAmC,CAAC","sourcesContent":["export * from './types';\nexport * from './compiler';\nexport * from './validation';\nexport * from './shadow-map-experiment-migration';\n"]}
@@ -0,0 +1,31 @@
1
+ import { type EditorShadowMapExperimentBounds, type EditorShadowMapExperimentObjectOverride, type EditorShadowMapExperimentSettings, type ShadowMapExperimentConfig, type ShadowMapExperimentFilter, type ShadowMapExperimentResolution, type ShadowMapExperimentUpdateClass } from '@fps-games/playable-rendering';
2
+ export interface LegacyEditorShadowMapExperimentSettings {
3
+ readonly schemaVersion: 1;
4
+ readonly enabled: boolean;
5
+ readonly quality: 'performance' | 'balanced' | 'quality';
6
+ readonly lightRef: string;
7
+ readonly bounds: EditorShadowMapExperimentBounds;
8
+ readonly advanced?: {
9
+ readonly resolution?: ShadowMapExperimentResolution;
10
+ readonly filter?: ShadowMapExperimentFilter;
11
+ readonly bias?: number;
12
+ readonly normalBias?: number;
13
+ readonly darkness?: number;
14
+ };
15
+ }
16
+ export interface LegacyEditorShadowMapExperimentObjectOverride {
17
+ readonly cast?: 'inherit' | 'enabled' | 'disabled';
18
+ readonly receive?: 'inherit' | 'enabled' | 'disabled';
19
+ readonly updateClass?: 'inherit' | ShadowMapExperimentUpdateClass;
20
+ }
21
+ export interface MigrateLegacyShadowMapExperimentResult {
22
+ readonly config: ShadowMapExperimentConfig;
23
+ readonly scene: EditorShadowMapExperimentSettings;
24
+ readonly objects: Readonly<Record<string, EditorShadowMapExperimentObjectOverride>>;
25
+ }
26
+ export declare function migrateLegacyShadowMapExperimentAuthoring(input: {
27
+ readonly settings: unknown;
28
+ readonly objects?: Readonly<Record<string, unknown>>;
29
+ readonly inheritedBehaviorByObject?: Readonly<Record<string, unknown>>;
30
+ }): MigrateLegacyShadowMapExperimentResult;
31
+ //# sourceMappingURL=shadow-map-experiment-migration.d.ts.map
@@ -0,0 +1 @@
1
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