@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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  1387. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.d.ts.map +0 -1
  1388. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.js +0 -186
  1389. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-projection.js.map +0 -1
  1390. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts +0 -5
  1391. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.d.ts.map +0 -1
  1392. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js +0 -98
  1393. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-scope.js.map +0 -1
  1394. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts +0 -63
  1395. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.d.ts.map +0 -1
  1396. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js +0 -301
  1397. package/node_modules/@fps-games/editor-browser/dist/local-editor-ui-hierarchy-tree.js.map +0 -1
@@ -1,13 +1,37 @@
1
- import { EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH, createEditorSceneSerializedMultiTransformPatch, createEditorSceneTransformBatchPatch, createEditorSceneTransformPatch, resolveEditorSceneLightingPreviewProfile, resolveEditorSceneMaterialSlotReimportDiff, toEditorSceneLocalTransformFromWorld, } from '@fps-games/editor-playable-sdk';
1
+ import { EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH, assertPlayableEditorSceneDocumentContract, createEditorSceneSerializedMultiTransformPatch, createEditorSceneTransformBatchPatch, createEditorSceneTransformPatch, getEditorScenePrefabStageDescriptor, getEditorScenePrefabStageProjectionNodeIdForNode, getEditorScenePrefabStageProjectionNodes, getEditorScenePrefabStageStructure, resolveEditorSceneLightingPreviewProfile, resolveEditorSceneMaterialSlotReimportDiff, resolveEditorScenePrefabStagePreviewTarget, toEditorSceneLocalTransformFromWorld, } from '@fps-games/editor-playable-sdk';
2
+ import { createBabylonEditorPreviewEngine } from './internal/babylon-preview-engine.js';
3
+ export function prepareFpsGameEditorStandardDocument(input) {
4
+ return input.normalizeHierarchyDocument(input.ensureEnvironmentDefaults(input.hydrateDocumentAssets(input.document, input.assets)));
5
+ }
6
+ const DEFAULT_PLAYABLE_PROJECT_LOADING_CONTENT = Object.freeze({
7
+ enter: Object.freeze({ title: '正在进入编辑界面…', description: '正在加载场景数据和编辑器,请稍候' }),
8
+ saveScene: Object.freeze({ title: '正在保存场景…', description: '正在写入场景数据,请稍候' }),
9
+ saveAndRunGame: Object.freeze({ title: '正在保存并退出…', description: '正在写入场景并返回游戏,请稍候' }),
10
+ discardAndRunGame: Object.freeze({ title: '正在放弃变更并退出…', description: '正在恢复游戏场景,请稍候' }),
11
+ assetImport: Object.freeze({ title: '正在添加资源…', description: '正在检查资产库并实例化资源,请稍候' }),
12
+ });
2
13
  export function createFpsGameEditorPlayableProjectHostAssembly(input) {
3
14
  let assets = [];
4
15
  const scene = input.scene;
5
16
  const projection = input.projection;
17
+ const prefab = input.prefab;
6
18
  const setAssets = (nextAssets) => {
7
19
  assets = nextAssets;
8
20
  input.rendering.setTextures(projection.createEditorSceneInspectorTextureAssets(assets));
9
21
  return assets;
10
22
  };
23
+ const hydrateDocumentAssets = (document, nextAssets) => (input.projectServices.hydrateDocumentAssets?.(document, nextAssets) ?? document);
24
+ const prepareDocument = (document, nextAssets) => {
25
+ if (input.prepareDocument)
26
+ return input.prepareDocument(document, nextAssets);
27
+ return prepareFpsGameEditorStandardDocument({
28
+ document,
29
+ assets: nextAssets,
30
+ hydrateDocumentAssets,
31
+ ensureEnvironmentDefaults: scene.ensureEnvironmentDefaults,
32
+ normalizeHierarchyDocument: scene.normalizeHierarchyDocument,
33
+ });
34
+ };
11
35
  return createFpsGameEditorProductHostAssembly({
12
36
  scene,
13
37
  document: {
@@ -16,13 +40,16 @@ export function createFpsGameEditorPlayableProjectHostAssembly(input) {
16
40
  const gameObject = document.scene.gameObjects.find((entry) => entry.id === id);
17
41
  return gameObject ? projection.createProjectionNode(document, gameObject) : null;
18
42
  },
43
+ getProjectionNodesForTarget: projection.getProjectionNodesForTarget,
44
+ resolveProjectionTargetId: projection.resolveProjectionTargetId,
45
+ getProjectionSelectionNodeIds: projection.getProjectionSelectionNodeIds,
19
46
  createPatchFromAsset: (asset, request) => ({ label: `Add ${request?.name?.trim() || asset.displayName}`, patch: { kind: 'game-object.create-from-asset', assetItem: asset, ...(request?.name?.trim() ? { name: request.name.trim() } : {}), ...(request?.placement ? { placement: request.placement } : {}) } }),
20
47
  },
21
48
  lifecycle: {
22
- prepareDocument: (document, nextAssets) => input.prepareDocument(document, setAssets(nextAssets)),
49
+ prepareDocument: (document, nextAssets) => prepareDocument(document, setAssets(nextAssets)),
23
50
  hydrateDocumentAssets: (document, nextAssets) => {
24
51
  const hydratedAssets = setAssets(nextAssets);
25
- return input.projectServices.hydrateDocumentAssets?.(document, hydratedAssets) ?? document;
52
+ return hydrateDocumentAssets(document, hydratedAssets);
26
53
  },
27
54
  resolveUpdatedAssetSnapshot: (nextAssets, update) => {
28
55
  const asset = nextAssets.find(candidate => candidate.assetId === update.assetId || candidate.id === update.assetId);
@@ -36,6 +63,19 @@ export function createFpsGameEditorPlayableProjectHostAssembly(input) {
36
63
  ...(contentHash ? { contentHash } : {}),
37
64
  };
38
65
  },
66
+ listAssetSnapshots: (nextAssets) => nextAssets.flatMap((asset) => {
67
+ const assetId = typeof asset.assetId === 'string' && asset.assetId.trim()
68
+ ? asset.assetId
69
+ : typeof asset.id === 'string' && asset.id.trim()
70
+ ? asset.id
71
+ : null;
72
+ if (!assetId)
73
+ return [];
74
+ const contentHash = typeof asset.metadata?.contentHash === 'string'
75
+ ? asset.metadata.contentHash
76
+ : undefined;
77
+ return [{ assetId, ...(contentHash ? { contentHash } : {}) }];
78
+ }),
39
79
  reconcileUpdatedAsset: (document, update) => {
40
80
  const diffs = document.scene.gameObjects
41
81
  .map(gameObject => resolveEditorSceneMaterialSlotReimportDiff(document, gameObject))
@@ -68,14 +108,16 @@ export function createFpsGameEditorPlayableProjectHostAssembly(input) {
68
108
  agentContext: input.projectServices.agentContext,
69
109
  assetActions: { createAssetActionPatch: input.createAssetActionPatch },
70
110
  prefabStage: {
71
- getPrefabStageDescriptor: input.prefab.getDescriptor,
72
- getPrefabStageProjectionNodes: input.prefab.getProjectionNodes,
73
- getPrefabStageStructure: input.prefab.getStructure,
74
- getPrefabStageInspectorObject: input.prefab.getInspectorObject,
75
- resolvePrefabStagePreviewTarget: input.prefab.resolvePreviewTarget,
76
- getPrefabStageProjectionNodeId: input.prefab.getProjectionNodeId,
77
- },
78
- hierarchyActions: { contextActions: input.hierarchyContextActions ?? [] },
111
+ getPrefabStageDescriptor: prefab?.getDescriptor ?? getEditorScenePrefabStageDescriptor,
112
+ getPrefabStageProjectionNodes: prefab?.getProjectionNodes ?? getEditorScenePrefabStageProjectionNodes,
113
+ getPrefabStageStructure: prefab?.getStructure ?? getEditorScenePrefabStageStructure,
114
+ getPrefabStageInspectorObject: prefab?.getInspectorObject ?? scene.getPrefabStageInspectorObject,
115
+ resolvePrefabStagePreviewTarget: prefab?.resolvePreviewTarget ?? resolveEditorScenePrefabStagePreviewTarget,
116
+ getPrefabStageProjectionNodeId: prefab?.getProjectionNodeId ?? getEditorScenePrefabStageProjectionNodeIdForNode,
117
+ },
118
+ hierarchyActions: {
119
+ operations: input.hierarchyOperations ?? [],
120
+ },
79
121
  worldPreview: {
80
122
  getSceneCameraPreviewRig: projection.createSceneCameraPreviewRig,
81
123
  getWorldAppearance: (document) => resolveEditorSceneLightingPreviewProfile(document, { environmentLightId: 'environment_light', sunLightId: 'sun_light', defaultEnvironmentLight: scene.defaults.environmentLight, defaultSunLight: scene.defaults.sunLight }),
@@ -83,11 +125,12 @@ export function createFpsGameEditorPlayableProjectHostAssembly(input) {
83
125
  rendering: input.rendering.capability,
84
126
  runtime: {
85
127
  localTestActions: input.runtimeWindow.parent === input.runtimeWindow,
128
+ gameModeEntryVisible: input.gameModeEntryVisible,
86
129
  authoring: { drivers: [input.sceneSource.createDriver()] },
87
130
  persistenceAdapter: { loadAuthoringSource: async () => { const loaded = await input.sceneSource.load(); return { source: loaded.source, document: loaded.document, assets: loaded.assets, summary: loaded.summary }; }, loadAssets: input.sceneSource.loadAssets },
88
131
  worldAdapter: {
89
132
  loadPreviewEngine: async () => projection.createEditorPreviewBabylonModule(await input.loadBabylon()),
90
- createPreviewEngine: (babylon, canvas) => new babylon.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, antialias: true }),
133
+ createPreviewEngine: createBabylonEditorPreviewEngine,
91
134
  importPreviewAsset: projection.importEditorProjectionModel,
92
135
  resolveMaterialTextureUrl: (texture) => projection.resolveEditorSceneTextureRefUrl(assets, texture),
93
136
  resolveAssetId: (asset) => asset.assetId,
@@ -95,7 +138,7 @@ export function createFpsGameEditorPlayableProjectHostAssembly(input) {
95
138
  },
96
139
  world: input.world,
97
140
  createGrid: projection.createEditorGrid,
98
- lifecycle: { loadingContent: input.loadingContent, beforeDiscardAndRunGame: input.rendering.reset },
141
+ lifecycle: { loadingContent: input.loadingContent ?? DEFAULT_PLAYABLE_PROJECT_LOADING_CONTENT, beforeDiscardAndRunGame: input.rendering.reset },
99
142
  forgePlay: { window: input.runtimeWindow, hasUnsavedPlatformChanges: input.rendering.isDirty, handleProjectAssetCommand: input.projectServices.handleProjectAssetCommand, exportDocument: ({ harness, payload, saveState }) => input.projectServices.exportDocument(harness, payload, saveState), reportError: input.reportError },
100
143
  },
101
144
  });
@@ -123,19 +166,80 @@ export function createFpsGameEditorProductSceneHostOptions(input) {
123
166
  },
124
167
  };
125
168
  }
169
+ function collectProductEditorSceneDocumentDiagnostics(document, phase) {
170
+ try {
171
+ assertPlayableEditorSceneDocumentContract(document);
172
+ return [];
173
+ }
174
+ catch (error) {
175
+ const record = error && typeof error === 'object'
176
+ ? error
177
+ : null;
178
+ const path = typeof record?.path === 'string' ? record.path : undefined;
179
+ const code = classifyProductDocumentValidationCode(document, path)
180
+ ?? (typeof record?.code === 'string'
181
+ ? `document-${record.code.replace(/\./g, '-')}`
182
+ : 'document-contract-invalid');
183
+ return [{
184
+ code,
185
+ severity: 'error',
186
+ phase,
187
+ source: 'document',
188
+ producer: 'document-validation',
189
+ message: typeof record?.message === 'string' ? record.message : String(error),
190
+ suggestion: path
191
+ ? `检查诊断详情中的文档路径 ${path},修复无效或重复的数据后重新验证。`
192
+ : '检查当前 Scene Document 的结构完整性后重新验证。',
193
+ subject: { kind: 'document' },
194
+ ...(path ? {
195
+ details: { path },
196
+ } : {}),
197
+ }];
198
+ }
199
+ }
200
+ function classifyProductDocumentValidationCode(document, path) {
201
+ if (!path)
202
+ return null;
203
+ const assetMatch = /^\$\.assets\[(\d+)\]\.id$/.exec(path);
204
+ if (assetMatch && hasDuplicateIdAtIndex(document.assets, Number(assetMatch[1]))) {
205
+ return 'document-asset-id-duplicate';
206
+ }
207
+ const objectMatch = /^\$\.scene\.gameObjects\[(\d+)\]\.id$/.exec(path);
208
+ if (objectMatch && hasDuplicateIdAtIndex(document.scene.gameObjects, Number(objectMatch[1]))) {
209
+ return 'document-game-object-id-duplicate';
210
+ }
211
+ return null;
212
+ }
213
+ function hasDuplicateIdAtIndex(values, index) {
214
+ const id = typeof values[index]?.id === 'string' ? values[index].id : null;
215
+ return !!id && values.filter(value => value.id === id).length > 1;
216
+ }
126
217
  export function createFpsGameEditorProductHostAssembly(input) {
127
218
  const scene = input.scene;
128
219
  const inspectorContext = () => input.getInspectorContext?.() ?? {};
220
+ const projectValidateDocument = input.lifecycle?.validateDocument;
221
+ const documentLifecycleCapabilities = {
222
+ ...input.lifecycle,
223
+ validateDocument: (document, context) => [
224
+ ...collectProductEditorSceneDocumentDiagnostics(document, context.phase),
225
+ ...(projectValidateDocument?.(document, context) ?? []),
226
+ ],
227
+ };
129
228
  const sceneHostOptions = createFpsGameEditorProductSceneHostOptions({
130
229
  document: {
131
230
  reduceDocument: scene.reduceDocument,
132
231
  getHierarchyItems: scene.getHierarchyItems,
232
+ isHierarchyStructureChange: isProductHierarchyStructureChange,
133
233
  getProjectionNodes: input.document.getProjectionNodes,
134
234
  getProjectionNode: input.document.getProjectionNode,
235
+ getProjectionNodesForTarget: input.document.getProjectionNodesForTarget,
236
+ resolveProjectionTargetId: input.document.resolveProjectionTargetId,
237
+ getProjectionSelectionNodeIds: input.document.getProjectionSelectionNodeIds,
135
238
  createPatchFromAsset: input.document.createPatchFromAsset,
136
239
  createSerializedPropertyPatch: scene.createInspectorPropertyPatch,
240
+ resolveDiagnosticLocator: scene.resolveDiagnosticLocator,
137
241
  },
138
- lifecycle: input.lifecycle,
242
+ lifecycle: documentLifecycleCapabilities,
139
243
  selection: {
140
244
  isSelectable: scene.isSelectableHierarchyId,
141
245
  isLocked: () => false,
@@ -153,6 +257,8 @@ export function createFpsGameEditorProductHostAssembly(input) {
153
257
  getMarkerGraph: scene.getMarkerGraph,
154
258
  getMarkerTypeCatalog: scene.getMarkerTypeCatalog,
155
259
  getRelationTypeCatalog: scene.getRelationTypeCatalog,
260
+ getPrefabInstanceMarkerOverlays: scene.getPrefabInstanceMarkerOverlays,
261
+ getPrefabStageMarkerOverlays: scene.getPrefabStageMarkerOverlays,
156
262
  createMarkerGraphPatch: scene.createMarkerGraphPatch,
157
263
  },
158
264
  assetActions: {
@@ -238,7 +344,7 @@ export function createFpsGameEditorProductHostAssembly(input) {
238
344
  const harness = context.getHost()?.harness;
239
345
  if (!harness)
240
346
  throw new Error('editor_host_unavailable');
241
- return forgePlay.exportDocument?.({ ...exportInput, harness });
347
+ return forgePlay.exportDocument({ ...exportInput, harness });
242
348
  }
243
349
  : undefined,
244
350
  },
@@ -247,6 +353,57 @@ export function createFpsGameEditorProductHostAssembly(input) {
247
353
  },
248
354
  };
249
355
  }
356
+ function isProductHierarchyStructureChange(command) {
357
+ if (command.type === 'document.replace')
358
+ return true;
359
+ const impact = command.projectionImpact;
360
+ if (impact?.type === 'incremental') {
361
+ if ((impact.createdNodeIds?.length ?? 0) > 0
362
+ || (impact.deletedNodeIds?.length ?? 0) > 0) {
363
+ return true;
364
+ }
365
+ }
366
+ const patch = command.patch;
367
+ if (patch?.kind === 'game-object.transform' || patch?.kind === 'game-object.transform-batch')
368
+ return false;
369
+ if (patch?.kind === 'game-object.field'
370
+ || patch?.kind === 'game-object.field-batch'
371
+ || patch?.kind === 'serialized-property') {
372
+ return typeof patch.path !== 'string' || isHierarchyVisiblePropertyPath(patch.path);
373
+ }
374
+ if (typeof patch?.kind === 'string' && (patch.kind === 'game-object.rendering-alpha-index-migration'
375
+ || patch.kind.startsWith('scene.material-asset.')
376
+ || patch.kind === 'scene.prefab-material-asset.duplicate-and-bind'))
377
+ return false;
378
+ if (typeof patch?.kind === 'string' && patch.kind.startsWith('scene.prefab-asset.'))
379
+ return true;
380
+ if (patch?.kind === 'scene.marker-graph')
381
+ return true;
382
+ if (typeof patch?.kind === 'string' && (patch.kind === 'game-object.create-from-asset'
383
+ || patch.kind === 'game-object.duplicate-selection'
384
+ || patch.kind === 'game-object.rename'
385
+ || patch.kind === 'game-object.create-group'
386
+ || patch.kind === 'game-object.create-primitive'
387
+ || patch.kind === 'game-object.delete-subtree'
388
+ || patch.kind === 'game-object.reparent'
389
+ || patch.kind === 'game-object.hierarchy-move'
390
+ || patch.kind === 'game-object.group-selection'))
391
+ return true;
392
+ if (impact?.type === 'incremental' && (impact.syncTransformIds?.length ?? 0) > 0)
393
+ return false;
394
+ return true;
395
+ }
396
+ function isHierarchyVisiblePropertyPath(path) {
397
+ const normalized = path.trim();
398
+ return normalized === 'name'
399
+ || normalized === 'label'
400
+ || normalized === 'parentId'
401
+ || normalized === 'active'
402
+ || normalized === 'enabled'
403
+ || normalized === 'locked'
404
+ || normalized === 'kind'
405
+ || normalized === 'transformType';
406
+ }
250
407
  function findCreatedEditorSceneObjectId(beforeDocument, afterDocument) {
251
408
  const beforeIds = new Set(beforeDocument.scene.gameObjects.map(gameObject => gameObject.id));
252
409
  return afterDocument.scene.gameObjects.find(gameObject => !beforeIds.has(gameObject.id))?.id ?? null;
@@ -1 +1 @@
1
- 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type {\n PlayableLocalEditorAssetActionsCapability,\n PlayableLocalEditorAssetBrowserCapability,\n PlayableLocalEditorDocumentCapability,\n PlayableLocalEditorDocumentLifecycleCapability,\n PlayableLocalEditorHierarchyActionsCapability,\n PlayableLocalEditorHostCapabilities,\n PlayableLocalEditorInspectorCapability,\n PlayableLocalEditorMarkerGraphCapability,\n PlayableLocalEditorPatchResult,\n PlayableLocalEditorPrefabStageCapability,\n PlayableLocalEditorRenderingCapability,\n PlayableLocalEditorSceneGraphCapability,\n PlayableLocalEditorSelectionCapability,\n PlayableLocalEditorTransformCommandsCapability,\n PlayableLocalEditorWorldPreviewCapability,\n PlayableLocalEditorHarnessApi,\n} from './playable-local-editor-host.js';\nimport type {\n FpsGameEditorProductLocalEditorContext,\n FpsGameEditorProductLocalEditorHostOptions,\n} from './playable-product-local-editor.js';\nimport {\n EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH,\n createEditorSceneSerializedMultiTransformPatch,\n createEditorSceneTransformBatchPatch,\n createEditorSceneTransformPatch,\n resolveEditorSceneLightingPreviewProfile,\n resolveEditorSceneMaterialSlotReimportDiff,\n toEditorSceneLocalTransformFromWorld,\n type EditorSceneAssetLibraryItem,\n type EditorSceneDocument,\n type EditorSceneGameObject,\n type EditorSceneMaterialDocument,\n type FpsGameEditorStandardSceneAssembly,\n} from '@fps-games/editor-playable-sdk';\n\nexport interface FpsGameEditorPlayableProjectHostAssemblyOptions<TDocument, TAsset> {\n scene: any;\n projection: any;\n sceneSource: any;\n rendering: any;\n projectServices: any;\n prefab: any;\n prepareDocument(document: TDocument, assets: TAsset[]): TDocument;\n createAssetActionPatch(input: any): any;\n hierarchyContextActions?: readonly any[];\n loadingContent?: any;\n runtimeWindow: Window;\n loadBabylon(): Promise<any>;\n world?: { cameraTarget?: { x: number; y: number; z: number }; cameraRadius?: number; clearColor?: { r: number; g: number; b: number; a: number }; useRightHandedSystem?: boolean; selectionEdgesPrewarm?: 'eager' | 'lazy' };\n reportError?(error: unknown): void;\n}\n\nexport function createFpsGameEditorPlayableProjectHostAssembly<TDocument, TAsset extends EditorSceneAssetLibraryItem>(\n input: FpsGameEditorPlayableProjectHostAssemblyOptions<TDocument, TAsset>,\n) {\n let assets: TAsset[] = [];\n const scene = input.scene;\n const projection = input.projection;\n const setAssets = (nextAssets: TAsset[]): TAsset[] => {\n assets = nextAssets;\n input.rendering.setTextures(projection.createEditorSceneInspectorTextureAssets(assets));\n return assets;\n };\n return createFpsGameEditorProductHostAssembly<any, any, any, any, any>({\n scene,\n document: {\n getProjectionNodes: projection.createProjectionNodes,\n getProjectionNode: (document: any, id: string) => {\n const gameObject = document.scene.gameObjects.find((entry: any) => entry.id === id);\n return gameObject ? projection.createProjectionNode(document, gameObject) : null;\n },\n createPatchFromAsset: (asset: any, request: any) => ({ label: `Add ${request?.name?.trim() || asset.displayName}`, patch: { kind: 'game-object.create-from-asset', assetItem: asset, ...(request?.name?.trim() ? { name: request.name.trim() } : {}), ...(request?.placement ? { placement: request.placement } : {}) } }),\n },\n lifecycle: {\n prepareDocument: (document: TDocument, nextAssets: TAsset[]) => input.prepareDocument(document, setAssets(nextAssets)),\n hydrateDocumentAssets: (document: TDocument, nextAssets: TAsset[]) => {\n const hydratedAssets = setAssets(nextAssets);\n return input.projectServices.hydrateDocumentAssets?.(document, hydratedAssets) ?? document;\n },\n resolveUpdatedAssetSnapshot: (nextAssets: TAsset[], update: { assetId: string }) => {\n const asset = nextAssets.find(candidate => candidate.assetId === update.assetId || candidate.id === update.assetId);\n if (!asset) return null;\n const contentHash = typeof asset.metadata?.contentHash === 'string'\n ? asset.metadata.contentHash\n : undefined;\n return {\n assetId: asset.assetId,\n ...(contentHash ? { contentHash } : {}),\n };\n },\n reconcileUpdatedAsset: (document: EditorSceneMaterialDocument, update: { assetId: string }) => {\n const diffs = document.scene.gameObjects\n .map(gameObject => resolveEditorSceneMaterialSlotReimportDiff(document, gameObject))\n .filter(diff => diff.assetId === update.assetId);\n return {\n document: scene.ensureEnvironmentDefaults(document),\n reconciledBindingCount: diffs.reduce(\n (count, diff) => count + diff.bindingRemaps.length + diff.bindingRemapIssues.length,\n 0,\n ),\n warnings: diffs.flatMap(diff => [\n ...diff.bindingRemapIssues.map(issue => ({\n code: issue.reason,\n gameObjectId: diff.gameObjectId,\n slotId: issue.fromSlotId,\n materialAssetId: issue.materialAssetId,\n candidateSlotIds: issue.candidateSlotIds,\n })),\n ...diff.issues\n .filter(issue => issue.reason === 'source-material-changed')\n .map(issue => ({\n code: issue.reason,\n gameObjectId: diff.gameObjectId,\n ...(issue.slotId ? { slotId: issue.slotId } : {}),\n ...(issue.materialAssetId ? { materialAssetId: issue.materialAssetId } : {}),\n })),\n ]),\n };\n },\n summarize: input.projectServices.summarize,\n },\n getInspectorContext: () => ({ textureAssets: projection.createEditorSceneInspectorTextureAssets(assets) }),\n agentContext: input.projectServices.agentContext,\n assetActions: { createAssetActionPatch: input.createAssetActionPatch },\n prefabStage: {\n getPrefabStageDescriptor: input.prefab.getDescriptor,\n getPrefabStageProjectionNodes: input.prefab.getProjectionNodes,\n getPrefabStageStructure: input.prefab.getStructure,\n getPrefabStageInspectorObject: input.prefab.getInspectorObject,\n resolvePrefabStagePreviewTarget: input.prefab.resolvePreviewTarget,\n getPrefabStageProjectionNodeId: input.prefab.getProjectionNodeId,\n },\n hierarchyActions: { contextActions: input.hierarchyContextActions ?? [] },\n worldPreview: {\n getSceneCameraPreviewRig: projection.createSceneCameraPreviewRig,\n getWorldAppearance: (document: any) => resolveEditorSceneLightingPreviewProfile(document, { environmentLightId: 'environment_light', sunLightId: 'sun_light', defaultEnvironmentLight: scene.defaults.environmentLight, defaultSunLight: scene.defaults.sunLight }),\n },\n rendering: input.rendering.capability,\n runtime: {\n localTestActions: input.runtimeWindow.parent === input.runtimeWindow,\n authoring: { drivers: [input.sceneSource.createDriver()] },\n persistenceAdapter: { loadAuthoringSource: async () => { const loaded = await input.sceneSource.load(); return { source: loaded.source, document: loaded.document, assets: loaded.assets, summary: loaded.summary }; }, loadAssets: input.sceneSource.loadAssets },\n worldAdapter: {\n loadPreviewEngine: async () => projection.createEditorPreviewBabylonModule(await input.loadBabylon()),\n createPreviewEngine: (babylon: any, canvas: HTMLCanvasElement) => new babylon.Engine(canvas, true, { preserveDrawingBuffer: true, stencil: true, antialias: true }),\n importPreviewAsset: projection.importEditorProjectionModel,\n resolveMaterialTextureUrl: (texture: unknown) => projection.resolveEditorSceneTextureRefUrl(assets, texture),\n resolveAssetId: (asset: TAsset) => asset.assetId,\n toBrowserAssetItem: (asset: any) => ({ id: asset.assetId, guid: asset.guid, assetId: asset.assetId, kind: asset.kind, label: asset.displayName, meta: asset.assetId, external: asset.external, origin: asset.origin, dedupeKey: asset.dedupeKey, placeable: asset.placeable, preview: projection.createEditorSceneLibraryAssetPreview(asset), disabled: asset.placeable === false }),\n },\n world: input.world,\n createGrid: projection.createEditorGrid,\n lifecycle: { loadingContent: input.loadingContent, beforeDiscardAndRunGame: input.rendering.reset },\n forgePlay: { window: input.runtimeWindow, hasUnsavedPlatformChanges: input.rendering.isDirty, handleProjectAssetCommand: input.projectServices.handleProjectAssetCommand, exportDocument: ({ harness, payload, saveState }: any) => input.projectServices.exportDocument(harness, payload, saveState), reportError: input.reportError },\n },\n });\n}\n\nexport interface FpsGameEditorProductSceneDocumentAdapter<\n TDocument,\n TPatch,\n TAsset = unknown,\n> extends Pick<\n PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset>,\n | 'reduceDocument'\n | 'getHierarchyItems'\n | 'getProjectionNodes'\n | 'getProjectionNode'\n | 'createPatchFromAsset'\n | 'createSerializedPropertyPatch'\n > {}\n\nexport interface FpsGameEditorProductSceneHostOptions<\n TDocument,\n TPatch,\n TAsset = unknown,\n> {\n documentAdapter: PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset>;\n capabilities: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>;\n}\n\nexport interface FpsGameEditorProductSceneHostOptionsInput<\n TDocument,\n TPatch,\n TAsset = unknown,\n> {\n document: FpsGameEditorProductSceneDocumentAdapter<TDocument, TPatch, TAsset>;\n lifecycle?: PlayableLocalEditorDocumentLifecycleCapability<TDocument, TAsset>;\n selection?: PlayableLocalEditorSelectionCapability<TDocument>;\n inspector?: PlayableLocalEditorInspectorCapability<TDocument>;\n assetBrowser?: PlayableLocalEditorAssetBrowserCapability<TDocument>;\n agentContext?: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>['agentContext'];\n markerGraph?: PlayableLocalEditorMarkerGraphCapability<TDocument, TPatch>;\n assetActions?: PlayableLocalEditorAssetActionsCapability<TDocument, TPatch, TAsset>;\n prefabStage?: PlayableLocalEditorPrefabStageCapability<TDocument, TAsset>;\n transformCommands?: PlayableLocalEditorTransformCommandsCapability<TDocument, TPatch>;\n sceneGraph?: PlayableLocalEditorSceneGraphCapability<TDocument, TPatch>;\n hierarchyActions?: PlayableLocalEditorHierarchyActionsCapability<TDocument, TPatch>;\n worldPreview?: PlayableLocalEditorWorldPreviewCapability<TDocument>;\n rendering?: PlayableLocalEditorRenderingCapability<TDocument, TPatch>;\n}\n\nexport function createFpsGameEditorProductSceneHostOptions<\n TDocument,\n TPatch,\n TAsset = unknown,\n>(\n input: FpsGameEditorProductSceneHostOptionsInput<TDocument, TPatch, TAsset>,\n): FpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset> {\n const documentAdapter: PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset> = {\n ...input.document,\n };\n\n return {\n documentAdapter,\n capabilities: {\n documentLifecycle: input.lifecycle,\n selection: input.selection,\n inspector: input.inspector,\n assetBrowser: input.assetBrowser,\n agentContext: input.agentContext,\n markerGraph: input.markerGraph,\n assetActions: input.assetActions,\n prefabStage: input.prefabStage,\n transformCommands: input.transformCommands,\n sceneGraph: input.sceneGraph,\n hierarchyActions: input.hierarchyActions,\n worldPreview: input.worldPreview,\n rendering: input.rendering,\n },\n };\n}\n\nexport interface FpsGameEditorProductHostAssemblyInput<\n TDocument extends EditorSceneDocument<TGameObject>,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAsset extends EditorSceneAssetLibraryItem,\n TContext,\n> {\n scene: FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAsset, TContext>;\n document: Pick<\n FpsGameEditorProductSceneDocumentAdapter<TDocument, TPatch, TAsset>,\n 'getProjectionNodes' | 'getProjectionNode' | 'createPatchFromAsset'\n >;\n lifecycle?: PlayableLocalEditorDocumentLifecycleCapability<TDocument, TAsset>;\n getInspectorContext?: () => TContext;\n agentContext?: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>['agentContext'];\n assetActions?: Pick<\n PlayableLocalEditorAssetActionsCapability<TDocument, TPatch, TAsset>,\n 'createAssetActionPatch' | 'createPlacedAssetPatch' | 'findCreatedId'\n >;\n prefabStage?: PlayableLocalEditorPrefabStageCapability<TDocument, TAsset>;\n hierarchyActions?: PlayableLocalEditorHierarchyActionsCapability<TDocument, TPatch>;\n worldPreview?: PlayableLocalEditorWorldPreviewCapability<TDocument>;\n rendering?: PlayableLocalEditorRenderingCapability<TDocument, TPatch>;\n runtime?: FpsGameEditorProductHostRuntimeOptions<TDocument, TPatch, TAsset>;\n}\n\ntype FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset> = NonNullable<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['forgePlay']\n>;\n\nexport interface FpsGameEditorProductHostRuntimeOptions<TDocument, TPatch, TAsset> extends Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>,\n 'documentAdapter' | 'capabilities' | 'persistenceAdapter' | 'worldAdapter' | 'forgePlay'\n> {\n persistenceAdapter: Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['persistenceAdapter'],\n 'runGame'\n >;\n worldAdapter: Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['worldAdapter'],\n 'disposeWorld' | 'disposeGameWorld' | 'getCanvas'\n >;\n forgePlay?: Omit<\n FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>,\n 'handleAssetDrop' | 'handleProjectAssetCommand' | 'exportDocument'\n > & {\n handleProjectAssetCommand?: (\n bridgeContext: Parameters<NonNullable<FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>['handleProjectAssetCommand']>>[0],\n normalizeLoadedPlatformAssetPayload: (payload: Record<string, unknown>) => Record<string, unknown>,\n ) => Promise<void> | void;\n exportDocument?: (input: Parameters<NonNullable<FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>['exportDocument']>>[0] & {\n harness: PlayableLocalEditorHarnessApi<TDocument>;\n }) => Promise<void> | void;\n };\n}\n\nexport interface FpsGameEditorProductHostAssembly<TDocument, TPatch, TAsset>\n extends FpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset> {\n createHostOptions(\n context: FpsGameEditorProductLocalEditorContext<TDocument>,\n ): FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>;\n}\n\nexport function createFpsGameEditorProductHostAssembly<\n TDocument extends EditorSceneDocument<TGameObject>,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAsset extends EditorSceneAssetLibraryItem,\n TContext,\n>(\n input: FpsGameEditorProductHostAssemblyInput<TDocument, TGameObject, TPatch, TAsset, TContext>,\n): FpsGameEditorProductHostAssembly<TDocument, TPatch, TAsset> {\n const scene = input.scene;\n const inspectorContext = (): TContext => input.getInspectorContext?.() ?? ({} as TContext);\n const sceneHostOptions = createFpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset>({\n document: {\n reduceDocument: scene.reduceDocument,\n getHierarchyItems: scene.getHierarchyItems,\n getProjectionNodes: input.document.getProjectionNodes,\n getProjectionNode: input.document.getProjectionNode,\n createPatchFromAsset: input.document.createPatchFromAsset,\n createSerializedPropertyPatch: scene.createInspectorPropertyPatch,\n },\n lifecycle: input.lifecycle,\n selection: {\n isSelectable: scene.isSelectableHierarchyId,\n isLocked: () => false,\n },\n inspector: {\n getInspectorObject: (document, activeId) => scene.getInspectorObject(document, activeId, inspectorContext()),\n getInspectorMultiObject: (document, selectedIds, activeId) => scene.getInspectorMultiObject(\n document,\n selectedIds,\n activeId,\n inspectorContext(),\n ),\n getRuntimeInspectorSections: scene.getRuntimeInspectorSections,\n },\n assetBrowser: {\n getBrowserAssetItems: scene.createBrowserAssetItems,\n },\n agentContext: input.agentContext,\n markerGraph: {\n getMarkerGraph: scene.getMarkerGraph,\n getMarkerTypeCatalog: scene.getMarkerTypeCatalog,\n getRelationTypeCatalog: scene.getRelationTypeCatalog,\n createMarkerGraphPatch: scene.createMarkerGraphPatch,\n },\n assetActions: {\n ...input.assetActions,\n createPlacedAssetPatch: input.assetActions?.createPlacedAssetPatch ?? ((command) => {\n if (!command.asset || !command.hit) return null;\n return scene.createPlacedAssetPatch({\n document: command.document,\n asset: command.asset,\n hit: command.hit as any,\n }) as PlayableLocalEditorPatchResult<TPatch> | null;\n }),\n findCreatedId: input.assetActions?.findCreatedId ?? findCreatedEditorSceneObjectId,\n },\n prefabStage: input.prefabStage,\n transformCommands: {\n canCreateSerializedMultiPropertyPatch(command) {\n return command.path.startsWith('transform.')\n || command.path === EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH\n || scene.canCreateSerializedMultiPropertyPatch(command);\n },\n createSerializedMultiPropertyPatch(command) {\n const scenePatch = scene.createSerializedMultiPropertyPatch(command);\n if (scenePatch) return scenePatch;\n if (command.targetIds.some(targetId => !scene.createInspectorPropertyPatch({\n document: command.document,\n targetId,\n path: command.path,\n value: command.value,\n }))) return null;\n return createEditorSceneSerializedMultiTransformPatch(command) as ReturnType<typeof scene.createSerializedMultiPropertyPatch>;\n },\n createTransformInspectorPreview: command => toEditorSceneLocalTransformFromWorld(\n command.document,\n command.targetId,\n command.transform,\n ),\n createTransformPatch: command => createEditorSceneTransformPatch(command as any) as any,\n createTransformBatchPatch: command => createEditorSceneTransformBatchPatch(command as any) as any,\n createDuplicateSelectionPatch: scene.createDuplicateSelectionPatch,\n },\n sceneGraph: {\n validateSceneGraphDrop: scene.validateReparent,\n validateSceneGraphMove: scene.validateHierarchyMove,\n validateSceneGraphGroupSelection: scene.validateGroupSelection,\n createSceneGraphRenamePatch: scene.createRenamePatch,\n createSceneGraphCreateGroupPatch: scene.createCreateGroupPatch,\n createSceneGraphCreatePrimitivePatch: scene.createCreatePrimitivePatch,\n createSceneGraphDeletePatch: scene.createDeleteSubtreePatch,\n createSceneGraphDropPatch: scene.createReparentPatch,\n createSceneGraphMovePatch: scene.createHierarchyMovePatch,\n createSceneGraphGroupSelectionPatch: scene.createGroupSelectionPatch,\n },\n hierarchyActions: input.hierarchyActions,\n worldPreview: input.worldPreview,\n rendering: input.rendering,\n });\n return {\n ...sceneHostOptions,\n createHostOptions(context) {\n const runtime = input.runtime;\n if (!runtime) {\n throw new Error('createFpsGameEditorProductHostAssembly requires runtime options before mounting.');\n }\n const { forgePlay, ...runtimeHostOptions } = runtime;\n return {\n ...runtimeHostOptions,\n ...sceneHostOptions,\n persistenceAdapter: {\n ...runtime.persistenceAdapter,\n },\n worldAdapter: {\n ...runtime.worldAdapter,\n },\n ...(forgePlay ? {\n forgePlay: {\n ...forgePlay,\n handleAssetDrop: context.rememberPlatformAssetDrop,\n handleProjectAssetCommand: forgePlay.handleProjectAssetCommand\n ? bridgeContext => forgePlay.handleProjectAssetCommand?.(\n bridgeContext,\n context.normalizeLoadedPlatformAssetPayload,\n )\n : undefined,\n exportDocument: forgePlay.exportDocument\n ? (exportInput) => {\n const harness = context.getHost()?.harness;\n if (!harness) throw new Error('editor_host_unavailable');\n return forgePlay.exportDocument?.({ ...exportInput, harness });\n }\n : undefined,\n },\n } : {}),\n };\n },\n };\n}\n\nfunction findCreatedEditorSceneObjectId<TDocument extends EditorSceneDocument>(\n beforeDocument: TDocument,\n afterDocument: TDocument,\n): string | null {\n const beforeIds = new Set(beforeDocument.scene.gameObjects.map(gameObject => gameObject.id));\n return afterDocument.scene.gameObjects.find(gameObject => !beforeIds.has(gameObject.id))?.id ?? null;\n}\n"]}
1
+ 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type {\n PlayableLocalEditorAssetActionsCapability,\n PlayableLocalEditorAssetBrowserCapability,\n PlayableLocalEditorDocumentCapability,\n PlayableLocalEditorDocumentLifecycleCapability,\n PlayableLocalEditorHierarchyActionsCapability,\n PlayableLocalEditorHostCapabilities,\n PlayableLocalEditorInspectorCapability,\n PlayableLocalEditorMarkerGraphCapability,\n PlayableLocalEditorPatchResult,\n PlayableLocalEditorPrefabStageCapability,\n PlayableLocalEditorRenderingCapability,\n PlayableLocalEditorSceneGraphCapability,\n PlayableLocalEditorSelectionCapability,\n PlayableLocalEditorTransformCommandsCapability,\n PlayableLocalEditorWorldPreviewCapability,\n PlayableLocalEditorHarnessApi,\n} from './playable-local-editor-host.js';\nimport type {\n FpsGameEditorProductLocalEditorContext,\n FpsGameEditorProductLocalEditorHostOptions,\n} from './playable-product-local-editor.js';\nimport type { DocumentCommand } from '@fps-games/editor-core';\nimport {\n EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH,\n assertPlayableEditorSceneDocumentContract,\n createEditorSceneSerializedMultiTransformPatch,\n createEditorSceneTransformBatchPatch,\n createEditorSceneTransformPatch,\n getEditorScenePrefabStageDescriptor,\n getEditorScenePrefabStageProjectionNodeIdForNode,\n getEditorScenePrefabStageProjectionNodes,\n getEditorScenePrefabStageStructure,\n resolveEditorSceneLightingPreviewProfile,\n resolveEditorSceneMaterialSlotReimportDiff,\n resolveEditorScenePrefabStagePreviewTarget,\n toEditorSceneLocalTransformFromWorld,\n type EditorSceneAssetLibraryItem,\n type EditorSceneDocument,\n type EditorSceneGameObject,\n type EditorSceneMaterialDocument,\n type FpsGameEditorStandardSceneAssembly,\n} from '@fps-games/editor-playable-sdk';\nimport type { EditorDiagnostic, EditorDiagnosticPhase } from '@fps-games/editor-protocol';\nimport { createBabylonEditorPreviewEngine } from './internal/babylon-preview-engine.js';\n\nexport interface FpsGameEditorPlayableProjectHostAssemblyOptions<TDocument, TAsset> {\n scene: any;\n projection: any;\n sceneSource: any;\n rendering: any;\n projectServices: any;\n /** Overrides for projects whose prefab document semantics differ from the standard scene contract. */\n prefab?: Partial<{\n getDescriptor: typeof getEditorScenePrefabStageDescriptor;\n getProjectionNodes: typeof getEditorScenePrefabStageProjectionNodes;\n getStructure: typeof getEditorScenePrefabStageStructure;\n getInspectorObject: FpsGameEditorStandardSceneAssembly<any, any, any, any, any>['getPrefabStageInspectorObject'];\n resolvePreviewTarget: typeof resolveEditorScenePrefabStagePreviewTarget;\n getProjectionNodeId: typeof getEditorScenePrefabStageProjectionNodeIdForNode;\n }>;\n prepareDocument?(document: TDocument, assets: TAsset[]): TDocument;\n createAssetActionPatch(input: any): any;\n hierarchyOperations?: NonNullable<PlayableLocalEditorHierarchyActionsCapability<TDocument, any>['operations']>;\n loadingContent?: any;\n runtimeWindow: Window;\n gameModeEntryVisible?: boolean;\n loadBabylon(): Promise<any>;\n world?: { cameraTarget?: { x: number; y: number; z: number }; cameraRadius?: number; clearColor?: { r: number; g: number; b: number; a: number }; useRightHandedSystem?: boolean; selectionEdgesPrewarm?: 'eager' | 'lazy' };\n reportError?(error: unknown): void;\n}\n\ninterface FpsGameEditorStandardDocumentPreparation<TDocument, TAsset> {\n document: TDocument;\n assets: TAsset[];\n hydrateDocumentAssets(document: TDocument, assets: TAsset[]): TDocument;\n ensureEnvironmentDefaults(document: TDocument): TDocument;\n normalizeHierarchyDocument(document: TDocument): TDocument;\n}\n\nexport function prepareFpsGameEditorStandardDocument<TDocument, TAsset>(\n input: FpsGameEditorStandardDocumentPreparation<TDocument, TAsset>,\n): TDocument {\n return input.normalizeHierarchyDocument(\n input.ensureEnvironmentDefaults(input.hydrateDocumentAssets(input.document, input.assets)),\n );\n}\n\nconst DEFAULT_PLAYABLE_PROJECT_LOADING_CONTENT = Object.freeze({\n enter: Object.freeze({ title: '正在进入编辑界面…', description: '正在加载场景数据和编辑器,请稍候' }),\n saveScene: Object.freeze({ title: '正在保存场景…', description: '正在写入场景数据,请稍候' }),\n saveAndRunGame: Object.freeze({ title: '正在保存并退出…', description: '正在写入场景并返回游戏,请稍候' }),\n discardAndRunGame: Object.freeze({ title: '正在放弃变更并退出…', description: '正在恢复游戏场景,请稍候' }),\n assetImport: Object.freeze({ title: '正在添加资源…', description: '正在检查资产库并实例化资源,请稍候' }),\n});\n\nexport function createFpsGameEditorPlayableProjectHostAssembly<TDocument, TAsset extends EditorSceneAssetLibraryItem>(\n input: FpsGameEditorPlayableProjectHostAssemblyOptions<TDocument, TAsset>,\n) {\n let assets: TAsset[] = [];\n const scene = input.scene;\n const projection = input.projection;\n const prefab = input.prefab;\n const setAssets = (nextAssets: TAsset[]): TAsset[] => {\n assets = nextAssets;\n input.rendering.setTextures(projection.createEditorSceneInspectorTextureAssets(assets));\n return assets;\n };\n const hydrateDocumentAssets = (document: TDocument, nextAssets: TAsset[]): TDocument => (\n input.projectServices.hydrateDocumentAssets?.(document, nextAssets) ?? document\n );\n const prepareDocument = (document: TDocument, nextAssets: TAsset[]): TDocument => {\n if (input.prepareDocument) return input.prepareDocument(document, nextAssets);\n return prepareFpsGameEditorStandardDocument({\n document,\n assets: nextAssets,\n hydrateDocumentAssets,\n ensureEnvironmentDefaults: scene.ensureEnvironmentDefaults,\n normalizeHierarchyDocument: scene.normalizeHierarchyDocument,\n });\n };\n return createFpsGameEditorProductHostAssembly<any, any, any, any, any>({\n scene,\n document: {\n getProjectionNodes: projection.createProjectionNodes,\n getProjectionNode: (document: any, id: string) => {\n const gameObject = document.scene.gameObjects.find((entry: any) => entry.id === id);\n return gameObject ? projection.createProjectionNode(document, gameObject) : null;\n },\n getProjectionNodesForTarget: projection.getProjectionNodesForTarget,\n resolveProjectionTargetId: projection.resolveProjectionTargetId,\n getProjectionSelectionNodeIds: projection.getProjectionSelectionNodeIds,\n createPatchFromAsset: (asset: any, request: any) => ({ label: `Add ${request?.name?.trim() || asset.displayName}`, patch: { kind: 'game-object.create-from-asset', assetItem: asset, ...(request?.name?.trim() ? { name: request.name.trim() } : {}), ...(request?.placement ? { placement: request.placement } : {}) } }),\n },\n lifecycle: {\n prepareDocument: (document: TDocument, nextAssets: TAsset[]) => prepareDocument(document, setAssets(nextAssets)),\n hydrateDocumentAssets: (document: TDocument, nextAssets: TAsset[]) => {\n const hydratedAssets = setAssets(nextAssets);\n return hydrateDocumentAssets(document, hydratedAssets);\n },\n resolveUpdatedAssetSnapshot: (nextAssets: TAsset[], update: { assetId: string }) => {\n const asset = nextAssets.find(candidate => candidate.assetId === update.assetId || candidate.id === update.assetId);\n if (!asset) return null;\n const contentHash = typeof asset.metadata?.contentHash === 'string'\n ? asset.metadata.contentHash\n : undefined;\n return {\n assetId: asset.assetId,\n ...(contentHash ? { contentHash } : {}),\n };\n },\n listAssetSnapshots: (nextAssets: TAsset[]) => nextAssets.flatMap((asset) => {\n const assetId = typeof asset.assetId === 'string' && asset.assetId.trim()\n ? asset.assetId\n : typeof asset.id === 'string' && asset.id.trim()\n ? asset.id\n : null;\n if (!assetId) return [];\n const contentHash = typeof asset.metadata?.contentHash === 'string'\n ? asset.metadata.contentHash\n : undefined;\n return [{ assetId, ...(contentHash ? { contentHash } : {}) }];\n }),\n reconcileUpdatedAsset: (document: EditorSceneMaterialDocument, update: { assetId: string }) => {\n const diffs = document.scene.gameObjects\n .map(gameObject => resolveEditorSceneMaterialSlotReimportDiff(document, gameObject))\n .filter(diff => diff.assetId === update.assetId);\n return {\n document: scene.ensureEnvironmentDefaults(document),\n reconciledBindingCount: diffs.reduce(\n (count, diff) => count + diff.bindingRemaps.length + diff.bindingRemapIssues.length,\n 0,\n ),\n warnings: diffs.flatMap(diff => [\n ...diff.bindingRemapIssues.map(issue => ({\n code: issue.reason,\n gameObjectId: diff.gameObjectId,\n slotId: issue.fromSlotId,\n materialAssetId: issue.materialAssetId,\n candidateSlotIds: issue.candidateSlotIds,\n })),\n ...diff.issues\n .filter(issue => issue.reason === 'source-material-changed')\n .map(issue => ({\n code: issue.reason,\n gameObjectId: diff.gameObjectId,\n ...(issue.slotId ? { slotId: issue.slotId } : {}),\n ...(issue.materialAssetId ? { materialAssetId: issue.materialAssetId } : {}),\n })),\n ]),\n };\n },\n summarize: input.projectServices.summarize,\n },\n getInspectorContext: () => ({ textureAssets: projection.createEditorSceneInspectorTextureAssets(assets) }),\n agentContext: input.projectServices.agentContext,\n assetActions: { createAssetActionPatch: input.createAssetActionPatch },\n prefabStage: {\n getPrefabStageDescriptor: prefab?.getDescriptor ?? getEditorScenePrefabStageDescriptor,\n getPrefabStageProjectionNodes: prefab?.getProjectionNodes ?? getEditorScenePrefabStageProjectionNodes,\n getPrefabStageStructure: prefab?.getStructure ?? getEditorScenePrefabStageStructure,\n getPrefabStageInspectorObject: prefab?.getInspectorObject ?? scene.getPrefabStageInspectorObject,\n resolvePrefabStagePreviewTarget: prefab?.resolvePreviewTarget ?? resolveEditorScenePrefabStagePreviewTarget,\n getPrefabStageProjectionNodeId: prefab?.getProjectionNodeId ?? getEditorScenePrefabStageProjectionNodeIdForNode,\n },\n hierarchyActions: {\n operations: input.hierarchyOperations ?? [],\n },\n worldPreview: {\n getSceneCameraPreviewRig: projection.createSceneCameraPreviewRig,\n getWorldAppearance: (document: any) => resolveEditorSceneLightingPreviewProfile(document, { environmentLightId: 'environment_light', sunLightId: 'sun_light', defaultEnvironmentLight: scene.defaults.environmentLight, defaultSunLight: scene.defaults.sunLight }),\n },\n rendering: input.rendering.capability,\n runtime: {\n localTestActions: input.runtimeWindow.parent === input.runtimeWindow,\n gameModeEntryVisible: input.gameModeEntryVisible,\n authoring: { drivers: [input.sceneSource.createDriver()] },\n persistenceAdapter: { loadAuthoringSource: async () => { const loaded = await input.sceneSource.load(); return { source: loaded.source, document: loaded.document, assets: loaded.assets, summary: loaded.summary }; }, loadAssets: input.sceneSource.loadAssets },\n worldAdapter: {\n loadPreviewEngine: async () => projection.createEditorPreviewBabylonModule(await input.loadBabylon()),\n createPreviewEngine: createBabylonEditorPreviewEngine,\n importPreviewAsset: projection.importEditorProjectionModel,\n resolveMaterialTextureUrl: (texture: unknown) => projection.resolveEditorSceneTextureRefUrl(assets, texture),\n resolveAssetId: (asset: TAsset) => asset.assetId,\n toBrowserAssetItem: (asset: any) => ({ id: asset.assetId, guid: asset.guid, assetId: asset.assetId, kind: asset.kind, label: asset.displayName, meta: asset.assetId, external: asset.external, origin: asset.origin, dedupeKey: asset.dedupeKey, placeable: asset.placeable, preview: projection.createEditorSceneLibraryAssetPreview(asset), disabled: asset.placeable === false }),\n },\n world: input.world,\n createGrid: projection.createEditorGrid,\n lifecycle: { loadingContent: input.loadingContent ?? DEFAULT_PLAYABLE_PROJECT_LOADING_CONTENT, beforeDiscardAndRunGame: input.rendering.reset },\n forgePlay: { window: input.runtimeWindow, hasUnsavedPlatformChanges: input.rendering.isDirty, handleProjectAssetCommand: input.projectServices.handleProjectAssetCommand, exportDocument: ({ harness, payload, saveState }: any) => input.projectServices.exportDocument(harness, payload, saveState), reportError: input.reportError },\n },\n });\n}\n\nexport interface FpsGameEditorProductSceneDocumentAdapter<\n TDocument,\n TPatch,\n TAsset = unknown,\n> extends Pick<\n PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset>,\n | 'reduceDocument'\n | 'getHierarchyItems'\n | 'isHierarchyStructureChange'\n | 'getProjectionNodes'\n | 'getProjectionNode'\n | 'getProjectionNodesForTarget'\n | 'resolveProjectionTargetId'\n | 'getProjectionSelectionNodeIds'\n | 'createPatchFromAsset'\n | 'createSerializedPropertyPatch'\n | 'resolveDiagnosticLocator'\n > {}\n\nexport interface FpsGameEditorProductSceneHostOptions<\n TDocument,\n TPatch,\n TAsset = unknown,\n> {\n documentAdapter: PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset>;\n capabilities: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>;\n}\n\nexport interface FpsGameEditorProductSceneHostOptionsInput<\n TDocument,\n TPatch,\n TAsset = unknown,\n> {\n document: FpsGameEditorProductSceneDocumentAdapter<TDocument, TPatch, TAsset>;\n lifecycle?: PlayableLocalEditorDocumentLifecycleCapability<TDocument, TAsset>;\n selection?: PlayableLocalEditorSelectionCapability<TDocument>;\n inspector?: PlayableLocalEditorInspectorCapability<TDocument>;\n assetBrowser?: PlayableLocalEditorAssetBrowserCapability<TDocument>;\n agentContext?: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>['agentContext'];\n markerGraph?: PlayableLocalEditorMarkerGraphCapability<TDocument, TPatch>;\n assetActions?: PlayableLocalEditorAssetActionsCapability<TDocument, TPatch, TAsset>;\n prefabStage?: PlayableLocalEditorPrefabStageCapability<TDocument, TAsset>;\n transformCommands?: PlayableLocalEditorTransformCommandsCapability<TDocument, TPatch>;\n sceneGraph?: PlayableLocalEditorSceneGraphCapability<TDocument, TPatch>;\n hierarchyActions?: PlayableLocalEditorHierarchyActionsCapability<TDocument, TPatch>;\n worldPreview?: PlayableLocalEditorWorldPreviewCapability<TDocument>;\n rendering?: PlayableLocalEditorRenderingCapability<TDocument, TPatch>;\n}\n\nexport function createFpsGameEditorProductSceneHostOptions<\n TDocument,\n TPatch,\n TAsset = unknown,\n>(\n input: FpsGameEditorProductSceneHostOptionsInput<TDocument, TPatch, TAsset>,\n): FpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset> {\n const documentAdapter: PlayableLocalEditorDocumentCapability<TDocument, TPatch, TAsset> = {\n ...input.document,\n };\n\n return {\n documentAdapter,\n capabilities: {\n documentLifecycle: input.lifecycle,\n selection: input.selection,\n inspector: input.inspector,\n assetBrowser: input.assetBrowser,\n agentContext: input.agentContext,\n markerGraph: input.markerGraph,\n assetActions: input.assetActions,\n prefabStage: input.prefabStage,\n transformCommands: input.transformCommands,\n sceneGraph: input.sceneGraph,\n hierarchyActions: input.hierarchyActions,\n worldPreview: input.worldPreview,\n rendering: input.rendering,\n },\n };\n}\n\nexport interface FpsGameEditorProductHostAssemblyInput<\n TDocument extends EditorSceneDocument<TGameObject>,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAsset extends EditorSceneAssetLibraryItem,\n TContext,\n> {\n scene: FpsGameEditorStandardSceneAssembly<TDocument, TGameObject, TPatch, TAsset, TContext>;\n document: Pick<\n FpsGameEditorProductSceneDocumentAdapter<TDocument, TPatch, TAsset>,\n | 'getProjectionNodes'\n | 'getProjectionNode'\n | 'getProjectionNodesForTarget'\n | 'resolveProjectionTargetId'\n | 'getProjectionSelectionNodeIds'\n | 'createPatchFromAsset'\n >;\n lifecycle?: PlayableLocalEditorDocumentLifecycleCapability<TDocument, TAsset>;\n getInspectorContext?: () => TContext;\n agentContext?: PlayableLocalEditorHostCapabilities<TDocument, TPatch, TAsset>['agentContext'];\n assetActions?: Pick<\n PlayableLocalEditorAssetActionsCapability<TDocument, TPatch, TAsset>,\n 'createAssetActionPatch' | 'createPlacedAssetPatch' | 'findCreatedId'\n >;\n prefabStage?: PlayableLocalEditorPrefabStageCapability<TDocument, TAsset>;\n hierarchyActions?: PlayableLocalEditorHierarchyActionsCapability<TDocument, TPatch>;\n worldPreview?: PlayableLocalEditorWorldPreviewCapability<TDocument>;\n rendering?: PlayableLocalEditorRenderingCapability<TDocument, TPatch>;\n runtime?: FpsGameEditorProductHostRuntimeOptions<TDocument, TPatch, TAsset>;\n}\n\ntype FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset> = NonNullable<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['forgePlay']\n>;\n\nfunction collectProductEditorSceneDocumentDiagnostics(\n document: EditorSceneDocument,\n phase: EditorDiagnosticPhase,\n): EditorDiagnostic[] {\n try {\n assertPlayableEditorSceneDocumentContract(document);\n return [];\n } catch (error) {\n const record = error && typeof error === 'object'\n ? error as { code?: unknown; path?: unknown; message?: unknown }\n : null;\n const path = typeof record?.path === 'string' ? record.path : undefined;\n const code = classifyProductDocumentValidationCode(document, path)\n ?? (typeof record?.code === 'string'\n ? `document-${record.code.replace(/\\./g, '-')}`\n : 'document-contract-invalid');\n return [{\n code,\n severity: 'error',\n phase,\n source: 'document',\n producer: 'document-validation',\n message: typeof record?.message === 'string' ? record.message : String(error),\n suggestion: path\n ? `检查诊断详情中的文档路径 ${path},修复无效或重复的数据后重新验证。`\n : '检查当前 Scene Document 的结构完整性后重新验证。',\n subject: { kind: 'document' },\n ...(path ? {\n details: { path },\n } : {}),\n }];\n }\n}\n\nfunction classifyProductDocumentValidationCode(\n document: EditorSceneDocument,\n path: string | undefined,\n): string | null {\n if (!path) return null;\n const assetMatch = /^\\$\\.assets\\[(\\d+)\\]\\.id$/.exec(path);\n if (assetMatch && hasDuplicateIdAtIndex(document.assets, Number(assetMatch[1]))) {\n return 'document-asset-id-duplicate';\n }\n const objectMatch = /^\\$\\.scene\\.gameObjects\\[(\\d+)\\]\\.id$/.exec(path);\n if (objectMatch && hasDuplicateIdAtIndex(document.scene.gameObjects, Number(objectMatch[1]))) {\n return 'document-game-object-id-duplicate';\n }\n return null;\n}\n\nfunction hasDuplicateIdAtIndex(values: readonly { id?: unknown }[], index: number): boolean {\n const id = typeof values[index]?.id === 'string' ? values[index].id : null;\n return !!id && values.filter(value => value.id === id).length > 1;\n}\n\nexport interface FpsGameEditorProductHostRuntimeOptions<TDocument, TPatch, TAsset> extends Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>,\n 'documentAdapter' | 'capabilities' | 'persistenceAdapter' | 'worldAdapter' | 'forgePlay'\n> {\n persistenceAdapter: Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['persistenceAdapter'],\n 'runGame'\n >;\n worldAdapter: Omit<\n FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>['worldAdapter'],\n 'disposeWorld' | 'disposeGameWorld' | 'getCanvas'\n >;\n forgePlay?: Omit<\n FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>,\n 'handleAssetDrop' | 'handleProjectAssetCommand' | 'exportDocument'\n > & {\n handleProjectAssetCommand?: (\n bridgeContext: Parameters<NonNullable<FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>['handleProjectAssetCommand']>>[0],\n normalizeLoadedPlatformAssetPayload: (payload: Record<string, unknown>) => Record<string, unknown>,\n ) => Promise<void> | void;\n exportDocument?: (input: Parameters<NonNullable<FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>['exportDocument']>>[0] & {\n harness: PlayableLocalEditorHarnessApi<TDocument>;\n }) => ReturnType<NonNullable<FpsGameEditorProductForgePlayOptions<TDocument, TPatch, TAsset>['exportDocument']>>;\n };\n}\n\nexport interface FpsGameEditorProductHostAssembly<TDocument, TPatch, TAsset>\n extends FpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset> {\n createHostOptions(\n context: FpsGameEditorProductLocalEditorContext<TDocument>,\n ): FpsGameEditorProductLocalEditorHostOptions<TDocument, TPatch, TAsset>;\n}\n\nexport function createFpsGameEditorProductHostAssembly<\n TDocument extends EditorSceneDocument<TGameObject>,\n TGameObject extends EditorSceneGameObject,\n TPatch,\n TAsset extends EditorSceneAssetLibraryItem,\n TContext,\n>(\n input: FpsGameEditorProductHostAssemblyInput<TDocument, TGameObject, TPatch, TAsset, TContext>,\n): FpsGameEditorProductHostAssembly<TDocument, TPatch, TAsset> {\n const scene = input.scene;\n const inspectorContext = (): TContext => input.getInspectorContext?.() ?? ({} as TContext);\n const projectValidateDocument = input.lifecycle?.validateDocument;\n const documentLifecycleCapabilities: PlayableLocalEditorDocumentLifecycleCapability<TDocument, TAsset> = {\n ...input.lifecycle,\n validateDocument: (document, context) => [\n ...collectProductEditorSceneDocumentDiagnostics(document, context.phase),\n ...(projectValidateDocument?.(document, context) ?? []),\n ],\n };\n const sceneHostOptions = createFpsGameEditorProductSceneHostOptions<TDocument, TPatch, TAsset>({\n document: {\n reduceDocument: scene.reduceDocument,\n getHierarchyItems: scene.getHierarchyItems,\n isHierarchyStructureChange: isProductHierarchyStructureChange,\n getProjectionNodes: input.document.getProjectionNodes,\n getProjectionNode: input.document.getProjectionNode,\n getProjectionNodesForTarget: input.document.getProjectionNodesForTarget,\n resolveProjectionTargetId: input.document.resolveProjectionTargetId,\n getProjectionSelectionNodeIds: input.document.getProjectionSelectionNodeIds,\n createPatchFromAsset: input.document.createPatchFromAsset,\n createSerializedPropertyPatch: scene.createInspectorPropertyPatch,\n resolveDiagnosticLocator: scene.resolveDiagnosticLocator,\n },\n lifecycle: documentLifecycleCapabilities,\n selection: {\n isSelectable: scene.isSelectableHierarchyId,\n isLocked: () => false,\n },\n inspector: {\n getInspectorObject: (document, activeId) => scene.getInspectorObject(document, activeId, inspectorContext()),\n getInspectorMultiObject: (document, selectedIds, activeId) => scene.getInspectorMultiObject(\n document,\n selectedIds,\n activeId,\n inspectorContext(),\n ),\n getRuntimeInspectorSections: scene.getRuntimeInspectorSections,\n },\n assetBrowser: {\n getBrowserAssetItems: scene.createBrowserAssetItems,\n },\n agentContext: input.agentContext,\n markerGraph: {\n getMarkerGraph: scene.getMarkerGraph,\n getMarkerTypeCatalog: scene.getMarkerTypeCatalog,\n getRelationTypeCatalog: scene.getRelationTypeCatalog,\n getPrefabInstanceMarkerOverlays: scene.getPrefabInstanceMarkerOverlays,\n getPrefabStageMarkerOverlays: scene.getPrefabStageMarkerOverlays,\n createMarkerGraphPatch: scene.createMarkerGraphPatch,\n },\n assetActions: {\n ...input.assetActions,\n createPlacedAssetPatch: input.assetActions?.createPlacedAssetPatch ?? ((command) => {\n if (!command.asset || !command.hit) return null;\n return scene.createPlacedAssetPatch({\n document: command.document,\n asset: command.asset,\n hit: command.hit as any,\n }) as PlayableLocalEditorPatchResult<TPatch> | null;\n }),\n findCreatedId: input.assetActions?.findCreatedId ?? findCreatedEditorSceneObjectId,\n },\n prefabStage: input.prefabStage,\n transformCommands: {\n canCreateSerializedMultiPropertyPatch(command) {\n return command.path.startsWith('transform.')\n || command.path === EDITOR_SCENE_STATIC_SHADOW_BAKE_ACTION_PATH\n || scene.canCreateSerializedMultiPropertyPatch(command);\n },\n createSerializedMultiPropertyPatch(command) {\n const scenePatch = scene.createSerializedMultiPropertyPatch(command);\n if (scenePatch) return scenePatch;\n if (command.targetIds.some(targetId => !scene.createInspectorPropertyPatch({\n document: command.document,\n targetId,\n path: command.path,\n value: command.value,\n }))) return null;\n return createEditorSceneSerializedMultiTransformPatch(command) as ReturnType<typeof scene.createSerializedMultiPropertyPatch>;\n },\n createTransformInspectorPreview: command => toEditorSceneLocalTransformFromWorld(\n command.document,\n command.targetId,\n command.transform,\n ),\n createTransformPatch: command => createEditorSceneTransformPatch(command as any) as any,\n createTransformBatchPatch: command => createEditorSceneTransformBatchPatch(command as any) as any,\n createDuplicateSelectionPatch: scene.createDuplicateSelectionPatch,\n },\n sceneGraph: {\n validateSceneGraphDrop: scene.validateReparent,\n validateSceneGraphMove: scene.validateHierarchyMove,\n validateSceneGraphGroupSelection: scene.validateGroupSelection,\n createSceneGraphRenamePatch: scene.createRenamePatch,\n createSceneGraphCreateGroupPatch: scene.createCreateGroupPatch,\n createSceneGraphCreatePrimitivePatch: scene.createCreatePrimitivePatch,\n createSceneGraphDeletePatch: scene.createDeleteSubtreePatch,\n createSceneGraphDropPatch: scene.createReparentPatch,\n createSceneGraphMovePatch: scene.createHierarchyMovePatch,\n createSceneGraphGroupSelectionPatch: scene.createGroupSelectionPatch,\n },\n hierarchyActions: input.hierarchyActions,\n worldPreview: input.worldPreview,\n rendering: input.rendering,\n });\n return {\n ...sceneHostOptions,\n createHostOptions(context) {\n const runtime = input.runtime;\n if (!runtime) {\n throw new Error('createFpsGameEditorProductHostAssembly requires runtime options before mounting.');\n }\n const { forgePlay, ...runtimeHostOptions } = runtime;\n return {\n ...runtimeHostOptions,\n ...sceneHostOptions,\n persistenceAdapter: {\n ...runtime.persistenceAdapter,\n },\n worldAdapter: {\n ...runtime.worldAdapter,\n },\n ...(forgePlay ? {\n forgePlay: {\n ...forgePlay,\n handleAssetDrop: context.rememberPlatformAssetDrop,\n handleProjectAssetCommand: forgePlay.handleProjectAssetCommand\n ? bridgeContext => forgePlay.handleProjectAssetCommand?.(\n bridgeContext,\n context.normalizeLoadedPlatformAssetPayload,\n )\n : undefined,\n exportDocument: forgePlay.exportDocument\n ? (exportInput) => {\n const harness = context.getHost()?.harness;\n if (!harness) throw new Error('editor_host_unavailable');\n return forgePlay.exportDocument!({ ...exportInput, harness });\n }\n : undefined,\n },\n } : {}),\n };\n },\n };\n}\n\nfunction isProductHierarchyStructureChange<TDocument, TPatch>(\n command: DocumentCommand<TDocument, TPatch>,\n): boolean {\n if (command.type === 'document.replace') return true;\n const impact = command.projectionImpact;\n if (impact?.type === 'incremental') {\n if ((impact.createdNodeIds?.length ?? 0) > 0\n || (impact.deletedNodeIds?.length ?? 0) > 0) {\n return true;\n }\n }\n const patch = command.patch as { kind?: unknown; path?: unknown } | null | undefined;\n if (patch?.kind === 'game-object.transform' || patch?.kind === 'game-object.transform-batch') return false;\n if (patch?.kind === 'game-object.field'\n || patch?.kind === 'game-object.field-batch'\n || patch?.kind === 'serialized-property') {\n return typeof patch.path !== 'string' || isHierarchyVisiblePropertyPath(patch.path);\n }\n if (typeof patch?.kind === 'string' && (\n patch.kind === 'game-object.rendering-alpha-index-migration'\n || patch.kind.startsWith('scene.material-asset.')\n || patch.kind === 'scene.prefab-material-asset.duplicate-and-bind'\n )) return false;\n if (typeof patch?.kind === 'string' && patch.kind.startsWith('scene.prefab-asset.')) return true;\n if (patch?.kind === 'scene.marker-graph') return true;\n if (typeof patch?.kind === 'string' && (\n patch.kind === 'game-object.create-from-asset'\n || patch.kind === 'game-object.duplicate-selection'\n || patch.kind === 'game-object.rename'\n || patch.kind === 'game-object.create-group'\n || patch.kind === 'game-object.create-primitive'\n || patch.kind === 'game-object.delete-subtree'\n || patch.kind === 'game-object.reparent'\n || patch.kind === 'game-object.hierarchy-move'\n || patch.kind === 'game-object.group-selection'\n )) return true;\n if (impact?.type === 'incremental' && (impact.syncTransformIds?.length ?? 0) > 0) return false;\n return true;\n}\n\nfunction isHierarchyVisiblePropertyPath(path: string): boolean {\n const normalized = path.trim();\n return normalized === 'name'\n || normalized === 'label'\n || normalized === 'parentId'\n || normalized === 'active'\n || normalized === 'enabled'\n || normalized === 'locked'\n || normalized === 'kind'\n || normalized === 'transformType';\n}\n\nfunction findCreatedEditorSceneObjectId<TDocument extends EditorSceneDocument>(\n beforeDocument: TDocument,\n afterDocument: TDocument,\n): string | null {\n const beforeIds = new Set(beforeDocument.scene.gameObjects.map(gameObject => gameObject.id));\n return afterDocument.scene.gameObjects.find(gameObject => !beforeIds.has(gameObject.id))?.id ?? null;\n}\n"]}
@@ -0,0 +1,17 @@
1
+ type MaybePromise<T> = T | Promise<T>;
2
+ /** Optional metadata attached to a project mode transition request. */
3
+ export interface FpsGameEditorProjectModeContext {
4
+ reason?: string;
5
+ [key: string]: unknown;
6
+ }
7
+ /**
8
+ * High-level mode intentions implemented by the project development host.
9
+ * The editor does not prescribe whether the project pauses, destroys, or
10
+ * recreates its runtime while fulfilling either transition.
11
+ */
12
+ export interface FpsGameEditorProjectModeTransitions {
13
+ enterEditorMode(context?: FpsGameEditorProjectModeContext): MaybePromise<void>;
14
+ enterPlayMode(context?: FpsGameEditorProjectModeContext): MaybePromise<void>;
15
+ }
16
+ export {};
17
+ //# sourceMappingURL=playable-project-mode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"playable-project-mode.d.ts","sourceRoot":"","sources":["../src/playable-project-mode.ts"],"names":[],"mappings":"AAAA,KAAK,YAAY,CAAC,CAAC,IAAI,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;AAEtC,uEAAuE;AACvE,MAAM,WAAW,+BAA+B;IAC9C,MAAM,CAAC,EAAE,MAAM,CAAC;IAChB,CAAC,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC;CACxB;AAED;;;;GAIG;AACH,MAAM,WAAW,mCAAmC;IAClD,eAAe,CAAC,OAAO,CAAC,EAAE,+BAA+B,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC;IAC/E,aAAa,CAAC,OAAO,CAAC,EAAE,+BAA+B,GAAG,YAAY,CAAC,IAAI,CAAC,CAAC;CAC9E"}
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=playable-project-mode.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"playable-project-mode.js","sourceRoot":"","sources":["../src/playable-project-mode.ts"],"names":[],"mappings":"","sourcesContent":["type MaybePromise<T> = T | Promise<T>;\n\n/** Optional metadata attached to a project mode transition request. */\nexport interface FpsGameEditorProjectModeContext {\n reason?: string;\n [key: string]: unknown;\n}\n\n/**\n * High-level mode intentions implemented by the project development host.\n * The editor does not prescribe whether the project pauses, destroys, or\n * recreates its runtime while fulfilling either transition.\n */\nexport interface FpsGameEditorProjectModeTransitions {\n enterEditorMode(context?: FpsGameEditorProjectModeContext): MaybePromise<void>;\n enterPlayMode(context?: FpsGameEditorProjectModeContext): MaybePromise<void>;\n}\n"]}
@@ -1,7 +1,4 @@
1
- /**
2
- * Temporary public Babylon Renderer Plugin entry while private-first runtime
3
- * packages complete product migration.
4
- */
5
- export { FPS_BABYLON_RENDERER_CONTEXT, FPS_BABYLON_RENDERER_DATA, FPS_BABYLON_RENDERER_PLUGIN_ID, FPS_BABYLON_RENDERER_SERVICE, createFpsBabylonRendererHost, createFpsBabylonRendererPlugin, } from '@fps-games/babylon-renderer';
6
- export type { FpsBabylonRendererContext, FpsBabylonRendererHost, FpsBabylonRendererHostOptions, FpsBabylonRendererPlugin, FpsBabylonRendererPluginOptions, FpsBabylonRendererService, } from '@fps-games/babylon-renderer';
1
+ export { createFpsBabylonGameWorldPluginLifecycle, } from '@fps-games/babylon-renderer';
2
+ export type { FpsBabylonGameWorldPluginLifecycle, FpsBabylonGameWorldPluginLifecycleOptions, FpsBabylonRendererContext, FpsBabylonRendererService, FpsBabylonRendererShadowService, BabylonShadowMapExperimentEvidence, BabylonRuntimeShadowObjectActivityDescriptor, BabylonRuntimeShadowObjectRegistration, BabylonRuntimeShadowObjectRenderable, BabylonRuntimeShadowObjectsOwner, BabylonRuntimeShadowObjectsRegistration, BabylonRuntimeShadowObjectsSnapshot, } from '@fps-games/babylon-renderer';
3
+ export type { ShadowMapExperimentActivityKind, ShadowMapExperimentActivitySourceController, } from '@fps-games/playable-rendering/runtime';
7
4
  //# sourceMappingURL=playable-runtime-babylon.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"playable-runtime-babylon.d.ts","sourceRoot":"","sources":["../src/playable-runtime-babylon.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,OAAO,EACL,4BAA4B,EAC5B,yBAAyB,EACzB,8BAA8B,EAC9B,4BAA4B,EAC5B,4BAA4B,EAC5B,8BAA8B,GAC/B,MAAM,6BAA6B,CAAC;AACrC,YAAY,EACV,yBAAyB,EACzB,sBAAsB,EACtB,6BAA6B,EAC7B,wBAAwB,EACxB,+BAA+B,EAC/B,yBAAyB,GAC1B,MAAM,6BAA6B,CAAC"}
1
+ {"version":3,"file":"playable-runtime-babylon.d.ts","sourceRoot":"","sources":["../src/playable-runtime-babylon.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,wCAAwC,GACzC,MAAM,6BAA6B,CAAC;AACrC,YAAY,EACV,kCAAkC,EAClC,yCAAyC,EACzC,yBAAyB,EACzB,yBAAyB,EACzB,+BAA+B,EAC/B,kCAAkC,EAClC,4CAA4C,EAC5C,sCAAsC,EACtC,oCAAoC,EACpC,gCAAgC,EAChC,uCAAuC,EACvC,mCAAmC,GACpC,MAAM,6BAA6B,CAAC;AACrC,YAAY,EACV,+BAA+B,EAC/B,2CAA2C,GAC5C,MAAM,uCAAuC,CAAC"}
@@ -1,6 +1,2 @@
1
- /**
2
- * Temporary public Babylon Renderer Plugin entry while private-first runtime
3
- * packages complete product migration.
4
- */
5
- export { FPS_BABYLON_RENDERER_CONTEXT, FPS_BABYLON_RENDERER_DATA, FPS_BABYLON_RENDERER_PLUGIN_ID, FPS_BABYLON_RENDERER_SERVICE, createFpsBabylonRendererHost, createFpsBabylonRendererPlugin, } from '@fps-games/babylon-renderer';
1
+ export { createFpsBabylonGameWorldPluginLifecycle, } from '@fps-games/babylon-renderer';
6
2
  //# sourceMappingURL=playable-runtime-babylon.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"playable-runtime-babylon.js","sourceRoot":"","sources":["../src/playable-runtime-babylon.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,OAAO,EACL,4BAA4B,EAC5B,yBAAyB,EACzB,8BAA8B,EAC9B,4BAA4B,EAC5B,4BAA4B,EAC5B,8BAA8B,GAC/B,MAAM,6BAA6B,CAAC","sourcesContent":["/**\n * Temporary public Babylon Renderer Plugin entry while private-first runtime\n * packages complete product migration.\n */\nexport {\n FPS_BABYLON_RENDERER_CONTEXT,\n FPS_BABYLON_RENDERER_DATA,\n FPS_BABYLON_RENDERER_PLUGIN_ID,\n FPS_BABYLON_RENDERER_SERVICE,\n createFpsBabylonRendererHost,\n createFpsBabylonRendererPlugin,\n} from '@fps-games/babylon-renderer';\nexport type {\n FpsBabylonRendererContext,\n FpsBabylonRendererHost,\n FpsBabylonRendererHostOptions,\n FpsBabylonRendererPlugin,\n FpsBabylonRendererPluginOptions,\n FpsBabylonRendererService,\n} from '@fps-games/babylon-renderer';\n"]}
1
+ {"version":3,"file":"playable-runtime-babylon.js","sourceRoot":"","sources":["../src/playable-runtime-babylon.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,wCAAwC,GACzC,MAAM,6BAA6B,CAAC","sourcesContent":["export {\n createFpsBabylonGameWorldPluginLifecycle,\n} from '@fps-games/babylon-renderer';\nexport type {\n FpsBabylonGameWorldPluginLifecycle,\n FpsBabylonGameWorldPluginLifecycleOptions,\n FpsBabylonRendererContext,\n FpsBabylonRendererService,\n FpsBabylonRendererShadowService,\n BabylonShadowMapExperimentEvidence,\n BabylonRuntimeShadowObjectActivityDescriptor,\n BabylonRuntimeShadowObjectRegistration,\n BabylonRuntimeShadowObjectRenderable,\n BabylonRuntimeShadowObjectsOwner,\n BabylonRuntimeShadowObjectsRegistration,\n BabylonRuntimeShadowObjectsSnapshot,\n} from '@fps-games/babylon-renderer';\nexport type {\n ShadowMapExperimentActivityKind,\n ShadowMapExperimentActivitySourceController,\n} from '@fps-games/playable-rendering/runtime';\n"]}