@fps-games/editor 0.2.0-beta.4 → 0.2.1-beta.2

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 (1506) 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 +19 -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/material-preview.d.ts +22 -0
  47. package/dist/internal/material-preview.d.ts.map +1 -0
  48. package/dist/internal/material-preview.js +186 -0
  49. package/dist/internal/material-preview.js.map +1 -0
  50. package/dist/internal/product-local-editor-cleanup.d.ts +5 -0
  51. package/dist/internal/product-local-editor-cleanup.d.ts.map +1 -0
  52. package/dist/internal/product-local-editor-cleanup.js +20 -0
  53. package/dist/internal/product-local-editor-cleanup.js.map +1 -0
  54. package/dist/internal/project-model-preview.d.ts +4 -0
  55. package/dist/internal/project-model-preview.d.ts.map +1 -0
  56. package/dist/internal/project-model-preview.js +359 -0
  57. package/dist/internal/project-model-preview.js.map +1 -0
  58. package/dist/local-editor-agent-actions.d.ts +2 -4
  59. package/dist/local-editor-agent-actions.d.ts.map +1 -1
  60. package/dist/local-editor-agent-actions.js +56 -32
  61. package/dist/local-editor-agent-actions.js.map +1 -1
  62. package/dist/local-editor-agent-context.d.ts +17 -6
  63. package/dist/local-editor-agent-context.d.ts.map +1 -1
  64. package/dist/local-editor-agent-context.js +47 -0
  65. package/dist/local-editor-agent-context.js.map +1 -1
  66. package/dist/local-editor-harness.d.ts +353 -35
  67. package/dist/local-editor-harness.d.ts.map +1 -1
  68. package/dist/local-editor-harness.js +4115 -1313
  69. package/dist/local-editor-harness.js.map +1 -1
  70. package/dist/local-editor-marker-graph.d.ts +15 -15
  71. package/dist/local-editor-marker-graph.d.ts.map +1 -1
  72. package/dist/local-editor-marker-graph.js +3 -0
  73. package/dist/local-editor-marker-graph.js.map +1 -1
  74. package/dist/local-editor-performance-stats.d.ts +3 -2
  75. package/dist/local-editor-performance-stats.d.ts.map +1 -1
  76. package/dist/local-editor-performance-stats.js.map +1 -1
  77. package/dist/local-editor-prefab-stage-transaction.d.ts +19 -0
  78. package/dist/local-editor-prefab-stage-transaction.d.ts.map +1 -0
  79. package/dist/local-editor-prefab-stage-transaction.js +45 -0
  80. package/dist/local-editor-prefab-stage-transaction.js.map +1 -0
  81. package/dist/local-editor-scene-view-interaction-runtime.d.ts +3 -1
  82. package/dist/local-editor-scene-view-interaction-runtime.d.ts.map +1 -1
  83. package/dist/local-editor-scene-view-interaction-runtime.js +24 -0
  84. package/dist/local-editor-scene-view-interaction-runtime.js.map +1 -1
  85. package/dist/local-editor-tools.d.ts +19 -0
  86. package/dist/local-editor-tools.d.ts.map +1 -0
  87. package/dist/local-editor-tools.js +56 -0
  88. package/dist/local-editor-tools.js.map +1 -0
  89. package/dist/playable-babylon-rendering.d.ts +9 -0
  90. package/dist/playable-babylon-rendering.d.ts.map +1 -1
  91. package/dist/playable-babylon-rendering.js +162 -6
  92. package/dist/playable-babylon-rendering.js.map +1 -1
  93. package/dist/playable-local-editor-entry.d.ts +68 -0
  94. package/dist/playable-local-editor-entry.d.ts.map +1 -0
  95. package/dist/playable-local-editor-entry.js +424 -0
  96. package/dist/playable-local-editor-entry.js.map +1 -0
  97. package/dist/playable-local-editor-host.d.ts +55 -29
  98. package/dist/playable-local-editor-host.d.ts.map +1 -1
  99. package/dist/playable-local-editor-host.js +50 -11
  100. package/dist/playable-local-editor-host.js.map +1 -1
  101. package/dist/playable-product-local-editor.d.ts +10 -12
  102. package/dist/playable-product-local-editor.d.ts.map +1 -1
  103. package/dist/playable-product-local-editor.js +178 -85
  104. package/dist/playable-product-local-editor.js.map +1 -1
  105. package/dist/playable-product-projection-preview.d.ts +4 -1
  106. package/dist/playable-product-projection-preview.d.ts.map +1 -1
  107. package/dist/playable-product-projection-preview.js +122 -5
  108. package/dist/playable-product-projection-preview.js.map +1 -1
  109. package/dist/playable-product-rendering.d.ts +12 -0
  110. package/dist/playable-product-rendering.d.ts.map +1 -1
  111. package/dist/playable-product-rendering.js +128 -6
  112. package/dist/playable-product-rendering.js.map +1 -1
  113. package/dist/playable-product-scene-capabilities.d.ts +24 -7
  114. package/dist/playable-product-scene-capabilities.d.ts.map +1 -1
  115. package/dist/playable-product-scene-capabilities.js +180 -17
  116. package/dist/playable-product-scene-capabilities.js.map +1 -1
  117. package/dist/playable-project-mode.d.ts +17 -0
  118. package/dist/playable-project-mode.d.ts.map +1 -0
  119. package/dist/playable-project-mode.js +2 -0
  120. package/dist/playable-project-mode.js.map +1 -0
  121. package/dist/playable-runtime-babylon.d.ts +3 -6
  122. package/dist/playable-runtime-babylon.d.ts.map +1 -1
  123. package/dist/playable-runtime-babylon.js +1 -5
  124. package/dist/playable-runtime-babylon.js.map +1 -1
  125. package/dist/playable-sdk.d.ts +16 -9
  126. package/dist/playable-sdk.d.ts.map +1 -1
  127. package/dist/playable-sdk.js +6 -4
  128. package/dist/playable-sdk.js.map +1 -1
  129. package/dist/playable-standard-project.d.ts +23 -14
  130. package/dist/playable-standard-project.d.ts.map +1 -1
  131. package/dist/playable-standard-project.js +57 -20
  132. package/dist/playable-standard-project.js.map +1 -1
  133. package/dist/vite-client.d.ts +4 -0
  134. package/node_modules/@babel/helper-string-parser/lib/index.js +0 -1
  135. package/node_modules/@babel/helper-validator-identifier/lib/identifier.js +0 -1
  136. package/node_modules/@babel/helper-validator-identifier/lib/index.js +0 -1
  137. package/node_modules/@babel/helper-validator-identifier/lib/keyword.js +0 -1
  138. package/node_modules/@babel/parser/lib/index.js +0 -1
  139. package/node_modules/@babel/types/lib/asserts/assertNode.js +0 -1
  140. package/node_modules/@babel/types/lib/asserts/generated/index.js +0 -1
  141. package/node_modules/@babel/types/lib/ast-types/generated/index.js +0 -1
  142. package/node_modules/@babel/types/lib/builders/flow/createFlowUnionType.js +0 -1
  143. package/node_modules/@babel/types/lib/builders/flow/createTypeAnnotationBasedOnTypeof.js +0 -1
  144. package/node_modules/@babel/types/lib/builders/generated/index.js +0 -1
  145. package/node_modules/@babel/types/lib/builders/generated/lowercase.js +0 -1
  146. package/node_modules/@babel/types/lib/builders/generated/uppercase.js +0 -1
  147. package/node_modules/@babel/types/lib/builders/productions.js +0 -1
  148. package/node_modules/@babel/types/lib/builders/react/buildChildren.js +0 -1
  149. package/node_modules/@babel/types/lib/builders/typescript/createTSUnionType.js +0 -1
  150. package/node_modules/@babel/types/lib/builders/validateNode.js +0 -1
  151. package/node_modules/@babel/types/lib/clone/clone.js +0 -1
  152. package/node_modules/@babel/types/lib/clone/cloneDeep.js +0 -1
  153. package/node_modules/@babel/types/lib/clone/cloneDeepWithoutLoc.js +0 -1
  154. package/node_modules/@babel/types/lib/clone/cloneNode.js +0 -1
  155. package/node_modules/@babel/types/lib/clone/cloneWithoutLoc.js +0 -1
  156. package/node_modules/@babel/types/lib/comments/addComment.js +0 -1
  157. package/node_modules/@babel/types/lib/comments/addComments.js +0 -1
  158. package/node_modules/@babel/types/lib/comments/inheritInnerComments.js +0 -1
  159. package/node_modules/@babel/types/lib/comments/inheritLeadingComments.js +0 -1
  160. package/node_modules/@babel/types/lib/comments/inheritTrailingComments.js +0 -1
  161. package/node_modules/@babel/types/lib/comments/inheritsComments.js +0 -1
  162. package/node_modules/@babel/types/lib/comments/removeComments.js +0 -1
  163. package/node_modules/@babel/types/lib/constants/generated/index.js +0 -1
  164. package/node_modules/@babel/types/lib/constants/index.js +0 -1
  165. package/node_modules/@babel/types/lib/converters/ensureBlock.js +0 -1
  166. package/node_modules/@babel/types/lib/converters/gatherSequenceExpressions.js +0 -1
  167. package/node_modules/@babel/types/lib/converters/toBindingIdentifierName.js +0 -1
  168. package/node_modules/@babel/types/lib/converters/toBlock.js +0 -1
  169. package/node_modules/@babel/types/lib/converters/toComputedKey.js +0 -1
  170. package/node_modules/@babel/types/lib/converters/toExpression.js +0 -1
  171. package/node_modules/@babel/types/lib/converters/toIdentifier.js +0 -1
  172. package/node_modules/@babel/types/lib/converters/toKeyAlias.js +0 -1
  173. package/node_modules/@babel/types/lib/converters/toSequenceExpression.js +0 -1
  174. package/node_modules/@babel/types/lib/converters/toStatement.js +0 -1
  175. package/node_modules/@babel/types/lib/converters/valueToNode.js +0 -1
  176. package/node_modules/@babel/types/lib/definitions/core.js +0 -1
  177. package/node_modules/@babel/types/lib/definitions/deprecated-aliases.js +0 -1
  178. package/node_modules/@babel/types/lib/definitions/experimental.js +0 -1
  179. package/node_modules/@babel/types/lib/definitions/flow.js +0 -1
  180. package/node_modules/@babel/types/lib/definitions/index.js +0 -1
  181. package/node_modules/@babel/types/lib/definitions/jsx.js +0 -1
  182. package/node_modules/@babel/types/lib/definitions/misc.js +0 -1
  183. package/node_modules/@babel/types/lib/definitions/placeholders.js +0 -1
  184. package/node_modules/@babel/types/lib/definitions/typescript.js +0 -1
  185. package/node_modules/@babel/types/lib/definitions/utils.js +0 -1
  186. package/node_modules/@babel/types/lib/index.js +0 -1
  187. package/node_modules/@babel/types/lib/modifications/appendToMemberExpression.js +0 -1
  188. package/node_modules/@babel/types/lib/modifications/flow/removeTypeDuplicates.js +0 -1
  189. package/node_modules/@babel/types/lib/modifications/inherits.js +0 -1
  190. package/node_modules/@babel/types/lib/modifications/prependToMemberExpression.js +0 -1
  191. package/node_modules/@babel/types/lib/modifications/removeProperties.js +0 -1
  192. package/node_modules/@babel/types/lib/modifications/removePropertiesDeep.js +0 -1
  193. package/node_modules/@babel/types/lib/modifications/typescript/removeTypeDuplicates.js +0 -1
  194. package/node_modules/@babel/types/lib/retrievers/getAssignmentIdentifiers.js +0 -1
  195. package/node_modules/@babel/types/lib/retrievers/getBindingIdentifiers.js +0 -1
  196. package/node_modules/@babel/types/lib/retrievers/getFunctionName.js +0 -1
  197. package/node_modules/@babel/types/lib/retrievers/getOuterBindingIdentifiers.js +0 -1
  198. package/node_modules/@babel/types/lib/traverse/traverse.js +0 -1
  199. package/node_modules/@babel/types/lib/traverse/traverseFast.js +0 -1
  200. package/node_modules/@babel/types/lib/utils/deprecationWarning.js +0 -1
  201. package/node_modules/@babel/types/lib/utils/inherit.js +0 -1
  202. package/node_modules/@babel/types/lib/utils/react/cleanJSXElementLiteralChild.js +0 -1
  203. package/node_modules/@babel/types/lib/utils/shallowEqual.js +0 -1
  204. package/node_modules/@babel/types/lib/validators/buildMatchMemberExpression.js +0 -1
  205. package/node_modules/@babel/types/lib/validators/generated/index.js +0 -1
  206. package/node_modules/@babel/types/lib/validators/is.js +0 -1
  207. package/node_modules/@babel/types/lib/validators/isBinding.js +0 -1
  208. package/node_modules/@babel/types/lib/validators/isBlockScoped.js +0 -1
  209. package/node_modules/@babel/types/lib/validators/isImmutable.js +0 -1
  210. package/node_modules/@babel/types/lib/validators/isLet.js +0 -1
  211. package/node_modules/@babel/types/lib/validators/isNode.js +0 -1
  212. package/node_modules/@babel/types/lib/validators/isNodesEquivalent.js +0 -1
  213. package/node_modules/@babel/types/lib/validators/isPlaceholderType.js +0 -1
  214. package/node_modules/@babel/types/lib/validators/isReferenced.js +0 -1
  215. package/node_modules/@babel/types/lib/validators/isScope.js +0 -1
  216. package/node_modules/@babel/types/lib/validators/isSpecifierDefault.js +0 -1
  217. package/node_modules/@babel/types/lib/validators/isType.js +0 -1
  218. package/node_modules/@babel/types/lib/validators/isValidES3Identifier.js +0 -1
  219. package/node_modules/@babel/types/lib/validators/isValidIdentifier.js +0 -1
  220. package/node_modules/@babel/types/lib/validators/isVar.js +0 -1
  221. package/node_modules/@babel/types/lib/validators/matchesPattern.js +0 -1
  222. package/node_modules/@babel/types/lib/validators/react/isCompatTag.js +0 -1
  223. package/node_modules/@babel/types/lib/validators/react/isReactComponent.js +0 -1
  224. package/node_modules/@babel/types/lib/validators/validate.js +0 -1
  225. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.d.ts +69 -0
  226. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.js +132 -0
  227. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.d.ts +8 -0
  228. package/node_modules/@babylonjs/loaders/BVH/bvhFileLoader.metadata.js +7 -0
  229. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.d.ts +14 -0
  230. package/node_modules/@babylonjs/loaders/BVH/bvhLoader.js +328 -0
  231. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.d.ts +9 -0
  232. package/node_modules/@babylonjs/loaders/BVH/bvhLoadingOptions.js +1 -0
  233. package/node_modules/@babylonjs/loaders/BVH/index.d.ts +2 -0
  234. package/node_modules/@babylonjs/loaders/BVH/index.js +3 -0
  235. package/node_modules/@babylonjs/loaders/OBJ/index.d.ts +4 -0
  236. package/node_modules/@babylonjs/loaders/OBJ/index.js +4 -0
  237. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.d.ts +41 -0
  238. package/node_modules/@babylonjs/loaders/OBJ/mtlFileLoader.js +230 -0
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  241. package/node_modules/@babylonjs/loaders/OBJ/objFileLoader.metadata.d.ts +4 -0
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  245. package/node_modules/@babylonjs/loaders/OBJ/solidParser.d.ts +175 -0
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  247. package/node_modules/@babylonjs/loaders/SPLAT/index.d.ts +2 -0
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  261. package/node_modules/@babylonjs/loaders/STL/index.d.ts +1 -0
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  267. package/node_modules/@babylonjs/loaders/bvh/license.md +21 -0
  268. package/node_modules/@babylonjs/loaders/dynamic.d.ts +5 -0
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  270. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFBinaryExtension.d.ts +16 -0
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  274. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.d.ts +412 -0
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  276. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.d.ts +71 -0
  277. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.js +254 -0
  278. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.d.ts +13 -0
  279. package/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.js +130 -0
  280. package/node_modules/@babylonjs/loaders/glTF/1.0/index.d.ts +5 -0
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  282. package/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_area.d.ts +41 -0
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{\n createBlobShadowSystem,\n createPlanarShadowSystem,\n collectStaticProjectedShadowBakeRoots,\n createStaticProjectedShadowArtifactSystem,\n createStaticProjectedShadowBakeHashes,\n type StaticProjectedShadowArtifact,\n type StaticProjectedShadowArtifactHashInput,\n type StaticProjectedShadowArtifactOptions,\n type StaticProjectedShadowArtifactTextureReadyEvent,\n type StaticProjectedShadowOptions,\n type StaticProjectedShadowArtifactSystem,\n type BlobShadowOptions,\n type BlobShadowSystem,\n type PlanarShadowCasterDebugInfo,\n type PlanarShadowOptions,\n type PlanarShadowSystem,\n} from '@fps-games/babylon-renderer';\nimport { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator';\nimport type { BabylonEditorProjection, BabylonEditorProjectionShadowMode } from './projection';\nimport type { RuntimeScene } from './types';\n\nexport type BabylonEditorPlanarShadowPreviewOptions = Partial<PlanarShadowOptions> & {\n enabled?: boolean;\n directionalLightNodeId?: string | null;\n};\n\nexport type BabylonEditorBlobShadowPreviewOptions = Partial<BlobShadowOptions> & {\n enabled?: boolean;\n};\n\nexport type BabylonEditorStaticProjectedShadowPreviewOptions =\n Partial<StaticProjectedShadowOptions>\n & Partial<StaticProjectedShadowArtifactOptions>\n & {\n enabled?: boolean;\n directionalLightNodeId?: string | null;\n artifact?: StaticProjectedShadowArtifact | null;\n};\n\nexport type BabylonEditorShadowPreviewMode = 'none' | 'blob' | 'static' | 'planar' | 'dynamic';\n\nexport interface BabylonEditorShadowPreviewOptions {\n defaultMode?: BabylonEditorShadowPreviewMode | null;\n blob?: BabylonEditorBlobShadowPreviewOptions | false | null;\n staticProjected?: BabylonEditorStaticProjectedShadowPreviewOptions | false | null;\n planar?: BabylonEditorPlanarShadowPreviewOptions | false | null;\n}\n\nexport interface BabylonEditorShadowPreviewController {\n setOptions(options?: BabylonEditorShadowPreviewOptions | null): void;\n invalidateStaticProjectedArtifact(): void;\n getDebugInfo(): BabylonEditorShadowPreviewDebugInfo;\n refresh(): void;\n rebuild(): void;\n dispose(): void;\n}\n\nexport interface BabylonEditorPlanarShadowPreviewDebugInfo {\n enabled: boolean;\n casterCount: number;\n casters: Array<PlanarShadowCasterDebugInfo & {\n sourceNodeId?: string;\n sourceNodeIds?: string[];\n }>;\n}\n\nexport interface BabylonEditorShadowPreviewDebugInfo {\n planar?: BabylonEditorPlanarShadowPreviewDebugInfo;\n}\n\nexport interface BabylonEditorShadowPreviewControllerOptions {\n scene: RuntimeScene;\n projection: BabylonEditorProjection;\n options?: BabylonEditorShadowPreviewOptions | null;\n onStaticProjectedShadowTextureReady?: (event: StaticProjectedShadowArtifactTextureReadyEvent) => void;\n}\n\ntype PlanarShadowScene = Parameters<typeof createPlanarShadowSystem>[0];\ntype PlanarShadowDirectionalLight = Parameters<typeof createPlanarShadowSystem>[1];\ntype BlobShadowScene = Parameters<typeof createBlobShadowSystem>[0];\ntype StaticProjectedShadowScene = Parameters<typeof createStaticProjectedShadowArtifactSystem>[0];\ntype DynamicShadowCasterSystem = {\n addCaster(mesh: any): boolean | void;\n removeCaster(mesh: any): void;\n};\ntype ShadowPreviewMeshAddedObservable = {\n add?: (callback: (mesh: ShadowPreviewMesh) => void) => unknown;\n remove?: (observer: unknown) => void;\n};\ntype ShadowPreviewMesh = {\n name?: string;\n uniqueId?: number;\n metadata?: unknown;\n parent?: unknown;\n isDisposed?: () => boolean;\n receiveShadows?: boolean;\n computeWorldMatrix?: (force?: boolean) => unknown;\n getBoundingInfo?: () => {\n boundingBox?: {\n minimumWorld?: ShadowPreviewVec3;\n maximumWorld?: ShadowPreviewVec3;\n centerWorld?: ShadowPreviewVec3;\n };\n };\n};\ntype ShadowPreviewRouteContext = {\n meshes: readonly ShadowPreviewMesh[];\n modeCaches: Map<BabylonEditorShadowPreviewMode, WeakMap<ShadowPreviewMesh, BabylonEditorShadowPreviewMode>>;\n receiverCache: WeakMap<ShadowPreviewMesh, boolean>;\n planCache: WeakMap<ShadowPreviewMesh, Record<string, unknown> | null>;\n settingsCache: WeakMap<ShadowPreviewMesh, Record<string, unknown> | null>;\n nodeIdsCache: WeakMap<ShadowPreviewMesh, string[]>;\n receiverIdsCache: WeakMap<ShadowPreviewMesh, string[]>;\n targetedReceiverNodeIds?: Set<string>;\n availableReceiverNodeIds?: Set<string>;\n hasAnyReceiver?: boolean;\n};\ntype ShadowPreviewVec3 = {\n x: number;\n y: number;\n z: number;\n};\ntype ShadowPreviewMutableVec3 = ShadowPreviewVec3 & {\n set?: (x: number, y: number, z: number) => unknown;\n};\ntype DynamicShadowGeneratorLight = PlanarShadowDirectionalLight & {\n getShadowGenerators?: () => ShadowGenerator[];\n position?: ShadowPreviewMutableVec3;\n direction?: ShadowPreviewVec3;\n autoUpdateExtends?: boolean;\n orthoLeft?: number;\n orthoRight?: number;\n orthoTop?: number;\n orthoBottom?: number;\n shadowMinZ?: number;\n shadowMaxZ?: number;\n};\n\nconst PLANAR_PREVIEW_ROOT_BOUNDARY_PATTERNS = ['root', 'scene_builder_root'];\nconst SHADOW_DEBUG_STORAGE_KEY = 'fps.shadow.debug';\n\nexport function createBabylonEditorShadowPreviewController(\n options: BabylonEditorShadowPreviewControllerOptions,\n): BabylonEditorShadowPreviewController {\n let currentOptions = normalizeShadowPreviewOptions(options.options);\n let blobSystem: BlobShadowSystem | null = null;\n let staticSystem: StaticProjectedShadowArtifactSystem | null = null;\n let planarSystem: PlanarShadowSystem | null = null;\n let planarLight: PlanarShadowDirectionalLight | null = null;\n let dynamicGenerator: ShadowGenerator | null = null;\n let dynamicLight: DynamicShadowGeneratorLight | null = null;\n let dynamicMapSize = 0;\n let disposed = false;\n let meshAddedObserver: unknown = null;\n let routeSyncFrame: number | null = null;\n let routeSyncQueued = false;\n const blobCasters = new Set<ShadowPreviewMesh>();\n const planarCasters = new Set<ShadowPreviewMesh>();\n const dynamicCasters = new Set<ShadowPreviewMesh>();\n\n const disposeBlob = (): void => {\n blobSystem?.dispose();\n blobSystem = null;\n blobCasters.clear();\n };\n\n const disposePlanar = (): void => {\n planarSystem?.dispose();\n planarSystem = null;\n planarLight = null;\n planarCasters.clear();\n };\n\n const disposeStatic = (): void => {\n staticSystem?.dispose();\n staticSystem = null;\n };\n\n const disposeDynamic = (): void => {\n dynamicGenerator?.dispose();\n dynamicGenerator = null;\n dynamicLight = null;\n dynamicMapSize = 0;\n dynamicCasters.clear();\n for (const mesh of readSceneMeshes(options.scene)) {\n setPreviewMeshReceiveShadows(mesh, false);\n }\n };\n\n const syncBlob = (): void => {\n const blobOptions = currentOptions.blob;\n if (!blobOptions || blobOptions.enabled === false) {\n disposeBlob();\n return;\n }\n const nextOptions = disableBlobAutoDetection(blobOptions);\n if (!blobSystem) {\n blobSystem = createBlobShadowSystem(options.scene as BlobShadowScene, nextOptions);\n blobSystem.initialize();\n } else {\n blobSystem.setOptions(nextOptions);\n }\n };\n\n const syncPlanar = (): void => {\n const planarOptions = currentOptions.planar;\n if (!planarOptions || planarOptions.enabled === false) {\n disposePlanar();\n return;\n }\n const light = resolveDirectionalLight(options.projection, planarOptions.directionalLightNodeId ?? null);\n if (!light) {\n disposePlanar();\n return;\n }\n if (!planarSystem || planarLight !== light) {\n disposePlanar();\n planarLight = light;\n planarSystem = createPlanarShadowSystem(\n options.scene as PlanarShadowScene,\n light,\n disablePlanarAutoDetection({ ...planarOptions, direction: { mode: 'follow-light' } }),\n );\n planarSystem.initialize();\n return;\n }\n planarSystem.setOptions(disablePlanarAutoDetection({ ...planarOptions, direction: { mode: 'follow-light' } }));\n };\n\n const syncStatic = (): void => {\n const staticOptions = currentOptions.staticProjected;\n if (!staticOptions || staticOptions.enabled === false || !staticOptions.artifact) {\n disposeStatic();\n return;\n }\n const expectedHashes = createStaticExpectedHashes(options.scene, options.projection, staticOptions);\n if (!staticSystem) {\n staticSystem = createStaticProjectedShadowArtifactSystem(\n options.scene as StaticProjectedShadowScene,\n staticOptions.artifact,\n toStaticArtifactOptions(staticOptions, expectedHashes, options.onStaticProjectedShadowTextureReady),\n );\n staticSystem.initialize();\n return;\n }\n staticSystem.setOptions(toStaticArtifactOptions(\n staticOptions,\n expectedHashes,\n options.onStaticProjectedShadowTextureReady,\n ));\n staticSystem.setArtifact(staticOptions.artifact);\n };\n\n const syncRoutes = (): void => {\n if (disposed) return;\n syncBlob();\n syncStatic();\n syncPlanar();\n const meshes = readSceneMeshes(options.scene);\n const routeContext = createShadowPreviewRouteContext(meshes);\n const defaultMode = currentOptions.defaultMode ?? 'none';\n const nextBlobCasters = new Set<ShadowPreviewMesh>();\n const nextPlanarCasters = new Set<ShadowPreviewMesh>();\n const nextDynamicCasters = new Set<ShadowPreviewMesh>();\n const nextDynamicReceivers = new Set<ShadowPreviewMesh>();\n for (const mesh of meshes) {\n const mode = resolvePreviewMeshShadowModeForRoute(routeContext, mesh, defaultMode);\n if (!canRenderPreviewShadowCaster(mesh, mode, routeContext)) continue;\n if (mode === 'blob' && blobSystem) nextBlobCasters.add(mesh);\n if (mode === 'planar' && planarSystem) nextPlanarCasters.add(mesh);\n if (mode === 'dynamic') nextDynamicCasters.add(mesh);\n }\n for (const mesh of meshes) {\n if (isPreviewShadowReceiver(mesh, routeContext)) nextDynamicReceivers.add(mesh);\n }\n logShadowDebug('preview.routes', {\n blobCasters: [...nextBlobCasters].map(readShadowPreviewMeshDebugName),\n planarCasters: [...nextPlanarCasters].map(readShadowPreviewMeshDebugName),\n dynamicCasters: [...nextDynamicCasters].map(readShadowPreviewMeshDebugName),\n dynamicReceivers: [...nextDynamicReceivers].map(readShadowPreviewMeshDebugName),\n });\n syncDynamic(nextDynamicReceivers, [...nextDynamicCasters]);\n syncDynamicShadowCasters(blobSystem, blobCasters, nextBlobCasters);\n syncDynamicShadowCasters(planarSystem, planarCasters, nextPlanarCasters);\n syncBabylonDynamicShadowCasters(dynamicGenerator, dynamicCasters, nextDynamicCasters);\n for (const mesh of meshes) {\n setPreviewMeshReceiveShadows(mesh, false);\n }\n if (dynamicGenerator) {\n for (const mesh of nextDynamicReceivers) {\n setPreviewMeshReceiveShadows(mesh, true);\n }\n }\n blobSystem?.refresh();\n planarSystem?.refresh();\n };\n\n const cancelScheduledRouteSync = (): void => {\n if (routeSyncFrame !== null && typeof globalThis.cancelAnimationFrame === 'function') {\n globalThis.cancelAnimationFrame(routeSyncFrame);\n }\n routeSyncFrame = null;\n routeSyncQueued = false;\n };\n\n const scheduleRouteSync = (): void => {\n if (disposed) return;\n if (typeof globalThis.requestAnimationFrame === 'function') {\n if (routeSyncFrame !== null) globalThis.cancelAnimationFrame?.(routeSyncFrame);\n routeSyncFrame = globalThis.requestAnimationFrame(() => {\n routeSyncFrame = null;\n syncRoutes();\n });\n return;\n }\n if (routeSyncQueued) return;\n routeSyncQueued = true;\n queueMicrotask(() => {\n routeSyncQueued = false;\n syncRoutes();\n });\n };\n\n const meshAddedObservable = readMeshAddedObservable(options.scene);\n if (meshAddedObservable?.add) {\n meshAddedObserver = meshAddedObservable.add(() => {\n scheduleRouteSync();\n });\n }\n\n const syncDynamic = (\n receivers: ReadonlySet<ShadowPreviewMesh>,\n dynamicCasters: readonly ShadowPreviewMesh[],\n ): void => {\n if (dynamicCasters.length === 0) {\n disposeDynamic();\n return;\n }\n const light = resolveDynamicDirectionalLight(options.projection, dynamicCasters, currentOptions);\n if (!light) {\n disposeDynamic();\n return;\n }\n const mapSize = resolveDynamicShadowMapSize(dynamicCasters);\n if (!dynamicGenerator || dynamicLight !== light || dynamicMapSize !== mapSize) {\n disposeDynamic();\n dynamicLight = light;\n dynamicMapSize = mapSize;\n dynamicGenerator = new ShadowGenerator(mapSize, light);\n configureDynamicShadowGeneratorFilter(dynamicGenerator);\n dynamicGenerator.setDarkness(resolveDynamicShadowDarkness(dynamicCasters));\n dynamicGenerator.bias = resolveDynamicShadowBias(dynamicCasters);\n dynamicGenerator.normalBias = resolveDynamicShadowNormalBias(dynamicCasters);\n if (options.scene) options.scene.shadowsEnabled = true;\n configureDirectionalLightShadowFrustum(light, currentOptions, dynamicCasters, [...receivers]);\n logShadowDebug('preview.dynamic.created', createDynamicShadowDebugSnapshot(\n light,\n dynamicGenerator,\n dynamicCasters,\n [...receivers],\n ));\n return;\n }\n configureDynamicShadowGeneratorFilter(dynamicGenerator);\n dynamicGenerator.setDarkness(resolveDynamicShadowDarkness(dynamicCasters));\n dynamicGenerator.bias = resolveDynamicShadowBias(dynamicCasters);\n dynamicGenerator.normalBias = resolveDynamicShadowNormalBias(dynamicCasters);\n configureDirectionalLightShadowFrustum(light, currentOptions, dynamicCasters, [...receivers]);\n logShadowDebug('preview.dynamic.updated', createDynamicShadowDebugSnapshot(\n light,\n dynamicGenerator,\n dynamicCasters,\n [...receivers],\n ));\n };\n\n syncRoutes();\n\n return {\n setOptions(nextOptions) {\n currentOptions = normalizeShadowPreviewOptions(nextOptions);\n syncRoutes();\n },\n invalidateStaticProjectedArtifact() {\n const staticOptions = currentOptions.staticProjected;\n if (staticOptions) {\n currentOptions = {\n ...currentOptions,\n staticProjected: {\n ...staticOptions,\n artifact: null,\n expectedHashes: null,\n },\n };\n }\n disposeStatic();\n },\n getDebugInfo() {\n return {\n planar: {\n enabled: !!planarSystem,\n casterCount: planarCasters.size,\n casters: (planarSystem?.getCasterDebugInfo() ?? []).map(info => ({\n ...info,\n ...readPlanarShadowSourceNodeInfo(info, options.scene),\n })),\n },\n };\n },\n refresh() {\n syncRoutes();\n },\n rebuild() {\n disposeBlob();\n disposeStatic();\n disposePlanar();\n disposeDynamic();\n syncRoutes();\n },\n dispose() {\n disposed = true;\n cancelScheduledRouteSync();\n if (meshAddedObserver && meshAddedObservable?.remove) {\n meshAddedObservable.remove(meshAddedObserver);\n meshAddedObserver = null;\n }\n disposeBlob();\n disposeStatic();\n disposePlanar();\n disposeDynamic();\n },\n };\n}\n\nfunction normalizeShadowPreviewOptions(\n options: BabylonEditorShadowPreviewOptions | null | undefined,\n): BabylonEditorShadowPreviewOptions {\n return {\n defaultMode: readPreviewDefaultMode(options?.defaultMode),\n blob: options?.blob ?? null,\n staticProjected: options?.staticProjected ?? null,\n planar: options?.planar ?? null,\n };\n}\n\nfunction disableBlobAutoDetection(options: BabylonEditorBlobShadowPreviewOptions): BlobShadowOptions {\n return {\n ...options,\n casters: {\n ...options.casters,\n autoDetectAll: false,\n includePatterns: [],\n },\n } as BlobShadowOptions;\n}\n\nfunction disablePlanarAutoDetection(options: BabylonEditorPlanarShadowPreviewOptions): PlanarShadowOptions {\n return {\n ...options,\n casters: {\n ...options.casters,\n autoDetectAll: false,\n includePatterns: [],\n excludePatterns: (options.casters?.excludePatterns ?? [])\n .filter(pattern => pattern.trim().toLowerCase() !== 'grid'),\n rootBoundaryPatterns: mergeUniquePatterns([\n ...(options.casters?.rootBoundaryPatterns ?? []),\n ...PLANAR_PREVIEW_ROOT_BOUNDARY_PATTERNS,\n ]),\n },\n } as PlanarShadowOptions;\n}\n\nfunction toStaticArtifactOptions(\n options: BabylonEditorStaticProjectedShadowPreviewOptions,\n expectedHashes: StaticProjectedShadowArtifactHashInput | null,\n onTextureReady: StaticProjectedShadowArtifactOptions['onTextureReady'] | undefined,\n): StaticProjectedShadowArtifactOptions {\n return {\n enabled: options.enabled ?? true,\n appearance: options.appearance ?? {\n color: { r: 0, g: 0, b: 0, a: 0.35 },\n },\n bake: {\n blur: options.bake?.blur,\n },\n expectedHashes: options.expectedHashes ?? expectedHashes,\n onTextureReady,\n debug: options.debug,\n };\n}\n\nfunction createStaticExpectedHashes(\n scene: RuntimeScene,\n projection: BabylonEditorProjection,\n options: BabylonEditorStaticProjectedShadowPreviewOptions,\n): StaticProjectedShadowArtifactHashInput | null {\n if (options.expectedHashes) return options.expectedHashes;\n if (!canValidateStaticExpectedHashes(projection)) return null;\n const directionalLight = resolveDirectionalLight(projection, options.directionalLightNodeId ?? null);\n try {\n return createStaticProjectedShadowBakeHashes({\n scene: scene as Parameters<typeof createStaticProjectedShadowBakeHashes>[0]['scene'],\n directionalLight: directionalLight as Parameters<typeof createStaticProjectedShadowBakeHashes>[0]['directionalLight'],\n roots: collectStaticProjectedShadowBakeRoots(\n scene as Parameters<typeof collectStaticProjectedShadowBakeRoots>[0],\n ),\n options: options as Partial<StaticProjectedShadowOptions>,\n });\n } catch {\n return null;\n }\n}\n\nfunction canValidateStaticExpectedHashes(projection: BabylonEditorProjection): boolean {\n try {\n if (!projection.getLastProjectionBatch?.()) return false;\n const idleState = projection.getIdleState?.();\n return idleState?.idle !== false;\n } catch {\n return false;\n }\n}\n\nfunction syncDynamicShadowCasters(\n system: DynamicShadowCasterSystem | null,\n current: Set<ShadowPreviewMesh>,\n next: Set<ShadowPreviewMesh>,\n): void {\n for (const mesh of [...current]) {\n if (!next.has(mesh)) {\n system?.removeCaster(mesh);\n current.delete(mesh);\n }\n }\n if (!system) {\n current.clear();\n return;\n }\n for (const mesh of next) {\n if (!current.has(mesh)) {\n const added = system.addCaster(mesh);\n if (added !== false) current.add(mesh);\n }\n }\n}\n\nfunction syncBabylonDynamicShadowCasters(\n generator: ShadowGenerator | null,\n current: Set<ShadowPreviewMesh>,\n next: Set<ShadowPreviewMesh>,\n): void {\n for (const mesh of [...current]) {\n if (!next.has(mesh)) {\n generator?.removeShadowCaster(mesh as Parameters<ShadowGenerator['removeShadowCaster']>[0], true);\n current.delete(mesh);\n }\n }\n if (!generator) {\n current.clear();\n return;\n }\n for (const mesh of next) {\n if (!current.has(mesh)) {\n generator.addShadowCaster(mesh as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n current.add(mesh);\n }\n }\n}\n\nfunction setPreviewMeshReceiveShadows(mesh: ShadowPreviewMesh, receive: boolean): void {\n if (!isBabylonInstancedMesh(mesh)) {\n mesh.receiveShadows = receive;\n }\n const sourceMesh = (mesh as { sourceMesh?: ShadowPreviewMesh }).sourceMesh;\n if (sourceMesh && sourceMesh !== mesh && !isBabylonInstancedMesh(sourceMesh)) {\n sourceMesh.receiveShadows = receive;\n }\n}\n\nfunction isBabylonInstancedMesh(mesh: ShadowPreviewMesh): boolean {\n return (mesh as { getClassName?: () => string }).getClassName?.() === 'InstancedMesh';\n}\n\nfunction readSceneMeshes(scene: RuntimeScene): ShadowPreviewMesh[] {\n return Array.isArray(scene?.meshes) ? scene.meshes as ShadowPreviewMesh[] : [];\n}\n\nfunction readMeshAddedObservable(scene: RuntimeScene): ShadowPreviewMeshAddedObservable | null {\n const observable = (scene as { onNewMeshAddedObservable?: unknown })?.onNewMeshAddedObservable;\n return observable && typeof observable === 'object'\n ? observable as ShadowPreviewMeshAddedObservable\n : null;\n}\n\nfunction createShadowPreviewRouteContext(meshes: readonly ShadowPreviewMesh[]): ShadowPreviewRouteContext {\n return {\n meshes,\n modeCaches: new Map(),\n receiverCache: new WeakMap(),\n planCache: new WeakMap(),\n settingsCache: new WeakMap(),\n nodeIdsCache: new WeakMap(),\n receiverIdsCache: new WeakMap(),\n };\n}\n\nfunction resolvePreviewMeshShadowModeForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n defaultMode: BabylonEditorShadowPreviewMode,\n): BabylonEditorShadowPreviewMode {\n let cache = context.modeCaches.get(defaultMode);\n if (!cache) {\n cache = new WeakMap();\n context.modeCaches.set(defaultMode, cache);\n }\n const cached = cache.get(mesh);\n if (cached) return cached;\n const mode = resolvePreviewMeshShadowMode(mesh, defaultMode);\n cache.set(mesh, mode);\n return mode;\n}\n\nfunction resolvePreviewMeshShadowMode(\n mesh: ShadowPreviewMesh,\n defaultMode: BabylonEditorShadowPreviewMode,\n): BabylonEditorShadowPreviewMode {\n if (mesh.isDisposed?.()) return 'none';\n if (hasGeneratedShadowDisabled(mesh)) return 'none';\n const authoredMode = readProjectionShadowMode(mesh);\n if (!authoredMode || authoredMode === 'default') return defaultMode;\n return authoredMode;\n}\n\nfunction readPreviewDefaultMode(value: unknown): BabylonEditorShadowPreviewMode {\n return value === 'none' || value === 'blob' || value === 'static' || value === 'planar' || value === 'dynamic'\n ? value\n : 'none';\n}\n\nfunction readProjectionShadowMode(mesh: ShadowPreviewMesh): BabylonEditorProjectionShadowMode | null {\n for (const node of walkNodeAndParents(mesh)) {\n const editorProjection = readEditorProjectionMetadata(node);\n const shadowPlanMode = readProjectionShadowPlanPreviewMode(editorProjection?.shadowPlan);\n if (shadowPlanMode) return shadowPlanMode;\n const shadowMode = readProjectionShadowSettingsPreviewMode(editorProjection?.shadow);\n if (shadowMode) return shadowMode;\n }\n return null;\n}\n\nfunction readProjectionShadowPlanPreviewMode(value: unknown): BabylonEditorProjectionShadowMode | null {\n const plan = readObject(value);\n if (!plan) return null;\n const backend = plan.backend;\n if (backend === 'none') return 'none';\n if (backend === 'blob') return 'blob';\n if (backend === 'static-baked') return 'static';\n if (backend === 'projected') return 'planar';\n if (backend === 'dynamic-map') return 'dynamic';\n return readProjectionShadowSettingsPreviewMode({ mode: plan.mode });\n}\n\nfunction readProjectionShadowPlan(mesh: ShadowPreviewMesh): Record<string, unknown> | null {\n for (const node of walkNodeAndParents(mesh)) {\n const plan = readObject(readEditorProjectionMetadata(node)?.shadowPlan);\n if (plan) return plan;\n }\n return null;\n}\n\nfunction readProjectionShadowSettings(mesh: ShadowPreviewMesh): Record<string, unknown> | null {\n for (const node of walkNodeAndParents(mesh)) {\n const shadow = readObject(readEditorProjectionMetadata(node)?.shadow);\n if (shadow) return shadow;\n }\n return null;\n}\n\nfunction readProjectionNodeIds(mesh: ShadowPreviewMesh): string[] {\n const ids: string[] = [];\n for (const node of walkNodeAndParents(mesh)) {\n const projection = readEditorProjectionMetadata(node);\n const nodeId = projection?.nodeId;\n const rootNodeId = projection?.rootNodeId;\n if (typeof nodeId === 'string' && !ids.includes(nodeId)) ids.push(nodeId);\n if (typeof rootNodeId === 'string' && !ids.includes(rootNodeId)) ids.push(rootNodeId);\n }\n return ids;\n}\n\nfunction readProjectionShadowPlanForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): Record<string, unknown> | null {\n if (context.planCache.has(mesh)) return context.planCache.get(mesh) ?? null;\n const plan = readProjectionShadowPlan(mesh);\n context.planCache.set(mesh, plan);\n return plan;\n}\n\nfunction readProjectionShadowSettingsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): Record<string, unknown> | null {\n if (context.settingsCache.has(mesh)) return context.settingsCache.get(mesh) ?? null;\n const settings = readProjectionShadowSettings(mesh);\n context.settingsCache.set(mesh, settings);\n return settings;\n}\n\nfunction readProjectionNodeIdsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): string[] {\n const cached = context.nodeIdsCache.get(mesh);\n if (cached) return cached;\n const ids = readProjectionNodeIds(mesh);\n context.nodeIdsCache.set(mesh, ids);\n return ids;\n}\n\nfunction readShadowPlanReceiverIdsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): string[] {\n const cached = context.receiverIdsCache.get(mesh);\n if (cached) return cached;\n const receiverIds = readShadowPlanReceiverIds(readProjectionShadowPlanForRoute(context, mesh));\n context.receiverIdsCache.set(mesh, receiverIds);\n return receiverIds;\n}\n\nfunction hasAnyPreviewShadowReceiver(context: ShadowPreviewRouteContext): boolean {\n if (context.hasAnyReceiver !== undefined) return context.hasAnyReceiver;\n context.hasAnyReceiver = context.meshes.some(mesh => isPreviewShadowReceiver(mesh, context));\n return context.hasAnyReceiver;\n}\n\nfunction canRenderPreviewShadowCaster(\n mesh: ShadowPreviewMesh,\n mode: BabylonEditorShadowPreviewMode,\n context: ShadowPreviewRouteContext,\n): boolean {\n if (mode !== 'blob' && mode !== 'planar' && mode !== 'dynamic') return true;\n const plan = readProjectionShadowPlanForRoute(context, mesh);\n if (!plan) return hasAnyPreviewShadowReceiver(context);\n const receiverIds = readShadowPlanReceiverIdsForRoute(context, mesh);\n if (receiverIds.length === 0) return false;\n const availableReceiverIds = getAvailablePreviewReceiverNodeIds(context);\n return receiverIds.some(nodeId => availableReceiverIds.has(nodeId));\n}\n\nfunction isPreviewShadowReceiver(mesh: ShadowPreviewMesh, context: ShadowPreviewRouteContext): boolean {\n if (context.receiverCache.has(mesh)) return context.receiverCache.get(mesh) ?? false;\n let result = false;\n if (!mesh.isDisposed?.() && !hasGeneratedShadowDisabled(mesh)) {\n const receive = readProjectionShadowSettingsForRoute(context, mesh)?.receive;\n if (receive === 'enabled' || receive === 'auto') {\n result = true;\n } else if (receive !== 'none') {\n const receiverNodeIds = readProjectionNodeIdsForRoute(context, mesh);\n if (receiverNodeIds.length > 0) {\n const targetedReceiverIds = getTargetedPreviewReceiverNodeIds(context);\n result = receiverNodeIds.some(nodeId => targetedReceiverIds.has(nodeId));\n }\n }\n }\n context.receiverCache.set(mesh, result);\n return result;\n}\n\nfunction getTargetedPreviewReceiverNodeIds(context: ShadowPreviewRouteContext): Set<string> {\n if (context.targetedReceiverNodeIds) return context.targetedReceiverNodeIds;\n const nodeIds = new Set<string>();\n for (const candidate of context.meshes) {\n const mode = resolvePreviewMeshShadowModeForRoute(context, candidate, 'none');\n if (mode !== 'blob' && mode !== 'planar' && mode !== 'dynamic') continue;\n for (const nodeId of readShadowPlanReceiverIdsForRoute(context, candidate)) {\n nodeIds.add(nodeId);\n }\n }\n context.targetedReceiverNodeIds = nodeIds;\n return nodeIds;\n}\n\nfunction getAvailablePreviewReceiverNodeIds(context: ShadowPreviewRouteContext): Set<string> {\n if (context.availableReceiverNodeIds) return context.availableReceiverNodeIds;\n const nodeIds = new Set<string>();\n for (const mesh of context.meshes) {\n if (!isPreviewShadowReceiver(mesh, context)) continue;\n for (const nodeId of readProjectionNodeIdsForRoute(context, mesh)) {\n nodeIds.add(nodeId);\n }\n }\n context.availableReceiverNodeIds = nodeIds;\n return nodeIds;\n}\n\nfunction readShadowPlanReceiverIds(plan: Record<string, unknown> | null): string[] {\n return Array.isArray(plan?.receiverIds)\n ? plan.receiverIds.filter((entry): entry is string => typeof entry === 'string')\n : [];\n}\n\nfunction resolveDynamicDirectionalLight(\n projection: BabylonEditorProjection,\n casters: readonly ShadowPreviewMesh[],\n options: BabylonEditorShadowPreviewOptions,\n): DynamicShadowGeneratorLight | null {\n for (const caster of casters) {\n const lightId = readProjectionShadowPlan(caster)?.lightId;\n if (typeof lightId !== 'string') continue;\n const light = resolveDirectionalLight(projection, lightId);\n if (light) return light as DynamicShadowGeneratorLight;\n }\n const planarLightId = options.planar\n ? options.planar.directionalLightNodeId ?? null\n : null;\n return resolveDirectionalLight(projection, planarLightId) as DynamicShadowGeneratorLight | null;\n}\n\nfunction createDynamicShadowDebugSnapshot(\n light: DynamicShadowGeneratorLight,\n generator: ShadowGenerator | null,\n casters: readonly ShadowPreviewMesh[],\n receivers: readonly ShadowPreviewMesh[],\n): Record<string, unknown> {\n return {\n light: {\n name: (light as { name?: string }).name,\n id: (light as { id?: string }).id,\n position: toPlainVec3(light.position),\n direction: toPlainVec3(light.direction),\n orthoLeft: light.orthoLeft,\n orthoRight: light.orthoRight,\n orthoTop: light.orthoTop,\n orthoBottom: light.orthoBottom,\n shadowMinZ: light.shadowMinZ,\n shadowMaxZ: light.shadowMaxZ,\n autoUpdateExtends: light.autoUpdateExtends,\n },\n generator: generator\n ? {\n mapSize: generator.getShadowMap?.()?.getSize?.(),\n darkness: generator.getDarkness?.(),\n bias: generator.bias,\n normalBias: generator.normalBias,\n useBlurExponentialShadowMap: generator.useBlurExponentialShadowMap,\n useKernelBlur: generator.useKernelBlur,\n blurKernel: generator.blurKernel,\n renderList: (generator.getShadowMap?.()?.renderList ?? []).map(readShadowPreviewMeshDebugName),\n }\n : null,\n casters: casters.map(mesh => ({\n name: readShadowPreviewMeshDebugName(mesh),\n bounds: readMeshWorldBounds(mesh),\n })),\n receivers: receivers.map(mesh => ({\n name: readShadowPreviewMeshDebugName(mesh),\n receiveShadows: mesh.receiveShadows,\n bounds: readMeshWorldBounds(mesh),\n })),\n };\n}\n\nfunction resolveDynamicShadowMapSize(casters: readonly ShadowPreviewMesh[]): number {\n return clampDynamicShadowResolution(Math.max(\n 0,\n ...casters.map(caster => readShadowPlanNumber(caster, 'resolution')),\n ));\n}\n\nfunction configureDynamicShadowGeneratorFilter(generator: ShadowGenerator): void {\n generator.useBlurExponentialShadowMap = false;\n generator.useKernelBlur = false;\n generator.usePercentageCloserFiltering = true;\n generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;\n}\n\nfunction resolveDynamicShadowDarkness(casters: readonly ShadowPreviewMesh[]): number {\n const opacity = Math.max(0, ...casters.map(caster => readShadowPlanNumber(caster, 'opacity')));\n return Math.min(1, Math.max(0, 1 - (Number.isFinite(opacity) && opacity > 0 ? opacity : 0.42)));\n}\n\nfunction resolveDynamicShadowBias(casters: readonly ShadowPreviewMesh[]): number {\n const values = casters.map(caster => readShadowPlanNumber(caster, 'bias')).filter(Number.isFinite);\n return values.length > 0 ? Math.min(...values) : 0.0005;\n}\n\nfunction resolveDynamicShadowNormalBias(casters: readonly ShadowPreviewMesh[]): number {\n const value = Math.max(0, ...casters.map(caster => readShadowPlanNumber(caster, 'normalBias')));\n return Number.isFinite(value) && value > 0 ? value : 0.02;\n}\n\nfunction readShadowPlanNumber(caster: ShadowPreviewMesh, key: string): number {\n const params = readObject(readProjectionShadowPlan(caster)?.params);\n const value = params?.[key];\n return typeof value === 'number' && Number.isFinite(value) ? value : Number.NaN;\n}\n\nfunction clampDynamicShadowResolution(value: number): number {\n if (value >= 4096) return 4096;\n if (value >= 2048) return 2048;\n if (value >= 1024) return 1024;\n return 512;\n}\n\nfunction configureDirectionalLightShadowFrustum(\n light: DynamicShadowGeneratorLight,\n options: BabylonEditorShadowPreviewOptions,\n casters: readonly ShadowPreviewMesh[] = [],\n receivers: readonly ShadowPreviewMesh[] = [],\n): void {\n const dynamicBounds = createDynamicShadowFrustumBounds(casters, receivers, light.direction);\n if (dynamicBounds) {\n const maxExtent = Math.max(dynamicBounds.size.x, dynamicBounds.size.y, dynamicBounds.size.z);\n const padding = Math.max(2, maxExtent * 0.25);\n const halfSize = Math.max(4, maxExtent * 0.5 + padding);\n const direction = normalizeVec3(light.direction) ?? { x: 0, y: -1, z: 0 };\n const distance = Math.max(16, maxExtent + padding * 3);\n setMutableVec3(light.position, {\n x: dynamicBounds.center.x - direction.x * distance,\n y: dynamicBounds.center.y - direction.y * distance,\n z: dynamicBounds.center.z - direction.z * distance,\n });\n light.autoUpdateExtends = false;\n light.orthoLeft = -halfSize;\n light.orthoRight = halfSize;\n light.orthoTop = halfSize;\n light.orthoBottom = -halfSize;\n light.shadowMinZ = 0.1;\n light.shadowMaxZ = Math.max(32, distance + maxExtent + padding);\n return;\n }\n const planar = options.planar || null;\n const shadowOrtho = readObject((planar as { shadowOrtho?: unknown } | null)?.shadowOrtho);\n (light as { orthoLeft?: number }).orthoLeft = readFiniteNumber(shadowOrtho?.left, -20);\n (light as { orthoRight?: number }).orthoRight = readFiniteNumber(shadowOrtho?.right, 20);\n (light as { orthoTop?: number }).orthoTop = readFiniteNumber(shadowOrtho?.top, 20);\n (light as { orthoBottom?: number }).orthoBottom = readFiniteNumber(shadowOrtho?.bottom, -20);\n (light as { shadowMinZ?: number }).shadowMinZ = 1;\n (light as { shadowMaxZ?: number }).shadowMaxZ = 80;\n}\n\nfunction createDynamicShadowFrustumBounds(\n casters: readonly ShadowPreviewMesh[],\n receivers: readonly ShadowPreviewMesh[],\n lightDirection: ShadowPreviewVec3 | undefined,\n): { min: ShadowPreviewVec3; max: ShadowPreviewVec3; center: ShadowPreviewVec3; size: ShadowPreviewVec3 } | null {\n const direction = normalizeVec3(lightDirection);\n const points: ShadowPreviewVec3[] = [];\n const casterBounds = casters.map(readMeshWorldBounds).filter((entry): entry is NonNullable<typeof entry> => Boolean(entry));\n const receiverBounds = receivers.map(readMeshWorldBounds).filter((entry): entry is NonNullable<typeof entry> => Boolean(entry));\n for (const bounds of casterBounds) {\n points.push(...getBoundsCorners(bounds));\n if (direction) {\n for (const receiver of receiverBounds) {\n points.push(...projectBoundsOntoReceiver(bounds, receiver, direction));\n }\n }\n }\n if (points.length === 0) return null;\n const min = {\n x: Math.min(...points.map(point => point.x)),\n y: Math.min(...points.map(point => point.y)),\n z: Math.min(...points.map(point => point.z)),\n };\n const max = {\n x: Math.max(...points.map(point => point.x)),\n y: Math.max(...points.map(point => point.y)),\n z: Math.max(...points.map(point => point.z)),\n };\n const center = {\n x: (min.x + max.x) / 2,\n y: (min.y + max.y) / 2,\n z: (min.z + max.z) / 2,\n };\n const size = {\n x: max.x - min.x,\n y: max.y - min.y,\n z: max.z - min.z,\n };\n return { min, max, center, size };\n}\n\nfunction readMeshWorldBounds(mesh: ShadowPreviewMesh): { min: ShadowPreviewVec3; max: ShadowPreviewVec3 } | null {\n try {\n mesh.computeWorldMatrix?.(true);\n const box = mesh.getBoundingInfo?.()?.boundingBox;\n const min = box?.minimumWorld;\n const max = box?.maximumWorld;\n if (!isFiniteVec3(min) || !isFiniteVec3(max)) return null;\n return {\n min: { x: min.x, y: min.y, z: min.z },\n max: { x: max.x, y: max.y, z: max.z },\n };\n } catch {\n return null;\n }\n}\n\nfunction getBoundsCorners(bounds: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 }): ShadowPreviewVec3[] {\n const { min, max } = bounds;\n return [\n { x: min.x, y: min.y, z: min.z },\n { x: min.x, y: min.y, z: max.z },\n { x: min.x, y: max.y, z: min.z },\n { x: min.x, y: max.y, z: max.z },\n { x: max.x, y: min.y, z: min.z },\n { x: max.x, y: min.y, z: max.z },\n { x: max.x, y: max.y, z: min.z },\n { x: max.x, y: max.y, z: max.z },\n ];\n}\n\nfunction projectBoundsOntoReceiver(\n caster: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 },\n receiver: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 },\n direction: ShadowPreviewVec3,\n): ShadowPreviewVec3[] {\n if (Math.abs(direction.y) < 0.00001) return [];\n const receiverY = receiver.max.y;\n return getBoundsCorners(caster).map(point => {\n const t = (receiverY - point.y) / direction.y;\n if (!Number.isFinite(t)) return null;\n const clampedT = Math.max(0, t);\n return {\n x: point.x + direction.x * clampedT,\n y: receiverY,\n z: point.z + direction.z * clampedT,\n };\n }).filter((entry): entry is ShadowPreviewVec3 => Boolean(entry));\n}\n\nfunction normalizeVec3(value: ShadowPreviewVec3 | undefined): ShadowPreviewVec3 | null {\n if (!isFiniteVec3(value)) return null;\n const length = Math.hypot(value.x, value.y, value.z);\n if (!Number.isFinite(length) || length < 0.00001) return null;\n return { x: value.x / length, y: value.y / length, z: value.z / length };\n}\n\nfunction isFiniteVec3(value: unknown): value is ShadowPreviewVec3 {\n const vec = value as ShadowPreviewVec3 | null | undefined;\n return Boolean(vec)\n && typeof vec?.x === 'number'\n && typeof vec?.y === 'number'\n && typeof vec?.z === 'number'\n && Number.isFinite(vec.x)\n && Number.isFinite(vec.y)\n && Number.isFinite(vec.z);\n}\n\nfunction setMutableVec3(target: ShadowPreviewMutableVec3 | undefined, value: ShadowPreviewVec3): void {\n if (!target) return;\n if (typeof target.set === 'function') {\n target.set(value.x, value.y, value.z);\n return;\n }\n target.x = value.x;\n target.y = value.y;\n target.z = value.z;\n}\n\nfunction readShadowPreviewMeshDebugName(mesh: ShadowPreviewMesh): string {\n const projection = readEditorProjectionMetadata(mesh);\n const nodeId = typeof projection?.nodeId === 'string' ? projection.nodeId : null;\n const name = typeof mesh.name === 'string' ? mesh.name : '<unnamed>';\n return nodeId ? `${name}#${nodeId}` : name;\n}\n\nfunction readPlanarShadowSourceNodeInfo(\n info: PlanarShadowCasterDebugInfo,\n scene: RuntimeScene,\n): { sourceNodeId?: string; sourceNodeIds?: string[] } {\n const nodeIds = new Set<string>();\n const sourceMeshUniqueIds = new Set(info.sourceMeshUniqueIds ?? []);\n const sourceMeshNames = new Set(info.sourceMeshNames ?? []);\n const hasSourceMeshIdentity = sourceMeshUniqueIds.size > 0;\n for (const mesh of readSceneMeshes(scene)) {\n const uniqueId = typeof mesh.uniqueId === 'number' ? mesh.uniqueId : null;\n const matched = hasSourceMeshIdentity\n ? uniqueId !== null && sourceMeshUniqueIds.has(uniqueId)\n : mesh.name === info.sourceName || sourceMeshNames.has(mesh.name ?? '');\n if (!matched) {\n continue;\n }\n const projection = readEditorProjectionMetadata(mesh);\n const nodeId = typeof projection?.nodeId === 'string' ? projection.nodeId : null;\n if (nodeId) nodeIds.add(nodeId);\n }\n const sourceNodeIds = [...nodeIds];\n return {\n ...(sourceNodeIds[0] ? { sourceNodeId: sourceNodeIds[0] } : {}),\n ...(sourceNodeIds.length > 0 ? { sourceNodeIds } : {}),\n };\n}\n\nfunction toPlainVec3(value: ShadowPreviewVec3 | undefined): ShadowPreviewVec3 | null {\n return isFiniteVec3(value) ? { x: value.x, y: value.y, z: value.z } : null;\n}\n\nfunction logShadowDebug(event: string, details: Record<string, unknown>): void {\n if (!isShadowDebugLoggingEnabled()) return;\n try {\n console.info('[fps-shadow-debug]', event, `json=${stringifyShadowDebugDetails(details)}`, details);\n } catch {\n // Debug logging must never affect rendering.\n }\n}\n\nfunction stringifyShadowDebugDetails(details: Record<string, unknown>): string {\n try {\n return JSON.stringify(details);\n } catch {\n return '{\"error\":\"shadowDebugDetailsNotSerializable\"}';\n }\n}\n\nfunction isShadowDebugLoggingEnabled(): boolean {\n const global = globalThis as {\n __FPS_SHADOW_DEBUG__?: unknown;\n localStorage?: { getItem?: (key: string) => string | null };\n location?: { search?: string };\n process?: { env?: Record<string, string | undefined> };\n };\n if (global.__FPS_SHADOW_DEBUG__ === true) return true;\n const env = global.process?.env?.FPS_SHADOW_DEBUG;\n if (env === '1' || env === 'true') return true;\n try {\n const search = global.location?.search ?? '';\n if (/(?:[?&])fpsShadowDebug(?:=1|=true|&|$)/.test(search)) return true;\n } catch {}\n try {\n const stored = global.localStorage?.getItem?.(SHADOW_DEBUG_STORAGE_KEY);\n return stored === '1' || stored === 'true';\n } catch {\n return false;\n }\n}\n\nfunction readFiniteNumber(value: unknown, fallback: number): number {\n return typeof value === 'number' && Number.isFinite(value) ? value : fallback;\n}\n\nfunction readProjectionShadowSettingsPreviewMode(value: unknown): BabylonEditorProjectionShadowMode | null {\n const shadow = readObject(value);\n if (!shadow) return null;\n const mode = shadow.mode;\n if (mode === 'inherit' || mode === 'auto' || mode === 'default') return null;\n if (mode === 'projected') return 'planar';\n if (mode === 'none' || mode === 'blob' || mode === 'static' || mode === 'dynamic') return mode;\n return null;\n}\n\nfunction hasGeneratedShadowDisabled(mesh: ShadowPreviewMesh): boolean {\n for (const node of walkNodeAndParents(mesh)) {\n const metadata = readObject((node as { metadata?: unknown }).metadata);\n if (isEditorPreviewInfrastructureNode(node, metadata)) return true;\n if (\n metadata?.blobShadowInternal === true\n || metadata?.staticProjectedShadowInternal === true\n || metadata?.planarShadowInternal === true\n ) return true;\n const projection = readEditorProjectionMetadata(node);\n if (projection?.runtimeKind === 'camera' || projection?.runtimeKind === 'light') return true;\n if (\n metadata?.disableBlobShadow === true\n && metadata?.disableStaticProjectedShadow === true\n && metadata?.disablePlanarShadow === true\n && projection?.nodeId !== 'root'\n && projection?.helperKind !== 'root'\n ) {\n return true;\n }\n }\n return false;\n}\n\nfunction isEditorPreviewInfrastructureNode(\n node: unknown,\n metadata: Record<string, unknown> | null,\n): boolean {\n if (metadata?.editorProjectionHelper === true || metadata?.editorGrid === true) return true;\n const name = typeof (node as { name?: unknown })?.name === 'string'\n ? 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1
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{\n createBabylonShadowMapExperimentSystem,\n createBlobShadowSystem,\n createPlanarShadowSystem,\n collectStaticProjectedShadowBakeRoots,\n createStaticProjectedShadowArtifactSystem,\n createStaticProjectedShadowBakeHashes,\n type StaticProjectedShadowArtifact,\n type StaticProjectedShadowArtifactHashInput,\n type StaticProjectedShadowArtifactOptions,\n type StaticProjectedShadowArtifactTextureReadyEvent,\n type StaticProjectedShadowOptions,\n type StaticProjectedShadowArtifactSystem,\n type BlobShadowOptions,\n type BlobShadowSystem,\n type BabylonShadowMapExperimentEvidence,\n type BabylonShadowMapExperimentSystem,\n type PlanarShadowCasterDebugInfo,\n type PlanarShadowOptions,\n type PlanarShadowSystem,\n} from '@fps-games/babylon-renderer';\nimport { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator';\nimport type { BabylonEditorProjection, BabylonEditorProjectionShadowMode } from './projection';\nimport type { RuntimeScene } from './types';\n\nexport type BabylonEditorPlanarShadowPreviewOptions = Partial<PlanarShadowOptions> & {\n enabled?: boolean;\n directionalLightNodeId?: string | null;\n};\n\nexport type BabylonEditorBlobShadowPreviewOptions = Partial<BlobShadowOptions> & {\n enabled?: boolean;\n};\n\nexport type BabylonEditorStaticProjectedShadowPreviewOptions =\n Partial<StaticProjectedShadowOptions>\n & Partial<StaticProjectedShadowArtifactOptions>\n & {\n enabled?: boolean;\n directionalLightNodeId?: string | null;\n artifact?: StaticProjectedShadowArtifact | null;\n};\n\nexport type BabylonEditorShadowPreviewMode = 'none' | 'blob' | 'static' | 'planar' | 'dynamic';\n\nexport interface BabylonEditorShadowPreviewOptions {\n defaultMode?: BabylonEditorShadowPreviewMode | null;\n blob?: BabylonEditorBlobShadowPreviewOptions | false | null;\n staticProjected?: BabylonEditorStaticProjectedShadowPreviewOptions | false | null;\n planar?: BabylonEditorPlanarShadowPreviewOptions | false | null;\n shadowMapExperiment?: BabylonEditorShadowMapExperimentPlan | null;\n}\n\nexport type BabylonEditorShadowMapExperimentPlan = Exclude<\n Parameters<typeof createBabylonShadowMapExperimentSystem>[1],\n null | undefined\n>;\n\nexport interface BabylonEditorShadowPreviewController {\n setOptions(\n options?: BabylonEditorShadowPreviewOptions | null,\n refreshOptions?: BabylonEditorShadowPreviewRefreshOptions,\n ): void;\n invalidateStaticProjectedArtifact(): void;\n getShadowMapExperimentPlan(): BabylonEditorShadowMapExperimentPlan | null;\n getDebugInfo(): BabylonEditorShadowPreviewDebugInfo;\n refresh(options?: BabylonEditorShadowPreviewRefreshOptions): void;\n rebuild(): void;\n dispose(): void;\n}\n\nexport interface BabylonEditorShadowPreviewRefreshOptions {\n staticProjectedMetadataChanged?: boolean;\n}\n\nexport interface BabylonEditorPlanarShadowPreviewDebugInfo {\n enabled: boolean;\n casterCount: number;\n casters: Array<PlanarShadowCasterDebugInfo & {\n sourceNodeId?: string;\n sourceNodeIds?: string[];\n }>;\n}\n\nexport interface BabylonEditorShadowPreviewDebugInfo {\n planar?: BabylonEditorPlanarShadowPreviewDebugInfo;\n shadowMapExperiment?: BabylonShadowMapExperimentEvidence;\n}\n\nexport interface BabylonEditorShadowPreviewControllerOptions {\n scene: RuntimeScene;\n projection: BabylonEditorProjection;\n options?: BabylonEditorShadowPreviewOptions | null;\n requestSceneFrame?: (reason: string) => void;\n onStaticProjectedShadowTextureReady?: (event: StaticProjectedShadowArtifactTextureReadyEvent) => void;\n}\n\ntype PlanarShadowScene = Parameters<typeof createPlanarShadowSystem>[0];\ntype PlanarShadowDirectionalLight = Parameters<typeof createPlanarShadowSystem>[1];\ntype BlobShadowScene = Parameters<typeof createBlobShadowSystem>[0];\ntype StaticProjectedShadowScene = Parameters<typeof createStaticProjectedShadowArtifactSystem>[0];\ntype DynamicShadowCasterSystem = {\n addCaster(mesh: any): boolean | void;\n removeCaster(mesh: any): void;\n};\ntype ShadowPreviewMeshAddedObservable = {\n add?: (callback: (mesh: ShadowPreviewMesh) => void) => unknown;\n remove?: (observer: unknown) => void;\n};\ntype ShadowPreviewMesh = {\n name?: string;\n uniqueId?: number;\n metadata?: unknown;\n parent?: unknown;\n isDisposed?: () => boolean;\n receiveShadows?: boolean;\n computeWorldMatrix?: (force?: boolean) => unknown;\n getBoundingInfo?: () => {\n boundingBox?: {\n minimumWorld?: ShadowPreviewVec3;\n maximumWorld?: ShadowPreviewVec3;\n centerWorld?: ShadowPreviewVec3;\n };\n };\n};\ntype ShadowPreviewRouteContext = {\n meshes: readonly ShadowPreviewMesh[];\n modeCaches: Map<BabylonEditorShadowPreviewMode, WeakMap<ShadowPreviewMesh, BabylonEditorShadowPreviewMode>>;\n receiverCache: WeakMap<ShadowPreviewMesh, boolean>;\n planCache: WeakMap<ShadowPreviewMesh, Record<string, unknown> | null>;\n settingsCache: WeakMap<ShadowPreviewMesh, Record<string, unknown> | null>;\n nodeIdsCache: WeakMap<ShadowPreviewMesh, string[]>;\n receiverIdsCache: WeakMap<ShadowPreviewMesh, string[]>;\n targetedReceiverNodeIds?: Set<string>;\n availableReceiverNodeIds?: Set<string>;\n hasAnyReceiver?: boolean;\n};\ntype ShadowPreviewVec3 = {\n x: number;\n y: number;\n z: number;\n};\ntype ShadowPreviewMutableVec3 = ShadowPreviewVec3 & {\n set?: (x: number, y: number, z: number) => unknown;\n};\ntype DynamicShadowGeneratorLight = PlanarShadowDirectionalLight & {\n getShadowGenerators?: () => ShadowGenerator[];\n position?: ShadowPreviewMutableVec3;\n direction?: ShadowPreviewVec3;\n autoUpdateExtends?: boolean;\n orthoLeft?: number;\n orthoRight?: number;\n orthoTop?: number;\n orthoBottom?: number;\n shadowMinZ?: number;\n shadowMaxZ?: number;\n};\n\nconst PLANAR_PREVIEW_ROOT_BOUNDARY_PATTERNS = ['root', 'scene_builder_root'];\nconst SHADOW_DEBUG_STORAGE_KEY = 'fps.shadow.debug';\n\nexport function createBabylonEditorShadowPreviewController(\n options: BabylonEditorShadowPreviewControllerOptions,\n): BabylonEditorShadowPreviewController {\n let currentOptions = normalizeShadowPreviewOptions(options.options);\n let blobSystem: BlobShadowSystem | null = null;\n let staticSystem: StaticProjectedShadowArtifactSystem | null = null;\n let planarSystem: PlanarShadowSystem | null = null;\n let planarLight: PlanarShadowDirectionalLight | null = null;\n let dynamicGenerator: ShadowGenerator | null = null;\n let dynamicLight: DynamicShadowGeneratorLight | null = null;\n let dynamicMapSize = 0;\n const shadowMapExperimentSystem: BabylonShadowMapExperimentSystem =\n createBabylonShadowMapExperimentSystem(options.scene as never, null, {\n requestFrame: options.requestSceneFrame,\n // Product Preview and Game Runtime intentionally execute the same authored\n // plan; the Editor host must not replace its fixed coverage/backend.\n coverageMode: 'fixed',\n });\n let disposed = false;\n let staticProjectedArtifactNeedsSceneRevalidation = false;\n let meshAddedObserver: unknown = null;\n let routeSyncFrame: number | null = null;\n let routeSyncQueued = false;\n const blobCasters = new Set<ShadowPreviewMesh>();\n const planarCasters = new Set<ShadowPreviewMesh>();\n const dynamicCasters = new Set<ShadowPreviewMesh>();\n const dynamicReceiverMeshes = new Set<ShadowPreviewMesh>();\n\n const disposeBlob = (): void => {\n blobSystem?.dispose();\n blobSystem = null;\n blobCasters.clear();\n };\n\n const disposePlanar = (): void => {\n planarSystem?.dispose();\n planarSystem = null;\n planarLight = null;\n planarCasters.clear();\n };\n\n const disposeStatic = (): void => {\n staticSystem?.dispose();\n staticSystem = null;\n };\n\n const disposeDynamic = (): void => {\n dynamicGenerator?.dispose();\n dynamicGenerator = null;\n dynamicLight = null;\n dynamicMapSize = 0;\n dynamicCasters.clear();\n for (const mesh of dynamicReceiverMeshes) {\n setPreviewMeshReceiveShadows(mesh, false);\n }\n dynamicReceiverMeshes.clear();\n };\n\n const syncDynamicReceivers = (next: ReadonlySet<ShadowPreviewMesh>): void => {\n for (const mesh of [...dynamicReceiverMeshes]) {\n if (dynamicGenerator && next.has(mesh)) continue;\n setPreviewMeshReceiveShadows(mesh, false);\n dynamicReceiverMeshes.delete(mesh);\n }\n if (!dynamicGenerator) return;\n for (const mesh of next) {\n setPreviewMeshReceiveShadows(mesh, true);\n dynamicReceiverMeshes.add(mesh);\n }\n };\n\n const syncBlob = (): void => {\n const blobOptions = currentOptions.blob;\n if (!blobOptions || blobOptions.enabled === false) {\n disposeBlob();\n return;\n }\n const nextOptions = disableBlobAutoDetection(blobOptions);\n if (!blobSystem) {\n blobSystem = createBlobShadowSystem(options.scene as BlobShadowScene, nextOptions);\n blobSystem.initialize();\n } else {\n blobSystem.setOptions(nextOptions);\n }\n };\n\n const syncPlanar = (): void => {\n const planarOptions = currentOptions.planar;\n if (!planarOptions || planarOptions.enabled === false) {\n disposePlanar();\n return;\n }\n const light = resolveDirectionalLight(options.projection, planarOptions.directionalLightNodeId ?? null);\n if (!light) {\n disposePlanar();\n return;\n }\n if (!planarSystem || planarLight !== light) {\n disposePlanar();\n planarLight = light;\n planarSystem = createPlanarShadowSystem(\n options.scene as PlanarShadowScene,\n light,\n disablePlanarAutoDetection({ ...planarOptions, direction: { mode: 'follow-light' } }),\n );\n planarSystem.initialize();\n return;\n }\n planarSystem.setOptions(disablePlanarAutoDetection({ ...planarOptions, direction: { mode: 'follow-light' } }));\n };\n\n const syncStatic = (): void => {\n const staticOptions = currentOptions.staticProjected;\n if (!staticOptions || staticOptions.enabled === false || !staticOptions.artifact) {\n disposeStatic();\n return;\n }\n let validationOptions = staticOptions;\n if (staticProjectedArtifactNeedsSceneRevalidation) {\n if (!canValidateStaticExpectedHashes(options.projection)) {\n disposeStatic();\n return;\n }\n validationOptions = {\n ...staticOptions,\n expectedHashes: null,\n };\n }\n const expectedHashes = createStaticExpectedHashes(options.scene, options.projection, validationOptions);\n if (staticProjectedArtifactNeedsSceneRevalidation && !expectedHashes) {\n disposeStatic();\n return;\n }\n if (!staticSystem) {\n staticSystem = createStaticProjectedShadowArtifactSystem(\n options.scene as StaticProjectedShadowScene,\n staticOptions.artifact,\n toStaticArtifactOptions(validationOptions, expectedHashes, options.onStaticProjectedShadowTextureReady),\n );\n staticSystem.initialize();\n if (staticProjectedArtifactNeedsSceneRevalidation\n && staticSystem.getDiagnostics().status === 'loaded') {\n staticProjectedArtifactNeedsSceneRevalidation = false;\n }\n return;\n }\n staticSystem.setOptions(toStaticArtifactOptions(\n validationOptions,\n expectedHashes,\n options.onStaticProjectedShadowTextureReady,\n ));\n staticSystem.setArtifact(staticOptions.artifact);\n if (staticProjectedArtifactNeedsSceneRevalidation\n && staticSystem.getDiagnostics().status === 'loaded') {\n staticProjectedArtifactNeedsSceneRevalidation = false;\n }\n };\n\n const syncRoutes = (): void => {\n if (disposed) return;\n if (currentOptions.shadowMapExperiment?.enabled === true) {\n disposeBlob();\n disposeStatic();\n disposePlanar();\n disposeDynamic();\n syncShadowMapExperiment();\n return;\n }\n if (!syncShadowMapExperiment()) return;\n syncBlob();\n syncStatic();\n syncPlanar();\n const meshes = readSceneMeshes(options.scene);\n const routeContext = createShadowPreviewRouteContext(meshes);\n const defaultMode = currentOptions.defaultMode ?? 'none';\n const nextBlobCasters = new Set<ShadowPreviewMesh>();\n const nextPlanarCasters = new Set<ShadowPreviewMesh>();\n const nextDynamicCasters = new Set<ShadowPreviewMesh>();\n const nextDynamicReceivers = new Set<ShadowPreviewMesh>();\n for (const mesh of meshes) {\n const mode = resolvePreviewMeshShadowModeForRoute(routeContext, mesh, defaultMode);\n if (!canRenderPreviewShadowCaster(mesh, mode, routeContext)) continue;\n if (mode === 'blob' && blobSystem) nextBlobCasters.add(mesh);\n if (mode === 'planar' && planarSystem) nextPlanarCasters.add(mesh);\n if (mode === 'dynamic') nextDynamicCasters.add(mesh);\n }\n for (const mesh of meshes) {\n if (isPreviewShadowReceiver(mesh, routeContext)) nextDynamicReceivers.add(mesh);\n }\n logShadowDebug('preview.routes', {\n blobCasters: [...nextBlobCasters].map(readShadowPreviewMeshDebugName),\n planarCasters: [...nextPlanarCasters].map(readShadowPreviewMeshDebugName),\n dynamicCasters: [...nextDynamicCasters].map(readShadowPreviewMeshDebugName),\n dynamicReceivers: [...nextDynamicReceivers].map(readShadowPreviewMeshDebugName),\n });\n if (planarSystem && hasRemovedShadowCaster(planarCasters, nextPlanarCasters)) {\n disposePlanar();\n syncPlanar();\n }\n syncDynamic(nextDynamicReceivers, [...nextDynamicCasters]);\n syncDynamicShadowCasters(blobSystem, blobCasters, nextBlobCasters);\n syncDynamicShadowCasters(planarSystem, planarCasters, nextPlanarCasters);\n syncBabylonDynamicShadowCasters(dynamicGenerator, dynamicCasters, nextDynamicCasters);\n syncDynamicReceivers(nextDynamicReceivers);\n blobSystem?.refresh();\n planarSystem?.refresh();\n };\n\n const syncShadowMapExperiment = (): boolean => {\n try {\n shadowMapExperimentSystem.setPlan(currentOptions.shadowMapExperiment ?? null);\n return true;\n } catch (error) {\n // Directional lights are projected asynchronously. A later projection\n // batch refresh retries the exact same plan once the light exists.\n logShadowDebug('preview.shadow-map-experiment.pending', {\n message: error instanceof Error ? error.message : String(error),\n });\n return false;\n }\n };\n\n const cancelScheduledRouteSync = (): void => {\n if (routeSyncFrame !== null && typeof globalThis.cancelAnimationFrame === 'function') {\n globalThis.cancelAnimationFrame(routeSyncFrame);\n }\n routeSyncFrame = null;\n routeSyncQueued = false;\n };\n\n const scheduleRouteSync = (): void => {\n if (disposed) return;\n if (typeof globalThis.requestAnimationFrame === 'function') {\n if (routeSyncFrame !== null) globalThis.cancelAnimationFrame?.(routeSyncFrame);\n routeSyncFrame = globalThis.requestAnimationFrame(() => {\n routeSyncFrame = null;\n syncRoutes();\n });\n return;\n }\n if (routeSyncQueued) return;\n routeSyncQueued = true;\n queueMicrotask(() => {\n routeSyncQueued = false;\n syncRoutes();\n });\n };\n\n const meshAddedObservable = readMeshAddedObservable(options.scene);\n if (meshAddedObservable?.add) {\n meshAddedObserver = meshAddedObservable.add(() => {\n scheduleRouteSync();\n });\n }\n\n const syncDynamic = (\n receivers: ReadonlySet<ShadowPreviewMesh>,\n dynamicCasters: readonly ShadowPreviewMesh[],\n ): void => {\n if (dynamicCasters.length === 0) {\n disposeDynamic();\n return;\n }\n const light = resolveDynamicDirectionalLight(options.projection, dynamicCasters, currentOptions);\n if (!light) {\n disposeDynamic();\n return;\n }\n const mapSize = resolveDynamicShadowMapSize(dynamicCasters);\n if (!dynamicGenerator || dynamicLight !== light || dynamicMapSize !== mapSize) {\n disposeDynamic();\n dynamicLight = light;\n dynamicMapSize = mapSize;\n dynamicGenerator = new ShadowGenerator(mapSize, light);\n configureDynamicShadowGeneratorFilter(dynamicGenerator);\n dynamicGenerator.setDarkness(resolveDynamicShadowDarkness(dynamicCasters));\n dynamicGenerator.bias = resolveDynamicShadowBias(dynamicCasters);\n dynamicGenerator.normalBias = resolveDynamicShadowNormalBias(dynamicCasters);\n if (options.scene) options.scene.shadowsEnabled = true;\n configureDirectionalLightShadowFrustum(light, currentOptions, dynamicCasters, [...receivers]);\n logShadowDebug('preview.dynamic.created', createDynamicShadowDebugSnapshot(\n light,\n dynamicGenerator,\n dynamicCasters,\n [...receivers],\n ));\n return;\n }\n configureDynamicShadowGeneratorFilter(dynamicGenerator);\n dynamicGenerator.setDarkness(resolveDynamicShadowDarkness(dynamicCasters));\n dynamicGenerator.bias = resolveDynamicShadowBias(dynamicCasters);\n dynamicGenerator.normalBias = resolveDynamicShadowNormalBias(dynamicCasters);\n configureDirectionalLightShadowFrustum(light, currentOptions, dynamicCasters, [...receivers]);\n logShadowDebug('preview.dynamic.updated', createDynamicShadowDebugSnapshot(\n light,\n dynamicGenerator,\n dynamicCasters,\n [...receivers],\n ));\n };\n\n syncRoutes();\n\n return {\n setOptions(nextOptions, refreshOptions) {\n if (refreshOptions?.staticProjectedMetadataChanged) {\n staticProjectedArtifactNeedsSceneRevalidation = true;\n }\n currentOptions = normalizeShadowPreviewOptions(nextOptions);\n syncRoutes();\n },\n invalidateStaticProjectedArtifact() {\n const staticOptions = currentOptions.staticProjected;\n if (staticOptions) {\n currentOptions = {\n ...currentOptions,\n staticProjected: {\n ...staticOptions,\n artifact: null,\n expectedHashes: null,\n },\n };\n }\n disposeStatic();\n },\n getShadowMapExperimentPlan() {\n return shadowMapExperimentSystem.getPlan();\n },\n getDebugInfo() {\n return {\n planar: {\n enabled: !!planarSystem,\n casterCount: planarCasters.size,\n casters: (planarSystem?.getCasterDebugInfo() ?? []).map(info => ({\n ...info,\n ...readPlanarShadowSourceNodeInfo(info, options.scene),\n })),\n },\n shadowMapExperiment: shadowMapExperimentSystem.getEvidence(),\n };\n },\n refresh(refreshOptions) {\n if (refreshOptions?.staticProjectedMetadataChanged) {\n staticProjectedArtifactNeedsSceneRevalidation = true;\n }\n syncRoutes();\n if (currentOptions.shadowMapExperiment?.enabled === true) {\n shadowMapExperimentSystem.markDirty('static-depth-invalidated');\n shadowMapExperimentSystem.markDirty('dynamic-depth-invalidated');\n }\n },\n rebuild() {\n disposeBlob();\n disposeStatic();\n disposePlanar();\n disposeDynamic();\n syncRoutes();\n },\n dispose() {\n disposed = true;\n cancelScheduledRouteSync();\n if (meshAddedObserver && meshAddedObservable?.remove) {\n meshAddedObservable.remove(meshAddedObserver);\n meshAddedObserver = null;\n }\n disposeBlob();\n disposeStatic();\n disposePlanar();\n disposeDynamic();\n shadowMapExperimentSystem.dispose();\n },\n };\n}\n\nfunction normalizeShadowPreviewOptions(\n options: BabylonEditorShadowPreviewOptions | null | undefined,\n): BabylonEditorShadowPreviewOptions {\n return {\n defaultMode: readPreviewDefaultMode(options?.defaultMode),\n blob: options?.blob ?? null,\n staticProjected: options?.staticProjected ?? null,\n planar: options?.planar ?? null,\n shadowMapExperiment: options?.shadowMapExperiment ?? null,\n };\n}\n\nfunction disableBlobAutoDetection(options: BabylonEditorBlobShadowPreviewOptions): BlobShadowOptions {\n return {\n ...options,\n casters: {\n ...options.casters,\n autoDetectAll: false,\n includePatterns: [],\n },\n } as BlobShadowOptions;\n}\n\nfunction disablePlanarAutoDetection(options: BabylonEditorPlanarShadowPreviewOptions): PlanarShadowOptions {\n return {\n ...options,\n casters: {\n ...options.casters,\n autoDetectAll: false,\n includePatterns: [],\n excludePatterns: (options.casters?.excludePatterns ?? [])\n .filter(pattern => pattern.trim().toLowerCase() !== 'grid'),\n rootBoundaryPatterns: mergeUniquePatterns([\n ...(options.casters?.rootBoundaryPatterns ?? []),\n ...PLANAR_PREVIEW_ROOT_BOUNDARY_PATTERNS,\n ]),\n },\n } as PlanarShadowOptions;\n}\n\nfunction toStaticArtifactOptions(\n options: BabylonEditorStaticProjectedShadowPreviewOptions,\n expectedHashes: StaticProjectedShadowArtifactHashInput | null,\n onTextureReady: StaticProjectedShadowArtifactOptions['onTextureReady'] | undefined,\n): StaticProjectedShadowArtifactOptions {\n return {\n enabled: options.enabled ?? true,\n appearance: options.appearance ?? {\n color: { r: 0, g: 0, b: 0, a: 0.35 },\n },\n bake: {\n blur: options.bake?.blur,\n },\n expectedHashes: options.expectedHashes ?? expectedHashes,\n onTextureReady,\n debug: options.debug,\n };\n}\n\nfunction createStaticExpectedHashes(\n scene: RuntimeScene,\n projection: BabylonEditorProjection,\n options: BabylonEditorStaticProjectedShadowPreviewOptions,\n): StaticProjectedShadowArtifactHashInput | null {\n if (options.expectedHashes) return options.expectedHashes;\n if (!canValidateStaticExpectedHashes(projection)) return null;\n const directionalLight = resolveDirectionalLight(projection, options.directionalLightNodeId ?? null);\n try {\n return createStaticProjectedShadowBakeHashes({\n scene: scene as Parameters<typeof createStaticProjectedShadowBakeHashes>[0]['scene'],\n directionalLight: directionalLight as Parameters<typeof createStaticProjectedShadowBakeHashes>[0]['directionalLight'],\n roots: collectStaticProjectedShadowBakeRoots(\n scene as Parameters<typeof collectStaticProjectedShadowBakeRoots>[0],\n ),\n options: options as Partial<StaticProjectedShadowOptions>,\n });\n } catch {\n return null;\n }\n}\n\nfunction canValidateStaticExpectedHashes(projection: BabylonEditorProjection): boolean {\n try {\n if (!projection.getLastProjectionBatch?.()) return false;\n const idleState = projection.getIdleState?.();\n return idleState?.idle !== false;\n } catch {\n return false;\n }\n}\n\nfunction hasRemovedShadowCaster(\n current: ReadonlySet<ShadowPreviewMesh>,\n next: ReadonlySet<ShadowPreviewMesh>,\n): boolean {\n for (const mesh of current) {\n if (!next.has(mesh)) return true;\n }\n return false;\n}\n\nfunction syncDynamicShadowCasters(\n system: DynamicShadowCasterSystem | null,\n current: Set<ShadowPreviewMesh>,\n next: Set<ShadowPreviewMesh>,\n): void {\n for (const mesh of [...current]) {\n if (!next.has(mesh)) {\n system?.removeCaster(mesh);\n current.delete(mesh);\n }\n }\n if (!system) {\n current.clear();\n return;\n }\n for (const mesh of next) {\n if (!current.has(mesh)) {\n const added = system.addCaster(mesh);\n if (added !== false) current.add(mesh);\n }\n }\n}\n\nfunction syncBabylonDynamicShadowCasters(\n generator: ShadowGenerator | null,\n current: Set<ShadowPreviewMesh>,\n next: Set<ShadowPreviewMesh>,\n): void {\n for (const mesh of [...current]) {\n if (!next.has(mesh)) {\n generator?.removeShadowCaster(mesh as Parameters<ShadowGenerator['removeShadowCaster']>[0], true);\n current.delete(mesh);\n }\n }\n if (!generator) {\n current.clear();\n return;\n }\n for (const mesh of next) {\n if (!current.has(mesh)) {\n generator.addShadowCaster(mesh as Parameters<ShadowGenerator['addShadowCaster']>[0], true);\n current.add(mesh);\n }\n }\n}\n\nfunction setPreviewMeshReceiveShadows(mesh: ShadowPreviewMesh, receive: boolean): void {\n if (!isBabylonInstancedMesh(mesh)) {\n mesh.receiveShadows = receive;\n }\n const sourceMesh = (mesh as { sourceMesh?: ShadowPreviewMesh }).sourceMesh;\n if (sourceMesh && sourceMesh !== mesh && !isBabylonInstancedMesh(sourceMesh)) {\n sourceMesh.receiveShadows = receive;\n }\n}\n\nfunction isBabylonInstancedMesh(mesh: ShadowPreviewMesh): boolean {\n return (mesh as { getClassName?: () => string }).getClassName?.() === 'InstancedMesh';\n}\n\nfunction readSceneMeshes(scene: RuntimeScene): ShadowPreviewMesh[] {\n return Array.isArray(scene?.meshes) ? scene.meshes as ShadowPreviewMesh[] : [];\n}\n\nfunction readMeshAddedObservable(scene: RuntimeScene): ShadowPreviewMeshAddedObservable | null {\n const observable = (scene as { onNewMeshAddedObservable?: unknown })?.onNewMeshAddedObservable;\n return observable && typeof observable === 'object'\n ? observable as ShadowPreviewMeshAddedObservable\n : null;\n}\n\nfunction createShadowPreviewRouteContext(meshes: readonly ShadowPreviewMesh[]): ShadowPreviewRouteContext {\n return {\n meshes,\n modeCaches: new Map(),\n receiverCache: new WeakMap(),\n planCache: new WeakMap(),\n settingsCache: new WeakMap(),\n nodeIdsCache: new WeakMap(),\n receiverIdsCache: new WeakMap(),\n };\n}\n\nfunction resolvePreviewMeshShadowModeForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n defaultMode: BabylonEditorShadowPreviewMode,\n): BabylonEditorShadowPreviewMode {\n let cache = context.modeCaches.get(defaultMode);\n if (!cache) {\n cache = new WeakMap();\n context.modeCaches.set(defaultMode, cache);\n }\n const cached = cache.get(mesh);\n if (cached) return cached;\n const mode = resolvePreviewMeshShadowMode(mesh, defaultMode);\n cache.set(mesh, mode);\n return mode;\n}\n\nfunction resolvePreviewMeshShadowMode(\n mesh: ShadowPreviewMesh,\n defaultMode: BabylonEditorShadowPreviewMode,\n): BabylonEditorShadowPreviewMode {\n if (mesh.isDisposed?.()) return 'none';\n if (hasGeneratedShadowDisabled(mesh)) return 'none';\n const authoredMode = readProjectionShadowMode(mesh);\n if (!authoredMode || authoredMode === 'default') return defaultMode;\n return authoredMode;\n}\n\nfunction readPreviewDefaultMode(value: unknown): BabylonEditorShadowPreviewMode {\n return value === 'none' || value === 'blob' || value === 'static' || value === 'planar' || value === 'dynamic'\n ? value\n : 'none';\n}\n\nfunction readProjectionShadowMode(mesh: ShadowPreviewMesh): BabylonEditorProjectionShadowMode | null {\n for (const node of walkNodeAndParents(mesh)) {\n const editorProjection = readEditorProjectionMetadata(node);\n const shadowPlanMode = readProjectionShadowPlanPreviewMode(editorProjection?.shadowPlan);\n if (shadowPlanMode) return shadowPlanMode;\n const shadowMode = readProjectionShadowSettingsPreviewMode(editorProjection?.shadow);\n if (shadowMode) return shadowMode;\n }\n return null;\n}\n\nfunction readProjectionShadowPlanPreviewMode(value: unknown): BabylonEditorProjectionShadowMode | null {\n const plan = readObject(value);\n if (!plan) return null;\n const backend = plan.backend;\n if (backend === 'none') return 'none';\n if (backend === 'blob') return 'blob';\n if (backend === 'static-baked') return 'static';\n if (backend === 'projected') return 'planar';\n if (backend === 'dynamic-map') return 'dynamic';\n return readProjectionShadowSettingsPreviewMode({ mode: plan.mode });\n}\n\nfunction readProjectionShadowPlan(mesh: ShadowPreviewMesh): Record<string, unknown> | null {\n for (const node of walkNodeAndParents(mesh)) {\n const plan = readObject(readEditorProjectionMetadata(node)?.shadowPlan);\n if (plan) return plan;\n }\n return null;\n}\n\nfunction readProjectionShadowSettings(mesh: ShadowPreviewMesh): Record<string, unknown> | null {\n for (const node of walkNodeAndParents(mesh)) {\n const shadow = readObject(readEditorProjectionMetadata(node)?.shadow);\n if (shadow) return shadow;\n }\n return null;\n}\n\nfunction readProjectionNodeIds(mesh: ShadowPreviewMesh): string[] {\n const ids: string[] = [];\n for (const node of walkNodeAndParents(mesh)) {\n const projection = readEditorProjectionMetadata(node);\n const nodeId = projection?.nodeId;\n const rootNodeId = projection?.rootNodeId;\n if (typeof nodeId === 'string' && !ids.includes(nodeId)) ids.push(nodeId);\n if (typeof rootNodeId === 'string' && !ids.includes(rootNodeId)) ids.push(rootNodeId);\n }\n return ids;\n}\n\nfunction readProjectionShadowPlanForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): Record<string, unknown> | null {\n if (context.planCache.has(mesh)) return context.planCache.get(mesh) ?? null;\n const plan = readProjectionShadowPlan(mesh);\n context.planCache.set(mesh, plan);\n return plan;\n}\n\nfunction readProjectionShadowSettingsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): Record<string, unknown> | null {\n if (context.settingsCache.has(mesh)) return context.settingsCache.get(mesh) ?? null;\n const settings = readProjectionShadowSettings(mesh);\n context.settingsCache.set(mesh, settings);\n return settings;\n}\n\nfunction readProjectionNodeIdsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): string[] {\n const cached = context.nodeIdsCache.get(mesh);\n if (cached) return cached;\n const ids = readProjectionNodeIds(mesh);\n context.nodeIdsCache.set(mesh, ids);\n return ids;\n}\n\nfunction readShadowPlanReceiverIdsForRoute(\n context: ShadowPreviewRouteContext,\n mesh: ShadowPreviewMesh,\n): string[] {\n const cached = context.receiverIdsCache.get(mesh);\n if (cached) return cached;\n const receiverIds = readShadowPlanReceiverIds(readProjectionShadowPlanForRoute(context, mesh));\n context.receiverIdsCache.set(mesh, receiverIds);\n return receiverIds;\n}\n\nfunction hasAnyPreviewShadowReceiver(context: ShadowPreviewRouteContext): boolean {\n if (context.hasAnyReceiver !== undefined) return context.hasAnyReceiver;\n context.hasAnyReceiver = context.meshes.some(mesh => isPreviewShadowReceiver(mesh, context));\n return context.hasAnyReceiver;\n}\n\nfunction canRenderPreviewShadowCaster(\n mesh: ShadowPreviewMesh,\n mode: BabylonEditorShadowPreviewMode,\n context: ShadowPreviewRouteContext,\n): boolean {\n if (mode !== 'blob' && mode !== 'planar' && mode !== 'dynamic') return true;\n const plan = readProjectionShadowPlanForRoute(context, mesh);\n if (!plan) return hasAnyPreviewShadowReceiver(context);\n const receiverIds = readShadowPlanReceiverIdsForRoute(context, mesh);\n if (receiverIds.length === 0) return false;\n const availableReceiverIds = getAvailablePreviewReceiverNodeIds(context);\n return receiverIds.some(nodeId => availableReceiverIds.has(nodeId));\n}\n\nfunction isPreviewShadowReceiver(mesh: ShadowPreviewMesh, context: ShadowPreviewRouteContext): boolean {\n if (context.receiverCache.has(mesh)) return context.receiverCache.get(mesh) ?? false;\n let result = false;\n if (!mesh.isDisposed?.() && !hasGeneratedShadowDisabled(mesh)) {\n const receive = readProjectionShadowSettingsForRoute(context, mesh)?.receive;\n if (receive === 'enabled' || receive === 'auto') {\n result = true;\n } else if (receive !== 'none') {\n const receiverNodeIds = readProjectionNodeIdsForRoute(context, mesh);\n if (receiverNodeIds.length > 0) {\n const targetedReceiverIds = getTargetedPreviewReceiverNodeIds(context);\n result = receiverNodeIds.some(nodeId => targetedReceiverIds.has(nodeId));\n }\n }\n }\n context.receiverCache.set(mesh, result);\n return result;\n}\n\nfunction getTargetedPreviewReceiverNodeIds(context: ShadowPreviewRouteContext): Set<string> {\n if (context.targetedReceiverNodeIds) return context.targetedReceiverNodeIds;\n const nodeIds = new Set<string>();\n for (const candidate of context.meshes) {\n const mode = resolvePreviewMeshShadowModeForRoute(context, candidate, 'none');\n if (mode !== 'blob' && mode !== 'planar' && mode !== 'dynamic') continue;\n for (const nodeId of readShadowPlanReceiverIdsForRoute(context, candidate)) {\n nodeIds.add(nodeId);\n }\n }\n context.targetedReceiverNodeIds = nodeIds;\n return nodeIds;\n}\n\nfunction getAvailablePreviewReceiverNodeIds(context: ShadowPreviewRouteContext): Set<string> {\n if (context.availableReceiverNodeIds) return context.availableReceiverNodeIds;\n const nodeIds = new Set<string>();\n for (const mesh of context.meshes) {\n if (!isPreviewShadowReceiver(mesh, context)) continue;\n for (const nodeId of readProjectionNodeIdsForRoute(context, mesh)) {\n nodeIds.add(nodeId);\n }\n }\n context.availableReceiverNodeIds = nodeIds;\n return nodeIds;\n}\n\nfunction readShadowPlanReceiverIds(plan: Record<string, unknown> | null): string[] {\n return Array.isArray(plan?.receiverIds)\n ? plan.receiverIds.filter((entry): entry is string => typeof entry === 'string')\n : [];\n}\n\nfunction resolveDynamicDirectionalLight(\n projection: BabylonEditorProjection,\n casters: readonly ShadowPreviewMesh[],\n options: BabylonEditorShadowPreviewOptions,\n): DynamicShadowGeneratorLight | null {\n for (const caster of casters) {\n const lightId = readProjectionShadowPlan(caster)?.lightId;\n if (typeof lightId !== 'string') continue;\n const light = resolveDirectionalLight(projection, lightId);\n if (light) return light as DynamicShadowGeneratorLight;\n }\n const planarLightId = options.planar\n ? options.planar.directionalLightNodeId ?? null\n : null;\n return resolveDirectionalLight(projection, planarLightId) as DynamicShadowGeneratorLight | null;\n}\n\nfunction createDynamicShadowDebugSnapshot(\n light: DynamicShadowGeneratorLight,\n generator: ShadowGenerator | null,\n casters: readonly ShadowPreviewMesh[],\n receivers: readonly ShadowPreviewMesh[],\n): Record<string, unknown> {\n return {\n light: {\n name: (light as { name?: string }).name,\n id: (light as { id?: string }).id,\n position: toPlainVec3(light.position),\n direction: toPlainVec3(light.direction),\n orthoLeft: light.orthoLeft,\n orthoRight: light.orthoRight,\n orthoTop: light.orthoTop,\n orthoBottom: light.orthoBottom,\n shadowMinZ: light.shadowMinZ,\n shadowMaxZ: light.shadowMaxZ,\n autoUpdateExtends: light.autoUpdateExtends,\n },\n generator: generator\n ? {\n mapSize: generator.getShadowMap?.()?.getSize?.(),\n darkness: generator.getDarkness?.(),\n bias: generator.bias,\n normalBias: generator.normalBias,\n useBlurExponentialShadowMap: generator.useBlurExponentialShadowMap,\n useKernelBlur: generator.useKernelBlur,\n blurKernel: generator.blurKernel,\n renderList: (generator.getShadowMap?.()?.renderList ?? []).map(readShadowPreviewMeshDebugName),\n }\n : null,\n casters: casters.map(mesh => ({\n name: readShadowPreviewMeshDebugName(mesh),\n bounds: readMeshWorldBounds(mesh),\n })),\n receivers: receivers.map(mesh => ({\n name: readShadowPreviewMeshDebugName(mesh),\n receiveShadows: mesh.receiveShadows,\n bounds: readMeshWorldBounds(mesh),\n })),\n };\n}\n\nfunction resolveDynamicShadowMapSize(casters: readonly ShadowPreviewMesh[]): number {\n return clampDynamicShadowResolution(Math.max(\n 0,\n ...casters.map(caster => readShadowPlanNumber(caster, 'resolution')),\n ));\n}\n\nfunction configureDynamicShadowGeneratorFilter(generator: ShadowGenerator): void {\n generator.useBlurExponentialShadowMap = false;\n generator.useKernelBlur = false;\n generator.usePercentageCloserFiltering = true;\n generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;\n}\n\nfunction resolveDynamicShadowDarkness(casters: readonly ShadowPreviewMesh[]): number {\n const opacity = Math.max(0, ...casters.map(caster => readShadowPlanNumber(caster, 'opacity')));\n return Math.min(1, Math.max(0, 1 - (Number.isFinite(opacity) && opacity > 0 ? opacity : 0.42)));\n}\n\nfunction resolveDynamicShadowBias(casters: readonly ShadowPreviewMesh[]): number {\n const values = casters.map(caster => readShadowPlanNumber(caster, 'bias')).filter(Number.isFinite);\n return values.length > 0 ? Math.min(...values) : 0.0005;\n}\n\nfunction resolveDynamicShadowNormalBias(casters: readonly ShadowPreviewMesh[]): number {\n const value = Math.max(0, ...casters.map(caster => readShadowPlanNumber(caster, 'normalBias')));\n return Number.isFinite(value) && value > 0 ? value : 0.02;\n}\n\nfunction readShadowPlanNumber(caster: ShadowPreviewMesh, key: string): number {\n const params = readObject(readProjectionShadowPlan(caster)?.params);\n const value = params?.[key];\n return typeof value === 'number' && Number.isFinite(value) ? value : Number.NaN;\n}\n\nfunction clampDynamicShadowResolution(value: number): number {\n if (value >= 4096) return 4096;\n if (value >= 2048) return 2048;\n if (value >= 1024) return 1024;\n return 512;\n}\n\nfunction configureDirectionalLightShadowFrustum(\n light: DynamicShadowGeneratorLight,\n options: BabylonEditorShadowPreviewOptions,\n casters: readonly ShadowPreviewMesh[] = [],\n receivers: readonly ShadowPreviewMesh[] = [],\n): void {\n const dynamicBounds = createDynamicShadowFrustumBounds(casters, receivers, light.direction);\n if (dynamicBounds) {\n const maxExtent = Math.max(dynamicBounds.size.x, dynamicBounds.size.y, dynamicBounds.size.z);\n const padding = Math.max(2, maxExtent * 0.25);\n const halfSize = Math.max(4, maxExtent * 0.5 + padding);\n const direction = normalizeVec3(light.direction) ?? { x: 0, y: -1, z: 0 };\n const distance = Math.max(16, maxExtent + padding * 3);\n setMutableVec3(light.position, {\n x: dynamicBounds.center.x - direction.x * distance,\n y: dynamicBounds.center.y - direction.y * distance,\n z: dynamicBounds.center.z - direction.z * distance,\n });\n light.autoUpdateExtends = false;\n light.orthoLeft = -halfSize;\n light.orthoRight = halfSize;\n light.orthoTop = halfSize;\n light.orthoBottom = -halfSize;\n light.shadowMinZ = 0.1;\n light.shadowMaxZ = Math.max(32, distance + maxExtent + padding);\n return;\n }\n const planar = options.planar || null;\n const shadowOrtho = readObject((planar as { shadowOrtho?: unknown } | null)?.shadowOrtho);\n (light as { orthoLeft?: number }).orthoLeft = readFiniteNumber(shadowOrtho?.left, -20);\n (light as { orthoRight?: number }).orthoRight = readFiniteNumber(shadowOrtho?.right, 20);\n (light as { orthoTop?: number }).orthoTop = readFiniteNumber(shadowOrtho?.top, 20);\n (light as { orthoBottom?: number }).orthoBottom = readFiniteNumber(shadowOrtho?.bottom, -20);\n (light as { shadowMinZ?: number }).shadowMinZ = 1;\n (light as { shadowMaxZ?: number }).shadowMaxZ = 80;\n}\n\nfunction createDynamicShadowFrustumBounds(\n casters: readonly ShadowPreviewMesh[],\n receivers: readonly ShadowPreviewMesh[],\n lightDirection: ShadowPreviewVec3 | undefined,\n): { min: ShadowPreviewVec3; max: ShadowPreviewVec3; center: ShadowPreviewVec3; size: ShadowPreviewVec3 } | null {\n const direction = normalizeVec3(lightDirection);\n const points: ShadowPreviewVec3[] = [];\n const casterBounds = casters.map(readMeshWorldBounds).filter((entry): entry is NonNullable<typeof entry> => Boolean(entry));\n const receiverBounds = receivers.map(readMeshWorldBounds).filter((entry): entry is NonNullable<typeof entry> => Boolean(entry));\n for (const bounds of casterBounds) {\n points.push(...getBoundsCorners(bounds));\n if (direction) {\n for (const receiver of receiverBounds) {\n points.push(...projectBoundsOntoReceiver(bounds, receiver, direction));\n }\n }\n }\n if (points.length === 0) return null;\n const min = {\n x: Math.min(...points.map(point => point.x)),\n y: Math.min(...points.map(point => point.y)),\n z: Math.min(...points.map(point => point.z)),\n };\n const max = {\n x: Math.max(...points.map(point => point.x)),\n y: Math.max(...points.map(point => point.y)),\n z: Math.max(...points.map(point => point.z)),\n };\n const center = {\n x: (min.x + max.x) / 2,\n y: (min.y + max.y) / 2,\n z: (min.z + max.z) / 2,\n };\n const size = {\n x: max.x - min.x,\n y: max.y - min.y,\n z: max.z - min.z,\n };\n return { min, max, center, size };\n}\n\nfunction readMeshWorldBounds(mesh: ShadowPreviewMesh): { min: ShadowPreviewVec3; max: ShadowPreviewVec3 } | null {\n try {\n mesh.computeWorldMatrix?.(true);\n const box = mesh.getBoundingInfo?.()?.boundingBox;\n const min = box?.minimumWorld;\n const max = box?.maximumWorld;\n if (!isFiniteVec3(min) || !isFiniteVec3(max)) return null;\n return {\n min: { x: min.x, y: min.y, z: min.z },\n max: { x: max.x, y: max.y, z: max.z },\n };\n } catch {\n return null;\n }\n}\n\nfunction getBoundsCorners(bounds: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 }): ShadowPreviewVec3[] {\n const { min, max } = bounds;\n return [\n { x: min.x, y: min.y, z: min.z },\n { x: min.x, y: min.y, z: max.z },\n { x: min.x, y: max.y, z: min.z },\n { x: min.x, y: max.y, z: max.z },\n { x: max.x, y: min.y, z: min.z },\n { x: max.x, y: min.y, z: max.z },\n { x: max.x, y: max.y, z: min.z },\n { x: max.x, y: max.y, z: max.z },\n ];\n}\n\nfunction projectBoundsOntoReceiver(\n caster: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 },\n receiver: { min: ShadowPreviewVec3; max: ShadowPreviewVec3 },\n direction: ShadowPreviewVec3,\n): ShadowPreviewVec3[] {\n if (Math.abs(direction.y) < 0.00001) return [];\n const receiverY = receiver.max.y;\n return getBoundsCorners(caster).map(point => {\n const t = (receiverY - point.y) / direction.y;\n if (!Number.isFinite(t)) return null;\n const clampedT = Math.max(0, t);\n return {\n x: point.x + direction.x * clampedT,\n y: receiverY,\n z: point.z + direction.z * clampedT,\n };\n }).filter((entry): entry is ShadowPreviewVec3 => Boolean(entry));\n}\n\nfunction normalizeVec3(value: ShadowPreviewVec3 | undefined): ShadowPreviewVec3 | null {\n if (!isFiniteVec3(value)) return null;\n const length = Math.hypot(value.x, value.y, value.z);\n if (!Number.isFinite(length) || length < 0.00001) return null;\n return { x: value.x / length, y: value.y / length, z: value.z / length };\n}\n\nfunction isFiniteVec3(value: unknown): value is ShadowPreviewVec3 {\n const vec = value as ShadowPreviewVec3 | null | undefined;\n return Boolean(vec)\n && typeof vec?.x === 'number'\n && typeof vec?.y === 'number'\n && typeof vec?.z === 'number'\n && Number.isFinite(vec.x)\n && Number.isFinite(vec.y)\n && Number.isFinite(vec.z);\n}\n\nfunction setMutableVec3(target: ShadowPreviewMutableVec3 | undefined, value: ShadowPreviewVec3): void {\n if (!target) return;\n if (typeof target.set === 'function') {\n target.set(value.x, value.y, value.z);\n return;\n }\n target.x = value.x;\n target.y = value.y;\n target.z = value.z;\n}\n\nfunction readShadowPreviewMeshDebugName(mesh: ShadowPreviewMesh): string {\n const projection = readEditorProjectionMetadata(mesh);\n const nodeId = typeof projection?.nodeId === 'string' ? projection.nodeId : null;\n const name = typeof mesh.name === 'string' ? mesh.name : '<unnamed>';\n return nodeId ? `${name}#${nodeId}` : name;\n}\n\nfunction readPlanarShadowSourceNodeInfo(\n info: PlanarShadowCasterDebugInfo,\n scene: RuntimeScene,\n): { sourceNodeId?: string; sourceNodeIds?: string[] } {\n const nodeIds = new Set<string>();\n const sourceMeshUniqueIds = new Set(info.sourceMeshUniqueIds ?? []);\n const sourceMeshNames = new Set(info.sourceMeshNames ?? []);\n const hasSourceMeshIdentity = sourceMeshUniqueIds.size > 0;\n for (const mesh of readSceneMeshes(scene)) {\n const uniqueId = typeof mesh.uniqueId === 'number' ? mesh.uniqueId : null;\n const matched = hasSourceMeshIdentity\n ? uniqueId !== null && sourceMeshUniqueIds.has(uniqueId)\n : mesh.name === info.sourceName || sourceMeshNames.has(mesh.name ?? '');\n if (!matched) {\n continue;\n }\n const projection = readEditorProjectionMetadata(mesh);\n const nodeId = typeof projection?.nodeId === 'string' ? projection.nodeId : null;\n if (nodeId) nodeIds.add(nodeId);\n }\n const sourceNodeIds = [...nodeIds];\n return {\n ...(sourceNodeIds[0] ? { sourceNodeId: sourceNodeIds[0] } : {}),\n ...(sourceNodeIds.length > 0 ? { sourceNodeIds } : {}),\n };\n}\n\nfunction toPlainVec3(value: ShadowPreviewVec3 | undefined): ShadowPreviewVec3 | null {\n return isFiniteVec3(value) ? { x: value.x, y: value.y, z: value.z } : null;\n}\n\nfunction logShadowDebug(event: string, details: Record<string, unknown>): void {\n if (!isShadowDebugLoggingEnabled()) return;\n try {\n console.info('[fps-shadow-debug]', event, `json=${stringifyShadowDebugDetails(details)}`, details);\n } catch {\n // Debug logging must never affect rendering.\n }\n}\n\nfunction stringifyShadowDebugDetails(details: Record<string, unknown>): string {\n try {\n return JSON.stringify(details);\n } catch {\n return '{\"error\":\"shadowDebugDetailsNotSerializable\"}';\n }\n}\n\nfunction isShadowDebugLoggingEnabled(): boolean {\n const global = globalThis as {\n __FPS_SHADOW_DEBUG__?: unknown;\n localStorage?: { getItem?: (key: string) => string | null };\n location?: { search?: string };\n process?: { env?: Record<string, string | undefined> };\n };\n if (global.__FPS_SHADOW_DEBUG__ === true) return true;\n const env = global.process?.env?.FPS_SHADOW_DEBUG;\n if (env === '1' || env === 'true') return true;\n try {\n const search = global.location?.search ?? '';\n if (/(?:[?&])fpsShadowDebug(?:=1|=true|&|$)/.test(search)) return true;\n } catch {}\n try {\n const stored = global.localStorage?.getItem?.(SHADOW_DEBUG_STORAGE_KEY);\n return stored === '1' || stored === 'true';\n } catch {\n return false;\n }\n}\n\nfunction readFiniteNumber(value: unknown, fallback: number): number {\n return typeof value === 'number' && Number.isFinite(value) ? value : fallback;\n}\n\nfunction readProjectionShadowSettingsPreviewMode(value: unknown): BabylonEditorProjectionShadowMode | null {\n const shadow = readObject(value);\n if (!shadow) return null;\n const mode = shadow.mode;\n if (mode === 'inherit' || mode === 'auto' || mode === 'default') return null;\n if (mode === 'projected') return 'planar';\n if (mode === 'none' || mode === 'blob' || mode === 'static' || mode === 'dynamic') return mode;\n return null;\n}\n\nfunction hasGeneratedShadowDisabled(mesh: ShadowPreviewMesh): boolean {\n for (const node of walkNodeAndParents(mesh)) {\n const metadata = readObject((node as { metadata?: unknown }).metadata);\n if (isEditorPreviewInfrastructureNode(node, metadata)) return true;\n if (\n metadata?.blobShadowInternal === true\n || metadata?.staticProjectedShadowInternal === true\n || metadata?.planarShadowInternal === true\n ) return true;\n const projection = readEditorProjectionMetadata(node);\n if (projection?.runtimeKind === 'camera' || projection?.runtimeKind === 'light') return true;\n if (\n metadata?.disableBlobShadow === true\n && metadata?.disableStaticProjectedShadow === true\n && metadata?.disablePlanarShadow === true\n && projection?.nodeId !== 'root'\n && projection?.helperKind !== 'root'\n ) {\n return true;\n }\n }\n return false;\n}\n\nfunction isEditorPreviewInfrastructureNode(\n node: unknown,\n metadata: Record<string, unknown> | null,\n): boolean {\n if (metadata?.editorProjectionHelper === true || metadata?.editorGrid === true) return true;\n const name = typeof (node as { name?: unknown })?.name === 'string'\n ? (node as { name: string }).name.toLowerCase()\n : '';\n return name === 'editor.world.sky' || name.startsWith('editor.world.');\n}\n\nfunction walkNodeAndParents(mesh: ShadowPreviewMesh): unknown[] {\n const nodes: unknown[] = [];\n const seen = new Set<unknown>();\n let cursor: unknown = mesh;\n while (cursor && typeof cursor === 'object' && !seen.has(cursor)) {\n nodes.push(cursor);\n seen.add(cursor);\n cursor = (cursor as { parent?: unknown }).parent;\n }\n return nodes;\n}\n\nfunction readEditorProjectionMetadata(node: unknown): Record<string, unknown> | null {\n return readObject(readObject((node as { metadata?: unknown })?.metadata)?.editorProjection);\n}\n\nfunction readObject(value: unknown): Record<string, unknown> | null {\n return value && typeof value === 'object' && !Array.isArray(value)\n ? value as Record<string, unknown>\n : null;\n}\n\nfunction mergeUniquePatterns(patterns: readonly string[]): string[] {\n const normalized: string[] = [];\n const seen = new Set<string>();\n for (const pattern of patterns) {\n const trimmed = pattern.trim();\n const key = trimmed.toLowerCase();\n if (!trimmed || seen.has(key)) continue;\n seen.add(key);\n normalized.push(trimmed);\n }\n return normalized;\n}\n\nfunction resolveDirectionalLight(\n projection: BabylonEditorProjection,\n nodeId: string | null,\n): PlanarShadowDirectionalLight | null {\n if (!nodeId) return null;\n const projectedNode = projection.getProjectedNode(nodeId);\n if (!projectedNode) return null;\n for (const runtimeObject of projectedNode.runtimeObjects) {\n if (isDirectionalLight(runtimeObject)) return runtimeObject as PlanarShadowDirectionalLight;\n }\n return null;\n}\n\nfunction isDirectionalLight(value: unknown): boolean {\n if (!value || typeof value !== 'object') return false;\n const candidate = value as {\n direction?: unknown;\n metadata?: {\n editorProjection?: {\n runtimeKind?: unknown;\n lightType?: unknown;\n };\n };\n };\n return !!candidate.direction\n && candidate.metadata?.editorProjection?.runtimeKind === 'light'\n && candidate.metadata.editorProjection.lightType === 'directional';\n}\n"]}
@@ -59,6 +59,7 @@ export interface BabylonTransformGizmoControllerOptions {
59
59
  }
60
60
  export interface BabylonTransformGizmoController {
61
61
  getState(): EditorTransformGizmoState;
62
+ prepare(): Promise<void>;
62
63
  setTool(tool: EditorTransformTool): void;
63
64
  setSpace(space: EditorTransformSpace): void;
64
65
  setConstraint(constraint: EditorTransformConstraint): void;
@@ -1 +1 @@
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