@relu-interactives/spatial-ecs 0.2.7 → 0.2.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{System-CIiWteft.d.cts → System-AV2_87Zr.d.cts} +1 -1
- package/dist/{System-CIiWteft.d.ts → System-AV2_87Zr.d.ts} +1 -1
- package/dist/{Video-Dj4KBqQ1.d.cts → Video-Bn93p6XV.d.cts} +27 -5
- package/dist/{Video-B-qMljTn.d.ts → Video-D6mObK_5.d.ts} +27 -5
- package/dist/{chunk-R5D5PWXV.js → chunk-AZR6SLQN.js} +16 -4
- package/dist/chunk-AZR6SLQN.js.map +1 -0
- package/dist/{chunk-EIC5B3A7.js → chunk-LE6ARNYQ.js} +84 -13
- package/dist/chunk-LE6ARNYQ.js.map +1 -0
- package/dist/{chunk-FDWNCXU3.js → chunk-ODCWJHPS.js} +3 -3
- package/dist/{chunk-FDWNCXU3.js.map → chunk-ODCWJHPS.js.map} +1 -1
- package/dist/{chunk-G2DUXNTQ.js → chunk-PHIEXEKJ.js} +10 -3
- package/dist/chunk-PHIEXEKJ.js.map +1 -0
- package/dist/{chunk-2F6T3BVO.js → chunk-SABZQFSA.js} +47 -29
- package/dist/chunk-SABZQFSA.js.map +1 -0
- package/dist/components/index.cjs +13 -1
- package/dist/components/index.cjs.map +1 -1
- package/dist/components/index.d.cts +2 -2
- package/dist/components/index.d.ts +2 -2
- package/dist/components/index.js +1 -1
- package/dist/factories/index.cjs +92 -9
- package/dist/factories/index.cjs.map +1 -1
- package/dist/factories/index.d.cts +7 -4
- package/dist/factories/index.d.ts +7 -4
- package/dist/factories/index.js +3 -3
- package/dist/{index-Cf-PaKyN.d.ts → index-B4-ABchF.d.cts} +4 -3
- package/dist/{index-B12sx9yF.d.cts → index-BO49V8aS.d.ts} +4 -3
- package/dist/index.cjs +187 -40
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +6 -6
- package/dist/index.d.ts +6 -6
- package/dist/index.js +52 -14
- package/dist/index.js.map +1 -1
- package/dist/systems/index.cjs +44 -31
- package/dist/systems/index.cjs.map +1 -1
- package/dist/systems/index.d.cts +2 -2
- package/dist/systems/index.d.ts +2 -2
- package/dist/systems/index.js +3 -3
- package/dist/types.d.cts +1 -1
- package/dist/types.d.ts +1 -1
- package/dist/worldSnapshotUtils.cjs +8 -1
- package/dist/worldSnapshotUtils.cjs.map +1 -1
- package/dist/worldSnapshotUtils.d.cts +1 -1
- package/dist/worldSnapshotUtils.d.ts +1 -1
- package/dist/worldSnapshotUtils.js +1 -1
- package/package.json +1 -1
- package/dist/chunk-2F6T3BVO.js.map +0 -1
- package/dist/chunk-EIC5B3A7.js.map +0 -1
- package/dist/chunk-G2DUXNTQ.js.map +0 -1
- package/dist/chunk-R5D5PWXV.js.map +0 -1
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Subclass `Component` to declare\n * a typed data container that systems can query.\n *\n * @remarks\n * Components own state only — runtime behaviour belongs in {@link Behaviour}\n * subclasses for user scripts. Keep fields plain (numbers, strings, vectors,\n * asset URLs).\n *\n * @category Components\n */\nexport class Component {}\n\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Wraps the live `THREE.Object3D` for an entity. Almost every entity that\n * renders to the scene carries an `Object3DRef` so transform sync, selection,\n * and parenting systems can manipulate the underlying object.\n *\n * @remarks\n * The `object` reference may be replaced when assets finish loading. Read it\n * fresh inside system/script hooks rather than caching it across frames.\n *\n * @category Components\n */\nexport class Object3DRef extends Component {\n /** Live three.js object placed in the scene graph. May be replaced when assets finish loading. */\n object: THREE.Object3D;\n /** Whether the object is currently visible. Mirrors `object.visible` and is preserved across reloads. */\n visibility: boolean;\n\n constructor(object: THREE.Object3D, visibility?: boolean) {\n super();\n this.object = object;\n this.visibility =\n typeof visibility === \"boolean\" ? visibility : Boolean(object.visible);\n }\n}\n","import { Component } from \"../Component\";\nimport type { EntityId } from \"../types\";\n\n/**\n * Records the parent entity id for hierarchical scene graphs. `null` means\n * the entity is at the world root. The `ObjectManagementSystem` reconciles\n * scene-graph parenting from this component each frame.\n *\n * @category Components\n */\nexport class ParentId extends Component {\n /** Parent entity id, or `null` for root-level entities. */\n value: EntityId | null;\n\n constructor(value: EntityId | null = null) {\n super();\n this.value = value;\n }\n}\n","import { Component } from \"../Component\";\nimport {\n Euler,\n Quaternion,\n Vector3,\n type EulerOrder,\n} from \"three\";\n\n/** Plain XYZ vector. All ECS transform fields use this shape rather than `THREE.Vector3` so they save cleanly with the project. */\nexport type Vec3 = {\n /** X component. */\n x: number;\n /** Y component. */\n y: number;\n /** Z component. */\n z: number;\n};\n\n/** Optional initial values passed to {@link TransformComponent}. Missing axes default to `0` for position/rotation and `1` for scale. */\nexport type TransformData = {\n /** Initial position (defaults to `{ 0, 0, 0 }`). */\n position?: Partial<Vec3>;\n /** Initial rotation in **radians** (defaults to `{ 0, 0, 0 }`). */\n rotation?: Partial<Vec3>;\n /** Initial scale (defaults to `{ 1, 1, 1 }`). */\n scale?: Partial<Vec3>;\n};\n\ntype TransformInput = Vector3 | Euler | Quaternion;\n\nfunction readXYZ(input: TransformInput): Vec3 {\n return {\n x: input.x,\n y: input.y,\n z: input.z,\n };\n}\n\n/**\n * Position, rotation, and scale of an entity in its parent's local space.\n *\n * @remarks\n * Rotation is stored in **radians** (Euler XYZ). The editor inspector converts\n * to/from degrees for display — do not store degrees in this component.\n * Mutations should go through the `setPosition` / `setRotation` / `setScale`\n * helpers so dependent systems pick up the change.\n *\n * @category Components\n */\nexport class TransformComponent extends Component {\n /** Local position relative to the parent (or world if no parent). */\n position: Vec3;\n /** Local rotation as Euler XYZ in **radians**. */\n rotation: Vec3;\n /** Local scale factors per axis (`1` = identity). */\n scale: Vec3;\n\n constructor(data: TransformData = {}) {\n super();\n\n const position = data.position ?? {};\n const rotation = data.rotation ?? {};\n const scale = data.scale ?? {};\n\n this.position = {\n x: position.x ?? 0,\n y: position.y ?? 0,\n z: position.z ?? 0,\n };\n\n this.rotation = {\n x: rotation.x ?? 0,\n y: rotation.y ?? 0,\n z: rotation.z ?? 0,\n };\n\n this.scale = {\n x: scale.x ?? 1,\n y: scale.y ?? 1,\n z: scale.z ?? 1,\n };\n }\n\n toPositionVector3(target = new Vector3()): Vector3 {\n return target.set(this.position.x, this.position.y, this.position.z);\n }\n\n toRotationEuler(\n target = new Euler(),\n order: EulerOrder = \"XYZ\",\n ): Euler {\n return target.set(this.rotation.x, this.rotation.y, this.rotation.z, order);\n }\n\n toRotationQuaternion(\n target = new Quaternion(),\n order: EulerOrder = \"XYZ\",\n ): Quaternion {\n const euler = new Euler(\n this.rotation.x,\n this.rotation.y,\n this.rotation.z,\n order,\n );\n return target.setFromEuler(euler);\n }\n\n toScaleVector3(target = new Vector3()): Vector3 {\n return target.set(this.scale.x, this.scale.y, this.scale.z);\n }\n\n setPosition(input: TransformInput): this {\n const next = readXYZ(input);\n this.position.x = next.x;\n this.position.y = next.y;\n this.position.z = next.z;\n return this;\n }\n\n setScale(input: TransformInput): this {\n const next = readXYZ(input);\n this.scale.x = next.x;\n this.scale.y = next.y;\n this.scale.z = next.z;\n return this;\n }\n\n setRotation(input: TransformInput, order: EulerOrder = \"XYZ\"): this {\n if (input instanceof Quaternion) {\n const euler = new Euler().setFromQuaternion(input, order);\n this.rotation.x = euler.x;\n this.rotation.y = euler.y;\n this.rotation.z = euler.z;\n return this;\n }\n\n const next = readXYZ(input);\n this.rotation.x = next.x;\n this.rotation.y = next.y;\n this.rotation.z = next.z;\n return this;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport { ParentId } from \"../components/ParentId\";\nimport type { TransformData } from \"../components/Transform\";\nimport { TransformComponent } from \"../components/Transform\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { EntityId, EcsEntityKind } from \"../types\";\n\nexport type CreatePayload = {\n name?: string;\n transform?: TransformData;\n parentId?: EntityId | null;\n path?: string;\n options?: Record<string, unknown>;\n camera?: Record<string, unknown>;\n useWorldCamera?: boolean;\n};\n\nexport type CreateContext = {\n world: World;\n scene: THREE.Scene;\n camera: THREE.PerspectiveCamera;\n payload: CreatePayload;\n isEditor?: boolean;\n};\n\nexport type EntityFactory = (context: CreateContext) => EntityId;\n\nexport type EcsComponentFactoryKind =\n | \"animation\"\n | \"audio\"\n | \"camera\"\n | \"environment\"\n | \"entityType\"\n | \"image\"\n | \"imageTargetAnchor\"\n | \"imageTarget\"\n | \"light\"\n | \"material\"\n | \"mesh\"\n | \"meshGeometry\"\n | \"model\"\n | \"name\"\n | \"object3DRef\"\n | \"parentId\"\n | \"physics\"\n | \"postprocessing\"\n | \"script\"\n | \"selectable\"\n | \"selectionTransformState\"\n | \"sprite\"\n | \"transform\"\n | \"video\"\n | \"instancedMesh\";\n\nexport type ComponentFactory = (\n world: World,\n entityId: EntityId,\n ...args: any[]\n) => unknown;\n\ntype CreateRequest = {\n kind: EcsEntityKind;\n payload: CreatePayload;\n onCreated?: (entityId: EntityId) => void;\n};\n\nexport function createTransform(input?: TransformData): TransformComponent {\n return new TransformComponent(input);\n}\n\nexport function applyTransform(\n object: THREE.Object3D,\n transform: TransformComponent,\n): void {\n object.position.set(\n transform.position.x,\n transform.position.y,\n transform.position.z,\n );\n object.rotation.set(\n transform.rotation.x,\n transform.rotation.y,\n transform.rotation.z,\n );\n object.scale.set(transform.scale.x, transform.scale.y, transform.scale.z);\n}\n\nexport class ObjectManagementSystem implements EcsSystem {\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private readonly isEditor: boolean;\n private readonly registry = new Map<EcsEntityKind, EntityFactory>();\n private readonly componentRegistry = new Map<\n EcsComponentFactoryKind,\n ComponentFactory\n >();\n private readonly createQueue: CreateRequest[] = [];\n\n constructor(\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n isEditor = false,\n ) {\n this.scene = scene;\n this.camera = camera;\n this.isEditor = isEditor;\n }\n\n register(kind: EcsEntityKind, factory: EntityFactory): void {\n this.registry.set(kind, factory);\n }\n\n registerComponentFactory(\n kind: EcsComponentFactoryKind,\n factory: ComponentFactory,\n ): void {\n this.componentRegistry.set(kind, factory);\n }\n\n getOrCreateAudioListener(): THREE.AudioListener {\n const existing = this.camera.userData.ecsAudioListener;\n if (existing instanceof THREE.AudioListener) {\n return existing;\n }\n\n const listener = new THREE.AudioListener();\n this.camera.add(listener);\n this.camera.userData.ecsAudioListener = listener;\n return listener;\n }\n\n isEditorMode(): boolean {\n return this.isEditor;\n }\n\n getComponentFactory(kind: EcsComponentFactoryKind): ComponentFactory | null {\n return this.componentRegistry.get(kind) ?? null;\n }\n\n createComponentNow(\n kind: EcsComponentFactoryKind,\n world: World,\n entityId: EntityId,\n ...args: any[]\n ): unknown {\n const factory = this.componentRegistry.get(kind);\n if (!factory) {\n throw new Error(`Unknown component kind: ${kind}`);\n }\n\n return factory(world, entityId, ...args);\n }\n\n requestCreate(\n kind: EcsEntityKind,\n payload: CreatePayload = {},\n onCreated?: (entityId: EntityId) => void,\n ): void {\n this.createQueue.push({ kind, payload, onCreated });\n }\n\n createNow(\n kind: EcsEntityKind,\n world: World,\n payload: CreatePayload = {},\n ): EntityId {\n const factory = this.registry.get(kind);\n if (!factory) {\n throw new Error(`Unknown object kind: ${kind}`);\n }\n\n const entityId = factory({\n world,\n scene: this.scene,\n camera: this.camera,\n payload,\n isEditor: this.isEditor,\n });\n\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (object) {\n object.userData.ecsKind = kind;\n }\n\n if (payload.parentId !== undefined) {\n world.addComponent(entityId, new ParentId(payload.parentId));\n }\n\n return entityId;\n }\n\n deleteEntity(world: World, entityId: EntityId): boolean {\n if (!world.hasEntity(entityId)) {\n return false;\n }\n\n const object3d = world.getComponent(entityId, Object3DRef)?.object;\n if (object3d?.parent) {\n object3d.parent.remove(object3d);\n }\n\n world.destroyEntity(entityId);\n return true;\n }\n\n setParent(\n world: World,\n entityId: EntityId,\n parentId: EntityId | null,\n options?: {\n preserveWorldTransform?: boolean;\n },\n ): boolean {\n if (!world.hasEntity(entityId)) {\n return false;\n }\n\n if (parentId !== null && !world.hasEntity(parentId)) {\n return false;\n }\n\n if (parentId === entityId) {\n return false;\n }\n\n let ancestor = parentId;\n while (ancestor !== null) {\n if (ancestor === entityId) {\n return false;\n }\n\n ancestor = world.getComponent(ancestor, ParentId)?.value ?? null;\n }\n\n const parentComponent = world.getComponent(entityId, ParentId);\n if (parentComponent) {\n if (parentComponent.value === parentId) {\n return false;\n }\n\n parentComponent.value = parentId;\n } else {\n world.addComponent(entityId, new ParentId(parentId));\n }\n\n const preserveWorldTransform = options?.preserveWorldTransform ?? true;\n if (preserveWorldTransform) {\n const object = world.getComponent(entityId, Object3DRef)?.object;\n const parentObject =\n parentId !== null\n ? world.getComponent(parentId, Object3DRef)?.object ?? null\n : null;\n\n if (object) {\n // Refresh matrixWorld before attach so world-space preservation is accurate.\n this.scene.updateMatrixWorld(true);\n\n if (parentObject && parentObject !== object) {\n parentObject.attach(object);\n } else {\n this.scene.attach(object);\n }\n\n object.updateMatrixWorld(true);\n this.syncTransformComponentFromObject(world, entityId, object);\n }\n }\n\n this.reconcileSceneFromWorld(world);\n return true;\n }\n\n private syncTransformComponentFromObject(\n world: World,\n entityId: EntityId,\n object: THREE.Object3D,\n ): void {\n const transform = world.getComponent(entityId, TransformComponent);\n if (!transform) {\n return;\n }\n\n transform.position.x = object.position.x;\n transform.position.y = object.position.y;\n transform.position.z = object.position.z;\n\n transform.rotation.x = object.rotation.x;\n transform.rotation.y = object.rotation.y;\n transform.rotation.z = object.rotation.z;\n\n transform.scale.x = object.scale.x;\n transform.scale.y = object.scale.y;\n transform.scale.z = object.scale.z;\n }\n\n reconcileSceneFromWorld(world: World): void {\n const worldObjects = new Map<EntityId, THREE.Object3D>();\n const entityIds = world.query(Object3DRef);\n\n for (const entityId of entityIds) {\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (!object) {\n continue;\n }\n\n worldObjects.set(entityId, object);\n }\n\n for (const child of [...this.scene.children]) {\n const entityId = child.userData?.entityId;\n if (typeof entityId === \"number\" && !world.hasEntity(entityId)) {\n this.scene.remove(child);\n }\n }\n\n for (const [entityId, object] of worldObjects.entries()) {\n const parentEntityId = world.getComponent(entityId, ParentId)?.value;\n const parentObject =\n typeof parentEntityId === \"number\"\n ? worldObjects.get(parentEntityId)\n : undefined;\n\n if (parentObject && parentObject !== object) {\n if (object.parent !== parentObject) {\n // Reconcile hierarchy from ParentId while keeping Transform as local source of truth.\n parentObject.add(object);\n object.updateMatrixWorld(true);\n }\n continue;\n }\n\n if (object.parent !== this.scene) {\n // Reconcile hierarchy from ParentId while keeping Transform as local source of truth.\n this.scene.add(object);\n object.updateMatrixWorld(true);\n }\n }\n }\n\n update(world: World): void {\n for (const request of this.createQueue.splice(0)) {\n const entityId = this.createNow(request.kind, world, request.payload);\n request.onCreated?.(entityId);\n }\n\n this.reconcileSceneFromWorld(world);\n }\n}\n","import type * as THREE from \"three\";\n\nexport interface StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying: boolean;\n isPaused: boolean;\n onStart: () => void;\n onPlaying: () => void;\n onEnd: () => void;\n play: () => void;\n pause: () => void;\n stop: () => void;\n}\n\nexport type AnimationStateCallbacks = {\n onStart?: () => void;\n onPlaying?: () => void;\n onEnd?: () => void;\n};\n\nexport class AnimationStateMachine implements StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying = false;\n isPaused = false;\n private callbacks: Required<AnimationStateCallbacks>;\n\n constructor(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ) {\n this.name = name;\n this.clip = clip;\n this.clipId = clipId;\n this.loop = loop;\n this.callbacks = {\n onStart: callbacks.onStart ?? (() => {}),\n onPlaying: callbacks.onPlaying ?? (() => {}),\n onEnd: callbacks.onEnd ?? (() => {}),\n };\n }\n\n setCallbacks(callbacks: AnimationStateCallbacks): void {\n this.callbacks = {\n onStart: callbacks.onStart ?? this.callbacks.onStart,\n onPlaying: callbacks.onPlaying ?? this.callbacks.onPlaying,\n onEnd: callbacks.onEnd ?? this.callbacks.onEnd,\n };\n }\n\n setLoop(loop: boolean): void {\n this.loop = loop;\n }\n\n onStart(): void {\n this.callbacks.onStart();\n }\n\n onPlaying(): void {\n this.callbacks.onPlaying();\n }\n\n onEnd(): void {\n this.callbacks.onEnd();\n }\n\n play(): void {\n const wasPlaying = this.isPlaying;\n this.isPlaying = true;\n this.isPaused = false;\n\n if (!wasPlaying) {\n this.onStart();\n }\n\n this.onPlaying();\n }\n\n pause(): void {\n if (!this.isPlaying) {\n return;\n }\n\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n stop(): void {\n const shouldNotifyEnd = this.isPlaying || this.isPaused;\n this.isPlaying = false;\n this.isPaused = false;\n\n if (shouldNotifyEnd) {\n this.onEnd();\n }\n }\n}\n\nexport class AnimationStateManager {\n private readonly states = new Map<string, AnimationStateMachine>();\n private activeState: AnimationStateMachine | null = null;\n\n addState(state: AnimationStateMachine): AnimationStateMachine {\n this.states.set(state.name, state);\n return state;\n }\n\n createState(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ): AnimationStateMachine {\n const state = new AnimationStateMachine(name, clip, callbacks, loop, clipId);\n this.states.set(name, state);\n return state;\n }\n\n removeState(name: string): boolean {\n const state = this.states.get(name);\n if (!state) {\n return false;\n }\n\n if (this.activeState?.name === name) {\n this.activeState.stop();\n this.activeState = null;\n }\n\n return this.states.delete(name);\n }\n\n getState(name: string): AnimationStateMachine | null {\n return this.states.get(name) ?? null;\n }\n\n hasState(name: string): boolean {\n return this.states.has(name);\n }\n\n listStates(): AnimationStateMachine[] {\n return [...this.states.values()];\n }\n\n getActiveState(): AnimationStateMachine | null {\n return this.activeState;\n }\n\n switchState(name: string, autoPlay = true): AnimationStateMachine | null {\n const next = this.states.get(name) ?? null;\n if (!next) {\n return null;\n }\n\n if (this.activeState && this.activeState !== next) {\n this.activeState.stop();\n }\n\n this.activeState = next;\n if (autoPlay) {\n next.play();\n }\n\n return next;\n }\n\n playState(name?: string): boolean {\n const state = name ? this.switchState(name, false) : this.activeState;\n if (!state) {\n return false;\n }\n\n this.activeState = state;\n state.play();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.pause();\n return true;\n }\n\n stopState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.stop();\n if (!name || this.activeState?.name === name) {\n this.activeState = null;\n }\n return true;\n }\n\n clear(): void {\n this.stopState();\n this.states.clear();\n this.activeState = null;\n }\n}","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport {\n AnimationStateManager,\n type AnimationStateMachine,\n} from \"../AnimationStateMachine\";\n\n/** Initializer for {@link AnimationComponent}. */\nexport type AnimationComponentOptions = {\n /** Initial set of clips imported from the entity's model. */\n clips?: THREE.AnimationClip[];\n /** URLs (or `localasset://` paths) of clips to load asynchronously and merge into the catalog. */\n externalClipSources?: string[];\n /** Name of the state to activate after construction. */\n activeState?: string | null;\n /** Whether playback starts paused. */\n paused?: boolean;\n /** Play the active clip in reverse. */\n reverse?: boolean;\n /** Time-scale multiplier (`1` = real-time). */\n timeScale?: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration?: number;\n /** Predefined state machine entries (`name` -> clip binding). */\n states?: Array<{\n /** State name (must be unique). */\n name: string;\n /** Clip name to play in this state. */\n clip: string;\n /** Optional stable clip id used to disambiguate same-named clips. */\n clipId?: string;\n /** Loop the clip while in this state. */\n loop?: boolean;\n }>;\n};\n\n/** Catalog entry describing a clip available to the entity (from a model or an external source). */\nexport type AnimationClipCatalogEntry = {\n /** Stable id used to reference the clip from state machines. */\n id: string;\n /** Internal clip name as stored on the `THREE.AnimationClip`. */\n name: string;\n /** Display label shown in the inspector. */\n label: string;\n /** Underlying three.js clip. */\n clip: THREE.AnimationClip;\n /** Where this clip came from. */\n source: \"model\" | \"external\";\n /** Source URL/path for `external` clips; `null` for clips imported from a model. */\n sourceUrl: string | null;\n};\n\ntype ImportedClipEntry = {\n clip: THREE.AnimationClip;\n sourceUrl: string | null;\n};\n\n/**\n * Animation catalog and runtime state for an entity. Combines clips imported\n * from a model with externally added clips, exposes a state machine for\n * named transitions, and is queried each frame by the animation system to\n * advance mixer time.\n *\n * @remarks\n * Use the `addState` / `switchState` helpers rather than mutating the state\n * machine directly so the animation system observes transitions.\n *\n * @category Components\n */\nexport class AnimationComponent extends Component {\n private modelClips: THREE.AnimationClip[];\n private importedClips: ImportedClipEntry[];\n private clipById: Map<string, THREE.AnimationClip>;\n private clipEntriesById: Map<string, AnimationClipCatalogEntry>;\n\n /** Combined ordered list of clips (model + external) currently loaded. */\n clips: THREE.AnimationClip[];\n /** Per-clip metadata used by the inspector. */\n clipCatalog: AnimationClipCatalogEntry[];\n /** Display names of clips available for state-machine bindings. */\n availableClips: string[];\n /** URLs/paths of external clip sources (saved with the project). */\n externalClipSources: string[];\n /** Whether playback is currently paused. */\n paused: boolean;\n /** Play the active clip in reverse. */\n reverse: boolean;\n /** Playback speed multiplier (`1` = real-time). */\n timeScale: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration: number;\n /** All state-machine entries authored on this entity. */\n states: AnimationStateMachine[];\n /** State currently being played, or `null` if none. */\n active: AnimationStateMachine | null;\n /** Name of the {@link active} state, or `null` if none. */\n activeStateName: string | null;\n /** Manager that drives state transitions; mutate via {@link addState}/{@link switchState}. */\n stateManager: AnimationStateManager;\n\n constructor(options: AnimationComponentOptions = {}) {\n super();\n\n this.modelClips = Array.isArray(options.clips) ? [...options.clips] : [];\n this.importedClips = [];\n this.clipById = new Map<string, THREE.AnimationClip>();\n this.clipEntriesById = new Map<string, AnimationClipCatalogEntry>();\n this.clips = [];\n this.clipCatalog = [];\n this.availableClips = [];\n this.externalClipSources = [];\n\n this.setExternalClipSources(options.externalClipSources ?? []);\n this.refreshClipCatalog();\n\n this.paused = options.paused ?? false;\n this.reverse = options.reverse ?? false;\n this.timeScale = options.timeScale ?? 1;\n this.crossFadeDuration = options.crossFadeDuration ?? 0;\n\n this.stateManager = new AnimationStateManager();\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n\n if (Array.isArray(options.states) && options.states.length > 0) {\n for (const entry of options.states) {\n this.addState(entry.name, entry.clip, entry.loop ?? false);\n }\n }\n // else {\n // for (const clip of this.clips) {\n // this.addState(clip.name || \"Default\", clip.name, false);\n // }\n // }\n\n if (typeof options.activeState === \"string\" && options.activeState.length > 0) {\n this.switchState(options.activeState, !this.paused);\n }\n }\n\n private refreshClipCatalog(): void {\n const catalog: AnimationClipCatalogEntry[] = [];\n const nameCounts = new Map<string, number>();\n const nextById = new Map<string, THREE.AnimationClip>();\n const nextEntriesById = new Map<string, AnimationClipCatalogEntry>();\n\n for (const [index, clip] of this.modelClips.entries()) {\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const id = `model:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label: count > 1 ? `${name} (${count})` : name,\n clip,\n source: \"model\",\n sourceUrl: null,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n for (const [index, imported] of this.importedClips.entries()) {\n const clip = imported.clip;\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const sourceUrl = imported.sourceUrl;\n const id = `external:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const sourceSuffix = sourceUrl\n ? sourceUrl.split(\"/\").pop() ?? sourceUrl\n : \"external\";\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label:\n count > 1\n ? `${name} (${count}) • ${sourceSuffix}`\n : `${name} • ${sourceSuffix}`,\n clip,\n source: \"external\",\n sourceUrl,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n this.clipById = nextById;\n this.clipEntriesById = nextEntriesById;\n this.clipCatalog = catalog;\n this.clips = catalog.map((entry) => entry.clip);\n this.availableClips = catalog.map((entry) => entry.name);\n }\n\n private refreshStateRefs(): void {\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n }\n\n private resolveClipRef(clipRef: string): { id: string; clip: THREE.AnimationClip } | null {\n const trimmed = clipRef.trim();\n if (!trimmed) {\n return null;\n }\n\n const byId = this.clipById.get(trimmed);\n if (byId) {\n return { id: trimmed, clip: byId };\n }\n\n const byName = this.clipCatalog.find((entry) => entry.name === trimmed);\n if (!byName) {\n return null;\n }\n\n return { id: byName.id, clip: byName.clip };\n }\n\n setModelClips(clips: THREE.AnimationClip[]): void {\n this.modelClips = Array.isArray(clips) ? [...clips] : [];\n this.refreshClipCatalog();\n }\n\n setImportedClips(\n clips: THREE.AnimationClip[] | ImportedClipEntry[],\n ): void {\n if (!Array.isArray(clips)) {\n this.importedClips = [];\n this.refreshClipCatalog();\n return;\n }\n\n this.importedClips = clips\n .map((entry) => {\n if (entry instanceof THREE.AnimationClip) {\n return { clip: entry, sourceUrl: null };\n }\n\n if (!entry || typeof entry !== \"object\") {\n return null;\n }\n\n const candidate = entry as Partial<ImportedClipEntry>;\n if (!(candidate.clip instanceof THREE.AnimationClip)) {\n return null;\n }\n\n return {\n clip: candidate.clip,\n sourceUrl:\n typeof candidate.sourceUrl === \"string\" && candidate.sourceUrl.length > 0\n ? candidate.sourceUrl\n : null,\n };\n })\n .filter((entry): entry is ImportedClipEntry => entry !== null);\n\n this.refreshClipCatalog();\n }\n\n setExternalClipSources(sources: string[]): void {\n if (!Array.isArray(sources)) {\n this.externalClipSources = [];\n return;\n }\n\n const seen = new Set<string>();\n const normalized: string[] = [];\n for (const source of sources) {\n if (typeof source !== \"string\") {\n continue;\n }\n\n const trimmed = source.trim();\n if (!trimmed || seen.has(trimmed)) {\n continue;\n }\n\n seen.add(trimmed);\n normalized.push(trimmed);\n }\n\n this.externalClipSources = normalized;\n }\n\n addState(name: string, clipRef: string, loop = false): AnimationStateMachine | null {\n if (!name.trim()) {\n return null;\n }\n\n const resolved = this.resolveClipRef(clipRef);\n if (!resolved) {\n return null;\n }\n\n const state = this.stateManager.createState(name, resolved.clip, {}, loop, resolved.id);\n this.refreshStateRefs();\n return state;\n }\n\n setStates(states: Array<{ name: string; clip: string; clipId?: string; loop?: boolean }>): void {\n const previousActive = this.activeStateName;\n this.stateManager.clear();\n\n for (const state of states) {\n if (!state.name.trim()) {\n continue;\n }\n\n let createdState: AnimationStateMachine | null = null;\n\n if (typeof state.clipId === \"string\" && state.clipId.trim().length > 0) {\n createdState = this.addState(state.name, state.clipId, Boolean(state.loop));\n }\n\n if (!createdState) {\n this.addState(state.name, state.clip, Boolean(state.loop));\n }\n }\n\n if (previousActive) {\n this.stateManager.switchState(previousActive, !this.paused);\n }\n\n this.refreshStateRefs();\n }\n\n getStateConfigs(): Array<{ name: string; clip: string; clipId: string | null; loop: boolean }> {\n return this.states.map((state) => ({\n name: state.name,\n clip: state.clip.name,\n clipId: state.clipId,\n loop: state.loop,\n }));\n }\n\n setActiveState(name: string | null, autoPlay = true): boolean {\n if (!name) {\n const stopped = this.stateManager.stopState();\n this.paused = true;\n this.refreshStateRefs();\n return stopped;\n }\n\n return this.switchState(name, autoPlay);\n }\n\n removeState(name: string): boolean {\n const removed = this.stateManager.removeState(name);\n if (removed) {\n this.refreshStateRefs();\n }\n return removed;\n }\n\n switchState(name: string, autoPlay = true): boolean {\n const state = this.stateManager.switchState(name, autoPlay);\n if (!state) {\n return false;\n }\n\n this.paused = !state.isPlaying;\n this.refreshStateRefs();\n return true;\n }\n\n playState(name?: string): boolean {\n const played = this.stateManager.playState(name);\n if (!played) {\n return false;\n }\n\n this.paused = false;\n this.refreshStateRefs();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const paused = this.stateManager.pauseState(name);\n if (!paused) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n\n stopState(name?: string): boolean {\n const stopped = this.stateManager.stopState(name);\n if (!stopped) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Runtime camera mode. `3d` is a free camera; `ar` is composited over a tracked image/face feed. */\nexport type CameraRuntimeType = \"3d\" | \"ar\";\n/** Projection model. */\nexport type CameraProjection = \"perspective\" | \"orthographic\";\n\n/** Optional initializer for {@link CameraComponent}. Any field omitted falls back to the defaults documented on the component. */\nexport type CameraComponentOptions = {\n /** Pre-built three.js camera. When omitted the component creates one from {@link projection}. */\n camera?: THREE.Camera;\n /** Runtime camera mode. */\n type?: CameraRuntimeType;\n /** Mark this camera as the default camera the renderer uses. */\n isDefault?: boolean;\n /** Projection model. */\n projection?: CameraProjection;\n /** Vertical field of view in **degrees** (perspective only). */\n fov?: number;\n /** Near clip plane in world units. */\n near?: number;\n /** Far clip plane in world units. */\n far?: number;\n /** Left edge of the orthographic frustum in world units. */\n left?: number;\n /** Right edge of the orthographic frustum in world units. */\n right?: number;\n /** Top edge of the orthographic frustum in world units. */\n top?: number;\n /** Bottom edge of the orthographic frustum in world units. */\n bottom?: number;\n /** Zoom multiplier (`1` = no zoom). */\n zoom?: number;\n};\n\nconst DEFAULT_FOV = 50;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 2000;\nconst DEFAULT_ORTHO_LEFT = -5;\nconst DEFAULT_ORTHO_RIGHT = 5;\nconst DEFAULT_ORTHO_TOP = 5;\nconst DEFAULT_ORTHO_BOTTOM = -5;\nconst DEFAULT_ZOOM = 1;\n\nfunction inferProjection(camera: THREE.Camera | undefined): CameraProjection {\n if (camera instanceof THREE.OrthographicCamera) {\n return \"orthographic\";\n }\n\n return \"perspective\";\n}\n\nfunction readCameraNear(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"near\" in camera &&\n typeof camera.near === \"number\" &&\n Number.isFinite(camera.near)\n ) {\n return camera.near;\n }\n\n return null;\n}\n\nfunction readCameraFar(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"far\" in camera &&\n typeof camera.far === \"number\" &&\n Number.isFinite(camera.far)\n ) {\n return camera.far;\n }\n\n return null;\n}\n\nfunction inferFov(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.PerspectiveCamera && Number.isFinite(camera.fov)) {\n return camera.fov;\n }\n\n return DEFAULT_FOV;\n}\n\nfunction inferNear(camera: THREE.Camera | undefined): number {\n const near = readCameraNear(camera);\n if (near !== null) {\n return near;\n }\n\n return DEFAULT_NEAR;\n}\n\nfunction inferFar(camera: THREE.Camera | undefined): number {\n const far = readCameraFar(camera);\n if (far !== null) {\n return far;\n }\n\n return DEFAULT_FAR;\n}\n\nfunction inferOrthoLeft(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.left)) {\n return camera.left;\n }\n\n return DEFAULT_ORTHO_LEFT;\n}\n\nfunction inferOrthoRight(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.right)) {\n return camera.right;\n }\n\n return DEFAULT_ORTHO_RIGHT;\n}\n\nfunction inferOrthoTop(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.top)) {\n return camera.top;\n }\n\n return DEFAULT_ORTHO_TOP;\n}\n\nfunction inferOrthoBottom(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.bottom)) {\n return camera.bottom;\n }\n\n return DEFAULT_ORTHO_BOTTOM;\n}\n\nfunction inferZoom(camera: THREE.Camera | undefined): number {\n if (\n camera &&\n \"zoom\" in camera &&\n typeof camera.zoom === \"number\" &&\n Number.isFinite(camera.zoom)\n ) {\n return camera.zoom;\n }\n\n return DEFAULT_ZOOM;\n}\n\n/**\n * Camera entity state. Supports perspective and orthographic projections, a\n * `3d` or `ar` runtime type, and an `isDefault` flag for the camera that the\n * preview/editor renders through. Field-of-view, near/far, ortho frustum, and\n * zoom are persisted; the live `THREE.Camera` is recreated when the project loads.\n *\n * @category Components\n */\nexport class CameraComponent extends Component {\n /** Live three.js camera. Recreated when the project loads to match {@link projection}. */\n camera: THREE.Camera;\n /** Runtime camera mode (`3d` or `ar`). */\n type: CameraRuntimeType;\n /** When `true`, this is the active rendering camera. Only one camera per scene should be the default. */\n isDefault: boolean;\n /** Active projection model (`perspective` or `orthographic`). */\n projection: CameraProjection;\n /** Vertical field of view in **degrees**. Used when {@link projection} is `perspective`. */\n fov: number;\n /** Near clip plane in world units. */\n near: number;\n /** Far clip plane in world units. */\n far: number;\n /** Left edge of the orthographic frustum (orthographic only). */\n left: number;\n /** Right edge of the orthographic frustum (orthographic only). */\n right: number;\n /** Top edge of the orthographic frustum (orthographic only). */\n top: number;\n /** Bottom edge of the orthographic frustum (orthographic only). */\n bottom: number;\n /** Zoom multiplier applied to the projection. */\n zoom: number;\n\n constructor(payload: CameraComponentOptions = {}) {\n super();\n\n this.camera = payload.camera ?? new THREE.PerspectiveCamera();\n this.type = payload.type ?? \"3d\";\n this.isDefault = typeof payload.isDefault === \"boolean\" ? payload.isDefault : false;\n this.projection = payload.projection ?? inferProjection(payload.camera);\n this.fov =\n typeof payload.fov === \"number\" && Number.isFinite(payload.fov)\n ? payload.fov\n : inferFov(payload.camera);\n this.near =\n typeof payload.near === \"number\" && Number.isFinite(payload.near)\n ? payload.near\n : inferNear(payload.camera);\n this.far =\n typeof payload.far === \"number\" && Number.isFinite(payload.far)\n ? payload.far\n : inferFar(payload.camera);\n this.left =\n typeof payload.left === \"number\" && Number.isFinite(payload.left)\n ? payload.left\n : inferOrthoLeft(payload.camera);\n this.right =\n typeof payload.right === \"number\" && Number.isFinite(payload.right)\n ? payload.right\n : inferOrthoRight(payload.camera);\n this.top =\n typeof payload.top === \"number\" && Number.isFinite(payload.top)\n ? payload.top\n : inferOrthoTop(payload.camera);\n this.bottom =\n typeof payload.bottom === \"number\" && Number.isFinite(payload.bottom)\n ? payload.bottom\n : inferOrthoBottom(payload.camera);\n this.zoom =\n typeof payload.zoom === \"number\" && Number.isFinite(payload.zoom)\n ? payload.zoom\n : inferZoom(payload.camera);\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_AUDIO_OPTIONS = {\n autoplay: false,\n loop: false,\n pitch: 1,\n volume: 1,\n positional: false,\n refDistance: 1,\n distanceModel: \"inverse\",\n rolloffFactor: 1,\n};\n\n/**\n * Plays an audio clip from `path`. Supports both global stereo (`positional:\n * false`) and 3D positional audio with the configured distance model.\n * Runtime fields (`object`, `audio`, `isPlaying`, `isPaused`) are recreated\n * when the project loads and are never persisted to saved snapshots.\n *\n * @category Components\n */\nexport class AudioComponent extends Component {\n /** Source URL or `localasset://` path of the audio file. */\n path: string;\n /**\n * Playback options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the clip is loaded. |\n * | `loop` | `false` | Loop playback indefinitely. |\n * | `pitch` | `1` | Playback rate multiplier (`1` = normal speed/pitch). |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `positional` | `false` | When `true`, audio is spatialized using the entity's transform. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. |\n */\n options: typeof DEFAULT_AUDIO_OPTIONS;\n /** Live three.js object hosting the audio (a parented `Audio`/`PositionalAudio`). `null` until built. */\n object: THREE.Object3D | null;\n /** Live three.js audio source. `null` until built. Recreated when the project loads. */\n audio: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the audio should be playing. Managed by `AudioSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the audio is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_AUDIO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_AUDIO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.audio = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `AudioSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `AudioSystem` drives the actual\n * THREE.js call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `AudioSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `AudioSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Skybox rendering modes. `none` disables skybox rendering entirely. */\nexport type EnvironmentSkyboxType = \"gradient\" | \"color\" | \"image\" | \"none\";\n/** Gradient distribution applied when {@link EnvironmentSkyboxState.type} is `\"gradient\"`. */\nexport type EnvironmentGradientEffect = \"radial\" | \"linear\" | \"angular\";\n/** Fog distance models. `none` disables fog. */\nexport type EnvironmentFogType = \"linear\" | \"exponential\" | \"none\";\n\n/** Skybox configuration. Only the fields relevant to {@link type} are read at render time. */\nexport type EnvironmentSkyboxState = {\n /** Active skybox mode. */\n type: EnvironmentSkyboxType;\n /** Solid color used when {@link type} is `\"color\"`. `#rrggbb`. */\n color: string;\n /** URL or `localasset://` path of the equirectangular image used when {@link type} is `\"image\"`. */\n imageUrl?: string;\n /** Gradient parameters used when {@link type} is `\"gradient\"`. */\n gradient: {\n /** Ordered list of color stops as `#rrggbb` strings. */\n colors: string[];\n /** Gradient distribution. */\n effect: EnvironmentGradientEffect;\n };\n};\n\n/** Fog configuration. Mirrors three.js `Fog` / `FogExp2`. */\nexport type EnvironmentFogState = {\n /** Active fog model. */\n type: EnvironmentFogType;\n /** Fog color as `#rrggbb`. */\n color: string;\n /** Linear-fog parameters used when {@link type} is `\"linear\"`. */\n linear: {\n /** Distance at which fog begins to take effect. */\n near: number;\n /** Distance at which fog reaches full opacity. */\n far: number;\n };\n /** Exponential-fog parameters used when {@link type} is `\"exponential\"`. */\n exponential: {\n /** Density coefficient. Higher values produce thicker fog. */\n density: number;\n };\n};\n\n/** World gravity vector applied by the physics system, in world units per second squared. */\nexport type EnvironmentGravityState = {\n /** Gravity along world X. */\n x: number;\n /** Gravity along world Y (negative pulls objects down). */\n y: number;\n /** Gravity along world Z. */\n z: number;\n};\n\n/** Aggregated authoring state owned by {@link Environment}. */\nexport type EnvironmentState = {\n /** Skybox configuration. */\n skybox: EnvironmentSkyboxState;\n /** Fog configuration. */\n fog: EnvironmentFogState;\n /** World gravity. */\n gravity: EnvironmentGravityState;\n /**\n * Fixed timestep (seconds) used by the physics accumulator loop.\n * Physics is stepped in fixed increments of this size each frame.\n * Default is `0.02` (50 Hz).\n */\n fixedTimeStep: number;\n};\n\nexport const DEFAULT_ENVIRONMENT_STATE: EnvironmentState = {\n skybox: {\n type: \"none\",\n color: \"#1e1e1e\",\n imageUrl: \"\",\n gradient: {\n colors: [\"#464766\", \"#657ea6\", \"#0f0e1a\"],\n effect: \"linear\",\n },\n },\n fog: {\n type: \"none\",\n color: \"#1e1e1e\",\n linear: {\n near: 1,\n far: 100,\n },\n exponential: {\n density: 0.002,\n },\n },\n gravity: {\n x: 0,\n y: -9.81,\n z: 0,\n },\n fixedTimeStep: 0.02,\n};\n\nfunction normalizeColors(colors: unknown): string[] {\n if (!Array.isArray(colors)) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n const normalized = colors.filter(\n (entry): entry is string => typeof entry === \"string\" && entry.length > 0,\n );\n if (normalized.length === 0) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n return normalized;\n}\n\nfunction normalizeGradientEffect(value: unknown): EnvironmentGradientEffect {\n if (value === \"radial\" || value === \"linear\" || value === \"angular\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.gradient.effect;\n}\n\nfunction normalizeSkyboxType(value: unknown): EnvironmentSkyboxType {\n if (value === \"gradient\" || value === \"color\" || value === \"none\") {\n return value;\n }\n\n if (value === \"image\" || value === \"Image\") {\n return \"image\";\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.type;\n}\n\nfunction normalizeFogType(value: unknown): EnvironmentFogType {\n if (value === \"linear\" || value === \"exponential\" || value === \"none\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.fog.type;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\n/**\n * Scene environment settings: skybox (gradient/color/image), fog\n * (linear/exponential), and gravity vector for the physics world.\n * Singleton-style — attached to one environment entity per scene.\n *\n * @category Components\n */\nexport class Environment extends Component {\n /** Aggregated environment authoring state (skybox, fog, gravity). Saved with the project. */\n values: EnvironmentState;\n\n constructor(values?: Partial<EnvironmentState>) {\n super();\n\n const skybox = values?.skybox;\n const fog = values?.fog;\n const gravity = values?.gravity;\n this.values = {\n skybox: {\n type: normalizeSkyboxType(skybox?.type),\n color:\n typeof skybox?.color === \"string\"\n ? skybox.color\n : DEFAULT_ENVIRONMENT_STATE.skybox.color,\n imageUrl:\n typeof skybox?.imageUrl === \"string\"\n ? skybox.imageUrl\n : DEFAULT_ENVIRONMENT_STATE.skybox.imageUrl,\n gradient: {\n colors: normalizeColors(skybox?.gradient?.colors),\n effect: normalizeGradientEffect(skybox?.gradient?.effect),\n },\n },\n fog: {\n type: normalizeFogType(fog?.type),\n color:\n typeof fog?.color === \"string\"\n ? fog.color\n : DEFAULT_ENVIRONMENT_STATE.fog.color,\n linear: {\n near: toFiniteNumber(\n fog?.linear?.near,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.near,\n ),\n far: toFiniteNumber(\n fog?.linear?.far,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.far,\n ),\n },\n exponential: {\n density: toFiniteNumber(\n fog?.exponential?.density,\n DEFAULT_ENVIRONMENT_STATE.fog.exponential.density,\n ),\n },\n },\n gravity: {\n x: toFiniteNumber(gravity?.x, DEFAULT_ENVIRONMENT_STATE.gravity.x),\n y: toFiniteNumber(gravity?.y, DEFAULT_ENVIRONMENT_STATE.gravity.y),\n z: toFiniteNumber(gravity?.z, DEFAULT_ENVIRONMENT_STATE.gravity.z),\n },\n fixedTimeStep: toFiniteNumber(\n values?.fixedTimeStep,\n DEFAULT_ENVIRONMENT_STATE.fixedTimeStep,\n ),\n };\n }\n}\n","import { Component } from \"../Component\";\n\n/** Aggregated post-processing effect chain authored on the scene environment. Each sub-effect has its own `enabled` flag plus per-effect parameters. */\nexport type PostprocessingState = {\n /** Master toggle. When `false` no post-processing is applied even if individual effects are enabled. */\n postEnabled: boolean;\n /** Depth-of-field (bokeh) effect. */\n dof: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance to the focal plane in world units. */\n focusDistance: number;\n /** Lens focal length controlling depth-of-field strength. */\n focalLength: number;\n /** Bokeh blur kernel scale. */\n bokehScale: number;\n };\n /** Bloom (HDR glow) effect. */\n bloom: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the bloom contribution. */\n intensity: number;\n /** Luminance threshold above which pixels bloom. */\n threshold: number;\n /** Blur radius applied to the bloom buffer. */\n radius: number;\n };\n /** Vignette (corner darkening) effect. */\n vignette: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance from screen center where the vignette begins. */\n offset: number;\n /** Maximum darkness applied at screen edges. */\n darkness: number;\n };\n /** Chromatic aberration (RGB channel offset) effect. */\n chromAberration: {\n /** Enable the effect. */\n enabled: boolean;\n /** Horizontal channel offset. */\n offsetX: number;\n /** Vertical channel offset. */\n offsetY: number;\n };\n /** Film-noise overlay. */\n noise: {\n /** Enable the effect. */\n enabled: boolean;\n /** Opacity of the noise layer in `[0, 1]`. */\n opacity: number;\n };\n /** Pixelation (mosaic) effect. */\n pixelation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pixel block size in screen pixels. */\n granularity: number;\n };\n /** Tone-mapping exposure control. */\n toneMapping: {\n /** Enable the effect. */\n enabled: boolean;\n /** Exposure multiplier applied before tone-mapping. */\n exposure: number;\n };\n /** Hue/saturation color grading. */\n hueSaturation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Hue rotation in radians. */\n hue: number;\n /** Saturation offset (`0` = unchanged, `>0` = more saturated). */\n saturation: number;\n };\n /** Sepia color grade. */\n sepia: {\n /** Enable the effect. */\n enabled: boolean;\n /** Blend strength between original and sepia in `[0, 1]`. */\n intensity: number;\n };\n /** SMAA antialiasing pass. */\n smaa: {\n /** Enable the effect. */\n enabled: boolean;\n };\n /** Screen-space ambient occlusion. */\n ssao: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the AO contribution. */\n intensity: number;\n /** Sampling radius in world units. */\n radius: number;\n };\n /** Dot-screen (halftone) effect. */\n dotScreen: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pattern scale (legacy field; use {@link scale} where available). */\n dotScreenScale: number;\n /** Pattern rotation in radians (legacy field; use {@link angle} where available). */\n dotScreenAngle: number;\n /** Pattern rotation in radians. */\n angle?: number;\n /** Pattern scale. */\n scale?: number;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** Effect opacity in `[0, 1]`. */\n opacity?: number;\n };\n /** Glitch effect (digital corruption simulation). */\n glitch: {\n /** Enable the effect. */\n enabled: boolean;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** RGB channel offset applied during a glitch burst. */\n chromaticAberrationOffset?: { x: number; y: number } | [number, number];\n /** `[min, max]` delay (seconds) between glitch bursts. */\n delay?: [number, number];\n /** `[min, max]` duration (seconds) of each glitch burst. */\n duration?: [number, number];\n /** Glitch displacement strength (scalar or per-axis). */\n strength?: number | { x: number; y: number };\n /** Size of the displacement texture sampled by the glitch shader. */\n dtSize?: number;\n /** Fraction of columns affected during a glitch burst. */\n columns?: number;\n /** Ratio between weak and strong glitch bursts. */\n ratio?: number;\n /** Glitch mode label (matches the postprocessing library's mode enum). */\n mode?: string;\n /** Force the glitch to remain active. */\n active?: boolean;\n };\n};\n\nexport const DEFAULT_POSTPROCESSING_STATE: PostprocessingState = {\n postEnabled: false,\n dof: {\n enabled: false,\n focusDistance: 0.015,\n focalLength: 0.018,\n bokehScale: 3,\n },\n bloom: {\n enabled: false,\n intensity: 1.2,\n threshold: 0.2,\n radius: 0.7,\n },\n vignette: {\n enabled: false,\n offset: 0.05,\n darkness: 1.2,\n },\n chromAberration: {\n enabled: false,\n offsetX: 0.003,\n offsetY: 0.003,\n },\n noise: {\n enabled: false,\n opacity: 0.12,\n },\n pixelation: {\n enabled: false,\n granularity: 6,\n },\n toneMapping: {\n enabled: false,\n exposure: 1.3,\n },\n hueSaturation: {\n enabled: false,\n hue: 0.05,\n saturation: 0.2,\n },\n sepia: {\n enabled: false,\n intensity: 0.5,\n },\n smaa: {\n enabled: false,\n },\n ssao: {\n enabled: false,\n intensity: 1.5,\n radius: 0.25,\n },\n dotScreen: {\n enabled: false,\n dotScreenScale: 1.2,\n dotScreenAngle: 1.57,\n scale: 1.2,\n angle: 1.57,\n blendFunction: undefined,\n opacity: undefined,\n },\n glitch: {\n enabled: false,\n blendFunction: undefined,\n chromaticAberrationOffset: undefined,\n delay: undefined,\n duration: undefined,\n strength: undefined,\n dtSize: undefined,\n columns: undefined,\n ratio: undefined,\n mode: undefined,\n active: undefined,\n },\n};\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n\n return value;\n}\n\nfunction normalizeNumberTuple(value: unknown): [number, number] | undefined {\n if (!Array.isArray(value) || value.length !== 2) {\n return undefined;\n }\n\n if (\n typeof value[0] !== \"number\" ||\n !Number.isFinite(value[0]) ||\n typeof value[1] !== \"number\" ||\n !Number.isFinite(value[1])\n ) {\n return undefined;\n }\n\n return [value[0], value[1]];\n}\n\nfunction normalizePostprocessing(\n value: Partial<PostprocessingState> | undefined,\n): PostprocessingState {\n const postprocessing = asRecord(value);\n const defaults = DEFAULT_POSTPROCESSING_STATE;\n\n const dof = asRecord(postprocessing?.dof);\n const bloom = asRecord(postprocessing?.bloom);\n const vignette = asRecord(postprocessing?.vignette);\n const chromAberration = asRecord(postprocessing?.chromAberration);\n const noise = asRecord(postprocessing?.noise);\n const pixelation = asRecord(postprocessing?.pixelation);\n const toneMapping = asRecord(postprocessing?.toneMapping);\n const hueSaturation = asRecord(postprocessing?.hueSaturation);\n const sepia = asRecord(postprocessing?.sepia);\n const smaa = asRecord(postprocessing?.smaa);\n const ssao = asRecord(postprocessing?.ssao);\n const dotScreen = asRecord(postprocessing?.dotScreen);\n const glitch = asRecord(postprocessing?.glitch);\n const glitchChromaticAberrationOffset = asRecord(\n glitch?.chromaticAberrationOffset,\n );\n const glitchStrength = asRecord(glitch?.strength);\n\n const dotScreenScale = toFiniteNumber(\n dotScreen?.dotScreenScale,\n defaults.dotScreen.dotScreenScale,\n );\n const dotScreenAngle = toFiniteNumber(\n dotScreen?.dotScreenAngle,\n defaults.dotScreen.dotScreenAngle,\n );\n\n const normalizedGlitchStrength =\n typeof glitch?.strength === \"number\" && Number.isFinite(glitch.strength)\n ? glitch.strength\n : glitchStrength &&\n typeof glitchStrength.x === \"number\" &&\n Number.isFinite(glitchStrength.x) &&\n typeof glitchStrength.y === \"number\" &&\n Number.isFinite(glitchStrength.y)\n ? { x: glitchStrength.x, y: glitchStrength.y }\n : undefined;\n\n const normalizedGlitchChromaticAberrationOffset =\n normalizeNumberTuple(glitch?.chromaticAberrationOffset) ??\n (glitchChromaticAberrationOffset &&\n typeof glitchChromaticAberrationOffset.x === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.x) &&\n typeof glitchChromaticAberrationOffset.y === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.y)\n ? {\n x: glitchChromaticAberrationOffset.x,\n y: glitchChromaticAberrationOffset.y,\n }\n : undefined);\n\n return {\n postEnabled: toBoolean(postprocessing?.postEnabled, defaults.postEnabled),\n dof: {\n enabled: toBoolean(dof?.enabled, defaults.dof.enabled),\n focusDistance: toFiniteNumber(dof?.focusDistance, defaults.dof.focusDistance),\n focalLength: toFiniteNumber(dof?.focalLength, defaults.dof.focalLength),\n bokehScale: toFiniteNumber(dof?.bokehScale, defaults.dof.bokehScale),\n },\n bloom: {\n enabled: toBoolean(bloom?.enabled, defaults.bloom.enabled),\n intensity: toFiniteNumber(bloom?.intensity, defaults.bloom.intensity),\n threshold: toFiniteNumber(bloom?.threshold, defaults.bloom.threshold),\n radius: toFiniteNumber(bloom?.radius, defaults.bloom.radius),\n },\n vignette: {\n enabled: toBoolean(vignette?.enabled, defaults.vignette.enabled),\n offset: toFiniteNumber(vignette?.offset, defaults.vignette.offset),\n darkness: toFiniteNumber(vignette?.darkness, defaults.vignette.darkness),\n },\n chromAberration: {\n enabled: toBoolean(chromAberration?.enabled, defaults.chromAberration.enabled),\n offsetX: toFiniteNumber(chromAberration?.offsetX, defaults.chromAberration.offsetX),\n offsetY: toFiniteNumber(chromAberration?.offsetY, defaults.chromAberration.offsetY),\n },\n noise: {\n enabled: toBoolean(noise?.enabled, defaults.noise.enabled),\n opacity: toFiniteNumber(noise?.opacity, defaults.noise.opacity),\n },\n pixelation: {\n enabled: toBoolean(pixelation?.enabled, defaults.pixelation.enabled),\n granularity: toFiniteNumber(pixelation?.granularity, defaults.pixelation.granularity),\n },\n toneMapping: {\n enabled: toBoolean(toneMapping?.enabled, defaults.toneMapping.enabled),\n exposure: toFiniteNumber(toneMapping?.exposure, defaults.toneMapping.exposure),\n },\n hueSaturation: {\n enabled: toBoolean(hueSaturation?.enabled, defaults.hueSaturation.enabled),\n hue: toFiniteNumber(hueSaturation?.hue, defaults.hueSaturation.hue),\n saturation: toFiniteNumber(\n hueSaturation?.saturation,\n defaults.hueSaturation.saturation,\n ),\n },\n sepia: {\n enabled: toBoolean(sepia?.enabled, defaults.sepia.enabled),\n intensity: toFiniteNumber(sepia?.intensity, defaults.sepia.intensity),\n },\n smaa: {\n enabled: toBoolean(smaa?.enabled, defaults.smaa.enabled),\n },\n ssao: {\n enabled: toBoolean(ssao?.enabled, defaults.ssao.enabled),\n intensity: toFiniteNumber(ssao?.intensity, defaults.ssao.intensity),\n radius: toFiniteNumber(ssao?.radius, defaults.ssao.radius),\n },\n dotScreen: {\n enabled: toBoolean(dotScreen?.enabled, defaults.dotScreen.enabled),\n dotScreenScale,\n dotScreenAngle,\n scale: toFiniteNumber(dotScreen?.scale, dotScreenScale),\n angle: toFiniteNumber(dotScreen?.angle, dotScreenAngle),\n blendFunction:\n typeof dotScreen?.blendFunction === \"number\" &&\n Number.isFinite(dotScreen.blendFunction)\n ? dotScreen.blendFunction\n : defaults.dotScreen.blendFunction,\n opacity:\n typeof dotScreen?.opacity === \"number\" && Number.isFinite(dotScreen.opacity)\n ? dotScreen.opacity\n : defaults.dotScreen.opacity,\n },\n glitch: {\n enabled: toBoolean(glitch?.enabled, defaults.glitch.enabled),\n blendFunction:\n typeof glitch?.blendFunction === \"number\" && Number.isFinite(glitch.blendFunction)\n ? glitch.blendFunction\n : defaults.glitch.blendFunction,\n chromaticAberrationOffset:\n normalizedGlitchChromaticAberrationOffset,\n delay: normalizeNumberTuple(glitch?.delay) ?? defaults.glitch.delay,\n duration: normalizeNumberTuple(glitch?.duration) ?? defaults.glitch.duration,\n strength: normalizedGlitchStrength,\n dtSize:\n typeof glitch?.dtSize === \"number\" && Number.isFinite(glitch.dtSize)\n ? glitch.dtSize\n : defaults.glitch.dtSize,\n columns:\n typeof glitch?.columns === \"number\" && Number.isFinite(glitch.columns)\n ? glitch.columns\n : defaults.glitch.columns,\n ratio:\n typeof glitch?.ratio === \"number\" && Number.isFinite(glitch.ratio)\n ? glitch.ratio\n : defaults.glitch.ratio,\n mode: typeof glitch?.mode === \"string\" ? glitch.mode : defaults.glitch.mode,\n active: toBoolean(glitch?.active, defaults.glitch.active ?? false),\n },\n };\n}\n\n/**\n * Postprocessing stack settings (depth-of-field, bloom, vignette, chromatic\n * aberration, noise, pixelation, tone mapping, hue/saturation, sepia, SMAA,\n * SSAO, dot-screen, glitch). The render system applies enabled effects in a\n * `postprocessing`-library composer when `postEnabled` is `true`. Singleton-\n * style — attached to one entity per scene.\n *\n * @category Components\n */\nexport class Postprocessing extends Component {\n /** Aggregated post-processing state. Saved with the project. */\n values: PostprocessingState;\n\n constructor(values?: Partial<PostprocessingState>) {\n super();\n this.values = normalizePostprocessing(values);\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Editable primitive kinds the mesh-geometry system can rebuild on the fly. `model` is a passthrough placeholder for entities that own a loaded GLTF/GLB instead. */\nexport type EditableMeshObjectKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Box geometry parameters in world units. */\nexport type CubeMeshParameters = {\n /** Box width along X. */\n width: number;\n /** Box height along Y. */\n height: number;\n /** Box depth along Z. */\n depth: number;\n};\n\n/** Plane geometry parameters in world units. */\nexport type PlaneMeshParameters = {\n /** Plane width along X. */\n width: number;\n /** Plane height along Y. */\n height: number;\n};\n\n/** Radius-only primitive parameters (sphere). */\nexport type RadiusMeshParameters = {\n /** Sphere radius in world units. */\n radius: number;\n};\n\n/** Radius + height primitive parameters (capsule, cylinder). */\nexport type RadiusHeightMeshParameters = {\n /** Radius of the cap/cylinder cross-section. */\n radius: number;\n /** Length of the straight section between caps (capsule) or full height (cylinder). */\n height: number;\n};\n\n/** Empty parameter set for `model` entities. */\nexport type ModelMeshParameters = Record<string, never>;\n\n/** Map from {@link EditableMeshObjectKind} to its parameter shape. */\nexport type MeshGeometryParametersByKind = {\n capsule: RadiusHeightMeshParameters;\n cube: CubeMeshParameters;\n cylinder: RadiusHeightMeshParameters;\n model: ModelMeshParameters;\n plane: PlaneMeshParameters;\n sphere: RadiusMeshParameters;\n};\n\nexport type MeshGeometryParameters =\n MeshGeometryParametersByKind[EditableMeshObjectKind];\n\nexport const DEFAULT_MESH_GEOMETRY_PARAMETERS: MeshGeometryParametersByKind = {\n capsule: { radius: 0.5, height: 1 },\n cube: { width: 1, height: 1, depth: 1 },\n cylinder: { radius: 0.5, height: 1 },\n model: {},\n plane: { width: 100, height: 100 },\n sphere: { radius: 0.5 },\n};\n\nconst GEOMETRY_TYPE_BY_KIND: Record<EditableMeshObjectKind, string> = {\n capsule: \"CapsuleGeometry\",\n cube: \"BoxGeometry\",\n cylinder: \"CylinderGeometry\",\n model: \"Model\",\n plane: \"PlaneGeometry\",\n sphere: \"SphereGeometry\",\n};\n\n/**\n * Editable geometry parameters for primitive meshes (cube, sphere, plane,\n * capsule, cylinder) and the placeholder for `model` entities. Holds the\n * authoring values plus shadow casting/receiving flags. The mesh-geometry\n * system rebuilds the underlying `BufferGeometry` when parameters change.\n *\n * @category Components\n */\nexport class MeshGeometryComponent extends Component {\n /** Primitive kind (`cube`, `sphere`, `plane`, `capsule`, `cylinder`) or `model` for loaded assets. */\n readonly kind: EditableMeshObjectKind;\n /** Three.js geometry class name (e.g. `\"BoxGeometry\"`, `\"SphereGeometry\"`). Derived from {@link kind}. */\n readonly geometryType: string;\n /** Editable parameters whose shape depends on {@link kind}. The mesh-geometry system rebuilds geometry when these change. */\n parameters: MeshGeometryParameters;\n /** Live three.js object whose geometry is being managed. `null` until the object is built. */\n object: THREE.Object3D | null;\n /** Human-readable model name shown in the inspector for `model` entities; empty for primitives. */\n modelName: string;\n /** Whether the mesh casts shadows in the renderer. */\n castShadow: boolean;\n /** Whether the mesh receives shadows in the renderer. */\n receiveShadow: boolean;\n\n constructor(\n kind: EditableMeshObjectKind,\n object: THREE.Object3D | null,\n parameters?: Partial<MeshGeometryParameters>,\n options?: {\n modelName?: string;\n castShadow?: boolean;\n receiveShadow?: boolean;\n },\n ) {\n super();\n\n this.kind = kind;\n this.geometryType = GEOMETRY_TYPE_BY_KIND[kind];\n this.object = object;\n this.modelName = options?.modelName ?? \"\";\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n\n switch (kind) {\n case \"cube\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n ...(parameters as Partial<CubeMeshParameters> | undefined),\n };\n break;\n case \"plane\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n ...(parameters as Partial<PlaneMeshParameters> | undefined),\n };\n break;\n case \"sphere\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n ...(parameters as Partial<RadiusMeshParameters> | undefined),\n };\n break;\n case \"cylinder\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"capsule\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"model\":\n this.parameters = {};\n break;\n }\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport type {\n CubeMeshParameters,\n MeshGeometryParameters,\n PlaneMeshParameters,\n RadiusHeightMeshParameters,\n RadiusMeshParameters,\n} from \"./MeshGeometry\";\nimport { DEFAULT_MESH_GEOMETRY_PARAMETERS } from \"./MeshGeometry\";\n\n/**\n * Per-instance transform stored inside {@link InstancedMeshComponent}.\n * All rotations are in radians.\n */\nexport type InstanceTransform = {\n position: { x: number; y: number; z: number };\n /** Euler rotation in radians (XYZ order). */\n rotation: { x: number; y: number; z: number };\n scale: { x: number; y: number; z: number };\n};\n\n/** Primitive geometry kinds and custom 3D model kind supported by instanced mesh rendering. */\nexport type InstancedMeshKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Default identity instance transform. */\nexport const DEFAULT_INSTANCE_TRANSFORM: InstanceTransform = {\n position: { x: 0, y: 0, z: 0 },\n rotation: { x: 0, y: 0, z: 0 },\n scale: { x: 1, y: 1, z: 1 },\n};\n\n/** Default geometry parameters per instanced mesh kind. For \"model\" kind, cube params are stored as a placeholder (unused). */\nexport const DEFAULT_INSTANCED_MESH_PARAMETERS: Record<\n InstancedMeshKind,\n MeshGeometryParameters\n> = {\n capsule: DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n cube: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n cylinder: DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n model: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n plane: DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n sphere: DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n};\n\n/**\n * Holds authored instanced-mesh data for an entity that renders as a\n * `THREE.InstancedMesh`. Supports primitive geometry kinds (cube, sphere,\n * plane, capsule, cylinder).\n *\n * The `instancedMesh` field is a live runtime reference that is **not**\n * serialized into snapshots — it is excluded by the snapshot normalizer in\n * `worldSnapshotUtils.ts` to prevent history churn.\n *\n * @category Components\n */\nexport class InstancedMeshComponent extends Component {\n /** Geometry kind for all instances. Use `\"model\"` for a custom GLTF/GLB asset. */\n meshKind: InstancedMeshKind;\n /**\n * Path to the GLTF/GLB asset when `meshKind === \"model\"`.\n * Serialized in snapshots and restored on hydration.\n */\n modelPath: string;\n /** Editable geometry parameters (width/height/depth, radius, etc.). Ignored when `meshKind === \"model\"`. */\n meshParameters: MeshGeometryParameters;\n /** Whether all instances cast shadows. */\n castShadow: boolean;\n /** Whether all instances receive shadows. */\n receiveShadow: boolean;\n /** Per-instance transforms stored in local space relative to the anchor object. */\n instances: InstanceTransform[];\n\n /**\n * Live runtime container managed by {@link InstancedMeshSystem}:\n * - For primitive kinds: a `THREE.InstancedMesh`.\n * - For `\"model\"` kind: a `THREE.Group` containing per-mesh `THREE.InstancedMesh` objects.\n * Excluded from snapshot serialization — do **not** read this in hydration code.\n */\n instancedMesh: THREE.Object3D | null;\n\n constructor(\n meshKind: InstancedMeshKind = \"cube\",\n meshParameters?: Partial<MeshGeometryParameters>,\n options?: {\n castShadow?: boolean;\n receiveShadow?: boolean;\n instances?: InstanceTransform[];\n modelPath?: string;\n },\n ) {\n super();\n this.meshKind = meshKind;\n this.modelPath = options?.modelPath ?? \"\";\n this.meshParameters = {\n ...DEFAULT_INSTANCED_MESH_PARAMETERS[meshKind],\n ...(meshParameters ?? {}),\n } as MeshGeometryParameters;\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n this.instances =\n options?.instances && options.instances.length > 0\n ? options.instances\n : [{ ...DEFAULT_INSTANCE_TRANSFORM }];\n this.instancedMesh = null;\n }\n\n /** Sanitize and return a copy of the current mesh parameters with valid values. */\n getSanitizedParameters(): MeshGeometryParameters {\n const MIN_DIM = 0.01;\n const MIN_RAD = 0.001;\n const sanitize = (v: number, min: number) =>\n Number.isFinite(v) ? Math.max(min, v) : min;\n\n switch (this.meshKind) {\n case \"cube\": {\n const p = this.meshParameters as CubeMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n depth: sanitize(p.depth, MIN_DIM),\n };\n }\n case \"plane\": {\n const p = this.meshParameters as PlaneMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"sphere\": {\n const p = this.meshParameters as RadiusMeshParameters;\n return { radius: sanitize(p.radius, MIN_RAD) };\n }\n case \"cylinder\":\n case \"capsule\": {\n const p = this.meshParameters as RadiusHeightMeshParameters;\n return {\n radius: sanitize(p.radius, MIN_RAD),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"model\":\n // No geometry parameters for model kind; return cube defaults as a placeholder.\n return DEFAULT_MESH_GEOMETRY_PARAMETERS.cube;\n }\n }\n}\n","import { Component } from \"../Component\";\n\ntype RapierRigidBody = import(\"@dimforge/rapier3d-compat\").RigidBody;\ntype RapierCollider = import(\"@dimforge/rapier3d-compat\").Collider;\n\n// ---------------------------------------------------------------------------\n// Rigidbody\n// ---------------------------------------------------------------------------\n\n/**\n * Rigidbody body type:\n * - `dynamic`: simulated by physics; affected by forces and gravity.\n * - `fixed`: immovable static body.\n * - `kinematicPosition`: moved by setting next position; ignores forces.\n * - `kinematicVelocity`: moved by setting velocity; ignores forces.\n */\nexport type RigidbodyType =\n | \"dynamic\"\n | \"fixed\"\n | \"kinematicPosition\"\n | \"kinematicVelocity\";\n\n/** Authoring state for the rigidbody half of {@link PhysicsComponent}. Saved with the project. */\nexport type RigidbodyState = {\n /** When `false`, the body is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Body type. See {@link RigidbodyType}. */\n type: RigidbodyType;\n /** Mass in kilograms. Only meaningful for `dynamic` bodies. */\n mass: number;\n /** Damping applied to linear velocity each step (`0` = none). */\n linearDamping: number;\n /** Damping applied to angular velocity each step (`0` = none). */\n angularDamping: number;\n /** Scale factor applied to world gravity for this body (`1` = full gravity, `0` = floating). */\n gravityScale: number;\n /** Allow the body to sleep when at rest to save simulation cost. */\n canSleep: boolean;\n /** Enable continuous collision detection to prevent tunneling for fast bodies. */\n ccdEnabled: boolean;\n /** Master toggle: when `true`, all linear motion is locked. */\n lockTranslations: boolean;\n /** Lock translation along world X. */\n lockTranslationX: boolean;\n /** Lock translation along world Y. */\n lockTranslationY: boolean;\n /** Lock translation along world Z. */\n lockTranslationZ: boolean;\n /** Master toggle: when `true`, all rotation is locked. */\n lockRotations: boolean;\n /** Lock rotation around world X. */\n lockRotationX: boolean;\n /** Lock rotation around world Y. */\n lockRotationY: boolean;\n /** Lock rotation around world Z. */\n lockRotationZ: boolean;\n};\n\nexport const DEFAULT_RIGIDBODY_STATE: RigidbodyState = {\n enabled: true,\n type: \"dynamic\",\n mass: 1,\n linearDamping: 0,\n angularDamping: 0,\n gravityScale: 1,\n canSleep: true,\n ccdEnabled: false,\n lockTranslations: false,\n lockTranslationX: false,\n lockTranslationY: false,\n lockTranslationZ: false,\n lockRotations: false,\n lockRotationX: false,\n lockRotationY: false,\n lockRotationZ: false,\n};\n\n// ---------------------------------------------------------------------------\n// Collider\n// ---------------------------------------------------------------------------\n\n/** Collider primitive shape. `trimesh` derives geometry from the entity's mesh. */\nexport type ColliderShape =\n | \"cuboid\"\n | \"ball\"\n | \"capsule\"\n | \"cylinder\"\n | \"trimesh\";\n\n/** Authoring state for the collider half of {@link PhysicsComponent}. Only the size fields relevant to {@link ColliderState.shape} are read at simulation time. */\nexport type ColliderState = {\n /** When `false`, the collider is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Collider primitive shape. */\n shape: ColliderShape;\n /** Local offset of the collider relative to the entity's transform, in world units. */\n offsetPosition: {\n /** Offset along local X. */\n x: number;\n /** Offset along local Y. */\n y: number;\n /** Offset along local Z. */\n z: number;\n };\n /** Local rotation offset in **radians** (Euler XYZ). */\n offsetRotation: {\n /** Rotation around local X (radians). */\n x: number;\n /** Rotation around local Y (radians). */\n y: number;\n /** Rotation around local Z (radians). */\n z: number;\n };\n /** Half-extents for `cuboid` shape, in world units. */\n size: {\n /** Half-extent along X. */\n x: number;\n /** Half-extent along Y. */\n y: number;\n /** Half-extent along Z. */\n z: number;\n };\n /** Radius for `ball`, `capsule`, and `cylinder` shapes. */\n radius: number;\n /** Height for `capsule` (segment length between caps) and `cylinder`. */\n height: number;\n /** Bounciness in `[0, 1]`. `0` is no bounce; `1` is perfectly elastic. */\n restitution: number;\n /** Surface friction coefficient. `0` is frictionless. */\n friction: number;\n /** When `true`, the collider reports overlaps but does not generate contact responses. */\n isSensor: boolean;\n};\n\nexport const DEFAULT_COLLIDER_STATE: ColliderState = {\n enabled: true,\n shape: \"cuboid\",\n offsetPosition: {\n x: 0,\n y: 0,\n z: 0,\n },\n offsetRotation: {\n x: 0,\n y: 0,\n z: 0,\n },\n size: {\n x: 1,\n y: 1,\n z: 1,\n },\n radius: 0.5,\n height: 1,\n restitution: 0,\n friction: 0.5,\n isSensor: false,\n};\n\n// ---------------------------------------------------------------------------\n// PhysicsState\n// ---------------------------------------------------------------------------\n\n/** Combined authoring state for {@link PhysicsComponent}. Saved with the project. */\nexport type PhysicsState = {\n /** Rigid body settings. */\n rigidbody: RigidbodyState;\n /** Collider settings. */\n collider: ColliderState;\n};\n\nexport const DEFAULT_PHYSICS_STATE: PhysicsState = {\n rigidbody: DEFAULT_RIGIDBODY_STATE,\n collider: DEFAULT_COLLIDER_STATE,\n};\n\n// ---------------------------------------------------------------------------\n// Normalization helpers (private)\n// ---------------------------------------------------------------------------\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n return value;\n}\n\nfunction toRigidbodyType(value: unknown, fallback: RigidbodyType): RigidbodyType {\n if (\n value === \"dynamic\" ||\n value === \"fixed\" ||\n value === \"kinematicPosition\" ||\n value === \"kinematicVelocity\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction toColliderShape(value: unknown, fallback: ColliderShape): ColliderShape {\n if (\n value === \"cuboid\" ||\n value === \"ball\" ||\n value === \"capsule\" ||\n value === \"cylinder\" ||\n value === \"trimesh\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction normalizeRigidbodyState(\n value: Partial<RigidbodyState> | undefined,\n): RigidbodyState {\n const source = asRecord(value);\n const defaults = DEFAULT_RIGIDBODY_STATE;\n // Legacy: if per-axis flags are absent, fall back to master toggle value.\n const legacyLockTranslations = toBoolean(\n source?.lockTranslations,\n defaults.lockTranslations,\n );\n const legacyLockRotations = toBoolean(\n source?.lockRotations,\n defaults.lockRotations,\n );\n\n const lockTranslationX = toBoolean(\n source?.lockTranslationX,\n legacyLockTranslations,\n );\n const lockTranslationY = toBoolean(\n source?.lockTranslationY,\n legacyLockTranslations,\n );\n const lockTranslationZ = toBoolean(\n source?.lockTranslationZ,\n legacyLockTranslations,\n );\n const lockRotationX = toBoolean(source?.lockRotationX, legacyLockRotations);\n const lockRotationY = toBoolean(source?.lockRotationY, legacyLockRotations);\n const lockRotationZ = toBoolean(source?.lockRotationZ, legacyLockRotations);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n type: toRigidbodyType(source?.type, defaults.type),\n mass: Math.max(0.0001, toFiniteNumber(source?.mass, defaults.mass)),\n linearDamping: Math.max(\n 0,\n toFiniteNumber(source?.linearDamping, defaults.linearDamping),\n ),\n angularDamping: Math.max(\n 0,\n toFiniteNumber(source?.angularDamping, defaults.angularDamping),\n ),\n gravityScale: toFiniteNumber(source?.gravityScale, defaults.gravityScale),\n canSleep: toBoolean(source?.canSleep, defaults.canSleep),\n ccdEnabled: toBoolean(source?.ccdEnabled, defaults.ccdEnabled),\n lockTranslations: legacyLockTranslations,\n lockTranslationX,\n lockTranslationY,\n lockTranslationZ,\n lockRotations: legacyLockRotations,\n lockRotationX,\n lockRotationY,\n lockRotationZ,\n };\n}\n\nfunction normalizeColliderState(\n value: Partial<ColliderState> | undefined,\n): ColliderState {\n const source = asRecord(value);\n const defaults = DEFAULT_COLLIDER_STATE;\n const offsetPosition = asRecord(source?.offsetPosition);\n const offsetRotation = asRecord(source?.offsetRotation);\n const size = asRecord(source?.size);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n shape: toColliderShape(source?.shape, defaults.shape),\n offsetPosition: {\n x: toFiniteNumber(offsetPosition?.x, defaults.offsetPosition.x),\n y: toFiniteNumber(offsetPosition?.y, defaults.offsetPosition.y),\n z: toFiniteNumber(offsetPosition?.z, defaults.offsetPosition.z),\n },\n offsetRotation: {\n x: toFiniteNumber(offsetRotation?.x, defaults.offsetRotation.x),\n y: toFiniteNumber(offsetRotation?.y, defaults.offsetRotation.y),\n z: toFiniteNumber(offsetRotation?.z, defaults.offsetRotation.z),\n },\n size: {\n x: Math.max(0.0001, toFiniteNumber(size?.x, defaults.size.x)),\n y: Math.max(0.0001, toFiniteNumber(size?.y, defaults.size.y)),\n z: Math.max(0.0001, toFiniteNumber(size?.z, defaults.size.z)),\n },\n radius: Math.max(0.0001, toFiniteNumber(source?.radius, defaults.radius)),\n height: Math.max(0.0001, toFiniteNumber(source?.height, defaults.height)),\n restitution: Math.max(0, toFiniteNumber(source?.restitution, defaults.restitution)),\n friction: Math.max(0, toFiniteNumber(source?.friction, defaults.friction)),\n isSensor: toBoolean(source?.isSensor, defaults.isSensor),\n };\n}\n\nexport function normalizePhysicsState(\n value: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> } | undefined,\n): PhysicsState {\n const source = asRecord(value);\n return {\n rigidbody: normalizeRigidbodyState(\n (source?.rigidbody as Partial<RigidbodyState>) ?? undefined,\n ),\n collider: normalizeColliderState(\n (source?.collider as Partial<ColliderState>) ?? undefined,\n ),\n };\n}\n\n// ---------------------------------------------------------------------------\n// PhysicsComponent\n// ---------------------------------------------------------------------------\n\n/**\n * Unified physics component combining a Rapier rigid body and a Rapier\n * collider into a single authoring and runtime container.\n *\n * Use `values.rigidbody` to configure body type, mass, damping, locks, etc.\n * Use `values.collider` to configure collider shape, size, offset, material\n * properties, and sensor mode.\n *\n * The runtime `rigidBody` and `collider` references are created by the physics\n * system when the project loads and are `null` until physics is initialized.\n *\n * @category Components\n */\nexport class PhysicsComponent extends Component {\n /** Authoring state. Saved with the project. */\n values: PhysicsState;\n /** Live Rapier rigid body. `null` until physics is initialized. */\n rigidBody: RapierRigidBody | null;\n /** Live Rapier collider. `null` until physics is initialized. */\n collider: RapierCollider | null;\n\n constructor(values?: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }) {\n super();\n this.values = normalizePhysicsState(values);\n this.rigidBody = null;\n this.collider = null;\n }\n\n /**\n * Patch rigidbody and/or collider state. Each sub-object is deep-merged\n * with the current values via the respective normalizer.\n */\n setValues(patch: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }): void {\n this.values = normalizePhysicsState({\n rigidbody: { ...this.values.rigidbody, ...(patch.rigidbody ?? {}) },\n collider: { ...this.values.collider, ...(patch.collider ?? {}) },\n });\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Authoring state for {@link LightComponent}. Common fields apply to every light kind; the optional fields are only meaningful for specific kinds. */\ntype LightValueState = {\n /** Light color as `#rrggbb` hex string. */\n color: string;\n /** Light intensity multiplier (units depend on three.js physically-correct mode). */\n intensity: number;\n /** Whether the light casts shadows. */\n castShadow: boolean;\n /** Whether the light is frustum-culled when off-screen. */\n frustumCulling: boolean;\n /** Maximum range; `0` means infinite. (PointLight, SpotLight) */\n distance?: number;\n /** Falloff exponent for distance attenuation. (PointLight, SpotLight) */\n decay?: number;\n /** Cone half-angle in **radians**. (SpotLight) */\n angle?: number;\n /** Soft-edge factor in `[0, 1]`; `0` is a hard edge. (SpotLight) */\n penumbra?: number;\n /** Rectangle width in world units. (RectAreaLight) */\n width?: number;\n /** Rectangle height in world units. (RectAreaLight) */\n height?: number;\n};\n\nfunction toHexColor(value: THREE.Color): string {\n return `#${value.getHexString()}`;\n}\n\nfunction createValueState(light: THREE.Light): LightValueState {\n const base: LightValueState = {\n color: toHexColor(light.color),\n intensity: light.intensity,\n castShadow: (light as THREE.Light & { castShadow?: boolean }).castShadow ?? false,\n frustumCulling: light.frustumCulled,\n };\n\n if (light instanceof THREE.PointLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n } else if (light instanceof THREE.SpotLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n base.angle = light.angle;\n base.penumbra = light.penumbra;\n } else if (light instanceof THREE.RectAreaLight) {\n base.width = light.width;\n base.height = light.height;\n }\n\n return base;\n}\n\n/**\n * Light source attached to an entity. `type` selects the underlying three.js\n * light class (directional, point, spot, ambient, hemisphere, rect-area).\n * `values` carries authoring state including color, intensity, and\n * type-specific fields (distance, decay, angle, penumbra, width, height).\n *\n * @category Components\n */\nexport class LightComponent extends Component {\n /** Live three.js light placed in the scene. Recreated when the project loads. */\n light: THREE.Light;\n /** Three.js class name of the light (e.g. `\"DirectionalLight\"`, `\"PointLight\"`, `\"SpotLight\"`). */\n type: string;\n /** Serialized authoring state. Saved with the project. */\n values: LightValueState;\n\n constructor(light: THREE.Light) {\n super();\n this.light = light;\n this.type = light.type;\n this.values = createValueState(light);\n }\n\n setValues(patch: Partial<LightValueState>): void {\n this.values = {\n ...this.values,\n ...patch,\n };\n }\n}\n\nexport type { LightValueState };\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Supported material classes. Each maps to a three.js `Mesh*Material` type. */\ntype MaterialTypeValue = \"standard\" | \"basic\" | \"phong\" | \"physical\";\n/** Texture sampling mode. `smooth` uses linear filtering; `sharp` uses nearest filtering for pixel-art look. */\ntype TextureFilteringValue = \"smooth\" | \"sharp\";\n\n/** Authoring state for a single slot in {@link MaterialComponent.values}. Mirrors the live three.js material so it can be re-applied when the project loads. */\ntype MaterialValueState = {\n /** Underlying material class. */\n type: MaterialTypeValue;\n /** Base color as `#rrggbb` hex string. */\n color: string;\n /** PBR roughness in `[0, 1]`. */\n roughness: number;\n /** PBR metalness in `[0, 1]`. */\n metalness: number;\n /** Multiplier applied to the normal map (uniform on both axes). */\n normalScale: number;\n /** Surface opacity in `[0, 1]`. Combine with {@link transparent} to enable alpha. */\n opacity: number;\n /** Emissive color as `#rrggbb` hex string. */\n emissive: string;\n /** Emissive intensity multiplier. */\n emissiveIntensity: number;\n /** Three.js `Side` enum value (`FrontSide`, `BackSide`, or `DoubleSide`). */\n side: number;\n /** Three.js `Blending` enum value. */\n blending: number;\n /** Whether depth testing is enabled. */\n depthTest: boolean;\n /** Whether depth writes are enabled. */\n depthWrite: boolean;\n /** Render as wireframe. */\n wireframe: boolean;\n /** Enable transparency (must be `true` for {@link opacity} < 1 to render correctly). */\n transparent: boolean;\n /** Color/diffuse texture URL. */\n textureMap?: string;\n /** Alpha (transparency) texture URL. */\n alphaTextureMap?: string;\n /** Tangent-space normal map URL. */\n normalMap?: string;\n /** Roughness map URL (red channel). */\n roughnessMap?: string;\n /** Metalness map URL (red channel). */\n metalnessMap?: string;\n /** Ambient occlusion map URL. */\n aoMap?: string;\n /** Emissive color map URL. */\n emissiveMap?: string;\n /** Bump map URL (height-based shading approximation). */\n bumpMap?: string;\n /** Displacement map URL (geometric vertex offset). */\n displacementMap?: string;\n /** Pre-baked light map URL. */\n lightMap?: string;\n /** Environment reflection map URL. */\n envMap?: string;\n /** Texture sampling mode applied to the color map. */\n textureFiltering: TextureFilteringValue;\n /** Whether mipmaps are generated for texture maps. */\n useMipmaps: boolean;\n};\n\nfunction toHexColor(value: unknown, fallback: string): string {\n if (\n value &&\n typeof value === \"object\" &&\n typeof (value as { getHexString?: () => string }).getHexString ===\n \"function\"\n ) {\n try {\n return `#${(value as { getHexString: () => string }).getHexString()}`;\n } catch {\n return fallback;\n }\n }\n\n return fallback;\n}\n\nfunction getMaterialType(material: THREE.Material): MaterialTypeValue {\n if (material instanceof THREE.MeshPhysicalMaterial) {\n return \"physical\";\n }\n\n if (material instanceof THREE.MeshPhongMaterial) {\n return \"phong\";\n }\n\n if (material instanceof THREE.MeshBasicMaterial) {\n return \"basic\";\n }\n\n return \"standard\";\n}\n\nfunction createMaterialValue(material: THREE.Material): MaterialValueState {\n const materialRecord = material as unknown as Record<string, unknown>;\n const normalScale = materialRecord.normalScale as\n | { x?: number; y?: number }\n | undefined;\n const map = materialRecord.map as THREE.Texture | undefined;\n\n return {\n type: getMaterialType(material),\n color: toHexColor(materialRecord.color, \"#ffffff\"),\n roughness:\n typeof materialRecord.roughness === \"number\" ? materialRecord.roughness : 0.5,\n metalness:\n typeof materialRecord.metalness === \"number\" ? materialRecord.metalness : 0.5,\n normalScale:\n typeof normalScale?.x === \"number\" ? normalScale.x : 1,\n opacity: typeof materialRecord.opacity === \"number\" ? materialRecord.opacity : 1,\n emissive: toHexColor(materialRecord.emissive, \"#000000\"),\n emissiveIntensity:\n typeof materialRecord.emissiveIntensity === \"number\"\n ? materialRecord.emissiveIntensity\n : 0,\n side: typeof materialRecord.side === \"number\" ? materialRecord.side : THREE.FrontSide,\n blending:\n typeof materialRecord.blending === \"number\"\n ? materialRecord.blending\n : THREE.NormalBlending,\n depthTest: materialRecord.depthTest !== false,\n depthWrite: materialRecord.depthWrite !== false,\n wireframe: Boolean(materialRecord.wireframe),\n transparent: Boolean(materialRecord.transparent),\n textureMap: map?.image ? map.source?.data?.currentSrc || map.image?.src : undefined,\n alphaTextureMap:\n (materialRecord.alphaMap as THREE.Texture | undefined)?.image?.src,\n normalMap:\n (materialRecord.normalMap as THREE.Texture | undefined)?.image?.src,\n roughnessMap:\n (materialRecord.roughnessMap as THREE.Texture | undefined)?.image?.src,\n metalnessMap:\n (materialRecord.metalnessMap as THREE.Texture | undefined)?.image?.src,\n aoMap: (materialRecord.aoMap as THREE.Texture | undefined)?.image?.src,\n emissiveMap:\n (materialRecord.emissiveMap as THREE.Texture | undefined)?.image?.src,\n bumpMap: (materialRecord.bumpMap as THREE.Texture | undefined)?.image?.src,\n displacementMap:\n (materialRecord.displacementMap as THREE.Texture | undefined)?.image?.src,\n lightMap: (materialRecord.lightMap as THREE.Texture | undefined)?.image?.src,\n envMap: (materialRecord.envMap as THREE.Texture | undefined)?.image?.src,\n textureFiltering:\n map?.magFilter === THREE.NearestFilter ? \"sharp\" : \"smooth\",\n useMipmaps: map?.generateMipmaps !== false,\n };\n}\n\nfunction defaultMaterialValue(): MaterialValueState {\n return {\n type: \"standard\",\n color: \"#ffffff\",\n roughness: 0.5,\n metalness: 0.5,\n normalScale: 1,\n opacity: 1,\n emissive: \"#000000\",\n emissiveIntensity: 0,\n side: THREE.FrontSide,\n blending: THREE.NormalBlending,\n depthTest: true,\n depthWrite: true,\n wireframe: false,\n transparent: false,\n textureFiltering: \"smooth\",\n useMipmaps: true,\n };\n}\n\n/**\n * Material catalog for an entity. Tracks the live three.js materials\n * (`materials`, `material`) plus serialized authoring state (`values[]`)\n * mirrored from the inspector. Supports `standard`, `basic`, `phong`, and\n * `physical` PBR types with optional texture map slots.\n *\n * @remarks\n * Use `setMaterials`, `updateValue`, `setMaterialType`, `setTextureFiltering`,\n * and `setUseMipmaps` to mutate state — these keep `values[]` and the live\n * three.js materials in sync. Texture URLs use the `localasset://` protocol\n * inside the editor.\n *\n * @category Components\n */\nexport class MaterialComponent extends Component {\n /** Live three.js materials currently bound to the entity's mesh (one per submesh). */\n materials: THREE.Material[];\n /** Convenience reference to `materials[0]`. `null` when no material is assigned. */\n material: THREE.Material | null;\n /** Serialized authoring state (one entry per material in {@link materials}). Saved with the project. */\n values: MaterialValueState[];\n\n constructor(materialOrMaterials: THREE.Material | THREE.Material[] = []) {\n super();\n\n this.materials = [];\n this.material = null;\n this.values = [];\n this.setMaterials(materialOrMaterials);\n }\n\n setMaterials(\n materialOrMaterials: THREE.Material | THREE.Material[] = [],\n ): void {\n this.materials = Array.isArray(materialOrMaterials)\n ? materialOrMaterials.filter(Boolean)\n : materialOrMaterials\n ? [materialOrMaterials]\n : [];\n\n this.material = this.materials[0] ?? null;\n this.values =\n this.materials.length > 0\n ? this.materials.map((material) => createMaterialValue(material))\n : [defaultMaterialValue()];\n }\n\n updateValue(index: number, patch: Partial<MaterialValueState>): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n this.values[index] = {\n ...this.values[index],\n ...patch,\n };\n }\n\n resetValue(index: number): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n const type = this.values[index]?.type ?? \"standard\";\n this.values[index] = {\n ...defaultMaterialValue(),\n type,\n };\n }\n\n setMaterialType(index: number, type: MaterialTypeValue): void {\n this.updateValue(index, { type });\n }\n\n setTextureFiltering(index: number, filtering: TextureFilteringValue): void {\n this.updateValue(index, { textureFiltering: filtering });\n }\n\n setUseMipmaps(index: number, enabled: boolean): void {\n this.updateValue(index, { useMipmaps: enabled });\n }\n}\n\nexport type { MaterialTypeValue, MaterialValueState, TextureFilteringValue };\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * References a GLTF/GLB asset loaded from `path`. The model loading system\n * resolves the asset asynchronously and populates {@link ModelComponent.object}\n * once available; loading is deferred-tolerant so the entity exists before\n * the model finishes loading.\n *\n * @category Components\n */\nexport class ModelComponent extends Component {\n /** Source URL or `localasset://` path of the GLTF/GLB asset. */\n path: string;\n /** Loaded model object, populated asynchronously by the model loader. `null` until loaded. */\n object: THREE.Object3D | null;\n\n constructor(path: string) {\n super();\n this.path = path;\n this.object = null;\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * One script attached to an entity. Multiple entries may target a single\n * entity (different classes from the same or different files).\n */\nexport type ScriptEntry = {\n /** Owning entity id. */\n entityId: number;\n /** Class name exported by the script module (default export class name). */\n className: string;\n /** Compiled script URL (e.g. `localasset://.../scripts/foo.js`). */\n scriptUrl: string;\n /** When `false`, the script is skipped each frame. */\n enabled: boolean;\n /**\n * When `true`, the script is executed inside the editor (not just at preview/runtime).\n * Enables direct Three.js scene access via `this.world.getScene()` / `getCamera()` /\n * `getRenderer()` for logic the editor's object palette cannot produce (custom shaders,\n * procedural geometry, grass, etc.). Defaults to `false`.\n */\n executeInEditor?: boolean;\n /** Inspector-bound payload exposed to the script as `this.data`. */\n data: Record<string, unknown>;\n /** Last load/runtime status reported by `ScriptBehaviourSystem`. */\n runtimeState?: \"idle\" | \"loading\" | \"ready\" | \"error\";\n /** Optional human-readable status message (e.g. compile/load error). */\n runtimeMessage?: string;\n};\n\n/**\n * Component holding the list of {@link ScriptEntry | scripts} attached to an\n * entity. Loaded from the saved project; the runtime-side fields\n * (`scriptInstance`, `scriptInstances`) are non-enumerable so they never leak\n * into save data or undo history.\n *\n * @remarks\n * Authored scripts subclass {@link Behaviour}.\n *\n * @category Components\n */\nexport class ScriptComponent extends Component {\n /** Authored script entries attached to the entity. Each entry references a class by name plus its inspector field overrides. Saved with the project. */\n entries: ScriptEntry[];\n /** First live behaviour instance after compile/load. Non-enumerable, so it does not appear in save data. `null` when no script is loaded. */\n declare scriptInstance: unknown | null;\n /** Map of `entityId` to its compiled behaviour instance (one entry per script bound to the entity). Non-enumerable, so it does not appear in save data. */\n declare scriptInstances: Map<number, unknown>;\n\n constructor(entries: ScriptEntry[] = []) {\n super();\n\n this.entries = entries.map((entry) => ({\n entityId: typeof entry.entityId === \"number\" ? entry.entityId : 0,\n className: typeof entry.className === \"string\" ? entry.className : \"\",\n scriptUrl: typeof entry.scriptUrl === \"string\" ? entry.scriptUrl : \"\",\n enabled: typeof entry.enabled === \"boolean\" ? entry.enabled : true,\n executeInEditor: typeof entry.executeInEditor === \"boolean\" ? entry.executeInEditor : false,\n data:\n entry.data && typeof entry.data === \"object\" && !Array.isArray(entry.data)\n ? (entry.data as Record<string, unknown>)\n : {},\n runtimeState: entry.runtimeState,\n runtimeMessage:\n typeof entry.runtimeMessage === \"string\" ? entry.runtimeMessage : undefined,\n }));\n\n // Runtime-only reference used by ScriptBehaviourSystem.\n // Keep non-enumerable so snapshots/history/hydration payloads remain stable.\n Object.defineProperty(this, \"scriptInstance\", {\n value: null,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n\n // Runtime-only map of all entry instances keyed by entryIndex.\n // Non-enumerable for the same reason as scriptInstance.\n Object.defineProperty(this, \"scriptInstances\", {\n value: new Map<number, unknown>(),\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_VIDEO_OPTIONS = {\n autoplay: false,\n loop: true,\n volume: 1,\n width: 1,\n height: 1,\n isGreenScreen: false,\n backgroundColor: \"#00ff00\",\n similarity: 0.4,\n smoothness: 0.08,\n spill: 0.12,\n /** When `true`, the video's audio stream is spatialized using the entity's transform. */\n positional: false,\n /** Distance at which volume is unattenuated (positional only). */\n refDistance: 1,\n /** WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. */\n distanceModel: \"inverse\",\n /** How quickly volume falls off past `refDistance`. Positional only. */\n rolloffFactor: 1,\n};\n\n/**\n * Plays a video file as a texture on a quad. Supports green-screen keying\n * (`isGreenScreen`, `backgroundColor`, `similarity`, `smoothness`, `spill`).\n * The video element, texture, and material are runtime-only and re-created\n * when the project loads.\n *\n * @category Components\n */\nexport class VideoComponent extends Component {\n /** Source URL or `localasset://` path of the video file. */\n path: string;\n /**\n * Playback + green-screen options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the video is ready. |\n * | `loop` | `true` | Loop playback indefinitely. |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `width` | `1` | Quad width in world units. |\n * | `height` | `1` | Quad height in world units. |\n * | `isGreenScreen` | `false` | Enable chroma keying using the fields below. |\n * | `backgroundColor` | `\"#00ff00\"` | Color to key out (CSS color string). |\n * | `similarity` | `0.4` | How close a pixel must be to the key to be removed (`0`–`1`). |\n * | `smoothness` | `0.08` | Soft-edge thickness around the key threshold. |\n * | `spill` | `0.12` | Amount of color spill suppression near edges. |\n * | `positional` | `false` | When `true`, the video's audio stream is spatialized using the entity's 3D position. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. Positional only. |\n */\n options: typeof DEFAULT_VIDEO_OPTIONS;\n /** Live three.js object hosting the video quad. `null` until built. */\n object: THREE.Object3D | null;\n /** Underlying HTML video element. `null` until built. */\n videoElement: HTMLVideoElement | null;\n /** Three.js texture sampling the video element. `null` until built. */\n texture: THREE.VideoTexture | null;\n /** Material rendering the video texture (with green-screen shader when enabled). `null` until built. */\n material: THREE.Material | null;\n /**\n * THREE.js audio node connected to this video's audio stream via\n * `setMediaElementSource`. Present only in preview when the camera\n * listener is available. `null` in editor mode.\n */\n audioNode: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the video should be playing. Managed by `VideoSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the video is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_VIDEO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_VIDEO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.videoElement = null;\n this.texture = null;\n this.material = null;\n this.audioNode = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `VideoSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `VideoSystem` drives the actual\n * HTML video element call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `VideoSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `VideoSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","const LOCAL_DRACO_DECODER_RELATIVE_PATH = \"./assets/draco/\";\nexport const DRACO_DECODER_CDN_PATH =\n \"https://www.gstatic.com/draco/versioned/decoders/1.5.7/\";\n\nfunction isBlockedBrowserFileUrl(url: string): boolean {\n return url.startsWith(\"file://\");\n}\n\nexport function resolveDracoDecoderPath(): string {\n try {\n // Prefer vendored decoder assets shipped with this package.\n const resolvedPath = new URL(\n LOCAL_DRACO_DECODER_RELATIVE_PATH,\n import.meta.url,\n ).toString();\n\n // Browser loaders cannot fetch file:// resources from package install paths.\n // Fall back to CDN decoders when bundlers emit file URLs for node_modules assets.\n if (isBlockedBrowserFileUrl(resolvedPath)) {\n return DRACO_DECODER_CDN_PATH;\n }\n\n return resolvedPath;\n } catch {\n // Fallback keeps compatibility in runtimes that cannot resolve package-relative URLs.\n return DRACO_DECODER_CDN_PATH;\n }\n}\n","import * as THREE from \"three\";\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\nimport { FBXLoader } from \"three/examples/jsm/loaders/FBXLoader.js\";\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\n\nimport { AnimationComponent, ModelComponent } from \"../components\";\nimport type { AnimationComponentOptions } from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport { resolveDracoDecoderPath } from \"../utils/dracoDecoderPath\";\nimport type { World } from \"../World\";\n\ntype AnimationRuntime = {\n rootUuid: string;\n mixer: THREE.AnimationMixer;\n actions: Map<string, THREE.AnimationAction>;\n clipNameToIds: Map<string, string[]>;\n activeClipId: string | null;\n clipSignature: string;\n sourceSignature: string;\n sourceToken: number;\n importedSourceClips: Map<string, THREE.AnimationClip[]>;\n pendingSources: Set<string>;\n};\n\ntype RuntimeClipEntry = {\n id: string;\n name: string;\n clip: THREE.AnimationClip;\n};\n\ntype PendingHydratedAnimationOptions = Pick<\n AnimationComponentOptions,\n | \"paused\"\n | \"reverse\"\n | \"timeScale\"\n | \"crossFadeDuration\"\n | \"activeState\"\n | \"states\"\n | \"externalClipSources\"\n>;\n\nfunction createClipSourceLoader(): GLTFLoader {\n const loader = new GLTFLoader();\n\n try {\n const dracoLoader = new DRACOLoader();\n dracoLoader.setDecoderPath(resolveDracoDecoderPath());\n loader.setDRACOLoader(dracoLoader);\n } catch (error) {\n console.warn(\"DRACOLoader could not be configured for clip source loading.\", error);\n }\n\n return loader;\n}\n\nfunction normalizeDeltaTime(deltaTime: number): number {\n return Number.isFinite(deltaTime) ? Math.max(0, deltaTime) : 0;\n}\n\nfunction sanitizeTimeScale(timeScale: number): number {\n if (!Number.isFinite(timeScale) || Math.abs(timeScale) < 0.0001) {\n return 1;\n }\n\n return Math.abs(timeScale);\n}\n\nfunction sanitizeCrossFadeDuration(duration: number): number {\n if (!Number.isFinite(duration) || duration < 0) {\n return 0;\n }\n\n return duration;\n}\n\nfunction buildClipSignature(entries: RuntimeClipEntry[]): string {\n return entries\n .map((entry) => entry.id)\n .sort((a, b) => a.localeCompare(b))\n .join(\"|\");\n}\n\nfunction readRuntimeClipEntries(animation: AnimationComponent): RuntimeClipEntry[] {\n if (Array.isArray(animation.clipCatalog) && animation.clipCatalog.length > 0) {\n return animation.clipCatalog.map((entry) => ({\n id: entry.id,\n name: entry.name,\n clip: entry.clip,\n }));\n }\n\n if (!Array.isArray(animation.clips)) {\n return [];\n }\n\n return animation.clips\n .map((clip, index) => {\n const name = typeof clip?.name === \"string\" ? clip.name : \"\";\n if (!name) {\n return null;\n }\n\n return {\n id: `legacy:${index}:${name}`,\n name,\n clip,\n };\n })\n .filter((entry): entry is RuntimeClipEntry => entry !== null);\n}\n\nfunction normalizeClipSources(value: unknown): string[] {\n if (!Array.isArray(value)) {\n return [];\n }\n\n const seen = new Set<string>();\n const sources: string[] = [];\n for (const entry of value) {\n if (typeof entry !== \"string\") {\n continue;\n }\n\n const trimmed = entry.trim();\n if (!trimmed || seen.has(trimmed)) {\n continue;\n }\n\n seen.add(trimmed);\n sources.push(trimmed);\n }\n\n return sources;\n}\n\nfunction extractFileExtension(url: string): string {\n const clean = url.split(\"?\")[0]?.split(\"#\")[0] ?? \"\";\n const ext = clean.split(\".\").pop();\n return typeof ext === \"string\" ? ext.toLowerCase() : \"\";\n}\n\nfunction createActions(\n mixer: THREE.AnimationMixer,\n entries: RuntimeClipEntry[],\n): {\n actions: Map<string, THREE.AnimationAction>;\n clipNameToIds: Map<string, string[]>;\n} {\n const actions = new Map<string, THREE.AnimationAction>();\n const clipNameToIds = new Map<string, string[]>();\n\n for (const entry of entries) {\n if (!entry.name) {\n continue;\n }\n\n actions.set(entry.id, mixer.clipAction(entry.clip));\n\n const ids = clipNameToIds.get(entry.name) ?? [];\n ids.push(entry.id);\n clipNameToIds.set(entry.name, ids);\n }\n\n return { actions, clipNameToIds };\n}\n\nfunction stopAllActions(runtime: AnimationRuntime): void {\n runtime.actions.forEach((action) => {\n action.stop();\n });\n runtime.mixer.stopAllAction();\n runtime.activeClipId = null;\n}\n\nfunction transitionToClip(\n runtime: AnimationRuntime,\n nextClipId: string | null,\n crossFadeDuration: number,\n): void {\n if (runtime.activeClipId === nextClipId) {\n return;\n }\n\n const previousAction = runtime.activeClipId\n ? runtime.actions.get(runtime.activeClipId)\n : undefined;\n const nextAction = nextClipId ? runtime.actions.get(nextClipId) : undefined;\n\n if (!nextAction) {\n if (previousAction) {\n previousAction.stop();\n }\n runtime.activeClipId = null;\n return;\n }\n\n if (!previousAction || previousAction === nextAction) {\n nextAction.reset();\n nextAction.play();\n runtime.activeClipId = nextClipId;\n return;\n }\n\n if (crossFadeDuration > 0) {\n nextAction.reset();\n nextAction.play();\n previousAction.crossFadeTo(nextAction, crossFadeDuration, true);\n } else {\n previousAction.stop();\n nextAction.reset();\n nextAction.play();\n }\n\n runtime.activeClipId = nextClipId;\n}\n\nfunction applyActionState(\n action: THREE.AnimationAction,\n component: AnimationComponent,\n paused: boolean,\n shouldLoop: boolean,\n): void {\n const loopMode = shouldLoop ? THREE.LoopRepeat : THREE.LoopOnce;\n const repetitions = shouldLoop ? Infinity : 1;\n action.setLoop(loopMode, repetitions);\n action.clampWhenFinished = !shouldLoop;\n action.paused = paused;\n\n const direction = component.reverse ? -1 : 1;\n action.setEffectiveTimeScale(sanitizeTimeScale(component.timeScale) * direction);\n}\n\nfunction applyPendingHydratedOptions(component: AnimationComponent, runtime?: AnimationRuntime): void {\n const pending = (\n component as AnimationComponent & {\n __pendingHydratedOptions?: PendingHydratedAnimationOptions;\n }\n ).__pendingHydratedOptions;\n\n if (!pending) {\n return;\n }\n\n if (Array.isArray(pending.externalClipSources)) {\n component.setExternalClipSources(pending.externalClipSources);\n }\n\n if (!Array.isArray(component.clips) || component.clips.length === 0) {\n return;\n }\n\n if (runtime && runtime.pendingSources.size > 0) {\n return;\n }\n\n const states = Array.isArray(pending.states) ? pending.states : [];\n if (states.length > 0) {\n component.setStates(states);\n }\n\n if (typeof pending.reverse === \"boolean\") {\n component.reverse = pending.reverse;\n }\n\n if (typeof pending.timeScale === \"number\" && Number.isFinite(pending.timeScale)) {\n component.timeScale = pending.timeScale;\n }\n\n if (\n typeof pending.crossFadeDuration === \"number\" &&\n Number.isFinite(pending.crossFadeDuration)\n ) {\n component.crossFadeDuration = Math.max(0, pending.crossFadeDuration);\n }\n\n if (typeof pending.activeState === \"string\" && pending.activeState.length > 0) {\n component.setActiveState(pending.activeState, !pending.paused);\n }\n\n if (typeof pending.paused === \"boolean\") {\n if (pending.paused) {\n component.pauseState(pending.activeState ?? undefined);\n } else {\n component.playState(pending.activeState ?? undefined);\n }\n }\n\n delete (\n component as AnimationComponent & {\n __pendingHydratedOptions?: PendingHydratedAnimationOptions;\n }\n ).__pendingHydratedOptions;\n}\n\nexport class AnimationSystem implements EcsSystem {\n private readonly runtimeByEntity = new Map<number, AnimationRuntime>();\n private readonly gltfLoader = createClipSourceLoader();\n private readonly fbxLoader = new FBXLoader();\n\n private async loadClipsFromSource(sourceUrl: string): Promise<THREE.AnimationClip[]> {\n const ext = extractFileExtension(sourceUrl);\n\n if (ext === \"fbx\") {\n return new Promise((resolve, reject) => {\n this.fbxLoader.load(\n sourceUrl,\n (object) => {\n const clips = Array.isArray(object.animations) ? object.animations : [];\n resolve(clips);\n },\n undefined,\n reject,\n );\n });\n }\n\n if (ext === \"glb\" || ext === \"gltf\") {\n return new Promise((resolve, reject) => {\n this.gltfLoader.load(\n sourceUrl,\n (gltf) => {\n const clips = Array.isArray(gltf.animations) ? gltf.animations : [];\n resolve(clips);\n },\n undefined,\n reject,\n );\n });\n }\n\n return [];\n }\n\n private refreshExternalClipSources(\n world: World,\n entityId: number,\n animation: AnimationComponent,\n runtime: AnimationRuntime,\n ): void {\n const normalizedSources = normalizeClipSources(animation.externalClipSources);\n const sourceSignature = normalizedSources.join(\"|\");\n\n if (runtime.sourceSignature !== sourceSignature) {\n runtime.sourceSignature = sourceSignature;\n runtime.sourceToken += 1;\n runtime.pendingSources.clear();\n runtime.importedSourceClips.clear();\n animation.setImportedClips([]);\n }\n\n const sourceSet = new Set(normalizedSources);\n for (const loadedSource of runtime.importedSourceClips.keys()) {\n if (!sourceSet.has(loadedSource)) {\n runtime.importedSourceClips.delete(loadedSource);\n }\n }\n\n const mergedLoadedClips = [...runtime.importedSourceClips.values()].flat();\n animation.setImportedClips(\n normalizedSources.flatMap((sourceUrl) => {\n const clipsForSource = runtime.importedSourceClips.get(sourceUrl) ?? [];\n return clipsForSource.map((clip) => ({ clip, sourceUrl }));\n }),\n );\n\n for (const sourceUrl of normalizedSources) {\n if (\n runtime.importedSourceClips.has(sourceUrl) ||\n runtime.pendingSources.has(sourceUrl)\n ) {\n continue;\n }\n\n runtime.pendingSources.add(sourceUrl);\n const sourceToken = runtime.sourceToken;\n\n void this.loadClipsFromSource(sourceUrl)\n .then((clips) => {\n const currentRuntime = this.runtimeByEntity.get(entityId);\n if (!currentRuntime || currentRuntime.sourceToken !== sourceToken) {\n return;\n }\n\n currentRuntime.pendingSources.delete(sourceUrl);\n currentRuntime.importedSourceClips.set(sourceUrl, clips);\n\n const currentAnimation = world.getComponent(entityId, AnimationComponent);\n if (!currentAnimation) {\n return;\n }\n\n currentAnimation.setImportedClips(\n normalizedSources.flatMap((url) => {\n const clipsForSource = currentRuntime.importedSourceClips.get(url) ?? [];\n return clipsForSource.map((clip) => ({ clip, sourceUrl: url }));\n }),\n );\n })\n .catch((error) => {\n const currentRuntime = this.runtimeByEntity.get(entityId);\n if (!currentRuntime || currentRuntime.sourceToken !== sourceToken) {\n return;\n }\n\n currentRuntime.pendingSources.delete(sourceUrl);\n currentRuntime.importedSourceClips.delete(sourceUrl);\n console.warn(`Failed to load animation source: ${sourceUrl}`, error);\n });\n }\n }\n\n private release(entityId: number): void {\n const runtime = this.runtimeByEntity.get(entityId);\n if (!runtime) {\n return;\n }\n\n stopAllActions(runtime);\n this.runtimeByEntity.delete(entityId);\n }\n\n update(world: World, deltaTime: number): void {\n const entityIds = world.query(AnimationComponent, ModelComponent);\n const alive = new Set<number>(entityIds);\n\n for (const trackedEntityId of this.runtimeByEntity.keys()) {\n if (!alive.has(trackedEntityId)) {\n this.release(trackedEntityId);\n }\n }\n\n const step = normalizeDeltaTime(deltaTime);\n\n for (const entityId of entityIds) {\n const animation = world.getComponent(entityId, AnimationComponent);\n const model = world.getComponent(entityId, ModelComponent);\n const root = model?.object ?? null;\n\n if (!animation || !model || !root) {\n this.release(entityId);\n continue;\n }\n\n const existing = this.runtimeByEntity.get(entityId);\n let runtime = existing;\n\n if (!runtime || runtime.rootUuid !== root.uuid) {\n if (runtime) {\n stopAllActions(runtime);\n }\n\n const mixer = new THREE.AnimationMixer(root);\n const entries = readRuntimeClipEntries(animation);\n const indexedActions = createActions(mixer, entries);\n runtime = {\n rootUuid: root.uuid,\n mixer,\n actions: indexedActions.actions,\n clipNameToIds: indexedActions.clipNameToIds,\n activeClipId: null,\n clipSignature: buildClipSignature(entries),\n sourceSignature: \"\",\n sourceToken: 0,\n importedSourceClips: new Map<string, THREE.AnimationClip[]>(),\n pendingSources: new Set<string>(),\n };\n\n this.runtimeByEntity.set(entityId, runtime);\n }\n\n this.refreshExternalClipSources(world, entityId, animation, runtime);\n\n applyPendingHydratedOptions(animation, runtime);\n\n // Skip playback updates for invisible entities. The runtime and clip catalog\n // are still maintained so animation resumes immediately on visibility restore.\n if (!world.isEntityVisible(entityId)) {\n continue;\n }\n\n const entries = readRuntimeClipEntries(animation);\n const clipSignature = buildClipSignature(entries);\n if (runtime.clipSignature !== clipSignature) {\n stopAllActions(runtime);\n const indexedActions = createActions(runtime.mixer, entries);\n runtime.actions = indexedActions.actions;\n runtime.clipNameToIds = indexedActions.clipNameToIds;\n runtime.clipSignature = clipSignature;\n }\n\n if (runtime.actions.size === 0) {\n continue;\n }\n\n const activeState = animation.active;\n const stateClipId =\n typeof activeState?.clipId === \"string\" && activeState.clipId.length > 0\n ? activeState.clipId\n : null;\n const stateClipName = activeState?.clip.name ?? null;\n const fallbackClipId =\n stateClipName && runtime.clipNameToIds.has(stateClipName)\n ? runtime.clipNameToIds.get(stateClipName)?.[0] ?? null\n : null;\n const nextClipId =\n stateClipId && runtime.actions.has(stateClipId)\n ? stateClipId\n : fallbackClipId && runtime.actions.has(fallbackClipId)\n ? fallbackClipId\n : null;\n const hasActiveState = Boolean(activeState);\n const isPaused = hasActiveState\n ? !(activeState?.isPlaying ?? false)\n : animation.paused;\n\n if (hasActiveState) {\n animation.paused = isPaused;\n }\n\n transitionToClip(\n runtime,\n nextClipId,\n sanitizeCrossFadeDuration(animation.crossFadeDuration),\n );\n\n if (!runtime.activeClipId) {\n continue;\n }\n\n const action = runtime.actions.get(runtime.activeClipId);\n if (!action) {\n continue;\n }\n\n applyActionState(action, animation, isPaused, Boolean(activeState?.loop));\n\n if (animation.reverse && action.time <= 0) {\n action.time = action.getClip().duration;\n }\n\n runtime.mixer.update(step);\n\n if (activeState?.isPlaying) {\n activeState.onPlaying();\n }\n }\n }\n\n dispose(): void {\n for (const runtime of this.runtimeByEntity.values()) {\n stopAllActions(runtime);\n }\n\n this.runtimeByEntity.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport { CameraComponent } from \"../components/Camera\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_NEAR = 0.001;\nconst MIN_FAR_DELTA = 0.001;\nconst MIN_FOV = 1;\nconst MAX_FOV = 179;\nconst MIN_ZOOM = 0.001;\n\nfunction clampNear(value: number): number {\n if (!Number.isFinite(value)) {\n return MIN_NEAR;\n }\n\n return Math.max(MIN_NEAR, value);\n}\n\nfunction clampFar(value: number, near: number): number {\n if (!Number.isFinite(value)) {\n return near + 1000;\n }\n\n return Math.max(near + MIN_FAR_DELTA, value);\n}\n\nfunction clampFov(value: number): number {\n if (!Number.isFinite(value)) {\n return 50;\n }\n\n return Math.min(MAX_FOV, Math.max(MIN_FOV, value));\n}\n\nfunction clampZoom(value: number): number {\n if (!Number.isFinite(value)) {\n return 1;\n }\n\n return Math.max(MIN_ZOOM, value);\n}\n\nfunction normalizeOrthoBounds(component: CameraComponent): void {\n let left = Number.isFinite(component.left) ? component.left : -5;\n let right = Number.isFinite(component.right) ? component.right : 5;\n let top = Number.isFinite(component.top) ? component.top : 5;\n let bottom = Number.isFinite(component.bottom) ? component.bottom : -5;\n\n if (right <= left) {\n right = left + 0.01;\n }\n\n if (top <= bottom) {\n top = bottom + 0.01;\n }\n\n component.left = left;\n component.right = right;\n component.top = top;\n component.bottom = bottom;\n}\n\nfunction isPerspectiveCamera(camera: THREE.Camera): camera is THREE.PerspectiveCamera {\n return camera instanceof THREE.PerspectiveCamera;\n}\n\nfunction isOrthographicCamera(camera: THREE.Camera): camera is THREE.OrthographicCamera {\n return camera instanceof THREE.OrthographicCamera;\n}\n\nfunction readWindowAspect(): number | null {\n if (typeof window === \"undefined\") {\n return null;\n }\n\n const width = window.innerWidth;\n const height = window.innerHeight;\n if (\n Number.isFinite(width) &&\n Number.isFinite(height) &&\n width > 0 &&\n height > 0\n ) {\n return width / height;\n }\n\n return null;\n}\n\nfunction buildSignature(\n component: CameraComponent,\n camera: THREE.Camera,\n windowAspect: number | null,\n): string {\n return [\n component.type,\n component.isDefault,\n component.projection,\n component.fov,\n component.near,\n component.far,\n component.left,\n component.right,\n component.top,\n component.bottom,\n component.zoom,\n windowAspect ?? \"na\",\n camera.uuid,\n ].join(\"|\");\n}\n\nexport class CameraSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(CameraComponent, Object3DRef);\n const windowAspect = readWindowAspect();\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const component = world.getComponent(entityId, CameraComponent);\n const objectRef = world.getComponent(entityId, Object3DRef);\n if (!component || !objectRef) {\n continue;\n }\n\n const camera = objectRef.object;\n if (!(camera instanceof THREE.Camera)) {\n continue;\n }\n\n const nextSignature = buildSignature(component, camera, windowAspect);\n if (this.signatures.get(entityId) === nextSignature) {\n continue;\n }\n\n const near = clampNear(component.near);\n const far = clampFar(component.far, near);\n component.near = near;\n component.far = far;\n\n if (isPerspectiveCamera(camera)) {\n camera.fov = clampFov(component.fov);\n component.fov = camera.fov;\n if (windowAspect !== null) {\n camera.aspect = windowAspect;\n }\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n } else if (isOrthographicCamera(camera)) {\n normalizeOrthoBounds(component);\n camera.left = component.left;\n camera.right = component.right;\n camera.top = component.top;\n camera.bottom = component.bottom;\n camera.zoom = clampZoom(component.zoom);\n component.zoom = camera.zoom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n }\n\n component.camera = camera;\n this.signatures.set(entityId, buildSignature(component, camera, windowAspect));\n }\n }\n}\n","import { Object3DRef } from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nexport class ObjectVisibilitySystem implements EcsSystem {\n update(world: World): void {\n const entityIds = world.query(Object3DRef);\n\n for (const entityId of entityIds) {\n const objectRef = world.getComponent(entityId, Object3DRef);\n const object = objectRef?.object;\n if (!objectRef || !object) {\n continue;\n }\n\n const targetVisibility = Boolean(objectRef.visibility);\n if (object.visible !== targetVisibility) {\n object.visible = targetVisibility;\n }\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport { Environment } from \"../components/Environment\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_FOG_DELTA = 0.001;\nconst MIN_DENSITY = 0;\n\nfunction createGradientTexture(\n effect: \"radial\" | \"linear\" | \"angular\",\n colors: string[],\n): THREE.Texture {\n if (typeof document === \"undefined\") {\n const pixel = new Uint8Array([30, 30, 30, 255]);\n const fallback = new THREE.DataTexture(pixel, 1, 1, THREE.RGBAFormat);\n fallback.needsUpdate = true;\n return fallback;\n }\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = 512;\n canvas.height = 512;\n\n const context = canvas.getContext(\"2d\");\n if (!context) {\n const fallback = new THREE.CanvasTexture(canvas);\n fallback.needsUpdate = true;\n return fallback;\n }\n\n const safeColors = colors.length > 0 ? colors : [\"#0f172a\", \"#334155\"];\n const lastIndex = Math.max(1, safeColors.length - 1);\n\n let gradient: CanvasGradient;\n if (effect === \"radial\") {\n gradient = context.createRadialGradient(256, 256, 16, 256, 256, 320);\n } else if (effect === \"angular\") {\n gradient = context.createLinearGradient(0, 0, 512, 512);\n } else {\n gradient = context.createLinearGradient(0, 0, 0, 512);\n }\n\n for (let index = 0; index < safeColors.length; index += 1) {\n gradient.addColorStop(index / lastIndex, safeColors[index]);\n }\n\n context.fillStyle = gradient;\n context.fillRect(0, 0, 512, 512);\n\n if (effect === \"angular\") {\n context.globalCompositeOperation = \"overlay\";\n const overlay = context.createRadialGradient(256, 256, 32, 256, 256, 340);\n overlay.addColorStop(0, \"rgba(255,255,255,0.25)\");\n overlay.addColorStop(1, \"rgba(0,0,0,0.2)\");\n context.fillStyle = overlay;\n context.fillRect(0, 0, 512, 512);\n context.globalCompositeOperation = \"source-over\";\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.colorSpace = THREE.SRGBColorSpace;\n texture.needsUpdate = true;\n return texture;\n}\n\nexport class EnvironmentSyncSystem implements EcsSystem {\n private readonly scene: THREE.Scene;\n private readonly textureLoader = new THREE.TextureLoader();\n private signature: string | null = null;\n private activeTexture: THREE.Texture | null = null;\n private pendingImageUrl: string | null = null;\n\n constructor(scene: THREE.Scene) {\n this.scene = scene;\n }\n\n private disposeActiveTexture(): void {\n if (this.activeTexture) {\n this.activeTexture.dispose();\n this.activeTexture = null;\n }\n }\n\n private applySkybox(component: Environment): void {\n const skybox = component.values.skybox;\n\n if (skybox.type === \"none\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = null;\n return;\n }\n\n if (skybox.type === \"color\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = new THREE.Color(skybox.color || \"#1e1e1e\");\n return;\n }\n\n if (skybox.type === \"gradient\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n const texture = createGradientTexture(\n skybox.gradient.effect,\n skybox.gradient.colors,\n );\n this.activeTexture = texture;\n this.scene.background = texture;\n return;\n }\n\n const imageUrl = skybox.imageUrl?.trim() ?? \"\";\n if (!imageUrl) {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = null;\n return;\n }\n\n if (this.pendingImageUrl === imageUrl && this.activeTexture) {\n this.scene.background = this.activeTexture;\n return;\n }\n\n this.disposeActiveTexture();\n this.pendingImageUrl = imageUrl;\n this.textureLoader.load(\n imageUrl,\n (texture) => {\n if (this.pendingImageUrl !== imageUrl) {\n texture.dispose();\n return;\n }\n\n texture.colorSpace = THREE.SRGBColorSpace;\n this.activeTexture = texture;\n this.scene.background = texture;\n },\n undefined,\n () => {\n if (this.pendingImageUrl === imageUrl) {\n this.pendingImageUrl = null;\n this.scene.background = null;\n }\n },\n );\n }\n\n private applyFog(component: Environment): void {\n const fog = component.values.fog;\n\n if (fog.type === \"none\") {\n this.scene.fog = null;\n return;\n }\n\n const fogColor = new THREE.Color(fog.color || \"#1e1e1e\");\n if (fog.type === \"linear\") {\n const near = Number.isFinite(fog.linear.near) ? fog.linear.near : 1;\n const farCandidate = Number.isFinite(fog.linear.far) ? fog.linear.far : near + 10;\n const far = Math.max(near + MIN_FOG_DELTA, farCandidate);\n this.scene.fog = new THREE.Fog(fogColor, near, far);\n return;\n }\n\n const density = Number.isFinite(fog.exponential.density)\n ? Math.max(MIN_DENSITY, fog.exponential.density)\n : 0.002;\n this.scene.fog = new THREE.FogExp2(fogColor, density);\n }\n\n update(world: World): void {\n const entityIds = world.query(Environment);\n if (entityIds.length === 0) {\n if (this.signature !== null) {\n this.signature = null;\n this.pendingImageUrl = null;\n this.disposeActiveTexture();\n this.scene.background = null;\n this.scene.fog = null;\n }\n return;\n }\n\n const entityId = entityIds[0];\n const environment = world.getComponent(entityId, Environment);\n if (!environment) {\n return;\n }\n\n const nextSignature = JSON.stringify(environment.values);\n if (this.signature === nextSignature) {\n return;\n }\n\n this.signature = nextSignature;\n this.applySkybox(environment);\n this.applyFog(environment);\n }\n\n dispose(): void {\n this.pendingImageUrl = null;\n this.disposeActiveTexture();\n }\n}\n","import { Postprocessing } from \"../components/Postprocessing\";\nimport type { PostprocessingState } from \"../components/Postprocessing\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport * as THREE from \"three\";\nimport { EffectComposer } from \"three/examples/jsm/postprocessing/EffectComposer.js\";\nimport { RenderPass } from \"three/examples/jsm/postprocessing/RenderPass.js\";\nimport { UnrealBloomPass } from \"three/examples/jsm/postprocessing/UnrealBloomPass.js\";\nimport { DotScreenPass } from \"three/examples/jsm/postprocessing/DotScreenPass.js\";\nimport { GlitchPass } from \"three/examples/jsm/postprocessing/GlitchPass.js\";\nimport { FilmPass } from \"three/examples/jsm/postprocessing/FilmPass.js\";\nimport { BokehPass } from \"three/examples/jsm/postprocessing/BokehPass.js\";\nimport { SSAOPass } from \"three/examples/jsm/postprocessing/SSAOPass.js\";\nimport { ShaderPass } from \"three/examples/jsm/postprocessing/ShaderPass.js\";\nimport { OutputPass } from \"three/examples/jsm/postprocessing/OutputPass.js\";\nimport { HueSaturationShader } from \"three/examples/jsm/shaders/HueSaturationShader.js\";\nimport { SepiaShader } from \"three/examples/jsm/shaders/SepiaShader.js\";\nimport { VignetteShader } from \"three/examples/jsm/shaders/VignetteShader.js\";\n\nexport class PostprocessingSyncSystem implements EcsSystem {\n private readonly renderer: THREE.WebGLRenderer;\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private signature: string | null = null;\n private composer: EffectComposer | null = null;\n private composerEnabled = false;\n\n constructor(\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n ) {\n this.renderer = renderer;\n this.scene = scene;\n this.camera = camera;\n }\n\n private setComposerEnabled(enabled: boolean): void {\n this.composerEnabled = enabled;\n this.scene.userData.ecsPostprocessingComposerActive = enabled;\n if (!enabled) {\n delete this.scene.userData.ecsPostprocessingComposer;\n }\n }\n\n private disposeComposer(): void {\n if (!this.composer) {\n this.setComposerEnabled(false);\n return;\n }\n\n const maybeComposer = this.composer as unknown as {\n passes?: Array<{ dispose?: () => void }>;\n dispose?: () => void;\n };\n\n if (Array.isArray(maybeComposer.passes)) {\n for (const pass of maybeComposer.passes) {\n pass.dispose?.();\n }\n }\n\n maybeComposer.dispose?.();\n this.composer = null;\n this.setComposerEnabled(false);\n }\n\n private buildComposer(values: PostprocessingState): void {\n this.disposeComposer();\n\n if (!values.postEnabled) {\n return;\n }\n\n const composer = new EffectComposer(this.renderer);\n composer.addPass(new RenderPass(this.scene, this.camera));\n\n if (values.dof.enabled) {\n composer.addPass(\n new BokehPass(this.scene, this.camera, {\n focus: values.dof.focusDistance,\n aperture: Math.max(0, values.dof.focalLength),\n maxblur: Math.max(0, values.dof.bokehScale),\n }),\n );\n }\n\n if (values.bloom.enabled) {\n const size = this.renderer.getSize(new THREE.Vector2());\n composer.addPass(\n new UnrealBloomPass(\n new THREE.Vector2(size.width, size.height),\n values.bloom.intensity,\n values.bloom.radius,\n values.bloom.threshold,\n ),\n );\n }\n\n if (values.vignette.enabled) {\n const pass = new ShaderPass(VignetteShader);\n const offset = pass.uniforms.offset;\n const darkness = pass.uniforms.darkness;\n if (offset) {\n offset.value = values.vignette.offset;\n }\n if (darkness) {\n darkness.value = values.vignette.darkness;\n }\n composer.addPass(pass);\n }\n\n if (values.hueSaturation.enabled) {\n const pass = new ShaderPass(HueSaturationShader);\n const hue = pass.uniforms.hue;\n const saturation = pass.uniforms.saturation;\n if (hue) {\n hue.value = values.hueSaturation.hue;\n }\n if (saturation) {\n saturation.value = values.hueSaturation.saturation;\n }\n composer.addPass(pass);\n }\n\n if (values.sepia.enabled) {\n const pass = new ShaderPass(SepiaShader);\n const amount = pass.uniforms.amount;\n if (amount) {\n amount.value = values.sepia.intensity;\n }\n composer.addPass(pass);\n }\n\n if (values.noise.enabled) {\n composer.addPass(new FilmPass(values.noise.opacity));\n }\n\n if (values.dotScreen.enabled) {\n composer.addPass(\n new DotScreenPass(\n new THREE.Vector2(0, 0),\n values.dotScreen.angle ?? values.dotScreen.dotScreenAngle,\n values.dotScreen.scale ?? values.dotScreen.dotScreenScale,\n ),\n );\n }\n\n if (values.ssao.enabled) {\n const pass = new SSAOPass(this.scene, this.camera);\n pass.kernelRadius = values.ssao.radius;\n pass.minDistance = 0.001;\n pass.maxDistance = Math.max(0.01, values.ssao.intensity);\n composer.addPass(pass);\n }\n\n if (values.glitch.enabled) {\n const pass = new GlitchPass();\n pass.enabled = true;\n pass.goWild = Boolean(values.glitch.active);\n composer.addPass(pass);\n }\n\n composer.addPass(new OutputPass());\n this.composer = composer;\n this.scene.userData.ecsPostprocessingComposer = composer;\n this.setComposerEnabled(true);\n }\n\n update(world: World): void {\n const entityIds = world.query(Postprocessing);\n if (entityIds.length === 0) {\n if (this.signature !== null) {\n this.signature = null;\n this.disposeComposer();\n delete this.scene.userData.ecsPostprocessing;\n }\n return;\n }\n\n const postprocessing = world.getComponent(entityIds[0], Postprocessing);\n if (!postprocessing) {\n return;\n }\n\n const nextSignature = JSON.stringify(postprocessing.values);\n if (this.signature === nextSignature) {\n return;\n }\n\n this.signature = nextSignature;\n this.buildComposer(postprocessing.values);\n\n this.scene.userData.ecsPostprocessing = postprocessing.values;\n }\n\n dispose(): void {\n this.signature = null;\n this.disposeComposer();\n delete this.scene.userData.ecsPostprocessing;\n delete this.scene.userData.ecsPostprocessingComposerActive;\n delete this.scene.userData.ecsPostprocessingComposer;\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n type ColliderState,\n Environment,\n Object3DRef,\n PhysicsComponent,\n type RigidbodyState,\n TransformComponent,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype RapierModule = typeof import(\"@dimforge/rapier3d-compat\");\n\ntype BodyType = RigidbodyState[\"type\"];\ntype EntityId = number;\ntype TriMeshData = {\n vertices: Float32Array;\n indices: Uint32Array;\n signature: string;\n};\n\nconst MIN_SIZE = 0.0001;\n\nfunction toBodyType(\n RAPIER: RapierModule,\n bodyType: BodyType,\n): import(\"@dimforge/rapier3d-compat\").RigidBodyType {\n switch (bodyType) {\n case \"fixed\":\n return RAPIER.RigidBodyType.Fixed;\n case \"kinematicPosition\":\n return RAPIER.RigidBodyType.KinematicPositionBased;\n case \"kinematicVelocity\":\n return RAPIER.RigidBodyType.KinematicVelocityBased;\n case \"dynamic\":\n default:\n return RAPIER.RigidBodyType.Dynamic;\n }\n}\n\nfunction createRigidBodyDesc(\n RAPIER: RapierModule,\n bodyType: BodyType,\n): import(\"@dimforge/rapier3d-compat\").RigidBodyDesc {\n if (bodyType === \"fixed\") {\n return RAPIER.RigidBodyDesc.fixed();\n }\n\n if (bodyType === \"kinematicPosition\") {\n return RAPIER.RigidBodyDesc.kinematicPositionBased();\n }\n\n if (bodyType === \"kinematicVelocity\") {\n return RAPIER.RigidBodyDesc.kinematicVelocityBased();\n }\n\n return RAPIER.RigidBodyDesc.dynamic();\n}\n\nfunction computeColliderState(\n colliderValues: ColliderState,\n object: THREE.Object3D | null,\n): ColliderState {\n if (!object) {\n return colliderValues;\n }\n\n const scale = new THREE.Vector3();\n object.getWorldScale(scale);\n\n return {\n ...colliderValues,\n size: {\n x: Math.max(MIN_SIZE, colliderValues.size.x * Math.abs(scale.x || 1)),\n y: Math.max(MIN_SIZE, colliderValues.size.y * Math.abs(scale.y || 1)),\n z: Math.max(MIN_SIZE, colliderValues.size.z * Math.abs(scale.z || 1)),\n },\n radius: Math.max(\n MIN_SIZE,\n colliderValues.radius *\n Math.max(Math.abs(scale.x || 1), Math.abs(scale.z || 1), 1),\n ),\n height: Math.max(MIN_SIZE, colliderValues.height * Math.abs(scale.y || 1)),\n };\n}\n\nfunction createColliderDesc(\n RAPIER: RapierModule,\n values: ColliderState,\n triMeshData: TriMeshData | null,\n): import(\"@dimforge/rapier3d-compat\").ColliderDesc {\n let desc: import(\"@dimforge/rapier3d-compat\").ColliderDesc;\n\n if (values.shape === \"trimesh\" && triMeshData) {\n desc = RAPIER.ColliderDesc.trimesh(\n triMeshData.vertices,\n triMeshData.indices,\n );\n } else if (values.shape === \"ball\") {\n desc = RAPIER.ColliderDesc.ball(Math.max(MIN_SIZE, values.radius));\n } else if (values.shape === \"capsule\") {\n desc = RAPIER.ColliderDesc.capsule(\n Math.max(MIN_SIZE, values.height / 2),\n Math.max(MIN_SIZE, values.radius),\n );\n } else if (values.shape === \"cylinder\") {\n desc = RAPIER.ColliderDesc.cylinder(\n Math.max(MIN_SIZE, values.height / 2),\n Math.max(MIN_SIZE, values.radius),\n );\n } else {\n desc = RAPIER.ColliderDesc.cuboid(\n Math.max(MIN_SIZE, values.size.x / 2),\n Math.max(MIN_SIZE, values.size.y / 2),\n Math.max(MIN_SIZE, values.size.z / 2),\n );\n }\n\n desc.setRestitution(Math.max(0, values.restitution));\n desc.setFriction(Math.max(0, values.friction));\n desc.setSensor(values.isSensor);\n\n desc.setTranslation(\n values.offsetPosition.x,\n values.offsetPosition.y,\n values.offsetPosition.z,\n );\n\n const offsetQuaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(\n values.offsetRotation.x,\n values.offsetRotation.y,\n values.offsetRotation.z,\n ),\n );\n desc.setRotation(offsetQuaternion);\n\n return desc;\n}\n\nfunction findFirstMeshWithGeometry(object: THREE.Object3D): THREE.Mesh | null {\n if (object instanceof THREE.Mesh && object.geometry) {\n return object;\n }\n\n let found: THREE.Mesh | null = null;\n object.traverse((child) => {\n if (found) {\n return;\n }\n\n if (child instanceof THREE.Mesh && child.geometry) {\n found = child;\n }\n });\n\n return found;\n}\n\nfunction createTriMeshData(object: THREE.Object3D | null): TriMeshData | null {\n if (!object) {\n return null;\n }\n\n const mesh = findFirstMeshWithGeometry(object);\n if (!mesh) {\n return null;\n }\n\n const geometry = mesh.geometry;\n const positionAttribute = geometry.getAttribute(\"position\");\n if (!positionAttribute || positionAttribute.itemSize < 3) {\n return null;\n }\n\n const positionCount = positionAttribute.count;\n if (positionCount < 3) {\n return null;\n }\n\n object.updateWorldMatrix(true, true);\n mesh.updateWorldMatrix(true, true);\n\n const worldToObject = new THREE.Matrix4().copy(object.matrixWorld).invert();\n const relativeMatrix = new THREE.Matrix4().multiplyMatrices(\n worldToObject,\n mesh.matrixWorld,\n );\n\n const vertices = new Float32Array(positionCount * 3);\n const point = new THREE.Vector3();\n for (let index = 0; index < positionCount; index += 1) {\n point\n .set(\n positionAttribute.getX(index),\n positionAttribute.getY(index),\n positionAttribute.getZ(index),\n )\n .applyMatrix4(relativeMatrix);\n\n const outputIndex = index * 3;\n vertices[outputIndex] = point.x;\n vertices[outputIndex + 1] = point.y;\n vertices[outputIndex + 2] = point.z;\n }\n\n const indexAttribute = geometry.getIndex();\n let indices: Uint32Array;\n if (indexAttribute) {\n indices = new Uint32Array(indexAttribute.count);\n for (let index = 0; index < indexAttribute.count; index += 1) {\n indices[index] = indexAttribute.getX(index);\n }\n } else {\n const triangleIndexCount = Math.floor(positionCount / 3) * 3;\n if (triangleIndexCount < 3) {\n return null;\n }\n\n indices = new Uint32Array(triangleIndexCount);\n for (let index = 0; index < triangleIndexCount; index += 1) {\n indices[index] = index;\n }\n }\n\n const matrixSignature = relativeMatrix.elements\n .map((value) => value.toFixed(5))\n .join(\",\");\n return {\n vertices,\n indices,\n signature: `${mesh.uuid}:${geometry.uuid}:${positionCount}:${indices.length}:${matrixSignature}`,\n };\n}\n\nfunction syncBodyFromTransform(\n body: import(\"@dimforge/rapier3d-compat\").RigidBody,\n transform: TransformComponent,\n): void {\n const quaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(transform.rotation.x, transform.rotation.y, transform.rotation.z),\n );\n\n body.setTranslation(\n {\n x: transform.position.x,\n y: transform.position.y,\n z: transform.position.z,\n },\n true,\n );\n body.setRotation(\n {\n x: quaternion.x,\n y: quaternion.y,\n z: quaternion.z,\n w: quaternion.w,\n },\n true,\n );\n}\n\nfunction syncTransformFromBody(\n transform: TransformComponent,\n body: import(\"@dimforge/rapier3d-compat\").RigidBody,\n): void {\n const position = body.translation();\n const rotation = body.rotation();\n\n transform.position.x = position.x;\n transform.position.y = position.y;\n transform.position.z = position.z;\n\n const euler = new THREE.Euler().setFromQuaternion(\n new THREE.Quaternion(rotation.x, rotation.y, rotation.z, rotation.w),\n );\n\n transform.rotation.x = euler.x;\n transform.rotation.y = euler.y;\n transform.rotation.z = euler.z;\n}\n\nexport class PhysicsSyncSystem implements EcsSystem {\n private readonly rigidBodyHandles = new Map<EntityId, number>();\n private readonly colliderHandles = new Map<EntityId, number>();\n private readonly rigidBodySignatures = new Map<EntityId, string>();\n private readonly colliderSignatures = new Map<EntityId, string>();\n private readonly isEditorMode: boolean;\n private rapier: RapierModule | null = null;\n private isBootstrappingWorld = false;\n private accumulator = 0;\n\n constructor(options?: { isEditor?: boolean }) {\n this.isEditorMode = options?.isEditor ?? false;\n }\n\n private async ensurePhysicsWorld(world: World): Promise<void> {\n if (this.rapier || this.isBootstrappingWorld) {\n return;\n }\n\n this.isBootstrappingWorld = true;\n try {\n const environmentEntityId = world.query(Environment)[0];\n const environment =\n typeof environmentEntityId === \"number\"\n ? world.getComponent(environmentEntityId, Environment)\n : undefined;\n\n const gravity = environment?.values.gravity;\n const rapierWorld = await world.createPhysicsWorld({\n gravity: {\n x: gravity?.x,\n y: gravity?.y,\n z: gravity?.z,\n },\n });\n if (!rapierWorld) {\n return;\n }\n\n const moduleValue = await world.getRapierModule();\n this.rapier = moduleValue;\n } finally {\n this.isBootstrappingWorld = false;\n }\n }\n\n private removeEntityPhysics(\n physicsWorld: import(\"@dimforge/rapier3d-compat\").World,\n entityId: EntityId,\n ): void {\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle === \"number\") {\n const rigidBody = physicsWorld.getRigidBody(rigidBodyHandle);\n if (rigidBody) {\n physicsWorld.removeRigidBody(rigidBody);\n }\n }\n\n this.rigidBodyHandles.delete(entityId);\n this.colliderHandles.delete(entityId);\n this.rigidBodySignatures.delete(entityId);\n this.colliderSignatures.delete(entityId);\n }\n\n update(world: World, deltaTime: number): void {\n if (!this.rapier || !world.getPhysicsWorld()) {\n void this.ensurePhysicsWorld(world);\n return;\n }\n\n const physicsWorld = world.getPhysicsWorld();\n if (!physicsWorld) {\n return;\n }\n\n const entities = world.query(TransformComponent, PhysicsComponent);\n const activeEntities = new Set<EntityId>(entities);\n\n for (const entityId of this.rigidBodyHandles.keys()) {\n if (!activeEntities.has(entityId)) {\n this.removeEntityPhysics(physicsWorld, entityId);\n }\n }\n\n for (const entityId of entities) {\n const transform = world.getComponent(entityId, TransformComponent);\n const physics = world.getComponent(entityId, PhysicsComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object ?? null;\n if (!transform || !physics) {\n continue;\n }\n\n if (!physics.values.rigidbody.enabled) {\n this.removeEntityPhysics(physicsWorld, entityId);\n physics.rigidBody = null;\n physics.collider = null;\n continue;\n }\n\n const rigidBodySignature = JSON.stringify(physics.values.rigidbody);\n const previousRigidBodySignature = this.rigidBodySignatures.get(entityId);\n const hasRigidBody = this.rigidBodyHandles.has(entityId);\n const shouldRecreateBody =\n !hasRigidBody || previousRigidBodySignature !== rigidBodySignature;\n\n if (shouldRecreateBody) {\n this.removeEntityPhysics(physicsWorld, entityId);\n\n const lockTranslationX =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationX;\n const lockTranslationY =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationY;\n const lockTranslationZ =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationZ;\n const lockRotationX =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationX;\n const lockRotationY =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationY;\n const lockRotationZ =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationZ;\n\n const bodyType = this.isEditorMode ? \"fixed\" : physics.values.rigidbody.type;\n const bodyDesc = createRigidBodyDesc(this.rapier, bodyType)\n .setLinearDamping(physics.values.rigidbody.linearDamping)\n .setAngularDamping(physics.values.rigidbody.angularDamping)\n .setGravityScale(physics.values.rigidbody.gravityScale)\n .setCanSleep(physics.values.rigidbody.canSleep)\n .setCcdEnabled(physics.values.rigidbody.ccdEnabled)\n .enabledTranslations(\n !lockTranslationX,\n !lockTranslationY,\n !lockTranslationZ,\n )\n .enabledRotations(\n !lockRotationX,\n !lockRotationY,\n !lockRotationZ,\n );\n\n bodyDesc.setTranslation(\n transform.position.x,\n transform.position.y,\n transform.position.z,\n );\n\n const quaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(\n transform.rotation.x,\n transform.rotation.y,\n transform.rotation.z,\n ),\n );\n bodyDesc.setRotation(quaternion);\n\n const body = physicsWorld.createRigidBody(bodyDesc);\n if (!this.isEditorMode && physics.values.rigidbody.type === \"dynamic\") {\n body.setAdditionalMass(physics.values.rigidbody.mass, true);\n }\n\n this.rigidBodyHandles.set(entityId, body.handle);\n this.rigidBodySignatures.set(entityId, rigidBodySignature);\n physics.rigidBody = body;\n }\n\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle !== \"number\") {\n continue;\n }\n\n const body = physicsWorld.getRigidBody(rigidBodyHandle);\n if (!body) {\n this.removeEntityPhysics(physicsWorld, entityId);\n physics.rigidBody = null;\n physics.collider = null;\n continue;\n }\n\n physics.rigidBody = body;\n\n if (this.isEditorMode || physics.values.rigidbody.type !== \"dynamic\") {\n syncBodyFromTransform(body, transform);\n }\n\n const effectiveCollider = computeColliderState(physics.values.collider, object);\n const triMeshData =\n effectiveCollider.shape === \"trimesh\" ? createTriMeshData(object) : null;\n\n if (!effectiveCollider || !effectiveCollider.enabled) {\n const colliderHandle = this.colliderHandles.get(entityId);\n if (typeof colliderHandle === \"number\") {\n const existingCollider = physicsWorld.getCollider(colliderHandle);\n if (existingCollider) {\n physicsWorld.removeCollider(existingCollider, true);\n }\n }\n this.colliderHandles.delete(entityId);\n this.colliderSignatures.delete(entityId);\n physics.collider = null;\n continue;\n }\n\n const colliderSignature = `${JSON.stringify(effectiveCollider)}:${triMeshData?.signature ?? \"\"}`;\n const previousColliderSignature = this.colliderSignatures.get(entityId);\n if (\n !this.colliderHandles.has(entityId) ||\n previousColliderSignature !== colliderSignature\n ) {\n const previousColliderHandle = this.colliderHandles.get(entityId);\n if (typeof previousColliderHandle === \"number\") {\n const previousCollider = physicsWorld.getCollider(previousColliderHandle);\n if (previousCollider) {\n physicsWorld.removeCollider(previousCollider, true);\n }\n }\n\n const colliderDesc = createColliderDesc(\n this.rapier,\n effectiveCollider,\n triMeshData,\n );\n const createdCollider = physicsWorld.createCollider(colliderDesc, body);\n this.colliderHandles.set(entityId, createdCollider.handle);\n this.colliderSignatures.set(entityId, colliderSignature);\n physics.collider = createdCollider;\n } else {\n const colliderHandle = this.colliderHandles.get(entityId);\n physics.collider =\n typeof colliderHandle === \"number\"\n ? (physicsWorld.getCollider(colliderHandle) ?? null)\n : null;\n }\n }\n\n if (!this.isEditorMode) {\n const environmentEntityId = world.query(Environment)[0];\n const environment =\n typeof environmentEntityId === \"number\"\n ? world.getComponent(environmentEntityId, Environment)\n : undefined;\n const fixedTimeStep =\n typeof environment?.values.fixedTimeStep === \"number\" &&\n environment.values.fixedTimeStep > 0\n ? environment.values.fixedTimeStep\n : 0.02;\n\n const clampedDelta =\n Number.isFinite(deltaTime) && deltaTime > 0\n ? Math.min(deltaTime, 0.1)\n : fixedTimeStep;\n\n this.accumulator += clampedDelta;\n\n while (this.accumulator >= fixedTimeStep) {\n physicsWorld.integrationParameters.dt = fixedTimeStep;\n physicsWorld.step();\n this.accumulator -= fixedTimeStep;\n }\n }\n\n for (const entityId of entities) {\n const physics = world.getComponent(entityId, PhysicsComponent);\n const transform = world.getComponent(entityId, TransformComponent);\n if (\n !physics ||\n !transform ||\n this.isEditorMode ||\n physics.values.rigidbody.type !== \"dynamic\"\n ) {\n continue;\n }\n\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle !== \"number\") {\n continue;\n }\n\n const body = physicsWorld.getRigidBody(rigidBodyHandle);\n if (!body) {\n continue;\n }\n\n syncTransformFromBody(transform, body);\n }\n }\n\n dispose(world: World): void {\n const physicsWorld = world.getPhysicsWorld();\n if (physicsWorld) {\n for (const entityId of this.rigidBodyHandles.keys()) {\n this.removeEntityPhysics(physicsWorld, entityId);\n }\n }\n\n this.rigidBodyHandles.clear();\n this.colliderHandles.clear();\n this.rigidBodySignatures.clear();\n this.colliderSignatures.clear();\n this.accumulator = 0;\n }\n}\n","export const KeyboardKeys = {\n A: \"a\",\n B: \"b\",\n C: \"c\",\n D: \"d\",\n E: \"e\",\n F: \"f\",\n G: \"g\",\n H: \"h\",\n I: \"i\",\n J: \"j\",\n K: \"k\",\n L: \"l\",\n M: \"m\",\n N: \"n\",\n O: \"o\",\n P: \"p\",\n Q: \"q\",\n R: \"r\",\n S: \"s\",\n T: \"t\",\n U: \"u\",\n V: \"v\",\n W: \"w\",\n X: \"x\",\n Y: \"y\",\n Z: \"z\",\n Digit0: \"0\",\n Digit1: \"1\",\n Digit2: \"2\",\n Digit3: \"3\",\n Digit4: \"4\",\n Digit5: \"5\",\n Digit6: \"6\",\n Digit7: \"7\",\n Digit8: \"8\",\n Digit9: \"9\",\n Space: \" \",\n Enter: \"enter\",\n Escape: \"escape\",\n Tab: \"tab\",\n Backspace: \"backspace\",\n Delete: \"delete\",\n Insert: \"insert\",\n Home: \"home\",\n End: \"end\",\n PageUp: \"pageup\",\n PageDown: \"pagedown\",\n ArrowUp: \"arrowup\",\n ArrowDown: \"arrowdown\",\n ArrowLeft: \"arrowleft\",\n ArrowRight: \"arrowright\",\n Shift: \"shift\",\n ShiftLeft: \"shiftleft\",\n ShiftRight: \"shiftright\",\n Control: \"control\",\n ControlLeft: \"controlleft\",\n ControlRight: \"controlright\",\n Alt: \"alt\",\n Meta: \"meta\",\n CapsLock: \"capslock\",\n NumLock: \"numlock\",\n ScrollLock: \"scrolllock\",\n Pause: \"pause\",\n PrintScreen: \"printscreen\",\n ContextMenu: \"contextmenu\",\n Minus: \"-\",\n Equal: \"=\",\n BracketLeft: \"[\",\n BracketRight: \"]\",\n Backslash: \"\\\\\",\n Semicolon: \";\",\n Quote: \"'\",\n Backquote: \"`\",\n Comma: \",\",\n Period: \".\",\n Slash: \"/\",\n F1: \"f1\",\n F2: \"f2\",\n F3: \"f3\",\n F4: \"f4\",\n F5: \"f5\",\n F6: \"f6\",\n F7: \"f7\",\n F8: \"f8\",\n F9: \"f9\",\n F10: \"f10\",\n F11: \"f11\",\n F12: \"f12\",\n} as const;\n\nexport type KeyboardKey = (typeof KeyboardKeys)[keyof typeof KeyboardKeys];","import type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { KeyboardKey } from \"./keyboardKeys\";\n\nfunction normalizeKey(key: KeyboardKey | string): string {\n return key.toLowerCase();\n}\n\nexport type MouseButton = \"left\" | \"middle\" | \"right\";\n\nfunction normalizeMouseButton(button: MouseButton | number | string): number {\n if (typeof button === \"number\") {\n return button;\n }\n\n const normalized = button.toLowerCase();\n if (normalized === \"left\") {\n return 0;\n }\n\n if (normalized === \"middle\" || normalized === \"scroll\") {\n return 1;\n }\n\n if (normalized === \"right\") {\n return 2;\n }\n\n return Number.NaN;\n}\n\nexport class InputSystem implements EcsSystem {\n private readonly held = new Set<string>();\n private readonly down = new Set<string>();\n private readonly up = new Set<string>();\n private readonly pendingDown = new Set<string>();\n private readonly pendingUp = new Set<string>();\n\n private readonly heldMouse = new Set<number>();\n private readonly downMouse = new Set<number>();\n private readonly upMouse = new Set<number>();\n private readonly pendingMouseDown = new Set<number>();\n private readonly pendingMouseUp = new Set<number>();\n\n private scrollDeltaX = 0;\n private scrollDeltaY = 0;\n private pendingScrollDeltaX = 0;\n private pendingScrollDeltaY = 0;\n private mouseDeltaX = 0;\n private mouseDeltaY = 0;\n private pendingMouseDeltaX = 0;\n private pendingMouseDeltaY = 0;\n private mousePosition = { x: 0, y: 0 };\n private pointerLockElement: HTMLElement | null = null;\n private pendingPointerLockRequest = false;\n\n private resolvePointerBounds(): { minX: number; minY: number; maxX: number; maxY: number } {\n const targetElement = this.pointerLockElement;\n if (targetElement) {\n const rect = targetElement.getBoundingClientRect();\n return {\n minX: rect.left,\n minY: rect.top,\n maxX: rect.right,\n maxY: rect.bottom,\n };\n }\n\n return {\n minX: 0,\n minY: 0,\n maxX: typeof window !== \"undefined\" ? window.innerWidth : 0,\n maxY: typeof window !== \"undefined\" ? window.innerHeight : 0,\n };\n }\n\n private onKeyDown = (event: KeyboardEvent): void => {\n const key = normalizeKey(event.key);\n const code = normalizeKey(event.code);\n\n if (!this.held.has(key)) {\n this.pendingDown.add(key);\n }\n\n this.held.add(key);\n\n // Also track event.code so left/right variants (e.g. ShiftLeft, ControlRight)\n // can be distinguished independently of event.key.\n if (code !== key) {\n if (!this.held.has(code)) {\n this.pendingDown.add(code);\n }\n this.held.add(code);\n }\n };\n\n private onKeyUp = (event: KeyboardEvent): void => {\n const key = normalizeKey(event.key);\n const code = normalizeKey(event.code);\n\n this.held.delete(key);\n this.pendingUp.add(key);\n\n if (code !== key) {\n this.held.delete(code);\n this.pendingUp.add(code);\n }\n };\n\n private onWindowBlur = (): void => {\n this.clearAll();\n };\n\n private onMouseDown = (event: MouseEvent): void => {\n const button = event.button;\n\n if (!this.heldMouse.has(button)) {\n this.pendingMouseDown.add(button);\n }\n\n this.heldMouse.add(button);\n\n // If a behaviour called lockMousePointer() outside a gesture context (e.g. from\n // update()), honour the deferred request now — we are synchronously inside a\n // trusted mousedown event, so Safari will allow the pointer lock.\n if (this.pendingPointerLockRequest) {\n this.pendingPointerLockRequest = false;\n const targetElement = this.pointerLockElement ?? document.body;\n if (targetElement && typeof targetElement.requestPointerLock === \"function\") {\n const result = targetElement.requestPointerLock();\n if (result instanceof Promise) {\n result.catch(() => {});\n }\n }\n }\n };\n\n private onMouseUp = (event: MouseEvent): void => {\n const button = event.button;\n\n this.heldMouse.delete(button);\n this.pendingMouseUp.add(button);\n };\n\n private onMouseWheel = (event: WheelEvent): void => {\n this.pendingScrollDeltaX += event.deltaX;\n this.pendingScrollDeltaY += event.deltaY;\n };\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.isMousePointerLocked()) {\n this.pendingMouseDeltaX += event.movementX;\n this.pendingMouseDeltaY += event.movementY;\n this.mousePosition = {\n x: this.mousePosition.x + event.movementX,\n y: this.mousePosition.y + event.movementY,\n };\n return;\n }\n\n this.pendingMouseDeltaX += event.movementX;\n this.pendingMouseDeltaY += event.movementY;\n\n this.mousePosition = {\n x: event.clientX,\n y: event.clientY,\n };\n };\n\n private onPointerLockChange = (): void => {\n if (!this.isMousePointerLocked()) {\n return;\n }\n\n const bounds = this.resolvePointerBounds();\n this.mousePosition = {\n x: (bounds.minX + bounds.maxX) / 2,\n y: (bounds.minY + bounds.maxY) / 2,\n };\n };\n\n private onPointerLockError = (): void => {\n // No-op by default; callers can inspect lock state via isMousePointerLocked().\n };\n\n constructor() {\n if (typeof window === \"undefined\") {\n return;\n }\n\n window.addEventListener(\"keydown\", this.onKeyDown);\n window.addEventListener(\"keyup\", this.onKeyUp);\n window.addEventListener(\"mousedown\", this.onMouseDown);\n window.addEventListener(\"mouseup\", this.onMouseUp);\n document.addEventListener(\"mousemove\", this.onMouseMove);\n window.addEventListener(\"wheel\", this.onMouseWheel, { passive: true });\n window.addEventListener(\"blur\", this.onWindowBlur);\n document.addEventListener(\"pointerlockchange\", this.onPointerLockChange);\n document.addEventListener(\"pointerlockerror\", this.onPointerLockError);\n }\n\n setPointerLockElement(element: HTMLElement | null): void {\n this.pointerLockElement = element;\n }\n\n lockMousePointer(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n const targetElement = this.pointerLockElement ?? document.body;\n if (!targetElement || typeof targetElement.requestPointerLock !== \"function\") {\n return false;\n }\n\n try {\n const result = targetElement.requestPointerLock();\n // Modern browsers (including Safari) return a Promise. If it rejects\n // (e.g. called outside a user gesture on Safari), set a flag so the\n // lock is automatically requested on the next mousedown event, which\n // is always a trusted user gesture.\n if (result instanceof Promise) {\n result.catch(() => {\n this.pendingPointerLockRequest = true;\n });\n }\n return true;\n } catch {\n return false;\n }\n }\n\n unlockMousePointer(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n // Cancel any deferred lock request so we don't immediately re-lock on next click.\n this.pendingPointerLockRequest = false;\n\n if (!document.pointerLockElement || typeof document.exitPointerLock !== \"function\") {\n return false;\n }\n\n document.exitPointerLock();\n return true;\n }\n\n isMousePointerLocked(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n const activePointerLockElement = document.pointerLockElement;\n if (!activePointerLockElement) {\n return false;\n }\n\n if (!this.pointerLockElement) {\n return true;\n }\n\n return activePointerLockElement === this.pointerLockElement;\n }\n\n getKey(key: KeyboardKey | string): boolean {\n return this.held.has(normalizeKey(key));\n }\n\n getKeyDown(key: KeyboardKey | string): boolean {\n return this.down.has(normalizeKey(key));\n }\n\n getKeyUp(key: KeyboardKey | string): boolean {\n return this.up.has(normalizeKey(key));\n }\n\n consumePressed(key: KeyboardKey | string): boolean {\n const normalized = normalizeKey(key);\n if (!this.down.has(normalized)) {\n return false;\n }\n\n this.down.delete(normalized);\n return true;\n }\n\n getMouse(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.heldMouse.has(normalizedButton);\n }\n\n getMouseDown(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.downMouse.has(normalizedButton);\n }\n\n getMouseUp(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.upMouse.has(normalizedButton);\n }\n\n getScrollClick(): boolean {\n return this.getMouse(\"middle\");\n }\n\n getScrollClickDown(): boolean {\n return this.getMouseDown(\"middle\");\n }\n\n getScrollClickUp(): boolean {\n return this.getMouseUp(\"middle\");\n }\n\n getScrollDelta(): { x: number; y: number } {\n return {\n x: this.scrollDeltaX,\n y: this.scrollDeltaY,\n };\n }\n\n consumeScrollDelta(): { x: number; y: number } {\n const delta = this.getScrollDelta();\n this.scrollDeltaX = 0;\n this.scrollDeltaY = 0;\n return delta;\n }\n\n getMousePosition(): { x: number; y: number } {\n return {\n x: this.mousePosition.x,\n y: this.mousePosition.y,\n };\n }\n\n getMouseDelta(): { x: number; y: number } {\n return {\n x: this.mouseDeltaX,\n y: this.mouseDeltaY,\n };\n }\n\n consumeMouseDelta(): { x: number; y: number } {\n const delta = this.getMouseDelta();\n this.mouseDeltaX = 0;\n this.mouseDeltaY = 0;\n return delta;\n }\n\n update(_world: World, _deltaTime: number): void {\n this.down.clear();\n this.up.clear();\n this.downMouse.clear();\n this.upMouse.clear();\n this.scrollDeltaX = this.pendingScrollDeltaX;\n this.scrollDeltaY = this.pendingScrollDeltaY;\n this.mouseDeltaX = this.pendingMouseDeltaX;\n this.mouseDeltaY = this.pendingMouseDeltaY;\n\n for (const key of this.pendingDown) {\n this.down.add(key);\n }\n\n for (const key of this.pendingUp) {\n this.up.add(key);\n }\n\n for (const button of this.pendingMouseDown) {\n this.downMouse.add(button);\n }\n\n for (const button of this.pendingMouseUp) {\n this.upMouse.add(button);\n }\n\n this.pendingDown.clear();\n this.pendingUp.clear();\n this.pendingMouseDown.clear();\n this.pendingMouseUp.clear();\n this.pendingScrollDeltaX = 0;\n this.pendingScrollDeltaY = 0;\n this.pendingMouseDeltaX = 0;\n this.pendingMouseDeltaY = 0;\n }\n\n dispose(): void {\n if (typeof window !== \"undefined\") {\n window.removeEventListener(\"keydown\", this.onKeyDown);\n window.removeEventListener(\"keyup\", this.onKeyUp);\n window.removeEventListener(\"mousedown\", this.onMouseDown);\n window.removeEventListener(\"mouseup\", this.onMouseUp);\n document.removeEventListener(\"mousemove\", this.onMouseMove);\n window.removeEventListener(\"wheel\", this.onMouseWheel);\n window.removeEventListener(\"blur\", this.onWindowBlur);\n document.removeEventListener(\"pointerlockchange\", this.onPointerLockChange);\n document.removeEventListener(\"pointerlockerror\", this.onPointerLockError);\n }\n\n this.clearAll();\n }\n\n private clearAll(): void {\n this.held.clear();\n this.down.clear();\n this.up.clear();\n this.pendingDown.clear();\n this.pendingUp.clear();\n this.heldMouse.clear();\n this.downMouse.clear();\n this.upMouse.clear();\n this.pendingMouseDown.clear();\n this.pendingMouseUp.clear();\n this.scrollDeltaX = 0;\n this.scrollDeltaY = 0;\n this.pendingScrollDeltaX = 0;\n this.pendingScrollDeltaY = 0;\n this.mouseDeltaX = 0;\n this.mouseDeltaY = 0;\n this.pendingMouseDeltaX = 0;\n this.pendingMouseDeltaY = 0;\n this.mousePosition = { x: 0, y: 0 };\n }\n}\n\n\n","import * as THREE from \"three\";\n\nimport { LightComponent } from \"../components/Light\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_LIGHT_DISTANCE = 0;\nconst MIN_LIGHT_INTENSITY = 0;\nconst MIN_AREA_SIZE = 0.01;\n\nfunction applyLightValues(lightComponent: LightComponent): void {\n const { light, values } = lightComponent;\n\n if (typeof values.color === \"string\") {\n light.color.set(values.color);\n }\n\n if (Number.isFinite(values.intensity)) {\n light.intensity = Math.max(MIN_LIGHT_INTENSITY, values.intensity);\n }\n\n light.frustumCulled = Boolean(values.frustumCulling);\n\n if (\"castShadow\" in light) {\n (light as THREE.Light & { castShadow: boolean }).castShadow = Boolean(\n values.castShadow,\n );\n }\n\n if (light instanceof THREE.PointLight) {\n if (typeof values.distance === \"number\" && Number.isFinite(values.distance)) {\n light.distance = Math.max(MIN_LIGHT_DISTANCE, values.distance);\n }\n\n if (typeof values.decay === \"number\" && Number.isFinite(values.decay)) {\n light.decay = Math.max(0, values.decay);\n }\n }\n\n if (light instanceof THREE.SpotLight) {\n if (typeof values.distance === \"number\" && Number.isFinite(values.distance)) {\n light.distance = Math.max(MIN_LIGHT_DISTANCE, values.distance);\n }\n\n if (typeof values.decay === \"number\" && Number.isFinite(values.decay)) {\n light.decay = Math.max(0, values.decay);\n }\n\n if (typeof values.angle === \"number\" && Number.isFinite(values.angle)) {\n light.angle = Math.max(0, Math.min(Math.PI / 2, values.angle));\n }\n\n if (typeof values.penumbra === \"number\" && Number.isFinite(values.penumbra)) {\n light.penumbra = Math.max(0, Math.min(1, values.penumbra));\n }\n }\n\n if (light instanceof THREE.RectAreaLight) {\n if (typeof values.width === \"number\" && Number.isFinite(values.width)) {\n light.width = Math.max(MIN_AREA_SIZE, values.width);\n }\n\n if (typeof values.height === \"number\" && Number.isFinite(values.height)) {\n light.height = Math.max(MIN_AREA_SIZE, values.height);\n }\n }\n}\n\nexport class LightSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(LightComponent);\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const lightComponent = world.getComponent(entityId, LightComponent);\n if (!lightComponent) {\n continue;\n }\n\n const signature = JSON.stringify(lightComponent.values);\n if (this.signatures.get(entityId) === signature) {\n continue;\n }\n\n applyLightValues(lightComponent);\n this.signatures.set(entityId, signature);\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n MaterialComponent,\n type MaterialTypeValue,\n type MaterialValueState,\n Object3DRef,\n type TextureFilteringValue,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype MaterialWithValues = {\n material: THREE.Material | null;\n materials: THREE.Material[];\n values: MaterialValueState[];\n};\n\nconst materialTextureKeyMap: Record<string, string> = {\n textureMap: \"map\",\n alphaTextureMap: \"alphaMap\",\n};\n\nconst materialTextureSlots = [\n \"map\",\n \"alphaMap\",\n \"normalMap\",\n \"roughnessMap\",\n \"metalnessMap\",\n \"aoMap\",\n \"emissiveMap\",\n \"bumpMap\",\n \"displacementMap\",\n \"lightMap\",\n \"envMap\",\n] as const;\n\nfunction resolveMaterialPropertyKey(key: string): string {\n return materialTextureKeyMap[key] ?? key;\n}\n\nfunction createMaterialByType(type: MaterialTypeValue): THREE.Material {\n if (type === \"basic\") {\n return new THREE.MeshBasicMaterial();\n }\n\n if (type === \"phong\") {\n return new THREE.MeshPhongMaterial();\n }\n\n if (type === \"physical\") {\n return new THREE.MeshPhysicalMaterial();\n }\n\n return new THREE.MeshStandardMaterial();\n}\n\nfunction replaceMaterialAcrossObject(\n object: THREE.Object3D,\n previous: THREE.Material,\n next: THREE.Material,\n): void {\n object.traverse((child) => {\n const mesh = child as THREE.Mesh;\n const currentMaterial = mesh.material;\n if (!currentMaterial) {\n return;\n }\n\n if (Array.isArray(currentMaterial)) {\n let changed = false;\n const updated = currentMaterial.map((material) => {\n if (material === previous) {\n changed = true;\n return next;\n }\n\n return material;\n });\n\n if (changed) {\n mesh.material = updated;\n }\n return;\n }\n\n if (currentMaterial === previous) {\n mesh.material = next;\n }\n });\n}\n\nfunction extractObjectMaterials(object: THREE.Object3D): THREE.Material[] {\n const materials: THREE.Material[] = [];\n\n object.traverse((child) => {\n const mesh = child as THREE.Mesh;\n const currentMaterial = mesh.material;\n if (!currentMaterial) {\n return;\n }\n\n const addMaterial = (material: THREE.Material) => {\n if (!materials.includes(material)) {\n materials.push(material);\n }\n };\n\n if (Array.isArray(currentMaterial)) {\n for (const material of currentMaterial) {\n addMaterial(material);\n }\n return;\n }\n\n addMaterial(currentMaterial);\n });\n\n return materials;\n}\n\nfunction applyTextureFiltering(\n material: THREE.Material,\n filtering: TextureFilteringValue,\n): void {\n const sharp = filtering === \"sharp\";\n const target = material as unknown as Record<string, unknown>;\n\n for (const slot of materialTextureSlots) {\n const texture = target[slot] as THREE.Texture | null | undefined;\n if (!texture || !(texture instanceof THREE.Texture)) {\n continue;\n }\n\n const useMipmaps = texture.generateMipmaps !== false;\n texture.magFilter = sharp ? THREE.NearestFilter : THREE.LinearFilter;\n texture.minFilter = useMipmaps\n ? sharp\n ? THREE.NearestMipmapNearestFilter\n : THREE.LinearMipmapLinearFilter\n : sharp\n ? THREE.NearestFilter\n : THREE.LinearFilter;\n texture.needsUpdate = true;\n }\n\n material.needsUpdate = true;\n}\n\nfunction setTextureMipmaps(material: THREE.Material, enabled: boolean): void {\n const target = material as unknown as Record<string, unknown>;\n\n for (const slot of materialTextureSlots) {\n const texture = target[slot] as THREE.Texture | null | undefined;\n if (!texture || !(texture instanceof THREE.Texture)) {\n continue;\n }\n\n texture.generateMipmaps = enabled;\n\n const sharp = texture.magFilter === THREE.NearestFilter;\n texture.minFilter = enabled\n ? sharp\n ? THREE.NearestMipmapNearestFilter\n : THREE.LinearMipmapLinearFilter\n : sharp\n ? THREE.NearestFilter\n : THREE.LinearFilter;\n\n texture.needsUpdate = true;\n }\n\n material.needsUpdate = true;\n}\n\nfunction assignMaterialTexture(\n material: THREE.Material,\n rawKey: string,\n url: string,\n textureCache: Map<string, THREE.Texture>,\n): void {\n const target = material as unknown as Record<string, unknown>;\n const key = resolveMaterialPropertyKey(rawKey);\n\n let texture = textureCache.get(url);\n if (!texture) {\n texture = new THREE.TextureLoader().load(url);\n textureCache.set(url, texture);\n }\n\n target[key] = texture;\n}\n\nfunction clearMaterialTexture(material: THREE.Material, rawKey: string): void {\n const target = material as unknown as Record<string, unknown>;\n const key = resolveMaterialPropertyKey(rawKey);\n target[key] = null;\n}\n\nfunction applyMaterialState(\n material: THREE.Material,\n value: MaterialValueState,\n textureCache: Map<string, THREE.Texture>,\n): void {\n const target = material as unknown as Record<string, unknown>;\n\n if (\n target.color &&\n typeof (target.color as { set?: (nextValue: string) => void }).set ===\n \"function\"\n ) {\n (target.color as { set: (nextValue: string) => void }).set(value.color);\n }\n\n if (typeof target.roughness === \"number\") {\n target.roughness = value.roughness;\n }\n\n if (typeof target.metalness === \"number\") {\n target.metalness = value.metalness;\n }\n\n if (\n target.normalScale &&\n typeof (target.normalScale as { set?: (x: number, y: number) => void })\n .set === \"function\"\n ) {\n (target.normalScale as { set: (x: number, y: number) => void }).set(\n value.normalScale,\n value.normalScale,\n );\n }\n\n target.opacity = value.opacity;\n\n if (\n target.emissive &&\n typeof (target.emissive as { set?: (nextValue: string) => void }).set ===\n \"function\"\n ) {\n (target.emissive as { set: (nextValue: string) => void }).set(value.emissive);\n }\n\n if (typeof target.emissiveIntensity === \"number\") {\n target.emissiveIntensity = value.emissiveIntensity;\n }\n\n target.side = value.side;\n target.blending = value.blending;\n target.depthTest = value.depthTest;\n target.depthWrite = value.depthWrite;\n target.wireframe = value.wireframe;\n target.transparent = value.transparent;\n\n const textureEntries: Array<[string, string | undefined]> = [\n [\"textureMap\", value.textureMap],\n [\"alphaTextureMap\", value.alphaTextureMap],\n [\"normalMap\", value.normalMap],\n [\"roughnessMap\", value.roughnessMap],\n [\"metalnessMap\", value.metalnessMap],\n [\"aoMap\", value.aoMap],\n [\"emissiveMap\", value.emissiveMap],\n [\"bumpMap\", value.bumpMap],\n [\"displacementMap\", value.displacementMap],\n [\"lightMap\", value.lightMap],\n [\"envMap\", value.envMap],\n ];\n\n for (const [key, url] of textureEntries) {\n if (typeof url === \"string\" && url.length > 0) {\n assignMaterialTexture(material, key, url, textureCache);\n } else {\n clearMaterialTexture(material, key);\n }\n }\n\n applyTextureFiltering(material, value.textureFiltering);\n setTextureMipmaps(material, value.useMipmaps);\n material.needsUpdate = true;\n}\n\nexport class MaterialSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n private readonly textureCache = new Map<string, THREE.Texture>();\n\n update(world: World): void {\n const entityIds = world.query(MaterialComponent);\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const materialComponent = world.getComponent(\n entityId,\n MaterialComponent,\n ) as MaterialWithValues | undefined;\n if (!materialComponent) {\n continue;\n }\n\n const signature = JSON.stringify(materialComponent.values);\n if (this.signatures.get(entityId) === signature) {\n continue;\n }\n\n const object = world.getComponent(entityId, Object3DRef)?.object;\n const objectMaterials = object ? extractObjectMaterials(object) : [];\n for (let index = 0; index < materialComponent.values.length; index += 1) {\n const value = materialComponent.values[index];\n if (!value) {\n continue;\n }\n\n const previousMaterial = materialComponent.materials[index];\n if (!previousMaterial) {\n continue;\n }\n\n // Undo/redo can restore component material references that differ from\n // what meshes currently hold. Rebind by slot index so subsequent state\n // writes always target the rendered material instance.\n if (object) {\n const currentObjectMaterial = objectMaterials[index];\n if (\n currentObjectMaterial &&\n currentObjectMaterial !== previousMaterial\n ) {\n replaceMaterialAcrossObject(\n object,\n currentObjectMaterial,\n previousMaterial,\n );\n objectMaterials[index] = previousMaterial;\n }\n }\n\n const nextType = createMaterialByType(value.type).type;\n let targetMaterial = previousMaterial;\n\n if (previousMaterial.type !== nextType) {\n const replacement = createMaterialByType(value.type);\n if (object) {\n replaceMaterialAcrossObject(object, previousMaterial, replacement);\n objectMaterials[index] = replacement;\n }\n materialComponent.materials[index] = replacement;\n targetMaterial = replacement;\n if (index === 0) {\n materialComponent.material = replacement;\n }\n previousMaterial.dispose();\n }\n\n applyMaterialState(targetMaterial, value, this.textureCache);\n }\n\n this.signatures.set(entityId, JSON.stringify(materialComponent.values));\n }\n }\n\n dispose(): void {\n for (const texture of this.textureCache.values()) {\n texture.dispose();\n }\n\n this.textureCache.clear();\n this.signatures.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n type CubeMeshParameters,\n DEFAULT_MESH_GEOMETRY_PARAMETERS,\n type MeshGeometryParameters,\n MeshGeometryComponent,\n Object3DRef,\n type PlaneMeshParameters,\n type RadiusHeightMeshParameters,\n type RadiusMeshParameters,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_DIMENSION = 0.01;\nconst MIN_RADIUS = 0.001;\n\nfunction sanitizeDimension(value: number): number {\n return Number.isFinite(value)\n ? Math.max(MIN_DIMENSION, value)\n : MIN_DIMENSION;\n}\n\nfunction sanitizeRadius(value: number): number {\n return Number.isFinite(value) ? Math.max(MIN_RADIUS, value) : MIN_RADIUS;\n}\n\nfunction sanitizeMeshParameters(\n component: MeshGeometryComponent,\n): MeshGeometryParameters {\n switch (component.kind) {\n case \"cube\": {\n const params = component.parameters as Partial<CubeMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.cube;\n return {\n width: sanitizeDimension(params.width ?? fallback.width),\n height: sanitizeDimension(params.height ?? fallback.height),\n depth: sanitizeDimension(params.depth ?? fallback.depth),\n };\n }\n case \"plane\": {\n const params = component.parameters as Partial<PlaneMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.plane;\n return {\n width: sanitizeDimension(params.width ?? fallback.width),\n height: sanitizeDimension(params.height ?? fallback.height),\n };\n }\n case \"sphere\": {\n const params = component.parameters as Partial<RadiusMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere;\n return {\n radius: sanitizeRadius(params.radius ?? fallback.radius),\n };\n }\n case \"cylinder\":\n case \"capsule\": {\n const params = component.parameters as Partial<RadiusHeightMeshParameters>;\n const fallback =\n component.kind === \"cylinder\"\n ? DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder\n : DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule;\n return {\n radius: sanitizeRadius(params.radius ?? fallback.radius),\n height: sanitizeDimension(params.height ?? fallback.height),\n };\n }\n case \"model\":\n return {};\n }\n}\n\nfunction resolvePrimaryMesh(object: THREE.Object3D | null): THREE.Mesh | null {\n if (!object) {\n return null;\n }\n\n if (object instanceof THREE.Mesh) {\n return object;\n }\n\n let found: THREE.Mesh | null = null;\n object.traverse((child: THREE.Object3D) => {\n if (!found && child instanceof THREE.Mesh) {\n found = child;\n }\n });\n\n return found;\n}\n\nfunction applyGeometry(component: MeshGeometryComponent): void {\n if (component.kind === \"model\") {\n return;\n }\n\n const mesh = resolvePrimaryMesh(component.object);\n if (!mesh) {\n return;\n }\n\n const sanitized = sanitizeMeshParameters(component);\n component.parameters = sanitized;\n\n let nextGeometry: THREE.BufferGeometry;\n\n switch (component.kind) {\n case \"cube\": {\n const params = sanitized as CubeMeshParameters;\n nextGeometry = new THREE.BoxGeometry(params.width, params.height, params.depth);\n break;\n }\n case \"plane\": {\n const params = sanitized as PlaneMeshParameters;\n nextGeometry = new THREE.PlaneGeometry(params.width, params.height);\n break;\n }\n case \"sphere\": {\n const params = sanitized as RadiusMeshParameters;\n nextGeometry = new THREE.SphereGeometry(params.radius, 24, 24);\n break;\n }\n case \"cylinder\": {\n const params = sanitized as RadiusHeightMeshParameters;\n nextGeometry = new THREE.CylinderGeometry(\n params.radius,\n params.radius,\n params.height,\n 20,\n );\n break;\n }\n case \"capsule\": {\n const params = sanitized as RadiusHeightMeshParameters;\n nextGeometry = new THREE.CapsuleGeometry(params.radius, params.height, 4, 8);\n break;\n }\n default:\n return;\n }\n\n const previousGeometry = mesh.geometry;\n mesh.geometry = nextGeometry;\n previousGeometry.dispose();\n}\n\nfunction applyShadowFlags(component: MeshGeometryComponent): void {\n if (!component.object) {\n return;\n }\n\n component.object.traverse((child: THREE.Object3D) => {\n if (child instanceof THREE.Mesh) {\n child.castShadow = component.castShadow;\n child.receiveShadow = component.receiveShadow;\n }\n });\n}\n\nexport class MeshGeometrySystem implements EcsSystem {\n private readonly geometrySignatures = new Map<number, string>();\n private readonly shadowSignatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(MeshGeometryComponent);\n\n const alive = new Set<number>(entityIds);\n for (const trackedId of this.geometrySignatures.keys()) {\n if (!alive.has(trackedId)) {\n this.geometrySignatures.delete(trackedId);\n this.shadowSignatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const meshGeometry = world.getComponent(\n entityId,\n MeshGeometryComponent,\n ) as MeshGeometryComponent | undefined;\n if (!meshGeometry) {\n continue;\n }\n\n if (!meshGeometry.object) {\n const objectRef = world.getComponent(entityId, Object3DRef);\n if (objectRef?.object) {\n meshGeometry.object = objectRef.object;\n }\n }\n\n const geometrySignature = `${meshGeometry.kind}:${JSON.stringify(meshGeometry.parameters)}:${meshGeometry.object?.uuid ?? \"\"}`;\n const shadowSignature = `${meshGeometry.castShadow}:${meshGeometry.receiveShadow}:${meshGeometry.object?.uuid ?? \"\"}`;\n\n if (this.geometrySignatures.get(entityId) !== geometrySignature) {\n applyGeometry(meshGeometry);\n this.geometrySignatures.set(\n entityId,\n `${meshGeometry.kind}:${JSON.stringify(meshGeometry.parameters)}:${meshGeometry.object?.uuid ?? \"\"}`,\n );\n }\n\n if (this.shadowSignatures.get(entityId) !== shadowSignature) {\n applyShadowFlags(meshGeometry);\n this.shadowSignatures.set(entityId, shadowSignature);\n }\n }\n }\n}\n","\nimport * as THREE from \"three\";\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\nimport { GLTFLoader, type GLTF } from \"three/examples/jsm/loaders/GLTFLoader.js\";\nimport { resolveDracoDecoderPath } from \"./dracoDecoderPath\";\n\nconst DRACO_DECODER_PATH = resolveDracoDecoderPath();\n\n\n\nexport const loadGLTF = (path: string): Promise<GLTF> => {\n return new Promise((resolve, reject) => {\n const loader = new GLTFLoader();\n try {\n // Configure DRACOLoader so GLTFLoader can decode DRACO-compressed meshes.\n const dracoLoader = new DRACOLoader();\n // Decoder files live under public/libs/three.js-r132/examples/js/libs/draco/\n // The path must be accessible by the browser.\n dracoLoader.setDecoderPath(DRACO_DECODER_PATH);\n loader.setDRACOLoader(dracoLoader);\n } catch (error) {\n // If DRACOLoader isn't available for any reason, proceed without it.\n // GLTFLoader will throw if the file actually contains DRACO-compressed data.\n console.debug(\"DRACOLoader setup failed or unavailable\", error);\n }\n\n loader.load(\n path,\n (gltf: GLTF) => {\n resolve(gltf);\n },\n undefined,\n (error: unknown) => {\n console.debug(\"GLTFLoader failed to load\", error);\n reject(error);\n },\n );\n });\n};\n\nexport const loadAudio = (path: string): Promise<AudioBuffer> => {\n return new Promise((resolve, reject) => {\n const loader = new THREE.AudioLoader();\n loader.load(\n path,\n (buffer: AudioBuffer) => {\n resolve(buffer);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n });\n};\n\nexport const loadVideo = (path: string): Promise<HTMLVideoElement> => {\n return new Promise((resolve, reject) => {\n const video = document.createElement(\"video\");\n video.addEventListener(\"loadedmetadata\", () => {\n video.setAttribute(\"playsinline\", \"\");\n resolve(video);\n });\n video.addEventListener(\"error\", () => {\n reject(new Error(`Failed to load video: ${path}`));\n });\n video.src = path;\n });\n};\n\nexport const loadTexture = (path: string): Promise<THREE.Texture> => {\n return new Promise((resolve, reject) => {\n const loader = new THREE.TextureLoader();\n loader.load(\n path,\n (texture: THREE.Texture) => {\n resolve(texture);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n });\n};\n\nexport const loadTextures = (paths: string[]): Promise<THREE.Texture[]> => {\n const loader = new THREE.TextureLoader();\n const promises: Array<Promise<THREE.Texture>> = [];\n for (let i = 0; i < paths.length; i++) {\n promises.push(\n new Promise((resolve, reject) => {\n loader.load(\n paths[i],\n (texture: THREE.Texture) => {\n resolve(texture);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n }),\n );\n }\n return Promise.all(promises);\n};\n","import * as THREE from \"three\";\n\nimport { Object3DRef } from \"../components\";\nimport {\n InstancedMeshComponent,\n type InstanceTransform,\n} from \"../components/InstancedMesh\";\nimport {\n type CubeMeshParameters,\n type PlaneMeshParameters,\n type RadiusHeightMeshParameters,\n type RadiusMeshParameters,\n} from \"../components/MeshGeometry\";\nimport { loadGLTF } from \"../utils/loader\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n// ---------------------------------------------------------------------------\n// Geometry helpers (primitive kinds)\n// ---------------------------------------------------------------------------\n\nfunction buildGeometry(component: InstancedMeshComponent): THREE.BufferGeometry {\n const p = component.getSanitizedParameters();\n\n switch (component.meshKind) {\n case \"cube\": {\n const params = p as CubeMeshParameters;\n return new THREE.BoxGeometry(params.width, params.height, params.depth);\n }\n case \"plane\": {\n const params = p as PlaneMeshParameters;\n return new THREE.PlaneGeometry(params.width, params.height);\n }\n case \"sphere\": {\n const params = p as RadiusMeshParameters;\n return new THREE.SphereGeometry(params.radius, 24, 24);\n }\n case \"cylinder\": {\n const params = p as RadiusHeightMeshParameters;\n return new THREE.CylinderGeometry(params.radius, params.radius, params.height, 20);\n }\n case \"capsule\": {\n const params = p as RadiusHeightMeshParameters;\n return new THREE.CapsuleGeometry(params.radius, params.height, 4, 8);\n }\n default:\n return new THREE.BoxGeometry(1, 1, 1);\n }\n}\n\n// ---------------------------------------------------------------------------\n// Matrix composition helper\n// ---------------------------------------------------------------------------\n\nconst _position = new THREE.Vector3();\nconst _quaternion = new THREE.Quaternion();\nconst _euler = new THREE.Euler();\nconst _scale = new THREE.Vector3();\nconst _matrix = new THREE.Matrix4();\nconst _modelMatrix = new THREE.Matrix4();\n\nfunction instanceTransformToMatrix4(\n inst: InstanceTransform,\n out: THREE.Matrix4,\n): void {\n _position.set(inst.position.x, inst.position.y, inst.position.z);\n _euler.set(inst.rotation.x, inst.rotation.y, inst.rotation.z, \"XYZ\");\n _quaternion.setFromEuler(_euler);\n _scale.set(inst.scale.x, inst.scale.y, inst.scale.z);\n out.compose(_position, _quaternion, _scale);\n}\n\n// ---------------------------------------------------------------------------\n// Dispose helpers\n// ---------------------------------------------------------------------------\n\nfunction disposePrimitiveInstancedMesh(mesh: THREE.InstancedMesh): void {\n mesh.geometry.dispose();\n if (Array.isArray(mesh.material)) {\n for (const m of mesh.material) {\n m.dispose();\n }\n } else {\n (mesh.material as THREE.Material).dispose();\n }\n}\n\nfunction disposeModelGroup(group: THREE.Object3D): void {\n group.traverse((child) => {\n const im = child as THREE.InstancedMesh;\n if (im.isInstancedMesh) {\n im.geometry.dispose();\n if (Array.isArray(im.material)) {\n for (const m of im.material) {\n m.dispose();\n }\n } else {\n (im.material as THREE.Material).dispose();\n }\n }\n });\n}\n\n// ---------------------------------------------------------------------------\n// Per-mesh entry for model kind\n// ---------------------------------------------------------------------------\n\ntype ModelMeshEntry = {\n localMatrix: THREE.Matrix4;\n instancedMesh: THREE.InstancedMesh;\n};\n\n// ---------------------------------------------------------------------------\n// InstancedMeshSystem\n// ---------------------------------------------------------------------------\n\n/**\n * Maintains the runtime geometry for entities with an {@link InstancedMeshComponent}.\n *\n * - **Primitive kinds** (`cube`, `sphere`, `plane`, `cylinder`, `capsule`): creates a single\n * `THREE.InstancedMesh` on the anchor and writes per-instance matrices every frame.\n * - **Model kind** (`model`): asynchronously loads the GLTF/GLB at `comp.modelPath`, traverses\n * the scene to collect all `THREE.Mesh` nodes, and creates one `THREE.InstancedMesh` per mesh\n * (preserving the mesh's local transform and original materials). All sub-meshes are grouped\n * under a `THREE.Group` stored in `comp.instancedMesh`. Per-instance matrices are composed as\n * `instanceTransform × meshLocalMatrix` every frame.\n *\n * Geometry is rebuilt whenever the signature (`meshKind:parameters:instanceCount` for primitives,\n * `model:path:instanceCount` for model kind) changes.\n */\nexport class InstancedMeshSystem implements EcsSystem {\n /** Signature tracking for geometry + instance count changes. */\n private readonly geometrySignatures = new Map<number, string>();\n /** Signature being loaded per entity. Maps entityId → geometrySignature in-flight.\n * Prevents re-dispatching a load every frame while comp.instancedMesh is still null. */\n private readonly loadingSignatures = new Map<number, string>();\n /** Per-mesh data for model kind, populated after GLTF load. */\n private readonly modelMeshEntries = new Map<number, ModelMeshEntry[]>();\n\n update(world: World): void {\n const entityIds = world.query(InstancedMeshComponent);\n\n // Prune stale tracking for destroyed entities.\n const alive = new Set<number>(entityIds);\n for (const trackedId of this.geometrySignatures.keys()) {\n if (!alive.has(trackedId)) this.geometrySignatures.delete(trackedId);\n }\n for (const trackedId of this.loadingSignatures.keys()) {\n if (!alive.has(trackedId)) this.loadingSignatures.delete(trackedId);\n }\n for (const trackedId of this.modelMeshEntries.keys()) {\n if (!alive.has(trackedId)) this.modelMeshEntries.delete(trackedId);\n }\n\n for (const entityId of entityIds) {\n const comp = world.getComponent(\n entityId,\n InstancedMeshComponent,\n ) as InstancedMeshComponent | undefined;\n if (!comp) continue;\n\n const objectRef = world.getComponent(entityId, Object3DRef);\n const anchor: THREE.Object3D | null = objectRef?.object ?? null;\n if (!anchor) continue;\n\n const instanceCount = comp.instances.length;\n const geometrySignature =\n comp.meshKind === \"model\"\n ? `model:${comp.modelPath}:${instanceCount}`\n : `${comp.meshKind}:${JSON.stringify(comp.meshParameters)}:${instanceCount}`;\n\n // While a load for the current signature is in-flight, instancedMesh stays null\n // but we must NOT treat that as \"needsRebuild\" — doing so would clear loadingSignatures\n // and re-dispatch the load every frame, causing duplicate groups in the scene.\n const pendingLoadSignature = this.loadingSignatures.get(entityId);\n const needsRebuild =\n (comp.instancedMesh === null || this.geometrySignatures.get(entityId) !== geometrySignature) &&\n pendingLoadSignature !== geometrySignature;\n\n if (needsRebuild) {\n // Dispose previous container (InstancedMesh for primitives, Group for model).\n if (comp.instancedMesh) {\n anchor.remove(comp.instancedMesh);\n if ((comp.instancedMesh as THREE.InstancedMesh).isInstancedMesh) {\n disposePrimitiveInstancedMesh(comp.instancedMesh as THREE.InstancedMesh);\n } else {\n disposeModelGroup(comp.instancedMesh);\n }\n comp.instancedMesh = null;\n }\n\n // Cancel an in-flight load only when the target signature changed\n // (e.g. user changed path or instance count). Preserve the slot when\n // rebuilding for any other reason to avoid re-dispatching.\n if (pendingLoadSignature !== undefined && pendingLoadSignature !== geometrySignature) {\n this.loadingSignatures.delete(entityId);\n this.modelMeshEntries.delete(entityId);\n }\n\n if (comp.meshKind === \"model\") {\n // Async GLTF load — skip this entity until the load completes.\n if (comp.modelPath && !this.loadingSignatures.has(entityId)) {\n this.loadingSignatures.set(entityId, geometrySignature);\n const targetSignature = geometrySignature;\n const targetEntityId = entityId;\n\n loadGLTF(comp.modelPath)\n .then((gltf) => {\n // Guard: entity still alive.\n if (!world.hasEntity(targetEntityId)) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const currentComp = world.getComponent(\n targetEntityId,\n InstancedMeshComponent,\n ) as InstancedMeshComponent | undefined;\n if (!currentComp) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n // Guard: signature unchanged (no path/count change during load).\n const currentSig = `model:${currentComp.modelPath}:${currentComp.instances.length}`;\n if (currentSig !== targetSignature) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const currentRef = world.getComponent(targetEntityId, Object3DRef);\n const currentAnchor: THREE.Object3D | null = currentRef?.object ?? null;\n if (!currentAnchor) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n // Safety: remove any stale mesh set by a concurrent load that\n // raced to completion before this one.\n if (currentComp.instancedMesh) {\n currentAnchor.remove(currentComp.instancedMesh);\n disposeModelGroup(currentComp.instancedMesh);\n currentComp.instancedMesh = null;\n }\n\n const count = Math.max(1, currentComp.instances.length);\n const entries: ModelMeshEntry[] = [];\n\n // Ensure world matrices are up to date before extracting local transforms.\n gltf.scene.updateWorldMatrix(true, true);\n\n gltf.scene.traverse((child) => {\n const meshChild = child as THREE.Mesh;\n if (!meshChild.isMesh) return;\n\n const geometry = meshChild.geometry.clone();\n const sourceMaterial = Array.isArray(meshChild.material)\n ? (meshChild.material as THREE.Material[]).map((m) => m.clone())\n : (meshChild.material as THREE.Material).clone();\n\n meshChild.updateWorldMatrix(true, false);\n const localMatrix = meshChild.matrixWorld.clone();\n\n const instancedMesh = new THREE.InstancedMesh(\n geometry,\n Array.isArray(sourceMaterial)\n ? (sourceMaterial as THREE.Material[])\n : (sourceMaterial as THREE.Material),\n count,\n );\n instancedMesh.castShadow = currentComp.castShadow;\n instancedMesh.receiveShadow = currentComp.receiveShadow;\n\n for (let i = 0; i < count; i++) {\n const inst = currentComp.instances[i] ?? {\n position: { x: 0, y: 0, z: 0 },\n rotation: { x: 0, y: 0, z: 0 },\n scale: { x: 1, y: 1, z: 1 },\n };\n instanceTransformToMatrix4(inst, _matrix);\n _modelMatrix.multiplyMatrices(_matrix, localMatrix);\n instancedMesh.setMatrixAt(i, _modelMatrix);\n }\n instancedMesh.instanceMatrix.needsUpdate = true;\n\n entries.push({ localMatrix, instancedMesh });\n });\n\n if (entries.length === 0) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const group = new THREE.Group();\n for (const entry of entries) {\n group.add(entry.instancedMesh);\n }\n\n currentAnchor.add(group);\n currentComp.instancedMesh = group;\n this.modelMeshEntries.set(targetEntityId, entries);\n this.geometrySignatures.set(targetEntityId, targetSignature);\n this.loadingSignatures.delete(targetEntityId);\n })\n .catch(() => {\n this.loadingSignatures.delete(targetEntityId);\n });\n }\n // Skip synchronous build for model kind — wait for async load.\n continue;\n }\n\n // --- Primitive kinds: synchronous build ---\n const count = Math.max(1, instanceCount);\n const geometry = buildGeometry(comp);\n const material = new THREE.MeshStandardMaterial({ color: \"#ffffff\" });\n const instancedMesh = new THREE.InstancedMesh(geometry, material, count);\n instancedMesh.castShadow = comp.castShadow;\n instancedMesh.receiveShadow = comp.receiveShadow;\n\n for (let i = 0; i < count; i++) {\n const inst = comp.instances[i] ?? {\n position: { x: 0, y: 0, z: 0 },\n rotation: { x: 0, y: 0, z: 0 },\n scale: { x: 1, y: 1, z: 1 },\n };\n instanceTransformToMatrix4(inst, _matrix);\n instancedMesh.setMatrixAt(i, _matrix);\n }\n instancedMesh.instanceMatrix.needsUpdate = true;\n\n anchor.add(instancedMesh);\n comp.instancedMesh = instancedMesh;\n this.geometrySignatures.set(entityId, geometrySignature);\n } else {\n // --- Every-frame matrix update ---\n if (comp.meshKind === \"model\") {\n const entries = this.modelMeshEntries.get(entityId);\n if (entries) {\n const count = comp.instances.length;\n for (const entry of entries) {\n for (let i = 0; i < count; i++) {\n instanceTransformToMatrix4(comp.instances[i], _matrix);\n _modelMatrix.multiplyMatrices(_matrix, entry.localMatrix);\n entry.instancedMesh.setMatrixAt(i, _modelMatrix);\n }\n entry.instancedMesh.instanceMatrix.needsUpdate = true;\n entry.instancedMesh.castShadow = comp.castShadow;\n entry.instancedMesh.receiveShadow = comp.receiveShadow;\n }\n }\n } else {\n const im = comp.instancedMesh as THREE.InstancedMesh;\n const count = comp.instances.length;\n for (let i = 0; i < count; i++) {\n instanceTransformToMatrix4(comp.instances[i], _matrix);\n im.setMatrixAt(i, _matrix);\n }\n im.instanceMatrix.needsUpdate = true;\n im.castShadow = comp.castShadow;\n im.receiveShadow = comp.receiveShadow;\n }\n }\n }\n }\n}\n","import type * as THREE from \"three\";\n\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nexport class RenderSystem implements EcsSystem {\n private readonly renderer: THREE.WebGLRenderer;\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private readonly afterRender?: () => void;\n\n constructor(\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n afterRender?: () => void,\n ) {\n this.renderer = renderer;\n this.scene = scene;\n this.camera = camera;\n this.afterRender = afterRender;\n }\n\n update(_world: World): void {\n if (this.scene.userData.ecsPostprocessingComposerActive === true) {\n const composer = this.scene.userData.ecsPostprocessingComposer as\n | {\n setSize: (width: number, height: number) => void;\n render: () => void;\n }\n | undefined;\n\n if (composer) {\n const width = Math.max(1, this.renderer.domElement.clientWidth);\n const height = Math.max(1, this.renderer.domElement.clientHeight);\n composer.setSize(width, height);\n composer.render();\n } else {\n this.renderer.render(this.scene, this.camera);\n }\n\n this.afterRender?.();\n return;\n }\n\n this.renderer.render(this.scene, this.camera);\n this.afterRender?.();\n }\n}\n","import type { World } from \"./World\";\nimport { Component } from \"./Component\";\nimport type { CustomEcsSystem } from \"./CustomEcsSystem\";\nimport type { ComponentClass } from \"./worldSnapshotUtils\";\nimport { Object3DRef, ParentId, TransformComponent } from \"./components\";\nimport type { ParentLookup, WorldEntityView } from \"./types\";\nimport * as THREE from \"three\";\n\n/**\n * Base class for all user-authored scripts attached to an entity through a\n * `ScriptComponent`. Subclass `Behaviour` to drive per-frame logic on a single\n * entity with full access to the {@link World}, the entity's\n * {@link TransformComponent}, and its three.js {@link Object3DRef}.\n *\n * @remarks\n * Scripts are dispatched by `ScriptBehaviourSystem` once per frame in this\n * order: {@link Behaviour.init} (first frame only) → {@link Behaviour.onUpdate}.\n * Override {@link Behaviour.onUpdate} for per-frame logic — never override\n * {@link Behaviour.update}, which is the engine-managed entry point.\n *\n * **Editor scripts**: By default, `Behaviour` subclasses do not run inside the\n * editor. Set `executeInEditor: true` on the script entry in the inspector to\n * enable the full lifecycle (`init` → `onUpdate` → `dispose`) while the editor\n * is open. This gives direct access to the Three.js scene, camera, and renderer\n * via {@link World.getScene}, {@link World.getCamera}, and\n * {@link World.getRenderer} — useful for custom shaders, procedural geometry,\n * grass, and any Three.js feature the editor's object palette does not expose.\n * Avoid mutating ECS component state every frame in editor mode, as it creates\n * undo history entries on every tick.\n *\n * The runtime recognizes a script by its **default export** plus the\n * inherited static marker `__reluBehaviourClass`. Do not override the marker.\n *\n * @example\n * ```ts\n * import { Behaviour, type Component } from \"@relu-interactives/spatial-ecs\";\n *\n *\n * export default class Spinner extends Behaviour {\n * data: {\n * speed: number;\n * axis: \"x\" | \"y\" | \"z\";\n * };\n *\n * init() {\n * this.data.speed ??= 1;\n * this.data.axis ??= \"y\";\n * }\n *\n * onUpdate() {\n * this.transform.rotation[this.data.axis] += this.data.speed * this.deltaTime;\n * }\n * }\n * ```\n *\n * @see {@link World}\n * @see {@link TransformComponent}\n * @see {@link Object3DRef}\n *\n * @category Scripting\n */\nexport class Behaviour implements CustomEcsSystem {\n /**\n * Static marker used by `ScriptBehaviourSystem` to detect `Behaviour`\n * subclasses across bundle-identity splits (esbuild may produce a second\n * copy of the package when scripts are bundled, breaking `instanceof`).\n * Inherited by every subclass via the prototype chain.\n *\n * @internal\n */\n static readonly __reluBehaviourClass = true as const;\n\n /**\n * Inspector-bound payload from the entity's `ScriptComponent`. Override the\n * type on subclasses with `declare data: MyDataShape` to get type safety\n * inside hooks. Saved with the project so values persist across reloads.\n */\n data: Component | Record<string, unknown> = {} as Component;\n\n /** Numeric id of the entity this script is attached to. */\n entityId: number;\n\n /** View of the owning entity (id + components) at construction time. */\n entity: WorldEntityView;\n\n /**\n * Live three.js object wrapper for the entity. May be `null` for entities\n * with no scene presence; helpers on this class return `null` in that case.\n */\n threeRef: Object3DRef;\n\n /**\n * The entity's {@link TransformComponent}. Mutating `position`, `rotation`,\n * or `scale` here is picked up the same frame by `TransformSyncSystem`.\n */\n transform: TransformComponent;\n\n /**\n * The owning {@link World}. Refreshed each frame in {@link Behaviour.update}.\n * Use it to query other entities or components.\n */\n world: World;\n\n /**\n * Seconds elapsed since the last frame. Set by the engine before each\n * {@link Behaviour.onUpdate}.\n */\n deltaTime: number = 0;\n\n /**\n * Engine-managed constructor. Hosts (`ScriptBehaviourSystem`) instantiate\n * subclasses with the owning world, the entity id, and the script's `data`\n * payload. User code should not call this directly.\n *\n * @param world - The owning ECS world.\n * @param entityId - The entity this script is bound to.\n * @param component - The `ScriptComponent.data` payload, or any object that\n * should be exposed to the script as `this.data`.\n */\n constructor(\n world: World,\n entityId: number,\n component: Component | Record<string, unknown>,\n ) {\n this.world = world;\n this.entityId = entityId;\n if (component) this.data = component;\n this.entity = this.getEntity()!;\n this.threeRef = this.getComponent(Object3DRef)!;\n this.transform = this.getComponent(TransformComponent)!;\n }\n\n /**\n * Engine-managed per-frame entry point. Refreshes {@link Behaviour.deltaTime}\n * and delegates to {@link Behaviour.onUpdate}.\n *\n * @remarks Do **not** override this method — override\n * {@link Behaviour.onUpdate} instead.\n *\n * @param world - The owning world (may differ from the constructor world\n * after hot reload).\n * @param deltaTime - Seconds since the last frame.\n */\n update(world: World, deltaTime: number): void {\n this.deltaTime = deltaTime;\n this.world = world;\n this.onUpdate();\n }\n\n /**\n * Optional cleanup hook invoked when the script is detached or the entity\n * is destroyed. Override to release timers, listeners, or other resources.\n *\n * @param world - The owning world at disposal time.\n */\n dispose?(world: World): void {\n // Default cleanup: no-op; override in subclasses if needed\n }\n\n /**\n * Returns the entity's world-space position as a new `THREE.Vector3`, or\n * `null` if the entity has no scene presence.\n */\n getWorldPosition(): THREE.Vector3 | null {\n if (!this.threeRef) {\n return null;\n }\n\n const position = new THREE.Vector3();\n this.threeRef.object.getWorldPosition(position);\n\n return position;\n }\n\n /**\n * Returns the entity's forward direction in world space (the +Z axis of its\n * world matrix), or `null` if the entity has no scene presence.\n */\n getWorldDirection(): THREE.Vector3 | null {\n if (!this.threeRef) {\n return null;\n }\n\n const target = new THREE.Vector3();\n this.threeRef.object.getWorldDirection(target);\n\n return target;\n }\n\n /**\n * Returns a unit vector pointing from this entity toward the given world\n * position, or `null` if the entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n */\n directionTo(targetPosition: THREE.Vector3): THREE.Vector3 | null {\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return null;\n }\n\n return targetPosition.clone().sub(currentPosition).normalize();\n }\n\n /**\n * Returns the world-space distance from this entity to the given position,\n * or `null` if the entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n */\n distanceTo(targetPosition: THREE.Vector3): number | null {\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return null;\n }\n\n return currentPosition.distanceTo(targetPosition);\n }\n\n /**\n * Linearly interpolates the entity's position toward `targetPosition` and\n * writes the result back through {@link TransformComponent}. No-op if the\n * entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n * @param alpha - Interpolation factor in [0, 1]. Multiply by `deltaTime`\n * for frame-rate-independent smoothing.\n */\n lerpTo(targetPosition: THREE.Vector3, alpha: number): void {\n if (!this.threeRef) {\n return;\n }\n\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return;\n }\n\n const newPosition = currentPosition.lerp(targetPosition, alpha);\n this.transform.setPosition(newPosition);\n }\n\n /**\n * Spherically interpolates the entity's rotation toward `targetRotation`\n * and writes the result back through {@link TransformComponent}. No-op if\n * the entity has no scene presence.\n *\n * @param targetRotation - Destination orientation as a quaternion.\n * @param alpha - Interpolation factor in [0, 1].\n */\n slerpTo(targetRotation: THREE.Quaternion, alpha: number): void {\n if (!this.threeRef) {\n return;\n }\n\n const rotation = new THREE.Quaternion();\n\n this.threeRef.object.getWorldQuaternion(rotation);\n rotation.slerp(targetRotation, alpha);\n this.transform.setRotation(rotation);\n }\n\n /**\n * Rotates the entity to face `targetPosition` in world space and writes the\n * resulting orientation back through {@link TransformComponent}. No-op if\n * the entity has no scene presence.\n *\n * @param targetPosition - Point in world space to face.\n */\n lookAt(targetPosition: THREE.Vector3): void {\n if (!this.threeRef) {\n return;\n }\n\n const clone = this.threeRef.object.clone();\n\n const rotation = new THREE.Quaternion();\n clone.lookAt(targetPosition);\n clone.getWorldQuaternion(rotation);\n this.transform.setRotation(rotation);\n }\n\n /** Returns every component currently attached to this entity. */\n getComponents(): Component[] {\n return this.world.getEntityById(this.entityId)?.components ?? [];\n }\n\n /**\n * Returns the entity's component of the given class, or `null` if it has\n * no such component.\n *\n * @typeParam T - Concrete component type.\n * @param componentClass - Component class constructor to look up.\n *\n * @example\n * ```ts\n * const mesh = this.getComponent(MeshComponent);\n * if (mesh) console.log(mesh.geometryRef);\n * ```\n */\n getComponent<T extends Component>(\n componentClass: ComponentClass<T>,\n ): T | null {\n return this.world.getComponent(this.entityId, componentClass) ?? null;\n }\n\n /**\n * Returns the latest {@link WorldEntityView} snapshot for this entity, or\n * `null` if it was destroyed.\n */\n getEntity(): WorldEntityView | null {\n return this.world.getEntityById(this.entityId);\n }\n\n /**\n * Resolves the entity's parent from the {@link ParentId} component, if any.\n *\n * @returns A {@link ParentLookup} with the parent component reference and\n * the parent entity view (or `null` if the entity is at the root).\n */\n getParent(): ParentLookup {\n const parentIdComponent = this.getComponent(ParentId);\n const parentEntityId = parentIdComponent?.value ?? null;\n\n if (parentEntityId === null) {\n return {\n parentIdComponent,\n parent: null,\n };\n }\n\n return {\n parentIdComponent,\n parent: this.world.getEntityById(parentEntityId),\n };\n }\n\n /**\n * Returns every direct child entity of this one (entities whose\n * {@link ParentId} matches `entityId`).\n */\n getChildren(): WorldEntityView[] {\n return this.world.getAllEntities().filter((entity) => {\n const parentIdComponent = entity.components.find(\n (component) => component instanceof ParentId,\n ) as ParentId | undefined;\n\n return parentIdComponent?.value === this.entityId;\n });\n }\n\n /**\n * Called once before the first {@link Behaviour.onUpdate}. Override to\n * default and validate {@link Behaviour.data}, cache references, or set\n * initial state.\n *\n * @remarks\n * Also called in editor mode when `executeInEditor` is `true` on the script\n * entry.\n */\n protected init(): void {\n // Override in subclasses to implement custom startup logic\n }\n\n /**\n * Called every frame while the script is enabled. Override with the\n * script's main per-frame logic.\n *\n * @remarks\n * Also called every frame in editor mode when `executeInEditor` is `true`.\n * Access the Three.js scene with `this.world.getScene()` for editor-only\n * rendering work such as custom shaders or procedural geometry.\n */\n protected onUpdate(): void {\n // Override in subclasses to implement custom behaviour\n }\n\n /** Called when the editor selects this entity. Optional UX hook. */\n onSelect(): void {\n // Override in subclasses to implement custom logic when this behaviour's entity is selected\n }\n\n /** Called when the editor deselects this entity. Optional UX hook. */\n onDeselect(): void {\n // Override in subclasses to implement custom logic when this behaviour's entity is deselected\n }\n\n /**\n * Called when an image-tracking target this entity depends on becomes\n * visible. Optional AR hook.\n *\n * @param target - The newly-visible target entity view.\n */\n onTargetFound(target: WorldEntityView): void {\n // Override in subclasses to implement custom logic when a target is found\n }\n\n /**\n * Called when an image-tracking target this entity depends on is lost.\n * Optional AR hook.\n *\n * @param target - The target entity view that became invisible.\n */\n onTargetLost(target: WorldEntityView): void {\n // Override in subclasses to implement custom logic when a target is lost\n }\n}\n","import * as THREE from \"three\";\nimport { Behaviour } from \"../Behaviour\";\nimport { Component } from \"../Component\";\nimport { ScriptComponent } from \"../components\";\nimport type { ScriptEntry } from \"../components/ScriptComponent\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype BehaviourCtor = new (\n world: World,\n entityId: number,\n component: Component | Record<string, unknown>,\n) => Behaviour;\n\ntype ActiveScript = {\n entityId: number;\n scriptComponent: ScriptComponent;\n entryIndex: number;\n scriptEntry: ScriptEntry;\n};\n\ntype ScriptInstanceRecord = {\n entityId: number;\n scriptUrl: string;\n className: string;\n entryIndex: number;\n behaviour: Behaviour;\n rawData: Record<string, unknown>;\n};\n\nfunction toErrorMessage(error: unknown): string {\n const sanitize = (value: string): string =>\n value\n .replace(/localasset:\\/\\/[^/]+\\//g, \"localasset://\")\n .replace(/\\/Users\\/[^\\s)]+/g, \"[local path]\");\n\n if (error instanceof Error && error.message) {\n return sanitize(error.message);\n }\n\n if (typeof error === \"string\" && error) {\n return sanitize(error);\n }\n\n return \"Unknown script error.\";\n}\n\nfunction buildInstanceKey(entityId: number, scriptUrl: string, className: string): string {\n return `${entityId}:${scriptUrl}:${className}`;\n}\n\nfunction resolveBehaviourCtor(\n moduleValue: Record<string, unknown>,\n className: string,\n): BehaviourCtor | null {\n const named = moduleValue[className];\n const fallback = moduleValue.default;\n const candidate =\n typeof named === \"function\"\n ? named\n : typeof fallback === \"function\"\n ? fallback\n : null;\n\n if (!candidate) {\n return null;\n }\n\n if (!(candidate.prototype instanceof Behaviour)) {\n // Fallback: esbuild may bundle a second copy of @relu-interactives/spatial-ecs into\n // the script blob, breaking the instanceof identity check. The static __reluBehaviourClass\n // marker is inherited through the class prototype chain, so it survives the identity split.\n const isBehaviourSubclass =\n !!(candidate as { __reluBehaviourClass?: unknown }).__reluBehaviourClass;\n if (!isBehaviourSubclass) {\n return null;\n }\n }\n\n return candidate as BehaviourCtor;\n}\n\nfunction normalizeScriptData(value: unknown): Record<string, unknown> {\n return value && typeof value === \"object\" && !Array.isArray(value)\n ? (value as Record<string, unknown>)\n : {};\n}\n\nfunction isPlainObject(value: unknown): value is Record<string, unknown> {\n return Boolean(value) && typeof value === \"object\" && !Array.isArray(value);\n}\n\nfunction mergeValueByDefaultShape(defaultValue: unknown, currentValue: unknown): unknown {\n if (Array.isArray(defaultValue)) {\n return Array.isArray(currentValue) ? currentValue : defaultValue;\n }\n\n if (isPlainObject(defaultValue)) {\n if (!isPlainObject(currentValue)) {\n return defaultValue;\n }\n\n const next: Record<string, unknown> = {};\n for (const key of Object.keys(defaultValue)) {\n next[key] = mergeValueByDefaultShape(defaultValue[key], currentValue[key]);\n }\n return next;\n }\n\n if (typeof defaultValue === \"number\") {\n return typeof currentValue === \"number\" ? currentValue : defaultValue;\n }\n\n if (typeof defaultValue === \"string\") {\n return typeof currentValue === \"string\" ? currentValue : defaultValue;\n }\n\n if (typeof defaultValue === \"boolean\") {\n return typeof currentValue === \"boolean\" ? currentValue : defaultValue;\n }\n\n if (defaultValue === null) {\n return currentValue !== undefined ? currentValue : null;\n }\n\n return typeof currentValue === \"undefined\" ? defaultValue : currentValue;\n}\n\nfunction mergeDataByCurrentDefaults(\n defaults: Record<string, unknown>,\n current: Record<string, unknown>,\n): Record<string, unknown> {\n const next: Record<string, unknown> = {};\n\n for (const key of Object.keys(defaults)) {\n next[key] = mergeValueByDefaultShape(defaults[key], current[key]);\n }\n\n return next;\n}\n\nfunction isRawEntityInput(value: unknown): value is { type: string; value: number | null } {\n if (!isPlainObject(value)) return false;\n return (value as Record<string, unknown>).type === \"entity\";\n}\n\nfunction isRawComponentInput(value: unknown): boolean {\n if (!isPlainObject(value)) return false;\n return (value as Record<string, unknown>).type === \"component\";\n}\n\nfunction findComponentByKind(components: Component[], componentKind: string): Component | null {\n return (\n components.find(\n (c) =>\n c.constructor.name === `${componentKind}Component` ||\n c.constructor.name === componentKind,\n ) ?? null\n );\n}\n\nfunction resolveInputData(world: World, rawData: Record<string, unknown>): Record<string, unknown> {\n const resolved: Record<string, unknown> = { ...rawData };\n for (const [key, value] of Object.entries(rawData)) {\n if (isRawEntityInput(value)) {\n const entityId = (value as { type: string; value: number | null }).value;\n const entityView = typeof entityId === \"number\" ? world.getEntityById(entityId) : null;\n resolved[key] = { ...(value as object), value: entityView };\n } else if (isRawComponentInput(value)) {\n const ref = (value as Record<string, unknown>).value;\n if (\n isPlainObject(ref) &&\n typeof (ref as Record<string, unknown>).entityId === \"number\" &&\n typeof (ref as Record<string, unknown>).componentKind === \"string\"\n ) {\n const { entityId: refEntityId, componentKind } = ref as {\n entityId: number;\n componentKind: string;\n };\n const entityView = world.getEntityById(refEntityId);\n const component = entityView\n ? findComponentByKind(entityView.components, componentKind)\n : null;\n resolved[key] = { ...(value as object), value: component };\n }\n }\n }\n return resolved;\n}\n\nfunction serializeDataForStorage(\n rawData: Record<string, unknown>,\n behaviourData: Record<string, unknown>,\n): Record<string, unknown> {\n const result: Record<string, unknown> = { ...behaviourData };\n for (const [key, rawValue] of Object.entries(rawData)) {\n if (isRawEntityInput(rawValue) || isRawComponentInput(rawValue)) {\n result[key] = rawValue;\n }\n }\n return result;\n}\n\nfunction normalizeEntry(\n value: Partial<ScriptEntry> | undefined,\n fallbackEntityId: number,\n): ScriptEntry {\n return {\n entityId: typeof value?.entityId === \"number\" ? value.entityId : fallbackEntityId,\n className: typeof value?.className === \"string\" ? value.className : \"\",\n scriptUrl: typeof value?.scriptUrl === \"string\" ? value.scriptUrl : \"\",\n enabled: typeof value?.enabled === \"boolean\" ? value.enabled : true,\n executeInEditor: typeof value?.executeInEditor === \"boolean\" ? value.executeInEditor : false,\n data: normalizeScriptData(value?.data),\n runtimeState:\n value?.runtimeState === \"idle\" ||\n value?.runtimeState === \"loading\" ||\n value?.runtimeState === \"ready\" ||\n value?.runtimeState === \"error\"\n ? value.runtimeState\n : undefined,\n runtimeMessage: typeof value?.runtimeMessage === \"string\" ? value.runtimeMessage : undefined,\n };\n}\n\nfunction readScriptEntries(component: ScriptComponent, entityId: number): ScriptEntry[] {\n if (Array.isArray(component.entries) && component.entries.length > 0) {\n return component.entries\n .map((entry) => normalizeEntry(entry as Partial<ScriptEntry>, entityId))\n .filter((entry) => entry.className || entry.scriptUrl);\n }\n\n return [];\n}\n\nfunction writeScriptEntries(component: ScriptComponent, entries: ScriptEntry[]): void {\n const normalized = entries.map((entry) => normalizeEntry(entry, entry.entityId));\n component.entries = normalized;\n\n const active = normalized[0];\n if (!active) {\n component.scriptInstance = null;\n }\n}\n\ntype ModuleLoader = (scriptUrl: string) => Promise<Record<string, unknown>>;\n\nasync function defaultModuleLoader(scriptUrl: string): Promise<Record<string, unknown>> {\n return (await import(/* webpackIgnore: true */ scriptUrl)) as Record<string, unknown>;\n}\n\n/**\n * Optional context that enables raycast-based onSelect / onDeselect dispatch.\n * When provided, pointer/touch taps on the canvas fire a raycast against the\n * scene. If the hit object (or any ancestor) carries userData.entityId, every\n * Behaviour instance for that entity receives onSelect(); the previously\n * selected entity's instances receive onDeselect().\n */\nexport type SelectionContext = {\n camera: THREE.Camera;\n scene: THREE.Scene;\n domElement: HTMLElement;\n};\n\nexport class ScriptBehaviourSystem implements EcsSystem {\n private instances = new Map<string, ScriptInstanceRecord>();\n private loading = new Map<string, Promise<void>>();\n private readonly moduleLoader: ModuleLoader;\n\n // Raycast-based onSelect / onDeselect support\n private readonly selectionCtx: SelectionContext | null;\n private readonly raycaster: THREE.Raycaster;\n private readonly ndcPointer: THREE.Vector2;\n private selectedEntityId: number | null = null;\n // undefined = nothing queued; null = queued \"deselect all\"; number = queued entity\n private pendingEntityId: number | null | undefined = undefined;\n private pointerDownPos: { x: number; y: number } | null = null;\n private static readonly CLICK_THRESHOLD = 6;\n\n constructor(moduleLoader?: ModuleLoader, selectionContext?: SelectionContext) {\n this.moduleLoader = moduleLoader ?? defaultModuleLoader;\n this.selectionCtx = selectionContext ?? null;\n this.raycaster = new THREE.Raycaster();\n this.ndcPointer = new THREE.Vector2();\n if (this.selectionCtx) {\n this.selectionCtx.domElement.addEventListener(\"pointerdown\", this.onPointerDown);\n this.selectionCtx.domElement.addEventListener(\"pointerup\", this.onPointerUp);\n }\n }\n\n // ── Raycast selection helpers ──────────────────────────────────────────────\n\n /** Walk up the object hierarchy to find the nearest userData.entityId. */\n private resolveEntityId(object: THREE.Object3D): number | null {\n let current: THREE.Object3D | null = object;\n while (current) {\n const id = current.userData?.entityId;\n if (typeof id === \"number\") return id;\n current = current.parent;\n }\n return null;\n }\n\n /** Convert client (screen) coordinates to normalised device coordinates. */\n private toNdc(clientX: number, clientY: number): void {\n if (!this.selectionCtx) return;\n const rect = this.selectionCtx.domElement.getBoundingClientRect();\n this.ndcPointer.x = ((clientX - rect.left) / rect.width) * 2 - 1;\n this.ndcPointer.y = -((clientY - rect.top) / rect.height) * 2 + 1;\n }\n\n /** Fire raycast and queue the result to be dispatched in the next update(). */\n private queueRaycast(clientX: number, clientY: number): void {\n if (!this.selectionCtx) return;\n this.toNdc(clientX, clientY);\n this.raycaster.setFromCamera(this.ndcPointer, this.selectionCtx.camera);\n const hits = this.raycaster.intersectObjects(this.selectionCtx.scene.children, true);\n for (const hit of hits) {\n // Skip editor-only helpers (grid, transform gizmo, etc.)\n if (hit.object.userData?.ecsPreviewHidden) continue;\n const entityId = this.resolveEntityId(hit.object);\n if (entityId !== null) {\n this.pendingEntityId = entityId;\n return;\n }\n }\n // Clicked empty space → queue deselect\n this.pendingEntityId = null;\n }\n\n private onPointerDown = (event: PointerEvent): void => {\n this.pointerDownPos = { x: event.clientX, y: event.clientY };\n };\n\n private onPointerUp = (event: PointerEvent): void => {\n if (!this.pointerDownPos) return;\n const dx = event.clientX - this.pointerDownPos.x;\n const dy = event.clientY - this.pointerDownPos.y;\n this.pointerDownPos = null;\n // Ignore drag gestures — only fire for taps / clicks\n if (Math.sqrt(dx * dx + dy * dy) > ScriptBehaviourSystem.CLICK_THRESHOLD) return;\n this.queueRaycast(event.clientX, event.clientY);\n };\n\n /**\n * Apply a queued selection change.\n * Calls onDeselect() on all behaviours of the previous entity and\n * onSelect() on all behaviours of the newly selected entity.\n */\n private applySelection(nextEntityId: number | null): void {\n if (nextEntityId === this.selectedEntityId) return;\n const prevEntityId = this.selectedEntityId;\n this.selectedEntityId = nextEntityId;\n\n if (prevEntityId !== null) {\n for (const record of this.instances.values()) {\n if (record.entityId === prevEntityId) {\n try {\n record.behaviour.onDeselect();\n } catch {}\n }\n }\n }\n\n if (nextEntityId !== null) {\n for (const record of this.instances.values()) {\n if (record.entityId === nextEntityId) {\n try {\n record.behaviour.onSelect();\n } catch {}\n }\n }\n }\n }\n\n // ── ECS lifecycle ──────────────────────────────────────────────────────────\n\n update(world: World, deltaTime: number): void {\n // Dispatch any queued raycast selection before running behaviour updates\n if (this.pendingEntityId !== undefined) {\n const next = this.pendingEntityId;\n this.pendingEntityId = undefined;\n this.applySelection(next);\n }\n\n const active = new Map<string, ActiveScript>();\n const entityIds = world.query(ScriptComponent);\n\n for (const entityId of entityIds) {\n const scriptComponent = world.getComponent(entityId, ScriptComponent);\n if (!scriptComponent) {\n continue;\n }\n\n const entries = readScriptEntries(scriptComponent, entityId);\n if (entries.length === 0) {\n scriptComponent.scriptInstance = null;\n continue;\n }\n\n const nextEntries = [...entries];\n let hasEnabledScript = false;\n\n for (let entryIndex = 0; entryIndex < nextEntries.length; entryIndex += 1) {\n const entry = nextEntries[entryIndex];\n // In editor mode, only run scripts that have explicitly opted in via executeInEditor.\n const skipInEditor = world.isEditorMode() && !entry.executeInEditor;\n if (!entry.enabled || !entry.scriptUrl || skipInEditor) {\n nextEntries[entryIndex] = {\n ...entry,\n runtimeState: skipInEditor ? \"idle\" : \"idle\",\n runtimeMessage: undefined,\n };\n continue;\n }\n\n hasEnabledScript = true;\n const key = buildInstanceKey(entityId, entry.scriptUrl, entry.className);\n active.set(key, {\n entityId,\n scriptComponent,\n entryIndex,\n scriptEntry: entry,\n });\n }\n\n writeScriptEntries(scriptComponent, nextEntries);\n if (!hasEnabledScript) {\n scriptComponent.scriptInstance = null;\n }\n }\n\n for (const [key, record] of this.instances.entries()) {\n const script = active.get(key);\n if (!script) {\n const liveComponent = world.getComponent(record.entityId, ScriptComponent);\n if (liveComponent) {\n if (record.entryIndex === 0) {\n liveComponent.scriptInstance = null;\n }\n liveComponent.scriptInstances.delete(record.entryIndex);\n }\n\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n continue;\n }\n\n const entries = readScriptEntries(script.scriptComponent, script.entityId);\n const liveEntry = entries[script.entryIndex];\n if (!liveEntry) {\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n continue;\n }\n\n // Skip behaviour update for invisible entities. The instance is kept alive\n // so scripts resume immediately when the entity becomes visible again.\n if (!world.isEntityVisible(record.entityId)) {\n continue;\n }\n\n try {\n script.scriptComponent.scriptInstance =\n script.entryIndex === 0 ? record.behaviour : script.scriptComponent.scriptInstance;\n script.scriptComponent.scriptInstances.set(script.entryIndex, record.behaviour);\n\n entries[script.entryIndex] = {\n ...liveEntry,\n data: serializeDataForStorage(record.rawData, normalizeScriptData(record.behaviour.data)),\n };\n\n record.behaviour.update(world, deltaTime);\n\n entries[script.entryIndex] = {\n ...entries[script.entryIndex],\n data: serializeDataForStorage(record.rawData, normalizeScriptData(record.behaviour.data)),\n runtimeState: \"ready\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(script.scriptComponent, entries);\n } catch (error) {\n entries[script.entryIndex] = {\n ...entries[script.entryIndex],\n runtimeState: \"error\",\n runtimeMessage: toErrorMessage(error),\n };\n writeScriptEntries(script.scriptComponent, entries);\n if (script.entryIndex === 0) {\n script.scriptComponent.scriptInstance = null;\n }\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n }\n }\n\n // If the selected entity no longer has any loaded behaviour instances,\n // clear the selection so stale state does not persist.\n if (this.selectedEntityId !== null) {\n let stillActive = false;\n for (const record of this.instances.values()) {\n if (record.entityId === this.selectedEntityId) {\n stillActive = true;\n break;\n }\n }\n if (!stillActive) {\n this.selectedEntityId = null;\n }\n }\n\n for (const [key, script] of active.entries()) {\n if (this.instances.has(key) || this.loading.has(key)) {\n continue;\n }\n\n const entries = readScriptEntries(script.scriptComponent, script.entityId);\n const targetEntry = entries[script.entryIndex];\n if (targetEntry) {\n entries[script.entryIndex] = {\n ...targetEntry,\n runtimeState: \"loading\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(script.scriptComponent, entries);\n }\n\n const promise = this.loadBehaviour(world, script)\n .catch((error) => {\n const liveEntries = readScriptEntries(script.scriptComponent, script.entityId);\n const liveEntry = liveEntries[script.entryIndex];\n if (liveEntry) {\n liveEntries[script.entryIndex] = {\n ...liveEntry,\n runtimeState: \"error\",\n runtimeMessage: \"Failed to load script.\",\n };\n writeScriptEntries(script.scriptComponent, liveEntries);\n }\n if (script.entryIndex === 0) {\n script.scriptComponent.scriptInstance = null;\n }\n console.error(\n `[ScriptBehaviourSystem] Failed loading script ${script.scriptEntry.className}`,\n error,\n );\n })\n .finally(() => {\n this.loading.delete(key);\n });\n\n this.loading.set(key, promise);\n }\n\n for (const key of this.loading.keys()) {\n if (active.has(key)) {\n continue;\n }\n\n this.loading.delete(key);\n }\n }\n\n dispose(world: World): void {\n if (this.selectionCtx) {\n this.selectionCtx.domElement.removeEventListener(\"pointerdown\", this.onPointerDown);\n this.selectionCtx.domElement.removeEventListener(\"pointerup\", this.onPointerUp);\n }\n\n for (const record of this.instances.values()) {\n const liveComponent = world.getComponent(record.entityId, ScriptComponent);\n if (liveComponent) {\n if (record.entryIndex === 0) {\n liveComponent.scriptInstance = null;\n }\n liveComponent.scriptInstances.delete(record.entryIndex);\n }\n\n record.behaviour.dispose?.(world);\n }\n\n this.instances.clear();\n this.loading.clear();\n }\n\n private async loadBehaviour(world: World, script: ActiveScript): Promise<void> {\n const { entityId, scriptComponent, entryIndex, scriptEntry } = script;\n const key = buildInstanceKey(\n entityId,\n scriptEntry.scriptUrl,\n scriptEntry.className,\n );\n\n const moduleValue = await this.moduleLoader(scriptEntry.scriptUrl);\n\n const ctor = resolveBehaviourCtor(moduleValue, scriptEntry.className);\n if (!ctor) {\n throw new Error(\n `Missing Behaviour export '${scriptEntry.className}' in ${scriptEntry.scriptUrl}`,\n );\n }\n\n if (!world.hasEntity(entityId)) {\n return;\n }\n\n const liveComponent = world.getComponent(entityId, ScriptComponent);\n\n if (!liveComponent) {\n return;\n }\n\n const liveEntries = readScriptEntries(liveComponent, entityId);\n const liveEntry = liveEntries[entryIndex];\n\n if (\n !liveEntry ||\n !liveEntry.enabled ||\n !liveEntry.scriptUrl ||\n liveEntry.scriptUrl !== scriptEntry.scriptUrl ||\n liveEntry.className !== scriptEntry.className\n ) {\n return;\n }\n\n const currentData = normalizeScriptData(liveEntry.data);\n\n let behaviour: Behaviour;\n try {\n // Prefer undefined so Behaviour does not preempt script class defaults.\n behaviour = new ctor(\n world,\n entityId,\n undefined as unknown as Record<string, unknown>,\n );\n } catch {\n // Fallback for scripts that require a component object in constructor.\n behaviour = new ctor(world, entityId, currentData);\n }\n\n const defaults = normalizeScriptData(behaviour.data);\n const mergedData = mergeDataByCurrentDefaults(defaults, currentData);\n const resolvedData = resolveInputData(world, mergedData);\n\n behaviour.data = resolvedData;\n\n if (!world.isEditorMode() || liveEntry.executeInEditor === true) {\n (behaviour as unknown as { init(): void }).init();\n }\n\n liveEntries[entryIndex] = {\n ...liveEntry,\n data: mergedData,\n runtimeState: \"ready\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(liveComponent, liveEntries);\n if (entryIndex === 0) {\n liveComponent.scriptInstance = behaviour;\n }\n liveComponent.scriptInstances.set(entryIndex, behaviour);\n this.instances.set(key, {\n entityId,\n scriptUrl: scriptEntry.scriptUrl,\n className: scriptEntry.className,\n entryIndex,\n behaviour,\n rawData: mergedData,\n });\n }\n}\n","import { Object3DRef } from \"../components/Object3DRef\";\nimport { TransformComponent } from \"../components/Transform\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport { applyTransform } from \"./ObjectManagementSystem\";\n\nexport class TransformSyncSystem implements EcsSystem {\n update(world: World): void {\n const entities = world.query(TransformComponent, Object3DRef);\n\n for (const entityId of entities) {\n const transform = world.getComponent(entityId, TransformComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object;\n\n if (!transform || !object) {\n continue;\n }\n\n applyTransform(object, transform);\n object.updateMatrixWorld(true);\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport { AudioComponent } from \"../components/Audio\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n/** Subset of `AudioComponent.options` that the system syncs to THREE.js every frame. */\ntype TrackedAudioOptions = {\n loop: boolean;\n pitch: number;\n volume: number;\n refDistance: number;\n distanceModel: string;\n rolloffFactor: number;\n};\n\nfunction snapshotOptions(opts: AudioComponent[\"options\"]): TrackedAudioOptions {\n return {\n loop: opts.loop,\n pitch: opts.pitch,\n volume: opts.volume,\n refDistance: opts.refDistance,\n distanceModel: opts.distanceModel,\n rolloffFactor: opts.rolloffFactor,\n };\n}\n\n/**\n * Reconciles `AudioComponent` state with the underlying THREE.js audio objects\n * each frame.\n *\n * **Playback** — drives `play()`, `pause()`, and `stop()` on the THREE.js\n * audio node based on the `isPlaying` / `isPaused` flags set by\n * `AudioComponent.play()`, `.pause()`, and `.stop()`.\n *\n * **Option sync** — detects changes to `loop`, `pitch`, `volume`,\n * `refDistance`, `distanceModel`, and `rolloffFactor` and applies them live.\n * Changes take effect on the next frame, so scripts and inspector edits during\n * runtime are reflected without reloading the scene.\n *\n * Only active in **preview** mode (`isEditor: true` makes every update a\n * no-op so the editor is unaffected).\n *\n * @category Systems\n */\nexport class AudioSystem implements EcsSystem {\n private readonly isEditor: boolean;\n /** THREE.js `isPlaying` state captured at the end of the previous frame. */\n private readonly prevPlayingState = new Map<number, boolean>();\n /** Snapshot of options applied in the previous frame, for change detection. */\n private readonly prevOptions = new Map<number, TrackedAudioOptions>();\n\n constructor({ isEditor = false }: { isEditor?: boolean } = {}) {\n this.isEditor = isEditor;\n }\n\n update(world: World, _deltaTime: number): void {\n if (this.isEditor) return;\n\n const entities = world.query(AudioComponent);\n\n // Track which entities are still alive so we can prune stale map entries.\n const liveEntityIds = new Set(entities);\n\n for (const entityId of entities) {\n const component = world.getComponent(entityId, AudioComponent);\n if (!component?.audio) continue;\n\n const sound = component.audio;\n\n // Skip audio updates for invisible entities; stop any sound that is\n // currently playing so it does not continue while the entity is hidden.\n if (!world.isEntityVisible(entityId)) {\n if (sound.isPlaying) sound.stop();\n continue;\n }\n\n // --- Option sync ---------------------------------------------------\n this._syncOptions(entityId, component, sound);\n\n // --- Playback reconciliation ----------------------------------------\n const prevWasPlaying = this.prevPlayingState.get(entityId) ?? false;\n\n // Detect natural audio end: THREE.js stopped on its own (e.g. a\n // non-looping clip finished) while the component still believes it is\n // playing.\n if (prevWasPlaying && !sound.isPlaying && component.isPlaying && !component.isPaused) {\n component.isPlaying = false;\n }\n\n if (component.isPlaying && !sound.isPlaying) {\n // Wait for a buffer to be available; the system will retry each frame\n // until it is ready, so autoplay / programmatic play always fires.\n if (sound.buffer) {\n sound.play();\n }\n } else if (!component.isPlaying && sound.isPlaying) {\n if (component.isPaused) {\n sound.pause();\n } else {\n sound.stop();\n }\n }\n\n this.prevPlayingState.set(entityId, sound.isPlaying);\n }\n\n // Remove tracking entries for entities that no longer exist.\n for (const entityId of this.prevPlayingState.keys()) {\n if (!liveEntityIds.has(entityId)) {\n this.prevPlayingState.delete(entityId);\n this.prevOptions.delete(entityId);\n }\n }\n }\n\n /** Apply any changed options from the component to the THREE.js audio node. */\n private _syncOptions(\n entityId: number,\n component: AudioComponent,\n sound: THREE.Audio<GainNode> | THREE.PositionalAudio,\n ): void {\n const opts = component.options;\n const prev = this.prevOptions.get(entityId);\n\n if (!prev || prev.loop !== opts.loop) {\n sound.setLoop(opts.loop);\n }\n\n if (!prev || prev.pitch !== opts.pitch) {\n sound.setPlaybackRate(opts.pitch);\n }\n\n if (!prev || prev.volume !== opts.volume) {\n sound.setVolume(opts.volume);\n }\n\n // Positional-only properties — guarded by both the options flag and the\n // THREE.js class check so neither can cause a spurious call.\n if (opts.positional && sound instanceof THREE.PositionalAudio) {\n if (!prev || prev.refDistance !== opts.refDistance) {\n sound.setRefDistance(opts.refDistance);\n }\n\n if (!prev || prev.distanceModel !== opts.distanceModel) {\n sound.setDistanceModel(opts.distanceModel as DistanceModelType);\n }\n\n if (!prev || prev.rolloffFactor !== opts.rolloffFactor) {\n sound.setRolloffFactor(opts.rolloffFactor);\n }\n }\n\n this.prevOptions.set(entityId, snapshotOptions(opts));\n }\n\n dispose(_world: World): void {\n this.prevPlayingState.clear();\n this.prevOptions.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport { VideoComponent } from \"../components/Video\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n/** Subset of `VideoComponent.options` the system syncs to the DOM / mesh each frame. */\ntype TrackedVideoOptions = {\n loop: boolean;\n volume: number;\n width: number;\n height: number;\n backgroundColor: string;\n similarity: number;\n smoothness: number;\n spill: number;\n positional: boolean;\n refDistance: number;\n distanceModel: string;\n rolloffFactor: number;\n};\n\n/** Playback intent captured from the previous frame for transition detection. */\ntype PrevVideoIntent = {\n isPlaying: boolean;\n isPaused: boolean;\n};\n\nfunction snapshotOptions(opts: VideoComponent[\"options\"]): TrackedVideoOptions {\n return {\n loop: opts.loop,\n volume: opts.volume,\n width: opts.width,\n height: opts.height,\n backgroundColor: opts.backgroundColor,\n similarity: opts.similarity,\n smoothness: opts.smoothness,\n spill: opts.spill,\n positional: opts.positional,\n refDistance: opts.refDistance,\n distanceModel: opts.distanceModel,\n rolloffFactor: opts.rolloffFactor,\n };\n}\n\n/**\n * Reconciles `VideoComponent` state with the underlying HTML video element\n * and THREE.js mesh/material each frame.\n *\n * **Playback** — drives `play()`, `pause()`, and stop (pause + seek to 0) on\n * the HTML `<video>` element based on the `isPlaying` / `isPaused` flags set\n * by `VideoComponent.play()`, `.pause()`, and `.stop()`.\n *\n * **Option sync** — detects changes to `loop`, `volume`, `width`, `height`,\n * and green-screen shader uniforms (`backgroundColor`, `similarity`,\n * `smoothness`, `spill`) and applies them live without a scene reload.\n *\n * Only active in **preview** mode (`isEditor: true` makes every update a\n * no-op so the editor is unaffected).\n *\n * @category Systems\n */\nexport class VideoSystem implements EcsSystem {\n private readonly isEditor: boolean;\n /** Playback intent captured at the end of the previous frame. */\n private readonly prevIntent = new Map<number, PrevVideoIntent>();\n /** Snapshot of options applied in the previous frame, for change detection. */\n private readonly prevOptions = new Map<number, TrackedVideoOptions>();\n\n constructor({ isEditor = false }: { isEditor?: boolean } = {}) {\n this.isEditor = isEditor;\n }\n\n update(world: World, _deltaTime: number): void {\n if (this.isEditor) return;\n\n const entities = world.query(VideoComponent);\n\n // Track which entities are still alive so we can prune stale map entries.\n const liveEntityIds = new Set(entities);\n\n for (const entityId of entities) {\n const component = world.getComponent(entityId, VideoComponent);\n if (!component?.videoElement) continue;\n\n const video = component.videoElement;\n\n // Skip video updates for invisible entities; pause playback so the video\n // does not continue running while the entity is hidden.\n if (!world.isEntityVisible(entityId)) {\n if (!video.paused) video.pause();\n continue;\n }\n\n // --- Option sync ---------------------------------------------------\n this._syncOptions(entityId, component, video);\n\n // --- Playback reconciliation ----------------------------------------\n const prev = this.prevIntent.get(entityId) ?? { isPlaying: false, isPaused: false };\n\n // Detect natural video end: the element paused on its own (non-looping\n // clip finished) while the component still believes it is playing.\n if (prev.isPlaying && video.paused && !video.seeking && component.isPlaying && !component.isPaused) {\n component.isPlaying = false;\n }\n\n const isStoppedNow = !component.isPlaying && !component.isPaused;\n const wasStoppedPrev = !prev.isPlaying && !prev.isPaused;\n // True only on the first frame after `stop()` is called — used to reset\n // currentTime exactly once rather than every frame.\n const justStopped = !wasStoppedPrev && isStoppedNow;\n\n if (component.isPlaying) {\n if (video.paused) {\n // play() returns a Promise; browsers may reject it due to autoplay\n // policy. The flag stays true so the system retries next frame.\n video.play().catch(() => {});\n }\n } else if (component.isPaused) {\n if (!video.paused) {\n video.pause();\n }\n } else {\n // Stopped state — pause and reset position.\n if (!video.paused) {\n video.pause();\n }\n if (justStopped) {\n video.currentTime = 0;\n }\n }\n\n this.prevIntent.set(entityId, {\n isPlaying: component.isPlaying,\n isPaused: component.isPaused,\n });\n }\n\n // Remove tracking entries for entities that no longer exist.\n for (const entityId of this.prevIntent.keys()) {\n if (!liveEntityIds.has(entityId)) {\n this.prevIntent.delete(entityId);\n this.prevOptions.delete(entityId);\n }\n }\n }\n\n /** Apply any changed options from the component to the video element and mesh. */\n private _syncOptions(\n entityId: number,\n component: VideoComponent,\n video: HTMLVideoElement,\n ): void {\n const opts = component.options;\n const prev = this.prevOptions.get(entityId);\n\n if (!prev || prev.loop !== opts.loop) {\n video.loop = opts.loop;\n }\n\n // Volume: prefer the Web Audio gain node when present so that positional\n // attenuation is applied correctly. Fall back to the HTML element directly\n // when no audio node exists (e.g. in editor mode, should rarely occur here\n // since VideoSystem is a no-op in editor).\n if (!prev || prev.volume !== opts.volume) {\n if (component.audioNode) {\n component.audioNode.setVolume(Math.max(0, Math.min(1, opts.volume)));\n } else {\n video.volume = Math.max(0, Math.min(1, opts.volume));\n }\n }\n\n // Mesh scale for width / height.\n if ((!prev || prev.width !== opts.width || prev.height !== opts.height) && component.object) {\n component.object.scale.set(opts.width, opts.height, 1);\n }\n\n // Green-screen shader uniforms — only when the material is a ShaderMaterial.\n const material = component.material;\n if (material instanceof THREE.ShaderMaterial) {\n if (!prev || prev.backgroundColor !== opts.backgroundColor) {\n (material.uniforms.keyColor.value as THREE.Color).set(opts.backgroundColor);\n }\n\n if (!prev || prev.similarity !== opts.similarity) {\n material.uniforms.similarity.value = opts.similarity;\n }\n\n if (!prev || prev.smoothness !== opts.smoothness) {\n material.uniforms.smoothness.value = opts.smoothness;\n }\n\n if (!prev || prev.spill !== opts.spill) {\n material.uniforms.spill.value = opts.spill;\n }\n }\n\n // Positional audio options — only when the audioNode is a PositionalAudio.\n if (opts.positional && component.audioNode instanceof THREE.PositionalAudio) {\n const posAudio = component.audioNode;\n\n if (!prev || prev.refDistance !== opts.refDistance) {\n posAudio.setRefDistance(opts.refDistance);\n }\n\n if (!prev || prev.distanceModel !== opts.distanceModel) {\n posAudio.setDistanceModel(opts.distanceModel as DistanceModelType);\n }\n\n if (!prev || prev.rolloffFactor !== opts.rolloffFactor) {\n posAudio.setRolloffFactor(opts.rolloffFactor);\n }\n }\n\n this.prevOptions.set(entityId, snapshotOptions(opts));\n }\n\n dispose(_world: World): void {\n this.prevIntent.clear();\n this.prevOptions.clear();\n }\n}\n"]}
|
|
1
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+
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* Marker base class for every ECS component. Subclass `Component` to declare\n * a typed data container that systems can query.\n *\n * @remarks\n * Components own state only — runtime behaviour belongs in {@link Behaviour}\n * subclasses for user scripts. Keep fields plain (numbers, strings, vectors,\n * asset URLs).\n *\n * @category Components\n */\nexport class Component {}\n\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Wraps the live `THREE.Object3D` for an entity. Almost every entity that\n * renders to the scene carries an `Object3DRef` so transform sync, selection,\n * and parenting systems can manipulate the underlying object.\n *\n * @remarks\n * The `object` reference may be replaced when assets finish loading. Read it\n * fresh inside system/script hooks rather than caching it across frames.\n *\n * @category Components\n */\nexport class Object3DRef extends Component {\n /** Live three.js object placed in the scene graph. May be replaced when assets finish loading. */\n object: THREE.Object3D;\n /** Whether the object is currently visible. Mirrors `object.visible` and is preserved across reloads. */\n visibility: boolean;\n\n constructor(object: THREE.Object3D, visibility?: boolean) {\n super();\n this.object = object;\n this.visibility =\n typeof visibility === \"boolean\" ? visibility : Boolean(object.visible);\n }\n}\n","import { Component } from \"../Component\";\nimport type { EntityId } from \"../types\";\n\n/**\n * Records the parent entity id for hierarchical scene graphs. `null` means\n * the entity is at the world root. The `ObjectManagementSystem` reconciles\n * scene-graph parenting from this component each frame.\n *\n * @category Components\n */\nexport class ParentId extends Component {\n /** Parent entity id, or `null` for root-level entities. */\n value: EntityId | null;\n\n constructor(value: EntityId | null = null) {\n super();\n this.value = value;\n }\n}\n","import { Component } from \"../Component\";\nimport {\n Euler,\n Quaternion,\n Vector3,\n type EulerOrder,\n} from \"three\";\n\n/** Plain XYZ vector. All ECS transform fields use this shape rather than `THREE.Vector3` so they save cleanly with the project. */\nexport type Vec3 = {\n /** X component. */\n x: number;\n /** Y component. */\n y: number;\n /** Z component. */\n z: number;\n};\n\n/** Optional initial values passed to {@link TransformComponent}. Missing axes default to `0` for position/rotation and `1` for scale. */\nexport type TransformData = {\n /** Initial position (defaults to `{ 0, 0, 0 }`). */\n position?: Partial<Vec3>;\n /** Initial rotation in **radians** (defaults to `{ 0, 0, 0 }`). */\n rotation?: Partial<Vec3>;\n /** Initial scale (defaults to `{ 1, 1, 1 }`). */\n scale?: Partial<Vec3>;\n};\n\ntype TransformInput = Vector3 | Euler | Quaternion;\n\nfunction readXYZ(input: TransformInput): Vec3 {\n return {\n x: input.x,\n y: input.y,\n z: input.z,\n };\n}\n\n/**\n * Position, rotation, and scale of an entity in its parent's local space.\n *\n * @remarks\n * Rotation is stored in **radians** (Euler XYZ). The editor inspector converts\n * to/from degrees for display — do not store degrees in this component.\n * Mutations should go through the `setPosition` / `setRotation` / `setScale`\n * helpers so dependent systems pick up the change.\n *\n * @category Components\n */\nexport class TransformComponent extends Component {\n /** Local position relative to the parent (or world if no parent). */\n position: Vec3;\n /** Local rotation as Euler XYZ in **radians**. */\n rotation: Vec3;\n /** Local scale factors per axis (`1` = identity). */\n scale: Vec3;\n\n constructor(data: TransformData = {}) {\n super();\n\n const position = data.position ?? {};\n const rotation = data.rotation ?? {};\n const scale = data.scale ?? {};\n\n this.position = {\n x: position.x ?? 0,\n y: position.y ?? 0,\n z: position.z ?? 0,\n };\n\n this.rotation = {\n x: rotation.x ?? 0,\n y: rotation.y ?? 0,\n z: rotation.z ?? 0,\n };\n\n this.scale = {\n x: scale.x ?? 1,\n y: scale.y ?? 1,\n z: scale.z ?? 1,\n };\n }\n\n toPositionVector3(target = new Vector3()): Vector3 {\n return target.set(this.position.x, this.position.y, this.position.z);\n }\n\n toRotationEuler(\n target = new Euler(),\n order: EulerOrder = \"XYZ\",\n ): Euler {\n return target.set(this.rotation.x, this.rotation.y, this.rotation.z, order);\n }\n\n toRotationQuaternion(\n target = new Quaternion(),\n order: EulerOrder = \"XYZ\",\n ): Quaternion {\n const euler = new Euler(\n this.rotation.x,\n this.rotation.y,\n this.rotation.z,\n order,\n );\n return target.setFromEuler(euler);\n }\n\n toScaleVector3(target = new Vector3()): Vector3 {\n return target.set(this.scale.x, this.scale.y, this.scale.z);\n }\n\n setPosition(input: TransformInput): this {\n const next = readXYZ(input);\n this.position.x = next.x;\n this.position.y = next.y;\n this.position.z = next.z;\n return this;\n }\n\n setScale(input: TransformInput): this {\n const next = readXYZ(input);\n this.scale.x = next.x;\n this.scale.y = next.y;\n this.scale.z = next.z;\n return this;\n }\n\n setRotation(input: TransformInput, order: EulerOrder = \"XYZ\"): this {\n if (input instanceof Quaternion) {\n const euler = new Euler().setFromQuaternion(input, order);\n this.rotation.x = euler.x;\n this.rotation.y = euler.y;\n this.rotation.z = euler.z;\n return this;\n }\n\n const next = readXYZ(input);\n this.rotation.x = next.x;\n this.rotation.y = next.y;\n this.rotation.z = next.z;\n return this;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport { ParentId } from \"../components/ParentId\";\nimport type { TransformData } from \"../components/Transform\";\nimport { TransformComponent } from \"../components/Transform\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { EntityId, EcsEntityKind } from \"../types\";\n\nexport type CreatePayload = {\n name?: string;\n transform?: TransformData;\n parentId?: EntityId | null;\n path?: string;\n options?: Record<string, unknown>;\n camera?: Record<string, unknown>;\n useWorldCamera?: boolean;\n};\n\nexport type CreateContext = {\n world: World;\n scene: THREE.Scene;\n camera: THREE.PerspectiveCamera;\n payload: CreatePayload;\n isEditor?: boolean;\n};\n\nexport type EntityFactory = (context: CreateContext) => EntityId;\n\nexport type EcsComponentFactoryKind =\n | \"animation\"\n | \"audio\"\n | \"camera\"\n | \"environment\"\n | \"entityType\"\n | \"image\"\n | \"imageTargetAnchor\"\n | \"imageTarget\"\n | \"light\"\n | \"material\"\n | \"mesh\"\n | \"meshGeometry\"\n | \"model\"\n | \"name\"\n | \"object3DRef\"\n | \"parentId\"\n | \"physics\"\n | \"postprocessing\"\n | \"script\"\n | \"selectable\"\n | \"selectionTransformState\"\n | \"sprite\"\n | \"transform\"\n | \"video\"\n | \"instancedMesh\";\n\nexport type ComponentFactory = (\n world: World,\n entityId: EntityId,\n ...args: any[]\n) => unknown;\n\ntype CreateRequest = {\n kind: EcsEntityKind;\n payload: CreatePayload;\n onCreated?: (entityId: EntityId) => void;\n};\n\nexport function createTransform(input?: TransformData): TransformComponent {\n return new TransformComponent(input);\n}\n\nexport function applyTransform(\n object: THREE.Object3D,\n transform: TransformComponent,\n): void {\n object.position.set(\n transform.position.x,\n transform.position.y,\n transform.position.z,\n );\n object.rotation.set(\n transform.rotation.x,\n transform.rotation.y,\n transform.rotation.z,\n );\n object.scale.set(transform.scale.x, transform.scale.y, transform.scale.z);\n}\n\nexport class ObjectManagementSystem implements EcsSystem {\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private readonly isEditor: boolean;\n private readonly registry = new Map<EcsEntityKind, EntityFactory>();\n private readonly componentRegistry = new Map<\n EcsComponentFactoryKind,\n ComponentFactory\n >();\n private readonly createQueue: CreateRequest[] = [];\n\n constructor(\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n isEditor = false,\n ) {\n this.scene = scene;\n this.camera = camera;\n this.isEditor = isEditor;\n }\n\n register(kind: EcsEntityKind, factory: EntityFactory): void {\n this.registry.set(kind, factory);\n }\n\n registerComponentFactory(\n kind: EcsComponentFactoryKind,\n factory: ComponentFactory,\n ): void {\n this.componentRegistry.set(kind, factory);\n }\n\n getOrCreateAudioListener(): THREE.AudioListener {\n const existing = this.camera.userData.ecsAudioListener;\n if (existing instanceof THREE.AudioListener) {\n return existing;\n }\n\n const listener = new THREE.AudioListener();\n this.camera.add(listener);\n this.camera.userData.ecsAudioListener = listener;\n return listener;\n }\n\n isEditorMode(): boolean {\n return this.isEditor;\n }\n\n getComponentFactory(kind: EcsComponentFactoryKind): ComponentFactory | null {\n return this.componentRegistry.get(kind) ?? null;\n }\n\n createComponentNow(\n kind: EcsComponentFactoryKind,\n world: World,\n entityId: EntityId,\n ...args: any[]\n ): unknown {\n const factory = this.componentRegistry.get(kind);\n if (!factory) {\n throw new Error(`Unknown component kind: ${kind}`);\n }\n\n return factory(world, entityId, ...args);\n }\n\n requestCreate(\n kind: EcsEntityKind,\n payload: CreatePayload = {},\n onCreated?: (entityId: EntityId) => void,\n ): void {\n this.createQueue.push({ kind, payload, onCreated });\n }\n\n createNow(\n kind: EcsEntityKind,\n world: World,\n payload: CreatePayload = {},\n ): EntityId {\n const factory = this.registry.get(kind);\n if (!factory) {\n throw new Error(`Unknown object kind: ${kind}`);\n }\n\n const entityId = factory({\n world,\n scene: this.scene,\n camera: this.camera,\n payload,\n isEditor: this.isEditor,\n });\n\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (object) {\n object.userData.ecsKind = kind;\n }\n\n if (payload.parentId !== undefined) {\n world.addComponent(entityId, new ParentId(payload.parentId));\n }\n\n return entityId;\n }\n\n deleteEntity(world: World, entityId: EntityId): boolean {\n if (!world.hasEntity(entityId)) {\n return false;\n }\n\n const object3d = world.getComponent(entityId, Object3DRef)?.object;\n if (object3d?.parent) {\n object3d.parent.remove(object3d);\n }\n\n world.destroyEntity(entityId);\n return true;\n }\n\n setParent(\n world: World,\n entityId: EntityId,\n parentId: EntityId | null,\n options?: {\n preserveWorldTransform?: boolean;\n },\n ): boolean {\n if (!world.hasEntity(entityId)) {\n return false;\n }\n\n if (parentId !== null && !world.hasEntity(parentId)) {\n return false;\n }\n\n if (parentId === entityId) {\n return false;\n }\n\n let ancestor = parentId;\n while (ancestor !== null) {\n if (ancestor === entityId) {\n return false;\n }\n\n ancestor = world.getComponent(ancestor, ParentId)?.value ?? null;\n }\n\n const parentComponent = world.getComponent(entityId, ParentId);\n if (parentComponent) {\n if (parentComponent.value === parentId) {\n return false;\n }\n\n parentComponent.value = parentId;\n } else {\n world.addComponent(entityId, new ParentId(parentId));\n }\n\n const preserveWorldTransform = options?.preserveWorldTransform ?? true;\n if (preserveWorldTransform) {\n const object = world.getComponent(entityId, Object3DRef)?.object;\n const parentObject =\n parentId !== null\n ? world.getComponent(parentId, Object3DRef)?.object ?? null\n : null;\n\n if (object) {\n // Refresh matrixWorld before attach so world-space preservation is accurate.\n this.scene.updateMatrixWorld(true);\n\n if (parentObject && parentObject !== object) {\n parentObject.attach(object);\n } else {\n this.scene.attach(object);\n }\n\n object.updateMatrixWorld(true);\n this.syncTransformComponentFromObject(world, entityId, object);\n }\n }\n\n this.reconcileSceneFromWorld(world);\n return true;\n }\n\n private syncTransformComponentFromObject(\n world: World,\n entityId: EntityId,\n object: THREE.Object3D,\n ): void {\n const transform = world.getComponent(entityId, TransformComponent);\n if (!transform) {\n return;\n }\n\n transform.position.x = object.position.x;\n transform.position.y = object.position.y;\n transform.position.z = object.position.z;\n\n transform.rotation.x = object.rotation.x;\n transform.rotation.y = object.rotation.y;\n transform.rotation.z = object.rotation.z;\n\n transform.scale.x = object.scale.x;\n transform.scale.y = object.scale.y;\n transform.scale.z = object.scale.z;\n }\n\n reconcileSceneFromWorld(world: World): void {\n const worldObjects = new Map<EntityId, THREE.Object3D>();\n const entityIds = world.query(Object3DRef);\n\n for (const entityId of entityIds) {\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (!object) {\n continue;\n }\n\n worldObjects.set(entityId, object);\n }\n\n for (const child of [...this.scene.children]) {\n const entityId = child.userData?.entityId;\n if (typeof entityId === \"number\" && !world.hasEntity(entityId)) {\n this.scene.remove(child);\n }\n }\n\n for (const [entityId, object] of worldObjects.entries()) {\n const parentEntityId = world.getComponent(entityId, ParentId)?.value;\n const parentObject =\n typeof parentEntityId === \"number\"\n ? worldObjects.get(parentEntityId)\n : undefined;\n\n if (parentObject && parentObject !== object) {\n if (object.parent !== parentObject) {\n // Reconcile hierarchy from ParentId while keeping Transform as local source of truth.\n parentObject.add(object);\n object.updateMatrixWorld(true);\n }\n continue;\n }\n\n if (object.parent !== this.scene) {\n // Reconcile hierarchy from ParentId while keeping Transform as local source of truth.\n this.scene.add(object);\n object.updateMatrixWorld(true);\n }\n }\n }\n\n update(world: World): void {\n for (const request of this.createQueue.splice(0)) {\n const entityId = this.createNow(request.kind, world, request.payload);\n request.onCreated?.(entityId);\n }\n\n this.reconcileSceneFromWorld(world);\n }\n}\n","import type * as THREE from \"three\";\n\nexport interface StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying: boolean;\n isPaused: boolean;\n onStart: () => void;\n onPlaying: () => void;\n onEnd: () => void;\n play: () => void;\n pause: () => void;\n stop: () => void;\n}\n\nexport type AnimationStateCallbacks = {\n onStart?: () => void;\n onPlaying?: () => void;\n onEnd?: () => void;\n};\n\nexport class AnimationStateMachine implements StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying = false;\n isPaused = false;\n private callbacks: Required<AnimationStateCallbacks>;\n\n constructor(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ) {\n this.name = name;\n this.clip = clip;\n this.clipId = clipId;\n this.loop = loop;\n this.callbacks = {\n onStart: callbacks.onStart ?? (() => {}),\n onPlaying: callbacks.onPlaying ?? (() => {}),\n onEnd: callbacks.onEnd ?? (() => {}),\n };\n }\n\n setCallbacks(callbacks: AnimationStateCallbacks): void {\n this.callbacks = {\n onStart: callbacks.onStart ?? this.callbacks.onStart,\n onPlaying: callbacks.onPlaying ?? this.callbacks.onPlaying,\n onEnd: callbacks.onEnd ?? this.callbacks.onEnd,\n };\n }\n\n setLoop(loop: boolean): void {\n this.loop = loop;\n }\n\n onStart(): void {\n this.callbacks.onStart();\n }\n\n onPlaying(): void {\n this.callbacks.onPlaying();\n }\n\n onEnd(): void {\n this.callbacks.onEnd();\n }\n\n play(): void {\n const wasPlaying = this.isPlaying;\n this.isPlaying = true;\n this.isPaused = false;\n\n if (!wasPlaying) {\n this.onStart();\n }\n\n this.onPlaying();\n }\n\n pause(): void {\n if (!this.isPlaying) {\n return;\n }\n\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n stop(): void {\n const shouldNotifyEnd = this.isPlaying || this.isPaused;\n this.isPlaying = false;\n this.isPaused = false;\n\n if (shouldNotifyEnd) {\n this.onEnd();\n }\n }\n}\n\nexport class AnimationStateManager {\n private readonly states = new Map<string, AnimationStateMachine>();\n private activeState: AnimationStateMachine | null = null;\n\n addState(state: AnimationStateMachine): AnimationStateMachine {\n this.states.set(state.name, state);\n return state;\n }\n\n createState(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ): AnimationStateMachine {\n const state = new AnimationStateMachine(name, clip, callbacks, loop, clipId);\n this.states.set(name, state);\n return state;\n }\n\n removeState(name: string): boolean {\n const state = this.states.get(name);\n if (!state) {\n return false;\n }\n\n if (this.activeState?.name === name) {\n this.activeState.stop();\n this.activeState = null;\n }\n\n return this.states.delete(name);\n }\n\n getState(name: string): AnimationStateMachine | null {\n return this.states.get(name) ?? null;\n }\n\n hasState(name: string): boolean {\n return this.states.has(name);\n }\n\n listStates(): AnimationStateMachine[] {\n return [...this.states.values()];\n }\n\n getActiveState(): AnimationStateMachine | null {\n return this.activeState;\n }\n\n switchState(name: string, autoPlay = true): AnimationStateMachine | null {\n const next = this.states.get(name) ?? null;\n if (!next) {\n return null;\n }\n\n if (this.activeState && this.activeState !== next) {\n this.activeState.stop();\n }\n\n this.activeState = next;\n if (autoPlay) {\n next.play();\n }\n\n return next;\n }\n\n playState(name?: string): boolean {\n const state = name ? this.switchState(name, false) : this.activeState;\n if (!state) {\n return false;\n }\n\n this.activeState = state;\n state.play();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.pause();\n return true;\n }\n\n stopState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.stop();\n if (!name || this.activeState?.name === name) {\n this.activeState = null;\n }\n return true;\n }\n\n clear(): void {\n this.stopState();\n this.states.clear();\n this.activeState = null;\n }\n}","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport {\n AnimationStateManager,\n type AnimationStateMachine,\n} from \"../AnimationStateMachine\";\n\n/** Initializer for {@link AnimationComponent}. */\nexport type AnimationComponentOptions = {\n /** Initial set of clips imported from the entity's model. */\n clips?: THREE.AnimationClip[];\n /** URLs (or `localasset://` paths) of clips to load asynchronously and merge into the catalog. */\n externalClipSources?: string[];\n /** Name of the state to activate after construction. */\n activeState?: string | null;\n /** Whether playback starts paused. */\n paused?: boolean;\n /** Play the active clip in reverse. */\n reverse?: boolean;\n /** Time-scale multiplier (`1` = real-time). */\n timeScale?: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration?: number;\n /** Predefined state machine entries (`name` -> clip binding). */\n states?: Array<{\n /** State name (must be unique). */\n name: string;\n /** Clip name to play in this state. */\n clip: string;\n /** Optional stable clip id used to disambiguate same-named clips. */\n clipId?: string;\n /** Loop the clip while in this state. */\n loop?: boolean;\n }>;\n};\n\n/** Catalog entry describing a clip available to the entity (from a model or an external source). */\nexport type AnimationClipCatalogEntry = {\n /** Stable id used to reference the clip from state machines. */\n id: string;\n /** Internal clip name as stored on the `THREE.AnimationClip`. */\n name: string;\n /** Display label shown in the inspector. */\n label: string;\n /** Underlying three.js clip. */\n clip: THREE.AnimationClip;\n /** Where this clip came from. */\n source: \"model\" | \"external\";\n /** Source URL/path for `external` clips; `null` for clips imported from a model. */\n sourceUrl: string | null;\n};\n\ntype ImportedClipEntry = {\n clip: THREE.AnimationClip;\n sourceUrl: string | null;\n};\n\n/**\n * Animation catalog and runtime state for an entity. Combines clips imported\n * from a model with externally added clips, exposes a state machine for\n * named transitions, and is queried each frame by the animation system to\n * advance mixer time.\n *\n * @remarks\n * Use the `addState` / `switchState` helpers rather than mutating the state\n * machine directly so the animation system observes transitions.\n *\n * @category Components\n */\nexport class AnimationComponent extends Component {\n private modelClips: THREE.AnimationClip[];\n private importedClips: ImportedClipEntry[];\n private clipById: Map<string, THREE.AnimationClip>;\n private clipEntriesById: Map<string, AnimationClipCatalogEntry>;\n\n /** Combined ordered list of clips (model + external) currently loaded. */\n clips: THREE.AnimationClip[];\n /** Per-clip metadata used by the inspector. */\n clipCatalog: AnimationClipCatalogEntry[];\n /** Display names of clips available for state-machine bindings. */\n availableClips: string[];\n /** URLs/paths of external clip sources (saved with the project). */\n externalClipSources: string[];\n /** Whether playback is currently paused. */\n paused: boolean;\n /** Play the active clip in reverse. */\n reverse: boolean;\n /** Playback speed multiplier (`1` = real-time). */\n timeScale: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration: number;\n /** All state-machine entries authored on this entity. */\n states: AnimationStateMachine[];\n /** State currently being played, or `null` if none. */\n active: AnimationStateMachine | null;\n /** Name of the {@link active} state, or `null` if none. */\n activeStateName: string | null;\n /** Manager that drives state transitions; mutate via {@link addState}/{@link switchState}. */\n stateManager: AnimationStateManager;\n\n constructor(options: AnimationComponentOptions = {}) {\n super();\n\n this.modelClips = Array.isArray(options.clips) ? [...options.clips] : [];\n this.importedClips = [];\n this.clipById = new Map<string, THREE.AnimationClip>();\n this.clipEntriesById = new Map<string, AnimationClipCatalogEntry>();\n this.clips = [];\n this.clipCatalog = [];\n this.availableClips = [];\n this.externalClipSources = [];\n\n this.setExternalClipSources(options.externalClipSources ?? []);\n this.refreshClipCatalog();\n\n this.paused = options.paused ?? false;\n this.reverse = options.reverse ?? false;\n this.timeScale = options.timeScale ?? 1;\n this.crossFadeDuration = options.crossFadeDuration ?? 0;\n\n this.stateManager = new AnimationStateManager();\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n\n if (Array.isArray(options.states) && options.states.length > 0) {\n for (const entry of options.states) {\n this.addState(entry.name, entry.clip, entry.loop ?? false);\n }\n }\n // else {\n // for (const clip of this.clips) {\n // this.addState(clip.name || \"Default\", clip.name, false);\n // }\n // }\n\n if (typeof options.activeState === \"string\" && options.activeState.length > 0) {\n this.switchState(options.activeState, !this.paused);\n }\n }\n\n private refreshClipCatalog(): void {\n const catalog: AnimationClipCatalogEntry[] = [];\n const nameCounts = new Map<string, number>();\n const nextById = new Map<string, THREE.AnimationClip>();\n const nextEntriesById = new Map<string, AnimationClipCatalogEntry>();\n\n for (const [index, clip] of this.modelClips.entries()) {\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const id = `model:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label: count > 1 ? `${name} (${count})` : name,\n clip,\n source: \"model\",\n sourceUrl: null,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n for (const [index, imported] of this.importedClips.entries()) {\n const clip = imported.clip;\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const sourceUrl = imported.sourceUrl;\n const id = `external:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const sourceSuffix = sourceUrl\n ? sourceUrl.split(\"/\").pop() ?? sourceUrl\n : \"external\";\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label:\n count > 1\n ? `${name} (${count}) • ${sourceSuffix}`\n : `${name} • ${sourceSuffix}`,\n clip,\n source: \"external\",\n sourceUrl,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n this.clipById = nextById;\n this.clipEntriesById = nextEntriesById;\n this.clipCatalog = catalog;\n this.clips = catalog.map((entry) => entry.clip);\n this.availableClips = catalog.map((entry) => entry.name);\n }\n\n private refreshStateRefs(): void {\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n }\n\n private resolveClipRef(clipRef: string): { id: string; clip: THREE.AnimationClip } | null {\n const trimmed = clipRef.trim();\n if (!trimmed) {\n return null;\n }\n\n const byId = this.clipById.get(trimmed);\n if (byId) {\n return { id: trimmed, clip: byId };\n }\n\n const byName = this.clipCatalog.find((entry) => entry.name === trimmed);\n if (!byName) {\n return null;\n }\n\n return { id: byName.id, clip: byName.clip };\n }\n\n setModelClips(clips: THREE.AnimationClip[]): void {\n this.modelClips = Array.isArray(clips) ? [...clips] : [];\n this.refreshClipCatalog();\n }\n\n setImportedClips(\n clips: THREE.AnimationClip[] | ImportedClipEntry[],\n ): void {\n if (!Array.isArray(clips)) {\n this.importedClips = [];\n this.refreshClipCatalog();\n return;\n }\n\n this.importedClips = clips\n .map((entry) => {\n if (entry instanceof THREE.AnimationClip) {\n return { clip: entry, sourceUrl: null };\n }\n\n if (!entry || typeof entry !== \"object\") {\n return null;\n }\n\n const candidate = entry as Partial<ImportedClipEntry>;\n if (!(candidate.clip instanceof THREE.AnimationClip)) {\n return null;\n }\n\n return {\n clip: candidate.clip,\n sourceUrl:\n typeof candidate.sourceUrl === \"string\" && candidate.sourceUrl.length > 0\n ? candidate.sourceUrl\n : null,\n };\n })\n .filter((entry): entry is ImportedClipEntry => entry !== null);\n\n this.refreshClipCatalog();\n }\n\n setExternalClipSources(sources: string[]): void {\n if (!Array.isArray(sources)) {\n this.externalClipSources = [];\n return;\n }\n\n const seen = new Set<string>();\n const normalized: string[] = [];\n for (const source of sources) {\n if (typeof source !== \"string\") {\n continue;\n }\n\n const trimmed = source.trim();\n if (!trimmed || seen.has(trimmed)) {\n continue;\n }\n\n seen.add(trimmed);\n normalized.push(trimmed);\n }\n\n this.externalClipSources = normalized;\n }\n\n addState(name: string, clipRef: string, loop = false): AnimationStateMachine | null {\n if (!name.trim()) {\n return null;\n }\n\n const resolved = this.resolveClipRef(clipRef);\n if (!resolved) {\n return null;\n }\n\n const state = this.stateManager.createState(name, resolved.clip, {}, loop, resolved.id);\n this.refreshStateRefs();\n return state;\n }\n\n setStates(states: Array<{ name: string; clip: string; clipId?: string; loop?: boolean }>): void {\n const previousActive = this.activeStateName;\n this.stateManager.clear();\n\n for (const state of states) {\n if (!state.name.trim()) {\n continue;\n }\n\n let createdState: AnimationStateMachine | null = null;\n\n if (typeof state.clipId === \"string\" && state.clipId.trim().length > 0) {\n createdState = this.addState(state.name, state.clipId, Boolean(state.loop));\n }\n\n if (!createdState) {\n this.addState(state.name, state.clip, Boolean(state.loop));\n }\n }\n\n if (previousActive) {\n this.stateManager.switchState(previousActive, !this.paused);\n }\n\n this.refreshStateRefs();\n }\n\n getStateConfigs(): Array<{ name: string; clip: string; clipId: string | null; loop: boolean }> {\n return this.states.map((state) => ({\n name: state.name,\n clip: state.clip.name,\n clipId: state.clipId,\n loop: state.loop,\n }));\n }\n\n setActiveState(name: string | null, autoPlay = true): boolean {\n if (!name) {\n const stopped = this.stateManager.stopState();\n this.paused = true;\n this.refreshStateRefs();\n return stopped;\n }\n\n return this.switchState(name, autoPlay);\n }\n\n removeState(name: string): boolean {\n const removed = this.stateManager.removeState(name);\n if (removed) {\n this.refreshStateRefs();\n }\n return removed;\n }\n\n switchState(name: string, autoPlay = true): boolean {\n const state = this.stateManager.switchState(name, autoPlay);\n if (!state) {\n return false;\n }\n\n this.paused = !state.isPlaying;\n this.refreshStateRefs();\n return true;\n }\n\n playState(name?: string): boolean {\n const played = this.stateManager.playState(name);\n if (!played) {\n return false;\n }\n\n this.paused = false;\n this.refreshStateRefs();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const paused = this.stateManager.pauseState(name);\n if (!paused) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n\n stopState(name?: string): boolean {\n const stopped = this.stateManager.stopState(name);\n if (!stopped) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Runtime camera mode. `3d` is a free camera; `ar` is composited over a tracked image/face feed. */\nexport type CameraRuntimeType = \"3d\" | \"ar\";\n/** Projection model. */\nexport type CameraProjection = \"perspective\" | \"orthographic\";\n\n/** Optional initializer for {@link CameraComponent}. Any field omitted falls back to the defaults documented on the component. */\nexport type CameraComponentOptions = {\n /** Pre-built three.js camera. When omitted the component creates one from {@link projection}. */\n camera?: THREE.Camera;\n /** Runtime camera mode. */\n type?: CameraRuntimeType;\n /** Mark this camera as the default camera the renderer uses. */\n isDefault?: boolean;\n /** Projection model. */\n projection?: CameraProjection;\n /** Vertical field of view in **degrees** (perspective only). */\n fov?: number;\n /** Near clip plane in world units. */\n near?: number;\n /** Far clip plane in world units. */\n far?: number;\n /** Left edge of the orthographic frustum in world units. */\n left?: number;\n /** Right edge of the orthographic frustum in world units. */\n right?: number;\n /** Top edge of the orthographic frustum in world units. */\n top?: number;\n /** Bottom edge of the orthographic frustum in world units. */\n bottom?: number;\n /** Zoom multiplier (`1` = no zoom). */\n zoom?: number;\n};\n\nconst DEFAULT_FOV = 50;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 2000;\nconst DEFAULT_ORTHO_LEFT = -5;\nconst DEFAULT_ORTHO_RIGHT = 5;\nconst DEFAULT_ORTHO_TOP = 5;\nconst DEFAULT_ORTHO_BOTTOM = -5;\nconst DEFAULT_ZOOM = 1;\n\nfunction inferProjection(camera: THREE.Camera | undefined): CameraProjection {\n if (camera instanceof THREE.OrthographicCamera) {\n return \"orthographic\";\n }\n\n return \"perspective\";\n}\n\nfunction readCameraNear(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"near\" in camera &&\n typeof camera.near === \"number\" &&\n Number.isFinite(camera.near)\n ) {\n return camera.near;\n }\n\n return null;\n}\n\nfunction readCameraFar(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"far\" in camera &&\n typeof camera.far === \"number\" &&\n Number.isFinite(camera.far)\n ) {\n return camera.far;\n }\n\n return null;\n}\n\nfunction inferFov(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.PerspectiveCamera && Number.isFinite(camera.fov)) {\n return camera.fov;\n }\n\n return DEFAULT_FOV;\n}\n\nfunction inferNear(camera: THREE.Camera | undefined): number {\n const near = readCameraNear(camera);\n if (near !== null) {\n return near;\n }\n\n return DEFAULT_NEAR;\n}\n\nfunction inferFar(camera: THREE.Camera | undefined): number {\n const far = readCameraFar(camera);\n if (far !== null) {\n return far;\n }\n\n return DEFAULT_FAR;\n}\n\nfunction inferOrthoLeft(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.left)) {\n return camera.left;\n }\n\n return DEFAULT_ORTHO_LEFT;\n}\n\nfunction inferOrthoRight(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.right)) {\n return camera.right;\n }\n\n return DEFAULT_ORTHO_RIGHT;\n}\n\nfunction inferOrthoTop(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.top)) {\n return camera.top;\n }\n\n return DEFAULT_ORTHO_TOP;\n}\n\nfunction inferOrthoBottom(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.bottom)) {\n return camera.bottom;\n }\n\n return DEFAULT_ORTHO_BOTTOM;\n}\n\nfunction inferZoom(camera: THREE.Camera | undefined): number {\n if (\n camera &&\n \"zoom\" in camera &&\n typeof camera.zoom === \"number\" &&\n Number.isFinite(camera.zoom)\n ) {\n return camera.zoom;\n }\n\n return DEFAULT_ZOOM;\n}\n\n/**\n * Camera entity state. Supports perspective and orthographic projections, a\n * `3d` or `ar` runtime type, and an `isDefault` flag for the camera that the\n * preview/editor renders through. Field-of-view, near/far, ortho frustum, and\n * zoom are persisted; the live `THREE.Camera` is recreated when the project loads.\n *\n * @category Components\n */\nexport class CameraComponent extends Component {\n /** Live three.js camera. Recreated when the project loads to match {@link projection}. */\n camera: THREE.Camera;\n /** Runtime camera mode (`3d` or `ar`). */\n type: CameraRuntimeType;\n /** When `true`, this is the active rendering camera. Only one camera per scene should be the default. */\n isDefault: boolean;\n /** Active projection model (`perspective` or `orthographic`). */\n projection: CameraProjection;\n /** Vertical field of view in **degrees**. Used when {@link projection} is `perspective`. */\n fov: number;\n /** Near clip plane in world units. */\n near: number;\n /** Far clip plane in world units. */\n far: number;\n /** Left edge of the orthographic frustum (orthographic only). */\n left: number;\n /** Right edge of the orthographic frustum (orthographic only). */\n right: number;\n /** Top edge of the orthographic frustum (orthographic only). */\n top: number;\n /** Bottom edge of the orthographic frustum (orthographic only). */\n bottom: number;\n /** Zoom multiplier applied to the projection. */\n zoom: number;\n\n constructor(payload: CameraComponentOptions = {}) {\n super();\n\n this.camera = payload.camera ?? new THREE.PerspectiveCamera();\n this.type = payload.type ?? \"3d\";\n this.isDefault = typeof payload.isDefault === \"boolean\" ? payload.isDefault : false;\n this.projection = payload.projection ?? inferProjection(payload.camera);\n this.fov =\n typeof payload.fov === \"number\" && Number.isFinite(payload.fov)\n ? payload.fov\n : inferFov(payload.camera);\n this.near =\n typeof payload.near === \"number\" && Number.isFinite(payload.near)\n ? payload.near\n : inferNear(payload.camera);\n this.far =\n typeof payload.far === \"number\" && Number.isFinite(payload.far)\n ? payload.far\n : inferFar(payload.camera);\n this.left =\n typeof payload.left === \"number\" && Number.isFinite(payload.left)\n ? payload.left\n : inferOrthoLeft(payload.camera);\n this.right =\n typeof payload.right === \"number\" && Number.isFinite(payload.right)\n ? payload.right\n : inferOrthoRight(payload.camera);\n this.top =\n typeof payload.top === \"number\" && Number.isFinite(payload.top)\n ? payload.top\n : inferOrthoTop(payload.camera);\n this.bottom =\n typeof payload.bottom === \"number\" && Number.isFinite(payload.bottom)\n ? payload.bottom\n : inferOrthoBottom(payload.camera);\n this.zoom =\n typeof payload.zoom === \"number\" && Number.isFinite(payload.zoom)\n ? payload.zoom\n : inferZoom(payload.camera);\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_AUDIO_OPTIONS = {\n autoplay: false,\n loop: false,\n pitch: 1,\n volume: 1,\n positional: false,\n refDistance: 1,\n distanceModel: \"inverse\",\n rolloffFactor: 1,\n};\n\n/**\n * Plays an audio clip from `path`. Supports both global stereo (`positional:\n * false`) and 3D positional audio with the configured distance model.\n * Runtime fields (`object`, `audio`, `isPlaying`, `isPaused`) are recreated\n * when the project loads and are never persisted to saved snapshots.\n *\n * @category Components\n */\nexport class AudioComponent extends Component {\n /** Source URL or `localasset://` path of the audio file. */\n path: string;\n /**\n * Playback options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the clip is loaded. |\n * | `loop` | `false` | Loop playback indefinitely. |\n * | `pitch` | `1` | Playback rate multiplier (`1` = normal speed/pitch). |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `positional` | `false` | When `true`, audio is spatialized using the entity's transform. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. |\n */\n options: typeof DEFAULT_AUDIO_OPTIONS;\n /** Live three.js object hosting the audio (a parented `Audio`/`PositionalAudio`). `null` until built. */\n object: THREE.Object3D | null;\n /** Live three.js audio source. `null` until built. Recreated when the project loads. */\n audio: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the audio should be playing. Managed by `AudioSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the audio is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_AUDIO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_AUDIO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.audio = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `AudioSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `AudioSystem` drives the actual\n * THREE.js call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `AudioSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `AudioSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Skybox rendering modes. `none` disables skybox rendering entirely. */\nexport type EnvironmentSkyboxType = \"gradient\" | \"color\" | \"image\" | \"none\";\n/** Gradient distribution applied when {@link EnvironmentSkyboxState.type} is `\"gradient\"`. */\nexport type EnvironmentGradientEffect = \"radial\" | \"linear\" | \"angular\";\n/** Fog distance models. `none` disables fog. */\nexport type EnvironmentFogType = \"linear\" | \"exponential\" | \"none\";\n\n/** Skybox configuration. Only the fields relevant to {@link type} are read at render time. */\nexport type EnvironmentSkyboxState = {\n /** Active skybox mode. */\n type: EnvironmentSkyboxType;\n /** Solid color used when {@link type} is `\"color\"`. `#rrggbb`. */\n color: string;\n /** URL or `localasset://` path of the equirectangular image used when {@link type} is `\"image\"`. */\n imageUrl?: string;\n /** Gradient parameters used when {@link type} is `\"gradient\"`. */\n gradient: {\n /** Ordered list of color stops as `#rrggbb` strings. */\n colors: string[];\n /** Gradient distribution. */\n effect: EnvironmentGradientEffect;\n };\n};\n\n/** Fog configuration. Mirrors three.js `Fog` / `FogExp2`. */\nexport type EnvironmentFogState = {\n /** Active fog model. */\n type: EnvironmentFogType;\n /** Fog color as `#rrggbb`. */\n color: string;\n /** Linear-fog parameters used when {@link type} is `\"linear\"`. */\n linear: {\n /** Distance at which fog begins to take effect. */\n near: number;\n /** Distance at which fog reaches full opacity. */\n far: number;\n };\n /** Exponential-fog parameters used when {@link type} is `\"exponential\"`. */\n exponential: {\n /** Density coefficient. Higher values produce thicker fog. */\n density: number;\n };\n};\n\n/** World gravity vector applied by the physics system, in world units per second squared. */\nexport type EnvironmentGravityState = {\n /** Gravity along world X. */\n x: number;\n /** Gravity along world Y (negative pulls objects down). */\n y: number;\n /** Gravity along world Z. */\n z: number;\n};\n\n/** Aggregated authoring state owned by {@link Environment}. */\nexport type EnvironmentState = {\n /** Skybox configuration. */\n skybox: EnvironmentSkyboxState;\n /** Fog configuration. */\n fog: EnvironmentFogState;\n /** World gravity. */\n gravity: EnvironmentGravityState;\n /**\n * Fixed timestep (seconds) used by the physics accumulator loop.\n * Physics is stepped in fixed increments of this size each frame.\n * Default is `0.02` (50 Hz).\n */\n fixedTimeStep: number;\n};\n\nexport const DEFAULT_ENVIRONMENT_STATE: EnvironmentState = {\n skybox: {\n type: \"none\",\n color: \"#1e1e1e\",\n imageUrl: \"\",\n gradient: {\n colors: [\"#464766\", \"#657ea6\", \"#0f0e1a\"],\n effect: \"linear\",\n },\n },\n fog: {\n type: \"none\",\n color: \"#1e1e1e\",\n linear: {\n near: 1,\n far: 100,\n },\n exponential: {\n density: 0.002,\n },\n },\n gravity: {\n x: 0,\n y: -9.81,\n z: 0,\n },\n fixedTimeStep: 0.02,\n};\n\nfunction normalizeColors(colors: unknown): string[] {\n if (!Array.isArray(colors)) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n const normalized = colors.filter(\n (entry): entry is string => typeof entry === \"string\" && entry.length > 0,\n );\n if (normalized.length === 0) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n return normalized;\n}\n\nfunction normalizeGradientEffect(value: unknown): EnvironmentGradientEffect {\n if (value === \"radial\" || value === \"linear\" || value === \"angular\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.gradient.effect;\n}\n\nfunction normalizeSkyboxType(value: unknown): EnvironmentSkyboxType {\n if (value === \"gradient\" || value === \"color\" || value === \"none\") {\n return value;\n }\n\n if (value === \"image\" || value === \"Image\") {\n return \"image\";\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.type;\n}\n\nfunction normalizeFogType(value: unknown): EnvironmentFogType {\n if (value === \"linear\" || value === \"exponential\" || value === \"none\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.fog.type;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\n/**\n * Scene environment settings: skybox (gradient/color/image), fog\n * (linear/exponential), and gravity vector for the physics world.\n * Singleton-style — attached to one environment entity per scene.\n *\n * @category Components\n */\nexport class Environment extends Component {\n /** Aggregated environment authoring state (skybox, fog, gravity). Saved with the project. */\n values: EnvironmentState;\n\n constructor(values?: Partial<EnvironmentState>) {\n super();\n\n const skybox = values?.skybox;\n const fog = values?.fog;\n const gravity = values?.gravity;\n this.values = {\n skybox: {\n type: normalizeSkyboxType(skybox?.type),\n color:\n typeof skybox?.color === \"string\"\n ? skybox.color\n : DEFAULT_ENVIRONMENT_STATE.skybox.color,\n imageUrl:\n typeof skybox?.imageUrl === \"string\"\n ? skybox.imageUrl\n : DEFAULT_ENVIRONMENT_STATE.skybox.imageUrl,\n gradient: {\n colors: normalizeColors(skybox?.gradient?.colors),\n effect: normalizeGradientEffect(skybox?.gradient?.effect),\n },\n },\n fog: {\n type: normalizeFogType(fog?.type),\n color:\n typeof fog?.color === \"string\"\n ? fog.color\n : DEFAULT_ENVIRONMENT_STATE.fog.color,\n linear: {\n near: toFiniteNumber(\n fog?.linear?.near,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.near,\n ),\n far: toFiniteNumber(\n fog?.linear?.far,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.far,\n ),\n },\n exponential: {\n density: toFiniteNumber(\n fog?.exponential?.density,\n DEFAULT_ENVIRONMENT_STATE.fog.exponential.density,\n ),\n },\n },\n gravity: {\n x: toFiniteNumber(gravity?.x, DEFAULT_ENVIRONMENT_STATE.gravity.x),\n y: toFiniteNumber(gravity?.y, DEFAULT_ENVIRONMENT_STATE.gravity.y),\n z: toFiniteNumber(gravity?.z, DEFAULT_ENVIRONMENT_STATE.gravity.z),\n },\n fixedTimeStep: toFiniteNumber(\n values?.fixedTimeStep,\n DEFAULT_ENVIRONMENT_STATE.fixedTimeStep,\n ),\n };\n }\n}\n","import { Component } from \"../Component\";\n\n/** Aggregated post-processing effect chain authored on the scene environment. Each sub-effect has its own `enabled` flag plus per-effect parameters. */\nexport type PostprocessingState = {\n /** Master toggle. When `false` no post-processing is applied even if individual effects are enabled. */\n postEnabled: boolean;\n /** Depth-of-field (bokeh) effect. */\n dof: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance to the focal plane in world units. */\n focusDistance: number;\n /** Lens focal length controlling depth-of-field strength. */\n focalLength: number;\n /** Bokeh blur kernel scale. */\n bokehScale: number;\n };\n /** Bloom (HDR glow) effect. */\n bloom: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the bloom contribution. */\n intensity: number;\n /** Luminance threshold above which pixels bloom. */\n threshold: number;\n /** Blur radius applied to the bloom buffer. */\n radius: number;\n };\n /** Vignette (corner darkening) effect. */\n vignette: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance from screen center where the vignette begins. */\n offset: number;\n /** Maximum darkness applied at screen edges. */\n darkness: number;\n };\n /** Chromatic aberration (RGB channel offset) effect. */\n chromAberration: {\n /** Enable the effect. */\n enabled: boolean;\n /** Horizontal channel offset. */\n offsetX: number;\n /** Vertical channel offset. */\n offsetY: number;\n };\n /** Film-noise overlay. */\n noise: {\n /** Enable the effect. */\n enabled: boolean;\n /** Opacity of the noise layer in `[0, 1]`. */\n opacity: number;\n };\n /** Pixelation (mosaic) effect. */\n pixelation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pixel block size in screen pixels. */\n granularity: number;\n };\n /** Tone-mapping exposure control. */\n toneMapping: {\n /** Enable the effect. */\n enabled: boolean;\n /** Exposure multiplier applied before tone-mapping. */\n exposure: number;\n };\n /** Hue/saturation color grading. */\n hueSaturation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Hue rotation in radians. */\n hue: number;\n /** Saturation offset (`0` = unchanged, `>0` = more saturated). */\n saturation: number;\n };\n /** Sepia color grade. */\n sepia: {\n /** Enable the effect. */\n enabled: boolean;\n /** Blend strength between original and sepia in `[0, 1]`. */\n intensity: number;\n };\n /** SMAA antialiasing pass. */\n smaa: {\n /** Enable the effect. */\n enabled: boolean;\n };\n /** Screen-space ambient occlusion. */\n ssao: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the AO contribution. */\n intensity: number;\n /** Sampling radius in world units. */\n radius: number;\n };\n /** Dot-screen (halftone) effect. */\n dotScreen: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pattern scale (legacy field; use {@link scale} where available). */\n dotScreenScale: number;\n /** Pattern rotation in radians (legacy field; use {@link angle} where available). */\n dotScreenAngle: number;\n /** Pattern rotation in radians. */\n angle?: number;\n /** Pattern scale. */\n scale?: number;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** Effect opacity in `[0, 1]`. */\n opacity?: number;\n };\n /** Glitch effect (digital corruption simulation). */\n glitch: {\n /** Enable the effect. */\n enabled: boolean;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** RGB channel offset applied during a glitch burst. */\n chromaticAberrationOffset?: { x: number; y: number } | [number, number];\n /** `[min, max]` delay (seconds) between glitch bursts. */\n delay?: [number, number];\n /** `[min, max]` duration (seconds) of each glitch burst. */\n duration?: [number, number];\n /** Glitch displacement strength (scalar or per-axis). */\n strength?: number | { x: number; y: number };\n /** Size of the displacement texture sampled by the glitch shader. */\n dtSize?: number;\n /** Fraction of columns affected during a glitch burst. */\n columns?: number;\n /** Ratio between weak and strong glitch bursts. */\n ratio?: number;\n /** Glitch mode label (matches the postprocessing library's mode enum). */\n mode?: string;\n /** Force the glitch to remain active. */\n active?: boolean;\n };\n};\n\nexport const DEFAULT_POSTPROCESSING_STATE: PostprocessingState = {\n postEnabled: false,\n dof: {\n enabled: false,\n focusDistance: 0.015,\n focalLength: 0.018,\n bokehScale: 3,\n },\n bloom: {\n enabled: false,\n intensity: 1.2,\n threshold: 0.2,\n radius: 0.7,\n },\n vignette: {\n enabled: false,\n offset: 0.05,\n darkness: 1.2,\n },\n chromAberration: {\n enabled: false,\n offsetX: 0.003,\n offsetY: 0.003,\n },\n noise: {\n enabled: false,\n opacity: 0.12,\n },\n pixelation: {\n enabled: false,\n granularity: 6,\n },\n toneMapping: {\n enabled: false,\n exposure: 1.3,\n },\n hueSaturation: {\n enabled: false,\n hue: 0.05,\n saturation: 0.2,\n },\n sepia: {\n enabled: false,\n intensity: 0.5,\n },\n smaa: {\n enabled: false,\n },\n ssao: {\n enabled: false,\n intensity: 1.5,\n radius: 0.25,\n },\n dotScreen: {\n enabled: false,\n dotScreenScale: 1.2,\n dotScreenAngle: 1.57,\n scale: 1.2,\n angle: 1.57,\n blendFunction: undefined,\n opacity: undefined,\n },\n glitch: {\n enabled: false,\n blendFunction: undefined,\n chromaticAberrationOffset: undefined,\n delay: undefined,\n duration: undefined,\n strength: undefined,\n dtSize: undefined,\n columns: undefined,\n ratio: undefined,\n mode: undefined,\n active: undefined,\n },\n};\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n\n return value;\n}\n\nfunction normalizeNumberTuple(value: unknown): [number, number] | undefined {\n if (!Array.isArray(value) || value.length !== 2) {\n return undefined;\n }\n\n if (\n typeof value[0] !== \"number\" ||\n !Number.isFinite(value[0]) ||\n typeof value[1] !== \"number\" ||\n !Number.isFinite(value[1])\n ) {\n return undefined;\n }\n\n return [value[0], value[1]];\n}\n\nfunction normalizePostprocessing(\n value: Partial<PostprocessingState> | undefined,\n): PostprocessingState {\n const postprocessing = asRecord(value);\n const defaults = DEFAULT_POSTPROCESSING_STATE;\n\n const dof = asRecord(postprocessing?.dof);\n const bloom = asRecord(postprocessing?.bloom);\n const vignette = asRecord(postprocessing?.vignette);\n const chromAberration = asRecord(postprocessing?.chromAberration);\n const noise = asRecord(postprocessing?.noise);\n const pixelation = asRecord(postprocessing?.pixelation);\n const toneMapping = asRecord(postprocessing?.toneMapping);\n const hueSaturation = asRecord(postprocessing?.hueSaturation);\n const sepia = asRecord(postprocessing?.sepia);\n const smaa = asRecord(postprocessing?.smaa);\n const ssao = asRecord(postprocessing?.ssao);\n const dotScreen = asRecord(postprocessing?.dotScreen);\n const glitch = asRecord(postprocessing?.glitch);\n const glitchChromaticAberrationOffset = asRecord(\n glitch?.chromaticAberrationOffset,\n );\n const glitchStrength = asRecord(glitch?.strength);\n\n const dotScreenScale = toFiniteNumber(\n dotScreen?.dotScreenScale,\n defaults.dotScreen.dotScreenScale,\n );\n const dotScreenAngle = toFiniteNumber(\n dotScreen?.dotScreenAngle,\n defaults.dotScreen.dotScreenAngle,\n );\n\n const normalizedGlitchStrength =\n typeof glitch?.strength === \"number\" && Number.isFinite(glitch.strength)\n ? glitch.strength\n : glitchStrength &&\n typeof glitchStrength.x === \"number\" &&\n Number.isFinite(glitchStrength.x) &&\n typeof glitchStrength.y === \"number\" &&\n Number.isFinite(glitchStrength.y)\n ? { x: glitchStrength.x, y: glitchStrength.y }\n : undefined;\n\n const normalizedGlitchChromaticAberrationOffset =\n normalizeNumberTuple(glitch?.chromaticAberrationOffset) ??\n (glitchChromaticAberrationOffset &&\n typeof glitchChromaticAberrationOffset.x === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.x) &&\n typeof glitchChromaticAberrationOffset.y === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.y)\n ? {\n x: glitchChromaticAberrationOffset.x,\n y: glitchChromaticAberrationOffset.y,\n }\n : undefined);\n\n return {\n postEnabled: toBoolean(postprocessing?.postEnabled, defaults.postEnabled),\n dof: {\n enabled: toBoolean(dof?.enabled, defaults.dof.enabled),\n focusDistance: toFiniteNumber(dof?.focusDistance, defaults.dof.focusDistance),\n focalLength: toFiniteNumber(dof?.focalLength, defaults.dof.focalLength),\n bokehScale: toFiniteNumber(dof?.bokehScale, defaults.dof.bokehScale),\n },\n bloom: {\n enabled: toBoolean(bloom?.enabled, defaults.bloom.enabled),\n intensity: toFiniteNumber(bloom?.intensity, defaults.bloom.intensity),\n threshold: toFiniteNumber(bloom?.threshold, defaults.bloom.threshold),\n radius: toFiniteNumber(bloom?.radius, defaults.bloom.radius),\n },\n vignette: {\n enabled: toBoolean(vignette?.enabled, defaults.vignette.enabled),\n offset: toFiniteNumber(vignette?.offset, defaults.vignette.offset),\n darkness: toFiniteNumber(vignette?.darkness, defaults.vignette.darkness),\n },\n chromAberration: {\n enabled: toBoolean(chromAberration?.enabled, defaults.chromAberration.enabled),\n offsetX: toFiniteNumber(chromAberration?.offsetX, defaults.chromAberration.offsetX),\n offsetY: toFiniteNumber(chromAberration?.offsetY, defaults.chromAberration.offsetY),\n },\n noise: {\n enabled: toBoolean(noise?.enabled, defaults.noise.enabled),\n opacity: toFiniteNumber(noise?.opacity, defaults.noise.opacity),\n },\n pixelation: {\n enabled: toBoolean(pixelation?.enabled, defaults.pixelation.enabled),\n granularity: toFiniteNumber(pixelation?.granularity, defaults.pixelation.granularity),\n },\n toneMapping: {\n enabled: toBoolean(toneMapping?.enabled, defaults.toneMapping.enabled),\n exposure: toFiniteNumber(toneMapping?.exposure, defaults.toneMapping.exposure),\n },\n hueSaturation: {\n enabled: toBoolean(hueSaturation?.enabled, defaults.hueSaturation.enabled),\n hue: toFiniteNumber(hueSaturation?.hue, defaults.hueSaturation.hue),\n saturation: toFiniteNumber(\n hueSaturation?.saturation,\n defaults.hueSaturation.saturation,\n ),\n },\n sepia: {\n enabled: toBoolean(sepia?.enabled, defaults.sepia.enabled),\n intensity: toFiniteNumber(sepia?.intensity, defaults.sepia.intensity),\n },\n smaa: {\n enabled: toBoolean(smaa?.enabled, defaults.smaa.enabled),\n },\n ssao: {\n enabled: toBoolean(ssao?.enabled, defaults.ssao.enabled),\n intensity: toFiniteNumber(ssao?.intensity, defaults.ssao.intensity),\n radius: toFiniteNumber(ssao?.radius, defaults.ssao.radius),\n },\n dotScreen: {\n enabled: toBoolean(dotScreen?.enabled, defaults.dotScreen.enabled),\n dotScreenScale,\n dotScreenAngle,\n scale: toFiniteNumber(dotScreen?.scale, dotScreenScale),\n angle: toFiniteNumber(dotScreen?.angle, dotScreenAngle),\n blendFunction:\n typeof dotScreen?.blendFunction === \"number\" &&\n Number.isFinite(dotScreen.blendFunction)\n ? dotScreen.blendFunction\n : defaults.dotScreen.blendFunction,\n opacity:\n typeof dotScreen?.opacity === \"number\" && Number.isFinite(dotScreen.opacity)\n ? dotScreen.opacity\n : defaults.dotScreen.opacity,\n },\n glitch: {\n enabled: toBoolean(glitch?.enabled, defaults.glitch.enabled),\n blendFunction:\n typeof glitch?.blendFunction === \"number\" && Number.isFinite(glitch.blendFunction)\n ? glitch.blendFunction\n : defaults.glitch.blendFunction,\n chromaticAberrationOffset:\n normalizedGlitchChromaticAberrationOffset,\n delay: normalizeNumberTuple(glitch?.delay) ?? defaults.glitch.delay,\n duration: normalizeNumberTuple(glitch?.duration) ?? defaults.glitch.duration,\n strength: normalizedGlitchStrength,\n dtSize:\n typeof glitch?.dtSize === \"number\" && Number.isFinite(glitch.dtSize)\n ? glitch.dtSize\n : defaults.glitch.dtSize,\n columns:\n typeof glitch?.columns === \"number\" && Number.isFinite(glitch.columns)\n ? glitch.columns\n : defaults.glitch.columns,\n ratio:\n typeof glitch?.ratio === \"number\" && Number.isFinite(glitch.ratio)\n ? glitch.ratio\n : defaults.glitch.ratio,\n mode: typeof glitch?.mode === \"string\" ? glitch.mode : defaults.glitch.mode,\n active: toBoolean(glitch?.active, defaults.glitch.active ?? false),\n },\n };\n}\n\n/**\n * Postprocessing stack settings (depth-of-field, bloom, vignette, chromatic\n * aberration, noise, pixelation, tone mapping, hue/saturation, sepia, SMAA,\n * SSAO, dot-screen, glitch). The render system applies enabled effects in a\n * `postprocessing`-library composer when `postEnabled` is `true`. Singleton-\n * style — attached to one entity per scene.\n *\n * @category Components\n */\nexport class Postprocessing extends Component {\n /** Aggregated post-processing state. Saved with the project. */\n values: PostprocessingState;\n\n constructor(values?: Partial<PostprocessingState>) {\n super();\n this.values = normalizePostprocessing(values);\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Editable primitive kinds the mesh-geometry system can rebuild on the fly. `model` is a passthrough placeholder for entities that own a loaded GLTF/GLB instead. */\nexport type EditableMeshObjectKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Box geometry parameters in world units. */\nexport type CubeMeshParameters = {\n /** Box width along X. */\n width: number;\n /** Box height along Y. */\n height: number;\n /** Box depth along Z. */\n depth: number;\n};\n\n/** Plane geometry parameters in world units. */\nexport type PlaneMeshParameters = {\n /** Plane width along X. */\n width: number;\n /** Plane height along Y. */\n height: number;\n};\n\n/** Radius-only primitive parameters (sphere). */\nexport type RadiusMeshParameters = {\n /** Sphere radius in world units. */\n radius: number;\n};\n\n/** Radius + height primitive parameters (capsule, cylinder). */\nexport type RadiusHeightMeshParameters = {\n /** Radius of the cap/cylinder cross-section. */\n radius: number;\n /** Length of the straight section between caps (capsule) or full height (cylinder). */\n height: number;\n};\n\n/** Empty parameter set for `model` entities. */\nexport type ModelMeshParameters = Record<string, never>;\n\n/** Map from {@link EditableMeshObjectKind} to its parameter shape. */\nexport type MeshGeometryParametersByKind = {\n capsule: RadiusHeightMeshParameters;\n cube: CubeMeshParameters;\n cylinder: RadiusHeightMeshParameters;\n model: ModelMeshParameters;\n plane: PlaneMeshParameters;\n sphere: RadiusMeshParameters;\n};\n\nexport type MeshGeometryParameters =\n MeshGeometryParametersByKind[EditableMeshObjectKind];\n\nexport const DEFAULT_MESH_GEOMETRY_PARAMETERS: MeshGeometryParametersByKind = {\n capsule: { radius: 0.5, height: 1 },\n cube: { width: 1, height: 1, depth: 1 },\n cylinder: { radius: 0.5, height: 1 },\n model: {},\n plane: { width: 100, height: 100 },\n sphere: { radius: 0.5 },\n};\n\nconst GEOMETRY_TYPE_BY_KIND: Record<EditableMeshObjectKind, string> = {\n capsule: \"CapsuleGeometry\",\n cube: \"BoxGeometry\",\n cylinder: \"CylinderGeometry\",\n model: \"Model\",\n plane: \"PlaneGeometry\",\n sphere: \"SphereGeometry\",\n};\n\n/**\n * Editable geometry parameters for primitive meshes (cube, sphere, plane,\n * capsule, cylinder) and the placeholder for `model` entities. Holds the\n * authoring values plus shadow casting/receiving flags. The mesh-geometry\n * system rebuilds the underlying `BufferGeometry` when parameters change.\n *\n * @category Components\n */\nexport class MeshGeometryComponent extends Component {\n /** Primitive kind (`cube`, `sphere`, `plane`, `capsule`, `cylinder`) or `model` for loaded assets. */\n readonly kind: EditableMeshObjectKind;\n /** Three.js geometry class name (e.g. `\"BoxGeometry\"`, `\"SphereGeometry\"`). Derived from {@link kind}. */\n readonly geometryType: string;\n /** Editable parameters whose shape depends on {@link kind}. The mesh-geometry system rebuilds geometry when these change. */\n parameters: MeshGeometryParameters;\n /** Live three.js object whose geometry is being managed. `null` until the object is built. */\n object: THREE.Object3D | null;\n /** Human-readable model name shown in the inspector for `model` entities; empty for primitives. */\n modelName: string;\n /** Whether the mesh casts shadows in the renderer. */\n castShadow: boolean;\n /** Whether the mesh receives shadows in the renderer. */\n receiveShadow: boolean;\n\n constructor(\n kind: EditableMeshObjectKind,\n object: THREE.Object3D | null,\n parameters?: Partial<MeshGeometryParameters>,\n options?: {\n modelName?: string;\n castShadow?: boolean;\n receiveShadow?: boolean;\n },\n ) {\n super();\n\n this.kind = kind;\n this.geometryType = GEOMETRY_TYPE_BY_KIND[kind];\n this.object = object;\n this.modelName = options?.modelName ?? \"\";\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n\n switch (kind) {\n case \"cube\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n ...(parameters as Partial<CubeMeshParameters> | undefined),\n };\n break;\n case \"plane\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n ...(parameters as Partial<PlaneMeshParameters> | undefined),\n };\n break;\n case \"sphere\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n ...(parameters as Partial<RadiusMeshParameters> | undefined),\n };\n break;\n case \"cylinder\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"capsule\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"model\":\n this.parameters = {};\n break;\n }\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport type {\n CubeMeshParameters,\n MeshGeometryParameters,\n PlaneMeshParameters,\n RadiusHeightMeshParameters,\n RadiusMeshParameters,\n} from \"./MeshGeometry\";\nimport { DEFAULT_MESH_GEOMETRY_PARAMETERS } from \"./MeshGeometry\";\n\n/**\n * Per-instance transform stored inside {@link InstancedMeshComponent}.\n * All rotations are in radians.\n */\nexport type InstanceTransform = {\n position: { x: number; y: number; z: number };\n /** Euler rotation in radians (XYZ order). */\n rotation: { x: number; y: number; z: number };\n scale: { x: number; y: number; z: number };\n};\n\n/** Primitive geometry kinds and custom 3D model kind supported by instanced mesh rendering. */\nexport type InstancedMeshKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Default identity instance transform. */\nexport const DEFAULT_INSTANCE_TRANSFORM: InstanceTransform = {\n position: { x: 0, y: 0, z: 0 },\n rotation: { x: 0, y: 0, z: 0 },\n scale: { x: 1, y: 1, z: 1 },\n};\n\n/** Default geometry parameters per instanced mesh kind. For \"model\" kind, cube params are stored as a placeholder (unused). */\nexport const DEFAULT_INSTANCED_MESH_PARAMETERS: Record<\n InstancedMeshKind,\n MeshGeometryParameters\n> = {\n capsule: DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n cube: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n cylinder: DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n model: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n plane: DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n sphere: DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n};\n\n/**\n * Holds authored instanced-mesh data for an entity that renders as a\n * `THREE.InstancedMesh`. Supports primitive geometry kinds (cube, sphere,\n * plane, capsule, cylinder).\n *\n * The `instancedMesh` field is a live runtime reference that is **not**\n * serialized into snapshots — it is excluded by the snapshot normalizer in\n * `worldSnapshotUtils.ts` to prevent history churn.\n *\n * @category Components\n */\nexport class InstancedMeshComponent extends Component {\n /** Geometry kind for all instances. Use `\"model\"` for a custom GLTF/GLB asset. */\n meshKind: InstancedMeshKind;\n /**\n * Path to the GLTF/GLB asset when `meshKind === \"model\"`.\n * Serialized in snapshots and restored on hydration.\n */\n modelPath: string;\n /** Editable geometry parameters (width/height/depth, radius, etc.). Ignored when `meshKind === \"model\"`. */\n meshParameters: MeshGeometryParameters;\n /** Whether all instances cast shadows. */\n castShadow: boolean;\n /** Whether all instances receive shadows. */\n receiveShadow: boolean;\n /**\n * Ordered list of entity IDs for the instance slot entities owned by this group.\n * Each slot entity carries a `TransformComponent` that `InstancedMeshSystem`\n * reads every frame to build the per-instance matrix.\n */\n instanceEntityIds: number[];\n\n /**\n * Live runtime container managed by {@link InstancedMeshSystem}:\n * - For primitive kinds: a `THREE.InstancedMesh`.\n * - For `\"model\"` kind: a `THREE.Group` containing per-mesh `THREE.InstancedMesh` objects.\n * Excluded from snapshot serialization — do **not** read this in hydration code.\n */\n instancedMesh: THREE.Object3D | null;\n\n constructor(\n meshKind: InstancedMeshKind = \"cube\",\n meshParameters?: Partial<MeshGeometryParameters>,\n options?: {\n castShadow?: boolean;\n receiveShadow?: boolean;\n instanceEntityIds?: number[];\n modelPath?: string;\n },\n ) {\n super();\n this.meshKind = meshKind;\n this.modelPath = options?.modelPath ?? \"\";\n this.meshParameters = {\n ...DEFAULT_INSTANCED_MESH_PARAMETERS[meshKind],\n ...(meshParameters ?? {}),\n } as MeshGeometryParameters;\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n this.instanceEntityIds = options?.instanceEntityIds ?? [];\n this.instancedMesh = null;\n }\n\n /** Sanitize and return a copy of the current mesh parameters with valid values. */\n getSanitizedParameters(): MeshGeometryParameters {\n const MIN_DIM = 0.01;\n const MIN_RAD = 0.001;\n const sanitize = (v: number, min: number) =>\n Number.isFinite(v) ? Math.max(min, v) : min;\n\n switch (this.meshKind) {\n case \"cube\": {\n const p = this.meshParameters as CubeMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n depth: sanitize(p.depth, MIN_DIM),\n };\n }\n case \"plane\": {\n const p = this.meshParameters as PlaneMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"sphere\": {\n const p = this.meshParameters as RadiusMeshParameters;\n return { radius: sanitize(p.radius, MIN_RAD) };\n }\n case \"cylinder\":\n case \"capsule\": {\n const p = this.meshParameters as RadiusHeightMeshParameters;\n return {\n radius: sanitize(p.radius, MIN_RAD),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"model\":\n // No geometry parameters for model kind; return cube defaults as a placeholder.\n return DEFAULT_MESH_GEOMETRY_PARAMETERS.cube;\n }\n }\n}\n","import { Component } from \"../Component\";\n\ntype RapierRigidBody = import(\"@dimforge/rapier3d-compat\").RigidBody;\ntype RapierCollider = import(\"@dimforge/rapier3d-compat\").Collider;\n\n// ---------------------------------------------------------------------------\n// Rigidbody\n// ---------------------------------------------------------------------------\n\n/**\n * Rigidbody body type:\n * - `dynamic`: simulated by physics; affected by forces and gravity.\n * - `fixed`: immovable static body.\n * - `kinematicPosition`: moved by setting next position; ignores forces.\n * - `kinematicVelocity`: moved by setting velocity; ignores forces.\n */\nexport type RigidbodyType =\n | \"dynamic\"\n | \"fixed\"\n | \"kinematicPosition\"\n | \"kinematicVelocity\";\n\n/** Authoring state for the rigidbody half of {@link PhysicsComponent}. Saved with the project. */\nexport type RigidbodyState = {\n /** When `false`, the body is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Body type. See {@link RigidbodyType}. */\n type: RigidbodyType;\n /** Mass in kilograms. Only meaningful for `dynamic` bodies. */\n mass: number;\n /** Damping applied to linear velocity each step (`0` = none). */\n linearDamping: number;\n /** Damping applied to angular velocity each step (`0` = none). */\n angularDamping: number;\n /** Scale factor applied to world gravity for this body (`1` = full gravity, `0` = floating). */\n gravityScale: number;\n /** Allow the body to sleep when at rest to save simulation cost. */\n canSleep: boolean;\n /** Enable continuous collision detection to prevent tunneling for fast bodies. */\n ccdEnabled: boolean;\n /** Master toggle: when `true`, all linear motion is locked. */\n lockTranslations: boolean;\n /** Lock translation along world X. */\n lockTranslationX: boolean;\n /** Lock translation along world Y. */\n lockTranslationY: boolean;\n /** Lock translation along world Z. */\n lockTranslationZ: boolean;\n /** Master toggle: when `true`, all rotation is locked. */\n lockRotations: boolean;\n /** Lock rotation around world X. */\n lockRotationX: boolean;\n /** Lock rotation around world Y. */\n lockRotationY: boolean;\n /** Lock rotation around world Z. */\n lockRotationZ: boolean;\n};\n\nexport const DEFAULT_RIGIDBODY_STATE: RigidbodyState = {\n enabled: true,\n type: \"dynamic\",\n mass: 1,\n linearDamping: 0,\n angularDamping: 0,\n gravityScale: 1,\n canSleep: true,\n ccdEnabled: false,\n lockTranslations: false,\n lockTranslationX: false,\n lockTranslationY: false,\n lockTranslationZ: false,\n lockRotations: false,\n lockRotationX: false,\n lockRotationY: false,\n lockRotationZ: false,\n};\n\n// ---------------------------------------------------------------------------\n// Collider\n// ---------------------------------------------------------------------------\n\n/** Collider primitive shape. `trimesh` derives geometry from the entity's mesh. */\nexport type ColliderShape =\n | \"cuboid\"\n | \"ball\"\n | \"capsule\"\n | \"cylinder\"\n | \"trimesh\";\n\n/** Authoring state for the collider half of {@link PhysicsComponent}. Only the size fields relevant to {@link ColliderState.shape} are read at simulation time. */\nexport type ColliderState = {\n /** When `false`, the collider is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Collider primitive shape. */\n shape: ColliderShape;\n /** Local offset of the collider relative to the entity's transform, in world units. */\n offsetPosition: {\n /** Offset along local X. */\n x: number;\n /** Offset along local Y. */\n y: number;\n /** Offset along local Z. */\n z: number;\n };\n /** Local rotation offset in **radians** (Euler XYZ). */\n offsetRotation: {\n /** Rotation around local X (radians). */\n x: number;\n /** Rotation around local Y (radians). */\n y: number;\n /** Rotation around local Z (radians). */\n z: number;\n };\n /** Half-extents for `cuboid` shape, in world units. */\n size: {\n /** Half-extent along X. */\n x: number;\n /** Half-extent along Y. */\n y: number;\n /** Half-extent along Z. */\n z: number;\n };\n /** Radius for `ball`, `capsule`, and `cylinder` shapes. */\n radius: number;\n /** Height for `capsule` (segment length between caps) and `cylinder`. */\n height: number;\n /** Bounciness in `[0, 1]`. `0` is no bounce; `1` is perfectly elastic. */\n restitution: number;\n /** Surface friction coefficient. `0` is frictionless. */\n friction: number;\n /** When `true`, the collider reports overlaps but does not generate contact responses. */\n isSensor: boolean;\n};\n\nexport const DEFAULT_COLLIDER_STATE: ColliderState = {\n enabled: true,\n shape: \"cuboid\",\n offsetPosition: {\n x: 0,\n y: 0,\n z: 0,\n },\n offsetRotation: {\n x: 0,\n y: 0,\n z: 0,\n },\n size: {\n x: 1,\n y: 1,\n z: 1,\n },\n radius: 0.5,\n height: 1,\n restitution: 0,\n friction: 0.5,\n isSensor: false,\n};\n\n// ---------------------------------------------------------------------------\n// PhysicsState\n// ---------------------------------------------------------------------------\n\n/** Combined authoring state for {@link PhysicsComponent}. Saved with the project. */\nexport type PhysicsState = {\n /** Rigid body settings. */\n rigidbody: RigidbodyState;\n /** Collider settings. */\n collider: ColliderState;\n};\n\nexport const DEFAULT_PHYSICS_STATE: PhysicsState = {\n rigidbody: DEFAULT_RIGIDBODY_STATE,\n collider: DEFAULT_COLLIDER_STATE,\n};\n\n// ---------------------------------------------------------------------------\n// Normalization helpers (private)\n// ---------------------------------------------------------------------------\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n return value;\n}\n\nfunction toRigidbodyType(value: unknown, fallback: RigidbodyType): RigidbodyType {\n if (\n value === \"dynamic\" ||\n value === \"fixed\" ||\n value === \"kinematicPosition\" ||\n value === \"kinematicVelocity\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction toColliderShape(value: unknown, fallback: ColliderShape): ColliderShape {\n if (\n value === \"cuboid\" ||\n value === \"ball\" ||\n value === \"capsule\" ||\n value === \"cylinder\" ||\n value === \"trimesh\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction normalizeRigidbodyState(\n value: Partial<RigidbodyState> | undefined,\n): RigidbodyState {\n const source = asRecord(value);\n const defaults = DEFAULT_RIGIDBODY_STATE;\n // Legacy: if per-axis flags are absent, fall back to master toggle value.\n const legacyLockTranslations = toBoolean(\n source?.lockTranslations,\n defaults.lockTranslations,\n );\n const legacyLockRotations = toBoolean(\n source?.lockRotations,\n defaults.lockRotations,\n );\n\n const lockTranslationX = toBoolean(\n source?.lockTranslationX,\n legacyLockTranslations,\n );\n const lockTranslationY = toBoolean(\n source?.lockTranslationY,\n legacyLockTranslations,\n );\n const lockTranslationZ = toBoolean(\n source?.lockTranslationZ,\n legacyLockTranslations,\n );\n const lockRotationX = toBoolean(source?.lockRotationX, legacyLockRotations);\n const lockRotationY = toBoolean(source?.lockRotationY, legacyLockRotations);\n const lockRotationZ = toBoolean(source?.lockRotationZ, legacyLockRotations);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n type: toRigidbodyType(source?.type, defaults.type),\n mass: Math.max(0.0001, toFiniteNumber(source?.mass, defaults.mass)),\n linearDamping: Math.max(\n 0,\n toFiniteNumber(source?.linearDamping, defaults.linearDamping),\n ),\n angularDamping: Math.max(\n 0,\n toFiniteNumber(source?.angularDamping, defaults.angularDamping),\n ),\n gravityScale: toFiniteNumber(source?.gravityScale, defaults.gravityScale),\n canSleep: toBoolean(source?.canSleep, defaults.canSleep),\n ccdEnabled: toBoolean(source?.ccdEnabled, defaults.ccdEnabled),\n lockTranslations: legacyLockTranslations,\n lockTranslationX,\n lockTranslationY,\n lockTranslationZ,\n lockRotations: legacyLockRotations,\n lockRotationX,\n lockRotationY,\n lockRotationZ,\n };\n}\n\nfunction normalizeColliderState(\n value: Partial<ColliderState> | undefined,\n): ColliderState {\n const source = asRecord(value);\n const defaults = DEFAULT_COLLIDER_STATE;\n const offsetPosition = asRecord(source?.offsetPosition);\n const offsetRotation = asRecord(source?.offsetRotation);\n const size = asRecord(source?.size);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n shape: toColliderShape(source?.shape, defaults.shape),\n offsetPosition: {\n x: toFiniteNumber(offsetPosition?.x, defaults.offsetPosition.x),\n y: toFiniteNumber(offsetPosition?.y, defaults.offsetPosition.y),\n z: toFiniteNumber(offsetPosition?.z, defaults.offsetPosition.z),\n },\n offsetRotation: {\n x: toFiniteNumber(offsetRotation?.x, defaults.offsetRotation.x),\n y: toFiniteNumber(offsetRotation?.y, defaults.offsetRotation.y),\n z: toFiniteNumber(offsetRotation?.z, defaults.offsetRotation.z),\n },\n size: {\n x: Math.max(0.0001, toFiniteNumber(size?.x, defaults.size.x)),\n y: Math.max(0.0001, toFiniteNumber(size?.y, defaults.size.y)),\n z: Math.max(0.0001, toFiniteNumber(size?.z, defaults.size.z)),\n },\n radius: Math.max(0.0001, toFiniteNumber(source?.radius, defaults.radius)),\n height: Math.max(0.0001, toFiniteNumber(source?.height, defaults.height)),\n restitution: Math.max(0, toFiniteNumber(source?.restitution, defaults.restitution)),\n friction: Math.max(0, toFiniteNumber(source?.friction, defaults.friction)),\n isSensor: toBoolean(source?.isSensor, defaults.isSensor),\n };\n}\n\nexport function normalizePhysicsState(\n value: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> } | undefined,\n): PhysicsState {\n const source = asRecord(value);\n return {\n rigidbody: normalizeRigidbodyState(\n (source?.rigidbody as Partial<RigidbodyState>) ?? undefined,\n ),\n collider: normalizeColliderState(\n (source?.collider as Partial<ColliderState>) ?? undefined,\n ),\n };\n}\n\n// ---------------------------------------------------------------------------\n// PhysicsComponent\n// ---------------------------------------------------------------------------\n\n/**\n * Unified physics component combining a Rapier rigid body and a Rapier\n * collider into a single authoring and runtime container.\n *\n * Use `values.rigidbody` to configure body type, mass, damping, locks, etc.\n * Use `values.collider` to configure collider shape, size, offset, material\n * properties, and sensor mode.\n *\n * The runtime `rigidBody` and `collider` references are created by the physics\n * system when the project loads and are `null` until physics is initialized.\n *\n * @category Components\n */\nexport class PhysicsComponent extends Component {\n /** Authoring state. Saved with the project. */\n values: PhysicsState;\n /** Live Rapier rigid body. `null` until physics is initialized. */\n rigidBody: RapierRigidBody | null;\n /** Live Rapier collider. `null` until physics is initialized. */\n collider: RapierCollider | null;\n\n constructor(values?: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }) {\n super();\n this.values = normalizePhysicsState(values);\n this.rigidBody = null;\n this.collider = null;\n }\n\n /**\n * Patch rigidbody and/or collider state. Each sub-object is deep-merged\n * with the current values via the respective normalizer.\n */\n setValues(patch: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }): void {\n this.values = normalizePhysicsState({\n rigidbody: { ...this.values.rigidbody, ...(patch.rigidbody ?? {}) },\n collider: { ...this.values.collider, ...(patch.collider ?? {}) },\n });\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Authoring state for {@link LightComponent}. Common fields apply to every light kind; the optional fields are only meaningful for specific kinds. */\ntype LightValueState = {\n /** Light color as `#rrggbb` hex string. */\n color: string;\n /** Light intensity multiplier (units depend on three.js physically-correct mode). */\n intensity: number;\n /** Whether the light casts shadows. */\n castShadow: boolean;\n /** Whether the light is frustum-culled when off-screen. */\n frustumCulling: boolean;\n /** Maximum range; `0` means infinite. (PointLight, SpotLight) */\n distance?: number;\n /** Falloff exponent for distance attenuation. (PointLight, SpotLight) */\n decay?: number;\n /** Cone half-angle in **radians**. (SpotLight) */\n angle?: number;\n /** Soft-edge factor in `[0, 1]`; `0` is a hard edge. (SpotLight) */\n penumbra?: number;\n /** Rectangle width in world units. (RectAreaLight) */\n width?: number;\n /** Rectangle height in world units. (RectAreaLight) */\n height?: number;\n};\n\nfunction toHexColor(value: THREE.Color): string {\n return `#${value.getHexString()}`;\n}\n\nfunction createValueState(light: THREE.Light): LightValueState {\n const base: LightValueState = {\n color: toHexColor(light.color),\n intensity: light.intensity,\n castShadow: (light as THREE.Light & { castShadow?: boolean }).castShadow ?? false,\n frustumCulling: light.frustumCulled,\n };\n\n if (light instanceof THREE.PointLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n } else if (light instanceof THREE.SpotLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n base.angle = light.angle;\n base.penumbra = light.penumbra;\n } else if (light instanceof THREE.RectAreaLight) {\n base.width = light.width;\n base.height = light.height;\n }\n\n return base;\n}\n\n/**\n * Light source attached to an entity. `type` selects the underlying three.js\n * light class (directional, point, spot, ambient, hemisphere, rect-area).\n * `values` carries authoring state including color, intensity, and\n * type-specific fields (distance, decay, angle, penumbra, width, height).\n *\n * @category Components\n */\nexport class LightComponent extends Component {\n /** Live three.js light placed in the scene. Recreated when the project loads. */\n light: THREE.Light;\n /** Three.js class name of the light (e.g. `\"DirectionalLight\"`, `\"PointLight\"`, `\"SpotLight\"`). */\n type: string;\n /** Serialized authoring state. Saved with the project. */\n values: LightValueState;\n\n constructor(light: THREE.Light) {\n super();\n this.light = light;\n this.type = light.type;\n this.values = createValueState(light);\n }\n\n setValues(patch: Partial<LightValueState>): void {\n this.values = {\n ...this.values,\n ...patch,\n };\n }\n}\n\nexport type { LightValueState };\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Supported material classes. Each maps to a three.js `Mesh*Material` type. */\ntype MaterialTypeValue = \"standard\" | \"basic\" | \"phong\" | \"physical\";\n/** Texture sampling mode. `smooth` uses linear filtering; `sharp` uses nearest filtering for pixel-art look. */\ntype TextureFilteringValue = \"smooth\" | \"sharp\";\n\n/** Authoring state for a single slot in {@link MaterialComponent.values}. Mirrors the live three.js material so it can be re-applied when the project loads. */\ntype MaterialValueState = {\n /** Underlying material class. */\n type: MaterialTypeValue;\n /** Base color as `#rrggbb` hex string. */\n color: string;\n /** PBR roughness in `[0, 1]`. */\n roughness: number;\n /** PBR metalness in `[0, 1]`. */\n metalness: number;\n /** Multiplier applied to the normal map (uniform on both axes). */\n normalScale: number;\n /** Surface opacity in `[0, 1]`. Combine with {@link transparent} to enable alpha. */\n opacity: number;\n /** Emissive color as `#rrggbb` hex string. */\n emissive: string;\n /** Emissive intensity multiplier. */\n emissiveIntensity: number;\n /** Three.js `Side` enum value (`FrontSide`, `BackSide`, or `DoubleSide`). */\n side: number;\n /** Three.js `Blending` enum value. */\n blending: number;\n /** Whether depth testing is enabled. */\n depthTest: boolean;\n /** Whether depth writes are enabled. */\n depthWrite: boolean;\n /** Render as wireframe. */\n wireframe: boolean;\n /** Enable transparency (must be `true` for {@link opacity} < 1 to render correctly). */\n transparent: boolean;\n /** Color/diffuse texture URL. */\n textureMap?: string;\n /** Alpha (transparency) texture URL. */\n alphaTextureMap?: string;\n /** Tangent-space normal map URL. */\n normalMap?: string;\n /** Roughness map URL (red channel). */\n roughnessMap?: string;\n /** Metalness map URL (red channel). */\n metalnessMap?: string;\n /** Ambient occlusion map URL. */\n aoMap?: string;\n /** Emissive color map URL. */\n emissiveMap?: string;\n /** Bump map URL (height-based shading approximation). */\n bumpMap?: string;\n /** Displacement map URL (geometric vertex offset). */\n displacementMap?: string;\n /** Pre-baked light map URL. */\n lightMap?: string;\n /** Environment reflection map URL. */\n envMap?: string;\n /** Texture sampling mode applied to the color map. */\n textureFiltering: TextureFilteringValue;\n /** Whether mipmaps are generated for texture maps. */\n useMipmaps: boolean;\n};\n\nfunction toHexColor(value: unknown, fallback: string): string {\n if (\n value &&\n typeof value === \"object\" &&\n typeof (value as { getHexString?: () => string }).getHexString ===\n \"function\"\n ) {\n try {\n return `#${(value as { getHexString: () => string }).getHexString()}`;\n } catch {\n return fallback;\n }\n }\n\n return fallback;\n}\n\nfunction getMaterialType(material: THREE.Material): MaterialTypeValue {\n if (material instanceof THREE.MeshPhysicalMaterial) {\n return \"physical\";\n }\n\n if (material instanceof THREE.MeshPhongMaterial) {\n return \"phong\";\n }\n\n if (material instanceof THREE.MeshBasicMaterial) {\n return \"basic\";\n }\n\n return \"standard\";\n}\n\nfunction createMaterialValue(material: THREE.Material): MaterialValueState {\n const materialRecord = material as unknown as Record<string, unknown>;\n const normalScale = materialRecord.normalScale as\n | { x?: number; y?: number }\n | undefined;\n const map = materialRecord.map as THREE.Texture | undefined;\n\n return {\n type: getMaterialType(material),\n color: toHexColor(materialRecord.color, \"#ffffff\"),\n roughness:\n typeof materialRecord.roughness === \"number\" ? materialRecord.roughness : 0.5,\n metalness:\n typeof materialRecord.metalness === \"number\" ? materialRecord.metalness : 0.5,\n normalScale:\n typeof normalScale?.x === \"number\" ? normalScale.x : 1,\n opacity: typeof materialRecord.opacity === \"number\" ? materialRecord.opacity : 1,\n emissive: toHexColor(materialRecord.emissive, \"#000000\"),\n emissiveIntensity:\n typeof materialRecord.emissiveIntensity === \"number\"\n ? materialRecord.emissiveIntensity\n : 0,\n side: typeof materialRecord.side === \"number\" ? materialRecord.side : THREE.FrontSide,\n blending:\n typeof materialRecord.blending === \"number\"\n ? materialRecord.blending\n : THREE.NormalBlending,\n depthTest: materialRecord.depthTest !== false,\n depthWrite: materialRecord.depthWrite !== false,\n wireframe: Boolean(materialRecord.wireframe),\n transparent: Boolean(materialRecord.transparent),\n textureMap: map?.image ? map.source?.data?.currentSrc || map.image?.src : undefined,\n alphaTextureMap:\n (materialRecord.alphaMap as THREE.Texture | undefined)?.image?.src,\n normalMap:\n (materialRecord.normalMap as THREE.Texture | undefined)?.image?.src,\n roughnessMap:\n (materialRecord.roughnessMap as THREE.Texture | undefined)?.image?.src,\n metalnessMap:\n (materialRecord.metalnessMap as THREE.Texture | undefined)?.image?.src,\n aoMap: (materialRecord.aoMap as THREE.Texture | undefined)?.image?.src,\n emissiveMap:\n (materialRecord.emissiveMap as THREE.Texture | undefined)?.image?.src,\n bumpMap: (materialRecord.bumpMap as THREE.Texture | undefined)?.image?.src,\n displacementMap:\n (materialRecord.displacementMap as THREE.Texture | undefined)?.image?.src,\n lightMap: (materialRecord.lightMap as THREE.Texture | undefined)?.image?.src,\n envMap: (materialRecord.envMap as THREE.Texture | undefined)?.image?.src,\n textureFiltering:\n map?.magFilter === THREE.NearestFilter ? \"sharp\" : \"smooth\",\n useMipmaps: map?.generateMipmaps !== false,\n };\n}\n\nfunction defaultMaterialValue(): MaterialValueState {\n return {\n type: \"standard\",\n color: \"#ffffff\",\n roughness: 0.5,\n metalness: 0.5,\n normalScale: 1,\n opacity: 1,\n emissive: \"#000000\",\n emissiveIntensity: 0,\n side: THREE.FrontSide,\n blending: THREE.NormalBlending,\n depthTest: true,\n depthWrite: true,\n wireframe: false,\n transparent: false,\n textureFiltering: \"smooth\",\n useMipmaps: true,\n };\n}\n\n/**\n * Material catalog for an entity. Tracks the live three.js materials\n * (`materials`, `material`) plus serialized authoring state (`values[]`)\n * mirrored from the inspector. Supports `standard`, `basic`, `phong`, and\n * `physical` PBR types with optional texture map slots.\n *\n * @remarks\n * Use `setMaterials`, `updateValue`, `setMaterialType`, `setTextureFiltering`,\n * and `setUseMipmaps` to mutate state — these keep `values[]` and the live\n * three.js materials in sync. Texture URLs use the `localasset://` protocol\n * inside the editor.\n *\n * @category Components\n */\nexport class MaterialComponent extends Component {\n /** Live three.js materials currently bound to the entity's mesh (one per submesh). */\n materials: THREE.Material[];\n /** Convenience reference to `materials[0]`. `null` when no material is assigned. */\n material: THREE.Material | null;\n /** Serialized authoring state (one entry per material in {@link materials}). Saved with the project. */\n values: MaterialValueState[];\n\n constructor(materialOrMaterials: THREE.Material | THREE.Material[] = []) {\n super();\n\n this.materials = [];\n this.material = null;\n this.values = [];\n this.setMaterials(materialOrMaterials);\n }\n\n setMaterials(\n materialOrMaterials: THREE.Material | THREE.Material[] = [],\n ): void {\n this.materials = Array.isArray(materialOrMaterials)\n ? materialOrMaterials.filter(Boolean)\n : materialOrMaterials\n ? [materialOrMaterials]\n : [];\n\n this.material = this.materials[0] ?? null;\n this.values =\n this.materials.length > 0\n ? this.materials.map((material) => createMaterialValue(material))\n : [defaultMaterialValue()];\n }\n\n updateValue(index: number, patch: Partial<MaterialValueState>): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n this.values[index] = {\n ...this.values[index],\n ...patch,\n };\n }\n\n resetValue(index: number): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n const type = this.values[index]?.type ?? \"standard\";\n this.values[index] = {\n ...defaultMaterialValue(),\n type,\n };\n }\n\n setMaterialType(index: number, type: MaterialTypeValue): void {\n this.updateValue(index, { type });\n }\n\n setTextureFiltering(index: number, filtering: TextureFilteringValue): void {\n this.updateValue(index, { textureFiltering: filtering });\n }\n\n setUseMipmaps(index: number, enabled: boolean): void {\n this.updateValue(index, { useMipmaps: enabled });\n }\n}\n\nexport type { MaterialTypeValue, MaterialValueState, TextureFilteringValue };\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * References a GLTF/GLB asset loaded from `path`. The model loading system\n * resolves the asset asynchronously and populates {@link ModelComponent.object}\n * once available; loading is deferred-tolerant so the entity exists before\n * the model finishes loading.\n *\n * @category Components\n */\nexport class ModelComponent extends Component {\n /** Source URL or `localasset://` path of the GLTF/GLB asset. */\n path: string;\n /** Loaded model object, populated asynchronously by the model loader. `null` until loaded. */\n object: THREE.Object3D | null;\n\n constructor(path: string) {\n super();\n this.path = path;\n this.object = null;\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * One script attached to an entity. Multiple entries may target a single\n * entity (different classes from the same or different files).\n */\nexport type ScriptEntry = {\n /** Owning entity id. */\n entityId: number;\n /** Class name exported by the script module (default export class name). */\n className: string;\n /** Compiled script URL (e.g. `localasset://.../scripts/foo.js`). */\n scriptUrl: string;\n /** When `false`, the script is skipped each frame. */\n enabled: boolean;\n /**\n * When `true`, the script is executed inside the editor (not just at preview/runtime).\n * Enables direct Three.js scene access via `this.world.getScene()` / `getCamera()` /\n * `getRenderer()` for logic the editor's object palette cannot produce (custom shaders,\n * procedural geometry, grass, etc.). Defaults to `false`.\n */\n executeInEditor?: boolean;\n /** Inspector-bound payload exposed to the script as `this.data`. */\n data: Record<string, unknown>;\n /** Last load/runtime status reported by `ScriptBehaviourSystem`. */\n runtimeState?: \"idle\" | \"loading\" | \"ready\" | \"error\";\n /** Optional human-readable status message (e.g. compile/load error). */\n runtimeMessage?: string;\n};\n\n/**\n * Component holding the list of {@link ScriptEntry | scripts} attached to an\n * entity. Loaded from the saved project; the runtime-side fields\n * (`scriptInstance`, `scriptInstances`) are non-enumerable so they never leak\n * into save data or undo history.\n *\n * @remarks\n * Authored scripts subclass {@link Behaviour}.\n *\n * @category Components\n */\nexport class ScriptComponent extends Component {\n /** Authored script entries attached to the entity. Each entry references a class by name plus its inspector field overrides. Saved with the project. */\n entries: ScriptEntry[];\n /** First live behaviour instance after compile/load. Non-enumerable, so it does not appear in save data. `null` when no script is loaded. */\n declare scriptInstance: unknown | null;\n /** Map of `entityId` to its compiled behaviour instance (one entry per script bound to the entity). Non-enumerable, so it does not appear in save data. */\n declare scriptInstances: Map<number, unknown>;\n\n constructor(entries: ScriptEntry[] = []) {\n super();\n\n this.entries = entries.map((entry) => ({\n entityId: typeof entry.entityId === \"number\" ? entry.entityId : 0,\n className: typeof entry.className === \"string\" ? entry.className : \"\",\n scriptUrl: typeof entry.scriptUrl === \"string\" ? entry.scriptUrl : \"\",\n enabled: typeof entry.enabled === \"boolean\" ? entry.enabled : true,\n executeInEditor: typeof entry.executeInEditor === \"boolean\" ? entry.executeInEditor : false,\n data:\n entry.data && typeof entry.data === \"object\" && !Array.isArray(entry.data)\n ? (entry.data as Record<string, unknown>)\n : {},\n runtimeState: entry.runtimeState,\n runtimeMessage:\n typeof entry.runtimeMessage === \"string\" ? entry.runtimeMessage : undefined,\n }));\n\n // Runtime-only reference used by ScriptBehaviourSystem.\n // Keep non-enumerable so snapshots/history/hydration payloads remain stable.\n Object.defineProperty(this, \"scriptInstance\", {\n value: null,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n\n // Runtime-only map of all entry instances keyed by entryIndex.\n // Non-enumerable for the same reason as scriptInstance.\n Object.defineProperty(this, \"scriptInstances\", {\n value: new Map<number, unknown>(),\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_VIDEO_OPTIONS = {\n autoplay: false,\n loop: true,\n volume: 1,\n width: 1,\n height: 1,\n isGreenScreen: false,\n backgroundColor: \"#00ff00\",\n similarity: 0.4,\n smoothness: 0.08,\n spill: 0.12,\n /** When `true`, the video's audio stream is spatialized using the entity's transform. */\n positional: false,\n /** Distance at which volume is unattenuated (positional only). */\n refDistance: 1,\n /** WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. */\n distanceModel: \"inverse\",\n /** How quickly volume falls off past `refDistance`. Positional only. */\n rolloffFactor: 1,\n};\n\n/**\n * Plays a video file as a texture on a quad. Supports green-screen keying\n * (`isGreenScreen`, `backgroundColor`, `similarity`, `smoothness`, `spill`).\n * The video element, texture, and material are runtime-only and re-created\n * when the project loads.\n *\n * @category Components\n */\nexport class VideoComponent extends Component {\n /** Source URL or `localasset://` path of the video file. */\n path: string;\n /**\n * Playback + green-screen options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the video is ready. |\n * | `loop` | `true` | Loop playback indefinitely. |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `width` | `1` | Quad width in world units. |\n * | `height` | `1` | Quad height in world units. |\n * | `isGreenScreen` | `false` | Enable chroma keying using the fields below. |\n * | `backgroundColor` | `\"#00ff00\"` | Color to key out (CSS color string). |\n * | `similarity` | `0.4` | How close a pixel must be to the key to be removed (`0`–`1`). |\n * | `smoothness` | `0.08` | Soft-edge thickness around the key threshold. |\n * | `spill` | `0.12` | Amount of color spill suppression near edges. |\n * | `positional` | `false` | When `true`, the video's audio stream is spatialized using the entity's 3D position. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. Positional only. |\n */\n options: typeof DEFAULT_VIDEO_OPTIONS;\n /** Live three.js object hosting the video quad. `null` until built. */\n object: THREE.Object3D | null;\n /** Underlying HTML video element. `null` until built. */\n videoElement: HTMLVideoElement | null;\n /** Three.js texture sampling the video element. `null` until built. */\n texture: THREE.VideoTexture | null;\n /** Material rendering the video texture (with green-screen shader when enabled). `null` until built. */\n material: THREE.Material | null;\n /**\n * THREE.js audio node connected to this video's audio stream via\n * `setMediaElementSource`. Present only in preview when the camera\n * listener is available. `null` in editor mode.\n */\n audioNode: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the video should be playing. Managed by `VideoSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the video is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_VIDEO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_VIDEO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.videoElement = null;\n this.texture = null;\n this.material = null;\n this.audioNode = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `VideoSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `VideoSystem` drives the actual\n * HTML video element call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `VideoSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `VideoSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","const LOCAL_DRACO_DECODER_RELATIVE_PATH = \"./assets/draco/\";\nexport const DRACO_DECODER_CDN_PATH =\n \"https://www.gstatic.com/draco/versioned/decoders/1.5.7/\";\n\nfunction isBlockedBrowserFileUrl(url: string): boolean {\n return url.startsWith(\"file://\");\n}\n\nexport function resolveDracoDecoderPath(): string {\n try {\n // Prefer vendored decoder assets shipped with this package.\n const resolvedPath = new URL(\n LOCAL_DRACO_DECODER_RELATIVE_PATH,\n import.meta.url,\n ).toString();\n\n // Browser loaders cannot fetch file:// resources from package install paths.\n // Fall back to CDN decoders when bundlers emit file URLs for node_modules assets.\n if (isBlockedBrowserFileUrl(resolvedPath)) {\n return DRACO_DECODER_CDN_PATH;\n }\n\n return resolvedPath;\n } catch {\n // Fallback keeps compatibility in runtimes that cannot resolve package-relative URLs.\n return DRACO_DECODER_CDN_PATH;\n }\n}\n","import * as THREE from \"three\";\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\nimport { FBXLoader } from \"three/examples/jsm/loaders/FBXLoader.js\";\nimport { GLTFLoader } from \"three/examples/jsm/loaders/GLTFLoader.js\";\n\nimport { AnimationComponent, ModelComponent } from \"../components\";\nimport type { AnimationComponentOptions } from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport { resolveDracoDecoderPath } from \"../utils/dracoDecoderPath\";\nimport type { World } from \"../World\";\n\ntype AnimationRuntime = {\n rootUuid: string;\n mixer: THREE.AnimationMixer;\n actions: Map<string, THREE.AnimationAction>;\n clipNameToIds: Map<string, string[]>;\n activeClipId: string | null;\n clipSignature: string;\n sourceSignature: string;\n sourceToken: number;\n importedSourceClips: Map<string, THREE.AnimationClip[]>;\n pendingSources: Set<string>;\n};\n\ntype RuntimeClipEntry = {\n id: string;\n name: string;\n clip: THREE.AnimationClip;\n};\n\ntype PendingHydratedAnimationOptions = Pick<\n AnimationComponentOptions,\n | \"paused\"\n | \"reverse\"\n | \"timeScale\"\n | \"crossFadeDuration\"\n | \"activeState\"\n | \"states\"\n | \"externalClipSources\"\n>;\n\nfunction createClipSourceLoader(): GLTFLoader {\n const loader = new GLTFLoader();\n\n try {\n const dracoLoader = new DRACOLoader();\n dracoLoader.setDecoderPath(resolveDracoDecoderPath());\n loader.setDRACOLoader(dracoLoader);\n } catch (error) {\n console.warn(\"DRACOLoader could not be configured for clip source loading.\", error);\n }\n\n return loader;\n}\n\nfunction normalizeDeltaTime(deltaTime: number): number {\n return Number.isFinite(deltaTime) ? Math.max(0, deltaTime) : 0;\n}\n\nfunction sanitizeTimeScale(timeScale: number): number {\n if (!Number.isFinite(timeScale) || Math.abs(timeScale) < 0.0001) {\n return 1;\n }\n\n return Math.abs(timeScale);\n}\n\nfunction sanitizeCrossFadeDuration(duration: number): number {\n if (!Number.isFinite(duration) || duration < 0) {\n return 0;\n }\n\n return duration;\n}\n\nfunction buildClipSignature(entries: RuntimeClipEntry[]): string {\n return entries\n .map((entry) => entry.id)\n .sort((a, b) => a.localeCompare(b))\n .join(\"|\");\n}\n\nfunction readRuntimeClipEntries(animation: AnimationComponent): RuntimeClipEntry[] {\n if (Array.isArray(animation.clipCatalog) && animation.clipCatalog.length > 0) {\n return animation.clipCatalog.map((entry) => ({\n id: entry.id,\n name: entry.name,\n clip: entry.clip,\n }));\n }\n\n if (!Array.isArray(animation.clips)) {\n return [];\n }\n\n return animation.clips\n .map((clip, index) => {\n const name = typeof clip?.name === \"string\" ? clip.name : \"\";\n if (!name) {\n return null;\n }\n\n return {\n id: `legacy:${index}:${name}`,\n name,\n clip,\n };\n })\n .filter((entry): entry is RuntimeClipEntry => entry !== null);\n}\n\nfunction normalizeClipSources(value: unknown): string[] {\n if (!Array.isArray(value)) {\n return [];\n }\n\n const seen = new Set<string>();\n const sources: string[] = [];\n for (const entry of value) {\n if (typeof entry !== \"string\") {\n continue;\n }\n\n const trimmed = entry.trim();\n if (!trimmed || seen.has(trimmed)) {\n continue;\n }\n\n seen.add(trimmed);\n sources.push(trimmed);\n }\n\n return sources;\n}\n\nfunction extractFileExtension(url: string): string {\n const clean = url.split(\"?\")[0]?.split(\"#\")[0] ?? \"\";\n const ext = clean.split(\".\").pop();\n return typeof ext === \"string\" ? ext.toLowerCase() : \"\";\n}\n\nfunction createActions(\n mixer: THREE.AnimationMixer,\n entries: RuntimeClipEntry[],\n): {\n actions: Map<string, THREE.AnimationAction>;\n clipNameToIds: Map<string, string[]>;\n} {\n const actions = new Map<string, THREE.AnimationAction>();\n const clipNameToIds = new Map<string, string[]>();\n\n for (const entry of entries) {\n if (!entry.name) {\n continue;\n }\n\n actions.set(entry.id, mixer.clipAction(entry.clip));\n\n const ids = clipNameToIds.get(entry.name) ?? [];\n ids.push(entry.id);\n clipNameToIds.set(entry.name, ids);\n }\n\n return { actions, clipNameToIds };\n}\n\nfunction stopAllActions(runtime: AnimationRuntime): void {\n runtime.actions.forEach((action) => {\n action.stop();\n });\n runtime.mixer.stopAllAction();\n runtime.activeClipId = null;\n}\n\nfunction transitionToClip(\n runtime: AnimationRuntime,\n nextClipId: string | null,\n crossFadeDuration: number,\n): void {\n if (runtime.activeClipId === nextClipId) {\n return;\n }\n\n const previousAction = runtime.activeClipId\n ? runtime.actions.get(runtime.activeClipId)\n : undefined;\n const nextAction = nextClipId ? runtime.actions.get(nextClipId) : undefined;\n\n if (!nextAction) {\n if (previousAction) {\n previousAction.stop();\n }\n runtime.activeClipId = null;\n return;\n }\n\n if (!previousAction || previousAction === nextAction) {\n nextAction.reset();\n nextAction.play();\n runtime.activeClipId = nextClipId;\n return;\n }\n\n if (crossFadeDuration > 0) {\n nextAction.reset();\n nextAction.play();\n previousAction.crossFadeTo(nextAction, crossFadeDuration, true);\n } else {\n previousAction.stop();\n nextAction.reset();\n nextAction.play();\n }\n\n runtime.activeClipId = nextClipId;\n}\n\nfunction applyActionState(\n action: THREE.AnimationAction,\n component: AnimationComponent,\n paused: boolean,\n shouldLoop: boolean,\n): void {\n const loopMode = shouldLoop ? THREE.LoopRepeat : THREE.LoopOnce;\n const repetitions = shouldLoop ? Infinity : 1;\n action.setLoop(loopMode, repetitions);\n action.clampWhenFinished = !shouldLoop;\n action.paused = paused;\n\n const direction = component.reverse ? -1 : 1;\n action.setEffectiveTimeScale(sanitizeTimeScale(component.timeScale) * direction);\n}\n\nfunction applyPendingHydratedOptions(component: AnimationComponent, runtime?: AnimationRuntime): void {\n const pending = (\n component as AnimationComponent & {\n __pendingHydratedOptions?: PendingHydratedAnimationOptions;\n }\n ).__pendingHydratedOptions;\n\n if (!pending) {\n return;\n }\n\n if (Array.isArray(pending.externalClipSources)) {\n component.setExternalClipSources(pending.externalClipSources);\n }\n\n if (!Array.isArray(component.clips) || component.clips.length === 0) {\n return;\n }\n\n if (runtime && runtime.pendingSources.size > 0) {\n return;\n }\n\n const states = Array.isArray(pending.states) ? pending.states : [];\n if (states.length > 0) {\n component.setStates(states);\n }\n\n if (typeof pending.reverse === \"boolean\") {\n component.reverse = pending.reverse;\n }\n\n if (typeof pending.timeScale === \"number\" && Number.isFinite(pending.timeScale)) {\n component.timeScale = pending.timeScale;\n }\n\n if (\n typeof pending.crossFadeDuration === \"number\" &&\n Number.isFinite(pending.crossFadeDuration)\n ) {\n component.crossFadeDuration = Math.max(0, pending.crossFadeDuration);\n }\n\n if (typeof pending.activeState === \"string\" && pending.activeState.length > 0) {\n component.setActiveState(pending.activeState, !pending.paused);\n }\n\n if (typeof pending.paused === \"boolean\") {\n if (pending.paused) {\n component.pauseState(pending.activeState ?? undefined);\n } else {\n component.playState(pending.activeState ?? undefined);\n }\n }\n\n delete (\n component as AnimationComponent & {\n __pendingHydratedOptions?: PendingHydratedAnimationOptions;\n }\n ).__pendingHydratedOptions;\n}\n\nexport class AnimationSystem implements EcsSystem {\n private readonly runtimeByEntity = new Map<number, AnimationRuntime>();\n private readonly gltfLoader = createClipSourceLoader();\n private readonly fbxLoader = new FBXLoader();\n\n private async loadClipsFromSource(sourceUrl: string): Promise<THREE.AnimationClip[]> {\n const ext = extractFileExtension(sourceUrl);\n\n if (ext === \"fbx\") {\n return new Promise((resolve, reject) => {\n this.fbxLoader.load(\n sourceUrl,\n (object) => {\n const clips = Array.isArray(object.animations) ? object.animations : [];\n resolve(clips);\n },\n undefined,\n reject,\n );\n });\n }\n\n if (ext === \"glb\" || ext === \"gltf\") {\n return new Promise((resolve, reject) => {\n this.gltfLoader.load(\n sourceUrl,\n (gltf) => {\n const clips = Array.isArray(gltf.animations) ? gltf.animations : [];\n resolve(clips);\n },\n undefined,\n reject,\n );\n });\n }\n\n return [];\n }\n\n private refreshExternalClipSources(\n world: World,\n entityId: number,\n animation: AnimationComponent,\n runtime: AnimationRuntime,\n ): void {\n const normalizedSources = normalizeClipSources(animation.externalClipSources);\n const sourceSignature = normalizedSources.join(\"|\");\n\n if (runtime.sourceSignature !== sourceSignature) {\n runtime.sourceSignature = sourceSignature;\n runtime.sourceToken += 1;\n runtime.pendingSources.clear();\n runtime.importedSourceClips.clear();\n animation.setImportedClips([]);\n }\n\n const sourceSet = new Set(normalizedSources);\n for (const loadedSource of runtime.importedSourceClips.keys()) {\n if (!sourceSet.has(loadedSource)) {\n runtime.importedSourceClips.delete(loadedSource);\n }\n }\n\n const mergedLoadedClips = [...runtime.importedSourceClips.values()].flat();\n animation.setImportedClips(\n normalizedSources.flatMap((sourceUrl) => {\n const clipsForSource = runtime.importedSourceClips.get(sourceUrl) ?? [];\n return clipsForSource.map((clip) => ({ clip, sourceUrl }));\n }),\n );\n\n for (const sourceUrl of normalizedSources) {\n if (\n runtime.importedSourceClips.has(sourceUrl) ||\n runtime.pendingSources.has(sourceUrl)\n ) {\n continue;\n }\n\n runtime.pendingSources.add(sourceUrl);\n const sourceToken = runtime.sourceToken;\n\n void this.loadClipsFromSource(sourceUrl)\n .then((clips) => {\n const currentRuntime = this.runtimeByEntity.get(entityId);\n if (!currentRuntime || currentRuntime.sourceToken !== sourceToken) {\n return;\n }\n\n currentRuntime.pendingSources.delete(sourceUrl);\n currentRuntime.importedSourceClips.set(sourceUrl, clips);\n\n const currentAnimation = world.getComponent(entityId, AnimationComponent);\n if (!currentAnimation) {\n return;\n }\n\n currentAnimation.setImportedClips(\n normalizedSources.flatMap((url) => {\n const clipsForSource = currentRuntime.importedSourceClips.get(url) ?? [];\n return clipsForSource.map((clip) => ({ clip, sourceUrl: url }));\n }),\n );\n })\n .catch((error) => {\n const currentRuntime = this.runtimeByEntity.get(entityId);\n if (!currentRuntime || currentRuntime.sourceToken !== sourceToken) {\n return;\n }\n\n currentRuntime.pendingSources.delete(sourceUrl);\n currentRuntime.importedSourceClips.delete(sourceUrl);\n console.warn(`Failed to load animation source: ${sourceUrl}`, error);\n });\n }\n }\n\n private release(entityId: number): void {\n const runtime = this.runtimeByEntity.get(entityId);\n if (!runtime) {\n return;\n }\n\n stopAllActions(runtime);\n this.runtimeByEntity.delete(entityId);\n }\n\n update(world: World, deltaTime: number): void {\n const entityIds = world.query(AnimationComponent, ModelComponent);\n const alive = new Set<number>(entityIds);\n\n for (const trackedEntityId of this.runtimeByEntity.keys()) {\n if (!alive.has(trackedEntityId)) {\n this.release(trackedEntityId);\n }\n }\n\n const step = normalizeDeltaTime(deltaTime);\n\n for (const entityId of entityIds) {\n const animation = world.getComponent(entityId, AnimationComponent);\n const model = world.getComponent(entityId, ModelComponent);\n const root = model?.object ?? null;\n\n if (!animation || !model || !root) {\n this.release(entityId);\n continue;\n }\n\n const existing = this.runtimeByEntity.get(entityId);\n let runtime = existing;\n\n if (!runtime || runtime.rootUuid !== root.uuid) {\n if (runtime) {\n stopAllActions(runtime);\n }\n\n const mixer = new THREE.AnimationMixer(root);\n const entries = readRuntimeClipEntries(animation);\n const indexedActions = createActions(mixer, entries);\n runtime = {\n rootUuid: root.uuid,\n mixer,\n actions: indexedActions.actions,\n clipNameToIds: indexedActions.clipNameToIds,\n activeClipId: null,\n clipSignature: buildClipSignature(entries),\n sourceSignature: \"\",\n sourceToken: 0,\n importedSourceClips: new Map<string, THREE.AnimationClip[]>(),\n pendingSources: new Set<string>(),\n };\n\n this.runtimeByEntity.set(entityId, runtime);\n }\n\n this.refreshExternalClipSources(world, entityId, animation, runtime);\n\n applyPendingHydratedOptions(animation, runtime);\n\n // Skip playback updates for invisible entities. The runtime and clip catalog\n // are still maintained so animation resumes immediately on visibility restore.\n if (!world.isEntityVisible(entityId)) {\n continue;\n }\n\n const entries = readRuntimeClipEntries(animation);\n const clipSignature = buildClipSignature(entries);\n if (runtime.clipSignature !== clipSignature) {\n stopAllActions(runtime);\n const indexedActions = createActions(runtime.mixer, entries);\n runtime.actions = indexedActions.actions;\n runtime.clipNameToIds = indexedActions.clipNameToIds;\n runtime.clipSignature = clipSignature;\n }\n\n if (runtime.actions.size === 0) {\n continue;\n }\n\n const activeState = animation.active;\n const stateClipId =\n typeof activeState?.clipId === \"string\" && activeState.clipId.length > 0\n ? activeState.clipId\n : null;\n const stateClipName = activeState?.clip.name ?? null;\n const fallbackClipId =\n stateClipName && runtime.clipNameToIds.has(stateClipName)\n ? runtime.clipNameToIds.get(stateClipName)?.[0] ?? null\n : null;\n const nextClipId =\n stateClipId && runtime.actions.has(stateClipId)\n ? stateClipId\n : fallbackClipId && runtime.actions.has(fallbackClipId)\n ? fallbackClipId\n : null;\n const hasActiveState = Boolean(activeState);\n const isPaused = hasActiveState\n ? !(activeState?.isPlaying ?? false)\n : animation.paused;\n\n if (hasActiveState) {\n animation.paused = isPaused;\n }\n\n transitionToClip(\n runtime,\n nextClipId,\n sanitizeCrossFadeDuration(animation.crossFadeDuration),\n );\n\n if (!runtime.activeClipId) {\n continue;\n }\n\n const action = runtime.actions.get(runtime.activeClipId);\n if (!action) {\n continue;\n }\n\n applyActionState(action, animation, isPaused, Boolean(activeState?.loop));\n\n if (animation.reverse && action.time <= 0) {\n action.time = action.getClip().duration;\n }\n\n runtime.mixer.update(step);\n\n if (activeState?.isPlaying) {\n activeState.onPlaying();\n }\n }\n }\n\n dispose(): void {\n for (const runtime of this.runtimeByEntity.values()) {\n stopAllActions(runtime);\n }\n\n this.runtimeByEntity.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport { CameraComponent } from \"../components/Camera\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_NEAR = 0.001;\nconst MIN_FAR_DELTA = 0.001;\nconst MIN_FOV = 1;\nconst MAX_FOV = 179;\nconst MIN_ZOOM = 0.001;\n\nfunction clampNear(value: number): number {\n if (!Number.isFinite(value)) {\n return MIN_NEAR;\n }\n\n return Math.max(MIN_NEAR, value);\n}\n\nfunction clampFar(value: number, near: number): number {\n if (!Number.isFinite(value)) {\n return near + 1000;\n }\n\n return Math.max(near + MIN_FAR_DELTA, value);\n}\n\nfunction clampFov(value: number): number {\n if (!Number.isFinite(value)) {\n return 50;\n }\n\n return Math.min(MAX_FOV, Math.max(MIN_FOV, value));\n}\n\nfunction clampZoom(value: number): number {\n if (!Number.isFinite(value)) {\n return 1;\n }\n\n return Math.max(MIN_ZOOM, value);\n}\n\nfunction normalizeOrthoBounds(component: CameraComponent): void {\n let left = Number.isFinite(component.left) ? component.left : -5;\n let right = Number.isFinite(component.right) ? component.right : 5;\n let top = Number.isFinite(component.top) ? component.top : 5;\n let bottom = Number.isFinite(component.bottom) ? component.bottom : -5;\n\n if (right <= left) {\n right = left + 0.01;\n }\n\n if (top <= bottom) {\n top = bottom + 0.01;\n }\n\n component.left = left;\n component.right = right;\n component.top = top;\n component.bottom = bottom;\n}\n\nfunction isPerspectiveCamera(camera: THREE.Camera): camera is THREE.PerspectiveCamera {\n return camera instanceof THREE.PerspectiveCamera;\n}\n\nfunction isOrthographicCamera(camera: THREE.Camera): camera is THREE.OrthographicCamera {\n return camera instanceof THREE.OrthographicCamera;\n}\n\nfunction readWindowAspect(): number | null {\n if (typeof window === \"undefined\") {\n return null;\n }\n\n const width = window.innerWidth;\n const height = window.innerHeight;\n if (\n Number.isFinite(width) &&\n Number.isFinite(height) &&\n width > 0 &&\n height > 0\n ) {\n return width / height;\n }\n\n return null;\n}\n\nfunction buildSignature(\n component: CameraComponent,\n camera: THREE.Camera,\n windowAspect: number | null,\n): string {\n return [\n component.type,\n component.isDefault,\n component.projection,\n component.fov,\n component.near,\n component.far,\n component.left,\n component.right,\n component.top,\n component.bottom,\n component.zoom,\n windowAspect ?? \"na\",\n camera.uuid,\n ].join(\"|\");\n}\n\nexport class CameraSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(CameraComponent, Object3DRef);\n const windowAspect = readWindowAspect();\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const component = world.getComponent(entityId, CameraComponent);\n const objectRef = world.getComponent(entityId, Object3DRef);\n if (!component || !objectRef) {\n continue;\n }\n\n const camera = objectRef.object;\n if (!(camera instanceof THREE.Camera)) {\n continue;\n }\n\n const nextSignature = buildSignature(component, camera, windowAspect);\n if (this.signatures.get(entityId) === nextSignature) {\n continue;\n }\n\n const near = clampNear(component.near);\n const far = clampFar(component.far, near);\n component.near = near;\n component.far = far;\n\n if (isPerspectiveCamera(camera)) {\n camera.fov = clampFov(component.fov);\n component.fov = camera.fov;\n if (windowAspect !== null) {\n camera.aspect = windowAspect;\n }\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n } else if (isOrthographicCamera(camera)) {\n normalizeOrthoBounds(component);\n camera.left = component.left;\n camera.right = component.right;\n camera.top = component.top;\n camera.bottom = component.bottom;\n camera.zoom = clampZoom(component.zoom);\n component.zoom = camera.zoom;\n camera.near = near;\n camera.far = far;\n camera.updateProjectionMatrix();\n }\n\n component.camera = camera;\n this.signatures.set(entityId, buildSignature(component, camera, windowAspect));\n }\n }\n}\n","import { Object3DRef } from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nexport class ObjectVisibilitySystem implements EcsSystem {\n update(world: World): void {\n const entityIds = world.query(Object3DRef);\n\n for (const entityId of entityIds) {\n const objectRef = world.getComponent(entityId, Object3DRef);\n const object = objectRef?.object;\n if (!objectRef || !object) {\n continue;\n }\n\n const targetVisibility = Boolean(objectRef.visibility);\n if (object.visible !== targetVisibility) {\n object.visible = targetVisibility;\n }\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport { Environment } from \"../components/Environment\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_FOG_DELTA = 0.001;\nconst MIN_DENSITY = 0;\n\nfunction createGradientTexture(\n effect: \"radial\" | \"linear\" | \"angular\",\n colors: string[],\n): THREE.Texture {\n if (typeof document === \"undefined\") {\n const pixel = new Uint8Array([30, 30, 30, 255]);\n const fallback = new THREE.DataTexture(pixel, 1, 1, THREE.RGBAFormat);\n fallback.needsUpdate = true;\n return fallback;\n }\n\n const canvas = document.createElement(\"canvas\");\n canvas.width = 512;\n canvas.height = 512;\n\n const context = canvas.getContext(\"2d\");\n if (!context) {\n const fallback = new THREE.CanvasTexture(canvas);\n fallback.needsUpdate = true;\n return fallback;\n }\n\n const safeColors = colors.length > 0 ? colors : [\"#0f172a\", \"#334155\"];\n const lastIndex = Math.max(1, safeColors.length - 1);\n\n let gradient: CanvasGradient;\n if (effect === \"radial\") {\n gradient = context.createRadialGradient(256, 256, 16, 256, 256, 320);\n } else if (effect === \"angular\") {\n gradient = context.createLinearGradient(0, 0, 512, 512);\n } else {\n gradient = context.createLinearGradient(0, 0, 0, 512);\n }\n\n for (let index = 0; index < safeColors.length; index += 1) {\n gradient.addColorStop(index / lastIndex, safeColors[index]);\n }\n\n context.fillStyle = gradient;\n context.fillRect(0, 0, 512, 512);\n\n if (effect === \"angular\") {\n context.globalCompositeOperation = \"overlay\";\n const overlay = context.createRadialGradient(256, 256, 32, 256, 256, 340);\n overlay.addColorStop(0, \"rgba(255,255,255,0.25)\");\n overlay.addColorStop(1, \"rgba(0,0,0,0.2)\");\n context.fillStyle = overlay;\n context.fillRect(0, 0, 512, 512);\n context.globalCompositeOperation = \"source-over\";\n }\n\n const texture = new THREE.CanvasTexture(canvas);\n texture.colorSpace = THREE.SRGBColorSpace;\n texture.needsUpdate = true;\n return texture;\n}\n\nexport class EnvironmentSyncSystem implements EcsSystem {\n private readonly scene: THREE.Scene;\n private readonly textureLoader = new THREE.TextureLoader();\n private signature: string | null = null;\n private activeTexture: THREE.Texture | null = null;\n private pendingImageUrl: string | null = null;\n\n constructor(scene: THREE.Scene) {\n this.scene = scene;\n }\n\n private disposeActiveTexture(): void {\n if (this.activeTexture) {\n this.activeTexture.dispose();\n this.activeTexture = null;\n }\n }\n\n private applySkybox(component: Environment): void {\n const skybox = component.values.skybox;\n\n if (skybox.type === \"none\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = null;\n return;\n }\n\n if (skybox.type === \"color\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = new THREE.Color(skybox.color || \"#1e1e1e\");\n return;\n }\n\n if (skybox.type === \"gradient\") {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n const texture = createGradientTexture(\n skybox.gradient.effect,\n skybox.gradient.colors,\n );\n this.activeTexture = texture;\n this.scene.background = texture;\n return;\n }\n\n const imageUrl = skybox.imageUrl?.trim() ?? \"\";\n if (!imageUrl) {\n this.disposeActiveTexture();\n this.pendingImageUrl = null;\n this.scene.background = null;\n return;\n }\n\n if (this.pendingImageUrl === imageUrl && this.activeTexture) {\n this.scene.background = this.activeTexture;\n return;\n }\n\n this.disposeActiveTexture();\n this.pendingImageUrl = imageUrl;\n this.textureLoader.load(\n imageUrl,\n (texture) => {\n if (this.pendingImageUrl !== imageUrl) {\n texture.dispose();\n return;\n }\n\n texture.colorSpace = THREE.SRGBColorSpace;\n this.activeTexture = texture;\n this.scene.background = texture;\n },\n undefined,\n () => {\n if (this.pendingImageUrl === imageUrl) {\n this.pendingImageUrl = null;\n this.scene.background = null;\n }\n },\n );\n }\n\n private applyFog(component: Environment): void {\n const fog = component.values.fog;\n\n if (fog.type === \"none\") {\n this.scene.fog = null;\n return;\n }\n\n const fogColor = new THREE.Color(fog.color || \"#1e1e1e\");\n if (fog.type === \"linear\") {\n const near = Number.isFinite(fog.linear.near) ? fog.linear.near : 1;\n const farCandidate = Number.isFinite(fog.linear.far) ? fog.linear.far : near + 10;\n const far = Math.max(near + MIN_FOG_DELTA, farCandidate);\n this.scene.fog = new THREE.Fog(fogColor, near, far);\n return;\n }\n\n const density = Number.isFinite(fog.exponential.density)\n ? Math.max(MIN_DENSITY, fog.exponential.density)\n : 0.002;\n this.scene.fog = new THREE.FogExp2(fogColor, density);\n }\n\n update(world: World): void {\n const entityIds = world.query(Environment);\n if (entityIds.length === 0) {\n if (this.signature !== null) {\n this.signature = null;\n this.pendingImageUrl = null;\n this.disposeActiveTexture();\n this.scene.background = null;\n this.scene.fog = null;\n }\n return;\n }\n\n const entityId = entityIds[0];\n const environment = world.getComponent(entityId, Environment);\n if (!environment) {\n return;\n }\n\n const nextSignature = JSON.stringify(environment.values);\n if (this.signature === nextSignature) {\n return;\n }\n\n this.signature = nextSignature;\n this.applySkybox(environment);\n this.applyFog(environment);\n }\n\n dispose(): void {\n this.pendingImageUrl = null;\n this.disposeActiveTexture();\n }\n}\n","import { Postprocessing } from \"../components/Postprocessing\";\nimport type { PostprocessingState } from \"../components/Postprocessing\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport * as THREE from \"three\";\nimport { EffectComposer } from \"three/examples/jsm/postprocessing/EffectComposer.js\";\nimport { RenderPass } from \"three/examples/jsm/postprocessing/RenderPass.js\";\nimport { UnrealBloomPass } from \"three/examples/jsm/postprocessing/UnrealBloomPass.js\";\nimport { DotScreenPass } from \"three/examples/jsm/postprocessing/DotScreenPass.js\";\nimport { GlitchPass } from \"three/examples/jsm/postprocessing/GlitchPass.js\";\nimport { FilmPass } from \"three/examples/jsm/postprocessing/FilmPass.js\";\nimport { BokehPass } from \"three/examples/jsm/postprocessing/BokehPass.js\";\nimport { SSAOPass } from \"three/examples/jsm/postprocessing/SSAOPass.js\";\nimport { ShaderPass } from \"three/examples/jsm/postprocessing/ShaderPass.js\";\nimport { OutputPass } from \"three/examples/jsm/postprocessing/OutputPass.js\";\nimport { HueSaturationShader } from \"three/examples/jsm/shaders/HueSaturationShader.js\";\nimport { SepiaShader } from \"three/examples/jsm/shaders/SepiaShader.js\";\nimport { VignetteShader } from \"three/examples/jsm/shaders/VignetteShader.js\";\n\nexport class PostprocessingSyncSystem implements EcsSystem {\n private readonly renderer: THREE.WebGLRenderer;\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private signature: string | null = null;\n private composer: EffectComposer | null = null;\n private composerEnabled = false;\n\n constructor(\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n ) {\n this.renderer = renderer;\n this.scene = scene;\n this.camera = camera;\n }\n\n private setComposerEnabled(enabled: boolean): void {\n this.composerEnabled = enabled;\n this.scene.userData.ecsPostprocessingComposerActive = enabled;\n if (!enabled) {\n delete this.scene.userData.ecsPostprocessingComposer;\n }\n }\n\n private disposeComposer(): void {\n if (!this.composer) {\n this.setComposerEnabled(false);\n return;\n }\n\n const maybeComposer = this.composer as unknown as {\n passes?: Array<{ dispose?: () => void }>;\n dispose?: () => void;\n };\n\n if (Array.isArray(maybeComposer.passes)) {\n for (const pass of maybeComposer.passes) {\n pass.dispose?.();\n }\n }\n\n maybeComposer.dispose?.();\n this.composer = null;\n this.setComposerEnabled(false);\n }\n\n private buildComposer(values: PostprocessingState): void {\n this.disposeComposer();\n\n if (!values.postEnabled) {\n return;\n }\n\n const composer = new EffectComposer(this.renderer);\n composer.addPass(new RenderPass(this.scene, this.camera));\n\n if (values.dof.enabled) {\n composer.addPass(\n new BokehPass(this.scene, this.camera, {\n focus: values.dof.focusDistance,\n aperture: Math.max(0, values.dof.focalLength),\n maxblur: Math.max(0, values.dof.bokehScale),\n }),\n );\n }\n\n if (values.bloom.enabled) {\n const size = this.renderer.getSize(new THREE.Vector2());\n composer.addPass(\n new UnrealBloomPass(\n new THREE.Vector2(size.width, size.height),\n values.bloom.intensity,\n values.bloom.radius,\n values.bloom.threshold,\n ),\n );\n }\n\n if (values.vignette.enabled) {\n const pass = new ShaderPass(VignetteShader);\n const offset = pass.uniforms.offset;\n const darkness = pass.uniforms.darkness;\n if (offset) {\n offset.value = values.vignette.offset;\n }\n if (darkness) {\n darkness.value = values.vignette.darkness;\n }\n composer.addPass(pass);\n }\n\n if (values.hueSaturation.enabled) {\n const pass = new ShaderPass(HueSaturationShader);\n const hue = pass.uniforms.hue;\n const saturation = pass.uniforms.saturation;\n if (hue) {\n hue.value = values.hueSaturation.hue;\n }\n if (saturation) {\n saturation.value = values.hueSaturation.saturation;\n }\n composer.addPass(pass);\n }\n\n if (values.sepia.enabled) {\n const pass = new ShaderPass(SepiaShader);\n const amount = pass.uniforms.amount;\n if (amount) {\n amount.value = values.sepia.intensity;\n }\n composer.addPass(pass);\n }\n\n if (values.noise.enabled) {\n composer.addPass(new FilmPass(values.noise.opacity));\n }\n\n if (values.dotScreen.enabled) {\n composer.addPass(\n new DotScreenPass(\n new THREE.Vector2(0, 0),\n values.dotScreen.angle ?? values.dotScreen.dotScreenAngle,\n values.dotScreen.scale ?? values.dotScreen.dotScreenScale,\n ),\n );\n }\n\n if (values.ssao.enabled) {\n const pass = new SSAOPass(this.scene, this.camera);\n pass.kernelRadius = values.ssao.radius;\n pass.minDistance = 0.001;\n pass.maxDistance = Math.max(0.01, values.ssao.intensity);\n composer.addPass(pass);\n }\n\n if (values.glitch.enabled) {\n const pass = new GlitchPass();\n pass.enabled = true;\n pass.goWild = Boolean(values.glitch.active);\n composer.addPass(pass);\n }\n\n composer.addPass(new OutputPass());\n this.composer = composer;\n this.scene.userData.ecsPostprocessingComposer = composer;\n this.setComposerEnabled(true);\n }\n\n update(world: World): void {\n const entityIds = world.query(Postprocessing);\n if (entityIds.length === 0) {\n if (this.signature !== null) {\n this.signature = null;\n this.disposeComposer();\n delete this.scene.userData.ecsPostprocessing;\n }\n return;\n }\n\n const postprocessing = world.getComponent(entityIds[0], Postprocessing);\n if (!postprocessing) {\n return;\n }\n\n const nextSignature = JSON.stringify(postprocessing.values);\n if (this.signature === nextSignature) {\n return;\n }\n\n this.signature = nextSignature;\n this.buildComposer(postprocessing.values);\n\n this.scene.userData.ecsPostprocessing = postprocessing.values;\n }\n\n dispose(): void {\n this.signature = null;\n this.disposeComposer();\n delete this.scene.userData.ecsPostprocessing;\n delete this.scene.userData.ecsPostprocessingComposerActive;\n delete this.scene.userData.ecsPostprocessingComposer;\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n type ColliderState,\n Environment,\n Object3DRef,\n PhysicsComponent,\n type RigidbodyState,\n TransformComponent,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype RapierModule = typeof import(\"@dimforge/rapier3d-compat\");\n\ntype BodyType = RigidbodyState[\"type\"];\ntype EntityId = number;\ntype TriMeshData = {\n vertices: Float32Array;\n indices: Uint32Array;\n signature: string;\n};\n\nconst MIN_SIZE = 0.0001;\n\nfunction toBodyType(\n RAPIER: RapierModule,\n bodyType: BodyType,\n): import(\"@dimforge/rapier3d-compat\").RigidBodyType {\n switch (bodyType) {\n case \"fixed\":\n return RAPIER.RigidBodyType.Fixed;\n case \"kinematicPosition\":\n return RAPIER.RigidBodyType.KinematicPositionBased;\n case \"kinematicVelocity\":\n return RAPIER.RigidBodyType.KinematicVelocityBased;\n case \"dynamic\":\n default:\n return RAPIER.RigidBodyType.Dynamic;\n }\n}\n\nfunction createRigidBodyDesc(\n RAPIER: RapierModule,\n bodyType: BodyType,\n): import(\"@dimforge/rapier3d-compat\").RigidBodyDesc {\n if (bodyType === \"fixed\") {\n return RAPIER.RigidBodyDesc.fixed();\n }\n\n if (bodyType === \"kinematicPosition\") {\n return RAPIER.RigidBodyDesc.kinematicPositionBased();\n }\n\n if (bodyType === \"kinematicVelocity\") {\n return RAPIER.RigidBodyDesc.kinematicVelocityBased();\n }\n\n return RAPIER.RigidBodyDesc.dynamic();\n}\n\nfunction computeColliderState(\n colliderValues: ColliderState,\n object: THREE.Object3D | null,\n): ColliderState {\n if (!object) {\n return colliderValues;\n }\n\n const scale = new THREE.Vector3();\n object.getWorldScale(scale);\n\n return {\n ...colliderValues,\n size: {\n x: Math.max(MIN_SIZE, colliderValues.size.x * Math.abs(scale.x || 1)),\n y: Math.max(MIN_SIZE, colliderValues.size.y * Math.abs(scale.y || 1)),\n z: Math.max(MIN_SIZE, colliderValues.size.z * Math.abs(scale.z || 1)),\n },\n radius: Math.max(\n MIN_SIZE,\n colliderValues.radius *\n Math.max(Math.abs(scale.x || 1), Math.abs(scale.z || 1), 1),\n ),\n height: Math.max(MIN_SIZE, colliderValues.height * Math.abs(scale.y || 1)),\n };\n}\n\nfunction createColliderDesc(\n RAPIER: RapierModule,\n values: ColliderState,\n triMeshData: TriMeshData | null,\n): import(\"@dimforge/rapier3d-compat\").ColliderDesc {\n let desc: import(\"@dimforge/rapier3d-compat\").ColliderDesc;\n\n if (values.shape === \"trimesh\" && triMeshData) {\n desc = RAPIER.ColliderDesc.trimesh(\n triMeshData.vertices,\n triMeshData.indices,\n );\n } else if (values.shape === \"ball\") {\n desc = RAPIER.ColliderDesc.ball(Math.max(MIN_SIZE, values.radius));\n } else if (values.shape === \"capsule\") {\n desc = RAPIER.ColliderDesc.capsule(\n Math.max(MIN_SIZE, values.height / 2),\n Math.max(MIN_SIZE, values.radius),\n );\n } else if (values.shape === \"cylinder\") {\n desc = RAPIER.ColliderDesc.cylinder(\n Math.max(MIN_SIZE, values.height / 2),\n Math.max(MIN_SIZE, values.radius),\n );\n } else {\n desc = RAPIER.ColliderDesc.cuboid(\n Math.max(MIN_SIZE, values.size.x / 2),\n Math.max(MIN_SIZE, values.size.y / 2),\n Math.max(MIN_SIZE, values.size.z / 2),\n );\n }\n\n desc.setRestitution(Math.max(0, values.restitution));\n desc.setFriction(Math.max(0, values.friction));\n desc.setSensor(values.isSensor);\n\n desc.setTranslation(\n values.offsetPosition.x,\n values.offsetPosition.y,\n values.offsetPosition.z,\n );\n\n const offsetQuaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(\n values.offsetRotation.x,\n values.offsetRotation.y,\n values.offsetRotation.z,\n ),\n );\n desc.setRotation(offsetQuaternion);\n\n return desc;\n}\n\nfunction findFirstMeshWithGeometry(object: THREE.Object3D): THREE.Mesh | null {\n if (object instanceof THREE.Mesh && object.geometry) {\n return object;\n }\n\n let found: THREE.Mesh | null = null;\n object.traverse((child) => {\n if (found) {\n return;\n }\n\n if (child instanceof THREE.Mesh && child.geometry) {\n found = child;\n }\n });\n\n return found;\n}\n\nfunction createTriMeshData(object: THREE.Object3D | null): TriMeshData | null {\n if (!object) {\n return null;\n }\n\n const mesh = findFirstMeshWithGeometry(object);\n if (!mesh) {\n return null;\n }\n\n const geometry = mesh.geometry;\n const positionAttribute = geometry.getAttribute(\"position\");\n if (!positionAttribute || positionAttribute.itemSize < 3) {\n return null;\n }\n\n const positionCount = positionAttribute.count;\n if (positionCount < 3) {\n return null;\n }\n\n object.updateWorldMatrix(true, true);\n mesh.updateWorldMatrix(true, true);\n\n const worldToObject = new THREE.Matrix4().copy(object.matrixWorld).invert();\n const relativeMatrix = new THREE.Matrix4().multiplyMatrices(\n worldToObject,\n mesh.matrixWorld,\n );\n\n const vertices = new Float32Array(positionCount * 3);\n const point = new THREE.Vector3();\n for (let index = 0; index < positionCount; index += 1) {\n point\n .set(\n positionAttribute.getX(index),\n positionAttribute.getY(index),\n positionAttribute.getZ(index),\n )\n .applyMatrix4(relativeMatrix);\n\n const outputIndex = index * 3;\n vertices[outputIndex] = point.x;\n vertices[outputIndex + 1] = point.y;\n vertices[outputIndex + 2] = point.z;\n }\n\n const indexAttribute = geometry.getIndex();\n let indices: Uint32Array;\n if (indexAttribute) {\n indices = new Uint32Array(indexAttribute.count);\n for (let index = 0; index < indexAttribute.count; index += 1) {\n indices[index] = indexAttribute.getX(index);\n }\n } else {\n const triangleIndexCount = Math.floor(positionCount / 3) * 3;\n if (triangleIndexCount < 3) {\n return null;\n }\n\n indices = new Uint32Array(triangleIndexCount);\n for (let index = 0; index < triangleIndexCount; index += 1) {\n indices[index] = index;\n }\n }\n\n const matrixSignature = relativeMatrix.elements\n .map((value) => value.toFixed(5))\n .join(\",\");\n return {\n vertices,\n indices,\n signature: `${mesh.uuid}:${geometry.uuid}:${positionCount}:${indices.length}:${matrixSignature}`,\n };\n}\n\nfunction syncBodyFromTransform(\n body: import(\"@dimforge/rapier3d-compat\").RigidBody,\n transform: TransformComponent,\n): void {\n const quaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(transform.rotation.x, transform.rotation.y, transform.rotation.z),\n );\n\n body.setTranslation(\n {\n x: transform.position.x,\n y: transform.position.y,\n z: transform.position.z,\n },\n true,\n );\n body.setRotation(\n {\n x: quaternion.x,\n y: quaternion.y,\n z: quaternion.z,\n w: quaternion.w,\n },\n true,\n );\n}\n\nfunction syncTransformFromBody(\n transform: TransformComponent,\n body: import(\"@dimforge/rapier3d-compat\").RigidBody,\n): void {\n const position = body.translation();\n const rotation = body.rotation();\n\n transform.position.x = position.x;\n transform.position.y = position.y;\n transform.position.z = position.z;\n\n const euler = new THREE.Euler().setFromQuaternion(\n new THREE.Quaternion(rotation.x, rotation.y, rotation.z, rotation.w),\n );\n\n transform.rotation.x = euler.x;\n transform.rotation.y = euler.y;\n transform.rotation.z = euler.z;\n}\n\nexport class PhysicsSyncSystem implements EcsSystem {\n private readonly rigidBodyHandles = new Map<EntityId, number>();\n private readonly colliderHandles = new Map<EntityId, number>();\n private readonly rigidBodySignatures = new Map<EntityId, string>();\n private readonly colliderSignatures = new Map<EntityId, string>();\n private readonly isEditorMode: boolean;\n private rapier: RapierModule | null = null;\n private isBootstrappingWorld = false;\n private accumulator = 0;\n\n constructor(options?: { isEditor?: boolean }) {\n this.isEditorMode = options?.isEditor ?? false;\n }\n\n private async ensurePhysicsWorld(world: World): Promise<void> {\n if (this.rapier || this.isBootstrappingWorld) {\n return;\n }\n\n this.isBootstrappingWorld = true;\n try {\n const environmentEntityId = world.query(Environment)[0];\n const environment =\n typeof environmentEntityId === \"number\"\n ? world.getComponent(environmentEntityId, Environment)\n : undefined;\n\n const gravity = environment?.values.gravity;\n const rapierWorld = await world.createPhysicsWorld({\n gravity: {\n x: gravity?.x,\n y: gravity?.y,\n z: gravity?.z,\n },\n });\n if (!rapierWorld) {\n return;\n }\n\n const moduleValue = await world.getRapierModule();\n this.rapier = moduleValue;\n } finally {\n this.isBootstrappingWorld = false;\n }\n }\n\n private removeEntityPhysics(\n physicsWorld: import(\"@dimforge/rapier3d-compat\").World,\n entityId: EntityId,\n ): void {\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle === \"number\") {\n const rigidBody = physicsWorld.getRigidBody(rigidBodyHandle);\n if (rigidBody) {\n physicsWorld.removeRigidBody(rigidBody);\n }\n }\n\n this.rigidBodyHandles.delete(entityId);\n this.colliderHandles.delete(entityId);\n this.rigidBodySignatures.delete(entityId);\n this.colliderSignatures.delete(entityId);\n }\n\n update(world: World, deltaTime: number): void {\n if (!this.rapier || !world.getPhysicsWorld()) {\n void this.ensurePhysicsWorld(world);\n return;\n }\n\n const physicsWorld = world.getPhysicsWorld();\n if (!physicsWorld) {\n return;\n }\n\n const entities = world.query(TransformComponent, PhysicsComponent);\n const activeEntities = new Set<EntityId>(entities);\n\n for (const entityId of this.rigidBodyHandles.keys()) {\n if (!activeEntities.has(entityId)) {\n this.removeEntityPhysics(physicsWorld, entityId);\n }\n }\n\n for (const entityId of entities) {\n const transform = world.getComponent(entityId, TransformComponent);\n const physics = world.getComponent(entityId, PhysicsComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object ?? null;\n if (!transform || !physics) {\n continue;\n }\n\n if (!physics.values.rigidbody.enabled) {\n this.removeEntityPhysics(physicsWorld, entityId);\n physics.rigidBody = null;\n physics.collider = null;\n continue;\n }\n\n const rigidBodySignature = JSON.stringify(physics.values.rigidbody);\n const previousRigidBodySignature = this.rigidBodySignatures.get(entityId);\n const hasRigidBody = this.rigidBodyHandles.has(entityId);\n const shouldRecreateBody =\n !hasRigidBody || previousRigidBodySignature !== rigidBodySignature;\n\n if (shouldRecreateBody) {\n this.removeEntityPhysics(physicsWorld, entityId);\n\n const lockTranslationX =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationX;\n const lockTranslationY =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationY;\n const lockTranslationZ =\n physics.values.rigidbody.lockTranslations || physics.values.rigidbody.lockTranslationZ;\n const lockRotationX =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationX;\n const lockRotationY =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationY;\n const lockRotationZ =\n physics.values.rigidbody.lockRotations || physics.values.rigidbody.lockRotationZ;\n\n const bodyType = this.isEditorMode ? \"fixed\" : physics.values.rigidbody.type;\n const bodyDesc = createRigidBodyDesc(this.rapier, bodyType)\n .setLinearDamping(physics.values.rigidbody.linearDamping)\n .setAngularDamping(physics.values.rigidbody.angularDamping)\n .setGravityScale(physics.values.rigidbody.gravityScale)\n .setCanSleep(physics.values.rigidbody.canSleep)\n .setCcdEnabled(physics.values.rigidbody.ccdEnabled)\n .enabledTranslations(\n !lockTranslationX,\n !lockTranslationY,\n !lockTranslationZ,\n )\n .enabledRotations(\n !lockRotationX,\n !lockRotationY,\n !lockRotationZ,\n );\n\n bodyDesc.setTranslation(\n transform.position.x,\n transform.position.y,\n transform.position.z,\n );\n\n const quaternion = new THREE.Quaternion().setFromEuler(\n new THREE.Euler(\n transform.rotation.x,\n transform.rotation.y,\n transform.rotation.z,\n ),\n );\n bodyDesc.setRotation(quaternion);\n\n const body = physicsWorld.createRigidBody(bodyDesc);\n if (!this.isEditorMode && physics.values.rigidbody.type === \"dynamic\") {\n body.setAdditionalMass(physics.values.rigidbody.mass, true);\n }\n\n this.rigidBodyHandles.set(entityId, body.handle);\n this.rigidBodySignatures.set(entityId, rigidBodySignature);\n physics.rigidBody = body;\n }\n\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle !== \"number\") {\n continue;\n }\n\n const body = physicsWorld.getRigidBody(rigidBodyHandle);\n if (!body) {\n this.removeEntityPhysics(physicsWorld, entityId);\n physics.rigidBody = null;\n physics.collider = null;\n continue;\n }\n\n physics.rigidBody = body;\n\n if (this.isEditorMode || physics.values.rigidbody.type !== \"dynamic\") {\n syncBodyFromTransform(body, transform);\n }\n\n const effectiveCollider = computeColliderState(physics.values.collider, object);\n const triMeshData =\n effectiveCollider.shape === \"trimesh\" ? createTriMeshData(object) : null;\n\n if (!effectiveCollider || !effectiveCollider.enabled) {\n const colliderHandle = this.colliderHandles.get(entityId);\n if (typeof colliderHandle === \"number\") {\n const existingCollider = physicsWorld.getCollider(colliderHandle);\n if (existingCollider) {\n physicsWorld.removeCollider(existingCollider, true);\n }\n }\n this.colliderHandles.delete(entityId);\n this.colliderSignatures.delete(entityId);\n physics.collider = null;\n continue;\n }\n\n const colliderSignature = `${JSON.stringify(effectiveCollider)}:${triMeshData?.signature ?? \"\"}`;\n const previousColliderSignature = this.colliderSignatures.get(entityId);\n if (\n !this.colliderHandles.has(entityId) ||\n previousColliderSignature !== colliderSignature\n ) {\n const previousColliderHandle = this.colliderHandles.get(entityId);\n if (typeof previousColliderHandle === \"number\") {\n const previousCollider = physicsWorld.getCollider(previousColliderHandle);\n if (previousCollider) {\n physicsWorld.removeCollider(previousCollider, true);\n }\n }\n\n const colliderDesc = createColliderDesc(\n this.rapier,\n effectiveCollider,\n triMeshData,\n );\n const createdCollider = physicsWorld.createCollider(colliderDesc, body);\n this.colliderHandles.set(entityId, createdCollider.handle);\n this.colliderSignatures.set(entityId, colliderSignature);\n physics.collider = createdCollider;\n } else {\n const colliderHandle = this.colliderHandles.get(entityId);\n physics.collider =\n typeof colliderHandle === \"number\"\n ? (physicsWorld.getCollider(colliderHandle) ?? null)\n : null;\n }\n }\n\n if (!this.isEditorMode) {\n const environmentEntityId = world.query(Environment)[0];\n const environment =\n typeof environmentEntityId === \"number\"\n ? world.getComponent(environmentEntityId, Environment)\n : undefined;\n const fixedTimeStep =\n typeof environment?.values.fixedTimeStep === \"number\" &&\n environment.values.fixedTimeStep > 0\n ? environment.values.fixedTimeStep\n : 0.02;\n\n const clampedDelta =\n Number.isFinite(deltaTime) && deltaTime > 0\n ? Math.min(deltaTime, 0.1)\n : fixedTimeStep;\n\n this.accumulator += clampedDelta;\n\n while (this.accumulator >= fixedTimeStep) {\n physicsWorld.integrationParameters.dt = fixedTimeStep;\n physicsWorld.step();\n this.accumulator -= fixedTimeStep;\n }\n }\n\n for (const entityId of entities) {\n const physics = world.getComponent(entityId, PhysicsComponent);\n const transform = world.getComponent(entityId, TransformComponent);\n if (\n !physics ||\n !transform ||\n this.isEditorMode ||\n physics.values.rigidbody.type !== \"dynamic\"\n ) {\n continue;\n }\n\n const rigidBodyHandle = this.rigidBodyHandles.get(entityId);\n if (typeof rigidBodyHandle !== \"number\") {\n continue;\n }\n\n const body = physicsWorld.getRigidBody(rigidBodyHandle);\n if (!body) {\n continue;\n }\n\n syncTransformFromBody(transform, body);\n }\n }\n\n dispose(world: World): void {\n const physicsWorld = world.getPhysicsWorld();\n if (physicsWorld) {\n for (const entityId of this.rigidBodyHandles.keys()) {\n this.removeEntityPhysics(physicsWorld, entityId);\n }\n }\n\n this.rigidBodyHandles.clear();\n this.colliderHandles.clear();\n this.rigidBodySignatures.clear();\n this.colliderSignatures.clear();\n this.accumulator = 0;\n }\n}\n","export const KeyboardKeys = {\n A: \"a\",\n B: \"b\",\n C: \"c\",\n D: \"d\",\n E: \"e\",\n F: \"f\",\n G: \"g\",\n H: \"h\",\n I: \"i\",\n J: \"j\",\n K: \"k\",\n L: \"l\",\n M: \"m\",\n N: \"n\",\n O: \"o\",\n P: \"p\",\n Q: \"q\",\n R: \"r\",\n S: \"s\",\n T: \"t\",\n U: \"u\",\n V: \"v\",\n W: \"w\",\n X: \"x\",\n Y: \"y\",\n Z: \"z\",\n Digit0: \"0\",\n Digit1: \"1\",\n Digit2: \"2\",\n Digit3: \"3\",\n Digit4: \"4\",\n Digit5: \"5\",\n Digit6: \"6\",\n Digit7: \"7\",\n Digit8: \"8\",\n Digit9: \"9\",\n Space: \" \",\n Enter: \"enter\",\n Escape: \"escape\",\n Tab: \"tab\",\n Backspace: \"backspace\",\n Delete: \"delete\",\n Insert: \"insert\",\n Home: \"home\",\n End: \"end\",\n PageUp: \"pageup\",\n PageDown: \"pagedown\",\n ArrowUp: \"arrowup\",\n ArrowDown: \"arrowdown\",\n ArrowLeft: \"arrowleft\",\n ArrowRight: \"arrowright\",\n Shift: \"shift\",\n ShiftLeft: \"shiftleft\",\n ShiftRight: \"shiftright\",\n Control: \"control\",\n ControlLeft: \"controlleft\",\n ControlRight: \"controlright\",\n Alt: \"alt\",\n Meta: \"meta\",\n CapsLock: \"capslock\",\n NumLock: \"numlock\",\n ScrollLock: \"scrolllock\",\n Pause: \"pause\",\n PrintScreen: \"printscreen\",\n ContextMenu: \"contextmenu\",\n Minus: \"-\",\n Equal: \"=\",\n BracketLeft: \"[\",\n BracketRight: \"]\",\n Backslash: \"\\\\\",\n Semicolon: \";\",\n Quote: \"'\",\n Backquote: \"`\",\n Comma: \",\",\n Period: \".\",\n Slash: \"/\",\n F1: \"f1\",\n F2: \"f2\",\n F3: \"f3\",\n F4: \"f4\",\n F5: \"f5\",\n F6: \"f6\",\n F7: \"f7\",\n F8: \"f8\",\n F9: \"f9\",\n F10: \"f10\",\n F11: \"f11\",\n F12: \"f12\",\n} as const;\n\nexport type KeyboardKey = (typeof KeyboardKeys)[keyof typeof KeyboardKeys];","import type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { KeyboardKey } from \"./keyboardKeys\";\n\nfunction normalizeKey(key: KeyboardKey | string): string {\n return key.toLowerCase();\n}\n\nexport type MouseButton = \"left\" | \"middle\" | \"right\";\n\nfunction normalizeMouseButton(button: MouseButton | number | string): number {\n if (typeof button === \"number\") {\n return button;\n }\n\n const normalized = button.toLowerCase();\n if (normalized === \"left\") {\n return 0;\n }\n\n if (normalized === \"middle\" || normalized === \"scroll\") {\n return 1;\n }\n\n if (normalized === \"right\") {\n return 2;\n }\n\n return Number.NaN;\n}\n\nexport class InputSystem implements EcsSystem {\n private readonly held = new Set<string>();\n private readonly down = new Set<string>();\n private readonly up = new Set<string>();\n private readonly pendingDown = new Set<string>();\n private readonly pendingUp = new Set<string>();\n\n private readonly heldMouse = new Set<number>();\n private readonly downMouse = new Set<number>();\n private readonly upMouse = new Set<number>();\n private readonly pendingMouseDown = new Set<number>();\n private readonly pendingMouseUp = new Set<number>();\n\n private scrollDeltaX = 0;\n private scrollDeltaY = 0;\n private pendingScrollDeltaX = 0;\n private pendingScrollDeltaY = 0;\n private mouseDeltaX = 0;\n private mouseDeltaY = 0;\n private pendingMouseDeltaX = 0;\n private pendingMouseDeltaY = 0;\n private mousePosition = { x: 0, y: 0 };\n private pointerLockElement: HTMLElement | null = null;\n private pendingPointerLockRequest = false;\n\n private resolvePointerBounds(): { minX: number; minY: number; maxX: number; maxY: number } {\n const targetElement = this.pointerLockElement;\n if (targetElement) {\n const rect = targetElement.getBoundingClientRect();\n return {\n minX: rect.left,\n minY: rect.top,\n maxX: rect.right,\n maxY: rect.bottom,\n };\n }\n\n return {\n minX: 0,\n minY: 0,\n maxX: typeof window !== \"undefined\" ? window.innerWidth : 0,\n maxY: typeof window !== \"undefined\" ? window.innerHeight : 0,\n };\n }\n\n private onKeyDown = (event: KeyboardEvent): void => {\n const key = normalizeKey(event.key);\n const code = normalizeKey(event.code);\n\n if (!this.held.has(key)) {\n this.pendingDown.add(key);\n }\n\n this.held.add(key);\n\n // Also track event.code so left/right variants (e.g. ShiftLeft, ControlRight)\n // can be distinguished independently of event.key.\n if (code !== key) {\n if (!this.held.has(code)) {\n this.pendingDown.add(code);\n }\n this.held.add(code);\n }\n };\n\n private onKeyUp = (event: KeyboardEvent): void => {\n const key = normalizeKey(event.key);\n const code = normalizeKey(event.code);\n\n this.held.delete(key);\n this.pendingUp.add(key);\n\n if (code !== key) {\n this.held.delete(code);\n this.pendingUp.add(code);\n }\n };\n\n private onWindowBlur = (): void => {\n this.clearAll();\n };\n\n private onMouseDown = (event: MouseEvent): void => {\n const button = event.button;\n\n if (!this.heldMouse.has(button)) {\n this.pendingMouseDown.add(button);\n }\n\n this.heldMouse.add(button);\n\n // If a behaviour called lockMousePointer() outside a gesture context (e.g. from\n // update()), honour the deferred request now — we are synchronously inside a\n // trusted mousedown event, so Safari will allow the pointer lock.\n if (this.pendingPointerLockRequest) {\n this.pendingPointerLockRequest = false;\n const targetElement = this.pointerLockElement ?? document.body;\n if (targetElement && typeof targetElement.requestPointerLock === \"function\") {\n const result = targetElement.requestPointerLock();\n if (result instanceof Promise) {\n result.catch(() => {});\n }\n }\n }\n };\n\n private onMouseUp = (event: MouseEvent): void => {\n const button = event.button;\n\n this.heldMouse.delete(button);\n this.pendingMouseUp.add(button);\n };\n\n private onMouseWheel = (event: WheelEvent): void => {\n this.pendingScrollDeltaX += event.deltaX;\n this.pendingScrollDeltaY += event.deltaY;\n };\n\n private onMouseMove = (event: MouseEvent): void => {\n if (this.isMousePointerLocked()) {\n this.pendingMouseDeltaX += event.movementX;\n this.pendingMouseDeltaY += event.movementY;\n this.mousePosition = {\n x: this.mousePosition.x + event.movementX,\n y: this.mousePosition.y + event.movementY,\n };\n return;\n }\n\n this.pendingMouseDeltaX += event.movementX;\n this.pendingMouseDeltaY += event.movementY;\n\n this.mousePosition = {\n x: event.clientX,\n y: event.clientY,\n };\n };\n\n private onPointerLockChange = (): void => {\n if (!this.isMousePointerLocked()) {\n return;\n }\n\n const bounds = this.resolvePointerBounds();\n this.mousePosition = {\n x: (bounds.minX + bounds.maxX) / 2,\n y: (bounds.minY + bounds.maxY) / 2,\n };\n };\n\n private onPointerLockError = (): void => {\n // No-op by default; callers can inspect lock state via isMousePointerLocked().\n };\n\n constructor() {\n if (typeof window === \"undefined\") {\n return;\n }\n\n window.addEventListener(\"keydown\", this.onKeyDown);\n window.addEventListener(\"keyup\", this.onKeyUp);\n window.addEventListener(\"mousedown\", this.onMouseDown);\n window.addEventListener(\"mouseup\", this.onMouseUp);\n document.addEventListener(\"mousemove\", this.onMouseMove);\n window.addEventListener(\"wheel\", this.onMouseWheel, { passive: true });\n window.addEventListener(\"blur\", this.onWindowBlur);\n document.addEventListener(\"pointerlockchange\", this.onPointerLockChange);\n document.addEventListener(\"pointerlockerror\", this.onPointerLockError);\n }\n\n setPointerLockElement(element: HTMLElement | null): void {\n this.pointerLockElement = element;\n }\n\n lockMousePointer(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n const targetElement = this.pointerLockElement ?? document.body;\n if (!targetElement || typeof targetElement.requestPointerLock !== \"function\") {\n return false;\n }\n\n try {\n const result = targetElement.requestPointerLock();\n // Modern browsers (including Safari) return a Promise. If it rejects\n // (e.g. called outside a user gesture on Safari), set a flag so the\n // lock is automatically requested on the next mousedown event, which\n // is always a trusted user gesture.\n if (result instanceof Promise) {\n result.catch(() => {\n this.pendingPointerLockRequest = true;\n });\n }\n return true;\n } catch {\n return false;\n }\n }\n\n unlockMousePointer(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n // Cancel any deferred lock request so we don't immediately re-lock on next click.\n this.pendingPointerLockRequest = false;\n\n if (!document.pointerLockElement || typeof document.exitPointerLock !== \"function\") {\n return false;\n }\n\n document.exitPointerLock();\n return true;\n }\n\n isMousePointerLocked(): boolean {\n if (typeof document === \"undefined\") {\n return false;\n }\n\n const activePointerLockElement = document.pointerLockElement;\n if (!activePointerLockElement) {\n return false;\n }\n\n if (!this.pointerLockElement) {\n return true;\n }\n\n return activePointerLockElement === this.pointerLockElement;\n }\n\n getKey(key: KeyboardKey | string): boolean {\n return this.held.has(normalizeKey(key));\n }\n\n getKeyDown(key: KeyboardKey | string): boolean {\n return this.down.has(normalizeKey(key));\n }\n\n getKeyUp(key: KeyboardKey | string): boolean {\n return this.up.has(normalizeKey(key));\n }\n\n consumePressed(key: KeyboardKey | string): boolean {\n const normalized = normalizeKey(key);\n if (!this.down.has(normalized)) {\n return false;\n }\n\n this.down.delete(normalized);\n return true;\n }\n\n getMouse(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.heldMouse.has(normalizedButton);\n }\n\n getMouseDown(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.downMouse.has(normalizedButton);\n }\n\n getMouseUp(button: MouseButton | number | string): boolean {\n const normalizedButton = normalizeMouseButton(button);\n if (!Number.isInteger(normalizedButton)) {\n return false;\n }\n\n return this.upMouse.has(normalizedButton);\n }\n\n getScrollClick(): boolean {\n return this.getMouse(\"middle\");\n }\n\n getScrollClickDown(): boolean {\n return this.getMouseDown(\"middle\");\n }\n\n getScrollClickUp(): boolean {\n return this.getMouseUp(\"middle\");\n }\n\n getScrollDelta(): { x: number; y: number } {\n return {\n x: this.scrollDeltaX,\n y: this.scrollDeltaY,\n };\n }\n\n consumeScrollDelta(): { x: number; y: number } {\n const delta = this.getScrollDelta();\n this.scrollDeltaX = 0;\n this.scrollDeltaY = 0;\n return delta;\n }\n\n getMousePosition(): { x: number; y: number } {\n return {\n x: this.mousePosition.x,\n y: this.mousePosition.y,\n };\n }\n\n getMouseDelta(): { x: number; y: number } {\n return {\n x: this.mouseDeltaX,\n y: this.mouseDeltaY,\n };\n }\n\n consumeMouseDelta(): { x: number; y: number } {\n const delta = this.getMouseDelta();\n this.mouseDeltaX = 0;\n this.mouseDeltaY = 0;\n return delta;\n }\n\n update(_world: World, _deltaTime: number): void {\n this.down.clear();\n this.up.clear();\n this.downMouse.clear();\n this.upMouse.clear();\n this.scrollDeltaX = this.pendingScrollDeltaX;\n this.scrollDeltaY = this.pendingScrollDeltaY;\n this.mouseDeltaX = this.pendingMouseDeltaX;\n this.mouseDeltaY = this.pendingMouseDeltaY;\n\n for (const key of this.pendingDown) {\n this.down.add(key);\n }\n\n for (const key of this.pendingUp) {\n this.up.add(key);\n }\n\n for (const button of this.pendingMouseDown) {\n this.downMouse.add(button);\n }\n\n for (const button of this.pendingMouseUp) {\n this.upMouse.add(button);\n }\n\n this.pendingDown.clear();\n this.pendingUp.clear();\n this.pendingMouseDown.clear();\n this.pendingMouseUp.clear();\n this.pendingScrollDeltaX = 0;\n this.pendingScrollDeltaY = 0;\n this.pendingMouseDeltaX = 0;\n this.pendingMouseDeltaY = 0;\n }\n\n dispose(): void {\n if (typeof window !== \"undefined\") {\n window.removeEventListener(\"keydown\", this.onKeyDown);\n window.removeEventListener(\"keyup\", this.onKeyUp);\n window.removeEventListener(\"mousedown\", this.onMouseDown);\n window.removeEventListener(\"mouseup\", this.onMouseUp);\n document.removeEventListener(\"mousemove\", this.onMouseMove);\n window.removeEventListener(\"wheel\", this.onMouseWheel);\n window.removeEventListener(\"blur\", this.onWindowBlur);\n document.removeEventListener(\"pointerlockchange\", this.onPointerLockChange);\n document.removeEventListener(\"pointerlockerror\", this.onPointerLockError);\n }\n\n this.clearAll();\n }\n\n private clearAll(): void {\n this.held.clear();\n this.down.clear();\n this.up.clear();\n this.pendingDown.clear();\n this.pendingUp.clear();\n this.heldMouse.clear();\n this.downMouse.clear();\n this.upMouse.clear();\n this.pendingMouseDown.clear();\n this.pendingMouseUp.clear();\n this.scrollDeltaX = 0;\n this.scrollDeltaY = 0;\n this.pendingScrollDeltaX = 0;\n this.pendingScrollDeltaY = 0;\n this.mouseDeltaX = 0;\n this.mouseDeltaY = 0;\n this.pendingMouseDeltaX = 0;\n this.pendingMouseDeltaY = 0;\n this.mousePosition = { x: 0, y: 0 };\n }\n}\n\n\n","import * as THREE from \"three\";\n\nimport { LightComponent } from \"../components/Light\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_LIGHT_DISTANCE = 0;\nconst MIN_LIGHT_INTENSITY = 0;\nconst MIN_AREA_SIZE = 0.01;\n\nfunction applyLightValues(lightComponent: LightComponent): void {\n const { light, values } = lightComponent;\n\n if (typeof values.color === \"string\") {\n light.color.set(values.color);\n }\n\n if (Number.isFinite(values.intensity)) {\n light.intensity = Math.max(MIN_LIGHT_INTENSITY, values.intensity);\n }\n\n light.frustumCulled = Boolean(values.frustumCulling);\n\n if (\"castShadow\" in light) {\n (light as THREE.Light & { castShadow: boolean }).castShadow = Boolean(\n values.castShadow,\n );\n }\n\n if (light instanceof THREE.PointLight) {\n if (typeof values.distance === \"number\" && Number.isFinite(values.distance)) {\n light.distance = Math.max(MIN_LIGHT_DISTANCE, values.distance);\n }\n\n if (typeof values.decay === \"number\" && Number.isFinite(values.decay)) {\n light.decay = Math.max(0, values.decay);\n }\n }\n\n if (light instanceof THREE.SpotLight) {\n if (typeof values.distance === \"number\" && Number.isFinite(values.distance)) {\n light.distance = Math.max(MIN_LIGHT_DISTANCE, values.distance);\n }\n\n if (typeof values.decay === \"number\" && Number.isFinite(values.decay)) {\n light.decay = Math.max(0, values.decay);\n }\n\n if (typeof values.angle === \"number\" && Number.isFinite(values.angle)) {\n light.angle = Math.max(0, Math.min(Math.PI / 2, values.angle));\n }\n\n if (typeof values.penumbra === \"number\" && Number.isFinite(values.penumbra)) {\n light.penumbra = Math.max(0, Math.min(1, values.penumbra));\n }\n }\n\n if (light instanceof THREE.RectAreaLight) {\n if (typeof values.width === \"number\" && Number.isFinite(values.width)) {\n light.width = Math.max(MIN_AREA_SIZE, values.width);\n }\n\n if (typeof values.height === \"number\" && Number.isFinite(values.height)) {\n light.height = Math.max(MIN_AREA_SIZE, values.height);\n }\n }\n}\n\nexport class LightSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(LightComponent);\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const lightComponent = world.getComponent(entityId, LightComponent);\n if (!lightComponent) {\n continue;\n }\n\n const signature = JSON.stringify(lightComponent.values);\n if (this.signatures.get(entityId) === signature) {\n continue;\n }\n\n applyLightValues(lightComponent);\n this.signatures.set(entityId, signature);\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n MaterialComponent,\n type MaterialTypeValue,\n type MaterialValueState,\n Object3DRef,\n type TextureFilteringValue,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype MaterialWithValues = {\n material: THREE.Material | null;\n materials: THREE.Material[];\n values: MaterialValueState[];\n};\n\nconst materialTextureKeyMap: Record<string, string> = {\n textureMap: \"map\",\n alphaTextureMap: \"alphaMap\",\n};\n\nconst materialTextureSlots = [\n \"map\",\n \"alphaMap\",\n \"normalMap\",\n \"roughnessMap\",\n \"metalnessMap\",\n \"aoMap\",\n \"emissiveMap\",\n \"bumpMap\",\n \"displacementMap\",\n \"lightMap\",\n \"envMap\",\n] as const;\n\nfunction resolveMaterialPropertyKey(key: string): string {\n return materialTextureKeyMap[key] ?? key;\n}\n\nfunction createMaterialByType(type: MaterialTypeValue): THREE.Material {\n if (type === \"basic\") {\n return new THREE.MeshBasicMaterial();\n }\n\n if (type === \"phong\") {\n return new THREE.MeshPhongMaterial();\n }\n\n if (type === \"physical\") {\n return new THREE.MeshPhysicalMaterial();\n }\n\n return new THREE.MeshStandardMaterial();\n}\n\nfunction replaceMaterialAcrossObject(\n object: THREE.Object3D,\n previous: THREE.Material,\n next: THREE.Material,\n): void {\n object.traverse((child) => {\n const mesh = child as THREE.Mesh;\n const currentMaterial = mesh.material;\n if (!currentMaterial) {\n return;\n }\n\n if (Array.isArray(currentMaterial)) {\n let changed = false;\n const updated = currentMaterial.map((material) => {\n if (material === previous) {\n changed = true;\n return next;\n }\n\n return material;\n });\n\n if (changed) {\n mesh.material = updated;\n }\n return;\n }\n\n if (currentMaterial === previous) {\n mesh.material = next;\n }\n });\n}\n\nfunction extractObjectMaterials(object: THREE.Object3D): THREE.Material[] {\n const materials: THREE.Material[] = [];\n\n object.traverse((child) => {\n const mesh = child as THREE.Mesh;\n const currentMaterial = mesh.material;\n if (!currentMaterial) {\n return;\n }\n\n const addMaterial = (material: THREE.Material) => {\n if (!materials.includes(material)) {\n materials.push(material);\n }\n };\n\n if (Array.isArray(currentMaterial)) {\n for (const material of currentMaterial) {\n addMaterial(material);\n }\n return;\n }\n\n addMaterial(currentMaterial);\n });\n\n return materials;\n}\n\nfunction applyTextureFiltering(\n material: THREE.Material,\n filtering: TextureFilteringValue,\n): void {\n const sharp = filtering === \"sharp\";\n const target = material as unknown as Record<string, unknown>;\n\n for (const slot of materialTextureSlots) {\n const texture = target[slot] as THREE.Texture | null | undefined;\n if (!texture || !(texture instanceof THREE.Texture)) {\n continue;\n }\n\n const useMipmaps = texture.generateMipmaps !== false;\n texture.magFilter = sharp ? THREE.NearestFilter : THREE.LinearFilter;\n texture.minFilter = useMipmaps\n ? sharp\n ? THREE.NearestMipmapNearestFilter\n : THREE.LinearMipmapLinearFilter\n : sharp\n ? THREE.NearestFilter\n : THREE.LinearFilter;\n texture.needsUpdate = true;\n }\n\n material.needsUpdate = true;\n}\n\nfunction setTextureMipmaps(material: THREE.Material, enabled: boolean): void {\n const target = material as unknown as Record<string, unknown>;\n\n for (const slot of materialTextureSlots) {\n const texture = target[slot] as THREE.Texture | null | undefined;\n if (!texture || !(texture instanceof THREE.Texture)) {\n continue;\n }\n\n texture.generateMipmaps = enabled;\n\n const sharp = texture.magFilter === THREE.NearestFilter;\n texture.minFilter = enabled\n ? sharp\n ? THREE.NearestMipmapNearestFilter\n : THREE.LinearMipmapLinearFilter\n : sharp\n ? THREE.NearestFilter\n : THREE.LinearFilter;\n\n texture.needsUpdate = true;\n }\n\n material.needsUpdate = true;\n}\n\nfunction assignMaterialTexture(\n material: THREE.Material,\n rawKey: string,\n url: string,\n textureCache: Map<string, THREE.Texture>,\n): void {\n const target = material as unknown as Record<string, unknown>;\n const key = resolveMaterialPropertyKey(rawKey);\n\n let texture = textureCache.get(url);\n if (!texture) {\n texture = new THREE.TextureLoader().load(url);\n textureCache.set(url, texture);\n }\n\n target[key] = texture;\n}\n\nfunction clearMaterialTexture(material: THREE.Material, rawKey: string): void {\n const target = material as unknown as Record<string, unknown>;\n const key = resolveMaterialPropertyKey(rawKey);\n target[key] = null;\n}\n\nfunction applyMaterialState(\n material: THREE.Material,\n value: MaterialValueState,\n textureCache: Map<string, THREE.Texture>,\n): void {\n const target = material as unknown as Record<string, unknown>;\n\n if (\n target.color &&\n typeof (target.color as { set?: (nextValue: string) => void }).set ===\n \"function\"\n ) {\n (target.color as { set: (nextValue: string) => void }).set(value.color);\n }\n\n if (typeof target.roughness === \"number\") {\n target.roughness = value.roughness;\n }\n\n if (typeof target.metalness === \"number\") {\n target.metalness = value.metalness;\n }\n\n if (\n target.normalScale &&\n typeof (target.normalScale as { set?: (x: number, y: number) => void })\n .set === \"function\"\n ) {\n (target.normalScale as { set: (x: number, y: number) => void }).set(\n value.normalScale,\n value.normalScale,\n );\n }\n\n target.opacity = value.opacity;\n\n if (\n target.emissive &&\n typeof (target.emissive as { set?: (nextValue: string) => void }).set ===\n \"function\"\n ) {\n (target.emissive as { set: (nextValue: string) => void }).set(value.emissive);\n }\n\n if (typeof target.emissiveIntensity === \"number\") {\n target.emissiveIntensity = value.emissiveIntensity;\n }\n\n target.side = value.side;\n target.blending = value.blending;\n target.depthTest = value.depthTest;\n target.depthWrite = value.depthWrite;\n target.wireframe = value.wireframe;\n target.transparent = value.transparent;\n\n const textureEntries: Array<[string, string | undefined]> = [\n [\"textureMap\", value.textureMap],\n [\"alphaTextureMap\", value.alphaTextureMap],\n [\"normalMap\", value.normalMap],\n [\"roughnessMap\", value.roughnessMap],\n [\"metalnessMap\", value.metalnessMap],\n [\"aoMap\", value.aoMap],\n [\"emissiveMap\", value.emissiveMap],\n [\"bumpMap\", value.bumpMap],\n [\"displacementMap\", value.displacementMap],\n [\"lightMap\", value.lightMap],\n [\"envMap\", value.envMap],\n ];\n\n for (const [key, url] of textureEntries) {\n if (typeof url === \"string\" && url.length > 0) {\n assignMaterialTexture(material, key, url, textureCache);\n } else {\n clearMaterialTexture(material, key);\n }\n }\n\n applyTextureFiltering(material, value.textureFiltering);\n setTextureMipmaps(material, value.useMipmaps);\n material.needsUpdate = true;\n}\n\nexport class MaterialSyncSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n private readonly textureCache = new Map<string, THREE.Texture>();\n\n update(world: World): void {\n const entityIds = world.query(MaterialComponent);\n\n const alive = new Set(entityIds);\n for (const trackedId of this.signatures.keys()) {\n if (!alive.has(trackedId)) {\n this.signatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const materialComponent = world.getComponent(\n entityId,\n MaterialComponent,\n ) as MaterialWithValues | undefined;\n if (!materialComponent) {\n continue;\n }\n\n const signature = JSON.stringify(materialComponent.values);\n if (this.signatures.get(entityId) === signature) {\n continue;\n }\n\n const object = world.getComponent(entityId, Object3DRef)?.object;\n const objectMaterials = object ? extractObjectMaterials(object) : [];\n for (let index = 0; index < materialComponent.values.length; index += 1) {\n const value = materialComponent.values[index];\n if (!value) {\n continue;\n }\n\n const previousMaterial = materialComponent.materials[index];\n if (!previousMaterial) {\n continue;\n }\n\n // Undo/redo can restore component material references that differ from\n // what meshes currently hold. Rebind by slot index so subsequent state\n // writes always target the rendered material instance.\n if (object) {\n const currentObjectMaterial = objectMaterials[index];\n if (\n currentObjectMaterial &&\n currentObjectMaterial !== previousMaterial\n ) {\n replaceMaterialAcrossObject(\n object,\n currentObjectMaterial,\n previousMaterial,\n );\n objectMaterials[index] = previousMaterial;\n }\n }\n\n const nextType = createMaterialByType(value.type).type;\n let targetMaterial = previousMaterial;\n\n if (previousMaterial.type !== nextType) {\n const replacement = createMaterialByType(value.type);\n if (object) {\n replaceMaterialAcrossObject(object, previousMaterial, replacement);\n objectMaterials[index] = replacement;\n }\n materialComponent.materials[index] = replacement;\n targetMaterial = replacement;\n if (index === 0) {\n materialComponent.material = replacement;\n }\n previousMaterial.dispose();\n }\n\n applyMaterialState(targetMaterial, value, this.textureCache);\n }\n\n this.signatures.set(entityId, JSON.stringify(materialComponent.values));\n }\n }\n\n dispose(): void {\n for (const texture of this.textureCache.values()) {\n texture.dispose();\n }\n\n this.textureCache.clear();\n this.signatures.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport {\n type CubeMeshParameters,\n DEFAULT_MESH_GEOMETRY_PARAMETERS,\n type MeshGeometryParameters,\n MeshGeometryComponent,\n Object3DRef,\n type PlaneMeshParameters,\n type RadiusHeightMeshParameters,\n type RadiusMeshParameters,\n} from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nconst MIN_DIMENSION = 0.01;\nconst MIN_RADIUS = 0.001;\n\nfunction sanitizeDimension(value: number): number {\n return Number.isFinite(value)\n ? Math.max(MIN_DIMENSION, value)\n : MIN_DIMENSION;\n}\n\nfunction sanitizeRadius(value: number): number {\n return Number.isFinite(value) ? Math.max(MIN_RADIUS, value) : MIN_RADIUS;\n}\n\nfunction sanitizeMeshParameters(\n component: MeshGeometryComponent,\n): MeshGeometryParameters {\n switch (component.kind) {\n case \"cube\": {\n const params = component.parameters as Partial<CubeMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.cube;\n return {\n width: sanitizeDimension(params.width ?? fallback.width),\n height: sanitizeDimension(params.height ?? fallback.height),\n depth: sanitizeDimension(params.depth ?? fallback.depth),\n };\n }\n case \"plane\": {\n const params = component.parameters as Partial<PlaneMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.plane;\n return {\n width: sanitizeDimension(params.width ?? fallback.width),\n height: sanitizeDimension(params.height ?? fallback.height),\n };\n }\n case \"sphere\": {\n const params = component.parameters as Partial<RadiusMeshParameters>;\n const fallback = DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere;\n return {\n radius: sanitizeRadius(params.radius ?? fallback.radius),\n };\n }\n case \"cylinder\":\n case \"capsule\": {\n const params = component.parameters as Partial<RadiusHeightMeshParameters>;\n const fallback =\n component.kind === \"cylinder\"\n ? DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder\n : DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule;\n return {\n radius: sanitizeRadius(params.radius ?? fallback.radius),\n height: sanitizeDimension(params.height ?? fallback.height),\n };\n }\n case \"model\":\n return {};\n }\n}\n\nfunction resolvePrimaryMesh(object: THREE.Object3D | null): THREE.Mesh | null {\n if (!object) {\n return null;\n }\n\n if (object instanceof THREE.Mesh) {\n return object;\n }\n\n let found: THREE.Mesh | null = null;\n object.traverse((child: THREE.Object3D) => {\n if (!found && child instanceof THREE.Mesh) {\n found = child;\n }\n });\n\n return found;\n}\n\nfunction applyGeometry(component: MeshGeometryComponent): void {\n if (component.kind === \"model\") {\n return;\n }\n\n const mesh = resolvePrimaryMesh(component.object);\n if (!mesh) {\n return;\n }\n\n const sanitized = sanitizeMeshParameters(component);\n component.parameters = sanitized;\n\n let nextGeometry: THREE.BufferGeometry;\n\n switch (component.kind) {\n case \"cube\": {\n const params = sanitized as CubeMeshParameters;\n nextGeometry = new THREE.BoxGeometry(params.width, params.height, params.depth);\n break;\n }\n case \"plane\": {\n const params = sanitized as PlaneMeshParameters;\n nextGeometry = new THREE.PlaneGeometry(params.width, params.height);\n break;\n }\n case \"sphere\": {\n const params = sanitized as RadiusMeshParameters;\n nextGeometry = new THREE.SphereGeometry(params.radius, 24, 24);\n break;\n }\n case \"cylinder\": {\n const params = sanitized as RadiusHeightMeshParameters;\n nextGeometry = new THREE.CylinderGeometry(\n params.radius,\n params.radius,\n params.height,\n 20,\n );\n break;\n }\n case \"capsule\": {\n const params = sanitized as RadiusHeightMeshParameters;\n nextGeometry = new THREE.CapsuleGeometry(params.radius, params.height, 4, 8);\n break;\n }\n default:\n return;\n }\n\n const previousGeometry = mesh.geometry;\n mesh.geometry = nextGeometry;\n previousGeometry.dispose();\n}\n\nfunction applyShadowFlags(component: MeshGeometryComponent): void {\n if (!component.object) {\n return;\n }\n\n component.object.traverse((child: THREE.Object3D) => {\n if (child instanceof THREE.Mesh) {\n child.castShadow = component.castShadow;\n child.receiveShadow = component.receiveShadow;\n }\n });\n}\n\nexport class MeshGeometrySystem implements EcsSystem {\n private readonly geometrySignatures = new Map<number, string>();\n private readonly shadowSignatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(MeshGeometryComponent);\n\n const alive = new Set<number>(entityIds);\n for (const trackedId of this.geometrySignatures.keys()) {\n if (!alive.has(trackedId)) {\n this.geometrySignatures.delete(trackedId);\n this.shadowSignatures.delete(trackedId);\n }\n }\n\n for (const entityId of entityIds) {\n const meshGeometry = world.getComponent(\n entityId,\n MeshGeometryComponent,\n ) as MeshGeometryComponent | undefined;\n if (!meshGeometry) {\n continue;\n }\n\n if (!meshGeometry.object) {\n const objectRef = world.getComponent(entityId, Object3DRef);\n if (objectRef?.object) {\n meshGeometry.object = objectRef.object;\n }\n }\n\n const geometrySignature = `${meshGeometry.kind}:${JSON.stringify(meshGeometry.parameters)}:${meshGeometry.object?.uuid ?? \"\"}`;\n const shadowSignature = `${meshGeometry.castShadow}:${meshGeometry.receiveShadow}:${meshGeometry.object?.uuid ?? \"\"}`;\n\n if (this.geometrySignatures.get(entityId) !== geometrySignature) {\n applyGeometry(meshGeometry);\n this.geometrySignatures.set(\n entityId,\n `${meshGeometry.kind}:${JSON.stringify(meshGeometry.parameters)}:${meshGeometry.object?.uuid ?? \"\"}`,\n );\n }\n\n if (this.shadowSignatures.get(entityId) !== shadowSignature) {\n applyShadowFlags(meshGeometry);\n this.shadowSignatures.set(entityId, shadowSignature);\n }\n }\n }\n}\n","\nimport * as THREE from \"three\";\nimport { DRACOLoader } from \"three/examples/jsm/loaders/DRACOLoader.js\";\nimport { GLTFLoader, type GLTF } from \"three/examples/jsm/loaders/GLTFLoader.js\";\nimport { resolveDracoDecoderPath } from \"./dracoDecoderPath\";\n\nconst DRACO_DECODER_PATH = resolveDracoDecoderPath();\n\n\n\nexport const loadGLTF = (path: string): Promise<GLTF> => {\n return new Promise((resolve, reject) => {\n const loader = new GLTFLoader();\n try {\n // Configure DRACOLoader so GLTFLoader can decode DRACO-compressed meshes.\n const dracoLoader = new DRACOLoader();\n // Decoder files live under public/libs/three.js-r132/examples/js/libs/draco/\n // The path must be accessible by the browser.\n dracoLoader.setDecoderPath(DRACO_DECODER_PATH);\n loader.setDRACOLoader(dracoLoader);\n } catch (error) {\n // If DRACOLoader isn't available for any reason, proceed without it.\n // GLTFLoader will throw if the file actually contains DRACO-compressed data.\n console.debug(\"DRACOLoader setup failed or unavailable\", error);\n }\n\n loader.load(\n path,\n (gltf: GLTF) => {\n resolve(gltf);\n },\n undefined,\n (error: unknown) => {\n console.debug(\"GLTFLoader failed to load\", error);\n reject(error);\n },\n );\n });\n};\n\nexport const loadAudio = (path: string): Promise<AudioBuffer> => {\n return new Promise((resolve, reject) => {\n const loader = new THREE.AudioLoader();\n loader.load(\n path,\n (buffer: AudioBuffer) => {\n resolve(buffer);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n });\n};\n\nexport const loadVideo = (path: string): Promise<HTMLVideoElement> => {\n return new Promise((resolve, reject) => {\n const video = document.createElement(\"video\");\n video.addEventListener(\"loadedmetadata\", () => {\n video.setAttribute(\"playsinline\", \"\");\n resolve(video);\n });\n video.addEventListener(\"error\", () => {\n reject(new Error(`Failed to load video: ${path}`));\n });\n video.src = path;\n });\n};\n\nexport const loadTexture = (path: string): Promise<THREE.Texture> => {\n return new Promise((resolve, reject) => {\n const loader = new THREE.TextureLoader();\n loader.load(\n path,\n (texture: THREE.Texture) => {\n resolve(texture);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n });\n};\n\nexport const loadTextures = (paths: string[]): Promise<THREE.Texture[]> => {\n const loader = new THREE.TextureLoader();\n const promises: Array<Promise<THREE.Texture>> = [];\n for (let i = 0; i < paths.length; i++) {\n promises.push(\n new Promise((resolve, reject) => {\n loader.load(\n paths[i],\n (texture: THREE.Texture) => {\n resolve(texture);\n },\n undefined,\n (error: unknown) => {\n reject(error);\n },\n );\n }),\n );\n }\n return Promise.all(promises);\n};\n","import * as THREE from \"three\";\n\nimport { Object3DRef, TransformComponent } from \"../components\";\nimport { InstancedMeshComponent } from \"../components/InstancedMesh\";\nimport {\n type CubeMeshParameters,\n type PlaneMeshParameters,\n type RadiusHeightMeshParameters,\n type RadiusMeshParameters,\n} from \"../components/MeshGeometry\";\nimport { loadGLTF } from \"../utils/loader\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n// ---------------------------------------------------------------------------\n// Geometry helpers (primitive kinds)\n// ---------------------------------------------------------------------------\n\nfunction buildGeometry(component: InstancedMeshComponent): THREE.BufferGeometry {\n const p = component.getSanitizedParameters();\n\n switch (component.meshKind) {\n case \"cube\": {\n const params = p as CubeMeshParameters;\n return new THREE.BoxGeometry(params.width, params.height, params.depth);\n }\n case \"plane\": {\n const params = p as PlaneMeshParameters;\n return new THREE.PlaneGeometry(params.width, params.height);\n }\n case \"sphere\": {\n const params = p as RadiusMeshParameters;\n return new THREE.SphereGeometry(params.radius, 24, 24);\n }\n case \"cylinder\": {\n const params = p as RadiusHeightMeshParameters;\n return new THREE.CylinderGeometry(params.radius, params.radius, params.height, 20);\n }\n case \"capsule\": {\n const params = p as RadiusHeightMeshParameters;\n return new THREE.CapsuleGeometry(params.radius, params.height, 4, 8);\n }\n default:\n return new THREE.BoxGeometry(1, 1, 1);\n }\n}\n\n// ---------------------------------------------------------------------------\n// Matrix composition helper\n// ---------------------------------------------------------------------------\n\nconst _position = new THREE.Vector3();\nconst _quaternion = new THREE.Quaternion();\nconst _euler = new THREE.Euler();\nconst _scale = new THREE.Vector3();\nconst _matrix = new THREE.Matrix4();\nconst _modelMatrix = new THREE.Matrix4();\n\nfunction instanceTransformFromComponent(\n transform: TransformComponent,\n out: THREE.Matrix4,\n): void {\n _position.set(transform.position.x, transform.position.y, transform.position.z);\n _euler.set(transform.rotation.x, transform.rotation.y, transform.rotation.z, \"XYZ\");\n _quaternion.setFromEuler(_euler);\n _scale.set(transform.scale.x, transform.scale.y, transform.scale.z);\n out.compose(_position, _quaternion, _scale);\n}\n\n// ---------------------------------------------------------------------------\n// Dispose helpers\n// ---------------------------------------------------------------------------\n\nfunction disposePrimitiveInstancedMesh(mesh: THREE.InstancedMesh): void {\n mesh.geometry.dispose();\n if (Array.isArray(mesh.material)) {\n for (const m of mesh.material) {\n m.dispose();\n }\n } else {\n (mesh.material as THREE.Material).dispose();\n }\n}\n\nfunction disposeModelGroup(group: THREE.Object3D): void {\n group.traverse((child) => {\n const im = child as THREE.InstancedMesh;\n if (im.isInstancedMesh) {\n im.geometry.dispose();\n if (Array.isArray(im.material)) {\n for (const m of im.material) {\n m.dispose();\n }\n } else {\n (im.material as THREE.Material).dispose();\n }\n }\n });\n}\n\n// ---------------------------------------------------------------------------\n// Per-mesh entry for model kind\n// ---------------------------------------------------------------------------\n\ntype ModelMeshEntry = {\n localMatrix: THREE.Matrix4;\n instancedMesh: THREE.InstancedMesh;\n};\n\n// ---------------------------------------------------------------------------\n// InstancedMeshSystem\n// ---------------------------------------------------------------------------\n\n/**\n * Maintains the runtime geometry for entities with an {@link InstancedMeshComponent}.\n *\n * - **Primitive kinds** (`cube`, `sphere`, `plane`, `cylinder`, `capsule`): creates a single\n * `THREE.InstancedMesh` on the anchor and writes per-instance matrices every frame.\n * - **Model kind** (`model`): asynchronously loads the GLTF/GLB at `comp.modelPath`, traverses\n * the scene to collect all `THREE.Mesh` nodes, and creates one `THREE.InstancedMesh` per mesh\n * (preserving the mesh's local transform and original materials). All sub-meshes are grouped\n * under a `THREE.Group` stored in `comp.instancedMesh`. Per-instance matrices are composed as\n * `instanceTransform × meshLocalMatrix` every frame.\n *\n * Geometry is rebuilt whenever the signature (`meshKind:parameters:instanceCount` for primitives,\n * `model:path:instanceCount` for model kind) changes.\n */\nexport class InstancedMeshSystem implements EcsSystem {\n /** Signature tracking for geometry + instance count changes. */\n private readonly geometrySignatures = new Map<number, string>();\n /** Signature being loaded per entity. Maps entityId → geometrySignature in-flight.\n * Prevents re-dispatching a load every frame while comp.instancedMesh is still null. */\n private readonly loadingSignatures = new Map<number, string>();\n /** Per-mesh data for model kind, populated after GLTF load. */\n private readonly modelMeshEntries = new Map<number, ModelMeshEntry[]>();\n\n update(world: World): void {\n const entityIds = world.query(InstancedMeshComponent);\n\n // Prune stale tracking for destroyed entities.\n const alive = new Set<number>(entityIds);\n for (const trackedId of this.geometrySignatures.keys()) {\n if (!alive.has(trackedId)) this.geometrySignatures.delete(trackedId);\n }\n for (const trackedId of this.loadingSignatures.keys()) {\n if (!alive.has(trackedId)) this.loadingSignatures.delete(trackedId);\n }\n for (const trackedId of this.modelMeshEntries.keys()) {\n if (!alive.has(trackedId)) this.modelMeshEntries.delete(trackedId);\n }\n\n for (const entityId of entityIds) {\n const comp = world.getComponent(\n entityId,\n InstancedMeshComponent,\n ) as InstancedMeshComponent | undefined;\n if (!comp) continue;\n\n const objectRef = world.getComponent(entityId, Object3DRef);\n const anchor: THREE.Object3D | null = objectRef?.object ?? null;\n if (!anchor) continue;\n\n const instanceCount = comp.instanceEntityIds.length;\n const geometrySignature =\n comp.meshKind === \"model\"\n ? `model:${comp.modelPath}:${instanceCount}`\n : `${comp.meshKind}:${JSON.stringify(comp.meshParameters)}:${instanceCount}`;\n\n // While a load for the current signature is in-flight, instancedMesh stays null\n // but we must NOT treat that as \"needsRebuild\" — doing so would clear loadingSignatures\n // and re-dispatch the load every frame, causing duplicate groups in the scene.\n const pendingLoadSignature = this.loadingSignatures.get(entityId);\n const needsRebuild =\n (comp.instancedMesh === null || this.geometrySignatures.get(entityId) !== geometrySignature) &&\n pendingLoadSignature !== geometrySignature;\n\n if (needsRebuild) {\n // Dispose previous container (InstancedMesh for primitives, Group for model).\n if (comp.instancedMesh) {\n anchor.remove(comp.instancedMesh);\n if ((comp.instancedMesh as THREE.InstancedMesh).isInstancedMesh) {\n disposePrimitiveInstancedMesh(comp.instancedMesh as THREE.InstancedMesh);\n } else {\n disposeModelGroup(comp.instancedMesh);\n }\n comp.instancedMesh = null;\n }\n\n // Cancel an in-flight load only when the target signature changed\n // (e.g. user changed path or instance count). Preserve the slot when\n // rebuilding for any other reason to avoid re-dispatching.\n if (pendingLoadSignature !== undefined && pendingLoadSignature !== geometrySignature) {\n this.loadingSignatures.delete(entityId);\n this.modelMeshEntries.delete(entityId);\n }\n\n // No instances — record the empty signature so we don't re-enter every frame,\n // but skip geometry creation (existing mesh already disposed above).\n if (instanceCount === 0) {\n this.geometrySignatures.set(entityId, geometrySignature);\n continue;\n }\n\n if (comp.meshKind === \"model\") {\n // Async GLTF load — skip this entity until the load completes.\n if (comp.modelPath && !this.loadingSignatures.has(entityId)) {\n this.loadingSignatures.set(entityId, geometrySignature);\n const targetSignature = geometrySignature;\n const targetEntityId = entityId;\n\n loadGLTF(comp.modelPath)\n .then((gltf) => {\n // Guard: entity still alive.\n if (!world.hasEntity(targetEntityId)) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const currentComp = world.getComponent(\n targetEntityId,\n InstancedMeshComponent,\n ) as InstancedMeshComponent | undefined;\n if (!currentComp) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n // Guard: signature unchanged (no path/count change during load).\n const currentSig = `model:${currentComp.modelPath}:${currentComp.instanceEntityIds.length}`;\n if (currentSig !== targetSignature) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const currentRef = world.getComponent(targetEntityId, Object3DRef);\n const currentAnchor: THREE.Object3D | null = currentRef?.object ?? null;\n if (!currentAnchor) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n // Safety: remove any stale mesh set by a concurrent load that\n // raced to completion before this one.\n if (currentComp.instancedMesh) {\n currentAnchor.remove(currentComp.instancedMesh);\n disposeModelGroup(currentComp.instancedMesh);\n currentComp.instancedMesh = null;\n }\n\n const count = Math.max(1, currentComp.instanceEntityIds.length);\n const entries: ModelMeshEntry[] = [];\n\n // Ensure world matrices are up to date before extracting local transforms.\n gltf.scene.updateWorldMatrix(true, true);\n\n gltf.scene.traverse((child) => {\n const meshChild = child as THREE.Mesh;\n if (!meshChild.isMesh) return;\n\n const geometry = meshChild.geometry.clone();\n const sourceMaterial = Array.isArray(meshChild.material)\n ? (meshChild.material as THREE.Material[]).map((m) => m.clone())\n : (meshChild.material as THREE.Material).clone();\n\n meshChild.updateWorldMatrix(true, false);\n const localMatrix = meshChild.matrixWorld.clone();\n\n const instancedMesh = new THREE.InstancedMesh(\n geometry,\n Array.isArray(sourceMaterial)\n ? (sourceMaterial as THREE.Material[])\n : (sourceMaterial as THREE.Material),\n count,\n );\n instancedMesh.castShadow = currentComp.castShadow;\n instancedMesh.receiveShadow = currentComp.receiveShadow;\n\n for (let i = 0; i < count; i++) {\n const instanceEntityId = currentComp.instanceEntityIds[i];\n const instTransform =\n instanceEntityId !== undefined\n ? (world.getComponent(instanceEntityId, TransformComponent) ?? null)\n : null;\n if (instTransform) {\n instanceTransformFromComponent(instTransform, _matrix);\n } else {\n _matrix.identity();\n }\n _modelMatrix.multiplyMatrices(_matrix, localMatrix);\n instancedMesh.setMatrixAt(i, _modelMatrix);\n }\n instancedMesh.instanceMatrix.needsUpdate = true;\n\n entries.push({ localMatrix, instancedMesh });\n });\n\n if (entries.length === 0) {\n this.loadingSignatures.delete(targetEntityId);\n return;\n }\n\n const group = new THREE.Group();\n for (const entry of entries) {\n group.add(entry.instancedMesh);\n }\n\n currentAnchor.add(group);\n currentComp.instancedMesh = group;\n this.modelMeshEntries.set(targetEntityId, entries);\n this.geometrySignatures.set(targetEntityId, targetSignature);\n this.loadingSignatures.delete(targetEntityId);\n })\n .catch(() => {\n this.loadingSignatures.delete(targetEntityId);\n });\n }\n // Skip synchronous build for model kind — wait for async load.\n continue;\n }\n\n // --- Primitive kinds: synchronous build ---\n const count = instanceCount;\n const geometry = buildGeometry(comp);\n const material = new THREE.MeshStandardMaterial({ color: \"#ffffff\" });\n const instancedMesh = new THREE.InstancedMesh(geometry, material, count);\n instancedMesh.castShadow = comp.castShadow;\n instancedMesh.receiveShadow = comp.receiveShadow;\n\n for (let i = 0; i < count; i++) {\n const instanceEntityId = comp.instanceEntityIds[i];\n const instTransform =\n instanceEntityId !== undefined\n ? (world.getComponent(instanceEntityId, TransformComponent) ?? null)\n : null;\n if (instTransform) {\n instanceTransformFromComponent(instTransform, _matrix);\n } else {\n _matrix.identity();\n }\n instancedMesh.setMatrixAt(i, _matrix);\n }\n instancedMesh.instanceMatrix.needsUpdate = true;\n\n anchor.add(instancedMesh);\n comp.instancedMesh = instancedMesh;\n this.geometrySignatures.set(entityId, geometrySignature);\n } else {\n // --- Every-frame matrix update ---\n if (comp.meshKind === \"model\") {\n const entries = this.modelMeshEntries.get(entityId);\n if (entries) {\n const count = comp.instanceEntityIds.length;\n for (const entry of entries) {\n for (let i = 0; i < count; i++) {\n const instanceEntityId = comp.instanceEntityIds[i];\n const instTransform =\n instanceEntityId !== undefined\n ? (world.getComponent(instanceEntityId, TransformComponent) ?? null)\n : null;\n if (instTransform) {\n instanceTransformFromComponent(instTransform, _matrix);\n } else {\n _matrix.identity();\n }\n _modelMatrix.multiplyMatrices(_matrix, entry.localMatrix);\n entry.instancedMesh.setMatrixAt(i, _modelMatrix);\n }\n entry.instancedMesh.instanceMatrix.needsUpdate = true;\n entry.instancedMesh.castShadow = comp.castShadow;\n entry.instancedMesh.receiveShadow = comp.receiveShadow;\n }\n }\n } else {\n const im = comp.instancedMesh as THREE.InstancedMesh;\n const count = comp.instanceEntityIds.length;\n for (let i = 0; i < count; i++) {\n const instanceEntityId = comp.instanceEntityIds[i];\n const instTransform =\n instanceEntityId !== undefined\n ? (world.getComponent(instanceEntityId, TransformComponent) ?? null)\n : null;\n if (instTransform) {\n instanceTransformFromComponent(instTransform, _matrix);\n } else {\n _matrix.identity();\n }\n im.setMatrixAt(i, _matrix);\n }\n im.instanceMatrix.needsUpdate = true;\n im.castShadow = comp.castShadow;\n im.receiveShadow = comp.receiveShadow;\n }\n }\n }\n }\n}\n","import type * as THREE from \"three\";\n\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\nexport class RenderSystem implements EcsSystem {\n private readonly renderer: THREE.WebGLRenderer;\n private readonly scene: THREE.Scene;\n private readonly camera: THREE.PerspectiveCamera;\n private readonly afterRender?: () => void;\n\n constructor(\n renderer: THREE.WebGLRenderer,\n scene: THREE.Scene,\n camera: THREE.PerspectiveCamera,\n afterRender?: () => void,\n ) {\n this.renderer = renderer;\n this.scene = scene;\n this.camera = camera;\n this.afterRender = afterRender;\n }\n\n update(_world: World): void {\n if (this.scene.userData.ecsPostprocessingComposerActive === true) {\n const composer = this.scene.userData.ecsPostprocessingComposer as\n | {\n setSize: (width: number, height: number) => void;\n render: () => void;\n }\n | undefined;\n\n if (composer) {\n const width = Math.max(1, this.renderer.domElement.clientWidth);\n const height = Math.max(1, this.renderer.domElement.clientHeight);\n composer.setSize(width, height);\n composer.render();\n } else {\n this.renderer.render(this.scene, this.camera);\n }\n\n this.afterRender?.();\n return;\n }\n\n this.renderer.render(this.scene, this.camera);\n this.afterRender?.();\n }\n}\n","import type { World } from \"./World\";\nimport { Component } from \"./Component\";\nimport type { CustomEcsSystem } from \"./CustomEcsSystem\";\nimport type { ComponentClass } from \"./worldSnapshotUtils\";\nimport { Object3DRef, ParentId, TransformComponent } from \"./components\";\nimport type { ParentLookup, WorldEntityView } from \"./types\";\nimport * as THREE from \"three\";\n\n/**\n * Base class for all user-authored scripts attached to an entity through a\n * `ScriptComponent`. Subclass `Behaviour` to drive per-frame logic on a single\n * entity with full access to the {@link World}, the entity's\n * {@link TransformComponent}, and its three.js {@link Object3DRef}.\n *\n * @remarks\n * Scripts are dispatched by `ScriptBehaviourSystem` once per frame in this\n * order: {@link Behaviour.init} (first frame only) → {@link Behaviour.onUpdate}.\n * Override {@link Behaviour.onUpdate} for per-frame logic — never override\n * {@link Behaviour.update}, which is the engine-managed entry point.\n *\n * **Editor scripts**: By default, `Behaviour` subclasses do not run inside the\n * editor. Set `executeInEditor: true` on the script entry in the inspector to\n * enable the full lifecycle (`init` → `onUpdate` → `dispose`) while the editor\n * is open. This gives direct access to the Three.js scene, camera, and renderer\n * via {@link World.getScene}, {@link World.getCamera}, and\n * {@link World.getRenderer} — useful for custom shaders, procedural geometry,\n * grass, and any Three.js feature the editor's object palette does not expose.\n * Avoid mutating ECS component state every frame in editor mode, as it creates\n * undo history entries on every tick.\n *\n * The runtime recognizes a script by its **default export** plus the\n * inherited static marker `__reluBehaviourClass`. Do not override the marker.\n *\n * @example\n * ```ts\n * import { Behaviour, type Component } from \"@relu-interactives/spatial-ecs\";\n *\n *\n * export default class Spinner extends Behaviour {\n * data: {\n * speed: number;\n * axis: \"x\" | \"y\" | \"z\";\n * };\n *\n * init() {\n * this.data.speed ??= 1;\n * this.data.axis ??= \"y\";\n * }\n *\n * onUpdate() {\n * this.transform.rotation[this.data.axis] += this.data.speed * this.deltaTime;\n * }\n * }\n * ```\n *\n * @see {@link World}\n * @see {@link TransformComponent}\n * @see {@link Object3DRef}\n *\n * @category Scripting\n */\nexport class Behaviour implements CustomEcsSystem {\n /**\n * Static marker used by `ScriptBehaviourSystem` to detect `Behaviour`\n * subclasses across bundle-identity splits (esbuild may produce a second\n * copy of the package when scripts are bundled, breaking `instanceof`).\n * Inherited by every subclass via the prototype chain.\n *\n * @internal\n */\n static readonly __reluBehaviourClass = true as const;\n\n /**\n * Inspector-bound payload from the entity's `ScriptComponent`. Override the\n * type on subclasses with `declare data: MyDataShape` to get type safety\n * inside hooks. Saved with the project so values persist across reloads.\n */\n data: Component | Record<string, unknown> = {} as Component;\n\n /** Numeric id of the entity this script is attached to. */\n entityId: number;\n\n /** View of the owning entity (id + components) at construction time. */\n entity: WorldEntityView;\n\n /**\n * Live three.js object wrapper for the entity. May be `null` for entities\n * with no scene presence; helpers on this class return `null` in that case.\n */\n threeRef: Object3DRef;\n\n /**\n * The entity's {@link TransformComponent}. Mutating `position`, `rotation`,\n * or `scale` here is picked up the same frame by `TransformSyncSystem`.\n */\n transform: TransformComponent;\n\n /**\n * The owning {@link World}. Refreshed each frame in {@link Behaviour.update}.\n * Use it to query other entities or components.\n */\n world: World;\n\n /**\n * Seconds elapsed since the last frame. Set by the engine before each\n * {@link Behaviour.onUpdate}.\n */\n deltaTime: number = 0;\n\n /**\n * Engine-managed constructor. Hosts (`ScriptBehaviourSystem`) instantiate\n * subclasses with the owning world, the entity id, and the script's `data`\n * payload. User code should not call this directly.\n *\n * @param world - The owning ECS world.\n * @param entityId - The entity this script is bound to.\n * @param component - The `ScriptComponent.data` payload, or any object that\n * should be exposed to the script as `this.data`.\n */\n constructor(\n world: World,\n entityId: number,\n component: Component | Record<string, unknown>,\n ) {\n this.world = world;\n this.entityId = entityId;\n if (component) this.data = component;\n this.entity = this.getEntity()!;\n this.threeRef = this.getComponent(Object3DRef)!;\n this.transform = this.getComponent(TransformComponent)!;\n }\n\n /**\n * Engine-managed per-frame entry point. Refreshes {@link Behaviour.deltaTime}\n * and delegates to {@link Behaviour.onUpdate}.\n *\n * @remarks Do **not** override this method — override\n * {@link Behaviour.onUpdate} instead.\n *\n * @param world - The owning world (may differ from the constructor world\n * after hot reload).\n * @param deltaTime - Seconds since the last frame.\n */\n update(world: World, deltaTime: number): void {\n this.deltaTime = deltaTime;\n this.world = world;\n this.onUpdate();\n }\n\n /**\n * Optional cleanup hook invoked when the script is detached or the entity\n * is destroyed. Override to release timers, listeners, or other resources.\n *\n * @param world - The owning world at disposal time.\n */\n dispose?(world: World): void {\n // Default cleanup: no-op; override in subclasses if needed\n }\n\n /**\n * Returns the entity's world-space position as a new `THREE.Vector3`, or\n * `null` if the entity has no scene presence.\n */\n getWorldPosition(): THREE.Vector3 | null {\n if (!this.threeRef) {\n return null;\n }\n\n const position = new THREE.Vector3();\n this.threeRef.object.getWorldPosition(position);\n\n return position;\n }\n\n /**\n * Returns the entity's forward direction in world space (the +Z axis of its\n * world matrix), or `null` if the entity has no scene presence.\n */\n getWorldDirection(): THREE.Vector3 | null {\n if (!this.threeRef) {\n return null;\n }\n\n const target = new THREE.Vector3();\n this.threeRef.object.getWorldDirection(target);\n\n return target;\n }\n\n /**\n * Returns a unit vector pointing from this entity toward the given world\n * position, or `null` if the entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n */\n directionTo(targetPosition: THREE.Vector3): THREE.Vector3 | null {\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return null;\n }\n\n return targetPosition.clone().sub(currentPosition).normalize();\n }\n\n /**\n * Returns the world-space distance from this entity to the given position,\n * or `null` if the entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n */\n distanceTo(targetPosition: THREE.Vector3): number | null {\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return null;\n }\n\n return currentPosition.distanceTo(targetPosition);\n }\n\n /**\n * Linearly interpolates the entity's position toward `targetPosition` and\n * writes the result back through {@link TransformComponent}. No-op if the\n * entity has no scene presence.\n *\n * @param targetPosition - Destination point in world space.\n * @param alpha - Interpolation factor in [0, 1]. Multiply by `deltaTime`\n * for frame-rate-independent smoothing.\n */\n lerpTo(targetPosition: THREE.Vector3, alpha: number): void {\n if (!this.threeRef) {\n return;\n }\n\n const currentPosition = this.getWorldPosition();\n if (!currentPosition) {\n return;\n }\n\n const newPosition = currentPosition.lerp(targetPosition, alpha);\n this.transform.setPosition(newPosition);\n }\n\n /**\n * Spherically interpolates the entity's rotation toward `targetRotation`\n * and writes the result back through {@link TransformComponent}. No-op if\n * the entity has no scene presence.\n *\n * @param targetRotation - Destination orientation as a quaternion.\n * @param alpha - Interpolation factor in [0, 1].\n */\n slerpTo(targetRotation: THREE.Quaternion, alpha: number): void {\n if (!this.threeRef) {\n return;\n }\n\n const rotation = new THREE.Quaternion();\n\n this.threeRef.object.getWorldQuaternion(rotation);\n rotation.slerp(targetRotation, alpha);\n this.transform.setRotation(rotation);\n }\n\n /**\n * Rotates the entity to face `targetPosition` in world space and writes the\n * resulting orientation back through {@link TransformComponent}. No-op if\n * the entity has no scene presence.\n *\n * @param targetPosition - Point in world space to face.\n */\n lookAt(targetPosition: THREE.Vector3): void {\n if (!this.threeRef) {\n return;\n }\n\n const clone = this.threeRef.object.clone();\n\n const rotation = new THREE.Quaternion();\n clone.lookAt(targetPosition);\n clone.getWorldQuaternion(rotation);\n this.transform.setRotation(rotation);\n }\n\n /** Returns every component currently attached to this entity. */\n getComponents(): Component[] {\n return this.world.getEntityById(this.entityId)?.components ?? [];\n }\n\n /**\n * Returns the entity's component of the given class, or `null` if it has\n * no such component.\n *\n * @typeParam T - Concrete component type.\n * @param componentClass - Component class constructor to look up.\n *\n * @example\n * ```ts\n * const mesh = this.getComponent(MeshComponent);\n * if (mesh) console.log(mesh.geometryRef);\n * ```\n */\n getComponent<T extends Component>(\n componentClass: ComponentClass<T>,\n ): T | null {\n return this.world.getComponent(this.entityId, componentClass) ?? null;\n }\n\n /**\n * Returns the latest {@link WorldEntityView} snapshot for this entity, or\n * `null` if it was destroyed.\n */\n getEntity(): WorldEntityView | null {\n return this.world.getEntityById(this.entityId);\n }\n\n /**\n * Resolves the entity's parent from the {@link ParentId} component, if any.\n *\n * @returns A {@link ParentLookup} with the parent component reference and\n * the parent entity view (or `null` if the entity is at the root).\n */\n getParent(): ParentLookup {\n const parentIdComponent = this.getComponent(ParentId);\n const parentEntityId = parentIdComponent?.value ?? null;\n\n if (parentEntityId === null) {\n return {\n parentIdComponent,\n parent: null,\n };\n }\n\n return {\n parentIdComponent,\n parent: this.world.getEntityById(parentEntityId),\n };\n }\n\n /**\n * Returns every direct child entity of this one (entities whose\n * {@link ParentId} matches `entityId`).\n */\n getChildren(): WorldEntityView[] {\n return this.world.getAllEntities().filter((entity) => {\n const parentIdComponent = entity.components.find(\n (component) => component instanceof ParentId,\n ) as ParentId | undefined;\n\n return parentIdComponent?.value === this.entityId;\n });\n }\n\n /**\n * Called once before the first {@link Behaviour.onUpdate}. Override to\n * default and validate {@link Behaviour.data}, cache references, or set\n * initial state.\n *\n * @remarks\n * Also called in editor mode when `executeInEditor` is `true` on the script\n * entry.\n */\n protected init(): void {\n // Override in subclasses to implement custom startup logic\n }\n\n /**\n * Called every frame while the script is enabled. Override with the\n * script's main per-frame logic.\n *\n * @remarks\n * Also called every frame in editor mode when `executeInEditor` is `true`.\n * Access the Three.js scene with `this.world.getScene()` for editor-only\n * rendering work such as custom shaders or procedural geometry.\n */\n protected onUpdate(): void {\n // Override in subclasses to implement custom behaviour\n }\n\n /** Called when the editor selects this entity. Optional UX hook. */\n onSelect(): void {\n // Override in subclasses to implement custom logic when this behaviour's entity is selected\n }\n\n /** Called when the editor deselects this entity. Optional UX hook. */\n onDeselect(): void {\n // Override in subclasses to implement custom logic when this behaviour's entity is deselected\n }\n\n /**\n * Called when an image-tracking target this entity depends on becomes\n * visible. Optional AR hook.\n *\n * @param target - The newly-visible target entity view.\n */\n onTargetFound(target: WorldEntityView): void {\n // Override in subclasses to implement custom logic when a target is found\n }\n\n /**\n * Called when an image-tracking target this entity depends on is lost.\n * Optional AR hook.\n *\n * @param target - The target entity view that became invisible.\n */\n onTargetLost(target: WorldEntityView): void {\n // Override in subclasses to implement custom logic when a target is lost\n }\n}\n","import * as THREE from \"three\";\nimport { Behaviour } from \"../Behaviour\";\nimport { Component } from \"../Component\";\nimport { ScriptComponent } from \"../components\";\nimport type { ScriptEntry } from \"../components/ScriptComponent\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\ntype BehaviourCtor = new (\n world: World,\n entityId: number,\n component: Component | Record<string, unknown>,\n) => Behaviour;\n\ntype ActiveScript = {\n entityId: number;\n scriptComponent: ScriptComponent;\n entryIndex: number;\n scriptEntry: ScriptEntry;\n};\n\ntype ScriptInstanceRecord = {\n entityId: number;\n scriptUrl: string;\n className: string;\n entryIndex: number;\n behaviour: Behaviour;\n rawData: Record<string, unknown>;\n};\n\nfunction toErrorMessage(error: unknown): string {\n const sanitize = (value: string): string =>\n value\n .replace(/localasset:\\/\\/[^/]+\\//g, \"localasset://\")\n .replace(/\\/Users\\/[^\\s)]+/g, \"[local path]\");\n\n if (error instanceof Error && error.message) {\n return sanitize(error.message);\n }\n\n if (typeof error === \"string\" && error) {\n return sanitize(error);\n }\n\n return \"Unknown script error.\";\n}\n\nfunction buildInstanceKey(entityId: number, scriptUrl: string, className: string): string {\n return `${entityId}:${scriptUrl}:${className}`;\n}\n\nfunction resolveBehaviourCtor(\n moduleValue: Record<string, unknown>,\n className: string,\n): BehaviourCtor | null {\n const named = moduleValue[className];\n const fallback = moduleValue.default;\n const candidate =\n typeof named === \"function\"\n ? named\n : typeof fallback === \"function\"\n ? fallback\n : null;\n\n if (!candidate) {\n return null;\n }\n\n if (!(candidate.prototype instanceof Behaviour)) {\n // Fallback: esbuild may bundle a second copy of @relu-interactives/spatial-ecs into\n // the script blob, breaking the instanceof identity check. The static __reluBehaviourClass\n // marker is inherited through the class prototype chain, so it survives the identity split.\n const isBehaviourSubclass =\n !!(candidate as { __reluBehaviourClass?: unknown }).__reluBehaviourClass;\n if (!isBehaviourSubclass) {\n return null;\n }\n }\n\n return candidate as BehaviourCtor;\n}\n\nfunction normalizeScriptData(value: unknown): Record<string, unknown> {\n return value && typeof value === \"object\" && !Array.isArray(value)\n ? (value as Record<string, unknown>)\n : {};\n}\n\nfunction isPlainObject(value: unknown): value is Record<string, unknown> {\n return Boolean(value) && typeof value === \"object\" && !Array.isArray(value);\n}\n\nfunction mergeValueByDefaultShape(defaultValue: unknown, currentValue: unknown): unknown {\n if (Array.isArray(defaultValue)) {\n return Array.isArray(currentValue) ? currentValue : defaultValue;\n }\n\n if (isPlainObject(defaultValue)) {\n if (!isPlainObject(currentValue)) {\n return defaultValue;\n }\n\n const next: Record<string, unknown> = {};\n for (const key of Object.keys(defaultValue)) {\n next[key] = mergeValueByDefaultShape(defaultValue[key], currentValue[key]);\n }\n return next;\n }\n\n if (typeof defaultValue === \"number\") {\n return typeof currentValue === \"number\" ? currentValue : defaultValue;\n }\n\n if (typeof defaultValue === \"string\") {\n return typeof currentValue === \"string\" ? currentValue : defaultValue;\n }\n\n if (typeof defaultValue === \"boolean\") {\n return typeof currentValue === \"boolean\" ? currentValue : defaultValue;\n }\n\n if (defaultValue === null) {\n return currentValue !== undefined ? currentValue : null;\n }\n\n return typeof currentValue === \"undefined\" ? defaultValue : currentValue;\n}\n\nfunction mergeDataByCurrentDefaults(\n defaults: Record<string, unknown>,\n current: Record<string, unknown>,\n): Record<string, unknown> {\n const next: Record<string, unknown> = {};\n\n for (const key of Object.keys(defaults)) {\n next[key] = mergeValueByDefaultShape(defaults[key], current[key]);\n }\n\n return next;\n}\n\nfunction isRawEntityInput(value: unknown): value is { type: string; value: number | null } {\n if (!isPlainObject(value)) return false;\n return (value as Record<string, unknown>).type === \"entity\";\n}\n\nfunction isRawComponentInput(value: unknown): boolean {\n if (!isPlainObject(value)) return false;\n return (value as Record<string, unknown>).type === \"component\";\n}\n\nfunction findComponentByKind(components: Component[], componentKind: string): Component | null {\n return (\n components.find(\n (c) =>\n c.constructor.name === `${componentKind}Component` ||\n c.constructor.name === componentKind,\n ) ?? null\n );\n}\n\nfunction resolveInputData(world: World, rawData: Record<string, unknown>): Record<string, unknown> {\n const resolved: Record<string, unknown> = { ...rawData };\n for (const [key, value] of Object.entries(rawData)) {\n if (isRawEntityInput(value)) {\n const entityId = (value as { type: string; value: number | null }).value;\n const entityView = typeof entityId === \"number\" ? world.getEntityById(entityId) : null;\n resolved[key] = { ...(value as object), value: entityView };\n } else if (isRawComponentInput(value)) {\n const ref = (value as Record<string, unknown>).value;\n if (\n isPlainObject(ref) &&\n typeof (ref as Record<string, unknown>).entityId === \"number\" &&\n typeof (ref as Record<string, unknown>).componentKind === \"string\"\n ) {\n const { entityId: refEntityId, componentKind } = ref as {\n entityId: number;\n componentKind: string;\n };\n const entityView = world.getEntityById(refEntityId);\n const component = entityView\n ? findComponentByKind(entityView.components, componentKind)\n : null;\n resolved[key] = { ...(value as object), value: component };\n }\n }\n }\n return resolved;\n}\n\nfunction serializeDataForStorage(\n rawData: Record<string, unknown>,\n behaviourData: Record<string, unknown>,\n): Record<string, unknown> {\n const result: Record<string, unknown> = { ...behaviourData };\n for (const [key, rawValue] of Object.entries(rawData)) {\n if (isRawEntityInput(rawValue) || isRawComponentInput(rawValue)) {\n result[key] = rawValue;\n }\n }\n return result;\n}\n\nfunction normalizeEntry(\n value: Partial<ScriptEntry> | undefined,\n fallbackEntityId: number,\n): ScriptEntry {\n return {\n entityId: typeof value?.entityId === \"number\" ? value.entityId : fallbackEntityId,\n className: typeof value?.className === \"string\" ? value.className : \"\",\n scriptUrl: typeof value?.scriptUrl === \"string\" ? value.scriptUrl : \"\",\n enabled: typeof value?.enabled === \"boolean\" ? value.enabled : true,\n executeInEditor: typeof value?.executeInEditor === \"boolean\" ? value.executeInEditor : false,\n data: normalizeScriptData(value?.data),\n runtimeState:\n value?.runtimeState === \"idle\" ||\n value?.runtimeState === \"loading\" ||\n value?.runtimeState === \"ready\" ||\n value?.runtimeState === \"error\"\n ? value.runtimeState\n : undefined,\n runtimeMessage: typeof value?.runtimeMessage === \"string\" ? value.runtimeMessage : undefined,\n };\n}\n\nfunction readScriptEntries(component: ScriptComponent, entityId: number): ScriptEntry[] {\n if (Array.isArray(component.entries) && component.entries.length > 0) {\n return component.entries\n .map((entry) => normalizeEntry(entry as Partial<ScriptEntry>, entityId))\n .filter((entry) => entry.className || entry.scriptUrl);\n }\n\n return [];\n}\n\nfunction writeScriptEntries(component: ScriptComponent, entries: ScriptEntry[]): void {\n const normalized = entries.map((entry) => normalizeEntry(entry, entry.entityId));\n component.entries = normalized;\n\n const active = normalized[0];\n if (!active) {\n component.scriptInstance = null;\n }\n}\n\ntype ModuleLoader = (scriptUrl: string) => Promise<Record<string, unknown>>;\n\nasync function defaultModuleLoader(scriptUrl: string): Promise<Record<string, unknown>> {\n return (await import(/* webpackIgnore: true */ scriptUrl)) as Record<string, unknown>;\n}\n\n/**\n * Optional context that enables raycast-based onSelect / onDeselect dispatch.\n * When provided, pointer/touch taps on the canvas fire a raycast against the\n * scene. If the hit object (or any ancestor) carries userData.entityId, every\n * Behaviour instance for that entity receives onSelect(); the previously\n * selected entity's instances receive onDeselect().\n */\nexport type SelectionContext = {\n camera: THREE.Camera;\n scene: THREE.Scene;\n domElement: HTMLElement;\n};\n\nexport class ScriptBehaviourSystem implements EcsSystem {\n private instances = new Map<string, ScriptInstanceRecord>();\n private loading = new Map<string, Promise<void>>();\n private readonly moduleLoader: ModuleLoader;\n\n // Raycast-based onSelect / onDeselect support\n private readonly selectionCtx: SelectionContext | null;\n private readonly raycaster: THREE.Raycaster;\n private readonly ndcPointer: THREE.Vector2;\n private selectedEntityId: number | null = null;\n // undefined = nothing queued; null = queued \"deselect all\"; number = queued entity\n private pendingEntityId: number | null | undefined = undefined;\n private pointerDownPos: { x: number; y: number } | null = null;\n private static readonly CLICK_THRESHOLD = 6;\n\n constructor(moduleLoader?: ModuleLoader, selectionContext?: SelectionContext) {\n this.moduleLoader = moduleLoader ?? defaultModuleLoader;\n this.selectionCtx = selectionContext ?? null;\n this.raycaster = new THREE.Raycaster();\n this.ndcPointer = new THREE.Vector2();\n if (this.selectionCtx) {\n this.selectionCtx.domElement.addEventListener(\"pointerdown\", this.onPointerDown);\n this.selectionCtx.domElement.addEventListener(\"pointerup\", this.onPointerUp);\n }\n }\n\n // ── Raycast selection helpers ──────────────────────────────────────────────\n\n /** Walk up the object hierarchy to find the nearest userData.entityId. */\n private resolveEntityId(object: THREE.Object3D): number | null {\n let current: THREE.Object3D | null = object;\n while (current) {\n const id = current.userData?.entityId;\n if (typeof id === \"number\") return id;\n current = current.parent;\n }\n return null;\n }\n\n /** Convert client (screen) coordinates to normalised device coordinates. */\n private toNdc(clientX: number, clientY: number): void {\n if (!this.selectionCtx) return;\n const rect = this.selectionCtx.domElement.getBoundingClientRect();\n this.ndcPointer.x = ((clientX - rect.left) / rect.width) * 2 - 1;\n this.ndcPointer.y = -((clientY - rect.top) / rect.height) * 2 + 1;\n }\n\n /** Fire raycast and queue the result to be dispatched in the next update(). */\n private queueRaycast(clientX: number, clientY: number): void {\n if (!this.selectionCtx) return;\n this.toNdc(clientX, clientY);\n this.raycaster.setFromCamera(this.ndcPointer, this.selectionCtx.camera);\n const hits = this.raycaster.intersectObjects(this.selectionCtx.scene.children, true);\n for (const hit of hits) {\n // Skip editor-only helpers (grid, transform gizmo, etc.)\n if (hit.object.userData?.ecsPreviewHidden) continue;\n const entityId = this.resolveEntityId(hit.object);\n if (entityId !== null) {\n this.pendingEntityId = entityId;\n return;\n }\n }\n // Clicked empty space → queue deselect\n this.pendingEntityId = null;\n }\n\n private onPointerDown = (event: PointerEvent): void => {\n this.pointerDownPos = { x: event.clientX, y: event.clientY };\n };\n\n private onPointerUp = (event: PointerEvent): void => {\n if (!this.pointerDownPos) return;\n const dx = event.clientX - this.pointerDownPos.x;\n const dy = event.clientY - this.pointerDownPos.y;\n this.pointerDownPos = null;\n // Ignore drag gestures — only fire for taps / clicks\n if (Math.sqrt(dx * dx + dy * dy) > ScriptBehaviourSystem.CLICK_THRESHOLD) return;\n this.queueRaycast(event.clientX, event.clientY);\n };\n\n /**\n * Apply a queued selection change.\n * Calls onDeselect() on all behaviours of the previous entity and\n * onSelect() on all behaviours of the newly selected entity.\n */\n private applySelection(nextEntityId: number | null): void {\n if (nextEntityId === this.selectedEntityId) return;\n const prevEntityId = this.selectedEntityId;\n this.selectedEntityId = nextEntityId;\n\n if (prevEntityId !== null) {\n for (const record of this.instances.values()) {\n if (record.entityId === prevEntityId) {\n try {\n record.behaviour.onDeselect();\n } catch {}\n }\n }\n }\n\n if (nextEntityId !== null) {\n for (const record of this.instances.values()) {\n if (record.entityId === nextEntityId) {\n try {\n record.behaviour.onSelect();\n } catch {}\n }\n }\n }\n }\n\n // ── ECS lifecycle ──────────────────────────────────────────────────────────\n\n update(world: World, deltaTime: number): void {\n // Dispatch any queued raycast selection before running behaviour updates\n if (this.pendingEntityId !== undefined) {\n const next = this.pendingEntityId;\n this.pendingEntityId = undefined;\n this.applySelection(next);\n }\n\n const active = new Map<string, ActiveScript>();\n const entityIds = world.query(ScriptComponent);\n\n for (const entityId of entityIds) {\n const scriptComponent = world.getComponent(entityId, ScriptComponent);\n if (!scriptComponent) {\n continue;\n }\n\n const entries = readScriptEntries(scriptComponent, entityId);\n if (entries.length === 0) {\n scriptComponent.scriptInstance = null;\n continue;\n }\n\n const nextEntries = [...entries];\n let hasEnabledScript = false;\n\n for (let entryIndex = 0; entryIndex < nextEntries.length; entryIndex += 1) {\n const entry = nextEntries[entryIndex];\n // In editor mode, only run scripts that have explicitly opted in via executeInEditor.\n const skipInEditor = world.isEditorMode() && !entry.executeInEditor;\n if (!entry.enabled || !entry.scriptUrl || skipInEditor) {\n nextEntries[entryIndex] = {\n ...entry,\n runtimeState: skipInEditor ? \"idle\" : \"idle\",\n runtimeMessage: undefined,\n };\n continue;\n }\n\n hasEnabledScript = true;\n const key = buildInstanceKey(entityId, entry.scriptUrl, entry.className);\n active.set(key, {\n entityId,\n scriptComponent,\n entryIndex,\n scriptEntry: entry,\n });\n }\n\n writeScriptEntries(scriptComponent, nextEntries);\n if (!hasEnabledScript) {\n scriptComponent.scriptInstance = null;\n }\n }\n\n for (const [key, record] of this.instances.entries()) {\n const script = active.get(key);\n if (!script) {\n const liveComponent = world.getComponent(record.entityId, ScriptComponent);\n if (liveComponent) {\n if (record.entryIndex === 0) {\n liveComponent.scriptInstance = null;\n }\n liveComponent.scriptInstances.delete(record.entryIndex);\n }\n\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n continue;\n }\n\n const entries = readScriptEntries(script.scriptComponent, script.entityId);\n const liveEntry = entries[script.entryIndex];\n if (!liveEntry) {\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n continue;\n }\n\n // Skip behaviour update for invisible entities. The instance is kept alive\n // so scripts resume immediately when the entity becomes visible again.\n if (!world.isEntityVisible(record.entityId)) {\n continue;\n }\n\n try {\n script.scriptComponent.scriptInstance =\n script.entryIndex === 0 ? record.behaviour : script.scriptComponent.scriptInstance;\n script.scriptComponent.scriptInstances.set(script.entryIndex, record.behaviour);\n\n entries[script.entryIndex] = {\n ...liveEntry,\n data: serializeDataForStorage(record.rawData, normalizeScriptData(record.behaviour.data)),\n };\n\n record.behaviour.update(world, deltaTime);\n\n entries[script.entryIndex] = {\n ...entries[script.entryIndex],\n data: serializeDataForStorage(record.rawData, normalizeScriptData(record.behaviour.data)),\n runtimeState: \"ready\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(script.scriptComponent, entries);\n } catch (error) {\n entries[script.entryIndex] = {\n ...entries[script.entryIndex],\n runtimeState: \"error\",\n runtimeMessage: toErrorMessage(error),\n };\n writeScriptEntries(script.scriptComponent, entries);\n if (script.entryIndex === 0) {\n script.scriptComponent.scriptInstance = null;\n }\n record.behaviour.dispose?.(world);\n this.instances.delete(key);\n }\n }\n\n // If the selected entity no longer has any loaded behaviour instances,\n // clear the selection so stale state does not persist.\n if (this.selectedEntityId !== null) {\n let stillActive = false;\n for (const record of this.instances.values()) {\n if (record.entityId === this.selectedEntityId) {\n stillActive = true;\n break;\n }\n }\n if (!stillActive) {\n this.selectedEntityId = null;\n }\n }\n\n for (const [key, script] of active.entries()) {\n if (this.instances.has(key) || this.loading.has(key)) {\n continue;\n }\n\n const entries = readScriptEntries(script.scriptComponent, script.entityId);\n const targetEntry = entries[script.entryIndex];\n if (targetEntry) {\n entries[script.entryIndex] = {\n ...targetEntry,\n runtimeState: \"loading\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(script.scriptComponent, entries);\n }\n\n const promise = this.loadBehaviour(world, script)\n .catch((error) => {\n const liveEntries = readScriptEntries(script.scriptComponent, script.entityId);\n const liveEntry = liveEntries[script.entryIndex];\n if (liveEntry) {\n liveEntries[script.entryIndex] = {\n ...liveEntry,\n runtimeState: \"error\",\n runtimeMessage: \"Failed to load script.\",\n };\n writeScriptEntries(script.scriptComponent, liveEntries);\n }\n if (script.entryIndex === 0) {\n script.scriptComponent.scriptInstance = null;\n }\n console.error(\n `[ScriptBehaviourSystem] Failed loading script ${script.scriptEntry.className}`,\n error,\n );\n })\n .finally(() => {\n this.loading.delete(key);\n });\n\n this.loading.set(key, promise);\n }\n\n for (const key of this.loading.keys()) {\n if (active.has(key)) {\n continue;\n }\n\n this.loading.delete(key);\n }\n }\n\n dispose(world: World): void {\n if (this.selectionCtx) {\n this.selectionCtx.domElement.removeEventListener(\"pointerdown\", this.onPointerDown);\n this.selectionCtx.domElement.removeEventListener(\"pointerup\", this.onPointerUp);\n }\n\n for (const record of this.instances.values()) {\n const liveComponent = world.getComponent(record.entityId, ScriptComponent);\n if (liveComponent) {\n if (record.entryIndex === 0) {\n liveComponent.scriptInstance = null;\n }\n liveComponent.scriptInstances.delete(record.entryIndex);\n }\n\n record.behaviour.dispose?.(world);\n }\n\n this.instances.clear();\n this.loading.clear();\n }\n\n private async loadBehaviour(world: World, script: ActiveScript): Promise<void> {\n const { entityId, scriptComponent, entryIndex, scriptEntry } = script;\n const key = buildInstanceKey(\n entityId,\n scriptEntry.scriptUrl,\n scriptEntry.className,\n );\n\n const moduleValue = await this.moduleLoader(scriptEntry.scriptUrl);\n\n const ctor = resolveBehaviourCtor(moduleValue, scriptEntry.className);\n if (!ctor) {\n throw new Error(\n `Missing Behaviour export '${scriptEntry.className}' in ${scriptEntry.scriptUrl}`,\n );\n }\n\n if (!world.hasEntity(entityId)) {\n return;\n }\n\n const liveComponent = world.getComponent(entityId, ScriptComponent);\n\n if (!liveComponent) {\n return;\n }\n\n const liveEntries = readScriptEntries(liveComponent, entityId);\n const liveEntry = liveEntries[entryIndex];\n\n if (\n !liveEntry ||\n !liveEntry.enabled ||\n !liveEntry.scriptUrl ||\n liveEntry.scriptUrl !== scriptEntry.scriptUrl ||\n liveEntry.className !== scriptEntry.className\n ) {\n return;\n }\n\n const currentData = normalizeScriptData(liveEntry.data);\n\n let behaviour: Behaviour;\n try {\n // Prefer undefined so Behaviour does not preempt script class defaults.\n behaviour = new ctor(\n world,\n entityId,\n undefined as unknown as Record<string, unknown>,\n );\n } catch {\n // Fallback for scripts that require a component object in constructor.\n behaviour = new ctor(world, entityId, currentData);\n }\n\n const defaults = normalizeScriptData(behaviour.data);\n const mergedData = mergeDataByCurrentDefaults(defaults, currentData);\n const resolvedData = resolveInputData(world, mergedData);\n\n behaviour.data = resolvedData;\n\n if (!world.isEditorMode() || liveEntry.executeInEditor === true) {\n (behaviour as unknown as { init(): void }).init();\n }\n\n liveEntries[entryIndex] = {\n ...liveEntry,\n data: mergedData,\n runtimeState: \"ready\",\n runtimeMessage: undefined,\n };\n writeScriptEntries(liveComponent, liveEntries);\n if (entryIndex === 0) {\n liveComponent.scriptInstance = behaviour;\n }\n liveComponent.scriptInstances.set(entryIndex, behaviour);\n this.instances.set(key, {\n entityId,\n scriptUrl: scriptEntry.scriptUrl,\n className: scriptEntry.className,\n entryIndex,\n behaviour,\n rawData: mergedData,\n });\n }\n}\n","import { Object3DRef } from \"../components/Object3DRef\";\nimport { TransformComponent } from \"../components/Transform\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport { applyTransform } from \"./ObjectManagementSystem\";\n\nexport class TransformSyncSystem implements EcsSystem {\n update(world: World): void {\n const entities = world.query(TransformComponent, Object3DRef);\n\n for (const entityId of entities) {\n const transform = world.getComponent(entityId, TransformComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object;\n\n if (!transform || !object) {\n continue;\n }\n\n applyTransform(object, transform);\n object.updateMatrixWorld(true);\n }\n }\n}\n","import * as THREE from \"three\";\n\nimport { AudioComponent } from \"../components/Audio\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n/** Subset of `AudioComponent.options` that the system syncs to THREE.js every frame. */\ntype TrackedAudioOptions = {\n loop: boolean;\n pitch: number;\n volume: number;\n refDistance: number;\n distanceModel: string;\n rolloffFactor: number;\n};\n\nfunction snapshotOptions(opts: AudioComponent[\"options\"]): TrackedAudioOptions {\n return {\n loop: opts.loop,\n pitch: opts.pitch,\n volume: opts.volume,\n refDistance: opts.refDistance,\n distanceModel: opts.distanceModel,\n rolloffFactor: opts.rolloffFactor,\n };\n}\n\n/**\n * Reconciles `AudioComponent` state with the underlying THREE.js audio objects\n * each frame.\n *\n * **Playback** — drives `play()`, `pause()`, and `stop()` on the THREE.js\n * audio node based on the `isPlaying` / `isPaused` flags set by\n * `AudioComponent.play()`, `.pause()`, and `.stop()`.\n *\n * **Option sync** — detects changes to `loop`, `pitch`, `volume`,\n * `refDistance`, `distanceModel`, and `rolloffFactor` and applies them live.\n * Changes take effect on the next frame, so scripts and inspector edits during\n * runtime are reflected without reloading the scene.\n *\n * Only active in **preview** mode (`isEditor: true` makes every update a\n * no-op so the editor is unaffected).\n *\n * @category Systems\n */\nexport class AudioSystem implements EcsSystem {\n private readonly isEditor: boolean;\n /** THREE.js `isPlaying` state captured at the end of the previous frame. */\n private readonly prevPlayingState = new Map<number, boolean>();\n /** Snapshot of options applied in the previous frame, for change detection. */\n private readonly prevOptions = new Map<number, TrackedAudioOptions>();\n\n constructor({ isEditor = false }: { isEditor?: boolean } = {}) {\n this.isEditor = isEditor;\n }\n\n update(world: World, _deltaTime: number): void {\n if (this.isEditor) return;\n\n const entities = world.query(AudioComponent);\n\n // Track which entities are still alive so we can prune stale map entries.\n const liveEntityIds = new Set(entities);\n\n for (const entityId of entities) {\n const component = world.getComponent(entityId, AudioComponent);\n if (!component?.audio) continue;\n\n const sound = component.audio;\n\n // Skip audio updates for invisible entities; stop any sound that is\n // currently playing so it does not continue while the entity is hidden.\n if (!world.isEntityVisible(entityId)) {\n if (sound.isPlaying) sound.stop();\n continue;\n }\n\n // --- Option sync ---------------------------------------------------\n this._syncOptions(entityId, component, sound);\n\n // --- Playback reconciliation ----------------------------------------\n const prevWasPlaying = this.prevPlayingState.get(entityId) ?? false;\n\n // Detect natural audio end: THREE.js stopped on its own (e.g. a\n // non-looping clip finished) while the component still believes it is\n // playing.\n if (prevWasPlaying && !sound.isPlaying && component.isPlaying && !component.isPaused) {\n component.isPlaying = false;\n }\n\n if (component.isPlaying && !sound.isPlaying) {\n // Wait for a buffer to be available; the system will retry each frame\n // until it is ready, so autoplay / programmatic play always fires.\n if (sound.buffer) {\n sound.play();\n }\n } else if (!component.isPlaying && sound.isPlaying) {\n if (component.isPaused) {\n sound.pause();\n } else {\n sound.stop();\n }\n }\n\n this.prevPlayingState.set(entityId, sound.isPlaying);\n }\n\n // Remove tracking entries for entities that no longer exist.\n for (const entityId of this.prevPlayingState.keys()) {\n if (!liveEntityIds.has(entityId)) {\n this.prevPlayingState.delete(entityId);\n this.prevOptions.delete(entityId);\n }\n }\n }\n\n /** Apply any changed options from the component to the THREE.js audio node. */\n private _syncOptions(\n entityId: number,\n component: AudioComponent,\n sound: THREE.Audio<GainNode> | THREE.PositionalAudio,\n ): void {\n const opts = component.options;\n const prev = this.prevOptions.get(entityId);\n\n if (!prev || prev.loop !== opts.loop) {\n sound.setLoop(opts.loop);\n }\n\n if (!prev || prev.pitch !== opts.pitch) {\n sound.setPlaybackRate(opts.pitch);\n }\n\n if (!prev || prev.volume !== opts.volume) {\n sound.setVolume(opts.volume);\n }\n\n // Positional-only properties — guarded by both the options flag and the\n // THREE.js class check so neither can cause a spurious call.\n if (opts.positional && sound instanceof THREE.PositionalAudio) {\n if (!prev || prev.refDistance !== opts.refDistance) {\n sound.setRefDistance(opts.refDistance);\n }\n\n if (!prev || prev.distanceModel !== opts.distanceModel) {\n sound.setDistanceModel(opts.distanceModel as DistanceModelType);\n }\n\n if (!prev || prev.rolloffFactor !== opts.rolloffFactor) {\n sound.setRolloffFactor(opts.rolloffFactor);\n }\n }\n\n this.prevOptions.set(entityId, snapshotOptions(opts));\n }\n\n dispose(_world: World): void {\n this.prevPlayingState.clear();\n this.prevOptions.clear();\n }\n}\n","import * as THREE from \"three\";\n\nimport { VideoComponent } from \"../components/Video\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n/** Subset of `VideoComponent.options` the system syncs to the DOM / mesh each frame. */\ntype TrackedVideoOptions = {\n loop: boolean;\n volume: number;\n width: number;\n height: number;\n backgroundColor: string;\n similarity: number;\n smoothness: number;\n spill: number;\n positional: boolean;\n refDistance: number;\n distanceModel: string;\n rolloffFactor: number;\n};\n\n/** Playback intent captured from the previous frame for transition detection. */\ntype PrevVideoIntent = {\n isPlaying: boolean;\n isPaused: boolean;\n};\n\nfunction snapshotOptions(opts: VideoComponent[\"options\"]): TrackedVideoOptions {\n return {\n loop: opts.loop,\n volume: opts.volume,\n width: opts.width,\n height: opts.height,\n backgroundColor: opts.backgroundColor,\n similarity: opts.similarity,\n smoothness: opts.smoothness,\n spill: opts.spill,\n positional: opts.positional,\n refDistance: opts.refDistance,\n distanceModel: opts.distanceModel,\n rolloffFactor: opts.rolloffFactor,\n };\n}\n\n/**\n * Reconciles `VideoComponent` state with the underlying HTML video element\n * and THREE.js mesh/material each frame.\n *\n * **Playback** — drives `play()`, `pause()`, and stop (pause + seek to 0) on\n * the HTML `<video>` element based on the `isPlaying` / `isPaused` flags set\n * by `VideoComponent.play()`, `.pause()`, and `.stop()`.\n *\n * **Option sync** — detects changes to `loop`, `volume`, `width`, `height`,\n * and green-screen shader uniforms (`backgroundColor`, `similarity`,\n * `smoothness`, `spill`) and applies them live without a scene reload.\n *\n * Only active in **preview** mode (`isEditor: true` makes every update a\n * no-op so the editor is unaffected).\n *\n * @category Systems\n */\nexport class VideoSystem implements EcsSystem {\n private readonly isEditor: boolean;\n /** Playback intent captured at the end of the previous frame. */\n private readonly prevIntent = new Map<number, PrevVideoIntent>();\n /** Snapshot of options applied in the previous frame, for change detection. */\n private readonly prevOptions = new Map<number, TrackedVideoOptions>();\n\n constructor({ isEditor = false }: { isEditor?: boolean } = {}) {\n this.isEditor = isEditor;\n }\n\n update(world: World, _deltaTime: number): void {\n if (this.isEditor) return;\n\n const entities = world.query(VideoComponent);\n\n // Track which entities are still alive so we can prune stale map entries.\n const liveEntityIds = new Set(entities);\n\n for (const entityId of entities) {\n const component = world.getComponent(entityId, VideoComponent);\n if (!component?.videoElement) continue;\n\n const video = component.videoElement;\n\n // Skip video updates for invisible entities; pause playback so the video\n // does not continue running while the entity is hidden.\n if (!world.isEntityVisible(entityId)) {\n if (!video.paused) video.pause();\n continue;\n }\n\n // --- Option sync ---------------------------------------------------\n this._syncOptions(entityId, component, video);\n\n // --- Playback reconciliation ----------------------------------------\n const prev = this.prevIntent.get(entityId) ?? { isPlaying: false, isPaused: false };\n\n // Detect natural video end: the element paused on its own (non-looping\n // clip finished) while the component still believes it is playing.\n if (prev.isPlaying && video.paused && !video.seeking && component.isPlaying && !component.isPaused) {\n component.isPlaying = false;\n }\n\n const isStoppedNow = !component.isPlaying && !component.isPaused;\n const wasStoppedPrev = !prev.isPlaying && !prev.isPaused;\n // True only on the first frame after `stop()` is called — used to reset\n // currentTime exactly once rather than every frame.\n const justStopped = !wasStoppedPrev && isStoppedNow;\n\n if (component.isPlaying) {\n if (video.paused) {\n // play() returns a Promise; browsers may reject it due to autoplay\n // policy. The flag stays true so the system retries next frame.\n video.play().catch(() => {});\n }\n } else if (component.isPaused) {\n if (!video.paused) {\n video.pause();\n }\n } else {\n // Stopped state — pause and reset position.\n if (!video.paused) {\n video.pause();\n }\n if (justStopped) {\n video.currentTime = 0;\n }\n }\n\n this.prevIntent.set(entityId, {\n isPlaying: component.isPlaying,\n isPaused: component.isPaused,\n });\n }\n\n // Remove tracking entries for entities that no longer exist.\n for (const entityId of this.prevIntent.keys()) {\n if (!liveEntityIds.has(entityId)) {\n this.prevIntent.delete(entityId);\n this.prevOptions.delete(entityId);\n }\n }\n }\n\n /** Apply any changed options from the component to the video element and mesh. */\n private _syncOptions(\n entityId: number,\n component: VideoComponent,\n video: HTMLVideoElement,\n ): void {\n const opts = component.options;\n const prev = this.prevOptions.get(entityId);\n\n if (!prev || prev.loop !== opts.loop) {\n video.loop = opts.loop;\n }\n\n // Volume: prefer the Web Audio gain node when present so that positional\n // attenuation is applied correctly. Fall back to the HTML element directly\n // when no audio node exists (e.g. in editor mode, should rarely occur here\n // since VideoSystem is a no-op in editor).\n if (!prev || prev.volume !== opts.volume) {\n if (component.audioNode) {\n component.audioNode.setVolume(Math.max(0, Math.min(1, opts.volume)));\n } else {\n video.volume = Math.max(0, Math.min(1, opts.volume));\n }\n }\n\n // Mesh scale for width / height.\n if ((!prev || prev.width !== opts.width || prev.height !== opts.height) && component.object) {\n component.object.scale.set(opts.width, opts.height, 1);\n }\n\n // Green-screen shader uniforms — only when the material is a ShaderMaterial.\n const material = component.material;\n if (material instanceof THREE.ShaderMaterial) {\n if (!prev || prev.backgroundColor !== opts.backgroundColor) {\n (material.uniforms.keyColor.value as THREE.Color).set(opts.backgroundColor);\n }\n\n if (!prev || prev.similarity !== opts.similarity) {\n material.uniforms.similarity.value = opts.similarity;\n }\n\n if (!prev || prev.smoothness !== opts.smoothness) {\n material.uniforms.smoothness.value = opts.smoothness;\n }\n\n if (!prev || prev.spill !== opts.spill) {\n material.uniforms.spill.value = opts.spill;\n }\n }\n\n // Positional audio options — only when the audioNode is a PositionalAudio.\n if (opts.positional && component.audioNode instanceof THREE.PositionalAudio) {\n const posAudio = component.audioNode;\n\n if (!prev || prev.refDistance !== opts.refDistance) {\n posAudio.setRefDistance(opts.refDistance);\n }\n\n if (!prev || prev.distanceModel !== opts.distanceModel) {\n posAudio.setDistanceModel(opts.distanceModel as DistanceModelType);\n }\n\n if (!prev || prev.rolloffFactor !== opts.rolloffFactor) {\n posAudio.setRolloffFactor(opts.rolloffFactor);\n }\n }\n\n this.prevOptions.set(entityId, snapshotOptions(opts));\n }\n\n dispose(_world: World): void {\n this.prevIntent.clear();\n this.prevOptions.clear();\n }\n}\n"]}
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