@relu-interactives/spatial-ecs 0.2.8 → 0.2.10

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.
@@ -253,10 +253,19 @@ function cloneHistoryValue(value, seen = /* @__PURE__ */ new WeakMap()) {
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  return cloneArray;
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  }
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  const prototype = Object.getPrototypeOf(objectValue);
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+ const constructorName = objectValue.constructor?.name;
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  const shouldCloneWithPrototype = objectValue instanceof Component || prototype === Object.prototype || prototype === null;
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  if (!shouldCloneWithPrototype) {
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  return value;
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  }
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+ if (constructorName === "InstancedMeshComponent") {
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+ const cloneObject2 = Object.create(prototype);
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+ seen.set(objectValue, cloneObject2);
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+ for (const key of Object.keys(objectValue)) {
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+ cloneObject2[key] = key === "instancedMesh" ? null : cloneHistoryValue(objectValue[key], seen);
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+ }
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+ return cloneObject2;
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+ }
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  const cloneObject = Object.create(prototype);
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  seen.set(objectValue, cloneObject);
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  for (const key of Object.keys(objectValue)) {
@@ -267,5 +276,5 @@ function cloneHistoryValue(value, seen = /* @__PURE__ */ new WeakMap()) {
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  __name(cloneHistoryValue, "cloneHistoryValue");
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  export { DEBUG_CHANGE_IGNORED_SYSTEMS, cloneHistoryValue, normalizeDebugValue };
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- //# sourceMappingURL=chunk-PHIEXEKJ.js.map
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- //# sourceMappingURL=chunk-PHIEXEKJ.js.map
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+ //# sourceMappingURL=chunk-R2WMVXZZ.js.map
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+ //# sourceMappingURL=chunk-R2WMVXZZ.js.map
@@ -0,0 +1 @@
1
+ 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{ Component } from \"./Component\";\nimport type { EntityId } from \"./types\";\n\nexport type ComponentClass<T extends Component> = new (...args: never[]) => T;\nexport type AnyComponent = Component;\n\nexport type WorldHistorySnapshot = {\n selectedEntityId: EntityId | null;\n entities: EntityId[];\n nextEntityId: number;\n components: Array<{\n componentType: ComponentClass<AnyComponent>;\n entries: Array<{\n entityId: EntityId;\n component: AnyComponent;\n }>;\n }>;\n};\n\nexport const DEBUG_CHANGE_IGNORED_SYSTEMS = new Set<string>([\n \"OrbitCameraSystem\",\n \"PhysicsSyncSystem\",\n]);\n\ntype NormalizeContext = {\n seen: WeakSet<object>;\n depth: number;\n maxDepth: number;\n};\n\nexport function normalizeDebugValue(\n value: unknown,\n ctx: NormalizeContext,\n): unknown {\n if (value === null || value === undefined) {\n return value;\n }\n\n const valueType = typeof value;\n if (\n valueType === \"string\" ||\n valueType === \"number\" ||\n valueType === \"boolean\"\n ) {\n return value;\n }\n\n if (valueType === \"function\") {\n const fn = value as (...args: unknown[]) => unknown;\n return `[Function:${fn.name || \"anonymous\"}]`;\n }\n\n if (value instanceof Date) {\n return value.toISOString();\n }\n\n if (valueType !== \"object\") {\n return String(value);\n }\n\n const objectValue = value as Record<string, unknown>;\n\n const constructorName =\n objectValue.constructor?.name && objectValue.constructor.name !== \"Object\"\n ? objectValue.constructor.name\n : null;\n\n if (constructorName === \"AnimationClip\") {\n return {\n __type: \"AnimationClip\",\n name: typeof objectValue.name === \"string\" ? objectValue.name : \"\",\n };\n }\n\n if (constructorName === \"AnimationStateMachine\") {\n const clipValue =\n objectValue.clip && typeof objectValue.clip === \"object\"\n ? (objectValue.clip as Record<string, unknown>)\n : null;\n\n return {\n __type: \"AnimationStateMachine\",\n name: typeof objectValue.name === \"string\" ? objectValue.name : \"\",\n loop: Boolean(objectValue.loop),\n isPlaying: Boolean(objectValue.isPlaying),\n isPaused: Boolean(objectValue.isPaused),\n clip: {\n __type: \"AnimationClip\",\n name: typeof clipValue?.name === \"string\" ? clipValue.name : \"\",\n },\n };\n }\n\n if (constructorName === \"AnimationComponent\") {\n const clips = Array.isArray(objectValue.clips)\n ? objectValue.clips\n .map((clip) => {\n if (!clip || typeof clip !== \"object\") {\n return null;\n }\n\n const clipValue = clip as Record<string, unknown>;\n return {\n __type: \"AnimationClip\",\n name: typeof clipValue.name === \"string\" ? clipValue.name : \"\",\n };\n })\n .filter((clip): clip is { __type: \"AnimationClip\"; name: string } => clip !== null)\n : [];\n\n const availableClips = Array.isArray(objectValue.availableClips)\n ? objectValue.availableClips.filter(\n (entry): entry is string => typeof entry === \"string\" && entry.length > 0,\n )\n : clips.map((clip) => clip.name).filter((name) => name.length > 0);\n\n const externalClipSources = Array.isArray(objectValue.externalClipSources)\n ? objectValue.externalClipSources.filter(\n (entry): entry is string => typeof entry === \"string\" && entry.length > 0,\n )\n : [];\n\n const states = Array.isArray(objectValue.states)\n ? objectValue.states\n .map((state) => {\n if (!state || typeof state !== \"object\") {\n return null;\n }\n\n const stateValue = state as Record<string, unknown>;\n const clipValue =\n stateValue.clip && typeof stateValue.clip === \"object\"\n ? (stateValue.clip as Record<string, unknown>)\n : null;\n\n const name = typeof stateValue.name === \"string\" ? stateValue.name : \"\";\n const clip = typeof clipValue?.name === \"string\" ? clipValue.name : \"\";\n if (!name || !clip) {\n return null;\n }\n\n return {\n name,\n clip,\n clipId:\n typeof stateValue.clipId === \"string\" && stateValue.clipId.length > 0\n ? stateValue.clipId\n : null,\n loop: Boolean(stateValue.loop),\n };\n })\n .filter(\n (\n state,\n ): state is {\n name: string;\n clip: string;\n clipId: string | null;\n loop: boolean;\n } => state !== null,\n )\n : [];\n\n const activeValue =\n objectValue.active && typeof objectValue.active === \"object\"\n ? (objectValue.active as Record<string, unknown>)\n : null;\n\n const activeStateName =\n typeof objectValue.activeStateName === \"string\"\n ? objectValue.activeStateName\n : typeof activeValue?.name === \"string\"\n ? activeValue.name\n : null;\n\n return {\n __type: \"AnimationComponent\",\n clips,\n availableClips,\n externalClipSources,\n states,\n activeStateName,\n paused: Boolean(objectValue.paused),\n reverse: Boolean(objectValue.reverse),\n timeScale:\n typeof objectValue.timeScale === \"number\" && Number.isFinite(objectValue.timeScale)\n ? objectValue.timeScale\n : 1,\n crossFadeDuration:\n typeof objectValue.crossFadeDuration === \"number\" &&\n Number.isFinite(objectValue.crossFadeDuration)\n ? Math.max(0, objectValue.crossFadeDuration)\n : 0,\n };\n }\n if (constructorName === \"InstanceSlotComponent\") {\n return {\n __type: \"InstanceSlotComponent\",\n groupEntityId:\n typeof objectValue.groupEntityId === \"number\"\n ? objectValue.groupEntityId\n : -1,\n slotIndex:\n typeof objectValue.slotIndex === \"number\"\n ? objectValue.slotIndex\n : 0,\n };\n }\n if (constructorName === \"InstancedMeshComponent\") {\n // Only serialize the authoring fields. The live `instancedMesh` Three.js\n // ref changes on every geometry rebuild and must not enter the debug\n // snapshot — doing so would cause WorldChangeDetectionSystem to flood\n // the undo history with spurious entries.\n const imCtx: NormalizeContext = {\n seen: ctx.seen,\n depth: ctx.depth + 1,\n maxDepth: ctx.maxDepth,\n };\n return {\n __type: \"InstancedMeshComponent\",\n meshKind: typeof objectValue.meshKind === \"string\" ? objectValue.meshKind : \"cube\",\n modelPath: typeof objectValue.modelPath === \"string\" ? objectValue.modelPath : \"\",\n meshParameters: normalizeDebugValue(objectValue.meshParameters, imCtx),\n castShadow: Boolean(objectValue.castShadow),\n receiveShadow: Boolean(objectValue.receiveShadow),\n instanceEntityIds: Array.isArray(objectValue.instanceEntityIds)\n ? [...(objectValue.instanceEntityIds as number[])]\n : [],\n };\n }\n\n if (constructorName === \"PhysicsComponent\") {\n // `collider` Rapier references change every physics frame and must not\n // be included in the debug snapshot, otherwise the WorldChangeDetection-\n // System would detect a change every frame and flood the undo history.\n return {\n __type: \"PhysicsComponent\",\n values: normalizeDebugValue(objectValue.values, {\n seen: ctx.seen,\n depth: ctx.depth + 1,\n maxDepth: ctx.maxDepth,\n }),\n };\n }\n\n if (constructorName === \"MaterialComponent\") {\n // Only serialize the authoring `values` state. The live Three.js\n // `material` / `materials` objects mutate after transparency is toggled\n // (shader recompilation flags, `needsUpdate`, etc.) and must not be\n // included in the debug snapshot — doing so causes the\n // WorldChangeDetectionSystem to detect a spurious change every frame.\n return {\n __type: \"MaterialComponent\",\n values: normalizeDebugValue(objectValue.values, {\n seen: ctx.seen,\n depth: ctx.depth + 1,\n maxDepth: ctx.maxDepth,\n }),\n };\n }\n\n if (constructorName === \"VideoComponent\") {\n // Only serialize `path` and `options`. The live runtime fields\n // (`object`, `videoElement`, `texture`, `material`, `audioNode`) change\n // during video load/playback and must not be included in the debug\n // snapshot — doing so causes WorldChangeDetectionSystem to detect a\n // spurious change on every frame while a video is loading or playing.\n return {\n __type: \"VideoComponent\",\n path: typeof objectValue.path === \"string\" ? objectValue.path : \"\",\n options: normalizeDebugValue(objectValue.options, {\n seen: ctx.seen,\n depth: ctx.depth + 1,\n maxDepth: ctx.maxDepth,\n }),\n };\n }\n\n if (ctx.seen.has(objectValue)) {\n return \"[Circular]\";\n }\n\n if (ctx.depth >= ctx.maxDepth) {\n return constructorName\n ? `[MaxDepth:${constructorName}]`\n : \"[MaxDepth:Object]\";\n }\n\n if (objectValue.nodeType === 1 && typeof objectValue.tagName === \"string\") {\n return `[HTMLElement:${String(objectValue.tagName)}]`;\n }\n\n if (objectValue.isObject3D === true) {\n const position = objectValue.position as\n | { x?: number; y?: number; z?: number }\n | undefined;\n\n return {\n __type: \"Object3D\",\n objectType: objectValue.type,\n name: objectValue.name,\n uuid: objectValue.uuid,\n position:\n position &&\n typeof position.x === \"number\" &&\n typeof position.y === \"number\" &&\n typeof position.z === \"number\"\n ? {\n x: position.x,\n y: position.y,\n z: position.z,\n }\n : undefined,\n };\n }\n\n ctx.seen.add(objectValue);\n const nextContext: NormalizeContext = {\n seen: ctx.seen,\n depth: ctx.depth + 1,\n maxDepth: ctx.maxDepth,\n };\n\n if (Array.isArray(objectValue)) {\n return objectValue.map((item) => normalizeDebugValue(item, nextContext));\n }\n\n if (objectValue instanceof Map) {\n return {\n __type: \"Map\",\n entries: [...objectValue.entries()].map(([key, mapValue]) => [\n normalizeDebugValue(key, nextContext),\n normalizeDebugValue(mapValue, nextContext),\n ]),\n };\n }\n\n if (objectValue instanceof Set) {\n return {\n __type: \"Set\",\n values: [...objectValue.values()].map((setValue) =>\n normalizeDebugValue(setValue, nextContext),\n ),\n };\n }\n\n const normalized: Record<string, unknown> = {};\n const keys = Object.keys(objectValue).sort((a, b) => a.localeCompare(b));\n for (const key of keys) {\n normalized[key] = normalizeDebugValue(objectValue[key], nextContext);\n }\n\n return constructorName\n ? {\n __type: constructorName,\n ...normalized,\n }\n : normalized;\n}\n\nfunction shouldPreserveReference(value: object): boolean {\n const objectValue = value as Record<string, unknown>;\n\n if (objectValue.isObject3D === true) {\n return true;\n }\n\n if (objectValue.nodeType === 1 && typeof objectValue.tagName === \"string\") {\n return true;\n }\n\n return false;\n}\n\nexport function cloneHistoryValue<T>(\n value: T,\n seen: WeakMap<object, unknown> = new WeakMap<object, unknown>(),\n): T {\n if (value === null || value === undefined) {\n return value;\n }\n\n const valueType = typeof value;\n if (\n valueType === \"string\" ||\n valueType === \"number\" ||\n valueType === \"boolean\" ||\n valueType === \"bigint\" ||\n valueType === \"symbol\" ||\n valueType === \"function\"\n ) {\n return value;\n }\n\n if (value instanceof Date) {\n return new Date(value.getTime()) as T;\n }\n\n if (valueType !== \"object\") {\n return value;\n }\n\n const objectValue = value as Record<string, unknown>;\n\n if (shouldPreserveReference(objectValue)) {\n return value;\n }\n\n const seenValue = seen.get(objectValue);\n if (seenValue !== undefined) {\n return seenValue as T;\n }\n\n if (Array.isArray(objectValue)) {\n const cloneArray: unknown[] = [];\n seen.set(objectValue, cloneArray);\n\n for (const item of objectValue) {\n cloneArray.push(cloneHistoryValue(item, seen));\n }\n\n return cloneArray as T;\n }\n\n const prototype = Object.getPrototypeOf(objectValue);\n const constructorName = objectValue.constructor?.name;\n const shouldCloneWithPrototype =\n objectValue instanceof Component ||\n prototype === Object.prototype ||\n prototype === null;\n\n if (!shouldCloneWithPrototype) {\n return value;\n }\n\n // Null out live Three.js refs on known components so history snapshots never\n // carry a stale/disposed reference that would cause ghost meshes on undo/redo.\n // InstancedMeshSystem tracks its own mesh ref internally for cleanup.\n if (constructorName === \"InstancedMeshComponent\") {\n const cloneObject = Object.create(prototype) as Record<string, unknown>;\n seen.set(objectValue, cloneObject);\n for (const key of Object.keys(objectValue)) {\n cloneObject[key] =\n key === \"instancedMesh\" ? null : cloneHistoryValue(objectValue[key], seen);\n }\n return cloneObject as T;\n }\n\n const cloneObject = Object.create(prototype) as Record<string, unknown>;\n seen.set(objectValue, cloneObject);\n\n for (const key of Object.keys(objectValue)) {\n cloneObject[key] = cloneHistoryValue(objectValue[key], seen);\n }\n\n return cloneObject as T;\n}\n"]}
@@ -2373,6 +2373,15 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2373
2373
  this.loadingSignatures = /* @__PURE__ */ new Map();
2374
2374
  /** Per-mesh data for model kind, populated after GLTF load. */
2375
2375
  this.modelMeshEntries = /* @__PURE__ */ new Map();
2376
+ /**
2377
+ * System-internal ref to the Three.js mesh/group most recently placed on
2378
+ * the anchor by this system. Used for cleanup on rebuild instead of
2379
+ * `comp.instancedMesh`, which can be stale (pointing to a disposed mesh)
2380
+ * after an undo/redo restores a history snapshot captured at an earlier
2381
+ * geometry configuration. Relying on the stale comp ref would skip removal
2382
+ * of the current live mesh → ghost mesh in the scene.
2383
+ */
2384
+ this.trackedMeshes = /* @__PURE__ */ new Map();
2376
2385
  }
2377
2386
  update(world) {
2378
2387
  const entityIds = world.query(InstancedMeshComponent);
@@ -2386,6 +2395,9 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2386
2395
  for (const trackedId of this.modelMeshEntries.keys()) {
2387
2396
  if (!alive.has(trackedId)) this.modelMeshEntries.delete(trackedId);
2388
2397
  }
2398
+ for (const trackedId of this.trackedMeshes.keys()) {
2399
+ if (!alive.has(trackedId)) this.trackedMeshes.delete(trackedId);
2400
+ }
2389
2401
  for (const entityId of entityIds) {
2390
2402
  const comp = world.getComponent(
2391
2403
  entityId,
@@ -2397,22 +2409,34 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2397
2409
  if (!anchor) continue;
2398
2410
  const instanceCount = comp.instanceEntityIds.length;
2399
2411
  const geometrySignature = comp.meshKind === "model" ? `model:${comp.modelPath}:${instanceCount}` : `${comp.meshKind}:${JSON.stringify(comp.meshParameters)}:${instanceCount}`;
2412
+ if (comp.instancedMesh === null) {
2413
+ const tracked = this.trackedMeshes.get(entityId);
2414
+ if (tracked) {
2415
+ comp.instancedMesh = tracked;
2416
+ }
2417
+ }
2400
2418
  const pendingLoadSignature = this.loadingSignatures.get(entityId);
2401
- const needsRebuild = (comp.instancedMesh === null || this.geometrySignatures.get(entityId) !== geometrySignature) && pendingLoadSignature !== geometrySignature;
2419
+ const needsRebuild = (!this.trackedMeshes.has(entityId) || this.geometrySignatures.get(entityId) !== geometrySignature) && pendingLoadSignature !== geometrySignature;
2402
2420
  if (needsRebuild) {
2403
- if (comp.instancedMesh) {
2404
- anchor.remove(comp.instancedMesh);
2405
- if (comp.instancedMesh.isInstancedMesh) {
2406
- disposePrimitiveInstancedMesh(comp.instancedMesh);
2421
+ const trackedMesh = this.trackedMeshes.get(entityId);
2422
+ if (trackedMesh) {
2423
+ anchor.remove(trackedMesh);
2424
+ if (trackedMesh.isInstancedMesh) {
2425
+ disposePrimitiveInstancedMesh(trackedMesh);
2407
2426
  } else {
2408
- disposeModelGroup(comp.instancedMesh);
2427
+ disposeModelGroup(trackedMesh);
2409
2428
  }
2410
- comp.instancedMesh = null;
2429
+ this.trackedMeshes.delete(entityId);
2411
2430
  }
2431
+ comp.instancedMesh = null;
2412
2432
  if (pendingLoadSignature !== void 0 && pendingLoadSignature !== geometrySignature) {
2413
2433
  this.loadingSignatures.delete(entityId);
2414
2434
  this.modelMeshEntries.delete(entityId);
2415
2435
  }
2436
+ if (instanceCount === 0) {
2437
+ this.geometrySignatures.set(entityId, geometrySignature);
2438
+ continue;
2439
+ }
2416
2440
  if (comp.meshKind === "model") {
2417
2441
  if (comp.modelPath && !this.loadingSignatures.has(entityId)) {
2418
2442
  this.loadingSignatures.set(entityId, geometrySignature);
@@ -2490,6 +2514,7 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2490
2514
  currentComp.instancedMesh = group;
2491
2515
  this.modelMeshEntries.set(targetEntityId, entries);
2492
2516
  this.geometrySignatures.set(targetEntityId, targetSignature);
2517
+ this.trackedMeshes.set(targetEntityId, group);
2493
2518
  this.loadingSignatures.delete(targetEntityId);
2494
2519
  }).catch(() => {
2495
2520
  this.loadingSignatures.delete(targetEntityId);
@@ -2497,7 +2522,7 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2497
2522
  }
2498
2523
  continue;
2499
2524
  }
2500
- const count = Math.max(1, instanceCount);
2525
+ const count = instanceCount;
2501
2526
  const geometry = buildGeometry(comp);
2502
2527
  const material = new THREE7.MeshStandardMaterial({ color: "#ffffff" });
2503
2528
  const instancedMesh = new THREE7.InstancedMesh(geometry, material, count);
@@ -2516,6 +2541,7 @@ var _InstancedMeshSystem = class _InstancedMeshSystem {
2516
2541
  instancedMesh.instanceMatrix.needsUpdate = true;
2517
2542
  anchor.add(instancedMesh);
2518
2543
  comp.instancedMesh = instancedMesh;
2544
+ this.trackedMeshes.set(entityId, instancedMesh);
2519
2545
  this.geometrySignatures.set(entityId, geometrySignature);
2520
2546
  } else {
2521
2547
  if (comp.meshKind === "model") {
@@ -3593,5 +3619,5 @@ __name(_VideoSystem, "VideoSystem");
3593
3619
  var VideoSystem = _VideoSystem;
3594
3620
 
3595
3621
  export { AnimationSystem, AudioSystem, Behaviour, CameraSyncSystem, EnvironmentSyncSystem, InputSystem, InstancedMeshSystem, KeyboardKeys, LightSyncSystem, MaterialSyncSystem, MeshGeometrySystem, ObjectVisibilitySystem, PhysicsSyncSystem, PostprocessingSyncSystem, RenderSystem, ScriptBehaviourSystem, TransformSyncSystem, VideoSystem };
3596
- //# sourceMappingURL=chunk-TVBWYIGY.js.map
3597
- //# sourceMappingURL=chunk-TVBWYIGY.js.map
3622
+ //# sourceMappingURL=chunk-Y7KXYSPD.js.map
3623
+ //# sourceMappingURL=chunk-Y7KXYSPD.js.map