@relu-interactives/spatial-ecs 0.3.6 → 0.3.7
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/{chunk-WRJ2K3LZ.js → chunk-O6FJA4XW.js} +84 -16
- package/dist/chunk-O6FJA4XW.js.map +1 -0
- package/dist/{index-C5FrDt3z.d.cts → index-B9nwRDf9.d.cts} +22 -0
- package/dist/{index-BpbmZuOz.d.ts → index-_q9TVDI5.d.ts} +22 -0
- package/dist/index.cjs +82 -14
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +2 -2
- package/dist/index.d.ts +2 -2
- package/dist/index.js +2 -2
- package/dist/systems/index.cjs +82 -14
- package/dist/systems/index.cjs.map +1 -1
- package/dist/systems/index.d.cts +1 -1
- package/dist/systems/index.d.ts +1 -1
- package/dist/systems/index.js +1 -1
- package/package.json +1 -1
- package/dist/chunk-WRJ2K3LZ.js.map +0 -1
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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) ? 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[];\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 // While an immersive session presents, three owns the render camera's\n // projection: it copies the XR projection matrix onto it and derives `fov`\n // from it every frame. Re-applying the authored fov/aspect here would both\n // fight that and — because the signature includes camera state three keeps\n // changing — invalidate the dirty-check on every single frame.\n // `near`/`far` are still honoured: three READS them off this camera to build\n // the XR render state, so we leave the rest of the sync alone and only skip\n // the camera three has taken over.\n const xrCamera = world.isXrPresenting() ? world.getCamera() : null;\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 if (xrCamera !== null && camera === xrCamera) {\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 setPhysicsLiveRef,\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\ntype TriMeshPart = {\n positionAttribute: THREE.BufferAttribute | THREE.InterleavedBufferAttribute;\n indexAttribute: THREE.BufferAttribute | null;\n positionCount: number;\n indexCount: number;\n relativeMatrix: THREE.Matrix4;\n signature: string;\n};\n\ntype TriMeshParts = {\n parts: TriMeshPart[];\n scale: { x: number; y: number; z: number };\n signature: string;\n};\n\n/**\n * Gather every mesh under the entity as a trimesh part (relative matrix +\n * geometry refs) plus the entity's world scale. Cheap — no vertex work — so it\n * can run per frame to detect changes; `createTriMeshData` does the heavy\n * merge only when the signature actually changed.\n *\n * Rapier bodies carry position+rotation only (no scale), so the entity's world\n * scale must be BAKED into the trimesh vertices — that is what makes a scaled\n * mesh's collider match what is rendered, and what lets users \"scale\" a\n * trimesh by scaling the entity. Mirrors `computeColliderState`'s abs/zero\n * guards for primitive shapes.\n */\nexport function collectTriMeshParts(\n object: THREE.Object3D | null,\n): TriMeshParts | null {\n if (!object) {\n return null;\n }\n\n object.updateWorldMatrix(true, true);\n\n const worldScale = new THREE.Vector3();\n object.getWorldScale(worldScale);\n const scale = {\n x: Math.abs(worldScale.x) || 1,\n y: Math.abs(worldScale.y) || 1,\n z: Math.abs(worldScale.z) || 1,\n };\n\n const worldToObject = new THREE.Matrix4().copy(object.matrixWorld).invert();\n\n const parts: TriMeshPart[] = [];\n object.traverse((child) => {\n if (!(child instanceof THREE.Mesh) || !child.geometry) {\n return;\n }\n\n const geometry = child.geometry;\n const positionAttribute = geometry.getAttribute(\"position\");\n if (!positionAttribute || positionAttribute.itemSize < 3) {\n return;\n }\n const positionCount = positionAttribute.count;\n if (positionCount < 3) {\n return;\n }\n\n const indexAttribute = geometry.getIndex();\n const indexCount = indexAttribute\n ? indexAttribute.count\n : Math.floor(positionCount / 3) * 3;\n if (indexCount < 3) {\n return;\n }\n\n const relativeMatrix = new THREE.Matrix4().multiplyMatrices(\n worldToObject,\n child.matrixWorld,\n );\n const matrixSignature = relativeMatrix.elements\n .map((value) => value.toFixed(5))\n .join(\",\");\n\n parts.push({\n positionAttribute,\n indexAttribute,\n positionCount,\n indexCount,\n relativeMatrix,\n signature: `${child.uuid}:${geometry.uuid}:${positionCount}:${indexCount}:${matrixSignature}`,\n });\n });\n\n if (parts.length === 0) {\n return null;\n }\n\n // The relative matrices are invariant under the entity's own scale, so the\n // scale must be part of the signature for a rescale to trigger a rebuild.\n const scaleSignature = `${scale.x.toFixed(5)},${scale.y.toFixed(5)},${scale.z.toFixed(5)}`;\n return {\n parts,\n scale,\n signature: `${scaleSignature}|${parts.map((p) => p.signature).join(\"|\")}`,\n };\n}\n\n/** Merge all collected mesh parts into one scaled vertex/index trimesh buffer. */\nexport function createTriMeshData(\n collected: TriMeshParts | null,\n): TriMeshData | null {\n if (!collected) {\n return null;\n }\n\n const { parts, scale } = collected;\n let vertexTotal = 0;\n let indexTotal = 0;\n for (const part of parts) {\n vertexTotal += part.positionCount;\n indexTotal += part.indexCount;\n }\n if (vertexTotal < 3 || indexTotal < 3) {\n return null;\n }\n\n const vertices = new Float32Array(vertexTotal * 3);\n const indices = new Uint32Array(indexTotal);\n const point = new THREE.Vector3();\n let vertexOffset = 0;\n let indexOffset = 0;\n\n for (const part of parts) {\n const { positionAttribute, indexAttribute, relativeMatrix } = part;\n for (let index = 0; index < part.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 = (vertexOffset + index) * 3;\n vertices[outputIndex] = point.x * scale.x;\n vertices[outputIndex + 1] = point.y * scale.y;\n vertices[outputIndex + 2] = point.z * scale.z;\n }\n\n if (indexAttribute) {\n for (let index = 0; index < part.indexCount; index += 1) {\n indices[indexOffset + index] = vertexOffset + indexAttribute.getX(index);\n }\n } else {\n for (let index = 0; index < part.indexCount; index += 1) {\n indices[indexOffset + index] = vertexOffset + index;\n }\n }\n\n vertexOffset += part.positionCount;\n indexOffset += part.indexCount;\n }\n\n return { vertices, indices, signature: collected.signature };\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 setPhysicsLiveRef(physics, \"rigidBody\", null);\n setPhysicsLiveRef(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 setPhysicsLiveRef(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 setPhysicsLiveRef(physics, \"rigidBody\", null);\n setPhysicsLiveRef(physics, \"collider\", null);\n continue;\n }\n\n setPhysicsLiveRef(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 // Cheap per-frame collect (matrices + counts only); the heavy vertex merge\n // runs only when the signature changes (mesh load, edit, entity rescale).\n const triMeshParts =\n effectiveCollider.shape === \"trimesh\" ? collectTriMeshParts(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 setPhysicsLiveRef(physics, \"collider\", null);\n continue;\n }\n\n const colliderSignature = `${JSON.stringify(effectiveCollider)}:${triMeshParts?.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 createTriMeshData(triMeshParts),\n );\n const createdCollider = physicsWorld.createCollider(colliderDesc, body);\n this.colliderHandles.set(entityId, createdCollider.handle);\n this.colliderSignatures.set(entityId, colliderSignature);\n setPhysicsLiveRef(physics, \"collider\", createdCollider);\n } else {\n const colliderHandle = this.colliderHandles.get(entityId);\n setPhysicsLiveRef(\n physics,\n \"collider\",\n typeof colliderHandle === \"number\"\n ? (physicsWorld.getCollider(colliderHandle) ?? null)\n : null,\n );\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 // three r178+: MultiplyBlending and SubtractiveBlending only produce the\n // correct result when the material is premultiplied. Both are user-selectable\n // in the inspector, so derive the flag instead of leaving it at the default —\n // otherwise every material set to Multiply/Subtract renders wrong.\n target.premultipliedAlpha =\n value.blending === THREE.MultiplyBlending ||\n value.blending === THREE.SubtractiveBlending;\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\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 // Resolved per call so a setDracoDecoderPath() override made after\n // module load still takes effect.\n dracoLoader.setDecoderPath(resolveDracoDecoderPath());\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 * System-internal ref to the Three.js mesh/group most recently placed on\n * the anchor by this system. Used for cleanup on rebuild instead of\n * `comp.instancedMesh`, which can be stale (pointing to a disposed mesh)\n * after an undo/redo restores a history snapshot captured at an earlier\n * geometry configuration. Relying on the stale comp ref would skip removal\n * of the current live mesh → ghost mesh in the scene.\n */\n private readonly trackedMeshes = new Map<number, THREE.Object3D>();\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 for (const trackedId of this.trackedMeshes.keys()) {\n if (!alive.has(trackedId)) this.trackedMeshes.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 // Re-sync comp.instancedMesh from system tracking when it has been\n // nulled out by an undo/redo snapshot restore (cloneHistoryValue sets it\n // to null to prevent stale Three.js refs in history). Without this the\n // every-frame matrix-update path below would crash on a null ref.\n if (comp.instancedMesh === null) {\n const tracked = this.trackedMeshes.get(entityId);\n if (tracked) {\n comp.instancedMesh = tracked;\n }\n }\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 // Use trackedMeshes (system-internal) instead of comp.instancedMesh: after an\n // undo/redo the component ref is null (cleared by cloneHistoryValue) even when\n // the mesh hasn't changed, so relying on comp.instancedMesh would force a needless\n // rebuild (and disposal/creation cycle) on every transform undo.\n const pendingLoadSignature = this.loadingSignatures.get(entityId);\n const needsRebuild =\n (!this.trackedMeshes.has(entityId) || this.geometrySignatures.get(entityId) !== geometrySignature) &&\n pendingLoadSignature !== geometrySignature;\n\n if (needsRebuild) {\n // Dispose previous container using the system-internal tracked ref.\n // comp.instancedMesh may point to a stale/disposed mesh after an\n // undo/redo restores a snapshot — using it for cleanup would leave the\n // current live mesh in the anchor, producing a ghost.\n const trackedMesh = this.trackedMeshes.get(entityId);\n if (trackedMesh) {\n anchor.remove(trackedMesh);\n if ((trackedMesh as THREE.InstancedMesh).isInstancedMesh) {\n disposePrimitiveInstancedMesh(trackedMesh as THREE.InstancedMesh);\n } else {\n disposeModelGroup(trackedMesh);\n }\n this.trackedMeshes.delete(entityId);\n }\n comp.instancedMesh = null;\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.trackedMeshes.set(targetEntityId, group);\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.trackedMeshes.set(entityId, 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 { ParentId } from \"../components\";\nimport type { EntityId } from \"../types\";\nimport type { World } from \"../World\";\n\n/**\n * Collect the given roots plus every descendant, BFS parent-first, using the\n * `ParentId` component edges. Parent-first ordering matters: serialization\n * renumbers ids in this order and instantiation creates entities in file\n * order, so parents always exist before their children are linked.\n */\nexport function collectEntitySubtree(\n world: World,\n rootIds: EntityId[],\n): EntityId[] {\n // Build a parent → children index once instead of scanning per node.\n const childrenByParent = new Map<EntityId, EntityId[]>();\n for (const entityId of world.query(ParentId)) {\n const parentId = world.getComponent(entityId, ParentId)?.value;\n if (parentId === null || parentId === undefined) {\n continue;\n }\n const siblings = childrenByParent.get(parentId);\n if (siblings) {\n siblings.push(entityId);\n } else {\n childrenByParent.set(parentId, [entityId]);\n }\n }\n\n const ordered: EntityId[] = [];\n const seen = new Set<EntityId>();\n const queue = [...rootIds];\n\n while (queue.length > 0) {\n const entityId = queue.shift() as EntityId;\n if (seen.has(entityId)) {\n continue;\n }\n seen.add(entityId);\n ordered.push(entityId);\n\n const children = childrenByParent.get(entityId);\n if (children) {\n queue.push(...children.sort((a, b) => a - b));\n }\n }\n\n return ordered;\n}\n","import type { EcsWorldComponentSnapshot, HydrationPayload } from \"./types\";\n\nexport function 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\nexport function readString(value: unknown): string | null {\n if (typeof value === \"string\") {\n return value;\n }\n\n const record = asRecord(value);\n if (!record) {\n return null;\n }\n\n return typeof record.value === \"string\" ? record.value : null;\n}\n\nexport function readTransform(value: unknown): HydrationPayload[\"transform\"] {\n const record = asRecord(value);\n if (!record) {\n return undefined;\n }\n\n const position = asRecord(record.position);\n const rotation = asRecord(record.rotation);\n const scale = asRecord(record.scale);\n\n return {\n position: position\n ? {\n x: typeof position.x === \"number\" ? position.x : undefined,\n y: typeof position.y === \"number\" ? position.y : undefined,\n z: typeof position.z === \"number\" ? position.z : undefined,\n }\n : undefined,\n rotation: rotation\n ? {\n x: typeof rotation.x === \"number\" ? rotation.x : undefined,\n y: typeof rotation.y === \"number\" ? rotation.y : undefined,\n z: typeof rotation.z === \"number\" ? rotation.z : undefined,\n }\n : undefined,\n scale: scale\n ? {\n x: typeof scale.x === \"number\" ? scale.x : undefined,\n y: typeof scale.y === \"number\" ? scale.y : undefined,\n z: typeof scale.z === \"number\" ? scale.z : undefined,\n }\n : undefined,\n };\n}\n\nexport function readByComponent(\n components: EcsWorldComponentSnapshot[],\n componentName: string,\n): Map<number, unknown> {\n const component = components.find((entry) => entry.component === componentName);\n const map = new Map<number, unknown>();\n\n if (!component) {\n return map;\n }\n\n for (const entry of component.entries) {\n map.set(entry.entityId, entry.value);\n }\n\n return map;\n}\n\nexport function readBoolean(value: unknown): boolean | undefined {\n return typeof value === \"boolean\" ? value : undefined;\n}\n\nexport function readNumber(value: unknown): number | undefined {\n return typeof value === \"number\" ? value : undefined;\n}\n","import type { EcsWorldStateSnapshotLike, ComponentValueMaps } from \"./types\";\nimport { readByComponent } from \"./readers\";\n\nexport function buildComponentValueMaps(\n snapshot: EcsWorldStateSnapshotLike,\n): ComponentValueMaps {\n return {\n object3DRefValues: readByComponent(snapshot.components, \"Object3DRef\"),\n nameValues: readByComponent(snapshot.components, \"Name\"),\n transformValues: readByComponent(snapshot.components, \"TransformComponent\"),\n modelValues: readByComponent(snapshot.components, \"ModelComponent\"),\n imageValues: readByComponent(snapshot.components, \"ImageComponent\"),\n spriteValues: readByComponent(snapshot.components, \"SpriteComponent\"),\n videoValues: readByComponent(snapshot.components, \"VideoComponent\"),\n cameraValues: readByComponent(snapshot.components, \"CameraComponent\"),\n environmentValues: readByComponent(snapshot.components, \"Environment\"),\n postprocessingValues: readByComponent(snapshot.components, \"Postprocessing\"),\n audioValues: readByComponent(snapshot.components, \"AudioComponent\"),\n imageTargetValues: readByComponent(snapshot.components, \"ImageTarget\"),\n lightValues: readByComponent(snapshot.components, \"LightComponent\"),\n materialValues: readByComponent(snapshot.components, \"MaterialComponent\"),\n meshGeometryValues: readByComponent(snapshot.components, \"MeshGeometryComponent\"),\n selectableValues: readByComponent(snapshot.components, \"Selectable\"),\n physicsValues: readByComponent(snapshot.components, \"PhysicsComponent\"),\n animationValues: readByComponent(snapshot.components, \"AnimationComponent\"),\n imageTargetAnchorValues: readByComponent(snapshot.components, \"ImageTargetAnchor\"),\n scriptValues: readByComponent(snapshot.components, \"ScriptComponent\"),\n scriptObjectValues: readByComponent(\n snapshot.components,\n \"ScriptObjectComponent\",\n ),\n xrRigValues: readByComponent(snapshot.components, \"XRRigComponent\"),\n vrTeleportAreaValues: readByComponent(\n snapshot.components,\n \"VRTeleportAreaComponent\",\n ),\n xrInteractableValues: readByComponent(\n snapshot.components,\n \"XRInteractableComponent\",\n ),\n xrInteractorValues: readByComponent(\n snapshot.components,\n \"XRInteractorComponent\",\n ),\n xrInteractorSideValues: readByComponent(\n snapshot.components,\n \"XRInteractorSideComponent\",\n ),\n instancedMeshValues: readByComponent(snapshot.components, \"InstancedMeshComponent\"),\n instanceSlotValues: readByComponent(snapshot.components, \"InstanceSlotComponent\"),\n prefabNodeValues: readByComponent(snapshot.components, \"PrefabNode\"),\n prefabInstanceValues: readByComponent(snapshot.components, \"PrefabInstance\"),\n };\n}\n","import type { ObjectManagementSystem } from \"../systems/ObjectManagementSystem\";\nimport type { World } from \"../World\";\nimport type { EcsWorldStateSnapshotLike } from \"./types\";\nimport { asRecord, readByComponent } from \"./readers\";\n\nexport function applyParentLinks(\n snapshot: EcsWorldStateSnapshotLike,\n idMap: Map<number, number>,\n objectManagementSystem: ObjectManagementSystem,\n world: World,\n): void {\n const parentValues = readByComponent(snapshot.components, \"ParentId\");\n\n for (const [sourceEntityId, parentValue] of parentValues.entries()) {\n const targetEntityId = idMap.get(sourceEntityId);\n if (targetEntityId === undefined) {\n continue;\n }\n\n const parentRecord = asRecord(parentValue);\n const sourceParentId =\n parentRecord && typeof parentRecord.value === \"number\"\n ? parentRecord.value\n : null;\n\n if (sourceParentId === null) {\n objectManagementSystem.setParent(world, targetEntityId, null, {\n preserveWorldTransform: false,\n });\n continue;\n }\n\n const mappedParentId = idMap.get(sourceParentId);\n objectManagementSystem.setParent(world, targetEntityId, mappedParentId ?? null, {\n preserveWorldTransform: false,\n });\n }\n}\n","import {\n InstancedMeshComponent,\n Object3DRef,\n ScriptComponent,\n ScriptObjectComponent,\n VRTeleportAreaComponent,\n XRInteractorComponent,\n XRInteractorSideComponent,\n XRInteractableComponent,\n XRRigComponent,\n} from \"../components\";\nimport { InstanceSlotComponent } from \"../components/InstanceSlotComponent\";\nimport type { ObjectManagementSystem } from \"../systems/ObjectManagementSystem\";\nimport type { World } from \"../World\";\nimport type { ComponentValueMaps } from \"./types\";\nimport { asRecord } from \"./readers\";\n\nfunction remapEntityRefsInScriptData(\n data: Record<string, unknown>,\n idMap: Map<number, number>,\n): Record<string, unknown> {\n const result: Record<string, unknown> = {};\n for (const [key, value] of Object.entries(data)) {\n if (value !== null && typeof value === \"object\" && !Array.isArray(value)) {\n const v = value as Record<string, unknown>;\n if (v.type === \"entity\" && typeof v.value === \"number\") {\n result[key] = { ...v, value: idMap.get(v.value) ?? v.value };\n } else if (\n v.type === \"component\" &&\n v.value !== null &&\n typeof v.value === \"object\" &&\n !Array.isArray(v.value) &&\n typeof (v.value as Record<string, unknown>).entityId === \"number\"\n ) {\n const ref = v.value as Record<string, unknown>;\n result[key] = {\n ...v,\n value: { ...ref, entityId: idMap.get(ref.entityId as number) ?? ref.entityId },\n };\n } else {\n result[key] = value;\n }\n } else {\n result[key] = value;\n }\n }\n return result;\n}\n\nexport function restorePostCreateComponents(\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n targetEntityId: number,\n sourceEntityId: number,\n entityType: string | null,\n values: ComponentValueMaps,\n idMap: Map<number, number>,\n): void {\n const objectRef = world.getComponent(targetEntityId, Object3DRef)?.object ?? null;\n\n const sourceAudio = asRecord(values.audioValues.get(sourceEntityId));\n if (sourceAudio && entityType !== \"audio\") {\n const sourceOptions = asRecord(sourceAudio.options) ?? {};\n\n objectManagementSystem.createComponentNow(\n \"audio\",\n world,\n targetEntityId,\n typeof sourceAudio.path === \"string\" ? sourceAudio.path : \"\",\n sourceOptions,\n {\n object: objectRef,\n listener: objectManagementSystem.getOrCreateAudioListener(),\n isEditor: objectManagementSystem.isEditorMode(),\n },\n );\n }\n\n const sourceImageTarget = asRecord(values.imageTargetValues.get(sourceEntityId));\n if (sourceImageTarget && entityType !== \"imageTarget\") {\n objectManagementSystem.createComponentNow(\n \"imageTarget\",\n world,\n targetEntityId,\n {\n targets: Array.isArray(sourceImageTarget.targets)\n ? sourceImageTarget.targets\n : [],\n compiledTargetUrl:\n typeof sourceImageTarget.compiledTargetUrl === \"string\"\n ? sourceImageTarget.compiledTargetUrl\n : undefined,\n compiledTargetDir:\n typeof sourceImageTarget.compiledTargetDir === \"string\"\n ? sourceImageTarget.compiledTargetDir\n : undefined,\n },\n );\n }\n\n const sourceImageTargetAnchor = asRecord(values.imageTargetAnchorValues.get(sourceEntityId));\n if (sourceImageTargetAnchor) {\n // ImageTargetAnchor.targetId references ImageTarget.targets[].id, not an entity id.\n // Preserve the id directly; idMap remapping is only valid for entity references.\n const mappedTargetId =\n typeof sourceImageTargetAnchor.targetId === \"number\" &&\n Number.isFinite(sourceImageTargetAnchor.targetId)\n ? sourceImageTargetAnchor.targetId\n : null;\n\n objectManagementSystem.createComponentNow(\"imageTargetAnchor\", world, targetEntityId, {\n targetId: mappedTargetId,\n targetUrl:\n typeof sourceImageTargetAnchor.targetUrl === \"string\"\n ? sourceImageTargetAnchor.targetUrl\n : undefined,\n });\n }\n\n const sourceScript = asRecord(values.scriptValues.get(sourceEntityId));\n if (sourceScript) {\n const entries = Array.isArray(sourceScript.entries)\n ? sourceScript.entries\n .map((entry) => asRecord(entry))\n .filter((entry): entry is Record<string, unknown> => Boolean(entry))\n .map((entry) => {\n const runtimeState: \"idle\" | \"loading\" | \"ready\" | \"error\" | undefined =\n entry.runtimeState === \"idle\" ||\n entry.runtimeState === \"loading\" ||\n entry.runtimeState === \"ready\" ||\n entry.runtimeState === \"error\"\n ? entry.runtimeState\n : undefined;\n\n return {\n entityId: targetEntityId,\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 data:\n entry.data &&\n typeof entry.data === \"object\" &&\n !Array.isArray(entry.data)\n ? remapEntityRefsInScriptData(entry.data as Record<string, unknown>, idMap)\n : {},\n runtimeState,\n runtimeMessage:\n typeof entry.runtimeMessage === \"string\"\n ? entry.runtimeMessage\n : undefined,\n };\n })\n .filter((entry) => entry.className || entry.scriptUrl)\n : [];\n\n if (!entries.length) {\n return;\n }\n\n world.addComponent(\n targetEntityId,\n new ScriptComponent(entries),\n );\n }\n\n // Restore ScriptObjectComponent.data (with entity-ref remapping). The factory\n // already created the component with scriptUrl/className/enabled; runtimeState\n // is intentionally left \"idle\" so ScriptObjectSystem loads cleanly.\n const sourceScriptObject = asRecord(values.scriptObjectValues.get(sourceEntityId));\n if (sourceScriptObject) {\n const soc = world.getComponent(targetEntityId, ScriptObjectComponent);\n const data = asRecord(sourceScriptObject.data);\n if (soc && data) {\n soc.data = remapEntityRefsInScriptData(data, idMap);\n }\n }\n\n // Restore the XR authoring components' saved values.\n //\n // The entity factories seed these with DEFAULTS at create time (they only see\n // the create payload, not the snapshot), so without this pass a saved\n // teleport area would come back as a fresh 10×10 plane and the author's\n // width/depth/shape edits would be silently discarded on reload.\n {\n const sourceXrRig = asRecord(values.xrRigValues.get(sourceEntityId));\n const rig = world.getComponent(targetEntityId, XRRigComponent);\n if (sourceXrRig && rig) {\n if (typeof sourceXrRig.locomotion === \"string\") {\n rig.locomotion = sourceXrRig.locomotion as typeof rig.locomotion;\n }\n if (typeof sourceXrRig.moveSpeed === \"number\") {\n rig.moveSpeed = sourceXrRig.moveSpeed;\n }\n if (typeof sourceXrRig.snapTurn === \"boolean\") {\n rig.snapTurn = sourceXrRig.snapTurn;\n }\n if (typeof sourceXrRig.snapTurnDegrees === \"number\") {\n rig.snapTurnDegrees = sourceXrRig.snapTurnDegrees;\n }\n if (typeof sourceXrRig.fallbackEyeHeight === \"number\") {\n rig.fallbackEyeHeight = sourceXrRig.fallbackEyeHeight;\n }\n }\n }\n\n {\n const sourceArea = asRecord(values.vrTeleportAreaValues.get(sourceEntityId));\n const area = world.getComponent(targetEntityId, VRTeleportAreaComponent);\n if (sourceArea && area) {\n if (typeof sourceArea.enabled === \"boolean\") {\n area.enabled = sourceArea.enabled;\n }\n if (typeof sourceArea.shape === \"string\") {\n // \"cylinder\" is the pre-release alias for \"circle\".\n area.shape =\n sourceArea.shape === \"cylinder\"\n ? \"circle\"\n : (sourceArea.shape as typeof area.shape);\n }\n if (typeof sourceArea.width === \"number\") area.width = sourceArea.width;\n if (typeof sourceArea.depth === \"number\") area.depth = sourceArea.depth;\n }\n }\n\n {\n const sourceInteractable = asRecord(\n values.xrInteractableValues.get(sourceEntityId),\n );\n const interactable = world.getComponent(\n targetEntityId,\n XRInteractableComponent,\n );\n if (sourceInteractable && interactable) {\n if (typeof sourceInteractable.enabled === \"boolean\") {\n interactable.enabled = sourceInteractable.enabled;\n }\n if (typeof sourceInteractable.grabbable === \"boolean\") {\n interactable.grabbable = sourceInteractable.grabbable;\n }\n if (typeof sourceInteractable.pointable === \"boolean\") {\n interactable.pointable = sourceInteractable.pointable;\n }\n if (typeof sourceInteractable.grabMode === \"string\") {\n interactable.grabMode =\n sourceInteractable.grabMode as typeof interactable.grabMode;\n }\n if (typeof sourceInteractable.highlightOnHover === \"boolean\") {\n interactable.highlightOnHover = sourceInteractable.highlightOnHover;\n }\n }\n }\n\n {\n const sourceInteractor = asRecord(\n values.xrInteractorValues.get(sourceEntityId),\n );\n const interactor = world.getComponent(targetEntityId, XRInteractorComponent);\n if (sourceInteractor && interactor) {\n if (typeof sourceInteractor.interactorType === \"string\") {\n interactor.interactorType =\n sourceInteractor.interactorType as typeof interactor.interactorType;\n }\n if (typeof sourceInteractor.handPreset === \"string\") {\n interactor.handPreset =\n sourceInteractor.handPreset as typeof interactor.handPreset;\n }\n if (typeof sourceInteractor.handColor === \"string\") {\n interactor.handColor = sourceInteractor.handColor;\n }\n if (typeof sourceInteractor.handOpacity === \"number\") {\n interactor.handOpacity = sourceInteractor.handOpacity;\n }\n if (typeof sourceInteractor.handEmissiveIntensity === \"number\") {\n interactor.handEmissiveIntensity =\n sourceInteractor.handEmissiveIntensity;\n }\n if (typeof sourceInteractor.showRay === \"boolean\") {\n interactor.showRay = sourceInteractor.showRay;\n }\n }\n }\n\n {\n // The left/right slots are plain `empty` entities, so the factory never\n // creates their side marker — restore it or authored hand content loses\n // track of which hand it belongs to.\n const sourceSide = asRecord(\n values.xrInteractorSideValues.get(sourceEntityId),\n );\n if (sourceSide && typeof sourceSide.side === \"string\") {\n const existing = world.getComponent(\n targetEntityId,\n XRInteractorSideComponent,\n );\n if (existing) {\n existing.side = sourceSide.side as typeof existing.side;\n } else {\n world.addComponent(\n targetEntityId,\n new XRInteractorSideComponent({\n side: sourceSide.side as \"left\" | \"right\",\n }),\n );\n }\n }\n }\n\n // Restore the XR rig's tracking origin alongside its other fields.\n {\n const sourceRigOrigin = asRecord(values.xrRigValues.get(sourceEntityId));\n const rigForOrigin = world.getComponent(targetEntityId, XRRigComponent);\n if (\n sourceRigOrigin &&\n rigForOrigin &&\n typeof sourceRigOrigin.trackingOrigin === \"string\"\n ) {\n rigForOrigin.trackingOrigin =\n sourceRigOrigin.trackingOrigin as typeof rigForOrigin.trackingOrigin;\n }\n }\n\n // Remap InstancedMeshComponent.instanceEntityIds from snapshot IDs → live IDs.\n {\n const imComponent = world.getComponent(targetEntityId, InstancedMeshComponent);\n if (imComponent && imComponent.instanceEntityIds.length > 0) {\n imComponent.instanceEntityIds = imComponent.instanceEntityIds.map(\n (oldId) => idMap.get(oldId) ?? oldId,\n );\n }\n }\n\n // Remap InstanceSlotComponent.groupEntityId from snapshot ID → live ID.\n {\n const slotComponent = world.getComponent(targetEntityId, InstanceSlotComponent);\n if (slotComponent && slotComponent.groupEntityId !== -1) {\n slotComponent.groupEntityId =\n idMap.get(slotComponent.groupEntityId) ?? slotComponent.groupEntityId;\n }\n }\n}\n","import {\n AnimationComponent,\n type AnimationComponentOptions,\n} from \"../components\";\nimport type { ObjectManagementSystem } from \"../systems/ObjectManagementSystem\";\nimport type { World } from \"../World\";\nimport { asRecord, readBoolean, readNumber } from \"./readers\";\n\nfunction readAnimationClipName(value: unknown): string | null {\n if (typeof value === \"string\") {\n return value;\n }\n\n const record = asRecord(value);\n if (!record) {\n return null;\n }\n\n if (typeof record.name === \"string\") {\n return record.name;\n }\n\n return null;\n}\n\nfunction readAnimationStates(value: unknown): NonNullable<\n AnimationComponentOptions[\"states\"]\n> {\n if (!Array.isArray(value)) {\n return [];\n }\n\n const states: NonNullable<AnimationComponentOptions[\"states\"]> = [];\n\n for (const entry of value) {\n const state = asRecord(entry);\n if (!state) {\n continue;\n }\n\n const name = typeof state.name === \"string\" ? state.name : null;\n const clip = readAnimationClipName(state.clip);\n if (!name || !clip) {\n continue;\n }\n\n states.push({\n name,\n clip,\n clipId: typeof state.clipId === \"string\" ? state.clipId : undefined,\n loop: typeof state.loop === \"boolean\" ? state.loop : false,\n });\n }\n\n return states;\n}\n\nfunction readAnimationClipSources(\n value: unknown,\n): NonNullable<AnimationComponentOptions[\"externalClipSources\"]> {\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 toAnimationOptions(\n sourceAnimation: Record<string, unknown>,\n): AnimationComponentOptions {\n const paused = readBoolean(sourceAnimation.paused);\n const reverse = readBoolean(sourceAnimation.reverse);\n const timeScale = readNumber(sourceAnimation.timeScale);\n const crossFadeDuration = readNumber(sourceAnimation.crossFadeDuration);\n const states = readAnimationStates(sourceAnimation.states);\n const externalClipSources = readAnimationClipSources(\n sourceAnimation.externalClipSources,\n );\n const activeStateName =\n typeof sourceAnimation.activeStateName === \"string\"\n ? sourceAnimation.activeStateName\n : typeof sourceAnimation.activeState === \"string\"\n ? sourceAnimation.activeState\n : typeof (sourceAnimation.active as { name?: unknown } | undefined)?.name ===\n \"string\"\n ? ((sourceAnimation.active as { name: string }).name ?? null)\n : null;\n\n return {\n paused,\n reverse,\n timeScale,\n crossFadeDuration,\n states,\n externalClipSources,\n activeState: activeStateName,\n };\n}\n\nexport function restoreAnimationComponent(\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n targetEntityId: number,\n sourceAnimation: Record<string, unknown>,\n): void {\n const options = toAnimationOptions(sourceAnimation);\n let animation = world.getComponent(targetEntityId, AnimationComponent);\n\n if (!animation) {\n objectManagementSystem.createComponentNow(\n \"animation\",\n world,\n targetEntityId,\n options,\n );\n animation = world.getComponent(targetEntityId, AnimationComponent);\n }\n\n if (!animation) {\n return;\n }\n\n const availableClips = Array.isArray(sourceAnimation.availableClips)\n ? sourceAnimation.availableClips.filter(\n (clip): clip is string => typeof clip === \"string\" && clip.length > 0,\n )\n : [];\n if (availableClips.length > 0) {\n animation.availableClips = [...availableClips];\n }\n\n if (Array.isArray(options.externalClipSources)) {\n animation.setExternalClipSources(options.externalClipSources);\n }\n\n const states = options.states ?? [];\n const hasClips = Array.isArray(animation.clips) && animation.clips.length > 0;\n if (!hasClips) {\n (\n animation as AnimationComponent & {\n __pendingHydratedOptions?: AnimationComponentOptions;\n }\n ).__pendingHydratedOptions = options;\n\n if (typeof options.reverse === \"boolean\") {\n animation.reverse = options.reverse;\n }\n\n if (typeof options.timeScale === \"number\") {\n animation.timeScale = options.timeScale;\n }\n\n if (typeof options.crossFadeDuration === \"number\") {\n animation.crossFadeDuration = options.crossFadeDuration;\n }\n\n if (typeof options.paused === \"boolean\") {\n animation.paused = options.paused;\n }\n\n return;\n }\n\n if (states.length > 0) {\n animation.setStates(states);\n }\n\n if (typeof options.reverse === \"boolean\") {\n animation.reverse = options.reverse;\n }\n\n if (typeof options.timeScale === \"number\") {\n animation.timeScale = options.timeScale;\n }\n\n if (typeof options.crossFadeDuration === \"number\") {\n animation.crossFadeDuration = options.crossFadeDuration;\n }\n\n if (typeof options.activeState === \"string\" && options.activeState.length > 0) {\n animation.setActiveState(options.activeState, !options.paused);\n }\n\n if (typeof options.paused === \"boolean\") {\n if (options.paused) {\n animation.pauseState();\n } else if (typeof options.activeState === \"string\" && options.activeState.length > 0) {\n animation.playState(options.activeState);\n }\n }\n}\n","import {\n AudioComponent,\n CameraComponent,\n Environment,\n type EnvironmentState,\n ImageComponent,\n ImageTarget,\n InstancedMeshComponent,\n LightComponent,\n MaterialComponent,\n MeshGeometryComponent,\n ModelComponent,\n Name,\n Object3DRef,\n PhysicsComponent,\n Postprocessing,\n PrefabInstance,\n PrefabNode,\n Selectable,\n SpriteComponent,\n TransformComponent,\n VideoComponent,\n} from \"../components\";\nimport { InstanceSlotComponent } from \"../components/InstanceSlotComponent\";\nimport type { ObjectManagementSystem } from \"../systems/ObjectManagementSystem\";\nimport type { World } from \"../World\";\nimport { restoreAnimationComponent } from \"./animation\";\nimport type { ComponentValueMaps } from \"./types\";\nimport { asRecord, readBoolean, readNumber, readString, readTransform } from \"./readers\";\n\nfunction readEnvironmentState(value: unknown): Partial<EnvironmentState> | null {\n const record = asRecord(value);\n if (!record) {\n return null;\n }\n\n const nestedValues = asRecord(record.values);\n if (nestedValues) {\n return nestedValues as Partial<EnvironmentState>;\n }\n\n return record as Partial<EnvironmentState>;\n}\n\nfunction readPostprocessingState(value: unknown): Record<string, unknown> | null {\n const record = asRecord(value);\n if (!record) {\n return null;\n }\n\n const nestedValues = asRecord(record.values);\n if (nestedValues) {\n return nestedValues;\n }\n\n return record;\n}\n\nexport function restoreComponentState(\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n targetEntityId: number,\n sourceEntityId: number,\n entityType: string | null,\n values: ComponentValueMaps,\n): void {\n const sourceName = readString(values.nameValues.get(sourceEntityId));\n if (sourceName !== null) {\n const nameComponent = world.getComponent(targetEntityId, Name);\n if (nameComponent) {\n nameComponent.value = sourceName;\n }\n }\n\n const sourceObject3DRef = asRecord(values.object3DRefValues.get(sourceEntityId));\n if (sourceObject3DRef) {\n const object3DRefComponent = world.getComponent(targetEntityId, Object3DRef);\n const visibility = readBoolean(sourceObject3DRef.visibility);\n if (object3DRefComponent && typeof visibility === \"boolean\") {\n object3DRefComponent.visibility = visibility;\n }\n }\n\n const sourceTransform = readTransform(values.transformValues.get(sourceEntityId));\n if (sourceTransform) {\n const transformComponent = world.getComponent(targetEntityId, TransformComponent);\n if (transformComponent) {\n if (typeof sourceTransform.position?.x === \"number\") {\n transformComponent.position.x = sourceTransform.position.x;\n }\n if (typeof sourceTransform.position?.y === \"number\") {\n transformComponent.position.y = sourceTransform.position.y;\n }\n if (typeof sourceTransform.position?.z === \"number\") {\n transformComponent.position.z = sourceTransform.position.z;\n }\n\n if (typeof sourceTransform.rotation?.x === \"number\") {\n transformComponent.rotation.x = sourceTransform.rotation.x;\n }\n if (typeof sourceTransform.rotation?.y === \"number\") {\n transformComponent.rotation.y = sourceTransform.rotation.y;\n }\n if (typeof sourceTransform.rotation?.z === \"number\") {\n transformComponent.rotation.z = sourceTransform.rotation.z;\n }\n\n if (typeof sourceTransform.scale?.x === \"number\") {\n transformComponent.scale.x = sourceTransform.scale.x;\n }\n if (typeof sourceTransform.scale?.y === \"number\") {\n transformComponent.scale.y = sourceTransform.scale.y;\n }\n if (typeof sourceTransform.scale?.z === \"number\") {\n transformComponent.scale.z = sourceTransform.scale.z;\n }\n }\n }\n\n const sourceModel = asRecord(values.modelValues.get(sourceEntityId));\n if (sourceModel) {\n const modelComponent = world.getComponent(targetEntityId, ModelComponent);\n if (modelComponent && typeof sourceModel.path === \"string\") {\n modelComponent.path = sourceModel.path;\n }\n }\n\n const sourceImage = asRecord(values.imageValues.get(sourceEntityId));\n if (sourceImage) {\n const imageComponent = world.getComponent(targetEntityId, ImageComponent);\n if (imageComponent) {\n if (typeof sourceImage.path === \"string\") {\n imageComponent.path = sourceImage.path;\n }\n\n const width = readNumber(sourceImage.width);\n if (typeof width === \"number\") {\n imageComponent.width = width;\n }\n\n const height = readNumber(sourceImage.height);\n if (typeof height === \"number\") {\n imageComponent.height = height;\n }\n }\n }\n\n const sourceSprite = asRecord(values.spriteValues.get(sourceEntityId));\n if (sourceSprite) {\n const spriteComponent = world.getComponent(targetEntityId, SpriteComponent);\n if (spriteComponent) {\n if (typeof sourceSprite.path === \"string\") {\n spriteComponent.path = sourceSprite.path;\n }\n\n const width = readNumber(sourceSprite.width);\n if (typeof width === \"number\") {\n spriteComponent.width = width;\n }\n\n const height = readNumber(sourceSprite.height);\n if (typeof height === \"number\") {\n spriteComponent.height = height;\n }\n }\n }\n\n const sourceVideo = asRecord(values.videoValues.get(sourceEntityId));\n if (sourceVideo) {\n const videoComponent = world.getComponent(targetEntityId, VideoComponent);\n if (videoComponent) {\n if (typeof sourceVideo.path === \"string\") {\n videoComponent.path = sourceVideo.path;\n }\n\n const videoOptions = asRecord(sourceVideo.options);\n if (videoOptions) {\n videoComponent.options = {\n ...videoComponent.options,\n ...videoOptions,\n } as typeof videoComponent.options;\n }\n }\n }\n\n const sourceAudio = asRecord(values.audioValues.get(sourceEntityId));\n if (sourceAudio && entityType === \"audio\") {\n const audioComponent = world.getComponent(targetEntityId, AudioComponent);\n if (audioComponent) {\n if (typeof sourceAudio.path === \"string\") {\n audioComponent.path = sourceAudio.path;\n }\n\n const audioOptions = asRecord(sourceAudio.options);\n if (audioOptions) {\n audioComponent.options = {\n ...audioComponent.options,\n ...audioOptions,\n } as typeof audioComponent.options;\n }\n }\n }\n\n const sourceCamera = asRecord(values.cameraValues.get(sourceEntityId));\n if (sourceCamera) {\n const cameraComponent = world.getComponent(targetEntityId, CameraComponent);\n if (cameraComponent) {\n if (\n sourceCamera.projection === \"orthographic\" ||\n sourceCamera.projection === \"perspective\"\n ) {\n cameraComponent.projection = sourceCamera.projection;\n }\n\n if (\n sourceCamera.type === \"3d\" ||\n sourceCamera.type === \"ar\"\n ) {\n cameraComponent.type = sourceCamera.type;\n }\n\n if (typeof sourceCamera.isDefault === \"boolean\") {\n cameraComponent.isDefault = sourceCamera.isDefault;\n }\n\n const fov = readNumber(sourceCamera.fov);\n if (typeof fov === \"number\") {\n cameraComponent.fov = fov;\n }\n\n const near = readNumber(sourceCamera.near);\n if (typeof near === \"number\") {\n cameraComponent.near = near;\n }\n\n const far = readNumber(sourceCamera.far);\n if (typeof far === \"number\") {\n cameraComponent.far = far;\n }\n\n const left = readNumber(sourceCamera.left);\n if (typeof left === \"number\") {\n cameraComponent.left = left;\n }\n\n const right = readNumber(sourceCamera.right);\n if (typeof right === \"number\") {\n cameraComponent.right = right;\n }\n\n const top = readNumber(sourceCamera.top);\n if (typeof top === \"number\") {\n cameraComponent.top = top;\n }\n\n const bottom = readNumber(sourceCamera.bottom);\n if (typeof bottom === \"number\") {\n cameraComponent.bottom = bottom;\n }\n\n const zoom = readNumber(sourceCamera.zoom);\n if (typeof zoom === \"number\") {\n cameraComponent.zoom = zoom;\n }\n }\n }\n\n const sourceEnvironment = readEnvironmentState(\n values.environmentValues.get(sourceEntityId),\n );\n if (sourceEnvironment) {\n let environmentComponent = world.getComponent(targetEntityId, Environment);\n if (!environmentComponent) {\n objectManagementSystem.createComponentNow(\n \"environment\",\n world,\n targetEntityId,\n sourceEnvironment,\n );\n environmentComponent = world.getComponent(targetEntityId, Environment);\n }\n\n if (environmentComponent) {\n environmentComponent.values = new Environment({\n ...environmentComponent.values,\n ...sourceEnvironment,\n }).values;\n }\n }\n\n const sourcePostprocessing = readPostprocessingState(\n values.postprocessingValues.get(sourceEntityId),\n );\n if (sourcePostprocessing) {\n let postprocessingComponent = world.getComponent(targetEntityId, Postprocessing);\n if (!postprocessingComponent) {\n objectManagementSystem.createComponentNow(\n \"postprocessing\",\n world,\n targetEntityId,\n sourcePostprocessing,\n );\n postprocessingComponent = world.getComponent(targetEntityId, Postprocessing);\n }\n\n if (postprocessingComponent) {\n postprocessingComponent.values = new Postprocessing({\n ...postprocessingComponent.values,\n ...sourcePostprocessing,\n }).values;\n }\n }\n\n const sourceImageTarget = asRecord(values.imageTargetValues.get(sourceEntityId));\n if (sourceImageTarget && entityType === \"imageTarget\") {\n const imageTargetComponent = world.getComponent(targetEntityId, ImageTarget);\n if (imageTargetComponent) {\n imageTargetComponent.targets = Array.isArray(sourceImageTarget.targets)\n ? sourceImageTarget.targets\n : [];\n\n imageTargetComponent.compiledTargetUrl =\n typeof sourceImageTarget.compiledTargetUrl === \"string\"\n ? sourceImageTarget.compiledTargetUrl\n : undefined;\n\n imageTargetComponent.compiledTargetDir =\n typeof sourceImageTarget.compiledTargetDir === \"string\"\n ? sourceImageTarget.compiledTargetDir\n : undefined;\n }\n }\n\n const sourceLight = asRecord(values.lightValues.get(sourceEntityId));\n if (sourceLight) {\n const lightComponent = world.getComponent(targetEntityId, LightComponent);\n const sourceValues = asRecord(sourceLight.values);\n\n if (lightComponent && sourceValues) {\n lightComponent.values = {\n ...lightComponent.values,\n ...sourceValues,\n } as typeof lightComponent.values;\n }\n }\n\n const sourceMaterial = asRecord(values.materialValues.get(sourceEntityId));\n if (sourceMaterial) {\n const materialComponent = world.getComponent(targetEntityId, MaterialComponent);\n const sourceValues = sourceMaterial.values;\n\n if (materialComponent && Array.isArray(sourceValues)) {\n materialComponent.values = sourceValues as typeof materialComponent.values;\n }\n\n // Restore editor-managed material-asset linkage when present.\n const sourceAssetRefs = sourceMaterial.assetRefs;\n if (materialComponent && Array.isArray(sourceAssetRefs)) {\n materialComponent.assetRefs = sourceAssetRefs as (string | null)[];\n }\n }\n\n const sourceMeshGeometry = asRecord(values.meshGeometryValues.get(sourceEntityId));\n if (sourceMeshGeometry) {\n const meshGeometryComponent = world.getComponent(\n targetEntityId,\n MeshGeometryComponent,\n );\n\n if (meshGeometryComponent) {\n const parameters = asRecord(sourceMeshGeometry.parameters);\n if (parameters) {\n meshGeometryComponent.parameters =\n parameters as typeof meshGeometryComponent.parameters;\n }\n\n if (typeof sourceMeshGeometry.modelName === \"string\") {\n meshGeometryComponent.modelName = sourceMeshGeometry.modelName;\n }\n\n if (typeof sourceMeshGeometry.castShadow === \"boolean\") {\n meshGeometryComponent.castShadow = sourceMeshGeometry.castShadow;\n }\n\n if (typeof sourceMeshGeometry.receiveShadow === \"boolean\") {\n meshGeometryComponent.receiveShadow = sourceMeshGeometry.receiveShadow;\n }\n }\n }\n\n const sourceSelectable = asRecord(values.selectableValues.get(sourceEntityId));\n if (sourceSelectable) {\n const enabled = readBoolean(sourceSelectable.enabled);\n let selectable = world.getComponent(targetEntityId, Selectable);\n\n if (!selectable) {\n objectManagementSystem.createComponentNow(\n \"selectable\",\n world,\n targetEntityId,\n enabled ?? true,\n );\n selectable = world.getComponent(targetEntityId, Selectable);\n }\n\n if (selectable && typeof enabled === \"boolean\") {\n selectable.enabled = enabled;\n }\n }\n\n const sourcePhysics = asRecord(values.physicsValues.get(sourceEntityId));\n if (sourcePhysics) {\n // Unwrap wrapped component snapshot shape: { values: { rigidbody, collider }, rigidBody, collider }\n // Fall back to raw shape for backward compatibility with any plain-shape saves.\n const physicsValues = asRecord(sourcePhysics.values) ?? sourcePhysics;\n\n let physics = world.getComponent(targetEntityId, PhysicsComponent);\n if (!physics) {\n objectManagementSystem.createComponentNow(\n \"physics\",\n world,\n targetEntityId,\n physicsValues,\n );\n physics = world.getComponent(targetEntityId, PhysicsComponent);\n }\n\n if (physics) {\n physics.setValues({\n rigidbody: asRecord(physicsValues.rigidbody) as never ?? {},\n collider: asRecord(physicsValues.collider) as never ?? {},\n });\n }\n }\n\n const sourceAnimation = asRecord(values.animationValues.get(sourceEntityId));\n if (sourceAnimation) {\n restoreAnimationComponent(\n world,\n objectManagementSystem,\n targetEntityId,\n sourceAnimation,\n );\n }\n\n const sourceInstancedMesh = asRecord(values.instancedMeshValues.get(sourceEntityId));\n if (sourceInstancedMesh) {\n const imComponent = world.getComponent(targetEntityId, InstancedMeshComponent);\n if (imComponent) {\n if (typeof sourceInstancedMesh.meshKind === \"string\") {\n imComponent.meshKind = sourceInstancedMesh.meshKind as typeof imComponent.meshKind;\n }\n\n if (typeof sourceInstancedMesh.modelPath === \"string\") {\n imComponent.modelPath = sourceInstancedMesh.modelPath;\n }\n\n const parameters = asRecord(sourceInstancedMesh.meshParameters);\n if (parameters) {\n imComponent.meshParameters = parameters as typeof imComponent.meshParameters;\n }\n\n if (typeof sourceInstancedMesh.castShadow === \"boolean\") {\n imComponent.castShadow = sourceInstancedMesh.castShadow;\n }\n\n if (typeof sourceInstancedMesh.receiveShadow === \"boolean\") {\n imComponent.receiveShadow = sourceInstancedMesh.receiveShadow;\n }\n\n // New format: restore instanceEntityIds (IDs are old snapshot IDs —\n // remapping to live IDs is deferred to restorePostCreateComponents).\n if (Array.isArray(sourceInstancedMesh.instanceEntityIds)) {\n imComponent.instanceEntityIds =\n sourceInstancedMesh.instanceEntityIds as number[];\n }\n // Old format (migration): instanceEntityIds were already created by the\n // factory from the legacy instances[] array — nothing more to do here.\n\n // Force geometry rebuild on next system update by clearing the runtime ref.\n imComponent.instancedMesh = null;\n }\n }\n\n // InstanceSlotComponent: slotIndex is restored here; groupEntityId remapping\n // is deferred to restorePostCreateComponents (needs idMap).\n const sourceInstanceSlot = asRecord(values.instanceSlotValues.get(sourceEntityId));\n if (sourceInstanceSlot) {\n const slotComponent = world.getComponent(targetEntityId, InstanceSlotComponent);\n if (slotComponent) {\n if (typeof sourceInstanceSlot.slotIndex === \"number\") {\n slotComponent.slotIndex = sourceInstanceSlot.slotIndex;\n }\n // groupEntityId is set from the factory payload and will be remapped in postCreate.\n }\n }\n\n // PrefabNode: stable prefab identity — factories never create it, so re-add\n // directly (same pattern as ScriptComponent in restorePostCreateComponents).\n const sourcePrefabNode = asRecord(values.prefabNodeValues.get(sourceEntityId));\n if (sourcePrefabNode && typeof sourcePrefabNode.nodeId === \"string\") {\n if (!world.getComponent(targetEntityId, PrefabNode)) {\n world.addComponent(targetEntityId, new PrefabNode(sourcePrefabNode.nodeId));\n }\n }\n\n // PrefabInstance: prefab-asset link on instance roots.\n const sourcePrefabInstance = asRecord(\n values.prefabInstanceValues.get(sourceEntityId),\n );\n if (sourcePrefabInstance && typeof sourcePrefabInstance.url === \"string\") {\n if (!world.getComponent(targetEntityId, PrefabInstance)) {\n const overrides = Array.isArray(sourcePrefabInstance.overrides)\n ? sourcePrefabInstance.overrides.filter(\n (entry): entry is string => typeof entry === \"string\",\n )\n : [];\n world.addComponent(\n targetEntityId,\n new PrefabInstance(\n sourcePrefabInstance.url,\n overrides,\n // Preserve the placement identity; the constructor generates a\n // fresh one for legacy snapshots that predate instanceId.\n typeof sourcePrefabInstance.instanceId === \"string\" &&\n sourcePrefabInstance.instanceId.length > 0\n ? sourcePrefabInstance.instanceId\n : undefined,\n ),\n );\n }\n }\n}\n","import type { EcsEntityKind } from \"../types\";\n\nexport type HydrationPayload = {\n name?: string;\n transform?: {\n position?: { x?: number; y?: number; z?: number };\n rotation?: { x?: number; y?: number; z?: number };\n scale?: { x?: number; y?: number; z?: number };\n };\n path?: string;\n options?: Record<string, unknown>;\n useWorldCamera?: boolean;\n};\n\nexport type ComponentValueMaps = {\n object3DRefValues: Map<number, unknown>;\n nameValues: Map<number, unknown>;\n transformValues: Map<number, unknown>;\n modelValues: Map<number, unknown>;\n imageValues: Map<number, unknown>;\n spriteValues: Map<number, unknown>;\n videoValues: Map<number, unknown>;\n cameraValues: Map<number, unknown>;\n environmentValues: Map<number, unknown>;\n postprocessingValues: Map<number, unknown>;\n audioValues: Map<number, unknown>;\n imageTargetValues: Map<number, unknown>;\n lightValues: Map<number, unknown>;\n materialValues: Map<number, unknown>;\n meshGeometryValues: Map<number, unknown>;\n selectableValues: Map<number, unknown>;\n physicsValues: Map<number, unknown>;\n animationValues: Map<number, unknown>;\n imageTargetAnchorValues: Map<number, unknown>;\n scriptValues: Map<number, unknown>;\n scriptObjectValues: Map<number, unknown>;\n xrRigValues: Map<number, unknown>;\n vrTeleportAreaValues: Map<number, unknown>;\n xrInteractableValues: Map<number, unknown>;\n xrInteractorValues: Map<number, unknown>;\n xrInteractorSideValues: Map<number, unknown>;\n instancedMeshValues: Map<number, unknown>;\n instanceSlotValues: Map<number, unknown>;\n prefabNodeValues: Map<number, unknown>;\n prefabInstanceValues: Map<number, unknown>;\n};\n\nexport type EcsWorldComponentSnapshot = {\n component: string;\n entries: Array<{\n entityId: number;\n value: unknown;\n }>;\n};\n\nexport type EcsWorldStateSnapshotLike = {\n selectedEntityId?: number | null;\n entities: number[];\n components: EcsWorldComponentSnapshot[];\n};\n\nexport type HydrateWorldFromSnapshotResult = {\n restoredCount: number;\n selectedEntityId: number | null;\n /** Snapshot entity id → created live entity id for every hydrated entity. */\n idMap: Map<number, number>;\n};\n\n/**\n * Optional behavior tweaks for {@link hydrateWorldFromSnapshotDetailed}.\n * Defaults preserve the historical full-world-load behavior; prefab/subtree\n * instantiation passes stricter options.\n */\nexport type HydrateOptions = {\n /**\n * When false, no camera in the snapshot is promoted to the world camera.\n * Defaults to true (full scene loads want their default camera active);\n * prefab spawns pass false so a spawned camera never hijacks the view.\n */\n assignPrimaryCamera?: boolean;\n /**\n * \"world\" (default) re-applies local transforms for every entity in the\n * world after parent links restore — correct for full scene loads.\n * \"created\" limits the pass to entities created by THIS hydrate call, so\n * mid-session spawns don't touch unrelated live entities.\n */\n applyTransformsScope?: \"world\" | \"created\";\n};\n\nexport const HYDRATABLE_ENTITY_KINDS = new Set<EcsEntityKind>([\n \"cube\",\n \"sphere\",\n \"plane\",\n \"capsule\",\n \"cylinder\",\n \"empty\",\n \"model\",\n \"image\",\n \"imageTarget\",\n \"sprite\",\n \"audio\",\n \"camera\",\n \"video\",\n \"ambientLight\",\n \"directionalLight\",\n \"pointLight\",\n \"spotLight\",\n \"areaLight\",\n \"instancedMesh\",\n \"instanceSlot\",\n \"scriptObject\",\n \"xrRig\",\n \"xrInteractor\",\n \"teleportArea\",\n]);\n","import { Object3DRef, TransformComponent } from \"../components\";\nimport {\n applyTransform,\n type ObjectManagementSystem,\n} from \"../systems/ObjectManagementSystem\";\nimport type { EcsEntityKind } from \"../types\";\nimport type { World } from \"../World\";\nimport { buildComponentValueMaps } from \"./componentValues\";\nimport { applyParentLinks } from \"./parentLinks\";\nimport { restorePostCreateComponents } from \"./postCreateComponents\";\nimport { restoreComponentState } from \"./restoreComponentState\";\nimport { asRecord, readByComponent, readString, readTransform } from \"./readers\";\nimport {\n HYDRATABLE_ENTITY_KINDS,\n type EcsWorldStateSnapshotLike,\n type HydrateOptions,\n type HydrateWorldFromSnapshotResult,\n type HydrationPayload,\n} from \"./types\";\n\nexport type {\n EcsWorldComponentSnapshot,\n EcsWorldStateSnapshotLike,\n HydrateOptions,\n HydrateWorldFromSnapshotResult,\n} from \"./types\";\nexport { HYDRATABLE_ENTITY_KINDS } from \"./types\";\n\nfunction buildEntityCreationPayload(\n sourceEntityId: number,\n kind: EcsEntityKind,\n componentValues: ReturnType<typeof buildComponentValueMaps>,\n): HydrationPayload {\n const payload: HydrationPayload = {\n name: readString(componentValues.nameValues.get(sourceEntityId)) ?? undefined,\n transform: readTransform(componentValues.transformValues.get(sourceEntityId)),\n };\n\n if (kind === \"model\") {\n const model = asRecord(componentValues.modelValues.get(sourceEntityId));\n if (typeof model?.path === \"string\") {\n payload.path = model.path;\n }\n }\n\n if (kind === \"image\") {\n const image = asRecord(componentValues.imageValues.get(sourceEntityId));\n if (typeof image?.path === \"string\") {\n payload.path = image.path;\n }\n }\n\n if (kind === \"sprite\") {\n const sprite = asRecord(componentValues.spriteValues.get(sourceEntityId));\n if (typeof sprite?.path === \"string\") {\n payload.path = sprite.path;\n }\n }\n\n if (kind === \"video\") {\n const video = asRecord(componentValues.videoValues.get(sourceEntityId));\n if (typeof video?.path === \"string\") {\n payload.path = video.path;\n }\n const videoOptions = asRecord(video?.options);\n if (videoOptions) {\n payload.options = videoOptions;\n }\n }\n\n if (kind === \"audio\") {\n const audio = asRecord(componentValues.audioValues.get(sourceEntityId));\n if (typeof audio?.path === \"string\") {\n payload.path = audio.path;\n }\n const audioOptions = asRecord(audio?.options);\n if (audioOptions) {\n payload.options = audioOptions;\n }\n }\n\n if (kind === \"camera\") {\n const camera = asRecord(componentValues.cameraValues.get(sourceEntityId));\n if (camera) {\n const projection =\n camera.projection === \"orthographic\" || camera.projection === \"perspective\"\n ? camera.projection\n : undefined;\n const type =\n camera.type === \"3d\" || camera.type === \"ar\"\n ? camera.type\n : undefined;\n\n payload.options = {\n isDefault: typeof camera.isDefault === \"boolean\" ? camera.isDefault : undefined,\n projection,\n type,\n fov: typeof camera.fov === \"number\" ? camera.fov : undefined,\n near: typeof camera.near === \"number\" ? camera.near : undefined,\n far: typeof camera.far === \"number\" ? camera.far : undefined,\n left: typeof camera.left === \"number\" ? camera.left : undefined,\n right: typeof camera.right === \"number\" ? camera.right : undefined,\n top: typeof camera.top === \"number\" ? camera.top : undefined,\n bottom: typeof camera.bottom === \"number\" ? camera.bottom : undefined,\n zoom: typeof camera.zoom === \"number\" ? camera.zoom : undefined,\n };\n }\n }\n\n if (kind === \"imageTarget\") {\n const imageTarget = asRecord(componentValues.imageTargetValues.get(sourceEntityId));\n if (imageTarget) {\n payload.options = {\n targets: Array.isArray(imageTarget.targets) ? imageTarget.targets : [],\n compiledTargetUrl:\n typeof imageTarget.compiledTargetUrl === \"string\"\n ? imageTarget.compiledTargetUrl\n : undefined,\n compiledTargetDir:\n typeof imageTarget.compiledTargetDir === \"string\"\n ? imageTarget.compiledTargetDir\n : undefined,\n };\n }\n }\n\n if (kind === \"instancedMesh\") {\n const im = asRecord(componentValues.instancedMeshValues.get(sourceEntityId));\n if (im) {\n payload.options = {\n meshKind: typeof im.meshKind === \"string\" ? im.meshKind : \"cube\",\n modelPath: typeof im.modelPath === \"string\" ? im.modelPath : undefined,\n meshParameters: asRecord(im.meshParameters) ?? undefined,\n castShadow: typeof im.castShadow === \"boolean\" ? im.castShadow : false,\n receiveShadow: typeof im.receiveShadow === \"boolean\" ? im.receiveShadow : false,\n // New format: signal the factory to skip child entity creation.\n // Old format (instances[]): pass through for migration — factory will\n // create slot entities from the legacy InstanceTransform array.\n ...(Array.isArray(im.instanceEntityIds)\n ? { instanceEntityIds: im.instanceEntityIds }\n : Array.isArray(im.instances)\n ? { instances: im.instances }\n : {}),\n };\n }\n }\n\n if (kind === \"instanceSlot\") {\n const slot = asRecord(componentValues.instanceSlotValues.get(sourceEntityId));\n if (slot) {\n payload.options = {\n groupEntityId: typeof slot.groupEntityId === \"number\" ? slot.groupEntityId : -1,\n slotIndex: typeof slot.slotIndex === \"number\" ? slot.slotIndex : 0,\n };\n }\n }\n\n if (kind === \"scriptObject\") {\n const so = asRecord(componentValues.scriptObjectValues.get(sourceEntityId));\n if (so) {\n // Identity pre-linked at creation; `data` (with entity-ref remapping) is\n // restored in the post-create pass where the full idMap exists.\n payload.options = {\n scriptUrl: typeof so.scriptUrl === \"string\" ? so.scriptUrl : null,\n className: typeof so.className === \"string\" ? so.className : null,\n enabled: typeof so.enabled === \"boolean\" ? so.enabled : true,\n };\n }\n }\n\n return payload;\n}\n\nfunction resolvePrimaryCameraSourceEntityId(\n snapshot: EcsWorldStateSnapshotLike,\n componentValues: ReturnType<typeof buildComponentValueMaps>,\n entityTypeValues: Map<number, unknown>,\n): number | null {\n let firstCameraSourceEntityId: number | null = null;\n\n for (const sourceEntityId of snapshot.entities) {\n const entityType = readString(entityTypeValues.get(sourceEntityId));\n if (entityType !== \"camera\") {\n continue;\n }\n\n if (firstCameraSourceEntityId === null) {\n firstCameraSourceEntityId = sourceEntityId;\n }\n\n const cameraValue = asRecord(componentValues.cameraValues.get(sourceEntityId));\n if (cameraValue?.isDefault === true) {\n return sourceEntityId;\n }\n }\n\n return firstCameraSourceEntityId;\n}\n\nfunction applyLocalTransformsAfterHierarchyRestore(\n world: World,\n scopeEntityIds?: Iterable<number>,\n): void {\n const transformEntities = scopeEntityIds\n ? Array.from(scopeEntityIds)\n : world.query(TransformComponent, Object3DRef);\n\n for (const entityId of transformEntities) {\n const transform = world.getComponent(entityId, TransformComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (!transform || !object) {\n continue;\n }\n\n // Parent links are already resolved, so applying transform now uses correct local space.\n applyTransform(object, transform);\n object.updateMatrixWorld(true);\n }\n}\n\nexport function hydrateWorldFromSnapshotDetailed(\n snapshot: EcsWorldStateSnapshotLike | null | undefined,\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n options?: HydrateOptions,\n): HydrateWorldFromSnapshotResult {\n if (!snapshot || !snapshot.entities.length) {\n return {\n restoredCount: 0,\n selectedEntityId: null,\n idMap: new Map(),\n };\n }\n\n const assignPrimaryCamera = options?.assignPrimaryCamera !== false;\n const entityTypeValues = readByComponent(snapshot.components, \"EntityType\");\n const componentValues = buildComponentValueMaps(snapshot);\n const primaryCameraSourceEntityId = assignPrimaryCamera\n ? resolvePrimaryCameraSourceEntityId(\n snapshot,\n componentValues,\n entityTypeValues,\n )\n : null;\n const idMap = new Map<number, number>();\n\n for (const sourceEntityId of snapshot.entities) {\n const entityTypeValue = entityTypeValues.get(sourceEntityId);\n const entityType = readString(entityTypeValue);\n if (!entityType || !HYDRATABLE_ENTITY_KINDS.has(entityType as EcsEntityKind)) {\n continue;\n }\n\n const kind = entityType as EcsEntityKind;\n const payload = buildEntityCreationPayload(sourceEntityId, kind, componentValues);\n\n if (kind === \"camera\" && sourceEntityId === primaryCameraSourceEntityId) {\n payload.useWorldCamera = true;\n\n const options = asRecord(payload.options);\n payload.options = {\n ...(options ?? {}),\n isDefault: true,\n };\n }\n\n const createdEntityId = objectManagementSystem.createNow(kind, world, payload);\n idMap.set(sourceEntityId, createdEntityId);\n }\n\n for (const sourceEntityId of snapshot.entities) {\n const targetEntityId = idMap.get(sourceEntityId);\n if (targetEntityId === undefined) {\n continue;\n }\n\n const entityType = readString(entityTypeValues.get(sourceEntityId));\n\n restoreComponentState(\n world,\n objectManagementSystem,\n targetEntityId,\n sourceEntityId,\n entityType,\n componentValues,\n );\n\n restorePostCreateComponents(\n world,\n objectManagementSystem,\n targetEntityId,\n sourceEntityId,\n entityType,\n componentValues,\n idMap,\n );\n }\n\n applyParentLinks(snapshot, idMap, objectManagementSystem, world);\n objectManagementSystem.reconcileSceneFromWorld(world);\n applyLocalTransformsAfterHierarchyRestore(\n world,\n options?.applyTransformsScope === \"created\" ? idMap.values() : undefined,\n );\n\n const selectedEntityId =\n typeof snapshot.selectedEntityId === \"number\"\n ? (idMap.get(snapshot.selectedEntityId) ?? null)\n : null;\n\n return {\n restoredCount: idMap.size,\n selectedEntityId,\n idMap,\n };\n}\n\nexport function hydrateWorldFromSnapshot(\n snapshot: EcsWorldStateSnapshotLike | null | undefined,\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n): number {\n return hydrateWorldFromSnapshotDetailed(\n snapshot,\n world,\n objectManagementSystem,\n ).restoredCount;\n}\n","/**\n * Scoped node identity for (possibly nested) prefab documents.\n *\n * A nodeKey identifies an entity within one prefab document even when the\n * document contains nested instances of other prefabs (whose nodeIds repeat\n * per instance). Formula (parent-first walk from the scope root, inherited\n * `prefix`; the scope root's prefix is \"\" even if it carries PrefabInstance):\n *\n * - entity WITHOUT PrefabInstance: key = prefix + nodeId, children inherit\n * the same prefix;\n * - entity WITH PrefabInstance (non-scope-root): childPrefix = prefix +\n * instanceId + \"/\"; key = childPrefix + nodeId (self-inclusive — sibling\n * instances of the SAME prefab get distinct keys); children inherit\n * childPrefix.\n *\n * Documents with no nested instances degenerate to bare nodeIds, so v1 files\n * and override lists keep their exact meaning.\n */\n\nimport type { SubtreeSnapshot } from \"./snapshotIdUtils\";\n\nexport const NODE_KEY_SEPARATOR = \"/\";\n\n/**\n * Reserved override \"component\" marking a node ADDED by the host document\n * inside a nested instance region (`\"<nodeKey>|+node|\"`). File patching\n * trusts stored overrides (the old base is unavailable), so without the\n * marker a host-authored node inside the region would be indistinguishable\n * from a node the child prefab removed — and get deleted.\n */\nexport const ADDED_NODE_MARKER_COMPONENT = \"+node\";\n\nexport type NodeKeyMaps = {\n idToKey: Map<number, string>;\n keyToId: Map<string, number>;\n /** nodeKey of the scope root (bare nodeId), or null when it has none. */\n rootKey: string | null;\n /** Entity ids of NESTED instance roots (non-scope-root PrefabInstance). */\n boundaryIds: Map<number, { url: string; instanceId: string }>;\n};\n\ntype Rec = Record<string, unknown>;\n\nconst asRecord = (value: unknown): Rec | null =>\n value !== null && typeof value === \"object\" && !Array.isArray(value)\n ? (value as Rec)\n : null;\n\nconst readBlock = (\n snapshot: SubtreeSnapshot,\n component: string,\n): Map<number, Rec> => {\n const map = new Map<number, Rec>();\n const block = snapshot.components.find((b) => b.component === component);\n for (const entry of block?.entries ?? []) {\n const record = asRecord(entry.value);\n if (record) {\n map.set(entry.entityId, record);\n }\n }\n return map;\n};\n\n/**\n * Deterministic fallback for hand-edited files whose nested roots lack an\n * instanceId: derived from the entity id so repeated builds agree.\n */\nconst fallbackInstanceId = (entityId: number): string => `e${entityId}`;\n\nexport function buildNodeKeyMapsFromSnapshot(\n snapshot: SubtreeSnapshot,\n options?: { scopeRootEntityId?: number },\n): NodeKeyMaps {\n const parentValues = readBlock(snapshot, \"ParentId\");\n const nodeValues = readBlock(snapshot, \"PrefabNode\");\n const instanceValues = readBlock(snapshot, \"PrefabInstance\");\n\n // parent → children index. A numeric parent OUTSIDE the document (e.g. a\n // scene parent captured in an instance doc) still counts as a root.\n const inDocument = new Set(snapshot.entities);\n const childrenByParent = new Map<number, number[]>();\n const rootIds: number[] = [];\n for (const entityId of snapshot.entities) {\n const parent = parentValues.get(entityId)?.value;\n if (typeof parent === \"number\" && inDocument.has(parent)) {\n const siblings = childrenByParent.get(parent);\n if (siblings) siblings.push(entityId);\n else childrenByParent.set(parent, [entityId]);\n } else {\n rootIds.push(entityId);\n }\n }\n\n const scopeRoots =\n options?.scopeRootEntityId !== undefined\n ? [options.scopeRootEntityId]\n : rootIds;\n\n const idToKey = new Map<number, string>();\n const keyToId = new Map<string, number>();\n const boundaryIds = new Map<number, { url: string; instanceId: string }>();\n\n const scopeRootSet = new Set(scopeRoots);\n const queue: Array<{ entityId: number; prefix: string }> = scopeRoots.map(\n (entityId) => ({ entityId, prefix: \"\" }),\n );\n\n while (queue.length > 0) {\n const { entityId, prefix } = queue.shift() as {\n entityId: number;\n prefix: string;\n };\n\n const instance = instanceValues.get(entityId);\n const isBoundary = Boolean(\n instance &&\n typeof instance.url === \"string\" &&\n !scopeRootSet.has(entityId),\n );\n\n let ownPrefix = prefix;\n let childPrefix = prefix;\n if (isBoundary && instance) {\n const instanceId =\n typeof instance.instanceId === \"string\" && instance.instanceId.length > 0\n ? instance.instanceId\n : fallbackInstanceId(entityId);\n childPrefix = `${prefix}${instanceId}${NODE_KEY_SEPARATOR}`;\n // Self-inclusive: the boundary root itself lives under its own prefix,\n // so sibling instances of the same prefab never collide.\n ownPrefix = childPrefix;\n boundaryIds.set(entityId, {\n url: instance.url as string,\n instanceId,\n });\n }\n\n const nodeId = nodeValues.get(entityId)?.nodeId;\n if (typeof nodeId === \"string\" && nodeId.length > 0) {\n const key = `${ownPrefix}${nodeId}`;\n idToKey.set(entityId, key);\n keyToId.set(key, entityId);\n }\n\n for (const child of childrenByParent.get(entityId) ?? []) {\n queue.push({ entityId: child, prefix: childPrefix });\n }\n }\n\n const rootEntityId = scopeRoots[0];\n const rootNodeId =\n rootEntityId !== undefined ? nodeValues.get(rootEntityId)?.nodeId : undefined;\n\n return {\n idToKey,\n keyToId,\n rootKey:\n typeof rootNodeId === \"string\" && rootNodeId.length > 0\n ? rootNodeId\n : null,\n boundaryIds,\n };\n}\n\n/** JSON-space subtree ids (root first, BFS) via ParentId edges. */\nexport function collectSnapshotSubtreeIds(\n snapshot: SubtreeSnapshot,\n rootEntityId: number,\n): number[] {\n const parentValues = readBlock(snapshot, \"ParentId\");\n const childrenByParent = new Map<number, number[]>();\n for (const entityId of snapshot.entities) {\n const parent = parentValues.get(entityId)?.value;\n if (typeof parent === \"number\") {\n const siblings = childrenByParent.get(parent);\n if (siblings) siblings.push(entityId);\n else childrenByParent.set(parent, [entityId]);\n }\n }\n\n const ordered: number[] = [];\n const seen = new Set<number>();\n const queue = [rootEntityId];\n while (queue.length > 0) {\n const entityId = queue.shift() as number;\n if (seen.has(entityId)) continue;\n seen.add(entityId);\n ordered.push(entityId);\n queue.push(...(childrenByParent.get(entityId) ?? []));\n }\n return ordered;\n}\n\nexport type NestedRegion = {\n rootEntityId: number;\n url: string;\n instanceId: string;\n overrides: string[];\n};\n\n/**\n * TOP-LEVEL-RELATIVE nested instance regions of a document: instance roots\n * that are not the scope root and not themselves inside another region.\n * Deeper nesting is reached by cascading through the intermediate prefab's\n * own file, never directly.\n */\nexport function findTopLevelNestedRegions(\n snapshot: SubtreeSnapshot,\n): NestedRegion[] {\n const parentValues = readBlock(snapshot, \"ParentId\");\n const instanceValues = readBlock(snapshot, \"PrefabInstance\");\n const inDocument = new Set(snapshot.entities);\n const roots = new Set(\n snapshot.entities.filter((entityId) => {\n const parent = parentValues.get(entityId)?.value;\n return typeof parent !== \"number\" || !inDocument.has(parent);\n }),\n );\n\n const regions: NestedRegion[] = [];\n for (const [entityId, instance] of instanceValues) {\n if (roots.has(entityId)) continue; // scope root's own link (or variant)\n if (typeof instance.url !== \"string\" || instance.url.length === 0) continue;\n\n // Skip if any ancestor is itself a non-scope-root instance root.\n let ancestor = parentValues.get(entityId)?.value;\n let nestedDeeper = false;\n let hops = 0;\n while (typeof ancestor === \"number\" && hops < 512) {\n if (instanceValues.has(ancestor) && !roots.has(ancestor)) {\n nestedDeeper = true;\n break;\n }\n ancestor = parentValues.get(ancestor)?.value;\n hops += 1;\n }\n if (nestedDeeper) continue;\n\n regions.push({\n rootEntityId: entityId,\n url: instance.url,\n instanceId:\n typeof instance.instanceId === \"string\" && instance.instanceId.length > 0\n ? instance.instanceId\n : fallbackInstanceId(entityId),\n overrides: Array.isArray(instance.overrides)\n ? instance.overrides.filter(\n (entry): entry is string => typeof entry === \"string\",\n )\n : [],\n });\n }\n\n regions.sort((a, b) => a.rootEntityId - b.rootEntityId);\n return regions;\n}\n","/**\n * Per-property prefab override model — pure JSON-space functions shared by\n * the editor (diff/merge at apply time) and future `.scene` tooling.\n *\n * The core problem: an instance's entity ids differ from the prefab file's\n * ids by construction, so raw values can't be compared. Both sides are first\n * CANONICALIZED into nodeId-space: every entity-id-bearing field (kept in\n * sync with `snapshotIdUtils.ts`) becomes `{ $node: \"<nodeId>\" }` when the id\n * maps to a node inside the same document, or stays a raw id when external.\n * Two canonical values are equal iff they describe the same state relative\n * to their own subtree.\n *\n * Override encoding (stored in `PrefabInstance.overrides`):\n * \"<nodeId>|<ComponentName>|<slash/separated/path>\"\n * \"<nodeId>|<ComponentName>|\" // empty path = whole component overridden\n */\n\nimport {\n ADDED_NODE_MARKER_COMPONENT,\n buildNodeKeyMapsFromSnapshot,\n} from \"./nodeKeys\";\nimport type { SubtreeSnapshot } from \"./snapshotIdUtils\";\n\n/** Components that never participate in override diffing/merging. */\nexport const OVERRIDE_DIFF_EXCLUDED_COMPONENTS = new Set([\n \"PrefabNode\",\n \"PrefabInstance\",\n \"EntityType\",\n \"Selectable\",\n \"SelectionTransformState\",\n]);\n\n/**\n * Components excluded ONLY on the instance ROOT node — these are per-instance\n * by definition (where the instance sits in the scene and what it's called).\n */\nexport const OVERRIDE_ROOT_EXCLUDED_COMPONENTS = new Set([\n \"TransformComponent\",\n \"Name\",\n \"ParentId\",\n]);\n\nexport type NodeMaps = {\n idToNode: Map<number, string>;\n nodeToId: Map<string, number>;\n /** nodeId of the subtree root (entity whose ParentId is null/absent). */\n rootNodeId: string | null;\n};\n\ntype Rec = Record<string, unknown>;\n\nconst asRecord = (value: unknown): Rec | null =>\n value !== null && typeof value === \"object\" && !Array.isArray(value)\n ? (value as Rec)\n : null;\n\nconst clone = <T>(value: T): T =>\n value === undefined ? value : (structuredClone(value) as T);\n\n/** `{ $node: \"<nodeId>\" }` marker — a canonical internal entity reference. */\nconst isNodeRef = (value: unknown): value is { $node: string } => {\n const record = asRecord(value);\n return Boolean(\n record &&\n typeof record.$node === \"string\" &&\n Object.keys(record).length === 1,\n );\n};\n\nconst makeNodeRef = (nodeId: string) => ({ $node: nodeId });\n\n/** Entity ids of entities whose ParentId is null or absent. */\nexport function findSnapshotRootEntityIds(snapshot: SubtreeSnapshot): number[] {\n const parentBlock = snapshot.components.find(\n (block) => block.component === \"ParentId\",\n );\n const parentByEntity = new Map<number, unknown>();\n for (const entry of parentBlock?.entries ?? []) {\n parentByEntity.set(entry.entityId, asRecord(entry.value)?.value ?? null);\n }\n return snapshot.entities.filter(\n (entityId) => typeof parentByEntity.get(entityId) !== \"number\",\n );\n}\n\nexport function buildNodeMapsFromSnapshot(snapshot: SubtreeSnapshot): NodeMaps {\n const idToNode = new Map<number, string>();\n const nodeToId = new Map<string, number>();\n\n const nodeBlock = snapshot.components.find(\n (block) => block.component === \"PrefabNode\",\n );\n for (const entry of nodeBlock?.entries ?? []) {\n const nodeId = asRecord(entry.value)?.nodeId;\n if (typeof nodeId === \"string\" && nodeId.length > 0) {\n idToNode.set(entry.entityId, nodeId);\n nodeToId.set(nodeId, entry.entityId);\n }\n }\n\n const rootEntityId = findSnapshotRootEntityIds(snapshot)[0];\n const rootNodeId =\n rootEntityId !== undefined ? (idToNode.get(rootEntityId) ?? null) : null;\n\n return { idToNode, nodeToId, rootNodeId };\n}\n\n/** Invert the columnar snapshot into entityId → (componentName → value). */\nexport function indexSnapshotByEntity(\n snapshot: SubtreeSnapshot,\n): Map<number, Map<string, unknown>> {\n const byEntity = new Map<number, Map<string, unknown>>();\n for (const block of snapshot.components) {\n for (const entry of block.entries) {\n let componentMap = byEntity.get(entry.entityId);\n if (!componentMap) {\n componentMap = new Map();\n byEntity.set(entry.entityId, componentMap);\n }\n componentMap.set(block.component, entry.value);\n }\n }\n return byEntity;\n}\n\nconst toRefOrRaw = (id: number, idToNode: Map<number, string>): unknown => {\n const nodeId = idToNode.get(id);\n return nodeId !== undefined ? makeNodeRef(nodeId) : id;\n};\n\n/** Canonicalize a script `data` record: EntityInput/ComponentInput ids → `{$node}`. */\nfunction canonicalizeScriptDataFields(\n data: Rec,\n idToNode: Map<number, string>,\n): Rec {\n const canonicalData: Rec = {};\n for (const [key, fieldValue] of Object.entries(data)) {\n const field = asRecord(fieldValue);\n if (field?.type === \"entity\" && typeof field.value === \"number\") {\n canonicalData[key] = {\n ...field,\n value: toRefOrRaw(field.value, idToNode),\n };\n continue;\n }\n const componentRef = asRecord(field?.value);\n if (\n field?.type === \"component\" &&\n componentRef &&\n typeof componentRef.entityId === \"number\"\n ) {\n canonicalData[key] = {\n ...field,\n value: {\n ...componentRef,\n entityId: toRefOrRaw(componentRef.entityId, idToNode),\n },\n };\n continue;\n }\n canonicalData[key] = fieldValue;\n }\n return canonicalData;\n}\n\n/**\n * Canonicalize a serialized component value into nodeId-space:\n * - entity-id fields → `{$node}` (internal) or raw id (external)\n * - ScriptComponent entries keep only `{className, scriptUrl, enabled, data}`\n * (entityId/runtimeState/runtimeMessage are per-instance transients)\n * - ScriptObjectComponent keeps only `{scriptUrl, className, enabled, data}`\n * (runtimeState/runtimeMessage are per-instance transients)\n * - Object3DRef keeps only `{visibility}` (the rest is a live object ref)\n *\n * Keep the id-bearing field list in sync with `snapshotIdUtils.ts`.\n */\nexport function canonicalizeComponentValue(\n componentName: string,\n value: unknown,\n idToNode: Map<number, string>,\n): unknown {\n const cloned = clone(value);\n const record = asRecord(cloned);\n if (!record) {\n return cloned;\n }\n\n if (componentName === \"ParentId\") {\n if (typeof record.value === \"number\") {\n record.value = toRefOrRaw(record.value, idToNode);\n }\n return record;\n }\n\n if (componentName === \"Object3DRef\") {\n return {\n visibility:\n typeof record.visibility === \"boolean\" ? record.visibility : true,\n };\n }\n\n if (componentName === \"ScriptComponent\") {\n const entries = Array.isArray(record.entries) ? record.entries : [];\n return {\n entries: entries.map((rawEntry) => {\n const entry = asRecord(rawEntry);\n if (!entry) {\n return rawEntry;\n }\n return {\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 data: canonicalizeScriptDataFields(asRecord(entry.data) ?? {}, idToNode),\n };\n }),\n };\n }\n\n if (componentName === \"ScriptObjectComponent\") {\n return {\n scriptUrl: typeof record.scriptUrl === \"string\" ? record.scriptUrl : null,\n className: typeof record.className === \"string\" ? record.className : null,\n enabled: typeof record.enabled === \"boolean\" ? record.enabled : true,\n data: canonicalizeScriptDataFields(asRecord(record.data) ?? {}, idToNode),\n };\n }\n\n if (componentName === \"InstancedMeshComponent\") {\n if (Array.isArray(record.instanceEntityIds)) {\n record.instanceEntityIds = record.instanceEntityIds.map((id) =>\n typeof id === \"number\" ? toRefOrRaw(id, idToNode) : id,\n );\n }\n return record;\n }\n\n if (componentName === \"InstanceSlotComponent\") {\n if (\n typeof record.groupEntityId === \"number\" &&\n record.groupEntityId !== -1\n ) {\n record.groupEntityId = toRefOrRaw(record.groupEntityId, idToNode);\n }\n return record;\n }\n\n return record;\n}\n\n/**\n * Replace every `{$node}` marker (at any depth) with the mapped entity id\n * from `nodeToId`, or null when the node no longer exists. Exact inverse of\n * canonicalization for the id-bearing positions.\n */\nexport function decanonicalizeComponentValue(\n value: unknown,\n nodeToId: Map<string, number>,\n): unknown {\n if (isNodeRef(value)) {\n return nodeToId.get(value.$node) ?? null;\n }\n if (Array.isArray(value)) {\n return value.map((item) => decanonicalizeComponentValue(item, nodeToId));\n }\n const record = asRecord(value);\n if (record) {\n const result: Rec = {};\n for (const [key, item] of Object.entries(record)) {\n result[key] = decanonicalizeComponentValue(item, nodeToId);\n }\n return result;\n }\n return value;\n}\n\nexport const encodeOverride = (\n nodeId: string,\n componentName: string,\n path: string,\n): string => `${nodeId}|${componentName}|${path}`;\n\nexport function parseOverride(\n encoded: string,\n): { nodeId: string; componentName: string; path: string } | null {\n const firstSep = encoded.indexOf(\"|\");\n if (firstSep <= 0) {\n return null;\n }\n const secondSep = encoded.indexOf(\"|\", firstSep + 1);\n if (secondSep <= firstSep + 1) {\n return null;\n }\n return {\n nodeId: encoded.slice(0, firstSep),\n componentName: encoded.slice(firstSep + 1, secondSep),\n path: encoded.slice(secondSep + 1),\n };\n}\n\n/** nodeId → componentName → set of overridden paths. */\nexport function groupOverridePaths(\n overrides: string[],\n): Map<string, Map<string, Set<string>>> {\n const grouped = new Map<string, Map<string, Set<string>>>();\n for (const encoded of overrides) {\n const parsed = parseOverride(encoded);\n if (!parsed) {\n continue;\n }\n let byComponent = grouped.get(parsed.nodeId);\n if (!byComponent) {\n byComponent = new Map();\n grouped.set(parsed.nodeId, byComponent);\n }\n let paths = byComponent.get(parsed.componentName);\n if (!paths) {\n paths = new Set();\n byComponent.set(parsed.componentName, paths);\n }\n paths.add(parsed.path);\n }\n return grouped;\n}\n\nconst isPrimitive = (value: unknown): boolean =>\n value === null || typeof value !== \"object\";\n\n/**\n * Collect leaf paths where two canonical values differ. Semantics:\n * - `{$node}` refs compare atomically by nodeId\n * - arrays of differing length are ONE atomic override (the array path);\n * equal lengths recurse per index\n * - object key present on one side only marks that key's path\n * - type mismatches mark the current path\n * An empty-string path means the values differ at the top level.\n */\nexport function collectDiffPaths(\n base: unknown,\n current: unknown,\n prefix = \"\",\n out: string[] = [],\n): string[] {\n if (isNodeRef(base) || isNodeRef(current)) {\n const same =\n isNodeRef(base) && isNodeRef(current) && base.$node === current.$node;\n if (!same) {\n out.push(prefix);\n }\n return out;\n }\n\n if (isPrimitive(base) || isPrimitive(current)) {\n if (base !== current) {\n out.push(prefix);\n }\n return out;\n }\n\n const baseIsArray = Array.isArray(base);\n const currentIsArray = Array.isArray(current);\n if (baseIsArray !== currentIsArray) {\n out.push(prefix);\n return out;\n }\n\n if (baseIsArray && currentIsArray) {\n if (base.length !== current.length) {\n out.push(prefix);\n return out;\n }\n base.forEach((item, index) => {\n collectDiffPaths(\n item,\n current[index],\n prefix ? `${prefix}/${index}` : String(index),\n out,\n );\n });\n return out;\n }\n\n const baseRecord = base as Rec;\n const currentRecord = current as Rec;\n const keys = new Set([\n ...Object.keys(baseRecord),\n ...Object.keys(currentRecord),\n ]);\n for (const key of keys) {\n const childPrefix = prefix ? `${prefix}/${key}` : key;\n if (!(key in baseRecord) || !(key in currentRecord)) {\n out.push(childPrefix);\n continue;\n }\n collectDiffPaths(baseRecord[key], currentRecord[key], childPrefix, out);\n }\n return out;\n}\n\n/**\n * Diff a live instance subtree against its prefab base (both as serialized\n * subtree snapshots carrying PrefabNode identity) and return the encoded\n * override list: every path where the instance deviates from the base.\n *\n * Identity is nodeKey-scoped ({@link buildNodeKeyMapsFromSnapshot}), so\n * nested instance regions diff correctly; for nested-free documents the\n * keys degenerate to bare nodeIds (v1 behavior unchanged).\n *\n * Policies: components missing on the instance produce no override (apply\n * re-adds them); components/nodes only on the instance are local additions\n * and produce no override — EXCEPT when `emitAdditionMarkers` is set\n * (file-space callers), which records `\"<key>|+node|\"` for instance nodes\n * absent from the base so pure-JSON patching never deletes host-authored\n * nodes inside nested regions.\n */\nexport function computeInstanceOverrides(\n baseSnapshot: SubtreeSnapshot,\n instanceSnapshot: SubtreeSnapshot,\n options?: { emitAdditionMarkers?: boolean },\n): string[] {\n const baseMaps = buildNodeKeyMapsFromSnapshot(baseSnapshot);\n const instanceMaps = buildNodeKeyMapsFromSnapshot(instanceSnapshot);\n const baseByEntity = indexSnapshotByEntity(baseSnapshot);\n const instanceByEntity = indexSnapshotByEntity(instanceSnapshot);\n\n const overrides: string[] = [];\n\n for (const [nodeKey, instanceEntityId] of instanceMaps.keyToId) {\n const baseEntityId = baseMaps.keyToId.get(nodeKey);\n if (baseEntityId === undefined) {\n // Node only exists on the instance — local addition.\n if (options?.emitAdditionMarkers) {\n overrides.push(\n encodeOverride(nodeKey, ADDED_NODE_MARKER_COMPONENT, \"\"),\n );\n }\n continue;\n }\n\n const baseComponents = baseByEntity.get(baseEntityId);\n const instanceComponents = instanceByEntity.get(instanceEntityId);\n if (!baseComponents) {\n continue;\n }\n\n // Root detection must use the BASE doc: the file root always has a null\n // ParentId, whereas an instance root carries its numeric scene parent.\n const isRoot = nodeKey === baseMaps.rootKey;\n\n for (const [componentName, baseRaw] of baseComponents) {\n if (OVERRIDE_DIFF_EXCLUDED_COMPONENTS.has(componentName)) {\n continue;\n }\n if (isRoot && OVERRIDE_ROOT_EXCLUDED_COMPONENTS.has(componentName)) {\n continue;\n }\n\n const instanceRaw = instanceComponents?.get(componentName);\n if (instanceRaw === undefined) {\n continue; // locally removed — apply re-adds, no override\n }\n\n const baseCanonical = canonicalizeComponentValue(\n componentName,\n baseRaw,\n baseMaps.idToKey,\n );\n const instanceCanonical = canonicalizeComponentValue(\n componentName,\n instanceRaw,\n instanceMaps.idToKey,\n );\n\n for (const path of collectDiffPaths(baseCanonical, instanceCanonical)) {\n overrides.push(encodeOverride(nodeKey, componentName, path));\n }\n }\n }\n\n return overrides;\n}\n\nconst PATH_TOKEN_SPLIT = \"/\";\n\nfunction getAtPath(value: unknown, tokens: string[]): unknown {\n let cursor: unknown = value;\n for (const token of tokens) {\n if (Array.isArray(cursor)) {\n cursor = cursor[Number(token)];\n } else {\n const record = asRecord(cursor);\n if (!record) {\n return undefined;\n }\n cursor = record[token];\n }\n if (cursor === undefined) {\n return undefined;\n }\n }\n return cursor;\n}\n\nfunction setAtPath(target: unknown, tokens: string[], value: unknown): void {\n let cursor: unknown = target;\n for (let i = 0; i < tokens.length - 1; i++) {\n const token = tokens[i];\n if (Array.isArray(cursor)) {\n cursor = cursor[Number(token)];\n } else {\n const record = asRecord(cursor);\n if (!record) {\n return; // container shape changed in the new file — skip gracefully\n }\n cursor = record[token];\n }\n if (cursor === null || typeof cursor !== \"object\") {\n return;\n }\n }\n\n const last = tokens[tokens.length - 1];\n if (Array.isArray(cursor)) {\n cursor[Number(last)] = value;\n } else {\n const record = asRecord(cursor);\n if (record) {\n if (value === undefined) {\n delete record[last];\n } else {\n record[last] = value;\n }\n }\n }\n}\n\n/**\n * Merge a component's NEW canonical file value with an instance's canonical\n * value, preserving the instance side at every overridden path. An empty\n * path (\"\") means the whole component is overridden → instance wins.\n */\nexport function mergeComponentValue(\n newFileCanonical: unknown,\n instanceCanonical: unknown,\n overridePaths: Set<string> | undefined,\n): unknown {\n if (!overridePaths || overridePaths.size === 0) {\n return clone(newFileCanonical);\n }\n if (overridePaths.has(\"\")) {\n return clone(instanceCanonical);\n }\n\n const merged = clone(newFileCanonical);\n for (const path of overridePaths) {\n const tokens = path.split(PATH_TOKEN_SPLIT);\n const instanceValue = getAtPath(instanceCanonical, tokens);\n setAtPath(merged, tokens, clone(instanceValue));\n }\n return merged;\n}\n","import { hydrateWorldFromSnapshotDetailed } from \"../hydration/hydrateWorld\";\nimport type { ObjectManagementSystem } from \"../systems/ObjectManagementSystem\";\nimport type { EntityId } from \"../types\";\nimport type { World } from \"../World\";\nimport { findSnapshotRootEntityIds } from \"./overrides\";\nimport type { SubtreeSnapshot } from \"./snapshotIdUtils\";\n\n/**\n * Components a subtree snapshot must never inject into a live world —\n * scene singletons. Nested `PrefabInstance` links are kept (nested prefabs);\n * only an instance link ON THE SNAPSHOT ROOT is dropped (a file claiming to\n * be an instance of another prefab = variant, unsupported — defense in depth\n * for hand-edited files).\n */\nconst INSTANTIATE_EXCLUDED_COMPONENTS = new Set([\n \"Environment\",\n \"Postprocessing\",\n \"SelectionTransformState\",\n]);\n\nexport type InstantiateSubtreeResult = {\n /** Live entity id of the subtree root, or null when nothing hydrated. */\n rootId: EntityId | null;\n /** Snapshot entity id → live entity id. */\n idMap: Map<number, number>;\n};\n\n/**\n * Hydrate a self-contained subtree snapshot (a prefab file's `snapshot`)\n * into a LIVE world: fresh entity ids, internal references remapped, no\n * camera promotion, transform pass scoped to the created entities.\n */\nexport function instantiateSubtree(\n world: World,\n objectManagementSystem: ObjectManagementSystem,\n snapshot: SubtreeSnapshot,\n): InstantiateSubtreeResult {\n const snapshotRootIds = new Set(findSnapshotRootEntityIds(snapshot));\n const safeSnapshot: SubtreeSnapshot = {\n entities: snapshot.entities,\n components: snapshot.components\n .filter((block) => !INSTANTIATE_EXCLUDED_COMPONENTS.has(block.component))\n .map((block) =>\n block.component === \"PrefabInstance\"\n ? {\n component: block.component,\n entries: block.entries.filter(\n (entry) => !snapshotRootIds.has(entry.entityId),\n ),\n }\n : block,\n )\n .filter((block) => block.entries.length > 0),\n };\n\n const result = hydrateWorldFromSnapshotDetailed(\n safeSnapshot,\n world,\n objectManagementSystem,\n { assignPrimaryCamera: false, applyTransformsScope: \"created\" },\n );\n\n const rootSourceId = findSnapshotRootEntityIds(safeSnapshot).find(\n (sourceId) => result.idMap.has(sourceId),\n );\n\n return {\n rootId: rootSourceId !== undefined ? (result.idMap.get(rootSourceId) ?? null) : null,\n idMap: result.idMap,\n };\n}\n","import { findTopLevelNestedRegions } from \"./nodeKeys\";\nimport type { SubtreeSnapshot } from \"./snapshotIdUtils\";\n\nexport const PREFAB_FILE_VERSION = 1;\n/** Written for files containing NESTED instances (parse accepts either). */\nexport const PREFAB_FILE_VERSION_NESTED = 2;\n\n/** File version to write for a given snapshot: 2 iff it nests instances. */\nexport function prefabFileVersionFor(snapshot: SubtreeSnapshot): number {\n return findTopLevelNestedRegions(snapshot).length > 0\n ? PREFAB_FILE_VERSION_NESTED\n : PREFAB_FILE_VERSION;\n}\n\n/**\n * Envelope of a `.prefab` asset file (and, later, `.scene` assets — same\n * shape with `type: \"scene\"`). `snapshot` is the same columnar world-snapshot\n * format `hydrateWorldFromSnapshotDetailed` consumes, with entity ids\n * renumbered 1..N and every entity carrying a `PrefabNode` identity.\n */\nexport type PrefabAsset = {\n version: number;\n type?: \"prefab\" | \"scene\";\n name?: string;\n snapshot: SubtreeSnapshot;\n};\n\nconst isRecord = (value: unknown): value is Record<string, unknown> =>\n value !== null && typeof value === \"object\" && !Array.isArray(value);\n\n/** Validate untrusted JSON into a `PrefabAsset`, or null when malformed. */\nexport function parsePrefabAsset(json: unknown): PrefabAsset | null {\n if (!isRecord(json)) {\n return null;\n }\n if (typeof json.version !== \"number\" || json.version < 1) {\n return null;\n }\n\n const snapshot = json.snapshot;\n if (!isRecord(snapshot)) {\n return null;\n }\n const entities = snapshot.entities;\n const components = snapshot.components;\n if (!Array.isArray(entities) || !Array.isArray(components)) {\n return null;\n }\n if (!entities.every((id) => typeof id === \"number\")) {\n return null;\n }\n if (\n !components.every(\n (block) =>\n isRecord(block) &&\n typeof block.component === \"string\" &&\n Array.isArray(block.entries),\n )\n ) {\n return null;\n }\n\n return {\n version: json.version,\n type: json.type === \"scene\" ? \"scene\" : \"prefab\",\n name: typeof json.name === \"string\" ? json.name : undefined,\n snapshot: snapshot as unknown as SubtreeSnapshot,\n };\n}\n","import { Object3DRef, PrefabInstance, TransformComponent } from \"../components\";\nimport { applyTransform } from \"../systems/ObjectManagementSystem\";\nimport type { EntityId } from \"../types\";\nimport type { World } from \"../World\";\nimport { collectEntitySubtree } from \"./collectEntitySubtree\";\nimport { instantiateSubtree } from \"./instantiateSubtree\";\nimport { parsePrefabAsset, type PrefabAsset } from \"./types\";\n\ntype Vec3Like = { x?: number; y?: number; z?: number };\n\nlet prefabAssetUrlResolver: ((url: string) => string) | null = null;\n\n/**\n * Override how prefab asset URLs (the file URL itself AND every asset URL\n * stored inside prefab files) are resolved before fetching. Published/preview\n * runtimes register a resolver that maps the editor's `localasset://…/assets/x`\n * URLs to `./assets/x`; the editor leaves it unset (identity — the\n * `localasset://` protocol is fetchable there). Same pattern as\n * {@link setDracoDecoderPath}. Pass null to restore identity.\n */\nexport function setPrefabAssetUrlResolver(\n resolver: ((url: string) => string) | null,\n): void {\n prefabAssetUrlResolver = resolver;\n}\n\nconst resolveUrl = (url: string): string =>\n prefabAssetUrlResolver ? prefabAssetUrlResolver(url) : url;\n\n/** Deep-transform every string in a JSON value (arrays/objects walked). */\nfunction transformStringsDeep(value: unknown, fn: (s: string) => string): unknown {\n if (typeof value === \"string\") {\n return fn(value);\n }\n if (Array.isArray(value)) {\n return value.map((item) => transformStringsDeep(item, fn));\n }\n if (value !== null && typeof value === \"object\") {\n const result: Record<string, unknown> = {};\n for (const [key, item] of Object.entries(value as Record<string, unknown>)) {\n result[key] = transformStringsDeep(item, fn);\n }\n return result;\n }\n return value;\n}\n\n/**\n * Prefab JSON cache: each URL is fetched and parsed once per session; every\n * spawn shares the parsed asset. Failed loads are evicted so a later spawn\n * can retry (same policy as the shared model cache).\n */\nconst prefabCache = new Map<string, Promise<PrefabAsset>>();\n\n/**\n * Fetch + parse (and cache) a `.prefab` asset. All strings inside the\n * snapshot are passed through the registered URL resolver, so asset\n * references load correctly in published/preview builds. Use this from\n * preloaders to warm the same cache `spawnPrefab` reads.\n */\nexport function loadPrefab(url: string): Promise<PrefabAsset> {\n const cached = prefabCache.get(url);\n if (cached) {\n return cached;\n }\n\n const pending = (async () => {\n const response = await fetch(resolveUrl(url));\n if (!response.ok) {\n throw new Error(`Failed to fetch prefab \"${url}\" (${response.status})`);\n }\n const json: unknown = await response.json();\n const parsed = parsePrefabAsset(json);\n if (!parsed) {\n throw new Error(`Invalid prefab file at \"${url}\"`);\n }\n return {\n ...parsed,\n snapshot: transformStringsDeep(\n parsed.snapshot,\n resolveUrl,\n ) as PrefabAsset[\"snapshot\"],\n };\n })();\n\n prefabCache.set(url, pending);\n pending.catch(() => {\n // Evict failed loads so future spawns can retry.\n if (prefabCache.get(url) === pending) {\n prefabCache.delete(url);\n }\n });\n\n return pending;\n}\n\n/** Drop one cached prefab (or all when no url is given). */\nexport function clearPrefabCache(url?: string): void {\n if (typeof url === \"string\") {\n prefabCache.delete(url);\n } else {\n prefabCache.clear();\n }\n}\n\nexport type SpawnPrefabSource =\n | string\n | { path: string; type?: string }\n | PrefabAsset;\n\nexport type SpawnPrefabOptions = {\n /** Parent the spawned root under this entity (default: world root). */\n parentId?: EntityId | null;\n /** Local-space spawn transform for the root (partial axes allowed). */\n position?: Vec3Like;\n rotation?: Vec3Like;\n scale?: Vec3Like;\n};\n\nfunction resolveSource(source: SpawnPrefabSource): {\n url: string;\n asset: Promise<PrefabAsset> | PrefabAsset;\n} {\n if (typeof source === \"string\") {\n return { url: source, asset: loadPrefab(source) };\n }\n if (\"path\" in source && typeof source.path === \"string\") {\n // AssetInput shape from script data: { path, type }.\n return { url: source.path, asset: loadPrefab(source.path) };\n }\n const asset = source as PrefabAsset;\n return { url: asset.name ?? \"\", asset };\n}\n\n/**\n * Instantiate a prefab into a live world at runtime.\n *\n * `source` may be a URL string, a script AssetInput (`{ path, type }`), or an\n * already-loaded {@link PrefabAsset}. Resolves with the root entity id once\n * all entities/components exist — heavyweight assets inside (models,\n * textures, audio) continue loading reactively through their systems, using\n * the shared model cache for repeat spawns.\n */\nexport async function spawnPrefab(\n world: World,\n source: SpawnPrefabSource,\n options?: SpawnPrefabOptions,\n): Promise<EntityId> {\n const { url, asset } = resolveSource(source);\n const prefab = await asset;\n\n const objectManagementSystem = world.getObjectManagementSystem();\n const { rootId } = instantiateSubtree(\n world,\n objectManagementSystem,\n prefab.snapshot,\n );\n if (rootId === null) {\n throw new Error(\n `Prefab \"${url || prefab.name || \"unknown\"}\" contained no spawnable entities`,\n );\n }\n\n if (!world.getComponent(rootId, PrefabInstance)) {\n world.addComponent(rootId, new PrefabInstance(url, []));\n }\n\n if (options?.parentId !== undefined && options.parentId !== null) {\n objectManagementSystem.setParent(world, rootId, options.parentId, {\n preserveWorldTransform: false,\n });\n }\n\n const transform = world.getComponent(rootId, TransformComponent);\n if (transform && (options?.position || options?.rotation || options?.scale)) {\n const write = (target: { x: number; y: number; z: number }, src?: Vec3Like) => {\n if (!src) return;\n if (typeof src.x === \"number\") target.x = src.x;\n if (typeof src.y === \"number\") target.y = src.y;\n if (typeof src.z === \"number\") target.z = src.z;\n };\n write(transform.position, options.position);\n write(transform.rotation, options.rotation);\n write(transform.scale, options.scale);\n\n const object = world.getComponent(rootId, Object3DRef)?.object;\n if (object) {\n applyTransform(object, transform);\n object.updateMatrixWorld(true);\n }\n }\n\n return rootId;\n}\n\n/**\n * Delete a spawned prefab instance: the root entity plus every descendant\n * (children first). Returns the number of entities removed. `dispose`\n * releases GPU resources not flagged as shared (safe with the model cache).\n */\nexport function despawnPrefab(\n world: World,\n rootId: EntityId,\n dispose = true,\n): number {\n const objectManagementSystem = world.getObjectManagementSystem();\n const subtree = collectEntitySubtree(world, [rootId]).reverse();\n\n let removed = 0;\n for (const entityId of subtree) {\n if (objectManagementSystem.deleteEntity(world, entityId, dispose)) {\n removed += 1;\n }\n }\n return removed;\n}\n","import type { World } from \"./World\";\nimport { Component } from \"./Component\";\nimport {\n despawnPrefab,\n spawnPrefab,\n type SpawnPrefabOptions,\n type SpawnPrefabSource,\n} from \"./prefab/spawnPrefab\";\nimport type { CustomEcsSystem } from \"./CustomEcsSystem\";\nimport type { ComponentClass } from \"./worldSnapshotUtils\";\nimport { Object3DRef, ParentId, TransformComponent } from \"./components\";\nimport type { ParentLookup, WorldEntityView } from \"./types\";\nimport type { XrCapabilities, XrInputState } from \"./xr/types\";\nimport type { ScriptObject } from \"./ScriptObject\";\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 vs runtime**: `Behaviour` subclasses run ONLY at preview/runtime —\n * they never execute in the editor. For a visual that must render and animate\n * inside the editor (custom shaders, procedural geometry, grass, anything the\n * object palette can't produce), use {@link ScriptObject} instead.\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 * Instantiate a prefab asset into the world at runtime.\n *\n * `source` is typically an `AssetInput` field from this script's `data`\n * (drag a `.prefab` from the asset browser onto the field in the editor),\n * a URL string, or a pre-loaded `PrefabAsset`. Resolves with the new root\n * entity id.\n *\n * ```ts\n * data = { enemyPrefab: { path: \"\", type: \"prefab\" } };\n * async onUpdate() {\n * if (shouldSpawn) {\n * const id = await this.spawnPrefab(this.data.enemyPrefab, {\n * position: { x: 0, y: 0, z: -5 },\n * });\n * }\n * }\n * ```\n */\n spawnPrefab(\n source: SpawnPrefabSource,\n options?: SpawnPrefabOptions,\n ): Promise<number> {\n return spawnPrefab(this.world, source, options);\n }\n\n /**\n * Remove a spawned prefab instance (the root entity and all descendants).\n * Returns the number of entities removed.\n */\n despawn(rootEntityId: number): number {\n return despawnPrefab(this.world, rootEntityId);\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. Runs at preview/runtime only — never in the editor.\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. Runs at preview/runtime only — never in the\n * editor (use {@link ScriptObject} for editor-visible visuals).\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 // ─── WebXR (VR / MR) hooks ────────────────────────────────────────────────\n // Dispatched by XRSessionSystem / XRInteractionSystem, following the same\n // pattern as the AR hooks above: public no-op methods that subclasses opt\n // into by overriding. They never fire outside an immersive session.\n\n /**\n * Called once when an immersive session starts. Optional XR hook.\n *\n * Use it to set up XR-only state. Inspect `capabilities` rather than guessing\n * by device: feature support differs sharply per headset (for example Vision\n * Pro grants no passthrough on the web today).\n *\n * @param capabilities - What the session actually granted, read from\n * `XRSession.enabledFeatures`.\n */\n onXRSessionStart(capabilities: XrCapabilities): void {\n // Override in subclasses to react to entering VR/MR\n }\n\n /** Called once when the immersive session ends. Optional XR hook. */\n onXRSessionEnd(): void {\n // Override in subclasses to tear down XR-only state\n }\n\n /**\n * Called when a primary action begins — controller trigger, hand pinch, or\n * Vision Pro gaze-pinch. Optional XR hook.\n *\n * @param input - Normalized state for the source that acted.\n */\n onSelectStart(input: XrInputState): void {\n // Override in subclasses to react to a primary action press\n }\n\n /** Called when the primary action ends. Optional XR hook. */\n onSelectEnd(input: XrInputState): void {\n // Override in subclasses to react to a primary action release\n }\n\n /**\n * Called when this entity is grabbed. Optional XR hook.\n *\n * Only fires for entities carrying an enabled, grabbable\n * `XRInteractableComponent`.\n *\n * @param input - The source doing the grabbing.\n */\n onGrab(input: XrInputState): void {\n // Override in subclasses to react to being picked up\n }\n\n /** Called when this entity is released. Optional XR hook. */\n onRelease(input: XrInputState): void {\n // Override in subclasses to react to being dropped\n }\n}\n","import type { Component } from \"../Component\";\nimport type { World } from \"../World\";\n\n/**\n * Shared infrastructure for the script-hosting systems (`ScriptBehaviourSystem`\n * and `ScriptObjectSystem`): module loading, class resolution, data-envelope\n * merge/resolve/serialize. Extracted verbatim from `ScriptBehaviourSystem` so\n * both systems stay behaviourally identical for the parts they share.\n */\n\n/** Resolves a script URL to its ES module namespace. */\nexport type ModuleLoader = (\n scriptUrl: string,\n) => Promise<Record<string, unknown>>;\n\n/** Default loader — a plain dynamic import (used outside the editor/runtime). */\nexport async function defaultModuleLoader(\n scriptUrl: string,\n): Promise<Record<string, unknown>> {\n return (await import(/* webpackIgnore: true */ scriptUrl)) as Record<\n string,\n unknown\n >;\n}\n\n/** Strip local paths / localasset hosts from an error before surfacing it. */\nexport function 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 if (typeof error === \"string\" && error) {\n return sanitize(error);\n }\n return \"Unknown script error.\";\n}\n\n/**\n * Resolve a script class from a loaded module: named export → `default` →\n * static marker fallback. The `instanceof baseClass` check can fail when a\n * bundler ships a second copy of the package into the script blob (identity\n * split); the inherited static marker (e.g. `__reluScriptObjectClass`) survives\n * that, so it's the fallback.\n */\nexport function resolveScriptCtor<TCtor extends abstract new (...args: never) => unknown>(\n moduleValue: Record<string, unknown>,\n className: string,\n options: { baseClass: Function; markerKey: string },\n): TCtor | 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 options.baseClass)) {\n const marker = (candidate as unknown as Record<string, unknown>)[\n options.markerKey\n ];\n if (!marker) {\n return null;\n }\n }\n\n return candidate as unknown as TCtor;\n}\n\nexport function 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(\n defaultValue: unknown,\n currentValue: unknown,\n): 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 if (typeof defaultValue === \"string\") {\n return typeof currentValue === \"string\" ? currentValue : defaultValue;\n }\n if (typeof defaultValue === \"boolean\") {\n return typeof currentValue === \"boolean\" ? currentValue : defaultValue;\n }\n if (defaultValue === null) {\n return currentValue !== undefined ? currentValue : null;\n }\n\n return typeof currentValue === \"undefined\" ? defaultValue : currentValue;\n}\n\n/** Merge persisted `current` data over the script's `defaults`, shape-aware. */\nexport function mergeDataByCurrentDefaults(\n defaults: Record<string, unknown>,\n current: Record<string, unknown>,\n): Record<string, unknown> {\n const next: Record<string, unknown> = {};\n for (const key of Object.keys(defaults)) {\n next[key] = mergeValueByDefaultShape(defaults[key], current[key]);\n }\n return next;\n}\n\nfunction isRawEntityInput(\n value: unknown,\n): 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(\n components: Component[],\n componentKind: string,\n): 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\n/** Replace raw EntityInput/ComponentInput envelopes with live views for the script. */\nexport function resolveInputData(\n world: World,\n rawData: Record<string, unknown>,\n): 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 =\n 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\n/** Re-serialize instance data for storage, preserving raw entity/component refs. */\nexport function serializeDataForStorage(\n rawData: Record<string, unknown>,\n instanceData: Record<string, unknown>,\n): Record<string, unknown> {\n const result: Record<string, unknown> = { ...instanceData };\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","import * as THREE from \"three\";\nimport { Behaviour } from \"../Behaviour\";\nimport type { Component } from \"../Component\";\nimport { ScriptComponent } from \"../components\";\nimport type { ScriptEntry } from \"../components/ScriptComponent\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport {\n defaultModuleLoader,\n mergeDataByCurrentDefaults,\n type ModuleLoader,\n normalizeScriptData,\n resolveInputData,\n resolveScriptCtor,\n serializeDataForStorage,\n toErrorMessage,\n} from \"./scriptShared\";\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 buildInstanceKey(entityId: number, scriptUrl: string, className: string): string {\n return `${entityId}:${scriptUrl}:${className}`;\n}\n\n/** Thin wrapper over the shared resolver, pinned to the Behaviour base class. */\nfunction resolveBehaviourCtor(\n moduleValue: Record<string, unknown>,\n className: string,\n): BehaviourCtor | null {\n return resolveScriptCtor<BehaviourCtor>(moduleValue, className, {\n baseClass: Behaviour,\n markerKey: \"__reluBehaviourClass\",\n });\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 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\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 // Behaviours never run in the editor — they are preview/runtime only.\n // (For visuals that must render in the editor, use ScriptObject.)\n const skipInEditor = world.isEditorMode();\n if (!entry.enabled || !entry.scriptUrl || skipInEditor) {\n nextEntries[entryIndex] = {\n ...entry,\n runtimeState: \"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 // Behaviours never init in the editor (loads never start there anyway).\n if (!world.isEditorMode()) {\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 type * as THREE from \"three\";\nimport type { World } from \"./World\";\n\n/**\n * Base class for **script objects** — entities whose THREE.js visual is built\n * entirely by user code (procedural geometry, shaders, particle systems,\n * anything the editor can't author natively).\n *\n * The critical difference from {@link Behaviour}: a `ScriptObject` runs in the\n * **editor AND at runtime** — `build()` and `update()` execute identically in\n * both. `ScriptObjectSystem` loads the module, instantiates the class, calls\n * `build()` to get the visual, attaches it under the entity's Object3D, and\n * ticks `update()` every frame. **Do NOT gate anything on\n * `world.isEditorMode()`** — running everywhere is the whole point. Use\n * {@link Behaviour} for gameplay logic that must NOT run in the editor.\n *\n * Subclasses are resolved by the inherited static marker\n * `__reluScriptObjectClass` (survives bundler identity splits). Do not override\n * the marker.\n *\n * @example\n * ```ts\n * import { ScriptObject, type ColorInput } from \"@relu-interactives/spatial-ecs\";\n * import * as THREE from \"three\";\n *\n * export default class GlowOrb extends ScriptObject {\n * declare data: { color: ColorInput };\n * private mat!: THREE.MeshStandardMaterial;\n *\n * build(): THREE.Object3D {\n * this.data.color ??= { type: \"color\", value: \"#66ccff\" };\n * this.mat = new THREE.MeshStandardMaterial({\n * color: this.data.color.value,\n * emissive: this.data.color.value,\n * });\n * return new THREE.Mesh(new THREE.SphereGeometry(0.5, 32, 32), this.mat);\n * }\n *\n * update(dt: number): void {\n * this.mat.emissiveIntensity = 0.5 + 0.5 * Math.sin(performance.now() * 0.002);\n * }\n *\n * dispose(): void {\n * this.mat.dispose();\n * }\n * }\n * ```\n *\n * @category Scripting\n */\nexport class ScriptObject {\n /**\n * Static marker used by `ScriptObjectSystem` to detect `ScriptObject`\n * subclasses even when a bundler ships a second copy of the package into the\n * script blob (breaking `instanceof`). Do NOT override.\n */\n static readonly __reluScriptObjectClass = true as const;\n\n /**\n * The script's data payload (the `ScriptObjectComponent.data`). Declare a\n * concrete shape on subclasses with `declare data: MyShape` for type safety.\n * Use the same typed input envelopes as Behaviours (`ColorInput`,\n * `SliderInput`, `EntityInput`, …) to get inspector fields.\n */\n data: Record<string, unknown> = {};\n\n /** The owning ECS world. */\n world: World;\n\n /** The entity this script object is bound to. */\n entityId: number;\n\n /**\n * The Object3D returned by {@link ScriptObject.build}. Assigned by\n * `ScriptObjectSystem` after `build()` runs; `null` until then.\n */\n root: THREE.Object3D | null = null;\n\n /**\n * Engine-managed constructor. `ScriptObjectSystem` instantiates subclasses\n * with the owning world, the entity id, and the component's `data`. User code\n * should not call this directly.\n */\n constructor(world: World, entityId: number, data?: Record<string, unknown>) {\n this.world = world;\n this.entityId = entityId;\n if (data) this.data = data;\n }\n\n /**\n * REQUIRED — build and return the visual root. Called once by\n * `ScriptObjectSystem` after construction. The returned object is attached\n * under the entity's Object3D (so it inherits the entity transform, selection\n * and visibility). Subclasses MUST override.\n */\n build(): THREE.Object3D {\n throw new Error(\"ScriptObject subclasses must implement build()\");\n }\n\n /**\n * OPTIONAL — per-frame hook. Runs in the editor AND at runtime (e.g. advance\n * a shader time uniform, procedural animation). Keep per-frame work on local\n * THREE state / uniforms — do NOT write ECS components every frame (that\n * churns the editor's undo history).\n */\n update?(deltaTime: number): void;\n\n /**\n * OPTIONAL — free any GPU resources this script created (geometries,\n * materials, textures, render targets). Called by `ScriptObjectSystem` when\n * the object is removed, disabled, or reloaded. THREE `dispose()` is\n * idempotent, so double-dispose is safe.\n */\n dispose?(): void;\n}\n","import * as THREE from \"three\";\nimport { ScriptObject } from \"../ScriptObject\";\nimport { Object3DRef, ScriptObjectComponent } from \"../components\";\nimport type { EcsSystem } from \"../System\";\nimport { SHARED_MODEL_RESOURCE_FLAG } from \"../utils/modelCache\";\nimport type { World } from \"../World\";\nimport {\n defaultModuleLoader,\n mergeDataByCurrentDefaults,\n type ModuleLoader,\n normalizeScriptData,\n resolveInputData,\n resolveScriptCtor,\n serializeDataForStorage,\n toErrorMessage,\n} from \"./scriptShared\";\n\n/** Tags the Object3D a script's `build()` returned, so reloads can find/remove it. */\nexport const SCRIPT_OBJECT_ROOT_FLAG = \"__scriptObjectRoot\";\n\ntype ScriptObjectCtor = new (\n world: World,\n entityId: number,\n data?: Record<string, unknown>,\n) => ScriptObject;\n\ntype ScriptObjectRecord = {\n entityId: number;\n scriptUrl: string;\n className: string;\n /** \"error\" records are tombstones — kept so a broken script doesn't reload every frame. */\n status: \"ready\" | \"error\";\n instance: ScriptObject | null;\n root: THREE.Object3D | null;\n /** Serializable merged envelope last resolved. */\n rawData: Record<string, unknown>;\n /** Exact object last written to component.data — reference-equality dirty check. */\n lastWrittenData: Record<string, unknown> | null;\n};\n\nfunction setInstanceRef(component: ScriptObjectComponent, value: unknown): void {\n // Always via defineProperty: a history-restored clone (Object.create walk that\n // drops non-enumerable own props) would otherwise get an ENUMERABLE `instance`\n // that leaks into snapshots.\n Object.defineProperty(component, \"instance\", {\n value,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n}\n\n/** Remove a built subtree from the scene and free its GPU resources. */\nfunction disposeBuiltObject(root: THREE.Object3D): void {\n root.parent?.remove(root);\n root.traverse((node) => {\n const mesh = node as THREE.Mesh;\n const geometry = mesh.geometry as THREE.BufferGeometry | undefined;\n if (\n geometry?.dispose &&\n !geometry.userData?.[SHARED_MODEL_RESOURCE_FLAG]\n ) {\n geometry.dispose();\n }\n const material = mesh.material as\n | THREE.Material\n | THREE.Material[]\n | undefined;\n const materials = Array.isArray(material)\n ? material\n : material\n ? [material]\n : [];\n for (const mat of materials) {\n if (mat.userData?.[SHARED_MODEL_RESOURCE_FLAG]) continue;\n // Dispose textures the material references before the material itself.\n for (const value of Object.values(mat)) {\n if (value instanceof THREE.Texture) value.dispose();\n }\n mat.dispose?.();\n }\n });\n}\n\n/**\n * Builds, ticks, and disposes {@link ScriptObject} scripts. Unlike\n * `ScriptBehaviourSystem`, this runs in the editor AND at runtime — there is NO\n * `isEditorMode` gating anywhere here. A script's `build()` output is attached\n * under the entity's `Object3DRef.object` (so it inherits transform, selection\n * and visibility). `runtimeState` is written on transitions only (never every\n * frame).\n *\n * Construct it and pass it to `World.setup({ systems })`.\n *\n * @category Systems\n */\nexport class ScriptObjectSystem implements EcsSystem {\n private readonly moduleLoader: ModuleLoader;\n private instances = new Map<number, ScriptObjectRecord>();\n private loading = new Map<number, { key: string; promise: Promise<void> }>();\n /** Bumped by invalidate*() so in-flight loads that predate it are discarded. */\n private epoch = 0;\n\n constructor(moduleLoader?: ModuleLoader) {\n this.moduleLoader = moduleLoader ?? defaultModuleLoader;\n }\n\n update(world: World, deltaTime: number): void {\n const active = new Map<number, ScriptObjectComponent>();\n\n for (const entityId of world.query(ScriptObjectComponent)) {\n const component = world.getComponent(entityId, ScriptObjectComponent);\n if (!component) continue;\n\n const wantsRun =\n component.enabled &&\n typeof component.scriptUrl === \"string\" &&\n typeof component.className === \"string\";\n\n if (!wantsRun) {\n // Tear down any live/tombstone record + cancel loads; idle transition only.\n const record = this.instances.get(entityId);\n if (record) this.teardownRecord(world, entityId, record, false);\n this.loading.delete(entityId);\n if (component.runtimeState !== \"idle\") {\n component.runtimeState = \"idle\";\n component.runtimeMessage = undefined;\n }\n continue;\n }\n\n active.set(entityId, component);\n }\n\n // Sweep records whose entity/identity no longer matches.\n for (const [entityId, record] of this.instances) {\n const component = active.get(entityId);\n const identityChanged =\n !component ||\n record.scriptUrl !== component.scriptUrl ||\n record.className !== component.className;\n if (!world.hasEntity(entityId) || identityChanged) {\n this.teardownRecord(world, entityId, record, false);\n }\n }\n\n // Tick ready instances + sync inspector edits.\n for (const [entityId, component] of active) {\n const record = this.instances.get(entityId);\n if (!record || record.status !== \"ready\" || !record.instance) continue;\n if (!world.isEntityVisible(entityId)) continue;\n\n // Dirty-only data sync: the editor/undo installs a NEW object on any edit.\n if (component.data !== record.lastWrittenData) {\n try {\n const merged = mergeDataByCurrentDefaults(\n record.rawData,\n normalizeScriptData(component.data),\n );\n record.rawData = merged;\n record.instance.data = resolveInputData(world, merged);\n const stored = serializeDataForStorage(merged, merged);\n component.data = stored;\n record.lastWrittenData = stored;\n } catch (error) {\n this.markError(world, entityId, component, error);\n continue;\n }\n }\n\n try {\n record.instance.update?.(deltaTime);\n } catch (error) {\n this.markError(world, entityId, component, error);\n }\n }\n\n // Kick loads for active entries with no record and no in-flight load.\n for (const [entityId, component] of active) {\n if (this.instances.has(entityId) || this.loading.has(entityId)) continue;\n const scriptUrl = component.scriptUrl as string;\n const className = component.className as string;\n if (component.runtimeState !== \"loading\") {\n component.runtimeState = \"loading\";\n component.runtimeMessage = undefined;\n }\n const epochAtStart = this.epoch;\n const key = `${epochAtStart}:${scriptUrl}:${className}`;\n const promise = this.loadScriptObject(\n world,\n entityId,\n scriptUrl,\n className,\n key,\n epochAtStart,\n )\n .catch((error) => {\n this.markError(world, entityId, undefined, error);\n console.error(\n `[ScriptObjectSystem] Failed loading ${className} (${scriptUrl})`,\n error,\n );\n })\n .finally(() => {\n if (this.loading.get(entityId)?.key === key) {\n this.loading.delete(entityId);\n }\n });\n this.loading.set(entityId, { key, promise });\n }\n\n // Drop loading entries no longer active.\n for (const entityId of this.loading.keys()) {\n if (!active.has(entityId)) this.loading.delete(entityId);\n }\n }\n\n private async loadScriptObject(\n world: World,\n entityId: number,\n scriptUrl: string,\n className: string,\n key: string,\n epochAtStart: number,\n ): Promise<void> {\n const moduleValue = await this.moduleLoader(scriptUrl);\n\n // Staleness guards after the await.\n if (\n this.loading.get(entityId)?.key !== key ||\n epochAtStart !== this.epoch ||\n !world.hasEntity(entityId)\n ) {\n return;\n }\n const component = world.getComponent(entityId, ScriptObjectComponent);\n if (\n !component ||\n !component.enabled ||\n component.scriptUrl !== scriptUrl ||\n component.className !== className\n ) {\n return;\n }\n\n const ctor = resolveScriptCtor<ScriptObjectCtor>(moduleValue, className, {\n baseClass: ScriptObject,\n markerKey: \"__reluScriptObjectClass\",\n });\n if (!ctor) {\n throw new Error(\n `Missing ScriptObject export '${className}' in ${scriptUrl}`,\n );\n }\n\n const currentData = normalizeScriptData(component.data);\n let instance: ScriptObject;\n try {\n instance = new ctor(world, entityId, undefined);\n } catch {\n instance = new ctor(world, entityId, currentData);\n }\n\n // Defaults from the class's `data = { … }` literal (may carry envelope\n // metadata: sliders, dropdowns, entity/component/asset inputs). A\n // `declare data` class has no runtime initializer, so this is empty and the\n // field schema is discovered AFTER build() below.\n const literalDefaults = normalizeScriptData(instance.data);\n\n // Seed the instance with persisted values (merged over the literal) BEFORE\n // build() so a `this.data.x ??= default` inside build() fills only missing\n // keys and never clobbers a saved edit. For a `declare data` class the seed\n // is just the saved data — build() itself supplies the defaults.\n const seed =\n Object.keys(literalDefaults).length > 0\n ? mergeDataByCurrentDefaults(literalDefaults, currentData)\n : { ...currentData };\n instance.data = resolveInputData(world, seed);\n\n const parent = world.getComponent(entityId, Object3DRef)?.object;\n if (!parent) {\n throw new Error(\"Script object entity has no Object3D to attach to.\");\n }\n\n // Pre-attach sweep: remove any orphaned prior root (survived invalidate/undo).\n for (const child of [...parent.children]) {\n if (child.userData?.[SCRIPT_OBJECT_ROOT_FLAG]) {\n disposeBuiltObject(child);\n }\n }\n\n let built: THREE.Object3D;\n try {\n built = instance.build();\n } catch (error) {\n try {\n instance.dispose?.();\n } catch {\n // best-effort\n }\n throw error;\n }\n if (!built || (built as THREE.Object3D).isObject3D !== true) {\n try {\n instance.dispose?.();\n } catch {\n // best-effort\n }\n throw new Error(\"build() must return a THREE.Object3D.\");\n }\n\n built.userData[SCRIPT_OBJECT_ROOT_FLAG] = true;\n parent.add(built);\n instance.root = built;\n\n // Discover the final field schema. build() may have populated defaults on a\n // `declare data` class (`this.data.x ??= …`) that weren't visible at\n // construction; fold those in UNDER the literal defaults (which keep their\n // envelope shape) so the inspector renders every field the script uses.\n const postBuildData = normalizeScriptData(instance.data);\n const schemaDefaults: Record<string, unknown> = { ...literalDefaults };\n for (const [key, value] of Object.entries(postBuildData)) {\n if (!(key in schemaDefaults)) schemaDefaults[key] = value;\n }\n const merged = mergeDataByCurrentDefaults(schemaDefaults, currentData);\n instance.data = resolveInputData(world, merged);\n\n const stored = serializeDataForStorage(merged, merged);\n component.data = stored;\n component.runtimeState = \"ready\";\n component.runtimeMessage = undefined;\n setInstanceRef(component, instance);\n\n this.instances.set(entityId, {\n entityId,\n scriptUrl,\n className,\n status: \"ready\",\n instance,\n root: built,\n rawData: merged,\n lastWrittenData: stored,\n });\n }\n\n /** Dispose a record's instance + built subtree. `keepTombstone` leaves an error marker. */\n private teardownRecord(\n world: World,\n entityId: number,\n record: ScriptObjectRecord,\n keepTombstone: boolean,\n ): void {\n try {\n record.instance?.dispose?.();\n } catch {\n // best-effort\n }\n if (record.root) disposeBuiltObject(record.root);\n\n const component = world.getComponent(entityId, ScriptObjectComponent);\n if (component) setInstanceRef(component, null);\n\n if (keepTombstone) {\n this.instances.set(entityId, {\n ...record,\n status: \"error\",\n instance: null,\n root: null,\n });\n } else {\n this.instances.delete(entityId);\n }\n }\n\n private markError(\n world: World,\n entityId: number,\n component: ScriptObjectComponent | undefined,\n error: unknown,\n ): void {\n const comp =\n component ?? world.getComponent(entityId, ScriptObjectComponent) ?? null;\n if (comp) {\n comp.runtimeState = \"error\";\n comp.runtimeMessage = toErrorMessage(error);\n }\n const record = this.instances.get(entityId);\n if (record) {\n this.teardownRecord(world, entityId, record, true);\n } else {\n // Error before a record existed (load failure) — plant a tombstone so we\n // don't retry every frame until identity/enabled/invalidate changes.\n this.instances.set(entityId, {\n entityId,\n scriptUrl: comp?.scriptUrl ?? \"\",\n className: comp?.className ?? \"\",\n status: \"error\",\n instance: null,\n root: null,\n rawData: {},\n lastWrittenData: null,\n });\n }\n }\n\n /** Dispose all live instances so the next update() reloads with fresh modules. */\n invalidateAll(): void {\n this.epoch += 1;\n for (const [entityId, record] of [...this.instances]) {\n try {\n record.instance?.dispose?.();\n } catch {\n // best-effort\n }\n if (record.root) disposeBuiltObject(record.root);\n this.instances.delete(entityId);\n }\n this.loading.clear();\n }\n\n /** Invalidate only the entities whose script matches `scriptUrl`. */\n invalidate(scriptUrl: string): void {\n this.epoch += 1;\n for (const [entityId, record] of [...this.instances]) {\n if (record.scriptUrl !== scriptUrl) continue;\n try {\n record.instance?.dispose?.();\n } catch {\n // best-effort\n }\n if (record.root) disposeBuiltObject(record.root);\n this.instances.delete(entityId);\n }\n for (const [entityId, entry] of [...this.loading]) {\n if (entry.key.includes(`:${scriptUrl}:`)) this.loading.delete(entityId);\n }\n }\n\n dispose(world: World): void {\n for (const [entityId, record] of [...this.instances]) {\n this.teardownRecord(world, entityId, record, false);\n }\n this.instances.clear();\n this.loading.clear();\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 // While an immersive session presents, three writes the headset pose onto\n // the render camera every frame. Writing the authored transform back over\n // it would fight the headset — move the XR rig (the camera's parent)\n // instead. See World.isXrPresenting().\n const xrCamera = world.isXrPresenting() ? world.getCamera() : null;\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 if (xrCamera !== null && object === xrCamera) {\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 /** Tracks entities that were stopped due to invisibility. */\n private readonly stoppedDueToInvisibility = new Set<number>();\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 // Track that we stopped it so we can resume when visibility is restored.\n if (!world.isEntityVisible(entityId)) {\n if (sound.isPlaying) {\n sound.stop();\n this.stoppedDueToInvisibility.add(entityId);\n }\n continue;\n }\n\n // Entity is visible — if we previously stopped it due to invisibility,\n // resume playback now and clear the flag.\n if (this.stoppedDueToInvisibility.has(entityId)) {\n this.stoppedDueToInvisibility.delete(entityId);\n // If the component still wants to play, restart the audio.\n if (component.isPlaying && !sound.isPlaying && sound.buffer) {\n sound.play();\n }\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. Skip this check if we stopped due to invisibility.\n if (\n prevWasPlaying &&\n !sound.isPlaying &&\n component.isPlaying &&\n !component.isPaused &&\n !this.stoppedDueToInvisibility.has(entityId)\n ) {\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 this.stoppedDueToInvisibility.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 this.stoppedDueToInvisibility.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 /** Tracks entities that were manually paused due to invisibility. */\n private readonly pausedDueToInvisibility = new Set<number>();\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. Track that we\n // manually paused it so we can resume when visibility is restored.\n if (!world.isEntityVisible(entityId)) {\n if (!video.paused) {\n video.pause();\n this.pausedDueToInvisibility.add(entityId);\n }\n continue;\n }\n\n // Entity is visible — if we previously paused it due to invisibility,\n // resume playback now and clear the flag.\n if (this.pausedDueToInvisibility.has(entityId)) {\n this.pausedDueToInvisibility.delete(entityId);\n // If the component still wants to play, resume the video element.\n if (component.isPlaying && video.paused) {\n video.play().catch(() => {});\n }\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 // Skip this check if we manually paused due to invisibility.\n if (\n prev.isPlaying &&\n video.paused &&\n !video.seeking &&\n component.isPlaying &&\n !component.isPaused &&\n !this.pausedDueToInvisibility.has(entityId)\n ) {\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 this.pausedDueToInvisibility.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 this.pausedDueToInvisibility.clear();\n }\n}\n","import * as THREE from \"three\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { XrHandedness, XrInputKind, XrInputState } from \"../xr/types\";\n\n/**\n * Normalizes every WebXR input model into one pollable shape.\n *\n * Sources are keyed by their live `XRInputSource` object, NOT by index or\n * handedness: Vision Pro's `transient-pointer` sources are created on pinch and\n * destroyed on release, so index-based caching would attribute one pinch's\n * state to the next. Keying by identity means a released source simply\n * disappears, and `selectEnd` still fires for it on its final frame.\n *\n * Mirrors {@link InputSystem}'s pending→latched contract: event handlers only\n * set `pending*` flags, and `update()` promotes them exactly once per frame so\n * `selectStart`/`selectEnd` are true for a single frame regardless of how many\n * events arrived.\n */\n\ntype SourceRecord = {\n source: XRInputSource;\n state: XrInputState;\n pendingSelectStart: boolean;\n pendingSelectEnd: boolean;\n pendingSqueezeStart: boolean;\n pendingSqueezeEnd: boolean;\n /** Marks sources that vanished this frame so we can emit their final edge. */\n removed: boolean;\n};\n\nfunction handednessOf(source: XRInputSource): XrHandedness {\n const value = source.handedness;\n return value === \"left\" || value === \"right\" ? value : \"none\";\n}\n\n/**\n * Classify a source. `targetRayMode` is the authoritative signal — it is how the\n * spec distinguishes Vision Pro's transient pinch (`transient-pointer`) from a\n * held controller (`tracked-pointer`) — with the presence of `hand` breaking the\n * tie for articulated hands.\n */\nfunction kindOf(source: XRInputSource): XrInputKind {\n const mode = source.targetRayMode as string;\n if (mode === \"transient-pointer\") return \"transient-pointer\";\n if (mode === \"gaze\") return \"gaze\";\n if (source.hand) return \"hand\";\n return \"controller\";\n}\n\nfunction blankState(source: XRInputSource): XrInputState {\n return {\n handedness: handednessOf(source),\n kind: kindOf(source),\n connected: true,\n rayOrigin: new THREE.Vector3(),\n rayDirection: new THREE.Vector3(0, 0, -1),\n gripPosition: null,\n gripQuaternion: null,\n select: false,\n selectStart: false,\n selectEnd: false,\n squeeze: false,\n squeezeStart: false,\n squeezeEnd: false,\n axes: [],\n hasAxes: false,\n buttons: [],\n };\n}\n\nexport class XRInputSystem implements EcsSystem {\n private readonly records = new Map<XRInputSource, SourceRecord>();\n private session: XRSession | null = null;\n\n private readonly onSelectStart = (event: XRInputSourceEvent) =>\n this.mark(event, \"pendingSelectStart\");\n private readonly onSelectEnd = (event: XRInputSourceEvent) =>\n this.mark(event, \"pendingSelectEnd\");\n private readonly onSqueezeStart = (event: XRInputSourceEvent) =>\n this.mark(event, \"pendingSqueezeStart\");\n private readonly onSqueezeEnd = (event: XRInputSourceEvent) =>\n this.mark(event, \"pendingSqueezeEnd\");\n\n private mark(event: XRInputSourceEvent, flag: keyof SourceRecord): void {\n const record = this.ensureRecord(event.inputSource);\n (record as unknown as Record<string, boolean>)[flag as string] = true;\n }\n\n private ensureRecord(source: XRInputSource): SourceRecord {\n let record = this.records.get(source);\n if (!record) {\n record = {\n source,\n state: blankState(source),\n pendingSelectStart: false,\n pendingSelectEnd: false,\n pendingSqueezeStart: false,\n pendingSqueezeEnd: false,\n removed: false,\n };\n this.records.set(source, record);\n }\n return record;\n }\n\n /** Bind to a session. Called by {@link XRSessionSystem} on session start. */\n attachSession(session: XRSession): void {\n this.detachSession();\n this.session = session;\n session.addEventListener(\"selectstart\", this.onSelectStart as EventListener);\n session.addEventListener(\"selectend\", this.onSelectEnd as EventListener);\n session.addEventListener(\n \"squeezestart\",\n this.onSqueezeStart as EventListener,\n );\n session.addEventListener(\"squeezeend\", this.onSqueezeEnd as EventListener);\n }\n\n /** Unbind and drop all per-source state. */\n detachSession(): void {\n const session = this.session;\n if (session) {\n session.removeEventListener(\n \"selectstart\",\n this.onSelectStart as EventListener,\n );\n session.removeEventListener(\n \"selectend\",\n this.onSelectEnd as EventListener,\n );\n session.removeEventListener(\n \"squeezestart\",\n this.onSqueezeStart as EventListener,\n );\n session.removeEventListener(\n \"squeezeend\",\n this.onSqueezeEnd as EventListener,\n );\n }\n this.session = null;\n this.records.clear();\n }\n\n update(world: World): void {\n // Clear one-frame edges from the previous tick, and retire sources that\n // disconnected then (their final selectEnd has now been observed).\n for (const [source, record] of this.records) {\n if (record.removed) {\n this.records.delete(source);\n continue;\n }\n record.state.selectStart = false;\n record.state.selectEnd = false;\n record.state.squeezeStart = false;\n record.state.squeezeEnd = false;\n }\n\n const session = this.session;\n if (!session || !world.isXrPresenting()) return;\n\n const renderer = world.getRenderer();\n const referenceSpace = renderer.xr.getReferenceSpace();\n const frame = (renderer.xr as { getFrame?: () => XRFrame | null }).getFrame?.();\n const live = new Set<XRInputSource>();\n\n for (const source of session.inputSources) {\n live.add(source);\n const record = this.ensureRecord(source);\n const state = record.state;\n state.connected = true;\n // Re-read each frame: a source can gain a gamepad or hand mid-session.\n state.handedness = handednessOf(source);\n state.kind = kindOf(source);\n\n if (frame && referenceSpace && source.targetRaySpace) {\n const pose = frame.getPose(source.targetRaySpace, referenceSpace);\n if (pose) {\n const m = new THREE.Matrix4().fromArray(pose.transform.matrix);\n state.rayOrigin.setFromMatrixPosition(m);\n state.rayDirection\n .set(0, 0, -1)\n .applyQuaternion(\n new THREE.Quaternion().setFromRotationMatrix(m),\n )\n .normalize();\n }\n }\n\n if (frame && referenceSpace && source.gripSpace) {\n const gripPose = frame.getPose(source.gripSpace, referenceSpace);\n if (gripPose) {\n const m = new THREE.Matrix4().fromArray(gripPose.transform.matrix);\n state.gripPosition ??= new THREE.Vector3();\n state.gripQuaternion ??= new THREE.Quaternion();\n state.gripPosition.setFromMatrixPosition(m);\n state.gripQuaternion.setFromRotationMatrix(m);\n }\n } else {\n // Gaze and transient-pointer have no grip — keep it explicitly null so\n // callers can tell \"no grip\" from \"grip at the origin\".\n state.gripPosition = null;\n state.gripQuaternion = null;\n }\n\n const gamepad = source.gamepad;\n if (gamepad) {\n state.axes = Array.from(gamepad.axes);\n state.hasAxes = gamepad.axes.some((axis) => Number.isFinite(axis));\n state.buttons = gamepad.buttons.map((button) => button.pressed);\n } else {\n state.axes = [];\n state.hasAxes = false;\n state.buttons = [];\n }\n\n }\n\n // Latch pending edges for EVERY record, not just the live ones.\n //\n // This pass must not be folded into the loop above: Vision Pro destroys a\n // transient-pointer source in the SAME frame its `selectend` fires, so by\n // the time we iterate `session.inputSources` the released source is already\n // gone. Latching only live sources silently dropped that release edge — and\n // since teleport commits on release, gaze-pinch teleport never fired at all.\n for (const record of this.records.values()) {\n const state = record.state;\n if (record.pendingSelectStart) {\n state.select = true;\n state.selectStart = true;\n record.pendingSelectStart = false;\n }\n if (record.pendingSelectEnd) {\n state.select = false;\n state.selectEnd = true;\n record.pendingSelectEnd = false;\n }\n if (record.pendingSqueezeStart) {\n state.squeeze = true;\n state.squeezeStart = true;\n record.pendingSqueezeStart = false;\n }\n if (record.pendingSqueezeEnd) {\n state.squeeze = false;\n state.squeezeEnd = true;\n record.pendingSqueezeEnd = false;\n }\n }\n\n // A source that left `inputSources` is gone (a released Vision Pro pinch).\n // Flag it rather than deleting now, so this frame still reports its\n // selectEnd; it is removed at the top of the next tick.\n for (const [source, record] of this.records) {\n if (live.has(source)) continue;\n record.state.connected = false;\n record.removed = true;\n }\n }\n\n /** Every input source active this frame. */\n getInputs(): XrInputState[] {\n return Array.from(this.records.values(), (record) => record.state);\n }\n\n /** The first source for a hand, or null. Prefer this for hand-specific logic. */\n getInput(handedness: XrHandedness): XrInputState | null {\n for (const record of this.records.values()) {\n if (record.state.handedness === handedness) return record.state;\n }\n return null;\n }\n\n /** True while ANY source is selecting — the portable \"is the user acting\" check. */\n isSelecting(): boolean {\n for (const record of this.records.values()) {\n if (record.state.select) return true;\n }\n return false;\n }\n\n dispose(): void {\n this.detachSession();\n }\n}\n","import * as THREE from \"three\";\nimport { Behaviour } from \"../Behaviour\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport { PhysicsComponent } from \"../components/Physics\";\nimport { ScriptComponent } from \"../components/ScriptComponent\";\nimport { TransformComponent } from \"../components/Transform\";\nimport { XRInteractableComponent } from \"../components/XRInteractable\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { XrInputState } from \"../xr/types\";\nimport type { XRInputSystem } from \"./XRInputSystem\";\n\n/**\n * Pointer hover, select, and grab for {@link XRInteractableComponent} entities.\n *\n * Uses the same ray for every input model, so a controller, a tracked hand, and\n * a Vision Pro gaze-pinch all drive interaction identically — the differences\n * are absorbed by {@link XRInputSystem}, not repeated here.\n *\n * Grab tracks the source's GRIP pose where available and falls back to a point\n * along the ray otherwise, which is what makes it work on Vision Pro (whose\n * transient-pointer sources have no grip at all).\n */\n\n/** How far in front of the user a grip-less source holds an object, in metres. */\nconst RAYLESS_HOLD_DISTANCE = 0.5;\n\ntype GrabRecord = {\n entityId: number;\n /** Offset from the hand to the object at grab time, so it doesn't snap. */\n offset: THREE.Vector3;\n /** Physics body type to restore on release. */\n restoreBodyType: string | null;\n};\n\nexport class XRInteractionSystem implements EcsSystem {\n private readonly inputSystem: XRInputSystem;\n private readonly raycaster = new THREE.Raycaster();\n /** Which entity each source is holding. Keyed by source state identity. */\n private readonly grabs = new Map<XrInputState, GrabRecord>();\n private hoveredEntityId: number | null = null;\n\n constructor(inputSystem: XRInputSystem) {\n this.inputSystem = inputSystem;\n }\n\n update(world: World): void {\n if (!world.isXrPresenting()) {\n this.releaseAll(world);\n return;\n }\n\n const inputs = this.inputSystem.getInputs();\n const interactables = this.collectInteractables(world);\n this.hoveredEntityId = null;\n\n for (const input of inputs) {\n // A source that vanished mid-grab (released Vision Pro pinch) must drop\n // whatever it held, or the object would be stranded in mid-air.\n if (!input.connected) {\n this.release(world, input);\n continue;\n }\n\n const held = this.grabs.get(input);\n if (held) {\n this.moveHeld(world, input, held);\n if (input.selectEnd) this.release(world, input);\n continue;\n }\n\n const hitEntityId = this.raycast(input, interactables);\n if (hitEntityId === null) continue;\n\n if (this.hoveredEntityId === null) {\n this.hoveredEntityId = hitEntityId;\n }\n\n const interactable = world.getComponent(\n hitEntityId,\n XRInteractableComponent,\n );\n if (input.selectStart && interactable?.grabbable) {\n this.grab(world, input, hitEntityId);\n }\n }\n }\n\n private collectInteractables(\n world: World,\n ): Array<{ entityId: number; object: THREE.Object3D }> {\n const out: Array<{ entityId: number; object: THREE.Object3D }> = [];\n for (const entityId of world.query(XRInteractableComponent, Object3DRef)) {\n const interactable = world.getComponent(entityId, XRInteractableComponent);\n if (!interactable?.enabled || !interactable.pointable) continue;\n if (!world.isEntityVisible(entityId)) continue;\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (object) out.push({ entityId, object });\n }\n return out;\n }\n\n /** Entity id of the nearest pointable hit along this source's ray, or null. */\n private raycast(\n input: XrInputState,\n interactables: Array<{ entityId: number; object: THREE.Object3D }>,\n ): number | null {\n if (interactables.length === 0) return null;\n this.raycaster.set(input.rayOrigin, input.rayDirection);\n\n let nearestId: number | null = null;\n let nearestDistance = Number.POSITIVE_INFINITY;\n for (const entry of interactables) {\n const hit = this.raycaster.intersectObject(entry.object, true)[0];\n if (!hit) continue;\n if (hit.distance < nearestDistance) {\n nearestDistance = hit.distance;\n nearestId = entry.entityId;\n }\n }\n return nearestId;\n }\n\n private grab(world: World, input: XrInputState, entityId: number): void {\n const transform = world.getComponent(entityId, TransformComponent);\n if (!transform) return;\n\n const hand = this.handPosition(input);\n const offset = new THREE.Vector3(\n transform.position.x - hand.x,\n transform.position.y - hand.y,\n transform.position.z - hand.z,\n );\n\n // Suspend simulation while held so the body follows the hand exactly\n // instead of fighting gravity; restored verbatim on release.\n const physics = world.getComponent(entityId, PhysicsComponent);\n let restoreBodyType: string | null = null;\n const interactable = world.getComponent(entityId, XRInteractableComponent);\n if (physics && interactable?.grabMode === \"kinematic\") {\n restoreBodyType = physics.values.rigidbody.type;\n physics.values.rigidbody.type = \"kinematicPosition\";\n }\n\n this.grabs.set(input, { entityId, offset, restoreBodyType });\n this.dispatch(world, entityId, (b) => b.onGrab(input));\n }\n\n private moveHeld(\n world: World,\n input: XrInputState,\n held: GrabRecord,\n ): void {\n const transform = world.getComponent(held.entityId, TransformComponent);\n if (!transform) return;\n const hand = this.handPosition(input);\n transform.position.x = hand.x + held.offset.x;\n transform.position.y = hand.y + held.offset.y;\n transform.position.z = hand.z + held.offset.z;\n }\n\n private release(world: World, input: XrInputState): void {\n const held = this.grabs.get(input);\n if (!held) return;\n this.grabs.delete(input);\n\n if (held.restoreBodyType !== null) {\n const physics = world.getComponent(held.entityId, PhysicsComponent);\n if (physics) {\n physics.values.rigidbody.type =\n held.restoreBodyType as typeof physics.values.rigidbody.type;\n }\n }\n this.dispatch(world, held.entityId, (b) => b.onRelease(input));\n }\n\n private releaseAll(world: World): void {\n for (const input of Array.from(this.grabs.keys())) {\n this.release(world, input);\n }\n }\n\n /**\n * Where the \"hand\" is for this source. Controllers and tracked hands report a\n * grip pose; gaze and transient-pointer sources have none, so we hold the\n * object a fixed distance along the ray instead.\n */\n private handPosition(input: XrInputState): THREE.Vector3 {\n if (input.gripPosition) return input.gripPosition;\n return new THREE.Vector3()\n .copy(input.rayDirection)\n .multiplyScalar(RAYLESS_HOLD_DISTANCE)\n .add(input.rayOrigin);\n }\n\n private dispatch(\n world: World,\n entityId: number,\n visit: (behaviour: Behaviour) => void,\n ): void {\n const script = world.getComponent(entityId, ScriptComponent);\n const instances = script?.scriptInstances;\n if (!instances) return;\n for (const instance of instances.values()) {\n if (!(instance instanceof Behaviour)) continue;\n try {\n visit(instance);\n } catch (error) {\n console.error(\"[XRInteractionSystem] Behaviour hook failed:\", error);\n }\n }\n }\n\n /** Entity currently under a pointer this frame, or null. */\n getHoveredEntityId(): number | null {\n return this.hoveredEntityId;\n }\n\n /** True when any source is holding something. */\n isGrabbing(): boolean {\n return this.grabs.size > 0;\n }\n}\n","import * as THREE from \"three\";\n\n/**\n * Projectile-arc sampling for teleport aiming.\n *\n * A straight ray makes distance impossible to judge in VR — it gives the eye no\n * cue about where it meets the floor, so users consistently over- or\n * under-shoot. A ballistic arc reads as a thrown object: the apex and the\n * downward approach tell you exactly where it lands. Every mature VR locomotion\n * implementation uses one.\n *\n * Pure and side-effect free so the curve can be unit-tested without a headset.\n */\n\n/** Downward acceleration applied to the aim curve, m/s². */\nexport const ARC_GRAVITY = 9.8;\n/** Launch speed of the virtual projectile, m/s. Tuned for ~5-8m reach. */\nexport const ARC_SPEED = 7;\n/** Samples along the curve. Enough to look smooth without wasting raycasts. */\nexport const ARC_STEPS = 24;\n/** Seconds of flight to simulate before giving up on finding ground. */\nexport const ARC_MAX_TIME = 2;\n\n/**\n * Sample a ballistic curve starting at `origin` heading along `direction`.\n *\n * Returns points in world space, oldest first. The caller raycasts consecutive\n * pairs to find where the arc meets a teleport surface — sampling and\n * intersection are kept separate so this stays testable.\n */\nexport function sampleTeleportArc(\n origin: THREE.Vector3,\n direction: THREE.Vector3,\n out: THREE.Vector3[] = [],\n options?: { speed?: number; gravity?: number; steps?: number; maxTime?: number },\n): THREE.Vector3[] {\n const speed = options?.speed ?? ARC_SPEED;\n const gravity = options?.gravity ?? ARC_GRAVITY;\n const steps = Math.max(2, options?.steps ?? ARC_STEPS);\n const maxTime = options?.maxTime ?? ARC_MAX_TIME;\n\n // Reuse the caller's array so aiming every frame doesn't churn the heap.\n out.length = 0;\n\n const velocity = direction.clone().normalize().multiplyScalar(speed);\n for (let i = 0; i < steps; i += 1) {\n const t = (i / (steps - 1)) * maxTime;\n out.push(\n new THREE.Vector3(\n origin.x + velocity.x * t,\n origin.y + velocity.y * t - 0.5 * gravity * t * t,\n origin.z + velocity.z * t,\n ),\n );\n }\n return out;\n}\n\n/**\n * Where a sampled arc first crosses `groundY` going downward, or null.\n *\n * Used as a cheap pre-check before raycasting: if the curve never descends to\n * the floor plane there is nothing to hit, so we can skip the per-segment\n * intersection work entirely.\n */\nexport function arcGroundCrossing(\n points: THREE.Vector3[],\n groundY: number,\n): THREE.Vector3 | null {\n for (let i = 1; i < points.length; i += 1) {\n const previous = points[i - 1];\n const current = points[i];\n if (previous.y >= groundY && current.y <= groundY) {\n const span = previous.y - current.y;\n // Guard the degenerate flat segment so we never divide by ~0.\n const alpha = span > 1e-6 ? (previous.y - groundY) / span : 0;\n return new THREE.Vector3().lerpVectors(previous, current, alpha);\n }\n }\n return null;\n}\n","import * as THREE from \"three\";\nimport { CameraComponent } from \"../components/Camera\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport { ParentId } from \"../components/ParentId\";\nimport { TransformComponent } from \"../components/Transform\";\nimport { VRTeleportAreaComponent } from \"../components/VRTeleportArea\";\nimport { XRRigComponent } from \"../components/XRRig\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport { sampleTeleportArc } from \"../xr/teleportArc\";\nimport type { XrInputState } from \"../xr/types\";\nimport type { XRInputSystem } from \"./XRInputSystem\";\n\n/**\n * Moves the player through the scene.\n *\n * Writes to the RIG's `TransformComponent`, never the camera's: three composes\n * the render camera as `rig.matrixWorld × headPose`, so the rig is the only\n * movable handle. (`TransformSyncSystem` deliberately skips the XR camera for\n * the same reason — see `World.isXrPresenting`.)\n *\n * Teleport aims along a ballistic ARC rather than a straight ray, because a\n * straight line gives the eye no cue about where it meets the floor. The arc is\n * raycast segment-by-segment against {@link VRTeleportAreaComponent} surfaces,\n * so destinations remain an explicit allow-list.\n */\n\nconst UP = new THREE.Vector3(0, 1, 0);\n/** Deadzone below which stick noise is ignored. */\nconst AXIS_DEADZONE = 0.5;\n\nexport class XRLocomotionSystem implements EcsSystem {\n private readonly inputSystem: XRInputSystem;\n private readonly raycaster = new THREE.Raycaster();\n /** Per-source latch so one stick push yields exactly one snap turn. */\n private readonly turnLatched = new WeakSet<object>();\n /** Reused arc buffer — aiming runs every frame. */\n private readonly arcPoints: THREE.Vector3[] = [];\n /** Curve up to the landing point, for the visual system. Empty when not aiming. */\n private aimCurve: THREE.Vector3[] = [];\n private landingPoint: THREE.Vector3 | null = null;\n /** True when the current aim lands somewhere the player may actually stand. */\n private aimValid = false;\n /** Sources currently aiming via thumbstick (hysteresis, so it doesn't chatter). */\n private readonly stickAiming = new WeakSet<object>();\n /** True once we've tried to self-heal camera parenting for this session. */\n private parentingChecked = false;\n\n constructor(inputSystem: XRInputSystem) {\n this.inputSystem = inputSystem;\n }\n\n update(world: World, deltaTime: number): void {\n this.aimCurve = [];\n this.landingPoint = null;\n this.aimValid = false;\n\n if (!world.isXrPresenting()) {\n this.parentingChecked = false;\n return;\n }\n\n if (!this.parentingChecked) {\n this.parentingChecked = true;\n this.ensureCameraUnderRig(world);\n this.warnOnIncompleteSetup(world);\n }\n\n const rigEntityId = world.query(XRRigComponent, TransformComponent)[0];\n if (typeof rigEntityId !== \"number\") return;\n\n const rig = world.getComponent(rigEntityId, XRRigComponent);\n const rigTransform = world.getComponent(rigEntityId, TransformComponent);\n if (!rig || !rigTransform) return;\n\n const inputs = this.inputSystem.getInputs();\n if (inputs.length === 0) return;\n\n if (rig.snapTurn) {\n this.applySnapTurn(rig, rigTransform, inputs);\n }\n\n if (rig.locomotion === \"teleport\") {\n this.applyTeleport(world, rigTransform, inputs);\n } else if (rig.locomotion === \"smooth\") {\n this.applySmoothMove(world, rig, rigTransform, inputs, deltaTime);\n }\n }\n\n /**\n * Name what is missing, once per session.\n *\n * Inside a headset there is no console and no inspector, so a scene that\n * simply cannot move gives the author nothing to go on. These messages are\n * visible over remote debugging and say exactly which entity to add.\n */\n private warnOnIncompleteSetup(world: World): void {\n if (typeof world.query(XRRigComponent)[0] !== \"number\") {\n console.warn(\n \"[XRLocomotion] No XR Rig in this scene — the player cannot move. \" +\n \"Add one via Add Object → VR → XR Rig (the scene camera is parented to it automatically).\",\n );\n return;\n }\n if (world.query(VRTeleportAreaComponent).length === 0) {\n console.warn(\n \"[XRLocomotion] No Teleport Area in this scene — teleport has nowhere to land. \" +\n \"Add one via Add Object → VR → Teleport Area, or add a Teleport Area component to an existing floor.\",\n );\n }\n }\n\n /**\n * Guarantee the render camera is a CHILD of the rig.\n *\n * Locomotion moves the rig, and three composes the head pose against\n * `camera.parent` — so if the camera sits at the scene root instead, moving\n * the rig does nothing at all and the player is frozen in place. Scenes\n * authored before the rig existed (or with the camera re-parented by hand)\n * would otherwise silently fail to move, which is exactly the symptom that is\n * hardest to diagnose from inside a headset. Repairing it via `ParentId` lets\n * `ObjectManagementSystem` reconcile the scene graph normally.\n */\n private ensureCameraUnderRig(world: World): void {\n const rigEntityId = world.query(XRRigComponent)[0];\n if (typeof rigEntityId !== \"number\") return;\n\n const activeCamera = world.getCamera();\n for (const entityId of world.query(CameraComponent, Object3DRef)) {\n if (world.getComponent(entityId, Object3DRef)?.object !== activeCamera) {\n continue;\n }\n\n const parent = world.getComponent(entityId, ParentId);\n if (parent) {\n if (parent.value !== rigEntityId) parent.value = rigEntityId;\n } else {\n world.addComponent(entityId, new ParentId(rigEntityId));\n }\n return;\n }\n }\n\n /**\n * Snap turning, not smooth turning — rotating the view continuously is the\n * single biggest cause of VR nausea, so the comfort-safe option is what's\n * wired to the stick.\n */\n private applySnapTurn(\n rig: XRRigComponent,\n transform: TransformComponent,\n inputs: XrInputState[],\n ): void {\n for (const input of inputs) {\n if (!input.hasAxes || input.axes.length < 3) continue;\n // WebXR standard mapping: axes[2] is thumbstick X.\n const x = input.axes[2] ?? 0;\n const source = input as unknown as object;\n\n if (Math.abs(x) < AXIS_DEADZONE) {\n this.turnLatched.delete(source);\n continue;\n }\n if (this.turnLatched.has(source)) continue;\n\n this.turnLatched.add(source);\n transform.rotation.y -= Math.sign(x) * THREE.MathUtils.degToRad(rig.snapTurnDegrees);\n }\n }\n\n private applySmoothMove(\n world: World,\n rig: XRRigComponent,\n transform: TransformComponent,\n inputs: XrInputState[],\n deltaTime: number,\n ): void {\n for (const input of inputs) {\n if (!input.hasAxes || input.axes.length < 2) continue;\n const x = input.axes[0] ?? 0;\n const y = input.axes[1] ?? 0;\n if (Math.abs(x) < 0.15 && Math.abs(y) < 0.15) continue;\n\n // Move relative to where the user is LOOKING, which is what players\n // expect, rather than relative to the rig's own yaw.\n const camera = world.getCamera();\n const forward = new THREE.Vector3();\n camera.getWorldDirection(forward);\n forward.y = 0;\n if (forward.lengthSq() < 1e-6) continue;\n forward.normalize();\n\n const right = new THREE.Vector3().crossVectors(forward, UP).normalize();\n const step = rig.moveSpeed * Math.max(0, deltaTime);\n\n transform.position.x += (forward.x * -y + right.x * x) * step;\n transform.position.z += (forward.z * -y + right.z * x) * step;\n }\n }\n\n private applyTeleport(\n world: World,\n transform: TransformComponent,\n inputs: XrInputState[],\n ): void {\n const targets = this.collectTeleportTargets(world);\n // NOTE: deliberately NOT early-returning on an empty target list. A scene\n // with no teleport area is the most common setup mistake, and bailing here\n // would show nothing at all — indistinguishable from broken input. Falling\n // through renders an invalid arc instead, which points straight at the fix.\n\n for (const input of inputs) {\n const source = input as unknown as object;\n const stick = this.readStickAim(input, source);\n\n // Aim on either the primary action (trigger / pinch / gaze-pinch) or a\n // forward push on the thumbstick. Quest and Pico users reach for the\n // stick by convention, so supporting only the trigger reads as \"teleport\n // is broken\" on the very devices most likely to be tested first.\n const aiming = input.select || stick.aiming;\n const commit = input.selectEnd || stick.released;\n if (!aiming && !commit) continue;\n\n const points = sampleTeleportArc(\n input.rayOrigin,\n input.rayDirection,\n this.arcPoints,\n );\n const hit = this.raycastArc(points, targets);\n\n // Always publish the curve while aiming, even when it lands nowhere\n // valid. Hiding it entirely leaves the user unable to tell a missing\n // teleport area from broken input — showing an INVALID arc makes the\n // scene-setup problem obvious instead of silent.\n this.aimCurve = hit\n ? points.slice(0, hit.segmentIndex + 1).concat(hit.point)\n : points.slice();\n this.landingPoint = hit ? hit.point : null;\n this.aimValid = hit !== null;\n\n // Commit on RELEASE so the user can cancel by aiming away — the standard\n // teleport interaction.\n if (commit && hit) {\n transform.position.x = hit.point.x;\n transform.position.y = hit.point.y;\n transform.position.z = hit.point.z;\n this.aimCurve = [];\n this.landingPoint = null;\n this.aimValid = false;\n } else if (commit) {\n this.aimCurve = [];\n this.aimValid = false;\n }\n }\n }\n\n /**\n * Thumbstick-forward aiming with hysteresis.\n *\n * Engaging at 0.6 and releasing at 0.3 stops a stick resting near the\n * threshold from flickering the arc on and off — and the release edge is what\n * commits the teleport, so chatter there would teleport the player randomly.\n */\n private readStickAim(\n input: XrInputState,\n source: object,\n ): { aiming: boolean; released: boolean } {\n if (!input.hasAxes || input.axes.length < 4) {\n return { aiming: false, released: false };\n }\n // xr-standard mapping: axes[3] is thumbstick Y, negative = pushed forward.\n const forward = -(input.axes[3] ?? 0);\n const wasAiming = this.stickAiming.has(source);\n\n if (!wasAiming && forward > 0.6) {\n this.stickAiming.add(source);\n return { aiming: true, released: false };\n }\n if (wasAiming && forward < 0.3) {\n this.stickAiming.delete(source);\n return { aiming: false, released: true };\n }\n return { aiming: wasAiming, released: false };\n }\n\n /** Walk the arc segment-by-segment, returning the first surface hit. */\n private raycastArc(\n points: THREE.Vector3[],\n targets: THREE.Object3D[],\n ): { point: THREE.Vector3; segmentIndex: number } | null {\n if (targets.length === 0) return null;\n for (let i = 1; i < points.length; i += 1) {\n const from = points[i - 1];\n const to = points[i];\n const delta = new THREE.Vector3().subVectors(to, from);\n const distance = delta.length();\n if (distance < 1e-6) continue;\n\n this.raycaster.set(from, delta.divideScalar(distance));\n this.raycaster.far = distance;\n const hit = this.raycaster.intersectObjects(targets, true)[0];\n if (hit) {\n return { point: hit.point.clone(), segmentIndex: i - 1 };\n }\n }\n return null;\n }\n\n private collectTeleportTargets(world: World): THREE.Object3D[] {\n const objects: THREE.Object3D[] = [];\n for (const entityId of world.query(VRTeleportAreaComponent, Object3DRef)) {\n const area = world.getComponent(entityId, VRTeleportAreaComponent);\n if (!area?.enabled) continue;\n if (!world.isEntityVisible(entityId)) continue;\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (object) objects.push(object);\n }\n return objects;\n }\n\n /** Arc points up to the landing spot this frame; empty when not aiming. */\n getAimCurve(): THREE.Vector3[] {\n return this.aimCurve;\n }\n\n /** True when the aim lands on a valid teleport area. */\n isAimValid(): boolean {\n return this.aimValid;\n }\n\n /** Where the arc currently lands, or null when not aiming at a valid area. */\n getLandingPoint(): THREE.Vector3 | null {\n return this.landingPoint;\n }\n}\n","import type * as THREE from \"three\";\n\n/**\n * Shared vocabulary for the WebXR layer.\n *\n * The single most important design constraint here: **the three target\n * platforms expose fundamentally different input models**, and a runtime that\n * hard-codes one of them silently excludes the others.\n *\n * - Meta Quest / Pico → motion controllers (trigger, grip, thumbstick) and,\n * optionally, tracked hands.\n * - Android XR → tracked hands are the PRIMARY input.\n * - Apple Vision Pro → no controllers at all. Input arrives as\n * `transient-pointer` sources that exist ONLY for the duration of a\n * gaze-and-pinch, appearing on pinch-start and disappearing on release.\n *\n * {@link XrInputState} normalizes all three into one shape so gameplay code and\n * Behaviours are written once. Anything platform-specific is expressed as a\n * capability (`kind`, `hasAxes`) rather than a branch on device name — we never\n * sniff the user agent, per the WebXR guidance from every vendor.\n */\n\n/** Which hand an input source belongs to (`none` for gaze / single-source devices). */\nexport type XrHandedness = \"left\" | \"right\" | \"none\";\n\n/**\n * How an input source is physically driven.\n *\n * `transient-pointer` is the Vision Pro case: the source is EPHEMERAL — it is\n * created when the user pinches and destroyed when they release, so it must\n * never be cached across frames by identity.\n */\nexport type XrInputKind = \"controller\" | \"hand\" | \"transient-pointer\" | \"gaze\";\n\n/**\n * One frame of normalized input for a single source.\n *\n * Boolean actions follow the same pending→latched contract as the desktop\n * `InputSystem`: `select` is the held state, while `selectStart` / `selectEnd`\n * are true for exactly one frame. This lets Behaviours poll (`if (select)`) or\n * edge-detect (`if (selectStart)`) without subscribing to events.\n */\nexport type XrInputState = {\n handedness: XrHandedness;\n kind: XrInputKind;\n /** False once the source disconnects (a released pinch on Vision Pro). */\n connected: boolean;\n /** Pointing ray in WORLD space, from the source's `targetRaySpace`. */\n rayOrigin: THREE.Vector3;\n rayDirection: THREE.Vector3;\n /** Physical grip pose. Null for gaze and transient-pointer, which have no grip. */\n gripPosition: THREE.Vector3 | null;\n gripQuaternion: THREE.Quaternion | null;\n /** Primary action: controller trigger, hand pinch, or Vision Pro gaze-pinch. */\n select: boolean;\n selectStart: boolean;\n selectEnd: boolean;\n /** Secondary action: controller grip squeeze. Never fires for hands/gaze. */\n squeeze: boolean;\n squeezeStart: boolean;\n squeezeEnd: boolean;\n /** Thumbstick / trackpad axes in [-1, 1]. Empty when {@link hasAxes} is false. */\n axes: number[];\n /** True only for sources with a physical stick — gates stick-driven locomotion. */\n hasAxes: boolean;\n /** Raw gamepad button pressed-states, when the source exposes a gamepad. */\n buttons: boolean[];\n};\n\n/**\n * What the ACTIVE session actually granted us.\n *\n * Always derived from `XRSession.enabledFeatures` — never from the device name.\n * A feature being requested is not a promise it was granted, and support varies\n * sharply per platform (e.g. Vision Pro grants no `immersive-ar` at all today).\n */\nexport type XrCapabilities = {\n /** The session's mode. `immersive-ar` implies passthrough / mixed reality. */\n mode: \"immersive-vr\" | \"immersive-ar\" | \"inline\";\n /** Tracked-hand joint data is available. */\n handTracking: boolean;\n /** Real-world plane detection (incubating; effectively Quest-only today). */\n planeDetection: boolean;\n /** Real-world mesh detection (draft spec; Quest-only today). */\n meshDetection: boolean;\n /** Per-frame depth buffer (Android XR stereo, Quest experimental). */\n depthSensing: boolean;\n /** Spatial anchors. */\n anchors: boolean;\n /** Ray-against-real-world hit testing. */\n hitTest: boolean;\n /** Everything the UA reported, verbatim, for diagnostics. */\n enabledFeatures: string[];\n};\n\n/** Capabilities for \"no session running\" — every feature off. */\nexport const NO_XR_CAPABILITIES: XrCapabilities = {\n mode: \"inline\",\n handTracking: false,\n planeDetection: false,\n meshDetection: false,\n depthSensing: false,\n anchors: false,\n hitTest: false,\n enabledFeatures: [],\n};\n\n/**\n * Read granted features off a live session.\n *\n * `enabledFeatures` is optional in the spec and missing on some UAs; when it is\n * absent we report nothing as granted rather than optimistically assuming\n * support, so callers degrade instead of calling an API that will throw.\n */\nexport function readXrCapabilities(\n session: XRSession | null,\n mode: XrCapabilities[\"mode\"] = \"immersive-vr\",\n): XrCapabilities {\n if (!session) return NO_XR_CAPABILITIES;\n\n const raw = (session as { enabledFeatures?: readonly string[] })\n .enabledFeatures;\n const features = Array.isArray(raw) ? Array.from(raw) : [];\n const has = (name: string) => features.includes(name);\n\n return {\n mode,\n handTracking: has(\"hand-tracking\"),\n planeDetection: has(\"plane-detection\"),\n meshDetection: has(\"mesh-detection\"),\n depthSensing: has(\"depth-sensing\"),\n anchors: has(\"anchors\"),\n hitTest: has(\"hit-test\"),\n enabledFeatures: features,\n };\n}\n","import { Behaviour } from \"../Behaviour\";\nimport { ScriptComponent } from \"../components/ScriptComponent\";\nimport { TransformComponent } from \"../components/Transform\";\nimport { XRRigComponent } from \"../components/XRRig\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport {\n NO_XR_CAPABILITIES,\n readXrCapabilities,\n type XrCapabilities,\n type XrInputState,\n} from \"../xr/types\";\nimport type { XRInputSystem } from \"./XRInputSystem\";\n\n/**\n * Owns the immersive-session lifecycle and fans XR events out to Behaviours.\n *\n * Detects session start/end by polling `renderer.xr.isPresenting` rather than\n * binding to `sessionstart`/`sessionend`: the session may already be running\n * before this system is registered (the consumer owns the entry button), and\n * polling a boolean makes the system correct regardless of construction order.\n *\n * Hook dispatch mirrors `ImageTargetAnchorSystem`'s AR precedent — walk live\n * `ScriptComponent.scriptInstances` and call the public no-op hook — so XR and\n * AR extend `Behaviour` the same way.\n */\nexport class XRSessionSystem implements EcsSystem {\n private presenting = false;\n private capabilities: XrCapabilities = NO_XR_CAPABILITIES;\n private readonly inputSystem: XRInputSystem | null;\n /** Y compensation applied when a floor-relative space was requested but not granted. */\n private appliedOriginOffset = 0;\n\n constructor(inputSystem?: XRInputSystem) {\n this.inputSystem = inputSystem ?? null;\n }\n\n update(world: World): void {\n const presenting = world.isXrPresenting();\n\n if (presenting !== this.presenting) {\n this.presenting = presenting;\n if (presenting) {\n this.handleSessionStart(world);\n } else {\n this.handleSessionEnd(world);\n }\n }\n\n if (presenting) {\n this.dispatchInputEdges(world);\n }\n }\n\n private handleSessionStart(world: World): void {\n const session = world.getRenderer().xr.getSession();\n // `immersive-ar` means passthrough; the session's own mode is the only\n // reliable signal, since a device can support both.\n const mode =\n session && (session as { environmentBlendMode?: string })\n .environmentBlendMode !== \"opaque\"\n ? \"immersive-ar\"\n : \"immersive-vr\";\n this.capabilities = readXrCapabilities(session ?? null, mode);\n\n if (session && this.inputSystem) {\n this.inputSystem.attachSession(session);\n }\n\n this.applyTrackingOrigin(world, session ?? null);\n\n this.forEachBehaviour(world, (behaviour) => {\n behaviour.onXRSessionStart(this.capabilities);\n });\n }\n\n /**\n * Apply the rig's authored tracking origin, and compensate when the device\n * cannot honour it.\n *\n * `floor` (`local-floor`) puts Y=0 on the user's real floor, which is what a\n * scene authored standing on the ground expects. `eye` (`local`) puts Y=0 at\n * the headset, for seated experiences.\n *\n * The compensation matters: `local-floor` is only ever REQUESTED as an\n * optional feature (requiring it would make `requestSession` reject outright\n * on devices that lack it). When it isn't granted, the runtime silently falls\n * back to `local` — the origin jumps to head height and a floor-authored\n * scene swallows the user, which is exactly the \"I'm standing under the\n * building\" symptom. Offsetting the rig down by the eye height restores the\n * intended floor relationship instead of leaving it broken.\n */\n private applyTrackingOrigin(world: World, session: XRSession | null): void {\n const rigEntityId = world.query(XRRigComponent, TransformComponent)[0];\n if (typeof rigEntityId !== \"number\") return;\n\n const rig = world.getComponent(rigEntityId, XRRigComponent);\n const transform = world.getComponent(rigEntityId, TransformComponent);\n if (!rig || !transform) return;\n\n const renderer = world.getRenderer();\n const wantsFloor = rig.trackingOrigin === \"floor\";\n\n try {\n renderer.xr.setReferenceSpaceType(wantsFloor ? \"local-floor\" : \"local\");\n } catch {\n // Older/limited UAs — fall through to the offset compensation below.\n }\n\n // `enabledFeatures` is the only trustworthy signal that a floor-relative\n // space was actually granted; never infer it from the device name.\n const granted = (session as { enabledFeatures?: readonly string[] } | null)\n ?.enabledFeatures;\n const floorGranted = Array.isArray(granted)\n ? granted.includes(\"local-floor\")\n : // No report at all: trust the request, since a wrong offset is worse\n // than none on devices that did honour it.\n true;\n\n this.appliedOriginOffset =\n wantsFloor && !floorGranted ? rig.fallbackEyeHeight : 0;\n\n if (this.appliedOriginOffset !== 0) {\n transform.position.y -= this.appliedOriginOffset;\n }\n }\n\n private handleSessionEnd(world: World): void {\n // Restore the authored rig height — the offset is a session-time\n // compensation, not a scene edit.\n if (this.appliedOriginOffset !== 0) {\n const rigEntityId = world.query(XRRigComponent, TransformComponent)[0];\n if (typeof rigEntityId === \"number\") {\n const transform = world.getComponent(rigEntityId, TransformComponent);\n if (transform) transform.position.y += this.appliedOriginOffset;\n }\n this.appliedOriginOffset = 0;\n }\n\n this.capabilities = NO_XR_CAPABILITIES;\n this.inputSystem?.detachSession();\n this.forEachBehaviour(world, (behaviour) => {\n behaviour.onXRSessionEnd();\n });\n }\n\n /**\n * Relay this frame's one-frame select edges. Polling the latched state (rather\n * than dispatching from the DOM event) keeps hook delivery on the ECS tick, so\n * a Behaviour's `onSelectStart` always observes the same world state its\n * `onUpdate` would.\n */\n private dispatchInputEdges(world: World): void {\n const inputs = this.inputSystem?.getInputs();\n if (!inputs || inputs.length === 0) return;\n\n for (const input of inputs) {\n if (input.selectStart) {\n this.forEachBehaviour(world, (b) => b.onSelectStart(input));\n }\n if (input.selectEnd) {\n this.forEachBehaviour(world, (b) => b.onSelectEnd(input));\n }\n }\n }\n\n private forEachBehaviour(\n world: World,\n visit: (behaviour: Behaviour) => void,\n ): void {\n for (const entityId of world.query(ScriptComponent)) {\n const script = world.getComponent(entityId, ScriptComponent);\n const instances = script?.scriptInstances;\n if (!instances) continue;\n\n for (const instance of instances.values()) {\n if (!(instance instanceof Behaviour)) continue;\n try {\n visit(instance);\n } catch (error) {\n // One misbehaving script must never abort the dispatch loop.\n console.error(\"[XRSessionSystem] Behaviour hook failed:\", error);\n }\n }\n }\n }\n\n /** What the active session granted. `NO_XR_CAPABILITIES` when not presenting. */\n getCapabilities(): XrCapabilities {\n return this.capabilities;\n }\n\n /** True while an immersive session is presenting. */\n isPresenting(): boolean {\n return this.presenting;\n }\n\n /** Convenience passthrough so consumers need only hold this system. */\n getInputs(): XrInputState[] {\n return this.inputSystem?.getInputs() ?? [];\n }\n}\n","import * as THREE from \"three\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport { VRTeleportAreaComponent } from \"../components/VRTeleportArea\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\n\n/**\n * Keeps a teleport area's visible mesh in step with its authored shape/size.\n *\n * Without this the geometry would be whatever the factory built at create time,\n * so switching `plane` → `circle` (or resizing) in the inspector would change\n * where the player can teleport while still DRAWING the old footprint — the\n * guide would lie about the destination.\n *\n * Rebuilds are gated on a cheap signature so an idle scene does no work, the\n * same approach `PhysicsColliderDebugSystem` uses.\n */\n\nfunction buildGeometry(\n area: VRTeleportAreaComponent,\n): THREE.BufferGeometry {\n if (area.shape === \"circle\") {\n // `width` is the DIAMETER for a circle; the mesh is a flat disc, so the\n // player teleports onto its top face.\n const radius = Math.max(0.005, area.width / 2);\n return new THREE.CircleGeometry(radius, 48);\n }\n return new THREE.PlaneGeometry(\n Math.max(0.01, area.width),\n Math.max(0.01, area.depth),\n );\n}\n\nfunction signatureOf(area: VRTeleportAreaComponent): string {\n return `${area.shape}:${area.width}:${area.depth}`;\n}\n\nexport class VRTeleportAreaSystem implements EcsSystem {\n private readonly signatures = new Map<number, string>();\n\n update(world: World): void {\n const entityIds = world.query(VRTeleportAreaComponent, Object3DRef);\n\n // Drop bookkeeping for entities that no longer exist.\n const alive = new Set(entityIds);\n for (const tracked of this.signatures.keys()) {\n if (!alive.has(tracked)) this.signatures.delete(tracked);\n }\n\n for (const entityId of entityIds) {\n const area = world.getComponent(entityId, VRTeleportAreaComponent);\n const object = world.getComponent(entityId, Object3DRef)?.object;\n if (!area || !(object instanceof THREE.Mesh)) continue;\n\n const signature = signatureOf(area);\n if (this.signatures.get(entityId) === signature) continue;\n this.signatures.set(entityId, signature);\n\n // Dispose the outgoing geometry — these rebuild on every inspector edit,\n // so leaking one per keystroke would add up fast.\n object.geometry?.dispose?.();\n object.geometry = buildGeometry(area);\n }\n }\n}\n","import * as THREE from \"three\";\nimport type { XrHandPreset } from \"../components/XRInteractor\";\n\n/**\n * Materials for tracked-hand meshes.\n *\n * three's `XRHandModelFactory` builds the joint geometry but gives it a plain\n * default material, so hands look identical in every experience. These presets\n * let an author pick a look in one click, with `custom` deferring entirely to\n * the colour/opacity/emissive fields.\n */\n\nexport type HandMaterialOptions = {\n color: string;\n opacity: number;\n emissiveIntensity: number;\n};\n\n/**\n * Build the material for a preset.\n *\n * Returns a fresh material each call — hands are per-session and disposed with\n * the interactor, and sharing one instance across presets would make switching\n * leak state between them.\n */\nexport function createHandMaterial(\n preset: XrHandPreset,\n options: HandMaterialOptions,\n): THREE.Material {\n const color = new THREE.Color(options.color);\n\n switch (preset) {\n case \"ghost\":\n // Translucent and unlit so it reads as a presence rather than an object,\n // and never occludes what the user is reaching for.\n return new THREE.MeshBasicMaterial({\n color,\n transparent: true,\n opacity: Math.min(1, Math.max(0.05, options.opacity * 0.45)),\n depthWrite: false,\n side: THREE.DoubleSide,\n });\n\n case \"neon\":\n // Emissive so it glows in dark scenes without needing a light nearby.\n return new THREE.MeshStandardMaterial({\n color,\n emissive: color,\n emissiveIntensity: Math.max(0.5, options.emissiveIntensity || 2),\n roughness: 0.35,\n metalness: 0,\n transparent: options.opacity < 1,\n opacity: options.opacity,\n });\n\n case \"skeleton\":\n // Wireframe over the joint mesh — reads as a rig, and is genuinely useful\n // for debugging hand tracking.\n return new THREE.MeshBasicMaterial({\n color,\n wireframe: true,\n transparent: true,\n opacity: options.opacity,\n });\n\n case \"custom\":\n case \"default\":\n return new THREE.MeshStandardMaterial({\n color,\n roughness: 0.85,\n metalness: 0,\n emissive: color,\n emissiveIntensity: Math.max(0, options.emissiveIntensity),\n transparent: options.opacity < 1,\n opacity: options.opacity,\n side: THREE.DoubleSide,\n });\n\n default: {\n // Exhaustiveness guard — a new preset must be handled explicitly rather\n // than silently rendering as the default.\n const _never: never = preset;\n void _never;\n return new THREE.MeshStandardMaterial({ color });\n }\n }\n}\n\n/** Apply a preset material to every mesh under a hand model. */\nexport function applyHandMaterial(\n root: THREE.Object3D,\n material: THREE.Material,\n): void {\n root.traverse((child) => {\n const mesh = child as THREE.Mesh;\n if (!mesh.isMesh) return;\n // The factory's own material is replaced wholesale; disposing it here would\n // break other hands sharing the cached model.\n mesh.material = material;\n });\n}\n","import * as THREE from \"three\";\nimport { XRControllerModelFactory } from \"three/examples/jsm/webxr/XRControllerModelFactory.js\";\nimport { XRHandModelFactory } from \"three/examples/jsm/webxr/XRHandModelFactory.js\";\nimport { Object3DRef } from \"../components/Object3DRef\";\nimport {\n XRInteractorComponent,\n XRInteractorSideComponent,\n} from \"../components/XRInteractor\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport { applyHandMaterial, createHandMaterial } from \"../xr/handPresets\";\nimport type { XRInteractionSystem } from \"./XRInteractionSystem\";\n\n/**\n * Renders what the user sees as their hands, driven by\n * {@link XRInteractorComponent}.\n *\n * Three presentation layers, independently controllable:\n * - **controller models** on the grip space (Quest/Pico),\n * - **tracked-hand meshes** on the hand space (Android XR, Quest hands,\n * Vision Pro), styled by the interactor's preset,\n * - **author content** — anything parented under the left/right interactor\n * entities, re-attached to the tracked spaces so custom tools and gloves\n * ride along with no scripting.\n *\n * `interactorType` gates the first two, so an author can hide the stock visuals\n * entirely and present only their own meshes.\n */\n\n/** How long the aim ray is drawn, in metres. */\nconst RAY_LENGTH = 5;\n/** WebXR reports the primary hands on slots 0 and 1. */\nconst SLOTS: Array<{ index: number; side: \"left\" | \"right\" }> = [\n { index: 0, side: \"left\" },\n { index: 1, side: \"right\" },\n];\n\ntype SlotVisuals = {\n controller: THREE.Object3D;\n grip: THREE.Object3D;\n hand: THREE.Object3D;\n ray: THREE.Line;\n controllerModel: THREE.Object3D;\n handModel: THREE.Object3D;\n /** Author content re-parented onto the grip space, if any. */\n attachedCustom: THREE.Object3D | null;\n};\n\nexport class XRControllerVisualSystem implements EcsSystem {\n private readonly controllerModelFactory = new XRControllerModelFactory();\n private readonly handModelFactory = new XRHandModelFactory();\n private readonly group = new THREE.Group();\n private readonly slots = new Map<number, SlotVisuals>();\n private readonly interactionSystem: XRInteractionSystem | null;\n private attachedTo: THREE.Object3D | null = null;\n /** Last applied preset signature, so materials rebuild only on real change. */\n private handStyleSignature = \"\";\n private handMaterial: THREE.Material | null = null;\n\n constructor(options?: { interactionSystem?: XRInteractionSystem }) {\n this.interactionSystem = options?.interactionSystem ?? null;\n this.group.name = \"XRControllerVisuals\";\n // Never captured in editor screenshots or the project thumbnail.\n this.group.userData.ecsPreviewHidden = true;\n }\n\n update(world: World): void {\n const renderer = world.getRenderer();\n if (!renderer.xr?.enabled) return;\n\n this.ensureAttached(world);\n this.ensureSlots(world);\n\n const interactor = this.resolveInteractor(world);\n // No interactor entity authored — fall back to showing everything, so a\n // scene without one still has visible hands rather than nothing.\n const type = interactor?.interactorType ?? \"both\";\n const showControllers = type === \"controllers\" || type === \"both\";\n const showHands = type === \"hands\" || type === \"both\";\n\n this.syncHandMaterial(interactor);\n\n for (const { index, side } of SLOTS) {\n const visuals = this.slots.get(index);\n if (!visuals) continue;\n\n visuals.controllerModel.visible = showControllers;\n visuals.handModel.visible = showHands;\n visuals.ray.visible = this.shouldShowRay(interactor);\n\n if (showHands && this.handMaterial) {\n applyHandMaterial(visuals.handModel, this.handMaterial);\n }\n\n this.syncCustomContent(world, visuals, side);\n }\n }\n\n /** The scene's interactor config, if one was authored. */\n private resolveInteractor(world: World): XRInteractorComponent | null {\n const entityId = world.query(XRInteractorComponent)[0];\n if (typeof entityId !== \"number\") return null;\n return world.getComponent(entityId, XRInteractorComponent) ?? null;\n }\n\n /**\n * Re-parent the author's left/right interactor content onto the tracked grip\n * space so it follows the hand.\n *\n * `ObjectManagementSystem` reconciles ECS objects back under their ParentId\n * every frame, so this re-attach has to be re-asserted — the same coexistence\n * dance the AR anchor system performs.\n */\n private syncCustomContent(\n world: World,\n visuals: SlotVisuals,\n side: \"left\" | \"right\",\n ): void {\n let content: THREE.Object3D | null = null;\n for (const entityId of world.query(\n XRInteractorSideComponent,\n Object3DRef,\n )) {\n const slot = world.getComponent(entityId, XRInteractorSideComponent);\n if (slot?.side !== side) continue;\n content = world.getComponent(entityId, Object3DRef)?.object ?? null;\n break;\n }\n\n if (!content) {\n visuals.attachedCustom = null;\n return;\n }\n if (content.parent !== visuals.grip) {\n visuals.grip.add(content);\n }\n visuals.attachedCustom = content;\n }\n\n /** Rebuild the hand material only when the authored style actually changes. */\n private syncHandMaterial(interactor: XRInteractorComponent | null): void {\n const preset = interactor?.handPreset ?? \"default\";\n const color = interactor?.handColor ?? \"#e8b48a\";\n const opacity = interactor?.handOpacity ?? 1;\n const emissive = interactor?.handEmissiveIntensity ?? 0;\n const signature = `${preset}:${color}:${opacity}:${emissive}`;\n if (signature === this.handStyleSignature && this.handMaterial) return;\n\n this.handStyleSignature = signature;\n this.handMaterial?.dispose();\n this.handMaterial = createHandMaterial(preset, {\n color,\n opacity,\n emissiveIntensity: emissive,\n });\n }\n\n /**\n * The ray is meaningful only when it points at something. Authors can turn it\n * off entirely; otherwise it appears on hover/grab so it isn't permanent\n * clutter implying the whole scene is clickable.\n */\n private shouldShowRay(interactor: XRInteractorComponent | null): boolean {\n if (interactor && !interactor.showRay) return false;\n if (!this.interactionSystem) return true;\n return (\n this.interactionSystem.getHoveredEntityId() !== null ||\n this.interactionSystem.isGrabbing()\n );\n }\n\n /** Lazily build per-slot visuals; the device reports profiles late. */\n private ensureSlots(world: World): void {\n const renderer = world.getRenderer();\n for (const { index } of SLOTS) {\n if (this.slots.has(index)) continue;\n\n const controller = renderer.xr.getController(index);\n const grip = renderer.xr.getControllerGrip(index);\n const hand = renderer.xr.getHand(index);\n if (!controller || !grip || !hand) continue;\n\n const ray = this.createRay();\n controller.add(ray);\n\n const controllerModel =\n this.controllerModelFactory.createControllerModel(grip);\n grip.add(controllerModel);\n\n const handModel = this.handModelFactory.createHandModel(hand, \"mesh\");\n hand.add(handModel);\n\n this.group.add(controller, grip, hand);\n this.slots.set(index, {\n controller,\n grip,\n hand,\n ray,\n controllerModel,\n handModel,\n attachedCustom: null,\n });\n }\n }\n\n /**\n * Parent the visuals to the XR rig when there is one, so locomotion moves the\n * hands with the player. Falls back to the scene root.\n */\n private ensureAttached(world: World): void {\n const camera = world.getCamera();\n const target = camera.parent ?? world.getScene();\n if (this.attachedTo === target) return;\n target.add(this.group);\n this.attachedTo = target;\n }\n\n private createRay(): THREE.Line {\n const geometry = new THREE.BufferGeometry().setFromPoints([\n new THREE.Vector3(0, 0, 0),\n new THREE.Vector3(0, 0, -RAY_LENGTH),\n ]);\n const material = new THREE.LineBasicMaterial({\n color: \"#4da3ff\",\n transparent: true,\n opacity: 0.6,\n depthTest: false,\n });\n const line = new THREE.Line(geometry, material);\n line.name = \"XRPointerRay\";\n line.renderOrder = 999;\n line.visible = false;\n return line;\n }\n\n dispose(): void {\n this.group.removeFromParent();\n this.group.traverse((child) => {\n const mesh = child as Partial<THREE.Mesh>;\n mesh.geometry?.dispose?.();\n const material = mesh.material;\n if (Array.isArray(material)) {\n for (const entry of material) entry.dispose?.();\n } else {\n material?.dispose?.();\n }\n });\n this.group.clear();\n this.slots.clear();\n this.handMaterial?.dispose();\n this.handMaterial = null;\n this.handStyleSignature = \"\";\n this.attachedTo = null;\n }\n}\n","import * as THREE from \"three\";\nimport type { EcsSystem } from \"../System\";\nimport type { World } from \"../World\";\nimport type { XRLocomotionSystem } from \"./XRLocomotionSystem\";\n\n/**\n * Draws the teleport aim arc and its landing marker.\n *\n * Shown only while the user is AIMING — an always-on curve reads as clutter.\n * While aiming, the arc is always drawn: blue with a landing ring when it lands\n * on a teleport area, red and marker-less when it does not. Rendering the\n * blocked state (rather than nothing) is what distinguishes \"there is nowhere\n * to land here\" from \"teleport is broken\", which is otherwise impossible to\n * tell apart from inside a headset.\n *\n * The arc fades from opaque at the hand to transparent at the far end and the\n * marker is a soft ring plus a centre dot, so the landing spot is unambiguous\n * against a busy floor without dominating the scene.\n */\n\n/** Radius of the landing ring, in metres. */\nconst MARKER_RADIUS = 0.28;\nconst ACCENT = new THREE.Color(\"#4da3ff\");\n/** Aiming somewhere the player cannot land. */\nconst BLOCKED = new THREE.Color(\"#ff5a5a\");\n\nexport class XRTeleportVisualSystem implements EcsSystem {\n private readonly locomotionSystem: XRLocomotionSystem;\n private readonly group = new THREE.Group();\n private readonly arc: THREE.Line;\n private readonly arcGeometry = new THREE.BufferGeometry();\n private readonly marker = new THREE.Group();\n private attached = false;\n\n constructor(locomotionSystem: XRLocomotionSystem) {\n this.locomotionSystem = locomotionSystem;\n this.group.name = \"XRTeleportVisuals\";\n // Keep it out of editor screenshots and the project thumbnail.\n this.group.userData.ecsPreviewHidden = true;\n\n // Vertex colours carry the fade, so the whole arc is one draw call.\n const arcMaterial = new THREE.LineBasicMaterial({\n vertexColors: true,\n transparent: true,\n depthTest: false,\n });\n this.arc = new THREE.Line(this.arcGeometry, arcMaterial);\n this.arc.frustumCulled = false;\n this.arc.renderOrder = 998;\n this.group.add(this.arc);\n\n this.marker.add(this.createRing(), this.createDot());\n this.marker.renderOrder = 999;\n this.group.add(this.marker);\n\n this.setVisible(false);\n }\n\n update(world: World): void {\n if (!this.attached) {\n world.getScene().add(this.group);\n this.attached = true;\n }\n\n const curve = this.locomotionSystem.getAimCurve();\n const landing = this.locomotionSystem.getLandingPoint();\n const valid = this.locomotionSystem.isAimValid();\n\n if (curve.length < 2) {\n this.setVisible(false);\n return;\n }\n\n // Show the arc whenever the user is aiming — red when it lands nowhere\n // valid. Hiding it in that case is what makes a missing teleport area feel\n // like broken input rather than a scene-setup problem.\n this.updateArcGeometry(curve, valid ? ACCENT : BLOCKED);\n\n if (valid && landing) {\n this.marker.position.copy(landing);\n // Lift fractionally off the surface so the ring never z-fights the floor.\n this.marker.position.y += 0.01;\n this.marker.visible = true;\n } else {\n this.marker.visible = false;\n }\n this.setVisible(true);\n }\n\n private updateArcGeometry(\n curve: THREE.Vector3[],\n tint: THREE.Color,\n ): void {\n const count = curve.length;\n const positions = new Float32Array(count * 3);\n const colors = new Float32Array(count * 3);\n\n for (let i = 0; i < count; i += 1) {\n const point = curve[i];\n positions[i * 3] = point.x;\n positions[i * 3 + 1] = point.y;\n positions[i * 3 + 2] = point.z;\n\n // Brightest at the hand, fading along the flight — reads as motion and\n // keeps the far end from competing with the landing marker.\n const t = count > 1 ? i / (count - 1) : 0;\n const fade = 1 - t * 0.75;\n colors[i * 3] = tint.r * fade;\n colors[i * 3 + 1] = tint.g * fade;\n colors[i * 3 + 2] = tint.b * fade;\n }\n\n this.arcGeometry.setAttribute(\n \"position\",\n new THREE.BufferAttribute(positions, 3),\n );\n this.arcGeometry.setAttribute(\"color\", new THREE.BufferAttribute(colors, 3));\n this.arcGeometry.computeBoundingSphere();\n }\n\n private createRing(): THREE.Mesh {\n const geometry = new THREE.RingGeometry(\n MARKER_RADIUS * 0.72,\n MARKER_RADIUS,\n 48,\n );\n // RingGeometry is authored in XY; lay it flat on the ground.\n geometry.rotateX(-Math.PI / 2);\n return new THREE.Mesh(\n geometry,\n new THREE.MeshBasicMaterial({\n color: ACCENT,\n transparent: true,\n opacity: 0.9,\n side: THREE.DoubleSide,\n depthTest: false,\n }),\n );\n }\n\n private createDot(): THREE.Mesh {\n const geometry = new THREE.CircleGeometry(MARKER_RADIUS * 0.16, 24);\n geometry.rotateX(-Math.PI / 2);\n return new THREE.Mesh(\n geometry,\n new THREE.MeshBasicMaterial({\n color: ACCENT,\n transparent: true,\n opacity: 0.55,\n side: THREE.DoubleSide,\n depthTest: false,\n }),\n );\n }\n\n private setVisible(visible: boolean): void {\n this.group.visible = visible;\n }\n\n dispose(): void {\n this.group.removeFromParent();\n this.group.traverse((child) => {\n const mesh = child as Partial<THREE.Mesh>;\n mesh.geometry?.dispose?.();\n const material = mesh.material;\n if (Array.isArray(material)) {\n for (const entry of material) entry.dispose?.();\n } else {\n material?.dispose?.();\n }\n });\n this.attached = false;\n }\n}\n"]}
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