@relu-interactives/spatial-ecs 0.8.0 → 0.10.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (56) hide show
  1. package/dist/{System-8D-XBDKZ.d.cts → System-BldSHxZV.d.cts} +214 -81
  2. package/dist/{System-DPMAW30g.d.ts → System-CADhPyQs.d.ts} +214 -81
  3. package/dist/{XRHandPose-G0Dl-F0w.d.ts → XRHandPose-BNSwd1y9.d.ts} +145 -2
  4. package/dist/{XRHandPose-VQMT1WXj.d.cts → XRHandPose-D3Ab1Dfs.d.cts} +145 -2
  5. package/dist/{chunk-G4XJ53LS.js → chunk-JEPUCLZX.js} +3 -3
  6. package/dist/{chunk-G4XJ53LS.js.map → chunk-JEPUCLZX.js.map} +1 -1
  7. package/dist/{chunk-NNDUOQ7O.js → chunk-JNYPJB55.js} +250 -3
  8. package/dist/chunk-JNYPJB55.js.map +1 -0
  9. package/dist/{chunk-SGF73YTF.js → chunk-NXASMBDS.js} +4 -4
  10. package/dist/{chunk-SGF73YTF.js.map → chunk-NXASMBDS.js.map} +1 -1
  11. package/dist/{chunk-JIJQFW6P.js → chunk-TY3XCHOR.js} +1390 -485
  12. package/dist/chunk-TY3XCHOR.js.map +1 -0
  13. package/dist/{chunk-U727NTWQ.js → chunk-WWP46AEF.js} +26 -4
  14. package/dist/chunk-WWP46AEF.js.map +1 -0
  15. package/dist/components/index.cjs +151 -0
  16. package/dist/components/index.cjs.map +1 -1
  17. package/dist/components/index.d.cts +3 -3
  18. package/dist/components/index.d.ts +3 -3
  19. package/dist/components/index.js +1 -1
  20. package/dist/docs/guide/bone-attachments-and-ik.md +1 -1
  21. package/dist/docs/guide/multiplayer.md +65 -0
  22. package/dist/docs/guide/spatial-ui.md +83 -7
  23. package/dist/factories/index.cjs +151 -0
  24. package/dist/factories/index.cjs.map +1 -1
  25. package/dist/factories/index.d.cts +2 -2
  26. package/dist/factories/index.d.ts +2 -2
  27. package/dist/factories/index.js +3 -3
  28. package/dist/{index-C61n65PE.d.ts → index-6pZO_gV7.d.ts} +27 -2
  29. package/dist/{index-D9DjrUn3.d.cts → index-BXjwEdNq.d.cts} +6 -3
  30. package/dist/{index-C70N4BYG.d.cts → index-BdghvXKE.d.cts} +27 -2
  31. package/dist/{index-DppafVu4.d.ts → index-CVG-hREM.d.ts} +6 -3
  32. package/dist/index.cjs +1800 -626
  33. package/dist/index.cjs.map +1 -1
  34. package/dist/index.d.cts +8 -30
  35. package/dist/index.d.ts +8 -30
  36. package/dist/index.js +10 -10
  37. package/dist/network/index.cjs +858 -8
  38. package/dist/network/index.cjs.map +1 -1
  39. package/dist/network/index.d.cts +126 -5
  40. package/dist/network/index.d.ts +126 -5
  41. package/dist/network/index.js +683 -8
  42. package/dist/network/index.js.map +1 -1
  43. package/dist/systems/index.cjs +1702 -528
  44. package/dist/systems/index.cjs.map +1 -1
  45. package/dist/systems/index.d.cts +2 -2
  46. package/dist/systems/index.d.ts +2 -2
  47. package/dist/systems/index.js +4 -4
  48. package/dist/types.d.cts +1 -1
  49. package/dist/types.d.ts +1 -1
  50. package/dist/webgpu/index.d.ts +2 -2
  51. package/dist/worldSnapshotUtils.d.cts +1 -1
  52. package/dist/worldSnapshotUtils.d.ts +1 -1
  53. package/package.json +1 -1
  54. package/dist/chunk-JIJQFW6P.js.map +0 -1
  55. package/dist/chunk-NNDUOQ7O.js.map +0 -1
  56. package/dist/chunk-U727NTWQ.js.map +0 -1
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InstanceSlotComponent } from \"./InstanceSlotComponent\";\nexport {\n PhysicsComponent,\n type PhysicsState,\n DEFAULT_PHYSICS_STATE,\n type RigidbodyState,\n type RigidbodyType,\n DEFAULT_RIGIDBODY_STATE,\n type ColliderShape,\n type ColliderState,\n DEFAULT_COLLIDER_STATE,\n normalizePhysicsState,\n setPhysicsLiveRef,\n} from \"./Physics\";\nexport { EntityType } from \"./EntityType\";\nexport { ImageComponent } from \"./Image\";\nexport { ImageTarget, type ImageTargetReference } from \"./ImageTarget\";\nexport {\n ImageTargetAnchor,\n type ImageTargetAnchorOptions,\n} from \"./ImageTargetAnchor\";\nexport {\n LightComponent,\n type LightShadowState,\n type LightValueState,\n} from \"./Light\";\nexport {\n defaultMaterialValue,\n MaterialComponent,\n type MaterialTypeValue,\n type MaterialValueState,\n type TextureFilteringValue,\n} from \"./Material\";\nexport { MeshComponent } from \"./Mesh\";\nexport {\n DEFAULT_MESH_GEOMETRY_PARAMETERS,\n MeshGeometryComponent,\n type CubeMeshParameters,\n type EditableMeshObjectKind,\n type MeshGeometryParameters,\n type MeshGeometryParametersByKind,\n type PlaneMeshParameters,\n type RadiusHeightMeshParameters,\n type RadiusMeshParameters,\n} from \"./MeshGeometry\";\nexport {\n MODEL_NO_PATH_MESSAGE,\n ModelComponent,\n type ModelLoadState,\n setModelLoadState,\n} from \"./Model\";\nexport { Name } from \"./Name\";\nexport { Object3DRef } from \"./Object3DRef\";\nexport { ParentId } from \"./ParentId\";\nexport { PrefabInstance } from \"./PrefabInstance\";\nexport { PrefabNode } from \"./PrefabNode\";\nexport { ScriptComponent, type ScriptEntry } from \"./ScriptComponent\";\nexport {\n ScriptObjectComponent,\n type ScriptObjectComponentInput,\n type ScriptObjectRuntimeState,\n} from \"./ScriptObjectComponent\";\nexport { Selectable } from \"./Selectable\";\n\nexport { SpriteComponent } from \"./Sprite\";\nexport {\n SelectionTransformState,\n type TransformModeValue,\n type TransformSpaceValue,\n} from \"./SelectionTransformState\";\nexport { TransformComponent, type TransformData, type Vec3 } from \"./Transform\";\nexport { VideoComponent } from \"./Video\";\nexport {\n VRTeleportAreaComponent,\n type VRTeleportAreaOptions,\n type VrTeleportShape,\n} from \"./VRTeleportArea\";\nexport {\n createAttachPoint,\n XRInteractableComponent,\n type XRInteractableOptions,\n type XrAttachPoint,\n type XrDistanceGrabBehavior,\n type XrGrabGesture,\n type XrGrabHands,\n type XrGrabReach,\n type XrTwoHandRotation,\n} from \"./XRInteractable\";\nexport {\n XRRigComponent,\n type XRRigOptions,\n type XrEnvironmentPhysics,\n type XrLocomotionMode,\n type XrTrackingOrigin,\n} from \"./XRRig\";\nexport {\n XREnvironmentComponent,\n type XrEnvironmentKind,\n type XrEnvironmentOrientation,\n} from \"./XREnvironment\";\nexport { XRAnchorComponent, type XRAnchorOptions } from \"./XRAnchor\";\nexport { BoneAttachmentComponent, type BoneAttachmentOptions } from \"./BoneAttachment\";\nexport {\n type NetValue,\n NetworkedPropsComponent,\n NetworkIdentityComponent,\n NetworkSpawnerComponent,\n NetworkTransformComponent,\n type NetworkTransformOptions,\n} from \"./Network\";\nexport { IKComponent, normalizeIKChain, type IKChain, type IKLimb, type IKOptions } from \"./IK\";\nexport {\n type UiFollowMode,\n UIPanelComponent,\n type UIPanelOptions,\n} from \"./UIPanel\";\nexport {\n UITextComponent,\n type UITextOptions,\n type UiTextAlign,\n type UiTextVAlign,\n} from \"./UIText\";\nexport {\n UIButtonComponent,\n type UIButtonOptions,\n type UiIconPosition,\n} from \"./UIButton\";\nexport {\n UIToggleComponent,\n type UIToggleOptions,\n type UiToggleVariant,\n} from \"./UIToggle\";\nexport {\n UISliderComponent,\n type UISliderOptions,\n type UiSliderVariant,\n} from \"./UISlider\";\nexport {\n XRInteractorComponent,\n XRInteractorSideComponent,\n type XRInteractorOptions,\n type XrHandPreset,\n type XrInteractorSide,\n type XrInteractorType,\n} from \"./XRInteractor\";\nexport * from \"./XRHandPose\";\n","import type * as THREE from \"three\";\n\nexport interface StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying: boolean;\n isPaused: boolean;\n onStart: () => void;\n onPlaying: () => void;\n onEnd: () => void;\n play: () => void;\n pause: () => void;\n stop: () => void;\n}\n\nexport type AnimationStateCallbacks = {\n onStart?: () => void;\n onPlaying?: () => void;\n onEnd?: () => void;\n};\n\nexport class AnimationStateMachine implements StateMachine {\n name: string;\n clip: THREE.AnimationClip;\n clipId: string | null;\n loop: boolean;\n isPlaying = false;\n isPaused = false;\n private callbacks: Required<AnimationStateCallbacks>;\n\n constructor(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ) {\n this.name = name;\n this.clip = clip;\n this.clipId = clipId;\n this.loop = loop;\n this.callbacks = {\n onStart: callbacks.onStart ?? (() => {}),\n onPlaying: callbacks.onPlaying ?? (() => {}),\n onEnd: callbacks.onEnd ?? (() => {}),\n };\n }\n\n setCallbacks(callbacks: AnimationStateCallbacks): void {\n this.callbacks = {\n onStart: callbacks.onStart ?? this.callbacks.onStart,\n onPlaying: callbacks.onPlaying ?? this.callbacks.onPlaying,\n onEnd: callbacks.onEnd ?? this.callbacks.onEnd,\n };\n }\n\n setLoop(loop: boolean): void {\n this.loop = loop;\n }\n\n onStart(): void {\n this.callbacks.onStart();\n }\n\n onPlaying(): void {\n this.callbacks.onPlaying();\n }\n\n onEnd(): void {\n this.callbacks.onEnd();\n }\n\n play(): void {\n const wasPlaying = this.isPlaying;\n this.isPlaying = true;\n this.isPaused = false;\n\n if (!wasPlaying) {\n this.onStart();\n }\n\n this.onPlaying();\n }\n\n pause(): void {\n if (!this.isPlaying) {\n return;\n }\n\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n stop(): void {\n const shouldNotifyEnd = this.isPlaying || this.isPaused;\n this.isPlaying = false;\n this.isPaused = false;\n\n if (shouldNotifyEnd) {\n this.onEnd();\n }\n }\n}\n\nexport class AnimationStateManager {\n private readonly states = new Map<string, AnimationStateMachine>();\n private activeState: AnimationStateMachine | null = null;\n\n addState(state: AnimationStateMachine): AnimationStateMachine {\n this.states.set(state.name, state);\n return state;\n }\n\n createState(\n name: string,\n clip: THREE.AnimationClip,\n callbacks: AnimationStateCallbacks = {},\n loop = false,\n clipId: string | null = null,\n ): AnimationStateMachine {\n const state = new AnimationStateMachine(name, clip, callbacks, loop, clipId);\n this.states.set(name, state);\n return state;\n }\n\n removeState(name: string): boolean {\n const state = this.states.get(name);\n if (!state) {\n return false;\n }\n\n if (this.activeState?.name === name) {\n this.activeState.stop();\n this.activeState = null;\n }\n\n return this.states.delete(name);\n }\n\n getState(name: string): AnimationStateMachine | null {\n return this.states.get(name) ?? null;\n }\n\n hasState(name: string): boolean {\n return this.states.has(name);\n }\n\n listStates(): AnimationStateMachine[] {\n return [...this.states.values()];\n }\n\n getActiveState(): AnimationStateMachine | null {\n return this.activeState;\n }\n\n switchState(name: string, autoPlay = true): AnimationStateMachine | null {\n const next = this.states.get(name) ?? null;\n if (!next) {\n return null;\n }\n\n if (this.activeState && this.activeState !== next) {\n this.activeState.stop();\n }\n\n this.activeState = next;\n if (autoPlay) {\n next.play();\n }\n\n return next;\n }\n\n playState(name?: string): boolean {\n const state = name ? this.switchState(name, false) : this.activeState;\n if (!state) {\n return false;\n }\n\n this.activeState = state;\n state.play();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.pause();\n return true;\n }\n\n stopState(name?: string): boolean {\n const state = name ? this.states.get(name) : this.activeState;\n if (!state) {\n return false;\n }\n\n state.stop();\n if (!name || this.activeState?.name === name) {\n this.activeState = null;\n }\n return true;\n }\n\n clear(): void {\n this.stopState();\n this.states.clear();\n this.activeState = null;\n }\n}","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport {\n AnimationStateManager,\n type AnimationStateMachine,\n} from \"../AnimationStateMachine\";\n\n/** Initializer for {@link AnimationComponent}. */\nexport type AnimationComponentOptions = {\n /** Initial set of clips imported from the entity's model. */\n clips?: THREE.AnimationClip[];\n /** URLs (or `localasset://` paths) of clips to load asynchronously and merge into the catalog. */\n externalClipSources?: string[];\n /** Name of the state to activate after construction. */\n activeState?: string | null;\n /** Whether playback starts paused. */\n paused?: boolean;\n /** Play the active clip in reverse. */\n reverse?: boolean;\n /** Time-scale multiplier (`1` = real-time). */\n timeScale?: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration?: number;\n /** Predefined state machine entries (`name` -> clip binding). */\n states?: Array<{\n /** State name (must be unique). */\n name: string;\n /** Clip name to play in this state. */\n clip: string;\n /** Optional stable clip id used to disambiguate same-named clips. */\n clipId?: string;\n /** Loop the clip while in this state. */\n loop?: boolean;\n }>;\n};\n\n/** Catalog entry describing a clip available to the entity (from a model or an external source). */\nexport type AnimationClipCatalogEntry = {\n /** Stable id used to reference the clip from state machines. */\n id: string;\n /** Internal clip name as stored on the `THREE.AnimationClip`. */\n name: string;\n /** Display label shown in the inspector. */\n label: string;\n /** Underlying three.js clip. */\n clip: THREE.AnimationClip;\n /** Where this clip came from. */\n source: \"model\" | \"external\";\n /** Source URL/path for `external` clips; `null` for clips imported from a model. */\n sourceUrl: string | null;\n};\n\ntype ImportedClipEntry = {\n clip: THREE.AnimationClip;\n sourceUrl: string | null;\n};\n\n/**\n * Animation catalog and runtime state for an entity. Combines clips imported\n * from a model with externally added clips, exposes a state machine for\n * named transitions, and is queried each frame by the animation system to\n * advance mixer time.\n *\n * @remarks\n * Use the `addState` / `switchState` helpers rather than mutating the state\n * machine directly so the animation system observes transitions.\n *\n * @category Components\n */\nexport class AnimationComponent extends Component {\n private modelClips: THREE.AnimationClip[];\n private importedClips: ImportedClipEntry[];\n private clipById: Map<string, THREE.AnimationClip>;\n private clipEntriesById: Map<string, AnimationClipCatalogEntry>;\n\n /** Combined ordered list of clips (model + external) currently loaded. */\n clips: THREE.AnimationClip[];\n /** Per-clip metadata used by the inspector. */\n clipCatalog: AnimationClipCatalogEntry[];\n /** Display names of clips available for state-machine bindings. */\n availableClips: string[];\n /** URLs/paths of external clip sources (saved with the project). */\n externalClipSources: string[];\n /** Whether playback is currently paused. */\n paused: boolean;\n /** Play the active clip in reverse. */\n reverse: boolean;\n /** Playback speed multiplier (`1` = real-time). */\n timeScale: number;\n /** Default cross-fade duration in seconds when switching states. */\n crossFadeDuration: number;\n /** All state-machine entries authored on this entity. */\n states: AnimationStateMachine[];\n /** State currently being played, or `null` if none. */\n active: AnimationStateMachine | null;\n /** Name of the {@link active} state, or `null` if none. */\n activeStateName: string | null;\n /** Manager that drives state transitions; mutate via {@link addState}/{@link switchState}. */\n stateManager: AnimationStateManager;\n\n constructor(options: AnimationComponentOptions = {}) {\n super();\n\n this.modelClips = Array.isArray(options.clips) ? [...options.clips] : [];\n this.importedClips = [];\n this.clipById = new Map<string, THREE.AnimationClip>();\n this.clipEntriesById = new Map<string, AnimationClipCatalogEntry>();\n this.clips = [];\n this.clipCatalog = [];\n this.availableClips = [];\n this.externalClipSources = [];\n\n this.setExternalClipSources(options.externalClipSources ?? []);\n this.refreshClipCatalog();\n\n this.paused = options.paused ?? false;\n this.reverse = options.reverse ?? false;\n this.timeScale = options.timeScale ?? 1;\n this.crossFadeDuration = options.crossFadeDuration ?? 0;\n\n this.stateManager = new AnimationStateManager();\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n\n if (Array.isArray(options.states) && options.states.length > 0) {\n for (const entry of options.states) {\n this.addState(entry.name, entry.clip, entry.loop ?? false);\n }\n }\n // else {\n // for (const clip of this.clips) {\n // this.addState(clip.name || \"Default\", clip.name, false);\n // }\n // }\n\n if (typeof options.activeState === \"string\" && options.activeState.length > 0) {\n this.switchState(options.activeState, !this.paused);\n }\n }\n\n private refreshClipCatalog(): void {\n const catalog: AnimationClipCatalogEntry[] = [];\n const nameCounts = new Map<string, number>();\n const nextById = new Map<string, THREE.AnimationClip>();\n const nextEntriesById = new Map<string, AnimationClipCatalogEntry>();\n\n for (const [index, clip] of this.modelClips.entries()) {\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const id = `model:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label: count > 1 ? `${name} (${count})` : name,\n clip,\n source: \"model\",\n sourceUrl: null,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n for (const [index, imported] of this.importedClips.entries()) {\n const clip = imported.clip;\n const name = typeof clip?.name === \"string\" && clip.name.length > 0\n ? clip.name\n : `Clip ${index + 1}`;\n const sourceUrl = imported.sourceUrl;\n const id = `external:${index}:${name}`;\n const count = (nameCounts.get(name) ?? 0) + 1;\n nameCounts.set(name, count);\n\n const sourceSuffix = sourceUrl\n ? sourceUrl.split(\"/\").pop() ?? sourceUrl\n : \"external\";\n\n const entry: AnimationClipCatalogEntry = {\n id,\n name,\n label:\n count > 1\n ? `${name} (${count}) • ${sourceSuffix}`\n : `${name} • ${sourceSuffix}`,\n clip,\n source: \"external\",\n sourceUrl,\n };\n\n catalog.push(entry);\n nextById.set(id, clip);\n nextEntriesById.set(id, entry);\n }\n\n this.clipById = nextById;\n this.clipEntriesById = nextEntriesById;\n this.clipCatalog = catalog;\n this.clips = catalog.map((entry) => entry.clip);\n this.availableClips = catalog.map((entry) => entry.name);\n }\n\n private refreshStateRefs(): void {\n this.states = this.stateManager.listStates();\n this.active = this.stateManager.getActiveState();\n this.activeStateName = this.active?.name ?? null;\n }\n\n private resolveClipRef(clipRef: string): { id: string; clip: THREE.AnimationClip } | null {\n const trimmed = clipRef.trim();\n if (!trimmed) {\n return null;\n }\n\n const byId = this.clipById.get(trimmed);\n if (byId) {\n return { id: trimmed, clip: byId };\n }\n\n const byName = this.clipCatalog.find((entry) => entry.name === trimmed);\n if (!byName) {\n return null;\n }\n\n return { id: byName.id, clip: byName.clip };\n }\n\n setModelClips(clips: THREE.AnimationClip[]): void {\n this.modelClips = Array.isArray(clips) ? [...clips] : [];\n this.refreshClipCatalog();\n }\n\n setImportedClips(\n clips: THREE.AnimationClip[] | ImportedClipEntry[],\n ): void {\n if (!Array.isArray(clips)) {\n this.importedClips = [];\n this.refreshClipCatalog();\n return;\n }\n\n this.importedClips = clips\n .map((entry) => {\n if (entry instanceof THREE.AnimationClip) {\n return { clip: entry, sourceUrl: null };\n }\n\n if (!entry || typeof entry !== \"object\") {\n return null;\n }\n\n const candidate = entry as Partial<ImportedClipEntry>;\n if (!(candidate.clip instanceof THREE.AnimationClip)) {\n return null;\n }\n\n return {\n clip: candidate.clip,\n sourceUrl:\n typeof candidate.sourceUrl === \"string\" && candidate.sourceUrl.length > 0\n ? candidate.sourceUrl\n : null,\n };\n })\n .filter((entry): entry is ImportedClipEntry => entry !== null);\n\n this.refreshClipCatalog();\n }\n\n setExternalClipSources(sources: string[]): void {\n if (!Array.isArray(sources)) {\n this.externalClipSources = [];\n return;\n }\n\n const seen = new Set<string>();\n const normalized: string[] = [];\n for (const source of sources) {\n if (typeof source !== \"string\") {\n continue;\n }\n\n const trimmed = source.trim();\n if (!trimmed || seen.has(trimmed)) {\n continue;\n }\n\n seen.add(trimmed);\n normalized.push(trimmed);\n }\n\n this.externalClipSources = normalized;\n }\n\n addState(name: string, clipRef: string, loop = false): AnimationStateMachine | null {\n if (!name.trim()) {\n return null;\n }\n\n const resolved = this.resolveClipRef(clipRef);\n if (!resolved) {\n return null;\n }\n\n const state = this.stateManager.createState(name, resolved.clip, {}, loop, resolved.id);\n this.refreshStateRefs();\n return state;\n }\n\n setStates(states: Array<{ name: string; clip: string; clipId?: string; loop?: boolean }>): void {\n const previousActive = this.activeStateName;\n this.stateManager.clear();\n\n for (const state of states) {\n if (!state.name.trim()) {\n continue;\n }\n\n let createdState: AnimationStateMachine | null = null;\n\n if (typeof state.clipId === \"string\" && state.clipId.trim().length > 0) {\n createdState = this.addState(state.name, state.clipId, Boolean(state.loop));\n }\n\n if (!createdState) {\n this.addState(state.name, state.clip, Boolean(state.loop));\n }\n }\n\n if (previousActive) {\n this.stateManager.switchState(previousActive, !this.paused);\n }\n\n this.refreshStateRefs();\n }\n\n getStateConfigs(): Array<{ name: string; clip: string; clipId: string | null; loop: boolean }> {\n return this.states.map((state) => ({\n name: state.name,\n clip: state.clip.name,\n clipId: state.clipId,\n loop: state.loop,\n }));\n }\n\n setActiveState(name: string | null, autoPlay = true): boolean {\n if (!name) {\n const stopped = this.stateManager.stopState();\n this.paused = true;\n this.refreshStateRefs();\n return stopped;\n }\n\n return this.switchState(name, autoPlay);\n }\n\n removeState(name: string): boolean {\n const removed = this.stateManager.removeState(name);\n if (removed) {\n this.refreshStateRefs();\n }\n return removed;\n }\n\n switchState(name: string, autoPlay = true): boolean {\n const state = this.stateManager.switchState(name, autoPlay);\n if (!state) {\n return false;\n }\n\n this.paused = !state.isPlaying;\n this.refreshStateRefs();\n return true;\n }\n\n playState(name?: string): boolean {\n const played = this.stateManager.playState(name);\n if (!played) {\n return false;\n }\n\n this.paused = false;\n this.refreshStateRefs();\n return true;\n }\n\n pauseState(name?: string): boolean {\n const paused = this.stateManager.pauseState(name);\n if (!paused) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n\n stopState(name?: string): boolean {\n const stopped = this.stateManager.stopState(name);\n if (!stopped) {\n return false;\n }\n\n this.paused = true;\n this.refreshStateRefs();\n return true;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Runtime camera mode. `3d` is a free camera; `ar` is composited over a tracked\n * image/face feed; `xr` is driven by an immersive WebXR session (the headset\n * owns the pose and projection — locomotion moves the camera's XR rig parent).\n */\nexport type CameraRuntimeType = \"3d\" | \"ar\" | \"xr\";\n/** Projection model. */\nexport type CameraProjection = \"perspective\" | \"orthographic\";\n\n/** Optional initializer for {@link CameraComponent}. Any field omitted falls back to the defaults documented on the component. */\nexport type CameraComponentOptions = {\n /** Pre-built three.js camera. When omitted the component creates one from {@link projection}. */\n camera?: THREE.Camera;\n /** Runtime camera mode. */\n type?: CameraRuntimeType;\n /** Mark this camera as the default camera the renderer uses. */\n isDefault?: boolean;\n /** Projection model. */\n projection?: CameraProjection;\n /** Vertical field of view in **degrees** (perspective only). */\n fov?: number;\n /** Near clip plane in world units. */\n near?: number;\n /** Far clip plane in world units. */\n far?: number;\n /** Left edge of the orthographic frustum in world units. */\n left?: number;\n /** Right edge of the orthographic frustum in world units. */\n right?: number;\n /** Top edge of the orthographic frustum in world units. */\n top?: number;\n /** Bottom edge of the orthographic frustum in world units. */\n bottom?: number;\n /** Zoom multiplier (`1` = no zoom). */\n zoom?: number;\n};\n\nconst DEFAULT_FOV = 50;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 2000;\nconst DEFAULT_ORTHO_LEFT = -5;\nconst DEFAULT_ORTHO_RIGHT = 5;\nconst DEFAULT_ORTHO_TOP = 5;\nconst DEFAULT_ORTHO_BOTTOM = -5;\nconst DEFAULT_ZOOM = 1;\n\nfunction inferProjection(camera: THREE.Camera | undefined): CameraProjection {\n if (camera instanceof THREE.OrthographicCamera) {\n return \"orthographic\";\n }\n\n return \"perspective\";\n}\n\nfunction readCameraNear(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"near\" in camera &&\n typeof camera.near === \"number\" &&\n Number.isFinite(camera.near)\n ) {\n return camera.near;\n }\n\n return null;\n}\n\nfunction readCameraFar(camera: THREE.Camera | undefined): number | null {\n if (\n camera &&\n \"far\" in camera &&\n typeof camera.far === \"number\" &&\n Number.isFinite(camera.far)\n ) {\n return camera.far;\n }\n\n return null;\n}\n\nfunction inferFov(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.PerspectiveCamera && Number.isFinite(camera.fov)) {\n return camera.fov;\n }\n\n return DEFAULT_FOV;\n}\n\nfunction inferNear(camera: THREE.Camera | undefined): number {\n const near = readCameraNear(camera);\n if (near !== null) {\n return near;\n }\n\n return DEFAULT_NEAR;\n}\n\nfunction inferFar(camera: THREE.Camera | undefined): number {\n const far = readCameraFar(camera);\n if (far !== null) {\n return far;\n }\n\n return DEFAULT_FAR;\n}\n\nfunction inferOrthoLeft(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.left)) {\n return camera.left;\n }\n\n return DEFAULT_ORTHO_LEFT;\n}\n\nfunction inferOrthoRight(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.right)) {\n return camera.right;\n }\n\n return DEFAULT_ORTHO_RIGHT;\n}\n\nfunction inferOrthoTop(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.top)) {\n return camera.top;\n }\n\n return DEFAULT_ORTHO_TOP;\n}\n\nfunction inferOrthoBottom(camera: THREE.Camera | undefined): number {\n if (camera instanceof THREE.OrthographicCamera && Number.isFinite(camera.bottom)) {\n return camera.bottom;\n }\n\n return DEFAULT_ORTHO_BOTTOM;\n}\n\nfunction inferZoom(camera: THREE.Camera | undefined): number {\n if (\n camera &&\n \"zoom\" in camera &&\n typeof camera.zoom === \"number\" &&\n Number.isFinite(camera.zoom)\n ) {\n return camera.zoom;\n }\n\n return DEFAULT_ZOOM;\n}\n\n/**\n * Camera entity state. Supports perspective and orthographic projections, a\n * `3d` or `ar` runtime type, and an `isDefault` flag for the camera that the\n * preview/editor renders through. Field-of-view, near/far, ortho frustum, and\n * zoom are persisted; the live `THREE.Camera` is recreated when the project loads.\n *\n * @category Components\n */\nexport class CameraComponent extends Component {\n /** Live three.js camera. Recreated when the project loads to match {@link projection}. */\n camera: THREE.Camera;\n /** Runtime camera mode (`3d` or `ar`). */\n type: CameraRuntimeType;\n /** When `true`, this is the active rendering camera. Only one camera per scene should be the default. */\n isDefault: boolean;\n /** Active projection model (`perspective` or `orthographic`). */\n projection: CameraProjection;\n /** Vertical field of view in **degrees**. Used when {@link projection} is `perspective`. */\n fov: number;\n /** Near clip plane in world units. */\n near: number;\n /** Far clip plane in world units. */\n far: number;\n /** Left edge of the orthographic frustum (orthographic only). */\n left: number;\n /** Right edge of the orthographic frustum (orthographic only). */\n right: number;\n /** Top edge of the orthographic frustum (orthographic only). */\n top: number;\n /** Bottom edge of the orthographic frustum (orthographic only). */\n bottom: number;\n /** Zoom multiplier applied to the projection. */\n zoom: number;\n\n constructor(payload: CameraComponentOptions = {}) {\n super();\n\n this.camera = payload.camera ?? new THREE.PerspectiveCamera();\n this.type = payload.type ?? \"3d\";\n this.isDefault = typeof payload.isDefault === \"boolean\" ? payload.isDefault : false;\n this.projection = payload.projection ?? inferProjection(payload.camera);\n this.fov =\n typeof payload.fov === \"number\" && Number.isFinite(payload.fov)\n ? payload.fov\n : inferFov(payload.camera);\n this.near =\n typeof payload.near === \"number\" && Number.isFinite(payload.near)\n ? payload.near\n : inferNear(payload.camera);\n this.far =\n typeof payload.far === \"number\" && Number.isFinite(payload.far)\n ? payload.far\n : inferFar(payload.camera);\n this.left =\n typeof payload.left === \"number\" && Number.isFinite(payload.left)\n ? payload.left\n : inferOrthoLeft(payload.camera);\n this.right =\n typeof payload.right === \"number\" && Number.isFinite(payload.right)\n ? payload.right\n : inferOrthoRight(payload.camera);\n this.top =\n typeof payload.top === \"number\" && Number.isFinite(payload.top)\n ? payload.top\n : inferOrthoTop(payload.camera);\n this.bottom =\n typeof payload.bottom === \"number\" && Number.isFinite(payload.bottom)\n ? payload.bottom\n : inferOrthoBottom(payload.camera);\n this.zoom =\n typeof payload.zoom === \"number\" && Number.isFinite(payload.zoom)\n ? payload.zoom\n : inferZoom(payload.camera);\n }\n}\n","import type * as THREE from \"three\";\n\nimport type { AudioBus } from \"../audio/soundBank\";\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_AUDIO_OPTIONS = {\n autoplay: false,\n loop: false,\n pitch: 1,\n volume: 1,\n positional: false,\n refDistance: 1,\n distanceModel: \"inverse\",\n rolloffFactor: 1,\n bus: \"sfx\" as AudioBus,\n};\n\n/**\n * Plays an audio clip from `path`. Supports both global stereo (`positional:\n * false`) and 3D positional audio with the configured distance model.\n * Runtime fields (`object`, `audio`, `isPlaying`, `isPaused`) are recreated\n * when the project loads and are never persisted to saved snapshots.\n *\n * @category Components\n */\nexport class AudioComponent extends Component {\n /** Source URL or `localasset://` path of the audio file. */\n path: string;\n /**\n * Playback options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the clip is loaded. |\n * | `loop` | `false` | Loop playback indefinitely. |\n * | `pitch` | `1` | Playback rate multiplier (`1` = normal speed/pitch). |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `positional` | `false` | When `true`, audio is spatialized using the entity's transform. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. |\n * | `bus` | `\"sfx\"` | The mixer group it plays through: `sfx`, `voice` or `music`. Music dips while a voice plays. |\n */\n options: typeof DEFAULT_AUDIO_OPTIONS;\n /** Live three.js object hosting the audio (a parented `Audio`/`PositionalAudio`). `null` until built. */\n object: THREE.Object3D | null;\n /** Live three.js audio source. `null` until built. Recreated when the project loads. */\n audio: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the audio should be playing. Managed by `AudioSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the audio is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_AUDIO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_AUDIO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.audio = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `AudioSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `AudioSystem` drives the actual\n * THREE.js call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `AudioSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `AudioSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Skybox rendering modes. `none` disables skybox rendering entirely. */\nexport type EnvironmentSkyboxType = \"gradient\" | \"color\" | \"image\" | \"none\";\n/** Gradient distribution applied when {@link EnvironmentSkyboxState.type} is `\"gradient\"`. */\nexport type EnvironmentGradientEffect = \"radial\" | \"linear\" | \"angular\";\n/** Fog distance models. `none` disables fog. */\nexport type EnvironmentFogType = \"linear\" | \"exponential\" | \"none\";\n/**\n * How an `\"image\"` skybox is projected.\n *\n * - `\"screen\"` (the behaviour when the field is absent): the image is drawn as\n * a flat backdrop stretched over the viewport. It does not rotate with the\n * camera.\n * - `\"equirect\"`: the image is an equirectangular panorama wrapped around the\n * scene, so it turns with the camera like a real sky. `.hdr` and `.exr`\n * files load in this mode.\n */\nexport type EnvironmentSkyboxImageProjection = \"screen\" | \"equirect\";\n/**\n * Tone-mapping operator applied by the renderer. `\"none\"` leaves colours\n * linear-clamped (three's `NoToneMapping`).\n */\nexport type EnvironmentToneMapping = \"none\" | \"aces\" | \"agx\" | \"neutral\";\n\n/** Skybox configuration. Only the fields relevant to {@link type} are read at render time. */\nexport type EnvironmentSkyboxState = {\n /** Active skybox mode. */\n type: EnvironmentSkyboxType;\n /** Solid color used when {@link type} is `\"color\"`. `#rrggbb`. */\n color: string;\n /** URL or `localasset://` path of the image used when {@link type} is `\"image\"`. */\n imageUrl?: string;\n /**\n * Projection for an `\"image\"` skybox. Absent means `\"screen\"` (a flat\n * backdrop, the original behaviour). Set `\"equirect\"` for a 360° panorama.\n */\n imageProjection?: EnvironmentSkyboxImageProjection;\n /** Gradient parameters used when {@link type} is `\"gradient\"`. */\n gradient: {\n /** Ordered list of color stops as `#rrggbb` strings. */\n colors: string[];\n /** Gradient distribution. */\n effect: EnvironmentGradientEffect;\n };\n};\n\n/** Fog configuration. Mirrors three.js `Fog` / `FogExp2`. */\nexport type EnvironmentFogState = {\n /** Active fog model. */\n type: EnvironmentFogType;\n /** Fog color as `#rrggbb`. */\n color: string;\n /** Linear-fog parameters used when {@link type} is `\"linear\"`. */\n linear: {\n /** Distance at which fog begins to take effect. */\n near: number;\n /** Distance at which fog reaches full opacity. */\n far: number;\n };\n /** Exponential-fog parameters used when {@link type} is `\"exponential\"`. */\n exponential: {\n /** Density coefficient. Higher values produce thicker fog. */\n density: number;\n };\n};\n\n/** World gravity vector applied by the physics system, in world units per second squared. */\nexport type EnvironmentGravityState = {\n /** Gravity along world X. */\n x: number;\n /** Gravity along world Y (negative pulls objects down). */\n y: number;\n /** Gravity along world Z. */\n z: number;\n};\n\n/**\n * Image-based lighting and renderer colour settings. Every field is optional;\n * the defaults below apply when a field is missing. When the whole block is\n * absent the scene's environment map and the renderer's tone mapping are left\n * untouched.\n */\nexport type EnvironmentLightingState = {\n /**\n * URL or `localasset://` path of an equirectangular environment map used\n * for image-based lighting (reflections and ambient light on PBR\n * materials). `.hdr` and `.exr` load as HDR; any other extension loads as an\n * sRGB image. Empty = no environment map.\n */\n envMapUrl?: string;\n /** Strength of the environment lighting (`scene.environmentIntensity`). Default `1`. */\n envIntensity?: number;\n /** Rotation of the environment map around world Y, in radians. Default `0`. */\n envRotationY?: number;\n /** Also show the environment map as the background. Overrides the skybox. Default `false`. */\n useAsBackground?: boolean;\n /** Background blur in `[0, 1]` when {@link useAsBackground} is on. Default `0`. */\n backgroundBlurriness?: number;\n /** Background brightness multiplier when {@link useAsBackground} is on. Default `1`. */\n backgroundIntensity?: number;\n /** Renderer tone-mapping operator. Default `\"none\"`. */\n toneMapping?: EnvironmentToneMapping;\n /** Renderer exposure (`toneMappingExposure`). Only has an effect when tone mapping is on. Default `1`. */\n exposure?: number;\n};\n\n/** Defaults for every {@link EnvironmentLightingState} field. */\nexport const DEFAULT_ENVIRONMENT_LIGHTING: Required<EnvironmentLightingState> = {\n envMapUrl: \"\",\n envIntensity: 1,\n envRotationY: 0,\n useAsBackground: false,\n backgroundBlurriness: 0,\n backgroundIntensity: 1,\n toneMapping: \"none\",\n exposure: 1,\n};\n\n/** Aggregated authoring state owned by {@link Environment}. */\nexport type EnvironmentState = {\n /** Skybox configuration. */\n skybox: EnvironmentSkyboxState;\n /** Fog configuration. */\n fog: EnvironmentFogState;\n /** World gravity. */\n gravity: EnvironmentGravityState;\n /**\n * Fixed timestep (seconds) used by the physics accumulator loop.\n * Physics is stepped in fixed increments of this size each frame.\n * Default is `0.02` (50 Hz).\n */\n fixedTimeStep: number;\n /**\n * Image-based lighting, tone mapping and exposure. Optional: absent means\n * the scene's environment map and the renderer's tone mapping stay\n * untouched, which is how every scene saved before 0.5.4 renders.\n */\n lighting?: EnvironmentLightingState;\n};\n\nexport const DEFAULT_ENVIRONMENT_STATE: EnvironmentState = {\n skybox: {\n type: \"none\",\n color: \"#1e1e1e\",\n imageUrl: \"\",\n gradient: {\n colors: [\"#464766\", \"#657ea6\", \"#0f0e1a\"],\n effect: \"linear\",\n },\n },\n fog: {\n type: \"none\",\n color: \"#1e1e1e\",\n linear: {\n near: 1,\n far: 100,\n },\n exponential: {\n density: 0.002,\n },\n },\n gravity: {\n x: 0,\n y: -9.81,\n z: 0,\n },\n fixedTimeStep: 0.02,\n};\n\nfunction normalizeColors(colors: unknown): string[] {\n if (!Array.isArray(colors)) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n const normalized = colors.filter(\n (entry): entry is string => typeof entry === \"string\" && entry.length > 0,\n );\n if (normalized.length === 0) {\n return [...DEFAULT_ENVIRONMENT_STATE.skybox.gradient.colors];\n }\n\n return normalized;\n}\n\nfunction normalizeGradientEffect(value: unknown): EnvironmentGradientEffect {\n if (value === \"radial\" || value === \"linear\" || value === \"angular\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.gradient.effect;\n}\n\nfunction normalizeSkyboxType(value: unknown): EnvironmentSkyboxType {\n if (value === \"gradient\" || value === \"color\" || value === \"none\") {\n return value;\n }\n\n if (value === \"image\" || value === \"Image\") {\n return \"image\";\n }\n\n return DEFAULT_ENVIRONMENT_STATE.skybox.type;\n}\n\nfunction normalizeFogType(value: unknown): EnvironmentFogType {\n if (value === \"linear\" || value === \"exponential\" || value === \"none\") {\n return value;\n }\n\n return DEFAULT_ENVIRONMENT_STATE.fog.type;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\nfunction normalizeImageProjection(\n value: unknown,\n): EnvironmentSkyboxImageProjection | undefined {\n return value === \"screen\" || value === \"equirect\" ? value : undefined;\n}\n\nfunction normalizeToneMapping(value: unknown): EnvironmentToneMapping {\n if (value === \"none\" || value === \"aces\" || value === \"agx\" || value === \"neutral\") {\n return value;\n }\n return DEFAULT_ENVIRONMENT_LIGHTING.toneMapping;\n}\n\n/**\n * Normalize a lighting block to a complete {@link EnvironmentLightingState}.\n * Returns `undefined` when `value` is not an object, so a scene without the\n * block stays without it.\n */\nexport function normalizeEnvironmentLighting(\n value: unknown,\n): Required<EnvironmentLightingState> | undefined {\n if (!value || typeof value !== \"object\" || Array.isArray(value)) {\n return undefined;\n }\n\n const lighting = value as Record<string, unknown>;\n const defaults = DEFAULT_ENVIRONMENT_LIGHTING;\n return {\n envMapUrl:\n typeof lighting.envMapUrl === \"string\" ? lighting.envMapUrl : defaults.envMapUrl,\n envIntensity: Math.max(0, toFiniteNumber(lighting.envIntensity, defaults.envIntensity)),\n envRotationY: toFiniteNumber(lighting.envRotationY, defaults.envRotationY),\n useAsBackground:\n typeof lighting.useAsBackground === \"boolean\"\n ? lighting.useAsBackground\n : defaults.useAsBackground,\n backgroundBlurriness: Math.min(\n 1,\n Math.max(0, toFiniteNumber(lighting.backgroundBlurriness, defaults.backgroundBlurriness)),\n ),\n backgroundIntensity: Math.max(\n 0,\n toFiniteNumber(lighting.backgroundIntensity, defaults.backgroundIntensity),\n ),\n toneMapping: normalizeToneMapping(lighting.toneMapping),\n exposure: Math.max(0, toFiniteNumber(lighting.exposure, defaults.exposure)),\n };\n}\n\n/**\n * Scene environment settings: skybox (gradient/color/image), fog\n * (linear/exponential), gravity vector for the physics world, and optional\n * image-based lighting / tone mapping (`values.lighting`).\n * Singleton-style — attached to one environment entity per scene.\n *\n * Use `world.getEnvironmentComponent()` to access this component directly\n * from a Behaviour script. Mutate `values` to change settings at runtime;\n * `EnvironmentSyncSystem` applies the changes on the next frame.\n *\n * @category Components\n */\nexport class Environment extends Component {\n /** Aggregated environment authoring state (skybox, fog, gravity, lighting). Saved with the project. */\n values: EnvironmentState;\n\n constructor(values?: Partial<EnvironmentState>) {\n super();\n\n const skybox = values?.skybox;\n const fog = values?.fog;\n const gravity = values?.gravity;\n const skyboxState: EnvironmentSkyboxState = {\n type: normalizeSkyboxType(skybox?.type),\n color:\n typeof skybox?.color === \"string\"\n ? skybox.color\n : DEFAULT_ENVIRONMENT_STATE.skybox.color,\n imageUrl:\n typeof skybox?.imageUrl === \"string\"\n ? skybox.imageUrl\n : DEFAULT_ENVIRONMENT_STATE.skybox.imageUrl,\n gradient: {\n colors: normalizeColors(skybox?.gradient?.colors),\n effect: normalizeGradientEffect(skybox?.gradient?.effect),\n },\n };\n // Optional fields are only written when present, so a scene saved without\n // them serializes byte-for-byte the same as before.\n const imageProjection = normalizeImageProjection(skybox?.imageProjection);\n if (imageProjection) {\n skyboxState.imageProjection = imageProjection;\n }\n\n this.values = {\n skybox: skyboxState,\n fog: {\n type: normalizeFogType(fog?.type),\n color:\n typeof fog?.color === \"string\"\n ? fog.color\n : DEFAULT_ENVIRONMENT_STATE.fog.color,\n linear: {\n near: toFiniteNumber(\n fog?.linear?.near,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.near,\n ),\n far: toFiniteNumber(\n fog?.linear?.far,\n DEFAULT_ENVIRONMENT_STATE.fog.linear.far,\n ),\n },\n exponential: {\n density: toFiniteNumber(\n fog?.exponential?.density,\n DEFAULT_ENVIRONMENT_STATE.fog.exponential.density,\n ),\n },\n },\n gravity: {\n x: toFiniteNumber(gravity?.x, DEFAULT_ENVIRONMENT_STATE.gravity.x),\n y: toFiniteNumber(gravity?.y, DEFAULT_ENVIRONMENT_STATE.gravity.y),\n z: toFiniteNumber(gravity?.z, DEFAULT_ENVIRONMENT_STATE.gravity.z),\n },\n fixedTimeStep: toFiniteNumber(\n values?.fixedTimeStep,\n DEFAULT_ENVIRONMENT_STATE.fixedTimeStep,\n ),\n };\n\n const lighting = normalizeEnvironmentLighting(values?.lighting);\n if (lighting) {\n this.values.lighting = lighting;\n }\n }\n}\n","import { Component } from \"../Component\";\n\n/** Aggregated post-processing effect chain authored on the scene environment. Each sub-effect has its own `enabled` flag plus per-effect parameters. */\nexport type PostprocessingState = {\n /** Master toggle. When `false` no post-processing is applied even if individual effects are enabled. */\n postEnabled: boolean;\n /** Depth-of-field (bokeh) effect. */\n dof: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance to the focal plane in world units. */\n focusDistance: number;\n /** Lens focal length controlling depth-of-field strength. */\n focalLength: number;\n /** Bokeh blur kernel scale. */\n bokehScale: number;\n };\n /** Bloom (HDR glow) effect. */\n bloom: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the bloom contribution. */\n intensity: number;\n /** Luminance threshold above which pixels bloom. */\n threshold: number;\n /** Blur radius applied to the bloom buffer. */\n radius: number;\n };\n /** Vignette (corner darkening) effect. */\n vignette: {\n /** Enable the effect. */\n enabled: boolean;\n /** Distance from screen center where the vignette begins. */\n offset: number;\n /** Maximum darkness applied at screen edges. */\n darkness: number;\n };\n /** Chromatic aberration (RGB channel offset) effect. */\n chromAberration: {\n /** Enable the effect. */\n enabled: boolean;\n /** Horizontal channel offset. */\n offsetX: number;\n /** Vertical channel offset. */\n offsetY: number;\n };\n /** Film-noise overlay. */\n noise: {\n /** Enable the effect. */\n enabled: boolean;\n /** Opacity of the noise layer in `[0, 1]`. */\n opacity: number;\n };\n /** Pixelation (mosaic) effect. */\n pixelation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pixel block size in screen pixels. */\n granularity: number;\n };\n /** Tone-mapping exposure control. */\n toneMapping: {\n /** Enable the effect. */\n enabled: boolean;\n /** Exposure multiplier applied before tone-mapping. */\n exposure: number;\n };\n /** Hue/saturation color grading. */\n hueSaturation: {\n /** Enable the effect. */\n enabled: boolean;\n /** Hue rotation in radians. */\n hue: number;\n /** Saturation offset (`0` = unchanged, `>0` = more saturated). */\n saturation: number;\n };\n /** Sepia color grade. */\n sepia: {\n /** Enable the effect. */\n enabled: boolean;\n /** Blend strength between original and sepia in `[0, 1]`. */\n intensity: number;\n };\n /** SMAA antialiasing pass. */\n smaa: {\n /** Enable the effect. */\n enabled: boolean;\n };\n /** Screen-space ambient occlusion. */\n ssao: {\n /** Enable the effect. */\n enabled: boolean;\n /** Strength of the AO contribution. */\n intensity: number;\n /** Sampling radius in world units. */\n radius: number;\n };\n /** Dot-screen (halftone) effect. */\n dotScreen: {\n /** Enable the effect. */\n enabled: boolean;\n /** Pattern scale (legacy field; use {@link scale} where available). */\n dotScreenScale: number;\n /** Pattern rotation in radians (legacy field; use {@link angle} where available). */\n dotScreenAngle: number;\n /** Pattern rotation in radians. */\n angle?: number;\n /** Pattern scale. */\n scale?: number;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** Effect opacity in `[0, 1]`. */\n opacity?: number;\n };\n /** Glitch effect (digital corruption simulation). */\n glitch: {\n /** Enable the effect. */\n enabled: boolean;\n /** Three.js blend function override. */\n blendFunction?: number;\n /** RGB channel offset applied during a glitch burst. */\n chromaticAberrationOffset?: { x: number; y: number } | [number, number];\n /** `[min, max]` delay (seconds) between glitch bursts. */\n delay?: [number, number];\n /** `[min, max]` duration (seconds) of each glitch burst. */\n duration?: [number, number];\n /** Glitch displacement strength (scalar or per-axis). */\n strength?: number | { x: number; y: number };\n /** Size of the displacement texture sampled by the glitch shader. */\n dtSize?: number;\n /** Fraction of columns affected during a glitch burst. */\n columns?: number;\n /** Ratio between weak and strong glitch bursts. */\n ratio?: number;\n /** Glitch mode label (matches the postprocessing library's mode enum). */\n mode?: string;\n /** Force the glitch to remain active. */\n active?: boolean;\n };\n};\n\nexport const DEFAULT_POSTPROCESSING_STATE: PostprocessingState = {\n postEnabled: false,\n dof: {\n enabled: false,\n focusDistance: 0.015,\n focalLength: 0.018,\n bokehScale: 3,\n },\n bloom: {\n enabled: false,\n intensity: 1.2,\n threshold: 0.2,\n radius: 0.7,\n },\n vignette: {\n enabled: false,\n offset: 0.05,\n darkness: 1.2,\n },\n chromAberration: {\n enabled: false,\n offsetX: 0.003,\n offsetY: 0.003,\n },\n noise: {\n enabled: false,\n opacity: 0.12,\n },\n pixelation: {\n enabled: false,\n granularity: 6,\n },\n toneMapping: {\n enabled: false,\n exposure: 1.3,\n },\n hueSaturation: {\n enabled: false,\n hue: 0.05,\n saturation: 0.2,\n },\n sepia: {\n enabled: false,\n intensity: 0.5,\n },\n smaa: {\n enabled: false,\n },\n ssao: {\n enabled: false,\n intensity: 1.5,\n radius: 0.25,\n },\n dotScreen: {\n enabled: false,\n dotScreenScale: 1.2,\n dotScreenAngle: 1.57,\n scale: 1.2,\n angle: 1.57,\n blendFunction: undefined,\n opacity: undefined,\n },\n glitch: {\n enabled: false,\n blendFunction: undefined,\n chromaticAberrationOffset: undefined,\n delay: undefined,\n duration: undefined,\n strength: undefined,\n dtSize: undefined,\n columns: undefined,\n ratio: undefined,\n mode: undefined,\n active: undefined,\n },\n};\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n\n return value;\n}\n\nfunction normalizeNumberTuple(value: unknown): [number, number] | undefined {\n if (!Array.isArray(value) || value.length !== 2) {\n return undefined;\n }\n\n if (\n typeof value[0] !== \"number\" ||\n !Number.isFinite(value[0]) ||\n typeof value[1] !== \"number\" ||\n !Number.isFinite(value[1])\n ) {\n return undefined;\n }\n\n return [value[0], value[1]];\n}\n\nfunction normalizePostprocessing(\n value: Partial<PostprocessingState> | undefined,\n): PostprocessingState {\n const postprocessing = asRecord(value);\n const defaults = DEFAULT_POSTPROCESSING_STATE;\n\n const dof = asRecord(postprocessing?.dof);\n const bloom = asRecord(postprocessing?.bloom);\n const vignette = asRecord(postprocessing?.vignette);\n const chromAberration = asRecord(postprocessing?.chromAberration);\n const noise = asRecord(postprocessing?.noise);\n const pixelation = asRecord(postprocessing?.pixelation);\n const toneMapping = asRecord(postprocessing?.toneMapping);\n const hueSaturation = asRecord(postprocessing?.hueSaturation);\n const sepia = asRecord(postprocessing?.sepia);\n const smaa = asRecord(postprocessing?.smaa);\n const ssao = asRecord(postprocessing?.ssao);\n const dotScreen = asRecord(postprocessing?.dotScreen);\n const glitch = asRecord(postprocessing?.glitch);\n const glitchChromaticAberrationOffset = asRecord(\n glitch?.chromaticAberrationOffset,\n );\n const glitchStrength = asRecord(glitch?.strength);\n\n const dotScreenScale = toFiniteNumber(\n dotScreen?.dotScreenScale,\n defaults.dotScreen.dotScreenScale,\n );\n const dotScreenAngle = toFiniteNumber(\n dotScreen?.dotScreenAngle,\n defaults.dotScreen.dotScreenAngle,\n );\n\n const normalizedGlitchStrength =\n typeof glitch?.strength === \"number\" && Number.isFinite(glitch.strength)\n ? glitch.strength\n : glitchStrength &&\n typeof glitchStrength.x === \"number\" &&\n Number.isFinite(glitchStrength.x) &&\n typeof glitchStrength.y === \"number\" &&\n Number.isFinite(glitchStrength.y)\n ? { x: glitchStrength.x, y: glitchStrength.y }\n : undefined;\n\n const normalizedGlitchChromaticAberrationOffset =\n normalizeNumberTuple(glitch?.chromaticAberrationOffset) ??\n (glitchChromaticAberrationOffset &&\n typeof glitchChromaticAberrationOffset.x === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.x) &&\n typeof glitchChromaticAberrationOffset.y === \"number\" &&\n Number.isFinite(glitchChromaticAberrationOffset.y)\n ? {\n x: glitchChromaticAberrationOffset.x,\n y: glitchChromaticAberrationOffset.y,\n }\n : undefined);\n\n return {\n postEnabled: toBoolean(postprocessing?.postEnabled, defaults.postEnabled),\n dof: {\n enabled: toBoolean(dof?.enabled, defaults.dof.enabled),\n focusDistance: toFiniteNumber(dof?.focusDistance, defaults.dof.focusDistance),\n focalLength: toFiniteNumber(dof?.focalLength, defaults.dof.focalLength),\n bokehScale: toFiniteNumber(dof?.bokehScale, defaults.dof.bokehScale),\n },\n bloom: {\n enabled: toBoolean(bloom?.enabled, defaults.bloom.enabled),\n intensity: toFiniteNumber(bloom?.intensity, defaults.bloom.intensity),\n threshold: toFiniteNumber(bloom?.threshold, defaults.bloom.threshold),\n radius: toFiniteNumber(bloom?.radius, defaults.bloom.radius),\n },\n vignette: {\n enabled: toBoolean(vignette?.enabled, defaults.vignette.enabled),\n offset: toFiniteNumber(vignette?.offset, defaults.vignette.offset),\n darkness: toFiniteNumber(vignette?.darkness, defaults.vignette.darkness),\n },\n chromAberration: {\n enabled: toBoolean(chromAberration?.enabled, defaults.chromAberration.enabled),\n offsetX: toFiniteNumber(chromAberration?.offsetX, defaults.chromAberration.offsetX),\n offsetY: toFiniteNumber(chromAberration?.offsetY, defaults.chromAberration.offsetY),\n },\n noise: {\n enabled: toBoolean(noise?.enabled, defaults.noise.enabled),\n opacity: toFiniteNumber(noise?.opacity, defaults.noise.opacity),\n },\n pixelation: {\n enabled: toBoolean(pixelation?.enabled, defaults.pixelation.enabled),\n granularity: toFiniteNumber(pixelation?.granularity, defaults.pixelation.granularity),\n },\n toneMapping: {\n enabled: toBoolean(toneMapping?.enabled, defaults.toneMapping.enabled),\n exposure: toFiniteNumber(toneMapping?.exposure, defaults.toneMapping.exposure),\n },\n hueSaturation: {\n enabled: toBoolean(hueSaturation?.enabled, defaults.hueSaturation.enabled),\n hue: toFiniteNumber(hueSaturation?.hue, defaults.hueSaturation.hue),\n saturation: toFiniteNumber(\n hueSaturation?.saturation,\n defaults.hueSaturation.saturation,\n ),\n },\n sepia: {\n enabled: toBoolean(sepia?.enabled, defaults.sepia.enabled),\n intensity: toFiniteNumber(sepia?.intensity, defaults.sepia.intensity),\n },\n smaa: {\n enabled: toBoolean(smaa?.enabled, defaults.smaa.enabled),\n },\n ssao: {\n enabled: toBoolean(ssao?.enabled, defaults.ssao.enabled),\n intensity: toFiniteNumber(ssao?.intensity, defaults.ssao.intensity),\n radius: toFiniteNumber(ssao?.radius, defaults.ssao.radius),\n },\n dotScreen: {\n enabled: toBoolean(dotScreen?.enabled, defaults.dotScreen.enabled),\n dotScreenScale,\n dotScreenAngle,\n scale: toFiniteNumber(dotScreen?.scale, dotScreenScale),\n angle: toFiniteNumber(dotScreen?.angle, dotScreenAngle),\n blendFunction:\n typeof dotScreen?.blendFunction === \"number\" &&\n Number.isFinite(dotScreen.blendFunction)\n ? dotScreen.blendFunction\n : defaults.dotScreen.blendFunction,\n opacity:\n typeof dotScreen?.opacity === \"number\" && Number.isFinite(dotScreen.opacity)\n ? dotScreen.opacity\n : defaults.dotScreen.opacity,\n },\n glitch: {\n enabled: toBoolean(glitch?.enabled, defaults.glitch.enabled),\n blendFunction:\n typeof glitch?.blendFunction === \"number\" && Number.isFinite(glitch.blendFunction)\n ? glitch.blendFunction\n : defaults.glitch.blendFunction,\n chromaticAberrationOffset:\n normalizedGlitchChromaticAberrationOffset,\n delay: normalizeNumberTuple(glitch?.delay) ?? defaults.glitch.delay,\n duration: normalizeNumberTuple(glitch?.duration) ?? defaults.glitch.duration,\n strength: normalizedGlitchStrength,\n dtSize:\n typeof glitch?.dtSize === \"number\" && Number.isFinite(glitch.dtSize)\n ? glitch.dtSize\n : defaults.glitch.dtSize,\n columns:\n typeof glitch?.columns === \"number\" && Number.isFinite(glitch.columns)\n ? glitch.columns\n : defaults.glitch.columns,\n ratio:\n typeof glitch?.ratio === \"number\" && Number.isFinite(glitch.ratio)\n ? glitch.ratio\n : defaults.glitch.ratio,\n mode: typeof glitch?.mode === \"string\" ? glitch.mode : defaults.glitch.mode,\n active: toBoolean(glitch?.active, defaults.glitch.active ?? false),\n },\n };\n}\n\n/**\n * Postprocessing stack settings (depth-of-field, bloom, vignette, chromatic\n * aberration, noise, pixelation, tone mapping, hue/saturation, sepia, SMAA,\n *\n * Use `world.getPostprocessingComponent()` to access this component directly\n * from a Behaviour script. Mutate `values` to toggle effects or adjust\n * parameters at runtime; `PostprocessingSyncSystem` applies changes next frame.\n * SSAO, dot-screen, glitch). The render system applies enabled effects in a\n * `postprocessing`-library composer when `postEnabled` is `true`. Singleton-\n * style — attached to one entity per scene.\n *\n * @category Components\n */\nexport class Postprocessing extends Component {\n /** Aggregated post-processing state. Saved with the project. */\n values: PostprocessingState;\n\n constructor(values?: Partial<PostprocessingState>) {\n super();\n this.values = normalizePostprocessing(values);\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Editable primitive kinds the mesh-geometry system can rebuild on the fly. `model` is a passthrough placeholder for entities that own a loaded GLTF/GLB instead. */\nexport type EditableMeshObjectKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Box geometry parameters in world units. */\nexport type CubeMeshParameters = {\n /** Box width along X. */\n width: number;\n /** Box height along Y. */\n height: number;\n /** Box depth along Z. */\n depth: number;\n};\n\n/** Plane geometry parameters in world units. */\nexport type PlaneMeshParameters = {\n /** Plane width along X. */\n width: number;\n /** Plane height along Y. */\n height: number;\n};\n\n/** Radius-only primitive parameters (sphere). */\nexport type RadiusMeshParameters = {\n /** Sphere radius in world units. */\n radius: number;\n};\n\n/** Radius + height primitive parameters (capsule, cylinder). */\nexport type RadiusHeightMeshParameters = {\n /** Radius of the cap/cylinder cross-section. */\n radius: number;\n /** Length of the straight section between caps (capsule) or full height (cylinder). */\n height: number;\n};\n\n/** Empty parameter set for `model` entities. */\nexport type ModelMeshParameters = Record<string, never>;\n\n/** Map from {@link EditableMeshObjectKind} to its parameter shape. */\nexport type MeshGeometryParametersByKind = {\n capsule: RadiusHeightMeshParameters;\n cube: CubeMeshParameters;\n cylinder: RadiusHeightMeshParameters;\n model: ModelMeshParameters;\n plane: PlaneMeshParameters;\n sphere: RadiusMeshParameters;\n};\n\nexport type MeshGeometryParameters =\n MeshGeometryParametersByKind[EditableMeshObjectKind];\n\nexport const DEFAULT_MESH_GEOMETRY_PARAMETERS: MeshGeometryParametersByKind = {\n capsule: { radius: 0.5, height: 1 },\n cube: { width: 1, height: 1, depth: 1 },\n cylinder: { radius: 0.5, height: 1 },\n model: {},\n plane: { width: 100, height: 100 },\n sphere: { radius: 0.5 },\n};\n\nconst GEOMETRY_TYPE_BY_KIND: Record<EditableMeshObjectKind, string> = {\n capsule: \"CapsuleGeometry\",\n cube: \"BoxGeometry\",\n cylinder: \"CylinderGeometry\",\n model: \"Model\",\n plane: \"PlaneGeometry\",\n sphere: \"SphereGeometry\",\n};\n\n/**\n * Editable geometry parameters for primitive meshes (cube, sphere, plane,\n * capsule, cylinder) and the placeholder for `model` entities. Holds the\n * authoring values plus shadow casting/receiving flags. The mesh-geometry\n * system rebuilds the underlying `BufferGeometry` when parameters change.\n *\n * @category Components\n */\nexport class MeshGeometryComponent extends Component {\n /** Primitive kind (`cube`, `sphere`, `plane`, `capsule`, `cylinder`) or `model` for loaded assets. */\n readonly kind: EditableMeshObjectKind;\n /** Three.js geometry class name (e.g. `\"BoxGeometry\"`, `\"SphereGeometry\"`). Derived from {@link kind}. */\n readonly geometryType: string;\n /** Editable parameters whose shape depends on {@link kind}. The mesh-geometry system rebuilds geometry when these change. */\n parameters: MeshGeometryParameters;\n /** Live three.js object whose geometry is being managed. `null` until the object is built. */\n object: THREE.Object3D | null;\n /** Human-readable model name shown in the inspector for `model` entities; empty for primitives. */\n modelName: string;\n /** Whether the mesh casts shadows in the renderer. */\n castShadow: boolean;\n /** Whether the mesh receives shadows in the renderer. */\n receiveShadow: boolean;\n\n constructor(\n kind: EditableMeshObjectKind,\n object: THREE.Object3D | null,\n parameters?: Partial<MeshGeometryParameters>,\n options?: {\n modelName?: string;\n castShadow?: boolean;\n receiveShadow?: boolean;\n },\n ) {\n super();\n\n this.kind = kind;\n this.geometryType = GEOMETRY_TYPE_BY_KIND[kind];\n this.object = object;\n this.modelName = options?.modelName ?? \"\";\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n\n switch (kind) {\n case \"cube\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n ...(parameters as Partial<CubeMeshParameters> | undefined),\n };\n break;\n case \"plane\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n ...(parameters as Partial<PlaneMeshParameters> | undefined),\n };\n break;\n case \"sphere\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n ...(parameters as Partial<RadiusMeshParameters> | undefined),\n };\n break;\n case \"cylinder\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"capsule\":\n this.parameters = {\n ...DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n ...(parameters as Partial<RadiusHeightMeshParameters> | undefined),\n };\n break;\n case \"model\":\n this.parameters = {};\n break;\n }\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\nimport type {\n CubeMeshParameters,\n MeshGeometryParameters,\n PlaneMeshParameters,\n RadiusHeightMeshParameters,\n RadiusMeshParameters,\n} from \"./MeshGeometry\";\nimport { DEFAULT_MESH_GEOMETRY_PARAMETERS } from \"./MeshGeometry\";\n\n/**\n * Per-instance transform stored inside {@link InstancedMeshComponent}.\n * All rotations are in radians.\n */\nexport type InstanceTransform = {\n position: { x: number; y: number; z: number };\n /** Euler rotation in radians (XYZ order). */\n rotation: { x: number; y: number; z: number };\n scale: { x: number; y: number; z: number };\n};\n\n/** Primitive geometry kinds and custom 3D model kind supported by instanced mesh rendering. */\nexport type InstancedMeshKind =\n | \"capsule\"\n | \"cube\"\n | \"cylinder\"\n | \"model\"\n | \"plane\"\n | \"sphere\";\n\n/** Default identity instance transform. */\nexport const DEFAULT_INSTANCE_TRANSFORM: InstanceTransform = {\n position: { x: 0, y: 0, z: 0 },\n rotation: { x: 0, y: 0, z: 0 },\n scale: { x: 1, y: 1, z: 1 },\n};\n\n/** Default geometry parameters per instanced mesh kind. For \"model\" kind, cube params are stored as a placeholder (unused). */\nexport const DEFAULT_INSTANCED_MESH_PARAMETERS: Record<\n InstancedMeshKind,\n MeshGeometryParameters\n> = {\n capsule: DEFAULT_MESH_GEOMETRY_PARAMETERS.capsule,\n cube: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n cylinder: DEFAULT_MESH_GEOMETRY_PARAMETERS.cylinder,\n model: DEFAULT_MESH_GEOMETRY_PARAMETERS.cube,\n plane: DEFAULT_MESH_GEOMETRY_PARAMETERS.plane,\n sphere: DEFAULT_MESH_GEOMETRY_PARAMETERS.sphere,\n};\n\n/**\n * Holds authored instanced-mesh data for an entity that renders as a\n * `THREE.InstancedMesh`. Supports primitive geometry kinds (cube, sphere,\n * plane, capsule, cylinder).\n *\n * The `instancedMesh` field is a live runtime reference that is **not**\n * serialized into snapshots — it is excluded by the snapshot normalizer in\n * `worldSnapshotUtils.ts` to prevent history churn.\n *\n * @category Components\n */\nexport class InstancedMeshComponent extends Component {\n /** Geometry kind for all instances. Use `\"model\"` for a custom GLTF/GLB asset. */\n meshKind: InstancedMeshKind;\n /**\n * Path to the GLTF/GLB asset when `meshKind === \"model\"`.\n * Serialized in snapshots and restored on hydration.\n */\n modelPath: string;\n /** Editable geometry parameters (width/height/depth, radius, etc.). Ignored when `meshKind === \"model\"`. */\n meshParameters: MeshGeometryParameters;\n /** Whether all instances cast shadows. */\n castShadow: boolean;\n /** Whether all instances receive shadows. */\n receiveShadow: boolean;\n /**\n * Ordered list of entity IDs for the instance slot entities owned by this group.\n * Each slot entity carries a `TransformComponent` that `InstancedMeshSystem`\n * reads every frame to build the per-instance matrix.\n */\n instanceEntityIds: number[];\n\n /**\n * Live runtime container managed by `InstancedMeshSystem`:\n * - For primitive kinds: a `THREE.InstancedMesh`.\n * - For `\"model\"` kind: a `THREE.Group` containing per-mesh `THREE.InstancedMesh` objects.\n * Excluded from snapshot serialization — do **not** read this in hydration code.\n */\n instancedMesh: THREE.Object3D | null;\n\n constructor(\n meshKind: InstancedMeshKind = \"cube\",\n meshParameters?: Partial<MeshGeometryParameters>,\n options?: {\n castShadow?: boolean;\n receiveShadow?: boolean;\n instanceEntityIds?: number[];\n modelPath?: string;\n },\n ) {\n super();\n this.meshKind = meshKind;\n this.modelPath = options?.modelPath ?? \"\";\n this.meshParameters = {\n ...DEFAULT_INSTANCED_MESH_PARAMETERS[meshKind],\n ...(meshParameters ?? {}),\n } as MeshGeometryParameters;\n this.castShadow = options?.castShadow ?? false;\n this.receiveShadow = options?.receiveShadow ?? false;\n this.instanceEntityIds = options?.instanceEntityIds ?? [];\n this.instancedMesh = null;\n }\n\n /** Sanitize and return a copy of the current mesh parameters with valid values. */\n getSanitizedParameters(): MeshGeometryParameters {\n const MIN_DIM = 0.01;\n const MIN_RAD = 0.001;\n const sanitize = (v: number, min: number) =>\n Number.isFinite(v) ? Math.max(min, v) : min;\n\n switch (this.meshKind) {\n case \"cube\": {\n const p = this.meshParameters as CubeMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n depth: sanitize(p.depth, MIN_DIM),\n };\n }\n case \"plane\": {\n const p = this.meshParameters as PlaneMeshParameters;\n return {\n width: sanitize(p.width, MIN_DIM),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"sphere\": {\n const p = this.meshParameters as RadiusMeshParameters;\n return { radius: sanitize(p.radius, MIN_RAD) };\n }\n case \"cylinder\":\n case \"capsule\": {\n const p = this.meshParameters as RadiusHeightMeshParameters;\n return {\n radius: sanitize(p.radius, MIN_RAD),\n height: sanitize(p.height, MIN_DIM),\n };\n }\n case \"model\":\n // No geometry parameters for model kind; return cube defaults as a placeholder.\n return DEFAULT_MESH_GEOMETRY_PARAMETERS.cube;\n }\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * Marks an entity as an instance slot owned by an {@link InstancedMeshComponent} group entity.\n *\n * Instance slot entities are lightweight data containers — they carry\n * `TransformComponent` (the per-instance local transform) and this component,\n * but do **not** have an `Object3DRef`. Their transforms are consumed each\n * frame by `InstancedMeshSystem` to compose the instance matrix.\n *\n * @category Components\n */\nexport class InstanceSlotComponent extends Component {\n /** Entity ID of the owning `instancedMesh` group entity. */\n groupEntityId: number;\n /** Zero-based index of this slot within the group's `instanceEntityIds` array. */\n slotIndex: number;\n\n constructor(groupEntityId: number, slotIndex: number) {\n super();\n this.groupEntityId = groupEntityId;\n this.slotIndex = slotIndex;\n }\n}\n","import { Component } from \"../Component\";\n\ntype RapierRigidBody = import(\"@dimforge/rapier3d-compat\").RigidBody;\ntype RapierCollider = import(\"@dimforge/rapier3d-compat\").Collider;\n\n// ---------------------------------------------------------------------------\n// Rigidbody\n// ---------------------------------------------------------------------------\n\n/**\n * Rigidbody body type:\n * - `dynamic`: simulated by physics; affected by forces and gravity.\n * - `fixed`: immovable static body.\n * - `kinematicPosition`: moved by setting next position; ignores forces.\n * - `kinematicVelocity`: moved by setting velocity; ignores forces.\n */\nexport type RigidbodyType =\n | \"dynamic\"\n | \"fixed\"\n | \"kinematicPosition\"\n | \"kinematicVelocity\";\n\n/** Authoring state for the rigidbody half of {@link PhysicsComponent}. Saved with the project. */\nexport type RigidbodyState = {\n /** When `false`, the body is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Body type. See {@link RigidbodyType}. */\n type: RigidbodyType;\n /** Mass in kilograms. Only meaningful for `dynamic` bodies. */\n mass: number;\n /** Damping applied to linear velocity each step (`0` = none). */\n linearDamping: number;\n /** Damping applied to angular velocity each step (`0` = none). */\n angularDamping: number;\n /** Scale factor applied to world gravity for this body (`1` = full gravity, `0` = floating). */\n gravityScale: number;\n /** Allow the body to sleep when at rest to save simulation cost. */\n canSleep: boolean;\n /** Enable continuous collision detection to prevent tunneling for fast bodies. */\n ccdEnabled: boolean;\n /** Master toggle: when `true`, all linear motion is locked. */\n lockTranslations: boolean;\n /** Lock translation along world X. */\n lockTranslationX: boolean;\n /** Lock translation along world Y. */\n lockTranslationY: boolean;\n /** Lock translation along world Z. */\n lockTranslationZ: boolean;\n /** Master toggle: when `true`, all rotation is locked. */\n lockRotations: boolean;\n /** Lock rotation around world X. */\n lockRotationX: boolean;\n /** Lock rotation around world Y. */\n lockRotationY: boolean;\n /** Lock rotation around world Z. */\n lockRotationZ: boolean;\n};\n\nexport const DEFAULT_RIGIDBODY_STATE: RigidbodyState = {\n enabled: true,\n type: \"dynamic\",\n mass: 1,\n linearDamping: 0,\n angularDamping: 0,\n gravityScale: 1,\n canSleep: true,\n ccdEnabled: false,\n lockTranslations: false,\n lockTranslationX: false,\n lockTranslationY: false,\n lockTranslationZ: false,\n lockRotations: false,\n lockRotationX: false,\n lockRotationY: false,\n lockRotationZ: false,\n};\n\n// ---------------------------------------------------------------------------\n// Collider\n// ---------------------------------------------------------------------------\n\n/** Collider primitive shape. `trimesh` derives geometry from the entity's mesh. */\nexport type ColliderShape =\n | \"cuboid\"\n | \"ball\"\n | \"capsule\"\n | \"cylinder\"\n | \"trimesh\";\n\n/** Authoring state for the collider half of {@link PhysicsComponent}. Only the size fields relevant to {@link ColliderState.shape} are read at simulation time. */\nexport type ColliderState = {\n /** When `false`, the collider is removed from physics simulation but kept in state. */\n enabled: boolean;\n /** Collider primitive shape. */\n shape: ColliderShape;\n /** Local offset of the collider relative to the entity's transform, in world units. */\n offsetPosition: {\n /** Offset along local X. */\n x: number;\n /** Offset along local Y. */\n y: number;\n /** Offset along local Z. */\n z: number;\n };\n /** Local rotation offset in **radians** (Euler XYZ). */\n offsetRotation: {\n /** Rotation around local X (radians). */\n x: number;\n /** Rotation around local Y (radians). */\n y: number;\n /** Rotation around local Z (radians). */\n z: number;\n };\n /** FULL edge lengths for `cuboid` shape (NOT half-extents), in unscaled local units — multiplied by the entity world scale at collider build time. */\n size: {\n /** Half-extent along X. */\n x: number;\n /** Half-extent along Y. */\n y: number;\n /** Half-extent along Z. */\n z: number;\n };\n /** Radius for `ball`, `capsule`, and `cylinder` shapes. */\n radius: number;\n /** Height for `capsule` (segment length between caps) and `cylinder`. */\n height: number;\n /** Bounciness in `[0, 1]`. `0` is no bounce; `1` is perfectly elastic. */\n restitution: number;\n /** Surface friction coefficient. `0` is frictionless. */\n friction: number;\n /** When `true`, the collider reports overlaps but does not generate contact responses. */\n isSensor: boolean;\n};\n\nexport const DEFAULT_COLLIDER_STATE: ColliderState = {\n enabled: true,\n shape: \"cuboid\",\n offsetPosition: {\n x: 0,\n y: 0,\n z: 0,\n },\n offsetRotation: {\n x: 0,\n y: 0,\n z: 0,\n },\n size: {\n x: 1,\n y: 1,\n z: 1,\n },\n radius: 0.5,\n height: 1,\n restitution: 0,\n friction: 0.5,\n isSensor: false,\n};\n\n// ---------------------------------------------------------------------------\n// PhysicsState\n// ---------------------------------------------------------------------------\n\n/** Combined authoring state for {@link PhysicsComponent}. Saved with the project. */\nexport type PhysicsState = {\n /** Rigid body settings. */\n rigidbody: RigidbodyState;\n /** Collider settings. */\n collider: ColliderState;\n};\n\nexport const DEFAULT_PHYSICS_STATE: PhysicsState = {\n rigidbody: DEFAULT_RIGIDBODY_STATE,\n collider: DEFAULT_COLLIDER_STATE,\n};\n\n// ---------------------------------------------------------------------------\n// Normalization helpers (private)\n// ---------------------------------------------------------------------------\n\nfunction asRecord(value: unknown): Record<string, unknown> | null {\n if (!value || typeof value !== \"object\") {\n return null;\n }\n return value as Record<string, unknown>;\n}\n\nfunction toFiniteNumber(value: unknown, fallback: number): number {\n if (typeof value !== \"number\" || !Number.isFinite(value)) {\n return fallback;\n }\n return value;\n}\n\nfunction toBoolean(value: unknown, fallback: boolean): boolean {\n if (typeof value !== \"boolean\") {\n return fallback;\n }\n return value;\n}\n\nfunction toRigidbodyType(value: unknown, fallback: RigidbodyType): RigidbodyType {\n if (\n value === \"dynamic\" ||\n value === \"fixed\" ||\n value === \"kinematicPosition\" ||\n value === \"kinematicVelocity\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction toColliderShape(value: unknown, fallback: ColliderShape): ColliderShape {\n if (\n value === \"cuboid\" ||\n value === \"ball\" ||\n value === \"capsule\" ||\n value === \"cylinder\" ||\n value === \"trimesh\"\n ) {\n return value;\n }\n return fallback;\n}\n\nfunction normalizeRigidbodyState(\n value: Partial<RigidbodyState> | undefined,\n): RigidbodyState {\n const source = asRecord(value);\n const defaults = DEFAULT_RIGIDBODY_STATE;\n // Legacy: if per-axis flags are absent, fall back to master toggle value.\n const legacyLockTranslations = toBoolean(\n source?.lockTranslations,\n defaults.lockTranslations,\n );\n const legacyLockRotations = toBoolean(\n source?.lockRotations,\n defaults.lockRotations,\n );\n\n const lockTranslationX = toBoolean(\n source?.lockTranslationX,\n legacyLockTranslations,\n );\n const lockTranslationY = toBoolean(\n source?.lockTranslationY,\n legacyLockTranslations,\n );\n const lockTranslationZ = toBoolean(\n source?.lockTranslationZ,\n legacyLockTranslations,\n );\n const lockRotationX = toBoolean(source?.lockRotationX, legacyLockRotations);\n const lockRotationY = toBoolean(source?.lockRotationY, legacyLockRotations);\n const lockRotationZ = toBoolean(source?.lockRotationZ, legacyLockRotations);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n type: toRigidbodyType(source?.type, defaults.type),\n mass: Math.max(0.0001, toFiniteNumber(source?.mass, defaults.mass)),\n linearDamping: Math.max(\n 0,\n toFiniteNumber(source?.linearDamping, defaults.linearDamping),\n ),\n angularDamping: Math.max(\n 0,\n toFiniteNumber(source?.angularDamping, defaults.angularDamping),\n ),\n gravityScale: toFiniteNumber(source?.gravityScale, defaults.gravityScale),\n canSleep: toBoolean(source?.canSleep, defaults.canSleep),\n ccdEnabled: toBoolean(source?.ccdEnabled, defaults.ccdEnabled),\n lockTranslations: legacyLockTranslations,\n lockTranslationX,\n lockTranslationY,\n lockTranslationZ,\n lockRotations: legacyLockRotations,\n lockRotationX,\n lockRotationY,\n lockRotationZ,\n };\n}\n\nfunction normalizeColliderState(\n value: Partial<ColliderState> | undefined,\n): ColliderState {\n const source = asRecord(value);\n const defaults = DEFAULT_COLLIDER_STATE;\n const offsetPosition = asRecord(source?.offsetPosition);\n const offsetRotation = asRecord(source?.offsetRotation);\n const size = asRecord(source?.size);\n\n return {\n enabled: toBoolean(source?.enabled, defaults.enabled),\n shape: toColliderShape(source?.shape, defaults.shape),\n offsetPosition: {\n x: toFiniteNumber(offsetPosition?.x, defaults.offsetPosition.x),\n y: toFiniteNumber(offsetPosition?.y, defaults.offsetPosition.y),\n z: toFiniteNumber(offsetPosition?.z, defaults.offsetPosition.z),\n },\n offsetRotation: {\n x: toFiniteNumber(offsetRotation?.x, defaults.offsetRotation.x),\n y: toFiniteNumber(offsetRotation?.y, defaults.offsetRotation.y),\n z: toFiniteNumber(offsetRotation?.z, defaults.offsetRotation.z),\n },\n size: {\n x: Math.max(0.0001, toFiniteNumber(size?.x, defaults.size.x)),\n y: Math.max(0.0001, toFiniteNumber(size?.y, defaults.size.y)),\n z: Math.max(0.0001, toFiniteNumber(size?.z, defaults.size.z)),\n },\n radius: Math.max(0.0001, toFiniteNumber(source?.radius, defaults.radius)),\n height: Math.max(0.0001, toFiniteNumber(source?.height, defaults.height)),\n restitution: Math.max(0, toFiniteNumber(source?.restitution, defaults.restitution)),\n friction: Math.max(0, toFiniteNumber(source?.friction, defaults.friction)),\n isSensor: toBoolean(source?.isSensor, defaults.isSensor),\n };\n}\n\nexport function normalizePhysicsState(\n value: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> } | undefined,\n): PhysicsState {\n const source = asRecord(value);\n return {\n rigidbody: normalizeRigidbodyState(\n (source?.rigidbody as Partial<RigidbodyState>) ?? undefined,\n ),\n collider: normalizeColliderState(\n (source?.collider as Partial<ColliderState>) ?? undefined,\n ),\n };\n}\n\n// ---------------------------------------------------------------------------\n// PhysicsComponent\n// ---------------------------------------------------------------------------\n\n/**\n * Unified physics component combining a Rapier rigid body and a Rapier\n * collider into a single authoring and runtime container.\n *\n * Use `values.rigidbody` to configure body type, mass, damping, locks, etc.\n * Use `values.collider` to configure collider shape, size, offset, material\n * properties, and sensor mode.\n *\n * The runtime `rigidBody` and `collider` references are created by the physics\n * system when the project loads and are `null` until physics is initialized.\n *\n * @category Components\n */\n/**\n * Write a live Rapier ref as a NON-ENUMERABLE own property. Always via\n * defineProperty (mirroring ScriptObjectComponent's `instance` ref): a\n * history-restored clone that dropped the original slot would otherwise get an\n * ENUMERABLE property from plain assignment, leaking Rapier objects — and for\n * trimesh their huge vertex buffers — into snapshot/history/debug walks.\n */\n/**\n * A velocity waiting to be applied to the body, in world space.\n *\n * Needed because a throw is decided while the body is still kinematic (the hand\n * was holding it), and Rapier ignores velocity on kinematic bodies. Queueing it\n * lets `PhysicsSyncSystem` apply it in the same tick it turns the body dynamic\n * again, which is the only moment the velocity actually takes.\n */\nexport type PendingBodyVelocity = {\n linear: { x: number; y: number; z: number };\n angular: { x: number; y: number; z: number };\n};\n\nexport function setPhysicsLiveRef(\n component: PhysicsComponent,\n key: \"rigidBody\" | \"collider\" | \"pendingVelocity\",\n value:\n | RapierRigidBody\n | RapierCollider\n | PendingBodyVelocity\n | null,\n): void {\n Object.defineProperty(component, key, {\n value,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n}\n\nexport class PhysicsComponent extends Component {\n /** Authoring state. Saved with the project. */\n values: PhysicsState;\n /**\n * Velocity to apply the moment this body becomes dynamic again.\n *\n * Non-enumerable, like the Rapier refs — never serialized.\n */\n pendingVelocity?: PendingBodyVelocity | null;\n /**\n * Live Rapier rigid body. `null` until physics is initialized.\n * NON-ENUMERABLE — Rapier wrappers (and, for trimesh, their vertex buffers)\n * must never leak into snapshots/history/debug walks.\n */\n declare rigidBody: RapierRigidBody | null;\n /** Live Rapier collider. `null` until physics is initialized. NON-ENUMERABLE. */\n declare collider: RapierCollider | null;\n\n constructor(values?: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }) {\n super();\n this.values = normalizePhysicsState(values);\n setPhysicsLiveRef(this, \"rigidBody\", null);\n setPhysicsLiveRef(this, \"collider\", null);\n }\n\n /**\n * Patch rigidbody and/or collider state. Each sub-object is deep-merged\n * with the current values via the respective normalizer.\n */\n setValues(patch: { rigidbody?: Partial<RigidbodyState>; collider?: Partial<ColliderState> }): void {\n this.values = normalizePhysicsState({\n rigidbody: { ...this.values.rigidbody, ...(patch.rigidbody ?? {}) },\n collider: { ...this.values.collider, ...(patch.collider ?? {}) },\n });\n }\n}\n","import { Component } from \"../Component\";\nimport type { EcsEntityEditorKind, EcsEntityKind } from \"../types\";\n\n/**\n * Tags an entity with the kind it was created from (`cube`, `sphere`,\n * `model`, `directionalLight`, etc.). Factories use this to drive\n * kind-specific behavior; the editor inspector uses it to select component\n * editors.\n *\n * @category Components\n */\nexport class EntityType extends Component {\n /** Kind tag identifying which factory created this entity (e.g. `cube`, `directionalLight`, `model`). */\n value: EcsEntityKind | EcsEntityEditorKind;\n\n constructor(value: EcsEntityKind | EcsEntityEditorKind) {\n super();\n this.value = value;\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Renders a 2D image as a textured quad in the scene. Width/height are in\n * world units. Texture loading is handled by the image system, which\n * populates {@link ImageComponent.texture} and {@link ImageComponent.object}\n * asynchronously.\n *\n * @category Components\n */\nexport class ImageComponent extends Component {\n /** Source URL or `localasset://` path of the image file. */\n path: string;\n /** Width of the rendered quad in world units. */\n width: number;\n /** Height of the rendered quad in world units. */\n height: number;\n /** Loaded texture, populated asynchronously by the image system. `null` until loaded. */\n texture: THREE.Texture | null;\n /** Live three.js object representing the textured quad. `null` until built. */\n object: THREE.Object3D | null;\n\n constructor(path: string, width: number = 1, height: number = 1) {\n super();\n this.path = path;\n this.width = width;\n this.height = height;\n this.texture = null;\n this.object = null;\n }\n}\n","import { Component } from \"../Component\";\nimport type * as THREE from \"three\";\n\n\n/** Single uploaded image used as input to the image-target compiler. */\nexport type ImageTargetReference = {\n /** Stable target id assigned at compile time. Referenced by {@link ImageTargetAnchor.targetId}. */\n id: number;\n /** Source image URL or `localasset://` path. */\n url: string;\n /** Image width in pixels. */\n width: number;\n /** Image height in pixels. */\n height: number;\n /** Local directory the source image is stored in (desktop projects). */\n storageDir?: string;\n /** Local file name for the source image (desktop projects). */\n fileName?: string;\n};\n\n/**\n * Image-tracking target metadata used by AR projects. Holds the source images\n * users uploaded plus the URL of the compiled `.mind` target file produced by\n * the image-target compiler. Pair with {@link ImageTargetAnchor} on child\n * entities that should appear when the target is detected.\n *\n * @category Components\n */\nexport class ImageTarget extends Component {\n /** Source images that were combined into the compiled `.mind` target. */\n targets: ImageTargetReference[];\n /** URL of the compiled `.mind` target file. Set after the image-target compiler finishes. */\n compiledTargetUrl?: string;\n /** Directory containing the compiled `.mind` file (desktop projects). */\n compiledTargetDir?: string;\n /** Optional preview texture used in the editor viewport. `null` when not assigned. */\n texture: THREE.Texture | null;\n /** Optional preview object placed in the editor viewport. `null` when not assigned. */\n object: THREE.Object3D | null;\n\n constructor(options?: {\n targets?: ImageTargetReference[];\n compiledTargetUrl?: string;\n compiledTargetDir?: string;\n }, texture?: THREE.Texture, object?: THREE.Object3D) {\n super();\n this.targets = options?.targets ?? [];\n this.compiledTargetUrl = options?.compiledTargetUrl;\n this.compiledTargetDir = options?.compiledTargetDir;\n this.texture = texture ?? null;\n this.object = object ?? null;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Optional initializer for {@link ImageTargetAnchor}. */\nexport type ImageTargetAnchorOptions = {\n /** Id of the tracked target this anchor follows (matches `ImageTargetReference.id`). */\n targetId?: number | null;\n /** Optional canonical URL of the target image, used as a fallback identifier. */\n targetUrl?: string;\n};\n\n/**\n * Marks an entity as an anchor for an image-tracking target. The image\n * tracking system reveals the entity when the referenced target is found and\n * hides it when the target is lost.\n *\n * @category Components\n */\nexport class ImageTargetAnchor extends Component {\n /** Tracked target id this anchor follows. `null` when unbound. */\n targetId: number | null;\n /** Canonical target image URL, retained as a fallback identifier. */\n targetUrl?: string;\n\n constructor(options?: ImageTargetAnchorOptions) {\n super();\n this.targetId = options?.targetId ?? null;\n this.targetUrl = options?.targetUrl;\n }\n}\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Optional shadow tuning for a shadow-casting light (directional, spot,\n * point). Only the fields present are applied; a missing field keeps three's\n * default, and a light without a `shadow` block is never touched.\n */\ntype LightShadowState = {\n /** Shadow map resolution in texels (square). three's default is `512`. Clamped to `[16, 8192]`. */\n mapSize?: number;\n /** Depth bias to fight shadow acne. Small negatives such as `-0.0005` are typical. */\n bias?: number;\n /** Bias along the surface normal; `0.02`-`0.05` removes acne on large flat surfaces. */\n normalBias?: number;\n /** Blur radius of the shadow edge (PCF shadow maps). */\n radius?: number;\n /**\n * Half-extent, in world units, of a DIRECTIONAL light's orthographic shadow\n * camera (`left = bottom = -cameraSize`, `right = top = cameraSize`).\n * three's default is `5`, which only covers a 10 m square. Ignored for spot\n * and point lights.\n */\n cameraSize?: number;\n /** Near plane of the shadow camera. */\n near?: number;\n /** Far plane of the shadow camera. Spot lights with a `distance` use that instead. */\n far?: number;\n};\n\n/** Authoring state for {@link LightComponent}. Common fields apply to every light kind; the optional fields are only meaningful for specific kinds. */\ntype LightValueState = {\n /** Light color as `#rrggbb` hex string. */\n color: string;\n /** Light intensity multiplier (units depend on three.js physically-correct mode). */\n intensity: number;\n /** Whether the light casts shadows. */\n castShadow: boolean;\n /** Whether the light is frustum-culled when off-screen. */\n frustumCulling: boolean;\n /** Maximum range; `0` means infinite. (PointLight, SpotLight) */\n distance?: number;\n /** Falloff exponent for distance attenuation. (PointLight, SpotLight) */\n decay?: number;\n /** Cone half-angle in **radians**. (SpotLight) */\n angle?: number;\n /** Soft-edge factor in `[0, 1]`; `0` is a hard edge. (SpotLight) */\n penumbra?: number;\n /** Rectangle width in world units. (RectAreaLight) */\n width?: number;\n /** Rectangle height in world units. (RectAreaLight) */\n height?: number;\n /** Optional shadow tuning. Absent = three's shadow defaults. (DirectionalLight, SpotLight, PointLight) */\n shadow?: LightShadowState;\n};\n\nfunction toHexColor(value: THREE.Color): string {\n return `#${value.getHexString()}`;\n}\n\nfunction createValueState(light: THREE.Light): LightValueState {\n const base: LightValueState = {\n color: toHexColor(light.color),\n intensity: light.intensity,\n castShadow: (light as THREE.Light & { castShadow?: boolean }).castShadow ?? false,\n frustumCulling: light.frustumCulled,\n };\n\n if (light instanceof THREE.PointLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n } else if (light instanceof THREE.SpotLight) {\n base.distance = light.distance;\n base.decay = light.decay;\n base.angle = light.angle;\n base.penumbra = light.penumbra;\n } else if (light instanceof THREE.RectAreaLight) {\n base.width = light.width;\n base.height = light.height;\n }\n\n return base;\n}\n\n/**\n * Light source attached to an entity. `type` selects the underlying three.js\n * light class (directional, point, spot, ambient, hemisphere, rect-area).\n * `values` carries authoring state including color, intensity, and\n * type-specific fields (distance, decay, angle, penumbra, width, height).\n *\n * @category Components\n */\nexport class LightComponent extends Component {\n /** Live three.js light placed in the scene. Recreated when the project loads. */\n light: THREE.Light;\n /** Three.js class name of the light (e.g. `\"DirectionalLight\"`, `\"PointLight\"`, `\"SpotLight\"`). */\n type: string;\n /** Serialized authoring state. Saved with the project. */\n values: LightValueState;\n\n constructor(light: THREE.Light) {\n super();\n this.light = light;\n this.type = light.type;\n this.values = createValueState(light);\n }\n\n setValues(patch: Partial<LightValueState>): void {\n this.values = {\n ...this.values,\n ...patch,\n };\n }\n}\n\nexport type { LightShadowState, LightValueState };\n","import * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Supported material classes. Each maps to a three.js `Mesh*Material` type. */\ntype MaterialTypeValue = \"standard\" | \"basic\" | \"phong\" | \"physical\";\n/** Texture sampling mode. `smooth` uses linear filtering; `sharp` uses nearest filtering for pixel-art look. */\ntype TextureFilteringValue = \"smooth\" | \"sharp\";\n\n/** Authoring state for a single slot in {@link MaterialComponent.values}. Mirrors the live three.js material so it can be re-applied when the project loads. */\ntype MaterialValueState = {\n /** Underlying material class. */\n type: MaterialTypeValue;\n /** Base color as `#rrggbb` hex string. */\n color: string;\n /** PBR roughness in `[0, 1]`. */\n roughness: number;\n /** PBR metalness in `[0, 1]`. */\n metalness: number;\n /** Multiplier applied to the normal map (uniform on both axes). */\n normalScale: number;\n /** Surface opacity in `[0, 1]`. Combine with {@link transparent} to enable alpha. */\n opacity: number;\n /** Emissive color as `#rrggbb` hex string. */\n emissive: string;\n /** Emissive intensity multiplier. */\n emissiveIntensity: number;\n /** Three.js `Side` enum value (`FrontSide`, `BackSide`, or `DoubleSide`). */\n side: number;\n /** Three.js `Blending` enum value. */\n blending: number;\n /** Whether depth testing is enabled. */\n depthTest: boolean;\n /** Whether depth writes are enabled. */\n depthWrite: boolean;\n /** Render as wireframe. */\n wireframe: boolean;\n /** Enable transparency (must be `true` for {@link opacity} < 1 to render correctly). */\n transparent: boolean;\n /** Color/diffuse texture URL. */\n textureMap?: string;\n /** Alpha (transparency) texture URL. */\n alphaTextureMap?: string;\n /** Tangent-space normal map URL. */\n normalMap?: string;\n /** Roughness map URL (red channel). */\n roughnessMap?: string;\n /** Metalness map URL (red channel). */\n metalnessMap?: string;\n /** Ambient occlusion map URL. */\n aoMap?: string;\n /** Emissive color map URL. */\n emissiveMap?: string;\n /** Bump map URL (height-based shading approximation). */\n bumpMap?: string;\n /** Displacement map URL (geometric vertex offset). */\n displacementMap?: string;\n /** Pre-baked light map URL. */\n lightMap?: string;\n /** Environment reflection map URL. */\n envMap?: string;\n /** Texture sampling mode applied to the color map. */\n textureFiltering: TextureFilteringValue;\n /** Whether mipmaps are generated for texture maps. */\n useMipmaps: boolean;\n};\n\nfunction toHexColor(value: unknown, fallback: string): string {\n if (\n value &&\n typeof value === \"object\" &&\n typeof (value as { getHexString?: () => string }).getHexString ===\n \"function\"\n ) {\n try {\n return `#${(value as { getHexString: () => string }).getHexString()}`;\n } catch {\n return fallback;\n }\n }\n\n return fallback;\n}\n\nfunction getMaterialType(material: THREE.Material): MaterialTypeValue {\n if (material instanceof THREE.MeshPhysicalMaterial) {\n return \"physical\";\n }\n\n if (material instanceof THREE.MeshPhongMaterial) {\n return \"phong\";\n }\n\n if (material instanceof THREE.MeshBasicMaterial) {\n return \"basic\";\n }\n\n return \"standard\";\n}\n\n/** Shape we read off a decoded texture image. */\ntype TextureImageLike = { src?: unknown; currentSrc?: unknown };\n\n/**\n * A texture's source URL, read from its decoded image.\n *\n * `THREE.Texture.image` is deliberately untyped by three (it can be an\n * HTMLImageElement, ImageBitmap, canvas, video, …), so narrow it here once\n * rather than at each of the dozen texture slots below.\n */\nfunction textureImageSrc(\n texture: THREE.Texture | null | undefined,\n): string | undefined {\n const src = (texture?.image as TextureImageLike | undefined)?.src;\n return typeof src === \"string\" ? src : undefined;\n}\n\n/**\n * Same, but preferring the browser-resolved `source.data.currentSrc` when it is\n * available (the colour map is the one slot that can be backed by an element\n * whose `src` is still relative).\n */\nfunction textureSourceUrl(\n texture: THREE.Texture | null | undefined,\n): string | undefined {\n if (!texture?.image) {\n return undefined;\n }\n const currentSrc = (\n texture.source as { data?: TextureImageLike } | undefined\n )?.data?.currentSrc;\n if (typeof currentSrc === \"string\" && currentSrc) {\n return currentSrc;\n }\n return textureImageSrc(texture);\n}\n\nfunction createMaterialValue(material: THREE.Material): MaterialValueState {\n const materialRecord = material as unknown as Record<string, unknown>;\n const normalScale = materialRecord.normalScale as\n | { x?: number; y?: number }\n | undefined;\n const map = materialRecord.map as THREE.Texture | undefined;\n\n return {\n type: getMaterialType(material),\n color: toHexColor(materialRecord.color, \"#ffffff\"),\n roughness:\n typeof materialRecord.roughness === \"number\" ? materialRecord.roughness : 0.5,\n metalness:\n typeof materialRecord.metalness === \"number\" ? materialRecord.metalness : 0.5,\n normalScale:\n typeof normalScale?.x === \"number\" ? normalScale.x : 1,\n opacity: typeof materialRecord.opacity === \"number\" ? materialRecord.opacity : 1,\n emissive: toHexColor(materialRecord.emissive, \"#000000\"),\n emissiveIntensity:\n typeof materialRecord.emissiveIntensity === \"number\"\n ? materialRecord.emissiveIntensity\n : 0,\n side: typeof materialRecord.side === \"number\" ? materialRecord.side : THREE.FrontSide,\n blending:\n typeof materialRecord.blending === \"number\"\n ? materialRecord.blending\n : THREE.NormalBlending,\n depthTest: materialRecord.depthTest !== false,\n depthWrite: materialRecord.depthWrite !== false,\n wireframe: Boolean(materialRecord.wireframe),\n transparent: Boolean(materialRecord.transparent),\n textureMap: textureSourceUrl(map),\n alphaTextureMap: textureImageSrc(\n materialRecord.alphaMap as THREE.Texture | undefined,\n ),\n normalMap: textureImageSrc(\n materialRecord.normalMap as THREE.Texture | undefined,\n ),\n roughnessMap: textureImageSrc(\n materialRecord.roughnessMap as THREE.Texture | undefined,\n ),\n metalnessMap: textureImageSrc(\n materialRecord.metalnessMap as THREE.Texture | undefined,\n ),\n aoMap: textureImageSrc(materialRecord.aoMap as THREE.Texture | undefined),\n emissiveMap: textureImageSrc(\n materialRecord.emissiveMap as THREE.Texture | undefined,\n ),\n bumpMap: textureImageSrc(\n materialRecord.bumpMap as THREE.Texture | undefined,\n ),\n displacementMap: textureImageSrc(\n materialRecord.displacementMap as THREE.Texture | undefined,\n ),\n lightMap: textureImageSrc(\n materialRecord.lightMap as THREE.Texture | undefined,\n ),\n envMap: textureImageSrc(materialRecord.envMap as THREE.Texture | undefined),\n textureFiltering:\n map?.magFilter === THREE.NearestFilter ? \"sharp\" : \"smooth\",\n useMipmaps: map?.generateMipmaps !== false,\n };\n}\n\nexport function defaultMaterialValue(): MaterialValueState {\n return {\n type: \"standard\",\n color: \"#ffffff\",\n roughness: 0.5,\n metalness: 0.5,\n normalScale: 1,\n opacity: 1,\n emissive: \"#000000\",\n emissiveIntensity: 0,\n side: THREE.FrontSide,\n blending: THREE.NormalBlending,\n depthTest: true,\n depthWrite: true,\n wireframe: false,\n transparent: false,\n textureFiltering: \"smooth\",\n useMipmaps: true,\n };\n}\n\n/**\n * Material catalog for an entity. Tracks the live three.js materials\n * (`materials`, `material`) plus serialized authoring state (`values[]`)\n * mirrored from the inspector. Supports `standard`, `basic`, `phong`, and\n * `physical` PBR types with optional texture map slots.\n *\n * @remarks\n * Use `setMaterials`, `updateValue`, `setMaterialType`, `setTextureFiltering`,\n * and `setUseMipmaps` to mutate state — these keep `values[]` and the live\n * three.js materials in sync. Texture URLs use the `localasset://` protocol\n * inside the editor.\n *\n * @category Components\n */\nexport class MaterialComponent extends Component {\n /** Live three.js materials currently bound to the entity's mesh (one per submesh). */\n materials: THREE.Material[];\n /** Convenience reference to `materials[0]`. `null` when no material is assigned. */\n material: THREE.Material | null;\n /** Serialized authoring state (one entry per material in {@link materials}). Saved with the project. */\n values: MaterialValueState[];\n /**\n * Editor-managed material-asset linkage, one entry per slot (parallel to\n * {@link values}). A `localasset://` URL of a `.material` asset file, or\n * `null`/absent for a local (unlinked) material. The editor materializes the\n * asset's values into {@link values} and keeps them in sync when the asset\n * is edited — rendering and the runtime read only {@link values} and ignore\n * this field. Saved with the project; survives material rebinds.\n */\n assetRefs: (string | null)[];\n\n constructor(materialOrMaterials: THREE.Material | THREE.Material[] = []) {\n super();\n\n this.materials = [];\n this.material = null;\n this.values = [];\n this.assetRefs = [];\n this.setMaterials(materialOrMaterials);\n }\n\n /** Link/unlink a slot to a material asset URL (editor bookkeeping only). */\n setAssetRef(index: number, url: string | null): void {\n if (index < 0) {\n return;\n }\n while (this.assetRefs.length <= index) {\n this.assetRefs.push(null);\n }\n this.assetRefs[index] = url;\n }\n\n /** The material-asset URL a slot is linked to, or null when local. */\n getAssetRef(index: number): string | null {\n return this.assetRefs[index] ?? null;\n }\n\n setMaterials(\n materialOrMaterials: THREE.Material | THREE.Material[] = [],\n ): void {\n this.materials = Array.isArray(materialOrMaterials)\n ? materialOrMaterials.filter(Boolean)\n : materialOrMaterials\n ? [materialOrMaterials]\n : [];\n\n this.material = this.materials[0] ?? null;\n this.values =\n this.materials.length > 0\n ? this.materials.map((material) => createMaterialValue(material))\n : [defaultMaterialValue()];\n }\n\n updateValue(index: number, patch: Partial<MaterialValueState>): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n this.values[index] = {\n ...this.values[index],\n ...patch,\n };\n }\n\n resetValue(index: number): void {\n if (index < 0) {\n return;\n }\n\n while (this.values.length <= index) {\n this.values.push(defaultMaterialValue());\n }\n\n const type = this.values[index]?.type ?? \"standard\";\n this.values[index] = {\n ...defaultMaterialValue(),\n type,\n };\n }\n\n setMaterialType(index: number, type: MaterialTypeValue): void {\n this.updateValue(index, { type });\n }\n\n setTextureFiltering(index: number, filtering: TextureFilteringValue): void {\n this.updateValue(index, { textureFiltering: filtering });\n }\n\n setUseMipmaps(index: number, enabled: boolean): void {\n this.updateValue(index, { useMipmaps: enabled });\n }\n}\n\nexport type { MaterialTypeValue, MaterialValueState, TextureFilteringValue };\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Holds the live three.js `Object3D` for an entity that renders as a primitive\n * mesh (cube, sphere, plane, capsule, cylinder). For loaded GLTF/GLB models\n * see {@link ModelComponent}; for the editable geometry parameters see\n * {@link MeshGeometryComponent}.\n *\n * @category Components\n */\nexport class MeshComponent extends Component {\n /** Underlying three.js mesh placed in the scene graph. */\n mesh: THREE.Object3D;\n\n constructor(mesh: THREE.Object3D) {\n super();\n this.mesh = mesh;\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/** Load progress of a {@link ModelComponent}'s asset. */\nexport type ModelLoadState = \"loading\" | \"loaded\" | \"error\";\n\n/** Message used when a model entity has no asset path to load. */\nexport const MODEL_NO_PATH_MESSAGE = \"No model path set.\";\n\n/**\n * Write a model's load state as NON-ENUMERABLE own properties, so it never\n * enters snapshots, undo history or saved projects. Always via defineProperty\n * (the pattern `setPhysicsLiveRef` uses): plain assignment on a\n * history-restored clone would create an ENUMERABLE property instead.\n */\nexport function setModelLoadState(\n component: ModelComponent,\n state: ModelLoadState,\n error?: string,\n): void {\n Object.defineProperty(component, \"loadState\", {\n value: state,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(component, \"loadError\", {\n value: state === \"error\" ? (error ?? \"Failed to load model.\") : undefined,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n}\n\n/**\n * References a GLTF/GLB asset loaded from `path`. The model loading system\n * resolves the asset asynchronously and populates {@link ModelComponent.object}\n * once available; loading is deferred-tolerant so the entity exists before\n * the model finishes loading. {@link ModelComponent.loadState} reports\n * progress (`\"loading\"` → `\"loaded\"` or `\"error\"`).\n *\n * @category Components\n */\nexport class ModelComponent extends Component {\n /** Source URL or `localasset://` path of the GLTF/GLB asset. */\n path: string;\n /** Loaded model object, populated asynchronously by the model loader. `null` until loaded. */\n object: THREE.Object3D | null;\n /**\n * `\"loading\"` while the asset is being fetched and parsed, `\"loaded\"` once\n * it is attached to the entity, `\"error\"` when it failed (see\n * {@link loadError}). A model with an empty `path` reports `\"error\"`.\n * Runtime-only: never saved.\n */\n declare loadState: ModelLoadState;\n /** Why the load failed, when {@link loadState} is `\"error\"`. Runtime-only. */\n declare loadError?: string;\n\n constructor(path: string) {\n super();\n this.path = path;\n this.object = null;\n if (path) {\n setModelLoadState(this, \"loading\");\n } else {\n setModelLoadState(this, \"error\", MODEL_NO_PATH_MESSAGE);\n }\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * Human-readable name for an entity. Shown in the editor hierarchy panel and\n * preserved across save/reload.\n *\n * @category Components\n */\nexport class Name extends Component {\n /** Display name for the entity. Shown in the editor hierarchy. */\n value: string;\n\n constructor(value: string) {\n super();\n this.value = value;\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Wraps the live `THREE.Object3D` for an entity. Almost every entity that\n * renders to the scene carries an `Object3DRef` so transform sync, selection,\n * and parenting systems can manipulate the underlying object.\n *\n * @remarks\n * The `object` reference may be replaced when assets finish loading. Read it\n * fresh inside system/script hooks rather than caching it across frames.\n *\n * @category Components\n */\nexport class Object3DRef extends Component {\n /** Live three.js object placed in the scene graph. May be replaced when assets finish loading. */\n object: THREE.Object3D;\n /** Whether the object is currently visible. Mirrors `object.visible` and is preserved across reloads. */\n visibility: boolean;\n\n constructor(object: THREE.Object3D, visibility?: boolean) {\n super();\n this.object = object;\n this.visibility =\n typeof visibility === \"boolean\" ? visibility : Boolean(object.visible);\n }\n}\n","import { Component } from \"../Component\";\nimport type { EntityId } from \"../types\";\n\n/**\n * Records the parent entity id for hierarchical scene graphs. `null` means\n * the entity is at the world root. The `ObjectManagementSystem` reconciles\n * scene-graph parenting from this component each frame.\n *\n * @category Components\n */\nexport class ParentId extends Component {\n /** Parent entity id, or `null` for root-level entities. */\n value: EntityId | null;\n\n constructor(value: EntityId | null = null) {\n super();\n this.value = value;\n }\n}\n","import { Component } from \"../Component\";\n\nconst generateInstanceId = (): string => {\n try {\n return crypto.randomUUID();\n } catch {\n // Non-secure-context fallback — uniqueness within a document is enough.\n return `i-${Math.random().toString(36).slice(2, 10)}${Date.now().toString(36)}`;\n }\n};\n\n/**\n * Marks the ROOT entity of a prefab instance and records its link to the\n * source `.prefab` asset plus the instance's per-property overrides.\n *\n * Instances may appear in a scene OR nested inside another prefab's file\n * (nested prefabs): the nested root keeps the child prefab's `PrefabNode`\n * identity AND this link. `instanceId` is a per-placement uuid that scopes\n * node identity across nesting — two nested instances of the same prefab\n * share nodeIds but never instanceIds, so override keys stay unambiguous.\n *\n * `overrides` is a flat list of encoded strings so it survives snapshot\n * serialization at any depth:\n *\n * ```\n * \"<nodeKey>|<ComponentName>|<slash/separated/path>\"\n * \"<nodeKey>|<ComponentName>|\" // empty path = whole component overridden\n * \"<nodeKey>|+node|\" // marker: node added by the HOST document\n * // inside a nested region (never deleted by\n * // file patching)\n * ```\n *\n * where `<nodeKey>` is the entity's `PrefabNode.nodeId` prefixed by the\n * `instanceId` chain of any nested instance roots between the scope root and\n * the entity (e.g. `\"9f2c…\"` for direct children, `\"<iB>/<bNode>\"` inside a\n * nested instance). Overridden paths keep their per-instance values when the\n * prefab asset is re-applied; everything else syncs from the file. The\n * instance root's Transform, Name, and ParentId are implicitly per-instance\n * and never appear here. Overrides are an editor-side concern — the runtime\n * never resolves them (scene-placed instances are fully materialized;\n * runtime spawns are fresh copies of the file).\n *\n * @category Components\n */\nexport class PrefabInstance extends Component {\n /** URL of the source `.prefab` asset (`localasset://…` inside the editor). */\n url: string;\n /** Encoded override paths — see class docs for the format. */\n overrides: string[];\n /**\n * Per-placement uuid scoping node identity across nesting. Stable for the\n * lifetime of the placement (persisted; survives applies) so override keys\n * referencing nested content stay valid.\n */\n instanceId: string;\n\n constructor(url: string, overrides: string[] = [], instanceId?: string) {\n super();\n this.url = url;\n this.overrides = overrides;\n this.instanceId =\n typeof instanceId === \"string\" && instanceId.length > 0\n ? instanceId\n : generateInstanceId();\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * Stable identity for an entity that originated from a prefab asset.\n *\n * Every entity serialized into a `.prefab` file carries a `PrefabNode` with a\n * uuid `nodeId`. Hydrating the prefab (editor instantiate or runtime spawn)\n * restores the component, so each instance entity can be matched back to its\n * prefab-file counterpart regardless of live entity ids. The per-property\n * override system diffs and merges in nodeId-space.\n *\n * Node ids are unique within one prefab subtree — two instances of the same\n * prefab intentionally share nodeIds.\n *\n * @category Components\n */\nexport class PrefabNode extends Component {\n /** Stable uuid identifying this entity within its prefab definition. */\n nodeId: string;\n\n constructor(nodeId: string) {\n super();\n this.nodeId = nodeId;\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * One script attached to an entity. Multiple entries may target a single\n * entity (different classes from the same or different files).\n */\nexport type ScriptEntry = {\n /** Owning entity id. */\n entityId: number;\n /** Class name exported by the script module (default export class name). */\n className: string;\n /** Compiled script URL (e.g. `localasset://.../scripts/foo.js`). */\n scriptUrl: string;\n /** When `false`, the script is skipped each frame. */\n enabled: boolean;\n /** Inspector-bound payload exposed to the script as `this.data`. */\n data: Record<string, unknown>;\n /** Last load/runtime status reported by `ScriptBehaviourSystem`. */\n runtimeState?: \"idle\" | \"loading\" | \"ready\" | \"error\";\n /** Optional human-readable status message (e.g. compile/load error). */\n runtimeMessage?: string;\n};\n\n/**\n * Component holding the list of {@link ScriptEntry | scripts} attached to an\n * entity. Loaded from the saved project; the runtime-side fields\n * (`scriptInstance`, `scriptInstances`) are non-enumerable so they never leak\n * into save data or undo history.\n *\n * @remarks\n * Authored scripts subclass {@link Behaviour}.\n *\n * @category Components\n */\nexport class ScriptComponent extends Component {\n /** Authored script entries attached to the entity. Each entry references a class by name plus its inspector field overrides. Saved with the project. */\n entries: ScriptEntry[];\n /** First live behaviour instance after compile/load. Non-enumerable, so it does not appear in save data. `null` when no script is loaded. */\n declare scriptInstance: unknown | null;\n /** Map of `entityId` to its compiled behaviour instance (one entry per script bound to the entity). Non-enumerable, so it does not appear in save data. */\n declare scriptInstances: Map<number, unknown>;\n\n constructor(entries: ScriptEntry[] = []) {\n super();\n\n this.entries = entries.map((entry) => ({\n entityId: typeof entry.entityId === \"number\" ? entry.entityId : 0,\n className: typeof entry.className === \"string\" ? entry.className : \"\",\n scriptUrl: typeof entry.scriptUrl === \"string\" ? entry.scriptUrl : \"\",\n enabled: typeof entry.enabled === \"boolean\" ? entry.enabled : true,\n data:\n entry.data && typeof entry.data === \"object\" && !Array.isArray(entry.data)\n ? (entry.data as Record<string, unknown>)\n : {},\n runtimeState: entry.runtimeState,\n runtimeMessage:\n typeof entry.runtimeMessage === \"string\" ? entry.runtimeMessage : undefined,\n }));\n\n // Runtime-only reference used by ScriptBehaviourSystem.\n // Keep non-enumerable so snapshots/history/hydration payloads remain stable.\n Object.defineProperty(this, \"scriptInstance\", {\n value: null,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n\n // Runtime-only map of all entry instances keyed by entryIndex.\n // Non-enumerable for the same reason as scriptInstance.\n Object.defineProperty(this, \"scriptInstances\", {\n value: new Map<number, unknown>(),\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n}\n","import { Component } from \"../Component\";\nimport type { ScriptObject } from \"../ScriptObject\";\n\nexport type ScriptObjectRuntimeState = \"idle\" | \"loading\" | \"ready\" | \"error\";\n\nexport type ScriptObjectComponentInput = Partial<{\n /** Compiled script URL (e.g. `localasset://.../scripts/foo.js`). */\n scriptUrl: string | null;\n /** Class name exported by the script module. */\n className: string | null;\n /** When `false`, the script object is not built/ticked. */\n enabled: boolean;\n /** Inspector-bound payload exposed to the script as `this.data`. */\n data: Record<string, unknown>;\n /** Last load/build status reported by `ScriptObjectSystem`. */\n runtimeState: ScriptObjectRuntimeState;\n /** Optional human-readable status message (e.g. compile/build error). */\n runtimeMessage: string;\n}>;\n\n/**\n * Component for a **script object** — a single {@link ScriptObject} whose\n * THREE.js visual is built by user code and runs in the editor AND at runtime.\n * Unlike {@link ScriptComponent} this holds ONE script (not an entries array).\n * The live instance ref is non-enumerable so it never leaks into save data or\n * undo history.\n *\n * @category Components\n */\nexport class ScriptObjectComponent extends Component {\n scriptUrl: string | null;\n className: string | null;\n enabled: boolean;\n data: Record<string, unknown>;\n runtimeState: ScriptObjectRuntimeState;\n runtimeMessage?: string;\n /** Live ScriptObject instance. Non-enumerable — never enters snapshots/history. */\n declare instance: unknown | null;\n\n constructor(input: ScriptObjectComponentInput = {}) {\n super();\n\n this.scriptUrl =\n typeof input.scriptUrl === \"string\" && input.scriptUrl.length > 0\n ? input.scriptUrl\n : null;\n this.className =\n typeof input.className === \"string\" && input.className.length > 0\n ? input.className\n : null;\n this.enabled = typeof input.enabled === \"boolean\" ? input.enabled : true;\n this.data =\n input.data && typeof input.data === \"object\" && !Array.isArray(input.data)\n ? (input.data as Record<string, unknown>)\n : {};\n this.runtimeState =\n input.runtimeState === \"idle\" ||\n input.runtimeState === \"loading\" ||\n input.runtimeState === \"ready\" ||\n input.runtimeState === \"error\"\n ? input.runtimeState\n : \"idle\";\n this.runtimeMessage =\n typeof input.runtimeMessage === \"string\" ? input.runtimeMessage : undefined;\n\n // Runtime-only reference used by ScriptObjectSystem. Non-enumerable so\n // snapshots/history/hydration payloads remain stable.\n Object.defineProperty(this, \"instance\", {\n value: null,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * Toggles whether the editor selection system can pick this entity. When\n * `enabled` is `false`, the entity is excluded from raycast hit tests.\n *\n * @category Components\n */\nexport class Selectable extends Component {\n /** When `false`, the editor selection raycaster ignores this entity. */\n enabled: boolean;\n\n constructor(enabled = true) {\n super();\n this.enabled = enabled;\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * Camera-facing 2D sprite. Unlike {@link ImageComponent}, sprites use\n * `THREE.Sprite` and always render as billboards.\n *\n * @category Components\n */\nexport class SpriteComponent extends Component {\n /** Source URL or `localasset://` path of the sprite image. */\n path: string;\n /** Width of the sprite in world units. */\n width: number;\n /** Height of the sprite in world units. */\n height: number;\n /** Loaded texture, populated asynchronously. `null` until loaded. */\n texture: THREE.Texture | null;\n /** Live `THREE.Sprite` placed in the scene. `null` until built. */\n object: THREE.Sprite | null;\n\n constructor(path: string, width: number = 1, height: number = 1) {\n super();\n this.path = path;\n this.width = width;\n this.height = height;\n this.texture = null;\n this.object = null;\n }\n}\n","import { Component } from \"../Component\";\nimport type { EntityId } from \"../types\";\n\n/** Active gizmo mode in the editor. */\nexport type TransformModeValue = \"translate\" | \"rotate\" | \"scale\";\n/** Reference frame for the active gizmo. */\nexport type TransformSpaceValue = \"world\" | \"local\";\n\n/**\n * Singleton-style component (attached once to a system entity) that mirrors\n * the editor's current transform-gizmo state into the ECS world. Persisted in\n * snapshots so undo/redo restores the exact gizmo configuration.\n *\n * @category Components\n */\nexport class SelectionTransformState extends Component {\n /** Active gizmo mode (`translate`, `rotate`, or `scale`). */\n transform: TransformModeValue;\n /** Reference frame for the gizmo (`world` or `local`). */\n space: TransformSpaceValue;\n /** Currently selected entity id, or `null` if nothing is selected. */\n selectedEntityId: EntityId | null;\n\n constructor(\n transform: TransformModeValue = \"translate\",\n space: TransformSpaceValue = \"world\",\n selectedEntityId: EntityId | null = null,\n ) {\n super();\n this.transform = transform;\n this.space = space;\n this.selectedEntityId = selectedEntityId;\n }\n}\n","import { Component } from \"../Component\";\nimport {\n Euler,\n Quaternion,\n Vector3,\n type EulerOrder,\n} from \"three\";\n\n/** Plain XYZ vector. All ECS transform fields use this shape rather than `THREE.Vector3` so they save cleanly with the project. */\nexport type Vec3 = {\n /** X component. */\n x: number;\n /** Y component. */\n y: number;\n /** Z component. */\n z: number;\n};\n\n/** Optional initial values passed to {@link TransformComponent}. Missing axes default to `0` for position/rotation and `1` for scale. */\nexport type TransformData = {\n /** Initial position (defaults to `{ 0, 0, 0 }`). */\n position?: Partial<Vec3>;\n /** Initial rotation in **radians** (defaults to `{ 0, 0, 0 }`). */\n rotation?: Partial<Vec3>;\n /** Initial scale (defaults to `{ 1, 1, 1 }`). */\n scale?: Partial<Vec3>;\n};\n\ntype TransformInput = Vector3 | Euler | Quaternion;\n\nfunction readXYZ(input: TransformInput): Vec3 {\n return {\n x: input.x,\n y: input.y,\n z: input.z,\n };\n}\n\n/**\n * Position, rotation, and scale of an entity in its parent's local space.\n *\n * @remarks\n * Rotation is stored in **radians** (Euler XYZ). The editor inspector converts\n * to/from degrees for display — do not store degrees in this component.\n * Mutations should go through the `setPosition` / `setRotation` / `setScale`\n * helpers so dependent systems pick up the change.\n *\n * @category Components\n */\nexport class TransformComponent extends Component {\n /** Local position relative to the parent (or world if no parent). */\n position: Vec3;\n /** Local rotation as Euler XYZ in **radians**. */\n rotation: Vec3;\n /** Local scale factors per axis (`1` = identity). */\n scale: Vec3;\n\n constructor(data: TransformData = {}) {\n super();\n\n const position = data.position ?? {};\n const rotation = data.rotation ?? {};\n const scale = data.scale ?? {};\n\n this.position = {\n x: position.x ?? 0,\n y: position.y ?? 0,\n z: position.z ?? 0,\n };\n\n this.rotation = {\n x: rotation.x ?? 0,\n y: rotation.y ?? 0,\n z: rotation.z ?? 0,\n };\n\n this.scale = {\n x: scale.x ?? 1,\n y: scale.y ?? 1,\n z: scale.z ?? 1,\n };\n }\n\n toPositionVector3(target = new Vector3()): Vector3 {\n return target.set(this.position.x, this.position.y, this.position.z);\n }\n\n toRotationEuler(\n target = new Euler(),\n order: EulerOrder = \"XYZ\",\n ): Euler {\n return target.set(this.rotation.x, this.rotation.y, this.rotation.z, order);\n }\n\n toRotationQuaternion(\n target = new Quaternion(),\n order: EulerOrder = \"XYZ\",\n ): Quaternion {\n const euler = new Euler(\n this.rotation.x,\n this.rotation.y,\n this.rotation.z,\n order,\n );\n return target.setFromEuler(euler);\n }\n\n toScaleVector3(target = new Vector3()): Vector3 {\n return target.set(this.scale.x, this.scale.y, this.scale.z);\n }\n\n setPosition(input: TransformInput): this {\n const next = readXYZ(input);\n this.position.x = next.x;\n this.position.y = next.y;\n this.position.z = next.z;\n return this;\n }\n\n setScale(input: TransformInput): this {\n const next = readXYZ(input);\n this.scale.x = next.x;\n this.scale.y = next.y;\n this.scale.z = next.z;\n return this;\n }\n\n setRotation(input: TransformInput, order: EulerOrder = \"XYZ\"): this {\n if (input instanceof Quaternion) {\n const euler = new Euler().setFromQuaternion(input, order);\n this.rotation.x = euler.x;\n this.rotation.y = euler.y;\n this.rotation.z = euler.z;\n return this;\n }\n\n const next = readXYZ(input);\n this.rotation.x = next.x;\n this.rotation.y = next.y;\n this.rotation.z = next.z;\n return this;\n }\n}\n","import type * as THREE from \"three\";\n\nimport { Component } from \"../Component\";\n\n/**\n * @internal Default options applied when no override is provided.\n */\nconst DEFAULT_VIDEO_OPTIONS = {\n autoplay: false,\n loop: true,\n volume: 1,\n width: 1,\n height: 1,\n isGreenScreen: false,\n backgroundColor: \"#00ff00\",\n similarity: 0.4,\n smoothness: 0.08,\n spill: 0.12,\n /** When `true`, the video's audio stream is spatialized using the entity's transform. */\n positional: false,\n /** Distance at which volume is unattenuated (positional only). */\n refDistance: 1,\n /** WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. */\n distanceModel: \"inverse\",\n /** How quickly volume falls off past `refDistance`. Positional only. */\n rolloffFactor: 1,\n};\n\n/**\n * Plays a video file as a texture on a quad. Supports green-screen keying\n * (`isGreenScreen`, `backgroundColor`, `similarity`, `smoothness`, `spill`).\n * The video element, texture, and material are runtime-only and re-created\n * when the project loads.\n *\n * @category Components\n */\nexport class VideoComponent extends Component {\n /** Source URL or `localasset://` path of the video file. */\n path: string;\n /**\n * Playback + green-screen options.\n *\n * | Field | Default | Description |\n * |---|---|---|\n * | `autoplay` | `false` | Start playback as soon as the video is ready. |\n * | `loop` | `true` | Loop playback indefinitely. |\n * | `volume` | `1` | Linear gain in `[0, 1]`. |\n * | `width` | `1` | Quad width in world units. |\n * | `height` | `1` | Quad height in world units. |\n * | `isGreenScreen` | `false` | Enable chroma keying using the fields below. |\n * | `backgroundColor` | `\"#00ff00\"` | Color to key out (CSS color string). |\n * | `similarity` | `0.4` | How close a pixel must be to the key to be removed (`0`–`1`). |\n * | `smoothness` | `0.08` | Soft-edge thickness around the key threshold. |\n * | `spill` | `0.12` | Amount of color spill suppression near edges. |\n * | `positional` | `false` | When `true`, the video's audio stream is spatialized using the entity's 3D position. |\n * | `refDistance` | `1` | Distance at which volume is unattenuated (positional only). |\n * | `distanceModel` | `\"inverse\"` | WebAudio distance model (`linear`, `inverse`, `exponential`). Positional only. |\n * | `rolloffFactor` | `1` | How quickly volume falls off past `refDistance`. Positional only. |\n */\n options: typeof DEFAULT_VIDEO_OPTIONS;\n /** Live three.js object hosting the video quad. `null` until built. */\n object: THREE.Object3D | null;\n /** Underlying HTML video element. `null` until built. */\n videoElement: HTMLVideoElement | null;\n /** Three.js texture sampling the video element. `null` until built. */\n texture: THREE.VideoTexture | null;\n /** Material rendering the video texture (with green-screen shader when enabled). `null` until built. */\n material: THREE.Material | null;\n /**\n * THREE.js audio node connected to this video's audio stream via\n * `setMediaElementSource`. Present only in preview when the camera\n * listener is available. `null` in editor mode.\n */\n audioNode: THREE.Audio<GainNode> | THREE.PositionalAudio | null;\n\n /**\n * Whether the video should be playing. Managed by `VideoSystem` in preview.\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link play} / {@link stop}.\n */\n declare isPlaying: boolean;\n\n /**\n * Whether the video is paused mid-playback (position is preserved).\n * Non-enumerable — not persisted to snapshots or save data.\n * Set via {@link pause} / {@link play} / {@link stop}.\n */\n declare isPaused: boolean;\n\n constructor(\n path: string,\n options: Partial<typeof DEFAULT_VIDEO_OPTIONS> = {},\n ) {\n super();\n this.path = path;\n this.options = {\n ...DEFAULT_VIDEO_OPTIONS,\n ...options,\n };\n this.object = null;\n this.videoElement = null;\n this.texture = null;\n this.material = null;\n this.audioNode = null;\n\n // Runtime-only playback state. Non-enumerable so these values are never\n // written into save data, debug snapshots, or undo history.\n Object.defineProperty(this, \"isPlaying\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n Object.defineProperty(this, \"isPaused\", {\n value: false,\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n\n /**\n * Signals `VideoSystem` to start (or resume) playback.\n * Has no direct effect in the editor — `VideoSystem` drives the actual\n * HTML video element call in preview.\n */\n play(): void {\n this.isPlaying = true;\n this.isPaused = false;\n }\n\n /**\n * Signals `VideoSystem` to pause playback, preserving the current position.\n * Calling {@link play} afterwards resumes from where it paused.\n * No-op if not currently playing.\n */\n pause(): void {\n if (!this.isPlaying) return;\n this.isPlaying = false;\n this.isPaused = true;\n }\n\n /**\n * Signals `VideoSystem` to stop playback and reset the playback position.\n */\n stop(): void {\n this.isPlaying = false;\n this.isPaused = false;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Footprint of a teleport destination. */\nexport type VrTeleportShape = \"plane\" | \"circle\";\n\n/** Optional initializer for {@link VRTeleportAreaComponent}. */\nexport type VRTeleportAreaOptions = {\n /** Disable to keep the area authored but inert. */\n enabled?: boolean;\n /** Footprint shape. */\n shape?: VrTeleportShape;\n /** Full width in metres (`plane`), or diameter (`circle`). */\n width?: number;\n /** Full depth in metres. Ignored for `circle`, which uses `width`. */\n depth?: number;\n};\n\n/**\n * Marks an entity's surface as a valid teleport destination.\n *\n * Teleport is an allow-list, not a physics query: only entities carrying an\n * enabled area can be teleported onto. That keeps destinations deliberate —\n * authors decide where the player may stand rather than discovering that every\n * collider in the scene is walkable.\n *\n * @category Components\n */\nexport class VRTeleportAreaComponent extends Component {\n /** Whether this area currently accepts teleports. */\n enabled: boolean;\n /** Footprint shape. */\n shape: VrTeleportShape;\n /** Full width in metres (diameter for `circle`). */\n width: number;\n /** Full depth in metres (unused for `circle`). */\n depth: number;\n\n constructor(options?: VRTeleportAreaOptions) {\n super();\n this.enabled = options?.enabled ?? true;\n // \"cylinder\" was the pre-release name for this shape; normalize so scenes\n // saved before the rename still resolve to the disc they were authored as.\n const shape = options?.shape as string | undefined;\n this.shape = shape === \"cylinder\" ? \"circle\" : (options?.shape ?? \"plane\");\n this.width = options?.width ?? 10;\n this.depth = options?.depth ?? 10;\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * How close the user must be to grab.\n *\n * `physical` requires the hand to actually reach the object — the honest,\n * embodied interaction. `distance` allows grabbing across the room along the\n * pointer ray, which is what makes seated and room-scale play comfortable.\n * `both` accepts either, and is the friendliest default.\n */\nexport type XrGrabReach = \"physical\" | \"distance\" | \"both\";\n\n/**\n * What a distance grab does to the object.\n *\n * `snap` brings it to the hand (Half-Life: Alyx style — good for picking things\n * up). `remote` leaves it where it is and manipulates it at range, which suits\n * large or anchored objects that would look absurd flying into your palm.\n */\nexport type XrDistanceGrabBehavior = \"snap\" | \"remote\";\n\n/**\n * Which gesture grabs the object.\n *\n * `pinch` maps to the primary action (trigger / finger pinch), `full` to the\n * grip squeeze (whole-hand close). Distinguishing them lets a scene mix\n * precise pickups with firm grabs — a chess piece versus a suitcase handle.\n */\nexport type XrGrabGesture = \"any\" | \"pinch\" | \"full\";\n\n/**\n * A hand-hold authored on the object.\n *\n * Without attach points a hand grabs wherever it happens to touch, which is\n * right for a ball and wrong for a rifle — a weapon has a grip and a foregrip,\n * and the hands belong on those exact spots. `role` is what lets an author say\n * \"this is the trigger hand's hold\" so a two-hand grab assembles correctly no\n * matter which hand arrives first.\n */\nexport type XrAttachPoint = {\n /** Stable id; referenced by scripts and by the inspector list. */\n id: string;\n name: string;\n /** Object-local position of the hold (unscaled). */\n position: { x: number; y: number; z: number };\n /** Object-local orientation of the hold, radians. */\n rotation: { x: number; y: number; z: number };\n /** Restrict to one hand, or `any`. */\n hand: \"left\" | \"right\" | \"any\";\n /** Whether this hold is the anchoring hand, the steering hand, or either. */\n role: \"primary\" | \"secondary\" | \"any\";\n};\n\n/**\n * How many hands may hold the object at once, and what a second grab does.\n *\n * `single` is a plain pickup. `handOff` lets the other hand TAKE it — the\n * everyday gesture of passing something between your hands. `two` keeps both\n * hands on it, which is what enables aiming a two-handed weapon and\n * pull-apart scaling.\n */\nexport type XrGrabHands = \"single\" | \"handOff\" | \"two\";\n\n/** How the second hand affects orientation. See `solveTwoHandTransform`. */\nexport type XrTwoHandRotation = \"align\" | \"primary\";\n\n/**\n * What an object does when a pointer lands on it.\n *\n * Hover feedback is what tells the user the ray has actually caught something —\n * without it, aiming at a grabbable object and aiming at empty space look\n * identical.\n */\nexport type XrHoverBehavior = \"none\" | \"color\" | \"scale\" | \"both\";\n\n/** Optional initializer for {@link XRInteractableComponent}. */\nexport type XRInteractableOptions = {\n enabled?: boolean;\n grabbable?: boolean;\n pointable?: boolean;\n grabReach?: XrGrabReach;\n distanceBehavior?: XrDistanceGrabBehavior;\n grabGesture?: XrGrabGesture;\n /** Metres within which a `physical` grab registers. */\n grabRadius?: number;\n /** Where the object sits relative to the hand once held. */\n grabOffsetPosition?: { x: number; y: number; z: number };\n /** Orientation offset, in radians. */\n grabOffsetRotation?: { x: number; y: number; z: number };\n /** How many hands may hold it, and whether a second grab transfers it. */\n grabHands?: XrGrabHands;\n /** Whether the second hand aims the object or only scales it. */\n twoHandRotation?: XrTwoHandRotation;\n /** Let a two-hand grab resize the object by moving the hands apart. */\n allowTwoHandScale?: boolean;\n /** Smallest fraction of its size a single scaling gesture may reach. */\n minScale?: number;\n /** Largest multiple of its size a single scaling gesture may reach. */\n maxScale?: number;\n /** Authored hand-holds. Empty means grab anywhere. */\n attachPoints?: XrAttachPoint[];\n /** Hand the object the velocity it was moving with when released. */\n applyVelocityOnRelease?: boolean;\n /** Scales released velocity; >1 makes throws feel stronger than real life. */\n velocityScale?: number;\n /** Feedback shown while a pointer is on the object. */\n hoverBehavior?: XrHoverBehavior;\n /** Outline colour used by the `color` and `both` behaviours. */\n hoverColor?: string;\n /** Size multiplier used by the `scale` and `both` behaviours. */\n hoverScale?: number;\n};\n\n/**\n * Makes an entity respond to XR pointers and hands.\n *\n * Split into `pointable` and `grabbable` because they are different\n * affordances: a wall panel should receive select events without being\n * liftable, while a physics prop should be both.\n *\n * @category Components\n */\nexport class XRInteractableComponent extends Component {\n enabled: boolean;\n grabbable: boolean;\n pointable: boolean;\n /** Whether the object can be grabbed up close, at range, or either. */\n grabReach: XrGrabReach;\n /** What a distance grab does — bring it here, or manipulate it in place. */\n distanceBehavior: XrDistanceGrabBehavior;\n /** Which gesture grabs it. */\n grabGesture: XrGrabGesture;\n /** Metres within which a physical grab registers. */\n grabRadius: number;\n /** Position offset from the hand while held. */\n grabOffsetPosition: { x: number; y: number; z: number };\n /** Rotation offset (radians) while held. */\n grabOffsetRotation: { x: number; y: number; z: number };\n /** How many hands may hold it, and whether a second grab transfers it. */\n grabHands: XrGrabHands;\n /** Whether the second hand aims the object or only scales it. */\n twoHandRotation: XrTwoHandRotation;\n /** Whether a two-hand grab may resize the object. */\n allowTwoHandScale: boolean;\n /** Scale floor for one gesture, as a fraction of the size at grab time. */\n minScale: number;\n /** Scale ceiling for one gesture, as a multiple of the size at grab time. */\n maxScale: number;\n /** Authored hand-holds; empty means grab anywhere. */\n attachPoints: XrAttachPoint[];\n /**\n * Hand the object the velocity it was moving with when released.\n *\n * Applies to every release, not just a deliberate throw — letting go while\n * your hand drifts should nudge the object, which is why this is not called\n * \"throw\".\n */\n applyVelocityOnRelease: boolean;\n /** Multiplier on released velocity. */\n velocityScale: number;\n /** Feedback shown while a pointer is on the object. */\n hoverBehavior: XrHoverBehavior;\n /** Outline colour for the `color` and `both` behaviours. */\n hoverColor: string;\n /** Size multiplier for the `scale` and `both` behaviours. */\n hoverScale: number;\n\n constructor(options?: XRInteractableOptions) {\n super();\n this.enabled = options?.enabled ?? true;\n this.grabbable = options?.grabbable ?? true;\n this.pointable = options?.pointable ?? true;\n this.grabReach = options?.grabReach ?? \"both\";\n this.distanceBehavior = options?.distanceBehavior ?? \"snap\";\n this.grabGesture = options?.grabGesture ?? \"any\";\n this.grabRadius = options?.grabRadius ?? 0.15;\n this.grabOffsetPosition = options?.grabOffsetPosition ?? {\n x: 0,\n y: 0,\n z: 0,\n };\n this.grabOffsetRotation = options?.grabOffsetRotation ?? {\n x: 0,\n y: 0,\n z: 0,\n };\n this.grabHands = options?.grabHands ?? \"handOff\";\n this.twoHandRotation = options?.twoHandRotation ?? \"align\";\n this.allowTwoHandScale = options?.allowTwoHandScale ?? false;\n this.minScale = options?.minScale ?? 0.25;\n this.maxScale = options?.maxScale ?? 4;\n this.attachPoints = (options?.attachPoints ?? []).map((point) =>\n createAttachPoint(point),\n );\n this.applyVelocityOnRelease = options?.applyVelocityOnRelease ?? true;\n this.velocityScale = options?.velocityScale ?? 1;\n this.hoverBehavior = options?.hoverBehavior ?? \"color\";\n // Matches the teleport arc and pointer ray, so XR feedback reads as one\n // visual language rather than three unrelated accents.\n this.hoverColor = options?.hoverColor ?? \"#4da3ff\";\n this.hoverScale = options?.hoverScale ?? 1.06;\n }\n}\n\n/** An attach point with every field populated, for the editor and AI tools. */\nexport function createAttachPoint(\n partial: Partial<XrAttachPoint> & { id: string },\n): XrAttachPoint {\n return {\n id: partial.id,\n name: partial.name ?? partial.id,\n position: { x: 0, y: 0, z: 0, ...partial.position },\n rotation: { x: 0, y: 0, z: 0, ...partial.rotation },\n hand: partial.hand ?? \"any\",\n role: partial.role ?? \"any\",\n };\n}\n","import { Component } from \"../Component\";\n\n/**\n * Where the headset's origin sits in the scene.\n *\n * `floor` maps to the WebXR `local-floor` reference space: Y=0 is the user's\n * real floor, so content authored standing on the ground lines up naturally.\n * `eye` maps to `local`: Y=0 is wherever the headset was when the session\n * started, which suits seated/cockpit experiences.\n *\n * Getting this wrong is the classic \"I spawned inside/under the geometry\" bug —\n * with `eye`, a scene authored floor-relative places the user's eyes at ground\n * level, sinking them through the floor.\n */\nexport type XrTrackingOrigin = \"floor\" | \"eye\";\n\n/** How the player moves through the scene in an immersive session. */\nexport type XrLocomotionMode = \"teleport\" | \"smooth\" | \"none\";\n\n/**\n * Which real-world geometry becomes physics colliders in a passthrough session.\n *\n * `planes` uses the flat surfaces the headset detects (floor, walls, desks) —\n * cheap, and available on more devices. `mesh` uses the full room scan, which is\n * far more faithful (chair legs, clutter) but only exists where the runtime\n * grants `mesh-detection`. `auto` takes the mesh when it is granted and quietly\n * falls back to planes.\n *\n * `none` is the default because BOTH options make the headset ask the user for\n * permission to share a scan of their room — a prompt no project should trigger\n * unless it actually uses the result.\n */\nexport type XrEnvironmentPhysics = \"none\" | \"planes\" | \"mesh\" | \"auto\";\n\n/** Optional initializer for {@link XRRigComponent}. */\nexport type XRRigOptions = {\n /** Where the headset origin sits. Defaults to `floor`. */\n trackingOrigin?: XrTrackingOrigin;\n /** Movement style. Defaults to `teleport` — the most comfort-safe option. */\n locomotion?: XrLocomotionMode;\n /** Metres/second for `smooth` locomotion. */\n moveSpeed?: number;\n /** Rotate in fixed steps instead of continuously (greatly reduces nausea). */\n snapTurn?: boolean;\n /** Degrees per snap-turn step. */\n snapTurnDegrees?: number;\n /** Height in metres used when the device reports no floor-relative space. */\n fallbackEyeHeight?: number;\n /** Teleport arc colour when it lands somewhere valid. */\n teleportArcColor?: string;\n /** Teleport arc colour when it lands nowhere teleportable. */\n teleportArcInvalidColor?: string;\n /** Teleport arc thickness (diameter), metres. */\n teleportArcThickness?: number;\n\n // ── Mixed reality ────────────────────────────────────────────────────────\n /** Run the session in passthrough (`immersive-ar`) instead of VR. */\n passthrough?: boolean;\n /** Let real objects occlude virtual ones, via WebXR depth sensing. */\n depthOcclusion?: boolean;\n /** Which detected real-world geometry becomes physics colliders. */\n environmentPhysics?: XrEnvironmentPhysics;\n /** Draw the detected room geometry on-device, for checking a scan. */\n environmentDebug?: boolean;\n /** Allow scripts to raycast against the real room (`hit-test`). */\n hitTest?: boolean;\n /** Allow content to be pinned to real-world features (`anchors`). */\n anchors?: boolean;\n};\n\n/**\n * Marks an entity as the XR rig — the player's movable origin.\n *\n * The rig exists because a WebXR headset owns the camera pose absolutely: three\n * composes the render camera as `rig.matrixWorld × headPose`, so the ONLY way\n * to move the player is to move the camera's parent. The camera entity must be\n * a child of this entity.\n *\n * Defaults are deliberately comfort-first — teleport locomotion with snap\n * turning is the combination least likely to cause motion sickness, and is what\n * every platform's design guidance recommends as the baseline.\n *\n * @category Components\n */\nexport class XRRigComponent extends Component {\n /** Where the headset origin sits (floor-relative vs eye-relative). */\n trackingOrigin: XrTrackingOrigin;\n /** Movement style. */\n locomotion: XrLocomotionMode;\n /** Metres/second for `smooth` locomotion. */\n moveSpeed: number;\n /** Rotate in fixed steps rather than continuously. */\n snapTurn: boolean;\n /** Degrees per snap-turn step. */\n snapTurnDegrees: number;\n /** Eye height fallback for devices without a floor-relative reference space. */\n fallbackEyeHeight: number;\n /** Teleport arc colour when it lands somewhere valid. */\n teleportArcColor: string;\n /** Teleport arc colour when it lands nowhere teleportable. */\n teleportArcInvalidColor: string;\n /** Teleport arc thickness (diameter), metres. */\n teleportArcThickness: number;\n\n /**\n * Run the session in passthrough — the real room shows through.\n *\n * This is the VR/MR switch for the whole project: the entry button requests\n * `immersive-ar` instead of `immersive-vr`. Blend mode is fixed for the life\n * of a session, so this cannot be flipped mid-session — ending and re-entering\n * is the only way to change it.\n */\n passthrough: boolean;\n /** Let real objects occlude virtual ones, via WebXR depth sensing. */\n depthOcclusion: boolean;\n /** Which detected real-world geometry becomes physics colliders. */\n environmentPhysics: XrEnvironmentPhysics;\n /** Draw the detected room geometry on-device, for checking a scan. */\n environmentDebug: boolean;\n /** Allow scripts to raycast against the real room (`hit-test`). */\n hitTest: boolean;\n /** Allow content to be pinned to real-world features (`anchors`). */\n anchors: boolean;\n\n constructor(options?: XRRigOptions) {\n super();\n this.trackingOrigin = options?.trackingOrigin ?? \"floor\";\n this.locomotion = options?.locomotion ?? \"teleport\";\n this.moveSpeed = options?.moveSpeed ?? 2;\n this.snapTurn = options?.snapTurn ?? true;\n this.snapTurnDegrees = options?.snapTurnDegrees ?? 30;\n this.fallbackEyeHeight = options?.fallbackEyeHeight ?? 1.6;\n this.teleportArcColor = options?.teleportArcColor ?? \"#4da3ff\";\n this.teleportArcInvalidColor = options?.teleportArcInvalidColor ?? \"#ff5a5a\";\n // Thicker than the pointer ray: the arc is viewed at a distance and\n // against the floor, where a thin line disappears.\n this.teleportArcThickness = options?.teleportArcThickness ?? 0.012;\n\n // Mixed reality is off by default so an existing VR project keeps behaving\n // exactly as it did. Each detection feature is its own flag rather than one\n // \"mixed reality\" switch: plane/mesh detection and depth sensing each make\n // the headset prompt the user to share a scan of their room, so they are\n // requested only when the project actually uses them.\n this.passthrough = options?.passthrough ?? false;\n this.depthOcclusion = options?.depthOcclusion ?? false;\n this.environmentPhysics = options?.environmentPhysics ?? \"none\";\n this.environmentDebug = options?.environmentDebug ?? false;\n this.hitTest = options?.hitTest ?? false;\n this.anchors = options?.anchors ?? false;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Which WebXR module reported this piece of the room. */\nexport type XrEnvironmentKind = \"plane\" | \"mesh\";\n\n/** How a detected plane sits in the world, when the runtime says. */\nexport type XrEnvironmentOrientation = \"horizontal\" | \"vertical\";\n\n/**\n * Marks an entity as a piece of the user's REAL room, detected at runtime.\n *\n * These entities are spawned by `XREnvironmentSystem` from WebXR plane and mesh\n * detection — they are never authored, never saved, and vanish with the session.\n * They exist as ordinary entities (rather than colliders hidden inside a system)\n * so the normal physics pipeline builds their colliders, and so scripts can find\n * them with a plain `world.query(XREnvironmentComponent)`.\n *\n * `semanticLabel` is what makes them useful to a game rather than just solid:\n * it is how a script says \"spawn the target on a WALL\" or \"only drop coins on the\n * FLOOR\". It is whatever the runtime reported — commonly `floor`, `wall`,\n * `ceiling`, `table`, `desk`, `couch`, `door`, `window` — and is `null` on\n * runtimes that classify nothing, so always handle the null case.\n *\n * @category Components\n */\nexport class XREnvironmentComponent extends Component {\n /** Whether this came from plane detection or the room mesh. */\n kind: XrEnvironmentKind;\n /** The runtime's classification, or `null` when it did not provide one. */\n semanticLabel: string | null;\n /** Plane orientation, or `null` for mesh geometry and unclassified planes. */\n orientation: XrEnvironmentOrientation | null;\n\n constructor(\n kind: XrEnvironmentKind,\n semanticLabel: string | null = null,\n orientation: XrEnvironmentOrientation | null = null,\n ) {\n super();\n this.kind = kind;\n this.semanticLabel = semanticLabel;\n this.orientation = orientation;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Optional initializer for {@link XRAnchorComponent}. */\nexport type XRAnchorOptions = {\n /** Whether the entity should anchor at all. Defaults to `true`. */\n enabled?: boolean;\n};\n\n/**\n * Pins an entity to a real-world position.\n *\n * A headset's idea of where the room is keeps being refined while a session\n * runs — it re-recognises the space, corrects drift, and quietly shifts its\n * coordinate system by a few centimetres. Content placed at fixed scene\n * coordinates does not move with those corrections, so a vase carefully set on a\n * real table gradually slides off it.\n *\n * An anchor is the runtime's own handle on a point in the room. Attaching this\n * component hands the entity's pose over to that handle, so the entity moves\n * exactly as the runtime's understanding of the room moves and stays put\n * relative to the real world.\n *\n * Because the anchor OWNS the transform once created, moving the entity by\n * script or by physics has no lasting effect — release it first if you want to\n * move it, then re-anchor.\n *\n * Anchors last only as long as the session. Persisting one across launches\n * needs `requestPersistentHandle`, which is still a draft extension and not\n * supported here.\n *\n * @category Components\n */\nexport class XRAnchorComponent extends Component {\n /** Whether the entity should anchor. Turning this off releases the anchor. */\n enabled: boolean;\n\n constructor(options?: XRAnchorOptions) {\n super();\n this.enabled = options?.enabled ?? true;\n }\n}\n","import { Component } from \"../Component\";\n\n/** Optional initializer for {@link BoneAttachmentComponent}. */\nexport type BoneAttachmentOptions = {\n /** The bone's node name in the parent's model (as three.js names it). */\n bone?: string;\n /** The bone's humanoid name (`rightHand`, `head` …), used when the node name isn't found (another rig). */\n humanoid?: string | null;\n /** Cancel the bone's world scale so offsets are in metres on any rig. Defaults to `true`. */\n compensateScale?: boolean;\n /** Turn the attachment off without removing it. Defaults to `true`. */\n enabled?: boolean;\n};\n\n/**\n * Fixes an entity to a bone of its PARENT's model — a sword in a hand, a hat\n * on a head, a backpack on the chest — so it moves with every animation.\n *\n * The entity's `ParentId` stays the character; this names the bone. The\n * `ObjectManagementSystem` then parents the entity's object under that bone\n * (through a small socket that cancels the rig's scale), and the entity's\n * Transform becomes its offset FROM the bone: position in metres, rotation\n * relative to the bone. Until the model has loaded, or when the bone isn't\n * found, the entity sits under the character as an ordinary child.\n *\n * Attach and detach with `ObjectManagementSystem.attachToBone` /\n * `detachFromBone`, which can keep the entity where it is in the world.\n *\n * @category Components\n */\nexport class BoneAttachmentComponent extends Component {\n /** The bone's node name in the parent's model. */\n bone: string;\n /** The bone's humanoid name, the fallback when the node name isn't found. */\n humanoid: string | null;\n /** Cancel the bone's world scale (offsets in metres on a centimetre rig). */\n compensateScale: boolean;\n /** Whether the entity follows the bone. Off: an ordinary child of the character. */\n enabled: boolean;\n\n constructor(options?: BoneAttachmentOptions) {\n super();\n this.bone = options?.bone ?? \"\";\n this.humanoid = options?.humanoid ?? null;\n this.compensateScale = options?.compensateScale ?? true;\n this.enabled = options?.enabled ?? true;\n }\n}\n","import { Component } from \"../Component\";\n\n/** A value a networked prop can hold: anything that survives JSON. */\nexport type NetValue =\n | string\n | number\n | boolean\n | null\n | NetValue[]\n | { [key: string]: NetValue };\n\n/**\n * Marks an entity as shared between players. A scene object is simulated by\n * the host (the first player in the room, then the longest connected); a\n * spawned object belongs to the player who spawned it and leaves with them.\n *\n * @category Components\n */\nexport class NetworkIdentityComponent extends Component {\n /** The id every client knows this entity by. Set when connected, never saved. */\n declare networkId: string;\n /** The session that simulates this entity. Set when connected, never saved. */\n declare owner: string;\n\n constructor() {\n super();\n for (const key of [\"networkId\", \"owner\"]) {\n Object.defineProperty(this, key, {\n value: \"\",\n writable: true,\n configurable: true,\n enumerable: false,\n });\n }\n }\n}\n\nexport type NetworkTransformOptions = Partial<\n Pick<\n NetworkTransformComponent,\n \"enabled\" | \"sendRate\" | \"interpolationMs\" | \"syncRotation\" | \"teleportDistance\"\n >\n>;\n\n/**\n * Shares an entity's position and rotation. The owner moves it at once and\n * sends updates; everyone else plays them back a little in the past, so\n * movement is smooth however the packets arrive.\n *\n * @category Components\n */\nexport class NetworkTransformComponent extends Component {\n enabled = true;\n /** Updates per second the owner sends. */\n sendRate = 20;\n /** How far in the past others see it, in ms. More is smoother; less is more current. */\n interpolationMs = 100;\n syncRotation = true;\n /** A jump longer than this (m) snaps instead of sliding, for respawns and teleports. */\n teleportDistance = 5;\n\n constructor(options: NetworkTransformOptions = {}) {\n super();\n Object.assign(this, options);\n }\n}\n\n/**\n * Named values shared with everyone: a health bar, a score. Only the entity's\n * owner can change them, with `this.network.setProp()`. `values` holds the\n * starting values, and a Behaviour hears changes in `onNetworkProp`.\n *\n * @category Components\n */\nexport class NetworkedPropsComponent extends Component {\n values: Record<string, NetValue>;\n\n constructor(values: Record<string, NetValue> = {}) {\n super();\n this.values = values;\n }\n}\n\n/**\n * Gives each player an avatar: when a client connects it spawns `playerPrefab`\n * as its own, placed around this entity.\n *\n * @category Components\n */\nexport class NetworkSpawnerComponent extends Component {\n /** The `.prefab` each player gets. */\n playerPrefab: string;\n /** How far from this entity players appear, in metres. */\n spawnRadius: number;\n\n constructor(playerPrefab = \"\", spawnRadius = 2) {\n super();\n this.playerPrefab = playerPrefab;\n this.spawnRadius = spawnRadius;\n }\n}\n","import { Component } from \"../Component\";\nimport type { EntityId } from \"../types\";\n\n/** The limb a chain moves: its end bone, by humanoid name. */\nexport type IKLimb = \"leftHand\" | \"rightHand\" | \"leftFoot\" | \"rightFoot\";\n\n/** One limb reaching for an entity. */\nexport type IKChain = {\n /** The hand or foot that reaches. */\n limb: IKLimb;\n /** Entity whose world position the hand/foot reaches (a weapon's grip, a door handle, a step). */\n target: EntityId | null;\n /** Entity the elbow/knee bends toward; `null` keeps the animation's own bend. */\n pole: EntityId | null;\n /** 0 = the animation, 1 = the target; in between blends. */\n weight: number;\n /** Also turn the hand/foot to the target's rotation. */\n matchRotation: boolean;\n /** Whether this chain runs. */\n enabled: boolean;\n};\n\n/** Optional initializer for {@link IKComponent}. */\nexport type IKOptions = {\n chains?: Array<Partial<IKChain> & { limb: IKLimb }>;\n enabled?: boolean;\n};\n\n/** A chain with every field filled in. */\nexport function normalizeIKChain(chain: Partial<IKChain> & { limb: IKLimb }): IKChain {\n const weight = typeof chain.weight === \"number\" && Number.isFinite(chain.weight) ? chain.weight : 1;\n return {\n limb: chain.limb,\n target: typeof chain.target === \"number\" ? chain.target : null,\n pole: typeof chain.pole === \"number\" ? chain.pole : null,\n weight: Math.min(1, Math.max(0, weight)),\n matchRotation: chain.matchRotation ?? false,\n enabled: chain.enabled ?? true,\n };\n}\n\n/**\n * Inverse kinematics for a humanoid model: after the animation plays, each\n * chain bends an arm or leg so its hand/foot reaches a target entity — the\n * second hand on a rifle's grip, a hand on a door handle, a foot on a step.\n * The elbow/knee keeps the animation's bend unless a pole entity says\n * otherwise. Bones are found by humanoid name, so any rig the editor\n * recognises works (Mixamo, auto-rigs, Unreal, VRM).\n *\n * The `IKSystem` runs it right after the `AnimationSystem`; objects attached\n * to the moved bones follow.\n *\n * @category Components\n */\nexport class IKComponent extends Component {\n /** The limbs that reach. */\n chains: IKChain[];\n /** Turn every chain off at once. */\n enabled: boolean;\n\n constructor(options?: IKOptions) {\n super();\n this.chains = (options?.chains ?? []).map(normalizeIKChain);\n this.enabled = options?.enabled ?? true;\n }\n}\n","/**\n * The style model for spatial UI.\n *\n * Every field here is optional and stays ABSENT until authored. A defaulted\n * field would show up as a change on every instance of a prefab saved before\n * it existed, pinning those instances against later prefab edits. Old flat\n * fields (`backgroundColor`, `cornerRadius`…) stay as the fallback, so a scene\n * saved before this model renders the same.\n *\n * Units are metres. Any colour or file string may be a token, `$name`, which\n * resolves through `tokens` on the nearest panel above the widget. A theme\n * therefore travels with a prefab, and editing one panel restyles a menu.\n *\n * Pure and free of three.js and the DOM.\n */\n\nexport type UiColorStop = { at: number; color: string };\n\nexport type UiPaint =\n | { kind: \"solid\"; color: string }\n /** `angle` is in degrees and reads like CSS: 0 points up, 90 points right. */\n | { kind: \"linear\"; angle: number; stops: UiColorStop[] }\n | { kind: \"radial\"; stops: UiColorStop[] }\n | {\n kind: \"image\";\n src: string;\n fit: \"cover\" | \"contain\" | \"fill\";\n tint?: string;\n };\n\nexport type UiShadow = { x: number; y: number; blur: number; color: string };\n\nexport type UiTextStyle = {\n /** A font file in the project, such as one `add_font` bundled. */\n font?: string;\n weight?: number;\n /** Letter spacing in metres. */\n tracking?: number;\n transform?: \"upper\" | \"lower\";\n paint?: UiPaint;\n maxLines?: number;\n shadow?: UiShadow;\n};\n\nexport type UiStyle = {\n fill?: UiPaint;\n border?: { width: number; paint: UiPaint };\n /** One radius, or top-left, top-right, bottom-right, bottom-left. */\n radius?: number | [number, number, number, number];\n shadows?: UiShadow[];\n /** A thin highlight along the top inner edge. */\n edge?: { width: number; color: string };\n /** 0–1. Multiplies down the widget tree, so fading a panel fades its menu. */\n opacity?: number;\n text?: UiTextStyle;\n};\n\nexport type UiTokens = Record<string, string>;\n\n/** The old flat chrome fields every widget still carries. */\nexport type FlatChrome = {\n backgroundColor: string;\n backgroundOpacity: number;\n cornerRadius: number;\n borderWidth: number;\n borderColor: string;\n};\n\nexport type ResolvedChrome = {\n fill: UiPaint | null;\n /** Applied to `fill`, separately from the widget's tree opacity. */\n fillOpacity: number;\n radius: [number, number, number, number];\n border: { width: number; color: string } | null;\n shadows: UiShadow[];\n edge: { width: number; color: string } | null;\n};\n\nexport type FlatText = {\n fontSize: number;\n fontWeight: number;\n color: string;\n align: \"left\" | \"center\" | \"right\";\n valign: \"top\" | \"middle\" | \"bottom\";\n lineHeight: number;\n padding: number;\n};\n\nexport type ResolvedText = FlatText & {\n paint: UiPaint;\n font: string | null;\n tracking: number;\n transform: \"upper\" | \"lower\" | null;\n maxLines: number | null;\n shadow: UiShadow | null;\n};\n\nconst isRecord = (value: unknown): value is Record<string, unknown> =>\n typeof value === \"object\" && value !== null && !Array.isArray(value);\n\nconst finite = (value: unknown): value is number =>\n typeof value === \"number\" && Number.isFinite(value);\n\nconst nonEmpty = (value: unknown): value is string =>\n typeof value === \"string\" && value.length > 0;\n\nfunction normalizeStops(value: unknown): UiColorStop[] | null {\n if (!Array.isArray(value)) return null;\n const stops: UiColorStop[] = [];\n for (const stop of value) {\n if (isRecord(stop) && finite(stop.at) && nonEmpty(stop.color)) {\n stops.push({ at: Math.min(1, Math.max(0, stop.at)), color: stop.color });\n }\n }\n return stops.length >= 2 ? stops : null;\n}\n\nfunction normalizePaint(value: unknown): UiPaint | undefined {\n if (!isRecord(value)) return undefined;\n if (value.kind === \"solid\" && nonEmpty(value.color)) {\n return { kind: \"solid\", color: value.color };\n }\n if (value.kind === \"linear\") {\n const stops = normalizeStops(value.stops);\n if (stops) {\n return {\n kind: \"linear\",\n angle: finite(value.angle) ? value.angle : 180,\n stops,\n };\n }\n }\n if (value.kind === \"radial\") {\n const stops = normalizeStops(value.stops);\n if (stops) return { kind: \"radial\", stops };\n }\n if (value.kind === \"image\" && nonEmpty(value.src)) {\n const fit =\n value.fit === \"contain\" || value.fit === \"fill\" ? value.fit : \"cover\";\n return {\n kind: \"image\",\n src: value.src,\n fit,\n ...(nonEmpty(value.tint) ? { tint: value.tint } : {}),\n };\n }\n return undefined;\n}\n\nfunction normalizeShadow(value: unknown): UiShadow | undefined {\n if (!isRecord(value) || !nonEmpty(value.color)) return undefined;\n return {\n x: finite(value.x) ? value.x : 0,\n y: finite(value.y) ? value.y : 0,\n blur: finite(value.blur) ? Math.max(0, value.blur) : 0,\n color: value.color,\n };\n}\n\nfunction normalizeText(value: unknown): UiTextStyle | undefined {\n if (!isRecord(value)) return undefined;\n const text: UiTextStyle = {};\n if (nonEmpty(value.font)) text.font = value.font;\n if (finite(value.weight)) text.weight = value.weight;\n if (finite(value.tracking)) text.tracking = value.tracking;\n if (value.transform === \"upper\" || value.transform === \"lower\") {\n text.transform = value.transform;\n }\n const paint = normalizePaint(value.paint);\n if (paint) text.paint = paint;\n if (finite(value.maxLines) && value.maxLines >= 1) {\n text.maxLines = Math.floor(value.maxLines);\n }\n const shadow = normalizeShadow(value.shadow);\n if (shadow) text.shadow = shadow;\n return Object.keys(text).length > 0 ? text : undefined;\n}\n\n/**\n * A clean copy of an authored style. Anything of the wrong shape is dropped,\n * so a stale snapshot can't poison a live widget, and the result shares no\n * objects with its input: the snapshot writer saves an object it has already\n * seen as `\"[Circular]\"`.\n */\nexport function normalizeUiStyle(value: unknown): UiStyle | undefined {\n if (!isRecord(value)) return undefined;\n const style: UiStyle = {};\n\n const fill = normalizePaint(value.fill);\n if (fill) style.fill = fill;\n\n if (isRecord(value.border) && finite(value.border.width)) {\n const paint = normalizePaint(value.border.paint);\n if (paint) {\n style.border = { width: Math.max(0, value.border.width), paint };\n }\n }\n\n if (finite(value.radius)) {\n style.radius = Math.max(0, value.radius);\n } else if (\n Array.isArray(value.radius) &&\n value.radius.length === 4 &&\n value.radius.every(finite)\n ) {\n style.radius = value.radius.map((r) => Math.max(0, r)) as [\n number,\n number,\n number,\n number,\n ];\n }\n\n if (Array.isArray(value.shadows)) {\n const shadows = value.shadows\n .map(normalizeShadow)\n .filter((s): s is UiShadow => !!s);\n if (shadows.length > 0) style.shadows = shadows;\n }\n\n if (\n isRecord(value.edge) &&\n finite(value.edge.width) &&\n nonEmpty(value.edge.color)\n ) {\n style.edge = {\n width: Math.max(0, value.edge.width),\n color: value.edge.color,\n };\n }\n\n if (finite(value.opacity)) {\n style.opacity = Math.min(1, Math.max(0, value.opacity));\n }\n\n const text = normalizeText(value.text);\n if (text) style.text = text;\n\n return Object.keys(style).length > 0 ? style : undefined;\n}\n\n/** Token names can't hold `/`: prefab override paths split on it. */\nexport function normalizeUiTokens(value: unknown): UiTokens | undefined {\n if (!isRecord(value)) return undefined;\n const tokens: UiTokens = {};\n for (const [key, token] of Object.entries(value)) {\n if (nonEmpty(token) && key.length > 0 && !key.includes(\"/\")) {\n tokens[key] = token;\n }\n }\n return Object.keys(tokens).length > 0 ? tokens : undefined;\n}\n\n/** `$accent` → the token's value; an unknown token gives `fallback`. */\nexport function resolveToken(\n value: string,\n tokens: UiTokens | null,\n fallback = value,\n): string {\n if (!value.startsWith(\"$\")) return value;\n return tokens?.[value.slice(1)] ?? fallback;\n}\n\nfunction resolvePaint(paint: UiPaint, tokens: UiTokens | null): UiPaint {\n switch (paint.kind) {\n case \"solid\":\n return { kind: \"solid\", color: resolveToken(paint.color, tokens) };\n case \"linear\":\n case \"radial\":\n return {\n ...paint,\n stops: paint.stops.map((stop) => ({\n at: stop.at,\n color: resolveToken(stop.color, tokens),\n })),\n };\n case \"image\":\n return {\n ...paint,\n src: resolveToken(paint.src, tokens),\n ...(paint.tint ? { tint: resolveToken(paint.tint, tokens) } : {}),\n };\n }\n}\n\n/** A colour for places that take one colour: the paint's own, or its first stop. */\nfunction solidOf(paint: UiPaint): string {\n if (paint.kind === \"solid\") return paint.color;\n if (paint.kind === \"image\") return paint.tint ?? \"#ffffff\";\n return paint.stops[0].color;\n}\n\nfunction radiusOf(\n radius: UiStyle[\"radius\"],\n fallback: number,\n): [number, number, number, number] {\n if (Array.isArray(radius)) return radius;\n const r = radius ?? fallback;\n return [r, r, r, r];\n}\n\n/** What a widget's surface actually draws. `style` wins over the flat fields. */\nexport function resolveChrome(\n flat: FlatChrome,\n style: UiStyle | undefined,\n tokens: UiTokens | null,\n): ResolvedChrome {\n const borderWidth = style?.border?.width ?? flat.borderWidth;\n const border =\n borderWidth > 0\n ? {\n width: borderWidth,\n color: style?.border\n ? solidOf(resolvePaint(style.border.paint, tokens))\n : resolveToken(flat.borderColor, tokens),\n }\n : null;\n\n return {\n fill: style?.fill\n ? resolvePaint(style.fill, tokens)\n : { kind: \"solid\", color: resolveToken(flat.backgroundColor, tokens) },\n fillOpacity: style?.fill ? 1 : flat.backgroundOpacity,\n radius: radiusOf(style?.radius, flat.cornerRadius),\n border,\n shadows: (style?.shadows ?? []).map((shadow) => ({\n ...shadow,\n color: resolveToken(shadow.color, tokens),\n })),\n edge: style?.edge\n ? { ...style.edge, color: resolveToken(style.edge.color, tokens) }\n : null,\n };\n}\n\nexport function resolveText(\n flat: FlatText,\n style: UiStyle | undefined,\n tokens: UiTokens | null,\n): ResolvedText {\n const text = style?.text;\n return {\n ...flat,\n color: resolveToken(flat.color, tokens),\n fontWeight: text?.weight ?? flat.fontWeight,\n paint: text?.paint\n ? resolvePaint(text.paint, tokens)\n : { kind: \"solid\", color: resolveToken(flat.color, tokens) },\n font: text?.font ? resolveToken(text.font, tokens) : null,\n tracking: text?.tracking ?? 0,\n transform: text?.transform ?? null,\n maxLines: text?.maxLines ?? null,\n shadow: text?.shadow\n ? {\n ...text.shadow,\n color: resolveToken(text.shadow.color, tokens),\n }\n : null,\n };\n}\n\n/** Metres a surface's shadows reach past its edge, on the worst side. */\nexport function chromeBleed(chrome: ResolvedChrome): number {\n let bleed = 0;\n for (const shadow of chrome.shadows) {\n bleed = Math.max(\n bleed,\n shadow.blur + Math.max(Math.abs(shadow.x), Math.abs(shadow.y)),\n );\n }\n return bleed;\n}\n\n/** Every file a widget's style needs, for loading and preloading. */\nexport function styleAssets(\n chrome: ResolvedChrome | null,\n text: ResolvedText | null,\n): { images: string[]; fonts: string[] } {\n const images: string[] = [];\n const fonts: string[] = [];\n if (chrome?.fill?.kind === \"image\") images.push(chrome.fill.src);\n if (text?.paint.kind === \"image\") images.push(text.paint.src);\n if (text?.font) fonts.push(text.font);\n return { images, fonts };\n}\n","import { Component } from \"../Component\";\nimport {\n normalizeUiStyle,\n normalizeUiTokens,\n type UiStyle,\n type UiTokens,\n} from \"../ui/uiStyle\";\n\n/** How a panel orients itself while the experience runs. */\nexport type UiFollowMode = \"world\" | \"billboard\";\n\n/** Optional initializer for {@link UIPanelComponent}. */\nexport type UIPanelOptions = {\n width?: number;\n height?: number;\n backgroundColor?: string;\n backgroundOpacity?: number;\n cornerRadius?: number;\n borderWidth?: number;\n borderColor?: string;\n pixelDensity?: number;\n follow?: UiFollowMode;\n style?: UiStyle;\n tokens?: UiTokens;\n};\n\n/**\n * A flat UI surface in the world — the backdrop menus and HUDs are built on.\n *\n * Size is authored in METRES on the component, never via transform scale:\n * the canvas texture is rasterised for the authored size, so scaling the\n * entity would stretch texels into blur. Child widgets (text, buttons,\n * toggles, sliders) are ordinary entities parented under the panel and placed\n * with their transforms.\n *\n * `follow: \"billboard\"` yaw-faces the camera each frame; for a wrist menu,\n * parent the panel under an XR Interactor's Left/Right slot entity instead.\n *\n * @category Components\n */\nexport class UIPanelComponent extends Component {\n /** Full width in metres. */\n width: number;\n /** Full height in metres. */\n height: number;\n backgroundColor: string;\n /** 0–1. Panels are usually slightly translucent in XR. */\n backgroundOpacity: number;\n /** Corner radius in metres. */\n cornerRadius: number;\n /** Border thickness in metres; 0 disables the border. */\n borderWidth: number;\n borderColor: string;\n /** Texture density in px/metre, clamped 256–2048 at render time. */\n pixelDensity: number;\n follow: UiFollowMode;\n /** Modern styling; wins over the flat fields above. Absent until authored. */\n declare style?: UiStyle;\n /**\n * Named values widgets under this panel use as `$name`. The nearest panel\n * wins, so a theme travels with the panel and one edit restyles the menu.\n */\n declare tokens?: UiTokens;\n\n constructor(options?: UIPanelOptions) {\n super();\n this.width = options?.width ?? 0.6;\n this.height = options?.height ?? 0.4;\n this.backgroundColor = options?.backgroundColor ?? \"#1c1c1c\";\n this.backgroundOpacity = options?.backgroundOpacity ?? 0.92;\n this.cornerRadius = options?.cornerRadius ?? 0.02;\n this.borderWidth = options?.borderWidth ?? 0;\n this.borderColor = options?.borderColor ?? \"#333333\";\n this.pixelDensity = options?.pixelDensity ?? 1024;\n this.follow = options?.follow ?? \"world\";\n const style = normalizeUiStyle(options?.style);\n if (style) this.style = style;\n const tokens = normalizeUiTokens(options?.tokens);\n if (tokens) this.tokens = tokens;\n }\n}\n","import { Component } from \"../Component\";\nimport { normalizeUiStyle, type UiStyle } from \"../ui/uiStyle\";\n\nexport type UiTextAlign = \"left\" | \"center\" | \"right\";\nexport type UiTextVAlign = \"top\" | \"middle\" | \"bottom\";\n\n/** Optional initializer for {@link UITextComponent}. */\nexport type UITextOptions = {\n text?: string;\n width?: number;\n height?: number;\n fontSize?: number;\n fontWeight?: number;\n color?: string;\n align?: UiTextAlign;\n valign?: UiTextVAlign;\n lineHeight?: number;\n padding?: number;\n pixelDensity?: number;\n style?: UiStyle;\n};\n\n/**\n * A block of text drawn onto a transparent canvas quad.\n *\n * Pure text — put a {@link UIPanelComponent} entity behind it for a card\n * look. `fontSize` is in METRES (how tall the glyphs stand in the world), so\n * text reads the same regardless of texture density. Wrapping is automatic\n * inside `width`; overflow past `height` is line-clamped with an ellipsis.\n *\n * @category Components\n */\nexport class UITextComponent extends Component {\n text: string;\n /** Layout box width in metres — wrap happens against this. */\n width: number;\n /** Layout box height in metres — overflow clamps to it. */\n height: number;\n /** Glyph height in metres. */\n fontSize: number;\n /** CSS font weight (400 normal, 600 semibold…). */\n fontWeight: number;\n color: string;\n align: UiTextAlign;\n valign: UiTextVAlign;\n /** Unitless multiplier over fontSize. */\n lineHeight: number;\n /** Inner padding in metres. */\n padding: number;\n /**\n * Texture density in px/metre, clamped 256–2048 at render time. Absent means\n * the default: a defaulted field would count as a change on every instance\n * of a prefab saved before it existed.\n */\n declare pixelDensity?: number;\n /** Modern styling; wins over the flat fields above. Absent until authored. */\n declare style?: UiStyle;\n\n constructor(options?: UITextOptions) {\n super();\n this.text = options?.text ?? \"Text\";\n this.width = options?.width ?? 0.5;\n this.height = options?.height ?? 0.12;\n this.fontSize = options?.fontSize ?? 0.035;\n this.fontWeight = options?.fontWeight ?? 500;\n this.color = options?.color ?? \"#ffffff\";\n this.align = options?.align ?? \"center\";\n this.valign = options?.valign ?? \"middle\";\n this.lineHeight = options?.lineHeight ?? 1.25;\n this.padding = options?.padding ?? 0.01;\n if (options?.pixelDensity !== undefined) {\n this.pixelDensity = options.pixelDensity;\n }\n const style = normalizeUiStyle(options?.style);\n if (style) this.style = style;\n }\n}\n","import { Component } from \"../Component\";\nimport { normalizeUiStyle, type UiStyle } from \"../ui/uiStyle\";\n\nexport type UiIconPosition = \"left\" | \"right\";\n\n/** Optional initializer for {@link UIButtonComponent}. */\nexport type UIButtonOptions = {\n label?: string;\n actionId?: string;\n width?: number;\n height?: number;\n fontSize?: number;\n fontWeight?: number;\n textColor?: string;\n backgroundColor?: string;\n backgroundOpacity?: number;\n cornerRadius?: number;\n borderWidth?: number;\n borderColor?: string;\n pixelDensity?: number;\n style?: UiStyle;\n icon?: string;\n iconPosition?: UiIconPosition;\n};\n\n/**\n * A pressable control.\n *\n * A press is CLICK-ON-RELEASE: it arms when the pinch/trigger/mouse goes down\n * on the button and fires only if the release still points at it — sliding\n * off cancels, matching platform UX. Scripts hear it via\n * `Behaviour.onUiPress`, on the button's own entity first and then bubbling\n * up the parent chain, carrying `actionId` (defaults to the entity's name) so\n * one panel script can handle all of its buttons.\n *\n * @category Components\n */\nexport class UIButtonComponent extends Component {\n label: string;\n /** Dispatch identifier; empty string means \"use the entity name\". */\n actionId: string;\n /** Full width in metres. */\n width: number;\n /** Full height in metres. */\n height: number;\n /** Label glyph height in metres. */\n fontSize: number;\n fontWeight: number;\n textColor: string;\n backgroundColor: string;\n backgroundOpacity: number;\n cornerRadius: number;\n borderWidth: number;\n borderColor: string;\n /**\n * Texture density in px/metre, clamped 256–2048 at render time. Absent means\n * the default: a defaulted field would count as a change on every instance\n * of a prefab saved before it existed.\n */\n declare pixelDensity?: number;\n /** Modern styling; wins over the flat fields above. Absent until authored. */\n declare style?: UiStyle;\n /** An image or SVG file drawn beside the label, tinted to the text colour. */\n declare icon?: string;\n declare iconPosition?: UiIconPosition;\n\n constructor(options?: UIButtonOptions) {\n super();\n this.label = options?.label ?? \"Button\";\n this.actionId = options?.actionId ?? \"\";\n this.width = options?.width ?? 0.3;\n this.height = options?.height ?? 0.1;\n this.fontSize = options?.fontSize ?? 0.03;\n this.fontWeight = options?.fontWeight ?? 600;\n this.textColor = options?.textColor ?? \"#ffffff\";\n this.backgroundColor = options?.backgroundColor ?? \"#2a2a2a\";\n this.backgroundOpacity = options?.backgroundOpacity ?? 1;\n this.cornerRadius = options?.cornerRadius ?? 0.02;\n this.borderWidth = options?.borderWidth ?? 0.002;\n this.borderColor = options?.borderColor ?? \"#3a3a3a\";\n if (options?.pixelDensity !== undefined) {\n this.pixelDensity = options.pixelDensity;\n }\n const style = normalizeUiStyle(options?.style);\n if (style) this.style = style;\n if (options?.icon) this.icon = options.icon;\n if (options?.iconPosition) this.iconPosition = options.iconPosition;\n }\n}\n","import { Component } from \"../Component\";\nimport { normalizeUiStyle, type UiStyle } from \"../ui/uiStyle\";\n\nexport type UiToggleVariant = \"switch\" | \"checkbox\" | \"radio\";\n\n/** Optional initializer for {@link UIToggleComponent}. */\nexport type UIToggleOptions = {\n value?: boolean;\n actionId?: string;\n width?: number;\n height?: number;\n trackColor?: string;\n accentColor?: string;\n knobColor?: string;\n pixelDensity?: number;\n style?: UiStyle;\n variant?: UiToggleVariant;\n};\n\n/**\n * An on/off switch.\n *\n * The knob is a separate quad positioned from `value` — flipping animates\n * geometry, never redrawing the canvas. Scripts hear changes via\n * `Behaviour.onUiToggle` (bubbling like button presses); `value` is authored\n * state and persists with the scene.\n *\n * @category Components\n */\nexport class UIToggleComponent extends Component {\n value: boolean;\n /** Dispatch identifier; empty string means \"use the entity name\". */\n actionId: string;\n /** Full width in metres. */\n width: number;\n /** Full height in metres. */\n height: number;\n /** Track colour while OFF. */\n trackColor: string;\n /** Track colour while ON. */\n accentColor: string;\n knobColor: string;\n /**\n * Texture density in px/metre, clamped 256–2048 at render time. Absent means\n * the default: a defaulted field would count as a change on every instance\n * of a prefab saved before it existed.\n */\n declare pixelDensity?: number;\n /** Modern styling; wins over the flat fields above. Absent until authored. */\n declare style?: UiStyle;\n /** How the control is drawn. Absent means `switch`. */\n declare variant?: UiToggleVariant;\n\n constructor(options?: UIToggleOptions) {\n super();\n this.value = options?.value ?? false;\n this.actionId = options?.actionId ?? \"\";\n this.width = options?.width ?? 0.14;\n this.height = options?.height ?? 0.07;\n this.trackColor = options?.trackColor ?? \"#2a2a2a\";\n this.accentColor = options?.accentColor ?? \"#ff6b35\";\n this.knobColor = options?.knobColor ?? \"#ffffff\";\n if (options?.pixelDensity !== undefined) {\n this.pixelDensity = options.pixelDensity;\n }\n const style = normalizeUiStyle(options?.style);\n if (style) this.style = style;\n if (options?.variant) this.variant = options.variant;\n }\n}\n","import { Component } from \"../Component\";\nimport { normalizeUiStyle, type UiStyle } from \"../ui/uiStyle\";\n\nexport type UiSliderVariant = \"slider\" | \"progress\" | \"ring\";\n\n/** Optional initializer for {@link UISliderComponent}. */\nexport type UISliderOptions = {\n value?: number;\n min?: number;\n max?: number;\n actionId?: string;\n width?: number;\n height?: number;\n trackColor?: string;\n accentColor?: string;\n knobColor?: string;\n pixelDensity?: number;\n style?: UiStyle;\n variant?: UiSliderVariant;\n step?: number;\n readOnly?: boolean;\n};\n\n/**\n * A draggable value control.\n *\n * Press and drag along the track: the value is the clamped projection of the\n * pointer onto the track's local X. The fill and knob are separate quads\n * positioned from `value`, so dragging repositions geometry and never\n * redraws the canvas. Scripts hear changes via `Behaviour.onUiChange`\n * (throttled to real value changes, plus a final dispatch on release).\n *\n * @category Components\n */\nexport class UISliderComponent extends Component {\n /** Current value, clamped to [min, max]. */\n value: number;\n min: number;\n max: number;\n /** Dispatch identifier; empty string means \"use the entity name\". */\n actionId: string;\n /** Full width in metres. */\n width: number;\n /** Full height in metres. */\n height: number;\n trackColor: string;\n /** Fill colour between min and the current value. */\n accentColor: string;\n knobColor: string;\n /**\n * Texture density in px/metre, clamped 256–2048 at render time. Absent means\n * the default: a defaulted field would count as a change on every instance\n * of a prefab saved before it existed.\n */\n declare pixelDensity?: number;\n /** Modern styling; wins over the flat fields above. Absent until authored. */\n declare style?: UiStyle;\n /** How the value is drawn. `progress` and `ring` are read-only. */\n declare variant?: UiSliderVariant;\n /** Snap to multiples of this, measured from `min`. */\n declare step?: number;\n /** Shows the value but takes no input. */\n declare readOnly?: boolean;\n\n constructor(options?: UISliderOptions) {\n super();\n this.min = options?.min ?? 0;\n this.max = options?.max ?? Math.max(1, this.min + 1);\n if (this.max <= this.min) this.max = this.min + 1;\n const v = options?.value ?? (this.min + this.max) / 2;\n this.value = Math.min(this.max, Math.max(this.min, v));\n this.actionId = options?.actionId ?? \"\";\n this.width = options?.width ?? 0.4;\n this.height = options?.height ?? 0.06;\n this.trackColor = options?.trackColor ?? \"#2a2a2a\";\n this.accentColor = options?.accentColor ?? \"#ff6b35\";\n this.knobColor = options?.knobColor ?? \"#ffffff\";\n if (options?.pixelDensity !== undefined) {\n this.pixelDensity = options.pixelDensity;\n }\n const style = normalizeUiStyle(options?.style);\n if (style) this.style = style;\n if (options?.variant) this.variant = options.variant;\n if (options?.step !== undefined) this.step = options.step;\n if (options?.readOnly !== undefined) this.readOnly = options.readOnly;\n }\n}\n","import { Component } from \"../Component\";\n\n/**\n * What is rendered at the user's hands.\n *\n * `both` is the honest default for a cross-device build: a Quest user may put\n * controllers down and switch to hands mid-session, and Android XR leads with\n * hands while Quest/Pico lead with controllers. Rendering whichever the device\n * currently reports avoids shipping a build that shows nothing on half the\n * hardware. `none` hands presentation entirely to the author's own meshes.\n */\n/**\n * When the pointer ray is drawn.\n *\n * `interacting` (default) shows it only while the hand is pointing at something\n * it could act on, so the scene isn't permanently criss-crossed with rays\n * implying everything is clickable. `always` suits scenes built around pointing.\n */\nexport type XrRayVisibility = \"always\" | \"interacting\" | \"never\";\n\nexport type XrInteractorType = \"hands\" | \"controllers\" | \"both\" | \"none\";\n\n/**\n * Look applied to tracked-hand meshes.\n *\n * Presets exist because hand rendering is the single most visible surface of a\n * VR experience and hand-authoring a shader for it is a big ask — but `custom`\n * is always available for authors who want full control.\n */\nexport type XrHandPreset =\n | \"default\"\n | \"ghost\"\n | \"neon\"\n | \"skeleton\"\n | \"custom\";\n\n/** Which hand a child interactor entity follows. */\nexport type XrInteractorSide = \"left\" | \"right\";\n\n/** Optional initializer for {@link XRInteractorComponent}. */\nexport type XRInteractorOptions = {\n /** What to render at the hands. */\n interactorType?: XrInteractorType;\n /** Look for tracked-hand meshes. */\n handPreset?: XrHandPreset;\n /** Tint applied by the preset (and by `custom`). */\n handColor?: string;\n /** 0-1; `ghost` leans on this. */\n handOpacity?: number;\n /** Emissive strength, used by `neon`. */\n handEmissiveIntensity?: number;\n /** Draw the aim ray from each hand. */\n /** When the pointer ray is drawn. */\n rayVisibility?: XrRayVisibility;\n /** Pointer ray colour. */\n rayColor?: string;\n /** Pointer ray thickness (diameter), metres. */\n rayThickness?: number;\n};\n\n/**\n * Configures what the user sees as their hands, and hosts custom hand content.\n *\n * An interactor entity owns two children — a left and a right interactor —\n * whose transforms are driven by the corresponding tracked hand. Anything an\n * author parents under those children renders at that hand, which is how custom\n * tools, gloves, or held props are built without any scripting.\n *\n * @category Components\n */\nexport class XRInteractorComponent extends Component {\n /** What to render at the hands. */\n interactorType: XrInteractorType;\n /** Look for tracked-hand meshes. */\n handPreset: XrHandPreset;\n /** Tint applied by the preset. */\n handColor: string;\n /** 0-1 opacity for translucent presets. */\n handOpacity: number;\n /** Emissive strength for glowing presets. */\n handEmissiveIntensity: number;\n /** Draw the aim ray from each hand. */\n /** When the pointer ray is drawn. */\n rayVisibility: XrRayVisibility;\n /** Pointer ray colour. */\n rayColor: string;\n /** Pointer ray thickness (diameter), metres. */\n rayThickness: number;\n\n constructor(options?: XRInteractorOptions) {\n super();\n this.interactorType = options?.interactorType ?? \"both\";\n this.handPreset = options?.handPreset ?? \"default\";\n this.handColor = options?.handColor ?? \"#e8b48a\";\n this.handOpacity = options?.handOpacity ?? 1;\n this.handEmissiveIntensity = options?.handEmissiveIntensity ?? 0;\n this.rayVisibility = options?.rayVisibility ?? \"interacting\";\n this.rayColor = options?.rayColor ?? \"#4da3ff\";\n // A hairline is nearly invisible on a headset; ~6mm reads clearly without\n // obscuring what it points at.\n this.rayThickness = options?.rayThickness ?? 0.006;\n }\n}\n\n/**\n * Marks an entity as the left or right hand slot of an {@link XRInteractorComponent}.\n *\n * Its transform is driven every frame from the tracked hand, so authored\n * children ride along. Authors never set this by hand — the interactor factory\n * creates both slots.\n *\n * @category Components\n */\nexport class XRInteractorSideComponent extends Component {\n /** Which hand this slot follows. */\n side: XrInteractorSide;\n\n constructor(options?: { side?: XrInteractorSide }) {\n super();\n this.side = options?.side ?? \"left\";\n }\n}\n","import type {\n XrFinger,\n XrFingerTarget,\n XrHandPoseDefinition,\n XrHandPoseDirection,\n XrHandPoseOrientation,\n} from \"./handPose\";\n\n/**\n * The stock pose library.\n *\n * Curl targets are anatomical rather than measured — no toolkit publishes its\n * numbers, they live in binary assets — so these are derived from what each\n * finger physically does in the gesture, with tolerances wide enough to survive\n * hand-to-hand variation. They are starting points: every one is editable, and\n * the pose editor exists precisely so a scene can tighten or loosen them.\n *\n * Tolerances follow a simple rule: the extremes (fully extended, fully curled)\n * get generous bands because they are far apart and unambiguous; mid-range\n * targets get tighter ones because that is where poses collide.\n */\n\n/** Comfortable slack for a finger held at an extreme. */\nconst WIDE = 0.35;\n/** Tighter band for mid-range targets, which sit closer to their neighbours. */\nconst NARROW = 0.25;\n\nconst EXTENDED: XrFingerTarget = { curl: 0.05, tolerance: WIDE };\nconst CURLED: XrFingerTarget = { curl: 0.95, tolerance: WIDE };\n/** A thumb tucked across the palm, as in a fist. */\nconst THUMB_TUCKED: XrFingerTarget = { curl: 0.7, tolerance: NARROW + 0.1 };\n/** A thumb resting alongside curled fingers without being wrapped. */\nconst THUMB_RELAXED: XrFingerTarget = { curl: 0.6, tolerance: 0.4 };\n\nfunction fingers(\n thumb: XrFingerTarget,\n index: XrFingerTarget,\n middle: XrFingerTarget,\n ring: XrFingerTarget,\n pinky: XrFingerTarget,\n): Record<XrFinger, XrFingerTarget> {\n return { thumb, index, middle, ring, pinky };\n}\n\nconst THUMB_UP: XrHandPoseOrientation = {\n axis: \"thumb\",\n direction: \"up\",\n toleranceDegrees: 45,\n};\n\nconst THUMB_DOWN: XrHandPoseOrientation = {\n axis: \"thumb\",\n direction: \"down\",\n toleranceDegrees: 45,\n};\n\n/**\n * Built-in poses, keyed by id.\n *\n * The set covers the industry consensus (fist, open palm, point, thumbs up,\n * pinch) plus the widely-requested ones the major toolkits omit — OK sign and\n * gun — and the expressive extras that read well in social VR.\n */\nexport const HAND_POSE_PRESETS: Record<string, XrHandPoseDefinition> = {\n fist: {\n id: \"fist\",\n name: \"Fist\",\n fingers: fingers(THUMB_TUCKED, CURLED, CURLED, CURLED, CURLED),\n },\n\n \"open-palm\": {\n id: \"open-palm\",\n name: \"Open Palm\",\n fingers: fingers(EXTENDED, EXTENDED, EXTENDED, EXTENDED, EXTENDED),\n },\n\n point: {\n id: \"point\",\n name: \"Point\",\n fingers: fingers(THUMB_RELAXED, EXTENDED, CURLED, CURLED, CURLED),\n },\n\n \"thumbs-up\": {\n id: \"thumbs-up\",\n name: \"Thumbs Up\",\n fingers: fingers(EXTENDED, CURLED, CURLED, CURLED, CURLED),\n orientation: THUMB_UP,\n },\n\n \"thumbs-down\": {\n id: \"thumbs-down\",\n name: \"Thumbs Down\",\n fingers: fingers(EXTENDED, CURLED, CURLED, CURLED, CURLED),\n orientation: THUMB_DOWN,\n },\n\n peace: {\n id: \"peace\",\n name: \"Peace\",\n fingers: fingers(THUMB_RELAXED, EXTENDED, EXTENDED, CURLED, CURLED),\n },\n\n pinch: {\n id: \"pinch\",\n name: \"Pinch\",\n // Curl is left loose: what defines a pinch is the tips MEETING, and people\n // pinch with wildly different amounts of finger bend.\n fingers: fingers(\n { curl: 0.5, tolerance: 0.5 },\n { curl: 0.5, tolerance: 0.5 },\n { curl: 0.5, tolerance: 0.5 },\n { curl: 0.5, tolerance: 0.5 },\n { curl: 0.5, tolerance: 0.5 },\n ),\n pinch: { finger: \"index\", target: 1, tolerance: 0.25 },\n },\n\n ok: {\n id: \"ok\",\n name: \"OK Sign\",\n // Thumb and index meet in a ring while the rest stay up — that contrast with\n // a plain pinch is the whole gesture, so the other three are constrained.\n fingers: fingers(\n { curl: 0.5, tolerance: 0.4 },\n { curl: 0.55, tolerance: 0.35 },\n EXTENDED,\n EXTENDED,\n EXTENDED,\n ),\n pinch: { finger: \"index\", target: 1, tolerance: 0.3 },\n },\n\n gun: {\n id: \"gun\",\n name: \"Gun\",\n fingers: fingers(EXTENDED, EXTENDED, CURLED, CURLED, CURLED),\n },\n\n rock: {\n id: \"rock\",\n name: \"Rock Horns\",\n fingers: fingers(THUMB_TUCKED, EXTENDED, CURLED, CURLED, EXTENDED),\n },\n\n shaka: {\n id: \"shaka\",\n name: \"Shaka\",\n fingers: fingers(EXTENDED, CURLED, CURLED, CURLED, EXTENDED),\n },\n\n \"palm-up\": {\n id: \"palm-up\",\n name: \"Palm Up\",\n fingers: fingers(EXTENDED, EXTENDED, EXTENDED, EXTENDED, EXTENDED),\n orientation: {\n axis: \"palm-normal\",\n direction: \"up\",\n toleranceDegrees: 40,\n },\n },\n};\n\n/** Preset ids, in the order the editor lists them. */\nexport const HAND_POSE_PRESET_IDS: readonly string[] =\n Object.keys(HAND_POSE_PRESETS);\n\n/**\n * A deep copy of a preset.\n *\n * Returned by value because scenes edit their poses: handing out the shared\n * object would let one scene's tweak leak into every other pose in the app.\n */\nexport function getHandPosePreset(id: string): XrHandPoseDefinition | null {\n const preset = HAND_POSE_PRESETS[id];\n if (!preset) return null;\n return cloneHandPose(preset);\n}\n\nfunction cloneTarget(target: XrFingerTarget): XrFingerTarget {\n return {\n ...target,\n ...(target.directions ? { directions: [...target.directions] } : {}),\n };\n}\n\nexport function cloneHandPose(\n definition: XrHandPoseDefinition,\n): XrHandPoseDefinition {\n return {\n ...definition,\n fingers: {\n thumb: cloneTarget(definition.fingers.thumb),\n index: cloneTarget(definition.fingers.index),\n middle: cloneTarget(definition.fingers.middle),\n ring: cloneTarget(definition.fingers.ring),\n pinky: cloneTarget(definition.fingers.pinky),\n },\n pinch: definition.pinch ? { ...definition.pinch } : undefined,\n orientation: definition.orientation\n ? { ...definition.orientation }\n : undefined,\n };\n}\n\n/**\n * Build a pose from five curl values — the shape the editor's sliders and the\n * AI tools produce.\n */\nexport function handPoseFromCurls(\n id: string,\n name: string,\n curls: Record<XrFinger, number>,\n options?: {\n tolerance?: number;\n pinch?: XrHandPoseDefinition[\"pinch\"];\n orientation?: XrHandPoseOrientation;\n hand?: \"left\" | \"right\";\n /** Per-finger accepted directions; empty lists leave a finger free. */\n directions?: Partial<Record<XrFinger, XrHandPoseDirection[]>>;\n directionToleranceDegrees?: number;\n },\n): XrHandPoseDefinition {\n const tolerance = options?.tolerance ?? NARROW;\n const target = (finger: XrFinger, curl: number): XrFingerTarget => {\n const directions = options?.directions?.[finger];\n return {\n curl: Math.min(1, Math.max(0, curl)),\n tolerance,\n ...(directions && directions.length > 0 ? { directions } : {}),\n };\n };\n\n return {\n id,\n name,\n fingers: {\n thumb: target(\"thumb\", curls.thumb),\n index: target(\"index\", curls.index),\n middle: target(\"middle\", curls.middle),\n ring: target(\"ring\", curls.ring),\n pinky: target(\"pinky\", curls.pinky),\n },\n pinch: options?.pinch,\n orientation: options?.orientation,\n directionToleranceDegrees: options?.directionToleranceDegrees,\n hand: options?.hand,\n };\n}\n","import { Component } from \"../Component\";\nimport type {\n XrFinger,\n XrHandPoseDefinition,\n XrHandPoseDirection,\n XrHandPoseOrientation,\n} from \"../xr/handPose\";\nimport { handPoseFromCurls } from \"../xr/handPosePresets\";\n\n/**\n * One pose an entity listens for.\n *\n * A pose is either a named PRESET or a CUSTOM set of finger curls. Storing the\n * preset id rather than a copy of its numbers means a preset improved in a later\n * release reaches existing scenes, while custom poses stay pinned to exactly\n * what the author dialled in.\n */\nexport type XrHandPoseEntry = {\n /** Stable id, unique within the component. Used in Behaviour hooks. */\n id: string;\n /** Shown in the inspector and passed to scripts. */\n name: string;\n /** Preset id, or null for a custom pose. */\n preset: string | null;\n /** Per-finger curl targets, 0 extended → 1 curled. Custom poses only. */\n curls: Record<XrFinger, number>;\n /** Slack around each curl target. Larger is easier to perform. */\n tolerance: number;\n /**\n * Directions each finger may point. Empty means the finger may point anywhere.\n *\n * Any ONE listed direction satisfies the finger, mirroring fingerpose's\n * `addDirection` — \"thumb up OR diagonally up\" is one pose, not two.\n */\n directions: Record<XrFinger, XrHandPoseDirection[]>;\n /** How far a finger may point from an accepted direction, in degrees. */\n directionTolerance: number;\n /** Which hand may trigger it; null for either. */\n hand: \"left\" | \"right\" | null;\n /** Optional direction requirement. */\n orientation: XrHandPoseOrientation | null;\n /** Seconds the pose must be held before it fires. */\n minHoldSeconds: number;\n enabled: boolean;\n};\n\nexport type XRHandPoseOptions = {\n enabled?: boolean;\n poses?: XrHandPoseEntry[];\n};\n\nexport const DEFAULT_POSE_CURLS: Record<XrFinger, number> = {\n thumb: 0,\n index: 0,\n middle: 0,\n ring: 0,\n pinky: 0,\n};\n\nexport const DEFAULT_POSE_DIRECTIONS: Record<XrFinger, XrHandPoseDirection[]> =\n {\n thumb: [],\n index: [],\n middle: [],\n ring: [],\n pinky: [],\n };\n\n/** A pose entry with every field populated, for the editor and AI tools. */\nexport function createHandPoseEntry(\n partial: Partial<XrHandPoseEntry> & { id: string },\n): XrHandPoseEntry {\n return {\n id: partial.id,\n name: partial.name ?? partial.id,\n preset: partial.preset ?? null,\n curls: { ...DEFAULT_POSE_CURLS, ...partial.curls },\n tolerance: partial.tolerance ?? 0.25,\n directions: {\n thumb: [...(partial.directions?.thumb ?? [])],\n index: [...(partial.directions?.index ?? [])],\n middle: [...(partial.directions?.middle ?? [])],\n ring: [...(partial.directions?.ring ?? [])],\n pinky: [...(partial.directions?.pinky ?? [])],\n },\n directionTolerance: partial.directionTolerance ?? 45,\n hand: partial.hand ?? null,\n orientation: partial.orientation ?? null,\n minHoldSeconds: partial.minHoldSeconds ?? 0.15,\n enabled: partial.enabled ?? true,\n };\n}\n\n/**\n * Resolve an entry to the definition the matcher consumes.\n *\n * Preset entries defer to the shared library but still honour the entry's own\n * hand restriction and hold time, so a scene can reuse \"thumbs up\" while\n * scoping it to one hand.\n */\nexport function handPoseDefinitionFor(\n entry: XrHandPoseEntry,\n resolvePreset: (id: string) => XrHandPoseDefinition | null,\n): XrHandPoseDefinition | null {\n if (entry.preset) {\n const preset = resolvePreset(entry.preset);\n if (!preset) return null;\n return {\n ...preset,\n id: entry.id,\n name: entry.name,\n hand: entry.hand ?? preset.hand,\n orientation: entry.orientation ?? preset.orientation,\n };\n }\n\n return handPoseFromCurls(entry.id, entry.name, entry.curls, {\n tolerance: entry.tolerance,\n orientation: entry.orientation ?? undefined,\n hand: entry.hand ?? undefined,\n directions: entry.directions,\n directionToleranceDegrees: entry.directionTolerance,\n });\n}\n\n/**\n * Listens for hand poses and reports them to the entity's Behaviours.\n *\n * Attached to any entity that wants to react to a gesture — the poses are\n * detected on the user's hands, not on the entity, so this is a subscription\n * rather than a property of the object itself.\n *\n * @category Components\n */\nexport class XRHandPoseComponent extends Component {\n enabled: boolean;\n poses: XrHandPoseEntry[];\n\n constructor(options?: XRHandPoseOptions) {\n super();\n this.enabled = options?.enabled ?? true;\n this.poses = (options?.poses ?? []).map((pose) => createHandPoseEntry(pose));\n }\n}\n"]}