@ringozz/react-godot 1.0.0-3 → 1.0.0-4

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  1. package/README.md +241 -55
  2. package/package.json +2 -2
package/README.md CHANGED
@@ -1,94 +1,280 @@
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- # @ringozz/react-godot
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+ # `@ringozz/react-godot`
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- React bindings for the Godot Engine, built on [`@ringozz/godot`](../godot/README.md). A custom `react-reconciler` host config lets you build Godot scenes declaratively with JSX.
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+ Declarative, component-driven **Godot 4** scene graph management in React. Built for high-performance applications using `@ringozz/godot`.
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- ## Installation
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+ ---
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- ```sh
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- bun add @ringozz/react-godot @ringozz/godot react
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+ ## Overview
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+
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+ `@ringozz/react-godot` brings a **React Three Fiber (R3F)**-like developer experience to Godot. It provides a custom React reconciler that renders React components directly into Godot's live engine scene tree (`SceneTree`).
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+
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+ If you are familiar with React Three Fiber, the core paradigms will feel instantly recognizable:
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+ - **Declarative Nodes**: Godot 3D/2D nodes (e.g., `<RigidBody3D>`, `<Camera3D>`, `<DirectionalLight3D>`) map directly to JSX components.
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+ - **Resource Attachment**: Use the `attach` prop to assign nested Godot resources (materials, shapes, meshes, environments) directly to parent properties.
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+ - **Reactive Engine Loop**: Use hooks like `useSignal` to hook into Godot signals (`processFrame`, `windowInput`) without triggering React state re-renders.
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+
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+ ---
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+
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+ ## Installation & Setup
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+
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+ ### 1. Dependencies
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+
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+ ```bash
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+ npm install @ringozz/react-godot react
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  ```
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- `@ringozz/godot` and `react` (`^19.2`) are peer dependencies. Configure the JSX runtime in `tsconfig.json`:
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+ ### 2. TypeScript Configuration (`tsconfig.json`)
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+
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+ To enable custom JSX element resolution for Godot nodes, configure `jsxImportSource` and module settings in `tsconfig.json`:
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  ```json
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  {
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  "compilerOptions": {
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+ "module": "esnext",
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+ "target": "es2025",
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  "jsx": "react-jsx",
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- "jsxImportSource": "@ringozz/react-godot"
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+ "jsxImportSource": "@ringozz/react-godot",
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+ "rewriteRelativeImportExtensions": true,
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+ "verbatimModuleSyntax": true
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  }
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  }
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  ```
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- ## API
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-
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- ```ts
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- import { createRoot, createPortal, useSignal, useMutableCallback, type ComponentProps } from '@ringozz/react-godot';
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- ```
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+ ---
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- - **`createRoot(parent: Node)`** mounts a React tree into a Godot `Node` (e.g. `SceneTree.root`). Returns `{ render, unmount }`; `render` resolves when the commit completes. StrictMode is enabled only when `NODE_ENV === 'development'`.
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- - **`createPortal(children, container)`** — renders into another Godot `Node` (a `CanvasLayer` for overlays, a `SubViewport`, a dedicated parent node). The container must be a `Node` — portals cannot target `Resource`s. Unmounting frees the portal's children.
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- - **`useSignal<T extends (...args: any[]) => any>(signal, handler)`** — connects a Godot `Signal` for the component's lifetime, disconnecting on unmount. Uses a mutable callback ref, so the handler always sees fresh state.
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- - **`useMutableCallback<T>(fn)`** — returns a `RefObject<T>` whose `.current` always holds the latest `fn`.
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- - **`ComponentProps<typeof ClassName>`** — full prop validation for an element (Godot properties + `children`/`ref` + `object`/`attach`).
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+ ## Application Entry & Portal Rendering
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- ## Example
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+ ### 1. Mounting with `createRoot(parent: Node)`
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+ `createRoot` is the primary entry point for mounting a React component tree into a Godot target `Node` (typically `SceneTree.root`).
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  ```tsx
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  import { Engine } from '@ringozz/godot/Engine';
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  import { SceneTree } from '@ringozz/godot/SceneTree';
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- import { Label } from '@ringozz/godot/Label';
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- import { createRoot, useSignal } from '@ringozz/react-godot';
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- import { useRef } from 'react';
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+ import { createRoot } from '@ringozz/react-godot';
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+ import { App } from './App';
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  const tree = Engine.getMainLoop() as SceneTree;
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  const { render } = createRoot(tree.root);
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- function Hud() {
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- const label = useRef<Label>(null);
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- useSignal(tree.processFrame, () => {
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- if (label.current) label.current.text = String(Math.floor(performance.now() / 1000));
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- });
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- return <Label ref={label} position={[16, 16]} text="ticking" />;
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- }
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-
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- render(<Hud />);
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+ render(<App />);
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  ```
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- ### Render a component
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+ - Returns `{ render, unmount }`.
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+ - Enables React `StrictMode` automatically in development (`NODE_ENV === 'development'`).
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+
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+ ### 2. Render Portals with `createPortal(children, container)`
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+ `createPortal` allows rendering a React sub-tree into a different Godot `Node` in the hierarchy—such as a `CanvasLayer` for 2D UI overlays, a `SubViewport`, or an isolated container node.
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  ```tsx
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- function App() {
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- return (
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- <WorldEnvironment>
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- <Environment attach="environment" backgroundColor={[0.05, 0.1, 0.25]} />
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- </WorldEnvironment>
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+ import { createPortal } from '@ringozz/react-godot';
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+ import { Label } from '@ringozz/godot/Label';
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+
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+ function Overlay({ overlayNode }: { overlayNode: Node }) {
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+ return createPortal(
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+ <Label text="HUD Overlay" position={[20, 20]} />,
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+ overlayNode
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  );
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  }
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  ```
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- ## How elements map to Godot
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+ - **Container Constraint**: The target `container` must be a Godot `Node` (it cannot target `Resource` instances).
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+ - **Cleanup**: Unmounting the portal safely disposes of and frees its child Godot nodes.
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- - Each element instantiates its class via `ClassDB.instantiate(type)` (or uses an existing instance passed through the `object` prop, which bypasses instantiation and `.reference()`s `RefCounted` objects).
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- - **`attach="prop"`** sets the element as a named property of its parent instead of adding it as a child — use it for resources. A physics body's shape goes on the **shape resource element**, never on the `CollisionShape3D` node:
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+ ---
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+ ## Core Concepts & Patterns
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+
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+ ### 1. Existing Objects with `object` Prop
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+
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+ If you already have a pre-existing Godot `Node` or `Resource` instance (e.g. instantiated from C++ or loaded from disk), pass it via the `object` prop to adopt it into the React component tree instead of letting the reconciler instantiate a new object:
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+
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+ ```tsx
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+ <Node object={myExistingGodotNode}>
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+ {/* Children attached to existing node */}
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+ </Node>
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+ ```
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+
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+ ### 2. Resource Nesting with `attach`
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+
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+ In Godot, nodes often hold references to `Resource` objects (such as shapes, meshes, materials, or environments). Use the `attach` prop to automatically assign a child resource to a specific property on its parent:
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+
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+ ```tsx
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+ /* Attaching a shape to CollisionShape3D */
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+ <CollisionShape3D>
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+ <BoxShape3D attach="shape" size={[1, 1, 1]} />
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+ </CollisionShape3D>
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+
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+ /* Attaching a material override to MeshInstance3D */
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+ <MeshInstance3D>
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+ <BoxMesh attach="mesh" />
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+ <StandardMaterial3D attach="materialOverride" albedoColor={[1, 0, 0]} />
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+ </MeshInstance3D>
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+
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+ /* Attaching physics material to RigidBody3D */
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+ <RigidBody3D>
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+ <PhysicsMaterial attach="physicsMaterialOverride" bounce={0.8} />
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+ </RigidBody3D>
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+
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+ /* Attaching environment to WorldEnvironment */
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+ <WorldEnvironment>
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+ <Environment attach="environment" backgroundColor={[0.1, 0.1, 0.2]} />
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+ </WorldEnvironment>
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+ ```
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+
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+ ### 2. Properties & Helper Types
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+
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+ Props map directly to Godot node setters and properties. Helper arrays are automatically cast to Godot types:
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+
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+ - **Vectors**: `position={[0, 1, 0]}`, `scale={[2, 2, 2]}`
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+ - **Colors**: `albedoColor={[1, 0.2, 0.2]}` or `Color` objects
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+ - **Sub-properties / Dash props**: Set individual vector/color components directly using dash syntax:
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  ```tsx
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- <StaticBody3D>
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- <CollisionShape3D>
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- <BoxShape3D attach="shape" size={[1, 1, 1]} />
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- </CollisionShape3D>
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- <MeshInstance3D>
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- <BoxMesh attach="mesh" />
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- <StandardMaterial3D attach="materialOverride" />
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- </MeshInstance3D>
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- </StaticBody3D>
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+ <BoxMesh attach="mesh" size-x={0.5} size-y={1.0} size-z={0.5} />
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  ```
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- The `attach` value may not change across updates.
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- - **`object` prop**: pass an existing Godot instance (nodes or resources) to render rather than create one.
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- - **Text**: standalone text nodes are unsupported. A single string child is mapped to the node's `text` property fine for `Label`/`Label3D` — but arrays/mixed string children throw; use a `text` prop instead.
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+ ### 3. Engine Signals & Event Subscription (`useSignal`)
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+
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+ Subscribe to Godot engine signals cleanly with `useSignal`.
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+
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+ ```tsx
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+ import { Engine } from '@ringozz/godot';
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+ import { SceneTree } from '@ringozz/godot/SceneTree';
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+ import { useSignal } from '@ringozz/react-godot';
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+
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+ const tree = Engine.getMainLoop() as SceneTree;
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+ const root = tree.root;
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+
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+ // Subscribe to frame updates (process loop)
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+ useSignal(tree.processFrame, () => {
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+ // Update animations, camera matrix, physics targets, etc.
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+ });
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+
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+ // Subscribe to window input events
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+ useSignal(root.windowInput, (event) => {
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+ if (event instanceof InputEventMouseMotion) {
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+ // Handle mouse motion
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+ }
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+ // IMPORTANT: Always free transient input event objects
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+ event.free();
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+ });
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+ ```
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+
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+ > **Memory Tip**: Godot input events should be explicitly freed by calling `event.free()` inside your signal handler.
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+
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+ ---
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+
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+ ## Full Example
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+
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+ Below is a complete interactive 3D physics scene with custom camera controls and physics bodies:
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+
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+ ```tsx
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+ import { Color, Key, MouseButton, Vector3, Engine } from '@ringozz/godot';
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+ import { BoxMesh } from '@ringozz/godot/BoxMesh';
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+ import { BoxShape3D } from '@ringozz/godot/BoxShape3D';
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+ import { Camera3D } from '@ringozz/godot/Camera3D';
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+ import { CollisionShape3D } from '@ringozz/godot/CollisionShape3D';
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+ import { DirectionalLight3D } from '@ringozz/godot/DirectionalLight3D';
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+ import { BGMode, Environment, ToneMapper } from '@ringozz/godot/Environment';
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+ import { InputEventMouseButton } from '@ringozz/godot/InputEventMouseButton';
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+ import { InputEventMouseMotion } from '@ringozz/godot/InputEventMouseMotion';
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+ import { MeshInstance3D } from '@ringozz/godot/MeshInstance3D';
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+ import { PhysicsMaterial } from '@ringozz/godot/PhysicsMaterial';
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+ import { RigidBody3D } from '@ringozz/godot/RigidBody3D';
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+ import { SceneTree } from '@ringozz/godot/SceneTree';
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+ import { SphereMesh } from '@ringozz/godot/SphereMesh';
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+ import { SphereShape3D } from '@ringozz/godot/SphereShape3D';
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+ import { StandardMaterial3D } from '@ringozz/godot/StandardMaterial3D';
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+ import { StaticBody3D } from '@ringozz/godot/StaticBody3D';
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+ import { WorldEnvironment } from '@ringozz/godot/WorldEnvironment';
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+ import { useSignal, type ComponentProps } from '@ringozz/react-godot';
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+ import { useRef, type ReactElement } from 'react';
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+
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+ const tree = Engine.getMainLoop() as SceneTree;
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+ const root = tree.root;
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+
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+ function PhysBody({ color, shape, children, ...rest }: {
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+ color: Color | number[];
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+ shape: ReactElement;
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+ } & ComponentProps<typeof RigidBody3D>) {
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+ return (
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+ <RigidBody3D {...rest}>
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+ <MeshInstance3D>
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+ {children}
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+ <StandardMaterial3D attach="materialOverride" albedoColor={color} />
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+ </MeshInstance3D>
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+ <CollisionShape3D>{shape}</CollisionShape3D>
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+ </RigidBody3D>
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+ );
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+ }
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+
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+ export function App() {
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+ const cameraRef = useRef<Camera3D>(null);
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+ const isDragging = useRef(false);
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+ const yaw = useRef(0.7);
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+ const pitch = useRef(0.3);
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+ const zoom = useRef(7);
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+
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+ useSignal(root.windowInput, (event) => {
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+ if (event instanceof InputEventMouseMotion && isDragging.current) {
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+ yaw.current -= event.relative.x * 0.005;
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+ pitch.current = Math.max(-1.4, Math.min(1.4, pitch.current + event.relative.y * 0.005));
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+ } else if (event instanceof InputEventMouseButton) {
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+ if (event.buttonIndex === MouseButton.MOUSE_BUTTON_LEFT) {
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+ isDragging.current = event.pressed;
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+ }
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+ }
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+ event.free();
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+ });
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+
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+ useSignal(tree.processFrame, () => {
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+ const camera = cameraRef.current;
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+ if (!camera) return;
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+
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+ const cx = zoom.current * Math.cos(pitch.current) * Math.sin(yaw.current);
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+ const cy = zoom.current * Math.sin(pitch.current) + 1;
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+ const cz = zoom.current * Math.cos(pitch.current) * Math.cos(yaw.current);
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+ camera.position = new Vector3(cx, cy, cz);
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+ camera.lookAt(new Vector3(0, 1, 0), new Vector3(0, 1, 0));
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+ });
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+
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+ return (
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+ <>
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+ <WorldEnvironment>
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+ <Environment attach="environment" tonemapMode={ToneMapper.TONE_MAPPER_AGX} backgroundMode={BGMode.BG_COLOR} backgroundColor={[0.05, 0.1, 0.25]} />
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+ </WorldEnvironment>
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+ <DirectionalLight3D name="Sun" rotation={[-0.8, 0.5, 0]} />
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+ <Camera3D name="Camera" ref={cameraRef} />
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+
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+ {/* Physics Sphere */}
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+ <PhysBody name="BouncySphere" position={[0, 4, 0]} color={[0.2, 1, 0.2]}
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+ shape={<SphereShape3D attach="shape" radius={0.5} />}>
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+ <SphereMesh attach="mesh" radius={0.5} height={1} />
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+ <PhysicsMaterial attach="physicsMaterialOverride" bounce={0.8} />
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+ </PhysBody>
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+
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+ {/* Ground Plane */}
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+ <StaticBody3D name="Ground">
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+ <CollisionShape3D>
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+ <BoxShape3D attach="shape" size={[10, 0.1, 10]} />
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+ </CollisionShape3D>
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+ <MeshInstance3D>
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+ <BoxMesh attach="mesh" size-x={10} size-y={0.1} size-z={10} />
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+ <StandardMaterial3D attach="materialOverride" albedoColor={[0.2, 0.2, 0.25]} />
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+ </MeshInstance3D>
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+ </StaticBody3D>
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+ </>
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+ );
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+ }
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+ ```
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+
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+ ---
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- ## Notes
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+ ## API Summary
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- - `Node` children are added/moved with `addChild`/`moveChild`/`removeChild`; unmounting a subtree calls `free()` on each deleted instance.
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- - Portals and other non-React children of a root container are never touched by the reconciler.
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- - See the demo in the repo (`dev/DemoApp.tsx`) for physics, camera controls, and a portal HUD, and `AGENTS.md` for reconciler internals.
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+ | Export | Type | Description |
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+ | :--- | :--- | :--- |
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+ | `createRoot(parent)` | Function | Mounts a React component tree into a target Godot `Node` (e.g. `tree.root`). Returns `{ render, unmount }`. |
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+ | `createPortal(children, container)` | Function | Renders children into a target Godot `Node` (e.g. `CanvasLayer` or `SubViewport`). |
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+ | `useSignal(signal, callback)` | Hook | Connects a callback to a Godot object signal (e.g. `tree.processFrame`, `node.treeEntered`). Disconnects on unmount. |
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+ | `useMutableCallback(fn)` | Hook | Returns a `RefObject` whose `.current` always points to the latest callback implementation. |
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+ | `ComponentProps<T>` | Type | Utility type to infer valid React JSX props for any Godot node class `T`. |
package/package.json CHANGED
@@ -1,7 +1,7 @@
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  {
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  "name": "@ringozz/react-godot",
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  "author": "Vladimir Davidovich",
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- "version": "1.0.0-3",
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+ "version": "1.0.0-4",
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  "description": "A React renderer for Godot Engine via @ringozz/godot",
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  "type": "module",
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  "main": "./src/index.ts",
@@ -16,11 +16,11 @@
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  "*.md"
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  ],
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  "dependencies": {
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+ "@ringozz/godot": "^4.7.1-7",
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  "@types/react-reconciler": "^0.33.0",
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  "react-reconciler": "^0.33.0"
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  },
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  "peerDependencies": {
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- "@ringozz/godot": "^4.7.1-6",
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  "@types/react": "^19.2.0",
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  "react": "^19.2.0"
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  }