@uptimizr/playcanvas 0.1.0
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.
- package/LICENSE +201 -0
- package/README.md +193 -0
- package/dist/collector.d.ts +259 -0
- package/dist/collector.d.ts.map +1 -0
- package/dist/collector.js +1081 -0
- package/dist/collector.js.map +1 -0
- package/dist/connector.d.ts +17 -0
- package/dist/connector.d.ts.map +1 -0
- package/dist/connector.js +30 -0
- package/dist/connector.js.map +1 -0
- package/dist/device.d.ts +17 -0
- package/dist/device.d.ts.map +1 -0
- package/dist/device.js +40 -0
- package/dist/device.js.map +1 -0
- package/dist/graphics.d.ts +16 -0
- package/dist/graphics.d.ts.map +1 -0
- package/dist/graphics.js +57 -0
- package/dist/graphics.js.map +1 -0
- package/dist/index.d.ts +27 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +23 -0
- package/dist/index.js.map +1 -0
- package/dist/proxy.d.ts +46 -0
- package/dist/proxy.d.ts.map +1 -0
- package/dist/proxy.js +225 -0
- package/dist/proxy.js.map +1 -0
- package/dist/raycast.d.ts +68 -0
- package/dist/raycast.d.ts.map +1 -0
- package/dist/raycast.js +163 -0
- package/dist/raycast.js.map +1 -0
- package/dist/renderer.d.ts +48 -0
- package/dist/renderer.d.ts.map +1 -0
- package/dist/renderer.js +62 -0
- package/dist/renderer.js.map +1 -0
- package/dist/scene.d.ts +21 -0
- package/dist/scene.d.ts.map +1 -0
- package/dist/scene.js +51 -0
- package/dist/scene.js.map +1 -0
- package/dist/trackScene.d.ts +114 -0
- package/dist/trackScene.d.ts.map +1 -0
- package/dist/trackScene.js +72 -0
- package/dist/trackScene.js.map +1 -0
- package/dist/uptimizr-playcanvas.global.js +66 -0
- package/dist/uptimizr-playcanvas.js +66 -0
- package/dist/vec.d.ts +10 -0
- package/dist/vec.d.ts.map +1 -0
- package/dist/vec.js +9 -0
- package/dist/vec.js.map +1 -0
- package/package.json +64 -0
package/LICENSE
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package/README.md
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# @uptimizr/playcanvas
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The PlayCanvas connector for Uptimizr. It registers as an
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[`@uptimizr/sdk-core`](../sdk-core) **collector** and captures:
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- **camera pose** (position + forward direction) → view-direction heatmap
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- **pointer move / click** (normalized screen + optional raycast hit) → screen heatmaps
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- **mesh picks** → object-engagement analytics
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- **FPS** → performance
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- **mesh visibility** (opt-in) → per-object dwell / attention, with an optional world AABB
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- **hover dwell** (opt-in) → hover hesitation (lingering without acting)
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`playcanvas` is a **peer dependency**: the connector reads from the host
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application's PlayCanvas instance and never bundles or mutates the scene. It tears
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down all DOM listeners, timers, and `frameend` handlers on stop. World-space data
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is normalized from PlayCanvas' native **right-handed, y-up** frame to the canonical
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wire frame (**left-handed, y-up**) at the emission boundary.
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## Install
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```bash
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npm install @uptimizr/playcanvas playcanvas
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```
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`playcanvas` is a **peer dependency** — the connector reads your existing
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PlayCanvas instance and never bundles its own.
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## Usage
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The quickest integration is a single call. Because PlayCanvas supports multiple
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camera entities with no single "active" camera, and the connector reads FPS and the
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canvas from `app.graphicsDevice`, the `camera` Entity is an explicit argument:
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```ts
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import { trackScene } from "@uptimizr/playcanvas";
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const client = trackScene(app, cameraEntity, {
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projectId: "your-project",
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endpoint: "https://collect.example.com",
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});
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// ... later, on teardown
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await client.stop("manual");
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```
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`trackScene` creates the client, registers the collector, reads device/GPU caps,
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and starts the session. It returns the [`@uptimizr/sdk-core`](../sdk-core)
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`UptimizrClient`, so you can read `client.sessionId`, emit custom events, or stop it.
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### Advanced: wire it up yourself
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For a custom transport, a `beforeSend` hook, or registering multiple collectors,
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compose the pieces directly:
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```ts
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import { UptimizrClient } from "@uptimizr/sdk-core";
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import { playcanvasCollector, readDeviceCaps } from "@uptimizr/playcanvas";
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const client = new UptimizrClient({
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projectId: "your-project",
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endpoint: "https://collect.example.com",
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});
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client.use(playcanvasCollector({ app, camera: cameraEntity }));
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// device/GPU caps ride along on session_start
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client.start({ device: readDeviceCaps(app) });
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// ... later, on teardown
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client.stop("manual");
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```
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73
|
+
### Options
|
|
74
|
+
|
|
75
|
+
Both `trackScene` and `playcanvasCollector` accept the same sampling/capture knobs
|
|
76
|
+
as the Babylon and three connectors:
|
|
77
|
+
|
|
78
|
+
```ts
|
|
79
|
+
playcanvasCollector({
|
|
80
|
+
app,
|
|
81
|
+
camera: cameraEntity,
|
|
82
|
+
sampleCameraMs: 1000, // camera-pose sampling interval
|
|
83
|
+
samplePerfMs: 2000, // FPS sampling interval (read from app.stats.frame.fps)
|
|
84
|
+
pointerMoveThrottleMs: 250, // min gap between pointer_move samples
|
|
85
|
+
capture: { camera: true, pointerMove: true, clicks: true, meshPicks: true, perf: true },
|
|
86
|
+
});
|
|
87
|
+
```
|
|
88
|
+
|
|
89
|
+
### Capture fidelity
|
|
90
|
+
|
|
91
|
+
The `sampling` profile sets the per-channel fidelity dial in **Hz** (`0` = off,
|
|
92
|
+
`"frame"` = every render tick). It governs continuous channels only — camera pose,
|
|
93
|
+
pointer move, and perf; discrete events (clicks, picks, custom) are always
|
|
94
|
+
captured. `"frame"`-cadence channels are driven by the engine's own `frameend`
|
|
95
|
+
event (the app's render tick), which the connector subscribes to and removes on
|
|
96
|
+
stop.
|
|
97
|
+
|
|
98
|
+
```ts
|
|
99
|
+
playcanvasCollector({ app, camera, sampling: { camera: 10, pointerMove: 60, perf: 0.5 } });
|
|
100
|
+
```
|
|
101
|
+
|
|
102
|
+
### Opt-in dwell capture (mesh_visibility #37, hover_dwell #48)
|
|
103
|
+
|
|
104
|
+
Two attention signals are **off by default** (privacy) and emit one
|
|
105
|
+
bucketed summary per window/episode:
|
|
106
|
+
|
|
107
|
+
- **`mesh_visibility`** — per-object on-screen time, time near the view centre (a
|
|
108
|
+
gaze proxy), and the max screen fraction reached. Enable `capture.meshVisibility`
|
|
109
|
+
and tune via `meshVisibility`. With `boundingBox: true` it rides each object's
|
|
110
|
+
world AABB along (#53) so the dashboard can draw a coarse scene "ghost"; the box
|
|
111
|
+
is sent once and only re-sent when it moves. The connector unions each entity's
|
|
112
|
+
per-`MeshInstance` **world** AABB directly (PlayCanvas exposes `meshInstance.aabb`
|
|
113
|
+
in world space) and uses a forward half-space visibility test — **import-free**.
|
|
114
|
+
- **`hover_dwell`** — fires when the pointer rests on an object for at least
|
|
115
|
+
`minDwellMs` _without clicking it_ (a click is engagement, not hesitation).
|
|
116
|
+
Enable `capture.hoverDwell` and tune via `hoverDwell`.
|
|
117
|
+
|
|
118
|
+
```ts
|
|
119
|
+
playcanvasCollector({
|
|
120
|
+
app,
|
|
121
|
+
camera,
|
|
122
|
+
capture: { meshVisibility: true, hoverDwell: true },
|
|
123
|
+
meshVisibility: { windowMs: 5000, boundingBox: true, centeredAngleDeg: 12, maxMeshes: 50 },
|
|
124
|
+
hoverDwell: { minDwellMs: 500 },
|
|
125
|
+
});
|
|
126
|
+
```
|
|
127
|
+
|
|
128
|
+
### Scene proxy (spatial heatmap backdrop)
|
|
129
|
+
|
|
130
|
+
`scanSceneProxy(app, { sceneId })` walks the scene graph and produces an
|
|
131
|
+
engine-agnostic, per-object **world AABB** proxy (already normalized to the
|
|
132
|
+
canonical frame) so a world-space heatmap has a faint spatial backdrop without
|
|
133
|
+
shipping the host's real assets. PlayCanvas hands back each `MeshInstance`'s world
|
|
134
|
+
AABB directly, so the proxy is a straight min/max union per named entity.
|
|
135
|
+
|
|
136
|
+
## PlayCanvas adaptations
|
|
137
|
+
|
|
138
|
+
PlayCanvas differs from Babylon and three in a few places; each is handled at the
|
|
139
|
+
connector boundary so the emitted events are identical:
|
|
140
|
+
|
|
141
|
+
- **Camera forward:** a PlayCanvas `Entity.forward` getter already returns the
|
|
142
|
+
**true world-space** look direction (unlike three cameras, which look along local
|
|
143
|
+
**−Z**), so it converts straight through the canonical Z-negation — no extra
|
|
144
|
+
per-camera negation.
|
|
145
|
+
- **Pointer/raycast:** PlayCanvas has no pointer observable, so DOM listeners are
|
|
146
|
+
attached to `app.graphicsDevice.canvas` and hits are resolved with a `pc.Ray`
|
|
147
|
+
against the scene's mesh-instance world AABBs (`BoundingBox.intersectsRay`). The
|
|
148
|
+
pick is **physics-free** — it never touches the rigidbody system, so the
|
|
149
|
+
connector adds no `ammo` dependency.
|
|
150
|
+
- **Pointer lock (ADR 0034):** when the canvas holds the pointer lock
|
|
151
|
+
(`Mouse.enablePointerLock()`, first-person/FPS scenes), the OS cursor freezes, so
|
|
152
|
+
the connector reports `pointer_move`/`pointer_click` from the viewport centre
|
|
153
|
+
(`screen = [0.5, 0.5]`) and raycasts from NDC `(0, 0)` — the crosshair. Read the
|
|
154
|
+
spatial story from the gaze/floor-plan heatmaps, not the 2D pointer heatmap.
|
|
155
|
+
- **FPS:** read directly from `app.stats.frame.fps` (PlayCanvas computes it), so —
|
|
156
|
+
unlike three — there is no frame-counter delta.
|
|
157
|
+
- **"frame" cadence:** the connector owns no animation loop; it subscribes to the
|
|
158
|
+
engine's `frameend` event (the app's own render tick) and removes it on stop, so
|
|
159
|
+
dwell accumulation pauses when the tab is hidden (matching Babylon's
|
|
160
|
+
`onBeforeRender`).
|
|
161
|
+
- **Mesh visibility:** the connector unions each entity's `meshInstance.aabb`
|
|
162
|
+
(already world-space) into one box and uses a **forward half-space** test for
|
|
163
|
+
visibility, rather than a full VP-matrix frustum (PlayCanvas doesn't expose flat
|
|
164
|
+
projection/view matrices structurally without importing the engine). Anything in
|
|
165
|
+
front of the camera counts — the documented divergence from three's clip-space
|
|
166
|
+
frustum path.
|
|
167
|
+
- **Coordinate frame:** fixed right-handed, y-up (PlayCanvas has no per-scene
|
|
168
|
+
handedness flag like Babylon's `useRightHandedSystem`).
|
|
169
|
+
- **`asset_load`:** **not captured.** Mirrors the three connector — the connector
|
|
170
|
+
does not hook PlayCanvas' asset registry; report load timing from your app via
|
|
171
|
+
`client.track(...)` if needed. (Follow-up: a first-class asset-load hook.)
|
|
172
|
+
- **Compile stalls (`compile_stall`, #42):** **not captured.** Babylon exposes
|
|
173
|
+
engine-level shader-compilation observables the connector can time; PlayCanvas has
|
|
174
|
+
no equivalent public compile hook, so compile-stall capture is Babylon-only for now.
|
|
175
|
+
- **Resource footprint (`resource_sample`, #44):** captured, but with **fewer
|
|
176
|
+
metrics** than Babylon. `app.stats.frame.triangles` gives the `triangles`
|
|
177
|
+
submitted last frame; there is no public per-frame vertex count, and resident
|
|
178
|
+
texture/geometry bytes aren't exposed, so those fields are omitted (the read
|
|
179
|
+
API's averages skip unreported metrics). `jsHeapBytes` comes from the
|
|
180
|
+
Chromium-only `performance.memory`. Opt-in (`capture.resourceSample`), low-rate,
|
|
181
|
+
and read-only like the rest.
|
|
182
|
+
- **Capability changes (`capability_change`, #49):** **not auto-captured — by
|
|
183
|
+
design.** A WebGPU→WebGL2 downgrade or a re-init after a lost device is an
|
|
184
|
+
_app/engine decision_ with no reliable runtime hook the connector could observe
|
|
185
|
+
(PlayCanvas picks its backend at device creation). Report these transitions from
|
|
186
|
+
your app with the engine-neutral
|
|
187
|
+
`client.reportCapabilityChange({ kind, from?, to?, reason? })` (sdk-core). The
|
|
188
|
+
raw GPU lifecycle (`context_lost` / `context_restored`) is still captured by the
|
|
189
|
+
connector; `capability_change` is the higher-level companion.
|
|
190
|
+
|
|
191
|
+
## License
|
|
192
|
+
|
|
193
|
+
[Apache-2.0](./LICENSE) © Uptimizr.
|
|
@@ -0,0 +1,259 @@
|
|
|
1
|
+
import type { AppBase, Entity } from "playcanvas";
|
|
2
|
+
import type { Collector, SamplingProfile } from "@uptimizr/sdk-core";
|
|
3
|
+
import type { GazeProbe, GazeProbeOptions, RaycastProbe } from "./raycast.js";
|
|
4
|
+
/** Which signals the collector captures. All default to `true`. */
|
|
5
|
+
export interface PlayCanvasCaptureOptions {
|
|
6
|
+
camera?: boolean;
|
|
7
|
+
pointerMove?: boolean;
|
|
8
|
+
clicks?: boolean;
|
|
9
|
+
/** Raw `pointer_down` / `pointer_up` button transitions (press-and-hold, drags). */
|
|
10
|
+
buttons?: boolean;
|
|
11
|
+
/**
|
|
12
|
+
* Typed `camera_gesture` navigation capture (ADR 0025). **On by default**: it
|
|
13
|
+
* separates navigation intent (orbit/pan/dolly/zoom/roll/fly) from object
|
|
14
|
+
* selection, costs only a snapshot+diff per gesture, and carries no PII.
|
|
15
|
+
*/
|
|
16
|
+
cameraGesture?: boolean;
|
|
17
|
+
meshPicks?: boolean;
|
|
18
|
+
perf?: boolean;
|
|
19
|
+
/** WebGL `webglcontextlost` / `webglcontextrestored` transitions on the canvas. */
|
|
20
|
+
contextLoss?: boolean;
|
|
21
|
+
/**
|
|
22
|
+
* Per-object dwell / attention capture (`mesh_visibility`, #37). **Opt-in, off
|
|
23
|
+
* by default** (privacy, ADR 0003). Each window the connector emits one
|
|
24
|
+
* bucketed summary per tracked object (ADR 0012): on-screen time, time spent
|
|
25
|
+
* near the view centre (a gaze proxy), and the max screen fraction reached.
|
|
26
|
+
* Configure via {@link PlayCanvasCollectorOptions.meshVisibility}.
|
|
27
|
+
*/
|
|
28
|
+
meshVisibility?: boolean;
|
|
29
|
+
/**
|
|
30
|
+
* Hover-hesitation capture (`hover_dwell`, #48). **Opt-in, off by default**
|
|
31
|
+
* (privacy, ADR 0003): emits one bucketed summary per hover episode (ADR 0012)
|
|
32
|
+
* when the pointer lingers on an object *without acting on it*. Configure via
|
|
33
|
+
* {@link PlayCanvasCollectorOptions.hoverDwell}.
|
|
34
|
+
*/
|
|
35
|
+
hoverDwell?: boolean;
|
|
36
|
+
/**
|
|
37
|
+
* GPU / memory footprint capture (`resource_sample`, #44). **Opt-in, off by
|
|
38
|
+
* default** (privacy + cost, ADR 0003): emits one low-rate summary per window
|
|
39
|
+
* (ADR 0012) of the triangles submitted last frame (`app.stats.frame`) and the
|
|
40
|
+
* JS heap size. Configure cadence via {@link PlayCanvasCollectorOptions.resourceSample}.
|
|
41
|
+
*/
|
|
42
|
+
resourceSample?: boolean;
|
|
43
|
+
/**
|
|
44
|
+
* Gaze raycast capture (`camera_sample.hitPoint`/`hitMesh`, ADR 0030). **Opt-in,
|
|
45
|
+
* off by default** (privacy + cost, ADR 0003): when on, each emitted
|
|
46
|
+
* `camera_sample` carries the world-space point (and object name) the camera is
|
|
47
|
+
* looking at — one camera-forward raycast per sample, riding the throttled,
|
|
48
|
+
* idle-suppressed camera cadence. Configure via
|
|
49
|
+
* {@link PlayCanvasCollectorOptions.gaze}.
|
|
50
|
+
*/
|
|
51
|
+
gaze?: boolean;
|
|
52
|
+
/**
|
|
53
|
+
* Scene-actor transform capture (`node_transform`, ADR 0027 Tier 1). **On by
|
|
54
|
+
* default**, but inert unless actors are declared in
|
|
55
|
+
* {@link PlayCanvasCollectorOptions.actors} AND given a rate in
|
|
56
|
+
* `sampling.nodes` — so nothing is captured until you opt a node in.
|
|
57
|
+
*/
|
|
58
|
+
nodes?: boolean;
|
|
59
|
+
/**
|
|
60
|
+
* Skeleton bone-transform capture (`node_transform` with `boneId`, ADR 0027
|
|
61
|
+
* Tier 2). **On by default**, but inert unless an actor is declared in
|
|
62
|
+
* {@link PlayCanvasCollectorOptions.actors} AND given a per-bone allowlist in
|
|
63
|
+
* `sampling.bones` — each allowlisted bone's skeleton-local pose is captured so
|
|
64
|
+
* replay can re-drive an animated character.
|
|
65
|
+
*/
|
|
66
|
+
bones?: boolean;
|
|
67
|
+
/**
|
|
68
|
+
* Keyboard `input_action` capture (ADR 0023). **Off unless `keyBindings` is
|
|
69
|
+
* provided** — only explicitly bound keys are recorded, never arbitrary typing
|
|
70
|
+
* (privacy, ADR 0003). On by default once bindings exist; set `false` to
|
|
71
|
+
* disable even when bindings are present.
|
|
72
|
+
*/
|
|
73
|
+
keyboard?: boolean;
|
|
74
|
+
}
|
|
75
|
+
/** Per-object dwell capture options (`mesh_visibility`, #37) — mirrors Babylon. */
|
|
76
|
+
export interface MeshVisibilityOptions {
|
|
77
|
+
/** Summary window length in ms — one event per object per window. Default 5000. */
|
|
78
|
+
windowMs?: number;
|
|
79
|
+
/**
|
|
80
|
+
* Allowlist of mesh names to track (low-cardinality, app-defined — ADR 0003).
|
|
81
|
+
* When omitted, every visible, renderable, non-overlay object is tracked, capped
|
|
82
|
+
* by {@link maxMeshes}.
|
|
83
|
+
*/
|
|
84
|
+
meshes?: string[];
|
|
85
|
+
/**
|
|
86
|
+
* Half-angle in degrees from the camera forward axis within which an object's
|
|
87
|
+
* centre counts as "near the view centre" for `centeredMs`. Default 12.
|
|
88
|
+
*/
|
|
89
|
+
centeredAngleDeg?: number;
|
|
90
|
+
/** Max meshes to track when no allowlist is given. Default 50. */
|
|
91
|
+
maxMeshes?: number;
|
|
92
|
+
/**
|
|
93
|
+
* Attach each tracked object's world-space AABB to its summary (#53), so the
|
|
94
|
+
* dashboard can render a coarse "ghost" reconstruction of the scene. Off by
|
|
95
|
+
* default (extra volume + discloses layout, ADR 0003). The box is sent once
|
|
96
|
+
* per object and re-sent only when it moves/resizes beyond a small epsilon.
|
|
97
|
+
*/
|
|
98
|
+
boundingBox?: boolean;
|
|
99
|
+
}
|
|
100
|
+
/** Hover-hesitation capture options (`hover_dwell`, #48) — mirrors Babylon. */
|
|
101
|
+
export interface HoverDwellOptions {
|
|
102
|
+
/**
|
|
103
|
+
* Minimum uninterrupted hover time in ms before an episode is reported. Short
|
|
104
|
+
* pass-overs aren't hesitation, so they're dropped. Default 500.
|
|
105
|
+
*/
|
|
106
|
+
minDwellMs?: number;
|
|
107
|
+
/**
|
|
108
|
+
* Allowlist of mesh names to track (low-cardinality, app-defined — ADR 0003).
|
|
109
|
+
* When omitted, hover over any picked mesh is tracked.
|
|
110
|
+
*/
|
|
111
|
+
meshes?: string[];
|
|
112
|
+
}
|
|
113
|
+
/** GPU / memory footprint capture options (`resource_sample`, #44) — mirrors Babylon. */
|
|
114
|
+
export interface ResourceSampleOptions {
|
|
115
|
+
/**
|
|
116
|
+
* Sampling interval in ms — one footprint summary per window (ADR 0012). The
|
|
117
|
+
* footprint moves slowly, so the default is deliberately low-rate. Default
|
|
118
|
+
* 15000 (every 15s).
|
|
119
|
+
*/
|
|
120
|
+
intervalMs?: number;
|
|
121
|
+
}
|
|
122
|
+
/**
|
|
123
|
+
* Gaze probe tuning (`camera_sample.hitPoint`/`hitMesh`, ADR 0030). Only consulted
|
|
124
|
+
* when `capture.gaze` is enabled. Mirrors Babylon's `GazeOptions`.
|
|
125
|
+
*/
|
|
126
|
+
export interface PlayCanvasGazeOptions extends GazeProbeOptions {
|
|
127
|
+
/**
|
|
128
|
+
* Override the gaze probe (a camera-forward raycaster). Defaults to
|
|
129
|
+
* {@link createGazeRaycaster}. Tests inject a stub so gaze is exercised without
|
|
130
|
+
* real geometry.
|
|
131
|
+
*/
|
|
132
|
+
probe?: GazeProbe;
|
|
133
|
+
}
|
|
134
|
+
export interface PlayCanvasCollectorOptions {
|
|
135
|
+
/** The PlayCanvas application to instrument (read-only). */
|
|
136
|
+
app: AppBase;
|
|
137
|
+
/**
|
|
138
|
+
* Camera Entity to record for the view-direction / pose timeline. PlayCanvas
|
|
139
|
+
* supports multiple camera entities with no single "active" camera, so the one
|
|
140
|
+
* the viewer flies must be passed explicitly.
|
|
141
|
+
*/
|
|
142
|
+
camera: Entity;
|
|
143
|
+
/** Camera-pose sampling interval in ms. Default 1000. */
|
|
144
|
+
sampleCameraMs?: number;
|
|
145
|
+
/** Performance (FPS) sampling interval in ms. Default 2000. */
|
|
146
|
+
samplePerfMs?: number;
|
|
147
|
+
/** Minimum gap between `pointer_move` samples in ms. Default 250. */
|
|
148
|
+
/** Minimum gap between `pointer_move` samples in ms. Default 250. */
|
|
149
|
+
pointerMoveThrottleMs?: number;
|
|
150
|
+
/**
|
|
151
|
+
* Sensitivity dial for `camera_gesture` classification (ADR 0025). Scales every
|
|
152
|
+
* motion dead-zone together: `> 1` is less sensitive, `< 1` more. Default 1.
|
|
153
|
+
*/
|
|
154
|
+
cameraGestureSensitivity?: number;
|
|
155
|
+
/**
|
|
156
|
+
* Per-channel capture-fidelity dial in Hz / `"frame"` / `0`-off (ADR 0012).
|
|
157
|
+
* Governs continuous channels only (camera pose, pointer move, perf); discrete
|
|
158
|
+
* events are always captured. When a channel is set here it overrides the
|
|
159
|
+
* matching legacy ms knob above; omitted channels keep the conservative
|
|
160
|
+
* defaults. There is no enforced upper bound — `"frame"` captures every tick.
|
|
161
|
+
*/
|
|
162
|
+
sampling?: SamplingProfile;
|
|
163
|
+
/**
|
|
164
|
+
* Skip timer-based **camera** samples when the pose is unchanged (within
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* {@link cameraEpsilon}). The first sample is always emitted so the timeline has
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* a baseline. Default `true`.
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*/
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suppressIdleSamples?: boolean;
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/**
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* Skip timer-based `frame_perf` samples when FPS is unchanged (within
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* {@link perfFpsThreshold}). Default `false` — a steady FPS is meaningful
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* telemetry, so the perf channel reports continuously.
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*/
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suppressIdlePerfSamples?: boolean;
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/** Max per-axis pose change treated as "unchanged" for camera dedupe. Default 1e-3. */
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cameraEpsilon?: number;
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/** Max FPS change treated as "unchanged" for perf dedupe. Default 1. */
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perfFpsThreshold?: number;
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/** Toggle individual capture channels. */
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capture?: PlayCanvasCaptureOptions;
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/**
|
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182
|
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* Per-object dwell capture tuning (`mesh_visibility`, #37). Only consulted when
|
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|
+
* `capture.meshVisibility` is enabled.
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*/
|
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|
+
meshVisibility?: MeshVisibilityOptions;
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|
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/**
|
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187
|
+
* Hover-hesitation capture tuning (`hover_dwell`, #48). Only consulted when
|
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* `capture.hoverDwell` is enabled.
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*/
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|
+
hoverDwell?: HoverDwellOptions;
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+
/**
|
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192
|
+
* GPU / memory footprint capture tuning (`resource_sample`, #44). Only consulted
|
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|
+
* when `capture.resourceSample` is enabled.
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194
|
+
*/
|
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195
|
+
resourceSample?: ResourceSampleOptions;
|
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196
|
+
/**
|
|
197
|
+
* Gaze probe tuning (`camera_sample.hitPoint`/`hitMesh`, ADR 0030). Only
|
|
198
|
+
* consulted when `capture.gaze` is enabled.
|
|
199
|
+
*/
|
|
200
|
+
gaze?: PlayCanvasGazeOptions;
|
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201
|
+
/**
|
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202
|
+
* Override the raycast probe used to resolve pointer hits (world point + object
|
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203
|
+
* name). Defaults to a `pc.Ray` against the scene's mesh-instance world AABBs
|
|
204
|
+
* ({@link createSceneRaycaster}). Provide one to customize picking — and tests
|
|
205
|
+
* inject a stub so picking is exercised without real geometry.
|
|
206
|
+
*/
|
|
207
|
+
raycast?: RaycastProbe;
|
|
208
|
+
/**
|
|
209
|
+
* Scene-actor map for `node_transform` capture (ADR 0027 Tier 1): developer-
|
|
210
|
+
* controlled, self-moving nodes (a patrolling NPC, a lift, a vehicle) whose
|
|
211
|
+
* world transform is sampled so replay can reproduce them. Each value resolves
|
|
212
|
+
* to a live node — a direct Entity reference, an entity **name** (looked up via
|
|
213
|
+
* `app.root.findByName`), or a `() => Entity` resolver (robust to load order).
|
|
214
|
+
* A node is only captured when its id also has a rate in `sampling.nodes`;
|
|
215
|
+
* cameras are refused (the visitor camera is already `camera_sample`).
|
|
216
|
+
*/
|
|
217
|
+
actors?: Record<string, PlayCanvasActor>;
|
|
218
|
+
/**
|
|
219
|
+
* Keyboard bindings to capture as `input_action` events (ADR 0023): a map from
|
|
220
|
+
* `KeyboardEvent.code` (e.g. `"KeyW"`, `"ArrowLeft"`) to a semantic app action
|
|
221
|
+
* (e.g. `"move-forward"`). **Only bound keys are recorded** — unbound keys are
|
|
222
|
+
* never seen, so arbitrary typing is never captured (privacy, ADR 0003).
|
|
223
|
+
* Auto-repeat (held keys) is suppressed; each press and release emits once.
|
|
224
|
+
* PlayCanvas exposes no keyboard observable here, so the connector listens on `window`.
|
|
225
|
+
*/
|
|
226
|
+
keyBindings?: Record<string, string>;
|
|
227
|
+
}
|
|
228
|
+
/** A PlayCanvas node that exposes a world transform (a `node_transform` actor, ADR 0027). */
|
|
229
|
+
export type PlayCanvasActorNode = Entity;
|
|
230
|
+
/**
|
|
231
|
+
* A declared scene actor (ADR 0027): a live {@link PlayCanvasActorNode}, an entity
|
|
232
|
+
* **name** resolved via `app.root.findByName`, or a `() => Entity` resolver called
|
|
233
|
+
* each sample (robust to load order and disposal).
|
|
234
|
+
*/
|
|
235
|
+
export type PlayCanvasActor = (() => PlayCanvasActorNode | null | undefined) | string | PlayCanvasActorNode;
|
|
236
|
+
/**
|
|
237
|
+
* Create the PlayCanvas connector as an sdk-core {@link Collector}. Register it
|
|
238
|
+
* with `client.use(...)`.
|
|
239
|
+
*
|
|
240
|
+
* It samples camera pose (view-direction heatmap), pointer movement and clicks
|
|
241
|
+
* (screen heatmaps), mesh picks (object engagement), and FPS (perf). It only reads
|
|
242
|
+
* from the scene — it never mutates it — and tears every listener, timer, and
|
|
243
|
+
* frame handler down on stop (ADR 0003: no cookies, no persistent ids).
|
|
244
|
+
*
|
|
245
|
+
* Device/GPU capabilities are captured separately via {@link "./device".readDeviceCaps}.
|
|
246
|
+
*
|
|
247
|
+
* ## PlayCanvas adaptations (vs. the three connector)
|
|
248
|
+
* - **Camera pose:** a PlayCanvas Entity's `forward` getter already returns the
|
|
249
|
+
* true world look direction (no local −Z negation), so it converts straight
|
|
250
|
+
* through `toCanonicalDirection`.
|
|
251
|
+
* - **FPS:** PlayCanvas computes FPS itself, so perf reads `app.stats.frame.fps`
|
|
252
|
+
* directly rather than deriving it from a frame-counter delta.
|
|
253
|
+
* - **"frame" cadence:** the connector owns no rAF loop; it subscribes to the
|
|
254
|
+
* engine's `frameend` event (the app's own render tick) and removes it on stop.
|
|
255
|
+
* - **World AABBs:** `meshInstance.aabb` is already a world-space box, so mesh
|
|
256
|
+
* visibility unions those directly instead of transforming local corners.
|
|
257
|
+
*/
|
|
258
|
+
export declare function playcanvasCollector(options: PlayCanvasCollectorOptions): Collector;
|
|
259
|
+
//# sourceMappingURL=collector.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|