@vgai/editor 0.2.0

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Files changed (519) hide show
  1. package/LICENSE +661 -0
  2. package/README.md +35 -0
  3. package/dist/a/b/c/test-nested.json +1 -0
  4. package/dist/assets/CCDIKSolver-Dz-ysxZF.js +1 -0
  5. package/dist/assets/SelectionBox-BXsv_6aH.js +1 -0
  6. package/dist/assets/browser-project-scripts-DOru4L1x.js +2 -0
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  101. package/dist/ingest/racing-game/three-r139.module.js +50617 -0
  102. package/dist/ingest/racing-game/vendor.js +179 -0
  103. package/dist/ingest/racing-game/vgai.game.json +20 -0
  104. package/dist/ingest/simcity/UPSTREAM.md +65 -0
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@@ -0,0 +1,73 @@
1
+ /**
2
+ * `@editor/widgets` — the editor's widget kit + design tokens, promoted to a
3
+ * public export for PROJECT tools (W3 of `docs/DATA-TOOLS-DESIGN.md`, §3.4:
4
+ * "tools are editor citizens"). The same reference-implementation-becomes-
5
+ * shipped-API move as the R3F bridge: these are the editor's OWN widgets —
6
+ * the exact components its inspector renders — so a project tool built from
7
+ * them looks native to the editor and re-skins with it.
8
+ *
9
+ * Import it from a `src/tools/*.tool.tsx` file:
10
+ *
11
+ * ```tsx
12
+ * import { NumberInput, SectionHeader, THEME } from '@editor/widgets';
13
+ * ```
14
+ *
15
+ * What's here:
16
+ * - **Tokens**: `THEME` (editor dark-panel palette), `FONT` / `FONT_MONO`,
17
+ * and the shared style helpers (`inputStyle`, `rowStyle`,
18
+ * `miniButtonStyle`, `toggleButtonStyle`).
19
+ * - **Structure**: `Panel` (titled panel container), `SectionHeader`
20
+ * (collapsible section title row), `Tooltip`.
21
+ * - **Inputs**: `NumberInput` (scrub-or-type), `Vec3Input`, `ColorInput`,
22
+ * `ScrubbableInput`, `ColorPicker`/`ColorSwatch`, `GradientEditor`,
23
+ * `FontPicker`, `AlignmentGrid`, `BorderEditor`, `ShadowEditor`,
24
+ * `FilterEditor`, `ToggleButton`.
25
+ *
26
+ * Contract notes:
27
+ * - The rich widgets share one change contract, `ChangeHandlers<T>`
28
+ * (`value` + `onChange` per interaction tick + optional `onChangeEnd`
29
+ * commit — see its doc comment).
30
+ * - Everything else a tool needs — layout, state, charts — is deliberately
31
+ * NOT API (§3.3): plain React, the project's choice.
32
+ * - This barrel is the ONLY sanctioned deep-import into editor source from
33
+ * project code. Its dependency closure is kept deliberately shallow
34
+ * (react + the widget files themselves) so a scaffolded project's `tsc`
35
+ * never drags the editor's internals along; `interactive-edit-scope.ts`
36
+ * exists precisely to keep `NumberInput`/`ColorInput` off `EditorContext`.
37
+ * Don't add re-exports here that import the editor store, adapters, or
38
+ * server code.
39
+ */
40
+
41
+ // --- Rich inspector widgets (spec 27 §5 C1 kit) ------------------------------
42
+ export * from '../components/inspector-widgets/AlignmentGrid';
43
+ export * from '../components/inspector-widgets/BorderEditor';
44
+ export * from '../components/inspector-widgets/ColorPicker';
45
+ export type { ColorFormat } from '../components/inspector-widgets/color-utils';
46
+ export * from '../components/inspector-widgets/FilterEditor';
47
+ export * from '../components/inspector-widgets/FontPicker';
48
+ export * from '../components/inspector-widgets/GradientEditor';
49
+ export * from '../components/inspector-widgets/ScrubbableInput';
50
+ export * from '../components/inspector-widgets/ShadowEditor';
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+ // --- Tokens + shared helpers (the widget kit's design system) --------------
52
+ export {
53
+ type ChangeHandlers,
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+ FONT,
55
+ FONT_MONO,
56
+ fireChange,
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+ fireEnd,
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+ inputStyle,
59
+ miniButtonStyle,
60
+ parseNumericValue,
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+ rowStyle,
62
+ THEME,
63
+ ToggleButton,
64
+ toggleButtonStyle,
65
+ } from '../components/inspector-widgets/shared';
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+ // --- Simple inputs (the primitives the built-in inspector uses) -------------
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+ export { ColorInput } from '../components/primitives/ColorInput';
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+ export { NumberInput } from '../components/primitives/NumberInput';
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+ // --- Structure --------------------------------------------------------------
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+ export { Panel } from '../components/primitives/Panel';
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+ export { SectionHeader } from '../components/primitives/SectionHeader';
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+ export { Tooltip } from '../components/primitives/Tooltip';
73
+ export { Vec3Input } from '../components/primitives/Vec3Input';
@@ -0,0 +1,252 @@
1
+ # Skill: Editor Control
2
+
3
+ Use the `vgai` CLI to create projects, launch the editor, and control it programmatically. The editor is a browser-based WebGL app; the CLI sends commands to it over HTTP.
4
+
5
+ ## Installation
6
+
7
+ The CLI lives in the vgai monorepo checkout this project was scaffolded from
8
+ (the same checkout `@vgai/engine` symlinks back into). Build it once — plain
9
+ npm, no bun required (make sure the checkout root has had `npm install`):
10
+
11
+ ```bash
12
+ cd <vgai-checkout>/packages/vgai-cli && npm run build
13
+ ```
14
+
15
+ Then invoke the built bundle with node — from any directory, including your
16
+ project (the CLI locates the engine checkout from its own file location, not
17
+ your cwd):
18
+
19
+ ```bash
20
+ node <vgai-checkout>/packages/vgai-cli/dist/index.js <command>
21
+ ```
22
+
23
+ For a `vgai` command, add a shell alias:
24
+
25
+ ```bash
26
+ alias vgai="node <vgai-checkout>/packages/vgai-cli/dist/index.js"
27
+ ```
28
+
29
+ Do **not** use `npm link`/`bun link`: invoked through a symlink the CLI's
30
+ entry-point check fails and the command exits silently doing nothing. Direct
31
+ `node dist/index.js` invocation (or the alias above) is the supported path.
32
+
33
+ ## Quick Start
34
+
35
+ ```bash
36
+ vgai create "My Game" # Scaffold a new project in ./my-game
37
+ cd my-game
38
+ vgai edit # Launch editor + open browser
39
+ vgai play # Enter play mode
40
+ vgai status # Check editor state
41
+ ```
42
+
43
+ **Port cross-talk:** the default editor port (5173) is shared across every
44
+ vgai project on the machine. `vgai edit` never silently retargets a
45
+ DIFFERENT project's already-running editor — if one is already open
46
+ elsewhere, this one starts a second instance on a fresh free port and prints
47
+ that URL instead (use `--switch` to retarget the existing one on purpose).
48
+ If you might have another vgai project's tab open in the browser already,
49
+ don't assume it's this project: read the URL `vgai edit` actually prints
50
+ (check `vgai sessions` to see every live session's port → project), or pass
51
+ `vgai edit --port <n>` to pin an explicit port for this project so a stale
52
+ tab from a different project can't be mistaken for this session.
53
+
54
+ ## Precondition: most verbs need a connected browser tab, not just `vgai edit` running
55
+
56
+ `vgai edit` starts the dev server and prints a URL — it does **not** by
57
+ itself give the CLI anything to talk to. Every control verb (`play`,
58
+ `select`, `focus`, `show`, `status`, ...) is relayed over HTTP/SSE to an
59
+ actual browser tab that has the editor page open and running; the dev
60
+ server just serves that page. Running `vgai edit` (or `vgai edit --no-open`,
61
+ the flag meant for headless/agent use) and then immediately calling `vgai
62
+ status` with **no tab ever opened** does not error — it returns the last
63
+ **cached** state from a previous session (or an empty default), and prints
64
+ a `⚠ No editor connected` warning to stderr. Read that warning: it means
65
+ the JSON below it is stale, not live. Before trusting `vgai status` (or
66
+ issuing `play`/`select`/etc. and expecting them to do anything), make sure
67
+ a tab is actually open on the printed URL — a real browser, or a
68
+ Playwright/Puppeteer page you navigated to it yourself.
69
+
70
+ **Driving the editor headlessly (e.g. from an agent or CI):**
71
+
72
+ ```bash
73
+ vgai edit --no-open # start the dev server without launching a real browser
74
+ ```
75
+
76
+ ```ts
77
+ // then, in a Playwright script, open a page against the printed URL —
78
+ // use 'load', NOT 'networkidle': the editor dev server keeps a
79
+ // long-lived SSE/websocket connection open for live commands, so the
80
+ // network never goes idle and `waitUntil: 'networkidle'` hangs forever.
81
+ await page.goto('http://localhost:5173', { waitUntil: 'load' });
82
+ ```
83
+
84
+ Once that page has loaded, it registers as a connected client and `vgai
85
+ status`/`vgai play`/etc. from another shell will reach it for real.
86
+
87
+ ## When to Use This Skill
88
+
89
+ - **`create` / `edit`** — bootstrap and launch projects
90
+ - **`play` / `stop` / `select` / `focus` / etc.** — show things to the user, control play mode
91
+ - You do NOT need the CLI for entity/asset/scene changes — those are just file edits (`.vscn.json` files in `public/`)
92
+
93
+ ## CLI Reference
94
+
95
+ ### Project Management (no running editor needed)
96
+
97
+ ```bash
98
+ vgai create <name> [location] # Create project (default location: ./)
99
+ vgai create <name> [location] --template empty # Minimal empty project
100
+ vgai edit [project-path] # Launch editor for project (default: cwd).
101
+ # Reuses the session already serving THIS
102
+ # project; otherwise starts a NEW instance on
103
+ # a free port rather than silently retargeting
104
+ # a different project's editor (see the port
105
+ # cross-talk note above).
106
+ # --switch retarget an existing instance
107
+ # instead of starting a new one
108
+ # --port <n> force a port for a fresh instance
109
+ vgai sessions # List live editor sessions (port -> project)
110
+ ```
111
+
112
+ ### Scene & Project Info (needs running editor)
113
+
114
+ ```bash
115
+ vgai scene <path> # Open a scene file (e.g. scenes/default.vscn.json)
116
+ vgai open <path> # Switch project in running editor
117
+ vgai project # Show current project info
118
+ vgai projects # List recent projects
119
+ ```
120
+
121
+ ### Play Control
122
+
123
+ ```bash
124
+ vgai play # Enter play mode
125
+ vgai stop # Exit play mode
126
+ vgai pause # Pause (while playing)
127
+ vgai resume # Resume (while paused)
128
+ vgai step # Advance one frame (while paused)
129
+ ```
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+
131
+ ### Navigation
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+
133
+ ```bash
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+ vgai select <entityId> # Select an entity by ID
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+ vgai select --all # Select all entities
136
+ vgai deselect # Clear selection
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+ vgai focus <entityId> # Focus camera on a specific entity
138
+ vgai focus # Focus camera on current selection
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+ vgai view top # Top-down camera
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+ vgai view front # Front camera
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+ vgai view right # Right camera
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+ vgai view perspective # Default perspective camera
143
+ ```
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+
145
+ ### Panels
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+
147
+ ```bash
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+ vgai show viewport scene # Switch to Scene tab
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+ vgai show viewport game # Switch to Game tab
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+ vgai show inspector # Show the inspector panel
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+ vgai show console # Toggle the console panel
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+ vgai show build # Show the build panel
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+ vgai open-asset <path> <kind> # Open an asset tab (kind: model|image|audio|scene|prefab|material|json|animation)
154
+ ```
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+
156
+ ### Display Modes
157
+
158
+ ```bash
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+ vgai grid on # Show grid
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+ vgai grid off # Hide grid
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+ vgai helpers on # Show all helpers (lights, cameras, colliders, etc.)
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+ vgai helpers off # Hide all helpers
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+ vgai stats on # Show performance stats overlay
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+ vgai stats off # Hide stats
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+ vgai shading solid # Standard shading
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+ vgai shading wireframe # Wireframe mode
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+ vgai shading unlit # Unlit/flat shading
168
+ ```
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+
170
+ ### State
171
+
172
+ ```bash
173
+ vgai status # Print full editor state as JSON
174
+ ```
175
+
176
+ The `status` command returns:
177
+ - `playState` — `stopped`, `playing`, or `paused`
178
+ - `selectedEntityId` / `selectedEntityIds` — current selection
179
+ - `activeViewportTab` — `scene` or `game`
180
+ - `showGrid`, `showHelpers`, `showStats`, `shadingMode` — display state
181
+ - `transformMode`, `transformSpace`, `snapEnabled` — tool state
182
+ - `entityCount` — number of entities in the scene
183
+ - `savePath` — path to the currently open scene file
184
+ - `connected` — whether an editor browser tab is live right now; if
185
+ `false`, everything else in the payload is a cached snapshot (see the
186
+ precondition note above)
187
+
188
+ ### Global Options
189
+
190
+ ```bash
191
+ --url <url> # Editor URL (default: http://localhost:5173)
192
+ # Also: VGAI_EDITOR_URL env var
193
+ ```
194
+
195
+ ## Entity IDs
196
+
197
+ Entity IDs are UUIDs stored in `.vscn.json` scene files. To find an entity's ID:
198
+
199
+ 1. Read the scene file (e.g., `public/scenes/default.vscn.json`)
200
+ 2. Each entity object has an `"id"` field
201
+ 3. Use that ID with `vgai select <id>` or `vgai focus <id>`
202
+
203
+ ## Typical Workflows
204
+
205
+ ### Start a new project from scratch
206
+
207
+ ```bash
208
+ vgai create "My Platformer"
209
+ cd my-platformer
210
+ vgai edit
211
+ ```
212
+
213
+ ### Show the user an entity you just created/modified
214
+
215
+ ```bash
216
+ # After editing a .vscn.json file:
217
+ vgai select <entity-id>
218
+ vgai focus <entity-id>
219
+ ```
220
+
221
+ ### Test gameplay
222
+
223
+ ```bash
224
+ vgai play
225
+ # ... observe behavior ...
226
+ vgai stop
227
+ ```
228
+
229
+ ### Debug a specific view angle
230
+
231
+ ```bash
232
+ vgai view top
233
+ vgai shading wireframe
234
+ vgai helpers on
235
+ ```
236
+
237
+ ## SDK (Programmatic Access)
238
+
239
+ For TypeScript automation, use `@vgai/editor-sdk` directly:
240
+
241
+ ```typescript
242
+ import { EditorClient } from '@vgai/editor-sdk';
243
+
244
+ const editor = new EditorClient(); // default: http://localhost:5173
245
+ await editor.play();
246
+ const state = await editor.getState();
247
+ await editor.select(state.selectedEntityId);
248
+ await editor.focusSelection();
249
+ await editor.stop();
250
+ ```
251
+
252
+ The `EditorClient` has the same methods as the CLI: `play()`, `stop()`, `pause()`, `resume()`, `step()`, `select()`, `selectAll()`, `focusEntity()`, `focusSelection()`, `viewPreset()`, `showViewport()`, `showInspector()`, `setGrid()`, `setHelpers()`, `setShadingMode()`, `getState()`, `waitForState()`, `createProject()`, `openProject()`, `getProject()`, `listRecentProjects()`, etc.