@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 +1,57 @@
1
+ /**
2
+ * EmbedOnlyAuthoringAdapter — the honest FLOOR for an OPAQUE prebuilt bundle.
3
+ *
4
+ * When a game ships as a prebuilt bundle with its own inlined `three` (no shared
5
+ * module, no reachable global), the scene-capture trap can't see its renderer, so
6
+ * the editor cannot introspect or edit its scene. Per the founding docs
7
+ * (`ADAPTER-ARCHITECTURE.md` §2.3, coverage table: "prebuilt bundle, three opaque
8
+ * → iframe embed → tier 0–1") we still HOST it — run it in an iframe, size it,
9
+ * dispose it — but expose no authoring. This adapter advertises exactly that: an
10
+ * informational hierarchy node and all `capabilities` false, so the editor's
11
+ * generic panels render an honest "embed-only" state instead of pretending to edit.
12
+ */
13
+
14
+ import type {
15
+ AuthoringAdapter,
16
+ AuthoringCapabilities,
17
+ EditorNode,
18
+ HierarchyProvider,
19
+ } from '@engine/adapter';
20
+ import type { EditorStore } from '../editor-store';
21
+
22
+ const EMBED_ID = 'embed:root';
23
+
24
+ export function makeEmbedOnlyAdapter(store: EditorStore, label: string): AuthoringAdapter {
25
+ const node: EditorNode = {
26
+ id: EMBED_ID,
27
+ label: `${label} (embed-only)`,
28
+ kind: 'object',
29
+ parentId: null,
30
+ childIds: [],
31
+ flags: { runtimeOnly: true, locked: true },
32
+ };
33
+ const hierarchy: HierarchyProvider = {
34
+ roots: () => [node],
35
+ node: (id) => (id === EMBED_ID ? node : null),
36
+ object3D: () => null, // opaque — no reachable Object3D
37
+ idForObject3D: () => null,
38
+ };
39
+ const capabilities: AuthoringCapabilities = {
40
+ transform: false,
41
+ material: false,
42
+ inspectorFields: false,
43
+ create: false,
44
+ delete: false,
45
+ reparent: false,
46
+ persist: false,
47
+ };
48
+ return {
49
+ capabilities,
50
+ hierarchy,
51
+ selection: {
52
+ get: () => [...store.selectedEntityIds],
53
+ set: (ids) => store.selectMultiple(ids),
54
+ },
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+ subscribe: (listener) => store.subscribe(listener),
56
+ };
57
+ }
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Ephemeral persistence provider — for sessions whose edits must NOT survive past
3
+ * the session (play-mode's adoption of the live game scene; design
4
+ * `docs/PERSISTENCE-PROVIDER-DESIGN.md` §2/§7 slice 1).
5
+ *
6
+ * `isDirty()` is hard-coded `false`: nothing here is ever "unsaved" because there
7
+ * is nowhere for it to go — a no-op `save()` that pretended otherwise would lie in
8
+ * the save-status UI. Per the contract, the host never calls `save()` when
9
+ * `isDirty()` is false, so `save()` below is a documented no-op, not a silent
10
+ * swallow of a real write. `serialize()` still returns the live document so a
11
+ * future capture-style pull (design §6.5) can read it out.
12
+ */
13
+
14
+ import type { PersistenceProvider } from '@engine/adapter';
15
+
16
+ export function createEphemeralPersistence(getDoc: () => unknown): PersistenceProvider {
17
+ return {
18
+ isDirty: () => false,
19
+ save: async () => {
20
+ // Never called by the host (isDirty() is always false — see doc comment
21
+ // above). No-op: there is nothing to write, not a swallowed failure.
22
+ },
23
+ serialize: () => getDoc(),
24
+ destination: 'ephemeral (discarded on stop)',
25
+ };
26
+ }
@@ -0,0 +1,69 @@
1
+ /**
2
+ * Eyedropper session (D3.d, docs/unified-world-editor/27-visual-react-editing.md
3
+ * §6 D3) — a module-level subscribable singleton bridging the C1 `ColorPicker`
4
+ * (mounted inside the Inspector panel) and the canvas (`WorldSelectionOverlay`),
5
+ * the two SIBLING React trees a "click the eyedropper button, then click
6
+ * somewhere on the canvas" gesture must cross when the native `EyeDropper` API
7
+ * is unavailable (the FALLBACK path this whole module exists for — see
8
+ * `ColorPicker.tsx`'s `handleEyedropper` and the `ColorSampleProvider` contract
9
+ * doc comment for why the native path needs none of this: it samples real
10
+ * rendered pixels itself).
11
+ *
12
+ * Mirrors `world-session-state.ts`'s "bare module singleton" shape, but keeps
13
+ * its OWN subscriber list (rather than piggybacking on `EditorStore.
14
+ * notifyIngestEdit`) since this is transient cross-panel UI state, not an
15
+ * authored/session toggle any editor-store snapshot needs to carry.
16
+ *
17
+ * Only ONE fallback pick can be in flight at a time — beginning a new one
18
+ * silently supersedes whatever was pending (mirrors the ColorPicker's own
19
+ * "one popover at a time" assumption; nothing today opens two eyedroppers at
20
+ * once).
21
+ */
22
+
23
+ export type EyedropperApply = (color: string | null) => void;
24
+
25
+ let activeApply: EyedropperApply | null = null;
26
+ const listeners = new Set<() => void>();
27
+
28
+ function notify(): void {
29
+ for (const l of listeners) l();
30
+ }
31
+
32
+ /** Begin a fallback eyedropper session — `apply` is the widget's own
33
+ * sampled-color callback, called exactly once when the session resolves
34
+ * (`null` color means "cancelled", e.g. Escape — never a fabricated color). */
35
+ export function beginEyedropperSession(apply: EyedropperApply): void {
36
+ activeApply = apply;
37
+ notify();
38
+ }
39
+
40
+ /** True while a fallback session is awaiting a canvas click/Escape. */
41
+ export function isEyedropperSessionActive(): boolean {
42
+ return activeApply !== null;
43
+ }
44
+
45
+ /** Resolve the active session with a sampled color (or `null` to cancel),
46
+ * then close it. A no-op if no session is active. */
47
+ export function resolveEyedropperSession(color: string | null): void {
48
+ const apply = activeApply;
49
+ if (!apply) return;
50
+ activeApply = null;
51
+ notify();
52
+ apply(color);
53
+ }
54
+
55
+ /** Subscribe to session begin/end transitions — `WorldSelectionOverlay` binds
56
+ * this via `useSyncExternalStore` so it re-renders (shows/hides the cursor
57
+ * swatch) the instant a session starts or ends. */
58
+ export function subscribeEyedropperSession(listener: () => void): () => void {
59
+ listeners.add(listener);
60
+ return () => listeners.delete(listener);
61
+ }
62
+
63
+ /** Test-only reset (mirrors `world-session-state.ts`'s identical helper) —
64
+ * drops any pending session and every subscriber so unit tests don't leak
65
+ * state across cases. */
66
+ export function _resetEyedropperSessionForTest(): void {
67
+ activeApply = null;
68
+ listeners.clear();
69
+ }
@@ -0,0 +1,74 @@
1
+ /**
2
+ * First-party hierarchy context-menu extras (A2 escape hatch — see
3
+ * `hierarchy-menu-registry.ts`'s header comment; C2 blesses this seam as
4
+ * permanent).
5
+ *
6
+ * Ports the prefab Unpack/Open/Save-as actions from the deleted
7
+ * `SceneHierarchy.tsx`'s `ContextMenu` (former lines :258-298) behind
8
+ * `registerHierarchyMenuItems`, so `GameHierarchy` (the contract-only shell)
9
+ * never needs to know `SceneEntity`/`prefab` exist. Imported once for its
10
+ * side effect at boot (`main.tsx`).
11
+ *
12
+ * Scoping: `store.getEntityById(nodeId)` only resolves ids that are actually
13
+ * first-party `.vscn` entities in THIS store's own document — a foreign
14
+ * ingest/boundary node id never matches, and a composite's FOCUSED
15
+ * first-party child (A1 multi-world edit mode) still resolves correctly,
16
+ * since it shares the same store. No `instanceof`/adapter-identity check
17
+ * needed.
18
+ */
19
+
20
+ import { resolveUrl } from '@engine/loader';
21
+ import { registerHierarchyMenuItems } from '../hierarchy-menu-registry';
22
+
23
+ // Prefab Unpack/Open/Save-as — not yet contract-expressible (StructureProvider
24
+ // has no "unpack"/"open source asset" verb, and InspectorProvider has no
25
+ // notion of "this entity IS a prefab instance"); registered by the owning
26
+ // adapter module (the C2-blessed pattern) rather than added as a new
27
+ // contract verb.
28
+ registerHierarchyMenuItems(
29
+ (ctx) => !!ctx.store.getEntityById(ctx.nodeId),
30
+ (ctx) => {
31
+ const entity = ctx.store.getEntityById(ctx.nodeId);
32
+ if (!entity) return [];
33
+ if (entity.prefab) {
34
+ const prefabPath = entity.prefab;
35
+ return [
36
+ {
37
+ label: 'Unpack Prefab',
38
+ action: () => {
39
+ fetch(resolveUrl(prefabPath))
40
+ .then((res) => (res.ok ? res.json() : null))
41
+ .then((prefab) => {
42
+ if (prefab) ctx.store.unpackPrefab(ctx.nodeId, prefab.root);
43
+ })
44
+ .catch(() => {
45
+ /* ignore */
46
+ });
47
+ },
48
+ },
49
+ {
50
+ label: 'Open Prefab',
51
+ color: '#60a5fa',
52
+ action: () => {
53
+ window.dispatchEvent(
54
+ new CustomEvent('editor:open-asset', { detail: { path: prefabPath } }),
55
+ );
56
+ },
57
+ },
58
+ ];
59
+ }
60
+ return [
61
+ {
62
+ label: 'Save as Prefab...',
63
+ color: '#60a5fa',
64
+ action: () => {
65
+ window.dispatchEvent(
66
+ new CustomEvent('editor:save-as-prefab', {
67
+ detail: { entityId: ctx.nodeId, name: entity.name },
68
+ }),
69
+ );
70
+ },
71
+ },
72
+ ];
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+ },
74
+ );
@@ -0,0 +1,118 @@
1
+ /**
2
+ * First-party "+ Add Section…" menu (C2, docs/unified-world-editor/26-
3
+ * unified-editor-spec.md §4 C2) — verbatim from the deleted
4
+ * `components/InspectorPanel.tsx` (former :241-339). Adds a section (Audio/
5
+ * Physics/Shadow/Particles/Spline) to every selected entity that's missing
6
+ * it, via `store.batchMutate` (free undo via `_pushUndo`).
7
+ */
8
+
9
+ import { defaultParticlesData } from '@engine/scene/particles-factory';
10
+ import type { SectionProps } from '../../components/inspectors/multi-edit-utils';
11
+ import { useEditorStore } from '../../EditorContext';
12
+
13
+ type Entity = SectionProps['entities'][number];
14
+
15
+ interface AddSectionItem {
16
+ label: string;
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+ /** Returns true if the entity already has this section. */
18
+ has: (e: Entity) => boolean;
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+ /** Default data to add. */
20
+ defaults: Partial<Entity> | ((entity: Entity, all: Entity[]) => Partial<Entity>);
21
+ }
22
+
23
+ const addSectionItems: AddSectionItem[] = [
24
+ {
25
+ label: 'Bone Attachment',
26
+ has: (e) => !!e.boneAttachment,
27
+ defaults: (entity, all) => ({
28
+ boneAttachment: {
29
+ target: all.find((candidate) => candidate.id && candidate.id !== entity.id)?.id ?? '',
30
+ bone: 'hand_r',
31
+ },
32
+ }),
33
+ },
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+ {
35
+ label: 'Audio',
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+ has: (e) => !!e.audio,
37
+ defaults: { audio: { spatial: true, volume: 1 } },
38
+ },
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+ {
40
+ label: 'Physics',
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+ has: (e) => !!e.physics,
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+ defaults: { physics: { bodyType: 'fixed', collider: { type: 'cuboid' } } },
43
+ },
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+ {
45
+ label: 'Shadow',
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+ has: (e) => !!e.shadow,
47
+ defaults: { shadow: { enabled: true } },
48
+ },
49
+ {
50
+ label: 'Particles',
51
+ has: (e) => !!e.particles,
52
+ defaults: { particles: defaultParticlesData() },
53
+ },
54
+ {
55
+ label: 'Spline',
56
+ has: (e) => !!e.spline,
57
+ defaults: {
58
+ spline: {
59
+ curveType: 'centripetal' as const,
60
+ points: [
61
+ [0, 0, 0] as [number, number, number],
62
+ [1, 0, 1] as [number, number, number],
63
+ [2, 0, 0] as [number, number, number],
64
+ ],
65
+ closed: false,
66
+ },
67
+ },
68
+ },
69
+ ];
70
+
71
+ export function AddSectionMenu({ entities, ids }: SectionProps) {
72
+ const store = useEditorStore();
73
+ // Show items where at least one selected entity is missing that section
74
+ const available = addSectionItems.filter((item) => entities.some((e) => !item.has(e)));
75
+ if (available.length === 0) return null;
76
+
77
+ return (
78
+ <div style={{ padding: '6px 8px' }}>
79
+ <select
80
+ onChange={(e) => {
81
+ const item = available.find((i) => i.label === e.target.value);
82
+ if (item) {
83
+ const all = store.allEntities();
84
+ store.batchMutate(ids, (entity) => {
85
+ if (!item.has(entity)) {
86
+ Object.assign(
87
+ entity,
88
+ typeof item.defaults === 'function' ? item.defaults(entity, all) : item.defaults,
89
+ );
90
+ }
91
+ });
92
+ }
93
+ e.target.value = '';
94
+ }}
95
+ value=""
96
+ style={{
97
+ width: '100%',
98
+ background: '#333',
99
+ color: '#c5c8ce',
100
+ border: '1px solid #444',
101
+ borderRadius: 3,
102
+ fontSize: 11,
103
+ padding: '3px 4px',
104
+ cursor: 'pointer',
105
+ }}
106
+ >
107
+ <option value="" disabled>
108
+ + Add Section...
109
+ </option>
110
+ {available.map((item) => (
111
+ <option key={item.label} value={item.label}>
112
+ {item.label}
113
+ </option>
114
+ ))}
115
+ </select>
116
+ </div>
117
+ );
118
+ }