@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 +1,326 @@
1
+ import type { SceneCollider, SceneEnvironment, ScenePhysics } from '@engine/scene/scene-types';
2
+ import { useEditorStore } from '../../EditorContext';
3
+ import { NumberInput } from '../primitives/NumberInput';
4
+ import { SectionHeader } from '../primitives/SectionHeader';
5
+ import { Tooltip } from '../primitives/Tooltip';
6
+ import { Vec3Input } from '../primitives/Vec3Input';
7
+ import type { SectionProps } from './multi-edit-utils';
8
+ import { commonBool, commonNum, commonStr, commonVec3 } from './multi-edit-utils';
9
+
10
+ const bodyTypes: ScenePhysics['bodyType'][] = ['dynamic', 'fixed', 'kinematic'];
11
+ const colliderTypes: SceneCollider['type'][] = ['cuboid', 'ball', 'capsule', 'trimesh'];
12
+
13
+ export function PhysicsSection({ entities, ids }: SectionProps) {
14
+ const store = useEditorStore();
15
+ if (!entities.every((e) => e.physics)) return null;
16
+
17
+ const multi = entities.length > 1;
18
+
19
+ const bodyType = commonStr(entities, (e) => e.physics?.bodyType);
20
+ const colliderType = commonStr(entities, (e) => e.physics?.collider.type);
21
+ const mass = commonNum(entities, (e) => e.physics?.mass ?? 1);
22
+ const friction = commonNum(entities, (e) => e.physics?.collider.friction ?? 0.5);
23
+ const restitution = commonNum(entities, (e) => e.physics?.collider.restitution ?? 0);
24
+ const density = commonNum(entities, (e) => e.physics?.collider.density ?? 1);
25
+ const sensor = commonBool(entities, (e) => e.physics?.collider.isSensor ?? false);
26
+ const offset = commonVec3(entities, (e) => e.physics?.collider.offset ?? [0, 0, 0]);
27
+
28
+ const selectStyle: React.CSSProperties = {
29
+ width: '100%',
30
+ background: '#1e1e1e',
31
+ color: '#c5c8ce',
32
+ border: '1px solid #333',
33
+ borderRadius: 2,
34
+ padding: '3px 4px',
35
+ fontSize: 12,
36
+ };
37
+
38
+ const mixedSelectStyle = (isMixed: boolean): React.CSSProperties => ({
39
+ ...selectStyle,
40
+ color: isMixed ? '#666' : '#c5c8ce',
41
+ fontStyle: isMixed ? 'italic' : 'normal',
42
+ });
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+
44
+ const update = (partial: Partial<ScenePhysics>) => {
45
+ store.batchMutate(ids, (entity) => {
46
+ if (entity.physics) Object.assign(entity.physics, partial);
47
+ });
48
+ };
49
+
50
+ const updateCollider = (partial: Partial<SceneCollider>) => {
51
+ store.batchMutate(ids, (entity) => {
52
+ if (entity.physics) Object.assign(entity.physics.collider, partial);
53
+ });
54
+ };
55
+
56
+ return (
57
+ <SectionHeader label="Physics">
58
+ <div style={{ display: 'flex', flexDirection: 'column', gap: 6 }}>
59
+ <div>
60
+ <Tooltip
61
+ text="Dynamic: simulated, Fixed: immovable, Kinematic: scripted"
62
+ position="right"
63
+ >
64
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Body Type</div>
65
+ </Tooltip>
66
+ <select
67
+ value={bodyType ?? ''}
68
+ onChange={(e) => update({ bodyType: e.target.value as ScenePhysics['bodyType'] })}
69
+ style={mixedSelectStyle(bodyType === null)}
70
+ >
71
+ {bodyType === null && (
72
+ <option value="" disabled>
73
+ (mixed)
74
+ </option>
75
+ )}
76
+ {bodyTypes.map((t) => (
77
+ <option key={t} value={t}>
78
+ {t}
79
+ </option>
80
+ ))}
81
+ </select>
82
+ </div>
83
+ <div>
84
+ <Tooltip text="Weight for physics simulation" position="right">
85
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Mass</div>
86
+ </Tooltip>
87
+ <NumberInput value={mass} onChange={(v) => update({ mass: v })} step={0.1} />
88
+ </div>
89
+ <div>
90
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Collider Type</div>
91
+ <select
92
+ value={colliderType ?? ''}
93
+ onChange={(e) => updateCollider({ type: e.target.value as SceneCollider['type'] })}
94
+ style={mixedSelectStyle(colliderType === null)}
95
+ >
96
+ {colliderType === null && (
97
+ <option value="" disabled>
98
+ (mixed)
99
+ </option>
100
+ )}
101
+ {colliderTypes.map((t) => (
102
+ <option key={t} value={t}>
103
+ {t}
104
+ </option>
105
+ ))}
106
+ </select>
107
+ </div>
108
+ {colliderType === 'cuboid' && (
109
+ <div>
110
+ <Tooltip text="Half-size from center to edge" position="right">
111
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Half Extents</div>
112
+ </Tooltip>
113
+ <Vec3Input
114
+ value={commonVec3(
115
+ entities,
116
+ (e) => e.physics?.collider.halfExtents ?? [0.5, 0.5, 0.5],
117
+ )}
118
+ onChange={(v) => updateCollider({ halfExtents: v })}
119
+ onAxisChange={(axis, v) => {
120
+ store.batchMutate(ids, (entity) => {
121
+ if (!entity.physics) return;
122
+ const he = [...(entity.physics.collider.halfExtents ?? [0.5, 0.5, 0.5])] as [
123
+ number,
124
+ number,
125
+ number,
126
+ ];
127
+ he[axis] = v;
128
+ entity.physics.collider.halfExtents = he;
129
+ });
130
+ }}
131
+ step={0.05}
132
+ />
133
+ </div>
134
+ )}
135
+ {colliderType === 'ball' && (
136
+ <div>
137
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Radius</div>
138
+ <NumberInput
139
+ value={commonNum(entities, (e) => e.physics?.collider.radius ?? 0.5)}
140
+ onChange={(v) => updateCollider({ radius: v })}
141
+ step={0.05}
142
+ />
143
+ </div>
144
+ )}
145
+ {colliderType === 'capsule' && (
146
+ <>
147
+ <div>
148
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Radius</div>
149
+ <NumberInput
150
+ value={commonNum(entities, (e) => e.physics?.collider.radius ?? 0.25)}
151
+ onChange={(v) => updateCollider({ radius: v })}
152
+ step={0.05}
153
+ />
154
+ </div>
155
+ <div>
156
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Half Height</div>
157
+ <NumberInput
158
+ value={commonNum(entities, (e) => e.physics?.collider.halfHeight ?? 0.5)}
159
+ onChange={(v) => updateCollider({ halfHeight: v })}
160
+ step={0.05}
161
+ />
162
+ </div>
163
+ </>
164
+ )}
165
+
166
+ {/* Physics material */}
167
+ <div>
168
+ <Tooltip text="Surface friction — 0 = ice, 1+ = sticky" position="right">
169
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Friction</div>
170
+ </Tooltip>
171
+ <NumberInput
172
+ value={friction}
173
+ onChange={(v) => updateCollider({ friction: v })}
174
+ step={0.05}
175
+ />
176
+ </div>
177
+ <div>
178
+ <Tooltip text="Bounciness — 0 = no bounce, 1 = full bounce" position="right">
179
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Restitution</div>
180
+ </Tooltip>
181
+ <NumberInput
182
+ value={restitution}
183
+ onChange={(v) => updateCollider({ restitution: v })}
184
+ step={0.05}
185
+ />
186
+ </div>
187
+ <div>
188
+ <Tooltip text="Mass per volume — overrides mass when set" position="right">
189
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Density</div>
190
+ </Tooltip>
191
+ <NumberInput
192
+ value={density}
193
+ onChange={(v) => updateCollider({ density: v })}
194
+ step={0.1}
195
+ />
196
+ </div>
197
+ <div>
198
+ <Tooltip text="Local offset from body origin" position="right">
199
+ <div style={{ fontSize: 10, color: '#8c8c8c', marginBottom: 2 }}>Collider Offset</div>
200
+ </Tooltip>
201
+ <Vec3Input
202
+ value={offset}
203
+ onChange={(v) => updateCollider({ offset: v })}
204
+ onAxisChange={(axis, v) => {
205
+ store.batchMutate(ids, (entity) => {
206
+ if (!entity.physics) return;
207
+ const off = [...(entity.physics.collider.offset ?? [0, 0, 0])] as [
208
+ number,
209
+ number,
210
+ number,
211
+ ];
212
+ off[axis] = v;
213
+ entity.physics.collider.offset = off;
214
+ });
215
+ }}
216
+ step={0.05}
217
+ />
218
+ </div>
219
+
220
+ {/* Sensor / Trigger */}
221
+ <div>
222
+ <Tooltip text="Detect overlaps without physical blocking" position="right">
223
+ <div style={{ display: 'flex', alignItems: 'center', gap: 6 }}>
224
+ <input
225
+ type="checkbox"
226
+ checked={sensor ?? false}
227
+ ref={(el) => {
228
+ if (el) el.indeterminate = sensor === null;
229
+ }}
230
+ onChange={(e) => updateCollider({ isSensor: e.target.checked })}
231
+ />
232
+ <span style={{ fontSize: 11, color: '#c5c8ce' }}>Is Sensor (Trigger)</span>
233
+ </div>
234
+ </Tooltip>
235
+ </div>
236
+
237
+ {/* Collision Layers — single entity only */}
238
+ {!multi && entities[0]!.physics && (
239
+ <CollisionLayersUI
240
+ collider={entities[0]!.physics!.collider}
241
+ updateCollider={(partial) => {
242
+ store.updateEntity(ids[0]!, {
243
+ physics: {
244
+ ...entities[0]!.physics!,
245
+ collider: { ...entities[0]!.physics!.collider, ...partial },
246
+ },
247
+ });
248
+ }}
249
+ env={store.environment}
250
+ />
251
+ )}
252
+ </div>
253
+ </SectionHeader>
254
+ );
255
+ }
256
+
257
+ // --- Collision Layers ---
258
+
259
+ const layerLabelStyle: React.CSSProperties = {
260
+ fontSize: 10,
261
+ color: '#8c8c8c',
262
+ marginBottom: 2,
263
+ fontWeight: 700,
264
+ textTransform: 'uppercase',
265
+ marginTop: 4,
266
+ };
267
+
268
+ const layerCheckStyle: React.CSSProperties = {
269
+ display: 'flex',
270
+ alignItems: 'center',
271
+ gap: 4,
272
+ fontSize: 10,
273
+ color: '#c5c8ce',
274
+ };
275
+
276
+ function CollisionLayersUI({
277
+ collider,
278
+ updateCollider,
279
+ env,
280
+ }: {
281
+ collider: SceneCollider;
282
+ updateCollider: (partial: Partial<SceneCollider>) => void;
283
+ env: SceneEnvironment | undefined;
284
+ }) {
285
+ const layerNames = env?.physics?.collisionLayers;
286
+ if (!layerNames || layerNames.length === 0) return null;
287
+
288
+ const groups = collider.collisionGroups ?? 0xffff;
289
+ const filter = collider.collisionFilter ?? 0xffff;
290
+
291
+ const toggleBit = (field: 'collisionGroups' | 'collisionFilter', bit: number) => {
292
+ const current = field === 'collisionGroups' ? groups : filter;
293
+ updateCollider({ [field]: current ^ (1 << bit) });
294
+ };
295
+
296
+ return (
297
+ <>
298
+ <div style={layerLabelStyle}>Member Of</div>
299
+ <div style={{ display: 'flex', flexWrap: 'wrap', gap: 4 }}>
300
+ {layerNames.map((name, i) => (
301
+ <label key={`g-${name}`} style={layerCheckStyle}>
302
+ <input
303
+ type="checkbox"
304
+ checked={(groups & (1 << i)) !== 0}
305
+ onChange={() => toggleBit('collisionGroups', i)}
306
+ />
307
+ {name}
308
+ </label>
309
+ ))}
310
+ </div>
311
+ <div style={layerLabelStyle}>Collides With</div>
312
+ <div style={{ display: 'flex', flexWrap: 'wrap', gap: 4 }}>
313
+ {layerNames.map((name, i) => (
314
+ <label key={`f-${name}`} style={layerCheckStyle}>
315
+ <input
316
+ type="checkbox"
317
+ checked={(filter & (1 << i)) !== 0}
318
+ onChange={() => toggleBit('collisionFilter', i)}
319
+ />
320
+ {name}
321
+ </label>
322
+ ))}
323
+ </div>
324
+ </>
325
+ );
326
+ }