@vgai/engine 0.2.0 → 0.4.0-canary.20260715.0
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/README.md +3 -1
- package/package.json +24 -4
- package/schemas/engine-api.json +124 -0
- package/schemas/engine-api.md +53 -0
- package/schemas/engine-capabilities.json +124 -0
- package/schemas/inputmap.schema.json +314 -0
- package/schemas/mat.schema.json +286 -0
- package/schemas/prefab.schema.json +10148 -0
- package/schemas/scn2d.schema.json +475 -0
- package/schemas/vgai-game.schema.json +383 -0
- package/schemas/vscn.schema.json +11007 -0
- package/src/adapter/{world-kind.ts → adapter-surface.ts} +6 -6
- package/src/adapter/authoring.ts +77 -0
- package/src/adapter/first-party-systems.ts +23 -34
- package/src/adapter/game-adapter.ts +8 -8
- package/src/adapter/host-context.ts +2 -4
- package/src/adapter/index.ts +4 -4
- package/src/adapter/system-adapter.ts +88 -22
- package/src/adapter/vgai-scene-game-adapter.ts +244 -194
- package/src/animation/anim-graph-types.ts +12 -43
- package/src/animation/animation-clock.ts +479 -0
- package/src/animation/camera-ownership.ts +467 -0
- package/src/animation/cinematic-cues.ts +451 -0
- package/src/animation/clip-map.ts +41 -0
- package/src/animation/gsap-registration.ts +184 -0
- package/src/animation/theatre-clock-binding.ts +111 -0
- package/src/animation/theatre-director.ts +347 -0
- package/src/animation/theatre-object-binding.ts +661 -0
- package/src/animation/xstate-animation-binding.ts +436 -0
- package/src/animation/xstate-animation-meta.ts +319 -0
- package/src/audio/index.ts +39 -7
- package/src/audio/tone-clock-binding.ts +98 -0
- package/src/audio/tone-context.ts +129 -0
- package/src/audio/tone-offline-render.ts +167 -0
- package/src/audio/wav-encode.ts +119 -0
- package/src/character/cloth-sim.ts +533 -0
- package/src/character/spring-chain.ts +307 -0
- package/src/core/game-loop.ts +57 -2
- package/src/core/seeded-random.ts +161 -0
- package/src/core/system-runner.ts +20 -3
- package/src/core/types.ts +50 -0
- package/src/data/data-asset.ts +167 -0
- package/src/data/data-check-core.ts +242 -0
- package/src/data/data-ref.ts +145 -0
- package/src/data/vite-plugin-data.ts +290 -0
- package/src/dev/performance-profiler.ts +213 -0
- package/src/dev/webgl-gpu-timer.ts +53 -0
- package/src/ecs/component-manager.ts +45 -12
- package/src/ecs/game-component.ts +95 -11
- package/src/humanoid/bake.operation.ts +326 -0
- package/src/humanoid/body.ts +663 -0
- package/src/humanoid/clips.ts +149 -0
- package/src/humanoid/compose.ts +209 -0
- package/src/humanoid/generate.ts +189 -0
- package/src/humanoid/index.ts +36 -0
- package/src/humanoid/schema.ts +108 -0
- package/src/humanoid/skeleton.ts +345 -0
- package/src/index.ts +48 -0
- package/src/input/input-manager.ts +1886 -33
- package/src/input/input-types.ts +158 -3
- package/src/input/prompt-labels.ts +122 -0
- package/src/input/rebind-controller.ts +105 -0
- package/src/input/schema.ts +206 -52
- package/src/manifest/index.ts +5 -5
- package/src/manifest/load.ts +125 -72
- package/src/manifest/schema.ts +362 -255
- package/src/react/game-state.tsx +135 -32
- package/src/react/root-adapter.tsx +49 -0
- package/src/react/unmanaged-root-detector.ts +66 -0
- package/src/react/use-data.ts +124 -0
- package/src/react/use-selection.tsx +135 -0
- package/src/runtime/create-runtime.ts +112 -273
- package/src/runtime/debug-bridge.ts +483 -0
- package/src/runtime/debug-registry.ts +856 -0
- package/src/runtime/game.ts +342 -93
- package/src/runtime/gameplay-rng-trap.ts +134 -0
- package/src/runtime/input-router.ts +7 -7
- package/src/runtime/mount-game.ts +40 -38
- package/src/runtime/mount-manifest.ts +169 -37
- package/src/runtime/render-audio-control.ts +168 -0
- package/src/runtime/render-control.ts +522 -0
- package/src/runtime/render-seed.ts +79 -0
- package/src/runtime/state-bridge.ts +24 -10
- package/src/runtime/types.ts +110 -33
- package/src/scene/asset-loaders.ts +10 -36
- package/src/scene/asset-paths.ts +0 -2
- package/src/scene/asset-ref-check.ts +248 -0
- package/src/scene/asset-registry.ts +22 -0
- package/src/scene/component-registry.ts +14 -3
- package/src/scene/defaults.ts +1 -0
- package/src/scene/light-camera-factory.ts +11 -3
- package/src/scene/parse.ts +133 -0
- package/src/scene/scene-apply.ts +55 -4
- package/src/scene/scene-loader.ts +91 -123
- package/src/scene/scene-types.ts +0 -1
- package/src/scene/schema/animation.ts +30 -79
- package/src/scene/schema/entity.ts +20 -0
- package/src/scene/schema/index.ts +2 -46
- package/src/scene/schema/light.ts +16 -1
- package/src/scene/schema/material.ts +96 -91
- package/src/scene/schema/scene-file.ts +1 -7
- package/src/scene/user-data.ts +22 -10
- package/src/setup/setup-renderer.ts +10 -3
- package/src/tools/define-tool.ts +191 -0
- package/src/world2d/authoring-2d.ts +17 -1
- package/src/world2d/collision-2d.ts +1 -1
- package/src/world2d/pixi-game-adapter.ts +19 -17
- package/src/world2d/scene2d-loader.ts +1 -0
- package/src/world2d/types.ts +8 -2
- package/src/animation/anim-graph.ts +0 -406
- package/src/animation/anim-system.ts +0 -28
- package/src/animation/property-track.ts +0 -178
- package/src/animation/schema.ts +0 -204
- package/src/audio/ambient.ts +0 -300
- package/src/audio/impacts.ts +0 -212
- package/src/audio/movement.ts +0 -140
- package/src/audio/musical.ts +0 -200
- package/src/audio/ui-sounds.ts +0 -171
- package/src/audio/vehicle.ts +0 -235
- package/src/audio/weapons.ts +0 -152
- package/src/runtime/scene-ui-bridge.ts +0 -86
- package/src/runtime/scene-ui-data.ts +0 -119
- package/src/scene/schema/ui.ts +0 -602
package/src/runtime/types.ts
CHANGED
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@@ -1,9 +1,10 @@
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import type RAPIER from '@dimforge/rapier3d-compat';
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import type { EffectComposer } from 'postprocessing';
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import type * as THREE from 'three';
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import type { z } from 'zod';
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import type { SystemAdapters } from '../adapter/system-adapter';
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-
import type { AnimGraph } from '../animation/anim-graph';
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import type { AssetCache } from '../assets';
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import type { SeededRandom } from '../core/seeded-random';
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import type { createSystemRunner } from '../core/system-runner';
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import type { createDebugDraw } from '../dev/debug-draw';
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import type { ComponentManager } from '../ecs/component-manager';
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@@ -14,7 +15,87 @@ import type { SceneFile } from '../scene/scene-types';
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import type { AudioContext as GameAudio } from '../setup/setup-audio';
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import type { ParticlesContext } from '../setup/setup-particles';
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import type { Game, WorldInstance } from './game';
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-
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/**
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* The minimal structural shape `ctx.debug.attachRoom` needs from a joined
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* Colyseus room (Task 2.2, `docs/SYNTHETIC-PLAYER-SPEC.md` §3.1's "Multiplayer
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* locus" note): just enough to send the reserved `__vgai:debugCommand`
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* message and listen for its `__vgai:debugCommandResult` reply. Structural,
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* not a Colyseus type import — the same seam-boundary style every other
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* `DebugCtxSurface` member uses (no wrapper around Colyseus itself, D2).
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* `onMessage`'s return type is `unknown` because Colyseus's own return shape
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* (void in some client versions, an unsubscribe function in others) isn't
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* load-bearing here: the registry calls it defensively (invokes it on detach
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* only if it's actually a function).
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*/
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export interface DebugRoomHandle {
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send(type: string, message?: unknown): void;
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onMessage(type: string, cb: (message: unknown) => void): unknown;
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}
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/**
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* Infers a `registerCommand`/`registerReactCommand`/`useDebugCommand`
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* handler's parameter tuple from its declared Zod `args` tuple (dry-run
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* finding, `docs/ACCEPTANCE-DRIVER-BUILD-PLAN.md` Wave 6 ledger —
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* "`registerCommand` fn typing forces `unknown[]` casts"): a real
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* `z.ZodTuple` infers its element types (`z.tuple([z.number(), z.string()])`
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* → `(n: number, s: string) => ...`), while omitting `args` (the generic's
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* `undefined` default) resolves to the original permissive
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* `(...args: unknown[]) => ...` shape every command had before this generic
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* existed. That permissive fallback is deliberate, not just a placeholder —
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* it keeps every existing no-schema registration (including ones whose
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* handler reads positional args the runtime never validates, since
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* `invoke()` only parses `args` against a schema when one is declared)
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* compiling byte-for-byte unchanged.
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*/
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export type DebugCommandArgs<T extends z.ZodTuple | undefined = undefined> = T extends z.ZodTuple
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? z.infer<T>
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: unknown[];
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/**
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* The authoring half of the debug/synthetic-player seam
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* (`docs/SYNTHETIC-PLAYER-SPEC.md` §3.1) — the read/actuate half is
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* `SystemAdapters.DebugAdapter` (`adapter/system-adapter.ts`). Callable from
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* any GameComponent's `init` (one file per new provider/command), or from a
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* react world's `useDebugProvider`/`useDebugCommand`/`useDebugEmit` hooks. Every registration
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* feeds the ONE game-scoped registry (`runtime/debug-registry.ts`) — never a
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* per-world accumulator.
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*/
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export interface DebugCtxSurface {
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/** Register (or replace) a named, JSON-serializable state read. Duplicate
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* names from the SAME world replace + warn once; the SAME name from a
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* DIFFERENT world throws (`DebugError` code `DEBUG_NAME_COLLISION`). */
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registerStateProvider(
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name: string,
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fn: () => unknown,
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opts?: { tier?: 'observable' | 'assisted' },
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): void;
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/** Register (or replace) an invokable command. `locus` is REQUIRED once the
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* project declares a Colyseus room (`DebugRegistry.setRoomDeclared`) — a
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* fixture must say whether it mutates authoritative (server) or predicted
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* (client) state.
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*
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* Generic over the declared `args` Zod tuple ({@link DebugCommandArgs}) so
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* `fn`'s parameters INFER from it: `registerCommand('setHp', { args:
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* z.tuple([z.number()]) }, (hp) => ...)` types `hp` as `number` with no
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* cast. Leaving `args` off keeps `fn` typed `(...args: unknown[]) => ...`,
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* same as before this generic existed. */
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registerCommand<T extends z.ZodTuple | undefined = undefined>(
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name: string,
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spec: { description?: string; args?: T; locus?: 'client' | 'server' },
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fn: (...args: DebugCommandArgs<T>) => unknown | Promise<unknown>,
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): void;
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/** Push a tick-stamped event onto the debug event ring (spec §3.3) — the
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* engine stamps `tick`/`simT` at emission, not at read time. */
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emit(event: string, detail?: unknown): void;
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/**
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* Task 2.2 — server-locus command routing (client leg). Call once your
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* game code has joined its Colyseus room, so `locus: 'server'` commands
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* have somewhere to send `__vgai:debugCommand`. Returns a detach function
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* (call on room leave/dispose) — game-scoped, last-attached room wins.
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*/
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attachRoom(room: DebugRoomHandle): () => void;
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}
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/**
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* All engine subsystems, passed to every game `setup(ctx)` and to each
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* automatically per frame. Dev-only visualization — not for shipped
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* visuals. */
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debugDraw: ReturnType<typeof createDebugDraw>;
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/** Active animation graphs, keyed by their `Object3D`; ticked in the
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* `animation` phase. Look up an entity's `AnimGraph` to set params/triggers.
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* GLTF/scene-defined graphs register here automatically. */
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animGraphs: Map<THREE.Object3D, AnimGraph>;
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/** Shared GLTF/texture cache. Use `assets.loadGLTF(...)` etc. to load+cache
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* models at runtime so repeated loads reuse geometry/material. */
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assets: AssetCache;
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/** Manager for all live GameComponent instances (attach/detach/HMR). The
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* scene loader drives this; gameplay code rarely touches it directly. */
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components: ComponentManager;
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/** DOM element overlaying the canvas for game UI (React via `mountUI`, or
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* vanilla). `pointer-events:none` by default — set `auto` on interactive
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* elements. Cleared on scene switch / hot-reload. */
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uiContainer: HTMLDivElement;
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/** Register a game-owned `SystemAdapters` capability (networking,
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* navigation, …) on the mounted game's adapter surface, so the editor's
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* introspection panels (via `getActiveSystems()`) can see it. The engine
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* wires the first-party physics/input/assets/
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* wires the first-party physics/input/assets/audio entries itself;
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* capabilities the GAME owns (a Colyseus connection, a NavMeshManager)
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* are registered here by the game's setup. Optional capability — absent
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* in contexts that expose no adapter surface (some test harnesses);
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* call as `ctx.registerSystemAdapter?.(…)`.
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*
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* Ordering contract: **game registrations always win** — the engine seeds
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* its first-party entries (physics/input/assets/
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* its first-party entries (physics/input/assets/audio) BEFORE setup()
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* runs, so a game that registers any of those same kinds during its own
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* setup overrides the engine's entry, not the other way around. This also
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* holds across a warm restart (`hotReload`): every kind the outgoing game
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* mounted surface. */
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registerSystemAdapter?<K extends keyof SystemAdapters>(kind: K, adapter: SystemAdapters[K]): void;
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/** The debug/synthetic-player authoring surface (`docs/SYNTHETIC-PLAYER-SPEC.md`
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* §3.1) — see {@link DebugCtxSurface}. Optional, same absence precedent as
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* `registerSystemAdapter`: present on every first-party mount, absent only
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* in bare test harnesses that build a hand-rolled `ctx`. */
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debug?: DebugCtxSurface;
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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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* reload strips every game-registered key back to none before the incoming
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* game's `init()` runs — same contract as `registerSystemAdapter`'s re-seed.
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* D15 (T-D15.1, `docs/D15-DETERMINISM-DESIGN.md` §2.a) — the game-scoped,
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* named-stream seeded PRNG. `ctx.random()` draws from the `'gameplay'`
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* stream; `ctx.random.stream('vfx')` (or any other name) draws from an
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* INDEPENDENT stream, so a cosmetic/VFX draw can never shift the gameplay
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* draw sequence. Use this instead of raw `Math.random()` for anything a
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* project wants to keep reproducible; `ctx.random` itself always exists
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* and is always internally consistent (same seed ⇒ same sequence) whether
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* or not the project's manifest declares `determinism.seededRandom` — that
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* flag only gates the BOOT-TIME seeding from
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* `manifest.determinism.defaultSeed`/`?vgai-seed=`, the burn-down lint
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* scan, and the dev-mode `Math.random` phase trap (three separate
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* enforcers, `test/gameplay-rng-ban.test.ts` + `runtime/gameplay-rng-trap.ts`),
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* never `ctx.random`'s mere presence. Same absence precedent as `debug`
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* above: present on every first-party mount, optional only for bare test
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* harnesses that build a hand-rolled `ctx`. `reseed(seed)` (future draws
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* only) is `play.seed.set`'s eventual target (T-D15.6, not yet wired).
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*/
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random?: SeededRandom;
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// ─── Game root (T7.1 slice 1 — GAME-ROOT-DESIGN.md D6) ───
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@@ -143,9 +220,9 @@ export interface GameContext {
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* harness that builds a hand-rolled `ctx` object keeps compiling
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* unmodified — the same precedent as `registerSystemAdapter`. */
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game?: Game | undefined;
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/** Alias for `game.
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/** Alias for `game.roots` — the live, declaration-ordered world registry.
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* Same optionality/absence rule as `game` above. */
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roots?: ReadonlyArray<WorldInstance> | undefined;
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/**
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* Canonical GLTF / texture load + cache layer (A2). (Formerly also hosted the
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* `.animgraph.json` loader — removed by E5; see
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* packages/engine/src/animation/xstate-animation-binding.ts.)
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import
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.then((json) => {
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* at the top of this file for why these are NOT cleared per scene load.
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* (create-runtime fullCleanup / hot-reload) to release cached GPU resources
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* and avoid leaking across editor Play sessions. See the lifetime note at the
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* top of this file for why these are NOT cleared per scene load.
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* WebGLRenderer for PMREM); scene-loader's `clearAssetCaches` wraps this and
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@@ -182,7 +157,6 @@ export function loadAnimGraphData(src: string): Promise<AnimGraphFile> {
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export function clearAssetCaches(): void {
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|
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/**
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@@ -190,6 +164,6 @@ export function clearAssetCaches(): void {
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* test to assert caches stay bounded (one entry per distinct asset URL) across
|
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* repeated loads of the same scene, rather than growing per load.
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*/
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export function assetCacheSizes(): { textures: number; gltf: number
|
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return { textures: textureCache.size, gltf: gltfCache.size
|
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+
export function assetCacheSizes(): { textures: number; gltf: number } {
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+
return { textures: textureCache.size, gltf: gltfCache.size };
|
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169
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|
package/src/scene/asset-paths.ts
CHANGED
|
@@ -75,7 +75,6 @@ export function collectAssetPaths(
|
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75
75
|
if (e.particles?.material?.map) paths.add(e.particles.material.map);
|
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76
|
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77
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if (e.audio?.src) paths.add(e.audio.src);
|
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78
|
-
if (e.animation?.animGraph) paths.add(e.animation.animGraph);
|
|
79
78
|
if (e.prefab && isFilePrefab(e.prefab)) paths.add(e.prefab);
|
|
80
79
|
});
|
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81
80
|
|
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@@ -102,7 +101,6 @@ function renameInEntity(e: SceneEntity, oldPath: string, newPath: string): void
|
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101
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if (e.particles?.material?.map === oldPath) e.particles.material.map = newPath;
|
|
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102
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|
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103
|
if (e.audio?.src === oldPath) e.audio.src = newPath;
|
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|
-
if (e.animation?.animGraph === oldPath) e.animation.animGraph = newPath;
|
|
106
104
|
if (e.prefab === oldPath) e.prefab = newPath;
|
|
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105
|
}
|
|
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106
|
|
|
@@ -0,0 +1,248 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Shared asset-reference integrity check (B6 follow-up to B2 item #20,
|
|
3
|
+
* docs/AI-NATIVE-AUTHORING-IMPLEMENTATION-SPEC.md §8 B6).
|
|
4
|
+
*
|
|
5
|
+
* RELOCATED HERE (from `packages/vgai-cli/src/apply-diff.ts`, where it was
|
|
6
|
+
* originally built as `dereferenceNewAssetRefs`) so it can be shared by BOTH
|
|
7
|
+
* `vgai apply-diff` (the file-mode CLI verb) and the SDK's
|
|
8
|
+
* `project.scene.apply` operation (`packages/vgai-sdk/src/project/scene-operations.ts`)
|
|
9
|
+
* WITHOUT the SDK importing from the CLI — that would invert the intended
|
|
10
|
+
* dependency direction (CLI -> SDK -> engine, §3.4). The engine's scene layer
|
|
11
|
+
* is the correct shared home: both the CLI and the SDK already depend
|
|
12
|
+
* directly on `@vgai/engine/scene/*` for scene parsing/patching, so this
|
|
13
|
+
* module sits alongside `parse.ts`/`scene-apply.ts` as one more piece of
|
|
14
|
+
* scene-layer machinery neither caller re-implements.
|
|
15
|
+
*
|
|
16
|
+
* WHAT THIS CATCHES that schema validation alone does not: the Zod scene
|
|
17
|
+
* schema only checks that e.g. `materialRef` is a STRING — never that the
|
|
18
|
+
* string points at anything real. A diff introducing
|
|
19
|
+
* `materialRef: "materials/typo.mat.json"` (nonexistent, or present but
|
|
20
|
+
* malformed) passes ordinary scene/patch validation and would be written;
|
|
21
|
+
* the failure would otherwise only surface later, at runtime asset fetch.
|
|
22
|
+
* `dereferenceNewAssetRefs` closes that gap by re-resolving every asset
|
|
23
|
+
* reference the diff INTRODUCED (present in `result`, absent from
|
|
24
|
+
* `inputScene` — deliberately not pre-existing refs, so a scene with
|
|
25
|
+
* unrelated prior breakage can still receive an unrelated repair;
|
|
26
|
+
* `validate-scenes` remains the whole-project content gate) against disk,
|
|
27
|
+
* refusing the write if anything is missing or fails its own schema.
|
|
28
|
+
*
|
|
29
|
+
* Reference kinds and their treatment (unchanged from the original CLI-only
|
|
30
|
+
* implementation):
|
|
31
|
+
* - Zod-validated (JSON formats with engine Zod schemas): `materialRef`
|
|
32
|
+
* (.mat.json -> parseMaterialFile), `prefab` in its file-path form
|
|
33
|
+
* (.prefab.json -> parsePrefabFile). Prefabs are validated ONE level
|
|
34
|
+
* deep — the referenced prefab file itself must exist and parse; assets
|
|
35
|
+
* IT references are that file's own concern. (`animation.animGraph` ->
|
|
36
|
+
* AnimGraphFileSchema was removed by E5 — AnimGraph no longer exists.)
|
|
37
|
+
* - Existence-checked only (binary formats with no Zod schema to parse
|
|
38
|
+
* them through): gltf `mesh.src`, every material texture-map path
|
|
39
|
+
* (including the nested clearcoat/transmission/sheen/iridescence groups),
|
|
40
|
+
* `particles.material.map`, `audio.src`, `environment.skybox`.
|
|
41
|
+
* - `.inputmap.json` is structurally out of scope: no `.vscn.json`/
|
|
42
|
+
* `.prefab.json` field references an input map.
|
|
43
|
+
*/
|
|
44
|
+
|
|
45
|
+
import { existsSync, readFileSync } from 'node:fs';
|
|
46
|
+
import { basename, dirname, join, resolve } from 'node:path';
|
|
47
|
+
import { parseMaterialFile, parsePrefabFile, SceneParseError } from './parse';
|
|
48
|
+
import type { SceneEntity, SceneFile } from './scene-types';
|
|
49
|
+
|
|
50
|
+
/** One asset reference found in a scene document: where it is + what it points at. */
|
|
51
|
+
export interface AssetRef {
|
|
52
|
+
/** The authored path string (web-root-relative, optionally /-prefixed). */
|
|
53
|
+
path: string;
|
|
54
|
+
/** Human-readable field location for error messages, e.g. `entity "crate" field materialRef`. */
|
|
55
|
+
field: string;
|
|
56
|
+
kind: 'material' | 'prefab' | 'binary';
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
/**
|
|
60
|
+
* One asset reference that failed to dereference. `reason` is a one-line-or-
|
|
61
|
+
* more human-readable explanation (schema-validation failures may be
|
|
62
|
+
* multi-line); `field`/`path` mirror `AssetRef` and `diskPath` is the
|
|
63
|
+
* resolved absolute path that was checked, so every caller (CLI text report,
|
|
64
|
+
* SDK structured error data) can build its own presentation from the same
|
|
65
|
+
* facts without re-deriving them.
|
|
66
|
+
*/
|
|
67
|
+
export interface AssetRefError {
|
|
68
|
+
field: string;
|
|
69
|
+
path: string;
|
|
70
|
+
diskPath: string;
|
|
71
|
+
reason: string;
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
/** Material texture-map fields that hold image paths — top-level and nested feature groups. */
|
|
75
|
+
const MATERIAL_MAP_KEYS = [
|
|
76
|
+
'map',
|
|
77
|
+
'normalMap',
|
|
78
|
+
'emissiveMap',
|
|
79
|
+
'aoMap',
|
|
80
|
+
'roughnessMap',
|
|
81
|
+
'metalnessMap',
|
|
82
|
+
'displacementMap',
|
|
83
|
+
] as const;
|
|
84
|
+
const MATERIAL_GROUP_MAP_KEYS: Record<string, readonly string[]> = {
|
|
85
|
+
clearcoat: ['clearcoatMap', 'clearcoatRoughnessMap'],
|
|
86
|
+
transmission: ['transmissionMap'],
|
|
87
|
+
sheen: ['sheenColorMap', 'sheenRoughnessMap'],
|
|
88
|
+
iridescence: ['iridescenceMap', 'iridescenceThicknessMap'],
|
|
89
|
+
};
|
|
90
|
+
|
|
91
|
+
/** Same file-path-vs-registry-id heuristic as `asset-paths.ts`. */
|
|
92
|
+
function isFilePrefab(value: string): boolean {
|
|
93
|
+
return value.includes('/');
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
function entityLabel(e: SceneEntity): string {
|
|
97
|
+
return e.id ? `entity "${e.name}" (id ${e.id})` : `entity "${e.name}"`;
|
|
98
|
+
}
|
|
99
|
+
|
|
100
|
+
/** Collect every asset reference in a scene document (entities walked recursively + environment), labeled for error messages. */
|
|
101
|
+
export function collectAssetRefs(doc: SceneFile): AssetRef[] {
|
|
102
|
+
const refs: AssetRef[] = [];
|
|
103
|
+
|
|
104
|
+
function walk(entities: SceneEntity[]): void {
|
|
105
|
+
for (const e of entities) {
|
|
106
|
+
const label = entityLabel(e);
|
|
107
|
+
if (e.mesh?.type === 'gltf' && e.mesh.src) {
|
|
108
|
+
refs.push({ path: e.mesh.src, field: `${label} field mesh.src`, kind: 'binary' });
|
|
109
|
+
}
|
|
110
|
+
if (e.material) {
|
|
111
|
+
const mat = e.material as Record<string, unknown>;
|
|
112
|
+
for (const key of MATERIAL_MAP_KEYS) {
|
|
113
|
+
const val = mat[key];
|
|
114
|
+
if (typeof val === 'string') {
|
|
115
|
+
refs.push({ path: val, field: `${label} field material.${key}`, kind: 'binary' });
|
|
116
|
+
}
|
|
117
|
+
}
|
|
118
|
+
for (const [group, keys] of Object.entries(MATERIAL_GROUP_MAP_KEYS)) {
|
|
119
|
+
const groupVal = mat[group];
|
|
120
|
+
if (groupVal && typeof groupVal === 'object') {
|
|
121
|
+
for (const key of keys) {
|
|
122
|
+
const val = (groupVal as Record<string, unknown>)[key];
|
|
123
|
+
if (typeof val === 'string') {
|
|
124
|
+
refs.push({
|
|
125
|
+
path: val,
|
|
126
|
+
field: `${label} field material.${group}.${key}`,
|
|
127
|
+
kind: 'binary',
|
|
128
|
+
});
|
|
129
|
+
}
|
|
130
|
+
}
|
|
131
|
+
}
|
|
132
|
+
}
|
|
133
|
+
}
|
|
134
|
+
if (e.materialRef) {
|
|
135
|
+
refs.push({ path: e.materialRef, field: `${label} field materialRef`, kind: 'material' });
|
|
136
|
+
}
|
|
137
|
+
if (e.particles?.material?.map) {
|
|
138
|
+
refs.push({
|
|
139
|
+
path: e.particles.material.map,
|
|
140
|
+
field: `${label} field particles.material.map`,
|
|
141
|
+
kind: 'binary',
|
|
142
|
+
});
|
|
143
|
+
}
|
|
144
|
+
if (e.audio?.src) {
|
|
145
|
+
refs.push({ path: e.audio.src, field: `${label} field audio.src`, kind: 'binary' });
|
|
146
|
+
}
|
|
147
|
+
if (e.prefab && isFilePrefab(e.prefab)) {
|
|
148
|
+
refs.push({ path: e.prefab, field: `${label} field prefab`, kind: 'prefab' });
|
|
149
|
+
}
|
|
150
|
+
if (e.children) walk(e.children);
|
|
151
|
+
}
|
|
152
|
+
}
|
|
153
|
+
|
|
154
|
+
walk(doc.entities);
|
|
155
|
+
if (doc.environment?.skybox) {
|
|
156
|
+
refs.push({ path: doc.environment.skybox, field: 'environment.skybox', kind: 'binary' });
|
|
157
|
+
}
|
|
158
|
+
return refs;
|
|
159
|
+
}
|
|
160
|
+
|
|
161
|
+
/**
|
|
162
|
+
* Resolve the asset root the scene's references are relative to. Asset paths
|
|
163
|
+
* are web-root-relative (the runtime fetches them from the served `public/`
|
|
164
|
+
* directory), and scene files conventionally live INSIDE `public/`
|
|
165
|
+
* (`public/scenes/*.vscn.json`) — so the nearest ancestor directory literally
|
|
166
|
+
* named `public` is the root. Fallback for scenes not under a `public/`
|
|
167
|
+
* ancestor: the scene's own directory.
|
|
168
|
+
*/
|
|
169
|
+
export function findAssetRoot(scenePath: string): string {
|
|
170
|
+
const dir = resolve(dirname(scenePath));
|
|
171
|
+
let cursor = dir;
|
|
172
|
+
for (;;) {
|
|
173
|
+
if (basename(cursor) === 'public') return cursor;
|
|
174
|
+
const parent = dirname(cursor);
|
|
175
|
+
if (parent === cursor) return dir;
|
|
176
|
+
cursor = parent;
|
|
177
|
+
}
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
/** Format Zod/scene-parse issues as `path: message`, one per line. */
|
|
181
|
+
function formatIssues(issues: { path: PropertyKey[]; message: string }[]): string {
|
|
182
|
+
return issues.map((i) => ` ${i.path.join('.')}: ${i.message}`).join('\n');
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
/**
|
|
186
|
+
* Dereference every asset reference `result` introduces relative to
|
|
187
|
+
* `inputScene` (present in the result, absent from the input) against disk,
|
|
188
|
+
* relative to `scenePath`'s asset root (see `findAssetRoot`). Returns
|
|
189
|
+
* structured errors (empty = every new reference resolved and validated) —
|
|
190
|
+
* never throws; callers decide how to present/escalate a non-empty result
|
|
191
|
+
* (the CLI folds these into one `ApplyDiffCliError` message, the SDK raises
|
|
192
|
+
* a declared `ASSET_REF_INVALID` `OperationError`).
|
|
193
|
+
*/
|
|
194
|
+
export function dereferenceNewAssetRefs(
|
|
195
|
+
inputScene: SceneFile,
|
|
196
|
+
result: SceneFile,
|
|
197
|
+
scenePath: string,
|
|
198
|
+
): AssetRefError[] {
|
|
199
|
+
const preexisting = new Set(collectAssetRefs(inputScene).map((r) => r.path));
|
|
200
|
+
const newRefs = collectAssetRefs(result).filter((r) => !preexisting.has(r.path));
|
|
201
|
+
if (newRefs.length === 0) return [];
|
|
202
|
+
|
|
203
|
+
const assetRoot = findAssetRoot(scenePath);
|
|
204
|
+
const errors: AssetRefError[] = [];
|
|
205
|
+
|
|
206
|
+
for (const ref of newRefs) {
|
|
207
|
+
const diskPath = join(assetRoot, ref.path.replace(/^\//, ''));
|
|
208
|
+
if (!existsSync(diskPath)) {
|
|
209
|
+
errors.push({
|
|
210
|
+
field: ref.field,
|
|
211
|
+
path: ref.path,
|
|
212
|
+
diskPath,
|
|
213
|
+
reason: `file not found at ${diskPath} (resolved against ${assetRoot})`,
|
|
214
|
+
});
|
|
215
|
+
continue;
|
|
216
|
+
}
|
|
217
|
+
if (ref.kind === 'binary') continue; // existence-only (see the exclusion note above)
|
|
218
|
+
|
|
219
|
+
let json: unknown;
|
|
220
|
+
try {
|
|
221
|
+
json = JSON.parse(readFileSync(diskPath, 'utf-8'));
|
|
222
|
+
} catch (err) {
|
|
223
|
+
errors.push({
|
|
224
|
+
field: ref.field,
|
|
225
|
+
path: ref.path,
|
|
226
|
+
diskPath,
|
|
227
|
+
reason: `${diskPath} is not valid JSON: ${err instanceof Error ? err.message : err}`,
|
|
228
|
+
});
|
|
229
|
+
continue;
|
|
230
|
+
}
|
|
231
|
+
try {
|
|
232
|
+
if (ref.kind === 'material') {
|
|
233
|
+
parseMaterialFile(json, diskPath);
|
|
234
|
+
} else {
|
|
235
|
+
parsePrefabFile(json, diskPath);
|
|
236
|
+
}
|
|
237
|
+
} catch (err) {
|
|
238
|
+
const detail = err instanceof SceneParseError ? `\n${formatIssues(err.issues)}` : ` ${err}`;
|
|
239
|
+
errors.push({
|
|
240
|
+
field: ref.field,
|
|
241
|
+
path: ref.path,
|
|
242
|
+
diskPath,
|
|
243
|
+
reason: `${diskPath} fails schema validation:${detail}`,
|
|
244
|
+
});
|
|
245
|
+
}
|
|
246
|
+
}
|
|
247
|
+
return errors;
|
|
248
|
+
}
|
|
@@ -5,6 +5,7 @@
|
|
|
5
5
|
* and editor entity factory import from this module.
|
|
6
6
|
*/
|
|
7
7
|
|
|
8
|
+
import * as THREE from 'three';
|
|
8
9
|
import { resolveUrl } from '../loader';
|
|
9
10
|
|
|
10
11
|
export interface ImportCorrection {
|
|
@@ -18,6 +19,27 @@ export interface AssetMeta {
|
|
|
18
19
|
importCorrection?: ImportCorrection;
|
|
19
20
|
}
|
|
20
21
|
|
|
22
|
+
/**
|
|
23
|
+
* Apply an asset's visual-only import correction to the loaded GLTF content.
|
|
24
|
+
* Call this on the model child, before placing it under the entity wrapper, so
|
|
25
|
+
* gameplay transforms, physics, cameras, and movement remain in VGAI's Y-up /
|
|
26
|
+
* -Z-forward coordinate contract.
|
|
27
|
+
*/
|
|
28
|
+
export function applyImportCorrection(
|
|
29
|
+
content: THREE.Object3D,
|
|
30
|
+
correction: ImportCorrection | undefined,
|
|
31
|
+
): void {
|
|
32
|
+
if (!correction) return;
|
|
33
|
+
if (correction.scale !== undefined) content.scale.multiplyScalar(correction.scale);
|
|
34
|
+
if (correction.rotation) {
|
|
35
|
+
content.rotation.set(
|
|
36
|
+
THREE.MathUtils.degToRad(correction.rotation[0]),
|
|
37
|
+
THREE.MathUtils.degToRad(correction.rotation[1]),
|
|
38
|
+
THREE.MathUtils.degToRad(correction.rotation[2]),
|
|
39
|
+
);
|
|
40
|
+
}
|
|
41
|
+
}
|
|
42
|
+
|
|
21
43
|
type AssetRegistry = Record<string, AssetMeta>;
|
|
22
44
|
|
|
23
45
|
let registryCache: AssetRegistry | null = null;
|
|
@@ -1,13 +1,24 @@
|
|
|
1
1
|
import type * as THREE from 'three';
|
|
2
2
|
import type { ComponentManager } from '../ecs/component-manager';
|
|
3
|
-
import {
|
|
3
|
+
import {
|
|
4
|
+
GAME_COMPONENT_BRAND,
|
|
5
|
+
GameComponent,
|
|
6
|
+
type GameComponentClass,
|
|
7
|
+
} from '../ecs/game-component';
|
|
4
8
|
|
|
5
9
|
/** A registry mapping component names to GameComponent classes. */
|
|
6
10
|
export type ComponentRegistry = Record<string, GameComponentClass>;
|
|
7
11
|
|
|
8
|
-
/** Type guard: is this value a GameComponent class?
|
|
12
|
+
/** Type guard: is this value a GameComponent class? `instanceof` alone is NOT
|
|
13
|
+
* enough: a scaffolded project's node-side scripts resolve TWO physical
|
|
14
|
+
* copies of the engine (published `@vgai/engine/*` + the `@engine/*` source
|
|
15
|
+
* alias), and a class extending the OTHER copy's `GameComponent` fails the
|
|
16
|
+
* prototype-chain check — so this also accepts the cross-copy
|
|
17
|
+
* {@link GAME_COMPONENT_BRAND}. */
|
|
9
18
|
export function isGameComponentClass(entry: unknown): entry is GameComponentClass {
|
|
10
|
-
|
|
19
|
+
if (typeof entry !== 'function') return false;
|
|
20
|
+
if (entry.prototype instanceof GameComponent) return true;
|
|
21
|
+
return (entry as unknown as Record<symbol, unknown>)[GAME_COMPONENT_BRAND] === true;
|
|
11
22
|
}
|
|
12
23
|
|
|
13
24
|
/**
|
package/src/scene/defaults.ts
CHANGED
|
@@ -42,15 +42,23 @@ export function createLight(def: SceneLight): THREE.Light {
|
|
|
42
42
|
case 'directional':
|
|
43
43
|
return new THREE.DirectionalLight(color, intensity);
|
|
44
44
|
case 'point':
|
|
45
|
-
return new THREE.PointLight(
|
|
46
|
-
|
|
47
|
-
|
|
45
|
+
return new THREE.PointLight(
|
|
46
|
+
color,
|
|
47
|
+
intensity,
|
|
48
|
+
def.distance ?? d.distance,
|
|
49
|
+
def.decay ?? d.decay,
|
|
50
|
+
);
|
|
51
|
+
case 'spot': {
|
|
52
|
+
const light = new THREE.SpotLight(
|
|
48
53
|
color,
|
|
49
54
|
intensity,
|
|
50
55
|
def.distance ?? d.distance,
|
|
51
56
|
def.angle ?? d.angle,
|
|
52
57
|
def.penumbra ?? d.penumbra,
|
|
53
58
|
);
|
|
59
|
+
light.decay = def.decay ?? d.decay;
|
|
60
|
+
return light;
|
|
61
|
+
}
|
|
54
62
|
case 'hemisphere':
|
|
55
63
|
return new THREE.HemisphereLight(color, def.groundColor ?? d.groundColor, intensity);
|
|
56
64
|
case 'area': {
|