@vgai/engine 0.5.16 → 0.5.18

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Files changed (109) hide show
  1. package/dist/adapter/adapter-module.d.ts +1 -16
  2. package/dist/adapter/adapter-module.d.ts.map +1 -1
  3. package/dist/adapter/adapter-module.js +1 -11
  4. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts +0 -2
  5. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
  6. package/dist/adapter/finders/scenes-from-entrypoint-selection.js +3 -6
  7. package/dist/adapter/renderer-config.d.ts +83 -0
  8. package/dist/adapter/renderer-config.d.ts.map +1 -0
  9. package/dist/adapter/renderer-config.js +121 -0
  10. package/dist/adapter/root-adapter.d.ts +6 -2
  11. package/dist/adapter/root-adapter.d.ts.map +1 -1
  12. package/dist/adapter/root-seam-contract.d.ts +5 -0
  13. package/dist/adapter/root-seam-contract.d.ts.map +1 -1
  14. package/dist/adapter/root-seam-contract.js +1 -0
  15. package/dist/adapter/setup-three-root-adapter.js +9 -9
  16. package/dist/canvas-react/pixi-react-adapter.d.ts.map +1 -1
  17. package/dist/canvas-react/pixi-react-adapter.js +92 -41
  18. package/dist/data/curve.d.ts +1 -1
  19. package/dist/data/curve.js +2 -2
  20. package/dist/dev/instruments.d.ts +4 -4
  21. package/dist/dev/instruments.js +4 -4
  22. package/dist/dev/register-render-vitals.d.ts +2 -2
  23. package/dist/dev/register-render-vitals.js +2 -2
  24. package/dist/dev/static-batch-advisor.d.ts +1 -1
  25. package/dist/dev/static-batch-advisor.js +2 -2
  26. package/dist/input/input-manager.d.ts +15 -0
  27. package/dist/input/input-manager.d.ts.map +1 -1
  28. package/dist/input/input-manager.js +22 -0
  29. package/dist/manifest/load.d.ts +0 -3
  30. package/dist/manifest/load.d.ts.map +1 -1
  31. package/dist/manifest/load.js +0 -4
  32. package/dist/manifest/schema.d.ts +0 -2
  33. package/dist/manifest/schema.d.ts.map +1 -1
  34. package/dist/manifest/schema.js +3 -24
  35. package/dist/pixi/authoring.d.ts +33 -0
  36. package/dist/pixi/authoring.d.ts.map +1 -1
  37. package/dist/pixi/authoring.js +86 -6
  38. package/dist/react/world-state.d.ts +12 -0
  39. package/dist/react/world-state.d.ts.map +1 -1
  40. package/dist/react/world-state.js +14 -0
  41. package/dist/render/soft-particle-depth.d.ts +3 -3
  42. package/dist/render/soft-particle-depth.d.ts.map +1 -1
  43. package/dist/render/soft-particle-depth.js +8 -13
  44. package/dist/runtime/create-runtime.d.ts +2 -16
  45. package/dist/runtime/create-runtime.d.ts.map +1 -1
  46. package/dist/runtime/create-runtime.js +36 -38
  47. package/dist/runtime/dev-build.d.ts +37 -0
  48. package/dist/runtime/dev-build.d.ts.map +1 -0
  49. package/dist/runtime/dev-build.js +49 -0
  50. package/dist/runtime/game.d.ts +9 -1
  51. package/dist/runtime/game.d.ts.map +1 -1
  52. package/dist/runtime/game.js +25 -1
  53. package/dist/runtime/mount-manifest.d.ts +0 -13
  54. package/dist/runtime/mount-manifest.d.ts.map +1 -1
  55. package/dist/runtime/mount-manifest.js +2 -21
  56. package/dist/world3d-react/engine-bridge.d.ts.map +1 -1
  57. package/dist/world3d-react/engine-bridge.js +28 -3
  58. package/dist/world3d-react/index.d.ts +2 -2
  59. package/dist/world3d-react/index.d.ts.map +1 -1
  60. package/dist/world3d-react/index.js +2 -2
  61. package/dist/world3d-react/r3f-adapter.d.ts +2 -2
  62. package/dist/world3d-react/r3f-adapter.d.ts.map +1 -1
  63. package/dist/world3d-react/r3f-adapter.js +90 -15
  64. package/dist/world3d-react/r3f-root-factory.d.ts.map +1 -1
  65. package/dist/world3d-react/r3f-root-factory.js +12 -2
  66. package/dist/world3d-react/rapier-physics-bridge.d.ts +4 -4
  67. package/dist/world3d-react/rapier-physics-bridge.js +3 -3
  68. package/dist/world3d-react/renderer-config.d.ts +7 -69
  69. package/dist/world3d-react/renderer-config.d.ts.map +1 -1
  70. package/dist/world3d-react/renderer-config.js +7 -108
  71. package/dist/world3d-react/world-context.d.ts +43 -0
  72. package/dist/world3d-react/world-context.d.ts.map +1 -1
  73. package/dist/world3d-react/world-context.js +89 -46
  74. package/dist-config/config.js.map +1 -1
  75. package/package.json +1 -1
  76. package/schemas/engine-capabilities.json +3 -3
  77. package/schemas/vgai-project.schema.json +2 -7
  78. package/src/adapter/adapter-module.ts +1 -25
  79. package/src/adapter/finders/scenes-from-entrypoint-selection.ts +3 -8
  80. package/src/adapter/renderer-config.ts +178 -0
  81. package/src/adapter/root-adapter.ts +6 -2
  82. package/src/adapter/root-seam-contract.ts +1 -0
  83. package/src/adapter/setup-three-root-adapter.ts +9 -9
  84. package/src/canvas-react/pixi-react-adapter.tsx +98 -53
  85. package/src/data/curve.ts +2 -2
  86. package/src/dev/instruments.ts +4 -4
  87. package/src/dev/register-render-vitals.ts +2 -2
  88. package/src/dev/static-batch-advisor.ts +2 -2
  89. package/src/input/input-manager.ts +23 -0
  90. package/src/manifest/load.ts +0 -7
  91. package/src/manifest/schema.ts +3 -26
  92. package/src/pixi/authoring.ts +98 -6
  93. package/src/react/world-state.tsx +15 -0
  94. package/src/render/soft-particle-depth.ts +8 -13
  95. package/src/runtime/create-runtime.ts +38 -52
  96. package/src/runtime/dev-build.ts +49 -0
  97. package/src/runtime/game.ts +31 -2
  98. package/src/runtime/mount-manifest.ts +2 -33
  99. package/src/world3d-react/engine-bridge.ts +28 -3
  100. package/src/world3d-react/index.ts +5 -5
  101. package/src/world3d-react/r3f-adapter.tsx +89 -20
  102. package/src/world3d-react/r3f-root-factory.tsx +12 -2
  103. package/src/world3d-react/rapier-physics-bridge.tsx +4 -4
  104. package/src/world3d-react/renderer-config.ts +7 -164
  105. package/src/world3d-react/world-context.ts +100 -51
  106. package/dist/runtime/dev-layers.d.ts +0 -34
  107. package/dist/runtime/dev-layers.d.ts.map +0 -1
  108. package/dist/runtime/dev-layers.js +0 -46
  109. package/src/runtime/dev-layers.ts +0 -46
@@ -30,7 +30,6 @@ import { loadGameManifest, } from '../manifest/load';
30
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  import { createGameRuntime } from './create-runtime';
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  import { maybeInstallDebugBridge } from './debug-bridge';
32
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  import { getDebugRegistry } from './debug-registry';
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- import { devLayersEnabled } from './dev-layers';
34
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  import { getGameplayRngTrapControl } from './gameplay-rng-trap';
35
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  import { RENDER_SEED_QUERY_PARAM } from './render-seed';
36
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  /**
@@ -167,7 +166,6 @@ function buildRootMountSpec(world, entry) {
167
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  id: world.id,
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  zOrder: world.zOrder,
169
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  pausable: world.pausable,
170
- dev: world.dev,
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  };
172
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  // `entry`'s `kind` is guaranteed to agree with `world.kind` past the guard
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  // above (or `entry` is `undefined`) — TS can't narrow a `Record` lookup
@@ -208,10 +206,6 @@ function buildRootMountSpec(world, entry) {
208
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  * ingest }` adapter with no caller-supplied adapter, or an empty manifest all
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  * throw a named `Error` identifying the world id, its kind, and what was
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  * expected — never a silent skip or a partially-mounted session.
211
- *
212
- * The ONE root that IS skipped silently is a `dev: true` dev layer when dev
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- * layers are disabled (`devLayersEnabled`) — that skip is the feature: it is
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- * what makes a dev GUI safe to leave in the game.
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  */
216
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  export async function mountManifestRoots(opts) {
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  const manifest = resolveManifest(opts.manifest);
@@ -219,20 +213,7 @@ export async function mountManifestRoots(opts) {
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  throw new Error('mountManifestRoots: manifest declares no roots — nothing to mount.');
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  }
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  const entries = opts.entries ?? {};
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- // The SHIP GATE. A `dev: true` root is the game's own dev GUI; it mounts
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- // only when dev layers are enabled, so a production build carries no dev
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- // GUI. The answer comes from `devLayersEnabled` and nowhere else — see that
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- // function's header for why there is exactly one owner. Dropping the root
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- // here (rather than mounting it hidden) is deliberate: nothing of the dev
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- // layer is constructed, so its entry module's cost and its DOM never exist
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- // in a shipped build.
229
- const devEnabled = devLayersEnabled(opts.devLayers);
230
- const mountable = devEnabled ? manifest.roots : manifest.roots.filter((world) => !world.dev);
231
- if (mountable.length === 0) {
232
- throw new Error('mountManifestRoots: every root in this manifest is a dev layer (`dev: true`) and dev ' +
233
- 'layers are disabled for this build — there is no game to mount.');
234
- }
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- const roots = mountable.map((world) => buildRootMountSpec(world, entries[world.id]));
216
+ const roots = manifest.roots.map((world) => buildRootMountSpec(world, entries[world.id]));
236
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  // D15 (T-D15.1) — resolved BEFORE `createGameRuntime` (which constructs the
237
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  // Game, and therefore `ctx.random`, before any world's `mount()`/`setup()`
238
219
  // runs — see `createGame`'s own doc comment): the seed must be baked in at
@@ -253,7 +234,7 @@ export async function mountManifestRoots(opts) {
253
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  headless: opts.headless,
254
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  // `rendering.antialias` reaches the WebGL context at CONSTRUCTION and can be honoured
255
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  // nowhere else — see the manifest schema's own `rendering` block and
256
- // `world3d-react/renderer-config.ts`'s header for why it is not a world-level declaration.
237
+ // `adapter/renderer-config.ts`'s header for why it is not a world-level declaration.
257
238
  ...(manifest.rendering === undefined ? {} : { antialias: manifest.rendering.antialias }),
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  seed: resolvedSeed,
259
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  playtest: opts.playtest,
@@ -1 +1 @@
1
- {"version":3,"file":"engine-bridge.d.ts","sourceRoot":"","sources":["../../src/world3d-react/engine-bridge.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAGH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAEtD,MAAM,WAAW,iBAAiB;IAChC;;wCAEoC;IACpC,QAAQ,CAAC,GAAG,CAAC,EAAE,cAAc,GAAG,SAAS,CAAC;CAC3C;AAED,eAAO,MAAM,YAAY,mDAAgD,CAAC;AAE1E;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,cAAc,IAAI,cAAc,CAU/C"}
1
+ {"version":3,"file":"engine-bridge.d.ts","sourceRoot":"","sources":["../../src/world3d-react/engine-bridge.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAIH,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AAEtD,MAAM,WAAW,iBAAiB;IAChC;;wCAEoC;IACpC,QAAQ,CAAC,GAAG,CAAC,EAAE,cAAc,GAAG,SAAS,CAAC;CAC3C;AAED,eAAO,MAAM,YAAY,mDAAgD,CAAC;AAE1E;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,cAAc,IAAI,cAAc,CAkC/C"}
@@ -14,6 +14,7 @@
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  * component reaches engine services.
15
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  */
16
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  import { createContext, useContext } from 'react';
17
+ import { useOptionalGame } from '../react/world-state';
17
18
  export const EngineBridge = createContext(null);
18
19
  /**
19
20
  * This R3F root's context, for use inside any component in the tree — an
@@ -39,10 +40,34 @@ export const EngineBridge = createContext(null);
39
40
  */
40
41
  export function useGameContext() {
41
42
  const bridge = useContext(EngineBridge);
43
+ // Read unconditionally (rules of hooks) — used only to shape the throw below.
44
+ const hostedByGame = useOptionalGame() !== null;
42
45
  if (!bridge?.ctx) {
43
- throw new Error('useGameContext(): no engine root context. This hook only works inside an R3F ' +
44
- 'root mounted by createR3FAdapter (@engine/world3d-react)check that the ' +
45
- 'component is rendered inside your world entry, not in a standalone <Canvas>.');
46
+ // NAME THE REAL CAUSE. This throw used to say "check that the component is
47
+ // rendered inside your world entry" advice a scaffolded game has already
48
+ // followed, because the shape `vgai create` produces (`export default
49
+ // function World()`) mounts as a COMPONENT ROOT and receives no vgai
50
+ // runtime context at all: `r3f-root-factory.tsx` passes
51
+ // `engineRuntime: false` deliberately, so this hook can never resolve
52
+ // there however the component is nested. A world whose first render calls
53
+ // it dies with "fiber crashed before its first commit" and a fix
54
+ // instruction that cannot work. The `Game` in scope tells the two cases
55
+ // apart: present means a vgai-mounted world, absent means no root at all.
56
+ throw new Error(hostedByGame
57
+ ? 'useGameContext(): this world mounts as a COMPONENT ROOT (the default-exported ' +
58
+ 'shape `vgai create` scaffolds) and receives no vgai runtime context — by design, ' +
59
+ 'so nesting cannot fix it. Game-scoped services are on the Game handle instead: ' +
60
+ '`useGame().input` (from @vgai/engine/react/world-state) is the game-owned ' +
61
+ "InputManager the host already loaded this project's input map into and the same " +
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+ 'one `game.input.hold/tap` drives; `useDebugProvider`/`useDebugCommand`/' +
63
+ '`useWorldState` are the state/command doors. If this world genuinely needs the ' +
64
+ 'imperative runtime (`ctx.systems`, adapter options like `inputMapPath`), export ' +
65
+ '`adapter = createR3FAdapter({ id, content: <World/> })` from the entry instead of ' +
66
+ 'default-exporting the component.'
67
+ : 'useGameContext(): no engine root context and no Game in scope — this component is ' +
68
+ 'rendering outside any mounted vgai root (a standalone <Canvas>, a story, or a ' +
69
+ "bare test render). Mount it through your project's three root, or read services " +
70
+ 'the component root way (native hooks and project-owned state).');
46
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  }
47
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  return bridge.ctx;
48
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  }
@@ -33,15 +33,15 @@
33
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  * Deliberately NOT re-exported here: `<RapierPhysicsBridge>`
34
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  * (`@engine/world3d-react/rapier-physics-bridge`), which registers an R3F
35
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  * world's `@react-three/rapier` physics as the game's
36
- * `SystemAdapters.physics` — so the dev menu's colliders instrument and the
36
+ * `SystemAdapters.physics` — so the colliders instrument and the
37
37
  * editor's transform coordination can see it. It imports
38
38
  * `@react-three/rapier`, and only a world that already depends on that library
39
39
  * should pull it into its graph; a deep import keeps this barrel's peer
40
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  * contract to `react`/`@react-three/fiber`/`three` alone.
41
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  */
42
+ export { applyWorldRendererConfig, type WorldOutputColorSpace, type WorldRendererConfig, type WorldToneMapping, } from '../adapter/renderer-config';
42
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  export { EngineBridge, type EngineBridgeValue, useGameContext } from './engine-bridge';
43
44
  export { type CreateR3FAdapterOptions, createR3FAdapter } from './r3f-adapter';
44
45
  export { r3fRootFactory, resolveR3FEntryAdapter } from './r3f-root-factory';
45
- export { applyWorldRendererConfig, type WorldOutputColorSpace, type WorldRendererConfig, type WorldToneMapping, } from './renderer-config';
46
46
  export { createR3FRootContext, DEFAULT_INPUT_MAP_PATH, type R3FGameContext, type R3FRootContextOptions, type R3FRootRuntime, } from './world-context';
47
47
  //# sourceMappingURL=index.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/world3d-react/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AAEH,OAAO,EAAE,YAAY,EAAE,KAAK,iBAAiB,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACvF,OAAO,EAAE,KAAK,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC/E,OAAO,EAAE,cAAc,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC5E,OAAO,EACL,wBAAwB,EACxB,KAAK,qBAAqB,EAC1B,KAAK,mBAAmB,EACxB,KAAK,gBAAgB,GACtB,MAAM,mBAAmB,CAAC;AAC3B,OAAO,EACL,oBAAoB,EACpB,sBAAsB,EACtB,KAAK,cAAc,EACnB,KAAK,qBAAqB,EAC1B,KAAK,cAAc,GACpB,MAAM,iBAAiB,CAAC"}
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/world3d-react/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAwCG;AAEH,OAAO,EACL,wBAAwB,EACxB,KAAK,qBAAqB,EAC1B,KAAK,mBAAmB,EACxB,KAAK,gBAAgB,GACtB,MAAM,4BAA4B,CAAC;AACpC,OAAO,EAAE,YAAY,EAAE,KAAK,iBAAiB,EAAE,cAAc,EAAE,MAAM,iBAAiB,CAAC;AACvF,OAAO,EAAE,KAAK,uBAAuB,EAAE,gBAAgB,EAAE,MAAM,eAAe,CAAC;AAC/E,OAAO,EAAE,cAAc,EAAE,sBAAsB,EAAE,MAAM,oBAAoB,CAAC;AAC5E,OAAO,EACL,oBAAoB,EACpB,sBAAsB,EACtB,KAAK,cAAc,EACnB,KAAK,qBAAqB,EAC1B,KAAK,cAAc,GACpB,MAAM,iBAAiB,CAAC"}
@@ -33,14 +33,14 @@
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  * Deliberately NOT re-exported here: `<RapierPhysicsBridge>`
34
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  * (`@engine/world3d-react/rapier-physics-bridge`), which registers an R3F
35
35
  * world's `@react-three/rapier` physics as the game's
36
- * `SystemAdapters.physics` — so the dev menu's colliders instrument and the
36
+ * `SystemAdapters.physics` — so the colliders instrument and the
37
37
  * editor's transform coordination can see it. It imports
38
38
  * `@react-three/rapier`, and only a world that already depends on that library
39
39
  * should pull it into its graph; a deep import keeps this barrel's peer
40
40
  * contract to `react`/`@react-three/fiber`/`three` alone.
41
41
  */
42
+ export { applyWorldRendererConfig, } from '../adapter/renderer-config';
42
43
  export { EngineBridge, useGameContext } from './engine-bridge';
43
44
  export { createR3FAdapter } from './r3f-adapter';
44
45
  export { r3fRootFactory, resolveR3FEntryAdapter } from './r3f-root-factory';
45
- export { applyWorldRendererConfig, } from './renderer-config';
46
46
  export { createR3FRootContext, DEFAULT_INPUT_MAP_PATH, } from './world-context';
@@ -20,7 +20,7 @@
20
20
  */
21
21
  import { type ReactNode } from 'react';
22
22
  import type { RootAdapter } from '../adapter';
23
- import { type WorldRendererConfig } from './renderer-config';
23
+ import { type WorldRendererConfig } from '../adapter/renderer-config';
24
24
  /** What {@link createR3FAdapter} needs to build one `RootAdapter`. */
25
25
  export interface CreateR3FAdapterOptions {
26
26
  /** Stable id (telemetry/registry/conformance) — `RootAdapter.id`. */
@@ -45,7 +45,7 @@ export interface CreateR3FAdapterOptions {
45
45
  /** The colour pipeline this world was AUTHORED for, applied to the host's renderer for the life
46
46
  * of the mount and restored on dispose. Omit it (every world here does) to keep the host's own
47
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  * defaults; declare it when the world's colours were picked against a different engine's
48
- * pipeline — see `./renderer-config.ts`. */
48
+ * pipeline — see `../adapter/renderer-config.ts`. */
49
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  readonly renderer?: WorldRendererConfig | undefined;
50
50
  }
51
51
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"r3f-adapter.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-adapter.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAWH,OAAO,EAA2B,KAAK,SAAS,EAAsB,MAAM,OAAO,CAAC;AACpF,OAAO,KAAK,EAAoB,WAAW,EAAoB,MAAM,YAAY,CAAC;AAgBlF,OAAO,EAA4B,KAAK,mBAAmB,EAAE,MAAM,mBAAmB,CAAC;AA2CvF,sEAAsE;AACtE,MAAM,WAAW,uBAAuB;IACtC,qEAAqE;IACrE,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB;;uBAEmB;IACnB,QAAQ,CAAC,OAAO,EAAE,SAAS,CAAC;IAC5B;;;;0CAIsC;IACtC,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,SAAS,CAAC;IAClD;;;;;OAKG;IACH,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,GAAG,SAAS,CAAC;IAC7C;;;iDAG6C;IAC7C,QAAQ,CAAC,QAAQ,CAAC,EAAE,mBAAmB,GAAG,SAAS,CAAC;CACrD;AAED;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,uBAAuB,GAAG,WAAW,CA2gB9E"}
1
+ {"version":3,"file":"r3f-adapter.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-adapter.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;GAmBG;AAWH,OAAO,EAA2B,KAAK,SAAS,EAAsB,MAAM,OAAO,CAAC;AACpF,OAAO,KAAK,EAAoB,WAAW,EAAoB,MAAM,YAAY,CAAC;AAClF,OAAO,EAA4B,KAAK,mBAAmB,EAAE,MAAM,4BAA4B,CAAC;AA+DhG,sEAAsE;AACtE,MAAM,WAAW,uBAAuB;IACtC,qEAAqE;IACrE,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB;;uBAEmB;IACnB,QAAQ,CAAC,OAAO,EAAE,SAAS,CAAC;IAC5B;;;;0CAIsC;IACtC,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,GAAG,IAAI,GAAG,SAAS,CAAC;IAClD;;;;;OAKG;IACH,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,GAAG,SAAS,CAAC;IAC7C;;;0DAGsD;IACtD,QAAQ,CAAC,QAAQ,CAAC,EAAE,mBAAmB,GAAG,SAAS,CAAC;CACrD;AAED;;;;;GAKG;AACH,wBAAgB,gBAAgB,CAAC,OAAO,EAAE,uBAAuB,GAAG,WAAW,CA2kB9E"}
@@ -20,6 +20,7 @@
20
20
  */
21
21
  import { advance, createRoot, extend, flushSync, events as pointerEvents, useFrame, } from '@react-three/fiber';
22
22
  import { createElement, Fragment, useEffect, useMemo } from 'react';
23
+ import { applyWorldRendererConfig } from '../adapter/renderer-config';
23
24
  import { registerRenderVitals } from '../dev/register-render-vitals';
24
25
  import { createRenderDebugAdapter, frameCaptureContextFor, } from '../dev/render-debug-adapter';
25
26
  import { collectRenderMemory } from '../dev/render-memory';
@@ -28,10 +29,9 @@ import { createWebGLFrameCapture } from '../dev/webgl-frame-capture';
28
29
  import { WorldProvider } from '../react/world-state';
29
30
  import { createSoftParticleDepthPass } from '../render/soft-particle-depth';
30
31
  import { getDebugRegistry } from '../runtime/debug-registry';
31
- import { devLayersEnabled } from '../runtime/dev-layers';
32
+ import { devBuildEnabled } from '../runtime/dev-build';
32
33
  import { EngineBridge } from './engine-bridge';
33
- import { applyWorldRendererConfig } from './renderer-config';
34
- import { createR3FRootContext } from './world-context';
34
+ import { createR3FRootContext, DEFAULT_INPUT_MAP_PATH, wireGameInputSeams } from './world-context';
35
35
  /**
36
36
  * Scene depth for any soft-particle system this world mounted, drawn between
37
37
  * gameplay and the draw.
@@ -52,6 +52,11 @@ import { createR3FRootContext } from './world-context';
52
52
  * sort is stable) — the tie-break among priority-0 callbacks is insertion
53
53
  * order.
54
54
  *
55
+ * It is mounted only when THIS host carries a real WebGL context. The editor's
56
+ * design-time host deliberately reconciles the scene without one because the
57
+ * editor viewport owns the real renderer and camera; that viewport runs the
58
+ * same generic depth pass immediately before it presents the adopted scene.
59
+ *
55
60
  * Costs nothing while no soft-particle system is armed — see
56
61
  * `../render/soft-particle-depth.ts` for what "armed" means and what the pass
57
62
  * spends when it is.
@@ -127,10 +132,32 @@ export function createR3FAdapter(options) {
127
132
  // `ctx` rides the bridge so ordinary components can reach engine
128
133
  // services through `useGameContext()`.
129
134
  const bridge = runtime ? { ctx: runtime.ctx } : null;
135
+ const gameDebugRegistry = host.game ? getDebugRegistry(host.game) : null;
136
+ // THE HOST STILL WIRES THIS GAME'S INPUT WHEN THE WORLD TAKES NO CONTEXT.
137
+ //
138
+ // A default-exported world mounts with `engineRuntime: false` — no vgai
139
+ // runtime context enters its React tree, by design. That says nothing
140
+ // about the GAME-scoped input the host owns from the outside: the
141
+ // project's declared map, and this root's `game.input.*` seams on the
142
+ // debug registry. Skipping those made a fresh scaffold's bot/autoplay/
143
+ // `vgai eval` input doors throw `DEBUG_INPUT_UNAVAILABLE` and left the
144
+ // declared actions unloaded — in the ONE world shape `vgai create`
145
+ // produces. Same host-vs-context split as `WorldProvider` below.
146
+ //
147
+ // `inputMapPath` unset (what the default-export factory passes) means
148
+ // "the conventional path, if this project ships one" — quiet when it
149
+ // does not, since a brand-new project declares no actions yet.
150
+ const hostInputReady = runtime || !gameDebugRegistry
151
+ ? null
152
+ : wireGameInputSeams(host, gameDebugRegistry, {
153
+ id,
154
+ inputMapPath: inputMapPath ?? DEFAULT_INPUT_MAP_PATH,
155
+ optionalInputMap: inputMapPath === undefined,
156
+ });
130
157
  // Actions must exist before any component's init()/first frame reads
131
158
  // them — wait for the (never-rejecting) input-map load before the first
132
159
  // commit.
133
- await runtime?.inputMapReady;
160
+ await (runtime?.inputMapReady ?? hostInputReady);
134
161
  // The world's own colour pipeline. Applied AFTER `root.configure()` below — see the comment
135
162
  // at its call site for why "before" is the version that silently does nothing.
136
163
  let restoreRendererConfig = () => { };
@@ -257,13 +284,37 @@ export function createR3FAdapter(options) {
257
284
  // until this landed. `host.game` is genuinely absent in bare/headless
258
285
  // hosts, so the provider is conditional and those hooks stay the inert
259
286
  // no-ops they already document themselves to be.
260
- const game = runtime?.ctx.game;
287
+ //
288
+ // READ FROM `host.game`, NEVER FROM `runtime` — the two are not the same
289
+ // question, and conflating them silently dark-ended the seam for every
290
+ // scaffolded game. The IDIOMATIC three world (`export default function
291
+ // World()`) mounts through `resolveR3FEntryAdapter` with
292
+ // `engineRuntime: false` (`r3f-root-factory.tsx`), so it has no
293
+ // `runtime` and no `bridge` — by design, because the vgai runtime
294
+ // CONTEXT (`useGameContext`) must not enter an ecosystem-native tree.
295
+ // `WorldProvider` is not that context: it carries the Game handle the
296
+ // host already holds, and it is the only way a game's own
297
+ // `useDebugProvider('stat', …)` can reach the ONE game-scoped registry
298
+ // the editor/`vgai eval` read. Keyed off `runtime`, every
299
+ // default-exported world's registrations no-opped in silence and
300
+ // `vgai eval 'await game.providers()'` listed only the built-ins.
301
+ // The canvas lane never had the gap (`canvas-react/
302
+ // pixi-react-root-factory.tsx` keeps its entry runtime on).
303
+ const game = host.game;
261
304
  // `SoftParticleDepth` trails the world's own tree deliberately — see its
262
- // docblock for why the subscription must land last.
263
- const world = createElement(Fragment, null, content, runtime ? createElement(SoftParticleDepth, { key: 'vgai-soft-particle-depth' }) : null, createElement(MountEffectsReady, { key: 'vgai-mount-effects-ready' }));
264
- root.render(bridge
265
- ? createElement(EngineBridge.Provider, { value: bridge }, game ? createElement(WorldProvider, { game }, world) : world)
266
- : world);
305
+ // docblock for why the subscription must land last. A no-context design
306
+ // mount omits this fiber callback because the adopting editor viewport
307
+ // runs the pass with its own renderer and camera instead.
308
+ const world = createElement(Fragment, null, content, runtime && typeof host.renderer.getContext === 'function'
309
+ ? createElement(SoftParticleDepth, { key: 'vgai-soft-particle-depth' })
310
+ : null, createElement(MountEffectsReady, { key: 'vgai-mount-effects-ready' }));
311
+ // The two providers are INDEPENDENT: `EngineBridge` rides `bridge` (the
312
+ // vgai runtime context, absent for a native default-exported world),
313
+ // `WorldProvider` rides `host.game` (the React seam, present whenever a
314
+ // Game hosts this world). Nesting the second inside the first is what
315
+ // made the seam a hostage of the first.
316
+ const provided = game ? createElement(WorldProvider, { game }, world) : world;
317
+ root.render(bridge ? createElement(EngineBridge.Provider, { value: bridge }, provided) : provided);
267
318
  // A reconcile-time crash (e.g. a missing `extend` catalogue entry)
268
319
  // surfaces as an uncaught window error and `onCreated` never fires —
269
320
  // without this guard, `mount()` would await `statePromise` FOREVER and
@@ -274,6 +325,8 @@ export function createR3FAdapter(options) {
274
325
  cleanup();
275
326
  root.unmount();
276
327
  runtime?.dispose();
328
+ if (!runtime)
329
+ gameDebugRegistry?.strip(id);
277
330
  restoreRendererConfig();
278
331
  reject(new Error(`r3f-adapter: fiber crashed before its first commit — ${event.message} ` +
279
332
  '(mount() fails loudly instead of hanging on onCreated)'));
@@ -282,6 +335,8 @@ export function createR3FAdapter(options) {
282
335
  cleanup();
283
336
  root.unmount();
284
337
  runtime?.dispose();
338
+ if (!runtime)
339
+ gameDebugRegistry?.strip(id);
285
340
  restoreRendererConfig();
286
341
  reject(new Error('r3f-adapter: onCreated did not fire within 10s — the R3F tree never reached ' +
287
342
  'its first commit (mount() fails loudly instead of hanging)'));
@@ -334,7 +389,6 @@ export function createR3FAdapter(options) {
334
389
  // `RootState` for precisely this reason, so reading it per frame is the
335
390
  // supported way to see the live root. It is a plain map read.
336
391
  const live = () => state.get();
337
- const gameDebugRegistry = host.game ? getDebugRegistry(host.game) : null;
338
392
  // --- Live render vitals (issue #1504), for an R3F world -----------------
339
393
  // The SAME door the classic adapter seeds
340
394
  // (`../adapter/setup-three-root-adapter.ts`), seeded here for the same
@@ -345,11 +399,11 @@ export function createR3FAdapter(options) {
345
399
  // world is the only shape a scaffolded project's three root has, so a
346
400
  // door wired only into the classic path is a door no scaffolded project
347
401
  // ever gets (issue #1518: `game.state('render.vitals')` answered "no
348
- // state provider registered" in the field while every other dev layer of
349
- // the same world worked).
402
+ // state provider registered" in the field while every other debug
403
+ // reading of the same world worked).
350
404
  //
351
405
  // The gate is the same three conditions, minus the one that cannot
352
- // arise: `devLayersEnabled()` (`../runtime/dev-layers.ts`, the ONE owner
406
+ // arise: `devBuildEnabled()` (`../runtime/dev-build.ts`, the ONE owner
353
407
  // of "is this a dev context" — a ship build registers nothing and pays
354
408
  // nothing), and a `Game` shell (the readings are folded out of that
355
409
  // game's profiler frames). "Not headless" needs no term here: a headless
@@ -367,7 +421,7 @@ export function createR3FAdapter(options) {
367
421
  // (the fold) and `runtime.dispose()`'s scoped `strip(id)` (the
368
422
  // registrations) — the same split the classic adapter documents.
369
423
  let renderVitals = null;
370
- if (host.game && devLayersEnabled()) {
424
+ if (host.game && devBuildEnabled()) {
371
425
  // Same auto-enable as the classic adapter: the readings are folded out
372
426
  // of profiler frames, and the profiler is a flag the editor already
373
427
  // sets on play — under the dev gate this is the same cost arriving a
@@ -551,6 +605,27 @@ export function createR3FAdapter(options) {
551
605
  renderVitals?.dispose();
552
606
  renderVitals = null;
553
607
  runtime?.dispose();
608
+ // The no-context path has no `runtime.dispose()` to carry its scoped
609
+ // strip, so it ends its own registrations here — the same
610
+ // `strip(id)`, at the same moment. That is what ends this world's
611
+ // PROVIDERS AND COMMANDS (the render-vitals door above is the one
612
+ // this path actually registers under `id`); sibling roots are
613
+ // untouched.
614
+ //
615
+ // It does NOT end the input seams `wireGameInputSeams` set, and
616
+ // nothing else does either: `strip` walks providers/commands only
617
+ // (`runtime/debug-registry.ts`), so `virtualInputTargets`/
618
+ // `inputActionsSources`/`inputTraceSources` keep this world's id
619
+ // until a remount of the same id overwrites it. The runtime path has
620
+ // always been identical, and the residue is inert rather than
621
+ // hidden: every one of those closures reads GAME-scoped state
622
+ // (`game.input`, `game.loop.fixedDt`, the game's seed), so a stale
623
+ // entry actuates exactly what a live one would. What it can still do
624
+ // is name a dead world in `DEBUG_INPUT_WORLD_NOT_FOUND`'s registered
625
+ // list. Do not write "the strip clears the input seams" here again
626
+ // without changing `strip` to actually do it.
627
+ if (!runtime)
628
+ gameDebugRegistry?.strip(id);
554
629
  restoreRendererConfig();
555
630
  },
556
631
  };
@@ -1 +1 @@
1
- {"version":3,"file":"r3f-root-factory.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-root-factory.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAGH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,KAAK,EAAE,qBAAqB,EAAE,MAAM,uBAAuB,CAAC;AAUnE;;;;;;;;;;;;;GAaG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,GAAG,IAAI,CAc/F;AAED;;;;;GAKG;AACH,eAAO,MAAM,cAAc,EAAE,qBAQ5B,CAAC"}
1
+ {"version":3,"file":"r3f-root-factory.d.ts","sourceRoot":"","sources":["../../src/world3d-react/r3f-root-factory.tsx"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAGH,OAAO,KAAK,EAAE,WAAW,EAAE,MAAM,yBAAyB,CAAC;AAC3D,OAAO,KAAK,EAAE,qBAAqB,EAAE,MAAM,uBAAuB,CAAC;AAUnE;;;;;;;;;;;;;GAaG;AACH,wBAAgB,sBAAsB,CAAC,WAAW,EAAE,OAAO,EAAE,MAAM,EAAE,MAAM,GAAG,WAAW,GAAG,IAAI,CAwB/F;AAED;;;;;GAKG;AACH,eAAO,MAAM,cAAc,EAAE,qBAQ5B,CAAC"}
@@ -60,8 +60,18 @@ export function resolveR3FEntryAdapter(entryModule, rootId) {
60
60
  id: rootId,
61
61
  content: createElement(mod.default),
62
62
  // A default-exported R3F component is an ordinary R3F app. The host
63
- // controls Fiber's native `frameloop: 'never'` scheduler; vgai runtime
64
- // context, systems and state providers never enter its React tree.
63
+ // controls Fiber's native `frameloop: 'never'` scheduler; the vgai
64
+ // runtime CONTEXT (`useGameContext`, `ctx.systems`) never enters its
65
+ // React tree.
66
+ //
67
+ // This flag governs that context and nothing else. It does NOT govern
68
+ // `WorldProvider`: `useDebugProvider`/`useDebugCommand`/`useWorldState`
69
+ // are the documented door a game declares its own state/commands
70
+ // through, and they must work in the idiomatic shape — which is the
71
+ // ONLY shape `vgai create` scaffolds. `r3f-adapter.tsx` therefore keys
72
+ // that provider off `host.game`, not off this flag; see the comment
73
+ // beside `const game = host.game` there for the measured symptom
74
+ // (`vgai eval 'await game.providers()'` listing only built-ins).
65
75
  engineRuntime: false,
66
76
  });
67
77
  }
@@ -3,7 +3,7 @@
3
3
  * `@react-three/rapier` physics VISIBLE to the engine's editor/dev seams.
4
4
  *
5
5
  * WHY IT EXISTS. `SystemAdapters.physics` is what the editor's transform
6
- * coordination (`freeze → apply → unfreeze`) and the dev menu's universal
6
+ * coordination (`freeze → apply → unfreeze`) and the universal
7
7
  * "Colliders drawn" instrument (`@engine/dev/instruments`) read. The
8
8
  * first-party imperative three root registers one from
9
9
  * `../adapter/setup-three-root-adapter.ts`; an R3F world builds no first-party
@@ -44,7 +44,7 @@
44
44
  * on the R3F root it is mounted in. It allocates nothing else — no timers, no
45
45
  * subscriptions, no per-frame work (see the phase note below), and no Rapier
46
46
  * objects: the bodies it edits belong to `<Physics>`.
47
- * SHARERS: every reader of `game.systemAdapters.physics` — the dev menu's
47
+ * SHARERS: every reader of `game.systemAdapters.physics` — the
48
48
  * colliders instrument, the editor's transform coordination. They read; they
49
49
  * never dispose.
50
50
  * TEARDOWN: the effect's cleanup, and nothing else — it clears the SAME key it
@@ -55,13 +55,13 @@
55
55
  *
56
56
  * PHASE ORDERING: none to respect — this component registers pull-only
57
57
  * callbacks and runs no per-frame work. Every method it exposes is invoked
58
- * BETWEEN frames, by an editor gesture or a dev-menu command, never from a
58
+ * BETWEEN frames, by an editor gesture or an instrument command, never from a
59
59
  * phase.
60
60
  */
61
61
  export interface RapierPhysicsBridgeProps {
62
62
  /**
63
63
  * Set the `debug` prop of the SAME `<Physics>` this bridge is mounted in.
64
- * The dev menu's "Colliders drawn" toggle calls it; the world's own state is
64
+ * The "Colliders drawn" instrument calls it; the world's own state is
65
65
  * what `<Physics debug={…}>` reads, so the library's debug rendering is the
66
66
  * only thing that ever draws a collider.
67
67
  */
@@ -3,7 +3,7 @@
3
3
  * `@react-three/rapier` physics VISIBLE to the engine's editor/dev seams.
4
4
  *
5
5
  * WHY IT EXISTS. `SystemAdapters.physics` is what the editor's transform
6
- * coordination (`freeze → apply → unfreeze`) and the dev menu's universal
6
+ * coordination (`freeze → apply → unfreeze`) and the universal
7
7
  * "Colliders drawn" instrument (`@engine/dev/instruments`) read. The
8
8
  * first-party imperative three root registers one from
9
9
  * `../adapter/setup-three-root-adapter.ts`; an R3F world builds no first-party
@@ -44,7 +44,7 @@
44
44
  * on the R3F root it is mounted in. It allocates nothing else — no timers, no
45
45
  * subscriptions, no per-frame work (see the phase note below), and no Rapier
46
46
  * objects: the bodies it edits belong to `<Physics>`.
47
- * SHARERS: every reader of `game.systemAdapters.physics` — the dev menu's
47
+ * SHARERS: every reader of `game.systemAdapters.physics` — the
48
48
  * colliders instrument, the editor's transform coordination. They read; they
49
49
  * never dispose.
50
50
  * TEARDOWN: the effect's cleanup, and nothing else — it clears the SAME key it
@@ -55,7 +55,7 @@
55
55
  *
56
56
  * PHASE ORDERING: none to respect — this component registers pull-only
57
57
  * callbacks and runs no per-frame work. Every method it exposes is invoked
58
- * BETWEEN frames, by an editor gesture or a dev-menu command, never from a
58
+ * BETWEEN frames, by an editor gesture or an instrument command, never from a
59
59
  * phase.
60
60
  */
61
61
  import { useRapier } from '@react-three/rapier';
@@ -1,73 +1,11 @@
1
1
  /**
2
- * world3d-react/renderer-config.tsthe seam a WORLD uses to state how its own frame is rendered.
2
+ * `@engine/world3d-react/renderer-config` — a published entry point.
3
3
  *
4
- * The host owns the `WebGLRenderer` (`ThreeHostContext.renderer`) and configures it with this
5
- * engine's defaults: ACES tone mapping, sRGB output, PCF-soft shadows. Those defaults are right for
6
- * a world authored against them and WRONG for a world that was authored against a different
7
- * engine's pipeline an imported Godot 3 GLES2 game does gamma-space lighting with no tonemapper
8
- * at all, so ACES quietly desaturates and darkens every colour its author picked.
9
- *
10
- * So a world may DECLARE the pipeline it was authored for, and `createR3FAdapter` applies it to the
11
- * host's renderer for the life of the mount, restoring what it found on dispose. Three properties
12
- * of that shape are load-bearing:
13
- *
14
- * - **It is per-renderer, never engine-wide.** Every field here is a `WebGLRenderer` instance
15
- * property, and a play root gets its own renderer (`create-runtime.ts`). Nothing here reaches a
16
- * module-level three global, so one world's declaration cannot change how the editor's own
17
- * viewport, another root, or a thumbnail bake renders.
18
- * - **Absent means "leave the host's value alone".** Every field is optional and an omitted one
19
- * is never written, so declaring a tone mapping does not silently reset the clear colour.
20
- * - **It is restored on dispose.** The renderer outlives the mount, so a world that did not put
21
- * back what it found would leak its pipeline into whatever mounts next.
22
- *
23
- * This is deliberately NOT a general render-settings system. It carries what a world can honestly
24
- * state about its own colour pipeline and nothing else; a property the host fixes at CONSTRUCTION
25
- * (the WebGL context's `antialias` attribute, and therefore the MSAA sample count) cannot be
26
- * declared here, because there would be no honest moment to apply it.
27
- */
28
- import type * as THREE from 'three';
29
- /** The tone-mapping operators three exposes, named as data rather than as three's numeric enum. */
30
- export type WorldToneMapping = 'none' | 'linear' | 'reinhard' | 'cineon' | 'aces' | 'agx' | 'neutral';
31
- /**
32
- * The output transfer function the frame is written with.
33
- *
34
- * - `srgb` — three's own default and this engine's: linear lighting, sRGB encode on output.
35
- * - `srgb-linear` — NO output transform. This is what a gamma-space renderer needs: the shading
36
- * result is already in display space and encoding it a second time washes the frame out.
37
- */
38
- export type WorldOutputColorSpace = 'srgb' | 'srgb-linear';
39
- /**
40
- * The shadow-map filter, named as data rather than as three's numeric enum.
41
- *
42
- * This is a renderer INSTANCE property (`WebGLRenderer.shadowMap.type`), not a context attribute,
43
- * so unlike MSAA it has an honest moment at which a world can ask for it — which is the whole test
44
- * this file's header states. A source engine that declares its own shadow filter (Godot 3's
45
- * `rendering/quality/shadows/filter_mode`) would otherwise inherit whatever the host built with.
46
- */
47
- export type WorldShadowMapType = 'basic' | 'pcf' | 'pcf-soft' | 'vsm';
48
- /** What a world may declare about the renderer that draws it. Every field is optional; see header. */
49
- export interface WorldRendererConfig {
50
- readonly toneMapping?: WorldToneMapping | undefined;
51
- readonly toneMappingExposure?: number | undefined;
52
- readonly outputColorSpace?: WorldOutputColorSpace | undefined;
53
- /**
54
- * `WebGLRenderer.shadowMap.type`. Writing it after a shadow map has already been built needs
55
- * `shadowMap.needsUpdate`, which this function sets — three caches the compiled depth material
56
- * per type and would otherwise keep filtering with the previous one.
57
- */
58
- readonly shadowMapType?: WorldShadowMapType | undefined;
59
- /**
60
- * The colour the frame is cleared to, as a CSS hex string. The renderer's existing clear ALPHA
61
- * is preserved: a stacked canvas is transparent on purpose (`create-runtime.ts` gives every
62
- * non-bottom root `alpha: true`), and forcing it opaque here would hide every layer below.
63
- */
64
- readonly clearColor?: string | undefined;
65
- }
66
- /**
67
- * Apply `config` to `renderer`, returning the restore function that puts back what was there.
68
- *
69
- * `three` is passed in rather than imported for values so the enum constants come from the HOST's
70
- * three instance — the same identity rule `r3f-adapter.tsx` follows for the scene and camera.
4
+ * The engine package's export map is the wildcard `"./*"`, so every file under
5
+ * `packages/engine/src/` is an entry point a game outside this repo can import by path. The module
6
+ * itself now lives in the adapter seam (`@engine/adapter/renderer-config`, which its header
7
+ * explains), and this file keeps the path that shipped resolving to it. Import the seam path in
8
+ * new code.
71
9
  */
72
- export declare function applyWorldRendererConfig(three: typeof THREE, renderer: THREE.WebGLRenderer, config: WorldRendererConfig): () => void;
10
+ export * from '../adapter/renderer-config';
73
11
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