@volter/editor-threejs 0.5.57

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package/NOTICE ADDED
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+ Copyright 2026 Volter AI, Inc.
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+
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+ Modules under src/viewport and src/capture were imported from the
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+ AGPL-3.0-only @vgai/threejs package; LICENSE contains that license.
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+
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+ Modules under src/adapter, src/animation, src/ecs and src/render, together
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+ with src/asset-loaders.ts, src/asset-parse-error.ts and src/loader.ts, were
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+ imported from the Apache-2.0 @vgai/threejs-runtime package. They retain that
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+ license; LICENSE-APACHE contains its text.
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+
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+ Source revisions and original file hashes are recorded in the repository's
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+ provenance/blender-integration.json and provenance/editor-host.json.
package/README.md ADDED
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+ # Three.js editor utilities
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+
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+ Shared bounds, layers, clipping, renderer ownership, preview environment and
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+ detached scene capture used by Volter Editor's modeling integration.
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+
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+ This package does not yet own the interactive viewport. The current Three-aware
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+ editor core retains that implementation; full extraction remains deferred.
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+ No game-runtime, DOM authoring, physics or gameplay packages are dependencies.
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+
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+ Structural object marks retain their existing keys and behavior. Their readers
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+ are included here because bounds and editor-layer filtering need them; importing
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+ these small modules must not pull in a gameplay runtime.
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+
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+ Run `npm run typecheck -w @volter/editor-threejs` through the active World.
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+ See NOTICE for the per-file license distinction. This package remains private
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+ while the editor migration and complete distribution review are unfinished.
package/package.json ADDED
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+ {
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+ "name": "@volter/editor-threejs",
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+ "author": "Volter AI, Inc.",
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+ "version": "0.5.57",
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+ "publishConfig": {
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+ "access": "public"
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+ },
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+ "type": "module",
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+ "license": "AGPL-3.0-only AND Apache-2.0",
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+ "description": "Shared Three.js bounds, rendering and capture utilities used by Volter Editor.",
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+ "repository": {
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+ "type": "git",
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+ "url": "git+https://github.com/volter-ai/editor.git",
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+ "directory": "packages/editor-threejs"
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+ },
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+ "files": [
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+ "src",
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+ "LICENSE",
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+ "NOTICE",
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+ "LICENSE-APACHE"
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+ ],
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+ "exports": {
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+ "./package.json": "./package.json",
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+ "./*": {
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+ "types": "./src/*.ts",
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+ "default": "./src/*"
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+ },
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+ "./asset-parse-error": "./src/asset-parse-error.ts",
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+ "./loader": "./src/loader.ts"
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+ },
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+ "peerDependencies": {
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+ "three": "^0.180.0"
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+ },
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+ "scripts": {
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+ "typecheck": "tsc -p tsconfig.json"
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+ },
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+ "dependencies": {
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+ "@volter/editor-project": "0.5.57",
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+ "@sparkjsdev/spark": "^2.1.0",
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+ "three.quarks": "^0.16.0",
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+ "zod": "^4.3.6"
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+ }
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+ }
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+ /**
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+ * Format-neutral live mark for source-owned spatial constraints.
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+ *
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+ * The project capability that performs a solve attaches one or more marks to
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+ * the Object3D that owns the constrained pose. The editor reads the marks to
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+ * render an ordinary constraint stack and transient viewport handles. This is
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+ * observation, not authored data: the owning TS/TSX and its ordinary target /
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+ * pole Object3Ds remain the only source of truth.
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+ */
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+ import type * as THREE from 'three';
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+ import { deleteUserData, getUserData, setUserData } from '../ecs/user-data';
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+
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+ export type ConstraintStatus = 'ready' | 'disabled' | 'unresolved' | 'error';
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+
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+ export interface ConstraintConfig {
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+ /** Stable only within this mounted owner. */
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+ readonly id: string;
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+ readonly type: 'two-bone-ik' | 'ccd-ik' | 'aim' | 'rotation' | (string & {});
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+ readonly label: string;
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+ readonly enabled: boolean;
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+ readonly weight: number;
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+ /** Evaluation order among constraints attached to this owner. */
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+ readonly order: number;
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+ }
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+
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+ export interface ConstraintError {
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+ readonly value: number;
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+ readonly unit: 'metres' | 'degrees';
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+ }
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+
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+ export interface ConstraintSnapshot {
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+ readonly status: ConstraintStatus;
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+ readonly message?: string;
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+ /** Root → effector, using the real bones from the live skeleton. */
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+ readonly chain: readonly THREE.Object3D[];
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+ /** The ordinary object whose transform the constraint affects. */
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+ readonly constrained: THREE.Object3D | null;
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+ readonly target: THREE.Object3D | null;
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+ readonly pole: THREE.Object3D | null;
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+ /** Residual after the latest solve, in the constraint's native unit. */
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+ readonly error: ConstraintError | null;
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+ }
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+
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+ export interface ConstraintMark {
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+ readonly config: ConstraintConfig;
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+ getSnapshot(): ConstraintSnapshot;
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+ }
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+
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+ export function constraintsOf(
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+ object: THREE.Object3D | null | undefined,
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+ ): readonly ConstraintMark[] {
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+ const candidate = getUserData(object, 'constraints');
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+ if (!Array.isArray(candidate)) return [];
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+ return candidate.filter(
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+ (entry): entry is ConstraintMark =>
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+ Boolean(entry) &&
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+ typeof entry === 'object' &&
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+ typeof (entry as Partial<ConstraintMark>).getSnapshot === 'function' &&
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+ Boolean((entry as Partial<ConstraintMark>).config),
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+ );
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+ }
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+
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+ /** Add or replace one constraint mark without disturbing sibling constraints. */
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+ export function setConstraintMark(object: THREE.Object3D, mark: ConstraintMark): void {
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+ const next = constraintsOf(object).filter((entry) => entry.config.id !== mark.config.id);
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+ setUserData(object, 'constraints', [...next, mark]);
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+ }
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+
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+ /** Remove one mark, or the whole live projection when no id is supplied. */
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+ export function clearConstraintMark(object: THREE.Object3D, id?: string): void {
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+ if (id === undefined) {
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+ deleteUserData(object, 'constraints');
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+ return;
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+ }
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+ const next = constraintsOf(object).filter((entry) => entry.config.id !== id);
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+ if (next.length === 0) deleteUserData(object, 'constraints');
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+ else setUserData(object, 'constraints', next);
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+ }
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+ /**
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+ * The hierarchy-presentation convention: how a game tells the editor which
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+ * parts of its LIVE scene graph are one component instance, and which parts are
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+ * implementation rather than content.
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+ *
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+ * ## Why marks and not a second tree
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+ *
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+ * The live tree IS the display surface. A hierarchy derived from source would
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+ * be a mirror layer — a second model of the world that drifts from the one on
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+ * screen — so the boundaries a reader needs have to live ON the nodes. That is
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+ * what these marks are, and it is the whole mechanism: a component WRAPS its
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+ * functionality and MARKS its root; the editor supports the convention
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+ * generically and never learns which library, importer or lane produced the
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+ * node.
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+ *
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+ * ## STRUCTURE IS THE TREE'S JOB. MARKS ONLY CLASSIFY.
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+ *
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+ * There is deliberately no mark that says "show this row somewhere else". A
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+ * group owns its children by CONTAINING them; a prefab owns its parts by
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+ * CONTAINING them. If an object reads as belonging under something it is not
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+ * parented to, the tree is wrong and the tree is what to fix — because the
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+ * panel is not the only reader. `getWorldPosition`, raycasting, disposal,
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+ * `traverse`, every physics or gameplay walk and every person reading the
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+ * source all follow real parenthood, and a presentation-only "logical parent"
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+ * would be true for exactly one of them.
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+ *
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+ * The usual reason a world gets this wrong is that three's parent chain is a
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+ * TRANSFORM chain: `matrixWorld` is unconditionally `parent × local`, so an
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+ * object that must not inherit its owner's pose — a physics-driven body writing
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+ * a world transform every step, a world-space trail or decal, a follow camera
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+ * that must escape its target's rotation — gets mounted at the scene root, and
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+ * ownership is lost as a side effect. **That trade is not necessary.** Set
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+ * `object.matrixWorldAutoUpdate = false` (three r144+) and the parent's
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+ * propagation skips it: the object stays parented where it belongs and its
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+ * `matrixWorld` becomes yours to write. Keep it parented, own the matrix, and
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+ * the hierarchy needs no help.
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+ *
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+ * These two marks then have exactly one job left, which is CLASSIFICATION:
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+ * which of the objects that really are here is the game, and which is the
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+ * machinery underneath it.
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+ *
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+ * ## What the hierarchy is FOR
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+ *
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+ * It shows YOUR GAME: the structure you authored, plus the objects your game
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+ * makes while it runs. Nothing else. Three consequences, and every rule below
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+ * follows from them:
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+ *
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+ * - **A spawned object is content.** A bullet you fired, a wave of enemies, a
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+ * prop pulled out of a pool and parented into the level — these are rows.
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+ * They exist, you can select them, and they are usually the exact things you
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+ * opened the panel to look at. An object your game frees stops being a row,
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+ * because it stopped existing.
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+ * - **An implementation artifact is not.** The bones behind a rig, the batched
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+ * renderer behind a particle system, the instanced-mesh pools behind a tile
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+ * field, the `target` object three needs in order to aim a directional
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+ * light: machinery a library or a helper builds so one thing you DID author
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+ * can work. It belongs UNDER that thing, folded, not beside it.
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+ * - **"Not in the source file" is the wrong test for either.** Half of a
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+ * running world is not in the source file — that is what running means.
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+ * Folding spawned gameplay because a document does not name it is the same
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+ * defect as listing bones, in the more damaging direction: the rows it loses
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+ * are the ones you were looking for.
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+ *
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+ * ## The two marks
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+ *
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+ * - {@link markComponentRoot} — "this subtree is one instance of `<name>`."
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+ * The editor renders it as ONE row, closed, expandable on demand. Put it on
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+ * the EARLIEST point the node exists: the constructor that makes it, or the
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+ * ref callback that receives it. A component whose root is a plain `<mesh>`
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+ * marks that mesh.
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+ * - {@link markBuiltInternal} — "this is IMPLEMENTATION, not content." It is
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+ * **subtree-scoped**: marking the root of a built subtree marks everything
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+ * under it, so a 60-bone rig costs one call and folding is transitive. The
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+ * editor hides these rows and offers them behind the same "Reveal Internals"
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+ * action a source-backed instance's internals already use — revealed rows
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+ * are read-only, because there is no authored source for a rename or a
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+ * reparent to write to.
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+ *
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+ * An instance therefore reads as the parent of everything meaningful beneath
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+ * it: content nested inside an implementation node is listed under the instance
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+ * rather than lost with it (the editor's `hierarchy-component-marks.ts` calls
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+ * that promotion), so marking a rig does not hide the mesh skinned to it.
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+ *
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+ * ## Mark it where the subtree is ATTACHED, by whoever attaches it
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+ *
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+ * A mark belongs at the attach seam: the code that puts an implementation
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+ * subtree into the world marks it in the same breath, because that code is the
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+ * only thing that knows the subtree is implementation. Not a later sweep of the
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+ * tree — "everything present at time T that the source did not name" is the
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+ * wrong predicate twice over. It arrives too early for anything attached
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+ * asynchronously (a model clone landing after its bytes resolve, a node gated
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+ * on an audio decode) and too late in principle for anything attached
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+ * afterwards (every spawn) — and were it re-run to catch those, it would
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+ * classify each spawned object as implementation, which is the second bullet
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+ * above inverted. Attach-seam marking has neither failure: it fires once, at
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+ * the moment the answer is known, and an unmarked node is content by default.
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+ *
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+ * The subtree scope is what keeps this cheap — one call per attached root, not
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+ * one per node, so a rig or a pool costs one line at the one place that builds
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+ * it.
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+ *
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+ * ## What is NOT built-internal
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+ *
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+ * A node your game means as content — even one a class rather than JSX
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+ * constructs — is content. `vgaiBuiltInternal` is not "the editor cannot write
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+ * this"; that question is `TransformProvider.editability`'s, answered per
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+ * channel with a sentence. This mark answers "is this implementation", and
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+ * getting it wrong hides real content.
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+ *
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+ * Both keys live in the structural mark registry (`../ecs/object-marks.ts`),
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+ * which the full typed `userData` registry includes, so
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+ * their literal strings are spelled exactly once; this module is the only
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+ * reader/writer, which is why the helpers below exist at all rather than
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+ * `setUserData` calls scattered through emitters and prefabs.
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+ */
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+
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+ import type * as THREE from 'three';
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+ import { getObjectMark, setObjectMark } from '../ecs/object-marks';
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+
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+ /**
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+ * Declare `node` the root of one component instance, displayed under `name`.
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+ *
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+ * `name` is the COMPONENT's name (`'Coin'`, `'HeroBox'`), not the instance's —
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+ * the instance is already named by `node.name`, and the editor prints both.
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+ */
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+ export function markComponentRoot(node: THREE.Object3D, name: string): void {
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+ setObjectMark(node, 'vgaiComponentRoot', name);
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+ }
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+
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+ /** The component name `node` is the root of, or `undefined` for an ordinary node. */
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+ export function componentRootName(node: THREE.Object3D | null | undefined): string | undefined {
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+ const name = getObjectMark(node, 'vgaiComponentRoot');
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+ return typeof name === 'string' && name ? name : undefined;
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+ }
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+
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+ /** Whether `node` is a marked component-instance root. */
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+ export function isComponentRoot(node: THREE.Object3D | null | undefined): boolean {
138
+ return componentRootName(node) !== undefined;
139
+ }
140
+
141
+ /**
142
+ * Declare `node` (and everything under it) IMPLEMENTATION of whatever node it
143
+ * sits under, rather than content of its own. Call it on the ROOT of the built
144
+ * subtree only, at the seam that attaches it — see this module's header for why
145
+ * the seam and not a sweep.
146
+ */
147
+ export function markBuiltInternal(node: THREE.Object3D): void {
148
+ setObjectMark(node, 'vgaiBuiltInternal', true);
149
+ }
150
+
151
+ /** Whether `node` itself carries the implementation mark. Ancestry is the
152
+ * CALLER's walk — see this module's header for why the mark is subtree-scoped
153
+ * but not restamped onto descendants. */
154
+ export function isBuiltInternal(node: THREE.Object3D | null | undefined): boolean {
155
+ return getObjectMark(node, 'vgaiBuiltInternal') === true;
156
+ }