@volter/editor-threejs 0.5.57
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/LICENSE +661 -0
- package/LICENSE-APACHE +202 -0
- package/NOTICE +12 -0
- package/README.md +16 -0
- package/package.json +43 -0
- package/src/adapter/constraint.ts +78 -0
- package/src/adapter/hierarchy-marks.ts +156 -0
- package/src/adapter/ingest/scene-capture.ts +865 -0
- package/src/adapter/ingest/structural-ids.ts +139 -0
- package/src/adapter/ingest/visible-capture-window.ts +302 -0
- package/src/adapter/object3d-authoring-subject.ts +50 -0
- package/src/adapter/reflection-probe.ts +75 -0
- package/src/adapter/renderer-config.ts +116 -0
- package/src/adapter/trigger-volume.ts +29 -0
- package/src/animation/animation-clock.ts +479 -0
- package/src/animation/runtime-inspection.ts +45 -0
- package/src/asset-loaders.ts +242 -0
- package/src/asset-parse-error.ts +29 -0
- package/src/capture/output-pass.ts +36 -0
- package/src/capture/scene.ts +146 -0
- package/src/ecs/object-marks.ts +75 -0
- package/src/ecs/user-data.ts +251 -0
- package/src/loader.ts +134 -0
- package/src/render/matcap-texture.ts +92 -0
- package/src/render/spark-renderer-lifecycle.ts +64 -0
- package/src/render/viewport-shading.ts +163 -0
- package/src/viewport/clip-planes.ts +63 -0
- package/src/viewport/content-bounds.ts +355 -0
- package/src/viewport/editor-layers.ts +62 -0
- package/src/viewport/environment.ts +26 -0
- package/src/viewport/preview-renderer.ts +179 -0
- package/src/viewport/renderer-ownership.ts +86 -0
package/LICENSE-APACHE
ADDED
|
@@ -0,0 +1,202 @@
|
|
|
1
|
+
|
|
2
|
+
Apache License
|
|
3
|
+
Version 2.0, January 2004
|
|
4
|
+
http://www.apache.org/licenses/
|
|
5
|
+
|
|
6
|
+
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
|
7
|
+
|
|
8
|
+
1. Definitions.
|
|
9
|
+
|
|
10
|
+
"License" shall mean the terms and conditions for use, reproduction,
|
|
11
|
+
and distribution as defined by Sections 1 through 9 of this document.
|
|
12
|
+
|
|
13
|
+
"Licensor" shall mean the copyright owner or entity authorized by
|
|
14
|
+
the copyright owner that is granting the License.
|
|
15
|
+
|
|
16
|
+
"Legal Entity" shall mean the union of the acting entity and all
|
|
17
|
+
other entities that control, are controlled by, or are under common
|
|
18
|
+
control with that entity. For the purposes of this definition,
|
|
19
|
+
"control" means (i) the power, direct or indirect, to cause the
|
|
20
|
+
direction or management of such entity, whether by contract or
|
|
21
|
+
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
|
22
|
+
outstanding shares, or (iii) beneficial ownership of such entity.
|
|
23
|
+
|
|
24
|
+
"You" (or "Your") shall mean an individual or Legal Entity
|
|
25
|
+
exercising permissions granted by this License.
|
|
26
|
+
|
|
27
|
+
"Source" form shall mean the preferred form for making modifications,
|
|
28
|
+
including but not limited to software source code, documentation
|
|
29
|
+
source, and configuration files.
|
|
30
|
+
|
|
31
|
+
"Object" form shall mean any form resulting from mechanical
|
|
32
|
+
transformation or translation of a Source form, including but
|
|
33
|
+
not limited to compiled object code, generated documentation,
|
|
34
|
+
and conversions to other media types.
|
|
35
|
+
|
|
36
|
+
"Work" shall mean the work of authorship, whether in Source or
|
|
37
|
+
Object form, made available under the License, as indicated by a
|
|
38
|
+
copyright notice that is included in or attached to the work
|
|
39
|
+
(an example is provided in the Appendix below).
|
|
40
|
+
|
|
41
|
+
"Derivative Works" shall mean any work, whether in Source or Object
|
|
42
|
+
form, that is based on (or derived from) the Work and for which the
|
|
43
|
+
editorial revisions, annotations, elaborations, or other modifications
|
|
44
|
+
represent, as a whole, an original work of authorship. For the purposes
|
|
45
|
+
of this License, Derivative Works shall not include works that remain
|
|
46
|
+
separable from, or merely link (or bind by name) to the interfaces of,
|
|
47
|
+
the Work and Derivative Works thereof.
|
|
48
|
+
|
|
49
|
+
"Contribution" shall mean any work of authorship, including
|
|
50
|
+
the original version of the Work and any modifications or additions
|
|
51
|
+
to that Work or Derivative Works thereof, that is intentionally
|
|
52
|
+
submitted to Licensor for inclusion in the Work by the copyright owner
|
|
53
|
+
or by an individual or Legal Entity authorized to submit on behalf of
|
|
54
|
+
the copyright owner. For the purposes of this definition, "submitted"
|
|
55
|
+
means any form of electronic, verbal, or written communication sent
|
|
56
|
+
to the Licensor or its representatives, including but not limited to
|
|
57
|
+
communication on electronic mailing lists, source code control systems,
|
|
58
|
+
and issue tracking systems that are managed by, or on behalf of, the
|
|
59
|
+
Licensor for the purpose of discussing and improving the Work, but
|
|
60
|
+
excluding communication that is conspicuously marked or otherwise
|
|
61
|
+
designated in writing by the copyright owner as "Not a Contribution."
|
|
62
|
+
|
|
63
|
+
"Contributor" shall mean Licensor and any individual or Legal Entity
|
|
64
|
+
on behalf of whom a Contribution has been received by Licensor and
|
|
65
|
+
subsequently incorporated within the Work.
|
|
66
|
+
|
|
67
|
+
2. Grant of Copyright License. Subject to the terms and conditions of
|
|
68
|
+
this License, each Contributor hereby grants to You a perpetual,
|
|
69
|
+
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
|
70
|
+
copyright license to reproduce, prepare Derivative Works of,
|
|
71
|
+
publicly display, publicly perform, sublicense, and distribute the
|
|
72
|
+
Work and such Derivative Works in Source or Object form.
|
|
73
|
+
|
|
74
|
+
3. Grant of Patent License. Subject to the terms and conditions of
|
|
75
|
+
this License, each Contributor hereby grants to You a perpetual,
|
|
76
|
+
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
|
77
|
+
(except as stated in this section) patent license to make, have made,
|
|
78
|
+
use, offer to sell, sell, import, and otherwise transfer the Work,
|
|
79
|
+
where such license applies only to those patent claims licensable
|
|
80
|
+
by such Contributor that are necessarily infringed by their
|
|
81
|
+
Contribution(s) alone or by combination of their Contribution(s)
|
|
82
|
+
with the Work to which such Contribution(s) was submitted. If You
|
|
83
|
+
institute patent litigation against any entity (including a
|
|
84
|
+
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
|
85
|
+
or a Contribution incorporated within the Work constitutes direct
|
|
86
|
+
or contributory patent infringement, then any patent licenses
|
|
87
|
+
granted to You under this License for that Work shall terminate
|
|
88
|
+
as of the date such litigation is filed.
|
|
89
|
+
|
|
90
|
+
4. Redistribution. You may reproduce and distribute copies of the
|
|
91
|
+
Work or Derivative Works thereof in any medium, with or without
|
|
92
|
+
modifications, and in Source or Object form, provided that You
|
|
93
|
+
meet the following conditions:
|
|
94
|
+
|
|
95
|
+
(a) You must give any other recipients of the Work or
|
|
96
|
+
Derivative Works a copy of this License; and
|
|
97
|
+
|
|
98
|
+
(b) You must cause any modified files to carry prominent notices
|
|
99
|
+
stating that You changed the files; and
|
|
100
|
+
|
|
101
|
+
(c) You must retain, in the Source form of any Derivative Works
|
|
102
|
+
that You distribute, all copyright, patent, trademark, and
|
|
103
|
+
attribution notices from the Source form of the Work,
|
|
104
|
+
excluding those notices that do not pertain to any part of
|
|
105
|
+
the Derivative Works; and
|
|
106
|
+
|
|
107
|
+
(d) If the Work includes a "NOTICE" text file as part of its
|
|
108
|
+
distribution, then any Derivative Works that You distribute must
|
|
109
|
+
include a readable copy of the attribution notices contained
|
|
110
|
+
within such NOTICE file, excluding those notices that do not
|
|
111
|
+
pertain to any part of the Derivative Works, in at least one
|
|
112
|
+
of the following places: within a NOTICE text file distributed
|
|
113
|
+
as part of the Derivative Works; within the Source form or
|
|
114
|
+
documentation, if provided along with the Derivative Works; or,
|
|
115
|
+
within a display generated by the Derivative Works, if and
|
|
116
|
+
wherever such third-party notices normally appear. The contents
|
|
117
|
+
of the NOTICE file are for informational purposes only and
|
|
118
|
+
do not modify the License. You may add Your own attribution
|
|
119
|
+
notices within Derivative Works that You distribute, alongside
|
|
120
|
+
or as an addendum to the NOTICE text from the Work, provided
|
|
121
|
+
that such additional attribution notices cannot be construed
|
|
122
|
+
as modifying the License.
|
|
123
|
+
|
|
124
|
+
You may add Your own copyright statement to Your modifications and
|
|
125
|
+
may provide additional or different license terms and conditions
|
|
126
|
+
for use, reproduction, or distribution of Your modifications, or
|
|
127
|
+
for any such Derivative Works as a whole, provided Your use,
|
|
128
|
+
reproduction, and distribution of the Work otherwise complies with
|
|
129
|
+
the conditions stated in this License.
|
|
130
|
+
|
|
131
|
+
5. Submission of Contributions. Unless You explicitly state otherwise,
|
|
132
|
+
any Contribution intentionally submitted for inclusion in the Work
|
|
133
|
+
by You to the Licensor shall be under the terms and conditions of
|
|
134
|
+
this License, without any additional terms or conditions.
|
|
135
|
+
Notwithstanding the above, nothing herein shall supersede or modify
|
|
136
|
+
the terms of any separate license agreement you may have executed
|
|
137
|
+
with Licensor regarding such Contributions.
|
|
138
|
+
|
|
139
|
+
6. Trademarks. This License does not grant permission to use the trade
|
|
140
|
+
names, trademarks, service marks, or product names of the Licensor,
|
|
141
|
+
except as required for reasonable and customary use in describing the
|
|
142
|
+
origin of the Work and reproducing the content of the NOTICE file.
|
|
143
|
+
|
|
144
|
+
7. Disclaimer of Warranty. Unless required by applicable law or
|
|
145
|
+
agreed to in writing, Licensor provides the Work (and each
|
|
146
|
+
Contributor provides its Contributions) on an "AS IS" BASIS,
|
|
147
|
+
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
|
148
|
+
implied, including, without limitation, any warranties or conditions
|
|
149
|
+
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
|
150
|
+
PARTICULAR PURPOSE. You are solely responsible for determining the
|
|
151
|
+
appropriateness of using or redistributing the Work and assume any
|
|
152
|
+
risks associated with Your exercise of permissions under this License.
|
|
153
|
+
|
|
154
|
+
8. Limitation of Liability. In no event and under no legal theory,
|
|
155
|
+
whether in tort (including negligence), contract, or otherwise,
|
|
156
|
+
unless required by applicable law (such as deliberate and grossly
|
|
157
|
+
negligent acts) or agreed to in writing, shall any Contributor be
|
|
158
|
+
liable to You for damages, including any direct, indirect, special,
|
|
159
|
+
incidental, or consequential damages of any character arising as a
|
|
160
|
+
result of this License or out of the use or inability to use the
|
|
161
|
+
Work (including but not limited to damages for loss of goodwill,
|
|
162
|
+
work stoppage, computer failure or malfunction, or any and all
|
|
163
|
+
other commercial damages or losses), even if such Contributor
|
|
164
|
+
has been advised of the possibility of such damages.
|
|
165
|
+
|
|
166
|
+
9. Accepting Warranty or Additional Liability. While redistributing
|
|
167
|
+
the Work or Derivative Works thereof, You may choose to offer,
|
|
168
|
+
and charge a fee for, acceptance of support, warranty, indemnity,
|
|
169
|
+
or other liability obligations and/or rights consistent with this
|
|
170
|
+
License. However, in accepting such obligations, You may act only
|
|
171
|
+
on Your own behalf and on Your sole responsibility, not on behalf
|
|
172
|
+
of any other Contributor, and only if You agree to indemnify,
|
|
173
|
+
defend, and hold each Contributor harmless for any liability
|
|
174
|
+
incurred by, or claims asserted against, such Contributor by reason
|
|
175
|
+
of your accepting any such warranty or additional liability.
|
|
176
|
+
|
|
177
|
+
END OF TERMS AND CONDITIONS
|
|
178
|
+
|
|
179
|
+
APPENDIX: How to apply the Apache License to your work.
|
|
180
|
+
|
|
181
|
+
To apply the Apache License to your work, attach the following
|
|
182
|
+
boilerplate notice, with the fields enclosed by brackets "[]"
|
|
183
|
+
replaced with your own identifying information. (Don't include
|
|
184
|
+
the brackets!) The text should be enclosed in the appropriate
|
|
185
|
+
comment syntax for the file format. We also recommend that a
|
|
186
|
+
file or class name and description of purpose be included on the
|
|
187
|
+
same "printed page" as the copyright notice for easier
|
|
188
|
+
identification within third-party archives.
|
|
189
|
+
|
|
190
|
+
Copyright 2026 Volter AI, Inc.
|
|
191
|
+
|
|
192
|
+
Licensed under the Apache License, Version 2.0 (the "License");
|
|
193
|
+
you may not use this file except in compliance with the License.
|
|
194
|
+
You may obtain a copy of the License at
|
|
195
|
+
|
|
196
|
+
http://www.apache.org/licenses/LICENSE-2.0
|
|
197
|
+
|
|
198
|
+
Unless required by applicable law or agreed to in writing, software
|
|
199
|
+
distributed under the License is distributed on an "AS IS" BASIS,
|
|
200
|
+
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
201
|
+
See the License for the specific language governing permissions and
|
|
202
|
+
limitations under the License.
|
package/NOTICE
ADDED
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
Copyright 2026 Volter AI, Inc.
|
|
2
|
+
|
|
3
|
+
Modules under src/viewport and src/capture were imported from the
|
|
4
|
+
AGPL-3.0-only @vgai/threejs package; LICENSE contains that license.
|
|
5
|
+
|
|
6
|
+
Modules under src/adapter, src/animation, src/ecs and src/render, together
|
|
7
|
+
with src/asset-loaders.ts, src/asset-parse-error.ts and src/loader.ts, were
|
|
8
|
+
imported from the Apache-2.0 @vgai/threejs-runtime package. They retain that
|
|
9
|
+
license; LICENSE-APACHE contains its text.
|
|
10
|
+
|
|
11
|
+
Source revisions and original file hashes are recorded in the repository's
|
|
12
|
+
provenance/blender-integration.json and provenance/editor-host.json.
|
package/README.md
ADDED
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
# Three.js editor utilities
|
|
2
|
+
|
|
3
|
+
Shared bounds, layers, clipping, renderer ownership, preview environment and
|
|
4
|
+
detached scene capture used by Volter Editor's modeling integration.
|
|
5
|
+
|
|
6
|
+
This package does not yet own the interactive viewport. The current Three-aware
|
|
7
|
+
editor core retains that implementation; full extraction remains deferred.
|
|
8
|
+
No game-runtime, DOM authoring, physics or gameplay packages are dependencies.
|
|
9
|
+
|
|
10
|
+
Structural object marks retain their existing keys and behavior. Their readers
|
|
11
|
+
are included here because bounds and editor-layer filtering need them; importing
|
|
12
|
+
these small modules must not pull in a gameplay runtime.
|
|
13
|
+
|
|
14
|
+
Run `npm run typecheck -w @volter/editor-threejs` through the active World.
|
|
15
|
+
See NOTICE for the per-file license distinction. This package remains private
|
|
16
|
+
while the editor migration and complete distribution review are unfinished.
|
package/package.json
ADDED
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "@volter/editor-threejs",
|
|
3
|
+
"author": "Volter AI, Inc.",
|
|
4
|
+
"version": "0.5.57",
|
|
5
|
+
"publishConfig": {
|
|
6
|
+
"access": "public"
|
|
7
|
+
},
|
|
8
|
+
"type": "module",
|
|
9
|
+
"license": "AGPL-3.0-only AND Apache-2.0",
|
|
10
|
+
"description": "Shared Three.js bounds, rendering and capture utilities used by Volter Editor.",
|
|
11
|
+
"repository": {
|
|
12
|
+
"type": "git",
|
|
13
|
+
"url": "git+https://github.com/volter-ai/editor.git",
|
|
14
|
+
"directory": "packages/editor-threejs"
|
|
15
|
+
},
|
|
16
|
+
"files": [
|
|
17
|
+
"src",
|
|
18
|
+
"LICENSE",
|
|
19
|
+
"NOTICE",
|
|
20
|
+
"LICENSE-APACHE"
|
|
21
|
+
],
|
|
22
|
+
"exports": {
|
|
23
|
+
"./package.json": "./package.json",
|
|
24
|
+
"./*": {
|
|
25
|
+
"types": "./src/*.ts",
|
|
26
|
+
"default": "./src/*"
|
|
27
|
+
},
|
|
28
|
+
"./asset-parse-error": "./src/asset-parse-error.ts",
|
|
29
|
+
"./loader": "./src/loader.ts"
|
|
30
|
+
},
|
|
31
|
+
"peerDependencies": {
|
|
32
|
+
"three": "^0.180.0"
|
|
33
|
+
},
|
|
34
|
+
"scripts": {
|
|
35
|
+
"typecheck": "tsc -p tsconfig.json"
|
|
36
|
+
},
|
|
37
|
+
"dependencies": {
|
|
38
|
+
"@volter/editor-project": "0.5.57",
|
|
39
|
+
"@sparkjsdev/spark": "^2.1.0",
|
|
40
|
+
"three.quarks": "^0.16.0",
|
|
41
|
+
"zod": "^4.3.6"
|
|
42
|
+
}
|
|
43
|
+
}
|
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Format-neutral live mark for source-owned spatial constraints.
|
|
3
|
+
*
|
|
4
|
+
* The project capability that performs a solve attaches one or more marks to
|
|
5
|
+
* the Object3D that owns the constrained pose. The editor reads the marks to
|
|
6
|
+
* render an ordinary constraint stack and transient viewport handles. This is
|
|
7
|
+
* observation, not authored data: the owning TS/TSX and its ordinary target /
|
|
8
|
+
* pole Object3Ds remain the only source of truth.
|
|
9
|
+
*/
|
|
10
|
+
import type * as THREE from 'three';
|
|
11
|
+
import { deleteUserData, getUserData, setUserData } from '../ecs/user-data';
|
|
12
|
+
|
|
13
|
+
export type ConstraintStatus = 'ready' | 'disabled' | 'unresolved' | 'error';
|
|
14
|
+
|
|
15
|
+
export interface ConstraintConfig {
|
|
16
|
+
/** Stable only within this mounted owner. */
|
|
17
|
+
readonly id: string;
|
|
18
|
+
readonly type: 'two-bone-ik' | 'ccd-ik' | 'aim' | 'rotation' | (string & {});
|
|
19
|
+
readonly label: string;
|
|
20
|
+
readonly enabled: boolean;
|
|
21
|
+
readonly weight: number;
|
|
22
|
+
/** Evaluation order among constraints attached to this owner. */
|
|
23
|
+
readonly order: number;
|
|
24
|
+
}
|
|
25
|
+
|
|
26
|
+
export interface ConstraintError {
|
|
27
|
+
readonly value: number;
|
|
28
|
+
readonly unit: 'metres' | 'degrees';
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
export interface ConstraintSnapshot {
|
|
32
|
+
readonly status: ConstraintStatus;
|
|
33
|
+
readonly message?: string;
|
|
34
|
+
/** Root → effector, using the real bones from the live skeleton. */
|
|
35
|
+
readonly chain: readonly THREE.Object3D[];
|
|
36
|
+
/** The ordinary object whose transform the constraint affects. */
|
|
37
|
+
readonly constrained: THREE.Object3D | null;
|
|
38
|
+
readonly target: THREE.Object3D | null;
|
|
39
|
+
readonly pole: THREE.Object3D | null;
|
|
40
|
+
/** Residual after the latest solve, in the constraint's native unit. */
|
|
41
|
+
readonly error: ConstraintError | null;
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
export interface ConstraintMark {
|
|
45
|
+
readonly config: ConstraintConfig;
|
|
46
|
+
getSnapshot(): ConstraintSnapshot;
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
export function constraintsOf(
|
|
50
|
+
object: THREE.Object3D | null | undefined,
|
|
51
|
+
): readonly ConstraintMark[] {
|
|
52
|
+
const candidate = getUserData(object, 'constraints');
|
|
53
|
+
if (!Array.isArray(candidate)) return [];
|
|
54
|
+
return candidate.filter(
|
|
55
|
+
(entry): entry is ConstraintMark =>
|
|
56
|
+
Boolean(entry) &&
|
|
57
|
+
typeof entry === 'object' &&
|
|
58
|
+
typeof (entry as Partial<ConstraintMark>).getSnapshot === 'function' &&
|
|
59
|
+
Boolean((entry as Partial<ConstraintMark>).config),
|
|
60
|
+
);
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
/** Add or replace one constraint mark without disturbing sibling constraints. */
|
|
64
|
+
export function setConstraintMark(object: THREE.Object3D, mark: ConstraintMark): void {
|
|
65
|
+
const next = constraintsOf(object).filter((entry) => entry.config.id !== mark.config.id);
|
|
66
|
+
setUserData(object, 'constraints', [...next, mark]);
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
/** Remove one mark, or the whole live projection when no id is supplied. */
|
|
70
|
+
export function clearConstraintMark(object: THREE.Object3D, id?: string): void {
|
|
71
|
+
if (id === undefined) {
|
|
72
|
+
deleteUserData(object, 'constraints');
|
|
73
|
+
return;
|
|
74
|
+
}
|
|
75
|
+
const next = constraintsOf(object).filter((entry) => entry.config.id !== id);
|
|
76
|
+
if (next.length === 0) deleteUserData(object, 'constraints');
|
|
77
|
+
else setUserData(object, 'constraints', next);
|
|
78
|
+
}
|
|
@@ -0,0 +1,156 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The hierarchy-presentation convention: how a game tells the editor which
|
|
3
|
+
* parts of its LIVE scene graph are one component instance, and which parts are
|
|
4
|
+
* implementation rather than content.
|
|
5
|
+
*
|
|
6
|
+
* ## Why marks and not a second tree
|
|
7
|
+
*
|
|
8
|
+
* The live tree IS the display surface. A hierarchy derived from source would
|
|
9
|
+
* be a mirror layer — a second model of the world that drifts from the one on
|
|
10
|
+
* screen — so the boundaries a reader needs have to live ON the nodes. That is
|
|
11
|
+
* what these marks are, and it is the whole mechanism: a component WRAPS its
|
|
12
|
+
* functionality and MARKS its root; the editor supports the convention
|
|
13
|
+
* generically and never learns which library, importer or lane produced the
|
|
14
|
+
* node.
|
|
15
|
+
*
|
|
16
|
+
* ## STRUCTURE IS THE TREE'S JOB. MARKS ONLY CLASSIFY.
|
|
17
|
+
*
|
|
18
|
+
* There is deliberately no mark that says "show this row somewhere else". A
|
|
19
|
+
* group owns its children by CONTAINING them; a prefab owns its parts by
|
|
20
|
+
* CONTAINING them. If an object reads as belonging under something it is not
|
|
21
|
+
* parented to, the tree is wrong and the tree is what to fix — because the
|
|
22
|
+
* panel is not the only reader. `getWorldPosition`, raycasting, disposal,
|
|
23
|
+
* `traverse`, every physics or gameplay walk and every person reading the
|
|
24
|
+
* source all follow real parenthood, and a presentation-only "logical parent"
|
|
25
|
+
* would be true for exactly one of them.
|
|
26
|
+
*
|
|
27
|
+
* The usual reason a world gets this wrong is that three's parent chain is a
|
|
28
|
+
* TRANSFORM chain: `matrixWorld` is unconditionally `parent × local`, so an
|
|
29
|
+
* object that must not inherit its owner's pose — a physics-driven body writing
|
|
30
|
+
* a world transform every step, a world-space trail or decal, a follow camera
|
|
31
|
+
* that must escape its target's rotation — gets mounted at the scene root, and
|
|
32
|
+
* ownership is lost as a side effect. **That trade is not necessary.** Set
|
|
33
|
+
* `object.matrixWorldAutoUpdate = false` (three r144+) and the parent's
|
|
34
|
+
* propagation skips it: the object stays parented where it belongs and its
|
|
35
|
+
* `matrixWorld` becomes yours to write. Keep it parented, own the matrix, and
|
|
36
|
+
* the hierarchy needs no help.
|
|
37
|
+
*
|
|
38
|
+
* These two marks then have exactly one job left, which is CLASSIFICATION:
|
|
39
|
+
* which of the objects that really are here is the game, and which is the
|
|
40
|
+
* machinery underneath it.
|
|
41
|
+
*
|
|
42
|
+
* ## What the hierarchy is FOR
|
|
43
|
+
*
|
|
44
|
+
* It shows YOUR GAME: the structure you authored, plus the objects your game
|
|
45
|
+
* makes while it runs. Nothing else. Three consequences, and every rule below
|
|
46
|
+
* follows from them:
|
|
47
|
+
*
|
|
48
|
+
* - **A spawned object is content.** A bullet you fired, a wave of enemies, a
|
|
49
|
+
* prop pulled out of a pool and parented into the level — these are rows.
|
|
50
|
+
* They exist, you can select them, and they are usually the exact things you
|
|
51
|
+
* opened the panel to look at. An object your game frees stops being a row,
|
|
52
|
+
* because it stopped existing.
|
|
53
|
+
* - **An implementation artifact is not.** The bones behind a rig, the batched
|
|
54
|
+
* renderer behind a particle system, the instanced-mesh pools behind a tile
|
|
55
|
+
* field, the `target` object three needs in order to aim a directional
|
|
56
|
+
* light: machinery a library or a helper builds so one thing you DID author
|
|
57
|
+
* can work. It belongs UNDER that thing, folded, not beside it.
|
|
58
|
+
* - **"Not in the source file" is the wrong test for either.** Half of a
|
|
59
|
+
* running world is not in the source file — that is what running means.
|
|
60
|
+
* Folding spawned gameplay because a document does not name it is the same
|
|
61
|
+
* defect as listing bones, in the more damaging direction: the rows it loses
|
|
62
|
+
* are the ones you were looking for.
|
|
63
|
+
*
|
|
64
|
+
* ## The two marks
|
|
65
|
+
*
|
|
66
|
+
* - {@link markComponentRoot} — "this subtree is one instance of `<name>`."
|
|
67
|
+
* The editor renders it as ONE row, closed, expandable on demand. Put it on
|
|
68
|
+
* the EARLIEST point the node exists: the constructor that makes it, or the
|
|
69
|
+
* ref callback that receives it. A component whose root is a plain `<mesh>`
|
|
70
|
+
* marks that mesh.
|
|
71
|
+
* - {@link markBuiltInternal} — "this is IMPLEMENTATION, not content." It is
|
|
72
|
+
* **subtree-scoped**: marking the root of a built subtree marks everything
|
|
73
|
+
* under it, so a 60-bone rig costs one call and folding is transitive. The
|
|
74
|
+
* editor hides these rows and offers them behind the same "Reveal Internals"
|
|
75
|
+
* action a source-backed instance's internals already use — revealed rows
|
|
76
|
+
* are read-only, because there is no authored source for a rename or a
|
|
77
|
+
* reparent to write to.
|
|
78
|
+
*
|
|
79
|
+
* An instance therefore reads as the parent of everything meaningful beneath
|
|
80
|
+
* it: content nested inside an implementation node is listed under the instance
|
|
81
|
+
* rather than lost with it (the editor's `hierarchy-component-marks.ts` calls
|
|
82
|
+
* that promotion), so marking a rig does not hide the mesh skinned to it.
|
|
83
|
+
*
|
|
84
|
+
* ## Mark it where the subtree is ATTACHED, by whoever attaches it
|
|
85
|
+
*
|
|
86
|
+
* A mark belongs at the attach seam: the code that puts an implementation
|
|
87
|
+
* subtree into the world marks it in the same breath, because that code is the
|
|
88
|
+
* only thing that knows the subtree is implementation. Not a later sweep of the
|
|
89
|
+
* tree — "everything present at time T that the source did not name" is the
|
|
90
|
+
* wrong predicate twice over. It arrives too early for anything attached
|
|
91
|
+
* asynchronously (a model clone landing after its bytes resolve, a node gated
|
|
92
|
+
* on an audio decode) and too late in principle for anything attached
|
|
93
|
+
* afterwards (every spawn) — and were it re-run to catch those, it would
|
|
94
|
+
* classify each spawned object as implementation, which is the second bullet
|
|
95
|
+
* above inverted. Attach-seam marking has neither failure: it fires once, at
|
|
96
|
+
* the moment the answer is known, and an unmarked node is content by default.
|
|
97
|
+
*
|
|
98
|
+
* The subtree scope is what keeps this cheap — one call per attached root, not
|
|
99
|
+
* one per node, so a rig or a pool costs one line at the one place that builds
|
|
100
|
+
* it.
|
|
101
|
+
*
|
|
102
|
+
* ## What is NOT built-internal
|
|
103
|
+
*
|
|
104
|
+
* A node your game means as content — even one a class rather than JSX
|
|
105
|
+
* constructs — is content. `vgaiBuiltInternal` is not "the editor cannot write
|
|
106
|
+
* this"; that question is `TransformProvider.editability`'s, answered per
|
|
107
|
+
* channel with a sentence. This mark answers "is this implementation", and
|
|
108
|
+
* getting it wrong hides real content.
|
|
109
|
+
*
|
|
110
|
+
* Both keys live in the structural mark registry (`../ecs/object-marks.ts`),
|
|
111
|
+
* which the full typed `userData` registry includes, so
|
|
112
|
+
* their literal strings are spelled exactly once; this module is the only
|
|
113
|
+
* reader/writer, which is why the helpers below exist at all rather than
|
|
114
|
+
* `setUserData` calls scattered through emitters and prefabs.
|
|
115
|
+
*/
|
|
116
|
+
|
|
117
|
+
import type * as THREE from 'three';
|
|
118
|
+
import { getObjectMark, setObjectMark } from '../ecs/object-marks';
|
|
119
|
+
|
|
120
|
+
/**
|
|
121
|
+
* Declare `node` the root of one component instance, displayed under `name`.
|
|
122
|
+
*
|
|
123
|
+
* `name` is the COMPONENT's name (`'Coin'`, `'HeroBox'`), not the instance's —
|
|
124
|
+
* the instance is already named by `node.name`, and the editor prints both.
|
|
125
|
+
*/
|
|
126
|
+
export function markComponentRoot(node: THREE.Object3D, name: string): void {
|
|
127
|
+
setObjectMark(node, 'vgaiComponentRoot', name);
|
|
128
|
+
}
|
|
129
|
+
|
|
130
|
+
/** The component name `node` is the root of, or `undefined` for an ordinary node. */
|
|
131
|
+
export function componentRootName(node: THREE.Object3D | null | undefined): string | undefined {
|
|
132
|
+
const name = getObjectMark(node, 'vgaiComponentRoot');
|
|
133
|
+
return typeof name === 'string' && name ? name : undefined;
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
/** Whether `node` is a marked component-instance root. */
|
|
137
|
+
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
|
+
}
|