cozyclay 2.1.1 → 3.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (577) hide show
  1. package/CHANGELOG.md +60 -0
  2. package/README.md +12 -30
  3. package/bin/agent/agent-routes.mjs +40 -113
  4. package/bin/agent/agent-runner.mjs +9 -10
  5. package/bin/agent/cliproxy-provider.mjs +135 -0
  6. package/bin/agent/credential-store.mjs +30 -7
  7. package/bin/agent/pi-tools.mjs +4 -1
  8. package/bin/agent/provider-keys.mjs +32 -0
  9. package/bin/agent/provider-login.mjs +110 -0
  10. package/bin/agent/provider-routes.mjs +99 -0
  11. package/bin/agent/providers.mjs +19 -97
  12. package/bin/agent/script-tool.mjs +17 -4
  13. package/bin/agent/studio-motion-reference.mjs +23 -0
  14. package/bin/agent/studio-prompt.mjs +1 -1
  15. package/bin/agent/studio-rebase-text.mjs +32 -0
  16. package/bin/agent/studio-rebase.mjs +26 -39
  17. package/bin/agent/studio-tools.mjs +9 -28
  18. package/bin/agent/tool-arguments.mjs +49 -0
  19. package/bin/agent/turn-frames.mjs +66 -0
  20. package/bin/codex-auth.mjs +9 -2
  21. package/bin/cozyclay.mjs +10 -116
  22. package/bin/live/cli.mjs +3 -3
  23. package/bin/mcp-runtime.mjs +2 -12
  24. package/bin/package-signature.mjs +0 -4
  25. package/dist/app/index.html +7 -6
  26. package/dist/assets/EXRLoader-CvVIvGVE.js +1 -0
  27. package/dist/assets/analytics-C9sUnndd.js +1 -0
  28. package/dist/assets/app-CCh--1Hc.js +5087 -0
  29. package/dist/assets/app-f-fkV5uP.css +1 -0
  30. package/dist/assets/compile-worker-CkxiD6lH.js +5 -0
  31. package/dist/assets/fflate.module-KbGj5-H6.js +5 -0
  32. package/dist/assets/{first-shot-handoff-msLI71g1.js → first-shot-handoff-CC4xe4HM.js} +1 -1
  33. package/dist/assets/{landing-ChUvB_zL.js → landing-DjHD8u7k.js} +1 -1
  34. package/dist/assets/scene-asset-sync-Hx_FzdOH.js +20 -0
  35. package/dist/assets/scene-asset-sync-_S8NQl5B.css +1 -0
  36. package/dist/assets/workflow-C4yKH1p4.js +179 -0
  37. package/dist/cozyclay-package.json +1 -1
  38. package/dist/index.html +3 -3
  39. package/dist/sw.js +3 -6
  40. package/dist/workflow/index.html +5 -4
  41. package/mcp/LIVE-PROTOCOL.md +7 -47
  42. package/mcp/README.md +16 -26
  43. package/mcp/live-hub.mjs +6 -10
  44. package/mcp/package.json +1 -3
  45. package/mcp/tool-handlers.mjs +4 -168
  46. package/package.json +3 -22
  47. package/src/App.jsx +150 -2624
  48. package/src/agent-progress.js +79 -0
  49. package/src/agent-turn-mark.js +30 -0
  50. package/src/analytics.js +1 -19
  51. package/src/app-context.js +5 -0
  52. package/src/app-stage.jsx +2 -34
  53. package/src/asset-pane.jsx +6 -5
  54. package/src/camera-block.js +21 -0
  55. package/src/camera-direction.js +120 -0
  56. package/src/character-kind.js +3 -9
  57. package/src/command-bus.js +8 -6
  58. package/src/commands/cast.js +5 -34
  59. package/src/commands/elements/character.js +1 -1
  60. package/src/commands/elements/motion.js +1 -6
  61. package/src/commands/elements/object.js +6 -2
  62. package/src/commands/elements/shot.js +4 -1
  63. package/src/commands/elements.js +38 -14
  64. package/src/commands/index.js +3 -1
  65. package/src/commands/kits.js +37 -0
  66. package/src/commands/motion-timing.js +57 -0
  67. package/src/commands/motion.js +9 -152
  68. package/src/commands/motion3-compile.js +65 -0
  69. package/src/commands/motion3.js +207 -0
  70. package/src/commands/objects.js +6 -4
  71. package/src/commands/shot.js +49 -11
  72. package/src/commands/stage.js +14 -1
  73. package/src/commands/view.js +4 -1
  74. package/src/document-mirrors.js +42 -0
  75. package/src/document-store.js +4 -0
  76. package/src/domains/cast.js +19 -194
  77. package/src/domains/motion/motion-range-pin-rules.js +1 -1
  78. package/src/domains/motion/take-source.js +51 -0
  79. package/src/domains/motion.js +60 -1838
  80. package/src/domains/scenes.js +12 -55
  81. package/src/domains/shots.js +2 -2
  82. package/src/domains/stage.js +4 -2
  83. package/src/draft-ghost.js +46 -0
  84. package/src/draft-ghost.jsx +129 -0
  85. package/src/dualview.jsx +4 -3
  86. package/src/effects/EffectsLayer.jsx +112 -0
  87. package/src/effects/effect-meshes.js +232 -0
  88. package/src/effects/effect-record.js +103 -0
  89. package/src/effects/emitter.js +59 -0
  90. package/src/effects/simulate.js +261 -0
  91. package/src/effects/state.js +59 -0
  92. package/src/execution-telemetry.js +2 -3
  93. package/src/first-success-guide.jsx +5 -5
  94. package/src/ghost-set.js +257 -0
  95. package/src/held-object-edit.jsx +113 -0
  96. package/src/held-object-pose.js +175 -0
  97. package/src/hierarchy-model.js +1 -1
  98. package/src/hierarchy-panel.jsx +1 -1
  99. package/src/imported-mesh.jsx +103 -0
  100. package/src/kits/held.js +84 -0
  101. package/src/kits/index.js +70 -0
  102. package/src/kits/smoking.js +57 -0
  103. package/src/light-blockers.js +93 -0
  104. package/src/motion/beat-board-model.js +84 -0
  105. package/src/motion/beat-board.css +124 -0
  106. package/src/motion/beat-board.jsx +59 -0
  107. package/src/motion/center-of-mass.js +66 -0
  108. package/src/motion/fix-collisions.js +850 -0
  109. package/src/motion/physics-review.js +118 -0
  110. package/src/{ardy → motion}/physics-support.js +1 -76
  111. package/src/motion/rig-snapshot.js +22 -0
  112. package/src/motion/take-segments.jsx +140 -0
  113. package/src/{ardy → motion}/timeline-coordinates.js +0 -21
  114. package/src/{ardy → motion}/timeline.css +1 -2
  115. package/src/{ardy → motion}/timeline.jsx +42 -413
  116. package/src/motion/waypoints.js +76 -0
  117. package/src/motion3/beats.js +83 -0
  118. package/src/motion3/body.js +158 -0
  119. package/src/motion3/bones.js +47 -0
  120. package/src/motion3/carried.js +47 -0
  121. package/src/motion3/compile-job.js +75 -0
  122. package/src/motion3/compile-worker.js +10 -0
  123. package/src/motion3/compiler/anchors.js +105 -0
  124. package/src/motion3/compiler/arm-orient.js +128 -0
  125. package/src/motion3/compiler/channels.js +125 -0
  126. package/src/motion3/compiler/compile.js +205 -0
  127. package/src/motion3/compiler/gait-rhythm.js +97 -0
  128. package/src/motion3/compiler/grip.js +171 -0
  129. package/src/motion3/compiler/head-steady.js +48 -0
  130. package/src/motion3/compiler/hold.js +134 -0
  131. package/src/motion3/compiler/idle.js +113 -0
  132. package/src/motion3/compiler/limbs.js +170 -0
  133. package/src/motion3/compiler/math.js +72 -0
  134. package/src/motion3/compiler/pose.js +162 -0
  135. package/src/motion3/compiler/quat.js +49 -0
  136. package/src/motion3/compiler/skeleton.js +74 -0
  137. package/src/motion3/compiler/validate-common.js +32 -0
  138. package/src/motion3/compiler/validate-goals.js +118 -0
  139. package/src/motion3/compiler/validate-objects.js +143 -0
  140. package/src/motion3/compiler/validate-parts.js +116 -0
  141. package/src/motion3/compiler/validate.js +122 -0
  142. package/src/motion3/compiler/vocab.js +73 -0
  143. package/src/motion3/compiler/walk-pelvis.js +275 -0
  144. package/src/motion3/compiler/walk.js +207 -0
  145. package/src/motion3/compiler/wrist-clamp.js +32 -0
  146. package/src/motion3/delta.js +47 -0
  147. package/src/motion3/describe.js +174 -0
  148. package/src/motion3/docs.js +27 -0
  149. package/src/motion3/edit-carry.js +21 -0
  150. package/src/motion3/fix/ease.js +16 -0
  151. package/src/motion3/fix/ground.js +37 -0
  152. package/src/motion3/fix/index.js +52 -0
  153. package/src/motion3/fix/push.js +71 -0
  154. package/src/motion3/fix/reach.js +46 -0
  155. package/src/motion3/fix/retime.js +79 -0
  156. package/src/motion3/fix/self.js +211 -0
  157. package/src/motion3/fix/slide.js +70 -0
  158. package/src/motion3/fix/turn.js +51 -0
  159. package/src/motion3/follow.js +39 -0
  160. package/src/motion3/free-motion.js +173 -0
  161. package/src/motion3/grip-choice.js +130 -0
  162. package/src/motion3/hold-plan.js +157 -0
  163. package/src/motion3/json-patch.js +77 -0
  164. package/src/motion3/key-aim.js +105 -0
  165. package/src/motion3/key-edit.js +82 -0
  166. package/src/motion3/lenient.js +127 -0
  167. package/src/motion3/object-keys.js +236 -0
  168. package/src/motion3/object-pose.js +182 -0
  169. package/src/motion3/object-tracks.js +12 -0
  170. package/src/motion3/pipeline.js +102 -0
  171. package/src/motion3/playback.js +51 -0
  172. package/src/motion3/probes.js +91 -0
  173. package/src/motion3/qa/body-checks.js +34 -0
  174. package/src/motion3/qa/check-names.js +14 -0
  175. package/src/motion3/qa/checks.js +121 -0
  176. package/src/motion3/qa/contact-checks.js +51 -0
  177. package/src/motion3/qa/explain.js +80 -0
  178. package/src/motion3/qa/fmt.js +5 -0
  179. package/src/motion3/qa/foot-checks.js +72 -0
  180. package/src/motion3/qa/geometry.js +77 -0
  181. package/src/motion3/qa/goals.js +191 -0
  182. package/src/motion3/qa/ground.js +60 -0
  183. package/src/motion3/qa/hints-contact.js +179 -0
  184. package/src/motion3/qa/hints-goal.js +160 -0
  185. package/src/motion3/qa/hints-knee.js +24 -0
  186. package/src/motion3/qa/hints-motion.js +209 -0
  187. package/src/motion3/qa/hints-object.js +91 -0
  188. package/src/motion3/qa/index.js +42 -0
  189. package/src/motion3/qa/key-checks.js +82 -0
  190. package/src/motion3/qa/near.js +96 -0
  191. package/src/motion3/qa/object-checks.js +135 -0
  192. package/src/motion3/qa/patch.js +161 -0
  193. package/src/motion3/qa/severity.js +38 -0
  194. package/src/motion3/qa/spec-checks.js +65 -0
  195. package/src/motion3/qa/style.js +218 -0
  196. package/src/motion3/qa/wrist-checks.js +69 -0
  197. package/src/motion3/qa/wrist-obs.js +60 -0
  198. package/src/motion3/refs.js +120 -0
  199. package/src/motion3/repair-tune.js +121 -0
  200. package/src/motion3/repair.js +83 -0
  201. package/src/motion3/report.js +67 -0
  202. package/src/motion3/rigs/index.js +14 -0
  203. package/src/motion3/rigs/x-bot-tpose-body.json +1 -0
  204. package/src/motion3/rigs/x-bot-tpose.json +1 -0
  205. package/src/motion3/rigs/y-bot-tpose-body.json +1 -0
  206. package/src/motion3/rigs/y-bot-tpose.json +1 -0
  207. package/src/motion3/scene.js +60 -0
  208. package/src/motion3/schema/brief.js +89 -0
  209. package/src/motion3/schema/fields.js +44 -0
  210. package/src/motion3/schema/spec-examples.js +46 -0
  211. package/src/motion3/schema/topics.js +111 -0
  212. package/src/motion3/schema/types.js +147 -0
  213. package/src/motion3/search.js +117 -0
  214. package/src/motion3/second-hand.js +112 -0
  215. package/src/motion3/skills/basic.js +82 -0
  216. package/src/motion3/skills/book.js +76 -0
  217. package/src/motion3/skills/car.js +145 -0
  218. package/src/motion3/skills/frames-auto.js +29 -0
  219. package/src/motion3/skills/index.js +83 -0
  220. package/src/motion3/skills/info.js +65 -0
  221. package/src/motion3/skills/smoke-kit.js +109 -0
  222. package/src/motion3/skills/smoke.js +160 -0
  223. package/src/motion3/spec-store.js +59 -0
  224. package/src/motion3/take-edit.js +155 -0
  225. package/src/motion3/take.js +63 -0
  226. package/src/motion3/timeline.js +127 -0
  227. package/src/motion3/views.js +121 -0
  228. package/src/motion3/walk-plan.js +119 -0
  229. package/src/object-catalog.jsx +7 -1
  230. package/src/object-colors.js +98 -0
  231. package/src/object-gizmo-parts.js +115 -0
  232. package/src/object-gizmo.jsx +37 -122
  233. package/src/object-glow.js +139 -0
  234. package/src/object-hidden.js +33 -0
  235. package/src/object-look.js +196 -0
  236. package/src/object-size.js +10 -0
  237. package/src/object-travel.js +71 -6
  238. package/src/panels/CameraPanel.jsx +7 -7
  239. package/src/panels/HdrEnvironmentControls.jsx +59 -0
  240. package/src/panels/LightPanel.jsx +25 -4
  241. package/src/panels/ObjectLookPanel.jsx +88 -0
  242. package/src/panels/PosePanel.jsx +2 -17
  243. package/src/panels/RigControlPanel.jsx +5 -53
  244. package/src/panels/SubjectBox.jsx +4 -1
  245. package/src/panels/details.css +14 -0
  246. package/src/posestudio.jsx +4 -27
  247. package/src/project-browser.jsx +3 -4
  248. package/src/project-resources.js +18 -31
  249. package/src/project.js +13 -104
  250. package/src/props.jsx +25 -280
  251. package/src/rail-dot-drag.js +23 -0
  252. package/src/render-passes.js +10 -0
  253. package/src/resource-status.jsx +1 -0
  254. package/src/result-modal.jsx +4 -19
  255. package/src/room.jsx +20 -12
  256. package/src/scene-assets.js +8 -6
  257. package/src/scene-light-place.js +72 -0
  258. package/src/scene-lights.jsx +148 -0
  259. package/src/scene-objects.js +31 -139
  260. package/src/scenes.js +15 -105
  261. package/src/semantic-edit.js +2 -5
  262. package/src/set-pieces.jsx +183 -0
  263. package/src/settings-menu.jsx +3 -11
  264. package/src/shell/BottomDock.jsx +9 -51
  265. package/src/shell/DetailsSlot.jsx +16 -200
  266. package/src/shell/GhostsMenuGroup.jsx +74 -0
  267. package/src/shell/LibrarySlot.jsx +1 -3
  268. package/src/shell/MenuBar.jsx +3 -3
  269. package/src/shell/PreferencesDialog.jsx +15 -264
  270. package/src/shell/PreferencesSlot.jsx +2 -8
  271. package/src/shell/TopBar.jsx +5 -84
  272. package/src/shell/ViewportToolbar.jsx +10 -70
  273. package/src/shell/agent-glass.css +19 -6
  274. package/src/shell/details-selection.js +42 -0
  275. package/src/shell/ghosts-menu.css +22 -0
  276. package/src/shell/glass-regions.css +29 -3
  277. package/src/shell/preferences.css +6 -1
  278. package/src/shot-authoring.js +4 -7
  279. package/src/soft-shadows.js +37 -0
  280. package/src/stage-attach-frames.js +12 -12
  281. package/src/stage-canvas-rigs.jsx +3 -3
  282. package/src/stage-capture.jsx +42 -8
  283. package/src/stage-characters.jsx +22 -216
  284. package/src/stage-editor-gizmos.jsx +6 -6
  285. package/src/stage-environment.js +93 -0
  286. package/src/stage-hdr-builtins.js +107 -0
  287. package/src/stage-hdr-image.js +116 -0
  288. package/src/stage-hdr-library.js +70 -0
  289. package/src/stage-hdr-map.js +94 -0
  290. package/src/stage-hdr.js +130 -0
  291. package/src/stage-lighting.js +149 -0
  292. package/src/stage-occlusion.js +210 -0
  293. package/src/stage-sky.jsx +159 -0
  294. package/src/stage-startup-defaults.js +5 -9
  295. package/src/studio-actions.js +12 -14
  296. package/src/studio-agent-commands.js +19 -16
  297. package/src/studio-agent-motion.js +9 -9
  298. package/src/studio-agent-protocol.js +41 -71
  299. package/src/studio-app-binding.js +25 -45
  300. package/src/studio-asset-list.js +17 -0
  301. package/src/studio-contact-sheet.js +37 -5
  302. package/src/studio-elements.js +27 -7
  303. package/src/studio-entity-bounds.js +18 -0
  304. package/src/studio-error-codes.js +8 -0
  305. package/src/studio-export-framing.js +152 -0
  306. package/src/studio-lighting-check.js +103 -0
  307. package/src/studio-motion-visual.js +150 -0
  308. package/src/studio-schema-errors.js +80 -0
  309. package/src/studio-support-gap.js +74 -0
  310. package/src/styles.css +1 -19
  311. package/src/timeline-defaults.js +5 -0
  312. package/src/timeline-extent.js +8 -20
  313. package/src/tutorial-walk.js +17 -0
  314. package/src/ui-scrub.js +1 -1
  315. package/src/use-shot-camera-tracks.js +12 -0
  316. package/src/view-ghosts.js +97 -0
  317. package/src/view-ghosts.jsx +49 -0
  318. package/src/workflow/AgentPanel.jsx +47 -166
  319. package/src/workflow/AgentProgressCard.jsx +107 -0
  320. package/src/workflow/AgentReplyText.jsx +37 -0
  321. package/src/workflow/AgentTurnSteps.jsx +84 -0
  322. package/src/workflow/LoginPanel.jsx +140 -0
  323. package/src/workflow/WorkflowBuilder.jsx +7 -23
  324. package/src/workflow/agent-client.js +54 -51
  325. package/src/workflow/agent-panel.css +71 -1
  326. package/src/workflow/agent-progress-card.css +167 -0
  327. package/src/workflow/agent-progress-view.js +47 -0
  328. package/src/workflow/agent-turn-steps.css +113 -0
  329. package/src/workflow/agent-turn.js +191 -0
  330. package/src/workflow/login-client.js +34 -0
  331. package/src/workflow/motion-input.js +18 -31
  332. package/src/workflow/node-schema.js +1 -1
  333. package/src/workflow/reply-markdown.js +69 -0
  334. package/src/workflow/scene-asset-sync.js +8 -8
  335. package/tools/agent-session-stats.mjs +61 -0
  336. package/tools/dev-full.mjs +5 -56
  337. package/tools/eslint-baseline.json +12 -13
  338. package/tools/knip-baseline.json +0 -179
  339. package/tools/loc-baseline.json +31 -81
  340. package/tools/motion3/extract-body.mjs +103 -0
  341. package/tools/motion3/extract-rig.mjs +85 -0
  342. package/tools/process-supervisor.mjs +0 -88
  343. package/tools/run-tests.mjs +8 -124
  344. package/bin/agent/motion-runtime.mjs +0 -76
  345. package/dist/ardy/cskel27-rest.json +0 -557
  346. package/dist/assets/analytics-C9pMpW7s.js +0 -1
  347. package/dist/assets/app-B_2XB9rw.css +0 -1
  348. package/dist/assets/app-DAuvKPP8.js +0 -4920
  349. package/dist/assets/config-Bx7pYsD9.js +0 -1
  350. package/dist/assets/config-DeoFTYzb.css +0 -1
  351. package/dist/assets/demo-CvKuBgy5.js +0 -1
  352. package/dist/assets/scene-asset-sync-DKkpjKBV.js +0 -19
  353. package/dist/assets/scene-asset-sync-DjJ_cJ2R.css +0 -1
  354. package/dist/assets/ticket-BPk2Ni95.js +0 -1
  355. package/dist/assets/workflow-jJRBR94Z.js +0 -179
  356. package/dist/demo/walk-then-stop.npz +0 -0
  357. package/mcp/ardy-prompts.mjs +0 -218
  358. package/src/ardy/auto-fix-panel.css +0 -108
  359. package/src/ardy/auto-physics.js +0 -1194
  360. package/src/ardy/client.js +0 -153
  361. package/src/ardy/convert.js +0 -313
  362. package/src/ardy/cskel27-neutral.js +0 -39
  363. package/src/ardy/cskel27.js +0 -77
  364. package/src/ardy/export.js +0 -165
  365. package/src/ardy/fix-collisions.js +0 -2257
  366. package/src/ardy/foot-lock.js +0 -230
  367. package/src/ardy/motion-calibration.js +0 -118
  368. package/src/ardy/motion-edit.js +0 -213
  369. package/src/ardy/motion-url.js +0 -55
  370. package/src/ardy/mp4-duration.js +0 -102
  371. package/src/ardy/npz.js +0 -595
  372. package/src/ardy/physics-panel.css +0 -21
  373. package/src/ardy/physics-panel.jsx +0 -89
  374. package/src/ardy/physics-refine.js +0 -111
  375. package/src/ardy/physics-review.js +0 -567
  376. package/src/ardy/physics-temporal.js +0 -54
  377. package/src/ardy/platform-fit-panel.css +0 -64
  378. package/src/ardy/platform-fit-panel.jsx +0 -41
  379. package/src/ardy/platform-fit.js +0 -326
  380. package/src/ardy/playback.js +0 -711
  381. package/src/ardy/pose-pin.js +0 -97
  382. package/src/ardy/prompt-clips.js +0 -30
  383. package/src/ardy/retime.js +0 -211
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  573. /package/src/{ardy → motion}/ik-key-json.js +0 -0
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  575. /package/src/{ardy → motion}/physics-surface.js +0 -0
  576. /package/src/{ardy → motion}/playback-clock.js +0 -0
  577. /package/src/{ardy → motion}/range-pin.js +0 -0
@@ -0,0 +1,59 @@
1
+ /**
2
+ * What the agent can measure about an effect: `effectStateAt(objectId, frame)`
3
+ * answers { frame, alive, emitter: [x,y,z], bounds: { min, max } | null } in
4
+ * metres, rounded to the millimetre, plus `clamped` when the scene-wide
5
+ * particle cap thinned this emitter.
6
+ *
7
+ * The answer is computed, not read back from the GPU, by the same simulation
8
+ * call the renderer draws with. EffectsLayer publishes the take it draws
9
+ * against; the records come from the caller when it has fresher ones.
10
+ */
11
+ import { isEffectivelyHidden } from "../object-hidden.js";
12
+ import { evaluateEffects } from "./simulate.js";
13
+ import { EFFECT_KIND } from "./effect-record.js";
14
+
15
+ let readLive = () => null;
16
+
17
+ /** The renderer's current { take, live } (a reader, so it is always the last render's). */
18
+ export function publishEffectScene(read) {
19
+ readLive = typeof read === "function" ? read : () => null;
20
+ }
21
+
22
+ /** The simulation scene for a list of AUTHORED records: effect records, lookup and the authored-hidden set. */
23
+ export function effectSceneOf(objects) {
24
+ const records = objects.filter((object) => object?.renderer === EFFECT_KIND);
25
+ return { records, lookup: new Map(objects.map((object) => [object.id, object])),
26
+ hidden: new Set(records.filter((record) => isEffectivelyHidden(record, objects, [])).map((record) => record.id)) };
27
+ }
28
+
29
+ const mm = (value) => {
30
+ const rounded = Math.round(value * 1000) / 1000;
31
+ return rounded === 0 ? 0 : rounded;
32
+ };
33
+
34
+ /** The effect state for one emitter in `scene` (see the module note), or null when it is no effect. */
35
+ export function effectStateIn(scene, objectId, frame) {
36
+ const records = scene?.records ?? [];
37
+ if (!records.some((record) => record.id === objectId)) return null;
38
+ const at = Math.max(0, Math.round(Number(frame) || 0));
39
+ const st = evaluateEffects(records, scene, at, { only: objectId }).get(objectId);
40
+ return {
41
+ frame: at, alive: st.alive, emitter: st.emitter.map(mm),
42
+ bounds: st.alive ? { min: st.min.map(mm), max: st.max.map(mm) } : null,
43
+ ...(st.clamped ? { clamped: st.clamped } : {}),
44
+ };
45
+ }
46
+
47
+ /** `objects` (authored records) default to the ones the renderer last drew. */
48
+ export function effectStateAt(objectId, frame, objects = null) {
49
+ const live = readLive() ?? {};
50
+ const scene = objects ? { ...effectSceneOf(objects), take: live.take ?? {}, live: live.live ?? null } : live;
51
+ return effectStateIn(scene, objectId, frame);
52
+ }
53
+
54
+ /** An inspect_studio entity row with `effect` (the state at `frame`) added for an effect record. */
55
+ export function withEffectState(row, frame, objects) {
56
+ if (row?.renderer !== EFFECT_KIND) return row;
57
+ const effect = effectStateAt(row.id, frame, objects);
58
+ return effect ? { ...row, effect } : row;
59
+ }
@@ -42,11 +42,10 @@ function executionFailureCode(error, channel, fallbackCode = "unknown") {
42
42
  }
43
43
 
44
44
  export function mcpToolCategory(name) {
45
- if (name === "generate_motion") return "motion_generate";
46
- if (name === "load_motion") return "motion_apply";
45
+
47
46
  if (name === "capture_frame") return "frame_capture";
48
47
  if (name === "set_camera" || name === "frame_shot" || name === "mark_camera_move" || name === "describe_camera_move") return "camera";
49
- if (name === "set_prompt_blocks") return "prompt_authoring";
48
+
50
49
  if (name === "save_project" || name === "open_project") return "project_io";
51
50
  if (name === "describe_scene" || name === "describe_shot" || name === "render_prompt" || name === "live_status" || name === "compare_sculpt") return "read";
52
51
  if (name === "add_character" || name === "place_character" || name === "remove_character" || name === "focus_character" || name === "place_object" || name === "import_mesh" || name === "sculpt_object" || name === "group_objects" || name === "update_object" || name === "remove_object" || name === "apply_batch" || name === "add_scene" || name === "switch_scene") return "scene_write";
@@ -15,10 +15,10 @@ const ANIMATION_STEPS = [
15
15
  hintKo: "바닥의 캐릭터 마커를 드래그해 배치하세요.",
16
16
  },
17
17
  {
18
- en: "Press K to set a key at the current frame.",
19
- ko: "현재 프레임에서 K를 눌러 키를 설정하세요.",
20
- hintEn: "The key appears on the timeline as your first pose checkpoint.",
21
- hintKo: "첫 포즈 체크포인트가 타임라인에 표시됩니다.",
18
+ en: "Ask the Agent for a motion.",
19
+ ko: "에이전트에게 동작을 요청하세요.",
20
+ hintEn: "Open it with Cmd/Ctrl+B and say what the character does; the take lands on the Body lane.",
21
+ hintKo: "Cmd/Ctrl+B로 열고 캐릭터가 할 동작을 말하면 테이크가 바디 레인에 올라갑니다.",
22
22
  },
23
23
  {
24
24
  en: "Scrub the timeline or press Space to play.",
@@ -81,7 +81,7 @@ export default function FirstSuccessGuide({ open, onDismiss, previsMode = "anima
81
81
  <div className="v2-first-success-guide-complete first-success-guide-complete" id="first-success-guide-description" role="status">
82
82
  <div className="v2-first-success-guide-check first-success-guide-check">✓</div>
83
83
  <strong>{storyboard ? ko("You made your first panel.", "첫 패널을 만들었어요.") : ko("You made your first shot.", "첫 샷을 만들었어요.")}</strong>
84
- <p>{storyboard ? ko("Describe, review on the Board, then stylize or export. You can close this guide and keep adding panels.", "설명하고, 보드에서 확인한 뒤 스타일을 입히거나 내보내세요. 가이드를 닫고 패널을 계속 추가하세요.") : ko("Select, move, key, and play are the core CozyClay loop. You can close this guide and keep blocking.", "선택하고, 움직이고, 키를 찍고, 재생하는 것이 CozyClay의 핵심 흐름입니다. 가이드를 닫고 계속 블로킹하세요.")}</p>
84
+ <p>{storyboard ? ko("Describe, review on the Board, then stylize or export. You can close this guide and keep adding panels.", "설명하고, 보드에서 확인한 뒤 스타일을 입히거나 내보내세요. 가이드를 닫고 패널을 계속 추가하세요.") : ko("Select, move, ask, and play are the core CozyClay loop. You can close this guide and keep blocking.", "선택하고, 움직이고, 요청하고, 재생하는 것이 CozyClay의 핵심 흐름입니다. 가이드를 닫고 계속 블로킹하세요.")}</p>
85
85
  <button type="button" className="v2-first-success-guide-next first-success-guide-next btn primary" onClick={onDismiss}>{ko("Continue editing", "편집 계속하기")}</button>
86
86
  </div>
87
87
  ) : (
@@ -0,0 +1,257 @@
1
+ // The onion-skin ghosts as three.js objects (view-ghosts.js chooses the frames and the look). A
2
+ // ghost is a slot: one clone of the live rig, posed from the take (playback.js) only when its
3
+ // frame changes, plus copies of the meshes of the records that take carries (a kit's parts),
4
+ // placed where the take has them at that frame (object-travel.js). Clones share the live
5
+ // geometry; each slot owns one material. Every node sits on one layer (GIZMO_LAYER in the
6
+ // viewport, so no capture renders it) and takes no ray, so a ghost never wins a pick. Each mesh
7
+ // has a depth-only twin drawn just before it, so a ghost shows only its front surface: one
8
+ // translucent silhouette, not a stack of overlapping shells.
9
+ import * as THREE from "three";
10
+ import { clone as cloneSkeleton } from "three/examples/jsm/utils/SkeletonUtils.js";
11
+ import { applyTakeFrame } from "./motion3/playback.js";
12
+ import { sceneObjectTravelMatrixAt, trackShown } from "./object-travel.js";
13
+ import { ghostFrames, ghostLook, sheetGhostSettings, takeKeyFrames } from "./view-ghosts.js";
14
+
15
+ const noRay = () => {};
16
+ // Ghosts draw after the other see-through things, nearest in time first: a ghost behind a nearer
17
+ // one (in depth) hides there, one in front of it tints it.
18
+ const GHOST_ORDER = 40;
19
+
20
+ function claim(node, layer) {
21
+ node.layers.set(layer);
22
+ node.raycast = noRay;
23
+ node.castShadow = false;
24
+ node.receiveShadow = false;
25
+ }
26
+
27
+ /** The depth-only twin of a ghost mesh, a child at its place (a skinned one bound to the same skeleton). */
28
+ function addDepthTwin(mesh, material) {
29
+ const twin = mesh.isSkinnedMesh ? new THREE.SkinnedMesh(mesh.geometry, material) : new THREE.Mesh(mesh.geometry, material);
30
+ if (mesh.isSkinnedMesh) { twin.bindMode = mesh.bindMode; twin.bind(mesh.skeleton, mesh.bindMatrix); }
31
+ twin.userData.depthTwin = true;
32
+ twin.frustumCulled = false;
33
+ mesh.add(twin);
34
+ return twin;
35
+ }
36
+
37
+ /** A copy of a rig whose bind-pose map points at the copy's bones (Object3D.copy JSON-clones userData, losing the Map). */
38
+ function cloneRig(rig) {
39
+ const copy = cloneSkeleton(rig), originals = [], copies = [];
40
+ rig.traverse((node) => originals.push(node));
41
+ copy.traverse((node) => copies.push(node));
42
+ const binds = rig.userData?.poseBind;
43
+ copy.userData = binds instanceof Map ? { poseBind: new Map(originals.flatMap((node, i) => (binds.has(node) ? [[copies[i], binds.get(node)]] : []))) } : {};
44
+ return copy;
45
+ }
46
+
47
+ /** Ids of the records a character's take moves (its spec.objects that travel) and everything grouped under them. */
48
+ export function rideIds(objects = [], take) {
49
+ const moved = new Set(Object.entries(take?.objects ?? {}).filter(([, track]) => track?.pos).map(([id]) => id));
50
+ if (!moved.size) return [];
51
+ const byId = new Map(objects.map((o) => [o.id, o]));
52
+ const rides = (o, seen = new Set()) => !!o && !seen.has(o.id) && (moved.has(o.id) || rides(byId.get(o.parent), seen.add(o.id)));
53
+ return objects.filter((o) => !o.hidden && rides(o)).map((o) => o.id);
54
+ }
55
+
56
+ /** The take's own object tracks as object-travel.js reads them (objectTracksOf for one character). */
57
+ export const takeTracks = (take) => new Map(Object.entries(take?.objects ?? {}).map(([id, track]) => [id, { frameCount: take.frameCount, ...track }]));
58
+
59
+ /**
60
+ * What a record draws, from its mounted group (props.jsx tags it userData.sceneObjectId): every
61
+ * visible mesh on layer 0 (no editor markers, halos or particles), with its matrix relative to
62
+ * the record's own frame. Records not mounted yet are left out.
63
+ */
64
+ export function propSources(scene, ids) {
65
+ const wanted = new Set(ids), sources = [];
66
+ if (!wanted.size) return sources;
67
+ scene.traverse((group) => {
68
+ const id = group.userData?.sceneObjectId;
69
+ if (!wanted.has(id) || group.userData.ghost) return;
70
+ group.updateWorldMatrix(true, true);
71
+ const inverse = group.matrixWorld.clone().invert(), meshes = [];
72
+ const walk = (node) => {
73
+ if (!node.visible || node.userData?.beautyOnly) return;
74
+ if (node.isMesh && !node.isInstancedMesh && node.layers.isEnabled(0) && node.geometry?.attributes?.position) {
75
+ meshes.push({ geometry: node.geometry, matrix: inverse.clone().multiply(node.matrixWorld) });
76
+ }
77
+ for (const child of node.children) if (!child.userData?.sceneObjectId) walk(child);
78
+ };
79
+ for (const child of group.children) walk(child);
80
+ if (meshes.length) sources.push({ id, meshes });
81
+ });
82
+ return sources;
83
+ }
84
+
85
+ const material = () => new THREE.MeshMatcapMaterial({ transparent: true, depthWrite: false, toneMapped: false, fog: false });
86
+ // Pushed back a hair so the colour pass of the same surface passes the depth test.
87
+ const depthOnly = () => new THREE.MeshBasicMaterial({ colorWrite: false, transparent: true, polygonOffset: true, polygonOffsetFactor: 1, polygonOffsetUnits: 1 });
88
+
89
+ export class GhostSet {
90
+ constructor({ layer }) {
91
+ this.layer = layer;
92
+ this.object = new THREE.Group();
93
+ this.object.name = "ghosts";
94
+ this.object.userData.ghost = true;
95
+ // The body ghosts ride the character's placement; the props are already in world space.
96
+ this.body = new THREE.Group();
97
+ this.body.matrixAutoUpdate = false;
98
+ this.props = new THREE.Group();
99
+ this.object.add(this.body, this.props);
100
+ this.slots = [];
101
+ this.rig = null;
102
+ this.sources = [];
103
+ this.sourceTake = this.sourceObjects = null;
104
+ this.sourcePasses = 0;
105
+ this.depthMaterial = depthOnly();
106
+ this.stats = { poses: 0, poseMs: 0 };
107
+ }
108
+
109
+ /** Show or hide the whole set; answers `shown`. */
110
+ show(shown) {
111
+ this.object.visible = shown;
112
+ return shown;
113
+ }
114
+
115
+ /** Rebuild the slots for another rig (a new model, part colours): the old clones go. */
116
+ setRig(rig) {
117
+ if (rig === this.rig) return;
118
+ this.clear();
119
+ this.rig = rig;
120
+ }
121
+
122
+ /**
123
+ * Collect the carried records' meshes (propSources) when the take or the records changed, and
124
+ * again on the next `passes - 1` calls: kit parts can mount a frame after the change.
125
+ */
126
+ syncSources(scene, objects, take, passes = 1) {
127
+ if (this.sourceTake !== take || this.sourceObjects !== objects) Object.assign(this, { sourceTake: take, sourceObjects: objects, sourcePasses: passes });
128
+ if (this.sourcePasses <= 0) return;
129
+ this.sourcePasses -= 1;
130
+ this.setSources(propSources(scene, rideIds(objects, take)));
131
+ }
132
+
133
+ /** Records whose meshes ride along (propSources); every slot rebuilds its prop copies. */
134
+ setSources(sources) {
135
+ this.sources = sources;
136
+ for (const slot of this.slots) this.fillProps(slot);
137
+ }
138
+
139
+ fillProps(slot) {
140
+ slot.props.clear();
141
+ slot.records = this.sources.map(({ id, meshes }) => {
142
+ const group = new THREE.Group();
143
+ group.matrixAutoUpdate = false;
144
+ claim(group, this.layer);
145
+ for (const { geometry, matrix } of meshes) {
146
+ const mesh = new THREE.Mesh(geometry, slot.material);
147
+ mesh.matrixAutoUpdate = false;
148
+ mesh.matrix.copy(matrix);
149
+ mesh.frustumCulled = false;
150
+ group.add(mesh);
151
+ addDepthTwin(mesh, this.depthMaterial);
152
+ mesh.traverse((node) => claim(node, this.layer));
153
+ }
154
+ slot.props.add(group);
155
+ return { id, group };
156
+ });
157
+ slot.f = null;
158
+ if (slot.order !== null) this.setOrder(slot, slot.order, true);
159
+ }
160
+
161
+ addSlot() {
162
+ const slot = { material: material(), rig: cloneRig(this.rig), props: new THREE.Group(), records: [], f: null, take: null, order: null };
163
+ const meshes = [];
164
+ slot.rig.traverse((node) => { if (node.isMesh) meshes.push(node); });
165
+ for (const mesh of meshes) { mesh.material = slot.material; mesh.frustumCulled = false; addDepthTwin(mesh, this.depthMaterial); }
166
+ slot.rig.traverse((node) => claim(node, this.layer));
167
+ claim(slot.props, this.layer);
168
+ this.body.add(slot.rig);
169
+ this.props.add(slot.props);
170
+ this.fillProps(slot);
171
+ this.slots.push(slot);
172
+ return slot;
173
+ }
174
+
175
+ /** The twin at `order`, the colour right after it. */
176
+ setOrder(slot, order, force = false) {
177
+ if (slot.order === order && !force) return;
178
+ slot.order = order;
179
+ const at = (node) => { node.renderOrder = node.userData.depthTwin ? order : order + 1; };
180
+ slot.rig.traverse(at);
181
+ slot.props.traverse(at);
182
+ }
183
+
184
+ /**
185
+ * Show `entries` (ghostFrames) of `take`: body poses under `placement` (the rig's parent world
186
+ * matrix), carried records at their tracked pose in `propTake` ({ frameCount, fps, objectTracks })
187
+ * over the authored `objects`. A slot re-poses only when its frame or take changed.
188
+ */
189
+ update({ entries, take, placement, propTake, objects, count }) {
190
+ if (placement) { this.body.matrix.copy(placement); this.body.matrixWorldNeedsUpdate = true; }
191
+ if (!this.rig || !take) entries = [];
192
+ while (this.slots.length < entries.length) this.addSlot();
193
+ const t0 = performance.now();
194
+ let posed = 0, lookup = null;
195
+ this.slots.forEach((slot, i) => {
196
+ const entry = entries[i];
197
+ slot.rig.visible = slot.props.visible = !!entry;
198
+ if (!entry) return;
199
+ const look = ghostLook(entry.side, entry.rank, count);
200
+ slot.material.color.set(look.color).multiplyScalar(1.3);
201
+ slot.material.opacity = look.opacity;
202
+ this.setOrder(slot, GHOST_ORDER + 2 * i);
203
+ if (slot.f === entry.f && slot.take === take && slot.tracks === propTake?.objectTracks) return;
204
+ Object.assign(slot, { f: entry.f, take, tracks: propTake?.objectTracks });
205
+ applyTakeFrame(slot.rig, take, entry.f);
206
+ if (slot.records.length) lookup ??= new Map(objects.map((o) => [o.id, o]));
207
+ for (const record of slot.records) {
208
+ const world = trackShown(record.id, entry.f, propTake, lookup) ? sceneObjectTravelMatrixAt(lookup, record.id, entry.f, propTake, record.group.matrix) : null;
209
+ // A record that does not travel stands where the real one is: no ghost.
210
+ record.group.visible = !!world;
211
+ record.group.matrixWorldNeedsUpdate = true;
212
+ }
213
+ posed += 1;
214
+ });
215
+ if (posed) { this.stats.poses += posed; this.stats.poseMs = +(performance.now() - t0).toFixed(3); }
216
+ }
217
+
218
+ clear() {
219
+ for (const slot of this.slots) {
220
+ slot.material.dispose();
221
+ slot.rig.traverse((node) => { if (node.isSkinnedMesh) node.skeleton.dispose(); });
222
+ this.body.remove(slot.rig);
223
+ this.props.remove(slot.props);
224
+ }
225
+ this.slots = [];
226
+ }
227
+
228
+ dispose() {
229
+ this.clear();
230
+ this.depthMaterial.dispose();
231
+ this.rig = null;
232
+ this.sources = [];
233
+ this.sourceTake = this.sourceObjects = null;
234
+ }
235
+ }
236
+
237
+ const captureSets = new WeakMap();
238
+ const sceneOf = (node) => { while (node?.parent) node = node.parent; return node; };
239
+
240
+ /**
241
+ * Draw ghosts into one capture (verify_result contact_sheet ghosts: true): the poses
242
+ * sheetGhostSettings asks for around `frame`, on layer 0 for the duration of `render()` only.
243
+ * Answers render()'s value; without a rig in a scene or a take v3 it just renders.
244
+ */
245
+ export function renderWithGhosts({ rig, take, objects = [] }, frame, render) {
246
+ const scene = sceneOf(rig);
247
+ if (take?.schema !== "cozyclay.take.v3" || !scene?.isScene) return render();
248
+ const settings = sheetGhostSettings();
249
+ let set = captureSets.get(rig);
250
+ if (!set) { set = new GhostSet({ layer: 0 }); set.setRig(rig); captureSets.set(rig, set); }
251
+ set.syncSources(scene, objects, take);
252
+ rig.parent?.updateWorldMatrix(true, false);
253
+ const entries = ghostFrames({ frame, last: take.frameCount - 1, ...settings, keyFrames: settings.mode === "keys" ? takeKeyFrames(take, objects) : [] });
254
+ set.update({ entries, take, placement: rig.parent?.matrixWorld, propTake: { frameCount: take.frameCount, fps: take.fps, objectTracks: takeTracks(take) }, objects, count: settings.count });
255
+ scene.add(set.object);
256
+ try { return render(); } finally { scene.remove(set.object); }
257
+ }
@@ -0,0 +1,113 @@
1
+ import { useEffect, useMemo, useRef, useState } from "react";
2
+ import * as THREE from "three";
3
+ import { GIZMO_LAYER } from "./dualview.jsx";
4
+ import { drawnPose, editKindAt, hingedRootPose, keyObjectArgs, movedRootPose, rootTrackPose, tipTrail, trackedMoverOf, withPreview } from "./held-object-pose.js";
5
+
6
+ /**
7
+ * Editing an object a compiled take draws, from the viewport gizmo.
8
+ *
9
+ * - The gizmo stands on the drawn pose (held-object-pose.js drawnPose): the
10
+ * world centre and rotation the take gives the selection at this frame.
11
+ * - While a hand holds the object, a move or rotate drag moves the track's
12
+ * root (the body, or its carried group root). The object follows the
13
+ * pointer through a one-frame preview of the track. On release the pose is
14
+ * sent as `motion.keyObject`, which keys it, recompiles the take and makes
15
+ * the hand follow (docs/motion-api-v3.1.md C14).
16
+ * - A hinged object: a ring drag turns it about its hinge and keys that
17
+ * angle through the same action (the engine keeps the turn about the axis).
18
+ * - Anything else (not in hand at this frame, a move on a hinge, or no take)
19
+ * keeps the plain placement drag on the authored record.
20
+ *
21
+ * Returns the tracks to draw with (the preview applied) and the controller the
22
+ * ObjectGizmo `held` prop takes, with the tip trail of a carried object.
23
+ */
24
+ export function useHeldObjectEdit({ selected, objects, tracks, frame, frameCount, fps, motion, run }) {
25
+ const [preview, setPreview] = useState(null);
26
+ const dragRef = useRef(null);
27
+ const lookup = useMemo(() => new Map(objects.map((object) => [object.id, object])), [objects]);
28
+ const shown = withPreview(tracks, preview);
29
+ const id = selected?.id ?? null;
30
+ const mover = id ? trackedMoverOf(lookup, shown, id) : null;
31
+ const pose = mover ? drawnPose(lookup, id, frame, { frameCount, fps, objectTracks: shown }) : null;
32
+ const track = mover ? tracks.get(mover.id) : null;
33
+ const characterId = track?.characterId ?? null;
34
+ const kind = mover ? editKindAt(mover.track, frame) : null;
35
+ // The take's own spec entry: a carry's keys, a hinge's pivot and axis.
36
+ const entry = characterId ? motion?.motionFor?.(characterId)?.spec?.objects?.[mover.id] ?? null : null;
37
+ const keys = entry?.keys;
38
+ const keyList = Array.isArray(keys) ? keys.map((key) => key?.f).filter(Number.isFinite).join(",") : "";
39
+ // The trail walks every frame, so it is rebuilt only when what it reads
40
+ // changes. Held frames are drawn by the mover's own track alone (the hold
41
+ // cuts the carry from above), so that track is the whole take it needs.
42
+ const moverId = mover?.id ?? null, pos = track?.pos, quat = track?.quat, hold = track?.hold, count = track?.frameCount;
43
+ const trail = useMemo(() => {
44
+ if (!moverId || !hold) return null;
45
+ const only = { frameCount: count, pos, quat, hold };
46
+ const keyFrames = keyList ? keyList.split(",").map(Number) : [];
47
+ return tipTrail(lookup, id, { track: only }, { frameCount, fps, objectTracks: new Map([[moverId, only]]) }, keyFrames);
48
+ }, [lookup, id, moverId, pos, quat, hold, count, frameCount, fps, keyList]);
49
+ useEffect(() => {
50
+ // QA hook: what the gizmo stands on, read by the browser checks.
51
+ window.__heldGizmo = pose ? { id, mover: moverId, kind, characterId, pose } : null;
52
+ });
53
+ const show = (build) => {
54
+ const drag = dragRef.current;
55
+ if (!drag) return;
56
+ drag.last = build(drag);
57
+ setPreview({ id: drag.id, frame: drag.frame, ...drag.last });
58
+ };
59
+ const gizmo = pose && {
60
+ pose,
61
+ trail,
62
+ // In hand: move and rotate key the pose. A hinge: the rings key its
63
+ // angle (the turn about the hinge axis); a move stays the plain drag.
64
+ editable: (kind === "held" || kind === "hinge") && Boolean(characterId),
65
+ hinge: kind === "hinge",
66
+ begin() {
67
+ dragRef.current = { id: moverId, frame: Math.round(frame), root: rootTrackPose(track, frame), pivot: pose.centre, characterId, hinge: kind === "hinge" ? entry ?? {} : null, last: null };
68
+ return true;
69
+ },
70
+ move: (travel) => show((drag) => movedRootPose(drag.root, drag.pivot, { travel })),
71
+ rotate: (axis, degrees) => show((drag) => (drag.hinge ? hingedRootPose(drag.root, drag.pivot, drag.hinge, axis, degrees) : movedRootPose(drag.root, drag.pivot, { axis, degrees }))),
72
+ end(commit) {
73
+ const drag = dragRef.current;
74
+ dragRef.current = null;
75
+ if (!commit || !drag?.last) return setPreview(null);
76
+ let answer = null;
77
+ try {
78
+ answer = run("motion.keyObject", keyObjectArgs(drag.characterId, drag.id, drag.frame, drag.last, { hinge: Boolean(drag.hinge) }));
79
+ } catch (error) {
80
+ console.warn("motion.keyObject failed", error);
81
+ }
82
+ // The preview stays until the recompiled take is installed, so the object does not jump back first.
83
+ Promise.resolve(answer).finally(() => setPreview(null));
84
+ },
85
+ };
86
+ return { tracks: shown, gizmo };
87
+ }
88
+
89
+ const TRAIL_COLOR = "#ffd23d";
90
+
91
+ /** The held object's tip arc and its key markers: editor furniture on GIZMO_LAYER, never recorded. */
92
+ export function HeldTrail({ trail }) {
93
+ const geometry = useMemo(() => (trail ? new THREE.BufferGeometry().setFromPoints(trail.points.map((point) => new THREE.Vector3(...point))) : null), [trail]);
94
+ useEffect(() => () => geometry?.dispose(), [geometry]);
95
+ const groupRef = useRef(null);
96
+ useEffect(() => {
97
+ groupRef.current?.traverse((node) => node.layers.set(GIZMO_LAYER));
98
+ });
99
+ if (!trail) return null;
100
+ return (
101
+ <group ref={groupRef}>
102
+ <line geometry={geometry} renderOrder={997} frustumCulled={false}>
103
+ <lineBasicMaterial color={TRAIL_COLOR} transparent opacity={0.8} depthTest={false} depthWrite={false} />
104
+ </line>
105
+ {trail.keys.map((point, index) => (
106
+ <mesh key={index} position={point} renderOrder={997}>
107
+ <sphereGeometry args={[0.025, 10, 8]} />
108
+ <meshBasicMaterial color={TRAIL_COLOR} depthTest={false} depthWrite={false} transparent />
109
+ </mesh>
110
+ ))}
111
+ </group>
112
+ );
113
+ }
@@ -0,0 +1,175 @@
1
+ import { Matrix4, Quaternion, Vector3 } from "three";
2
+ import { sceneObjectTravelMatrixAt } from "./object-travel.js";
3
+ import { EMPTY_KIND } from "./scene-objects.js";
4
+
5
+ /**
6
+ * Pose and placement math for editing an object a compiled take draws (a bat
7
+ * in a hand, a hinged door, the parts of a carried group).
8
+ *
9
+ * The take's track sets the pose such an object is drawn at, every frame. Its
10
+ * authored record is not that pose, so a gizmo on the record stands in the
11
+ * wrong place and a drag on the record changes nothing on screen. The gizmo
12
+ * stands on the drawn pose instead, and a drag moves the root of the track
13
+ * (the body, or the group root that carries it). The new root pose becomes a
14
+ * held-object key (motion.keyObject, docs/motion-api-v3.1.md C14).
15
+ *
16
+ * Track poses are the record's base pivot (bottom centre) in world space, as
17
+ * object-travel.js composes them.
18
+ */
19
+
20
+ const frameIndex = (track, frame) => Math.max(0, Math.min(track.frameCount - 1, Math.round(frame) || 0));
21
+ const parentOf = (lookup, record) => (typeof record.parent === "string" ? lookup.get(record.parent) : null);
22
+
23
+ /**
24
+ * The take track that draws record `id`: its own, else the nearest tracked
25
+ * ancestor's (a carried group root moves its parts). Null when no take draws it
26
+ * or the chain reaches a record that rides a character bone (`attach`).
27
+ * @returns {{ id: string, track: object } | null}
28
+ */
29
+ export function trackedMoverOf(lookup, tracks, id) {
30
+ const seen = new Set();
31
+ for (let record = lookup.get(id); record && !seen.has(record.id); record = parentOf(lookup, record)) {
32
+ seen.add(record.id);
33
+ if (record.attach) return null;
34
+ const track = tracks?.get?.(record.id);
35
+ if (track) return { id: record.id, track };
36
+ }
37
+ return null;
38
+ }
39
+
40
+ /**
41
+ * What a drag on the mover writes at `frame`: "held" while a hand holds it (a
42
+ * carried track with its hold flag up), "hinge" for a track with no hold flags,
43
+ * null when it is carried but not in hand (before the grab, after the release).
44
+ */
45
+ export function editKindAt(track, frame) {
46
+ if (!track?.hold) return track ? "hinge" : null;
47
+ return track.hold[frameIndex(track, frame)] === 1 ? "held" : null;
48
+ }
49
+
50
+ /** The record's own centre in its local frame: half its height up from the base, or the origin of an Empty. */
51
+ function localCentre(record, out) {
52
+ return out.set(0, record.renderer === EMPTY_KIND ? 0 : (record.height ?? 1) / 2, 0);
53
+ }
54
+
55
+ /**
56
+ * Where record `id` is drawn at `frame`: its world centre and world rotation,
57
+ * as plain arrays. Null when nothing moves it (the authored record is the pose).
58
+ * @returns {{ centre: number[], quat: number[] } | null}
59
+ */
60
+ export function drawnPose(lookup, id, frame, take) {
61
+ const record = lookup.get(id);
62
+ const matrix = record ? sceneObjectTravelMatrixAt(lookup, id, frame, take, new Matrix4()) : null;
63
+ if (!matrix) return null;
64
+ const quat = new Quaternion();
65
+ matrix.decompose(new Vector3(), quat, new Vector3());
66
+ return { centre: localCentre(record, new Vector3()).applyMatrix4(matrix).toArray(), quat: quat.toArray() };
67
+ }
68
+
69
+ /** The mover's root pose at `frame` from its track: { pos, quat } as three.js values. */
70
+ export function rootTrackPose(track, frame) {
71
+ const f = frameIndex(track, frame);
72
+ return {
73
+ pos: new Vector3().fromArray(track.pos, f * 3),
74
+ quat: new Quaternion().fromArray(track.quat, f * 4),
75
+ };
76
+ }
77
+
78
+ /**
79
+ * The root pose after a rigid drag about `pivot` (the gizmo's centre): first a
80
+ * turn of `degrees` about the world `axis` through the pivot, then a world
81
+ * `travel`. Either part may be absent.
82
+ */
83
+ export function movedRootPose(root, pivot, { travel = null, axis = null, degrees = 0 } = {}) {
84
+ const pos = root.pos.clone();
85
+ const quat = root.quat.clone();
86
+ if (axis && degrees) {
87
+ const turn = new Quaternion().setFromAxisAngle(axis.clone().normalize(), (degrees * Math.PI) / 180);
88
+ const centre = new Vector3().fromArray(pivot);
89
+ pos.sub(centre).applyQuaternion(turn).add(centre);
90
+ quat.premultiply(turn).normalize();
91
+ }
92
+ if (travel) pos.add(travel);
93
+ return { pos, quat };
94
+ }
95
+
96
+ /**
97
+ * A ring drag on a hinged object: only the turn about the hinge axis is kept
98
+ * (the engine keeps the same, C14), about the hinge pivot. `hinge` is its
99
+ * spec.objects entry ({ pivot, axis }, world space); without a pivot the
100
+ * gizmo centre stands in.
101
+ */
102
+ export function hingedRootPose(root, centre, hinge, axis, degrees) {
103
+ const hingeAxis = new Vector3().fromArray(hinge?.axis ?? [0, 1, 0]).normalize();
104
+ return movedRootPose(root, hinge?.pivot ?? centre, { axis: hingeAxis, degrees: degrees * axis.clone().normalize().dot(hingeAxis) });
105
+ }
106
+
107
+ const snapTo = (value, step) => (step ? Math.round(value / step) * step : value);
108
+
109
+ /**
110
+ * A move drag's world travel: the pointer's world delta read along each free
111
+ * axis (one for an arrow, two for a plane square), each snapped to `step` m.
112
+ */
113
+ export function dragTravel(delta, axes, step = 0) {
114
+ const travel = new Vector3();
115
+ for (const axis of axes) travel.addScaledVector(axis, snapTo(delta.dot(axis), step));
116
+ return travel;
117
+ }
118
+
119
+ /** A ring drag's turn in degrees, snapped to `step`. */
120
+ export const dragTurn = (degrees, step = 0) => snapTo(degrees, step);
121
+
122
+ /**
123
+ * The tracks with one frame of one mover replaced by a preview pose, so the
124
+ * object follows the pointer while a drag is open. The source tracks are not
125
+ * changed.
126
+ */
127
+ export function withPreview(tracks, preview) {
128
+ const track = preview && tracks?.get?.(preview.id);
129
+ if (!track) return tracks;
130
+ const f = frameIndex(track, preview.frame);
131
+ const pos = Float32Array.from(track.pos);
132
+ const quat = Float32Array.from(track.quat);
133
+ pos.set(preview.pos.toArray(), f * 3);
134
+ quat.set(preview.quat.toArray(), f * 4);
135
+ return new Map(tracks).set(preview.id, { ...track, pos, quat });
136
+ }
137
+
138
+ const round = (value) => Math.round(value * 1e4) / 1e4;
139
+
140
+ /**
141
+ * The motion.keyObject arguments for a root pose at `frame` (world metres, quaternion [x, y, z, w]).
142
+ * A hinge sends the rotation alone: the engine keeps its turn about the hinge axis.
143
+ */
144
+ export function keyObjectArgs(characterId, objectId, frame, pose, { hinge = false } = {}) {
145
+ return {
146
+ characterId,
147
+ objectId,
148
+ frame: Math.max(0, Math.round(frame)),
149
+ ...(hinge ? {} : { pos: pose.pos.toArray().map(round) }),
150
+ rot: pose.quat.clone().normalize().toArray().map(round),
151
+ };
152
+ }
153
+
154
+ /**
155
+ * The arc the held object draws: the tip of record `id` (its top along its own
156
+ * +Y, or the origin of an Empty) at every frame its mover is in hand, and the
157
+ * tip at each key frame. Null when the mover has no hold flags.
158
+ * @returns {{ points: number[][], keys: number[][] } | null}
159
+ */
160
+ export function tipTrail(lookup, id, mover, take, keyFrames = []) {
161
+ const record = lookup.get(id);
162
+ const hold = mover?.track?.hold;
163
+ if (!record || !hold) return null;
164
+ const tipLocal = new Vector3(0, record.renderer === EMPTY_KIND ? 0 : (record.height ?? 1), 0);
165
+ const matrix = new Matrix4();
166
+ const tipAt = (frame) => (sceneObjectTravelMatrixAt(lookup, id, frame, take, matrix) ? tipLocal.clone().applyMatrix4(matrix).toArray() : null);
167
+ const points = [];
168
+ for (let frame = 0; frame < mover.track.frameCount; frame += 1) {
169
+ if (hold[frame] !== 1) continue;
170
+ const tip = tipAt(frame);
171
+ if (tip) points.push(tip);
172
+ }
173
+ const keys = keyFrames.filter((frame) => hold[frameIndex(mover.track, frame)] === 1).map(tipAt).filter(Boolean);
174
+ return points.length > 1 ? { points, keys } : null;
175
+ }
@@ -121,7 +121,7 @@ function objectRow(object, label) {
121
121
  kind: "object",
122
122
  hidden: object.hidden === true,
123
123
  // The record's kind, so a row can say it is a node with nothing to draw.
124
- ...(object.renderer === "empty" ? { renderer: "empty" } : {}),
124
+ ...(object.renderer === "empty" || object.renderer === "light" ? { renderer: object.renderer } : {}),
125
125
  };
126
126
  }
127
127
 
@@ -123,7 +123,7 @@ const OUTLINER_TYPES = {
123
123
 
124
124
  function outlinerTypeFor(node) {
125
125
  const key = node.kind === "object"
126
- ? node.renderer === "empty" ? "empty" : "mesh"
126
+ ? node.renderer === "empty" ? "empty" : node.renderer === "light" ? "light" : "mesh"
127
127
  : node.kind === "character" || node.kind === "bone"
128
128
  ? "cast"
129
129
  : node.kind === "camera"