lecodes-cli 0.1.6 → 0.2.0

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Files changed (73) hide show
  1. package/README.md +7 -1
  2. package/dist/index.js +202 -84
  3. package/package.json +4 -4
  4. package/runtime/sdk/animate/animate.ts +238 -0
  5. package/runtime/sdk/animate/bezier.ts +138 -0
  6. package/runtime/sdk/animate/easings.ts +126 -0
  7. package/runtime/sdk/core/Aspect.ts +151 -0
  8. package/runtime/sdk/core/color.ts +66 -0
  9. package/runtime/sdk/core/events.ts +38 -0
  10. package/runtime/sdk/core/registry.ts +23 -0
  11. package/runtime/sdk/g2/Camera2D.ts +33 -0
  12. package/runtime/sdk/g2/CharacterController2D.ts +75 -0
  13. package/runtime/sdk/g2/Node2D.ts +194 -0
  14. package/runtime/sdk/g2/Physics2D.ts +126 -0
  15. package/runtime/sdk/g2/Scene2D.ts +101 -0
  16. package/runtime/sdk/g2/Shape.ts +63 -0
  17. package/runtime/sdk/g2/Sprite.ts +79 -0
  18. package/runtime/sdk/g2/SpriteAnimation.ts +90 -0
  19. package/runtime/sdk/g2/Texture2D.ts +37 -0
  20. package/runtime/sdk/g2/Tilemap.ts +41 -0
  21. package/runtime/sdk/g2/Trigger.ts +47 -0
  22. package/runtime/sdk/g2/loop.ts +39 -0
  23. package/runtime/sdk/g2/touch.ts +83 -0
  24. package/runtime/sdk/gl/Camera.ts +40 -0
  25. package/runtime/sdk/gl/Collider.ts +29 -0
  26. package/runtime/sdk/gl/Geometry.ts +218 -0
  27. package/runtime/sdk/gl/Light.ts +37 -0
  28. package/runtime/sdk/gl/Material.ts +124 -0
  29. package/runtime/sdk/gl/Mesh.ts +100 -0
  30. package/runtime/sdk/gl/Model.ts +40 -0
  31. package/runtime/sdk/gl/ModelAnimation.ts +64 -0
  32. package/runtime/sdk/gl/Node.ts +234 -0
  33. package/runtime/sdk/gl/Noise.ts +30 -0
  34. package/runtime/sdk/gl/Particles.ts +185 -0
  35. package/runtime/sdk/gl/Physics.ts +95 -0
  36. package/runtime/sdk/gl/Plane.ts +53 -0
  37. package/runtime/sdk/gl/Ray.ts +16 -0
  38. package/runtime/sdk/gl/Scene.ts +179 -0
  39. package/runtime/sdk/gl/Texture.ts +35 -0
  40. package/runtime/sdk/gl/controls.ts +95 -0
  41. package/runtime/sdk/gl/state.ts +6 -0
  42. package/runtime/sdk/gl/touch.ts +56 -0
  43. package/runtime/sdk/inject.ts +85 -0
  44. package/runtime/sdk/math/Mathf.ts +118 -0
  45. package/runtime/sdk/math/mat4.ts +278 -0
  46. package/runtime/sdk/math/quat.ts +232 -0
  47. package/runtime/sdk/math/vec.ts +255 -0
  48. package/runtime/sdk/plugins/qr.ts +36 -0
  49. package/runtime/sdk/runtime/device.ts +33 -0
  50. package/runtime/sdk/runtime/fetch.ts +71 -0
  51. package/runtime/sdk/runtime/files.ts +23 -0
  52. package/runtime/sdk/runtime/input.ts +12 -0
  53. package/runtime/sdk/runtime/media.ts +111 -0
  54. package/runtime/sdk/runtime/misc.ts +12 -0
  55. package/runtime/sdk/runtime/net.ts +36 -0
  56. package/runtime/sdk/runtime/storage.ts +13 -0
  57. package/runtime/sdk/runtime/touch.ts +50 -0
  58. package/runtime/sdk/ui/UI.ts +19 -0
  59. package/runtime/sdk/ui/UIButton.ts +84 -0
  60. package/runtime/sdk/ui/UIContainer.ts +100 -0
  61. package/runtime/sdk/ui/UIImage.ts +68 -0
  62. package/runtime/sdk/ui/UIInput.ts +78 -0
  63. package/runtime/sdk/ui/UINode.ts +342 -0
  64. package/runtime/sdk/ui/UIScreen.ts +122 -0
  65. package/runtime/sdk/ui/UIScrollable.ts +70 -0
  66. package/runtime/sdk/ui/UISpacer.ts +14 -0
  67. package/runtime/sdk/ui/UIText.ts +40 -0
  68. package/runtime/sdk/ui/UIVideo.ts +38 -0
  69. package/runtime/sdk/ui/UIVirtualizedList.ts +222 -0
  70. package/runtime/sdk/ui/UIWidget.ts +97 -0
  71. package/runtime/sdk/ui/fonts.ts +10 -0
  72. package/runtime/sdk/ui/router.ts +73 -0
  73. package/runtime/inject.js +0 -4629
@@ -0,0 +1,234 @@
1
+ // Base 3D scene node — an empty transform. Mesh and Light extend it, so every node operation works
2
+ // on them. Native (creator-gl) owns the authoritative transform; reads decompose a cached local
3
+ // matrix (re-synced lazily, since physics can write the transform from native each frame).
4
+ //
5
+ // Capabilities are aspects: node.aspect(Physics, …) (→ node.physics), node.aspect(Collider, …).
6
+ // A GLB import is the Model node kind (with the ModelAnimation aspect). Hierarchy lives here.
7
+
8
+ import { AspectHost } from "../core/Aspect"
9
+ import { Registry } from "../core/registry"
10
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
11
+ import { Quat, cw, type QuatLike } from "../math/quat"
12
+ import { Mat4, type Mat4Like } from "../math/mat4"
13
+ import type { Geometry } from "./Geometry"
14
+ import { registerTouchEndEvent, registerTouchStartEvent } from "./touch"
15
+ import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
16
+
17
+ /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
18
+ export const nodeRegistry = new Registry<Node>()
19
+
20
+ export type NodeEvents = {
21
+ click: (ev: ClickEvent<Node | null>) => void
22
+ touchstart: (ev: TouchStartEvent<Node | null>) => void
23
+ /** A looping GLB animation clip wrapped around. */
24
+ loopReached: (clip: number) => void
25
+ /** A non-looping GLB animation clip finished. */
26
+ completed: (clip: number) => void
27
+ /** AR anchors only (`scene.root` / `scene.createAnchor()`): the anchor began tracking. */
28
+ track: () => void
29
+ /** AR anchors only: the anchor lost tracking. */
30
+ untrack: () => void
31
+ }
32
+
33
+ export class Node extends AspectHost<NodeEvents> {
34
+ /** Native entity handle. */
35
+ readonly id: number
36
+
37
+ /** AR anchors only — whether the anchor is currently being tracked. Kept in step with the
38
+ * 'track' / 'untrack' events; `false` for any non-anchor node. */
39
+ isTracked = false
40
+
41
+ private _matrix?: Float32Array
42
+ private _lastSync = 0
43
+ private _worldMatrix?: Float32Array
44
+ private _scaleCache?: [number, number, number]
45
+
46
+ /** @internal — the active animation aspect's clip-complete handler (installed by ModelAnimation). */
47
+ _animComplete?: (clipIndex: number) => boolean
48
+
49
+ constructor(internalId?: number) {
50
+ super()
51
+ this.id = internalId ?? _creator.createEntity()
52
+ nodeRegistry.set(this.id, this)
53
+ }
54
+
55
+ /** Geometry, if this node is a Mesh (used by physics auto-shape). Overridden by Mesh. */
56
+ get geometry(): Geometry | undefined { return undefined }
57
+
58
+ // --- name / visibility ---
59
+ get name(): string { return _creator.getName(this.id) }
60
+ set name(value: string) { _creator.setName(this.id, value) }
61
+ get visible(): boolean { return _creator.isVisible(this.id) }
62
+ set visible(value: boolean) { _creator.setVisible(this.id, value) }
63
+
64
+ // --- local transform ---
65
+ // Native owns the authoritative matrix; we keep a Float32Array cache (re-synced lazily because physics
66
+ // can rewrite it each frame). The PUBLIC `matrix` getter hands back a fresh Mat4 *copy* (value
67
+ // semantics — mutating it never touches the node until you assign it back). `_sync()` is the internal
68
+ // hot path that returns the cache directly for cheap component reads.
69
+ private _sync(): Float32Array {
70
+ if (!this._matrix) this._matrix = new Float32Array(16)
71
+ if (this._lastSync === 0 || Date.now() - this._lastSync > 10) {
72
+ _creator.getMatrix(this.id, this._matrix)
73
+ this._scaleCache = undefined
74
+ this._lastSync = Date.now()
75
+ }
76
+ return this._matrix
77
+ }
78
+
79
+ get matrix(): Mat4 { return new Mat4(this._sync()) }
80
+ set matrix(m: Mat4Like) {
81
+ if (!this._matrix) this._matrix = new Float32Array(16)
82
+ this._matrix.set(matArr(m))
83
+ this._lastSync = Date.now()
84
+ _creator.setMatrix(this.id, this._matrix)
85
+ }
86
+
87
+ get worldMatrix(): Mat4 {
88
+ if (this.parent === null) return this.matrix
89
+ if (!this._worldMatrix) this._worldMatrix = new Float32Array(16)
90
+ _creator.getWorldMatrix(this.id, this._worldMatrix)
91
+ return new Mat4(this._worldMatrix)
92
+ }
93
+ set worldMatrix(m: Mat4Like) {
94
+ if (this.parent === null) { this.matrix = m; return }
95
+ this._lastSync = 0
96
+ _creator.setWorldMatrix(this.id, Float32Array.from(matArr(m)))
97
+ }
98
+
99
+ get position(): Vec3 { const m = this._sync(); return new Vec3(m[12], m[13], m[14]) }
100
+ set position(v: Vec3Like) { this._lastSync = 0; _creator.setPosition(this.id, cx(v), cy(v), cz(v)) }
101
+
102
+ // Scalar position accessors — the loud, correct way to nudge one axis (`node.x = 3`), so nobody reaches
103
+ // for `node.position.x = 3` (a no-op: the getter returns a fresh copy).
104
+ get x(): number { return this._sync()[12] }
105
+ set x(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, v, m[13], m[14]) }
106
+ get y(): number { return this._sync()[13] }
107
+ set y(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], v, m[14]) }
108
+ get z(): number { return this._sync()[14] }
109
+ set z(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], m[13], v) }
110
+
111
+ get scale(): Vec3 {
112
+ if (this._lastSync === 0 || !this._scaleCache) {
113
+ const m = this._sync()
114
+ this._scaleCache = [ Math.hypot(m[0], m[1], m[2]), Math.hypot(m[4], m[5], m[6]), Math.hypot(m[8], m[9], m[10]) ]
115
+ }
116
+ return new Vec3(this._scaleCache)
117
+ }
118
+ set scale(v: Vec3Like | number) {
119
+ this._lastSync = 0
120
+ if (typeof v === "number") _creator.setScale(this.id, v, v, v)
121
+ else _creator.setScale(this.id, cx(v), cy(v), cz(v))
122
+ }
123
+
124
+ get quaternion(): Quat { return new Mat4(this._sync()).rotation }
125
+ set quaternion(v: QuatLike) { this._lastSync = 0; _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v)) }
126
+
127
+ get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
128
+ set eulerAngles(v: Vec3Like) { this._lastSync = 0; _creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 0) }
129
+
130
+ // --- world-space reads ---
131
+ get forward(): Vec3 {
132
+ const v = new Float32Array(3)
133
+ _creator.getWorldDirection(this.id, 2, v)
134
+ return new Vec3(-v[0], -v[1], -v[2])
135
+ }
136
+ get worldPosition(): Vec3 {
137
+ const v = new Float32Array(3)
138
+ _creator.getWorldPosition(this.id, v)
139
+ return new Vec3(v[0], v[1], v[2])
140
+ }
141
+ get worldScale(): Vec3 { return this.worldMatrix.scaling }
142
+ get worldQuaternion(): Quat { return this.worldMatrix.rotation }
143
+ get worldEulerAngles(): Vec3 { return this.worldMatrix.eulerAngles }
144
+
145
+ // --- hierarchy ---
146
+ get parent(): Node | null {
147
+ const id = _creator.getParent(this.id)
148
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
149
+ }
150
+ get children(): Node[] {
151
+ return _creator.getChildren(this.id).map((id) => nodeRegistry.get(id) ?? new Node(id))
152
+ }
153
+ get childCount(): number { return _creator.getChildCount(this.id) }
154
+ getChild(index: number): Node | null {
155
+ const id = _creator.getChild(this.id, index)
156
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
157
+ }
158
+ /** Parent the given nodes under this one. */
159
+ add(...children: Node[]): this {
160
+ for (const c of children) _creator.setParent(c.id, this.id, false)
161
+ return this
162
+ }
163
+ setParent(parent: Node | null, worldPositionStays = false): this {
164
+ if (parent === null) _creator.setParentNull(this.id, worldPositionStays)
165
+ else _creator.setParent(this.id, parent.id, worldPositionStays)
166
+ if (worldPositionStays) this._lastSync = 0
167
+ return this
168
+ }
169
+ traverse(callback: (node: Node) => void): void {
170
+ callback(this)
171
+ _creator.traverse(this.id, (id) => callback(nodeRegistry.get(id) ?? new Node(id)))
172
+ }
173
+
174
+ // --- behaviors are aspects: node.aspect(Physics, …) / node.aspect(Collider, …) ---
175
+
176
+ /** Orient the node so the given axis (default "-z", "forward") points at a world point. */
177
+ lookAt(point: Vec3Like, mode: "z" | "-z" | "x" | "-x" | "y" | "-y" = "-z", ortho: Vec3Like = [ 0, 1, 0 ]): this {
178
+ const world = this.worldMatrix
179
+ const pos = world.position
180
+ let dir = new Vec3(point).sub(pos)
181
+ const len = dir.length()
182
+ if (len === 0) return this
183
+ let axis: string = mode
184
+ if (mode.startsWith("-")) { dir = dir.scale(-1 / len); axis = mode.slice(1) }
185
+ else dir = dir.scale(1 / len)
186
+
187
+ const o = new Vec3(ortho)
188
+ let forward: Vec3, right: Vec3, up: Vec3
189
+ if (axis === "x") {
190
+ right = dir; up = o.cross(right).normalize(); forward = up.cross(right).normalize()
191
+ } else if (axis === "y") {
192
+ up = dir; right = o.cross(up).normalize(); forward = up.cross(right).normalize()
193
+ } else {
194
+ forward = dir; right = o.cross(dir).normalize(); up = dir.cross(right)
195
+ }
196
+ const s = world.scaling, w = world.m
197
+ this.worldMatrix = Float32Array.of(
198
+ right.x * s.x, right.y * s.x, right.z * s.x, 0,
199
+ up.x * s.y, up.y * s.y, up.z * s.y, 0,
200
+ forward.x * s.z, forward.y * s.z, forward.z * s.z, 0,
201
+ w[12], w[13], w[14], w[15],
202
+ )
203
+ return this
204
+ }
205
+
206
+ // --- events ---
207
+ override addEventListener<K extends keyof NodeEvents>(channel: K, callback: NodeEvents[K]): void {
208
+ if (channel === "click") registerTouchEndEvent()
209
+ else if (channel === "touchstart") registerTouchStartEvent()
210
+ super.addEventListener(channel, callback)
211
+ }
212
+
213
+ /** @internal — called by the touch system to deliver a hit. */
214
+ _dispatchEvent<K extends keyof NodeEvents>(channel: K, ...args: Parameters<NodeEvents[K]>): void {
215
+ this.dispatch(channel, ...args)
216
+ }
217
+
218
+ /** @internal — host animation-complete callback; forwards to the ModelAnimation aspect (if any).
219
+ * Returns whether the clip should keep playing. */
220
+ _onAnimationComplete(clipIndex: number): boolean {
221
+ return this._animComplete?.(clipIndex) ?? true
222
+ }
223
+
224
+ /** @internal — emit a GLB animation event (the ModelAnimation aspect can't reach protected dispatch). */
225
+ _emitAnim(channel: "loopReached" | "completed", clip: number): void { this.dispatch(channel, clip) }
226
+
227
+ destroy(): void {
228
+ nodeRegistry.delete(this.id)
229
+ _creator.destroyEntity(this.id)
230
+ }
231
+ }
232
+
233
+ /** Read the raw column-major elements out of a Mat4 wrapper or a plain length-16 array. */
234
+ const matArr = (m: Mat4Like): ArrayLike<number> => (m as { m?: ArrayLike<number> }).m ?? (m as ArrayLike<number>)
@@ -0,0 +1,30 @@
1
+ // Native FastNoise (Perlin/fractal) sampler. Ported from worker/src/utils/PerlinNoise.ts.
2
+
3
+ export class Noise {
4
+ private readonly _id: number
5
+
6
+ constructor() {
7
+ this._id = _creator.createNoise()
8
+ }
9
+
10
+ /** Sample 2D noise. */
11
+ get(x: number, y: number): number { return _creator.getNoise2D(this._id, x, y) }
12
+ /** Sample 3D noise. */
13
+ get3d(x: number, y: number, z: number): number { return _creator.getNoise3D(this._id, x, y, z) }
14
+
15
+ private _frequency = 0.01
16
+ get frequency(): number { return this._frequency }
17
+ set frequency(v: number) { this._frequency = v; _creator.setNoiseFrequency(this._id, v) }
18
+
19
+ private _octaves = 1
20
+ get octaves(): number { return this._octaves }
21
+ set octaves(v: number) { this._octaves = v; _creator.setNoiseOctaves(this._id, v) }
22
+
23
+ private _fractalLacunarity = 2
24
+ get fractalLacunarity(): number { return this._fractalLacunarity }
25
+ set fractalLacunarity(v: number) { this._fractalLacunarity = v; _creator.setNoiseFractalLunacrity(this._id, v) }
26
+
27
+ private _fractalGain = 0.5
28
+ get fractalGain(): number { return this._fractalGain }
29
+ set fractalGain(v: number) { this._fractalGain = v; _creator.setNoiseFractalGain(this._id, v) }
30
+ }
@@ -0,0 +1,185 @@
1
+ // GPU particle system, as a Node. Created with a material; properties drive the native emitter.
2
+ // Ported from worker/src/components/Particles.ts — folded into the node, so (unlike the worker
3
+ // component) the system exists at construction and setters apply immediately.
4
+
5
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
6
+ import { Material } from "./Material"
7
+ import { Node } from "./Node"
8
+
9
+ type Range<T> = T | { min: T, max: T }
10
+
11
+ type VelocityValue = {
12
+ speed?: Range<number>
13
+ randomizeAngle?: { min: Vec3Like, max: Vec3Like }
14
+ } & ({ from: Vec3Like } | { to: Vec3Like } | { dir: Vec3Like } | {})
15
+
16
+ export type DynamicValue =
17
+ | Range<number>
18
+ | { value?: Range<number>, inc?: Float32Array, inc_b?: Float32Array, mul?: Float32Array, mul_b?: Float32Array }
19
+
20
+ export type DynamicColor =
21
+ | Range<string>
22
+ | { value?: Range<string>, mul: string, mul_b?: string, t: Float32Array }
23
+
24
+ type Shape = { type: "point", v: Vec3Like } | { type: "box", min: Vec3Like, max: Vec3Like }
25
+ type Noise = { strength?: number, frequency?: number, speed?: number }
26
+
27
+ export type ParticlesOptions = {
28
+ material: Material
29
+ rate?: Range<number>
30
+ shape?: Shape
31
+ startVelocity?: Vec3Like | VelocityValue
32
+ gravity?: number
33
+ drag?: number
34
+ lifetime?: Range<number>
35
+ color?: DynamicColor
36
+ size?: DynamicValue
37
+ rotation?: DynamicValue
38
+ noise?: Noise | null
39
+ }
40
+
41
+ export class Particles extends Node {
42
+ private _material: Material
43
+
44
+ /** Custom curve params (slots 0..3); size/rotation alias slots 0/1. */
45
+ readonly custom: DynamicValue[]
46
+
47
+ constructor(options: ParticlesOptions) {
48
+ super()
49
+ this._material = options.material
50
+ _creator.createParticleSystem(this.id, Material.idOf(options.material))
51
+
52
+ const id = this.id
53
+ this.custom = new Proxy([] as DynamicValue[], {
54
+ set(target, prop: string, value: DynamicValue) {
55
+ const i = parseInt(prop)
56
+ if (Number.isNaN(i)) { (target as any)[prop] = value; return true }
57
+ target[i] = value
58
+ applyParam(id, i, value)
59
+ return true
60
+ },
61
+ })
62
+
63
+ if (options.rate !== undefined) this.rate = options.rate
64
+ if (options.shape !== undefined) this.shape = options.shape
65
+ if (options.startVelocity !== undefined) this.startVelocity = options.startVelocity
66
+ if (options.gravity !== undefined) this.gravity = options.gravity
67
+ if (options.drag !== undefined) this.drag = options.drag
68
+ if (options.lifetime !== undefined) this.lifetime = options.lifetime
69
+ if (options.color !== undefined) this.color = options.color
70
+ if (options.size !== undefined) this.custom[0] = options.size
71
+ if (options.rotation !== undefined) this.custom[1] = options.rotation
72
+ if (options.noise) this.noise = options.noise
73
+ }
74
+
75
+ /** Emit `count` particles immediately (a burst). */
76
+ spawn(count: number): this { _creator.spawnParticles(this.id, count); return this }
77
+
78
+ set rate(val: Range<number>) {
79
+ if (typeof val === "number") _creator.setParticleSystemRateValue(this.id, val)
80
+ }
81
+
82
+ set shape(shape: Shape) {
83
+ if (shape.type === "point") _creator.setParticleSystemShapePoint(this.id, cx(shape.v), cy(shape.v), cz(shape.v))
84
+ else _creator.setParticleSystemShapeBox(this.id, cx(shape.min), cy(shape.min), cz(shape.min), cx(shape.max), cy(shape.max), cz(shape.max))
85
+ }
86
+
87
+ set startVelocity(val: Vec3Like | VelocityValue) {
88
+ if (Array.isArray(val) || val instanceof Float32Array || val instanceof Vec3) {
89
+ _creator.setParticleSystemVelocityValue(this.id, 1, cx(val), cy(val), cz(val))
90
+ return
91
+ }
92
+ const v = val as VelocityValue
93
+ if ("from" in v) _creator.setParticleSystemVelocityValue(this.id, 2, cx(v.from), cy(v.from), cz(v.from))
94
+ else if ("to" in v) _creator.setParticleSystemVelocityValue(this.id, 3, cx(v.to), cy(v.to), cz(v.to))
95
+ else if ("dir" in v) _creator.setParticleSystemVelocityValue(this.id, 1, cx(v.dir), cy(v.dir), cz(v.dir))
96
+ else _creator.setParticleSystemVelocityValue(this.id, 0, 0, 0, 0)
97
+ if ("speed" in v && v.speed !== undefined) {
98
+ if (typeof v.speed === "number") _creator.setParticleSystemVelocitySpeedValue(this.id, v.speed)
99
+ else _creator.setParticleSystemVelocitySpeedRange(this.id, v.speed.min, v.speed.max)
100
+ }
101
+ if (v.randomizeAngle) {
102
+ const a = v.randomizeAngle
103
+ _creator.setParticleSystemVelocityRndAngle(this.id, cx(a.min), cy(a.min), cz(a.min), cx(a.max), cy(a.max), cz(a.max))
104
+ }
105
+ }
106
+
107
+ set gravity(val: number) { _creator.setParticleSystemGravityValue(this.id, val) }
108
+ set drag(val: number) { _creator.setParticleSystemDragValue(this.id, val) }
109
+
110
+ set lifetime(val: Range<number>) {
111
+ if (typeof val === "number") _creator.setParticleSystemLifetimeValue(this.id, val)
112
+ else _creator.setParticleSystemLifetimeRange(this.id, val.min, val.max)
113
+ }
114
+
115
+ set size(val: DynamicValue) { this.custom[0] = val }
116
+ set rotation(val: DynamicValue) { this.custom[1] = val }
117
+
118
+ set color(value: DynamicColor) {
119
+ if (typeof value === "string") _creator.setParticleSystemColorValue(this.id, value)
120
+ else if ("min" in value) _creator.setParticleSystemColorRange(this.id, value.min, value.max)
121
+ else {
122
+ if (typeof value.value === "string") _creator.setParticleSystemColorValue(this.id, value.value)
123
+ else if (value.value) _creator.setParticleSystemColorRange(this.id, value.value.min, value.value.max)
124
+ if (value.mul) _creator.setParticleSystemColorCurveA(this.id, value.mul, value.t)
125
+ if (value.mul_b) _creator.setParticleSystemColorCurveB(this.id, value.mul_b, value.t)
126
+ }
127
+ }
128
+
129
+ get material(): Material { return this._material }
130
+ set material(material: Material) {
131
+ this._material = material
132
+ _creator.setMaterial(this.id, Material.idOf(material), 0)
133
+ }
134
+
135
+ set noise(noise: Noise | null) {
136
+ if (noise) _creator.setParticleSystemNoise(this.id, noise.strength ?? 1, noise.frequency ?? 1, noise.speed ?? 1)
137
+ else _creator.disableParticleSystemNoise(this.id)
138
+ }
139
+ }
140
+
141
+ const applyParam = (id: number, i: number, value: DynamicValue): void => {
142
+ if (typeof value === "number") {
143
+ _creator.setParticleSystemParamValue(id, i, value)
144
+ } else if ("min" in value) {
145
+ _creator.setParticleSystemParamRange(id, i, value.min, value.max)
146
+ } else {
147
+ if (typeof value.value === "number") _creator.setParticleSystemParamValue(id, i, value.value)
148
+ else if (value.value) _creator.setParticleSystemParamRange(id, i, value.value.min, value.value.max)
149
+ if (value.inc) _creator.setParticleSystemParamCurveA(id, i, value.inc, 1)
150
+ if (value.inc_b) _creator.setParticleSystemParamCurveB(id, i, value.inc_b)
151
+ if (value.mul) _creator.setParticleSystemParamCurveA(id, i, value.mul, 0)
152
+ if (value.mul_b) _creator.setParticleSystemParamCurveB(id, i, value.mul_b)
153
+ }
154
+ }
155
+
156
+ // --- curve builders (unchanged from worker) ---
157
+
158
+ export const dynamicColor = (baseValue: Range<string>, ...args: (number | string | { min: string, max: string })[]): DynamicColor => {
159
+ const t = new Float32Array(args.length / 2)
160
+ const mul: string[] = []
161
+ let mul_b: string[] | undefined
162
+ for (let i = 0; i < args.length / 2; i++) {
163
+ if (typeof args[i * 2] !== "number") throw new Error(`dynamicColor: arg ${i * 2} must be a number`)
164
+ t[i] = args[i * 2] as number
165
+ const val = args[i * 2 + 1]
166
+ if (typeof val === "string") { mul[i] = val; if (mul_b) mul_b[i] = val }
167
+ else if (typeof val === "number") throw new Error(`dynamicColor: arg ${i * 2 + 1} must be a string`)
168
+ else { mul[i] = val.min; if (!mul_b) mul_b = [ ...mul ]; mul_b[i] = val.max }
169
+ }
170
+ return { value: baseValue, mul: mul.join("\0"), mul_b: mul_b?.join("\0"), t }
171
+ }
172
+
173
+ export const dynamic = (baseValue: Range<number>, type: "multiply" | "inc", ...args: (number | { min: number, max: number })[]): DynamicValue => {
174
+ const inc = new Float32Array(args.length)
175
+ let inc_b: Float32Array | undefined
176
+ for (let i = 0; i < args.length; i += 2) {
177
+ if (typeof args[i] !== "number") throw new Error(`dynamic: arg ${i} must be a number`)
178
+ inc[i] = args[i] as number
179
+ if (inc_b) inc_b[i] = args[i] as number
180
+ const val = args[i + 1]
181
+ if (typeof val === "number") { inc[i + 1] = val; if (inc_b) inc_b[i + 1] = val }
182
+ else { inc[i + 1] = val.min; if (!inc_b) inc_b = new Float32Array(inc); inc_b[i + 1] = val.max }
183
+ }
184
+ return type === "inc" ? { value: baseValue, inc, inc_b } : { value: baseValue, mul: inc, mul_b: inc_b }
185
+ }
@@ -0,0 +1,95 @@
1
+ // Physics body as an aspect on a 3D Node, backed by a JoltPhysics body in creator-gl.
2
+ // node.aspect(Physics, { motion: 'dynamic' }); node.physics.applyImpulse([0, 6, 0])
3
+ //
4
+ // For a `dynamic` body, physics OWNS the transform — do NOT set node.position per frame; drive it
5
+ // via velocity / applyImpulse. Reading node.position is free (native already wrote it). Kinematic
6
+ // bodies are driven with moveTo. (Ported from the former Body class.)
7
+
8
+ import { Aspect } from "../core/Aspect"
9
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
10
+ import type { Node } from "./Node"
11
+
12
+ export type MotionType = "static" | "dynamic" | "kinematic"
13
+ const MOTION: Record<MotionType, number> = { static: 0, kinematic: 1, dynamic: 2 }
14
+
15
+ export type BodyShape =
16
+ | { type: "auto" }
17
+ | { type: "box", halfExtents: Vec3Like }
18
+ | { type: "sphere", radius: number }
19
+ | { type: "cylinder", halfHeight: number, radius: number }
20
+
21
+ export class Physics extends Aspect<"physics", Node> {
22
+ static readonly aspect = "physics"
23
+
24
+ /** Default "dynamic". */
25
+ motion: MotionType = "dynamic"
26
+ /** Mass in kg for dynamic bodies (default 1). Ignored for static/kinematic. */
27
+ mass = 1
28
+ /** Default { type: "auto" } — a box from the mesh AABB × world scale. */
29
+ shape: BodyShape = { type: "auto" }
30
+
31
+ private _bodyId = 0
32
+
33
+ onAttach(): void {
34
+ // No physics in this build (CREATOR_GL_PHYSICS=OFF) → bodyId stays 0; all methods no-op.
35
+ if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
36
+ const motion = MOTION[this.motion]
37
+ const shape = resolveShape(this.node, this.shape)
38
+ if (shape.type === "sphere") {
39
+ this._bodyId = _creator.physicsCreateSphere(this.node.id, shape.radius, motion, this.mass)
40
+ } else if (shape.type === "cylinder") {
41
+ this._bodyId = _creator.physicsCreateCylinder(this.node.id, shape.halfHeight, shape.radius, motion, this.mass)
42
+ } else {
43
+ this._bodyId = _creator.physicsCreateBox(this.node.id, cx(shape.halfExtents), cy(shape.halfExtents), cz(shape.halfExtents), motion, this.mass)
44
+ }
45
+ }
46
+
47
+ /** Native Jolt body id. 0 until attached, or if the build has no physics support. */
48
+ get id(): number { return this._bodyId }
49
+
50
+ /** Linear velocity in world units/second (fresh Vec3 on read). */
51
+ get velocity(): Vec3 {
52
+ const out = new Float32Array(3)
53
+ if (this._bodyId) _creator.physicsGetLinearVelocity(this._bodyId, out)
54
+ return new Vec3(out[0], out[1], out[2])
55
+ }
56
+ set velocity(v: Vec3Like) {
57
+ if (this._bodyId) _creator.physicsSetLinearVelocity(this._bodyId, cx(v), cy(v), cz(v))
58
+ }
59
+
60
+ /** Apply an instantaneous impulse (kg·m/s) and wake the body. */
61
+ applyImpulse(v: Vec3Like): this {
62
+ if (this._bodyId) _creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
63
+ return this
64
+ }
65
+
66
+ /** Teleport / drive a kinematic (or dynamic) body to a world position. */
67
+ moveTo(p: Vec3Like): this {
68
+ if (this._bodyId) _creator.physicsSetBodyPosition(this._bodyId, cx(p), cy(p), cz(p))
69
+ return this
70
+ }
71
+
72
+ onDetach(): void {
73
+ if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
74
+ }
75
+ }
76
+
77
+ // Resolve "auto" to a box from the mesh AABB × world scale (so the physical box matches the rendered
78
+ // size). Falls back to a unit box if there is no geometry.
79
+ const resolveShape = (node: Node, shape: BodyShape): Exclude<BodyShape, { type: "auto" }> => {
80
+ if (shape.type !== "auto") return shape
81
+ const scale = node.worldScale
82
+ let hx = 0.5, hy = 0.5, hz = 0.5
83
+ const geom = node.geometry
84
+ if (geom) {
85
+ const v = geom.vertices
86
+ let minX = Infinity, minY = Infinity, minZ = Infinity, maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity
87
+ for (let i = 0; i + 2 < v.length; i += 3) {
88
+ if (v[i] < minX) minX = v[i]; if (v[i] > maxX) maxX = v[i]
89
+ if (v[i + 1] < minY) minY = v[i + 1]; if (v[i + 1] > maxY) maxY = v[i + 1]
90
+ if (v[i + 2] < minZ) minZ = v[i + 2]; if (v[i + 2] > maxZ) maxZ = v[i + 2]
91
+ }
92
+ hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
93
+ }
94
+ return { type: "box", halfExtents: [ hx * scale.x, hy * scale.y, hz * scale.z ] }
95
+ }
@@ -0,0 +1,53 @@
1
+ // A geometric plane (point + normal) with ray intersection. Ported from worker/src/utils/Plane.ts
2
+ // onto the SDK's fluent Vec3 (the mat4 transform() method is omitted — add if needed).
3
+
4
+ import { Vec3, type Vec3Like } from "../math/vec"
5
+ import type { Ray } from "./Ray"
6
+
7
+ export class Plane {
8
+ /** Unit normal. */
9
+ readonly normal: Vec3
10
+ /** Scalar offset: dot(normal, point). */
11
+ readonly d: number
12
+
13
+ constructor(normal: Vec3Like, point: Vec3Like) {
14
+ this.normal = new Vec3(normal).normalize()
15
+ this.d = this.normal.dot(point)
16
+ }
17
+
18
+ static fromPoints(a: Vec3Like, b: Vec3Like, c: Vec3Like): Plane {
19
+ const A = new Vec3(a)
20
+ return new Plane(new Vec3(b).sub(A).cross(new Vec3(c).sub(A)), a)
21
+ }
22
+
23
+ static fromCoefficients(a: number, b: number, c: number, d: number): Plane {
24
+ const len = Math.hypot(a, b, c)
25
+ const l2 = len * len
26
+ return new Plane([ a, b, c ], [ (a * d) / l2, (b * d) / l2, (c * d) / l2 ])
27
+ }
28
+
29
+ /** Ray-plane parameter t (≥0), or null on a miss (parallel / behind origin). */
30
+ intersectRay(ray: Ray): number | null {
31
+ const denom = this.normal.dot(ray.dir)
32
+ if (Math.abs(denom) < 1e-8) return null
33
+ const t = (this.d - this.normal.dot(ray.origin)) / denom
34
+ return t < 0 ? null : t
35
+ }
36
+
37
+ /** Like intersectRay but allows hits behind the origin (line-plane). */
38
+ intersectLine(ray: Ray): number | null {
39
+ const denom = this.normal.dot(ray.dir)
40
+ if (Math.abs(denom) < 1e-8) return null
41
+ return (this.d - this.normal.dot(ray.origin)) / denom
42
+ }
43
+
44
+ /** Signed distance from a point (positive on the normal's side). */
45
+ signedDistance(point: Vec3Like): number {
46
+ return this.normal.dot(point) - this.d
47
+ }
48
+
49
+ /** Project a point onto the plane. */
50
+ projectPoint(point: Vec3Like): Vec3 {
51
+ return new Vec3(point).scaleAndAdd(this.normal, -this.signedDistance(point))
52
+ }
53
+ }
@@ -0,0 +1,16 @@
1
+ // A ray defined by an origin and a (not necessarily normalized) direction.
2
+
3
+ import { Vec3, type Vec3Like } from "../math/vec"
4
+
5
+ export class Ray {
6
+ readonly origin: Vec3
7
+ readonly dir: Vec3
8
+
9
+ constructor(origin: Vec3Like, dir: Vec3Like) {
10
+ this.origin = new Vec3(origin)
11
+ this.dir = new Vec3(dir)
12
+ }
13
+
14
+ /** The world-space point origin + t·dir. */
15
+ getPoint(t: number): Vec3 { return this.origin.scaleAndAdd(this.dir, t) }
16
+ }