lecodes-cli 0.17.0 → 0.17.1

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@@ -1,272 +1,285 @@
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- // Base 3D scene node — an empty transform. Mesh and Light extend it, so every node operation works
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- // on them. Native (creator-gl) owns the authoritative transform; reads decompose a cached local
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- // matrix (re-synced lazily, since physics can write the transform from native each frame).
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- //
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- // Capabilities are aspects: node.aspect(Physics, …) (→ node.physics), node.aspect(Shape, …).
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- // A GLB import is the Model node kind (with the ModelAnimation aspect). Hierarchy lives here.
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-
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- import { AspectHost } from "../core/Aspect"
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- import { Registry } from "../core/registry"
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- import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
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- import { Quat, cw, type QuatLike } from "../math/quat"
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- import { Mat4, type Mat4Like } from "../math/mat4"
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- import type { Geometry } from "./Geometry"
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- import { registerTouchEndEvent, registerTouchStartEvent } from "./touch"
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- import { ensurePhysicsEvents } from "./physicsEvents"
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- import { glState } from "./state"
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- import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
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-
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- /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
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- export const nodeRegistry = new Registry<Node>()
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-
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- export type NodeEvents = {
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- click: (ev: ClickEvent<Node | null>) => void
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- touchstart: (ev: TouchStartEvent<Node | null>) => void
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- /** A looping GLB animation clip wrapped around. */
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- loopReached: (clip: number) => void
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- /** A non-looping GLB animation clip finished. */
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- completed: (clip: number) => void
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- /** AR anchors only (`scene.root` / `scene.createAnchor()`): the anchor began tracking. */
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- track: () => void
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- /** AR anchors only: the anchor lost tracking. */
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- untrack: () => void
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- /** A physics contact/trigger overlap began (the other body's node). Needs a Shape + Physics/Trigger. */
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- enter: (other: Node) => void
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- /** A physics contact/trigger overlap ended. */
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- exit: (other: Node) => void
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- }
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-
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- export class Node extends AspectHost<NodeEvents> {
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- /** Native entity handle. */
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- readonly id: number
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-
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- /** AR anchors only — whether the anchor is currently being tracked. Kept in step with the
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- * 'track' / 'untrack' events; `false` for any non-anchor node. */
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- isTracked = false
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-
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- private _matrix?: Float32Array
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- private _lastSync = 0
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- private _syncFrame = -1
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- private _worldMatrix?: Float32Array
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- private _scaleCache?: [number, number, number]
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- private _boneCache?: Map<string, Node | null>
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-
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- /** @internal — the active animation aspect's clip-complete handler (installed by ModelAnimation). */
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- _animComplete?: (clipIndex: number) => boolean
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-
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- constructor(internalId?: number) {
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- super()
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- this.id = internalId ?? _creator.createEntity()
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- nodeRegistry.set(this.id, this)
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- }
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-
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- /** Geometry, if this node is a Mesh (used by physics auto-shape). Overridden by Mesh. */
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- get geometry(): Geometry | undefined { return undefined }
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-
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- // --- name / visibility ---
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- get name(): string { return _creator.getName(this.id) }
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- set name(value: string) { _creator.setName(this.id, value) }
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- get visible(): boolean { return _creator.isVisible(this.id) }
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- set visible(value: boolean) { _creator.setVisible(this.id, value) }
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-
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- // --- local transform ---
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- // Native owns the authoritative matrix; we keep a Float32Array cache (re-synced lazily because physics
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- // can rewrite it each frame). The PUBLIC `matrix` getter hands back a fresh Mat4 *copy* (value
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- // semantics — mutating it never touches the node until you assign it back). `_sync()` is the internal
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- // hot path that returns the cache directly for cheap component reads.
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- private _sync(): Float32Array {
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- if (!this._matrix) this._matrix = new Float32Array(16)
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- // stale once per render frame (glState.frame — physics/controllers/animation rewrite transforms
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- // between frames), or after 10 ms of wall time when no scene loop is running
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- if (this._lastSync === 0 || this._syncFrame !== glState.frame || Date.now() - this._lastSync > 10) {
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- _creator.getMatrix(this.id, this._matrix)
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- this._scaleCache = undefined
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- this._lastSync = Date.now()
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- this._syncFrame = glState.frame
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- }
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- return this._matrix
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- }
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-
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- get matrix(): Mat4 { return new Mat4(this._sync()) }
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- set matrix(m: Mat4Like) {
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- if (!this._matrix) this._matrix = new Float32Array(16)
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- this._matrix.set(matArr(m))
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- this._lastSync = Date.now()
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- _creator.setMatrix(this.id, this._matrix)
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- }
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-
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- get worldMatrix(): Mat4 {
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- if (this.parent === null) return this.matrix
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- if (!this._worldMatrix) this._worldMatrix = new Float32Array(16)
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- _creator.getWorldMatrix(this.id, this._worldMatrix)
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- return new Mat4(this._worldMatrix)
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- }
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- set worldMatrix(m: Mat4Like) {
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- if (this.parent === null) { this.matrix = m; return }
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- this._lastSync = 0
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- _creator.setWorldMatrix(this.id, Float32Array.from(matArr(m)))
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- }
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-
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- get position(): Vec3 { const m = this._sync(); return new Vec3(m[12], m[13], m[14]) }
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- set position(v: Vec3Like) { this._lastSync = 0; _creator.setPosition(this.id, cx(v), cy(v), cz(v)) }
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-
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- // Scalar position accessors — the loud, correct way to nudge one axis (`node.x = 3`), so nobody reaches
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- // for `node.position.x = 3` (a no-op: the getter returns a fresh copy).
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- get x(): number { return this._sync()[12] }
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- set x(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, v, m[13], m[14]) }
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- get y(): number { return this._sync()[13] }
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- set y(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], v, m[14]) }
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- get z(): number { return this._sync()[14] }
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- set z(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], m[13], v) }
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-
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- get scale(): Vec3 {
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- if (this._lastSync === 0 || !this._scaleCache) {
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- const m = this._sync()
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- 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]) ]
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- }
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- return new Vec3(this._scaleCache)
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- }
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- set scale(v: Vec3Like | number) {
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- this._lastSync = 0
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- if (typeof v === "number") _creator.setScale(this.id, v, v, v)
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- else _creator.setScale(this.id, cx(v), cy(v), cz(v))
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- }
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-
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- get quaternion(): Quat { return new Mat4(this._sync()).rotation }
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- set quaternion(v: QuatLike) { this._lastSync = 0; _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v)) }
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-
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- get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
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- // order 1 = YXZ — the SDK's euler convention (math/quat.ts); the getter also extracts YXZ, so
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- // the pair round-trips. (Historically this passed 0/XYZ AND the engine stored the euler matrix
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- // transposed — the setter applied the INVERSE rotation. Both fixed 2026-07-10.)
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- set eulerAngles(v: Vec3Like) { this._lastSync = 0; _creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 1) }
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-
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- // --- world-space reads ---
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- get forward(): Vec3 {
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- const v = new Float32Array(3)
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- _creator.getWorldDirection(this.id, 2, v)
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- return new Vec3(-v[0], -v[1], -v[2])
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- }
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- get worldPosition(): Vec3 {
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- const v = new Float32Array(3)
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- _creator.getWorldPosition(this.id, v)
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- return new Vec3(v[0], v[1], v[2])
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- }
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- get worldScale(): Vec3 { return this.worldMatrix.scaling }
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- get worldQuaternion(): Quat { return this.worldMatrix.rotation }
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- get worldEulerAngles(): Vec3 { return this.worldMatrix.eulerAngles }
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-
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- // --- hierarchy ---
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- get parent(): Node | null {
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- const id = _creator.getParent(this.id)
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- return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
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- }
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- get children(): Node[] {
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- return _creator.getChildren(this.id).map((id) => nodeRegistry.get(id) ?? new Node(id))
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- }
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- get childCount(): number { return _creator.getChildCount(this.id) }
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- getChild(index: number): Node | null {
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- const id = _creator.getChild(this.id, index)
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- return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
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- }
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- /** Parent the given nodes under this one. */
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- add(...children: Node[]): this {
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- for (const c of children) _creator.setParent(c.id, this.id, false)
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- return this
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- }
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- setParent(parent: Node | null, worldPositionStays = false): this {
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- if (parent === null) _creator.setParentNull(this.id, worldPositionStays)
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- else _creator.setParent(this.id, parent.id, worldPositionStays)
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- if (worldPositionStays) this._lastSync = 0
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- return this
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- }
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- traverse(callback: (node: Node) => void): void {
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- callback(this)
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- _creator.traverse(this.id, (id) => callback(nodeRegistry.get(id) ?? new Node(id)))
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- }
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- /** Find a descendant by name — bones of a loaded Model included (`hero.bone('RightHand').add(sword)`).
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- * Exact name first, then the part after the last `:` / `|` (Mixamo `mixamorig:Hips` matches `Hips`).
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- * Cached per name; null if absent. */
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- bone(name: string): Node | null {
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- const cache = (this._boneCache ??= new Map<string, Node | null>())
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- const hit = cache.get(name)
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- if (hit !== undefined) return hit
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- let exact: Node | null = null
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- let loose: Node | null = null
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- const want = name.slice(name.search(/[^:|]*$/))
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- _creator.traverse(this.id, (id) => {
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- if (exact) return
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- const n = _creator.getName(id)
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- if (n === name) exact = nodeRegistry.get(id) ?? new Node(id)
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- else if (!loose && n.slice(n.search(/[^:|]*$/)) === want) loose = nodeRegistry.get(id) ?? new Node(id)
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- })
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- const found = exact ?? loose
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- cache.set(name, found)
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- return found
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- }
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-
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- // --- behaviors are aspects: node.aspect(Shape, …) / node.aspect(Physics, …) ---
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-
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- /** Orient the node so the given axis (default "-z", "forward") points at a world point. */
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- lookAt(point: Vec3Like, mode: "z" | "-z" | "x" | "-x" | "y" | "-y" = "-z", ortho: Vec3Like = [ 0, 1, 0 ]): this {
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- const world = this.worldMatrix
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- const pos = world.position
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- let dir = new Vec3(point).sub(pos)
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- const len = dir.length()
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- if (len === 0) return this
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- let axis: string = mode
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- if (mode.startsWith("-")) { dir = dir.scale(-1 / len); axis = mode.slice(1) }
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- else dir = dir.scale(1 / len)
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-
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- const o = new Vec3(ortho)
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- let forward: Vec3, right: Vec3, up: Vec3
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- if (axis === "x") {
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- right = dir; up = o.cross(right).normalize(); forward = up.cross(right).normalize()
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- } else if (axis === "y") {
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- up = dir; right = o.cross(up).normalize(); forward = up.cross(right).normalize()
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- } else {
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- forward = dir; right = o.cross(dir).normalize(); up = dir.cross(right)
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- }
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- const s = world.scaling, w = world.m
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- this.worldMatrix = Float32Array.of(
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- right.x * s.x, right.y * s.x, right.z * s.x, 0,
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- up.x * s.y, up.y * s.y, up.z * s.y, 0,
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- forward.x * s.z, forward.y * s.z, forward.z * s.z, 0,
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- w[12], w[13], w[14], w[15],
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- )
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- return this
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- }
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-
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- // --- events ---
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- override addEventListener<K extends keyof NodeEvents>(channel: K, callback: NodeEvents[K]): void {
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- if (channel === "click") registerTouchEndEvent()
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- else if (channel === "touchstart") registerTouchStartEvent()
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- else if (channel === "enter" || channel === "exit") ensurePhysicsEvents()
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- super.addEventListener(channel, callback)
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- }
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-
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- /** @internal — called by the touch system to deliver a hit. */
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- _dispatchEvent<K extends keyof NodeEvents>(channel: K, ...args: Parameters<NodeEvents[K]>): void {
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- this.dispatch(channel, ...args)
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- }
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-
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- /** @internal — emit a physics contact/trigger event (the physics-event router can't reach dispatch). */
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- _emitCollision(channel: "enter" | "exit", other: Node): void { this.dispatch(channel, other) }
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-
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- /** @internal — host animation-complete callback; forwards to the ModelAnimation aspect (if any).
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- * Returns whether the clip should keep playing. */
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- _onAnimationComplete(clipIndex: number): boolean {
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- return this._animComplete?.(clipIndex) ?? true
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- }
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-
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- /** @internal — emit a GLB animation event (the ModelAnimation aspect can't reach protected dispatch). */
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- _emitAnim(channel: "loopReached" | "completed", clip: number): void { this.dispatch(channel, clip) }
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-
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- destroy(): void {
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- nodeRegistry.delete(this.id)
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- _creator.destroyEntity(this.id)
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- }
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- }
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-
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- /** Read the raw column-major elements out of a Mat4 wrapper or a plain length-16 array. */
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- const matArr = (m: Mat4Like): ArrayLike<number> => (m as { m?: ArrayLike<number> }).m ?? (m as ArrayLike<number>)
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+ // Base 3D scene node — an empty transform. Mesh and Light extend it, so every node operation works
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+ // on them. Native (creator-gl) owns the authoritative transform; reads decompose a cached local
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+ // matrix (re-synced lazily, since physics can write the transform from native each frame).
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+ //
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+ // Capabilities are aspects: node.aspect(Physics, …) (→ node.physics), node.aspect(Shape, …).
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+ // A GLB import is the Model node kind (with the ModelAnimation aspect). Hierarchy lives here.
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+
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+ import { AspectHost } from "../core/Aspect"
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+ import { Registry } from "../core/registry"
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+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
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+ import { Quat, cw, type QuatLike } from "../math/quat"
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+ import { Mat4, type Mat4Like } from "../math/mat4"
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+ import type { Geometry } from "./Geometry"
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+ import { registerTouchEndEvent, registerTouchStartEvent } from "./touch"
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+ import { ensurePhysicsEvents } from "./physicsEvents"
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+ import { glState } from "./state"
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+ import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
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+
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+ /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
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+ export const nodeRegistry = new Registry<Node>()
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+
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+ export type NodeEvents = {
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+ click: (ev: ClickEvent<Node | null>) => void
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+ touchstart: (ev: TouchStartEvent<Node | null>) => void
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+ /** A looping GLB animation clip wrapped around. */
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+ loopReached: (clip: number) => void
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+ /** A non-looping GLB animation clip finished. */
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+ completed: (clip: number) => void
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+ /** AR anchors only (`scene.root` / `scene.createAnchor()`): the anchor began tracking. */
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+ track: () => void
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+ /** AR anchors only: the anchor lost tracking. */
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+ untrack: () => void
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+ /** A physics contact/trigger overlap began (the other body's node). Needs a Shape + Physics/Trigger. */
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+ enter: (other: Node) => void
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+ /** A physics contact/trigger overlap ended. */
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+ exit: (other: Node) => void
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+ }
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+
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+ const shortName = (s: string): string => s.slice(s.search(/[^:|]*$/))
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+
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+ /** Fallback for hosts without `_creator.findNode` (exact name, then short name, first in tree order —
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+ * no skin-joint preference: that needs the host's skin knowledge). 0 when absent. */
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+ const findNodeByWalk = (rootId: number, name: string): number => {
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+ let exact = 0
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+ let loose = 0
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+ const want = shortName(name)
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+ _creator.traverse(rootId, (id) => {
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+ if (exact) return
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+ const n = _creator.getName(id)
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+ if (n === name) exact = id
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+ else if (!loose && shortName(n) === want) loose = id
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+ })
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+ return exact || loose
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+ }
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+
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+ export class Node extends AspectHost<NodeEvents> {
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+ /** Native entity handle. */
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+ readonly id: number
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+
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+ /** AR anchors only — whether the anchor is currently being tracked. Kept in step with the
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+ * 'track' / 'untrack' events; `false` for any non-anchor node. */
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+ isTracked = false
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+
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+ private _matrix?: Float32Array
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+ private _lastSync = 0
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+ private _syncFrame = -1
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+ private _worldMatrix?: Float32Array
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+ private _scaleCache?: [number, number, number]
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+ private _boneCache?: Map<string, Node | null>
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+
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+ /** @internal — the active animation aspect's clip-complete handler (installed by ModelAnimation). */
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+ _animComplete?: (clipIndex: number) => boolean
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+
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+ constructor(internalId?: number) {
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+ super()
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+ this.id = internalId ?? _creator.createEntity()
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+ nodeRegistry.set(this.id, this)
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+ }
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+
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+ /** Geometry, if this node is a Mesh (used by physics auto-shape). Overridden by Mesh. */
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+ get geometry(): Geometry | undefined { return undefined }
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+
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+ // --- name / visibility ---
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+ get name(): string { return _creator.getName(this.id) }
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+ set name(value: string) { _creator.setName(this.id, value) }
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+ get visible(): boolean { return _creator.isVisible(this.id) }
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+ set visible(value: boolean) { _creator.setVisible(this.id, value) }
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+
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+ // --- local transform ---
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+ // Native owns the authoritative matrix; we keep a Float32Array cache (re-synced lazily because physics
91
+ // can rewrite it each frame). The PUBLIC `matrix` getter hands back a fresh Mat4 *copy* (value
92
+ // semantics — mutating it never touches the node until you assign it back). `_sync()` is the internal
93
+ // hot path that returns the cache directly for cheap component reads.
94
+ private _sync(): Float32Array {
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+ if (!this._matrix) this._matrix = new Float32Array(16)
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+ // stale once per render frame (glState.frame — physics/controllers/animation rewrite transforms
97
+ // between frames), or after 10 ms of wall time when no scene loop is running
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+ if (this._lastSync === 0 || this._syncFrame !== glState.frame || Date.now() - this._lastSync > 10) {
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+ _creator.getMatrix(this.id, this._matrix)
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+ this._scaleCache = undefined
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+ this._lastSync = Date.now()
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+ this._syncFrame = glState.frame
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+ }
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+ return this._matrix
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+ }
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+
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+ get matrix(): Mat4 { return new Mat4(this._sync()) }
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+ set matrix(m: Mat4Like) {
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+ if (!this._matrix) this._matrix = new Float32Array(16)
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+ this._matrix.set(matArr(m))
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+ this._lastSync = Date.now()
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+ _creator.setMatrix(this.id, this._matrix)
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+ }
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+
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+ get worldMatrix(): Mat4 {
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+ if (this.parent === null) return this.matrix
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+ if (!this._worldMatrix) this._worldMatrix = new Float32Array(16)
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+ _creator.getWorldMatrix(this.id, this._worldMatrix)
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+ return new Mat4(this._worldMatrix)
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+ }
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+ set worldMatrix(m: Mat4Like) {
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+ const p = this.parent
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+ if (p === null) { this.matrix = m; return }
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+ // local = parentWorld⁻¹ · world, composed here: the native setWorldMatrix ignores the parent (it
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+ // wrote the world matrix as the local one — a bone under a rotated Model wrapper read back with the
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+ // ancestors' rotation applied twice)
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+ this.matrix = p.worldMatrix.invert().mul(m)
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+ }
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+
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+ get position(): Vec3 { const m = this._sync(); return new Vec3(m[12], m[13], m[14]) }
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+ set position(v: Vec3Like) { this._lastSync = 0; _creator.setPosition(this.id, cx(v), cy(v), cz(v)) }
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+
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+ // Scalar position accessors — the loud, correct way to nudge one axis (`node.x = 3`), so nobody reaches
134
+ // for `node.position.x = 3` (a no-op: the getter returns a fresh copy).
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+ get x(): number { return this._sync()[12] }
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+ set x(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, v, m[13], m[14]) }
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+ get y(): number { return this._sync()[13] }
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+ set y(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], v, m[14]) }
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+ get z(): number { return this._sync()[14] }
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+ set z(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], m[13], v) }
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+
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+ get scale(): Vec3 {
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+ if (this._lastSync === 0 || !this._scaleCache) {
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+ const m = this._sync()
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+ 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]) ]
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+ }
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+ return new Vec3(this._scaleCache)
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+ }
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+ set scale(v: Vec3Like | number) {
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+ this._lastSync = 0
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+ if (typeof v === "number") _creator.setScale(this.id, v, v, v)
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+ else _creator.setScale(this.id, cx(v), cy(v), cz(v))
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+ }
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+
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+ get quaternion(): Quat { return new Mat4(this._sync()).rotation }
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+ set quaternion(v: QuatLike) { this._lastSync = 0; _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v)) }
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+
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+ get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
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+ // order 1 = YXZ — the SDK's euler convention (math/quat.ts); the getter also extracts YXZ, so
160
+ // the pair round-trips. (Historically this passed 0/XYZ AND the engine stored the euler matrix
161
+ // transposed — the setter applied the INVERSE rotation. Both fixed 2026-07-10.)
162
+ set eulerAngles(v: Vec3Like) { this._lastSync = 0; _creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 1) }
163
+
164
+ // --- world-space reads ---
165
+ get forward(): Vec3 {
166
+ const v = new Float32Array(3)
167
+ _creator.getWorldDirection(this.id, 2, v)
168
+ return new Vec3(-v[0], -v[1], -v[2])
169
+ }
170
+ get worldPosition(): Vec3 {
171
+ const v = new Float32Array(3)
172
+ _creator.getWorldPosition(this.id, v)
173
+ return new Vec3(v[0], v[1], v[2])
174
+ }
175
+ get worldScale(): Vec3 { return this.worldMatrix.scaling }
176
+ get worldQuaternion(): Quat { return this.worldMatrix.rotation }
177
+ get worldEulerAngles(): Vec3 { return this.worldMatrix.eulerAngles }
178
+
179
+ // --- hierarchy ---
180
+ get parent(): Node | null {
181
+ const id = _creator.getParent(this.id)
182
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
183
+ }
184
+ get children(): Node[] {
185
+ return _creator.getChildren(this.id).map((id) => nodeRegistry.get(id) ?? new Node(id))
186
+ }
187
+ get childCount(): number { return _creator.getChildCount(this.id) }
188
+ getChild(index: number): Node | null {
189
+ const id = _creator.getChild(this.id, index)
190
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
191
+ }
192
+ /** Parent the given nodes under this one. */
193
+ add(...children: Node[]): this {
194
+ for (const c of children) _creator.setParent(c.id, this.id, false)
195
+ return this
196
+ }
197
+ setParent(parent: Node | null, worldPositionStays = false): this {
198
+ if (parent === null) _creator.setParentNull(this.id, worldPositionStays)
199
+ else _creator.setParent(this.id, parent.id, worldPositionStays)
200
+ if (worldPositionStays) this._lastSync = 0
201
+ return this
202
+ }
203
+ traverse(callback: (node: Node) => void): void {
204
+ callback(this)
205
+ _creator.traverse(this.id, (id) => callback(nodeRegistry.get(id) ?? new Node(id)))
206
+ }
207
+ /** Find a descendant by name — bones of a loaded Model included (`hero.bone('RightHand').add(sword)`).
208
+ * Same rule the Animator binds clips with: exact name first, then the part after the last `:` / `|`
209
+ * (Mixamo `mixamorig:Hips` matches `Hips`); a skinned joint beats a plain node of the same name.
210
+ * Cached per name; null if absent. */
211
+ bone(name: string): Node | null {
212
+ const cache = (this._boneCache ??= new Map<string, Node | null>())
213
+ const hit = cache.get(name)
214
+ if (hit !== undefined) return hit
215
+ const id = _creator.findNode ? _creator.findNode(this.id, name) : findNodeByWalk(this.id, name)
216
+ const found = id ? nodeRegistry.get(id) ?? new Node(id) : null
217
+ cache.set(name, found)
218
+ return found
219
+ }
220
+
221
+ // --- behaviors are aspects: node.aspect(Shape, …) / node.aspect(Physics, …) ---
222
+
223
+ /** Orient the node so the given axis (default "-z", "forward") points at a world point. */
224
+ lookAt(point: Vec3Like, mode: "z" | "-z" | "x" | "-x" | "y" | "-y" = "-z", ortho: Vec3Like = [ 0, 1, 0 ]): this {
225
+ const world = this.worldMatrix
226
+ const pos = world.position
227
+ let dir = new Vec3(point).sub(pos)
228
+ const len = dir.length()
229
+ if (len === 0) return this
230
+ let axis: string = mode
231
+ if (mode.startsWith("-")) { dir = dir.scale(-1 / len); axis = mode.slice(1) }
232
+ else dir = dir.scale(1 / len)
233
+
234
+ const o = new Vec3(ortho)
235
+ let forward: Vec3, right: Vec3, up: Vec3
236
+ if (axis === "x") {
237
+ right = dir; up = o.cross(right).normalize(); forward = up.cross(right).normalize()
238
+ } else if (axis === "y") {
239
+ up = dir; right = o.cross(up).normalize(); forward = up.cross(right).normalize()
240
+ } else {
241
+ forward = dir; right = o.cross(dir).normalize(); up = dir.cross(right)
242
+ }
243
+ const s = world.scaling, w = world.m
244
+ this.worldMatrix = Float32Array.of(
245
+ right.x * s.x, right.y * s.x, right.z * s.x, 0,
246
+ up.x * s.y, up.y * s.y, up.z * s.y, 0,
247
+ forward.x * s.z, forward.y * s.z, forward.z * s.z, 0,
248
+ w[12], w[13], w[14], w[15],
249
+ )
250
+ return this
251
+ }
252
+
253
+ // --- events ---
254
+ override addEventListener<K extends keyof NodeEvents>(channel: K, callback: NodeEvents[K]): void {
255
+ if (channel === "click") registerTouchEndEvent()
256
+ else if (channel === "touchstart") registerTouchStartEvent()
257
+ else if (channel === "enter" || channel === "exit") ensurePhysicsEvents()
258
+ super.addEventListener(channel, callback)
259
+ }
260
+
261
+ /** @internal — called by the touch system to deliver a hit. */
262
+ _dispatchEvent<K extends keyof NodeEvents>(channel: K, ...args: Parameters<NodeEvents[K]>): void {
263
+ this.dispatch(channel, ...args)
264
+ }
265
+
266
+ /** @internal — emit a physics contact/trigger event (the physics-event router can't reach dispatch). */
267
+ _emitCollision(channel: "enter" | "exit", other: Node): void { this.dispatch(channel, other) }
268
+
269
+ /** @internal — host animation-complete callback; forwards to the ModelAnimation aspect (if any).
270
+ * Returns whether the clip should keep playing. */
271
+ _onAnimationComplete(clipIndex: number): boolean {
272
+ return this._animComplete?.(clipIndex) ?? true
273
+ }
274
+
275
+ /** @internal — emit a GLB animation event (the ModelAnimation aspect can't reach protected dispatch). */
276
+ _emitAnim(channel: "loopReached" | "completed", clip: number): void { this.dispatch(channel, clip) }
277
+
278
+ destroy(): void {
279
+ nodeRegistry.delete(this.id)
280
+ _creator.destroyEntity(this.id)
281
+ }
282
+ }
283
+
284
+ /** Read the raw column-major elements out of a Mat4 wrapper or a plain length-16 array. */
285
+ const matArr = (m: Mat4Like): ArrayLike<number> => (m as { m?: ArrayLike<number> }).m ?? (m as ArrayLike<number>)