lecodes-cli 0.17.2 → 0.18.1

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Files changed (62) hide show
  1. package/README.md +1 -1
  2. package/dist/index.js +2376 -755
  3. package/package.json +4 -4
  4. package/runtime/scene-harness.json +1 -1
  5. package/runtime/sdk/compile/aspectMacro.ts +52 -8
  6. package/runtime/sdk/compile/assetMacro.ts +116 -15
  7. package/runtime/sdk/compile/bundler.ts +39 -4
  8. package/runtime/sdk/compile/compileProject.ts +16 -1
  9. package/runtime/sdk/compile/header.ts +6 -1
  10. package/runtime/sdk/compile/index.ts +31 -0
  11. package/runtime/sdk/compile/liteMaterial.ts +247 -0
  12. package/runtime/sdk/compile/sceneEditor.ts +11 -1
  13. package/runtime/sdk/compile/shaderSchema.ts +202 -0
  14. package/runtime/sdk/compile/shaderTargets.ts +81 -0
  15. package/runtime/sdk/core/Aspect.ts +363 -95
  16. package/runtime/sdk/core/compWrite.ts +42 -0
  17. package/runtime/sdk/core/fields.ts +1 -1
  18. package/runtime/sdk/core/time.ts +81 -0
  19. package/runtime/sdk/g2/Camera2D.ts +8 -1
  20. package/runtime/sdk/g2/CharacterController2D.ts +253 -53
  21. package/runtime/sdk/g2/Node2D.ts +80 -10
  22. package/runtime/sdk/g2/OneWay2D.ts +66 -0
  23. package/runtime/sdk/g2/Physics2D.ts +240 -30
  24. package/runtime/sdk/g2/Scene2D.ts +33 -1
  25. package/runtime/sdk/g2/Shape2D.ts +218 -22
  26. package/runtime/sdk/g2/Trigger2D.ts +42 -12
  27. package/runtime/sdk/g2/groups2d.ts +106 -0
  28. package/runtime/sdk/g2/loop.ts +15 -4
  29. package/runtime/sdk/gl/Camera.ts +41 -0
  30. package/runtime/sdk/gl/CameraPlace.ts +52 -0
  31. package/runtime/sdk/gl/CharacterController.ts +184 -55
  32. package/runtime/sdk/gl/Gearbox.ts +212 -0
  33. package/runtime/sdk/gl/Geometry.ts +70 -9
  34. package/runtime/sdk/gl/IK.ts +193 -174
  35. package/runtime/sdk/gl/Light.ts +64 -2
  36. package/runtime/sdk/gl/Lightmap.ts +179 -0
  37. package/runtime/sdk/gl/Material.ts +36 -0
  38. package/runtime/sdk/gl/Mesh.ts +6 -23
  39. package/runtime/sdk/gl/Model.ts +23 -8
  40. package/runtime/sdk/gl/Node.ts +350 -285
  41. package/runtime/sdk/gl/Physics.ts +222 -126
  42. package/runtime/sdk/gl/Scene.ts +175 -8
  43. package/runtime/sdk/gl/Shape.ts +255 -12
  44. package/runtime/sdk/gl/Trigger.ts +1 -6
  45. package/runtime/sdk/gl/Vehicle.ts +473 -0
  46. package/runtime/sdk/gl/Wheel.ts +240 -0
  47. package/runtime/sdk/gl/{AnimationClip.ts → animation/AnimationClip.ts} +37 -7
  48. package/runtime/sdk/gl/animation/Animator.ts +87 -0
  49. package/runtime/sdk/gl/animation/Layer.ts +29 -0
  50. package/runtime/sdk/gl/animation/Loop.ts +25 -0
  51. package/runtime/sdk/gl/animation/Playback.ts +43 -0
  52. package/runtime/sdk/gl/animation/core.ts +294 -0
  53. package/runtime/sdk/gl/scenarios.ts +291 -349
  54. package/runtime/sdk/inject.ts +186 -162
  55. package/runtime/sdk/runtime/app.ts +13 -0
  56. package/runtime/sdk/runtime/input.ts +169 -6
  57. package/runtime/sdk/scene/defineScene.ts +1227 -1016
  58. package/runtime/sdk/scene/gizmos.ts +148 -0
  59. package/runtime/sdk/scene/material.ts +188 -0
  60. package/runtime/sdk-types.json +1 -1
  61. package/runtime/sdk/gl/Animator.ts +0 -642
  62. package/runtime/sdk/gl/ModelAnimation.ts +0 -95
@@ -1,285 +1,350 @@
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(Shape, …).
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 { ensurePhysicsEvents } from "./physicsEvents"
16
- import { glState } from "./state"
17
- import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
18
-
19
- /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
20
- export const nodeRegistry = new Registry<Node>()
21
-
22
- export type NodeEvents = {
23
- click: (ev: ClickEvent<Node | null>) => void
24
- touchstart: (ev: TouchStartEvent<Node | null>) => void
25
- /** A looping GLB animation clip wrapped around. */
26
- loopReached: (clip: number) => void
27
- /** A non-looping GLB animation clip finished. */
28
- completed: (clip: number) => void
29
- /** AR anchors only (`scene.root` / `scene.createAnchor()`): the anchor began tracking. */
30
- track: () => void
31
- /** AR anchors only: the anchor lost tracking. */
32
- untrack: () => void
33
- /** A physics contact/trigger overlap began (the other body's node). Needs a Shape + Physics/Trigger. */
34
- enter: (other: Node) => void
35
- /** A physics contact/trigger overlap ended. */
36
- exit: (other: Node) => void
37
- }
38
-
39
- const shortName = (s: string): string => s.slice(s.search(/[^:|]*$/))
40
-
41
- /** Fallback for hosts without `_creator.findNode` (exact name, then short name, first in tree order —
42
- * no skin-joint preference: that needs the host's skin knowledge). 0 when absent. */
43
- const findNodeByWalk = (rootId: number, name: string): number => {
44
- let exact = 0
45
- let loose = 0
46
- const want = shortName(name)
47
- _creator.traverse(rootId, (id) => {
48
- if (exact) return
49
- const n = _creator.getName(id)
50
- if (n === name) exact = id
51
- else if (!loose && shortName(n) === want) loose = id
52
- })
53
- return exact || loose
54
- }
55
-
56
- export class Node extends AspectHost<NodeEvents> {
57
- /** Native entity handle. */
58
- readonly id: number
59
-
60
- /** AR anchors only — whether the anchor is currently being tracked. Kept in step with the
61
- * 'track' / 'untrack' events; `false` for any non-anchor node. */
62
- isTracked = false
63
-
64
- private _matrix?: Float32Array
65
- private _lastSync = 0
66
- private _syncFrame = -1
67
- private _worldMatrix?: Float32Array
68
- private _scaleCache?: [number, number, number]
69
- private _boneCache?: Map<string, Node | null>
70
-
71
- /** @internal — the active animation aspect's clip-complete handler (installed by ModelAnimation). */
72
- _animComplete?: (clipIndex: number) => boolean
73
-
74
- constructor(internalId?: number) {
75
- super()
76
- this.id = internalId ?? _creator.createEntity()
77
- nodeRegistry.set(this.id, this)
78
- }
79
-
80
- /** Geometry, if this node is a Mesh (used by physics auto-shape). Overridden by Mesh. */
81
- get geometry(): Geometry | undefined { return undefined }
82
-
83
- // --- name / visibility ---
84
- get name(): string { return _creator.getName(this.id) }
85
- set name(value: string) { _creator.setName(this.id, value) }
86
- get visible(): boolean { return _creator.isVisible(this.id) }
87
- set visible(value: boolean) { _creator.setVisible(this.id, value) }
88
-
89
- // --- local transform ---
90
- // 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 {
95
- if (!this._matrix) this._matrix = new Float32Array(16)
96
- // 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
98
- if (this._lastSync === 0 || this._syncFrame !== glState.frame || Date.now() - this._lastSync > 10) {
99
- _creator.getMatrix(this.id, this._matrix)
100
- this._scaleCache = undefined
101
- this._lastSync = Date.now()
102
- this._syncFrame = glState.frame
103
- }
104
- return this._matrix
105
- }
106
-
107
- get matrix(): Mat4 { return new Mat4(this._sync()) }
108
- set matrix(m: Mat4Like) {
109
- if (!this._matrix) this._matrix = new Float32Array(16)
110
- this._matrix.set(matArr(m))
111
- this._lastSync = Date.now()
112
- _creator.setMatrix(this.id, this._matrix)
113
- }
114
-
115
- get worldMatrix(): Mat4 {
116
- if (this.parent === null) return this.matrix
117
- if (!this._worldMatrix) this._worldMatrix = new Float32Array(16)
118
- _creator.getWorldMatrix(this.id, this._worldMatrix)
119
- return new Mat4(this._worldMatrix)
120
- }
121
- set worldMatrix(m: Mat4Like) {
122
- const p = this.parent
123
- if (p === null) { this.matrix = m; return }
124
- // local = parentWorld⁻¹ · world, composed here: the native setWorldMatrix ignores the parent (it
125
- // wrote the world matrix as the local one — a bone under a rotated Model wrapper read back with the
126
- // ancestors' rotation applied twice)
127
- this.matrix = p.worldMatrix.invert().mul(m)
128
- }
129
-
130
- get position(): Vec3 { const m = this._sync(); return new Vec3(m[12], m[13], m[14]) }
131
- set position(v: Vec3Like) { this._lastSync = 0; _creator.setPosition(this.id, cx(v), cy(v), cz(v)) }
132
-
133
- // 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).
135
- get x(): number { return this._sync()[12] }
136
- set x(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, v, m[13], m[14]) }
137
- get y(): number { return this._sync()[13] }
138
- set y(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], v, m[14]) }
139
- get z(): number { return this._sync()[14] }
140
- set z(v: number) { const m = this._sync(); this._lastSync = 0; _creator.setPosition(this.id, m[12], m[13], v) }
141
-
142
- get scale(): Vec3 {
143
- if (this._lastSync === 0 || !this._scaleCache) {
144
- const m = this._sync()
145
- 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]) ]
146
- }
147
- return new Vec3(this._scaleCache)
148
- }
149
- set scale(v: Vec3Like | number) {
150
- this._lastSync = 0
151
- if (typeof v === "number") _creator.setScale(this.id, v, v, v)
152
- else _creator.setScale(this.id, cx(v), cy(v), cz(v))
153
- }
154
-
155
- get quaternion(): Quat { return new Mat4(this._sync()).rotation }
156
- set quaternion(v: QuatLike) { this._lastSync = 0; _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v)) }
157
-
158
- get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
159
- // 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>)
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(Shape, …).
6
+ // A GLB import is the Model node kind (with the Animator aspect at model.anim). 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 { ensurePhysicsEvents } from "./physicsEvents"
16
+ import { Material } from "./Material"
17
+ import type { CompAxis, CompWriter } from "../core/compWrite"
18
+ import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
19
+
20
+ /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
21
+ export const nodeRegistry = new Registry<Node>()
22
+
23
+ export type NodeEvents = {
24
+ click: (ev: ClickEvent<Node | null>) => void
25
+ touchstart: (ev: TouchStartEvent<Node | null>) => void
26
+ /** AR anchors only (`scene.root` / `scene.createAnchor()`): the anchor began tracking. */
27
+ track: () => void
28
+ /** AR anchors only: the anchor lost tracking. */
29
+ untrack: () => void
30
+ /** A physics contact/trigger overlap began (the other body's node). Needs a Shape + Physics/Trigger. */
31
+ enter: (other: Node) => void
32
+ /** A physics contact/trigger overlap ended. */
33
+ exit: (other: Node) => void
34
+ }
35
+
36
+ const shortName = (s: string): string => s.slice(s.search(/[^:|]*$/))
37
+
38
+ /** Fallback for hosts without `_creator.findNode` (exact name, then short name, first in tree order —
39
+ * no skin-joint preference: that needs the host's skin knowledge). 0 when absent. */
40
+ const findNodeByWalk = (rootId: number, name: string): number => {
41
+ let exact = 0
42
+ let loose = 0
43
+ const want = shortName(name)
44
+ _creator.traverse(rootId, (id) => {
45
+ if (exact) return
46
+ const n = _creator.getName(id)
47
+ if (n === name) exact = id
48
+ else if (!loose && shortName(n) === want) loose = id
49
+ })
50
+ return exact || loose
51
+ }
52
+
53
+ // Scratch for the world-position read-back in _setOwnedPosition (one per module, never handed out).
54
+ const worldScratch = new Float32Array(3)
55
+
56
+ export class Node extends AspectHost<NodeEvents> implements CompWriter {
57
+ /** Native entity handle. */
58
+ readonly id: number
59
+
60
+ /** AR anchors only — whether the anchor is currently being tracked. Kept in step with the
61
+ * 'track' / 'untrack' events; `false` for any non-anchor node. */
62
+ isTracked = false
63
+
64
+ private _matrix?: Float32Array
65
+ private _worldMatrix?: Float32Array
66
+ private _boneCache?: Map<string, Node | null>
67
+ /** Materials assigned through setMaterial, by primitive slot (a Mesh fills slot 0 itself). */
68
+ protected _materials?: Material[]
69
+
70
+ constructor(internalId?: number) {
71
+ super()
72
+ this.id = internalId ?? _creator.createEntity()
73
+ nodeRegistry.set(this.id, this)
74
+ }
75
+
76
+ /** Geometry, if this node is a Mesh (used by physics auto-shape). Overridden by Mesh. */
77
+ get geometry(): Geometry | undefined { return undefined }
78
+
79
+ // --- name / visibility ---
80
+ get name(): string { return _creator.getName(this.id) }
81
+ set name(value: string) { _creator.setName(this.id, value) }
82
+ get visible(): boolean { return _creator.isVisible(this.id) }
83
+ set visible(value: boolean) { _creator.setVisible(this.id, value) }
84
+
85
+ // --- local transform ---
86
+ // Native owns the authoritative matrix. `_sync()` reads it into a per-node scratch buffer on EVERY
87
+ // call: a bridge read is ~40 ns on QuickJS — what the Date.now() of a staleness check cost — so a
88
+ // cache bought nothing and needed invalidation hooks (physics / controllers / animation rewrite
89
+ // transforms natively between frames). The PUBLIC `matrix` getter hands back a fresh Mat4 *copy*
90
+ // (value semantics — mutating it never touches the node until you assign it back); `_sync()` is
91
+ // the internal hot path for component reads.
92
+ private _sync(): Float32Array {
93
+ const m = this._matrix ?? (this._matrix = new Float32Array(16))
94
+ _creator.getMatrix(this.id, m)
95
+ return m
96
+ }
97
+
98
+ get matrix(): Mat4 { return new Mat4(this._sync()) }
99
+ set matrix(m: Mat4Like) {
100
+ const buf = this._matrix ?? (this._matrix = new Float32Array(16))
101
+ buf.set(matArr(m))
102
+ _creator.setMatrix(this.id, buf)
103
+ // A matrix write on a physics-owned node must move the engine object too, or it is silently
104
+ // overwritten by the next sync. Position always; rotation only for a BODY (see _setOwnedRotation).
105
+ // Scale is never routed — a Jolt shape is built at a fixed size, that is `Shape`'s job.
106
+ // `worldMatrix` composes into this setter, so it is covered here too.
107
+ if (this._xf) {
108
+ this._setOwnedPosition(buf[12], buf[13], buf[14])
109
+ this._setOwnedRotation()
110
+ }
111
+ }
112
+
113
+ get worldMatrix(): Mat4 {
114
+ if (this.parent === null) return this.matrix
115
+ if (!this._worldMatrix) this._worldMatrix = new Float32Array(16)
116
+ _creator.getWorldMatrix(this.id, this._worldMatrix)
117
+ return new Mat4(this._worldMatrix)
118
+ }
119
+ set worldMatrix(m: Mat4Like) {
120
+ const p = this.parent
121
+ if (p === null) { this.matrix = m; return }
122
+ // local = parentWorld⁻¹ · world, composed here: the native setWorldMatrix ignores the parent (it
123
+ // wrote the world matrix as the local one — a bone under a rotated Model wrapper read back with the
124
+ // ancestors' rotation applied twice)
125
+ this.matrix = p.worldMatrix.invert().mul(m)
126
+ }
127
+
128
+ /** @internal The engine object that mirrors this node's transform, if any — a physics body or a
129
+ * character (0 = none). `position` writes are routed to it as well, because the engine is the
130
+ * authority: on a dynamic body a plain setPosition is overwritten by the next sync, and on a
131
+ * static / pick / trigger body it would leave the COLLIDER behind while the node moved. Set by
132
+ * Shape (bodies) and CharacterController. */
133
+ _xf = 0
134
+ /** @internal What `_xf` is: 1 = character, 2 = physics body. */
135
+ _xfKind = 0
136
+
137
+ // Route a position write to the engine object that owns this node. Kept out of the setters' hot path
138
+ // (they only pay one truthiness check). `position` stays a LOCAL coordinate like on every node, while
139
+ // physics works in world space — so the node is written first and the world point read back natively
140
+ // (one bridge call for any parent depth, no allocation; the native transform manager updates the
141
+ // world matrix synchronously).
142
+ private _setOwnedPosition(x: number, y: number, z: number): void {
143
+ _creator.setPosition(this.id, x, y, z) // keep the node itself right, so a read-back is immediate
144
+ _creator.getWorldPosition(this.id, worldScratch)
145
+ if (this._xfKind === 1) _creator.characterSetPosition(this._xf, worldScratch[0], worldScratch[1], worldScratch[2])
146
+ else _creator.physicsSetBodyPosition(this._xf, worldScratch[0], worldScratch[1], worldScratch[2])
147
+ }
148
+
149
+ // The rotation half of the same routing. BODIES ONLY: a character's rotation is node-owned by design
150
+ // (the engine writes its position and nothing else — a capsule is symmetric about its up axis, so its
151
+ // yaw is physically meaningless), and pushing one into Jolt would invent an authority that isn't there.
152
+ // The node has already been written by the caller, so the world rotation is read back from it — that
153
+ // way the engine's own euler convention decides, instead of this file re-deriving it.
154
+ private _setOwnedRotation(): void {
155
+ if (this._xfKind !== 2 || !_creator.physicsSetBodyRotation) return
156
+ const q = this.worldMatrix.rotation
157
+ _creator.physicsSetBodyRotation(this._xf, q.x, q.y, q.z, q.w)
158
+ }
159
+
160
+ get position(): Vec3 { const m = this._sync(); return new Vec3(m[12], m[13], m[14]) }
161
+ set position(v: Vec3Like) {
162
+ if (this._xf) this._setOwnedPosition(cx(v), cy(v), cz(v))
163
+ else _creator.setPosition(this.id, cx(v), cy(v), cz(v))
164
+ }
165
+
166
+ // Scalar position accessors — one axis without touching the others (`node.x = 3`). The direct spelling
167
+ // `node.position.x = 3` compiles to the same thing (chisel's comp_write pass routes it through
168
+ // `_writeComp` below); only a STORED copy of `position` is still a copy.
169
+ get x(): number { return this._sync()[12] }
170
+ set x(v: number) { const m = this._sync(); if (this._xf) this._setOwnedPosition(v, m[13], m[14]); else _creator.setPosition(this.id, v, m[13], m[14]) }
171
+ get y(): number { return this._sync()[13] }
172
+ set y(v: number) { const m = this._sync(); if (this._xf) this._setOwnedPosition(m[12], v, m[14]); else _creator.setPosition(this.id, m[12], v, m[14]) }
173
+ get z(): number { return this._sync()[14] }
174
+ set z(v: number) { const m = this._sync(); if (this._xf) this._setOwnedPosition(m[12], m[13], v); else _creator.setPosition(this.id, m[12], m[13], v) }
175
+
176
+ /** @internal chisel `comp_write` (see core/compWrite.ts): `node.position.<axis> = v` is compiled to a
177
+ * call here; the scalar setters already carry the physics routing. The list is compile-time data. */
178
+ static _comps = [ "position" ]
179
+ _writeComp(_prop: string, axis: CompAxis, v: number): void {
180
+ if (axis === "x") this.x = v
181
+ else if (axis === "y") this.y = v
182
+ else if (axis === "z") this.z = v
183
+ }
184
+
185
+ get scale(): Vec3 {
186
+ const m = this._sync()
187
+ return new Vec3(Math.hypot(m[0], m[1], m[2]), Math.hypot(m[4], m[5], m[6]), Math.hypot(m[8], m[9], m[10]))
188
+ }
189
+ set scale(v: Vec3Like | number) {
190
+ if (typeof v === "number") _creator.setScale(this.id, v, v, v)
191
+ else _creator.setScale(this.id, cx(v), cy(v), cz(v))
192
+ }
193
+
194
+ get quaternion(): Quat { return new Mat4(this._sync()).rotation }
195
+ set quaternion(v: QuatLike) {
196
+ _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v))
197
+ if (this._xf) this._setOwnedRotation()
198
+ }
199
+
200
+ get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
201
+ // order 1 = YXZ — the SDK's euler convention (math/quat.ts); the getter also extracts YXZ, so
202
+ // the pair round-trips. (Historically this passed 0/XYZ AND the engine stored the euler matrix
203
+ // transposed — the setter applied the INVERSE rotation. Both fixed 2026-07-10.)
204
+ set eulerAngles(v: Vec3Like) {
205
+ _creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 1)
206
+ if (this._xf) this._setOwnedRotation()
207
+ }
208
+
209
+ // --- world-space reads ---
210
+ get forward(): Vec3 {
211
+ const v = new Float32Array(3)
212
+ _creator.getWorldDirection(this.id, 2, v)
213
+ return new Vec3(-v[0], -v[1], -v[2])
214
+ }
215
+ get worldPosition(): Vec3 {
216
+ const v = new Float32Array(3)
217
+ _creator.getWorldPosition(this.id, v)
218
+ return new Vec3(v[0], v[1], v[2])
219
+ }
220
+ get worldScale(): Vec3 { return this.worldMatrix.scaling }
221
+ get worldQuaternion(): Quat { return this.worldMatrix.rotation }
222
+ get worldEulerAngles(): Vec3 { return this.worldMatrix.eulerAngles }
223
+
224
+ // --- hierarchy ---
225
+ get parent(): Node | null {
226
+ const id = _creator.getParent(this.id)
227
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
228
+ }
229
+ get children(): Node[] {
230
+ return _creator.getChildren(this.id).map((id) => nodeRegistry.get(id) ?? new Node(id))
231
+ }
232
+ get childCount(): number { return _creator.getChildCount(this.id) }
233
+ getChild(index: number): Node | null {
234
+ const id = _creator.getChild(this.id, index)
235
+ return id === 0 ? null : (nodeRegistry.get(id) ?? new Node(id))
236
+ }
237
+ /** Parent the given nodes under this one. */
238
+ add(...children: Node[]): this {
239
+ for (const c of children) _creator.setParent(c.id, this.id, false)
240
+ return this
241
+ }
242
+ setParent(parent: Node | null, worldPositionStays = false): this {
243
+ if (parent === null) _creator.setParentNull(this.id, worldPositionStays)
244
+ else _creator.setParent(this.id, parent.id, worldPositionStays)
245
+ return this
246
+ }
247
+ traverse(callback: (node: Node) => void): void {
248
+ callback(this)
249
+ _creator.traverse(this.id, (id) => callback(nodeRegistry.get(id) ?? new Node(id)))
250
+ }
251
+ // --- materials (any renderable: a Mesh, or an internal node of a loaded Model) ---
252
+ /** The material assigned to slot 0 through this API (null before one is set — a GLB part's own
253
+ * glTF material stays native-side). */
254
+ get material(): Material | null { return this.getMaterial(0) }
255
+ set material(m: Material) { this.setMaterial(m, 0) }
256
+ /** Replace the material of one primitive slot (`index` = the primitive's order in the glTF
257
+ * mesh; a primitive-shape Mesh has one slot). */
258
+ setMaterial(material: Material, index = 0): this {
259
+ (this._materials ??= [])[index] = material
260
+ _creator.setMaterial(this.id, Material.idOf(material), index)
261
+ return this
262
+ }
263
+ /** The material previously assigned to `index` (null when none was — see Mesh for the probe). */
264
+ getMaterial(index = 0): Material | null {
265
+ return this._materials?.[index] ?? null
266
+ }
267
+
268
+ /** Find a descendant by name — bones of a loaded Model included (`hero.bone('RightHand').add(sword)`).
269
+ * Same rule the Animator binds clips with: exact name first, then the part after the last `:` / `|`
270
+ * (Mixamo `mixamorig:Hips` matches `Hips`); a skinned joint beats a plain node of the same name.
271
+ * Cached per name; null if absent. */
272
+ bone(name: string): Node | null {
273
+ const cache = (this._boneCache ??= new Map<string, Node | null>())
274
+ const hit = cache.get(name)
275
+ if (hit !== undefined) return hit
276
+ const id = _creator.findNode ? _creator.findNode(this.id, name) : findNodeByWalk(this.id, name)
277
+ const found = id ? nodeRegistry.get(id) ?? new Node(id) : null
278
+ cache.set(name, found)
279
+ return found
280
+ }
281
+
282
+ // --- behaviors are aspects: node.aspect(Shape, …) / node.aspect(Physics, …) ---
283
+
284
+ /** Orient the node so the given axis (default "-z", "forward") points at a world point. */
285
+ lookAt(point: Vec3Like, mode: "z" | "-z" | "x" | "-x" | "y" | "-y" = "-z", ortho: Vec3Like = [ 0, 1, 0 ]): this {
286
+ const world = this.worldMatrix
287
+ const pos = world.position
288
+ let dir = new Vec3(point).sub(pos)
289
+ const len = dir.length()
290
+ if (len === 0) return this
291
+ let axis: string = mode
292
+ if (mode.startsWith("-")) { dir = dir.scale(-1 / len); axis = mode.slice(1) }
293
+ else dir = dir.scale(1 / len)
294
+
295
+ const o = new Vec3(ortho)
296
+ let forward: Vec3, right: Vec3, up: Vec3
297
+ if (axis === "x") {
298
+ right = dir; up = o.cross(right).normalize(); forward = up.cross(right).normalize()
299
+ } else if (axis === "y") {
300
+ up = dir; right = o.cross(up).normalize(); forward = up.cross(right).normalize()
301
+ } else {
302
+ forward = dir; right = o.cross(dir).normalize(); up = dir.cross(right)
303
+ }
304
+ const s = world.scaling, w = world.m
305
+ this.worldMatrix = Float32Array.of(
306
+ right.x * s.x, right.y * s.x, right.z * s.x, 0,
307
+ up.x * s.y, up.y * s.y, up.z * s.y, 0,
308
+ forward.x * s.z, forward.y * s.z, forward.z * s.z, 0,
309
+ w[12], w[13], w[14], w[15],
310
+ )
311
+ return this
312
+ }
313
+
314
+ // --- events ---
315
+ override addEventListener<K extends keyof NodeEvents>(channel: K, callback: NodeEvents[K]): void {
316
+ if (channel === "click") registerTouchEndEvent()
317
+ else if (channel === "touchstart") registerTouchStartEvent()
318
+ else if (channel === "enter" || channel === "exit") ensurePhysicsEvents()
319
+ super.addEventListener(channel, callback)
320
+ }
321
+
322
+ /** @internal — called by the touch system to deliver a hit. */
323
+ _dispatchEvent<K extends keyof NodeEvents>(channel: K, ...args: Parameters<NodeEvents[K]>): void {
324
+ this.dispatch(channel, ...args)
325
+ }
326
+
327
+ /** @internal — emit a physics contact/trigger event (the physics-event router can't reach dispatch). */
328
+ _emitCollision(channel: "enter" | "exit", other: Node): void { this.dispatch(channel, other) }
329
+
330
+
331
+ /** Destroy this node and its whole subtree. Every aspect in the subtree is detached first (its
332
+ * `onDetach` runs: physics bodies released, updaters unregistered, listeners dropped) — native
333
+ * `destroyEntity` frees the entity tree but knows nothing about JS-side aspects, and a destroyed
334
+ * node's `update()` must not keep ticking. Deepest nodes go first, then this one. */
335
+ destroy(): void {
336
+ const subtree: Node[] = [this]
337
+ _creator.traverse(this.id, (id) => { const n = nodeRegistry.get(id); if (n) subtree.push(n) })
338
+ for (let i = subtree.length - 1; i >= 0; i--) {
339
+ const n = subtree[i]
340
+ n._detachAll()
341
+ n._xf = 0
342
+ n._xfKind = 0
343
+ nodeRegistry.delete(n.id)
344
+ }
345
+ _creator.destroyEntity(this.id)
346
+ }
347
+ }
348
+
349
+ /** Read the raw column-major elements out of a Mat4 wrapper or a plain length-16 array. */
350
+ const matArr = (m: Mat4Like): ArrayLike<number> => (m as { m?: ArrayLike<number> }).m ?? (m as ArrayLike<number>)