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
@@ -8,15 +8,42 @@
8
8
  // wall.aspect(Shape, { box: [1, 2, 1] }).aspect(Physics, { motion: 'static' })
9
9
  // coin.aspect(Shape, { sphere: 0.5 }).aspect(Trigger)
10
10
  // crate.aspect(Shape, {}).aspect(Physics) // auto box from the mesh AABB × world scale
11
+ // barrel.aspect(Shape, { capsule: {…}, origin: [0, 0.9, 0] }) // collider lifted off the pivot
12
+ // tree.aspect(Shape, {}).shape.fit('capsule') // dimensions measured from the model
11
13
  //
12
14
  // Explicit dims are world-space half-extents (not scaled by the node). Use {} ("auto") to track the
13
- // mesh × world scale. Note: a Shape-only pick body is a STATIC snapshot at attach time — for a moving
14
- // pickable object add a Physics body (which follows the sim), rather than relying on the pick body.
15
+ // mesh × world scale. `origin` moves the shape off the node's pivot (world units, in the node's
16
+ // rotated frame) — the usual case is a model whose art sits above its origin. Note: a Shape-only
17
+ // pick body is a STATIC snapshot at attach time — for a moving pickable object add a Physics body
18
+ // (which follows the sim), rather than relying on the pick body.
15
19
 
16
20
  import { Aspect } from "../core/Aspect"
17
21
  import { cx, cy, cz, type Vec3Like } from "../math/vec"
18
22
  import type { Node } from "./Node"
19
23
 
24
+ /** Which geometry a Shape uses — the one-of the fields below encode (see `_build`'s order). */
25
+ export type ShapeKind = "auto" | "box" | "sphere" | "cylinder" | "capsule" | "mesh" | "convex"
26
+
27
+ /** A node-local AABB, in the node's OWN frame (its own transform excluded), before world scale. */
28
+ export type ShapeBounds = { min: [number, number, number], max: [number, number, number] }
29
+
30
+ /** Dimensions measured from a node's rendered geometry — what `Shape.fit` writes, and the numbers
31
+ * the scene editor's "Fit to mesh" button puts in the file. Exactly one dimension key is set (none
32
+ * for a mesh/convex kind, whose geometry is the mesh itself); `origin` centres it on the art. */
33
+ export type ShapeFit = {
34
+ box?: [number, number, number]
35
+ sphere?: number
36
+ cylinder?: { halfHeight: number, radius: number }
37
+ capsule?: { halfHeight: number, radius: number }
38
+ origin: [number, number, number]
39
+ }
40
+
41
+ /** Half-extents below this collapse a shape (Jolt refuses a box thinner than its convex radius,
42
+ * and a zero-radius sphere) — a fitted plane or a decal quad lands here. */
43
+ const MIN_HALF = 0.001
44
+ const r4 = (v: number): number => Math.round(v * 1e4) / 1e4
45
+ const dim = (v: number): number => Math.max(MIN_HALF, r4(v))
46
+
20
47
  export class Shape extends Aspect<"shape", Node> {
21
48
  static readonly aspect = "shape"
22
49
 
@@ -33,11 +60,29 @@ export class Shape extends Aspect<"shape", Node> {
33
60
  * only (a dynamic body can't be a triangle mesh; Physics throws). `'convex'` = convex hull of the
34
61
  * vertices, works for dynamic bodies too. A Model uses its bind pose (skinned parts skipped). */
35
62
  mesh?: boolean | "convex"
63
+ /**
64
+ * The shape's centre, relative to the node's origin — world units in the node's ROTATED frame
65
+ * (the node's scale is ignored, exactly like the explicit dimensions above). Default [0, 0, 0].
66
+ *
67
+ * A model's pivot is rarely its centre of volume (a character stands ON its origin, a wheel hangs
68
+ * off its axle), so a collider centred on the pivot is half sunk into the floor. `origin` lifts it
69
+ * without moving the node: `{ capsule: { halfHeight: 0.6, radius: 0.3 }, origin: [0, 0.9, 0] }`.
70
+ * `fit()` and the scene editor's "Fit to mesh" fill it in from the rendered bounds.
71
+ *
72
+ * On a DYNAMIC body the offset also moves the centre of mass, so a lopsided collider tips the way
73
+ * you would expect. With no `origin` an auto shape (`{}`) still centres itself on the node's own
74
+ * mesh bounds — only explicit dimensions sit on the pivot by default.
75
+ */
76
+ origin?: Vec3Like
36
77
  /** Whether pointer rays can hit this shape (click / touchstart). Default true. */
37
78
  raycast = true
38
79
 
39
80
  private _shapeId = 0
40
81
  private _bodyId = 0
82
+ /** Centre the "auto" box measured for itself — used when `origin` isn't set explicitly. */
83
+ private _autoOrigin: [number, number, number] | null = null
84
+ /** Geometry props as of the last build (see onReconfigure). */
85
+ private _sig = ""
41
86
 
42
87
  /** @internal native shape id (0 if the build has no physics). */
43
88
  get shapeId(): number { return this._shapeId }
@@ -53,16 +98,130 @@ export class Shape extends Aspect<"shape", Node> {
53
98
  onDetach(): void {
54
99
  if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
55
100
  if (this._shapeId) { _creator.physicsDestroyShape(this._shapeId); this._shapeId = 0 }
101
+ this.node._xf = 0
102
+ this.node._xfKind = 0
103
+ }
104
+
105
+ /** Re-configuring (`node.aspect(Shape, { origin })`) rebuilds the geometry when a dimension, the
106
+ * kind or the origin changed, and re-applies pickability. The body keeps its id and velocity. */
107
+ onReconfigure(): void {
108
+ if (this._signature() !== this._sig) this._rebuild()
109
+ if (this._bodyId) _creator.physicsSetPickable(this._bodyId, this.raycast)
110
+ }
111
+
112
+ /**
113
+ * Measure the node's rendered geometry and size the collider to it — the code half of the scene
114
+ * editor's "Fit to mesh". Keeps the current kind unless one is passed; `auto` becomes an explicit
115
+ * box, and a mesh/convex shape only has its `origin` cleared (its geometry IS the mesh).
116
+ *
117
+ * crate.aspect(Shape, {}).shape.fit() // box around what the model actually draws
118
+ * hero.aspect(Shape, {}).shape.fit('capsule') // capsule of the same height + girth
119
+ *
120
+ * A model loads asynchronously, so fit AFTER its `load()` resolves — an empty subtree measures as
121
+ * nothing and the call is a no-op (it warns). Rebuilds the live shape, keeping the body.
122
+ */
123
+ fit(kind?: ShapeKind): this {
124
+ const f = Shape.fitTo(this.node, kind ?? this.kind)
125
+ if (!f) {
126
+ console.warn(`Shape.fit: "${this.node.name}" has no geometry to measure yet (a model still loading, or a node with no mesh)`)
127
+ return this
128
+ }
129
+ this.box = f.box
130
+ this.sphere = f.sphere
131
+ this.cylinder = f.cylinder
132
+ this.capsule = f.capsule
133
+ if (kind === "mesh") this.mesh = true
134
+ else if (kind === "convex") this.mesh = "convex"
135
+ else if (kind !== undefined) this.mesh = undefined
136
+ this.origin = f.origin
137
+ this._rebuild()
138
+ return this
139
+ }
140
+
141
+ /** Which geometry this shape currently uses (the `_build` dispatch, as a name). */
142
+ get kind(): ShapeKind {
143
+ if (this.mesh === "convex") return "convex"
144
+ if (this.mesh) return "mesh"
145
+ if (this.sphere !== undefined) return "sphere"
146
+ if (this.cylinder) return "cylinder"
147
+ if (this.capsule) return "capsule"
148
+ if (this.box) return "box"
149
+ return "auto"
150
+ }
151
+
152
+ // ---- fitting (static, so the scene-editor harness can measure without attaching) -------------
153
+
154
+ /**
155
+ * The node's subtree AABB in its OWN local frame (its own transform excluded), or null when there
156
+ * is nothing to measure. Reads the engine's bounds — which cover a loaded GLB and every child —
157
+ * and falls back to a Mesh node's own CPU geometry on hosts without them.
158
+ */
159
+ static boundsOf(node: Node): ShapeBounds | null {
160
+ const box = _creator.computeBoundingBox?.(node.id)
161
+ if (box && (box[3] - box[0] > 1e-6 || box[4] - box[1] > 1e-6 || box[5] - box[2] > 1e-6)) {
162
+ return { min: [box[0], box[1], box[2]], max: [box[3], box[4], box[5]] }
163
+ }
164
+ const v = node.geometry?.vertices
165
+ if (!v || v.length < 3) return null
166
+ const min: [number, number, number] = [Infinity, Infinity, Infinity]
167
+ const max: [number, number, number] = [-Infinity, -Infinity, -Infinity]
168
+ for (let i = 0; i + 2 < v.length; i += 3) {
169
+ for (let k = 0; k < 3; k++) {
170
+ if (v[i + k] < min[k]) min[k] = v[i + k]
171
+ if (v[i + k] > max[k]) max[k] = v[i + k]
172
+ }
173
+ }
174
+ return isFinite(min[0]) ? { min, max } : null
175
+ }
176
+
177
+ /**
178
+ * Dimensions + origin that make `kind` hug what `node` renders — world units, so the node's world
179
+ * scale is baked in exactly as the Shape fields expect. Null when the node has no geometry (a
180
+ * model that hasn't loaded, an empty).
181
+ */
182
+ static fitTo(node: Node, kind: ShapeKind = "box"): ShapeFit | null {
183
+ const b = Shape.boundsOf(node)
184
+ return b ? Shape.fitBounds(b, node.worldScale, kind) : null
185
+ }
186
+
187
+ /**
188
+ * The measuring itself, over plain numbers: a node-local AABB + the node's world scale in, shape
189
+ * dimensions out. Separate from `fitTo` so the scene-editor harness can measure a node from
190
+ * ANOTHER bundle without touching accessors the bundler may have shaken out of it.
191
+ *
192
+ * A sphere takes the LARGEST half-extent and a cylinder/capsule the larger of X/Z, so the fit
193
+ * reads as the object's silhouette rather than as an enclosing ball; adjust from there.
194
+ */
195
+ static fitBounds(bounds: ShapeBounds, scale: Vec3Like, kind: ShapeKind = "box"): ShapeFit {
196
+ const sc = [Math.abs(cx(scale)), Math.abs(cy(scale)), Math.abs(cz(scale))]
197
+ const half = [0, 1, 2].map((k) => (bounds.max[k] - bounds.min[k]) * 0.5 * sc[k])
198
+ const origin = [0, 1, 2].map((k) => r4((bounds.max[k] + bounds.min[k]) * 0.5 * sc[k])) as [number, number, number]
199
+ if (kind === "mesh" || kind === "convex") return { origin: [0, 0, 0] } // the mesh IS the geometry
200
+ if (kind === "sphere") return { sphere: dim(Math.max(half[0], half[1], half[2])), origin }
201
+ if (kind === "cylinder" || kind === "capsule") {
202
+ const radius = dim(Math.max(half[0], half[2]))
203
+ const halfHeight = kind === "capsule" ? Math.max(0, r4(half[1] - radius)) : dim(half[1])
204
+ return { [kind]: { halfHeight, radius }, origin }
205
+ }
206
+ return { box: [dim(half[0]), dim(half[1]), dim(half[2])], origin }
56
207
  }
57
208
 
58
- /** @internal Physics/Trigger take over: drop the pick body and hand back the shape id. */
209
+ // ---- body/shape lifetime --------------------------------------------------------------------
210
+
211
+ /** @internal Physics/Trigger/CharacterController/Vehicle take over: drop the pick body and hand back
212
+ * the shape id. The node's transform owner goes with the body (the new owner sets its own). */
59
213
  _claim(): number {
60
214
  if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
215
+ this.node._xf = 0
216
+ this.node._xfKind = 0
61
217
  return this._shapeId
62
218
  }
63
- /** @internal Physics/Trigger report the body they created, so Shape owns its lifetime + pickability. */
219
+ /** @internal Physics/Trigger report the body they created, so Shape owns its lifetime + pickability.
220
+ * 0 = they are detaching and no longer own it. */
64
221
  _ownBody(bodyId: number): void {
65
222
  this._bodyId = bodyId
223
+ this.node._xf = bodyId // route node.position writes to the body (see Node._setOwnedPosition)
224
+ this.node._xfKind = bodyId ? 2 : 0
66
225
  if (!this.raycast && bodyId) _creator.physicsSetPickable(bodyId, false)
67
226
  }
68
227
  /** @internal restore a pick-only body when Physics/Trigger detach but the Shape remains. */
@@ -72,19 +231,97 @@ export class Shape extends Aspect<"shape", Node> {
72
231
 
73
232
  private _createPickBody(): void {
74
233
  this._bodyId = _creator.physicsCreateBody(this.node.id, this._shapeId, 0, 0, false, /*pickOnly*/ true)
234
+ // Route position writes here too: the pick body is a static snapshot, so without this a moved node
235
+ // would keep taking its clicks at the old place.
236
+ this.node._xf = this._bodyId
237
+ this.node._xfKind = this._bodyId ? 2 : 0
75
238
  if (!this.raycast && this._bodyId) _creator.physicsSetPickable(this._bodyId, false)
76
239
  }
77
240
 
78
241
  /** @internal true for an exact triangle mesh — Physics refuses a dynamic body on it. */
79
242
  get _isTriangleMesh(): boolean { return this.mesh === true }
80
243
 
244
+ // Rebuild the geometry in place: the body keeps its id, velocity and world transform (Physics
245
+ // holds that id, so re-creating the body instead would strand it). A shape a CharacterController
246
+ // or a Vehicle claimed is theirs — they were handed the old one and keep it.
247
+ private _rebuild(): void {
248
+ if (!this._shapeId) return // never attached, or a build without physics
249
+ const previous = this._shapeId
250
+ const previousSig = this._sig
251
+ const id = this._build()
252
+ if (!id) return // build failed — keep what works
253
+
254
+ // A CharacterController owns its shape and can REFUSE the swap: standing up under a pipe doesn't
255
+ // fit. Nothing is half-applied on refusal, so the fix is to stay UNCOMMITTED — leave `_sig` on the
256
+ // old geometry, and the next `node.aspect(Shape, …)` with the same dimensions sees a difference
257
+ // and tries again. That retry is the headroom test, and it is exact (the real capsule, not a ray).
258
+ const charId = this.node._xfKind === 1 ? this.node._xf : 0
259
+ if (charId) {
260
+ if (_creator.characterSetShape?.(charId, id)) {
261
+ this._shapeId = id
262
+ this._resizeRefused = false
263
+ _creator.physicsDestroyShape(previous)
264
+ } else {
265
+ _creator.physicsDestroyShape(id) // drop what we just built; the old collider stays live
266
+ this._sig = previousSig
267
+ this._resizeRefused = !!_creator.characterSetShape
268
+ if (!_creator.characterSetShape) {
269
+ console.warn(`Shape: this host can't resize a live CharacterController — "${this.node.name}" keeps its current collider`)
270
+ }
271
+ }
272
+ return
273
+ }
274
+
275
+ this._shapeId = id
276
+ if (this._bodyId) {
277
+ if (_creator.physicsSetBodyShape) _creator.physicsSetBodyShape(this._bodyId, id, true)
278
+ else console.warn("Shape: this host can't re-shape a live body — the new dimensions apply from the next attach")
279
+ } else {
280
+ console.warn(`Shape: "${this.node.name}"'s geometry is owned by a Vehicle — re-attach it to pick up the new dimensions`)
281
+ }
282
+ _creator.physicsDestroyShape(previous)
283
+ }
284
+
285
+ /** @internal True while a requested resize has been refused — the fields say one thing, the engine
286
+ * is still using another. Surfaced as `controller.resizing`. */
287
+ _resizeRefused = false
288
+
81
289
  private _build(): number {
82
- if (this.mesh) return this._buildMesh(this.mesh === "convex")
83
- if (this.sphere !== undefined) return _creator.physicsBuildSphere(this.sphere)
84
- if (this.cylinder) return _creator.physicsBuildCylinder(this.cylinder.halfHeight, this.cylinder.radius)
85
- if (this.capsule) return _creator.physicsBuildCapsule(this.capsule.halfHeight, this.capsule.radius)
86
- if (this.box) return _creator.physicsBuildBox(cx(this.box), cy(this.box), cz(this.box))
87
- return this._buildAutoBox()
290
+ this._autoOrigin = null
291
+ this._sig = this._signature()
292
+ let id = 0
293
+ if (this.mesh) id = this._buildMesh(this.mesh === "convex")
294
+ else if (this.sphere !== undefined) id = _creator.physicsBuildSphere(this.sphere)
295
+ else if (this.cylinder) id = _creator.physicsBuildCylinder(this.cylinder.halfHeight, this.cylinder.radius)
296
+ else if (this.capsule) id = _creator.physicsBuildCapsule(this.capsule.halfHeight, this.capsule.radius)
297
+ else if (this.box) id = _creator.physicsBuildBox(cx(this.box), cy(this.box), cz(this.box))
298
+ else id = this._buildAutoBox()
299
+ if (id) this._applyOrigin(id)
300
+ return id
301
+ }
302
+
303
+ // Push `origin` (or, for an auto box, the mesh centre it measured) onto the built shape. A host
304
+ // without the call keeps the old "centred on the node" behaviour; only an EXPLICIT origin warns,
305
+ // since the auto centre is a silent improvement nobody asked for.
306
+ private _applyOrigin(shapeId: number): void {
307
+ const o = this.origin
308
+ const x = o ? cx(o) : this._autoOrigin?.[0] ?? 0
309
+ const y = o ? cy(o) : this._autoOrigin?.[1] ?? 0
310
+ const z = o ? cz(o) : this._autoOrigin?.[2] ?? 0
311
+ if (x === 0 && y === 0 && z === 0) return
312
+ if (!_creator.physicsSetShapeOrigin) {
313
+ if (o) console.warn("Shape { origin } needs a newer host — the collider stays centred on the node")
314
+ return
315
+ }
316
+ _creator.physicsSetShapeOrigin(shapeId, x, y, z)
317
+ }
318
+
319
+ // What a rebuild has to notice: the kind, its dimensions and the origin (`raycast` is applied to
320
+ // the body directly, and the node's own transform is the body's, not the shape's).
321
+ private _signature(): string {
322
+ const v = (a: Vec3Like | undefined) => (a ? `${cx(a)},${cy(a)},${cz(a)}` : "")
323
+ const t = (o: { halfHeight: number, radius: number } | undefined) => (o ? `${o.halfHeight},${o.radius}` : "")
324
+ return `${v(this.box)}|${this.sphere ?? ""}|${t(this.cylinder)}|${t(this.capsule)}|${this.mesh ?? ""}|${v(this.origin)}`
88
325
  }
89
326
 
90
327
  // mesh: a Mesh node hands its CPU geometry over; anything else is tried as a GLB root (the host
@@ -111,7 +348,10 @@ export class Shape extends Aspect<"shape", Node> {
111
348
  return id
112
349
  }
113
350
 
114
- // auto: a box from the mesh AABB × world scale (so the physical box matches the rendered size).
351
+ // auto: a box from the node's own mesh AABB × world scale (so the physical box matches the
352
+ // rendered size), CENTRED on those bounds — geometry modelled off its pivot gets a box that still
353
+ // wraps it. A node with no geometry of its own (a Model root, an empty) keeps the 0.5 default;
354
+ // `fit()` measures the whole subtree instead.
115
355
  private _buildAutoBox(): number {
116
356
  const s = this.node.worldScale
117
357
  let hx = 0.5, hy = 0.5, hz = 0.5
@@ -127,7 +367,10 @@ export class Shape extends Aspect<"shape", Node> {
127
367
  if (v[i + 2] < minZ) minZ = v[i + 2]
128
368
  if (v[i + 2] > maxZ) maxZ = v[i + 2]
129
369
  }
130
- hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
370
+ if (isFinite(minX)) {
371
+ hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
372
+ this._autoOrigin = [(maxX + minX) * 0.5 * s.x, (maxY + minY) * 0.5 * s.y, (maxZ + minZ) * 0.5 * s.z]
373
+ }
131
374
  }
132
375
  return _creator.physicsBuildBox(hx * s.x, hy * s.y, hz * s.z)
133
376
  }
@@ -9,7 +9,6 @@
9
9
  // goal.addEventListener('exit', other => …)
10
10
 
11
11
  import { Aspect } from "../core/Aspect"
12
- import { cx, cy, cz, type Vec3Like } from "../math/vec"
13
12
  import { Shape } from "./Shape"
14
13
  import { ensurePhysicsEvents } from "./physicsEvents"
15
14
  import type { Node } from "./Node"
@@ -42,9 +41,5 @@ export class Trigger extends Aspect<"trigger", Node> {
42
41
  }
43
42
  }
44
43
 
45
- /** Reposition the trigger zone to a world point. */
46
- moveTo(p: Vec3Like): this {
47
- if (this._bodyId) _creator.physicsSetBodyPosition(this._bodyId, cx(p), cy(p), cz(p))
48
- return this
49
- }
44
+ // No moveTo(): `node.position = p` moves the node AND the sensor body it owns (see Node._xf).
50
45
  }