lecodes-cli 0.18.0 → 0.18.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/index.js +2013 -564
- package/package.json +4 -4
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk/core/Aspect.ts +512 -255
- package/runtime/sdk/core/compWrite.ts +42 -0
- package/runtime/sdk/core/fields.ts +1 -1
- package/runtime/sdk/core/time.ts +81 -0
- package/runtime/sdk/g2/Camera2D.ts +8 -1
- package/runtime/sdk/g2/CharacterController2D.ts +253 -53
- package/runtime/sdk/g2/Node2D.ts +80 -10
- package/runtime/sdk/g2/OneWay2D.ts +66 -0
- package/runtime/sdk/g2/Physics2D.ts +240 -30
- package/runtime/sdk/g2/Scene2D.ts +33 -1
- package/runtime/sdk/g2/Shape2D.ts +218 -22
- package/runtime/sdk/g2/Trigger2D.ts +42 -12
- package/runtime/sdk/g2/groups2d.ts +106 -0
- package/runtime/sdk/g2/loop.ts +15 -4
- package/runtime/sdk/gl/Camera.ts +40 -1
- package/runtime/sdk/gl/CameraPlace.ts +52 -51
- package/runtime/sdk/gl/CharacterController.ts +184 -56
- package/runtime/sdk/gl/Gearbox.ts +212 -0
- package/runtime/sdk/gl/Geometry.ts +70 -9
- package/runtime/sdk/gl/Light.ts +64 -2
- package/runtime/sdk/gl/Lightmap.ts +179 -0
- package/runtime/sdk/gl/Material.ts +25 -0
- package/runtime/sdk/gl/Mesh.ts +6 -23
- package/runtime/sdk/gl/Model.ts +16 -2
- package/runtime/sdk/gl/Node.ts +119 -39
- package/runtime/sdk/gl/Physics.ts +75 -24
- package/runtime/sdk/gl/Scene.ts +161 -5
- package/runtime/sdk/gl/Shape.ts +42 -3
- package/runtime/sdk/gl/Trigger.ts +45 -50
- package/runtime/sdk/gl/Vehicle.ts +276 -322
- package/runtime/sdk/gl/Wheel.ts +240 -0
- package/runtime/sdk/gl/scenarios.ts +4 -30
- package/runtime/sdk/gl/state.ts +6 -6
- package/runtime/sdk/inject.ts +186 -171
- package/runtime/sdk/runtime/device.ts +102 -1
- package/runtime/sdk/scene/defineScene.ts +108 -53
- package/runtime/sdk/scene/gizmos.ts +31 -11
- package/runtime/sdk/scene/material.ts +188 -0
- package/runtime/sdk-types.json +1 -1
- package/runtime/sdk/compile/aspectMacro.ts +0 -42
- package/runtime/sdk/compile/assetIconMacro.ts +0 -384
- package/runtime/sdk/compile/assetMacro.ts +0 -45
- package/runtime/sdk/compile/assetName.ts +0 -50
- package/runtime/sdk/compile/bundler.ts +0 -252
- package/runtime/sdk/compile/compileProject.ts +0 -129
- package/runtime/sdk/compile/detectEntry.ts +0 -128
- package/runtime/sdk/compile/fontMacro.ts +0 -459
- package/runtime/sdk/compile/fontRegistry.ts +0 -78
- package/runtime/sdk/compile/header.ts +0 -67
- package/runtime/sdk/compile/index.ts +0 -85
- package/runtime/sdk/compile/libraryImports.ts +0 -52
- package/runtime/sdk/compile/liteMaterial.ts +0 -247
- package/runtime/sdk/compile/sceneEditor.ts +0 -78
- package/runtime/sdk/compile/serverSplit.ts +0 -233
- package/runtime/sdk/compile/serverTypes.ts +0 -227
- package/runtime/sdk/compile/sfnt.ts +0 -98
- package/runtime/sdk/compile/shaderTargets.ts +0 -42
- package/runtime/sdk/compile/sourcemap.ts +0 -25
package/runtime/sdk/gl/Node.ts
CHANGED
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@@ -13,7 +13,8 @@ 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 {
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import { Material } from "./Material"
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import type { CompAxis, CompWriter } from "../core/compWrite"
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import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
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/** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
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@@ -49,7 +50,10 @@ const findNodeByWalk = (rootId: number, name: string): number => {
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return exact || loose
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}
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-
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// Scratch for the world-position read-back in _setOwnedPosition (one per module, never handed out).
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const worldScratch = new Float32Array(3)
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export class Node extends AspectHost<NodeEvents> implements CompWriter {
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/** Native entity handle. */
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readonly id: number
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@@ -58,11 +62,10 @@ export class Node extends AspectHost<NodeEvents> {
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isTracked = false
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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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/** Materials assigned through setMaterial, by primitive slot (a Mesh fills slot 0 itself). */
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protected _materials?: Material[]
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constructor(internalId?: number) {
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super()
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@@ -80,29 +83,31 @@ export class Node extends AspectHost<NodeEvents> {
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set visible(value: boolean) { _creator.setVisible(this.id, value) }
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// --- local transform ---
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// Native owns the authoritative matrix
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//
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//
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//
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// Native owns the authoritative matrix. `_sync()` reads it into a per-node scratch buffer on EVERY
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// call: a bridge read is ~40 ns on QuickJS — what the Date.now() of a staleness check cost — so a
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// cache bought nothing and needed invalidation hooks (physics / controllers / animation rewrite
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// transforms natively between frames). The PUBLIC `matrix` getter hands back a fresh Mat4 *copy*
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// (value semantics — mutating it never touches the node until you assign it back); `_sync()` is
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// the internal hot path for component reads.
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private _sync(): Float32Array {
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-
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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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const m = this._matrix ?? (this._matrix = new Float32Array(16))
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_creator.getMatrix(this.id, m)
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return m
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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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this.
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const buf = this._matrix ?? (this._matrix = new Float32Array(16))
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buf.set(matArr(m))
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_creator.setMatrix(this.id, buf)
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// A matrix write on a physics-owned node must move the engine object too, or it is silently
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// overwritten by the next sync. Position always; rotation only for a BODY (see _setOwnedRotation).
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// Scale is never routed — a Jolt shape is built at a fixed size, that is `Shape`'s job.
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// `worldMatrix` composes into this setter, so it is covered here too.
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if (this._xf) {
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this._setOwnedPosition(buf[12], buf[13], buf[14])
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this._setOwnedRotation()
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}
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}
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get worldMatrix(): Mat4 {
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@@ -120,39 +125,86 @@ export class Node extends AspectHost<NodeEvents> {
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this.matrix = p.worldMatrix.invert().mul(m)
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}
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/** @internal The engine object that mirrors this node's transform, if any — a physics body or a
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* character (0 = none). `position` writes are routed to it as well, because the engine is the
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* authority: on a dynamic body a plain setPosition is overwritten by the next sync, and on a
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* static / pick / trigger body it would leave the COLLIDER behind while the node moved. Set by
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* Shape (bodies) and CharacterController. */
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_xf = 0
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/** @internal What `_xf` is: 1 = character, 2 = physics body. */
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_xfKind = 0
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// Route a position write to the engine object that owns this node. Kept out of the setters' hot path
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// (they only pay one truthiness check). `position` stays a LOCAL coordinate like on every node, while
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// physics works in world space — so the node is written first and the world point read back natively
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// (one bridge call for any parent depth, no allocation; the native transform manager updates the
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// world matrix synchronously).
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private _setOwnedPosition(x: number, y: number, z: number): void {
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_creator.setPosition(this.id, x, y, z) // keep the node itself right, so a read-back is immediate
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_creator.getWorldPosition(this.id, worldScratch)
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if (this._xfKind === 1) _creator.characterSetPosition(this._xf, worldScratch[0], worldScratch[1], worldScratch[2])
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else _creator.physicsSetBodyPosition(this._xf, worldScratch[0], worldScratch[1], worldScratch[2])
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}
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// The rotation half of the same routing. BODIES ONLY: a character's rotation is node-owned by design
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// (the engine writes its position and nothing else — a capsule is symmetric about its up axis, so its
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// yaw is physically meaningless), and pushing one into Jolt would invent an authority that isn't there.
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// The node has already been written by the caller, so the world rotation is read back from it — that
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// way the engine's own euler convention decides, instead of this file re-deriving it.
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private _setOwnedRotation(): void {
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if (this._xfKind !== 2 || !_creator.physicsSetBodyRotation) return
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const q = this.worldMatrix.rotation
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_creator.physicsSetBodyRotation(this._xf, q.x, q.y, q.z, q.w)
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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) {
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set position(v: Vec3Like) {
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if (this._xf) this._setOwnedPosition(cx(v), cy(v), cz(v))
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else _creator.setPosition(this.id, cx(v), cy(v), cz(v))
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}
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// Scalar position accessors —
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//
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// Scalar position accessors — one axis without touching the others (`node.x = 3`). The direct spelling
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// `node.position.x = 3` compiles to the same thing (chisel's comp_write pass routes it through
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// `_writeComp` below); only a STORED copy of `position` is still a 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.
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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]) }
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get y(): number { return this._sync()[13] }
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set y(v: number) { const m = this._sync(); this.
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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]) }
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get z(): number { return this._sync()[14] }
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set z(v: number) { const m = this._sync(); this.
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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) }
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/** @internal chisel `comp_write` (see core/compWrite.ts): `node.position.<axis> = v` is compiled to a
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* call here; the scalar setters already carry the physics routing. The list is compile-time data. */
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static _comps = [ "position" ]
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_writeComp(_prop: string, axis: CompAxis, v: number): void {
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if (axis === "x") this.x = v
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else if (axis === "y") this.y = v
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else if (axis === "z") this.z = v
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}
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get scale(): Vec3 {
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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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const m = this._sync()
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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]))
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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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get quaternion(): Quat { return new Mat4(this._sync()).rotation }
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set quaternion(v: QuatLike) {
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set quaternion(v: QuatLike) {
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_creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v))
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if (this._xf) this._setOwnedRotation()
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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) {
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set eulerAngles(v: Vec3Like) {
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_creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 1)
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if (this._xf) this._setOwnedRotation()
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}
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// --- world-space reads ---
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get forward(): Vec3 {
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@@ -190,13 +242,29 @@ export class Node extends AspectHost<NodeEvents> {
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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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// --- materials (any renderable: a Mesh, or an internal node of a loaded Model) ---
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/** The material assigned to slot 0 through this API (null before one is set — a GLB part's own
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* glTF material stays native-side). */
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get material(): Material | null { return this.getMaterial(0) }
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set material(m: Material) { this.setMaterial(m, 0) }
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/** Replace the material of one primitive slot (`index` = the primitive's order in the glTF
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* mesh; a primitive-shape Mesh has one slot). */
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setMaterial(material: Material, index = 0): this {
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(this._materials ??= [])[index] = material
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_creator.setMaterial(this.id, Material.idOf(material), index)
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return this
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}
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/** The material previously assigned to `index` (null when none was — see Mesh for the probe). */
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getMaterial(index = 0): Material | null {
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return this._materials?.[index] ?? null
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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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* Same rule the Animator binds clips with: exact name first, then the part after the last `:` / `|`
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* (Mixamo `mixamorig:Hips` matches `Hips`); a skinned joint beats a plain node of the same name.
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@@ -260,8 +328,20 @@ export class Node extends AspectHost<NodeEvents> {
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_emitCollision(channel: "enter" | "exit", other: Node): void { this.dispatch(channel, other) }
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/** Destroy this node and its whole subtree. Every aspect in the subtree is detached first (its
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* `onDetach` runs: physics bodies released, updaters unregistered, listeners dropped) — native
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* `destroyEntity` frees the entity tree but knows nothing about JS-side aspects, and a destroyed
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* node's `update()` must not keep ticking. Deepest nodes go first, then this one. */
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destroy(): void {
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const subtree: Node[] = [this]
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// crate.addEventListener('enter', other => …) // contact / trigger overlap began
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//
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// For a `dynamic` body, physics OWNS the transform — do NOT set node.position per frame; drive it via
|
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// velocity / applyImpulse. Reading node.position is free (native already wrote it).
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//
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// velocity / applyImpulse. Reading node.position is free (native already wrote it). A `position` write
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// is a TELEPORT that reaches the body (Shape routes it), which is how a kinematic body is placed too.
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import { Aspect } from "../core/Aspect"
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import type { CompAxis, CompWriter } from "../core/compWrite"
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import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
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import { nodeRegistry, type Node } from "./Node"
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import { Shape } from "./Shape"
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export type MotionType = "static" | "dynamic" | "kinematic"
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const MOTION: Record<MotionType, number> = { static: 0, kinematic: 1, dynamic: 2 }
|
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// Jolt's angular velocity is rad/s; every angle the SDK exposes is in degrees (like `eulerAngles`).
|
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const DEG2RAD = Math.PI / 180
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const RAD2DEG = 180 / Math.PI
|
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const scratch = new Float32Array(3)
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export interface PhysicsConfig {
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/** Gravity in world units/s² (Y-up: down is negative). Default [0, -9.81, 0]. */
|
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@@ -35,7 +41,14 @@ export interface RayHit {
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fraction: number
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}
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-
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/**
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* What a body's friction already is the moment the host creates it. This is part of the ABI, not an
|
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* assumption: bridges.d.ts states it, so every host owes us this value. Knowing it lets attach skip
|
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* a bridge call per body whenever nobody named a surface.
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*/
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export const DEFAULT_FRICTION = 0.6
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export class Physics extends Aspect<"physics", Node> implements CompWriter {
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static readonly aspect = "physics"
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/** Render interpolation of body transforms between the fixed 60 Hz steps (global; default on). Turn
|
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@@ -60,11 +73,19 @@ export class Physics extends Aspect<"physics", Node> {
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* that decides how well a car corners.
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*
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* Change it at runtime by re-configuring — `floor.aspect(Physics, { friction: 0.02 })` (an ice
|
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* patch)
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*
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*
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* patch) — or by assigning `floor.physics.friction = 0.02`; either way the setter pushes the new
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+
* surface to the live body at once. (chisel keeps an instance setter whose name appears as an
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* object-literal key anywhere in the bundle, so the config-object route survives tree-shaking
|
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* even when no code reads `.friction`.)
|
|
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*/
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|
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|
-
friction
|
|
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|
+
get friction(): number { return this._friction }
|
|
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|
+
set friction(v: number) {
|
|
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|
+
this._friction = v
|
|
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// Unconditional on a live body, unlike attach: it may be on its way BACK to the default from
|
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|
+
// something else, and skipping that would leave the ice patch in place.
|
|
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|
+
if (this._bodyId) _creator.physicsSetFriction?.(this._bodyId, v)
|
|
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|
+
}
|
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private _friction = DEFAULT_FRICTION
|
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89
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/** Scene-editor inspector: `motion` as a dropdown (a string default alone infers a text box). */
|
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|
static fields: FieldMeta<Physics> = {
|
|
@@ -86,7 +107,9 @@ export class Physics extends Aspect<"physics", Node> {
|
|
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}
|
|
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108
|
const shapeId = shape._claim() // drop the pick-only body; reuse its shape
|
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109
|
this._bodyId = _creator.physicsCreateBody(this.node.id, shapeId, MOTION[this.motion], this.mass, false, false)
|
|
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|
-
|
|
110
|
+
// A fresh body already carries DEFAULT_FRICTION host-side, so only a NAMED surface has to
|
|
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|
+
// travel — the common case costs no bridge call at all.
|
|
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|
+
if (this._friction !== DEFAULT_FRICTION) _creator.physicsSetFriction?.(this._bodyId, this._friction)
|
|
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113
|
shape._ownBody(this._bodyId)
|
|
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114
|
}
|
|
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115
|
|
|
@@ -99,26 +122,57 @@ export class Physics extends Aspect<"physics", Node> {
|
|
|
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122
|
}
|
|
100
123
|
}
|
|
101
124
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|
|
102
|
-
/** Re-configuring (`node.aspect(Physics, { friction })`) pushes the new surface to the live body. */
|
|
103
|
-
onReconfigure(): void { this._applyFriction() }
|
|
104
|
-
|
|
105
|
-
private _applyFriction(): void {
|
|
106
|
-
if (this._bodyId) _creator.physicsSetFriction?.(this._bodyId, this.friction)
|
|
107
|
-
}
|
|
108
|
-
|
|
109
125
|
/** Native Jolt body id. 0 until attached, or if the build has no physics support. */
|
|
110
126
|
get id(): number { return this._bodyId }
|
|
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127
|
|
|
112
|
-
/** Linear velocity in world units/second (fresh Vec3 on read
|
|
128
|
+
/** Linear velocity in world units/second (fresh Vec3 on read; `velocity.y = 5` written directly on
|
|
129
|
+
* the aspect is compiled to a component write — see `_writeComp`). */
|
|
113
130
|
get velocity(): Vec3 {
|
|
114
|
-
|
|
115
|
-
|
|
116
|
-
return new Vec3(
|
|
131
|
+
if (!this._bodyId) return new Vec3(0, 0, 0)
|
|
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|
+
_creator.physicsGetLinearVelocity(this._bodyId, scratch)
|
|
133
|
+
return new Vec3(scratch[0], scratch[1], scratch[2])
|
|
117
134
|
}
|
|
118
135
|
set velocity(v: Vec3Like) {
|
|
119
136
|
if (this._bodyId) _creator.physicsSetLinearVelocity(this._bodyId, cx(v), cy(v), cz(v))
|
|
120
137
|
}
|
|
121
138
|
|
|
139
|
+
/**
|
|
140
|
+
* Angular velocity — **degrees/second about each world axis** (the SDK's angle unit everywhere;
|
|
141
|
+
* the engine works in radians and converts here). Fresh Vec3 on read.
|
|
142
|
+
*
|
|
143
|
+
* This is the only handle on a body's spin, and placing an object usually needs it: a `position`
|
|
144
|
+
* write is a pure teleport, so a crate that was tumbling keeps tumbling at its new home. Putting
|
|
145
|
+
* something down is `body.velocity = [0,0,0]; body.angularVelocity = [0,0,0]; node.position = p`.
|
|
146
|
+
*/
|
|
147
|
+
get angularVelocity(): Vec3 {
|
|
148
|
+
if (!this._bodyId || !_creator.physicsGetAngularVelocity) return new Vec3(0, 0, 0)
|
|
149
|
+
_creator.physicsGetAngularVelocity(this._bodyId, scratch)
|
|
150
|
+
return new Vec3(scratch[0] * RAD2DEG, scratch[1] * RAD2DEG, scratch[2] * RAD2DEG)
|
|
151
|
+
}
|
|
152
|
+
set angularVelocity(v: Vec3Like) {
|
|
153
|
+
if (this._bodyId && _creator.physicsSetAngularVelocity) {
|
|
154
|
+
_creator.physicsSetAngularVelocity(this._bodyId, cx(v) * DEG2RAD, cy(v) * DEG2RAD, cz(v) * DEG2RAD)
|
|
155
|
+
}
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
/** @internal chisel `comp_write` (see core/compWrite.ts): `body.velocity.y = v` / `body.angularVelocity.z
|
|
159
|
+
* = v` written directly on the aspect compile to a call here — one read into the scratch, one set, no
|
|
160
|
+
* vector. The list is compile-time data. */
|
|
161
|
+
static _comps = [ "velocity", "angularVelocity" ]
|
|
162
|
+
_writeComp(prop: string, axis: CompAxis, v: number): void {
|
|
163
|
+
if (!this._bodyId || axis === "w") return
|
|
164
|
+
const i = axis === "x" ? 0 : axis === "y" ? 1 : 2
|
|
165
|
+
if (prop === "velocity") {
|
|
166
|
+
_creator.physicsGetLinearVelocity(this._bodyId, scratch)
|
|
167
|
+
scratch[i] = v
|
|
168
|
+
_creator.physicsSetLinearVelocity(this._bodyId, scratch[0], scratch[1], scratch[2])
|
|
169
|
+
} else if (_creator.physicsGetAngularVelocity && _creator.physicsSetAngularVelocity) {
|
|
170
|
+
_creator.physicsGetAngularVelocity(this._bodyId, scratch)
|
|
171
|
+
scratch[i] = v * DEG2RAD
|
|
172
|
+
_creator.physicsSetAngularVelocity(this._bodyId, scratch[0], scratch[1], scratch[2])
|
|
173
|
+
}
|
|
174
|
+
}
|
|
175
|
+
|
|
122
176
|
/** Apply an instantaneous impulse (kg·m/s) and wake the body. */
|
|
123
177
|
applyImpulse(v: Vec3Like): this {
|
|
124
178
|
if (this._bodyId) _creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
|
|
@@ -138,11 +192,8 @@ export class Physics extends Aspect<"physics", Node> {
|
|
|
138
192
|
return this
|
|
139
193
|
}
|
|
140
194
|
|
|
141
|
-
|
|
142
|
-
|
|
143
|
-
if (this._bodyId) _creator.physicsSetBodyPosition(this._bodyId, cx(p), cy(p), cz(p))
|
|
144
|
-
return this
|
|
145
|
-
}
|
|
195
|
+
// No moveTo(): `node.position = p` IS the move. Shape hands the body id to the node, so a position
|
|
196
|
+
// write reaches the body — one way to place anything, whether or not physics is involved.
|
|
146
197
|
|
|
147
198
|
// --- world (static) -------------------------------------------------------------------------
|
|
148
199
|
/** Configure gravity / limits. Call once before creating bodies. */
|
package/runtime/sdk/gl/Scene.ts
CHANGED
|
@@ -6,8 +6,9 @@
|
|
|
6
6
|
// direct light + shadows.
|
|
7
7
|
|
|
8
8
|
import { Color, type ColorInput } from "../core/color"
|
|
9
|
-
import { _installAspectFrames } from "../core/Aspect"
|
|
9
|
+
import { _installAspectFrames, _installTimeScale, _attachSystem, _detachSystem, _detachAllSystems, type Aspect, type AspectCtor, type FieldOf, type TargetOf } from "../core/Aspect"
|
|
10
10
|
import { _bumpNavEpoch, _navEpoch, _navSupported, _setCurrent, Presentable, type PresentOptions } from "../ui/presentable"
|
|
11
|
+
import { device } from "../runtime/device"
|
|
11
12
|
import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
|
|
12
13
|
import type { FetchResponse } from "../runtime/fetch"
|
|
13
14
|
import { _requestCameraPermission } from "../plugins/permission"
|
|
@@ -18,6 +19,42 @@ import { Node, nodeRegistry } from "./Node"
|
|
|
18
19
|
import { glState } from "./state"
|
|
19
20
|
import { registerTouchEndEvent, registerTouchStartEvent } from "./touch"
|
|
20
21
|
|
|
22
|
+
export type AmbientOcclusionOptions = {
|
|
23
|
+
/** Strength of the darkening (default 1). */
|
|
24
|
+
intensity?: number
|
|
25
|
+
/** How far the occlusion reaches, in metres (default 0.3). */
|
|
26
|
+
radius?: number
|
|
27
|
+
/** Falloff contrast; >1 tightens it into the crease (default 1). */
|
|
28
|
+
power?: number
|
|
29
|
+
/** Sample count + filtering (default 'medium'). Not the buffer resolution — that stays half. */
|
|
30
|
+
quality?: "low" | "medium" | "high" | "ultra"
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
export type FogOptions = {
|
|
34
|
+
/** A TINT on the in-scattered ambient, not an absolute colour: the engine multiplies it by the
|
|
35
|
+
* environment luminance, so white (the default) means "fog as bright as the ambient" and the fog
|
|
36
|
+
* brightens with `environmentIntensity`. Do NOT expect the same hex to look like it does in
|
|
37
|
+
* `skybox` — that one IS an absolute radiance and reads roughly an order of magnitude brighter.
|
|
38
|
+
* Tint towards the sky's hue; leave it white to sit at the ambient level. */
|
|
39
|
+
color?: ColorInput
|
|
40
|
+
/** Metres from the camera before the fog starts (default 0). */
|
|
41
|
+
start?: number
|
|
42
|
+
/** Extinction per metre at `height`; 0.01 ≈ clearly visible over ~100 m (default 0.01). */
|
|
43
|
+
density?: number
|
|
44
|
+
/** The fog's "sea level" in world Y (default 0). */
|
|
45
|
+
height?: number
|
|
46
|
+
/** How fast it thins with altitude, 1/m. 0 = uniform everywhere; higher = a ground-hugging layer
|
|
47
|
+
* you can see over (default 0). */
|
|
48
|
+
heightFalloff?: number
|
|
49
|
+
/** Cap on how opaque it can get, 0–1 — keeps far shapes readable (default 1). */
|
|
50
|
+
maxOpacity?: number
|
|
51
|
+
/** Metres after which fog stops applying; 0 = everywhere (default 0). */
|
|
52
|
+
cutoff?: number
|
|
53
|
+
/** Take the colour from the environment in the view direction, tinted by `color`, instead of a
|
|
54
|
+
* flat `color`. Convincing when the IBL is a real sky (default false). */
|
|
55
|
+
fromEnvironment?: boolean
|
|
56
|
+
}
|
|
57
|
+
|
|
21
58
|
export type SceneOptions = {
|
|
22
59
|
/** Image-based ambient lighting (default on). */
|
|
23
60
|
ibl?: boolean
|
|
@@ -31,8 +68,29 @@ export type SceneOptions = {
|
|
|
31
68
|
* saturation until very bright; `'linear'` clips each channel (what an engine without a
|
|
32
69
|
* tonemapper shows — saturated, Unity-without-post-processing look); `'filmic'` (Uncharted). */
|
|
33
70
|
toneMapping?: "aces" | "neutral" | "linear" | "filmic"
|
|
34
|
-
/**
|
|
35
|
-
|
|
71
|
+
/** The sky. Three forms:
|
|
72
|
+
* - a colour — a flat clear colour;
|
|
73
|
+
* - `{ texture }` — a KTX1 **cubemap**, the sharp `<name>_skybox.ktx` that filament's `cmgen`
|
|
74
|
+
* produces from an equirectangular .hdr/.exr. This is the one to use for a real sky. Pass an
|
|
75
|
+
* `asset('../assets/sky.ktx')` handle or a bare staged filename;
|
|
76
|
+
* - `'environment'` — reuse the scene's IBL cubemap. Cheapest (no second texture) but that file
|
|
77
|
+
* is prefiltered for roughness, so the sky comes out soft; fine as a fallback, not as the goal.
|
|
78
|
+
*
|
|
79
|
+
* Either texture form draws through filament's own skybox pass: a full-screen pass in device
|
|
80
|
+
* space after the opaque queue. No geometry, no meridian seam, no pole distortion — do NOT build
|
|
81
|
+
* a sky dome or a fullscreen equirect material by hand, both are strictly worse. */
|
|
82
|
+
skybox?: ColorInput | "environment" | { texture: string }
|
|
83
|
+
/** Screen-space ambient occlusion — the contact darkening in creases and where props meet the
|
|
84
|
+
* ground. Without it an IBL lights a crease exactly as brightly as an open face, so everything
|
|
85
|
+
* reads as pasted onto the floor rather than standing on it. `true` takes defaults tuned for
|
|
86
|
+
* human-scale props; `radius` is world-space metres and is the one knob that must follow the
|
|
87
|
+
* scene's scale (~0.3 for objects on a table, ~0.6-1 for a yard of crates and containers). */
|
|
88
|
+
ambientOcclusion?: boolean | AmbientOcclusionOptions
|
|
89
|
+
/** Distance fog / aerial perspective: distant geometry loses contrast so the eye reads depth, and
|
|
90
|
+
* the hard edge where a finite level ends against the skybox goes away. By default the fog applies
|
|
91
|
+
* at every distance — the skybox included — so the sky itself takes the fog colour and the horizon
|
|
92
|
+
* blends on its own; `cutoff` opts geometry beyond a distance back out. */
|
|
93
|
+
fog?: FogOptions
|
|
36
94
|
/** Multisample anti-aliasing: `true` = 4×, `2`/`4` = that many samples, `false` = off (FXAA
|
|
37
95
|
* takes over). Unset keeps the host default (desktop 4×, mobile/web off). The biggest single
|
|
38
96
|
* fill-rate cost after resolution — turn it down on big screens before anything else. */
|
|
@@ -45,6 +103,27 @@ export type SceneOptions = {
|
|
|
45
103
|
* (Filament dynamic resolution, sharpened upscale) down to `min` (default 0.5). Off by default:
|
|
46
104
|
* it makes the output frame-time dependent, so flow tests / headless renders never enable it. */
|
|
47
105
|
dynamicResolution?: boolean | { min?: number }
|
|
106
|
+
/** Anisotropic filtering, 1 (off) … 16. Default 2. What it buys is detail on surfaces seen at a
|
|
107
|
+
* GRAZING angle — a first-person weapon, a floor, a wall — where the sample footprint is far
|
|
108
|
+
* longer in one axis than the other and isotropic filtering has to pick a mip for the long one,
|
|
109
|
+
* several levels coarser than the short axis deserves. Measured on a weapon seen from the side
|
|
110
|
+
* (local contrast): 8.18 at 1× → 10.02 at 2× → 10.84 at 4× → 11.29 at 8×. The default is 2
|
|
111
|
+
* because it is where the curve is steepest per unit of memory bandwidth; raise it if you have
|
|
112
|
+
* the headroom.
|
|
113
|
+
*
|
|
114
|
+
* It is an ENGINE-WIDE default, not a property of this scene: a sampler is baked when its
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* texture is bound, so this reaches the models a scene loads AFTER it (which is every model in a
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* scene file — `env` is applied before the nodes build) and leaves already-loaded ones alone.
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* On the desktop host `CREATOR_TEXTURE_ANISOTROPY` overrides it, for tuning without a rebuild. */
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anisotropy?: number
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/** The look on an HDR display (a screen with headroom above SDR white — Apple XDR panels, the
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* macOS host today); ignored on SDR. `strength` 0..1 is how much of the picture reaches for the
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* display's headroom (0 only what SDR clipped, 1 nearly everything; default 0.35). `paperWhite`
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* 1..8 is where white lands as a multiple of SDR white — the "HDR brightness" of a console
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* calibration screen, where 1.5–2 is the norm; default 1 keeps a white wall at the UI's white,
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* faithful but dim next to what "HDR on" is expected to look like. Engine-wide like `anisotropy`;
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* `device.hdr` is the runtime form and tells you whether the display has any headroom at all. */
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hdr?: { strength?: number; paperWhite?: number }
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}
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// Route aspect update(dt) through the render-synced native phases (render() early = before physics,
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@@ -63,11 +142,16 @@ const installRenderSyncedFrames = (): void => {
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_creator.setLateUpdate(late)
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return true
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})
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// Time.scale / Time.paused reach the engine's own clocks (physics, animators, particles) through
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// setTimeScale; a host without it keeps running its sims at wall-clock speed (feature-detected).
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_installTimeScale((scale) => { _creator.setTimeScale?.(scale) })
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}
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export class Scene implements Presentable {
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/** @internal native scene handle. */
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readonly _id: number
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/** @internal the IBL intensity this scene was built with (Lightmap.load's ambient floor). */
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_environmentIntensity = 20000
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readonly camera: Camera
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/** @internal touch listeners, read by the dispatch system. */
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@@ -97,16 +181,26 @@ export class Scene implements Presentable {
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}
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if (options.ibl !== false) _creator.setDefaultIbl(this._id, options.environmentIntensity ?? 20000)
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this._environmentIntensity = options.ibl === false ? 0 : (options.environmentIntensity ?? 20000)
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if (options.bloom) _creator.setBloomOptions(this._id, true, options.bloomIntensity ?? 0.2, 1)
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if (options.toneMapping !== undefined && options.toneMapping !== "aces") {
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_creator.setToneMapping?.(this._id, { neutral: 1, linear: 2, filmic: 3 }[options.toneMapping] ?? 0)
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}
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-
if (options.skybox !== undefined)
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if (options.skybox !== undefined) this.skybox = options.skybox
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if (options.ambientOcclusion) this.setAmbientOcclusion(options.ambientOcclusion)
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if (options.fog) this.setFog(options.fog)
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if (options.antialias !== undefined) {
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const a = options.antialias
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// `false` must reach the host: desktop defaults to 4× MSAA, so an explicit off is a real change.
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_creator.setSceneMultiSampleAntiAliasing(this._id, a !== false, typeof a === "number" ? a : 4)
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}
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// Before anything else in this constructor that could load a texture: the value has to be in
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// place by the time assets bind their samplers.
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if (options.anisotropy !== undefined) _creator.setTextureAnisotropy?.(options.anisotropy)
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if (options.hdr) {
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+
if (options.hdr.strength !== undefined) device.hdr.strength = options.hdr.strength
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|
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if (options.hdr.paperWhite !== undefined) device.hdr.paperWhite = options.hdr.paperWhite
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+
}
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|
if (options.renderScale !== undefined || options.dynamicResolution) {
|
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|
this.setRenderOptions(options.renderScale ?? 1, options.dynamicResolution ?? false)
|
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}
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@@ -125,7 +219,34 @@ export class Scene implements Presentable {
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return this._material
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}
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|
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|
-
set skybox(
|
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|
+
set skybox(sky: ColorInput | "environment" | { texture: string }) {
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|
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|
+
if (sky === "environment") { _creator.setSkyboxFromEnvironment?.(this._id); return }
|
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|
+
if (typeof sky === "object" && sky !== null && "texture" in sky) {
|
|
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|
+
const src = sky.texture
|
|
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|
+
// `asset()` hands back "id:<n>" (already staged); a bare name is resolved on the spot.
|
|
227
|
+
const id = src.startsWith("id:") ? Number(src.slice(3)) : _creatorUtils.fetchLocal(src)
|
|
228
|
+
_creator.setSkyboxTexture?.(this._id, id)
|
|
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|
+
return
|
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|
+
}
|
|
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|
+
_creator.setSkybox(this._id, Color.toPackedRgb(sky))
|
|
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|
+
}
|
|
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|
+
|
|
234
|
+
/** Runtime form of `ambientOcclusion` (a graphics-settings menu). `false` turns it off. */
|
|
235
|
+
setAmbientOcclusion(options: boolean | AmbientOcclusionOptions): void {
|
|
236
|
+
const o: AmbientOcclusionOptions = typeof options === "object" ? options : {}
|
|
237
|
+
const quality = { low: 0, medium: 1, high: 2, ultra: 3 }[o.quality ?? "medium"] ?? 1
|
|
238
|
+
_creator.setAmbientOcclusionOptions?.(this._id, options !== false, o.intensity ?? 1, o.radius ?? 0.3, o.power ?? 1, quality)
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
/** Runtime form of `fog` (weather, entering a building). `false` turns it off. */
|
|
242
|
+
setFog(options: FogOptions | false): void {
|
|
243
|
+
const o: FogOptions = options === false ? {} : options
|
|
244
|
+
_creator.setFogOptions?.(
|
|
245
|
+
this._id, options !== false, Color.toPackedRgb(o.color ?? "#ffffff"),
|
|
246
|
+
o.start ?? 0, o.density ?? 0.01, o.height ?? 0, o.heightFalloff ?? 0,
|
|
247
|
+
o.maxOpacity ?? 1, o.cutoff ?? 0, o.fromEnvironment ?? false,
|
|
248
|
+
)
|
|
249
|
+
}
|
|
129
250
|
|
|
130
251
|
setMaterialGlobalParameter(i: number, x: number, y: number, z: number, w: number): void {
|
|
131
252
|
_creator.setMaterialGlobalParameter(this._id, i, x, y, z, w)
|
|
@@ -143,6 +264,41 @@ export class Scene implements Presentable {
|
|
|
143
264
|
return this
|
|
144
265
|
}
|
|
145
266
|
|
|
267
|
+
// ---- systems: aspects of the scene (core/Aspect.ts `System`) ----
|
|
268
|
+
/** @internal class → instance, the authoritative store (named accessors mirror this). */
|
|
269
|
+
readonly _systems = new Map<Function, Aspect<any, any, any>>()
|
|
270
|
+
|
|
271
|
+
/** Attach (and configure) a system, or reconfigure it if already present. Returns the scene typed
|
|
272
|
+
* as now-having it (`scene.system(Hud).hud`). A `System<'x', Scene2D>` is rejected here. */
|
|
273
|
+
// `this: Self` (not `Self & Scene`): with the intersection TS infers Self = Scene and a chain
|
|
274
|
+
// `scene.system(A).system(B)` loses A's accessor from the result type.
|
|
275
|
+
system<Self extends TargetOf<A>, A extends Aspect<any, any, any>>(
|
|
276
|
+
this: Self,
|
|
277
|
+
ctor: AspectCtor<A>,
|
|
278
|
+
opts?: Partial<A>,
|
|
279
|
+
): Self & FieldOf<A> {
|
|
280
|
+
return _attachSystem(this as unknown as Scene, ctor, opts) as unknown as Self & FieldOf<A>
|
|
281
|
+
}
|
|
282
|
+
/** Safe access — undefined if the system isn't attached. */
|
|
283
|
+
get<A extends Aspect<any, any, any>>(ctor: AspectCtor<A>): A | undefined {
|
|
284
|
+
return this._systems.get(ctor) as A | undefined
|
|
285
|
+
}
|
|
286
|
+
/** Existence check AND type guard: inside `if (scene.has(Hud))`, `scene.hud` is present. */
|
|
287
|
+
has<A extends Aspect<any, any, any>>(ctor: AspectCtor<A>): this is this & FieldOf<A> {
|
|
288
|
+
return this._systems.has(ctor)
|
|
289
|
+
}
|
|
290
|
+
/** Detach a system (runs its onDetach). Chainable. */
|
|
291
|
+
removeSystem<A extends Aspect<any, any, any>>(ctor: AspectCtor<A>): this {
|
|
292
|
+
_detachSystem(this, ctor)
|
|
293
|
+
return this
|
|
294
|
+
}
|
|
295
|
+
/** Tear the scene down: every system detaches (last-attached first) and the scene closes. Nodes
|
|
296
|
+
* are yours — destroy the ones you own; the native scene object itself is not released. */
|
|
297
|
+
destroy(): void {
|
|
298
|
+
_detachAllSystems(this)
|
|
299
|
+
this.close()
|
|
300
|
+
}
|
|
301
|
+
|
|
146
302
|
createOverlay(options: SceneOptions = {}): Scene {
|
|
147
303
|
return new Scene({ ...options, _parent: this } as any)
|
|
148
304
|
}
|