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
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@@ -20,6 +20,11 @@ export class Geometry {
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normals: Float32Array
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indices: Uint16Array
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uv: Float32Array
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/** Lightmap UV set (2 floats per vertex, non-overlapping, inside the unit square) — the
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* `Lightmap` atlas samples a Mesh through it. The box and cylinder builders fill it (their `uv`
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* tiles per face, which would fold every face onto the same texels); absent = the host reuses
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* `uv`, which is right for a plane. */
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uv1?: Float32Array
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/** @internal native mesh-type enum (0 triangles / 1 edges / 2 vertices). */
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_meshKind = 0
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@@ -50,29 +55,75 @@ export class Geometry {
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this._meshKind = kind === "edges" ? 1 : kind === "vertices" ? 2 : 0
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}
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-
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/** A box; `size` (default 1) scales the vertices AND lays the lightmap chart out in proportion to
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* the faces' areas (a floor's top face gets the texels, not its 1 m side strips). */
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static box(size: Vec3Like | number = 1): Geometry { return createCube(size) }
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static sphere(options?: SphereOptions): Geometry { return createSphere(options) }
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static cylinder(options?: CylinderOptions): Geometry { return createCylinder(options) }
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static plane(options?: PlaneOptions): Geometry { return createPlane(options) }
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}
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// Gutter between lightmap charts (fraction of the chart square): the bake dilates each rect by a
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// few texels and the shader samples bilinearly, so neighbouring faces must not touch in uv1.
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const LM_GUTTER = 0.03
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type Rect = { x: number, y: number, w: number, h: number }
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/** Shelf-pack rectangles (metres) into the unit square at the largest uniform scale — every face
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* gets texels in proportion to its area, so a 64×1×64 floor's top face isn't squeezed into the
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* same cell as its 1 m side strips. Returns rects in input order. */
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const packCharts = (dims: [number, number][]): Rect[] => {
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const order = dims.map((_, i) => i).sort((a, b) => dims[b][1] - dims[a][1])
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const attempt = (scale: number): Rect[] | null => {
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const out: Rect[] = new Array(dims.length)
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let x = 0, y = 0, rowH = 0
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for (const i of order) {
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const w = dims[i][0] * scale, h = dims[i][1] * scale
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if (x > 0 && x + w > 1) { y += rowH + LM_GUTTER; x = 0; rowH = 0 }
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if (w > 1 || y + h > 1) return null
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out[i] = { x, y, w, h }
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x += w + LM_GUTTER
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rowH = Math.max(rowH, h)
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}
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return out
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}
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let lo = 0, hi = 1 / Math.max(...dims.map((d) => Math.max(d[0], d[1])))
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let best = attempt(hi)
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if (!best) {
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for (let it = 0; it < 40; it++) {
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const mid = (lo + hi) / 2
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const r = attempt(mid)
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if (r) { best = r; lo = mid } else hi = mid
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}
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}
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return best ?? dims.map(() => ({ x: 0, y: 0, w: 1, h: 1 }))
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}
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// --- cube ---
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const createCube = (): Geometry => {
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const createCube = (size: Vec3Like | number = 1): Geometry => {
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const sx = typeof size === "number" ? size : cx(size)
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const sy = typeof size === "number" ? size : cy(size)
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const sz = typeof size === "number" ? size : cz(size)
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const vertices = new Float32Array(6 * 4 * 3)
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const normals = new Float32Array(6 * 4 * 3)
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const uv = new Float32Array(6 * 4 *
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const uv = new Float32Array(6 * 4 * 2)
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const uv1 = new Float32Array(6 * 4 * 2)
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const indices = new Uint16Array(6 * 6)
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let cnt = 0, indicesCnt = 0
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const sides = [ -0.5, 0.5 ]
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// face extents along the (a, b) parameters below: ±x faces span (z, y), ±y faces (x, z), ±z faces (x, y)
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const charts = packCharts([ [ sz, sy ], [ sz, sy ], [ sx, sz ], [ sx, sz ], [ sx, sy ], [ sx, sy ] ])
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for (let i = 0; i < 6; i++) {
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const s = cnt
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const side = i % 2 === 0 ? -0.5 : 0.5
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const c = charts[i]
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for (const a of sides) {
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for (const b of sides) {
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uv.set([ a + 0.5, b + 0.5 ], cnt * 2)
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-
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if (i ===
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if (i ===
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uv1.set([ c.x + (a + 0.5) * c.w, c.y + (b + 0.5) * c.h ], cnt * 2)
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if (i === 0 || i === 1) { vertices.set([ side * sx, b * sy, -a * sz ], cnt * 3); normals.set([ side * 2, 0, 0 ], cnt * 3) }
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if (i === 2 || i === 3) { vertices.set([ a * sx, side * sy, -b * sz ], cnt * 3); normals.set([ 0, side * 2, 0 ], cnt * 3) }
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if (i === 4 || i === 5) { vertices.set([ a * sx, b * sy, side * sz ], cnt * 3); normals.set([ 0, 0, side * 2 ], cnt * 3) }
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cnt++
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}
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}
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@@ -81,7 +132,9 @@ const createCube = (): Geometry => {
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else indices.set([ s2, s1, s, s1, s2, s3 ], indicesCnt)
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indicesCnt += 6
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}
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const g = new Geometry(vertices, normals, indices, uv)
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g.uv1 = uv1
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return g
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}
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// --- sphere ---
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const vertices = new Float32Array(verticesCount * 3)
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const normals = new Float32Array(verticesCount * 3)
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const uv = new Float32Array(verticesCount * 2)
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// lightmap chart: the side strip across the upper half, the two caps as discs in the lower half
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const uv1 = new Float32Array(verticesCount * 2)
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const indices = new Uint16Array(edges * 6 + edges * 6)
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const sides = [ -0.5, 0.5 ]
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let cnt = 0, indicesCnt = 0
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@@ -159,6 +214,7 @@ const createCylinder = (options: CylinderOptions = {}): Geometry => {
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if (smooth) normals.set([ x, 0, y ], cnt * 3)
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else normals.set([ normalX, 0, normalY ], cnt * 3)
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uv.set([ (i + j) / edges, side + 0.5 ], cnt * 2)
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uv1.set([ (i + j) / edges, 0.55 + (side + 0.5) * 0.43 ], cnt * 2)
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cnt++
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}
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}
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}
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for (const side of sides) {
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const center = cnt
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const capU = side > 0 ? 0.75 : 0.25 // lightmap disc centre per cap
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vertices.set([ 0, side, 0 ], cnt * 3); normals.set([ 0, side * 2, 0 ], cnt * 3)
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uv1.set([ capU, 0.25 ], cnt * 2); cnt++
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for (let i = 0; i < edges; i++) {
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const x = Math.cos(i / edges * Math.PI * 2), y = Math.sin(i / edges * Math.PI * 2)
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if (side > 0) vertices.set([ x * radiusTop, side, y * radiusTop ], cnt * 3)
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else vertices.set([ x * radiusBottom, side, y * radiusBottom ], cnt * 3)
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normals.set([ 0, side * 2, 0 ], cnt * 3)
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uv1.set([ capU + x * 0.22, 0.25 + y * 0.22 ], cnt * 2)
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if (side < 0) indices.set([ center, center + i + 1, center + 1 + ((i + 1) % edges) ], indicesCnt)
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else indices.set([ center + 1 + ((i + 1) % edges), center + i + 1, center ], indicesCnt)
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indicesCnt += 3
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cnt++
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}
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}
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const g = new Geometry(vertices, normals, indices, uv)
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g.uv1 = uv1
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return g
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}
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// --- plane ---
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package/runtime/sdk/gl/Light.ts
CHANGED
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// Lights.
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// Lights. A directional sun (the engine's primary light) and punctual point lights. Add one to a
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// scene like any node; `intensity` and `color` stay writable so a light can be animated.
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import { Color, type ColorInput } from "../core/color"
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import type { Vec3Like } from "../math/vec"
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shadowsQuality?: 0 | 1 | 2 | 3
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}
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export type PointOptions = {
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/**
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* Luminous POWER in lumens — the same physical scale as the sun's lux and `environmentIntensity`,
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* so a light keeps its look when the scene's exposure changes. A candle is ~12 lm, a bare 60 W
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* bulb ~800, a car headlight ~1500, a fireball millions. Default 1000.
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*/
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intensity?: number
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color?: ColorInput
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/**
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* Metres of influence — past it the light contributes nothing. This is the performance knob:
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* overlapping point lights are the expensive case, so keep it as small as the look allows.
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* Default 10.
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*/
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range?: number
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/** Point-light shadows are a cubemap render per light; off by default. */
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castShadows?: boolean
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}
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export class Light extends Node {
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private _intensity = 0
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/** @internal sun direction as created (the engine keeps it; Lightmap.load reads it back). */
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_direction: [number, number, number] = [ 0, -1, 0 ]
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/** The most recently created sun — what `Lightmap.load` uses unless told otherwise. */
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static lastSun: Light | null = null
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/** A directional sun light. */
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static sun(options: SunOptions = {}): Light {
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const light = new Light()
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const [ dx, dy, dz ] = options.direction ?? [ 0.548267, -0.473983, -0.689016 ]
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light._direction = [ dx, dy, dz ]
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light._intensity = options.intensity ?? 100000
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Light.lastSun = light
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_creator.createSunLight(
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light.id, dx, dy, dz,
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light._intensity,
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Color.toPackedRgb(options.color ?? 0xffffff),
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options.shadowsQuality ?? 1,
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)
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return light
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}
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/**
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* A point light — a lamp, a muzzle flash, a fireball. Position it like any node.
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*
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* Feature-detected: hosts that predate it create the node and light nothing, which keeps a scene
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* that adds atmosphere on top of its sun renderable everywhere. Check `Light.supportsPoint`
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* before making one carry the scene.
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*/
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static point(options: PointOptions = {}): Light {
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const light = new Light()
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light._intensity = options.intensity ?? 1000
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_creator.createPointLight?.(
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light.id,
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light._intensity,
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Color.toPackedRgb(options.color ?? 0xffffff),
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options.range ?? 10,
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options.castShadows ?? false,
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)
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return light
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}
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/** Whether this host can create point lights at all. */
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static get supportsPoint(): boolean { return _creator.createPointLight !== undefined }
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/** Live intensity (sun: lux, point: lumens) — animate a flash without rebuilding the light. */
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get intensity(): number { return this._intensity }
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set intensity(value: number) {
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this._intensity = value
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_creator.setLightIntensity?.(this.id, value)
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}
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set color(value: ColorInput) {
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_creator.setLightColor?.(this.id, Color.toPackedRgb(value))
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}
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}
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// Baked shadows for static 3D geometry (docs/lightmap-plan.md). A scene FILE does all of this by
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// itself: `env: { lightmap: { data, texture } }` marks the level as baked, every model/mesh node
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// that no Physics aspect moves is a static (keys = node paths, `lightmap: true|false` overrides),
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+
// and the runtime applies the bake when the level finishes loading (scene/defineScene.ts).
|
|
5
|
+
// Hand-built scenes register what never moves with `Lightmap.add`, bake once with
|
|
6
|
+
// `lecodes lightmap bake` (the desktop host traces the live scene and writes lightmap.ktx2 +
|
|
7
|
+
// lightmap.bake), and `Lightmap.load` applies the atlas at runtime:
|
|
8
|
+
//
|
|
9
|
+
// const crate = await Model.load(asset('./assets/props/crate.glb'), { lightmap: true })
|
|
10
|
+
// Lightmap.add(holder) // a Model, a Mesh, or a node holding them
|
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11
|
+
// Lightmap.add(ground) // Mesh.plane works too
|
|
12
|
+
// ...
|
|
13
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+
// await Lightmap.load(scene, { data: asset('./assets/lightmap/lightmap.bake'),
|
|
14
|
+
// texture: asset('./assets/lightmap/lightmap.ktx2') })
|
|
15
|
+
//
|
|
16
|
+
// Both files are asset() handles because the compiler stages exactly the files it sees (the data
|
|
17
|
+
// file is JSON with a .bake extension — a .json would be scanned as a code module). `load` is a
|
|
18
|
+
// no-op when the bake is missing or the host predates the feature, so the project stays runnable —
|
|
19
|
+
// and in BAKE mode (`lecodes lightmap bake`) it is where the bake fires: the same call marks "the
|
|
20
|
+
// scene is complete". Atlas channels: R = sun visibility, G = ambient occlusion; the shader keeps
|
|
21
|
+
// the real-time sun for dynamic casters and multiplies the baked mask in with an ambient floor.
|
|
22
|
+
|
|
23
|
+
import { fetch } from "../runtime/fetch"
|
|
24
|
+
import { Texture } from "./Texture"
|
|
25
|
+
import { Material } from "./Material"
|
|
26
|
+
import { Mesh } from "./Mesh"
|
|
27
|
+
import { Model } from "./Model"
|
|
28
|
+
import { Node } from "./Node"
|
|
29
|
+
import type { Scene } from "./Scene"
|
|
30
|
+
|
|
31
|
+
export type LightmapLoadOptions = {
|
|
32
|
+
/** 1 = baked sun shadows at full strength, 0 = ambient occlusion only. Default 1. */
|
|
33
|
+
sunStrength?: number
|
|
34
|
+
/** Multiplier on the ambient (IBL) share in the shadow math — how bright a fully shadowed texel
|
|
35
|
+
* stays. 1 reproduces filament's own real-time shadow darkness (the shader reads the scene's sun
|
|
36
|
+
* and IBL from filament's per-frame uniforms); raise it for lighter shadows, lower for deeper. Default 1. */
|
|
37
|
+
ambientScale?: number
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
export type LightmapInfo = {
|
|
41
|
+
size: number
|
|
42
|
+
texel: number
|
|
43
|
+
/** keys applied / keys in the file / registered statics without a rect */
|
|
44
|
+
applied: number
|
|
45
|
+
total: number
|
|
46
|
+
missing: string[]
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
type Entry = { key: string, model?: Model, mesh?: Mesh }
|
|
50
|
+
|
|
51
|
+
type BakeConfig = {
|
|
52
|
+
outDir: string, size?: number, texel?: number, sunRays?: number, aoRays?: number,
|
|
53
|
+
aoDistance?: number, bias?: number, sunAngle?: number,
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
const bakeConfig = (): BakeConfig | null => {
|
|
57
|
+
const g = (globalThis as unknown as { __lecodesLightmap?: BakeConfig }).__lecodesLightmap
|
|
58
|
+
return g && typeof g.outDir === "string" ? g : null
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
/** A hex colour as the 9-char form the float4 uniform path expects ("#rrggbbaa"). */
|
|
62
|
+
const hex8 = (c: unknown): string => {
|
|
63
|
+
if (typeof c !== "string") return "#ffffffff"
|
|
64
|
+
if (c.length === 7) return c + "ff"
|
|
65
|
+
if (c.length === 4) return "#" + c[1] + c[1] + c[2] + c[2] + c[3] + c[3] + "ff"
|
|
66
|
+
return c
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
export class Lightmap {
|
|
70
|
+
/** True while `lecodes lightmap bake` runs the app — skip menus and build the scene straight away. */
|
|
71
|
+
static get baking(): boolean { return bakeConfig() !== null }
|
|
72
|
+
|
|
73
|
+
private static entries: Entry[] = []
|
|
74
|
+
private static ordinals = new Map<string, number>()
|
|
75
|
+
private static warned = false
|
|
76
|
+
|
|
77
|
+
/** Register static geometry — a Model, a Mesh, or any node whose subtree holds them. Statics are
|
|
78
|
+
* both receivers and occluders in the bake. `key` names the entry in lightmap.bake (default:
|
|
79
|
+
* the node's name + a running number, `container#3`); pass one when names are not stable. */
|
|
80
|
+
static add(node: Node, key?: string): Node {
|
|
81
|
+
const base = key ?? `${node.name || "node"}#${Lightmap.next(node.name || "node")}`
|
|
82
|
+
const found: Entry[] = []
|
|
83
|
+
const walk = (n: Node): void => {
|
|
84
|
+
if (n instanceof Model) { found.push({ key: base, model: n }); return }
|
|
85
|
+
if (n instanceof Mesh) { found.push({ key: base, mesh: n }); return }
|
|
86
|
+
for (const c of n.children) walk(c)
|
|
87
|
+
}
|
|
88
|
+
walk(node)
|
|
89
|
+
if (found.length === 0) { console.warn(`Lightmap.add: ${base} holds no Model or Mesh`); return node }
|
|
90
|
+
if (found.length > 1) found.forEach((e, i) => { e.key = `${base}/${i}` })
|
|
91
|
+
Lightmap.entries.push(...found)
|
|
92
|
+
return node
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
/** @internal Scene-file runtime: one model/mesh node under its path key (no subtree walk). */
|
|
96
|
+
static _register(node: Model | Mesh, key: string): void {
|
|
97
|
+
Lightmap.entries.push(node instanceof Model ? { key, model: node } : { key, mesh: node })
|
|
98
|
+
}
|
|
99
|
+
|
|
100
|
+
private static next(name: string): number {
|
|
101
|
+
const n = Lightmap.ordinals.get(name) ?? 0
|
|
102
|
+
Lightmap.ordinals.set(name, n + 1)
|
|
103
|
+
return n
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
/** Forget every registration (a scene rebuild). */
|
|
107
|
+
static clear(): void {
|
|
108
|
+
Lightmap.entries = []
|
|
109
|
+
Lightmap.ordinals.clear()
|
|
110
|
+
}
|
|
111
|
+
|
|
112
|
+
/** Apply a bake — or, under `lecodes lightmap bake`, run it. Resolves to null when nothing was
|
|
113
|
+
* applied (no bake yet, a host without the feature, bake mode). */
|
|
114
|
+
static async load(scene: Scene, files: { data: string, texture: string }, options: LightmapLoadOptions = {}): Promise<LightmapInfo | null> {
|
|
115
|
+
const bake = bakeConfig()
|
|
116
|
+
if (bake) { Lightmap.bake(bake); return null }
|
|
117
|
+
if (!_creator.lightmapApply) {
|
|
118
|
+
if (!Lightmap.warned) { Lightmap.warned = true; console.warn("Lightmap: this host has no lightmap support — rendering without the bake") }
|
|
119
|
+
return null
|
|
120
|
+
}
|
|
121
|
+
let data: { size: number, texel: number, sun?: number[] | null, instances: { key: string, receiver: boolean, st?: number[] }[] }
|
|
122
|
+
try {
|
|
123
|
+
const resp = await fetch(files.data, { useOnce: true })
|
|
124
|
+
if (resp.status >= 400) { console.warn(`Lightmap: no bake at ${files.data} (HTTP ${resp.status}) — run \`lecodes lightmap bake\``); return null }
|
|
125
|
+
data = resp.json()
|
|
126
|
+
resp.dispose()
|
|
127
|
+
} catch (e) {
|
|
128
|
+
console.warn(`Lightmap: could not read ${files.data}: ${String(e)}`)
|
|
129
|
+
return null
|
|
130
|
+
}
|
|
131
|
+
const texture = await Texture.load(files.texture)
|
|
132
|
+
const ambientScale = options.ambientScale ?? 1
|
|
133
|
+
const strength = options.sunStrength ?? 1
|
|
134
|
+
const rects = new Map<string, number[]>()
|
|
135
|
+
for (const inst of data.instances) if (inst.receiver && inst.st) rects.set(inst.key, inst.st)
|
|
136
|
+
let applied = 0
|
|
137
|
+
const missing: string[] = []
|
|
138
|
+
for (const e of Lightmap.entries) {
|
|
139
|
+
const st = rects.get(e.key)
|
|
140
|
+
if (!st) { missing.push(e.key); continue }
|
|
141
|
+
if (e.model) {
|
|
142
|
+
const n = _creator.lightmapApply(e.model.id, texture._id, st[0], st[1], st[2], st[3], ambientScale, strength)
|
|
143
|
+
if (n === 0) { console.warn(`Lightmap: ${e.key} was not loaded with { lightmap: true } — skipped`); continue }
|
|
144
|
+
_creator.setGlbShadows?.(e.model.id, false, true)
|
|
145
|
+
} else if (e.mesh) {
|
|
146
|
+
Lightmap.swapMeshMaterial(e.mesh, texture, st, ambientScale, strength)
|
|
147
|
+
e.mesh.castShadows = false
|
|
148
|
+
}
|
|
149
|
+
applied++
|
|
150
|
+
}
|
|
151
|
+
if (missing.length) console.warn(`Lightmap: ${missing.length} static(s) have no rect in the bake (${missing.slice(0, 5).join(", ")}${missing.length > 5 ? "…" : ""}) — rebake`)
|
|
152
|
+
return { size: data.size, texel: data.texel, applied, total: rects.size, missing }
|
|
153
|
+
}
|
|
154
|
+
|
|
155
|
+
/** A Mesh keeps its look (colour / map / roughness / metallic) but moves to the lightmap material. */
|
|
156
|
+
private static swapMeshMaterial(mesh: Mesh, texture: Texture, st: number[], ambientScale: number, strength: number): void {
|
|
157
|
+
const src = mesh.material
|
|
158
|
+
const u = src?.uniforms ?? {}
|
|
159
|
+
const m = Material.lightmap()
|
|
160
|
+
m.set("baseColorFactor", hex8(u.baseColor))
|
|
161
|
+
if (u.baseColorMap instanceof Texture) m.set("baseColorMap", u.baseColorMap)
|
|
162
|
+
if (typeof u.roughness === "number") m.set("roughnessFactor", u.roughness)
|
|
163
|
+
if (typeof u.metallic === "number") m.set("metallicFactor", u.metallic)
|
|
164
|
+
m.set("lightmap", texture)
|
|
165
|
+
m.set("lightmapST", [ st[0], st[1], st[2], st[3] ])
|
|
166
|
+
m.set("ambientScale", ambientScale)
|
|
167
|
+
m.set("sunStrength", strength)
|
|
168
|
+
mesh.setMaterial(m)
|
|
169
|
+
}
|
|
170
|
+
|
|
171
|
+
private static bake(cfg: BakeConfig): void {
|
|
172
|
+
if (!_creator.lightmapBake) { console.error("[lightmap] error: this host has no bake module (build the desktop host with CREATOR_GL_LIGHTMAP, or update lecodes desktop)"); return }
|
|
173
|
+
const ids = Uint32Array.from(Lightmap.entries.map((e) => (e.model ?? e.mesh)!.id))
|
|
174
|
+
const keys = Lightmap.entries.map((e) => e.key).join("\n")
|
|
175
|
+
if (ids.length === 0) { console.error("[lightmap] error: nothing registered — call Lightmap.add on the static props before Lightmap.load"); return }
|
|
176
|
+
_creator.lightmapBake(cfg.outDir, ids, keys, cfg.size ?? 4096, cfg.texel ?? 0.02, cfg.sunRays ?? 32, cfg.aoRays ?? 64,
|
|
177
|
+
cfg.aoDistance ?? 2, cfg.bias ?? 0.02, cfg.sunAngle ?? 0.5)
|
|
178
|
+
}
|
|
179
|
+
}
|
|
@@ -58,6 +58,12 @@ export type ParticlesMaterialOptions = {
|
|
|
58
58
|
blend?: "alpha" | "add"
|
|
59
59
|
/** Soft radial falloff toward the sprite edge. Defaults to true without a map, false with one. */
|
|
60
60
|
soft?: boolean
|
|
61
|
+
/** Soft particles: fade each sprite out over this many metres as it cuts into the scene geometry
|
|
62
|
+
* behind it (Unity's "Soft Particles Factor"), so smoke and dust no longer slice through the
|
|
63
|
+
* ground and walls with a hard edge. 0 = off (default). Reads the scene's depth buffer, which the
|
|
64
|
+
* engine keeps bound while any soft system is on screen — the extra depth pass is only paid then.
|
|
65
|
+
* Filament hosts (desktop / web / Android / Apple); web-lite draws such sprites unfaded. */
|
|
66
|
+
depthFade?: number
|
|
61
67
|
/** How each particle is drawn: `'point'` (default — GPU point sprites, cheapest), `'quad'`
|
|
62
68
|
* (real camera-facing quads — no driver size cap, geometric rotation), or `'stretch'`
|
|
63
69
|
* (quads stretched along velocity — sparks, rain, speed streaks). `'ribbon'` is what `Trail`
|
|
@@ -169,6 +175,7 @@ export class Material {
|
|
|
169
175
|
m.uniforms.emissive = options.emissive ?? 0
|
|
170
176
|
m.uniforms.additive = options.blend === "add" ? 1 : 0
|
|
171
177
|
m.uniforms.softness = (options.soft ?? !options.map) ? 1 : 0
|
|
178
|
+
m.uniforms.depthFade = options.depthFade ?? 0
|
|
172
179
|
if (quad) {
|
|
173
180
|
m.uniforms.mode = options.render === "ribbon" ? 2 : options.render === "stretch" ? 1 : 0
|
|
174
181
|
m.uniforms.stretch = options.stretch ?? (options.render === "stretch" ? 0.05 : 0)
|
|
@@ -188,6 +195,24 @@ export class Material {
|
|
|
188
195
|
return m
|
|
189
196
|
}
|
|
190
197
|
|
|
198
|
+
/** The lightmap material (docs/lightmap-plan.md): PBR base colour × a baked shadow/AO atlas on UV1.
|
|
199
|
+
* Models take it through `Model.load(…, { lightmap: true })`; `Lightmap.load` builds one per static
|
|
200
|
+
* Mesh. Parameters use gltfio's names (`baseColorFactor`, `baseColorMap`, `roughnessFactor`,
|
|
201
|
+
* `metallicFactor`) plus `lightmap`, `lightmapST`, `ambientScale`, `sunStrength` (the sun / IBL terms come from
|
|
202
|
+
* filament's per-frame uniforms inside the shader). */
|
|
203
|
+
static lightmap(): Material {
|
|
204
|
+
// Inline literal: the compiler's preload header captures the shader name from it.
|
|
205
|
+
const m = new Material({ _id: _creatorUtils.fetchLocal("lightmap.filamat") } as any)
|
|
206
|
+
m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0)
|
|
207
|
+
m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("hasNormalMap", 0)
|
|
208
|
+
return m
|
|
209
|
+
}
|
|
210
|
+
|
|
211
|
+
/** @internal the shared template instance `Model.load({ lightmap })` hands the engine (its MATERIAL is what
|
|
212
|
+
* the GLB provider instantiates; the template itself never draws). */
|
|
213
|
+
static _lightmapTemplate(): Material { return (Material._lmTemplate ??= Material.lightmap()) }
|
|
214
|
+
private static _lmTemplate: Material | undefined
|
|
215
|
+
|
|
191
216
|
/** Shadow-catcher material (transparent except where shadows fall). */
|
|
192
217
|
static shadow(color: ColorInput = "#000000aa"): Material {
|
|
193
218
|
const m = new Material({ _id: _creatorUtils.fetchLocal("shadow.filamat") } as any)
|
package/runtime/sdk/gl/Mesh.ts
CHANGED
|
@@ -24,7 +24,6 @@ export type MeshOptions = {
|
|
|
24
24
|
|
|
25
25
|
export class Mesh extends Node {
|
|
26
26
|
private _geometry?: Geometry
|
|
27
|
-
private _materials: Material[] = []
|
|
28
27
|
|
|
29
28
|
constructor(geometry?: Geometry, material?: Material) {
|
|
30
29
|
super()
|
|
@@ -32,29 +31,15 @@ export class Mesh extends Node {
|
|
|
32
31
|
const mat = material ?? Material.unlit()
|
|
33
32
|
this._geometry = geometry
|
|
34
33
|
this._materials = [ mat ]
|
|
35
|
-
_creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind)
|
|
34
|
+
_creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1)
|
|
36
35
|
}
|
|
37
36
|
}
|
|
38
37
|
|
|
39
38
|
override get geometry(): Geometry | undefined { return this._geometry }
|
|
40
39
|
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
setMaterial(material: Material, index = 0): this {
|
|
45
|
-
this._materials[index] = material
|
|
46
|
-
_creator.setMaterial(this.id, Material.idOf(material), index)
|
|
47
|
-
return this
|
|
48
|
-
}
|
|
49
|
-
getMaterial(index = 0): Material | null {
|
|
50
|
-
const existing = this._materials[index]
|
|
51
|
-
if (existing) return existing
|
|
52
|
-
const id = _creator.getMaterial(this.id, index)
|
|
53
|
-
if (id === 0) return null
|
|
54
|
-
const mat = new Material(id)
|
|
55
|
-
this._materials[index] = mat
|
|
56
|
-
return mat
|
|
57
|
-
}
|
|
40
|
+
/** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
|
|
41
|
+
override get material(): Material { return this._materials![0]! }
|
|
42
|
+
override set material(m: Material) { this.setMaterial(m, 0) }
|
|
58
43
|
|
|
59
44
|
set culling(v: boolean) { _creator.setCulling(this.id, v) }
|
|
60
45
|
set castShadows(v: boolean) { _creator.setCastShadows(this.id, v) }
|
|
@@ -63,10 +48,8 @@ export class Mesh extends Node {
|
|
|
63
48
|
// --- factories ---
|
|
64
49
|
|
|
65
50
|
static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
if (sx !== 1 || sy !== 1 || sz !== 1) geo.scale(sx, sy, sz)
|
|
69
|
-
return apply(new Mesh(geo, options.material), options)
|
|
51
|
+
// the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
|
|
52
|
+
return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
|
|
70
53
|
}
|
|
71
54
|
|
|
72
55
|
static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
|
package/runtime/sdk/gl/Model.ts
CHANGED
|
@@ -7,11 +7,14 @@
|
|
|
7
7
|
import { fetch, type FetchResponse } from "../runtime/fetch"
|
|
8
8
|
import { Node } from "./Node"
|
|
9
9
|
import { Animator } from "./animation/Animator"
|
|
10
|
+
import { Material } from "./Material"
|
|
10
11
|
|
|
11
12
|
export class Model extends Node {
|
|
12
13
|
/** The model's Animator — always present, its clip table = the GLB's embedded clips. Configure
|
|
13
14
|
* more (external clips, blend spaces, layers) with `model.aspect(Animator, {...})`. */
|
|
14
15
|
declare readonly anim: Animator
|
|
16
|
+
/** @internal loaded through the lightmap material (docs/lightmap-plan.md); clones inherit it. */
|
|
17
|
+
_lightmapped = false
|
|
15
18
|
|
|
16
19
|
constructor(internalId: number) {
|
|
17
20
|
super(internalId)
|
|
@@ -24,13 +27,21 @@ export class Model extends Node {
|
|
|
24
27
|
clone(): Model {
|
|
25
28
|
const id = _creator.cloneEntity(this.id)
|
|
26
29
|
_creator.setGlbCulling(id, false)
|
|
27
|
-
|
|
30
|
+
const m = new Model(id)
|
|
31
|
+
m._lightmapped = this._lightmapped
|
|
32
|
+
return m
|
|
28
33
|
}
|
|
29
34
|
|
|
30
35
|
/** Load a GLB model. Returns its root as a Model; play its baked clips via model.anim. */
|
|
31
36
|
static load(
|
|
32
37
|
source: string | FetchResponse,
|
|
33
|
-
options: {
|
|
38
|
+
options: {
|
|
39
|
+
culling?: boolean
|
|
40
|
+
onProgress?: (p: { loaded: number, total?: number }) => void
|
|
41
|
+
/** Load through the lightmap material so `Lightmap.load` can bind a baked atlas (the GLB needs
|
|
42
|
+
* TEXCOORD_1 — `lecodes assets doctor --lightmap-uv`). Hosts without lightmap support ignore it. */
|
|
43
|
+
lightmap?: boolean
|
|
44
|
+
} = {},
|
|
34
45
|
): Promise<Model> {
|
|
35
46
|
if (typeof source === "string") {
|
|
36
47
|
return fetch(source, { useOnce: true, onProgress: options.onProgress }).then((resp) => {
|
|
@@ -39,9 +50,12 @@ export class Model extends Node {
|
|
|
39
50
|
})
|
|
40
51
|
}
|
|
41
52
|
return new Promise<Model>((resolve, reject) => {
|
|
53
|
+
const lightmapped = !!options.lightmap && !!_creator.setNextGlbLightmapped
|
|
54
|
+
if (lightmapped) _creator.setNextGlbLightmapped!(Material.idOf(Material._lightmapTemplate()))
|
|
42
55
|
_creator.createGlb((source as unknown as { _id: number })._id, (entityId: number) => {
|
|
43
56
|
if (entityId === 0) { reject(new Error("Failed to load GLB")); return }
|
|
44
57
|
const model = new Model(entityId)
|
|
58
|
+
model._lightmapped = lightmapped
|
|
45
59
|
if (options.culling !== true) _creator.setGlbCulling(entityId, false)
|
|
46
60
|
resolve(model)
|
|
47
61
|
}, reject)
|