lecodes-cli 0.18.1 → 0.19.0
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/dist/index.js +2096 -506
- package/package.json +3 -2
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk/core/Aspect.ts +65 -9
- package/runtime/sdk/core/StateMachine.ts +308 -0
- package/runtime/sdk/core/time.ts +3 -0
- package/runtime/sdk/gl/Camera.ts +39 -0
- package/runtime/sdk/gl/Light.ts +12 -4
- package/runtime/sdk/gl/Lightmap.ts +87 -10
- package/runtime/sdk/gl/Material.ts +15 -0
- package/runtime/sdk/gl/Model.ts +68 -8
- package/runtime/sdk/gl/NavAgent.ts +337 -0
- package/runtime/sdk/gl/NavMesh.ts +397 -0
- package/runtime/sdk/gl/Ragdoll.ts +270 -0
- package/runtime/sdk/gl/Scene.ts +20 -0
- package/runtime/sdk/gl/Shape.ts +37 -5
- package/runtime/sdk/gl/Terrain.ts +1092 -0
- package/runtime/sdk/gl/Texture.ts +17 -0
- package/runtime/sdk/gl/animation/Animator.ts +35 -2
- package/runtime/sdk/gl/animation/Layer.ts +3 -1
- package/runtime/sdk/gl/animation/Loop.ts +5 -0
- package/runtime/sdk/gl/animation/Playback.ts +4 -3
- package/runtime/sdk/gl/animation/core.ts +52 -10
- package/runtime/sdk/gl/terrainMesh.ts +219 -0
- package/runtime/sdk/inject.ts +12 -1
- package/runtime/sdk/net/codec.ts +119 -0
- package/runtime/sdk/net/core.ts +384 -0
- package/runtime/sdk/net/index.ts +181 -0
- package/runtime/sdk/net/replication.ts +622 -0
- package/runtime/sdk/runtime/device.ts +102 -1
- package/runtime/sdk/scene/defineScene.ts +1353 -1227
- package/runtime/sdk/scene/editorPlugins.ts +18 -0
- package/runtime/sdk/ui/UINode.ts +4 -0
- package/runtime/sdk-types.json +1 -1
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@@ -7,12 +7,17 @@ import { appEventsOn, appEventsOff } from "./appEvents"
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type ResizeCallback = (width: number, height: number) => void
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type HdrChangeCallback = (headroom: number) => void
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type DeviceEventMap = {
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resize: ResizeCallback
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/** Connectivity came back (best-effort, navigator.onLine semantics). */
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online: () => void
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/** Connectivity was lost. */
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offline: () => void
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/** The headroom the 3D engine renders to moved (`device.hdr.headroom`): the display ramped up to
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* its peak after launch, brightness changed, the window went to another screen. */
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hdrchange: HdrChangeCallback
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}
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const resizeListeners: ResizeCallback[] = []
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@@ -22,6 +27,25 @@ const onResize = (width: number, height: number): void => {
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for (const cb of resizeListeners.slice()) cb(width, height)
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}
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// --- device.hdr state ---
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// The 3D bridge is a free global that a 2D-only bundle never defines — reach it defensively. Hosts
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// without the methods are SDR by definition; the look setters are remembered so the getters read
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// back what the app asked for.
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const gl = (): typeof _creator | undefined => (typeof _creator !== "undefined" ? _creator : undefined)
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let hdrStrengthLocal = 0.35
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let hdrPaperWhiteLocal = 1
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// `hdrchange` is a poll: the engine quantises the headroom to half-stops, so a change is rare and
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// a 4 Hz timer (only while someone listens) is cheaper than a per-frame bridge call.
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const hdrListeners: HdrChangeCallback[] = []
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let hdrPollTimer: ReturnType<typeof setInterval> | undefined
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let hdrLastHeadroom = 1
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const pollHdr = (): void => {
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const h = device.hdr.headroom
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if (h === hdrLastHeadroom) return
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hdrLastHeadroom = h
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for (const cb of hdrListeners.slice()) cb(h)
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}
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/** Semantic haptic styles for `device.vibrate`. Impact styles (`light`/`medium`/`heavy`/`soft`/
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* `rigid`) are a physical "tap" of varying weight; notification styles (`success`/`warning`/`error`)
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* cue an outcome; `selection` is a light tick for a value change. Chosen to map 1:1 onto iOS
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@@ -66,7 +90,10 @@ const orientedAttitude = (s: ArrayLike<number>): Quat => {
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}
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export const device = {
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-
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/** Which INPUT MODEL the app is running under — the thing to branch on when a build needs
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* mouse-look instead of on-screen sticks. It is not the OS name: a Mac reports `"desktop"`,
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* like Windows and Linux do (the OS/version detail is host-side, not here). */
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get platform(): "web" | "android" | "ios" | "desktop" | string {
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return _creatorUtils.platform
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},
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get language(): string {
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@@ -162,6 +189,63 @@ export const device = {
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return new Vec3(g.x, -g.y, g.z)
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},
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},
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/** The display's extended dynamic range — HDR. On a screen with headroom above SDR white (Apple's
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* XDR panels; the macOS host today) the 3D surface is float and the engine renders past 1.0:
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* 1.0 is the white of the UI and of a diffuse white surface, and the sun, emissives and speculars
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* climb up to `headroom` times that. Everywhere else it is SDR: `available` false, `headroom` 1,
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* the look setters remembered but invisible.
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*
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* Branch content on `available`, not on `headroom` — the live value ramps up from 1 over the
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* first seconds after launch and follows the brightness keys. Particle `emissive` is the thing
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* to raise: it is in post-exposure units (1 = white on screen) and everything above that clips on
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* SDR, so an HDR display is the only place a fireball peaking at 8 reads as one. */
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hdr: {
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/** Whether the surface can show anything above SDR white at all (`maxHeadroom > 1`). */
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get available(): boolean {
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return device.hdr.maxHeadroom > 1
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},
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/** The peak the display can reach, as a multiple of SDR white (a 1600-nit XDR panel reports up
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* to 16). Constant for the surface; 1 on SDR. */
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get maxHeadroom(): number {
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const v = gl()?.getDisplayMaxHeadroom?.() ?? 1
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return v > 1 ? v : 1
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},
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/** The headroom the engine renders to right now — the screen's current peak as a multiple of SDR
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* white, quantised to half-stops. Moves with brightness and the screen under the window
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* (`hdrchange` event); never below 1. */
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get headroom(): number {
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const v = gl()?.getDisplayHeadroom?.() ?? 1
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return v > 1 ? v : 1
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},
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/** How much of the picture reaches for the headroom, 0..1 (default 0.35). 0 touches only what
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* SDR clipped — faithful to the SDR grade, but a mostly-mid-tone frame then looks flat next to
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* the one bright spot; 1 lifts nearly everything above black toward the peak. A sunlit exterior
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* takes 1, a dim interior wants less. A host may pin it (`LECODES_HDR_STRENGTH`). */
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get strength(): number {
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return gl()?.getHdrStrength?.() ?? hdrStrengthLocal
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},
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set strength(v: number) {
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const s = Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : 0.35
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hdrStrengthLocal = s
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gl()?.setHdrStrength?.(s)
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},
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/** Where white lands, as a multiple of SDR white, 1..8 (default 1) — the "HDR brightness" of a
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* console game's calibration screen, where paper white sits at ~200 nits against SDR's ~100.
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* It scales the WHOLE picture: at 1 a white wall is as bright as the UI's white, at 2 it is
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* twice that, and highlights still climb above it (the engine keeps `headroom / paperWhite` for
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* them, clamped at the peak). `strength` decides how much of the picture reaches for the
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* peak; this decides where the picture starts. 1.5–2 is the console norm; a game that wants to
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* read as "HDR on" rather than "SDR with a brighter sun" wants this over `strength`. A host may
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* pin it (`LECODES_HDR_PAPER_WHITE`). */
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get paperWhite(): number {
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return gl()?.getHdrPaperWhite?.() ?? hdrPaperWhiteLocal
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},
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set paperWhite(v: number) {
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const p = Number.isFinite(v) ? Math.min(8, Math.max(1, v)) : 1
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hdrPaperWhiteLocal = p
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gl()?.setHdrPaperWhite?.(p)
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},
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},
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/** Current connectivity — best-effort navigator.onLine semantics: `false` only when the platform
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* is sure there's no network. `true` on hosts that don't track it. Change events: `"online"` /
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* `"offline"`. */
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appEventsOn(channel, callback as () => void)
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return
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}
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if (channel === "hdrchange") {
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hdrListeners.push(callback as HdrChangeCallback)
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if (hdrPollTimer === undefined) {
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hdrLastHeadroom = device.hdr.headroom
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hdrPollTimer = setInterval(pollHdr, 250)
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}
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return
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}
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if (channel !== "resize") return
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resizeListeners.push(callback as ResizeCallback)
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if (!resizeRegistered) {
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@@ -185,6 +277,15 @@ export const device = {
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appEventsOff(channel, callback as () => void)
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return
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}
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if (channel === "hdrchange") {
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const i = hdrListeners.indexOf(callback as HdrChangeCallback)
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if (i >= 0) hdrListeners.splice(i, 1)
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if (hdrListeners.length === 0 && hdrPollTimer !== undefined) {
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clearInterval(hdrPollTimer)
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hdrPollTimer = undefined
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}
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return
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}
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if (channel !== "resize") return
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const i = resizeListeners.indexOf(callback as ResizeCallback)
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if (i >= 0) resizeListeners.splice(i, 1)
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