lecodes-cli 0.18.2 → 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 +1240 -170
- package/package.json +3 -2
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk/compile/aspectMacro.ts +86 -0
- package/runtime/sdk/compile/assetIconMacro.ts +384 -0
- package/runtime/sdk/compile/assetMacro.ts +146 -0
- package/runtime/sdk/compile/assetName.ts +50 -0
- package/runtime/sdk/compile/bundler.ts +287 -0
- package/runtime/sdk/compile/compileProject.ts +129 -0
- package/runtime/sdk/compile/detectEntry.ts +128 -0
- package/runtime/sdk/compile/fontMacro.ts +459 -0
- package/runtime/sdk/compile/fontRegistry.ts +78 -0
- package/runtime/sdk/compile/header.ts +67 -0
- package/runtime/sdk/compile/index.ts +100 -0
- package/runtime/sdk/compile/libraryImports.ts +52 -0
- package/runtime/sdk/compile/liteMaterial.ts +247 -0
- package/runtime/sdk/compile/sceneEditor.ts +88 -0
- package/runtime/sdk/compile/serverSplit.ts +233 -0
- package/runtime/sdk/compile/serverTypes.ts +227 -0
- package/runtime/sdk/compile/sfnt.ts +98 -0
- package/runtime/sdk/compile/shaderSchema.ts +202 -0
- package/runtime/sdk/compile/shaderTargets.ts +81 -0
- package/runtime/sdk/compile/sourcemap.ts +25 -0
- 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/CameraPlace.ts +52 -52
- 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 +7 -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/Trigger.ts +45 -45
- 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/scenarios.ts +291 -291
- package/runtime/sdk/gl/state.ts +6 -6
- 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/scene/defineScene.ts +140 -14
- package/runtime/sdk/scene/editorPlugins.ts +18 -0
- package/runtime/sdk/scene/gizmos.ts +148 -148
- package/runtime/sdk/ui/UINode.ts +4 -0
- package/runtime/sdk-types.json +1 -1
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@@ -30,6 +30,23 @@ export class Texture {
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return new Texture(Math.round(canvas.width * canvas.pixelRatio), Math.round(canvas.height * canvas.pixelRatio), canvas._tex3dId)
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}
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/** A texture from raw pixels: `channels` (1–4, default 4) UBYTE per pixel, row-major, `width ×
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* height × channels` bytes; `srgb` (default true for colour) picks the sRGB internal format —
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* pass false for data (a heightmap, a mask). No mips. Throws on a host without the call. */
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static fromPixels(width: number, height: number, data: Uint8Array, opts: { channels?: 1 | 2 | 3 | 4, srgb?: boolean } = {}): Texture {
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if (!_creator.createTexturePixels) throw new Error("Texture.fromPixels needs a newer host")
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const channels = opts.channels ?? 4
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if (data.length < width * height * channels) throw new Error(`Texture.fromPixels: ${data.length} bytes for ${width}×${height}×${channels}`)
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const id = _creator.createTexturePixels(width, height, channels, data, opts.srgb ?? true)
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if (id === 0xFFFFFFFF) throw new Error("Texture.fromPixels: the host refused the texture")
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return new Texture(width, height, id)
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}
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/** Re-upload a rectangle of a `fromPixels` texture (same channel count). */
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update(x: number, y: number, width: number, height: number, data: Uint8Array): void {
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_creator.updateTexturePixels?.(this._id, x, y, width, height, data)
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}
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static load(source: string | FetchResponse | File): Promise<Texture> {
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if (typeof source === "string") {
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return fetch(source, { useOnce: true }).then((resp) => {
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@@ -1,45 +1,45 @@
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1
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// A trigger zone, as an aspect on a 3D Node. Requires a Shape (its geometry); creates a static SENSOR
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// body from it, so a physics body overlapping the zone fires the node's 'enter' / 'exit' events
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// instead of colliding. A trigger does not block movement, and is still pointer-pickable.
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//
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// const goal = new Mesh(box(), material)
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// .aspect(Shape, { box: [1, 2, 1] })
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// .aspect(Trigger)
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// goal.addEventListener('enter', other => win(other))
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// goal.addEventListener('exit', other => …)
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import { Aspect } from "../core/Aspect"
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import { Shape } from "./Shape"
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import { ensurePhysicsEvents } from "./physicsEvents"
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import type { Node } from "./Node"
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export class Trigger extends Aspect<"trigger", Node> {
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static readonly aspect = "trigger"
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private _bodyId = 0
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/** Native body id (0 if no physics support). */
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get id(): number { return this._bodyId }
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onAttach(): void {
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if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
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const shape = this.node.get(Shape)
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if (!shape) {
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throw new Error("Trigger requires a Shape aspect — add it first: node.aspect(Shape, {…}).aspect(Trigger)")
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}
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const shapeId = shape._claim()
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this._bodyId = _creator.physicsCreateBody(this.node.id, shapeId, 0 /* static */, 0, true /* sensor */, false)
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shape._ownBody(this._bodyId)
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ensurePhysicsEvents() // routes overlap events → the node's 'enter' / 'exit'
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}
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-
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onDetach(): void {
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if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
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const shape = this.node.get(Shape)
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if (shape) {
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shape._ownBody(0) // the Shape held OUR body id — forget it, or its own detach removes it twice (native crash)
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shape._recreatePickBody()
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}
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}
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// No moveTo(): `node.position = p` moves the node AND the sensor body it owns (see Node._xf).
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}
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// A trigger zone, as an aspect on a 3D Node. Requires a Shape (its geometry); creates a static SENSOR
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// body from it, so a physics body overlapping the zone fires the node's 'enter' / 'exit' events
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// instead of colliding. A trigger does not block movement, and is still pointer-pickable.
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//
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// const goal = new Mesh(box(), material)
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// .aspect(Shape, { box: [1, 2, 1] })
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// .aspect(Trigger)
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// goal.addEventListener('enter', other => win(other))
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// goal.addEventListener('exit', other => …)
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import { Aspect } from "../core/Aspect"
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import { Shape } from "./Shape"
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import { ensurePhysicsEvents } from "./physicsEvents"
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import type { Node } from "./Node"
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export class Trigger extends Aspect<"trigger", Node> {
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static readonly aspect = "trigger"
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private _bodyId = 0
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/** Native body id (0 if no physics support). */
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get id(): number { return this._bodyId }
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onAttach(): void {
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if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
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const shape = this.node.get(Shape)
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if (!shape) {
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throw new Error("Trigger requires a Shape aspect — add it first: node.aspect(Shape, {…}).aspect(Trigger)")
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}
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const shapeId = shape._claim()
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this._bodyId = _creator.physicsCreateBody(this.node.id, shapeId, 0 /* static */, 0, true /* sensor */, false)
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shape._ownBody(this._bodyId)
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ensurePhysicsEvents() // routes overlap events → the node's 'enter' / 'exit'
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}
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onDetach(): void {
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if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
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const shape = this.node.get(Shape)
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if (shape) {
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shape._ownBody(0) // the Shape held OUR body id — forget it, or its own detach removes it twice (native crash)
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shape._recreatePickBody()
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}
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}
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// No moveTo(): `node.position = p` moves the node AND the sensor body it owns (see Node._xf).
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}
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import { Aspect } from "../../core/Aspect"
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import type { Node } from "../Node"
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import type { AnimationClip } from "./AnimationClip"
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import { Core, type ClipEventHandler, type LayerOptions, type LoopDef, type LoopOptions, type PlayOptions, type StopOptions } from "./core"
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import { Core, type ActiveClip, type ClipEventHandler, type LayerOptions, type LoopDef, type LoopOptions, type PlayOptions, type StopOptions } from "./core"
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import type { Loop } from "./Loop"
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import type { Layer } from "./Layer"
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import type { Playback } from "./Playback"
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/** Level of detail for a GLB instance (docs/lod-plan.md): `'auto'` = the engine's pick by screen size and
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* visibility, or a fixed level 0 (full) … 3 (coarsest mesh, animation every 4th frame without fingers). */
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export type LodMode = "auto" | 0 | 1 | 2 | 3
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/** @internal Push a node's LOD override to the host: the Model's mesh level and the Animator's rate
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* (an Animator set to 'full' wins over a model level — the pose stays exact, the mesh may still coarsen). */
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export const _pushLod = (node: Node): void => {
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if (!_creator.setLod) return
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const mesh = (node as { _lodMesh?: number })._lodMesh ?? -1
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const anim = node.get(Animator)
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_creator.setLod(node.id, mesh, anim?._lod === "full" ? 0 : mesh)
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}
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export class Animator extends Aspect<"anim", Node> {
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static readonly aspect = "anim"
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private _c!: Core
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private _rootMotion = false
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private _rootRotation = false
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/** @internal */
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_lod: "auto" | "full" = "auto"
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/** Animation level of detail. `'auto'` (default): a character small on screen or out of view is
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* evaluated every 2nd / 4th frame and stops sampling its finger, toe and twist joints; `'full'`:
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* every frame, every joint, whatever the distance — a hero seen through a scope, a cutscene actor.
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* Independent of `Model.lod` (the mesh level). No-op on hosts without the LOD pass. */
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get lod(): "auto" | "full" { return this._lod }
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set lod(v: "auto" | "full") { this._lod = v; _pushLod(this.node) }
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onAttach(): void { this._c = new Core(this.node) }
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onDetach(): void { this._c.destroy() }
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get loop(): Loop | undefined { return this._c.layers[0].loop?.view }
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/** A one-shot on the base layer hasn't handed over yet. */
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get busy(): boolean { return this._c.busy(this._c.layers[0]) }
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/** Every clip shown this frame, all layers, with its weight — the crossfades' state (a debug overlay's list). */
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get active(): ActiveClip[] { return this._c.layers.flatMap((L) => this._c.active(L)) }
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// ---- layers ----
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/** A new layer on top (masked override / additive). The returned object is its handle. */
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* or its CharacterController (on this node or an ancestor) as a velocity, so it collides. For
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* clips whose hips actually travel (Mixamo without "In Place", lunges, rolls). */
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get rootMotion(): boolean { return this._rootMotion }
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set rootMotion(on: boolean) { this._rootMotion = on; this._c.setRootMotion(on) }
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set rootMotion(on: boolean) { this._rootMotion = on; this._c.setRootMotion(on, this._rootRotation) }
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/** With `rootMotion`, the root bone's TURN (its yaw about the node's up, since the clip's first
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* frame) is root motion too: it comes off the pose and turns the node the travel lands on — the
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* character (or the model) faces where a turn-start / turn-in-place / arc clip took it, and the
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* crossfade into the next clip keeps that heading instead of swinging back. Off by default: a
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* walk cycle's hip sway is a turn too, and most rigs want it in the pose; turn it on for a rig
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* whose root bone carries the heading (`lecodes assets retarget --root-rotation yaw`). */
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get rootRotation(): boolean { return this._rootRotation }
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set rootRotation(on: boolean) { this._rootRotation = on; if (this._rootMotion) this._c.setRootMotion(true, on) }
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}
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// `{ additive: true }` for deltas stacked on top). The Animator's own play/stop/playLoop ARE its base
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// layer; extra layers composite over it in creation order. The object is the layer's only handle.
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import type { Core, LayerRec, LoopDef, LoopOptions, PlayOptions, StopOptions } from "./core"
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import type { ActiveClip, Core, LayerRec, LoopDef, LoopOptions, PlayOptions, StopOptions } from "./core"
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import type { Loop } from "./Loop"
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import type { Playback } from "./Playback"
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@@ -26,4 +26,6 @@ export class Layer {
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set weight(v: number) { this._r.weight = v; this._c.pushLayer(this._r) }
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/** A one-shot on this layer hasn't handed over yet. */
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get busy(): boolean { return this._c.busy(this._r) }
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/** Every clip this layer shows this frame with its weight — the crossfades' state, for a debug overlay. */
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get active(): ActiveClip[] { return this._c.active(this._r) }
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}
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* even while a one-shot plays (the loop returns at the new mix). */
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get value(): BlendPosition { return this._r.value }
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set value(v: BlendPosition) { this._c.setLoopValue(this._r, v) }
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/** Where the loop is in its cycle, 0–1 — one clock for every member (a blend cycles over its
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* weighted period). Set it to jump the cycle: `playLoop(def, { phase })` on the way in, or here
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* to re-sync with something else (a clip whose pose matches the cycle at that phase). */
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get phase(): number { return this._c.loopPhase(this._r) }
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set phase(v: number) { this._c.setLoopPhase(this._r, v) }
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/** Each member's current contribution, 0–1 (fades included). */
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get weights(): Record<string, number> {
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const out: Record<string, number> = {}
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/** The layer it plays on. */
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get layer(): Layer { return this._r.slot.layer.view }
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/** Clock (s). */
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get time(): number { return this._c.slotTime(this._r.slot) }
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get time(): number { return this._r.slot.last === this._r ? this._c.slotTime(this._r.slot) : 0 }
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/** 0–1 through the clip (the current cycle, when looping). */
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get progress(): number { const d = this.clip.duration; return d > 0 ? this.time / d : 0 }
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/** Not handed over yet (the clip still owns the layer). */
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get playing(): boolean { return this._r.playing }
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/** Current contribution to the pose, 0–1 — moves during crossfades
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/** Current contribution to the pose, 0–1 — moves during crossfades, still falling after the
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* hand-over while the clip fades beneath what took over. */
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get weight(): number { return this._r.slot.last === this._r ? this._c.slotWeight(this._r.slot) : 0 }
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/** Resolves at the hand-over (`true`) or when cut short (`false`) — the promise `await playback`
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* uses; the one to return from async functions or put in `Promise.all`. */
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get done(): Promise<boolean> { return this._r.done }
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@@ -36,10 +36,25 @@ export type LoopOptions = {
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fade?: number
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/** Playback rate of the loop's clips (default 1). */
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speed?: number
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/** Where in the cycle to start, 0–1 (default 0): a blend's members share one clock, so this is the
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* phase of every member — e.g. the phase whose pose matches the clip the loop takes over from. */
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phase?: number
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}
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/** What a layer loops: one clip (name / index), or a blend space `{ name: position }`. */
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export type LoopDef = string | number | Record<string, BlendPosition>
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/** One clip the layer shows this frame — `layer.active` / `anim.active` (a debug overlay's list). */
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export type ActiveClip = {
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name: string
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clip: AnimationClip
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/** contribution to the pose, 0–1 — the crossfades' state */
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weight: number
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/** clock (s) */
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time: number
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/** a member of the layer's loop (else a one-shot — playing, or fading after its hand-over) */
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loop: boolean
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}
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export type LayerOptions = {
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/** Bone name(s): the layer drives only these subtrees (`'Spine1'` = upper body). Default: the whole rig. */
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mask?: string | string[]
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@@ -54,9 +69,13 @@ export type ClipEventHandler = (clip: string, layer: Layer) => void
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// ---- records -------------------------------------------------------------------------------------
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-
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/** One INSTANCE of a clip on a layer (an engine slot). A clip has as many as it needs at once: a
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* clip started again while its last instance still fades gets another slot — the old one keeps
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* fading beneath (a rewind in place would snap the pose). `playback` = the one-shot that owns it
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* until its hand-over; `last` = the one that took it most recently (its weight / time after that). */
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export type SlotRec = { name: string, clip: AnimationClip, slot: number, layer: LayerRec, inBlend: boolean, playback?: PlaybackRec, last?: PlaybackRec }
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export type PlaybackRec = { slot: SlotRec, playing: boolean, done: Promise<boolean>, resolve: (natural: boolean) => void }
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export type LayerRec = { index: number, view: Layer, slots: SlotRec[],
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export type LayerRec = { index: number, view: Layer, slots: SlotRec[], loop?: LoopRec, weight: number, mask: string, additive: boolean }
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export type LoopRec = { layer: LayerRec, members: { name: string, slot: SlotRec }[], value: BlendPosition, view: Loop, dead: boolean }
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const handlers = new Map<number, (slot: number, type: number) => void>()
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@@ -145,12 +164,12 @@ export class Core {
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destroy(): void {
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for (const L of this.layers) for (const s of L.slots) if (s.playback) this.settle(s.playback, false)
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if (this.id) { _creator.animatorDestroy(this.id); handlers.delete(this.id); this.id = 0 }
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for (const L of this.layers) { L.slots = [];
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for (const L of this.layers) { L.slots = []; if (L.loop) { L.loop.dead = true; L.loop = undefined } }
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}
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// ---- layers ----
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newLayer(options?: LayerOptions): LayerRec {
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const rec: LayerRec = { index: this.layers.length, view: undefined as unknown as Layer, slots: [],
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const rec: LayerRec = { index: this.layers.length, view: undefined as unknown as Layer, slots: [], weight: options?.weight ?? 1, mask: "", additive: options?.additive ?? false }
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if (options?.mask !== undefined) rec.mask = Array.isArray(options.mask) ? options.mask.join("\n") : options.mask
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rec.view = new Layer(rec, this)
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return rec
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@@ -169,10 +188,11 @@ export class Core {
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}
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// ---- slots ----
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/**
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/** A slot for the clip on the layer: one of its own that is silent now (never shown, or faded
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* out), else a new binding — so a clip still fading can start again OVER itself. */
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slotFor(L: LayerRec, name: string, clip: AnimationClip): SlotRec | undefined {
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const have = L.
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if (have
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const have = L.slots.find((s) => s.name === name && s.clip === clip && !s.inBlend && !s.playback && this.slotWeight(s) <= 0)
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if (have) return have
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const slot = _creator.animatorBind(this.id, clip._set, clip._index, L.index)
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if (slot < 0) { console.warn(`Animator: could not bind clip '${name}'`); return undefined }
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const bound = _creator.animatorBoundTracks(this.id, slot)
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@@ -180,7 +200,6 @@ export class Core {
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else if (bound < clip.trackCount) console.warn(`Animator: '${name}' — ${clip.trackCount - bound}/${clip.trackCount} tracks unbound (bone names not found)`)
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const rec: SlotRec = { name, clip, slot, layer: L, inBlend: false }
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L.slots.push(rec)
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L.byName.set(name, rec)
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return rec
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}
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@@ -203,7 +222,7 @@ export class Core {
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let resolve = (_n: boolean): void => {}
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const done = new Promise<boolean>((r) => { resolve = r })
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const rec: PlaybackRec = { slot: s, playing: true, done, resolve }
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s.playback = rec
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s.playback = rec; s.last = rec
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_creator.animatorPlay(this.id, s.slot, false, o.speed ?? 1, fadeIn, fadeOut, o.restart ?? false)
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return new Playback(rec, this)
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}
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@@ -255,8 +274,21 @@ export class Core {
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}
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L.loop = rec
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_creator.animatorSetBlend(this.id, L.index, is2D ? 2 : 1, new Uint16Array(slots), new Float32Array(positions), fade, o.speed ?? 1)
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if (o.phase !== undefined) this.setLoopPhase(rec, o.phase)
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return rec.view
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}
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/** The loop's phase through its cycle, 0–1 (the members share one clock). */
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loopPhase(b: LoopRec): number {
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const m = b.members[0]
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if (!m || b.dead) return 0
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const d = m.slot.clip.duration
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return d > 0 ? this.slotTime(m.slot) / d : 0
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}
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setLoopPhase(b: LoopRec, phase: number): void {
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const m = b.members[0]
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if (!m || b.dead) return
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this.seek(m.slot, (((phase % 1) + 1) % 1) * m.slot.clip.duration) // seeking one member moves the group
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}
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setLoopValue(b: LoopRec, v: BlendPosition): void {
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if (b.dead) { console.warn("Animator: this loop was replaced — use the object the latest playLoop() returned"); return }
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b.value = v
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@@ -264,13 +296,23 @@ export class Core {
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const [x, y] = typeof v === "number" ? [ v, 0 ] : [ v[0], v[1] ]
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_creator.animatorSetBlendValue(this.id, b.layer.index, x, y)
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}
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/** What the layer shows this frame: every instance with a weight, in binding order (stable rows). */
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active(L: LayerRec): ActiveClip[] {
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const out: ActiveClip[] = []
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for (const s of L.slots) {
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const weight = this.slotWeight(s)
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if (weight <= 0) continue
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out.push({ name: s.name, clip: s.clip, weight, time: this.slotTime(s), loop: s.inBlend })
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}
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return out
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}
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slotWeight(s: SlotRec): number { return this.id && s.slot >= 0 ? _creator.animatorGetSlotWeight(this.id, s.slot) : 0 }
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slotTime(s: SlotRec): number { return this.id && s.slot >= 0 ? _creator.animatorGetSlotTime(this.id, s.slot) : 0 }
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seek(s: SlotRec, time: number): void { if (this.id && s.slot >= 0) _creator.animatorSeek(this.id, s.slot, time) }
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// ---- props ----
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setSpeed(v: number): void { this.speed = v; if (this.id) _creator.animatorSetGlobal(this.id, v, false) }
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setRootMotion(on: boolean): void { if (this.ensure()) _creator.animatorSetRootMotion(this.id, on ? "*" : "", on ? 2 : 0) }
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setRootMotion(on: boolean, rotation = false): void { if (this.ensure()) _creator.animatorSetRootMotion(this.id, on ? "*" : "", (on ? 2 : 0) | (on && rotation ? 4 : 0)) }
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// ---- events ----
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on(event: string, cb: ClipEventHandler): void { (this._listeners.get(event) ?? this._listeners.set(event, new Set()).get(event)!).add(cb) }
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