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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// The terrain grid as geometry, in TypeScript — used two ways (docs/terrain-plan.md §1.3, §3.5):
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// • `heightAt` / `normalAt` — the SDK's own queries, identical on every host (bilinear on the SAME
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// triangle split the engines draw and collide);
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// • `buildTerrainChunk` — chunk meshes for hosts WITHOUT `_creator.terrainCreate` (web-lite, headless,
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// a wasm/AAR/Apple build predating the feature): the same grid → chunk → triangles rule
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// creator-gl/src/terrain.cpp applies (the i00–i11 diagonal, CCW seen from +Y, a triangle only when
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// its three samples are valid), as plain Geometry for setMesh. Normals use central differences over
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// the FULL grid (seamless chunks); the tangent frame is then the host's arbitrary one, so normal maps
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// read wrong on those hosts — the accepted fallback cost.
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// Keep the hole / split rule in step with terrain.cpp buildChunk and Jolt's HeightFieldShape.
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import { Geometry } from "./Geometry"
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export type TerrainGrid = {
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sizeX: number
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sizeZ: number
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cellSize: number
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/** sizeX × sizeZ heights, row-major (z rows). */
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heights: Float32Array
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/** One byte per sample, 1 = hole; null = no holes. */
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holes: Uint8Array | null
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}
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const clampI = (v: number, hi: number): number => (v < 0 ? 0 : v > hi ? hi : v)
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/** The sample at integer (x, z), clamped to the grid. */
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export const sampleAt = (g: TerrainGrid, x: number, z: number): number =>
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g.heights[clampI(z, g.sizeZ - 1) * g.sizeX + clampI(x, g.sizeX - 1)]
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export const isHole = (g: TerrainGrid, x: number, z: number): boolean =>
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g.holes !== null && g.holes[z * g.sizeX + x] !== 0
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/** Surface normal at a sample from central differences (one-sided at the borders). Writes `out` (xyz). */
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export const normalAt = (g: TerrainGrid, x: number, z: number, out: Float32Array | number[] = [ 0, 0, 0 ]): typeof out => {
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const x0 = x > 0 ? x - 1 : x, x1 = x + 1 < g.sizeX ? x + 1 : x
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const z0 = z > 0 ? z - 1 : z, z1 = z + 1 < g.sizeZ ? z + 1 : z
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const dx = (sampleAt(g, x1, z) - sampleAt(g, x0, z)) / ((x1 - x0) * g.cellSize)
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const dz = (sampleAt(g, x, z1) - sampleAt(g, x, z0)) / ((z1 - z0) * g.cellSize)
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const len = Math.hypot(dx, 1, dz)
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out[0] = -dx / len; out[1] = 1 / len; out[2] = -dz / len
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return out
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}
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/**
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* Height at a LOCAL (x, z) in metres, interpolated on the drawn triangles (the i00–i11 diagonal), so a
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* character's feet and a raycast agree with what is rendered to the millimetre. NaN inside a hole
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* triangle or outside the grid.
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*/
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export const heightAt = (g: TerrainGrid, x: number, z: number): number => {
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const fx = x / g.cellSize, fz = z / g.cellSize
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if (!(fx >= 0 && fz >= 0 && fx <= g.sizeX - 1 && fz <= g.sizeZ - 1)) return NaN
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let ix = Math.floor(fx), iz = Math.floor(fz)
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if (ix >= g.sizeX - 1) ix = g.sizeX - 2
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if (iz >= g.sizeZ - 1) iz = g.sizeZ - 2
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const u = fx - ix, v = fz - iz
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const i00 = iz * g.sizeX + ix
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const h00 = g.heights[i00], h10 = g.heights[i00 + 1], h01 = g.heights[i00 + g.sizeX], h11 = g.heights[i00 + g.sizeX + 1]
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if (g.holes !== null) {
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const holes = g.holes
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if (holes[i00] || holes[i00 + g.sizeX + 1]) return NaN
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// lower-left triangle (i00, i01, i11) when v >= u, else upper-right (i00, i11, i10)
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if (v >= u ? holes[i00 + g.sizeX] !== 0 : holes[i00 + 1] !== 0) return NaN
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}
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// plane of the triangle the point falls in
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return v >= u
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? h00 + (h11 - h01) * u + (h01 - h00) * v
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: h00 + (h10 - h00) * u + (h11 - h10) * v
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}
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/** The geometric normal at a LOCAL (x, z): the drawn triangle's normal (not the smoothed vertex one). */
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export const faceNormalAt = (g: TerrainGrid, x: number, z: number, out: Float32Array | number[] = [ 0, 0, 0 ]): typeof out => {
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const fx = x / g.cellSize, fz = z / g.cellSize
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let ix = Math.floor(fx), iz = Math.floor(fz)
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ix = clampI(ix, g.sizeX - 2); iz = clampI(iz, g.sizeZ - 2)
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const u = fx - ix, v = fz - iz
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const i00 = iz * g.sizeX + ix
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const h00 = g.heights[i00], h10 = g.heights[i00 + 1], h01 = g.heights[i00 + g.sizeX], h11 = g.heights[i00 + g.sizeX + 1]
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const c = g.cellSize
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// gradients of the two planes (see heightAt)
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const dx = (v >= u ? h11 - h01 : h10 - h00) / c
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const dz = (v >= u ? h01 - h00 : h11 - h10) / c
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const len = Math.hypot(dx, 1, dz)
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out[0] = -dx / len; out[1] = 1 / len; out[2] = -dz / len
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return out
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}
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/** Chunks along X and Z for a grid: a chunk covers `chunk` cells (chunk + 1 samples). */
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export const chunkCounts = (g: TerrainGrid, chunk: number): [number, number] =>
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[ Math.floor((g.sizeX - 2) / chunk) + 1, Math.floor((g.sizeZ - 2) / chunk) + 1 ]
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/**
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* One chunk as a Geometry (positions, smooth normals, UV0 = local XZ metres, UV1 = the terrain's unit
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* square, u16 indices), or null when every cell of it is a hole.
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*/
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export const buildTerrainChunk = (g: TerrainGrid, cx: number, cz: number, chunk: number): Geometry | null => {
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const x0 = cx * chunk, z0 = cz * chunk
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const x1 = Math.min(x0 + chunk, g.sizeX - 1), z1 = Math.min(z0 + chunk, g.sizeZ - 1)
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const nx = x1 - x0 + 1, nz = z1 - z0 + 1
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const idx: number[] = []
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for (let z = z0; z < z1; z++) {
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for (let x = x0; x < x1; x++) {
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const i00 = (z - z0) * nx + (x - x0), i10 = i00 + 1, i01 = i00 + nx, i11 = i01 + 1
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const v00 = !isHole(g, x, z), v10 = !isHole(g, x + 1, z), v01 = !isHole(g, x, z + 1), v11 = !isHole(g, x + 1, z + 1)
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if (!(v00 && v11)) continue
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if (v01) idx.push(i00, i01, i11)
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if (v10) idx.push(i00, i11, i10)
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}
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}
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if (idx.length === 0) return null
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const count = nx * nz
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const vertices = new Float32Array(count * 3)
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const normals = new Float32Array(count * 3)
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const uv = new Float32Array(count * 2)
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const uv1 = new Float32Array(count * 2)
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const n = [ 0, 0, 0 ]
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const invX = 1 / (g.sizeX - 1), invZ = 1 / (g.sizeZ - 1)
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for (let z = z0; z <= z1; z++) {
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for (let x = x0; x <= x1; x++) {
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const i = (z - z0) * nx + (x - x0)
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vertices[i * 3] = x * g.cellSize
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vertices[i * 3 + 1] = g.heights[z * g.sizeX + x]
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vertices[i * 3 + 2] = z * g.cellSize
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normalAt(g, x, z, n)
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normals[i * 3] = n[0]; normals[i * 3 + 1] = n[1]; normals[i * 3 + 2] = n[2]
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uv[i * 2] = x * g.cellSize; uv[i * 2 + 1] = z * g.cellSize
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uv1[i * 2] = x * invX; uv1[i * 2 + 1] = z * invZ
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}
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}
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const geom = new Geometry(vertices, normals, Uint16Array.from(idx), uv)
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geom.uv1 = uv1
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return geom
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}
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// ---- ray queries ---------------------------------------------------------------------------------
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export type GridHit = { x: number, y: number, z: number, distance: number, nx: number, ny: number, nz: number }
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/** Möller–Trumbore against one triangle; the distance along the ray, or -1. */
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const rayTriangle = (
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ox: number, oy: number, oz: number, dx: number, dy: number, dz: number,
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ax: number, ay: number, az: number, bx: number, by: number, bz: number, qx: number, qy: number, qz: number,
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): number => {
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const e1x = bx - ax, e1y = by - ay, e1z = bz - az
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const e2x = qx - ax, e2y = qy - ay, e2z = qz - az
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const px = dy * e2z - dz * e2y, py = dz * e2x - dx * e2z, pz = dx * e2y - dy * e2x
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const det = e1x * px + e1y * py + e1z * pz
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if (Math.abs(det) < 1e-12) return -1
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const inv = 1 / det
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const tx = ox - ax, ty = oy - ay, tz = oz - az
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const u = (tx * px + ty * py + tz * pz) * inv
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if (u < -1e-6 || u > 1 + 1e-6) return -1
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const qxx = ty * e1z - tz * e1y, qyy = tz * e1x - tx * e1z, qzz = tx * e1y - ty * e1x
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const v = (dx * qxx + dy * qyy + dz * qzz) * inv
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if (v < -1e-6 || u + v > 1 + 1e-6) return -1
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const t = (e2x * qxx + e2y * qyy + e2z * qzz) * inv
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return t >= 0 ? t : -1
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}
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/**
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* Nearest hit of a LOCAL ray (origin + direction, metres) on the drawn triangles — the same
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* i00–i11 split and hole rule as `heightAt`, so a pick lands on what is rendered. Walks the cells
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* the ray crosses (2D DDA on XZ), testing each cell's two triangles; holes let the ray through.
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* Null when it misses (or never enters the grid within `maxDistance`).
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*/
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export const gridRaycast = (g: TerrainGrid, ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDistance = 1e5): GridHit | null => {
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const c = g.cellSize, W = (g.sizeX - 1) * c, D = (g.sizeZ - 1) * c
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let t0 = 0, t1 = maxDistance
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const clip = (o: number, d: number, hi: number): boolean => {
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if (Math.abs(d) < 1e-12) return o >= 0 && o <= hi
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let a = -o / d, b = (hi - o) / d
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if (a > b) { const s = a; a = b; b = s }
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if (a > t0) t0 = a
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if (b < t1) t1 = b
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return t0 <= t1
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}
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if (!clip(ox, dx, W) || !clip(oz, dz, D)) return null
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const sx = ox + dx * t0, sz = oz + dz * t0
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let ix = Math.min(g.sizeX - 2, Math.max(0, Math.floor(sx / c)))
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let iz = Math.min(g.sizeZ - 2, Math.max(0, Math.floor(sz / c)))
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const stepX = dx > 1e-12 ? 1 : dx < -1e-12 ? -1 : 0
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const stepZ = dz > 1e-12 ? 1 : dz < -1e-12 ? -1 : 0
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const tDeltaX = stepX ? Math.abs(c / dx) : Infinity, tDeltaZ = stepZ ? Math.abs(c / dz) : Infinity
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let tMaxX = stepX > 0 ? t0 + ((ix + 1) * c - sx) / dx : stepX < 0 ? t0 + (ix * c - sx) / dx : Infinity
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let tMaxZ = stepZ > 0 ? t0 + ((iz + 1) * c - sz) / dz : stepZ < 0 ? t0 + (iz * c - sz) / dz : Infinity
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const holes = g.holes
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let t = t0
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for (let guard = 0; guard < g.sizeX + g.sizeZ + 2 && t <= t1 + 1e-9; guard++) {
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const i00 = iz * g.sizeX + ix, i10 = i00 + 1, i01 = i00 + g.sizeX, i11 = i01 + 1
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const x0 = ix * c, x1 = x0 + c, z0 = iz * c, z1 = z0 + c
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const h00 = g.heights[i00], h10 = g.heights[i10], h01 = g.heights[i01], h11 = g.heights[i11]
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const ok00 = !holes || holes[i00] === 0, ok11 = !holes || holes[i11] === 0
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let best = -1, tri = 0
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if (ok00 && ok11) {
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// lower-left (i00, i01, i11) and upper-right (i00, i11, i10) — both CCW seen from +Y
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if (!holes || holes[i01] === 0) {
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const d = rayTriangle(ox, oy, oz, dx, dy, dz, x0, h00, z0, x0, h01, z1, x1, h11, z1)
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if (d >= 0 && (best < 0 || d < best)) { best = d; tri = 0 }
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}
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if (!holes || holes[i10] === 0) {
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+
const d = rayTriangle(ox, oy, oz, dx, dy, dz, x0, h00, z0, x1, h11, z1, x1, h10, z0)
|
|
201
|
+
if (d >= 0 && (best < 0 || d < best)) { best = d; tri = 1 }
|
|
202
|
+
}
|
|
203
|
+
}
|
|
204
|
+
if (best >= 0 && best <= t1 + 1e-6) {
|
|
205
|
+
// the hit triangle's normal
|
|
206
|
+
let ax: number, ay: number, az: number, bx: number, by: number, bz: number
|
|
207
|
+
if (tri === 0) { ax = 0; ay = h01 - h00; az = c; bx = c; by = h11 - h00; bz = c }
|
|
208
|
+
else { ax = c; ay = h11 - h00; az = c; bx = c; by = h10 - h00; bz = 0 }
|
|
209
|
+
let nx = ay * bz - az * by, ny = az * bx - ax * bz, nz = ax * by - ay * bx
|
|
210
|
+
const l = Math.hypot(nx, ny, nz) || 1
|
|
211
|
+
nx /= l; ny /= l; nz /= l
|
|
212
|
+
return { x: ox + dx * best, y: oy + dy * best, z: oz + dz * best, distance: best, nx, ny, nz }
|
|
213
|
+
}
|
|
214
|
+
if (tMaxX < tMaxZ) { t = tMaxX; ix += stepX; tMaxX += tDeltaX }
|
|
215
|
+
else { t = tMaxZ; iz += stepZ; tMaxZ += tDeltaZ }
|
|
216
|
+
if (ix < 0 || iz < 0 || ix > g.sizeX - 2 || iz > g.sizeZ - 2) break
|
|
217
|
+
}
|
|
218
|
+
return null
|
|
219
|
+
}
|
package/runtime/sdk/inject.ts
CHANGED
|
@@ -18,6 +18,7 @@ export { Color } from "./core/color"
|
|
|
18
18
|
export { Aspect, System, type With, type SystemHost } from "./core/Aspect"
|
|
19
19
|
export { type EventMap } from "./core/events"
|
|
20
20
|
export { Time } from "./core/time"
|
|
21
|
+
export { StateMachine, defineStates, type StateDef, type StatesDef, type StateGuard, type StateHandler, type StateMachineEvents } from "./core/StateMachine"
|
|
21
22
|
export { InspectorUI } from "./core/InspectorUI"
|
|
22
23
|
|
|
23
24
|
// ---- reactivity (signals; UI text/style props also accept `() => value` bindings) ----
|
|
@@ -37,6 +38,8 @@ export { localStorage } from "./runtime/storage"
|
|
|
37
38
|
export { device, type HapticStyle, type MotionOptions } from "./runtime/device"
|
|
38
39
|
export { Input, InputChannel, type InputKeyEvent, type InputGamepadEvent, type InputEventName, type GamepadState, type GamepadAxisName } from "./runtime/input"
|
|
39
40
|
export { WebSocket } from "./runtime/net"
|
|
41
|
+
// Multiplayer (docs/multiplayer-plan.md): roles, players, JSON messages over the _creatorNet transport.
|
|
42
|
+
export { Net, NetPlayer, Replicated, NetEntity, type NetMessage, type NetRole, type NetStatus, type NetEvents, type NetLaunch, type NetInput, type NetKind, type NetTransform } from "./net"
|
|
40
43
|
// App-backend transport: the compiler-generated stubs of `*.server.ts` modules call these; user code
|
|
41
44
|
// only ever imports its server functions (docs/backend-plan.md §4).
|
|
42
45
|
export { __rpc, __channel, __serverOnly, RpcError, type ClientChannel } from "./runtime/rpc"
|
|
@@ -161,6 +164,8 @@ export { CharacterController } from "./gl/CharacterController"
|
|
|
161
164
|
export { Vehicle } from "./gl/Vehicle"
|
|
162
165
|
export type { DriveLayout, DifferentialMode, EngineConfig, SteeringConfig, AeroConfig } from "./gl/Vehicle"
|
|
163
166
|
export { Wheel } from "./gl/Wheel"
|
|
167
|
+
export { Ragdoll } from "./gl/Ragdoll"
|
|
168
|
+
export type { RagdollPart, RagdollHinge } from "./gl/Ragdoll"
|
|
164
169
|
export type { TireCurve, WheelSuspension, WheelTire, WheelVisual } from "./gl/Wheel"
|
|
165
170
|
export { Gearbox } from "./gl/Gearbox"
|
|
166
171
|
export { AnimationClip } from "./gl/animation/AnimationClip"
|
|
@@ -169,11 +174,17 @@ export { Animator } from "./gl/animation/Animator"
|
|
|
169
174
|
export { Playback } from "./gl/animation/Playback"
|
|
170
175
|
export { Loop } from "./gl/animation/Loop"
|
|
171
176
|
export { Layer } from "./gl/animation/Layer"
|
|
172
|
-
export type { PlayOptions, StopOptions, LayerOptions, LoopOptions, LoopDef, BlendPosition } from "./gl/animation/core"
|
|
177
|
+
export type { PlayOptions, StopOptions, LayerOptions, LoopOptions, LoopDef, BlendPosition, ActiveClip } from "./gl/animation/core"
|
|
173
178
|
export { IK } from "./gl/IK"
|
|
174
179
|
export type { IKTwoBone, IKLookAt } from "./gl/IK"
|
|
175
180
|
export { Light } from "./gl/Light"
|
|
176
181
|
export { Lightmap } from "./gl/Lightmap"
|
|
182
|
+
export { Terrain } from "./gl/Terrain"
|
|
183
|
+
export type { TerrainOptions, TerrainLayer, TerrainRegion, ConformOptions, RibbonOptions, AutoPaintRules, SculptOptions, TerrainHit, TerrainSnapshot } from "./gl/Terrain"
|
|
184
|
+
export { NavMesh, NavCrowd } from "./gl/NavMesh"
|
|
185
|
+
export type { NavMeshLoadOptions, NavMeshInfo, NavPath, NavQueryOptions, NavRaycastHit, NavAgentSize } from "./gl/NavMesh"
|
|
186
|
+
export { NavAgent } from "./gl/NavAgent"
|
|
187
|
+
export type { NavAgentState, NavAgentAvoidance, NavAgentDrive, NavAgentEvents } from "./gl/NavAgent"
|
|
177
188
|
export { Material } from "./gl/Material"
|
|
178
189
|
export { Geometry } from "./gl/Geometry"
|
|
179
190
|
export { InstancedMesh } from "./gl/InstancedMesh"
|
|
@@ -0,0 +1,119 @@
|
|
|
1
|
+
// Defaults → wire layout (docs/multiplayer-plan.md §4 "input: defaults object = layout"). The hot
|
|
2
|
+
// stream — inputs and snapshot states — is binary and its shape comes from a plain defaults object:
|
|
3
|
+
// number → f32
|
|
4
|
+
// boolean → 1 bit (packed after the floats)
|
|
5
|
+
// number[] → f32 × length, fixed
|
|
6
|
+
// Nothing else: no strings, no nesting, no optionals — snapshot fields are flat and fixed-size by
|
|
7
|
+
// design. Both sides run the same bundle, so the layout is derived, never transmitted; the `sig`
|
|
8
|
+
// feeds the schema hash the handshake compares.
|
|
9
|
+
|
|
10
|
+
export type FieldKind = 0 | 1 | 2 // f32 · bool · f32[]
|
|
11
|
+
export type Field = { key: string; kind: FieldKind; len: number }
|
|
12
|
+
export type Layout = { fields: Field[]; floats: number; bools: number; bytes: number; sig: string }
|
|
13
|
+
|
|
14
|
+
const describe = (v: unknown): string => Array.isArray(v) ? `array of ${v.length}` : v === null ? "null" : typeof v
|
|
15
|
+
|
|
16
|
+
export const makeLayout = (defaults: Record<string, unknown>, what: string): Layout => {
|
|
17
|
+
const fields: Field[] = []
|
|
18
|
+
let floats = 0
|
|
19
|
+
let bools = 0
|
|
20
|
+
for (const key of Object.keys(defaults)) {
|
|
21
|
+
const v = defaults[key]
|
|
22
|
+
if (typeof v === "number") { fields.push({ key, kind: 0, len: 1 }); floats++ }
|
|
23
|
+
else if (typeof v === "boolean") { fields.push({ key, kind: 1, len: 1 }); bools++ }
|
|
24
|
+
else if (Array.isArray(v) && v.length > 0 && v.length <= 64 && v.every((n) => typeof n === "number")) {
|
|
25
|
+
fields.push({ key, kind: 2, len: v.length }); floats += v.length
|
|
26
|
+
} else {
|
|
27
|
+
throw new Error(`${what}: field '${key}' must be a number, a boolean or a fixed-length number[] (got ${describe(v)})`)
|
|
28
|
+
}
|
|
29
|
+
}
|
|
30
|
+
const sig = fields.map((f) => `${f.key}:${f.kind}${f.len > 1 ? f.len : ""}`).join(",")
|
|
31
|
+
return { fields, floats, bools, bytes: floats * 4 + Math.ceil(bools / 8), sig }
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
/** A fresh state object shaped like the defaults (arrays copied, never shared). */
|
|
35
|
+
export const cloneDefaults = <T extends object>(defaults: T): T => {
|
|
36
|
+
const out: Record<string, unknown> = {}
|
|
37
|
+
for (const key of Object.keys(defaults)) {
|
|
38
|
+
const v = (defaults as Record<string, unknown>)[key]
|
|
39
|
+
out[key] = Array.isArray(v) ? v.slice() : v
|
|
40
|
+
}
|
|
41
|
+
return out as T
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
/** Copy the layout's fields from `from` into `into` (array elements copied in place; unknown keys
|
|
45
|
+
* ignored — a JSON spawn state or a partial `setInput`). */
|
|
46
|
+
export const assignState = (layout: Layout, into: any, from: any): void => {
|
|
47
|
+
if (!from) return
|
|
48
|
+
for (const f of layout.fields) {
|
|
49
|
+
const v = from[f.key]
|
|
50
|
+
if (v === undefined) continue
|
|
51
|
+
if (f.kind === 2) {
|
|
52
|
+
const a = into[f.key] as number[]
|
|
53
|
+
for (let i = 0; i < f.len; i++) a[i] = +(v[i] ?? 0)
|
|
54
|
+
} else if (f.kind === 1) into[f.key] = !!v
|
|
55
|
+
else into[f.key] = +v
|
|
56
|
+
}
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
export const packInto = (view: DataView, offset: number, layout: Layout, s: any): number => {
|
|
60
|
+
let o = offset
|
|
61
|
+
for (const f of layout.fields) {
|
|
62
|
+
if (f.kind === 0) { view.setFloat32(o, s[f.key], true); o += 4 }
|
|
63
|
+
else if (f.kind === 2) {
|
|
64
|
+
const a = s[f.key] as number[]
|
|
65
|
+
for (let i = 0; i < f.len; i++) { view.setFloat32(o, a[i] ?? 0, true); o += 4 }
|
|
66
|
+
}
|
|
67
|
+
}
|
|
68
|
+
let bits = 0
|
|
69
|
+
let n = 0
|
|
70
|
+
for (const f of layout.fields) {
|
|
71
|
+
if (f.kind !== 1) continue
|
|
72
|
+
if (s[f.key]) bits |= 1 << (n & 7)
|
|
73
|
+
n++
|
|
74
|
+
if ((n & 7) === 0) { view.setUint8(o++, bits); bits = 0 }
|
|
75
|
+
}
|
|
76
|
+
if (n & 7) view.setUint8(o++, bits)
|
|
77
|
+
return o
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
export const unpackFrom = (view: DataView, offset: number, layout: Layout, into: any): number => {
|
|
81
|
+
let o = offset
|
|
82
|
+
for (const f of layout.fields) {
|
|
83
|
+
if (f.kind === 0) { into[f.key] = view.getFloat32(o, true); o += 4 }
|
|
84
|
+
else if (f.kind === 2) {
|
|
85
|
+
const a = into[f.key] as number[]
|
|
86
|
+
for (let i = 0; i < f.len; i++) { a[i] = view.getFloat32(o, true); o += 4 }
|
|
87
|
+
}
|
|
88
|
+
}
|
|
89
|
+
let bits = 0
|
|
90
|
+
let n = 0
|
|
91
|
+
for (const f of layout.fields) {
|
|
92
|
+
if (f.kind !== 1) continue
|
|
93
|
+
if ((n & 7) === 0) bits = view.getUint8(o++)
|
|
94
|
+
into[f.key] = (bits & (1 << (n & 7))) !== 0
|
|
95
|
+
n++
|
|
96
|
+
}
|
|
97
|
+
return o
|
|
98
|
+
}
|
|
99
|
+
|
|
100
|
+
/** `out = a + (b − a) · t` for the numeric fields; booleans take `b`'s. */
|
|
101
|
+
export const lerpState = (layout: Layout, a: any, b: any, t: number, out: any): void => {
|
|
102
|
+
for (const f of layout.fields) {
|
|
103
|
+
if (f.kind === 0) out[f.key] = a[f.key] + (b[f.key] - a[f.key]) * t
|
|
104
|
+
else if (f.kind === 2) {
|
|
105
|
+
const pa = a[f.key] as number[], pb = b[f.key] as number[], po = out[f.key] as number[]
|
|
106
|
+
for (let i = 0; i < f.len; i++) po[i] = pa[i] + (pb[i] - pa[i]) * t
|
|
107
|
+
} else out[f.key] = b[f.key]
|
|
108
|
+
}
|
|
109
|
+
}
|
|
110
|
+
|
|
111
|
+
/** FNV-1a over a string → 8 hex chars. Enough to tell two bundles' schemas apart. */
|
|
112
|
+
export const hashString = (s: string): string => {
|
|
113
|
+
let h = 0x811c9dc5
|
|
114
|
+
for (let i = 0; i < s.length; i++) {
|
|
115
|
+
h ^= s.charCodeAt(i)
|
|
116
|
+
h = Math.imul(h, 0x01000193)
|
|
117
|
+
}
|
|
118
|
+
return (h >>> 0).toString(16).padStart(8, "0")
|
|
119
|
+
}
|