lecodes-cli 0.19.0 → 0.19.2

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Files changed (254) hide show
  1. package/dist/index.js +730 -235
  2. package/package.json +14 -13
  3. package/runtime/scene-harness.json +1 -1
  4. package/runtime/sdk-types.json +1 -1
  5. package/src/api.ts +302 -0
  6. package/src/browserAuth.ts +87 -0
  7. package/src/cmgenTool.ts +104 -0
  8. package/src/commands/app.ts +891 -0
  9. package/src/commands/appAndroid.ts +603 -0
  10. package/src/commands/appDesktop.ts +326 -0
  11. package/src/commands/appDesktopMac.ts +470 -0
  12. package/src/commands/appIcon.ts +187 -0
  13. package/src/commands/appShared.ts +448 -0
  14. package/src/commands/appTemplates.ts +883 -0
  15. package/src/commands/appTemplatesAndroid.ts +599 -0
  16. package/src/commands/appTemplatesGradlew.ts +9 -0
  17. package/src/commands/assets.ts +28 -0
  18. package/src/commands/clone.ts +60 -0
  19. package/src/commands/compile.ts +253 -0
  20. package/src/commands/create.ts +59 -0
  21. package/src/commands/design.ts +863 -0
  22. package/src/commands/designTemplates.ts +11 -0
  23. package/src/commands/desktop.ts +122 -0
  24. package/src/commands/dev.ts +214 -0
  25. package/src/commands/diff.ts +59 -0
  26. package/src/commands/init.ts +191 -0
  27. package/src/commands/install.ts +198 -0
  28. package/src/commands/lightmap.ts +290 -0
  29. package/src/commands/link.ts +147 -0
  30. package/src/commands/login.ts +24 -0
  31. package/src/commands/navmesh.ts +225 -0
  32. package/src/commands/pn.ts +305 -0
  33. package/src/commands/projectTemplates.ts +129 -0
  34. package/src/commands/pull.ts +109 -0
  35. package/src/commands/push.ts +173 -0
  36. package/src/commands/render.ts +414 -0
  37. package/src/commands/scene.ts +148 -0
  38. package/src/commands/shaders.ts +157 -0
  39. package/src/commands/status.ts +29 -0
  40. package/src/commands/test.ts +370 -0
  41. package/src/commands/thumbs.ts +178 -0
  42. package/src/commands/types.ts +87 -0
  43. package/src/commands/update.ts +190 -0
  44. package/src/compile/assetIcons.ts +214 -0
  45. package/src/compile/collect.ts +46 -0
  46. package/src/compile/collectLocal.ts +37 -0
  47. package/src/compile/designCompile.ts +104 -0
  48. package/src/compile/fonts.ts +156 -0
  49. package/src/compile/headlessBundle.ts +129 -0
  50. package/src/compile/nativeStack.ts +21 -0
  51. package/src/compile/projectCompile.ts +109 -0
  52. package/src/compile/sceneCompile.ts +113 -0
  53. package/src/compile/screenEntry.ts +127 -0
  54. package/src/compile/shaders.ts +245 -0
  55. package/src/config.ts +42 -0
  56. package/src/designMeta.ts +35 -0
  57. package/src/desktopRenderer.ts +532 -0
  58. package/src/desktopScript.ts +276 -0
  59. package/src/dev/clientTemplates.ts +160 -0
  60. package/src/dev/devServer.ts +292 -0
  61. package/src/dev/wsServer.ts +144 -0
  62. package/src/distRoot.ts +20 -0
  63. package/src/ignore.ts +163 -0
  64. package/src/index.ts +491 -0
  65. package/src/lecodes-3d-editor.d.ts +41 -0
  66. package/src/lecodes-assets.d.ts +7 -0
  67. package/src/lecodes-design.d.ts +191 -0
  68. package/src/lecodes-renderer.d.ts +131 -0
  69. package/src/localFiles.ts +144 -0
  70. package/src/manifest.ts +46 -0
  71. package/src/matcTool.ts +137 -0
  72. package/src/peers.ts +40 -0
  73. package/src/project.ts +61 -0
  74. package/src/projectEnv.ts +94 -0
  75. package/src/qrcode-terminal.d.ts +9 -0
  76. package/src/releases.ts +125 -0
  77. package/src/serverDiff.ts +78 -0
  78. package/src/textDiff.ts +103 -0
  79. package/src/types.ts +0 -0
  80. package/src/util.ts +146 -0
  81. package/runtime/sdk/animate/animate.ts +0 -238
  82. package/runtime/sdk/animate/bezier.ts +0 -138
  83. package/runtime/sdk/animate/easings.ts +0 -126
  84. package/runtime/sdk/canvas/Canvas.ts +0 -305
  85. package/runtime/sdk/compile/aspectMacro.ts +0 -86
  86. package/runtime/sdk/compile/assetIconMacro.ts +0 -384
  87. package/runtime/sdk/compile/assetMacro.ts +0 -146
  88. package/runtime/sdk/compile/assetName.ts +0 -50
  89. package/runtime/sdk/compile/bundler.ts +0 -287
  90. package/runtime/sdk/compile/compileProject.ts +0 -129
  91. package/runtime/sdk/compile/detectEntry.ts +0 -128
  92. package/runtime/sdk/compile/fontMacro.ts +0 -459
  93. package/runtime/sdk/compile/fontRegistry.ts +0 -78
  94. package/runtime/sdk/compile/header.ts +0 -67
  95. package/runtime/sdk/compile/index.ts +0 -100
  96. package/runtime/sdk/compile/libraryImports.ts +0 -52
  97. package/runtime/sdk/compile/liteMaterial.ts +0 -247
  98. package/runtime/sdk/compile/sceneEditor.ts +0 -88
  99. package/runtime/sdk/compile/serverSplit.ts +0 -233
  100. package/runtime/sdk/compile/serverTypes.ts +0 -227
  101. package/runtime/sdk/compile/sfnt.ts +0 -98
  102. package/runtime/sdk/compile/shaderSchema.ts +0 -202
  103. package/runtime/sdk/compile/shaderTargets.ts +0 -81
  104. package/runtime/sdk/compile/sourcemap.ts +0 -25
  105. package/runtime/sdk/core/Aspect.ts +0 -568
  106. package/runtime/sdk/core/InspectorUI.ts +0 -212
  107. package/runtime/sdk/core/StateMachine.ts +0 -308
  108. package/runtime/sdk/core/color.ts +0 -66
  109. package/runtime/sdk/core/compWrite.ts +0 -42
  110. package/runtime/sdk/core/events.ts +0 -38
  111. package/runtime/sdk/core/fields.ts +0 -120
  112. package/runtime/sdk/core/registry.ts +0 -23
  113. package/runtime/sdk/core/signals.ts +0 -277
  114. package/runtime/sdk/core/time.ts +0 -84
  115. package/runtime/sdk/g2/Camera2D.ts +0 -40
  116. package/runtime/sdk/g2/CharacterController2D.ts +0 -276
  117. package/runtime/sdk/g2/Node2D.ts +0 -267
  118. package/runtime/sdk/g2/OneWay2D.ts +0 -66
  119. package/runtime/sdk/g2/Physics2D.ts +0 -346
  120. package/runtime/sdk/g2/Scene2D.ts +0 -209
  121. package/runtime/sdk/g2/Shape2D.ts +0 -259
  122. package/runtime/sdk/g2/Sprite.ts +0 -89
  123. package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
  124. package/runtime/sdk/g2/SpriteSheet.ts +0 -166
  125. package/runtime/sdk/g2/Texture2D.ts +0 -47
  126. package/runtime/sdk/g2/Tilemap.ts +0 -41
  127. package/runtime/sdk/g2/Tileset.ts +0 -71
  128. package/runtime/sdk/g2/Trigger2D.ts +0 -77
  129. package/runtime/sdk/g2/autotile.ts +0 -433
  130. package/runtime/sdk/g2/cells.ts +0 -91
  131. package/runtime/sdk/g2/defineScene2d.ts +0 -381
  132. package/runtime/sdk/g2/groups2d.ts +0 -106
  133. package/runtime/sdk/g2/loop.ts +0 -50
  134. package/runtime/sdk/g2/scenarios2d.ts +0 -69
  135. package/runtime/sdk/g2/touch.ts +0 -83
  136. package/runtime/sdk/gl/Camera.ts +0 -160
  137. package/runtime/sdk/gl/CameraPlace.ts +0 -52
  138. package/runtime/sdk/gl/CharacterController.ts +0 -238
  139. package/runtime/sdk/gl/Gearbox.ts +0 -212
  140. package/runtime/sdk/gl/Geometry.ts +0 -279
  141. package/runtime/sdk/gl/IK.ts +0 -193
  142. package/runtime/sdk/gl/InstancedMesh.ts +0 -132
  143. package/runtime/sdk/gl/Light.ts +0 -107
  144. package/runtime/sdk/gl/Lightmap.ts +0 -256
  145. package/runtime/sdk/gl/Material.ts +0 -260
  146. package/runtime/sdk/gl/Mesh.ts +0 -83
  147. package/runtime/sdk/gl/Model.ts +0 -124
  148. package/runtime/sdk/gl/NavAgent.ts +0 -337
  149. package/runtime/sdk/gl/NavMesh.ts +0 -397
  150. package/runtime/sdk/gl/Node.ts +0 -350
  151. package/runtime/sdk/gl/Noise.ts +0 -30
  152. package/runtime/sdk/gl/Particles.ts +0 -676
  153. package/runtime/sdk/gl/Physics.ts +0 -222
  154. package/runtime/sdk/gl/Plane.ts +0 -53
  155. package/runtime/sdk/gl/Ragdoll.ts +0 -270
  156. package/runtime/sdk/gl/Ray.ts +0 -16
  157. package/runtime/sdk/gl/Scene.ts +0 -486
  158. package/runtime/sdk/gl/Shape.ts +0 -409
  159. package/runtime/sdk/gl/Terrain.ts +0 -1092
  160. package/runtime/sdk/gl/Texture.ts +0 -63
  161. package/runtime/sdk/gl/Trigger.ts +0 -45
  162. package/runtime/sdk/gl/Vehicle.ts +0 -473
  163. package/runtime/sdk/gl/Wheel.ts +0 -240
  164. package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
  165. package/runtime/sdk/gl/animation/Animator.ts +0 -120
  166. package/runtime/sdk/gl/animation/Layer.ts +0 -31
  167. package/runtime/sdk/gl/animation/Loop.ts +0 -30
  168. package/runtime/sdk/gl/animation/Playback.ts +0 -44
  169. package/runtime/sdk/gl/animation/core.ts +0 -336
  170. package/runtime/sdk/gl/controls.ts +0 -95
  171. package/runtime/sdk/gl/physicsEvents.ts +0 -20
  172. package/runtime/sdk/gl/scenarios.ts +0 -291
  173. package/runtime/sdk/gl/state.ts +0 -6
  174. package/runtime/sdk/gl/terrainMesh.ts +0 -219
  175. package/runtime/sdk/gl/touch.ts +0 -68
  176. package/runtime/sdk/inject.ts +0 -197
  177. package/runtime/sdk/math/Mathf.ts +0 -118
  178. package/runtime/sdk/math/mat4.ts +0 -278
  179. package/runtime/sdk/math/quat.ts +0 -232
  180. package/runtime/sdk/math/vec.ts +0 -255
  181. package/runtime/sdk/net/codec.ts +0 -119
  182. package/runtime/sdk/net/core.ts +0 -384
  183. package/runtime/sdk/net/index.ts +0 -181
  184. package/runtime/sdk/net/replication.ts +0 -622
  185. package/runtime/sdk/plugins/camera.ts +0 -81
  186. package/runtime/sdk/plugins/geolocation.ts +0 -123
  187. package/runtime/sdk/plugins/oauth.ts +0 -61
  188. package/runtime/sdk/plugins/permission.ts +0 -7
  189. package/runtime/sdk/plugins/push.ts +0 -132
  190. package/runtime/sdk/plugins/qr.ts +0 -73
  191. package/runtime/sdk/plugins/service.ts +0 -47
  192. package/runtime/sdk/runtime/app.ts +0 -101
  193. package/runtime/sdk/runtime/appEvents.ts +0 -54
  194. package/runtime/sdk/runtime/channel.ts +0 -61
  195. package/runtime/sdk/runtime/clipboard.ts +0 -20
  196. package/runtime/sdk/runtime/datetime.ts +0 -329
  197. package/runtime/sdk/runtime/device.ts +0 -293
  198. package/runtime/sdk/runtime/fetch.ts +0 -77
  199. package/runtime/sdk/runtime/files.ts +0 -23
  200. package/runtime/sdk/runtime/input.ts +0 -175
  201. package/runtime/sdk/runtime/media.ts +0 -111
  202. package/runtime/sdk/runtime/misc.ts +0 -16
  203. package/runtime/sdk/runtime/net.ts +0 -36
  204. package/runtime/sdk/runtime/rpc.ts +0 -218
  205. package/runtime/sdk/runtime/service.ts +0 -83
  206. package/runtime/sdk/runtime/share.ts +0 -9
  207. package/runtime/sdk/runtime/storage.ts +0 -13
  208. package/runtime/sdk/runtime/touch.ts +0 -76
  209. package/runtime/sdk/scene/defineScene.ts +0 -1353
  210. package/runtime/sdk/scene/editorPlugins.ts +0 -110
  211. package/runtime/sdk/scene/gizmos.ts +0 -148
  212. package/runtime/sdk/scene/grammar.ts +0 -120
  213. package/runtime/sdk/scene/material.ts +0 -188
  214. package/runtime/sdk/server/auth/appConfig.ts +0 -12
  215. package/runtime/sdk/server/auth/global.ts +0 -80
  216. package/runtime/sdk/server/auth/host.ts +0 -318
  217. package/runtime/sdk/server/auth/models.ts +0 -83
  218. package/runtime/sdk/server/auth/types.ts +0 -50
  219. package/runtime/sdk/server/channel.ts +0 -56
  220. package/runtime/sdk/server/context.ts +0 -36
  221. package/runtime/sdk/server/db/defineDb.ts +0 -237
  222. package/runtime/sdk/server/db/fields.ts +0 -132
  223. package/runtime/sdk/server/db/httpTransport.ts +0 -93
  224. package/runtime/sdk/server/db/index.ts +0 -7
  225. package/runtime/sdk/server/db/marci/query.ts +0 -412
  226. package/runtime/sdk/server/db/types.ts +0 -202
  227. package/runtime/sdk/server/errors.ts +0 -12
  228. package/runtime/sdk/server/host.ts +0 -74
  229. package/runtime/sdk/server/inject.ts +0 -13
  230. package/runtime/sdk/server/runtime.ts +0 -133
  231. package/runtime/sdk/server/validate.ts +0 -87
  232. package/runtime/sdk/ui/NativeView.ts +0 -142
  233. package/runtime/sdk/ui/UI.ts +0 -39
  234. package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
  235. package/runtime/sdk/ui/UIButton.ts +0 -101
  236. package/runtime/sdk/ui/UIContainer.ts +0 -60
  237. package/runtime/sdk/ui/UIImage.ts +0 -83
  238. package/runtime/sdk/ui/UIInput.ts +0 -185
  239. package/runtime/sdk/ui/UIModal.ts +0 -139
  240. package/runtime/sdk/ui/UINode.ts +0 -830
  241. package/runtime/sdk/ui/UIPager.ts +0 -362
  242. package/runtime/sdk/ui/UIPopover.ts +0 -100
  243. package/runtime/sdk/ui/UIScreen.ts +0 -123
  244. package/runtime/sdk/ui/UIScrollable.ts +0 -87
  245. package/runtime/sdk/ui/UISpacer.ts +0 -14
  246. package/runtime/sdk/ui/UITabs.ts +0 -236
  247. package/runtime/sdk/ui/UIText.ts +0 -51
  248. package/runtime/sdk/ui/UIVideo.ts +0 -88
  249. package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
  250. package/runtime/sdk/ui/UIWidget.ts +0 -127
  251. package/runtime/sdk/ui/fonts.ts +0 -13
  252. package/runtime/sdk/ui/presentable.ts +0 -117
  253. package/runtime/sdk/ui/router.ts +0 -132
  254. package/runtime/sdk/ui/theme.ts +0 -84
@@ -1,409 +0,0 @@
1
- // A collision shape, as an aspect on a 3D Node. PURE GEOMETRY: attaching a Shape does not by itself
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- // make the node rigid or a sensor — pair it with a Physics (rigid body) or a Trigger (sensor), both
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- // of which require a Shape. The Shape also makes the node pointer-pickable: on its own it creates a
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- // lightweight "pick-only" JoltPhysics body (collides with nothing, exists only for the raycast), so
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- // any node with a Shape can receive click/touchstart. Physics/Trigger REPLACE that body with the real
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- // one. Set `raycast = false` to opt a shape out of pointer picking.
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- //
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- // wall.aspect(Shape, { box: [1, 2, 1] }).aspect(Physics, { motion: 'static' })
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- // coin.aspect(Shape, { sphere: 0.5 }).aspect(Trigger)
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- // crate.aspect(Shape, {}).aspect(Physics) // auto box from the mesh AABB × world scale
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- // barrel.aspect(Shape, { capsule: {…}, origin: [0, 0.9, 0] }) // collider lifted off the pivot
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- // tree.aspect(Shape, {}).shape.fit('capsule') // dimensions measured from the model
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- //
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- // Explicit dims are world-space half-extents (not scaled by the node). Use {} ("auto") to track the
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- // mesh × world scale. `origin` moves the shape off the node's pivot (world units, in the node's
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- // rotated frame) — the usual case is a model whose art sits above its origin. Note: a Shape-only
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- // pick body is a STATIC snapshot at attach time — for a moving pickable object add a Physics body
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- // (which follows the sim), rather than relying on the pick body.
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-
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- import { Aspect } from "../core/Aspect"
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- import { cx, cy, cz, type Vec3Like } from "../math/vec"
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- import type { Node } from "./Node"
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-
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- /** Which geometry a Shape uses — the one-of the fields below encode (see `_build`'s order). */
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- export type ShapeKind = "auto" | "box" | "sphere" | "cylinder" | "capsule" | "mesh" | "convex" | "heightfield"
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-
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- /** What a terrain node carries for `Shape { heightfield: true }` (gl/Terrain.ts `_data`). */
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- type TerrainData = { sizeX: number, sizeZ: number, cellSize: number, heights: Float32Array, holes: Uint8Array | null }
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- const terrainOf = (node: Node): TerrainData | null => (node as unknown as { _terrain?: { _data: TerrainData } })._terrain?._data ?? null
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-
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- /** A node-local AABB, in the node's OWN frame (its own transform excluded), before world scale. */
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- export type ShapeBounds = { min: [number, number, number], max: [number, number, number] }
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-
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- /** Dimensions measured from a node's rendered geometry — what `Shape.fit` writes, and the numbers
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- * the scene editor's "Fit to mesh" button puts in the file. Exactly one dimension key is set (none
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- * for a mesh/convex kind, whose geometry is the mesh itself); `origin` centres it on the art. */
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- export type ShapeFit = {
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- box?: [number, number, number]
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- sphere?: number
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- cylinder?: { halfHeight: number, radius: number }
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- capsule?: { halfHeight: number, radius: number }
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- origin: [number, number, number]
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- }
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-
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- /** Half-extents below this collapse a shape (Jolt refuses a box thinner than its convex radius,
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- * and a zero-radius sphere) — a fitted plane or a decal quad lands here. */
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- const MIN_HALF = 0.001
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- const r4 = (v: number): number => Math.round(v * 1e4) / 1e4
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- const dim = (v: number): number => Math.max(MIN_HALF, r4(v))
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-
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- export class Shape extends Aspect<"shape", Node> {
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- static readonly aspect = "shape"
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-
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- /** Box half-extents [hx, hy, hz] (world units). */
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- box?: Vec3Like
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- /** Sphere radius. */
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- sphere?: number
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- /** Cylinder aligned on Y: half-height + radius. */
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- cylinder?: { halfHeight: number, radius: number }
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- /** Capsule aligned on Y: half-height of the cylinder section + radius. */
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- capsule?: { halfHeight: number, radius: number }
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- /** The node's own triangles (a Mesh's geometry or a Model's GLB, world scale applied).
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- * `true` = exact triangle mesh — static/kinematic bodies, triggers, characters' ground and picking
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- * only (a dynamic body can't be a triangle mesh; Physics throws). `'convex'` = convex hull of the
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- * vertices, works for dynamic bodies too. A Model uses its bind pose (skinned parts skipped). */
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- mesh?: boolean | "convex"
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- /** The node's terrain (`Terrain.create(...).node`) as a Jolt height field — the exact drawn grid,
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- * holes included (docs/terrain-plan.md). Static / kinematic / picking / character ground only,
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- * like `mesh: true`. `terrain.commit()` pushes edits into the live shape. */
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- heightfield?: boolean
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- /**
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- * The shape's centre, relative to the node's origin — world units in the node's ROTATED frame
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- * (the node's scale is ignored, exactly like the explicit dimensions above). Default [0, 0, 0].
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- *
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- * A model's pivot is rarely its centre of volume (a character stands ON its origin, a wheel hangs
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- * off its axle), so a collider centred on the pivot is half sunk into the floor. `origin` lifts it
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- * without moving the node: `{ capsule: { halfHeight: 0.6, radius: 0.3 }, origin: [0, 0.9, 0] }`.
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- * `fit()` and the scene editor's "Fit to mesh" fill it in from the rendered bounds.
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- *
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- * On a DYNAMIC body the offset also moves the centre of mass, so a lopsided collider tips the way
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- * you would expect. With no `origin` an auto shape (`{}`) still centres itself on the node's own
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- * mesh bounds — only explicit dimensions sit on the pivot by default.
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- */
84
- origin?: Vec3Like
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- /** Whether pointer rays can hit this shape (click / touchstart). Default true. */
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- raycast = true
87
-
88
- private _shapeId = 0
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- private _bodyId = 0
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- /** Centre the "auto" box measured for itself — used when `origin` isn't set explicitly. */
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- private _autoOrigin: [number, number, number] | null = null
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- /** Geometry props as of the last build (see onReconfigure). */
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- private _sig = ""
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-
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- /** @internal native shape id (0 if the build has no physics). */
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- get shapeId(): number { return this._shapeId }
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- /** @internal current native body id (a pick-only body until Physics/Trigger claim it). */
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- get bodyId(): number { return this._bodyId }
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-
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- onAttach(): void {
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- if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
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- this._shapeId = this._build()
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- if (this._shapeId) this._createPickBody()
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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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- if (this._shapeId) { _creator.physicsDestroyShape(this._shapeId); this._shapeId = 0 }
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- this.node._xf = 0
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- this.node._xfKind = 0
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- }
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-
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- /** Re-configuring (`node.aspect(Shape, { origin })`) rebuilds the geometry when a dimension, the
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- * kind or the origin changed, and re-applies pickability. The body keeps its id and velocity. */
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- onReconfigure(): void {
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- if (this._signature() !== this._sig) this._rebuild()
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- if (this._bodyId) _creator.physicsSetPickable(this._bodyId, this.raycast)
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- }
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-
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- /**
121
- * Measure the node's rendered geometry and size the collider to it — the code half of the scene
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- * editor's "Fit to mesh". Keeps the current kind unless one is passed; `auto` becomes an explicit
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- * box, and a mesh/convex shape only has its `origin` cleared (its geometry IS the mesh).
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- *
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- * crate.aspect(Shape, {}).shape.fit() // box around what the model actually draws
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- * hero.aspect(Shape, {}).shape.fit('capsule') // capsule of the same height + girth
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- *
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- * A model loads asynchronously, so fit AFTER its `load()` resolves — an empty subtree measures as
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- * nothing and the call is a no-op (it warns). Rebuilds the live shape, keeping the body.
130
- */
131
- fit(kind?: ShapeKind): this {
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- const f = Shape.fitTo(this.node, kind ?? this.kind)
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- if (!f) {
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- console.warn(`Shape.fit: "${this.node.name}" has no geometry to measure yet (a model still loading, or a node with no mesh)`)
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- return this
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- }
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- this.box = f.box
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- this.sphere = f.sphere
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- this.cylinder = f.cylinder
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- this.capsule = f.capsule
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- if (kind === "mesh") this.mesh = true
142
- else if (kind === "convex") this.mesh = "convex"
143
- else if (kind !== undefined) this.mesh = undefined
144
- this.origin = f.origin
145
- this._rebuild()
146
- return this
147
- }
148
-
149
- /** Which geometry this shape currently uses (the `_build` dispatch, as a name). */
150
- get kind(): ShapeKind {
151
- if (this.heightfield) return "heightfield"
152
- if (this.mesh === "convex") return "convex"
153
- if (this.mesh) return "mesh"
154
- if (this.sphere !== undefined) return "sphere"
155
- if (this.cylinder) return "cylinder"
156
- if (this.capsule) return "capsule"
157
- if (this.box) return "box"
158
- return "auto"
159
- }
160
-
161
- // ---- fitting (static, so the scene-editor harness can measure without attaching) -------------
162
-
163
- /**
164
- * The node's subtree AABB in its OWN local frame (its own transform excluded), or null when there
165
- * is nothing to measure. Reads the engine's bounds — which cover a loaded GLB and every child —
166
- * and falls back to a Mesh node's own CPU geometry on hosts without them.
167
- */
168
- static boundsOf(node: Node): ShapeBounds | null {
169
- const box = _creator.computeBoundingBox?.(node.id)
170
- if (box && (box[3] - box[0] > 1e-6 || box[4] - box[1] > 1e-6 || box[5] - box[2] > 1e-6)) {
171
- return { min: [box[0], box[1], box[2]], max: [box[3], box[4], box[5]] }
172
- }
173
- const v = node.geometry?.vertices
174
- if (!v || v.length < 3) return null
175
- const min: [number, number, number] = [Infinity, Infinity, Infinity]
176
- const max: [number, number, number] = [-Infinity, -Infinity, -Infinity]
177
- for (let i = 0; i + 2 < v.length; i += 3) {
178
- for (let k = 0; k < 3; k++) {
179
- if (v[i + k] < min[k]) min[k] = v[i + k]
180
- if (v[i + k] > max[k]) max[k] = v[i + k]
181
- }
182
- }
183
- return isFinite(min[0]) ? { min, max } : null
184
- }
185
-
186
- /**
187
- * Dimensions + origin that make `kind` hug what `node` renders — world units, so the node's world
188
- * scale is baked in exactly as the Shape fields expect. Null when the node has no geometry (a
189
- * model that hasn't loaded, an empty).
190
- */
191
- static fitTo(node: Node, kind: ShapeKind = "box"): ShapeFit | null {
192
- const b = Shape.boundsOf(node)
193
- return b ? Shape.fitBounds(b, node.worldScale, kind) : null
194
- }
195
-
196
- /**
197
- * The measuring itself, over plain numbers: a node-local AABB + the node's world scale in, shape
198
- * dimensions out. Separate from `fitTo` so the scene-editor harness can measure a node from
199
- * ANOTHER bundle without touching accessors the bundler may have shaken out of it.
200
- *
201
- * A sphere takes the LARGEST half-extent and a cylinder/capsule the larger of X/Z, so the fit
202
- * reads as the object's silhouette rather than as an enclosing ball; adjust from there.
203
- */
204
- static fitBounds(bounds: ShapeBounds, scale: Vec3Like, kind: ShapeKind = "box"): ShapeFit {
205
- const sc = [Math.abs(cx(scale)), Math.abs(cy(scale)), Math.abs(cz(scale))]
206
- const half = [0, 1, 2].map((k) => (bounds.max[k] - bounds.min[k]) * 0.5 * sc[k])
207
- const origin = [0, 1, 2].map((k) => r4((bounds.max[k] + bounds.min[k]) * 0.5 * sc[k])) as [number, number, number]
208
- if (kind === "mesh" || kind === "convex") return { origin: [0, 0, 0] } // the mesh IS the geometry
209
- if (kind === "sphere") return { sphere: dim(Math.max(half[0], half[1], half[2])), origin }
210
- if (kind === "cylinder" || kind === "capsule") {
211
- const radius = dim(Math.max(half[0], half[2]))
212
- const halfHeight = kind === "capsule" ? Math.max(0, r4(half[1] - radius)) : dim(half[1])
213
- return { [kind]: { halfHeight, radius }, origin }
214
- }
215
- return { box: [dim(half[0]), dim(half[1]), dim(half[2])], origin }
216
- }
217
-
218
- // ---- body/shape lifetime --------------------------------------------------------------------
219
-
220
- /** @internal Physics/Trigger/CharacterController/Vehicle take over: drop the pick body and hand back
221
- * the shape id. The node's transform owner goes with the body (the new owner sets its own). */
222
- _claim(): number {
223
- if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
224
- this.node._xf = 0
225
- this.node._xfKind = 0
226
- return this._shapeId
227
- }
228
- /** @internal Physics/Trigger report the body they created, so Shape owns its lifetime + pickability.
229
- * 0 = they are detaching and no longer own it. */
230
- _ownBody(bodyId: number): void {
231
- this._bodyId = bodyId
232
- this.node._xf = bodyId // route node.position writes to the body (see Node._setOwnedPosition)
233
- this.node._xfKind = bodyId ? 2 : 0
234
- if (!this.raycast && bodyId) _creator.physicsSetPickable(bodyId, false)
235
- }
236
- /** @internal restore a pick-only body when Physics/Trigger detach but the Shape remains. */
237
- _recreatePickBody(): void {
238
- if (!this._bodyId && this._shapeId) this._createPickBody()
239
- }
240
-
241
- private _createPickBody(): void {
242
- this._bodyId = _creator.physicsCreateBody(this.node.id, this._shapeId, 0, 0, false, /*pickOnly*/ true)
243
- // Route position writes here too: the pick body is a static snapshot, so without this a moved node
244
- // would keep taking its clicks at the old place.
245
- this.node._xf = this._bodyId
246
- this.node._xfKind = this._bodyId ? 2 : 0
247
- if (!this.raycast && this._bodyId) _creator.physicsSetPickable(this._bodyId, false)
248
- }
249
-
250
- /** @internal true for an exact triangle mesh or a height field — Physics refuses a dynamic body on it. */
251
- get _isTriangleMesh(): boolean { return this.mesh === true || this.heightfield === true }
252
-
253
- /** @internal the height range a heightfield shape can encode (`Terrain.commit` rebuilds past it). */
254
- _heightfieldRange: [number, number] | null = null
255
-
256
- /** @internal rebuild the geometry in place (a terrain edit that left the encodable range). */
257
- _rebuildShape(): void { this._rebuild() }
258
-
259
- // Rebuild the geometry in place: the body keeps its id, velocity and world transform (Physics
260
- // holds that id, so re-creating the body instead would strand it). A shape a CharacterController
261
- // or a Vehicle claimed is theirs — they were handed the old one and keep it.
262
- private _rebuild(): void {
263
- if (!this._shapeId) return // never attached, or a build without physics
264
- const previous = this._shapeId
265
- const previousSig = this._sig
266
- const id = this._build()
267
- if (!id) return // build failed — keep what works
268
-
269
- // A CharacterController owns its shape and can REFUSE the swap: standing up under a pipe doesn't
270
- // fit. Nothing is half-applied on refusal, so the fix is to stay UNCOMMITTED — leave `_sig` on the
271
- // old geometry, and the next `node.aspect(Shape, …)` with the same dimensions sees a difference
272
- // and tries again. That retry is the headroom test, and it is exact (the real capsule, not a ray).
273
- const charId = this.node._xfKind === 1 ? this.node._xf : 0
274
- if (charId) {
275
- if (_creator.characterSetShape?.(charId, id)) {
276
- this._shapeId = id
277
- this._resizeRefused = false
278
- _creator.physicsDestroyShape(previous)
279
- } else {
280
- _creator.physicsDestroyShape(id) // drop what we just built; the old collider stays live
281
- this._sig = previousSig
282
- this._resizeRefused = !!_creator.characterSetShape
283
- if (!_creator.characterSetShape) {
284
- console.warn(`Shape: this host can't resize a live CharacterController — "${this.node.name}" keeps its current collider`)
285
- }
286
- }
287
- return
288
- }
289
-
290
- this._shapeId = id
291
- if (this._bodyId) {
292
- if (_creator.physicsSetBodyShape) _creator.physicsSetBodyShape(this._bodyId, id, true)
293
- else console.warn("Shape: this host can't re-shape a live body — the new dimensions apply from the next attach")
294
- } else {
295
- console.warn(`Shape: "${this.node.name}"'s geometry is owned by a Vehicle — re-attach it to pick up the new dimensions`)
296
- }
297
- _creator.physicsDestroyShape(previous)
298
- }
299
-
300
- /** @internal True while a requested resize has been refused — the fields say one thing, the engine
301
- * is still using another. Surfaced as `controller.resizing`. */
302
- _resizeRefused = false
303
-
304
- private _build(): number {
305
- this._autoOrigin = null
306
- this._sig = this._signature()
307
- let id = 0
308
- if (this.heightfield) id = this._buildHeightField()
309
- else if (this.mesh) id = this._buildMesh(this.mesh === "convex")
310
- else if (this.sphere !== undefined) id = _creator.physicsBuildSphere(this.sphere)
311
- else if (this.cylinder) id = _creator.physicsBuildCylinder(this.cylinder.halfHeight, this.cylinder.radius)
312
- else if (this.capsule) id = _creator.physicsBuildCapsule(this.capsule.halfHeight, this.capsule.radius)
313
- else if (this.box) id = _creator.physicsBuildBox(cx(this.box), cy(this.box), cz(this.box))
314
- else id = this._buildAutoBox()
315
- if (id) this._applyOrigin(id)
316
- return id
317
- }
318
-
319
- // Push `origin` (or, for an auto box, the mesh centre it measured) onto the built shape. A host
320
- // without the call keeps the old "centred on the node" behaviour; only an EXPLICIT origin warns,
321
- // since the auto centre is a silent improvement nobody asked for.
322
- private _applyOrigin(shapeId: number): void {
323
- const o = this.origin
324
- const x = o ? cx(o) : this._autoOrigin?.[0] ?? 0
325
- const y = o ? cy(o) : this._autoOrigin?.[1] ?? 0
326
- const z = o ? cz(o) : this._autoOrigin?.[2] ?? 0
327
- if (x === 0 && y === 0 && z === 0) return
328
- if (!_creator.physicsSetShapeOrigin) {
329
- if (o) console.warn("Shape { origin } needs a newer host — the collider stays centred on the node")
330
- return
331
- }
332
- _creator.physicsSetShapeOrigin(shapeId, x, y, z)
333
- }
334
-
335
- // What a rebuild has to notice: the kind, its dimensions and the origin (`raycast` is applied to
336
- // the body directly, and the node's own transform is the body's, not the shape's).
337
- private _signature(): string {
338
- const v = (a: Vec3Like | undefined) => (a ? `${cx(a)},${cy(a)},${cz(a)}` : "")
339
- const t = (o: { halfHeight: number, radius: number } | undefined) => (o ? `${o.halfHeight},${o.radius}` : "")
340
- return `${v(this.box)}|${this.sphere ?? ""}|${t(this.cylinder)}|${t(this.capsule)}|${this.mesh ?? ""}|${this.heightfield ? "hf" : ""}|${v(this.origin)}`
341
- }
342
-
343
- // heightfield: the terrain on this node hands its grid over; the engine keeps its own copy and
344
- // pads it to Jolt's block grid. No terrain / no host support = no collider (0), with a warning.
345
- private _buildHeightField(): number {
346
- const t = terrainOf(this.node)
347
- if (!t) { console.warn(`Shape { heightfield }: "${this.node.name}" carries no Terrain — no collider`); return 0 }
348
- if (!_creator.physicsBuildHeightField) { console.warn("Shape { heightfield } needs a newer host — the terrain has no collider"); return 0 }
349
- const s = this.node.worldScale
350
- let lo = Infinity, hi = -Infinity
351
- for (let i = 0; i < t.heights.length; i++) { const h = t.heights[i]; if (h < lo) lo = h; if (h > hi) hi = h }
352
- const range = Math.max(1, hi - lo), margin = Math.max(2, range * 0.25)
353
- this._heightfieldRange = [ lo - margin, hi + margin ] // mirrors creator-gl physicsBuildHeightField's headroom
354
- const id = _creator.physicsBuildHeightField(t.heights, t.sizeX, t.sizeZ, t.cellSize, t.holes, s.x, s.y, s.z)
355
- if (!id) console.warn(`Shape { heightfield }: the engine refused "${this.node.name}"'s grid (all holes?)`)
356
- return id
357
- }
358
-
359
- // mesh: a Mesh node hands its CPU geometry over; anything else is tried as a GLB root (the host
360
- // reads the asset's triangles itself — 0 if the node is neither). Always × world scale: the
361
- // triangles are node-local, so the collider must follow the rendered size.
362
- private _buildMesh(convex: boolean): number {
363
- if (!_creator.physicsBuildMesh) {
364
- console.warn("Shape { mesh } needs a newer host — falling back to a box")
365
- return this._buildAutoBox()
366
- }
367
- const s = this.node.worldScale
368
- const geom = this.node.geometry
369
- let id = 0
370
- if (geom) {
371
- if (geom._meshKind !== 0) throw new Error("Shape { mesh } needs a triangle geometry (not edges/vertices)")
372
- id = _creator.physicsBuildMesh(geom.vertices, Uint32Array.from(geom.indices), convex, s.x, s.y, s.z)
373
- } else {
374
- id = _creator.physicsBuildMeshFromEntity(this.node.id, convex, s.x, s.y, s.z)
375
- }
376
- if (!id) {
377
- console.warn(`Shape { mesh } could not build a ${convex ? "convex hull" : "triangle mesh"} for "${this.node.name}" (no triangles / not a Mesh or Model) — falling back to a box`)
378
- return this._buildAutoBox()
379
- }
380
- return id
381
- }
382
-
383
- // auto: a box from the node's own mesh AABB × world scale (so the physical box matches the
384
- // rendered size), CENTRED on those bounds — geometry modelled off its pivot gets a box that still
385
- // wraps it. A node with no geometry of its own (a Model root, an empty) keeps the 0.5 default;
386
- // `fit()` measures the whole subtree instead.
387
- private _buildAutoBox(): number {
388
- const s = this.node.worldScale
389
- let hx = 0.5, hy = 0.5, hz = 0.5
390
- const geom = this.node.geometry
391
- if (geom) {
392
- const v = geom.vertices
393
- let minX = Infinity, minY = Infinity, minZ = Infinity, maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity
394
- for (let i = 0; i + 2 < v.length; i += 3) {
395
- if (v[i] < minX) minX = v[i]
396
- if (v[i] > maxX) maxX = v[i]
397
- if (v[i + 1] < minY) minY = v[i + 1]
398
- if (v[i + 1] > maxY) maxY = v[i + 1]
399
- if (v[i + 2] < minZ) minZ = v[i + 2]
400
- if (v[i + 2] > maxZ) maxZ = v[i + 2]
401
- }
402
- if (isFinite(minX)) {
403
- hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
404
- this._autoOrigin = [(maxX + minX) * 0.5 * s.x, (maxY + minY) * 0.5 * s.y, (maxZ + minZ) * 0.5 * s.z]
405
- }
406
- }
407
- return _creator.physicsBuildBox(hx * s.x, hy * s.y, hz * s.z)
408
- }
409
- }