lecodes-cli 0.19.0 → 0.19.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +730 -235
- package/package.json +14 -13
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk-types.json +1 -1
- package/src/api.ts +302 -0
- package/src/browserAuth.ts +87 -0
- package/src/cmgenTool.ts +104 -0
- package/src/commands/app.ts +891 -0
- package/src/commands/appAndroid.ts +603 -0
- package/src/commands/appDesktop.ts +326 -0
- package/src/commands/appDesktopMac.ts +470 -0
- package/src/commands/appIcon.ts +187 -0
- package/src/commands/appShared.ts +448 -0
- package/src/commands/appTemplates.ts +883 -0
- package/src/commands/appTemplatesAndroid.ts +599 -0
- package/src/commands/appTemplatesGradlew.ts +9 -0
- package/src/commands/assets.ts +28 -0
- package/src/commands/clone.ts +60 -0
- package/src/commands/compile.ts +253 -0
- package/src/commands/create.ts +59 -0
- package/src/commands/design.ts +863 -0
- package/src/commands/designTemplates.ts +11 -0
- package/src/commands/desktop.ts +122 -0
- package/src/commands/dev.ts +214 -0
- package/src/commands/diff.ts +59 -0
- package/src/commands/init.ts +191 -0
- package/src/commands/install.ts +198 -0
- package/src/commands/lightmap.ts +290 -0
- package/src/commands/link.ts +147 -0
- package/src/commands/login.ts +24 -0
- package/src/commands/navmesh.ts +225 -0
- package/src/commands/pn.ts +305 -0
- package/src/commands/projectTemplates.ts +129 -0
- package/src/commands/pull.ts +109 -0
- package/src/commands/push.ts +173 -0
- package/src/commands/render.ts +414 -0
- package/src/commands/scene.ts +148 -0
- package/src/commands/shaders.ts +157 -0
- package/src/commands/status.ts +29 -0
- package/src/commands/test.ts +370 -0
- package/src/commands/thumbs.ts +178 -0
- package/src/commands/types.ts +87 -0
- package/src/commands/update.ts +190 -0
- package/src/compile/assetIcons.ts +214 -0
- package/src/compile/collect.ts +46 -0
- package/src/compile/collectLocal.ts +37 -0
- package/src/compile/designCompile.ts +104 -0
- package/src/compile/fonts.ts +156 -0
- package/src/compile/headlessBundle.ts +129 -0
- package/src/compile/nativeStack.ts +21 -0
- package/src/compile/projectCompile.ts +109 -0
- package/src/compile/sceneCompile.ts +113 -0
- package/src/compile/screenEntry.ts +127 -0
- package/src/compile/shaders.ts +245 -0
- package/src/config.ts +42 -0
- package/src/designMeta.ts +35 -0
- package/src/desktopRenderer.ts +532 -0
- package/src/desktopScript.ts +276 -0
- package/src/dev/clientTemplates.ts +160 -0
- package/src/dev/devServer.ts +292 -0
- package/src/dev/wsServer.ts +144 -0
- package/src/distRoot.ts +20 -0
- package/src/ignore.ts +163 -0
- package/src/index.ts +491 -0
- package/src/lecodes-3d-editor.d.ts +41 -0
- package/src/lecodes-assets.d.ts +7 -0
- package/src/lecodes-design.d.ts +191 -0
- package/src/lecodes-renderer.d.ts +131 -0
- package/src/localFiles.ts +144 -0
- package/src/manifest.ts +46 -0
- package/src/matcTool.ts +137 -0
- package/src/peers.ts +40 -0
- package/src/project.ts +61 -0
- package/src/projectEnv.ts +94 -0
- package/src/qrcode-terminal.d.ts +9 -0
- package/src/releases.ts +125 -0
- package/src/serverDiff.ts +78 -0
- package/src/textDiff.ts +103 -0
- package/src/types.ts +0 -0
- package/src/util.ts +146 -0
- package/runtime/sdk/animate/animate.ts +0 -238
- package/runtime/sdk/animate/bezier.ts +0 -138
- package/runtime/sdk/animate/easings.ts +0 -126
- package/runtime/sdk/canvas/Canvas.ts +0 -305
- package/runtime/sdk/compile/aspectMacro.ts +0 -86
- package/runtime/sdk/compile/assetIconMacro.ts +0 -384
- package/runtime/sdk/compile/assetMacro.ts +0 -146
- package/runtime/sdk/compile/assetName.ts +0 -50
- package/runtime/sdk/compile/bundler.ts +0 -287
- package/runtime/sdk/compile/compileProject.ts +0 -129
- package/runtime/sdk/compile/detectEntry.ts +0 -128
- package/runtime/sdk/compile/fontMacro.ts +0 -459
- package/runtime/sdk/compile/fontRegistry.ts +0 -78
- package/runtime/sdk/compile/header.ts +0 -67
- package/runtime/sdk/compile/index.ts +0 -100
- package/runtime/sdk/compile/libraryImports.ts +0 -52
- package/runtime/sdk/compile/liteMaterial.ts +0 -247
- package/runtime/sdk/compile/sceneEditor.ts +0 -88
- package/runtime/sdk/compile/serverSplit.ts +0 -233
- package/runtime/sdk/compile/serverTypes.ts +0 -227
- package/runtime/sdk/compile/sfnt.ts +0 -98
- package/runtime/sdk/compile/shaderSchema.ts +0 -202
- package/runtime/sdk/compile/shaderTargets.ts +0 -81
- package/runtime/sdk/compile/sourcemap.ts +0 -25
- package/runtime/sdk/core/Aspect.ts +0 -568
- package/runtime/sdk/core/InspectorUI.ts +0 -212
- package/runtime/sdk/core/StateMachine.ts +0 -308
- package/runtime/sdk/core/color.ts +0 -66
- package/runtime/sdk/core/compWrite.ts +0 -42
- package/runtime/sdk/core/events.ts +0 -38
- package/runtime/sdk/core/fields.ts +0 -120
- package/runtime/sdk/core/registry.ts +0 -23
- package/runtime/sdk/core/signals.ts +0 -277
- package/runtime/sdk/core/time.ts +0 -84
- package/runtime/sdk/g2/Camera2D.ts +0 -40
- package/runtime/sdk/g2/CharacterController2D.ts +0 -276
- package/runtime/sdk/g2/Node2D.ts +0 -267
- package/runtime/sdk/g2/OneWay2D.ts +0 -66
- package/runtime/sdk/g2/Physics2D.ts +0 -346
- package/runtime/sdk/g2/Scene2D.ts +0 -209
- package/runtime/sdk/g2/Shape2D.ts +0 -259
- package/runtime/sdk/g2/Sprite.ts +0 -89
- package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
- package/runtime/sdk/g2/SpriteSheet.ts +0 -166
- package/runtime/sdk/g2/Texture2D.ts +0 -47
- package/runtime/sdk/g2/Tilemap.ts +0 -41
- package/runtime/sdk/g2/Tileset.ts +0 -71
- package/runtime/sdk/g2/Trigger2D.ts +0 -77
- package/runtime/sdk/g2/autotile.ts +0 -433
- package/runtime/sdk/g2/cells.ts +0 -91
- package/runtime/sdk/g2/defineScene2d.ts +0 -381
- package/runtime/sdk/g2/groups2d.ts +0 -106
- package/runtime/sdk/g2/loop.ts +0 -50
- package/runtime/sdk/g2/scenarios2d.ts +0 -69
- package/runtime/sdk/g2/touch.ts +0 -83
- package/runtime/sdk/gl/Camera.ts +0 -160
- package/runtime/sdk/gl/CameraPlace.ts +0 -52
- package/runtime/sdk/gl/CharacterController.ts +0 -238
- package/runtime/sdk/gl/Gearbox.ts +0 -212
- package/runtime/sdk/gl/Geometry.ts +0 -279
- package/runtime/sdk/gl/IK.ts +0 -193
- package/runtime/sdk/gl/InstancedMesh.ts +0 -132
- package/runtime/sdk/gl/Light.ts +0 -107
- package/runtime/sdk/gl/Lightmap.ts +0 -256
- package/runtime/sdk/gl/Material.ts +0 -260
- package/runtime/sdk/gl/Mesh.ts +0 -83
- package/runtime/sdk/gl/Model.ts +0 -124
- package/runtime/sdk/gl/NavAgent.ts +0 -337
- package/runtime/sdk/gl/NavMesh.ts +0 -397
- package/runtime/sdk/gl/Node.ts +0 -350
- package/runtime/sdk/gl/Noise.ts +0 -30
- package/runtime/sdk/gl/Particles.ts +0 -676
- package/runtime/sdk/gl/Physics.ts +0 -222
- package/runtime/sdk/gl/Plane.ts +0 -53
- package/runtime/sdk/gl/Ragdoll.ts +0 -270
- package/runtime/sdk/gl/Ray.ts +0 -16
- package/runtime/sdk/gl/Scene.ts +0 -486
- package/runtime/sdk/gl/Shape.ts +0 -409
- package/runtime/sdk/gl/Terrain.ts +0 -1092
- package/runtime/sdk/gl/Texture.ts +0 -63
- package/runtime/sdk/gl/Trigger.ts +0 -45
- package/runtime/sdk/gl/Vehicle.ts +0 -473
- package/runtime/sdk/gl/Wheel.ts +0 -240
- package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
- package/runtime/sdk/gl/animation/Animator.ts +0 -120
- package/runtime/sdk/gl/animation/Layer.ts +0 -31
- package/runtime/sdk/gl/animation/Loop.ts +0 -30
- package/runtime/sdk/gl/animation/Playback.ts +0 -44
- package/runtime/sdk/gl/animation/core.ts +0 -336
- package/runtime/sdk/gl/controls.ts +0 -95
- package/runtime/sdk/gl/physicsEvents.ts +0 -20
- package/runtime/sdk/gl/scenarios.ts +0 -291
- package/runtime/sdk/gl/state.ts +0 -6
- package/runtime/sdk/gl/terrainMesh.ts +0 -219
- package/runtime/sdk/gl/touch.ts +0 -68
- package/runtime/sdk/inject.ts +0 -197
- package/runtime/sdk/math/Mathf.ts +0 -118
- package/runtime/sdk/math/mat4.ts +0 -278
- package/runtime/sdk/math/quat.ts +0 -232
- package/runtime/sdk/math/vec.ts +0 -255
- package/runtime/sdk/net/codec.ts +0 -119
- package/runtime/sdk/net/core.ts +0 -384
- package/runtime/sdk/net/index.ts +0 -181
- package/runtime/sdk/net/replication.ts +0 -622
- package/runtime/sdk/plugins/camera.ts +0 -81
- package/runtime/sdk/plugins/geolocation.ts +0 -123
- package/runtime/sdk/plugins/oauth.ts +0 -61
- package/runtime/sdk/plugins/permission.ts +0 -7
- package/runtime/sdk/plugins/push.ts +0 -132
- package/runtime/sdk/plugins/qr.ts +0 -73
- package/runtime/sdk/plugins/service.ts +0 -47
- package/runtime/sdk/runtime/app.ts +0 -101
- package/runtime/sdk/runtime/appEvents.ts +0 -54
- package/runtime/sdk/runtime/channel.ts +0 -61
- package/runtime/sdk/runtime/clipboard.ts +0 -20
- package/runtime/sdk/runtime/datetime.ts +0 -329
- package/runtime/sdk/runtime/device.ts +0 -293
- package/runtime/sdk/runtime/fetch.ts +0 -77
- package/runtime/sdk/runtime/files.ts +0 -23
- package/runtime/sdk/runtime/input.ts +0 -175
- package/runtime/sdk/runtime/media.ts +0 -111
- package/runtime/sdk/runtime/misc.ts +0 -16
- package/runtime/sdk/runtime/net.ts +0 -36
- package/runtime/sdk/runtime/rpc.ts +0 -218
- package/runtime/sdk/runtime/service.ts +0 -83
- package/runtime/sdk/runtime/share.ts +0 -9
- package/runtime/sdk/runtime/storage.ts +0 -13
- package/runtime/sdk/runtime/touch.ts +0 -76
- package/runtime/sdk/scene/defineScene.ts +0 -1353
- package/runtime/sdk/scene/editorPlugins.ts +0 -110
- package/runtime/sdk/scene/gizmos.ts +0 -148
- package/runtime/sdk/scene/grammar.ts +0 -120
- package/runtime/sdk/scene/material.ts +0 -188
- package/runtime/sdk/server/auth/appConfig.ts +0 -12
- package/runtime/sdk/server/auth/global.ts +0 -80
- package/runtime/sdk/server/auth/host.ts +0 -318
- package/runtime/sdk/server/auth/models.ts +0 -83
- package/runtime/sdk/server/auth/types.ts +0 -50
- package/runtime/sdk/server/channel.ts +0 -56
- package/runtime/sdk/server/context.ts +0 -36
- package/runtime/sdk/server/db/defineDb.ts +0 -237
- package/runtime/sdk/server/db/fields.ts +0 -132
- package/runtime/sdk/server/db/httpTransport.ts +0 -93
- package/runtime/sdk/server/db/index.ts +0 -7
- package/runtime/sdk/server/db/marci/query.ts +0 -412
- package/runtime/sdk/server/db/types.ts +0 -202
- package/runtime/sdk/server/errors.ts +0 -12
- package/runtime/sdk/server/host.ts +0 -74
- package/runtime/sdk/server/inject.ts +0 -13
- package/runtime/sdk/server/runtime.ts +0 -133
- package/runtime/sdk/server/validate.ts +0 -87
- package/runtime/sdk/ui/NativeView.ts +0 -142
- package/runtime/sdk/ui/UI.ts +0 -39
- package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
- package/runtime/sdk/ui/UIButton.ts +0 -101
- package/runtime/sdk/ui/UIContainer.ts +0 -60
- package/runtime/sdk/ui/UIImage.ts +0 -83
- package/runtime/sdk/ui/UIInput.ts +0 -185
- package/runtime/sdk/ui/UIModal.ts +0 -139
- package/runtime/sdk/ui/UINode.ts +0 -830
- package/runtime/sdk/ui/UIPager.ts +0 -362
- package/runtime/sdk/ui/UIPopover.ts +0 -100
- package/runtime/sdk/ui/UIScreen.ts +0 -123
- package/runtime/sdk/ui/UIScrollable.ts +0 -87
- package/runtime/sdk/ui/UISpacer.ts +0 -14
- package/runtime/sdk/ui/UITabs.ts +0 -236
- package/runtime/sdk/ui/UIText.ts +0 -51
- package/runtime/sdk/ui/UIVideo.ts +0 -88
- package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
- package/runtime/sdk/ui/UIWidget.ts +0 -127
- package/runtime/sdk/ui/fonts.ts +0 -13
- package/runtime/sdk/ui/presentable.ts +0 -117
- package/runtime/sdk/ui/router.ts +0 -132
- package/runtime/sdk/ui/theme.ts +0 -84
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// Editor plugins: `registerEditorWindow` / `registerEditorTool` (docs/scene-editor-plan.md,
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// phase 11). Registrations live in `*.editor.ts` files — compiled and executed ONLY in
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// scene-editor bundles (phase 10), so none of this reaches shipped app.js (nothing references it
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// there, and method-granular DCE drops it).
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//
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// The scene-editor harness (packages/projects/src/scene-editor) reads the registry through the
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// injected `__editorPlugins` global — the harness, the scene, and the editor files compile into
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// ONE bundle, so they share this module instance. Windows and tools describe their UI through the
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// same immediate-mode `InspectorUI` protocol custom inspector cards use (one widget vocabulary,
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// three mount points), and mutate the scene ONLY through the `editor` doc API — every plugin write
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// lands in the scene document (undoable, diffable), never in live engine state.
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import type { InspectorUI } from "../core/InspectorUI"
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/** A geometry hit under the viewport pointer, handed to tools. Physics builds raycast the scene's
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* meshes (precise); otherwise (and on misses) the hit falls back to the ground plane (y = 0). */
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export type EditorRayHit = {
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point: [number, number, number]
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normal: [number, number, number]
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/** Absolute path of the scene-file node the hit belongs to ("city/in1/pt1") — null for
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* ground-plane fallback hits. */
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node: string | null
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}
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/**
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* The editor scripting API handed to windows and tools. Nodes are addressed by ABSOLUTE PATH —
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* '/'-joined names from the scene root; a root node's path is its bare name. Doc-op methods write
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* the scene DOCUMENT through the editor's normal commit path (undo, file, live patching all
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* included); they return false / no-op when the document can't take the edit (sibling-name
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* collision, unknown path).
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*/
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export type EditorApi = {
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/** The currently selected node path (or `path::part` key for asset internals), null when
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* nothing is selected. */
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readonly selection: string | null
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select(path: string | null): void
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/** The scene document's nodes: absolute path, sibling-unique display name, source kind
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* (mesh / model / light / group / …). */
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nodes(): { path: string, name: string, kind: string }[]
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/** First unused "base", "base2", "base3", … name among the SIBLINGS under `parentPath`
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* (scene root when omitted). */
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uniqueName(base: string, parentPath?: string): string
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/** Add a ROOT node from plain def data (scene-file grammar; a string `model` value means an
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* asset path). `name` may not contain '/' or ':'. One undo step unless grouped by `transact`. */
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addNode(name: string, def: Record<string, unknown>): boolean
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/** Write one def prop (transforms apply live; anything else patches/re-runs the node). */
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setProp(path: string, key: string, value: unknown): boolean
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removeNode(path: string): void
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/** Duplicate a node; returns the copy's path (null when it can't). */
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duplicate(path: string): string | null
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/** Raycast the scene under a viewport pixel (same hit rules as tool clicks). */
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/** Group every doc edit inside `fn` into ONE undo step. */
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transact(fn: () => void): void
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/** Read one def prop of a node as document data (`asset()` refs come as `{ $asset: "./x" }`);
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* undefined when the node or key doesn't exist. */
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getProp(path: string, key: string): unknown
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/** Write a BINARY asset file for a node (a terrain's `.terrain`, a baked mask…). `ref` = the
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* node's existing def-relative `asset()` ref to overwrite, or null to create `./<name>` at the
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* project root (a free name is picked on collisions). Resolves to the ref to store in the node's
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* def (`{ $asset: ref }` via `setProp`), null when the host can't write files. Not a doc edit —
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* it is not undoable; keep the doc pointing at the file. */
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writeAsset(path: string, ref: string | null, name: string, bytes: Uint8Array): Promise<string | null>
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}
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export type EditorWindowFn = (ui: InspectorUI, editor: EditorApi) => void
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export type EditorToolHooks = {
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/** CSS cursor for the viewport while this tool is active (default "crosshair"). */
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/** A short glyph (one character / emoji) for the tool's toolbar button — tools without one all
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/** A viewport click while the tool is active — `hit` is the raycast result under the pointer.
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/** Drag tools (brushes): a primary-button drag in the viewport routes here instead of orbiting
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/** The pointer moved over the viewport with no button down (throttled to the frame) — draw a
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/** @internal The registry the scene-editor harness reads (windows/tools in registration order). */
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export const __editorPlugins = {
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windows: [] as { title: string, render: EditorWindowFn }[],
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tools: [] as { name: string, hooks: EditorToolHooks }[],
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}
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/** Register an editor panel — a collapsible overlay docked over the viewport (the inspector rail
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* stays selection-scoped). A window that emits `ui.toolButton` for a tool becomes that tool's
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* settings panel: activating the tool expands and highlights it. `render` re-runs immediate-mode
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* on every interaction — same protocol as `static inspector` cards. */
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export const registerEditorWindow = (title: string, render: EditorWindowFn): void => {
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const existing = __editorPlugins.windows.find((w) => w.title === title)
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if (existing) existing.render = render
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else __editorPlugins.windows.push({ title, render })
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}
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/** Register a viewport tool — a toolbar entry beside move/rotate/scale (activate it there or via
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* `ui.toolButton(label, name)`). While active, viewport clicks arrive as raycast hits. */
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export const registerEditorTool = (name: string, hooks: EditorToolHooks): void => {
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const existing = __editorPlugins.tools.find((t) => t.name === name)
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@@ -1,148 +0,0 @@
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// Editor gizmos: immediate-mode line drawing for code that runs while a scene is EDITED — a
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// generator aspect's `rebuild()`, a `make()` factory, an editor tool's hooks. Nothing here touches
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// the scene: calls accumulate WORLD-space line segments into the buffer of the run that is
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// currently executing (an ambient scope the scene loader opens around each synchronous call), and
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// the scene editor pushes those buffers to the lite engine's overlay layer, which draws them over
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// the picture — never outlined, never picked, never rendered by Filament, absent in play mode.
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//
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// rebuild() {
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// Gizmos.polyline(points, { color: "#5b8ef0", closed: true })
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// for (const p of points) Gizmos.cross(p, 0.07)
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// }
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//
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// Every run starts with an EMPTY buffer — what a call draws is the whole picture (like
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// `generated.clear()`, only implicit). Outside any scope (play mode, hand-attached aspects, a call
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// after an `await` inside rebuild) the calls are no-ops: rebuild is synchronous by contract.
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//
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// ANCHORED gizmos (`{ node }` in the style): points are in that node's LOCAL frame and the engine
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// follows the node live — through a gizmo drag, not only after it — with the node's scale
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// stripped (an empty scaled ×10 for its children keeps a normal-sized cross). An anchored picture
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// is the node's own: clicking it in the viewport selects the node, and it draws in the selection
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// accent while selected. World-space calls (path lines) are never pickable.
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import { Mat4, type Mat4Like } from "../math/mat4"
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import type { Vec3Like } from "../math/vec"
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/** The anchor of a gizmo call: any object with an engine entity id (a `Node`). */
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export type GizmoAnchor = { readonly id: number }
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export type GizmoStyle = {
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/** CSS hex color (`#rgb` / `#rrggbb`); default a neutral light gray. */
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color?: string
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/** 0..1, default 1. */
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alpha?: number
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/** Anchor: points are in this node's LOCAL frame (scale ignored); the lines follow the node
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* live, are pickable (a click selects the node) and turn the selection accent when it is
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* selected. Omit for world-space lines (not pickable). */
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node?: GizmoAnchor | null
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}
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/** One color batch of LINES (flat `[x,y,z, x,y,z]` per segment) — what a host hands the engine.
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* With `entityId` the segments are in that entity's local frame (see GizmoStyle.node). */
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export type GizmoBatch = { color: string, alpha: number, segments: number[], entityId?: number }
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const DEFAULT_COLOR = "#cfd4dd"
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/** The per-run collector (owned by the scene loader's EditorRun). Batches are keyed by style so a
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* hundred same-colored segments cost one draw. */
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export class GizmoBuffer {
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batches: GizmoBatch[] = []
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private _byStyle = new Map<string, GizmoBatch>()
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clear(): void {
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this._byStyle.clear()
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}
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segments(style: GizmoStyle | undefined): number[] {
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const key = `${color}@${alpha}@${entityId ?? ""}`
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if (!b) {
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b = entityId ? { color, alpha, segments: [], entityId } : { color, alpha, segments: [] }
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}
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return b.segments
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}
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}
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let current: GizmoBuffer | null = null
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const xyz = (p: Vec3Like): [number, number, number] =>
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Array.isArray(p) ? [ p[0] ?? 0, p[1] ?? 0, p[2] ?? 0 ] : [ (p as { x: number }).x, (p as { y: number }).y, (p as { z: number }).z ]
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const target = (style: GizmoStyle | undefined): number[] | null => {
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if (current) return current.segments(style)
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if (!warnedOutOfScope && (globalThis as { __lecodesSceneEdit?: boolean }).__lecodesSceneEdit) {
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warnedOutOfScope = true
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console.warn("[Gizmos] draw call outside an editor run — gizmos must be drawn synchronously inside rebuild() / a make() factory / a tool hook")
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}
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return null
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}
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/** @internal Run `fn` with `buffer` as the ambient gizmo target (cleared first). Nested scopes
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* restore the outer one. */
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export const withGizmoScope = <T>(buffer: GizmoBuffer, fn: () => T): T => {
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const prev = current
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buffer.clear()
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current = buffer
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try { return fn() } finally { current = prev }
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}
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/**
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* Editor-only line drawing, available inside generator `rebuild()`, `make()` factories and editor
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* tool hooks. Points are WORLD space. Drawn by the scene editor's viewport overlay (depth-test
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|
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* off — a path through a wall is still a path); invisible everywhere else.
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*/
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export const Gizmos = {
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/** One segment from `a` to `b`. */
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line(a: Vec3Like, b: Vec3Like, style?: GizmoStyle): void {
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const out = target(style)
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if (!out) return
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out.push(...xyz(a), ...xyz(b))
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},
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/** Consecutive segments through `points`; `closed` joins the last point back to the first. */
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polyline(points: readonly Vec3Like[], style?: GizmoStyle & { closed?: boolean }): void {
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if (points.length < 2) return
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const out = target(style)
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if (!out) return
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const n = points.length
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const last = style?.closed ? n : n - 1
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for (let i = 0; i < last; i++) out.push(...xyz(points[i]!), ...xyz(points[(i + 1) % n]!))
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},
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/** A wireframe camera frustum looking down −Z: the four edges from the origin to a rect
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* `length` metres ahead sized by `fov` (vertical, degrees) × `aspect` (default 16:9), plus an
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* "up" fin above the rect. Anchor it (`{ node }`) for a camera node's marker — the frustum
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|
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* then follows the node's pose; `matrix` places an unanchored one in world space. */
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frustum(fov: number, style?: GizmoStyle & { aspect?: number, length?: number, matrix?: Mat4Like }): void {
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const out = target(style)
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if (!out) return
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const aspect = style?.aspect ?? 16 / 9, length = style?.length ?? 0.6
|
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const m = style?.matrix ? new Mat4(style.matrix) : null
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const h = Math.tan((fov * Math.PI) / 360) * length, w = h * aspect, z = -length
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const P = (x: number, y: number, zz: number): [number, number, number] => {
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if (!m) return [ x, y, zz ]
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const v = m.transformPoint([ x, y, zz ])
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return [ v.x, v.y, v.z ]
|
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|
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}
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|
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|
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const o = P(0, 0, 0)
|
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|
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const c = [ P(-w, -h, z), P(w, -h, z), P(w, h, z), P(-w, h, z) ]
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|
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for (const q of c) out.push(...o, ...q)
|
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for (let i = 0; i < 4; i++) out.push(...c[i]!, ...c[(i + 1) % 4]!)
|
|
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out.push(...P(-w * 0.4, h, z), ...P(0, h * 1.6, z), ...P(0, h * 1.6, z), ...P(w * 0.4, h, z))
|
|
139
|
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},
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|
140
|
-
|
|
141
|
-
/** A three-axis cross centred on `p` (a point marker); `size` = half extent, default 0.1. */
|
|
142
|
-
cross(p: Vec3Like, size = 0.1, style?: GizmoStyle): void {
|
|
143
|
-
const out = target(style)
|
|
144
|
-
if (!out) return
|
|
145
|
-
const [ x, y, z ] = xyz(p)
|
|
146
|
-
out.push(x - size, y, z, x + size, y, z, x, y - size, z, x, y + size, z, x, y, z - size, x, y, z + size)
|
|
147
|
-
},
|
|
148
|
-
}
|
|
@@ -1,120 +0,0 @@
|
|
|
1
|
-
// The scene-file literal grammar markers, shared by `.scene.ts` (defineScene, 3D) and
|
|
2
|
-
// `.scene2d.ts` (defineScene2d, 2D): `use(Ctor, props)` aspect entries, `ref('name')` node
|
|
3
|
-
// references, `make(fn, args)` code-built sources — plus the ref-resolution helpers both loaders
|
|
4
|
-
// run. One implementation so the two formats can't drift; the engine-specific node/def types stay
|
|
5
|
-
// in their own modules (defineScene.ts / defineScene2d.ts), which re-export these for user code.
|
|
6
|
-
|
|
7
|
-
import type { Aspect, AspectCtor } from "../core/Aspect"
|
|
8
|
-
import type { Node } from "../gl/Node"
|
|
9
|
-
|
|
10
|
-
/** One aspect to attach, created by `use(Ctor, props)`. */
|
|
11
|
-
export type AspectEntry<A extends Aspect<any, any> = Aspect<any, any>> = {
|
|
12
|
-
/** @internal grammar marker. */
|
|
13
|
-
readonly __use: true
|
|
14
|
-
ctor: AspectCtor<A>
|
|
15
|
-
props?: Partial<A>
|
|
16
|
-
}
|
|
17
|
-
|
|
18
|
-
/** Reference an aspect in a scene file: `aspects: [use(Physics, { motion: 'static' })]`. Props are
|
|
19
|
-
* typechecked against the aspect's fields, exactly like `node.aspect(Ctor, props)`. */
|
|
20
|
-
export const use = <A extends Aspect<any, any>>(ctor: AspectCtor<A>, props?: Partial<A>): AspectEntry<A> =>
|
|
21
|
-
({ __use: true, ctor, props })
|
|
22
|
-
|
|
23
|
-
/** A `make(fn, args)` source entry — see {@link make}. `N` is the node family the factory returns
|
|
24
|
-
* (3D `Node` by default; a `.scene2d.ts` file's factories return `Node2D`). */
|
|
25
|
-
export type MakeEntry<A extends Record<string, unknown> = Record<string, unknown>, N = Node> = {
|
|
26
|
-
/** @internal grammar marker. */
|
|
27
|
-
readonly __make: true
|
|
28
|
-
fn: (args: A) => N | Promise<N>
|
|
29
|
-
args?: A
|
|
30
|
-
}
|
|
31
|
-
|
|
32
|
-
/**
|
|
33
|
-
* A code-created source in a scene file: `tower: { make: make(buildTower, { floors: 5 }), … }`.
|
|
34
|
-
* The factory runs after every scene node exists (so `ref()` args resolve, forward references
|
|
35
|
-
* included) and its returned subtree mounts under the def node — the def's transform stays
|
|
36
|
-
* editor-owned, so moving the node never re-calls the factory. Args must be literal data (same
|
|
37
|
-
* grammar as aspect props); in the editor they edit as fields, and an arg change re-CALLS the
|
|
38
|
-
* factory live — the code is already in the bundle, so no compile happens. Keep factories pure
|
|
39
|
-
* builders: same args → same subtree, no side effects outside the returned nodes.
|
|
40
|
-
*/
|
|
41
|
-
export const make = <A extends Record<string, unknown>, N>(
|
|
42
|
-
fn: (args: A) => N | Promise<N>, args?: A,
|
|
43
|
-
): MakeEntry<A, N> => ({ __make: true, fn, args })
|
|
44
|
-
|
|
45
|
-
/**
|
|
46
|
-
* Reference another scene node by PATH in an aspect's props:
|
|
47
|
-
* `use(Road, { from: ref('pointA'), to: ref('lane/pointB') })`. Resolves to the live node when
|
|
48
|
-
* aspects attach — after EVERY node of the scene exists, so declaration order doesn't matter.
|
|
49
|
-
* Resolution is scoped upward from the host node (like variable scoping): the host's own children
|
|
50
|
-
* first, then its siblings, then each ancestor's scope up to the scene root. The FIRST segment
|
|
51
|
-
* binds the scope; the remaining segments descend from there. Refs address def nodes only (no
|
|
52
|
-
* `::`/`name[i]` asset-internal segments); an unknown path resolves to `null` (type your aspect
|
|
53
|
-
* field `Node | null`). Scene files only — hand-written code passes nodes directly:
|
|
54
|
-
* `node.aspect(Road, { from: nodes.pointA })`.
|
|
55
|
-
*/
|
|
56
|
-
export const ref = <T = Node>(path: string): T => ({ $ref: path } as unknown as T)
|
|
57
|
-
|
|
58
|
-
export const isNodeRef = (v: unknown): v is { $ref: string } =>
|
|
59
|
-
typeof v === "object" && v !== null && typeof (v as { $ref?: unknown }).$ref === "string"
|
|
60
|
-
|
|
61
|
-
/** Resolve one ref string against a path-keyed nodes record, scoped upward from `hostPath` (own
|
|
62
|
-
* children → parent's scope (siblings + the host itself) → each ancestor scope → root, `""`).
|
|
63
|
-
* The ref's FIRST segment binds the scope — a match there is final even when the rest of the
|
|
64
|
-
* path doesn't exist (lexical shadowing). Returns the target's ABSOLUTE path, or null.
|
|
65
|
-
* `Object.hasOwn`, not indexing: a node named `constructor` must not resolve via the prototype. */
|
|
66
|
-
export const resolveRefPath = (
|
|
67
|
-
nodes: Record<string, unknown>, hostPath: string, ref: string,
|
|
68
|
-
): string | null => {
|
|
69
|
-
const i = ref.indexOf("/")
|
|
70
|
-
const first = i < 0 ? ref : ref.slice(0, i)
|
|
71
|
-
for (let scope = hostPath; ; ) {
|
|
72
|
-
const base = scope === "" ? "" : `${scope}/`
|
|
73
|
-
if (Object.hasOwn(nodes, base + first)) return Object.hasOwn(nodes, base + ref) ? base + ref : null
|
|
74
|
-
if (scope === "") return null
|
|
75
|
-
const cut = scope.lastIndexOf("/")
|
|
76
|
-
scope = cut < 0 ? "" : scope.slice(0, cut)
|
|
77
|
-
}
|
|
78
|
-
}
|
|
79
|
-
|
|
80
|
-
/** Swap `ref()` markers in aspect props for the live nodes (top level + one array level deep),
|
|
81
|
-
* resolved scoped-upward from `hostPath` ("" = root scope only — the 2D flat-map case). */
|
|
82
|
-
export const resolveRefs = <N>(
|
|
83
|
-
props: Record<string, unknown> | undefined, nodes: Record<string, N>, hostPath = "",
|
|
84
|
-
): Record<string, unknown> | undefined => {
|
|
85
|
-
if (!props) return props
|
|
86
|
-
const lookup = (r: string): N | null => {
|
|
87
|
-
const p = resolveRefPath(nodes, hostPath, r)
|
|
88
|
-
return p === null ? null : nodes[p]
|
|
89
|
-
}
|
|
90
|
-
let out: Record<string, unknown> | undefined
|
|
91
|
-
for (const [ k, v ] of Object.entries(props)) {
|
|
92
|
-
if (isNodeRef(v)) {
|
|
93
|
-
;(out ??= { ...props })[k] = lookup(v.$ref)
|
|
94
|
-
} else if (Array.isArray(v) && v.some(isNodeRef)) {
|
|
95
|
-
;(out ??= { ...props })[k] = v.map((el) => (isNodeRef(el) ? lookup(el.$ref) : el))
|
|
96
|
-
}
|
|
97
|
-
}
|
|
98
|
-
return out ?? props
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
/** ABSOLUTE paths of the nodes a props record's ref() values resolve to (editor dep tracking).
|
|
102
|
-
* An unresolved ref contributes no dep — the handle re-derives deps after structural changes. */
|
|
103
|
-
export const collectRefDeps = (
|
|
104
|
-
props: Record<string, unknown>, nodes: Record<string, unknown>, hostPath: string,
|
|
105
|
-
): Set<string> => {
|
|
106
|
-
const deps = new Set<string>()
|
|
107
|
-
const add = (r: string): void => {
|
|
108
|
-
const p = resolveRefPath(nodes, hostPath, r)
|
|
109
|
-
if (p !== null) deps.add(p)
|
|
110
|
-
}
|
|
111
|
-
for (const v of Object.values(props)) {
|
|
112
|
-
if (isNodeRef(v)) add(v.$ref)
|
|
113
|
-
else if (Array.isArray(v)) for (const el of v) if (isNodeRef(el)) add(el.$ref)
|
|
114
|
-
}
|
|
115
|
-
return deps
|
|
116
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// Materials as data — the `material:` grammar of scene files and the `defineMaterial` document
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//
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// import holoGlass from './materials/holo-glass.material'
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// lens: { mesh: { kind: 'plane' }, material: holoGlass },
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//
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// One grammar serves the inline form (`material: { lit: {…} }` / `{ shader, params }` on a node),
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// the asset form (the handle) and GLB-part overrides. A handle is ONE shared GPU material: every
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//
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// Parameter values need no shader metadata at runtime: a string is a colour when it starts with
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import type { ColorInput } from "../core/color"
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import { Material, type LitMaterialOptions, type MaterialColorOptions } from "../gl/Material"
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import { Texture } from "../gl/Texture"
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/** A shader parameter value as scene files write it: number, boolean, `#colour`, texture URL
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type WithMapUrl<T> = Omit<T, "map"> & {
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/** Base-colour texture — a `Texture`, a `Canvas`, or `asset('./x.png')` (a URL string). */
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map?: LitMaterialOptions["map"] | string
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}
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export type LitMaterialDef = WithMapUrl<LitMaterialOptions>
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export type UnlitMaterialDef = WithMapUrl<MaterialColorOptions>
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/** A custom Filament shader (`asset('./x.mat')` — compiled by the platform / `lecodes shaders`)
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* plus its parameter values. */
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export type ShaderMaterialDef = {
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shader: string
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params?: Record<string, MaterialParamValue>
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}
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export type MaterialDef =
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| { lit: LitMaterialDef }
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| { unlit: UnlitMaterialDef }
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| { shadow: ColorInput }
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| ShaderMaterialDef
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/** A material asset (`import m from './x.material'`) — one shared instance. */
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| MaterialHandle
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/** A code-level Material instance — valid at runtime; the editor shows it read-only. */
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| Material
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/** The data forms of MaterialDef (everything but a live instance / handle). */
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export type MaterialData = Exclude<MaterialDef, MaterialHandle | Material>
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const isTextureUrl = (v: unknown): v is string => typeof v === "string" && !v.startsWith("#")
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/** Push one parameter into a live material. Textures load asynchronously — the returned promise
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* settles once the value is applied (immediately for scalars). */
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export const applyMaterialParam = (material: Material, name: string, value: MaterialParamValue | null): Promise<void> => {
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}
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material.set(name, value as never)
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}
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/** Build a live Material from a data def. Resolves once every texture it names has loaded. */
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export const createMaterialFromData = async (def: MaterialData): Promise<Material> => {
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const m = await Material.load(def.shader)
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await Promise.all(Object.entries(def.params ?? {}).map(([ k, v ]) => applyMaterialParam(m, k, v)))
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return m
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}
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if ("shadow" in def) return Material.shadow(def.shadow)
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const lit = "lit" in def
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const opts = lit ? def.lit : def.unlit
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const { map, ...rest } = opts
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const m = lit ? Material.lit(rest as LitMaterialOptions) : Material.unlit(rest as MaterialColorOptions)
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if (isTextureUrl(map)) m.map = await Texture.load(map)
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else if (map !== undefined) m.map = map as LitMaterialOptions["map"] as Texture | null
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return m
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}
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/**
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* A material asset: the default export of a `*.material.ts` file. `load()` yields ONE shared
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* `Material` (cached); scene files hand the handle to `material:` and the loader resolves it.
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* The editor edits the asset live through `setParam` / `reset` — every node the handle was
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* applied to follows (`_users`).
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*/
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export class MaterialHandle {
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def: MaterialData
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private _instance: Material | null = null
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private _loading: Promise<Material> | null = null
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/** Every (node, slot) this handle was applied to through a scene — the editor re-assigns them
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* when the asset's shader changes. */
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readonly _users = new Set<{ node: Node, slot: number }>()
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constructor(def: MaterialData) {
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this.def = def
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}
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/** The shared material instance (built on first use). */
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load(): Promise<Material> {
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if (this._instance) return Promise.resolve(this._instance)
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this._loading ??= createMaterialFromData(this.def).then((m) => { this._instance = m; return m })
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return this._loading
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}
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/** The live instance, if built yet. */
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get material(): Material | null { return this._instance }
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/** Editor: assign this material to `node`'s `slot`, remembering the user. */
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async _applyTo(node: Node, slot: number): Promise<Material> {
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const m = await this.load()
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node.setMaterial(m, slot)
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this._users.add({ node, slot })
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return m
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}
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/** Editor: one parameter value, applied live to the shared instance (a texture loads in). */
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setParam(name: string, value: MaterialParamValue | null): void {
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const def = this.def
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if ("shader" in def) {
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def.params ??= {}
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if (value === null) delete def.params[name]
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else def.params[name] = value
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} else if ("lit" in def || "unlit" in def) {
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const opts = ("lit" in def ? def.lit : def.unlit) as Record<string, unknown>
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if (value === null) delete opts[name]
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|
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else opts[name] = value
|
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|
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}
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|
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const m = this._instance
|
|
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|
-
if (!m) return
|
|
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|
-
if (!("shader" in def) && name === "color") { m.color = value as string; return }
|
|
143
|
-
if (!("shader" in def) && name === "map") {
|
|
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|
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if (isTextureUrl(value)) void Texture.load(value).then((t) => { m.map = t })
|
|
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|
-
else m.map = null
|
|
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|
-
return
|
|
147
|
-
}
|
|
148
|
-
void applyMaterialParam(m, name, value)
|
|
149
|
-
}
|
|
150
|
-
|
|
151
|
-
/** Editor: replace the whole definition (a shader/kind switch) — rebuilds the instance and
|
|
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|
-
* re-assigns every user. */
|
|
153
|
-
async reset(def: MaterialData): Promise<Material> {
|
|
154
|
-
this.def = def
|
|
155
|
-
this._instance = null
|
|
156
|
-
this._loading = null
|
|
157
|
-
const m = await this.load()
|
|
158
|
-
for (const u of this._users) u.node.setMaterial(m, u.slot)
|
|
159
|
-
return m
|
|
160
|
-
}
|
|
161
|
-
}
|
|
162
|
-
|
|
163
|
-
/** Resolve any `material:` value to a live Material (a handle's shared instance, a data def's
|
|
164
|
-
* fresh one, a code instance as is). */
|
|
165
|
-
export const resolveMaterialDef = (def: MaterialDef): Promise<Material> => {
|
|
166
|
-
if (def instanceof Material) return Promise.resolve(def)
|
|
167
|
-
if (def instanceof MaterialHandle) return def.load()
|
|
168
|
-
return createMaterialFromData(def)
|
|
169
|
-
}
|
|
170
|
-
|
|
171
|
-
/** Resolve and assign a `material:` value to one slot of a node (tracking handle users). */
|
|
172
|
-
export const assignMaterialDef = async (node: Node, slot: number, def: MaterialDef): Promise<Material> => {
|
|
173
|
-
if (def instanceof MaterialHandle) return def._applyTo(node, slot)
|
|
174
|
-
const m = await resolveMaterialDef(def)
|
|
175
|
-
node.setMaterial(m, slot)
|
|
176
|
-
return m
|
|
177
|
-
}
|
|
178
|
-
|
|
179
|
-
/**
|
|
180
|
-
* Define a material as data — the default export of a `*.material.ts` file. Import it into scene
|
|
181
|
-
* files (`material: handle`) or code (`const m = await handle.load()`).
|
|
182
|
-
*/
|
|
183
|
-
export const defineMaterial = (def: MaterialData): MaterialHandle => {
|
|
184
|
-
const handle = new MaterialHandle(def)
|
|
185
|
-
const g = globalThis as unknown as { [EDIT_FLAG]?: boolean, __lecodesMaterialHandles?: MaterialHandle[] }
|
|
186
|
-
if (g[EDIT_FLAG]) (g.__lecodesMaterialHandles ??= []).push(handle)
|
|
187
|
-
return handle
|
|
188
|
-
}
|
|
@@ -1,12 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* The project's `app.json` subset the server runtime reads (name, auth providers).
|
|
3
|
-
*
|
|
4
|
-
* This module is a placeholder the COMPILER REPLACES: `compileServerBundle({ app })` puts a module with the
|
|
5
|
-
* real values at this same path in chisel's file map (project files win over SDK files), so every SDK module
|
|
6
|
-
* that imports `app` gets the project's config as a plain dependency — no globals, no evaluation-order games.
|
|
7
|
-
* Outside a compiled bundle (tests, tooling) `globalThis.__lecodesApp` can stand in.
|
|
8
|
-
*/
|
|
9
|
-
export type AuthProvider = "email" | "google" | "apple" | "yandex" | "vk"
|
|
10
|
-
export type AppConfig = { name?: string, auth?: { providers?: AuthProvider[] } }
|
|
11
|
-
|
|
12
|
-
export const app: AppConfig = {}
|
|
@@ -1,80 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* The `auth` server global (docs/backend-plan.md §3.4) — the BUNDLE side. State (`auth.user`,
|
|
3
|
-
* `auth.session`) is read from the current request, which the host resolved before the endpoint ran;
|
|
4
|
-
* operations (`auth.email.*`, `auth.oauth.url`, `signIn/signOut`, `sessions`) forward to the host's
|
|
5
|
-
* `AuthOps` on `globalThis.__lecodesAuth` (a seam: the compiled bundle carries its own SDK copy). Nothing
|
|
6
|
-
* here touches the db or a secret; `auth.model.*` are pure schema factories.
|
|
7
|
-
*/
|
|
8
|
-
|
|
9
|
-
import { currentRequest, type RequestContext } from "../context"
|
|
10
|
-
import type { Model, Query } from "../db/types"
|
|
11
|
-
import { ApiError } from "../errors"
|
|
12
|
-
import { authSessionModel, authUserModel, type AuthProvider, type SessionFields, type UserFields } from "./models"
|
|
13
|
-
import type { AuthOps, AuthState, AuthUser, OAuthCredential } from "./types"
|
|
14
|
-
|
|
15
|
-
const seam = globalThis as unknown as { __lecodesAuth?: AuthOps }
|
|
16
|
-
const ops = (): AuthOps => {
|
|
17
|
-
const o = seam.__lecodesAuth
|
|
18
|
-
if (!o) throw new Error("auth: not available — the host did not install the auth runtime (globalThis.__lecodesAuth)")
|
|
19
|
-
return o
|
|
20
|
-
}
|
|
21
|
-
const ctx = (): RequestContext => {
|
|
22
|
-
const c = currentRequest()
|
|
23
|
-
if (!c) throw new Error("auth: no current request — auth.* is only available while handling an endpoint or a channel join")
|
|
24
|
-
return c
|
|
25
|
-
}
|
|
26
|
-
const state = (): AuthState => {
|
|
27
|
-
const c = ctx()
|
|
28
|
-
const s = c.auth as AuthState | undefined
|
|
29
|
-
if (!s) throw new Error("auth: this project has no database — sessions need a defineDb() (auth.model.* are optional, Session is added for you)")
|
|
30
|
-
return s
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
/** The schema of the two built-in models, for typing `auth.sessions` (developer extras aren't visible here). */
|
|
34
|
-
type AuthSchema = { User: Model<UserFields>, Session: Model<SessionFields> }
|
|
35
|
-
|
|
36
|
-
export const auth = {
|
|
37
|
-
/** The signed-in user (built-in fields; custom ones via `db.user`) or `null`. Request-scoped. */
|
|
38
|
-
get user(): AuthUser | null { return state().user },
|
|
39
|
-
/** The device session — exists from the first request, before any login. */
|
|
40
|
-
get session(): { readonly id: number } { return { id: state().sessionId } },
|
|
41
|
-
/**
|
|
42
|
-
* The signed-in user, or `throw new ApiError(401)`; with `match`, every given field must equal the user's
|
|
43
|
-
* (`{ role: "admin" }`, `{ plan: "pro" }`) or it's a 403.
|
|
44
|
-
*/
|
|
45
|
-
requireUser(match?: Record<string, unknown>): AuthUser {
|
|
46
|
-
const u = state().user
|
|
47
|
-
if (!u) throw new ApiError(401, "Sign in required")
|
|
48
|
-
if (match) for (const [k, v] of Object.entries(match)) if ((u as Record<string, unknown>)[k] !== v) throw new ApiError(403, "Forbidden")
|
|
49
|
-
return u
|
|
50
|
-
},
|
|
51
|
-
email: {
|
|
52
|
-
/** Emails a 6-digit code to `email` (always resolves — no "email exists" oracle; rate-limited). Needs `"email"` in app.json providers. */
|
|
53
|
-
sendCode: (email: string): Promise<void> => ops().email.sendCode(ctx(), email),
|
|
54
|
-
/** The only email sign-in: checks the code sent to this device session, finds/creates the `User`, binds the session. */
|
|
55
|
-
verify: (email: string, code: string): Promise<AuthUser> => ops().email.verify(ctx(), email, code),
|
|
56
|
-
},
|
|
57
|
-
oauth: {
|
|
58
|
-
/** A one-time sign-in URL for the platform's OAuth broker (`"google" | "apple" | "yandex" | "vk"`), bound to this device session — open it in the browser. */
|
|
59
|
-
url: (provider: Exclude<AuthProvider, "email">): Promise<string> => ops().oauth.url(ctx(), provider),
|
|
60
|
-
/**
|
|
61
|
-
* Sign in with a credential a NATIVE provider SDK produced in the app (client `OAuth.signIn(provider)`):
|
|
62
|
-
* the platform verifies it with the provider, finds/links/creates the `User`, binds this session. The
|
|
63
|
-
* in-app counterpart of the browser broker — same accounts either way.
|
|
64
|
-
*/
|
|
65
|
-
signIn: (provider: Exclude<AuthProvider, "email">, credential: OAuthCredential): Promise<AuthUser> => ops().oauth.signIn(ctx(), provider, credential),
|
|
66
|
-
},
|
|
67
|
-
/** Escape hatch for developer-verified identities (Telegram initData, SSO): binds this session to `userId`. */
|
|
68
|
-
signIn: (userId: number): Promise<AuthUser> => ops().signIn(ctx(), userId),
|
|
69
|
-
/** Unbinds the user; the device stays a guest with the same `session.id` (token rotated). */
|
|
70
|
-
signOut: (): Promise<void> => ops().signOut(ctx()),
|
|
71
|
-
/** The current user's sessions ("my devices"): a `db.session` query — `await`, `.select()`, `.where(...).updateMany({ revoked: true })`. */
|
|
72
|
-
get sessions(): Query<AuthSchema, "Session"> { return ops().sessions(ctx()) },
|
|
73
|
-
/** Schema-time factories — see ./models.ts. */
|
|
74
|
-
model: {
|
|
75
|
-
user: authUserModel,
|
|
76
|
-
session: authSessionModel,
|
|
77
|
-
},
|
|
78
|
-
}
|
|
79
|
-
|
|
80
|
-
export type { AuthUser }
|