lecodes-cli 0.19.0 → 0.20.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (270) hide show
  1. package/README.md +1 -0
  2. package/dist/index.js +1069 -396
  3. package/package.json +14 -13
  4. package/runtime/scene-harness.json +1 -1
  5. package/runtime/sdk-types.json +1 -1
  6. package/runtime/web/assets/Roboto-Variable-DHm9jpd-.woff2 +0 -0
  7. package/runtime/web/assets/__vite-browser-external-BIHI7g3E.js +1 -0
  8. package/runtime/web/assets/basis-C64VHDVD.js +1 -0
  9. package/runtime/web/assets/basis_transcoder-VXdx5NbI.wasm +0 -0
  10. package/runtime/web/assets/createViewerLite-BvHobVhp.js +852 -0
  11. package/runtime/web/assets/draco-BiISTFcR.js +118 -0
  12. package/runtime/web/assets/draco_decoder-DsQ12WqX.wasm +0 -0
  13. package/runtime/web/assets/index-CfNCCBjN.js +2 -0
  14. package/runtime/web/assets/mapViewImpl-B2JcES8l.js +810 -0
  15. package/runtime/web/assets/maplibre-gl-worker-CJfwIrte.js +8 -0
  16. package/runtime/web/assets/neutral_ibl128-D-lzdkLN.ktx +0 -0
  17. package/runtime/web/assets/worker-Caf-yYEI.js +2 -0
  18. package/runtime/web/embed.html +32 -0
  19. package/runtime/web/embed.js +171 -0
  20. package/src/api.ts +302 -0
  21. package/src/browserAuth.ts +87 -0
  22. package/src/cmgenTool.ts +104 -0
  23. package/src/commands/app.ts +896 -0
  24. package/src/commands/appAndroid.ts +603 -0
  25. package/src/commands/appDesktop.ts +339 -0
  26. package/src/commands/appDesktopMac.ts +470 -0
  27. package/src/commands/appIcon.ts +187 -0
  28. package/src/commands/appShared.ts +542 -0
  29. package/src/commands/appTemplates.ts +907 -0
  30. package/src/commands/appTemplatesAndroid.ts +599 -0
  31. package/src/commands/appTemplatesGradlew.ts +9 -0
  32. package/src/commands/assets.ts +28 -0
  33. package/src/commands/clone.ts +60 -0
  34. package/src/commands/compile.ts +253 -0
  35. package/src/commands/create.ts +59 -0
  36. package/src/commands/design.ts +863 -0
  37. package/src/commands/designTemplates.ts +11 -0
  38. package/src/commands/desktop.ts +127 -0
  39. package/src/commands/dev.ts +236 -0
  40. package/src/commands/diff.ts +59 -0
  41. package/src/commands/init.ts +191 -0
  42. package/src/commands/install.ts +198 -0
  43. package/src/commands/lightmap.ts +290 -0
  44. package/src/commands/link.ts +147 -0
  45. package/src/commands/login.ts +24 -0
  46. package/src/commands/navmesh.ts +225 -0
  47. package/src/commands/pn.ts +305 -0
  48. package/src/commands/projectTemplates.ts +130 -0
  49. package/src/commands/pull.ts +109 -0
  50. package/src/commands/push.ts +173 -0
  51. package/src/commands/render.ts +416 -0
  52. package/src/commands/scene.ts +148 -0
  53. package/src/commands/shaders.ts +157 -0
  54. package/src/commands/status.ts +29 -0
  55. package/src/commands/test.ts +371 -0
  56. package/src/commands/thumbs.ts +178 -0
  57. package/src/commands/types.ts +87 -0
  58. package/src/commands/update.ts +190 -0
  59. package/src/compile/assetIcons.ts +214 -0
  60. package/src/compile/collect.ts +46 -0
  61. package/src/compile/collectLocal.ts +37 -0
  62. package/src/compile/designCompile.ts +104 -0
  63. package/src/compile/fonts.ts +156 -0
  64. package/src/compile/headlessBundle.ts +129 -0
  65. package/src/compile/nativeStack.ts +21 -0
  66. package/src/compile/projectCompile.ts +109 -0
  67. package/src/compile/sceneCompile.ts +113 -0
  68. package/src/compile/screenEntry.ts +127 -0
  69. package/src/compile/shaders.ts +245 -0
  70. package/src/config.ts +42 -0
  71. package/src/designMeta.ts +35 -0
  72. package/src/desktopRenderer.ts +545 -0
  73. package/src/desktopScript.ts +276 -0
  74. package/src/dev/clientTemplates.ts +160 -0
  75. package/src/dev/devServer.ts +333 -0
  76. package/src/dev/webRunner.ts +22 -0
  77. package/src/dev/wsServer.ts +144 -0
  78. package/src/distRoot.ts +20 -0
  79. package/src/ignore.ts +163 -0
  80. package/src/index.ts +494 -0
  81. package/src/lecodes-3d-editor.d.ts +41 -0
  82. package/src/lecodes-assets.d.ts +7 -0
  83. package/src/lecodes-design.d.ts +191 -0
  84. package/src/lecodes-renderer.d.ts +131 -0
  85. package/src/localFiles.ts +144 -0
  86. package/src/manifest.ts +46 -0
  87. package/src/matcTool.ts +137 -0
  88. package/src/peers.ts +40 -0
  89. package/src/project.ts +61 -0
  90. package/src/projectEnv.ts +94 -0
  91. package/src/qrcode-terminal.d.ts +9 -0
  92. package/src/releases.ts +125 -0
  93. package/src/serverDiff.ts +78 -0
  94. package/src/textDiff.ts +103 -0
  95. package/src/types.ts +0 -0
  96. package/src/util.ts +146 -0
  97. package/runtime/sdk/animate/animate.ts +0 -238
  98. package/runtime/sdk/animate/bezier.ts +0 -138
  99. package/runtime/sdk/animate/easings.ts +0 -126
  100. package/runtime/sdk/canvas/Canvas.ts +0 -305
  101. package/runtime/sdk/compile/aspectMacro.ts +0 -86
  102. package/runtime/sdk/compile/assetIconMacro.ts +0 -384
  103. package/runtime/sdk/compile/assetMacro.ts +0 -146
  104. package/runtime/sdk/compile/assetName.ts +0 -50
  105. package/runtime/sdk/compile/bundler.ts +0 -287
  106. package/runtime/sdk/compile/compileProject.ts +0 -129
  107. package/runtime/sdk/compile/detectEntry.ts +0 -128
  108. package/runtime/sdk/compile/fontMacro.ts +0 -459
  109. package/runtime/sdk/compile/fontRegistry.ts +0 -78
  110. package/runtime/sdk/compile/header.ts +0 -67
  111. package/runtime/sdk/compile/index.ts +0 -100
  112. package/runtime/sdk/compile/libraryImports.ts +0 -52
  113. package/runtime/sdk/compile/liteMaterial.ts +0 -247
  114. package/runtime/sdk/compile/sceneEditor.ts +0 -88
  115. package/runtime/sdk/compile/serverSplit.ts +0 -233
  116. package/runtime/sdk/compile/serverTypes.ts +0 -227
  117. package/runtime/sdk/compile/sfnt.ts +0 -98
  118. package/runtime/sdk/compile/shaderSchema.ts +0 -202
  119. package/runtime/sdk/compile/shaderTargets.ts +0 -81
  120. package/runtime/sdk/compile/sourcemap.ts +0 -25
  121. package/runtime/sdk/core/Aspect.ts +0 -568
  122. package/runtime/sdk/core/InspectorUI.ts +0 -212
  123. package/runtime/sdk/core/StateMachine.ts +0 -308
  124. package/runtime/sdk/core/color.ts +0 -66
  125. package/runtime/sdk/core/compWrite.ts +0 -42
  126. package/runtime/sdk/core/events.ts +0 -38
  127. package/runtime/sdk/core/fields.ts +0 -120
  128. package/runtime/sdk/core/registry.ts +0 -23
  129. package/runtime/sdk/core/signals.ts +0 -277
  130. package/runtime/sdk/core/time.ts +0 -84
  131. package/runtime/sdk/g2/Camera2D.ts +0 -40
  132. package/runtime/sdk/g2/CharacterController2D.ts +0 -276
  133. package/runtime/sdk/g2/Node2D.ts +0 -267
  134. package/runtime/sdk/g2/OneWay2D.ts +0 -66
  135. package/runtime/sdk/g2/Physics2D.ts +0 -346
  136. package/runtime/sdk/g2/Scene2D.ts +0 -209
  137. package/runtime/sdk/g2/Shape2D.ts +0 -259
  138. package/runtime/sdk/g2/Sprite.ts +0 -89
  139. package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
  140. package/runtime/sdk/g2/SpriteSheet.ts +0 -166
  141. package/runtime/sdk/g2/Texture2D.ts +0 -47
  142. package/runtime/sdk/g2/Tilemap.ts +0 -41
  143. package/runtime/sdk/g2/Tileset.ts +0 -71
  144. package/runtime/sdk/g2/Trigger2D.ts +0 -77
  145. package/runtime/sdk/g2/autotile.ts +0 -433
  146. package/runtime/sdk/g2/cells.ts +0 -91
  147. package/runtime/sdk/g2/defineScene2d.ts +0 -381
  148. package/runtime/sdk/g2/groups2d.ts +0 -106
  149. package/runtime/sdk/g2/loop.ts +0 -50
  150. package/runtime/sdk/g2/scenarios2d.ts +0 -69
  151. package/runtime/sdk/g2/touch.ts +0 -83
  152. package/runtime/sdk/gl/Camera.ts +0 -160
  153. package/runtime/sdk/gl/CameraPlace.ts +0 -52
  154. package/runtime/sdk/gl/CharacterController.ts +0 -238
  155. package/runtime/sdk/gl/Gearbox.ts +0 -212
  156. package/runtime/sdk/gl/Geometry.ts +0 -279
  157. package/runtime/sdk/gl/IK.ts +0 -193
  158. package/runtime/sdk/gl/InstancedMesh.ts +0 -132
  159. package/runtime/sdk/gl/Light.ts +0 -107
  160. package/runtime/sdk/gl/Lightmap.ts +0 -256
  161. package/runtime/sdk/gl/Material.ts +0 -260
  162. package/runtime/sdk/gl/Mesh.ts +0 -83
  163. package/runtime/sdk/gl/Model.ts +0 -124
  164. package/runtime/sdk/gl/NavAgent.ts +0 -337
  165. package/runtime/sdk/gl/NavMesh.ts +0 -397
  166. package/runtime/sdk/gl/Node.ts +0 -350
  167. package/runtime/sdk/gl/Noise.ts +0 -30
  168. package/runtime/sdk/gl/Particles.ts +0 -676
  169. package/runtime/sdk/gl/Physics.ts +0 -222
  170. package/runtime/sdk/gl/Plane.ts +0 -53
  171. package/runtime/sdk/gl/Ragdoll.ts +0 -270
  172. package/runtime/sdk/gl/Ray.ts +0 -16
  173. package/runtime/sdk/gl/Scene.ts +0 -486
  174. package/runtime/sdk/gl/Shape.ts +0 -409
  175. package/runtime/sdk/gl/Terrain.ts +0 -1092
  176. package/runtime/sdk/gl/Texture.ts +0 -63
  177. package/runtime/sdk/gl/Trigger.ts +0 -45
  178. package/runtime/sdk/gl/Vehicle.ts +0 -473
  179. package/runtime/sdk/gl/Wheel.ts +0 -240
  180. package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
  181. package/runtime/sdk/gl/animation/Animator.ts +0 -120
  182. package/runtime/sdk/gl/animation/Layer.ts +0 -31
  183. package/runtime/sdk/gl/animation/Loop.ts +0 -30
  184. package/runtime/sdk/gl/animation/Playback.ts +0 -44
  185. package/runtime/sdk/gl/animation/core.ts +0 -336
  186. package/runtime/sdk/gl/controls.ts +0 -95
  187. package/runtime/sdk/gl/physicsEvents.ts +0 -20
  188. package/runtime/sdk/gl/scenarios.ts +0 -291
  189. package/runtime/sdk/gl/state.ts +0 -6
  190. package/runtime/sdk/gl/terrainMesh.ts +0 -219
  191. package/runtime/sdk/gl/touch.ts +0 -68
  192. package/runtime/sdk/inject.ts +0 -197
  193. package/runtime/sdk/math/Mathf.ts +0 -118
  194. package/runtime/sdk/math/mat4.ts +0 -278
  195. package/runtime/sdk/math/quat.ts +0 -232
  196. package/runtime/sdk/math/vec.ts +0 -255
  197. package/runtime/sdk/net/codec.ts +0 -119
  198. package/runtime/sdk/net/core.ts +0 -384
  199. package/runtime/sdk/net/index.ts +0 -181
  200. package/runtime/sdk/net/replication.ts +0 -622
  201. package/runtime/sdk/plugins/camera.ts +0 -81
  202. package/runtime/sdk/plugins/geolocation.ts +0 -123
  203. package/runtime/sdk/plugins/oauth.ts +0 -61
  204. package/runtime/sdk/plugins/permission.ts +0 -7
  205. package/runtime/sdk/plugins/push.ts +0 -132
  206. package/runtime/sdk/plugins/qr.ts +0 -73
  207. package/runtime/sdk/plugins/service.ts +0 -47
  208. package/runtime/sdk/runtime/app.ts +0 -101
  209. package/runtime/sdk/runtime/appEvents.ts +0 -54
  210. package/runtime/sdk/runtime/channel.ts +0 -61
  211. package/runtime/sdk/runtime/clipboard.ts +0 -20
  212. package/runtime/sdk/runtime/datetime.ts +0 -329
  213. package/runtime/sdk/runtime/device.ts +0 -293
  214. package/runtime/sdk/runtime/fetch.ts +0 -77
  215. package/runtime/sdk/runtime/files.ts +0 -23
  216. package/runtime/sdk/runtime/input.ts +0 -175
  217. package/runtime/sdk/runtime/media.ts +0 -111
  218. package/runtime/sdk/runtime/misc.ts +0 -16
  219. package/runtime/sdk/runtime/net.ts +0 -36
  220. package/runtime/sdk/runtime/rpc.ts +0 -218
  221. package/runtime/sdk/runtime/service.ts +0 -83
  222. package/runtime/sdk/runtime/share.ts +0 -9
  223. package/runtime/sdk/runtime/storage.ts +0 -13
  224. package/runtime/sdk/runtime/touch.ts +0 -76
  225. package/runtime/sdk/scene/defineScene.ts +0 -1353
  226. package/runtime/sdk/scene/editorPlugins.ts +0 -110
  227. package/runtime/sdk/scene/gizmos.ts +0 -148
  228. package/runtime/sdk/scene/grammar.ts +0 -120
  229. package/runtime/sdk/scene/material.ts +0 -188
  230. package/runtime/sdk/server/auth/appConfig.ts +0 -12
  231. package/runtime/sdk/server/auth/global.ts +0 -80
  232. package/runtime/sdk/server/auth/host.ts +0 -318
  233. package/runtime/sdk/server/auth/models.ts +0 -83
  234. package/runtime/sdk/server/auth/types.ts +0 -50
  235. package/runtime/sdk/server/channel.ts +0 -56
  236. package/runtime/sdk/server/context.ts +0 -36
  237. package/runtime/sdk/server/db/defineDb.ts +0 -237
  238. package/runtime/sdk/server/db/fields.ts +0 -132
  239. package/runtime/sdk/server/db/httpTransport.ts +0 -93
  240. package/runtime/sdk/server/db/index.ts +0 -7
  241. package/runtime/sdk/server/db/marci/query.ts +0 -412
  242. package/runtime/sdk/server/db/types.ts +0 -202
  243. package/runtime/sdk/server/errors.ts +0 -12
  244. package/runtime/sdk/server/host.ts +0 -74
  245. package/runtime/sdk/server/inject.ts +0 -13
  246. package/runtime/sdk/server/runtime.ts +0 -133
  247. package/runtime/sdk/server/validate.ts +0 -87
  248. package/runtime/sdk/ui/NativeView.ts +0 -142
  249. package/runtime/sdk/ui/UI.ts +0 -39
  250. package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
  251. package/runtime/sdk/ui/UIButton.ts +0 -101
  252. package/runtime/sdk/ui/UIContainer.ts +0 -60
  253. package/runtime/sdk/ui/UIImage.ts +0 -83
  254. package/runtime/sdk/ui/UIInput.ts +0 -185
  255. package/runtime/sdk/ui/UIModal.ts +0 -139
  256. package/runtime/sdk/ui/UINode.ts +0 -830
  257. package/runtime/sdk/ui/UIPager.ts +0 -362
  258. package/runtime/sdk/ui/UIPopover.ts +0 -100
  259. package/runtime/sdk/ui/UIScreen.ts +0 -123
  260. package/runtime/sdk/ui/UIScrollable.ts +0 -87
  261. package/runtime/sdk/ui/UISpacer.ts +0 -14
  262. package/runtime/sdk/ui/UITabs.ts +0 -236
  263. package/runtime/sdk/ui/UIText.ts +0 -51
  264. package/runtime/sdk/ui/UIVideo.ts +0 -88
  265. package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
  266. package/runtime/sdk/ui/UIWidget.ts +0 -127
  267. package/runtime/sdk/ui/fonts.ts +0 -13
  268. package/runtime/sdk/ui/presentable.ts +0 -117
  269. package/runtime/sdk/ui/router.ts +0 -132
  270. package/runtime/sdk/ui/theme.ts +0 -84
@@ -1,260 +0,0 @@
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- // A material instance over creator-gl. Uniforms are set through a Proxy that lowers each JS value to
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- // the right native uniform call. The common materials are static factories (Material.lit/unlit/
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- // video/shadow); Material.load brings in a custom compiled shader. Ported from worker/src/Material.ts,
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- // with the Lit/Unlit/... subclasses collapsed into factories and color accepting any ColorInput.
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-
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- import { Color, type ColorInput } from "../core/color"
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- import { fetch, type FetchResponse } from "../runtime/fetch"
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- import { Texture } from "./Texture"
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- // Type-only (erased at build) so a 3D material never pulls the 2D-canvas runtime; the guard is inline.
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- import type { Canvas } from "../canvas/Canvas"
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-
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- /** Duck-type a Canvas without importing it (keeps 3D material free of 2D-canvas code). */
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- const isCanvasSource = (v: unknown): v is Canvas =>
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- typeof v === "object" && v !== null && (v as { __canvas?: unknown }).__canvas === true
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-
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- type UniformValue = string | Texture | number | boolean | number[] | Float32Array | null
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-
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- const applyUniform = (id: number, key: string, value: UniformValue): void => {
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- if (typeof value === "string") {
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- if (value.length > 7) _creator.setUniformRgba(id, key, parseInt(value.slice(1), 16))
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- else _creator.setUniformRgb(id, key, parseInt(value.slice(1), 16))
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- } else if (typeof value === "number") {
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- _creator.setUniformFloat(id, key, value)
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- } else if (typeof value === "boolean") {
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- _creator.setUniformBoolean(id, key, value)
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- } else if (value instanceof Texture) {
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- _creator.setUniformTexture(id, key, value._id, value.wrapS, value.wrapT)
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- } else if (value instanceof Float32Array) {
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- _creator.setUniformArray(id, key, value)
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- } else if (Array.isArray(value)) {
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- _creator.setUniformArray(id, key, Float32Array.of(...value))
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- } else {
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- _creator.setUniformNull(id, key)
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- }
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- }
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-
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- export type MaterialColorOptions = { color?: ColorInput, map?: Texture | Canvas | null }
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-
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- /** `Material.particles` options — the default point-sprite material for particle systems. */
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- export type ParticlesMaterialOptions = {
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- /** Sprite texture — a single image or a flipbook sheet of frames. Unset = soft round dot. */
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- map?: Texture | null
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- /** Flipbook grid: `N` = an N×N sheet, `[cols, rows]` = a non-square one. Frames run
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- * left-to-right, top-to-bottom; drive the index via `particles.frame`. Default 1. */
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- sheet?: number | [number, number]
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- /** Extra brightness multiplier for a glow look (0 = off). */
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- emissive?: number
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- /** (`render` quad / stretch) a second sheet on the same grid, ADDED as `emissiveMap × emissiveColor`
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- * — keyed by `map`'s alpha, not tinted by the particle colour. A fireball = a smoke `map` whose
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- * colour curve goes dark + a fire `emissiveMap` that keeps glowing while alpha lasts. */
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- emissiveMap?: Texture | null
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- /** Multiplier for `emissiveMap`; an `[r, g, b]` array may exceed 1 (HDR glow). Default 0 (off). */
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- emissiveColor?: ColorInput
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- /** (`render` quad / stretch) crossfade each flipbook frame into the next by the fractional frame
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- * index instead of snapping — smooth sheet playback at any frame rate. Default false. */
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- frameBlend?: boolean
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- /** Compositing: `"alpha"` (default — smoke, dust) or `"add"` (fire, sparks, magic). */
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- blend?: "alpha" | "add"
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- /** Soft radial falloff toward the sprite edge. Defaults to true without a map, false with one. */
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- soft?: boolean
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- /** Soft particles: fade each sprite out over this many metres as it cuts into the scene geometry
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- * behind it (Unity's "Soft Particles Factor"), so smoke and dust no longer slice through the
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- * ground and walls with a hard edge. 0 = off (default). Reads the scene's depth buffer, which the
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- * engine keeps bound while any soft system is on screen — the extra depth pass is only paid then.
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- * Filament hosts (desktop / web / Android / Apple); web-lite draws such sprites unfaded. */
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- depthFade?: number
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- /** How each particle is drawn: `'point'` (default — GPU point sprites, cheapest), `'quad'`
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- * (real camera-facing quads — no driver size cap, geometric rotation), or `'stretch'`
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- * (quads stretched along velocity — sparks, rain, speed streaks). `'ribbon'` is what `Trail`
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- * uses internally. */
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- render?: "point" | "quad" | "stretch" | "ribbon"
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- /** (`render: 'stretch'`) extra sprite length in world units per unit of speed:
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- * length = size + stretch·|velocity|. Default 0.05. */
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- stretch?: number
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- }
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-
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- /** @internal — the sheet option as whole [cols, rows], both ≥ 1. The particles shader divides
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- * by these with no guard of its own, so this clamp is the only thing between it and a NaN UV. */
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- export const _sheetColsRows = (sheet: number | [number, number] | undefined): [number, number] => {
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- const [ c, r ] = typeof sheet === "number" ? [ sheet, sheet ] : sheet ?? [ 1, 1 ]
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- return [ Math.max(1, Math.floor(c) || 1), Math.max(1, Math.floor(r) || 1) ]
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- }
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-
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- /** `Material.lit` options — PBR scalars on top of the color/map pair. */
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- export type LitMaterialOptions = MaterialColorOptions & {
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- /** Perceptual roughness, 0 (mirror) … 1 (matte). Unset = the shader's default. */
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- roughness?: number
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- /** Metallic factor, 0 (dielectric) … 1 (metal). Unset = the shader's default. */
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- metallic?: number
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- }
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-
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- export class Material {
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- /** @internal native material-instance handle. */
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- _id: number
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- readonly shader: FetchResponse | "unknown"
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- readonly uniforms: Record<string, UniformValue>
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-
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- private _colorKey: string | null = null
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- private _useMapFlag = false
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-
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- constructor(shader: FetchResponse | number) {
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- if (typeof shader === "number") {
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- this.shader = "unknown"
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- this._id = shader
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- } else {
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- this.shader = shader
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- this._id = _creator.createMaterial((shader as any)._id)
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- }
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- const store: Record<string, UniformValue> = {}
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- const id = () => this._id
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- this.uniforms = new Proxy(store, {
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- get: (t, k: string) => t[k],
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- set: (t, k: string, v: UniformValue) => { t[k] = v; applyUniform(id(), k, v); return true },
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- })
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- }
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-
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- /** Set a uniform (chainable). */
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- set(key: string, value: UniformValue): this {
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- this.uniforms[key] = value
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- return this
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- }
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-
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- set color(c: ColorInput) {
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- if (this._colorKey) this.uniforms[this._colorKey] = Color.toHexString(c)
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- }
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-
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- // lit/unlit shade baseColor × baseColorMap (factor×map; engines default both to white), so
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- // removing the map means resetting baseColorMap to the white 1×1. The useBaseColorMap writes
129
- // stay for older hosts whose shaders still branch on the flag — current engines ignore it.
130
- set map(value: Texture | Canvas | null) {
131
- if (value === null) {
132
- this.uniforms.baseColorMap = null
133
- if (this._useMapFlag) this.uniforms.useBaseColorMap = false
134
- } else {
135
- // A Canvas bakes to a (cached) 3D texture on assign — same as Sprite accepting a Canvas in 2D.
136
- this.uniforms.baseColorMap = isCanvasSource(value) ? Texture.fromCanvas(value) : value
137
- if (this._useMapFlag) this.uniforms.useBaseColorMap = true
138
- }
139
- }
140
-
141
- // --- factories ---
142
-
143
- /** PBR lit material. */
144
- static lit(options: LitMaterialOptions = {}): Material {
145
- // The fetchLocal literal must be inline so the compiler's preload header captures the shader name.
146
- const m = new Material({ _id: _creatorUtils.fetchLocal("lit.filamat") } as any)
147
- m._colorKey = "baseColor"
148
- if (options.color !== undefined) m.color = options.color
149
- if (options.map) m.map = options.map
150
- if (options.roughness !== undefined) m.uniforms.roughness = options.roughness
151
- if (options.metallic !== undefined) m.uniforms.metallic = options.metallic
152
- return m
153
- }
154
-
155
- /** Unlit (flat) material. */
156
- static unlit(options: MaterialColorOptions = {}): Material {
157
- const m = new Material({ _id: _creatorUtils.fetchLocal("unlit.filamat") } as any)
158
- m._colorKey = "baseColor"
159
- if (options.color !== undefined) m.color = options.color
160
- if (options.map) m.map = options.map
161
- return m
162
- }
163
-
164
- /** Default particle material — camera-facing point sprites with tint/opacity/rotation/flipbook
165
- * driven by the particle curves. Uniforms all default to 0 on a fresh instance, so every look
166
- * knob is primed here; JS writes after construction override them. */
167
- static particles(options: ParticlesMaterialOptions = {}): Material {
168
- const quad = options.render !== undefined && options.render !== "point"
169
- // Both fetchLocal literals inline so the compiler's preload header captures the shader names.
170
- const m = quad
171
- ? new Material({ _id: _creatorUtils.fetchLocal("particles-quad.filamat") } as any)
172
- : new Material({ _id: _creatorUtils.fetchLocal("particles.filamat") } as any)
173
- m._useMapFlag = false
174
- m.uniforms.sheetSize = _sheetColsRows(options.sheet)
175
- m.uniforms.emissive = options.emissive ?? 0
176
- m.uniforms.additive = options.blend === "add" ? 1 : 0
177
- m.uniforms.softness = (options.soft ?? !options.map) ? 1 : 0
178
- m.uniforms.depthFade = options.depthFade ?? 0
179
- if (quad) {
180
- m.uniforms.mode = options.render === "ribbon" ? 2 : options.render === "stretch" ? 1 : 0
181
- m.uniforms.stretch = options.stretch ?? (options.render === "stretch" ? 0.05 : 0)
182
- if (options.emissiveMap) m.uniforms.emissiveMap = options.emissiveMap
183
- if (options.emissiveColor !== undefined) m.uniforms.emissiveColor = Color.toRgb01(options.emissiveColor)
184
- if (options.frameBlend) m.uniforms.frameBlend = 1
185
- }
186
- if (options.map) m.map = options.map
187
- return m
188
- }
189
-
190
- /** Material that samples a VideoPlayer's texture. */
191
- static video(map?: Texture): Material {
192
- const m = new Material({ _id: _creatorUtils.fetchLocal("video.filamat") } as any)
193
- m._useMapFlag = false
194
- if (map) m.uniforms.baseColorMap = map
195
- return m
196
- }
197
-
198
- /** The lightmap material (docs/lightmap-plan.md): PBR base colour × a baked shadow/AO atlas on UV1.
199
- * Models take it through `Model.load(…, { lightmap: true })`; `Lightmap.load` builds one per static
200
- * Mesh. Parameters use gltfio's names (`baseColorFactor`, `baseColorMap`, `roughnessFactor`,
201
- * `metallicFactor`) plus `lightmap`, `lightmapST`, `ambientScale`, `sunStrength` (the sun / IBL terms come from
202
- * filament's per-frame uniforms inside the shader). */
203
- static lightmap(): Material {
204
- // Inline literal: the compiler's preload header captures the shader name from it.
205
- const m = new Material({ _id: _creatorUtils.fetchLocal("lightmap.filamat") } as any)
206
- m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0)
207
- m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("hasNormalMap", 0)
208
- m.set("probeMin", [ 0, 0, 0, 0 ]).set("probeInvSize", [ 0, 0, 0, 0 ])
209
- return m
210
- }
211
-
212
- /** The terrain splat material (docs/terrain-plan.md §1.5): four albedo (+ normal-map) layers blended by
213
- * a control map on the terrain's own grid, per-layer `tiling` (metres per repeat) / `roughness` /
214
- * `normalScale` / `triplanar`, lightmap-aware (the same `lightmap` / `lightmapST` block as
215
- * `Material.lightmap`). `Terrain` builds and owns one per terrain; the uniforms are primed here so an
216
- * unset layer is white and an unbaked terrain is fully lit. */
217
- static terrain(): Material {
218
- // Inline literal: the compiler's preload header captures the shader name from it.
219
- const m = new Material({ _id: _creatorUtils.fetchLocal("terrain.filamat") } as any)
220
- m.set("tiling", [ 8, 8, 8, 8 ]).set("roughness", [ 1, 1, 1, 1 ]).set("normalScale", [ 0, 0, 0, 0 ]).set("triplanar", [ 0, 0, 0, 0 ])
221
- m.set("gridSize", [ 2, 2 ]).set("cellSize", 1).set("tint", "#ffffff")
222
- m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1)
223
- return m
224
- }
225
-
226
- /** @internal the shared template instance `Model.load({ lightmap })` hands the engine (its MATERIAL is what
227
- * the GLB provider instantiates; the template itself never draws). */
228
- static _lightmapTemplate(): Material { return (Material._lmTemplate ??= Material.lightmap()) }
229
- private static _lmTemplate: Material | undefined
230
-
231
- /** Shadow-catcher material (transparent except where shadows fall). */
232
- static shadow(color: ColorInput = "#000000aa"): Material {
233
- const m = new Material({ _id: _creatorUtils.fetchLocal("shadow.filamat") } as any)
234
- m._colorKey = "color"
235
- m.color = color
236
- return m
237
- }
238
-
239
- /** Load a custom compiled shader (.mat URL) as a material. */
240
- static load(url: string): Promise<Material> {
241
- // "id:<n>" — the artifact is a LOCAL file the host already resolved through fetchLocal (a
242
- // compile with no asset server: the desktop host reads it from next to the bundle). There is
243
- // nothing to fetch, so the material is ready synchronously; -1 means the host found no such
244
- // file, which would otherwise reach createMaterial as a bad handle.
245
- if (url.startsWith("id:")) {
246
- const id = Number(url.slice(3))
247
- if (!(id >= 0)) {
248
- return Promise.reject(new Error(`Shader not found next to the app (${url}). Compile it with \`lecodes shaders compile\`.`))
249
- }
250
- return Promise.resolve(new Material({ _id: id } as any))
251
- }
252
- return fetch(url, { useOnce: true }).then((resp) => {
253
- if (resp.status >= 400) return Promise.reject(new Error(`Failed to fetch shader from ${url}. HTTP ${resp.status}`))
254
- return new Material(resp)
255
- })
256
- }
257
-
258
- /** @internal */
259
- static idOf(material: Material): number { return material._id }
260
- }
@@ -1,83 +0,0 @@
1
- // A renderable 3D node from raw geometry — the primitive shapes (box/sphere/cylinder/plane) and
2
- // Mesh.from for a custom Geometry. A GLB import is a different kind: see Model.load.
3
-
4
- import { cx, cy, cz, type Vec3Like } from "../math/vec"
5
- import {
6
- Geometry,
7
- type CylinderOptions,
8
- type PlaneOptions,
9
- type SphereOptions,
10
- } from "./Geometry"
11
- import { Material } from "./Material"
12
- import { Node } from "./Node"
13
-
14
- /** Common transform/render options every primitive factory accepts. */
15
- export type MeshOptions = {
16
- material?: Material
17
- position?: Vec3Like
18
- eulerAngles?: Vec3Like
19
- scale?: Vec3Like | number
20
- name?: string
21
- castShadows?: boolean
22
- receiveShadows?: boolean
23
- }
24
-
25
- export class Mesh extends Node {
26
- private _geometry?: Geometry
27
-
28
- constructor(geometry?: Geometry, material?: Material) {
29
- super()
30
- if (geometry) {
31
- const mat = material ?? Material.unlit()
32
- this._geometry = geometry
33
- this._materials = [ mat ]
34
- _creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1)
35
- }
36
- }
37
-
38
- override get geometry(): Geometry | undefined { return this._geometry }
39
-
40
- /** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
41
- override get material(): Material { return this._materials![0]! }
42
- override set material(m: Material) { this.setMaterial(m, 0) }
43
-
44
- set culling(v: boolean) { _creator.setCulling(this.id, v) }
45
- set castShadows(v: boolean) { _creator.setCastShadows(this.id, v) }
46
- set receiveShadows(v: boolean) { _creator.setReceiveShadows(this.id, v) }
47
-
48
- // --- factories ---
49
-
50
- static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
51
- // the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
52
- return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
53
- }
54
-
55
- static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
56
- return apply(new Mesh(Geometry.sphere(options), options.material), options)
57
- }
58
-
59
- static cylinder(options: MeshOptions & CylinderOptions = {}): Mesh {
60
- return apply(new Mesh(Geometry.cylinder(options), options.material), options)
61
- }
62
-
63
- static plane(options: MeshOptions & PlaneOptions = {}): Mesh {
64
- return apply(new Mesh(Geometry.plane(options), options.material), options)
65
- }
66
-
67
- /** Wrap a custom Geometry. */
68
- static from(geometry: Geometry, options: MeshOptions = {}): Mesh {
69
- return apply(new Mesh(geometry, options.material), options)
70
- }
71
- }
72
-
73
- const sizeToVec = (s: Vec3Like | number): [number, number, number] => (typeof s === "number" ? [ s, s, s ] : [ cx(s), cy(s), cz(s) ])
74
-
75
- const apply = (mesh: Mesh, o: MeshOptions): Mesh => {
76
- if (o.position) mesh.position = o.position
77
- if (o.eulerAngles) mesh.eulerAngles = o.eulerAngles
78
- if (o.scale !== undefined) mesh.scale = typeof o.scale === "number" ? [ o.scale, o.scale, o.scale ] : o.scale
79
- if (o.name !== undefined) mesh.name = o.name
80
- if (o.castShadows !== undefined) mesh.castShadows = o.castShadows
81
- if (o.receiveShadows !== undefined) mesh.receiveShadows = o.receiveShadows
82
- return mesh
83
- }
@@ -1,124 +0,0 @@
1
- // A loaded GLB model — its own node kind (a GLB is a node hierarchy with baked animation clips),
2
- // distinct from Mesh (raw primitives, no animation). Animation is always present, reached as
3
- // model.anim (an Animator over the GLB's clips — crossfades, blend spaces, layers when you need them):
4
- // const hero = await Model.load(asset('./hero.glb'))
5
- // hero.anim.play('Run', { loop: true })
6
-
7
- import { fetch, type FetchResponse } from "../runtime/fetch"
8
- import { Node } from "./Node"
9
- import { Animator, _pushLod, type LodMode } from "./animation/Animator"
10
- import { Material } from "./Material"
11
-
12
- export class Model extends Node {
13
- /** The model's Animator — always present, its clip table = the GLB's embedded clips. Configure
14
- * more (external clips, blend spaces, layers) with `model.aspect(Animator, {...})`. */
15
- declare readonly anim: Animator
16
- /** @internal loaded through the lightmap material (docs/lightmap-plan.md); clones inherit it. */
17
- _lightmapped = false
18
- /** @internal what `load` does without an explicit `lightmap` option: `'dynamic'` while a scene file with
19
- * `env.lightmap.volume` runs (Lightmap sets it), so weapons, spawns and make() subtrees read the volume. */
20
- static _lightmapDefault: false | "dynamic" = false
21
- /** @internal the shadow pair, mirrored here because the bridge writes both at once. */
22
- _castShadows = true
23
- /** @internal */
24
- _receiveShadows = true
25
- /** @internal */
26
- _culling = true
27
- /** @internal -1 = auto (see `lod`) */
28
- _lodMesh = -1
29
-
30
- constructor(internalId: number) {
31
- super(internalId)
32
- this.aspect(Animator)
33
- }
34
-
35
- /** Does this model cast a real-time shadow? Unlike Mesh (one renderable) a GLB is a whole
36
- * hierarchy, so the flag goes to EVERY renderable of the instance. A first-person viewmodel —
37
- * arms, weapon, attachments — sets it false: it lives in front of the camera and its shadow
38
- * is never wanted. */
39
- get castShadows(): boolean { return this._castShadows }
40
- set castShadows(v: boolean) { this._castShadows = v; this._applyShadows() }
41
-
42
- /** Is this model lit by other casters' shadows? Same instance-wide reach as castShadows. */
43
- get receiveShadows(): boolean { return this._receiveShadows }
44
- set receiveShadows(v: boolean) { this._receiveShadows = v; this._applyShadows() }
45
-
46
- /** Frustum culling for the whole instance: a model the camera cannot see skips the draw and the
47
- * shadow pass. ON by default where the host keeps a skinned mesh's bounds honest — the engine refits
48
- * them to the joints every frame, so a walking, kneeling or ragdolled body is never culled while on
49
- * screen (`_creator.skinnedCullingSupported`); OFF (always draw) on hosts without that, where
50
- * Filament would cull an animated body by its bind-pose box. `false` = always draw (a skybox-sized
51
- * mesh, a debugging aid); `true` forces it on regardless of the host. */
52
- get culling(): boolean { return this._culling }
53
- set culling(v: boolean) { this._culling = v; _creator.setGlbCulling(this.id, v) }
54
- /** Level of detail (docs/lod-plan.md). `'auto'` (default): the engine shows the `_LOD<n>` mesh level
55
- * that fits the model's size on screen (`lecodes assets doctor --lod` makes them) and scales the
56
- * animation rate with it; a number 0–3 pins that level for both — `0` = always full detail (a hero,
57
- * a showcase), `2`/`3` = always cheap (a crowd filler). `model.anim.lod = 'full'` keeps the animation
58
- * exact while the mesh still switches. No-op on hosts without the LOD pass. */
59
- get lod(): LodMode { return this._lodMesh < 0 ? "auto" : (this._lodMesh as 0 | 1 | 2 | 3) }
60
- set lod(v: LodMode) { this._lodMesh = v === "auto" ? -1 : Math.max(0, Math.min(3, Math.round(v))); _pushLod(this) }
61
-
62
- /** @internal the default for a fresh instance (load / clone), decided once per host. */
63
- static _cullingDefault(): boolean {
64
- if (Model._cullDefault === undefined) Model._cullDefault = !!_creator.skinnedCullingSupported?.()
65
- return Model._cullDefault
66
- }
67
- private static _cullDefault: boolean | undefined
68
-
69
- /** @internal both flags travel together — the bridge walks the instance once. */
70
- _applyShadows(): void { _creator.setGlbShadows?.(this.id, this._castShadows, this._receiveShadows) }
71
-
72
- /** Duplicate this model — a deep copy of the GLB (meshes, skeleton, animation clips), attached to
73
- * the same parent and scene and sharing this model's current transform. The clone has its own
74
- * independent animation state (reach it via clone.anim). Mirrors this model's culling flag. */
75
- clone(): Model {
76
- const id = _creator.cloneEntity(this.id)
77
- const m = new Model(id)
78
- m._lightmapped = this._lightmapped
79
- if (!this._culling) { m._culling = false; _creator.setGlbCulling(id, false) } // the engine default is on
80
- if (this._lodMesh >= 0) { m._lodMesh = this._lodMesh; _pushLod(m) }
81
- // the clone is a FRESH gltfio instance — it comes back with the asset's own shadow flags,
82
- // not this model's, so a cleared flag has to be re-applied
83
- m._castShadows = this._castShadows
84
- m._receiveShadows = this._receiveShadows
85
- if (!this._castShadows || !this._receiveShadows) m._applyShadows()
86
- return m
87
- }
88
-
89
- /** Load a GLB model. Returns its root as a Model; play its baked clips via model.anim. */
90
- static load(
91
- source: string | FetchResponse,
92
- options: {
93
- /** Frustum culling — see `culling` (default: on where the host refits skinned bounds, else off). */
94
- culling?: boolean
95
- onProgress?: (p: { loaded: number, total?: number }) => void
96
- /** Baked lighting (docs/lightmap-plan.md). `true` = a STATIC: loads through the lightmap material so
97
- * `Lightmap.load` can bind its atlas rect (the GLB needs TEXCOORD_1 — `lecodes assets doctor
98
- * --lightmap-uv`). `'dynamic'` = a mover: the same material, lit by the level's light VOLUME instead
99
- * (no UV1 needed). Omitted: `'dynamic'` while a scene file with `env.lightmap.volume` is running,
100
- * else off. `false` = the standard shader. Hosts without lightmap support ignore it. */
101
- lightmap?: boolean | "dynamic"
102
- } = {},
103
- ): Promise<Model> {
104
- if (typeof source === "string") {
105
- return fetch(source, { useOnce: true, onProgress: options.onProgress }).then((resp) => {
106
- if (resp.status >= 400) return Promise.reject(new Error(`Failed to load GLB from ${source}. HTTP ${resp.status}`))
107
- return Model.load(resp, options)
108
- })
109
- }
110
- return new Promise<Model>((resolve, reject) => {
111
- const mode = options.lightmap ?? Model._lightmapDefault
112
- const lightmapped = !!mode && !!_creator.setNextGlbLightmapped
113
- if (lightmapped) _creator.setNextGlbLightmapped!(Material.idOf(Material._lightmapTemplate()))
114
- _creator.createGlb((source as unknown as { _id: number })._id, (entityId: number) => {
115
- if (entityId === 0) { reject(new Error("Failed to load GLB")); return }
116
- const model = new Model(entityId)
117
- model._lightmapped = lightmapped
118
- const culling = options.culling ?? Model._cullingDefault()
119
- if (!culling) { model._culling = false; _creator.setGlbCulling(entityId, false) }
120
- resolve(model)
121
- }, reject)
122
- })
123
- }
124
- }