lecodes-cli 0.6.4 → 0.7.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -0
- package/dist/index.js +920 -636
- package/package.json +9 -4
- package/runtime/scene-harness.json +1 -0
- package/runtime/sdk/compile/assetMacro.ts +4 -3
- package/runtime/sdk/compile/bundler.ts +35 -3
- package/runtime/sdk/compile/compileProject.ts +14 -2
- package/runtime/sdk/compile/libraryImports.ts +47 -0
- package/runtime/sdk/compile/sceneEditor.ts +16 -4
- package/runtime/sdk/core/Aspect.ts +37 -0
- package/runtime/sdk/core/InspectorUI.ts +212 -0
- package/runtime/sdk/core/fields.ts +15 -3
- package/runtime/sdk/gl/Node.ts +4 -1
- package/runtime/sdk/gl/scenarios.ts +349 -0
- package/runtime/sdk/inject.ts +14 -2
- package/runtime/sdk/kit/UITabs.ts +105 -0
- package/runtime/sdk/scene/defineScene.ts +651 -17
- package/runtime/sdk/scene/editorPlugins.ts +86 -0
- package/runtime/sdk/ui/UI.ts +1 -0
- package/runtime/sdk/ui/UIScreen.ts +23 -0
- package/runtime/sdk/ui/UIScreenHost.ts +212 -0
- package/runtime/sdk-types.json +1 -1
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// The scene editor's immediate-mode inspector protocol (docs/scene-editor-plan.md, phase 9).
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//
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// Custom editor UI never renders into the editor panel directly — the live data (aspect instances,
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// nodes, `model.anim.clips`, generated meshes) lives in the SCENE WORLD (the compiled bundle), on
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// the other side of the controller. So a custom view is an imgui-style function running in the
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// world: it re-runs on every change/event and emits a WIDGET LIST (plain data); the editor panel is
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// a dumb renderer of that list; user events `{ id, value }` come back and trigger the next run —
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// `ui.button()` returns `true` on the run that consumes the click.
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//
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// class Road extends Aspect<'road'> {
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// from: Node | null = null
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// to: Node | null = null
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// width = 2
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// static editor = { rebuild: true }
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// static inspector(ui: InspectorUI, road: Road) {
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// ui.auto() // the inferred fields, as usual
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// if (road.from && road.to) ui.info(`${road.generated.children.length} pieces`)
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// else ui.warn('Assign both endpoints')
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// if (ui.button('Shuffle')) road.rebuild()
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// }
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// }
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//
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// BINDING RULE: a field whose key is a declared aspect field (a public class field) is DOC-BOUND —
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// the editor persists edits to the scene file through its normal commit/undo path. Any other key is
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// EDITOR STATE — transient, kept on this InspectorUI instance across runs, never written to a file
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// (the animation card's clip choice, a tool's brush size). One vocabulary, two lifetimes.
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import type { FieldDescriptor, FieldEditor } from "./fields"
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/** One user interaction coming back from the editor panel: the widget's id (+ value for fields). */
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export type InspectorEvent = { id: string, value?: unknown }
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export type InspectorFieldWidget = {
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kind: "field"
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id: string
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/** The bound key — an aspect field (doc-bound) or an editor-state key. */
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key: string
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label: string
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editor: FieldEditor | undefined
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value: unknown
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/** True = persisted to the scene file by the editor; false = transient editor state. */
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doc: boolean
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/** True = emitted by `ui.auto()` — the editor may overlay its syntactic hints (options/node). */
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auto?: boolean
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min?: number
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max?: number
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step?: number
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options?: readonly (string | number)[]
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}
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export type InspectorWidget =
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| InspectorFieldWidget
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| { kind: "button", id: string, label: string }
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| { kind: "toolButton", id: string, label: string, tool: string }
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| { kind: "header", id: string, label: string }
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| { kind: "info" | "warn", id: string, text: string }
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type FieldOpts = {
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label?: string
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min?: number
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max?: number
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step?: number
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/** Default for EDITOR-STATE keys (doc keys default from the class field). */
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value?: unknown
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}
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/**
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* The widget builder handed to `static inspector(ui, aspect)` (and to editor windows/tools later).
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* One instance lives per card and persists across runs — it carries the card's editor state.
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*/
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export class InspectorUI {
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/** @internal This run's emitted widgets. */
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_widgets: InspectorWidget[] = []
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/** @internal Transient editor state (non-doc field keys), kept across runs. */
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_state: Record<string, unknown> = {}
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/** @internal The aspect entry's doc props (live reference — the runner keeps it current). */
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_props: Record<string, unknown> = {}
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/** @internal Keys that are declared aspect fields → doc-bound. Empty for node/window cards. */
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_docKeys = new Set<string>()
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/** @internal Field descriptors for auto() + doc-key defaults (describeFields output). */
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_fields: FieldDescriptor[] = []
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/** @internal The unconsumed button event of the current run. */
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_event: InspectorEvent | null = null
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// ---- fields (each emits one widget AND returns the current value) ---------------------------
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/** Numeric field (min/max/step render as a slider-style scrub range). */
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number(key: string, opts?: FieldOpts): number {
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const v = this._field("number", key, opts)
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return typeof v === "number" ? v : 0
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}
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/** Alias of `number` — give it min/max/step and the editor renders a scrubable range. */
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slider(key: string, opts?: FieldOpts): number { return this.number(key, opts) }
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text(key: string, opts?: FieldOpts): string {
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const v = this._field("text", key, opts)
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return typeof v === "string" ? v : ""
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}
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color(key: string, opts?: FieldOpts): string {
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const v = this._field("color", key, opts)
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return typeof v === "string" ? v : "#ffffff"
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}
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switch(key: string, opts?: FieldOpts): boolean {
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return this._field("switch", key, opts) === true
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}
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/** Dropdown — `options` may be computed fresh every run (dynamic lists come free). */
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select(key: string, options: readonly (string | number)[], opts?: FieldOpts): string | number {
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const v = this._field("select", key, { ...opts, value: opts?.value ?? options[0] }, options)
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return (typeof v === "string" || typeof v === "number") && options.includes(v) ? v : options[0]
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}
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vec2(key: string, opts?: FieldOpts): [number, number] { return this._vec("vec2", key, 2, opts) as [number, number] }
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vec3(key: string, opts?: FieldOpts): [number, number, number] { return this._vec("vec3", key, 3, opts) as [number, number, number] }
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vec4(key: string, opts?: FieldOpts): [number, number, number, number] { return this._vec("vec4", key, 4, opts) as [number, number, number, number] }
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/** Scene-node reference (`ref()` fields): name dropdown + pick-in-viewport. Returns the RAW doc
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* value (`{ $ref }` marker or null) — read the resolved live node off the aspect instance. */
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node(key: string, opts?: FieldOpts): unknown {
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return this._field("node", key, opts)
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}
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/** Project-asset path (the editor renders a dropdown of the project's GLBs). "" = none picked. */
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asset(key: string, opts?: FieldOpts): string {
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const v = this._field("asset", key, { ...opts, value: opts?.value ?? "" })
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return typeof v === "string" ? v : ""
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}
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// ---- everything else --------------------------------------------------------------------------
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/** True on the run that consumes this button's click — do the action right there. */
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button(label: string, opts?: { id?: string }): boolean {
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const id = opts?.id ?? `b:${label}`
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this._widgets.push({ kind: "button", id, label })
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if (this._event?.id === id) {
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this._event = null
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return true
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}
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return false
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}
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/** A toggle that activates/deactivates the named viewport tool (`registerEditorTool`). The
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* editor owns the active-tool state — the click never round-trips into the scene world. */
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toolButton(label: string, tool: string): void {
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this._widgets.push({ kind: "toolButton", id: `t:${tool}`, label, tool })
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}
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header(label: string): void { this._widgets.push({ kind: "header", id: `h:${label}`, label }) }
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info(text: string): void { this._widgets.push({ kind: "info", id: `i:${this._widgets.length}`, text }) }
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warn(text: string): void { this._widgets.push({ kind: "warn", id: `w:${this._widgets.length}`, text }) }
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/** Emit the inferred field widgets (all declared aspect fields, or just the named ones) — the
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* zero-ceremony baseline; append custom widgets around it. */
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auto(...keys: string[]): void {
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for (const f of this._fields) {
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if (keys.length > 0 && !keys.includes(f.key)) continue
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const value = this._props[f.key] !== undefined ? this._props[f.key] : f.value
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this._widgets.push({
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kind: "field", id: `f:${f.key}`, key: f.key, label: f.label, editor: f.editor,
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value, doc: true, auto: true, min: f.min, max: f.max, step: f.step, options: f.options,
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})
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}
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}
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// ---- internals ----------------------------------------------------------------------------
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private _vec(editor: FieldEditor, key: string, size: number, opts?: FieldOpts): number[] {
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const v = this._field(editor, key, opts)
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const arr = Array.isArray(v) ? v : []
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return Array.from({ length: size }, (_, i) => (typeof arr[i] === "number" ? arr[i] as number : 0))
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}
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private _field(
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editor: FieldEditor, key: string, opts?: FieldOpts, options?: readonly (string | number)[],
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): unknown {
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const doc = this._docKeys.has(key)
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const fallback = doc ? this._fields.find((f) => f.key === key)?.value : opts?.value
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const stored = doc ? this._props[key] : this._state[key]
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const value = stored !== undefined ? stored : fallback
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this._widgets.push({
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kind: "field", id: `f:${key}`, key, label: opts?.label ?? key, editor, value, doc,
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min: opts?.min, max: opts?.max, step: opts?.step, options,
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})
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return value
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}
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/**
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* @internal One immediate-mode pass: deliver `event`, run `fn`, return the widget list.
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* Editor-state field events are applied here; DOC-key field events must be applied by the
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* caller beforehand (they go through the scene loader's prop machinery — rebuilds, ref
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* resolution); button events are consumed by the matching `button()` call during the run.
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* A throwing inspector logs and shows the error as a warn line — it can't take the editor down.
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*/
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_run(fn: (ui: this) => void, event?: InspectorEvent): InspectorWidget[] {
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if (event && event.id.startsWith("f:") && !this._docKeys.has(event.id.slice(2))) {
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this._state[event.id.slice(2)] = event.value
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event = undefined
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}
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this._event = event ?? null
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this._widgets = []
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try {
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fn(this)
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} catch (e) {
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console.error("[scene] inspector render failed:", e)
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this.warn(String((e as Error)?.message ?? e))
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}
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this._event = null
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return this._widgets
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}
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}
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// 2. optional `static fields: FieldMeta<T>` on the class for ranges/labels/options/overrides
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// (mirrors how `static aspect` declares the accessor name).
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/** Editor widget kinds the inspector knows how to render.
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/** Editor widget kinds the inspector knows how to render. `"node"` = a scene-node reference
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* (`ref('name')` in the file, name dropdown + pick-in-viewport in the inspector) — declare it via
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* `static fields` on fields typed `Node | null`; a `Node | null` type annotation is also picked
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* up syntactically by the editor's source scan. `"asset"` = a project-asset path (the editor
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* fills the dropdown with the project's GLBs — `ui.asset()` in windows/tools/cards). */
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export type FieldEditor =
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| "number" | "text" | "color" | "switch" | "select"
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| "vec2" | "vec3" | "vec4"
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| "vec2" | "vec3" | "vec4" | "node" | "asset"
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export type FieldMetaEntry = {
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/** Inspector label (default: the field name). */
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name: string
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className: string
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fields: FieldDescriptor[]
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/** True for editor-run classes (`static editor` — generators). The editor routes their
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* structural changes through a re-run instead of a live patch. */
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editor?: boolean
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/** True when the class declares a custom `static inspector(ui, aspect)` card. */
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inspector?: boolean
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}
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// Instance fields every aspect inherits from the Aspect base — configuration plumbing, not content.
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// `generated` is declare-only in TS, but the bundler lowers it to a real (undefined) class field.
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const BASE_FIELDS = new Set([ "node", "generated", "updateBeforePhysics", "order", "updateWhenVisible" ])
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/** Infer the editor widget from a default value's shape. */
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export const inferFieldEditor = (value: unknown): FieldEditor | undefined => {
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name: (ctor as { aspect?: string }).aspect ?? "",
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className: (ctor as { name?: string }).name ?? "",
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fields: describeFields(ctor),
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editor: (ctor as { editor?: unknown }).editor ? true : undefined,
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inspector: typeof (ctor as { inspector?: unknown }).inspector === "function" ? true : undefined,
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})
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package/runtime/sdk/gl/Node.ts
CHANGED
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set quaternion(v: QuatLike) { this._lastSync = 0; _creator.setQuaternion(this.id, cx(v), cy(v), cz(v), cw(v)) }
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get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
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-
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// order 1 = YXZ — the SDK's euler convention (math/quat.ts); the getter also extracts YXZ, so
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// the pair round-trips. (Historically this passed 0/XYZ AND the engine stored the euler matrix
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// transposed — the setter applied the INVERSE rotation. Both fixed 2026-07-10.)
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set eulerAngles(v: Vec3Like) { this._lastSync = 0; _creator.setEulerAngles(this.id, cx(v), cy(v), cz(v), 1) }
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// --- world-space reads ---
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get forward(): Vec3 {
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// No-code scenario aspects: ready-made behaviors a scene builder attaches in the editor without
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// writing any code — move to a target, travel a waypoint path, spin, face something, start a GLB
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// animation. They are ordinary aspects (work from hand-written code too); in the scene editor the
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// movement ones double as `static editor` generators that draw their paths as editor-only lines
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// (edges meshes under `this.generated` — play mode never calls rebuild(), so the lines cost
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// nothing at runtime).
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//
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// Conventions shared by the family:
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// • targets/waypoints are scene nodes — place an Empty, then pick it in the inspector (`ref()`);
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// • times are seconds, angles degrees; all motion runs in `update(dt)` (play mode only);
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// • orientation is quaternion-composed — never euler-incremented (see math/quat.ts).
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import type { InspectorUI } from "../core/InspectorUI"
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import { Vec3 } from "../math/vec"
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import { Quat } from "../math/quat"
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import { Node } from "./Node"
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import { Mesh } from "./Mesh"
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import { Model } from "./Model"
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import { Geometry } from "./Geometry"
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import { Material } from "./Material"
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const MOVE_LINE = "#5b8ef0"
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const LOOK_LINE = "#d9a13f"
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const DEG2RAD = Math.PI / 180
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type LoopMode = "once" | "loop" | "pingpong"
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/** Normalized phase for elapsed time `t` over one trip of `duration`: once clamps at 1, loop
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* wraps, pingpong triangles 0→1→0. */
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const phase = (t: number, duration: number, mode: LoopMode): number => {
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if (duration <= 0) return 1
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const u = t / duration
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if (mode === "once") return Math.min(u, 1)
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if (mode === "loop") return u - Math.floor(u)
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const v = u % 2
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return v <= 1 ? v : 2 - v
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}
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const ease = (k: number, easing: "smooth" | "linear"): number =>
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easing === "smooth" ? k * k * (3 - 2 * k) : k
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/** A world point in `node`'s PARENT space — what `node.position` is expressed in. */
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const toParentLocal = (node: Node, world: Vec3): Vec3 => {
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const parent = node.parent
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return parent ? parent.worldMatrix.invert().transformPoint(world) : world
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}
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// ---- editor line drawing (edit mode only — see rebuild() on the aspects below) -------------------
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/** @internal An "edges" line mesh from flat segment endpoints ([x,y,z, x,y,z] per segment) —
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* editor-only visuals (path lines here, node markers in defineScene). */
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export const edgesMesh = (segments: number[], color: string): Mesh => {
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const vertices = new Float32Array(segments)
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const count = vertices.length / 3
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const normals = new Float32Array(count * 3)
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for (let i = 0; i < count; i++) normals[i * 3 + 1] = 1
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const indices = new Uint16Array(count)
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for (let i = 0; i < count; i++) indices[i] = i
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const geo = new Geometry(vertices, normals, indices, new Float32Array(count * 2))
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geo.kind = "edges"
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const mesh = Mesh.from(geo, { material: Material.unlit({ color }), name: "__editor_line" })
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mesh.castShadows = false
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mesh.receiveShadows = false
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return mesh
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}
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const pushCross = (segments: number[], p: Vec3, s: number): void => {
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segments.push(p.x - s, p.y, p.z, p.x + s, p.y, p.z)
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segments.push(p.x, p.y - s, p.z, p.x, p.y + s, p.z)
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segments.push(p.x, p.y, p.z - s, p.x, p.y, p.z + s)
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}
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/** `this.generated` hangs UNDER the host node, so line points (world space) must be expressed in
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* the host's local frame; the host is an editor-run dep of its own aspects, so dragging it
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* re-runs rebuild() and the conversion stays fresh. */
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const worldSegmentsToLocal = (node: Node, segments: number[]): number[] => {
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const inv = node.worldMatrix.invert()
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const out: number[] = []
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for (let i = 0; i < segments.length; i += 3) {
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const p = inv.transformPoint([ segments[i]!, segments[i + 1]!, segments[i + 2]! ])
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out.push(p.x, p.y, p.z)
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}
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return out
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}
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/** A path node's waypoints: its children in scene-FILE order (`_sceneChildOrder`, stamped by
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* defineScene — the engine's live child order is insertion-based and may differ), editor helper
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* nodes (`__`-prefixed) excluded. Runtime-added children append in engine order. */
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const pathWaypoints = (path: Node): Node[] => {
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const children = path.children.filter((c) => !(c.name ?? "").startsWith("__"))
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const order = (path as { _sceneChildOrder?: string[] })._sceneChildOrder
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if (!order) return children
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const byName = new Map(children.map((c) => [ c.name, c ]))
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const sorted: Node[] = []
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for (const n of order) { const c = byName.get(n); if (c) sorted.push(c) }
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const seen = new Set(sorted)
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for (const c of children) if (!seen.has(c)) sorted.push(c)
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return sorted
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}
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// ---- the aspects ---------------------------------------------------------------------------------
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/** Travel from the node's starting position to a target node in `duration` seconds. */
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export class MoveTo extends Aspect<"moveTo"> {
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/** Where to travel — place an Empty node and pick it. */
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target: Node | null = null
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/** Seconds for the full trip. */
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duration = 2
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/** Seconds to wait before starting. */
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delay = 0
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/** once = stop at the target · loop = restart from the start point · pingpong = back and forth. */
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mode: LoopMode = "once"
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/** Motion curve. */
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easing: "smooth" | "linear" = "smooth"
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static readonly aspect = "moveTo"
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static editor = { rebuild: true }
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static fields: FieldMeta<MoveTo> = {
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target: { editor: "node" },
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duration: { min: 0.05, max: 120, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "once", "loop", "pingpong" ] },
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easing: { options: [ "smooth", "linear" ] },
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}
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private _t = 0
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private _start: Vec3 | null = null
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update(dt: number): void {
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if (!this.target) return
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this._start ??= this.node.position
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this._t += dt
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const k = ease(phase(Math.max(0, this._t - this.delay), this.duration, this.mode), this.easing)
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const end = toParentLocal(this.node, this.target.worldPosition)
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this.node.position = new Vec3(this._start).add(end.sub(this._start).scale(k))
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}
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/** Editor-only path line (edit mode; play mode never calls this). */
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rebuild(): void {
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this.generated.clear()
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if (!this.target) return
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const segments: number[] = []
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const a = this.node.worldPosition
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const b = this.target.worldPosition
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segments.push(a.x, a.y, a.z, b.x, b.y, b.z)
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pushCross(segments, b, 0.09)
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this.generated.add(edgesMesh(worldSegmentsToLocal(this.node, segments), MOVE_LINE))
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}
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}
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/** Travel through the children of a path node (add an Empty per waypoint) in `duration` seconds.
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* `loop` runs the circuit closed (last → first); `pingpong` goes back and forth along the open
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* path; `once` stops at the last waypoint. */
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export class FollowPath extends Aspect<"followPath"> {
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/** A node whose CHILDREN are the waypoints, in file order. */
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path: Node | null = null
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/** Seconds for one full pass of the path. */
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duration = 6
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/** Seconds to wait before starting. */
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delay = 0
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mode: LoopMode = "loop"
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/** Turn to face the direction of travel. */
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orient = true
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/** Which local axis leads when orienting. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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static readonly aspect = "followPath"
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static editor = { rebuild: true }
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static fields: FieldMeta<FollowPath> = {
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path: { editor: "node" },
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duration: { min: 0.05, max: 300, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "loop", "once", "pingpong" ] },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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}
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private _t = 0
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private _points(): Vec3[] {
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if (!this.path) return []
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const points = pathWaypoints(this.path).map((c) => c.worldPosition)
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if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
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return points
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}
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update(dt: number): void {
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const points = this._points()
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if (points.length < 2) return
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this._t += dt
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const k = phase(Math.max(0, this._t - this.delay), this.duration, this.mode === "loop" ? "loop" : this.mode)
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const lengths: number[] = []
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let total = 0
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for (let i = 0; i < points.length - 1; i++) {
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const l = points[i + 1]!.sub(points[i]!).length()
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lengths.push(l)
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total += l
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}
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if (total <= 0) return
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let dist = k * total
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let i = 0
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while (i < lengths.length - 1 && dist > lengths[i]!) { dist -= lengths[i]!; i++ }
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const a = points[i]!
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const b = points[i + 1]!
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const seg = b.sub(a)
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const u = lengths[i]! > 0 ? Math.min(dist / lengths[i]!, 1) : 0
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const world = a.add(seg.scale(u))
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this.node.position = toParentLocal(this.node, world)
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if (this.orient && seg.lengthSq() > 1e-12) this.node.lookAt(world.add(seg), this.forward)
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}
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/** Editor-only waypoint polyline (edit mode; play mode never calls this). */
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rebuild(): void {
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this.generated.clear()
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const points = this._points()
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if (points.length < 2) return
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const segments: number[] = []
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for (let i = 0; i < points.length - 1; i++) {
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const a = points[i]!, b = points[i + 1]!
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segments.push(a.x, a.y, a.z, b.x, b.y, b.z)
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}
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for (const p of points) pushCross(segments, p, 0.07)
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this.generated.add(edgesMesh(worldSegmentsToLocal(this.node, segments), MOVE_LINE))
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}
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}
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/** Continuous rotation about one of the node's local axes, degrees per second. */
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export class Spin extends Aspect<"spin"> {
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/** Degrees per second. */
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speed = 45
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/** Local axis to spin around. */
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axis: "x" | "y" | "z" = "y"
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static readonly aspect = "spin"
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static fields: FieldMeta<Spin> = {
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speed: { min: -720, max: 720, step: 5 },
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axis: { options: [ "x", "y", "z" ] },
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}
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update(dt: number): void {
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const axis: [number, number, number] = this.axis === "x" ? [ 1, 0, 0 ] : this.axis === "y" ? [ 0, 1, 0 ] : [ 0, 0, 1 ]
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// compose in quaternion space about the LOCAL axis (q ⊗ dq) — never euler-increment
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this.node.quaternion = this.node.quaternion.mul(Quat.fromAxisAngle(axis, this.speed * dt * DEG2RAD))
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}
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}
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/** Keep the node facing a target node (a turret tracking, a signpost, a camera aimed at a hero).
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* Accessor `node.facing` — NOT `lookAt`, which would shadow the `Node.lookAt()` method. */
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export class LookAt extends Aspect<"facing"> {
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/** The node to face. */
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target: Node | null = null
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/** Which local axis points at the target. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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/** 0 = snap instantly; otherwise seconds of turn lag (bigger = slower, smoother). */
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smoothing = 0
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static readonly aspect = "facing"
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static editor = { rebuild: true }
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static fields: FieldMeta<LookAt> = {
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target: { editor: "node" },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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smoothing: { min: 0, max: 5, step: 0.05 },
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}
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update(dt: number): void {
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if (!this.target) return
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const point = this.target.worldPosition
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if (this.smoothing <= 0) { this.node.lookAt(point, this.forward); return }
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const q0 = this.node.quaternion
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this.node.lookAt(point, this.forward)
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const q1 = this.node.quaternion
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this.node.quaternion = q0.slerp(q1, 1 - Math.exp(-dt / this.smoothing))
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}
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/** Editor-only sight line (edit mode; play mode never calls this). */
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rebuild(): void {
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this.generated.clear()
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if (!this.target) return
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294
|
+
const segments: number[] = []
|
|
295
|
+
const a = this.node.worldPosition
|
|
296
|
+
const b = this.target.worldPosition
|
|
297
|
+
segments.push(a.x, a.y, a.z, b.x, b.y, b.z)
|
|
298
|
+
pushCross(segments, b, 0.07)
|
|
299
|
+
this.generated.add(edgesMesh(worldSegmentsToLocal(this.node, segments), LOOK_LINE))
|
|
300
|
+
}
|
|
301
|
+
}
|
|
302
|
+
|
|
303
|
+
/** Start a GLB animation clip when the scene runs. Attach to a `model:` node; the inspector card
|
|
304
|
+
* lists the model's clips live and can preview them while editing. */
|
|
305
|
+
export class PlayAnimation extends Aspect<"playAnimation", Model> {
|
|
306
|
+
/** Clip name; empty = the model's first clip. */
|
|
307
|
+
clip = ""
|
|
308
|
+
|
|
309
|
+
loop = true
|
|
310
|
+
|
|
311
|
+
/** Playback rate (1 = authored speed). */
|
|
312
|
+
speed = 1
|
|
313
|
+
|
|
314
|
+
static readonly aspect = "playAnimation"
|
|
315
|
+
static fields: FieldMeta<PlayAnimation> = {
|
|
316
|
+
speed: { min: 0.05, max: 5, step: 0.05 },
|
|
317
|
+
}
|
|
318
|
+
|
|
319
|
+
onAttach(): void {
|
|
320
|
+
const anim = (this.node as Model | undefined)?.anim
|
|
321
|
+
if (!anim) return
|
|
322
|
+
anim.speed = this.speed
|
|
323
|
+
anim.play(this.clip === "" ? 0 : this.clip, { loop: this.loop })
|
|
324
|
+
}
|
|
325
|
+
|
|
326
|
+
static inspector(ui: InspectorUI, a: PlayAnimation): void {
|
|
327
|
+
const anim = (a.node as Model | undefined)?.anim
|
|
328
|
+
const clips = anim?.clips ?? []
|
|
329
|
+
if (clips.length === 0) {
|
|
330
|
+
ui.warn("No animation clips — attach this to a GLB model node")
|
|
331
|
+
return
|
|
332
|
+
}
|
|
333
|
+
ui.select("clip", clips.map((c) => c.name))
|
|
334
|
+
ui.auto("loop", "speed")
|
|
335
|
+
if (anim) {
|
|
336
|
+
if (ui.button(anim.playing ? "Restart preview" : "Preview")) {
|
|
337
|
+
anim.speed = a.speed
|
|
338
|
+
anim.play(a.clip === "" ? 0 : a.clip, { loop: a.loop })
|
|
339
|
+
}
|
|
340
|
+
if (anim.playing && ui.button("Stop")) {
|
|
341
|
+
anim.stop()
|
|
342
|
+
anim.time = 0
|
|
343
|
+
}
|
|
344
|
+
const clip = a.clip === "" ? clips[0]?.name : a.clip
|
|
345
|
+
const duration = clips.find((c) => c.name === clip)?.duration
|
|
346
|
+
ui.info(anim.playing ? "previewing…" : duration !== undefined ? `${duration.toFixed(2)}s` : "")
|
|
347
|
+
}
|
|
348
|
+
}
|
|
349
|
+
}
|
package/runtime/sdk/inject.ts
CHANGED
|
@@ -16,6 +16,7 @@ export { Color } from "./core/color"
|
|
|
16
16
|
|
|
17
17
|
// ---- aspects (attachable node capabilities) ----
|
|
18
18
|
export { Aspect, type With } from "./core/Aspect"
|
|
19
|
+
export { InspectorUI } from "./core/InspectorUI"
|
|
19
20
|
|
|
20
21
|
// ---- reactivity (signals; UI text/style props also accept `() => value` bindings) ----
|
|
21
22
|
export { signal, computed, effect, type Signal, type Computed } from "./core/signals"
|
|
@@ -60,6 +61,7 @@ export {
|
|
|
60
61
|
UIVideo, type UIVideoStyle,
|
|
61
62
|
UIInput, UITextArea, type UIInputStyle,
|
|
62
63
|
UIScrollable, type UIScrollableStyle,
|
|
64
|
+
UIScreenHost, type UIScreenHostStyle,
|
|
63
65
|
UIWidget, type UIWidgetStyle,
|
|
64
66
|
UISpacer, type UISpacerStyle,
|
|
65
67
|
UIVirtualizedList,
|
|
@@ -71,6 +73,9 @@ export {
|
|
|
71
73
|
// UIColumn/UIRow/append/etc., so they must be global (type-only; erased at runtime).
|
|
72
74
|
export type { UINode, UINodeChild } from "./ui/UINode"
|
|
73
75
|
|
|
76
|
+
// ---- UI kit (pure-TS components built on the core UI globals; see packages/sdk/src/kit/) ----
|
|
77
|
+
export { UITabs, type UITabItem } from "./kit/UITabs"
|
|
78
|
+
|
|
74
79
|
// ---- animate ----
|
|
75
80
|
export { animate, animateMat4, stopAnimation, pauseAnimation, resumeAnimation } from "./animate/animate"
|
|
76
81
|
export { cubicBezier } from "./animate/bezier"
|
|
@@ -80,10 +85,17 @@ export { easeIn, easeOut, easeInOut } from "./animate/easings"
|
|
|
80
85
|
export { QRScanner } from "./plugins/qr"
|
|
81
86
|
|
|
82
87
|
// ---- scenes as data (.scene.ts files — see src/scene/defineScene.ts) ----
|
|
83
|
-
export { defineScene, use, SceneHandle } from "./scene/defineScene"
|
|
84
|
-
export type { SceneDef, SceneNodeDef, MeshDef, LightDef, MaterialDef, AspectEntry, LoadedScene } from "./scene/defineScene"
|
|
88
|
+
export { defineScene, use, ref, make, SceneHandle } from "./scene/defineScene"
|
|
89
|
+
export type { SceneDef, SceneNodeDef, MeshDef, LightDef, MaterialDef, CameraNodeDef, AspectEntry, MakeEntry, LoadedScene } from "./scene/defineScene"
|
|
85
90
|
export type { FieldMeta } from "./core/fields"
|
|
86
91
|
|
|
92
|
+
// ---- no-code scenario aspects (attachable in the scene editor — see src/gl/scenarios.ts) ----
|
|
93
|
+
export { MoveTo, FollowPath, Spin, LookAt, PlayAnimation } from "./gl/scenarios"
|
|
94
|
+
|
|
95
|
+
// ---- editor plugins (called from `*.editor.ts` files — editor bundles only; DCE'd from apps) ----
|
|
96
|
+
export { registerEditorWindow, registerEditorTool, __editorPlugins } from "./scene/editorPlugins"
|
|
97
|
+
export type { EditorApi, EditorRayHit, EditorToolHooks, EditorWindowFn } from "./scene/editorPlugins"
|
|
98
|
+
|
|
87
99
|
// ---- 3D engine (creator-gl) ----
|
|
88
100
|
export { Scene, ARScene, VRScene } from "./gl/Scene"
|
|
89
101
|
export { Node } from "./gl/Node"
|