lecodes-sdk 0.19.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +114 -0
- package/dist/global.d.ts +503 -0
- package/dist/host.d.ts +61 -0
- package/dist/inject.js +4730 -0
- package/dist/types/animate/animate.d.ts +20 -0
- package/dist/types/animate/bezier.d.ts +2 -0
- package/dist/types/animate/easings.d.ts +21 -0
- package/dist/types/canvas/Canvas.d.ts +168 -0
- package/dist/types/core/Aspect.d.ts +171 -0
- package/dist/types/core/InspectorUI.d.ts +88 -0
- package/dist/types/core/StateMachine.d.ts +81 -0
- package/dist/types/core/color.d.ts +13 -0
- package/dist/types/core/compWrite.d.ts +11 -0
- package/dist/types/core/events.d.ts +11 -0
- package/dist/types/core/fields.d.ts +58 -0
- package/dist/types/core/registry.d.ts +7 -0
- package/dist/types/core/signals.d.ts +29 -0
- package/dist/types/core/time.d.ts +31 -0
- package/dist/types/g2/Camera2D.d.ts +19 -0
- package/dist/types/g2/CharacterController2D.d.ts +134 -0
- package/dist/types/g2/Node2D.d.ts +91 -0
- package/dist/types/g2/OneWay2D.d.ts +24 -0
- package/dist/types/g2/Physics2D.d.ts +147 -0
- package/dist/types/g2/Scene2D.d.ts +72 -0
- package/dist/types/g2/Shape2D.d.ts +58 -0
- package/dist/types/g2/Sprite.d.ts +51 -0
- package/dist/types/g2/SpriteAnimation.d.ts +50 -0
- package/dist/types/g2/SpriteSheet.d.ts +69 -0
- package/dist/types/g2/Texture2D.d.ts +16 -0
- package/dist/types/g2/Tilemap.d.ts +20 -0
- package/dist/types/g2/Tileset.d.ts +32 -0
- package/dist/types/g2/Trigger2D.d.ts +20 -0
- package/dist/types/g2/autotile.d.ts +133 -0
- package/dist/types/g2/cells.d.ts +14 -0
- package/dist/types/g2/defineScene2d.d.ts +141 -0
- package/dist/types/g2/groups2d.d.ts +16 -0
- package/dist/types/g2/loop.d.ts +4 -0
- package/dist/types/g2/scenarios2d.d.ts +30 -0
- package/dist/types/g2/touch.d.ts +2 -0
- package/dist/types/gl/Camera.d.ts +79 -0
- package/dist/types/gl/CameraPlace.d.ts +26 -0
- package/dist/types/gl/CharacterController.d.ts +98 -0
- package/dist/types/gl/Gearbox.d.ts +86 -0
- package/dist/types/gl/Geometry.d.ts +39 -0
- package/dist/types/gl/IK.d.ts +53 -0
- package/dist/types/gl/InstancedMesh.d.ts +46 -0
- package/dist/types/gl/Light.d.ts +73 -0
- package/dist/types/gl/Lightmap.d.ts +85 -0
- package/dist/types/gl/Locomotion.d.ts +279 -0
- package/dist/types/gl/Material.d.ts +100 -0
- package/dist/types/gl/Mesh.d.ts +33 -0
- package/dist/types/gl/Model.d.ts +53 -0
- package/dist/types/gl/NavAgent.d.ts +99 -0
- package/dist/types/gl/NavMesh.d.ts +169 -0
- package/dist/types/gl/Node.d.ts +99 -0
- package/dist/types/gl/Noise.d.ts +20 -0
- package/dist/types/gl/Particles.d.ts +277 -0
- package/dist/types/gl/Physics.d.ts +91 -0
- package/dist/types/gl/Plane.d.ts +19 -0
- package/dist/types/gl/Ragdoll.d.ts +86 -0
- package/dist/types/gl/Ray.d.ts +8 -0
- package/dist/types/gl/Scene.d.ts +221 -0
- package/dist/types/gl/Shape.d.ts +122 -0
- package/dist/types/gl/Terrain.d.ts +280 -0
- package/dist/types/gl/Texture.d.ts +27 -0
- package/dist/types/gl/Trigger.d.ts +10 -0
- package/dist/types/gl/Vehicle.d.ts +191 -0
- package/dist/types/gl/Wheel.d.ts +95 -0
- package/dist/types/gl/animation/AnimationClip.d.ts +60 -0
- package/dist/types/gl/animation/Animator.d.ts +219 -0
- package/dist/types/gl/animation/Layer.d.ts +31 -0
- package/dist/types/gl/animation/Loop.d.ts +17 -0
- package/dist/types/gl/animation/Playback.d.ts +36 -0
- package/dist/types/gl/animation/core.d.ts +367 -0
- package/dist/types/gl/controls.d.ts +19 -0
- package/dist/types/gl/physicsEvents.d.ts +1 -0
- package/dist/types/gl/scenarios.d.ts +98 -0
- package/dist/types/gl/state.d.ts +5 -0
- package/dist/types/gl/terrainMesh.d.ts +46 -0
- package/dist/types/gl/touch.d.ts +2 -0
- package/dist/types/inject.d.ts +123 -0
- package/dist/types/math/Mathf.d.ts +39 -0
- package/dist/types/math/mat4.d.ts +66 -0
- package/dist/types/math/quat.d.ts +53 -0
- package/dist/types/math/vec.d.ts +129 -0
- package/dist/types/net/codec.d.ts +25 -0
- package/dist/types/net/core.d.ts +106 -0
- package/dist/types/net/index.d.ts +80 -0
- package/dist/types/net/replication.d.ts +101 -0
- package/dist/types/plugins/camera.d.ts +25 -0
- package/dist/types/plugins/geolocation.d.ts +39 -0
- package/dist/types/plugins/oauth.d.ts +25 -0
- package/dist/types/plugins/permission.d.ts +1 -0
- package/dist/types/plugins/push.d.ts +46 -0
- package/dist/types/plugins/qr.d.ts +21 -0
- package/dist/types/plugins/service.d.ts +33 -0
- package/dist/types/runtime/app.d.ts +67 -0
- package/dist/types/runtime/appEvents.d.ts +7 -0
- package/dist/types/runtime/channel.d.ts +1 -0
- package/dist/types/runtime/clipboard.d.ts +7 -0
- package/dist/types/runtime/datetime.d.ts +80 -0
- package/dist/types/runtime/device.d.ts +126 -0
- package/dist/types/runtime/fetch.d.ts +31 -0
- package/dist/types/runtime/files.d.ts +33 -0
- package/dist/types/runtime/input.d.ts +121 -0
- package/dist/types/runtime/media.d.ts +46 -0
- package/dist/types/runtime/misc.d.ts +11 -0
- package/dist/types/runtime/net.d.ts +15 -0
- package/dist/types/runtime/rpc.d.ts +44 -0
- package/dist/types/runtime/service.d.ts +1 -0
- package/dist/types/runtime/share.d.ts +2 -0
- package/dist/types/runtime/storage.d.ts +5 -0
- package/dist/types/runtime/touch.d.ts +56 -0
- package/dist/types/scene/defineScene.d.ts +296 -0
- package/dist/types/scene/editorPlugins.d.ts +82 -0
- package/dist/types/scene/gizmos.d.ts +56 -0
- package/dist/types/scene/grammar.d.ts +56 -0
- package/dist/types/scene/level.d.ts +98 -0
- package/dist/types/scene/material.d.ts +76 -0
- package/dist/types/server/auth/appConfig.d.ts +16 -0
- package/dist/types/server/auth/global.d.ts +56 -0
- package/dist/types/server/auth/models.d.ts +164 -0
- package/dist/types/server/auth/types.d.ts +56 -0
- package/dist/types/server/channel.d.ts +28 -0
- package/dist/types/server/context.d.ts +27 -0
- package/dist/types/server/db/defineDb.d.ts +36 -0
- package/dist/types/server/db/fields.d.ts +146 -0
- package/dist/types/server/db/index.d.ts +6 -0
- package/dist/types/server/db/marci/query.d.ts +326 -0
- package/dist/types/server/db/types.d.ts +163 -0
- package/dist/types/server/errors.d.ts +8 -0
- package/dist/types/server/inject.d.ts +5 -0
- package/dist/types/ui/NativeView.d.ts +38 -0
- package/dist/types/ui/UI.d.ts +27 -0
- package/dist/types/ui/UIBottomSheet.d.ts +71 -0
- package/dist/types/ui/UIButton.d.ts +30 -0
- package/dist/types/ui/UIContainer.d.ts +33 -0
- package/dist/types/ui/UIImage.d.ts +35 -0
- package/dist/types/ui/UIInput.d.ts +110 -0
- package/dist/types/ui/UIModal.d.ts +70 -0
- package/dist/types/ui/UINode.d.ts +363 -0
- package/dist/types/ui/UIPager.d.ts +123 -0
- package/dist/types/ui/UIPopover.d.ts +39 -0
- package/dist/types/ui/UIScreen.d.ts +57 -0
- package/dist/types/ui/UIScrollable.d.ts +40 -0
- package/dist/types/ui/UISpacer.d.ts +9 -0
- package/dist/types/ui/UITabs.d.ts +96 -0
- package/dist/types/ui/UIText.d.ts +19 -0
- package/dist/types/ui/UIVideo.d.ts +28 -0
- package/dist/types/ui/UIVirtualizedList.d.ts +97 -0
- package/dist/types/ui/UIWidget.d.ts +65 -0
- package/dist/types/ui/fonts.d.ts +9 -0
- package/dist/types/ui/presentable.d.ts +68 -0
- package/dist/types/ui/router.d.ts +40 -0
- package/dist/types/ui/theme.d.ts +26 -0
- package/dist/types.json +1 -0
- package/package.json +46 -0
- package/prompts/2d.md +395 -0
- package/prompts/3d-scene-files.md +113 -0
- package/prompts/3d-scene.md +119 -0
- package/prompts/3d.md +303 -0
- package/prompts/README.md +142 -0
- package/prompts/ar.md +109 -0
- package/prompts/canvas.md +27 -0
- package/prompts/compose.ts +46 -0
- package/prompts/concept.md +49 -0
- package/prompts/core-design.md +75 -0
- package/prompts/core.md +264 -0
- package/prompts/design.md +218 -0
- package/prompts/dist/2d-game.md +1530 -0
- package/prompts/dist/3d-app.md +1672 -0
- package/prompts/dist/ar-app.md +1548 -0
- package/prompts/dist/concept.md +49 -0
- package/prompts/dist/design.md +498 -0
- package/prompts/dist/ui-app.md +1134 -0
- package/prompts/index.md +37 -0
- package/prompts/intake-prompt.md +33 -0
- package/prompts/namer-prompt.md +12 -0
- package/prompts/router-prompt.md +50 -0
- package/prompts/select.ts +111 -0
- package/prompts/ui-design.md +203 -0
- package/prompts/ui.md +803 -0
- package/src/animate/animate.ts +238 -0
- package/src/animate/bezier.ts +138 -0
- package/src/animate/easings.ts +126 -0
- package/src/bridges.d.ts +1345 -0
- package/src/canvas/Canvas.ts +305 -0
- package/src/compile/__tests__/assetIconMacro.test.ts +219 -0
- package/src/compile/__tests__/assetMacro.test.ts +74 -0
- package/src/compile/__tests__/assetName.test.ts +55 -0
- package/src/compile/__tests__/compile.test.ts +287 -0
- package/src/compile/__tests__/detectEntry.test.ts +132 -0
- package/src/compile/__tests__/fontMacro.test.ts +199 -0
- package/src/compile/aspectMacro.ts +86 -0
- package/src/compile/assetIconMacro.ts +384 -0
- package/src/compile/assetMacro.ts +146 -0
- package/src/compile/assetName.ts +50 -0
- package/src/compile/bundler.ts +287 -0
- package/src/compile/compileProject.ts +127 -0
- package/src/compile/detectEntry.ts +128 -0
- package/src/compile/fontMacro.ts +459 -0
- package/src/compile/fontRegistry.ts +78 -0
- package/src/compile/header.ts +67 -0
- package/src/compile/index.ts +100 -0
- package/src/compile/libraryImports.ts +52 -0
- package/src/compile/liteMaterial.ts +247 -0
- package/src/compile/sceneEditor.ts +88 -0
- package/src/compile/serverSplit.ts +233 -0
- package/src/compile/serverTypes.ts +227 -0
- package/src/compile/sfnt.ts +98 -0
- package/src/compile/shaderSchema.ts +202 -0
- package/src/compile/shaderTargets.ts +77 -0
- package/src/compile/sourcemap.ts +25 -0
- package/src/core/Aspect.ts +568 -0
- package/src/core/InspectorUI.ts +212 -0
- package/src/core/StateMachine.ts +308 -0
- package/src/core/__tests__/stateMachine.test.ts +132 -0
- package/src/core/color.ts +66 -0
- package/src/core/compWrite.ts +42 -0
- package/src/core/events.ts +38 -0
- package/src/core/fields.ts +120 -0
- package/src/core/registry.ts +23 -0
- package/src/core/signals.ts +277 -0
- package/src/core/time.ts +84 -0
- package/src/g2/Camera2D.ts +40 -0
- package/src/g2/CharacterController2D.ts +276 -0
- package/src/g2/Node2D.ts +267 -0
- package/src/g2/OneWay2D.ts +66 -0
- package/src/g2/Physics2D.ts +346 -0
- package/src/g2/Scene2D.ts +209 -0
- package/src/g2/Shape2D.ts +259 -0
- package/src/g2/Sprite.ts +89 -0
- package/src/g2/SpriteAnimation.ts +171 -0
- package/src/g2/SpriteSheet.ts +166 -0
- package/src/g2/Texture2D.ts +47 -0
- package/src/g2/Tilemap.ts +41 -0
- package/src/g2/Tileset.ts +71 -0
- package/src/g2/Trigger2D.ts +77 -0
- package/src/g2/autotile.ts +433 -0
- package/src/g2/cells.ts +91 -0
- package/src/g2/defineScene2d.ts +381 -0
- package/src/g2/groups2d.ts +106 -0
- package/src/g2/loop.ts +50 -0
- package/src/g2/scenarios2d.ts +69 -0
- package/src/g2/touch.ts +83 -0
- package/src/gl/Camera.ts +160 -0
- package/src/gl/CameraPlace.ts +52 -0
- package/src/gl/CharacterController.ts +238 -0
- package/src/gl/Gearbox.ts +212 -0
- package/src/gl/Geometry.ts +279 -0
- package/src/gl/IK.ts +193 -0
- package/src/gl/InstancedMesh.ts +132 -0
- package/src/gl/Light.ts +135 -0
- package/src/gl/Lightmap.ts +402 -0
- package/src/gl/Locomotion.ts +498 -0
- package/src/gl/Material.ts +279 -0
- package/src/gl/Mesh.ts +83 -0
- package/src/gl/Model.ts +124 -0
- package/src/gl/NavAgent.ts +337 -0
- package/src/gl/NavMesh.ts +397 -0
- package/src/gl/Node.ts +350 -0
- package/src/gl/Noise.ts +30 -0
- package/src/gl/Particles.ts +676 -0
- package/src/gl/Physics.ts +222 -0
- package/src/gl/Plane.ts +53 -0
- package/src/gl/Ragdoll.ts +270 -0
- package/src/gl/Ray.ts +16 -0
- package/src/gl/Scene.ts +505 -0
- package/src/gl/Shape.ts +409 -0
- package/src/gl/Terrain.ts +1092 -0
- package/src/gl/Texture.ts +63 -0
- package/src/gl/Trigger.ts +45 -0
- package/src/gl/Vehicle.ts +473 -0
- package/src/gl/Wheel.ts +240 -0
- package/src/gl/animation/AnimationClip.ts +204 -0
- package/src/gl/animation/Animator.ts +329 -0
- package/src/gl/animation/Layer.ts +39 -0
- package/src/gl/animation/Loop.ts +31 -0
- package/src/gl/animation/Playback.ts +52 -0
- package/src/gl/animation/core.ts +670 -0
- package/src/gl/controls.ts +95 -0
- package/src/gl/physicsEvents.ts +20 -0
- package/src/gl/scenarios.ts +291 -0
- package/src/gl/state.ts +6 -0
- package/src/gl/terrainMesh.ts +219 -0
- package/src/gl/touch.ts +68 -0
- package/src/host.d.ts +61 -0
- package/src/inject.ts +203 -0
- package/src/math/Mathf.ts +118 -0
- package/src/math/mat4.ts +278 -0
- package/src/math/quat.ts +232 -0
- package/src/math/vec.ts +255 -0
- package/src/net/codec.ts +119 -0
- package/src/net/core.ts +384 -0
- package/src/net/index.ts +181 -0
- package/src/net/replication.ts +622 -0
- package/src/plugins/camera.ts +81 -0
- package/src/plugins/geolocation.ts +123 -0
- package/src/plugins/oauth.ts +61 -0
- package/src/plugins/permission.ts +7 -0
- package/src/plugins/push.ts +132 -0
- package/src/plugins/qr.ts +73 -0
- package/src/plugins/service.ts +47 -0
- package/src/runtime/app.ts +101 -0
- package/src/runtime/appEvents.ts +54 -0
- package/src/runtime/channel.ts +61 -0
- package/src/runtime/clipboard.ts +20 -0
- package/src/runtime/datetime.ts +329 -0
- package/src/runtime/device.ts +293 -0
- package/src/runtime/fetch.ts +77 -0
- package/src/runtime/files.ts +108 -0
- package/src/runtime/input.ts +175 -0
- package/src/runtime/media.ts +111 -0
- package/src/runtime/misc.ts +16 -0
- package/src/runtime/net.ts +36 -0
- package/src/runtime/rpc.ts +218 -0
- package/src/runtime/service.ts +83 -0
- package/src/runtime/share.ts +9 -0
- package/src/runtime/storage.ts +13 -0
- package/src/runtime/touch.ts +76 -0
- package/src/scene/defineScene.ts +1396 -0
- package/src/scene/editorPlugins.ts +110 -0
- package/src/scene/gizmos.ts +148 -0
- package/src/scene/grammar.ts +120 -0
- package/src/scene/level.ts +296 -0
- package/src/scene/material.ts +188 -0
- package/src/server/auth/appConfig.ts +12 -0
- package/src/server/auth/global.ts +80 -0
- package/src/server/auth/host.ts +318 -0
- package/src/server/auth/models.ts +83 -0
- package/src/server/auth/types.ts +50 -0
- package/src/server/channel.ts +56 -0
- package/src/server/context.ts +36 -0
- package/src/server/db/defineDb.ts +237 -0
- package/src/server/db/fields.ts +132 -0
- package/src/server/db/httpTransport.ts +93 -0
- package/src/server/db/index.ts +7 -0
- package/src/server/db/marci/query.ts +412 -0
- package/src/server/db/types.ts +202 -0
- package/src/server/errors.ts +12 -0
- package/src/server/host.ts +74 -0
- package/src/server/inject.ts +13 -0
- package/src/server/runtime.ts +133 -0
- package/src/server/validate.ts +87 -0
- package/src/ui/NativeView.ts +142 -0
- package/src/ui/UI.ts +39 -0
- package/src/ui/UIBottomSheet.ts +139 -0
- package/src/ui/UIButton.ts +101 -0
- package/src/ui/UIContainer.ts +60 -0
- package/src/ui/UIImage.ts +83 -0
- package/src/ui/UIInput.ts +185 -0
- package/src/ui/UIModal.ts +139 -0
- package/src/ui/UINode.ts +830 -0
- package/src/ui/UIPager.ts +362 -0
- package/src/ui/UIPopover.ts +100 -0
- package/src/ui/UIScreen.ts +123 -0
- package/src/ui/UIScrollable.ts +87 -0
- package/src/ui/UISpacer.ts +14 -0
- package/src/ui/UITabs.ts +236 -0
- package/src/ui/UIText.ts +51 -0
- package/src/ui/UIVideo.ts +88 -0
- package/src/ui/UIVirtualizedList.ts +241 -0
- package/src/ui/UIWidget.ts +127 -0
- package/src/ui/fonts.ts +13 -0
- package/src/ui/presentable.ts +117 -0
- package/src/ui/router.ts +132 -0
- package/src/ui/theme.ts +84 -0
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// Editor plugins: `registerEditorWindow` / `registerEditorTool` (docs/scene-editor-plan.md,
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// three mount points), and mutate the scene ONLY through the `editor` doc API — every plugin write
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// lands in the scene document (undoable, diffable), never in live engine state.
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import type { InspectorUI } from "../core/InspectorUI"
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/** A geometry hit under the viewport pointer, handed to tools. Physics builds raycast the scene's
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* meshes (precise); otherwise (and on misses) the hit falls back to the ground plane (y = 0). */
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export type EditorRayHit = {
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point: [number, number, number]
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/** Absolute path of the scene-file node the hit belongs to ("city/in1/pt1") — null for
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/**
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* The editor scripting API handed to windows and tools. Nodes are addressed by ABSOLUTE PATH —
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* the scene DOCUMENT through the editor's normal commit path (undo, file, live patching all
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* included); they return false / no-op when the document can't take the edit (sibling-name
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*/
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export type EditorApi = {
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/** The currently selected node path (or `path::part` key for asset internals), null when
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readonly selection: string | null
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select(path: string | null): void
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/** The scene document's nodes: absolute path, sibling-unique display name, source kind
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* (mesh / model / light / group / …). */
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nodes(): { path: string, name: string, kind: string }[]
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/** First unused "base", "base2", "base3", … name among the SIBLINGS under `parentPath`
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* (scene root when omitted). */
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uniqueName(base: string, parentPath?: string): string
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/** Add a ROOT node from plain def data (scene-file grammar; a string `model` value means an
|
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44
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+
* asset path). `name` may not contain '/' or ':'. One undo step unless grouped by `transact`. */
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+
addNode(name: string, def: Record<string, unknown>): boolean
|
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/** Write one def prop (transforms apply live; anything else patches/re-runs the node). */
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setProp(path: string, key: string, value: unknown): boolean
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removeNode(path: string): void
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/** Duplicate a node; returns the copy's path (null when it can't). */
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duplicate(path: string): string | null
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/** Raycast the scene under a viewport pixel (same hit rules as tool clicks). */
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raycast(screenX: number, screenY: number): EditorRayHit | null
|
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/** Group every doc edit inside `fn` into ONE undo step. */
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transact(fn: () => void): void
|
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|
+
/** Read one def prop of a node as document data (`asset()` refs come as `{ $asset: "./x" }`);
|
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+
* undefined when the node or key doesn't exist. */
|
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+
getProp(path: string, key: string): unknown
|
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/** Write a BINARY asset file for a node (a terrain's `.terrain`, a baked mask…). `ref` = the
|
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* node's existing def-relative `asset()` ref to overwrite, or null to create `./<name>` at the
|
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* project root (a free name is picked on collisions). Resolves to the ref to store in the node's
|
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* def (`{ $asset: ref }` via `setProp`), null when the host can't write files. Not a doc edit —
|
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* it is not undoable; keep the doc pointing at the file. */
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writeAsset(path: string, ref: string | null, name: string, bytes: Uint8Array): Promise<string | null>
|
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|
+
}
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+
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export type EditorWindowFn = (ui: InspectorUI, editor: EditorApi) => void
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+
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+
export type EditorToolHooks = {
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/** CSS cursor for the viewport while this tool is active (default "crosshair"). */
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+
cursor?: string
|
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+
/** A short glyph (one character / emoji) for the tool's toolbar button — tools without one all
|
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* share the generic wand icon, so any editor with two or more tools should set it. */
|
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+
icon?: string
|
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+
/** A viewport click while the tool is active — `hit` is the raycast result under the pointer.
|
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* Viewport clicks route to the tool while it is active. */
|
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+
onViewportClick?(hit: EditorRayHit, editor: EditorApi): void
|
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|
+
/** Drag tools (brushes): a primary-button drag in the viewport routes here instead of orbiting
|
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|
+
* the camera — start / every pointer move (with the hit under it, null while off-world) /
|
|
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|
+
* release. A tool with `onDragStart` gets NO `onViewportClick` for the same gesture. */
|
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|
+
onDragStart?(hit: EditorRayHit, editor: EditorApi): void
|
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|
+
onDrag?(hit: EditorRayHit | null, editor: EditorApi): void
|
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|
+
onDragEnd?(editor: EditorApi): void
|
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|
+
/** The pointer moved over the viewport with no button down (throttled to the frame) — draw a
|
|
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|
+
* brush cursor through `Gizmos`; null when nothing is under it. */
|
|
85
|
+
onHover?(hit: EditorRayHit | null, editor: EditorApi): void
|
|
86
|
+
}
|
|
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|
+
|
|
88
|
+
/** @internal The registry the scene-editor harness reads (windows/tools in registration order). */
|
|
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|
+
export const __editorPlugins = {
|
|
90
|
+
windows: [] as { title: string, render: EditorWindowFn }[],
|
|
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|
+
tools: [] as { name: string, hooks: EditorToolHooks }[],
|
|
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|
+
}
|
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+
|
|
94
|
+
/** Register an editor panel — a collapsible overlay docked over the viewport (the inspector rail
|
|
95
|
+
* stays selection-scoped). A window that emits `ui.toolButton` for a tool becomes that tool's
|
|
96
|
+
* settings panel: activating the tool expands and highlights it. `render` re-runs immediate-mode
|
|
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|
+
* on every interaction — same protocol as `static inspector` cards. */
|
|
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|
+
export const registerEditorWindow = (title: string, render: EditorWindowFn): void => {
|
|
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|
+
const existing = __editorPlugins.windows.find((w) => w.title === title)
|
|
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|
+
if (existing) existing.render = render
|
|
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|
+
else __editorPlugins.windows.push({ title, render })
|
|
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|
+
}
|
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|
+
|
|
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|
+
/** Register a viewport tool — a toolbar entry beside move/rotate/scale (activate it there or via
|
|
105
|
+
* `ui.toolButton(label, name)`). While active, viewport clicks arrive as raycast hits. */
|
|
106
|
+
export const registerEditorTool = (name: string, hooks: EditorToolHooks): void => {
|
|
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|
+
const existing = __editorPlugins.tools.find((t) => t.name === name)
|
|
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|
+
if (existing) existing.hooks = hooks
|
|
109
|
+
else __editorPlugins.tools.push({ name, hooks })
|
|
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|
+
}
|
|
@@ -0,0 +1,148 @@
|
|
|
1
|
+
// Editor gizmos: immediate-mode line drawing for code that runs while a scene is EDITED — a
|
|
2
|
+
// generator aspect's `rebuild()`, a `make()` factory, an editor tool's hooks. Nothing here touches
|
|
3
|
+
// the scene: calls accumulate WORLD-space line segments into the buffer of the run that is
|
|
4
|
+
// currently executing (an ambient scope the scene loader opens around each synchronous call), and
|
|
5
|
+
// the scene editor pushes those buffers to the lite engine's overlay layer, which draws them over
|
|
6
|
+
// the picture — never outlined, never picked, never rendered by Filament, absent in play mode.
|
|
7
|
+
//
|
|
8
|
+
// rebuild() {
|
|
9
|
+
// Gizmos.polyline(points, { color: "#5b8ef0", closed: true })
|
|
10
|
+
// for (const p of points) Gizmos.cross(p, 0.07)
|
|
11
|
+
// }
|
|
12
|
+
//
|
|
13
|
+
// Every run starts with an EMPTY buffer — what a call draws is the whole picture (like
|
|
14
|
+
// `generated.clear()`, only implicit). Outside any scope (play mode, hand-attached aspects, a call
|
|
15
|
+
// after an `await` inside rebuild) the calls are no-ops: rebuild is synchronous by contract.
|
|
16
|
+
//
|
|
17
|
+
// ANCHORED gizmos (`{ node }` in the style): points are in that node's LOCAL frame and the engine
|
|
18
|
+
// follows the node live — through a gizmo drag, not only after it — with the node's scale
|
|
19
|
+
// stripped (an empty scaled ×10 for its children keeps a normal-sized cross). An anchored picture
|
|
20
|
+
// is the node's own: clicking it in the viewport selects the node, and it draws in the selection
|
|
21
|
+
// accent while selected. World-space calls (path lines) are never pickable.
|
|
22
|
+
|
|
23
|
+
import { Mat4, type Mat4Like } from "../math/mat4"
|
|
24
|
+
import type { Vec3Like } from "../math/vec"
|
|
25
|
+
|
|
26
|
+
/** The anchor of a gizmo call: any object with an engine entity id (a `Node`). */
|
|
27
|
+
export type GizmoAnchor = { readonly id: number }
|
|
28
|
+
|
|
29
|
+
export type GizmoStyle = {
|
|
30
|
+
/** CSS hex color (`#rgb` / `#rrggbb`); default a neutral light gray. */
|
|
31
|
+
color?: string
|
|
32
|
+
/** 0..1, default 1. */
|
|
33
|
+
alpha?: number
|
|
34
|
+
/** Anchor: points are in this node's LOCAL frame (scale ignored); the lines follow the node
|
|
35
|
+
* live, are pickable (a click selects the node) and turn the selection accent when it is
|
|
36
|
+
* selected. Omit for world-space lines (not pickable). */
|
|
37
|
+
node?: GizmoAnchor | null
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
/** One color batch of LINES (flat `[x,y,z, x,y,z]` per segment) — what a host hands the engine.
|
|
41
|
+
* With `entityId` the segments are in that entity's local frame (see GizmoStyle.node). */
|
|
42
|
+
export type GizmoBatch = { color: string, alpha: number, segments: number[], entityId?: number }
|
|
43
|
+
|
|
44
|
+
const DEFAULT_COLOR = "#cfd4dd"
|
|
45
|
+
|
|
46
|
+
/** The per-run collector (owned by the scene loader's EditorRun). Batches are keyed by style so a
|
|
47
|
+
* hundred same-colored segments cost one draw. */
|
|
48
|
+
export class GizmoBuffer {
|
|
49
|
+
batches: GizmoBatch[] = []
|
|
50
|
+
private _byStyle = new Map<string, GizmoBatch>()
|
|
51
|
+
|
|
52
|
+
clear(): void {
|
|
53
|
+
this.batches = []
|
|
54
|
+
this._byStyle.clear()
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
segments(style: GizmoStyle | undefined): number[] {
|
|
58
|
+
const color = style?.color ?? DEFAULT_COLOR
|
|
59
|
+
const alpha = Math.max(0, Math.min(1, style?.alpha ?? 1))
|
|
60
|
+
const entityId = style?.node?.id
|
|
61
|
+
const key = `${color}@${alpha}@${entityId ?? ""}`
|
|
62
|
+
let b = this._byStyle.get(key)
|
|
63
|
+
if (!b) {
|
|
64
|
+
b = entityId ? { color, alpha, segments: [], entityId } : { color, alpha, segments: [] }
|
|
65
|
+
this._byStyle.set(key, b)
|
|
66
|
+
this.batches.push(b)
|
|
67
|
+
}
|
|
68
|
+
return b.segments
|
|
69
|
+
}
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
let current: GizmoBuffer | null = null
|
|
73
|
+
let warnedOutOfScope = false
|
|
74
|
+
|
|
75
|
+
const xyz = (p: Vec3Like): [number, number, number] =>
|
|
76
|
+
Array.isArray(p) ? [ p[0] ?? 0, p[1] ?? 0, p[2] ?? 0 ] : [ (p as { x: number }).x, (p as { y: number }).y, (p as { z: number }).z ]
|
|
77
|
+
|
|
78
|
+
const target = (style: GizmoStyle | undefined): number[] | null => {
|
|
79
|
+
if (current) return current.segments(style)
|
|
80
|
+
if (!warnedOutOfScope && (globalThis as { __lecodesSceneEdit?: boolean }).__lecodesSceneEdit) {
|
|
81
|
+
warnedOutOfScope = true
|
|
82
|
+
console.warn("[Gizmos] draw call outside an editor run — gizmos must be drawn synchronously inside rebuild() / a make() factory / a tool hook")
|
|
83
|
+
}
|
|
84
|
+
return null
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
/** @internal Run `fn` with `buffer` as the ambient gizmo target (cleared first). Nested scopes
|
|
88
|
+
* restore the outer one. */
|
|
89
|
+
export const withGizmoScope = <T>(buffer: GizmoBuffer, fn: () => T): T => {
|
|
90
|
+
const prev = current
|
|
91
|
+
buffer.clear()
|
|
92
|
+
current = buffer
|
|
93
|
+
try { return fn() } finally { current = prev }
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
/**
|
|
97
|
+
* Editor-only line drawing, available inside generator `rebuild()`, `make()` factories and editor
|
|
98
|
+
* tool hooks. Points are WORLD space. Drawn by the scene editor's viewport overlay (depth-test
|
|
99
|
+
* off — a path through a wall is still a path); invisible everywhere else.
|
|
100
|
+
*/
|
|
101
|
+
export const Gizmos = {
|
|
102
|
+
/** One segment from `a` to `b`. */
|
|
103
|
+
line(a: Vec3Like, b: Vec3Like, style?: GizmoStyle): void {
|
|
104
|
+
const out = target(style)
|
|
105
|
+
if (!out) return
|
|
106
|
+
out.push(...xyz(a), ...xyz(b))
|
|
107
|
+
},
|
|
108
|
+
|
|
109
|
+
/** Consecutive segments through `points`; `closed` joins the last point back to the first. */
|
|
110
|
+
polyline(points: readonly Vec3Like[], style?: GizmoStyle & { closed?: boolean }): void {
|
|
111
|
+
if (points.length < 2) return
|
|
112
|
+
const out = target(style)
|
|
113
|
+
if (!out) return
|
|
114
|
+
const n = points.length
|
|
115
|
+
const last = style?.closed ? n : n - 1
|
|
116
|
+
for (let i = 0; i < last; i++) out.push(...xyz(points[i]!), ...xyz(points[(i + 1) % n]!))
|
|
117
|
+
},
|
|
118
|
+
|
|
119
|
+
/** A wireframe camera frustum looking down −Z: the four edges from the origin to a rect
|
|
120
|
+
* `length` metres ahead sized by `fov` (vertical, degrees) × `aspect` (default 16:9), plus an
|
|
121
|
+
* "up" fin above the rect. Anchor it (`{ node }`) for a camera node's marker — the frustum
|
|
122
|
+
* then follows the node's pose; `matrix` places an unanchored one in world space. */
|
|
123
|
+
frustum(fov: number, style?: GizmoStyle & { aspect?: number, length?: number, matrix?: Mat4Like }): void {
|
|
124
|
+
const out = target(style)
|
|
125
|
+
if (!out) return
|
|
126
|
+
const aspect = style?.aspect ?? 16 / 9, length = style?.length ?? 0.6
|
|
127
|
+
const m = style?.matrix ? new Mat4(style.matrix) : null
|
|
128
|
+
const h = Math.tan((fov * Math.PI) / 360) * length, w = h * aspect, z = -length
|
|
129
|
+
const P = (x: number, y: number, zz: number): [number, number, number] => {
|
|
130
|
+
if (!m) return [ x, y, zz ]
|
|
131
|
+
const v = m.transformPoint([ x, y, zz ])
|
|
132
|
+
return [ v.x, v.y, v.z ]
|
|
133
|
+
}
|
|
134
|
+
const o = P(0, 0, 0)
|
|
135
|
+
const c = [ P(-w, -h, z), P(w, -h, z), P(w, h, z), P(-w, h, z) ]
|
|
136
|
+
for (const q of c) out.push(...o, ...q)
|
|
137
|
+
for (let i = 0; i < 4; i++) out.push(...c[i]!, ...c[(i + 1) % 4]!)
|
|
138
|
+
out.push(...P(-w * 0.4, h, z), ...P(0, h * 1.6, z), ...P(0, h * 1.6, z), ...P(w * 0.4, h, z))
|
|
139
|
+
},
|
|
140
|
+
|
|
141
|
+
/** A three-axis cross centred on `p` (a point marker); `size` = half extent, default 0.1. */
|
|
142
|
+
cross(p: Vec3Like, size = 0.1, style?: GizmoStyle): void {
|
|
143
|
+
const out = target(style)
|
|
144
|
+
if (!out) return
|
|
145
|
+
const [ x, y, z ] = xyz(p)
|
|
146
|
+
out.push(x - size, y, z, x + size, y, z, x, y - size, z, x, y + size, z, x, y, z - size, x, y, z + size)
|
|
147
|
+
},
|
|
148
|
+
}
|
|
@@ -0,0 +1,120 @@
|
|
|
1
|
+
// The scene-file literal grammar markers, shared by `.scene.ts` (defineScene, 3D) and
|
|
2
|
+
// `.scene2d.ts` (defineScene2d, 2D): `use(Ctor, props)` aspect entries, `ref('name')` node
|
|
3
|
+
// references, `make(fn, args)` code-built sources — plus the ref-resolution helpers both loaders
|
|
4
|
+
// run. One implementation so the two formats can't drift; the engine-specific node/def types stay
|
|
5
|
+
// in their own modules (defineScene.ts / defineScene2d.ts), which re-export these for user code.
|
|
6
|
+
|
|
7
|
+
import type { Aspect, AspectCtor } from "../core/Aspect"
|
|
8
|
+
import type { Node } from "../gl/Node"
|
|
9
|
+
|
|
10
|
+
/** One aspect to attach, created by `use(Ctor, props)`. */
|
|
11
|
+
export type AspectEntry<A extends Aspect<any, any> = Aspect<any, any>> = {
|
|
12
|
+
/** @internal grammar marker. */
|
|
13
|
+
readonly __use: true
|
|
14
|
+
ctor: AspectCtor<A>
|
|
15
|
+
props?: Partial<A>
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
/** Reference an aspect in a scene file: `aspects: [use(Physics, { motion: 'static' })]`. Props are
|
|
19
|
+
* typechecked against the aspect's fields, exactly like `node.aspect(Ctor, props)`. */
|
|
20
|
+
export const use = <A extends Aspect<any, any>>(ctor: AspectCtor<A>, props?: Partial<A>): AspectEntry<A> =>
|
|
21
|
+
({ __use: true, ctor, props })
|
|
22
|
+
|
|
23
|
+
/** A `make(fn, args)` source entry — see {@link make}. `N` is the node family the factory returns
|
|
24
|
+
* (3D `Node` by default; a `.scene2d.ts` file's factories return `Node2D`). */
|
|
25
|
+
export type MakeEntry<A extends Record<string, unknown> = Record<string, unknown>, N = Node> = {
|
|
26
|
+
/** @internal grammar marker. */
|
|
27
|
+
readonly __make: true
|
|
28
|
+
fn: (args: A) => N | Promise<N>
|
|
29
|
+
args?: A
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
/**
|
|
33
|
+
* A code-created source in a scene file: `tower: { make: make(buildTower, { floors: 5 }), … }`.
|
|
34
|
+
* The factory runs after every scene node exists (so `ref()` args resolve, forward references
|
|
35
|
+
* included) and its returned subtree mounts under the def node — the def's transform stays
|
|
36
|
+
* editor-owned, so moving the node never re-calls the factory. Args must be literal data (same
|
|
37
|
+
* grammar as aspect props); in the editor they edit as fields, and an arg change re-CALLS the
|
|
38
|
+
* factory live — the code is already in the bundle, so no compile happens. Keep factories pure
|
|
39
|
+
* builders: same args → same subtree, no side effects outside the returned nodes.
|
|
40
|
+
*/
|
|
41
|
+
export const make = <A extends Record<string, unknown>, N>(
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fn: (args: A) => N | Promise<N>, args?: A,
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): MakeEntry<A, N> => ({ __make: true, fn, args })
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/**
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* Reference another scene node by PATH in an aspect's props:
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* `use(Road, { from: ref('pointA'), to: ref('lane/pointB') })`. Resolves to the live node when
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* aspects attach — after EVERY node of the scene exists, so declaration order doesn't matter.
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* Resolution is scoped upward from the host node (like variable scoping): the host's own children
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* first, then its siblings, then each ancestor's scope up to the scene root. The FIRST segment
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* binds the scope; the remaining segments descend from there. Refs address def nodes only (no
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* `::`/`name[i]` asset-internal segments); an unknown path resolves to `null` (type your aspect
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* field `Node | null`). Scene files only — hand-written code passes nodes directly:
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* `node.aspect(Road, { from: nodes.pointA })`.
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*/
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export const ref = <T = Node>(path: string): T => ({ $ref: path } as unknown as T)
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export const isNodeRef = (v: unknown): v is { $ref: string } =>
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typeof v === "object" && v !== null && typeof (v as { $ref?: unknown }).$ref === "string"
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/** Resolve one ref string against a path-keyed nodes record, scoped upward from `hostPath` (own
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* children → parent's scope (siblings + the host itself) → each ancestor scope → root, `""`).
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* The ref's FIRST segment binds the scope — a match there is final even when the rest of the
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* path doesn't exist (lexical shadowing). Returns the target's ABSOLUTE path, or null.
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* `Object.hasOwn`, not indexing: a node named `constructor` must not resolve via the prototype. */
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export const resolveRefPath = (
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nodes: Record<string, unknown>, hostPath: string, ref: string,
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): string | null => {
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const i = ref.indexOf("/")
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const first = i < 0 ? ref : ref.slice(0, i)
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for (let scope = hostPath; ; ) {
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const base = scope === "" ? "" : `${scope}/`
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if (Object.hasOwn(nodes, base + first)) return Object.hasOwn(nodes, base + ref) ? base + ref : null
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if (scope === "") return null
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const cut = scope.lastIndexOf("/")
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scope = cut < 0 ? "" : scope.slice(0, cut)
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}
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}
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/** Swap `ref()` markers in aspect props for the live nodes (top level + one array level deep),
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* resolved scoped-upward from `hostPath` ("" = root scope only — the 2D flat-map case). */
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export const resolveRefs = <N>(
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props: Record<string, unknown> | undefined, nodes: Record<string, N>, hostPath = "",
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): Record<string, unknown> | undefined => {
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if (!props) return props
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const lookup = (r: string): N | null => {
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const p = resolveRefPath(nodes, hostPath, r)
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return p === null ? null : nodes[p]
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}
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let out: Record<string, unknown> | undefined
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for (const [ k, v ] of Object.entries(props)) {
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if (isNodeRef(v)) {
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;(out ??= { ...props })[k] = lookup(v.$ref)
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} else if (Array.isArray(v) && v.some(isNodeRef)) {
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;(out ??= { ...props })[k] = v.map((el) => (isNodeRef(el) ? lookup(el.$ref) : el))
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}
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}
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return out ?? props
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}
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+
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/** ABSOLUTE paths of the nodes a props record's ref() values resolve to (editor dep tracking).
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* An unresolved ref contributes no dep — the handle re-derives deps after structural changes. */
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export const collectRefDeps = (
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props: Record<string, unknown>, nodes: Record<string, unknown>, hostPath: string,
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+
): Set<string> => {
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const deps = new Set<string>()
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+
const add = (r: string): void => {
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const p = resolveRefPath(nodes, hostPath, r)
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|
+
if (p !== null) deps.add(p)
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+
}
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+
for (const v of Object.values(props)) {
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+
if (isNodeRef(v)) add(v.$ref)
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else if (Array.isArray(v)) for (const el of v) if (isNodeRef(el)) add(el.$ref)
|
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}
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return deps
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}
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+
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+
/** The edit-mode flag an editor host sets before running the bundle (shared by both formats). */
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|
+
export const EDIT_FLAG = "__lecodesSceneEdit"
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export const isEditMode = (): boolean => (globalThis as Record<string, unknown>)[EDIT_FLAG] === true
|
|
@@ -0,0 +1,296 @@
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|
1
|
+
// Level — procedural placement helpers for building large maps in code. Designed for `make()`
|
|
2
|
+
// factories in scene files (scene-files.md): a factory calls Level.line / grid / ring / scatter /
|
|
3
|
+
// place and returns the group, so a fence line or a scattered forest is one scene node with
|
|
4
|
+
// editable args instead of hundreds of hand-written coordinate entries.
|
|
5
|
+
//
|
|
6
|
+
// Contracts:
|
|
7
|
+
// · All coordinates are LOCAL to the returned group — the make def node owns the world transform.
|
|
8
|
+
// · Deterministic: same options (incl. `seed`) → the same layout, so a map is reproducible and a
|
|
9
|
+
// re-run in the editor never shuffles what you saw.
|
|
10
|
+
// · `build` is a GLB url (loaded once, cloned per spot) or a function `(spot) => Node | null` for
|
|
11
|
+
// full control — primitives via Mesh.*, per-spot variation via `spot.rng`.
|
|
12
|
+
// · Helpers only place. Colliders come from `collider:` (string builds) or from whatever the
|
|
13
|
+
// `build` function attaches itself.
|
|
14
|
+
|
|
15
|
+
import { Node } from "../gl/Node"
|
|
16
|
+
import { Model } from "../gl/Model"
|
|
17
|
+
import { Shape } from "../gl/Shape"
|
|
18
|
+
import { Physics } from "../gl/Physics"
|
|
19
|
+
import { cx, cy, cz, type Vec3Like } from "../math/vec"
|
|
20
|
+
|
|
21
|
+
/** One placement handed to a `build` function (all coordinates local to the group). */
|
|
22
|
+
export type LevelSpot = {
|
|
23
|
+
/** 0-based placement index. */
|
|
24
|
+
index: number
|
|
25
|
+
/** Local position the node will be placed at (before jitter was already applied). */
|
|
26
|
+
position: [number, number, number]
|
|
27
|
+
/** Yaw in degrees the node will face (already resolved from the `yaw` option). */
|
|
28
|
+
yaw: number
|
|
29
|
+
/** Deterministic per-call random stream (seeded) — use for per-spot variation. */
|
|
30
|
+
rng: () => number
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
/** What to place: a GLB url (loaded once, cloned per spot), or a builder function. A builder
|
|
34
|
+
* returning `null` skips that spot (thin a line, punch a gap in a grid). */
|
|
35
|
+
export type LevelBuild = string | ((spot: LevelSpot) => Node | null | Promise<Node | null>)
|
|
36
|
+
|
|
37
|
+
/** Static collision for url builds: 'mesh' = exact triangles, 'convex' = convex hull,
|
|
38
|
+
* 'box' = auto box from the mesh bounds, 'none' (default) = no collider. */
|
|
39
|
+
export type LevelCollider = "mesh" | "convex" | "box" | "none"
|
|
40
|
+
|
|
41
|
+
type PlaceCommon = {
|
|
42
|
+
build: LevelBuild
|
|
43
|
+
/** Static Shape+Physics attached to url-built nodes (default 'none'). Function builds attach
|
|
44
|
+
* their own aspects instead. */
|
|
45
|
+
collider?: LevelCollider
|
|
46
|
+
/** Facing: degrees, 'random', 'face' (forward +Z toward the helper's direction), or 'align'
|
|
47
|
+
* (the model's X length-axis along the direction — what fence/wall panels want). Each helper
|
|
48
|
+
* picks its natural default. */
|
|
49
|
+
yaw?: number | "random" | "face" | "align"
|
|
50
|
+
/** Random XZ offset per spot, meters: a radius, or [maxX, maxZ]. */
|
|
51
|
+
jitter?: number | [number, number]
|
|
52
|
+
/** Seed for the deterministic random stream (default 1). */
|
|
53
|
+
seed?: number
|
|
54
|
+
/** Child name prefix (default: the url's basename, else 'item'). */
|
|
55
|
+
name?: string
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
export type LevelLineOptions = PlaceCommon & {
|
|
59
|
+
from: Vec3Like
|
|
60
|
+
to: Vec3Like
|
|
61
|
+
/** Fixed number of placements (endpoints included when count > 1)… */
|
|
62
|
+
count?: number
|
|
63
|
+
/** …or a spacing in meters (placements from `from` toward `to`, last one ≤ `to`). */
|
|
64
|
+
step?: number
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
export type LevelGridOptions = PlaceCommon & {
|
|
68
|
+
/** Grid center (default [0,0,0]). */
|
|
69
|
+
center?: Vec3Like
|
|
70
|
+
cols: number
|
|
71
|
+
rows: number
|
|
72
|
+
/** Cell size in meters: one number or [alongX, alongZ]. */
|
|
73
|
+
spacing: number | [number, number]
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
export type LevelRingOptions = PlaceCommon & {
|
|
77
|
+
/** Ring center (default [0,0,0]). */
|
|
78
|
+
center?: Vec3Like
|
|
79
|
+
radius: number
|
|
80
|
+
count: number
|
|
81
|
+
/** Start angle in degrees (default 0 = +X). */
|
|
82
|
+
start?: number
|
|
83
|
+
/** Arc to cover in degrees (default 360 = full ring, end exclusive). */
|
|
84
|
+
arc?: number
|
|
85
|
+
/** 'face' orientation for rings: toward the center ('in', default) or away ('out'). */
|
|
86
|
+
facing?: "in" | "out"
|
|
87
|
+
}
|
|
88
|
+
|
|
89
|
+
export type LevelScatterOptions = PlaceCommon & {
|
|
90
|
+
/** Rectangle center (default [0,0,0]). */
|
|
91
|
+
center?: Vec3Like
|
|
92
|
+
/** Rectangle extent in meters: [sizeX, sizeZ] or one number for a square. */
|
|
93
|
+
size: number | [number, number]
|
|
94
|
+
count: number
|
|
95
|
+
/** Minimum distance between any two placements (rejection-sampled; the helper places as many
|
|
96
|
+
* as fit within the attempt budget and logs when it falls short). */
|
|
97
|
+
minSpacing?: number
|
|
98
|
+
/** Keep-out circles `{ x, z, r }` (local), or a predicate — return true to REJECT a point. */
|
|
99
|
+
avoid?: { x: number, z: number, r: number }[] | ((x: number, z: number) => boolean)
|
|
100
|
+
/** Y for every placement (default 0 — scatter is planar; vary height in a build fn). */
|
|
101
|
+
y?: number
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
export type LevelPlaceOptions = PlaceCommon & {
|
|
105
|
+
/** Explicit spots: [x, y, z] or [x, y, z, yawDegrees]. */
|
|
106
|
+
at: (readonly number[])[]
|
|
107
|
+
}
|
|
108
|
+
|
|
109
|
+
/** mulberry32 — tiny deterministic PRNG, good enough for layout jitter. */
|
|
110
|
+
const mulberry32 = (seed: number): (() => number) => {
|
|
111
|
+
let a = seed >>> 0
|
|
112
|
+
return () => {
|
|
113
|
+
a = (a + 0x6D2B79F5) >>> 0
|
|
114
|
+
let t = a
|
|
115
|
+
t = Math.imul(t ^ (t >>> 15), t | 1)
|
|
116
|
+
t ^= t + Math.imul(t ^ (t >>> 7), t | 61)
|
|
117
|
+
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
|
|
118
|
+
}
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
const v3 = (v: Vec3Like | undefined, dflt: [number, number, number] = [0, 0, 0]): [number, number, number] =>
|
|
122
|
+
v === undefined ? dflt : [cx(v), cy(v), cz(v)]
|
|
123
|
+
|
|
124
|
+
const baseName = (build: LevelBuild, name: string | undefined): string => {
|
|
125
|
+
if (name) return name
|
|
126
|
+
if (typeof build === "string") {
|
|
127
|
+
// asset() urls arrive percent-encoded (the whole local path is one token) — decode first so
|
|
128
|
+
// the basename regex sees real separators, then strip the extension.
|
|
129
|
+
let s = build
|
|
130
|
+
try { s = decodeURIComponent(build) } catch { /* keep the raw url */ }
|
|
131
|
+
const m = /([^/\\]+?)(\.[a-z0-9]+)?$/i.exec(s)
|
|
132
|
+
if (m) return m[1]!
|
|
133
|
+
}
|
|
134
|
+
return "item"
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
const attachCollider = (node: Node, collider: LevelCollider | undefined): void => {
|
|
138
|
+
if (!collider || collider === "none") return
|
|
139
|
+
const props = collider === "mesh" ? { mesh: true as const } : collider === "convex" ? { mesh: "convex" as const } : {}
|
|
140
|
+
node.aspect(Shape, props).aspect(Physics, { motion: "static" })
|
|
141
|
+
}
|
|
142
|
+
|
|
143
|
+
/** A resolved spot list → the placed group. Url builds load the GLB once and clone per spot. */
|
|
144
|
+
const buildSpots = async (
|
|
145
|
+
spots: { position: [number, number, number], yaw: number }[],
|
|
146
|
+
opts: PlaceCommon,
|
|
147
|
+
): Promise<Node> => {
|
|
148
|
+
const group = new Node()
|
|
149
|
+
const rng = mulberry32(opts.seed ?? 1)
|
|
150
|
+
const prefix = baseName(opts.build, opts.name)
|
|
151
|
+
let template: Model | null = null
|
|
152
|
+
for (let i = 0; i < spots.length; i++) {
|
|
153
|
+
const spot = spots[i]!
|
|
154
|
+
let node: Node | null
|
|
155
|
+
if (typeof opts.build === "string") {
|
|
156
|
+
if (template === null) template = await Model.load(opts.build)
|
|
157
|
+
node = i === spots.length - 1 ? template : template.clone()
|
|
158
|
+
attachCollider(node, opts.collider)
|
|
159
|
+
} else {
|
|
160
|
+
node = await opts.build({ index: i, position: spot.position, yaw: spot.yaw, rng })
|
|
161
|
+
if (node === null) continue
|
|
162
|
+
}
|
|
163
|
+
node.name = `${prefix}${i + 1}`
|
|
164
|
+
node.position = spot.position
|
|
165
|
+
if (spot.yaw !== 0) node.eulerAngles = [0, spot.yaw, 0]
|
|
166
|
+
group.add(node)
|
|
167
|
+
}
|
|
168
|
+
// an all-skipped url build never used the template — but the template IS the last spot, so it
|
|
169
|
+
// only leaks when a function build was used (function builds own their nodes; nothing to do).
|
|
170
|
+
return group
|
|
171
|
+
}
|
|
172
|
+
|
|
173
|
+
const resolveYaw = (opt: PlaceCommon["yaw"], face: number, rng: () => number, dflt: "face" | "align" = "face"): number => {
|
|
174
|
+
const mode = opt ?? dflt
|
|
175
|
+
if (mode === "face") return face
|
|
176
|
+
if (mode === "align") return face - 90
|
|
177
|
+
if (mode === "random") return Math.floor(rng() * 360)
|
|
178
|
+
return mode
|
|
179
|
+
}
|
|
180
|
+
|
|
181
|
+
const applyJitter = (p: [number, number, number], jitter: PlaceCommon["jitter"], rng: () => number): [number, number, number] => {
|
|
182
|
+
if (!jitter) return p
|
|
183
|
+
const [jx, jz] = typeof jitter === "number" ? [jitter, jitter] : jitter
|
|
184
|
+
return [p[0] + (rng() * 2 - 1) * jx, p[1], p[2] + (rng() * 2 - 1) * jz]
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
/** Placements along a segment — fences, walls, lamp rows, guard rails. Default yaw: 'align'
|
|
188
|
+
* (the model's X length-axis follows the segment — a wall of panels); use `yaw: 'face'` to point
|
|
189
|
+
* each node's forward (+Z) along the direction instead. */
|
|
190
|
+
const line = async (opts: LevelLineOptions): Promise<Node> => {
|
|
191
|
+
const from = v3(opts.from), to = v3(opts.to)
|
|
192
|
+
const d = [to[0] - from[0], to[1] - from[1], to[2] - from[2]]
|
|
193
|
+
const len = Math.hypot(d[0]!, d[2]!)
|
|
194
|
+
const count = opts.count ?? (opts.step && opts.step > 0 ? Math.floor(len / opts.step) + 1 : 2)
|
|
195
|
+
const faceYaw = (Math.atan2(d[0]!, d[2]!) * 180) / Math.PI
|
|
196
|
+
const rng = mulberry32((opts.seed ?? 1) ^ 0x1eaf)
|
|
197
|
+
const spots: { position: [number, number, number], yaw: number }[] = []
|
|
198
|
+
for (let i = 0; i < count; i++) {
|
|
199
|
+
const t = opts.step && opts.step > 0 && len > 0 ? (i * opts.step) / len : count > 1 ? i / (count - 1) : 0
|
|
200
|
+
const p: [number, number, number] = [from[0] + d[0]! * t, from[1] + d[1]! * t, from[2] + d[2]! * t]
|
|
201
|
+
spots.push({ position: applyJitter(p, opts.jitter, rng), yaw: resolveYaw(opts.yaw, faceYaw, rng, "align") })
|
|
202
|
+
}
|
|
203
|
+
return buildSpots(spots, opts)
|
|
204
|
+
}
|
|
205
|
+
|
|
206
|
+
/** A cols × rows lattice centered on `center` — crate stacks, plantations, parking lots. */
|
|
207
|
+
const grid = async (opts: LevelGridOptions): Promise<Node> => {
|
|
208
|
+
const center = v3(opts.center)
|
|
209
|
+
const [sx, sz] = typeof opts.spacing === "number" ? [opts.spacing, opts.spacing] : opts.spacing
|
|
210
|
+
const rng = mulberry32((opts.seed ?? 1) ^ 0x941d)
|
|
211
|
+
const spots: { position: [number, number, number], yaw: number }[] = []
|
|
212
|
+
for (let r = 0; r < opts.rows; r++) {
|
|
213
|
+
for (let c = 0; c < opts.cols; c++) {
|
|
214
|
+
const p: [number, number, number] = [
|
|
215
|
+
center[0] + (c - (opts.cols - 1) / 2) * sx,
|
|
216
|
+
center[1],
|
|
217
|
+
center[2] + (r - (opts.rows - 1) / 2) * sz,
|
|
218
|
+
]
|
|
219
|
+
spots.push({ position: applyJitter(p, opts.jitter, rng), yaw: resolveYaw(opts.yaw, 0, rng) })
|
|
220
|
+
}
|
|
221
|
+
}
|
|
222
|
+
return buildSpots(spots, opts)
|
|
223
|
+
}
|
|
224
|
+
|
|
225
|
+
/** Placements on a circle (or arc) — arena pillars, camp fires, stone circles. Default facing:
|
|
226
|
+
* toward the center (`facing: 'out'` flips it). */
|
|
227
|
+
const ring = async (opts: LevelRingOptions): Promise<Node> => {
|
|
228
|
+
const center = v3(opts.center)
|
|
229
|
+
const start = ((opts.start ?? 0) * Math.PI) / 180
|
|
230
|
+
const arc = ((opts.arc ?? 360) * Math.PI) / 180
|
|
231
|
+
const full = Math.abs((opts.arc ?? 360) - 360) < 1e-6
|
|
232
|
+
const rng = mulberry32((opts.seed ?? 1) ^ 0x71e6)
|
|
233
|
+
const spots: { position: [number, number, number], yaw: number }[] = []
|
|
234
|
+
for (let i = 0; i < opts.count; i++) {
|
|
235
|
+
// full ring: end exclusive (count even slices); arc: endpoints included
|
|
236
|
+
const t = opts.count > 1 ? i / (full ? opts.count : opts.count - 1) : 0
|
|
237
|
+
const a = start + arc * t
|
|
238
|
+
const x = center[0] + Math.cos(a) * opts.radius
|
|
239
|
+
const z = center[2] + Math.sin(a) * opts.radius
|
|
240
|
+
const inward = (Math.atan2(center[0] - x, center[2] - z) * 180) / Math.PI
|
|
241
|
+
const face = opts.facing === "out" ? inward + 180 : inward
|
|
242
|
+
spots.push({ position: applyJitter([x, center[1], z], opts.jitter, rng), yaw: resolveYaw(opts.yaw, face, rng) })
|
|
243
|
+
}
|
|
244
|
+
return buildSpots(spots, opts)
|
|
245
|
+
}
|
|
246
|
+
|
|
247
|
+
/** Seeded random placements in a rectangle — forests, rubble fields, prop clutter. Default yaw:
|
|
248
|
+
* random. `minSpacing` + `avoid` keep spawns, roads and each other clear. */
|
|
249
|
+
const scatter = async (opts: LevelScatterOptions): Promise<Node> => {
|
|
250
|
+
const center = v3(opts.center)
|
|
251
|
+
const [sizeX, sizeZ] = typeof opts.size === "number" ? [opts.size, opts.size] : opts.size
|
|
252
|
+
const rng = mulberry32((opts.seed ?? 1) ^ 0x5ca7)
|
|
253
|
+
const rejected = (x: number, z: number): boolean => {
|
|
254
|
+
if (!opts.avoid) return false
|
|
255
|
+
if (typeof opts.avoid === "function") return opts.avoid(x, z)
|
|
256
|
+
return opts.avoid.some((c) => (x - c.x) * (x - c.x) + (z - c.z) * (z - c.z) < c.r * c.r)
|
|
257
|
+
}
|
|
258
|
+
const placed: [number, number][] = []
|
|
259
|
+
const spots: { position: [number, number, number], yaw: number }[] = []
|
|
260
|
+
const minSq = (opts.minSpacing ?? 0) * (opts.minSpacing ?? 0)
|
|
261
|
+
let attempts = 0
|
|
262
|
+
const maxAttempts = opts.count * 30
|
|
263
|
+
while (spots.length < opts.count && attempts < maxAttempts) {
|
|
264
|
+
attempts++
|
|
265
|
+
const x = center[0] + (rng() - 0.5) * sizeX
|
|
266
|
+
const z = center[2] + (rng() - 0.5) * sizeZ
|
|
267
|
+
if (rejected(x, z)) continue
|
|
268
|
+
if (minSq > 0 && placed.some(([px, pz]) => (x - px) * (x - px) + (z - pz) * (z - pz) < minSq)) continue
|
|
269
|
+
placed.push([x, z])
|
|
270
|
+
spots.push({ position: [x, opts.y ?? center[1], z], yaw: resolveYaw(opts.yaw ?? "random", 0, rng) })
|
|
271
|
+
}
|
|
272
|
+
if (spots.length < opts.count) {
|
|
273
|
+
console.warn(`[Level.scatter] placed ${spots.length}/${opts.count} — the area is too tight for minSpacing/avoid`)
|
|
274
|
+
}
|
|
275
|
+
return buildSpots(spots, opts)
|
|
276
|
+
}
|
|
277
|
+
|
|
278
|
+
/** Explicit spot list — `at: [[x, y, z], [x, y, z, yaw], …]` when the layout is hand-designed but
|
|
279
|
+
* the per-node boilerplate (load, clone, collider, naming) shouldn't be. */
|
|
280
|
+
const place = async (opts: LevelPlaceOptions): Promise<Node> => {
|
|
281
|
+
const rng = mulberry32((opts.seed ?? 1) ^ 0x91ac)
|
|
282
|
+
const spots = opts.at.map((a) => ({
|
|
283
|
+
position: [a[0] ?? 0, a[1] ?? 0, a[2] ?? 0] as [number, number, number],
|
|
284
|
+
yaw: a.length > 3 ? a[3]! : resolveYaw(opts.yaw, 0, rng),
|
|
285
|
+
}))
|
|
286
|
+
return buildSpots(spots, opts)
|
|
287
|
+
}
|
|
288
|
+
|
|
289
|
+
/** Procedural level building — see the module header. All helpers return a Promise<Node> group to
|
|
290
|
+
* return from a `make()` factory (or add to a scene from plain code). */
|
|
291
|
+
export const Level = {
|
|
292
|
+
line, grid, ring, scatter, place,
|
|
293
|
+
/** The seeded PRNG the helpers use (mulberry32) — for custom generators that must stay
|
|
294
|
+
* deterministic alongside them. */
|
|
295
|
+
rng: mulberry32,
|
|
296
|
+
}
|