lecodes-sdk 0.20.0 → 0.20.2

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Files changed (64) hide show
  1. package/dist/global.d.ts +31 -0
  2. package/dist/inject.js +361 -260
  3. package/dist/types/audio/Bus.d.ts +45 -0
  4. package/dist/types/audio/Sound.d.ts +28 -0
  5. package/dist/types/audio/Voice.d.ts +27 -0
  6. package/dist/types/audio/audio.d.ts +83 -0
  7. package/dist/types/audio/support.d.ts +1 -0
  8. package/dist/types/gl/AudioSource.d.ts +60 -0
  9. package/dist/types/gl/AudioZone.d.ts +32 -0
  10. package/dist/types/gl/DecalSet.d.ts +103 -0
  11. package/dist/types/gl/Geometry.d.ts +5 -0
  12. package/dist/types/gl/Light.d.ts +7 -0
  13. package/dist/types/gl/Material.d.ts +86 -2
  14. package/dist/types/gl/Mesh.d.ts +11 -0
  15. package/dist/types/gl/Scene.d.ts +23 -0
  16. package/dist/types/gl/SceneAudio.d.ts +11 -0
  17. package/dist/types/gl/Texture.d.ts +29 -1
  18. package/dist/types/gl/animation/AnimationClip.d.ts +25 -12
  19. package/dist/types/gl/animation/core.d.ts +15 -10
  20. package/dist/types/gl/state.d.ts +0 -1
  21. package/dist/types/inject.d.ts +10 -0
  22. package/dist/types/runtime/input.d.ts +11 -0
  23. package/dist/types/ui/UIImage.d.ts +15 -5
  24. package/dist/types.json +1 -1
  25. package/package.json +1 -1
  26. package/prompts/dist/2d-game.md +408 -197
  27. package/prompts/dist/3d-app.md +491 -166
  28. package/prompts/dist/ar-app.md +373 -163
  29. package/prompts/dist/design.md +83 -87
  30. package/prompts/dist/ui-app.md +325 -136
  31. package/src/audio/Bus.ts +102 -0
  32. package/src/audio/Sound.ts +96 -0
  33. package/src/audio/Voice.ts +102 -0
  34. package/src/audio/audio.ts +161 -0
  35. package/src/audio/support.ts +6 -0
  36. package/src/bridges.d.ts +1481 -1352
  37. package/src/compile/compileProject.ts +30 -15
  38. package/src/compile/index.ts +3 -0
  39. package/src/core/Aspect.ts +33 -8
  40. package/src/g2/Scene2D.ts +7 -0
  41. package/src/gl/AudioSource.ts +113 -0
  42. package/src/gl/AudioZone.ts +75 -0
  43. package/src/gl/CameraPlace.ts +52 -52
  44. package/src/gl/DecalSet.ts +233 -0
  45. package/src/gl/Geometry.ts +5 -0
  46. package/src/gl/Light.ts +16 -0
  47. package/src/gl/Lightmap.ts +3 -2
  48. package/src/gl/Material.ts +152 -4
  49. package/src/gl/Mesh.ts +20 -1
  50. package/src/gl/Ragdoll.ts +270 -270
  51. package/src/gl/Scene.ts +41 -7
  52. package/src/gl/SceneAudio.ts +26 -0
  53. package/src/gl/Texture.ts +43 -3
  54. package/src/gl/Trigger.ts +45 -45
  55. package/src/gl/Vehicle.ts +5 -5
  56. package/src/gl/animation/AnimationClip.ts +43 -20
  57. package/src/gl/animation/Animator.ts +4 -3
  58. package/src/gl/animation/core.ts +20 -15
  59. package/src/gl/scenarios.ts +291 -291
  60. package/src/gl/state.ts +1 -1
  61. package/src/inject.ts +12 -0
  62. package/src/runtime/input.ts +6 -1
  63. package/src/scene/gizmos.ts +148 -148
  64. package/src/ui/UIImage.ts +21 -7
package/src/bridges.d.ts CHANGED
@@ -1,1352 +1,1481 @@
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- // The host ABI. These four objects are injected onto the global scope by the runtime host
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- // (web viewer, desktop, iOS) before any user/SDK code runs. The SDK is a thin, typed re-skin over
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- // them — it never bundles them; it only references them as free globals. Faithfully tracks the
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- // surface in packages/worker/src/global.d.ts (the proven contract).
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-
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- declare global {
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-
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- // ---- 3D engine (Filament / creator-gl) -------------------------------------------------------
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- var _creator: {
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- backend: string
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-
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- createScene(): number
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- createOverlayScene(sceneId: number): number
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- createGLView(): void
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- openScene(sceneId: number): void
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- closeScene(): void
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- launchAR(sceneId: number, onComplete: () => void, onReject: () => void): void
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- stopAR(): void
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- launchVR(sceneId: number, onComplete: () => void, onReject: (err?: unknown) => void): void
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- stopVR(): void
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- addEntityToScene(sceneId: number, entityId: number): void
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- removeEntityFromScene(sceneId: number, entityId: number): void
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- getSceneMaterial(sceneId: number): number
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- warmRender(sceneId: number, onComplete: () => void): void
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-
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- createEntity(): number
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- cloneEntity(entityId: number): number
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- destroyEntity(entityId: number): void
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-
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- setMatrix(entityId: number, mat: Float32Array): void
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- setWorldMatrix(entityId: number, mat: Float32Array): void
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- getChildren(entityId: number): number[]
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- getChildCount(entityId: number): number
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- getChild(entityId: number, index: number): number
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-
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- setPosition(entityId: number, x: number, y: number, z: number): void
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- setQuaternion(entityId: number, x: number, y: number, z: number, w: number): void
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- setEulerAngles(entityId: number, x: number, y: number, z: number, order: number): void
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- setScale(entityId: number, x: number, y: number, z: number): void
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-
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- addChildren(parentEntityId: number, entityIds: number[]): void
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- setParent(entityId: number, parentEntityId: number, worldPositionStays: boolean): void
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- setParentNull(entityId: number, worldPositionStays: boolean): void
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- getParent(entityId: number): number
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- traverse(entityId: number, callback: (entityId: number) => void): void
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- /** Descendant of `entityId` by name, with the Animator's binding rule: exact name first, then the
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- * short name (after the last `:` / `|` — Mixamo `mixamorig:Hips`); a skin joint beats a plain node
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- * of the same name (merged GLBs carrying a leftover skeleton copy), otherwise first in tree order.
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- * 0 when absent. Optional: hosts that predate it fall back to the SDK's traverse walk (node.bone). */
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- findNode?(entityId: number, name: string): number
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-
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- createSunLight(entityId: number, x: number, y: number, z: number, intensity: number, color: number, shadowsQuality: number, shadowDistance: number): void
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- /** Punctual light. `intensity` is luminous POWER in lumens; `falloff` is the metres of
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- * influence (filament's own default is 1 m, i.e. invisible, so it is always passed). */
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- createPointLight?(entityId: number, intensity: number, color: number, falloff: number, castShadows: boolean): void
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- /** Live intensity for any light (sun: lux, point: lumens) — a flash animates instead of rebuilding. */
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- setLightIntensity?(entityId: number, intensity: number): void
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- setLightColor?(entityId: number, color: number): void
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- /** `iblFetchId` (optional, -1 = none) names the scene's own probe; without it the host looks for a project-wide `ibl.ktx`. */
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- setDefaultIbl(sceneId: number, intensity: number, iblFetchId?: number): void
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- setBloomOptions(sceneId: number, enabled: boolean, strength: number, quality: number): void
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- setToneMapping?(sceneId: number, mode: number): void
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- /** Exposure of the scene's camera — filament's physical model: `aperture` f-stops,
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- * `shutterSpeed` seconds, `sensitivity` ISO (default f/16, 1/125 s, ISO 100 = EV100 15, bright
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- * sunlight). ISO ×2 = one stop brighter. Scene-referred light follows it; particle emission is
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- * post-exposure and does not. Optional: hosts that predate it keep the fixed default. */
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- setCameraExposure?(sceneId: number, aperture: number, shutterSpeed: number, sensitivity: number): void
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- /** Display output range (macOS/iOS EDR, `device.hdr`). `getDisplayHeadroom` is what the engine
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- * renders to right now: the screen's peak as a multiple of SDR white, quantised to half-stops;
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- * 0 or 1 = SDR. Live — it ramps up from 1 over the first seconds, follows brightness and the
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- * screen under the window. `getDisplayMaxHeadroom` is the peak the surface can reach at all
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- * (1 = SDR), constant once the surface exists: the value to branch content on. Optional: hosts
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- * that predate it, or render 8-bit, are SDR. */
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- getDisplayHeadroom?(): number
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- getDisplayMaxHeadroom?(): number
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- /** HDR look, engine-wide (creator.h `setHdrStrength` / `setHdrPaperWhite`): `strength` 0..1 =
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- * how much of the picture reaches for the headroom (0 only what SDR clipped, 1 nearly
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- * everything), `paperWhite` 1..8 = where the operator's white lands as a multiple of SDR white
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- * (the "HDR brightness" of a console calibration screen; clamped to the headroom). A host may
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- * pin either from its environment — the getters report what is in force. Optional. */
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- setHdrStrength?(strength: number): void
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- getHdrStrength?(): number
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- setHdrPaperWhite?(paperWhite: number): void
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- getHdrPaperWhite?(): number
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- /** Screen-space ambient occlusion: the contact darkening in creases and where objects meet the
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- * ground. `radius` is world-space metres, `power` the falloff contrast, `quality` 0 LOW … 3
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- * ULTRA (sample count — not the buffer resolution, which stays half-res).
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- * Optional: hosts that predate it render without AO and the SDK skips the call. */
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- setAmbientOcclusionOptions?(sceneId: number, enabled: boolean, intensity: number, radius: number, power: number, quality: number): void
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- /** Distance fog / aerial perspective. `color` is packed 0xRRGGBB used as a TINT on the
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- * in-scattered ambient — the engine multiplies it by the environment luminance, so white means
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- * "as bright as the ambient" and it is NOT the absolute-radiance convention `setSkybox` uses.
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- * `density` = extinction per metre at `height`, `heightFalloff` 1/m (0 = uniform),
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- * `cutOff` <= 0 = apply at every distance (the skybox included — that is what blends the
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- * horizon), `fromIbl` = take the colour from the environment in the view direction and tint
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- * it by `color`.
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- * Optional: hosts that predate it render without fog and the SDK skips the call. */
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- setFogOptions?(sceneId: number, enabled: boolean, color: number, distance: number, density: number, height: number, heightFalloff: number, maxOpacity: number, cutOff: number, fromIbl: boolean): void
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- setSkybox(sceneId: number, color: number): void
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- /** Draw the scene's IBL environment as the sky instead of a flat colour. No-op until the IBL
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- * exists (setDefaultIbl runs first). Optional: hosts that predate it keep the flat skybox. */
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- setSkyboxFromEnvironment?(sceneId: number): void
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- /** The sky from its own KTX1 cubemap. `fetchId` is a local-resource id (`_creatorUtils.fetchLocal`
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- * / an `asset()` handle), pointing at cmgen's `<name>_skybox.ktx` — the sharp single-mip file,
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- * not the roughness-prefiltered `_ibl.ktx` beside it. Optional: hosts that predate it keep the
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- * flat skybox. */
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- setSkyboxTexture?(sceneId: number, fetchId: number): void
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- setSceneMultiSampleAntiAliasing(sceneId: number, enabled: boolean, scale: number): void
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- /** Render resolution: `renderScale` (0.25–1) = fixed 3D-buffer scale vs the viewport (the UI is
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- * untouched; a host that owns the 3D texture resizes it, one rendering into the swapchain may
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- * ignore it), `dynamicResolution` = engine-adaptive scaling under that down to `minScale`.
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- * Optional: older hosts predate it and the SDK skips the call. */
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- setSceneRenderOptions?(sceneId: number, renderScale: number, dynamicResolution: boolean, minScale: number): void
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- /** Anisotropic filtering for every texture bound FROM HERE ON (1 = off, 2 = the engine default,
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- * 16 = max; clamped). Engine-wide rather than per scene, because a sampler is baked when its
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- * texture is bound — a glTF binds during `Model.load`, and two scenes cannot disagree about a
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- * texture they share. Call it before loading the assets it should apply to; `SceneOptions.
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- * anisotropy` does that automatically (a scene's env runs before its nodes build). Optional:
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- * hosts that predate it keep isotropic filtering and the SDK skips the call. */
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- setTextureAnisotropy?(level: number): void
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- setMaterialGlobalParameter(sceneId: number, i: number, x: number, y: number, z: number, w: number): void
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- getCameraFov(sceneId: number, fovType: number): number
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- /** The scene camera's projection: VERTICAL fov in degrees + near/far clip distances (defaults
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- * 60 / 0.01 / 1000). Aspect stays host-owned — the host STORES these per scene and re-applies
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- * them whenever the viewport changes, so one call outlives every resize. Optional: hosts that
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- * predate it keep the fixed defaults and the SDK feature-detects (Camera.setProjection). */
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- setCameraProjection?(sceneId: number, fov: number, near: number, far: number): void
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-
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- getMatrix(entityId: number, mat: Float32Array): boolean
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- getWorldMatrix(entityId: number, mat: Float32Array): void
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- getWorldPosition(entityId: number, mat: Float32Array): void
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- getWorldDirection(entityId: number, mode: number, mat: Float32Array): void
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-
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- getWorldMatrixInverse(entityId: number, mat: Float32Array): void
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- getCameraViewDirection(sceneId: number, screenX: number, screenY: number, mat: Float32Array): void
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-
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- /** `uv1` (optional, 2 floats per vertex) is the lightmap UV set (Geometry.uv1); absent → the
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- * host duplicates `uv` into UV1. Hosts that predate the argument ignore it. */
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- setMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, meshType: number, uv1?: Float32Array): void
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- // Terrain (gl/Terrain.ts ↔ creator-gl/src/terrain.cpp, docs/terrain-plan.md §1.4): a heightmap grid of
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- // sizeX × sizeZ samples `cellSize` apart (+X across columns, +Z across rows, height on +Y, sample 0 at
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- // the node origin), drawn as one renderable per `chunk`×`chunk` cells on internal children of the
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- // entity (u16 indices → chunk ≤ 255). `holes` = one byte per sample, 1 = hole (a triangle exists only
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- // when its three samples are valid — the same rule as the Jolt height field), null = none. UV0 = local
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- // XZ in metres, UV1 = the terrain's unit square. Returns the chunk count (0 = refused). terrainUpdate
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- // re-reads the FULL arrays and rebuilds the chunks the sample rectangle touches. All optional: a host
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- // without them gets the SDK's own chunk meshes through setMesh (gl/terrainMesh.ts).
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- terrainCreate?(entityId: number, materialId: number, heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, chunk: number, holes: Uint8Array | null): number
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- terrainUpdate?(entityId: number, heights: Float32Array, holes: Uint8Array | null, x0: number, z0: number, w: number, h: number): void
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- terrainSetMaterial?(entityId: number, materialId: number): void
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- terrainSetShadows?(entityId: number, cast: boolean, receive: boolean): void
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- // Instanced mesh (gl/InstancedMesh.ts ↔ creator-gl/src/instanced.cpp): `count` transforms,
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- // column-major 4×4 local to the node, all-zero = hidden. setInstanceTransforms writes
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- // matrices.length / 16 of them starting at `first` (a subarray view is fine — consumed synchronously).
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- createInstancedMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, count: number): void
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- setInstanceTransforms(entityId: number, matrices: Float32Array, first: number): void
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- setInstancedMeshMaterial(entityId: number, materialId: number): void
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- setInstancedMeshShadows(entityId: number, cast: boolean, receive: boolean): void
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- setCulling(entityId: number, culling: boolean): void
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- setCastShadows(entityId: number, culling: boolean): void
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- setReceiveShadows(entityId: number, culling: boolean): void
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-
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- createTexture(systemId: number, onComplete: (id: number, width: number, height: number) => void, onReject: () => void): void
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- // Texture from a baked _creatorCanvas surface (RGBA8, already rasterized — synchronous, no decode).
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- createTextureFromCanvas(surfaceId: number): number
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- updateTextureFromCanvas(texId: number, surfaceId: number): void
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- /** A texture from raw UBYTE pixels — `channels` 1–4, row-major, `width*height*channels` bytes, no
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- * mips; `srgb` selects the sRGB internal format for 3/4 channels (colour) vs linear (data — a
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- * terrain's control map). The bytes are copied. Returns 0xFFFFFFFF on failure. `updateTexturePixels`
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- * re-uploads a sub-rectangle with the creation channel count. Optional (Texture.fromPixels throws). */
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- createTexturePixels?(width: number, height: number, channels: number, data: Uint8Array, srgb: boolean): number
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- updateTexturePixels?(textureId: number, x: number, y: number, width: number, height: number, data: Uint8Array): void
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-
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- createMaterial(systemId: number): number
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- createMaterialS(name: string): number
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- setMaterial(entityId: number, materialId: number, index: number): void
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- getMaterial(entityId: number, index: number): number
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-
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- setUniformRgb(materialId: number, uniform: string, color: number): void
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- setUniformRgba(materialId: number, uniform: string, color: number): void
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- setUniformFloat(materialId: number, uniform: string, value: number): void
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- setUniformBoolean(materialId: number, uniform: string, value: boolean): void
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- setUniformTexture(materialId: number, uniform: string, systemId: number, wrapS: number, wrapT: number): void
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- setUniformArray(materialId: number, uniform: string, value: Float32Array): void
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- setUniformNull(materialId: number, uniform: string): void
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-
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- attachCameraToAR(sceneId: number, cameraEntityId: number, onProjectionChange: (mat: Float32Array, fov: number) => void): void
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- getDisplaySize(): Float32Array
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-
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- setVisible(entityId: number, visible: boolean): void
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- isVisible(entityId: number): boolean
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-
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- createGlb(systemId: number, onComplete: (buff: number) => void, onReject: () => void): void
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- setGlbCulling(entityId: number, culling: boolean): void
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- /** Optional. True when the host refits a skinned model's frustum-culling bounds to its joints every
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- * frame (creator-gl animation/skinning.cpp), i.e. culling is safe for animated GLBs. Model.load
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- * defaults culling ON only where this returns true; absent / false = the always-draw default. */
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- skinnedCullingSupported?(): boolean
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- /** Optional. Level-of-detail override for a GLB instance (docs/lod-plan.md): `mesh` / `anim` are -1 for
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- * automatic (the engine picks by screen size and visibility) or a forced level 0..3. Backs Model.lod
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- * and Animator.lod; a host without it (no LOD pass) leaves everything at full detail. */
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- setLod?(entityId: number, mesh: number, anim: number): void
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-
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- // Render-synced aspect update(dt) dispatch, called from inside render(). Early = before the physics
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- // step; late = after animations/particles, just before draw. Single-slot per phase (the SDK's Aspect
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- // dispatcher registers one callback per phase that iterates its ordered updater list).
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- setEarlyUpdate(cb: (dt: number) => void): void
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- setLateUpdate(cb: (dt: number) => void): void
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- /** FIXED phase - the SDK's `updateFixed`: once per physics substep with dt = 1/60 exactly, BEFORE
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- * that substep's Jolt step (move commands / velocities written here feed the same step). Under
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- * `setTimeScale` the NUMBER of substeps changes, never the dt; at most 4 per frame. `null` clears it -
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- * registered lazily, only once an aspect declares the phase (one flag check per substep otherwise).
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- * Optional: a host without it gets the SDK's own 1/60 accumulator inside the early phase. */
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- setFixedUpdate?(cb: ((dt: number) => void) | null): void
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- /** The engine's clock multiplier for physics / animators / particles (1 normal, 0 frozen) — the
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- * SDK's `Time.scale` / `Time.paused` pushed down so the sims stay in step with game code. The
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- * two aspect phases still receive the RAW wall-clock dt (the SDK scales it itself). Optional:
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- * a host without it keeps its sims at wall-clock speed. */
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- setTimeScale?(scale: number): void
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- // Physics contact/sensor events (drained after each step): a/b = entity ids, type 0 enter / 1 exit.
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- setOnPhysicsEvent(cb: (a: number, b: number, type: number) => void): void
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-
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- // ---- Animation system (docs/animation-v2-plan.md): AnimationClip + Animator — THE skeletal animation
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- // path, evaluated by creator-anim on every host. A clip set is parsed straight from GLB bytes (tracks
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- // target bone NAMES, no entities); a model's embedded clips are registered by createGlb (getGlbClipSet,
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- // 0 = none). An Animator binds clips to one node hierarchy by name; the native evaluator runs the WHOLE
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- // per-frame loop (sources, transitions, blend spaces, one-shot hand-over, root motion) — the SDK only
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- // issues play/stop/blend calls and has no tick. Skinning is flushed AFTER the late phase so IK /
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- // procedural joint writes land in the skin.
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- // TRANSITIONS ARE INERTIAL, NOT CROSSFADES: a layer evaluates exactly ONE source (its one-shot, its
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- // loop, or nothing); a switch records the difference between the pose the layer SHOWED and the pose the
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- // new source shows and decays it away over `fade` seconds (halflife = 0.4 × fade). A replaced source is
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- // silent from that moment — it costs nothing, its weight is 0 at once, and it may be replaced again
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- // mid-transition (the offset is re-recorded from the displayed pose). `fade` 0 = cut.
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- loadClips(systemId: number, onComplete: (clipSetId: number) => void, onReject: (err: unknown) => void): void
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- // names = newline-joined track targets; data = [trackCount, duration (<=0 → max key time), (path 0 T/1 R/2 S,
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- // interp 0 linear/1 step/2 cubic, comps, keyCount, times…, values…)*]. Returns a one-clip set id (0 = bad).
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- createClipFromTracks(names: string, data: Float32Array): number
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- getClipSetInfo(clipSetId: number): { name: string, duration: number, trackCount: number }[]
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- // A sub-range [start, end] seconds of one clip as a NEW single-clip set (index 0), re-timed to 0;
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- // interior keys copied, boundary values interpolated in at the cut points; events re-timed. 0 = bad id/range.
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- sliceClip(clipSetId: number, clip: number, start: number, end: number): number
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- // Clip events on the CLIP: normalized times (sorted ascending). Every slot bound to the clip, in every
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- // animator, fires slot event type 4 + i on crossing event i. Empty = clear.
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- setClipEvents(clipSetId: number, clip: number, times: Float32Array): void
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- getGlbClipSet(entityId: number): number
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- destroyClipSet(clipSetId: number): void
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- animatorCreate(entityId: number): number // 0 = not a transform node
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- animatorDestroy(animatorId: number): void // leaves the skeleton in rest pose
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- // One (clip, layer) slot, silent until played / made a blend member. slot index or -1.
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- animatorBind(animatorId: number, clipSetId: number, clipIndex: number, layer: number): number
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- animatorBoundTracks(animatorId: number, slot: number): number
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- // The layer's LOOP: member slots + positions (dims 1: x per member, 2: x,y; one member = a plain looping
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- // clip). The members share ONE cycle clock, each placed on it LINEARLY by `phases` — two floats per member,
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- // (offset, cycles): φ(t) = offset + cycles · t / duration, 0 at a left-foot-down (measured offline
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- // from the clip's foot marks). An empty array, or cycles <= 0 for a member = normalized time (0, 1) and no
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- // cycle to phase-match to — the clock never reads the clip's marks. animatorSetBlendValue picks the mix (1D linear between neighbours /
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- // 2D gradient band). Setting it takes the layer over from whatever it shows — the previous loop and any
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- // one-shot on it go silent — with a transition of `fade`. Empty = no loop. speed = the members' rate.
260
- animatorSetBlend(animatorId: number, layer: number, dims: 1 | 2, slots: Uint16Array, positions: Float32Array, fade: number, speed: number, phases: Float32Array): void
261
- animatorSetBlendValue(animatorId: number, layer: number, x: number, y: number): void
262
- // Play a slot as the layer's one-shot, transitioned in over fadeIn (0 = cut) from whatever the layer
263
- // showed (playing a blend MEMBER brings the whole blend back instead). A non-looping one-shot hands the
264
- // layer back to the loop at the end, the hand-over firing fadeOut seconds BEFORE the end and the return
265
- // transition taking fadeOut; fadeOut < 0 = not given (cut back; on a loopless layer hold the last frame).
266
- // restart = rewind even if already playing (a restart is a new source: it transitions from the pose shown).
267
- animatorPlay(animatorId: number, slot: number, loop: boolean, speed: number, fadeIn: number, fadeOut: number, restart: boolean): void
268
- // TURN WARP for the slot's current play (right after animatorPlay): the node's turn from the clip's baked heading is
269
- // scaled to `radians` total; the pose keeps its own turn, the extra pivots about the planted foot. enabled false =
270
- // the clip's own turn. Optional: older hosts lack it.
271
- animatorSlotSetTurn?(animatorId: number, slot: number, radians: number, enabled: boolean): void
272
- // Release over `fade` (a transition toward what is left — the loop, or the rest pose): one slot; a
273
- // layer's one-shot + loop (slot -1); everything (layer -1).
274
- animatorStop(animatorId: number, layer: number, slot: number, fade: number): void
275
- animatorSeek(animatorId: number, slot: number, time: number): void // seeking a blend member moves the blend
276
- animatorGetSlotTime(animatorId: number, slot: number): number
277
- animatorGetSlotWeight(animatorId: number, slot: number): number // 1 = the layer's source, a loop member = its share, else 0
278
- // Layer config: weight 0–1; additive = each slot's DELTA vs its clip's first frame on top of the layers
279
- // below; maskRoot = bone name(s, '\n'-separated) whose subtrees the layer drives ("" = all).
280
- animatorSetLayer(animatorId: number, layer: number, weight: number, additive: boolean, maskRoot: string): void
281
- // ANTICIPATION for the layer's next source change: the transition starts with -amount x the new source's
282
- // joint velocity (a wind-up against the coming motion), consumed by that switch. Optional: older hosts lack it.
283
- animatorSetLayerAnticipation?(animatorId: number, layer: number, amount: number): void
284
- animatorSetGlobal(animatorId: number, speed: number, paused: boolean): void
285
- // Root motion: "" off, "*" auto (the shallowest joint a base-layer clip translates), else a bone name. The
286
- // root's horizontal travel (animator-node frame) is stripped from the pose and, per apply: 0 accumulated
287
- // only (animatorGetRootMotion copies + clears out[3]), 1 added to the node's transform, 2 fed to the
288
- // CharacterController on the node or an ancestor as a world velocity (falls back to 1 without one).
289
- /** `apply` bits 0–1: 0 accumulate only / 1 move the node / 2 feed the CharacterController; bit 2 (+4): the
290
- * root joint's yaw about the node's up is root motion too (off the pose, onto the node the travel lands on). */
291
- animatorSetRootMotion(animatorId: number, bone: string, apply: number): void
292
- animatorGetRootMotion(animatorId: number, out: Float32Array): void
293
- // Slot events: 0 completed (non-loop end) / 1 loop wrapped / 2 settled (no longer a source, after a stop
294
- // or a replacement) / 3 HAND-OVER (a one-shot's return starts — for the SDK the clip is over; what the app
295
- // starts in response takes the layer over instead) / 4+i clip event i. Single-slot (routed by animatorId).
296
- setOnAnimatorEvent(callback: (animatorId: number, slot: number, type: number) => void): void
297
- // ---- contacts, phase, root curves (docs/animation-v2-plan.md §2.5–2.6) ----
298
- // Every clip bound to a skeleton is baked once against it: when each foot is planted, the gait phase
299
- // φ(t) (0 at a left-foot-down, 0.5 at a right-foot-down, unwrapped over the clip; absent for a clip
300
- // with no gait cycle) and the root's cumulative travel / yaw / speed. A controller asks these instead
301
- // of shipping measured tables of its own.
302
- // The feet: '\n'-joined bone names per side (foot[, toe/ball]); both "" = classify by name. Re-bakes.
303
- animatorSetFeet(animatorId: number, left: string, right: string): void
304
- // One curve of a slot's clip at `time` seconds (< 0 = the slot's clock now): which 0 φ (-1 = no gait)
305
- // / 1 travel (m) / 2 yaw (rad, + = left) / 3 speed (m/s) / 4-5 unit travel direction x / z
306
- // (model space, held through stills — integrate dir × d(travel) for the root's 2D path).
307
- animatorSlotCurveAt(animatorId: number, slot: number, which: 0 | 1 | 2 | 3 | 4 | 5, time: number): number
308
- // out ← [curve sample dt, total travel (m), mean speed (m/s), in-place flag]. False = unbound slot.
309
- animatorSlotCurveInfo(animatorId: number, slot: number, out: Float32Array): boolean
310
- animatorSlotTurn(animatorId: number, slot: number): number // the clip's total root yaw, rad
311
- // The first time the clip has turned `yaw` radians — where a turn is entered by a body already
312
- // that far into the same turn, so the two read as one move.
313
- animatorSlotTimeAtTurn(animatorId: number, slot: number, yaw: number): number
314
- // What the LAYER shows, as a cycle phase in [0, 1) — its loop's clock, or its one-shot's φ; -1 = none.
315
- animatorLayerPhase(animatorId: number, layer: number): number
316
- // Seek the slot to the first time whose φ ≡ phase (mod 1); a blend member moves its whole group.
317
- animatorSeekPhase(animatorId: number, slot: number, phase: number): void
318
- // How far the slot's pose is from `target`'s at the same cycle phase, metres (joint distance +
319
- // the velocity difference over 0.1 s, the planted foot weighted most) — what handing over to that
320
- // clip would hand the inertializer. Fills `out` at the curve rate, returns the sample count.
321
- // align: 0 = compare at the same cycle phase, 1 = at the same time (two clips that both begin
322
- // from standing have no shared cycle to line up on).
323
- animatorSlotFit(animatorId: number, slot: number, target: number, align: 0 | 1, out: Float32Array): number
324
- // The earliest time in the slot where that hand-over costs no more than `tolerance` metres;
325
- // atContact snaps to the next foot-down at or after it. -1 = never that close.
326
- animatorSlotExit(animatorId: number, slot: number, target: number, tolerance: number, atContact: boolean, align: 0 | 1): number
327
- // CYCLE ALIGNMENT by pose, no marks: given slot a's cycle (offA, cyclesA), the (offset, cycles) of slot b
328
- // under which the two loops show the same pose at the same gait phase — b's cycle count searched over
329
- // cyclesA × {1/3 … 3}, its offset on a fine grid. out = [offset, cycles, score (metres), margin (runner-up
330
- // ≥ 0.2 cycle away minus the best; ~0 = ambiguous)]. Returns 1, or 0 when there is nothing to compare.
331
- animatorSlotAlign(animatorId: number, a: number, b: number, offA: number, cyclesA: number, out: Float32Array): number
332
- // Contact spans as (side 0 left / 1 right, from, to, atX, atY, atZ) sextuplets (seconds, model space);
333
- // returns the span count, filling `out` up to its capacity.
334
- animatorSlotContacts(animatorId: number, slot: number, out: Float32Array): number
335
- // A CLIMBING clip's tread levels (model-space plant heights, sorted ascending): out[0] = the
336
- // riser (median level spacing), out[1..] = the levels, filled up to out's capacity. Returns the
337
- // level count — 0 for a flat clip.
338
- animatorSlotTreads(animatorId: number, slot: number, out: Float32Array): number
339
- // The clip's baked physics at `time` seconds (< 0 = the slot's current time), unit body mass,
340
- // model space: out11 = COM position xyz, COM velocity xyz (= linear momentum per kg), angular
341
- // momentum about the COM xyz, then per-foot support left/right (contact-gated, seesaw split,
342
- // scaled by the vertical force proxy — > 1 on a landing, 0 in flight). 0 = no body segments
343
- // classified on this skeleton.
344
- animatorSlotPhysics(animatorId: number, slot: number, time: number, out: Float32Array): number
345
- // The clip's MATCHING FEATURE ROW at `time` (37 floats, the clip's heading frame at that time —
346
- // x lateral (+ left), y up, z forward): 0–5 feet positions (relative to the pelvis' ground
347
- // point), 6–11 feet velocities, 12–14 pelvis velocity, 15 pelvis height, 16–18 COM velocity,
348
- // 19–20 support L/R, 21–22 contact phase L/R, 23 yaw angular momentum, 24–31 the clip's own
349
- // path 0.3/0.6/1.0/1.5 s ahead as (lateral, forward) pairs, 32–35 facing change at those
350
- // horizons (rad, + = left), 36 cyclic flag. Returns 37, or 0 without a leg chain.
351
- animatorSlotFeatures(animatorId: number, slot: number, time: number, out: Float32Array): number
352
- // The calibrated knee HINGE AXIS of a side (0 left / 1 right): a unit vector in the thigh's local
353
- // frame — a skeleton property, measured over every bound clip's knee rotation track. out8 = axis
354
- // xyz, spread mean (rad), spread max (rad), measurement count, 0, 0. 0 = no leg / no knee motion.
355
- animatorKneeAxis(animatorId: number, side: number, out: Float32Array): number
356
- // The knee's bend plane of a slot's clip at `time` seconds (< 0 = the slot's current time),
357
- // predicted from the hinge axis + the clip's own thigh rotation — continuous even where the leg
358
- // is straight. out6 = pole xyz (unit, model space, toward the knee — a two-bone solver's bend
359
- // direction), then the plane normal xyz. 0 = uncalibrated / no leg.
360
- animatorSlotKneePole(animatorId: number, slot: number, side: number, time: number, out: Float32Array): number
361
- // Step warp v2: stride scales the feet's travel-direction offsets from the hips (uniform through
362
- // stance and swing), lift = metres ADDED to their height (swing-gated by the contact marks;
363
- // 0 = neutral, negative = a shuffle; half of what it adds raises the pelvis, capped by the
364
- // planted legs' remaining extension), pitchDeg rotates each foot about its lateral axis
365
- // (+ = toes up), slopeDeg the invisible staircase (+ = ascending: foot heights follow the
366
- // incline + the feet auto-pitch; the HOST climbs the body at tan(slope) × the stride-scaled
367
- // travel, which holds each planted foot's world height constant on its tread). Solved in the
368
- // calibrated knee hinge plane with a soft reach; the pelvis lowers by any leg's overreach
369
- // (marks-weighted, spring-followed, zero when nothing overreaches). 1/0/0/0 = identity;
370
- // on false = off.
371
- animatorSetStepWarp(animatorId: number, on: boolean, stride: number, lift: number, pitchDeg: number, slopeDeg: number): void
372
- // Footsteps: a contact that BEGAN this evaluation on what the base layer shows — side 0 left / 1 right,
373
- // x/y/z = the foot's WORLD position at the plant. Fired after the frame's transform commit.
374
- setOnAnimatorStep(callback: (animatorId: number, side: number, x: number, y: number, z: number) => void): void
375
-
376
- // ---- drives + warping ----
377
- // The character's world velocity this frame: the speed the stride warp fits the stride to and the
378
- // direction the orientation warp turns the lower body toward.
379
- animatorSetMotion(animatorId: number, vx: number, vy: number, vz: number): void
380
- // Cumulative capsule travel (m) and yaw (rad, + = left) — what a slot's distance / angle drive reads.
381
- animatorSetDriveInput(animatorId: number, distance: number, angle: number): void
382
- // Drive a slot's clock by a quantity instead of time: 0 time / 1 distance / 2 angle. `entry` is the
383
- // curve value that corresponds to NOW (a start 0; a stop with D metres left: total travel − D), so
384
- // the clip is entered where it already agrees with the body. Stalls fall back to time.
385
- animatorSetSlotDrive(animatorId: number, slot: number, mode: 0 | 1 | 2, entry: number): void
386
- // [stride on, stride min, stride max, orient on, orient max°, orient time, min speed, pelvis drop]
387
- animatorSetWarpParams(animatorId: number, params: Float32Array): void
388
-
389
- // ---- feet: foot lock + ground IK (docs/animation-v2-plan.md §2.9) ----
390
- // The feet stage runs in WORLD space inside the evaluation, after the clips are composited: a foot
391
- // the shown clip calls planted is pinned where it landed and the leg re-solved to keep it there
392
- // while the body moves on (the lock), and each foot is put on the ground the ENGINE probed under it,
393
- // the pelvis lowered so the leg reaches (ground IK). The engine casts the probe rays itself against
394
- // what a character can stand on (static + moving solids; never the character's own bodies, debris
395
- // or sensors) and reads the CharacterController's ground state — nothing per frame from the SDK.
396
- // [ik on, lock on, pelvis drop m, unlock distance m, lock-in s, lock-out s, pelvis spring s,
397
- // align to ground normal 0..1, probe half-length m, detector max speed m/s, detector max height m]
398
- // Optional: a host without it has no feet stage (the legs stay as animated).
399
- animatorSetFeetParams?(animatorId: number, params: Float32Array): void
400
- // One foot after this frame's evaluation, side 0 left / 1 right: out ← [locked, lock weight,
401
- // anchor xyz, target xyz] (world) — a debug overlay's beam under the foot. False = no such foot.
402
- animatorFootState?(animatorId: number, side: number, out: Float32Array): boolean
403
-
404
- // ---- locomotion: the movement model + the clip selector, both engine-side ----
405
- // The intent (`locoSetInput`) becomes a desired velocity; the simulated velocity springs toward it
406
- // one fixed substep at a time (`locoStep`, given the capsule's place), and `locoUpdate` — called
407
- // before the animators are evaluated — picks and drives what the base layer shows. The host moves
408
- // the character with the velocity and facing it reads back: in displacement `code` the animation
409
- // never moves the body, so "how fast am I" is an input to the animation, not an output of it.
410
- locoCreate(animatorId: number): number
411
- locoDestroy(loco: number): void
412
- // [halflife walk, halflife run, halflife facing, speed walk, speed run, speed sprint, deadzone,
413
- // turn min°, turn big°, blend, stop blend, start tap, resume, predict, displacement (0 code /
414
- // 1 data / 2 hybrid), mode (0 rules / 1 matching), match interval, match blend, spin min°, turn
415
- // rate cap (deg/s, 0 = uncapped), halflife braking, hybrid adjustment clamp (m/s)]
416
- locoSetParams(loco: number, params: Float32Array): void
417
- locoDefaults(out: Float32Array): void
418
- // Register a bound slot: kind 0 idle / 1 gait / 2 start / 3 stop / 4 turn / 5 match / 6 spin
419
- // (a turn on the spot); `angle` degrees (+ = left) for the starts / turns / spins, `speed` m/s for
420
- // a gait (0 = the clip's own measured speed), `gait` the gait a transition belongs to (0 walk /
421
- // 1 run / 2 sprint, -1 = any) — a walking body plays the walking starts, stops and turns.
422
- locoSetEntry(loco: number, slot: number, kind: number, angle: number, speed: number, gait: number): void
423
- locoClearSet(loco: number): void
424
- // [dir x, dir z, magnitude 0–1, face x, face z, gait 0 walk / 1 run / 2 sprint] — the facing is
425
- // independent of the movement: a released key with a heading still owed turns the body on the spot.
426
- locoSetInput(loco: number, input: Float32Array): void
427
- // One simulation step at the capsule's world place — from the fixed substep loop.
428
- locoStep(loco: number, dt: number, px: number, py: number, pz: number): void
429
- // Run the selector for this frame — before the animators are evaluated.
430
- locoUpdate(loco: number, dt: number): void
431
- // out ← [state (0 idle / 1 start / 2 move / 3 turn / 4 stop / 5 spin), speed, vel x/y/z, yaw (rad,
432
- // 0 = +Z, + = toward +X), yaw rate, phase, state sequence, then 3 × (x, z, dir x, dir z) predicted
433
- // at +0.2 / +0.4 / +0.7 s].
434
- locoRead(loco: number, out: Float32Array): void
435
- // Why the last STOP was the one played: one row of 9 floats per candidate weighed — [slot, entry
436
- // time, metres it still travels, metres the body needs, seconds to its next foot-down, foot-downs
437
- // left, flags (1 = its phase matched, 2 = at/after its first foot-down, 4 = played, 8 = entered
438
- // ahead of that foot-down by its pose), score, pose distance from what showed (m, -1 = not
439
- // measured)]. Returns the rows written. A debug read; absent on hosts predating it.
440
- locoStopReport?(loco: number, out: Float32Array): number
441
- // Build the motion-matching database over the registered set (selector mode 1); returns frames.
442
- locoBuildDatabase(loco: number): number
443
-
444
- /** Subtree AABB in the entity's OWN local space (its own transform excluded) as
445
- * [minX,minY,minZ, maxX,maxY,maxZ] — zeros for an empty / not-yet-loaded subtree. What
446
- * `Shape.fit()` measures. Optional: absent on hosts predating the binding. */
447
- computeBoundingBox?(entityId: number): Float32Array
448
- setColliderFromMesh(entityId: number, meshEntityId: number, form: number): void
449
- setColliderBox(entityId: number, centerX: number, centerY: number, centerZ: number, sizeX: number, sizeY: number, sizeZ: number): void
450
- setColliderSphere(entityId: number, centerX: number, centerY: number, centerZ: number, radius: number): void
451
-
452
- // JoltPhysics. motionType: 0 static / 1 kinematic / 2 dynamic.
453
- physicsHasSupport(): boolean
454
- /** Lightmap bake (docs/lightmap-plan.md) — a dev-time tool compiled into the desktop host only;
455
- * `lightmapBake` exists only where `lightmapHasSupport()` is true. Writes the raster (lightmap.png, an intermediate the CLI turns into lightmap.ktx2)
456
- * — one per atlas PAGE (`lightmap_<n>.png`, up to `maxPages` of `size` before the texel coarsens) —, the point lights' baked
457
- * irradiance (`lightmap-light[_<n>].png`, sRGB(E / lightScale), `lightRays` shadow rays toward a `lightRadius`-metre disc) when the
458
- * scene holds point lights, lightmap.bake (rects, pages, the baked lights) and lightmap.volume (`volumeCell` > 0)
459
- * into outDir (R = sun visibility, G = ambient occlusion) for the given static instances (GLB roots /
460
- * Mesh entities; `keysJoined` = one key per id, '
461
- '-joined). Synchronous; progress on stdout. */
462
- lightmapHasSupport?(): boolean
463
- /** Lightmap consumption (docs/lightmap-plan.md §3): the next createGlb takes lightmap.filamat (the material
464
- * behind that instance id) instead of the ubershader and keeps TEXCOORD_1; UINT32_MAX clears. */
465
- setNextGlbLightmapped?(materialInstanceId: number): void
466
- /** The level-wide knobs every lightmap-material instance shares (applied to the ones that exist and to every one
467
- * created afterwards): the sun-mask shadow math (ambientScale, sunStrength), how much baked AO applies (aoStrength,
468
- * 1 = all) and the light atlas' / volume's physical irradiance per encoded 1.0 (lightScale; 0 = no baked lights).
469
- * volumeLightScale = the light VOLUME's own scale (movers); omitted or < 0 = same as lightScale. lightGamma = the light
470
- * store's curve, texel = sRGB(pow(E / lightScale, 1 / lightGamma)) — 1 (default) for the linear v2 store, 2 for the
471
- * square-root store bakes write since 2026-08-31 (the .bake's `lightGamma`). */
472
- lightmapSetOptions?(ambientScale: number, sunStrength: number, aoStrength: number, lightScale: number, volumeLightScale?: number, lightGamma?: number): void
473
- /** Bind the atlas page + this instance's rect (uv1 * [sx, sy] + [ox, oy]) and, unless 0xFFFFFFFF, the matching page of
474
- * the light atlas; the sun / IBL terms come from filament's per-frame uniforms inside the shader. Returns how many
475
- * material instances took it (0 = not loaded lightmapped). */
476
- lightmapApply?(entityId: number, textureId: number, sx: number, sy: number, ox: number, oy: number, lightTextureId: number): number
477
- /** Shadow flags on every renderable of a GLB instance (Mesh has setCastShadows/setReceiveShadows). */
478
- setGlbShadows?(entityId: number, cast: boolean, receive: boolean): void
479
- lightmapBake?(outDir: string, entityIds: Uint32Array, keysJoined: string, size: number, texel: number, sunRays: number, aoRays: number, aoDistance: number, bias: number, sunAngleDeg: number, volumeCell: number, maxPages: number, lightRays: number, lightRadius: number, bounceAlbedo?: number, bounceDistance?: number, bounceRays?: number, coplanarSkip?: number, denoise?: number): boolean
480
- /** Light VOLUME for dynamic objects (docs/lightmap-plan.md §9). `lightmapVolumeLoad` turns a fetched
481
- * lightmap.volume (`fetchSystemId` from `_creatorUtils.fetch`) into RGBA8 3D textures and returns its
482
- * header as JSON — `{"texture":id,"dims":[nx,ny,nz],"min":[x,y,z],"cell":m,"light"?:id,"faces"?:n}` (`light` = the
483
- * point lights' block: a version-3 volume's six ambient-cube faces (+X −X +Y −Y +Z −Z, `faces` 6), a version-2
484
- * volume's one directionless value (`faces` 1) — uploaded either way as six face slabs stacked along z, so the
485
- * light texture's depth is nz × 6) — or "" on failure. */
486
- lightmapVolumeLoad?(fetchSystemId: number): string
487
- /** Make those textures THE volume (`textureId` 0xFFFFFFFF clears; `lightTextureId` 0xFFFFFFFF = no baked lights):
488
- * every lightmap-material instance without an atlas rect — loaded already or later — samples it at the pixel's
489
- * world position (+ half a `cell` along the normal). `size` = dims × cell. Returns how many instances switched. */
490
- lightmapVolumeSet?(textureId: number, lightTextureId: number, minX: number, minY: number, minZ: number, sizeX: number, sizeY: number, sizeZ: number, cell: number): number
491
- physicsConfigure(gx: number, gy: number, gz: number, maxBodies: number): void
492
- setInterpolation(enabled: boolean): void
493
- // Shape/Physics/Trigger aspects: build a shape once, create bodies from it.
494
- physicsBuildBox(hx: number, hy: number, hz: number): number
495
- physicsBuildSphere(radius: number): number
496
- physicsBuildCylinder(halfHeight: number, radius: number): number
497
- physicsBuildCapsule(halfHeight: number, radius: number): number
498
- /** Mesh shape from node-local triangles. convex=false → triangle mesh (static/kinematic/pick/character
499
- * only; physicsCreateBody returns 0 for a dynamic one), convex=true → convex hull (any motion).
500
- * (sx,sy,sz) = world scale, applied natively. Returns 0 if the shape can't be built. */
501
- physicsBuildMesh(vertices: Float32Array, indices: Uint32Array, convex: boolean, sx: number, sy: number, sz: number): number
502
- /** Same from a loaded GLB root (non-skinned primitives, bind pose, baked sub-node transforms; cached per asset). */
503
- physicsBuildMeshFromEntity(entityId: number, convex: boolean, sx: number, sy: number, sz: number): number
504
- /** Terrain collider (Shape { heightfield: true }, docs/terrain-plan.md §1.4): a Jolt HeightFieldShape over
505
- * the grid `terrainCreate` draws (same arrays, same hole rule). Static / kinematic / pick / character
506
- * ground only. (sx,sy,sz) = world scale. `physicsUpdateHeightField` rewrites a sample rectangle in
507
- * place from the FULL arrays (live bodies keep the shape); heights beyond the range chosen at build
508
- * time (25 % headroom) clamp — the SDK rebuilds the shape when an edit leaves that range. Optional. */
509
- physicsBuildHeightField?(heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, holes: Uint8Array | null, sx: number, sy: number, sz: number): number
510
- physicsUpdateHeightField?(shapeId: number, heights: Float32Array, sizeX: number, sizeZ: number, x0: number, z0: number, w: number, h: number, holes: Uint8Array | null): void
511
- /** A loaded GLB root's triangle soup — the one `physicsBuildMeshFromEntity` collides — as 9 floats per
512
- * triangle in the asset root's space (empty when the entity is not a GLB). `Terrain.conform` stamps a
513
- * road model into the ground with it. Optional. */
514
- glbTriangles?(entityId: number): Float32Array
515
- /** Offset a built shape's centre from the node's origin (Shape `origin`) — world units in the
516
- * body's rotated, UNSCALED frame, sitting outside a mesh shape's scale wrapper. Sets rather
517
- * than accumulates; (0,0,0) clears it. Optional: an older host just centres on the node. */
518
- physicsSetShapeOrigin?(shapeId: number, x: number, y: number, z: number): void
519
- /** Swap a live body's shape, keeping its id, velocity and transform (Shape.fit / a re-attach).
520
- * updateMass recomputes the inertia tensor. Refuses a triangle mesh on a dynamic body. */
521
- physicsSetBodyShape?(bodyId: number, shapeId: number, updateMass: boolean): void
522
- physicsDestroyShape(shapeId: number): void
523
- /** sensor = trigger (overlap events, no response); pickOnly = raycast-only, non-colliding body. */
524
- physicsCreateBody(entityId: number, shapeId: number, motion: number, mass: number, sensor: boolean, pickOnly: boolean): number
525
- physicsSetPickable(bodyId: number, pickable: boolean): void
526
- /** Surface friction of one body (0 = ice, ~1 = grippy asphalt). Values COMBINE as sqrt(a * b), so
527
- * a low value on either side dominates. New bodies start at 0.6 — a neutral solid surface.
528
- * The vehicle wheel cast reads the GROUND body's value — this is what caps a car's cornering. */
529
- physicsSetFriction(bodyId: number, friction: number): void
530
- physicsGetFriction(bodyId: number): number
531
- /** Ray vs pickable bodies → hit entity id (0 = miss); fills `out` = [px,py,pz,nx,ny,nz,fraction]. */
532
- physicsRaycast(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDist: number, out?: Float32Array): number
533
- /** Dev-time dump of the static collision geometry (docs/navmesh-plan.md §4) — the input of
534
- * `lecodes navmesh bake`: every STATIC solid body's triangles in world space, as an NGEO file at
535
- * `outPath`. `entityIds`/`areas` are per-entity overrides (area 0..15, 255 unwalkable, 254 skip).
536
- * Returns the triangle count (-1 = failed). Desktop hosts with physics only. */
537
- physicsStaticGeometry?(outPath: string, entityIds: Uint32Array, areas: Uint8Array): number
538
- // CharacterController (Jolt CharacterVirtual). The character steps on the engine's FIXED clock like
539
- // every body (frame-rate independent) and is render-interpolated; the engine owns its gravity, so
540
- // the SDK never ticks it. Both velocity halves are LATCHED STATE, never one-shot events — JS runs
541
- // once per frame while the sim runs 0..4 sub-steps, so a one-shot would double-apply or vanish.
542
- // groundState: 0 OnGround / 1 OnSteepGround / 2 NotSupported / 3 InAir.
543
- characterCreate(entityId: number, shapeId: number, maxSlopeDeg: number): number
544
- characterDestroy(charId: number): void
545
- /** This frame's HORIZONTAL command (world units/s), cleared once a step consumes it — no command
546
- * means standing still, not coasting. Held across the frame's sub-steps, and it takes the axis
547
- * back from a latched velocity: the last writer owns X/Z. */
548
- characterMove(charId: number, x: number, z: number): void
549
- /** The same command including the vertical — free mode (gravityScale 0): swimming / flying. */
550
- characterMoveFree(charId: number, x: number, y: number, z: number): void
551
- /** Seed the LATCHED ballistic vertical (jump / dash). No ground check. */
552
- characterSetVerticalVelocity(charId: number, vy: number): void
553
- /** Latch the whole velocity — it persists until a characterMove takes the axis back (knockback,
554
- * wall jump, launch pad, weightless flight). Gravity still acts on the vertical. */
555
- characterSetVelocity(charId: number, x: number, y: number, z: number): void
556
- /** Multiplier over the world gravity; 0 = free mode, which ALSO disables stick-to-floor + stairs. */
557
- characterSetGravityScale(charId: number, scale: number): void
558
- characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
559
- /** Swap the collider live (crouch / stand up), keeping the FEET planted. Returns false when the new
560
- * shape doesn't fit where the character stands — nothing changed, so the caller retries later and
561
- * that retry is an exact headroom test. Optional: a host without it can't resize a character. */
562
- characterSetShape?(charId: number, shapeId: number): boolean
563
- /** The velocity the solver ENDED UP with after the last step (post-collision), not the command. */
564
- characterGetVelocity(charId: number, out: Float32Array): void
565
- characterGetGroundState(charId: number): number
566
- /** Discontinuous move (spawn / respawn / teleport) — also resets the interpolation pair. */
567
- characterSetPosition(charId: number, x: number, y: number, z: number): void
568
- // Vehicle (Jolt VehicleConstraint + WheeledVehicleController). One settings BLOB, so tuning knobs
569
- // never grow this ABI — layout (floats):
570
- // header[21]: version(5), mass, comAuto, comY,
571
- // engTorque, engMaxRpm, engIdleRpm, engInertia, engBraking, clutchStrength,
572
- // diffRatio (<= 0 = a fully OPEN differential),
573
- // antiRoll (the bar's stiffness as a FRACTION of the wheel spring; 0 = no bars),
574
- // maxTiltDeg,
575
- // steerLockDeg, steerAtSpeedDeg, steerSpeedMs, steerRateDeg (speed-sensitive
576
- // steering: the lock falls to steerAtSpeedDeg by steerSpeedMs and the wheels turn
577
- // no faster than steerRateDeg per second; 0/0/0 = the raw lock, instantly),
578
- // aeroDownforce, aeroDrag (each a fraction of the car's own WEIGHT at 30 m/s, scaled
579
- // by v² from there; 0/0 = no aero, Jolt's own behaviour),
580
- // wheelCount, curveCount
581
- // + curveCount * 2: the engine's normalized torque curve (x = rpm/maxRpm, y = torque/maxTorque);
582
- // 0 points keeps Jolt's default
583
- // + wheelCount * 15: px, py, pz, radius, width, maxSteerDeg, drive, brakeTorque, handBrakeTorque,
584
- // axle, travel, stiffness, damping, grip, tireCurve (0 = road, 1 = arcade)
585
- // NO gear list and no wheel node ids: the gearbox is the SDK's (see vehicleSetTransmission) and the
586
- // SDK poses the wheel nodes itself. Chassis space is forward -Z / up +Y (matching node.forward);
587
- // wheel positions are suspension attachment points in unscaled chassis space; `axle` pairs wheels
588
- // for the differentials + anti-roll bars.
589
- vehicleCreate(entityId: number, shapeId: number, settings: Float32Array): number
590
- vehicleDestroy(vehicleId: number): void
591
- /** forward/right in [-1,1], brake/handBrake in [0,1]. Sticky; any non-zero input wakes the car. */
592
- vehicleSetInput(vehicleId: number, forward: number, right: number, brake: number, handBrake: number): void
593
- /** The SDK's gearbox, latched and applied once per fixed step: `ratio` is the ONE ratio the car is
594
- * running (0 = neutral, negative = reverse — the engine never sees a gear list) and `clutch` is
595
- * the 0..1 shift envelope scaling the clutch in the coupled engine/wheel solve. */
596
- vehicleSetTransmission(vehicleId: number, ratio: number, clutch: number): void
597
- /** Re-apply the TUNABLE half of the blob (same layout) to a live car — differential, per-wheel grip,
598
- * engine torque/RPM/curve, clutch strength, steering lock/taper/rate, brake torques, tilt limit.
599
- * Structural values (mass, centre of mass, wheel geometry, driven wheels, suspension, anti-roll)
600
- * are ignored: those need a re-create. */
601
- vehicleSetTuning?(vehicleId: number, settings: Float32Array): void
602
- /** out = [speed, rpm, wheelsInContact, vx, vy, vz] + per wheel
603
- * [contact, slipLong, slipAngleDeg, suspensionLength, steerDeg, spin]. The last three per wheel are
604
- * its VISUAL POSE — the SDK's Wheel aspect builds the node transform from them. */
605
- vehicleGetState(vehicleId: number, out: Float32Array): void
606
- /** Teleport upright and clear all motion (velocities, engine RPM, gear, wheel spin). */
607
- vehicleReset(vehicleId: number, x: number, y: number, z: number, qx: number, qy: number, qz: number, qw: number): void
608
- /** The chassis rigid body, for the plain body calls (physicsApplyImpulse, …). 0 if unknown. */
609
- vehicleBodyId(vehicleId: number): number
610
- // Ragdoll (Jolt Ragdoll): a Model's skeleton handed to physics — one dynamic body per listed bone
611
- // (a capsule from the bone's origin to the next joint) joined to its parent part by a swing-twist
612
- // constraint. Built ONCE from the pose the bones are in (that pose is the joints' neutral for the
613
- // limits) and kept out of the world until ragdollActivate, which takes the bones' CURRENT pose,
614
- // adds the bodies and gives every body one velocity; from then on the engine writes the bodies'
615
- // poses onto the bone entities every frame AFTER the animator (bones not listed keep their
616
- // animated local pose under the ragdolled parents — fingers, toes, a spine bone between two
617
- // parts), until ragdollDeactivate. Every body carries its bone entity as user data, so
618
- // physicsRaycast / contact events name the bone. Optional: a host without it has no ragdolls.
619
- // bones[partCount * 2]: bone entity, `to` entity (0 = a leaf: `length` along the parent's line;
620
- // a leaf ROOT points along the model's up)
621
- // settings — header[12]: version(2), partCount, stride(12), friction, linearDamping,
622
- // angularDamping (0 = Jolt's own), collide (0 = everything, 1 = the STATIC world and
623
- // other such ragdolls only: dynamic bodies, character controllers and vehicles pass
624
- // through — Jolt's DEBRIS object/broadphase layer), freeze (1 = once every part is
625
- // asleep the bodies turn STATIC where they lie: the last pose keeps being written
626
- // onto the bones, raycasts still hit, nothing wakes them, the solver skips them;
627
- // ragdollActive reads false, ragdollDeactivate / ragdollActivate still work —
628
- // activate makes the parts dynamic again), freezeAfter (seconds in the world after which the freeze happens
629
- // regardless; 0 = no cap), reserved x3. A version-1 blob (header[8], stops after
630
- // angularDamping) is still accepted = collide everything, never freeze.
631
- // + partCount * 12: parentIndex (-1 = the root; always < the part's own index), radius, length
632
- // (0 = up to the `to` bone), mass (kg; 0 = from the volume), swingDeg (cone
633
- // half-angle), twistDeg (half-angle), hinge (0/1), hingeAxisX/Y/Z (in the MODEL
634
- // node's space), hingeMinDeg, hingeMaxDeg — a hinge is a swing-twist whose cone is
635
- // flat (2°) across the axis and [min, max] about it (a knee, an elbow)
636
- ragdollCreate?(rootEntityId: number, bones: Uint32Array, settings: Float32Array): number
637
- ragdollDestroy?(ragdollId: number): void
638
- /** Pose the bodies from the bones' current transforms, add them to the world, set every body's
639
- * linear velocity. Already active = re-wake + velocity. false = unknown id / no world. */
640
- ragdollActivate?(ragdollId: number, vx: number, vy: number, vz: number): boolean
641
- /** Take the bodies out of the world; the animator owns the bones again from the next frame. */
642
- ragdollDeactivate?(ragdollId: number): void
643
- /** In the world AND at least one body still awake (a settled ragdoll reads false). */
644
- ragdollActive?(ragdollId: number): boolean
645
- /** The rigid body of part `index` (for physicsApplyImpulseAt / velocities). 0 if unknown. */
646
- ragdollBodyId?(ragdollId: number, index: number): number
647
- // Legacy coupled shape+body (still used by the worker RigidBody).
648
- physicsCreateBox(entityId: number, hx: number, hy: number, hz: number, motionType: number, mass: number): number
649
- physicsCreateSphere(entityId: number, radius: number, motionType: number, mass: number): number
650
- physicsCreateCylinder(entityId: number, halfHeight: number, radius: number, motionType: number, mass: number): number
651
- physicsSetLinearVelocity(bodyId: number, x: number, y: number, z: number): void
652
- physicsGetLinearVelocity(bodyId: number, out: Float32Array): void
653
- /** Angular velocity about each world axis, RADIANS/second — Jolt's unit; the SDK exposes degrees.
654
- * The only way to stop a spin: a position write leaves both velocities untouched. */
655
- physicsSetAngularVelocity?(bodyId: number, x: number, y: number, z: number): void
656
- physicsGetAngularVelocity?(bodyId: number, out: Float32Array): void
657
- physicsApplyImpulse(bodyId: number, x: number, y: number, z: number): void
658
- physicsApplyImpulseAt?(bodyId: number, x: number, y: number, z: number, px: number, py: number, pz: number): void
659
- physicsSetBodyPosition(bodyId: number, x: number, y: number, z: number): void
660
- /** The rotation twin (normalized host-side). Both snap the body's render-interpolation pair, so a
661
- * discontinuous move is drawn as one rather than as a one-frame slide/spin across the gap. */
662
- physicsSetBodyRotation?(bodyId: number, qx: number, qy: number, qz: number, qw: number): void
663
- physicsRemoveBody(bodyId: number): void
664
-
665
- createMediaPlayerTexture(id: number): number
666
-
667
- getName(entityId: number): string
668
- setName(entityId: number, name: string): void
669
-
670
- hasMesh(entityId: number): boolean
671
-
672
- createARController(sceneId: number, cameraId: number, mode: string, onTrack: (entityId: number, track: boolean) => void): void
673
- createRootAnchor(sceneId: number): number
674
- createAnchor(sceneId: number, physicalWidth: number, systemId: number): number
675
-
676
- // Particles. All emitter/curve config crosses as ONE Float32Array of [tag, payloadLen,
677
- // ...payload] records, parsed once in creator-particles (CPART_TAG_* in creator-particles.h; the
678
- // SDK mirror is in gl/Particles.ts, guarded by sdk/tests/particles-tags.test.ts). Unknown
679
- // tags skip by length. maxParticles 0 = default (1000).
680
- createParticleSystem(entityId: number, materialInstanceId: number, maxParticles: number): void
681
- spawnParticles(entityId: number, count: number): void
682
- setParticleSystemConfig(entityId: number, data: Float32Array): void
683
-
684
- createNoise(): number
685
- setNoiseFrequency(noiseId: number, frequency: number): void
686
- setNoiseOctaves(noiseId: number, octaves: number): void
687
- setNoiseFractalLunacrity(noiseId: number, lunacrity: number): void
688
- setNoiseFractalGain(noiseId: number, fractalGain: number): void
689
- getNoise2D(noiseId: number, x: number, y: number): number
690
- getNoise3D(noiseId: number, x: number, y: number, z: number): number
691
-
692
- captureImage(sceneId: number, onComplete: (bufferId: number, name: string, size: number) => void, onReject: () => void): void
693
- }
694
-
695
- // ---- 2D engine (sokol / creator-2d) ----------------------------------------------------------
696
- // A 2D-only project loads ONLY creator2d.wasm — never Filament.
697
- var _creator2d: {
698
- backend: string
699
- version(): number
700
- render(nowMs: number): void
701
- onUpdate(cb: (dt: number) => void): void
702
- offUpdate(cb: (dt: number) => void): void
703
- // Render-synced aspect update(dt) dispatch, called from inside c2dRender. Early = before the
704
- // physics step; late = after animations, just before draw. Single-slot per phase (the SDK's
705
- // Aspect dispatcher registers one callback that iterates its ordered updater list).
706
- setEarlyUpdate(cb: (dt: number) => void): void
707
- setLateUpdate(cb: (dt: number) => void): void
708
- /** Clock multiplier for the 2D physics step + sprite animations (see `_creator.setTimeScale`). */
709
- setTimeScale?(scale: number): void
710
- setOnAnimEvent(cb: (ev: { entityId: number, clipId: number, type: number }) => void): void
711
- // Raw scene pointer events from the host (canvas / iOS view). phase: 0 down, 1 move, 2 up, 3 cancel;
712
- // x,y in logical (CSS px / iOS point) coords relative to the surface. The SDK hit-tests + tracks.
713
- setOnPointer(cb: (phase: number, pointerId: number, x: number, y: number) => void): void
714
- setClearColor(r: number, g: number, b: number, a: number): void
715
-
716
- createScene(): number
717
- destroyScene(sceneId: number): void
718
- openScene(sceneId: number): void
719
- closeScene(): void
720
- sceneSetClearColor(sceneId: number, r: number, g: number, b: number, a: number): void
721
- addEntityToScene(sceneId: number, entityId: number): void
722
- removeEntityFromScene(sceneId: number, entityId: number): void
723
- setLayerYSort(sceneId: number, layer: number, enabled: boolean): void
724
-
725
- cameraSetPosition(sceneId: number, x: number, y: number): void
726
- cameraSetZoom(sceneId: number, zoom: number): void
727
- cameraSetRotation(sceneId: number, deg: number): void
728
- cameraScreenToWorld(sceneId: number, sx: number, sy: number): Float32Array
729
- cameraWorldToScreen(sceneId: number, wx: number, wy: number): Float32Array
730
-
731
- createEntity(): number
732
- destroyEntity(entityId: number): void
733
- setPosition(entityId: number, x: number, y: number): void
734
- setRotation(entityId: number, deg: number): void
735
- setScale(entityId: number, sx: number, sy: number): void
736
- setLayer(entityId: number, layer: number): void
737
- setZ(entityId: number, z: number): void
738
- setVisible(entityId: number, visible: boolean): void
739
- getPosition(entityId: number): Float32Array
740
-
741
- setParent(childId: number, parentId: number, keepWorld: boolean): void
742
- getParent(entityId: number): number
743
- getChildCount(entityId: number): number
744
- getChild(entityId: number, index: number): number
745
- getWorldPosition(entityId: number): Float32Array
746
- getWorldMatrix(entityId: number): Float32Array
747
- worldToLocal(entityId: number, wx: number, wy: number): Float32Array
748
- localToWorld(entityId: number, lx: number, ly: number): Float32Array
749
- getLocalTransform(entityId: number): Float32Array
750
-
751
- setSprite(entityId: number, textureId: number): void
752
- setSpriteFrame(entityId: number, u0: number, v0: number, u1: number, v1: number): void
753
- setSpriteFramePx(entityId: number, px: number, py: number, pw: number, ph: number): void
754
- setSpriteSize(entityId: number, w: number, h: number): void
755
- setSpriteAnchor(entityId: number, ax: number, ay: number): void
756
- setSpriteColor(entityId: number, r: number, g: number, b: number): void
757
- setSpriteOpacity(entityId: number, a: number): void
758
- setSpriteFlip(entityId: number, flipX: boolean, flipY: boolean): void
759
-
760
- createTexture(systemId: number, onComplete: (texId: number, w: number, h: number) => void, onReject: (e: any) => void): void
761
- getTextureWidth(texId: number): number
762
- getTextureHeight(texId: number): number
763
- destroyTexture(texId: number): void
764
- setDefaultFilter(linear: boolean): void
765
-
766
- // Textures from a _creatorCanvas surface (RGBA8, already rasterized — no decode, so synchronous).
767
- // See docs/canvas-contract.md.
768
- createTextureFromCanvas(surfaceId: number): number
769
- updateTextureFromCanvas(texId: number, surfaceId: number): void
770
-
771
- defineAnimation(entityId: number, frames: Float32Array, fps: number, loop: boolean): number
772
- playAnimation(entityId: number, clipId: number): void
773
- stopAnimation(entityId: number): void
774
- setAnimationSpeed(entityId: number, speed: number): void
775
- getAnimationFrame(entityId: number): number
776
-
777
- createTilemap(textureId: number, cols: number, rows: number, tileW: number, tileH: number, atlasCols: number, atlasRows: number, data: Int32Array): number
778
- setTile(tilemapId: number, x: number, y: number, index: number): void
779
-
780
- bulkSetPositions(ids: Uint32Array, xy: Float32Array, count: number): void
781
-
782
- // physics (Box2D v3; present only in CREATOR_2D_PHYSICS builds — physicsHasSupport() reports it).
783
- // See docs/2d-physics-plan.md. physicsHasSupport() reports the BUILD, not the world: the world is
784
- // created lazily by the first physicsCreateBody, so configure() is optional.
785
- physicsHasSupport(): boolean
786
- /** Live and non-destructive: an existing world keeps its bodies and takes the new gravity.
787
- * pixelsPerMeter only applies to a world that doesn't exist yet (global Box2D tolerance). */
788
- physicsConfigure(gx: number, gy: number, pixelsPerMeter: number, subStepCount: number): void
789
- setInterpolation(enabled: boolean): void
790
- /** type 0 contactBegin / 1 contactEnd / 2 sensorBegin / 3 sensorEnd. A contact BEGIN carries the
791
- * manifold — world point, normal pointing A→B, and the approach speed at impact; the other three
792
- * carry zeros. (The begin manifold is pre-solve, so its impulses are all zero — `speed` is the
793
- * pre-solve relative normal velocity, which is the number an impact actually wants.) */
794
- setOnPhysicsEvent(cb: (entityA: number, entityB: number, type: number, px: number, py: number, nx: number, ny: number, speed: number) => void): void
795
- physicsCreateBody(entityId: number, motionType: number): number
796
- physicsRemoveBody(bodyHandle: number): void
797
- // Shapes carry no `density` (built at density 1, so mass == area — physicsSetMass overrides) and
798
- // do carry the collision filter. category/mask are 32-bit; 0 means "everything".
799
- physicsAddBox(bodyHandle: number, hw: number, hh: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
800
- physicsAddCircle(bodyHandle: number, radius: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
801
- physicsAddCapsule(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, radius: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
802
- physicsAddSegment(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, friction: number, bounce: number, category: number, mask: number): void
803
- physicsAddPolygon(bodyHandle: number, pts: Float32Array, count: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
804
- /** A polyline of connected segments — long CONCAVE surfaces in one seam-free piece. STATIC bodies
805
- * only, >= 4 points; the SDK synthesises the tangent points an open chain needs, because Box2D's
806
- * first and last edges do not collide. One-sided: solid on the right of the point order. */
807
- physicsAddChain(bodyHandle: number, pts: Float32Array, count: number, isLoop: boolean, friction: number, bounce: number, category: number, mask: number): void
808
- /** Destroy every shape on a body, keeping the body (id, transform, velocity) — the first half of a
809
- * live collider rebuild. */
810
- physicsClearShapes(bodyHandle: number): void
811
- /** Contact events are OFF per body until this turns them on — otherwise every crate-on-crate pair
812
- * crosses the bridge every frame. The SDK enables it on the first 'enter'/'exit' listener. */
813
- physicsSetContactEvents(bodyHandle: number, enabled: boolean): void
814
- physicsSetLinearVelocity(bodyHandle: number, x: number, y: number): void
815
- physicsGetLinearVelocity(bodyHandle: number): Float32Array
816
- physicsSetAngularVelocity(bodyHandle: number, degPerSec: number): void
817
- physicsGetAngularVelocity(bodyHandle: number): number
818
- physicsApplyLinearImpulse(bodyHandle: number, x: number, y: number): void
819
- /** Impulse at a WORLD point — the lever arm becomes angular impulse (a central impulse never
820
- * spins a body). Mirrors 3D physicsApplyImpulseAt. */
821
- physicsApplyImpulseAt(bodyHandle: number, x: number, y: number, px: number, py: number): void
822
- physicsApplyForce(bodyHandle: number, x: number, y: number): void
823
- /** Teleport the body to its ENTITY's current world transform — how node.position / .rotation reach
824
- * it. The parent-chain math stays native instead of being re-derived in TS. Snaps prev/cur so the
825
- * renderer doesn't interpolate across the jump; the body KEEPS its velocity. */
826
- physicsSetFromEntity(bodyHandle: number): void
827
- physicsSetFixedRotation(bodyHandle: number, enabled: boolean): void
828
- physicsSetGravityScale(bodyHandle: number, scale: number): void
829
- physicsSetLinearDamping(bodyHandle: number, damping: number): void
830
- physicsSetAngularDamping(bodyHandle: number, damping: number): void
831
- physicsSetBullet(bodyHandle: number, enabled: boolean): void
832
- physicsSetEnabled(bodyHandle: number, enabled: boolean): void
833
- physicsSetAwake(bodyHandle: number, awake: boolean): void
834
- /** Scales the shape-derived mass data, so the rotational inertia keeps its ratio. <= 0 restores
835
- * the area-derived default. */
836
- physicsSetMass(bodyHandle: number, mass: number): void
837
- physicsGetMass(bodyHandle: number): number
838
- physicsSetMotionType(bodyHandle: number, motionType: number): void
839
- physicsSetFriction(bodyHandle: number, friction: number): void
840
- physicsSetBounce(bodyHandle: number, bounce: number): void
841
- physicsSetFilter(bodyHandle: number, category: number, mask: number): void
842
- // Queries. `mask` = the union of group categories the query may hit (0 = everything); `ignore` is
843
- // a list of ENTITY ids to skip, passed as floats because ids are small ints and that reuses the
844
- // one buffer helper. Box2D's closest-ray API has no exclusion, hence the explicit list.
845
- physicsRaycastClosest(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number): Float32Array
846
- /** All hits along the segment, nearest first: maxHits records of [entityId, px, py, nx, ny, fraction]. */
847
- physicsRaycastAll(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
848
- /** Overlap an arbitrary convex shape given as a point cloud + radius (Box2D's b2ShapeProxy form),
849
- * so one call covers circle / capsule / box / polygon — and the swept test for a moving circle.
850
- * Returns up to maxHits entity ids. */
851
- physicsOverlap(pts: Float32Array, count: number, radius: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
852
- /** Topmost by DRAW order (layer, then z) — not whatever the broadphase hands back first. */
853
- physicsOverlapPoint(x: number, y: number, mask: number, ignore: Float32Array, ignoreCount: number): number
854
- // CharacterController2D (Box2D's kinematic mover). The character steps on the engine's FIXED clock
855
- // inside the same loop as the bodies, so the SDK does no per-frame work. Capsule ends are in the
856
- // character's own frame. It also owns a hidden kinematic "shadow" body so raycasts, overlaps and
857
- // sensors see it — solid shapes strip the reserved character bit from their mask, sensors add it.
858
- characterCreate(entityId: number, x1: number, y1: number, x2: number, y2: number, radius: number, maxSlopeDeg: number, category: number, mask: number): number
859
- characterDestroy(charId: number): void
860
- /** The HORIZONTAL command, world units/s — a per-frame command that EXPIRES once a step consumes it. */
861
- characterMove(charId: number, x: number): void
862
- /** Free mode (gravityScale 0): both axes as one expiring command. */
863
- characterMoveFree(charId: number, x: number, y: number): void
864
- characterSetVerticalVelocity(charId: number, vy: number): void
865
- /** LATCH the whole velocity — it persists until a characterMove takes the axis back. */
866
- characterSetVelocity(charId: number, x: number, y: number): void
867
- characterSetGravityScale(charId: number, scale: number): void
868
- characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
869
- characterSetFilter(charId: number, category: number, mask: number): void
870
- /** Ignore this entity's one-way surfaces (0 = none) — dropping through a semisolid platform. */
871
- characterSetDropThrough(charId: number, entityId: number): void
872
- /** Resize keeping the FEET planted; false = it didn't fit and NOTHING changed, so the caller
873
- * retries later and that retry is an exact headroom test. */
874
- characterSetCapsule(charId: number, x1: number, y1: number, x2: number, y2: number, radius: number): boolean
875
- /** Teleport to the entity's world transform (how node.position reaches a character). Drops fall speed. */
876
- characterSetFromEntity(charId: number): void
877
- /** out8 = [velX, velY, groundState (0 ground / 1 slope / 2 air), normalX, normalY, groundEntity,
878
- * collisionCount, 0]. The velocity is MEASURED, not commanded. */
879
- characterGetState(charId: number, out: Float32Array): void
880
- /** maxN records of [entityId, normalX, normalY] — what the mover pushed out of this step. */
881
- characterGetCollisions(charId: number, maxN: number): Float32Array
882
- /** Mark a body's surfaces one-way: solid only from the side (nx, ny) points to, within arcDeg.
883
- * Honoured by the mover and, via a native pre-solve callback, by ordinary rigid bodies. */
884
- physicsSetOneWay(bodyHandle: number, nx: number, ny: number, arcDeg: number, enabled: boolean): void
885
- pickSprite(sceneId: number, wx: number, wy: number): number
886
- }
887
-
888
- // ---- multiplayer transport (creator-net / yojimbo) -------------------------------------------
889
- // A byte pipe pumped on the JS thread (docs/multiplayer-plan.md). Present only on hosts built
890
- // with CREATOR_PKG_NET (desktop, the 3d/full Android variants, iOS); the SDK feature-detects it.
891
- // One endpoint per process: `listen` (server / host) or `connect` (client), never both.
892
- var _creatorNet: {
893
- /** What the exe was launched as (`--server --port N` / `--connect ADDR`), or null. */
894
- launch(): { role: string, address: string, port: number, maxClients: number } | null
895
- /** Serve on every interface at `port` (wildcard public address). */
896
- listen(port: number, maxClients: number): boolean
897
- /** Insecure (dev / LAN) connect to "ip:port"; the outcome arrives as a poll record. */
898
- connect(address: string): boolean
899
- disconnect(): void
900
- kick(client: number): void
901
- /** Queue a payload: channel 0 reliable-ordered, 1 unreliable; `client` ignored on a client.
902
- * A string travels as UTF-8 text and arrives as a string; bytes arrive as an ArrayBuffer. */
903
- send(client: number, channel: number, data: string | ArrayBuffer | Uint8Array): boolean
904
- /** Pump once and return every record since the last call as a flat array of 4-tuples
905
- * [kind, client, arg, payload] — kind 1 connected · 2 disconnected · 3 message · 4 connectFailed;
906
- * arg = channel (message) or reason code; payload = string | ArrayBuffer | null. */
907
- poll(): any[] | null
908
- /** 0 idle · 1 client · 2 server */
909
- mode(): number
910
- /** Client: 0 disconnected · 1 connecting · 2 connected · 3 failed. A listening server: 2. */
911
- state(): number
912
- /** [connected, rttMs, lossPct, sentKbps, receivedKbps] for a slot (server) / the link (client). */
913
- clientInfo(client: number): Float32Array
914
- /** yojimbo network simulator on this side of the wire. */
915
- simulate(latencyMs: number, jitterMs: number, lossPercent: number): void
916
- reasonString(reason: number, serverSide: boolean): string
917
- }
918
-
919
- // ---- navigation meshes (creator-nav / Recast+Detour) -----------------------------------------
920
- // Runtime only (docs/navmesh-plan.md §5): load a baked `.navmesh` (LNAV) from a fetch system id,
921
- // query it, run a DetourCrowd of agents one fixed step at a time. Present on hosts built with
922
- // CREATOR_PKG_NAV (desktop, the 3d/full Android variants, iOS) and on every web host through the
923
- // wasm build; the SDK feature-detects it. Parameter blocks are fixed-order Float32Arrays
924
- // (creator-nav.h CNAV_AGENT_* / CNAV_READ_*). Handles (meshId / crowdId, from 1) die with the world.
925
- var _creatorNav: {
926
- /** Web hosts only: loads the wasm lazily. Absent on native hosts — call it when present. */
927
- ready?(): Promise<void>
928
- lastError(): string
929
- /** LNAV bytes already fetched (the createGlb pattern) → meshId, 0 on failure. */
930
- load(systemId: number): number
931
- unload(meshId: number): void
932
- /** The file's JSON header: agent size, cell, bounds, stats, `meta` (the CLI's provenance). */
933
- header(meshId: number): string
934
- polyCount(meshId: number): number
935
- setAreaCost(meshId: number, area: number, cost: number): void
936
- /** Straight path from → to into `out` (xyz per corner); returns the corner count, NEGATIVE when
937
- * the path is partial (the target is unreachable — it ends at the closest polygon). `ex <= 0`
938
- * = default search extents. */
939
- findPath(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, ex: number, ey: number, ez: number, include: number, exclude: number, maxCorners: number, out: Float32Array): number
940
- nearest(meshId: number, x: number, y: number, z: number, ex: number, ey: number, ez: number, include: number, exclude: number, out: Float32Array): boolean
941
- /** Walkability ray along the surface; true = BLOCKED, out = [hit xyz, wall normal xyz]. */
942
- raycast(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, include: number, exclude: number, out: Float32Array): boolean
943
- /** `radius <= 0` = anywhere on the mesh; deterministic per seed. */
944
- randomPoint(meshId: number, cx: number, cy: number, cz: number, radius: number, seed: number, include: number, exclude: number, out: Float32Array): boolean
945
- /** The polygon mesh as a triangle soup (xyz per vertex) for debug drawing. */
946
- debugTriangles(meshId: number): Float32Array
947
- crowdCreate(meshId: number, maxAgents: number, maxRadius: number): number
948
- crowdDestroy(crowdId: number): void
949
- /** → the agent's slot (0..maxAgents-1), -1 when full / off the mesh. */
950
- crowdAdd(crowdId: number, x: number, y: number, z: number, params: Float32Array): number
951
- crowdRemove(crowdId: number, agent: number): void
952
- crowdSetParams(crowdId: number, agent: number, params: Float32Array): void
953
- crowdSetTarget(crowdId: number, agent: number, x: number, y: number, z: number): boolean
954
- crowdSetVelocity(crowdId: number, agent: number, vx: number, vy: number, vz: number): void
955
- crowdResetTarget(crowdId: number, agent: number): void
956
- crowdWarp(crowdId: number, agent: number, x: number, y: number, z: number): boolean
957
- /** Once per fixed step. */
958
- crowdUpdate(crowdId: number, dt: number): void
959
- /** Every slot into `out` (CNAV_AGENT_READ_STRIDE floats each); returns maxAgents. */
960
- crowdRead(crowdId: number, out: Float32Array): number
961
- }
962
-
963
- // ---- UI engine (creator-ui) ------------------------------------------------------------------
964
- var _creatorUI: {
965
- // Global back-press fallback (app.onBackPressed): a PROPERTY the SDK writes, not a call —
966
- // the engine reads it off this world's _creatorUI object at the END of its back chain
967
- // (widget → destination → pager → router → this), so it dies with the world's context.
968
- // Old hosts never read it and the handler is silently inert there.
969
- _backButtonCallback?: () => void
970
- openScreen(screen: object): void
971
- closeScreen(): void
972
- updateStyle(nodeId: number, prop: string, value: any): void
973
- mergeStyle(nodeId: number, style: object): void
974
- // Toggle a user style class (a `$`-block declared in .style()) on a node. `name` arrives
975
- // WITHOUT the leading `$`. Class state CASCADES down the node tree: a class set on a node is
976
- // active on all its descendants within the same root (screens/widgets are separate roots) —
977
- // implemented ONCE in creator-ui's setNodeClass (docs/style-class-cascade-plan.md); hosts must
978
- // NOT layer their own inheritance on top. `$pressed`/`$focused` are reserved cascading classes
979
- // hosts toggle alongside the built-in onPressed/onFocused (creator-ui setNodePressed/Focused).
980
- setClass(nodeId: number, name: string, enabled: boolean): void
981
-
982
- // Theme variables (docs/ui-theme-plan.md). MERGES `values` into the app theme table and
983
- // re-resolves live styles: keys are var names (`var(--name)` in style values reads them;
984
- // the four `comfort-*` keys are the comfort knobs), null removes a key, numbers are lengths
985
- // (px). Env names (safe-*, vw/vh/vmin/vmax) are reserved — hosts ignore writes to them.
986
- // Optional during rollout: the SDK feature-detects.
987
- setTheme?(values: Record<string, string | number | null>): void
988
-
989
- // Content-property push. Props: "value" (input/textarea text), "focus" (boolean — focus/blur
990
- // the input, opening/dismissing the keyboard; rides this channel so programmatic focus needs
991
- // no new ABI method), plus element-specific ones ("src", "text", …).
992
- updateNode(nodeId: number, prop: string, value: any): void
993
- setSourceRect(nodeId: number, x: number, y: number, w: number, h: number): void
994
-
995
- // Canvas.update() → live-refresh every UIImage(canvas) node currently showing this baked surface:
996
- // the host re-reads the re-rasterized pixels into the image view WITHOUT a relayout (the surface
997
- // keeps its id and size across an update; a resize goes through a full `src` re-assign). Optional
998
- // during rollout — the SDK feature-detects and falls back to re-assigning `src`.
999
- refreshCanvasSurface?(surfaceId: number): void
1000
-
1001
- // Font registration is fire-and-forget in practice: hosts load the face, then re-measure /
1002
- // re-layout when it lands (docs/font-system-plan.md — swap is the fallback; boot faces are
1003
- // prefetched via the bundle's `// fonts:` header). The callbacks stay on the wire for old
1004
- // bundles that gate on them — hosts must keep invoking onComplete. Repeated registration of
1005
- // the same (family, weight, style) is a cheap no-op — hosts dedupe.
1006
- registerFont(fontFamily: string, url: string, options: any, onComplete: () => void, onReject: () => void): void
1007
- // Preferred container format for CDN-served faces: "woff2" on browser hosts, absent (= "ttf")
1008
- // on native/headless. The font() macro's generated registration code reads it to pick the
1009
- // file extension; the `// fonts:` header carries a `{fmt}` placeholder for the same choice.
1010
- fontFormat?: "woff2" | "ttf"
1011
-
1012
- isButtonPressed(nodeId: number): boolean
1013
-
1014
- registerTouchStartEvent(callback: (...args: any) => void): void
1015
- registerTouchEndEvent(callback: (...args: any) => void): void
1016
- registerResizeEvent(callback: (...args: any) => void): void
1017
- // Current display size [width, height] in logical px — the same values the resize event delivers.
1018
- // Surfaced as device.width / device.height. Optional: hosts that don't track it (headless) omit it,
1019
- // and the getters fall back to 0.
1020
- getDisplaySize?(): [number, number]
1021
-
1022
- getTextValue(nodeId: number): string
1023
-
1024
- // Absolute device-space rect [left, top, width, height] of a laid-out node, in logical px —
1025
- // the same space UIWidget top/left position in — INCLUDING scroll offsets: computed live at
1026
- // call time, never cached from layout events. null (or undefined) when the node isn't
1027
- // mounted/laid out. Backs el.getBoundingClientRect(), the widget-anchoring primitive
1028
- // (dropdowns, popovers, tooltips — docs/ui-components-plan.md §3.2). Optional: the SDK
1029
- // feature-detects and returns null on hosts without it.
1030
- getBoundingClientRect?(nodeId: number): [number, number, number, number] | null
1031
-
1032
- insertNode(index: number, nodeId: number, childNode: any): void
1033
- removeNode(nodeId: number, childNode: any): void
1034
- setContent(nodeId: number, oldChildren: any[], children: any[]): void
1035
-
1036
- animateTo(nodeId: number, style: any): void
1037
- animateFrom(nodeId: number, style: any): void
1038
- toast(msg: string): void
1039
-
1040
- // Router over destinations. On hosts that implement openView (below), `screen`/`view` is any
1041
- // view descriptor (not just a screen object) and the extra `transition` args apply; legacy
1042
- // hosts receive screen objects only and ignore the extras.
1043
- routerOpen(view: any, onChange: (view: any) => void, showBackButton: boolean): void
1044
- routerPush(view: any, transition?: string | object): void
1045
- routerReplace(view: any, transition: string | object): void
1046
- routerPop(index: number, transition?: string | object): void
1047
- routerHide(): void
1048
- routerRestore(): void
1049
-
1050
- // ---- Presentable navigation (docs/navigation-presentable-plan.md) --------------------------
1051
- // One visible destination at a time. `view` is either a screen node object (type "screen")
1052
- // or a descriptor:
1053
- // { type: "scene3d", sceneId } { type: "scene2d", sceneId }
1054
- // { type: "native", viewName, params, viewId } { type: "videoView", node }
1055
- // Descriptors carry `_p` (the SDK Presentable instance): hand the SAME object back through
1056
- // router onChange, and fire its `ol`/`cl` arrays on present/dismiss (screens carry ol/cl
1057
- // themselves). Presenting a scene descriptor includes activating the engine (the openScene
1058
- // equivalent); while covered, scene rendering pauses. `transition` is a TransitionName string
1059
- // or a TransitionSpec object (see sdk/src/ui/presentable.ts).
1060
- // Optional during the migration: the SDK feature-detects openView and falls back to
1061
- // openScreen/openScene; hosts implementing openView should keep openScreen/routerPush(screen)
1062
- // as thin aliases into it for previously compiled bundles.
1063
- openView?(view: object, transition: string | object): void
1064
- closeView?(): void
1065
-
1066
- // NativeView plugin channel (host `registerView(name, factory)` capabilities). `args`, the
1067
- // result, and event payloads are JSON strings. Events are delivered by invoking the arrays in
1068
- // the element's `nvl[event]` or via its `_emitViewEvent(event, json)`.
1069
- isViewSupported?(name: string): boolean
1070
- viewCall?(viewId: number, method: string, args: string, onComplete: (result?: string) => void, onError: (err: string) => void): void
1071
-
1072
- // `owner` (a view descriptor) binds the widget to a destination: it mounts inside the owner's
1073
- // page — shows/hides with it and rides its transition. Omitted = global overlay (legacy
1074
- // behavior; legacy hosts ignore the arg).
1075
- showWidget(widget: object, owner?: object): void
1076
- hideWidget(widget: object): void
1077
-
1078
- vlistMount(jsNode: any, key: string, subtree: any): void
1079
- vlistSetKeys(jsNode: any, keys: string[], estimates: number[]): void
1080
- vlistInsertKeys(jsNode: any, index: number, keys: string[], estimates: number[]): void
1081
- vlistInvalidate(jsNode: any, k: string): void
1082
- vlistRemoveKeys(jsNode: any, keys: string[]): void
1083
- command(jsNode: any, command: string, ...args: any): void
1084
- }
1085
-
1086
- // ---- Platform utilities ----------------------------------------------------------------------
1087
- var _creatorUtils: {
1088
- // `fetchOptions.body` is either a string or a FormData: an object carrying `_entries`, an array
1089
- // of [key, value, filename?]. A `value` object carrying a numeric `_id` is binary (that's the
1090
- // host buffer id — SDK `File` and `FetchResponse` both expose it under that key); anything else
1091
- // is a text field. Same `_id` convention as an image `src` object (see _creatorUI.updateNode).
1092
- fetch(url: string, fetchOptions: any, onComplete: (systemId: number, statusCode: number) => void, onReject: () => void): void
1093
- fetchLocal(path: string): number
1094
- fetchToJson(systemId: number): any
1095
- fetchSlice(systemId: number, start: number, end: number): any
1096
- fetchToText(systemId: number): string
1097
- /** The fetched bytes as a Uint8Array copy (a `.terrain` file, any binary the SDK parses itself).
1098
- * Optional: an older host has only the text/JSON readers (Terrain.load throws there). */
1099
- fetchToBytes?(systemId: number): Uint8Array
1100
- disposeFetch(systemId: number): void
1101
- // ---- Local filesystem (the SDK `files` global) ----------------------------------------------
1102
- // The read/write/delete half of `fetchLocal`, for hosts where the app OWNS a filesystem
1103
- // (desktop). All five are OPTIONAL and stand or fall together: a sandboxed host (web, mobile)
1104
- // implements none of them and `files.supported` is false there.
1105
- //
1106
- // ASYNC, like `fetch`: file IO must not block the frame, so each takes an onComplete/onReject
1107
- // pair (the SDK turns them into a promise) and the host does the work off the JS thread. Hosts
1108
- // must keep the ops ORDERED — two appends to one file settle in call order — so a queue, not a
1109
- // thread per call. Exactly one handle is ever settled.
1110
- //
1111
- // PATH POLICY, identical for all five and owned by the host: an ABSOLUTE path is used verbatim;
1112
- // a RELATIVE one is resolved against the app's OWN folder — never the process cwd — which for a
1113
- // packaged desktop app is the exe's directory, one of the directories `fetchLocal` searches by
1114
- // name. So `writeLocal("save.json", …)` and `fetchLocal("save.json")` are a pair.
1115
- /** Write a file, creating the parent folders. `append` adds to the end instead of replacing.
1116
- * `data` is text (written as UTF-8), raw bytes (Uint8Array / ArrayBuffer), or a host buffer
1117
- * object carrying `_id` (an SDK `File` / `FetchResponse` — so a picked or generated file is
1118
- * saved as it is); the bytes are only valid for the duration of the call, so a host that
1119
- * defers the write copies them first. The core drops the path's cached `fetchLocal` id, so
1120
- * the next read sees the new bytes. */
1121
- writeLocal?(path: string, data: string | Uint8Array | ArrayBuffer | { _id: number }, append: boolean, onComplete: () => void, onReject: (err: Error) => void): void
1122
- /** The whole file as bytes, or null when there is no such file. Unlike `fetchLocal` this
1123
- * re-reads every call and holds nothing — no buffer id to dispose. Only a real failure
1124
- * (an unreadable file) rejects; "not there" is a null result. */
1125
- readLocalBytes?(path: string, onComplete: (bytes: Uint8Array | null) => void, onReject: (err: Error) => void): void
1126
- /** The whole file decoded as UTF-8 text, or null when there is no such file. */
1127
- readLocalText?(path: string, onComplete: (text: string | null) => void, onReject: (err: Error) => void): void
1128
- /** Delete a file, or an EMPTY directory; `recursive` also deletes a directory's contents.
1129
- * Deleting something that is already gone SUCCEEDS — the post-condition is what matters. */
1130
- deleteLocal?(path: string, recursive: boolean, onComplete: () => void, onReject: (err: Error) => void): void
1131
- /** Create a directory and any missing parents. An existing directory is success. */
1132
- mkdirLocal?(path: string, onComplete: () => void, onReject: (err: Error) => void): void
1133
- openFilePicker(onComplete: (res: any) => void, onReject: () => void, multiple: boolean, accept?: string): void
1134
- // Present the OS media share sheet for a host buffer (`systemId` — a File/response id), with an
1135
- // optional caption. iOS: the share sheet also offers "Save to Files"/Photos. Web: saves (downloads)
1136
- // the file. Backs the SDK `share(media, text?)`.
1137
- shareMedia(systemId: number, text?: string): void
1138
-
1139
- /** Prompt for camera permission (resolve = granted, reject = denied). Shared by everything that
1140
- * needs the camera — ARScene.prepare, QRScanner, CameraView — hence a platform utility rather
1141
- * than a 3D-engine call (it moved off `_creator` 2026-07-15). Optional: hosts whose view
1142
- * factory prompts on its own (web getUserMedia) don't implement it and the SDK resolves
1143
- * immediately, so callers go through `_requestCameraPermission()`. */
1144
- requestCamera?(onComplete: () => void, onReject: () => void): void
1145
-
1146
- // (openScanner/closeScanner removed 2026-07-15 — QRScanner rides the registered "qrScanner"
1147
- // NativeView; hosts keep the old handlers only for previously compiled bundles.)
1148
- // ---- Input (docs/input-plan.md — keyboard / mouse / gamepad behind the SDK `Input` global) ----
1149
- // Design: a BUTTON is anything that goes down and up — keyboard keys, mouse buttons, gamepad
1150
- // buttons — and they share ONE code vocabulary (KeyboardEvent.code + "MouseLeft|Right|Middle|
1151
- // Back|Forward" + the W3C standard-gamepad "GamepadSouth|East|West|North|L1|R1|L2|R2|Select|
1152
- // Start|L3|R3|Up|Down|Left|Right"), one held-poll and one event pair. Continuous signals (mouse
1153
- // motion, sticks, triggers) are numbered channels behind one poll. Bindings/axes/edge detection
1154
- // are SDK-side; hosts only report physical state.
1155
- /** Is this button held right now? `gamepad` (0..3) scopes a Gamepad* code to one pad; omitted =
1156
- * any connected pad. Keyboard/mouse codes ignore it. */
1157
- inputKey: (code: string, gamepad?: number) => boolean
1158
- /** Continuous input poll by channel id (SDK `InputChannel`): 0 MouseX, 1 MouseY (logical px,
1159
- * last known cursor position inside the viewport), 2 MouseDX, 3 MouseDY (motion accumulated
1160
- * during the PREVIOUS frame — unaccelerated/raw where the OS offers it, counts while locked),
1161
- * 4 WheelX, 5 WheelY (wheel notches, previous frame), 6 PointerLocked (0/1), 7 GamepadCount;
1162
- * gamepad p at 16 + 16·p: +0 Connected, +1 LeftX, +2 LeftY, +3 RightX, +4 RightY (−1..1,
1163
- * +Y = down like the web), +5 LeftTrigger, +6 RightTrigger (0..1). Unknown channel → 0.
1164
- * "Previous frame" = the host's own frame boundary (the event pump / rAF / fixed step), so
1165
- * every read within one frame agrees. Optional: a host without it has no pointer/gamepad. */
1166
- inputRead?(channel: number): number
1167
- /** Request (true) / release (false) pointer lock: hide + confine the cursor, keep MouseDX/DY
1168
- * flowing (FPS look). Returns whether the request was accepted now (web needs a user gesture);
1169
- * the eventual state is channel 6. Hosts release on focus loss and re-acquire on focus. */
1170
- inputSetPointerLock?(on: boolean): boolean
1171
- /** Register THE input-event listener (single slot per JS world, like registerAppEvent — the SDK
1172
- * fans out). kind: 0 keydown, 1 keyup, 2 gamepadconnected, 3 gamepaddisconnected. `code` is the
1173
- * button code above ("" for connect events); `gamepad` the pad index for Gamepad* codes /
1174
- * connect events, −1 otherwise; `repeat` 1 for an OS auto-repeat keydown. Delivered on the JS
1175
- * thread no later than the end of the frame it arrived in — i.e. always before the NEXT
1176
- * setLoop tick (creator-pkg drains its dispatch queue after the frame's timers, so a poll can
1177
- * see the new state one tick before the event; web/headless deliver synchronously). */
1178
- registerInputEvent?(callback: (kind: number, code: string, gamepad: number, repeat: number) => void): void
1179
- // ---- World control (run/restart/quit — the platform's `location` analog) --------------------
1180
- // Worlds carry two host-tracked bits: an IDENTITY (project uuid) and a TRUST flag. The host's
1181
- // own boot world (the bundled launcher) is trusted; a world created by `run` is trusted only
1182
- // when its declared uuid is on the host's trusted-launcher allowlist AND the caller was
1183
- // trusted itself. Push registration attribution reads the identity (docs/push-plan.md).
1184
- /** Swap in a new project world. `projectUuid` declares the new world's identity — honored
1185
- * ONLY when the calling world is trusted (launchers); silently dropped otherwise. `url`
1186
- * (any caller — the caller already controls the code it runs) is the new world's
1187
- * launchUrl: a string sets it, null clears it, omitted leaves it unchanged. */
1188
- run(systemId: number, onReject: () => void, projectUuid?: string, url?: string | null): void
1189
- /** Re-run the CURRENT world's bundle in a fresh world — `location.reload()`. Identity and
1190
- * trust are inherited (the host re-evaluates bytes it already holds, so nothing is
1191
- * spoofable). `url`: string sets the new launchUrl, null clears it, omitted keeps the
1192
- * current one (a plain reload). If the re-run throws, the current world stays live. */
1193
- restart?(url?: string | null): void
1194
- /** Leave the current app. A world launched by `run` returns to the caller's boot bundle
1195
- * (launch URL cleared, boot identity/trust restored). The boot world itself has no caller —
1196
- * the host's app-exit hook fires instead (Android backgrounds the task; hosts that can't
1197
- * exit programmatically, iOS/desktop, register nothing and the call is a no-op). */
1198
- quit?(): void
1199
-
1200
- animate(callback: (val: number) => void, duration: number): number
1201
- stopAnimation(id: number): void
1202
- pauseAnimation(id: number): void
1203
- resumeAnimation(id: number): void
1204
-
1205
- localStorageGetValue(key: string): string | null
1206
- localStorageSetValue(key: string, value: string): void
1207
- localStorageRemoveValue(key: string): void
1208
-
1209
- websocketOpen(url: string, onWebsocketMessage: (channel: string, data: any) => void, headers?: any): number
1210
- websocketSend(id: number, message: string | ArrayBuffer): void
1211
- websocketClose(id: number): void
1212
-
1213
- // ---- Service channel (headless registerService capabilities) --------------------------------
1214
- // The UI-less sibling of the NativeView channel (docs/service-channel-plan.md): the host
1215
- // registers named service factories (`registerService("geolocation", factory)`) and the SDK
1216
- // talks to them over the same JSON call/event protocol as viewCall. All four are optional —
1217
- // feature-detect with typeof; hosts that didn't opt in simply don't have them. Sessions must
1218
- // open cheaply (no permission prompt, no I/O) — prompts belong in the first call that needs
1219
- // them, so a rejected call is the failure surface, never a hung open.
1220
- isServiceSupported?(name: string): boolean
1221
- /** Open a session against the registered factory. `params` is a JSON string. Returns the
1222
- * host-allocated session id, or -1 when no factory is registered under `name`. `onEvent`
1223
- * delivers service events (payload as a JSON string, or omitted) until serviceClose. */
1224
- serviceOpen?(name: string, params: string, onEvent: (event: string, dataJson?: string) => void): number
1225
- /** Invoke a method on a live session — args/result JSON-encoded, exactly like viewCall. */
1226
- serviceCall?(serviceId: number, method: string, args: string,
1227
- onComplete: (result?: string) => void, onError: (err: string) => void): void
1228
- serviceClose?(serviceId: number): void
1229
-
1230
- // ---- App lifecycle & environment (docs/app-lifecycle-plan.md) --------------------------------
1231
- // One push channel + synchronous pulls. All optional — typeof feature-detect; the SDK wrappers
1232
- // fall back cleanly (state "active", launchUrl null, online true) on hosts that lack them.
1233
- /** Register THE app-event listener (single slot per JS world — the SDK fans out; the host/core
1234
- * scopes the stored callback to the world and frees it on teardown). Events: "pause" / "resume"
1235
- * (app left / returned to the foreground), "url" (a link arrived while running; data = the URL),
1236
- * "online" / "offline" (connectivity changed). "pause" is delivered BEFORE the host halts the
1237
- * frame loop (the dispatch queue must still drain). */
1238
- registerAppEvent?(callback: (event: string, data?: string) => void): void
1239
- /** Current lifecycle state: "active" | "background". Surfaced as app.state. */
1240
- appState?(): string
1241
- /** The URL the app was (most recently) opened with, or null — the cold-start deep link. A warm
1242
- * link updates this value first, then fires the "url" event. Surfaced as app.launchUrl. */
1243
- getLaunchUrl?(): string | null
1244
- /** Current connectivity (navigator.onLine semantics — best-effort: false only when the platform
1245
- * is sure there is no network). Surfaced as device.online. */
1246
- isOnline?(): boolean
1247
- /** Open a URL in the system browser / external handler (fire-and-forget). Backs openURL(). */
1248
- openUrl?(url: string): void
1249
- /** Lock the interface orientation: "landscape" (either landscape direction — sensor
1250
- * landscape, what a horizontal game wants), "portrait" (upright only) or "auto" (release —
1251
- * the device's rotation rules apply again). Fire-and-forget; the rotation itself is
1252
- * animated by the platform and lands as an ordinary resize. PER WORLD: the host resets the
1253
- * lock to "auto" on every world swap BEFORE the new bundle evaluates, so a game may lock at
1254
- * synchronous top level and the launcher always comes back unlocked. Optional — hosts
1255
- * without a rotatable screen (desktop, headless, macOS) omit it. Backs app.setOrientation. */
1256
- setOrientation?(mode: string): void
1257
- /** Write text to the system clipboard (fire-and-forget). Backs clipboard.write. */
1258
- clipboardWrite?(text: string): void
1259
- /** Read text from the system clipboard — async because web needs a permission prompt; native
1260
- * hosts may complete synchronously. Reject = no access / nothing readable. Backs clipboard.read. */
1261
- clipboardRead?(onComplete: (text: string) => void, onReject: (err: string) => void): void
1262
-
1263
- // ---- Keyboard inset (docs/input-upgrades-plan.md §7) ------------------------------------------
1264
- /** On-screen keyboard height in logical px currently overlapping the app viewport, 0 when
1265
- * hidden. The RAW overlap, independent of the focused input's keyboardShrink policy (with
1266
- * shrink the layout already avoids it; the main consumer is overlay mode). Surfaced as
1267
- * app.keyboardHeight. Optional — hosts without an on-screen keyboard omit it. */
1268
- keyboardHeight?(): number
1269
- /** Register THE keyboard listener (single slot per JS world, like registerAppEvent — the SDK
1270
- * fans out; a separate channel because the string one can't carry two numbers). Fires on every
1271
- * keyboard frame change with (height — as above, duration — the platform's animation duration
1272
- * in ms, 0 where none). Surfaced as the app "keyboard" event. */
1273
- registerKeyboardEvent?(callback: (height: number, duration: number) => void): void
1274
-
1275
- // (camera* removed 2026-07-15 — CameraView rides the registered "camera" NativeView; hosts
1276
- // keep the old handlers only for previously compiled bundles.)
1277
-
1278
- createAudioPlayer(src: string, onFinished: () => void): number
1279
- createVideoPlayer(src: string, onFinished: () => void): number
1280
- updateMediaPlayerVolume(id: number, volume: number): void
1281
- updateMediaPlayerLoop(id: number, loop: boolean): void
1282
- updateMediaPlayerPlaying(id: number, play: boolean): void
1283
- getMediaPlayerTime(id: number): number
1284
- setMediaPlayerTime(id: number, time: number): void
1285
- getMediaPlayerDuration(id: number): number
1286
- removeMediaPlayer(id: number): void
1287
-
1288
- /** The host bucket surfaced as `device.platform`. Apps BRANCH on it (mouse-look vs on-screen
1289
- * sticks, hover affordances, key hints), so it names the INPUT MODEL, not the OS — one of
1290
- * "web" | "ios" | "android" | "desktop". macOS reports "desktop", not "macos": a project
1291
- * testing `device.platform === "desktop"` must get the same answer on every desktop host.
1292
- * OS/version detail belongs in the host's own systemInfo callback, never here. Every host
1293
- * must define it — where it was missing (Android before 2026-07-30, iOS before 2026-08-25)
1294
- * the SDK read undefined and no platform branch in any app could ever match. */
1295
- platform: string
1296
- language: string
1297
- /** Display device-pixel ratio (physical px per CSS/logical px): 1 on standard displays, 2–3 on
1298
- * retina / iOS. Host-provided (web: window.devicePixelRatio; iOS: UIScreen.scale). Surfaced as
1299
- * device.pixelRatio — for baking a Canvas at the right resolution without hardcoding it. */
1300
- pixelRatio: number
1301
- /** Opt into the precise-touch system (full-rate coalesced sampling) where the host supports it — iOS
1302
- * coalesced touches. Surfaced as device.setPreciseTouch. Optional: hosts without a coalesced-input
1303
- * concept (web, headless) simply don't implement it, so callers guard with `?.`. */
1304
- setPreciseTouch?(enabled: boolean): void
1305
- /** Fire a one-shot semantic haptic (device.vibrate). `style` is a HapticStyle string. Optional:
1306
- * hosts without haptic hardware (web, headless, iPad / older iPhones) simply don't implement it,
1307
- * so callers guard with `?.`. */
1308
- vibrate?(style: string): void
1309
-
1310
- // ---- device.motion (orientation sensor; pull-per-frame model) --------------------------------
1311
- /** Does this device have the motion sensors (gyro)? Surfaced as device.motion.available. */
1312
- motionAvailable?(): boolean
1313
- /** Start fused device-motion updates at `interval` seconds; returns whether it started (false =
1314
- * no sensor / permission denied). May return a Promise on hosts with an async permission prompt
1315
- * (web). Surfaced as device.motion.start. */
1316
- motionStart?(interval: number): boolean | Promise<boolean>
1317
- /** Stop updates and release the sensor. Surfaced as device.motion.stop. */
1318
- motionStop?(): void
1319
- /** The freshest raw sample in the DEVICE frame: `[qx,qy,qz,qw, gx,gy,gz, interfaceOrientation]`
1320
- * (orientation code: 0 portrait, 1 landscapeLeft, 2 landscapeRight, 3 upsideDown), or null until
1321
- * the first sample / when not running. The SDK converts it to world/screen space. */
1322
- getMotionSample?(): number[] | null
1323
- }
1324
-
1325
- // ---- 2D canvas (core; native-per-platform — see docs/canvas-contract.md) ---------------------
1326
- // Immediate-mode 2D drawing that bakes to a texture, shared by 2D/3D/UI. The SDK Canvas records a
1327
- // command buffer and flushes it here once per bake (opcodes documented in the contract).
1328
- var _creatorCanvas: {
1329
- // Rasterize `cmd` (cmdLen floats) into surface `surfaceId` (0 = create), sized w×h logical @
1330
- // `scale` device px. Clears then replays the whole buffer. Returns the surface id.
1331
- rasterize(surfaceId: number, w: number, h: number, scale: number,
1332
- cmd: Float32Array, cmdLen: number, refs: string[]): number
1333
- // [width, ascent, descent] in logical px for `text` in `font`, measured on this platform.
1334
- measureText(text: string, font: string): Float32Array
1335
- // Copy surface `surfaceId`'s pixels into a NEW standalone surface; returns the new id. Backs
1336
- // Canvas.toBitmap() — an immutable snapshot the source canvas can no longer touch.
1337
- snapshot(surfaceId: number): number
1338
- // Decode an image source into a NEW standalone surface (device px) — backs Canvas.loadImage() for
1339
- // Canvas.drawImage(). `bufferId < 0` → rasterize the SVG markup in `svg`; otherwise decode the
1340
- // encoded image bytes in host buffer `bufferId` (an already-fetched FetchResponse). Async, because
1341
- // turning SVG / encoded bytes into pixels needs a decode on web (createImageBitmap / <img>). Returns
1342
- // (surfaceId, width, height) in device px via onComplete, or onReject on failure.
1343
- loadImage(svg: string, bufferId: number,
1344
- onComplete: (surfaceId: number, width: number, height: number) => void, onReject: () => void): void
1345
- // Encode surface `surfaceId` to an image ('image/png' | 'image/jpeg'), register the bytes as a host
1346
- // buffer, and return (bufferId, size) — the SDK wraps it in a File. Backs Canvas/Bitmap.toFile().
1347
- toFile(surfaceId: number, type: string, onComplete: (bufferId: number, size: number) => void, onReject: () => void): void
1348
- destroySurface(surfaceId: number): void
1349
- }
1350
- }
1351
-
1352
- export {}
1
+ // The host ABI. These four objects are injected onto the global scope by the runtime host
2
+ // (web viewer, desktop, iOS) before any user/SDK code runs. The SDK is a thin, typed re-skin over
3
+ // them — it never bundles them; it only references them as free globals. Faithfully tracks the
4
+ // surface in packages/worker/src/global.d.ts (the proven contract).
5
+
6
+ declare global {
7
+
8
+ // ---- 3D engine (Filament / creator-gl) -------------------------------------------------------
9
+ var _creator: {
10
+ backend: string
11
+
12
+ createScene(): number
13
+ createOverlayScene(sceneId: number): number
14
+ createGLView(): void
15
+ openScene(sceneId: number): void
16
+ closeScene(): void
17
+ launchAR(sceneId: number, onComplete: () => void, onReject: () => void): void
18
+ stopAR(): void
19
+ launchVR(sceneId: number, onComplete: () => void, onReject: (err?: unknown) => void): void
20
+ stopVR(): void
21
+ addEntityToScene(sceneId: number, entityId: number): void
22
+ removeEntityFromScene(sceneId: number, entityId: number): void
23
+ getSceneMaterial(sceneId: number): number
24
+ warmRender(sceneId: number, onComplete: () => void): void
25
+
26
+ createEntity(): number
27
+ cloneEntity(entityId: number): number
28
+ destroyEntity(entityId: number): void
29
+
30
+ setMatrix(entityId: number, mat: Float32Array): void
31
+ setWorldMatrix(entityId: number, mat: Float32Array): void
32
+ getChildren(entityId: number): number[]
33
+ getChildCount(entityId: number): number
34
+ getChild(entityId: number, index: number): number
35
+
36
+ setPosition(entityId: number, x: number, y: number, z: number): void
37
+ setQuaternion(entityId: number, x: number, y: number, z: number, w: number): void
38
+ setEulerAngles(entityId: number, x: number, y: number, z: number, order: number): void
39
+ setScale(entityId: number, x: number, y: number, z: number): void
40
+
41
+ addChildren(parentEntityId: number, entityIds: number[]): void
42
+ setParent(entityId: number, parentEntityId: number, worldPositionStays: boolean): void
43
+ setParentNull(entityId: number, worldPositionStays: boolean): void
44
+ getParent(entityId: number): number
45
+ traverse(entityId: number, callback: (entityId: number) => void): void
46
+ /** Descendant of `entityId` by name, with the Animator's binding rule: exact name first, then the
47
+ * short name (after the last `:` / `|` — Mixamo `mixamorig:Hips`); a skin joint beats a plain node
48
+ * of the same name (merged GLBs carrying a leftover skeleton copy), otherwise first in tree order.
49
+ * 0 when absent. Optional: hosts that predate it fall back to the SDK's traverse walk (node.bone). */
50
+ findNode?(entityId: number, name: string): number
51
+
52
+ createSunLight(entityId: number, x: number, y: number, z: number, intensity: number, color: number, shadowsQuality: number, shadowDistance: number): void
53
+ /** Punctual light. `intensity` is luminous POWER in lumens; `falloff` is the metres of
54
+ * influence (filament's own default is 1 m, i.e. invisible, so it is always passed). */
55
+ createPointLight?(entityId: number, intensity: number, color: number, falloff: number, castShadows: boolean): void
56
+ /** Live intensity for any light (sun: lux, point: lumens) — a flash animates instead of rebuilding. */
57
+ setLightIntensity?(entityId: number, intensity: number): void
58
+ setLightColor?(entityId: number, color: number): void
59
+ /** `iblFetchId` (optional, -1 = none) names the scene's own probe; without it the host looks for a project-wide `ibl.ktx`. */
60
+ setDefaultIbl(sceneId: number, intensity: number, iblFetchId?: number): void
61
+ setBloomOptions(sceneId: number, enabled: boolean, strength: number, quality: number): void
62
+ setToneMapping?(sceneId: number, mode: number): void
63
+ /** Exposure of the scene's camera — filament's physical model: `aperture` f-stops,
64
+ * `shutterSpeed` seconds, `sensitivity` ISO (default f/16, 1/125 s, ISO 100 = EV100 15, bright
65
+ * sunlight). ISO ×2 = one stop brighter. Scene-referred light follows it; particle emission is
66
+ * post-exposure and does not. Optional: hosts that predate it keep the fixed default. */
67
+ setCameraExposure?(sceneId: number, aperture: number, shutterSpeed: number, sensitivity: number): void
68
+ /** Display output range (macOS/iOS EDR, `device.hdr`). `getDisplayHeadroom` is what the engine
69
+ * renders to right now: the screen's peak as a multiple of SDR white, quantised to half-stops;
70
+ * 0 or 1 = SDR. Live — it ramps up from 1 over the first seconds, follows brightness and the
71
+ * screen under the window. `getDisplayMaxHeadroom` is the peak the surface can reach at all
72
+ * (1 = SDR), constant once the surface exists: the value to branch content on. Optional: hosts
73
+ * that predate it, or render 8-bit, are SDR. */
74
+ getDisplayHeadroom?(): number
75
+ getDisplayMaxHeadroom?(): number
76
+ /** HDR look, engine-wide (creator.h `setHdrStrength` / `setHdrPaperWhite`): `strength` 0..1 =
77
+ * how much of the picture reaches for the headroom (0 only what SDR clipped, 1 nearly
78
+ * everything), `paperWhite` 1..8 = where the operator's white lands as a multiple of SDR white
79
+ * (the "HDR brightness" of a console calibration screen; clamped to the headroom). A host may
80
+ * pin either from its environment — the getters report what is in force. Optional. */
81
+ setHdrStrength?(strength: number): void
82
+ getHdrStrength?(): number
83
+ setHdrPaperWhite?(paperWhite: number): void
84
+ getHdrPaperWhite?(): number
85
+ /** Screen-space ambient occlusion: the contact darkening in creases and where objects meet the
86
+ * ground. `radius` is world-space metres, `power` the falloff contrast, `quality` 0 LOW … 3
87
+ * ULTRA (sample count — not the buffer resolution, which stays half-res).
88
+ * Optional: hosts that predate it render without AO and the SDK skips the call. */
89
+ setAmbientOcclusionOptions?(sceneId: number, enabled: boolean, intensity: number, radius: number, power: number, quality: number): void
90
+ /** Distance fog / aerial perspective. `color` is packed 0xRRGGBB used as a TINT on the
91
+ * in-scattered ambient — the engine multiplies it by the environment luminance, so white means
92
+ * "as bright as the ambient" and it is NOT the absolute-radiance convention `setSkybox` uses.
93
+ * `density` = extinction per metre at `height`, `heightFalloff` 1/m (0 = uniform),
94
+ * `cutOff` <= 0 = apply at every distance (the skybox included — that is what blends the
95
+ * horizon), `fromIbl` = take the colour from the environment in the view direction and tint
96
+ * it by `color`.
97
+ * Optional: hosts that predate it render without fog and the SDK skips the call. */
98
+ setFogOptions?(sceneId: number, enabled: boolean, color: number, distance: number, density: number, height: number, heightFalloff: number, maxOpacity: number, cutOff: number, fromIbl: boolean): void
99
+ setSkybox(sceneId: number, color: number): void
100
+ /** Draw the scene's IBL environment as the sky instead of a flat colour. No-op until the IBL
101
+ * exists (setDefaultIbl runs first). Optional: hosts that predate it keep the flat skybox. */
102
+ setSkyboxFromEnvironment?(sceneId: number): void
103
+ /** The sky from its own KTX1 cubemap. `fetchId` is a local-resource id (`_creatorUtils.fetchLocal`
104
+ * / an `asset()` handle), pointing at cmgen's `<name>_skybox.ktx` — the sharp single-mip file,
105
+ * not the roughness-prefiltered `_ibl.ktx` beside it. Optional: hosts that predate it keep the
106
+ * flat skybox. */
107
+ setSkyboxTexture?(sceneId: number, fetchId: number): void
108
+ setSceneMultiSampleAntiAliasing(sceneId: number, enabled: boolean, scale: number): void
109
+ /** Filament View::setStencilBufferEnabled (Scene.stencil). Optional. */
110
+ setSceneStencil?(sceneId: number, enabled: boolean): void
111
+ /** Render resolution: `renderScale` (0.25–1) = fixed 3D-buffer scale vs the viewport (the UI is
112
+ * untouched; a host that owns the 3D texture resizes it, one rendering into the swapchain may
113
+ * ignore it), `dynamicResolution` = engine-adaptive scaling under that down to `minScale`.
114
+ * Optional: older hosts predate it and the SDK skips the call. */
115
+ setSceneRenderOptions?(sceneId: number, renderScale: number, dynamicResolution: boolean, minScale: number): void
116
+ /** Anisotropic filtering for every texture bound FROM HERE ON (1 = off, 2 = the engine default,
117
+ * 16 = max; clamped). Engine-wide rather than per scene, because a sampler is baked when its
118
+ * texture is bound — a glTF binds during `Model.load`, and two scenes cannot disagree about a
119
+ * texture they share. Call it before loading the assets it should apply to; `SceneOptions.
120
+ * anisotropy` does that automatically (a scene's env runs before its nodes build). Optional:
121
+ * hosts that predate it keep isotropic filtering and the SDK skips the call. */
122
+ setTextureAnisotropy?(level: number): void
123
+ /** Engine-wide cap on texture size (`Texture.maxSize` / `SceneOptions.maxTextureSize`): a
124
+ * KTX2 wider or taller than `size` loses its top mip levels on load, a glTF PNG/JPEG is
125
+ * downsampled; 0 = no cap. Reaches textures created AFTER the call — a loaded level keeps
126
+ * its textures, so a settings menu applies it on the next level load. `createTexture` flag
127
+ * 2 (FULL_SIZE) exempts one texture (lightmap pages). Optional: hosts that predate it load
128
+ * full-size textures and the SDK skips the call. */
129
+ setTextureMaxSize?(size: number): void
130
+ /** Depth-reading effects on / off (`scene.setDepthEffects`): soft particles (`depthFade`) and
131
+ * projected decals read the scene depth, which costs a half-res depth pre-pass of every opaque
132
+ * draw. Off = no pre-pass, hard-edged particles, decal sets draw nothing. Engine-wide, live.
133
+ * Optional: hosts that predate it keep the effects and the SDK skips the call. */
134
+ setDepthEffects?(enabled: boolean): void
135
+ /** LOD distance (`scene.setLodBias`): the LOD pass' screen-size thresholds × `bias` — 2 = every
136
+ * level switches at half the distance, 0.5 = full detail twice as far; 1 = the defaults
137
+ * (0.30 / 0.12 / 0.05 of the viewport height). Engine-wide, live, clamped 0.25..8. Optional:
138
+ * hosts without the LOD pass ignore it and the SDK skips the call. */
139
+ setLodBias?(bias: number): void
140
+ setMaterialGlobalParameter(sceneId: number, i: number, x: number, y: number, z: number, w: number): void
141
+ getCameraFov(sceneId: number, fovType: number): number
142
+ /** The scene camera's projection: VERTICAL fov in degrees + near/far clip distances (defaults
143
+ * 60 / 0.01 / 1000). Aspect stays host-owned — the host STORES these per scene and re-applies
144
+ * them whenever the viewport changes, so one call outlives every resize. Optional: hosts that
145
+ * predate it keep the fixed defaults and the SDK feature-detects (Camera.setProjection). */
146
+ setCameraProjection?(sceneId: number, fov: number, near: number, far: number): void
147
+
148
+ getMatrix(entityId: number, mat: Float32Array): boolean
149
+ getWorldMatrix(entityId: number, mat: Float32Array): void
150
+ getWorldPosition(entityId: number, mat: Float32Array): void
151
+ getWorldDirection(entityId: number, mode: number, mat: Float32Array): void
152
+
153
+ getWorldMatrixInverse(entityId: number, mat: Float32Array): void
154
+ getCameraViewDirection(sceneId: number, screenX: number, screenY: number, mat: Float32Array): void
155
+
156
+ /** `uv1` (optional, 2 floats per vertex) is the lightmap UV set (Geometry.uv1); absent → the
157
+ * host duplicates `uv` into UV1. Hosts that predate the argument ignore it. */
158
+ /** `colors` (Geometry.colors) is 4 bytes RGBA per vertex for a `requires: [color]` material;
159
+ * a host that predates it draws the mesh white. */
160
+ setMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, meshType: number, uv1?: Float32Array, colors?: Uint8Array): void
161
+ // Terrain (gl/Terrain.ts ↔ creator-gl/src/terrain.cpp, docs/terrain-plan.md §1.4): a heightmap grid of
162
+ // sizeX × sizeZ samples `cellSize` apart (+X across columns, +Z across rows, height on +Y, sample 0 at
163
+ // the node origin), drawn as one renderable per `chunk`×`chunk` cells on internal children of the
164
+ // entity (u16 indices → chunk ≤ 255). `holes` = one byte per sample, 1 = hole (a triangle exists only
165
+ // when its three samples are valid — the same rule as the Jolt height field), null = none. UV0 = local
166
+ // XZ in metres, UV1 = the terrain's unit square. Returns the chunk count (0 = refused). terrainUpdate
167
+ // re-reads the FULL arrays and rebuilds the chunks the sample rectangle touches. All optional: a host
168
+ // without them gets the SDK's own chunk meshes through setMesh (gl/terrainMesh.ts).
169
+ terrainCreate?(entityId: number, materialId: number, heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, chunk: number, holes: Uint8Array | null): number
170
+ terrainUpdate?(entityId: number, heights: Float32Array, holes: Uint8Array | null, x0: number, z0: number, w: number, h: number): void
171
+ terrainSetMaterial?(entityId: number, materialId: number): void
172
+ terrainSetShadows?(entityId: number, cast: boolean, receive: boolean): void
173
+ // Instanced mesh (gl/InstancedMesh.ts ↔ creator-gl/src/instanced.cpp): `count` transforms,
174
+ // column-major 4×4 local to the node, all-zero = hidden. setInstanceTransforms writes
175
+ // matrices.length / 16 of them starting at `first` (a subarray view is fine — consumed synchronously).
176
+ createInstancedMesh(entityId: number, materialId: number, vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array, count: number): void
177
+ setInstanceTransforms(entityId: number, matrices: Float32Array, first: number): void
178
+ setInstancedMeshMaterial(entityId: number, materialId: number): void
179
+ setInstancedMeshShadows(entityId: number, cast: boolean, receive: boolean): void
180
+ setCulling(entityId: number, culling: boolean): void
181
+ /** Filament RenderableManager::setPriority — the coarse draw order, 0..7 (Mesh.renderPriority).
182
+ * Optional: an older host leaves everything at the default 4. */
183
+ setRenderPriority?(entityId: number, priority: number): void
184
+ /** Filament MaterialInstance::setDepthCulling / setDepthWrite — per-instance overrides of the
185
+ * depth state baked into the shader package (Material.depthTest / depthWrite). Optional. */
186
+ setMaterialDepthTest?(materialInstanceId: number, enable: boolean): void
187
+ setMaterialDepthWrite?(materialInstanceId: number, enable: boolean): void
188
+ /** Filament MaterialInstance::setCullingMode: 0 none (double-sided), 1 front, 2 back. Optional. */
189
+ setMaterialCulling?(materialInstanceId: number, mode: number): void
190
+ /** Filament MaterialInstance stencil state in one call (Material.stencil): `test` 0 always, 1 never,
191
+ * 2 less, 3 lessEqual, 4 greater, 5 greaterEqual, 6 equal, 7 notEqual; the ops 0 keep, 1 zero,
192
+ * 2 replace, 3 increment, 4 decrement, 5 invert. Optional. */
193
+ setMaterialStencil?(materialInstanceId: number, write: boolean, test: number, ref: number, onPass: number, onFail: number, onDepthFail: number, readMask: number, writeMask: number): void
194
+ setCastShadows(entityId: number, culling: boolean): void
195
+ setReceiveShadows(entityId: number, culling: boolean): void
196
+
197
+ /** Decode a fetched image into a texture. `flags` (optional, Texture.load): bit 1 = LINEAR data
198
+ * (a normal map — store RGBA8, not sRGB); unset / absent = colour, sRGB. A host that ignores
199
+ * it loads colour correctly and normal maps wrongly. KTX2 decides by its own header. */
200
+ createTexture(systemId: number, onComplete: (id: number, width: number, height: number) => void, onReject: () => void, flags?: number): void
201
+ // Texture from a baked _creatorCanvas surface (RGBA8, already rasterized — synchronous, no decode).
202
+ createTextureFromCanvas(surfaceId: number): number
203
+ updateTextureFromCanvas(texId: number, surfaceId: number): void
204
+ /** A texture from raw UBYTE pixels — `channels` 1–4, row-major, `width*height*channels` bytes, no
205
+ * mips; `srgb` selects the sRGB internal format for 3/4 channels (colour) vs linear (data — a
206
+ * terrain's control map). The bytes are copied. Returns 0xFFFFFFFF on failure. `updateTexturePixels`
207
+ * re-uploads a sub-rectangle with the creation channel count. Optional (Texture.fromPixels throws). */
208
+ createTexturePixels?(width: number, height: number, channels: number, data: Uint8Array, srgb: boolean): number
209
+ updateTexturePixels?(textureId: number, x: number, y: number, width: number, height: number, data: Uint8Array): void
210
+
211
+ createMaterial(systemId: number): number
212
+ createMaterialS(name: string): number
213
+ setMaterial(entityId: number, materialId: number, index: number): void
214
+ getMaterial(entityId: number, index: number): number
215
+
216
+ setUniformRgb(materialId: number, uniform: string, color: number): void
217
+ setUniformRgba(materialId: number, uniform: string, color: number): void
218
+ setUniformFloat(materialId: number, uniform: string, value: number): void
219
+ setUniformBoolean(materialId: number, uniform: string, value: boolean): void
220
+ setUniformTexture(materialId: number, uniform: string, systemId: number, wrapS: number, wrapT: number): void
221
+ setUniformArray(materialId: number, uniform: string, value: Float32Array): void
222
+ setUniformNull(materialId: number, uniform: string): void
223
+
224
+ attachCameraToAR(sceneId: number, cameraEntityId: number, onProjectionChange: (mat: Float32Array, fov: number) => void): void
225
+ getDisplaySize(): Float32Array
226
+
227
+ setVisible(entityId: number, visible: boolean): void
228
+ isVisible(entityId: number): boolean
229
+
230
+ createGlb(systemId: number, onComplete: (buff: number) => void, onReject: () => void): void
231
+ setGlbCulling(entityId: number, culling: boolean): void
232
+ /** Optional. True when the host refits a skinned model's frustum-culling bounds to its joints every
233
+ * frame (creator-gl animation/skinning.cpp), i.e. culling is safe for animated GLBs. Model.load
234
+ * defaults culling ON only where this returns true; absent / false = the always-draw default. */
235
+ skinnedCullingSupported?(): boolean
236
+ /** Optional. Level-of-detail override for a GLB instance (docs/lod-plan.md): `mesh` / `anim` are -1 for
237
+ * automatic (the engine picks by screen size and visibility) or a forced level 0..3. Backs Model.lod
238
+ * and Animator.lod; a host without it (no LOD pass) leaves everything at full detail. */
239
+ setLod?(entityId: number, mesh: number, anim: number): void
240
+
241
+ // Render-synced aspect update(dt) dispatch, called from inside render(). Early = before the physics
242
+ // step; late = after animations/particles, just before draw. Single-slot per phase (the SDK's Aspect
243
+ // dispatcher registers one callback per phase that iterates its ordered updater list).
244
+ setEarlyUpdate(cb: (dt: number) => void): void
245
+ setLateUpdate(cb: (dt: number) => void): void
246
+ /** FIXED phase - the SDK's `updateFixed`: once per physics substep with dt = 1/60 exactly, BEFORE
247
+ * that substep's Jolt step (move commands / velocities written here feed the same step). Under
248
+ * `setTimeScale` the NUMBER of substeps changes, never the dt; at most 4 per frame. `null` clears it -
249
+ * registered lazily, only once an aspect declares the phase (one flag check per substep otherwise).
250
+ * Optional: a host without it gets the SDK's own 1/60 accumulator inside the early phase. */
251
+ setFixedUpdate?(cb: ((dt: number) => void) | null): void
252
+ /** The engine's clock multiplier for physics / animators / particles (1 normal, 0 frozen) — the
253
+ * SDK's `Time.scale` / `Time.paused` pushed down so the sims stay in step with game code. The
254
+ * two aspect phases still receive the RAW wall-clock dt (the SDK scales it itself). Optional:
255
+ * a host without it keeps its sims at wall-clock speed. */
256
+ setTimeScale?(scale: number): void
257
+ // Physics contact/sensor events (drained after each step): a/b = entity ids, type 0 enter / 1 exit.
258
+ setOnPhysicsEvent(cb: (a: number, b: number, type: number) => void): void
259
+
260
+ // ---- Animation system (docs/animation-v2-plan.md): AnimationClip + Animator — THE skeletal animation
261
+ // path, evaluated by creator-anim on every host. A clip set is parsed straight from GLB bytes (tracks
262
+ // target bone NAMES, no entities); a model's embedded clips are registered by createGlb (getGlbClipSet,
263
+ // 0 = none). An Animator binds clips to one node hierarchy by name; the native evaluator runs the WHOLE
264
+ // per-frame loop (sources, transitions, blend spaces, one-shot hand-over, root motion) — the SDK only
265
+ // issues play/stop/blend calls and has no tick. Skinning is flushed AFTER the late phase so IK /
266
+ // procedural joint writes land in the skin.
267
+ // TRANSITIONS ARE INERTIAL, NOT CROSSFADES: a layer evaluates exactly ONE source (its one-shot, its
268
+ // loop, or nothing); a switch records the difference between the pose the layer SHOWED and the pose the
269
+ // new source shows and decays it away over `fade` seconds (halflife = 0.4 × fade). A replaced source is
270
+ // silent from that moment — it costs nothing, its weight is 0 at once, and it may be replaced again
271
+ // mid-transition (the offset is re-recorded from the displayed pose). `fade` 0 = cut.
272
+ loadClips(systemId: number, onComplete: (clipSetId: number) => void, onReject: (err: unknown) => void): void
273
+ // names = newline-joined track targets; data = [trackCount, duration (<=0 → max key time), (path 0 T/1 R/2 S,
274
+ // interp 0 linear/1 step/2 cubic, comps, keyCount, times…, values…)*]. Returns a one-clip set id (0 = bad).
275
+ createClipFromTracks(names: string, data: Float32Array): number
276
+ getClipSetInfo(clipSetId: number): { name: string, duration: number, trackCount: number }[]
277
+ // A clip DERIVED from one of the set as a NEW single-clip set (index 0) — AnimationClip.from(clip, { mirror,
278
+ // from, to }): the mirror (left ↔ right on the set's own rig, the GLB's node tree: contacts swapped, heading
279
+ // negated), then the [start, end] window re-timed to 0 (start < 0 = whole, end < 0 = the clip's end; boundary
280
+ // values interpolated in, events re-timed). 0 = bad id / range, or a mirror asked of a set without a rig.
281
+ deriveClip(clipSetId: number, clip: number, mirror: boolean, start: number, end: number): number
282
+ // Clip events on the CLIP: normalized times (sorted ascending). Every slot bound to the clip, in every
283
+ // animator, fires slot event type 4 + i on crossing event i. Empty = clear.
284
+ setClipEvents(clipSetId: number, clip: number, times: Float32Array): void
285
+ getGlbClipSet(entityId: number): number
286
+ destroyClipSet(clipSetId: number): void
287
+ animatorCreate(entityId: number): number // 0 = not a transform node
288
+ animatorDestroy(animatorId: number): void // leaves the skeleton in rest pose
289
+ // One (clip, layer) slot, silent until played / made a blend member. slot index or -1.
290
+ animatorBind(animatorId: number, clipSetId: number, clipIndex: number, layer: number): number
291
+ animatorBoundTracks(animatorId: number, slot: number): number
292
+ // The layer's LOOP: member slots + positions (dims 1: x per member, 2: x,y; one member = a plain looping
293
+ // clip). The members share ONE cycle clock, each placed on it LINEARLY by `phases` — two floats per member,
294
+ // (offset, cycles): φ(t) = offset + cycles · t / duration, 0 at a left-foot-down (measured offline
295
+ // from the clip's foot marks). An empty array, or cycles <= 0 for a member = normalized time (0, 1) and no
296
+ // cycle to phase-match to — the clock never reads the clip's marks. animatorSetBlendValue picks the mix (1D linear between neighbours /
297
+ // 2D gradient band). Setting it takes the layer over from whatever it shows — the previous loop and any
298
+ // one-shot on it go silent — with a transition of `fade`. Empty = no loop. speed = the members' rate.
299
+ animatorSetBlend(animatorId: number, layer: number, dims: 1 | 2, slots: Uint16Array, positions: Float32Array, fade: number, speed: number, phases: Float32Array): void
300
+ animatorSetBlendValue(animatorId: number, layer: number, x: number, y: number): void
301
+ // Play a slot as the layer's one-shot, transitioned in over fadeIn (0 = cut) from whatever the layer
302
+ // showed (playing a blend MEMBER brings the whole blend back instead). A non-looping one-shot hands the
303
+ // layer back to the loop at the end, the hand-over firing fadeOut seconds BEFORE the end and the return
304
+ // transition taking fadeOut; fadeOut < 0 = not given (cut back; on a loopless layer hold the last frame).
305
+ // restart = rewind even if already playing (a restart is a new source: it transitions from the pose shown).
306
+ animatorPlay(animatorId: number, slot: number, loop: boolean, speed: number, fadeIn: number, fadeOut: number, restart: boolean): void
307
+ // TURN WARP for the slot's current play (right after animatorPlay): the node's turn from the clip's baked heading is
308
+ // scaled to `radians` total; the pose keeps its own turn, the extra pivots about the planted foot. enabled false =
309
+ // the clip's own turn. Optional: older hosts lack it.
310
+ animatorSlotSetTurn?(animatorId: number, slot: number, radians: number, enabled: boolean): void
311
+ // Release over `fade` (a transition toward what is left — the loop, or the rest pose): one slot; a
312
+ // layer's one-shot + loop (slot -1); everything (layer -1).
313
+ animatorStop(animatorId: number, layer: number, slot: number, fade: number): void
314
+ animatorSeek(animatorId: number, slot: number, time: number): void // seeking a blend member moves the blend
315
+ animatorGetSlotTime(animatorId: number, slot: number): number
316
+ animatorGetSlotWeight(animatorId: number, slot: number): number // 1 = the layer's source, a loop member = its share, else 0
317
+ // Layer config: weight 0–1; additive = each slot's DELTA vs its clip's first frame on top of the layers
318
+ // below; maskRoot = bone name(s, '\n'-separated) whose subtrees the layer drives ("" = all).
319
+ animatorSetLayer(animatorId: number, layer: number, weight: number, additive: boolean, maskRoot: string): void
320
+ // ANTICIPATION for the layer's next source change: the transition starts with -amount x the new source's
321
+ // joint velocity (a wind-up against the coming motion), consumed by that switch. Optional: older hosts lack it.
322
+ animatorSetLayerAnticipation?(animatorId: number, layer: number, amount: number): void
323
+ animatorSetGlobal(animatorId: number, speed: number, paused: boolean): void
324
+ // Root motion: "" off, "*" auto (the shallowest joint a base-layer clip translates), else a bone name. The
325
+ // root's horizontal travel (animator-node frame) is stripped from the pose and, per apply: 0 accumulated
326
+ // only (animatorGetRootMotion copies + clears out[3]), 1 added to the node's transform, 2 fed to the
327
+ // CharacterController on the node or an ancestor as a world velocity (falls back to 1 without one).
328
+ /** `apply` bits 0–1: 0 accumulate only / 1 move the node / 2 feed the CharacterController; bit 2 (+4): the
329
+ * root joint's yaw about the node's up is root motion too (off the pose, onto the node the travel lands on). */
330
+ animatorSetRootMotion(animatorId: number, bone: string, apply: number): void
331
+ animatorGetRootMotion(animatorId: number, out: Float32Array): void
332
+ // Slot events: 0 completed (non-loop end) / 1 loop wrapped / 2 settled (no longer a source, after a stop
333
+ // or a replacement) / 3 HAND-OVER (a one-shot's return starts — for the SDK the clip is over; what the app
334
+ // starts in response takes the layer over instead) / 4+i clip event i. Single-slot (routed by animatorId).
335
+ setOnAnimatorEvent(callback: (animatorId: number, slot: number, type: number) => void): void
336
+ // ---- contacts, phase, root curves (docs/animation-v2-plan.md §2.5–2.6) ----
337
+ // Every clip bound to a skeleton is baked once against it: when each foot is planted, the gait phase
338
+ // φ(t) (0 at a left-foot-down, 0.5 at a right-foot-down, unwrapped over the clip; absent for a clip
339
+ // with no gait cycle) and the root's cumulative travel / yaw / speed. A controller asks these instead
340
+ // of shipping measured tables of its own.
341
+ // The feet: '\n'-joined bone names per side (foot[, toe/ball]); both "" = classify by name. Re-bakes.
342
+ animatorSetFeet(animatorId: number, left: string, right: string): void
343
+ // One curve of a slot's clip at `time` seconds (< 0 = the slot's clock now): which 0 φ (-1 = no gait)
344
+ // / 1 travel (m) / 2 yaw (rad, + = left) / 3 speed (m/s) / 4-5 unit travel direction x / z
345
+ // (model space, held through stills — integrate dir × d(travel) for the root's 2D path).
346
+ animatorSlotCurveAt(animatorId: number, slot: number, which: 0 | 1 | 2 | 3 | 4 | 5 | 6, time: number): number
347
+ // out ← [curve sample dt, total travel (m), mean speed (m/s), in-place flag]. False = unbound slot.
348
+ animatorSlotCurveInfo(animatorId: number, slot: number, out: Float32Array): boolean
349
+ animatorSlotTurn(animatorId: number, slot: number): number // the clip's total root yaw, rad
350
+ // The first time the clip has turned `yaw` radians — where a turn is entered by a body already
351
+ // that far into the same turn, so the two read as one move.
352
+ animatorSlotTimeAtTurn(animatorId: number, slot: number, yaw: number): number
353
+ // What the LAYER shows, as a cycle phase in [0, 1) — its loop's clock, or its one-shot's φ; -1 = none.
354
+ animatorLayerPhase(animatorId: number, layer: number): number
355
+ // Seek the slot to the first time whose φ ≡ phase (mod 1); a blend member moves its whole group.
356
+ animatorSeekPhase(animatorId: number, slot: number, phase: number): void
357
+ // How far the slot's pose is from `target`'s at the same cycle phase, metres (joint distance +
358
+ // the velocity difference over 0.1 s, the planted foot weighted most) — what handing over to that
359
+ // clip would hand the inertializer. Fills `out` at the curve rate, returns the sample count.
360
+ // align: 0 = compare at the same cycle phase, 1 = at the same time (two clips that both begin
361
+ // from standing have no shared cycle to line up on).
362
+ animatorSlotFit(animatorId: number, slot: number, target: number, align: 0 | 1, out: Float32Array): number
363
+ // The earliest time in the slot where that hand-over costs no more than `tolerance` metres;
364
+ // atContact snaps to the next foot-down at or after it. -1 = never that close.
365
+ animatorSlotExit(animatorId: number, slot: number, target: number, tolerance: number, atContact: boolean, align: 0 | 1): number
366
+ // CYCLE ALIGNMENT by pose, no marks: given slot a's cycle (offA, cyclesA), the (offset, cycles) of slot b
367
+ // under which the two loops show the same pose at the same gait phase — b's cycle count searched over
368
+ // cyclesA × {1/3 … 3}, its offset on a fine grid. out = [offset, cycles, score (metres), margin (runner-up
369
+ // ≥ 0.2 cycle away minus the best; ~0 = ambiguous)]. Returns 1, or 0 when there is nothing to compare.
370
+ animatorSlotAlign(animatorId: number, a: number, b: number, offA: number, cyclesA: number, out: Float32Array): number
371
+ // Contact spans as (side 0 left / 1 right, from, to, atX, atY, atZ) sextuplets (seconds, model space);
372
+ // returns the span count, filling `out` up to its capacity.
373
+ animatorSlotContacts(animatorId: number, slot: number, out: Float32Array): number
374
+ // A CLIMBING clip's tread levels (model-space plant heights, sorted ascending): out[0] = the
375
+ // riser (median level spacing), out[1..] = the levels, filled up to out's capacity. Returns the
376
+ // level count — 0 for a flat clip.
377
+ animatorSlotTreads(animatorId: number, slot: number, out: Float32Array): number
378
+ // The clip's baked physics at `time` seconds (< 0 = the slot's current time), unit body mass,
379
+ // model space: out11 = COM position xyz, COM velocity xyz (= linear momentum per kg), angular
380
+ // momentum about the COM xyz, then per-foot support left/right (contact-gated, seesaw split,
381
+ // scaled by the vertical force proxy — > 1 on a landing, 0 in flight). 0 = no body segments
382
+ // classified on this skeleton.
383
+ animatorSlotPhysics(animatorId: number, slot: number, time: number, out: Float32Array): number
384
+ // The clip's MATCHING FEATURE ROW at `time` (37 floats, the clip's heading frame at that time —
385
+ // x lateral (+ left), y up, z forward): 0–5 feet positions (relative to the pelvis' ground
386
+ // point), 6–11 feet velocities, 12–14 pelvis velocity, 15 pelvis height, 16–18 COM velocity,
387
+ // 19–20 support L/R, 21–22 contact phase L/R, 23 yaw angular momentum, 24–31 the clip's own
388
+ // path 0.3/0.6/1.0/1.5 s ahead as (lateral, forward) pairs, 32–35 facing change at those
389
+ // horizons (rad, + = left), 36 cyclic flag. Returns 37, or 0 without a leg chain.
390
+ animatorSlotFeatures(animatorId: number, slot: number, time: number, out: Float32Array): number
391
+ // The calibrated knee HINGE AXIS of a side (0 left / 1 right): a unit vector in the thigh's local
392
+ // frame — a skeleton property, measured over every bound clip's knee rotation track. out8 = axis
393
+ // xyz, spread mean (rad), spread max (rad), measurement count, 0, 0. 0 = no leg / no knee motion.
394
+ animatorKneeAxis(animatorId: number, side: number, out: Float32Array): number
395
+ // The knee's bend plane of a slot's clip at `time` seconds (< 0 = the slot's current time),
396
+ // predicted from the hinge axis + the clip's own thigh rotation — continuous even where the leg
397
+ // is straight. out6 = pole xyz (unit, model space, toward the knee — a two-bone solver's bend
398
+ // direction), then the plane normal xyz. 0 = uncalibrated / no leg.
399
+ animatorSlotKneePole(animatorId: number, slot: number, side: number, time: number, out: Float32Array): number
400
+ // Step warp v2: stride scales the feet's travel-direction offsets from the hips (uniform through
401
+ // stance and swing), lift = metres ADDED to their height (swing-gated by the contact marks;
402
+ // 0 = neutral, negative = a shuffle; half of what it adds raises the pelvis, capped by the
403
+ // planted legs' remaining extension), pitchDeg rotates each foot about its lateral axis
404
+ // (+ = toes up), slopeDeg the invisible staircase (+ = ascending: foot heights follow the
405
+ // incline + the feet auto-pitch; the HOST climbs the body at tan(slope) × the stride-scaled
406
+ // travel, which holds each planted foot's world height constant on its tread). Solved in the
407
+ // calibrated knee hinge plane with a soft reach; the pelvis lowers by any leg's overreach
408
+ // (marks-weighted, spring-followed, zero when nothing overreaches). 1/0/0/0 = identity;
409
+ // on false = off.
410
+ animatorSetStepWarp(animatorId: number, on: boolean, stride: number, lift: number, pitchDeg: number, slopeDeg: number): void
411
+ // Footsteps: a contact that BEGAN this evaluation on what the base layer shows — side 0 left / 1 right,
412
+ // x/y/z = the foot's WORLD position at the plant. Fired after the frame's transform commit.
413
+ setOnAnimatorStep(callback: (animatorId: number, side: number, x: number, y: number, z: number) => void): void
414
+
415
+ // ---- drives + warping ----
416
+ // The character's world velocity this frame: the speed the stride warp fits the stride to and the
417
+ // direction the orientation warp turns the lower body toward.
418
+ animatorSetMotion(animatorId: number, vx: number, vy: number, vz: number): void
419
+ // Cumulative capsule travel (m) and yaw (rad, + = left) — what a slot's distance / angle drive reads.
420
+ animatorSetDriveInput(animatorId: number, distance: number, angle: number): void
421
+ // Drive a slot's clock by a quantity instead of time: 0 time / 1 distance / 2 angle. `entry` is the
422
+ // curve value that corresponds to NOW (a start 0; a stop with D metres left: total travel − D), so
423
+ // the clip is entered where it already agrees with the body. Stalls fall back to time.
424
+ animatorSetSlotDrive(animatorId: number, slot: number, mode: 0 | 1 | 2, entry: number): void
425
+ // [stride on, stride min, stride max, orient on, orient max°, orient time, min speed, pelvis drop]
426
+ animatorSetWarpParams(animatorId: number, params: Float32Array): void
427
+
428
+ // ---- feet: foot lock + ground IK (docs/animation-v2-plan.md §2.9) ----
429
+ // The feet stage runs in WORLD space inside the evaluation, after the clips are composited: a foot
430
+ // the shown clip calls planted is pinned where it landed and the leg re-solved to keep it there
431
+ // while the body moves on (the lock), and each foot is put on the ground the ENGINE probed under it,
432
+ // the pelvis lowered so the leg reaches (ground IK). The engine casts the probe rays itself against
433
+ // what a character can stand on (static + moving solids; never the character's own bodies, debris
434
+ // or sensors) and reads the CharacterController's ground state — nothing per frame from the SDK.
435
+ // [ik on, lock on, pelvis drop m, unlock distance m, lock-in s, lock-out s, pelvis spring s,
436
+ // align to ground normal 0..1, probe half-length m, detector max speed m/s, detector max height m]
437
+ // Optional: a host without it has no feet stage (the legs stay as animated).
438
+ animatorSetFeetParams?(animatorId: number, params: Float32Array): void
439
+ // One foot after this frame's evaluation, side 0 left / 1 right: out ← [locked, lock weight,
440
+ // anchor xyz, target xyz] (world) — a debug overlay's beam under the foot. False = no such foot.
441
+ animatorFootState?(animatorId: number, side: number, out: Float32Array): boolean
442
+
443
+ // ---- locomotion: the movement model + the clip selector, both engine-side ----
444
+ // The intent (`locoSetInput`) becomes a desired velocity; the simulated velocity springs toward it
445
+ // one fixed substep at a time (`locoStep`, given the capsule's place), and `locoUpdate` — called
446
+ // before the animators are evaluated — picks and drives what the base layer shows. The host moves
447
+ // the character with the velocity and facing it reads back: in displacement `code` the animation
448
+ // never moves the body, so "how fast am I" is an input to the animation, not an output of it.
449
+ locoCreate(animatorId: number): number
450
+ locoDestroy(loco: number): void
451
+ // [halflife walk, halflife run, halflife facing, speed walk, speed run, speed sprint, deadzone,
452
+ // turn min°, turn big°, blend, stop blend, start tap, resume, predict, displacement (0 code /
453
+ // 1 data / 2 hybrid), mode (0 rules / 1 matching), match interval, match blend, spin min°, turn
454
+ // rate cap (deg/s, 0 = uncapped), halflife braking, hybrid adjustment clamp (m/s)]
455
+ locoSetParams(loco: number, params: Float32Array): void
456
+ locoDefaults(out: Float32Array): void
457
+ // Register a bound slot: kind 0 idle / 1 gait / 2 start / 3 stop / 4 turn / 5 match / 6 spin
458
+ // (a turn on the spot); `angle` degrees (+ = left) for the starts / turns / spins, `speed` m/s for
459
+ // a gait (0 = the clip's own measured speed), `gait` the gait a transition belongs to (0 walk /
460
+ // 1 run / 2 sprint, -1 = any) — a walking body plays the walking starts, stops and turns.
461
+ locoSetEntry(loco: number, slot: number, kind: number, angle: number, speed: number, gait: number): void
462
+ locoClearSet(loco: number): void
463
+ // [dir x, dir z, magnitude 0–1, face x, face z, gait 0 walk / 1 run / 2 sprint] — the facing is
464
+ // independent of the movement: a released key with a heading still owed turns the body on the spot.
465
+ locoSetInput(loco: number, input: Float32Array): void
466
+ // One simulation step at the capsule's world place — from the fixed substep loop.
467
+ locoStep(loco: number, dt: number, px: number, py: number, pz: number): void
468
+ // Run the selector for this frame — before the animators are evaluated.
469
+ locoUpdate(loco: number, dt: number): void
470
+ // out ← [state (0 idle / 1 start / 2 move / 3 turn / 4 stop / 5 spin), speed, vel x/y/z, yaw (rad,
471
+ // 0 = +Z, + = toward +X), yaw rate, phase, state sequence, then 3 × (x, z, dir x, dir z) predicted
472
+ // at +0.2 / +0.4 / +0.7 s].
473
+ locoRead(loco: number, out: Float32Array): void
474
+ // Why the last STOP was the one played: one row of 9 floats per candidate weighed — [slot, entry
475
+ // time, metres it still travels, metres the body needs, seconds to its next foot-down, foot-downs
476
+ // left, flags (1 = its phase matched, 2 = at/after its first foot-down, 4 = played, 8 = entered
477
+ // ahead of that foot-down by its pose), score, pose distance from what showed (m, -1 = not
478
+ // measured)]. Returns the rows written. A debug read; absent on hosts predating it.
479
+ locoStopReport?(loco: number, out: Float32Array): number
480
+ // Build the motion-matching database over the registered set (selector mode 1); returns frames.
481
+ locoBuildDatabase(loco: number): number
482
+
483
+ /** Subtree AABB in the entity's OWN local space (its own transform excluded) as
484
+ * [minX,minY,minZ, maxX,maxY,maxZ] — zeros for an empty / not-yet-loaded subtree. What
485
+ * `Shape.fit()` measures. Optional: absent on hosts predating the binding. */
486
+ computeBoundingBox?(entityId: number): Float32Array
487
+ setColliderFromMesh(entityId: number, meshEntityId: number, form: number): void
488
+ setColliderBox(entityId: number, centerX: number, centerY: number, centerZ: number, sizeX: number, sizeY: number, sizeZ: number): void
489
+ setColliderSphere(entityId: number, centerX: number, centerY: number, centerZ: number, radius: number): void
490
+
491
+ // JoltPhysics. motionType: 0 static / 1 kinematic / 2 dynamic.
492
+ physicsHasSupport(): boolean
493
+ /** Lightmap bake (docs/lightmap-plan.md) — a dev-time tool compiled into the desktop host only;
494
+ * `lightmapBake` exists only where `lightmapHasSupport()` is true. Writes the raster (lightmap.png, an intermediate the CLI turns into lightmap.ktx2)
495
+ * — one per atlas PAGE (`lightmap_<n>.png`, up to `maxPages` of `size` before the texel coarsens) —, the point lights' baked
496
+ * irradiance (`lightmap-light[_<n>].png`, sRGB(E / lightScale), `lightRays` shadow rays toward a `lightRadius`-metre disc) when the
497
+ * scene holds point lights, lightmap.bake (rects, pages, the baked lights) and lightmap.volume (`volumeCell` > 0)
498
+ * into outDir (R = sun visibility, G = ambient occlusion) for the given static instances (GLB roots /
499
+ * Mesh entities; `keysJoined` = one key per id, '
500
+ '-joined). Synchronous; progress on stdout. */
501
+ lightmapHasSupport?(): boolean
502
+ /** Lightmap consumption (docs/lightmap-plan.md §3): the next createGlb takes lightmap.filamat (the material
503
+ * behind that instance id) instead of the ubershader and keeps TEXCOORD_1; UINT32_MAX clears. */
504
+ setNextGlbLightmapped?(materialInstanceId: number): void
505
+ /** The level-wide knobs every lightmap-material instance shares (applied to the ones that exist and to every one
506
+ * created afterwards): the sun-mask shadow math (ambientScale, sunStrength), how much baked AO applies (aoStrength,
507
+ * 1 = all) and the light atlas' / volume's physical irradiance per encoded 1.0 (lightScale; 0 = no baked lights).
508
+ * volumeLightScale = the light VOLUME's own scale (movers); omitted or < 0 = same as lightScale. lightGamma = the light
509
+ * store's curve, texel = sRGB(pow(E / lightScale, 1 / lightGamma)) — 1 (default) for the linear v2 store, 2 for the
510
+ * square-root store bakes write since 2026-08-31 (the .bake's `lightGamma`). */
511
+ lightmapSetOptions?(ambientScale: number, sunStrength: number, aoStrength: number, lightScale: number, volumeLightScale?: number, lightGamma?: number): void
512
+ /** Bind the atlas page + this instance's rect (uv1 * [sx, sy] + [ox, oy]) and, unless 0xFFFFFFFF, the matching page of
513
+ * the light atlas; the sun / IBL terms come from filament's per-frame uniforms inside the shader. Returns how many
514
+ * material instances took it (0 = not loaded lightmapped). */
515
+ lightmapApply?(entityId: number, textureId: number, sx: number, sy: number, ox: number, oy: number, lightTextureId: number): number
516
+ /** Shadow flags on every renderable of a GLB instance (Mesh has setCastShadows/setReceiveShadows). */
517
+ setGlbShadows?(entityId: number, cast: boolean, receive: boolean): void
518
+ lightmapBake?(outDir: string, entityIds: Uint32Array, keysJoined: string, size: number, texel: number, sunRays: number, aoRays: number, aoDistance: number, bias: number, sunAngleDeg: number, volumeCell: number, maxPages: number, lightRays: number, lightRadius: number, bounceAlbedo?: number, bounceDistance?: number, bounceRays?: number, coplanarSkip?: number, denoise?: number): boolean
519
+ /** Light VOLUME for dynamic objects (docs/lightmap-plan.md §9). `lightmapVolumeLoad` turns a fetched
520
+ * lightmap.volume (`fetchSystemId` from `_creatorUtils.fetch`) into RGBA8 3D textures and returns its
521
+ * header as JSON — `{"texture":id,"dims":[nx,ny,nz],"min":[x,y,z],"cell":m,"light"?:id,"faces"?:n}` (`light` = the
522
+ * point lights' block: a version-3 volume's six ambient-cube faces (+X −X +Y −Y +Z −Z, `faces` 6), a version-2
523
+ * volume's one directionless value (`faces` 1) — uploaded either way as six face slabs stacked along z, so the
524
+ * light texture's depth is nz × 6) — or "" on failure. */
525
+ lightmapVolumeLoad?(fetchSystemId: number): string
526
+ /** Make those textures THE volume (`textureId` 0xFFFFFFFF clears; `lightTextureId` 0xFFFFFFFF = no baked lights):
527
+ * every lightmap-material instance without an atlas rect — loaded already or later — samples it at the pixel's
528
+ * world position (+ half a `cell` along the normal). `size` = dims × cell. Returns how many instances switched. */
529
+ lightmapVolumeSet?(textureId: number, lightTextureId: number, minX: number, minY: number, minZ: number, sizeX: number, sizeY: number, sizeZ: number, cell: number): number
530
+ physicsConfigure(gx: number, gy: number, gz: number, maxBodies: number): void
531
+ setInterpolation(enabled: boolean): void
532
+ // Shape/Physics/Trigger aspects: build a shape once, create bodies from it.
533
+ physicsBuildBox(hx: number, hy: number, hz: number): number
534
+ physicsBuildSphere(radius: number): number
535
+ physicsBuildCylinder(halfHeight: number, radius: number): number
536
+ physicsBuildCapsule(halfHeight: number, radius: number): number
537
+ /** Mesh shape from node-local triangles. convex=false → triangle mesh (static/kinematic/pick/character
538
+ * only; physicsCreateBody returns 0 for a dynamic one), convex=true → convex hull (any motion).
539
+ * (sx,sy,sz) = world scale, applied natively. Returns 0 if the shape can't be built. */
540
+ physicsBuildMesh(vertices: Float32Array, indices: Uint32Array, convex: boolean, sx: number, sy: number, sz: number): number
541
+ /** Same from a loaded GLB root (non-skinned primitives, bind pose, baked sub-node transforms; cached per asset). */
542
+ physicsBuildMeshFromEntity(entityId: number, convex: boolean, sx: number, sy: number, sz: number): number
543
+ /** Terrain collider (Shape { heightfield: true }, docs/terrain-plan.md §1.4): a Jolt HeightFieldShape over
544
+ * the grid `terrainCreate` draws (same arrays, same hole rule). Static / kinematic / pick / character
545
+ * ground only. (sx,sy,sz) = world scale. `physicsUpdateHeightField` rewrites a sample rectangle in
546
+ * place from the FULL arrays (live bodies keep the shape); heights beyond the range chosen at build
547
+ * time (25 % headroom) clamp — the SDK rebuilds the shape when an edit leaves that range. Optional. */
548
+ physicsBuildHeightField?(heights: Float32Array, sizeX: number, sizeZ: number, cellSize: number, holes: Uint8Array | null, sx: number, sy: number, sz: number): number
549
+ physicsUpdateHeightField?(shapeId: number, heights: Float32Array, sizeX: number, sizeZ: number, x0: number, z0: number, w: number, h: number, holes: Uint8Array | null): void
550
+ /** A loaded GLB root's triangle soup — the one `physicsBuildMeshFromEntity` collides — as 9 floats per
551
+ * triangle in the asset root's space (empty when the entity is not a GLB). `Terrain.conform` stamps a
552
+ * road model into the ground with it. Optional. */
553
+ glbTriangles?(entityId: number): Float32Array
554
+ /** Offset a built shape's centre from the node's origin (Shape `origin`) — world units in the
555
+ * body's rotated, UNSCALED frame, sitting outside a mesh shape's scale wrapper. Sets rather
556
+ * than accumulates; (0,0,0) clears it. Optional: an older host just centres on the node. */
557
+ physicsSetShapeOrigin?(shapeId: number, x: number, y: number, z: number): void
558
+ /** Swap a live body's shape, keeping its id, velocity and transform (Shape.fit / a re-attach).
559
+ * updateMass recomputes the inertia tensor. Refuses a triangle mesh on a dynamic body. */
560
+ physicsSetBodyShape?(bodyId: number, shapeId: number, updateMass: boolean): void
561
+ physicsDestroyShape(shapeId: number): void
562
+ /** sensor = trigger (overlap events, no response); pickOnly = raycast-only, non-colliding body. */
563
+ physicsCreateBody(entityId: number, shapeId: number, motion: number, mass: number, sensor: boolean, pickOnly: boolean): number
564
+ physicsSetPickable(bodyId: number, pickable: boolean): void
565
+ /** Surface friction of one body (0 = ice, ~1 = grippy asphalt). Values COMBINE as sqrt(a * b), so
566
+ * a low value on either side dominates. New bodies start at 0.6 — a neutral solid surface.
567
+ * The vehicle wheel cast reads the GROUND body's value — this is what caps a car's cornering. */
568
+ physicsSetFriction(bodyId: number, friction: number): void
569
+ physicsGetFriction(bodyId: number): number
570
+ /** Ray vs pickable bodies → hit entity id (0 = miss); fills `out` = [px,py,pz,nx,ny,nz,fraction]. */
571
+ physicsRaycast(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, maxDist: number, out?: Float32Array): number
572
+ /** Dev-time dump of the static collision geometry (docs/navmesh-plan.md §4) — the input of
573
+ * `lecodes navmesh bake`: every STATIC solid body's triangles in world space, as an NGEO file at
574
+ * `outPath`. `entityIds`/`areas` are per-entity overrides (area 0..15, 255 unwalkable, 254 skip).
575
+ * Returns the triangle count (-1 = failed). Desktop hosts with physics only. */
576
+ physicsStaticGeometry?(outPath: string, entityIds: Uint32Array, areas: Uint8Array): number
577
+ // CharacterController (Jolt CharacterVirtual). The character steps on the engine's FIXED clock like
578
+ // every body (frame-rate independent) and is render-interpolated; the engine owns its gravity, so
579
+ // the SDK never ticks it. Both velocity halves are LATCHED STATE, never one-shot events — JS runs
580
+ // once per frame while the sim runs 0..4 sub-steps, so a one-shot would double-apply or vanish.
581
+ // groundState: 0 OnGround / 1 OnSteepGround / 2 NotSupported / 3 InAir.
582
+ characterCreate(entityId: number, shapeId: number, maxSlopeDeg: number): number
583
+ characterDestroy(charId: number): void
584
+ /** This frame's HORIZONTAL command (world units/s), cleared once a step consumes it — no command
585
+ * means standing still, not coasting. Held across the frame's sub-steps, and it takes the axis
586
+ * back from a latched velocity: the last writer owns X/Z. */
587
+ characterMove(charId: number, x: number, z: number): void
588
+ /** The same command including the vertical — free mode (gravityScale 0): swimming / flying. */
589
+ characterMoveFree(charId: number, x: number, y: number, z: number): void
590
+ /** Seed the LATCHED ballistic vertical (jump / dash). No ground check. */
591
+ characterSetVerticalVelocity(charId: number, vy: number): void
592
+ /** Latch the whole velocity — it persists until a characterMove takes the axis back (knockback,
593
+ * wall jump, launch pad, weightless flight). Gravity still acts on the vertical. */
594
+ characterSetVelocity(charId: number, x: number, y: number, z: number): void
595
+ /** Multiplier over the world gravity; 0 = free mode, which ALSO disables stick-to-floor + stairs. */
596
+ characterSetGravityScale(charId: number, scale: number): void
597
+ characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
598
+ /** Swap the collider live (crouch / stand up), keeping the FEET planted. Returns false when the new
599
+ * shape doesn't fit where the character stands — nothing changed, so the caller retries later and
600
+ * that retry is an exact headroom test. Optional: a host without it can't resize a character. */
601
+ characterSetShape?(charId: number, shapeId: number): boolean
602
+ /** The velocity the solver ENDED UP with after the last step (post-collision), not the command. */
603
+ characterGetVelocity(charId: number, out: Float32Array): void
604
+ characterGetGroundState(charId: number): number
605
+ /** Discontinuous move (spawn / respawn / teleport) — also resets the interpolation pair. */
606
+ characterSetPosition(charId: number, x: number, y: number, z: number): void
607
+ // Vehicle (Jolt VehicleConstraint + WheeledVehicleController). One settings BLOB, so tuning knobs
608
+ // never grow this ABI — layout (floats):
609
+ // header[21]: version(5), mass, comAuto, comY,
610
+ // engTorque, engMaxRpm, engIdleRpm, engInertia, engBraking, clutchStrength,
611
+ // diffRatio (<= 0 = a fully OPEN differential),
612
+ // antiRoll (the bar's stiffness as a FRACTION of the wheel spring; 0 = no bars),
613
+ // maxTiltDeg,
614
+ // steerLockDeg, steerAtSpeedDeg, steerSpeedMs, steerRateDeg (speed-sensitive
615
+ // steering: the lock falls to steerAtSpeedDeg by steerSpeedMs and the wheels turn
616
+ // no faster than steerRateDeg per second; 0/0/0 = the raw lock, instantly),
617
+ // aeroDownforce, aeroDrag (each a fraction of the car's own WEIGHT at 30 m/s, scaled
618
+ // by v² from there; 0/0 = no aero, Jolt's own behaviour),
619
+ // wheelCount, curveCount
620
+ // + curveCount * 2: the engine's normalized torque curve (x = rpm/maxRpm, y = torque/maxTorque);
621
+ // 0 points keeps Jolt's default
622
+ // + wheelCount * 15: px, py, pz, radius, width, maxSteerDeg, drive, brakeTorque, handBrakeTorque,
623
+ // axle, travel, stiffness, damping, grip, tireCurve (0 = road, 1 = arcade)
624
+ // NO gear list and no wheel node ids: the gearbox is the SDK's (see vehicleSetTransmission) and the
625
+ // SDK poses the wheel nodes itself. Chassis space is forward -Z / up +Y (matching node.forward);
626
+ // wheel positions are suspension attachment points in unscaled chassis space; `axle` pairs wheels
627
+ // for the differentials + anti-roll bars.
628
+ vehicleCreate(entityId: number, shapeId: number, settings: Float32Array): number
629
+ vehicleDestroy(vehicleId: number): void
630
+ /** forward/right in [-1,1], brake/handBrake in [0,1]. Sticky; any non-zero input wakes the car. */
631
+ vehicleSetInput(vehicleId: number, forward: number, right: number, brake: number, handBrake: number): void
632
+ /** The SDK's gearbox, latched and applied once per fixed step: `ratio` is the ONE ratio the car is
633
+ * running (0 = neutral, negative = reverse — the engine never sees a gear list) and `clutch` is
634
+ * the 0..1 shift envelope scaling the clutch in the coupled engine/wheel solve. */
635
+ vehicleSetTransmission(vehicleId: number, ratio: number, clutch: number): void
636
+ /** Re-apply the TUNABLE half of the blob (same layout) to a live car — differential, per-wheel grip,
637
+ * engine torque/RPM/curve, clutch strength, steering lock/taper/rate, brake torques, tilt limit.
638
+ * Structural values (mass, centre of mass, wheel geometry, driven wheels, suspension, anti-roll)
639
+ * are ignored: those need a re-create. */
640
+ vehicleSetTuning?(vehicleId: number, settings: Float32Array): void
641
+ /** out = [speed, rpm, wheelsInContact, vx, vy, vz] + per wheel
642
+ * [contact, slipLong, slipAngleDeg, suspensionLength, steerDeg, spin]. The last three per wheel are
643
+ * its VISUAL POSE — the SDK's Wheel aspect builds the node transform from them. */
644
+ vehicleGetState(vehicleId: number, out: Float32Array): void
645
+ /** Teleport upright and clear all motion (velocities, engine RPM, gear, wheel spin). */
646
+ vehicleReset(vehicleId: number, x: number, y: number, z: number, qx: number, qy: number, qz: number, qw: number): void
647
+ /** The chassis rigid body, for the plain body calls (physicsApplyImpulse, …). 0 if unknown. */
648
+ vehicleBodyId(vehicleId: number): number
649
+ // Ragdoll (Jolt Ragdoll): a Model's skeleton handed to physics — one dynamic body per listed bone
650
+ // (a capsule from the bone's origin to the next joint) joined to its parent part by a swing-twist
651
+ // constraint. Built ONCE from the pose the bones are in (that pose is the joints' neutral for the
652
+ // limits) and kept out of the world until ragdollActivate, which takes the bones' CURRENT pose,
653
+ // adds the bodies and gives every body one velocity; from then on the engine writes the bodies'
654
+ // poses onto the bone entities every frame AFTER the animator (bones not listed keep their
655
+ // animated local pose under the ragdolled parents — fingers, toes, a spine bone between two
656
+ // parts), until ragdollDeactivate. Every body carries its bone entity as user data, so
657
+ // physicsRaycast / contact events name the bone. Optional: a host without it has no ragdolls.
658
+ // bones[partCount * 2]: bone entity, `to` entity (0 = a leaf: `length` along the parent's line;
659
+ // a leaf ROOT points along the model's up)
660
+ // settings — header[12]: version(2), partCount, stride(12), friction, linearDamping,
661
+ // angularDamping (0 = Jolt's own), collide (0 = everything, 1 = the STATIC world and
662
+ // other such ragdolls only: dynamic bodies, character controllers and vehicles pass
663
+ // through — Jolt's DEBRIS object/broadphase layer), freeze (1 = once every part is
664
+ // asleep the bodies turn STATIC where they lie: the last pose keeps being written
665
+ // onto the bones, raycasts still hit, nothing wakes them, the solver skips them;
666
+ // ragdollActive reads false, ragdollDeactivate / ragdollActivate still work —
667
+ // activate makes the parts dynamic again), freezeAfter (seconds in the world after which the freeze happens
668
+ // regardless; 0 = no cap), reserved x3. A version-1 blob (header[8], stops after
669
+ // angularDamping) is still accepted = collide everything, never freeze.
670
+ // + partCount * 12: parentIndex (-1 = the root; always < the part's own index), radius, length
671
+ // (0 = up to the `to` bone), mass (kg; 0 = from the volume), swingDeg (cone
672
+ // half-angle), twistDeg (half-angle), hinge (0/1), hingeAxisX/Y/Z (in the MODEL
673
+ // node's space), hingeMinDeg, hingeMaxDeg — a hinge is a swing-twist whose cone is
674
+ // flat (2°) across the axis and [min, max] about it (a knee, an elbow)
675
+ ragdollCreate?(rootEntityId: number, bones: Uint32Array, settings: Float32Array): number
676
+ ragdollDestroy?(ragdollId: number): void
677
+ /** Pose the bodies from the bones' current transforms, add them to the world, set every body's
678
+ * linear velocity. Already active = re-wake + velocity. false = unknown id / no world. */
679
+ ragdollActivate?(ragdollId: number, vx: number, vy: number, vz: number): boolean
680
+ /** Take the bodies out of the world; the animator owns the bones again from the next frame. */
681
+ ragdollDeactivate?(ragdollId: number): void
682
+ /** In the world AND at least one body still awake (a settled ragdoll reads false). */
683
+ ragdollActive?(ragdollId: number): boolean
684
+ /** The rigid body of part `index` (for physicsApplyImpulseAt / velocities). 0 if unknown. */
685
+ ragdollBodyId?(ragdollId: number, index: number): number
686
+ // Legacy coupled shape+body (still used by the worker RigidBody).
687
+ physicsCreateBox(entityId: number, hx: number, hy: number, hz: number, motionType: number, mass: number): number
688
+ physicsCreateSphere(entityId: number, radius: number, motionType: number, mass: number): number
689
+ physicsCreateCylinder(entityId: number, halfHeight: number, radius: number, motionType: number, mass: number): number
690
+ physicsSetLinearVelocity(bodyId: number, x: number, y: number, z: number): void
691
+ physicsGetLinearVelocity(bodyId: number, out: Float32Array): void
692
+ /** Angular velocity about each world axis, RADIANS/second — Jolt's unit; the SDK exposes degrees.
693
+ * The only way to stop a spin: a position write leaves both velocities untouched. */
694
+ physicsSetAngularVelocity?(bodyId: number, x: number, y: number, z: number): void
695
+ physicsGetAngularVelocity?(bodyId: number, out: Float32Array): void
696
+ physicsApplyImpulse(bodyId: number, x: number, y: number, z: number): void
697
+ physicsApplyImpulseAt?(bodyId: number, x: number, y: number, z: number, px: number, py: number, pz: number): void
698
+ physicsSetBodyPosition(bodyId: number, x: number, y: number, z: number): void
699
+ /** The rotation twin (normalized host-side). Both snap the body's render-interpolation pair, so a
700
+ * discontinuous move is drawn as one rather than as a one-frame slide/spin across the gap. */
701
+ physicsSetBodyRotation?(bodyId: number, qx: number, qy: number, qz: number, qw: number): void
702
+ physicsRemoveBody(bodyId: number): void
703
+
704
+ createMediaPlayerTexture(id: number): number
705
+
706
+ getName(entityId: number): string
707
+ setName(entityId: number, name: string): void
708
+
709
+ hasMesh(entityId: number): boolean
710
+
711
+ createARController(sceneId: number, cameraId: number, mode: string, onTrack: (entityId: number, track: boolean) => void): void
712
+ createRootAnchor(sceneId: number): number
713
+ createAnchor(sceneId: number, physicalWidth: number, systemId: number): number
714
+
715
+ // Particles. All emitter/curve config crosses as ONE Float32Array of [tag, payloadLen,
716
+ // ...payload] records, parsed once in creator-particles (CPART_TAG_* in creator-particles.h; the
717
+ // SDK mirror is in gl/Particles.ts, guarded by sdk/tests/particles-tags.test.ts). Unknown
718
+ // tags skip by length. maxParticles 0 = default (1000).
719
+ createParticleSystem(entityId: number, materialInstanceId: number, maxParticles: number): void
720
+ spawnParticles(entityId: number, count: number): void
721
+ setParticleSystemConfig(entityId: number, data: Float32Array): void
722
+
723
+ // Projected decals (creator-gl src/decals.h; SDK gl/DecalSet.ts). A set on an entity = one
724
+ // renderable of `capacity` (0 = 256) unit boxes drawn with the material instance (decal.filamat)
725
+ // — each box projects its atlas cell onto the opaque scene behind it through the scene depth
726
+ // buffer. A record is 23 floats in the SET entity's space: X Y Z axes scaled by the box's
727
+ // width / height / depth (Z = out of the surface), centre, atlas rect u0 v0 u1 v1, tint rgba,
728
+ // life (s, 0 = forever), fadeIn (s), fadeOut (s). addDecal returns the slot (0xFFFFFFFF = no
729
+ // set; a full set recycles its oldest); updateDecal keeps the slot's birth time. Optional:
730
+ // a host without them draws no decals (the SDK warns once).
731
+ createDecalSet?(entityId: number, materialInstanceId: number, capacity: number): void
732
+ addDecal?(entityId: number, record: Float32Array): number
733
+ updateDecal?(entityId: number, slot: number, record: Float32Array): void
734
+ removeDecal?(entityId: number, slot: number): void
735
+ clearDecals?(entityId: number): void
736
+ decalCount?(entityId: number): number
737
+
738
+ createNoise(): number
739
+ setNoiseFrequency(noiseId: number, frequency: number): void
740
+ setNoiseOctaves(noiseId: number, octaves: number): void
741
+ setNoiseFractalLunacrity(noiseId: number, lunacrity: number): void
742
+ setNoiseFractalGain(noiseId: number, fractalGain: number): void
743
+ getNoise2D(noiseId: number, x: number, y: number): number
744
+ getNoise3D(noiseId: number, x: number, y: number, z: number): number
745
+
746
+ captureImage(sceneId: number, onComplete: (bufferId: number, name: string, size: number) => void, onReject: () => void): void
747
+ }
748
+
749
+ // ---- 2D engine (sokol / creator-2d) ----------------------------------------------------------
750
+ // A 2D-only project loads ONLY creator2d.wasm — never Filament.
751
+ var _creator2d: {
752
+ backend: string
753
+ version(): number
754
+ render(nowMs: number): void
755
+ onUpdate(cb: (dt: number) => void): void
756
+ offUpdate(cb: (dt: number) => void): void
757
+ // Render-synced aspect update(dt) dispatch, called from inside c2dRender. Early = before the
758
+ // physics step; late = after animations, just before draw. Single-slot per phase (the SDK's
759
+ // Aspect dispatcher registers one callback that iterates its ordered updater list).
760
+ setEarlyUpdate(cb: (dt: number) => void): void
761
+ setLateUpdate(cb: (dt: number) => void): void
762
+ /** Clock multiplier for the 2D physics step + sprite animations (see `_creator.setTimeScale`). */
763
+ setTimeScale?(scale: number): void
764
+ setOnAnimEvent(cb: (ev: { entityId: number, clipId: number, type: number }) => void): void
765
+ // Raw scene pointer events from the host (canvas / iOS view). phase: 0 down, 1 move, 2 up, 3 cancel;
766
+ // x,y in logical (CSS px / iOS point) coords relative to the surface. The SDK hit-tests + tracks.
767
+ setOnPointer(cb: (phase: number, pointerId: number, x: number, y: number) => void): void
768
+ setClearColor(r: number, g: number, b: number, a: number): void
769
+
770
+ createScene(): number
771
+ destroyScene(sceneId: number): void
772
+ openScene(sceneId: number): void
773
+ closeScene(): void
774
+ sceneSetClearColor(sceneId: number, r: number, g: number, b: number, a: number): void
775
+ addEntityToScene(sceneId: number, entityId: number): void
776
+ removeEntityFromScene(sceneId: number, entityId: number): void
777
+ setLayerYSort(sceneId: number, layer: number, enabled: boolean): void
778
+
779
+ cameraSetPosition(sceneId: number, x: number, y: number): void
780
+ cameraSetZoom(sceneId: number, zoom: number): void
781
+ cameraSetRotation(sceneId: number, deg: number): void
782
+ cameraScreenToWorld(sceneId: number, sx: number, sy: number): Float32Array
783
+ cameraWorldToScreen(sceneId: number, wx: number, wy: number): Float32Array
784
+
785
+ createEntity(): number
786
+ destroyEntity(entityId: number): void
787
+ setPosition(entityId: number, x: number, y: number): void
788
+ setRotation(entityId: number, deg: number): void
789
+ setScale(entityId: number, sx: number, sy: number): void
790
+ setLayer(entityId: number, layer: number): void
791
+ setZ(entityId: number, z: number): void
792
+ setVisible(entityId: number, visible: boolean): void
793
+ getPosition(entityId: number): Float32Array
794
+
795
+ setParent(childId: number, parentId: number, keepWorld: boolean): void
796
+ getParent(entityId: number): number
797
+ getChildCount(entityId: number): number
798
+ getChild(entityId: number, index: number): number
799
+ getWorldPosition(entityId: number): Float32Array
800
+ getWorldMatrix(entityId: number): Float32Array
801
+ worldToLocal(entityId: number, wx: number, wy: number): Float32Array
802
+ localToWorld(entityId: number, lx: number, ly: number): Float32Array
803
+ getLocalTransform(entityId: number): Float32Array
804
+
805
+ setSprite(entityId: number, textureId: number): void
806
+ setSpriteFrame(entityId: number, u0: number, v0: number, u1: number, v1: number): void
807
+ setSpriteFramePx(entityId: number, px: number, py: number, pw: number, ph: number): void
808
+ setSpriteSize(entityId: number, w: number, h: number): void
809
+ setSpriteAnchor(entityId: number, ax: number, ay: number): void
810
+ setSpriteColor(entityId: number, r: number, g: number, b: number): void
811
+ setSpriteOpacity(entityId: number, a: number): void
812
+ setSpriteFlip(entityId: number, flipX: boolean, flipY: boolean): void
813
+
814
+ createTexture(systemId: number, onComplete: (texId: number, w: number, h: number) => void, onReject: (e: any) => void): void
815
+ getTextureWidth(texId: number): number
816
+ getTextureHeight(texId: number): number
817
+ destroyTexture(texId: number): void
818
+ setDefaultFilter(linear: boolean): void
819
+
820
+ // Textures from a _creatorCanvas surface (RGBA8, already rasterized — no decode, so synchronous).
821
+ // See docs/canvas-contract.md.
822
+ createTextureFromCanvas(surfaceId: number): number
823
+ updateTextureFromCanvas(texId: number, surfaceId: number): void
824
+
825
+ defineAnimation(entityId: number, frames: Float32Array, fps: number, loop: boolean): number
826
+ playAnimation(entityId: number, clipId: number): void
827
+ stopAnimation(entityId: number): void
828
+ setAnimationSpeed(entityId: number, speed: number): void
829
+ getAnimationFrame(entityId: number): number
830
+
831
+ createTilemap(textureId: number, cols: number, rows: number, tileW: number, tileH: number, atlasCols: number, atlasRows: number, data: Int32Array): number
832
+ setTile(tilemapId: number, x: number, y: number, index: number): void
833
+
834
+ bulkSetPositions(ids: Uint32Array, xy: Float32Array, count: number): void
835
+
836
+ // physics (Box2D v3; present only in CREATOR_2D_PHYSICS builds — physicsHasSupport() reports it).
837
+ // See docs/2d-physics-plan.md. physicsHasSupport() reports the BUILD, not the world: the world is
838
+ // created lazily by the first physicsCreateBody, so configure() is optional.
839
+ physicsHasSupport(): boolean
840
+ /** Live and non-destructive: an existing world keeps its bodies and takes the new gravity.
841
+ * pixelsPerMeter only applies to a world that doesn't exist yet (global Box2D tolerance). */
842
+ physicsConfigure(gx: number, gy: number, pixelsPerMeter: number, subStepCount: number): void
843
+ setInterpolation(enabled: boolean): void
844
+ /** type 0 contactBegin / 1 contactEnd / 2 sensorBegin / 3 sensorEnd. A contact BEGIN carries the
845
+ * manifold — world point, normal pointing A→B, and the approach speed at impact; the other three
846
+ * carry zeros. (The begin manifold is pre-solve, so its impulses are all zero — `speed` is the
847
+ * pre-solve relative normal velocity, which is the number an impact actually wants.) */
848
+ setOnPhysicsEvent(cb: (entityA: number, entityB: number, type: number, px: number, py: number, nx: number, ny: number, speed: number) => void): void
849
+ physicsCreateBody(entityId: number, motionType: number): number
850
+ physicsRemoveBody(bodyHandle: number): void
851
+ // Shapes carry no `density` (built at density 1, so mass == area — physicsSetMass overrides) and
852
+ // do carry the collision filter. category/mask are 32-bit; 0 means "everything".
853
+ physicsAddBox(bodyHandle: number, hw: number, hh: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
854
+ physicsAddCircle(bodyHandle: number, radius: number, ox: number, oy: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
855
+ physicsAddCapsule(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, radius: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
856
+ physicsAddSegment(bodyHandle: number, x1: number, y1: number, x2: number, y2: number, friction: number, bounce: number, category: number, mask: number): void
857
+ physicsAddPolygon(bodyHandle: number, pts: Float32Array, count: number, friction: number, bounce: number, isSensor: boolean, category: number, mask: number): void
858
+ /** A polyline of connected segments — long CONCAVE surfaces in one seam-free piece. STATIC bodies
859
+ * only, >= 4 points; the SDK synthesises the tangent points an open chain needs, because Box2D's
860
+ * first and last edges do not collide. One-sided: solid on the right of the point order. */
861
+ physicsAddChain(bodyHandle: number, pts: Float32Array, count: number, isLoop: boolean, friction: number, bounce: number, category: number, mask: number): void
862
+ /** Destroy every shape on a body, keeping the body (id, transform, velocity) — the first half of a
863
+ * live collider rebuild. */
864
+ physicsClearShapes(bodyHandle: number): void
865
+ /** Contact events are OFF per body until this turns them on — otherwise every crate-on-crate pair
866
+ * crosses the bridge every frame. The SDK enables it on the first 'enter'/'exit' listener. */
867
+ physicsSetContactEvents(bodyHandle: number, enabled: boolean): void
868
+ physicsSetLinearVelocity(bodyHandle: number, x: number, y: number): void
869
+ physicsGetLinearVelocity(bodyHandle: number): Float32Array
870
+ physicsSetAngularVelocity(bodyHandle: number, degPerSec: number): void
871
+ physicsGetAngularVelocity(bodyHandle: number): number
872
+ physicsApplyLinearImpulse(bodyHandle: number, x: number, y: number): void
873
+ /** Impulse at a WORLD point — the lever arm becomes angular impulse (a central impulse never
874
+ * spins a body). Mirrors 3D physicsApplyImpulseAt. */
875
+ physicsApplyImpulseAt(bodyHandle: number, x: number, y: number, px: number, py: number): void
876
+ physicsApplyForce(bodyHandle: number, x: number, y: number): void
877
+ /** Teleport the body to its ENTITY's current world transform — how node.position / .rotation reach
878
+ * it. The parent-chain math stays native instead of being re-derived in TS. Snaps prev/cur so the
879
+ * renderer doesn't interpolate across the jump; the body KEEPS its velocity. */
880
+ physicsSetFromEntity(bodyHandle: number): void
881
+ physicsSetFixedRotation(bodyHandle: number, enabled: boolean): void
882
+ physicsSetGravityScale(bodyHandle: number, scale: number): void
883
+ physicsSetLinearDamping(bodyHandle: number, damping: number): void
884
+ physicsSetAngularDamping(bodyHandle: number, damping: number): void
885
+ physicsSetBullet(bodyHandle: number, enabled: boolean): void
886
+ physicsSetEnabled(bodyHandle: number, enabled: boolean): void
887
+ physicsSetAwake(bodyHandle: number, awake: boolean): void
888
+ /** Scales the shape-derived mass data, so the rotational inertia keeps its ratio. <= 0 restores
889
+ * the area-derived default. */
890
+ physicsSetMass(bodyHandle: number, mass: number): void
891
+ physicsGetMass(bodyHandle: number): number
892
+ physicsSetMotionType(bodyHandle: number, motionType: number): void
893
+ physicsSetFriction(bodyHandle: number, friction: number): void
894
+ physicsSetBounce(bodyHandle: number, bounce: number): void
895
+ physicsSetFilter(bodyHandle: number, category: number, mask: number): void
896
+ // Queries. `mask` = the union of group categories the query may hit (0 = everything); `ignore` is
897
+ // a list of ENTITY ids to skip, passed as floats because ids are small ints and that reuses the
898
+ // one buffer helper. Box2D's closest-ray API has no exclusion, hence the explicit list.
899
+ physicsRaycastClosest(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number): Float32Array
900
+ /** All hits along the segment, nearest first: maxHits records of [entityId, px, py, nx, ny, fraction]. */
901
+ physicsRaycastAll(x0: number, y0: number, x1: number, y1: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
902
+ /** Overlap an arbitrary convex shape given as a point cloud + radius (Box2D's b2ShapeProxy form),
903
+ * so one call covers circle / capsule / box / polygon — and the swept test for a moving circle.
904
+ * Returns up to maxHits entity ids. */
905
+ physicsOverlap(pts: Float32Array, count: number, radius: number, mask: number, ignore: Float32Array, ignoreCount: number, maxHits: number): Float32Array
906
+ /** Topmost by DRAW order (layer, then z) — not whatever the broadphase hands back first. */
907
+ physicsOverlapPoint(x: number, y: number, mask: number, ignore: Float32Array, ignoreCount: number): number
908
+ // CharacterController2D (Box2D's kinematic mover). The character steps on the engine's FIXED clock
909
+ // inside the same loop as the bodies, so the SDK does no per-frame work. Capsule ends are in the
910
+ // character's own frame. It also owns a hidden kinematic "shadow" body so raycasts, overlaps and
911
+ // sensors see it — solid shapes strip the reserved character bit from their mask, sensors add it.
912
+ characterCreate(entityId: number, x1: number, y1: number, x2: number, y2: number, radius: number, maxSlopeDeg: number, category: number, mask: number): number
913
+ characterDestroy(charId: number): void
914
+ /** The HORIZONTAL command, world units/s — a per-frame command that EXPIRES once a step consumes it. */
915
+ characterMove(charId: number, x: number): void
916
+ /** Free mode (gravityScale 0): both axes as one expiring command. */
917
+ characterMoveFree(charId: number, x: number, y: number): void
918
+ characterSetVerticalVelocity(charId: number, vy: number): void
919
+ /** LATCH the whole velocity — it persists until a characterMove takes the axis back. */
920
+ characterSetVelocity(charId: number, x: number, y: number): void
921
+ characterSetGravityScale(charId: number, scale: number): void
922
+ characterSetMaxSlope(charId: number, maxSlopeDeg: number): void
923
+ characterSetFilter(charId: number, category: number, mask: number): void
924
+ /** Ignore this entity's one-way surfaces (0 = none) — dropping through a semisolid platform. */
925
+ characterSetDropThrough(charId: number, entityId: number): void
926
+ /** Resize keeping the FEET planted; false = it didn't fit and NOTHING changed, so the caller
927
+ * retries later and that retry is an exact headroom test. */
928
+ characterSetCapsule(charId: number, x1: number, y1: number, x2: number, y2: number, radius: number): boolean
929
+ /** Teleport to the entity's world transform (how node.position reaches a character). Drops fall speed. */
930
+ characterSetFromEntity(charId: number): void
931
+ /** out8 = [velX, velY, groundState (0 ground / 1 slope / 2 air), normalX, normalY, groundEntity,
932
+ * collisionCount, 0]. The velocity is MEASURED, not commanded. */
933
+ characterGetState(charId: number, out: Float32Array): void
934
+ /** maxN records of [entityId, normalX, normalY] — what the mover pushed out of this step. */
935
+ characterGetCollisions(charId: number, maxN: number): Float32Array
936
+ /** Mark a body's surfaces one-way: solid only from the side (nx, ny) points to, within arcDeg.
937
+ * Honoured by the mover and, via a native pre-solve callback, by ordinary rigid bodies. */
938
+ physicsSetOneWay(bodyHandle: number, nx: number, ny: number, arcDeg: number, enabled: boolean): void
939
+ pickSprite(sceneId: number, wx: number, wy: number): number
940
+ }
941
+
942
+ // ---- multiplayer transport (creator-net / yojimbo) -------------------------------------------
943
+ // A byte pipe pumped on the JS thread (docs/multiplayer-plan.md). Present only on hosts built
944
+ // with CREATOR_PKG_NET (desktop, the 3d/full Android variants, iOS); the SDK feature-detects it.
945
+ // One endpoint per process: `listen` (server / host) or `connect` (client), never both.
946
+ var _creatorNet: {
947
+ /** What the exe was launched as (`--server --port N` / `--connect ADDR`), or null. */
948
+ launch(): { role: string, address: string, port: number, maxClients: number } | null
949
+ /** Serve on every interface at `port` (wildcard public address). */
950
+ listen(port: number, maxClients: number): boolean
951
+ /** Insecure (dev / LAN) connect to "ip:port"; the outcome arrives as a poll record. */
952
+ connect(address: string): boolean
953
+ disconnect(): void
954
+ kick(client: number): void
955
+ /** Queue a payload: channel 0 reliable-ordered, 1 unreliable; `client` ignored on a client.
956
+ * A string travels as UTF-8 text and arrives as a string; bytes arrive as an ArrayBuffer. */
957
+ send(client: number, channel: number, data: string | ArrayBuffer | Uint8Array): boolean
958
+ /** Pump once and return every record since the last call as a flat array of 4-tuples
959
+ * [kind, client, arg, payload] — kind 1 connected · 2 disconnected · 3 message · 4 connectFailed;
960
+ * arg = channel (message) or reason code; payload = string | ArrayBuffer | null. */
961
+ poll(): any[] | null
962
+ /** 0 idle · 1 client · 2 server */
963
+ mode(): number
964
+ /** Client: 0 disconnected · 1 connecting · 2 connected · 3 failed. A listening server: 2. */
965
+ state(): number
966
+ /** [connected, rttMs, lossPct, sentKbps, receivedKbps] for a slot (server) / the link (client). */
967
+ clientInfo(client: number): Float32Array
968
+ /** yojimbo network simulator on this side of the wire. */
969
+ simulate(latencyMs: number, jitterMs: number, lossPercent: number): void
970
+ reasonString(reason: number, serverSide: boolean): string
971
+ }
972
+
973
+ // ---- navigation meshes (creator-nav / Recast+Detour) -----------------------------------------
974
+ // Runtime only (docs/navmesh-plan.md §5): load a baked `.navmesh` (LNAV) from a fetch system id,
975
+ // query it, run a DetourCrowd of agents one fixed step at a time. Present on hosts built with
976
+ // CREATOR_PKG_NAV (desktop, the 3d/full Android variants, iOS) and on every web host through the
977
+ // wasm build; the SDK feature-detects it. Parameter blocks are fixed-order Float32Arrays
978
+ // (creator-nav.h CNAV_AGENT_* / CNAV_READ_*). Handles (meshId / crowdId, from 1) die with the world.
979
+ var _creatorNav: {
980
+ /** Web hosts only: loads the wasm lazily. Absent on native hosts — call it when present. */
981
+ ready?(): Promise<void>
982
+ lastError(): string
983
+ /** LNAV bytes already fetched (the createGlb pattern) → meshId, 0 on failure. */
984
+ load(systemId: number): number
985
+ unload(meshId: number): void
986
+ /** The file's JSON header: agent size, cell, bounds, stats, `meta` (the CLI's provenance). */
987
+ header(meshId: number): string
988
+ polyCount(meshId: number): number
989
+ setAreaCost(meshId: number, area: number, cost: number): void
990
+ /** Straight path from → to into `out` (xyz per corner); returns the corner count, NEGATIVE when
991
+ * the path is partial (the target is unreachable — it ends at the closest polygon). `ex <= 0`
992
+ * = default search extents. */
993
+ findPath(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, ex: number, ey: number, ez: number, include: number, exclude: number, maxCorners: number, out: Float32Array): number
994
+ nearest(meshId: number, x: number, y: number, z: number, ex: number, ey: number, ez: number, include: number, exclude: number, out: Float32Array): boolean
995
+ /** Walkability ray along the surface; true = BLOCKED, out = [hit xyz, wall normal xyz]. */
996
+ raycast(meshId: number, fx: number, fy: number, fz: number, tx: number, ty: number, tz: number, include: number, exclude: number, out: Float32Array): boolean
997
+ /** `radius <= 0` = anywhere on the mesh; deterministic per seed. */
998
+ randomPoint(meshId: number, cx: number, cy: number, cz: number, radius: number, seed: number, include: number, exclude: number, out: Float32Array): boolean
999
+ /** The polygon mesh as a triangle soup (xyz per vertex) for debug drawing. */
1000
+ debugTriangles(meshId: number): Float32Array
1001
+ crowdCreate(meshId: number, maxAgents: number, maxRadius: number): number
1002
+ crowdDestroy(crowdId: number): void
1003
+ /** → the agent's slot (0..maxAgents-1), -1 when full / off the mesh. */
1004
+ crowdAdd(crowdId: number, x: number, y: number, z: number, params: Float32Array): number
1005
+ crowdRemove(crowdId: number, agent: number): void
1006
+ crowdSetParams(crowdId: number, agent: number, params: Float32Array): void
1007
+ crowdSetTarget(crowdId: number, agent: number, x: number, y: number, z: number): boolean
1008
+ crowdSetVelocity(crowdId: number, agent: number, vx: number, vy: number, vz: number): void
1009
+ crowdResetTarget(crowdId: number, agent: number): void
1010
+ crowdWarp(crowdId: number, agent: number, x: number, y: number, z: number): boolean
1011
+ /** Once per fixed step. */
1012
+ crowdUpdate(crowdId: number, dt: number): void
1013
+ /** Every slot into `out` (CNAV_AGENT_READ_STRIDE floats each); returns maxAgents. */
1014
+ crowdRead(crowdId: number, out: Float32Array): number
1015
+ }
1016
+
1017
+ // ---- Game audio (creator-audio) ----------------------------------------------------------------
1018
+ // docs/audio-plan.md. Whole clips decoded up front, a fixed voice pool (play allocates nothing),
1019
+ // 3D sources the engine follows per frame, mixer buses with insert effects, reverb zones,
1020
+ // occlusion. OPTIONAL as a block: the SDK gates on `typeof _creatorAudio !== 'undefined' &&
1021
+ // hasSupport()` and stays inert (silent Sound, inert Voice) without it. Present on hosts built with
1022
+ // CREATOR_PKG_AUDIO (desktop first; Android / Apple pending — parity `audio-game`). The headless
1023
+ // renderer provides a RECORDER (plays are logged, nothing is mixed). Every parameter block is a
1024
+ // fixed-order Float32Array (creator-audio.h CAUD_SRC_* / the effect param orders).
1025
+ var _creatorAudio: {
1026
+ hasSupport(): boolean
1027
+ /** Decode the bytes behind a fetch system id (WAV / MP3 / FLAC / OGG Vorbis) on the engine's
1028
+ * loader thread; mono unless `stereo`. onDone(clipId, durationSeconds, channels). */
1029
+ loadClip(systemId: number, stereo: boolean, onDone: (clipId: number, duration: number, channels: number) => void, onReject: (message: string) => void): void
1030
+ releaseClip(clipId: number): void
1031
+ /** Bus id by name (-1 unknown); 0 master, 1 sfx, 2 music, 3 ui, 4 voice. */
1032
+ busId(name: string): number
1033
+ /** Creates (or finds) an app-defined bus under master. -1 when the 16 slots are full. */
1034
+ createBus(name: string): number
1035
+ setBusVolume(bus: number, volume: number): void
1036
+ setBusMuted(bus: number, muted: boolean): void
1037
+ /** kind 1 reverb [roomSize, damping, width, mix, preDelay] · 2 echo [delay, decay, mix] ·
1038
+ * 3 lowpass [cutoffHz]; an empty array turns the effect off. Changes are smoothed. */
1039
+ setBusEffect(bus: number, kind: number, params: Float32Array): void
1040
+ stopBus(bus: number, fade: number): void
1041
+ /** A 3D emitter. `attachSource` binds it to an entity the engine follows every frame;
1042
+ * `setSourcePosition` places an unbound one (playAt). */
1043
+ createSource(): number
1044
+ attachSource(sourceId: number, entityId: number): void
1045
+ /** [minDistance, maxDistance, rolloff (0 none 1 inverse 2 linear 3 exp), coneInnerDeg,
1046
+ * coneOuterDeg, coneOuterGain, doppler, spread, occlusion (0/1), bus]. */
1047
+ setSourceParams(sourceId: number, params: Float32Array): void
1048
+ setSourcePosition(sourceId: number, x: number, y: number, z: number): void
1049
+ stopSource(sourceId: number, fade: number): void
1050
+ sourceVoices(sourceId: number): number
1051
+ destroySource(sourceId: number): void
1052
+ /** The listener entity; 0 = the active scene camera (the default). */
1053
+ setListener(entityId: number): void
1054
+ setListenerOptions(dopplerFactor: number): void
1055
+ /** HRTF binaural rendering for the `maxVoices` nearest spatial voices (headphones); the rest keep panning. */
1056
+ setHrtf(enabled: boolean, maxVoices: number): void
1057
+ /** Whether the engine's time scale (Time.scale) also pitches the sfx bus. Default false (pause = mute only). */
1058
+ setTimeScalePitch(enabled: boolean): void
1059
+ /** → a voice token (0 = nothing played: the pool refused, the clip is not ready). bus -1 = the
1060
+ * source's bus (sfx for 2D). pan is 2D only. */
1061
+ play(clipId: number, sourceId: number, bus: number, volume: number, pitch: number, loop: boolean, priority: number, fadeIn: number, startAt: number, pan: number): number
1062
+ setVoiceVolume(token: number, volume: number): void
1063
+ setVoicePitch(token: number, pitch: number): void
1064
+ setVoicePan(token: number, pan: number): void
1065
+ stopVoice(token: number, fade: number): void
1066
+ voicePlaying(token: number): boolean
1067
+ voiceTime(token: number): number
1068
+ /** THE ended listener (single slot per JS world): called once per tick with the tokens of the
1069
+ * voices that ended since the previous tick — natural end, stop, steal. */
1070
+ setOnEnded(callback: ((tokens: Float32Array) => void) | null): void
1071
+ stopAll(fade: number): void
1072
+ /** A reverb volume: shape 0 box (dims = full size) / 1 sphere (dims[0] = diameter), in the
1073
+ * entity's local units; `blend` metres of crossfade inside the border; reverb params as for
1074
+ * setBusEffect kind 1. The listener inside blends the zone's reverb onto `bus`. */
1075
+ createZone(): number
1076
+ attachZone(zoneId: number, entityId: number): void
1077
+ setZone(zoneId: number, shape: number, dims: Float32Array, blend: number, bus: number, reverb: Float32Array): void
1078
+ destroyZone(zoneId: number): void
1079
+ /** [voicesPlaying, voicesMono, voicesStereo, stolen, clips, clipBytes, peak, sampleRate, listenerZone, zoneBlend, hrtfVoices]. */
1080
+ stats(): Float32Array
1081
+ }
1082
+
1083
+ // ---- UI engine (creator-ui) ------------------------------------------------------------------
1084
+ var _creatorUI: {
1085
+ // Global back-press fallback (app.onBackPressed): a PROPERTY the SDK writes, not a call —
1086
+ // the engine reads it off this world's _creatorUI object at the END of its back chain
1087
+ // (widget → destination → pager → router → this), so it dies with the world's context.
1088
+ // Old hosts never read it and the handler is silently inert there.
1089
+ _backButtonCallback?: () => void
1090
+ openScreen(screen: object): void
1091
+ closeScreen(): void
1092
+ updateStyle(nodeId: number, prop: string, value: any): void
1093
+ mergeStyle(nodeId: number, style: object): void
1094
+ // Toggle a user style class (a `$`-block declared in .style()) on a node. `name` arrives
1095
+ // WITHOUT the leading `$`. Class state CASCADES down the node tree: a class set on a node is
1096
+ // active on all its descendants within the same root (screens/widgets are separate roots) —
1097
+ // implemented ONCE in creator-ui's setNodeClass (docs/style-class-cascade-plan.md); hosts must
1098
+ // NOT layer their own inheritance on top. `$pressed`/`$focused` are reserved cascading classes
1099
+ // hosts toggle alongside the built-in onPressed/onFocused (creator-ui setNodePressed/Focused).
1100
+ setClass(nodeId: number, name: string, enabled: boolean): void
1101
+
1102
+ // Theme variables (docs/ui-theme-plan.md). MERGES `values` into the app theme table and
1103
+ // re-resolves live styles: keys are var names (`var(--name)` in style values reads them;
1104
+ // the four `comfort-*` keys are the comfort knobs), null removes a key, numbers are lengths
1105
+ // (px). Env names (safe-*, vw/vh/vmin/vmax) are reserved — hosts ignore writes to them.
1106
+ // Optional during rollout: the SDK feature-detects.
1107
+ setTheme?(values: Record<string, string | number | null>): void
1108
+
1109
+ // Content-property push. Props: "value" (input/textarea text), "focus" (boolean — focus/blur
1110
+ // the input, opening/dismissing the keyboard; rides this channel so programmatic focus needs
1111
+ // no new ABI method), plus element-specific ones ("src", "text", …).
1112
+ // An image "src" (here and at creation) is a url string, { _id } (a host buffer), { svg },
1113
+ // { canvasSurface } (a baked Canvas), or { scene2d: sceneId } — a LIVE 2D scene the host draws
1114
+ // into the node's laid-out box every frame with the scene's own camera (native: c2dDrawSceneGL
1115
+ // into a per-node framebuffer; no intrinsic size, the scene needs no openScene). The engine's
1116
+ // simulation must still step each frame for it (native: c2dTick when nothing is presented).
1117
+ updateNode(nodeId: number, prop: string, value: any): void
1118
+ setSourceRect(nodeId: number, x: number, y: number, w: number, h: number): void
1119
+
1120
+ // Canvas.update() → live-refresh every UIImage(canvas) node currently showing this baked surface:
1121
+ // the host re-reads the re-rasterized pixels into the image view WITHOUT a relayout (the surface
1122
+ // keeps its id and size across an update; a resize goes through a full `src` re-assign). Optional
1123
+ // during rollout — the SDK feature-detects and falls back to re-assigning `src`.
1124
+ refreshCanvasSurface?(surfaceId: number): void
1125
+
1126
+ // Font registration is fire-and-forget in practice: hosts load the face, then re-measure /
1127
+ // re-layout when it lands (docs/font-system-plan.md — swap is the fallback; boot faces are
1128
+ // prefetched via the bundle's `// fonts:` header). The callbacks stay on the wire for old
1129
+ // bundles that gate on them — hosts must keep invoking onComplete. Repeated registration of
1130
+ // the same (family, weight, style) is a cheap no-op — hosts dedupe.
1131
+ registerFont(fontFamily: string, url: string, options: any, onComplete: () => void, onReject: () => void): void
1132
+ // Preferred container format for CDN-served faces: "woff2" on browser hosts, absent (= "ttf")
1133
+ // on native/headless. The font() macro's generated registration code reads it to pick the
1134
+ // file extension; the `// fonts:` header carries a `{fmt}` placeholder for the same choice.
1135
+ fontFormat?: "woff2" | "ttf"
1136
+
1137
+ isButtonPressed(nodeId: number): boolean
1138
+
1139
+ registerTouchStartEvent(callback: (...args: any) => void): void
1140
+ registerTouchEndEvent(callback: (...args: any) => void): void
1141
+ registerResizeEvent(callback: (...args: any) => void): void
1142
+ // Current display size [width, height] in logical px — the same values the resize event delivers.
1143
+ // Surfaced as device.width / device.height. Optional: hosts that don't track it (headless) omit it,
1144
+ // and the getters fall back to 0.
1145
+ getDisplaySize?(): [number, number]
1146
+
1147
+ getTextValue(nodeId: number): string
1148
+
1149
+ // Absolute device-space rect [left, top, width, height] of a laid-out node, in logical px —
1150
+ // the same space UIWidget top/left position in — INCLUDING scroll offsets: computed live at
1151
+ // call time, never cached from layout events. null (or undefined) when the node isn't
1152
+ // mounted/laid out. Backs el.getBoundingClientRect(), the widget-anchoring primitive
1153
+ // (dropdowns, popovers, tooltips — docs/ui-components-plan.md §3.2). Optional: the SDK
1154
+ // feature-detects and returns null on hosts without it.
1155
+ getBoundingClientRect?(nodeId: number): [number, number, number, number] | null
1156
+
1157
+ insertNode(index: number, nodeId: number, childNode: any): void
1158
+ removeNode(nodeId: number, childNode: any): void
1159
+ setContent(nodeId: number, oldChildren: any[], children: any[]): void
1160
+
1161
+ animateTo(nodeId: number, style: any): void
1162
+ animateFrom(nodeId: number, style: any): void
1163
+ toast(msg: string): void
1164
+
1165
+ // Router over destinations. On hosts that implement openView (below), `screen`/`view` is any
1166
+ // view descriptor (not just a screen object) and the extra `transition` args apply; legacy
1167
+ // hosts receive screen objects only and ignore the extras.
1168
+ routerOpen(view: any, onChange: (view: any) => void, showBackButton: boolean): void
1169
+ routerPush(view: any, transition?: string | object): void
1170
+ routerReplace(view: any, transition: string | object): void
1171
+ routerPop(index: number, transition?: string | object): void
1172
+ routerHide(): void
1173
+ routerRestore(): void
1174
+
1175
+ // ---- Presentable navigation (docs/navigation-presentable-plan.md) --------------------------
1176
+ // One visible destination at a time. `view` is either a screen node object (type "screen")
1177
+ // or a descriptor:
1178
+ // { type: "scene3d", sceneId } { type: "scene2d", sceneId }
1179
+ // { type: "native", viewName, params, viewId } { type: "videoView", node }
1180
+ // Descriptors carry `_p` (the SDK Presentable instance): hand the SAME object back through
1181
+ // router onChange, and fire its `ol`/`cl` arrays on present/dismiss (screens carry ol/cl
1182
+ // themselves). Presenting a scene descriptor includes activating the engine (the openScene
1183
+ // equivalent); while covered, scene rendering pauses. `transition` is a TransitionName string
1184
+ // or a TransitionSpec object (see sdk/src/ui/presentable.ts).
1185
+ // Optional during the migration: the SDK feature-detects openView and falls back to
1186
+ // openScreen/openScene; hosts implementing openView should keep openScreen/routerPush(screen)
1187
+ // as thin aliases into it for previously compiled bundles.
1188
+ openView?(view: object, transition: string | object): void
1189
+ closeView?(): void
1190
+
1191
+ // NativeView plugin channel (host `registerView(name, factory)` capabilities). `args`, the
1192
+ // result, and event payloads are JSON strings. Events are delivered by invoking the arrays in
1193
+ // the element's `nvl[event]` or via its `_emitViewEvent(event, json)`.
1194
+ isViewSupported?(name: string): boolean
1195
+ viewCall?(viewId: number, method: string, args: string, onComplete: (result?: string) => void, onError: (err: string) => void): void
1196
+
1197
+ // `owner` (a view descriptor) binds the widget to a destination: it mounts inside the owner's
1198
+ // page — shows/hides with it and rides its transition. Omitted = global overlay (legacy
1199
+ // behavior; legacy hosts ignore the arg).
1200
+ showWidget(widget: object, owner?: object): void
1201
+ hideWidget(widget: object): void
1202
+
1203
+ vlistMount(jsNode: any, key: string, subtree: any): void
1204
+ vlistSetKeys(jsNode: any, keys: string[], estimates: number[]): void
1205
+ vlistInsertKeys(jsNode: any, index: number, keys: string[], estimates: number[]): void
1206
+ vlistInvalidate(jsNode: any, k: string): void
1207
+ vlistRemoveKeys(jsNode: any, keys: string[]): void
1208
+ command(jsNode: any, command: string, ...args: any): void
1209
+ }
1210
+
1211
+ // ---- Platform utilities ----------------------------------------------------------------------
1212
+ var _creatorUtils: {
1213
+ // `fetchOptions.body` is either a string or a FormData: an object carrying `_entries`, an array
1214
+ // of [key, value, filename?]. A `value` object carrying a numeric `_id` is binary (that's the
1215
+ // host buffer id — SDK `File` and `FetchResponse` both expose it under that key); anything else
1216
+ // is a text field. Same `_id` convention as an image `src` object (see _creatorUI.updateNode).
1217
+ fetch(url: string, fetchOptions: any, onComplete: (systemId: number, statusCode: number) => void, onReject: () => void): void
1218
+ fetchLocal(path: string): number
1219
+ fetchToJson(systemId: number): any
1220
+ fetchSlice(systemId: number, start: number, end: number): any
1221
+ fetchToText(systemId: number): string
1222
+ /** The fetched bytes as a Uint8Array copy (a `.terrain` file, any binary the SDK parses itself).
1223
+ * Optional: an older host has only the text/JSON readers (Terrain.load throws there). */
1224
+ fetchToBytes?(systemId: number): Uint8Array
1225
+ disposeFetch(systemId: number): void
1226
+ // ---- Local filesystem (the SDK `files` global) ----------------------------------------------
1227
+ // The read/write/delete half of `fetchLocal`, for hosts where the app OWNS a filesystem
1228
+ // (desktop). All five are OPTIONAL and stand or fall together: a sandboxed host (web, mobile)
1229
+ // implements none of them and `files.supported` is false there.
1230
+ //
1231
+ // ASYNC, like `fetch`: file IO must not block the frame, so each takes an onComplete/onReject
1232
+ // pair (the SDK turns them into a promise) and the host does the work off the JS thread. Hosts
1233
+ // must keep the ops ORDERED — two appends to one file settle in call order — so a queue, not a
1234
+ // thread per call. Exactly one handle is ever settled.
1235
+ //
1236
+ // PATH POLICY, identical for all five and owned by the host: an ABSOLUTE path is used verbatim;
1237
+ // a RELATIVE one is resolved against the app's OWN folder — never the process cwd — which for a
1238
+ // packaged desktop app is the exe's directory, one of the directories `fetchLocal` searches by
1239
+ // name. So `writeLocal("save.json", …)` and `fetchLocal("save.json")` are a pair.
1240
+ /** Write a file, creating the parent folders. `append` adds to the end instead of replacing.
1241
+ * `data` is text (written as UTF-8), raw bytes (Uint8Array / ArrayBuffer), or a host buffer
1242
+ * object carrying `_id` (an SDK `File` / `FetchResponse` — so a picked or generated file is
1243
+ * saved as it is); the bytes are only valid for the duration of the call, so a host that
1244
+ * defers the write copies them first. The core drops the path's cached `fetchLocal` id, so
1245
+ * the next read sees the new bytes. */
1246
+ writeLocal?(path: string, data: string | Uint8Array | ArrayBuffer | { _id: number }, append: boolean, onComplete: () => void, onReject: (err: Error) => void): void
1247
+ /** The whole file as bytes, or null when there is no such file. Unlike `fetchLocal` this
1248
+ * re-reads every call and holds nothing — no buffer id to dispose. Only a real failure
1249
+ * (an unreadable file) rejects; "not there" is a null result. */
1250
+ readLocalBytes?(path: string, onComplete: (bytes: Uint8Array | null) => void, onReject: (err: Error) => void): void
1251
+ /** The whole file decoded as UTF-8 text, or null when there is no such file. */
1252
+ readLocalText?(path: string, onComplete: (text: string | null) => void, onReject: (err: Error) => void): void
1253
+ /** Delete a file, or an EMPTY directory; `recursive` also deletes a directory's contents.
1254
+ * Deleting something that is already gone SUCCEEDS — the post-condition is what matters. */
1255
+ deleteLocal?(path: string, recursive: boolean, onComplete: () => void, onReject: (err: Error) => void): void
1256
+ /** Create a directory and any missing parents. An existing directory is success. */
1257
+ mkdirLocal?(path: string, onComplete: () => void, onReject: (err: Error) => void): void
1258
+ openFilePicker(onComplete: (res: any) => void, onReject: () => void, multiple: boolean, accept?: string): void
1259
+ // Present the OS media share sheet for a host buffer (`systemId` — a File/response id), with an
1260
+ // optional caption. iOS: the share sheet also offers "Save to Files"/Photos. Web: saves (downloads)
1261
+ // the file. Backs the SDK `share(media, text?)`.
1262
+ shareMedia(systemId: number, text?: string): void
1263
+
1264
+ /** Prompt for camera permission (resolve = granted, reject = denied). Shared by everything that
1265
+ * needs the camera — ARScene.prepare, QRScanner, CameraView — hence a platform utility rather
1266
+ * than a 3D-engine call (it moved off `_creator` 2026-07-15). Optional: hosts whose view
1267
+ * factory prompts on its own (web getUserMedia) don't implement it and the SDK resolves
1268
+ * immediately, so callers go through `_requestCameraPermission()`. */
1269
+ requestCamera?(onComplete: () => void, onReject: () => void): void
1270
+
1271
+ // (openScanner/closeScanner removed 2026-07-15 — QRScanner rides the registered "qrScanner"
1272
+ // NativeView; hosts keep the old handlers only for previously compiled bundles.)
1273
+ // ---- Input (docs/input-plan.md — keyboard / mouse / gamepad behind the SDK `Input` global) ----
1274
+ // Design: a BUTTON is anything that goes down and up — keyboard keys, mouse buttons, gamepad
1275
+ // buttons — and they share ONE code vocabulary (KeyboardEvent.code + "MouseLeft|Right|Middle|
1276
+ // Back|Forward" + the W3C standard-gamepad "GamepadSouth|East|West|North|L1|R1|L2|R2|Select|
1277
+ // Start|L3|R3|Up|Down|Left|Right"), one held-poll and one event pair. Continuous signals (mouse
1278
+ // motion, sticks, triggers) are numbered channels behind one poll. Bindings/axes/edge detection
1279
+ // are SDK-side; hosts only report physical state.
1280
+ /** Is this button held right now? `gamepad` (0..3) scopes a Gamepad* code to one pad; omitted =
1281
+ * any connected pad. Keyboard/mouse codes ignore it. */
1282
+ inputKey: (code: string, gamepad?: number) => boolean
1283
+ /** Continuous input poll by channel id (SDK `InputChannel`): 0 MouseX, 1 MouseY (logical px,
1284
+ * last known cursor position inside the viewport), 2 MouseDX, 3 MouseDY (motion accumulated
1285
+ * during the PREVIOUS frame — unaccelerated/raw where the OS offers it, counts while locked),
1286
+ * 4 WheelX, 5 WheelY (wheel notches, previous frame), 6 PointerLocked (0/1), 7 GamepadCount,
1287
+ * 8 PointerOnUI (0/1: the primary pointer went DOWN on something the UI claimed — an
1288
+ * interactive node, a scrollable, an editable, a modal backdrop — and is still held; stays 1
1289
+ * wherever the cursor goes until the release, so a drag that started on a HUD control never
1290
+ * becomes camera look; always 0 while pointer-locked and for touch-only hosts without a UI claim);
1291
+ * gamepad p at 16 + 16·p: +0 Connected, +1 LeftX, +2 LeftY, +3 RightX, +4 RightY (−1..1,
1292
+ * +Y = down like the web), +5 LeftTrigger, +6 RightTrigger (0..1). Unknown channel → 0.
1293
+ * "Previous frame" = the host's own frame boundary (the event pump / rAF / fixed step), so
1294
+ * every read within one frame agrees. Optional: a host without it has no pointer/gamepad. */
1295
+ inputRead?(channel: number): number
1296
+ /** Request (true) / release (false) pointer lock: hide + confine the cursor, keep MouseDX/DY
1297
+ * flowing (FPS look). Returns whether the request was accepted now (web needs a user gesture);
1298
+ * the eventual state is channel 6. Hosts release on focus loss and re-acquire on focus. */
1299
+ inputSetPointerLock?(on: boolean): boolean
1300
+ /** Register THE input-event listener (single slot per JS world, like registerAppEvent — the SDK
1301
+ * fans out). kind: 0 keydown, 1 keyup, 2 gamepadconnected, 3 gamepaddisconnected. `code` is the
1302
+ * button code above ("" for connect events); `gamepad` the pad index for Gamepad* codes /
1303
+ * connect events, −1 otherwise; `repeat` 1 for an OS auto-repeat keydown. Delivered on the JS
1304
+ * thread no later than the end of the frame it arrived in — i.e. always before the NEXT
1305
+ * setLoop tick (creator-pkg drains its dispatch queue after the frame's timers, so a poll can
1306
+ * see the new state one tick before the event; web/headless deliver synchronously). */
1307
+ registerInputEvent?(callback: (kind: number, code: string, gamepad: number, repeat: number) => void): void
1308
+ // ---- World control (run/restart/quit — the platform's `location` analog) --------------------
1309
+ // Worlds carry two host-tracked bits: an IDENTITY (project uuid) and a TRUST flag. The host's
1310
+ // own boot world (the bundled launcher) is trusted; a world created by `run` is trusted only
1311
+ // when its declared uuid is on the host's trusted-launcher allowlist AND the caller was
1312
+ // trusted itself. Push registration attribution reads the identity (docs/push-plan.md).
1313
+ /** Swap in a new project world. `projectUuid` declares the new world's identity — honored
1314
+ * ONLY when the calling world is trusted (launchers); silently dropped otherwise. `url`
1315
+ * (any caller — the caller already controls the code it runs) is the new world's
1316
+ * launchUrl: a string sets it, null clears it, omitted leaves it unchanged. */
1317
+ run(systemId: number, onReject: () => void, projectUuid?: string, url?: string | null): void
1318
+ /** Re-run the CURRENT world's bundle in a fresh world — `location.reload()`. Identity and
1319
+ * trust are inherited (the host re-evaluates bytes it already holds, so nothing is
1320
+ * spoofable). `url`: string sets the new launchUrl, null clears it, omitted keeps the
1321
+ * current one (a plain reload). If the re-run throws, the current world stays live. */
1322
+ restart?(url?: string | null): void
1323
+ /** Leave the current app. A world launched by `run` returns to the caller's boot bundle
1324
+ * (launch URL cleared, boot identity/trust restored). The boot world itself has no caller —
1325
+ * the host's app-exit hook fires instead (Android backgrounds the task; hosts that can't
1326
+ * exit programmatically, iOS/desktop, register nothing and the call is a no-op). */
1327
+ quit?(): void
1328
+
1329
+ animate(callback: (val: number) => void, duration: number): number
1330
+ stopAnimation(id: number): void
1331
+ pauseAnimation(id: number): void
1332
+ resumeAnimation(id: number): void
1333
+
1334
+ localStorageGetValue(key: string): string | null
1335
+ localStorageSetValue(key: string, value: string): void
1336
+ localStorageRemoveValue(key: string): void
1337
+
1338
+ websocketOpen(url: string, onWebsocketMessage: (channel: string, data: any) => void, headers?: any): number
1339
+ websocketSend(id: number, message: string | ArrayBuffer): void
1340
+ websocketClose(id: number): void
1341
+
1342
+ // ---- Service channel (headless registerService capabilities) --------------------------------
1343
+ // The UI-less sibling of the NativeView channel (docs/service-channel-plan.md): the host
1344
+ // registers named service factories (`registerService("geolocation", factory)`) and the SDK
1345
+ // talks to them over the same JSON call/event protocol as viewCall. All four are optional —
1346
+ // feature-detect with typeof; hosts that didn't opt in simply don't have them. Sessions must
1347
+ // open cheaply (no permission prompt, no I/O) — prompts belong in the first call that needs
1348
+ // them, so a rejected call is the failure surface, never a hung open.
1349
+ isServiceSupported?(name: string): boolean
1350
+ /** Open a session against the registered factory. `params` is a JSON string. Returns the
1351
+ * host-allocated session id, or -1 when no factory is registered under `name`. `onEvent`
1352
+ * delivers service events (payload as a JSON string, or omitted) until serviceClose. */
1353
+ serviceOpen?(name: string, params: string, onEvent: (event: string, dataJson?: string) => void): number
1354
+ /** Invoke a method on a live session — args/result JSON-encoded, exactly like viewCall. */
1355
+ serviceCall?(serviceId: number, method: string, args: string,
1356
+ onComplete: (result?: string) => void, onError: (err: string) => void): void
1357
+ serviceClose?(serviceId: number): void
1358
+
1359
+ // ---- App lifecycle & environment (docs/app-lifecycle-plan.md) --------------------------------
1360
+ // One push channel + synchronous pulls. All optional — typeof feature-detect; the SDK wrappers
1361
+ // fall back cleanly (state "active", launchUrl null, online true) on hosts that lack them.
1362
+ /** Register THE app-event listener (single slot per JS world — the SDK fans out; the host/core
1363
+ * scopes the stored callback to the world and frees it on teardown). Events: "pause" / "resume"
1364
+ * (app left / returned to the foreground), "url" (a link arrived while running; data = the URL),
1365
+ * "online" / "offline" (connectivity changed). "pause" is delivered BEFORE the host halts the
1366
+ * frame loop (the dispatch queue must still drain). */
1367
+ registerAppEvent?(callback: (event: string, data?: string) => void): void
1368
+ /** Current lifecycle state: "active" | "background". Surfaced as app.state. */
1369
+ appState?(): string
1370
+ /** The URL the app was (most recently) opened with, or null — the cold-start deep link. A warm
1371
+ * link updates this value first, then fires the "url" event. Surfaced as app.launchUrl. */
1372
+ getLaunchUrl?(): string | null
1373
+ /** Current connectivity (navigator.onLine semantics — best-effort: false only when the platform
1374
+ * is sure there is no network). Surfaced as device.online. */
1375
+ isOnline?(): boolean
1376
+ /** Open a URL in the system browser / external handler (fire-and-forget). Backs openURL(). */
1377
+ openUrl?(url: string): void
1378
+ /** Lock the interface orientation: "landscape" (either landscape direction — sensor
1379
+ * landscape, what a horizontal game wants), "portrait" (upright only) or "auto" (release —
1380
+ * the device's rotation rules apply again). Fire-and-forget; the rotation itself is
1381
+ * animated by the platform and lands as an ordinary resize. PER WORLD: the host resets the
1382
+ * lock to "auto" on every world swap BEFORE the new bundle evaluates, so a game may lock at
1383
+ * synchronous top level and the launcher always comes back unlocked. Optional — hosts
1384
+ * without a rotatable screen (desktop, headless, macOS) omit it. Backs app.setOrientation. */
1385
+ setOrientation?(mode: string): void
1386
+ /** Write text to the system clipboard (fire-and-forget). Backs clipboard.write. */
1387
+ clipboardWrite?(text: string): void
1388
+ /** Read text from the system clipboard — async because web needs a permission prompt; native
1389
+ * hosts may complete synchronously. Reject = no access / nothing readable. Backs clipboard.read. */
1390
+ clipboardRead?(onComplete: (text: string) => void, onReject: (err: string) => void): void
1391
+
1392
+ // ---- Keyboard inset (docs/input-upgrades-plan.md §7) ------------------------------------------
1393
+ /** On-screen keyboard height in logical px currently overlapping the app viewport, 0 when
1394
+ * hidden. The RAW overlap, independent of the focused input's keyboardShrink policy (with
1395
+ * shrink the layout already avoids it; the main consumer is overlay mode). Surfaced as
1396
+ * app.keyboardHeight. Optional — hosts without an on-screen keyboard omit it. */
1397
+ keyboardHeight?(): number
1398
+ /** Register THE keyboard listener (single slot per JS world, like registerAppEvent — the SDK
1399
+ * fans out; a separate channel because the string one can't carry two numbers). Fires on every
1400
+ * keyboard frame change with (height — as above, duration — the platform's animation duration
1401
+ * in ms, 0 where none). Surfaced as the app "keyboard" event. */
1402
+ registerKeyboardEvent?(callback: (height: number, duration: number) => void): void
1403
+
1404
+ // (camera* removed 2026-07-15 — CameraView rides the registered "camera" NativeView; hosts
1405
+ // keep the old handlers only for previously compiled bundles.)
1406
+
1407
+ createAudioPlayer(src: string, onFinished: () => void): number
1408
+ createVideoPlayer(src: string, onFinished: () => void): number
1409
+ updateMediaPlayerVolume(id: number, volume: number): void
1410
+ updateMediaPlayerLoop(id: number, loop: boolean): void
1411
+ updateMediaPlayerPlaying(id: number, play: boolean): void
1412
+ getMediaPlayerTime(id: number): number
1413
+ setMediaPlayerTime(id: number, time: number): void
1414
+ getMediaPlayerDuration(id: number): number
1415
+ removeMediaPlayer(id: number): void
1416
+
1417
+ /** The host bucket surfaced as `device.platform`. Apps BRANCH on it (mouse-look vs on-screen
1418
+ * sticks, hover affordances, key hints), so it names the INPUT MODEL, not the OS — one of
1419
+ * "web" | "ios" | "android" | "desktop". macOS reports "desktop", not "macos": a project
1420
+ * testing `device.platform === "desktop"` must get the same answer on every desktop host.
1421
+ * OS/version detail belongs in the host's own systemInfo callback, never here. Every host
1422
+ * must define it — where it was missing (Android before 2026-07-30, iOS before 2026-08-25)
1423
+ * the SDK read undefined and no platform branch in any app could ever match. */
1424
+ platform: string
1425
+ language: string
1426
+ /** Display device-pixel ratio (physical px per CSS/logical px): 1 on standard displays, 2–3 on
1427
+ * retina / iOS. Host-provided (web: window.devicePixelRatio; iOS: UIScreen.scale). Surfaced as
1428
+ * device.pixelRatio — for baking a Canvas at the right resolution without hardcoding it. */
1429
+ pixelRatio: number
1430
+ /** Opt into the precise-touch system (full-rate coalesced sampling) where the host supports it — iOS
1431
+ * coalesced touches. Surfaced as device.setPreciseTouch. Optional: hosts without a coalesced-input
1432
+ * concept (web, headless) simply don't implement it, so callers guard with `?.`. */
1433
+ setPreciseTouch?(enabled: boolean): void
1434
+ /** Fire a one-shot semantic haptic (device.vibrate). `style` is a HapticStyle string. Optional:
1435
+ * hosts without haptic hardware (web, headless, iPad / older iPhones) simply don't implement it,
1436
+ * so callers guard with `?.`. */
1437
+ vibrate?(style: string): void
1438
+
1439
+ // ---- device.motion (orientation sensor; pull-per-frame model) --------------------------------
1440
+ /** Does this device have the motion sensors (gyro)? Surfaced as device.motion.available. */
1441
+ motionAvailable?(): boolean
1442
+ /** Start fused device-motion updates at `interval` seconds; returns whether it started (false =
1443
+ * no sensor / permission denied). May return a Promise on hosts with an async permission prompt
1444
+ * (web). Surfaced as device.motion.start. */
1445
+ motionStart?(interval: number): boolean | Promise<boolean>
1446
+ /** Stop updates and release the sensor. Surfaced as device.motion.stop. */
1447
+ motionStop?(): void
1448
+ /** The freshest raw sample in the DEVICE frame: `[qx,qy,qz,qw, gx,gy,gz, interfaceOrientation]`
1449
+ * (orientation code: 0 portrait, 1 landscapeLeft, 2 landscapeRight, 3 upsideDown), or null until
1450
+ * the first sample / when not running. The SDK converts it to world/screen space. */
1451
+ getMotionSample?(): number[] | null
1452
+ }
1453
+
1454
+ // ---- 2D canvas (core; native-per-platform — see docs/canvas-contract.md) ---------------------
1455
+ // Immediate-mode 2D drawing that bakes to a texture, shared by 2D/3D/UI. The SDK Canvas records a
1456
+ // command buffer and flushes it here once per bake (opcodes documented in the contract).
1457
+ var _creatorCanvas: {
1458
+ // Rasterize `cmd` (cmdLen floats) into surface `surfaceId` (0 = create), sized w×h logical @
1459
+ // `scale` device px. Clears then replays the whole buffer. Returns the surface id.
1460
+ rasterize(surfaceId: number, w: number, h: number, scale: number,
1461
+ cmd: Float32Array, cmdLen: number, refs: string[]): number
1462
+ // [width, ascent, descent] in logical px for `text` in `font`, measured on this platform.
1463
+ measureText(text: string, font: string): Float32Array
1464
+ // Copy surface `surfaceId`'s pixels into a NEW standalone surface; returns the new id. Backs
1465
+ // Canvas.toBitmap() — an immutable snapshot the source canvas can no longer touch.
1466
+ snapshot(surfaceId: number): number
1467
+ // Decode an image source into a NEW standalone surface (device px) — backs Canvas.loadImage() for
1468
+ // Canvas.drawImage(). `bufferId < 0` → rasterize the SVG markup in `svg`; otherwise decode the
1469
+ // encoded image bytes in host buffer `bufferId` (an already-fetched FetchResponse). Async, because
1470
+ // turning SVG / encoded bytes into pixels needs a decode on web (createImageBitmap / <img>). Returns
1471
+ // (surfaceId, width, height) in device px via onComplete, or onReject on failure.
1472
+ loadImage(svg: string, bufferId: number,
1473
+ onComplete: (surfaceId: number, width: number, height: number) => void, onReject: () => void): void
1474
+ // Encode surface `surfaceId` to an image ('image/png' | 'image/jpeg'), register the bytes as a host
1475
+ // buffer, and return (bufferId, size) — the SDK wraps it in a File. Backs Canvas/Bitmap.toFile().
1476
+ toFile(surfaceId: number, type: string, onComplete: (bufferId: number, size: number) => void, onReject: () => void): void
1477
+ destroySurface(surfaceId: number): void
1478
+ }
1479
+ }
1480
+
1481
+ export {}