lecodes-sdk 0.20.0 → 0.20.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/global.d.ts +31 -0
- package/dist/inject.js +361 -260
- package/dist/types/audio/Bus.d.ts +45 -0
- package/dist/types/audio/Sound.d.ts +28 -0
- package/dist/types/audio/Voice.d.ts +27 -0
- package/dist/types/audio/audio.d.ts +83 -0
- package/dist/types/audio/support.d.ts +1 -0
- package/dist/types/gl/AudioSource.d.ts +60 -0
- package/dist/types/gl/AudioZone.d.ts +32 -0
- package/dist/types/gl/DecalSet.d.ts +103 -0
- package/dist/types/gl/Geometry.d.ts +5 -0
- package/dist/types/gl/Light.d.ts +7 -0
- package/dist/types/gl/Material.d.ts +86 -2
- package/dist/types/gl/Mesh.d.ts +11 -0
- package/dist/types/gl/Scene.d.ts +23 -0
- package/dist/types/gl/SceneAudio.d.ts +11 -0
- package/dist/types/gl/Texture.d.ts +29 -1
- package/dist/types/gl/animation/AnimationClip.d.ts +25 -12
- package/dist/types/gl/animation/core.d.ts +15 -10
- package/dist/types/gl/state.d.ts +0 -1
- package/dist/types/inject.d.ts +10 -0
- package/dist/types/runtime/input.d.ts +11 -0
- package/dist/types/ui/UIImage.d.ts +15 -5
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/prompts/dist/2d-game.md +408 -197
- package/prompts/dist/3d-app.md +491 -166
- package/prompts/dist/ar-app.md +373 -163
- package/prompts/dist/design.md +83 -87
- package/prompts/dist/ui-app.md +325 -136
- package/src/audio/Bus.ts +102 -0
- package/src/audio/Sound.ts +96 -0
- package/src/audio/Voice.ts +102 -0
- package/src/audio/audio.ts +161 -0
- package/src/audio/support.ts +6 -0
- package/src/bridges.d.ts +1481 -1352
- package/src/compile/compileProject.ts +30 -15
- package/src/compile/index.ts +3 -0
- package/src/core/Aspect.ts +33 -8
- package/src/g2/Scene2D.ts +7 -0
- package/src/gl/AudioSource.ts +113 -0
- package/src/gl/AudioZone.ts +75 -0
- package/src/gl/CameraPlace.ts +52 -52
- package/src/gl/DecalSet.ts +233 -0
- package/src/gl/Geometry.ts +5 -0
- package/src/gl/Light.ts +16 -0
- package/src/gl/Lightmap.ts +3 -2
- package/src/gl/Material.ts +152 -4
- package/src/gl/Mesh.ts +20 -1
- package/src/gl/Ragdoll.ts +270 -270
- package/src/gl/Scene.ts +41 -7
- package/src/gl/SceneAudio.ts +26 -0
- package/src/gl/Texture.ts +43 -3
- package/src/gl/Trigger.ts +45 -45
- package/src/gl/Vehicle.ts +5 -5
- package/src/gl/animation/AnimationClip.ts +43 -20
- package/src/gl/animation/Animator.ts +4 -3
- package/src/gl/animation/core.ts +20 -15
- package/src/gl/scenarios.ts +291 -291
- package/src/gl/state.ts +1 -1
- package/src/inject.ts +12 -0
- package/src/runtime/input.ts +6 -1
- package/src/scene/gizmos.ts +148 -148
- package/src/ui/UIImage.ts +21 -7
package/src/gl/scenarios.ts
CHANGED
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@@ -1,291 +1,291 @@
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// No-code scenario aspects: ready-made behaviors a scene builder attaches in the editor without
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// writing any code — move to a target, travel a waypoint path, spin, face something, start a GLB
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// animation. They are ordinary aspects (work from hand-written code too); in the scene editor the
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// movement ones double as `static editor` generators that draw their paths as editor gizmos
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// (`Gizmos.*` in rebuild() — overlay lines, never scene content; play mode never calls rebuild(),
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// so they cost nothing at runtime).
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//
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// Conventions shared by the family:
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// • targets/waypoints are scene nodes — place an Empty, then pick it in the inspector (`ref()`);
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// • times are seconds, angles degrees; all motion runs in `update(dt)` (play mode only);
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// • orientation is quaternion-composed — never euler-incremented (see math/quat.ts).
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import type { InspectorUI } from "../core/InspectorUI"
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import { Vec3 } from "../math/vec"
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import { Quat } from "../math/quat"
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import { Node } from "./Node"
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import { Model } from "./Model"
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import type { Playback } from "./animation/Playback"
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import { Gizmos } from "../scene/gizmos"
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const MOVE_LINE = "#5b8ef0"
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const LOOK_LINE = "#d9a13f"
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const DEG2RAD = Math.PI / 180
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type LoopMode = "once" | "loop" | "pingpong"
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/** Normalized phase for elapsed time `t` over one trip of `duration`: once clamps at 1, loop
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* wraps, pingpong triangles 0→1→0. */
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const phase = (t: number, duration: number, mode: LoopMode): number => {
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if (duration <= 0) return 1
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const u = t / duration
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if (mode === "once") return Math.min(u, 1)
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if (mode === "loop") return u - Math.floor(u)
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const v = u % 2
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return v <= 1 ? v : 2 - v
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}
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const ease = (k: number, easing: "smooth" | "linear"): number =>
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easing === "smooth" ? k * k * (3 - 2 * k) : k
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/** A world point in `node`'s PARENT space — what `node.position` is expressed in. */
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const toParentLocal = (node: Node, world: Vec3): Vec3 => {
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const parent = node.parent
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return parent ? parent.worldMatrix.invert().transformPoint(world) : world
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}
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/** A path node's waypoints: its children in scene-FILE order (`_sceneChildOrder`, stamped by
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* defineScene — the engine's live child order is insertion-based and may differ), editor helper
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* nodes (`__`-prefixed) excluded. Runtime-added children append in engine order. */
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const pathWaypoints = (path: Node): Node[] => {
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const children = path.children.filter((c) => !(c.name ?? "").startsWith("__"))
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const order = (path as { _sceneChildOrder?: string[] })._sceneChildOrder
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if (!order) return children
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const byName = new Map(children.map((c) => [ c.name, c ]))
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const sorted: Node[] = []
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for (const n of order) { const c = byName.get(n); if (c) sorted.push(c) }
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const seen = new Set(sorted)
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for (const c of children) if (!seen.has(c)) sorted.push(c)
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return sorted
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}
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// ---- the aspects ---------------------------------------------------------------------------------
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/** Travel from the node's starting position to a target node in `duration` seconds. */
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export class MoveTo extends Aspect<"moveTo"> {
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/** Where to travel — place an Empty node and pick it. */
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target: Node | null = null
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/** Seconds for the full trip. */
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duration = 2
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/** Seconds to wait before starting. */
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delay = 0
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/** once = stop at the target · loop = restart from the start point · pingpong = back and forth. */
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mode: LoopMode = "once"
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/** Motion curve. */
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easing: "smooth" | "linear" = "smooth"
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static readonly aspect = "moveTo"
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static editor = { rebuild: true }
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static fields: FieldMeta<MoveTo> = {
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target: { editor: "node" },
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duration: { min: 0.05, max: 120, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "once", "loop", "pingpong" ] },
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easing: { options: [ "smooth", "linear" ] },
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}
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private _t = 0
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private _start: Vec3 | null = null
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update(dt: number): void {
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if (!this.target) return
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this._start ??= this.node.position
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this._t += dt
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const k = ease(phase(Math.max(0, this._t - this.delay), this.duration, this.mode), this.easing)
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const end = toParentLocal(this.node, this.target.worldPosition)
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this.node.position = new Vec3(this._start).add(end.sub(this._start).scale(k))
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}
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/** Editor-only path line (edit mode; play mode never calls this). */
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rebuild(): void {
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if (!this.target) return
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// the target is an empty — its own anchored marker shows the endpoint
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Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: MOVE_LINE })
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}
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}
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/** Travel through the children of a path node (add an Empty per waypoint) in `duration` seconds.
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* `loop` runs the circuit closed (last → first); `pingpong` goes back and forth along the open
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* path; `once` stops at the last waypoint. */
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export class FollowPath extends Aspect<"followPath"> {
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/** A node whose CHILDREN are the waypoints, in file order. */
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path: Node | null = null
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/** Seconds for one full pass of the path. */
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duration = 6
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/** Seconds to wait before starting. */
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delay = 0
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mode: LoopMode = "loop"
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/** Turn to face the direction of travel. */
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orient = true
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/** Which local axis leads when orienting. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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static readonly aspect = "followPath"
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static editor = { rebuild: true }
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static fields: FieldMeta<FollowPath> = {
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path: { editor: "node" },
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duration: { min: 0.05, max: 300, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "loop", "once", "pingpong" ] },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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}
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private _t = 0
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private _points(): Vec3[] {
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if (!this.path) return []
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const points = pathWaypoints(this.path).map((c) => c.worldPosition)
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if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
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return points
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}
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update(dt: number): void {
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const points = this._points()
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if (points.length < 2) return
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this._t += dt
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const k = phase(Math.max(0, this._t - this.delay), this.duration, this.mode === "loop" ? "loop" : this.mode)
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const lengths: number[] = []
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let total = 0
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for (let i = 0; i < points.length - 1; i++) {
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const l = points[i + 1]!.sub(points[i]!).length()
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lengths.push(l)
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total += l
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}
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if (total <= 0) return
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let dist = k * total
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let i = 0
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while (i < lengths.length - 1 && dist > lengths[i]!) { dist -= lengths[i]!; i++ }
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const a = points[i]!
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const b = points[i + 1]!
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const seg = b.sub(a)
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const u = lengths[i]! > 0 ? Math.min(dist / lengths[i]!, 1) : 0
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const world = a.add(seg.scale(u))
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this.node.position = toParentLocal(this.node, world)
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if (this.orient && seg.lengthSq() > 1e-12) this.node.lookAt(world.add(seg), this.forward)
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}
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/** Editor-only waypoint polyline (edit mode; play mode never calls this). */
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rebuild(): void {
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const points = this._points() // loop mode already appends the first point again
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Gizmos.polyline(points, { color: MOVE_LINE }) // waypoints are empties: they carry their own markers
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}
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}
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/** Continuous rotation about one of the node's local axes, degrees per second. */
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export class Spin extends Aspect<"spin"> {
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/** Degrees per second. */
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speed = 45
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/** Local axis to spin around. */
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axis: "x" | "y" | "z" = "y"
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static readonly aspect = "spin"
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static fields: FieldMeta<Spin> = {
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speed: { min: -720, max: 720, step: 5 },
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axis: { options: [ "x", "y", "z" ] },
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}
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update(dt: number): void {
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const axis: [number, number, number] = this.axis === "x" ? [ 1, 0, 0 ] : this.axis === "y" ? [ 0, 1, 0 ] : [ 0, 0, 1 ]
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// compose in quaternion space about the LOCAL axis (q ⊗ dq) — never euler-increment
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this.node.quaternion = this.node.quaternion.mul(Quat.fromAxisAngle(axis, this.speed * dt * DEG2RAD))
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}
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}
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/** Keep the node facing a target node (a turret tracking, a signpost, a camera aimed at a hero).
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* Accessor `node.facing` — NOT `lookAt`, which would shadow the `Node.lookAt()` method. */
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export class LookAt extends Aspect<"facing"> {
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/** The node to face. */
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target: Node | null = null
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/** Which local axis points at the target. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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/** 0 = snap instantly; otherwise seconds of turn lag (bigger = slower, smoother). */
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smoothing = 0
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static readonly aspect = "facing"
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static editor = { rebuild: true }
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static fields: FieldMeta<LookAt> = {
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target: { editor: "node" },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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smoothing: { min: 0, max: 5, step: 0.05 },
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}
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update(dt: number): void {
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if (!this.target) return
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const point = this.target.worldPosition
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if (this.smoothing <= 0) { this.node.lookAt(point, this.forward); return }
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const q0 = this.node.quaternion
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this.node.lookAt(point, this.forward)
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const q1 = this.node.quaternion
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this.node.quaternion = q0.slerp(q1, 1 - Math.exp(-dt / this.smoothing))
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}
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/** Editor-only sight line (edit mode; play mode never calls this). */
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rebuild(): void {
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if (!this.target) return
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Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: LOOK_LINE })
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}
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}
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/** Start a GLB animation clip when the scene runs. Attach to a `model:` node; the inspector card
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* lists the model's clips live and can preview them while editing. */
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export class PlayAnimation extends Aspect<"playAnimation", Model> {
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/** Clip name; empty = the model's first clip. */
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clip = ""
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loop = true
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/** Playback rate (1 = authored speed). */
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speed = 1
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|
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static readonly aspect = "playAnimation"
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257
|
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static fields: FieldMeta<PlayAnimation> = {
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|
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speed: { min: 0.05, max: 5, step: 0.05 },
|
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|
-
}
|
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|
-
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|
-
private _preview?: Playback
|
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262
|
-
|
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|
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onAttach(): void {
|
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|
-
const anim = (this.node as Model | undefined)?.anim
|
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265
|
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if (!anim) return
|
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266
|
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if (this.loop) anim.playLoop(this.clip === "" ? 0 : this.clip, { speed: this.speed })
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|
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else anim.play(this.clip === "" ? 0 : this.clip, { speed: this.speed })
|
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|
-
}
|
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269
|
-
|
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270
|
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static inspector(ui: InspectorUI, a: PlayAnimation): void {
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|
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const anim = (a.node as Model | undefined)?.anim
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|
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const clips = anim ? anim.clips : []
|
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|
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if (clips.length === 0) {
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|
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ui.warn("No animation clips — attach this to a GLB model node")
|
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|
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return
|
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|
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}
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|
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|
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ui.select("clip", clips.map((c) => c.name))
|
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|
-
ui.auto("loop", "speed")
|
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279
|
-
if (anim) {
|
|
280
|
-
const clip = a.clip === "" ? clips[0]?.name : a.clip
|
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|
-
const playing = a._preview?.playing === true
|
|
282
|
-
if (ui.button(playing ? "Restart preview" : "Preview")) {
|
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283
|
-
if (a.loop) { anim.playLoop(clip, { speed: a.speed }); a._preview = undefined }
|
|
284
|
-
else a._preview = anim.play(clip, { speed: a.speed, restart: true })
|
|
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|
-
}
|
|
286
|
-
if (playing && ui.button("Stop")) { anim.stop(); a._preview = undefined }
|
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|
-
const duration = clips.find((c) => c.name === clip)?.duration
|
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288
|
-
ui.info(playing ? "previewing…" : duration !== undefined ? `${duration.toFixed(2)}s` : "")
|
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289
|
-
}
|
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|
-
}
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291
|
-
}
|
|
1
|
+
// No-code scenario aspects: ready-made behaviors a scene builder attaches in the editor without
|
|
2
|
+
// writing any code — move to a target, travel a waypoint path, spin, face something, start a GLB
|
|
3
|
+
// animation. They are ordinary aspects (work from hand-written code too); in the scene editor the
|
|
4
|
+
// movement ones double as `static editor` generators that draw their paths as editor gizmos
|
|
5
|
+
// (`Gizmos.*` in rebuild() — overlay lines, never scene content; play mode never calls rebuild(),
|
|
6
|
+
// so they cost nothing at runtime).
|
|
7
|
+
//
|
|
8
|
+
// Conventions shared by the family:
|
|
9
|
+
// • targets/waypoints are scene nodes — place an Empty, then pick it in the inspector (`ref()`);
|
|
10
|
+
// • times are seconds, angles degrees; all motion runs in `update(dt)` (play mode only);
|
|
11
|
+
// • orientation is quaternion-composed — never euler-incremented (see math/quat.ts).
|
|
12
|
+
|
|
13
|
+
import { Aspect } from "../core/Aspect"
|
|
14
|
+
import type { FieldMeta } from "../core/fields"
|
|
15
|
+
import type { InspectorUI } from "../core/InspectorUI"
|
|
16
|
+
import { Vec3 } from "../math/vec"
|
|
17
|
+
import { Quat } from "../math/quat"
|
|
18
|
+
import { Node } from "./Node"
|
|
19
|
+
import { Model } from "./Model"
|
|
20
|
+
import type { Playback } from "./animation/Playback"
|
|
21
|
+
import { Gizmos } from "../scene/gizmos"
|
|
22
|
+
|
|
23
|
+
const MOVE_LINE = "#5b8ef0"
|
|
24
|
+
const LOOK_LINE = "#d9a13f"
|
|
25
|
+
const DEG2RAD = Math.PI / 180
|
|
26
|
+
|
|
27
|
+
type LoopMode = "once" | "loop" | "pingpong"
|
|
28
|
+
|
|
29
|
+
/** Normalized phase for elapsed time `t` over one trip of `duration`: once clamps at 1, loop
|
|
30
|
+
* wraps, pingpong triangles 0→1→0. */
|
|
31
|
+
const phase = (t: number, duration: number, mode: LoopMode): number => {
|
|
32
|
+
if (duration <= 0) return 1
|
|
33
|
+
const u = t / duration
|
|
34
|
+
if (mode === "once") return Math.min(u, 1)
|
|
35
|
+
if (mode === "loop") return u - Math.floor(u)
|
|
36
|
+
const v = u % 2
|
|
37
|
+
return v <= 1 ? v : 2 - v
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
const ease = (k: number, easing: "smooth" | "linear"): number =>
|
|
41
|
+
easing === "smooth" ? k * k * (3 - 2 * k) : k
|
|
42
|
+
|
|
43
|
+
/** A world point in `node`'s PARENT space — what `node.position` is expressed in. */
|
|
44
|
+
const toParentLocal = (node: Node, world: Vec3): Vec3 => {
|
|
45
|
+
const parent = node.parent
|
|
46
|
+
return parent ? parent.worldMatrix.invert().transformPoint(world) : world
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
/** A path node's waypoints: its children in scene-FILE order (`_sceneChildOrder`, stamped by
|
|
50
|
+
* defineScene — the engine's live child order is insertion-based and may differ), editor helper
|
|
51
|
+
* nodes (`__`-prefixed) excluded. Runtime-added children append in engine order. */
|
|
52
|
+
const pathWaypoints = (path: Node): Node[] => {
|
|
53
|
+
const children = path.children.filter((c) => !(c.name ?? "").startsWith("__"))
|
|
54
|
+
const order = (path as { _sceneChildOrder?: string[] })._sceneChildOrder
|
|
55
|
+
if (!order) return children
|
|
56
|
+
const byName = new Map(children.map((c) => [ c.name, c ]))
|
|
57
|
+
const sorted: Node[] = []
|
|
58
|
+
for (const n of order) { const c = byName.get(n); if (c) sorted.push(c) }
|
|
59
|
+
const seen = new Set(sorted)
|
|
60
|
+
for (const c of children) if (!seen.has(c)) sorted.push(c)
|
|
61
|
+
return sorted
|
|
62
|
+
}
|
|
63
|
+
|
|
64
|
+
// ---- the aspects ---------------------------------------------------------------------------------
|
|
65
|
+
|
|
66
|
+
/** Travel from the node's starting position to a target node in `duration` seconds. */
|
|
67
|
+
export class MoveTo extends Aspect<"moveTo"> {
|
|
68
|
+
/** Where to travel — place an Empty node and pick it. */
|
|
69
|
+
target: Node | null = null
|
|
70
|
+
|
|
71
|
+
/** Seconds for the full trip. */
|
|
72
|
+
duration = 2
|
|
73
|
+
|
|
74
|
+
/** Seconds to wait before starting. */
|
|
75
|
+
delay = 0
|
|
76
|
+
|
|
77
|
+
/** once = stop at the target · loop = restart from the start point · pingpong = back and forth. */
|
|
78
|
+
mode: LoopMode = "once"
|
|
79
|
+
|
|
80
|
+
/** Motion curve. */
|
|
81
|
+
easing: "smooth" | "linear" = "smooth"
|
|
82
|
+
|
|
83
|
+
static readonly aspect = "moveTo"
|
|
84
|
+
static editor = { rebuild: true }
|
|
85
|
+
static fields: FieldMeta<MoveTo> = {
|
|
86
|
+
target: { editor: "node" },
|
|
87
|
+
duration: { min: 0.05, max: 120, step: 0.05 },
|
|
88
|
+
delay: { min: 0, max: 120, step: 0.05 },
|
|
89
|
+
mode: { options: [ "once", "loop", "pingpong" ] },
|
|
90
|
+
easing: { options: [ "smooth", "linear" ] },
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
private _t = 0
|
|
94
|
+
private _start: Vec3 | null = null
|
|
95
|
+
|
|
96
|
+
update(dt: number): void {
|
|
97
|
+
if (!this.target) return
|
|
98
|
+
this._start ??= this.node.position
|
|
99
|
+
this._t += dt
|
|
100
|
+
const k = ease(phase(Math.max(0, this._t - this.delay), this.duration, this.mode), this.easing)
|
|
101
|
+
const end = toParentLocal(this.node, this.target.worldPosition)
|
|
102
|
+
this.node.position = new Vec3(this._start).add(end.sub(this._start).scale(k))
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
/** Editor-only path line (edit mode; play mode never calls this). */
|
|
106
|
+
rebuild(): void {
|
|
107
|
+
if (!this.target) return
|
|
108
|
+
// the target is an empty — its own anchored marker shows the endpoint
|
|
109
|
+
Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: MOVE_LINE })
|
|
110
|
+
}
|
|
111
|
+
}
|
|
112
|
+
|
|
113
|
+
/** Travel through the children of a path node (add an Empty per waypoint) in `duration` seconds.
|
|
114
|
+
* `loop` runs the circuit closed (last → first); `pingpong` goes back and forth along the open
|
|
115
|
+
* path; `once` stops at the last waypoint. */
|
|
116
|
+
export class FollowPath extends Aspect<"followPath"> {
|
|
117
|
+
/** A node whose CHILDREN are the waypoints, in file order. */
|
|
118
|
+
path: Node | null = null
|
|
119
|
+
|
|
120
|
+
/** Seconds for one full pass of the path. */
|
|
121
|
+
duration = 6
|
|
122
|
+
|
|
123
|
+
/** Seconds to wait before starting. */
|
|
124
|
+
delay = 0
|
|
125
|
+
|
|
126
|
+
mode: LoopMode = "loop"
|
|
127
|
+
|
|
128
|
+
/** Turn to face the direction of travel. */
|
|
129
|
+
orient = true
|
|
130
|
+
|
|
131
|
+
/** Which local axis leads when orienting. */
|
|
132
|
+
forward: "-z" | "z" | "x" | "-x" = "-z"
|
|
133
|
+
|
|
134
|
+
static readonly aspect = "followPath"
|
|
135
|
+
static editor = { rebuild: true }
|
|
136
|
+
static fields: FieldMeta<FollowPath> = {
|
|
137
|
+
path: { editor: "node" },
|
|
138
|
+
duration: { min: 0.05, max: 300, step: 0.05 },
|
|
139
|
+
delay: { min: 0, max: 120, step: 0.05 },
|
|
140
|
+
mode: { options: [ "loop", "once", "pingpong" ] },
|
|
141
|
+
forward: { options: [ "-z", "z", "x", "-x" ] },
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
private _t = 0
|
|
145
|
+
|
|
146
|
+
private _points(): Vec3[] {
|
|
147
|
+
if (!this.path) return []
|
|
148
|
+
const points = pathWaypoints(this.path).map((c) => c.worldPosition)
|
|
149
|
+
if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
|
|
150
|
+
return points
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
update(dt: number): void {
|
|
154
|
+
const points = this._points()
|
|
155
|
+
if (points.length < 2) return
|
|
156
|
+
this._t += dt
|
|
157
|
+
const k = phase(Math.max(0, this._t - this.delay), this.duration, this.mode === "loop" ? "loop" : this.mode)
|
|
158
|
+
|
|
159
|
+
const lengths: number[] = []
|
|
160
|
+
let total = 0
|
|
161
|
+
for (let i = 0; i < points.length - 1; i++) {
|
|
162
|
+
const l = points[i + 1]!.sub(points[i]!).length()
|
|
163
|
+
lengths.push(l)
|
|
164
|
+
total += l
|
|
165
|
+
}
|
|
166
|
+
if (total <= 0) return
|
|
167
|
+
|
|
168
|
+
let dist = k * total
|
|
169
|
+
let i = 0
|
|
170
|
+
while (i < lengths.length - 1 && dist > lengths[i]!) { dist -= lengths[i]!; i++ }
|
|
171
|
+
const a = points[i]!
|
|
172
|
+
const b = points[i + 1]!
|
|
173
|
+
const seg = b.sub(a)
|
|
174
|
+
const u = lengths[i]! > 0 ? Math.min(dist / lengths[i]!, 1) : 0
|
|
175
|
+
const world = a.add(seg.scale(u))
|
|
176
|
+
this.node.position = toParentLocal(this.node, world)
|
|
177
|
+
if (this.orient && seg.lengthSq() > 1e-12) this.node.lookAt(world.add(seg), this.forward)
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
/** Editor-only waypoint polyline (edit mode; play mode never calls this). */
|
|
181
|
+
rebuild(): void {
|
|
182
|
+
const points = this._points() // loop mode already appends the first point again
|
|
183
|
+
Gizmos.polyline(points, { color: MOVE_LINE }) // waypoints are empties: they carry their own markers
|
|
184
|
+
}
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
/** Continuous rotation about one of the node's local axes, degrees per second. */
|
|
188
|
+
export class Spin extends Aspect<"spin"> {
|
|
189
|
+
/** Degrees per second. */
|
|
190
|
+
speed = 45
|
|
191
|
+
|
|
192
|
+
/** Local axis to spin around. */
|
|
193
|
+
axis: "x" | "y" | "z" = "y"
|
|
194
|
+
|
|
195
|
+
static readonly aspect = "spin"
|
|
196
|
+
static fields: FieldMeta<Spin> = {
|
|
197
|
+
speed: { min: -720, max: 720, step: 5 },
|
|
198
|
+
axis: { options: [ "x", "y", "z" ] },
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
update(dt: number): void {
|
|
202
|
+
const axis: [number, number, number] = this.axis === "x" ? [ 1, 0, 0 ] : this.axis === "y" ? [ 0, 1, 0 ] : [ 0, 0, 1 ]
|
|
203
|
+
// compose in quaternion space about the LOCAL axis (q ⊗ dq) — never euler-increment
|
|
204
|
+
this.node.quaternion = this.node.quaternion.mul(Quat.fromAxisAngle(axis, this.speed * dt * DEG2RAD))
|
|
205
|
+
}
|
|
206
|
+
}
|
|
207
|
+
|
|
208
|
+
/** Keep the node facing a target node (a turret tracking, a signpost, a camera aimed at a hero).
|
|
209
|
+
* Accessor `node.facing` — NOT `lookAt`, which would shadow the `Node.lookAt()` method. */
|
|
210
|
+
export class LookAt extends Aspect<"facing"> {
|
|
211
|
+
/** The node to face. */
|
|
212
|
+
target: Node | null = null
|
|
213
|
+
|
|
214
|
+
/** Which local axis points at the target. */
|
|
215
|
+
forward: "-z" | "z" | "x" | "-x" = "-z"
|
|
216
|
+
|
|
217
|
+
/** 0 = snap instantly; otherwise seconds of turn lag (bigger = slower, smoother). */
|
|
218
|
+
smoothing = 0
|
|
219
|
+
|
|
220
|
+
static readonly aspect = "facing"
|
|
221
|
+
static editor = { rebuild: true }
|
|
222
|
+
static fields: FieldMeta<LookAt> = {
|
|
223
|
+
target: { editor: "node" },
|
|
224
|
+
forward: { options: [ "-z", "z", "x", "-x" ] },
|
|
225
|
+
smoothing: { min: 0, max: 5, step: 0.05 },
|
|
226
|
+
}
|
|
227
|
+
|
|
228
|
+
update(dt: number): void {
|
|
229
|
+
if (!this.target) return
|
|
230
|
+
const point = this.target.worldPosition
|
|
231
|
+
if (this.smoothing <= 0) { this.node.lookAt(point, this.forward); return }
|
|
232
|
+
const q0 = this.node.quaternion
|
|
233
|
+
this.node.lookAt(point, this.forward)
|
|
234
|
+
const q1 = this.node.quaternion
|
|
235
|
+
this.node.quaternion = q0.slerp(q1, 1 - Math.exp(-dt / this.smoothing))
|
|
236
|
+
}
|
|
237
|
+
|
|
238
|
+
/** Editor-only sight line (edit mode; play mode never calls this). */
|
|
239
|
+
rebuild(): void {
|
|
240
|
+
if (!this.target) return
|
|
241
|
+
Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: LOOK_LINE })
|
|
242
|
+
}
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
/** Start a GLB animation clip when the scene runs. Attach to a `model:` node; the inspector card
|
|
246
|
+
* lists the model's clips live and can preview them while editing. */
|
|
247
|
+
export class PlayAnimation extends Aspect<"playAnimation", Model> {
|
|
248
|
+
/** Clip name; empty = the model's first clip. */
|
|
249
|
+
clip = ""
|
|
250
|
+
|
|
251
|
+
loop = true
|
|
252
|
+
|
|
253
|
+
/** Playback rate (1 = authored speed). */
|
|
254
|
+
speed = 1
|
|
255
|
+
|
|
256
|
+
static readonly aspect = "playAnimation"
|
|
257
|
+
static fields: FieldMeta<PlayAnimation> = {
|
|
258
|
+
speed: { min: 0.05, max: 5, step: 0.05 },
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
private _preview?: Playback
|
|
262
|
+
|
|
263
|
+
onAttach(): void {
|
|
264
|
+
const anim = (this.node as Model | undefined)?.anim
|
|
265
|
+
if (!anim) return
|
|
266
|
+
if (this.loop) anim.playLoop(this.clip === "" ? 0 : this.clip, { speed: this.speed })
|
|
267
|
+
else anim.play(this.clip === "" ? 0 : this.clip, { speed: this.speed })
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
static inspector(ui: InspectorUI, a: PlayAnimation): void {
|
|
271
|
+
const anim = (a.node as Model | undefined)?.anim
|
|
272
|
+
const clips = anim ? anim.clips : []
|
|
273
|
+
if (clips.length === 0) {
|
|
274
|
+
ui.warn("No animation clips — attach this to a GLB model node")
|
|
275
|
+
return
|
|
276
|
+
}
|
|
277
|
+
ui.select("clip", clips.map((c) => c.name))
|
|
278
|
+
ui.auto("loop", "speed")
|
|
279
|
+
if (anim) {
|
|
280
|
+
const clip = a.clip === "" ? clips[0]?.name : a.clip
|
|
281
|
+
const playing = a._preview?.playing === true
|
|
282
|
+
if (ui.button(playing ? "Restart preview" : "Preview")) {
|
|
283
|
+
if (a.loop) { anim.playLoop(clip, { speed: a.speed }); a._preview = undefined }
|
|
284
|
+
else a._preview = anim.play(clip, { speed: a.speed, restart: true })
|
|
285
|
+
}
|
|
286
|
+
if (playing && ui.button("Stop")) { anim.stop(); a._preview = undefined }
|
|
287
|
+
const duration = clips.find((c) => c.name === clip)?.duration
|
|
288
|
+
ui.info(playing ? "previewing…" : duration !== undefined ? `${duration.toFixed(2)}s` : "")
|
|
289
|
+
}
|
|
290
|
+
}
|
|
291
|
+
}
|
package/src/gl/state.ts
CHANGED
package/src/inject.ts
CHANGED
|
@@ -44,6 +44,12 @@ export { Net, NetPlayer, Replicated, NetEntity, type NetMessage, type NetRole, t
|
|
|
44
44
|
// only ever imports its server functions (docs/backend-plan.md §4).
|
|
45
45
|
export { __rpc, __channel, __serverOnly, RpcError, type ClientChannel } from "./runtime/rpc"
|
|
46
46
|
export { AudioPlayer, VideoPlayer } from "./runtime/media"
|
|
47
|
+
// Game audio (docs/audio-plan.md): decoded clips, a voice pool, buses with effects; 3D through the
|
|
48
|
+
// AudioSource / AudioZone aspects (gl/) and scene.audio.
|
|
49
|
+
export { Sound, type SoundOptions } from "./audio/Sound"
|
|
50
|
+
export { Voice, type VoiceEvents } from "./audio/Voice"
|
|
51
|
+
export { Bus, REVERB_PRESETS, type ReverbPreset, type ReverbParams, type EchoParams } from "./audio/Bus"
|
|
52
|
+
export { audio, type PlaySoundOptions, type SpatialOptions, type Rolloff, type AudioStats } from "./audio/audio"
|
|
47
53
|
export { openFilePicker, files, type FileData } from "./runtime/files"
|
|
48
54
|
export { share } from "./runtime/share"
|
|
49
55
|
export { ClickEvent, TouchStartEvent, LongPressEvent } from "./runtime/touch"
|
|
@@ -168,6 +174,9 @@ export { Model } from "./gl/Model"
|
|
|
168
174
|
export { Shape } from "./gl/Shape"
|
|
169
175
|
export { Physics } from "./gl/Physics"
|
|
170
176
|
export { Trigger } from "./gl/Trigger"
|
|
177
|
+
export { AudioSource, type AudioCone } from "./gl/AudioSource"
|
|
178
|
+
export { AudioZone } from "./gl/AudioZone"
|
|
179
|
+
export { SceneAudio } from "./gl/SceneAudio"
|
|
171
180
|
export { CharacterController } from "./gl/CharacterController"
|
|
172
181
|
export { Vehicle } from "./gl/Vehicle"
|
|
173
182
|
export type { DriveLayout, DifferentialMode, EngineConfig, SteeringConfig, AeroConfig } from "./gl/Vehicle"
|
|
@@ -205,8 +214,11 @@ export { Geometry } from "./gl/Geometry"
|
|
|
205
214
|
export { InstancedMesh } from "./gl/InstancedMesh"
|
|
206
215
|
export type { InstanceTransform } from "./gl/InstancedMesh"
|
|
207
216
|
export { Texture } from "./gl/Texture"
|
|
217
|
+
export type { TextureLoadOptions } from "./gl/Texture"
|
|
208
218
|
export { Camera } from "./gl/Camera"
|
|
209
219
|
export { Ray } from "./gl/Ray"
|
|
210
220
|
export { Plane } from "./gl/Plane"
|
|
211
221
|
export { Noise } from "./gl/Noise"
|
|
212
222
|
export { Particles, Trail, curve, colorCurve } from "./gl/Particles"
|
|
223
|
+
export { DecalSet } from "./gl/DecalSet"
|
|
224
|
+
export type { DecalOptions, DecalSetOptions, DecalSpawnOptions, DecalPlacement } from "./gl/DecalSet"
|
package/src/runtime/input.ts
CHANGED
|
@@ -12,7 +12,7 @@
|
|
|
12
12
|
/** Continuous channel ids — the `_creatorUtils.inputRead` contract (bridges.d.ts). */
|
|
13
13
|
export const InputChannel = {
|
|
14
14
|
MouseX: 0, MouseY: 1, MouseDX: 2, MouseDY: 3, WheelX: 4, WheelY: 5, PointerLocked: 6,
|
|
15
|
-
GamepadCount: 7,
|
|
15
|
+
GamepadCount: 7, PointerOnUI: 8,
|
|
16
16
|
GamepadBase: 16, GamepadStride: 16,
|
|
17
17
|
PadConnected: 0, PadLeftX: 1, PadLeftY: 2, PadRightX: 3, PadRightY: 4, PadLeftTrigger: 5, PadRightTrigger: 6,
|
|
18
18
|
} as const
|
|
@@ -94,6 +94,11 @@ export const mouse = {
|
|
|
94
94
|
* gesture (call it in a 'keydown' handler for MouseLeft); hosts drop it on focus loss and
|
|
95
95
|
* re-acquire on focus. Escape does NOT unlock by itself on native hosts — call `unlock()`. */
|
|
96
96
|
get locked(): boolean { return read(InputChannel.PointerLocked) !== 0 },
|
|
97
|
+
/** The primary button went down on a UI element (a button, a scrollable, an input, a modal
|
|
98
|
+
* backdrop) and is still held. Stays true wherever the cursor drifts until the release, so
|
|
99
|
+
* `if (!Input.mouse.onUI) look(Input.mouse.delta)` never turns a HUD drag into camera look.
|
|
100
|
+
* Always false while `locked`. A press that fell through to the scene reads false. */
|
|
101
|
+
get onUI(): boolean { return read(InputChannel.PointerOnUI) !== 0 },
|
|
97
102
|
lock(): boolean { return _creatorUtils.inputSetPointerLock?.(true) ?? false },
|
|
98
103
|
unlock(): void { _creatorUtils.inputSetPointerLock?.(false) },
|
|
99
104
|
}
|