lecodes-sdk 1.0.0 → 1.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/global.d.ts +18 -4
- package/dist/types/animate/tween/Animation.d.ts +69 -0
- package/dist/types/animate/tween/Timeline.d.ts +55 -0
- package/dist/types/animate/tween/animateValue.d.ts +27 -0
- package/dist/types/animate/tween/easing.d.ts +29 -0
- package/dist/types/animate/tween/spec.d.ts +178 -0
- package/dist/types/g2/Node2D.d.ts +16 -0
- package/dist/types/g2/Sprite.d.ts +11 -1
- package/dist/types/gl/Camera.d.ts +15 -1
- package/dist/types/gl/Foliage.d.ts +47 -0
- package/dist/types/gl/Geometry.d.ts +24 -0
- package/dist/types/gl/Light.d.ts +25 -7
- package/dist/types/gl/Lightmap.d.ts +90 -60
- package/dist/types/gl/Material.d.ts +28 -20
- package/dist/types/gl/Model.d.ts +7 -5
- package/dist/types/gl/Node.d.ts +18 -0
- package/dist/types/gl/Particles.d.ts +40 -1
- package/dist/types/gl/Scene.d.ts +20 -0
- package/dist/types/gl/animation/AnimationClip.d.ts +19 -0
- package/dist/types/gl/animation/Animator.d.ts +27 -0
- package/dist/types/gl/animation/DynamicBone.d.ts +19 -8
- package/dist/types/gl/animation/IK.d.ts +86 -30
- package/dist/types/gl/animation/Warp.d.ts +2 -1
- package/dist/types/gl/animation/core.d.ts +35 -4
- package/dist/types/gl/physics/Ragdoll.d.ts +87 -12
- package/dist/types/gl/terrain/Terrain.d.ts +4 -2
- package/dist/types/inject.d.ts +8 -2
- package/dist/types/scene/defineScene.d.ts +44 -32
- package/dist/types/ui/UIButton.d.ts +3 -1
- package/dist/types/ui/UIInput.d.ts +5 -1
- package/dist/types/ui/UINode.d.ts +24 -24
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/prompts/core-design.md +27 -4
- package/prompts/core.md +35 -6
- package/prompts/select.ts +19 -4
- package/src/animate/tween/Animation.ts +378 -0
- package/src/animate/tween/Timeline.ts +175 -0
- package/src/animate/tween/animateValue.ts +100 -0
- package/src/animate/tween/easing.ts +172 -0
- package/src/animate/tween/spec.ts +479 -0
- package/src/bridges.d.ts +226 -65
- package/src/compile/__tests__/assetMacro.test.ts +26 -0
- package/src/compile/__tests__/detectEntry.test.ts +19 -0
- package/src/compile/__tests__/serverSplit.test.ts +27 -0
- package/src/compile/bundler.ts +34 -4
- package/src/compile/compileProject.ts +31 -1
- package/src/compile/detectEntry.ts +8 -3
- package/src/compile/index.ts +2 -0
- package/src/compile/serverSplit.ts +9 -3
- package/src/g2/Node2D.ts +38 -0
- package/src/g2/Sprite.ts +20 -1
- package/src/gl/Camera.ts +34 -1
- package/src/gl/Foliage.ts +102 -0
- package/src/gl/Geometry.ts +393 -348
- package/src/gl/Light.ts +46 -16
- package/src/gl/Lightmap.ts +439 -275
- package/src/gl/Material.ts +59 -47
- package/src/gl/Model.ts +167 -156
- package/src/gl/Node.ts +39 -0
- package/src/gl/Particles.ts +61 -2
- package/src/gl/Scene.ts +34 -1
- package/src/gl/animation/AnimationClip.ts +52 -0
- package/src/gl/animation/Animator.ts +42 -2
- package/src/gl/animation/DynamicBone.ts +482 -459
- package/src/gl/animation/IK.ts +173 -152
- package/src/gl/animation/Playback.ts +5 -4
- package/src/gl/animation/Warp.ts +5 -2
- package/src/gl/animation/core.ts +65 -4
- package/src/gl/physics/Ragdoll.ts +451 -272
- package/src/gl/terrain/Terrain.ts +4 -2
- package/src/inject.ts +12 -2
- package/src/scene/defineScene.ts +72 -62
- package/src/ui/UIButton.ts +2 -2
- package/src/ui/UIInput.ts +3 -3
- package/src/ui/UINode.ts +61 -36
- package/dist/types/animate/animate.d.ts +0 -20
- package/src/animate/animate.ts +0 -238
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@@ -46,11 +46,13 @@ import {
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} from "./terrainMesh"
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export type TerrainLayer = {
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/** Albedo texture (a URL / `asset()` handle, or a loaded Texture). Unset = white.
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/** Albedo texture (a URL / `asset()` handle, or a loaded Texture). Unset = white. Its ALPHA is the layer's roughness
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* map (`lecodes assets terrain-pack --roughness` puts it there): an opaque albedo reads 1. */
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albedo?: string | Texture
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/** Metres per texture repeat. Default 8. */
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tiling?: number
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/** Perceptual roughness of the layer
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/** Perceptual roughness of the layer — a factor on the albedo's alpha (its roughness map), the whole value when the
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* albedo is opaque. A terrain has no metallic: ground is a dielectric. Default 1. */
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roughness?: number
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/** Normal-map strength (0 = the layer's slot of the pack is not read). Default 0 — set 1 when the
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* layer has a normal map in `normals`. */
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package/src/inject.ts
CHANGED
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@@ -123,8 +123,16 @@ export type { UINode, UINodeChild } from "./ui/UINode"
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export { theme, type ThemeValues, type ThemeAccessors } from "./ui/theme"
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// ---- animate ----
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-
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// animate() runs on the keyframe core (a VALUE track) since 2026-09-14: same handle, easing and clocks
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// as animateTo; stop / pause / resume are the handle's methods, a matrix is just a value kind.
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export { animate, type AnimateOptions, type AnimateValue, type AnimateOut } from "./animate/tween/animateValue"
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export { cubicBezier } from "./animate/bezier"
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// Keyframe animation core (docs/timeline-plan.md): the handle `animateTo` / `animateFrom` return,
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// and `Timeline()` — choreography over UI elements, 3D / 2D nodes, lights and cameras.
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export { Timeline, type TimelineOptions, type TimelineAddOptions, type TimelinePosition } from "./animate/tween/Timeline"
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export { type Animation } from "./animate/tween/Animation"
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export { type TweenMeta } from "./animate/tween/spec"
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export { type EasingInput } from "./animate/tween/easing"
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export { easeIn, easeOut, easeInOut } from "./animate/easings"
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// ---- plugins (optional, host-provided capabilities — typed NativeView/service wrappers, see src/plugins/) ----
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@@ -182,7 +190,7 @@ export { Vehicle } from "./gl/vehicle/Vehicle"
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export type { DriveLayout, DifferentialMode, EngineConfig, SteeringConfig, SteeringFeedback, SteeringDriver, AeroConfig } from "./gl/vehicle/Vehicle"
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export { Wheel, Tire, resolveTire } from "./gl/vehicle/Wheel"
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export { Ragdoll } from "./gl/physics/Ragdoll"
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export type { RagdollPart, RagdollHinge } from "./gl/physics/Ragdoll"
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export type { RagdollPart, RagdollHinge, RagdollFacing, RagdollActivateOptions, RagdollDeactivateOptions, RagdollHitOptions } from "./gl/physics/Ragdoll"
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export type { Point, WheelSuspension } from "./gl/vehicle/Wheel"
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export { AnimationClip } from "./gl/animation/AnimationClip"
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export type { ClipDef, ClipTrackDef, ClipKey } from "./gl/animation/AnimationClip"
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@@ -203,6 +211,8 @@ export type { DynamicBoneCurve, DynamicBoneFloor, DynamicBoneColliders } from ".
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export type { IKTwoBone, IKLookAt } from "./gl/animation/IK"
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export { Light } from "./gl/Light"
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export { Lightmap } from "./gl/Lightmap"
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export { Foliage } from "./gl/Foliage"
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export type { FoliageOptions, FoliageWind } from "./gl/Foliage"
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export { Terrain } from "./gl/terrain/Terrain"
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export type { TerrainOptions, TerrainLayer, TerrainRegion, ConformOptions, RibbonOptions, AutoPaintRules, SculptOptions, TerrainHit, TerrainSnapshot } from "./gl/terrain/Terrain"
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export { NavMesh, NavCrowd } from "./gl/nav/NavMesh"
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package/src/scene/defineScene.ts
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@@ -48,10 +48,12 @@ import { Mesh } from "../gl/Mesh"
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import { Model } from "../gl/Model"
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import { Physics } from "../gl/physics/Physics"
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import { CharacterController } from "../gl/physics/CharacterController"
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import { Lightmap } from "../gl/Lightmap"
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import { Lightmap, type LightmapTransmit } from "../gl/Lightmap"
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import { Foliage, type FoliageOptions } from "../gl/Foliage"
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import { NavMesh } from "../gl/nav/NavMesh"
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import { Terrain, type TerrainLayer, type TerrainRegion, type TerrainOptions } from "../gl/terrain/Terrain"
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import { Light, type SunOptions } from "../gl/Light"
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import { Material } from "../gl/Material"
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import { assignMaterialDef, MaterialHandle, resolveMaterialDef, type MaterialDef } from "./material"
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import type { CapsuleOptions, CylinderOptions, PlaneOptions, SphereOptions } from "../gl/Geometry"
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import { GizmoBuffer, Gizmos, withGizmoScope, type GizmoBatch } from "./gizmos"
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@@ -184,6 +186,10 @@ export type SceneNodeDef = {
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* Default: static unless a `Physics` aspect moves the node (`dynamic` — Physics' default — or
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* `kinematic`). Set it only to override that rule; prefab subtrees inherit the verdict. */
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lightmap?: boolean
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/** `model` nodes: vegetation — load through the FOLIAGE tier (wind, touch bending, per-copy tint; see
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* `Foliage`). `{ fade: [start, end] }` also thins the cards out over that distance range (m) and drops the
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* copy past `end` — for ground cover. The fade is per ASSET: every node of the same GLB shares it. */
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foliage?: boolean | { fade?: [number, number] }
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/** Navigation (a scene with `env.navmesh`, see navmesh.md): every STATIC body is walkable by
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* default. `false` leaves this one out of the bake; `'unwalkable'` cuts its footprint out
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* (nobody stands on or crosses it). */
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@@ -201,41 +207,44 @@ export type SceneCameraDef = CameraProjectionDef & {
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target?: Vec3Like
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}
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/** `env.lightmap` — the level's baked lighting (
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*
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/** `env.lightmap` — the level's baked lighting (packages/creator-bake): the files `lecodes lightmap bake`
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* writes. Absent = real-time only. */
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export type SceneLightmapDef = {
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/** `asset('./assets/lightmap/
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/** `asset('./assets/lightmap/level.bake')` */
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data: string
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/** `asset('./assets/lightmap/
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* (`lecodes lightmap bake --pages`), every page in order: `[asset('x.ktx2'), asset('
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/** `asset('./assets/lightmap/
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light
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/** `asset('./assets/lightmap/level-light.ktx2')` — or, for a bake that took more than one atlas PAGE
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* (`lecodes lightmap bake --pages`), every page in order: `[asset('x-light.ktx2'), asset('x-light_1.ktx2')]`. */
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light: string | string[]
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/** `asset('./assets/lightmap/level-aux.ktx2')` (pages like `light`) — sun / sky visibility + light direction. */
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aux: string | string[]
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/** DEBUG: the page sets a `lecodes lightmap bake --split` wrote (`<stem>-direct[_n].ktx2`, `<stem>-indirect[_n].ktx2`),
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* pages like `light` — the `Lightmap.debug("direct" | "indirect")` views bind them in place of `light`. */
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direct?: string | string[]
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indirect?: string | string[]
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/** `asset('./assets/lightmap/level-probes.ktx2')` — the bake's reflection probes (one prefiltered cubemap of the level's
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* radiance per probe; every static reflects the nearest). Absent = statics reflect the sky's SH alone. */
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probes?: string
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/** FOR THE BAKE: the radiance in cd / m² of emission 1.0 on this level (emissive factor x strength x map) - every lit
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* region of an emissive surface bakes as a rectangle lamp. An imported pack's emission is a LOOK (the school's panels
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* say 10); this is where the level says what they give: a 1.3 m ceiling panel of ~8000 lm is ~1600 nits. Default: what
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* the camera makes of 1.0 (`1.2 x 2^EV100`). 0 = emissive surfaces light nothing. `--emissive-nits` overrides. */
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emissiveNits?: number
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/** `false` = the emissive surfaces light nothing in the bake - the level is lit by its lamps (`Light.point` with a
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* `bakeArea` next to every panel, the Unity packs' way) and the panels are decoration; `emissiveNits` then only says how
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* bright their glow is DRAWN (scene-referred: nits through the camera's exposure). Default true. */
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emissiveBake?: boolean
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/** FOR THE BAKE: materials that let light THROUGH them, by glTF material name (`"name*"` = every name with that start) →
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* the share of a shadow ray that passes, tinted by the material's base colour x map: `{ mat_awning: 0.3 }` puts the
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* awning's warm, patterned light on the sand. The surface stays opaque - baked, drawn as before, a shadow caster.
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* `{ through, diffuse }` splits it: `through` goes straight (the picture of the map), `diffuse` is scattered by the
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* fibres (the underside glows, a soft fill with no picture) - dense canvas: `{ through: 0.08, diffuse: 0.25 }`. */
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transmit?: Record<string, LightmapTransmit>
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/** `asset('./assets/lightmap/level.lgrid')` — THE LIGHT GRID for movers: every node a Physics aspect or a
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* CharacterController moves (and what code marks with `Lightmap.track`) takes its ambient light from the bake at the
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* place it is at, whatever its shader. Absent = movers keep the scene's IBL. */
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volume?: string
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/**
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/** Multiplier on the ambient share in the shadow math (1 = filament's own darkness). Default 1. */
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ambientScale?: number
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/** How much of the baked ambient occlusion applies: 1 = all of it, 0 = none. An interior lit by its
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* ambient probe alone can want less than the geometric truth. Default 1. */
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aoStrength?: number
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/** Multiplier on the baked point lights' irradiance (default 1) - dial the lamps up or down
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* without a re-bake, since their irradiance lives in the atlas. Scales the light volume with the
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* atlas, so movers match the statics. See `LightmapLoadOptions.lightBoost`. */
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lightBoost?: number
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/** Multiplier on the light VOLUME's irradiance alone (default = `lightBoost`). Since the volume is an
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* ambient cube (2026-08-31) movers shade like the statics and the default is right; it stays as a
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* trim. See `LightmapLoadOptions.volumeBoost`. */
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volumeBoost?: number
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/** Occluder-only statics (props without lightmap UVs): `"baked"` (default) = their shadow is in the
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* atlas, they stop casting in real time and the shadow pass draws only the movers; `"realtime"` =
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* they keep casting (their shadow on other non-receiver props). See `LightmapLoadOptions.occluderShadows`. */
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occluderShadows?: "baked" | "realtime"
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/** A DEBUG multiplier on the atlas' lux (default 1). */
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lightScale?: number
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}
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/** `env.navmesh` — the level's navigation mesh (see navmesh.md): the file `lecodes navmesh bake`
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}
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export type SceneDef = {
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env?: SceneOptions & { lightmap?: SceneLightmapDef, navmesh?: SceneNavmeshDef }
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env?: SceneOptions & { lightmap?: SceneLightmapDef, navmesh?: SceneNavmeshDef, foliage?: FoliageOptions }
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camera?: SceneCameraDef
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}
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// rename honestly invalidates the rect. make() subtrees are code — they register themselves with
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// Lightmap.add. Edit mode never bakes or applies (the editor shows real-time shadows).
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type LightmapCtx = { prefix: string
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type LightmapCtx = { prefix: string }
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// A CharacterController moves its node as surely as a dynamic body does (2026-09-11: the hero's
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// capsule was read as static, so its sword baked a shadow into the terrain at the spawn point).
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* Children of a mover are movers too — buildNodes carries that down, this is the node's own verdict. */
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export const isLightmapStatic = (def: SceneNodeDef): boolean => def.lightmap ?? !movesByPhysics(def)
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// `lightmap` undefined = Model.load's own default ('dynamic' while a level with a light volume runs —
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// this is how a weapon or arms scene instantiated from code reads the volume; an explicit false would win)
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/** A terrain node: from its file or a fresh flat grid; textures load before the node appears (like a
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* mesh's material). Stamps and holes apply later in buildNodes, once every target node exists. */
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const createTerrain = async (def: TerrainNodeDef): Promise<Node> => {
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const { data, stamps: _s, holes: _h, ...
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const createTerrain = async (def: TerrainNodeDef, lightmap: boolean): Promise<Node> => {
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const { data, stamps: _s, holes: _h, ...rest } = def
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// a lightmap static is built with the baked material from the start, like a model is loaded lightmapped
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const opts = lightmap ? { ...rest, material: Material.terrainLightmap() } : rest
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const t = data !== undefined ? await Terrain.load(data, opts) : Terrain.create(opts)
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await t.ready
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return t.node
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// cannot leak into the next node that leaves the flag alone.
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const modelTemplates = new Map<string, Promise<Model>>()
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468
|
|
|
460
|
-
const loadModel = (source: string, lightmap: boolean
|
|
461
|
-
|
|
462
|
-
// sets — so the KEY has to hold the resolved mode, not the argument.
|
|
463
|
-
const mode = lightmap ?? Model._lightmapDefault
|
|
464
|
-
const key = `${mode}\u0000${source}`
|
|
469
|
+
const loadModel = (source: string, lightmap: boolean, foliage: boolean): Promise<Model> => {
|
|
470
|
+
const key = `${lightmap}\u0000${foliage ? "foliage" : ""}\u0000${source}`
|
|
465
471
|
let template = modelTemplates.get(key)
|
|
466
472
|
if (template === undefined) {
|
|
467
|
-
template = Model.load(source, { lightmap
|
|
473
|
+
template = Model.load(source, { lightmap, foliage })
|
|
468
474
|
modelTemplates.set(key, template)
|
|
469
475
|
// a failed load must not poison the cache — the next node retries
|
|
470
476
|
void template.catch(() => modelTemplates.delete(key))
|
|
@@ -472,12 +478,12 @@ const loadModel = (source: string, lightmap: boolean | "dynamic" | undefined): P
|
|
|
472
478
|
return template.then((t) => t.clone())
|
|
473
479
|
}
|
|
474
480
|
|
|
475
|
-
const createSource = (path: string, def: SceneNodeDef, lightmap: boolean
|
|
481
|
+
const createSource = (path: string, def: SceneNodeDef, lightmap: boolean): Node | Promise<Node> => {
|
|
476
482
|
const sources = [ def.mesh, def.model, def.light, def.make, def.prefab, def.camera, def.terrain ].filter((s) => s !== undefined).length
|
|
477
483
|
if (sources > 1) throw new Error(`Scene node "${path}" declares more than one source (mesh/model/light/make/prefab/camera/terrain)`)
|
|
478
|
-
if (def.model !== undefined) return loadModel(def.model, lightmap)
|
|
484
|
+
if (def.model !== undefined) return loadModel(def.model, lightmap, !!def.foliage)
|
|
479
485
|
if (def.mesh !== undefined) return createMesh(def.mesh, def.material)
|
|
480
|
-
if (def.terrain !== undefined) return createTerrain(def.terrain)
|
|
486
|
+
if (def.terrain !== undefined) return createTerrain(def.terrain, lightmap)
|
|
481
487
|
if (def.light !== undefined) { const { kind: _k, ...opts } = def.light; return Light.sun(opts) }
|
|
482
488
|
// make/prefab/camera/group nodes are plain wrappers — make/prefab subtrees mount under them
|
|
483
489
|
// during the build (attachPrefab) or in phase 2 (attachMake); a camera node drives scene.camera
|
|
@@ -531,6 +537,8 @@ const applyNode = (node: Node, name: string, def: SceneNodeDef): void => {
|
|
|
531
537
|
if (t && def.receiveShadows !== undefined) t.receiveShadows = def.receiveShadows
|
|
532
538
|
}
|
|
533
539
|
if (def.overrides && def.model !== undefined) applyModelOverrides(node, def.overrides)
|
|
540
|
+
// the foliage fade is per asset — one node's range is every copy's (the last def wins)
|
|
541
|
+
if (typeof def.foliage === "object" && def.foliage.fade && node instanceof Model && node._foliage) Foliage.fade(node, def.foliage.fade[0], def.foliage.fade[1])
|
|
534
542
|
}
|
|
535
543
|
|
|
536
544
|
// ---- edit-mode node markers + the play-mode camera rig -------------------------------------------
|
|
@@ -870,6 +878,7 @@ const buildNodes = async (
|
|
|
870
878
|
lm: LightmapCtx | null = null,
|
|
871
879
|
): Promise<void> => {
|
|
872
880
|
const pending: { path: string, node: Node, def: SceneNodeDef }[] = []
|
|
881
|
+
const moverRoots: Node[] = []
|
|
873
882
|
|
|
874
883
|
// `parentMoves`: a child of a mover moves with it (the body under the hero's capsule) — it never
|
|
875
884
|
// bakes, whatever its own def says short of an explicit `lightmap: true`
|
|
@@ -881,10 +890,9 @@ const buildNodes = async (
|
|
|
881
890
|
// the path is derived from def keys BEFORE any await, so it is deterministic even though
|
|
882
891
|
// Promise.all makes build completion (and record insertion) order nondeterministic
|
|
883
892
|
const path = parentPath === "" ? name : `${parentPath}/${name}`
|
|
884
|
-
const lmStatic = lm !== null &&
|
|
893
|
+
const lmStatic = lm !== null && (nd.lightmap ?? (!parentMoves && isLightmapStatic(nd)))
|
|
885
894
|
// a mover in a level with a light volume reads the volume (models: the engine binds it; meshes: registered below)
|
|
886
|
-
const
|
|
887
|
-
const node = await createSource(path, nd, lmStatic ? true : lmDynamic ? "dynamic" : undefined)
|
|
895
|
+
const node = await createSource(path, nd, lmStatic)
|
|
888
896
|
// a `mount` def parents to an internal part of the parent asset — safe here: the parent's
|
|
889
897
|
// model was awaited and attachPrefab completed before its children build
|
|
890
898
|
if (parentNode) attachHost(parentNode, nd, path).add(node)
|
|
@@ -892,11 +900,12 @@ const buildNodes = async (
|
|
|
892
900
|
scene.add(node)
|
|
893
901
|
applyNode(node, name, nd) // engine-side name stays the bare sibling segment
|
|
894
902
|
if (lmStatic && (node instanceof Model || node instanceof Mesh)) Lightmap._register(node, lm!.prefix + path)
|
|
895
|
-
else if (lmStatic &&
|
|
896
|
-
|
|
903
|
+
else if (lmStatic && nd.terrain !== undefined) Lightmap._registerGround(node, lm!.prefix + path)
|
|
904
|
+
// the top of a moving subtree: everything under it reads the level's light grid (Lightmap.track walks it at load)
|
|
905
|
+
if (lm !== null && !lmStatic && !parentMoves) moverRoots.push(node)
|
|
897
906
|
if (isEditMode()) addEditorMarker(node, nd)
|
|
898
907
|
// a prefab under a static wrapper bakes; under a mover its internals stay movers (volume-lit)
|
|
899
|
-
if (nd.prefab !== undefined) await attachPrefab(node, path, nd, scene, stack, lmStatic ? { prefix: `${lm!.prefix}${path}
|
|
908
|
+
if (nd.prefab !== undefined) await attachPrefab(node, path, nd, scene, stack, lmStatic ? { prefix: `${lm!.prefix}${path}/` } : null)
|
|
900
909
|
pending.push({ path, node, def: nd })
|
|
901
910
|
nodes[path] = node
|
|
902
911
|
await Promise.all(Object.entries(nd.children ?? {}).map(([ childName, child ]) => build(childName, child, node, path, parentMoves || (lm !== null && !lmStatic))))
|
|
@@ -926,6 +935,8 @@ const buildNodes = async (
|
|
|
926
935
|
for (const h of td.holes ?? []) t.hole(h)
|
|
927
936
|
t.commit()
|
|
928
937
|
}
|
|
938
|
+
// the movers read the level's light grid: their subtrees are whole by now (prefab internals, children)
|
|
939
|
+
for (const n of moverRoots) Lightmap.track(n)
|
|
929
940
|
}
|
|
930
941
|
|
|
931
942
|
// ---- navigation (env.navmesh) ------------------------------------------------------------------
|
|
@@ -954,14 +965,14 @@ const registerNavOverrides = (defs: Record<string, SceneNodeDef> | undefined, no
|
|
|
954
965
|
}
|
|
955
966
|
|
|
956
967
|
const instantiate = async (def: SceneDef, editorRuns: EditorRun[]): Promise<{ scene: Scene, nodes: Record<string, Node> }> => {
|
|
957
|
-
const { lightmap, navmesh, ...env } = def.env ?? {}
|
|
968
|
+
const { lightmap, navmesh, foliage, ...env } = def.env ?? {}
|
|
958
969
|
const scene = new Scene(env)
|
|
970
|
+
// the vegetation tier's level-wide knobs (wind, sway, variation) — before the models load
|
|
971
|
+
if (foliage) Foliage.configure(foliage)
|
|
959
972
|
const nodes: Record<string, Node> = {}
|
|
960
973
|
// baked lighting is a play-mode concern; the level owns the registry (a rebuild starts clean)
|
|
961
|
-
const lm: LightmapCtx | null = lightmap && !isEditMode() ? { prefix: ""
|
|
974
|
+
const lm: LightmapCtx | null = lightmap && !isEditMode() ? { prefix: "" } : null
|
|
962
975
|
if (lm) Lightmap.clear()
|
|
963
|
-
// with a light volume every model loaded from now on (weapons, spawns, make() subtrees) is a mover by default
|
|
964
|
-
if (lm) Model._lightmapDefault = lm.volume ? "dynamic" : false
|
|
965
976
|
await buildNodes(def.nodes ?? {}, null, scene, nodes, editorRuns, new Set([ def ]), lm)
|
|
966
977
|
if (navmesh && !isEditMode()) registerNavOverrides(def.nodes, nodes)
|
|
967
978
|
|
|
@@ -994,9 +1005,8 @@ const instantiate = async (def: SceneDef, editorRuns: EditorRun[]): Promise<{ sc
|
|
|
994
1005
|
|
|
995
1006
|
// the level is complete: apply the bake — or, under `lecodes lightmap bake`, run it
|
|
996
1007
|
if (lm && lightmap) {
|
|
997
|
-
await Lightmap.load(scene, { data: lightmap.data,
|
|
998
|
-
|
|
999
|
-
lightBoost: lightmap.lightBoost, volumeBoost: lightmap.volumeBoost, occluderShadows: lightmap.occluderShadows })
|
|
1008
|
+
await Lightmap.load(scene, { data: lightmap.data, light: lightmap.light, aux: lightmap.aux, direct: lightmap.direct, indirect: lightmap.indirect, probes: lightmap.probes, volume: lightmap.volume },
|
|
1009
|
+
{ lightScale: lightmap.lightScale, emissiveNits: lightmap.emissiveNits, emissiveBake: lightmap.emissiveBake, transmit: lightmap.transmit })
|
|
1000
1010
|
}
|
|
1001
1011
|
// navigation: load the baked mesh — or, under `lecodes navmesh bake`, dump the level's collision
|
|
1002
1012
|
// geometry for it (the static bodies exist by now; edit mode never loads it — v1)
|
|
@@ -1125,7 +1135,7 @@ export class SceneHandle<D extends SceneDef = SceneDef> {
|
|
|
1125
1135
|
if (parent) attachHost(parent, d, p).add(existing)
|
|
1126
1136
|
return existing
|
|
1127
1137
|
}
|
|
1128
|
-
const node = await createSource(p, d,
|
|
1138
|
+
const node = await createSource(p, d, false)
|
|
1129
1139
|
if (parent) attachHost(parent, d, p).add(node)
|
|
1130
1140
|
scene.add(node)
|
|
1131
1141
|
applyNode(node, p.slice(p.lastIndexOf("/") + 1), d)
|
package/src/ui/UIButton.ts
CHANGED
|
@@ -1,12 +1,12 @@
|
|
|
1
1
|
import { ClickEvent, TouchStartEvent, LongPressEvent } from "../runtime/touch"
|
|
2
2
|
import type { ClickEvent as ClickEventType, TouchStartEvent as TouchStartEventType, LongPressEvent as LongPressEventType } from "../runtime/touch"
|
|
3
|
-
import { type ElementStyle, type ContainerStyle, ContainerElement, buildUI, type DrawableStyle, type UIChildArg, type UIContainerBase, type UINodeChild, type ChildrenFn, type BaseStyle, type Color } from "./UINode"
|
|
3
|
+
import { type ElementStyle, type ContainerStyle, ContainerElement, buildUI, type DrawableStyle, type UIChildArg, type UIContainerBase, type UINodeChild, type ChildrenFn, type BaseStyle, type Color, type LayerEasing } from "./UINode"
|
|
4
4
|
|
|
5
5
|
export type UIButtonStyle = ElementStyle & DrawableStyle & ContainerStyle & { rippleColor?: Color | "default" }
|
|
6
6
|
|
|
7
7
|
/** A tappable container — row + centered children by default. Press feedback via the `onPressed`
|
|
8
8
|
* style block, the `$pressed` class, or `rippleColor`. */
|
|
9
|
-
export interface UIButton extends UIContainerBase<UIButtonStyle & { onPressed?: UIButtonStyle & { duration?: number } }, DrawableStyle & BaseStyle> {
|
|
9
|
+
export interface UIButton extends UIContainerBase<UIButtonStyle & { onPressed?: UIButtonStyle & { duration?: number, delay?: number, easing?: LayerEasing } }, DrawableStyle & BaseStyle> {
|
|
10
10
|
readonly type: "button",
|
|
11
11
|
|
|
12
12
|
/** Fired on a completed tap/click. */
|
package/src/ui/UIInput.ts
CHANGED
|
@@ -1,4 +1,4 @@
|
|
|
1
|
-
import { type ElementStyle, type DrawableStyle, Element, type TextStyle, type Color, type BaseStyle, type UIElementBase } from "./UINode";
|
|
1
|
+
import { type ElementStyle, type DrawableStyle, Element, type TextStyle, type Color, type BaseStyle, type UIElementBase, type LayerEasing } from "./UINode";
|
|
2
2
|
|
|
3
3
|
type InputStyle = {
|
|
4
4
|
placeholder?: string,
|
|
@@ -51,7 +51,7 @@ type SubmitStyle = {
|
|
|
51
51
|
|
|
52
52
|
/** A single-line text input. Keyboard/picker kind via the `type` style, return-key behavior via
|
|
53
53
|
* `enterKey` + `onSubmit`; keyboard policy on `keyboardShrink`/`keyboardDismiss`. */
|
|
54
|
-
export interface UIInput extends UIElementBase<UIInputStyle & SubmitStyle & { onFocused?: UIInputStyle & { duration?: number } }, DrawableStyle & BaseStyle> {
|
|
54
|
+
export interface UIInput extends UIElementBase<UIInputStyle & SubmitStyle & { onFocused?: UIInputStyle & { duration?: number, delay?: number, easing?: LayerEasing } }, DrawableStyle & BaseStyle> {
|
|
55
55
|
readonly type: "input",
|
|
56
56
|
|
|
57
57
|
/**
|
|
@@ -78,7 +78,7 @@ export interface UIInput extends UIElementBase<UIInputStyle & SubmitStyle & { on
|
|
|
78
78
|
}
|
|
79
79
|
|
|
80
80
|
/** A multi-line text field — see the {@link UITextArea} factory for the auto-grow contract. */
|
|
81
|
-
export interface UITextArea extends UIElementBase<UIInputStyle & { onFocused?: UIInputStyle & { duration?: number } }, DrawableStyle & BaseStyle> {
|
|
81
|
+
export interface UITextArea extends UIElementBase<UIInputStyle & { onFocused?: UIInputStyle & { duration?: number, delay?: number, easing?: LayerEasing } }, DrawableStyle & BaseStyle> {
|
|
82
82
|
readonly type: "textarea",
|
|
83
83
|
|
|
84
84
|
/** The field's text — same contract as {@link UIInput.value}: settable before mount to pre-fill. */
|
package/src/ui/UINode.ts
CHANGED
|
@@ -1,5 +1,8 @@
|
|
|
1
1
|
import type { FetchResponse } from "../runtime/fetch"
|
|
2
2
|
import { createBinding, disposeBinding } from "../core/signals"
|
|
3
|
+
import type { Animation } from "../animate/tween/Animation"
|
|
4
|
+
import { CLOCK_UI, DOM_UI, KIND_DISCRETE, KIND_TRANSFORM, KIND_TRANSFORM_MATRIX, parseTransformList, uiValue, type TweenChannel, type TweenMeta } from "../animate/tween/spec"
|
|
5
|
+
import { tweenBag } from "../animate/tween/Timeline"
|
|
3
6
|
|
|
4
7
|
export interface UINode {
|
|
5
8
|
readonly type: string
|
|
@@ -330,8 +333,13 @@ const classHandler: ProxyHandler<any> = {
|
|
|
330
333
|
* static — bindings are extracted at the top level only. */
|
|
331
334
|
export type Reactive<T> = { [K in keyof T]: NonNullable<T[K]> extends object ? T[K] : T[K] | (() => T[K]) }
|
|
332
335
|
|
|
336
|
+
/** The curve of a state block's swap (`$class` / `onPressed` / `onFocused` with a `duration`): a
|
|
337
|
+
* curve name (`outCubic`, `inOutSine`, `smoothstep` — the default — …), `cubic-bezier(x1,y1,x2,y2)`
|
|
338
|
+
* or `steps(n)`. A function cannot ride a style block; use `animateTo` for those. */
|
|
339
|
+
export type LayerEasing = string
|
|
340
|
+
|
|
333
341
|
/** User-defined style classes: any `$`-prefixed key in `.style()` declares a state block toggled
|
|
334
|
-
* from code via the `el.class` proxy; `duration`/`delay` animate the swap. Class state INHERITS
|
|
342
|
+
* from code via the `el.class` proxy; `duration`/`delay`/`easing` animate the swap. Class state INHERITS
|
|
335
343
|
* down the tree (CSS-`.dark`-on-body style): a class set on a node also activates same-name `$`
|
|
336
344
|
* blocks on all descendants within the same root (docs/style-class-cascade-plan.md).
|
|
337
345
|
* `$pressed`/`$focused` are reserved — hosts toggle them on press/focus (they beat other
|
|
@@ -340,7 +348,7 @@ export type Reactive<T> = { [K in keyof T]: NonNullable<T[K]> extends object ? T
|
|
|
340
348
|
* Instantiated with the node's FULL style `T` — a class block accepts everything the node's
|
|
341
349
|
* `.style()` does, like `onLandscape`. Narrowing it wrongly rejects valid props such as
|
|
342
350
|
* `$active: { color }`; guarded by tests/ui-types.test.ts. */
|
|
343
|
-
export type ClassStyles<T> = { [key: `$${string}`]: T & { duration?: number, delay?: number } }
|
|
351
|
+
export type ClassStyles<T> = { [key: `$${string}`]: T & { duration?: number, delay?: number, easing?: LayerEasing } }
|
|
344
352
|
|
|
345
353
|
/** Value accepted by a `el.class` write: a boolean sets the class, a `() => boolean` binds it —
|
|
346
354
|
* the class then tracks the signals the function reads (re-evaluated on change). Reads through
|
|
@@ -425,28 +433,15 @@ export type StyleFn <R, T extends object> = ((style: Reactive<T> & OrientationSt
|
|
|
425
433
|
* installs a reactive binding). */
|
|
426
434
|
export type Style <R, T extends object> = StyleFn<R,T> & T & OrientationStyles<T> & ClassStyles<T>
|
|
427
435
|
|
|
428
|
-
/**
|
|
429
|
-
* (
|
|
430
|
-
export type
|
|
431
|
-
|
|
432
|
-
|
|
433
|
-
|
|
434
|
-
|
|
435
|
-
|
|
436
|
-
|
|
437
|
-
/** `false` = animate without writing the targets into the element's style (e.g. a fade-out right before `.hide()`). */
|
|
438
|
-
commit?: boolean,
|
|
439
|
-
/** Repeat the animation: `true` = forever, a number = that many cycles. A looping animation is an
|
|
440
|
-
* effect, not a state change — it never commits, and the element ends back at its base style.
|
|
441
|
-
* The loop stops when a later `animateTo`/`animateFrom` runs on the element or it leaves the screen. */
|
|
442
|
-
loop?: boolean | number,
|
|
443
|
-
/** `"ping-pong"` (default) animates there and back each cycle — no jump. `"restart"` snaps back and
|
|
444
|
-
* replays forward — for full-turn spinners (`transform: "rotate(360deg)"`) and shimmers. Only meaningful with `loop`. */
|
|
445
|
-
loopMode?: "restart" | "ping-pong",
|
|
446
|
-
}) => R)
|
|
447
|
-
|
|
448
|
-
/** Meta keys of the animateTo/animateFrom options bag — everything that is not a style target. */
|
|
449
|
-
const ANIMATE_META = new Set(["duration", "delay", "layer", "commit", "loop", "loopMode"])
|
|
436
|
+
/** Style props of an animate bag: a single value (tween from the current value) or an array of
|
|
437
|
+
* KEYFRAMES (`opacity: [1, 0.3, 1]`, offsets via `times`). */
|
|
438
|
+
export type AnimateProps<T extends object> = { [K in keyof T]?: T[K] | T[K][] }
|
|
439
|
+
|
|
440
|
+
/** The `animateTo`/`animateFrom` surface: target style props (single values or keyframe arrays) plus
|
|
441
|
+
* the flat meta keys — `duration` / `delay` / `easing` / `times` / `loop` / `loopMode` / `commit` /
|
|
442
|
+
* `clock`, see {@link TweenMeta}. Returns the {@link Animation} handle (seek, rate, `finished`). */
|
|
443
|
+
export type AnimateStyle<R, T extends object> = ((style: AnimateProps<T> & TweenMeta) => Animation)
|
|
444
|
+
|
|
450
445
|
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export type AppearStyle <R, T> = (arg: { from: T, duration?: number, delay?: number }) => R
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452
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export type DisappearStyle <R, T> = (arg: { to: T, duration?: number, delay?: number }) => R
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@@ -518,20 +513,50 @@ export class Element<T extends string> {
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}
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/** Tween to the target style and commit it (unless `commit: false` or looping — a loop is an
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521
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-
* effect, not a state change).
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-
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-
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-
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516
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* effect, not a state change). A prop value may be an array of keyframes; meta keys
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517
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+
* `duration`/`delay`/`easing`/`times`/`loop`/… — see {@link AnimateStyle}. Returns the
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518
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+
* {@link Animation} handle. */
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519
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+
animateTo(style: any): Animation {
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520
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+
// The last keyframe commits into the stored style at play (Animation.play) — reads and later
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521
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+
// `.style()` merges see the final state while the host is still tweening, as before.
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522
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+
return tweenBag(this, style, true)
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523
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+
}
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524
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+
/** Tween FROM the given style to the element's current one (entrance animations): the element's
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525
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+
* own style is the implicit last keyframe. Never modifies the stored style. */
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526
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+
animateFrom(style: any): Animation {
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527
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+
return tweenBag(this, style, false)
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+
}
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529
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+
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530
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+
/** @internal Keyframe-core target protocol (animate/tween/spec.ts): every style prop is a channel
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531
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+
* on the UI domain; `text` is a discrete channel on text elements. */
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532
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+
readonly _tweenClock = CLOCK_UI
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533
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+
/** @internal */
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534
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+
_tweenChannel(prop: string): TweenChannel | null {
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535
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+
if (prop === "text") {
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536
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+
if (!("text" in this)) return null
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537
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+
return {
|
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538
|
+
domain: DOM_UI, id: () => this._id,
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539
|
+
value: (v) => (typeof v === "string" || typeof v === "number" ? { kind: KIND_DISCRETE, str: String(v) } : null),
|
|
540
|
+
commit: (v) => { (this as any).text = String(v) },
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527
541
|
}
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528
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|
}
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529
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-
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530
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-
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531
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532
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-
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-
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543
|
+
if (prop === "transform") {
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544
|
+
// A function list tweens per argument when every key shares the list; anything else is handed
|
|
545
|
+
// to the host as a raw string for matrix decomposition (its old path).
|
|
546
|
+
return {
|
|
547
|
+
domain: DOM_UI, id: () => this._id,
|
|
548
|
+
value: (v) => {
|
|
549
|
+
if (typeof v !== "string") return null
|
|
550
|
+
const list = parseTransformList(v)
|
|
551
|
+
return list ? { kind: KIND_TRANSFORM, sig: list.sig, lanes: list.lanes } : { kind: KIND_TRANSFORM_MATRIX, str: v }
|
|
552
|
+
},
|
|
553
|
+
commit: (v) => { this._style.transform = v },
|
|
554
|
+
}
|
|
555
|
+
}
|
|
556
|
+
return {
|
|
557
|
+
domain: DOM_UI, id: () => this._id, value: uiValue,
|
|
558
|
+
commit: (v) => { this._style[prop] = v },
|
|
559
|
+
}
|
|
535
560
|
}
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536
561
|
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537
562
|
/** @internal Active style-class names (stored without the `$`). Kept on the element — not just in
|
|
@@ -1,20 +0,0 @@
|
|
|
1
|
-
type mat4 = Float32Array | number[];
|
|
2
|
-
type quat = Float32Array | number[];
|
|
3
|
-
type vec2 = Float32Array | number[];
|
|
4
|
-
type vec3 = Float32Array | number[];
|
|
5
|
-
import type { Easing } from "./easings";
|
|
6
|
-
type AnimateProps = number | string | vec2 | vec3 | quat;
|
|
7
|
-
export type AnimateOptions<T> = {
|
|
8
|
-
from: T;
|
|
9
|
-
to: T;
|
|
10
|
-
duration: number;
|
|
11
|
-
onUpdate(val: T): void;
|
|
12
|
-
onComplete?(): void;
|
|
13
|
-
easing?: Easing;
|
|
14
|
-
};
|
|
15
|
-
export declare const animate: <T extends AnimateProps>(options: AnimateOptions<T>) => number;
|
|
16
|
-
export declare const stopAnimation: (id: number) => void;
|
|
17
|
-
export declare const pauseAnimation: (id: number) => void;
|
|
18
|
-
export declare const resumeAnimation: (id: number) => void;
|
|
19
|
-
export declare const animateMat4: (options: AnimateOptions<mat4>) => number;
|
|
20
|
-
export {};
|