lecodes-sdk 1.0.0 → 1.2.0

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Files changed (94) hide show
  1. package/dist/global.d.ts +18 -4
  2. package/dist/inject.js +260 -361
  3. package/dist/types/animate/tween/Animation.d.ts +69 -0
  4. package/dist/types/animate/tween/Timeline.d.ts +55 -0
  5. package/dist/types/animate/tween/animateValue.d.ts +27 -0
  6. package/dist/types/animate/tween/easing.d.ts +29 -0
  7. package/dist/types/animate/tween/spec.d.ts +178 -0
  8. package/dist/types/g2/Node2D.d.ts +16 -0
  9. package/dist/types/g2/Sprite.d.ts +11 -1
  10. package/dist/types/gl/Camera.d.ts +15 -1
  11. package/dist/types/gl/Foliage.d.ts +47 -0
  12. package/dist/types/gl/Geometry.d.ts +24 -0
  13. package/dist/types/gl/Light.d.ts +28 -7
  14. package/dist/types/gl/Lightmap.d.ts +90 -60
  15. package/dist/types/gl/Material.d.ts +28 -20
  16. package/dist/types/gl/Model.d.ts +7 -5
  17. package/dist/types/gl/Node.d.ts +18 -0
  18. package/dist/types/gl/Particles.d.ts +55 -1
  19. package/dist/types/gl/Scene.d.ts +20 -0
  20. package/dist/types/gl/animation/AnimationClip.d.ts +19 -0
  21. package/dist/types/gl/animation/Animator.d.ts +27 -0
  22. package/dist/types/gl/animation/DynamicBone.d.ts +19 -8
  23. package/dist/types/gl/animation/IK.d.ts +86 -30
  24. package/dist/types/gl/animation/Locomotion.d.ts +52 -3
  25. package/dist/types/gl/animation/Warp.d.ts +2 -1
  26. package/dist/types/gl/animation/core.d.ts +35 -4
  27. package/dist/types/gl/physics/Ragdoll.d.ts +87 -12
  28. package/dist/types/gl/terrain/Terrain.d.ts +12 -2
  29. package/dist/types/inject.d.ts +8 -2
  30. package/dist/types/runtime/input.d.ts +7 -0
  31. package/dist/types/scene/defineScene.d.ts +44 -32
  32. package/dist/types/ui/UIButton.d.ts +3 -1
  33. package/dist/types/ui/UIInput.d.ts +5 -1
  34. package/dist/types/ui/UINode.d.ts +24 -24
  35. package/dist/types.json +1 -1
  36. package/package.json +1 -1
  37. package/prompts/README.md +142 -142
  38. package/prompts/core-design.md +27 -4
  39. package/prompts/core.md +35 -6
  40. package/prompts/dist/2d-game.md +197 -408
  41. package/prompts/dist/3d-app.md +166 -491
  42. package/prompts/dist/ar-app.md +163 -373
  43. package/prompts/dist/design.md +87 -83
  44. package/prompts/dist/ui-app.md +136 -325
  45. package/prompts/select.ts +19 -4
  46. package/src/animate/tween/Animation.ts +378 -0
  47. package/src/animate/tween/Timeline.ts +175 -0
  48. package/src/animate/tween/animateValue.ts +100 -0
  49. package/src/animate/tween/easing.ts +172 -0
  50. package/src/animate/tween/spec.ts +479 -0
  51. package/src/audio/audio.ts +161 -161
  52. package/src/bridges.d.ts +235 -65
  53. package/src/compile/__tests__/assetMacro.test.ts +26 -0
  54. package/src/compile/__tests__/detectEntry.test.ts +19 -0
  55. package/src/compile/__tests__/serverSplit.test.ts +27 -0
  56. package/src/compile/bundler.ts +34 -4
  57. package/src/compile/compileProject.ts +31 -1
  58. package/src/compile/detectEntry.ts +8 -3
  59. package/src/compile/index.ts +2 -0
  60. package/src/compile/serverSplit.ts +9 -3
  61. package/src/g2/Node2D.ts +38 -0
  62. package/src/g2/Sprite.ts +20 -1
  63. package/src/gl/Camera.ts +34 -1
  64. package/src/gl/CameraPlace.ts +52 -52
  65. package/src/gl/Foliage.ts +102 -0
  66. package/src/gl/Geometry.ts +393 -348
  67. package/src/gl/Light.ts +49 -16
  68. package/src/gl/Lightmap.ts +439 -275
  69. package/src/gl/Material.ts +59 -47
  70. package/src/gl/Mesh.ts +120 -120
  71. package/src/gl/Model.ts +23 -12
  72. package/src/gl/Node.ts +39 -0
  73. package/src/gl/Particles.ts +80 -2
  74. package/src/gl/Scene.ts +34 -1
  75. package/src/gl/animation/AnimationClip.ts +52 -0
  76. package/src/gl/animation/Animator.ts +42 -2
  77. package/src/gl/animation/DynamicBone.ts +35 -12
  78. package/src/gl/animation/IK.ts +173 -152
  79. package/src/gl/animation/Locomotion.ts +72 -8
  80. package/src/gl/animation/Playback.ts +5 -4
  81. package/src/gl/animation/Warp.ts +5 -2
  82. package/src/gl/animation/core.ts +65 -4
  83. package/src/gl/physics/Ragdoll.ts +451 -272
  84. package/src/gl/scenarios.ts +291 -291
  85. package/src/gl/terrain/Terrain.ts +33 -2
  86. package/src/inject.ts +236 -226
  87. package/src/runtime/input.ts +11 -0
  88. package/src/scene/defineScene.ts +72 -62
  89. package/src/scene/gizmos.ts +148 -148
  90. package/src/ui/UIButton.ts +2 -2
  91. package/src/ui/UIInput.ts +3 -3
  92. package/src/ui/UINode.ts +61 -36
  93. package/dist/types/animate/animate.d.ts +0 -20
  94. package/src/animate/animate.ts +0 -238
@@ -161,8 +161,6 @@ export type LitMaterialOptions = MaterialColorOptions & MaterialStateOptions & {
161
161
  metallic?: number
162
162
  }
163
163
 
164
- /** `Material.lightmapShading` tiers — see the setter. */
165
- export type LightmapShading = "full" | "baked" | "baked-lite"
166
164
 
167
165
  export class Material {
168
166
  /** @internal native material-instance handle. */
@@ -328,54 +326,50 @@ export class Material {
328
326
  return m
329
327
  }
330
328
 
331
- /** The lightmap material (docs/lightmap-plan.md): PBR base colour × a baked shadow/AO atlas on UV1.
332
- * Models take it through `Model.load(…, { lightmap: true })`; `Lightmap.load` builds one per static
333
- * Mesh. Parameters use gltfio's names (`baseColorFactor`, `baseColorMap`, `roughnessFactor`,
334
- * `metallicFactor`) plus `lightmap`, `lightmapST`, `ambientScale`, `sunStrength` (the sun / IBL terms come from
335
- * filament's per-frame uniforms inside the shader). */
329
+ /** The lightmap material (packages/creator-bake): a lit PBR material whose whole DIFFUSE light is the
330
+ * baked irradiance atlas on UV1 (`lightmapLight`, lux) — the real-time sun, lamps and diffuse IBL do not
331
+ * touch it; the specular IBL stays, occluded by the baked sky visibility. Models take it through
332
+ * `Model.load(…, { lightmap: true })`; a static Mesh gets one from here. Parameters use gltfio's names
333
+ * (`baseColorFactor`, `baseColorMap`, `roughnessFactor`, `metallicFactor`) plus `lightmapLight`, `lightmapAux`,
334
+ * `lightmapST`, `lightScale` (the level-wide value `Lightmap.load` sets) and the debug view knobs. */
336
335
  static lightmap(): Material {
337
- // Inline literals: the compiler's preload header captures the shader names from them.
338
- const id = Material.lightmapShading === "baked"
339
- ? _creatorUtils.fetchLocal("lightmap-baked.filamat")
340
- : Material.lightmapShading === "baked-lite"
341
- ? _creatorUtils.fetchLocal("lightmap-baked-lite.filamat")
342
- : _creatorUtils.fetchLocal("lightmap.filamat")
343
- const m = new Material({ _id: id } as any)
344
- m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0)
345
- m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("hasNormalMap", 0)
346
- // lightScale 0 = no baked point lights until Lightmap.load binds a light atlas / volume
347
- m.set("bakedAo", 1).set("lightScale", 0)
348
- m.set("probeMin", [ 0, 0, 0, 0 ]).set("probeInvSize", [ 0, 0, 0, 0 ])
336
+ // Inline literal: the compiler's preload header captures the shader name from it.
337
+ const m = new Material({ _id: _creatorUtils.fetchLocal("lightmap.filamat") } as any)
338
+ Material._lightmapDefaults(m)
349
339
  return m
350
340
  }
351
341
 
352
342
  /** `Material.lightmap()`'s masked twin (`blending: masked`, same shader and parameters): what the engine
353
343
  * gives a lightmapped model's alpha-MASK materials. The cutoff comes from the glTF material. */
354
344
  static lightmapMasked(): Material {
355
- const id = Material.lightmapShading === "baked"
356
- ? _creatorUtils.fetchLocal("lightmap-baked-masked.filamat")
357
- : Material.lightmapShading === "baked-lite"
358
- ? _creatorUtils.fetchLocal("lightmap-baked-lite-masked.filamat")
359
- : _creatorUtils.fetchLocal("lightmap-masked.filamat")
360
- const m = new Material({ _id: id } as any)
361
- m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0)
362
- m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("hasNormalMap", 0)
363
- m.set("bakedAo", 1).set("lightScale", 0)
364
- m.set("probeMin", [ 0, 0, 0, 0 ]).set("probeInvSize", [ 0, 0, 0, 0 ])
345
+ const m = new Material({ _id: _creatorUtils.fetchLocal("lightmap-masked.filamat") } as any)
346
+ Material._lightmapDefaults(m)
365
347
  return m
366
348
  }
367
349
 
368
350
  /** The terrain splat material (docs/terrain-plan.md §1.5): four albedo (+ normal-map) layers blended by
369
351
  * a control map on the terrain's own grid, per-layer `tiling` (metres per repeat) / `roughness` /
370
- * `normalScale` / `triplanar`, lightmap-aware (the same `lightmap` / `lightmapST` block as
371
- * `Material.lightmap`). `Terrain` builds and owns one per terrain; the uniforms are primed here so an
372
- * unset layer is white and an unbaked terrain is fully lit. */
352
+ * `normalScale` / `triplanar`. `Terrain` builds and owns one per terrain; the uniforms are primed here so an
353
+ * unset layer is white. Lit real-time; a BAKED terrain takes `Material.terrainLightmap()`. */
373
354
  static terrain(): Material {
374
355
  // Inline literal: the compiler's preload header captures the shader name from it.
375
356
  const m = new Material({ _id: _creatorUtils.fetchLocal("terrain.filamat") } as any)
376
357
  m.set("tiling", [ 8, 8, 8, 8 ]).set("roughness", [ 1, 1, 1, 1 ]).set("normalScale", [ 0, 0, 0, 0 ]).set("triplanar", [ 0, 0, 0, 0 ])
377
358
  m.set("gridSize", [ 2, 2 ]).set("cellSize", 1).set("tint", "#ffffff")
378
- m.set("lightmapST", [ 1, 1, 0, 0 ]).set("ambientScale", 1).set("sunStrength", 1).set("bakedAo", 1).set("lightScale", 0)
359
+ return m
360
+ }
361
+
362
+ /** `Material.terrain()` for a BAKED terrain (terrain-lightmap.mat): the same layers and uniforms, shaded like
363
+ * `Material.lightmap()` — the whole diffuse light is the baked atlas on the terrain's UV1 (one rect), which
364
+ * `Lightmap.load` binds. A scene file's `terrain:` node that is a lightmap static is built with it; without a
365
+ * bound bake it draws black, like any lightmapped static. No reflection probes (the sampler budget): it reflects the
366
+ * sky through the baked sky visibility. */
367
+ static terrainLightmap(): Material {
368
+ // Inline literal: the compiler's preload header captures the shader name from it.
369
+ const m = new Material({ _id: _creatorUtils.fetchLocal("terrain-lightmap.filamat") } as any)
370
+ m.set("tiling", [ 8, 8, 8, 8 ]).set("roughness", [ 1, 1, 1, 1 ]).set("normalScale", [ 0, 0, 0, 0 ]).set("triplanar", [ 0, 0, 0, 0 ])
371
+ m.set("gridSize", [ 2, 2 ]).set("cellSize", 1).set("tint", "#ffffff")
372
+ m.set("lightmapST", [ 1, 1, 0, 0 ]).set("lightScale", 1).set("debugMode", 0).set("debugParams", [ 0.001, 0, 5, 0 ])
379
373
  return m
380
374
  }
381
375
 
@@ -387,23 +381,41 @@ export class Material {
387
381
  * materials (foliage cards) take it instead of falling back to the ubershader's full lit path. */
388
382
  static _lightmapMaskedTemplate(): Material { return (Material._lmMaskedTemplate ??= Material.lightmapMasked()) }
389
383
  private static _lmMaskedTemplate: Material | undefined
384
+ /** The FOLIAGE tier (`Model.load(…, { foliage: true })`, see `Foliage`): an unlit shader with its own cheap
385
+ * lighting plus a vertex shader that sways in the wind, bends away from benders and thins out with distance,
386
+ * and a per-copy tint. glTF parameters like `Material.lightmap()` plus `wind` / `sway` / `fade` / `benders`,
387
+ * which the engine writes itself. Not baked by the rewritten bake yet. */
388
+ static foliage(): Material {
389
+ const m = new Material({ _id: _creatorUtils.fetchLocal("foliage.filamat") } as any)
390
+ Material._glbDefaults(m)
391
+ return m
392
+ }
393
+
394
+ /** `Material.foliage()`'s masked twin (`blending: masked`): what the engine gives a foliage model's alpha-MASK
395
+ * materials — the cards. */
396
+ static foliageMasked(): Material {
397
+ const m = new Material({ _id: _creatorUtils.fetchLocal("foliage-masked.filamat") } as any)
398
+ Material._glbDefaults(m)
399
+ return m
400
+ }
401
+
402
+ /** the glTF-side identity values every provider-handed material starts from */
403
+ private static _glbDefaults(m: Material): void {
404
+ m.set("baseColorFactor", "#ffffffff").set("roughnessFactor", 1).set("metallicFactor", 0).set("hasNormalMap", 0)
405
+ }
390
406
 
391
- static _lightmapShading: LightmapShading = "full"
392
- /** Which shader lightmapped models take — a graphics-quality tier, engine-wide. `"full"` is filament's
393
- * lit path over the baked atlas (IBL specular, real-time point lights such as a muzzle flash, sun
394
- * shadows on dynamic objects). `"baked"` keeps the baked light and an approximated ambient but drops
395
- * the lit path: ~40 % cheaper per pixel on a fill-bound GPU. `"baked-lite"` is that minus the normal,
396
- * metallic/roughness and occlusion map reads (the factors stand in, the atlas keeps the baked AO;
397
- * emissive still glows): +20 % more at 1080p on the same GPU. Read when a lightmapped model LOADS, so set
398
- * it before the level (a settings menu applies it on the next level load), like `Texture.maxSize`. */
399
- static get lightmapShading(): LightmapShading { return Material._lightmapShading }
400
- static set lightmapShading(mode: LightmapShading) {
401
- if (mode === Material._lightmapShading) return
402
- Material._lightmapShading = mode
403
- Material._lmTemplate = undefined // the next load builds a template on the new shader
404
- Material._lmMaskedTemplate = undefined
407
+ private static _lightmapDefaults(m: Material): void {
408
+ Material._glbDefaults(m)
409
+ m.set("lightmapST", [ 1, 1, 0, 0 ]).set("lightScale", 1).set("debugMode", 0).set("debugParams", [ 0.001, 0, 5, 0 ])
405
410
  }
406
411
 
412
+ /** @internal the foliage template pair, like the lightmap one (a host that lacks the tier returns id 0 from
413
+ * fetchLocal — `Model.load` then falls back to the lightmap tier). */
414
+ static _foliageTemplate(): Material { return (Material._folTemplate ??= Material.foliage()) }
415
+ private static _folTemplate: Material | undefined
416
+ static _foliageMaskedTemplate(): Material { return (Material._folMaskedTemplate ??= Material.foliageMasked()) }
417
+ private static _folMaskedTemplate: Material | undefined
418
+
407
419
  /** Shadow-catcher material (transparent except where shadows fall). */
408
420
  static shadow(color: ColorInput = "#000000aa"): Material {
409
421
  const m = new Material({ _id: _creatorUtils.fetchLocal("shadow.filamat") } as any)
package/src/gl/Mesh.ts CHANGED
@@ -1,120 +1,120 @@
1
- // A renderable 3D node from raw geometry — the primitive shapes (box/sphere/cylinder/capsule/plane) and
2
- // Mesh.from for a custom Geometry. A GLB import is a different kind: see Model.load.
3
-
4
- import { cx, cy, cz, type Vec3Like } from "../math/vec"
5
- import {
6
- Geometry,
7
- type CapsuleOptions,
8
- type CylinderOptions,
9
- type PlaneOptions,
10
- type SphereOptions,
11
- } from "./Geometry"
12
- import { Material } from "./Material"
13
- import { Node } from "./Node"
14
-
15
- /** Common transform/render options every primitive factory accepts. */
16
- export type MeshOptions = {
17
- material?: Material
18
- position?: Vec3Like
19
- eulerAngles?: Vec3Like
20
- scale?: Vec3Like | number
21
- name?: string
22
- castShadows?: boolean
23
- receiveShadows?: boolean
24
- /** Coarse draw order, 0 (first) … 7 (last); default 4. See `Mesh.renderPriority`. */
25
- renderPriority?: number
26
- }
27
-
28
- export class Mesh extends Node {
29
- private _geometry?: Geometry
30
-
31
- constructor(geometry?: Geometry, material?: Material) {
32
- super()
33
- if (geometry) {
34
- const mat = material ?? Material.unlit()
35
- this._geometry = geometry
36
- this._materials = [ mat ]
37
- _creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
38
- }
39
- }
40
-
41
- override get geometry(): Geometry | undefined { return this._geometry }
42
- /** Replace the geometry in place — the node, its transform and its material stay, the vertex and
43
- * index buffers are rebuilt. What an editor overlay or a debug drawer redraws with. */
44
- setGeometry(geometry: Geometry): this {
45
- this._geometry = geometry
46
- _creator.setMesh(this.id, Material.idOf(this._materials![0]!), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
47
- // the host rebuilds the renderable for a new geometry (creator-gl createMesh destroys + builds), which
48
- // resets its priority / culling / shadow flags to the defaults — an overlay redrawn every frame lost its
49
- // renderPriority 7 after one frame and hid inside the model. What was set on this mesh is set again.
50
- if (this._renderPriority !== undefined) this.renderPriority = this._renderPriority
51
- if (this._culling !== undefined) this.culling = this._culling
52
- if (this._castShadows !== undefined) this.castShadows = this._castShadows
53
- if (this._receiveShadows !== undefined) this.receiveShadows = this._receiveShadows
54
- return this
55
- }
56
- private _renderPriority?: number
57
- private _culling?: boolean
58
- private _castShadows?: boolean
59
- private _receiveShadows?: boolean
60
-
61
- /** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
62
- override get material(): Material { return this._materials![0]! }
63
- override set material(m: Material) { this.setMaterial(m, 0) }
64
-
65
- set culling(v: boolean) { this._culling = v; _creator.setCulling(this.id, v) }
66
- /** Coarse draw order within the frame: 0 draws first, 7 last, 4 is the default (Filament's
67
- * renderable priority; within one priority opaque draws sort front-to-back, blended back-to-front).
68
- * Something drawn over the scene with `Material.depthTest = false` goes in 7, so nothing drawn
69
- * after it can cover it. Write-only; a host that predates the call ignores it. */
70
- set renderPriority(v: number) {
71
- this._renderPriority = v
72
- if (_creator.setRenderPriority) _creator.setRenderPriority(this.id, Math.max(0, Math.min(7, Math.round(v))))
73
- else if (!Mesh._warnedPriority) { Mesh._warnedPriority = true; console.warn("[mesh] this host has no setRenderPriority — renderPriority ignored") }
74
- }
75
- private static _warnedPriority = false
76
- set castShadows(v: boolean) { this._castShadows = v; _creator.setCastShadows(this.id, v) }
77
- set receiveShadows(v: boolean) { this._receiveShadows = v; _creator.setReceiveShadows(this.id, v) }
78
-
79
- // --- factories ---
80
-
81
- static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
82
- // the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
83
- return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
84
- }
85
-
86
- static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
87
- return apply(new Mesh(Geometry.sphere(options), options.material), options)
88
- }
89
-
90
- static cylinder(options: MeshOptions & CylinderOptions = {}): Mesh {
91
- return apply(new Mesh(Geometry.cylinder(options), options.material), options)
92
- }
93
-
94
- /** A capsule along Y (`radius`, `length` between the cap centres) — a character's or a collider's shape in one mesh. */
95
- static capsule(options: MeshOptions & CapsuleOptions = {}): Mesh {
96
- return apply(new Mesh(Geometry.capsule(options), options.material), options)
97
- }
98
-
99
- static plane(options: MeshOptions & PlaneOptions = {}): Mesh {
100
- return apply(new Mesh(Geometry.plane(options), options.material), options)
101
- }
102
-
103
- /** Wrap a custom Geometry. */
104
- static from(geometry: Geometry, options: MeshOptions = {}): Mesh {
105
- return apply(new Mesh(geometry, options.material), options)
106
- }
107
- }
108
-
109
- const sizeToVec = (s: Vec3Like | number): [number, number, number] => (typeof s === "number" ? [ s, s, s ] : [ cx(s), cy(s), cz(s) ])
110
-
111
- const apply = (mesh: Mesh, o: MeshOptions): Mesh => {
112
- if (o.position) mesh.position = o.position
113
- if (o.eulerAngles) mesh.eulerAngles = o.eulerAngles
114
- if (o.scale !== undefined) mesh.scale = typeof o.scale === "number" ? [ o.scale, o.scale, o.scale ] : o.scale
115
- if (o.name !== undefined) mesh.name = o.name
116
- if (o.castShadows !== undefined) mesh.castShadows = o.castShadows
117
- if (o.receiveShadows !== undefined) mesh.receiveShadows = o.receiveShadows
118
- if (o.renderPriority !== undefined) mesh.renderPriority = o.renderPriority
119
- return mesh
120
- }
1
+ // A renderable 3D node from raw geometry — the primitive shapes (box/sphere/cylinder/capsule/plane) and
2
+ // Mesh.from for a custom Geometry. A GLB import is a different kind: see Model.load.
3
+
4
+ import { cx, cy, cz, type Vec3Like } from "../math/vec"
5
+ import {
6
+ Geometry,
7
+ type CapsuleOptions,
8
+ type CylinderOptions,
9
+ type PlaneOptions,
10
+ type SphereOptions,
11
+ } from "./Geometry"
12
+ import { Material } from "./Material"
13
+ import { Node } from "./Node"
14
+
15
+ /** Common transform/render options every primitive factory accepts. */
16
+ export type MeshOptions = {
17
+ material?: Material
18
+ position?: Vec3Like
19
+ eulerAngles?: Vec3Like
20
+ scale?: Vec3Like | number
21
+ name?: string
22
+ castShadows?: boolean
23
+ receiveShadows?: boolean
24
+ /** Coarse draw order, 0 (first) … 7 (last); default 4. See `Mesh.renderPriority`. */
25
+ renderPriority?: number
26
+ }
27
+
28
+ export class Mesh extends Node {
29
+ private _geometry?: Geometry
30
+
31
+ constructor(geometry?: Geometry, material?: Material) {
32
+ super()
33
+ if (geometry) {
34
+ const mat = material ?? Material.unlit()
35
+ this._geometry = geometry
36
+ this._materials = [ mat ]
37
+ _creator.setMesh(this.id, Material.idOf(mat), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
38
+ }
39
+ }
40
+
41
+ override get geometry(): Geometry | undefined { return this._geometry }
42
+ /** Replace the geometry in place — the node, its transform and its material stay, the vertex and
43
+ * index buffers are rebuilt. What an editor overlay or a debug drawer redraws with. */
44
+ setGeometry(geometry: Geometry): this {
45
+ this._geometry = geometry
46
+ _creator.setMesh(this.id, Material.idOf(this._materials![0]!), geometry.vertices, geometry.normals, geometry.indices, geometry.uv, geometry._meshKind, geometry.uv1, geometry.colors)
47
+ // the host rebuilds the renderable for a new geometry (creator-gl createMesh destroys + builds), which
48
+ // resets its priority / culling / shadow flags to the defaults — an overlay redrawn every frame lost its
49
+ // renderPriority 7 after one frame and hid inside the model. What was set on this mesh is set again.
50
+ if (this._renderPriority !== undefined) this.renderPriority = this._renderPriority
51
+ if (this._culling !== undefined) this.culling = this._culling
52
+ if (this._castShadows !== undefined) this.castShadows = this._castShadows
53
+ if (this._receiveShadows !== undefined) this.receiveShadows = this._receiveShadows
54
+ return this
55
+ }
56
+ private _renderPriority?: number
57
+ private _culling?: boolean
58
+ private _castShadows?: boolean
59
+ private _receiveShadows?: boolean
60
+
61
+ /** A Mesh always carries a material (slot 0) — see Node.setMaterial for the slot API. */
62
+ override get material(): Material { return this._materials![0]! }
63
+ override set material(m: Material) { this.setMaterial(m, 0) }
64
+
65
+ set culling(v: boolean) { this._culling = v; _creator.setCulling(this.id, v) }
66
+ /** Coarse draw order within the frame: 0 draws first, 7 last, 4 is the default (Filament's
67
+ * renderable priority; within one priority opaque draws sort front-to-back, blended back-to-front).
68
+ * Something drawn over the scene with `Material.depthTest = false` goes in 7, so nothing drawn
69
+ * after it can cover it. Write-only; a host that predates the call ignores it. */
70
+ set renderPriority(v: number) {
71
+ this._renderPriority = v
72
+ if (_creator.setRenderPriority) _creator.setRenderPriority(this.id, Math.max(0, Math.min(7, Math.round(v))))
73
+ else if (!Mesh._warnedPriority) { Mesh._warnedPriority = true; console.warn("[mesh] this host has no setRenderPriority — renderPriority ignored") }
74
+ }
75
+ private static _warnedPriority = false
76
+ set castShadows(v: boolean) { this._castShadows = v; _creator.setCastShadows(this.id, v) }
77
+ set receiveShadows(v: boolean) { this._receiveShadows = v; _creator.setReceiveShadows(this.id, v) }
78
+
79
+ // --- factories ---
80
+
81
+ static box(options: MeshOptions & { size?: Vec3Like | number } = {}): Mesh {
82
+ // the size goes into the geometry (not a scale after): the lightmap chart is laid out per face area
83
+ return apply(new Mesh(Geometry.box(options.size ?? 1), options.material), options)
84
+ }
85
+
86
+ static sphere(options: MeshOptions & SphereOptions = {}): Mesh {
87
+ return apply(new Mesh(Geometry.sphere(options), options.material), options)
88
+ }
89
+
90
+ static cylinder(options: MeshOptions & CylinderOptions = {}): Mesh {
91
+ return apply(new Mesh(Geometry.cylinder(options), options.material), options)
92
+ }
93
+
94
+ /** A capsule along Y (`radius`, `length` between the cap centres) — a character's or a collider's shape in one mesh. */
95
+ static capsule(options: MeshOptions & CapsuleOptions = {}): Mesh {
96
+ return apply(new Mesh(Geometry.capsule(options), options.material), options)
97
+ }
98
+
99
+ static plane(options: MeshOptions & PlaneOptions = {}): Mesh {
100
+ return apply(new Mesh(Geometry.plane(options), options.material), options)
101
+ }
102
+
103
+ /** Wrap a custom Geometry. */
104
+ static from(geometry: Geometry, options: MeshOptions = {}): Mesh {
105
+ return apply(new Mesh(geometry, options.material), options)
106
+ }
107
+ }
108
+
109
+ const sizeToVec = (s: Vec3Like | number): [number, number, number] => (typeof s === "number" ? [ s, s, s ] : [ cx(s), cy(s), cz(s) ])
110
+
111
+ const apply = (mesh: Mesh, o: MeshOptions): Mesh => {
112
+ if (o.position) mesh.position = o.position
113
+ if (o.eulerAngles) mesh.eulerAngles = o.eulerAngles
114
+ if (o.scale !== undefined) mesh.scale = typeof o.scale === "number" ? [ o.scale, o.scale, o.scale ] : o.scale
115
+ if (o.name !== undefined) mesh.name = o.name
116
+ if (o.castShadows !== undefined) mesh.castShadows = o.castShadows
117
+ if (o.receiveShadows !== undefined) mesh.receiveShadows = o.receiveShadows
118
+ if (o.renderPriority !== undefined) mesh.renderPriority = o.renderPriority
119
+ return mesh
120
+ }
package/src/gl/Model.ts CHANGED
@@ -34,11 +34,10 @@ export class Model extends Node {
34
34
  /** The model's Animator — always present, its clip table = the GLB's embedded clips. Configure
35
35
  * more (external clips, blend spaces, layers) with `model.aspect(Animator, {...})`. */
36
36
  declare readonly anim: Animator
37
- /** @internal loaded through the lightmap material (docs/lightmap-plan.md); clones inherit it. */
37
+ /** @internal loaded through the lightmap material (a baked static); clones inherit it. */
38
38
  _lightmapped = false
39
- /** @internal what `load` does without an explicit `lightmap` option: `'dynamic'` while a scene file with
40
- * `env.lightmap.volume` runs (Lightmap sets it), so weapons, spawns and make() subtrees read the volume. */
41
- static _lightmapDefault: false | "dynamic" = false
39
+ /** @internal loaded through the foliage tier (`Foliage`); clones inherit it. */
40
+ _foliage = false
42
41
  /** @internal the shadow pair, mirrored here because the bridge writes both at once. */
43
42
  _castShadows = true
44
43
  /** @internal */
@@ -107,6 +106,7 @@ export class Model extends Node {
107
106
  const id = _creator.cloneEntity(this.id)
108
107
  const m = new Model(id)
109
108
  m._lightmapped = this._lightmapped
109
+ m._foliage = this._foliage
110
110
  if (!this._culling) { m._culling = false; _creator.setGlbCulling(id, false) } // the engine default is on
111
111
  if (this._lodMesh >= 0) { m._lodMesh = this._lodMesh; _pushLod(m) }
112
112
  // the clone is a FRESH gltfio instance — it comes back with the asset's own shadow flags,
@@ -124,12 +124,14 @@ export class Model extends Node {
124
124
  /** Frustum culling — see `culling` (default: on where the host refits skinned bounds, else off). */
125
125
  culling?: boolean
126
126
  onProgress?: (p: { loaded: number, total?: number }) => void
127
- /** Baked lighting (docs/lightmap-plan.md). `true` = a STATIC: loads through the lightmap material so
127
+ /** Baked lighting (packages/creator-bake). `true` = a STATIC: loads through the lightmap material so
128
128
  * `Lightmap.load` can bind its atlas rect (the GLB needs TEXCOORD_1 — `lecodes assets doctor
129
- * --lightmap-uv`). `'dynamic'` = a mover: the same material, lit by the level's light VOLUME instead
130
- * (no UV1 needed). Omitted: `'dynamic'` while a scene file with `env.lightmap.volume` is running,
131
- * else off. `false` = the standard shader. Hosts without lightmap support ignore it. */
132
- lightmap?: boolean | "dynamic"
129
+ * --lightmap-uv`) and takes nothing from the real-time lights once the bake applies. Omitted / `false` =
130
+ * the standard shader, lit real-time (movers). Hosts without lightmap support ignore it. */
131
+ lightmap?: boolean
132
+ /** Vegetation: load through the FOLIAGE tier (see `Foliage`) — wind, touch bending, distance fade,
133
+ * per-copy tint. Hosts without the tier fall back to the standard shader. */
134
+ foliage?: boolean
133
135
  } = {},
134
136
  ): Promise<Model> {
135
137
  if (typeof source === "string") {
@@ -139,14 +141,23 @@ export class Model extends Node {
139
141
  })
140
142
  }
141
143
  return new Promise<Model>((resolve, reject) => {
142
- const mode = options.lightmap ?? Model._lightmapDefault
143
- const lightmapped = !!mode && !!_creator.setNextGlbLightmapped
144
- // the tier + its masked twin (alpha-MASK materials — foliage — take the lightmap shader too, 2026-09-11)
144
+ // the provider path: a foliage model takes the vegetation tier's pair when the host ships it (fetchLocal
145
+ // id 0 = it does not), a static the lightmap material + its masked twin; anything else the ubershader
146
+ const foliageWanted = !!options.foliage && !!_creator.setNextGlbLightmapped
147
+ let foliage = false
148
+ if (foliageWanted) {
149
+ const fol = Material.idOf(Material._foliageTemplate())
150
+ const folMasked = fol ? Material.idOf(Material._foliageMaskedTemplate()) : 0
151
+ foliage = fol > 0 && folMasked > 0
152
+ if (foliage) _creator.setNextGlbLightmapped!(fol, folMasked)
153
+ }
154
+ const lightmapped = !foliage && !!options.lightmap && !!_creator.setNextGlbLightmapped
145
155
  if (lightmapped) _creator.setNextGlbLightmapped!(Material.idOf(Material._lightmapTemplate()), Material.idOf(Material._lightmapMaskedTemplate()))
146
156
  _creator.createGlb((source as unknown as { _id: number })._id, (entityId: number) => {
147
157
  if (entityId === 0) { reject(new Error("Failed to load GLB")); return }
148
158
  const model = new Model(entityId)
149
159
  model._lightmapped = lightmapped
160
+ model._foliage = foliage
150
161
  const culling = options.culling ?? Model._cullingDefault()
151
162
  if (!culling) { model._culling = false; _creator.setGlbCulling(entityId, false) }
152
163
  resolve(model)
package/src/gl/Node.ts CHANGED
@@ -16,6 +16,19 @@ import { ensurePhysicsEvents } from "./physics/physicsEvents"
16
16
  import { Material } from "./Material"
17
17
  import type { CompAxis, CompWriter } from "../core/compWrite"
18
18
  import type { ClickEvent, TouchStartEvent } from "../runtime/touch"
19
+ import type { Animation } from "../animate/tween/Animation"
20
+ import { CLOCK_GAME, DOM_GL_NODE, eulerValue, quatValue, vec3Value, type TweenChannel, type TweenMeta } from "../animate/tween/spec"
21
+ import { tweenBag } from "../animate/tween/Timeline"
22
+
23
+ /** Animatable transform props of a 3D node: a value tweens from the current one, an ARRAY OF
24
+ * VALUES is a keyframe list (`position: [[0,0,0], [0,2,0]]`). */
25
+ export type NodeTweenProps = {
26
+ position?: Vec3Like | Vec3Like[],
27
+ scale?: number | Vec3Like | (number | Vec3Like)[],
28
+ quaternion?: QuatLike | QuatLike[],
29
+ /** Degrees, YXZ; interpolated per axis without shortest-arc, so `[0, 720, 0]` spins twice. */
30
+ eulerAngles?: Vec3Like | Vec3Like[],
31
+ }
19
32
 
20
33
  /** id → Node, so host callbacks (touch hits, animation events) route back to the owning object. */
21
34
  export const nodeRegistry = new Registry<Node>()
@@ -197,6 +210,32 @@ export class Node extends AspectHost<NodeEvents> implements CompWriter {
197
210
  if (this._xf) this._setOwnedRotation()
198
211
  }
199
212
 
213
+ // --- keyframe animation (docs/timeline-plan.md) ---
214
+ /** Tween the transform to the given values — `node.animateTo({ position: [0, 2, 0], duration: 800,
215
+ * easing: 'inOutCubic' })`; arrays of values are keyframes. Runs on the game clock (pauses with
216
+ * the game) unless `clock: 'ui'`. Returns the {@link Animation} handle. Phase 1: plain nodes —
217
+ * a physics-owned node (a body / character) is not routed through its engine object yet. */
218
+ animateTo(props: NodeTweenProps & TweenMeta): Animation {
219
+ return tweenBag(this, props as Record<string, unknown>, true)
220
+ }
221
+ /** Tween FROM the given values to the node's current transform (an entrance). */
222
+ animateFrom(props: NodeTweenProps & TweenMeta): Animation {
223
+ return tweenBag(this, props as Record<string, unknown>, false)
224
+ }
225
+ /** @internal keyframe-core target protocol */
226
+ readonly _tweenClock: number = CLOCK_GAME
227
+ /** @internal */
228
+ _tweenChannel(prop: string): TweenChannel | null {
229
+ const id = () => this.id
230
+ switch (prop) {
231
+ case "position": return { domain: DOM_GL_NODE, id, value: vec3Value }
232
+ case "scale": return { domain: DOM_GL_NODE, id, value: vec3Value }
233
+ case "quaternion": return { domain: DOM_GL_NODE, id, value: quatValue }
234
+ case "eulerAngles": return { domain: DOM_GL_NODE, id, value: eulerValue }
235
+ default: return null
236
+ }
237
+ }
238
+
200
239
  get eulerAngles(): Vec3 { return new Mat4(this._sync()).eulerAngles }
201
240
  // order 1 = YXZ — the SDK's euler convention (math/quat.ts); the getter also extracts YXZ, so
202
241
  // the pair round-trips. (Historically this passed 0/XYZ AND the engine stored the euler matrix