lecodes-sdk 2.2.14 → 2.3.0

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.
@@ -1,291 +1,291 @@
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
- }
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
+ }
@@ -30,11 +30,8 @@ const onResize = (width: number, height: number): void => {
30
30
 
31
31
  // --- device.hdr state ---
32
32
  // The 3D bridge is a free global that a 2D-only bundle never defines — reach it defensively. Hosts
33
- // without the methods are SDR by definition; the look setters are remembered so the getters read
34
- // back what the app asked for.
33
+ // without the methods are SDR by definition.
35
34
  const gl = (): typeof _creator | undefined => (typeof _creator !== "undefined" ? _creator : undefined)
36
- let hdrStrengthLocal = 0.35
37
- let hdrPaperWhiteLocal = 1
38
35
  // `hdrchange` is a poll: the engine quantises the headroom to half-stops, so a change is rare and
39
36
  // a 4 Hz timer (only while someone listens) is cheaper than a per-frame bridge call.
40
37
  const hdrListeners: HdrChangeCallback[] = []
@@ -202,11 +199,13 @@ export const device = {
202
199
  return new Vec3(g.x, -g.y, g.z)
203
200
  },
204
201
  },
205
- /** The display's extended dynamic range — HDR. On a screen with headroom above SDR white (Apple's
206
- * XDR panels; the macOS host today) the 3D surface is float and the engine renders past 1.0:
207
- * 1.0 is the white of the UI and of a diffuse white surface, and the sun, emissives and speculars
208
- * climb up to `headroom` times that. Everywhere else it is SDR: `available` false, `headroom` 1,
209
- * the look setters remembered but invisible.
202
+ /** The display's extended dynamic range — HDR: the FACTS about the display. On the macOS desktop
203
+ * host, in a visible window on a screen with headroom above SDR white (Apple's XDR panels, an HDR
204
+ * external display), the 3D surface is float and the engine renders past 1.0: 1.0 is the white of
205
+ * the UI and of a diffuse white surface, and the sun, emissives and speculars climb up to
206
+ * `headroom` times that. Everywhere else it is SDR (the other hosts, a hidden window, a render to
207
+ * PNG): `available` false, `headroom` 1. The LOOK on such a display — how much of the picture
208
+ * reaches for the peak, where white lands — is the scene's: `scene.postProcessing.hdr`.
210
209
  *
211
210
  * Branch content on `available`, not on `headroom` — the live value ramps up from 1 over the
212
211
  * first seconds after launch and follows the brightness keys. Particle `emissive` is the thing
@@ -230,34 +229,6 @@ export const device = {
230
229
  const v = gl()?.getDisplayHeadroom?.() ?? 1
231
230
  return v > 1 ? v : 1
232
231
  },
233
- /** How much of the picture reaches for the headroom, 0..1 (default 0.35). 0 touches only what
234
- * SDR clipped — faithful to the SDR grade, but a mostly-mid-tone frame then looks flat next to
235
- * the one bright spot; 1 lifts nearly everything above black toward the peak. A sunlit exterior
236
- * takes 1, a dim interior wants less. A host may pin it (`LECODES_HDR_STRENGTH`). */
237
- get strength(): number {
238
- return gl()?.getHdrStrength?.() ?? hdrStrengthLocal
239
- },
240
- set strength(v: number) {
241
- const s = Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : 0.35
242
- hdrStrengthLocal = s
243
- gl()?.setHdrStrength?.(s)
244
- },
245
- /** Where white lands, as a multiple of SDR white, 1..8 (default 1) — the "HDR brightness" of a
246
- * console game's calibration screen, where paper white sits at ~200 nits against SDR's ~100.
247
- * It scales the WHOLE picture: at 1 a white wall is as bright as the UI's white, at 2 it is
248
- * twice that, and highlights still climb above it (the engine keeps `headroom / paperWhite` for
249
- * them, clamped at the peak). `strength` decides how much of the picture reaches for the
250
- * peak; this decides where the picture starts. 1.5–2 is the console norm; a game that wants to
251
- * read as "HDR on" rather than "SDR with a brighter sun" wants this over `strength`. A host may
252
- * pin it (`LECODES_HDR_PAPER_WHITE`). */
253
- get paperWhite(): number {
254
- return gl()?.getHdrPaperWhite?.() ?? hdrPaperWhiteLocal
255
- },
256
- set paperWhite(v: number) {
257
- const p = Number.isFinite(v) ? Math.min(8, Math.max(1, v)) : 1
258
- hdrPaperWhiteLocal = p
259
- gl()?.setHdrPaperWhite?.(p)
260
- },
261
232
  },
262
233
  /** Current connectivity — best-effort navigator.onLine semantics: `false` only when the platform
263
234
  * is sure there's no network. `true` on hosts that don't track it. Change events: `"online"` /