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.
- package/dist/types/gl/Scene.d.ts +0 -11
- package/dist/types/gl/postProcessing.d.ts +31 -2
- package/dist/types/runtime/device.d.ts +7 -19
- package/dist/types/version.d.ts +1 -1
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/src/animate/tween/Timeline.ts +175 -175
- package/src/bridges/gl.d.ts +5 -13
- package/src/gl/CameraPlace.ts +52 -52
- package/src/gl/Light.ts +257 -257
- package/src/gl/Mesh.ts +120 -120
- package/src/gl/Scene.ts +0 -13
- package/src/gl/animation/DynamicBone.ts +486 -486
- package/src/gl/postProcessing.ts +52 -9
- package/src/gl/scenarios.ts +291 -291
- package/src/runtime/device.ts +8 -37
- package/src/version.ts +1 -1
package/src/gl/scenarios.ts
CHANGED
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@@ -1,291 +1,291 @@
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// No-code scenario aspects: ready-made behaviors a scene builder attaches in the editor without
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// writing any code — move to a target, travel a waypoint path, spin, face something, start a GLB
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// animation. They are ordinary aspects (work from hand-written code too); in the scene editor the
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// movement ones double as `static editor` generators that draw their paths as editor gizmos
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// (`Gizmos.*` in rebuild() — overlay lines, never scene content; play mode never calls rebuild(),
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// so they cost nothing at runtime).
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//
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// Conventions shared by the family:
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// • targets/waypoints are scene nodes — place an Empty, then pick it in the inspector (`ref()`);
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// • times are seconds, angles degrees; all motion runs in `update(dt)` (play mode only);
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// • orientation is quaternion-composed — never euler-incremented (see math/quat.ts).
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import type { InspectorUI } from "../core/InspectorUI"
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import { Vec3 } from "../math/vec"
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import { Quat } from "../math/quat"
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import { Node } from "./Node"
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import { Model } from "./Model"
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import type { Playback } from "./animation/Playback"
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import { Gizmos } from "../scene/gizmos"
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const MOVE_LINE = "#5b8ef0"
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const LOOK_LINE = "#d9a13f"
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const DEG2RAD = Math.PI / 180
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type LoopMode = "once" | "loop" | "pingpong"
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/** Normalized phase for elapsed time `t` over one trip of `duration`: once clamps at 1, loop
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* wraps, pingpong triangles 0→1→0. */
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const phase = (t: number, duration: number, mode: LoopMode): number => {
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if (duration <= 0) return 1
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const u = t / duration
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if (mode === "once") return Math.min(u, 1)
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if (mode === "loop") return u - Math.floor(u)
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const v = u % 2
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return v <= 1 ? v : 2 - v
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}
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const ease = (k: number, easing: "smooth" | "linear"): number =>
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easing === "smooth" ? k * k * (3 - 2 * k) : k
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/** A world point in `node`'s PARENT space — what `node.position` is expressed in. */
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const toParentLocal = (node: Node, world: Vec3): Vec3 => {
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const parent = node.parent
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return parent ? parent.worldMatrix.invert().transformPoint(world) : world
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}
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/** A path node's waypoints: its children in scene-FILE order (`_sceneChildOrder`, stamped by
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* defineScene — the engine's live child order is insertion-based and may differ), editor helper
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* nodes (`__`-prefixed) excluded. Runtime-added children append in engine order. */
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const pathWaypoints = (path: Node): Node[] => {
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const children = path.children.filter((c) => !(c.name ?? "").startsWith("__"))
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const order = (path as { _sceneChildOrder?: string[] })._sceneChildOrder
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if (!order) return children
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const byName = new Map(children.map((c) => [ c.name, c ]))
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const sorted: Node[] = []
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for (const n of order) { const c = byName.get(n); if (c) sorted.push(c) }
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const seen = new Set(sorted)
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for (const c of children) if (!seen.has(c)) sorted.push(c)
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return sorted
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}
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// ---- the aspects ---------------------------------------------------------------------------------
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/** Travel from the node's starting position to a target node in `duration` seconds. */
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export class MoveTo extends Aspect<"moveTo"> {
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/** Where to travel — place an Empty node and pick it. */
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target: Node | null = null
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/** Seconds for the full trip. */
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duration = 2
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/** Seconds to wait before starting. */
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delay = 0
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/** once = stop at the target · loop = restart from the start point · pingpong = back and forth. */
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mode: LoopMode = "once"
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/** Motion curve. */
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easing: "smooth" | "linear" = "smooth"
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static readonly aspect = "moveTo"
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static editor = { rebuild: true }
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static fields: FieldMeta<MoveTo> = {
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target: { editor: "node" },
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duration: { min: 0.05, max: 120, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "once", "loop", "pingpong" ] },
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easing: { options: [ "smooth", "linear" ] },
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}
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private _t = 0
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private _start: Vec3 | null = null
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update(dt: number): void {
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if (!this.target) return
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this._start ??= this.node.position
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this._t += dt
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const k = ease(phase(Math.max(0, this._t - this.delay), this.duration, this.mode), this.easing)
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const end = toParentLocal(this.node, this.target.worldPosition)
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this.node.position = new Vec3(this._start).add(end.sub(this._start).scale(k))
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}
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/** Editor-only path line (edit mode; play mode never calls this). */
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rebuild(): void {
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if (!this.target) return
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// the target is an empty — its own anchored marker shows the endpoint
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Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: MOVE_LINE })
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}
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}
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/** Travel through the children of a path node (add an Empty per waypoint) in `duration` seconds.
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* `loop` runs the circuit closed (last → first); `pingpong` goes back and forth along the open
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* path; `once` stops at the last waypoint. */
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export class FollowPath extends Aspect<"followPath"> {
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/** A node whose CHILDREN are the waypoints, in file order. */
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path: Node | null = null
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/** Seconds for one full pass of the path. */
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duration = 6
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/** Seconds to wait before starting. */
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delay = 0
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mode: LoopMode = "loop"
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/** Turn to face the direction of travel. */
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orient = true
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/** Which local axis leads when orienting. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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static readonly aspect = "followPath"
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static editor = { rebuild: true }
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static fields: FieldMeta<FollowPath> = {
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path: { editor: "node" },
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duration: { min: 0.05, max: 300, step: 0.05 },
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delay: { min: 0, max: 120, step: 0.05 },
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mode: { options: [ "loop", "once", "pingpong" ] },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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}
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private _t = 0
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private _points(): Vec3[] {
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if (!this.path) return []
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const points = pathWaypoints(this.path).map((c) => c.worldPosition)
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if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
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return points
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}
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update(dt: number): void {
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const points = this._points()
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if (points.length < 2) return
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this._t += dt
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const k = phase(Math.max(0, this._t - this.delay), this.duration, this.mode === "loop" ? "loop" : this.mode)
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const lengths: number[] = []
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let total = 0
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for (let i = 0; i < points.length - 1; i++) {
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const l = points[i + 1]!.sub(points[i]!).length()
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lengths.push(l)
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total += l
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}
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if (total <= 0) return
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let dist = k * total
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let i = 0
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while (i < lengths.length - 1 && dist > lengths[i]!) { dist -= lengths[i]!; i++ }
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const a = points[i]!
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const b = points[i + 1]!
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const seg = b.sub(a)
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const u = lengths[i]! > 0 ? Math.min(dist / lengths[i]!, 1) : 0
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const world = a.add(seg.scale(u))
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this.node.position = toParentLocal(this.node, world)
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if (this.orient && seg.lengthSq() > 1e-12) this.node.lookAt(world.add(seg), this.forward)
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}
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/** Editor-only waypoint polyline (edit mode; play mode never calls this). */
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rebuild(): void {
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const points = this._points() // loop mode already appends the first point again
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Gizmos.polyline(points, { color: MOVE_LINE }) // waypoints are empties: they carry their own markers
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}
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}
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/** Continuous rotation about one of the node's local axes, degrees per second. */
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export class Spin extends Aspect<"spin"> {
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/** Degrees per second. */
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speed = 45
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/** Local axis to spin around. */
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axis: "x" | "y" | "z" = "y"
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static readonly aspect = "spin"
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static fields: FieldMeta<Spin> = {
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speed: { min: -720, max: 720, step: 5 },
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axis: { options: [ "x", "y", "z" ] },
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}
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update(dt: number): void {
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const axis: [number, number, number] = this.axis === "x" ? [ 1, 0, 0 ] : this.axis === "y" ? [ 0, 1, 0 ] : [ 0, 0, 1 ]
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// compose in quaternion space about the LOCAL axis (q ⊗ dq) — never euler-increment
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this.node.quaternion = this.node.quaternion.mul(Quat.fromAxisAngle(axis, this.speed * dt * DEG2RAD))
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}
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}
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/** Keep the node facing a target node (a turret tracking, a signpost, a camera aimed at a hero).
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* Accessor `node.facing` — NOT `lookAt`, which would shadow the `Node.lookAt()` method. */
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export class LookAt extends Aspect<"facing"> {
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/** The node to face. */
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target: Node | null = null
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/** Which local axis points at the target. */
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forward: "-z" | "z" | "x" | "-x" = "-z"
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/** 0 = snap instantly; otherwise seconds of turn lag (bigger = slower, smoother). */
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smoothing = 0
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static readonly aspect = "facing"
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static editor = { rebuild: true }
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static fields: FieldMeta<LookAt> = {
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target: { editor: "node" },
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forward: { options: [ "-z", "z", "x", "-x" ] },
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smoothing: { min: 0, max: 5, step: 0.05 },
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}
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update(dt: number): void {
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if (!this.target) return
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const point = this.target.worldPosition
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if (this.smoothing <= 0) { this.node.lookAt(point, this.forward); return }
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const q0 = this.node.quaternion
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this.node.lookAt(point, this.forward)
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const q1 = this.node.quaternion
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this.node.quaternion = q0.slerp(q1, 1 - Math.exp(-dt / this.smoothing))
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}
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/** Editor-only sight line (edit mode; play mode never calls this). */
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rebuild(): void {
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if (!this.target) return
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Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: LOOK_LINE })
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}
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}
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/** Start a GLB animation clip when the scene runs. Attach to a `model:` node; the inspector card
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* lists the model's clips live and can preview them while editing. */
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export class PlayAnimation extends Aspect<"playAnimation", Model> {
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/** Clip name; empty = the model's first clip. */
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clip = ""
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loop = true
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/** Playback rate (1 = authored speed). */
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speed = 1
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static readonly aspect = "playAnimation"
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static fields: FieldMeta<PlayAnimation> = {
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speed: { min: 0.05, max: 5, step: 0.05 },
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}
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private _preview?: Playback
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onAttach(): void {
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const anim = (this.node as Model | undefined)?.anim
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if (!anim) return
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if (this.loop) anim.playLoop(this.clip === "" ? 0 : this.clip, { speed: this.speed })
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else anim.play(this.clip === "" ? 0 : this.clip, { speed: this.speed })
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}
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static inspector(ui: InspectorUI, a: PlayAnimation): void {
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const anim = (a.node as Model | undefined)?.anim
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const clips = anim ? anim.clips : []
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if (clips.length === 0) {
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ui.warn("No animation clips — attach this to a GLB model node")
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return
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}
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ui.select("clip", clips.map((c) => c.name))
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ui.auto("loop", "speed")
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if (anim) {
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const clip = a.clip === "" ? clips[0]?.name : a.clip
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const playing = a._preview?.playing === true
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if (ui.button(playing ? "Restart preview" : "Preview")) {
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if (a.loop) { anim.playLoop(clip, { speed: a.speed }); a._preview = undefined }
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else a._preview = anim.play(clip, { speed: a.speed, restart: true })
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}
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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"
|
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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
|
+
|
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27
|
+
type LoopMode = "once" | "loop" | "pingpong"
|
|
28
|
+
|
|
29
|
+
/** Normalized phase for elapsed time `t` over one trip of `duration`: once clamps at 1, loop
|
|
30
|
+
* wraps, pingpong triangles 0→1→0. */
|
|
31
|
+
const phase = (t: number, duration: number, mode: LoopMode): number => {
|
|
32
|
+
if (duration <= 0) return 1
|
|
33
|
+
const u = t / duration
|
|
34
|
+
if (mode === "once") return Math.min(u, 1)
|
|
35
|
+
if (mode === "loop") return u - Math.floor(u)
|
|
36
|
+
const v = u % 2
|
|
37
|
+
return v <= 1 ? v : 2 - v
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
const ease = (k: number, easing: "smooth" | "linear"): number =>
|
|
41
|
+
easing === "smooth" ? k * k * (3 - 2 * k) : k
|
|
42
|
+
|
|
43
|
+
/** A world point in `node`'s PARENT space — what `node.position` is expressed in. */
|
|
44
|
+
const toParentLocal = (node: Node, world: Vec3): Vec3 => {
|
|
45
|
+
const parent = node.parent
|
|
46
|
+
return parent ? parent.worldMatrix.invert().transformPoint(world) : world
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
/** A path node's waypoints: its children in scene-FILE order (`_sceneChildOrder`, stamped by
|
|
50
|
+
* defineScene — the engine's live child order is insertion-based and may differ), editor helper
|
|
51
|
+
* nodes (`__`-prefixed) excluded. Runtime-added children append in engine order. */
|
|
52
|
+
const pathWaypoints = (path: Node): Node[] => {
|
|
53
|
+
const children = path.children.filter((c) => !(c.name ?? "").startsWith("__"))
|
|
54
|
+
const order = (path as { _sceneChildOrder?: string[] })._sceneChildOrder
|
|
55
|
+
if (!order) return children
|
|
56
|
+
const byName = new Map(children.map((c) => [ c.name, c ]))
|
|
57
|
+
const sorted: Node[] = []
|
|
58
|
+
for (const n of order) { const c = byName.get(n); if (c) sorted.push(c) }
|
|
59
|
+
const seen = new Set(sorted)
|
|
60
|
+
for (const c of children) if (!seen.has(c)) sorted.push(c)
|
|
61
|
+
return sorted
|
|
62
|
+
}
|
|
63
|
+
|
|
64
|
+
// ---- the aspects ---------------------------------------------------------------------------------
|
|
65
|
+
|
|
66
|
+
/** Travel from the node's starting position to a target node in `duration` seconds. */
|
|
67
|
+
export class MoveTo extends Aspect<"moveTo"> {
|
|
68
|
+
/** Where to travel — place an Empty node and pick it. */
|
|
69
|
+
target: Node | null = null
|
|
70
|
+
|
|
71
|
+
/** Seconds for the full trip. */
|
|
72
|
+
duration = 2
|
|
73
|
+
|
|
74
|
+
/** Seconds to wait before starting. */
|
|
75
|
+
delay = 0
|
|
76
|
+
|
|
77
|
+
/** once = stop at the target · loop = restart from the start point · pingpong = back and forth. */
|
|
78
|
+
mode: LoopMode = "once"
|
|
79
|
+
|
|
80
|
+
/** Motion curve. */
|
|
81
|
+
easing: "smooth" | "linear" = "smooth"
|
|
82
|
+
|
|
83
|
+
static readonly aspect = "moveTo"
|
|
84
|
+
static editor = { rebuild: true }
|
|
85
|
+
static fields: FieldMeta<MoveTo> = {
|
|
86
|
+
target: { editor: "node" },
|
|
87
|
+
duration: { min: 0.05, max: 120, step: 0.05 },
|
|
88
|
+
delay: { min: 0, max: 120, step: 0.05 },
|
|
89
|
+
mode: { options: [ "once", "loop", "pingpong" ] },
|
|
90
|
+
easing: { options: [ "smooth", "linear" ] },
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
private _t = 0
|
|
94
|
+
private _start: Vec3 | null = null
|
|
95
|
+
|
|
96
|
+
update(dt: number): void {
|
|
97
|
+
if (!this.target) return
|
|
98
|
+
this._start ??= this.node.position
|
|
99
|
+
this._t += dt
|
|
100
|
+
const k = ease(phase(Math.max(0, this._t - this.delay), this.duration, this.mode), this.easing)
|
|
101
|
+
const end = toParentLocal(this.node, this.target.worldPosition)
|
|
102
|
+
this.node.position = new Vec3(this._start).add(end.sub(this._start).scale(k))
|
|
103
|
+
}
|
|
104
|
+
|
|
105
|
+
/** Editor-only path line (edit mode; play mode never calls this). */
|
|
106
|
+
rebuild(): void {
|
|
107
|
+
if (!this.target) return
|
|
108
|
+
// the target is an empty — its own anchored marker shows the endpoint
|
|
109
|
+
Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: MOVE_LINE })
|
|
110
|
+
}
|
|
111
|
+
}
|
|
112
|
+
|
|
113
|
+
/** Travel through the children of a path node (add an Empty per waypoint) in `duration` seconds.
|
|
114
|
+
* `loop` runs the circuit closed (last → first); `pingpong` goes back and forth along the open
|
|
115
|
+
* path; `once` stops at the last waypoint. */
|
|
116
|
+
export class FollowPath extends Aspect<"followPath"> {
|
|
117
|
+
/** A node whose CHILDREN are the waypoints, in file order. */
|
|
118
|
+
path: Node | null = null
|
|
119
|
+
|
|
120
|
+
/** Seconds for one full pass of the path. */
|
|
121
|
+
duration = 6
|
|
122
|
+
|
|
123
|
+
/** Seconds to wait before starting. */
|
|
124
|
+
delay = 0
|
|
125
|
+
|
|
126
|
+
mode: LoopMode = "loop"
|
|
127
|
+
|
|
128
|
+
/** Turn to face the direction of travel. */
|
|
129
|
+
orient = true
|
|
130
|
+
|
|
131
|
+
/** Which local axis leads when orienting. */
|
|
132
|
+
forward: "-z" | "z" | "x" | "-x" = "-z"
|
|
133
|
+
|
|
134
|
+
static readonly aspect = "followPath"
|
|
135
|
+
static editor = { rebuild: true }
|
|
136
|
+
static fields: FieldMeta<FollowPath> = {
|
|
137
|
+
path: { editor: "node" },
|
|
138
|
+
duration: { min: 0.05, max: 300, step: 0.05 },
|
|
139
|
+
delay: { min: 0, max: 120, step: 0.05 },
|
|
140
|
+
mode: { options: [ "loop", "once", "pingpong" ] },
|
|
141
|
+
forward: { options: [ "-z", "z", "x", "-x" ] },
|
|
142
|
+
}
|
|
143
|
+
|
|
144
|
+
private _t = 0
|
|
145
|
+
|
|
146
|
+
private _points(): Vec3[] {
|
|
147
|
+
if (!this.path) return []
|
|
148
|
+
const points = pathWaypoints(this.path).map((c) => c.worldPosition)
|
|
149
|
+
if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
|
|
150
|
+
return points
|
|
151
|
+
}
|
|
152
|
+
|
|
153
|
+
update(dt: number): void {
|
|
154
|
+
const points = this._points()
|
|
155
|
+
if (points.length < 2) return
|
|
156
|
+
this._t += dt
|
|
157
|
+
const k = phase(Math.max(0, this._t - this.delay), this.duration, this.mode === "loop" ? "loop" : this.mode)
|
|
158
|
+
|
|
159
|
+
const lengths: number[] = []
|
|
160
|
+
let total = 0
|
|
161
|
+
for (let i = 0; i < points.length - 1; i++) {
|
|
162
|
+
const l = points[i + 1]!.sub(points[i]!).length()
|
|
163
|
+
lengths.push(l)
|
|
164
|
+
total += l
|
|
165
|
+
}
|
|
166
|
+
if (total <= 0) return
|
|
167
|
+
|
|
168
|
+
let dist = k * total
|
|
169
|
+
let i = 0
|
|
170
|
+
while (i < lengths.length - 1 && dist > lengths[i]!) { dist -= lengths[i]!; i++ }
|
|
171
|
+
const a = points[i]!
|
|
172
|
+
const b = points[i + 1]!
|
|
173
|
+
const seg = b.sub(a)
|
|
174
|
+
const u = lengths[i]! > 0 ? Math.min(dist / lengths[i]!, 1) : 0
|
|
175
|
+
const world = a.add(seg.scale(u))
|
|
176
|
+
this.node.position = toParentLocal(this.node, world)
|
|
177
|
+
if (this.orient && seg.lengthSq() > 1e-12) this.node.lookAt(world.add(seg), this.forward)
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
/** Editor-only waypoint polyline (edit mode; play mode never calls this). */
|
|
181
|
+
rebuild(): void {
|
|
182
|
+
const points = this._points() // loop mode already appends the first point again
|
|
183
|
+
Gizmos.polyline(points, { color: MOVE_LINE }) // waypoints are empties: they carry their own markers
|
|
184
|
+
}
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
/** Continuous rotation about one of the node's local axes, degrees per second. */
|
|
188
|
+
export class Spin extends Aspect<"spin"> {
|
|
189
|
+
/** Degrees per second. */
|
|
190
|
+
speed = 45
|
|
191
|
+
|
|
192
|
+
/** Local axis to spin around. */
|
|
193
|
+
axis: "x" | "y" | "z" = "y"
|
|
194
|
+
|
|
195
|
+
static readonly aspect = "spin"
|
|
196
|
+
static fields: FieldMeta<Spin> = {
|
|
197
|
+
speed: { min: -720, max: 720, step: 5 },
|
|
198
|
+
axis: { options: [ "x", "y", "z" ] },
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
update(dt: number): void {
|
|
202
|
+
const axis: [number, number, number] = this.axis === "x" ? [ 1, 0, 0 ] : this.axis === "y" ? [ 0, 1, 0 ] : [ 0, 0, 1 ]
|
|
203
|
+
// compose in quaternion space about the LOCAL axis (q ⊗ dq) — never euler-increment
|
|
204
|
+
this.node.quaternion = this.node.quaternion.mul(Quat.fromAxisAngle(axis, this.speed * dt * DEG2RAD))
|
|
205
|
+
}
|
|
206
|
+
}
|
|
207
|
+
|
|
208
|
+
/** Keep the node facing a target node (a turret tracking, a signpost, a camera aimed at a hero).
|
|
209
|
+
* Accessor `node.facing` — NOT `lookAt`, which would shadow the `Node.lookAt()` method. */
|
|
210
|
+
export class LookAt extends Aspect<"facing"> {
|
|
211
|
+
/** The node to face. */
|
|
212
|
+
target: Node | null = null
|
|
213
|
+
|
|
214
|
+
/** Which local axis points at the target. */
|
|
215
|
+
forward: "-z" | "z" | "x" | "-x" = "-z"
|
|
216
|
+
|
|
217
|
+
/** 0 = snap instantly; otherwise seconds of turn lag (bigger = slower, smoother). */
|
|
218
|
+
smoothing = 0
|
|
219
|
+
|
|
220
|
+
static readonly aspect = "facing"
|
|
221
|
+
static editor = { rebuild: true }
|
|
222
|
+
static fields: FieldMeta<LookAt> = {
|
|
223
|
+
target: { editor: "node" },
|
|
224
|
+
forward: { options: [ "-z", "z", "x", "-x" ] },
|
|
225
|
+
smoothing: { min: 0, max: 5, step: 0.05 },
|
|
226
|
+
}
|
|
227
|
+
|
|
228
|
+
update(dt: number): void {
|
|
229
|
+
if (!this.target) return
|
|
230
|
+
const point = this.target.worldPosition
|
|
231
|
+
if (this.smoothing <= 0) { this.node.lookAt(point, this.forward); return }
|
|
232
|
+
const q0 = this.node.quaternion
|
|
233
|
+
this.node.lookAt(point, this.forward)
|
|
234
|
+
const q1 = this.node.quaternion
|
|
235
|
+
this.node.quaternion = q0.slerp(q1, 1 - Math.exp(-dt / this.smoothing))
|
|
236
|
+
}
|
|
237
|
+
|
|
238
|
+
/** Editor-only sight line (edit mode; play mode never calls this). */
|
|
239
|
+
rebuild(): void {
|
|
240
|
+
if (!this.target) return
|
|
241
|
+
Gizmos.line(this.node.worldPosition, this.target.worldPosition, { color: LOOK_LINE })
|
|
242
|
+
}
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
/** Start a GLB animation clip when the scene runs. Attach to a `model:` node; the inspector card
|
|
246
|
+
* lists the model's clips live and can preview them while editing. */
|
|
247
|
+
export class PlayAnimation extends Aspect<"playAnimation", Model> {
|
|
248
|
+
/** Clip name; empty = the model's first clip. */
|
|
249
|
+
clip = ""
|
|
250
|
+
|
|
251
|
+
loop = true
|
|
252
|
+
|
|
253
|
+
/** Playback rate (1 = authored speed). */
|
|
254
|
+
speed = 1
|
|
255
|
+
|
|
256
|
+
static readonly aspect = "playAnimation"
|
|
257
|
+
static fields: FieldMeta<PlayAnimation> = {
|
|
258
|
+
speed: { min: 0.05, max: 5, step: 0.05 },
|
|
259
|
+
}
|
|
260
|
+
|
|
261
|
+
private _preview?: Playback
|
|
262
|
+
|
|
263
|
+
onAttach(): void {
|
|
264
|
+
const anim = (this.node as Model | undefined)?.anim
|
|
265
|
+
if (!anim) return
|
|
266
|
+
if (this.loop) anim.playLoop(this.clip === "" ? 0 : this.clip, { speed: this.speed })
|
|
267
|
+
else anim.play(this.clip === "" ? 0 : this.clip, { speed: this.speed })
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
static inspector(ui: InspectorUI, a: PlayAnimation): void {
|
|
271
|
+
const anim = (a.node as Model | undefined)?.anim
|
|
272
|
+
const clips = anim ? anim.clips : []
|
|
273
|
+
if (clips.length === 0) {
|
|
274
|
+
ui.warn("No animation clips — attach this to a GLB model node")
|
|
275
|
+
return
|
|
276
|
+
}
|
|
277
|
+
ui.select("clip", clips.map((c) => c.name))
|
|
278
|
+
ui.auto("loop", "speed")
|
|
279
|
+
if (anim) {
|
|
280
|
+
const clip = a.clip === "" ? clips[0]?.name : a.clip
|
|
281
|
+
const playing = a._preview?.playing === true
|
|
282
|
+
if (ui.button(playing ? "Restart preview" : "Preview")) {
|
|
283
|
+
if (a.loop) { anim.playLoop(clip, { speed: a.speed }); a._preview = undefined }
|
|
284
|
+
else a._preview = anim.play(clip, { speed: a.speed, restart: true })
|
|
285
|
+
}
|
|
286
|
+
if (playing && ui.button("Stop")) { anim.stop(); a._preview = undefined }
|
|
287
|
+
const duration = clips.find((c) => c.name === clip)?.duration
|
|
288
|
+
ui.info(playing ? "previewing…" : duration !== undefined ? `${duration.toFixed(2)}s` : "")
|
|
289
|
+
}
|
|
290
|
+
}
|
|
291
|
+
}
|
package/src/runtime/device.ts
CHANGED
|
@@ -30,11 +30,8 @@ const onResize = (width: number, height: number): void => {
|
|
|
30
30
|
|
|
31
31
|
// --- device.hdr state ---
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// The 3D bridge is a free global that a 2D-only bundle never defines — reach it defensively. Hosts
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// without the methods are SDR by definition
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// back what the app asked for.
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// without the methods are SDR by definition.
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const gl = (): typeof _creator | undefined => (typeof _creator !== "undefined" ? _creator : undefined)
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let hdrStrengthLocal = 0.35
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let hdrPaperWhiteLocal = 1
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// `hdrchange` is a poll: the engine quantises the headroom to half-stops, so a change is rare and
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// a 4 Hz timer (only while someone listens) is cheaper than a per-frame bridge call.
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const hdrListeners: HdrChangeCallback[] = []
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@@ -202,11 +199,13 @@ export const device = {
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return new Vec3(g.x, -g.y, g.z)
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},
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},
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/** The display's extended dynamic range — HDR
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*
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*
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*
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* the
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/** The display's extended dynamic range — HDR: the FACTS about the display. On the macOS desktop
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* host, in a visible window on a screen with headroom above SDR white (Apple's XDR panels, an HDR
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* external display), the 3D surface is float and the engine renders past 1.0: 1.0 is the white of
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* the UI and of a diffuse white surface, and the sun, emissives and speculars climb up to
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* `headroom` times that. Everywhere else it is SDR (the other hosts, a hidden window, a render to
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* PNG): `available` false, `headroom` 1. The LOOK on such a display — how much of the picture
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* reaches for the peak, where white lands — is the scene's: `scene.postProcessing.hdr`.
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*
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* Branch content on `available`, not on `headroom` — the live value ramps up from 1 over the
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* first seconds after launch and follows the brightness keys. Particle `emissive` is the thing
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@@ -230,34 +229,6 @@ export const device = {
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const v = gl()?.getDisplayHeadroom?.() ?? 1
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return v > 1 ? v : 1
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},
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/** How much of the picture reaches for the headroom, 0..1 (default 0.35). 0 touches only what
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* SDR clipped — faithful to the SDR grade, but a mostly-mid-tone frame then looks flat next to
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* the one bright spot; 1 lifts nearly everything above black toward the peak. A sunlit exterior
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* takes 1, a dim interior wants less. A host may pin it (`LECODES_HDR_STRENGTH`). */
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get strength(): number {
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return gl()?.getHdrStrength?.() ?? hdrStrengthLocal
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},
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set strength(v: number) {
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const s = Number.isFinite(v) ? Math.min(1, Math.max(0, v)) : 0.35
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hdrStrengthLocal = s
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gl()?.setHdrStrength?.(s)
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},
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/** Where white lands, as a multiple of SDR white, 1..8 (default 1) — the "HDR brightness" of a
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* console game's calibration screen, where paper white sits at ~200 nits against SDR's ~100.
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* It scales the WHOLE picture: at 1 a white wall is as bright as the UI's white, at 2 it is
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* twice that, and highlights still climb above it (the engine keeps `headroom / paperWhite` for
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* them, clamped at the peak). `strength` decides how much of the picture reaches for the
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* peak; this decides where the picture starts. 1.5–2 is the console norm; a game that wants to
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* read as "HDR on" rather than "SDR with a brighter sun" wants this over `strength`. A host may
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* pin it (`LECODES_HDR_PAPER_WHITE`). */
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get paperWhite(): number {
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return gl()?.getHdrPaperWhite?.() ?? hdrPaperWhiteLocal
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},
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set paperWhite(v: number) {
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const p = Number.isFinite(v) ? Math.min(8, Math.max(1, v)) : 1
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hdrPaperWhiteLocal = p
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gl()?.setHdrPaperWhite?.(p)
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},
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},
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/** Current connectivity — best-effort navigator.onLine semantics: `false` only when the platform
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* is sure there's no network. `true` on hosts that don't track it. Change events: `"online"` /
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