lecodes-sdk 2.2.4 → 2.2.6

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.
Files changed (48) hide show
  1. package/dist/global.d.ts +2 -1
  2. package/dist/types/g2/Scene2D.d.ts +5 -4
  3. package/dist/types/gl/Scene.d.ts +5 -4
  4. package/dist/types/inject.d.ts +1 -1
  5. package/dist/types/ui/NativeView.d.ts +3 -3
  6. package/dist/types/ui/UI.d.ts +1 -1
  7. package/dist/types/ui/UILayer.d.ts +25 -18
  8. package/dist/types/ui/UINode.d.ts +13 -1
  9. package/dist/types/ui/UIScreen.d.ts +11 -1
  10. package/dist/types/ui/UIVideo.d.ts +3 -3
  11. package/dist/types/ui/UIWidget.d.ts +24 -15
  12. package/dist/types/ui/presentable.d.ts +7 -7
  13. package/dist/types/version.d.ts +1 -1
  14. package/dist/types.json +1 -1
  15. package/package.json +1 -1
  16. package/prompts/3d-scene-files.md +2 -2
  17. package/prompts/3d-scene.md +1 -1
  18. package/prompts/core.md +1 -1
  19. package/prompts/ui-design.md +6 -6
  20. package/src/animate/tween/Timeline.ts +175 -175
  21. package/src/chisel.ts +1 -1
  22. package/src/compile/assetMacro.ts +81 -13
  23. package/src/compile/resourceSlots.ts +45 -0
  24. package/src/g2/Scene2D.ts +9 -7
  25. package/src/gl/CameraPlace.ts +52 -52
  26. package/src/gl/Light.ts +257 -257
  27. package/src/gl/Mesh.ts +120 -120
  28. package/src/gl/Scene.ts +9 -7
  29. package/src/gl/animation/DynamicBone.ts +482 -482
  30. package/src/gl/scenarios.ts +291 -291
  31. package/src/inject.ts +1 -1
  32. package/src/ui/NativeView.ts +11 -9
  33. package/src/ui/UI.ts +1 -1
  34. package/src/ui/UILayer.ts +90 -42
  35. package/src/ui/UINode.ts +39 -12
  36. package/src/ui/UIPopover.ts +3 -3
  37. package/src/ui/UIScreen.ts +50 -2
  38. package/src/ui/UIVideo.ts +11 -9
  39. package/src/ui/UIWidget.ts +41 -18
  40. package/src/ui/presentable.ts +8 -8
  41. package/src/version.ts +1 -1
  42. package/tests/helpers/fakeTree.ts +6 -1
  43. package/prompts/dist/2d-game.md +0 -1567
  44. package/prompts/dist/3d-app.md +0 -1709
  45. package/prompts/dist/ar-app.md +0 -1585
  46. package/prompts/dist/concept.md +0 -49
  47. package/prompts/dist/design.md +0 -521
  48. package/prompts/dist/ui-app.md +0 -1175
@@ -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
+ }
package/src/inject.ts CHANGED
@@ -104,7 +104,7 @@ export {
104
104
  UITabs, type UITabDef,
105
105
  defineTabs, type TabDef, type TabsHandle,
106
106
  UIWidget, type UIWidgetStyle,
107
- UIOverlay, type UIWidgetContent,
107
+ type WidgetSet, type UIWidgetContent, type UIWidgetChild,
108
108
  UIModal, type UIModalStyle,
109
109
  UIBottomSheet, type UIBottomSheetStyle,
110
110
  UIPopover, type UIPopoverStyle,
@@ -10,7 +10,7 @@
10
10
  // wrapper convention.
11
11
 
12
12
  import { _channelCall, _channelEmit, _channelOff, _channelOn, type ChannelListeners } from "../runtime/channel"
13
- import { _setSurfaceContent, type LayerElement, type UIWidgetContent } from "./UILayer"
13
+ import { _surfaceWidgets, type LayerElement, type WidgetSet } from "./UILayer"
14
14
  import { _bumpNavEpoch, _setCurrent, Presentable, type DestTuple, type DismissOptions, type PresentOptions } from "./presentable"
15
15
  import { _transitionId, TRANSITION_NONE } from "./transitions"
16
16
  import { Element, type BaseStyle, type DrawableStyle, type ElementStyle, type UIElementBase } from "./UINode"
@@ -46,8 +46,8 @@ export interface NativeView extends UIElementBase<UINativeViewStyle, DrawableSty
46
46
  /** Subscribe to an event the native view emits (`map.on("markerTap", cb)`). */
47
47
  on(event: string, callback: (data?: any) => void): this
48
48
  off(event: string, callback: (data?: any) => void): this
49
- /** The UI over the view when presented: widgets over it (`Presentable.setContent`). */
50
- setContent(content: UIWidgetContent): this
49
+ /** The widgets over the view when it is presented (`Presentable.widgets`): `map.widgets(header, card)`. */
50
+ readonly widgets: WidgetSet<this>
51
51
  /** @internal The destination tuple (Presentable). */
52
52
  _dest(): DestTuple
53
53
  }
@@ -88,13 +88,15 @@ export class NativeViewElement extends Element<"native"> implements Presentable
88
88
 
89
89
  /** @internal */
90
90
  _dest(): DestTuple { return [TREE_DEST_NATIVE, this._viewId, this.viewName, this._paramsJson] }
91
- /** @internal The view's content layer (ui/UILayer.ts), made by the first setContent. */
91
+ /** @internal The view's widget layer (ui/UILayer.ts), made on the first use of `widgets`. */
92
92
  _contentLayer?: LayerElement
93
- /** The UI over the view when it is presented full screen — widgets (a header, a card, a sheet
94
- * over a map), laid out over it; touches outside a widget's box reach the view. */
95
- setContent(content: UIWidgetContent): this {
96
- _setSurfaceContent(this, content)
97
- return this
93
+ /** @internal */
94
+ _widgetSet?: WidgetSet<any>
95
+ /** The widgets over the view while it is presented — a HUD, a dialog, a sheet: `map.widgets(hud)`
96
+ * sets them, `widgets.append` / `.remove` manage them, `widgets.list` reads them. Laid out
97
+ * over it; touches outside a widget's box reach the view. */
98
+ get widgets(): WidgetSet<this> {
99
+ return _surfaceWidgets(this)
98
100
  }
99
101
 
100
102
  open(options?: PresentOptions): void {
package/src/ui/UI.ts CHANGED
@@ -10,7 +10,7 @@ export { UIVideo, type UIVideoStyle } from './UIVideo'
10
10
  export { UIInput, UITextArea, type UIInputStyle } from './UIInput'
11
11
 
12
12
  export { UIWidget, type UIWidgetStyle } from './UIWidget'
13
- export { UIOverlay, type UIWidgetContent } from './UILayer'
13
+ export { type WidgetSet, type UIWidgetContent, type UIWidgetChild } from './UILayer'
14
14
  export { UIModal, type UIModalStyle } from './UIModal'
15
15
  export { UIBottomSheet, type UIBottomSheetStyle } from './UIBottomSheet'
16
16
  export { UIPopover, type UIPopoverStyle, type UIPopoverAnchor } from './UIPopover'