lecodes-sdk 2.2.5 → 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.
- package/dist/types/ui/UINode.d.ts +8 -0
- package/dist/types/version.d.ts +1 -1
- package/dist/types.json +1 -1
- package/package.json +1 -1
- package/prompts/core.md +1 -1
- package/prompts/ui-design.md +6 -6
- package/src/animate/tween/Timeline.ts +175 -175
- package/src/compile/assetMacro.ts +81 -13
- package/src/compile/resourceSlots.ts +45 -0
- package/src/gl/CameraPlace.ts +52 -52
- package/src/gl/Light.ts +257 -257
- package/src/gl/Mesh.ts +120 -120
- package/src/gl/animation/DynamicBone.ts +482 -482
- package/src/gl/scenarios.ts +291 -291
- package/src/ui/UINode.ts +9 -1
- package/src/version.ts +1 -1
- package/prompts/dist/2d-game.md +0 -1567
- package/prompts/dist/3d-app.md +0 -1712
- package/prompts/dist/ar-app.md +0 -1585
- package/prompts/dist/concept.md +0 -49
- package/prompts/dist/design.md +0 -521
- package/prompts/dist/ui-app.md +0 -1175
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 }
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const duration = clips.find((c) => c.name === clip)?.duration
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ui.info(playing ? "previewing…" : duration !== undefined ? `${duration.toFixed(2)}s` : "")
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}
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}
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}
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// No-code scenario aspects: ready-made behaviors a scene builder attaches in the editor without
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2
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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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3
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+
// animation. They are ordinary aspects (work from hand-written code too); in the scene editor the
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4
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+
// movement ones double as `static editor` generators that draw their paths as editor gizmos
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5
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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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8
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// Conventions shared by the family:
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9
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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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+
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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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+
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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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+
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type LoopMode = "once" | "loop" | "pingpong"
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+
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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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35
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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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39
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+
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40
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+
const ease = (k: number, easing: "smooth" | "linear"): number =>
|
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41
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+
easing === "smooth" ? k * k * (3 - 2 * k) : k
|
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42
|
+
|
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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/ui/UINode.ts
CHANGED
|
@@ -195,7 +195,15 @@ export type TextStyle = {
|
|
|
195
195
|
/** Cap the text at N lines; the box is measured to the clamped height. 0 / omitted = unbounded. */
|
|
196
196
|
lineClamp?: number,
|
|
197
197
|
/** How a clamped line ends. Only meaningful together with `lineClamp`. Default "ellipsis". */
|
|
198
|
-
textOverflow?: "ellipsis" | "clip"
|
|
198
|
+
textOverflow?: "ellipsis" | "clip",
|
|
199
|
+
/**
|
|
200
|
+
* How a paragraph breaks into lines (CSS `text-wrap`; a `\n` stays a hard break in every mode).
|
|
201
|
+
* "wrap" (default) = greedy; "nowrap" = never at a space — the box is measured to the whole line and
|
|
202
|
+
* a line wider than the box it gets is ended per `textOverflow`; "balance" = the lines are made even
|
|
203
|
+
* (the narrowest width that keeps the line count, paragraphs of 2–10 lines); "pretty" = no single
|
|
204
|
+
* word alone on the last line. Inherited.
|
|
205
|
+
*/
|
|
206
|
+
textWrap?: "wrap" | "nowrap" | "balance" | "pretty"
|
|
199
207
|
}
|
|
200
208
|
|
|
201
209
|
/** Reactive style input: every primitive-valued prop also accepts a `() => value` binding that
|
package/src/version.ts
CHANGED
|
@@ -4,7 +4,7 @@
|
|
|
4
4
|
// same manifest). Its MAJOR is the bundle ↔ runtime contract: a bundle's `// sdk:` header line
|
|
5
5
|
// and a host's embedded version must agree on the major for the host to run the bundle; minor
|
|
6
6
|
// and patch never gate anything (features are detected, never versioned).
|
|
7
|
-
export const SDK_VERSION = "2.2.
|
|
7
|
+
export const SDK_VERSION = "2.2.6"
|
|
8
8
|
|
|
9
9
|
/** The major of a semver string, or null when it is not one. */
|
|
10
10
|
export const sdkMajor = (version: string | null | undefined): number | null => {
|