lecodes-sdk 2.4.4 → 2.4.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,291 +1,291 @@
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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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-
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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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- 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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-
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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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-
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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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-
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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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-
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- // ---- the aspects ---------------------------------------------------------------------------------
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-
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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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-
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- /** Seconds for the full trip. */
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- duration = 2
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-
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- /** Seconds to wait before starting. */
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- delay = 0
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-
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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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-
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- /** Motion curve. */
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- easing: "smooth" | "linear" = "smooth"
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-
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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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-
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- private _t = 0
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- private _start: Vec3 | null = null
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-
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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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-
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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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-
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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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-
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- /** Seconds for one full pass of the path. */
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- duration = 6
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-
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- /** Seconds to wait before starting. */
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- delay = 0
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-
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- mode: LoopMode = "loop"
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-
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- /** Turn to face the direction of travel. */
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- orient = true
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-
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- /** Which local axis leads when orienting. */
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- forward: "-z" | "z" | "x" | "-x" = "-z"
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-
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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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-
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- private _t = 0
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- /** Local axis to spin around. */
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- axis: "x" | "y" | "z" = "y"
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- loop = true
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-
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- /** Playback rate (1 = authored speed). */
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- speed = 1
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-
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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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-
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- private _preview?: Playback
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-
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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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-
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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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- }
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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+ 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
30
+ * wraps, pingpong triangles 0→1→0. */
31
+ 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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+
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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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+
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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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+
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+ /** 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[] => {
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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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+
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+ // ---- the aspects ---------------------------------------------------------------------------------
65
+
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+ /** Travel from the node's starting position to a target node in `duration` seconds. */
67
+ 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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+
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+ /** Seconds for the full trip. */
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+ duration = 2
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+
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+ /** Seconds to wait before starting. */
75
+ delay = 0
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+
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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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+
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+ /** Motion curve. */
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+ easing: "smooth" | "linear" = "smooth"
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+
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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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+
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+ private _t = 0
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+ private _start: Vec3 | null = null
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+
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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))
103
+ }
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+
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+ /** 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"
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+
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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" ] },
142
+ }
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+
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+ private _t = 0
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+
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+ private _points(): Vec3[] {
147
+ if (!this.path) return []
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+ const points = pathWaypoints(this.path).map((c) => c.worldPosition)
149
+ if (this.mode === "loop" && points.length > 1) points.push(points[0]!.clone())
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+ return points
151
+ }
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+
153
+ update(dt: number): void {
154
+ const points = this._points()
155
+ 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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+
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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
165
+ }
166
+ if (total <= 0) return
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+
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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)
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
+
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+ static readonly aspect = "spin"
196
+ 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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+
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/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 = "2.4.4"
7
+ export const SDK_VERSION = "2.4.5"
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 => {
@@ -1,15 +1,16 @@
1
1
  // The aspect frame source for every test file, installed by the preload (bunfig.toml) BEFORE any
2
- // SDK module runs. core/Aspect.ts wires its phase runners ONCE per process: the first engine layer's
3
- // installer wins (`_installAspectFrames`, called by the first Scene / Scene2D), and the first
4
- // attached updater hands the runners to it — or, with no installer yet, to the `setLoop` of that
5
- // moment. bun test shares one module registry across files, so a file's own
6
- // `_creator.setEarlyUpdate` stub only ever saw them if that file happened to attach first (a
7
- // DynamicBone attached with no Scene, in an earlier file, sent them into its `setLoop = () => 1`).
8
- // A file that drives the phases by hand ticks through `tick` here instead.
2
+ // SDK module runs. core/Aspect.ts wires its sources ONCE per process, at the first attached updater
3
+ // (`_installAspectFrames`: this one, then each engine layer's at its first Scene / Scene2D — or, with
4
+ // none wired, the `setLoop` of that moment). This source has no `presented` and so always drives;
5
+ // the engine layers' sources are never wired here, since the host stubs carry no setEarlyUpdate.
6
+ // bun test shares one module registry across files, so a file's own `_creator.setEarlyUpdate` stub
7
+ // only ever saw the runners if that file happened to attach first (a DynamicBone attached with no
8
+ // Scene, in an earlier file, sent them into its `setLoop = () => 1`). A file that drives the phases
9
+ // by hand ticks through `tick` here instead.
9
10
  //
10
11
  // No fixed hook is installed: the SDK's own 1/60 accumulator steps `updateFixed` inside the early
11
12
  // phase, as on a host without setFixedUpdate. Files that compile a bundle (aspect-update,
12
- // aspect-lifecycle) run their own copy of the SDK and still capture the bridges' hooks themselves.
13
+ // aspect-lifecycle, aspect-sources) run their own copy of the SDK and capture the bridges' hooks themselves.
13
14
  import { _installAspectFrames } from "../../src/core/Aspect"
14
15
 
15
16
  type PhaseFn = (dt: number) => void