littlejsengine 1.22.0 → 1.23.1

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.
@@ -288,9 +288,11 @@ const editor3DSelection = new Set; // the ids of the selected objects
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  // the type a click places
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  /** @type {string|undefined} */
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  let editor3DBrush;
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- // the copied objects
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+ // the copied objects, and the size and box offset each had when it was copied
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  /** @type {Array<Object>|undefined} */
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  let editor3DClipboard;
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+ /** @type {Map<Object, {size: Vector3, offset: Vector3}>} */
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+ let editor3DClipboardBoxes = new Map;
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  // the level's, each entry its object list and its parts, the scene and the blocks, before and after an edit
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  let editor3DUndoList = [], editor3DRedoList = [];
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  // the edit being made, a drag is one: the objects and the parts as they were before it, and painted when blocks
@@ -309,7 +311,7 @@ const editor3DSelected = ()=> editor3DObjects().filter((o)=> editor3DSelection.h
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  // the parts of a level beside its objects that the editor edits: its scene block and its map of blocks; each is
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  // undone, autosaved, reset and saved as the objects are
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- const editor3DLevelPartNames = ['scene', 'voxels', 'terrain'];
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+ const editor3DLevelPartNames = ['scene', 'voxels', 'terrain', 'prefabs'];
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  // the last copy made of each part, as its text and the copy: a part that has not changed since is not copied
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  // again, so undo steps share one copy of a terrain until it is sculpted; a copy is never changed
@@ -413,12 +415,46 @@ const editor3DTurned = (object)=> editor3DRotation(object).lengthSquared() > 0;
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  // the size of an object's box: what the game made for it says, a marker is 1 unit
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  function editor3DSize(object)
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  {
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- const made = editor3DInstances.get(object.id);
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+ const made = editor3DInstances.get(object.id), box = editor3DPrefabBox(made);
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+ if (box) return box.size;
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  if (!(made instanceof EngineObject3D) || !(made.mesh || made.tileInfo)) return vec3(1);
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  const s = made.size3D, k = made.scale3D;
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  return vec3(s.x * abs(k.x), s.y * abs(k.y), s.z * abs(k.z));
420
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  }
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424
 
425
+ // the box around a prefab's instance in the world, the boxes of its parts together, as its middle and its size;
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+ // undefined for anything else, or an instance with nothing to see
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+ function editor3DPrefabBox(made)
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+ {
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+ if (!(made instanceof Prefab3D) || made.destroyed) return;
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+ const low = vec3(Infinity), high = vec3(-Infinity);
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+ for (const part of editor3DParts(made))
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+ {
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+ if (!(part instanceof EngineObject3D) || !(part.mesh || part.tileInfo)) continue;
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+ const bounds = part.mesh && (part.mesh.bounds || part.mesh.getBounds());
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+ const matrix = render3DObjectMatrix(part).copy().multiply(bounds ?
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+ buildMatrix(bounds.min.add(bounds.max).scale(.5), undefined, bounds.max.subtract(bounds.min)) :
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+ buildMatrix(vec3(), undefined, part.size3D));
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+ for (let i = 8; i--;)
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+ {
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+ const p = matrix.transformPoint(vec3(i & 1 ? .5 : -.5, i & 2 ? .5 : -.5, i & 4 ? .5 : -.5));
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+ for (const k of ['x', 'y', 'z'])
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+ low[k] = min(low[k], p[k]), high[k] = max(high[k], p[k]);
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+ }
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+ }
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+ // to the nearest part of the file's numbers, so a box worked out through a matrix reads as it was written
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+ const tidy = (v)=> vec3(editor3DRound(v.x), editor3DRound(v.y), editor3DRound(v.z));
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+ return low.x <= high.x ? {pos: tidy(low.add(high).scale(.5)), size: tidy(high.subtract(low))} : undefined;
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+ }
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+
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+ // from an object's place to the middle of its box: nothing for a plain object, whose place is its middle, and for
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+ // a prefab's instance how far its origin is from the middle of its parts, as it is turned and sized now
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+ function editor3DBoxOffset(object)
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+ {
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+ const box = editor3DPrefabBox(editor3DInstances.get(object.id));
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+ return box ? box.pos.subtract(editor3DPos(object)) : vec3();
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+ }
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+
422
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  // every object gets an id of its own, a whole number: one without, or with one already used, gets a new one
423
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  function editor3DFixIds(objects)
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  {
@@ -454,6 +490,12 @@ function editor3DLevelLoaded(level)
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  editor3DSelection.clear();
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  editor3DStroke = undefined;
456
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  }
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+ if (!editor3DPrefabLevels.has(level) && editor3DPrefabStack.length)
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+ {
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+ // the game loaded a level while a prefab was open: what was open is gone with what it was opened from
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+ editor3DPrefabStack.length = 0;
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+ editor3DPrefabEdits = {};
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+ }
457
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  editor3DLevel = level;
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  editor3DInstances.clear();
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  if (isArray(level.objects))
@@ -486,14 +528,15 @@ function editor3DLevelLoaded(level)
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  const original = editor3DCopy(editor3DObjects()), originalParts = editor3DLevelParts();
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  const hash = editor3DContentHash(original, originalParts);
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  // sceneBase is the scene the game set, taken before the level's own block is applied
489
- const record = {fileName: url ? url.split('/').pop() : 'level3D.json', key: url ?? 'level #' + hash, original,
531
+ const record = {fileName: editorFileName(url, 'level3D.json'), key: url ?? 'level #' + hash, original,
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  originalParts, sceneBase: render3D ? editor3DSceneState() : undefined, hash, pending: undefined,
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  fileHandle: undefined, undo: [], redo: []};
492
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  editor3DRecords.set(level, record);
493
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  editor3DUndoList = record.undo;
494
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  editor3DRedoList = record.redo;
495
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  // an autosave the file already has, from a Save, goes; one of this file, or of the file a Save wrote, comes back
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- const saved = editor3DSaves()[record.key];
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+ // a prefab being edited has no autosave, and one of a level with the same objects is not its
539
+ const saved = editor3DPrefabLevels.has(level) ? undefined : editor3DSaves()[record.key];
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  if (saved && isArray(saved.objects) && editor3DSame(saved.objects, original) &&
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541
  editor3DSame(editor3DLevelParts(saved), originalParts))
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  editor3DAutosave(level);
@@ -523,6 +566,7 @@ function editor3DPlaceInstance(made, object)
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  made.scale3D = (level3DBaseScale.get(made) ?? vec3(1)).multiply(editor3DScale(object));
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  made.velocity3D = vec3();
525
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  made.angleVelocity3D = vec3();
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+ made instanceof Prefab3D && made.placeAt(editor3DPos(object)); // by its origin, and its parts go with it
526
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  }
527
571
 
528
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  // make an object's game object, again when it has one
@@ -557,6 +601,24 @@ function editor3DSetObjects(list)
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  made instanceof EngineObject3D && !made.destroyed;
558
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  onlyMoved ? editor3DPlaceInstance(made, object) : editor3DMakeInstance(object);
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  }
604
+ editor3DShadowLight();
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+ }
606
+
607
+ // the light that casts the shadows is the level's last Light that asks to, as it is after a load, whatever order
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+ // the edits made them in; a light of the game's own is left alone while no Light of the level asks
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+ function editor3DShadowLight()
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+ {
611
+ if (!render3D) return;
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+ let light;
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+ for (const object of editor3DObjects())
614
+ {
615
+ const made = editor3DInstances.get(object.id);
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+ if (object.type === 'Light' && object.properties?.shadows === true && made instanceof Light3D && !made.destroyed)
617
+ light = made;
618
+ }
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+ const now = render3D.shadowLight;
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+ if (light || !now || now.destroyed || [...editor3DInstances.values()].some((made)=> made === now))
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+ render3D.shadowLight = light;
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  }
561
623
 
562
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  // change the level's objects as part of the edit being made: change edits a copy of the list; the changes until
@@ -567,6 +629,7 @@ function editor3DChange(change)
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  const before = editor3DCopy(editor3DObjects()), after = editor3DCopy(before);
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  change(after);
569
631
  if (editor3DSame(before, after)) return false;
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+ editor3DFixIds(after); // an object added with no id, or with one in use, gets one of its own
570
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  editor3DSetObjects(after);
571
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  editor3DStroke ||= {before, parts: editor3DLevelParts()};
572
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  return true;
@@ -585,8 +648,30 @@ function editor3DSetPart(name, part)
585
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  }
586
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  else if (name === 'voxels')
587
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  editor3DVoxelShow();
588
- else
651
+ else if (name === 'terrain')
589
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  editor3DTerrainShow();
653
+ else
654
+ editor3DPrefabsShow();
655
+ }
656
+
657
+ // bring the prefab types in line with the level's own prefabs, and make every instance again: a prefab the level
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+ // no longer has is no longer a type, one it has is added as level3DLoad adds it, and what a prefab makes is made
659
+ // when its instance is, so each instance is made again
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+ function editor3DPrefabsShow()
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+ {
662
+ if (editor3DPrefabLevels.has(editor3DLevel)) return; // inside a prefab, the prefabs are the level's
663
+ const prefabs = editor3DLevelPart('prefabs') ?? {};
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+ for (const [name, prefab] of level3DPrefabs)
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+ {
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+ if (!prefab.fromLevel || prefabs[name]) continue;
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+ level3DPrefabs.delete(name);
668
+ level3DTypes.delete(name);
669
+ }
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+ level3DPrefabsAdd(prefabs);
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+ // every object of a prefab's type, one whose type was not there when the objects were set too
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+ for (const object of editor3DObjects())
673
+ level3DPrefabs.has(object.type) && editor3DMakeInstance(object);
674
+ editor3DShadowLight();
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  }
591
676
 
592
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  // make the level's parts these, the ones that differ
@@ -596,6 +681,11 @@ function editor3DSetParts(parts)
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681
  editor3DSame(parts[name], editor3DLevelPart(name)) || editor3DSetPart(name, parts[name]);
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682
  }
598
683
 
684
+ // the stroke being made, started here with the level as it is when there is none: called before the level changes
685
+ /** @return {{before: Array<Object>, parts: Object, painted?: boolean, sculpted?: boolean}} */
686
+ function editor3DStrokeBegin()
687
+ { return editor3DStroke ||= {before: editor3DCopy(editor3DObjects()), parts: editor3DLevelParts()}; }
688
+
599
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  // change a part of the level as part of the edit being made, as editor3DChange does its objects: change is given
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  // a copy of the part, undefined when the level has none, and returns the new one, or undefined for none; false
601
691
  // when nothing changed
@@ -604,7 +694,7 @@ function editor3DChangePart(name, change)
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  if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
605
695
  const parts = editor3DLevelParts(), after = change(parts[name] && editor3DCopy(parts[name]));
606
696
  if (editor3DSame(parts[name], after)) return false;
607
- editor3DStroke ||= {before: editor3DCopy(editor3DObjects()), parts};
697
+ editor3DStrokeBegin();
608
698
  editor3DSetPart(name, after);
609
699
  return true;
610
700
  }
@@ -681,8 +771,7 @@ function editor3DVoxelSet(cell, type)
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  const map = editor3DVoxelMap();
682
772
  if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
683
773
  if (!editor3DVoxelInside(map, cell) || map.getVoxel(cell) === type) return false;
684
- editor3DStroke ||= {before: editor3DCopy(editor3DObjects()), parts: editor3DLevelParts()};
685
- editor3DStroke.painted = true;
774
+ editor3DStrokeBegin().painted = true;
686
775
  map.setVoxel(cell, type);
687
776
  return true;
688
777
  }
@@ -704,8 +793,85 @@ function editor3DVoxelDragCell(drag, ray)
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793
  // the level's terrain: the level's terrain block is the source of truth, the game's HeightMap follows it;
705
794
  // sculpting changes the game's map as it goes, and the stroke's end writes its heights into the level
706
795
 
707
- // the brush: its size across in world units, and how strong it is, 0 to 1
708
- const editor3DTerrainBrush = {size: 8, strength: .5};
796
+ // the brush: its size across in world units, how strong it is, 0 to 1, which brush it is, sculpt, flatten or
797
+ // paint, and the color it paints
798
+ const editor3DTerrainBrush = {size: 8, strength: .5, mode: 'sculpt', color: '#8a6a4a'};
799
+ const editor3DTerrainBrushes = ['sculpt', 'flatten', 'paint'];
800
+
801
+ // the paint of the game's terrain map as it is being edited, {colors, cells} as level3DTerrainPaint gives it:
802
+ // from the level, and ahead of it while a stroke paints
803
+ const editor3DTerrainPaints = new WeakMap;
804
+ function editor3DTerrainPaint(map)
805
+ {
806
+ let paint = editor3DTerrainPaints.get(map);
807
+ if (!paint)
808
+ {
809
+ const samples = map.rows * map.columns;
810
+ paint = level3DTerrainPaint(editor3DLevelPart('terrain'), samples) || {colors: [], cells: new Uint8Array(samples)};
811
+ editor3DTerrainPaints.set(map, paint);
812
+ }
813
+ return paint;
814
+ }
815
+
816
+ // the next brush of the Terrain tool
817
+ function editor3DTerrainNextBrush()
818
+ {
819
+ const brushes = editor3DTerrainBrushes;
820
+ editor3DTerrainBrush.mode = brushes[(brushes.indexOf(editor3DTerrainBrush.mode) + 1) % brushes.length];
821
+ }
822
+
823
+ // the drag a press on the ground starts, by the brush and the keys held: sculpt raises, Shift lowers; flatten
824
+ // brings the ground to the height pressed; paint colors it, Shift takes the paint off; Ctrl smooths with the two
825
+ // that shape the ground
826
+ function editor3DTerrainPress(point, shift, ctrl)
827
+ {
828
+ const map = editor3DTerrainMap(), brush = editor3DTerrainBrush.mode;
829
+ if (!map) return;
830
+ if (brush === 'paint')
831
+ return {kind: 'terrain', mode: shift ? 'erase' : 'paint'};
832
+ if (ctrl)
833
+ return {kind: 'terrain', mode: 'smooth'};
834
+ if (brush === 'flatten')
835
+ return {kind: 'terrain', mode: 'flatten', level: clamp((point.y - map.pos3D.y) / map.height)};
836
+ return {kind: 'terrain', mode: shift ? 'lower' : 'raise'};
837
+ }
838
+
839
+ // the mouse held on the ground with a terrain drag
840
+ function editor3DTerrainDragTo(drag, point)
841
+ {
842
+ return drag.mode === 'paint' || drag.mode === 'erase' ? editor3DTerrainPaintAt(point, drag.mode === 'erase') :
843
+ editor3DTerrainSculpt(point, drag.mode, editor3DSeconds, drag.level);
844
+ }
845
+
846
+ // paint the ground around a point with the brush's color, or take its paint off, as part of the edit being made:
847
+ // every sample under the brush, in the game's map now and in the level when the stroke ends; false when nothing
848
+ // changed, or when the terrain has all the colors it can keep, 255
849
+ function editor3DTerrainPaintAt(point, erase=false)
850
+ {
851
+ const map = editor3DTerrainMap();
852
+ if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
853
+ const paint = editor3DTerrainPaint(map), hex = editor3DInputColor(editor3DTerrainBrush.color);
854
+ let color = erase ? 0 : paint.colors.indexOf(hex) + 1;
855
+ if (!erase && !color && paint.colors.length >= 255) return false;
856
+ const radius = editor3DTerrainBrush.size / 2, rows = map.rows, columns = map.columns;
857
+ const stepX = map.mapSize.x / (columns - 1), stepZ = map.mapSize.y / (rows - 1);
858
+ const x0 = map.pos3D.x - map.mapSize.x / 2, z0 = map.pos3D.z - map.mapSize.y / 2;
859
+ let changed = false;
860
+ for (let r = 0; r < rows; ++r)
861
+ for (let c = 0; c < columns; ++c)
862
+ {
863
+ if (hypot(x0 + c * stepX - point.x, z0 + r * stepZ - point.z) >= radius) continue;
864
+ color ||= erase ? 0 : paint.colors.push(hex); // a new color joins the list with the first sample it paints
865
+ if (paint.cells[r * columns + c] === color) continue;
866
+ paint.cells[r * columns + c] = color;
867
+ changed = true;
868
+ }
869
+ if (!changed) return false;
870
+ editor3DStrokeBegin().sculpted = true;
871
+ level3DTerrainSetColors(map, editor3DLevelPart('terrain'), paint);
872
+ map.rebuild();
873
+ return true;
874
+ }
709
875
 
710
876
  // the game's map of the level's terrain, undefined when the level has none
711
877
  function editor3DTerrainMap()
@@ -734,15 +900,30 @@ function editor3DTerrainShow()
734
900
  return;
735
901
  }
736
902
  map.heights = shape.heights;
737
- map.color = /^#([0-9a-f]{6}|[0-9a-f]{8})$/i.test(terrain.color) ? new Color().setHex(terrain.color) : WHITE;
903
+ editor3DTerrainPaints.delete(map); // as the level has it
904
+ level3DTerrainSetColors(map, terrain);
738
905
  map.rebuild();
739
906
  }
740
907
 
741
- // write the game's map into the level, as a stroke of sculpting ends, its heights to a thousandth
908
+ // write the game's map into the level, as a stroke of sculpting ends, its heights to a thousandth, and its paint:
909
+ // the colors still in use and runs of a count and a color along the rows, or no paint when none is left
742
910
  function editor3DTerrainStore()
743
911
  {
744
912
  const map = editor3DTerrainMap(), terrain = editor3DLevelPart('terrain');
745
- map && terrain && (terrain.heights = map.heights.map((row)=> row.map((v)=> round(v * 1e3) / 1e3)));
913
+ if (!map || !terrain) return;
914
+ terrain.heights = map.heights.map((row)=> row.map((v)=> round(v * 1e3) / 1e3));
915
+ const paint = editor3DTerrainPaints.get(map);
916
+ if (!paint) return; // nothing painted since the level's was read
917
+ const used = paint.colors.map((hex, i)=> paint.cells.includes(i + 1));
918
+ const colors = paint.colors.filter((hex, i)=> used[i]), cells = [];
919
+ const index = paint.colors.map((hex, i)=> used[i] ? colors.indexOf(hex) + 1 : 0);
920
+ for (const v of paint.cells)
921
+ {
922
+ const color = v && index[v - 1];
923
+ cells[cells.length - 1] === color ? ++cells[cells.length - 2] : cells.push(1, color);
924
+ }
925
+ colors.length ? terrain.paint = {colors, cells} : delete terrain.paint;
926
+ editor3DTerrainPaints.delete(map); // read from the level again, with its colors as they are numbered now
746
927
  }
747
928
 
748
929
  // give the level a flat terrain, as one undo: its size in the world, how many cells a side, and how tall a full
@@ -766,9 +947,9 @@ function editor3DTerrainRemove()
766
947
  }
767
948
 
768
949
  // sculpt the ground around a point for some seconds, as part of the edit being made: raise, lower or smooth it
769
- // under the brush, a soft circle, most in its middle and nothing at its edge; in the game's map now, in the level
770
- // when the stroke ends; false when nothing changed
771
- function editor3DTerrainSculpt(point, mode, seconds)
950
+ // under the brush, a soft circle, most in its middle and nothing at its edge, or flatten it toward a height, level,
951
+ // 0 to 1; in the game's map now, in the level when the stroke ends; false when nothing changed
952
+ function editor3DTerrainSculpt(point, mode, seconds, level=0)
772
953
  {
773
954
  const map = editor3DTerrainMap();
774
955
  if (!map || editor3DRecords.get(editor3DLevel)?.pending) return false; // its autosave waits first
@@ -779,7 +960,7 @@ function editor3DTerrainSculpt(point, mode, seconds)
779
960
  const c0 = max(0, ceil((point.x - radius - x0) / stepX)), c1 = min(columns - 1, floor((point.x + radius - x0) / stepX));
780
961
  const r0 = max(0, ceil((point.z - radius - z0) / stepZ)), r1 = min(rows - 1, floor((point.z + radius - z0) / stepZ));
781
962
  // smoothing reads the ground as it was, so the order the samples are done in does not show
782
- const old = mode === 'smooth' ? heights.map((row)=> row.slice()) : heights;
963
+ const old = mode === 'smooth' ? heights.map((row, r)=> r >= r0 - 1 && r <= r1 + 1 ? row.slice() : row) : heights;
783
964
  const rate = strength * 10 * seconds; // world units of height at full strength, 10 a second
784
965
  let changed = false;
785
966
  for (let r = r0; r <= r1; ++r)
@@ -797,6 +978,8 @@ function editor3DTerrainSculpt(point, mode, seconds)
797
978
  old[r + dr]?.[c + dc] !== undefined && (sum += old[r + dr][c + dc], ++count);
798
979
  v = h + (sum / count - h) * min(1, rate * falloff);
799
980
  }
981
+ else if (mode === 'flatten')
982
+ v = h + (level - h) * min(1, rate * falloff);
800
983
  else
801
984
  v = clamp(h + (mode === 'lower' ? -1 : 1) * rate * falloff / map.height);
802
985
  if (v === h) continue;
@@ -804,8 +987,7 @@ function editor3DTerrainSculpt(point, mode, seconds)
804
987
  changed = true;
805
988
  }
806
989
  if (!changed) return false;
807
- editor3DStroke ||= {before: editor3DCopy(editor3DObjects()), parts: editor3DLevelParts()};
808
- editor3DStroke.sculpted = true;
990
+ editor3DStrokeBegin().sculpted = true;
809
991
  map.rebuild();
810
992
  return true;
811
993
  }
@@ -826,16 +1008,81 @@ function editor3DVoxelPress(ray, mode)
826
1008
  {
827
1009
  const target = editor3DVoxelTarget(ray, mode);
828
1010
  if (!target) return;
829
- const {cell, axis, plane} = target;
1011
+ const {cell, axis, plane, side} = target;
1012
+ if (editor3DBlockBox)
1013
+ {
1014
+ // a box grows out from the face when placing, and into the blocks when removing or repainting
1015
+ const drag = {kind: 'blocks', mode, axis, plane, layer: cell[axis], last: cell, start: cell,
1016
+ grow: mode === 'place' ? side : -side, height: max(1, floor(editor3DBlockBoxHeight)),
1017
+ changed: new Map, region: undefined};
1018
+ editor3DVoxelBoxTo(drag, cell);
1019
+ return drag;
1020
+ }
830
1021
  editor3DVoxelApply(cell, mode);
831
1022
  return {kind: 'blocks', mode, axis, plane, layer: cell[axis], last: cell};
832
1023
  }
833
1024
 
1025
+ // a box drag goes on: what it changed so far is put back, then every cell of the box from where it started to a
1026
+ // cell of the same layer is changed, as many layers as its height, the part of it inside the map
1027
+ function editor3DVoxelBoxTo(drag, cell)
1028
+ {
1029
+ const map = editor3DVoxelMap();
1030
+ if (!map) return;
1031
+ for (const [at, type] of drag.changed.values())
1032
+ map.setVoxel(at, type);
1033
+ drag.changed.clear();
1034
+ const lo = vec3(min(drag.start.x, cell.x), min(drag.start.y, cell.y), min(drag.start.z, cell.z));
1035
+ const hi = vec3(max(drag.start.x, cell.x), max(drag.start.y, cell.y), max(drag.start.z, cell.z));
1036
+ const far = drag.layer + drag.grow * (drag.height - 1), axis = drag.axis, s = map.mapSize;
1037
+ lo[axis] = clamp(min(drag.layer, far), 0, s[axis] - 1);
1038
+ hi[axis] = clamp(max(drag.layer, far), 0, s[axis] - 1);
1039
+ for (let z = lo.z; z <= hi.z; ++z)
1040
+ for (let y = lo.y; y <= hi.y; ++y)
1041
+ for (let x = lo.x; x <= hi.x; ++x)
1042
+ {
1043
+ const at = vec3(x, y, z), type = map.getVoxel(at);
1044
+ editor3DVoxelApply(at, drag.mode) && drag.changed.set(x + s.x * (y + s.y * z), [at, type]);
1045
+ }
1046
+ drag.region = {lo, hi};
1047
+ drag.last = cell;
1048
+ }
1049
+
1050
+ // change the size of the level's map in cells, as one undo: it grows and shrinks about its middle across, and at
1051
+ // its top, and its blocks stay where they are in the world, the ones outside the new size gone
1052
+ function editor3DVoxelResize(size)
1053
+ {
1054
+ const changed = editor3DChangePart('voxels', (voxels)=>
1055
+ {
1056
+ const shape = level3DVoxelsShape(voxels);
1057
+ const to = vec3(floor(size.x), floor(size.y), floor(size.z));
1058
+ if (!shape || to.x < 1 || to.y < 1 || to.z < 1 || to.x * to.y * to.z > LEVEL3D_VOXEL_CELLS) return voxels;
1059
+ const from = shape.size, old = new Uint8Array(from.x * from.y * from.z);
1060
+ level3DVoxelsDecode(voxels.blocks, old);
1061
+ // how far each block moves in cells, so the corner moves the other way and the blocks stay put
1062
+ const dx = floor((to.x - from.x) / 2), dz = floor((to.z - from.z) / 2);
1063
+ const data = new Uint8Array(to.x * to.y * to.z);
1064
+ for (let z = 0; z < from.z; ++z)
1065
+ for (let y = 0; y < min(from.y, to.y); ++y)
1066
+ for (let x = 0; x < from.x; ++x)
1067
+ {
1068
+ const nx = x + dx, nz = z + dz;
1069
+ if (nx >= 0 && nz >= 0 && nx < to.x && nz < to.z)
1070
+ data[nx + to.x * (y + to.y * nz)] = old[x + from.x * (y + from.y * z)];
1071
+ }
1072
+ return {...voxels, pos: [shape.pos.x - dx, shape.pos.y, shape.pos.z - dz], size: [to.x, to.y, to.z],
1073
+ blocks: level3DVoxelsEncode(data)};
1074
+ });
1075
+ editor3DStrokeEnd();
1076
+ return changed;
1077
+ }
1078
+
834
1079
  // a drag of the Blocks tool goes on: every cell of the layer from the last one to the one under the ray
835
1080
  function editor3DVoxelDragTo(drag, ray)
836
1081
  {
837
1082
  const cell = editor3DVoxelDragCell(drag, ray), last = drag.last;
838
1083
  if (!cell) return;
1084
+ if (drag.changed)
1085
+ return editor3DVoxelBoxTo(drag, cell);
839
1086
  const d = cell.subtract(last), steps = max(abs(d.x), abs(d.y), abs(d.z));
840
1087
  for (let i = 1; i <= steps; ++i)
841
1088
  editor3DVoxelApply(vec3(round(last.x + d.x * i / steps), round(last.y + d.y * i / steps),
@@ -862,12 +1109,12 @@ function editor3DVoxelTarget(ray, mode)
862
1109
  if (!hit)
863
1110
  {
864
1111
  const cell = place ? editor3DVoxelDragCell({axis: 'y', plane: 0, layer: 0}, ray) : undefined;
865
- return cell && {cell, axis: 'y', plane: 0};
1112
+ return cell && {cell, axis: 'y', plane: 0, side: 1};
866
1113
  }
867
1114
  const n = hit.normal, axis = n.x ? 'x' : n.y ? 'y' : 'z', cell = place ? hit.cell.add(n) : hit.cell;
868
1115
  if (!editor3DVoxelInside(map, cell)) return;
869
- // the face between the block hit and the cell in front of it
870
- return {cell, axis, plane: cell[axis] + ((n[axis] > 0) === place ? 0 : 1)};
1116
+ // the face between the block hit and the cell in front of it, and side, the way that face looks along the axis
1117
+ return {cell, axis, plane: cell[axis] + ((n[axis] > 0) === place ? 0 : 1), side: n[axis]};
871
1118
  }
872
1119
 
873
1120
  // end the edit being made: one undo, and the autosave
@@ -941,6 +1188,7 @@ function editor3DSetProperty(object, name, value, defaultValue)
941
1188
  // add an object of a type at a position, selected; its id, or undefined when the level can not be edited
942
1189
  function editor3DPlace(type, pos)
943
1190
  {
1191
+ if (editor3DPrefabSelf(type)) return; // it would hold itself
944
1192
  let id;
945
1193
  const placed = editor3DChange((list)=>
946
1194
  {
@@ -954,6 +1202,325 @@ function editor3DPlace(type, pos)
954
1202
  return id;
955
1203
  }
956
1204
 
1205
+ ///////////////////////////////////////////////////////////////////////////////
1206
+ // prefabs: a selection made one, an instance made objects again, and a prefab's own settings
1207
+
1208
+ // what the panel says about the last prefab action that was refused
1209
+ let editor3DPrefabMessage = '';
1210
+
1211
+ // the box around an object in the world, turned and sized as it is, as its low and high corners
1212
+ function editor3DWorldBox(object, low=vec3(Infinity), high=vec3(-Infinity))
1213
+ {
1214
+ const matrix = editor3DBoxMatrix(object);
1215
+ for (let i = 8; i--;)
1216
+ {
1217
+ const p = matrix.transformPoint(vec3(i & 1 ? .5 : -.5, i & 2 ? .5 : -.5, i & 4 ? .5 : -.5));
1218
+ for (const k of ['x', 'y', 'z'])
1219
+ low[k] = min(low[k], p[k]), high[k] = max(high[k], p[k]);
1220
+ }
1221
+ return {low, high};
1222
+ }
1223
+
1224
+ // is a type the prefab being edited, or one that holds it: a prefab that is open, or one the game made of the
1225
+ // level being edited itself, as a prefab maker does; placed there it would hold itself
1226
+ function editor3DPrefabSelf(type)
1227
+ {
1228
+ const names = editor3DPrefabStack.map((frame)=> frame.name);
1229
+ for (const [name, prefab] of level3DPrefabs)
1230
+ prefab.source === editor3DLevel && names.push(name);
1231
+ return names.some((name)=> editor3DPrefabHolds(type, name));
1232
+ }
1233
+
1234
+ // the types the Place list has, the plain ones and then the prefabs
1235
+ function editor3DPlaceNames()
1236
+ {
1237
+ const all = [...level3DTypes.keys()].filter((name)=> !editor3DPrefabSelf(name));
1238
+ return [...all.filter((name)=> !level3DPrefabs.has(name)), ...all.filter((name)=> level3DPrefabs.has(name))];
1239
+ }
1240
+
1241
+ // does a type hold a prefab, itself or through the prefabs it holds
1242
+ function editor3DPrefabHolds(type, name, depth=0)
1243
+ {
1244
+ return type === name || depth < 8 &&
1245
+ !!level3DPrefabs.get(type)?.objects.some((o)=> editor3DPrefabHolds(o.type, name, depth + 1));
1246
+ }
1247
+
1248
+ // make the selected objects a prefab of the level's own, about the bottom centre of their box, and put one
1249
+ // instance of it where they were, as one undo; a name the level's prefabs have replaces that prefab, and every
1250
+ // instance of it changes; true, or why not, which the panel shows
1251
+ function editor3DMakePrefab(name='')
1252
+ {
1253
+ const refuse = (why)=> editor3DPrefabMessage = why;
1254
+ const selected = editor3DSelected();
1255
+ if (editor3DPrefabStack.length) return refuse('Go back to the level to make a prefab');
1256
+ if (!selected.length) return refuse('Select the objects to make a prefab of');
1257
+ if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return refuse('The level can not be edited now');
1258
+ name = String(name).trim();
1259
+ for (let i = 1; !name; ++i)
1260
+ level3DTypes.has('Prefab ' + i) || (name = 'Prefab ' + i);
1261
+ const known = level3DPrefabs.get(name);
1262
+ if (known ? !known.fromLevel : level3DTypes.has(name))
1263
+ return refuse(name + ' is a type the game added, pick another name');
1264
+ if (selected.some((o)=> editor3DPrefabHolds(o.type, name)))
1265
+ return refuse(name + ' can not hold itself');
1266
+
1267
+ // its origin is the bottom centre of the selection, so an instance stands on the ground
1268
+ const low = vec3(Infinity), high = vec3(-Infinity);
1269
+ for (const object of selected)
1270
+ editor3DWorldBox(object, low, high);
1271
+ const origin = vec3(editor3DRound((low.x + high.x) / 2), editor3DRound(low.y), editor3DRound((low.z + high.z) / 2));
1272
+ const objects = selected.map((object, i)=>
1273
+ {
1274
+ const part = {...editor3DCopy(object), id: i + 1};
1275
+ editor3DSetTransform(part, editor3DPos(object).subtract(origin));
1276
+ return part;
1277
+ });
1278
+ editor3DStrokeEnd();
1279
+ const id = editor3DObjects().reduce((next, o)=> max(next, o.id + 1), 1);
1280
+ const ids = new Set(selected.map((o)=> o.id));
1281
+ // the prefab first, so its type is there when the instance is made
1282
+ editor3DChangePart('prefabs', (prefabs={})=>
1283
+ ({...prefabs, [name]: prefabs[name]?.attached ? {attached: true, objects} : {objects}}));
1284
+ editor3DChange((list)=>
1285
+ {
1286
+ for (let i = list.length; i--;)
1287
+ ids.has(list[i].id) && list.splice(i, 1);
1288
+ const instance = {id, type: name};
1289
+ editor3DSetTransform(instance, origin);
1290
+ list.push(instance);
1291
+ });
1292
+ editor3DStrokeEnd();
1293
+ editor3DSelection.clear();
1294
+ editor3DSelection.add(id);
1295
+ editor3DPrefabMessage = '';
1296
+ return true;
1297
+ }
1298
+
1299
+ // add a prefab from the text of a file the editor saved, a level file, to the level's own prefabs under a name,
1300
+ // as one undo, and pick it to place; a name the level's prefabs have is replaced, as Make prefab does; true, or
1301
+ // why not, which the panel shows
1302
+ function editor3DPrefabLoad(name, text)
1303
+ {
1304
+ const refuse = (why)=> editor3DPrefabMessage = why;
1305
+ if (editor3DPrefabStack.length) return refuse('Go back to the level to load a prefab');
1306
+ if (!editor3DLevel || editor3DRecords.get(editor3DLevel)?.pending) return refuse('The level can not be edited now');
1307
+ name = String(name).trim();
1308
+ if (!name) return refuse('The prefab needs a name');
1309
+ let file;
1310
+ try { file = JSON.parse(text); }
1311
+ catch { return refuse(name + ' is not a JSON file'); }
1312
+ if (!file || typeof file !== 'object' || !isArray(file.objects))
1313
+ return refuse(name + ' is not a prefab, it has no objects');
1314
+ const known = level3DPrefabs.get(name);
1315
+ if (known ? !known.fromLevel : level3DTypes.has(name))
1316
+ return refuse(name + ' is a type the game added, rename the file');
1317
+ const objects = file.objects.filter((o)=> o && typeof o === 'object');
1318
+ if (objects.some((o)=> editor3DPrefabHolds(o.type, name)))
1319
+ return refuse(name + ' can not hold itself');
1320
+ editor3DStrokeEnd();
1321
+ editor3DChangePart('prefabs', (prefabs={})=> ({...prefabs, [name]: file.attached ? {attached: true, objects} : {objects}}));
1322
+ editor3DStrokeEnd();
1323
+ editor3DPickTool(editor3DTool); // a tool of the game's own is put down
1324
+ editor3DBrush = name;
1325
+ editor3DPrefabMessage = '';
1326
+ return true;
1327
+ }
1328
+
1329
+ // pick a prefab's file and load it, by its file name
1330
+ function editor3DPrefabPickFile()
1331
+ {
1332
+ const input = document.createElement('input');
1333
+ input.type = 'file';
1334
+ input.accept = '.json,application/json';
1335
+ input.onchange = async ()=>
1336
+ {
1337
+ const file = input.files?.[0];
1338
+ file && editor3DPrefabLoad(file.name.replace(/\.json$/i, ''), await file.text());
1339
+ };
1340
+ input.click();
1341
+ }
1342
+
1343
+ // turn the selected instances of prefabs into the objects they are made of, where they are, as one undo; false
1344
+ // with none selected
1345
+ function editor3DUnpack()
1346
+ {
1347
+ const instances = editor3DSelected().filter((o)=> editor3DInstances.get(o.id) instanceof Prefab3D);
1348
+ if (!instances.length) return false;
1349
+ editor3DStrokeEnd();
1350
+ const added = [];
1351
+ const changed = editor3DChange((list)=>
1352
+ {
1353
+ let id = list.reduce((next, o)=> max(next, o.id + 1), 1);
1354
+ for (const instance of instances)
1355
+ {
1356
+ const made = editor3DInstances.get(instance.id);
1357
+ // by the level's own place of it, its origin, which is not where an attached one's handle is
1358
+ const origin = {pos3D: editor3DPos(instance), rotation3D: editor3DRotation(instance).scale(PI / 180),
1359
+ scale3D: editor3DScale(instance)};
1360
+ for (const part of level3DPrefabs.get(made.prefabName)?.objects ?? [])
1361
+ {
1362
+ const at = level3DPrefabPartTransform(origin, part), object = {...editor3DCopy(part), id: id++};
1363
+ editor3DSetTransform(object, at.pos, at.rotation.scale(180 / PI), at.scale);
1364
+ list.push(object);
1365
+ added.push(object.id);
1366
+ }
1367
+ list.splice(list.findIndex((o)=> o.id === instance.id), 1);
1368
+ }
1369
+ });
1370
+ editor3DStrokeEnd();
1371
+ if (!changed) return false;
1372
+ editor3DSelection.clear();
1373
+ for (const id of added)
1374
+ editor3DSelection.add(id);
1375
+ return true;
1376
+ }
1377
+
1378
+ // make a prefab of the level's own attached, its parts the children of each instance, or not, as one undo
1379
+ function editor3DPrefabSetAttached(name, attached)
1380
+ {
1381
+ if (editor3DPrefabStack.length) return false; // a prefab is the level's, set from the level
1382
+ editor3DStrokeEnd();
1383
+ const changed = editor3DChangePart('prefabs', (prefabs)=>
1384
+ {
1385
+ if (!prefabs?.[name]) return prefabs;
1386
+ const {attached: was, ...rest} = prefabs[name];
1387
+ return {...prefabs, [name]: attached ? {attached: true, ...rest} : rest};
1388
+ });
1389
+ editor3DStrokeEnd();
1390
+ return changed;
1391
+ }
1392
+
1393
+ // a prefab as its own file has it, a level file of its objects, to load with level3DLoadPrefab
1394
+ function editor3DPrefabJSON(name)
1395
+ {
1396
+ const prefab = level3DPrefabs.get(name);
1397
+ if (!prefab) return '';
1398
+ return editor3DLevelJSON({...(prefab.attached ? {attached: true} : {}), objects: prefab.objects});
1399
+ }
1400
+
1401
+ ///////////////////////////////////////////////////////////////////////////////
1402
+ // Edit prefab: the editor on a prefab alone, the level it came from put away until Back
1403
+
1404
+ // the prefabs opened one inside the other, each with the level it was opened from, its name, the selection there
1405
+ // and the ids of that level's objects that had something made for them
1406
+ /** @type {Array<{level: Object, name: string, selection: Array<number>, made: Set<number>, entered?: string}>} */
1407
+ const editor3DPrefabStack = [];
1408
+ // the levels that are a prefab being edited, they have no autosave of their own
1409
+ const editor3DPrefabLevels = new WeakSet;
1410
+ // what was edited in prefabs of the level's own since the level was left, written into it on the way back
1411
+ /** @type {Object<string, Object>} */
1412
+ let editor3DPrefabEdits = {};
1413
+ // the prefabs of the game's own that were edited and are not in a file yet
1414
+ const editor3DPrefabDirty = new Set;
1415
+ // what is known of each prefab's file, by its name, so it outlasts the prefab being closed and opened again: the
1416
+ // save being written, for the next to wait on, what the file has since a Save, and what the prefab holds now
1417
+ /** @type {Map<string, {saving?: Promise<any>, saved?: string, content?: string}>} */
1418
+ const editor3DPrefabFiles = new Map;
1419
+ function editor3DPrefabFile(name)
1420
+ {
1421
+ editor3DPrefabFiles.has(name) || editor3DPrefabFiles.set(name, {});
1422
+ return editor3DPrefabFiles.get(name);
1423
+ }
1424
+
1425
+ // say if a prefab of the game's own is in its file, now that it holds this: once a Save has written it, it is
1426
+ // when what it holds is what was written; before any Save it is not once it was edited
1427
+ function editor3DPrefabFileCheck(name, content, edited=false)
1428
+ {
1429
+ const file = editor3DPrefabFile(name);
1430
+ file.content = content;
1431
+ if (level3DPrefabs.get(name)?.fromLevel) return; // one of the level's own is saved with the level
1432
+ if (file.saved !== undefined)
1433
+ content === file.saved ? editor3DPrefabDirty.delete(name) : editor3DPrefabDirty.add(name);
1434
+ else if (edited)
1435
+ editor3DPrefabDirty.add(name);
1436
+ }
1437
+
1438
+ // destroy what the level being edited has in the world, its objects' and its maps'
1439
+ function editor3DPrefabClear()
1440
+ {
1441
+ for (const made of editor3DInstances.values())
1442
+ made?.destroy?.();
1443
+ editor3DInstances.clear();
1444
+ for (const map of [level3DVoxelMap, level3DTerrainMap])
1445
+ map && !map.destroyed && map.destroy();
1446
+ }
1447
+
1448
+ // open the prefab of an instance, the selected one when none is given, to edit alone: its objects about its own
1449
+ // origin, with an undo of its own, and the level it is in put away; false when it is not a prefab's instance
1450
+ function editor3DPrefabEnter(id)
1451
+ {
1452
+ const selected = editor3DSelected();
1453
+ id ??= selected.length === 1 ? selected[0].id : undefined;
1454
+ const made = editor3DInstances.get(id), from = editor3DLevel;
1455
+ const prefab = made instanceof Prefab3D && level3DPrefabs.get(made.prefabName);
1456
+ if (!prefab || editor3DRecords.get(from)?.pending) return false;
1457
+ editor3DStrokeEnd();
1458
+ editor3DDrag = editor3DHover = undefined;
1459
+ const frame = {level: from, name: made.prefabName, selection: [...editor3DSelection],
1460
+ made: new Set(editor3DInstances.keys()), entered: undefined};
1461
+ editor3DPrefabStack.push(frame);
1462
+ editor3DPrefabClear();
1463
+ const level = {littlejs3D: LEVEL3D_VERSION, ...(prefab.attached ? {attached: true} : {}),
1464
+ objects: editor3DCopy(prefab.objects)};
1465
+ editor3DPrefabLevels.add(level);
1466
+ level3DLoad(level); // the editor takes it as it does any level
1467
+ frame.entered = JSON.stringify(editor3DObjects()); // as the editor has it, an edit is what differs from this
1468
+ return true;
1469
+ }
1470
+
1471
+ // leave the prefab being edited for the level it was opened from: the prefab is what was edited, every instance
1472
+ // of it is made again, and back in the level itself what was edited in its own prefabs is one undo; false when
1473
+ // no prefab is open
1474
+ function editor3DPrefabBack()
1475
+ {
1476
+ const frame = editor3DPrefabStack.pop(), edited = editor3DLevel;
1477
+ if (!frame) return false;
1478
+ editor3DStrokeEnd();
1479
+ editor3DDrag = editor3DHover = undefined;
1480
+ const known = level3DPrefabs.get(frame.name);
1481
+ const objects = editor3DCopy(editor3DObjects()), changed = JSON.stringify(objects) !== frame.entered;
1482
+ editor3DPrefabClear();
1483
+ if (changed)
1484
+ {
1485
+ // the prefab as it is now, for whatever is made next; one of the game's own waits to be saved to its file
1486
+ const prefab = known?.attached ? {attached: true, objects} : {objects}, fromLevel = !!known?.fromLevel;
1487
+ level3DPrefabSet(frame.name, prefab, fromLevel);
1488
+ if (fromLevel)
1489
+ editor3DPrefabEdits[frame.name] = prefab;
1490
+ }
1491
+ // one of the game's own is in its file or not by what it holds now, edited here or not: undone back to how it
1492
+ // was opened after a Save, it is not what the file has
1493
+ editor3DPrefabFileCheck(frame.name, JSON.stringify(objects), changed);
1494
+
1495
+ // the level it was opened from is the editor's again, with its own undo
1496
+ const level = editor3DLevel = frame.level, record = editor3DRecords.get(level);
1497
+ editor3DUndoList = record.undo, editor3DRedoList = record.redo;
1498
+ editor3DStroke = undefined;
1499
+ if (!editor3DPrefabStack.length)
1500
+ {
1501
+ // back in the level: its own prefabs that were edited go into it, as one undo
1502
+ const edits = editor3DPrefabEdits;
1503
+ editor3DPrefabEdits = {};
1504
+ Object.keys(edits).length && editor3DChangePart('prefabs', (prefabs={})=> ({...prefabs, ...edits}));
1505
+ editor3DStrokeEnd();
1506
+ }
1507
+ // what the level had in the world is made again: what a class makes, and what else had something made
1508
+ for (const object of editor3DObjects())
1509
+ {
1510
+ const type = level3DTypes.get(object.type);
1511
+ type && (type.make.prototype || frame.made.has(object.id)) && editor3DMakeInstance(object);
1512
+ }
1513
+ editor3DSceneRestore(record.sceneBase);
1514
+ level3DSceneApply(level.scene);
1515
+ editor3DVoxelShow();
1516
+ editor3DTerrainShow();
1517
+ editor3DShadowLight();
1518
+ editor3DSelection.clear();
1519
+ for (const id of frame.selection)
1520
+ editor3DObject(id) && editor3DSelection.add(id);
1521
+ return true;
1522
+ }
1523
+
957
1524
  // remove the selected objects, as one undo
958
1525
  function editor3DDelete()
959
1526
  {
@@ -973,6 +1540,9 @@ function editor3DCopySelection()
973
1540
  const selected = editor3DSelected();
974
1541
  if (!selected.length) return false;
975
1542
  editor3DClipboard = editor3DCopy(selected);
1543
+ // how big each was and where its box was about its place: what is cut has nothing left to measure
1544
+ editor3DClipboardBoxes = new Map(editor3DClipboard.map((copy, i)=>
1545
+ [copy, {size: editor3DSize(selected[i]), offset: editor3DBoxOffset(selected[i])}]));
976
1546
  }
977
1547
 
978
1548
  // copy the selected objects and remove them
@@ -1024,11 +1594,17 @@ function editor3DRestore()
1024
1594
  {
1025
1595
  const type = level3DTypes.get(object.type), made = editor3DInstances.get(object.id);
1026
1596
  if (!type) continue;
1027
- if (made instanceof EngineObject3D && !made.destroyed)
1597
+ // a prefab's instance that play took a part of is made again, whole
1598
+ const broken = (p)=> p instanceof Prefab3D && p.parts.some((part)=> part?.destroyed || broken(part));
1599
+ if (made instanceof EngineObject3D && !made.destroyed && !broken(made))
1028
1600
  editor3DPlaceInstance(made, object);
1029
- else if (type.make.prototype && (!made || made.destroyed))
1601
+ else if (type.make.prototype && (!made || made.destroyed || broken(made)))
1030
1602
  editor3DMakeInstance(object);
1031
1603
  }
1604
+ // the blocks and the terrain as the level has them: what play dug, raised or destroyed is not the level's,
1605
+ // and must not be written into it by the next stroke
1606
+ editor3DVoxelShow();
1607
+ editor3DTerrainShow();
1032
1608
  }
1033
1609
 
1034
1610
  // open or close the editor, the session goes on: the game is paused under it and reads no input
@@ -1046,14 +1622,19 @@ function editor3DSetOpen(open)
1046
1622
  setDebugOverlay(false); // out of the way of the level
1047
1623
  editor3DIsOpen = true;
1048
1624
  editor3DRestore();
1625
+ editorCall('onOpen');
1626
+ editorKeyClashes();
1049
1627
  }
1050
1628
  else
1051
1629
  {
1052
1630
  editor3DDrag = editor3DHover = undefined;
1053
1631
  editor3DMouseOnPanel = false; // the panel hides, with no mouseleave
1054
1632
  editor3DStrokeEnd();
1633
+ while (editor3DPrefabBack()); // the game plays the level, not a prefab that was open
1634
+ editor3DToolHeld = false;
1055
1635
  editor3DIsOpen = false;
1056
1636
  setPaused(editor3DGamePaused);
1637
+ editorCall('onClose');
1057
1638
  }
1058
1639
  inputCapture(editor3DViewOn());
1059
1640
  }
@@ -1077,24 +1658,116 @@ function editor3DClose()
1077
1658
  function editor3DPlay(pos)
1078
1659
  {
1079
1660
  editor3DSetOpen(false);
1080
- editor3DPlayFromMouse && pos && levelEditor.onPlayFrom?.(pos.copy());
1661
+ editor3DPlayFromMouse && pos && editorHas('onPlayFrom') && levelEditor.onPlayFrom(pos.copy());
1081
1662
  }
1082
1663
 
1083
1664
  // rebuild the level through the game's hook and play it
1084
1665
  function editor3DRestart()
1085
1666
  {
1086
- if (!levelEditor.onRestart) return;
1667
+ if (!editorHas('onRestart')) return;
1087
1668
  editor3DSetOpen(false);
1088
1669
  levelEditor.onRestart();
1089
1670
  }
1090
1671
 
1091
- // the level editor's open, close and isOpen go to the 3D editor when the game has a 3D level
1672
+ // a key as addKey spells it, as the 3D editor's tables have it, by its position: a letter, a digit, a mark by the
1673
+ // key it is on, or its name
1674
+ const editor3DKeyMarks = {'?': 'Slash', '/': 'Slash', ',': 'Comma', '.': 'Period', ';': 'Semicolon', "'": 'Quote',
1675
+ '[': 'BracketLeft', ']': 'BracketRight', '-': 'Minus', '=': 'Equal', '\\': 'Backslash', '`': 'Backquote'};
1676
+ function editor3DKeyCode(name)
1677
+ {
1678
+ return name.length !== 1 ? name : editor3DKeyMarks[name] ??
1679
+ (name >= '0' && name <= '9' ? 'Digit' + name : 'Key' + name.toUpperCase());
1680
+ }
1681
+
1682
+ // the 3D editor's edit functions, what levelEditor.edit3D gives a game's own keys, buttons and tools
1683
+ const editor3DEdit =
1684
+ {
1685
+ get level() { return editor3DLevel; },
1686
+ get objects() { return editor3DObjects(); },
1687
+ get selection() { return editor3DSelection; },
1688
+ selected() { return editor3DSelected(); },
1689
+ made(id) { return editor3DInstances.get(id); },
1690
+ change(change) { return editor3DChange(change); },
1691
+ changePart(name, change) { return editor3DLevelPartNames.includes(name) && editor3DChangePart(name, change); },
1692
+ strokeEnd() { editor3DStrokeEnd(); },
1693
+ strokeCancel() { editor3DStrokeCancel(); },
1694
+ place(type, pos3D) { return level3DTypes.has(type) ? editor3DPlace(type, pos3D) : undefined; },
1695
+ setTransform(object, pos3D, rotation, scale3D) { editor3DSetTransform(object, pos3D, rotation, scale3D); },
1696
+ setProperty(object, name, value)
1697
+ { editor3DSetProperty(object, name, value, level3DTypes.get(object.type)?.defaults[name]); },
1698
+ pos(object) { return editor3DPos(object); },
1699
+ rotation(object) { return editor3DRotation(object); },
1700
+ scale(object) { return editor3DScale(object); },
1701
+ mousePoint() { return editor3DIsOpen && !editor3DMouseOnPanel ? editor3DWithView(editor3DMousePoint) : undefined; },
1702
+ undo(redo=false) { return editor3DUndo(redo); },
1703
+ toJSON() { return editor3DLevel ? editor3DLevelJSON() : ''; },
1704
+ };
1705
+
1706
+ // the level editor's open, close and isOpen go to the 3D editor when the game has a 3D level, and it has the 3D
1707
+ // editor's keys and edit functions through this
1092
1708
  if (debug)
1709
+ editorOther = {wanted: editor3DWanted, isOpen: ()=> editor3DIsOpen, active: ()=> editor3DIsOpen || editor3DSession,
1710
+ open: editor3DOpen, close: editor3DClose, edit: editor3DEdit,
1711
+ hasKey: (name, ctrl)=> !!(ctrl ? editor3DCtrlKeys : editor3DKeys)[editor3DKeyCode(name)]};
1712
+
1713
+ // pick a tool of the editor's own, which puts a tool of the game's down
1714
+ function editor3DPickTool(tool)
1715
+ {
1716
+ editor3DTool = tool;
1717
+ levelEditor.tool = undefined;
1718
+ }
1719
+
1720
+ // a tool of the game's own: if its press is held, and the editor's tool and type to place when it was turned on,
1721
+ // since picking one of those puts the game's tool down
1722
+ let editor3DToolHeld = false, editor3DToolName, editor3DToolPicked = [];
1723
+
1724
+ // what a tool's callbacks are given: where the mouse is on the level or the ground, its ray, and the keys held
1725
+ function editor3DToolAt(ray=render3D.screenToRay(mousePosScreen), shift=false, ctrl=false)
1726
+ { return {pos: editor3DMouseOnPanel ? undefined : editor3DSurface(ray), cell: undefined, ray, shift, ctrl}; }
1727
+
1728
+ // the game's tool, when one is on: the left button is its, a press, a drag and a release one undo, the right
1729
+ // button takes a held press back; true when it has the mouse
1730
+ function editor3DToolUpdate(ray, idle, shift, ctrl)
1731
+ {
1732
+ const picked = [editor3DTool, editor3DBrush];
1733
+ if (levelEditor.tool !== editor3DToolName)
1734
+ editor3DToolName = levelEditor.tool, editor3DToolPicked = picked; // turned on, or off, by its key or button
1735
+ else if (picked.some((value, i)=> value !== editor3DToolPicked[i]))
1736
+ levelEditor.tool = editor3DToolName = undefined; // a tool or a type of the editor's was picked
1737
+ const tool = editorGameTool();
1738
+ if (!tool)
1739
+ {
1740
+ editor3DToolHeld = false;
1741
+ return false;
1742
+ }
1743
+ const at = editor3DToolAt(ray, shift, ctrl);
1744
+ editor3DHover = editor3DBlockHover = editor3DTerrainHover = undefined; // the editor's own cursors are put away
1745
+ if (editor3DToolHeld && mouseWasPressed(2))
1746
+ {
1747
+ editor3DStrokeCancel();
1748
+ editor3DToolHeld = false;
1749
+ }
1750
+ else if (idle && mouseWasPressed(0))
1751
+ editor3DToolHeld = tool.onPress?.(at) !== false;
1752
+ else if (editor3DToolHeld && mouseIsDown(0))
1753
+ tool.onDrag?.(at);
1754
+ if (editor3DToolHeld && !mouseIsDown(0))
1755
+ {
1756
+ tool.onRelease?.(at);
1757
+ editor3DStrokeEnd();
1758
+ editor3DToolHeld = false;
1759
+ }
1760
+ return true;
1761
+ }
1762
+
1763
+ // the game's own drawing in the level, in the editor's 3D pass: the editor's onDraw, and its tool's while one is on
1764
+ function editor3DDrawGame()
1093
1765
  {
1094
- const open2D = levelEditor.open.bind(levelEditor), close2D = levelEditor.close.bind(levelEditor);
1095
- levelEditor.open = ()=> editor3DWanted() ? editor3DOpen() : open2D();
1096
- levelEditor.close = ()=> editor3DIsOpen || editor3DSession ? editor3DClose() : close2D();
1097
- Object.defineProperty(levelEditor, 'isOpen', {get: ()=> editor3DIsOpen || editorIsOpen});
1766
+ if (!editor3DIsOpen) return;
1767
+ editorCall('onDraw');
1768
+ const held = (...codes)=> inputCaptureRead(()=> codes.some((code)=> keyIsDown(code)));
1769
+ editorGameTool()?.onDraw?.(editor3DToolAt(undefined, held('ShiftLeft', 'ShiftRight'),
1770
+ held('ControlLeft', 'ControlRight', 'MetaLeft', 'MetaRight')));
1098
1771
  }
1099
1772
 
1100
1773
  ///////////////////////////////////////////////////////////////////////////////
@@ -1131,9 +1804,27 @@ const editor3DSaves = ()=> readSaveData(editor3DSaveName(), {});
1131
1804
  let editor3DSaveFailed = false;
1132
1805
 
1133
1806
  // remember the level's objects and parts, or forget them when they are back to the file
1134
- function editor3DAutosave(level=editor3DLevel)
1807
+ function editor3DAutosave(level=editor3DLevel, known)
1135
1808
  {
1136
- const record = editor3DRecords.get(level);
1809
+ // a prefab being edited is kept with the level it is in, as that level would be on going back: its own
1810
+ // prefabs with what is open, and what was edited on the way, in them
1811
+ if (editor3DPrefabLevels.has(level))
1812
+ {
1813
+ const root = editor3DPrefabStack[0]?.level, edits = {...editor3DPrefabEdits};
1814
+ editor3DPrefabStack.forEach((frame, i)=>
1815
+ {
1816
+ const open = editor3DPrefabStack[i + 1]?.level ?? editor3DLevel, known = level3DPrefabs.get(frame.name);
1817
+ const objects = isArray(open.objects) ? editor3DCopy(open.objects) : [];
1818
+ if (known?.fromLevel && JSON.stringify(objects) !== frame.entered)
1819
+ edits[frame.name] = known.attached ? {attached: true, objects} : {objects};
1820
+ });
1821
+ // with nothing edited any more, an undo back to how the prefab was, the level's autosave is the level's own
1822
+ // again, which takes away one of an edit that was undone and keeps the level's other edits
1823
+ const prefabs = {...editor3DLevelPart('prefabs', root), ...edits};
1824
+ root && editor3DAutosave(Object.keys(prefabs).length ? {...root, prefabs} : root, editor3DRecords.get(root));
1825
+ return;
1826
+ }
1827
+ const record = known ?? editor3DRecords.get(level);
1137
1828
  if (!record || record.pending) return; // edits waiting to be applied keep their autosave
1138
1829
  const saves = editor3DSaves(), objects = isArray(level.objects) ? level.objects : [];
1139
1830
  const parts = editor3DLevelParts(level);
@@ -1144,12 +1835,9 @@ function editor3DAutosave(level=editor3DLevel)
1144
1835
  else
1145
1836
  saves[record.key] = {hash: record.hash, savedHash: record.savedHash, objects: editor3DCopy(objects),
1146
1837
  ...parts};
1147
- try
1148
- {
1149
- localStorage.setItem(editor3DSaveName(), JSON.stringify(saves));
1150
- editor3DSaveFailed = false;
1151
- }
1152
- catch { editor3DSaveFailed = true; }
1838
+ const failed = editorSaveFailed; // the 2D editor's own flag is its own
1839
+ editor3DSaveFailed = editorWriteSaves(saves, record.key, editor3DSaveName());
1840
+ editorSaveFailed = failed;
1153
1841
  }
1154
1842
 
1155
1843
  // put the autosaved edits of a file that changed into the level, as one undo
@@ -1200,11 +1888,43 @@ async function editor3DSave(pickAgain=false)
1200
1888
  const level = editor3DLevel, record = editor3DRecords.get(level);
1201
1889
  if (!record) return;
1202
1890
  editor3DStrokeEnd();
1891
+ const open = editor3DPrefabStack[editor3DPrefabStack.length - 1];
1892
+ if (open)
1893
+ {
1894
+ // inside a prefab, Save writes the prefab as a file of its own, or the game keeps it itself
1895
+ const text = editor3DLevelJSON(level), name = open.name + '.json';
1896
+ const written = JSON.stringify(editor3DObjects()); // as the file has it
1897
+ // its place in line is the prefab's, by its name: closed and opened again it is a new level here, and its
1898
+ // saves still go in the order they were asked for
1899
+ const file = editor3DPrefabFile(open.name), before = file.saving;
1900
+ const saved = (async ()=>
1901
+ {
1902
+ await before;
1903
+ const kept = await editorCall('onSave', text, name) === true;
1904
+ kept || saveText(text, name, 'application/json');
1905
+ file.saved = written;
1906
+ // it is in its file when what it holds now is what was written: edited again while the save was
1907
+ // kept, or gone back from with more edits, it still waits
1908
+ const at = editor3DPrefabStack.indexOf(open);
1909
+ const now = at < 0 ? file.content : JSON.stringify((editor3DPrefabStack[at + 1]?.level ?? editor3DLevel).objects);
1910
+ editor3DPrefabFileCheck(open.name, now ?? written);
1911
+ return kept ? 'kept' : 'downloaded';
1912
+ })();
1913
+ file.saving = saved.catch(()=> {});
1914
+ return saved;
1915
+ }
1203
1916
  // what is written, kept as it is now: the level can change while the file is picked and written, and those
1204
1917
  // edits are not in the file, so they stay in the autosave; the level and record are this one's, whichever is
1205
1918
  // open by then
1206
1919
  const text = editor3DLevelJSON(level);
1207
- const saved = (async ()=> { await record.saving; return editor3DSaveText(level, record, text, pickAgain); })();
1920
+ // its place in line is taken now, and the game's hook is asked when its turn comes, so saves are written in
1921
+ // the order they were asked for however long a hook takes
1922
+ const saved = (async ()=>
1923
+ {
1924
+ await record.saving;
1925
+ if (await editorCall('onSave', text, record.fileName) === true) return 'kept'; // the game kept it itself
1926
+ return editor3DSaveText(level, record, text, pickAgain);
1927
+ })();
1208
1928
  record.saving = saved.catch(()=> {});
1209
1929
  return saved;
1210
1930
  }
@@ -1264,6 +1984,8 @@ const EDITOR3D_AXES = {x: vec3(1, 0, 0), y: vec3(0, 1, 0), z: vec3(0, 0, 1)};
1264
1984
 
1265
1985
  let editor3DTool = 'move'; // 'select', 'move', 'rotate', 'scale', 'blocks' or 'terrain'
1266
1986
  let editor3DBlockType = 1; // the block type the Blocks tool places
1987
+ let editor3DBlockBox = false; // the Blocks tool fills a box: the rectangle dragged, editor3DBlockBoxHeight tall
1988
+ let editor3DBlockBoxHeight = 1;
1267
1989
  let editor3DSeconds = 0; // how long the last step was, for a brush held down
1268
1990
  // where the mouse is on the terrain, for the Terrain tool's brush
1269
1991
  /** @type {Vector3|undefined} */
@@ -1273,6 +1995,7 @@ let editor3DTerrainHover;
1273
1995
  let editor3DBlockHover;
1274
1996
  let editor3DGrid = true; // moves, turns and sizes go in steps, Ctrl flips it for a drag
1275
1997
  let editor3DGroundSnap = true; // a body drag slides along what is under the mouse
1998
+ let editor3DLocalAxes = false; // the Move handles follow the object's own axes, not the world's
1276
1999
  let editor3DMoveStep = 1, editor3DRotateStep = 15, editor3DScaleStep = .25; // the rotate step in degrees
1277
2000
  let editor3DHelp = false; // the keys are shown
1278
2001
  let editor3DMouseOnPanel = false;
@@ -1300,7 +2023,7 @@ function editor3DSelectionCenter()
1300
2023
  function editor3DHandles()
1301
2024
  {
1302
2025
  const center = editor3DSelectionCenter(), tool = editor3DTool, handles = [];
1303
- if (!center || tool === 'select' || tool === 'blocks' || tool === 'terrain') return handles;
2026
+ if (!center || tool === 'select' || tool === 'blocks' || tool === 'terrain' || editorGameTool()) return handles;
1304
2027
  const length = editor3DScreenScale(center) * EDITOR3D_HANDLE_SIZE;
1305
2028
  const rotation = editor3DRotation(editor3DSelected()[0]).scale(PI / 180), frame = buildMatrix(vec3(), rotation);
1306
2029
  for (const axis of 'xyz')
@@ -1317,16 +2040,19 @@ function editor3DHandles()
1317
2040
  continue;
1318
2041
  }
1319
2042
 
1320
- // an arrow or scale handle starts a little out from the middle, which is left for the object's body
1321
- const direction = tool === 'move' ? EDITOR3D_AXES[axis] : frame.transformDirection(EDITOR3D_AXES[axis]);
1322
- handles.push({kind: tool === 'move' ? 'arrow' : 'scale', axis, center, length, direction,
2043
+ // an arrow or scale handle starts a little out from the middle, which is left for the object's body; Move
2044
+ // goes along the world's axes, or with own axes on along the object's, as Scale always does
2045
+ const local = tool !== 'move' || editor3DLocalAxes;
2046
+ const way = (k)=> local ? frame.transformDirection(EDITOR3D_AXES[k]) : EDITOR3D_AXES[k];
2047
+ const direction = way(axis), turn = tool === 'move' && local ? rotation : undefined;
2048
+ handles.push({kind: tool === 'move' ? 'arrow' : 'scale', axis, center, length, direction, turn,
1323
2049
  points: [center.add(direction.scale(length * .2)), center.add(direction.scale(length))]});
1324
2050
  if (tool === 'move')
1325
2051
  {
1326
- // the square between the other two axes moves along both
2052
+ // the square between the other two axes moves along both; across is the axis it does not move along
1327
2053
  const [a, b] = 'xyz'.replace(axis, '');
1328
- handles.push({kind: 'plane', axis: a + b, center, length, direction,
1329
- points: [center.add(EDITOR3D_AXES[a].add(EDITOR3D_AXES[b]).scale(length * .35))]});
2054
+ handles.push({kind: 'plane', axis: a + b, center, length, direction, turn, across: axis,
2055
+ ways: [way(a), way(b)], points: [center.add(way(a).add(way(b)).scale(length * .35))]});
1330
2056
  }
1331
2057
  }
1332
2058
  tool === 'scale' && handles.push({kind: 'scaleAll', axis: 'xyz', center, length, points: [center]});
@@ -1393,6 +2119,10 @@ function editor3DParts(made, parts=[])
1393
2119
  parts.push(made);
1394
2120
  for (const child of made.children)
1395
2121
  editor3DParts(child, parts);
2122
+ // a prefab's instance and its parts are one thing, the ones that are not its children too
2123
+ if (made instanceof Prefab3D)
2124
+ for (const part of made.parts)
2125
+ part?.parent === made || editor3DParts(part, parts);
1396
2126
  }
1397
2127
  return parts;
1398
2128
  }
@@ -1466,10 +2196,13 @@ function editor3DPlaceAt(type, ray)
1466
2196
  editor3DStrokeEnd();
1467
2197
  const id = editor3DPlace(type, point);
1468
2198
  if (id === undefined) return;
1469
- const size = editor3DSize(editor3DObject(id)), ignore = new Set(editor3DParts(editor3DInstances.get(id)));
2199
+ const object = editor3DObject(id), size = editor3DSize(object), offset = editor3DBoxOffset(object);
2200
+ const ignore = new Set(editor3DParts(editor3DInstances.get(id)));
1470
2201
  const snapped = editor3DSnapPos(editor3DRest(point, size), size, editor3DGrid ? editor3DMoveStep : 0);
1471
2202
  const y = editor3DLand(snapped.x, snapped.z, point.y, size, ignore);
1472
- editor3DChange((list)=> editor3DSetTransform(list.find((o)=> o.id === id), vec3(snapped.x, y, snapped.z)));
2203
+ // the box stands there, and the object's place is where that puts it
2204
+ const to = vec3(snapped.x, y, snapped.z).subtract(offset);
2205
+ editor3DChange((list)=> editor3DSetTransform(list.find((o)=> o.id === id), to));
1473
2206
  editor3DStrokeEnd();
1474
2207
  }
1475
2208
 
@@ -1479,7 +2212,7 @@ function editor3DDragTo(drag, mouse, ray, snap)
1479
2212
  if (drag.kind === 'blocks')
1480
2213
  return editor3DVoxelDragTo(drag, ray);
1481
2214
  if (drag.kind === 'terrain')
1482
- return editor3DTerrainHover && editor3DTerrainSculpt(editor3DTerrainHover, drag.mode, editor3DSeconds);
2215
+ return editor3DTerrainHover && editor3DTerrainDragTo(drag, editor3DTerrainHover);
1483
2216
  if (drag.kind === 'box')
1484
2217
  {
1485
2218
  drag.to = mouse.copy();
@@ -1490,18 +2223,23 @@ function editor3DDragTo(drag, mouse, ray, snap)
1490
2223
  const was = first && start.get(first.id);
1491
2224
  if (!was) return;
1492
2225
  const size = editor3DSize(first), turned = editor3DTurned(first), step = snap ? editor3DMoveStep : 0;
1493
- const snapTo = (to)=> editor3DSnapPos(to, size, step, turned).subtract(was.pos);
2226
+ const offset = editor3DBoxOffset(first); // snapping and landing go by its box
2227
+ const snapTo = (to)=> editor3DSnapPos(to.add(offset), size, step, turned).subtract(offset).subtract(was.pos);
1494
2228
  let move, turn, factor;
1495
2229
  if (kind === 'arrow')
1496
2230
  {
1497
2231
  const d = editor3DAxisDistance(ray, handle.center, handle.direction) - grab;
1498
- move = handle.direction.multiply(snapTo(was.pos.add(handle.direction.scale(d)))); // along its axis alone
2232
+ // an axis of its own does not follow the grid, so the move goes in steps from where it started
2233
+ move = handle.turn ? handle.direction.scale(step ? round(d / step) * step : d) :
2234
+ handle.direction.multiply(snapTo(was.pos.add(handle.direction.scale(d)))); // along its axis alone
1499
2235
  }
1500
2236
  else if (kind === 'plane')
1501
2237
  {
1502
2238
  const point = editor3DPlanePoint(ray, handle.center, handle.direction);
1503
2239
  if (!point || !grab) return;
1504
- move = vec3(1).subtract(handle.direction).multiply(snapTo(was.pos.add(point.subtract(grab))));
2240
+ const delta = point.subtract(grab), along = (w)=> step ? round(delta.dot(w) / step) * step : delta.dot(w);
2241
+ move = handle.turn ? handle.ways[0].scale(along(handle.ways[0])).add(handle.ways[1].scale(along(handle.ways[1]))) :
2242
+ vec3(1).subtract(handle.direction).multiply(snapTo(was.pos.add(delta)));
1505
2243
  }
1506
2244
  else if (kind === 'body')
1507
2245
  {
@@ -1509,8 +2247,8 @@ function editor3DDragTo(drag, mouse, ray, snap)
1509
2247
  const point = editor3DPlanePoint(ray, drag.level, drag.normal);
1510
2248
  if (!point) return;
1511
2249
  const across = snapTo(was.pos.add(point.subtract(drag.level)));
1512
- const y = editor3DGroundSnap ? editor3DLand(was.pos.x + across.x, was.pos.z + across.z,
1513
- was.pos.y - size.y / 2, size, drag.ignore) : was.pos.y;
2250
+ const y = editor3DGroundSnap ? editor3DLand(was.pos.x + offset.x + across.x, was.pos.z + offset.z + across.z,
2251
+ was.pos.y + offset.y - size.y / 2, size, drag.ignore) - offset.y : was.pos.y;
1514
2252
  move = vec3(across.x, y - was.pos.y, across.z);
1515
2253
  }
1516
2254
  else if (kind === 'ring')
@@ -1611,9 +2349,9 @@ function editor3DDropSelection()
1611
2349
  {
1612
2350
  for (const object of list)
1613
2351
  {
1614
- const to = editor3DSelection.has(object.id) &&
1615
- editor3DDrop(editor3DPos(object), editor3DSize(object), ignore);
1616
- to && editor3DSetTransform(object, to);
2352
+ const offset = editor3DBoxOffset(object), to = editor3DSelection.has(object.id) &&
2353
+ editor3DDrop(editor3DPos(object).add(offset), editor3DSize(object), ignore);
2354
+ to && editor3DSetTransform(object, to.subtract(offset));
1617
2355
  }
1618
2356
  });
1619
2357
  editor3DStrokeEnd();
@@ -1627,11 +2365,12 @@ function editor3DPasteAtMouse()
1627
2365
  if (!copied?.length) return false;
1628
2366
  if (!point) return editor3DPaste();
1629
2367
  const center = copied.reduce((sum, o)=> sum.add(editor3DPos(o)), vec3()).scale(1 / copied.length);
1630
- const bottom = copied.reduce((low, o)=> min(low, editor3DPos(o).y - editor3DSize(o).y / 2), Infinity);
1631
- const first = copied[0], was = editor3DPos(first);
1632
- const snapped = editor3DSnapPos(was.add(vec3(point.x - center.x, 0, point.z - center.z)), editor3DSize(first),
2368
+ const box = (o)=> editor3DClipboardBoxes.get(o) ?? {size: editor3DSize(o), offset: editor3DBoxOffset(o)};
2369
+ const bottom = copied.reduce((low, o)=> min(low, editor3DPos(o).y + box(o).offset.y - box(o).size.y / 2), Infinity);
2370
+ const first = copied[0], size = box(first).size, was = editor3DPos(first).add(box(first).offset); // its box's middle
2371
+ const snapped = editor3DSnapPos(was.add(vec3(point.x - center.x, 0, point.z - center.z)), size,
1633
2372
  editor3DGrid ? editor3DMoveStep : 0, editor3DTurned(first));
1634
- const land = editor3DLand(snapped.x, snapped.z, point.y, editor3DSize(first)) - editor3DSize(first).y / 2;
2373
+ const land = editor3DLand(snapped.x, snapped.z, point.y, size) - size.y / 2;
1635
2374
  return editor3DPaste(vec3(snapped.x - was.x, land - bottom, snapped.z - was.z));
1636
2375
  }
1637
2376
 
@@ -1640,18 +2379,22 @@ function editor3DPasteAtMouse()
1640
2379
  /** @type {Object<string, function(boolean=): any>} */
1641
2380
  const editor3DKeys =
1642
2381
  {
1643
- KeyQ: ()=> { editor3DTool = 'select'; editor3DBrush = undefined; },
1644
- KeyW: ()=> { editor3DTool = 'move'; },
1645
- KeyE: ()=> { editor3DTool = 'rotate'; },
1646
- KeyR: ()=> { editor3DTool = 'scale'; },
1647
- KeyB: ()=> { editor3DTool = 'blocks'; editor3DBrush = undefined; },
1648
- KeyT: ()=> { editor3DTool = 'terrain'; editor3DBrush = undefined; },
2382
+ KeyQ: ()=> { editor3DPickTool('select'); editor3DBrush = undefined; },
2383
+ KeyW: ()=> { editor3DPickTool('move'); },
2384
+ KeyE: ()=> { editor3DPickTool('rotate'); },
2385
+ KeyR: ()=> { editor3DPickTool('scale'); },
2386
+ KeyB: ()=> { editor3DPickTool('blocks'); editor3DBrush = undefined; },
2387
+ KeyT: ()=> { editor3DPickTool('terrain'); editor3DBrush = undefined; },
1649
2388
  KeyP: ()=> editor3DTool === 'blocks' && editor3DVoxelPick(render3D.screenToRay(mousePosScreen)),
2389
+ KeyX: ()=> editor3DTool === 'terrain' ? editor3DTerrainNextBrush() :
2390
+ editor3DTool === 'blocks' && (editor3DBlockBox = !editor3DBlockBox),
1650
2391
  KeyG: ()=> { editor3DGrid = !editor3DGrid; },
2392
+ KeyL: ()=> { editor3DLocalAxes = !editor3DLocalAxes; },
1651
2393
  KeyF: ()=> editor3DFrame(),
1652
2394
  End: ()=> editor3DDropSelection(),
1653
2395
  Delete: ()=> editor3DDelete(),
1654
- Backspace: ()=> editor3DDelete(),
2396
+ Backspace: ()=> editor3DSelection.size ? editor3DDelete() : editor3DPrefabBack(),
2397
+ Enter: ()=> editor3DPrefabEnter(),
1655
2398
  Slash: ()=> { editor3DHelp = !editor3DHelp; },
1656
2399
  };
1657
2400
  /** @type {Object<string, function(boolean=): any>} */
@@ -1663,6 +2406,7 @@ const editor3DCtrlKeys =
1663
2406
  KeyX: ()=> editor3DCut(),
1664
2407
  KeyV: ()=> editor3DPasteAtMouse(),
1665
2408
  KeyD: ()=> editor3DDuplicate(),
2409
+ KeyG: (shift)=> shift ? editor3DUnpack() : editor3DMakePrefab() === true,
1666
2410
  };
1667
2411
 
1668
2412
  // the camera: the right button looks and the keys fly while it is held, the middle button or Space and the left
@@ -1715,7 +2459,13 @@ function editor3DEditorUpdate(seconds)
1715
2459
  if (debugKey && keyWasPressed(debugKey))
1716
2460
  {
1717
2461
  inputClearKey(debugKey);
1718
- editor3DDrag ? editor3DDragCancel() : editor3DPlay(editor3DMousePoint());
2462
+ if (editor3DToolHeld)
2463
+ {
2464
+ editor3DStrokeCancel(); // a held press of the game's tool is taken back
2465
+ editor3DToolHeld = false;
2466
+ }
2467
+ else
2468
+ editor3DDrag ? editor3DDragCancel() : editor3DPlay(editor3DMousePoint());
1719
2469
  return;
1720
2470
  }
1721
2471
 
@@ -1731,9 +2481,20 @@ function editor3DEditorUpdate(seconds)
1731
2481
  const looking = mouseIsDown(2), cameraDrag = looking || mouseIsDown(1) || keyIsDown('Space') || alt;
1732
2482
 
1733
2483
  // the keys, which wait for a drag to end, and fly while the right button is held
1734
- if (!editor3DDrag && !looking)
2484
+ if (!editor3DDrag && !looking && !editor3DToolHeld)
2485
+ {
2486
+ // the game's own keys first, each takes the place of the editor's key of the same spelling
2487
+ const taken = new Set;
2488
+ for (const [spelled, key] of Object.entries(levelEditor.keys))
2489
+ {
2490
+ const withCtrl = spelled.startsWith('ctrl+'), code = editor3DKeyCode(spelled.slice(withCtrl ? 5 : 0));
2491
+ if (withCtrl !== ctrl) continue;
2492
+ taken.add(code);
2493
+ keyWasPressed(code) && key.action.call(levelEditor, shift);
2494
+ }
1735
2495
  for (const [code, action] of Object.entries(ctrl ? editor3DCtrlKeys : editor3DKeys))
1736
- keyWasPressed(code) && action(shift);
2496
+ taken.has(code) || keyWasPressed(code) && action(shift);
2497
+ }
1737
2498
 
1738
2499
  // a right press during a drag puts it back
1739
2500
  if (editor3DDrag && mouseWasPressed(2))
@@ -1741,22 +2502,24 @@ function editor3DEditorUpdate(seconds)
1741
2502
 
1742
2503
  const ray = render3D.screenToRay(mouse), idle = !cameraDrag && !editor3DMouseOnPanel && !editor3DDrag;
1743
2504
  editor3DHover = idle ? editor3DHandleAt(mouse) : undefined;
2505
+ editorCall('onUpdate');
2506
+ if (editor3DToolUpdate(ray, idle, shift, ctrl)) return; // a tool of the game's own has the mouse
1744
2507
 
1745
2508
  // the Blocks tool takes the mouse while the level has a map: Shift removes, Ctrl repaints
1746
- const painting = editor3DTool === 'blocks' && !!editor3DVoxelMap();
2509
+ // a type picked to place is placed, whichever tool is on
2510
+ const painting = editor3DTool === 'blocks' && !editor3DBrush && !!editor3DVoxelMap();
1747
2511
  const mode = shift ? 'remove' : ctrl ? 'paint' : 'place';
1748
2512
  const target = painting && idle ? editor3DVoxelTarget(ray, mode) : undefined;
1749
2513
  editor3DBlockHover = target && {cell: target.cell, mode};
1750
- // the Terrain tool takes it while the level has a terrain: held down it raises the ground, Shift lowers,
1751
- // Ctrl smooths
1752
- const terrain = editor3DTool === 'terrain' ? editor3DTerrainMap() : undefined;
2514
+ // the Terrain tool takes it while the level has a terrain: held down its brush works on the ground
2515
+ const terrain = editor3DTool === 'terrain' && !editor3DBrush ? editor3DTerrainMap() : undefined;
1753
2516
  const reach = terrain && !cameraDrag && !editor3DMouseOnPanel ? terrain.raycast(ray) : undefined;
1754
2517
  editor3DTerrainHover = reach === undefined ? undefined : ray.getPosition(reach);
1755
2518
  if (painting)
1756
2519
  idle && mouseWasPressed(0) && (editor3DDrag = editor3DVoxelPress(ray, mode));
1757
2520
  else if (terrain)
1758
2521
  idle && mouseWasPressed(0) && editor3DTerrainHover &&
1759
- (editor3DDrag = {kind: 'terrain', mode: shift ? 'lower' : ctrl ? 'smooth' : 'raise'});
2522
+ (editor3DDrag = editor3DTerrainPress(editor3DTerrainHover, shift, ctrl));
1760
2523
  else if (idle && mouseWasPressed(0))
1761
2524
  editor3DPress(mouse, ray, shift);
1762
2525
 
@@ -1770,7 +2533,7 @@ function editor3DEditorUpdate(seconds)
1770
2533
  if (debug && globalThis.document?.addEventListener)
1771
2534
  document.addEventListener('keydown', (e)=>
1772
2535
  {
1773
- if (editor3DIsOpen && (e.ctrlKey || e.metaKey) && /^Key[ZYCXVD]$/.test(e.code) && !editorIsTextField(e.target))
2536
+ if (editor3DIsOpen && (e.ctrlKey || e.metaKey) && /^Key[ZYCXVDG]$/.test(e.code) && !editorIsTextField(e.target))
1774
2537
  e.preventDefault();
1775
2538
  });
1776
2539
 
@@ -1782,13 +2545,16 @@ const editor3DHelpLines =
1782
2545
  [
1783
2546
  'Left: select · Shift+Left: add or take away · Left drag from empty space: box select',
1784
2547
  'Q select · W move · E rotate · R scale: drag a handle, or the object itself',
1785
- 'G: grid snap, Ctrl flips it for a drag · End: drop to the ground',
2548
+ 'G: grid snap, Ctrl flips it for a drag · L: move along its own axes · End: drop to the ground',
1786
2549
  'Right button: look, and WASD and QE fly while it is held, Shift faster',
1787
2550
  'Wheel: zoom · Middle drag or Space+drag: pan · Alt+drag: orbit · F: frame the selection',
1788
2551
  'Pick a type, then click to place it, Shift+click keeps placing',
1789
2552
  'B blocks: click or drag places · Shift removes · Ctrl repaints · P picks the type under the mouse',
1790
- 'T terrain: hold to raise the ground · Shift lowers · Ctrl smooths · the brush is in the panel',
2553
+ 'X box fill: a drag fills the rectangle dragged, as tall as the height in the panel',
2554
+ 'T terrain: hold to raise the ground · Shift lowers · Ctrl smooths · X the next brush, flatten and paint',
1791
2555
  'Delete · Ctrl+C / X / V: copy, cut, paste · Ctrl+D: duplicate · Ctrl+Z / Y: undo, redo',
2556
+ 'Ctrl+G: make the selection a prefab, one thing to place many times · Ctrl+Shift+G: unpack it into its objects',
2557
+ 'Enter: open the selected prefab to edit it alone, every instance follows · Backspace with nothing selected: back',
1792
2558
  'Reset to file: the level as its file has it, Restart keeps your edits, Undo brings them back',
1793
2559
  'Esc: play and edit · 0: exit the editor · ?: keys',
1794
2560
  ];
@@ -1798,6 +2564,7 @@ function editor3DHint()
1798
2564
  {
1799
2565
  if (editor3DRecords.get(editor3DLevel)?.pending)
1800
2566
  return 'The level file changed: apply your edits or drop them';
2567
+ if (editorGameTool()) return editorGameTool().hint || levelEditor.tool;
1801
2568
  if (editor3DDrag)
1802
2569
  return editor3DDrag.kind === 'box' ? 'Let go to select what is inside' :
1803
2570
  'Esc or right click puts it back · Ctrl flips the snap';
@@ -1806,10 +2573,14 @@ function editor3DHint()
1806
2573
  if (editor3DBrush)
1807
2574
  return `Click to place a ${editor3DBrush} · Shift keeps placing · Q puts it down`;
1808
2575
  if (editor3DTool === 'terrain')
1809
- return editor3DTerrainMap() ? 'Hold to raise the ground · Shift lowers · Ctrl smooths' :
1810
- 'Add a terrain in the panel to sculpt it';
2576
+ return !editor3DTerrainMap() ? 'Add a terrain in the panel to sculpt it' :
2577
+ {sculpt: 'Hold to raise the ground · Shift lowers · Ctrl smooths',
2578
+ flatten: 'Hold to flatten the ground to the height pressed · Ctrl smooths',
2579
+ paint: 'Hold to paint the ground · Shift takes the paint off'}[editor3DTerrainBrush.mode] +
2580
+ ' · X the next brush';
1811
2581
  if (editor3DTool === 'blocks')
1812
- return editor3DVoxelMap() ? 'Click or drag places · Shift removes · Ctrl repaints · P picks a type' :
2582
+ return editor3DVoxelMap() ? (editor3DBlockBox ? 'Drag a box to fill it' : 'Click or drag places') +
2583
+ ' · Shift removes · Ctrl repaints · P picks a type · X box' :
1813
2584
  'Add a block map in the panel to paint blocks';
1814
2585
  if (editor3DSelection.size)
1815
2586
  return 'Drag a handle or the object · W move · E rotate · R scale · End drops it';
@@ -1883,7 +2654,8 @@ function editor3DDrawRing(center, across, along, radius, color, pixels=2)
1883
2654
  function editor3DVisible(object)
1884
2655
  {
1885
2656
  const made = editor3DInstances.get(object.id);
1886
- return made instanceof EngineObject3D && !made.destroyed && (made.mesh || made.tileInfo) ? made : undefined;
2657
+ return made instanceof EngineObject3D && !made.destroyed && (made.mesh || made.tileInfo || editor3DPrefabBox(made)) ?
2658
+ made : undefined;
1887
2659
  }
1888
2660
 
1889
2661
  // the box around an object as a matrix: around its mesh where it is, turned and sized as it is, a unit box for a
@@ -1893,6 +2665,9 @@ function editor3DBoxMatrix(object)
1893
2665
  const made = editor3DVisible(object), bounds = made?.mesh && (made.mesh.bounds || made.mesh.getBounds());
1894
2666
  if (!made)
1895
2667
  return buildMatrix(editor3DPos(object));
2668
+ const box = editor3DPrefabBox(made);
2669
+ if (box)
2670
+ return buildMatrix(box.pos, undefined, box.size);
1896
2671
  const matrix = render3DObjectMatrix(made).copy();
1897
2672
  return bounds ? matrix.multiply(buildMatrix(bounds.min.add(bounds.max).scale(.5), undefined,
1898
2673
  bounds.max.subtract(bounds.min))) : matrix.multiply(buildMatrix(vec3(), undefined, made.size3D));
@@ -1956,6 +2731,15 @@ function editor3DDraw()
1956
2731
  editor3DDrawRing(editor3DTerrainHover.add(vec3(0, .05, 0)), EDITOR3D_AXES.x, EDITOR3D_AXES.z,
1957
2732
  editor3DTerrainBrush.size / 2, hsl(0, 0, 1, .9), 2.5);
1958
2733
 
2734
+ // the box a box drag fills
2735
+ const region = map && editor3DDrag?.region;
2736
+ if (region)
2737
+ {
2738
+ const size = region.hi.subtract(region.lo).add(vec3(1));
2739
+ editor3DDrawWire(buildMatrix(map.pos3D.add(region.lo).add(size.scale(.5)), undefined, size.add(vec3(.02))),
2740
+ editor3DDrag.mode === 'place' ? hsl(0, 0, 1, .9) : editor3DDrag.mode === 'remove' ? hsl(0, 1, .6) :
2741
+ hsl(.15, 1, .6), 2.5);
2742
+ }
1959
2743
  // the map's edges, to see where it ends
1960
2744
  if (map)
1961
2745
  editor3DDrawWire(buildMatrix(map.pos3D.add(map.mapSize.scale(.5)), undefined, map.mapSize),
@@ -1982,9 +2766,8 @@ function editor3DDraw()
1982
2766
  else if (kind === 'plane')
1983
2767
  {
1984
2768
  // a flat square across its two axes, in the color of the axis it does not move along
1985
- const size = vec3(tip * 1.6).subtract(handle.direction.scale(tip * 1.5));
1986
- r.drawBox(points[0], size, lit ? color : EDITOR3D_AXIS_COLORS['xyz'.replace(axis[0], '')
1987
- .replace(axis[1], '')].scale(1, .7));
2769
+ const size = vec3(tip * 1.6).subtract(EDITOR3D_AXES[handle.across].scale(tip * 1.5));
2770
+ r.drawBox(points[0], size, lit ? color : EDITOR3D_AXIS_COLORS[handle.across].scale(1, .7), handle.turn);
1988
2771
  }
1989
2772
  else if (kind === 'scaleAll')
1990
2773
  r.drawBox(center, tip * 1.4, lit ? color : WHITE);
@@ -1994,7 +2777,8 @@ function editor3DDraw()
1994
2777
  r.drawLine(points[0], points[1], width, color);
1995
2778
  const turn = axis === 'x' ? vec3(0, 0, -PI / 2) : axis === 'z' ? vec3(PI / 2, 0, 0) : undefined;
1996
2779
  const at = points[1].add(handle.direction.scale(tip));
1997
- r.drawMesh(editor3DConeMesh(), buildMatrix(at, turn, vec3(tip * 1.4, tip * 2, tip * 1.4)), undefined, color);
2780
+ const cone = buildMatrix(vec3(), turn, vec3(tip * 1.4, tip * 2, tip * 1.4));
2781
+ r.drawMesh(editor3DConeMesh(), buildMatrix(at, handle.turn).multiply(cone), undefined, color);
1998
2782
  }
1999
2783
  else
2000
2784
  {
@@ -2002,6 +2786,7 @@ function editor3DDraw()
2002
2786
  r.drawBox(points[1], tip, color, editor3DRotation(editor3DSelected()[0]).scale(PI / 180));
2003
2787
  }
2004
2788
  }
2789
+ editor3DDrawGame();
2005
2790
  }
2006
2791
 
2007
2792
  // the editor's drawing on the 2D layer: the name of each marker, and the box being dragged out to select with
@@ -2092,9 +2877,11 @@ function editor3DPanelInit()
2092
2877
  ['scale', 'Scale', 'R'], ['blocks', 'Blocks', 'B'], ['terrain', 'Terrain', 'T']])
2093
2878
  toolButtons[tool] = button(tools, text, ()=>
2094
2879
  {
2095
- editor3DTool = tool;
2880
+ editor3DPickTool(tool);
2096
2881
  (tool === 'select' || tool === 'blocks' || tool === 'terrain') && (editor3DBrush = undefined);
2097
2882
  }, key);
2883
+ // the game's own tools, buttons and controls, under the editor's tools
2884
+ const game = editorElement('div', panel);
2098
2885
  const snap = editorElement('div', panel, box);
2099
2886
  const grid = check(snap, 'Grid snap', (on)=> editor3DGrid = on, 'G, and Ctrl flips it for a drag');
2100
2887
  const steps = row(snap);
@@ -2103,12 +2890,26 @@ function editor3DPanelInit()
2103
2890
  const scaleStep = choice(steps, 'Size', [1, .5, .25], (v)=> editor3DScaleStep = v);
2104
2891
  const ground = check(snap, 'Ground snap', (on)=> editor3DGroundSnap = on,
2105
2892
  'A drag of an object slides it along what is under the mouse');
2893
+ const ownAxes = check(snap, 'Own axes', (on)=> editor3DLocalAxes = on,
2894
+ 'L: the Move handles go along the object\'s own axes, as it is turned, not the world\'s');
2106
2895
 
2107
2896
  // the types, a click picks one up to place, made again when types are added
2108
2897
  editorElement('div', panel, 'color:#aaa;margin-top:4px', 'Place');
2109
2898
  const types = row();
2899
+ const prefabNote = editorElement('div', panel, 'color:#f86'); // why a prefab was not loaded
2110
2900
  const properties = editorElement('div', panel, box);
2111
2901
 
2902
+ // prefabs: the selection made one, or the selected instance's own
2903
+ const prefabBox = editorElement('div', panel, box);
2904
+
2905
+ // the prefab that is open, and the way back
2906
+ const prefabOpen = editorElement('div', panel, 'padding:4px;margin:4px 0;background:#235;border-radius:3px;' +
2907
+ 'display:flex;gap:6px;align-items:center');
2908
+ panel.insertBefore(prefabOpen, panel.firstChild);
2909
+ const prefabName = editorElement('span', prefabOpen, 'flex:1');
2910
+ button(prefabOpen, 'Back', ()=> editor3DPrefabBack(),
2911
+ 'Backspace with nothing selected: back to where the prefab was opened from, every instance of it follows');
2912
+
2112
2913
  // the Blocks tool's box: a map to add, or the types to paint with
2113
2914
  const blocks = editorElement('div', panel, box);
2114
2915
 
@@ -2139,13 +2940,15 @@ function editor3DPanelInit()
2139
2940
 
2140
2941
  const storage = editorElement('div', panel, 'color:#f86;margin-top:4px',
2141
2942
  'Autosave failed, storage is full: Save to a file');
2943
+ const prefabUnsaved = editorElement('div', panel, 'color:#fc6;margin-top:4px');
2142
2944
  const hint = editorElement('div', panel, 'color:#8ab;margin-top:4px');
2143
2945
  const help = editorElement('div', panel, 'color:#aaa;margin-top:4px;border-top:1px solid #444;padding-top:4px');
2144
2946
  for (const line of editor3DHelpLines)
2145
2947
  editorElement('div', help, 'margin:2px 0', line);
2948
+ const gameHelp = editorElement('div', help);
2146
2949
  button(help, 'Close', ()=> editor3DHelp = false, '?');
2147
2950
 
2148
- editor3DPanelParts = {restart, pending, toolButtons, grid, moveStep, rotateStep, scaleStep, ground, types,
2951
+ editor3DPanelParts = {game, gameHelp, restart, pending, toolButtons, grid, moveStep, rotateStep, scaleStep, ground, ownAxes, types, prefabBox, prefabOpen, prefabName, prefabUnsaved, prefabNote,
2149
2952
  properties, blocks, terrainBox, sceneOn, sceneRows, playFrom, storage, hint, help, typeNames: ''};
2150
2953
  }
2151
2954
 
@@ -2160,49 +2963,126 @@ function editor3DPanelUpdate()
2160
2963
  editor3DPanel || editor3DPanelInit();
2161
2964
  editor3DPanel.style.display = '';
2162
2965
  const p = editor3DPanelParts, lit = '2px solid #4af';
2163
- p.restart.style.display = levelEditor.onRestart ? '' : 'none';
2966
+ editorGamePanel(p.game);
2967
+ editorGameHelp(p.gameHelp);
2968
+ p.restart.style.display = editorHas('onRestart') ? '' : 'none';
2164
2969
  p.pending.style.display = editor3DRecords.get(editor3DLevel)?.pending ? '' : 'none';
2165
2970
  for (const tool in p.toolButtons)
2166
2971
  p.toolButtons[tool].style.outline = tool === editor3DTool ? lit : '';
2167
2972
  p.grid.checked = editor3DGrid;
2168
2973
  p.ground.checked = editor3DGroundSnap;
2974
+ p.ownAxes.checked = editor3DLocalAxes;
2169
2975
  p.moveStep.value = editor3DMoveStep + '';
2170
2976
  p.rotateStep.value = editor3DRotateStep + '';
2171
2977
  p.scaleStep.value = editor3DScaleStep + '';
2172
2978
  p.playFrom.checked = editor3DPlayFromMouse;
2173
- p.playFrom.parentElement.style.display = levelEditor.onPlayFrom ? 'flex' : 'none';
2979
+ p.playFrom.parentElement.style.display = editorHas('onPlayFrom') ? 'flex' : 'none';
2174
2980
  p.storage.style.display = editor3DSaveFailed ? '' : 'none';
2175
2981
  p.hint.textContent = editor3DHint();
2176
2982
  p.help.style.display = editor3DHelp ? '' : 'none';
2177
2983
 
2178
2984
  // a button for each type, made again when the types changed
2179
- const names = [...level3DTypes.keys()], typeNames = names.join('\n');
2985
+ const names = editor3DPlaceNames(), plain = names.filter((name)=> !level3DPrefabs.has(name));
2986
+ const prefabs = names.slice(plain.length);
2987
+ const typeNames = plain.join('\n') + '\n\n' + prefabs.join('\n');
2180
2988
  if (p.typeNames !== typeNames)
2181
2989
  {
2182
2990
  p.typeNames = typeNames;
2183
- p.types.replaceChildren(...names.map((name)=>
2991
+ p.typeButtons = names.map((name)=>
2184
2992
  {
2185
2993
  const b = editorElement('button', undefined, 'padding:3px 6px;cursor:pointer', name);
2186
2994
  b.onclick = ()=> { editor3DBrush = editor3DBrush === name ? undefined : name; b.blur(); };
2187
2995
  return b;
2188
- }));
2189
- }
2190
- names.forEach((name, i)=> p.types.children[i].style.outline = name === editor3DBrush ? lit : '');
2996
+ });
2997
+ const label = editorElement('span', undefined, 'color:#aaa;width:100%', 'Prefabs');
2998
+ const load = editorElement('button', undefined, 'padding:3px 6px;cursor:pointer', 'Load prefab…');
2999
+ load.title = 'Add a prefab from a file the editor saved, by its file name, to place in this level';
3000
+ load.onclick = ()=> { editor3DPrefabPickFile(); load.blur(); };
3001
+ p.types.replaceChildren(...p.typeButtons.slice(0, plain.length), label, ...p.typeButtons.slice(plain.length), load);
3002
+ }
3003
+ p.prefabNote.style.display = editor3DPrefabMessage && !editor3DSelection.size ? '' : 'none';
3004
+ p.prefabNote.textContent = editor3DPrefabMessage;
3005
+ names.forEach((name, i)=> p.typeButtons[i].style.outline = name === editor3DBrush ? lit : '');
2191
3006
  editor3DPropertiesUpdate(p.properties);
3007
+ editor3DPrefabBoxUpdate(p.prefabBox);
3008
+ p.prefabOpen.style.display = editor3DPrefabStack.length ? 'flex' : 'none';
3009
+ p.prefabName.textContent = 'Editing prefab ' + editor3DPrefabStack.map((frame)=> frame.name).join(' > ');
3010
+ p.prefabUnsaved.style.display = editor3DPrefabDirty.size ? '' : 'none';
3011
+ p.prefabUnsaved.textContent = 'Edited and not in its file: ' + [...editor3DPrefabDirty].join(', ') +
3012
+ '. Open it with Enter and Save';
2192
3013
  editor3DBlocksUpdate(p.blocks);
2193
3014
  editor3DTerrainBoxUpdate(p.terrainBox);
2194
3015
  p.sceneOn.checked = !!editor3DScene();
2195
3016
  editor3DSceneUpdate(p.sceneRows);
2196
3017
  }
2197
3018
 
3019
+ // the prefab box, shown with a selection: a name and a button to make it a prefab, and for one selected instance
3020
+ // its prefab's name, Unpack, Export, and for a prefab of the level's own whether it is attached
3021
+ function editor3DPrefabBoxUpdate(box)
3022
+ {
3023
+ const selected = editor3DSelected(), made = selected.length === 1 && editor3DInstances.get(selected[0].id);
3024
+ const instance = made instanceof Prefab3D ? made : undefined, prefab = instance && level3DPrefabs.get(instance.prefabName);
3025
+ const key = !selected.length ? '' : [selected.length, instance?.prefabName, prefab?.attached, prefab?.fromLevel,
3026
+ editor3DPrefabMessage, editor3DPrefabStack.length] + '';
3027
+ box.style.display = key ? '' : 'none';
3028
+ if (box.dataset.key === key || box.contains(document.activeElement)) return;
3029
+ box.dataset.key = key;
3030
+ box.replaceChildren();
3031
+ if (!key) return;
3032
+ const field = 'background:#222;color:#eee', press = 'padding:2px 6px;cursor:pointer';
3033
+ const row = ()=> editorElement('div', box, 'display:flex;gap:4px;align-items:center;margin:2px 0;flex-wrap:wrap');
3034
+ if (prefab)
3035
+ {
3036
+ const line = row();
3037
+ editorElement('span', line, 'flex:1;color:#aaa', 'Prefab ' + instance.prefabName);
3038
+ const open = editorElement('button', line, press, 'Edit');
3039
+ open.title = 'Enter: open the prefab alone to edit it, every instance of it follows';
3040
+ open.onclick = ()=> { editor3DPrefabEnter(); open.blur(); };
3041
+ const unpack = editorElement('button', line, press, 'Unpack');
3042
+ unpack.title = 'Ctrl+Shift+G: turn this instance into the objects it is made of';
3043
+ unpack.onclick = ()=> { editor3DUnpack(); unpack.blur(); };
3044
+ const save = editorElement('button', line, press, 'Export');
3045
+ save.title = 'Save the prefab as a file of its own, to load with level3DLoadPrefab';
3046
+ save.onclick = ()=>
3047
+ {
3048
+ saveText(editor3DPrefabJSON(instance.prefabName), instance.prefabName + '.json', 'application/json');
3049
+ save.blur();
3050
+ };
3051
+ if (prefab.fromLevel && !editor3DPrefabStack.length)
3052
+ {
3053
+ const label = editorElement('label', box, 'display:flex;gap:6px;align-items:center;margin:2px 0');
3054
+ label.title = 'Its parts are attached to each instance and move with it as one body, with no ' +
3055
+ 'collision of their own; off, each part is an object of its own and solid';
3056
+ const attached = editorElement('input', label);
3057
+ attached.type = 'checkbox';
3058
+ attached.checked = prefab.attached;
3059
+ attached.onchange = ()=> { editor3DPrefabSetAttached(instance.prefabName, attached.checked); attached.blur(); };
3060
+ editorElement('span', label, '', 'Attached, one body');
3061
+ }
3062
+ }
3063
+ const line = row();
3064
+ const name = editorElement('input', line, field + ';flex:1;min-width:60px');
3065
+ name.placeholder = 'prefab name';
3066
+ const make = editorElement('button', line, press, 'Make prefab');
3067
+ make.title = 'Ctrl+G: the selection becomes one thing to place many times, kept in the level';
3068
+ make.onclick = ()=> { editor3DMakePrefab(name.value); make.blur(); };
3069
+ name.onkeydown = (e)=> { e.key === 'Enter' && (editor3DMakePrefab(name.value), name.blur()); };
3070
+ editor3DPrefabMessage && editorElement('div', box, 'color:#f86', editor3DPrefabMessage);
3071
+ }
3072
+
3073
+ // a level's color as a color input takes it, six digits and no alpha, white for one it can not show
3074
+ function editor3DInputColor(hex) { return /^#[0-9a-f]{6}/i.test(hex) ? hex.slice(0, 7) : '#ffffff'; }
3075
+
2198
3076
  // the terrain box, shown with the Terrain tool: without a terrain, its size, cells and height and a button to add
2199
- // it; with one, the brush's size and strength, the terrain's color, and a button to take it away
3077
+ // it; with one, the brush, its size and strength or the color it paints, the terrain's color, and a button to
3078
+ // take it away
2200
3079
  function editor3DTerrainBoxUpdate(box)
2201
3080
  {
2202
3081
  const map = editor3DTerrainMap(), shown = editor3DTool === 'terrain';
2203
3082
  box.style.display = shown ? '' : 'none';
2204
3083
  if (!shown) return;
2205
- const terrain = editor3DLevelPart('terrain'), key = map ? 'terrain ' + terrain.color : 'none';
3084
+ const terrain = editor3DLevelPart('terrain'), brush = editor3DTerrainBrush;
3085
+ const key = map ? ['terrain', terrain.color, brush.mode] + '' : 'none';
2206
3086
  if (box.dataset.key === key || box.contains(document.activeElement)) return;
2207
3087
  box.dataset.key = key;
2208
3088
  box.replaceChildren();
@@ -2250,13 +3130,27 @@ function editor3DTerrainBoxUpdate(box)
2250
3130
  input.oninput = ()=> set(parseFloat(input.value));
2251
3131
  input.onchange = ()=> input.blur();
2252
3132
  };
2253
- slider('Brush size', 'How far across the brush is', 1, 32, .5, editor3DTerrainBrush.size,
2254
- (v)=> editor3DTerrainBrush.size = v);
2255
- slider('Strength', 'How fast the brush works', .05, 1, .05, editor3DTerrainBrush.strength,
2256
- (v)=> editor3DTerrainBrush.strength = v);
2257
- const color = editorElement('input', line('Color'), field + ';width:60px');
3133
+ const brushes = editorElement('select', line('Brush', 'X: sculpt raises and lowers the ground, flatten brings ' +
3134
+ 'it to the height pressed, paint colors it'), field + ';width:120px');
3135
+ for (const name of editor3DTerrainBrushes)
3136
+ editorElement('option', brushes, '', name[0].toUpperCase() + name.slice(1)).value = name;
3137
+ brushes.value = brush.mode;
3138
+ brushes.onchange = ()=> { brush.mode = brushes.value; brushes.blur(); };
3139
+ slider('Brush size', 'How far across the brush is', 1, 32, .5, brush.size, (v)=> brush.size = v);
3140
+ if (brush.mode === 'paint')
3141
+ {
3142
+ const paint = editorElement('input', line('Paint', 'The color the brush paints'), field + ';width:60px');
3143
+ paint.type = 'color';
3144
+ paint.value = editor3DInputColor(brush.color);
3145
+ paint.oninput = ()=> brush.color = paint.value;
3146
+ paint.onchange = ()=> { brush.color = paint.value; paint.blur(); };
3147
+ }
3148
+ else
3149
+ slider('Strength', 'How fast the brush works', .05, 1, .05, brush.strength, (v)=> brush.strength = v);
3150
+ const color = editorElement('input', line('Color', 'The color of the ground that is not painted'),
3151
+ field + ';width:60px');
2258
3152
  color.type = 'color';
2259
- color.value = /^#[0-9a-f]{6}/i.test(terrain.color) ? terrain.color.slice(0, 7) : '#ffffff';
3153
+ color.value = editor3DInputColor(terrain.color);
2260
3154
  color.oninput = ()=> editor3DChangePart('terrain', (t)=> ({...t, color: color.value}));
2261
3155
  color.onchange = ()=> { color.oninput(); editor3DStrokeEnd(); color.blur(); };
2262
3156
  const remove = editorElement('button', box, 'margin-top:4px;padding:2px 6px;cursor:pointer', 'Remove terrain');
@@ -2272,7 +3166,8 @@ function editor3DBlocksUpdate(box)
2272
3166
  box.style.display = shown ? '' : 'none';
2273
3167
  if (!shown) return;
2274
3168
  const first = map?.tileInfo, texture = first?.textureInfo;
2275
- const key = map ? ['map', editor3DBlockType, texture?.size.x, map.blockTypes.length].join() : 'none';
3169
+ const key = map ? ['map', editor3DBlockType, texture?.size.x, map.blockTypes.length, editor3DBlockBox,
3170
+ map.mapSize].join() : 'none';
2276
3171
  if (box.dataset.key === key || box.contains(document.activeElement)) return;
2277
3172
  box.dataset.key = key;
2278
3173
  box.replaceChildren();
@@ -2293,7 +3188,7 @@ function editor3DBlocksUpdate(box)
2293
3188
  add.title = 'An empty map of blocks, centered, its bottom on the ground';
2294
3189
  add.onclick = ()=>
2295
3190
  {
2296
- const [x, y, z] = inputs.map((i)=> clamp(floor(parseFloat(i.value)) || 1, 1, 256));
3191
+ const [x, y, z] = inputs.map((i, k)=> clamp(floor(parseFloat(i.value)) || [32, 16, 32][k], 1, 256));
2297
3192
  editor3DVoxelAdd(vec3(x, y, z));
2298
3193
  add.blur();
2299
3194
  };
@@ -2333,6 +3228,46 @@ function editor3DBlocksUpdate(box)
2333
3228
  }
2334
3229
  catch {} // an image that can not be drawn or read, the title still says the type
2335
3230
  }
3231
+ // box fill: a drag fills the rectangle dragged, this many layers tall
3232
+ const boxRow = editorElement('label', box, 'display:flex;gap:6px;align-items:center;margin:4px 0 2px');
3233
+ boxRow.title = 'X: a drag fills the whole rectangle from the press to the mouse, Shift clears it, Ctrl repaints';
3234
+ const boxOn = editorElement('input', boxRow);
3235
+ boxOn.type = 'checkbox';
3236
+ boxOn.checked = editor3DBlockBox;
3237
+ boxOn.onchange = ()=> { editor3DBlockBox = boxOn.checked; boxOn.blur(); };
3238
+ editorElement('span', boxRow, 'flex:1', 'Box fill, height');
3239
+ const boxHeight = editorElement('input', boxRow, field);
3240
+ boxHeight.type = 'number';
3241
+ boxHeight.min = '1', boxHeight.max = '256', boxHeight.step = '1';
3242
+ boxHeight.value = editor3DBlockBoxHeight + '';
3243
+ boxHeight.onchange = ()=>
3244
+ {
3245
+ editor3DBlockBoxHeight = clamp(floor(parseFloat(boxHeight.value)) || 1, 1, 256);
3246
+ boxHeight.value = editor3DBlockBoxHeight + '';
3247
+ boxHeight.blur();
3248
+ };
3249
+
3250
+ // the map's size, to change
3251
+ const sizeRow = editorElement('label', box, 'display:flex;gap:4px;align-items:center;margin:2px 0');
3252
+ editorElement('span', sizeRow, 'flex:1', 'Map size');
3253
+ const axes = ['x', 'y', 'z'], sizes = axes.map((axis)=>
3254
+ {
3255
+ const input = editorElement('input', sizeRow, field);
3256
+ input.type = 'number';
3257
+ input.min = '1', input.max = '256', input.step = '1';
3258
+ input.value = map.mapSize[axis] + '';
3259
+ return input;
3260
+ });
3261
+ const resize = editorElement('button', box, 'padding:2px 6px;cursor:pointer;margin-right:4px', 'Resize');
3262
+ resize.title = 'Change the map\'s size, its blocks stay where they are; Undo brings back what was cut off';
3263
+ resize.onclick = ()=>
3264
+ {
3265
+ // a field left empty keeps the size it has
3266
+ const [x, y, z] = sizes.map((i, k)=> clamp(floor(parseFloat(i.value)) || map.mapSize[axes[k]], 1, 256));
3267
+ editor3DVoxelResize(vec3(x, y, z));
3268
+ resize.blur();
3269
+ };
3270
+
2336
3271
  const remove = editorElement('button', box, 'margin-top:4px;padding:2px 6px;cursor:pointer', 'Remove map');
2337
3272
  remove.title = 'Take the block map out of the level, Undo brings it back';
2338
3273
  remove.onclick = ()=> { editor3DVoxelRemove(); remove.blur(); };
@@ -2351,7 +3286,11 @@ function editor3DSceneUpdate(box)
2351
3286
 
2352
3287
  // a setting the block leaves out shows as it is on screen
2353
3288
  const view = editor3DSceneFromView(), value = (name)=> scene[name] ?? view[name];
2354
- const change = (name, v)=> editor3DChangeScene((s={})=> ({...s, [name]: v}));
3289
+ // an input changes the scene as it is when it is used, not as it was when the box was made: the box is not
3290
+ // made again while it has the focus, so a field edited right after another must not put the other one back;
3291
+ // set is given the setting's value now, or what shows for one the block leaves out
3292
+ const change = (name, set)=> editor3DChangeScene((s={})=>
3293
+ ({...s, [name]: typeof set === 'function' ? set(s[name] ?? view[name]) : set}));
2355
3294
  const field = 'background:#222;color:#eee';
2356
3295
  const line = (name, title='')=>
2357
3296
  {
@@ -2379,7 +3318,7 @@ function editor3DSceneUpdate(box)
2379
3318
  {
2380
3319
  const input = editorElement('input', line(name, title), field + ';width:60px');
2381
3320
  input.type = 'color';
2382
- input.value = /^#[0-9a-f]{6}/i.test(hex) ? hex.slice(0, 7) : '#ffffff';
3321
+ input.value = editor3DInputColor(hex);
2383
3322
  return live(input, ()=> set(input.value));
2384
3323
  };
2385
3324
  const number = (row, v, set)=>
@@ -2392,7 +3331,7 @@ function editor3DSceneUpdate(box)
2392
3331
  input.onchange = ()=>
2393
3332
  {
2394
3333
  const n = parseFloat(input.value);
2395
- isNumber(n) && n >= 0 && set(n);
3334
+ isNumber(n) && n >= 0 ? set(v = n) : input.value = v + ''; // one not taken shows what it has again
2396
3335
  editor3DStrokeEnd();
2397
3336
  input.blur();
2398
3337
  };
@@ -2417,7 +3356,7 @@ function editor3DSceneUpdate(box)
2417
3356
  if (sky)
2418
3357
  {
2419
3358
  ['Sky top', 'Sky horizon', 'Sky bottom'].forEach((name, i)=> color(name, '', sky[i], (hex)=>
2420
- change('sky', sky.map((c, k)=> k === i ? hex : c))));
3359
+ change('sky', (now)=> (isArray(now) && now.length === 3 ? now : sky).map((c, k)=> k === i ? hex : c))));
2421
3360
  slider('Ambient', 'How much of the sky colors lights the scene', 0, 1, .05,
2422
3361
  isNumber(scene.ambient) ? scene.ambient : .5, (v)=> change('ambient', v));
2423
3362
  }
@@ -2425,16 +3364,17 @@ function editor3DSceneUpdate(box)
2425
3364
  // the sun, as two angles
2426
3365
  const [around, height] = editor3DSunAngles(value('sunDirection'));
2427
3366
  slider('Sun around', 'Where the sun is around the scene, in degrees', 0, 359, 1, around, (v)=>
2428
- change('sunDirection', editor3DSunDirection(v, editor3DSunAngles(value('sunDirection'))[1])));
2429
- slider('Sun height', 'How high the sun is over the horizon, in degrees', 5, 90, 1, height, (v)=>
2430
- change('sunDirection', editor3DSunDirection(editor3DSunAngles(value('sunDirection'))[0], v)));
3367
+ change('sunDirection', (now)=> editor3DSunDirection(v, editor3DSunAngles(now)[1])));
3368
+ slider('Sun height', 'How high the sun is over the horizon, in degrees', 5, 89, 1, height, (v)=>
3369
+ change('sunDirection', (now)=> editor3DSunDirection(editor3DSunAngles(now)[0], v)));
2431
3370
  color('Sun color', '', value('sunColor'), (hex)=> change('sunColor', hex));
2432
3371
 
2433
3372
  // the fog, by its distances, an end of 0 for none
2434
3373
  const fog = isArray(value('fog')) ? value('fog') : [0, 0], fogRow = line('Fog start, end',
2435
3374
  'Where the fog starts and where it is total, an end of 0 for no fog');
2436
- number(fogRow, fog[0], (v)=> change('fog', [v, fog[1]]));
2437
- number(fogRow, fog[1], (v)=> change('fog', [fog[0], v]));
3375
+ const fogNow = (now)=> isArray(now) && now.length === 2 ? now : fog;
3376
+ number(fogRow, fog[0], (v)=> change('fog', (now)=> [v, fogNow(now)[1]]));
3377
+ number(fogRow, fog[1], (v)=> change('fog', (now)=> [fogNow(now)[0], v]));
2438
3378
  color('Fog color', 'The sky\'s horizon color when the level has a sky and no fog color',
2439
3379
  scene.fogColor ?? (sky ? sky[1] : view.fogColor), (hex)=> change('fogColor', hex));
2440
3380
  toggle('Shadows', 'The sun casts shadows', !!value('shadows'), (on)=> change('shadows', on));