react-three-game 0.0.57 → 0.0.59
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/copilot-instructions.md +1 -1
- package/README.md +59 -35
- package/dist/index.d.ts +1 -1
- package/dist/index.js +1 -1
- package/dist/tools/assetviewer/page.js +1 -1
- package/dist/tools/dragdrop/DragDropLoader.d.ts +19 -6
- package/dist/tools/dragdrop/DragDropLoader.js +77 -40
- package/dist/tools/dragdrop/index.d.ts +4 -0
- package/dist/tools/dragdrop/index.js +2 -0
- package/dist/tools/dragdrop/modelLoader.d.ts +5 -6
- package/dist/tools/dragdrop/modelLoader.js +62 -49
- package/dist/tools/dragdrop/page.js +3 -3
- package/dist/tools/prefabeditor/EditorTree.js +24 -48
- package/dist/tools/prefabeditor/EditorTreeMenus.d.ts +33 -0
- package/dist/tools/prefabeditor/EditorTreeMenus.js +136 -0
- package/dist/tools/prefabeditor/PrefabEditor.js +1 -1
- package/dist/tools/prefabeditor/PrefabRoot.js +5 -3
- package/dist/tools/prefabeditor/components/CameraComponent.js +32 -12
- package/dist/tools/prefabeditor/components/DirectionalLightComponent.js +49 -23
- package/dist/tools/prefabeditor/components/MaterialComponent.d.ts +8 -0
- package/dist/tools/prefabeditor/components/MaterialComponent.js +11 -5
- package/dist/tools/prefabeditor/components/SpotLightComponent.js +34 -13
- package/package.json +2 -2
- package/react-three-game-skill/react-three-game/SKILL.md +63 -5
- package/react-three-game-skill/react-three-game/rules/ADVANCED_PHYSICS.md +7 -5
- package/src/index.ts +1 -1
- package/src/tools/assetviewer/page.tsx +1 -1
- package/src/tools/dragdrop/DragDropLoader.tsx +118 -55
- package/src/tools/dragdrop/index.ts +4 -0
- package/src/tools/dragdrop/modelLoader.ts +95 -50
- package/src/tools/dragdrop/page.tsx +7 -4
- package/src/tools/prefabeditor/EditorTree.tsx +56 -125
- package/src/tools/prefabeditor/EditorTreeMenus.tsx +307 -0
- package/src/tools/prefabeditor/PrefabEditor.tsx +1 -1
- package/src/tools/prefabeditor/PrefabRoot.tsx +6 -3
- package/src/tools/prefabeditor/components/CameraComponent.tsx +51 -14
- package/src/tools/prefabeditor/components/DirectionalLightComponent.tsx +59 -28
- package/src/tools/prefabeditor/components/MaterialComponent.tsx +18 -9
- package/src/tools/prefabeditor/components/SpotLightComponent.tsx +49 -18
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import { jsx as _jsx, jsxs as _jsxs, Fragment as _Fragment } from "react/jsx-runtime";
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import { useRef, useEffect } from "react";
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import { useRef, useEffect, useMemo, useState } from "react";
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import { BooleanField, ColorField, FieldGroup, NumberField } from "./Input";
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import { useHelper } from "@react-three/drei";
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import { SpotLightHelper } from "three";
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import { useFrame } from "@react-three/fiber";
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const spotLightDefaults = {
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color: '#ffffff',
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intensity: 1,
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angle: Math.PI / 6,
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penumbra: 0.5,
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distance: 100,
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castShadow: true,
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};
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function SpotLightComponentEditor({ component, onUpdate }) {
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const values = Object.assign(Object.assign({}, spotLightDefaults), component.properties);
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return (_jsxs(FieldGroup, { children: [_jsx(ColorField, { name: "color", label: "Color", values: values, onChange: onUpdate }), _jsx(NumberField, { name: "intensity", label: "Intensity", values: values, onChange: onUpdate, min: 0, step: 0.1, fallback: 1 }), _jsx(NumberField, { name: "angle", label: "Angle", values: values, onChange: onUpdate, min: 0, max: Math.PI, step: 0.05, fallback: Math.PI / 6 }), _jsx(NumberField, { name: "penumbra", label: "Penumbra", values: values, onChange: onUpdate, min: 0, max: 1, step: 0.05, fallback: 0.5 }), _jsx(NumberField, { name: "distance", label: "Distance", values: values, onChange: onUpdate, min: 0, step: 1, fallback: 100 }), _jsx(BooleanField, { name: "castShadow", label: "Cast Shadow", values: values, onChange: onUpdate, fallback: true })] }));
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}
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function SpotLightView({ properties, editMode, isSelected }) {
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const color =
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const intensity =
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const angle =
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const penumbra =
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const distance =
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const castShadow =
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const merged = Object.assign(Object.assign({}, spotLightDefaults), properties);
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const color = merged.color;
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const intensity = merged.intensity;
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const angle = merged.angle;
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const penumbra = merged.penumbra;
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const distance = merged.distance;
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const castShadow = merged.castShadow;
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const spotLightRef = useRef(null);
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const targetRef = useRef(null);
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const [spotLight, setSpotLight] = useState(null);
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const spotLightHelper = useMemo(() => spotLight ? new SpotLightHelper(spotLight, color) : null, [spotLight, color]);
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useEffect(() => {
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return () => {
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spotLightHelper === null || spotLightHelper === void 0 ? void 0 : spotLightHelper.dispose();
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};
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}, [spotLightHelper]);
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useEffect(() => {
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if (spotLightRef.current && targetRef.current) {
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spotLightRef.current.target = targetRef.current;
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setSpotLight(spotLightRef.current);
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}
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}, []);
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useFrame(() => {
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if (spotLightHelper && editMode && isSelected) {
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spotLightHelper.update();
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}
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});
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return (_jsxs(_Fragment, { children: [_jsx("spotLight", { ref: spotLightRef, color: color, intensity: intensity, angle: angle, penumbra: penumbra, distance: distance, castShadow: castShadow, "shadow-mapSize-width": 1024, "shadow-mapSize-height": 1024, "shadow-bias": -0.0001, "shadow-normalBias": 0.02 }), editMode && isSelected && spotLightHelper && (_jsx("primitive", { object: spotLightHelper })), _jsx("object3D", { ref: targetRef, position: [0, -5, 0] }), editMode && (_jsxs(_Fragment, { children: [_jsxs("mesh", { children: [_jsx("sphereGeometry", { args: [0.2, 8, 6] }), _jsx("meshBasicMaterial", { color: color, wireframe: true })] }), _jsxs("mesh", { position: [0, -5, 0], children: [_jsx("sphereGeometry", { args: [0.15, 8, 6] }), _jsx("meshBasicMaterial", { color: color, wireframe: true, opacity: 0.5, transparent: true })] })] }))] }));
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}
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const SpotLightComponent = {
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name: 'SpotLight',
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Editor: SpotLightComponentEditor,
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View: SpotLightView,
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defaultProperties:
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defaultProperties: spotLightDefaults
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};
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export default SpotLightComponent;
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package/package.json
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{
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"name": "react-three-game",
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"version": "0.0.
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"description": "
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"version": "0.0.59",
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"description": "high performance 3D game engine for React",
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"main": "dist/index.js",
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"module": "dist/index.js",
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"types": "dist/index.d.ts",
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```typescript
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interface GameObject {
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id: string;
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name?: string;
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disabled?: boolean;
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components?: Record<string, { type: string; properties: any }>;
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children?: GameObject[];
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}
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```
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`disabled` is the canonical visibility toggle. Transforms are local to the parent node.
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### Prefab JSON Format
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Scenes are defined as JSON prefabs with a root node containing children:
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| SpotLight | `SpotLight` | `color`, `intensity`, `angle`, `penumbra`, `distance?`, `castShadow?` |
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| DirectionalLight | `DirectionalLight` | `color`, `intensity`, `castShadow?`, `targetOffset?: [x,y,z]` |
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| AmbientLight | `AmbientLight` | `color`, `intensity` |
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| Environment | `Environment` | `intensity`, `resolution` |
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| Camera | `Camera` | `fov`, `near`, `far`, `zoom` |
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| Text | `Text` | `text`, `font`, `size`, `depth`, `width`, `align`, `color` |
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### Text Component
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### Usage Modes
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**
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**PrefabRoot**: Pure renderer for embedding prefab data in standard R3F applications. Render it inside a regular `@react-three/fiber` `Canvas`. `GameCanvas` provides the WebGPU canvas setup. Add a `Physics` wrapper to enable physics. Use this to integrate prefabs into larger R3F scenes.
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```jsx
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import { Canvas } from '@react-three/fiber';
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import { Physics } from '@react-three/rapier';
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import {
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import { PrefabRoot } from 'react-three-game';
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<
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<Canvas>
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<Physics>
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<PrefabRoot data={prefabData} />
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<CustomComponent />
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</Physics>
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</
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</Canvas>
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```
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`GameCanvas` provides the library's WebGPU canvas setup.
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**PrefabEditor**: Managed scene with editor UI and play/pause controls for physics. Full authoring tool for level design and prototyping. Includes canvas, physics, transform gizmos, and inspector. Physics only runs in play mode. Can pass R3F components as children. Editor actions live under `Menu > File`, and exports under `Menu > Export`.
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```jsx
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import { PrefabEditor } from 'react-three-game';
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**Use cases**: Player controllers, AI behaviors, procedural animation, real-time effects.
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## World Scene Pattern
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The current world demo combines prefab-authored level geometry with runtime React behavior:
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- Static level layout, props, and collision live in prefab JSON.
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- `Environment` can wrap sky geometry or lighting content for a full scene backdrop.
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- `Camera` can live in the prefab so view-only scenes and editor scenes share the same authored viewpoint.
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- Runtime logic can use `useFrame` plus `updateNodeById` to animate prefab entities without abandoning the JSON scene model.
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```json
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{
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"id": "environment",
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"components": {
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"environment": {
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"type": "Environment",
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"properties": { "intensity": 1, "resolution": 256 }
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}
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},
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"children": [
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{
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"id": "sky",
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"components": {
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"geometry": { "type": "Geometry", "properties": { "geometryType": "sphere", "args": [100, 32, 16] } },
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"material": { "type": "Material", "properties": { "texture": "/textures/skybox/skybox1.jpg", "side": "BackSide", "materialType": "basic" } }
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}
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}
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]
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}
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```
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## Quick Reference Examples
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```json
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registerComponent(MyComponent);
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```
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Use the component in prefab JSON by adding a component entry whose `type` matches the registered component name:
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```json
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{
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"components": {
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"mycomponent": {
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"type": "MyComponent",
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"properties": {
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"speed": 1
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}
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}
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}
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}
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```
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Rules:
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- Call `registerComponent(MyComponent)` before rendering `<PrefabEditor>` or `<PrefabRoot>` with prefab data that uses it.
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- `type` must match the registered component name exactly (`name: 'MyComponent'` -> `"type": "MyComponent"`).
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- Use `View` to render visible content, wrap `children`, or add runtime behavior with hooks like `useFrame`.
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**Field types**: `vector3`, `number`, `string`, `color`, `boolean`, `select`, `custom`
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## Game Events
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| `lockRotations` | `boolean` | `false` | Freeze rotation |
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| `enabledTranslations` | `[bool, bool, bool]` | `[true, true, true]` | Lock per axis (X, Y, Z) |
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| `enabledRotations` | `[bool, bool, bool]` | `[true, true, true]` | Lock rotation per axis |
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| `colliders` | `'hull'` \| `'trimesh'` \| `'cuboid'` \| `'ball'` | auto | Collider shape override (`fixed` defaults to `trimesh`, others to `hull`) |
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| `ccd` | `boolean` | `false` | Continuous collision detection (fast objects) |
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| `sensor` | `boolean` | `false` | Trigger only, no collision response |
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| `activeCollisionTypes` | `'all'` | - | Enable kinematic/fixed collision detection (default: dynamic only) |
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## Instanced Physics
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When using `"instanced": true` on models, physics behaves differently than standard objects. Physics instancing is designed for batched `fixed` and `dynamic` bodies, where instances of the same model share an `InstancedRigidBodies` path for better performance.
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### Standard vs Instanced Physics
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| Aspect | Standard Physics | Instanced Physics |
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|--------|------------------|-------------------|
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| RigidBody Component | Individual `<RigidBody>` per object | Single `<InstancedRigidBodies>`
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| RigidBody Component | Individual `<RigidBody>` per object | Single `<InstancedRigidBodies>` group per model + supported physics type |
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| Ref Access | `rigidBodyRefs.get(nodeId)` returns single RigidBody | Not accessible via `rigidBodyRefs` |
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| Force Application | Direct per-object | Must access via InstancedRigidBodies ref |
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| Collider Type | `hull` (dynamic) or `trimesh` (fixed) |
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| Collider Type | `hull` (dynamic) or `trimesh` (fixed) | Auto-selected by instanced physics path |
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| Performance | One draw call per object | One draw call for all instances |
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### Defining Instanced Objects
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Set `"instanced": true` in the model component. **Instances with the same model path and supported physics type are automatically batched**:
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```json
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{
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### Force Application on Instanced Objects
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**Instanced physics bodies are not individually accessible.** For objects requiring force/impulse control, use non-instanced physics (`"instanced": false` or omit the property).
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**Instanced physics bodies are not individually accessible.** For objects requiring force/impulse control, kinematic motion, or per-body refs, use non-instanced physics (`"instanced": false` or omit the property).
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### When to Use Instanced Physics
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### Performance Notes
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- **Batching**: All instances with the same `filename` and `physics.type` are rendered in a single draw call
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- **Supported body types**: The instanced physics path is intended for `fixed` and `dynamic` bodies; use standard non-instanced physics for kinematic bodies
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- **Scale handling**: Visual scale is applied per-instance, but collider scale may differ
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- **Transform updates**: Use `updateNodeById` to move instances (triggers re-sync)
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- **Memory**: One set of GPU buffers shared across all instances
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package/src/index.ts
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export type { EntityEventType, EntityEventPayload } from './tools/prefabeditor/GameEvents';
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// Asset Tools
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export
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export * from './tools/dragdrop';
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export {
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TextureListViewer,
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ModelListViewer,
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@@ -2,7 +2,7 @@ import { Canvas } from "@react-three/fiber";
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import { OrbitControls, Stage, View, PerspectiveCamera } from "@react-three/drei";
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import { Component as ReactComponent, Suspense, useEffect, useState, useRef } from "react";
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import { TextureLoader } from "three";
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import { loadModel } from "../dragdrop
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import { loadModel } from "../dragdrop";
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class ErrorBoundary extends ReactComponent<{ onError?: () => void; children: React.ReactNode }, { hasError: boolean }> {
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constructor(props: any) {
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import {
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import {
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import { ChangeEvent, useRef } from "react";
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import type { DragEvent, HTMLAttributes, MouseEvent, ReactNode } from "react";
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import type { LoadedModel } from "./modelLoader";
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import { canParseModelFile, parseModelFromFile } from "./modelLoader";
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interface
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onModelLoaded
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export interface FileLoadOptions {
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onModelLoaded?: (model: LoadedModel, filename: string, file: File) => void | Promise<void>;
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onFileLoaded?: (file: File) => void | Promise<void>;
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onFilesLoaded?: (files: File[]) => void | Promise<void>;
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onModelError?: (error: unknown, filename: string, file: File) => void | Promise<void>;
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parseModels?: boolean;
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}
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type DivProps = Omit<HTMLAttributes<HTMLDivElement>, "children" | "onDrop" | "onDragOver">;
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export interface DragDropLoaderProps extends FileLoadOptions, DivProps {
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children?: ReactNode;
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}
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export interface FilePickerProps extends FileLoadOptions, DivProps {
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accept?: string;
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children?: ReactNode;
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multiple?: boolean;
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}
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function getFiles(fileList?: FileList | null) {
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return fileList ? Array.from(fileList) : [];
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}
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export async function loadFiles(
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files: File[],
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{ onModelLoaded, onFileLoaded, onFilesLoaded, onModelError, parseModels = true }: FileLoadOptions,
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) {
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await Promise.all(
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files.map(async (file) => {
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await onFileLoaded?.(file);
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if (!parseModels || !canParseModelFile(file) || (!onModelLoaded && !onModelError)) {
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return;
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}
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const result = await parseModelFromFile(file);
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if (result.success && result.model) {
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await onModelLoaded?.(result.model, file.name, file);
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return;
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}
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if (onModelError) {
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await onModelError(result.error, file.name, file);
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return;
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}
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console.error("Model parse error:", result.error);
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}
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}),
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);
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await onFilesLoaded?.(files);
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}
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function handleDrop(e: DragEvent) {
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e.preventDefault();
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e.stopPropagation();
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const files = e.dataTransfer?.files ? Array.from(e.dataTransfer.files) : [];
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handleFiles(files, onModelLoaded);
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}
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function handleDragOver(e: DragEvent) {
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e.preventDefault();
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e.stopPropagation();
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}
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window.addEventListener("drop", handleDrop);
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window.addEventListener("dragover", handleDragOver);
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return () => {
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window.removeEventListener("drop", handleDrop);
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window.removeEventListener("dragover", handleDragOver);
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};
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}, [onModelLoaded]);
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return null;
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function reportFileLoadError(error: unknown) {
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console.error("File load error:", error);
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function createLoadHandlers(options: FileLoadOptions) {
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return {
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onFileLoaded: options.onFileLoaded,
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onFilesLoaded: options.onFilesLoaded,
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onModelError: options.onModelError,
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onModelLoaded: options.onModelLoaded,
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parseModels: options.parseModels,
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} satisfies FileLoadOptions;
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}
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export function
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export function DragDropLoader({
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children,
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...divProps
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}: DragDropLoaderProps) {
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const loadOptions = createLoadHandlers(divProps);
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function handleDrop(event: DragEvent<HTMLDivElement>) {
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event.preventDefault();
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event.stopPropagation();
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void loadFiles(getFiles(event.dataTransfer?.files), loadOptions).catch(reportFileLoadError);
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}
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function handleDragOver(event: DragEvent<HTMLDivElement>) {
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event.preventDefault();
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event.stopPropagation();
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}
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return (
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<div {...divProps} onDrop={handleDrop} onDragOver={handleDragOver}>
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{children}
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</div>
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);
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}
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export function FilePicker({
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accept = ".glb,.gltf,.fbx",
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children,
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multiple = true,
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...divProps
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}: FilePickerProps) {
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const inputRef = useRef<HTMLInputElement>(null);
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const { onClick, ...wrapperProps } = divProps;
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const loadOptions = createLoadHandlers(divProps);
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function onChange(event: ChangeEvent<HTMLInputElement>) {
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void loadFiles(getFiles(event.target.files), loadOptions).catch(reportFileLoadError);
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event.target.value = "";
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}
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function handleClick(event: MouseEvent<HTMLDivElement>) {
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onClick?.(event);
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if (!event.defaultPrevented) {
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inputRef.current?.click();
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}
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}
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const inputId = "file-picker-input";
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return (
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<div {...wrapperProps} onClick={handleClick}>
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<input
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ref={inputRef}
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type="file"
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accept=
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multiple
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accept={accept}
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multiple={multiple}
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onChange={onChange}
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hidden
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/>
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type="button"
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onClick={() => document.getElementById(inputId)?.click()}
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>
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Select Files
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</button>
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</>
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{children ?? "Select Files"}
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</div>
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);
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}
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@@ -0,0 +1,4 @@
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export { DragDropLoader, FilePicker, loadFiles } from "./DragDropLoader";
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export type { DragDropLoaderProps, FileLoadOptions, FilePickerProps } from "./DragDropLoader";
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export { loadModel, parseModelFromFile } from "./modelLoader";
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export type { LoadedModel, ModelLoadResult, ProgressCallback } from "./modelLoader";
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