react-three-game 0.0.61 → 0.0.62
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/README.md +56 -0
- package/dist/index.d.ts +1 -1
- package/dist/shared/GameCanvas.d.ts +2 -1
- package/dist/shared/GameCanvas.js +7 -2
- package/dist/tools/prefabeditor/PrefabEditor.d.ts +18 -4
- package/dist/tools/prefabeditor/PrefabEditor.js +90 -36
- package/dist/tools/prefabeditor/utils.d.ts +2 -0
- package/dist/tools/prefabeditor/utils.js +15 -0
- package/package.json +1 -1
package/README.md
CHANGED
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@@ -161,17 +161,73 @@ The `FieldRenderer` component auto-generates editor UI from a field schema:
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## Prefab Editor
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```jsx
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import { useRef } from 'react';
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import { PrefabEditor } from 'react-three-game';
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// Standalone editor
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<PrefabEditor initialPrefab={sceneData} onPrefabChange={setSceneData} />
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// Canvas-only editing mode (keeps canvas selection/gizmos, hides hierarchy + inspector + toolbar)
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<PrefabEditor initialPrefab={sceneData} showUI={false} />
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// With custom R3F components
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<PrefabEditor initialPrefab={sceneData}>
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<CustomComponent />
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</PrefabEditor>
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```
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### Embedded / Headless Editor
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```tsx
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import { useRef } from 'react';
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import type { Object3D } from 'three';
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import { PrefabEditor, type PrefabEditorRef } from 'react-three-game';
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export function EmbeddedEditor({ prefab, onPrefabChange }: {
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prefab: any;
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onPrefabChange: (nextPrefab: any) => void;
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}) {
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const editorRef = useRef<PrefabEditorRef>(null);
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function loadScene(nextPrefab: any) {
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editorRef.current?.replacePrefab(nextPrefab);
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}
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function importRuntimeModel(model: Object3D) {
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editorRef.current?.addModel('models/runtime/chair.glb', model, {
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name: 'Chair',
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parentId: 'root',
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});
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}
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return (
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<div style={{ position: 'relative', height: 600 }}>
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<div style={{ position: 'absolute', top: 12, left: 12, zIndex: 10 }}>
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<button onClick={() => loadScene(prefab)}>Reload Scene</button>
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<button onClick={() => editorRef.current?.exportGLBData()}>Export GLB Data</button>
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</div>
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<PrefabEditor
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ref={editorRef}
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initialPrefab={prefab}
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onPrefabChange={onPrefabChange}
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showUI={false}
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physics={false}
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enableWindowDrop={false}
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/>
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</div>
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);
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}
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```
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`showUI={false}` hides the built-in editor chrome but keeps canvas selection, transform controls, and scene interaction. For embedded tools, use the editor ref instead of reaching through `rootRef`:
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- `replacePrefab(prefab)` replaces the current scene through the editor state pipeline and resets editor history/selection.
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- `addModel(path, model, options?)` creates a model node and injects the runtime asset in one step.
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- `addTexture(path, texture, options?)` creates a textured plane node and injects the runtime texture in one step.
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- `exportGLBData()` returns the GLB `ArrayBuffer` without triggering a download.
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- `setPrefab(prefab)` remains as a backward-compatible alias for `replacePrefab(prefab)`.
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Keys: **T**ranslate / **R**otate / **S**cale. Drag tree nodes to reparent. Physics only runs in play mode.
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Editor menu structure:
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package/dist/index.d.ts
CHANGED
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@@ -7,7 +7,7 @@ export { registerComponent } from './tools/prefabeditor/components/ComponentRegi
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export { FieldRenderer, FieldGroup, Input, Label, Vector3Input, Vector3Field, NumberField, ColorInput, ColorField, StringInput, StringField, BooleanInput, BooleanField, SelectInput, SelectField, } from './tools/prefabeditor/components/Input';
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export * from './tools/prefabeditor/utils';
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export type { ExportGLBOptions } from './tools/prefabeditor/utils';
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export type { PrefabEditorRef } from './tools/prefabeditor/PrefabEditor';
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export type { PrefabEditorAssetOptions, PrefabEditorProps, PrefabEditorRef } from './tools/prefabeditor/PrefabEditor';
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export type { PrefabRootRef } from './tools/prefabeditor/PrefabRoot';
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export type { Component } from './tools/prefabeditor/components/ComponentRegistry';
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export type { FieldDefinition, FieldType } from './tools/prefabeditor/components/Input';
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@@ -4,6 +4,7 @@ interface GameCanvasProps extends Omit<CanvasProps, 'children'> {
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loader?: boolean;
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children: React.ReactNode;
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glConfig?: WebGPURendererParameters;
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canvasRef?: React.RefObject<HTMLCanvasElement | null>;
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}
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export default function GameCanvas({ loader, children, glConfig, ...props }: GameCanvasProps): import("react/jsx-runtime").JSX.Element;
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export default function GameCanvas({ loader, children, glConfig, canvasRef, onCreated, ...props }: GameCanvasProps): import("react/jsx-runtime").JSX.Element;
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export {};
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@@ -31,7 +31,7 @@ extend({
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SpriteNodeMaterial: SpriteNodeMaterial,
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});
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export default function GameCanvas(_a) {
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var { loader = false, children, glConfig } = _a, props = __rest(_a, ["loader", "children", "glConfig"]);
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var { loader = false, children, glConfig, canvasRef, onCreated } = _a, props = __rest(_a, ["loader", "children", "glConfig", "canvasRef", "onCreated"]);
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const [frameloop, setFrameloop] = useState("never");
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return _jsx(_Fragment, { children: _jsxs(Canvas, Object.assign({ style: { touchAction: 'none', userSelect: 'none' }, shadows: { type: PCFShadowMap, }, frameloop: frameloop, gl: (_a) => __awaiter(this, [_a], void 0, function* ({ canvas }) {
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const renderer = new WebGPURenderer(Object.assign({ canvas: canvas,
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@@ -41,5 +41,10 @@ export default function GameCanvas(_a) {
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setFrameloop("always");
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});
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return renderer;
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-
})
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}), onCreated: (state) => {
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if (canvasRef) {
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canvasRef.current = state.gl.domElement;
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}
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onCreated === null || onCreated === void 0 ? void 0 : onCreated(state);
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} }, props, { children: [_jsx(Suspense, { children: children }), loader ? _jsx(Loader, {}) : null] })) });
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}
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@@ -1,18 +1,32 @@
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import {
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import { Object3D, Texture } from "three";
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import { GameObject, Prefab } from "./types";
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import { PrefabRootRef } from "./PrefabRoot";
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import type { ExportGLBOptions } from "./utils";
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export interface PrefabEditorAssetOptions {
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name?: string;
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parentId?: string;
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select?: boolean;
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}
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export interface PrefabEditorRef {
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screenshot: () => void;
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exportGLB: () =>
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exportGLB: (options?: ExportGLBOptions) => Promise<ArrayBuffer | object | undefined>;
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exportGLBData: () => Promise<ArrayBuffer | undefined>;
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prefab: Prefab;
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setPrefab: (prefab: Prefab) => void;
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replacePrefab: (prefab: Prefab) => void;
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addModel: (path: string, model: Object3D, options?: PrefabEditorAssetOptions) => GameObject;
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addTexture: (path: string, texture: Texture, options?: PrefabEditorAssetOptions) => GameObject;
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rootRef: React.RefObject<PrefabRootRef | null>;
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}
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export interface PrefabEditorProps {
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basePath?: string;
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initialPrefab?: Prefab;
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physics?: boolean;
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onPrefabChange?: (prefab: Prefab) => void;
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showUI?: boolean;
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enableWindowDrop?: boolean;
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uiPlugins?: React.ReactNode[] | React.ReactNode;
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children?: React.ReactNode;
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}
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}
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declare const PrefabEditor: import("react").ForwardRefExoticComponent<PrefabEditorProps & import("react").RefAttributes<PrefabEditorRef>>;
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export default PrefabEditor;
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var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
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function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
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return new (P || (P = Promise))(function (resolve, reject) {
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function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
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function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
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function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
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step((generator = generator.apply(thisArg, _arguments || [])).next());
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});
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};
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import { jsx as _jsx, Fragment as _Fragment, jsxs as _jsxs } from "react/jsx-runtime";
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import GameCanvas from "../../shared/GameCanvas";
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import { useState, useRef, useEffect, forwardRef, useImperativeHandle } from "react";
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import EditorUI from "./EditorUI";
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import { base, toolbar } from "./styles";
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import { EditorContext } from "./EditorContext";
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import {
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import { createImageNode, createModelNode, exportGLB as exportSceneGLB, exportGLBData, insertNode } from "./utils";
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import { loadFiles } from "../dragdrop";
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const DEFAULT_PREFAB = {
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id: "prefab-default",
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}
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}
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};
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const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPrefabChange, uiPlugins, children }, ref) => {
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const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPrefabChange, showUI = true, enableWindowDrop = true, uiPlugins, children }, ref) => {
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const [editMode, setEditMode] = useState(true);
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const [loadedPrefab, setLoadedPrefab] = useState(initialPrefab !== null && initialPrefab !== void 0 ? initialPrefab : DEFAULT_PREFAB);
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const [selectedId, setSelectedId] = useState(null);
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const lastDataRef = useRef(JSON.stringify(loadedPrefab));
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const prefabRootRef = useRef(null);
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const canvasRef = useRef(null);
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const onPrefabChangeRef = useRef(onPrefabChange);
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const pendingPrefabChangeRef = useRef(null);
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useEffect(() => {
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onPrefabChangeRef.current = onPrefabChange;
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}, [onPrefabChange]);
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const replacePrefab = (prefab, options) => {
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if (throttleRef.current)
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clearTimeout(throttleRef.current);
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lastDataRef.current = JSON.stringify(prefab);
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pendingPrefabChangeRef.current = (options === null || options === void 0 ? void 0 : options.notifyChange) === false ? null : prefab;
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setSelectedId(null);
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setHistory([prefab]);
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setHistoryIndex(0);
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setLoadedPrefab(prefab);
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};
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useEffect(() => {
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if (initialPrefab)
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replacePrefab(initialPrefab, { notifyChange: false });
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}, [initialPrefab]);
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const updatePrefab = (newPrefab) => {
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setLoadedPrefab(
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setLoadedPrefab(prev => {
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const resolved = typeof newPrefab === 'function' ? newPrefab(prev) : newPrefab;
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if (Object.is(resolved, prev)) {
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pendingPrefabChangeRef.current = null;
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return prev;
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}
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pendingPrefabChangeRef.current = resolved;
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return resolved;
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});
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};
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useEffect(() => {
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var _a;
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if (pendingPrefabChangeRef.current !== loadedPrefab)
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return;
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(_a = onPrefabChangeRef.current) === null || _a === void 0 ? void 0 : _a.call(onPrefabChangeRef, loadedPrefab);
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pendingPrefabChangeRef.current = null;
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}, [loadedPrefab]);
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const insertPrefabNode = (node, options) => {
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updatePrefab(prev => {
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return Object.assign(Object.assign({}, prev), { root: insertNode(prev.root, node, options === null || options === void 0 ? void 0 : options.parentId) });
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});
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if ((options === null || options === void 0 ? void 0 : options.select) !== false) {
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setSelectedId(node.id);
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}
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return node;
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};
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const addModel = (path, model, options) => {
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var _a;
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const node = createModelNode(path, options === null || options === void 0 ? void 0 : options.name);
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insertPrefabNode(node, options);
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(_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.injectModel(path, model);
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return node;
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};
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const addTexture = (path, texture, options) => {
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var _a;
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const node = createImageNode(path, options === null || options === void 0 ? void 0 : options.name);
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insertPrefabNode(node, options);
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(_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.injectTexture(path, texture);
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return node;
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};
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const applyHistory = (index) => {
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setHistoryIndex(index);
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lastDataRef.current = JSON.stringify(history[index]);
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pendingPrefabChangeRef.current = history[index];
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setLoadedPrefab(history[index]);
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onPrefabChange === null || onPrefabChange === void 0 ? void 0 : onPrefabChange(history[index]);
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};
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const undo = () => historyIndex > 0 && applyHistory(historyIndex - 1);
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const redo = () => historyIndex < history.length - 1 && applyHistory(historyIndex + 1);
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@@ -100,26 +160,28 @@ const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPr
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URL.revokeObjectURL(url);
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});
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};
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const handleExportGLB = () => {
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const handleExportGLB = (...args_1) => __awaiter(void 0, [...args_1], void 0, function* (options = {}) {
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var _a;
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const sceneRoot = (_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.root;
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if (!sceneRoot)
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return;
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-
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return exportSceneGLB(sceneRoot, Object.assign({ filename: `${loadedPrefab.name || 'scene'}.glb` }, options));
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});
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const handleExportGLBData = () => __awaiter(void 0, void 0, void 0, function* () {
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var _a;
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const sceneRoot = (_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.root;
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if (!sceneRoot)
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return;
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return exportGLBData(sceneRoot);
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});
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const handleFocusNode = (nodeId) => {
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var _a;
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(_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.focusNode(nodeId);
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};
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useEffect(() => {
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const canvas = document.querySelector('canvas');
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if (canvas)
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canvasRef.current = canvas;
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}, []);
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// --- Drag & drop files to add nodes ---
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useEffect(() => {
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if (!enableWindowDrop)
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return;
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function handleDragOver(e) {
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e.preventDefault();
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e.stopPropagation();
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@@ -131,26 +193,14 @@ const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPr
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const files = ((_a = e.dataTransfer) === null || _a === void 0 ? void 0 : _a.files) ? Array.from(e.dataTransfer.files) : [];
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void loadFiles(files, {
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onModelLoaded: (model, filename) => {
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-
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-
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const baseName = filename.replace(/\.[^.]+$/, '');
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const newNode = createModelNode(modelPath, baseName);
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updatePrefab(prev => {
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var _a;
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return (Object.assign(Object.assign({}, prev), { root: Object.assign(Object.assign({}, prev.root), { children: [...((_a = prev.root.children) !== null && _a !== void 0 ? _a : []), newNode] }) }));
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|
+
addModel(`models/${filename}`, model, {
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|
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name: filename.replace(/\.[^.]+$/, '')
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198
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});
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|
-
(_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.injectModel(modelPath, model);
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199
|
},
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|
onTextureLoaded: (texture, filename) => {
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-
|
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-
|
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|
-
const baseName = filename.replace(/\.[^.]+$/, '');
|
|
148
|
-
const newNode = createImageNode(texturePath, baseName);
|
|
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|
-
updatePrefab(prev => {
|
|
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|
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var _a;
|
|
151
|
-
return (Object.assign(Object.assign({}, prev), { root: Object.assign(Object.assign({}, prev.root), { children: [...((_a = prev.root.children) !== null && _a !== void 0 ? _a : []), newNode] }) }));
|
|
201
|
+
addTexture(`textures/${filename}`, texture, {
|
|
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|
+
name: filename.replace(/\.[^.]+$/, '')
|
|
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203
|
});
|
|
153
|
-
(_a = prefabRootRef.current) === null || _a === void 0 ? void 0 : _a.injectTexture(texturePath, texture);
|
|
154
204
|
},
|
|
155
205
|
onLoadError: error => {
|
|
156
206
|
console.error('Drop asset error:', error);
|
|
@@ -163,12 +213,16 @@ const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPr
|
|
|
163
213
|
window.removeEventListener('dragover', handleDragOver);
|
|
164
214
|
window.removeEventListener('drop', handleDrop);
|
|
165
215
|
};
|
|
166
|
-
}, [
|
|
216
|
+
}, [enableWindowDrop]);
|
|
167
217
|
useImperativeHandle(ref, () => ({
|
|
168
218
|
screenshot: handleScreenshot,
|
|
169
219
|
exportGLB: handleExportGLB,
|
|
220
|
+
exportGLBData: handleExportGLBData,
|
|
170
221
|
prefab: loadedPrefab,
|
|
171
|
-
setPrefab:
|
|
222
|
+
setPrefab: replacePrefab,
|
|
223
|
+
replacePrefab,
|
|
224
|
+
addModel,
|
|
225
|
+
addTexture,
|
|
172
226
|
rootRef: prefabRootRef
|
|
173
227
|
}), [loadedPrefab]);
|
|
174
228
|
const content = (_jsxs(_Fragment, { children: [_jsx("ambientLight", { intensity: 1.5 }), _jsx("gridHelper", { args: [10, 10], position: [0, -1, 0] }), _jsx(PrefabRoot, { ref: prefabRootRef, data: loadedPrefab, editMode: editMode, onPrefabChange: updatePrefab, selectedId: selectedId, onSelect: setSelectedId, basePath: basePath }), children] }));
|
|
@@ -184,7 +238,7 @@ const PrefabEditor = forwardRef(({ basePath, initialPrefab, physics = true, onPr
|
|
|
184
238
|
onFocusNode: handleFocusNode,
|
|
185
239
|
onScreenshot: handleScreenshot,
|
|
186
240
|
onExportGLB: handleExportGLB
|
|
187
|
-
}, children: [_jsx(GameCanvas, { camera: { position: [0, 5, 15] }, children: physics ? (_jsx(Physics, { debug: editMode, paused: editMode, children: content })) : content }), _jsxs("div", { style: toolbar.panel, children: [_jsx("button", { style: base.btn, onClick: () => setEditMode(!editMode), children: editMode ? "▶" : "⏸" }), uiPlugins] }), _jsx(EditorUI, { prefabData: loadedPrefab, setPrefabData: updatePrefab, selectedId: selectedId, setSelectedId: setSelectedId, basePath: basePath, onUndo: undo, onRedo: redo, canUndo: historyIndex > 0, canRedo: historyIndex < history.length - 1 })] });
|
|
241
|
+
}, children: [_jsx(GameCanvas, { camera: { position: [0, 5, 15] }, canvasRef: canvasRef, children: physics ? (_jsx(Physics, { debug: editMode, paused: editMode, children: content })) : content }), showUI && (_jsxs(_Fragment, { children: [_jsxs("div", { style: toolbar.panel, children: [_jsx("button", { style: base.btn, onClick: () => setEditMode(!editMode), children: editMode ? "▶" : "⏸" }), uiPlugins] }), _jsx(EditorUI, { prefabData: loadedPrefab, setPrefabData: updatePrefab, selectedId: selectedId, setSelectedId: setSelectedId, basePath: basePath, onUndo: undo, onRedo: redo, canUndo: historyIndex > 0, canRedo: historyIndex < history.length - 1 })] }))] });
|
|
188
242
|
});
|
|
189
243
|
PrefabEditor.displayName = "PrefabEditor";
|
|
190
244
|
export default PrefabEditor;
|
|
@@ -36,6 +36,8 @@ export declare function findByComponent(root: GameObject, componentType: string)
|
|
|
36
36
|
export declare function flatten(root: GameObject): GameObject[];
|
|
37
37
|
/** Immutably update a node by ID */
|
|
38
38
|
export declare function updateNode(root: GameObject, id: string, update: (node: GameObject) => GameObject): GameObject;
|
|
39
|
+
/** Immutably insert a node under a parent ID, defaulting to the root when the parent is missing */
|
|
40
|
+
export declare function insertNode(root: GameObject, node: GameObject, parentId?: string): GameObject;
|
|
39
41
|
/** Immutably delete a node by ID */
|
|
40
42
|
export declare function deleteNode(root: GameObject, id: string): GameObject | null;
|
|
41
43
|
/** Deep clone a node with new IDs */
|
|
@@ -184,6 +184,21 @@ export function updateNode(root, id, update) {
|
|
|
184
184
|
return root;
|
|
185
185
|
return Object.assign(Object.assign({}, root), { children: root.children.map(child => updateNode(child, id, update)) });
|
|
186
186
|
}
|
|
187
|
+
/** Immutably insert a node under a parent ID, defaulting to the root when the parent is missing */
|
|
188
|
+
export function insertNode(root, node, parentId) {
|
|
189
|
+
var _a, _b;
|
|
190
|
+
if (!parentId || parentId === root.id) {
|
|
191
|
+
return Object.assign(Object.assign({}, root), { children: [...((_a = root.children) !== null && _a !== void 0 ? _a : []), node] });
|
|
192
|
+
}
|
|
193
|
+
const nextRoot = updateNode(root, parentId, parent => {
|
|
194
|
+
var _a;
|
|
195
|
+
return (Object.assign(Object.assign({}, parent), { children: [...((_a = parent.children) !== null && _a !== void 0 ? _a : []), node] }));
|
|
196
|
+
});
|
|
197
|
+
if (nextRoot === root) {
|
|
198
|
+
return Object.assign(Object.assign({}, root), { children: [...((_b = root.children) !== null && _b !== void 0 ? _b : []), node] });
|
|
199
|
+
}
|
|
200
|
+
return nextRoot;
|
|
201
|
+
}
|
|
187
202
|
/** Immutably delete a node by ID */
|
|
188
203
|
export function deleteNode(root, id) {
|
|
189
204
|
if (root.id === id)
|