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lecodes-3d-editor

v0.8.0

Published

LeCodes Scene Editor — the visual .scene.ts editor (Vue components + a standalone host). Embedded by the platform frontend as raw source; hosted on local files by the lecodes CLI (`lecodes scene`), like lecodes-design.

Readme

lecodes-3d-editor

The visual .scene.ts 3D scene editor (node tree | GL viewport | schema-driven inspector) as an embeddable Vue component — the editor half of docs/scene-editor-plan.md. Package directory: packages/lecodes-3d-editor.

Standalone playground (no platform, no auth)

bun run dev            # edits dev/demo (a sample scene + user aspect)
SCENE_DIR=/path/to/project bun run dev   # edit any folder containing .scene.ts files

Compiles run in-process through the SDK pipeline (@letary/chisel, or LECODES_CHISEL_BIN for a local chisel build), with the exact virtual-entry composition the platform backend uses (sdk/compile → sceneEditorEntries), so behavior here matches production. File text is polled, so editing the scene in your IDE re-runs the viewport.

Materials, shaders, assets (docs/scene-materials-plan.md)

  • The asset drawer under the viewport lists every project asset in tabs (All · Models · Images · Materials · Prefabs — shaders sit in Materials), grouped by folder. A tile selects the asset for the inspector; models/prefabs also arm click-to-place; any tile drags into the viewport (models place, materials/shaders paint whatever they land on) or onto an object field. Thumbnails: models and materials render through the hidden preview host on the open scene's bundle; a prefab compiles its OWN scene file (SceneSource.compileScene) and is captured whole (harness.frameAll, a temporary sun when the file has no light). Missing material/prefab previews render on first show; "Refresh Preview" re-renders any of them.
  • Every mesh node has a Material card: the picker says what it is (Lit / Unlit / Shadow catcher / a project .mat shader / a material asset), the parameter rows follow — a custom shader's rows come from parseShaderSchema (sdk/compile) reading @color @range @step @default annotations in the .mat. Parameter edits go live through harness.setMaterialParam.
  • Material assets (materials/*.material.ts, defineMaterial) are shared instances; editing one in the inspector rewrites its file and every user follows live. "Save as asset…" moves an inline material into a file. GLB parts show one card per primitive slot (names from the GLB's own JSON — glbSlots.ts) and persist as overrides['part'].materials[slot].
  • Hosts feed this through SceneSource.images/materials/shaders/readText/writeText/shaderUrl (the HTTP hosts serve /api/shader — the lite JSON built on the fly, or the CLI host's compiled artifacts; the platform host reads the asset's compiled shaders list).

Embedding

import { SceneEditor, type SceneSource } from "lecodes-3d-editor"

The host supplies a SceneSource per scene file (reactive text(), write, edit-mode compile(), project aspects()) — see src/types.ts. The platform frontend backs it with the editor store + GET /api/projects/:uuid/scene/compile; this playground backs it with a local folder. A future lecodes scene CLI command can reuse the same pieces (like lecodes-design).

Theme comes from the host's CSS variables (--bg, --surface, --border, --text, --dim, --accent, …) with dark fallbacks baked in.