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Merge origin/feat/2.1 into origin/main #106
Conversation
feat: 增加 Spine 元素最后动作循环字段
* feat(mdedia): 增加音视频规范 * chore(mdeida): 优化注释 * style: 调整音视频类型规范结构 --------- Co-authored-by: yiiqii <[email protected]>
Merge origin/main into origin/feat/2.1
style: 整理 assets 相关类型
fix: 修正 texture 和 shapes 类型
* feat: add render settings * chore: name * chore: name * feat: update
chore: 移除无用的 fallbackImage 字段
refactor: move render settings to scene
feat: add color and vector4 curve data
feat: add track and playable data type
* feat: add post process volume data * style: code format --------- Co-authored-by: wumaolin.wml <[email protected]> Co-authored-by: yiiqii <[email protected]>
feat: add item type
* feat: 增加富文本相关参数 * chore: 优化 rich text 类型 * chore: 通过继承简化各 ComponentData 类型 --------- Co-authored-by: yiiqii <[email protected]>
Merge origin/main into origin/feat/2.1
refactor: postProcessEffectSettings
* fix: post process volume data extends component data * style: type --------- Co-authored-by: wumaolin.wml <[email protected]> Co-authored-by: yiiqii <[email protected]>
* feat: add color and vector4 curve value * fix: import --------- Co-authored-by: wumaolin.wml <[email protected]>
* feat: add shape data * docs: typo --------- Co-authored-by: wumaolin.wml <[email protected]> Co-authored-by: yiiqii <[email protected]>
* fix: 完善类型定义 * fix: 补充提交
WalkthroughThe changes in this pull request introduce new configurations in the Changes
Sequence Diagram(s)sequenceDiagram
participant Developer
participant NPM
participant PNPM
participant Assets
participant Effects
Developer->>NPM: Install package
NPM->>NPM: Check Node.js version
NPM->>Developer: Version mismatch, abort installation
Developer->>PNPM: Install package
PNPM->>Assets: Run pre-install scripts
PNPM->>Effects: Run post-install scripts
PNPM->>Developer: Installation complete
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Actionable comments posted: 9
🧹 Outside diff range and nitpick comments (66)
src/render-settings.ts (2)
1-4
: Add JSDoc documentation to improve code clarity.While the interface structure is clean and well-organized, adding documentation would improve maintainability and developer experience.
+/** + * Configuration interface for render settings. + * @interface RenderSettings + */ export interface RenderSettings { + /** Enables or disables post-processing effects in the renderer */ postProcessingEnabled: boolean, + /** Indicates whether the renderer supports High Dynamic Range (HDR) */ supportsHDR: boolean, }
1-4
: Consider adding utility functions for type safety and defaults.To improve type safety and usability, consider adding:
- A default settings constant
- A type guard function
- A settings validation function
/** Default render settings */ export const DEFAULT_RENDER_SETTINGS: RenderSettings = { postProcessingEnabled: false, supportsHDR: false, }; /** * Type guard to check if an object matches RenderSettings interface */ export function isRenderSettings(obj: unknown): obj is RenderSettings { return ( typeof obj === 'object' && obj !== null && 'postProcessingEnabled' in obj && 'supportsHDR' in obj && typeof (obj as RenderSettings).postProcessingEnabled === 'boolean' && typeof (obj as RenderSettings).supportsHDR === 'boolean' ); } /** * Creates render settings with defaults for missing properties */ export function createRenderSettings(partial: Partial<RenderSettings>): RenderSettings { return { ...DEFAULT_RENDER_SETTINGS, ...partial, }; }src/effects-object-data.ts (1)
3-7
: Consider adding JSDoc documentation.Since this interface serves as a base for multiple other interfaces (BinaryFile, ComponentData, ShaderData), adding JSDoc documentation would help other developers understand its purpose and usage better.
Example documentation:
+/** + * Base interface for effects-related data objects. + * Extended by various specific effect types like BinaryFile, ComponentData, and ShaderData. + */ export interface EffectsObjectData { + /** Unique identifier for the effects object */ id: string, + /** Optional display name for the effects object */ name?: string, + /** Type of data this effects object represents */ dataType: DataType, }src/shape/shape-fill-param.ts (1)
3-5
: Consider adding English translations to comments.The comments are currently in Chinese. To improve code maintainability and accessibility for international teams, consider adding English translations alongside the Chinese comments:
/** - * 矢量填充参数 + * 矢量填充参数 (Vector Fill Parameters) */ export interface ShapeFillParam { /** - * 填充颜色 + * 填充颜色 (Fill Color) */ color: ColorData, }Also applies to: 7-9
src/curve-data/color-curve-data.ts (1)
3-8
: LGTM! Well-structured type definitionThe
ColorCurveData
type is well-defined with:
- Clear RGBA component labeling
- Proper use of tuple type for fixed-length array
- Consistent use of BezierValue type for all components
Consider documenting the expected value ranges for each component (e.g., 0-1 or 0-255) to prevent potential misuse.
src/shader-data.ts (1)
4-6
: Consider enhancing type safety for shader code and properties.While the basic structure is good, consider these improvements for better type safety and maintainability:
- Add validation for shader code using template literal types
- Define a structured type for properties instead of using a plain string
Example improvement:
type ShaderLanguage = 'glsl' | 'hlsl'; type ShaderProperties = { uniforms?: Record<string, unknown>; attributes?: Record<string, unknown>; // Add other specific properties as needed }; export interface ShaderData extends EffectsObjectData { vertex: `#version 300 es\n${string}`; // Enforce GLSL version header fragment: `#version 300 es\n${string}`; language: ShaderLanguage; properties?: ShaderProperties; }src/components/component-data.ts (1)
3-5
: Consider enhancing the DataPath interface documentation and structureThe interface name suggests it represents a path to data, but only contains an ID. Consider:
- Adding JSDoc documentation to explain its purpose and usage
- Evaluating if additional properties like
path
ortype
might be needed for a complete data path representation+/** + * Represents a path to data within the system. + * @interface DataPath + */ export interface DataPath { id: string, + // Consider adding: + // path?: string, + // type?: string, }src/effects-package-data.ts (2)
8-11
: Consider adding GUID format validation.While the interface is clean, consider adding runtime validation for the GUID format to ensure data integrity. You could use a utility function or a decorator to validate the GUID format.
Example validation approach:
function isValidGUID(guid: string): boolean { const guidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-[1-5][0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i; return guidRegex.test(guid); }
1-11
: Add JSDoc comments for better documentation.Since these interfaces are core data structures used across the application, consider adding JSDoc comments to document:
- The purpose of each interface
- Expected format/constraints for each property
- Example usage
Example:
/** * Represents the structure of an effects package. */ export interface EffectsPackageData { /** Summary information about the effects file */ fileSummary: FileSummary, /** List of effect objects contained in the package */ exportObjects: EffectsObjectData[], }src/shape/shape-primitive-type.ts (2)
1-3
: Consider adding English documentation for better international collaboration.While the documentation is clear, consider adding English translations alongside the Chinese comments to improve accessibility for international developers.
Apply this diff to add bilingual documentation:
/** - * 矢量图形类型 + * 矢量图形类型 (Vector Graphic Types) */
4-25
: Consider adding explicit enum values for better maintainability.The enum structure and naming are well-organized. However, consider adding explicit values to prevent unintended changes when adding new types in the future.
Apply this diff to add explicit values:
export enum ShapePrimitiveType { /** * 自定义图形 */ - Custom, + Custom = 0, /** * 矩形 */ - Rectangle, + Rectangle = 1, /** * 椭圆 */ - Ellipse, + Ellipse = 2, /** * 多边形 */ - Polygon, + Polygon = 3, /** * 星形 */ - Star, + Star = 4, }src/shape/shape-component-data.ts (1)
4-12
: Consider adding English translations for JSDoc commentsWhile the interface implementation is clean and well-structured, consider adding English translations alongside the Chinese comments to improve international collaboration and maintainability.
Here's a suggested improvement:
/** - * 矢量图形组件 + * 矢量图形组件 + * Vector graphic component */ export interface ShapeComponentData extends ComponentData { /** - * 矢量类型 + * 矢量类型 + * Vector type */ type: ShapePrimitiveType, }src/timeline/timeline-asset-data.ts (1)
5-11
: LGTM! Consider translating the Chinese documentationThe interface structure is well-defined with proper type constraints. However, for better international collaboration, consider translating the Chinese documentation to English.
- /** - * 轨道数据(TrackAssetData) - */ + /** + * Track data (TrackAssetData) + */src/timeline/track/track-asset-data.ts (1)
Line range hint
5-12
: Add JSDoc comment for the clips propertyWhile the
children
property is well-documented, consider adding similar documentation for theclips
property to maintain consistency in code documentation.export interface TrackAssetData extends EffectsObjectData { /** * 子轨道数据(TrackAssetData) */ children: DataPath[], + /** + * Timeline clip data for the track + */ clips: TimelineClipData, }src/timeline/playables/transform-playable-asset-data.ts (1)
Line range hint
5-19
: Consider translating JSDoc comments to English for consistencyThe interface is well-structured and properly typed. However, the JSDoc comments are in Chinese. Consider translating them to English if the project's documentation guidelines specify English as the primary language.
Here's a suggested translation:
dataType: DataType.TransformPlayableAsset, /** - * 元素大小变化属性 + * Element size transformation properties */ sizeOverLifetime?: SizeOverLifetime, /** - * 元素旋转变化属性 + * Element rotation transformation properties */ rotationOverLifetime?: RotationOverLifetime, /** - * 元素位置变化属性 + * Element position transformation properties */ positionOverLifetime?: PositionOverLifetime,src/shape/rectangle-data.ts (2)
6-21
: Consider standardizing documentation language and improving property descriptions.The documentation comments are currently in Chinese while the codebase appears to be in English. Additionally, the description for the
roundness
property could be more specific about its purpose and valid range.Consider updating the comments to:
-/** - * 矩形参数 - */ +/** + * Rectangle parameters + */ - /** - * 宽度 - */ + /** + * Width of the rectangle + */ - /** - * 高度 - */ + /** + * Height of the rectangle + */ - /** - * 角点元素 - */ + /** + * Corner radius of the rectangle + * @range 0-1 where 0 means sharp corners and 1 means maximum roundness + */
9-34
: LGTM! Well-structured interface with appropriate property definitions.The interface is well-designed with:
- Clear separation between required and optional properties
- Appropriate type annotations
- Good extension of the base
ShapeComponentData
interfaceConsider adding type constraints for better validation:
export interface RectangleData extends ShapeComponentData { - width: number, + width: number & { readonly brand: unique symbol }, // Ensure positive width - height: number, + height: number & { readonly brand: unique symbol }, // Ensure positive height - roundness: number, + roundness: number & { readonly brand: unique symbol }, // Ensure 0-1 range fill?: ShapeFillParam, stroke?: ShapeStrokeParam, transform?: TransformData, } // Add type guards export const isValidWidth = (width: number): width is RectangleData['width'] => width > 0; export const isValidHeight = (height: number): height is RectangleData['height'] => height > 0; export const isValidRoundness = (roundness: number): roundness is RectangleData['roundness'] => roundness >= 0 && roundness <= 1;src/shape/polygon-data.ts (1)
9-34
: Consider enhancing type safety and documentation.The interface is well-structured, but could benefit from additional type constraints and documentation improvements:
- Consider adding numeric constraints for
pointCount
,radius
, androundness
- Consider adding usage examples in the JSDoc comments
Here's a suggested enhancement:
/** * 多边形参数 + * + * @example + * const polygon: PolygonData = { + * pointCount: 6, + * radius: 100, + * roundness: 0.5, + * fill: { color: '#000000' }, + * }; */ export interface PolygonData extends ShapeComponentData { /** * 顶点数 + * @minimum 3 */ - pointCount: number, + pointCount: number & { __brand: 'PositiveInteger' }, /** * 外切圆半径 + * @minimum 0 */ radius: number, /** * 角点圆度 + * @minimum 0 + * @maximum 1 */ roundness: number,src/material-data.ts (3)
5-9
: Consider adding JSDoc documentation.While the interface is well-structured, adding documentation would improve maintainability and developer experience.
Consider adding documentation like this:
+/** + * Represents texture properties for material configuration. + * @property texture - The path to the texture resource + * @property offset - Optional 2D vector specifying texture offset + * @property scale - Optional 2D vector specifying texture scale + */ export interface MaterialTextureProperty { texture: DataPath, offset?: Vector2Data, scale?: Vector2Data, }
11-16
: LGTM! Well-structured material data interface.The interface extends EffectsObjectData appropriately and includes essential material properties with proper typing.
The separation of rendering properties (blending, zWrite, zTest) from material properties provides good modularity and follows graphics programming best practices.
16-22
: Consider using string literal types for record keys.The Record types could benefit from more specific key types to prevent typos and improve type safety.
Consider defining specific string literal types for the different property categories:
type MaterialStringTagKey = 'queue' | 'renderType' | /* other valid keys */; type MaterialPropertyKey = 'metallic' | 'roughness' | /* other valid keys */; export interface MaterialData extends EffectsObjectData { // ... other properties ... stringTags: Record<MaterialStringTagKey, string>, ints: Record<MaterialPropertyKey, number>, // ... apply similar pattern to other Record types ... }src/shape/ellipse-data.ts (2)
7-9
: Consider adding English translations for commentsThe comments are currently in Chinese (椭圆组件参数). Consider adding English translations to improve international collaboration and maintainability.
/** - * 椭圆组件参数 + * 椭圆组件参数 + * Ellipse component parameters */
1-34
: LGTM! Well-structured interface with clear type definitionsThe interface is well-designed with:
- Proper type imports
- Clear property definitions
- Good TypeScript practices (explicit types, optional properties)
- Consistent extension of
ShapeComponentData
Consider adding JSDoc descriptions for the optional properties to match the documentation style of the required properties:
/** * x 轴半径 * -- TODO 后续完善类型 * -- TODO 可以看一下用xRadius/yRadius 还是 width/height */ xRadius: number, /** * y 轴半径 */ yRadius: number, + /** + * Fill properties for the ellipse + * @optional + */ fill?: ShapeFillParam, + /** + * Stroke properties for the ellipse + * @optional + */ stroke?: ShapeStrokeParam, + /** + * Spatial transformation data + * @optional + */ transform?: TransformData,src/shape/star-data.ts (2)
6-13
: Consider translating comments to English for better international collaboration.The interface is well-documented, but having comments in Chinese might limit collaboration with international developers.
Here's a suggested translation:
-/** - * 星形参数 - */ +/** + * Star shape parameters + */ - /** - * 顶点数 - 内外顶点同数 - */ + /** + * Number of points - same count for inner and outer vertices + */
13-29
: Add JSDoc constraints for numeric properties.Consider adding validation constraints in the documentation for numeric properties to prevent invalid values.
Example improvement:
/** - * Number of points - same count for inner and outer vertices + * Number of points - same count for inner and outer vertices. + * @minimum 3 - A star must have at least 3 points */ pointCount: number, /** - * 内径 + * Inner radius + * @minimum 0 - Must be non-negative */ innerRadius: number, /** - * 外径 + * Outer radius + * @minimum 0 - Must be non-negative + * @remarks Should be greater than innerRadius for a proper star shape */ outerRadius: number, /** - * 内径点圆度 + * Inner vertices roundness + * @minimum 0 - Must be non-negative + * @maximum 1 - Maximum roundness */ innerRoundness: number, /** - * 外径点圆度 + * Outer vertices roundness + * @minimum 0 - Must be non-negative + * @maximum 1 - Maximum roundness */ outerRoundness: number,src/item/rich-text-item.ts (2)
5-18
: Consider adding English translations to JSDoc commentsThe interface structure is well-defined and properly extends BaseItem. However, for better international collaboration, consider adding English translations alongside the Chinese comments.
/** - * 富文本元素 + * Rich text element (富文本元素) */ export interface RichTextItem extends BaseItem { /** - * 元素类型(指定为 text) + * Element type (specified as text) (元素类型(指定为 text)) */ type: ItemType.richtext, /** - * 文本元素渲染信息 + * Text element rendering information (文本元素渲染信息) */ content: RichTextContent,
20-28
: Consider adding English translations to JSDoc commentsThe interface correctly extends TextContent using Omit to override the options property. Consider adding English translations to the comments for consistency.
/** - * 文本元素渲染属性 + * Text element rendering properties (文本元素渲染属性) */src/item/audio-item.ts (2)
5-17
: Consider translating documentation to EnglishThe interface structure is well-designed with good type safety, but the JSDoc comments are in Chinese. Consider translating them to English for consistency if English is the project's standard documentation language.
Here's a suggested translation:
-/** - * 音频元素 - */ +/** + * Audio element + */ - /** - * 元素类型(指定为 audio) - */ + /** + * Element type (specified as audio) + */ - /** - * 音频元素基础属性 - */ + /** + * Audio element base properties + */
41-49
: Translate documentation and consider type constraintsThe interface structure is good, but consider:
- Translating documentation to English
- Adding type constraints if ComponentData has specific requirements
Here's the suggested documentation translation:
-/** - * 音频组件属性 - */ +/** + * Audio component properties + */ - /** - * 音频元素基础属性 - */ + /** + * Audio element base properties + */src/components/post-process-volume-data.ts (3)
4-20
: Translate comments to English and enhance documentation.The interface documentation should be in English for better international collaboration. Consider adding more detailed descriptions for each effect property.
Apply this diff to improve documentation:
export interface PostProcessVolumeData extends ComponentData { /** - * 泛光 + * Bloom effect settings + * Controls the glow effect of bright areas in the scene */ bloom?: Bloom, /** - * 颜色调整 + * Color adjustment settings + * Controls brightness, contrast, and saturation of the scene */ colorAdjustments?: ColorAdjustments, /** - * 晕影 + * Vignette effect settings + * Darkens the corners of the scene */ vignette?: Vignette, /** - * 色调映射 + * Tone mapping settings + * Controls how HDR values are mapped to LDR */ tonemapping?: Tonemapping, }
22-24
: Add documentation for the base settings interface.The base interface should be documented to explain its purpose and usage pattern.
Apply this diff to add documentation:
+/** + * Base interface for all post-processing effects + * Provides common settings shared across all effects + */ export interface PostProcessEffectSettings { + /** Determines if the effect is enabled */ active: boolean, }
26-45
: Add property constraints and documentation.The numeric properties in effect interfaces lack documentation about their valid ranges and visual impact. This could lead to incorrect usage.
Consider adding JSDoc comments with ranges and descriptions. Example:
export interface Bloom extends PostProcessEffectSettings { + /** Brightness threshold for bloom effect (0.0 to 1.0) */ threshold: number, + /** Bloom effect intensity (0.0 to 2.0) */ intensity: number, }Also consider using more specific types to enforce valid ranges:
type NormalizedFloat = number; // 0.0 to 1.0 type Percentage = number; // 0 to 100src/item.ts (1)
26-28
: Consider grouping related item types together.The union type could be more maintainable by grouping related items. For example, media-related items (
VideoItem
,AudioItem
) could be placed together, and content-related items (TextItem
,RichTextItem
) could be adjacent.export type Item = | SpriteItem | ParticleItem | NullItem | PluginItem | InteractItem | CameraItem | TextItem - | RichTextItem - | VideoItem - | AudioItem + | RichTextItem // Content items + | VideoItem // Media items + | AudioItem // Media items | ModelMeshItem<'json'> | ModelSkyboxItem<'json'> | ModelTreeItem<'json'>src/vfx-item-data.ts (1)
Line range hint
6-89
: LGTM! Well-structured interface with comprehensive documentation.The interface is well-organized with clear type definitions and thorough JSDoc comments explaining each property's purpose.
There's a minor typo in the duration property's comment: "时常" should probably be "时长" (duration).
/** - * 元素时常,单位秒 + * 元素时长,单位秒 */ duration: number,package.json (1)
Line range hint
2-2
: Consider version bump for package manager migrationSince you're migrating the build system to pnpm, consider if this warrants a minor version bump (e.g., 2.1.0) instead of a patch version (2.0.2), especially if this affects the development workflow.
src/index.ts (2)
21-23
: LGTM! Consider documenting multimedia capabilitiesThe addition of rich text, video, and audio item types suggests enhanced multimedia support. These additions follow the established pattern of item-type organization.
Consider:
- Documenting supported multimedia formats
- Adding validation for supported codecs/formats
- Implementing proper resource cleanup for multimedia items
32-42
: Consider grouping related exports togetherThe new exports could be better organized by grouping related functionality:
Consider reorganizing the exports into logical groups:
export * from './shape'; export * from './timeline'; export * from './assets'; + export * from './render-settings'; +export * from './shader-data'; +export * from './material-data'; +export * from './geometry-data'; + export * from './curve-data'; export * from './data-type'; export * from './effects-object-data'; -export * from './material-data'; -export * from './geometry-data'; -export * from './shader-data'; export * from './effects-package-data';src/shape/custom-shape-data.ts (3)
8-24
: Consider translating JSDoc comments to EnglishWhile the interface structure is well-designed for handling Bezier curve control points, consider translating the JSDoc comments to English to improve international collaboration. Here's a suggested translation:
-/** - * 自定义形状点 - */ +/** + * Custom shape point + */ export interface CustomShapePoint { - /** - * 顶点索引 - */ + /** + * Vertex index + */ point: number, - /** - * 入射点索引 - */ + /** + * Incoming control point index + */ easingIn: number, - /** - * 出射点索引 - */ + /** + * Outgoing control point index + */ easingOut: number, }
26-50
: Fix documentation issues
- Consider translating the JSDoc comments to English for consistency.
- The comment for
easingOuts
appears to be incorrectly labeled as "入射控制点" (incoming control point) when it should be "出射控制点" (outgoing control point).-/** - * 自定义形状参数 - */ +/** + * Custom shape parameters + */ export interface CustomShape { - /** - * 点索引 - 用于构成闭合图形 - */ + /** + * Point indices - used to form a closed shape + */ indexes: CustomShapePoint[], - /** - * 是否为闭合图形 - 用于Stroke - */ + /** + * Whether the shape is closed - used for stroke + */ close: boolean, - /** - * 填充属性 - */ + /** + * Fill properties + */ fill?: ShapeFillParam, - /** - * 描边属性 - */ + /** + * Stroke properties + */ stroke?: ShapeStrokeParam, - /** - * 空间变换 - */ + /** + * Spatial transformation + */ transform?: TransformData, }
1-76
: Consider performance optimization strategiesThe current design is flexible and well-structured. However, for large shapes with many points, consider:
- Implementing a spatial indexing system for efficient point lookup
- Adding support for shape caching
- Considering memory optimization for large point arrays (e.g., using TypedArrays for points storage)
src/item/interact-item.ts (2)
34-35
: Consider extracting common interface properties.The
MessageInteractOption
andDragInteractOption
interfaces share the commontype
property. Consider creating a base interface to reduce duplication.+interface BaseInteractOption { + /** + * 交互元素类型 + */ + type: InteractType; +} -export interface MessageInteractOption { +export interface MessageInteractOption extends BaseInteractOption { - /** - * 交互元素类型 - */ - type: InteractType, } -export interface DragInteractOption { +export interface DragInteractOption extends BaseInteractOption { - /** - * 交互元素类型 - */ - type: InteractType, enableInEditor: boolean, dxRange?: [min: number, max: number], dyRange?: [min: number, max: number], target: string, }Also applies to: 71-89
Line range hint
82-89
: Consider using tuple types for range definitions.The
dxRange
anddyRange
properties could benefit from more specific typing to ensure proper usage.+type Range = readonly [min: number, max: number]; export interface DragInteractOption { type: InteractType, enableInEditor: boolean, - dxRange?: [min: number, max: number], - dyRange?: [min: number, max: number], + dxRange?: Range, + dyRange?: Range, target: string, }src/item/sprite-item.ts (2)
86-87
: Add JSDoc documentation for SpriteComponentData interface.The interface change looks good - extending both
ComponentData
andSpriteContent
reduces code duplication while maintaining proper type inheritance. However, please add JSDoc documentation to maintain consistency with other interfaces in the file.+/** + * Component data for sprite items, combining base component properties + * with sprite-specific rendering content. + */ export interface SpriteComponentData extends ComponentData, SpriteContent { }
Line range hint
31-33
: Address the FIXME comment in SpriteContentOptions.There's an incomplete FIXME comment regarding element rendering delay. This should be properly documented or implemented.
Would you like me to help implement the rendering delay functionality or create a GitHub issue to track this task?
src/item/video-item.ts (3)
9-22
: Consider adding English translations to JSDoc commentsWhile the interface is well-structured, adding English translations alongside Chinese comments would improve international developer collaboration.
Consider updating the comments like this:
/** - * 视频元素 + * 视频元素 (Video Element) */ export interface VideoItem extends BaseItem { /** - * 元素类型(指定为 video) + * 元素类型(指定为 video) + * Element type (specified as video) */ type: ItemType.video, /** - * 视频元素渲染信息 + * 视频元素渲染信息 + * Video element rendering information */ content: VideoComponentData,
45-48
: Consider adding bounds validation for volume propertyThe volume property should typically be constrained between 0 and 1. Consider adding a type constraint or runtime validation.
/** * 视频音量大小 + * Video volume (should be between 0 and 1) * @default 1 */ - volume?: number, + volume?: number & { _brand: 'Volume' }, // Type constraint approachYou might also want to create a volume validator function:
function validateVolume(volume: number): number & { _brand: 'Volume' } { if (volume < 0 || volume > 1) { throw new Error('Volume must be between 0 and 1'); } return volume as number & { _brand: 'Volume' }; }
82-87
: Consider simplifying the interaction property structureSince the interaction object only contains a single behavior field, consider flattening the structure.
- interaction?: { - /** - * 交互行为 - */ - behavior: InteractBehavior, - }, + /** + * 交互行为 + * Interaction behavior + */ + interactionBehavior?: InteractBehavior,src/assets.ts (3)
3-20
: Consider standardizing documentation language to EnglishThe interface is well-structured, but the documentation mixes Chinese ("资源基类") and English. Consider standardizing all documentation to English for better international collaboration and maintainability.
-/** - * 资源基类 - */ +/** + * Base asset interface + */
31-38
: Consider expanding MultimediaType enumThe enum currently only covers 'video' and 'audio'. Consider adding other common multimedia types like 'image' for completeness, especially since image handling is part of the codebase.
export enum MultimediaType { video = 'video', audio = 'audio', + image = 'image', }
97-106
: Consider adding iOS compression formatsThe
compressed
property only includes Android formats (ASTC, PVRTC). Consider adding iOS-specific formats for complete mobile platform support.compressed: { // 安卓 astc?: string, pvrtc?: string, + // iOS + etc?: string, + etc2?: string, },src/data-type.ts (3)
18-28
: Consider grouping property tracks together.The timeline-related types are well-organized with a clear comment, but the property tracks (
FloatPropertyTrack
,ColorPropertyTrack
,Vector4PropertyTrack
) could be grouped together for better maintainability.Consider reordering like this:
// Timeline TrackAsset = 'TrackAsset', TimelineAsset = 'TimelineAsset', ObjectBindingTrack = 'ObjectBindingTrack', TransformTrack = 'TransformTrack', SpriteColorTrack = 'SpriteColorTrack', ActivationTrack = 'ActivationTrack', SubCompositionTrack = 'SubCompositionTrack', + // Property Tracks FloatPropertyTrack = 'FloatPropertyTrack', ColorPropertyTrack = 'ColorPropertyTrack', Vector4PropertyTrack = 'Vector4PropertyTrack',
30-35
: Consider adding a comment for playable assets section.For consistency with other sections, consider adding a comment to clearly identify this group of playable assets.
Add a comment like this:
+ // Playable Assets TransformPlayableAsset = 'TransformPlayableAsset',
37-49
: Consider categorizing components by functionality.The components section could benefit from sub-grouping based on functionality (e.g., rendering, interaction, media).
Consider organizing like this:
+ // Rendering Components MeshComponent = 'MeshComponent', SkyboxComponent = 'SkyboxComponent', LightComponent = 'LightComponent', CameraComponent = 'CameraComponent', + // Interactive Components ModelPluginComponent = 'ModelPluginComponent', TreeComponent = 'TreeComponent', AnimationComponent = 'AnimationComponent', SpineComponent = 'SpineComponent', + // Media Components VideoComponent = 'VideoComponent', AudioComponent = 'AudioComponent', RichTextComponent = 'RichTextComponent', + // Other Components OrientationComponent = 'OrientationComponent', ShapeComponent = 'ShapeComponent',src/texture.ts (2)
26-33
: Enhance type safety for cube map face constantsConsider explicitly typing the cube map face constants with WebGLRenderingContext enum values for better type safety.
export type SerializedTextureCubeMipmap = [ - TEXTURE_CUBE_MAP_POSITIVE_X: BinaryPointer, + WebGLRenderingContext['TEXTURE_CUBE_MAP_POSITIVE_X']: BinaryPointer, - TEXTURE_CUBE_MAP_NEGATIVE_X: BinaryPointer, + WebGLRenderingContext['TEXTURE_CUBE_MAP_NEGATIVE_X']: BinaryPointer, // ... similar changes for other faces ];
57-59
: Consider removing redundant type alias
TextureDefine
appears to be redundant withTextureJSONOptions
as they both alias toSerializedTextureSource
. Consider keeping only one of these aliases to reduce confusion.export type TextureJSONOptions = SerializedTextureSource; -export type TextureDefine = TextureJSONOptions;
src/item/base-item.ts (1)
Line range hint
158-166
: Remove| any
from BaseContent union type.The inclusion of
| any
in the union type defeats TypeScript's type safety mechanisms. This can lead to:
- Runtime errors that TypeScript could have caught
- Loss of IDE autocompletion and type inference
- Potential bugs when handling unknown content types
Apply this diff to remove the
any
type:export type BaseContent = | SpriteContent | ParticleContent | NullContent | InteractContent | PluginContent | CompositionContent | CameraContent | TextContent | RichTextContent | SpineContent | EffectContent | ModelTreeContent<BinaryEnv> | ModelMeshItemContent<BinaryEnv> | ModelLightContent - | SkyboxContent<BinaryEnv> - | any + | SkyboxContent<BinaryEnv> ;If you need to handle unknown content types, consider creating a specific interface for custom content:
interface CustomContent { type: string; [key: string]: unknown; }Then add it to the union:
| CustomContent
src/item/particle-shape.ts (2)
Line range hint
49-56
: Fix type inconsistency in upDirection propertyThe
upDirection
property type is inconsistent:
- Base interface (
ParticleShapeBase
) usesvec3
- This interface uses
number[]
This could lead to type safety issues.
- upDirection?: number[], + upDirection?: vec3,
Line range hint
1-234
: Consider enhancing type safety with branded typesTo further improve type safety and prevent accidental misuse of vector types, consider using branded types for vectors and other geometric primitives. This would help catch errors at compile time when mixing different types of vectors or coordinates.
Example implementation:
type Brand<K, T> = K & { __brand: T }; type Vec3 = Brand<[number, number, number], 'Vec3'>; type Point3D = Brand<[number, number, number], 'Point3D'>;This would make it clearer when a vector represents a direction versus a position, preventing accidental misuse.
src/scene.ts (1)
119-119
: Consider enhancing version documentationWhile the version history is well-maintained, consider adding more details about the audio/video support in version 3.1, such as supported formats or limitations.
src/number-expression.ts (1)
301-309
: Consider enhancing type documentation with example usage.The new type definitions are well-structured and consistent with the codebase. However, consider adding example usage in the documentation comments, similar to how
ConstantNumber
is documented.Example enhancement:
/** * 颜色贝塞尔曲线 + * Example: + * [24, [[0, 255, 0, 255], ...bezierValues]] */ export type ColorCurveValue = [type: ValueType.COLOR_CURVE, value: ColorCurveData]; /** * Vector4 贝塞尔曲线 + * Example: + * [25, [[1, 0, 0, 1], ...bezierValues]] */ export type Vector4CurveValue = [type: ValueType.VECTOR4_CURVE, value: Vector4CurveData];src/geometry-data.ts (6)
Line range hint
4-19
: Consider translating documentation comments to English for consistencyThe documentation comments within the
GeometryData
interface are currently written in Chinese. To maintain consistency and improve accessibility for all contributors, please consider translating these comments into English.
Line range hint
47-47
: Translate inline comment to English for consistencyThe inline comment in the
VertexData
interface is in Chinese:channels: VertexChannel[], // channel 存放顺序 position, uv, normalPlease translate it to English to ensure consistency across the codebase.
Line range hint
61-74
: Refactor or remove commented code for clarityThe block of commented code between lines 61-74 appears to list vertex buffer semantics with their corresponding data types. Consider converting this information into documentation comments for the
VertexBufferSemantic
enum or its members. If the commented code is no longer necessary, consider removing it to reduce clutter.
Line range hint
75-101
: Ensure consistency in naming conventions withinVertexBufferSemantic
Within the
VertexBufferSemantic
enum, some members use abbreviations (e.g.,Uv
,Uv2
), while others are fully spelled out (e.g.,Position
,Normal
). Consider standardizing the naming convention for clarity and consistency. For example, you might choose between using fully spelled-out names or consistent abbreviations.
Line range hint
48-55
: Enhance type safety by usingVertexBufferSemantic
forsemantic
propertyIn the
VertexChannel
interface, thesemantic
property is currently typed asstring
. Since aVertexBufferSemantic
enum exists, consider changing the type toVertexBufferSemantic
to improve type safety and prevent invalid values.Apply this diff to update the type:
-export interface VertexChannel { - semantic: string, +export interface VertexChannel { + semantic: VertexBufferSemantic,
Line range hint
44-51
: Explicitly assign values toVertexFormatType
for clarityThe
VertexFormatType
enum currently lacks explicit numeric values. If these formats map to specific data types or constants in an external API or binary format, consider assigning explicit values to each enum member to avoid potential mismatches.For example:
export enum VertexFormatType { Float16 = 0, Float32 = 1, Int8 = 2, Int16 = 3, Int32 = 4, UInt8 = 5, UInt16 = 6, UInt32 = 7, }
📜 Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
📒 Files selected for processing (59)
.npmrc
(1 hunks)package.json
(1 hunks)src/animation-clip-data.ts
(2 hunks)src/assets.ts
(1 hunks)src/binary.ts
(1 hunks)src/buitin-object-guid.ts
(1 hunks)src/components/component-data.ts
(1 hunks)src/components/index.ts
(1 hunks)src/components/post-process-volume-data.ts
(1 hunks)src/composition.ts
(0 hunks)src/curve-data/color-curve-data.ts
(1 hunks)src/curve-data/index.ts
(1 hunks)src/curve-data/vector4-curve-data.ts
(1 hunks)src/data-type.ts
(1 hunks)src/effects-object-data.ts
(1 hunks)src/effects-package-data.ts
(1 hunks)src/geometry-data.ts
(1 hunks)src/image.ts
(0 hunks)src/index.ts
(3 hunks)src/item.ts
(2 hunks)src/item/audio-item.ts
(1 hunks)src/item/base-item.ts
(3 hunks)src/item/effect-item.ts
(2 hunks)src/item/interact-item.ts
(1 hunks)src/item/model/light.ts
(1 hunks)src/item/model/skybox.ts
(2 hunks)src/item/model/tree.ts
(2 hunks)src/item/particle-item.ts
(3 hunks)src/item/particle-shape.ts
(12 hunks)src/item/rich-text-item.ts
(1 hunks)src/item/spine-item.ts
(2 hunks)src/item/sprite-item.ts
(1 hunks)src/item/text-item.ts
(2 hunks)src/item/video-item.ts
(1 hunks)src/material-data.ts
(1 hunks)src/math/color-data.ts
(1 hunks)src/math/index.ts
(1 hunks)src/math/vector-data.ts
(1 hunks)src/number-expression.ts
(3 hunks)src/render-settings.ts
(1 hunks)src/scene.ts
(7 hunks)src/shader-data.ts
(1 hunks)src/shape/custom-shape-data.ts
(1 hunks)src/shape/ellipse-data.ts
(1 hunks)src/shape/index.ts
(1 hunks)src/shape/polygon-data.ts
(1 hunks)src/shape/rectangle-data.ts
(1 hunks)src/shape/shape-component-data.ts
(1 hunks)src/shape/shape-fill-param.ts
(1 hunks)src/shape/shape-primitive-type.ts
(1 hunks)src/shape/shape-stroke-param.ts
(1 hunks)src/shape/star-data.ts
(1 hunks)src/texture.ts
(1 hunks)src/timeline/playables/sprite-color-playable-asset-data.ts
(1 hunks)src/timeline/playables/transform-playable-asset-data.ts
(2 hunks)src/timeline/timeline-asset-data.ts
(1 hunks)src/timeline/track/track-asset-data.ts
(1 hunks)src/type.ts
(5 hunks)src/vfx-item-data.ts
(1 hunks)
💤 Files with no reviewable changes (2)
- src/composition.ts
- src/image.ts
✅ Files skipped from review due to trivial changes (9)
- src/components/index.ts
- src/curve-data/index.ts
- src/item/model/light.ts
- src/item/model/tree.ts
- src/math/color-data.ts
- src/math/index.ts
- src/math/vector-data.ts
- src/shape/index.ts
- src/shape/shape-stroke-param.ts
🔇 Additional comments (85)
.npmrc (1)
2-2
:
Security consideration: Pre/post install scripts execution enabled
Enabling pre/post install scripts with enable-pre-post-scripts=true
could potentially execute malicious code during package installation. This setting was disabled by default in npm v7+ for security reasons.
Recommendations:
- Review all dependencies to ensure they are from trusted sources
- Consider if this setting is absolutely necessary for your build process
- Document the security implications for the team
✅ Verification successful
Let me gather more information about the dependencies to better assess the security implications.
Pre/post install scripts are used safely with trusted development dependencies
The enabled pre/post install scripts are only used for essential development tooling:
prebuild
: Uses pnpm (trusted package manager) for cleaningprepare
: Installs husky git hooks (standard dev tool)prepublishOnly
: Runs build before publishing
All dependencies are development-only and from well-known packages:
- Linting tools (eslint, typescript)
- Git hooks (husky, commitlint)
- Build tools (pnpm, rimraf)
The project has proper version control with pnpm-lock.yaml present, and no production dependencies are listed that could execute malicious install scripts.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for packages with install scripts
# Look for packages with pre/post install scripts in package.json
if [ -f "package.json" ]; then
echo "Checking scripts in package.json:"
cat package.json | jq '.scripts | with_entries(select(.key | test("pre|post")))'
fi
# Check if there's an npm/pnpm audit command in package.json
if [ -f "package.json" ]; then
echo "Checking for security audit scripts:"
cat package.json | jq '.scripts | with_entries(select(.value | test("audit")))'
fi
Length of output: 477
Script:
#!/bin/bash
# Check package.json dependencies and their sources
if [ -f "package.json" ]; then
echo "Dependencies:"
cat package.json | jq '{dependencies, devDependencies}'
fi
# Check if there are any direct install scripts in dependencies
echo -e "\nChecking for install scripts in dependencies:"
fd package.json node_modules -d 1 -x sh -c 'echo "=== $1 ===" && cat "$1" | jq -r ".scripts | select(.install or .preinstall or .postinstall)"' sh {}
# Check for any lockfile to see if versions are pinned
echo -e "\nChecking for lockfiles:"
ls pnpm-lock.yaml package-lock.json yarn.lock 2>/dev/null || echo "No lockfile found"
Length of output: 1012
src/effects-object-data.ts (3)
1-1
: LGTM! Good use of type-only import.
The import statement correctly uses the type
keyword for TypeScript type-only imports, which is a good practice for optimal bundle size.
3-7
: LGTM! Well-structured interface.
The interface is well-designed with appropriate property types and clear naming. It serves as a good base interface for various effect-related data structures.
3-7
: Verify interface implementation across the codebase.
Let's verify that all implementations of this interface are consistent with its contract.
✅ Verification successful
Let me gather more information about the DataType enum to ensure all implementations are using valid values.
Interface implementation is consistent across the codebase
The verification shows that:
- All implementations correctly extend the
EffectsObjectData
interface - The
dataType
property is properly assigned using valid values from theDataType
enum - All files correctly import the
DataType
enum from its source
The interface is well-implemented across various components including VFX items, shaders, materials, geometry, animations, and timeline-related assets.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the implementation of EffectsObjectData interface across the codebase
# Find all files that extend or implement EffectsObjectData
echo "Checking interface implementations..."
ast-grep --pattern 'interface $_ extends EffectsObjectData'
# Verify dataType property assignments
echo -e "\nChecking dataType property assignments..."
rg -A 5 'dataType:\s*DataType\.'
Length of output: 2834
Script:
#!/bin/bash
# Find the DataType enum definition
echo "Checking DataType enum definition..."
ast-grep --pattern 'enum DataType {
$$$
}'
# Find all imports of DataType
echo -e "\nChecking DataType imports..."
rg "import.*DataType.*from"
# Find any other interface definitions using EffectsObjectData
echo -e "\nChecking other interface definitions..."
rg -A 3 "interface.*EffectsObjectData"
Length of output: 6850
src/shape/shape-fill-param.ts (2)
1-1
: LGTM! Clean type import.
The type-only import is correctly used, following TypeScript best practices.
6-11
: LGTM! Well-structured interface.
The interface is well-defined with:
- Clear and descriptive name following PascalCase convention
- Properly typed property using the imported
ColorData
type - Documented properties with JSDoc comments
src/curve-data/color-curve-data.ts (1)
1-1
: Verify the BezierValue type import path
The import looks correct, but let's verify the BezierValue type exists in the specified path.
✅ Verification successful
Import path for BezierValue type is correct and properly defined
The verification confirms that:
BezierValue
type is properly defined insrc/number-expression.ts
- It's correctly structured as a tuple with
ValueType.BEZIER_CURVE
andBezierKeyframeValue[]
- The
ValueType
enum includes the requiredBEZIER_CURVE
value - All dependent types (
BezierKeyframeValue
and its variants) are properly defined
The import statement in color-curve-data.ts
correctly references this type from its relative path.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the existence and usage of BezierValue type
# Expected: Find the BezierValue type definition and other potential usages
# Search for BezierValue type definition
echo "Searching for BezierValue type definition:"
ast-grep --pattern 'type BezierValue = $_'
# Search for BezierValue interface definition
echo "Searching for BezierValue interface definition:"
ast-grep --pattern 'interface BezierValue {
$$$
}'
Length of output: 416
Script:
#!/bin/bash
# Let's verify the BezierValue type is correctly defined and used
# First, let's see the full context of the BezierValue type
echo "Full context of BezierValue type:"
rg -B 5 -A 5 "type BezierValue = "
# Check if ValueType.BEZIER_CURVE is defined
echo -e "\nChecking ValueType enum definition:"
ast-grep --pattern 'enum ValueType {
$$$
}'
# Check BezierKeyframeValue definition
echo -e "\nChecking BezierKeyframeValue definition:"
ast-grep --pattern 'type BezierKeyframeValue = $_'
Length of output: 4428
src/curve-data/vector4-curve-data.ts (2)
1-1
: LGTM! Clean type import.
The import statement follows TypeScript best practices by using the 'type' keyword for type-only imports.
3-8
: Add JSDoc documentation for better maintainability.
Consider adding JSDoc documentation to explain the purpose, usage, and any constraints of the Vector4CurveData type.
Example:
+/**
+ * Represents a 4D vector curve data using bezier values.
+ * Each component (x, y, z, w) is defined as a BezierValue.
+ * Used for animations and interpolations in 4D space.
+ */
export type Vector4CurveData = [
x: BezierValue,
y: BezierValue,
z: BezierValue,
w: BezierValue,
];
Verify consistency with other vector types.
Let's ensure this new type follows the same patterns as other vector types in the codebase.
✅ Verification successful
Let me try a different search pattern to find vector and curve data types.
Let me try again without the typescript file type flag since it's not recognized.
Vector4CurveData follows consistent patterns with other curve data types
The type definition is consistent with other curve data types in the codebase, specifically ColorCurveData
which follows the same pattern:
- Both are tuples with 4 labeled components
- Both use
BezierValue
type for each component - Both follow similar naming conventions
The suggestion for adding JSDoc documentation still stands, especially since it would align with the existing documentation patterns seen in number-expression.ts
.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for other vector type definitions to ensure consistency
# Expected: Find similar vector type definitions (Vector2, Vector3) to verify naming and structure
# Search for other vector type definitions
echo "Searching for other vector type definitions..."
ast-grep --pattern 'export type Vector$_'
# Search for other curve data types
echo "Searching for other curve data types..."
ast-grep --pattern 'export type $_CurveData ='
Length of output: 284
Script:
#!/bin/bash
# Search for vector-related type definitions with more flexible patterns
echo "Searching for vector-related types..."
rg -l "type.*Vector" --type typescript
# Search for curve data types with more flexible pattern
echo "Searching for curve data types..."
rg -l "type.*CurveData" --type typescript
# Show the content of any found vector or curve data type files
echo "Content of relevant files:"
rg "type.*(?:Vector|CurveData)" --type typescript -A 5
Length of output: 471
Script:
#!/bin/bash
# Search for vector and curve data type definitions
echo "Searching for vector and curve data types..."
rg "export type.*(?:Vector|CurveData)" -A 5
# Also search in the same directory as the file under review
echo "Searching in curve-data directory..."
fd . "src/curve-data" -t f -x cat {}
Length of output: 1936
src/shader-data.ts (2)
1-3
: LGTM! Clean type-only import and clear interface extension.
The code follows TypeScript best practices with type-only imports and clear interface inheritance.
3-7
: Verify ShaderData interface implementation across the codebase.
Since this is a new interface, let's ensure it's properly implemented wherever it's used.
✅ Verification successful
Let me gather more information about how ShaderData is being used in scene.ts.
Let me check one final thing about EffectsObjectData to understand the inheritance structure better.
ShaderData interface appears to be correctly defined and used
The verification shows that:
- ShaderData properly extends EffectsObjectData interface with required base properties (id, name, dataType)
- It's only used as a type for the
shaders
array in scene.ts, which is an appropriate usage - No direct implementations were found, suggesting it's primarily used for type checking/definitions
- The interface structure aligns with its purpose of defining shader data with vertex and fragment properties
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Find all files implementing or using the ShaderData interface
# Expected results: Files that need to implement this interface correctly
# Find direct usage of ShaderData
echo "Files using ShaderData:"
rg -l "ShaderData"
# Find potential implementation classes
echo -e "\nPotential implementations:"
ast-grep --pattern 'class $_ implements $$$ShaderData$$$'
Length of output: 236
Script:
#!/bin/bash
# Check how ShaderData is used in scene.ts
echo "Usage in scene.ts:"
rg "ShaderData" src/scene.ts -A 3 -B 3
# Also check if EffectsObjectData (parent interface) is implemented anywhere
echo -e "\nFiles using EffectsObjectData:"
rg "EffectsObjectData" -l
# Check for any type declarations using ShaderData
echo -e "\nType declarations using ShaderData:"
ast-grep --pattern 'type $_ = $$$ShaderData$$$'
Length of output: 1060
Script:
#!/bin/bash
# Check the definition of EffectsObjectData
echo "EffectsObjectData definition:"
cat src/effects-object-data.ts
# Check if there are any objects being created with ShaderData properties
echo -e "\nObject literals matching ShaderData structure:"
ast-grep --pattern '{
vertex: $_,
fragment: $_,
$$$
}'
Length of output: 411
src/components/component-data.ts (2)
1-1
: LGTM! Good use of type-only import
The import statement follows TypeScript best practices by using the type
keyword for type-only imports.
7-9
: Add documentation and verify effects integration
The interface extends EffectsObjectData but lacks documentation explaining the relationship between components and effects.
Let's verify the effects integration:
Consider adding documentation:
+/**
+ * Represents component data with effects capabilities.
+ * @interface ComponentData
+ * @extends {EffectsObjectData}
+ */
export interface ComponentData extends EffectsObjectData {
+ /** Reference to the associated data path */
item: DataPath,
}
✅ Verification successful
Documentation improvement not critical - effects integration verified
The interface correctly extends EffectsObjectData which is a common pattern in this codebase. Found multiple other interfaces extending it (VFXItemData, ShaderData, MaterialData, etc.), indicating a consistent design pattern for effects-related data structures. The DataPath type is also properly defined in the same file.
The suggested JSDoc documentation would be nice to have but isn't critical since:
- The interface follows an established pattern in the codebase
- The relationship between components and effects is clear from the inheritance hierarchy
- The DataPath usage is consistent with other implementations
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Analyze the relationship between components and effects
# Check EffectsObjectData definition
echo "Checking EffectsObjectData definition:"
rg -t typescript "interface EffectsObjectData" -A 5
# Find other components using EffectsObjectData
echo "Finding other components using EffectsObjectData:"
rg -t typescript "extends EffectsObjectData" -A 2
# Check for existing patterns of item usage
echo "Checking item usage patterns:"
rg -t typescript "item:\s*DataPath" -A 2
Length of output: 518
Script:
#!/bin/bash
# Let's try without typescript file type flag since it's not recognized
# First find the EffectsObjectData definition
echo "Checking EffectsObjectData definition:"
rg "interface EffectsObjectData" -A 5
# Find components using EffectsObjectData
echo -e "\nFinding components using EffectsObjectData:"
rg "extends EffectsObjectData" -A 2
# Look for item usage with DataPath
echo -e "\nChecking item usage patterns:"
rg "item:\s*DataPath" -A 2
# Find DataPath definition for context
echo -e "\nChecking DataPath definition:"
rg "type DataPath|interface DataPath|class DataPath" -A 3
Length of output: 3385
src/buitin-object-guid.ts (2)
3-3
: LGTM! Verify GUID uniqueness.
The new TransparentTexture
property follows the established naming and GUID format conventions.
Let's verify the uniqueness of this GUID across the codebase:
#!/bin/bash
# Description: Check for any duplicate usage of the transparent texture GUID
# Expected: Only one occurrence in BuiltinObjectGUID
rg -i 'transparenttexture[0-9]{20}'
3-3
: Verify integration with material and rendering systems.
Since this is part of broader changes involving material data and rendering settings, ensure this texture GUID is properly referenced where needed.
Let's check the usage context:
src/effects-package-data.ts (2)
1-1
: LGTM! Clean type import.
The import statement correctly uses the 'type' keyword for TypeScript type imports, following best practices.
3-6
: Consider using an enum for assetType.
The interface structure is clean and well-typed. However, since assetType
is referenced here through FileSummary
, consider using an enum instead of a string type to ensure type safety and prevent invalid asset types.
Let's check if there are predefined asset types in the codebase:
src/shape/shape-component-data.ts (2)
1-2
: LGTM! Clean and well-structured imports
The type imports are properly defined and follow TypeScript best practices.
7-12
: Verify implementation in shape-specific interfaces
The interface looks good, but let's verify its implementation in the related shape interfaces mentioned in the summary (EllipseData, PolygonData, RectangleData, StarData).
✅ Verification successful
ShapeComponentData interface is properly implemented across shape interfaces
The verification confirms that ShapeComponentData is correctly extended by all shape-specific interfaces:
- EllipseData properly extends it and specifies type as ShapePrimitiveType.Ellipse
- PolygonData extends it with polygon-specific properties
- RectangleData extends it with rectangle dimensions and roundness
- StarData extends it with star-specific radius and point properties
- CustomShapeData extends it with custom shape properties and type ShapePrimitiveType.Custom
Each implementation maintains the required type property from ShapeComponentData while adding its own shape-specific properties.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the implementation of ShapeComponentData in shape-specific interfaces
# Search for interfaces extending ShapeComponentData
ast-grep --pattern 'interface $_ extends ShapeComponentData {
$$$
}'
# Search for any usage of ShapeComponentData type
rg -t ts "ShapeComponentData" -A 5
Length of output: 9552
src/timeline/timeline-asset-data.ts (1)
1-3
: Verify the consistency of new import paths across the codebase
The separation of imports into distinct paths suggests improved module organization. Let's verify that these new paths are consistently used across the codebase.
✅ Verification successful
Let me verify the remaining import DataPath
from '../components' to complete the analysis.
Import paths are correctly organized and consistently used
The verification shows that:
DataType
is consistently imported fromdata-type
across 7 filesEffectsObjectData
is consistently imported fromeffects-object-data
across 13 filesDataPath
is correctly imported fromcomponents
across 15 files, maintaining its original import path
The import reorganization in this file aligns with the broader codebase structure, where each type is imported from its designated location.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for consistency of import paths across the codebase
# Check if DataType is consistently imported from '../data-type'
echo "Checking DataType imports:"
rg "import.*DataType.*from.*data-type" -g "*.ts"
# Check if EffectsObjectData is consistently imported from '../effects-object-data'
echo -e "\nChecking EffectsObjectData imports:"
rg "import.*EffectsObjectData.*from.*effects-object-data" -g "*.ts"
# Look for any remaining imports from '../components' that might need updating
echo -e "\nChecking remaining imports from components:"
rg "import.*\{.*(?:DataType|EffectsObjectData).*\}.*from.*components" -g "*.ts"
Length of output: 2243
Script:
#!/bin/bash
# Check if DataPath is consistently imported from '../components'
echo "Checking DataPath imports:"
rg "import.*DataPath.*from" -g "*.ts"
# Check for any DataPath type definitions to understand its source
echo -e "\nChecking DataPath type definitions:"
ast-grep --pattern 'type DataPath = $_'
Length of output: 1437
src/timeline/track/track-asset-data.ts (1)
1-3
: Verify consistent usage of the new effects-object-data import path
The relocation of EffectsObjectData
to a dedicated module suggests improved code organization. Let's verify this change is consistent across the codebase.
✅ Verification successful
Import path migration for EffectsObjectData
is consistent
The verification confirms that:
- No instances of the old import path (
../../components
) remain in the codebase - The new import path (
../../effects-object-data
) is consistently used across three files:src/timeline/playables/transform-playable-asset-data.ts
src/timeline/track/track-asset-data.ts
src/timeline/playables/sprite-color-playable-asset-data.ts
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any remaining imports of EffectsObjectData from the old path
# and verify consistent usage of the new path
echo "Checking for any remaining old imports..."
rg "import.*EffectsObjectData.*from.*['\"]../../components['\"]"
echo -e "\nVerifying usage of new import path..."
rg "import.*EffectsObjectData.*from.*['\"]../../effects-object-data['\"]"
Length of output: 692
src/timeline/playables/sprite-color-playable-asset-data.ts (3)
3-4
: LGTM! Clean import additions
The new imports for DataType
and EffectsObjectData
are properly typed and correctly used within the interface definition.
10-10
: LGTM! Proper file formatting
Added newline at the end of file, following best practices.
6-10
: Verify interface usage across the codebase
The interface looks well-structured, but let's verify its usage pattern across the codebase to ensure consistency.
✅ Verification successful
Interface implementation appears consistent across the codebase
The interface SpriteColorPlayableAssetData
and its properties are well-aligned with the codebase's patterns:
ColorOverLifetime
type is consistently used across various item types (sprite, text, video, etc.)- The optional properties
colorOverLifetime
andstartColor
follow the same pattern as other items DataType.SpriteColorPlayableAsset
is properly defined in the interface
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check usage patterns of SpriteColorPlayableAssetData and related types
# Check for implementations and usage of SpriteColorPlayableAssetData
echo "Checking SpriteColorPlayableAssetData usage:"
rg -t typescript "SpriteColorPlayableAssetData"
# Verify DataType enum value usage
echo -e "\nVerifying DataType.SpriteColorPlayableAsset usage:"
ast-grep --pattern 'DataType.SpriteColorPlayableAsset'
# Check ColorOverLifetime type usage patterns
echo -e "\nChecking ColorOverLifetime usage patterns:"
rg -t typescript "ColorOverLifetime"
Length of output: 526
Script:
#!/bin/bash
# Let's try without typescript file type specification since it's not recognized
# Check for implementations and usage of SpriteColorPlayableAssetData
echo "Checking SpriteColorPlayableAssetData usage:"
rg "SpriteColorPlayableAssetData"
# Verify DataType enum value usage
echo -e "\nVerifying DataType enum and its usage:"
rg "DataType\.SpriteColorPlayableAsset"
# Check ColorOverLifetime type usage patterns
echo -e "\nChecking ColorOverLifetime usage patterns:"
rg "ColorOverLifetime"
# Also check for the file structure to understand the context better
echo -e "\nChecking relevant files in the timeline directory:"
fd . src/timeline
Length of output: 2542
src/timeline/playables/transform-playable-asset-data.ts (1)
1-1
: Verify the consistency of new import paths across the codebase
The reorganization of imports from components
to dedicated type files (data-type.ts
and effects-object-data.ts
) follows good separation of concerns. Let's verify these changes are consistent across the codebase.
Also applies to: 3-3
✅ Verification successful
Import paths have been consistently updated across the codebase
The verification shows:
- No remaining imports from the old
components
path - Both
data-type.ts
andeffects-object-data.ts
files exist in the expected locations - All imports of
DataType
andEffectsObjectData
use the new paths consistently across the codebase
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify that all imports of DataType and EffectsObjectData use the new paths
# Check for any remaining imports from the old path
echo "Checking for old import paths..."
rg "import.*(?:DataType|EffectsObjectData).*from ['\"].*components['\"]"
# Verify new import paths are used consistently
echo "Verifying new import paths usage..."
rg "import.*DataType.*from ['\"].*data-type['\"]"
rg "import.*EffectsObjectData.*from ['\"].*effects-object-data['\"]"
# Verify the new files exist
echo "Verifying new files exist..."
fd -e ts "data-type\.ts$"
fd -e ts "effects-object-data\.ts$"
Length of output: 2330
src/shape/rectangle-data.ts (1)
1-4
: LGTM! Well-organized type imports.
The imports are properly organized and follow TypeScript best practices by using the type
keyword for type-only imports.
src/shape/polygon-data.ts (2)
1-4
: LGTM! Clean and well-organized imports.
The imports are properly typed and well-structured, following TypeScript best practices.
33-33
: Verify transform property constraints.
The transform
property might need additional validation to ensure proper spatial transformations.
Let's check how TransformData
is defined and used across the codebase:
✅ Verification successful
Let me check how Vector3Data and Vector2Data are defined to ensure the transform property has proper constraints:
Transform property has proper type constraints
The transform
property is well-defined with proper constraints:
TransformData
interface has required position, eulerHint, and scale properties of typeVector3Data
(x,y,z numbers)- Optional size and anchor properties of type
Vector2Data
(x,y numbers) - This matches standard 3D transformation requirements for position, rotation, and scale
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check TransformData definition and usage
# Expected: Find the type definition and its constraints
# Find TransformData definition
ast-grep --pattern 'interface TransformData {
$$$
}'
# Find other shape components using TransformData
ast-grep --pattern 'interface $_ extends ShapeComponentData {
$$$
transform?: TransformData,
$$$
}'
Length of output: 5173
Script:
#!/bin/bash
# Find Vector2Data and Vector3Data definitions
ast-grep --pattern 'interface Vector2Data {
$$$
}'
ast-grep --pattern 'interface Vector3Data {
$$$
}'
# Check if there are any validation utilities for these types
rg -g '*.ts' 'Vector[23]Data.*valid' -A 3
Length of output: 525
src/material-data.ts (1)
1-3
: LGTM! Well-organized type imports.
The type-only imports are appropriately used and well-structured, following TypeScript best practices.
src/animation-clip-data.ts (2)
Line range hint 3-31
: Interface definitions look well-structured
The interfaces are well-organized with:
- Clear separation between different curve types
- Strong typing using custom type definitions
- Proper extension of EffectsObjectData
1-1
: Verify the new import path and its usage across the codebase
The import path change from './components' to './effects-object-data' appears to be part of a code organization improvement.
Let's verify the new import path and its consistent usage:
✅ Verification successful
Import path change is consistent across the codebase
The verification shows that:
- The new file
effects-object-data.ts
exists at the expected location - All imports of
EffectsObjectData
consistently use the new path./effects-object-data
or relative paths pointing to the same file - No remaining imports from the old
./components
path were found
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the existence of effects-object-data.ts and check for any remaining imports from ./components
# Check if the new file exists
fd "effects-object-data.ts$"
# Check for any remaining imports of EffectsObjectData from ./components
rg "import.*EffectsObjectData.*from ['\"]\.\/components['\"]"
# Check all imports of EffectsObjectData to ensure consistency
rg "import.*EffectsObjectData.*from"
Length of output: 1556
src/shape/ellipse-data.ts (1)
13-16
: Address TODO comments regarding property naming convention
The TODO comments indicate uncertainty about using xRadius/yRadius
vs width/height
. Consider:
xRadius/yRadius
is more mathematically precise for ellipseswidth/height
might be more consistent with general shape interfaces but would need to be divided by 2 internally
I recommend keeping xRadius/yRadius
as it:
- Directly represents the mathematical properties of an ellipse
- Avoids confusion with bounding box dimensions
- Prevents the need for internal conversion calculations
Let's check if other shape interfaces use similar naming patterns:
✅ Verification successful
Let me gather more context about the actual implementations to make a more informed decision.
Based on the codebase analysis, I can now provide a final response:
Keep xRadius/yRadius
for mathematical precision and consistency
The codebase shows that:
- Rectangle uses
width/height
for basic rectangular shapes - Polygon uses
radius
for circular/regular polygon shapes - No other ellipse-like shapes exist in the codebase
Using xRadius/yRadius
is recommended because:
- It directly represents the mathematical properties of an ellipse
- Maintains clear distinction from rectangle's
width/height
properties - Follows the pattern of using mathematically precise terms (like
radius
for polygon)
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check naming patterns in other shape interfaces
# Look for radius-related properties in shape files
rg -t ts "radius|width|height" src/shape/
Length of output: 304
Script:
#!/bin/bash
# Get more context around the radius/width/height properties
rg -t ts -B 2 -A 2 "(radius|width|height):" src/shape/
# Check interface/type definitions for shapes
ast-grep --pattern 'interface $_ {
$$$
}'
Length of output: 79842
src/shape/star-data.ts (2)
1-4
: LGTM! Well-organized imports following TypeScript best practices.
The imports are properly typed and organized by functionality.
30-42
: LGTM! Well-structured optional properties.
The styling and transformation properties are properly typed and marked as optional, following TypeScript best practices.
src/item/rich-text-item.ts (2)
1-3
: LGTM! Well-organized type imports
The imports are clean, using type-only imports appropriately, and all imported types are utilized in the interfaces.
30-38
: Consider adding English translations and verify interface relationships
The interface follows a consistent pattern with RichTextContent. Consider adding English translations to the comments.
Let's verify how these interfaces are used together in the codebase:
/**
- * 富文本元素渲染属性
+ * Rich text component rendering properties (富文本元素渲染属性)
*/
✅ Verification successful
Documentation suggestion is valid, but interface relationships are well-structured
The interfaces follow a clear and consistent inheritance pattern:
RichTextComponentData
correctly extendsTextComponentData
(via Omit)- Both use
BaseTextContentOptions
appropriately - No circular dependencies or misuse detected
The only improvement needed is adding English translations to comments as suggested.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check the usage and relationships of these interfaces
# Check for implementations and usage of these interfaces
ast-grep --pattern 'implements RichTextComponentData'
ast-grep --pattern 'implements RichTextContent'
# Check for any potential circular dependencies
rg -l "import.*rich-text-item" | xargs rg "import.*text-item"
Length of output: 451
Script:
#!/bin/bash
# Let's check the actual implementations and usages of these interfaces
# Check content of rich-text-item.ts and text-item.ts
rg -A 5 "RichTextComponentData|TextComponentData" --type ts
# Check where these interfaces are used as types
rg -A 2 ": *RichTextComponentData|: *TextComponentData" --type ts
# Check the actual relationship between these files
cat src/item/rich-text-item.ts
cat src/item/text-item.ts
Length of output: 4884
src/item/effect-item.ts (3)
1-2
: LGTM! Imports are well-organized and properly used.
All imported types are utilized in the interfaces, and the import paths are properly structured.
Line range hint 4-38
: LGTM! Existing interfaces are well-structured and documented.
The interfaces provide a clear and type-safe structure for effect elements.
40-44
: 🛠️ Refactor suggestion
Consider improvements to the new interface definition.
- The
_priority
property name suggests it's private, but it's defined in a public interface. Consider removing the underscore prefix if this is meant to be public. - Missing JSDoc documentation. Consider adding documentation to maintain consistency with other interfaces in the file.
- The relationship between
EffectComponentData
andEffectContent
needs clarification as they share similar property names but use different types (DataPath vs number).
Consider applying these improvements:
+/**
+ * Component data for effect elements
+ */
export interface EffectComponentData extends ComponentData {
- _priority: number,
+ priority: number,
+ /**
+ * Array of material data paths
+ */
materials: DataPath[],
+ /**
+ * Geometry data path
+ */
geometry: DataPath,
}
Let's verify the usage of ComponentData to understand the inheritance structure:
src/item/audio-item.ts (2)
1-3
: LGTM! Clean and well-organized imports
The imports are well-structured, using type imports appropriately, and include all necessary dependencies.
19-39
: Consider adding value range constraints and validation
While the interface is well-structured, consider:
- Adding value range constraints in documentation for
playbackRate
andvolume
- Adding runtime validation for the
audio
DataPath to ensure it points to a valid audio resource
Here's a suggested documentation improvement:
/**
- * 音频链接,索引到 scene 中的 audios 数组
+ * Audio link, references the audios array in the scene
*/
audio: DataPath,
/**
- * 音频播放速度
+ * Audio playback speed (recommended range: 0.5 to 2.0)
* @default 1
*/
playbackRate?: number,
/**
- * 是否静音播放
+ * Whether to play muted
* @default false
*/
muted?: boolean,
/**
- * 音频音量大小
+ * Audio volume level (range: 0.0 to 1.0)
* @default 1
*/
volume?: number,
Let's verify if there are any validation utilities in place:
src/components/post-process-volume-data.ts (1)
31-33
:
Empty interface requires implementation or explanation.
The Tonemapping
interface extends PostProcessEffectSettings
but doesn't add any properties. This seems incomplete.
Let's check if this is intentional by looking for usage:
Consider either:
- Adding the missing properties for tone mapping configuration
- Adding documentation explaining why no additional properties are needed
✅ Verification successful
Let me gather more context about the tonemapping implementation to understand if this empty interface is intentional.
Let me check if there are any implementations or usages of tonemapping in the codebase that might explain why the interface is empty.
Empty Tonemapping
interface appears intentional
The Tonemapping
interface only inherits the active
property from PostProcessEffectSettings
without adding additional properties. This is a valid pattern when the effect only needs to be toggled on/off without additional configuration parameters, unlike other effects such as Bloom
and ColorAdjustments
which require specific settings.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for Tonemapping interface usage
rg -t ts "Tonemapping" -A 5
Length of output: 805
Script:
#!/bin/bash
# Search for tonemapping related code and implementation
rg -t ts "tonemapping" -i -A 10
Length of output: 1450
Script:
#!/bin/bash
# Search for tonemapping implementation or usage in the codebase
ast-grep --pattern 'class $_ {
$$$
tonemapping($$$) {
$$$
}
$$$
}'
# Also search for any files containing tonemapping related code
fd -e ts -e js -x grep -l -i "tonemap"
Length of output: 164
src/item.ts (1)
11-13
: LGTM! Clean and consistent import statements.
The new imports follow the established pattern and naming conventions.
src/vfx-item-data.ts (1)
1-2
: Verify the consistency of import path changes across the codebase.
The import path for EffectsObjectData
has been updated from './components' to './effects-object-data'. Let's ensure this change is consistent across all files.
✅ Verification successful
Import paths for EffectsObjectData
are consistently updated across the codebase
The verification shows that all imports of EffectsObjectData
are correctly sourcing from effects-object-data.ts
with appropriate relative paths. No instances of importing from the old components
path were found.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify import consistency for EffectsObjectData
# Check for any remaining imports from old path
echo "Checking for any remaining imports of EffectsObjectData from ./components:"
rg "import.*EffectsObjectData.*from ['\"].*components['\"]"
# Check all imports of EffectsObjectData for consistency
echo -e "\nAll current imports of EffectsObjectData:"
rg "import.*EffectsObjectData.*from"
Length of output: 1595
package.json (2)
25-25
: LGTM! Clean script consolidation improves maintainability
The consolidation of clean scripts into a single command is a good simplification that matches the project's output structure.
19-20
: Verify pnpm configuration and lockfile
The switch from npm to pnpm commands looks good, but we should ensure proper pnpm setup.
✅ Verification successful
Migration to pnpm is properly configured
The verification shows that:
pnpm-lock.yaml
exists, indicating pnpm is being used for dependency management.npmrc
is present with correct configurations:engine-strict=true
ensures Node.js version complianceenable-pre-post-scripts=true
allows pre/post scripts to work as expected with the new build commands
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify pnpm configuration and lockfile existence
# Check for pnpm-lock.yaml
if [ -f "pnpm-lock.yaml" ]; then
echo "✓ pnpm-lock.yaml exists"
else
echo "⚠ pnpm-lock.yaml not found"
fi
# Check .npmrc for pnpm settings
if [ -f ".npmrc" ]; then
echo "=== .npmrc contents ==="
cat .npmrc
else
echo "⚠ .npmrc not found"
fi
Length of output: 222
src/index.ts (1)
3-3
: Verify the migration from 'image' to 'texture' module
The replacement of the 'image' module with 'texture' represents a significant architectural change. Let's verify that all image-related functionality has been properly migrated.
Also applies to: 7-7
✅ Verification successful
Migration from 'image' to 'texture' module is a valid architectural change
The verification shows this is a proper architectural evolution:
- Git history confirms the intentional replacement of './image' with './texture' export
- The texture module provides a comprehensive type system for texture handling with proper WebGL integration
- The image-related types are still maintained in 'assets.ts' for asset management
- Scene.ts shows both 'images' and 'textures' are handled appropriately in the scene structure
The change represents a separation of concerns:
- Asset management (images) moved to assets.ts
- Rendering concerns (textures) in texture.ts
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any remaining references to the old image module
# and verify the texture module implementation
# Check for any remaining references to the old image module
echo "Checking for remaining image module references..."
rg -l "from '.*\/image'"
# Verify the texture module implementation
echo "Verifying texture module exports..."
ast-grep --pattern 'export * from "./texture"'
Length of output: 362
Script:
#!/bin/bash
# Let's fix the regex and try again with proper escaping
# Check for any remaining references to the old image module
echo "Checking for remaining image module references..."
rg -l "from ['\"].*image['\"]"
# Check for any image-related imports or exports
echo "Checking for image-related patterns..."
rg -l "import.*image|export.*image" --type ts
# Examine texture module contents and exports
echo "Examining texture module..."
if [ -f "src/texture.ts" ]; then
cat "src/texture.ts"
fi
# Find all files referencing texture
echo "Finding texture references..."
rg -l "from ['\"].*texture['\"]"
Length of output: 2384
Script:
#!/bin/bash
# Let's examine the scene.ts file to understand the texture usage
# and check for any historical changes related to image/texture
# Check scene.ts content
echo "Examining scene.ts..."
cat src/scene.ts
# Check git history for image-related changes
echo "Checking git history for image/texture changes..."
git log -p --all -S "image" -- src/index.ts
# Look for any image-related type definitions or interfaces
echo "Looking for image-related types..."
rg "interface.*Image|type.*Image" --type ts -A 2
Length of output: 9790
src/shape/custom-shape-data.ts (1)
1-7
: LGTM! Well-organized type imports
The type imports are clean, well-structured, and follow TypeScript best practices.
src/item/interact-item.ts (1)
34-35
: LGTM! Interface restructuring improves code organization.
The refactoring of InteractComponentData
to extend both ComponentData
and InteractContent
is a good improvement that:
- Eliminates property duplication
- Maintains type safety through proper interface composition
- Follows the interface segregation principle
Let's verify the inheritance chain and usage:
✅ Verification successful
Interface restructuring is safe and maintains proper inheritance
The verification confirms that:
InteractContent
properly defines theoptions: InteractOption
propertyComponentData
extendsEffectsObjectData
with anitem: DataPath
propertyInteractComponentData
correctly inherits from both interfaces- No direct usage of the old interface structure was found that could cause breaking changes
- The
options
property is consistently used across different item types in the codebase
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the inheritance chain and usage of InteractComponentData
# Check for any direct usage of the old interface structure
rg -A 5 "InteractComponentData.*options.*:"
# Find all implementations to verify compatibility
ast-grep --pattern 'const $var: InteractComponentData = $$$'
Length of output: 108
Script:
#!/bin/bash
# Let's try a different approach to verify the interface changes
# 1. Find the definition and inheritance of InteractContent
rg -A 5 "interface InteractContent"
# 2. Find the definition and inheritance of ComponentData
rg -A 5 "interface ComponentData"
# 3. Find all usages of InteractComponentData
rg "InteractComponentData" -A 2
# 4. Look for any potential breaking changes by finding old usages
rg "options.*:" --type ts
Length of output: 1776
src/item/video-item.ts (1)
1-7
: LGTM! Import statements are well-organized.
The type imports are properly structured and grouped logically.
src/assets.ts (2)
54-56
: LGTM! Well-structured type definitions
Good use of TypeScript's type system with clear union types and Records.
1-106
: Verify usage patterns of optional properties
The interfaces contain several optional properties. Let's verify how they're being used in the codebase to ensure proper null checking.
✅ Verification successful
Optional properties are properly defined and used in the codebase
The verification shows that:
- The optional properties are part of a well-structured type system for asset management
- The types are properly imported and used in the scene system (
scene.ts
) - The inheritance hierarchy (
TemplateImage
andCompressedImage
extendingImage
) is correctly implemented - The properties are used in a type-safe manner as part of the larger scene composition system
No issues were found with the optional property definitions or their usage patterns. The type system appears to be robust and well-integrated into the codebase.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for usage of optional properties to verify null checking
ast-grep --pattern 'webp?: string' -l ts
ast-grep --pattern 'avif?: string' -l ts
ast-grep --pattern 'compressed?: {' -l ts
# Check for proper null checking in usage
rg -t ts "(?:\.|\.compressed\.)(webp|avif|astc|pvrtc)\?" -A 2
Length of output: 193
Script:
#!/bin/bash
# Let's try a different approach to find usage patterns
# Search for property access patterns
rg -t ts "\.webp|\.avif|\.compressed\." -A 2
# Find files importing or using these types
rg -t ts "import.*Image.*from.*assets" -A 1
# Look for actual implementations using these interfaces
ast-grep --pattern 'const $_ : Image = {'
# Search for null checks or optional chaining
rg -t ts "\?\.(webp|avif|compressed|astc|pvrtc)"
Length of output: 326
Script:
#!/bin/bash
# Let's examine the scene.ts file since it imports these types
cat src/scene.ts
# Also search for any implementation patterns
rg -t ts "type.*=.*Image[\s{]|interface.*extends.*Image" -A 2
# Look for actual usage of these properties in any TypeScript files
rg -t ts "(webp|avif|compressed|astc|pvrtc)(\s*:|\s*=)" -A 2
# Check for any test files that might show usage patterns
fd -e test.ts -e spec.ts -x cat {}
Length of output: 4887
src/data-type.ts (2)
1-16
: LGTM! Core assets and components are well-defined.
The core assets and components section follows good practices:
- Consistent naming convention using PascalCase
- String literal values matching the enum key names
- Logical grouping of related types
1-53
: Verify enum usage across the codebase.
Let's verify how this enum is being used to ensure consistent type checking.
✅ Verification successful
DataType enum is being used consistently across the codebase
The verification shows that:
- The DataType enum is properly imported and used in multiple files (texture.ts, effects-object-data.ts, spine-item.ts, etc.)
- The enum values are correctly referenced using the enum syntax (e.g.,
DataType.TimelineAsset
,DataType.Texture
,DataType.SpineComponent
) - No string literals matching enum values are used directly, indicating proper type safety
- The
dataType
property assignments consistently use the enum values
The codebase demonstrates proper TypeScript enum usage patterns and type safety for the DataType enum.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check usage of DataType enum across the codebase
# Expected results: Find import statements and type annotations using DataType
# Check for imports of DataType
echo "Checking DataType imports:"
rg "import.*DataType.*from.*data-type" -A 2
# Check for usage of DataType in type annotations
echo -e "\nChecking DataType usage in type annotations:"
rg ":\s*DataType[\s;=]" -A 2
# Check for direct usage of string literals that match enum values
echo -e "\nChecking for potential missing DataType enum usage:"
rg "'(VFXItemData|Material|Shader)'" --type ts --glob '!src/data-type.ts'
Length of output: 1927
Script:
#!/bin/bash
# Let's check for actual usage of DataType enum values and type property assignments
echo "Checking DataType enum value usage:"
rg "DataType\." --type ts
echo -e "\nChecking type property assignments:"
rg "type:\s*DataType\." --type ts
# Let's also check for potential string literals being used instead of enum
echo -e "\nChecking for string literals that match enum values:"
rg "type'?:\s*'[A-Za-z]+'" --type ts
# Check for type property in object definitions
echo -e "\nChecking type property in interfaces/types:"
ast-grep --pattern 'interface $_ {
$$$
type: $_
$$$
}'
Length of output: 15846
src/texture.ts (2)
1-3
: LGTM! Clean type imports
The type-only imports are well-structured and follow TypeScript best practices.
35-45
: LGTM! Well-structured texture source interfaces
The separation between single image and mipmap sources is clean and well-typed. The optional target property for 2D textures provides flexibility while maintaining type safety.
src/binary.ts (2)
3-4
: LGTM! Clean type imports.
The new type-only imports are properly structured and necessary for the interface changes.
Line range hint 31-35
: Verify interface extension compatibility.
The extension of EffectsObjectData
looks good, but let's verify the inherited properties are appropriate for binary files.
✅ Verification successful
Interface extension is appropriate and consistent with the codebase patterns
The BinaryFile
interface properly extends EffectsObjectData
and follows the established patterns seen in other implementations:
- It inherits the required base properties (
id
,name?
,dataType
) fromEffectsObjectData
- Like other implementations (e.g.,
TimelineAssetData
,SpriteColorPlayableAssetData
), it specifies a concretedataType
value - The optional
renderLevel
property is also used by other interfaces likeVFXItemData
- The
url
property is a reasonable addition specific to binary assets
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check EffectsObjectData interface properties and their usage
# Find the EffectsObjectData interface definition
echo "=== EffectsObjectData Interface ==="
ast-grep --pattern 'interface EffectsObjectData {
$$$
}'
# Find other implementations of EffectsObjectData to understand common usage patterns
echo -e "\n=== Other EffectsObjectData Implementations ==="
ast-grep --pattern 'interface $_ extends EffectsObjectData {
$$$
}'
Length of output: 8776
src/item/model/skybox.ts (2)
5-6
: LGTM! Import paths are correctly organized.
The imports are well-organized, with clear separation between component types and mathematical types.
Line range hint 82-82
:
The comment indicates a breaking change in the irradianceCoeffs
property from a 2D array to a 1D array. This needs careful consideration.
Let's verify the usage of this property across the codebase:
src/item/spine-item.ts (2)
86-89
: Verify implementation of the new loopEnd property
The addition of the loopEnd
property is well-documented and provides useful animation control functionality. However, we should verify that the implementation properly handles this new option.
#!/bin/bash
# Description: Look for implementation handling of the new loopEnd property
# Search for usage of the loopEnd property in implementation files
echo "Checking for loopEnd property usage..."
rg "loopEnd" --type ts
# Look for potential animation loop handling code
echo "Checking for animation loop handling..."
ast-grep --pattern 'class $_ {
$$$
$_(activeAnimation: $_) {
$$$
}
$$$
}'
3-3
: Verify consistent usage of the new DataType import path
The import path change from '../components' to '../data-type' appears to be part of a broader refactoring. Let's verify this change is consistent across the codebase.
✅ Verification successful
Let me generate another script to better verify the import path changes.
Import path change for DataType is consistent across the codebase
The verification shows that all imports of DataType
consistently use the new path from the data-type
module, relative to their respective locations. The file exists at src/data-type.ts
and is properly imported by all dependent files using the correct relative paths:
./data-type
for files in the root src directory../data-type
for files one level deep../../data-type
for files two levels deep
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Check for any remaining imports of DataType from the old path
# and confirm consistent usage of the new path
echo "Checking for old import path usage..."
rg "import.*DataType.*from.*['\"].*components['\"]"
echo "Verifying new import path usage..."
rg "import.*DataType.*from.*['\"].*data-type['\"]"
Length of output: 330
Script:
#!/bin/bash
# Search for all DataType imports to verify consistency
echo "Searching for all DataType imports..."
rg "import.*\{.*DataType.*\}.*from" --type ts -A 1
# Check if data-type.ts exists and its location
echo -e "\nLocating data-type.ts file..."
fd "data-type.ts"
Length of output: 1264
src/item/text-item.ts (2)
193-193
: LGTM! Good use of interface inheritance
The extension of both ComponentData
and TextContent
is a clean way to combine these interfaces, reducing duplication while maintaining type safety.
25-57
: Verify the impact of interface changes
These interface changes might affect existing implementations. Let's verify the impact across the codebase.
Also applies to: 193-193
✅ Verification successful
Interface changes appear to be safe
Based on the search results:
- The
TextContentOptions
interface is only extended byRichTextComponentData
which properly handles the inheritance throughOmit
- The properties (
letterSpace
,textWidth
,lineHeight
,textHeight
,autoWidth
) are only defined intext-item.ts
and have a single usage intext.ts
(onlyletterSpace
) - All properties are optional (
?
), making these non-breaking changes - No implementation issues were found in the codebase
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for existing implementations and usages
echo "Searching for implementations of TextContentOptions..."
rg -t typescript "TextContentOptions" -B 2 -A 2
echo "Searching for implementations of TextComponentData..."
rg -t typescript "TextComponentData" -B 2 -A 2
# Search for potential breaking changes (removed properties)
echo "Checking for usage of moved properties..."
rg -t typescript "letterSpace|textWidth|lineHeight|textHeight|autoWidth" -B 2 -A 2
Length of output: 613
Script:
#!/bin/bash
# Search for implementations and usages without typescript file type
echo "Searching for implementations of TextContentOptions..."
rg "TextContentOptions" -B 2 -A 2
echo "Searching for implementations of TextComponentData..."
rg "TextComponentData" -B 2 -A 2
# Search for potential breaking changes (removed properties)
echo "Checking for usage of moved properties..."
rg "letterSpace|textWidth|lineHeight|textHeight|autoWidth" -B 2 -A 2
# List all TypeScript files for context
echo "Listing TypeScript files..."
fd "\.(ts|tsx)$"
Length of output: 5365
src/item/base-item.ts (3)
7-7
: LGTM! Import changes are well-structured.
The relocation of vector interfaces to a dedicated math module and addition of rich text content follows good separation of concerns.
Also applies to: 18-18
Line range hint 134-143
: LGTM! TransformData interface is properly structured.
The interface correctly uses the imported vector types and maintains good documentation.
7-7
: Verify the vector interface relocation impact.
The Vector2Data and Vector3Data interfaces have been moved to the math module. Let's verify there are no remaining imports from the old location.
✅ Verification successful
Vector interfaces are correctly imported from math module
All imports of Vector2Data
and Vector3Data
are already referencing the math
module, indicating the relocation is complete and consistent across the codebase. No files are importing these interfaces from the old location.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Search for any remaining imports of Vector2Data or Vector3Data from base-item
rg "import.*\{.*(?:Vector2Data|Vector3Data).*\}.*from.*['\"].*base-item['\"]" -g "*.ts"
Length of output: 93
Script:
#!/bin/bash
# Let's search for any imports of Vector2Data or Vector3Data across the codebase
rg "import.*\{.*(?:Vector2Data|Vector3Data).*\}.*from" -g "*.ts" -A 1
Length of output: 516
src/item/particle-shape.ts (3)
1-1
: LGTM! Import reflects improved type naming
The renamed import of ParticleEmitterShapeType
better describes its specific purpose in the particle system context.
76-76
: LGTM! Consistent enum usage across all shape interfaces
All shape interfaces have been consistently updated to use the new ParticleEmitterShapeType
enum while maintaining their original structure and documentation.
Also applies to: 95-95, 110-110, 125-125, 140-140, 159-159, 174-174, 189-189, 200-200
27-27
: LGTM! Verify enum usage across codebase
The type property now uses the more specific ParticleEmitterShapeType
enum.
✅ Verification successful
Enum usage is consistent across the codebase
The ParticleEmitterShapeType
enum is correctly defined in src/type.ts
and consistently used across all particle shape interfaces in src/item/particle-shape.ts
. Each shape interface properly references the corresponding enum value, and there are no inconsistencies or legacy naming patterns found.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify consistent usage of ParticleEmitterShapeType
rg -t typescript "ParticleEmitterShapeType" -A 2 -B 2
Length of output: 88
Script:
#!/bin/bash
# Search for ParticleEmitterShapeType without file type restriction
rg "ParticleEmitterShapeType" -A 2 -B 2
# Also search for potential older enum name variations
rg "ParticleShape(Type)?" -A 2 -B 2
# Find all .ts files that might contain particle shape related code
fd "particle.*\.(ts|tsx)$"
Length of output: 7396
src/scene.ts (5)
3-3
: LGTM! Import changes reflect improved modularity
The import changes demonstrate good practices:
- Type-only imports are used consistently
- Clear separation of concerns with dedicated type files
- More descriptive type naming (e.g., ShapeGeometry)
Also applies to: 4-4, 7-7, 10-15
140-143
: LGTM! New renderSettings property adds configuration flexibility
The optional renderSettings property is well-typed and properly documented.
60-60
: Verify the impact of type changes
The change from specific types to more generic ones (e.g., ImageSource[]
) needs verification:
- Ensure all existing image types are compatible with ImageSource
- Confirm ShapeGeometry properly covers all previous Shape use cases
#!/bin/bash
# Check for any remaining old type usage
rg "type.*Shape\[\]|type.*Image\[\]"
# Look for type compatibility implementations
ast-grep --pattern 'interface $_ extends ImageSource {
$$$
}'
Also applies to: 72-72, 148-148, 160-160
Line range hint 1-208
: Verify removal of spines property
The removal of the spines property from JSONScene (while still present in JSONSceneLegacy) needs verification to ensure no breaking changes.
#!/bin/bash
# Search for any remaining spine references
rg "spines.*SpineResource|spine.*animation"
# Check for migration handling
rg -A 5 "deprecated.*spine|migrate.*spine"
171-180
: Verify video/audio asset handling
The addition of video and audio support is a significant feature. Ensure that:
- The player correctly handles these new asset types
- Error handling exists for unsupported formats
src/item/particle-item.ts (2)
360-361
: LGTM! Good refactor to reduce duplication.
The interface extension is well-structured and follows the DRY principle by inheriting from both ComponentData
and ParticleContent
.
431-431
: Verify the impact of changing texture type from number to DataPath.
This is a breaking change that might affect existing code using the texture
property. Please ensure all consumers of this interface are updated accordingly.
Let's verify the usage of ParticleTrail.texture
:
src/number-expression.ts (2)
79-86
: LGTM! New enum values are well-documented and properly numbered.
The additions to the ValueType
enum follow the existing pattern and are appropriately documented.
1-1
: Verify imported types exist in the curve-data module.
The import statement looks correct, but let's verify the existence and structure of the imported types.
✅ Verification successful
Import statement is correctly structured and types exist
Both ColorCurveData
and Vector4CurveData
types are properly defined in their respective modules under the curve-data
directory:
src/curve-data/color-curve-data.ts
src/curve-data/vector4-curve-data.ts
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Description: Verify the existence of imported types in the curve-data module
# Search for ColorCurveData and Vector4CurveData type definitions
ast-grep --pattern 'export type ColorCurveData = $_'
ast-grep --pattern 'export type Vector4CurveData = $_'
Length of output: 781
src/type.ts (4)
714-715
: LGTM! HTMLImageLike type is well-defined
The new type alias provides a convenient way to handle different HTML elements that can be rendered as images.
474-474
: Breaking Change: Verify texture property type update
The texture property type has changed from number
to DataPath
. This is a breaking change that affects how textures are referenced.
#!/bin/bash
# Find all references to RendererOptions to verify the texture property usage
ast-grep --pattern 'texture: $_'
558-581
: Verify implementation of new item types
New item types have been added: shape, postProcessVolume, video, audio, and richtext. These additions suggest new feature support.
#!/bin/bash
# Check for corresponding implementation files
fd -e ts -e tsx "(shape|post-process|video|audio|rich-text)-(item|component)" src/
Line range hint 342-382
: LGTM! Verify the enum rename impact
The rename from ShapeType
to ParticleEmitterShapeType
improves clarity. The enum is well-structured with comprehensive documentation.
✅ Verification successful
Enum rename is properly implemented across the codebase
The verification shows that the enum has been correctly renamed to ParticleEmitterShapeType
and all references to it are using the new name. The enum is used consistently in src/item/particle-shape.ts
for all shape type cases, and there are no remaining references to the old name ShapeType
.
🏁 Scripts executed
The following scripts were executed for the analysis:
Script:
#!/bin/bash
# Verify all references to the old enum name have been updated
rg "ShapeType" --type ts
Length of output: 191
Script:
#!/bin/bash
# Let's check for any references to ShapeType or ParticleEmitterShapeType
rg "ShapeType|ParticleEmitterShapeType" -A 2 --type ts
Length of output: 1934
src/geometry-data.ts (2)
Line range hint 29-42
: Verify the enum values for GeometryType
The GeometryType
enum does not have explicit numeric assignments. If these values are intended to correspond to WebGL or OpenGL constants (e.g., gl.TRIANGLES
), consider assigning explicit values to ensure correct behavior and compatibility across different platforms.
If the enum values should match specific constants, please assign them explicitly. For example:
export enum GeometryType {
POINTS = 0,
LINES = 1,
LINE_LOOP = 2,
LINE_STRIP = 3,
TRIANGLES = 4,
TRIANGLE_STRIP = 5,
TRIANGLE_FAN = 6,
}
This ensures that the enum values align with the expected constants.
Line range hint 53-59
: Review the value assignments in IndexFormatType
The IndexFormatType
enum assigns None = -1
, with subsequent values implicitly starting from 0
. This means UInt8
is 0
, which may not be intentional. Verify whether this aligns with the intended usage and external API expectations. If specific values are required, assign them explicitly.
Consider updating the enum as follows:
export enum IndexFormatType {
None = -1,
UInt8 = 0,
UInt16 = 1,
UInt32 = 2,
}
Summary by CodeRabbit
Release Notes
New Features
AssetBase
,Image
,VideoItem
, andAudioItem
.RenderSettings
interface, supporting HDR and post-processing effects.CustomShape
,EllipseData
, andPolygonData
.Improvements
Bug Fixes
Documentation