isokit: project layer, Studio GUI, MCP server, viewer, CLI, demo project and docs
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# Scripting and prefabs
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Scenes and prefabs are written in [Rhai](https://rhai.rs/book/), a small
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scripting language embedded in isokit. Nothing is compiled: save the file and
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the Studio redraws.
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## A prefab
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A prefab is an object type that can be placed in the Studio. It is two
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functions in a module that is listed in `isokit.toml` under `prelude`:
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```rust
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fn meta_kiosk() { // label, palette group and property form
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#{ label: "Gate kiosk", category: "Site", icon: "⌂", help: "…",
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props: [
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#{ key: "h", type: "float", def: 2.8, min: 2.2, max: 4.0, step: 0.1, label: "Height (m)" },
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#{ key: "boom", type: "bool", def: true, label: "Boom barrier" },
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] }
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}
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fn prefab_kiosk(o) { // draw around (0, 0) in the object's own frame
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let s = sprite(); // sprite ids default to the object id
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s.box(-1.4, -1.1, 1.4, 1.1, 0.0, o.p.h, "brick", #{ top: "roof3" });
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}
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```
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- Property types: `float`, `int`, `bool`, `choice` (with `choices`),
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`material` (a theme material, optionally with `choices`), `text`.
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Write `def:` for the default (`default` is a reserved word in Rhai).
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- `o` holds `id, type, name, x, y, z, rot, p` (the props with defaults
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filled in), `pts`, `tag`, `info`, `level`.
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- The engine sets the object's frame before calling the prefab. All
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coordinates are local: the origin is the object's position, and local x and y
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turn with `rot`. `vis()`, `dv()`, `tag()` and `focus()` use the frame too.
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- A prefab with the same name in the project overrides the built-in one.
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- If a prefab fails, the engine logs a warning for that object and still draws the rest.
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## Drawing API
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Numbers can be ints or floats. Classes are CSS classes without the `iso-`
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prefix (`"wall"` becomes `iso-wall`). A material sets the face colour, which is
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shaded automatically by face direction.
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### Scene
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| Function | |
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|---|---|
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| `sprite()` / `sprite(id)` / `sprite(id, cls)` | new sprite (the unit of the depth sort) in the current layer |
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| `ground()` | the shared unsorted ground sprite |
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| `layer("ground" \| "floor" \| "main")`, `layer(name, #{sort, zfirst, cls, before})` | where new sprites go |
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| `tag(x, y, z, text[, prio[, id[, kind]]])` | label; `kind` "signtag" / "warntag" always shows |
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| `info(id, name[, detail])`, `info(id, #{name, detail, rows: [[k, v], …]})` | tooltip |
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| `focus(x, y, z)`, `bounds(x0, y0, x1, y1[, depth])`, `defs(svg)`, `warn(msg)` | framing and extras |
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| `level()`, `rot()`, `cfg()`, `cfg(name)`, `objects()` | inputs |
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| `vis(nx, ny)` | is a face with that outward normal turned to the viewer? |
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| `dv(dx, dy, dz)` | screen vector of a world vector (CSS motion) |
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| `along_x()` | should a mover run along x in this rotation? |
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| `hash(x)`, `fmt(n)`, `round1(x)`, `fmin`, `fmax`, `clamp`, `px()` | helpers |
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| `rect(x0, y0, x1, y1)`, `ellipse(cx, cy, a, b, n)`, `rsegs(r)`, `sides(x0, y0, x1, y1)` | geometry |
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### Sprite methods (chainable)
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| Method | |
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|---|---|
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| `box(x0, y0, x1, y1, z0, z1, mat[, #{id, top, side, no_top, no_side}])` | axis-aligned box |
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| `prism(pts, z0, z1, mat[, opts])` | convex counter-clockwise footprint; z0/z1 one value or one per vertex |
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| `cyl(cx, cy, r, z0, z1, mat[, opts])`, `frust(cx, cy, r0, r1, z0, z1, mat[, sides[, opts]])` | round things |
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| `slope(x0, x1, y0, y1, za, zb, th, mat)` | ramp / stair flight |
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| `face(pts3, mat[, #{id, two_sided}])` | any planar polygon, shaded and culled by its normal (roof slopes, gables) |
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| `poly(polys3, cls[, id])` | 3D polygons as one path (solar modules) |
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| `flat(poly or polys, z, cls[, id])` | flat polygon(s); later ones cut holes |
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| `open(a, b, [[u0, u1, z0, z1], …], cls[, id])` | windows / doors on the face a→b (outward normal on the right) |
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| `lines(segs, z, cls)`, `disc(cx, cy, z, r, cls[, id])` | markings |
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| `circle(x, y, z, r_px, cls[, dx, dy])`, `stem(x, y, z0, z1, w_px, cls)` | screen-space details (crowns, poles) |
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| `person(x, y, z[, cls])`, `sit(x, y, z, cls)`, `head(x, y, z, r)`, `led(x, y, z[, cls])` | figures |
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| `puffs(x, y, z[, kind[, n, dur]])`, `fan(x, y, z, r)` | animated steam / smoke / fans |
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| `seq([[x, y, \|q\| …], …])` | items drawn back to front by their anchor |
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| `group(cls[, css], \|q\| …)`, `begin(cls[, css])` … `end()` | `<g>` around parts (animation) |
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| `ext(x, y, z)`, `ext_box(…)` | widen the sort box |
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| `raw([x, y, z,] svg)` | raw SVG (`{uid}` becomes the view's id) |
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Library helpers (`stdlib/*.rhai`): `s.tree_at(x, y, r)`, `s.car(x0, y0, x1, y1, cls)`,
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`s.drive(dx, dy, dur, delay)` … `s.end()`, `cut_walls(...)`, `win_list(...)`,
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`floor_of(level)`, `building_windows`, `gable_roof`, `flat_roof_kit`.
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## Rules that keep the depth sort right
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These are lessons from the CNX/Mooban views, and the engine relies on them:
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- **One sprite per thing that can stand in front of another.** Split long walls,
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fences and solar rows into pieces (≤ 30 m). One big sprite overlapping many
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others creates sort cycles (`isokit check` reports them).
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- **Things under a cover belong in the cover's sprite**: draw cars under a carport
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before its posts and roof (see `prefab_carport`).
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- **Floors of cut-open storeys go in the `floor` layer** (ground floor) or in
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the same sprite as the storey below. Start walls and furniture standing on
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them a little above the floor (+0.02 m).
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- **Movers** (`drive`) run along the axis the sort compares second
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(`along_x()`). Along the other axis they stay still.
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- Street furniture stays off drive areas, and pipe runs end on walls or supports.
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## Themes
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`theme.toml` stacks on the built-in palette:
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```toml
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[palette.dark]
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brick = "#8a4f3e"
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[palette.light]
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brick = "#b8664c"
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[materials]
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brick = "brick" # class iso-brick, colour var(--iso-brick)
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[rules]
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".iso-svg .iso-sign2" = "fill: #ffcc00; stroke: none"
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```
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`isokit check` warns about any class in the drawing that has no style.
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