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xrwise-datastructure/data-structure-block-coding.md
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# Block Coding — Database Save Format
This document describes the JSON structure stored in the Supabase `rooms` table under the `graphical_coding` column for the block coding system (replacing the old node-graph format).
---
## Top-level shape
```json
{
"scripts": [ ...BlockScript ]
}
```
The entire block coding state is one JSON blob — a flat array of scripts. Each script is self-contained (trigger/source + optional loop + effects) with no cross-script references.
---
## `BlockScript`
```json
{
"id": "bl-1-1234567890",
"trigger": { ...SceneTriggerBlock | SourceBlock },
"loop": null,
"effects": [ ...EffectBlock ]
}
```
| Field | Type | Description |
|---|---|---|
| `id` | `string` | Unique script identifier, format `bl-<index>-<timestamp>` |
| `trigger` | `SceneTriggerBlock \| SourceBlock` | The single head block at the top of the script. Discriminated by `kind` |
| `loop` | `LoopBlock \| null` | Optional block between the head and the effects, controlling how many times they fire. `null` = fires once per head firing (default) |
| `effects` | `EffectBlock[]` | Ordered list of effect blocks stacked below the head block (and below `loop`, if present) |
A script's head block can be one of two kinds:
- **`SceneTriggerBlock`** (`kind: "scene"`) — fires from a scene interaction (click, proximity, gaze).
- **`SourceBlock`** (`kind: "source"`) — fires from, or streams a value from, a REST API endpoint.
---
## `SceneTriggerBlock`
```json
{
"kind": "scene",
"id": "bl-2-1234567890",
"event": "clicked",
"sourceItemId": 3,
"radius": 5,
"exitRadius": 5
}
```
| Field | Type | Description |
|---|---|---|
| `kind` | `"scene"` | Discriminant identifying this as a scene-event trigger |
| `id` | `string` | Unique block identifier |
| `event` | `"clicked" \| "proximity_enter" \| "proximity_exit" \| "looked_at" \| "in_area"` | The interaction event to watch for |
| `sourceItemId` | `number \| null` | Scene item ID to watch (`null` = no item selected yet) |
| `radius` | `number` | Proximity enter radius in metres (only used when `event` is `"proximity_enter"`) |
| `exitRadius` | `number` | Proximity exit radius in metres (only used when `event` is `"proximity_exit"`) |
`"looked_at"` fires when a visitor looks directly at `sourceItemId` — it reuses `sourceItemId` like `"clicked"` and does not use `radius`/`exitRadius`. There is no user-configurable cooldown field anymore; the panel no longer exposes it and a fixed ~100ms minimum delay between firings is assumed for when the runtime is implemented.
`"in_area"` ("When in area") fires when a visitor enters/leaves the footprint of an Area Collider item (Creator type `Area`, see [Database data structure](./data-structure-database.md#logic)) referenced by `sourceItemId`. It does not use `radius`/`exitRadius` — the area's own footprint (`scale.x`/`scale.z`) defines the trigger zone. The block coding panel's item picker restricts the choices to `Area`-type items when this event is selected, but `sourceItemId` is a plain item ID like any other trigger — the data shape itself does not enforce the item's type.
Effect blocks in a script headed by a `"looked_at"` trigger — and only those with `effectProp: "visibility"` — additionally show Toggle mode (normally hidden for `"visibility"`); see `EffectBlock.toggle` below.
---
## `SourceBlock`
An alternative head block that connects to a REST API endpoint instead of a scene event. Depending on `mode`, it either fires the script like a trigger, or streams its fetched value into the script's `EffectBlock`s.
```json
{
"kind": "source",
"id": "bl-2-1234567890",
"url": "https://api.example.com/sensor",
"mode": "trigger",
"condition": "received",
"threshold": 0
}
```
| Field | Type | Description |
|---|---|---|
| `kind` | `"source"` | Discriminant identifying this as a REST API source |
| `id` | `string` | Unique block identifier |
| `url` | `string` | REST API endpoint to call |
| `mode` | `"trigger" \| "value"` | `"trigger"` fires the script's effects on a condition; `"value"` streams the fetched value into the effects instead |
| `condition` | `"received" \| ">" \| "<" \| "==" \| "!=" \| ">=" \| "<="` | Comparison applied to the fetched value when `mode` is `"trigger"`. `"received"` fires on any response, ignoring `threshold` |
| `threshold` | `number` | Value compared against the response when `condition` is not `"received"` |
When `mode` is `"value"`, `condition`/`threshold` are stored but unused — every `EffectBlock` in the script is expected to use the fetched value in place of its own static target value (see [Incoming values](#incoming-values-source-mode--value) below).
---
## `LoopBlock`
An optional block that sits between the head block and the `effects` list. Instead of applying the effects once per head firing, it repeats them.
```json
{
"id": "bl-11-1234567890",
"kind": "seconds",
"durationSeconds": 5,
"times": 3,
"pauseMs": 500
}
```
| Field | Type | Description |
|---|---|---|
| `id` | `string` | Unique block identifier |
| `kind` | `"seconds" \| "times" \| "forever"` | Which repeat mode is active, chosen via a dropdown on the block |
| `durationSeconds` | `number` | How long to keep repeating, in seconds (used when `kind` is `"seconds"`) |
| `times` | `number` | Fixed number of repetitions (used when `kind` is `"times"`) |
| `pauseMs` | `number` | Delay in milliseconds between each repetition, used for all three kinds |
All three fields (`durationSeconds`, `times`, `pauseMs`) are always present regardless of `kind` — the ones not relevant to the active `kind` are stored but ignored, same convention as `EffectBlock`.
When a script has a `loop`, every `EffectBlock` in it has its `toggle` forced to `true` and the Toggle mode control is hidden in the panel — see `EffectBlock.toggle` below.
---
## `EffectBlock`
All fields are always present regardless of `effectProp`. Fields that are irrelevant to the chosen property are stored but ignored at runtime.
```json
{
"id": "bl-3-1234567890",
"effectProp": "color",
"targetObjectType": "item",
"targetItemId": 7,
"targetColor": "#ff3366",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
}
```
| Field | Type | Description |
|---|---|---|
| `id` | `string` | Unique block identifier |
| `effectProp` | `"color" \| "position" \| "rotation" \| "scale" \| "visibility" \| "glow"` | Which property this block modifies |
| `targetObjectType` | `"item" \| "sky"` | Whether to target a scene item or the sky color |
| `targetItemId` | `number \| null` | Scene item ID (only relevant when `targetObjectType` is `"item"`) |
| `targetColor` | `string` | Target hex color (used when `effectProp` is `"color"`) |
| `positionAxis` | `"x" \| "y" \| "z"` | Axis to move along (used when `effectProp` is `"position"`) |
| `targetPositionValue` | `number` | Target position on the chosen axis in world units |
| `rotationAxis` | `"x" \| "y" \| "z"` | Axis to rotate around (used when `effectProp` is `"rotation"`) |
| `targetRotationValue` | `number` | Target rotation angle in degrees |
| `targetScale` | `number` | Uniform scale multiplier (used when `effectProp` is `"scale"`) |
| `targetVisibility` | `boolean` | `true` = visible, `false` = hidden (used when `effectProp` is `"visibility"`) |
| `targetGlowColor` | `string` | Target glow hex color (used when `effectProp` is `"glow"`). Always a static value — never source-bound, similar to `positionAxis`/`rotationAxis` |
| `targetGlowIntensity` | `number` | Glow intensity multiplier (used when `effectProp` is `"glow"`). This is the field replaced by an incoming Source value |
| `toggle` | `boolean` | When `true`, each firing alternates between current state and target value instead of always applying the target. See toggle visibility rules below |
**When Toggle mode is shown/used in the panel** (all conditions independent, evaluated per effect):
- Hidden for `effectProp: "visibility"`**except** when the parent script's `trigger.kind` is `"scene"` with `event: "looked_at"`, where it is shown and means: the effect activates while the item is looked at, and deactivates when the visitor looks away.
- Hidden whenever the parent script's `trigger.kind` is `"source"` with `mode: "value"` (the effect is driven by the incoming value instead).
- Hidden whenever the parent script has a non-null `loop` — in that case `toggle` is forced to `true` on every effect in the script instead of being user-controlled.
- For `"proximity_enter"`/`"proximity_exit"` triggers, Toggle mode is shown with a mode-specific meaning (activates on enter/deactivates on leave, or vice versa) rather than the generic "alternate on each firing" explanation.
- For `"in_area"` triggers, Toggle mode is shown with the meaning: the effect activates when the visitor enters the area, and deactivates when they leave it.
`EffectBlock` has no field referencing a source — the binding is implicit via the parent script's head block. There is no per-effect opt-in; if a script's head is a `SourceBlock` in `"value"` mode, **every** effect in that script is driven by the incoming value. For multi-field effects (`position`, `rotation`, `glow`) only the single "value" field is replaced by the incoming value — the axis selector (`positionAxis`/`rotationAxis`) and the glow color (`targetGlowColor`) stay static/manually set.
### Incoming values (Source, mode `"value"`)
The expected shape of the REST response value depends on `effectProp`:
| `effectProp` | Expected response format |
|---|---|
| `color` | Hex color string, e.g. `"#ff0000"` or `"ff0000"` |
| `position` | Number, in meters, e.g. `2.5` |
| `rotation` | Number, in degrees, e.g. `90` |
| `scale` | Number, as a multiplier, e.g. `1.5` |
| `visibility` | Boolean or `0`/`1`, e.g. `true`, `false`, `1`, `0` |
| `glow` | Number, as a glow intensity multiplier, e.g. `1.5` (applies to `targetGlowIntensity` only — `targetGlowColor` stays static) |
This mapping is UI-only today (shown as a hint in the panel) — no runtime in `xrwise-viewer` currently polls `SourceBlock.url` or applies these values; see [Persistence notes](#persistence-notes).
---
## Full examples
### Scene trigger
A script that changes a cube's color and moves it along X when a visitor clicks it, using toggle mode so each click alternates between states:
```json
{
"scripts": [
{
"id": "bl-1-1700000000001",
"trigger": {
"kind": "scene",
"id": "bl-2-1700000000002",
"event": "clicked",
"sourceItemId": 4,
"radius": 5,
"exitRadius": 5
},
"loop": null,
"effects": [
{
"id": "bl-3-1700000000003",
"effectProp": "color",
"targetObjectType": "item",
"targetItemId": 4,
"targetColor": "#c05580",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
},
{
"id": "bl-4-1700000000004",
"effectProp": "position",
"targetObjectType": "item",
"targetItemId": 4,
"targetColor": "#ffffff",
"positionAxis": "x",
"targetPositionValue": 3.0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
}
]
}
]
}
```
### Scene trigger with a Repeat block
A "When entering proximity" trigger whose glow effect repeats every 500ms for 10 seconds once a visitor enters range. `toggle` is forced `true` because the script has a `loop`:
```json
{
"scripts": [
{
"id": "bl-11-1700000000011",
"trigger": {
"kind": "scene",
"id": "bl-12-1700000000012",
"event": "proximity_enter",
"sourceItemId": 4,
"radius": 5,
"exitRadius": 5
},
"loop": {
"id": "bl-13-1700000000013",
"kind": "seconds",
"durationSeconds": 10,
"times": 3,
"pauseMs": 500
},
"effects": [
{
"id": "bl-14-1700000000014",
"effectProp": "glow",
"targetObjectType": "item",
"targetItemId": 4,
"targetColor": "#ffffff",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffcc00",
"targetGlowIntensity": 2,
"toggle": true
}
]
}
]
}
```
### Area trigger
A "When in area" trigger that reveals an item (visibility effect) while a visitor is standing inside Area Collider item `5`, using Toggle mode so it hides again on exit:
```json
{
"scripts": [
{
"id": "bl-15-1700000000015",
"trigger": {
"kind": "scene",
"id": "bl-16-1700000000016",
"event": "in_area",
"sourceItemId": 5,
"radius": 5,
"exitRadius": 5
},
"loop": null,
"effects": [
{
"id": "bl-17-1700000000017",
"effectProp": "visibility",
"targetObjectType": "item",
"targetItemId": 9,
"targetColor": "#ffffff",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
}
]
}
]
}
```
`radius`/`exitRadius` are stored (every `SceneTriggerBlock` always carries all fields, same convention as `EffectBlock`) but ignored for `"in_area"` — the Area item's own footprint is what defines the zone.
### REST API source — trigger mode
Fires the script's effects whenever the endpoint reports a value greater than `20`:
```json
{
"scripts": [
{
"id": "bl-5-1700000000005",
"trigger": {
"kind": "source",
"id": "bl-6-1700000000006",
"url": "https://api.example.com/temperature",
"mode": "trigger",
"condition": ">",
"threshold": 20
},
"loop": null,
"effects": [
{
"id": "bl-7-1700000000007",
"effectProp": "visibility",
"targetObjectType": "item",
"targetItemId": 9,
"targetColor": "#ffffff",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
}
]
}
]
}
```
### REST API source — value mode
Streams the endpoint's fetched value directly into the scale of item `12` (the static `targetScale` below is stored but ignored — the panel shows an "⚡ incoming value" badge in its place):
```json
{
"scripts": [
{
"id": "bl-8-1700000000008",
"trigger": {
"kind": "source",
"id": "bl-9-1700000000009",
"url": "https://api.example.com/loudness",
"mode": "value",
"condition": "received",
"threshold": 0
},
"loop": null,
"effects": [
{
"id": "bl-10-1700000000010",
"effectProp": "scale",
"targetObjectType": "item",
"targetItemId": 12,
"targetColor": "#ffffff",
"positionAxis": "x",
"targetPositionValue": 0,
"rotationAxis": "x",
"targetRotationValue": 0,
"targetScale": 1,
"targetVisibility": true,
"targetGlowColor": "#ffffff",
"targetGlowIntensity": 1,
"toggle": true
}
]
}
]
}
```
---
## Persistence notes
- **Column:** `graphical_coding` (JSONB) in the Supabase `rooms` table — same column as the old node-graph format; the schema is distinguished by the presence of `scripts` (block coding) vs `nodes`/`connections` (legacy).
- **Save:** the Zustand `blockCoding` store value is JSON-stringified and sent as `graphical_coding` in the `FormData` of `PATCH /api/save-room/[id]`, which writes it directly to the `graphical_coding` column.
- **Load:** `roomData.graphical_coding` is read in `creator.tsx` and hydrated into `setBlockCoding(gc)` in the Zustand store.
- **Local cache:** Zustand's `persist` middleware also writes the value to `localStorage` under the key `"scene-storage"`, so edits survive a page refresh before an explicit save.
- **Backward compatibility:** scripts saved before the `SourceBlock`/`kind`/`loop`/`glow`/`looked_at` fields existed are missing them. `normalizeScript()` in the panel fills in defaults for any missing/invalid field (defaulting `trigger.kind` to `"scene"`, `loop` to `null`, glow fields to white/`1`), so old saves keep loading without a migration step. A stray `cooldown` field from older saves is simply ignored — it is no longer part of `SceneTriggerBlock`.
- **TypeScript types:** defined inline in `components/creator/graphical-coding/graphical-coding-panel.tsx` as `SceneTriggerBlock`, `SourceBlock`, `ScriptTrigger` (their union), `LoopBlock`, `EffectBlock`, and `BlockScript`.
- **Runtime status:** as of this writing, only the creator's editing UI and data model support `SourceBlock` and `LoopBlock`. The `xrwise-viewer` scene runtime (`lib/block-runtime.ts`) does not yet poll REST endpoints, evaluate `condition`/`threshold`, repeat effects per `loop`, or apply incoming values to effects — that wiring is a follow-up.