@cimplify/sdk 0.108.0 → 0.110.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +21 -0
- package/dist/advanced.d.mts +4 -3
- package/dist/advanced.d.ts +4 -3
- package/dist/advanced.js +24 -24
- package/dist/advanced.mjs +5 -5
- package/dist/animation-4EXBXRVX.js +27 -0
- package/dist/animation-6DICNWUP.mjs +6 -0
- package/dist/audio-DhvyjqdA.d.mts +249 -0
- package/dist/audio-m0w8cnxq.d.ts +249 -0
- package/dist/avatars.d.mts +110 -0
- package/dist/avatars.d.ts +110 -0
- package/dist/avatars.js +82 -0
- package/dist/avatars.mjs +5 -0
- package/dist/backend-gUCzs5Kg.d.mts +3866 -0
- package/dist/backend-gUCzs5Kg.d.ts +3866 -0
- package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
- package/dist/catalogue-DzrTXP3v.d.mts +541 -0
- package/dist/catalogue-DzrTXP3v.d.ts +541 -0
- package/dist/{catalogue-OT89_Ifs.d.mts → catalogue-OTuS5zp-.d.ts} +109 -221
- package/dist/chunk-22BD3RHN.mjs +1809 -0
- package/dist/chunk-25T4JHEA.mjs +21 -0
- package/dist/chunk-2AQ237Y4.js +508 -0
- package/dist/chunk-2IC4H6OV.mjs +48 -0
- package/dist/chunk-2LHLG4OB.mjs +71 -0
- package/dist/chunk-2O2CG465.js +1709 -0
- package/dist/chunk-2Q4DTHXK.js +316 -0
- package/dist/chunk-2QTQ6BUH.mjs +46 -0
- package/dist/chunk-2UN4SFLR.mjs +100 -0
- package/dist/chunk-2V75I7K3.js +454 -0
- package/dist/chunk-2V7IL4HC.js +10 -0
- package/dist/chunk-34XBXUMW.js +296 -0
- package/dist/chunk-3C4C654I.js +71 -0
- package/dist/chunk-3DAD2LDF.mjs +72 -0
- package/dist/chunk-3GXH2NFD.mjs +4 -0
- package/dist/chunk-3O47ZFW3.js +961 -0
- package/dist/chunk-3OY3VYNF.mjs +11 -0
- package/dist/chunk-3S6WPBZL.js +2936 -0
- package/dist/chunk-3TUOUP5T.js +399 -0
- package/dist/chunk-3VEH23I5.mjs +1380 -0
- package/dist/chunk-3ZYSAW2T.mjs +263 -0
- package/dist/chunk-4ANVF274.js +103 -0
- package/dist/chunk-4C7I3ELN.js +388 -0
- package/dist/chunk-4DYKAYFO.mjs +8 -0
- package/dist/chunk-4ZDR72SG.js +329 -0
- package/dist/chunk-52YS45RR.js +1066 -0
- package/dist/chunk-5325XSCH.js +107 -0
- package/dist/chunk-5AD5X6AV.js +13 -0
- package/dist/chunk-5BYDGGWO.mjs +197 -0
- package/dist/chunk-5C3C7VDM.mjs +55 -0
- package/dist/chunk-5HFMY3D7.js +660 -0
- package/dist/chunk-5LH2QN3T.js +1862 -0
- package/dist/chunk-5PJEXSOW.js +44 -0
- package/dist/chunk-5SXDH3Y7.js +90 -0
- package/dist/chunk-5YFBGGCK.mjs +502 -0
- package/dist/chunk-5YWN6H5Q.mjs +133 -0
- package/dist/chunk-66QP3SMN.js +402 -0
- package/dist/chunk-6DAEZKIG.mjs +385 -0
- package/dist/chunk-6DATW7TB.mjs +420 -0
- package/dist/{chunk-JRGK3NXR.mjs → chunk-6ETDAU62.mjs} +72 -212
- package/dist/chunk-6H254EVP.mjs +178 -0
- package/dist/chunk-6PFNJPBJ.mjs +820 -0
- package/dist/chunk-6PJWXIFX.mjs +357 -0
- package/dist/chunk-6SWKWCMS.js +80 -0
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- package/dist/chunk-6WUBSMTX.js +1403 -0
- package/dist/chunk-73SGZLAQ.mjs +35 -0
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- package/dist/chunk-7DQSDKDU.js +6 -0
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- package/dist/chunk-7KFTYENS.js +11357 -0
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- package/dist/chunk-A2MAX6S4.js +90 -0
- package/dist/chunk-A33OORT7.mjs +1530 -0
- package/dist/{chunk-U6ACF76H.mjs → chunk-A36JRXXH.mjs} +1075 -1845
- package/dist/chunk-A7BU3BK4.js +52 -0
- package/dist/chunk-A7MQSN2V.mjs +77 -0
- package/dist/chunk-A7V4L2IT.mjs +416 -0
- package/dist/chunk-AABEK6XU.js +226 -0
- package/dist/chunk-AGV33FWC.mjs +5005 -0
- package/dist/chunk-AHNR3BXI.js +108 -0
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- package/dist/chunk-AQOE6WCG.js +1270 -0
- package/dist/chunk-ATAWRACV.mjs +62 -0
- package/dist/chunk-ATCURNUV.js +14 -0
- package/dist/chunk-AWPV33OO.js +6 -0
- package/dist/chunk-AYJPHKYV.js +337 -0
- package/dist/chunk-AZ5BGWHB.js +162 -0
- package/dist/chunk-AZAXD44P.js +1373 -0
- package/dist/chunk-BBGKQIJJ.mjs +406 -0
- package/dist/chunk-BP4JLSUA.js +1453 -0
- package/dist/{chunk-SUCE7FWA.mjs → chunk-BTUSVHIE.mjs} +539 -978
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- package/dist/chunk-CVSRWM6W.js +418 -0
- package/dist/chunk-CYBMFMJD.mjs +247 -0
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- package/dist/{chunk-V32BCG7M.js → chunk-DFZWHNRG.js} +75 -215
- package/dist/chunk-DJ2C7AVG.js +644 -0
- package/dist/chunk-DS2VU4WW.mjs +102 -0
- package/dist/chunk-DSAG7T5P.js +7290 -0
- package/dist/chunk-E2QPPH7I.js +327 -0
- package/dist/chunk-E65WCTIG.mjs +1187 -0
- package/dist/{chunk-33VCYWVL.mjs → chunk-E6QQKDNE.mjs} +30 -42
- package/dist/chunk-ECDK6QBF.mjs +981 -0
- package/dist/chunk-EIB4OWVQ.mjs +620 -0
- package/dist/chunk-EQUZYCGO.js +250 -0
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- package/dist/chunk-FE6VCE4K.js +5030 -0
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- package/dist/chunk-FQBFWJBS.mjs +110 -0
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- package/dist/chunk-G3EEC44R.js +53 -0
- package/dist/{chunk-KG3WT4PR.mjs → chunk-GCKWKLZF.mjs} +73 -104
- package/dist/chunk-GCX7TY4D.mjs +6826 -0
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- package/dist/chunk-GPS2THCL.mjs +11 -0
- package/dist/{chunk-EV2EVOYS.js → chunk-GTJWQAGU.js} +31 -42
- package/dist/chunk-GVTI6UJQ.mjs +130 -0
- package/dist/chunk-GXKI64OT.mjs +1138 -0
- package/dist/chunk-GYDYF2WX.js +275 -0
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- package/dist/chunk-H3OQKK6X.js +1158 -0
- package/dist/chunk-H5DFSCJ6.js +40 -0
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- package/dist/chunk-HAJ4JRFO.js +293 -0
- package/dist/chunk-HDR72GB6.js +188 -0
- package/dist/chunk-HF5HPS4T.mjs +40 -0
- package/dist/chunk-HK6LOFDS.js +218 -0
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- package/dist/chunk-HPCSRCMA.js +89 -0
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- package/dist/chunk-IR74FJHU.js +2332 -0
- package/dist/chunk-IRVFYAKP.mjs +100 -0
- package/dist/{chunk-XBL3TMPC.mjs → chunk-IZDWAL53.mjs} +1795 -3287
- package/dist/chunk-J2KZXIU3.js +51 -0
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- package/dist/{chunk-OWW5GUSB.js → chunk-JGBCIKJV.js} +7 -6
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import { KitVehicle, vehiclePreset } from './chunk-CYBMFMJD.mjs';
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import { FootContact, ClipEventReader, CHAR_CROUCH, CHAR_SPEED_NORMALIZED, CHAR_HEADING, CHAR_VX, CHAR_VZ, ROOT_IO_DX, ROOT_IO_DZ, ROOT_IO_YAW, DEFAULT_LOOK_SENSITIVITY, DEFAULT_GAMEPAD_LOOK_SPEED, MOVE_IN_X, MOVE_IN_Y, MOVE_OUT_X, MOVE_OUT_Z, CHAR_LANDING_SPEED, CharacterMotor, FollowCamera, TouchControls, MOVE_IO_X, MOVE_IO_Z, MOVE_IO_MAGNITUDE, MOVE_IO_WORDS } from './chunk-ECDK6QBF.mjs';
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import { CameraBoom, LensDriver, wrapAt, yawInto, interpolatedPosition, BOOM_OX, BOOM_OY, BOOM_OZ, BOOM_DX, BOOM_DY, BOOM_DZ, BOOM_DISTANCE, BOOM_FREE, placeCamera, TWO_PI, BOOM_IO_WORDS } from './chunk-Y2EMGN4T.mjs';
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import { ROOT_MOTION_WORDS } from './chunk-7ARSJPV3.mjs';
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import { GEAR_AUTO, INPUT_GEAR, INPUT_STRIDE, INPUT_THROTTLE, INPUT_BRAKE, INPUT_STEER, INPUT_HANDBRAKE } from './chunk-RUVGVNOF.mjs';
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import { RayQuery, RayHit } from './chunk-HF5HPS4T.mjs';
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import { NO_ENTITY } from './chunk-T3AFF3L7.mjs';
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import { FRAME_SECONDS_SLOT } from './chunk-IDLW4NWA.mjs';
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import { GameError } from './chunk-XJIHN3BY.mjs';
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// src/game/kit/character/animator.ts
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var ANIM_AIR = 0, ANIM_CROUCH = 1, ANIM_SPEED = 2, ANIM_PELVIS_OFFSET = 3, SENT_X = 4, SENT_Y = 5, SENT_WEIGHT = 6, SENT_CROUCH_X = 7, SENT_CROUCH_WEIGHT = 8, SENT_AIR = 9, BLEND_X = 10, BLEND_Y = 11, BLEND_WEIGHT = 12, CROUCH_WEIGHT = 13, FOOT_X = 14, FOOT_Y = 15, FOOT_Z = 16, FOOT_WEIGHT = 17, FOOT_DROP = 18, ROOT = 19, CROUCH_X = 22, CROUCH_Y = 23, CROUCH_SEND_WEIGHT = 24, AIR_WEIGHT = 25, AIR_SECONDS = 26, FRAME_DT = 27, FEET = 2, LEFT_POSE = 0, RIGHT_POSE = 7, POSE_Z = 2, STATE_WORDS = 28, DEFAULT_BLEND_SHARPNESS = 12, DEFAULT_FOOT_SPACING = 0.12, DEFAULT_ANKLE_HEIGHT = 0.08, DEFAULT_FOOT_REACH = 0.5, SEND_EPSILON = 1e-3, INSTANT = 0, LEFT = -1, RIGHT = 1, ROOT_X = 0, ROOT_Z = 2, ROOT_TURN = 3, CharacterAnimator = class {
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constructor(port, motor, transforms, options) {
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this.state = new Float64Array((28));
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this.root = new Float32Array(ROOT_MOTION_WORDS);
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this.ray = new RayQuery();
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this.hit = new RayHit();
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this.footPoses = new Float64Array((2) * 7);
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this.port = port, this.motor = motor, this.transforms = transforms, this.locomotion = options.locomotion, this.directional = options.directional ?? false, this.crouch = options.crouch ?? null, this.air = options.air ?? null, this.sharpness = options.blendSharpness ?? (12), this.foot = options.footIk ?? null, this.spacing = this.foot?.spacing ?? (0.12), this.ankle = this.foot?.ankleHeight ?? (0.08), this.reach = this.foot?.reach ?? (0.5), this.motion = options.rootMotion ?? null, this.headingOffset = options.modelForward === -1 ? Math.PI : 0, this.ray.direction.set(0, -1, 0);
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let foot = this.foot, leftOptions = foot?.leftContact ?? null, rightOptions = foot?.rightContact ?? null, contactPort = leftOptions !== null || rightOptions !== null ? contactPortOf(port) : null;
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this.leftContact = contactPort !== null && leftOptions !== null && foot !== null ? new FootContact(contactPort, leftOptions, foot) : null, this.rightContact = contactPort !== null && rightOptions !== null && foot !== null ? new FootContact(contactPort, rightOptions, foot) : null;
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let needsEvents = (leftOptions?.footDown ?? null) !== null || (rightOptions?.footDown ?? null) !== null;
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if (this.ownsEvents = needsEvents && !foot?.events, this.events = needsEvents ? foot?.events ?? new ClipEventReader() : null, this.feet = foot?.feet ?? null, this.feet !== null && port.readBonePoses === void 0)
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throw new GameError("invalid_argument", "foot bones need a port with readBonePoses");
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let s = this.state;
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for (let i = (4); i <= (9); i++) s[i] = Number.NaN;
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motor.useRootMotion = this.motion !== null;
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}
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update(clock) {
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let s = this.state, motor = this.motor, m = motor.state, k = 1 - Math.exp(-this.sharpness * clock[FRAME_SECONDS_SLOT]);
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s[(0)] += ((motor.grounded ? 0 : 1) - s[(0)]) * k, s[(1)] = m[CHAR_CROUCH], s[(2)] += (m[CHAR_SPEED_NORMALIZED] - s[(2)]) * k;
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let ground = 1 - s[(0)], crouch = this.crouch === null ? 0 : s[(1)], heading = m[CHAR_HEADING];
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if (this.directional) {
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let c = Math.cos(heading), n = Math.sin(heading), scale = motor.runSpeed > 0 ? 1 / motor.runSpeed : 0;
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s[(10)] = (m[CHAR_VX] * c - m[CHAR_VZ] * n) * scale, s[(11)] = (m[CHAR_VX] * n + m[CHAR_VZ] * c) * scale;
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} else
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s[(10)] = s[(2)], s[(11)] = 0;
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s[(12)] = ground * (1 - crouch), s[(13)] = ground * crouch, this.sendLocomotion(), this.crouch !== null && this.sendCrouch(), this.air !== null && this.sendAir(), this.motion !== null && this.readRoot(), this.foot !== null && (s[(27)] = clock[FRAME_SECONDS_SLOT], this.alignFeet());
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}
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get leftFoot() {
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return this.leftContact;
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}
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get rightFoot() {
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return this.rightContact;
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}
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sendLocomotion() {
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let s = this.state;
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near(s, (4), (10)) && near(s, (5), (11)) && near(s, (6), (12)) || (s[(4)] = s[(10)], s[(5)] = s[(11)], s[(6)] = s[(12)], this.port.setBlendParameterFrom(this.locomotion, s, (10)));
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}
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sendCrouch() {
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let s = this.state;
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near(s, (7), (2)) && near(s, (8), (13)) || (s[(7)] = s[(2)], s[(8)] = s[(13)], s[(22)] = s[(2)], s[(23)] = 0, s[(24)] = s[(13)], this.port.setBlendParameterFrom(this.crouch, s, (22)));
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}
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sendAir() {
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|
+
let s = this.state;
|
|
56
|
+
near(s, (9), (0)) || (s[(9)] = s[(0)], s[(25)] = s[(0)], s[(26)] = (0), this.port.fadeClipFrom(this.air, s, (25)));
|
|
57
|
+
}
|
|
58
|
+
readRoot() {
|
|
59
|
+
let r = this.root, s = this.state;
|
|
60
|
+
this.port.readRootMotion(this.motion, r, 0);
|
|
61
|
+
let angle = this.motor.state[CHAR_HEADING] + this.headingOffset, c = Math.cos(angle), n = Math.sin(angle);
|
|
62
|
+
s[(19) + ROOT_IO_DX] = r[(0)] * c + r[(2)] * n, s[(19) + ROOT_IO_DZ] = -r[(0)] * n + r[(2)] * c, s[(19) + ROOT_IO_YAW] = r[(3)], this.motor.addRootMotionFrom(s, (19));
|
|
63
|
+
}
|
|
64
|
+
alignFeet() {
|
|
65
|
+
let foot = this.foot, s = this.state, events = this.events;
|
|
66
|
+
events !== null && (this.ownsEvents && events.read(this.port), this.leftContact?.consume(events.events, events.count), this.rightContact?.consume(events.events, events.count)), this.leftContact !== null && this.leftContact.sample(s[(27)]), this.rightContact !== null && this.rightContact.sample(s[(27)]), this.feet !== null && this.port.readBonePoses(this.feet, this.footPoses, 0), this.footTarget(foot, foot.left, (-1), this.leftContact, (0));
|
|
67
|
+
let left = s[(18)];
|
|
68
|
+
this.footTarget(foot, foot.right, (1), this.rightContact, (7));
|
|
69
|
+
let right = s[(18)], low = left < right ? left : right;
|
|
70
|
+
s[(3)] = low < 0 ? low * s[(12)] : 0;
|
|
71
|
+
}
|
|
72
|
+
footTarget(foot, chain, side, contact, pose) {
|
|
73
|
+
let s = this.state, motor = this.motor, heading = motor.state[CHAR_HEADING], positions = this.transforms.store.fields.position, o = this.transforms.row(motor.entity) * 3, y = positions[o + 1];
|
|
74
|
+
this.feet !== null ? (s[(14)] = this.footPoses[pose], s[(16)] = this.footPoses[pose + (2)]) : (s[(14)] = positions[o] + Math.cos(heading) * this.spacing * side, s[(16)] = positions[o + 2] - Math.sin(heading) * this.spacing * side);
|
|
75
|
+
let ray = this.ray, origin = ray.origin;
|
|
76
|
+
origin.x = s[(14)], origin.y = y + this.reach, origin.z = s[(16)], ray.maxDistance = this.reach * 2, ray.excludeCollider = motor.collider;
|
|
77
|
+
let weight = 1 - s[(0)], hit = this.hit, grounded = weight > 0 && foot.physics.raycast(ray, hit);
|
|
78
|
+
grounded ? (s[(15)] = hit.pointY + this.ankle, s[(17)] = weight, s[(18)] = hit.pointY - y) : (s[(15)] = y + this.ankle, s[(17)] = 0, s[(18)] = 0), contact !== null && contact.resolve(s, (14), grounded, hit.normalX, hit.normalY, hit.normalZ, s[(27)]), this.port.setIkTargetFrom(chain, s, (14));
|
|
79
|
+
}
|
|
80
|
+
};
|
|
81
|
+
function contactPortOf(port) {
|
|
82
|
+
if (port.readClipState === void 0 || port.readClipEvents === void 0)
|
|
83
|
+
throw new GameError("invalid_argument", "foot contacts need a port with readClipState and readClipEvents");
|
|
84
|
+
return port;
|
|
85
|
+
}
|
|
86
|
+
function near(values, sent, next) {
|
|
87
|
+
return Math.abs(values[sent] - values[next]) < (1e-3);
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
// src/game/kit/camera/chase.ts
|
|
91
|
+
var CHASE_X = 0, CHASE_Y = 1, CHASE_Z = 2, CHASE_YAW = 3, CHASE_PITCH = 4, CHASE_DISTANCE = 5, CHASE_FOV = 6, CHASE_SPEED = 7, BASE_YAW = 8, LOOK_YAW = 9, LOOK_PITCH = 10, IDLE = 11, LOOK_X = 12, LOOK_Y = 13, RATE_X = 14, RATE_Y = 15, PIVOT = 16, TARGET = 19, LAST = 22, HEADING = 25, BOOM = 26, STATE_WORDS2 = (26) + BOOM_IO_WORDS, DEFAULT_DISTANCE = 6, DEFAULT_LOOK_HEIGHT = 1.6, DEFAULT_PITCH = -0.22, DEFAULT_SPEED_FOR_EFFECTS = 22, DEFAULT_DISTANCE_GAIN = 0.18, DEFAULT_FOV = 62, DEFAULT_SPEED_KICK = 10, DEFAULT_FOLLOW_SHARPNESS = 14, DEFAULT_YAW_SHARPNESS = 3.5, DEFAULT_RETURN_DELAY = 1.2, DEFAULT_RETURN_SHARPNESS = 3, DEFAULT_RECOVER_SHARPNESS = 3.5, SPEED_YAW_BOOST = 1.5, MAX_LOOK_PITCH = 0.6, MIN_LOOK_PITCH = -0.9, CHASE_PRESETS = {
|
|
92
|
+
danfo: { distance: 9, lookHeight: 2.4, pitch: -0.2, fov: 60, speedForEffects: 18 },
|
|
93
|
+
keke: { distance: 5.6, lookHeight: 1.7, pitch: -0.24, fov: 64, speedForEffects: 14 },
|
|
94
|
+
okada: { distance: 4.4, lookHeight: 1.5, pitch: -0.2, fov: 66, speedForEffects: 20 },
|
|
95
|
+
car: { distance: 6, lookHeight: 1.5, pitch: -0.2, fov: 62, speedForEffects: 26 }
|
|
96
|
+
};
|
|
97
|
+
function chasePreset(name, overrides = {}) {
|
|
98
|
+
return { ...CHASE_PRESETS[name], ...overrides };
|
|
99
|
+
}
|
|
100
|
+
var ChaseCamera = class {
|
|
101
|
+
constructor(physics, transforms, camera, subject, options = {}) {
|
|
102
|
+
this.state = new Float64Array(STATE_WORDS2);
|
|
103
|
+
this.initialised = false;
|
|
104
|
+
this.transforms = transforms, this.camera = camera, this.subject = subject, this.boom = new CameraBoom(physics, options), this.distance = options.distance ?? (6), this.lookHeight = options.lookHeight ?? (1.6), this.pitch = options.pitch ?? (-0.22), this.speedForEffects = options.speedForEffects ?? (22), this.distanceGain = options.distanceGain ?? (0.18), this.fov = options.fov ?? (62), this.speedFovKick = options.speedFovKick ?? (10), this.followSharpness = options.followSharpness ?? (14), this.yawSharpness = options.yawSharpness ?? (3.5), this.lookReturnDelay = options.lookReturnDelay ?? (1.2), this.lookReturnSharpness = options.lookReturnSharpness ?? (3), this.recoverSharpness = options.recoverSharpness ?? (3.5), this.lookSensitivity = options.lookSensitivity ?? DEFAULT_LOOK_SENSITIVITY, this.gamepadLookSpeed = options.gamepadLookSpeed ?? DEFAULT_GAMEPAD_LOOK_SPEED, this.invertY = options.invertY ?? false, this.lens = new LensDriver(options.lens ?? null), this.state[(5)] = this.distance, this.state[(6)] = this.fov;
|
|
105
|
+
}
|
|
106
|
+
look(delta) {
|
|
107
|
+
this.state[(12)] += delta.x, this.state[(13)] += delta.y;
|
|
108
|
+
}
|
|
109
|
+
lookRateFrom(input, x, y) {
|
|
110
|
+
input.valueInto(x, this.state, (14)), input.valueInto(y, this.state, (15));
|
|
111
|
+
}
|
|
112
|
+
snap() {
|
|
113
|
+
this.initialised = false;
|
|
114
|
+
}
|
|
115
|
+
update(clock) {
|
|
116
|
+
let s = this.state, dt = clock[FRAME_SECONDS_SLOT], invert = this.invertY ? -1 : 1, yawInput = -s[(12)] * this.lookSensitivity - s[(14)] * this.gamepadLookSpeed * dt, pitchInput = (-s[(13)] * this.lookSensitivity - s[(15)] * this.gamepadLookSpeed * dt) * invert;
|
|
117
|
+
if (s[(12)] = 0, s[(13)] = 0, yawInput !== 0 || pitchInput !== 0) {
|
|
118
|
+
s[(11)] = 0, s[(9)] += yawInput, wrapAt(s, (9));
|
|
119
|
+
let pitch2 = s[(10)] + pitchInput;
|
|
120
|
+
s[(10)] = pitch2 < (-0.9) ? (-0.9) : pitch2 > (0.6) ? (0.6) : pitch2;
|
|
121
|
+
} else if (s[(11)] += dt, s[(11)] > this.lookReturnDelay) {
|
|
122
|
+
let k = 1 - Math.exp(-this.lookReturnSharpness * dt);
|
|
123
|
+
s[(9)] -= s[(9)] * k, s[(10)] -= s[(10)] * k;
|
|
124
|
+
}
|
|
125
|
+
let entity = this.subject.entity;
|
|
126
|
+
if (yawInto(this.transforms.store.fields.rotation, this.transforms.row(entity) * 4, s, (25)), interpolatedPosition(this.transforms, entity, clock, s, (19)), !this.initialised)
|
|
127
|
+
s[(8)] = s[(25)] + Math.PI, wrapAt(s, (8)), s[(16)] = s[(19)], s[(16) + 1] = s[(19) + 1] + this.lookHeight, s[(16) + 2] = s[(19) + 2], s[(7)] = 0;
|
|
128
|
+
else {
|
|
129
|
+
if (dt > 0) {
|
|
130
|
+
let dx = s[(19)] - s[(22)], dy = s[(19) + 1] - s[(22) + 1], dz = s[(19) + 2] - s[(22) + 2], measured = (dx * dx + dy * dy + dz * dz) ** 0.5 / dt;
|
|
131
|
+
s[(7)] += (measured - s[(7)]) * (1 - Math.exp(-8 * dt));
|
|
132
|
+
}
|
|
133
|
+
let k = 1 - Math.exp(-this.followSharpness * dt);
|
|
134
|
+
s[(16)] += (s[(19)] - s[(16)]) * k, s[(16) + 1] += (s[(19) + 1] + this.lookHeight - s[(16) + 1]) * k, s[(16) + 2] += (s[(19) + 2] - s[(16) + 2]) * k;
|
|
135
|
+
}
|
|
136
|
+
s[(22)] = s[(19)], s[(22) + 1] = s[(19) + 1], s[(22) + 2] = s[(19) + 2];
|
|
137
|
+
let ratio = s[(7)] / this.speedForEffects, effect = ratio > 1 ? 1 : ratio;
|
|
138
|
+
this.initialised && (s[(25)] += Math.PI - s[(8)], wrapAt(s, (25)), s[(8)] += s[(25)] * (1 - Math.exp(-this.yawSharpness * (1 + (1.5) * effect) * dt)), wrapAt(s, (8))), s[(3)] = s[(8)] + s[(9)], wrapAt(s, (3));
|
|
139
|
+
let pitch = this.pitch + s[(10)];
|
|
140
|
+
s[(4)] = pitch < (-0.9) ? (-0.9) : pitch > (0.6) ? (0.6) : pitch, s[(6)] = this.fov + this.speedFovKick * effect, this.lens.apply(s, (6));
|
|
141
|
+
let yaw = s[(3)], sy = Math.sin(yaw), cy = Math.cos(yaw), sp = Math.sin(s[(4)]), cp = Math.cos(s[(4)]), fx = -sy * cp, fy = sp, fz = -cy * cp;
|
|
142
|
+
s[(26) + BOOM_OX] = s[(16)], s[(26) + BOOM_OY] = s[(16) + 1], s[(26) + BOOM_OZ] = s[(16) + 2], s[(26) + BOOM_DX] = -fx, s[(26) + BOOM_DY] = -fy, s[(26) + BOOM_DZ] = -fz, s[(26) + BOOM_DISTANCE] = this.distance * (1 + this.distanceGain * effect), this.boom.cast(s, (26), this.subject.bodyId);
|
|
143
|
+
let allowed = s[(26) + BOOM_FREE], distance = s[(5)];
|
|
144
|
+
!this.initialised || allowed < distance ? distance = allowed : distance += (allowed - distance) * (1 - Math.exp(-this.recoverSharpness * dt)), distance > allowed && (distance = allowed), s[(5)] = distance, s[(0)] = s[(16)] - fx * distance, s[(1)] = s[(16) + 1] - fy * distance, s[(2)] = s[(16) + 2] - fz * distance, placeCamera(this.transforms, this.camera, s, (0)), this.initialised = true;
|
|
145
|
+
}
|
|
146
|
+
};
|
|
147
|
+
|
|
148
|
+
// src/game/kit/camera/first-person-view.ts
|
|
149
|
+
var VIEW_X = 0, VIEW_Y = 1, VIEW_Z = 2, VIEW_YAW = 3, VIEW_PITCH = 4, VIEW_BOB_PHASE = 5, VIEW_BOB_WEIGHT = 6, VIEW_DIP = 7, VIEW_FOV = 8, DIP_VELOCITY = 9, SPRINT = 10, LOOK_X2 = 11, LOOK_Y2 = 12, RATE_X2 = 13, RATE_Y2 = 14, EYE = 15, STATE_WORDS3 = 18, DEFAULT_EYE_HEIGHT = 1.62, DEFAULT_CROUCH_EYE_HEIGHT = 1.02, DEFAULT_BOB_AMPLITUDE = 0.04, DEFAULT_BOB_STRIDE = 2.1, DEFAULT_LAND_DIP = 0.12, DEFAULT_MIN_PITCH = -1.45, DEFAULT_MAX_PITCH = 1.45, DEFAULT_FOV2 = 74, DEFAULT_SPRINT_KICK = 6, DEFAULT_FOV_SHARPNESS = 6, BOB_SIDE_SHARE = 0.5, DIP_DAMPING = 24, MAX_DIP = 0.25, FirstPersonView = class {
|
|
150
|
+
constructor(transforms, camera, subject, options = {}) {
|
|
151
|
+
this.state = new Float64Array((18));
|
|
152
|
+
this.landings = 0;
|
|
153
|
+
this.transforms = transforms, this.camera = camera, this.subject = subject, this.eyeHeight = options.eyeHeight ?? (1.62), this.crouchEyeHeight = options.crouchEyeHeight ?? (1.02), this.headBob = options.headBob ?? true, this.bobAmplitude = options.bobAmplitude ?? (0.04), this.bobStride = options.bobStride ?? (2.1), this.landDip = options.landDip ?? (0.12), this.minPitch = options.minPitch ?? (-1.45), this.maxPitch = options.maxPitch ?? (1.45), this.lookSensitivity = options.lookSensitivity ?? DEFAULT_LOOK_SENSITIVITY, this.gamepadLookSpeed = options.gamepadLookSpeed ?? DEFAULT_GAMEPAD_LOOK_SPEED, this.invertY = options.invertY ?? false, this.fov = options.fov ?? (74), this.sprintFovKick = options.sprintFovKick ?? (6), this.fovSharpness = options.fovSharpness ?? (6), this.lens = new LensDriver(options.lens ?? null), this.landings = subject.landings, this.state[(3)] = subject.state[CHAR_HEADING] + Math.PI, wrapAt(this.state, (3)), this.state[(8)] = this.fov;
|
|
154
|
+
}
|
|
155
|
+
get yaw() {
|
|
156
|
+
return this.state[(3)];
|
|
157
|
+
}
|
|
158
|
+
get pitch() {
|
|
159
|
+
return this.state[(4)];
|
|
160
|
+
}
|
|
161
|
+
look(delta) {
|
|
162
|
+
this.state[(11)] += delta.x, this.state[(12)] += delta.y;
|
|
163
|
+
}
|
|
164
|
+
lookRateFrom(input, x, y) {
|
|
165
|
+
input.valueInto(x, this.state, (13)), input.valueInto(y, this.state, (14));
|
|
166
|
+
}
|
|
167
|
+
moveRelative(io, at) {
|
|
168
|
+
let yaw = this.state[(3)], sy = Math.sin(yaw), cy = Math.cos(yaw), x = io[at + MOVE_IN_X], y = io[at + MOVE_IN_Y];
|
|
169
|
+
io[at + MOVE_OUT_X] = cy * x - sy * y, io[at + MOVE_OUT_Z] = -sy * x - cy * y;
|
|
170
|
+
}
|
|
171
|
+
update(clock) {
|
|
172
|
+
let s = this.state, subject = this.subject, dt = clock[FRAME_SECONDS_SLOT], invert = this.invertY ? -1 : 1;
|
|
173
|
+
s[(3)] -= s[(11)] * this.lookSensitivity + s[(13)] * this.gamepadLookSpeed * dt, wrapAt(s, (3));
|
|
174
|
+
let pitch = s[(4)] - (s[(12)] * this.lookSensitivity + s[(14)] * this.gamepadLookSpeed * dt) * invert;
|
|
175
|
+
s[(4)] = pitch < this.minPitch ? this.minPitch : pitch > this.maxPitch ? this.maxPitch : pitch, s[(11)] = 0, s[(12)] = 0, subject.faceView(s, (3));
|
|
176
|
+
let body = subject.state;
|
|
177
|
+
subject.landings !== this.landings && (this.landings = subject.landings, s[(9)] -= body[CHAR_LANDING_SPEED] * this.landDip), s[(9)] += (-180 * s[(7)] - (24) * s[(9)]) * dt;
|
|
178
|
+
let dip = s[(7)] + s[(9)] * dt;
|
|
179
|
+
s[(7)] = dip < -(0.25) ? -(0.25) : dip > (0.25) ? (0.25) : dip;
|
|
180
|
+
let speed = body[CHAR_SPEED_NORMALIZED], moving = this.headBob && subject.grounded ? speed < 1 ? speed : 1 : 0;
|
|
181
|
+
s[(6)] += (moving - s[(6)]) * (1 - Math.exp(-10 * dt)), s[(5)] = (s[(5)] + speed * this.bobStride * TWO_PI * dt) % TWO_PI, s[(10)] += ((subject.sprinting ? 1 : 0) - s[(10)]) * (1 - Math.exp(-this.fovSharpness * dt)), s[(8)] = this.fov + this.sprintFovKick * s[(10)], this.lens.apply(s, (8)), interpolatedPosition(this.transforms, subject.entity, clock, s, (15));
|
|
182
|
+
let weight = s[(6)] * this.bobAmplitude, phase = s[(5)], lift = Math.abs(Math.sin(phase)) * weight, sway = Math.cos(phase) * weight * (0.5), yaw = s[(3)], eye = this.eyeHeight + (this.crouchEyeHeight - this.eyeHeight) * body[CHAR_CROUCH];
|
|
183
|
+
s[(0)] = s[(15)] + Math.cos(yaw) * sway, s[(1)] = s[(15) + 1] + eye + lift + s[(7)], s[(2)] = s[(15) + 2] - Math.sin(yaw) * sway, placeCamera(this.transforms, this.camera, s, (0));
|
|
184
|
+
}
|
|
185
|
+
};
|
|
186
|
+
|
|
187
|
+
// src/game/kit/touch/viewport.ts
|
|
188
|
+
function engineSurfaceOf(game) {
|
|
189
|
+
return game.backend.graphics.native ?? null;
|
|
190
|
+
}
|
|
191
|
+
|
|
192
|
+
// src/game/kit/presets/play.ts
|
|
193
|
+
var TOUCH_CONTROLS = {
|
|
194
|
+
moveX: "touch.move.x",
|
|
195
|
+
moveY: "touch.move.y",
|
|
196
|
+
aimX: "touch.aim.x",
|
|
197
|
+
aimY: "touch.aim.y",
|
|
198
|
+
jump: "touch.jump",
|
|
199
|
+
sprint: "touch.sprint",
|
|
200
|
+
crouch: "touch.crouch",
|
|
201
|
+
interact: "touch.interact",
|
|
202
|
+
fire: "touch.fire",
|
|
203
|
+
lockOn: "touch.lock",
|
|
204
|
+
gas: "touch.gas",
|
|
205
|
+
brake: "touch.brake",
|
|
206
|
+
handbrake: "touch.handbrake",
|
|
207
|
+
horn: "touch.horn"
|
|
208
|
+
}, PAD_LEFT_X = 0, PAD_LEFT_Y = 1, PAD_RIGHT_X = 2, PAD_RIGHT_Y = 3, PAD_SOUTH = 0, PAD_EAST = 1, PAD_WEST = 2, PAD_NORTH = 3, PAD_LEFT_BUMPER = 4, PAD_RIGHT_BUMPER = 5, PAD_LEFT_TRIGGER = 6, PAD_RIGHT_TRIGGER = 7, PAD_LEFT_STICK = 10, PAD_RIGHT_STICK = 11, DEFAULT_FOV3 = 62, FIRST_PERSON_FOV = 74, VEHICLE_FOV = 62, LOCK_FRONT_DOT = 0, STICK_FULL = 1;
|
|
209
|
+
function definePlayActions(input, prefix = "play") {
|
|
210
|
+
return {
|
|
211
|
+
moveX: input.defineAxis(`${prefix}.moveX`, [
|
|
212
|
+
{ device: "keys", negative: "KeyA", positive: "KeyD" },
|
|
213
|
+
{ device: "keys", negative: "ArrowLeft", positive: "ArrowRight" },
|
|
214
|
+
{ device: "gamepad", axis: (0) },
|
|
215
|
+
{ device: "virtual", control: TOUCH_CONTROLS.moveX }
|
|
216
|
+
]),
|
|
217
|
+
moveY: input.defineAxis(`${prefix}.moveY`, [
|
|
218
|
+
{ device: "keys", negative: "KeyS", positive: "KeyW" },
|
|
219
|
+
{ device: "keys", negative: "ArrowDown", positive: "ArrowUp" },
|
|
220
|
+
{ device: "gamepad", axis: (1), invert: true },
|
|
221
|
+
{ device: "virtual", control: TOUCH_CONTROLS.moveY }
|
|
222
|
+
]),
|
|
223
|
+
lookX: input.defineAxis(`${prefix}.lookX`, [
|
|
224
|
+
{ device: "gamepad", axis: (2) },
|
|
225
|
+
{ device: "virtual", control: TOUCH_CONTROLS.aimX }
|
|
226
|
+
]),
|
|
227
|
+
lookY: input.defineAxis(`${prefix}.lookY`, [
|
|
228
|
+
{ device: "gamepad", axis: (3) },
|
|
229
|
+
{ device: "virtual", control: TOUCH_CONTROLS.aimY, invert: true }
|
|
230
|
+
]),
|
|
231
|
+
jump: input.defineButton(`${prefix}.jump`, [
|
|
232
|
+
{ device: "key", code: "Space" },
|
|
233
|
+
{ device: "gamepad", button: (0) },
|
|
234
|
+
{ device: "virtual", control: TOUCH_CONTROLS.jump }
|
|
235
|
+
]),
|
|
236
|
+
sprint: input.defineButton(`${prefix}.sprint`, [
|
|
237
|
+
{ device: "key", code: "ShiftLeft" },
|
|
238
|
+
{ device: "gamepad", button: (10) },
|
|
239
|
+
{ device: "virtual", control: TOUCH_CONTROLS.sprint }
|
|
240
|
+
]),
|
|
241
|
+
crouch: input.defineButton(`${prefix}.crouch`, [
|
|
242
|
+
{ device: "key", code: "KeyC" },
|
|
243
|
+
{ device: "key", code: "ControlLeft" },
|
|
244
|
+
{ device: "gamepad", button: (1) },
|
|
245
|
+
{ device: "virtual", control: TOUCH_CONTROLS.crouch }
|
|
246
|
+
]),
|
|
247
|
+
interact: input.defineButton(`${prefix}.interact`, [
|
|
248
|
+
{ device: "key", code: "KeyE" },
|
|
249
|
+
{ device: "gamepad", button: (2) },
|
|
250
|
+
{ device: "virtual", control: TOUCH_CONTROLS.interact }
|
|
251
|
+
]),
|
|
252
|
+
fire: input.defineButton(`${prefix}.fire`, [
|
|
253
|
+
{ device: "key", code: "KeyF" },
|
|
254
|
+
{ device: "gamepad", button: (7) },
|
|
255
|
+
{ device: "virtual", control: TOUCH_CONTROLS.fire }
|
|
256
|
+
]),
|
|
257
|
+
lockOn: input.defineButton(`${prefix}.lockOn`, [
|
|
258
|
+
{ device: "key", code: "KeyQ" },
|
|
259
|
+
{ device: "gamepad", button: (11) },
|
|
260
|
+
{ device: "virtual", control: TOUCH_CONTROLS.lockOn }
|
|
261
|
+
]),
|
|
262
|
+
swapShoulder: input.defineButton(`${prefix}.swapShoulder`, [
|
|
263
|
+
{ device: "key", code: "KeyV" },
|
|
264
|
+
{ device: "gamepad", button: (4) }
|
|
265
|
+
]),
|
|
266
|
+
recenter: input.defineButton(`${prefix}.recenter`, [
|
|
267
|
+
{ device: "key", code: "KeyR" },
|
|
268
|
+
{ device: "gamepad", button: (6) }
|
|
269
|
+
])
|
|
270
|
+
};
|
|
271
|
+
}
|
|
272
|
+
function defineDriveActions(input, prefix = "drive") {
|
|
273
|
+
return {
|
|
274
|
+
steer: input.defineAxis(`${prefix}.steer`, [
|
|
275
|
+
{ device: "keys", negative: "KeyA", positive: "KeyD" },
|
|
276
|
+
{ device: "keys", negative: "ArrowLeft", positive: "ArrowRight" },
|
|
277
|
+
{ device: "gamepad", axis: (0) },
|
|
278
|
+
{ device: "virtual", control: TOUCH_CONTROLS.moveX }
|
|
279
|
+
]),
|
|
280
|
+
gas: input.defineButton(`${prefix}.gas`, [
|
|
281
|
+
{ device: "key", code: "KeyW" },
|
|
282
|
+
{ device: "key", code: "ArrowUp" },
|
|
283
|
+
{ device: "gamepad", button: (7) },
|
|
284
|
+
{ device: "virtual", control: TOUCH_CONTROLS.gas }
|
|
285
|
+
]),
|
|
286
|
+
brake: input.defineButton(`${prefix}.brake`, [
|
|
287
|
+
{ device: "key", code: "KeyS" },
|
|
288
|
+
{ device: "key", code: "ArrowDown" },
|
|
289
|
+
{ device: "gamepad", button: (6) },
|
|
290
|
+
{ device: "virtual", control: TOUCH_CONTROLS.brake }
|
|
291
|
+
]),
|
|
292
|
+
handbrake: input.defineButton(`${prefix}.handbrake`, [
|
|
293
|
+
{ device: "key", code: "Space" },
|
|
294
|
+
{ device: "gamepad", button: (5) },
|
|
295
|
+
{ device: "virtual", control: TOUCH_CONTROLS.handbrake }
|
|
296
|
+
]),
|
|
297
|
+
horn: input.defineButton(`${prefix}.horn`, [
|
|
298
|
+
{ device: "key", code: "KeyH" },
|
|
299
|
+
{ device: "gamepad", button: (3) },
|
|
300
|
+
{ device: "virtual", control: TOUCH_CONTROLS.horn }
|
|
301
|
+
]),
|
|
302
|
+
lookX: input.defineAxis(`${prefix}.lookX`, [{ device: "gamepad", axis: (2) }]),
|
|
303
|
+
lookY: input.defineAxis(`${prefix}.lookY`, [{ device: "gamepad", axis: (3) }])
|
|
304
|
+
};
|
|
305
|
+
}
|
|
306
|
+
function spawnAt(game, position) {
|
|
307
|
+
let entity = game.world.spawn();
|
|
308
|
+
return game.transforms.add(entity, position?.[0] ?? 0, position?.[1] ?? 0, position?.[2] ?? 0), entity;
|
|
309
|
+
}
|
|
310
|
+
function cameraLens(game, existing, fov) {
|
|
311
|
+
let entity = existing ?? game.world.spawn();
|
|
312
|
+
existing === void 0 && game.transforms.add(entity);
|
|
313
|
+
let node = game.graphics.camera(entity, fov, 0.1, 1e3);
|
|
314
|
+
return { entity, lens: { graphics: game.graphics, node, near: 0.1, far: 1e3 } };
|
|
315
|
+
}
|
|
316
|
+
function characterButtons() {
|
|
317
|
+
return [
|
|
318
|
+
{ control: TOUCH_CONTROLS.jump, label: "Jump" },
|
|
319
|
+
{ control: TOUCH_CONTROLS.sprint, label: "Run", mode: "toggle" },
|
|
320
|
+
{ control: TOUCH_CONTROLS.interact, label: "Use" },
|
|
321
|
+
{ control: TOUCH_CONTROLS.crouch, label: "Crouch", mode: "toggle" },
|
|
322
|
+
{ control: TOUCH_CONTROLS.lockOn, label: "Lock" }
|
|
323
|
+
];
|
|
324
|
+
}
|
|
325
|
+
function touchFor(game, options, layout, buttons) {
|
|
326
|
+
let controls = new TouchControls(game.input, {
|
|
327
|
+
ui: options.ui ?? null,
|
|
328
|
+
theme: options.theme,
|
|
329
|
+
viewport: options.viewport,
|
|
330
|
+
layout: options.layout ?? layout,
|
|
331
|
+
move: options.move,
|
|
332
|
+
look: options.look,
|
|
333
|
+
buttons: options.buttons ?? buttons
|
|
334
|
+
}).attach(), source = options.surface ?? (options.viewport === void 0 ? engineSurfaceOf(game) : null);
|
|
335
|
+
return source !== null && controls.followViewport(source), controls;
|
|
336
|
+
}
|
|
337
|
+
var MOTOR_IO = MOVE_IO_WORDS, DRIVER_WORDS = MOTOR_IO + 3, CharacterDriver = class {
|
|
338
|
+
constructor(input, actions, motor) {
|
|
339
|
+
this.input = input;
|
|
340
|
+
this.actions = actions;
|
|
341
|
+
this.motor = motor;
|
|
342
|
+
this.io = new Float64Array(DRIVER_WORDS);
|
|
343
|
+
}
|
|
344
|
+
step(frame, clock) {
|
|
345
|
+
let input = this.input, a = this.actions, io = this.io;
|
|
346
|
+
input.valueInto(a.moveX, io, MOVE_IN_X), input.valueInto(a.moveY, io, MOVE_IN_Y);
|
|
347
|
+
let x = io[MOVE_IN_X], y = io[MOVE_IN_Y], length = (x * x + y * y) ** 0.5;
|
|
348
|
+
frame.moveRelative(io, 0), io[MOTOR_IO + MOVE_IO_X] = io[MOVE_OUT_X], io[MOTOR_IO + MOVE_IO_Z] = io[MOVE_OUT_Z], io[MOTOR_IO + MOVE_IO_MAGNITUDE] = length > (1) ? (1) : length;
|
|
349
|
+
let motor = this.motor;
|
|
350
|
+
motor.setMoveFrom(io, MOTOR_IO), motor.setButtons(input.justPressed(a.jump), input.pressed(a.jump), input.pressed(a.sprint), input.pressed(a.crouch)), motor.step(clock);
|
|
351
|
+
}
|
|
352
|
+
};
|
|
353
|
+
function thirdPersonCharacter(game, options = {}) {
|
|
354
|
+
let input = game.input, actions = definePlayActions(input, options.prefix), entity = options.entity ?? spawnAt(game, options.position), motor = new CharacterMotor(game.physics, game.transforms, entity, options.character);
|
|
355
|
+
options.heading !== void 0 && (motor.heading = options.heading);
|
|
356
|
+
let view = cameraLens(game, options.camera, options.follow?.fov ?? (62)), camera = new FollowCamera(game.physics, game.transforms, view.entity, motor, { lens: view.lens, ...options.follow }), controls = touchFor(game, options, "leftStickRightButtons", characterButtons()), animator = options.animation ? new CharacterAnimator(options.animation.port, motor, game.transforms, options.animation.options) : null, driver = new CharacterDriver(input, actions, motor), lockTargets = [], active = true, pickTarget = (g) => {
|
|
357
|
+
let positions = g.transforms.store.fields.position, me = g.transforms.row(entity) * 3, yaw = camera.yaw, fx = -Math.sin(yaw), fz = -Math.cos(yaw), best = NO_ENTITY, bestDistance = 1 / 0;
|
|
358
|
+
for (let i = 0; i < lockTargets.length; i++) {
|
|
359
|
+
let target = lockTargets[i], o = g.transforms.row(target) * 3, dx = positions[o] - positions[me], dz = positions[o + 2] - positions[me + 2], distance = dx * dx + dz * dz;
|
|
360
|
+
dx * fx + dz * fz < (0) || distance >= bestDistance || (bestDistance = distance, best = target);
|
|
361
|
+
}
|
|
362
|
+
return best;
|
|
363
|
+
}, rig = {
|
|
364
|
+
game,
|
|
365
|
+
actions,
|
|
366
|
+
motor,
|
|
367
|
+
camera,
|
|
368
|
+
controls,
|
|
369
|
+
animator,
|
|
370
|
+
entity,
|
|
371
|
+
cameraEntity: view.entity,
|
|
372
|
+
lockTargets,
|
|
373
|
+
get active() {
|
|
374
|
+
return active;
|
|
375
|
+
},
|
|
376
|
+
setActive(next) {
|
|
377
|
+
active = next, controls.setEnabled(next), next ? controls.attach() : controls.detach();
|
|
378
|
+
},
|
|
379
|
+
fixedUpdate(g) {
|
|
380
|
+
if (!active) return;
|
|
381
|
+
let a = actions;
|
|
382
|
+
input.justPressed(a.swapShoulder) && camera.swapShoulder(), input.justPressed(a.recenter) && camera.recenter();
|
|
383
|
+
let candidate = lockTargets.length > 0 ? pickTarget(g) : NO_ENTITY;
|
|
384
|
+
input.justPressed(a.lockOn) && camera.lockOn(camera.hasLock ? NO_ENTITY : candidate), driver.step(camera, g.clock);
|
|
385
|
+
},
|
|
386
|
+
update(g) {
|
|
387
|
+
active && (camera.look(input.look), camera.lookRateFrom(input, actions.lookX, actions.lookY), camera.update(g.clock), controls.update(g.clock), animator?.update(g.clock));
|
|
388
|
+
},
|
|
389
|
+
system: { fixedUpdate: (g) => rig.fixedUpdate(g), update: (g) => rig.update(g) },
|
|
390
|
+
dispose() {
|
|
391
|
+
active = false, controls.dispose();
|
|
392
|
+
}
|
|
393
|
+
};
|
|
394
|
+
return options.register !== false && game.addSystem(rig.system), rig;
|
|
395
|
+
}
|
|
396
|
+
function firstPerson(game, options = {}) {
|
|
397
|
+
let input = game.input, actions = definePlayActions(input, options.prefix), entity = options.entity ?? spawnAt(game, options.position), motor = new CharacterMotor(game.physics, game.transforms, entity, options.character);
|
|
398
|
+
motor.faceMovement = false, options.heading !== void 0 && (motor.heading = options.heading);
|
|
399
|
+
let lens = cameraLens(game, options.camera, options.view?.fov ?? (74)), view = new FirstPersonView(game.transforms, lens.entity, motor, { lens: lens.lens, ...options.view }), buttons = [
|
|
400
|
+
{ control: TOUCH_CONTROLS.fire, label: "Fire", lookThrough: true },
|
|
401
|
+
{ control: TOUCH_CONTROLS.jump, label: "Jump" },
|
|
402
|
+
{ control: TOUCH_CONTROLS.interact, label: "Use" },
|
|
403
|
+
{ control: TOUCH_CONTROLS.crouch, label: "Crouch", mode: "toggle" },
|
|
404
|
+
{ control: TOUCH_CONTROLS.sprint, label: "Run", mode: "toggle" }
|
|
405
|
+
], controls = touchFor(game, options, "leftStickRightButtons", buttons), animator = options.animation ? new CharacterAnimator(options.animation.port, motor, game.transforms, options.animation.options) : null, driver = new CharacterDriver(input, actions, motor), active = true, rig = {
|
|
406
|
+
game,
|
|
407
|
+
actions,
|
|
408
|
+
motor,
|
|
409
|
+
view,
|
|
410
|
+
controls,
|
|
411
|
+
animator,
|
|
412
|
+
entity,
|
|
413
|
+
cameraEntity: lens.entity,
|
|
414
|
+
get active() {
|
|
415
|
+
return active;
|
|
416
|
+
},
|
|
417
|
+
setActive(next) {
|
|
418
|
+
active = next, controls.setEnabled(next), next ? controls.attach() : controls.detach();
|
|
419
|
+
},
|
|
420
|
+
fixedUpdate(g) {
|
|
421
|
+
active && driver.step(view, g.clock);
|
|
422
|
+
},
|
|
423
|
+
update(g) {
|
|
424
|
+
active && (view.look(input.look), view.lookRateFrom(input, actions.lookX, actions.lookY), view.update(g.clock), controls.update(g.clock), animator?.update(g.clock));
|
|
425
|
+
},
|
|
426
|
+
system: { fixedUpdate: (g) => rig.fixedUpdate(g), update: (g) => rig.update(g) },
|
|
427
|
+
dispose() {
|
|
428
|
+
active = false, controls.dispose();
|
|
429
|
+
}
|
|
430
|
+
};
|
|
431
|
+
return options.register !== false && game.addSystem(rig.system), rig;
|
|
432
|
+
}
|
|
433
|
+
function vehicleDriver(game, options = {}) {
|
|
434
|
+
let input = game.input, actions = defineDriveActions(input, options.prefix), vehicle = options.vehicle;
|
|
435
|
+
if (vehicle === void 0) {
|
|
436
|
+
let spawned = spawnAt(game, options.position);
|
|
437
|
+
vehicle = KitVehicle.spawn(game.physics, spawned, vehiclePreset(options.preset ?? "danfo", options.model));
|
|
438
|
+
}
|
|
439
|
+
let kit = vehicle, entity = kit.vehicle.entity, bodyId = game.physics.bodyId(entity), chaseOptions = chasePreset(kit.spec.name, options.chase), lens = cameraLens(game, options.camera, chaseOptions.fov ?? (62)), camera = new ChaseCamera(game.physics, game.transforms, lens.entity, { entity, bodyId }, { lens: lens.lens, ...chaseOptions }), steer = new Float64Array(1), buttons = [
|
|
440
|
+
{ control: TOUCH_CONTROLS.gas, label: "Gas" },
|
|
441
|
+
{ control: TOUCH_CONTROLS.brake, label: "Brake" },
|
|
442
|
+
{ control: TOUCH_CONTROLS.handbrake, label: "Drift" },
|
|
443
|
+
{ control: TOUCH_CONTROLS.horn, label: "Horn" }
|
|
444
|
+
], controls = touchFor(game, { ...options, move: { axes: "x", ...options.move } }, "driving", buttons), drive = { throttle: 0, brake: 0, steer: 0, handbrake: 0 }, staged = new Float64Array(INPUT_STRIDE);
|
|
445
|
+
staged[INPUT_GEAR] = GEAR_AUTO;
|
|
446
|
+
let active = true, rig = {
|
|
447
|
+
game,
|
|
448
|
+
actions,
|
|
449
|
+
vehicle: kit,
|
|
450
|
+
camera,
|
|
451
|
+
controls,
|
|
452
|
+
drive,
|
|
453
|
+
entity,
|
|
454
|
+
cameraEntity: lens.entity,
|
|
455
|
+
get active() {
|
|
456
|
+
return active;
|
|
457
|
+
},
|
|
458
|
+
setActive(next) {
|
|
459
|
+
active = next, controls.setEnabled(next), next ? controls.attach() : controls.detach();
|
|
460
|
+
},
|
|
461
|
+
fixedUpdate(g) {
|
|
462
|
+
active && (input.valueInto(actions.steer, steer, 0), drive.steer = steer[0], drive.throttle = input.pressed(actions.gas) ? 1 : 0, drive.brake = input.pressed(actions.brake) ? 1 : 0, drive.handbrake = input.pressed(actions.handbrake) ? 1 : 0, staged[INPUT_THROTTLE] = drive.throttle, staged[INPUT_BRAKE] = drive.brake, staged[INPUT_STEER] = steer[0], staged[INPUT_HANDBRAKE] = drive.handbrake, kit.vehicle.driveFrom(staged, 0));
|
|
463
|
+
},
|
|
464
|
+
update(g) {
|
|
465
|
+
active && (camera.look(input.look), camera.lookRateFrom(input, actions.lookX, actions.lookY), camera.update(g.clock), controls.update(g.clock));
|
|
466
|
+
},
|
|
467
|
+
system: { fixedUpdate: (g) => rig.fixedUpdate(g), update: (g) => rig.update(g) },
|
|
468
|
+
dispose() {
|
|
469
|
+
active = false, controls.dispose();
|
|
470
|
+
}
|
|
471
|
+
};
|
|
472
|
+
return options.register !== false && game.addSystem(rig.system), rig;
|
|
473
|
+
}
|
|
474
|
+
|
|
475
|
+
export { ANIM_AIR, ANIM_CROUCH, ANIM_PELVIS_OFFSET, ANIM_SPEED, CHASE_DISTANCE, CHASE_FOV, CHASE_PITCH, CHASE_SPEED, CHASE_X, CHASE_Y, CHASE_YAW, CHASE_Z, CharacterAnimator, ChaseCamera, FirstPersonView, TOUCH_CONTROLS, VIEW_BOB_PHASE, VIEW_BOB_WEIGHT, VIEW_DIP, VIEW_FOV, VIEW_PITCH, VIEW_X, VIEW_Y, VIEW_YAW, VIEW_Z, chasePreset, defineDriveActions, definePlayActions, engineSurfaceOf, firstPerson, thirdPersonCharacter, vehicleDriver };
|