@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.
Files changed (608) hide show
  1. package/LICENSE +21 -0
  2. package/dist/advanced.d.mts +4 -3
  3. package/dist/advanced.d.ts +4 -3
  4. package/dist/advanced.js +24 -24
  5. package/dist/advanced.mjs +5 -5
  6. package/dist/animation-4EXBXRVX.js +27 -0
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  8. package/dist/audio-DhvyjqdA.d.mts +249 -0
  9. package/dist/audio-m0w8cnxq.d.ts +249 -0
  10. package/dist/avatars.d.mts +110 -0
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  12. package/dist/avatars.js +82 -0
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  14. package/dist/backend-gUCzs5Kg.d.mts +3866 -0
  15. package/dist/backend-gUCzs5Kg.d.ts +3866 -0
  16. package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
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@@ -0,0 +1,475 @@
1
+ import { KitVehicle, vehiclePreset } from './chunk-CYBMFMJD.mjs';
2
+ 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';
3
+ 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';
4
+ import { ROOT_MOTION_WORDS } from './chunk-7ARSJPV3.mjs';
5
+ import { GEAR_AUTO, INPUT_GEAR, INPUT_STRIDE, INPUT_THROTTLE, INPUT_BRAKE, INPUT_STEER, INPUT_HANDBRAKE } from './chunk-RUVGVNOF.mjs';
6
+ import { RayQuery, RayHit } from './chunk-HF5HPS4T.mjs';
7
+ import { NO_ENTITY } from './chunk-T3AFF3L7.mjs';
8
+ import { FRAME_SECONDS_SLOT } from './chunk-IDLW4NWA.mjs';
9
+ import { GameError } from './chunk-XJIHN3BY.mjs';
10
+
11
+ // src/game/kit/character/animator.ts
12
+ 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 {
13
+ constructor(port, motor, transforms, options) {
14
+ 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);
20
+ let foot = this.foot, leftOptions = foot?.leftContact ?? null, rightOptions = foot?.rightContact ?? null, contactPort = leftOptions !== null || rightOptions !== null ? contactPortOf(port) : null;
21
+ 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;
22
+ let needsEvents = (leftOptions?.footDown ?? null) !== null || (rightOptions?.footDown ?? null) !== null;
23
+ 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)
24
+ throw new GameError("invalid_argument", "foot bones need a port with readBonePoses");
25
+ let s = this.state;
26
+ for (let i = (4); i <= (9); i++) s[i] = Number.NaN;
27
+ motor.useRootMotion = this.motion !== null;
28
+ }
29
+ update(clock) {
30
+ let s = this.state, motor = this.motor, m = motor.state, k = 1 - Math.exp(-this.sharpness * clock[FRAME_SECONDS_SLOT]);
31
+ s[(0)] += ((motor.grounded ? 0 : 1) - s[(0)]) * k, s[(1)] = m[CHAR_CROUCH], s[(2)] += (m[CHAR_SPEED_NORMALIZED] - s[(2)]) * k;
32
+ let ground = 1 - s[(0)], crouch = this.crouch === null ? 0 : s[(1)], heading = m[CHAR_HEADING];
33
+ if (this.directional) {
34
+ let c = Math.cos(heading), n = Math.sin(heading), scale = motor.runSpeed > 0 ? 1 / motor.runSpeed : 0;
35
+ s[(10)] = (m[CHAR_VX] * c - m[CHAR_VZ] * n) * scale, s[(11)] = (m[CHAR_VX] * n + m[CHAR_VZ] * c) * scale;
36
+ } else
37
+ s[(10)] = s[(2)], s[(11)] = 0;
38
+ 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());
39
+ }
40
+ get leftFoot() {
41
+ return this.leftContact;
42
+ }
43
+ get rightFoot() {
44
+ return this.rightContact;
45
+ }
46
+ sendLocomotion() {
47
+ let s = this.state;
48
+ 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)));
49
+ }
50
+ sendCrouch() {
51
+ let s = this.state;
52
+ 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)));
53
+ }
54
+ sendAir() {
55
+ 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 };