@dcl/ecs 7.22.5-24836126953.commit-ddc8da1 → 7.22.5

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 (121) hide show
  1. package/dist/components/extended/ParticleSystem.d.ts +24 -0
  2. package/dist/components/extended/ParticleSystem.js +23 -0
  3. package/dist/components/generated/ParticleSystem.gen.d.ts +1 -0
  4. package/dist/components/generated/ParticleSystem.gen.js +25 -0
  5. package/dist/components/generated/component-names.gen.js +1 -0
  6. package/dist/components/generated/global.gen.d.ts +2 -0
  7. package/dist/components/generated/global.gen.js +1 -0
  8. package/dist/components/generated/index.gen.d.ts +4 -0
  9. package/dist/components/generated/index.gen.js +5 -0
  10. package/dist/components/generated/pb/decentraland/common/colors.gen.d.ts +15 -0
  11. package/dist/components/generated/pb/decentraland/common/colors.gen.js +47 -0
  12. package/dist/components/generated/pb/decentraland/common/floats.gen.d.ts +16 -0
  13. package/dist/components/generated/pb/decentraland/common/floats.gen.js +50 -0
  14. package/dist/components/generated/pb/decentraland/sdk/components/common/input_action.gen.d.ts +10 -1
  15. package/dist/components/generated/pb/decentraland/sdk/components/common/input_action.gen.js +10 -0
  16. package/dist/components/generated/pb/decentraland/sdk/components/particle_system.gen.d.ts +241 -0
  17. package/dist/components/generated/pb/decentraland/sdk/components/particle_system.gen.js +717 -0
  18. package/dist/components/generated/pb/decentraland/sdk/components/pointer_events.gen.d.ts +5 -1
  19. package/dist/components/generated/pb/decentraland/sdk/components/pointer_events.gen.js +20 -1
  20. package/dist/components/generated/types.gen.d.ts +2 -0
  21. package/dist/components/generated/types.gen.js +3 -0
  22. package/dist/components/index.d.ts +2 -5
  23. package/dist/components/index.js +5 -5
  24. package/dist/components/manual/Transform.d.ts +13 -9
  25. package/dist/components/manual/Transform.js +11 -3
  26. package/dist/components/types.d.ts +1 -1
  27. package/dist/engine/component.d.ts +1 -52
  28. package/dist/engine/grow-only-value-set-component-definition.js +2 -45
  29. package/dist/engine/lww-element-set-component-definition.d.ts +3 -5
  30. package/dist/engine/lww-element-set-component-definition.js +35 -70
  31. package/dist/index.d.ts +3 -2
  32. package/dist/index.js +3 -1
  33. package/dist/runtime/helpers/index.d.ts +1 -0
  34. package/dist/runtime/helpers/index.js +1 -0
  35. package/dist/runtime/helpers/tree.d.ts +6 -0
  36. package/dist/runtime/helpers/tree.js +2 -2
  37. package/dist/runtime/helpers/vectors.d.ts +1 -0
  38. package/dist/runtime/helpers/vectors.js +36 -0
  39. package/dist/runtime/initialization/index.d.ts +7 -0
  40. package/dist/runtime/initialization/index.js +6 -0
  41. package/dist/serialization/crdt/index.d.ts +0 -1
  42. package/dist/serialization/crdt/index.js +0 -1
  43. package/dist/serialization/crdt/network/utils.d.ts +9 -0
  44. package/dist/serialization/crdt/network/utils.js +60 -0
  45. package/dist/serialization/crdt/types.d.ts +3 -25
  46. package/dist/serialization/crdt/types.js +1 -3
  47. package/dist/systems/crdt/index.d.ts +1 -0
  48. package/dist/systems/crdt/index.js +146 -55
  49. package/dist/systems/events.d.ts +65 -0
  50. package/dist/systems/events.js +70 -8
  51. package/dist/systems/physics-force.d.ts +1 -0
  52. package/dist/systems/physics-force.js +140 -0
  53. package/dist/systems/physics-impulse.d.ts +12 -0
  54. package/dist/systems/physics-impulse.js +85 -0
  55. package/dist/systems/physics.d.ts +77 -0
  56. package/dist/systems/physics.js +18 -0
  57. package/dist-cjs/components/extended/ParticleSystem.d.ts +24 -0
  58. package/dist-cjs/components/extended/ParticleSystem.js +28 -0
  59. package/dist-cjs/components/generated/ParticleSystem.gen.d.ts +1 -0
  60. package/dist-cjs/components/generated/ParticleSystem.gen.js +28 -0
  61. package/dist-cjs/components/generated/component-names.gen.js +1 -0
  62. package/dist-cjs/components/generated/global.gen.d.ts +2 -0
  63. package/dist-cjs/components/generated/global.gen.js +3 -1
  64. package/dist-cjs/components/generated/index.gen.d.ts +4 -0
  65. package/dist-cjs/components/generated/index.gen.js +8 -2
  66. package/dist-cjs/components/generated/pb/decentraland/common/colors.gen.d.ts +15 -0
  67. package/dist-cjs/components/generated/pb/decentraland/common/colors.gen.js +48 -1
  68. package/dist-cjs/components/generated/pb/decentraland/common/floats.gen.d.ts +16 -0
  69. package/dist-cjs/components/generated/pb/decentraland/common/floats.gen.js +56 -0
  70. package/dist-cjs/components/generated/pb/decentraland/sdk/components/common/input_action.gen.d.ts +10 -1
  71. package/dist-cjs/components/generated/pb/decentraland/sdk/components/common/input_action.gen.js +11 -1
  72. package/dist-cjs/components/generated/pb/decentraland/sdk/components/particle_system.gen.d.ts +241 -0
  73. package/dist-cjs/components/generated/pb/decentraland/sdk/components/particle_system.gen.js +723 -0
  74. package/dist-cjs/components/generated/pb/decentraland/sdk/components/pointer_events.gen.d.ts +5 -1
  75. package/dist-cjs/components/generated/pb/decentraland/sdk/components/pointer_events.gen.js +20 -1
  76. package/dist-cjs/components/generated/types.gen.d.ts +2 -0
  77. package/dist-cjs/components/generated/types.gen.js +5 -0
  78. package/dist-cjs/components/index.d.ts +2 -5
  79. package/dist-cjs/components/index.js +7 -7
  80. package/dist-cjs/components/manual/Transform.d.ts +13 -9
  81. package/dist-cjs/components/manual/Transform.js +34 -3
  82. package/dist-cjs/components/types.d.ts +1 -1
  83. package/dist-cjs/engine/component.d.ts +1 -52
  84. package/dist-cjs/engine/grow-only-value-set-component-definition.js +1 -44
  85. package/dist-cjs/engine/lww-element-set-component-definition.d.ts +3 -5
  86. package/dist-cjs/engine/lww-element-set-component-definition.js +36 -73
  87. package/dist-cjs/index.d.ts +3 -2
  88. package/dist-cjs/index.js +4 -2
  89. package/dist-cjs/runtime/helpers/index.d.ts +1 -0
  90. package/dist-cjs/runtime/helpers/index.js +1 -0
  91. package/dist-cjs/runtime/helpers/tree.d.ts +6 -0
  92. package/dist-cjs/runtime/helpers/tree.js +3 -2
  93. package/dist-cjs/runtime/helpers/vectors.d.ts +1 -0
  94. package/dist-cjs/runtime/helpers/vectors.js +39 -0
  95. package/dist-cjs/runtime/initialization/index.d.ts +7 -0
  96. package/dist-cjs/runtime/initialization/index.js +7 -1
  97. package/dist-cjs/serialization/crdt/index.d.ts +0 -1
  98. package/dist-cjs/serialization/crdt/index.js +0 -1
  99. package/dist-cjs/serialization/crdt/network/utils.d.ts +9 -0
  100. package/dist-cjs/serialization/crdt/network/utils.js +67 -0
  101. package/dist-cjs/serialization/crdt/types.d.ts +3 -25
  102. package/dist-cjs/serialization/crdt/types.js +1 -3
  103. package/dist-cjs/systems/crdt/index.d.ts +1 -0
  104. package/dist-cjs/systems/crdt/index.js +169 -55
  105. package/dist-cjs/systems/events.d.ts +65 -0
  106. package/dist-cjs/systems/events.js +70 -8
  107. package/dist-cjs/systems/physics-force.d.ts +1 -0
  108. package/dist-cjs/systems/physics-force.js +167 -0
  109. package/dist-cjs/systems/physics-impulse.d.ts +12 -0
  110. package/dist-cjs/systems/physics-impulse.js +112 -0
  111. package/dist-cjs/systems/physics.d.ts +77 -0
  112. package/dist-cjs/systems/physics.js +23 -0
  113. package/package.json +3 -2
  114. package/dist/components/manual/CreatedBy.d.ts +0 -9
  115. package/dist/components/manual/CreatedBy.js +0 -8
  116. package/dist/serialization/crdt/authoritativePutComponent.d.ts +0 -15
  117. package/dist/serialization/crdt/authoritativePutComponent.js +0 -47
  118. package/dist-cjs/components/manual/CreatedBy.d.ts +0 -9
  119. package/dist-cjs/components/manual/CreatedBy.js +0 -10
  120. package/dist-cjs/serialization/crdt/authoritativePutComponent.d.ts +0 -15
  121. package/dist-cjs/serialization/crdt/authoritativePutComponent.js +0 -50
@@ -17,6 +17,7 @@ export type EventSystemOptions = {
17
17
  showFeedback?: boolean;
18
18
  showHighlight?: boolean;
19
19
  maxPlayerDistance?: number;
20
+ priority?: number;
20
21
  };
21
22
  export declare const getDefaultOpts: (opts?: Partial<EventSystemOptions>) => EventSystemOptions;
22
23
  /**
@@ -47,6 +48,30 @@ export interface PointerEventsSystem {
47
48
  * @param entity - Entity where the callback was attached
48
49
  */
49
50
  removeOnPointerHoverLeave(entity: Entity): void;
51
+ /**
52
+ * @public
53
+ * Remove the callback for onProximityDown event
54
+ * @param entity - Entity where the callback was attached
55
+ */
56
+ removeOnProximityDown(entity: Entity): void;
57
+ /**
58
+ * @public
59
+ * Remove the callback for onProximityUp event
60
+ * @param entity - Entity where the callback was attached
61
+ */
62
+ removeOnProximityUp(entity: Entity): void;
63
+ /**
64
+ * @public
65
+ * Remove the callback for onProximityEnter event
66
+ * @param entity - Entity where the callback was attached
67
+ */
68
+ removeOnProximityEnter(entity: Entity): void;
69
+ /**
70
+ * @public
71
+ * Remove the callback for onProximityLeave event
72
+ * @param entity - Entity where the callback was attached
73
+ */
74
+ removeOnProximityLeave(entity: Entity): void;
50
75
  /**
51
76
  * @public
52
77
  * Execute callback when the user press the InputButton pointing at the entity
@@ -101,6 +126,46 @@ export interface PointerEventsSystem {
101
126
  entity: Entity;
102
127
  opts?: Partial<EventSystemOptions>;
103
128
  }, cb: EventSystemCallback): void;
129
+ /**
130
+ * @public
131
+ * Execute callback when the user presses the proximity button on the entity
132
+ * @param pointerData - Entity to attach the callback - Opts to trigger Feedback and Button
133
+ * @param cb - Function to execute when click fires
134
+ */
135
+ onProximityDown(pointerData: {
136
+ entity: Entity;
137
+ opts?: Partial<EventSystemOptions>;
138
+ }, cb: EventSystemCallback): void;
139
+ /**
140
+ * @public
141
+ * Execute callback when the user releases the proximity button on the entity
142
+ * @param pointerData - Entity to attach the callback - Opts to trigger Feedback and Button
143
+ * @param cb - Function to execute when event fires
144
+ */
145
+ onProximityUp(pointerData: {
146
+ entity: Entity;
147
+ opts?: Partial<EventSystemOptions>;
148
+ }, cb: EventSystemCallback): void;
149
+ /**
150
+ * @public
151
+ * Execute callback when the entity enters the proximity zone of the user
152
+ * @param pointerData - Entity to attach the callback - Opts to trigger Feedback and Button
153
+ * @param cb - Function to execute when event fires
154
+ */
155
+ onProximityEnter(pointerData: {
156
+ entity: Entity;
157
+ opts?: Partial<EventSystemOptions>;
158
+ }, cb: EventSystemCallback): void;
159
+ /**
160
+ * @public
161
+ * Execute callback when the entity leaves the proximity zone of the user
162
+ * @param pointerData - Entity to attach the callback - Opts to trigger Feedback and Button
163
+ * @param cb - Function to execute when event fires
164
+ */
165
+ onProximityLeave(pointerData: {
166
+ entity: Entity;
167
+ opts?: Partial<EventSystemOptions>;
168
+ }, cb: EventSystemCallback): void;
104
169
  }
105
170
  /**
106
171
  * @public
@@ -18,12 +18,14 @@ export function createPointerEventsSystem(engine, inputSystem) {
18
18
  EventType[EventType["Up"] = 2] = "Up";
19
19
  EventType[EventType["HoverEnter"] = 3] = "HoverEnter";
20
20
  EventType[EventType["HoverLeave"] = 4] = "HoverLeave";
21
+ EventType[EventType["ProximityEnter"] = 5] = "ProximityEnter";
22
+ EventType[EventType["ProximityLeave"] = 6] = "ProximityLeave";
21
23
  })(EventType || (EventType = {}));
22
24
  const eventsMap = new Map();
23
25
  function getEvent(entity) {
24
26
  return eventsMap.get(entity) || eventsMap.set(entity, new Map()).get(entity);
25
27
  }
26
- function setPointerEvent(entity, type, opts) {
28
+ function setPointerEvent(entity, type, opts, interactionType = 0 /* InteractionType.CURSOR */) {
27
29
  const pointerEvent = PointerEvents.getMutableOrNull(entity) || PointerEvents.create(entity);
28
30
  pointerEvent.pointerEvents.push({
29
31
  eventType: type,
@@ -33,15 +35,19 @@ export function createPointerEventsSystem(engine, inputSystem) {
33
35
  showHighlight: opts.showHighlight,
34
36
  hoverText: opts.hoverText,
35
37
  maxDistance: opts.maxDistance,
36
- maxPlayerDistance: opts.maxPlayerDistance
37
- }
38
+ maxPlayerDistance: opts.maxPlayerDistance,
39
+ priority: opts.priority
40
+ },
41
+ interactionType: interactionType ?? 0 /* InteractionType.CURSOR */
38
42
  });
39
43
  }
40
- function removePointerEvent(entity, type, button) {
44
+ function removePointerEvent(entity, type, button, interactionType = 0 /* InteractionType.CURSOR */) {
41
45
  const pointerEvent = PointerEvents.getMutableOrNull(entity);
42
46
  if (!pointerEvent)
43
47
  return;
44
- pointerEvent.pointerEvents = pointerEvent.pointerEvents.filter((pointer) => !(pointer.eventInfo?.button === button && pointer.eventType === type));
48
+ pointerEvent.pointerEvents = pointerEvent.pointerEvents.filter((pointer) => !(pointer.eventInfo?.button === button &&
49
+ pointer.eventType === type &&
50
+ pointer.interactionType === interactionType));
45
51
  }
46
52
  function getPointerEvent(eventType) {
47
53
  if (eventType === EventType.Up) {
@@ -53,9 +59,15 @@ export function createPointerEventsSystem(engine, inputSystem) {
53
59
  else if (eventType === EventType.HoverEnter) {
54
60
  return 2 /* PointerEventType.PET_HOVER_ENTER */;
55
61
  }
62
+ else if (eventType === EventType.ProximityEnter) {
63
+ return 4 /* PointerEventType.PET_PROXIMITY_ENTER */;
64
+ }
65
+ else if (eventType === EventType.ProximityLeave) {
66
+ return 5 /* PointerEventType.PET_PROXIMITY_LEAVE */;
67
+ }
56
68
  return 1 /* PointerEventType.PET_DOWN */;
57
69
  }
58
- function removeEvent(entity, type) {
70
+ function removeEvent(entity, type, interactionType = 0 /* InteractionType.CURSOR */) {
59
71
  const event = getEvent(entity);
60
72
  const pointerEvent = event.get(type);
61
73
  if (pointerEvent?.opts.hoverText) {
@@ -78,7 +90,9 @@ export function createPointerEventsSystem(engine, inputSystem) {
78
90
  if (eventType === EventType.Down ||
79
91
  eventType === EventType.Up ||
80
92
  eventType === EventType.HoverEnter ||
81
- eventType === EventType.HoverLeave) {
93
+ eventType === EventType.HoverLeave ||
94
+ eventType === EventType.ProximityEnter ||
95
+ eventType === EventType.ProximityLeave) {
82
96
  const command = inputSystem.getInputCommand(opts.button, getPointerEvent(eventType), entity);
83
97
  if (command) {
84
98
  checkNotThenable(cb(command), 'Event handler returned a thenable. Only synchronous functions are allowed');
@@ -125,6 +139,38 @@ export function createPointerEventsSystem(engine, inputSystem) {
125
139
  getEvent(entity).set(EventType.HoverLeave, { cb, opts: options });
126
140
  setPointerEvent(entity, 3 /* PointerEventType.PET_HOVER_LEAVE */, options);
127
141
  };
142
+ const onProximityDown = (...args) => {
143
+ const [data, cb] = args;
144
+ const { entity, opts } = data;
145
+ const options = getDefaultOpts(opts);
146
+ removeEvent(entity, EventType.Down, 1 /* InteractionType.PROXIMITY */);
147
+ getEvent(entity).set(EventType.Down, { cb, opts: options });
148
+ setPointerEvent(entity, 1 /* PointerEventType.PET_DOWN */, options, 1 /* InteractionType.PROXIMITY */);
149
+ };
150
+ const onProximityUp = (...args) => {
151
+ const [data, cb] = args;
152
+ const { entity, opts } = data;
153
+ const options = getDefaultOpts(opts);
154
+ removeEvent(entity, EventType.Up, 1 /* InteractionType.PROXIMITY */);
155
+ getEvent(entity).set(EventType.Up, { cb, opts: options });
156
+ setPointerEvent(entity, 0 /* PointerEventType.PET_UP */, options, 1 /* InteractionType.PROXIMITY */);
157
+ };
158
+ const onProximityEnter = (...args) => {
159
+ const [data, cb] = args;
160
+ const { entity, opts } = data;
161
+ const options = getDefaultOpts(opts);
162
+ removeEvent(entity, EventType.ProximityEnter, 1 /* InteractionType.PROXIMITY */);
163
+ getEvent(entity).set(EventType.ProximityEnter, { cb, opts: options });
164
+ setPointerEvent(entity, 4 /* PointerEventType.PET_PROXIMITY_ENTER */, options, 1 /* InteractionType.PROXIMITY */);
165
+ };
166
+ const onProximityLeave = (...args) => {
167
+ const [data, cb] = args;
168
+ const { entity, opts } = data;
169
+ const options = getDefaultOpts(opts);
170
+ removeEvent(entity, EventType.ProximityLeave, 1 /* InteractionType.PROXIMITY */);
171
+ getEvent(entity).set(EventType.ProximityLeave, { cb, opts: options });
172
+ setPointerEvent(entity, 5 /* PointerEventType.PET_PROXIMITY_LEAVE */, options, 1 /* InteractionType.PROXIMITY */);
173
+ };
128
174
  return {
129
175
  removeOnClick(entity) {
130
176
  removeEvent(entity, EventType.Click);
@@ -141,6 +187,18 @@ export function createPointerEventsSystem(engine, inputSystem) {
141
187
  removeOnPointerHoverLeave(entity) {
142
188
  removeEvent(entity, EventType.HoverLeave);
143
189
  },
190
+ removeOnProximityDown(entity) {
191
+ removeEvent(entity, EventType.Down, 1 /* InteractionType.PROXIMITY */);
192
+ },
193
+ removeOnProximityUp(entity) {
194
+ removeEvent(entity, EventType.Up, 1 /* InteractionType.PROXIMITY */);
195
+ },
196
+ removeOnProximityEnter(entity) {
197
+ removeEvent(entity, EventType.ProximityEnter, 1 /* InteractionType.PROXIMITY */);
198
+ },
199
+ removeOnProximityLeave(entity) {
200
+ removeEvent(entity, EventType.ProximityLeave, 1 /* InteractionType.PROXIMITY */);
201
+ },
144
202
  onClick(value, cb) {
145
203
  const { entity } = value;
146
204
  const options = getDefaultOpts(value.opts);
@@ -153,6 +211,10 @@ export function createPointerEventsSystem(engine, inputSystem) {
153
211
  onPointerDown,
154
212
  onPointerUp,
155
213
  onPointerHoverEnter,
156
- onPointerHoverLeave
214
+ onPointerHoverLeave,
215
+ onProximityDown,
216
+ onProximityUp,
217
+ onProximityEnter,
218
+ onProximityLeave
157
219
  };
158
220
  }
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,140 @@
1
+ import * as components from '../components';
2
+ import { Vector3, createTimers } from '../runtime/helpers';
3
+ import { KnockbackFalloff } from './physics-impulse';
4
+ /** @internal */
5
+ export function createPhysicsForceHelper(engine) {
6
+ const PhysicsCombinedForce = components.PhysicsCombinedForce(engine);
7
+ const Transform = components.Transform(engine);
8
+ const timers = createTimers(engine);
9
+ const durationTimers = new Map();
10
+ // Key = source entity producing the force (not the target); all forces target PlayerEntity.
11
+ const forceSources = new Map();
12
+ const repulsionSources = new Map();
13
+ let lastWrittenForceVector = null;
14
+ function recalcForce() {
15
+ if (forceSources.size === 0) {
16
+ if (PhysicsCombinedForce.has(engine.PlayerEntity)) {
17
+ PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
18
+ }
19
+ lastWrittenForceVector = null;
20
+ return;
21
+ }
22
+ const current = PhysicsCombinedForce.getOrNull(engine.PlayerEntity);
23
+ if (current && lastWrittenForceVector && current.vector) {
24
+ if (!Vector3.equals(current.vector, lastWrittenForceVector)) {
25
+ console.error('PBPhysicsCombinedForce was modified externally.', 'Expected:', lastWrittenForceVector, 'Found:', current.vector, '-- overwriting with local state.');
26
+ }
27
+ }
28
+ let sum = { x: 0, y: 0, z: 0 };
29
+ for (const v of forceSources.values()) {
30
+ sum = Vector3.add(sum, v);
31
+ }
32
+ PhysicsCombinedForce.createOrReplace(engine.PlayerEntity, { vector: sum });
33
+ lastWrittenForceVector = sum;
34
+ }
35
+ function applyForceToPlayer(source, vector, magnitude) {
36
+ let finalVector;
37
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
38
+ return;
39
+ if (typeof magnitude === 'number') {
40
+ finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
41
+ }
42
+ else {
43
+ finalVector = vector;
44
+ }
45
+ forceSources.set(source, finalVector);
46
+ recalcForce();
47
+ }
48
+ function removeForceFromPlayer(source) {
49
+ repulsionSources.delete(source);
50
+ const timerId = durationTimers.get(source);
51
+ if (timerId !== undefined) {
52
+ timers.clearTimeout(timerId);
53
+ durationTimers.delete(source);
54
+ }
55
+ if (!forceSources.has(source))
56
+ return;
57
+ forceSources.delete(source);
58
+ recalcForce();
59
+ }
60
+ function scheduleForceDuration(source, seconds) {
61
+ const existing = durationTimers.get(source);
62
+ if (existing !== undefined) {
63
+ timers.clearTimeout(existing);
64
+ }
65
+ const timerId = timers.setTimeout(() => {
66
+ durationTimers.delete(source);
67
+ removeForceFromPlayer(source);
68
+ }, seconds * 1000);
69
+ durationTimers.set(source, timerId);
70
+ }
71
+ function applyForceToPlayerForDuration(source, duration, vector, magnitude) {
72
+ applyForceToPlayer(source, vector, magnitude);
73
+ scheduleForceDuration(source, duration);
74
+ }
75
+ function computeRepulsionVector(fromPosition, magnitude, radius, falloff) {
76
+ const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
77
+ if (Vector3.equalsToFloats(diff, 0, 0, 0))
78
+ return { x: 0, y: magnitude, z: 0 };
79
+ // Fast path: default params — no need to compute distance
80
+ if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
81
+ return Vector3.scale(Vector3.normalize(diff), magnitude);
82
+ }
83
+ const distance = Vector3.length(diff);
84
+ if (distance > radius)
85
+ return null;
86
+ let effectiveMagnitude;
87
+ switch (falloff) {
88
+ case KnockbackFalloff.LINEAR:
89
+ effectiveMagnitude = magnitude * (1 - distance / radius);
90
+ break;
91
+ case KnockbackFalloff.INVERSE_SQUARE:
92
+ effectiveMagnitude = magnitude / (distance * distance + 1);
93
+ break;
94
+ case KnockbackFalloff.CONSTANT:
95
+ default:
96
+ effectiveMagnitude = magnitude;
97
+ break;
98
+ }
99
+ if (effectiveMagnitude === 0)
100
+ return null;
101
+ // normalize(diff) * effectiveMagnitude in one step
102
+ return Vector3.scale(diff, effectiveMagnitude / distance);
103
+ }
104
+ function applyRepulsionForceToPlayer(source, fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
105
+ repulsionSources.set(source, { fromPosition, magnitude, radius, falloff });
106
+ const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
107
+ if (vector) {
108
+ forceSources.set(source, vector);
109
+ }
110
+ else {
111
+ forceSources.delete(source);
112
+ }
113
+ recalcForce();
114
+ }
115
+ // Background system: recalculate repulsion vectors and clean up stale forces every tick.
116
+ // Stale forces can appear when CRDT sync from another client writes PhysicsCombinedForce
117
+ // externally (entity-1 ambiguity: each client interprets entity 1 as its own player).
118
+ engine.addSystem(() => {
119
+ // Repulsion forces need per-tick direction recalculation as the player moves
120
+ if (repulsionSources.size > 0) {
121
+ for (const [source, { fromPosition, magnitude, radius, falloff }] of repulsionSources) {
122
+ const vector = computeRepulsionVector(fromPosition, magnitude, radius, falloff);
123
+ if (vector) {
124
+ forceSources.set(source, vector);
125
+ }
126
+ else {
127
+ forceSources.delete(source);
128
+ }
129
+ }
130
+ recalcForce();
131
+ return;
132
+ }
133
+ // No local sources — clean up any externally-created component (e.g. from CRDT sync)
134
+ if (forceSources.size === 0 && PhysicsCombinedForce.has(engine.PlayerEntity)) {
135
+ PhysicsCombinedForce.deleteFrom(engine.PlayerEntity);
136
+ lastWrittenForceVector = null;
137
+ }
138
+ });
139
+ return { applyForceToPlayer, removeForceFromPlayer, applyForceToPlayerForDuration, applyRepulsionForceToPlayer };
140
+ }
@@ -0,0 +1,12 @@
1
+ /**
2
+ * @public
3
+ * Falloff mode for knockback force over distance.
4
+ */
5
+ export declare enum KnockbackFalloff {
6
+ /** Same force at any distance within radius */
7
+ CONSTANT = 0,
8
+ /** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
9
+ LINEAR = 1,
10
+ /** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
11
+ INVERSE_SQUARE = 2
12
+ }
@@ -0,0 +1,85 @@
1
+ import * as components from '../components';
2
+ import { Vector3 } from '../runtime/helpers';
3
+ /**
4
+ * @public
5
+ * Falloff mode for knockback force over distance.
6
+ */
7
+ export var KnockbackFalloff;
8
+ (function (KnockbackFalloff) {
9
+ /** Same force at any distance within radius */
10
+ KnockbackFalloff[KnockbackFalloff["CONSTANT"] = 0] = "CONSTANT";
11
+ /** Smooth linear decrease to 0 at radius edge: F = magnitude * (1 - distance / radius) */
12
+ KnockbackFalloff[KnockbackFalloff["LINEAR"] = 1] = "LINEAR";
13
+ /** Sharp drop-off, physically realistic: F = magnitude / (distance^2 + 1) */
14
+ KnockbackFalloff[KnockbackFalloff["INVERSE_SQUARE"] = 2] = "INVERSE_SQUARE";
15
+ })(KnockbackFalloff || (KnockbackFalloff = {}));
16
+ /** @internal */
17
+ export function createPhysicsImpulseHelper(engine) {
18
+ const PhysicsCombinedImpulse = components.PhysicsCombinedImpulse(engine);
19
+ const Transform = components.Transform(engine);
20
+ const EngineInfo = components.EngineInfo(engine);
21
+ let impulseEventId = 0;
22
+ let lastWrittenEventId = 0;
23
+ let lastWrittenTick = -1;
24
+ function applyImpulseToPlayer(vector, magnitude) {
25
+ let finalVector;
26
+ if (typeof magnitude === 'number') {
27
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
28
+ return;
29
+ finalVector = Vector3.scale(Vector3.normalize(vector), magnitude);
30
+ }
31
+ else {
32
+ if (Vector3.equalsToFloats(vector, 0, 0, 0))
33
+ return;
34
+ finalVector = vector;
35
+ }
36
+ const currentTick = EngineInfo.getOrNull(engine.RootEntity)?.tickNumber ?? 0;
37
+ const existing = PhysicsCombinedImpulse.getOrNull(engine.PlayerEntity);
38
+ if (existing && existing.eventId !== lastWrittenEventId && lastWrittenEventId !== 0) {
39
+ throw new Error('PBPhysicsCombinedImpulse was modified outside Physics helper. ' +
40
+ 'Do not mix direct component access with Physics.applyImpulseToPlayer().');
41
+ }
42
+ if (lastWrittenTick === currentTick && existing) {
43
+ finalVector = Vector3.add(existing.vector ?? { x: 0, y: 0, z: 0 }, finalVector);
44
+ }
45
+ else {
46
+ lastWrittenEventId = ++impulseEventId;
47
+ }
48
+ lastWrittenTick = currentTick;
49
+ PhysicsCombinedImpulse.createOrReplace(engine.PlayerEntity, {
50
+ vector: finalVector,
51
+ eventId: lastWrittenEventId
52
+ });
53
+ }
54
+ function applyKnockbackToPlayer(fromPosition, magnitude, radius = Infinity, falloff = KnockbackFalloff.CONSTANT) {
55
+ const diff = Vector3.subtract(Transform.get(engine.PlayerEntity).position, fromPosition);
56
+ if (Vector3.equalsToFloats(diff, 0, 0, 0)) {
57
+ applyImpulseToPlayer({ x: 0, y: magnitude, z: 0 });
58
+ return;
59
+ }
60
+ // Fast path: default params — no need to compute distance
61
+ if (radius === Infinity && falloff === KnockbackFalloff.CONSTANT) {
62
+ applyImpulseToPlayer(Vector3.scale(Vector3.normalize(diff), magnitude));
63
+ return;
64
+ }
65
+ const distance = Vector3.length(diff);
66
+ if (distance > radius)
67
+ return;
68
+ let effectiveMagnitude;
69
+ switch (falloff) {
70
+ case KnockbackFalloff.LINEAR:
71
+ effectiveMagnitude = magnitude * (1 - distance / radius);
72
+ break;
73
+ case KnockbackFalloff.INVERSE_SQUARE:
74
+ effectiveMagnitude = magnitude / (distance * distance + 1);
75
+ break;
76
+ case KnockbackFalloff.CONSTANT:
77
+ default:
78
+ effectiveMagnitude = magnitude;
79
+ break;
80
+ }
81
+ // normalize(diff) * effectiveMagnitude in one step
82
+ applyImpulseToPlayer(Vector3.scale(diff, effectiveMagnitude / distance));
83
+ }
84
+ return { applyImpulseToPlayer, applyKnockbackToPlayer };
85
+ }
@@ -0,0 +1,77 @@
1
+ import { Entity } from '../engine';
2
+ import { Vector3Type } from '../schemas';
3
+ import { KnockbackFalloff } from './physics-impulse';
4
+ export { KnockbackFalloff } from './physics-impulse';
5
+ /**
6
+ * @public
7
+ */
8
+ export interface PhysicsSystem {
9
+ /**
10
+ * Apply a one-shot impulse to the player entity.
11
+ * Multiple calls within the same frame are accumulated (summed).
12
+ *
13
+ * @param vector - a single `vector` whose length encodes the strength.
14
+ * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
15
+ */
16
+ applyImpulseToPlayer(vector: Vector3Type): void;
17
+ applyImpulseToPlayer(direction: Vector3Type, magnitude: number): void;
18
+ /**
19
+ * Apply a continuous force to the player from a given source entity.
20
+ * Multiple sources are accumulated: the registry sums all active forces
21
+ * and writes a single PBPhysicsCombinedForce component.
22
+ * Calling again with the same source replaces its previous force.
23
+ *
24
+ * @param source - Entity key identifying this force source
25
+ * @param vector - single `vector` whose length encodes the strength
26
+ * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
27
+ */
28
+ applyForceToPlayer(source: Entity, vector: Vector3Type): void;
29
+ applyForceToPlayer(source: Entity, direction: Vector3Type, magnitude: number): void;
30
+ /**
31
+ * Remove a continuous force from the player. Remaining sources are
32
+ * re-summed; if none remain the force is cleared. No-op if the source
33
+ * is not registered.
34
+ *
35
+ * @param source - Entity key identifying the force source to remove
36
+ */
37
+ removeForceFromPlayer(source: Entity): void;
38
+ /**
39
+ * Push the player away from a point. Computes direction from
40
+ * `fromPosition` to the player, applies falloff, and delegates
41
+ * to applyImpulseToPlayer.
42
+ *
43
+ * If the player is exactly at `fromPosition`, pushes upward.
44
+ *
45
+ * @param fromPosition - world-space origin of the knockback (explosion center, enemy position, etc.)
46
+ * @param magnitude - base impulse strength
47
+ * @param radius - max distance of effect (default: Infinity)
48
+ * @param falloff - how force decreases with distance (default: CONSTANT)
49
+ */
50
+ applyKnockbackToPlayer(fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
51
+ /**
52
+ * Apply a continuous force to the player for a limited duration.
53
+ * After `duration` seconds the force is automatically removed.
54
+ * Calling again with the same source resets the timer.
55
+ *
56
+ * @param source - Entity key identifying this force source
57
+ * @param duration - how long the force lasts, in seconds
58
+ * @param vector - single `vector` whose length encodes the strength
59
+ * or use overload for `direction` with a separate `magnitude` — the direction will be normalized before scaling.
60
+ */
61
+ applyForceToPlayerForDuration(source: Entity, duration: number, vector: Vector3Type): void;
62
+ applyForceToPlayerForDuration(source: Entity, duration: number, direction: Vector3Type, magnitude: number): void;
63
+ /**
64
+ * Apply a continuous repulsion force that pushes the player away from a point,
65
+ * recalculating direction every tick as the player moves.
66
+ * Remove with `removeForceFromPlayer(source)`.
67
+ *
68
+ * Negative magnitude = attraction (pulls toward the source).
69
+ *
70
+ * @param source - Entity key identifying this force source
71
+ * @param fromPosition - world-space origin of repulsion
72
+ * @param magnitude - base force strength
73
+ * @param radius - max distance of effect (default: Infinity)
74
+ * @param falloff - how force decreases with distance (default: CONSTANT)
75
+ */
76
+ applyRepulsionForceToPlayer(source: Entity, fromPosition: Vector3Type, magnitude: number, radius?: number, falloff?: KnockbackFalloff): void;
77
+ }
@@ -0,0 +1,18 @@
1
+ import { createPhysicsImpulseHelper } from './physics-impulse';
2
+ import { createPhysicsForceHelper } from './physics-force';
3
+ export { KnockbackFalloff } from './physics-impulse';
4
+ /**
5
+ * @internal
6
+ */
7
+ export function createPhysicsSystem(engine) {
8
+ const impulse = createPhysicsImpulseHelper(engine);
9
+ const force = createPhysicsForceHelper(engine);
10
+ return {
11
+ applyImpulseToPlayer: impulse.applyImpulseToPlayer,
12
+ applyForceToPlayer: force.applyForceToPlayer,
13
+ removeForceFromPlayer: force.removeForceFromPlayer,
14
+ applyKnockbackToPlayer: impulse.applyKnockbackToPlayer,
15
+ applyForceToPlayerForDuration: force.applyForceToPlayerForDuration,
16
+ applyRepulsionForceToPlayer: force.applyRepulsionForceToPlayer
17
+ };
18
+ }
@@ -0,0 +1,24 @@
1
+ import { IEngine, LastWriteWinElementSetComponentDefinition } from '../../engine';
2
+ import { PBParticleSystem, PBParticleSystem_BlendMode, PBParticleSystem_PlaybackState, PBParticleSystem_Point, PBParticleSystem_Sphere, PBParticleSystem_Cone, PBParticleSystem_Box } from '../generated/index.gen';
3
+ export { PBParticleSystem_BlendMode as ParticleSystemBlendMode, PBParticleSystem_PlaybackState as ParticleSystemPlaybackState };
4
+ /**
5
+ * @public
6
+ */
7
+ export interface ParticleSystemHelper {
8
+ /** Emit from a single point */
9
+ Point: (point?: PBParticleSystem_Point) => PBParticleSystem['shape'];
10
+ /** Emit from the surface or volume of a sphere */
11
+ Sphere: (sphere?: PBParticleSystem_Sphere) => PBParticleSystem['shape'];
12
+ /** Emit from the base of a cone, projecting outward */
13
+ Cone: (cone?: PBParticleSystem_Cone) => PBParticleSystem['shape'];
14
+ /** Emit from the surface or volume of a box */
15
+ Box: (box?: PBParticleSystem_Box) => PBParticleSystem['shape'];
16
+ }
17
+ /**
18
+ * @public
19
+ */
20
+ export interface ParticleSystemComponentDefinitionExtended extends LastWriteWinElementSetComponentDefinition<PBParticleSystem> {
21
+ /** Helpers for constructing emitter shapes */
22
+ Shape: ParticleSystemHelper;
23
+ }
24
+ export declare function defineParticleSystemComponent(engine: Pick<IEngine, 'defineComponentFromSchema'>): ParticleSystemComponentDefinitionExtended;
@@ -0,0 +1,28 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.defineParticleSystemComponent = exports.ParticleSystemPlaybackState = exports.ParticleSystemBlendMode = void 0;
4
+ const index_gen_1 = require("../generated/index.gen");
5
+ Object.defineProperty(exports, "ParticleSystemBlendMode", { enumerable: true, get: function () { return index_gen_1.PBParticleSystem_BlendMode; } });
6
+ Object.defineProperty(exports, "ParticleSystemPlaybackState", { enumerable: true, get: function () { return index_gen_1.PBParticleSystem_PlaybackState; } });
7
+ const ParticleSystemShapeHelper = {
8
+ Point(point = {}) {
9
+ return { $case: 'point', point };
10
+ },
11
+ Sphere(sphere = {}) {
12
+ return { $case: 'sphere', sphere };
13
+ },
14
+ Cone(cone = {}) {
15
+ return { $case: 'cone', cone };
16
+ },
17
+ Box(box = {}) {
18
+ return { $case: 'box', box };
19
+ }
20
+ };
21
+ function defineParticleSystemComponent(engine) {
22
+ const theComponent = (0, index_gen_1.ParticleSystem)(engine);
23
+ return {
24
+ ...theComponent,
25
+ Shape: ParticleSystemShapeHelper
26
+ };
27
+ }
28
+ exports.defineParticleSystemComponent = defineParticleSystemComponent;
@@ -0,0 +1,28 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.ParticleSystemSchema = void 0;
4
+ const particle_system_gen_1 = require("./pb/decentraland/sdk/components/particle_system.gen");
5
+ /**
6
+ * @internal
7
+ */
8
+ exports.ParticleSystemSchema = {
9
+ COMPONENT_ID: 1217,
10
+ serialize(value, builder) {
11
+ const writer = particle_system_gen_1.PBParticleSystem.encode(value);
12
+ const buffer = new Uint8Array(writer.finish(), 0, writer.len);
13
+ builder.writeBuffer(buffer, false);
14
+ },
15
+ deserialize(reader) {
16
+ return particle_system_gen_1.PBParticleSystem.decode(reader.buffer(), reader.remainingBytes());
17
+ },
18
+ create() {
19
+ // TODO: this is a hack.
20
+ return particle_system_gen_1.PBParticleSystem.decode(new Uint8Array());
21
+ },
22
+ jsonSchema: {
23
+ type: "object",
24
+ properties: {},
25
+ serializationType: "protocol-buffer",
26
+ protocolBuffer: "PBParticleSystem"
27
+ }
28
+ };
@@ -33,6 +33,7 @@ exports.coreComponentMappings = {
33
33
  "core::MeshCollider": 1019,
34
34
  "core::MeshRenderer": 1018,
35
35
  "core::NftShape": 1040,
36
+ "core::ParticleSystem": 1217,
36
37
  "core::PhysicsCombinedForce": 1216,
37
38
  "core::PhysicsCombinedImpulse": 1215,
38
39
  "core::PlayerIdentityData": 1089,