@directivegames/genesys.js 3.1.24
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/README.md +123 -0
- package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
- package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
- package/assets/character/SKM_SB_MediumHuman.glb +0 -0
- package/assets/character/config/AnimationStateMachineComponent.md +107 -0
- package/assets/character/config/mannequin-anim.json +53 -0
- package/assets/character/mannequin.glb +0 -0
- package/assets/character/mannequinG.glb +0 -0
- package/assets/default.genesys-scene +194 -0
- package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
- package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
- package/assets/models/SM_Capsule.glb +0 -0
- package/assets/models/SM_ChamferCube.glb +0 -0
- package/assets/models/SM_Cone.glb +0 -0
- package/assets/models/SM_Cube.glb +0 -0
- package/assets/models/SM_Cylinder.glb +0 -0
- package/assets/models/SM_Plane.glb +0 -0
- package/assets/models/SM_Pyramid.glb +0 -0
- package/assets/models/SM_Sphere.glb +0 -0
- package/assets/models/SM_Torus.glb +0 -0
- package/assets/models/SM_Wedge.glb +0 -0
- package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
- package/assets/models/demo/Characters/Knightdude.glb +0 -0
- package/assets/models/demo/Characters/Spacedude.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
- package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimD.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimE.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimF.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimG.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimH.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimI.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimJ.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Brick01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Vineswall01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_WallDecoA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02C_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02D_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb +0 -0
- package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
- package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
- package/assets/prefabs/actors/test.prefab.json +87 -0
- package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
- package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
- package/assets/shaders/M_Chrome.material.json +18 -0
- package/assets/shaders/M_Emissive_Blue.material.json +26 -0
- package/assets/shaders/M_Glass_Frosted.material.json +24 -0
- package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
- package/assets/shaders/M_Glossy_Grey.material.json +20 -0
- package/assets/shaders/M_Matte_White.material.json +20 -0
- package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
- package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
- package/assets/shaders/M_Metal_Brushed.material.json +61 -0
- package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
- package/assets/shaders/M_Stone_Mossy.material.json +153 -0
- package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
- package/assets/shaders/M_Toon_Anime.material.json +49 -0
- package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
- package/assets/shaders/M_Toon_Cel.material.json +49 -0
- package/assets/shaders/M_Transmission.material.json +42 -0
- package/assets/shaders/M_Velvet_Blue.material.json +33 -0
- package/assets/shaders/M_Velvet_Purple.material.json +30 -0
- package/assets/shaders/M_Velvet_Red.material.json +33 -0
- package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
- package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
- package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
- package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
- package/assets/sounds/birds.mp3 +0 -0
- package/assets/sounds/explosion.mp3 +0 -0
- package/assets/sounds/game-gun-short.mp3 +0 -0
- package/assets/sounds/laser.mp3 +0 -0
- package/assets/sounds/pickup.mp3 +0 -0
- package/assets/sounds/tuba.mp3 +0 -0
- package/assets/textures/Checkerboard.png +0 -0
- package/assets/textures/Grid_10x10.png +0 -0
- package/assets/textures/T_AnisotropyMap_Radial.png +0 -0
- package/assets/textures/T_Anisotropy_Roughness.png +0 -0
- package/assets/textures/T_Gradient.png +0 -0
- package/assets/textures/T_Grid_01.png +0 -0
- package/assets/textures/T_Grid_01.texture.json +7 -0
- package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
- package/assets/textures/T_Normal.png +0 -0
- package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Roughness.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Roughness.jpg +0 -0
- package/assets/textures/T_Toon_Anime_4Step.png +0 -0
- package/assets/textures/T_Toon_Anime_5Step.png +0 -0
- package/assets/textures/T_Toon_Cel_2Step.png +0 -0
- package/assets/textures/T_Wax_Thickness.png +0 -0
- package/assets/textures/matcaps/T_Matcap_Rainbow.png.png +0 -0
- package/assets/textures/matcaps/beige.png +0 -0
- package/assets/textures/matcaps/black.png +0 -0
- package/assets/textures/matcaps/blue.png +0 -0
- package/assets/textures/matcaps/brown.png +0 -0
- package/assets/textures/matcaps/emeraldGreen.png +0 -0
- package/assets/textures/matcaps/gold.png +0 -0
- package/assets/textures/matcaps/gray.png +0 -0
- package/assets/textures/matcaps/green.png +0 -0
- package/assets/textures/matcaps/metal.png +0 -0
- package/assets/textures/matcaps/orange.png +0 -0
- package/assets/textures/matcaps/purple.png +0 -0
- package/assets/textures/matcaps/red.png +0 -0
- package/assets/textures/matcaps/white.png +0 -0
- package/assets/textures/matcaps/yellow.png +0 -0
- package/assets/textures/skybox/citrus_orchard_road_puresky_2k.hdr +0 -0
- package/assets/textures/skybox/venice_sunset_4k.hdr +0 -0
- package/assets/ui/styles/ammo-counter.css +58 -0
- package/assets/ui/styles/compass.css +54 -0
- package/assets/ui/styles/controls-help.css +21 -0
- package/assets/ui/styles/crosshair.css +51 -0
- package/assets/ui/styles/inventory-bar.css +112 -0
- package/assets/ui/styles/inventory-grid.css +257 -0
- package/assets/ui/styles/main-menu.css +59 -0
- package/assets/ui/styles/minimap.css +12 -0
- package/assets/ui/styles/number-display.css +18 -0
- package/assets/ui/styles/progress-bar.css +199 -0
- package/assets/ui/styles/reload-indicator.css +76 -0
- package/assets/ui/templates/ammo-counter.html +7 -0
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- package/src/npc/behavior-tree/behaviors/actions/utility/LookAtTargetAction.ts +136 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/WaitAction.ts +70 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/index.ts +4 -0
- package/src/npc/behavior-tree/behaviors/conditions/BlackboardValueCondition.ts +144 -0
- package/src/npc/behavior-tree/behaviors/conditions/CanSeeTargetCondition.ts +171 -0
- package/src/npc/behavior-tree/behaviors/conditions/HasLastKnownPositionCondition.ts +63 -0
- package/src/npc/behavior-tree/behaviors/conditions/HpAbovePercentCondition.ts +83 -0
- package/src/npc/behavior-tree/behaviors/conditions/IsPlayerNearCondition.ts +49 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetBelowHpPercentCondition.ts +61 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetInConeCondition.ts +106 -0
- package/src/npc/behavior-tree/behaviors/conditions/TimeLimitCondition.ts +65 -0
- package/src/npc/behavior-tree/behaviors/conditions/index.ts +19 -0
- package/src/npc/behavior-tree/behaviors/index.ts +9 -0
- package/src/npc/behavior-tree/blackboard/Blackboard.ts +127 -0
- package/src/npc/behavior-tree/blackboard/BlackboardKey.ts +59 -0
- package/src/npc/behavior-tree/blackboard/index.ts +2 -0
- package/src/npc/behavior-tree/index.ts +27 -0
- package/src/npc/behavior-tree/loader/BehaviorTreeLoader.ts +296 -0
- package/src/npc/behavior-tree/nodes/CompositeNode.ts +100 -0
- package/src/npc/behavior-tree/nodes/LeafNode.ts +11 -0
- package/src/npc/behavior-tree/nodes/composite/SelectorNode.ts +56 -0
- package/src/npc/behavior-tree/nodes/composite/SequenceNode.ts +56 -0
- package/src/physics/BasePhysicsEngine.ts +1486 -0
- package/src/physics/IPhysicsVehicle.ts +162 -0
- package/src/physics/PhysicsEngine.ts +517 -0
- package/src/physics/PhysicsTypes.ts +116 -0
- package/src/physics/implementations/RapierDebugRender.ts +55 -0
- package/src/physics/implementations/RapierPhysics.ts +1419 -0
- package/src/physics/implementations/RapierVehicle.ts +267 -0
- package/src/physics/index.ts +16 -0
- package/src/render/EdgeOutlineEffect.ts +365 -0
- package/src/render/PostProcessManager.ts +1025 -0
- package/src/render/Renderer.ts +310 -0
- package/src/render/Texture.ts +140 -0
- package/src/render/index.ts +22 -0
- package/src/render/lightmapping/LightmapAtlas.ts +248 -0
- package/src/render/lightmapping/LightmapBaker.ts +333 -0
- package/src/render/lightmapping/LightmapManager.ts +752 -0
- package/src/render/lightmapping/LightmapMaterial.ts +283 -0
- package/src/render/lightmapping/LightmapSerialization.ts +336 -0
- package/src/render/lightmapping/LightmapSerializer.ts +309 -0
- package/src/render/lightmapping/MultiLightmapperMaterial.ts +484 -0
- package/src/render/lightmapping/index.ts +18 -0
- package/src/render/postprocessing/EffectPassWrapper.ts +47 -0
- package/src/render/postprocessing/ObjectOutlineEffect.ts +356 -0
- package/src/render/postprocessing/index.ts +2 -0
- package/src/runtime/GameRuntime.ts +153 -0
- package/src/runtime/InjectedDependencies.ts +70 -0
- package/src/runtime/Utils.ts +146 -0
- package/src/runtime/index.ts +4 -0
- package/src/runtime/materials/MatcapShaderMaterial.ts +242 -0
- package/src/runtime/materials/index.ts +1 -0
- package/src/scripting/Plugin.ts +67 -0
- package/src/scripting/PluginManager.ts +99 -0
- package/src/scripting/index.ts +1 -0
- package/src/storage/defaultStorageProvider.ts +95 -0
- package/src/storage/index.ts +16 -0
- package/src/storage/projectContext.ts +176 -0
- package/src/storage/storageProvider.ts +271 -0
- package/src/systems/ClassRegistry.ts +484 -0
- package/src/systems/ConsoleManager.ts +484 -0
- package/src/systems/ConsoleVariableHandler.ts +105 -0
- package/src/systems/ConsoleVariableManager.ts +288 -0
- package/src/systems/InputManager.ts +1255 -0
- package/src/systems/ObjectNamingSystem.ts +30 -0
- package/src/systems/Stats.ts +178 -0
- package/src/systems/TimerSystem.ts +353 -0
- package/src/systems/TweenManager.ts +107 -0
- package/src/systems/WorldSerialization.ts +1211 -0
- package/src/systems/collision/CollisionConfig.ts +281 -0
- package/src/systems/collision/CollisionTypes.ts +185 -0
- package/src/systems/collision/index.ts +15 -0
- package/src/systems/index.ts +23 -0
- package/src/templates/MyActor.ts +29 -0
- package/src/templates/MySceneComponent.ts +29 -0
- package/src/templates/README.md +1 -0
- package/src/types/rapier-es.d.ts +16 -0
- package/src/types/stats.js.d.ts +22 -0
- package/src/ui/LoadingScreen.ts +110 -0
- package/src/ui/UIElement.ts +224 -0
- package/src/ui/UILayout.ts +269 -0
- package/src/ui/UIManager.ts +161 -0
- package/src/ui/UIResource.ts +20 -0
- package/src/ui/components/AmmoCounter.ts +126 -0
- package/src/ui/components/BaseUIComponent.md +296 -0
- package/src/ui/components/BaseUIComponent.ts +390 -0
- package/src/ui/components/Compass.ts +144 -0
- package/src/ui/components/ControlsPanel.ts +62 -0
- package/src/ui/components/Crosshair.ts +76 -0
- package/src/ui/components/InventoryBar.ts +224 -0
- package/src/ui/components/InventoryGrid.ts +471 -0
- package/src/ui/components/Minimap.ts +181 -0
- package/src/ui/components/NumberDisplay.ts +198 -0
- package/src/ui/components/ProgressBar.ts +403 -0
- package/src/ui/components/ReloadIndicator.ts +159 -0
- package/src/ui/components/index.ts +12 -0
- package/src/ui/index.ts +21 -0
- package/src/ui/ui-loader.ts +87 -0
- package/src/utils/Color.ts +51 -0
- package/src/utils/Delegate.ts +112 -0
- package/src/utils/DescriptionHelpers.ts +93 -0
- package/src/utils/EditorClassMeta.ts +91 -0
- package/src/utils/GlobalAudioManager.ts +370 -0
- package/src/utils/IAsyncLoadable.ts +122 -0
- package/src/utils/MaterialHelpers.ts +321 -0
- package/src/utils/MathHelpers.ts +79 -0
- package/src/utils/NodeJs.ts +79 -0
- package/src/utils/Perlin.ts +346 -0
- package/src/utils/ResourceManager.ts +716 -0
- package/src/utils/SceneGraphUtils.ts +173 -0
- package/src/utils/Spawn.ts +93 -0
- package/src/utils/ThreeJsExtensions.ts +1200 -0
- package/src/utils/TweenExtensions.ts +124 -0
- package/src/utils/UserCodeEngine.ts +243 -0
- package/src/utils/Utils.ts +328 -0
- package/src/utils/VRButtonUtils.ts +125 -0
- package/src/utils/browser-polyfills/module.ts +36 -0
- package/src/utils/browser-polyfills/path.ts +232 -0
- package/src/utils/index.ts +29 -0
- package/src/utils/serialization/cdo.ts +87 -0
- package/src/utils/serialization/clsAlias.ts +92 -0
- package/src/utils/serialization/decorator.ts +176 -0
- package/src/utils/serialization/index.ts +7 -0
- package/src/utils/serialization/prefab.ts +78 -0
- package/src/utils/serialization/prefabManager.ts +88 -0
- package/src/utils/serialization/serializable.ts +28 -0
- package/src/utils/serialization/serializer.ts +1111 -0
- package/src/utils/serialization/specialization.ts +224 -0
- package/src/utils/serialization/specializationUtils.ts +185 -0
- package/src/vfx/VFXComponent.ts +206 -0
- package/src/vfx/index.ts +17 -0
- package/src/vfx/types.ts +287 -0
- package/src/vfx/wawa-vfx-reference.md +399 -0
- package/src/world-commands/common.ts +25 -0
- package/src/world-commands/generate-code.ts +99 -0
- package/src/world-commands/index.ts +19 -0
- package/src/world-commands/place-gltf.ts +63 -0
- package/src/world-commands/place-prefab.ts +62 -0
- package/src/world-commands/place-primitive.ts +128 -0
- package/src/world-commands/remove-actors.ts +32 -0
- package/src/xr/VRActor.ts +71 -0
- package/src/xr/VRControllerHandler.ts +87 -0
- package/src/xr/VRControllerManager.ts +559 -0
- package/src/xr/VRDeviceHandler.ts +77 -0
- package/src/xr/VRHandHandler.ts +166 -0
- package/src/xr/VRInputDevice.ts +374 -0
- package/src/xr/VRPawn.ts +815 -0
- package/src/xr/actor-components/CanvasUIComponent.ts +425 -0
- package/src/xr/actor-components/VRBaseComponent.ts +26 -0
- package/src/xr/actor-components/VRGrabbableComponent.ts +73 -0
- package/src/xr/actor-components/VRInteractableComponent.ts +43 -0
- package/src/xr/index.ts +17 -0
- package/src/xr/pawn-components/VRGrabComponent.ts +435 -0
- package/src/xr/pawn-components/VRInteractComponent.ts +77 -0
- package/src/xr/pawn-components/VRSnapTurnComponent.ts +103 -0
- package/src/xr/pawn-components/VRTeleportComponent.ts +284 -0
- package/src/xr/ui/CanvasColorPicker.ts +172 -0
- package/src/xr/ui/CanvasKeyboard.ts +283 -0
- package/src/xr/ui/CanvasSlider.ts +83 -0
- package/src/xr/ui/CanvasUI.ts +879 -0
- package/src/xr/ui/index.ts +9 -0
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/**
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* Interface for physics vehicle controllers
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*
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* This interface encapsulates all vehicle-specific physics operations,
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* providing a clean abstraction that separates vehicle logic from the
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* main physics engine implementation.
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*/
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import type * as THREE from 'three';
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/**
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* Configuration for a vehicle wheel
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*/
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export interface VehicleWheelConfig {
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/** Position relative to vehicle chassis center */
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position: THREE.Vector3;
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/** Wheel radius in meters */
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radius: number;
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/** Wheel width in meters */
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width: number;
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/** Whether this wheel can steer */
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canSteer: boolean;
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/** Whether this wheel receives engine power */
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isPowered: boolean;
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/** Whether this wheel can brake */
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canBrake: boolean;
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/** Suspension rest length in meters */
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suspensionRestLength: number;
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/** suspension_stiffness (default: 5.88) - How stiff the suspension springs are. Higher = less compression, stiffer ride */
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suspensionStiffness?: number;
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/** suspension_compression (default: 0.83) - Damping during compression. Higher = less bouncing when hitting bumps */
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suspensionCompression?: number;
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/** suspension_damping (default: 0.88) - Damping during extension. Higher = prevents overshoot/oscillation */
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suspensionRelaxation?: number;
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/** max_suspension_force (default: 6000.0) - Maximum force the suspension can apply */
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maxSuspensionForce?: number;
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/** max_suspension_travel (default: 5.0) - Maximum distance suspension can compress/extend from rest position */
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maxSuspensionTravel?: number;
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/** side_friction_stiffness (default: 1.0) - Lateral tire grip multiplier for cornering */
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sideFrictionStiffness?: number;
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/** friction_slip (default: 10.5) - Tire traction amount. Higher = more grip, more instantaneous braking (risk of flipping) */
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frictionSlip?: number;
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/** Wheel direction vector (usually pointing down) */
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wheelDirection?: THREE.Vector3;
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/** Wheel axle vector (usually pointing left/right) */
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wheelAxle?: THREE.Vector3;
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}
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/**
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* Transform information for a vehicle wheel
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*/
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export interface VehicleWheelState {
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/** Wheel position relative to the chassis */
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relativePosition: THREE.Vector3;
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/** Wheel rotation quaternion relative to the chassis */
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relativeQuaternion: THREE.Quaternion;
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/** Current steering angle in radians */
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steeringAngle: number;
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/** Current wheel rotation angle in radians */
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rotationAngle: number;
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/** Suspension rest length in meters */
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suspensionRestLength: number | null;
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/** Maximum suspension travel */
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maxSuspensionTravel: number | null;
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/** Wheel radius in meters */
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radius: number | null;
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/** Suspension stiffness (higher = stiffer) */
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suspensionStiffness: number | null;
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/** Suspension compression coefficient */
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suspensionCompression: number | null;
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/** Suspension relaxation coefficient */
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suspensionRelaxation: number | null;
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/** Maximum suspension force */
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maxSuspensionForce: number | null;
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/** Current brake force */
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brakeForce: number | null;
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/** Current engine force */
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engineForce: number | null;
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/** Wheel friction coefficient */
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frictionSlip: number | null;
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/** Side friction stiffness */
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sideFrictionStiffness: number | null;
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/** Current suspension force */
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suspensionForce: number | null;
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/** Contact normal */
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contactNormal: THREE.Vector3 | null;
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/** Contact point */
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contactPoint: THREE.Vector3 | null;
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/** Current suspension length */
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suspensionLength: number | null;
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/** Hard point */
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hardPoint: THREE.Vector3 | null;
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/** Whether the wheel is touching the ground */
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isInContact: boolean | null;
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}
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/**
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* State information for a vehicle
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*/
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export interface VehicleState {
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/** Current linear velocity */
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velocity: THREE.Vector3;
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/** Current angular velocity */
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angularVelocity: THREE.Vector3;
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/** Current speed in m/s */
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speed: number;
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/** Number of wheels touching the ground */
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wheelsOnGround: number;
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/** Total number of wheels */
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totalWheels: number;
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}
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export interface IPhysicsVehicle {
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/**
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* Add a wheel to the vehicle
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* @param wheelConfig Configuration for the wheel
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* @returns The wheel index, or -1 if failed
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*/
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addWheel(wheelConfig: VehicleWheelConfig): number;
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/**
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* Set engine force for specified wheels
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* @param force Engine force to apply
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*/
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setEngineForce(force: number): void;
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/**
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* Set brake force for specified wheels
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* @param force Brake force to apply
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*/
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setBrakeForce(force: number): void;
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/**
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* Set steering angle for specified wheels
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* @param angle Steering angle in radians
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*/
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setSteering(angle: number): void;
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/**
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* Get the transform (position and rotation) of a specific wheel
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* @param wheelIndex Index of the wheel
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* @returns Transform data or null if invalid wheel index
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*/
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getWheelState(wheelIndex: number): VehicleWheelState | null;
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/**
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* Get the current state of the vehicle (speed, RPM, etc.)
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* @returns Current vehicle state
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*/
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getState(): VehicleState | null;
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/**
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* Get the number of wheels on the vehicle
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* @returns Number of wheels
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*/
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numWheels(): number;
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/**
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* Destroy the vehicle
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*/
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destroy(): void;
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}
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/**
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* PhysicsEngine defines the public interface and factory for physics backends.
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*
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* The module collects option types, parameter enums and the `IPhysicsEngine`
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* contract shared by all implementations. It also hosts the convenience
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* `createPhysicsEngine` function which instantiates the configured backend,
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* currently Rapier. This keeps high level game code agnostic to the underlying
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* library and ensures consistent behavior across different engines.
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*
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* Recommended usage (for humans and AI assistants):
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* - Select an engine in `PhysicsOptions` then pass those options to
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* `createPhysicsEngine` during world setup.
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* - Call `tick` once per frame and use `addComponent`/`removeComponent` to keep
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* physics bodies in sync with scene components.
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* - Query and update body parameters through `getScalarParam` or
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* `setVectorParam` to tweak motion at runtime.
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*/
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import type { IPhysicsVehicle } from './IPhysicsVehicle.js';
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import type { PhysicsMotionType } from './PhysicsTypes.js';
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import type { BasePawnMovementComponent } from '../components/movement/BasePawnMovementComponent.js';
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import type { PrimitiveComponent } from '../components/PrimitiveComponent.js';
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import type { SceneComponent } from '../components/SceneComponent.js';
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import type { Actor } from 'src/actors/Actor.js';
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import type { CollisionProfile } from 'src/systems/collision/CollisionTypes.js';
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import type * as THREE from 'three';
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export declare enum PhysicsEngine {
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Disable = "disable",
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Rapier = "rapier"
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}
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/**
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* Configuration options for physics simulation
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*/
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export interface PhysicsOptions {
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/** Gravity vector (m/s²) */
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gravity: THREE.Vector3;
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/** Physics engine to use */
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engine: PhysicsEngine;
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/** Whether to enable debug visualization */
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debugVisualization?: boolean;
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}
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/**
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* Description of a scene component's state in the physics engine
|
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43
|
+
*/
|
|
44
|
+
export interface PrimitiveComponentPhysicsState {
|
|
45
|
+
motionType: PhysicsMotionType;
|
|
46
|
+
isTrigger: boolean;
|
|
47
|
+
}
|
|
48
|
+
/**
|
|
49
|
+
* Options for performing a hit test
|
|
50
|
+
*/
|
|
51
|
+
export interface HitTestOptions {
|
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52
|
+
origin: THREE.Vector3;
|
|
53
|
+
direction: THREE.Vector3;
|
|
54
|
+
maxDistance: number;
|
|
55
|
+
stopOnFirstHit: boolean;
|
|
56
|
+
collisionProfile?: CollisionProfile | null;
|
|
57
|
+
ignoredActors?: Array<Actor>;
|
|
58
|
+
ignoredComponents?: Array<SceneComponent>;
|
|
59
|
+
}
|
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60
|
+
/**
|
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61
|
+
* Result of a hit test
|
|
62
|
+
*/
|
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63
|
+
export interface HitTestResult {
|
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64
|
+
origin: THREE.Vector3;
|
|
65
|
+
direction: THREE.Vector3;
|
|
66
|
+
hitLocation: THREE.Vector3;
|
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67
|
+
hitNormal: THREE.Vector3;
|
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68
|
+
hitComponent: PrimitiveComponent | null;
|
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69
|
+
hitActor: Actor | null;
|
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70
|
+
}
|
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71
|
+
/**
|
|
72
|
+
* Opaque handle to a physics body (abstracts away engine-specific types)
|
|
73
|
+
*/
|
|
74
|
+
export type PhysicsBodyHandle = string;
|
|
75
|
+
/**
|
|
76
|
+
* Configuration for creating physics bodies directly
|
|
77
|
+
*/
|
|
78
|
+
export interface PhysicsBodyDesc {
|
|
79
|
+
/** Body shape configuration */
|
|
80
|
+
shape: PhysicsBodyShape;
|
|
81
|
+
/** Mass (0 for static bodies) */
|
|
82
|
+
mass: number;
|
|
83
|
+
/** Initial world position */
|
|
84
|
+
position: THREE.Vector3;
|
|
85
|
+
/** Initial world rotation */
|
|
86
|
+
rotation: THREE.Quaternion;
|
|
87
|
+
/** Motion type */
|
|
88
|
+
motionType: PhysicsMotionType;
|
|
89
|
+
/** Whether the body starts enabled */
|
|
90
|
+
enabled?: boolean;
|
|
91
|
+
}
|
|
92
|
+
/**
|
|
93
|
+
* Shape configuration for physics bodies
|
|
94
|
+
*/
|
|
95
|
+
export interface PhysicsBodyShape {
|
|
96
|
+
type: 'box' | 'sphere' | 'cylinder' | 'capsule';
|
|
97
|
+
size?: THREE.Vector3;
|
|
98
|
+
radius?: number;
|
|
99
|
+
height?: number;
|
|
100
|
+
}
|
|
101
|
+
/**
|
|
102
|
+
* Configuration options for character controllers
|
|
103
|
+
* See https://rapier.rs/docs/user_guides/javascript/character_controller
|
|
104
|
+
*/
|
|
105
|
+
export interface CharacterControllerOptions {
|
|
106
|
+
/** The gap the controller will leave between the character and its environment. */
|
|
107
|
+
offset: number;
|
|
108
|
+
/** The scale of the simulated gravity that is applied to the character controller.*/
|
|
109
|
+
simulatedGravityScale: number;
|
|
110
|
+
/** Whether to apply impulses to dynamic bodies. */
|
|
111
|
+
applyImpulsesToDynamicBodies?: boolean;
|
|
112
|
+
/** The mass of the character controller. */
|
|
113
|
+
characterMass?: number;
|
|
114
|
+
/** Whether to slide against obstacles. */
|
|
115
|
+
slideEnabled?: boolean;
|
|
116
|
+
/** The maximum angle (radians) between the floor's normal and the `up` vector that the character is able to climb. */
|
|
117
|
+
maxSlopeClimbAngle?: number;
|
|
118
|
+
/** The minimum angle (radians) between the floor's normal and the `up` vector before the character starts to slide down automatically. */
|
|
119
|
+
minSlopeSlideAngle?: number;
|
|
120
|
+
/** The distance threshold for snapping the character to the ground. If set, will enable snap to ground. */
|
|
121
|
+
snapToGroundDistance?: number;
|
|
122
|
+
/** Configuration for automatic step detection. If set, will enable auto stepping. */
|
|
123
|
+
autoStepConfig?: {
|
|
124
|
+
maxHeight: number;
|
|
125
|
+
minWidth: number;
|
|
126
|
+
includeDynamicBodies: boolean;
|
|
127
|
+
};
|
|
128
|
+
}
|
|
129
|
+
/**
|
|
130
|
+
* Scalar physics parameters that can be get/set on physics bodies
|
|
131
|
+
*/
|
|
132
|
+
export declare enum PhysicsScalarParam {
|
|
133
|
+
/** Linear damping (0 = no damping, 1 = full damping) */
|
|
134
|
+
LinearDamping = "linearDamping",
|
|
135
|
+
/** Angular damping (0 = no damping, 1 = full damping) */
|
|
136
|
+
AngularDamping = "angularDamping",
|
|
137
|
+
/** Gravity scale multiplier (1 = normal gravity) */
|
|
138
|
+
GravityScale = "gravityScale"
|
|
139
|
+
}
|
|
140
|
+
/**
|
|
141
|
+
* Vector physics parameters that can be get/set on physics bodies
|
|
142
|
+
*/
|
|
143
|
+
export declare enum PhysicsVectorParam {
|
|
144
|
+
/** Linear velocity vector (m/s) */
|
|
145
|
+
LinearVelocity = "linearVelocity",
|
|
146
|
+
/** Angular velocity vector (rad/s) */
|
|
147
|
+
AngularVelocity = "angularVelocity"
|
|
148
|
+
}
|
|
149
|
+
export type VectorArray = [/* x */ number, /* y */ number, /* z */ number];
|
|
150
|
+
export declare enum CollisionEventType {
|
|
151
|
+
Started = "started",
|
|
152
|
+
Ended = "ended"
|
|
153
|
+
}
|
|
154
|
+
export interface RawCollisionEvent {
|
|
155
|
+
/** The first component involved in the collision */
|
|
156
|
+
componentA: PrimitiveComponent;
|
|
157
|
+
/** The second component involved in the collision */
|
|
158
|
+
componentB: PrimitiveComponent;
|
|
159
|
+
/** The collision point on the first component in world space */
|
|
160
|
+
pointA: THREE.Vector3 | null;
|
|
161
|
+
/** The collision normal pointing from A to B */
|
|
162
|
+
normalA: THREE.Vector3 | null;
|
|
163
|
+
/** The collision point on the second component in world space */
|
|
164
|
+
pointB: THREE.Vector3 | null;
|
|
165
|
+
/** The collision normal pointing from B to A */
|
|
166
|
+
normalB: THREE.Vector3 | null;
|
|
167
|
+
/** The relative velocity at the point of impact */
|
|
168
|
+
relativeVelocity: number | null;
|
|
169
|
+
/** Whether the collision is a trigger event */
|
|
170
|
+
isTriggerEvent: boolean;
|
|
171
|
+
/** The type of collision event */
|
|
172
|
+
eventType: CollisionEventType;
|
|
173
|
+
}
|
|
174
|
+
/**
|
|
175
|
+
* Contains information about a physics collision between two components
|
|
176
|
+
*/
|
|
177
|
+
export interface CollisionEvent {
|
|
178
|
+
/** The component that was hit */
|
|
179
|
+
thisComponent: PrimitiveComponent;
|
|
180
|
+
/** The component that was hit */
|
|
181
|
+
otherComponent: PrimitiveComponent;
|
|
182
|
+
/** The collision point on this component in world space */
|
|
183
|
+
thisPoint: THREE.Vector3 | null;
|
|
184
|
+
/** The collision normal pointing from this component to the other component */
|
|
185
|
+
thisNormal: THREE.Vector3 | null;
|
|
186
|
+
/** The collision point on the other component in world space */
|
|
187
|
+
otherPoint: THREE.Vector3 | null;
|
|
188
|
+
/** The collision normal pointing from the other component to the this component */
|
|
189
|
+
otherNormal: THREE.Vector3 | null;
|
|
190
|
+
/** The relative velocity at the point of impact */
|
|
191
|
+
relativeVelocity: number | null;
|
|
192
|
+
}
|
|
193
|
+
/**
|
|
194
|
+
* Interface for physics engine implementations
|
|
195
|
+
*/
|
|
196
|
+
export interface IPhysicsEngine {
|
|
197
|
+
/**
|
|
198
|
+
* Initialize the physics engine
|
|
199
|
+
* @param options Physics configuration options
|
|
200
|
+
*/
|
|
201
|
+
create(options: PhysicsOptions): Promise<boolean>;
|
|
202
|
+
/**
|
|
203
|
+
* Get the physics engine options
|
|
204
|
+
* @returns Physics engine options
|
|
205
|
+
*/
|
|
206
|
+
getOptions(): PhysicsOptions | null;
|
|
207
|
+
/**
|
|
208
|
+
* Clean up and destroy the physics engine
|
|
209
|
+
*/
|
|
210
|
+
destroy(): void;
|
|
211
|
+
/**
|
|
212
|
+
* Advance physics simulation by deltaTime
|
|
213
|
+
* @param deltaTime Time step in seconds
|
|
214
|
+
*/
|
|
215
|
+
tick(deltaTime: number): void;
|
|
216
|
+
/**
|
|
217
|
+
* Add a scene component to physics simulation
|
|
218
|
+
* @param component Component to add
|
|
219
|
+
* @returns Physics motion type if successful, null otherwise
|
|
220
|
+
*/
|
|
221
|
+
addComponent(component: PrimitiveComponent): PhysicsMotionType | null;
|
|
222
|
+
/**
|
|
223
|
+
* Remove a scene component from physics simulation
|
|
224
|
+
* @param component Component to remove
|
|
225
|
+
*/
|
|
226
|
+
removeComponent(component: PrimitiveComponent): void;
|
|
227
|
+
/**
|
|
228
|
+
* Update transform of a physics component from its scene component
|
|
229
|
+
* @param component Component to update
|
|
230
|
+
*/
|
|
231
|
+
updateTransform(component: PrimitiveComponent): void;
|
|
232
|
+
/**
|
|
233
|
+
* Get scalar physics parameter for a component
|
|
234
|
+
* @param component Target component
|
|
235
|
+
* @param param Parameter to get
|
|
236
|
+
* @returns Parameter value or null if not applicable
|
|
237
|
+
*/
|
|
238
|
+
getScalarParam(component: PrimitiveComponent, param: PhysicsScalarParam): number | null;
|
|
239
|
+
/**
|
|
240
|
+
* Set scalar physics parameter for a component
|
|
241
|
+
* @param component Target component
|
|
242
|
+
* @param param Parameter to set
|
|
243
|
+
* @param value New parameter value
|
|
244
|
+
* @returns True if successful, false otherwise
|
|
245
|
+
*/
|
|
246
|
+
setScalarParam(component: PrimitiveComponent, param: PhysicsScalarParam, value: number): boolean;
|
|
247
|
+
/**
|
|
248
|
+
* Get vector physics parameter for a component
|
|
249
|
+
* @param component Target component
|
|
250
|
+
* @param param Parameter to get
|
|
251
|
+
* @returns Parameter value as [x,y,z] array or null if not applicable
|
|
252
|
+
*/
|
|
253
|
+
getVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam): VectorArray | null;
|
|
254
|
+
/**
|
|
255
|
+
* Set vector physics parameter for a component
|
|
256
|
+
* @param component Target component
|
|
257
|
+
* @param param Parameter to set
|
|
258
|
+
* @param value New parameter value as [x,y,z] array
|
|
259
|
+
* @returns True if successful, false otherwise
|
|
260
|
+
*/
|
|
261
|
+
setVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam, value: VectorArray): boolean;
|
|
262
|
+
/**
|
|
263
|
+
* Clear vector physics parameter for a component
|
|
264
|
+
* @param component Target component
|
|
265
|
+
* @param param Parameter to clear
|
|
266
|
+
* @returns True if successful, false otherwise
|
|
267
|
+
*/
|
|
268
|
+
clearVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam): boolean;
|
|
269
|
+
/**
|
|
270
|
+
* Gets all collision events that occurred in the last physics step
|
|
271
|
+
* @returns Array of collision info objects
|
|
272
|
+
*/
|
|
273
|
+
getCollisionEvents(): RawCollisionEvent[];
|
|
274
|
+
/**
|
|
275
|
+
* Clear the stored collision events
|
|
276
|
+
*/
|
|
277
|
+
clearCollisionEvents(): void;
|
|
278
|
+
/**
|
|
279
|
+
* Toggles the physics debug renderer visibility
|
|
280
|
+
* @param enabled Whether the debug renderer should be visible
|
|
281
|
+
* @returns Whether the debug renderer is now enabled
|
|
282
|
+
*/
|
|
283
|
+
setDebugRendererEnabled(enabled: boolean): boolean;
|
|
284
|
+
/**
|
|
285
|
+
* Checks if the physics debug renderer is enabled
|
|
286
|
+
* @returns Whether the debug renderer is currently enabled, or false if not available
|
|
287
|
+
*/
|
|
288
|
+
isDebugRendererEnabled(): boolean;
|
|
289
|
+
createCharacterController(movementComponent: BasePawnMovementComponent, options: CharacterControllerOptions): boolean;
|
|
290
|
+
/**
|
|
291
|
+
* Remove a character controller for a scene component
|
|
292
|
+
* @param movementComponent Component to remove controller for
|
|
293
|
+
*/
|
|
294
|
+
removeCharacterController(movementComponent: BasePawnMovementComponent): void;
|
|
295
|
+
/**
|
|
296
|
+
* Compute character movement for a scene component
|
|
297
|
+
* @param movementComponent Component to compute movement for
|
|
298
|
+
* @param componentToMove Component to move
|
|
299
|
+
* @param movement Movement vector [x, y, z]
|
|
300
|
+
* @param ignoreCollision Whether to ignore collisions
|
|
301
|
+
*/
|
|
302
|
+
computeCharacterMovement(movementComponent: BasePawnMovementComponent, componentToMove: PrimitiveComponent, movement: VectorArray, ignoreCollision: boolean): {
|
|
303
|
+
isGrounded: boolean;
|
|
304
|
+
};
|
|
305
|
+
/**
|
|
306
|
+
* Creates a vehicle controller for a scene component
|
|
307
|
+
* @param movementComponent Component to create vehicle controller for
|
|
308
|
+
* @param chassisComponent The chassis scene component (usually a MeshComponent)
|
|
309
|
+
* @returns Vehicle controller interface if successful, null if failed
|
|
310
|
+
*/
|
|
311
|
+
createVehicle(movementComponent: BasePawnMovementComponent, chassisComponent: PrimitiveComponent): IPhysicsVehicle | null;
|
|
312
|
+
/**
|
|
313
|
+
* Configure collision filtering between two components
|
|
314
|
+
* @param componentA First component
|
|
315
|
+
* @param componentB Second component
|
|
316
|
+
* @param ignore Whether componentA should ignore collisions with componentB
|
|
317
|
+
*/
|
|
318
|
+
setComponentCollisionIgnore(componentA: PrimitiveComponent, componentB: PrimitiveComponent, ignore: boolean): boolean;
|
|
319
|
+
/**
|
|
320
|
+
* Creates a joint directly from physics body records (for special cases like ragdoll)
|
|
321
|
+
* @param type Joint type
|
|
322
|
+
* @param recordA First physics body record
|
|
323
|
+
* @param recordB Second physics body record
|
|
324
|
+
* @param anchorA Anchor point on first body
|
|
325
|
+
* @param anchorB Anchor point on second body
|
|
326
|
+
* @param axis Optional axis for revolute/prismatic joints
|
|
327
|
+
* @returns Joint ID if successful, null if failed
|
|
328
|
+
*/
|
|
329
|
+
createJointFromRecords(type: any, recordA: any, recordB: any, anchorA: any, anchorB: any, axis?: any): string | null;
|
|
330
|
+
/**
|
|
331
|
+
* Removes a joint from the physics simulation
|
|
332
|
+
* @param jointId The joint ID returned from createJoint
|
|
333
|
+
* @returns True if the joint was successfully removed
|
|
334
|
+
*/
|
|
335
|
+
removeJoint(jointId: string): boolean;
|
|
336
|
+
/**
|
|
337
|
+
* Create a physics body directly (not tied to a SceneComponent)
|
|
338
|
+
* @param desc Body descriptor with shape, mass, transform, etc.
|
|
339
|
+
* @returns Physics body handle if successful, null otherwise
|
|
340
|
+
*/
|
|
341
|
+
createPhysicsBody(desc: PhysicsBodyDesc): PhysicsBodyHandle | null;
|
|
342
|
+
/**
|
|
343
|
+
* Remove a physics body from simulation
|
|
344
|
+
* @param handle Physics body handle
|
|
345
|
+
* @returns True if successful
|
|
346
|
+
*/
|
|
347
|
+
removePhysicsBody(handle: PhysicsBodyHandle): boolean;
|
|
348
|
+
/**
|
|
349
|
+
* Check if a physics body handle is valid
|
|
350
|
+
* @param handle Physics body handle
|
|
351
|
+
* @returns True if handle is valid
|
|
352
|
+
*/
|
|
353
|
+
isValidPhysicsBody(handle: PhysicsBodyHandle): boolean;
|
|
354
|
+
/**
|
|
355
|
+
* Get world position of a physics body
|
|
356
|
+
* @param handle Physics body handle
|
|
357
|
+
* @returns World position or null if invalid handle
|
|
358
|
+
*/
|
|
359
|
+
getPhysicsBodyPosition(handle: PhysicsBodyHandle): THREE.Vector3 | null;
|
|
360
|
+
/**
|
|
361
|
+
* Get world rotation of a physics body
|
|
362
|
+
* @param handle Physics body handle
|
|
363
|
+
* @returns World rotation or null if invalid handle
|
|
364
|
+
*/
|
|
365
|
+
getPhysicsBodyRotation(handle: PhysicsBodyHandle): THREE.Quaternion | null;
|
|
366
|
+
/**
|
|
367
|
+
* Set world position of a physics body
|
|
368
|
+
* @param handle Physics body handle
|
|
369
|
+
* @param position New world position
|
|
370
|
+
* @returns True if successful
|
|
371
|
+
*/
|
|
372
|
+
setPhysicsBodyPosition(handle: PhysicsBodyHandle, position: THREE.Vector3): boolean;
|
|
373
|
+
/**
|
|
374
|
+
* Set world rotation of a physics body
|
|
375
|
+
* @param handle Physics body handle
|
|
376
|
+
* @param rotation New world rotation
|
|
377
|
+
* @returns True if successful
|
|
378
|
+
*/
|
|
379
|
+
setPhysicsBodyRotation(handle: PhysicsBodyHandle, rotation: THREE.Quaternion): boolean;
|
|
380
|
+
/**
|
|
381
|
+
* Apply an impulse to a physics body
|
|
382
|
+
* @param handle Physics body handle
|
|
383
|
+
* @param impulse Impulse vector
|
|
384
|
+
* @param worldSpace Whether impulse is in world space (default: true)
|
|
385
|
+
* @returns True if successful
|
|
386
|
+
*/
|
|
387
|
+
applyImpulseToPhysicsBody(handle: PhysicsBodyHandle, impulse: THREE.Vector3, worldSpace?: boolean): boolean;
|
|
388
|
+
/**
|
|
389
|
+
* Enable or disable a physics body
|
|
390
|
+
* @param handle Physics body handle
|
|
391
|
+
* @param enabled Whether the body should be enabled
|
|
392
|
+
* @returns True if successful
|
|
393
|
+
*/
|
|
394
|
+
setPhysicsBodyEnabled(handle: PhysicsBodyHandle, enabled: boolean): boolean;
|
|
395
|
+
/**
|
|
396
|
+
* Creates a joint between two physics bodies using handles
|
|
397
|
+
* @param type Joint type
|
|
398
|
+
* @param bodyA First physics body handle
|
|
399
|
+
* @param bodyB Second physics body handle
|
|
400
|
+
* @param anchorA Anchor point on first body
|
|
401
|
+
* @param anchorB Anchor point on second body
|
|
402
|
+
* @param axis Optional axis for revolute/prismatic joints
|
|
403
|
+
* @returns Joint ID if successful, null if failed
|
|
404
|
+
*/
|
|
405
|
+
createJointFromBodies(type: any, bodyA: PhysicsBodyHandle, bodyB: PhysicsBodyHandle, anchorA: THREE.Vector3, anchorB: THREE.Vector3, axis?: THREE.Vector3): string | null;
|
|
406
|
+
/**
|
|
407
|
+
* Perform a hit test to find the first collider hit
|
|
408
|
+
* @param options The options for the hit test
|
|
409
|
+
* @returns The list of hits
|
|
410
|
+
*/
|
|
411
|
+
performHitTest(options: HitTestOptions): HitTestResult[];
|
|
412
|
+
/**
|
|
413
|
+
* Get the physics state of a scene component
|
|
414
|
+
* @param component The scene component
|
|
415
|
+
* @returns The physics state of the component
|
|
416
|
+
*/
|
|
417
|
+
getComponentState(component: PrimitiveComponent): PrimitiveComponentPhysicsState | null;
|
|
418
|
+
}
|
|
419
|
+
/**
|
|
420
|
+
* Create and initialize a physics engine instance
|
|
421
|
+
* @param options Physics configuration options
|
|
422
|
+
* @param world The world instance that owns the physics engine
|
|
423
|
+
* @returns Promise that resolves to physics engine instance or null if failed
|
|
424
|
+
*/
|
|
425
|
+
export declare function createPhysicsEngine(options: PhysicsOptions, world?: any): Promise<IPhysicsEngine | null>;
|
|
@@ -0,0 +1,69 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* PhysicsEngine defines the public interface and factory for physics backends.
|
|
3
|
+
*
|
|
4
|
+
* The module collects option types, parameter enums and the `IPhysicsEngine`
|
|
5
|
+
* contract shared by all implementations. It also hosts the convenience
|
|
6
|
+
* `createPhysicsEngine` function which instantiates the configured backend,
|
|
7
|
+
* currently Rapier. This keeps high level game code agnostic to the underlying
|
|
8
|
+
* library and ensures consistent behavior across different engines.
|
|
9
|
+
*
|
|
10
|
+
* Recommended usage (for humans and AI assistants):
|
|
11
|
+
* - Select an engine in `PhysicsOptions` then pass those options to
|
|
12
|
+
* `createPhysicsEngine` during world setup.
|
|
13
|
+
* - Call `tick` once per frame and use `addComponent`/`removeComponent` to keep
|
|
14
|
+
* physics bodies in sync with scene components.
|
|
15
|
+
* - Query and update body parameters through `getScalarParam` or
|
|
16
|
+
* `setVectorParam` to tweak motion at runtime.
|
|
17
|
+
*/
|
|
18
|
+
import { RapierPhysicsEngine } from './implementations/RapierPhysics.js';
|
|
19
|
+
export var PhysicsEngine;
|
|
20
|
+
(function (PhysicsEngine) {
|
|
21
|
+
PhysicsEngine["Disable"] = "disable";
|
|
22
|
+
PhysicsEngine["Rapier"] = "rapier";
|
|
23
|
+
})(PhysicsEngine || (PhysicsEngine = {}));
|
|
24
|
+
/**
|
|
25
|
+
* Scalar physics parameters that can be get/set on physics bodies
|
|
26
|
+
*/
|
|
27
|
+
export var PhysicsScalarParam;
|
|
28
|
+
(function (PhysicsScalarParam) {
|
|
29
|
+
/** Linear damping (0 = no damping, 1 = full damping) */
|
|
30
|
+
PhysicsScalarParam["LinearDamping"] = "linearDamping";
|
|
31
|
+
/** Angular damping (0 = no damping, 1 = full damping) */
|
|
32
|
+
PhysicsScalarParam["AngularDamping"] = "angularDamping";
|
|
33
|
+
/** Gravity scale multiplier (1 = normal gravity) */
|
|
34
|
+
PhysicsScalarParam["GravityScale"] = "gravityScale";
|
|
35
|
+
})(PhysicsScalarParam || (PhysicsScalarParam = {}));
|
|
36
|
+
/**
|
|
37
|
+
* Vector physics parameters that can be get/set on physics bodies
|
|
38
|
+
*/
|
|
39
|
+
export var PhysicsVectorParam;
|
|
40
|
+
(function (PhysicsVectorParam) {
|
|
41
|
+
/** Linear velocity vector (m/s) */
|
|
42
|
+
PhysicsVectorParam["LinearVelocity"] = "linearVelocity";
|
|
43
|
+
/** Angular velocity vector (rad/s) */
|
|
44
|
+
PhysicsVectorParam["AngularVelocity"] = "angularVelocity";
|
|
45
|
+
})(PhysicsVectorParam || (PhysicsVectorParam = {}));
|
|
46
|
+
export var CollisionEventType;
|
|
47
|
+
(function (CollisionEventType) {
|
|
48
|
+
CollisionEventType["Started"] = "started";
|
|
49
|
+
CollisionEventType["Ended"] = "ended";
|
|
50
|
+
})(CollisionEventType || (CollisionEventType = {}));
|
|
51
|
+
/**
|
|
52
|
+
* Create and initialize a physics engine instance
|
|
53
|
+
* @param options Physics configuration options
|
|
54
|
+
* @param world The world instance that owns the physics engine
|
|
55
|
+
* @returns Promise that resolves to physics engine instance or null if failed
|
|
56
|
+
*/
|
|
57
|
+
export async function createPhysicsEngine(options, world) {
|
|
58
|
+
let engine = null;
|
|
59
|
+
switch (options.engine) {
|
|
60
|
+
case PhysicsEngine.Rapier:
|
|
61
|
+
engine = new RapierPhysicsEngine(world);
|
|
62
|
+
break;
|
|
63
|
+
}
|
|
64
|
+
if (engine) {
|
|
65
|
+
await engine.create(options);
|
|
66
|
+
}
|
|
67
|
+
return engine;
|
|
68
|
+
}
|
|
69
|
+
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|