@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,511 @@
1
+ /**
2
+ * InputManager centralizes keyboard, mouse, gamepad, and touch handling for Genesys.
3
+ *
4
+ * Detailed explanation:
5
+ * - Listens to DOM events and distributes them to registered `IInputHandler` implementations.
6
+ * - Tracks current input state, pointer lock, and provides helper queries for button presses.
7
+ * - Manages gamepad connections and polling so gameplay code can be agnostic of the hardware.
8
+ * - Provides touch input support with virtual joystick using nipplejs for mobile devices.
9
+ * - Detects and reports swipe and tap gestures with configurable thresholds.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Instantiate once per world and add your custom handlers via `addInputHandler`.
13
+ * - Use `requestPointerLock` in response to user interaction if your controls need exclusive mouse input.
14
+ * - Touch input is automatically enabled on mobile browsers detected by `isMobileBrowser()`.
15
+ * - Virtual joystick provides movement input for mobile devices and can be customized via options.
16
+ * - Swipe and tap gestures can be detected by implementing handleSwipe/handleTap or subscribing to onSwipe/onTap delegates.
17
+ * - Avoid directly reading DOM events; rely on this manager to ensure consistent behavior across platforms.
18
+ */
19
+ import * as THREE from 'three';
20
+ import { Delegate } from '../utils/Delegate.js';
21
+ import type { World } from '../game/World';
22
+ export type KeyboardEventDelegate = Delegate<[KeyboardEvent], boolean>;
23
+ export type MouseEventDelegate = Delegate<[MouseButton, MouseEvent], boolean>;
24
+ export type GamepadEventDelegate = Delegate<[Gamepad], void>;
25
+ export type GamepadButtonEventDelegate = Delegate<[number, GamepadButton, number], boolean>;
26
+ export type GamepadAxisEventDelegate = Delegate<[number, GamepadAxis, number], boolean>;
27
+ export type VirtualJoystickEventDelegate = Delegate<[VirtualJoystickIndex, VirtualJoystickData], boolean>;
28
+ export type SwipeEventDelegate = Delegate<[SwipeData], boolean>;
29
+ export type TapEventDelegate = Delegate<[TapData], boolean>;
30
+ /**
31
+ * Enum for mouse buttons
32
+ * @enum {number}
33
+ */
34
+ export declare enum MouseButton {
35
+ Left = 0,
36
+ Middle = 1,
37
+ Right = 2
38
+ }
39
+ export declare enum VirtualJoystickIndex {
40
+ Left = 0,
41
+ Right = 1
42
+ }
43
+ /**
44
+ * Virtual joystick input data from nipplejs
45
+ */
46
+ export interface VirtualJoystickData {
47
+ /** The type of joystick event */
48
+ type: 'start' | 'move' | 'end';
49
+ /** Joystick position */
50
+ position: THREE.Vector2;
51
+ }
52
+ /**
53
+ * Swipe direction enum
54
+ */
55
+ export declare enum SwipeDirection {
56
+ Up = "up",
57
+ Down = "down",
58
+ Left = "left",
59
+ Right = "right"
60
+ }
61
+ /**
62
+ * Swipe gesture data
63
+ */
64
+ export interface SwipeData {
65
+ /** The direction of the swipe */
66
+ direction: SwipeDirection;
67
+ /** The starting position of the swipe in screen coordinates */
68
+ startPosition: THREE.Vector2;
69
+ /** The ending position of the swipe in screen coordinates */
70
+ endPosition: THREE.Vector2;
71
+ /** The distance of the swipe in pixels */
72
+ distance: number;
73
+ /** The duration of the swipe in milliseconds */
74
+ duration: number;
75
+ /** The velocity of the swipe in pixels per second */
76
+ velocity: number;
77
+ /** The underlying touch event */
78
+ event: TouchEvent;
79
+ }
80
+ /**
81
+ * Tap gesture data
82
+ */
83
+ export interface TapData {
84
+ /** The position of the tap in screen coordinates */
85
+ position: THREE.Vector2;
86
+ /** The position of the tap in NDC (Normalized Device Coordinates) */
87
+ normalizedPosition: THREE.Vector2;
88
+ /** The underlying touch event */
89
+ event: TouchEvent;
90
+ }
91
+ /**
92
+ * Interface for handling input events in the engine
93
+ * Implement this interface to create custom input handlers that can receive
94
+ * and process keyboard, mouse, gamepad, and touch events from the InputManager
95
+ */
96
+ export interface IInputHandler {
97
+ /**
98
+ * Called when a key is pressed down
99
+ * @param e - The keyboard event containing key information
100
+ * @returns Should return true to stop event propagation to other handlers,
101
+ * or false to allow other handlers to process the event
102
+ */
103
+ handleKeyDown(e: KeyboardEvent): boolean;
104
+ /**
105
+ * Called when a key is released
106
+ * @param e - The keyboard event containing key information
107
+ * @returns Should return true to stop event propagation to other handlers,
108
+ * or false to allow other handlers to process the event
109
+ */
110
+ handleKeyUp(e: KeyboardEvent): boolean;
111
+ /**
112
+ * Called when a mouse button is pressed down
113
+ * @param button - The mouse button that was pressed
114
+ * @param e - The mouse event containing button and position information
115
+ * @returns Should return true to stop event propagation to other handlers,
116
+ * or false to allow other handlers to process the event
117
+ */
118
+ handleMouseDown(button: MouseButton, e: MouseEvent): boolean;
119
+ /**
120
+ * Called when a mouse button is released
121
+ * @param button - The mouse button that was released
122
+ * @param e - The mouse event containing button and position information
123
+ * @returns Should return true to stop event propagation to other handlers,
124
+ * or false to allow other handlers to process the event
125
+ */
126
+ handleMouseUp(button: MouseButton, e: MouseEvent): boolean;
127
+ /**
128
+ * Called when the mouse is moved
129
+ * @param e - The mouse event containing movement and position information
130
+ * @returns Should return true to stop event propagation to other handlers,
131
+ * or false to allow other handlers to process the event
132
+ */
133
+ handleMouseMove(e: MouseEvent): boolean;
134
+ /**
135
+ * Called when a mouse click is detected (down + up on same element)
136
+ * @param button - The mouse button that was clicked
137
+ * @param e - The mouse event containing click information
138
+ * @returns Should return true to stop event propagation to other handlers,
139
+ * or false to allow other handlers to process the event
140
+ */
141
+ handleMouseClick(button: MouseButton, e: MouseEvent): boolean;
142
+ /**
143
+ * Called when a gamepad button is pressed down
144
+ * @param gamepadIndex - The index of the gamepad
145
+ * @param buttonIndex - The index of the button
146
+ * @param value - The value of the button press (0.0 to 1.0)
147
+ * @returns Should return true to stop event propagation to other handlers,
148
+ * or false to allow other handlers to process the event
149
+ */
150
+ handleGamepadButtonDown?(gamepadIndex: number, buttonIndex: GamepadButton, value: number): boolean;
151
+ /**
152
+ * Called when a gamepad button is released
153
+ * @param gamepadIndex - The index of the gamepad
154
+ * @param buttonIndex - The index of the button
155
+ * @returns Should return true to stop event propagation to other handlers,
156
+ * or false to allow other handlers to process the event
157
+ */
158
+ handleGamepadButtonUp?(gamepadIndex: number, buttonIndex: GamepadButton): boolean;
159
+ /**
160
+ * Called when a gamepad axis changes value
161
+ * @param gamepadIndex - The index of the gamepad
162
+ * @param axisIndex - The index of the axis
163
+ * @param value - The value of the axis (-1.0 to 1.0)
164
+ * @returns Should return true to stop event propagation to other handlers,
165
+ * or false to allow other handlers to process the event
166
+ */
167
+ handleGamepadAxisChange?(gamepadIndex: number, axisIndex: GamepadAxis, value: number): boolean;
168
+ /**
169
+ * Called when a virtual joystick event occurs (from nipplejs)
170
+ * @param index - The index of the virtual joystick
171
+ * @param joystickData - The virtual joystick data containing position, distance, and angle
172
+ * @returns Should return true to stop event propagation to other handlers,
173
+ * or false to allow other handlers to process the event
174
+ */
175
+ handleVirtualJoystick?(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean;
176
+ /**
177
+ * Called when a swipe gesture is detected
178
+ * @param swipeData - The swipe data containing direction, distance, velocity, etc.
179
+ * @returns Should return true to stop event propagation to other handlers,
180
+ * or false to allow other handlers to process the event
181
+ */
182
+ handleSwipe?(swipeData: SwipeData): boolean;
183
+ /**
184
+ * Called when a tap gesture is detected
185
+ * @param tapData - The tap data containing position and normalized coordinates
186
+ * @returns Should return true to stop event propagation to other handlers,
187
+ * or false to allow other handlers to process the event
188
+ */
189
+ handleTap?(tapData: TapData): boolean;
190
+ /**
191
+ * Called when the handler is added to or removed from an InputManager
192
+ * @param manager - The InputManager instance when being added,
193
+ * or null when being removed
194
+ */
195
+ setInputManager(manager: InputManager | null): void;
196
+ }
197
+ /**
198
+ * Enumeration for standard gamepad buttons
199
+ */
200
+ export declare enum GamepadButton {
201
+ FaceBottom = 0,// Usually A on Xbox, X on PlayStation
202
+ FaceRight = 1,// Usually B on Xbox, Circle on PlayStation
203
+ FaceLeft = 2,// Usually X on Xbox, Square on PlayStation
204
+ FaceTop = 3,// Usually Y on Xbox, Triangle on PlayStation
205
+ LeftBumper = 4,
206
+ RightBumper = 5,
207
+ LeftTrigger = 6,
208
+ RightTrigger = 7,
209
+ Select = 8,
210
+ Start = 9,
211
+ LeftStick = 10,
212
+ RightStick = 11,
213
+ DpadUp = 12,
214
+ DpadDown = 13,
215
+ DpadLeft = 14,
216
+ DpadRight = 15
217
+ }
218
+ /**
219
+ * Enumeration for standard gamepad axes
220
+ */
221
+ export declare enum GamepadAxis {
222
+ LeftStickX = 0,
223
+ LeftStickY = 1,
224
+ RightStickX = 2,
225
+ RightStickY = 3
226
+ }
227
+ /**
228
+ * Configuration options for initializing an InputManager instance
229
+ */
230
+ export interface InputManagerOptions {
231
+ /**
232
+ * The DOM element that will receive mouse input events
233
+ * Typically this is the renderer's DOM element
234
+ */
235
+ rendererDomElement: HTMLElement;
236
+ /**
237
+ * The DOM element that will receive touch input events
238
+ * Typically this is the game container
239
+ */
240
+ gameContainer: HTMLElement;
241
+ /**
242
+ * The World instance that this input manager belongs to
243
+ * Used to check play state before processing input events
244
+ */
245
+ world: WeakRef<World>;
246
+ /**
247
+ * Whether to enable gamepad support
248
+ * Default: true
249
+ */
250
+ enableGamepad?: boolean;
251
+ /**
252
+ * Configuration for the virtual joystick
253
+ */
254
+ virtualJoystickOptions?: {
255
+ /** Size of the joystick in pixels */
256
+ size?: number;
257
+ /** Opacity of the joystick (0.0 to 1.0) */
258
+ opacity?: number;
259
+ /** Color of the joystick */
260
+ color?: string;
261
+ /** Whether the joystick should be static or dynamic */
262
+ mode?: 'static' | 'dynamic';
263
+ /** Whether to show the joystick only when touching */
264
+ fadeTime?: number;
265
+ /** Whether to hide/disable the virtual joystick (default: false) */
266
+ hidden?: boolean;
267
+ };
268
+ /**
269
+ * Configuration for swipe gesture detection
270
+ */
271
+ swipeOptions?: {
272
+ /** Minimum distance in pixels for a swipe to be recognized (default: 50) */
273
+ minDistance?: number;
274
+ /** Maximum duration in milliseconds for a swipe (default: 1000) */
275
+ maxDuration?: number;
276
+ /** Minimum velocity in pixels per second for a swipe (default: 100) */
277
+ minVelocity?: number;
278
+ };
279
+ /**
280
+ * Configuration for tap gesture detection
281
+ */
282
+ tapOptions?: {
283
+ /** Maximum duration in milliseconds for a tap (default: 300) */
284
+ maxDuration?: number;
285
+ /** Maximum movement in pixels for a tap (default: 10) */
286
+ maxMovement?: number;
287
+ };
288
+ }
289
+ /**
290
+ * Options for configuring pointer lock behavior
291
+ */
292
+ export interface PointerLockOptions {
293
+ /**
294
+ * When true, uses raw/unadjusted movement values which can be useful for
295
+ * first-person controls that need to ignore OS-level mouse acceleration
296
+ * @default false
297
+ */
298
+ unadjustedMovement?: boolean;
299
+ }
300
+ /**
301
+ * Centralized input management system for handling keyboard, mouse, gamepad, and touch input
302
+ *
303
+ * Features:
304
+ * - Distributes input events to registered handlers
305
+ * - Tracks current input state (keys pressed, mouse buttons, position)
306
+ * - Provides pointer lock functionality
307
+ * - Normalizes mouse coordinates to NDC (Normalized Device Coordinates)
308
+ * - Manages gamepad connections and input
309
+ * - Handles touch input with normalized coordinates and pressure data
310
+ * - Provides virtual joystick support for mobile devices using nipplejs
311
+ * - Detects swipe gestures with configurable distance, velocity, and duration thresholds
312
+ * - Detects tap gestures with configurable duration and movement thresholds
313
+ * - Automatically enables touch input on mobile browsers
314
+ */
315
+ export declare class InputManager {
316
+ readonly options: InputManagerOptions;
317
+ private keys;
318
+ private mousePosition;
319
+ private mouseButtons;
320
+ private inputHandlers;
321
+ private pointerLockOptions;
322
+ private inputEnabled;
323
+ private connectedGamepads;
324
+ private previousButtonStates;
325
+ private previousAxisValues;
326
+ private gamepadDeadzone;
327
+ private isPollingGamepads;
328
+ private gamepadRafId;
329
+ private boundHandleGamepadConnected;
330
+ private boundHandleGamepadDisconnected;
331
+ readonly onGamepadConnected: GamepadEventDelegate;
332
+ readonly onGamepadDisconnected: GamepadEventDelegate;
333
+ private virtualJoysticks;
334
+ private leftJoystickZone;
335
+ private rightJoystickZone;
336
+ private touchStartPosition;
337
+ private touchStartTime;
338
+ private touchMoved;
339
+ private swipeMinDistance;
340
+ private swipeMaxDuration;
341
+ private swipeMinVelocity;
342
+ private tapMaxDuration;
343
+ private tapMaxMovement;
344
+ readonly onSwipe: SwipeEventDelegate;
345
+ readonly onTap: TapEventDelegate;
346
+ private abortController;
347
+ /**
348
+ * Creates a new InputManager instance
349
+ * @param options - Required configuration including DOM element and World reference
350
+ */
351
+ constructor(options: InputManagerOptions);
352
+ beginPlay(): void;
353
+ endPlay(): void;
354
+ /**
355
+ * Cleans up resources used by the input manager
356
+ */
357
+ destroy(): void;
358
+ /**
359
+ * Requests pointer lock on the renderer element
360
+ * @param options - Optional configuration for pointer lock behavior
361
+ * @remarks
362
+ * Pointer lock hides the cursor and provides raw mouse movement data,
363
+ * which is useful for first-person controls
364
+ */
365
+ requestPointerLock(options?: PointerLockOptions): void;
366
+ /**
367
+ * Registers an input handler to receive input events
368
+ * @param handler - The handler to add
369
+ * @remarks
370
+ * Handlers are called in the order they were added until one returns true
371
+ */
372
+ addInputHandler(handler: IInputHandler): void;
373
+ /**
374
+ * Unregisters an input handler
375
+ * @param handler - The handler to remove
376
+ */
377
+ removeInputHandler(handler: IInputHandler): void;
378
+ /**
379
+ * Enables or disables input processing
380
+ * @param enabled - When true, input events will be processed; when false, all input events are ignored
381
+ */
382
+ setInputEnabled(enabled: boolean): void;
383
+ /**
384
+ * Checks if input processing is currently enabled
385
+ * @returns True if input processing is enabled, false otherwise
386
+ */
387
+ isInputEnabled(): boolean;
388
+ /**
389
+ * Gets all currently connected gamepads
390
+ * @returns An array of connected gamepads
391
+ */
392
+ getConnectedGamepads(): Gamepad[];
393
+ /**
394
+ * Gets a gamepad by its index
395
+ * @param index The index of the gamepad to get
396
+ * @returns The gamepad or null if not found
397
+ */
398
+ getGamepad(index: number): Gamepad | null;
399
+ /**
400
+ * Gets the current value of a gamepad button
401
+ * @param gamepadIndex The index of the gamepad
402
+ * @param buttonIndex The index of the button
403
+ * @returns The button value (0.0 to 1.0) or 0 if not pressed/not found
404
+ */
405
+ getGamepadButtonValue(gamepadIndex: number, buttonIndex: number): number;
406
+ /**
407
+ * Gets the current value of a gamepad axis
408
+ * @param gamepadIndex The index of the gamepad
409
+ * @param axisIndex The index of the axis
410
+ * @returns The axis value (-1.0 to 1.0) or 0 if not found
411
+ */
412
+ getGamepadAxisValue(gamepadIndex: number, axisIndex: number): number;
413
+ /**
414
+ * Starts polling for gamepad input
415
+ */
416
+ private startGamepadPolling;
417
+ /**
418
+ * Stops polling for gamepad input
419
+ */
420
+ private stopGamepadPolling;
421
+ private shouldIgnoreInput;
422
+ private setupEventListeners;
423
+ private handleKeyDown;
424
+ private handleKeyUp;
425
+ private handleMouseDown;
426
+ private handleMouseUp;
427
+ private handleMouseClick;
428
+ private handleMouseMove;
429
+ /**
430
+ * Checks if a specific key is currently pressed
431
+ * @param key - The key to check (case-sensitive)
432
+ * @returns True if the key is currently pressed down
433
+ */
434
+ isKeyDown(key: string): boolean;
435
+ /**
436
+ * Checks if a specific mouse button is currently pressed
437
+ * @param button - The button index to check (0=left, 1=middle, 2=right)
438
+ * @returns True if the button is currently pressed down
439
+ */
440
+ isMouseButtonDown(button: number): boolean;
441
+ /**
442
+ * Gets the current mouse position in Normalized Device Coordinates (NDC)
443
+ * @returns A Vector2 where:
444
+ * - x ranges from -1 (left) to 1 (right)
445
+ * - y ranges from -1 (bottom) to 1 (top)
446
+ */
447
+ getMousePosition(): THREE.Vector2;
448
+ /**
449
+ * Checks if pointer lock is currently active on the renderer element
450
+ * @returns True if pointer lock is active
451
+ */
452
+ isPointerLocked(): boolean;
453
+ /**
454
+ * Releases pointer lock if currently active
455
+ */
456
+ exitPointerLock(): void;
457
+ private handleGamepadConnected;
458
+ private handleGamepadDisconnected;
459
+ private pollGamepads;
460
+ private pollStandardGamepads;
461
+ private handleTouchStart;
462
+ private handleTouchMove;
463
+ private handleTouchEnd;
464
+ private handleTouchCancel;
465
+ private handleTapGesture;
466
+ private handleSwipeGesture;
467
+ private handlePointerLockChange;
468
+ private setupTouchInput;
469
+ private destroyTouchInput;
470
+ private handleVirtualJoystickEvent;
471
+ /**
472
+ * Checks if virtual joystick is enabled
473
+ * @returns True if virtual joystick is enabled
474
+ */
475
+ isVirtualJoystickEnabled(): boolean;
476
+ /**
477
+ * Shows the virtual joystick by setting visibility to visible
478
+ * Only works if joysticks have been initialized
479
+ */
480
+ showVirtualJoystick(): void;
481
+ /**
482
+ * Hides the virtual joystick by setting visibility to hidden
483
+ * The joystick will still capture events but won't be visible
484
+ */
485
+ hideVirtualJoystick(): void;
486
+ /**
487
+ * Checks if the virtual joystick is currently visible
488
+ * @returns True if visible, false if hidden or not initialized
489
+ */
490
+ isVirtualJoystickVisible(): boolean;
491
+ }
492
+ /**
493
+ * Base class for input handlers that provides default implementations for all methods
494
+ * Subclasses can override specific methods to handle specific input events
495
+ */
496
+ export declare class BaseInputHandler implements IInputHandler {
497
+ protected inputManager: InputManager | null;
498
+ handleKeyDown(e: KeyboardEvent): boolean;
499
+ handleKeyUp(e: KeyboardEvent): boolean;
500
+ handleMouseDown(button: MouseButton, e: MouseEvent): boolean;
501
+ handleMouseUp(button: MouseButton, e: MouseEvent): boolean;
502
+ handleMouseMove(e: MouseEvent): boolean;
503
+ handleMouseClick(button: MouseButton, e: MouseEvent): boolean;
504
+ handleGamepadButtonDown(gamepadIndex: number, buttonIndex: number, value: number): boolean;
505
+ handleGamepadButtonUp(gamepadIndex: number, buttonIndex: number): boolean;
506
+ handleGamepadAxisChange(gamepadIndex: number, axisIndex: number, value: number): boolean;
507
+ handleVirtualJoystick(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean;
508
+ handleSwipe(swipeData: SwipeData): boolean;
509
+ handleTap(tapData: TapData): boolean;
510
+ setInputManager(manager: InputManager | null): void;
511
+ }