@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 +1,56 @@
1
+ /**
2
+ * CollisionConfig manages the global set of collision profiles and channels.
3
+ *
4
+ * Detailed explanation:
5
+ * - Acts as a singleton so that all physics components share the same channel definitions.
6
+ * - Generates default profiles and allows user-provided overrides or custom channels at setup time.
7
+ * - Provides helper methods to resolve channel names and query profiles by name at runtime.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Invoke `CollisionConfig.setup()` once during initialization with optional game-specific data.
11
+ * - Retrieve the instance via `getInstance()` when assigning profiles to components.
12
+ * - Keep the data structures small; this config is referenced frequently when broad-phase collision checks run.
13
+ */
14
+ import { CollisionChannel, CollisionProfile, CollisionResponseCustomization, CustomChannelConfig } from './CollisionTypes.js';
15
+ import type { CollisionConfigData } from './CollisionTypes.js';
16
+ export declare class CollisionConfig {
17
+ private static instance;
18
+ /** Profiles which can be used to configure collision detection for components */
19
+ readonly profiles: Array<CollisionProfile>;
20
+ readonly customChannelConfigs: Array<CustomChannelConfig>;
21
+ /** Overrides to apply to the collision profiles. Useful when you have added your own profiles and want to configure how they interact with the default profiles */
22
+ readonly profileOverrides: Array<CollisionResponseCustomization>;
23
+ private constructor();
24
+ private createCustomChannelConfigs;
25
+ private processUserProfiles;
26
+ private processProfileOverrides;
27
+ private processChannelResponses;
28
+ private resolveChannelName;
29
+ private createDefaultProfiles;
30
+ private applyProfileOverrides;
31
+ /**
32
+ * Gets the singleton instance of CollisionConfig
33
+ * @returns The CollisionConfig instance
34
+ */
35
+ static getInstance(): CollisionConfig;
36
+ /**
37
+ * Initializes the CollisionConfig singleton with optional custom configuration
38
+ * @param config Optional configuration to override defaults
39
+ * @throws Error if setup() has already been called
40
+ */
41
+ static setup(config?: CollisionConfigData): void;
42
+ /**
43
+ * Gets a collision profile by name
44
+ * @param name The name of the profile to find
45
+ * @returns The collision profile or undefined if not found
46
+ */
47
+ getProfile(name: string): CollisionProfile | undefined;
48
+ }
49
+ /**
50
+ * Resolves a channel name to a CollisionChannel enum value
51
+ * @param channel The channel name to resolve
52
+ * @returns The resolved CollisionChannel or undefined if not found
53
+ */
54
+ export declare function resolveChannelName(channel: string): CollisionChannel | undefined;
55
+ export declare function getCollisionChannelIndex(channel: CollisionChannel): number;
56
+ export declare function getCollisionChannelBit(channel: CollisionChannel): number;
@@ -0,0 +1,249 @@
1
+ /**
2
+ * CollisionConfig manages the global set of collision profiles and channels.
3
+ *
4
+ * Detailed explanation:
5
+ * - Acts as a singleton so that all physics components share the same channel definitions.
6
+ * - Generates default profiles and allows user-provided overrides or custom channels at setup time.
7
+ * - Provides helper methods to resolve channel names and query profiles by name at runtime.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Invoke `CollisionConfig.setup()` once during initialization with optional game-specific data.
11
+ * - Retrieve the instance via `getInstance()` when assigning profiles to components.
12
+ * - Keep the data structures small; this config is referenced frequently when broad-phase collision checks run.
13
+ */
14
+ import { CollisionChannel, CollisionMode, CollisionProfile, CollisionResponse, CollisionResponseCustomization, CustomChannelConfig, DefaultCollisionProfile } from './CollisionTypes.js';
15
+ export class CollisionConfig {
16
+ constructor(config) {
17
+ /** Profiles which can be used to configure collision detection for components */
18
+ Object.defineProperty(this, "profiles", {
19
+ enumerable: true,
20
+ configurable: true,
21
+ writable: true,
22
+ value: void 0
23
+ });
24
+ Object.defineProperty(this, "customChannelConfigs", {
25
+ enumerable: true,
26
+ configurable: true,
27
+ writable: true,
28
+ value: void 0
29
+ });
30
+ /** Overrides to apply to the collision profiles. Useful when you have added your own profiles and want to configure how they interact with the default profiles */
31
+ Object.defineProperty(this, "profileOverrides", {
32
+ enumerable: true,
33
+ configurable: true,
34
+ writable: true,
35
+ value: void 0
36
+ });
37
+ // Initialize custom channel configs first
38
+ this.customChannelConfigs = this.createCustomChannelConfigs(config?.customChannelConfigs);
39
+ // Create default profiles
40
+ const defaultProfiles = this.createDefaultProfiles();
41
+ // Process and create user profiles
42
+ const processedUserProfiles = this.processUserProfiles(config?.userProfiles);
43
+ // Process and create profile overrides
44
+ const processedOverrides = this.processProfileOverrides(config?.profileOverrides);
45
+ // Apply overrides to default profiles
46
+ this.applyProfileOverrides(defaultProfiles, processedOverrides, this.customChannelConfigs);
47
+ // Combine all profiles
48
+ this.profiles = [
49
+ ...defaultProfiles,
50
+ ...processedUserProfiles
51
+ ];
52
+ // Store overrides
53
+ this.profileOverrides = processedOverrides;
54
+ }
55
+ createCustomChannelConfigs(configs) {
56
+ return (configs ?? []).map(c => new CustomChannelConfig(c.channel, c.defaultResponse, c.name));
57
+ }
58
+ processUserProfiles(profiles) {
59
+ return (profiles ?? []).map(p => {
60
+ const processedResponses = this.processChannelResponses(p.responses ?? []);
61
+ return new CollisionProfile(p.name, p.mode, this.resolveChannelName(p.objectChannelName) ?? CollisionChannel.WorldStatic, processedResponses);
62
+ });
63
+ }
64
+ processProfileOverrides(overrides) {
65
+ return (overrides ?? []).map(o => {
66
+ const processedCustomizations = this.processChannelResponses(o.responseCustomizations);
67
+ return new CollisionResponseCustomization(o.profileName, processedCustomizations);
68
+ });
69
+ }
70
+ processChannelResponses(responses) {
71
+ return responses.map(r => {
72
+ const resolvedChannel = this.resolveChannelName(r.channel);
73
+ return {
74
+ ...r,
75
+ channel: resolvedChannel ?? r.channel
76
+ };
77
+ });
78
+ }
79
+ resolveChannelName(channelName) {
80
+ // Try to match by enum key
81
+ const key = channelName;
82
+ if (key in CollisionChannel) {
83
+ return CollisionChannel[key];
84
+ }
85
+ // Try to match by value (stringified number)
86
+ for (const key in CollisionChannel) {
87
+ if (CollisionChannel[key].toString() === channelName) {
88
+ return CollisionChannel[key];
89
+ }
90
+ }
91
+ // Try to match by custom channel config name
92
+ const customChannelConfig = this.customChannelConfigs.find(c => c.name === channelName);
93
+ if (customChannelConfig) {
94
+ return customChannelConfig.channel;
95
+ }
96
+ return undefined;
97
+ }
98
+ createDefaultProfiles() {
99
+ return [
100
+ new CollisionProfile(DefaultCollisionProfile.NoCollision, CollisionMode.NoCollision, CollisionChannel.WorldStatic, []),
101
+ new CollisionProfile(DefaultCollisionProfile.BlockAll, CollisionMode.QueryAndPhysics, CollisionChannel.WorldStatic, []),
102
+ new CollisionProfile(DefaultCollisionProfile.OverlapAll, CollisionMode.QueryOnly, CollisionChannel.WorldStatic, [
103
+ { channel: CollisionChannel.WorldStatic, response: CollisionResponse.Overlap },
104
+ { channel: CollisionChannel.WorldDynamic, response: CollisionResponse.Overlap },
105
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Overlap },
106
+ { channel: CollisionChannel.Visibility, response: CollisionResponse.Overlap },
107
+ { channel: CollisionChannel.Camera, response: CollisionResponse.Overlap },
108
+ { channel: CollisionChannel.PhysicsBody, response: CollisionResponse.Overlap },
109
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
110
+ { channel: CollisionChannel.Destructible, response: CollisionResponse.Overlap },
111
+ ]),
112
+ new CollisionProfile(DefaultCollisionProfile.BlockAllDynamic, CollisionMode.QueryAndPhysics, CollisionChannel.WorldDynamic, []),
113
+ new CollisionProfile(DefaultCollisionProfile.OverlapAllDynamic, CollisionMode.QueryOnly, CollisionChannel.WorldDynamic, [
114
+ { channel: CollisionChannel.WorldStatic, response: CollisionResponse.Overlap },
115
+ { channel: CollisionChannel.WorldDynamic, response: CollisionResponse.Overlap },
116
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Overlap },
117
+ { channel: CollisionChannel.Camera, response: CollisionResponse.Overlap },
118
+ { channel: CollisionChannel.PhysicsBody, response: CollisionResponse.Overlap },
119
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
120
+ { channel: CollisionChannel.Destructible, response: CollisionResponse.Overlap },
121
+ ]),
122
+ new CollisionProfile(DefaultCollisionProfile.IgnoreOnlyPawns, CollisionMode.QueryOnly, CollisionChannel.WorldDynamic, [
123
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Ignore },
124
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Ignore },
125
+ ]),
126
+ new CollisionProfile(DefaultCollisionProfile.Pawn, CollisionMode.QueryAndPhysics, CollisionChannel.Pawn, [
127
+ { channel: CollisionChannel.Visibility, response: CollisionResponse.Ignore },
128
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
129
+ { channel: CollisionChannel.Camera, response: CollisionResponse.Ignore },
130
+ ]),
131
+ new CollisionProfile(DefaultCollisionProfile.Character, CollisionMode.QueryAndPhysics, CollisionChannel.Pawn, [
132
+ { channel: CollisionChannel.Visibility, response: CollisionResponse.Ignore },
133
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
134
+ { channel: CollisionChannel.Camera, response: CollisionResponse.Ignore },
135
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Ignore },
136
+ ]),
137
+ new CollisionProfile(DefaultCollisionProfile.Destructible, CollisionMode.QueryAndPhysics, CollisionChannel.Destructible, []),
138
+ new CollisionProfile(DefaultCollisionProfile.InvisibleWall, CollisionMode.QueryAndPhysics, CollisionChannel.WorldStatic, []),
139
+ new CollisionProfile(DefaultCollisionProfile.InvisibleWallDynamic, CollisionMode.QueryAndPhysics, CollisionChannel.WorldDynamic, []),
140
+ new CollisionProfile(DefaultCollisionProfile.Trigger, CollisionMode.QueryOnly, CollisionChannel.WorldDynamic, [
141
+ { channel: CollisionChannel.WorldStatic, response: CollisionResponse.Overlap },
142
+ { channel: CollisionChannel.WorldDynamic, response: CollisionResponse.Overlap },
143
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Overlap },
144
+ { channel: CollisionChannel.PhysicsBody, response: CollisionResponse.Overlap },
145
+ { channel: CollisionChannel.Destructible, response: CollisionResponse.Overlap },
146
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
147
+ ]),
148
+ new CollisionProfile(DefaultCollisionProfile.Ragdoll, CollisionMode.QueryAndPhysics, CollisionChannel.PhysicsBody, [
149
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Ignore },
150
+ ]),
151
+ new CollisionProfile(DefaultCollisionProfile.Vehicle, CollisionMode.QueryAndPhysics, CollisionChannel.Vehicle, []),
152
+ new CollisionProfile(DefaultCollisionProfile.UI, CollisionMode.QueryOnly, CollisionChannel.WorldDynamic, [
153
+ { channel: CollisionChannel.WorldStatic, response: CollisionResponse.Overlap },
154
+ { channel: CollisionChannel.WorldDynamic, response: CollisionResponse.Overlap },
155
+ { channel: CollisionChannel.Pawn, response: CollisionResponse.Overlap },
156
+ { channel: CollisionChannel.Visibility, response: CollisionResponse.Overlap },
157
+ { channel: CollisionChannel.Camera, response: CollisionResponse.Overlap },
158
+ { channel: CollisionChannel.PhysicsBody, response: CollisionResponse.Overlap },
159
+ { channel: CollisionChannel.Vehicle, response: CollisionResponse.Overlap },
160
+ { channel: CollisionChannel.Destructible, response: CollisionResponse.Overlap },
161
+ ]),
162
+ ];
163
+ }
164
+ applyProfileOverrides(profiles, overrides, customChannelConfigs) {
165
+ overrides.forEach(override => {
166
+ const profile = profiles.find(p => p.name === override.profileName);
167
+ if (profile) {
168
+ override.responseCustomizations.forEach(customization => {
169
+ const resolvedChannel = this.resolveChannelName(customization.channel);
170
+ if (resolvedChannel) {
171
+ const index = profile.responses.findIndex(r => r.channel === resolvedChannel);
172
+ if (index === -1) {
173
+ profile.responses.push({ channel: resolvedChannel, response: customization.response });
174
+ }
175
+ else {
176
+ profile.responses[index] = { channel: resolvedChannel, response: customization.response };
177
+ }
178
+ }
179
+ });
180
+ }
181
+ });
182
+ }
183
+ /**
184
+ * Gets the singleton instance of CollisionConfig
185
+ * @returns The CollisionConfig instance
186
+ */
187
+ static getInstance() {
188
+ if (!CollisionConfig.instance) {
189
+ CollisionConfig.setup();
190
+ }
191
+ return CollisionConfig.instance;
192
+ }
193
+ /**
194
+ * Initializes the CollisionConfig singleton with optional custom configuration
195
+ * @param config Optional configuration to override defaults
196
+ * @throws Error if setup() has already been called
197
+ */
198
+ static setup(config) {
199
+ if (CollisionConfig.instance) {
200
+ console.log('Replacing existing CollisionConfig');
201
+ }
202
+ CollisionConfig.instance = new CollisionConfig(config);
203
+ }
204
+ /**
205
+ * Gets a collision profile by name
206
+ * @param name The name of the profile to find
207
+ * @returns The collision profile or undefined if not found
208
+ */
209
+ getProfile(name) {
210
+ return this.profiles.find(profile => profile.name === name);
211
+ }
212
+ }
213
+ Object.defineProperty(CollisionConfig, "instance", {
214
+ enumerable: true,
215
+ configurable: true,
216
+ writable: true,
217
+ value: null
218
+ });
219
+ /**
220
+ * Resolves a channel name to a CollisionChannel enum value
221
+ * @param channel The channel name to resolve
222
+ * @returns The resolved CollisionChannel or undefined if not found
223
+ */
224
+ export function resolveChannelName(channel) {
225
+ // Try to match by enum key
226
+ const key = channel;
227
+ if (key in CollisionChannel) {
228
+ return CollisionChannel[key];
229
+ }
230
+ // Try to match by value (stringified number)
231
+ for (const key in CollisionChannel) {
232
+ if (CollisionChannel[key].toString() === channel) {
233
+ return CollisionChannel[key];
234
+ }
235
+ }
236
+ // Try to match by custom channel config name
237
+ const customChannelConfig = CollisionConfig.getInstance().customChannelConfigs.find(config => config.name === channel);
238
+ if (customChannelConfig) {
239
+ return customChannelConfig.channel;
240
+ }
241
+ return undefined;
242
+ }
243
+ export function getCollisionChannelIndex(channel) {
244
+ return Object.values(CollisionChannel).indexOf(channel);
245
+ }
246
+ export function getCollisionChannelBit(channel) {
247
+ return 1 << getCollisionChannelIndex(channel);
248
+ }
249
+ //# 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@@ -0,0 +1,138 @@
1
+ /**
2
+ * CollisionTypes defines the enums and data structures describing physical interactions.
3
+ *
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+ * Detailed explanation:
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+ * - Enumerates collision channels, modes and responses used by the engine's physics layer.
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+ * - Provides classes for profiles and custom channel configuration so games can tune interactions.
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+ * - Data interfaces at the bottom enable serialization of these settings from JSON configs.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Reference `CollisionChannel` when assigning channels to physics components.
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+ * - Use `CollisionProfile` to define sets of responses that can be reused across actors.
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+ * - Extend `CustomChannelConfig` if your game requires user-named channels beyond the defaults.
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+ */
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+ /**
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+ * Collision channels for the game
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+ * CustomGameChannel1 - CustomGameChannel8 can be named by the user via CustomChannelConfig entries
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+ */
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+ export declare enum CollisionChannel {
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+ WorldStatic = "worldStatic",
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+ WorldDynamic = "worldDynamic",
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+ Pawn = "pawn",
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+ Visibility = "visibility",
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+ Camera = "camera",
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+ PhysicsBody = "physicsBody",
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+ Vehicle = "vehicle",
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+ Destructible = "destructible",
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+ CustomGameChannel1 = "customGameChannel1",
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+ CustomGameChannel2 = "customGameChannel2",
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+ CustomGameChannel3 = "customGameChannel3",
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+ CustomGameChannel4 = "customGameChannel4",
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+ CustomGameChannel5 = "customGameChannel5",
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+ CustomGameChannel6 = "customGameChannel6",
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+ CustomGameChannel7 = "customGameChannel7",
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+ CustomGameChannel8 = "customGameChannel8"
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+ }
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+ /**
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+ * Collision setting for a collision profile
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+ */
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+ export declare enum CollisionMode {
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+ NoCollision = "noCollision",
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+ QueryOnly = "queryOnly",
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+ PhysicsOnly = "physicsOnly",
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+ QueryAndPhysics = "queryAndPhysics"
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+ }
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+ /**
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+ * Collision response for a collision profile or channel
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+ */
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+ export declare enum CollisionResponse {
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+ Ignore = "ignore",
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+ Overlap = "overlap",
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+ Block = "block"
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+ }
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+ /**
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+ * Default collision profiles
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+ */
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+ export declare enum DefaultCollisionProfile {
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+ NoCollision = "NoCollision",
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+ BlockAll = "BlockAll",
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+ OverlapAll = "OverlapAll",
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+ BlockAllDynamic = "BlockAllDynamic",
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+ OverlapAllDynamic = "OverlapAllDynamic",
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+ IgnoreOnlyPawns = "IgnoreOnlyPawns",
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+ Pawn = "Pawn",
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+ Character = "Character",
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+ Destructible = "Destructible",
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+ InvisibleWall = "InvisibleWall",
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+ InvisibleWallDynamic = "InvisibleWallDynamic",
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+ Trigger = "Trigger",
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+ Ragdoll = "Ragdoll",
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+ Vehicle = "Vehicle",
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+ UI = "UI",
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+ Default = "BlockAll"
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+ }
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+ /**
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+ * Channel response for a collision profile or channel
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+ */
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+ export declare class ChannelResponse {
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+ /** The name of the channel. Should match an existing channel in the collision config.
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+ * It's a string instead of an enum so that users can apply names to the predefined game trace channels.
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+ * The user name is configured in the defaultChannelResponse array
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+ */
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+ channel: string;
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+ /** The collision response */
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+ response: CollisionResponse;
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+ }
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+ /**
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+ * Provides the ability to name and configure custom game collision channels
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+ */
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+ export declare class CustomChannelConfig {
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+ channel: CollisionChannel;
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+ defaultResponse: CollisionResponse;
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+ name: string;
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+ constructor(channel: CollisionChannel, defaultResponse: CollisionResponse, name: string);
94
+ }
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+ /**
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+ * Collision response detailing how collision detection should be performed for a component
97
+ */
98
+ export declare class CollisionProfile {
99
+ /** The name of the collision response template. Should be unique */
100
+ name: string;
101
+ /** The mode of collision detection to use */
102
+ mode: CollisionMode;
103
+ /** The channel of the object to apply the collision response to */
104
+ objectChannel: CollisionChannel;
105
+ /** The collision responses to apply */
106
+ responses: Array<ChannelResponse>;
107
+ constructor(name: string, mode: CollisionMode, objectChannel: CollisionChannel, responses?: Array<ChannelResponse>);
108
+ }
109
+ /**
110
+ * Customization of a collision response profile
111
+ */
112
+ export declare class CollisionResponseCustomization {
113
+ /** The name of the collision response profile to customize */
114
+ profileName: string;
115
+ /** The channel response customizations to apply */
116
+ responseCustomizations: Array<ChannelResponse>;
117
+ constructor(profileName: string, responseCustomizations: Array<ChannelResponse>);
118
+ }
119
+ export interface CollisionProfileData {
120
+ name: string;
121
+ mode: CollisionMode;
122
+ objectChannelName: string;
123
+ responses?: Array<ChannelResponse>;
124
+ }
125
+ export interface CustomChannelConfigData {
126
+ channel: CollisionChannel;
127
+ defaultResponse: CollisionResponse;
128
+ name: string;
129
+ }
130
+ export interface CollisionResponseCustomizationData {
131
+ profileName: string;
132
+ responseCustomizations: Array<ChannelResponse>;
133
+ }
134
+ export interface CollisionConfigData {
135
+ userProfiles?: Array<CollisionProfileData>;
136
+ customChannelConfigs?: Array<CustomChannelConfigData>;
137
+ profileOverrides?: Array<CollisionResponseCustomizationData>;
138
+ }