@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 +1,946 @@
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+ ## Instruction
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+ Use this doc to understand how visuals and rendering work in Genesys.js and learn how to display 3D models using MeshComponent and GLTFMeshComponent, apply materials and textures, and set up lighting to create visually appealing game scenes.
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+
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+ # 4-visuals-and-rendering.md
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+
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+ ## Visuals and Rendering in Genesys.js
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+
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+ The visual appearance of your game is crucial for creating an immersive experience. Genesys.js, built on top of Three.js, provides a powerful and flexible system for rendering 3D models, applying materials, and lighting your scenes. This guide covers the essential components and techniques for controlling the visuals of your game.
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+
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+ ---
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+
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+ ## 1. Displaying 3D Models
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+
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+ The primary way to get a 3D object on screen is by using a component that manages a `THREE.Mesh`.
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+
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+ ### `MeshComponent` for Primitive Shapes
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+
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+ For simple geometric shapes like cubes, spheres, or planes, the `ENGINE.MeshComponent` is the perfect tool. You provide it with a Three.js `BufferGeometry` and a `Material`.
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+
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+ ```typescript
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+ import * as ENGINE from "genesys.js";
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+
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+ // Create an actor to hold our mesh.
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+ const simpleActor = new ENGINE.Actor({
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+ position: new THREE.Vector3(0, 1, 0),
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+ rootComponent: new ENGINE.MeshComponent({
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+ // Define the shape.
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+ geometry: new THREE.SphereGeometry(0.5, 32, 16),
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+ // Define the surface appearance.
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+ material: new THREE.MeshStandardMaterial({
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+ color: 'red',
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+ roughness: 0.2,
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+ metalness: 0.8
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+ })
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+ })
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+ });
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+
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+ // Add it to the world to be rendered.
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+ // world.addActors(simpleActor);
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+ ```
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+
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+ ### `GLTFMeshComponent` for Complex Models
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+
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+ For complex models created in 3D modeling software like Blender, you'll typically use the glTF format (`.gltf` or `.glb`). The `ENGINE.GLTFMeshComponent` is designed to load and display these files.
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+
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+ ```typescript
47
+ import * as ENGINE from "genesys.js";
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+
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+ // Create an actor to display a loaded model.
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+ const modelActor = new ENGINE.Actor({
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+ position: new THREE.Vector3(0, 0, -5),
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+ rootComponent: new ENGINE.GLTFMeshComponent({
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+ // The path to your model file, relative to your project's asset root.
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+ modelUrl: '@engine/assets/models/MySpaceship.glb',
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+ // Optional: override all materials in the model with a single one.
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+ // materialOverride: new THREE.MeshNormalMaterial()
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+ })
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+ });
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+
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+ // world.addActors(modelActor);
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+ ```
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+
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+ Model loading is asynchronous. You can use the `onModelLoaded` callback to execute code once the model is ready. This is especially important for things like animation setup.
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+
65
+ ```typescript
66
+ const gltfComponent = modelActor.rootComponent as ENGINE.GLTFMeshComponent;
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+
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+ gltfComponent.onModelLoaded(() => {
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+ console.log("Spaceship model has finished loading!");
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+ // Now it's safe to access the model's data, e.g., gltfComponent.gltf
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+ });
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+ ```
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+
74
+ ---
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+
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+ ## 2. Materials
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+
78
+ Materials define the surface properties of an object: its color, texture, shininess, and more. Genesys.js uses Three.js materials directly.
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+
80
+ The most common material for realistic rendering is `THREE.MeshStandardMaterial`, which works with a physically-based rendering (PBR) workflow.
81
+
82
+ ### Using Textures
83
+
84
+ To apply a texture, you load it and assign it to a material's `map` property. The engine provides a custom `UrlTexture` class that integrates with the serialization system.
85
+
86
+ ```typescript
87
+ import * as ENGINE from "genesys.js";
88
+
89
+ // Create a texture from a URL.
90
+ const woodTexture = new ENGINE.UrlTexture({
91
+ url: '@engine/assets/textures/wood_albedo.png',
92
+ wrapS: THREE.RepeatWrapping,
93
+ wrapT: THREE.RepeatWrapping
94
+ });
95
+
96
+ // Create another texture for the normal map.
97
+ const woodNormalMap = new ENGINE.UrlTexture({
98
+ url: '@engine/assets/textures/wood_normal.png',
99
+ wrapS: THREE.RepeatWrapping,
100
+ wrapT: THREE.RepeatWrapping
101
+ });
102
+
103
+ // Create the material.
104
+ const woodMaterial = new THREE.MeshStandardMaterial({
105
+ map: woodTexture, // Base color texture
106
+ normalMap: woodNormalMap, // For surface detail
107
+ roughness: 0.8,
108
+ metalness: 0.1
109
+ });
110
+
111
+ // Create a cube with this material.
112
+ const woodCube = new ENGINE.MeshComponent({
113
+ geometry: new THREE.BoxGeometry(2, 2, 2),
114
+ material: woodMaterial
115
+ });
116
+ ```
117
+
118
+ ### `MaterialUtils`
119
+
120
+ The engine provides a `MaterialUtils` class with some helpful presets:
121
+
122
+ * `MaterialUtils.DefaultMaterial`: A simple checkerboard material, great for placeholders.
123
+ * `MaterialUtils.MeshWorldSpaceNormalMaterial`: A debug material that visualizes the mesh's normals in world space.
124
+ * `MaterialUtils.scaleUVsBySize()`: A utility to automatically scale a texture's UVs based on the mesh size, preventing stretching. This is used by `GameBuilder.createDefaultGround()`.
125
+
126
+ ---
127
+
128
+ ## 3. Lighting
129
+
130
+ A scene isn't complete without lighting. Genesys provides a component for each type of Three.js light, allowing you to easily add them to your scene as part of an actor.
131
+
132
+ ### Light Component Types
133
+
134
+ * **`AmbientLightComponent`**: Provides a constant, non-directional light to the entire scene. It's useful for setting a baseline brightness so shadows aren't completely black.
135
+ * **`DirectionalLightComponent`**: Simulates a distant light source like the sun, where all light rays are parallel. This is the primary light source for casting shadows in outdoor scenes.
136
+ * **`PointLightComponent`**: Emits light in all directions from a single point, like a light bulb.
137
+ * **`SpotLightComponent`**: Emits light in a cone shape, like a flashlight or stage light.
138
+ * **`HemisphereLightComponent`**: Simulates ambient light from the sky and ground with two different colors.
139
+
140
+ ### Adding Lights to the Scene
141
+
142
+ You add lights by creating an `Actor` and attaching a light component to it. The position and rotation of the actor will determine the light's position and direction.
143
+
144
+ ```typescript
145
+ import * as ENGINE from "genesys.js";
146
+
147
+ class MyGame extends ENGINE.BaseGameLoop {
148
+ protected override preStart(): void {
149
+ // --- The Sun ---
150
+ // A directional light to simulate the sun.
151
+ const sunActor = new ENGINE.Actor({
152
+ // Position the light source high up and to the side.
153
+ position: new THREE.Vector3(50, 80, 30),
154
+ sceneComponents: [
155
+ new ENGINE.DirectionalLightComponent({
156
+ color: 0xfffde8, // A warm, sunny color
157
+ intensity: 1.5,
158
+ // Enable shadow casting for this light.
159
+ castShadow: true
160
+ })
161
+ ]
162
+ });
163
+ // The light will point from its position towards the world origin (0,0,0) by default.
164
+ this.world.addActors(sunActor);
165
+
166
+ // --- Ambient Light ---
167
+ // A soft ambient light to fill in the shadows.
168
+ const ambientActor = new ENGINE.Actor({
169
+ sceneComponents: [
170
+ new ENGINE.AmbientLightComponent({
171
+ color: 0x404080, // A cool, bluish ambient color
172
+ intensity: 0.3
173
+ })
174
+ ]
175
+ });
176
+ this.world.addActors(ambientActor);
177
+
178
+ // --- A Point Light ---
179
+ // A flickering point light for a torch.
180
+ const torchActor = new ENGINE.Actor({
181
+ position: new THREE.Vector3(5, 1.5, -5),
182
+ sceneComponents: [
183
+ new ENGINE.PointLightComponent({
184
+ color: 0xffa500, // Orange
185
+ intensity: 2,
186
+ distance: 10, // Light fades out over 10 units
187
+ decay: 2
188
+ })
189
+ ]
190
+ });
191
+ this.world.addActors(torchActor);
192
+ }
193
+ }
194
+ ```
195
+
196
+ ### Shadows
197
+
198
+ For an object to cast or receive shadows, two things must be true:
199
+
200
+ 1. A light source (like a `DirectionalLightComponent`) must have `castShadow: true`.
201
+ 2. A `MeshComponent` must have `castShadow: true` (to cast a shadow) and/or `receiveShadow: true` (to have shadows cast upon it).
202
+
203
+ The `GameBuilder`'s default ground and pawn are already configured to receive and cast shadows, respectively.
204
+
205
+ ```typescript
206
+ // This cube will both cast a shadow and have shadows cast upon it.
207
+ const shadowCube = new ENGINE.MeshComponent({
208
+ geometry: new THREE.BoxGeometry(1, 1, 1),
209
+ material: new THREE.MeshStandardMaterial({ color: 'white' })
210
+ });
211
+
212
+ shadowCube.castShadow = true;
213
+ shadowCube.receiveShadow = true;
214
+ ```
215
+
216
+ ### Static vs Dynamic Lights (Lightmapping)
217
+
218
+ When using the lightmapping system, lights can be configured as either static (baked into lightmaps) or dynamic (runtime only):
219
+
220
+ ```typescript
221
+ // Static light - baked into lightmaps for optimal performance
222
+ const sunLight = new ENGINE.DirectionalLightComponent({
223
+ color: 0xffffff,
224
+ intensity: 1.5,
225
+ bakeLightmaps: true // Default - will be baked and hidden at runtime
226
+ });
227
+
228
+ // Dynamic light - excluded from lightmaps, stays active for real-time effects
229
+ const flashlight = new ENGINE.SpotLightComponent({
230
+ color: 0xffffff,
231
+ intensity: 100,
232
+ bakeLightmaps: false // Runtime-only lighting
233
+ });
234
+
235
+ // Set lightmap baking
236
+ sunLight.setLightmapBaked(true); // bakeLightmaps: true
237
+ flashlight.setLightmapBaked(false); // bakeLightmaps: false
238
+ ```
239
+
240
+ **Use static lights for:** Environmental lighting, architectural lights, performance-critical scenarios
241
+ **Use dynamic lights for:** Player-controlled lights, moving objects, interactive elements, temporary effects
242
+
243
+ For detailed lightmapping workflows, see the [Lightmapping System guide](18-lightmapping-system.md).
244
+
245
+ ---
246
+
247
+ ## 4. Skyboxes
248
+
249
+ A skybox creates the illusion of a distant environment surrounding your entire scene, providing both visual background and environmental lighting through reflections. Genesys.js provides the `ENGINE.SkyboxComponent` which supports two types of skyboxes: texture-based and procedural.
250
+
251
+ ### Creating a Skybox with `GameBuilder`
252
+
253
+ The easiest way to add a skybox to your scene is using the `GameBuilder` helper:
254
+
255
+ ```typescript
256
+ import * as ENGINE from "genesys.js";
257
+
258
+ class MyGame extends ENGINE.BaseGameLoop {
259
+ protected override preStart(): void {
260
+ // Create a default skybox with HDR texture
261
+ const skyboxComponent = ENGINE.GameBuilder.createDefaultSkybox(this.world);
262
+
263
+ // The skybox is now active and providing environmental lighting
264
+ }
265
+ }
266
+ ```
267
+
268
+ ### Texture-Based Skyboxes
269
+
270
+ Texture-based skyboxes use panoramic images to create realistic environments. The component supports both HDR formats (`.hdr`, `.exr`) for high dynamic range lighting and standard image formats (`.png`, `.jpg`).
271
+
272
+ ```typescript
273
+ import * as ENGINE from "genesys.js";
274
+
275
+ // Create an actor with a skybox component
276
+ const skyboxActor = new ENGINE.Actor({
277
+ components: [
278
+ new ENGINE.SkyboxComponent({
279
+ // HDR texture for realistic lighting
280
+ url: '@engine/assets/textures/skybox/forest_environment.hdr'
281
+ })
282
+ ]
283
+ });
284
+
285
+ // Add to world
286
+ // world.addActors(skyboxActor);
287
+
288
+ // Or dynamically change the skybox texture
289
+ const skyboxComponent = skyboxActor.getComponent(ENGINE.SkyboxComponent);
290
+ skyboxComponent.createTextureSkybox('@engine/assets/textures/skybox/sunset_sky.hdr');
291
+ ```
292
+
293
+ **Recommended HDR Sources:**
294
+ - [Poly Haven](https://polyhaven.com/hdris) - Free HDR environments
295
+ - HDR formats provide better lighting and reflections than standard images
296
+
297
+ ### Finding and Managing Skybox Components
298
+
299
+ Once you've created a skybox, you can find and manage it from anywhere in your code using the world's component query methods:
300
+
301
+ ```typescript
302
+ import * as ENGINE from "genesys.js";
303
+
304
+ class MyGame extends ENGINE.BaseGameLoop {
305
+ protected override preStart(): void {
306
+ // Create initial skybox
307
+ ENGINE.GameBuilder.createDefaultSkybox(this.world);
308
+ }
309
+
310
+ // Method to change skybox based on game state
311
+ private updateEnvironment(timeOfDay: 'dawn' | 'day' | 'dusk' | 'night'): void {
312
+ // Find the existing skybox component in the world
313
+ const skyboxComponent = this.world.getComponent(ENGINE.SkyboxComponent);
314
+
315
+ if (!skyboxComponent) {
316
+ console.warn('No skybox component found in world');
317
+ return;
318
+ }
319
+
320
+ // Update skybox based on time of day
321
+ switch (timeOfDay) {
322
+ case 'dawn':
323
+ skyboxComponent.createProceduralSkybox({
324
+ width: 2048, height: 1024,
325
+ bottomColor: '#ffb347', // Peach
326
+ middleColor: '#ffa500', // Orange
327
+ topColor: '#ff8c00' // Dark orange
328
+ });
329
+ break;
330
+ case 'day':
331
+ skyboxComponent.createTextureSkybox('@engine/assets/textures/skybox/clear_day.hdr');
332
+ break;
333
+ case 'dusk':
334
+ skyboxComponent.createProceduralSkybox({
335
+ width: 2048, height: 1024,
336
+ bottomColor: '#ff4500', // Red-orange
337
+ middleColor: '#ff6347', // Tomato
338
+ topColor: '#ffd700' // Gold
339
+ });
340
+ break;
341
+ case 'night':
342
+ skyboxComponent.createTextureSkybox('@engine/assets/textures/skybox/starry_night.hdr');
343
+ break;
344
+ }
345
+ }
346
+
347
+ // Check if a skybox exists
348
+ private hasSkybox(): boolean {
349
+ return this.world.getComponent(ENGINE.SkyboxComponent) !== null;
350
+ }
351
+
352
+ // Remove skybox entirely
353
+ private removeSkybox(): void {
354
+ const skyboxComponent = this.world.getComponent(ENGINE.SkyboxComponent);
355
+ if (skyboxComponent) {
356
+ const skyboxActor = skyboxComponent.getOwner();
357
+ if (skyboxActor) {
358
+ this.world.removeActors(skyboxActor);
359
+ }
360
+ }
361
+ }
362
+ }
363
+ ```
364
+
365
+ **Key Methods for Skybox Management:**
366
+
367
+ - **`world.getComponent(ENGINE.SkyboxComponent)`**: Finds the first (and typically only) skybox component in the world
368
+ - **`skyboxComponent.createTextureSkybox(url)`**: Switches to a texture-based skybox
369
+ - **`skyboxComponent.createProceduralSkybox(options)`**: Switches to a procedural skybox
370
+ - **`skyboxComponent.getOwner()`**: Gets the actor that owns the skybox component (useful for removal)
371
+
372
+ This approach allows you to:
373
+ - Change skyboxes dynamically based on game events
374
+ - Implement time-of-day systems
375
+ - Switch between different environment themes
376
+ - Check if a skybox exists before modifying it
377
+ - Remove skyboxes when needed
378
+
379
+ ### Procedural Skyboxes
380
+
381
+ For stylized games or when you don't have HDR textures, procedural skyboxes generate gradient-based environments programmatically:
382
+
383
+ ```typescript
384
+ import * as ENGINE from "genesys.js";
385
+
386
+ const proceduralSkybox = new ENGINE.SkyboxComponent();
387
+
388
+ // Create a sunset gradient skybox
389
+ proceduralSkybox.createProceduralSkybox({
390
+ width: 2048, // Texture resolution width
391
+ height: 1024, // Texture resolution height
392
+ bottomColor: '#ff4500', // Orange bottom (horizon)
393
+ middleColor: '#ff6347', // Red-orange middle
394
+ topColor: '#ffd700' // Gold top (sky)
395
+ });
396
+
397
+ const skyboxActor = new ENGINE.Actor({
398
+ components: [proceduralSkybox]
399
+ });
400
+
401
+ // world.addActors(skyboxActor);
402
+ ```
403
+
404
+ ### Environment Mapping and Reflections
405
+
406
+ Skyboxes automatically provide environment mapping for materials in your scene. This means reflective surfaces will show the skybox environment, creating realistic reflections:
407
+
408
+ ```typescript
409
+ // Create a reflective sphere that will show the skybox
410
+ const reflectiveSphere = new ENGINE.Actor({
411
+ position: new THREE.Vector3(0, 2, 0),
412
+ rootComponent: new ENGINE.MeshComponent({
413
+ geometry: new THREE.SphereGeometry(1, 32, 16),
414
+ material: new THREE.MeshStandardMaterial({
415
+ color: 'white',
416
+ roughness: 0.1, // Low roughness = more reflective
417
+ metalness: 0.9 // High metalness = mirror-like
418
+ })
419
+ })
420
+ });
421
+
422
+ // The sphere will automatically reflect the skybox environment
423
+ // world.addActors(reflectiveSphere);
424
+ ```
425
+
426
+ ### Dynamic Skybox Switching
427
+
428
+ You can change skyboxes during runtime to create time-of-day effects or different environments:
429
+
430
+ ```typescript
431
+ class DynamicSkyboxGame extends ENGINE.BaseGameLoop {
432
+ private skyboxComponent: ENGINE.SkyboxComponent;
433
+ private timeOfDay = 0;
434
+
435
+ protected override preStart(): void {
436
+ this.skyboxComponent = ENGINE.GameBuilder.createDefaultSkybox(this.world);
437
+
438
+ // Change skybox every 10 seconds
439
+ setInterval(() => {
440
+ this.updateTimeOfDay();
441
+ }, 10000);
442
+ }
443
+
444
+ private updateTimeOfDay(): void {
445
+ this.timeOfDay = (this.timeOfDay + 1) % 4;
446
+
447
+ switch (this.timeOfDay) {
448
+ case 0: // Dawn
449
+ this.skyboxComponent.createProceduralSkybox({
450
+ width: 2048, height: 1024,
451
+ bottomColor: '#ffb347', middleColor: '#ffa500', topColor: '#ff8c00'
452
+ });
453
+ break;
454
+ case 1: // Day
455
+ this.skyboxComponent.createTextureSkybox('@engine/assets/textures/skybox/day_sky.hdr');
456
+ break;
457
+ case 2: // Sunset
458
+ this.skyboxComponent.createProceduralSkybox({
459
+ width: 2048, height: 1024,
460
+ bottomColor: '#ff4500', middleColor: '#ff6347', topColor: '#ffd700'
461
+ });
462
+ break;
463
+ case 3: // Night
464
+ this.skyboxComponent.createProceduralSkybox({
465
+ width: 2048, height: 1024,
466
+ bottomColor: '#191970', middleColor: '#483d8b', topColor: '#4b0082'
467
+ });
468
+ break;
469
+ }
470
+ }
471
+ }
472
+ ```
473
+
474
+ ### Automatic Environment Mapping Integration
475
+
476
+ Genesys.js extends Three.js's `MeshStandardMaterial` to automatically integrate with skybox components for seamless environment mapping. This system provides realistic reflections and environmental lighting without requiring manual material configuration.
477
+
478
+ #### How It Works
479
+
480
+ When you create a skybox using `SkyboxComponent`, it automatically becomes available as an environment map for all `MeshStandardMaterial` objects in your scene. The engine patches the material's `envMap` and `envMapIntensity` properties to dynamically reference the active skybox.
481
+
482
+ ```typescript
483
+ import * as ENGINE from "genesys.js";
484
+
485
+ class AutoEnvironmentExample extends ENGINE.BaseGameLoop {
486
+ protected override preStart(): void {
487
+ // Create a skybox - this will automatically provide environment mapping
488
+ const skyboxComponent = ENGINE.GameBuilder.createDefaultSkybox(this.world);
489
+
490
+ // Create a reflective sphere - no manual envMap setup needed!
491
+ const reflectiveSphere = new ENGINE.Actor({
492
+ position: new THREE.Vector3(0, 2, 0),
493
+ rootComponent: new ENGINE.MeshComponent({
494
+ geometry: new THREE.SphereGeometry(1, 32, 16),
495
+ material: new THREE.MeshStandardMaterial({
496
+ color: 'white',
497
+ roughness: 0.1, // Low roughness = more reflective
498
+ metalness: 0.9 // High metalness = mirror-like
499
+ // No need to set envMap - it's automatic!
500
+ })
501
+ })
502
+ });
503
+
504
+ this.world.addActors(reflectiveSphere);
505
+ }
506
+ }
507
+ ```
508
+
509
+ #### Manual Override Support
510
+
511
+ You can still manually set `envMap` and `envMapIntensity` on materials when you need specific control:
512
+
513
+ ```typescript
514
+ // Create a material with custom environment mapping
515
+ const customMaterial = new THREE.MeshStandardMaterial({
516
+ color: 'gold',
517
+ roughness: 0.2,
518
+ metalness: 0.8,
519
+ // Manual override - this will take precedence over the skybox
520
+ envMap: myCustomEnvironmentTexture,
521
+ envMapIntensity: 1.5
522
+ });
523
+
524
+ // This material will use the custom envMap instead of the skybox
525
+ const customReflectiveObject = new ENGINE.Actor({
526
+ rootComponent: new ENGINE.MeshComponent({
527
+ geometry: new THREE.BoxGeometry(1, 1, 1),
528
+ material: customMaterial
529
+ })
530
+ });
531
+ ```
532
+
533
+ #### Dynamic Skybox Changes
534
+
535
+ When you change skyboxes dynamically, all materials automatically update their environment mapping:
536
+
537
+ ```typescript
538
+ class DynamicEnvironmentExample extends ENGINE.BaseGameLoop {
539
+ private skyboxComponent: ENGINE.SkyboxComponent;
540
+
541
+ protected override preStart(): void {
542
+ // Create initial skybox
543
+ this.skyboxComponent = ENGINE.GameBuilder.createDefaultSkybox(this.world);
544
+
545
+ // Create multiple reflective objects
546
+ for (let i = 0; i < 5; i++) {
547
+ const sphere = new ENGINE.Actor({
548
+ position: new THREE.Vector3(i * 3 - 6, 1, 0),
549
+ rootComponent: new ENGINE.MeshComponent({
550
+ geometry: new THREE.SphereGeometry(0.8, 32, 16),
551
+ material: new THREE.MeshStandardMaterial({
552
+ color: new THREE.Color().setHSL(i * 0.2, 1, 0.5),
553
+ roughness: i * 0.2,
554
+ metalness: 0.9
555
+ })
556
+ })
557
+ });
558
+ this.world.addActors(sphere);
559
+ }
560
+
561
+ // Change environment every 5 seconds
562
+ setInterval(() => this.cycleEnvironment(), 5000);
563
+ }
564
+
565
+ private cycleEnvironment(): void {
566
+ // All spheres will automatically reflect the new environment
567
+ this.skyboxComponent.createProceduralSkybox({
568
+ width: 2048, height: 1024,
569
+ bottomColor: `hsl(${Math.random() * 360}, 70%, 50%)`,
570
+ middleColor: `hsl(${Math.random() * 360}, 70%, 70%)`,
571
+ topColor: `hsl(${Math.random() * 360}, 70%, 90%)`,
572
+ envMapIntensity: 0.8
573
+ });
574
+ }
575
+ }
576
+ ```
577
+
578
+ #### Environment Map Intensity Control
579
+
580
+ The skybox's `envMapIntensity` setting controls how strongly the environment affects material reflections:
581
+
582
+ ```typescript
583
+ // Create skybox with specific intensity
584
+ const skyboxComponent = new ENGINE.SkyboxComponent({
585
+ url: '@engine/assets/textures/skybox/studio_lighting.hdr',
586
+ envMapIntensity: 1.2 // Stronger environmental reflections
587
+ });
588
+
589
+ // All materials will automatically use this intensity unless overridden
590
+ const material = new THREE.MeshStandardMaterial({
591
+ color: 'silver',
592
+ roughness: 0.1,
593
+ metalness: 1.0
594
+ // envMapIntensity will be 1.2 from the skybox
595
+ });
596
+ ```
597
+
598
+ #### Technical Implementation Details
599
+
600
+ The automatic environment mapping works through these mechanisms:
601
+
602
+ 1. **World Registration**: When a `SkyboxComponent` begins play, it registers itself with the world using `world.setSkyboxComponent(this)`
603
+
604
+ 2. **Material Patching**: The engine patches `MeshStandardMaterial.prototype` to override the `envMap` and `envMapIntensity` getters
605
+
606
+ 3. **Dynamic Resolution**: When a material's `envMap` is accessed, it checks:
607
+ - First: Any manually set `envMap` value (takes precedence)
608
+ - Second: The active skybox component's texture via `world.getSkyboxComponent()?.getTexture()`
609
+
610
+ 4. **Automatic Updates**: Materials automatically detect environment changes and trigger shader recompilation when needed
611
+
612
+ This system ensures that:
613
+ - Materials automatically receive environmental lighting and reflections
614
+ - Manual overrides always take precedence when needed
615
+ - Dynamic skybox changes propagate to all materials seamlessly
616
+ - No performance overhead when materials have manual environment maps
617
+
618
+ ### Performance Considerations
619
+
620
+ - **HDR Textures**: Provide the best visual quality but are larger in file size
621
+ - **Procedural Skyboxes**: Lightweight and customizable, perfect for stylized games
622
+ - **Resolution**: Higher resolution procedural skyboxes (4096x2048) look better but use more memory
623
+ - **Environment Mapping**: Automatically applied to all `MeshStandardMaterial` objects in the scene
624
+ - **Shader Compilation**: Environment changes may trigger shader recompilation, so avoid frequent skybox switching in performance-critical scenarios
625
+
626
+ ---
627
+
628
+ ## 5. Tone Mapping
629
+
630
+ Tone mapping is a crucial post-processing technique that converts high dynamic range (HDR) lighting values to the limited range that can be displayed on standard monitors. Genesys.js provides access to Three.js's tone mapping system through the renderer, allowing you to control how bright lights and HDR environments are displayed.
631
+
632
+ ### Understanding Tone Mapping
633
+
634
+ When using HDR lighting (from skyboxes, bright lights, or emissive materials), the light values can exceed the 0-1 range that monitors can display. Tone mapping algorithms compress this wide range of values while preserving visual detail and contrast, similar to how your eye adapts to different lighting conditions.
635
+
636
+ ### Default Settings
637
+
638
+ By default, Genesys.js uses Reinhard tone mapping with an exposure of 1.0:
639
+
640
+ ```typescript
641
+ // This is automatically set in the Renderer constructor
642
+ renderer.toneMapping = THREE.ReinhardToneMapping;
643
+ renderer.toneMappingExposure = 1.0;
644
+ ```
645
+
646
+ ### Available Tone Mapping Algorithms
647
+
648
+ Genesys.js supports all of Three.js's tone mapping algorithms, each with different visual characteristics:
649
+
650
+ ```typescript
651
+ import * as THREE from 'three';
652
+ import * as ENGINE from 'genesys.js';
653
+
654
+ class ToneMappingDemo extends ENGINE.BaseGameLoop {
655
+ protected override preStart(): void {
656
+ // Access the renderer through the world
657
+ const renderer = this.world.getRenderer().renderer;
658
+
659
+ // No tone mapping - raw HDR values (may appear very bright/washed out)
660
+ renderer.toneMapping = THREE.NoToneMapping;
661
+
662
+ // Linear tone mapping - simple linear scaling
663
+ renderer.toneMapping = THREE.LinearToneMapping;
664
+
665
+ // Reinhard tone mapping - smooth, natural-looking (default)
666
+ renderer.toneMapping = THREE.ReinhardToneMapping;
667
+
668
+ // Cineon tone mapping - film-like, higher contrast
669
+ renderer.toneMapping = THREE.CineonToneMapping;
670
+
671
+ // ACES Filmic tone mapping - industry standard, cinematic look
672
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
673
+
674
+ // AgX tone mapping - modern, balanced approach
675
+ renderer.toneMapping = THREE.AgXToneMapping;
676
+
677
+ // Neutral tone mapping - minimal color shift
678
+ renderer.toneMapping = THREE.NeutralToneMapping;
679
+ }
680
+ }
681
+ ```
682
+
683
+ ### Tone Mapping Exposure
684
+
685
+ The `toneMappingExposure` property acts like a camera's exposure setting, controlling the overall brightness of the scene:
686
+
687
+ ```typescript
688
+ import * as ENGINE from 'genesys.js';
689
+
690
+ class ExposureDemo extends ENGINE.BaseGameLoop {
691
+ private currentExposure = 1.0;
692
+
693
+ protected override preStart(): void {
694
+ // Create a bright HDR environment
695
+ ENGINE.GameBuilder.createDefaultSkybox(this.world);
696
+
697
+ // Add some bright lights
698
+ const brightLight = new ENGINE.Actor({
699
+ position: new THREE.Vector3(5, 10, 5),
700
+ sceneComponents: [
701
+ new ENGINE.PointLightComponent({
702
+ color: 0xffffff,
703
+ intensity: 100, // Very bright light
704
+ distance: 20
705
+ })
706
+ ]
707
+ });
708
+ this.world.addActors(brightLight);
709
+
710
+ // Set up exposure controls
711
+ this.setupExposureControls();
712
+ }
713
+
714
+ private setupExposureControls(): void {
715
+ const renderer = this.world.getRenderer().renderer;
716
+
717
+ // Keyboard controls for exposure
718
+ window.addEventListener('keydown', (event) => {
719
+ switch (event.key) {
720
+ case '1': // Dark exposure
721
+ this.currentExposure = 0.5;
722
+ break;
723
+ case '2': // Normal exposure
724
+ this.currentExposure = 1.0;
725
+ break;
726
+ case '3': // Bright exposure
727
+ this.currentExposure = 2.0;
728
+ break;
729
+ case '4': // Very bright exposure
730
+ this.currentExposure = 4.0;
731
+ break;
732
+ case 'ArrowUp': // Increase exposure
733
+ this.currentExposure = Math.min(this.currentExposure * 1.1, 10);
734
+ break;
735
+ case 'ArrowDown': // Decrease exposure
736
+ this.currentExposure = Math.max(this.currentExposure * 0.9, 0.1);
737
+ break;
738
+ }
739
+
740
+ renderer.toneMappingExposure = this.currentExposure;
741
+ console.log(`Exposure: ${this.currentExposure.toFixed(2)}`);
742
+ });
743
+ }
744
+ }
745
+ ```
746
+
747
+ ### Tone Mapping Algorithm Comparison
748
+
749
+ Each tone mapping algorithm produces different visual results:
750
+
751
+ ```typescript
752
+ import * as ENGINE from 'genesys.js';
753
+
754
+ class ToneMappingComparison extends ENGINE.BaseGameLoop {
755
+ private toneMappingModes = [
756
+ { name: 'No Tone Mapping', value: THREE.NoToneMapping },
757
+ { name: 'Linear', value: THREE.LinearToneMapping },
758
+ { name: 'Reinhard', value: THREE.ReinhardToneMapping },
759
+ { name: 'Cineon', value: THREE.CineonToneMapping },
760
+ { name: 'ACES Filmic', value: THREE.ACESFilmicToneMapping },
761
+ { name: 'AgX', value: THREE.AgXToneMapping },
762
+ { name: 'Neutral', value: THREE.NeutralToneMapping }
763
+ ];
764
+ private currentModeIndex = 2; // Start with Reinhard (default)
765
+
766
+ protected override preStart(): void {
767
+ // Create a scene with varied lighting conditions
768
+ this.setupTestScene();
769
+ this.setupToneMappingControls();
770
+ }
771
+
772
+ private setupTestScene(): void {
773
+ // HDR skybox for environmental lighting
774
+ ENGINE.GameBuilder.createDefaultSkybox(this.world);
775
+ ENGINE.GameBuilder.createDefaultGround(this.world);
776
+
777
+ // Create materials with different brightness levels
778
+ const materials = [
779
+ new THREE.MeshStandardMaterial({ color: 0x808080 }), // Mid-gray
780
+ new THREE.MeshStandardMaterial({ color: 0xffffff }), // White
781
+ new THREE.MeshStandardMaterial({
782
+ color: 0x000000,
783
+ emissive: 0xff0000,
784
+ emissiveIntensity: 2
785
+ }), // Bright red emissive
786
+ new THREE.MeshStandardMaterial({
787
+ color: 0x000000,
788
+ emissive: 0x00ff00,
789
+ emissiveIntensity: 5
790
+ }), // Very bright green emissive
791
+ ];
792
+
793
+ // Create spheres with different materials
794
+ materials.forEach((material, index) => {
795
+ const sphere = new ENGINE.Actor({
796
+ position: new THREE.Vector3(index * 3 - 4.5, 2, 0),
797
+ rootComponent: new ENGINE.MeshComponent({
798
+ geometry: new THREE.SphereGeometry(1, 32, 16),
799
+ material: material
800
+ })
801
+ });
802
+ this.world.addActors(sphere);
803
+ });
804
+
805
+ // Add a very bright directional light
806
+ const brightSun = new ENGINE.Actor({
807
+ position: new THREE.Vector3(10, 20, 10),
808
+ sceneComponents: [
809
+ new ENGINE.DirectionalLightComponent({
810
+ color: 0xffffff,
811
+ intensity: 3, // Bright sunlight
812
+ castShadow: true
813
+ })
814
+ ]
815
+ });
816
+ this.world.addActors(brightSun);
817
+ }
818
+
819
+ private setupToneMappingControls(): void {
820
+ const renderer = this.world.getRenderer().renderer;
821
+
822
+ window.addEventListener('keydown', (event) => {
823
+ if (event.key === 'Tab') {
824
+ event.preventDefault();
825
+
826
+ // Cycle through tone mapping modes
827
+ this.currentModeIndex = (this.currentModeIndex + 1) % this.toneMappingModes.length;
828
+ const currentMode = this.toneMappingModes[this.currentModeIndex];
829
+
830
+ renderer.toneMapping = currentMode.value;
831
+ console.log(`Tone Mapping: ${currentMode.name}`);
832
+ }
833
+ });
834
+
835
+ console.log('Press Tab to cycle through tone mapping modes');
836
+ console.log('Current mode:', this.toneMappingModes[this.currentModeIndex].name);
837
+ }
838
+ }
839
+ ```
840
+
841
+ ### Accessing the Renderer
842
+
843
+ To modify tone mapping settings in your game, you need to access the renderer through the world:
844
+
845
+ ```typescript
846
+ import * as ENGINE from 'genesys.js';
847
+
848
+ class MyGame extends ENGINE.BaseGameLoop {
849
+ protected override preStart(): void {
850
+ // Get the renderer from the world
851
+ const renderer = this.world.getRenderer().renderer;
852
+
853
+ // Modify tone mapping settings
854
+ renderer.toneMapping = THREE.ACESFilmicToneMapping;
855
+ renderer.toneMappingExposure = 1.5;
856
+
857
+ // Set up your scene...
858
+ ENGINE.GameBuilder.createDefaultSkybox(this.world);
859
+ ENGINE.GameBuilder.createDefaultLighting(this.world);
860
+ }
861
+ }
862
+ ```
863
+
864
+ ### Best Practices
865
+
866
+ **Choosing a Tone Mapping Algorithm:**
867
+ - **ReinhardToneMapping** (default): Good general-purpose choice, natural-looking
868
+ - **ACESFilmicToneMapping**: Industry standard for cinematic/realistic games
869
+ - **AgXToneMapping**: Modern alternative with good color reproduction
870
+ - **NeutralToneMapping**: Minimal color shifts, good for stylized games
871
+ - **CineonToneMapping**: Higher contrast, film-like appearance
872
+ - **LinearToneMapping**: Simple scaling, may wash out highlights
873
+ - **NoToneMapping**: Only use with low dynamic range lighting
874
+
875
+ **Setting Exposure:**
876
+ - Start with `1.0` and adjust based on your scene's brightness
877
+ - Lower values (0.5-0.8) for very bright scenes or sunny outdoor environments
878
+ - Higher values (1.5-3.0) for darker scenes or indoor environments
879
+ - Use exposure to balance HDR skyboxes with your scene lighting
880
+
881
+ **Performance Considerations:**
882
+ - Tone mapping has minimal performance impact
883
+ - Changing tone mapping algorithms may trigger shader recompilation
884
+ - Set tone mapping once during initialization rather than changing frequently
885
+
886
+ ### Dynamic Tone Mapping
887
+
888
+ You can create adaptive exposure systems that respond to gameplay:
889
+
890
+ ```typescript
891
+ import * as ENGINE from 'genesys.js';
892
+
893
+ class AdaptiveExposureGame extends ENGINE.BaseGameLoop {
894
+ private targetExposure = 1.0;
895
+ private currentExposure = 1.0;
896
+ private exposureSpeed = 2.0; // Adaptation speed
897
+
898
+ protected override preStart(): void {
899
+ ENGINE.GameBuilder.createDefaultSkybox(this.world);
900
+ this.setupAdaptiveExposure();
901
+ }
902
+
903
+ protected override tick(deltaTime: number): void {
904
+ // Smoothly interpolate exposure towards target
905
+ const exposureDiff = this.targetExposure - this.currentExposure;
906
+ this.currentExposure += exposureDiff * this.exposureSpeed * deltaTime;
907
+
908
+ const renderer = this.world.getRenderer().renderer;
909
+ renderer.toneMappingExposure = this.currentExposure;
910
+ }
911
+
912
+ private setupAdaptiveExposure(): void {
913
+ // Simulate entering different lighting conditions
914
+ window.addEventListener('keydown', (event) => {
915
+ switch (event.key) {
916
+ case 'b': // Bright outdoor
917
+ this.targetExposure = 0.6;
918
+ break;
919
+ case 'n': // Normal indoor
920
+ this.targetExposure = 1.0;
921
+ break;
922
+ case 'd': // Dark cave
923
+ this.targetExposure = 2.5;
924
+ break;
925
+ }
926
+ });
927
+ }
928
+ }
929
+ ```
930
+
931
+ This tone mapping system allows you to fine-tune the visual appearance of your game, ensuring that HDR lighting and bright environments are displayed correctly while maintaining visual detail and artistic intent.
932
+
933
+ ## Source Code
934
+ Below are relevant engine source code you MUST digest in order to get complete understanding of the topic. Read them carefully.
935
+
936
+ ```
937
+ <file path={src/render/Renderer.ts}>
938
+ <file path={src/actors/Actor.ts}>
939
+ <file path={src/components/SceneComponent.ts}>
940
+ <file path={src/components/visual/MeshComponent.ts}>
941
+ <file path={src/components/visual/GLTFMeshComponent.ts}>
942
+ <file path={src/components/visual/SkyboxComponent.ts}>
943
+ <file path={src/components/visual/TerrainMeshComponent.ts}>
944
+ <file path={src/render/Texture.ts}>
945
+ <file path={src/game/GameBuilder.ts}>
946
+ ```