@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 +1,402 @@
1
+ import * as dat from 'dat.gui';
2
+ import * as ENGINE from 'genesys.js';
3
+ import * as THREE from 'three';
4
+ const GROUND_SIZE = 1000;
5
+ const GRID_SIZE = 20;
6
+ const SPACING = 50;
7
+ const STICK_HEIGHT = 100;
8
+ const STICK_RADIUS = 3;
9
+ const SHOW_LIGHT_HELPER = true;
10
+ const SHOW_CAMERA_HELPER = true;
11
+ const SHADOW_CAMERA_SIZE = 50;
12
+ const FOLLOW_CAMERA = true;
13
+ const LIGHT_RADIUS = 500; // Distance from center
14
+ const LIGHT_HEIGHT = 300; // Height above ground
15
+ /**
16
+ * Demo showcasing dynamic shadow effects with interactive lights
17
+ * Features moving lights, rotating objects, and shadow quality controls
18
+ */
19
+ export class ShadowDemo extends ENGINE.BaseGameLoop {
20
+ constructor(container) {
21
+ super(container, {
22
+ ...ENGINE.BaseGameLoop.DEFAULT_OPTIONS,
23
+ backgroundColor: 0x1a1a2e
24
+ });
25
+ Object.defineProperty(this, "gui", {
26
+ enumerable: true,
27
+ configurable: true,
28
+ writable: true,
29
+ value: void 0
30
+ });
31
+ Object.defineProperty(this, "directionalLight", {
32
+ enumerable: true,
33
+ configurable: true,
34
+ writable: true,
35
+ value: void 0
36
+ });
37
+ Object.defineProperty(this, "pointLight", {
38
+ enumerable: true,
39
+ configurable: true,
40
+ writable: true,
41
+ value: void 0
42
+ });
43
+ Object.defineProperty(this, "spotLight", {
44
+ enumerable: true,
45
+ configurable: true,
46
+ writable: true,
47
+ value: void 0
48
+ });
49
+ Object.defineProperty(this, "dirLightActor", {
50
+ enumerable: true,
51
+ configurable: true,
52
+ writable: true,
53
+ value: void 0
54
+ });
55
+ Object.defineProperty(this, "autoRotateLight", {
56
+ enumerable: true,
57
+ configurable: true,
58
+ writable: true,
59
+ value: false
60
+ });
61
+ Object.defineProperty(this, "accumulatedRotationTime", {
62
+ enumerable: true,
63
+ configurable: true,
64
+ writable: true,
65
+ value: 0
66
+ });
67
+ this.gui = new dat.GUI({ autoPlace: false });
68
+ container.appendChild(this.gui.domElement);
69
+ // Style the GUI
70
+ this.gui.domElement.style.position = 'absolute';
71
+ this.gui.domElement.style.top = '10px';
72
+ this.gui.domElement.style.right = '10px';
73
+ this.gui.domElement.style.zIndex = '1000';
74
+ // Add keyboard event listener for space bar
75
+ document.addEventListener('keydown', (event) => {
76
+ if (event.code === 'Space') {
77
+ event.preventDefault();
78
+ this.autoRotateLight = !this.autoRotateLight;
79
+ }
80
+ });
81
+ }
82
+ getWorldConfiguration() {
83
+ return {
84
+ ...super.getWorldConfiguration(),
85
+ navigationOptions: {
86
+ engine: ENGINE.NavigationEngine.RecastNavigation,
87
+ debug: false,
88
+ options: ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
89
+ generateOnStartUp: false
90
+ },
91
+ };
92
+ }
93
+ async preStart() {
94
+ this.setupPlayer();
95
+ this.setupLighting();
96
+ this.createShadowEnvironment();
97
+ this.setupGUI();
98
+ }
99
+ tick(tickTime) {
100
+ super.tick(tickTime);
101
+ // Move directional light in a circle around the scene if auto-rotation is enabled
102
+ if (this.autoRotateLight) {
103
+ // Accumulate rotation time only when auto-rotation is active
104
+ this.accumulatedRotationTime += tickTime.deltaTimeMS / 1000;
105
+ const rotationSpeed = (Math.PI * 2) / 30; // radians per second - complete rotation every 30 seconds
106
+ const angle = this.accumulatedRotationTime * rotationSpeed;
107
+ // Move the light position in a circle
108
+ const lightX = Math.sin(angle) * LIGHT_RADIUS;
109
+ const lightZ = Math.cos(angle) * LIGHT_RADIUS;
110
+ // Update the light actor position
111
+ this.dirLightActor.rootComponent.position.set(lightX, LIGHT_HEIGHT, lightZ);
112
+ // Keep target fixed at center so light always points toward the scene center
113
+ this.directionalLight.setTarget(new THREE.Vector3(0, 0, 0));
114
+ }
115
+ else if (FOLLOW_CAMERA) {
116
+ const camera = this.world.getActiveCamera();
117
+ if (camera) {
118
+ this.directionalLight.moveTargetTo(camera.getWorldPosition());
119
+ }
120
+ }
121
+ }
122
+ setupPlayer() {
123
+ const { pawn } = ENGINE.GameBuilder.createDefaultPawn(this.world);
124
+ pawn.rootComponent.setWorldPosition(ENGINE.MathHelpers.makeVector({ forward: -20, right: 0, up: 100 }));
125
+ // hack to make the player move faster
126
+ pawn.getComponent(ENGINE.CharacterMovementComponent).options.maxSpeed = 100;
127
+ }
128
+ setupLighting() {
129
+ // Ambient light for minimal base lighting
130
+ const ambientActor = new ENGINE.Actor();
131
+ const ambientLight = new ENGINE.AmbientLightComponent({
132
+ color: 0x202040,
133
+ intensity: 0.15
134
+ });
135
+ ambientActor.rootComponent.add(ambientLight);
136
+ this.world.addActors(ambientActor);
137
+ // Main directional light (sun)
138
+ this.dirLightActor = new ENGINE.Actor();
139
+ this.directionalLight = new ENGINE.DirectionalLightComponent({
140
+ color: 0xfff8e1,
141
+ intensity: 1.5,
142
+ });
143
+ this.directionalLight.showHelper(SHOW_LIGHT_HELPER);
144
+ this.directionalLight.showCameraHelper(SHOW_CAMERA_HELPER);
145
+ this.dirLightActor.rootComponent.position.set(10, 15, 5);
146
+ this.directionalLight.setTarget(new THREE.Vector3(0, 0, 0));
147
+ this.directionalLight.castShadow = true;
148
+ // High-quality shadows for directional light - cover the large stick grid
149
+ this.directionalLight.configureShadowCamera({
150
+ left: -SHADOW_CAMERA_SIZE, right: SHADOW_CAMERA_SIZE, top: SHADOW_CAMERA_SIZE, bottom: -SHADOW_CAMERA_SIZE
151
+ });
152
+ this.directionalLight.configureShadow({
153
+ mapSize: 2048, bias: 0, normalBias: 0.02, far: 2000
154
+ });
155
+ this.dirLightActor.rootComponent.add(this.directionalLight);
156
+ this.world.addActors(this.dirLightActor);
157
+ // Point light with red color
158
+ const pointLightActor = new ENGINE.Actor();
159
+ this.pointLight = new ENGINE.PointLightComponent({
160
+ color: 0xff4444,
161
+ intensity: 5.0,
162
+ distance: 200,
163
+ decay: 0.01
164
+ });
165
+ this.pointLight.showHelper(SHOW_LIGHT_HELPER);
166
+ this.pointLight.showCameraHelper(SHOW_CAMERA_HELPER);
167
+ this.pointLight.castShadow = true;
168
+ // Configure shadows for point light
169
+ this.pointLight.configureShadow({
170
+ mapSize: 1024,
171
+ bias: -0.0008,
172
+ normalBias: 0.02,
173
+ near: 1,
174
+ far: 80
175
+ });
176
+ pointLightActor.rootComponent.position.set(-15, 25, -15);
177
+ pointLightActor.rootComponent.add(this.pointLight);
178
+ this.world.addActors(pointLightActor);
179
+ // Disable point light by default
180
+ this.pointLight.visible = false;
181
+ // Spot light with blue color
182
+ const spotLightActor = new ENGINE.Actor();
183
+ this.spotLight = new ENGINE.SpotLightComponent({
184
+ color: 0x4444ff,
185
+ intensity: 50.0, // Increased intensity significantly
186
+ distance: 150,
187
+ angle: Math.PI / 3, // Even wider angle
188
+ penumbra: 0.1,
189
+ decay: 0.01
190
+ });
191
+ this.spotLight.showHelper(SHOW_LIGHT_HELPER);
192
+ this.spotLight.showCameraHelper(SHOW_CAMERA_HELPER);
193
+ this.spotLight.castShadow = true;
194
+ // Configure shadows for spot light
195
+ this.spotLight.configureShadow({
196
+ mapSize: 1024,
197
+ bias: -0.0008,
198
+ normalBias: 0.02,
199
+ near: 1,
200
+ far: 150
201
+ });
202
+ spotLightActor.rootComponent.position.set(10, 40, 10);
203
+ spotLightActor.rootComponent.add(this.spotLight);
204
+ this.world.addActors(spotLightActor);
205
+ // Set target after adding to world - point down to the ground
206
+ this.spotLight.setTarget(new THREE.Vector3(15, 0, 15));
207
+ // Disable spot light by default
208
+ this.spotLight.visible = false;
209
+ }
210
+ createShadowEnvironment() {
211
+ // Ground plane with shadow receiving
212
+ const groundActor = new ENGINE.Actor();
213
+ const groundMesh = new ENGINE.MeshComponent({
214
+ geometry: new THREE.PlaneGeometry(GROUND_SIZE, GROUND_SIZE),
215
+ material: new THREE.MeshStandardMaterial({
216
+ color: 0x666666,
217
+ transparent: true,
218
+ opacity: 0.9,
219
+ roughness: 0.5,
220
+ metalness: 0.0
221
+ })
222
+ });
223
+ groundMesh.rotation.x = -Math.PI / 2;
224
+ groundMesh.receiveShadow = true;
225
+ groundActor.rootComponent.add(groundMesh);
226
+ this.world.addActors(groundActor);
227
+ // Create grid of sticks
228
+ this.createStickGrid();
229
+ // Add GLB model at center
230
+ this.createCenterModel();
231
+ }
232
+ async createCenterModel() {
233
+ const modelActor = new ENGINE.Actor();
234
+ const modelComponent = new ENGINE.GLTFMeshComponent({
235
+ modelUrl: '@engine/assets/character/mannequinG.glb',
236
+ scale: new THREE.Vector3(1, 1, 1)
237
+ });
238
+ modelComponent.castShadow = true;
239
+ modelComponent.receiveShadow = true;
240
+ modelActor.rootComponent.position.set(0, 0, 0);
241
+ modelActor.rootComponent.add(modelComponent);
242
+ this.world.addActors(modelActor);
243
+ }
244
+ createStickGrid() {
245
+ // Create a large grid of vertical sticks
246
+ // Calculate grid bounds
247
+ const halfGrid = (GRID_SIZE - 1) * SPACING / 2;
248
+ for (let x = 0; x < GRID_SIZE; x++) {
249
+ for (let z = 0; z < GRID_SIZE; z++) {
250
+ const stickActor = new ENGINE.Actor();
251
+ const stickMesh = new ENGINE.MeshComponent({
252
+ geometry: new THREE.CylinderGeometry(STICK_RADIUS, STICK_RADIUS, STICK_HEIGHT, 8),
253
+ material: new THREE.MeshStandardMaterial({
254
+ color: 0x8B4513, // Brown color for wooden sticks
255
+ roughness: 0.5,
256
+ metalness: 0.0
257
+ })
258
+ });
259
+ // Position stick in grid
260
+ const xPos = (x * SPACING) - halfGrid;
261
+ const zPos = (z * SPACING) - halfGrid;
262
+ stickMesh.position.set(xPos, STICK_HEIGHT / 2, zPos);
263
+ // Enable shadows
264
+ stickMesh.castShadow = true;
265
+ stickMesh.receiveShadow = true;
266
+ stickActor.rootComponent.add(stickMesh);
267
+ this.world.addActors(stickActor);
268
+ }
269
+ }
270
+ }
271
+ setupGUI() {
272
+ // Lighting controls
273
+ const lightingFolder = this.gui.addFolder('Lighting');
274
+ lightingFolder.open();
275
+ // Directional light controls
276
+ const dirFolder = lightingFolder.addFolder('Directional Light');
277
+ const dirControls = {
278
+ enabled: this.directionalLight.visible,
279
+ intensity: this.directionalLight.getIntensity(),
280
+ color: `#${this.directionalLight.getColor().getHexString()}`,
281
+ castShadows: this.directionalLight.castShadow
282
+ };
283
+ dirFolder.add(dirControls, 'enabled').onChange((value) => {
284
+ this.directionalLight.visible = value;
285
+ });
286
+ dirFolder.add(dirControls, 'intensity', 0, 3).onChange((value) => {
287
+ this.directionalLight.setIntensity(value);
288
+ });
289
+ dirFolder.addColor(dirControls, 'color').onChange((value) => {
290
+ this.directionalLight.setColor(value);
291
+ });
292
+ dirFolder.add(dirControls, 'castShadows').onChange((value) => {
293
+ this.directionalLight.castShadow = value;
294
+ });
295
+ // Shadow quality controls under directional light
296
+ const shadowFolder = dirFolder.addFolder('Shadow Quality');
297
+ const shadowControls = {
298
+ shadowMapSize: this.directionalLight.getLight().shadow.mapSize.width.toString(),
299
+ shadowType: 'PCF Soft', // This is a renderer setting, keep as default
300
+ shadowBias: this.directionalLight.getLight().shadow.bias,
301
+ cameraSize: Math.abs(this.directionalLight.getLight().shadow.camera.right),
302
+ cameraFar: this.directionalLight.getLight().shadow.camera.far
303
+ };
304
+ const shadowSizes = ['256', '512', '1024', '2048', '4096'];
305
+ const shadowTypes = ['Basic', 'PCF', 'PCF Soft', 'VSM'];
306
+ shadowFolder.add(shadowControls, 'shadowMapSize', shadowSizes).onChange((value) => {
307
+ this.directionalLight.configureShadow({ mapSize: parseInt(value) });
308
+ });
309
+ shadowFolder.add(shadowControls, 'shadowType', shadowTypes).onChange((value) => {
310
+ if (value === 'Basic') {
311
+ this.renderer.renderer.shadowMap.type = THREE.BasicShadowMap;
312
+ }
313
+ else if (value === 'PCF') {
314
+ this.renderer.renderer.shadowMap.type = THREE.PCFShadowMap;
315
+ }
316
+ else if (value === 'PCF Soft') {
317
+ this.renderer.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
318
+ }
319
+ else if (value === 'VSM') {
320
+ this.renderer.renderer.shadowMap.type = THREE.VSMShadowMap;
321
+ }
322
+ });
323
+ shadowFolder.add(shadowControls, 'shadowBias', -0.01, 0.01, 0.0001).onChange((value) => {
324
+ // Update shadow bias for directional light
325
+ this.directionalLight.configureShadow({ bias: value });
326
+ });
327
+ shadowFolder.add(shadowControls, 'cameraSize', 10, 200).onChange((value) => {
328
+ // Update shadow camera size for directional light
329
+ this.directionalLight.configureShadowCamera({
330
+ left: -value, right: value, top: value, bottom: -value
331
+ });
332
+ });
333
+ shadowFolder.add(shadowControls, 'cameraFar', 50, 2000).onChange((value) => {
334
+ // Update shadow camera far distance
335
+ this.directionalLight.configureShadow({ far: value });
336
+ });
337
+ // Point light controls
338
+ const pointFolder = lightingFolder.addFolder('Point Light (Red)');
339
+ const pointControls = {
340
+ enabled: this.pointLight.visible,
341
+ intensity: this.pointLight.getIntensity(),
342
+ color: `#${this.pointLight.getColor().getHexString()}`,
343
+ distance: this.pointLight.getDistance(),
344
+ castShadows: this.pointLight.castShadow
345
+ };
346
+ pointFolder.add(pointControls, 'enabled').onChange((value) => {
347
+ this.pointLight.visible = value;
348
+ });
349
+ pointFolder.add(pointControls, 'intensity', 0, 3).onChange((value) => {
350
+ this.pointLight.setIntensity(value);
351
+ });
352
+ pointFolder.addColor(pointControls, 'color').onChange((value) => {
353
+ this.pointLight.setColor(value);
354
+ });
355
+ pointFolder.add(pointControls, 'distance', 10, 150).onChange((value) => {
356
+ this.pointLight.setDistance(value);
357
+ });
358
+ pointFolder.add(pointControls, 'castShadows').onChange((value) => {
359
+ this.pointLight.castShadow = value;
360
+ });
361
+ // Spot light controls
362
+ const spotFolder = lightingFolder.addFolder('Spot Light (Blue)');
363
+ const spotControls = {
364
+ enabled: this.spotLight.visible,
365
+ intensity: this.spotLight.getIntensity(),
366
+ color: `#${this.spotLight.getColor().getHexString()}`,
367
+ distance: this.spotLight.getDistance(),
368
+ angle: (this.spotLight.getAngle() * 180) / Math.PI, // Convert to degrees for UI
369
+ penumbra: this.spotLight.getPenumbra(),
370
+ castShadows: this.spotLight.castShadow
371
+ };
372
+ spotFolder.add(spotControls, 'enabled').onChange((value) => {
373
+ this.spotLight.visible = value;
374
+ });
375
+ spotFolder.add(spotControls, 'intensity', 0, 4).onChange((value) => {
376
+ this.spotLight.setIntensity(value);
377
+ });
378
+ spotFolder.addColor(spotControls, 'color').onChange((value) => {
379
+ this.spotLight.setColor(value);
380
+ });
381
+ spotFolder.add(spotControls, 'distance', 20, 200).onChange((value) => {
382
+ this.spotLight.setDistance(value);
383
+ });
384
+ spotFolder.add(spotControls, 'angle', 5, 90).onChange((value) => {
385
+ this.spotLight.setAngle((value * Math.PI) / 180); // Convert to radians
386
+ });
387
+ spotFolder.add(spotControls, 'penumbra', 0, 1).onChange((value) => {
388
+ this.spotLight.setPenumbra(value);
389
+ });
390
+ spotFolder.add(spotControls, 'castShadows').onChange((value) => {
391
+ this.spotLight.castShadow = value;
392
+ });
393
+ }
394
+ destroy() {
395
+ if (this.gui) {
396
+ this.container.removeChild(this.gui.domElement);
397
+ this.gui.destroy();
398
+ }
399
+ super.destroy();
400
+ }
401
+ }
402
+ //# 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@@ -0,0 +1,19 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ export declare class ShootingDemo extends ENGINE.BaseGameLoop {
3
+ private uiContainer;
4
+ private statsContainer;
5
+ private pawn;
6
+ private controller;
7
+ constructor(container: HTMLElement);
8
+ protected preStart(): Promise<void>;
9
+ private createUI;
10
+ private updateStats;
11
+ protected tick(tickTime: ENGINE.TickTime): void;
12
+ destroy(): void;
13
+ private createPlayer;
14
+ private getStatsComponent;
15
+ private createEnvironment;
16
+ private createEnemies;
17
+ private createBehaviorTreeJSON;
18
+ private createNpc;
19
+ }