@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 +1,1252 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
4
+ import * as SkeletonUtils from 'three/examples/jsm/utils/SkeletonUtils.js';
5
+ import { Pane } from 'tweakpane';
6
+
7
+ /**
8
+ * Navmesh Primitives Demo
9
+ *
10
+ * This demo showcases automatic navmesh generation using the built-in scene analysis system,
11
+ * including the new export/import functionality for external editor workflows:
12
+ *
13
+ * Features Demonstrated:
14
+ * - Setting up scenes with primitive MeshComponents (boxes, spheres, cylinders)
15
+ * - Setting up scenes with GLTF models from the asset library
16
+ * - **Automatic scene analysis**: NavMesh generation finds all static geometry automatically
17
+ * - Respects `excludeFromNavigation` flags on mesh components
18
+ * - Only includes actors with `PhysicsMotionType.Static` motion type
19
+ * - Debug visualization of the generated navmesh
20
+ * - Interactive Tweakpane UI for real-time navmesh parameter adjustment
21
+ * - Real-time navmesh regeneration with updated parameters
22
+ * - **Export current navmesh to binary file for external editors**
23
+ * - **Import navmesh from binary file (direct application without regeneration)**
24
+ * - **NEW: Scene export with explicit resource metadata (no more currentScenePath!)**
25
+ * - **NEW: External tool APIs for setting resource references in scenes**
26
+ *
27
+ * The demo creates two environments side by side:
28
+ * LEFT SIDE (Primitives): Ground plane, primitive obstacles, platforms, maze walls
29
+ * RIGHT SIDE (GLTF): Floor tiles, modular walls, trees, rocks, vehicles, structures
30
+ * - **Automatic scene analysis**: No manual mesh collection required!
31
+ * - Green debug visualization overlay showing walkable areas across both scenes
32
+ * - Tweakpane controls for adjusting all Recast Navigation parameters
33
+ * - Export/Import buttons for navmesh workflow testing
34
+ *
35
+ * Export/Import Workflow:
36
+ * 1. Generate a navmesh using the "Regenerate Navmesh" button (automatic scene analysis)
37
+ * 2. Export it to binary file using "Export NavMesh" button
38
+ * 3. Optionally modify the navmesh in an external editor
39
+ * 4. Import the modified navmesh using "Import NavMesh" button
40
+ * 5. The imported navmesh is applied directly without regeneration
41
+ *
42
+ * NEW Resource Metadata Workflow:
43
+ * 1. Use "Set NavMesh Reference in Scene" to configure resource path
44
+ * 2. Use "Export Scene with NavMesh Reference" to save scene with metadata
45
+ * 3. External tools can edit scenes to set resource references
46
+ * 4. Engine automatically loads resources from scene metadata
47
+ */
48
+
49
+ export class NavmeshPrimitivesDemo extends ENGINE.BaseGameLoop {
50
+
51
+ private pane!: Pane;
52
+
53
+ // Tweakpane controls and parameters - defined as static getter to be available during construction
54
+ private static get DEFAULT_NAVMESH_PARAMS(): {
55
+ cs: number;
56
+ ch: number;
57
+ walkableSlopeAngle: number;
58
+ walkableHeight: number;
59
+ walkableClimb: number;
60
+ walkableRadius: number;
61
+ maxEdgeLen: number;
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+ maxSimplificationError: number;
63
+ minRegionArea: number;
64
+ mergeRegionArea: number;
65
+ maxVertsPerPoly: number;
66
+ detailSampleDist: number;
67
+ detailSampleMaxError: number;
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+ borderSize: number;
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+ debugEnabled: boolean;
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+ sceneType: 'Primitives' | 'GLTF' | 'Both';
71
+ } {
72
+ return {
73
+ // Cell dimensions
74
+ cs: 0.2, // Cell size (XZ plane resolution)
75
+ ch: 0.2, // Cell height (Y axis resolution)
76
+
77
+ // Agent capabilities
78
+ walkableSlopeAngle: 35, // Maximum slope angle in degrees
79
+ walkableHeight: 2.0, // Minimum ceiling height for agent
80
+ walkableClimb: 0.5, // Maximum step height agent can climb
81
+ walkableRadius: 0.5, // Agent radius (affects corridor width)
82
+
83
+ // Mesh generation quality
84
+ maxEdgeLen: 12, // Maximum edge length in world units
85
+ maxSimplificationError: 1.3, // Edge simplification tolerance
86
+
87
+ // Region processing
88
+ minRegionArea: 8, // Minimum area for isolated regions
89
+ mergeRegionArea: 20, // Merge regions smaller than this
90
+
91
+ // Polygon generation
92
+ maxVertsPerPoly: 6, // Maximum vertices per polygon
93
+
94
+ // Detail mesh (for height sampling)
95
+ detailSampleDist: 6, // Detail mesh sample distance
96
+ detailSampleMaxError: 1, // Maximum detail mesh error
97
+
98
+ // Border handling
99
+ borderSize: 0, // Border size around the mesh
100
+
101
+ // Debug visualization
102
+ debugEnabled: true, // Show navmesh debug visualization
103
+
104
+ // Scene control
105
+ sceneType: 'Both' as 'Primitives' | 'GLTF' | 'Both' // Which scene types to show
106
+ };
107
+ }
108
+
109
+ private navmeshParams = { ...NavmeshPrimitivesDemo.DEFAULT_NAVMESH_PARAMS };
110
+
111
+ constructor(container: HTMLElement, options?: ENGINE.BaseGameLoopOptions) {
112
+ super(container, options);
113
+ this.setupCamera(container);
114
+ }
115
+
116
+ /**
117
+ * Configure the world with navigation server enabled
118
+ */
119
+ public override getWorldConfiguration(): ENGINE.WorldOptions {
120
+ // Use static defaults during construction when instance fields aren't ready yet
121
+ const params = NavmeshPrimitivesDemo.DEFAULT_NAVMESH_PARAMS;
122
+
123
+ return {
124
+ ...super.getWorldConfiguration(),
125
+ navigationOptions: {
126
+ engine: ENGINE.NavigationEngine.RecastNavigation,
127
+ debug: params.debugEnabled,
128
+ generateOnStartUp: false, // Manual generation after adding meshes
129
+ options: {
130
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
131
+ cs: params.cs,
132
+ ch: params.ch,
133
+ walkableSlopeAngle: params.walkableSlopeAngle,
134
+ walkableHeight: params.walkableHeight,
135
+ walkableClimb: params.walkableClimb,
136
+ walkableRadius: params.walkableRadius,
137
+ maxEdgeLen: params.maxEdgeLen,
138
+ maxSimplificationError: params.maxSimplificationError,
139
+ minRegionArea: params.minRegionArea,
140
+ mergeRegionArea: params.mergeRegionArea,
141
+ maxVertsPerPoly: params.maxVertsPerPoly,
142
+ detailSampleDist: params.detailSampleDist,
143
+ detailSampleMaxError: params.detailSampleMaxError,
144
+ borderSize: params.borderSize
145
+ }
146
+ }
147
+ };
148
+ }
149
+
150
+ protected override async preStart(): Promise<void> {
151
+ // Set up basic lighting
152
+ this.setupLighting();
153
+
154
+ // Create scenes based on current settings
155
+ this.createActiveScenes();
156
+ }
157
+
158
+ protected override postStart(): void {
159
+ // // Generate navmesh after all geometry is in place
160
+ // await this.generateNavmesh();
161
+
162
+ // Create Tweakpane UI controls
163
+ this.createTweakPane();
164
+
165
+ // Log information about the new export/import functionality
166
+ console.log('🚀 NavMesh Export/Import Demo Ready!');
167
+ console.log('📝 Use Export/Import controls to save/load navmesh as GLTF files');
168
+ console.log('🆕 NEW: Scene export with resource metadata system!');
169
+ }
170
+
171
+
172
+ /**
173
+ * Create all scenes and set initial visibility based on scene type setting
174
+ */
175
+ private createActiveScenes(): void {
176
+ // Always create both scenes so we can toggle between them
177
+ this.createScene();
178
+ this.createGLTFScene();
179
+
180
+ // Set initial visibility based on current scene type
181
+ this.updateSceneVisibility();
182
+
183
+ console.log(`Created all scenes, showing: ${this.navmeshParams.sceneType}`);
184
+ }
185
+
186
+ /**
187
+ * Update scene visibility based on current scene type setting
188
+ */
189
+ private updateSceneVisibility(): void {
190
+ const sceneType = this.navmeshParams.sceneType;
191
+
192
+ // Get all actors in the world
193
+ const allActors = this.world.getActorsByPredicate(() => true);
194
+
195
+ allActors.forEach(actor => {
196
+ // Determine if this is a primitive or GLTF actor based on components
197
+ const hasMeshComponent = actor.getComponent(ENGINE.MeshComponent) !== null;
198
+ const hasGLTFComponent = actor.getComponent(ENGINE.GLTFMeshComponent) !== null;
199
+
200
+ // Skip lighting actors
201
+ if (actor.name.includes('Light') || actor.name.includes('light')) {
202
+ return;
203
+ }
204
+
205
+ let shouldBeVisible = false;
206
+
207
+ if (hasMeshComponent && !hasGLTFComponent) {
208
+ // This is a primitive actor
209
+ shouldBeVisible = sceneType === 'Primitives' || sceneType === 'Both';
210
+ } else if (hasGLTFComponent) {
211
+ // This is a GLTF actor
212
+ shouldBeVisible = sceneType === 'GLTF' || sceneType === 'Both';
213
+ } else {
214
+ // Keep other actors visible (like lighting)
215
+ shouldBeVisible = true;
216
+ }
217
+
218
+ // Update visibility
219
+ actor.rootComponent.visible = shouldBeVisible;
220
+ });
221
+
222
+ console.log(`Updated scene visibility: ${sceneType}`);
223
+ }
224
+
225
+ /**
226
+ * Set up basic lighting for the scene
227
+ */
228
+ private setupLighting(): void {
229
+ console.log('Setting up lighting...');
230
+
231
+ // Ambient light for overall illumination
232
+ const ambientLight = new ENGINE.Actor({
233
+ name: 'AmbientLight',
234
+ sceneComponents: [
235
+ new ENGINE.AmbientLightComponent({
236
+ color: 0x404080,
237
+ intensity: 0.4
238
+ })
239
+ ]
240
+ });
241
+ this.world.addActors(ambientLight);
242
+
243
+ // Directional light as main light source with shadows
244
+ const directionalLight = new ENGINE.Actor({
245
+ name: 'DirectionalLight',
246
+ position: new THREE.Vector3(10, 20, 10),
247
+ sceneComponents: [
248
+ new ENGINE.DirectionalLightComponent({
249
+ color: 0xffffff,
250
+ intensity: 1.5,
251
+ castShadow: true
252
+ })
253
+ ]
254
+ });
255
+ this.world.addActors(directionalLight);
256
+ }
257
+
258
+ /**
259
+ * Create the scene with various primitive MeshComponents
260
+ */
261
+ private createScene(): void {
262
+ console.log('Creating scene with primitive meshes...');
263
+
264
+ // Create ground plane
265
+ this.createGroundPlane();
266
+
267
+ // Create various obstacles and platforms
268
+ this.createObstacles();
269
+
270
+ // Create platforms at different heights
271
+ this.createPlatforms();
272
+
273
+ // Create a maze-like structure
274
+ this.createMazeWalls();
275
+ }
276
+
277
+ /**
278
+ * Create the main ground plane
279
+ */
280
+ private createGroundPlane(): void {
281
+ const ground = new ENGINE.Actor({
282
+ name: 'Ground',
283
+ position: new THREE.Vector3(0, 0, 0),
284
+ rootComponent: new ENGINE.MeshComponent({
285
+ geometry: new THREE.BoxGeometry(40, 0.2, 40),
286
+ material: new THREE.MeshStandardMaterial({
287
+ color: 0x8B7355, // Brown ground color
288
+ roughness: 0.8,
289
+ metalness: 0.1
290
+ })
291
+ })
292
+ });
293
+
294
+ // Enable shadows
295
+ const meshComponent = ground.rootComponent as ENGINE.MeshComponent;
296
+ meshComponent.receiveShadow = true;
297
+
298
+ this.world.addActors(ground);
299
+ }
300
+
301
+ /**
302
+ * Create various obstacles using different primitive shapes
303
+ */
304
+ private createObstacles(): void {
305
+ // Box obstacles
306
+ const boxObstacle1 = new ENGINE.Actor({
307
+ name: 'BoxObstacle1',
308
+ position: new THREE.Vector3(5, 1, 5),
309
+ rootComponent: new ENGINE.MeshComponent({
310
+ geometry: new THREE.BoxGeometry(2, 2, 2),
311
+ material: new THREE.MeshStandardMaterial({
312
+ color: 0xFF6B6B, // Red
313
+ roughness: 0.7,
314
+ metalness: 0.2
315
+ })
316
+ })
317
+ });
318
+
319
+ const boxObstacle2 = new ENGINE.Actor({
320
+ name: 'BoxObstacle2',
321
+ position: new THREE.Vector3(-8, 1.5, -3),
322
+ rootComponent: new ENGINE.MeshComponent({
323
+ geometry: new THREE.BoxGeometry(3, 3, 1.5),
324
+ material: new THREE.MeshStandardMaterial({
325
+ color: 0x4ECDC4, // Teal
326
+ roughness: 0.6,
327
+ metalness: 0.3
328
+ })
329
+ })
330
+ });
331
+
332
+ // Cylinder obstacles
333
+ const cylinderObstacle1 = new ENGINE.Actor({
334
+ name: 'CylinderObstacle1',
335
+ position: new THREE.Vector3(-5, 1, 8),
336
+ rootComponent: new ENGINE.MeshComponent({
337
+ geometry: new THREE.CylinderGeometry(1.5, 1.5, 2, 8),
338
+ material: new THREE.MeshStandardMaterial({
339
+ color: 0x45B7D1, // Blue
340
+ roughness: 0.5,
341
+ metalness: 0.4
342
+ })
343
+ })
344
+ });
345
+
346
+ const cylinderObstacle2 = new ENGINE.Actor({
347
+ name: 'CylinderObstacle2',
348
+ position: new THREE.Vector3(10, 0.75, -8),
349
+ rootComponent: new ENGINE.MeshComponent({
350
+ geometry: new THREE.CylinderGeometry(1, 1, 1.5, 6),
351
+ material: new THREE.MeshStandardMaterial({
352
+ color: 0x96CEB4, // Green
353
+ roughness: 0.8,
354
+ metalness: 0.1
355
+ })
356
+ })
357
+ });
358
+
359
+ // Sphere obstacles
360
+ const sphereObstacle = new ENGINE.Actor({
361
+ name: 'SphereObstacle',
362
+ position: new THREE.Vector3(0, 1.2, -12),
363
+ rootComponent: new ENGINE.MeshComponent({
364
+ geometry: new THREE.SphereGeometry(1.2, 16, 12),
365
+ material: new THREE.MeshStandardMaterial({
366
+ color: 0xFECA57, // Yellow
367
+ roughness: 0.4,
368
+ metalness: 0.6
369
+ })
370
+ })
371
+ });
372
+
373
+ // Enable shadows for all obstacles
374
+ const obstacles = [boxObstacle1, boxObstacle2, cylinderObstacle1, cylinderObstacle2, sphereObstacle];
375
+ obstacles.forEach(obstacle => {
376
+ const meshComponent = obstacle.rootComponent as ENGINE.MeshComponent;
377
+ meshComponent.castShadow = true;
378
+ meshComponent.receiveShadow = true;
379
+ });
380
+
381
+ this.world.addActors(...obstacles);
382
+ }
383
+
384
+ /**
385
+ * Create elevated platforms using box geometry
386
+ */
387
+ private createPlatforms(): void {
388
+ // Platform 1 - Low platform
389
+ const platform1 = new ENGINE.Actor({
390
+ name: 'Platform1',
391
+ position: new THREE.Vector3(12, 1, 12),
392
+ rootComponent: new ENGINE.MeshComponent({
393
+ geometry: new THREE.BoxGeometry(6, 2, 6),
394
+ material: new THREE.MeshStandardMaterial({
395
+ color: 0x686DE0, // Purple
396
+ roughness: 0.7,
397
+ metalness: 0.2
398
+ })
399
+ })
400
+ });
401
+
402
+ // Platform 2 - Medium platform
403
+ const platform2 = new ENGINE.Actor({
404
+ name: 'Platform2',
405
+ position: new THREE.Vector3(-12, 2, 12),
406
+ rootComponent: new ENGINE.MeshComponent({
407
+ geometry: new THREE.BoxGeometry(5, 4, 5),
408
+ material: new THREE.MeshStandardMaterial({
409
+ color: 0xF8B500, // Orange
410
+ roughness: 0.6,
411
+ metalness: 0.3
412
+ })
413
+ })
414
+ });
415
+
416
+ // Platform 3 - High platform with ramp
417
+ const platform3 = new ENGINE.Actor({
418
+ name: 'Platform3',
419
+ position: new THREE.Vector3(-12, 3, -12),
420
+ rootComponent: new ENGINE.MeshComponent({
421
+ geometry: new THREE.BoxGeometry(4, 6, 4),
422
+ material: new THREE.MeshStandardMaterial({
423
+ color: 0xE17055, // Dark orange
424
+ roughness: 0.8,
425
+ metalness: 0.1
426
+ })
427
+ })
428
+ });
429
+
430
+ // Ramp to platform 3
431
+ const ramp = new ENGINE.Actor({
432
+ name: 'Ramp',
433
+ position: new THREE.Vector3(-8, 1.5, -12),
434
+ rotation: new THREE.Euler(0, 0, Math.PI / 12), // Slight slope
435
+ rootComponent: new ENGINE.MeshComponent({
436
+ geometry: new THREE.BoxGeometry(4, 0.5, 4),
437
+ material: new THREE.MeshStandardMaterial({
438
+ color: 0xA29BFE, // Light purple
439
+ roughness: 0.7,
440
+ metalness: 0.2
441
+ })
442
+ })
443
+ });
444
+
445
+ // Enable shadows for platforms
446
+ const platforms = [platform1, platform2, platform3, ramp];
447
+ platforms.forEach(platform => {
448
+ const meshComponent = platform.rootComponent as ENGINE.MeshComponent;
449
+ meshComponent.castShadow = true;
450
+ meshComponent.receiveShadow = true;
451
+ });
452
+
453
+ this.world.addActors(...platforms);
454
+ }
455
+
456
+ /**
457
+ * Create a simple maze-like structure using box walls
458
+ */
459
+ private createMazeWalls(): void {
460
+ const walls: ENGINE.Actor[] = [];
461
+
462
+ // Create a series of wall segments to form a mini maze
463
+ const wallConfigs = [
464
+ { pos: [15, 1, 0], size: [1, 2, 8] }, // Vertical wall 1
465
+ { pos: [8, 1, -5], size: [6, 2, 1] }, // Horizontal wall 1
466
+ { pos: [2, 1, -8], size: [1, 2, 6] }, // Vertical wall 2
467
+ { pos: [-2, 1, -5], size: [4, 2, 1] }, // Horizontal wall 2
468
+ { pos: [-8, 1, 0], size: [1, 2, 6] }, // Vertical wall 3
469
+ { pos: [-12, 1, 3], size: [6, 2, 1] }, // Horizontal wall 3
470
+ ];
471
+
472
+ wallConfigs.forEach((config, index) => {
473
+ const wall = new ENGINE.Actor({
474
+ name: `MazeWall${index + 1}`,
475
+ position: new THREE.Vector3(config.pos[0], config.pos[1], config.pos[2]),
476
+ rootComponent: new ENGINE.MeshComponent({
477
+ geometry: new THREE.BoxGeometry(config.size[0], config.size[1], config.size[2]),
478
+ material: new THREE.MeshStandardMaterial({
479
+ color: 0x74B9FF, // Light blue
480
+ roughness: 0.8,
481
+ metalness: 0.2
482
+ })
483
+ })
484
+ });
485
+
486
+ const meshComponent = wall.rootComponent as ENGINE.MeshComponent;
487
+ meshComponent.castShadow = true;
488
+ meshComponent.receiveShadow = true;
489
+
490
+ walls.push(wall);
491
+ });
492
+
493
+ this.world.addActors(...walls);
494
+ }
495
+
496
+ /**
497
+ * Create a scene using GLTF models for navmesh testing
498
+ */
499
+ private createGLTFScene(): void {
500
+ console.log('Creating GLTF scene for navmesh testing...');
501
+
502
+ // Create a base ground using sandbox floor assets
503
+ this.createGLTFGround();
504
+
505
+ // Create walls and structures
506
+ this.createGLTFStructures();
507
+
508
+ // Add decorative elements and obstacles
509
+ this.createGLTFDecorations();
510
+
511
+ // Add some buildings/larger structures
512
+ this.createGLTFBuildings();
513
+ }
514
+
515
+ /**
516
+ * Create ground/floor using GLTF tiles
517
+ */
518
+ private createGLTFGround(): void {
519
+ // Create a grid of floor tiles
520
+ const floorSize = 4; // Assuming each floor tile is about 4x4 units
521
+ const gridSize = 6; // 6x6 grid of tiles
522
+ for (let x = 0; x < gridSize; x++) {
523
+ for (let z = 0; z < gridSize; z++) {
524
+ const floor = new ENGINE.Actor({
525
+ name: `GLTFFloor_${x}_${z}`,
526
+ position: new THREE.Vector3(
527
+ (x - gridSize/2) * floorSize + 30, // Offset to the right of primitive scene
528
+ 0,
529
+ (z - gridSize/2) * floorSize
530
+ ),
531
+ rootComponent: new ENGINE.GLTFMeshComponent({
532
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Floors/SM_SB_Floor_01.glb',
533
+ physicsOptions: {
534
+ enabled: true,
535
+ motionType: ENGINE.PhysicsMotionType.Static
536
+ }
537
+ })
538
+ });
539
+
540
+ this.world.addActors(floor);
541
+ }
542
+ }
543
+ }
544
+
545
+ /**
546
+ * Create walls and structural elements
547
+ */
548
+ private createGLTFStructures(): void {
549
+ const structures = [
550
+ // Main walls creating rooms
551
+ {
552
+ name: 'WallNorth1',
553
+ position: new THREE.Vector3(25, 0, -10),
554
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb'
555
+ },
556
+ {
557
+ name: 'WallNorth2',
558
+ position: new THREE.Vector3(35, 0, -10),
559
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb'
560
+ },
561
+ {
562
+ name: 'WallEast1',
563
+ position: new THREE.Vector3(40, 0, -5),
564
+ rotation: new THREE.Euler(0, Math.PI/2, 0),
565
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb'
566
+ },
567
+ {
568
+ name: 'WallEast2',
569
+ position: new THREE.Vector3(40, 0, 5),
570
+ rotation: new THREE.Euler(0, Math.PI/2, 0),
571
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb'
572
+ },
573
+ {
574
+ name: 'WallSouth1',
575
+ position: new THREE.Vector3(35, 0, 10),
576
+ rotation: new THREE.Euler(0, Math.PI, 0),
577
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb'
578
+ },
579
+ {
580
+ name: 'WallSouth2',
581
+ position: new THREE.Vector3(25, 0, 10),
582
+ rotation: new THREE.Euler(0, Math.PI, 0),
583
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb'
584
+ },
585
+ // Interior walls creating obstacles
586
+ {
587
+ name: 'InteriorWall1',
588
+ position: new THREE.Vector3(30, 0, 0),
589
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_BrickBlock01.glb'
590
+ },
591
+ {
592
+ name: 'InteriorWall2',
593
+ position: new THREE.Vector3(27, 0, -5),
594
+ rotation: new THREE.Euler(0, Math.PI/4, 0),
595
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_BrickBlock02.glb'
596
+ }
597
+ ];
598
+
599
+ structures.forEach(structure => {
600
+ const wall = new ENGINE.Actor({
601
+ name: structure.name,
602
+ position: structure.position,
603
+ rotation: structure.rotation ?? new THREE.Euler(0, 0, 0),
604
+ rootComponent: new ENGINE.GLTFMeshComponent({
605
+ modelUrl: structure.modelUrl,
606
+ physicsOptions: {
607
+ enabled: true,
608
+ motionType: ENGINE.PhysicsMotionType.Static
609
+ }
610
+ })
611
+ });
612
+
613
+ this.world.addActors(wall);
614
+ });
615
+ }
616
+
617
+ /**
618
+ * Add decorative elements and obstacles
619
+ */
620
+ private createGLTFDecorations(): void {
621
+ const decorations = [
622
+ // Trees for natural obstacles
623
+ {
624
+ name: 'Tree1',
625
+ position: new THREE.Vector3(32, 0, -7),
626
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb'
627
+ },
628
+ {
629
+ name: 'Tree2',
630
+ position: new THREE.Vector3(38, 0, 3),
631
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_CoconutTree01.glb'
632
+ },
633
+ {
634
+ name: 'Tree3',
635
+ position: new THREE.Vector3(22, 0, 7),
636
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb'
637
+ },
638
+ // Rocks as obstacles
639
+ {
640
+ name: 'Rock1',
641
+ position: new THREE.Vector3(28, 0, 2),
642
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Rocks/SM_SB_Rock01.glb'
643
+ },
644
+ {
645
+ name: 'Rock2',
646
+ position: new THREE.Vector3(34, 0, -3),
647
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Rocks/SM_SB_Rock02.glb'
648
+ },
649
+ // Foliage for detail
650
+ {
651
+ name: 'Plant1',
652
+ position: new THREE.Vector3(26, 0, -2),
653
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Foliage/SM_SB_Plant01.glb'
654
+ },
655
+ {
656
+ name: 'Fern1',
657
+ position: new THREE.Vector3(37, 0, -1),
658
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Foliage/SM_SB_Fern01.glb'
659
+ },
660
+ // Game items as interesting obstacles
661
+ {
662
+ name: 'MovingPlatform',
663
+ position: new THREE.Vector3(29, 0, 5),
664
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Game Items/SM_SB_MovingPlatform_01.glb'
665
+ }
666
+ ];
667
+
668
+ decorations.forEach(decoration => {
669
+ const actor = new ENGINE.Actor({
670
+ name: decoration.name,
671
+ position: decoration.position,
672
+ rootComponent: new ENGINE.GLTFMeshComponent({
673
+ modelUrl: decoration.modelUrl,
674
+ physicsOptions: {
675
+ enabled: true,
676
+ motionType: ENGINE.PhysicsMotionType.Static
677
+ }
678
+ })
679
+ });
680
+
681
+ this.world.addActors(actor);
682
+ });
683
+ }
684
+
685
+ /**
686
+ * Add some larger structures and vehicles
687
+ */
688
+ private createGLTFBuildings(): void {
689
+ const structures = [
690
+ // Large floor pieces as elevated platforms
691
+ {
692
+ position: new THREE.Vector3(45, 2, -8),
693
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_400x400.glb'
694
+ },
695
+ {
696
+ position: new THREE.Vector3(45, 1, 0),
697
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_300x300.glb'
698
+ },
699
+ {
700
+ position: new THREE.Vector3(45, 1.5, 8),
701
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_200x400.glb'
702
+ },
703
+ // Add a vehicle as an obstacle
704
+ {
705
+ name: 'Car1',
706
+ position: new THREE.Vector3(20, 0, 0),
707
+ rotation: new THREE.Euler(0, Math.PI/4, 0),
708
+ modelUrl: '@engine/assets/dev/models/Vehicles/SM_Car01.glb'
709
+ },
710
+ // Add some larger decorative items
711
+ {
712
+ name: 'Slide1',
713
+ position: new THREE.Vector3(24, 0, 4),
714
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Slides/SM_SB_Slide_Module.glb'
715
+ },
716
+ {
717
+ name: 'Bridge1',
718
+ position: new THREE.Vector3(33, 1, -8),
719
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Game Items/SM_SB_HangingBridgeMiddle.glb'
720
+ }
721
+ ];
722
+
723
+ structures.forEach(structure => {
724
+ const actor = new ENGINE.Actor({
725
+ name: structure.name,
726
+ position: structure.position,
727
+ rotation: structure.rotation ?? new THREE.Euler(0, 0, 0),
728
+ rootComponent: new ENGINE.GLTFMeshComponent({
729
+ modelUrl: structure.modelUrl,
730
+ physicsOptions: {
731
+ enabled: true,
732
+ motionType: ENGINE.PhysicsMotionType.Static
733
+ }
734
+ })
735
+ });
736
+
737
+ this.world.addActors(actor);
738
+ });
739
+ }
740
+
741
+ /**
742
+ * Generate navmesh automatically from all static geometry in the scene
743
+ * Uses the built-in World.createNavigationMeshFromScene() method which automatically:
744
+ * - Finds all GLTFMeshComponents with Static motion type and !excludeFromNavigation
745
+ * - Finds all MeshComponents with Static motion type and !excludeFromNavigation
746
+ * - Waits for GLTF models to load before processing
747
+ */
748
+ private async generateNavmesh(): Promise<void> {
749
+ console.log('Generating navmesh using built-in scene analysis...');
750
+
751
+ const navigationServer = this.world.getNavigationServer();
752
+ if (!navigationServer) {
753
+ console.error('Navigation server not available');
754
+ return;
755
+ }
756
+
757
+ try {
758
+ // Update navigation server options with current parameters before generation
759
+ const navmeshOptions = {
760
+ cs: this.navmeshParams.cs,
761
+ ch: this.navmeshParams.ch,
762
+ walkableSlopeAngle: this.navmeshParams.walkableSlopeAngle,
763
+ walkableHeight: this.navmeshParams.walkableHeight,
764
+ walkableClimb: this.navmeshParams.walkableClimb,
765
+ walkableRadius: this.navmeshParams.walkableRadius,
766
+ maxEdgeLen: this.navmeshParams.maxEdgeLen,
767
+ maxSimplificationError: this.navmeshParams.maxSimplificationError,
768
+ minRegionArea: this.navmeshParams.minRegionArea,
769
+ mergeRegionArea: this.navmeshParams.mergeRegionArea,
770
+ maxVertsPerPoly: this.navmeshParams.maxVertsPerPoly,
771
+ detailSampleDist: this.navmeshParams.detailSampleDist,
772
+ detailSampleMaxError: this.navmeshParams.detailSampleMaxError,
773
+ borderSize: this.navmeshParams.borderSize
774
+ };
775
+
776
+ // Update the navigation server's options
777
+ (navigationServer as any).options = { ...(navigationServer as any).options, ...navmeshOptions };
778
+
779
+ // Use the built-in scene analysis method
780
+ // This automatically finds all static mesh components that should be included in navigation
781
+ await this.world.createNavigationMeshFromScene();
782
+
783
+ console.log('✅ NavMesh generated successfully using automatic scene analysis!');
784
+
785
+ // Create debug visualization if enabled
786
+ if (this.navmeshParams.debugEnabled) {
787
+ const debugVisualization = navigationServer.createDebugVisualization();
788
+ if (debugVisualization) {
789
+ // Disable raycasting for debug mesh to prevent interference
790
+ debugVisualization.traverse((child) => {
791
+ child.raycast = () => {};
792
+ });
793
+ debugVisualization.name = 'NavmeshDebugVisualization';
794
+ this.world.scene.add(debugVisualization);
795
+ console.log('Debug visualization added to scene');
796
+ }
797
+ }
798
+ } catch (error) {
799
+ console.error('❌ Error during navmesh generation:', error);
800
+ }
801
+ }
802
+
803
+ /**
804
+ * Set up camera for better viewing of both scenes
805
+ */
806
+ private setupCamera(container: HTMLElement): void {
807
+ // Create and set an override camera for better scene viewing
808
+ const camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
809
+ const controls = new OrbitControls(camera, container);
810
+ controls.enableDamping = true;
811
+ controls.dampingFactor = 0.25;
812
+ controls.enableZoom = true;
813
+ controls.enablePan = true;
814
+ controls.enableRotate = true;
815
+ // controls.enableKeys = true;
816
+ // Position camera to see both primitive scene (left) and GLTF scene (right)
817
+ camera.position.set(15, 20, 35);
818
+ camera.lookAt(new THREE.Vector3(15, 0, 0)); // Look at center between both scenes
819
+ this.world.setOverrideCamera(camera);
820
+ console.log('Camera positioned for dual scene overview');
821
+ }
822
+
823
+ /**
824
+ * Create Tweakpane UI for navmesh controls
825
+ */
826
+ private createTweakPane(): void {
827
+ this.pane = new Pane({ title: 'Navmesh Generation Controls' });
828
+
829
+ // Actions folder - split into generation and export/import
830
+ const generationFolder = this.pane.addFolder({ title: 'NavMesh Generation', expanded: true });
831
+
832
+ const regenerateButton = generationFolder.addButton({ title: 'Regenerate Navmesh' });
833
+ regenerateButton.on('click', () => {
834
+ this.regenerateNavmesh();
835
+ });
836
+
837
+ // Export/Import folder for the new functionality
838
+ const exportImportFolder = this.pane.addFolder({ title: 'Export/Import', expanded: true });
839
+
840
+ const exportButton = exportImportFolder.addButton({ title: 'Export NavMesh' });
841
+ exportButton.on('click', () => {
842
+ this.exportNavmesh();
843
+ });
844
+
845
+ const importButton = exportImportFolder.addButton({ title: 'Import NavMesh' });
846
+ importButton.on('click', () => {
847
+ this.openImportDialog();
848
+ });
849
+
850
+ // Scene export functionality demonstrating the new metadata system
851
+ const sceneExportFolder = this.pane.addFolder({ title: 'Scene Export (New System)', expanded: true });
852
+
853
+ const exportSceneButton = sceneExportFolder.addButton({ title: 'Export Scene with NavMesh Reference' });
854
+ exportSceneButton.on('click', () => {
855
+ this.exportSceneWithNavMeshReference();
856
+ });
857
+
858
+ const setNavMeshReferenceButton = sceneExportFolder.addButton({ title: 'Set NavMesh Reference in Scene' });
859
+ setNavMeshReferenceButton.on('click', () => {
860
+ this.setNavMeshReferenceInScene();
861
+ });
862
+
863
+ // Status display following lightmapping demo pattern
864
+ this.pane.addBlade({ view: 'separator' });
865
+ const statusElement = document.createElement('div');
866
+ statusElement.style.padding = '8px';
867
+ statusElement.style.fontSize = '12px';
868
+ statusElement.style.color = '#888';
869
+ statusElement.style.backgroundColor = '#1a1a1a';
870
+ statusElement.style.borderRadius = '4px';
871
+ statusElement.innerHTML = 'Status: Ready<br/>🚀 NavMesh Export/Import Demo<br/>📝 1. Generate a navmesh<br/>📤 2. Export to .navmesh file<br/>📥 3. Import .navmesh file<br/>🔧 Files saved as scenename.navmesh<br/>🆕 NEW: Export scenes with resource metadata!';
872
+ sceneExportFolder.element.appendChild(statusElement);
873
+
874
+ // Store reference for updates
875
+ (this as any).statusElement = statusElement;
876
+
877
+ // Cell dimensions folder
878
+ const cellFolder = this.pane.addFolder({ title: 'Cell Dimensions', expanded: true });
879
+ cellFolder.addBinding(this.navmeshParams, 'cs', {
880
+ min: 0.05,
881
+ max: 1.0,
882
+ step: 0.05,
883
+ label: 'Cell Size (XZ)'
884
+ });
885
+ cellFolder.addBinding(this.navmeshParams, 'ch', {
886
+ min: 0.05,
887
+ max: 1.0,
888
+ step: 0.05,
889
+ label: 'Cell Height (Y)'
890
+ });
891
+
892
+ // Agent capabilities folder
893
+ const agentFolder = this.pane.addFolder({ title: 'Agent Capabilities', expanded: true });
894
+ agentFolder.addBinding(this.navmeshParams, 'walkableSlopeAngle', {
895
+ min: 0,
896
+ max: 90,
897
+ step: 1,
898
+ label: 'Max Slope (°)'
899
+ });
900
+ agentFolder.addBinding(this.navmeshParams, 'walkableHeight', {
901
+ min: 0.5,
902
+ max: 5.0,
903
+ step: 0.1,
904
+ label: 'Agent Height'
905
+ });
906
+ agentFolder.addBinding(this.navmeshParams, 'walkableClimb', {
907
+ min: 0.1,
908
+ max: 2.0,
909
+ step: 0.1,
910
+ label: 'Max Step Height'
911
+ });
912
+ agentFolder.addBinding(this.navmeshParams, 'walkableRadius', {
913
+ min: 0.1,
914
+ max: 2.0,
915
+ step: 0.1,
916
+ label: 'Agent Radius'
917
+ });
918
+
919
+ // Mesh quality folder
920
+ const qualityFolder = this.pane.addFolder({ title: 'Mesh Quality', expanded: false });
921
+ qualityFolder.addBinding(this.navmeshParams, 'maxEdgeLen', {
922
+ min: 1,
923
+ max: 50,
924
+ step: 1,
925
+ label: 'Max Edge Length'
926
+ });
927
+ qualityFolder.addBinding(this.navmeshParams, 'maxSimplificationError', {
928
+ min: 0.1,
929
+ max: 5.0,
930
+ step: 0.1,
931
+ label: 'Simplification Error'
932
+ });
933
+
934
+ // Region processing folder
935
+ const regionFolder = this.pane.addFolder({ title: 'Region Processing', expanded: false });
936
+ regionFolder.addBinding(this.navmeshParams, 'minRegionArea', {
937
+ min: 1,
938
+ max: 50,
939
+ step: 1,
940
+ label: 'Min Region Area'
941
+ });
942
+ regionFolder.addBinding(this.navmeshParams, 'mergeRegionArea', {
943
+ min: 1,
944
+ max: 100,
945
+ step: 1,
946
+ label: 'Merge Region Area'
947
+ });
948
+
949
+ // Advanced settings folder
950
+ const advancedFolder = this.pane.addFolder({ title: 'Advanced Settings', expanded: false });
951
+ advancedFolder.addBinding(this.navmeshParams, 'maxVertsPerPoly', {
952
+ min: 3,
953
+ max: 12,
954
+ step: 1,
955
+ label: 'Max Verts Per Poly'
956
+ });
957
+ advancedFolder.addBinding(this.navmeshParams, 'detailSampleDist', {
958
+ min: 1,
959
+ max: 20,
960
+ step: 1,
961
+ label: 'Detail Sample Dist'
962
+ });
963
+ advancedFolder.addBinding(this.navmeshParams, 'detailSampleMaxError', {
964
+ min: 0.1,
965
+ max: 5.0,
966
+ step: 0.1,
967
+ label: 'Detail Max Error'
968
+ });
969
+ advancedFolder.addBinding(this.navmeshParams, 'borderSize', {
970
+ min: 0,
971
+ max: 10,
972
+ step: 1,
973
+ label: 'Border Size'
974
+ });
975
+
976
+ // Scene control folder
977
+ const sceneFolder = this.pane.addFolder({ title: 'Scene Control', expanded: true });
978
+ const sceneTypeControl = sceneFolder.addBinding(this.navmeshParams, 'sceneType', {
979
+ options: {
980
+ 'Primitives Only': 'Primitives',
981
+ 'GLTF Only': 'GLTF',
982
+ 'Both Scenes': 'Both'
983
+ },
984
+ label: 'Scene Type'
985
+ });
986
+ sceneTypeControl.on('change', () => {
987
+ this.updateSceneVisibility();
988
+ // Regenerate navmesh with the new scene configuration
989
+ this.regenerateNavmesh();
990
+ });
991
+
992
+ // Debug visualization folder
993
+ const debugFolder = this.pane.addFolder({ title: 'Debug Visualization', expanded: true });
994
+ const debugToggle = debugFolder.addBinding(this.navmeshParams, 'debugEnabled', {
995
+ label: 'Show Debug Mesh'
996
+ });
997
+ debugToggle.on('change', () => {
998
+ this.toggleDebugVisualization();
999
+ });
1000
+
1001
+ console.log('Tweakpane UI created successfully');
1002
+ }
1003
+
1004
+ /**
1005
+ * Regenerate navmesh with current parameters
1006
+ */
1007
+ private async regenerateNavmesh(): Promise<void> {
1008
+ console.log('Regenerating navmesh with updated parameters...');
1009
+
1010
+ // Clear existing debug visualization
1011
+ this.clearDebugVisualization();
1012
+
1013
+ // Generate new navmesh
1014
+ await this.generateNavmesh();
1015
+ }
1016
+
1017
+ /**
1018
+ * Export the current navmesh to a binary file
1019
+ */
1020
+ private async exportNavmesh(): Promise<void> {
1021
+ this.updateStatus('Exporting navmesh to binary file...');
1022
+
1023
+ const navigationServer = this.world.getNavigationServer();
1024
+ if (!navigationServer) {
1025
+ this.updateStatus('❌ Navigation server not available');
1026
+ return;
1027
+ }
1028
+
1029
+ if (!navigationServer.isReady()) {
1030
+ this.updateStatus('❌ No navmesh to export - generate first');
1031
+ return;
1032
+ }
1033
+
1034
+ try {
1035
+ // Create a dummy scene path for the demo (in a real game this would be the actual scene path)
1036
+ const demoScenePath = ENGINE.AssetPath.fromString('@project/assets/scenes/navmesh-demo.genesys-scene');
1037
+
1038
+ const result = await this.exportNavigationMesh(demoScenePath);
1039
+
1040
+ if (result.success && result.data && result.filename) {
1041
+ // Download the NavMesh file directly to user's computer
1042
+ const blob = new Blob([result.data], { type: 'application/octet-stream' });
1043
+ this.downloadBlob(blob, result.filename);
1044
+
1045
+ this.updateStatus(`✅ NavMesh exported as ${result.filename}`);
1046
+ console.log(`✅ NavMesh exported successfully as ${result.filename}`);
1047
+ } else {
1048
+ this.updateStatus('❌ Export failed');
1049
+ console.error('❌ Failed to export navmesh');
1050
+ }
1051
+ } catch (error) {
1052
+ this.updateStatus(`❌ Export error: ${error}`);
1053
+ console.error('❌ Error during NavMesh export:', error);
1054
+ }
1055
+ }
1056
+
1057
+ /**
1058
+ * Helper method to download a blob as a file (following lightmapping demo pattern)
1059
+ */
1060
+ private downloadBlob(blob: Blob, filename: string): void {
1061
+ const url = URL.createObjectURL(blob);
1062
+ const a = document.createElement('a');
1063
+ a.href = url;
1064
+ a.download = filename;
1065
+ a.style.display = 'none';
1066
+ document.body.appendChild(a);
1067
+ a.click();
1068
+ document.body.removeChild(a);
1069
+ URL.revokeObjectURL(url);
1070
+ }
1071
+
1072
+ /**
1073
+ * Opens a file dialog to select a navmesh file to import
1074
+ */
1075
+ private openImportDialog(): void {
1076
+ // Create file input element for navmesh files
1077
+ const fileInput = document.createElement('input');
1078
+ fileInput.type = 'file';
1079
+ fileInput.accept = '.navmesh';
1080
+ fileInput.multiple = false;
1081
+ fileInput.style.display = 'none';
1082
+
1083
+ // Handle file selection
1084
+ fileInput.addEventListener('change', (event) => {
1085
+ const target = event.target as HTMLInputElement;
1086
+ const file = target.files?.[0];
1087
+
1088
+ if (file) {
1089
+ this.importNavmeshFromFile(file);
1090
+ }
1091
+
1092
+ // Clean up
1093
+ document.body.removeChild(fileInput);
1094
+ });
1095
+
1096
+ // Add to DOM and trigger click
1097
+ document.body.appendChild(fileInput);
1098
+ fileInput.click();
1099
+ }
1100
+
1101
+ /**
1102
+ * Import a navmesh from a selected file
1103
+ */
1104
+ private async importNavmeshFromFile(file: File): Promise<void> {
1105
+ try {
1106
+ this.updateStatus('📂 Loading navmesh file...');
1107
+
1108
+ // Read the NavMesh binary file
1109
+ const fileData = await file.arrayBuffer();
1110
+
1111
+ this.updateStatus('📥 Importing navmesh data...');
1112
+
1113
+ // Import using the new API - can import from data directly
1114
+ const success = await this.importNavigationMesh(fileData);
1115
+
1116
+ if (success) {
1117
+ this.updateStatus(`✅ NavMesh imported from ${file.name}`);
1118
+ console.log(`✅ NavMesh imported successfully from ${file.name}`);
1119
+
1120
+ // Clear and recreate debug visualization if enabled
1121
+ if (this.navmeshParams.debugEnabled) {
1122
+ this.clearDebugVisualization();
1123
+ this.toggleDebugVisualization();
1124
+ }
1125
+ } else {
1126
+ this.updateStatus('❌ Import failed - check console for details');
1127
+ console.error('❌ Failed to import NavMesh');
1128
+ }
1129
+ } catch (error) {
1130
+ this.updateStatus(`❌ Import error: ${error}`);
1131
+ console.error('❌ Import failed:', error);
1132
+ }
1133
+ }
1134
+
1135
+ /**
1136
+ * Sets a NavMesh resource reference in the current scene using the new metadata system
1137
+ */
1138
+ private setNavMeshReferenceInScene(): void {
1139
+ this.updateStatus('Setting NavMesh reference in scene metadata...');
1140
+
1141
+ // Set the NavMesh resource reference using the new API
1142
+ const navMeshPath = '@engine/assets/dev/navmesh-demo.navmesh';
1143
+ this.world.setNavMeshResource(navMeshPath);
1144
+
1145
+ this.updateStatus(`✅ NavMesh reference set: ${navMeshPath}`);
1146
+ console.log(`✅ NavMesh resource reference set in scene: ${navMeshPath}`);
1147
+ console.log('Scene resources:', this.world.getSceneResources());
1148
+ }
1149
+
1150
+ /**
1151
+ * Exports the current scene with NavMesh resource metadata
1152
+ */
1153
+ private exportSceneWithNavMeshReference(): void {
1154
+ this.updateStatus('Exporting scene with NavMesh resource metadata...');
1155
+
1156
+ try {
1157
+ // Ensure we have a NavMesh reference set
1158
+ if (!this.world.getSceneResources()?.navMesh) {
1159
+ this.setNavMeshReferenceInScene();
1160
+ }
1161
+
1162
+ // Export the current world/scene
1163
+ const context = new ENGINE.WorldSerializationContext();
1164
+ const sceneData = this.world.export(context, false);
1165
+
1166
+ // Convert to JSON string with nice formatting
1167
+ const sceneJson = JSON.stringify(sceneData, null, 2);
1168
+
1169
+ // Create and download the scene file
1170
+ const blob = new Blob([sceneJson], { type: 'application/json' });
1171
+ this.downloadBlob(blob, 'navmesh-demo-with-metadata.genesys-scene');
1172
+
1173
+ this.updateStatus('✅ Scene exported with NavMesh resource metadata');
1174
+ console.log('✅ Scene exported with resource metadata:', sceneData.resources);
1175
+
1176
+ // Log what the new system does differently
1177
+ console.log('🆕 NEW SYSTEM FEATURES:');
1178
+ console.log('- Scene file explicitly references NavMesh file path');
1179
+ console.log('- No more fragile path manipulation');
1180
+ console.log('- External tools can set resource references');
1181
+ console.log('- Engine loads resources from explicit paths');
1182
+ console.log('Resource metadata in scene:', sceneData.resources);
1183
+
1184
+ } catch (error) {
1185
+ this.updateStatus(`❌ Scene export error: ${error}`);
1186
+ console.error('❌ Error during scene export:', error);
1187
+ }
1188
+ }
1189
+
1190
+ /**
1191
+ * Updates the status display in the UI
1192
+ */
1193
+ private updateStatus(message: string): void {
1194
+ const statusElement = (this as any).statusElement;
1195
+ if (statusElement) {
1196
+ statusElement.innerHTML = `Status: ${message}`;
1197
+ }
1198
+ }
1199
+
1200
+ /**
1201
+ * Toggle debug visualization on/off
1202
+ */
1203
+ private toggleDebugVisualization(): void {
1204
+ const navigationServer = this.world.getNavigationServer();
1205
+ if (!navigationServer) return;
1206
+
1207
+ if (this.navmeshParams.debugEnabled) {
1208
+ // Show debug visualization
1209
+ const debugVisualization = navigationServer.createDebugVisualization();
1210
+ if (debugVisualization) {
1211
+ debugVisualization.traverse((child) => {
1212
+ child.raycast = () => {};
1213
+ });
1214
+ debugVisualization.name = 'NavmeshDebugVisualization';
1215
+ this.world.scene.add(debugVisualization);
1216
+ console.log('Debug visualization enabled');
1217
+ }
1218
+ } else {
1219
+ // Hide debug visualization
1220
+ this.clearDebugVisualization();
1221
+ console.log('Debug visualization disabled');
1222
+ }
1223
+ }
1224
+
1225
+ /**
1226
+ * Clear existing debug visualization
1227
+ */
1228
+ private clearDebugVisualization(): void {
1229
+ const existingDebug = this.world.scene.getObjectByName('NavmeshDebugVisualization');
1230
+ if (existingDebug) {
1231
+ this.world.scene.remove(existingDebug);
1232
+ }
1233
+ }
1234
+
1235
+ /**
1236
+ * Clean up resources when demo is destroyed
1237
+ */
1238
+ public override destroy(): void {
1239
+ // Clean up debug visualization
1240
+ this.clearDebugVisualization();
1241
+
1242
+ // Clean up Tweakpane
1243
+ if (this.pane) {
1244
+ this.pane.dispose();
1245
+ }
1246
+
1247
+ super.destroy();
1248
+ }
1249
+ }
1250
+
1251
+ // Export the demo for use
1252
+ export default NavmeshPrimitivesDemo;