@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 +1,867 @@
1
+ import * as dat from 'dat.gui';
2
+ import * as ENGINE from 'genesys.js';
3
+ import { ObjectOutlineEffect } from 'genesys.js';
4
+ import * as THREE from 'three';
5
+
6
+ /**
7
+ * PostprocessDemo - Demonstrates post-processing effects with sphere meshes loaded from world data
8
+ *
9
+ * Features:
10
+ * - World loading: Scene objects are loaded from serialized world data instead of direct creation
11
+ * - 1 GLTF sphere with material file loading from dev/materials and shaders folders
12
+ * - 1 primitive sphere with customizable material properties
13
+ * - 1 billboard sprite with texture loading capabilities
14
+ * - Material file system supporting various material types (PBR, shader-based, matcap)
15
+ * - Option to disable material override and use original GLB materials
16
+ * - GUI controls for toggling mesh visibility and material properties
17
+ * - Post-processing effects: Bloom, SMAA anti-aliasing, Tone mapping
18
+ * - Outline effects: PostProcess Outline (selection-based) and Edge Outline (shader-based)
19
+ * - Environment controls: skybox intensity and background blur
20
+ * - Error handling with fallback to direct object creation
21
+ * - Debug tools for inspecting actor and material states
22
+ */
23
+ export class PostprocessDemo extends ENGINE.BaseGameLoop {
24
+ private gui: dat.GUI;
25
+ private skyboxComponent: ENGINE.SkyboxComponent | null = null;
26
+ private gltfMesh: ENGINE.Actor | null = null;
27
+ private primitiveMesh: ENGINE.Actor | null = null;
28
+ private billboardActor: ENGINE.Actor | null = null;
29
+ private groundActor: ENGINE.Actor | null = null;
30
+ private damagedHelmet: ENGINE.Actor | null = null;
31
+ private shipWreck: ENGINE.Actor | null = null;
32
+ private currentMaterialFile: string = '@engine/assets/dev/materials/MetalGoldPaint.json';
33
+ private pawn: ENGINE.Pawn | null = null;
34
+ private verticalMovement: number = 0; // -1 for down (Q), 1 for up (E), 0 for none
35
+ private verticalSpeed: number = 50; // units per second
36
+
37
+ constructor(container: HTMLElement) {
38
+ super(container);
39
+ this.gui = new dat.GUI({ width: 400 });
40
+ }
41
+
42
+ protected override async preStart(): Promise<void> {
43
+ // Create default lighting and player
44
+ ENGINE.GameBuilder.createDefaultLighting(this.world, false);
45
+ this.groundActor = ENGINE.GameBuilder.createDefaultGround(this.world);
46
+
47
+ // Create skybox with HDR environment
48
+ this.skyboxComponent = ENGINE.GameBuilder.createDefaultSkybox(this.world, {
49
+ ...ENGINE.SkyboxComponent.DEFAULT_OPTIONS,
50
+ envMapIntensity: 1.2,
51
+ });
52
+
53
+ // Create player/camera
54
+ const { pawn } = ENGINE.GameBuilder.createDefaultPawn(this.world);
55
+ this.pawn = pawn;
56
+ pawn.rootComponent.setWorldPosition(ENGINE.MathHelpers.makeVector({ forward: -8, right: 0, up: 3 }));
57
+ // Increase camera movement speed
58
+ if (pawn.movementComponent instanceof ENGINE.CharacterMovementComponent) {
59
+ pawn.movementComponent.options.maxSpeed = 50; // Increased from default 5
60
+ }
61
+ // Setup E/Q vertical movement
62
+ this.setupVerticalMovement();
63
+
64
+ // Enable camera visibility layers to match editor behavior
65
+ this.world.postProcessManager.setUseCameraVisibilityLayers(true);
66
+
67
+ // Setup GUI controls (will be populated after world loading)
68
+ this.setupGUIControls();
69
+
70
+ // Load world data after a short delay to ensure world is fully initialized
71
+ setTimeout(() => {
72
+ this.createSceneObjects();
73
+ }, 100);
74
+ }
75
+
76
+
77
+ private async createSceneObjects(): Promise<void> {
78
+ this.createObjectsDirectly();
79
+ }
80
+
81
+ private createObjectsDirectly(): void {
82
+ console.log('🏗️ Creating objects directly (fallback method)...');
83
+
84
+ const sphereHeight = 3; // Slightly higher to ensure visibility
85
+
86
+ // Create primitive sphere directly
87
+ this.primitiveMesh = new ENGINE.Actor({
88
+ name: 'primitiveSphere',
89
+ rootComponent: new ENGINE.MeshComponent({
90
+ geometry: new THREE.SphereGeometry(1.5, 32, 16),
91
+ material: new THREE.MeshStandardMaterial({
92
+ color: 0x4a90e2,
93
+ roughness: 0.1,
94
+ metalness: 0.9,
95
+ emissive: 0x001122,
96
+ emissiveIntensity: 0.2
97
+ })
98
+ }),
99
+ position: new THREE.Vector3(4, sphereHeight, 0)
100
+ });
101
+ this.world.addActor(this.primitiveMesh);
102
+
103
+ // Create GLTF actor directly
104
+ this.gltfMesh = new ENGINE.Actor({
105
+ name: 'gltfMesh',
106
+ rootComponent: new ENGINE.GLTFMeshComponent({
107
+ modelUrl: '@engine/assets/models/SM_ChamferCube.glb',
108
+ scale: new THREE.Vector3(2, 2, 2)
109
+ }),
110
+ position: new THREE.Vector3(-2, sphereHeight, 0)
111
+ });
112
+ this.world.addActor(this.gltfMesh);
113
+
114
+ // Create billboard actor directly
115
+ this.billboardActor = new ENGINE.Actor({
116
+ name: 'billboardSprite',
117
+ rootComponent: new ENGINE.BillboardComponent({
118
+ imageUrl: '@engine/assets/dev/textures/T_Checker_01.png',
119
+ depthTest: true,
120
+ depthWrite: true,
121
+ transparent: true
122
+ }),
123
+ position: new THREE.Vector3(4, sphereHeight + 3, 0), // Above primitive sphere
124
+ scale: new THREE.Vector3(3, 3, 1) // Make it same size as sphere (radius 1.5 * 2 = 3)
125
+ });
126
+ this.world.addActor(this.billboardActor);
127
+
128
+ // Create damaged helmet actor directly
129
+ this.damagedHelmet = new ENGINE.Actor({
130
+ name: 'damagedHelmet',
131
+ rootComponent: new ENGINE.GLTFMeshComponent({
132
+ modelUrl: '@engine/assets/dev/models/DamagedHelmet.glb',
133
+ scale: new THREE.Vector3(1.5, 1.5, 1.5)
134
+ }),
135
+ position: new THREE.Vector3(0, sphereHeight + 1, -4)
136
+ });
137
+ this.world.addActor(this.damagedHelmet);
138
+
139
+ // Create ship wreck actor directly
140
+ this.shipWreck = new ENGINE.Actor({
141
+ name: 'shipWreck',
142
+ rootComponent: new ENGINE.GLTFMeshComponent({
143
+ modelUrl: '@engine/assets/models/demo/LowPoly/low_poly_ship_wreck.glb',
144
+ scale: new THREE.Vector3(1, 1, 1)
145
+ }),
146
+ position: new THREE.Vector3(-4, sphereHeight, 4)
147
+ });
148
+ this.world.addActor(this.shipWreck);
149
+
150
+ // Apply material to GLTF actor
151
+ this.applyMaterialToGLTFActor();
152
+
153
+ console.log('✅ Objects created directly at positions:');
154
+ console.log('🎯 Primitive sphere:', this.primitiveMesh.getWorldPosition());
155
+ console.log('🎯 GLTF mesh:', this.gltfMesh.getWorldPosition());
156
+ console.log('🎯 Billboard:', this.billboardActor.getWorldPosition());
157
+ console.log('🎯 Damaged Helmet:', this.damagedHelmet.getWorldPosition());
158
+ console.log('🎯 Ship Wreck:', this.shipWreck.getWorldPosition());
159
+ }
160
+
161
+ private applyMaterialToGLTFActor(): void {
162
+ if (this.gltfMesh) {
163
+ const gltfComponent = this.gltfMesh.rootComponent as ENGINE.GLTFMeshComponent;
164
+
165
+ console.log('🎨 Applying material to GLTF actor:', this.currentMaterialFile);
166
+ gltfComponent.setMaterial(this.currentMaterialFile);
167
+ }
168
+ }
169
+
170
+ private setupGUIControls(): void {
171
+ // Mesh visibility controls
172
+ const meshSettings = {
173
+ showGLTFMesh: true,
174
+ showPrimitive: true,
175
+ showBillboard: true,
176
+ showDamagedHelmet: true,
177
+ showShipWreck: true,
178
+ showGround: true
179
+ };
180
+
181
+ const meshFolder = this.gui.addFolder('🎭 Mesh Controls');
182
+ meshFolder.open();
183
+
184
+ meshFolder.add(meshSettings, 'showGLTFMesh').name('Show GLTF (Material File)').onChange((value: boolean) => {
185
+ if (this.gltfMesh) {
186
+ this.gltfMesh.setHidden(!value);
187
+ console.log('🎭 GLTF Sphere visibility:', value);
188
+ }
189
+ });
190
+
191
+ meshFolder.add(meshSettings, 'showPrimitive').name('Show Primitive Sphere').onChange((value: boolean) => {
192
+ if (this.primitiveMesh) {
193
+ this.primitiveMesh.setHidden(!value);
194
+ console.log('🎭 Primitive sphere visibility:', value);
195
+ }
196
+ });
197
+
198
+ meshFolder.add(meshSettings, 'showBillboard').name('Show Billboard Sprite').onChange((value: boolean) => {
199
+ if (this.billboardActor) {
200
+ this.billboardActor.setHidden(!value);
201
+ console.log('🎭 Billboard sprite visibility:', value);
202
+ }
203
+ });
204
+
205
+ meshFolder.add(meshSettings, 'showDamagedHelmet').name('Show Damaged Helmet').onChange((value: boolean) => {
206
+ if (this.damagedHelmet) {
207
+ this.damagedHelmet.setHidden(!value);
208
+ console.log('🎭 Damaged Helmet visibility:', value);
209
+ }
210
+ });
211
+
212
+ meshFolder.add(meshSettings, 'showShipWreck').name('Show Ship Wreck').onChange((value: boolean) => {
213
+ if (this.shipWreck) {
214
+ this.shipWreck.setHidden(!value);
215
+ console.log('🎭 Ship Wreck visibility:', value);
216
+ }
217
+ });
218
+
219
+ meshFolder.add(meshSettings, 'showGround').name('Show Ground').onChange((value: boolean) => {
220
+ if (this.groundActor) {
221
+ this.groundActor.setHidden(!value);
222
+ console.log('🎭 Ground visibility:', value);
223
+ }
224
+ });
225
+
226
+ // Material controls
227
+ const materialSettings = {
228
+ materialFile: 'dev/materials/MetalGoldPaint.json',
229
+ billboardTexture: '@engine/assets/dev/textures/T_Checker_01.png',
230
+ primitiveColor: [74, 144, 226],
231
+ primitiveRoughness: 0.1,
232
+ primitiveMetalness: 0.9,
233
+ primitiveEmissiveIntensity: 0.2
234
+ };
235
+
236
+ const materialFolder = this.gui.addFolder('🎨 Material Controls');
237
+ materialFolder.open();
238
+
239
+ // Material file controls for GLTF Sphere
240
+ const materialFileFolder = materialFolder.addFolder('GLTF Sphere Material File');
241
+ materialFileFolder.open();
242
+
243
+ // Available material files from different folders
244
+ const availableMaterialFiles = [
245
+ // Dev materials (PBR with textures) - Vibrant and varied
246
+ 'dev/materials/GroundSand005.json',
247
+ 'dev/materials/MetalGoldPaint.json',
248
+ 'dev/materials/TerrazzoSlab.json',
249
+ 'dev/materials/MosaicPennyTiles.json',
250
+ 'dev/materials/PoolTiles.json',
251
+ 'dev/materials/CorrodedMetal.json',
252
+ 'dev/materials/BoucleFabric.json',
253
+ // Shader materials (procedural/simple)
254
+ 'shaders/M_Chrome.material.json',
255
+ 'shaders/M_Emissive_Blue.material.json',
256
+ 'shaders/M_Glossy_Grey.material.json',
257
+ 'shaders/M_Matte_White.material.json',
258
+ 'shaders/matcap/M_Matcap_Blue.material.json',
259
+ 'shaders/matcap/M_Matcap_White.material.json',
260
+ // Option to disable material override
261
+ 'None (Original GLB Material)'
262
+ ];
263
+
264
+ materialFileFolder.add(materialSettings, 'materialFile', availableMaterialFiles).name('Material File').onChange((value: string) => {
265
+ this.updateMaterialFile(value);
266
+ });
267
+
268
+ // Billboard texture controls
269
+ const billboardFolder = materialFolder.addFolder('Billboard Sprite Texture');
270
+ billboardFolder.open();
271
+
272
+ // Available texture files
273
+ const availableTextures = [
274
+ 'Empty (No Texture)',
275
+ '@engine/assets/dev/textures/T_Checker_01.png',
276
+ 'dev/T_Checker_02.png',
277
+ 'dev/T_Grid_01.png',
278
+ 'dev/T_Noise_01.png',
279
+ 'dev/T_UV_Test.png',
280
+ 'dev/T_White.png',
281
+ 'dev/T_Black.png',
282
+ 'dev/T_Red.png',
283
+ 'dev/T_Green.png',
284
+ 'dev/T_Blue.png',
285
+ 'textures/grass.png',
286
+ 'textures/rock.png',
287
+ 'textures/sand.png',
288
+ 'textures/snow.png'
289
+ ];
290
+
291
+ billboardFolder.add(materialSettings, 'billboardTexture', availableTextures).name('Texture').onChange((value: string) => {
292
+ this.updateBillboardTexture(value);
293
+ });
294
+
295
+ // Billboard size and material controls
296
+ const billboardSettings = {
297
+ size: 3.0,
298
+ depthTest: true,
299
+ depthWrite: true,
300
+ transparent: true
301
+ };
302
+
303
+ billboardFolder.add(billboardSettings, 'size', 0.5, 10.0, 0.1).name('Size').onChange((value: number) => {
304
+ if (this.billboardActor) {
305
+ this.billboardActor.setWorldScale(new THREE.Vector3(value, value, 1));
306
+ console.log('📏 Billboard size updated:', value);
307
+ }
308
+ });
309
+
310
+ billboardFolder.add(billboardSettings, 'depthTest').name('Depth Test').onChange((value: boolean) => {
311
+ if (this.billboardActor) {
312
+ const billboardComponent = this.billboardActor.rootComponent as ENGINE.BillboardComponent;
313
+ const spriteMaterial = (billboardComponent as any).spriteMaterial;
314
+ if (spriteMaterial) {
315
+ spriteMaterial.depthTest = value;
316
+ spriteMaterial.needsUpdate = true;
317
+ console.log('🔍 Billboard depth test:', value);
318
+ }
319
+ }
320
+ });
321
+
322
+ billboardFolder.add(billboardSettings, 'depthWrite').name('Depth Write').onChange((value: boolean) => {
323
+ if (this.billboardActor) {
324
+ const billboardComponent = this.billboardActor.rootComponent as ENGINE.BillboardComponent;
325
+ const spriteMaterial = (billboardComponent as any).spriteMaterial;
326
+ if (spriteMaterial) {
327
+ spriteMaterial.depthWrite = value;
328
+ spriteMaterial.needsUpdate = true;
329
+ console.log('✍️ Billboard depth write:', value);
330
+ }
331
+ }
332
+ });
333
+
334
+ billboardFolder.add(billboardSettings, 'transparent').name('Transparent').onChange((value: boolean) => {
335
+ if (this.billboardActor) {
336
+ const billboardComponent = this.billboardActor.rootComponent as ENGINE.BillboardComponent;
337
+ const spriteMaterial = (billboardComponent as any).spriteMaterial;
338
+ if (spriteMaterial) {
339
+ spriteMaterial.transparent = value;
340
+ spriteMaterial.needsUpdate = true;
341
+ console.log('👻 Billboard transparent:', value);
342
+ }
343
+ }
344
+ });
345
+
346
+
347
+ // Primitive material controls
348
+ const primitiveFolder = materialFolder.addFolder('Primitive Material');
349
+ primitiveFolder.open();
350
+
351
+ primitiveFolder.addColor(materialSettings, 'primitiveColor').name('Color').onChange((value: number[]) => {
352
+ if (this.primitiveMesh) {
353
+ try {
354
+ const meshComponent = this.primitiveMesh.rootComponent as ENGINE.MeshComponent;
355
+ const mesh = meshComponent.getMesh();
356
+ if (mesh && mesh.material instanceof THREE.MeshStandardMaterial) {
357
+ mesh.material.color.setRGB(value[0] / 255, value[1] / 255, value[2] / 255);
358
+ console.log('🎨 Updated primitive color:', value);
359
+ } else {
360
+ console.warn('⚠️ Primitive mesh material not found or wrong type');
361
+ }
362
+ } catch (error) {
363
+ console.error('❌ Error updating primitive color:', error);
364
+ }
365
+ }
366
+ });
367
+
368
+ primitiveFolder.add(materialSettings, 'primitiveRoughness', 0, 1, 0.01).name('Roughness').onChange((value: number) => {
369
+ if (this.primitiveMesh) {
370
+ try {
371
+ const meshComponent = this.primitiveMesh.rootComponent as ENGINE.MeshComponent;
372
+ const mesh = meshComponent.getMesh();
373
+ if (mesh && mesh.material instanceof THREE.MeshStandardMaterial) {
374
+ mesh.material.roughness = value;
375
+ console.log('🎨 Updated primitive roughness:', value);
376
+ } else {
377
+ console.warn('⚠️ Primitive mesh material not found or wrong type');
378
+ }
379
+ } catch (error) {
380
+ console.error('❌ Error updating primitive roughness:', error);
381
+ }
382
+ }
383
+ });
384
+
385
+ primitiveFolder.add(materialSettings, 'primitiveMetalness', 0, 1, 0.01).name('Metalness').onChange((value: number) => {
386
+ if (this.primitiveMesh) {
387
+ try {
388
+ const meshComponent = this.primitiveMesh.rootComponent as ENGINE.MeshComponent;
389
+ const mesh = meshComponent.getMesh();
390
+ if (mesh && mesh.material instanceof THREE.MeshStandardMaterial) {
391
+ mesh.material.metalness = value;
392
+ console.log('🎨 Updated primitive metalness:', value);
393
+ } else {
394
+ console.warn('⚠️ Primitive mesh material not found or wrong type');
395
+ }
396
+ } catch (error) {
397
+ console.error('❌ Error updating primitive metalness:', error);
398
+ }
399
+ }
400
+ });
401
+
402
+ primitiveFolder.add(materialSettings, 'primitiveEmissiveIntensity', 0, 1, 0.01).name('Emissive Intensity').onChange((value: number) => {
403
+ if (this.primitiveMesh) {
404
+ try {
405
+ const meshComponent = this.primitiveMesh.rootComponent as ENGINE.MeshComponent;
406
+ const mesh = meshComponent.getMesh();
407
+ if (mesh && mesh.material instanceof THREE.MeshStandardMaterial) {
408
+ mesh.material.emissiveIntensity = value;
409
+ console.log('🎨 Updated primitive emissive intensity:', value);
410
+ } else {
411
+ console.warn('⚠️ Primitive mesh material not found or wrong type');
412
+ }
413
+ } catch (error) {
414
+ console.error('❌ Error updating primitive emissive intensity:', error);
415
+ }
416
+ }
417
+ });
418
+
419
+ // Outline effects controls
420
+ this.setupOutlineControls();
421
+
422
+ // Postprocess controls
423
+ this.setupPostprocessControls();
424
+
425
+ // Add debug button to check current state
426
+ const debugFolder = this.gui.addFolder('🔍 Debug');
427
+ debugFolder.add({ checkState: () => this.debugCurrentState() }, 'checkState').name('Check Current State');
428
+ }
429
+
430
+ private debugCurrentState(): void {
431
+ console.log('🔍 === DEBUG: Current State ===');
432
+ console.log('Actors:', {
433
+ gltfMesh: !!this.gltfMesh,
434
+ primitiveMesh: !!this.primitiveMesh,
435
+ billboardActor: !!this.billboardActor,
436
+ damagedHelmet: !!this.damagedHelmet,
437
+ shipWreck: !!this.shipWreck
438
+ });
439
+ console.log('Materials:', {
440
+ currentMaterialFile: this.currentMaterialFile
441
+ });
442
+
443
+ if (this.gltfMesh) {
444
+ const gltfComponent = this.gltfMesh.rootComponent as ENGINE.GLTFMeshComponent;
445
+ const model = gltfComponent.getModel();
446
+ console.log('GLTF Mesh:', {
447
+ hasModel: !!model,
448
+ modelLoaded: gltfComponent.isModelLoaded()
449
+ });
450
+
451
+ if (model) {
452
+ model.traverse((child) => {
453
+ if (child instanceof THREE.Mesh) {
454
+ console.log('GLTF Mesh Material:', {
455
+ name: child.name,
456
+ materialType: child.material.constructor.name,
457
+ isStandardMaterial: child.material instanceof THREE.MeshStandardMaterial,
458
+ materialId: child.material.id
459
+ });
460
+ }
461
+ });
462
+ }
463
+ }
464
+
465
+ if (this.primitiveMesh) {
466
+ const meshComponent = this.primitiveMesh.rootComponent as ENGINE.MeshComponent;
467
+ const mesh = meshComponent.getMesh();
468
+ if (mesh && mesh.material instanceof THREE.MeshStandardMaterial) {
469
+ console.log('Primitive Material Properties:', {
470
+ color: mesh.material.color.getHex(),
471
+ roughness: mesh.material.roughness,
472
+ metalness: mesh.material.metalness,
473
+ emissiveIntensity: mesh.material.emissiveIntensity
474
+ });
475
+ }
476
+ }
477
+
478
+ if (this.billboardActor) {
479
+ const billboardComponent = this.billboardActor.rootComponent as ENGINE.BillboardComponent;
480
+ console.log('Billboard Component:', {
481
+ componentType: billboardComponent.constructor.name,
482
+ hasSprite: !!(billboardComponent as any).sprite,
483
+ position: this.billboardActor.getWorldPosition()
484
+ });
485
+ }
486
+ console.log('🔍 === END DEBUG ===');
487
+ }
488
+
489
+
490
+ private setupOutlineControls(): void {
491
+ const outlineSettings = {
492
+ // outlineType: 'None',
493
+ outlineType: 'PostProcess Outline',
494
+ // PostProcess outline settings
495
+ postprocessEdgeThickeness: 1,
496
+ postprocessEdgeIntensity: 100,
497
+ postprocessVisibleEdgeColor: [255, 255, 255],
498
+ // Edge outline settings
499
+ edgeThickness: 5,
500
+ edgeColor: [255, 255, 255],
501
+ edgeAlpha: 1.0
502
+ };
503
+
504
+ const outlineFolder = this.gui.addFolder('🔲 Outline Effects');
505
+ outlineFolder.open();
506
+
507
+ // Outline type selector
508
+ const outlineTypes = ['None', 'PostProcess Outline', 'Edge Outline'];
509
+ outlineFolder.add(outlineSettings, 'outlineType', outlineTypes).name('Outline Type').onChange((value: string) => {
510
+ const postProcessManager = this.world.postProcessManager;
511
+
512
+ // Disable all outline types first and clear selections
513
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { enabled: false });
514
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, { enabled: false });
515
+
516
+ // Clear both outline selections
517
+ const outlineEffect = postProcessManager.getEffectFromPass(ENGINE.PostProcessPass.ObjectOutline, ObjectOutlineEffect);
518
+ if (outlineEffect) {
519
+ outlineEffect.selection.clear();
520
+ }
521
+ postProcessManager.getEdgeOutlineEffect()?.clearSelection();
522
+
523
+ // Enable the selected type and add all objects
524
+ if (value === 'PostProcess Outline') {
525
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { enabled: true });
526
+ if (outlineEffect) {
527
+ const actors = [this.gltfMesh, this.primitiveMesh, this.billboardActor, this.damagedHelmet, this.shipWreck, this.groundActor].filter((a): a is ENGINE.Actor => a !== null);
528
+ outlineEffect.addSelectedActors(actors);
529
+ }
530
+ console.log('🔲 PostProcess Outline enabled with all objects.');
531
+ } else if (value === 'Edge Outline') {
532
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, {
533
+ enabled: true,
534
+ thickness: outlineSettings.edgeThickness,
535
+ color: (outlineSettings.edgeColor[0] << 16) | (outlineSettings.edgeColor[1] << 8) | outlineSettings.edgeColor[2],
536
+ alpha: outlineSettings.edgeAlpha
537
+ });
538
+ // Add all objects to Edge Outline
539
+ const actors = [this.gltfMesh, this.primitiveMesh, this.billboardActor, this.damagedHelmet, this.shipWreck, this.groundActor].filter((a): a is ENGINE.Actor => a !== null);
540
+ if (actors.length > 0) {
541
+ postProcessManager.getEdgeOutlineEffect()?.addSelectedActors(actors);
542
+ }
543
+ console.log('🔲 Edge Outline enabled with all objects.');
544
+ } else {
545
+ console.log('🔲 All outlines disabled.');
546
+ }
547
+ });
548
+
549
+ // PostProcess Outline Settings
550
+ const postProcessFolder = outlineFolder.addFolder('PostProcess Outline Settings');
551
+ postProcessFolder.open();
552
+ postProcessFolder.add(outlineSettings, 'postprocessEdgeThickeness', 0, 10, 0.01).name('Edge Thickness').onChange((value: number) => {
553
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { edgeThickness: value });
554
+ });
555
+
556
+ postProcessFolder.add(outlineSettings, 'postprocessEdgeIntensity', 0, 200, 1).name('Edge Intensity').onChange((value: number) => {
557
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { edgeIntensity: value });
558
+ });
559
+
560
+ postProcessFolder.addColor(outlineSettings, 'postprocessVisibleEdgeColor').name('Visible Edge Color').onChange((value: number[]) => {
561
+ const color = (value[0] << 16) | (value[1] << 8) | value[2];
562
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { visibleEdgeColor: color });
563
+ });
564
+
565
+ // Edge Outline Settings
566
+ const edgeFolder = outlineFolder.addFolder('Edge Outline Settings');
567
+ edgeFolder.open();
568
+ edgeFolder.add(outlineSettings, 'edgeThickness', 0, 10, 0.1).name('Thickness').onChange((value: number) => {
569
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, { thickness: value });
570
+ console.log('🔲 Edge outline thickness updated:', value);
571
+ });
572
+
573
+ edgeFolder.addColor(outlineSettings, 'edgeColor').name('Color').onChange((value: number[]) => {
574
+ const color = (value[0] << 16) | (value[1] << 8) | value[2];
575
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, { color });
576
+ console.log('🔲 Edge outline color updated:', value);
577
+ });
578
+
579
+ edgeFolder.add(outlineSettings, 'edgeAlpha', 0, 1, 0.01).name('Alpha').onChange((value: number) => {
580
+ this.world.postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, { alpha: value });
581
+ console.log('🔲 Edge outline alpha updated:', value);
582
+ });
583
+
584
+ console.log('🔲 Outline controls initialized!');
585
+
586
+ // Apply initial outline type after a short delay to ensure PostProcessManager is ready
587
+ setTimeout(() => {
588
+ if (outlineSettings.outlineType !== 'None') {
589
+ const postProcessManager = this.world.postProcessManager;
590
+ const outlineEffect = postProcessManager.getEffectFromPass(ENGINE.PostProcessPass.ObjectOutline, ObjectOutlineEffect);
591
+
592
+ if (outlineSettings.outlineType === 'PostProcess Outline') {
593
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ObjectOutline, { enabled: true });
594
+ // Add all objects to PostProcess outline
595
+ if (outlineEffect && this.gltfMesh && this.primitiveMesh && this.billboardActor && this.damagedHelmet && this.shipWreck && this.groundActor) {
596
+ outlineEffect.addSelectedActor(this.gltfMesh);
597
+ outlineEffect.addSelectedActor(this.primitiveMesh);
598
+ outlineEffect.addSelectedActor(this.billboardActor);
599
+ outlineEffect.addSelectedActor(this.damagedHelmet);
600
+ outlineEffect.addSelectedActor(this.shipWreck);
601
+ outlineEffect.addSelectedActor(this.groundActor);
602
+ }
603
+ console.log('🔲 Initial PostProcess Outline enabled with all objects.');
604
+ } else if (outlineSettings.outlineType === 'Edge Outline') {
605
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.EdgeOutline, {
606
+ enabled: true,
607
+ thickness: outlineSettings.edgeThickness,
608
+ color: (outlineSettings.edgeColor[0] << 16) | (outlineSettings.edgeColor[1] << 8) | outlineSettings.edgeColor[2],
609
+ alpha: outlineSettings.edgeAlpha
610
+ });
611
+ // Add all objects to Edge Outline
612
+ const actors = [this.gltfMesh, this.primitiveMesh, this.billboardActor, this.damagedHelmet, this.shipWreck, this.groundActor].filter((a): a is ENGINE.Actor => a !== null);
613
+ if (actors.length > 0) {
614
+ postProcessManager.getEdgeOutlineEffect()?.addSelectedActors(actors);
615
+ }
616
+ console.log('🔲 Initial Edge Outline enabled with all objects.');
617
+ }
618
+ }
619
+ }, 1000); // Small delay to ensure PostProcessManager is fully initialized
620
+ }
621
+
622
+ private setupPostprocessControls(): void {
623
+ const postProcessManager = this.world.postProcessManager;
624
+
625
+ // Get current configurations
626
+ const bloomConfig = postProcessManager.getEffectConfig(ENGINE.PostProcessPass.Bloom) as ENGINE.BloomEffectConfig;
627
+ const smaaConfig = postProcessManager.getEffectConfig(ENGINE.PostProcessPass.SMAA) as ENGINE.SMAAEffectConfig;
628
+ const toneMappingConfig = postProcessManager.getEffectConfig(ENGINE.PostProcessPass.ToneMapping) as ENGINE.ToneMappingEffectConfig;
629
+
630
+ const postProcessSettings = {
631
+ // Master toggle
632
+ enablePostProcessing: postProcessManager.getPostProcessingEnabled(),
633
+
634
+ // Bloom settings
635
+ enableBloom: bloomConfig?.enabled ?? false,
636
+ bloomIntensity: bloomConfig?.intensity ?? 2.0,
637
+ bloomThreshold: bloomConfig?.luminanceThreshold ?? 1.0,
638
+ bloomSmoothing: bloomConfig?.luminanceSmoothing ?? 0.2,
639
+ bloomRadius: bloomConfig?.radius ?? 0.85,
640
+ bloomLevels: bloomConfig?.levels ?? 8,
641
+
642
+ // Anti-aliasing settings
643
+ enableSMAA: smaaConfig?.enabled ?? false,
644
+
645
+ // Tone mapping settings
646
+ enableToneMapping: toneMappingConfig?.enabled ?? true,
647
+ toneMappingExposure: toneMappingConfig?.exposure ?? 0.25
648
+ };
649
+
650
+ const postProcessFolder = this.gui.addFolder('✨ Post-Processing Effects');
651
+ postProcessFolder.open();
652
+
653
+ // Master toggle for all post-processing
654
+ postProcessFolder.add(postProcessSettings, 'enablePostProcessing').name('🎛️ Enable Post-Processing').onChange((value: boolean) => {
655
+ postProcessManager.setPostProcessingEnabled(value);
656
+ console.log('🎛️ Post-processing enabled:', value);
657
+ });
658
+
659
+ // Bloom controls
660
+ const bloomFolder = postProcessFolder.addFolder('🌟 Bloom Effect');
661
+ bloomFolder.open();
662
+
663
+ bloomFolder.add(postProcessSettings, 'enableBloom').name('Enable Bloom').onChange((value: boolean) => {
664
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { enabled: value });
665
+ console.log('🌟 Bloom enabled:', value);
666
+ });
667
+
668
+ bloomFolder.add(postProcessSettings, 'bloomIntensity', 0.0, 10.0, 0.1).name('Intensity').onChange((value: number) => {
669
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { intensity: value });
670
+ });
671
+
672
+ bloomFolder.add(postProcessSettings, 'bloomThreshold', 0.0, 2.0, 0.01).name('Threshold').onChange((value: number) => {
673
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { luminanceThreshold: value });
674
+ });
675
+
676
+ bloomFolder.add(postProcessSettings, 'bloomSmoothing', 0.0, 1.0, 0.01).name('Smoothing').onChange((value: number) => {
677
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { luminanceSmoothing: value });
678
+ });
679
+
680
+ bloomFolder.add(postProcessSettings, 'bloomRadius', 0.0, 1.0, 0.01).name('Radius').onChange((value: number) => {
681
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { radius: value });
682
+ });
683
+
684
+ bloomFolder.add(postProcessSettings, 'bloomLevels', 1, 9, 1).name('Levels').onChange((value: number) => {
685
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.Bloom, { levels: value });
686
+ });
687
+
688
+ // Anti-aliasing controls
689
+ postProcessFolder.add(postProcessSettings, 'enableSMAA').name('🔧 Enable SMAA Anti-aliasing').onChange((value: boolean) => {
690
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.SMAA, { enabled: value });
691
+ console.log('🔧 SMAA enabled:', value);
692
+ });
693
+
694
+ // Tone mapping controls
695
+ const toneMappingFolder = postProcessFolder.addFolder('🎞️ Tone Mapping');
696
+ toneMappingFolder.open();
697
+
698
+ toneMappingFolder.add(postProcessSettings, 'enableToneMapping').name('Enable Tone Mapping').onChange((value: boolean) => {
699
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ToneMapping, { enabled: value });
700
+ console.log('🎞️ Tone mapping enabled:', value);
701
+ });
702
+
703
+ const toneMappingModes = {
704
+ 'Linear': ENGINE.ToneMappingMode.LINEAR,
705
+ 'Reinhard': ENGINE.ToneMappingMode.REINHARD,
706
+ 'Reinhard2': ENGINE.ToneMappingMode.REINHARD2,
707
+ 'Reinhard2 Adaptive': ENGINE.ToneMappingMode.REINHARD2_ADAPTIVE,
708
+ 'Uncharted2': ENGINE.ToneMappingMode.UNCHARTED2,
709
+ 'Cineon': ENGINE.ToneMappingMode.CINEON,
710
+ 'ACES Filmic': ENGINE.ToneMappingMode.ACES_FILMIC,
711
+ 'AGX': ENGINE.ToneMappingMode.AGX,
712
+ 'Neutral': ENGINE.ToneMappingMode.NEUTRAL,
713
+ };
714
+
715
+ const toneMappingModeSettings = { mode: 'Linear' };
716
+ toneMappingFolder.add(toneMappingModeSettings, 'mode', Object.keys(toneMappingModes)).name('Mode').onChange((value: string) => {
717
+ const mode = toneMappingModes[value as keyof typeof toneMappingModes];
718
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ToneMapping, { mode });
719
+ console.log('🎞️ Tone mapping mode:', value, mode);
720
+ });
721
+
722
+ toneMappingFolder.add(postProcessSettings, 'toneMappingExposure', 0.1, 3.0, 0.05).name('Exposure').onChange((value: number) => {
723
+ postProcessManager.configureEffect(ENGINE.PostProcessPass.ToneMapping, { exposure: value });
724
+ });
725
+
726
+ // Environment controls
727
+ const envSettings = {
728
+ envMapIntensity: 1,
729
+ backgroundBlurriness: 0.0
730
+ };
731
+
732
+ const envFolder = this.gui.addFolder('🌍 Environment');
733
+ envFolder.open();
734
+
735
+ envFolder.add(envSettings, 'envMapIntensity', 0.0, 3.0, 0.1).name('Environment Intensity').onChange((value: number) => {
736
+ if (this.skyboxComponent) {
737
+ // Update skybox environment intensity by recreating the skybox with new intensity
738
+ const currentOptions = this.skyboxComponent.options;
739
+ if ('textureUrl' in currentOptions) {
740
+ this.skyboxComponent.createTextureSkybox({
741
+ ...currentOptions,
742
+ envMapIntensity: value
743
+ });
744
+ } else {
745
+ this.skyboxComponent.createProceduralSkybox({
746
+ ...currentOptions,
747
+ envMapIntensity: value
748
+ });
749
+ }
750
+ }
751
+ });
752
+
753
+ envFolder.add(envSettings, 'backgroundBlurriness', 0.0, 1.0, 0.01).name('Background Blur').onChange((value: number) => {
754
+ this.world.scene.backgroundBlurriness = value;
755
+ });
756
+
757
+ console.log('✨ Post-processing controls initialized!');
758
+ }
759
+
760
+ private async updateMaterialFile(materialFileName: string): Promise<void> {
761
+ console.log('🎨 Updating material file to:', materialFileName);
762
+
763
+ if (this.gltfMesh) {
764
+ const gltfComponent = this.gltfMesh.rootComponent as ENGINE.GLTFMeshComponent;
765
+
766
+ try {
767
+ // Handle "None" option to use original GLB materials
768
+ if (materialFileName === 'None (Original GLB Material)') {
769
+ // Reset to original GLB materials by setting material to empty string
770
+ gltfComponent.setMaterial('');
771
+ this.currentMaterialFile = '';
772
+ console.log('✅ Reset to original GLB materials');
773
+ return;
774
+ }
775
+
776
+ // Build the full material path
777
+ const materialPath = `/assets/${materialFileName}`;
778
+ this.currentMaterialFile = materialPath;
779
+
780
+ // Load the new material via ResourceManager
781
+ const newMaterial = await ENGINE.resourceManager.loadGenericMaterial(materialPath);
782
+
783
+ if (newMaterial) {
784
+ // Apply the material to the GLTF component
785
+ gltfComponent.setMaterial(newMaterial);
786
+ console.log('✅ Material file updated successfully:', materialFileName);
787
+ } else {
788
+ console.error('❌ Failed to load material file:', materialFileName);
789
+ }
790
+ } catch (error) {
791
+ console.error('❌ Error loading material file:', error);
792
+ }
793
+ }
794
+ }
795
+
796
+ private async updateBillboardTexture(textureFileName: string): Promise<void> {
797
+ console.log('🖼️ Updating billboard texture to:', textureFileName);
798
+
799
+ if (this.billboardActor) {
800
+ const billboardComponent = this.billboardActor.rootComponent as ENGINE.BillboardComponent;
801
+
802
+ try {
803
+ // Handle "Empty" option to remove texture
804
+ if (textureFileName === 'Empty (No Texture)') {
805
+ await billboardComponent.loadSprite('');
806
+ console.log('✅ Billboard texture cleared');
807
+ return;
808
+ }
809
+
810
+ // Build the full texture path
811
+ const texturePath = `/assets/${textureFileName}`;
812
+
813
+ // Load the new texture
814
+ await billboardComponent.loadSprite(texturePath);
815
+ console.log('✅ Billboard texture updated successfully:', textureFileName);
816
+ } catch (error) {
817
+ console.error('❌ Error loading billboard texture:', error);
818
+ }
819
+ }
820
+ }
821
+
822
+ private setupVerticalMovement(): void {
823
+ if (!this.pawn) return;
824
+
825
+ // Intercept E/Q keys before PlayerController handles them
826
+ this.pawn.onKeyDown.add((e: KeyboardEvent) => {
827
+ const key = e.key.toLowerCase();
828
+ if (key === 'e') {
829
+ this.verticalMovement = 1; // Move up
830
+ return true; // Handled
831
+ } else if (key === 'q') {
832
+ this.verticalMovement = -1; // Move down
833
+ return true; // Handled
834
+ }
835
+ return false;
836
+ });
837
+
838
+ this.pawn.onKeyUp.add((e: KeyboardEvent) => {
839
+ const key = e.key.toLowerCase();
840
+ if (key === 'e' || key === 'q') {
841
+ this.verticalMovement = 0;
842
+ return true; // Handled
843
+ }
844
+ return false;
845
+ });
846
+ }
847
+
848
+ protected override tick(tickTime: ENGINE.TickTime): void {
849
+ // Apply vertical movement
850
+ if (this.pawn && this.verticalMovement !== 0) {
851
+ const deltaTime = tickTime.deltaTimeMS / 1000;
852
+ const verticalDelta = new THREE.Vector3(0, this.verticalMovement * this.verticalSpeed * deltaTime, 0);
853
+ this.pawn.rootComponent.addWorldPosition(verticalDelta);
854
+ }
855
+
856
+ // Tick the world first
857
+ this.world.tick(tickTime.deltaTimeMS / 1000);
858
+
859
+ // Render the world (PostProcessManager handles all effects including EdgeOutline)
860
+ this.renderer.render(this.world);
861
+ }
862
+
863
+ public override destroy(): void {
864
+ this.gui.destroy();
865
+ super.destroy();
866
+ }
867
+ }