@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 +1,1183 @@
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+ /**
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+ * Actor - base class for any object that can be placed in a Genesys world.
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+ *
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+ * Detailed explanation:
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+ * - Wraps a root `SceneComponent` to anchor visuals, physics, and child components.
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+ * - Interacts with the world lifecycle by dispatching begin/end play and tick events.
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+ * - Supports serialization via `WorldSerializer` so instances can be saved as prefabs.
8
+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Extend this class to create new actor types with custom components.
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+ * - Override `tickBeforePhysics` or `tickAfterPhysics` for per-frame behavior.
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+ * - Register subclasses with `ClassRegistry` if you want them loadable from data.
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+ * - Include serializable fields in `toJSON` when state should persist across sessions.
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+ */
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+
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+ import 'reflect-metadata';
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+ import * as THREE from 'three';
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+
19
+ import { PrimitiveComponent } from '../components/PrimitiveComponent.js';
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+ import { SceneComponent } from '../components/SceneComponent.js';
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+ import { Playable } from '../game/Playable.js';
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+ import { PlayState } from '../game/Playable.js';
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+ import { NetMovementPredictor } from '../multiplayer/MovementPrediction.js';
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+ import { type INetObject, NetWorld } from '../multiplayer/NetWorld.js';
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+ import { ClassRegistry, EngineClass } from '../systems/ClassRegistry.js';
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+ import { ObjectNamingSystem } from '../systems/ObjectNamingSystem.js';
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+ import { isLegacyData, WorldSerializer } from '../systems/WorldSerialization.js';
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+ import { Delegate } from '../utils/Delegate.js';
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+ import { DescriptionHelper } from '../utils/DescriptionHelpers.js';
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+ import { isAsyncLoadable } from '../utils/IAsyncLoadable.js';
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+ import { type ClassPropertyMetadata, getPropertyMetadata } from '../utils/serialization/decorator.js';
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+ import { property } from '../utils/serialization/decorator.js';
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+ import { instantiatePrefab } from '../utils/serialization/prefab.js';
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+ import { ISerializableObjectTag } from '../utils/serialization/serializable.js';
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+ import { ensure, shortUUID } from '../utils/Utils.js';
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+
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+ import type { PlayerController } from './PlayerController.js';
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+ import type { DamageHitInfo } from '../components/CharacterStatsComponent.js';
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+ import type { World } from '../game/World.js';
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+ import type { CollisionEvent, IPhysicsEngine } from '../physics/PhysicsEngine.js';
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+ import type { ComponentPhysicsOptions } from '../physics/PhysicsTypes.js';
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+ import type { ISerializable, SerializedActor, WorldSerializationContext } from '../systems/WorldSerialization.js';
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+ import type { EditorClassMeta, EditorPropertyChangedResult, IEditorObject } from '../utils/EditorClassMeta.js';
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+ import type { IAsyncLoadable } from '../utils/IAsyncLoadable.js';
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+ import type { ISceneGraphDebugNodeGenerator, SceneGraphDebugNode } from '../utils/SceneGraphUtils.js';
46
+ import type { Dumper, Loader, PrefabInfo } from '../utils/serialization/serializer.js';
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+
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+
49
+ export type ActorTickDelegate = Delegate<[Actor, number], void>;
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+ export type ActorAddedToWorldDelegate = Delegate<[Actor, World], void>;
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+ export type GenericActorDelegate = Delegate<[Actor], void>;
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+ export type ActorClickDelegate = Delegate<[Actor, THREE.Intersection], void>;
53
+ export type ActorCollisionDelegate = Delegate<[Actor, SceneComponent, Actor, SceneComponent, CollisionEvent], void>;
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+
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+ /**
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+ * Options for configuring an Actor instance
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+ */
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+ export interface ActorOptions {
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+ /** Initial position in world space */
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+ position?: THREE.Vector3;
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+ /** Initial rotation in world space */
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+ rotation?: THREE.Euler;
63
+ /** Initial scale in world space */
64
+ scale?: THREE.Vector3;
65
+ /** Initial root component */
66
+ rootComponent?: SceneComponent;
67
+ /** Initial scene components added under the root component */
68
+ sceneComponents?: SceneComponent[];
69
+ /** Tags for identifying and grouping actors */
70
+ actorTags?: string[];
71
+ /**
72
+ * Internal flag to indicate if the actor is being deserialized
73
+ * @internal
74
+ */
75
+ __isDeserializing?: boolean;
76
+ }
77
+
78
+ export interface ActorNetState {
79
+ position: [number, number, number];
80
+ rotation: [number, number, number];
81
+ scale: [number, number, number];
82
+ timestamp: number;
83
+ }
84
+
85
+ /**
86
+ * Options for describing an actor in the scene
87
+ * Used to generate a description of the actor's properties
88
+ */
89
+ export interface ActorDescriptionOptions {
90
+ // whether to include the actor's components in the description
91
+ includeComponentsDetails?: boolean;
92
+
93
+ // if true, will omit all description, and only include the name and uuid
94
+ omitDescription?: boolean;
95
+ }
96
+
97
+ /**
98
+ * Base class for all actors in the scene
99
+ * An actor is an object that can be placed in the world and has components attached to it
100
+ */
101
+ @EngineClass('Actor')
102
+ export class Actor<TOptions extends ActorOptions = ActorOptions> extends Playable implements
103
+ ISceneGraphDebugNodeGenerator,
104
+ ISerializable,
105
+ IEditorObject,
106
+ INetObject {
107
+
108
+ static readonly EDITOR_CLASS_META: EditorClassMeta = {
109
+ actorTags: {
110
+ isTagProperty: true,
111
+ }
112
+ } as const;
113
+
114
+ readonly [ISerializableObjectTag] = true;
115
+
116
+ @property({editorOnly: true, hidden: true})
117
+ public editorData: Record<string, any> = {};
118
+
119
+ @property({transientOnPrefab: true, readonly: true})
120
+ readonly uuid: string = shortUUID();
121
+
122
+ readonly name: string;
123
+ private _rootComponent: SceneComponent;
124
+ protected world: World | null = null;
125
+ protected lifeSpan: number = 0;
126
+ protected remoteNetClientId: string | null = null;
127
+ protected remoteNetDeviceId: string | null = null;
128
+ protected netRelevant: boolean = false;
129
+ protected movementPredictor: NetMovementPredictor | null = null;
130
+
131
+ // deprecate in favor of $$prefab
132
+ protected prefabName: string | null = null;
133
+ protected prefabData: SerializedActor | null = null;
134
+ protected prefabInheritanceChain: Record<string, SerializedActor> | null = null;
135
+
136
+ @property({ ctorArg: 'ctorArgOnly' })
137
+ private ctorArgOptions: TOptions;
138
+
139
+ // make it protected/private later
140
+ public $prefab: PrefabInfo | null = null;
141
+
142
+ private transient: boolean = false;
143
+ protected actorTags: string[] = [];
144
+
145
+ @property({default: false, category: 'Advanced'})
146
+ private hiddenInGame: boolean = false;
147
+ @property({default: false, category: 'Advanced'})
148
+ private editorOnly: boolean = false;
149
+
150
+ /** Invoked when this actor is added to a world */
151
+ public readonly onAddedToWorld: ActorAddedToWorldDelegate = new Delegate<[Actor, World], void>();
152
+ /** Invoked during tick before physics simulation */
153
+ public readonly onTickPrePhysics: ActorTickDelegate = new Delegate<[Actor, number], void>();
154
+ /** Invoked during tick after physics simulation */
155
+ public readonly onTickPostPhysics: ActorTickDelegate = new Delegate<[Actor, number], void>();
156
+ /** Invoked when this actor begins play */
157
+ public readonly onBeginPlay: GenericActorDelegate = new Delegate<[Actor], void>();
158
+ /** Invoked when this actor ends play */
159
+ public readonly onEndPlay: GenericActorDelegate = new Delegate<[Actor], void>();
160
+ /** Invoked right before this actor starts end play, so it's still in `playing` state */
161
+ public readonly onPreEndPlay: GenericActorDelegate = new Delegate<[Actor], void>();
162
+ /** Invoked when this actor is clicked */
163
+ public readonly onClicked: ActorClickDelegate = new Delegate<[Actor, THREE.Intersection], void>();
164
+
165
+ /**
166
+ * Invoked when this actor collides with another actor
167
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
168
+ */
169
+ public readonly onCollideWith: ActorCollisionDelegate = new Delegate<[Actor, SceneComponent, Actor, SceneComponent, CollisionEvent], void>();
170
+ /**
171
+ * Invoked when this actor overlaps with another actor
172
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
173
+ */
174
+ public readonly onOverlapWith: ActorCollisionDelegate = new Delegate<[Actor, SceneComponent, Actor, SceneComponent, CollisionEvent], void>();
175
+ /**
176
+ * Invoked when this actor stops colliding with another actor
177
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
178
+ */
179
+ public readonly onStopCollidingWith: ActorCollisionDelegate = new Delegate<[Actor, SceneComponent, Actor, SceneComponent, CollisionEvent], void>();
180
+ /**
181
+ * Invoked when this actor stops overlapping with another actor
182
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
183
+ */
184
+ public readonly onStopOverlappingWith: ActorCollisionDelegate = new Delegate<[Actor, SceneComponent, Actor, SceneComponent, CollisionEvent], void>();
185
+
186
+ static get DEFAULT_OPTIONS(): ActorOptions {
187
+ return {
188
+ actorTags: []
189
+ } as const;
190
+ }
191
+
192
+ /**
193
+ * Creates a new Actor instance
194
+ * @param options Configuration options for the actor
195
+ */
196
+ constructor(readonly options: TOptions = {} as TOptions) {
197
+ super();
198
+ this.ctorArgOptions = options;
199
+ options = { ...Actor.DEFAULT_OPTIONS, ...options, };
200
+ this.name = ObjectNamingSystem.generateName(this);
201
+ this.actorTags = options.actorTags ? [...options.actorTags] : [];
202
+ let rootComponent = options.rootComponent;
203
+ if (rootComponent && !ensure(rootComponent.getActor() === null)) {
204
+ rootComponent = undefined;
205
+ }
206
+ if (rootComponent) {
207
+ this._rootComponent = rootComponent;
208
+ if (options.position) {
209
+ this.rootComponent.position.copy(options.position);
210
+ }
211
+ if (options.rotation) {
212
+ this.rootComponent.rotation.copy(options.rotation);
213
+ }
214
+ if (options.scale) {
215
+ this.rootComponent.scale.copy(options.scale);
216
+ }
217
+ } else {
218
+ this._rootComponent = new SceneComponent({
219
+ position: options.position,
220
+ rotation: options.rotation,
221
+ scale: options.scale
222
+ });
223
+ }
224
+ this.rootComponent.setActor(this);
225
+ for (const component of options.sceneComponents ?? []) {
226
+ if (component instanceof SceneComponent) {
227
+ this.rootComponent.add(component);
228
+ } else {
229
+ console.trace(`${component} is not a SceneComponent`);
230
+ }
231
+ }
232
+
233
+ this.rootComponent.updateMatrixWorld(true);
234
+
235
+ const legacyPrefabName = (options as any).prefabName;
236
+ if (legacyPrefabName) {
237
+ this.prefabName = legacyPrefabName;
238
+ }
239
+ }
240
+
241
+ /**
242
+ * Gets the prefab name of this actor
243
+ * @returns The prefab name or null if not set
244
+ */
245
+ public getPrefabName(): string | null {
246
+ return this.prefabName ?? this.$prefab?.$path ?? null;
247
+ }
248
+
249
+ /**
250
+ * Gets the prefab data of this actor
251
+ * @returns The prefab data or null if not set
252
+ */
253
+ public getPrefabData(): SerializedActor | null {
254
+ return this.prefabData;
255
+ }
256
+
257
+ /**
258
+ * Gets the prefab inheritance chain of this actor
259
+ * @returns The prefab inheritance chain or null if not set
260
+ */
261
+ public getPrefabInheritanceChain(): Record<string, SerializedActor> | null {
262
+ return this.prefabInheritanceChain;
263
+ }
264
+
265
+ /**
266
+ * Sets the prefab name and data of this actor
267
+ * @param name The prefab name
268
+ * @param data The prefab data
269
+ * @param inheritanceChain The full prefab inheritance chain (optional)
270
+ * @returns This actor instance for method chaining
271
+ */
272
+ public setPrefab(name: string, data: SerializedActor, inheritanceChain?: Record<string, SerializedActor>): this {
273
+ this.prefabName = name;
274
+ this.prefabData = data;
275
+ this.prefabInheritanceChain = inheritanceChain ?? null;
276
+ return this;
277
+ }
278
+
279
+ /**
280
+ * Clears the prefab name and data of this actor
281
+ * @returns This actor instance for method chaining
282
+ */
283
+ public clearPrefab(): this {
284
+ this.prefabName = null;
285
+ this.prefabData = null;
286
+ this.prefabInheritanceChain = null;
287
+ return this;
288
+ }
289
+
290
+ /**
291
+ * Gets all tags of this actor
292
+ * @returns Array of tags (empty array if no tags)
293
+ */
294
+ public getActorTags(): string[] {
295
+ return [...this.actorTags]; // Return a copy to prevent external mutation
296
+ }
297
+
298
+ /**
299
+ * Sets the tags of this actor
300
+ * @param tags The tags to set
301
+ * @returns This actor instance for method chaining
302
+ */
303
+ public setActorTags(tags: string[]): this {
304
+ this.actorTags = [...tags]; // Store a copy to prevent external mutation
305
+ return this;
306
+ }
307
+
308
+ /**
309
+ * Adds a tag to this actor (if not already present)
310
+ * @param tag The tag to add
311
+ * @returns This actor instance for method chaining
312
+ */
313
+ public addActorTag(tag: string): this {
314
+ if (!this.actorTags.includes(tag)) {
315
+ this.actorTags.push(tag);
316
+ }
317
+ return this;
318
+ }
319
+
320
+ /**
321
+ * Removes a tag from this actor
322
+ * @param tag The tag to remove
323
+ * @returns This actor instance for method chaining
324
+ */
325
+ public removeActorTag(tag: string): this {
326
+ const index = this.actorTags.indexOf(tag);
327
+ if (index !== -1) {
328
+ this.actorTags.splice(index, 1);
329
+ }
330
+ return this;
331
+ }
332
+
333
+ /**
334
+ * Checks if this actor has the specified tag
335
+ * @param tag The tag to check for
336
+ * @returns True if the actor has the specified tag, false otherwise
337
+ */
338
+ public hasActorTag(tag: string): boolean {
339
+ return this.actorTags.includes(tag);
340
+ }
341
+
342
+ /**
343
+ * Checks if this actor has any of the specified tags
344
+ * @param tags The tags to check for
345
+ * @returns True if the actor has at least one of the specified tags, false otherwise
346
+ */
347
+ public hasAnyActorTag(tags: string[]): boolean {
348
+ return tags.some(tag => this.actorTags.includes(tag));
349
+ }
350
+
351
+ /**
352
+ * Checks if this actor has all of the specified tags
353
+ * @param tags The tags to check for
354
+ * @returns True if the actor has all of the specified tags, false otherwise
355
+ */
356
+ public hasAllActorTags(tags: string[]): boolean {
357
+ return tags.every(tag => this.actorTags.includes(tag));
358
+ }
359
+
360
+ /**
361
+ * Sets whether this actor is transient (excluded from serialization)
362
+ * @param transient Whether this actor is transient
363
+ */
364
+ public setTransient(transient: boolean): void {
365
+ this.transient = transient;
366
+ }
367
+
368
+ /**
369
+ * Gets whether this actor is transient
370
+ * @returns Whether this actor is transient
371
+ */
372
+ public isTransient(): boolean {
373
+ return this.transient;
374
+ }
375
+
376
+ /**
377
+ * Spawns a prefab actor
378
+ * @param prefabName The name of the prefab
379
+ * @param transform The transform of the actor
380
+ * @param prefabs The prefabs to use
381
+ * @returns The spawned actor
382
+ */
383
+ public static async spawnPrefabActor(
384
+ prefabName: string,
385
+ transform?: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 },
386
+ prefabs: Record<string, any> = {},
387
+ isEditor?: boolean
388
+ ): Promise<Actor | null> {
389
+ const prefabData = prefabs[prefabName];
390
+ if (isLegacyData(prefabData)) {
391
+ return await WorldSerializer.loadActor({
392
+ ctor: {
393
+ position: transform?.position,
394
+ rotation: transform?.rotation,
395
+ scale: transform?.scale,
396
+ },
397
+ prefabName,
398
+ }, prefabs, isEditor);
399
+ }
400
+
401
+ return instantiatePrefab(prefabName, prefabs, {ctorArgsOverrides: {
402
+ position: transform?.position,
403
+ rotation: transform?.rotation,
404
+ scale: transform?.scale,
405
+ }});
406
+ }
407
+
408
+ public getDefaultOptions(): TOptions {
409
+ return (this.constructor as typeof Actor).DEFAULT_OPTIONS as TOptions;
410
+ }
411
+
412
+ /**
413
+ * Exports the actor to a serializable format
414
+ * @param context The serialization context
415
+ * @param includeDefaults Whether to include default values
416
+ * @returns The serialized data
417
+ */
418
+ public export(context: WorldSerializationContext, includeDefaults: boolean): SerializedActor {
419
+ const properties: Record<string, any> = {
420
+ editorData: this.editorData,
421
+ actorTags: this.actorTags?.length > 0 ? [...this.actorTags] : undefined,
422
+ hiddenInGame: this.hiddenInGame ? true : undefined,
423
+ editorOnly: this.editorOnly ? true : undefined,
424
+ };
425
+
426
+ // Include @property decorated properties
427
+ const metadata = getPropertyMetadata(this.constructor);
428
+ for (const propName of Object.keys(metadata)) {
429
+ if (propName in this) {
430
+ properties[propName] = (this as any)[propName];
431
+ }
432
+ }
433
+
434
+ const data: SerializedActor = {
435
+ uuid: this.uuid,
436
+ class: ClassRegistry.getClassNameChecked(this),
437
+ properties
438
+ };
439
+ data.ctor = context.exportObject({
440
+ ...this.getExportedConstructor(),
441
+ rootComponent: this.rootComponent,
442
+ }, includeDefaults);
443
+ data.prefabName = this.prefabName ?? undefined;
444
+
445
+ // Include parent prefab name if this is a prefab with inheritance
446
+ if (this.prefabData?.parentPrefabName) {
447
+ data.parentPrefabName = this.prefabData.parentPrefabName;
448
+ }
449
+
450
+ return data;
451
+ }
452
+
453
+ /**
454
+ * Triggers the click event on this actor
455
+ * @param intersection The intersection data from raycasting
456
+ */
457
+ public clicked(intersection: THREE.Intersection): void {
458
+ this.onClicked.invoke(this, intersection);
459
+ }
460
+
461
+ /**
462
+ * Readonly access to the root scene component of this actor
463
+ * @returns The root scene component
464
+ */
465
+ public get rootComponent(): SceneComponent {
466
+ return this._rootComponent;
467
+ }
468
+
469
+ /**
470
+ * Sets the root scene component of this actor
471
+ * @param newRootComponent The new root scene component
472
+ * @param copyTransform Whether to copy the transform from the existing root component
473
+ */
474
+ public setRootComponent(newRootComponent: SceneComponent, copyTransform: boolean): this {
475
+ if (!ensure(!this.isPlayEnded())) {
476
+ return this;
477
+ }
478
+
479
+ if (!ensure(newRootComponent.getActor() === null)) {
480
+ return this;
481
+ }
482
+
483
+ if (copyTransform) {
484
+ newRootComponent.position.copy(this.rootComponent.position);
485
+ newRootComponent.rotation.copy(this.rootComponent.rotation);
486
+ newRootComponent.scale.copy(this.rootComponent.scale);
487
+ }
488
+
489
+ const oldRootComponent = this.rootComponent;
490
+ oldRootComponent.removeFromParent();
491
+ oldRootComponent.setActor(null);
492
+ this._rootComponent = newRootComponent;
493
+ this.rootComponent.setActor(this);
494
+ this.rootComponent.updateMatrixWorld(true);
495
+ if (this.isPlaying()) {
496
+ this.rootComponent.beginPlay();
497
+ }
498
+ if (this.world) {
499
+ this.world.scene.add(newRootComponent);
500
+ }
501
+ return this;
502
+ }
503
+
504
+ /**
505
+ * If the root component is a scene component and it has a single child, replace the root component with the child
506
+ * @returns True if the root component was collapsed, false otherwise
507
+ */
508
+ public collapseRootComponent(): boolean {
509
+ if (ensure(this.getPlayState() === PlayState.NotStarted)) {
510
+ // don't use "instanceof SceneComponent" as we want pure equality check
511
+ if (ClassRegistry.getClassOrConstructorName(this.rootComponent) === 'SceneComponent' && this.rootComponent.children.length === 1) {
512
+ const child = this.rootComponent.children[0];
513
+ if (ensure(child instanceof SceneComponent)) {
514
+ child.removeFromParent();
515
+ this.setRootComponent(child as SceneComponent, true);
516
+ return true;
517
+ }
518
+ }
519
+ }
520
+ return false;
521
+ }
522
+
523
+ /**
524
+ * Sets the world this actor belongs to
525
+ * @param world The world to set, or null to remove from current world
526
+ */
527
+ public setWorld(world: World | null): void {
528
+ if (!ensure(!this.world || !world)) {
529
+ return;
530
+ }
531
+ this.world = world;
532
+ if (world) {
533
+ this.onAddedToWorld.invoke(this, world);
534
+ }
535
+ }
536
+
537
+ /**
538
+ * Gets the world this actor belongs to
539
+ * @returns The world or null if not in a world
540
+ */
541
+ public getWorld(): World | null {
542
+ return this.world;
543
+ }
544
+
545
+ /**
546
+ * Updates this actor before physics simulation
547
+ * @param deltaTime Time in seconds since the last tick
548
+ */
549
+ public tickPrePhysics(deltaTime: number): void {
550
+ if (this.lifeSpan > 0) {
551
+ this.lifeSpan -= deltaTime;
552
+ if (this.lifeSpan <= 0) {
553
+ this.destroy();
554
+ return;
555
+ }
556
+ }
557
+
558
+ if (this.movementPredictor) {
559
+ const predictedTransform = this.movementPredictor.predictCurrentTransform();
560
+ if (predictedTransform) {
561
+ const lerpedTransform = NetMovementPredictor.lerpTransform({
562
+ position: this.rootComponent.position,
563
+ rotation: this.rootComponent.quaternion,
564
+ scale: this.rootComponent.scale,
565
+ }, predictedTransform, NetMovementPredictor.LerpAlpha);
566
+ this.setWorldTransform({
567
+ position: lerpedTransform.position,
568
+ rotation: new THREE.Euler().setFromQuaternion(lerpedTransform.rotation),
569
+ scale: lerpedTransform.scale,
570
+ });
571
+ }
572
+ }
573
+
574
+ this.rootComponent.tickPrePhysics(deltaTime);
575
+ this.onTickPrePhysics.invoke(this, deltaTime);
576
+ }
577
+
578
+ /**
579
+ * Updates this actor after physics simulation
580
+ * @param deltaTime Time in seconds since the last tick
581
+ */
582
+ public tickPostPhysics(deltaTime: number): void {
583
+ this.rootComponent.tickPostPhysics(deltaTime);
584
+ this.onTickPostPhysics.invoke(this, deltaTime);
585
+ if (this.movementPredictor) {
586
+ this.movementPredictor.addLocalTransform({
587
+ timestamp: NetMovementPredictor.currentTime(),
588
+ position: this.rootComponent.position.clone(),
589
+ rotation: this.rootComponent.quaternion.clone(),
590
+ scale: this.rootComponent.scale.clone(),
591
+ });
592
+ }
593
+ }
594
+
595
+ /**
596
+ * Gets the forward direction vector of this actor
597
+ * @returns Normalized forward direction vector
598
+ */
599
+ public forwardDirection(): THREE.Vector3 {
600
+ return new THREE.Vector3(0, 0, -1).applyQuaternion(this.rootComponent.quaternion).normalize();
601
+ }
602
+
603
+ /**
604
+ * Gets the right direction vector of this actor
605
+ * @returns Normalized right direction vector
606
+ */
607
+ public rightDirection(): THREE.Vector3 {
608
+ return new THREE.Vector3(1, 0, 0).applyQuaternion(this.rootComponent.quaternion).normalize();
609
+ }
610
+
611
+ /**
612
+ * Gets the up direction vector of this actor
613
+ * @returns Normalized up direction vector
614
+ */
615
+ public upDirection(): THREE.Vector3 {
616
+ return new THREE.Vector3(0, 1, 0).applyQuaternion(this.rootComponent.quaternion).normalize();
617
+ }
618
+
619
+ /**
620
+ * Gets the physics engine from the world this actor belongs to
621
+ * @returns The physics engine or null if not in a world or world has no physics engine
622
+ */
623
+ public getPhysicsEngine(): IPhysicsEngine | null {
624
+ return this.world ? this.world.getPhysicsEngine() : null;
625
+ }
626
+
627
+ /**
628
+ * Sets whether this actor is hidden in the scene
629
+ * @param hidden True to hide the actor, false to show it
630
+ * @returns This actor instance for method chaining
631
+ */
632
+ public setHidden(hidden: boolean): this {
633
+ if (this.isHidden() !== hidden) {
634
+ this.rootComponent.setHidden(hidden, true);
635
+ }
636
+ return this;
637
+ }
638
+
639
+ /**
640
+ * Checks if this actor is currently hidden
641
+ * @returns True if the actor is hidden, false otherwise
642
+ */
643
+ public isHidden(): boolean {
644
+ return this.rootComponent.isHidden();
645
+ }
646
+
647
+ /**
648
+ * Replaces the physics options for this actor
649
+ * @param newOptions The new physics options
650
+ * @param propagateToChildren Whether to propagate the new options to child components
651
+ * @returns This actor instance for method chaining
652
+ */
653
+ public replacePhysicsOptions(newOptions: ComponentPhysicsOptions, propagateToChildren: boolean = false): this {
654
+ this.rootComponent.replacePhysicsOptions(newOptions, propagateToChildren);
655
+ return this;
656
+ }
657
+
658
+ /**
659
+ * Overrides the physics options for this actor
660
+ * @param newOptions The new physics options
661
+ * @param propagateToChildren Whether to propagate the new options to child components
662
+ * @returns This actor instance for method chaining
663
+ */
664
+ public overridePhysicsOptions(newOptions: ComponentPhysicsOptions, propagateToChildren: boolean = false): this {
665
+ this.rootComponent.overridePhysicsOptions(newOptions, propagateToChildren);
666
+ return this;
667
+ }
668
+
669
+ /**
670
+ * Sets whether physics simulation is enabled for this actor
671
+ * @param enable True to enable physics, false to disable
672
+ * @param propagateToChildren Whether to propagate the change to child components
673
+ * @returns This actor instance for method chaining
674
+ */
675
+ public setPhysicsEnabled(enable: boolean, propagateToChildren: boolean = false): this {
676
+ this.rootComponent.setPhysicsEnabled(enable, propagateToChildren);
677
+ return this;
678
+ }
679
+
680
+ /**
681
+ * Checks if physics simulation is enabled for this actor
682
+ * @returns True if physics is enabled, false otherwise
683
+ */
684
+ public isPhysicsEnabled(): boolean {
685
+ return (this.rootComponent instanceof PrimitiveComponent) && this.rootComponent.isPhysicsEnabled();
686
+ }
687
+
688
+ /**
689
+ * Generates a debug node for the actor
690
+ * @returns A debug node for the actor
691
+ */
692
+ public generateDebugNode(): SceneGraphDebugNode | null {
693
+ const children: (SceneGraphDebugNode | null)[] = [];
694
+ children.push(this.rootComponent.generateDebugNode());
695
+ return {
696
+ title: this.name,
697
+ children,
698
+ data: {
699
+ uuid: this.uuid,
700
+ }
701
+ };
702
+ }
703
+
704
+ /**
705
+ * Gets the life span of this actor
706
+ * @returns The life span in seconds
707
+ */
708
+ public getLifeSpan(): number {
709
+ return this.lifeSpan;
710
+ }
711
+
712
+ /**
713
+ * Sets the life span of this actor
714
+ * @param lifeSpan The life span in seconds
715
+ * @returns This actor instance for method chaining
716
+ */
717
+ public setLifeSpan(lifeSpan: number): this {
718
+ this.lifeSpan = lifeSpan;
719
+ return this;
720
+ }
721
+
722
+ /**
723
+ * Adds a component to the actor root component
724
+ * @param component The component to add
725
+ * @returns This actor instance for method chaining
726
+ */
727
+ public addComponent(component: SceneComponent): this {
728
+ return this.addComponents(component);
729
+ }
730
+
731
+ /**
732
+ * Adds multiple components to the actor root component
733
+ * @param components The components to add
734
+ * @returns This actor instance for method chaining
735
+ */
736
+ public addComponents(...components: SceneComponent[]): this {
737
+ components.forEach(component => {
738
+ this.rootComponent.add(component);
739
+ });
740
+ return this;
741
+ }
742
+
743
+ /**
744
+ * Gets the first component/child object of a specified type
745
+ * @param type - The type of component/child object to search for
746
+ * @returns The first component/child object of the specified type or null if no such component exists
747
+ */
748
+ public getComponent<T extends THREE.Object3D>(type: abstract new (...args: any[]) => T = SceneComponent as any): T | null {
749
+ return this.rootComponent.getComponent(type);
750
+ }
751
+
752
+
753
+ /**
754
+ * Gets all components/child objects of a specified type
755
+ * @param type - The type of component/child object to search for
756
+ * @returns An array of all components/child objects of the specified type
757
+ */
758
+ public getComponents<T extends THREE.Object3D>(type: abstract new (...args: any[]) => T = SceneComponent as any): T[] {
759
+ return this.rootComponent.getComponents(type);
760
+ }
761
+
762
+ /**
763
+ * Gets the path name of this actor
764
+ * @returns The path name of this actor
765
+ */
766
+ public getPathName(): string {
767
+ return this.world ? `${this.world.getPathName()}.${this.name}` : this.name;
768
+ }
769
+
770
+ /**
771
+ * Destroys this actor
772
+ */
773
+ public destroy(): void {
774
+ if (this.world) {
775
+ this.world.removeActors(this);
776
+ }
777
+ }
778
+
779
+ /**
780
+ * Handles the death of this actor
781
+ * @param hitInfo The hit information
782
+ */
783
+ public handleDeath(hitInfo?: DamageHitInfo): void {
784
+ this.destroy();
785
+ }
786
+
787
+ /**
788
+ * Returns an exported object representation of this actor
789
+ * @param includeDefaults Whether to include default values
790
+ * @returns An exported object representation of this actor
791
+ */
792
+ public asExportedObject(includeDefaults: boolean = false): any {
793
+ return WorldSerializer.exportObject(this, includeDefaults);
794
+ }
795
+
796
+ public asExportedPrefabData(): any {
797
+ return WorldSerializer.exportAsPrefab(this);
798
+ }
799
+
800
+ /**
801
+ * Sets the world transform of this actor
802
+ * @param transform The transform to set
803
+ */
804
+ public setWorldTransform(transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): void {
805
+ this.rootComponent.setWorldTransform(transform);
806
+ }
807
+
808
+ /**
809
+ * Sets the world position of this actor
810
+ * @param position The position to set
811
+ */
812
+ public setWorldPosition(position: THREE.Vector3): void {
813
+ this.setWorldTransform({ position });
814
+ }
815
+
816
+ /**
817
+ * Sets the world rotation of this actor
818
+ * @param rotation The rotation to set
819
+ */
820
+ public setWorldRotation(rotation: THREE.Euler): void {
821
+ this.setWorldTransform({ rotation });
822
+ }
823
+
824
+ /**
825
+ * Sets the world scale of this actor
826
+ * @param scale The scale to set
827
+ */
828
+ public setWorldScale(scale: THREE.Vector3): void {
829
+ this.setWorldTransform({ scale });
830
+ }
831
+
832
+ /**
833
+ * Sets the world quaternion of this actor
834
+ * @param quat The quaternion to set
835
+ */
836
+ public setWorldQuaternion(quaternion: THREE.Quaternion): void {
837
+ this.setWorldTransform({ rotation: new THREE.Euler().setFromQuaternion(quaternion) });
838
+ }
839
+
840
+ /**
841
+ * Gets the world position of this actor
842
+ * @returns The world position of this actor
843
+ */
844
+ public getWorldPosition(): THREE.Vector3 {
845
+ return this.rootComponent.getWorldPosition();
846
+ }
847
+
848
+ /**
849
+ * Gets the world rotation of this actor
850
+ * @returns The world rotation of this actor
851
+ */
852
+ public getWorldRotation(): THREE.Euler {
853
+ return this.rootComponent.getWorldRotation();
854
+ }
855
+
856
+ /**
857
+ * Gets the world scale of this actor
858
+ * @returns The world scale of this actor
859
+ */
860
+ public getWorldScale(): THREE.Vector3 {
861
+ return this.rootComponent.getWorldScale();
862
+ }
863
+
864
+ /**
865
+ * Gets the world quaternion of this actor
866
+ * @returns The world quaternion of this actor
867
+ */
868
+ public getWorldQuaternion(): THREE.Quaternion {
869
+ return this.rootComponent.getWorldQuaternion();
870
+ }
871
+
872
+ /**
873
+ * Gets the world transform of this actor
874
+ * @returns The world transform of this actor
875
+ */
876
+ public getWorldTransform(): { position: THREE.Vector3, rotation: THREE.Euler, scale: THREE.Vector3 } {
877
+ return this.rootComponent.getWorldTransform();
878
+ }
879
+
880
+
881
+
882
+ public setNetRelevant(relevant: boolean): void {
883
+ this.netRelevant = relevant;
884
+ }
885
+
886
+ public isNetRelevant(): boolean {
887
+ return this.netRelevant;
888
+ }
889
+
890
+ public getNetObjectId(): string {
891
+ return `${ClassRegistry.getClassOrConstructorName(this)}'${this.uuid}'`;
892
+ }
893
+
894
+ public setRemoteNetClientId(clientId: string): void {
895
+ this.remoteNetClientId = clientId;
896
+ }
897
+
898
+ public setRemoteNetDeviceId(deviceId: string): void {
899
+ this.remoteNetDeviceId = deviceId;
900
+ }
901
+
902
+ public getNetDeviceId(): string {
903
+ return this.remoteNetDeviceId ?? NetWorld.getDeviceId();
904
+ }
905
+
906
+ public getNetClientId(): string {
907
+ if (this.remoteNetClientId) {
908
+ return this.remoteNetClientId;
909
+ }
910
+ const netWorld = this.getWorld()?.netWorld;
911
+ if (!netWorld) {
912
+ throw new Error('Failed to get net world when getting net client id');
913
+ }
914
+ return netWorld.clientId;
915
+ }
916
+
917
+ public consumeLocalDynamicState(): boolean {
918
+ return false;
919
+ }
920
+
921
+ public getNetConstructionData(): object | null {
922
+ return this.asExportedObject();
923
+ }
924
+
925
+ public getNetDynamicState(lastReplicatedState: object | null): object | null {
926
+ const lastState = lastReplicatedState ? (lastReplicatedState as ActorNetState) : null;
927
+ const lastPosition = lastState?.position;
928
+ const lastRotation = lastState?.rotation;
929
+ const lastScale = lastState?.scale;
930
+ const currentPosition = this.rootComponent.position.toArray();
931
+ const currentRotation = this.rootComponent.rotation.toArray();
932
+ const currentScale = this.rootComponent.scale.toArray();
933
+ if (lastState &&
934
+ NetWorld.isVectorNearlyEqual(lastPosition!, currentPosition) &&
935
+ NetWorld.isVectorNearlyEqual(lastRotation!, currentRotation as [number, number, number]) &&
936
+ NetWorld.isVectorNearlyEqual(lastScale!, currentScale)) {
937
+ return null;
938
+ }
939
+ return {
940
+ position: currentPosition,
941
+ rotation: currentRotation,
942
+ scale: currentScale,
943
+ timestamp: NetMovementPredictor.currentTime(),
944
+ } as ActorNetState;
945
+ }
946
+
947
+ public setNetDynamicState(dynamicState: object): void {
948
+ const { position, rotation, scale, timestamp } = dynamicState as ActorNetState;
949
+ this.movementPredictor ??= new NetMovementPredictor();
950
+ this.movementPredictor.addRemoteTransform({
951
+ timestamp,
952
+ position: new THREE.Vector3(position[0], position[1], position[2]),
953
+ rotation: new THREE.Quaternion().setFromEuler(new THREE.Euler(rotation[0], rotation[1], rotation[2])),
954
+ scale: new THREE.Vector3(scale[0], scale[1], scale[2]),
955
+ });
956
+ }
957
+
958
+ public setOverrideMaterial(material: THREE.Material | null): this {
959
+ this.rootComponent.setOverrideMaterial(material, true);
960
+ return this;
961
+ }
962
+
963
+ //====================================================================================================
964
+
965
+ /**
966
+ * Gets the constructor data for this actor
967
+ * @returns The constructor data for this actor
968
+ */
969
+ protected getExportedConstructor(): any {
970
+ const transientRoot = this.rootComponent.isTransient();
971
+ return {
972
+ ...this.options,
973
+ // if the root is transient then the actor transform needs to be saved in the ctor
974
+ position: transientRoot ? this.getWorldPosition() : undefined,
975
+ rotation: transientRoot ? this.getWorldRotation() : undefined,
976
+ scale: transientRoot ? this.getWorldScale() : undefined,
977
+ // scene components are serialized as part of the actor scene graph so no need to serialize them separately
978
+ sceneComponents: undefined,
979
+ __isDeserializing: undefined,
980
+ // this is merely used for clearing out the prefab name from the ctor for the legacy format
981
+ prefabName: undefined,
982
+ };
983
+ }
984
+
985
+ protected override doBeginPlay(): void {
986
+ this.rootComponent.beginPlay();
987
+ this.onBeginPlay.invoke(this);
988
+ this.getWorld()?.netWorld.addNetObject(this);
989
+ if (this.isHiddenInGame()) {
990
+ this.getWorld()?.setActorHiddenInGame(this, true);
991
+ }
992
+ }
993
+
994
+ protected override doPreEndPlay(): void {
995
+ this.onPreEndPlay.invoke(this);
996
+ }
997
+
998
+ protected override doEndPlay(): void {
999
+ if (this.isHiddenInGame()) {
1000
+ this.getWorld()?.setActorHiddenInGame(this, false);
1001
+ }
1002
+ this.getWorld()?.netWorld.removeNetObject(this);
1003
+ this.rootComponent.endPlay();
1004
+ this.onEndPlay.invoke(this);
1005
+ this.world = null;
1006
+ }
1007
+
1008
+ // calc all scene components for bounding boxes first
1009
+ public calcBoundingBox(): THREE.Box3 {
1010
+ this.rootComponent.updateMatrixWorld(true);
1011
+ const sceneComponents = this.getComponents(SceneComponent);
1012
+ for (const component of sceneComponents) {
1013
+ component.calcBoundingBox();
1014
+ }
1015
+
1016
+ return this.getBoundingBox();
1017
+ }
1018
+
1019
+ // simply use the cached bounding box of scene components
1020
+ public getBoundingBox(): THREE.Box3 {
1021
+ const box = new THREE.Box3();
1022
+ const sceneComponents = this.getComponents(SceneComponent);
1023
+ for (const component of sceneComponents) {
1024
+ const componentBox = component.boundingBox;
1025
+ if (componentBox) {
1026
+ box.union(componentBox);
1027
+ }
1028
+ }
1029
+ return box;
1030
+ }
1031
+
1032
+ /**
1033
+ * Returns a description of this actor for a summary of this actor. Useful for AI assistants.
1034
+ * @returns An object describing the actor's properties
1035
+ */
1036
+ public describe(options?: ActorDescriptionOptions): any {
1037
+ if (options?.omitDescription) {
1038
+ const simpleDescription: any = {
1039
+ name: this.name,
1040
+ uuid: this.uuid
1041
+ };
1042
+
1043
+ if (this.editorData?.displayName) {
1044
+ simpleDescription.displayName = this.editorData.displayName;
1045
+ }
1046
+
1047
+ return simpleDescription;
1048
+ }
1049
+
1050
+ const description: any = {
1051
+ name: this.name,
1052
+ uuid: this.uuid,
1053
+ className: ClassRegistry.getClassName(this) ?? this.constructor.name,
1054
+ position: DescriptionHelper.dumpPosition(this.getWorldPosition()),
1055
+ rotation: DescriptionHelper.dumpRotation(this.getWorldRotation()),
1056
+ scale: DescriptionHelper.dumpScale(this.getWorldScale())
1057
+ };
1058
+
1059
+ if (this.editorData?.displayName) {
1060
+ description.displayName = this.editorData.displayName;
1061
+ }
1062
+
1063
+ if (this.editorData?.description) {
1064
+ description.description = this.editorData.description;
1065
+ }
1066
+
1067
+ this.calcBoundingBox();
1068
+ const boundingBox = this.getBoundingBox();
1069
+ if (!boundingBox.isEmpty()) {
1070
+ description.boundingBox = DescriptionHelper.dumpBoundingBox(this.getBoundingBox());
1071
+ }
1072
+
1073
+ const describeSceneComponent = (component: THREE.Object3D) => {
1074
+ const componentDescription = component.describe({ recalculateBounds: false, includeDetails: options?.includeComponentsDetails });
1075
+ if (component.children && component.children.length > 0) {
1076
+ const children = component.children.map(describeSceneComponent).filter(child => child && Object.keys(child).length > 0);
1077
+ if (children.length > 0) {
1078
+ componentDescription.children = children;
1079
+ }
1080
+ }
1081
+ return componentDescription;
1082
+ };
1083
+ description.rootComponent = describeSceneComponent(this.rootComponent);
1084
+
1085
+ return description;
1086
+ }
1087
+
1088
+ public isHiddenInGame(): boolean {
1089
+ return this.hiddenInGame;
1090
+ }
1091
+ public setHiddenInGame(hidden: boolean) {
1092
+ this.hiddenInGame = hidden;
1093
+ if (this.world) {
1094
+ this.world.setActorHiddenInGame(this, hidden);
1095
+ }
1096
+ }
1097
+
1098
+ public isEditorOnly(): boolean {
1099
+ return this.editorOnly;
1100
+ }
1101
+
1102
+ public setEditorOnly(editorOnly: boolean) {
1103
+ this.editorOnly = editorOnly;
1104
+ }
1105
+
1106
+ /**
1107
+ * Gets the camera used for rendering when this actor is the view target
1108
+ * @returns The camera found
1109
+ */
1110
+ public getCamera(): THREE.Camera | null {
1111
+ return this.getComponent(THREE.Camera) ?? null;
1112
+ }
1113
+
1114
+ /**
1115
+ * Gets the player controller that controls this actor
1116
+ * @returns The current player controller or null if none
1117
+ */
1118
+ public getPlayerController(): PlayerController | null {
1119
+ return null;
1120
+ }
1121
+
1122
+ /**
1123
+ * Return if this actor is player controlled
1124
+ */
1125
+ public isPlayerControlled(): boolean {
1126
+ return !!this.getPlayerController();
1127
+ }
1128
+
1129
+ public async waitForComponentsToLoad(): Promise<void> {
1130
+ const components = this.getComponents(SceneComponent);
1131
+ const asyncLoadables = components.filter(c => isAsyncLoadable(c)) as IAsyncLoadable[];
1132
+ const loadPromises = asyncLoadables.map(c => c.waitForLoad());
1133
+ await Promise.all(loadPromises);
1134
+ }
1135
+
1136
+ public serialize(dumper: Dumper): void {
1137
+ dumper.dumpValue('rootComponent', this.rootComponent, '_rootComponent');
1138
+ dumper.dumpProperties(this);
1139
+ if (this.isEditorOnly()) {
1140
+ dumper.markEditorOnly();
1141
+ }
1142
+ }
1143
+
1144
+ public deserialize(loader: Loader): void {
1145
+ const rootComponent = loader.loadValue('rootComponent', this.rootComponent) as SceneComponent;
1146
+ if (rootComponent && rootComponent !== this.rootComponent) {
1147
+ this.setRootComponent(rootComponent, false);
1148
+ }
1149
+ loader.loadProperties(this);
1150
+ }
1151
+
1152
+ //====================================================================================================
1153
+ // Editor Functions
1154
+ //====================================================================================================
1155
+
1156
+ public onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void {
1157
+ if (path === 'actorTags') {
1158
+ this.setActorTags(value as string[]);
1159
+ }
1160
+ }
1161
+
1162
+ public onEditorSelectedChanged(isSelected: boolean, selectedActors: Actor[]): void {
1163
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorSelectedChanged(isSelected, selectedActors));
1164
+ }
1165
+
1166
+ public onEditorAddToWorld(): void {
1167
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorAddToWorld());
1168
+ }
1169
+
1170
+ public onEditorRemoveFromWorld(): void {
1171
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorRemoveFromWorld());
1172
+ }
1173
+
1174
+ public getConfigurationWarnings(): string[] {
1175
+ const warnings: string[] = [];
1176
+ // Add any actor-specific warnings here
1177
+ return warnings;
1178
+ }
1179
+
1180
+ public getEditorClassIcon(): string | null {
1181
+ return 'Icon_Actor';
1182
+ }
1183
+ }