@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 +1,646 @@
1
+ /**
2
+ * PlayerController - actor that translates user input into pawn movement.
3
+ *
4
+ * Detailed explanation:
5
+ * - Reads keyboard, mouse, and gamepad events, applying sensitivity and pointer lock options.
6
+ * - Forwards movement axes and button presses to the currently possessed `Pawn` instance.
7
+ * - Exposes delegate hooks so games can intercept raw input or extend processing logic.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Spawn one per player and call `possess` with a pawn instance to begin controlling it.
11
+ * - Bind to delegates like `onKeyDown` when you need custom handling beyond the default movement.
12
+ * - Disable pointer lock with the `noPointerLock` option for menu-driven or top-down games.
13
+ */
14
+ import * as THREE from 'three';
15
+
16
+ import { EngineClass } from '../systems/ClassRegistry.js';
17
+ import { ConsoleCommand } from '../systems/ConsoleManager.js';
18
+ import { GamepadAxis, GamepadButton } from '../systems/InputManager.js';
19
+ import { MouseButton } from '../systems/InputManager.js';
20
+ import { VirtualJoystickIndex } from '../systems/InputManager.js';
21
+ import { Delegate } from '../utils/Delegate.js';
22
+ import { ensure } from '../utils/Utils.js';
23
+
24
+ import { Actor } from './Actor.js';
25
+
26
+ import type { ActorOptions } from './Actor.js';
27
+ import type { Pawn } from './Pawn.js';
28
+ import type {
29
+ GamepadAxisEventDelegate,
30
+ GamepadButtonEventDelegate,
31
+ IInputHandler,
32
+ InputManager,
33
+ KeyboardEventDelegate,
34
+ MouseEventDelegate,
35
+ VirtualJoystickData,
36
+ } from '../systems/InputManager.js';
37
+
38
+
39
+ /**
40
+ * Options for the PlayerController actor
41
+ */
42
+ export interface PlayerControllerOptions extends ActorOptions {
43
+ /**
44
+ * If true, the player controller will not request pointer lock
45
+ */
46
+ noPointerLock?: boolean;
47
+ }
48
+
49
+ type InputDevices = 'mouse' | 'gamepad' | 'keyboard' | 'joystick';
50
+ @EngineClass('PlayerController')
51
+ export class PlayerController extends Actor<PlayerControllerOptions> implements IInputHandler {
52
+ private pawn: Pawn | null = null;
53
+ private forward: number = 0;
54
+ private backward: number = 0;
55
+ private left: number = 0;
56
+ private right: number = 0;
57
+ private zoom: number = 0;
58
+
59
+ private forwardKeys: string[] = ['w', 'ArrowUp'].map(key => key.toLowerCase());
60
+ private backwardKeys: string[] = ['s', 'ArrowDown'].map(key => key.toLowerCase());
61
+ private leftKeys: string[] = ['a', 'ArrowLeft'].map(key => key.toLowerCase());
62
+ private rightKeys: string[] = ['d', 'ArrowRight'].map(key => key.toLowerCase());
63
+ private zoomInKeys: string[] = ['q'].map(key => key.toLowerCase());
64
+ private zoomOutKeys: string[] = ['e'].map(key => key.toLowerCase());
65
+ private jumpKeys: string[] = [' '].map(key => key.toLowerCase());
66
+ private reloadKeys: string[] = ['r'].map(key => key.toLowerCase());
67
+
68
+ private inputManager: InputManager | null = null;
69
+
70
+ // Movement settings
71
+ public static inputSettings = {
72
+ lookSensitivity: 0.02,
73
+ gamepadLookSensitivity: 80.0,
74
+ joystickLookSensitivity: 0.6,
75
+ joystickMovementSensitivity: 0.03,
76
+ };
77
+
78
+ // Add properties to track different input sources
79
+ private mouseLookUp: number = 0;
80
+ private mouseLookRight: number = 0;
81
+ private gamepadLookUp: number = 0;
82
+ private gamepadLookRight: number = 0;
83
+ private joystickLookUp: number = 0;
84
+ private joystickLookRight: number = 0;
85
+ private lastInputDevice: InputDevices = 'keyboard';
86
+
87
+ private joystickStartData: Map<VirtualJoystickIndex, VirtualJoystickData> = new Map();
88
+
89
+ public readonly onKeyDown: KeyboardEventDelegate = new Delegate<[KeyboardEvent], boolean>();
90
+ public readonly onKeyUp: KeyboardEventDelegate = new Delegate<[KeyboardEvent], boolean>();
91
+ public readonly onMouseDown: MouseEventDelegate = new Delegate<[MouseButton, MouseEvent], boolean>();
92
+ public readonly onMouseUp: MouseEventDelegate = new Delegate<[MouseButton, MouseEvent], boolean>();
93
+
94
+ // Add gamepad delegate events
95
+ public readonly onGamepadButtonDown: GamepadButtonEventDelegate = new Delegate<[number, GamepadButton, number], boolean>();
96
+ public readonly onGamepadButtonUp: GamepadButtonEventDelegate = new Delegate<[number, GamepadButton, number], boolean>();
97
+ public readonly onGamepadAxisChange: GamepadAxisEventDelegate = new Delegate<[number, GamepadAxis, number], boolean>();
98
+
99
+
100
+ /**
101
+ * Sets the input manager for this controller
102
+ * @param manager The input manager to use, or null to remove
103
+ */
104
+ public setInputManager(manager: InputManager | null): void {
105
+ this.inputManager = manager;
106
+ }
107
+
108
+ /**
109
+ * Gets the current input manager
110
+ * @returns The current input manager or null if none is set
111
+ */
112
+ public getInputManager(): InputManager | null {
113
+ return this.inputManager;
114
+ }
115
+
116
+ /**
117
+ * Gets the currently possessed pawn
118
+ * @returns The possessed pawn or null if no pawn is possessed
119
+ */
120
+ public getPawn(): Pawn | null {
121
+ return this.pawn;
122
+ }
123
+
124
+ /**
125
+ * Handles key down events from the input system
126
+ * @param e The keyboard event
127
+ * @returns True if the event was handled, false otherwise
128
+ */
129
+ public handleKeyDown(e: KeyboardEvent): boolean {
130
+ // Track the active input device
131
+ this.setActiveInputDevice('keyboard');
132
+
133
+ if (this.pawn?.handleKeyDown(e)) {
134
+ return true;
135
+ }
136
+
137
+ if (this.onKeyDown.invokeWithPredicate(result => result, e).at(-1) ?? false) {
138
+ return true;
139
+ }
140
+
141
+ const key = e.key.toLocaleLowerCase();
142
+
143
+ if (this.forwardKeys.includes(key)) {
144
+ this.forward = 1;
145
+ return true;
146
+ } else if (this.backwardKeys.includes(key)) {
147
+ this.backward = 1;
148
+ return true;
149
+ } else if (this.leftKeys.includes(key)) {
150
+ this.left = 1;
151
+ return true;
152
+ } else if (this.rightKeys.includes(key)) {
153
+ this.right = 1;
154
+ return true;
155
+ } else if (this.zoomInKeys.includes(key)) {
156
+ this.zoom = 1;
157
+ return true;
158
+ } else if (this.zoomOutKeys.includes(key)) {
159
+ this.zoom = -1;
160
+ return true;
161
+ } else if (this.jumpKeys.includes(key)) {
162
+ if (this.pawn) {
163
+ this.pawn.jump();
164
+ return true;
165
+ }
166
+ } else if (this.reloadKeys.includes(key)) {
167
+ if (this.pawn) {
168
+ this.pawn.reload();
169
+ return true;
170
+ }
171
+ }
172
+
173
+ return false;
174
+ }
175
+
176
+ /**
177
+ * Handles key up events from the input system
178
+ * @param e The keyboard event
179
+ * @returns True if the event was handled, false otherwise
180
+ */
181
+ public handleKeyUp(e: KeyboardEvent): boolean {
182
+ if (this.pawn?.handleKeyUp(e)) {
183
+ return true;
184
+ }
185
+
186
+ if (this.onKeyUp.invokeWithPredicate(result => result, e).at(-1) ?? false) {
187
+ return true;
188
+ }
189
+
190
+ const key = e.key.toLocaleLowerCase();
191
+
192
+ if (this.forwardKeys.includes(key)) {
193
+ this.forward = 0;
194
+ return true;
195
+ } else if (this.backwardKeys.includes(key)) {
196
+ this.backward = 0;
197
+ return true;
198
+ } else if (this.leftKeys.includes(key)) {
199
+ this.left = 0;
200
+ return true;
201
+ } else if (this.rightKeys.includes(key)) {
202
+ this.right = 0;
203
+ return true;
204
+ } else if (this.zoomInKeys.includes(key)) {
205
+ this.zoom = 0;
206
+ return true;
207
+ } else if (this.zoomOutKeys.includes(key)) {
208
+ this.zoom = 0;
209
+ return true;
210
+ } else if (this.jumpKeys.includes(key)) {
211
+ if (this.pawn) {
212
+ this.pawn.stopJump();
213
+ return true;
214
+ }
215
+ }
216
+
217
+ return false;
218
+ }
219
+
220
+ /**
221
+ * Handles mouse down events from the input system
222
+ * @param button The mouse event
223
+ * @returns True if the event was handled, false otherwise
224
+ */
225
+ public handleMouseDown(button: MouseButton, e: MouseEvent): boolean {
226
+ if (this.pawn?.handleMouseDown(button, e)) {
227
+ return true;
228
+ }
229
+
230
+ if (this.onMouseDown.invokeWithPredicate(result => result, button, e).at(-1) ?? false) {
231
+ return true;
232
+ }
233
+
234
+ if (button === MouseButton.Left) {
235
+ if (this.pawn?.beginFire() ?? false) {
236
+ return true;
237
+ }
238
+ } else if (button === MouseButton.Right) {
239
+ if (this.pawn?.beginAltFire() ?? false) {
240
+ return true;
241
+ }
242
+ }
243
+
244
+ return false;
245
+ }
246
+
247
+ /**
248
+ * Handles mouse up events from the input system
249
+ * @param button The mouse event
250
+ * @returns True if the event was handled, false otherwise
251
+ */
252
+ public handleMouseUp(button: MouseButton, e: MouseEvent): boolean {
253
+ if (this.pawn?.handleMouseUp(button, e)) {
254
+ return true;
255
+ }
256
+
257
+ if (this.onMouseUp.invokeWithPredicate(result => result, button, e).at(-1) ?? false) {
258
+ return true;
259
+ }
260
+
261
+ if (button === MouseButton.Left) {
262
+ if (this.pawn?.endFire() ?? false) {
263
+ return true;
264
+ }
265
+ } else if (button === MouseButton.Right) {
266
+ if (this.pawn?.endAltFire() ?? false) {
267
+ return true;
268
+ }
269
+ }
270
+
271
+ return false;
272
+ }
273
+
274
+ /**
275
+ * Handles mouse movement events from the input system
276
+ * @param e The mouse event
277
+ * @returns True if the event was handled, false otherwise
278
+ */
279
+ public handleMouseMove(e: MouseEvent): boolean {
280
+ if (!this.inputManager?.isPointerLocked()) {
281
+ return false;
282
+ }
283
+
284
+ // Track the active input device
285
+ this.setActiveInputDevice('mouse');
286
+
287
+ this.mouseLookUp += -e.movementY * PlayerController.inputSettings.lookSensitivity;
288
+ this.mouseLookRight += e.movementX * PlayerController.inputSettings.lookSensitivity;
289
+ return true;
290
+ }
291
+
292
+ /**
293
+ * Handles mouse click events from the input system
294
+ * @param button The mouse button that was clicked
295
+ * @param e The mouse event
296
+ * @returns True if the event was handled, false otherwise
297
+ */
298
+ public handleMouseClick(button: MouseButton, e: MouseEvent): boolean {
299
+ return false;
300
+ }
301
+
302
+ /**
303
+ * Handles virtual joystick events from the input system
304
+ * @param index The index of the virtual joystick
305
+ * @param joystickData The data from the virtual joystick
306
+ * @returns True if the event was handled, false otherwise
307
+ */
308
+ public handleVirtualJoystick(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean {
309
+ const inputSettings = PlayerController.inputSettings;
310
+ this.setActiveInputDevice('joystick');
311
+ if (joystickData.type === 'start') {
312
+ this.joystickStartData.set(index, joystickData);
313
+ } else if (joystickData.type === 'end') {
314
+ this.joystickStartData.delete(index);
315
+ if (index === VirtualJoystickIndex.Left) {
316
+ this.forward = 0;
317
+ this.backward = 0;
318
+ this.left = 0;
319
+ this.right = 0;
320
+ } else if (index === VirtualJoystickIndex.Right) {
321
+ this.joystickLookRight = 0;
322
+ this.joystickLookUp = 0;
323
+ }
324
+ } else if (joystickData.type === 'move') {
325
+ const startData = this.joystickStartData.get(index);
326
+ if (startData) {
327
+ const deltaX = joystickData.position.x - startData.position.x;
328
+ const deltaY = joystickData.position.y - startData.position.y;
329
+ if (index === VirtualJoystickIndex.Left) {
330
+ this.forward = THREE.MathUtils.clamp(-deltaY * inputSettings.joystickMovementSensitivity, 0, 1);
331
+ this.backward = THREE.MathUtils.clamp(deltaY * inputSettings.joystickMovementSensitivity, 0, 1);
332
+ this.left = THREE.MathUtils.clamp(-deltaX * inputSettings.joystickMovementSensitivity, 0, 1);
333
+ this.right = THREE.MathUtils.clamp(deltaX * inputSettings.joystickMovementSensitivity, 0, 1);
334
+ } else if (index === VirtualJoystickIndex.Right) {
335
+ this.joystickLookRight = deltaX * inputSettings.joystickLookSensitivity;
336
+ this.joystickLookUp = -deltaY * inputSettings.joystickLookSensitivity;
337
+ }
338
+ } else {
339
+ this.joystickStartData.set(index, joystickData);
340
+ }
341
+ }
342
+ return true;
343
+ }
344
+
345
+ /**
346
+ * Track the active input device with a timestamp
347
+ * @param device The input device that was just used
348
+ */
349
+ private setActiveInputDevice(device: InputDevices): void {
350
+ this.lastInputDevice = device;
351
+ }
352
+
353
+ /**
354
+ * Handles gamepad button down events from the gamepad system
355
+ * @param gamepadIndex The index of the gamepad
356
+ * @param buttonIndex The index of the button
357
+ * @param value The value of the button press (0.0 to 1.0)
358
+ * @returns True if the event was handled, false otherwise
359
+ */
360
+ public handleGamepadButtonDown(gamepadIndex: number, buttonIndex: number, value: number): boolean {
361
+ // Only handle gamepad 0 by default (first connected gamepad)
362
+ if (gamepadIndex !== 0) return false;
363
+
364
+ // Track the active input device
365
+ this.setActiveInputDevice('gamepad');
366
+
367
+ if (this.pawn?.handleGamepadButtonDown(gamepadIndex, buttonIndex as GamepadButton, value)) {
368
+ return true;
369
+ }
370
+
371
+ if (this.onGamepadButtonDown.invokeWithPredicate(result => result, gamepadIndex, buttonIndex as GamepadButton, value).at(-1) ?? false) {
372
+ return true;
373
+ }
374
+
375
+ if (buttonIndex === GamepadButton.FaceBottom) {
376
+ // Jump with bottom face button (A on Xbox, X on PlayStation)
377
+ if (this.pawn) {
378
+ this.pawn.jump();
379
+ return true;
380
+ }
381
+ } else if (buttonIndex === GamepadButton.FaceLeft) {
382
+ // Reload with left face button (X on Xbox, Square on PlayStation)
383
+ if (this.pawn) {
384
+ this.pawn.reload();
385
+ return true;
386
+ }
387
+ } else if (buttonIndex === GamepadButton.LeftTrigger) {
388
+ // Begin zoom in
389
+ this.zoom = value;
390
+ return true;
391
+ } else if (buttonIndex === GamepadButton.RightTrigger) {
392
+ // Begin fire
393
+ if (this.pawn?.beginFire() ?? false) {
394
+ return true;
395
+ }
396
+ } else if (buttonIndex === GamepadButton.LeftBumper) {
397
+ // Begin zoom out
398
+ this.zoom = -value;
399
+ return true;
400
+ } else if (buttonIndex === GamepadButton.RightBumper) {
401
+ // Begin alt fire
402
+ if (this.pawn?.beginAltFire() ?? false) {
403
+ return true;
404
+ }
405
+ }
406
+
407
+ return false;
408
+ }
409
+
410
+ /**
411
+ * Handles gamepad button up events from the gamepad system
412
+ * @param gamepadIndex The index of the gamepad
413
+ * @param buttonIndex The index of the button
414
+ * @returns True if the event was handled, false otherwise
415
+ */
416
+ public handleGamepadButtonUp(gamepadIndex: number, buttonIndex: number): boolean {
417
+ // Only handle gamepad 0 by default (first connected gamepad)
418
+ if (gamepadIndex !== 0) return false;
419
+
420
+ // Track the active input device
421
+ this.setActiveInputDevice('gamepad');
422
+
423
+ if (this.pawn?.handleGamepadButtonUp(gamepadIndex, buttonIndex as GamepadButton)) {
424
+ return true;
425
+ }
426
+
427
+ if (this.onGamepadButtonUp.invokeWithPredicate(result => result, gamepadIndex, buttonIndex as GamepadButton, 0).at(-1) ?? false) {
428
+ return true;
429
+ }
430
+
431
+ if (buttonIndex === GamepadButton.LeftTrigger || buttonIndex === GamepadButton.LeftBumper) {
432
+ // End zoom
433
+ this.zoom = 0;
434
+ return true;
435
+ } else if (buttonIndex === GamepadButton.RightTrigger) {
436
+ // End fire
437
+ if (this.pawn?.endFire() ?? false) {
438
+ return true;
439
+ }
440
+ } else if (buttonIndex === GamepadButton.RightBumper) {
441
+ // End alt fire
442
+ if (this.pawn?.endAltFire() ?? false) {
443
+ return true;
444
+ }
445
+ }
446
+
447
+ return false;
448
+ }
449
+
450
+ /**
451
+ * Handles gamepad axis change events from the gamepad system
452
+ * @param gamepadIndex The index of the gamepad
453
+ * @param axisIndex The index of the axis
454
+ * @param value The value of the axis (-1.0 to 1.0)
455
+ * @returns True if the event was handled, false otherwise
456
+ */
457
+ public handleGamepadAxisChange(gamepadIndex: number, axisIndex: number, value: number): boolean {
458
+ // Only handle standard gamepad 0
459
+ if (gamepadIndex !== 0) return false;
460
+
461
+ // Only track active input device if there's significant input
462
+ // This prevents small axis noise from switching input device
463
+ if (Math.abs(value) > 0.25) {
464
+ this.setActiveInputDevice('gamepad');
465
+ }
466
+
467
+ if (this.pawn?.handleGamepadAxisChange(gamepadIndex, axisIndex as GamepadAxis, value)) {
468
+ return true;
469
+ }
470
+
471
+ if (this.onGamepadAxisChange.invokeWithPredicate(result => result, gamepadIndex, axisIndex as GamepadAxis, value).at(-1) ?? false) {
472
+ return true;
473
+ }
474
+
475
+ if (axisIndex === GamepadAxis.LeftStickX) {
476
+ // Left/Right movement
477
+ if (value > 0) {
478
+ this.right = value;
479
+ this.left = 0;
480
+ } else {
481
+ this.right = 0;
482
+ this.left = -value;
483
+ }
484
+ return true;
485
+ } else if (axisIndex === GamepadAxis.LeftStickY) {
486
+ // Forward/Backward movement
487
+ if (value > 0) {
488
+ this.backward = value;
489
+ this.forward = 0;
490
+ } else {
491
+ this.backward = 0;
492
+ this.forward = -value;
493
+ }
494
+ return true;
495
+ } else if (axisIndex === GamepadAxis.RightStickX) {
496
+ // Look right/left - store in separate gamepad variable
497
+ this.gamepadLookRight = value * PlayerController.inputSettings.gamepadLookSensitivity;
498
+ return true;
499
+ } else if (axisIndex === GamepadAxis.RightStickY) {
500
+ // Look up/down - store in separate gamepad variable
501
+ this.gamepadLookUp = -value * PlayerController.inputSettings.gamepadLookSensitivity;
502
+ return true;
503
+ }
504
+
505
+ return false;
506
+ }
507
+
508
+
509
+ /**
510
+ * Called before physics simulation to process input and update the controlled pawn
511
+ * @param deltaTime Time elapsed since the last frame in seconds
512
+ */
513
+ public override tickPrePhysics(deltaTime: number): void {
514
+ super.tickPrePhysics(deltaTime);
515
+ if (this.pawn) {
516
+ const forwardValue = this.forward - this.backward;
517
+ const rightValue = this.right - this.left;
518
+
519
+ // Use look values from the active input device
520
+ let lookUpValue = 0;
521
+ let lookRightValue = 0;
522
+
523
+ if (this.lastInputDevice === 'mouse') {
524
+ lookUpValue = this.mouseLookUp;
525
+ lookRightValue = this.mouseLookRight;
526
+ } else if (this.lastInputDevice === 'gamepad') {
527
+ lookUpValue = this.gamepadLookUp;
528
+ lookRightValue = this.gamepadLookRight;
529
+ } else if (this.lastInputDevice === 'joystick') {
530
+ lookUpValue = this.joystickLookUp;
531
+ lookRightValue = this.joystickLookRight;
532
+ }
533
+
534
+ // Movement inputs are typically speed-based (normalized range [-1, 1])
535
+ this.pawn.addForwardInput(forwardValue, false);
536
+ this.pawn.addRightInput(rightValue, false);
537
+
538
+ // Look inputs: mouse is absolute (accumulated pixels), gamepad/joystick are speed-based
539
+ this.pawn.addLookUpInput(lookUpValue, this.lastInputDevice === 'mouse');
540
+ this.pawn.addLookRightInput(lookRightValue, this.lastInputDevice === 'mouse');
541
+
542
+ // Zoom input is typically speed-based
543
+ this.pawn.addZoomInput(this.zoom, false);
544
+ }
545
+
546
+ // Always reset mouse look values each frame
547
+ this.mouseLookUp = 0;
548
+ this.mouseLookRight = 0;
549
+
550
+ // For gamepad, apply continuous input or decay
551
+ if (this.lastInputDevice === 'gamepad') {
552
+ // Stick is already at zero or at a maintained value from handleGamepadAxisChange
553
+ // No need for additional decay logic here
554
+ } else {
555
+ // If gamepad is not active, decay its values to avoid lingering input
556
+ const GAMEPAD_DECAY = 0.2;
557
+ if (Math.abs(this.gamepadLookUp) < GAMEPAD_DECAY) {
558
+ this.gamepadLookUp = 0;
559
+ } else if (this.gamepadLookUp > 0) {
560
+ this.gamepadLookUp -= GAMEPAD_DECAY;
561
+ } else {
562
+ this.gamepadLookUp += GAMEPAD_DECAY;
563
+ }
564
+
565
+ if (Math.abs(this.gamepadLookRight) < GAMEPAD_DECAY) {
566
+ this.gamepadLookRight = 0;
567
+ } else if (this.gamepadLookRight > 0) {
568
+ this.gamepadLookRight -= GAMEPAD_DECAY;
569
+ } else {
570
+ this.gamepadLookRight += GAMEPAD_DECAY;
571
+ }
572
+ }
573
+ }
574
+
575
+ /**
576
+ * Releases control of the currently possessed pawn
577
+ */
578
+ public unpossess(): void {
579
+ if (this.pawn) {
580
+ this.pawn.setPlayerController(null);
581
+ }
582
+ this.pawn = null;
583
+ }
584
+
585
+ /**
586
+ * Takes control of the specified pawn
587
+ * @param pawn The pawn to possess (control)
588
+ */
589
+ public possess(pawn: Pawn): void {
590
+ this.pawn = pawn;
591
+ this.pawn.setPlayerController(this);
592
+ }
593
+
594
+ /**
595
+ * Restarts the player at the player start or a specified location
596
+ */
597
+ public restartPlayer(): void {
598
+ const playerStart = this.getWorld()?.gameMode.findPlayerStart(this);
599
+ if (playerStart) {
600
+ ensure(this.pawn);
601
+ const playerStartTransform = playerStart.getWorldTransform();
602
+ this.pawn?.setWorldTransform({
603
+ position: playerStartTransform.position,
604
+ rotation: playerStartTransform.rotation,
605
+ });
606
+ }
607
+ }
608
+
609
+ public override getCamera(): THREE.Camera | null {
610
+ return this.pawn?.getCamera() ?? super.getCamera();
611
+ }
612
+
613
+ //====================================================================================================
614
+
615
+ protected override doBeginPlay(): void {
616
+ super.doBeginPlay();
617
+ const world = this.getWorld()!;
618
+ world.consoleManager.addCommandHandler(this);
619
+ if (!this.options.noPointerLock) {
620
+ world.inputManager.requestPointerLock({});
621
+ }
622
+ world.inputManager.addInputHandler(this);
623
+
624
+ this.restartPlayer();
625
+ }
626
+
627
+ protected override doEndPlay(): void {
628
+ super.doEndPlay();
629
+ this.getWorld()?.consoleManager.removeCommandHandler(this);
630
+ this.inputManager?.removeInputHandler(this);
631
+ }
632
+
633
+ @ConsoleCommand('restartplayer', 'Restart the current player')
634
+ private restartPlayerCommand(): string {
635
+ this.restartPlayer();
636
+ return 'Restarted player';
637
+ }
638
+
639
+ //====================================================================================================
640
+ // Editor Functions
641
+ //====================================================================================================
642
+
643
+ public override getEditorClassIcon(): string | null {
644
+ return 'Icon_Character';
645
+ }
646
+ }
@@ -0,0 +1,47 @@
1
+ /**
2
+ * PlayerStart - simple actor marking where players should spawn.
3
+ *
4
+ * Detailed explanation:
5
+ * - Provides only a transform and no runtime behavior.
6
+ * - Queried by `GameMode` implementations to determine initial pawn placement.
7
+ * - Multiple instances allow the game to choose among several potential spawn points.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Place in levels wherever new players or respawns should occur.
11
+ * - Access via `world.getActors(PlayerStart)` to collect all available starts.
12
+ * - Extend this class if additional logic such as team-based filtering is required.
13
+ */
14
+ import * as THREE from 'three';
15
+
16
+ import { EngineClass } from '../systems/ClassRegistry.js';
17
+
18
+ import { Actor } from './Actor.js';
19
+
20
+
21
+ /**
22
+ * Represents the starting transform for a player controlled pawn.
23
+ */
24
+ @EngineClass('PlayerStart')
25
+ export class PlayerStart extends Actor {
26
+
27
+ //====================================================================================================
28
+ // Editor Functions
29
+ //====================================================================================================
30
+
31
+ public override onEditorAddToWorld(): void {
32
+ super.onEditorAddToWorld();
33
+ // Create arrow helper pointing forward
34
+ const arrowHelper = new THREE.ArrowHelper(
35
+ new THREE.Vector3(0, 0, -1), // direction
36
+ new THREE.Vector3(0, 0.02, 0), // position slightly above ground
37
+ 2, // length
38
+ 0x00ffff, // color
39
+ );
40
+ arrowHelper.setTransient(true);
41
+ this.rootComponent?.add(arrowHelper);
42
+ }
43
+
44
+ public override getEditorClassIcon(): string | null {
45
+ return 'Icon_PlayerStart';
46
+ }
47
+ }