@directivegames/genesys.js 3.1.24
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +123 -0
- package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
- package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
- package/assets/character/SKM_SB_MediumHuman.glb +0 -0
- package/assets/character/config/AnimationStateMachineComponent.md +107 -0
- package/assets/character/config/mannequin-anim.json +53 -0
- package/assets/character/mannequin.glb +0 -0
- package/assets/character/mannequinG.glb +0 -0
- package/assets/default.genesys-scene +194 -0
- package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
- package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
- package/assets/models/SM_Capsule.glb +0 -0
- package/assets/models/SM_ChamferCube.glb +0 -0
- package/assets/models/SM_Cone.glb +0 -0
- package/assets/models/SM_Cube.glb +0 -0
- package/assets/models/SM_Cylinder.glb +0 -0
- package/assets/models/SM_Plane.glb +0 -0
- package/assets/models/SM_Pyramid.glb +0 -0
- package/assets/models/SM_Sphere.glb +0 -0
- package/assets/models/SM_Torus.glb +0 -0
- package/assets/models/SM_Wedge.glb +0 -0
- package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
- package/assets/models/demo/Characters/Knightdude.glb +0 -0
- package/assets/models/demo/Characters/Spacedude.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
- package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
- package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
- package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter02.glb +0 -0
- package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimC.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimD.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimE.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimF.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimG.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimH.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimI.glb +0 -0
- package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimJ.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Brick01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_BrickBlock02.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Vineswall01.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_WallDecoA.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02C_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02D_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03B_128x96.glb +0 -0
- package/assets/models/demo/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb +0 -0
- package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
- package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
- package/assets/prefabs/actors/test.prefab.json +87 -0
- package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
- package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
- package/assets/shaders/M_Chrome.material.json +18 -0
- package/assets/shaders/M_Emissive_Blue.material.json +26 -0
- package/assets/shaders/M_Glass_Frosted.material.json +24 -0
- package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
- package/assets/shaders/M_Glossy_Grey.material.json +20 -0
- package/assets/shaders/M_Matte_White.material.json +20 -0
- package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
- package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
- package/assets/shaders/M_Metal_Brushed.material.json +61 -0
- package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
- package/assets/shaders/M_Stone_Mossy.material.json +153 -0
- package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
- package/assets/shaders/M_Toon_Anime.material.json +49 -0
- package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
- package/assets/shaders/M_Toon_Cel.material.json +49 -0
- package/assets/shaders/M_Transmission.material.json +42 -0
- package/assets/shaders/M_Velvet_Blue.material.json +33 -0
- package/assets/shaders/M_Velvet_Purple.material.json +30 -0
- package/assets/shaders/M_Velvet_Red.material.json +33 -0
- package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
- package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
- package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
- package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
- package/assets/sounds/birds.mp3 +0 -0
- package/assets/sounds/explosion.mp3 +0 -0
- package/assets/sounds/game-gun-short.mp3 +0 -0
- package/assets/sounds/laser.mp3 +0 -0
- package/assets/sounds/pickup.mp3 +0 -0
- package/assets/sounds/tuba.mp3 +0 -0
- package/assets/textures/Checkerboard.png +0 -0
- package/assets/textures/Grid_10x10.png +0 -0
- package/assets/textures/T_AnisotropyMap_Radial.png +0 -0
- package/assets/textures/T_Anisotropy_Roughness.png +0 -0
- package/assets/textures/T_Gradient.png +0 -0
- package/assets/textures/T_Grid_01.png +0 -0
- package/assets/textures/T_Grid_01.texture.json +7 -0
- package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
- package/assets/textures/T_Normal.png +0 -0
- package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Roughness.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_AmbientOcclusion.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_BaseColor.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Normal.jpg +0 -0
- package/assets/textures/T_Stone_Mossy_Snow_Roughness.jpg +0 -0
- package/assets/textures/T_Toon_Anime_4Step.png +0 -0
- package/assets/textures/T_Toon_Anime_5Step.png +0 -0
- package/assets/textures/T_Toon_Cel_2Step.png +0 -0
- package/assets/textures/T_Wax_Thickness.png +0 -0
- package/assets/textures/matcaps/T_Matcap_Rainbow.png.png +0 -0
- package/assets/textures/matcaps/beige.png +0 -0
- package/assets/textures/matcaps/black.png +0 -0
- package/assets/textures/matcaps/blue.png +0 -0
- package/assets/textures/matcaps/brown.png +0 -0
- package/assets/textures/matcaps/emeraldGreen.png +0 -0
- package/assets/textures/matcaps/gold.png +0 -0
- package/assets/textures/matcaps/gray.png +0 -0
- package/assets/textures/matcaps/green.png +0 -0
- package/assets/textures/matcaps/metal.png +0 -0
- package/assets/textures/matcaps/orange.png +0 -0
- package/assets/textures/matcaps/purple.png +0 -0
- package/assets/textures/matcaps/red.png +0 -0
- package/assets/textures/matcaps/white.png +0 -0
- package/assets/textures/matcaps/yellow.png +0 -0
- package/assets/textures/skybox/citrus_orchard_road_puresky_2k.hdr +0 -0
- package/assets/textures/skybox/venice_sunset_4k.hdr +0 -0
- package/assets/ui/styles/ammo-counter.css +58 -0
- package/assets/ui/styles/compass.css +54 -0
- package/assets/ui/styles/controls-help.css +21 -0
- package/assets/ui/styles/crosshair.css +51 -0
- package/assets/ui/styles/inventory-bar.css +112 -0
- package/assets/ui/styles/inventory-grid.css +257 -0
- package/assets/ui/styles/main-menu.css +59 -0
- package/assets/ui/styles/minimap.css +12 -0
- package/assets/ui/styles/number-display.css +18 -0
- package/assets/ui/styles/progress-bar.css +199 -0
- package/assets/ui/styles/reload-indicator.css +76 -0
- package/assets/ui/templates/ammo-counter.html +7 -0
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- package/src/npc/behavior-tree/behaviors/actions/utility/LookAtTargetAction.ts +136 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/WaitAction.ts +70 -0
- package/src/npc/behavior-tree/behaviors/actions/utility/index.ts +4 -0
- package/src/npc/behavior-tree/behaviors/conditions/BlackboardValueCondition.ts +144 -0
- package/src/npc/behavior-tree/behaviors/conditions/CanSeeTargetCondition.ts +171 -0
- package/src/npc/behavior-tree/behaviors/conditions/HasLastKnownPositionCondition.ts +63 -0
- package/src/npc/behavior-tree/behaviors/conditions/HpAbovePercentCondition.ts +83 -0
- package/src/npc/behavior-tree/behaviors/conditions/IsPlayerNearCondition.ts +49 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetBelowHpPercentCondition.ts +61 -0
- package/src/npc/behavior-tree/behaviors/conditions/TargetInConeCondition.ts +106 -0
- package/src/npc/behavior-tree/behaviors/conditions/TimeLimitCondition.ts +65 -0
- package/src/npc/behavior-tree/behaviors/conditions/index.ts +19 -0
- package/src/npc/behavior-tree/behaviors/index.ts +9 -0
- package/src/npc/behavior-tree/blackboard/Blackboard.ts +127 -0
- package/src/npc/behavior-tree/blackboard/BlackboardKey.ts +59 -0
- package/src/npc/behavior-tree/blackboard/index.ts +2 -0
- package/src/npc/behavior-tree/index.ts +27 -0
- package/src/npc/behavior-tree/loader/BehaviorTreeLoader.ts +296 -0
- package/src/npc/behavior-tree/nodes/CompositeNode.ts +100 -0
- package/src/npc/behavior-tree/nodes/LeafNode.ts +11 -0
- package/src/npc/behavior-tree/nodes/composite/SelectorNode.ts +56 -0
- package/src/npc/behavior-tree/nodes/composite/SequenceNode.ts +56 -0
- package/src/physics/BasePhysicsEngine.ts +1486 -0
- package/src/physics/IPhysicsVehicle.ts +162 -0
- package/src/physics/PhysicsEngine.ts +517 -0
- package/src/physics/PhysicsTypes.ts +116 -0
- package/src/physics/implementations/RapierDebugRender.ts +55 -0
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- package/src/physics/implementations/RapierVehicle.ts +267 -0
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- package/src/render/lightmapping/LightmapBaker.ts +333 -0
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- package/src/render/postprocessing/EffectPassWrapper.ts +47 -0
- package/src/render/postprocessing/ObjectOutlineEffect.ts +356 -0
- package/src/render/postprocessing/index.ts +2 -0
- package/src/runtime/GameRuntime.ts +153 -0
- package/src/runtime/InjectedDependencies.ts +70 -0
- package/src/runtime/Utils.ts +146 -0
- package/src/runtime/index.ts +4 -0
- package/src/runtime/materials/MatcapShaderMaterial.ts +242 -0
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- package/src/scripting/Plugin.ts +67 -0
- package/src/scripting/PluginManager.ts +99 -0
- package/src/scripting/index.ts +1 -0
- package/src/storage/defaultStorageProvider.ts +95 -0
- package/src/storage/index.ts +16 -0
- package/src/storage/projectContext.ts +176 -0
- package/src/storage/storageProvider.ts +271 -0
- package/src/systems/ClassRegistry.ts +484 -0
- package/src/systems/ConsoleManager.ts +484 -0
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- package/src/systems/ConsoleVariableManager.ts +288 -0
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- package/src/systems/ObjectNamingSystem.ts +30 -0
- package/src/systems/Stats.ts +178 -0
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- package/src/templates/MyActor.ts +29 -0
- package/src/templates/MySceneComponent.ts +29 -0
- package/src/templates/README.md +1 -0
- package/src/types/rapier-es.d.ts +16 -0
- package/src/types/stats.js.d.ts +22 -0
- package/src/ui/LoadingScreen.ts +110 -0
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- package/src/ui/ui-loader.ts +87 -0
- package/src/utils/Color.ts +51 -0
- package/src/utils/Delegate.ts +112 -0
- package/src/utils/DescriptionHelpers.ts +93 -0
- package/src/utils/EditorClassMeta.ts +91 -0
- package/src/utils/GlobalAudioManager.ts +370 -0
- package/src/utils/IAsyncLoadable.ts +122 -0
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- package/src/vfx/wawa-vfx-reference.md +399 -0
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- package/src/world-commands/generate-code.ts +99 -0
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- package/src/xr/VRControllerHandler.ts +87 -0
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- package/src/xr/VRHandHandler.ts +166 -0
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- package/src/xr/VRPawn.ts +815 -0
- package/src/xr/actor-components/CanvasUIComponent.ts +425 -0
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- package/src/xr/actor-components/VRGrabbableComponent.ts +73 -0
- package/src/xr/actor-components/VRInteractableComponent.ts +43 -0
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- package/src/xr/pawn-components/VRTeleportComponent.ts +284 -0
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- package/src/xr/ui/CanvasKeyboard.ts +283 -0
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/**
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* DoorComponent manages door state and animation logic.
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*
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* Detailed explanation:
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* - Handles door state transitions (Closed, Opening, Open, Closing, Locked)
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* - Implements transform-based animation for different door types using Tween.js
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* - Provides proximity detection and interaction handling
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* - Uses delegates for event notifications
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* - Calculates appropriate pivot points from door geometry
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* - Supports automatic proximity-based opening and manual key-based interaction
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*
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* Interaction Modes:
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* - Proximity: Automatically opens when player enters range, closes when they exit
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* - KeyPress: Requires player to be in proximity and press the interaction key
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* - Remote: Reserved for future remote control implementation
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*
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* Proximity Detection:
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* - Collision-based: Uses existing CollisionShapeComponent if found (more efficient)
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* - Distance-based: Creates proximity trigger for distance calculation (fallback)
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* - Automatically selects best method during initialization
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*
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* Animation System:
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* - Transform-based animation independent of model pivot points
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* - Smooth easing with configurable duration using Tween.js
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*
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* Recommended usage (for humans and AI assistants):
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* - Attach to any actor that should behave like a door
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* - Configure door type and animation parameters via options
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* - Listen to door events using delegates (onDoorOpened, onDoorClosed, etc.)
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* - Use open(), close(), toggle() methods for direct control
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*/
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import * as TWEEN from '@tweenjs/tween.js';
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import * as THREE from 'three';
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import { Actor } from '../../actors/Actor.js';
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import { CollisionMeshType, PhysicsMotionType } from '../../physics/PhysicsTypes.js';
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import { EngineClass } from '../../systems/ClassRegistry.js';
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import { DefaultCollisionProfile } from '../../systems/collision/CollisionTypes.js';
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import { Delegate } from '../../utils/Delegate.js';
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import { AsyncTaskWorker, IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
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import { CollisionShapeComponent, CollisionShapeType } from '../CollisionShapeComponent.js';
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import { SceneComponent } from '../SceneComponent.js';
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import { GLTFMeshComponent } from '../visual/GLTFMeshComponent.js';
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import type { IInputHandler, InputManager } from '../../systems/InputManager.js';
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import type { EditorClassMeta } from '../../utils/EditorClassMeta.js';
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import type { IAsyncLoadable } from '../../utils/IAsyncLoadable.js';
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import type { SceneComponentOptions } from '../SceneComponent.js';
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export enum DoorState {
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Closed = 'closed',
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Opening = 'opening',
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Open = 'open',
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Closing = 'closing',
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Locked = 'locked'
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}
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/**
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* Door animation types
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*/
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export enum DoorType {
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/** Rotates around Y-axis (fully implemented) */
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Hinged = 'hinged',
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/** Slides along X-axis (fully implemented) */
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Sliding = 'sliding',
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/** Rotates and lifts upward (basic implementation) */
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Garage = 'garage',
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/** Multiple coordinated door panels (placeholder - uses hinged animation) */
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Double = 'double',
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/** Custom animation handled by external code via delegates */
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Custom = 'custom'
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}
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/**
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* Door interaction methods
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*/
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export enum DoorInteractionType {
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/** Automatically opens when player approaches, closes when they leave */
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Proximity = 'proximity',
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/** Requires player to be in proximity and press interaction key */
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KeyPress = 'keypress',
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/** Reserved for future remote control implementation */
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Remote = 'remote'
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}
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export interface DoorComponentOptions extends SceneComponentOptions {
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doorType: DoorType;
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interactionType: DoorInteractionType;
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animationDuration: number;
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maxOpenAngle: number;
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slideDistance: number;
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/** Direction vector for sliding doors in local space (default: right direction) */
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slideDirection?: THREE.Vector3;
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startLocked: boolean;
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proximityRange: number;
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interactionKey: string;
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}
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export type DoorEventDelegate = Delegate<[DoorComponent], void>;
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@EngineClass('DoorComponent')
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export class DoorComponent extends SceneComponent<DoorComponentOptions> implements IInputHandler, IAsyncLoadable {
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static override readonly EDITOR_CLASS_META: EditorClassMeta = {
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doorType: { select: Object.values(DoorType) },
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interactionType: { select: Object.values(DoorInteractionType) }
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} as const;
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readonly [IAsyncLoadableTag] = true;
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private inputManager: InputManager | null = null;
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// State management
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private currentState: DoorState = DoorState.Closed;
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private animationProgress: number = 0;
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// Tween.js animation
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private tweenGroup: TWEEN.Group = new TWEEN.Group();
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private currentTween: TWEEN.Tween<{ progress: number }> | null = null;
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// Transform tracking
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private initialTransform: { position: THREE.Vector3; rotation: THREE.Euler; scale: THREE.Vector3 } | null = null;
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private doorPivotPoint: THREE.Vector3 | null = null;
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private doorMesh: THREE.Mesh | null = null;
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private gltfMeshComponent: GLTFMeshComponent | null = null;
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// Interaction components
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private proximityTrigger: CollisionShapeComponent | null = null;
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private existingCollisionShape: CollisionShapeComponent | null = null;
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private playersInRange: Set<Actor> = new Set();
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private isRegisteredForInput: boolean = false;
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private useCollisionBasedProximity: boolean = false;
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// Proximity check optimization
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private proximityCheckTimer: number = 0;
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private readonly proximityCheckInterval: number = 0.25; // 4 times per second
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// Event delegates
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public readonly onDoorStartOpening: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onDoorStartClosing: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onDoorOpened: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onDoorClosed: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onDoorLocked: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onDoorUnlocked: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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public readonly onInteractionAttempt: DoorEventDelegate = new Delegate<[DoorComponent], void>();
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private _asyncTaskWorker = new AsyncTaskWorker();
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static override get DEFAULT_OPTIONS(): DoorComponentOptions {
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return {
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...SceneComponent.DEFAULT_OPTIONS,
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doorType: DoorType.Hinged,
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interactionType: DoorInteractionType.Proximity,
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animationDuration: 1.0,
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maxOpenAngle: 90,
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slideDistance: 2.0,
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slideDirection: new THREE.Vector3(1, 0, 0), // Default: slide to the right in local space
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startLocked: false,
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proximityRange: 2.0,
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interactionKey: 'e',
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};
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}
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constructor(options: DoorComponentOptions) {
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super(options);
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if (this.options.startLocked) {
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this.currentState = DoorState.Locked;
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}
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}
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public override beginPlay(): void {
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super.beginPlay();
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this._asyncTaskWorker.runTask(async () => {
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// Initialize door geometry and pivot point
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await this.initializeDoorGeometry();
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// Set up proximity detection if needed
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if (this.options.interactionType === DoorInteractionType.Proximity ||
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this.options.interactionType === DoorInteractionType.KeyPress) {
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this.setupProximityDetection();
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}
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});
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}
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public override endPlay(): void {
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super.endPlay();
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189
|
+
|
|
190
|
+
// Clean up input registration
|
|
191
|
+
if (this.isRegisteredForInput) {
|
|
192
|
+
const world = this.getActor()?.getWorld();
|
|
193
|
+
if (world) {
|
|
194
|
+
world.inputManager.removeInputHandler(this);
|
|
195
|
+
this.isRegisteredForInput = false;
|
|
196
|
+
}
|
|
197
|
+
}
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
// IAsyncLoadable implementation
|
|
201
|
+
public async waitForLoad(): Promise<void> {
|
|
202
|
+
await this._asyncTaskWorker.waitUntilComplete();
|
|
203
|
+
}
|
|
204
|
+
|
|
205
|
+
public isLoading(): boolean {
|
|
206
|
+
return this._asyncTaskWorker.isRunning();
|
|
207
|
+
}
|
|
208
|
+
// end IAsyncLoadable implementation
|
|
209
|
+
|
|
210
|
+
public override tickPrePhysics(deltaTime: number): void {
|
|
211
|
+
super.tickPrePhysics(deltaTime);
|
|
212
|
+
|
|
213
|
+
// Update tween animations
|
|
214
|
+
const gameTime = this.getWorld()?.getGameTime() ?? 0;
|
|
215
|
+
this.tweenGroup.update(gameTime * 1000); // Convert to milliseconds
|
|
216
|
+
|
|
217
|
+
// Proximity check optimization - only check 4 times per second
|
|
218
|
+
this.proximityCheckTimer += deltaTime;
|
|
219
|
+
if (this.proximityCheckTimer >= this.proximityCheckInterval) {
|
|
220
|
+
this.proximityCheckTimer = 0;
|
|
221
|
+
this.updateProximityCheck();
|
|
222
|
+
}
|
|
223
|
+
|
|
224
|
+
// Handle input registration for proximity-based interaction
|
|
225
|
+
this.updateInputRegistration();
|
|
226
|
+
}
|
|
227
|
+
|
|
228
|
+
/**
|
|
229
|
+
* Opens the door if it's not locked
|
|
230
|
+
*/
|
|
231
|
+
public open(): void {
|
|
232
|
+
if (this.currentState === DoorState.Locked) {
|
|
233
|
+
this.onDoorLocked.invoke(this);
|
|
234
|
+
return;
|
|
235
|
+
}
|
|
236
|
+
|
|
237
|
+
if (this.currentState === DoorState.Closed) {
|
|
238
|
+
this.startOpening();
|
|
239
|
+
}
|
|
240
|
+
}
|
|
241
|
+
|
|
242
|
+
/**
|
|
243
|
+
* Closes the door
|
|
244
|
+
*/
|
|
245
|
+
public close(): void {
|
|
246
|
+
if (this.currentState === DoorState.Open) {
|
|
247
|
+
this.startClosing();
|
|
248
|
+
}
|
|
249
|
+
}
|
|
250
|
+
|
|
251
|
+
/**
|
|
252
|
+
* Starts opening animation, can interrupt closing animation smoothly
|
|
253
|
+
*/
|
|
254
|
+
private startOpening(): void {
|
|
255
|
+
if (this.currentState === DoorState.Locked) {
|
|
256
|
+
this.onDoorLocked.invoke(this);
|
|
257
|
+
return;
|
|
258
|
+
}
|
|
259
|
+
|
|
260
|
+
this.currentState = DoorState.Opening;
|
|
261
|
+
|
|
262
|
+
// Fire the start opening event
|
|
263
|
+
this.onDoorStartOpening.invoke(this);
|
|
264
|
+
|
|
265
|
+
// Stop any existing tween
|
|
266
|
+
if (this.currentTween) {
|
|
267
|
+
this.currentTween.stop();
|
|
268
|
+
this.currentTween = null;
|
|
269
|
+
}
|
|
270
|
+
|
|
271
|
+
// Create tween from current progress to fully open (1.0)
|
|
272
|
+
const startProgress = this.animationProgress;
|
|
273
|
+
const targetProgress = 1.0;
|
|
274
|
+
const progressDelta = targetProgress - startProgress;
|
|
275
|
+
const duration = this.options.animationDuration * progressDelta * 1000; // Convert to milliseconds
|
|
276
|
+
|
|
277
|
+
const tweenData = { progress: startProgress };
|
|
278
|
+
|
|
279
|
+
this.currentTween = new TWEEN.Tween(tweenData, this.tweenGroup)
|
|
280
|
+
.to({ progress: targetProgress }, duration)
|
|
281
|
+
.easing(TWEEN.Easing.Cubic.InOut)
|
|
282
|
+
.onUpdate(() => {
|
|
283
|
+
this.animationProgress = tweenData.progress;
|
|
284
|
+
this.applyDoorTransform(this.animationProgress);
|
|
285
|
+
})
|
|
286
|
+
.onComplete(() => {
|
|
287
|
+
this.currentState = DoorState.Open;
|
|
288
|
+
this.currentTween = null;
|
|
289
|
+
this.onDoorOpened.invoke(this);
|
|
290
|
+
})
|
|
291
|
+
.start();
|
|
292
|
+
}
|
|
293
|
+
|
|
294
|
+
/**
|
|
295
|
+
* Starts closing animation, can interrupt opening animation smoothly
|
|
296
|
+
*/
|
|
297
|
+
private startClosing(): void {
|
|
298
|
+
this.currentState = DoorState.Closing;
|
|
299
|
+
|
|
300
|
+
// Fire the start closing event
|
|
301
|
+
this.onDoorStartClosing.invoke(this);
|
|
302
|
+
|
|
303
|
+
// Stop any existing tween
|
|
304
|
+
if (this.currentTween) {
|
|
305
|
+
this.currentTween.stop();
|
|
306
|
+
this.currentTween = null;
|
|
307
|
+
}
|
|
308
|
+
|
|
309
|
+
// Create tween from current progress to fully closed (0.0)
|
|
310
|
+
const startProgress = this.animationProgress;
|
|
311
|
+
const targetProgress = 0.0;
|
|
312
|
+
const progressDelta = Math.abs(targetProgress - startProgress);
|
|
313
|
+
const duration = this.options.animationDuration * progressDelta * 1000; // Convert to milliseconds
|
|
314
|
+
|
|
315
|
+
const tweenData = { progress: startProgress };
|
|
316
|
+
|
|
317
|
+
this.currentTween = new TWEEN.Tween(tweenData, this.tweenGroup)
|
|
318
|
+
.to({ progress: targetProgress }, duration)
|
|
319
|
+
.easing(TWEEN.Easing.Cubic.InOut)
|
|
320
|
+
.onUpdate(() => {
|
|
321
|
+
this.animationProgress = tweenData.progress;
|
|
322
|
+
this.applyDoorTransform(this.animationProgress);
|
|
323
|
+
})
|
|
324
|
+
.onComplete(() => {
|
|
325
|
+
this.currentState = DoorState.Closed;
|
|
326
|
+
this.currentTween = null;
|
|
327
|
+
this.onDoorClosed.invoke(this);
|
|
328
|
+
})
|
|
329
|
+
.start();
|
|
330
|
+
}
|
|
331
|
+
|
|
332
|
+
/**
|
|
333
|
+
* Toggles the door state
|
|
334
|
+
*/
|
|
335
|
+
public toggle(): void {
|
|
336
|
+
if (this.isOpen()) {
|
|
337
|
+
this.close();
|
|
338
|
+
} else {
|
|
339
|
+
this.open();
|
|
340
|
+
}
|
|
341
|
+
}
|
|
342
|
+
|
|
343
|
+
/**
|
|
344
|
+
* Locks the door
|
|
345
|
+
*/
|
|
346
|
+
public lock(): void {
|
|
347
|
+
this.currentState = DoorState.Locked;
|
|
348
|
+
this.onDoorLocked.invoke(this);
|
|
349
|
+
}
|
|
350
|
+
|
|
351
|
+
/**
|
|
352
|
+
* Unlocks the door
|
|
353
|
+
*/
|
|
354
|
+
public unlock(): void {
|
|
355
|
+
if (this.currentState === DoorState.Locked) {
|
|
356
|
+
this.currentState = DoorState.Closed;
|
|
357
|
+
this.onDoorUnlocked.invoke(this);
|
|
358
|
+
}
|
|
359
|
+
}
|
|
360
|
+
|
|
361
|
+
/**
|
|
362
|
+
* Checks if the door is currently open
|
|
363
|
+
*/
|
|
364
|
+
public isOpen(): boolean {
|
|
365
|
+
return this.currentState === DoorState.Open;
|
|
366
|
+
}
|
|
367
|
+
|
|
368
|
+
/**
|
|
369
|
+
* Checks if the door is currently locked
|
|
370
|
+
*/
|
|
371
|
+
public isLocked(): boolean {
|
|
372
|
+
return this.currentState === DoorState.Locked;
|
|
373
|
+
}
|
|
374
|
+
|
|
375
|
+
/**
|
|
376
|
+
* Checks if the door is currently animating
|
|
377
|
+
*/
|
|
378
|
+
public isAnimating(): boolean {
|
|
379
|
+
return this.currentState === DoorState.Opening || this.currentState === DoorState.Closing;
|
|
380
|
+
}
|
|
381
|
+
|
|
382
|
+
/**
|
|
383
|
+
* Gets the current door state
|
|
384
|
+
*/
|
|
385
|
+
public getState(): DoorState {
|
|
386
|
+
return this.currentState;
|
|
387
|
+
}
|
|
388
|
+
|
|
389
|
+
// IInputHandler implementation
|
|
390
|
+
public handleKeyDown(e: KeyboardEvent): boolean {
|
|
391
|
+
if (e.key.toLowerCase() === this.options.interactionKey.toLowerCase()) {
|
|
392
|
+
if (this.playersInRange.size > 0) {
|
|
393
|
+
this.onInteractionAttempt.invoke(this);
|
|
394
|
+
this.toggle();
|
|
395
|
+
return true;
|
|
396
|
+
}
|
|
397
|
+
}
|
|
398
|
+
return false;
|
|
399
|
+
}
|
|
400
|
+
|
|
401
|
+
public handleKeyUp(e: KeyboardEvent): boolean { return false; }
|
|
402
|
+
public handleMouseDown(button: any, e: MouseEvent): boolean { return false; }
|
|
403
|
+
public handleMouseUp(button: any, e: MouseEvent): boolean { return false; }
|
|
404
|
+
public handleMouseMove(e: MouseEvent): boolean { return false; }
|
|
405
|
+
public handleMouseClick(button: any, e: MouseEvent): boolean { return false; }
|
|
406
|
+
|
|
407
|
+
public setInputManager(manager: InputManager | null): void {
|
|
408
|
+
this.inputManager = manager;
|
|
409
|
+
}
|
|
410
|
+
|
|
411
|
+
/**
|
|
412
|
+
* Initializes door geometry and calculates pivot point
|
|
413
|
+
*/
|
|
414
|
+
private async initializeDoorGeometry(): Promise<void> {
|
|
415
|
+
const actor = this.getActor();
|
|
416
|
+
if (!actor) {
|
|
417
|
+
return;
|
|
418
|
+
}
|
|
419
|
+
|
|
420
|
+
// Get the GLTF mesh component from the root scene component hierarchy
|
|
421
|
+
const gltfComponent = actor.rootComponent.getComponent(GLTFMeshComponent);
|
|
422
|
+
if (!gltfComponent) {
|
|
423
|
+
console.warn('[DoorComponent] No GLTF mesh component found');
|
|
424
|
+
return;
|
|
425
|
+
}
|
|
426
|
+
|
|
427
|
+
// Store reference to the GLTF mesh component for animation
|
|
428
|
+
this.gltfMeshComponent = gltfComponent;
|
|
429
|
+
|
|
430
|
+
// Also search for existing CollisionShapeComponent for proximity detection
|
|
431
|
+
const existingCollisionShape = actor.rootComponent.getComponent(CollisionShapeComponent);
|
|
432
|
+
if (existingCollisionShape) {
|
|
433
|
+
this.existingCollisionShape = existingCollisionShape;
|
|
434
|
+
this.useCollisionBasedProximity = true;
|
|
435
|
+
} else {
|
|
436
|
+
this.useCollisionBasedProximity = false;
|
|
437
|
+
}
|
|
438
|
+
|
|
439
|
+
// Wait for model to load
|
|
440
|
+
await gltfComponent.waitForLoad();
|
|
441
|
+
|
|
442
|
+
const model = gltfComponent.getModel();
|
|
443
|
+
if (!model) {
|
|
444
|
+
console.log('[DoorComponent] Model failed to load');
|
|
445
|
+
return;
|
|
446
|
+
}
|
|
447
|
+
|
|
448
|
+
// Store initial transform of the GLTF mesh component (what we'll be animating)
|
|
449
|
+
this.initialTransform = {
|
|
450
|
+
position: gltfComponent.position.clone(),
|
|
451
|
+
rotation: gltfComponent.rotation.clone(),
|
|
452
|
+
scale: gltfComponent.scale.clone()
|
|
453
|
+
};
|
|
454
|
+
|
|
455
|
+
// Find the door mesh and calculate pivot point
|
|
456
|
+
this.findDoorMesh(model);
|
|
457
|
+
this.calculatePivotPoint();
|
|
458
|
+
|
|
459
|
+
// Fix physics options - doors should be kinematic (can be moved by code but not physics)
|
|
460
|
+
gltfComponent.replacePhysicsOptions({
|
|
461
|
+
enabled: true,
|
|
462
|
+
motionType: PhysicsMotionType.KinematicPositionBased,
|
|
463
|
+
generateCollisionEvents: false, // We don't need collision events from the door itself
|
|
464
|
+
collisionMeshType: CollisionMeshType.ConvexHull,
|
|
465
|
+
density: 1.0
|
|
466
|
+
});
|
|
467
|
+
|
|
468
|
+
}
|
|
469
|
+
|
|
470
|
+
/**
|
|
471
|
+
* Finds the main door mesh in the model
|
|
472
|
+
*/
|
|
473
|
+
private findDoorMesh(model: THREE.Object3D): void {
|
|
474
|
+
let bestCandidate: THREE.Mesh | null = null;
|
|
475
|
+
let bestScore = 0;
|
|
476
|
+
|
|
477
|
+
model.traverse((object) => {
|
|
478
|
+
if (object instanceof THREE.Mesh) {
|
|
479
|
+
// Score potential door meshes based on name and dimensions
|
|
480
|
+
let score = 0;
|
|
481
|
+
|
|
482
|
+
const name = object.name.toLowerCase();
|
|
483
|
+
if (name.includes('door')) score += 10;
|
|
484
|
+
if (name.includes('panel')) score += 5;
|
|
485
|
+
if (name.includes('leaf')) score += 5;
|
|
486
|
+
|
|
487
|
+
// Check dimensions (doors are typically tall and rectangular)
|
|
488
|
+
const bbox = new THREE.Box3().setFromObject(object);
|
|
489
|
+
const size = bbox.getSize(new THREE.Vector3());
|
|
490
|
+
|
|
491
|
+
if (size.y > 1.5 && size.y > size.x && size.y > size.z) {
|
|
492
|
+
score += 5; // Tall object
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
if (score > bestScore) {
|
|
496
|
+
bestScore = score;
|
|
497
|
+
bestCandidate = object;
|
|
498
|
+
}
|
|
499
|
+
}
|
|
500
|
+
});
|
|
501
|
+
|
|
502
|
+
this.doorMesh = bestCandidate;
|
|
503
|
+
}
|
|
504
|
+
|
|
505
|
+
/**
|
|
506
|
+
* Calculates the appropriate pivot point for door animation
|
|
507
|
+
*/
|
|
508
|
+
private calculatePivotPoint(): void {
|
|
509
|
+
if (!this.doorMesh) return;
|
|
510
|
+
|
|
511
|
+
const bbox = new THREE.Box3().setFromObject(this.doorMesh);
|
|
512
|
+
|
|
513
|
+
switch (this.options.doorType) {
|
|
514
|
+
case DoorType.Hinged:
|
|
515
|
+
// Pivot at the edge of the door (typically left side)
|
|
516
|
+
const center1 = new THREE.Vector3();
|
|
517
|
+
bbox.getCenter(center1);
|
|
518
|
+
this.doorPivotPoint = new THREE.Vector3(bbox.min.x, bbox.min.y, center1.z);
|
|
519
|
+
break;
|
|
520
|
+
|
|
521
|
+
case DoorType.Sliding:
|
|
522
|
+
// No pivot needed for sliding doors
|
|
523
|
+
this.doorPivotPoint = null;
|
|
524
|
+
break;
|
|
525
|
+
|
|
526
|
+
case DoorType.Garage:
|
|
527
|
+
// Pivot at the bottom edge
|
|
528
|
+
const center2 = new THREE.Vector3();
|
|
529
|
+
bbox.getCenter(center2);
|
|
530
|
+
this.doorPivotPoint = new THREE.Vector3(center2.x, bbox.min.y, bbox.min.z);
|
|
531
|
+
break;
|
|
532
|
+
|
|
533
|
+
case DoorType.Double:
|
|
534
|
+
// For double doors, use center as pivot (each door swings outward)
|
|
535
|
+
const center3 = new THREE.Vector3();
|
|
536
|
+
bbox.getCenter(center3);
|
|
537
|
+
this.doorPivotPoint = new THREE.Vector3(center3.x, bbox.min.y, center3.z);
|
|
538
|
+
break;
|
|
539
|
+
}
|
|
540
|
+
}
|
|
541
|
+
|
|
542
|
+
/**
|
|
543
|
+
* Sets up proximity detection for door interaction
|
|
544
|
+
*/
|
|
545
|
+
private setupProximityDetection(): void {
|
|
546
|
+
const actor = this.getActor();
|
|
547
|
+
if (!actor) return;
|
|
548
|
+
|
|
549
|
+
if (this.useCollisionBasedProximity && this.existingCollisionShape) {
|
|
550
|
+
this.setupCollisionBasedProximity();
|
|
551
|
+
} else {
|
|
552
|
+
this.setupDistanceBasedProximity();
|
|
553
|
+
}
|
|
554
|
+
}
|
|
555
|
+
|
|
556
|
+
/**
|
|
557
|
+
* Sets up collision-based proximity detection using existing CollisionShapeComponent
|
|
558
|
+
*/
|
|
559
|
+
private setupCollisionBasedProximity(): void {
|
|
560
|
+
if (!this.existingCollisionShape) return;
|
|
561
|
+
|
|
562
|
+
// Bind to overlap events for proximity detection (using sensor/trigger volumes)
|
|
563
|
+
this.existingCollisionShape.onOverlapWith.add((thisComponent, otherComponent, collisionEvent) => {
|
|
564
|
+
const otherActor = otherComponent.getActor();
|
|
565
|
+
if (otherActor && this.isPlayerPawn(otherActor)) {
|
|
566
|
+
this.playersInRange.add(otherActor);
|
|
567
|
+
this.handleProximityChange();
|
|
568
|
+
}
|
|
569
|
+
});
|
|
570
|
+
|
|
571
|
+
// Bind to overlap end events for proximity exit detection
|
|
572
|
+
this.existingCollisionShape.onStopOverlappingWith.add((thisComponent, otherComponent, collisionEvent) => {
|
|
573
|
+
const otherActor = otherComponent.getActor();
|
|
574
|
+
if (otherActor && this.isPlayerPawn(otherActor)) {
|
|
575
|
+
this.playersInRange.delete(otherActor);
|
|
576
|
+
this.handleProximityChange();
|
|
577
|
+
}
|
|
578
|
+
});
|
|
579
|
+
}
|
|
580
|
+
|
|
581
|
+
/**
|
|
582
|
+
* Sets up collision-based proximity detection with a new proximity trigger that only detects player pawns
|
|
583
|
+
*/
|
|
584
|
+
private async setupDistanceBasedProximity(): Promise<void> {
|
|
585
|
+
const actor = this.getActor();
|
|
586
|
+
if (!actor) return;
|
|
587
|
+
|
|
588
|
+
// Calculate trigger position based on door geometry
|
|
589
|
+
const doorPosition = actor.rootComponent.position.clone();
|
|
590
|
+
|
|
591
|
+
// Wait for door geometry to be initialized so we can use the door bounds
|
|
592
|
+
let triggerPosition = doorPosition.clone();
|
|
593
|
+
|
|
594
|
+
if (this.doorMesh) {
|
|
595
|
+
// If we have door mesh info, position the trigger at the center of the door panel
|
|
596
|
+
this.doorMesh.geometry.computeBoundingBox();
|
|
597
|
+
const boundingBox = this.doorMesh.geometry.boundingBox;
|
|
598
|
+
if (boundingBox) {
|
|
599
|
+
// Get the center of the door panel in local space
|
|
600
|
+
const doorCenter = new THREE.Vector3();
|
|
601
|
+
boundingBox.getCenter(doorCenter);
|
|
602
|
+
|
|
603
|
+
// Transform to world space
|
|
604
|
+
const worldCenter = doorCenter.clone();
|
|
605
|
+
this.doorMesh.localToWorld(worldCenter);
|
|
606
|
+
|
|
607
|
+
// Use the door center as the trigger position
|
|
608
|
+
triggerPosition.copy(worldCenter);
|
|
609
|
+
triggerPosition.y = doorPosition.y + 1.25; // Keep the vertical center
|
|
610
|
+
|
|
611
|
+
}
|
|
612
|
+
} else {
|
|
613
|
+
// Fallback: offset the trigger towards the door panel (assuming standard door orientation)
|
|
614
|
+
// For a hinged door, offset forward by about half a door width (typical door is ~0.8m wide)
|
|
615
|
+
const doorForward = new THREE.Vector3(0, 0, 1); // Towards the door panel
|
|
616
|
+
const offsetDistance = 0.4; // Half a typical door width
|
|
617
|
+
|
|
618
|
+
triggerPosition.add(doorForward.multiplyScalar(offsetDistance));
|
|
619
|
+
triggerPosition.y += 1.25; // Center vertically
|
|
620
|
+
|
|
621
|
+
}
|
|
622
|
+
|
|
623
|
+
|
|
624
|
+
|
|
625
|
+
// Create a simple actor to hold the trigger component
|
|
626
|
+
const world = actor.getWorld();
|
|
627
|
+
if (world) {
|
|
628
|
+
// Create the trigger component that only overlaps with Pawn channel (player pawns)
|
|
629
|
+
this.proximityTrigger = new CollisionShapeComponent({
|
|
630
|
+
shapeType: CollisionShapeType.Cube,
|
|
631
|
+
scale: new THREE.Vector3(
|
|
632
|
+
this.options.proximityRange * 2,
|
|
633
|
+
2.5,
|
|
634
|
+
this.options.proximityRange * 2
|
|
635
|
+
),
|
|
636
|
+
physicsOptions: {
|
|
637
|
+
enabled: true,
|
|
638
|
+
motionType: PhysicsMotionType.Static,
|
|
639
|
+
generateCollisionEvents: true,
|
|
640
|
+
// Use Trigger profile which only generates overlap events, no blocking
|
|
641
|
+
collisionProfile: DefaultCollisionProfile.Trigger
|
|
642
|
+
}
|
|
643
|
+
});
|
|
644
|
+
|
|
645
|
+
// Bind to overlap events for proximity detection - this will only trigger for Pawn channel objects
|
|
646
|
+
this.proximityTrigger.onOverlapWith.add((thisComponent, otherComponent, collisionEvent) => {
|
|
647
|
+
const otherActor = otherComponent.getActor();
|
|
648
|
+
if (otherActor && this.isPlayerPawn(otherActor)) {
|
|
649
|
+
this.playersInRange.add(otherActor);
|
|
650
|
+
this.handleProximityChange();
|
|
651
|
+
}
|
|
652
|
+
});
|
|
653
|
+
|
|
654
|
+
// Bind to overlap end events for proximity exit detection
|
|
655
|
+
this.proximityTrigger.onStopOverlappingWith.add((thisComponent, otherComponent, collisionEvent) => {
|
|
656
|
+
const otherActor = otherComponent.getActor();
|
|
657
|
+
if (otherActor && this.isPlayerPawn(otherActor)) {
|
|
658
|
+
this.playersInRange.delete(otherActor);
|
|
659
|
+
this.handleProximityChange();
|
|
660
|
+
}
|
|
661
|
+
});
|
|
662
|
+
|
|
663
|
+
// Create an actor with a simple root component
|
|
664
|
+
const triggerActor = new Actor({
|
|
665
|
+
position: triggerPosition,
|
|
666
|
+
rootComponent: new SceneComponent({})
|
|
667
|
+
});
|
|
668
|
+
|
|
669
|
+
// Add the trigger as a child component
|
|
670
|
+
triggerActor.rootComponent.add(this.proximityTrigger);
|
|
671
|
+
|
|
672
|
+
// Add to world
|
|
673
|
+
world.addActors(triggerActor);
|
|
674
|
+
|
|
675
|
+
// Switch to collision-based proximity since we're now using collision events
|
|
676
|
+
this.useCollisionBasedProximity = true;
|
|
677
|
+
} else {
|
|
678
|
+
console.log('[DoorComponent] Could not get world to add trigger');
|
|
679
|
+
}
|
|
680
|
+
}
|
|
681
|
+
|
|
682
|
+
/**
|
|
683
|
+
* Checks if an actor is a player pawn (controlled by a PlayerController)
|
|
684
|
+
*/
|
|
685
|
+
private isPlayerPawn(actor: Actor): boolean {
|
|
686
|
+
return actor.getPlayerController() !== null;
|
|
687
|
+
}
|
|
688
|
+
|
|
689
|
+
/**
|
|
690
|
+
* Handles proximity change events for automatic doors
|
|
691
|
+
*/
|
|
692
|
+
private handleProximityChange(): void {
|
|
693
|
+
if (this.options.interactionType !== DoorInteractionType.Proximity) return;
|
|
694
|
+
|
|
695
|
+
const hasPlayersInRange = this.playersInRange.size > 0;
|
|
696
|
+
|
|
697
|
+
// Player entered range - open door (can interrupt closing animation)
|
|
698
|
+
if (hasPlayersInRange && (this.currentState === DoorState.Closed || this.currentState === DoorState.Closing)) {
|
|
699
|
+
this.startOpening();
|
|
700
|
+
}
|
|
701
|
+
// Player left range - close door (can interrupt opening animation)
|
|
702
|
+
else if (!hasPlayersInRange && (this.currentState === DoorState.Open || this.currentState === DoorState.Opening)) {
|
|
703
|
+
this.startClosing();
|
|
704
|
+
}
|
|
705
|
+
}
|
|
706
|
+
|
|
707
|
+
/**
|
|
708
|
+
* Proximity check - handles both collision-based and distance-based detection
|
|
709
|
+
*/
|
|
710
|
+
private updateProximityCheck(): void {
|
|
711
|
+
const world = this.getActor()?.getWorld();
|
|
712
|
+
if (!world) return;
|
|
713
|
+
|
|
714
|
+
const previousCount = this.playersInRange.size;
|
|
715
|
+
|
|
716
|
+
if (this.useCollisionBasedProximity) {
|
|
717
|
+
// For collision-based proximity, detection is handled entirely by collision events
|
|
718
|
+
// No additional processing needed here
|
|
719
|
+
} else {
|
|
720
|
+
// For distance-based proximity, do full distance calculation
|
|
721
|
+
this.updateDistanceBasedProximity();
|
|
722
|
+
}
|
|
723
|
+
|
|
724
|
+
// Handle automatic proximity-based interaction
|
|
725
|
+
this.handleProximityChange();
|
|
726
|
+
}
|
|
727
|
+
|
|
728
|
+
/**
|
|
729
|
+
* Updates distance-based proximity detection
|
|
730
|
+
*/
|
|
731
|
+
private updateDistanceBasedProximity(): void {
|
|
732
|
+
if (!this.proximityTrigger) return;
|
|
733
|
+
|
|
734
|
+
const world = this.getActor()?.getWorld();
|
|
735
|
+
if (!world) return;
|
|
736
|
+
|
|
737
|
+
const triggerPosition = this.proximityTrigger.getWorldPosition(new THREE.Vector3());
|
|
738
|
+
const range = this.options.proximityRange;
|
|
739
|
+
const previousCount = this.playersInRange.size;
|
|
740
|
+
|
|
741
|
+
// Clear current players in range
|
|
742
|
+
this.playersInRange.clear();
|
|
743
|
+
|
|
744
|
+
// Check all actors in the world that are player pawns
|
|
745
|
+
const playerActors = world.getActorsByPredicate(actor => this.isPlayerPawn(actor));
|
|
746
|
+
|
|
747
|
+
for (const actor of playerActors) {
|
|
748
|
+
const actorPosition = actor.rootComponent.getWorldPosition(new THREE.Vector3());
|
|
749
|
+
const distance = triggerPosition.distanceTo(actorPosition);
|
|
750
|
+
|
|
751
|
+
if (distance <= range) {
|
|
752
|
+
this.playersInRange.add(actor);
|
|
753
|
+
|
|
754
|
+
// Log when player enters range for the first time
|
|
755
|
+
if (previousCount === 0) {
|
|
756
|
+
}
|
|
757
|
+
}
|
|
758
|
+
}
|
|
759
|
+
}
|
|
760
|
+
|
|
761
|
+
/**
|
|
762
|
+
* Updates input registration based on proximity
|
|
763
|
+
*/
|
|
764
|
+
private updateInputRegistration(): void {
|
|
765
|
+
const shouldBeRegistered = this.playersInRange.size > 0 &&
|
|
766
|
+
this.options.interactionType === DoorInteractionType.KeyPress;
|
|
767
|
+
|
|
768
|
+
if (shouldBeRegistered && !this.isRegisteredForInput) {
|
|
769
|
+
const world = this.getActor()?.getWorld();
|
|
770
|
+
if (world) {
|
|
771
|
+
// Register with high priority by adding to the beginning of the handler list
|
|
772
|
+
// This ensures the door component gets the input before other handlers
|
|
773
|
+
world.inputManager.addInputHandler(this);
|
|
774
|
+
|
|
775
|
+
const inputManager = world.inputManager as any;
|
|
776
|
+
const handlers = inputManager.inputHandlers as IInputHandler[];
|
|
777
|
+
const index = handlers.indexOf(this);
|
|
778
|
+
if (index > 0) {
|
|
779
|
+
handlers.splice(index, 1); // Remove from current position
|
|
780
|
+
handlers.unshift(this); // Add to beginning
|
|
781
|
+
}
|
|
782
|
+
|
|
783
|
+
this.isRegisteredForInput = true;
|
|
784
|
+
}
|
|
785
|
+
} else if (!shouldBeRegistered && this.isRegisteredForInput) {
|
|
786
|
+
const world = this.getActor()?.getWorld();
|
|
787
|
+
if (world) {
|
|
788
|
+
// Unregister from input handling
|
|
789
|
+
world.inputManager.removeInputHandler(this);
|
|
790
|
+
this.isRegisteredForInput = false;
|
|
791
|
+
}
|
|
792
|
+
}
|
|
793
|
+
}
|
|
794
|
+
|
|
795
|
+
|
|
796
|
+
/**
|
|
797
|
+
* Applies transform to door based on animation progress
|
|
798
|
+
*/
|
|
799
|
+
private applyDoorTransform(progress: number): void {
|
|
800
|
+
if (!this.initialTransform || !this.gltfMeshComponent) return;
|
|
801
|
+
|
|
802
|
+
const actor = this.getActor();
|
|
803
|
+
if (!actor) return;
|
|
804
|
+
|
|
805
|
+
switch (this.options.doorType) {
|
|
806
|
+
case DoorType.Hinged:
|
|
807
|
+
this.applyHingedTransform(this.gltfMeshComponent, progress);
|
|
808
|
+
break;
|
|
809
|
+
|
|
810
|
+
case DoorType.Sliding:
|
|
811
|
+
this.applySlidingTransform(this.gltfMeshComponent, actor, progress);
|
|
812
|
+
break;
|
|
813
|
+
|
|
814
|
+
case DoorType.Garage:
|
|
815
|
+
this.applyGarageTransform(this.gltfMeshComponent, progress);
|
|
816
|
+
break;
|
|
817
|
+
|
|
818
|
+
case DoorType.Double:
|
|
819
|
+
this.applyDoubleTransform(this.gltfMeshComponent, progress);
|
|
820
|
+
break;
|
|
821
|
+
|
|
822
|
+
case DoorType.Custom:
|
|
823
|
+
// Custom doors handle their own animation via delegates
|
|
824
|
+
// No built-in transform is applied
|
|
825
|
+
break;
|
|
826
|
+
}
|
|
827
|
+
}
|
|
828
|
+
|
|
829
|
+
/**
|
|
830
|
+
* Applies hinged door animation
|
|
831
|
+
*/
|
|
832
|
+
private applyHingedTransform(gltfComponent: GLTFMeshComponent, progress: number): void {
|
|
833
|
+
if (!this.initialTransform) return;
|
|
834
|
+
|
|
835
|
+
const openAngle = THREE.MathUtils.degToRad(this.options.maxOpenAngle) * progress;
|
|
836
|
+
|
|
837
|
+
// Reset to initial position and rotation
|
|
838
|
+
gltfComponent.position.copy(this.initialTransform.position);
|
|
839
|
+
gltfComponent.rotation.copy(this.initialTransform.rotation);
|
|
840
|
+
|
|
841
|
+
// For hinged doors, we rotate around Y-axis in local space
|
|
842
|
+
// Transform this axis by the Actor's world rotation to make it work with any door orientation
|
|
843
|
+
const actor = this.getActor();
|
|
844
|
+
if (actor) {
|
|
845
|
+
const actorWorldRotation = actor.getWorldRotation();
|
|
846
|
+
|
|
847
|
+
// The hinge axis in local space (Y-axis)
|
|
848
|
+
const localHingeAxis = new THREE.Vector3(0, 1, 0);
|
|
849
|
+
|
|
850
|
+
// Transform the hinge axis by the Actor's world rotation
|
|
851
|
+
const worldHingeAxis = localHingeAxis.clone();
|
|
852
|
+
worldHingeAxis.applyEuler(actorWorldRotation);
|
|
853
|
+
|
|
854
|
+
// Create a quaternion representing rotation around the transformed hinge axis
|
|
855
|
+
const hingeQuaternion = new THREE.Quaternion();
|
|
856
|
+
hingeQuaternion.setFromAxisAngle(worldHingeAxis, openAngle);
|
|
857
|
+
|
|
858
|
+
// Apply this rotation to the mesh's current rotation
|
|
859
|
+
const currentQuaternion = new THREE.Quaternion().setFromEuler(gltfComponent.rotation);
|
|
860
|
+
currentQuaternion.multiply(hingeQuaternion);
|
|
861
|
+
|
|
862
|
+
gltfComponent.rotation.setFromQuaternion(currentQuaternion);
|
|
863
|
+
} else {
|
|
864
|
+
// Fallback: just apply Y rotation (original behavior)
|
|
865
|
+
gltfComponent.rotation.y += openAngle;
|
|
866
|
+
}
|
|
867
|
+
}
|
|
868
|
+
|
|
869
|
+
/**
|
|
870
|
+
* Applies sliding door animation
|
|
871
|
+
*/
|
|
872
|
+
private applySlidingTransform(gltfComponent: GLTFMeshComponent, actor: Actor, progress: number): void {
|
|
873
|
+
if (!this.initialTransform) return;
|
|
874
|
+
|
|
875
|
+
const slideOffset = this.options.slideDistance * progress;
|
|
876
|
+
|
|
877
|
+
// Reset to initial position
|
|
878
|
+
gltfComponent.position.copy(this.initialTransform.position);
|
|
879
|
+
gltfComponent.rotation.copy(this.initialTransform.rotation);
|
|
880
|
+
|
|
881
|
+
// Use the configurable slide direction in the door's local coordinate system
|
|
882
|
+
// Transform it by the Actor's world rotation to make it work with any door orientation
|
|
883
|
+
const slideDirection = this.options.slideDirection ?? new THREE.Vector3(1, 0, 0);
|
|
884
|
+
const worldSlideVector = slideDirection.clone().normalize();
|
|
885
|
+
|
|
886
|
+
// Apply the Actor's world rotation to transform the slide direction from local to world space
|
|
887
|
+
// This makes the sliding direction relative to the door's actual orientation in the world
|
|
888
|
+
const actorWorldRotation = actor.getWorldRotation();
|
|
889
|
+
worldSlideVector.applyEuler(actorWorldRotation);
|
|
890
|
+
|
|
891
|
+
// Apply sliding offset in the calculated world direction
|
|
892
|
+
const slideVector = worldSlideVector.multiplyScalar(slideOffset);
|
|
893
|
+
gltfComponent.position.add(slideVector);
|
|
894
|
+
}
|
|
895
|
+
|
|
896
|
+
/**
|
|
897
|
+
* Applies garage door animation (combination of rotation and translation)
|
|
898
|
+
*/
|
|
899
|
+
private applyGarageTransform(gltfComponent: GLTFMeshComponent, progress: number): void {
|
|
900
|
+
if (!this.initialTransform) return;
|
|
901
|
+
|
|
902
|
+
const maxAngle = THREE.MathUtils.degToRad(90) * progress;
|
|
903
|
+
const liftHeight = 2.0 * progress;
|
|
904
|
+
|
|
905
|
+
// Reset to initial position
|
|
906
|
+
gltfComponent.position.copy(this.initialTransform.position);
|
|
907
|
+
gltfComponent.rotation.copy(this.initialTransform.rotation);
|
|
908
|
+
|
|
909
|
+
// Rotate and lift
|
|
910
|
+
gltfComponent.rotation.x -= maxAngle;
|
|
911
|
+
gltfComponent.position.y += liftHeight;
|
|
912
|
+
}
|
|
913
|
+
|
|
914
|
+
/**
|
|
915
|
+
* Applies double door animation
|
|
916
|
+
*/
|
|
917
|
+
private applyDoubleTransform(gltfComponent: GLTFMeshComponent, progress: number): void {
|
|
918
|
+
// For now, treat as single hinged door
|
|
919
|
+
// In Phase 3, this will coordinate multiple door panels
|
|
920
|
+
this.applyHingedTransform(gltfComponent, progress);
|
|
921
|
+
}
|
|
922
|
+
|
|
923
|
+
//====================================================================================================
|
|
924
|
+
// Editor Functions
|
|
925
|
+
//====================================================================================================
|
|
926
|
+
|
|
927
|
+
public override getEditorClassIcon(): string | null {
|
|
928
|
+
return 'Icon_Door';
|
|
929
|
+
}
|
|
930
|
+
}
|