@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 +1,132 @@
1
+ /**
2
+ * HemisphereLightComponent models ambient lighting from sky and ground.
3
+ *
4
+ * It encapsulates a THREE.HemisphereLight and provides methods to adjust the
5
+ * sky and ground colors individually. A helper can be toggled on to visualize
6
+ * the light's influence and orientation. As with other lights derived from
7
+ * LightComponent, properties can be modified in the editor at runtime.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Use this light to simulate outdoor scenes where a simple ambient light is
11
+ * insufficient.
12
+ * - Call `setSkyColor` and `setGroundColor` to fine tune the color balance.
13
+ */
14
+ import * as THREE from 'three';
15
+
16
+ import { EngineClass } from '../../systems/ClassRegistry.js';
17
+
18
+
19
+ import { LightComponent } from './LightComponent.js';
20
+
21
+ import type { LightComponentOptions } from './LightComponent.js';
22
+ import type { EditorClassMeta } from '../../utils/EditorClassMeta.js';
23
+ import type { EditorPropertyChangedResult } from '../../utils/EditorClassMeta.js';
24
+
25
+
26
+ export interface HemisphereLightComponentOptions extends LightComponentOptions {
27
+ /** Color of the light from the sky */
28
+ skyColor?: THREE.ColorRepresentation;
29
+ /** Color of the light from the ground */
30
+ groundColor?: THREE.ColorRepresentation;
31
+ }
32
+
33
+ /**
34
+ * Component that wraps a THREE.HemisphereLight
35
+ * Provides functionality for a light that simulates an atmospheric light from the sky
36
+ */
37
+ @EngineClass('HemisphereLightComponent')
38
+ export class HemisphereLightComponent extends LightComponent<THREE.HemisphereLight, HemisphereLightComponentOptions> {
39
+ static override readonly EDITOR_CLASS_META: EditorClassMeta = {
40
+ ...LightComponent.EDITOR_CLASS_META,
41
+ skyColor: { type: THREE.Color },
42
+ groundColor: { type: THREE.Color },
43
+ } as const;
44
+
45
+ static override get DEFAULT_OPTIONS(): HemisphereLightComponentOptions {
46
+ return {
47
+ ...LightComponent.DEFAULT_OPTIONS,
48
+ skyColor: 0xffffff,
49
+ groundColor: 0x444444
50
+ };
51
+ }
52
+
53
+ /**
54
+ * Creates a new hemisphere light component with the specified options
55
+ * @param options Configuration options for the hemisphere light
56
+ */
57
+ constructor(options: HemisphereLightComponentOptions = {}) {
58
+ const skyColor = options.skyColor ?? HemisphereLightComponent.DEFAULT_OPTIONS.skyColor!;
59
+ const groundColor = options.groundColor ?? HemisphereLightComponent.DEFAULT_OPTIONS.groundColor!;
60
+
61
+ const hemisphereLight = new THREE.HemisphereLight(
62
+ skyColor,
63
+ groundColor,
64
+ options.intensity ?? HemisphereLightComponent.DEFAULT_OPTIONS.intensity!
65
+ );
66
+
67
+ super(hemisphereLight, options);
68
+ }
69
+
70
+ /**
71
+ * Sets the sky color of the hemisphere light
72
+ * @param color The new sky color
73
+ * @returns This component for method chaining
74
+ */
75
+ public setSkyColor(color: THREE.ColorRepresentation): this {
76
+ this.light.color.set(color);
77
+ return this;
78
+ }
79
+
80
+ /**
81
+ * Gets the current sky color of the hemisphere light
82
+ * @returns The THREE.Color for the sky
83
+ */
84
+ public getSkyColor(): THREE.Color {
85
+ return this.light.color;
86
+ }
87
+
88
+ /**
89
+ * Sets the ground color of the hemisphere light
90
+ * @param color The new ground color
91
+ * @returns This component for method chaining
92
+ */
93
+ public setGroundColor(color: THREE.ColorRepresentation): this {
94
+ this.light.groundColor.set(color);
95
+ return this;
96
+ }
97
+
98
+ /**
99
+ * Gets the current ground color of the hemisphere light
100
+ * @returns The THREE.Color for the ground
101
+ */
102
+ public getGroundColor(): THREE.Color {
103
+ return this.light.groundColor;
104
+ }
105
+
106
+ /**
107
+ * Configures shadow properties - no-op for hemisphere lights
108
+ * @returns This component for method chaining
109
+ */
110
+ public override configureShadow(): this {
111
+ // Hemisphere lights don't cast shadows, so this is a no-op
112
+ return this;
113
+ }
114
+
115
+ protected override createLightHelper(): THREE.Object3D | null {
116
+ return new THREE.HemisphereLightHelper(this.light, 1 /** Size */);
117
+ }
118
+
119
+ //====================================================================================================
120
+ // Editor Functions
121
+ //====================================================================================================
122
+
123
+ public override onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void {
124
+ super.onEditorPropertyChanged(path, value, result);
125
+ if (path === 'skyColor') this.setSkyColor(value);
126
+ else if (path === 'groundColor') this.setGroundColor(value);
127
+ }
128
+
129
+ public override getEditorClassIcon(): string | null {
130
+ return 'Icon_Hemisphere';
131
+ }
132
+ }
@@ -0,0 +1,351 @@
1
+ /**
2
+ * LightComponent is the abstract base for all Genesys light wrappers.
3
+ *
4
+ * It encapsulates a THREE.Light object and exposes common properties such as
5
+ * color, intensity and shadow configuration. The component handles adding the
6
+ * underlying light to the scene graph and updating optional helpers on each
7
+ * tick. Editor metadata is provided so properties can be modified at runtime in
8
+ * the Genesys editor.
9
+ *
10
+ * Recommended usage (for humans and AI assistants):
11
+ * - Extend this class when implementing new light types to ensure consistent
12
+ * behavior.
13
+ * - Use `configureShadow` and helper methods in derived components to manage
14
+ * visual debugging aids.
15
+ */
16
+ import * as THREE from 'three';
17
+
18
+ import { SceneComponent } from '../SceneComponent.js';
19
+
20
+ import type { Actor } from '../../actors/Actor.js';
21
+ import type { EditorClassMeta, EditorPropertyChangedResult } from '../../utils/EditorClassMeta.js';
22
+ import type { SceneComponentOptions } from '../SceneComponent.js';
23
+
24
+
25
+ export interface LightComponentOptions extends SceneComponentOptions {
26
+ /** Color of the light */
27
+ color?: THREE.ColorRepresentation;
28
+ /** Intensity of the light */
29
+ intensity?: number;
30
+ /** Whether the light casts shadows */
31
+ castShadow?: boolean;
32
+ /** Shadow map size */
33
+ shadowMapSize?: number;
34
+ /** Shadow bias */
35
+ shadowBias?: number;
36
+ /** Shadow normal bias - helps reduce shadow acne */
37
+ shadowNormalBias?: number;
38
+ /** Shadow near plane */
39
+ shadowNear?: number;
40
+ /** Shadow far plane */
41
+ shadowFar?: number;
42
+ /** Whether this light should be baked into lightmaps (default: true). If true, light is static (baked only). If false, light is dynamic (runtime only). */
43
+ bakeLightmaps?: boolean;
44
+ }
45
+
46
+ /**
47
+ * Base class for all light components in the engine
48
+ * Inherits from SceneComponent and wraps a THREE.Light
49
+ */
50
+ export abstract class LightComponent<TLight extends THREE.Light, TLightOptions extends LightComponentOptions> extends SceneComponent<TLightOptions> {
51
+
52
+ static override readonly EDITOR_CLASS_META: EditorClassMeta = {
53
+ ...SceneComponent.EDITOR_CLASS_META,
54
+ color: { type: THREE.Color },
55
+ } as const;
56
+
57
+ static override get DEFAULT_OPTIONS(): LightComponentOptions {
58
+ return {
59
+ ...SceneComponent.DEFAULT_OPTIONS,
60
+ color: new THREE.Color(1, 1, 1),
61
+ intensity: 1,
62
+ castShadow: false,
63
+ shadowMapSize: 2048, // Higher resolution for better quality
64
+ shadowBias: 0, // Conservative negative bias (will be auto-adjusted)
65
+ shadowNormalBias: 0, // Conservative normal bias (will be auto-adjusted)
66
+ shadowNear: 0.1, // Closer near plane
67
+ shadowFar: 100, // Farther far plane for larger scenes
68
+ bakeLightmaps: true,
69
+ };
70
+ }
71
+
72
+ /** The THREE.Light object managed by this component */
73
+ protected light: TLight;
74
+ protected lightHelper: THREE.Object3D | null = null;
75
+ protected cameraHelper: THREE.CameraHelper | null = null;
76
+
77
+ /**
78
+ * Creates a new light component with the specified options
79
+ * @param lightInstance The THREE.Light instance to use
80
+ * @param options Configuration options for the light component
81
+ */
82
+ constructor(lightInstance: TLight, options: TLightOptions = {} as TLightOptions) {
83
+ super(options);
84
+ this.light = lightInstance;
85
+ this.light.setTransient(true);
86
+
87
+ // clear the relative transform of the light so that the light component can be considered the same entity as the light itself
88
+ this.light.position.set(0, 0, 0);
89
+ this.light.rotation.set(0, 0, 0);
90
+ this.light.scale.set(1, 1, 1);
91
+
92
+ this.bindObject3DProperties(this.light, ['castShadow', 'receiveShadow']);
93
+
94
+ // Apply options to the light
95
+ if (options.color !== undefined) {
96
+ this.setColor(options.color);
97
+ }
98
+
99
+ if (options.intensity !== undefined) {
100
+ this.setIntensity(options.intensity);
101
+ }
102
+
103
+ if (options.castShadow !== undefined) {
104
+ this.castShadow = options.castShadow;
105
+ }
106
+
107
+ const defaultOptions = LightComponent.DEFAULT_OPTIONS;
108
+ this.configureShadow({
109
+ mapSize: options.shadowMapSize ?? defaultOptions.shadowMapSize,
110
+ bias: options.shadowBias ?? defaultOptions.shadowBias,
111
+ normalBias: options.shadowNormalBias ?? defaultOptions.shadowNormalBias,
112
+ near: options.shadowNear ?? defaultOptions.shadowNear,
113
+ far: options.shadowFar ?? defaultOptions.shadowFar
114
+ });
115
+
116
+ this.add(this.light);
117
+ }
118
+
119
+ /**
120
+ * Returns the THREE.Light object associated with this component
121
+ * @returns The THREE.Light instance
122
+ */
123
+ public getLight(): TLight {
124
+ return this.light;
125
+ }
126
+
127
+ /**
128
+ * Sets the color of the light
129
+ * @param color The new color for the light
130
+ * @returns This component for method chaining
131
+ */
132
+ public setColor(color: THREE.ColorRepresentation): this {
133
+ this.light.color.set(color);
134
+ return this;
135
+ }
136
+
137
+ /**
138
+ * Gets the current color of the light
139
+ * @returns The THREE.Color of the light
140
+ */
141
+ public getColor(): THREE.Color {
142
+ return this.light.color;
143
+ }
144
+
145
+ /**
146
+ * Sets the intensity of the light
147
+ * @param intensity The new intensity value
148
+ * @returns This component for method chaining
149
+ */
150
+ public setIntensity(intensity: number): this {
151
+ this.light.intensity = intensity;
152
+ return this;
153
+ }
154
+
155
+ /**
156
+ * Gets the current intensity of the light
157
+ * @returns The intensity value
158
+ */
159
+ public getIntensity(): number {
160
+ return this.light.intensity;
161
+ }
162
+
163
+ /**
164
+ * Sets whether this light should be baked into lightmaps
165
+ * @param baked Whether the light should be baked into lightmaps (true = baked, false = runtime only)
166
+ * @returns This component for method chaining
167
+ */
168
+ public setLightmapBaked(baked: boolean): this {
169
+ this.options.bakeLightmaps = baked;
170
+ return this;
171
+ }
172
+
173
+ /**
174
+ * Gets whether this light is baked into lightmaps
175
+ * @returns Whether the light is baked into lightmaps
176
+ */
177
+ public isLightmapBaked(): boolean {
178
+ return this.options.bakeLightmaps ?? LightComponent.DEFAULT_OPTIONS.bakeLightmaps!;
179
+ }
180
+
181
+ /**
182
+ * Configures shadow properties for the light
183
+ * @param options Shadow configuration options
184
+ * @returns This component for method chaining
185
+ */
186
+ public configureShadow(options: { mapSize?: number; bias?: number; normalBias?: number; near?: number; far?: number } = {}): this {
187
+ if (!this.light.shadow) return this;
188
+
189
+ const { mapSize, bias, normalBias, near, far } = options;
190
+
191
+ if (mapSize !== undefined) {
192
+ this.light.shadow.mapSize.width = mapSize;
193
+ this.light.shadow.mapSize.height = mapSize;
194
+ }
195
+
196
+ if (bias !== undefined) {
197
+ this.light.shadow.bias = bias;
198
+ }
199
+
200
+ if (normalBias !== undefined) {
201
+ this.light.shadow.normalBias = normalBias;
202
+ }
203
+
204
+ const camera = this.light.shadow.camera;
205
+
206
+ if (camera instanceof THREE.PerspectiveCamera || camera instanceof THREE.OrthographicCamera) {
207
+ if (near !== undefined) camera.near = near;
208
+ if (far !== undefined) camera.far = far;
209
+ camera.updateProjectionMatrix();
210
+ }
211
+
212
+ // Recreate camera helper if it's visible to reflect changes
213
+ // this.recreateCameraHelper();
214
+
215
+ return this;
216
+ }
217
+
218
+ /**
219
+ * Shows or hides a visual helper for the light
220
+ * This is a virtual method that derived classes should override
221
+ * @param show Whether to show the helper
222
+ * @returns This component for method chaining
223
+ */
224
+ public showHelper(show: boolean): this {
225
+ if (show === !!this.lightHelper) return this;
226
+ if (show) {
227
+ this.lightHelper = this.createLightHelper();
228
+ } else {
229
+ this.lightHelper?.removeFromParent();
230
+ this.lightHelper = null;
231
+ }
232
+ return this;
233
+ }
234
+
235
+ protected abstract createLightHelper(): THREE.Object3D | null;
236
+
237
+ /**
238
+ * Shows or hides a visual helper for the light's shadow camera
239
+ * @param show Whether to show the camera helper
240
+ * @returns This component for method chaining
241
+ */
242
+ public showCameraHelper(show: boolean): this {
243
+ if (show === !!this.cameraHelper) return this;
244
+ if (show && this.light.shadow) {
245
+ this.cameraHelper = new THREE.CameraHelper(this.light.shadow.camera);
246
+ } else {
247
+ this.cameraHelper?.removeFromParent();
248
+ this.cameraHelper = null;
249
+ }
250
+ return this;
251
+ }
252
+
253
+ /**
254
+ * Checks if the helper is currently visible
255
+ * This is a virtual method that derived classes should override
256
+ * @returns Whether the helper is currently shown
257
+ */
258
+ public isHelperVisible(): boolean {
259
+ return !!this.lightHelper;
260
+ }
261
+
262
+ /**
263
+ * Checks if the camera helper is currently visible
264
+ * @returns Whether the camera helper is currently shown
265
+ */
266
+ public isCameraHelperVisible(): boolean {
267
+ return !!this.cameraHelper;
268
+ }
269
+
270
+ /**
271
+ * Called after physics simulation each tick
272
+ * Updates light helpers if they exist
273
+ * @param deltaTime Time in seconds since the last tick
274
+ */
275
+ public override tickPrePhysics(deltaTime: number): void {
276
+ super.tickPrePhysics(deltaTime);
277
+ this.updateHelpers();
278
+ }
279
+
280
+ protected updateHelpers(): void {
281
+ // Update helper transform if helper is visible
282
+ if (this.lightHelper) {
283
+ this.lightHelper.visible = this.visible;
284
+ if (this.lightHelper.parent === null) {
285
+ // add the helper to the scene directly so it's not affected by the light component's transform
286
+ this.getWorld()?.scene.add(this.lightHelper);
287
+ }
288
+ this.lightHelper.updateMatrixWorld();
289
+ if (typeof (this.lightHelper as any).update === 'function') {
290
+ (this.lightHelper as any).update();
291
+ } else {
292
+ console.error('Light helper does not have an update method', this.lightHelper);
293
+ }
294
+ }
295
+
296
+ // Update camera helper if it exists
297
+ if (this.cameraHelper) {
298
+ this.cameraHelper.visible = this.visible && this.castShadow;
299
+ if (this.cameraHelper.parent === null) {
300
+ // add the helper to the scene directly so it's not affected by the light component's transform
301
+ this.getWorld()?.scene.add(this.cameraHelper);
302
+ }
303
+ this.cameraHelper.update();
304
+ }
305
+ }
306
+
307
+
308
+ protected recreateLightHelper(): void {
309
+ if (this.lightHelper) {
310
+ this.showHelper(false);
311
+ this.showHelper(true);
312
+ }
313
+ }
314
+
315
+ protected recreateCameraHelper(): void {
316
+ if (this.cameraHelper) {
317
+ this.showCameraHelper(false);
318
+ this.showCameraHelper(true);
319
+ }
320
+ }
321
+
322
+ //====================================================================================================
323
+ // Editor Functions
324
+ //====================================================================================================
325
+
326
+ public override onEditorSelectedChanged(isSelected: boolean, selectedActors: Actor[]): void {
327
+ super.onEditorSelectedChanged(isSelected, selectedActors);
328
+ this.showHelper(isSelected);
329
+ this.showCameraHelper(isSelected);
330
+ this.updateHelpers();
331
+ }
332
+
333
+ public override onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void {
334
+ super.onEditorPropertyChanged(path, value, result);
335
+
336
+ if (path === 'color') this.setColor(value);
337
+ else if (path === 'intensity') this.setIntensity(value);
338
+ else if (path === 'bakeLightmaps') this.setLightmapBaked(value);
339
+ else if (path === 'shadowMapSize') this.configureShadow({ mapSize: value });
340
+ else if (path === 'shadowBias') this.configureShadow({ bias: value });
341
+ else if (path === 'shadowNormalBias') this.configureShadow({ normalBias: value });
342
+ else if (path === 'shadowNear') this.configureShadow({ near: value });
343
+ else if (path === 'shadowFar') this.configureShadow({ far: value });
344
+
345
+ this.updateHelpers();
346
+ }
347
+
348
+ public override getEditorClassIcon(): string | null {
349
+ return 'Icon_Light';
350
+ }
351
+ }
@@ -0,0 +1,115 @@
1
+ /**
2
+ * PointLightComponent emits light uniformly in all directions from a single
3
+ * point.
4
+ *
5
+ * This wrapper around THREE.PointLight exposes distance and decay properties
6
+ * and can display a helper for debugging placement. Because it inherits from
7
+ * LightComponent it also supports common color, intensity and shadow settings.
8
+ * Editor hooks allow real-time adjustment of these parameters when modifying
9
+ * scenes.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Use for localized light sources like torches or lamps.
13
+ * - Adjust `distance` and `decay` to control falloff and performance impact.
14
+ */
15
+ import * as THREE from 'three';
16
+
17
+ import { EngineClass } from '../../systems/ClassRegistry.js';
18
+
19
+
20
+ import { LightComponent } from './LightComponent.js';
21
+
22
+ import type { LightComponentOptions } from './LightComponent.js';
23
+ import type { EditorPropertyChangedResult } from '../../utils/EditorClassMeta.js';
24
+
25
+
26
+ export interface PointLightComponentOptions extends LightComponentOptions {
27
+ /** Distance at which the light's intensity falls to 0 */
28
+ distance?: number;
29
+ /** How quickly the light's intensity diminishes with distance */
30
+ decay?: number;
31
+ }
32
+
33
+ /**
34
+ * Component that wraps a THREE.PointLight
35
+ * Provides functionality for a light that emits from a single point in all directions
36
+ */
37
+ @EngineClass('PointLightComponent')
38
+ export class PointLightComponent extends LightComponent<THREE.PointLight, PointLightComponentOptions> {
39
+ static override get DEFAULT_OPTIONS(): PointLightComponentOptions {
40
+ return {
41
+ ...LightComponent.DEFAULT_OPTIONS,
42
+ distance: 0,
43
+ decay: 2
44
+ };
45
+ }
46
+
47
+ /**
48
+ * Creates a new point light component with the specified options
49
+ * @param options Configuration options for the point light
50
+ */
51
+ constructor(options: PointLightComponentOptions = {}) {
52
+ const pointLight = new THREE.PointLight(
53
+ options.color ?? PointLightComponent.DEFAULT_OPTIONS.color!,
54
+ options.intensity ?? PointLightComponent.DEFAULT_OPTIONS.intensity!,
55
+ options.distance ?? PointLightComponent.DEFAULT_OPTIONS.distance!,
56
+ options.decay ?? PointLightComponent.DEFAULT_OPTIONS.decay!
57
+ );
58
+ super(pointLight, options);
59
+ }
60
+
61
+ /**
62
+ * Sets the distance at which the light's intensity falls to 0
63
+ * @param distance Maximum distance the light reaches
64
+ * @returns This component for method chaining
65
+ */
66
+ public setDistance(distance: number): this {
67
+ this.light.distance = distance;
68
+ this.recreateLightHelper();
69
+ return this;
70
+ }
71
+
72
+ /**
73
+ * Gets the current maximum distance of the light
74
+ * @returns The distance value
75
+ */
76
+ public getDistance(): number {
77
+ return this.light.distance;
78
+ }
79
+
80
+ /**
81
+ * Sets how quickly the light's intensity diminishes with distance
82
+ * @param decay The decay factor
83
+ * @returns This component for method chaining
84
+ */
85
+ public setDecay(decay: number): this {
86
+ this.light.decay = decay;
87
+ return this;
88
+ }
89
+
90
+ /**
91
+ * Gets the current decay factor of the light
92
+ * @returns The decay value
93
+ */
94
+ public getDecay(): number {
95
+ return this.light.decay;
96
+ }
97
+
98
+ protected override createLightHelper(): THREE.Object3D | null {
99
+ return new THREE.PointLightHelper(this.light, this.light.distance);
100
+ }
101
+
102
+ //====================================================================================================
103
+ // Editor Functions
104
+ //====================================================================================================
105
+
106
+ public override onEditorPropertyChanged(path: string, value: any, result: EditorPropertyChangedResult): void {
107
+ super.onEditorPropertyChanged(path, value, result);
108
+ if (path === 'distance') this.setDistance(value);
109
+ else if (path === 'decay') this.setDecay(value);
110
+ }
111
+
112
+ public override getEditorClassIcon(): string | null {
113
+ return 'Icon_PointLight';
114
+ }
115
+ }