@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 +1,446 @@
1
+ /**
2
+ * CharacterMovementComponent handles first- or third-person walking controls.
3
+ *
4
+ * This class translates directional inputs into velocity changes using a
5
+ * configurable acceleration model and optional character controller physics. It
6
+ * supports look rotation with configurable pitch limitations, jumping,
7
+ * and different movement types that alter how camera inputs are interpreted.
8
+ * The component manages state needed for smooth acceleration, deceleration,
9
+ * and in-air movement when physics is active.
10
+ *
11
+ * Features:
12
+ * - Configurable pitch limitations (how far up/down you can look)
13
+ * - Unlimited yaw rotation (horizontal turning)
14
+ * - Accumulated rotation tracking to maintain pitch limits across frames
15
+ * - Support for both first-person and third-person camera modes
16
+ *
17
+ * Recommended usage (for humans and AI assistants):
18
+ * - Choose `FirstPerson` or `ThirdPerson` via the `movementType` option.
19
+ * - Set `minPitchAngle` and `maxPitchAngle` to limit vertical look range.
20
+ * - Set any pitch limit to `null` to disable that specific limitation.
21
+ * - Provide a `CharacterControllerOptions` if physics-based collision is
22
+ * required.
23
+ * - Feed input values through `addForwardInput`, `addRightInput`, and look
24
+ * methods every frame.
25
+ */
26
+ import * as THREE from 'three';
27
+
28
+ import { CHARACTER_HEIGHT, CHARACTER_JUMP_SPEED, CHARACTER_MASS, CHARACTER_MAX_SPEED } from '../../const.js';
29
+ import { PhysicsMotionType } from '../../physics/PhysicsTypes.js';
30
+ import { EngineClass } from '../../systems/ClassRegistry.js';
31
+ import { MathHelpers } from '../../utils/MathHelpers.js';
32
+ import { PrimitiveComponent } from '../PrimitiveComponent.js';
33
+
34
+ import { BasePawnMovementComponent } from './BasePawnMovementComponent.js';
35
+
36
+ import type { PawnInput } from './BasePawnMovementComponent.js';
37
+ import type { CharacterControllerOptions } from '../../physics/PhysicsEngine.js';
38
+ import type { SceneComponentOptions } from '../SceneComponent.js';
39
+
40
+ /**
41
+ * The type of character movement to use
42
+ */
43
+ export enum CharacterMovementType {
44
+ FirstPerson = 'firstPerson',
45
+ ThirdPerson = 'thirdPerson',
46
+ Custom = 'custom',
47
+ }
48
+
49
+ /**
50
+ * Configuration options for first person movement
51
+ */
52
+ export interface CharacterMovementOptions extends SceneComponentOptions {
53
+ /** The type of character movement to use */
54
+ movementType: CharacterMovementType;
55
+ /** Movement speed in units per second */
56
+ maxSpeed: number;
57
+ /** damp lambda for acceleration */
58
+ accelerationLambda: number;
59
+ /** damp lambda for deceleration */
60
+ decelerationLambda: number;
61
+ /** Look right/left rotation speed in radians per second */
62
+ lookRightSpeed: number;
63
+ /** Look up/down rotation speed in radians per second */
64
+ lookUpSpeed: number;
65
+ /** Jump speed in units per second */
66
+ jumpSpeed: number;
67
+ /** Maximum number of jumps allowed in mid-air (0 = no mid-air jumps, 1 = double jump, etc.) */
68
+ maxMidAirJumps: number;
69
+ /** Acceleration lambda for mid-air movement when using the character controller */
70
+ midAirAccelerationLambda: number;
71
+ /** Deceleration lambda for mid-air movement when using the character controller */
72
+ midAirDecelerationLambda: number;
73
+ /** Character controller options, set null to disable character controller */
74
+ characterControllerOptions: CharacterControllerOptions | null;
75
+ /** Minimum pitch angle in radians (how far down you can look), set null for no limit */
76
+ minPitchAngle: number | null;
77
+ /** Maximum pitch angle in radians (how far up you can look), set null for no limit */
78
+ maxPitchAngle: number | null;
79
+ /** Whether to disable automatic camera updates */
80
+ disableCameraUpdate?: boolean;
81
+ }
82
+
83
+ /**
84
+ * Component that handles first-person movement for pawns
85
+ * Processes movement and rotation inputs and applies them to the pawn
86
+ */
87
+ @EngineClass('CharacterMovementComponent')
88
+ export class CharacterMovementComponent<TOptions extends CharacterMovementOptions = CharacterMovementOptions> extends BasePawnMovementComponent<TOptions> {
89
+
90
+ static override get DEFAULT_OPTIONS(): CharacterMovementOptions {
91
+ return {
92
+ ...BasePawnMovementComponent.DEFAULT_OPTIONS,
93
+ movementType: CharacterMovementType.FirstPerson,
94
+ maxSpeed: CHARACTER_MAX_SPEED,
95
+ accelerationLambda: 100,
96
+ decelerationLambda: 10,
97
+ midAirAccelerationLambda: 5,
98
+ midAirDecelerationLambda: 0.5,
99
+ lookRightSpeed: 0.05,
100
+ lookUpSpeed: 0.05,
101
+ jumpSpeed: CHARACTER_JUMP_SPEED,
102
+ maxMidAirJumps: 0,
103
+ characterControllerOptions: CharacterMovementComponent.DEFAULT_CHARACTER_CONTROLLER_OPTIONS,
104
+ minPitchAngle: THREE.MathUtils.degToRad(-90),
105
+ maxPitchAngle: THREE.MathUtils.degToRad(90),
106
+ disableCameraUpdate: false,
107
+ };
108
+ }
109
+
110
+ static get DEFAULT_CHARACTER_CONTROLLER_OPTIONS(): CharacterControllerOptions {
111
+ return {
112
+ offset: 0.01,
113
+ simulatedGravityScale: 5,
114
+ applyImpulsesToDynamicBodies: true,
115
+ characterMass: CHARACTER_MASS,
116
+ slideEnabled: true,
117
+ maxSlopeClimbAngle: Math.PI / 4,
118
+ minSlopeSlideAngle: Math.PI / 4,
119
+ snapToGroundDistance: 0.1,
120
+ autoStepConfig: {
121
+ maxHeight: CHARACTER_HEIGHT / 4,
122
+ minWidth: 0,
123
+ includeDynamicBodies: false,
124
+ }
125
+ };
126
+ }
127
+
128
+ protected hasCharacterController: boolean = false;
129
+ protected lastMotionTypeLogTime: number = 0;
130
+ protected isGrounded: boolean = false;
131
+ protected forwardVelocity: number = 0;
132
+ protected rightVelocity: number = 0;
133
+ protected verticalVelocity: number = 0;
134
+ protected jumpFrames: number = 0;
135
+ protected lastGroundedTime: number = 0;
136
+ protected coyoteTimeMs: number = 100; // 100ms grace period
137
+ protected jumpsUsed: number = 0;
138
+ protected camera: THREE.Camera | null | undefined = undefined;
139
+ protected teleportPosition: THREE.Vector3 | null = null;
140
+
141
+ /**
142
+ * Creates a new first person movement component
143
+ * @param options Configuration options for movement behavior
144
+ */
145
+ constructor(options: TOptions = CharacterMovementComponent.DEFAULT_OPTIONS as TOptions) {
146
+ super(options);
147
+ }
148
+
149
+ /**
150
+ * Called when the component starts playing
151
+ * Requests pointer lock for first-person camera control
152
+ */
153
+ public override beginPlay(): void {
154
+ super.beginPlay();
155
+ if (this.options.characterControllerOptions) {
156
+ this.hasCharacterController = this.getPhysicsEngine()?.createCharacterController(this, this.options.characterControllerOptions) ?? false;
157
+ }
158
+ }
159
+
160
+ /**
161
+ * Called when the component stops playing
162
+ * Exits pointer lock
163
+ */
164
+ public override endPlay(): void {
165
+ super.endPlay();
166
+ const owner = this.getActor();
167
+ owner?.getPlayerController()?.getInputManager()?.exitPointerLock();
168
+ this.getPhysicsEngine()?.removeCharacterController(this);
169
+ }
170
+
171
+ /**
172
+ * Jumps the pawn
173
+ */
174
+ public override jump(strength: number = 1): void {
175
+ if (this.canJump()) {
176
+ this.verticalVelocity = this.options.jumpSpeed * strength * this.jumpStrengthModifier;
177
+ this.jumpFrames = 0;
178
+
179
+ // Track mid-air jumps
180
+ if (!this.isGrounded) {
181
+ this.jumpsUsed++;
182
+ }
183
+ }
184
+ }
185
+
186
+ /**
187
+ * Checks if the character can jump, can be overridden to allow jumping in mid-air
188
+ * @returns True if the character can jump, false otherwise
189
+ */
190
+ protected canJump(): boolean {
191
+ // Can always jump when grounded
192
+ if (this.isGrounded) {
193
+ return true;
194
+ }
195
+
196
+ // Check if mid-air jumps are available
197
+ return this.jumpsUsed < this.options.maxMidAirJumps;
198
+ }
199
+
200
+ /**
201
+ * Sets the world transform of the character
202
+ * @param transform The transform to set
203
+ */
204
+ public override setPawnWorldTransform(transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): void {
205
+ if (this.hasCharacterController) {
206
+ const owner = this.getActor()!;
207
+ const rootComponent = owner.rootComponent;
208
+ if (transform.rotation) {
209
+ rootComponent.rotation.copy(transform.rotation);
210
+ }
211
+ if (transform.scale) {
212
+ rootComponent.scale.copy(transform.scale);
213
+ }
214
+ if (transform.position) {
215
+ // TEMP hack: teleportation messes with the isGrounded (making it always false) so only use it when the difference is large enough
216
+ if (transform.position.distanceTo(rootComponent.position) > 0.1) {
217
+ this.teleportPosition = transform.position.clone();
218
+ } else {
219
+ rootComponent.position.copy(transform.position);
220
+ }
221
+ }
222
+
223
+ } else {
224
+ super.setPawnWorldTransform(transform);
225
+ }
226
+ }
227
+
228
+ /**
229
+ * Called after physics simulation each frame
230
+ * Processes movement and rotation inputs and applies them to the pawn
231
+ * @param deltaTime Time in seconds since the last frame
232
+ */
233
+ public override tickPostPhysics(deltaTime: number): void {
234
+ // This MUST be done in tickPostPhysics as in tickPrePhysics the component transform has not been synced to physics yet
235
+ super.tickPostPhysics(deltaTime);
236
+
237
+ const movementType = this.options.movementType;
238
+
239
+ const owner = this.getActor()!;
240
+ const rootComponent = owner.rootComponent;
241
+ const isMidAir = this.hasCharacterController && !this.isGrounded;
242
+ const accelerationLambda = isMidAir ? this.options.midAirAccelerationLambda : this.options.accelerationLambda;
243
+ const decelerationLambda = isMidAir ? this.options.midAirDecelerationLambda : this.options.decelerationLambda;
244
+ const maxSpeed = this.options.maxSpeed * this.speedModifier;
245
+
246
+ this.forwardVelocity = this.updateVelocity({
247
+ input: this.forwardInput,
248
+ maxSpeed,
249
+ currentSpeed: this.forwardVelocity,
250
+ accelerationLambda,
251
+ decelerationLambda,
252
+ deltaTime
253
+ });
254
+
255
+ this.rightVelocity = this.updateVelocity({
256
+ input: this.rightInput,
257
+ maxSpeed,
258
+ currentSpeed: this.rightVelocity,
259
+ accelerationLambda,
260
+ decelerationLambda,
261
+ deltaTime
262
+ });
263
+
264
+ const deltaPosition = new THREE.Vector3(0, 0, 0);
265
+ deltaPosition.add(owner.forwardDirection().multiplyScalar(this.forwardVelocity * deltaTime));
266
+ deltaPosition.add(owner.rightDirection().multiplyScalar(this.rightVelocity * deltaTime));
267
+
268
+ if (this.hasCharacterController && rootComponent instanceof PrimitiveComponent) {
269
+ const rootMotionType = rootComponent.getMotionType();
270
+ if (rootMotionType !== PhysicsMotionType.KinematicVelocityBased) {
271
+ const owner = this.getActor();
272
+ if (owner?.getPlayerController()) {
273
+ // when the pawn is not possessed its collision might be disabled and we don't want to spam the error below in that case
274
+ const now = Date.now();
275
+ if (now - this.lastMotionTypeLogTime >= 10000) { // 10 seconds
276
+ console.error(`${this.getPathName()}: Root component motion type should be "KinematicVelocityBased" when using character controller, current type is "${rootMotionType}"`);
277
+ this.lastMotionTypeLogTime = now;
278
+ }
279
+ }
280
+ }
281
+ // perform character controller movement with simulated gravity
282
+ const physicsEngine = this.getPhysicsEngine()!;
283
+ const gravityValue = physicsEngine.getOptions()!.gravity.y;
284
+ this.verticalVelocity += gravityValue * deltaTime * this.options.characterControllerOptions!.simulatedGravityScale;
285
+ deltaPosition.y += this.verticalVelocity * deltaTime;
286
+ // the body is moved in computeCharacterMovement so only need to get the position back
287
+ rootComponent.setPhysicsTransformUpdateFlags({
288
+ sendPosition: false,
289
+ sendRotation: false,
290
+ receivePosition: true,
291
+ receiveRotation: false,
292
+ });
293
+ if (this.teleportPosition) {
294
+ deltaPosition.copy(this.teleportPosition.clone().sub(rootComponent.position));
295
+ }
296
+
297
+ const { isGrounded } = physicsEngine.computeCharacterMovement(this, rootComponent, deltaPosition.toArray(), !!this.teleportPosition);
298
+ this.teleportPosition = null;
299
+
300
+ this.isGrounded = isGrounded;
301
+ if (this.isGrounded) {
302
+ this.lastGroundedTime = performance.now();
303
+ // Reset jump counter when landing
304
+ this.jumpsUsed = 0;
305
+ }
306
+
307
+ this.jumpFrames += 1;
308
+ // clear the vertical velocity when the character is grounded but only when it has jumped for a while
309
+ // this is a hack around the issue that sometimes the character is pulled immediately back to the ground after jumping because the
310
+ // isGrounded flag returned from the physics engine is not reliable...
311
+ if (this.isGrounded && this.jumpFrames >= 10) {
312
+ this.verticalVelocity = 0;
313
+ }
314
+ } else {
315
+ rootComponent.addWorldPosition(deltaPosition);
316
+ }
317
+
318
+ if (movementType !== CharacterMovementType.Custom) {
319
+ if (this.lookRightInput.value !== 0) {
320
+ const rotationAmount = this.calculateRotationAmount(this.lookRightInput, this.options.lookRightSpeed, deltaTime);
321
+ rootComponent.addWorldRotation(MathHelpers.makeRotation({ yaw: rotationAmount }));
322
+ }
323
+
324
+ if (this.lookUpInput.value !== 0) {
325
+ if (movementType === CharacterMovementType.FirstPerson) {
326
+ // implement pitch clamping
327
+ const currentPitch = new THREE.Euler().setFromQuaternion(rootComponent.quaternion, 'YZX').x;
328
+ const rotationAmount = this.calculateRotationAmount(this.lookUpInput, this.options.lookUpSpeed, deltaTime);
329
+ let newPitch = currentPitch + rotationAmount;
330
+ if (this.options.minPitchAngle !== null) {
331
+ newPitch = Math.max(newPitch, this.options.minPitchAngle);
332
+ }
333
+ if (this.options.maxPitchAngle !== null) {
334
+ newPitch = Math.min(newPitch, this.options.maxPitchAngle);
335
+ }
336
+ rootComponent.addLocalRotation(MathHelpers.makeRotation({ pitch: newPitch - currentPitch }));
337
+ }
338
+ }
339
+ }
340
+ this.updateCamera(deltaTime);
341
+ }
342
+
343
+ protected updateCamera(deltaTime: number): void {
344
+ if (this.options.disableCameraUpdate) {
345
+ return;
346
+ }
347
+
348
+ const rootComponent = this.getActor()!.rootComponent;
349
+ if (this.camera === undefined) {
350
+ this.camera = rootComponent.getComponent(THREE.Camera);
351
+ }
352
+ if (!this.camera) {
353
+ return;
354
+ }
355
+ if (this.options.movementType === CharacterMovementType.ThirdPerson) {
356
+ if (!this.camera.useAbsoluteRotation) {
357
+ const pitchDelta = this.calculateRotationAmount(this.lookUpInput, this.options.lookUpSpeed, deltaTime);
358
+ const newPitch = THREE.MathUtils.clamp(this.camera.rotation.x + pitchDelta, -Math.PI / 2, Math.PI / 2);
359
+ this.camera.rotation.x = newPitch;
360
+ }
361
+
362
+ if (!this.camera.useAbsolutePosition) {
363
+ const matrix = new THREE.Matrix4().makeRotationFromEuler(this.camera.rotation);
364
+ const cameraDistance = this.camera.position.length();
365
+ const newCameraPosition = new THREE.Vector3(0, 0, 1).applyMatrix4(matrix).multiplyScalar(cameraDistance);
366
+ this.camera.position.copy(newCameraPosition);
367
+ }
368
+ }
369
+ }
370
+
371
+ /**
372
+ * Get the grounded state of the character
373
+ * @returns The grounded state of the character
374
+ */
375
+ public getGrounded(): boolean {
376
+ return this.isGrounded || (performance.now() - this.lastGroundedTime < this.coyoteTimeMs);
377
+ }
378
+
379
+ /**
380
+ * Get the velocities of the character
381
+ * @returns The velocities of the character
382
+ */
383
+ public getVelocities(): { forward: number, right: number, vertical: number } {
384
+ return {
385
+ forward: this.forwardVelocity,
386
+ right: this.rightVelocity,
387
+ vertical: this.verticalVelocity,
388
+ };
389
+ }
390
+
391
+ /**
392
+ * Get the movement inputs for the character
393
+ * @returns The movement inputs for the character
394
+ */
395
+ public getMovementInputs(): { forward: number, right: number } {
396
+ return {
397
+ forward: this.forwardInput.value,
398
+ right: this.rightInput.value,
399
+ };
400
+ }
401
+
402
+ /**
403
+ * Get the jump state of the character
404
+ * @returns The jump state including jumps used and jumps remaining
405
+ */
406
+ public getJumpState(): { jumpsUsed: number, jumpsRemaining: number, canJump: boolean } {
407
+ return {
408
+ jumpsUsed: this.jumpsUsed,
409
+ jumpsRemaining: this.options.maxMidAirJumps - this.jumpsUsed,
410
+ canJump: this.canJump(),
411
+ };
412
+ }
413
+
414
+ //====================================================================================================
415
+
416
+ protected updateVelocity(param: { input: PawnInput, maxSpeed: number, currentSpeed: number, accelerationLambda: number, decelerationLambda: number, deltaTime: number }): number {
417
+ if (param.input.value !== 0) {
418
+ const target = THREE.MathUtils.clamp(param.input.value * param.maxSpeed, -param.maxSpeed, param.maxSpeed);
419
+ return THREE.MathUtils.damp(param.currentSpeed, target, param.accelerationLambda, param.deltaTime);
420
+ }
421
+ else {
422
+ return THREE.MathUtils.damp(param.currentSpeed, 0, param.decelerationLambda, param.deltaTime);
423
+ }
424
+ }
425
+
426
+ /**
427
+ * Calculates rotation amount based on input type and parameters
428
+ */
429
+ protected calculateRotationAmount(input: PawnInput, speed: number, deltaTime: number): number {
430
+ if (input.isAbsolute) {
431
+ // For absolute input (like accumulated mouse movement), apply directly
432
+ return input.value * speed;
433
+ } else {
434
+ // For speed-based input (like gamepad analog), apply with delta time
435
+ return input.value * speed * deltaTime;
436
+ }
437
+ }
438
+
439
+ //====================================================================================================
440
+ // Editor Functions
441
+ //====================================================================================================
442
+
443
+ public override getEditorClassIcon(): string | null {
444
+ return 'Icon_Character';
445
+ }
446
+ }
@@ -0,0 +1,79 @@
1
+ /**
2
+ * DirectionalCharacterMovementComponent provides constrained movement along a
3
+ * single axis for 2D-style gameplay.
4
+ *
5
+ * Built on CharacterMovementComponent, it restricts movement to either
6
+ * forward/backward or left/right direction while disabling look rotation. This
7
+ * is ideal for side-scrollers, platformers, or games where character movement
8
+ * should be constrained to specific axes. The component optionally supports
9
+ * auto-movement for characters that move continuously without input.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Use for 2D-style games, side-scrollers, or platformers.
13
+ * - Choose `ForwardBackward` or `LeftRight` via the `direction` option.
14
+ * - Enable `autoMove` for NPCs that should move continuously.
15
+ * - Look rotation is automatically disabled for focused gameplay.
16
+ */
17
+ import { EngineClass } from '../../systems/ClassRegistry.js';
18
+
19
+ import { CharacterMovementComponent, CharacterMovementType } from './CharacterMovementComponent.js';
20
+
21
+ import type { CharacterMovementOptions } from './CharacterMovementComponent.js';
22
+
23
+ export enum CharacterMovementDirection {
24
+ ForwardBackward = 'forwardBackward',
25
+ LeftRight = 'leftRight',
26
+ }
27
+
28
+ export interface DirectionalCharacterMovementOptions extends Omit<CharacterMovementOptions, 'movementType' | 'lookRightSpeed' | 'lookUpSpeed'> {
29
+ // movementType, lookRightSpeed, and lookUpSpeed are fixed and not user-configurable
30
+ direction: CharacterMovementDirection;
31
+ autoMove: boolean;
32
+ }
33
+
34
+ type CompleteOptions = DirectionalCharacterMovementOptions & CharacterMovementOptions;
35
+
36
+ @EngineClass('DirectionalCharacterMovementComponent')
37
+ // eslint-disable-next-line custom/constructor-type-consistency
38
+ export class DirectionalCharacterMovementComponent extends CharacterMovementComponent<CompleteOptions> {
39
+ static override get DEFAULT_OPTIONS(): CompleteOptions {
40
+ return {
41
+ ...CharacterMovementComponent.DEFAULT_OPTIONS,
42
+ direction: CharacterMovementDirection.LeftRight,
43
+ autoMove: false,
44
+ midAirAccelerationLambda: 0,
45
+ midAirDecelerationLambda: 0,
46
+ // These are fixed and not user-configurable
47
+ movementType: CharacterMovementType.Custom,
48
+ lookRightSpeed: 0,
49
+ lookUpSpeed: 0,
50
+ };
51
+ }
52
+
53
+ constructor(options: DirectionalCharacterMovementOptions = DirectionalCharacterMovementComponent.DEFAULT_OPTIONS) {
54
+ super({
55
+ ...options,
56
+ // Force these values regardless of user input
57
+ movementType: CharacterMovementType.Custom,
58
+ lookRightSpeed: 0,
59
+ lookUpSpeed: 0,
60
+ });
61
+ }
62
+
63
+ public override tickPostPhysics(deltaTime: number): void {
64
+ if (this.options.direction === CharacterMovementDirection.ForwardBackward) {
65
+ // move forward and backward
66
+ this.addRightInput(0);
67
+ if (this.options.autoMove) {
68
+ this.addForwardInput(1);
69
+ }
70
+ } else {
71
+ // move left and right
72
+ this.addForwardInput(0);
73
+ if (this.options.autoMove) {
74
+ this.addRightInput(1);
75
+ }
76
+ }
77
+ super.tickPostPhysics(deltaTime);
78
+ }
79
+ }