@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 +1,930 @@
1
+ /**
2
+ * NpcMovementComponent drives AI-controlled characters along paths or toward
3
+ * targets.
4
+ *
5
+ * Built on CharacterMovementComponent, it augments the basic movement model
6
+ * with path following, actor following, and integration with the navigation
7
+ * server. Options expose distances for stopping or maintaining a follow
8
+ * offset, plus parameters for path refresh cadence. The component stores the
9
+ * computed path internally and moves the actor each tick, rotating it to face
10
+ * waypoints or the target actor.
11
+ *
12
+ * Recommended usage (for humans and AI assistants):
13
+ * - Use when an NPC needs simple autonomous locomotion.
14
+ * - Call `followPath` or `followActor` to start movement.
15
+ * - Tweak speeds and refresh rates based on gameplay needs.
16
+ */
17
+ import * as THREE from 'three';
18
+
19
+ import { EngineClass } from '../../systems/ClassRegistry.js';
20
+
21
+ import { CharacterMovementComponent, CharacterMovementType } from './CharacterMovementComponent.js';
22
+
23
+ import type { CharacterMovementOptions } from './CharacterMovementComponent.js';
24
+ import type { Actor } from '../../actors/Actor.js';
25
+ import type { INavigationServer } from '../../navigation/NavigationServer.js';
26
+ import type { CharacterControllerOptions } from '../../physics/PhysicsEngine.js';
27
+ import type { EditorClassMeta } from '../../utils/EditorClassMeta.js';
28
+ import type { SceneGraphDebugNode } from '../../utils/SceneGraphUtils.js';
29
+
30
+ export interface NpcMovementOptions extends CharacterMovementOptions {
31
+ pathFollowingAccuracy: number;
32
+ actorFollowingDistance: number;
33
+ stopDistance: number;
34
+ movementSpeed?: number;
35
+ turnSpeed?: number;
36
+
37
+ // Whether to use the navigation server to calculate paths
38
+ useNavigationServer?: boolean;
39
+
40
+ // Debug visualization options
41
+ debugVisualization?: {
42
+ enabled: boolean;
43
+ pathColor?: number;
44
+ targetColor?: number;
45
+ lineWidth?: number;
46
+ showWaypoints?: boolean;
47
+ waypointSize?: number;
48
+ };
49
+ }
50
+
51
+ /**
52
+ * Component that handles NPC movement for pawns
53
+ * Provides functionality for following paths and other actors
54
+ * Uses CharacterMovementComponent for actual movement simulation
55
+ */
56
+ @EngineClass('NpcMovementComponent')
57
+ export class NpcMovementComponent extends CharacterMovementComponent {
58
+
59
+ static override get DEFAULT_OPTIONS(): NpcMovementOptions {
60
+ return {
61
+ ...CharacterMovementComponent.DEFAULT_OPTIONS,
62
+ movementType: CharacterMovementType.ThirdPerson,
63
+ maxSpeed: 20,
64
+ midAirAccelerationLambda: 100,
65
+ midAirDecelerationLambda: 10,
66
+ lookRightSpeed: 0.05,
67
+ lookUpSpeed: 0, // NPCs don't look up/down
68
+ jumpSpeed: 0, // NPCs don't jump
69
+ pathFollowingAccuracy: 3.0,
70
+ actorFollowingDistance: 4.0,
71
+ stopDistance: 1.0,
72
+ movementSpeed: 20,
73
+ turnSpeed: 10,
74
+ useNavigationServer: true,
75
+ debugVisualization: {
76
+ enabled: false,
77
+ pathColor: 0x00ff00,
78
+ targetColor: 0xff0000,
79
+ lineWidth: 10,
80
+ showWaypoints: true,
81
+ waypointSize: 0.7
82
+ }
83
+ };
84
+ };
85
+
86
+ static override readonly EDITOR_CLASS_META: EditorClassMeta = {
87
+ ...CharacterMovementComponent.EDITOR_CLASS_META,
88
+ movementType: { select: [CharacterMovementType.FirstPerson, CharacterMovementType.ThirdPerson] }
89
+ } as const;
90
+
91
+ private targetPosition: THREE.Vector3 | null = null;
92
+ private pathPoints: THREE.Vector3[] = [];
93
+ private currentPathIndex: number = 0;
94
+ private actorToFollow: Actor | null = null;
95
+ private isLoopedPath: boolean = false;
96
+ private continueFollowingAfterReached: boolean = true;
97
+
98
+ // Private stopDistance that can be overridden by actions
99
+ private currentStopDistance: number;
100
+
101
+ // Look-at functionality
102
+ private lookAtTarget: THREE.Vector3 | null = null;
103
+ private lookAtThreshold: number = Math.PI / 16; // ~11.25 degrees
104
+ private isLookingAtTarget: boolean = false;
105
+
106
+ // Debug visualization
107
+ private debugGroup: THREE.Group | null = null;
108
+ private pathLine: THREE.Line | null = null;
109
+ private waypointSpheres: THREE.Mesh[] = [];
110
+ private targetSphere: THREE.Mesh | null = null;
111
+
112
+ private navigationServer: INavigationServer | null = null;
113
+
114
+ constructor(private npcOptions: NpcMovementOptions = NpcMovementComponent.DEFAULT_OPTIONS) {
115
+ super({
116
+ ...npcOptions,
117
+ maxSpeed: npcOptions.movementSpeed ?? NpcMovementComponent.DEFAULT_OPTIONS.maxSpeed,
118
+ lookRightSpeed: npcOptions.turnSpeed ?? NpcMovementComponent.DEFAULT_OPTIONS.lookRightSpeed,
119
+ });
120
+
121
+ // Initialize currentStopDistance from options
122
+ this.currentStopDistance = npcOptions.stopDistance;
123
+ }
124
+
125
+ /**
126
+ * Sets a path for the NPC to follow
127
+ * @param points Array of points defining the path
128
+ * @param looped Whether the path should loop back to start when finished
129
+ */
130
+ public setPath(points: THREE.Vector3[], looped: boolean = false): void {
131
+ // Filter out any points that are too close to the NPC's current position
132
+ // This prevents the immediate removal of the first point in handlePathPointTransition
133
+ const owner = this.getActor();
134
+ if (owner && points.length > 0) {
135
+ const currentPosition = this.getCurrentPosition(owner);
136
+ const filteredPoints = points.filter(point => {
137
+ const distance = currentPosition.distanceTo(point);
138
+ return distance >= this.npcOptions.pathFollowingAccuracy;
139
+ });
140
+
141
+ this.pathPoints = filteredPoints;
142
+ } else {
143
+ this.pathPoints = points;
144
+ }
145
+
146
+ this.currentPathIndex = 0;
147
+ // Don't automatically clear actorToFollow - let the caller manage it
148
+ this.isLoopedPath = looped;
149
+ this.updateTargetPosition();
150
+ }
151
+
152
+ /**
153
+ * Sets the actor to follow without clearing the current path
154
+ * @param actor The actor to follow
155
+ * @param continueAfterReached Whether to continue following after reaching the target
156
+ */
157
+ public setFollowedActor(actor: Actor | null, continueAfterReached: boolean = true): void {
158
+ this.actorToFollow = actor;
159
+ this.continueFollowingAfterReached = continueAfterReached;
160
+ }
161
+
162
+ /**
163
+ * Sets an actor for the NPC to follow
164
+ * @param actor The actor to follow
165
+ * @param continueAfterReached Whether to continue following after reaching the target
166
+ */
167
+ public followActor(actor: Actor | null, continueAfterReached: boolean = true): void {
168
+ this.actorToFollow = actor;
169
+ this.pathPoints = [];
170
+ this.currentPathIndex = 0;
171
+ this.targetPosition = null;
172
+ this.continueFollowingAfterReached = continueAfterReached;
173
+ }
174
+
175
+ /**
176
+ * Sets a target position for the NPC to move to, automatically calculating the path
177
+ * @param targetPosition The world position to move to
178
+ * @param stopDistance Optional stop distance override
179
+ */
180
+ public setTargetPosition(targetPosition: THREE.Vector3, stopDistance?: number): void {
181
+ // Clear any actor following
182
+ this.actorToFollow = null;
183
+
184
+ // Set stop distance if provided
185
+ if (stopDistance !== undefined) {
186
+ this.currentStopDistance = stopDistance;
187
+ }
188
+
189
+ // Calculate path to target
190
+ this.calculateAndSetPathToPosition(targetPosition);
191
+ }
192
+
193
+ /**
194
+ * Sets a target actor for the NPC to follow, automatically handling path calculation
195
+ * @param actor The actor to follow
196
+ * @param followDistance The distance to maintain from the target
197
+ * @param continueAfterReached Whether to continue following after reaching the target
198
+ */
199
+ public setTargetActor(actor: Actor | null, followDistance?: number, continueAfterReached: boolean = true): void {
200
+ this.actorToFollow = actor;
201
+ this.continueFollowingAfterReached = continueAfterReached;
202
+
203
+ // Set follow distance if provided
204
+ if (followDistance !== undefined) {
205
+ this.npcOptions.actorFollowingDistance = followDistance;
206
+ }
207
+
208
+ // Clear any existing path - actor following will be handled in tick
209
+ this.pathPoints = [];
210
+ this.currentPathIndex = 0;
211
+ this.targetPosition = null;
212
+ }
213
+
214
+ /**
215
+ * Sets the stop distance for this NPC
216
+ * @param distance The distance at which the NPC should stop when approaching targets
217
+ */
218
+ public setStopDistance(distance: number): void {
219
+ this.currentStopDistance = distance;
220
+ }
221
+
222
+ /**
223
+ * Gets the current stop distance
224
+ */
225
+ public getStopDistance(): number {
226
+ return this.currentStopDistance;
227
+ }
228
+
229
+ /**
230
+ * Stops all movement inputs without clearing the path
231
+ */
232
+ public stopMovement(): void {
233
+ this.addForwardInput(0);
234
+ this.addLookRightInput(0);
235
+ }
236
+
237
+ /**
238
+ * Stops the NPC movement and clears the path
239
+ */
240
+ public stop(): void {
241
+ this.targetPosition = null;
242
+ this.pathPoints = [];
243
+ this.currentPathIndex = 0;
244
+ this.actorToFollow = null;
245
+ this.addForwardInput(0);
246
+ this.addRightInput(0);
247
+ this.addLookRightInput(0);
248
+ }
249
+
250
+ private updateTargetPosition(): void {
251
+ if (this.pathPoints.length > 0) {
252
+ if (this.currentPathIndex >= this.pathPoints.length) {
253
+ if (this.isLoopedPath) {
254
+ this.currentPathIndex = 0;
255
+ } else {
256
+ this.targetPosition = null;
257
+ return;
258
+ }
259
+ }
260
+ this.targetPosition = this.pathPoints[this.currentPathIndex];
261
+ } else {
262
+ this.targetPosition = null;
263
+ }
264
+ }
265
+
266
+ public override beginPlay(): void {
267
+ super.beginPlay();
268
+
269
+ // Initialize debug visualization if enabled
270
+ if (this.npcOptions.debugVisualization?.enabled) {
271
+ this.initializeDebugVisualization();
272
+ }
273
+
274
+ // Get reference to navigation server
275
+ this.navigationServer = this.getWorld()?.getNavigationServer() ?? null;
276
+ }
277
+
278
+ public override endPlay(): void {
279
+ super.endPlay();
280
+
281
+ // Clean up debug visualization
282
+ this.cleanupDebugVisualization();
283
+ }
284
+
285
+ public override tickPrePhysics(deltaTime: number): void {
286
+ // Get current position and update actor following if needed
287
+ const owner = this.getActor()!;
288
+ const currentPosition = this.getCurrentPosition(owner);
289
+
290
+ // Update target position if following an actor
291
+ this.updateActorFollowingTarget(currentPosition);
292
+
293
+ // Handle movement based on navigation type
294
+ if (this.canUseNavigationServer()) {
295
+ this.handleNavigationServerMovement(owner, currentPosition);
296
+ } else {
297
+ this.handleStandardMovement(owner, currentPosition);
298
+ }
299
+
300
+ // Handle look-at targets even when not moving
301
+ if (this.lookAtTarget && this.isLookingAtTarget && !this.targetPosition) {
302
+ this.handleLookAtTarget(owner);
303
+ }
304
+
305
+ // Update debug visualization
306
+ if (this.npcOptions.debugVisualization?.enabled) {
307
+ this.updateDebugVisualization();
308
+ }
309
+
310
+ // Let CharacterMovementComponent handle the actual movement
311
+ super.tickPrePhysics(deltaTime);
312
+ }
313
+
314
+ /**
315
+ * Gets the current world position of the NPC
316
+ */
317
+ private getCurrentPosition(owner: Actor): THREE.Vector3 {
318
+ const currentPosition = new THREE.Vector3();
319
+ owner.rootComponent.getWorldPosition(currentPosition);
320
+ return currentPosition;
321
+ }
322
+
323
+ /**
324
+ * Updates the target position when following an actor
325
+ */
326
+ private updateActorFollowingTarget(currentPosition: THREE.Vector3): void {
327
+ if (!this.actorToFollow) return;
328
+
329
+ const actorPosition = new THREE.Vector3();
330
+ this.actorToFollow.rootComponent.getWorldPosition(actorPosition);
331
+ const distanceToActor = currentPosition.distanceTo(actorPosition);
332
+
333
+ if (distanceToActor > this.npcOptions.actorFollowingDistance) {
334
+ // Check if we need to recalculate the path to the actor
335
+ if (this.shouldRecalculatePathToActor(actorPosition)) {
336
+ this.calculateAndSetPathToPosition(actorPosition);
337
+ }
338
+ } else {
339
+ this.targetPosition = null;
340
+ if (!this.continueFollowingAfterReached) {
341
+ this.actorToFollow = null;
342
+ }
343
+ }
344
+ }
345
+
346
+ /**
347
+ * Handles movement when using the navigation server for pathfinding
348
+ */
349
+ private handleNavigationServerMovement(owner: Actor, currentPosition: THREE.Vector3): void {
350
+ if (!this.targetPosition) {
351
+ this.stopMovement();
352
+ return;
353
+ }
354
+
355
+ // Get the first path point if we have a path
356
+ const nextPoint = this.pathPoints.length > 0 ? this.pathPoints[0] : this.targetPosition;
357
+
358
+ // Calculate direction and distance to the next point
359
+ let toPoint = nextPoint.clone().sub(currentPosition);
360
+ toPoint.y = 0; // Flatten to XZ plane
361
+ const distanceToPoint = toPoint.length();
362
+
363
+ // Handle path point transitions
364
+ this.handlePathPointTransition(distanceToPoint);
365
+
366
+ // Check if targetPosition was cleared by handlePathPointTransition (single-point path completed)
367
+ if (!this.targetPosition) {
368
+ this.stopMovement();
369
+ return;
370
+ }
371
+
372
+ // Handle destination arrival
373
+ if (this.hasReachedDestination(distanceToPoint)) {
374
+ return;
375
+ }
376
+
377
+ if (distanceToPoint > this.npcOptions.pathFollowingAccuracy) {
378
+ // Move toward the point
379
+ this.moveTowardPoint(owner, toPoint, distanceToPoint);
380
+ } else {
381
+ // We're close enough to the waypoint - stop both movement and rotation
382
+ this.stopMovement();
383
+ }
384
+ }
385
+
386
+ /**
387
+ * Handles standard movement without using the navigation server
388
+ */
389
+ private handleStandardMovement(owner: Actor, currentPosition: THREE.Vector3): void {
390
+ if (!this.targetPosition) {
391
+ this.stopMovement();
392
+ return;
393
+ }
394
+
395
+ let toTarget = this.targetPosition.clone().sub(currentPosition);
396
+ toTarget.y = 0;
397
+ const distanceToTarget = toTarget.length();
398
+
399
+ // Check if we need to move to next path point
400
+ if (this.pathPoints.length > 0 && distanceToTarget < this.npcOptions.pathFollowingAccuracy) {
401
+ this.currentPathIndex++;
402
+ this.updateTargetPosition();
403
+
404
+ if (!this.targetPosition) {
405
+ this.stop();
406
+ return;
407
+ }
408
+ }
409
+
410
+ // Move toward the target
411
+ this.moveTowardPoint(owner, toTarget, distanceToTarget);
412
+ }
413
+
414
+ /**
415
+ * Handles checking if we should move to the next path point
416
+ */
417
+ private handlePathPointTransition(distanceToPoint: number): void {
418
+ // If we're close enough to the current point
419
+ if (distanceToPoint < this.npcOptions.pathFollowingAccuracy) {
420
+ if (this.pathPoints.length > 1) {
421
+ // Remove the first point and target the next one
422
+ this.pathPoints.shift();
423
+ } else if (this.pathPoints.length === 1) {
424
+ // For single-point paths, remove the point so the NPC knows it's done
425
+ this.pathPoints.shift();
426
+ this.targetPosition = null;
427
+ }
428
+ }
429
+ }
430
+
431
+ /**
432
+ * Checks if the NPC has reached its final destination
433
+ */
434
+ private hasReachedDestination(distanceToPoint: number): boolean {
435
+ if (distanceToPoint < this.currentStopDistance && this.pathPoints.length <= 1) {
436
+ if (!this.actorToFollow) {
437
+ this.stop();
438
+ return true;
439
+ } else {
440
+ this.stopMovement();
441
+ return true;
442
+ }
443
+ }
444
+ return false;
445
+ }
446
+
447
+ /**
448
+ * Moves the NPC toward a specific point
449
+ */
450
+ private moveTowardPoint(owner: Actor, toPoint: THREE.Vector3, distance: number): void {
451
+ // Check if we have a look-at target that takes priority
452
+ if (this.lookAtTarget && this.isLookingAtTarget) {
453
+ this.handleLookAtTarget(owner);
454
+ } else {
455
+ // Normal movement rotation logic
456
+ // Normalize the direction vector
457
+ const toPointFlat = toPoint.clone().normalize();
458
+
459
+ // Get current forward direction
460
+ const currentForward = owner.forwardDirection();
461
+ currentForward.y = 0;
462
+ currentForward.normalize();
463
+
464
+ // Calculate the rotation angle
465
+ const yawDiff = this.calculateYawDifference(currentForward, toPointFlat);
466
+
467
+ // Apply rotation input - negative because we want to turn toward the target
468
+ this.addLookRightInput(-yawDiff);
469
+ }
470
+
471
+ // Apply movement input based on the required turn angle (only if not prioritizing look-at)
472
+ if (!this.isLookingAtTarget) {
473
+ const toPointFlat = toPoint.clone().normalize();
474
+ const currentForward = owner.forwardDirection();
475
+ currentForward.y = 0;
476
+ currentForward.normalize();
477
+ const yawDiff = this.calculateYawDifference(currentForward, toPointFlat);
478
+ this.applyMovementInput(yawDiff, distance);
479
+ } else {
480
+ // When looking at target, stop movement
481
+ this.addForwardInput(0);
482
+ }
483
+ }
484
+
485
+ /**
486
+ * Handles look-at target rotation
487
+ */
488
+ private handleLookAtTarget(owner: Actor): void {
489
+ if (!this.lookAtTarget) return;
490
+
491
+ const ownerPosition = new THREE.Vector3();
492
+ owner.rootComponent.getWorldPosition(ownerPosition);
493
+
494
+ // Calculate direction to look-at target
495
+ const direction = this.lookAtTarget.clone().sub(ownerPosition);
496
+ direction.y = 0; // Flatten to XZ plane
497
+
498
+ if (direction.length() < 0.001) {
499
+ return; // Too close to determine direction
500
+ }
501
+
502
+ direction.normalize();
503
+
504
+ // Get current forward direction
505
+ const currentForward = owner.forwardDirection();
506
+ currentForward.y = 0;
507
+ currentForward.normalize();
508
+
509
+ // Calculate the rotation angle using the same logic as movement
510
+ const yawDiff = this.calculateYawDifference(currentForward, direction);
511
+
512
+ // Apply rotation input - negative because we want to turn toward the target
513
+ this.addLookRightInput(-yawDiff);
514
+ }
515
+
516
+ /**
517
+ * Calculates the yaw difference between current direction and target direction
518
+ */
519
+ private calculateYawDifference(currentDirection: THREE.Vector3, targetDirection: THREE.Vector3): number {
520
+ // Calculate rotation using dot product and cross product
521
+ const dot = currentDirection.dot(targetDirection);
522
+ const cross = currentDirection.cross(targetDirection).y;
523
+
524
+ // Calculate the smallest angle between current direction and target
525
+ let yawDiff = Math.atan2(cross, dot);
526
+
527
+ // Clamp the rotation input
528
+ return THREE.MathUtils.clamp(yawDiff, -1, 1);
529
+ }
530
+
531
+ /**
532
+ * Applies appropriate movement input based on turn angle and distance
533
+ */
534
+ private applyMovementInput(yawDiff: number, distance: number): void {
535
+ // Add movement input if we're roughly facing the right direction
536
+ if (Math.abs(yawDiff) < Math.PI / 4) {
537
+ if (this.canUseNavigationServer()) {
538
+ // Use speed proportional to distance for navigation server
539
+ const speedFactor = Math.max(0.3, Math.min(1.0, distance / (this.npcOptions.pathFollowingAccuracy * 2)));
540
+ this.addForwardInput(speedFactor);
541
+ } else {
542
+ // Use full speed for standard movement
543
+ this.addForwardInput(1.0);
544
+ }
545
+ } else {
546
+ // Slow down when turning sharply (only for navigation server)
547
+ this.addForwardInput(this.canUseNavigationServer() ? 0.1 : 0);
548
+ }
549
+ }
550
+
551
+ /**
552
+ * Checks if the navigation server is available and ready
553
+ */
554
+ public canUseNavigationServer(): boolean {
555
+ // Must want to use navigation
556
+ if (!this.npcOptions.useNavigationServer) {
557
+ return false;
558
+ }
559
+
560
+ // Must have a navigation server instance
561
+ if (!this.navigationServer) {
562
+ // Try to get it again in case it was created after beginPlay
563
+ this.navigationServer = this.getWorld()?.getNavigationServer() ?? null;
564
+ if (!this.navigationServer) {
565
+ return false;
566
+ }
567
+ }
568
+
569
+ // Navigation server must be ready (have a navigation mesh)
570
+ return this.navigationServer.isReady();
571
+ }
572
+
573
+ /**
574
+ * Gets the current target position (if any)
575
+ */
576
+ public getCurrentTarget(): THREE.Vector3 | null {
577
+ return this.targetPosition ? this.targetPosition.clone() : null;
578
+ }
579
+
580
+ /**
581
+ * Gets the current path points
582
+ */
583
+ public getCurrentPath(): THREE.Vector3[] {
584
+ const result = this.pathPoints.slice(); // Return a copy
585
+ return result;
586
+ }
587
+
588
+ /**
589
+ * Gets the current path index
590
+ */
591
+ public getCurrentPathIndex(): number {
592
+ return this.currentPathIndex;
593
+ }
594
+
595
+ /**
596
+ * Gets the total number of path points
597
+ */
598
+ public getPathLength(): number {
599
+ return this.pathPoints.length;
600
+ }
601
+
602
+ /**
603
+ * Gets the actor being followed (if any)
604
+ */
605
+ public getFollowedActor(): Actor | null {
606
+ return this.actorToFollow;
607
+ }
608
+
609
+ /**
610
+ * Checks if the NPC has reached its current target position
611
+ */
612
+ public hasReachedCurrentTarget(): boolean {
613
+ const currentPosition = this.getCurrentPosition(this.getActor()!);
614
+ if (!this.targetPosition) {
615
+ return true;
616
+ }
617
+ let toTarget = this.targetPosition.clone().sub(currentPosition);
618
+ toTarget.y = 0; // Flatten to XZ plane
619
+ const distanceToTarget = toTarget.length();
620
+ return distanceToTarget <= this.currentStopDistance;
621
+ }
622
+
623
+ /**
624
+ * Sets a target position for the NPC to look at
625
+ * @param targetPosition The world position to look at
626
+ * @param threshold Optional angle threshold in radians (defaults to ~11.25 degrees)
627
+ */
628
+ public setLookAtTarget(targetPosition: THREE.Vector3, threshold?: number): void {
629
+ this.lookAtTarget = targetPosition.clone();
630
+ if (threshold !== undefined) {
631
+ this.lookAtThreshold = threshold;
632
+ }
633
+ this.isLookingAtTarget = true;
634
+ }
635
+
636
+ /**
637
+ * Clears the current look-at target
638
+ */
639
+ public clearLookAtTarget(): void {
640
+ this.lookAtTarget = null;
641
+ this.isLookingAtTarget = false;
642
+ this.addLookRightInput(0); // Stop any rotation input
643
+ }
644
+
645
+ /**
646
+ * Checks if the NPC is currently looking at the target (within threshold)
647
+ */
648
+ public isLookingAtTargetComplete(): boolean {
649
+ if (!this.lookAtTarget || !this.isLookingAtTarget) {
650
+ return true; // No target means "complete"
651
+ }
652
+
653
+ const owner = this.getActor()!;
654
+ const ownerPosition = new THREE.Vector3();
655
+ owner.rootComponent.getWorldPosition(ownerPosition);
656
+
657
+ // Calculate direction to target
658
+ const direction = this.lookAtTarget.clone().sub(ownerPosition);
659
+ direction.y = 0; // Flatten to XZ plane
660
+
661
+ if (direction.length() < 0.001) {
662
+ return true; // Too close to determine direction
663
+ }
664
+
665
+ direction.normalize();
666
+
667
+ // Get current forward direction
668
+ const currentForward = owner.forwardDirection();
669
+ currentForward.y = 0;
670
+ currentForward.normalize();
671
+
672
+ // Calculate angle difference
673
+ const dot = currentForward.dot(direction);
674
+ const cross = currentForward.cross(direction).y;
675
+ const yawDiff = Math.atan2(cross, dot);
676
+
677
+ return Math.abs(yawDiff) <= this.lookAtThreshold;
678
+ }
679
+
680
+ public override generateDebugNode(): SceneGraphDebugNode | null {
681
+ return {
682
+ title: this.name,
683
+ data: this.npcOptions
684
+ };
685
+ }
686
+
687
+ /**
688
+ * Determines if we need to recalculate the path when following an actor
689
+ */
690
+ private shouldRecalculatePathToActor(actorPosition: THREE.Vector3): boolean {
691
+ // Always recalculate if we have no path
692
+ if (this.pathPoints.length === 0) {
693
+ return true;
694
+ }
695
+
696
+ // Check if we've reached the end of our current path
697
+ if (this.hasReachedCurrentTarget() && this.currentPathIndex >= this.pathPoints.length - 1) {
698
+ return true;
699
+ }
700
+
701
+ // Check if the actor has moved significantly from the last path endpoint
702
+ if (this.pathPoints.length > 0) {
703
+ const lastPathPoint = this.pathPoints[this.pathPoints.length - 1];
704
+ const distanceFromPathEnd = lastPathPoint.distanceTo(actorPosition);
705
+
706
+ // Recalculate if actor moved more than 3 units from where we were heading
707
+ if (distanceFromPathEnd > 3.0) {
708
+ return true;
709
+ }
710
+ }
711
+
712
+ return false;
713
+ }
714
+
715
+ /**
716
+ * Calculates and sets path to a target position using navigation server
717
+ */
718
+ private calculateAndSetPathToPosition(targetPosition: THREE.Vector3): void {
719
+ const owner = this.getActor();
720
+ if (!owner) {
721
+ console.warn('NpcMovementComponent: No owner actor found');
722
+ return;
723
+ }
724
+
725
+ // Get current position
726
+ const ownerPosition = new THREE.Vector3();
727
+ owner.rootComponent.getWorldPosition(ownerPosition);
728
+
729
+
730
+ if (!this.navigationServer) {
731
+ console.warn('NpcMovementComponent: No navigation server available, using direct path');
732
+ this.setPath([targetPosition], false);
733
+ return;
734
+ }
735
+
736
+ if (this.canUseNavigationServer()) {
737
+ // Use navigation server - find closest point on navmesh if target is not on it
738
+ let pathTarget = targetPosition.clone();
739
+ const wasTargetOnNavmesh = this.navigationServer.isPointOnNavigationMesh(targetPosition);
740
+ if (!wasTargetOnNavmesh) {
741
+ pathTarget = this.navigationServer.getClosestPointOnNavigationMesh(targetPosition);
742
+ }
743
+
744
+ // Calculate path using navigation server
745
+ const pathPoints = this.navigationServer.calculatePath(ownerPosition, pathTarget);
746
+ this.setPath(pathPoints, false);
747
+ } else {
748
+ // Direct movement without navigation
749
+ this.setPath([targetPosition], false);
750
+ }
751
+ }
752
+
753
+ /**
754
+ * Initializes debug visualization objects
755
+ */
756
+ private initializeDebugVisualization(): void {
757
+ if (!this.npcOptions.debugVisualization?.enabled) return;
758
+
759
+ const world = this.getWorld();
760
+ if (!world) return;
761
+
762
+ // Create debug group
763
+ this.debugGroup = new THREE.Group();
764
+ this.debugGroup.name = `NPC_Debug_${this.getActor()?.uuid ?? 'unknown'}`;
765
+ world.scene.add(this.debugGroup);
766
+
767
+ // Create path line
768
+ const pathGeometry = new THREE.BufferGeometry();
769
+ const pathMaterial = new THREE.LineBasicMaterial({
770
+ color: this.npcOptions.debugVisualization.pathColor ?? 0x00ff00,
771
+ linewidth: this.npcOptions.debugVisualization.lineWidth ?? 2
772
+ });
773
+ this.pathLine = new THREE.Line(pathGeometry, pathMaterial);
774
+ this.pathLine.name = 'NPC_Path_Line';
775
+ this.debugGroup.add(this.pathLine);
776
+
777
+ // Create target sphere
778
+ if (this.npcOptions.debugVisualization.showWaypoints) {
779
+ const targetGeometry = new THREE.SphereGeometry(
780
+ this.npcOptions.debugVisualization.waypointSize ?? 0.5,
781
+ 8, 6
782
+ );
783
+ const targetMaterial = new THREE.MeshBasicMaterial({
784
+ color: this.npcOptions.debugVisualization.targetColor ?? 0xff0000,
785
+ transparent: true,
786
+ opacity: 0.8
787
+ });
788
+ this.targetSphere = new THREE.Mesh(targetGeometry, targetMaterial);
789
+ this.targetSphere.name = 'NPC_Target_Sphere';
790
+ this.debugGroup.add(this.targetSphere);
791
+ }
792
+
793
+ // Disable raycasting for all debug objects
794
+ this.debugGroup.traverse((child) => {
795
+ child.raycast = () => { };
796
+ });
797
+ }
798
+
799
+ /**
800
+ * Cleans up debug visualization objects
801
+ */
802
+ private cleanupDebugVisualization(): void {
803
+ if (this.debugGroup) {
804
+ this.debugGroup.removeFromParent();
805
+ this.debugGroup = null;
806
+ }
807
+ this.pathLine = null;
808
+ this.waypointSpheres.forEach(sphere => sphere.geometry.dispose());
809
+ this.waypointSpheres = [];
810
+ if (this.targetSphere) {
811
+ this.targetSphere.geometry.dispose();
812
+ this.targetSphere = null;
813
+ }
814
+ }
815
+
816
+ /**
817
+ * Updates debug visualization based on current path and target
818
+ */
819
+ private updateDebugVisualization(): void {
820
+ if (!this.npcOptions.debugVisualization?.enabled || !this.debugGroup) return;
821
+
822
+ const owner = this.getActor();
823
+ if (!owner) return;
824
+
825
+ // Update path line
826
+ if (this.pathLine && this.pathPoints.length > 0) {
827
+ const points: THREE.Vector3[] = [];
828
+
829
+ // Add current position as start point
830
+ const currentPos = new THREE.Vector3();
831
+ owner.rootComponent.getWorldPosition(currentPos);
832
+ points.push(currentPos);
833
+
834
+ // Add all path points
835
+ points.push(...this.pathPoints);
836
+
837
+ // Dispose old geometry and create new one to avoid buffer size issues
838
+ this.pathLine.geometry.dispose();
839
+ this.pathLine.geometry = new THREE.BufferGeometry().setFromPoints(points);
840
+ this.pathLine.visible = true;
841
+ } else if (this.pathLine) {
842
+ this.pathLine.visible = false;
843
+ }
844
+
845
+ // Update target sphere
846
+ if (this.targetSphere && this.targetPosition) {
847
+ this.targetSphere.position.copy(this.targetPosition);
848
+ this.targetSphere.visible = true;
849
+ } else if (this.targetSphere) {
850
+ this.targetSphere.visible = false;
851
+ }
852
+
853
+ // Update waypoint spheres
854
+ this.updateWaypointSpheres();
855
+ }
856
+
857
+ /**
858
+ * Updates waypoint spheres for path visualization
859
+ */
860
+ private updateWaypointSpheres(): void {
861
+ if (!this.npcOptions.debugVisualization?.enabled ||
862
+ !this.npcOptions.debugVisualization.showWaypoints ||
863
+ !this.debugGroup) return;
864
+
865
+ // Remove existing waypoint spheres
866
+ this.waypointSpheres.forEach(sphere => {
867
+ this.debugGroup!.remove(sphere);
868
+ sphere.geometry.dispose();
869
+ });
870
+ this.waypointSpheres = [];
871
+
872
+ // Create new waypoint spheres
873
+ this.pathPoints.forEach((point, index) => {
874
+ const geometry = new THREE.SphereGeometry(
875
+ (this.npcOptions.debugVisualization!.waypointSize ?? 0.5) * 0.7,
876
+ 6, 4
877
+ );
878
+ const material = new THREE.MeshBasicMaterial({
879
+ color: 0x00ffff,
880
+ transparent: true,
881
+ opacity: 0.6
882
+ });
883
+ const sphere = new THREE.Mesh(geometry, material);
884
+ sphere.position.copy(point);
885
+ sphere.name = `NPC_Waypoint_${index}`;
886
+ sphere.raycast = () => { }; // Disable raycasting
887
+
888
+ this.debugGroup!.add(sphere);
889
+ this.waypointSpheres.push(sphere);
890
+ });
891
+ }
892
+
893
+ /**
894
+ * Gets the current debug visualization enabled state
895
+ */
896
+ public isDebugVisualizationEnabled(): boolean {
897
+ return this.npcOptions.debugVisualization?.enabled ?? false;
898
+ }
899
+
900
+ /**
901
+ * Enables or disables debug visualization
902
+ */
903
+ public setDebugVisualizationEnabled(enabled: boolean): void {
904
+ this.npcOptions.debugVisualization ??= {
905
+ enabled: false,
906
+ pathColor: 0x00ff00,
907
+ targetColor: 0xff0000,
908
+ lineWidth: 2,
909
+ showWaypoints: true,
910
+ waypointSize: 0.5
911
+ };
912
+
913
+ this.npcOptions.debugVisualization.enabled = enabled;
914
+
915
+ if (enabled && !this.debugGroup) {
916
+ this.initializeDebugVisualization();
917
+ } else if (!enabled && this.debugGroup) {
918
+ this.cleanupDebugVisualization();
919
+ }
920
+ }
921
+
922
+ //====================================================================================================
923
+ // Editor Functions
924
+ //====================================================================================================
925
+
926
+ public override getEditorClassIcon(): string | null {
927
+ return 'Icon_NPC';
928
+ }
929
+
930
+ }