@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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  239. package/assets/textures/T_Stone_Mossy_AmbientOcclusion.jpg +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1430 @@
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+ /**
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+ * World represents the entire runtime scene and all systems that operate within it.
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+ *
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+ * Detailed explanation:
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+ * - Owns the Three.js scene graph, manages arrays of actors and coordinates their lifecycles.
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+ * - Creates and controls global services including input, timers, physics, navigation and networking.
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+ * - The tick method advances simulation, handles network replication and processes queued actor removals.
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+ * - Supports serialization via WorldSerializer and produces debug nodes for editor tooling.
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+ * - Manages camera references for rendering and exposes helpers to spawn basic shapes and geometry.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Instantiate a World in your game loop with physics and navigation options suited to the project.
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+ * - Add or remove actors using the provided methods instead of manipulating the scene directly.
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+ * - Query actors with getActors or getFirstActor when implementing gameplay logic.
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+ * - Avoid spawning player controllers before beginPlay since they rely on world initialization.
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+ */
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+ import * as THREE from 'three';
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+
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+ import { Actor } from '../actors/Actor.js';
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+ import { GlobalParticleManager } from '../actors/GlobalParticleManager.js';
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+ import { PlayerController } from '../actors/PlayerController.js';
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+ import { GLTFMeshComponent, LightComponent } from '../components/index.js';
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+ import { MeshComponent } from '../components/visual/MeshComponent.js';
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+ import { ENABLE_LIGHTMAPS } from '../const.js';
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+ import { ManifoldWrapper } from '../csg/ManifoldWrapper.js';
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+ import { NetWorld } from '../multiplayer/index.js';
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+ import { createNavigationServer } from '../navigation/NavigationServer.js';
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+ import { createPhysicsEngine } from '../physics/PhysicsEngine.js';
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+ import { PhysicsMotionType } from '../physics/PhysicsTypes.js';
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+ import { LightmapManager } from '../render/lightmapping/LightmapManager.js';
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+ import { type PostProcessConfiguration, PostProcessManager } from '../render/PostProcessManager.js';
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+ import { PluginManager } from '../scripting/PluginManager.js';
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+ import { ClassRegistry, EngineClass } from '../systems/ClassRegistry.js';
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+ import { ConsoleCommand, ConsoleManager } from '../systems/ConsoleManager.js';
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+ import { ConsoleVariableHandler } from '../systems/ConsoleVariableHandler.js';
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+ import { InputManager } from '../systems/InputManager.js';
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+ import { ObjectNamingSystem } from '../systems/ObjectNamingSystem.js';
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+ import { StatsDisplay } from '../systems/Stats.js';
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+ import { TimerSystem } from '../systems/TimerSystem.js';
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+ import { TweenManager } from '../systems/TweenManager.js';
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+ import { WorldSerializer } from '../systems/WorldSerialization.js';
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+ import { UIManager } from '../ui/UIManager.js';
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+ import { GlobalAudioManager } from '../utils/GlobalAudioManager.js';
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+ import { resourceManager } from '../utils/ResourceManager.js';
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+ import { SceneGraphUtils } from '../utils/SceneGraphUtils.js';
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+ import { property } from '../utils/serialization/decorator.js';
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+ import { ISerializableObjectTag } from '../utils/serialization/serializable.js';
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+ import { isNode } from '../utils/Utils.js';
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+ import { ensure, shortUUID } from '../utils/Utils.js';
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+
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+ import { GameMode } from './GameMode.js';
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+ import { Playable, PlayState } from './Playable.js';
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+
54
+ import type { BaseGameLoop } from './GameLoop.js';
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+ import type { Pawn } from '../actors/Pawn.js';
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+ import type { SkyboxComponent } from '../components/index.js';
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+ import type { SceneComponent } from '../components/SceneComponent.js';
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+ import type { INavigationServer, NavigationOptions } from '../navigation/NavigationServer.js';
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+ import type { IPhysicsEngine, PhysicsOptions } from '../physics/PhysicsEngine.js';
60
+ import type { AssetPath } from '../storage/storageProvider.js';
61
+ import type { ISerializable, SceneResources, SerializedWorld, WorldSerializationContext } from '../systems/WorldSerialization';
62
+ import type { Delegate } from '../utils/Delegate.js';
63
+ import type { ISceneGraphDebugNodeGenerator, SceneGraphDebugNode } from '../utils/SceneGraphUtils';
64
+ import type { Dumper, Loader } from '../utils/serialization/serializer.js';
65
+
66
+ export interface WorldOptions {
67
+ rendererDomElement: HTMLElement;
68
+ gameContainer: HTMLElement;
69
+ backgroundColor?: THREE.ColorRepresentation;
70
+ physicsOptions: PhysicsOptions
71
+ navigationOptions: NavigationOptions
72
+ useManifold?: boolean;
73
+ gameMode?: GameMode;
74
+ enableGamepad?: boolean;
75
+ gameId?: string;
76
+ gameLoop?: WeakRef<BaseGameLoop>;
77
+ }
78
+
79
+ export interface WorldDescriptionOptions {
80
+ // actor IDs, if specified, actors not in this list will be omitted and only contain basic uuid and name info
81
+ specifiedActors?: string[];
82
+
83
+ // whether to include the actor's components in the description
84
+ includeComponentsDetails?: boolean;
85
+ }
86
+
87
+ export interface RenderWindowSize {
88
+ width: number;
89
+ height: number;
90
+ }
91
+
92
+ export type GenericWorldDelegate = Delegate<[World], void>;
93
+
94
+ @EngineClass('World')
95
+ export class World extends Playable implements ISceneGraphDebugNodeGenerator, ISerializable {
96
+ readonly [ISerializableObjectTag] = true;
97
+
98
+ public readonly postProcessManager: PostProcessManager = new PostProcessManager();
99
+
100
+ public readonly uuid: string = shortUUID();
101
+ public readonly name: string;
102
+ public readonly scene: THREE.Scene;
103
+ public readonly inputManager: InputManager;
104
+ public readonly consoleManager: ConsoleManager;
105
+ public readonly timerSystem: TimerSystem;
106
+ public readonly tweenManager: TweenManager;
107
+ public readonly uiManager: UIManager;
108
+ public readonly gameMode: GameMode;
109
+ public readonly pluginManager: PluginManager;
110
+ private lastCameraWarningTime: number = 0;
111
+ public readonly netWorld: NetWorld;
112
+ public readonly audioListener: THREE.AudioListener | null;
113
+ public readonly globalAudioManager: GlobalAudioManager;
114
+ public readonly globalParticleManager: GlobalParticleManager;
115
+ public editorData: Record<string, any> = {};
116
+ public isEditorWorld: boolean = false;
117
+ public sceneResources: SceneResources | null = null;
118
+ public postProcessConfiguration: PostProcessConfiguration | null = null;
119
+
120
+ private actors: Actor[] = [];
121
+ private playerControllers: PlayerController[] = [];
122
+ private physicsEngine: IPhysicsEngine | null = null;
123
+ private navigationServer: INavigationServer | null = null;
124
+ private manifold: ManifoldWrapper | null = null;
125
+ private lightmapManager: LightmapManager | null = null;
126
+ private navigationMeshVisualization: THREE.Group | null = null;
127
+
128
+ // if valid for physics engine to be null if the user doesn't want it, so use a separate flag to track
129
+ private navigationServerCreated: boolean = false;
130
+ private physicsEngineCreated: boolean = false;
131
+ private manifoldCreated: boolean = false;
132
+ private lightmapManagerCreated: boolean = false;
133
+ private isTicking: boolean = false;
134
+ private actorsToRemove: Actor[] = [];
135
+ private hiddenInGameActors: Set<Actor> = new Set();
136
+ private hiddenInGameSceneComponents: Set<SceneComponent> = new Set();
137
+ private isPaused: boolean = false;
138
+ private slomo: number = 1;
139
+ private gameTime: number = 0;
140
+ private overrideCamera: THREE.Camera | null = null;
141
+ // the camera actor that is used for rendering the world
142
+ private skyboxComponent: SkyboxComponent | null = null;
143
+ private renderWindowSize: RenderWindowSize | null = null;
144
+ private nextTickFunctions: (() => void)[] = [];
145
+ private statsDisplay: StatsDisplay;
146
+
147
+ /**
148
+ * The camera used for rendering the world
149
+ */
150
+ public camera: THREE.Camera | null = null;
151
+
152
+ /**
153
+ * A fallback camera used when no active camera is available
154
+ */
155
+ private fallbackCamera: THREE.PerspectiveCamera;
156
+
157
+ /**
158
+ * Creates a new World instance
159
+ * @param options - Configuration options for the world including:
160
+ * - rendererDomElement: HTML element to attach the renderer to
161
+ * - backgroundColor: Optional background color for the scene
162
+ * - physicsOptions: Configuration for the physics engine
163
+ */
164
+ constructor(readonly options: WorldOptions) {
165
+ super();
166
+ this.netWorld = new NetWorld(this, options.gameId ?? 'default');
167
+ this.name = ObjectNamingSystem.generateName(this);
168
+ this.scene = new THREE.Scene();
169
+ this.scene.setWorld(this);
170
+ this.scene.background = new THREE.Color(options.backgroundColor);
171
+ this.actors = [];
172
+ this.inputManager = new InputManager({
173
+ rendererDomElement: options.rendererDomElement,
174
+ gameContainer: options.gameContainer,
175
+ world: new WeakRef(this),
176
+ enableGamepad: options.enableGamepad
177
+ });
178
+ this.timerSystem = new TimerSystem({
179
+ world: this
180
+ });
181
+ this.tweenManager = new TweenManager(this);
182
+ this.consoleManager = new ConsoleManager();
183
+ this.inputManager.addInputHandler(this.consoleManager);
184
+
185
+ // Register console variable handler for CVar system
186
+ this.consoleManager.addCommandHandler(new ConsoleVariableHandler());
187
+
188
+ // Register stats console handler
189
+ this.statsDisplay = new StatsDisplay(options.gameContainer);
190
+
191
+ this.uiManager = new UIManager({
192
+ container: options.gameContainer
193
+ });
194
+ this.inputManager.addInputHandler(this.uiManager);
195
+
196
+ this.gameMode = options.gameMode ?? new GameMode({});
197
+ this.gameMode.setWorld(this);
198
+
199
+ this.audioListener = !isNode() ? new THREE.AudioListener() : null;
200
+
201
+ this.globalAudioManager = GlobalAudioManager.getInstance();
202
+ this.globalAudioManager.setWorld(this);
203
+
204
+ // the global particle manager is never saved
205
+ this.globalParticleManager = new GlobalParticleManager();
206
+ this.globalParticleManager.setTransient(true);
207
+ this.addActors(this.globalParticleManager);
208
+
209
+ this.fallbackCamera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
210
+ // Position the fallback camera at a reasonable default location
211
+ this.fallbackCamera.position.set(0, 5, 10);
212
+ this.fallbackCamera.lookAt(0, 0, 0);
213
+
214
+ this.pluginManager = new PluginManager(new WeakRef(this));
215
+ }
216
+
217
+ public export(context: WorldSerializationContext, includeDefaults: boolean): SerializedWorld {
218
+ return {
219
+ class: ClassRegistry.getClassNameChecked(this),
220
+ uuid: this.uuid,
221
+ ctor: context.exportObject(this.options, includeDefaults),
222
+ actors: this.actors.map(actor => context.exportObject(actor, includeDefaults)).filter(actor => !!actor),
223
+ resources: this.sceneResources ?? undefined,
224
+ properties: {
225
+ editorData: this.editorData,
226
+ postProcessConfiguration: this.postProcessConfiguration
227
+ }
228
+ };
229
+ }
230
+
231
+ public serialize(dumper: Dumper): void {
232
+ dumper.dumpValue('$uuid', this.uuid);
233
+ dumper.dumpValue('actors', this.actors.filter(actor => !!actor));
234
+ dumper.dumpValue('resources', this.sceneResources);
235
+ dumper.dumpValue('editorData', this.editorData);
236
+ dumper.dumpValue('postProcessConfiguration', this.postProcessConfiguration);
237
+
238
+ dumper.dumpProperties(this);
239
+ }
240
+
241
+ public deserialize(loader: Loader): void {
242
+ (this as any).uuid = loader.loadValue('$uuid') ?? this.uuid;
243
+
244
+ this.sceneResources = loader.loadValue('resources', this.sceneResources);
245
+ this.editorData = loader.loadValue('editorData', this.editorData);
246
+ this.postProcessConfiguration = loader.loadValue('postProcessConfiguration', this.postProcessConfiguration);
247
+
248
+ // I could do,
249
+ // ```
250
+ // const actors = [...this.actors];
251
+ // loader.loadValue('actors', actors);
252
+ // ```
253
+ // expecting the loader to populate into some existing actor, but let's assume that world is clean when loaded for now
254
+ const actors: Actor[] = loader.loadValue('actors');
255
+ const newlyLoadedActors = actors.filter(actor => actor && !this.actors.includes(actor));
256
+ this.addActors(...newlyLoadedActors);
257
+
258
+ loader.loadProperties(this);
259
+ }
260
+
261
+
262
+ /**
263
+ * The container element that holds the game UI and game content
264
+ */
265
+ public get gameContainer(): HTMLElement {
266
+ return this.options.gameContainer;
267
+ }
268
+
269
+ /**
270
+ * Gets the game loop
271
+ * @returns The game loop
272
+ */
273
+ public get gameLoop(): BaseGameLoop | null {
274
+ return this.options.gameLoop?.deref() ?? null;
275
+ }
276
+
277
+ /**
278
+ * Gets the render window size
279
+ * @returns The render window size
280
+ */
281
+ public getRenderWindowSize(): RenderWindowSize | null {
282
+ return this.renderWindowSize;
283
+ }
284
+
285
+ /**
286
+ * Sets the lightmap resource references for this scene.
287
+ * Used by external tools to configure lightmap file paths.
288
+ */
289
+ public setLightmapResources(metadataPath: string, texturePath: string): void {
290
+ this.sceneResources ??= {};
291
+ this.sceneResources.lightmap = {
292
+ metadataPath,
293
+ texturePath
294
+ };
295
+ }
296
+
297
+ /**
298
+ * Sets the NavMesh resource reference for this scene.
299
+ * Used by external tools to configure NavMesh file path.
300
+ */
301
+ public setNavMeshResource(path: string): void {
302
+ this.sceneResources ??= {};
303
+ this.sceneResources.navMesh = {
304
+ path
305
+ };
306
+ }
307
+
308
+ /**
309
+ * Clears lightmap resource references for this scene.
310
+ */
311
+ public clearLightmapResources(): void {
312
+ if (this.sceneResources) {
313
+ this.sceneResources.lightmap = undefined;
314
+ }
315
+ }
316
+
317
+ /**
318
+ * Clears NavMesh resource reference for this scene.
319
+ */
320
+ public clearNavMeshResource(): void {
321
+ if (this.sceneResources) {
322
+ this.sceneResources.navMesh = undefined;
323
+ }
324
+ }
325
+
326
+ /**
327
+ * Gets the current scene resource configuration.
328
+ */
329
+ public getSceneResources(): SceneResources | null {
330
+ return this.sceneResources;
331
+ }
332
+
333
+ /**
334
+ * Gets the current post-processing configuration.
335
+ */
336
+ public getPostProcessConfiguration(): PostProcessConfiguration | null {
337
+ return this.postProcessConfiguration;
338
+ }
339
+
340
+ /**
341
+ * Sets the post-processing configuration (merges with defaults).
342
+ * @param config - The post-processing configuration to set
343
+ */
344
+ public setPostProcessConfiguration(config: PostProcessConfiguration | null): void {
345
+ this.postProcessConfiguration = config;
346
+ if (config) {
347
+ this.postProcessManager.setConfiguration(config);
348
+ }
349
+ }
350
+
351
+ /**
352
+ * Updates the post-processing configuration (merges with current).
353
+ * @param config - The post-processing configuration to update
354
+ */
355
+ public updatePostProcessConfiguration(config: PostProcessConfiguration): void {
356
+ if (this.postProcessConfiguration) {
357
+ // Merge with existing configuration
358
+ const mergedEffects = [...this.postProcessConfiguration.effects];
359
+ for (const newEffect of config.effects) {
360
+ const existingIndex = mergedEffects.findIndex(e => e.type === newEffect.type);
361
+ if (existingIndex >= 0) {
362
+ mergedEffects[existingIndex] = { ...mergedEffects[existingIndex], ...newEffect };
363
+ } else {
364
+ mergedEffects.push(newEffect);
365
+ }
366
+ }
367
+ this.postProcessConfiguration = { effects: mergedEffects };
368
+ } else {
369
+ this.postProcessConfiguration = config;
370
+ }
371
+ this.postProcessManager.updateConfiguration(config);
372
+ }
373
+
374
+ /**
375
+ * Adds an actor to the world
376
+ * @param actor The actor to add
377
+ * @returns This world instance for method chaining
378
+ */
379
+ public addActor(actor: Actor): this {
380
+ return this.addActors(actor);
381
+ }
382
+
383
+ /**
384
+ * Adds one or more actors to the world
385
+ * @param actors The actors to add
386
+ * @returns This world instance for method chaining
387
+ */
388
+ public addActors(...actors: Actor[]): this {
389
+ if (!ensure(!this.isPlayEnded())) {
390
+ return this;
391
+ }
392
+
393
+ actors.forEach(actor => {
394
+ if (!ensure(!this.actors.includes(actor))) {
395
+ return;
396
+ }
397
+ this.actors.push(actor);
398
+ actor.setWorld(this);
399
+ this.scene.add(actor.rootComponent);
400
+ if (this.isPlaying()) {
401
+ actor.beginPlay();
402
+ }
403
+ if (actor instanceof PlayerController) {
404
+ if (this.playerControllers.length) {
405
+ throw new Error('Only one player controller is allowed in the world');
406
+ }
407
+ this.playerControllers.push(actor);
408
+ }
409
+ if (this.isEditorWorld) {
410
+ actor.onEditorAddToWorld();
411
+ this.onEditorActorAddToWorld?.(actor);
412
+ }
413
+ });
414
+
415
+ return this;
416
+ }
417
+
418
+ /**
419
+ * Gets the current physics engine instance
420
+ * @returns The physics engine instance if available, otherwise null
421
+ */
422
+ public getPhysicsEngine(): IPhysicsEngine | null {
423
+ return this.physicsEngine;
424
+ }
425
+
426
+ public getNavigationServer(): INavigationServer | null {
427
+ return this.navigationServer;
428
+ }
429
+
430
+ /**
431
+ * Creates a navigation mesh from the current scene.
432
+ * This method waits for both the scene to be fully loaded and all GLTF meshes to be loaded
433
+ * before generating the navigation mesh from actors with GLTFMeshComponents that are set to static motion type.
434
+ */
435
+ public async createNavigationMeshFromScene(): Promise<void> {
436
+ if (!this.navigationServerCreated) {
437
+ throw new Error('[Navigation Server] Navigation server not created');
438
+ }
439
+
440
+ const navigationServer = this.getNavigationServer();
441
+ if (!navigationServer) {
442
+ console.error('[Navigation Server] createNavigationMeshFromScene: Navigation server not available');
443
+ return;
444
+ }
445
+
446
+ const meshes: THREE.Mesh[] = [];
447
+
448
+ // gather all the relevant gltf mesh components
449
+ let gltfMeshComponents: GLTFMeshComponent[] = [];
450
+ for (const actor of this.actors) {
451
+ gltfMeshComponents.push(...actor.getComponents(GLTFMeshComponent));
452
+ }
453
+ gltfMeshComponents = gltfMeshComponents.filter(component => component.getPhysicsOptions()?.motionType === PhysicsMotionType.Static && !component.options.excludeFromNavigation);
454
+
455
+ if (gltfMeshComponents.length > 0) {
456
+ // wait for all the models to be loaded
457
+ await Promise.all(Object.values(resourceManager.getCachedModels()));
458
+ // Extract meshes from GLTFMeshComponents
459
+ for (const component of gltfMeshComponents) {
460
+ meshes.push(...component.getAllMeshes());
461
+ }
462
+ }
463
+
464
+ // gather all the relevant mesh components
465
+ let meshComponents: MeshComponent[] = [];
466
+ for (const actor of this.actors) {
467
+ meshComponents.push(...actor.getComponents(MeshComponent));
468
+ }
469
+ meshComponents = meshComponents.filter(component => component.getPhysicsOptions()?.motionType === PhysicsMotionType.Static && !component.options.excludeFromNavigation);
470
+ for (const component of meshComponents) {
471
+ meshes.push(component.getMesh());
472
+ }
473
+
474
+ if (meshes.length === 0) {
475
+ console.warn('[Navigation Server] No meshes found for navigation mesh generation');
476
+ return;
477
+ }
478
+
479
+ const success = await navigationServer.createNavigationMeshFromMeshes(meshes);
480
+ if (success) {
481
+ console.log('[Navigation Server] Navigation mesh created successfully');
482
+ }
483
+ else {
484
+ console.error('[Navigation Server] Failed to create navigation mesh');
485
+ }
486
+ }
487
+
488
+ /**
489
+ * Export the current navigation mesh to a binary file
490
+ * @param scenePath The path to the scene file (used to determine navmesh file path)
491
+ * @returns Promise resolving to export result with data and filename
492
+ */
493
+ public async exportNavigationMesh(scenePath: AssetPath): Promise<{ success: boolean; data?: ArrayBuffer; filename?: string }> {
494
+ const navigationServer = this.getNavigationServer();
495
+ if (!navigationServer) {
496
+ console.error('[World] exportNavigationMesh: Navigation server not available');
497
+ return { success: false };
498
+ }
499
+
500
+ return await navigationServer.exportNavigationMesh(scenePath);
501
+ }
502
+
503
+ /**
504
+ * Import a navigation mesh from a binary file
505
+ * @param scenePath The path to the scene file (used to determine navmesh file path)
506
+ * @returns Promise resolving to success/failure
507
+ */
508
+ public async importNavigationMesh(scenePath: AssetPath): Promise<boolean> {
509
+ const navigationServer = this.getNavigationServer();
510
+ if (!navigationServer) {
511
+ console.error('[World] importNavigationMesh: Navigation server not available');
512
+ return false;
513
+ }
514
+
515
+ return await navigationServer.importNavigationMesh(scenePath);
516
+ }
517
+
518
+ /**
519
+ * Import a navigation mesh from binary data directly
520
+ * @param navMeshData The NavMesh binary data as ArrayBuffer
521
+ * @returns Promise resolving to success/failure
522
+ */
523
+ public async importNavigationMeshFromData(navMeshData: ArrayBuffer): Promise<boolean> {
524
+ const navigationServer = this.getNavigationServer();
525
+ if (!navigationServer) {
526
+ console.error('[World] importNavigationMeshFromData: Navigation server not available');
527
+ return false;
528
+ }
529
+
530
+ return await navigationServer.importNavigationMeshFromData(navMeshData);
531
+ }
532
+
533
+ /**
534
+ * Clear the current navigation mesh
535
+ */
536
+ public clearNavigationMesh(): void {
537
+ const navigationServer = this.getNavigationServer();
538
+ if (!navigationServer) {
539
+ console.error('[World] clearNavigationMesh: Navigation server not available');
540
+ return;
541
+ }
542
+
543
+ navigationServer.clearNavigationMesh();
544
+ }
545
+
546
+ public getManifold(): ManifoldWrapper | null {
547
+ return this.manifold;
548
+ }
549
+
550
+ /**
551
+ * Removes an actor from the world
552
+ * @param actor The actor to remove
553
+ * @returns This world instance for method chaining
554
+ */
555
+ public removeActor(actor: Actor): this {
556
+ return this.removeActors(actor);
557
+ }
558
+
559
+ /**
560
+ * Removes one or more actors from the world
561
+ * @param actors - The actors to remove
562
+ * @returns This world instance for method chaining
563
+ */
564
+ public removeActors(...actors: Actor[]): this {
565
+ if (!ensure(!this.isPlayEnded())) {
566
+ return this;
567
+ }
568
+
569
+ if (this.isTicking) {
570
+ this.actorsToRemove.push(...actors);
571
+ return this;
572
+ }
573
+
574
+ actors.forEach(actor => {
575
+ const index = this.actors.indexOf(actor);
576
+ if (ensure(index !== -1, `${actor.getPathName()} not found in world`)) {
577
+ if (this.isPlaying()) {
578
+ actor.endPlay();
579
+ }
580
+ if (this.isEditorWorld) {
581
+ actor.onEditorRemoveFromWorld();
582
+ this.onEditorActorRemoveFromWorld?.(actor);
583
+ }
584
+ actor.setWorld(null);
585
+ this.actors.splice(index, 1);
586
+ this.scene.remove(actor.rootComponent);
587
+ if (actor instanceof PlayerController) {
588
+ const index = this.playerControllers.indexOf(actor);
589
+ if (index !== -1) {
590
+ this.playerControllers.splice(index, 1);
591
+ }
592
+ }
593
+ }
594
+ });
595
+
596
+ return this;
597
+ }
598
+
599
+ /**
600
+ * Schedules a function to be executed at the beginning of the next tick
601
+ * @param fn - The function to execute next tick
602
+ */
603
+ public runInNextTick(fn: () => void): void {
604
+ this.nextTickFunctions.push(fn);
605
+ }
606
+
607
+ /**
608
+ * Updates the world state for the current frame
609
+ * @param deltaTime - Time elapsed since last frame in seconds
610
+ */
611
+ public tick(deltaTime: number): void {
612
+ deltaTime *= this.slomo;
613
+ if (this.playState !== PlayState.Playing) {
614
+ return;
615
+ }
616
+
617
+ if (this.isPaused) {
618
+ return;
619
+ }
620
+
621
+ if (deltaTime <= 0) {
622
+ return;
623
+ }
624
+
625
+ this.gameTime += deltaTime;
626
+ this.isTicking = true;
627
+
628
+ // Execute functions scheduled for this tick
629
+ if (this.nextTickFunctions.length > 0) {
630
+ const functionsToExecute = [...this.nextTickFunctions];
631
+ this.nextTickFunctions = [];
632
+ for (const fn of functionsToExecute) {
633
+ try {
634
+ fn();
635
+ } catch (error) {
636
+ console.error('Error executing next tick function:', error);
637
+ }
638
+ }
639
+ }
640
+
641
+ // Process timer events before physics
642
+ this.timerSystem.tick(deltaTime);
643
+
644
+ // Update all managed tweens
645
+ this.tweenManager.update(deltaTime);
646
+
647
+ this.gameMode.tick(deltaTime);
648
+
649
+ for (const actor of this.actors) {
650
+ actor.tickPrePhysics(deltaTime);
651
+ }
652
+
653
+ if (this.physicsEngine) {
654
+ this.physicsEngine.tick(deltaTime);
655
+ }
656
+
657
+ for (const actor of this.actors) {
658
+ actor.tickPostPhysics(deltaTime);
659
+ }
660
+
661
+ this.netWorld.tick(deltaTime);
662
+
663
+ this.statsDisplay.tick();
664
+
665
+ // Ensure the audio listener is attached to the correct camera
666
+ const camera = this.getActiveCamera();
667
+ if (camera && this.audioListener && this.audioListener.parent != camera) {
668
+
669
+ camera.add(this.audioListener);
670
+ camera.getActor()?.onPreEndPlay.add((cameraActor) => {
671
+ this.audioListener?.removeFromParent();
672
+ });
673
+ }
674
+
675
+ this.isTicking = false;
676
+ this.removeActors(...this.actorsToRemove);
677
+ this.actorsToRemove = [];
678
+ }
679
+
680
+ /**
681
+ * Creates the physics engine
682
+ * @returns A promise that resolves when the physics engine is created
683
+ */
684
+ public async createPhysicsEngine(): Promise<void> {
685
+ if (this.physicsEngineCreated) {
686
+ throw new Error('Physics engine already created');
687
+ }
688
+
689
+ this.physicsEngine = await createPhysicsEngine(this.options.physicsOptions, this);
690
+ console.log('Physics engine created:', ClassRegistry.getClassOrConstructorName(this.physicsEngine));
691
+ this.physicsEngineCreated = true;
692
+ }
693
+
694
+ public async createManifold(): Promise<void> {
695
+ if (this.manifoldCreated) {
696
+ throw new Error('Manifold already created');
697
+ }
698
+
699
+ if (!this.options.useManifold) {
700
+ return;
701
+ }
702
+
703
+ this.manifold = new ManifoldWrapper();
704
+ await this.manifold?.initManifold();
705
+ this.manifoldCreated = true;
706
+ }
707
+
708
+ public async createNavigationServer(): Promise<void> {
709
+ if (this.navigationServerCreated) {
710
+ throw new Error('Navigation server already created');
711
+ }
712
+
713
+ this.navigationServer = await createNavigationServer(this.options.navigationOptions);
714
+ console.log('Navigation server created:', this.navigationServer);
715
+ this.navigationServerCreated = true;
716
+ }
717
+
718
+ /**
719
+ * Creates the lightmap manager
720
+ * @returns A promise that resolves when the lightmap manager is created
721
+ */
722
+ public async createLightmapManager(renderer?: any): Promise<void> {
723
+ if (this.lightmapManagerCreated || !ENABLE_LIGHTMAPS) {
724
+ return; // Already created, just return
725
+ }
726
+
727
+ try {
728
+ if (!renderer) {
729
+ console.warn('No renderer provided for lightmap manager creation');
730
+ return;
731
+ }
732
+
733
+ this.lightmapManager = new LightmapManager(this, renderer, {
734
+ autoApply: true,
735
+ progressiveBaking: true,
736
+ });
737
+
738
+ await this.lightmapManager.initialize();
739
+ console.log('Lightmap manager created and initialized');
740
+ this.lightmapManagerCreated = true;
741
+ } catch (error) {
742
+ console.warn('Failed to create lightmap manager:', error);
743
+ // Don't set lightmapManagerCreated to true if initialization failed
744
+ this.lightmapManager = null;
745
+ }
746
+ }
747
+
748
+ /**
749
+ * Gets the lightmap manager
750
+ * @returns The lightmap manager if created, otherwise null
751
+ */
752
+ public getLightmapManager(): LightmapManager | null {
753
+ return this.lightmapManager;
754
+ }
755
+
756
+ /**
757
+ * Generates a debug node for the world
758
+ * @returns A debug node for the world
759
+ */
760
+ public generateDebugNode(): SceneGraphDebugNode | null {
761
+ const children: (SceneGraphDebugNode | null)[] = [];
762
+ children.push(this.gameMode.generateDebugNode());
763
+ for (const actor of this.actors) {
764
+ children.push(actor.generateDebugNode());
765
+ }
766
+ return {
767
+ title: this.name,
768
+ children,
769
+ data: {
770
+ uuid: this.uuid,
771
+ ...this.options
772
+ }
773
+ };
774
+ }
775
+
776
+ /**
777
+ * Gets the first actor of a specified type
778
+ * @param type - The type of actor to search for
779
+ * @returns The first actor of the specified type or null if no such actor exists
780
+ */
781
+ public getFirstActor<T extends Actor>(type: new (...args: any[]) => T): T | null {
782
+ return this.actors.find(actor => actor instanceof type) as T | null;
783
+ }
784
+
785
+ /**
786
+ * Gets the first component of a specified type
787
+ * @param type - The type of component to search for
788
+ * @returns The first component of the specified type or null if no such component exists
789
+ */
790
+ public getComponent<T extends SceneComponent>(type: new (...args: any[]) => T): T | null {
791
+ for (const actor of this.actors) {
792
+ const component = actor.getComponent(type);
793
+ if (component) {
794
+ return component;
795
+ }
796
+ }
797
+ return null;
798
+ }
799
+
800
+ /**
801
+ * Gets all actors of a specified type
802
+ * @param type - The type of actor to search for
803
+ * @returns An array of all actors of the specified type
804
+ */
805
+ public getActors<T extends Actor>(type: abstract new (...args: any[]) => T = Actor as any): T[] {
806
+ return this.actors.filter(actor => actor instanceof type) as T[];
807
+ }
808
+
809
+ /**
810
+ * Gets an actor by its UUID
811
+ * @param uuid - The UUID of the actor to search for
812
+ * @returns The actor with the specified UUID or null if no such actor exists
813
+ */
814
+ public getActorByUuid<T extends Actor>(uuid: string): T | null {
815
+ return this.actors.find(actor => actor.uuid === uuid) as T | null;
816
+ }
817
+
818
+ /**
819
+ * Gets all actors that match a predicate
820
+ * @param predicate - The predicate to match
821
+ * @returns An array of all actors that match the predicate
822
+ */
823
+ public getActorsByPredicate(predicate: (actor: Actor) => boolean): Actor[] {
824
+ return this.actors.filter(predicate);
825
+ }
826
+
827
+ /**
828
+ * Gets the first actor with the specified tag
829
+ * @param tag - The tag to search for
830
+ * @returns The first actor with the specified tag or null if no such actor exists
831
+ */
832
+ public getFirstActorByTag(tag: string): Actor | null {
833
+ return this.actors.find(actor => actor.hasActorTag(tag)) ?? null;
834
+ }
835
+
836
+ /**
837
+ * Gets all actors with the specified tag
838
+ * @param tag - The tag to search for
839
+ * @returns An array of all actors with the specified tag
840
+ */
841
+ public getActorsByTag(tag: string): Actor[] {
842
+ return this.actors.filter(actor => actor.hasActorTag(tag));
843
+ }
844
+
845
+ /**
846
+ * Gets the first actor that has any of the specified tags
847
+ * @param tags - The tags to search for
848
+ * @returns The first actor with any of the specified tags or null if no such actor exists
849
+ */
850
+ public getFirstActorByAnyTag(tags: string[]): Actor | null {
851
+ return this.actors.find(actor => actor.hasAnyActorTag(tags)) ?? null;
852
+ }
853
+
854
+ /**
855
+ * Gets all actors that have any of the specified tags
856
+ * @param tags - The tags to search for
857
+ * @returns An array of all actors with any of the specified tags
858
+ */
859
+ public getActorsByAnyTag(tags: string[]): Actor[] {
860
+ return this.actors.filter(actor => actor.hasAnyActorTag(tags));
861
+ }
862
+
863
+ /**
864
+ * Gets the first actor that has all of the specified tags
865
+ * @param tags - The tags to search for
866
+ * @returns The first actor with all of the specified tags or null if no such actor exists
867
+ */
868
+ public getFirstActorByAllTags(tags: string[]): Actor | null {
869
+ return this.actors.find(actor => actor.hasAllActorTags(tags)) ?? null;
870
+ }
871
+
872
+ /**
873
+ * Gets all actors that have all of the specified tags
874
+ * @param tags - The tags to search for
875
+ * @returns An array of all actors with all of the specified tags
876
+ */
877
+ public getActorsByAllTags(tags: string[]): Actor[] {
878
+ return this.actors.filter(actor => actor.hasAllActorTags(tags));
879
+ }
880
+
881
+ /**
882
+ * Gets the first player pawn in the world
883
+ * @returns The first player pawn in the world or null if no player pawn exists
884
+ */
885
+ public getFirstPlayerPawn(): Pawn | null {
886
+ return this.getFirstActor(PlayerController)?.getPawn() ?? null;
887
+ }
888
+
889
+ /**
890
+ * Clears the world
891
+ */
892
+ public clearWorld(): void {
893
+ this.removeActors(...this.actors);
894
+ this.actors = [];
895
+ this.scene.remove(...this.scene.children);
896
+
897
+ if (this.isEditorWorld) {
898
+ this.onEditorActorAddToWorld = undefined;
899
+ this.onEditorActorRemoveFromWorld = undefined;
900
+ }
901
+ }
902
+
903
+ /**
904
+ * Gets the path name of the world
905
+ * @returns The path name of the world
906
+ */
907
+ public getPathName(): string {
908
+ return this.name;
909
+ }
910
+
911
+ /**
912
+ * Adds a box to the world
913
+ * @param options - The options for the box
914
+ * @returns The actor that was created
915
+ */
916
+ public addBox(options: {
917
+ position?: THREE.Vector3,
918
+ rotation?: THREE.Euler,
919
+ scale?: THREE.Vector3,
920
+ width?: number,
921
+ height?: number,
922
+ depth?: number,
923
+ color?: THREE.ColorRepresentation,
924
+ motionType?: PhysicsMotionType
925
+ }): Actor {
926
+ return this.addBasicGeometry({
927
+ ...options,
928
+ geometry: new THREE.BoxGeometry(options.width, options.height, options.depth),
929
+ });
930
+ }
931
+
932
+ /**
933
+ * Adds a sphere to the world
934
+ * @param options - The options for the sphere
935
+ * @returns The actor that was created
936
+ */
937
+ public addSphere(options: {
938
+ position?: THREE.Vector3,
939
+ rotation?: THREE.Euler,
940
+ scale?: THREE.Vector3,
941
+ radius?: number,
942
+ color?: THREE.ColorRepresentation,
943
+ motionType?: PhysicsMotionType
944
+ }): Actor {
945
+ return this.addBasicGeometry({
946
+ ...options,
947
+ geometry: new THREE.SphereGeometry(options.radius),
948
+ });
949
+ }
950
+
951
+ /**
952
+ * Adds a capsule to the world
953
+ * @param options - The options for the capsule
954
+ * @returns The actor that was created
955
+ */
956
+ public addCapsule(options: {
957
+ position?: THREE.Vector3,
958
+ rotation?: THREE.Euler,
959
+ scale?: THREE.Vector3,
960
+ radius?: number,
961
+ height?: number,
962
+ color?: THREE.ColorRepresentation,
963
+ motionType?: PhysicsMotionType
964
+ }): Actor {
965
+ return this.addBasicGeometry({
966
+ ...options,
967
+ geometry: new THREE.CapsuleGeometry(options.radius, options.height),
968
+ });
969
+ }
970
+
971
+ /**
972
+ * Adds a cylinder to the world
973
+ * @param options - The options for the cylinder
974
+ * @returns The actor that was created
975
+ */
976
+ public addCylinder(options: {
977
+ position?: THREE.Vector3,
978
+ rotation?: THREE.Euler,
979
+ scale?: THREE.Vector3,
980
+ radius?: number,
981
+ height?: number,
982
+ color?: THREE.ColorRepresentation,
983
+ motionType?: PhysicsMotionType
984
+ }): Actor {
985
+ return this.addBasicGeometry({
986
+ ...options,
987
+ geometry: new THREE.CylinderGeometry(options.radius, options.radius, options.height),
988
+ });
989
+ }
990
+
991
+ /**
992
+ * Adds a cone to the world
993
+ * @param options - The options for the cone
994
+ * @returns The actor that was created
995
+ */
996
+ public addCone(options: {
997
+ position?: THREE.Vector3,
998
+ rotation?: THREE.Euler,
999
+ scale?: THREE.Vector3,
1000
+ radius?: number,
1001
+ height?: number,
1002
+ color?: THREE.ColorRepresentation,
1003
+ motionType?: PhysicsMotionType
1004
+ }): Actor {
1005
+ return this.addBasicGeometry({
1006
+ ...options,
1007
+ geometry: new THREE.ConeGeometry(options.radius, options.height),
1008
+ });
1009
+ }
1010
+
1011
+ /**
1012
+ * Adds a basic geometry to the world
1013
+ * @param options - The options for the geometry
1014
+ * @returns The actor that was created
1015
+ */
1016
+ public addBasicGeometry(options: {
1017
+ position?: THREE.Vector3,
1018
+ rotation?: THREE.Euler,
1019
+ scale?: THREE.Vector3,
1020
+ geometry: THREE.BufferGeometry,
1021
+ color?: THREE.ColorRepresentation,
1022
+ motionType?: PhysicsMotionType
1023
+ }): Actor {
1024
+ const actor = new Actor({
1025
+ rootComponent: new MeshComponent({
1026
+ position: options.position,
1027
+ rotation: options.rotation,
1028
+ scale: options.scale,
1029
+ geometry: options.geometry,
1030
+ material: new THREE.MeshStandardMaterial({ color: options.color }),
1031
+ physicsOptions: {
1032
+ enabled: !!options.motionType,
1033
+ motionType: options.motionType
1034
+ }
1035
+ })
1036
+ });
1037
+ this.addActors(actor);
1038
+ return actor;
1039
+ }
1040
+
1041
+ /**
1042
+ * Adds an axes helper to the world
1043
+ * @param options - The options for the axes helper
1044
+ * @returns The actor that was created
1045
+ */
1046
+ public addAxesHelper(options: {
1047
+ position?: THREE.Vector3,
1048
+ rotation?: THREE.Euler,
1049
+ size?: number,
1050
+ }): Actor {
1051
+ const actor = new Actor({
1052
+ position: options.position,
1053
+ rotation: options.rotation,
1054
+ });
1055
+ actor.rootComponent.add(new THREE.AxesHelper(options.size));
1056
+ this.addActors(actor);
1057
+ return actor;
1058
+ }
1059
+
1060
+ /**
1061
+ * Returns an exported object representation of the world
1062
+ * @param includeDefaults Whether to include default values
1063
+ * @returns An exported object representation of the world
1064
+ */
1065
+ public asExportedObject(includeDefaults: boolean = false): any {
1066
+ return WorldSerializer.exportObject(this, includeDefaults);
1067
+ }
1068
+
1069
+ /**
1070
+ * Gets the game time
1071
+ * @returns The game time
1072
+ */
1073
+ public getGameTime(): number {
1074
+ return this.gameTime;
1075
+ }
1076
+
1077
+ /**
1078
+ * Gets the active camera to render the scene
1079
+ * @returns The active camera
1080
+ */
1081
+ public getActiveCamera(): THREE.Camera | null {
1082
+ if (this.overrideCamera) {
1083
+ return this.overrideCamera;
1084
+ }
1085
+
1086
+ return this.playerControllers[0]?.getCamera() ?? null;
1087
+ }
1088
+
1089
+ /**
1090
+ * Renders the scene
1091
+ * @param renderer - The renderer to use
1092
+ */
1093
+ public renderScene(renderer: THREE.WebGLRenderer, windowSize: RenderWindowSize) {
1094
+ const camera = this.getActiveCamera();
1095
+ if (!camera) {
1096
+ this.logCameraWarning();
1097
+ }
1098
+
1099
+ this.renderWindowSize = windowSize;
1100
+ const cameraToUse = camera ?? this.fallbackCamera;
1101
+
1102
+ if (cameraToUse instanceof THREE.PerspectiveCamera) {
1103
+ cameraToUse.aspect = windowSize.width / windowSize.height;
1104
+ cameraToUse.updateProjectionMatrix();
1105
+ }
1106
+
1107
+ this.postProcessManager.renderScene(renderer, this.scene, cameraToUse, windowSize);
1108
+ }
1109
+
1110
+ /**
1111
+ * Logs a warning when no camera is found, throttled to every 10 seconds
1112
+ */
1113
+ private logCameraWarning(): void {
1114
+ const currentTime = Date.now();
1115
+ // Only log warning every 10 seconds (10000ms)
1116
+ if (currentTime - this.lastCameraWarningTime >= 10000) {
1117
+ console.warn('No camera found. Please add a three.js camera to your pawn or set one using "world.setOverrideCamera(camera)".');
1118
+ this.lastCameraWarningTime = currentTime;
1119
+ }
1120
+ }
1121
+
1122
+ /**
1123
+ * Gets the override camera
1124
+ * @returns The override camera
1125
+ */
1126
+ public getOverrideCamera(): THREE.Camera | null {
1127
+ return this.overrideCamera;
1128
+ }
1129
+
1130
+ /**
1131
+ * Sets the override camera
1132
+ * @param camera - The camera to set
1133
+ */
1134
+ public setOverrideCamera(camera: THREE.Camera | null): void {
1135
+ this.overrideCamera = camera;
1136
+ }
1137
+
1138
+ /**
1139
+ * Gets the skybox component
1140
+ * @returns The skybox component
1141
+ */
1142
+ public getSkyboxComponent(): SkyboxComponent | null {
1143
+ return this.skyboxComponent;
1144
+ }
1145
+
1146
+ /**
1147
+ * Sets the skybox component
1148
+ * @param component - The skybox component to set
1149
+ */
1150
+ public setSkyboxComponent(component: SkyboxComponent | null): void {
1151
+ if (this.skyboxComponent && component && this.skyboxComponent !== component) {
1152
+ ensure(false, 'Skybox component already set, cannot set another');
1153
+ return;
1154
+ }
1155
+ this.skyboxComponent = component;
1156
+ }
1157
+
1158
+ public destroy(): void {
1159
+ if (this.isPlaying()) {
1160
+ this.endPlay();
1161
+ }
1162
+
1163
+ this.scene.setWorld(null);
1164
+
1165
+ // Reset camera warning timer
1166
+ this.lastCameraWarningTime = 0;
1167
+
1168
+ // Clean up UI manager
1169
+ this.uiManager.destroy();
1170
+
1171
+ // Clean up input manager
1172
+ this.inputManager.destroy();
1173
+
1174
+ if (this.physicsEngine) {
1175
+ this.physicsEngine.destroy();
1176
+ this.physicsEngine = null;
1177
+ }
1178
+
1179
+ this.consoleManager.removeCommandHandler(this);
1180
+
1181
+ this.consoleManager.destroy();
1182
+
1183
+ this.postProcessManager.destroy();
1184
+
1185
+ this.navigationServer?.destroy();
1186
+
1187
+ // Clean up navigation mesh visualization
1188
+ if (this.navigationMeshVisualization) {
1189
+ this.scene.remove(this.navigationMeshVisualization);
1190
+ this.navigationMeshVisualization = null;
1191
+ }
1192
+
1193
+ this.hiddenInGameActors.clear();
1194
+ this.actors = [];
1195
+ }
1196
+
1197
+ //====================================================================================================
1198
+
1199
+ protected override doBeginPlay(): void {
1200
+ if (!this.physicsEngineCreated) {
1201
+ throw new Error('Physics engine not created');
1202
+ }
1203
+
1204
+ this.consoleManager.addCommandHandler(this);
1205
+
1206
+ // other actors can be spawned in the beginPlay call below and add themselves to this.actors
1207
+ // so we must iterate over a copy
1208
+ // and we're iterating on the actors before calling beginPlay on the subsystems below
1209
+ // to avoid the issue where the subsystems can spawn actors which would get beginPlay called twice
1210
+ for (const actor of [...this.actors]) {
1211
+ actor.beginPlay();
1212
+ }
1213
+
1214
+ this.inputManager.beginPlay();
1215
+
1216
+ // Begin play for the timer system
1217
+ this.timerSystem.beginPlay();
1218
+
1219
+ this.gameMode.beginPlay();
1220
+
1221
+ this.netWorld.beginPlay();
1222
+ }
1223
+
1224
+ protected override doEndPlay(): void {
1225
+ for (const actor of this.actors) {
1226
+ actor.endPlay();
1227
+ }
1228
+
1229
+ this.netWorld.endPlay();
1230
+
1231
+ this.inputManager.endPlay();
1232
+
1233
+ this.gameMode.endPlay();
1234
+
1235
+ // End play for the timer system
1236
+ this.timerSystem.endPlay();
1237
+
1238
+ // End play for the global audio manager
1239
+ this.globalAudioManager.endPlay();
1240
+ }
1241
+
1242
+ public describe(options?: WorldDescriptionOptions): Record<string, any> {
1243
+ const description: Record<string, any> = {};
1244
+ if (this.editorData && Object.keys(this.editorData).length > 0) {
1245
+ description.info = this.editorData;
1246
+ }
1247
+
1248
+ const specifiedActors = options?.specifiedActors;
1249
+ return {
1250
+ ...description,
1251
+ actorsNumber: this.actors.length,
1252
+ actors: this.actors.map(actor => actor.describe({
1253
+ includeComponentsDetails: options?.includeComponentsDetails,
1254
+ omitDescription: specifiedActors ? !specifiedActors.includes(actor.uuid) : false
1255
+ })),
1256
+ };
1257
+ }
1258
+
1259
+ @ConsoleCommand('clearworld', 'Clear all actors from the world')
1260
+ private clearWorldCommand(): string {
1261
+ this.clearWorld();
1262
+ return 'World cleared';
1263
+ }
1264
+
1265
+ @ConsoleCommand('dumpsg', 'Dump scene graph to HTML file (usage: dumpsg [html])')
1266
+ private dumpSG(format = 'html'): string {
1267
+ format = format.toLowerCase();
1268
+ if (format === 'html') {
1269
+ const html = SceneGraphUtils.dumpHtml(this);
1270
+ const blob = new Blob([html], { type: 'text/html' });
1271
+ const url = URL.createObjectURL(blob);
1272
+ window.open(url, '_blank');
1273
+ return 'Scene graph dumped to html';
1274
+ }
1275
+ return 'Invalid format';
1276
+ }
1277
+
1278
+ @ConsoleCommand('exportworld', 'Export world data to JSON file (usage: exportworld [includeDefaults])')
1279
+ private exportWorld(includeDefaults?: string): boolean {
1280
+ const worldData = WorldSerializer.exportObject(this, !!includeDefaults);
1281
+ const worldDataString = JSON.stringify(worldData, null, 2);
1282
+ const blob = new Blob([worldDataString], { type: 'application/json' });
1283
+ const url = URL.createObjectURL(blob);
1284
+ window.open(url, '_blank');
1285
+ return true;
1286
+ }
1287
+
1288
+ @ConsoleCommand('pause', 'Toggle world pause state')
1289
+ private pause(): string {
1290
+ this.isPaused = !this.isPaused;
1291
+ return `World paused: ${this.isPaused}`;
1292
+ }
1293
+
1294
+ @ConsoleCommand('slomo', 'Set world slow motion multiplier (usage: slomo <value>)')
1295
+ private setSlomoCommand(value: string): string {
1296
+ const num = parseFloat(value);
1297
+ if (isNaN(num)) {
1298
+ return 'Invalid number';
1299
+ }
1300
+ this.slomo = num;
1301
+ return `World slomo set to: ${this.slomo}`;
1302
+ }
1303
+
1304
+ @ConsoleCommand('clearcache', 'Clear all cached resources')
1305
+ private clearCachedResources(): boolean {
1306
+ resourceManager.clearCachedResources();
1307
+ return true;
1308
+ }
1309
+
1310
+ @ConsoleCommand('logcache', 'Log all cached resources to console')
1311
+ private logCachedResources(): boolean {
1312
+ resourceManager.logCachedResources();
1313
+ return true;
1314
+ }
1315
+
1316
+ @ConsoleCommand('show', 'Show/hide debug visualizations (usage: show <lighthelper | lightcamerahelper | navmesh | collision>)')
1317
+ private show(helperType: string): string | boolean {
1318
+ const type = helperType.toLowerCase();
1319
+
1320
+ if (type === 'stats') {
1321
+ this.statsDisplay.toggle();
1322
+ return 'Stats console toggled';
1323
+ }
1324
+
1325
+ if (type === 'navmesh') {
1326
+ const navigationServer = this.getNavigationServer();
1327
+ if (!navigationServer) {
1328
+ return 'Navigation server not available';
1329
+ }
1330
+
1331
+ if (this.navigationMeshVisualization) {
1332
+ // Remove existing visualization
1333
+ this.scene.remove(this.navigationMeshVisualization);
1334
+ this.navigationMeshVisualization = null;
1335
+ return 'Navigation mesh visualization hidden';
1336
+ } else {
1337
+ // Create and add visualization
1338
+ const visualization = navigationServer.createDebugVisualization();
1339
+ if (!visualization) {
1340
+ console.error('[Navigation Server] show navmesh: Failed to create debug visualization');
1341
+ return 'Failed to create debug visualization';
1342
+ }
1343
+
1344
+ // Disable raycasting for debug mesh to prevent interference with any gameplay
1345
+ visualization.traverse((child) => {
1346
+ child.raycast = () => { };
1347
+ });
1348
+
1349
+ this.scene.add(visualization);
1350
+ this.navigationMeshVisualization = visualization;
1351
+ return 'Navigation mesh visualization shown';
1352
+ }
1353
+ }
1354
+
1355
+ if (type === 'collision') {
1356
+ const physicsEngine = this.getPhysicsEngine();
1357
+ if (!physicsEngine) {
1358
+ return 'Physics engine not available';
1359
+ }
1360
+
1361
+ physicsEngine.setDebugRendererEnabled(!physicsEngine.isDebugRendererEnabled());
1362
+ return 'Collision debug visualization ' + (physicsEngine.isDebugRendererEnabled() ? 'enabled' : 'disabled');
1363
+ }
1364
+
1365
+ const lightComponents: LightComponent<any, any>[] = [];
1366
+
1367
+ for (const actor of this.actors) {
1368
+ lightComponents.push(...actor.getComponents(LightComponent));
1369
+ }
1370
+
1371
+ if (type === 'lighthelper') {
1372
+ for (const lightComponent of lightComponents) {
1373
+ lightComponent.showHelper(!lightComponent.isHelperVisible());
1374
+ }
1375
+ return `Toggled light helpers for ${lightComponents.length} lights`;
1376
+ } else if (type === 'lightcamerahelper') {
1377
+ for (const lightComponent of lightComponents) {
1378
+ lightComponent.showCameraHelper(!lightComponent.isCameraHelperVisible());
1379
+ }
1380
+ return `Toggled light camera helpers for ${lightComponents.length} lights`;
1381
+ } else {
1382
+ return 'Invalid helper type. Use: lighthelper, lightcamerahelper, navmesh, or collision';
1383
+ }
1384
+ }
1385
+
1386
+ public setActorHiddenInGame(actor: Actor, hidden: boolean): void {
1387
+ if (!this.isEditorWorld) {
1388
+ if (hidden) {
1389
+ this.hiddenInGameActors.add(actor);
1390
+ actor.rootComponent.traverse(obj => obj.layers.disableAll());
1391
+ this.postProcessManager.hiddenObjects.add(actor.rootComponent);
1392
+ } else {
1393
+ this.postProcessManager.hiddenObjects.delete(actor.rootComponent);
1394
+ actor.rootComponent.traverse(obj => obj.layers.enable(0));
1395
+ this.hiddenInGameActors.delete(actor);
1396
+ }
1397
+ }
1398
+ }
1399
+
1400
+ public setSceneComponentHiddenInGame(sceneComponent: SceneComponent, hidden: boolean): void {
1401
+ if (!this.isEditorWorld) {
1402
+ if (hidden) {
1403
+ this.hiddenInGameSceneComponents.add(sceneComponent);
1404
+ sceneComponent.traverse(obj => obj.layers.disableAll());
1405
+ this.postProcessManager.hiddenObjects.add(sceneComponent);
1406
+ } else {
1407
+ this.postProcessManager.hiddenObjects.delete(sceneComponent);
1408
+ sceneComponent.traverse(obj => obj.layers.enable(0));
1409
+ this.hiddenInGameSceneComponents.delete(sceneComponent);
1410
+ }
1411
+ }
1412
+ }
1413
+
1414
+ //====================================================================================================
1415
+ // Editor Functions
1416
+ //====================================================================================================
1417
+
1418
+ private onEditorActorAddToWorld?: (actor: Actor) => void;
1419
+ private onEditorActorRemoveFromWorld?: (actor: Actor) => void;
1420
+
1421
+ public setIsEditorWorld(isEditorWorld: boolean, onActorAddToWorld?: (actor: Actor) => void, onActorRemoveFromWorld?: (actor: Actor) => void): void {
1422
+ this.isEditorWorld = isEditorWorld;
1423
+ if (onActorAddToWorld) {
1424
+ this.onEditorActorAddToWorld = onActorAddToWorld;
1425
+ }
1426
+ if (onActorRemoveFromWorld) {
1427
+ this.onEditorActorRemoveFromWorld = onActorRemoveFromWorld;
1428
+ }
1429
+ }
1430
+ }