@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 +1,162 @@
1
+ /**
2
+ * Interface for physics vehicle controllers
3
+ *
4
+ * This interface encapsulates all vehicle-specific physics operations,
5
+ * providing a clean abstraction that separates vehicle logic from the
6
+ * main physics engine implementation.
7
+ */
8
+ import type * as THREE from 'three';
9
+
10
+ /**
11
+ * Configuration for a vehicle wheel
12
+ */
13
+ export interface VehicleWheelConfig {
14
+ /** Position relative to vehicle chassis center */
15
+ position: THREE.Vector3;
16
+ /** Wheel radius in meters */
17
+ radius: number;
18
+ /** Wheel width in meters */
19
+ width: number;
20
+ /** Whether this wheel can steer */
21
+ canSteer: boolean;
22
+ /** Whether this wheel receives engine power */
23
+ isPowered: boolean;
24
+ /** Whether this wheel can brake */
25
+ canBrake: boolean;
26
+ /** Suspension rest length in meters */
27
+ suspensionRestLength: number;
28
+ /** suspension_stiffness (default: 5.88) - How stiff the suspension springs are. Higher = less compression, stiffer ride */
29
+ suspensionStiffness?: number;
30
+ /** suspension_compression (default: 0.83) - Damping during compression. Higher = less bouncing when hitting bumps */
31
+ suspensionCompression?: number;
32
+ /** suspension_damping (default: 0.88) - Damping during extension. Higher = prevents overshoot/oscillation */
33
+ suspensionRelaxation?: number;
34
+ /** max_suspension_force (default: 6000.0) - Maximum force the suspension can apply */
35
+ maxSuspensionForce?: number;
36
+ /** max_suspension_travel (default: 5.0) - Maximum distance suspension can compress/extend from rest position */
37
+ maxSuspensionTravel?: number;
38
+ /** side_friction_stiffness (default: 1.0) - Lateral tire grip multiplier for cornering */
39
+ sideFrictionStiffness?: number;
40
+ /** friction_slip (default: 10.5) - Tire traction amount. Higher = more grip, more instantaneous braking (risk of flipping) */
41
+ frictionSlip?: number;
42
+ /** Wheel direction vector (usually pointing down) */
43
+ wheelDirection?: THREE.Vector3;
44
+ /** Wheel axle vector (usually pointing left/right) */
45
+ wheelAxle?: THREE.Vector3;
46
+ }
47
+
48
+ /**
49
+ * Transform information for a vehicle wheel
50
+ */
51
+ export interface VehicleWheelState {
52
+ /** Wheel position relative to the chassis */
53
+ relativePosition: THREE.Vector3;
54
+ /** Wheel rotation quaternion relative to the chassis */
55
+ relativeQuaternion: THREE.Quaternion;
56
+ /** Current steering angle in radians */
57
+ steeringAngle: number;
58
+ /** Current wheel rotation angle in radians */
59
+ rotationAngle: number;
60
+
61
+ /** Suspension rest length in meters */
62
+ suspensionRestLength: number | null;
63
+ /** Maximum suspension travel */
64
+ maxSuspensionTravel: number | null;
65
+ /** Wheel radius in meters */
66
+ radius: number | null;
67
+ /** Suspension stiffness (higher = stiffer) */
68
+ suspensionStiffness: number | null;
69
+ /** Suspension compression coefficient */
70
+ suspensionCompression: number | null;
71
+ /** Suspension relaxation coefficient */
72
+ suspensionRelaxation: number | null;
73
+ /** Maximum suspension force */
74
+ maxSuspensionForce: number | null;
75
+ /** Current brake force */
76
+ brakeForce: number | null;
77
+ /** Current engine force */
78
+ engineForce: number | null;
79
+ /** Wheel friction coefficient */
80
+ frictionSlip: number | null;
81
+ /** Side friction stiffness */
82
+ sideFrictionStiffness: number | null;
83
+ /** Current suspension force */
84
+ suspensionForce: number | null;
85
+ /** Contact normal */
86
+ contactNormal: THREE.Vector3 | null;
87
+ /** Contact point */
88
+ contactPoint: THREE.Vector3 | null;
89
+ /** Current suspension length */
90
+ suspensionLength: number | null;
91
+ /** Hard point */
92
+ hardPoint: THREE.Vector3 | null;
93
+ /** Whether the wheel is touching the ground */
94
+ isInContact: boolean | null;
95
+ }
96
+
97
+ /**
98
+ * State information for a vehicle
99
+ */
100
+ export interface VehicleState {
101
+ /** Current linear velocity */
102
+ velocity: THREE.Vector3;
103
+ /** Current angular velocity */
104
+ angularVelocity: THREE.Vector3;
105
+ /** Current speed in m/s */
106
+ speed: number;
107
+ /** Number of wheels touching the ground */
108
+ wheelsOnGround: number;
109
+ /** Total number of wheels */
110
+ totalWheels: number;
111
+ }
112
+
113
+ export interface IPhysicsVehicle {
114
+ /**
115
+ * Add a wheel to the vehicle
116
+ * @param wheelConfig Configuration for the wheel
117
+ * @returns The wheel index, or -1 if failed
118
+ */
119
+ addWheel(wheelConfig: VehicleWheelConfig): number;
120
+
121
+ /**
122
+ * Set engine force for specified wheels
123
+ * @param force Engine force to apply
124
+ */
125
+ setEngineForce(force: number): void;
126
+
127
+ /**
128
+ * Set brake force for specified wheels
129
+ * @param force Brake force to apply
130
+ */
131
+ setBrakeForce(force: number): void;
132
+
133
+ /**
134
+ * Set steering angle for specified wheels
135
+ * @param angle Steering angle in radians
136
+ */
137
+ setSteering(angle: number): void;
138
+
139
+ /**
140
+ * Get the transform (position and rotation) of a specific wheel
141
+ * @param wheelIndex Index of the wheel
142
+ * @returns Transform data or null if invalid wheel index
143
+ */
144
+ getWheelState(wheelIndex: number): VehicleWheelState | null;
145
+
146
+ /**
147
+ * Get the current state of the vehicle (speed, RPM, etc.)
148
+ * @returns Current vehicle state
149
+ */
150
+ getState(): VehicleState | null;
151
+
152
+ /**
153
+ * Get the number of wheels on the vehicle
154
+ * @returns Number of wheels
155
+ */
156
+ numWheels(): number;
157
+
158
+ /**
159
+ * Destroy the vehicle
160
+ */
161
+ destroy(): void;
162
+ }
@@ -0,0 +1,517 @@
1
+ /**
2
+ * PhysicsEngine defines the public interface and factory for physics backends.
3
+ *
4
+ * The module collects option types, parameter enums and the `IPhysicsEngine`
5
+ * contract shared by all implementations. It also hosts the convenience
6
+ * `createPhysicsEngine` function which instantiates the configured backend,
7
+ * currently Rapier. This keeps high level game code agnostic to the underlying
8
+ * library and ensures consistent behavior across different engines.
9
+ *
10
+ * Recommended usage (for humans and AI assistants):
11
+ * - Select an engine in `PhysicsOptions` then pass those options to
12
+ * `createPhysicsEngine` during world setup.
13
+ * - Call `tick` once per frame and use `addComponent`/`removeComponent` to keep
14
+ * physics bodies in sync with scene components.
15
+ * - Query and update body parameters through `getScalarParam` or
16
+ * `setVectorParam` to tweak motion at runtime.
17
+ */
18
+
19
+
20
+
21
+ import { RapierPhysicsEngine } from './implementations/RapierPhysics.js';
22
+
23
+ import type { IPhysicsVehicle } from './IPhysicsVehicle.js';
24
+ import type { PhysicsMotionType } from './PhysicsTypes.js';
25
+ import type { BasePawnMovementComponent } from '../components/movement/BasePawnMovementComponent.js';
26
+ import type { PrimitiveComponent } from '../components/PrimitiveComponent.js';
27
+ import type { SceneComponent } from '../components/SceneComponent.js';
28
+ import type { Actor } from 'src/actors/Actor.js';
29
+ import type { CollisionProfile } from 'src/systems/collision/CollisionTypes.js';
30
+ import type * as THREE from 'three';
31
+
32
+ export enum PhysicsEngine {
33
+ Disable = 'disable',
34
+ Rapier = 'rapier',
35
+ }
36
+
37
+ /**
38
+ * Configuration options for physics simulation
39
+ */
40
+ export interface PhysicsOptions {
41
+ /** Gravity vector (m/s²) */
42
+ gravity: THREE.Vector3;
43
+ /** Physics engine to use */
44
+ engine: PhysicsEngine;
45
+ /** Whether to enable debug visualization */
46
+ debugVisualization?: boolean;
47
+ }
48
+
49
+ /**
50
+ * Description of a scene component's state in the physics engine
51
+ */
52
+ export interface PrimitiveComponentPhysicsState {
53
+ motionType: PhysicsMotionType;
54
+ isTrigger: boolean;
55
+ }
56
+
57
+ /**
58
+ * Options for performing a hit test
59
+ */
60
+ export interface HitTestOptions {
61
+ origin: THREE.Vector3;
62
+ direction: THREE.Vector3;
63
+ maxDistance: number;
64
+ stopOnFirstHit: boolean;
65
+ collisionProfile?: CollisionProfile | null;
66
+ ignoredActors?: Array<Actor>;
67
+ ignoredComponents?: Array<SceneComponent>;
68
+ }
69
+
70
+ /**
71
+ * Result of a hit test
72
+ */
73
+ export interface HitTestResult {
74
+ origin: THREE.Vector3;
75
+ direction: THREE.Vector3;
76
+ hitLocation: THREE.Vector3;
77
+ hitNormal: THREE.Vector3;
78
+ hitComponent: PrimitiveComponent | null;
79
+ hitActor: Actor | null;
80
+ }
81
+
82
+ /**
83
+ * Opaque handle to a physics body (abstracts away engine-specific types)
84
+ */
85
+ export type PhysicsBodyHandle = string;
86
+
87
+ /**
88
+ * Configuration for creating physics bodies directly
89
+ */
90
+ export interface PhysicsBodyDesc {
91
+ /** Body shape configuration */
92
+ shape: PhysicsBodyShape;
93
+ /** Mass (0 for static bodies) */
94
+ mass: number;
95
+ /** Initial world position */
96
+ position: THREE.Vector3;
97
+ /** Initial world rotation */
98
+ rotation: THREE.Quaternion;
99
+ /** Motion type */
100
+ motionType: PhysicsMotionType;
101
+ /** Whether the body starts enabled */
102
+ enabled?: boolean;
103
+ }
104
+
105
+ /**
106
+ * Shape configuration for physics bodies
107
+ */
108
+ export interface PhysicsBodyShape {
109
+ type: 'box' | 'sphere' | 'cylinder' | 'capsule';
110
+ // For box
111
+ size?: THREE.Vector3;
112
+ // For sphere
113
+ radius?: number;
114
+ // For cylinder/capsule
115
+ height?: number;
116
+ }
117
+
118
+ /**
119
+ * Configuration options for character controllers
120
+ * See https://rapier.rs/docs/user_guides/javascript/character_controller
121
+ */
122
+ export interface CharacterControllerOptions {
123
+ /** The gap the controller will leave between the character and its environment. */
124
+ offset: number;
125
+
126
+ /** The scale of the simulated gravity that is applied to the character controller.*/
127
+ simulatedGravityScale: number;
128
+
129
+ /** Whether to apply impulses to dynamic bodies. */
130
+ applyImpulsesToDynamicBodies?: boolean;
131
+
132
+ /** The mass of the character controller. */
133
+ characterMass?: number;
134
+
135
+ /** Whether to slide against obstacles. */
136
+ slideEnabled?: boolean;
137
+
138
+ /** The maximum angle (radians) between the floor's normal and the `up` vector that the character is able to climb. */
139
+ maxSlopeClimbAngle?: number;
140
+
141
+ /** The minimum angle (radians) between the floor's normal and the `up` vector before the character starts to slide down automatically. */
142
+ minSlopeSlideAngle?: number;
143
+
144
+ /** The distance threshold for snapping the character to the ground. If set, will enable snap to ground. */
145
+ snapToGroundDistance?: number;
146
+
147
+ /** Configuration for automatic step detection. If set, will enable auto stepping. */
148
+ autoStepConfig?: {
149
+ maxHeight: number,
150
+ minWidth: number,
151
+ includeDynamicBodies: boolean,
152
+ }
153
+ }
154
+
155
+ /**
156
+ * Scalar physics parameters that can be get/set on physics bodies
157
+ */
158
+ export enum PhysicsScalarParam {
159
+ /** Linear damping (0 = no damping, 1 = full damping) */
160
+ LinearDamping = 'linearDamping',
161
+ /** Angular damping (0 = no damping, 1 = full damping) */
162
+ AngularDamping = 'angularDamping',
163
+ /** Gravity scale multiplier (1 = normal gravity) */
164
+ GravityScale = 'gravityScale',
165
+ }
166
+
167
+ /**
168
+ * Vector physics parameters that can be get/set on physics bodies
169
+ */
170
+ export enum PhysicsVectorParam {
171
+ /** Linear velocity vector (m/s) */
172
+ LinearVelocity = 'linearVelocity',
173
+ /** Angular velocity vector (rad/s) */
174
+ AngularVelocity = 'angularVelocity',
175
+ }
176
+
177
+ export type VectorArray = [/* x */ number, /* y */ number, /* z */ number];
178
+
179
+ export enum CollisionEventType {
180
+ Started = 'started',
181
+ Ended = 'ended',
182
+ }
183
+
184
+ export interface RawCollisionEvent {
185
+ /** The first component involved in the collision */
186
+ componentA: PrimitiveComponent;
187
+ /** The second component involved in the collision */
188
+ componentB: PrimitiveComponent;
189
+ /** The collision point on the first component in world space */
190
+ pointA: THREE.Vector3 | null;
191
+ /** The collision normal pointing from A to B */
192
+ normalA: THREE.Vector3 | null;
193
+ /** The collision point on the second component in world space */
194
+ pointB: THREE.Vector3 | null;
195
+ /** The collision normal pointing from B to A */
196
+ normalB: THREE.Vector3 | null;
197
+ /** The relative velocity at the point of impact */
198
+ relativeVelocity: number | null;
199
+ /** Whether the collision is a trigger event */
200
+ isTriggerEvent: boolean;
201
+ /** The type of collision event */
202
+ eventType: CollisionEventType;
203
+ }
204
+
205
+ /**
206
+ * Contains information about a physics collision between two components
207
+ */
208
+ export interface CollisionEvent {
209
+ /** The component that was hit */
210
+ thisComponent: PrimitiveComponent;
211
+ /** The component that was hit */
212
+ otherComponent: PrimitiveComponent;
213
+ /** The collision point on this component in world space */
214
+ thisPoint: THREE.Vector3 | null;
215
+ /** The collision normal pointing from this component to the other component */
216
+ thisNormal: THREE.Vector3 | null;
217
+ /** The collision point on the other component in world space */
218
+ otherPoint: THREE.Vector3 | null;
219
+ /** The collision normal pointing from the other component to the this component */
220
+ otherNormal: THREE.Vector3 | null;
221
+ /** The relative velocity at the point of impact */
222
+ relativeVelocity: number | null;
223
+ }
224
+
225
+ /**
226
+ * Interface for physics engine implementations
227
+ */
228
+ export interface IPhysicsEngine {
229
+ /**
230
+ * Initialize the physics engine
231
+ * @param options Physics configuration options
232
+ */
233
+ create(options: PhysicsOptions): Promise<boolean>;
234
+
235
+ /**
236
+ * Get the physics engine options
237
+ * @returns Physics engine options
238
+ */
239
+ getOptions(): PhysicsOptions | null;
240
+
241
+ /**
242
+ * Clean up and destroy the physics engine
243
+ */
244
+ destroy(): void;
245
+
246
+ /**
247
+ * Advance physics simulation by deltaTime
248
+ * @param deltaTime Time step in seconds
249
+ */
250
+ tick(deltaTime: number): void;
251
+
252
+ /**
253
+ * Add a scene component to physics simulation
254
+ * @param component Component to add
255
+ * @returns Physics motion type if successful, null otherwise
256
+ */
257
+ addComponent(component: PrimitiveComponent): PhysicsMotionType | null;
258
+
259
+ /**
260
+ * Remove a scene component from physics simulation
261
+ * @param component Component to remove
262
+ */
263
+ removeComponent(component: PrimitiveComponent): void;
264
+
265
+ /**
266
+ * Update transform of a physics component from its scene component
267
+ * @param component Component to update
268
+ */
269
+ updateTransform(component: PrimitiveComponent): void;
270
+
271
+ /**
272
+ * Get scalar physics parameter for a component
273
+ * @param component Target component
274
+ * @param param Parameter to get
275
+ * @returns Parameter value or null if not applicable
276
+ */
277
+ getScalarParam(component: PrimitiveComponent, param: PhysicsScalarParam): number | null;
278
+
279
+ /**
280
+ * Set scalar physics parameter for a component
281
+ * @param component Target component
282
+ * @param param Parameter to set
283
+ * @param value New parameter value
284
+ * @returns True if successful, false otherwise
285
+ */
286
+ setScalarParam(component: PrimitiveComponent, param: PhysicsScalarParam, value: number): boolean;
287
+
288
+ /**
289
+ * Get vector physics parameter for a component
290
+ * @param component Target component
291
+ * @param param Parameter to get
292
+ * @returns Parameter value as [x,y,z] array or null if not applicable
293
+ */
294
+ getVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam): VectorArray | null;
295
+
296
+ /**
297
+ * Set vector physics parameter for a component
298
+ * @param component Target component
299
+ * @param param Parameter to set
300
+ * @param value New parameter value as [x,y,z] array
301
+ * @returns True if successful, false otherwise
302
+ */
303
+ setVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam, value: VectorArray): boolean;
304
+
305
+ /**
306
+ * Clear vector physics parameter for a component
307
+ * @param component Target component
308
+ * @param param Parameter to clear
309
+ * @returns True if successful, false otherwise
310
+ */
311
+ clearVectorParam(component: PrimitiveComponent, param: PhysicsVectorParam): boolean;
312
+
313
+ /**
314
+ * Gets all collision events that occurred in the last physics step
315
+ * @returns Array of collision info objects
316
+ */
317
+ getCollisionEvents(): RawCollisionEvent[];
318
+
319
+ /**
320
+ * Clear the stored collision events
321
+ */
322
+ clearCollisionEvents(): void;
323
+
324
+ /**
325
+ * Toggles the physics debug renderer visibility
326
+ * @param enabled Whether the debug renderer should be visible
327
+ * @returns Whether the debug renderer is now enabled
328
+ */
329
+ setDebugRendererEnabled(enabled: boolean): boolean;
330
+
331
+ /**
332
+ * Checks if the physics debug renderer is enabled
333
+ * @returns Whether the debug renderer is currently enabled, or false if not available
334
+ */
335
+ isDebugRendererEnabled(): boolean;
336
+
337
+ /* Create a character controller for a scene component
338
+ * @param component Component to create controller for
339
+ * @param options Character controller options
340
+ */
341
+ createCharacterController(movementComponent: BasePawnMovementComponent, options: CharacterControllerOptions): boolean;
342
+
343
+ /**
344
+ * Remove a character controller for a scene component
345
+ * @param movementComponent Component to remove controller for
346
+ */
347
+ removeCharacterController(movementComponent: BasePawnMovementComponent): void
348
+
349
+ /**
350
+ * Compute character movement for a scene component
351
+ * @param movementComponent Component to compute movement for
352
+ * @param componentToMove Component to move
353
+ * @param movement Movement vector [x, y, z]
354
+ * @param ignoreCollision Whether to ignore collisions
355
+ */
356
+ computeCharacterMovement(movementComponent: BasePawnMovementComponent, componentToMove: PrimitiveComponent, movement: VectorArray, ignoreCollision: boolean): { isGrounded: boolean };
357
+
358
+ // Vehicle controller methods
359
+
360
+ /**
361
+ * Creates a vehicle controller for a scene component
362
+ * @param movementComponent Component to create vehicle controller for
363
+ * @param chassisComponent The chassis scene component (usually a MeshComponent)
364
+ * @returns Vehicle controller interface if successful, null if failed
365
+ */
366
+ createVehicle(movementComponent: BasePawnMovementComponent, chassisComponent: PrimitiveComponent): IPhysicsVehicle | null;
367
+
368
+ /**
369
+ * Configure collision filtering between two components
370
+ * @param componentA First component
371
+ * @param componentB Second component
372
+ * @param ignore Whether componentA should ignore collisions with componentB
373
+ */
374
+ setComponentCollisionIgnore(componentA: PrimitiveComponent, componentB: PrimitiveComponent, ignore: boolean): boolean;
375
+
376
+ /**
377
+ * Creates a joint directly from physics body records (for special cases like ragdoll)
378
+ * @param type Joint type
379
+ * @param recordA First physics body record
380
+ * @param recordB Second physics body record
381
+ * @param anchorA Anchor point on first body
382
+ * @param anchorB Anchor point on second body
383
+ * @param axis Optional axis for revolute/prismatic joints
384
+ * @returns Joint ID if successful, null if failed
385
+ */
386
+ createJointFromRecords(type: any, recordA: any, recordB: any, anchorA: any, anchorB: any, axis?: any): string | null;
387
+
388
+ /**
389
+ * Removes a joint from the physics simulation
390
+ * @param jointId The joint ID returned from createJoint
391
+ * @returns True if the joint was successfully removed
392
+ */
393
+ removeJoint(jointId: string): boolean;
394
+
395
+ // Direct physics body management methods (for special cases like ragdolls)
396
+
397
+ /**
398
+ * Create a physics body directly (not tied to a SceneComponent)
399
+ * @param desc Body descriptor with shape, mass, transform, etc.
400
+ * @returns Physics body handle if successful, null otherwise
401
+ */
402
+ createPhysicsBody(desc: PhysicsBodyDesc): PhysicsBodyHandle | null;
403
+
404
+ /**
405
+ * Remove a physics body from simulation
406
+ * @param handle Physics body handle
407
+ * @returns True if successful
408
+ */
409
+ removePhysicsBody(handle: PhysicsBodyHandle): boolean;
410
+
411
+ /**
412
+ * Check if a physics body handle is valid
413
+ * @param handle Physics body handle
414
+ * @returns True if handle is valid
415
+ */
416
+ isValidPhysicsBody(handle: PhysicsBodyHandle): boolean;
417
+
418
+ /**
419
+ * Get world position of a physics body
420
+ * @param handle Physics body handle
421
+ * @returns World position or null if invalid handle
422
+ */
423
+ getPhysicsBodyPosition(handle: PhysicsBodyHandle): THREE.Vector3 | null;
424
+
425
+ /**
426
+ * Get world rotation of a physics body
427
+ * @param handle Physics body handle
428
+ * @returns World rotation or null if invalid handle
429
+ */
430
+ getPhysicsBodyRotation(handle: PhysicsBodyHandle): THREE.Quaternion | null;
431
+
432
+ /**
433
+ * Set world position of a physics body
434
+ * @param handle Physics body handle
435
+ * @param position New world position
436
+ * @returns True if successful
437
+ */
438
+ setPhysicsBodyPosition(handle: PhysicsBodyHandle, position: THREE.Vector3): boolean;
439
+
440
+ /**
441
+ * Set world rotation of a physics body
442
+ * @param handle Physics body handle
443
+ * @param rotation New world rotation
444
+ * @returns True if successful
445
+ */
446
+ setPhysicsBodyRotation(handle: PhysicsBodyHandle, rotation: THREE.Quaternion): boolean;
447
+
448
+ /**
449
+ * Apply an impulse to a physics body
450
+ * @param handle Physics body handle
451
+ * @param impulse Impulse vector
452
+ * @param worldSpace Whether impulse is in world space (default: true)
453
+ * @returns True if successful
454
+ */
455
+ applyImpulseToPhysicsBody(handle: PhysicsBodyHandle, impulse: THREE.Vector3, worldSpace?: boolean): boolean;
456
+
457
+ /**
458
+ * Enable or disable a physics body
459
+ * @param handle Physics body handle
460
+ * @param enabled Whether the body should be enabled
461
+ * @returns True if successful
462
+ */
463
+ setPhysicsBodyEnabled(handle: PhysicsBodyHandle, enabled: boolean): boolean;
464
+
465
+ /**
466
+ * Creates a joint between two physics bodies using handles
467
+ * @param type Joint type
468
+ * @param bodyA First physics body handle
469
+ * @param bodyB Second physics body handle
470
+ * @param anchorA Anchor point on first body
471
+ * @param anchorB Anchor point on second body
472
+ * @param axis Optional axis for revolute/prismatic joints
473
+ * @returns Joint ID if successful, null if failed
474
+ */
475
+ createJointFromBodies(
476
+ type: any,
477
+ bodyA: PhysicsBodyHandle,
478
+ bodyB: PhysicsBodyHandle,
479
+ anchorA: THREE.Vector3,
480
+ anchorB: THREE.Vector3,
481
+ axis?: THREE.Vector3
482
+ ): string | null;
483
+
484
+ /**
485
+ * Perform a hit test to find the first collider hit
486
+ * @param options The options for the hit test
487
+ * @returns The list of hits
488
+ */
489
+ performHitTest(options: HitTestOptions): HitTestResult[];
490
+
491
+
492
+ /**
493
+ * Get the physics state of a scene component
494
+ * @param component The scene component
495
+ * @returns The physics state of the component
496
+ */
497
+ getComponentState(component: PrimitiveComponent): PrimitiveComponentPhysicsState | null;
498
+ }
499
+
500
+ /**
501
+ * Create and initialize a physics engine instance
502
+ * @param options Physics configuration options
503
+ * @param world The world instance that owns the physics engine
504
+ * @returns Promise that resolves to physics engine instance or null if failed
505
+ */
506
+ export async function createPhysicsEngine(options: PhysicsOptions, world?: any): Promise<IPhysicsEngine | null> {
507
+ let engine: IPhysicsEngine | null = null;
508
+ switch (options.engine) {
509
+ case PhysicsEngine.Rapier:
510
+ engine = new RapierPhysicsEngine(world);
511
+ break;
512
+ }
513
+ if (engine) {
514
+ await engine.create(options);
515
+ }
516
+ return engine;
517
+ }