@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 +1,1255 @@
1
+ /**
2
+ * InputManager centralizes keyboard, mouse, gamepad, and touch handling for Genesys.
3
+ *
4
+ * Detailed explanation:
5
+ * - Listens to DOM events and distributes them to registered `IInputHandler` implementations.
6
+ * - Tracks current input state, pointer lock, and provides helper queries for button presses.
7
+ * - Manages gamepad connections and polling so gameplay code can be agnostic of the hardware.
8
+ * - Provides touch input support with virtual joystick using nipplejs for mobile devices.
9
+ * - Detects and reports swipe and tap gestures with configurable thresholds.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Instantiate once per world and add your custom handlers via `addInputHandler`.
13
+ * - Use `requestPointerLock` in response to user interaction if your controls need exclusive mouse input.
14
+ * - Touch input is automatically enabled on mobile browsers detected by `isMobileBrowser()`.
15
+ * - Virtual joystick provides movement input for mobile devices and can be customized via options.
16
+ * - Swipe and tap gestures can be detected by implementing handleSwipe/handleTap or subscribing to onSwipe/onTap delegates.
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+ * - Avoid directly reading DOM events; rely on this manager to ensure consistent behavior across platforms.
18
+ */
19
+ import * as THREE from 'three';
20
+
21
+ import { Delegate } from '../utils/Delegate.js';
22
+ import { getEnv, isMobileBrowser, isNode } from '../utils/Utils.js';
23
+
24
+ import type { World } from '../game/World';
25
+ import type nipplejs from 'nipplejs';
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+
27
+
28
+ export type KeyboardEventDelegate = Delegate<[KeyboardEvent], boolean>;
29
+ export type MouseEventDelegate = Delegate<[MouseButton, MouseEvent], boolean>;
30
+ export type GamepadEventDelegate = Delegate<[Gamepad], void>;
31
+ export type GamepadButtonEventDelegate = Delegate<[number, GamepadButton, number], boolean>;
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+ export type GamepadAxisEventDelegate = Delegate<[number, GamepadAxis, number], boolean>;
33
+ export type VirtualJoystickEventDelegate = Delegate<[VirtualJoystickIndex, VirtualJoystickData], boolean>;
34
+ export type SwipeEventDelegate = Delegate<[SwipeData], boolean>;
35
+ export type TapEventDelegate = Delegate<[TapData], boolean>;
36
+
37
+ /**
38
+ * Enum for mouse buttons
39
+ * @enum {number}
40
+ */
41
+ export enum MouseButton {
42
+ Left = 0,
43
+ Middle = 1,
44
+ Right = 2,
45
+ }
46
+
47
+ export enum VirtualJoystickIndex {
48
+ Left = 0,
49
+ Right = 1,
50
+ }
51
+
52
+ /**
53
+ * Virtual joystick input data from nipplejs
54
+ */
55
+ export interface VirtualJoystickData {
56
+ /** The type of joystick event */
57
+ type: 'start' | 'move' | 'end';
58
+ /** Joystick position */
59
+ position: THREE.Vector2;
60
+ }
61
+
62
+ /**
63
+ * Swipe direction enum
64
+ */
65
+ export enum SwipeDirection {
66
+ Up = 'up',
67
+ Down = 'down',
68
+ Left = 'left',
69
+ Right = 'right',
70
+ }
71
+
72
+ /**
73
+ * Swipe gesture data
74
+ */
75
+ export interface SwipeData {
76
+ /** The direction of the swipe */
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+ direction: SwipeDirection;
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+ /** The starting position of the swipe in screen coordinates */
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+ startPosition: THREE.Vector2;
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+ /** The ending position of the swipe in screen coordinates */
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+ endPosition: THREE.Vector2;
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+ /** The distance of the swipe in pixels */
83
+ distance: number;
84
+ /** The duration of the swipe in milliseconds */
85
+ duration: number;
86
+ /** The velocity of the swipe in pixels per second */
87
+ velocity: number;
88
+ /** The underlying touch event */
89
+ event: TouchEvent;
90
+ }
91
+
92
+ /**
93
+ * Tap gesture data
94
+ */
95
+ export interface TapData {
96
+ /** The position of the tap in screen coordinates */
97
+ position: THREE.Vector2;
98
+ /** The position of the tap in NDC (Normalized Device Coordinates) */
99
+ normalizedPosition: THREE.Vector2;
100
+ /** The underlying touch event */
101
+ event: TouchEvent;
102
+ }
103
+
104
+ /**
105
+ * Interface for handling input events in the engine
106
+ * Implement this interface to create custom input handlers that can receive
107
+ * and process keyboard, mouse, gamepad, and touch events from the InputManager
108
+ */
109
+ export interface IInputHandler {
110
+ /**
111
+ * Called when a key is pressed down
112
+ * @param e - The keyboard event containing key information
113
+ * @returns Should return true to stop event propagation to other handlers,
114
+ * or false to allow other handlers to process the event
115
+ */
116
+ handleKeyDown(e: KeyboardEvent): boolean
117
+
118
+ /**
119
+ * Called when a key is released
120
+ * @param e - The keyboard event containing key information
121
+ * @returns Should return true to stop event propagation to other handlers,
122
+ * or false to allow other handlers to process the event
123
+ */
124
+ handleKeyUp(e: KeyboardEvent): boolean
125
+
126
+ /**
127
+ * Called when a mouse button is pressed down
128
+ * @param button - The mouse button that was pressed
129
+ * @param e - The mouse event containing button and position information
130
+ * @returns Should return true to stop event propagation to other handlers,
131
+ * or false to allow other handlers to process the event
132
+ */
133
+ handleMouseDown(button: MouseButton, e: MouseEvent): boolean
134
+
135
+ /**
136
+ * Called when a mouse button is released
137
+ * @param button - The mouse button that was released
138
+ * @param e - The mouse event containing button and position information
139
+ * @returns Should return true to stop event propagation to other handlers,
140
+ * or false to allow other handlers to process the event
141
+ */
142
+ handleMouseUp(button: MouseButton, e: MouseEvent): boolean
143
+
144
+ /**
145
+ * Called when the mouse is moved
146
+ * @param e - The mouse event containing movement and position information
147
+ * @returns Should return true to stop event propagation to other handlers,
148
+ * or false to allow other handlers to process the event
149
+ */
150
+ handleMouseMove(e: MouseEvent): boolean
151
+
152
+ /**
153
+ * Called when a mouse click is detected (down + up on same element)
154
+ * @param button - The mouse button that was clicked
155
+ * @param e - The mouse event containing click information
156
+ * @returns Should return true to stop event propagation to other handlers,
157
+ * or false to allow other handlers to process the event
158
+ */
159
+ handleMouseClick(button: MouseButton, e: MouseEvent): boolean
160
+
161
+ /**
162
+ * Called when a gamepad button is pressed down
163
+ * @param gamepadIndex - The index of the gamepad
164
+ * @param buttonIndex - The index of the button
165
+ * @param value - The value of the button press (0.0 to 1.0)
166
+ * @returns Should return true to stop event propagation to other handlers,
167
+ * or false to allow other handlers to process the event
168
+ */
169
+ handleGamepadButtonDown?(gamepadIndex: number, buttonIndex: GamepadButton, value: number): boolean
170
+
171
+ /**
172
+ * Called when a gamepad button is released
173
+ * @param gamepadIndex - The index of the gamepad
174
+ * @param buttonIndex - The index of the button
175
+ * @returns Should return true to stop event propagation to other handlers,
176
+ * or false to allow other handlers to process the event
177
+ */
178
+ handleGamepadButtonUp?(gamepadIndex: number, buttonIndex: GamepadButton): boolean
179
+
180
+ /**
181
+ * Called when a gamepad axis changes value
182
+ * @param gamepadIndex - The index of the gamepad
183
+ * @param axisIndex - The index of the axis
184
+ * @param value - The value of the axis (-1.0 to 1.0)
185
+ * @returns Should return true to stop event propagation to other handlers,
186
+ * or false to allow other handlers to process the event
187
+ */
188
+ handleGamepadAxisChange?(gamepadIndex: number, axisIndex: GamepadAxis, value: number): boolean
189
+
190
+ /**
191
+ * Called when a virtual joystick event occurs (from nipplejs)
192
+ * @param index - The index of the virtual joystick
193
+ * @param joystickData - The virtual joystick data containing position, distance, and angle
194
+ * @returns Should return true to stop event propagation to other handlers,
195
+ * or false to allow other handlers to process the event
196
+ */
197
+ handleVirtualJoystick?(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean
198
+
199
+ /**
200
+ * Called when a swipe gesture is detected
201
+ * @param swipeData - The swipe data containing direction, distance, velocity, etc.
202
+ * @returns Should return true to stop event propagation to other handlers,
203
+ * or false to allow other handlers to process the event
204
+ */
205
+ handleSwipe?(swipeData: SwipeData): boolean
206
+
207
+ /**
208
+ * Called when a tap gesture is detected
209
+ * @param tapData - The tap data containing position and normalized coordinates
210
+ * @returns Should return true to stop event propagation to other handlers,
211
+ * or false to allow other handlers to process the event
212
+ */
213
+ handleTap?(tapData: TapData): boolean
214
+
215
+ /**
216
+ * Called when the handler is added to or removed from an InputManager
217
+ * @param manager - The InputManager instance when being added,
218
+ * or null when being removed
219
+ */
220
+ setInputManager(manager: InputManager | null): void
221
+ }
222
+
223
+ /**
224
+ * Enumeration for standard gamepad buttons
225
+ */
226
+ export enum GamepadButton {
227
+ FaceBottom = 0, // Usually A on Xbox, X on PlayStation
228
+ FaceRight = 1, // Usually B on Xbox, Circle on PlayStation
229
+ FaceLeft = 2, // Usually X on Xbox, Square on PlayStation
230
+ FaceTop = 3, // Usually Y on Xbox, Triangle on PlayStation
231
+ LeftBumper = 4,
232
+ RightBumper = 5,
233
+ LeftTrigger = 6,
234
+ RightTrigger = 7,
235
+ Select = 8,
236
+ Start = 9,
237
+ LeftStick = 10,
238
+ RightStick = 11,
239
+ DpadUp = 12,
240
+ DpadDown = 13,
241
+ DpadLeft = 14,
242
+ DpadRight = 15
243
+ }
244
+
245
+ /**
246
+ * Enumeration for standard gamepad axes
247
+ */
248
+ export enum GamepadAxis {
249
+ LeftStickX = 0,
250
+ LeftStickY = 1,
251
+ RightStickX = 2,
252
+ RightStickY = 3
253
+ }
254
+
255
+ /**
256
+ * Configuration options for initializing an InputManager instance
257
+ */
258
+ export interface InputManagerOptions {
259
+ /**
260
+ * The DOM element that will receive mouse input events
261
+ * Typically this is the renderer's DOM element
262
+ */
263
+ rendererDomElement: HTMLElement;
264
+
265
+ /**
266
+ * The DOM element that will receive touch input events
267
+ * Typically this is the game container
268
+ */
269
+ gameContainer: HTMLElement;
270
+
271
+ /**
272
+ * The World instance that this input manager belongs to
273
+ * Used to check play state before processing input events
274
+ */
275
+ world: WeakRef<World>;
276
+
277
+ /**
278
+ * Whether to enable gamepad support
279
+ * Default: true
280
+ */
281
+ enableGamepad?: boolean;
282
+
283
+ /**
284
+ * Configuration for the virtual joystick
285
+ */
286
+ virtualJoystickOptions?: {
287
+ /** Size of the joystick in pixels */
288
+ size?: number;
289
+ /** Opacity of the joystick (0.0 to 1.0) */
290
+ opacity?: number;
291
+ /** Color of the joystick */
292
+ color?: string;
293
+ /** Whether the joystick should be static or dynamic */
294
+ mode?: 'static' | 'dynamic';
295
+ /** Whether to show the joystick only when touching */
296
+ fadeTime?: number;
297
+ /** Whether to hide/disable the virtual joystick (default: false) */
298
+ hidden?: boolean;
299
+ };
300
+
301
+ /**
302
+ * Configuration for swipe gesture detection
303
+ */
304
+ swipeOptions?: {
305
+ /** Minimum distance in pixels for a swipe to be recognized (default: 50) */
306
+ minDistance?: number;
307
+ /** Maximum duration in milliseconds for a swipe (default: 1000) */
308
+ maxDuration?: number;
309
+ /** Minimum velocity in pixels per second for a swipe (default: 100) */
310
+ minVelocity?: number;
311
+ };
312
+
313
+ /**
314
+ * Configuration for tap gesture detection
315
+ */
316
+ tapOptions?: {
317
+ /** Maximum duration in milliseconds for a tap (default: 300) */
318
+ maxDuration?: number;
319
+ /** Maximum movement in pixels for a tap (default: 10) */
320
+ maxMovement?: number;
321
+ };
322
+ }
323
+
324
+ /**
325
+ * Options for configuring pointer lock behavior
326
+ */
327
+ export interface PointerLockOptions {
328
+ /**
329
+ * When true, uses raw/unadjusted movement values which can be useful for
330
+ * first-person controls that need to ignore OS-level mouse acceleration
331
+ * @default false
332
+ */
333
+ unadjustedMovement?: boolean;
334
+ }
335
+
336
+ /**
337
+ * Centralized input management system for handling keyboard, mouse, gamepad, and touch input
338
+ *
339
+ * Features:
340
+ * - Distributes input events to registered handlers
341
+ * - Tracks current input state (keys pressed, mouse buttons, position)
342
+ * - Provides pointer lock functionality
343
+ * - Normalizes mouse coordinates to NDC (Normalized Device Coordinates)
344
+ * - Manages gamepad connections and input
345
+ * - Handles touch input with normalized coordinates and pressure data
346
+ * - Provides virtual joystick support for mobile devices using nipplejs
347
+ * - Detects swipe gestures with configurable distance, velocity, and duration thresholds
348
+ * - Detects tap gestures with configurable duration and movement thresholds
349
+ * - Automatically enables touch input on mobile browsers
350
+ */
351
+ export class InputManager {
352
+ private keys: Set<string> = new Set();
353
+ private mousePosition: THREE.Vector2 = new THREE.Vector2();
354
+ private mouseButtons: Set<number> = new Set();
355
+ private inputHandlers: IInputHandler[] = [];
356
+ private pointerLockOptions: PointerLockOptions | null = null;
357
+ private inputEnabled: boolean = true;
358
+
359
+ // Gamepad related properties
360
+ private connectedGamepads: Map<number, Gamepad> = new Map();
361
+ private previousButtonStates: Map<number, Map<number, boolean>> = new Map();
362
+ private previousAxisValues: Map<number, Map<number, number>> = new Map();
363
+ private gamepadDeadzone: number = 0.1;
364
+ private isPollingGamepads: boolean = false;
365
+ private gamepadRafId: number | null = null;
366
+ private boundHandleGamepadConnected: (event: GamepadEvent) => void = () => {};
367
+ private boundHandleGamepadDisconnected: (event: GamepadEvent) => void = () => {};
368
+
369
+
370
+ public readonly onGamepadConnected: GamepadEventDelegate = new Delegate<[Gamepad], void>();
371
+ public readonly onGamepadDisconnected: GamepadEventDelegate = new Delegate<[Gamepad], void>();
372
+
373
+ // Touch related properties
374
+ private virtualJoysticks: Map<VirtualJoystickIndex, nipplejs.JoystickManager> = new Map();
375
+ private leftJoystickZone: HTMLElement | null = null;
376
+ private rightJoystickZone: HTMLElement | null = null;
377
+
378
+ // Gesture detection properties
379
+ private touchStartPosition: THREE.Vector2 | null = null;
380
+ private touchStartTime: number = 0;
381
+ private touchMoved: boolean = false;
382
+
383
+ // Gesture thresholds with defaults
384
+ private swipeMinDistance: number = 50;
385
+ private swipeMaxDuration: number = 1000;
386
+ private swipeMinVelocity: number = 100;
387
+ private tapMaxDuration: number = 300;
388
+ private tapMaxMovement: number = 10;
389
+
390
+ public readonly onSwipe: SwipeEventDelegate = new Delegate<[SwipeData], boolean>();
391
+ public readonly onTap: TapEventDelegate = new Delegate<[TapData], boolean>();
392
+
393
+ private abortController = new AbortController();
394
+
395
+ /**
396
+ * Creates a new InputManager instance
397
+ * @param options - Required configuration including DOM element and World reference
398
+ */
399
+ constructor(readonly options: InputManagerOptions) {
400
+ // Apply custom swipe options
401
+ if (options.swipeOptions) {
402
+ this.swipeMinDistance = options.swipeOptions.minDistance ?? this.swipeMinDistance;
403
+ this.swipeMaxDuration = options.swipeOptions.maxDuration ?? this.swipeMaxDuration;
404
+ this.swipeMinVelocity = options.swipeOptions.minVelocity ?? this.swipeMinVelocity;
405
+ }
406
+
407
+ // Apply custom tap options
408
+ if (options.tapOptions) {
409
+ this.tapMaxDuration = options.tapOptions.maxDuration ?? this.tapMaxDuration;
410
+ this.tapMaxMovement = options.tapOptions.maxMovement ?? this.tapMaxMovement;
411
+ }
412
+
413
+ this.setupEventListeners();
414
+ }
415
+
416
+
417
+ public beginPlay(): void {
418
+ this.setupTouchInput();
419
+ }
420
+
421
+ public endPlay(): void {
422
+ this.destroyTouchInput();
423
+ }
424
+
425
+ /**
426
+ * Cleans up resources used by the input manager
427
+ */
428
+ public destroy(): void {
429
+ this.abortController.abort();
430
+
431
+ // Clean up gamepad resources
432
+ this.stopGamepadPolling();
433
+ this.connectedGamepads.clear();
434
+ this.previousButtonStates.clear();
435
+ this.previousAxisValues.clear();
436
+
437
+ // Clean up touch resources
438
+ this.destroyTouchInput();
439
+
440
+ this.inputHandlers = [];
441
+ }
442
+
443
+ /**
444
+ * Requests pointer lock on the renderer element
445
+ * @param options - Optional configuration for pointer lock behavior
446
+ * @remarks
447
+ * Pointer lock hides the cursor and provides raw mouse movement data,
448
+ * which is useful for first-person controls
449
+ */
450
+ public requestPointerLock(options?: PointerLockOptions) {
451
+ this.pointerLockOptions = options ?? {};
452
+ }
453
+
454
+ /**
455
+ * Registers an input handler to receive input events
456
+ * @param handler - The handler to add
457
+ * @remarks
458
+ * Handlers are called in the order they were added until one returns true
459
+ */
460
+ public addInputHandler(handler: IInputHandler): void {
461
+ handler.setInputManager(this);
462
+ this.inputHandlers.push(handler);
463
+ }
464
+
465
+ /**
466
+ * Unregisters an input handler
467
+ * @param handler - The handler to remove
468
+ */
469
+ public removeInputHandler(handler: IInputHandler): void {
470
+ const index = this.inputHandlers.indexOf(handler);
471
+ if (index !== -1) {
472
+ handler.setInputManager(null);
473
+ this.inputHandlers.splice(index, 1);
474
+ }
475
+ }
476
+
477
+ /**
478
+ * Enables or disables input processing
479
+ * @param enabled - When true, input events will be processed; when false, all input events are ignored
480
+ */
481
+ public setInputEnabled(enabled: boolean): void {
482
+ this.inputEnabled = enabled;
483
+ }
484
+
485
+ /**
486
+ * Checks if input processing is currently enabled
487
+ * @returns True if input processing is enabled, false otherwise
488
+ */
489
+ public isInputEnabled(): boolean {
490
+ return this.inputEnabled;
491
+ }
492
+
493
+ /**
494
+ * Gets all currently connected gamepads
495
+ * @returns An array of connected gamepads
496
+ */
497
+ public getConnectedGamepads(): Gamepad[] {
498
+ return Array.from(this.connectedGamepads.values());
499
+ }
500
+
501
+ /**
502
+ * Gets a gamepad by its index
503
+ * @param index The index of the gamepad to get
504
+ * @returns The gamepad or null if not found
505
+ */
506
+ public getGamepad(index: number): Gamepad | null {
507
+ return this.connectedGamepads.get(index) ?? null;
508
+ }
509
+
510
+ /**
511
+ * Gets the current value of a gamepad button
512
+ * @param gamepadIndex The index of the gamepad
513
+ * @param buttonIndex The index of the button
514
+ * @returns The button value (0.0 to 1.0) or 0 if not pressed/not found
515
+ */
516
+ public getGamepadButtonValue(gamepadIndex: number, buttonIndex: number): number {
517
+ const gamepad = this.connectedGamepads.get(gamepadIndex);
518
+ if (!gamepad || buttonIndex >= gamepad.buttons.length) return 0;
519
+ return gamepad.buttons[buttonIndex].value;
520
+ }
521
+
522
+ /**
523
+ * Gets the current value of a gamepad axis
524
+ * @param gamepadIndex The index of the gamepad
525
+ * @param axisIndex The index of the axis
526
+ * @returns The axis value (-1.0 to 1.0) or 0 if not found
527
+ */
528
+ public getGamepadAxisValue(gamepadIndex: number, axisIndex: number): number {
529
+ const gamepad = this.connectedGamepads.get(gamepadIndex);
530
+ if (!gamepad || axisIndex >= gamepad.axes.length) return 0;
531
+
532
+ const value = gamepad.axes[axisIndex];
533
+ // Apply deadzone
534
+ return Math.abs(value) < this.gamepadDeadzone ? 0 : value;
535
+ }
536
+
537
+ /**
538
+ * Starts polling for gamepad input
539
+ */
540
+ private startGamepadPolling(): void {
541
+ if (this.isPollingGamepads) return;
542
+ this.isPollingGamepads = true;
543
+ this.pollGamepads();
544
+ }
545
+
546
+ /**
547
+ * Stops polling for gamepad input
548
+ */
549
+ private stopGamepadPolling(): void {
550
+ if (!this.isPollingGamepads) return;
551
+ this.isPollingGamepads = false;
552
+ if (this.gamepadRafId !== null) {
553
+ cancelAnimationFrame(this.gamepadRafId);
554
+ this.gamepadRafId = null;
555
+ }
556
+ }
557
+
558
+ //====================================================================================================
559
+
560
+ private shouldIgnoreInput(): boolean {
561
+ return !this.isInputEnabled() || !this.options.world.deref()?.isPlaying();
562
+ }
563
+
564
+ private setupEventListeners(): void {
565
+ if (isNode()) {
566
+ return;
567
+ }
568
+
569
+ const options = { signal: this.abortController.signal };
570
+ window.addEventListener('keydown', this.handleKeyDown.bind(this), options);
571
+ window.addEventListener('keyup', this.handleKeyUp.bind(this), options);
572
+ this.options.rendererDomElement.addEventListener('mousedown', this.handleMouseDown.bind(this), options);
573
+ this.options.rendererDomElement.addEventListener('mouseup', this.handleMouseUp.bind(this), options);
574
+ this.options.rendererDomElement.addEventListener('mousemove', this.handleMouseMove.bind(this), options);
575
+ this.options.rendererDomElement.addEventListener('click', this.handleMouseClick.bind(this), options);
576
+
577
+ // Setup touch event listeners for swipe and tap detection
578
+ this.options.rendererDomElement.addEventListener('touchstart', this.handleTouchStart.bind(this), options);
579
+ this.options.rendererDomElement.addEventListener('touchmove', this.handleTouchMove.bind(this), options);
580
+ this.options.rendererDomElement.addEventListener('touchend', this.handleTouchEnd.bind(this), options);
581
+ this.options.rendererDomElement.addEventListener('touchcancel', this.handleTouchCancel.bind(this), options);
582
+
583
+ // Setup pointer lock change listeners
584
+ document.addEventListener('pointerlockchange', this.handlePointerLockChange.bind(this), options);
585
+ document.addEventListener('mozpointerlockchange', this.handlePointerLockChange.bind(this), options);
586
+ document.addEventListener('webkitpointerlockchange', this.handlePointerLockChange.bind(this), options);
587
+
588
+ // Setup gamepad listeners if enabled
589
+ if (this.options.enableGamepad !== false) {
590
+ // Bind methods once to ensure we can remove them later
591
+ this.boundHandleGamepadConnected = this.handleGamepadConnected.bind(this);
592
+ this.boundHandleGamepadDisconnected = this.handleGamepadDisconnected.bind(this);
593
+
594
+ window.addEventListener('gamepadconnected', this.boundHandleGamepadConnected, options);
595
+ window.addEventListener('gamepaddisconnected', this.boundHandleGamepadDisconnected, options);
596
+
597
+ // Check for already connected gamepads that may have been missed by the event
598
+ const gamepads = navigator.getGamepads();
599
+ for (const gamepad of gamepads) {
600
+ if (gamepad) {
601
+ this.handleGamepadConnected({ gamepad } as GamepadEvent);
602
+ }
603
+ }
604
+ }
605
+ }
606
+
607
+ private handleKeyDown(e: KeyboardEvent): void {
608
+ if (this.shouldIgnoreInput() || this.keys.has(e.key)) {
609
+ return;
610
+ }
611
+ this.keys.add(e.key);
612
+ for (const handler of this.inputHandlers) {
613
+ if (handler.handleKeyDown(e)) {
614
+ break;
615
+ }
616
+ }
617
+ }
618
+
619
+ private handleKeyUp(e: KeyboardEvent): void {
620
+ if (this.shouldIgnoreInput()) {
621
+ return;
622
+ }
623
+ this.keys.delete(e.key);
624
+ for (const handler of this.inputHandlers) {
625
+ if (handler.handleKeyUp(e)) {
626
+ break;
627
+ }
628
+ }
629
+ }
630
+
631
+ private handleMouseDown(e: MouseEvent): void {
632
+ if (this.shouldIgnoreInput()) {
633
+ return;
634
+ }
635
+ this.mouseButtons.add(e.button);
636
+ for (const handler of this.inputHandlers) {
637
+ if (handler.handleMouseDown(e.button, e)) {
638
+ break;
639
+ }
640
+ }
641
+ }
642
+
643
+ private handleMouseUp(e: MouseEvent): void {
644
+ if (this.shouldIgnoreInput()) {
645
+ return;
646
+ }
647
+ this.mouseButtons.delete(e.button);
648
+ for (const handler of this.inputHandlers) {
649
+ if (handler.handleMouseUp(e.button, e)) {
650
+ break;
651
+ }
652
+ }
653
+ }
654
+
655
+ private handleMouseClick(e: MouseEvent): void {
656
+ if (this.shouldIgnoreInput()) {
657
+ return;
658
+ }
659
+ if (this.pointerLockOptions && !this.isPointerLocked()) {
660
+ if (this.options.rendererDomElement.requestPointerLock) {
661
+ this.options.rendererDomElement.requestPointerLock(this.pointerLockOptions);
662
+ }
663
+ }
664
+ for (const handler of this.inputHandlers) {
665
+ if (handler.handleMouseClick(e.button, e)) {
666
+ break;
667
+ }
668
+ }
669
+ }
670
+
671
+ private handleMouseMove(e: MouseEvent): void {
672
+ if (this.shouldIgnoreInput()) {
673
+ return;
674
+ }
675
+ const rect = this.options.rendererDomElement.getBoundingClientRect();
676
+ this.mousePosition.x = ((e.clientX - rect.left) / rect.width) * 2 - 1;
677
+ this.mousePosition.y = -((e.clientY - rect.top) / rect.height) * 2 + 1;
678
+ for (const handler of this.inputHandlers) {
679
+ if (handler.handleMouseMove(e)) {
680
+ break;
681
+ }
682
+ }
683
+ }
684
+
685
+ /**
686
+ * Checks if a specific key is currently pressed
687
+ * @param key - The key to check (case-sensitive)
688
+ * @returns True if the key is currently pressed down
689
+ */
690
+ public isKeyDown(key: string): boolean {
691
+ return this.keys.has(key);
692
+ }
693
+
694
+ /**
695
+ * Checks if a specific mouse button is currently pressed
696
+ * @param button - The button index to check (0=left, 1=middle, 2=right)
697
+ * @returns True if the button is currently pressed down
698
+ */
699
+ public isMouseButtonDown(button: number): boolean {
700
+ return this.mouseButtons.has(button);
701
+ }
702
+
703
+ /**
704
+ * Gets the current mouse position in Normalized Device Coordinates (NDC)
705
+ * @returns A Vector2 where:
706
+ * - x ranges from -1 (left) to 1 (right)
707
+ * - y ranges from -1 (bottom) to 1 (top)
708
+ */
709
+ public getMousePosition(): THREE.Vector2 {
710
+ return this.mousePosition.clone();
711
+ }
712
+
713
+ /**
714
+ * Checks if pointer lock is currently active on the renderer element
715
+ * @returns True if pointer lock is active
716
+ */
717
+ public isPointerLocked(): boolean {
718
+ return document.pointerLockElement === this.options.rendererDomElement;
719
+ }
720
+
721
+ /**
722
+ * Releases pointer lock if currently active
723
+ */
724
+ public exitPointerLock() {
725
+ this.pointerLockOptions = null;
726
+ if (document.exitPointerLock) {
727
+ document.exitPointerLock();
728
+ }
729
+ }
730
+
731
+ // Gamepad handling methods
732
+ private handleGamepadConnected(event: GamepadEvent): void {
733
+ const gamepad = event.gamepad;
734
+ this.connectedGamepads.set(gamepad.index, gamepad);
735
+ this.previousButtonStates.set(gamepad.index, new Map());
736
+ this.previousAxisValues.set(gamepad.index, new Map());
737
+
738
+ // Initialize button states
739
+ const buttonStates = this.previousButtonStates.get(gamepad.index)!;
740
+ for (let i = 0; i < gamepad.buttons.length; i++) {
741
+ buttonStates.set(i, gamepad.buttons[i].pressed);
742
+ }
743
+
744
+ // Initialize axis values
745
+ const axisValues = this.previousAxisValues.get(gamepad.index)!;
746
+ for (let i = 0; i < gamepad.axes.length; i++) {
747
+ axisValues.set(i, gamepad.axes[i]);
748
+ }
749
+
750
+ // Start polling if we have connected gamepads and aren't already polling
751
+ if (!this.isPollingGamepads && this.connectedGamepads.size > 0) {
752
+ this.startGamepadPolling();
753
+ }
754
+
755
+ this.onGamepadConnected.invoke(gamepad);
756
+ }
757
+
758
+ private handleGamepadDisconnected(event: GamepadEvent): void {
759
+ const gamepad = event.gamepad;
760
+ this.connectedGamepads.delete(gamepad.index);
761
+ this.previousButtonStates.delete(gamepad.index);
762
+ this.previousAxisValues.delete(gamepad.index);
763
+
764
+ // Stop polling if no gamepads are connected
765
+ if (this.connectedGamepads.size === 0) {
766
+ this.stopGamepadPolling();
767
+ }
768
+
769
+ this.onGamepadDisconnected.invoke(gamepad);
770
+ }
771
+
772
+ private pollGamepads(): void {
773
+ if (!this.isPollingGamepads) return;
774
+
775
+ this.gamepadRafId = requestAnimationFrame(this.pollGamepads.bind(this));
776
+
777
+ // Skip polling if input is disabled or world is not playing
778
+ if (this.shouldIgnoreInput()) return;
779
+
780
+ // Process standard gamepads
781
+ this.pollStandardGamepads();
782
+
783
+ }
784
+
785
+ private pollStandardGamepads(): void {
786
+ // Get all connected gamepads
787
+ const gamepads = navigator.getGamepads();
788
+ if (!gamepads) return;
789
+
790
+ // Process each gamepad
791
+ for (const gamepad of gamepads) {
792
+ if (!gamepad) continue;
793
+
794
+ // Update the stored gamepad reference
795
+ this.connectedGamepads.set(gamepad.index, gamepad);
796
+
797
+ // Check for button changes
798
+ for (let i = 0; i < gamepad.buttons.length; i++) {
799
+ const button = gamepad.buttons[i];
800
+ const buttonStates = this.previousButtonStates.get(gamepad.index)!;
801
+ const wasPressed = buttonStates.get(i) ?? false;
802
+ const isPressed = button.pressed;
803
+
804
+ // If button state changed
805
+ if (wasPressed !== isPressed) {
806
+ buttonStates.set(i, isPressed);
807
+
808
+ // Fire appropriate event
809
+ if (isPressed) {
810
+ // Button was pressed
811
+ for (const handler of this.inputHandlers) {
812
+ if (handler.handleGamepadButtonDown && handler.handleGamepadButtonDown(gamepad.index, i, button.value)) {
813
+ break;
814
+ }
815
+ }
816
+ } else {
817
+ // Button was released
818
+ for (const handler of this.inputHandlers) {
819
+ if (handler.handleGamepadButtonUp && handler.handleGamepadButtonUp(gamepad.index, i)) {
820
+ break;
821
+ }
822
+ }
823
+ }
824
+ }
825
+ }
826
+
827
+ // Check for axis changes
828
+ for (let i = 0; i < gamepad.axes.length; i++) {
829
+ const currentValue = gamepad.axes[i];
830
+ const axisValues = this.previousAxisValues.get(gamepad.index)!;
831
+ const previousValue = axisValues.get(i) ?? 0;
832
+
833
+ // Apply deadzone to both values for comparison
834
+ const deadzonedCurrent = Math.abs(currentValue) < this.gamepadDeadzone ? 0 : currentValue;
835
+ const deadzonedPrevious = Math.abs(previousValue) < this.gamepadDeadzone ? 0 : previousValue;
836
+
837
+ // If axis value changed significantly
838
+ if (Math.abs(deadzonedCurrent - deadzonedPrevious) > 0.01) {
839
+ axisValues.set(i, currentValue);
840
+
841
+ // Notify handlers
842
+ for (const handler of this.inputHandlers) {
843
+ if (handler.handleGamepadAxisChange && handler.handleGamepadAxisChange(gamepad.index, i, deadzonedCurrent)) {
844
+ break;
845
+ }
846
+ }
847
+ }
848
+ }
849
+ }
850
+ }
851
+
852
+
853
+
854
+
855
+
856
+
857
+ // Touch event handlers for swipe and tap detection
858
+ private handleTouchStart(e: TouchEvent): void {
859
+ if (this.shouldIgnoreInput()) {
860
+ return;
861
+ }
862
+
863
+ // Only track single touch for swipe/tap detection
864
+ if (e.touches.length === 1) {
865
+ const touch = e.touches[0];
866
+ this.touchStartPosition = new THREE.Vector2(touch.clientX, touch.clientY);
867
+ this.touchStartTime = performance.now();
868
+ this.touchMoved = false;
869
+ }
870
+ }
871
+
872
+ private handleTouchMove(e: TouchEvent): void {
873
+ if (this.shouldIgnoreInput()) {
874
+ return;
875
+ }
876
+
877
+ // Track if touch has moved
878
+ if (e.touches.length === 1 && this.touchStartPosition) {
879
+ const touch = e.touches[0];
880
+ const currentPosition = new THREE.Vector2(touch.clientX, touch.clientY);
881
+ const distance = this.touchStartPosition.distanceTo(currentPosition);
882
+
883
+ if (distance > this.tapMaxMovement) {
884
+ this.touchMoved = true;
885
+ }
886
+ }
887
+ }
888
+
889
+ private handleTouchEnd(e: TouchEvent): void {
890
+ if (this.shouldIgnoreInput()) {
891
+ return;
892
+ }
893
+
894
+ if (!this.touchStartPosition) {
895
+ return;
896
+ }
897
+
898
+ const touch = e.changedTouches[0];
899
+ const endPosition = new THREE.Vector2(touch.clientX, touch.clientY);
900
+ const duration = performance.now() - this.touchStartTime;
901
+ const distance = this.touchStartPosition.distanceTo(endPosition);
902
+
903
+ // Check for tap gesture
904
+ if (!this.touchMoved && duration <= this.tapMaxDuration && distance <= this.tapMaxMovement) {
905
+ this.handleTapGesture(endPosition, e);
906
+ }
907
+ // Check for swipe gesture
908
+ else if (this.touchMoved && duration <= this.swipeMaxDuration && distance >= this.swipeMinDistance) {
909
+ const velocity = (distance / duration) * 1000; // Convert to pixels per second
910
+
911
+ if (velocity >= this.swipeMinVelocity) {
912
+ this.handleSwipeGesture(this.touchStartPosition, endPosition, distance, duration, velocity, e);
913
+ }
914
+ }
915
+
916
+ // Reset touch tracking
917
+ this.touchStartPosition = null;
918
+ this.touchStartTime = 0;
919
+ this.touchMoved = false;
920
+ }
921
+
922
+ private handleTouchCancel(e: TouchEvent): void {
923
+ // Reset touch tracking on cancel
924
+ this.touchStartPosition = null;
925
+ this.touchStartTime = 0;
926
+ this.touchMoved = false;
927
+ }
928
+
929
+ private handleTapGesture(position: THREE.Vector2, event: TouchEvent): void {
930
+ // Calculate normalized position (NDC)
931
+ const rect = this.options.rendererDomElement.getBoundingClientRect();
932
+ const normalizedPosition = new THREE.Vector2(
933
+ ((position.x - rect.left) / rect.width) * 2 - 1,
934
+ -((position.y - rect.top) / rect.height) * 2 + 1
935
+ );
936
+
937
+ const tapData: TapData = {
938
+ position: position.clone(),
939
+ normalizedPosition,
940
+ event
941
+ };
942
+
943
+ // Distribute to handlers
944
+ for (const handler of this.inputHandlers) {
945
+ if (handler.handleTap && handler.handleTap(tapData)) {
946
+ break;
947
+ }
948
+ }
949
+
950
+ // Invoke delegate
951
+ this.onTap.invoke(tapData);
952
+ }
953
+
954
+ private handleSwipeGesture(
955
+ startPosition: THREE.Vector2,
956
+ endPosition: THREE.Vector2,
957
+ distance: number,
958
+ duration: number,
959
+ velocity: number,
960
+ event: TouchEvent
961
+ ): void {
962
+ // Calculate swipe direction
963
+ const dx = endPosition.x - startPosition.x;
964
+ const dy = endPosition.y - startPosition.y;
965
+ const absDx = Math.abs(dx);
966
+ const absDy = Math.abs(dy);
967
+
968
+ let direction: SwipeDirection;
969
+ if (absDx > absDy) {
970
+ // Horizontal swipe
971
+ direction = dx > 0 ? SwipeDirection.Right : SwipeDirection.Left;
972
+ } else {
973
+ // Vertical swipe
974
+ direction = dy > 0 ? SwipeDirection.Down : SwipeDirection.Up;
975
+ }
976
+
977
+ const swipeData: SwipeData = {
978
+ direction,
979
+ startPosition: startPosition.clone(),
980
+ endPosition: endPosition.clone(),
981
+ distance,
982
+ duration,
983
+ velocity,
984
+ event
985
+ };
986
+
987
+ // Distribute to handlers
988
+ for (const handler of this.inputHandlers) {
989
+ if (handler.handleSwipe && handler.handleSwipe(swipeData)) {
990
+ break;
991
+ }
992
+ }
993
+
994
+ // Invoke delegate
995
+ this.onSwipe.invoke(swipeData);
996
+ }
997
+
998
+ // Handle pointer lock change events
999
+ private handlePointerLockChange(): void {
1000
+ // This method handles changes to the pointer lock state
1001
+ // It can be used to add additional logic when pointer lock is acquired or released
1002
+ }
1003
+
1004
+ // Touch input setup and management methods
1005
+ private async setupTouchInput(): Promise<void> {
1006
+
1007
+ const debugTouchInput = getEnv('VITE_DEBUG_TOUCH_INPUT') === 'true';
1008
+
1009
+ if (isNode()) {
1010
+ return;
1011
+ }
1012
+
1013
+ if (!isMobileBrowser() && !debugTouchInput) {
1014
+ return;
1015
+ }
1016
+
1017
+ // Check if virtual joystick is explicitly hidden
1018
+ if (this.options.virtualJoystickOptions?.hidden) {
1019
+ return;
1020
+ }
1021
+
1022
+ // cannot import the nipplejs module globally as it requires the window global
1023
+ const nipplejs = await import('nipplejs');
1024
+ const nippleModule = nipplejs.default || nipplejs;
1025
+
1026
+ const defaultOptions = {
1027
+ size: 120,
1028
+ opacity: 0.7,
1029
+ color: 'white',
1030
+ mode: 'static' as const,
1031
+ fadeTime: 250
1032
+ };
1033
+
1034
+ const joystickOptions = {
1035
+ ...defaultOptions,
1036
+ ...this.options.virtualJoystickOptions
1037
+ };
1038
+
1039
+ try {
1040
+ // Calculate joystick zone size based on joystick size plus padding for interaction
1041
+ const zoneSize = joystickOptions.size * 1.5; // Extra space for comfortable interaction
1042
+
1043
+ // Create left joystick zone
1044
+ this.leftJoystickZone = document.createElement('div');
1045
+ this.leftJoystickZone.style.position = 'absolute';
1046
+ this.leftJoystickZone.style.left = '20px';
1047
+ this.leftJoystickZone.style.bottom = '20px';
1048
+ this.leftJoystickZone.style.width = `${zoneSize}px`;
1049
+ this.leftJoystickZone.style.height = `${zoneSize}px`;
1050
+ this.leftJoystickZone.style.pointerEvents = 'auto';
1051
+ if (debugTouchInput) {
1052
+ this.leftJoystickZone.style.border = '2px solid rgba(255, 0, 0, 0.5)';
1053
+ this.leftJoystickZone.style.backgroundColor = 'rgba(255, 0, 0, 0.1)';
1054
+ this.leftJoystickZone.style.boxSizing = 'border-box';
1055
+ }
1056
+ this.options.gameContainer.appendChild(this.leftJoystickZone);
1057
+
1058
+ // Create right joystick zone
1059
+ this.rightJoystickZone = document.createElement('div');
1060
+ this.rightJoystickZone.style.position = 'absolute';
1061
+ this.rightJoystickZone.style.right = '20px';
1062
+ this.rightJoystickZone.style.bottom = '20px';
1063
+ this.rightJoystickZone.style.width = `${zoneSize}px`;
1064
+ this.rightJoystickZone.style.height = `${zoneSize}px`;
1065
+ this.rightJoystickZone.style.pointerEvents = 'auto';
1066
+ if (debugTouchInput) {
1067
+ this.rightJoystickZone.style.border = '2px solid rgba(0, 0, 255, 0.5)';
1068
+ this.rightJoystickZone.style.backgroundColor = 'rgba(0, 0, 255, 0.1)';
1069
+ this.rightJoystickZone.style.boxSizing = 'border-box';
1070
+ }
1071
+ this.options.gameContainer.appendChild(this.rightJoystickZone);
1072
+
1073
+ const leftStick = nippleModule.create({
1074
+ zone: this.leftJoystickZone,
1075
+ mode: joystickOptions.mode,
1076
+ position: { left: '50%', bottom: '50%' },
1077
+ size: joystickOptions.size,
1078
+ color: joystickOptions.color,
1079
+ fadeTime: joystickOptions.fadeTime,
1080
+ restOpacity: joystickOptions.opacity * 0.5,
1081
+ threshold: 0.1,
1082
+ catchDistance: 200,
1083
+ });
1084
+
1085
+ const rightStick = nippleModule.create({
1086
+ zone: this.rightJoystickZone,
1087
+ mode: joystickOptions.mode,
1088
+ position: { left: '50%', bottom: '50%' },
1089
+ size: joystickOptions.size,
1090
+ color: joystickOptions.color,
1091
+ fadeTime: joystickOptions.fadeTime,
1092
+ restOpacity: joystickOptions.opacity * 0.5,
1093
+ threshold: 0.1,
1094
+ catchDistance: 200
1095
+ });
1096
+
1097
+ this.virtualJoysticks.set(VirtualJoystickIndex.Left, leftStick);
1098
+ this.virtualJoysticks.set(VirtualJoystickIndex.Right, rightStick);
1099
+
1100
+ // Bind virtual joystick events
1101
+ const leftHandler = this.handleVirtualJoystickEvent.bind(this, VirtualJoystickIndex.Left);
1102
+ leftStick.on('start', leftHandler);
1103
+ leftStick.on('move', leftHandler);
1104
+ leftStick.on('end', leftHandler);
1105
+
1106
+ const rightHandler = this.handleVirtualJoystickEvent.bind(this, VirtualJoystickIndex.Right);
1107
+ rightStick.on('start', rightHandler);
1108
+ rightStick.on('move', rightHandler);
1109
+ rightStick.on('end', rightHandler);
1110
+ } catch (error) {
1111
+ console.warn('Failed to initialize virtual joystick:', error);
1112
+ }
1113
+ }
1114
+
1115
+ private destroyTouchInput(): void {
1116
+ if (this.leftJoystickZone) {
1117
+ this.leftJoystickZone.remove();
1118
+ this.leftJoystickZone = null;
1119
+ }
1120
+ if (this.rightJoystickZone) {
1121
+ this.rightJoystickZone.remove();
1122
+ this.rightJoystickZone = null;
1123
+ }
1124
+ for (const joystick of this.virtualJoysticks.values()) {
1125
+ joystick.destroy();
1126
+ }
1127
+ this.virtualJoysticks.clear();
1128
+ }
1129
+
1130
+ // Virtual joystick event handlers
1131
+ private handleVirtualJoystickEvent(index: VirtualJoystickIndex, event: nipplejs.EventData, output: nipplejs.JoystickOutputData): void {
1132
+ if (this.shouldIgnoreInput()) {
1133
+ return;
1134
+ }
1135
+
1136
+ if (event.type === 'start' || event.type === 'move' || event.type === 'end') {
1137
+ const joystickData: VirtualJoystickData = {
1138
+ type: event.type,
1139
+ position: new THREE.Vector2(output.position.x, output.position.y),
1140
+ };
1141
+
1142
+ // Distribute to handlers
1143
+ for (const handler of this.inputHandlers) {
1144
+ if (handler.handleVirtualJoystick && handler.handleVirtualJoystick(index, joystickData)) {
1145
+ break;
1146
+ }
1147
+ }
1148
+ }
1149
+ }
1150
+
1151
+ /**
1152
+ * Checks if virtual joystick is enabled
1153
+ * @returns True if virtual joystick is enabled
1154
+ */
1155
+ public isVirtualJoystickEnabled(): boolean {
1156
+ return !!this.virtualJoysticks.values.length;
1157
+ }
1158
+
1159
+ /**
1160
+ * Shows the virtual joystick by setting visibility to visible
1161
+ * Only works if joysticks have been initialized
1162
+ */
1163
+ public showVirtualJoystick(): void {
1164
+ if (this.leftJoystickZone) {
1165
+ this.leftJoystickZone.style.visibility = 'visible';
1166
+ }
1167
+ if (this.rightJoystickZone) {
1168
+ this.rightJoystickZone.style.visibility = 'visible';
1169
+ }
1170
+ }
1171
+
1172
+ /**
1173
+ * Hides the virtual joystick by setting visibility to hidden
1174
+ * The joystick will still capture events but won't be visible
1175
+ */
1176
+ public hideVirtualJoystick(): void {
1177
+ if (this.leftJoystickZone) {
1178
+ this.leftJoystickZone.style.visibility = 'hidden';
1179
+ }
1180
+ if (this.rightJoystickZone) {
1181
+ this.rightJoystickZone.style.visibility = 'hidden';
1182
+ }
1183
+ }
1184
+
1185
+ /**
1186
+ * Checks if the virtual joystick is currently visible
1187
+ * @returns True if visible, false if hidden or not initialized
1188
+ */
1189
+ public isVirtualJoystickVisible(): boolean {
1190
+ if (!this.leftJoystickZone) {
1191
+ return false;
1192
+ }
1193
+ return this.leftJoystickZone.style.visibility !== 'hidden';
1194
+ }
1195
+ }
1196
+
1197
+ /**
1198
+ * Base class for input handlers that provides default implementations for all methods
1199
+ * Subclasses can override specific methods to handle specific input events
1200
+ */
1201
+ export class BaseInputHandler implements IInputHandler {
1202
+ protected inputManager: InputManager | null = null;
1203
+
1204
+ public handleKeyDown(e: KeyboardEvent): boolean {
1205
+ return false;
1206
+ }
1207
+
1208
+ public handleKeyUp(e: KeyboardEvent): boolean {
1209
+ return false;
1210
+ }
1211
+
1212
+ public handleMouseDown(button: MouseButton, e: MouseEvent): boolean {
1213
+ return false;
1214
+ }
1215
+
1216
+ public handleMouseUp(button: MouseButton, e: MouseEvent): boolean {
1217
+ return false;
1218
+ }
1219
+
1220
+ public handleMouseMove(e: MouseEvent): boolean {
1221
+ return false;
1222
+ }
1223
+
1224
+ public handleMouseClick(button: MouseButton, e: MouseEvent): boolean {
1225
+ return false;
1226
+ }
1227
+
1228
+ public handleGamepadButtonDown(gamepadIndex: number, buttonIndex: number, value: number): boolean {
1229
+ return false;
1230
+ }
1231
+
1232
+ public handleGamepadButtonUp(gamepadIndex: number, buttonIndex: number): boolean {
1233
+ return false;
1234
+ }
1235
+
1236
+ public handleGamepadAxisChange(gamepadIndex: number, axisIndex: number, value: number): boolean {
1237
+ return false;
1238
+ }
1239
+
1240
+ public handleVirtualJoystick(index: VirtualJoystickIndex, joystickData: VirtualJoystickData): boolean {
1241
+ return false;
1242
+ }
1243
+
1244
+ public handleSwipe(swipeData: SwipeData): boolean {
1245
+ return false;
1246
+ }
1247
+
1248
+ public handleTap(tapData: TapData): boolean {
1249
+ return false;
1250
+ }
1251
+
1252
+ public setInputManager(manager: InputManager | null): void {
1253
+ this.inputManager = manager;
1254
+ }
1255
+ }