@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 +1,1200 @@
1
+ /**
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+ * ThreeJsExtensions augments THREE.Object3D with convenience methods tailored for Genesys.
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+ *
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+ * Detailed explanation:
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+ * - Adds transform setters and getters that operate in both local and world space without manual matrix math.
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+ * - Provides tree traversal helpers to fetch objects by type and generates debug data for SceneGraph utilities.
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+ * - Marks objects as hidden or transient using userData flags so the engine can skip them when needed.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Import this file once near engine startup so the prototype methods are patched before any scenes are built.
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+ * - Use `setWorldTransform` or `getWorldTransform` when synchronizing with physics or other global systems.
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+ * - Avoid heavy per-frame allocations; reuse vectors or quaternions where possible when calling these methods.
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+ */
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+ import * as THREE from 'three';
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+
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+ import { SceneComponent } from '../components/SceneComponent.js';
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+ import { ClassRegistry } from '../systems/ClassRegistry.js';
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+ import { WorldSerializer } from '../systems/WorldSerialization.js';
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+ import { ensure } from '../utils/Utils.js';
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+
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+ import type { SceneGraphDebugNode } from './SceneGraphUtils.js';
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+ import type { ComponentDescriptionOptions } from '../components/Component.js';
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+ import type { World } from '../game/World.js';
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+ import type { ComponentPhysicsOptions } from '../physics/PhysicsTypes.js';
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+ import type { Actor } from 'src/actors/Actor.js';
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+
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+ const tempPosition = new THREE.Vector3();
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+ const tempRotation = new THREE.Euler();
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+ const tempScale = new THREE.Vector3();
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+ const tempQuaternion = new THREE.Quaternion();
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+
32
+ declare module 'three' {
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+ interface Object3D {
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+ /**
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+ * When true, position is interpreted as world position rather than local.
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+ * Useful for objects that need to maintain a fixed world position regardless of parent transforms.
37
+ */
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+ useAbsolutePosition: boolean;
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+
40
+ /**
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+ * When true, rotation is interpreted as world rotation rather than local.
42
+ * Useful for objects that need to maintain a fixed world rotation regardless of parent transforms.
43
+ */
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+ useAbsoluteRotation: boolean;
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+
46
+ /**
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+ * When true, scale is interpreted as world scale rather than local.
48
+ * Useful for objects that need to maintain a fixed world scale regardless of parent transforms.
49
+ */
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+ useAbsoluteScale: boolean;
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+
52
+ /**
53
+ * Gets the Actor that owns this object by traversing up the parent hierarchy.
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+ * Returns null if this object is not part of an Actor's scene graph.
55
+ */
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+ getActor(): Actor | null;
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+
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+ /**
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+ * Gets the full hierarchical path name of this object (e.g., "Actor.RootComponent.Mesh").
60
+ * Uses the object's name property or falls back to its class name.
61
+ */
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+ getPathName(): string;
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+
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+ /**
65
+ * Generates a debug node structure for visualization in scene graph debugging tools.
66
+ * Includes transform data, visibility, and recursively processes all children.
67
+ */
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+ generateDebugNode(): SceneGraphDebugNode | null;
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+
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+ /**
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+ * Finds the first object of the specified type in this object and its descendants.
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+ * Uses depth-first search to traverse the scene graph.
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+ * @param type The constructor/class to search for
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+ * @returns The first matching object or null if not found
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+ */
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+ getComponent<T extends THREE.Object3D>(type: abstract new (...args: any[]) => T): T | null;
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+
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+ /**
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+ * Finds all objects of the specified type in this object and its descendants.
80
+ * Recursively searches the entire subtree.
81
+ * @param type The constructor/class to search for
82
+ * @returns Array of all matching objects (may be empty)
83
+ */
84
+ getComponents<T extends THREE.Object3D>(type: abstract new (...args: any[]) => T): T[];
85
+
86
+ /**
87
+ * Checks if this object is hidden (not visible).
88
+ * @returns true if the object is hidden
89
+ */
90
+ isHidden(): boolean;
91
+
92
+ /**
93
+ * Sets the visibility state of this object.
94
+ * @param hidden Whether to hide (true) or show (false) the object
95
+ * @param propagateToChildren Whether to apply the visibility change to all children
96
+ */
97
+ setHidden(hidden: boolean, propagateToChildren: boolean): this;
98
+
99
+ /**
100
+ * Checks if this object is marked as transient (temporary/non-persistent).
101
+ * Transient objects are typically excluded from serialization.
102
+ * @returns true if the object is transient
103
+ */
104
+ isTransient(): boolean;
105
+
106
+ /**
107
+ * Marks this object as transient or persistent.
108
+ * Transient objects are excluded from world serialization.
109
+ * @param transient Whether the object should be transient
110
+ */
111
+ setTransient(transient: boolean): this;
112
+
113
+ /**
114
+ * Sets the local position relative to the parent.
115
+ * @param pos The new local position
116
+ */
117
+ setLocalPosition(pos: THREE.Vector3): this;
118
+
119
+ /**
120
+ * Sets the local rotation relative to the parent using Euler angles.
121
+ * @param rot The new local rotation
122
+ */
123
+ setLocalRotation(rot: THREE.Euler): this;
124
+
125
+ /**
126
+ * Sets the local rotation relative to the parent using a quaternion.
127
+ * @param quaternion The new local rotation quaternion
128
+ */
129
+ setLocalQuaternion(quaternion: THREE.Quaternion): this;
130
+
131
+ /**
132
+ * Sets the local scale relative to the parent.
133
+ * @param scale The new local scale
134
+ */
135
+ setLocalScale(scale: THREE.Vector3): this;
136
+
137
+ /**
138
+ * Sets multiple local transform properties at once.
139
+ * @param transform Object containing optional position, rotation, and/or scale
140
+ */
141
+ setLocalTransform(transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): this;
142
+
143
+ /**
144
+ * Adds a delta to the current local position.
145
+ * @param delta The position offset to add
146
+ */
147
+ addLocalPosition(delta: THREE.Vector3): this;
148
+
149
+ /**
150
+ * Adds a delta rotation to the current local rotation.
151
+ * @param delta The rotation offset to add (in Euler angles)
152
+ */
153
+ addLocalRotation(delta: THREE.Euler): this;
154
+
155
+ /**
156
+ * Sets the world position, automatically converting to local space if parented.
157
+ * @param pos The new world position
158
+ */
159
+ setWorldPosition(pos: THREE.Vector3): this;
160
+
161
+ /**
162
+ * Sets the world rotation using Euler angles, automatically converting to local space if parented.
163
+ * @param rot The new world rotation
164
+ */
165
+ setWorldRotation(rot: THREE.Euler): this;
166
+
167
+ /**
168
+ * Sets the world rotation using a quaternion, automatically converting to local space if parented.
169
+ * @param quaternion The new world rotation quaternion
170
+ */
171
+ setWorldQuaternion(quaternion: THREE.Quaternion): this;
172
+
173
+ /**
174
+ * Sets the world scale, automatically converting to local space if parented.
175
+ * @param scale The new world scale
176
+ */
177
+ setWorldScale(scale: THREE.Vector3): this;
178
+
179
+ /**
180
+ * Sets multiple world transform properties at once.
181
+ * @param transform Object containing optional position, rotation, and/or scale in world space
182
+ */
183
+ setWorldTransform(transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): this;
184
+
185
+ /**
186
+ * Adds a delta to the current world position.
187
+ * @param delta The world position offset to add
188
+ */
189
+ addWorldPosition(delta: THREE.Vector3): this;
190
+
191
+ /**
192
+ * Adds a delta rotation to the current world rotation.
193
+ * @param delta The world rotation offset to add (in Euler angles)
194
+ */
195
+ addWorldRotation(delta: THREE.Euler): this;
196
+
197
+ /**
198
+ * Gets the complete world transform as an object with position, rotation, and scale.
199
+ * @returns Object containing world position, rotation (Euler), and scale
200
+ */
201
+ getWorldTransform(): { position: THREE.Vector3, rotation: THREE.Euler, scale: THREE.Vector3 };
202
+
203
+ /**
204
+ * Gets the world position of this object.
205
+ * @param target Optional target vector to store the result (creates new if not provided)
206
+ * @returns The world position
207
+ */
208
+ getWorldPosition(target?: THREE.Vector3): THREE.Vector3;
209
+
210
+ /**
211
+ * Gets the world rotation as Euler angles.
212
+ * @param target Optional target Euler to store the result (creates new if not provided)
213
+ * @returns The world rotation
214
+ */
215
+ getWorldRotation(target?: THREE.Euler): THREE.Euler;
216
+
217
+ /**
218
+ * Gets the world scale of this object.
219
+ * @param target Optional target vector to store the result (creates new if not provided)
220
+ * @returns The world scale
221
+ */
222
+ getWorldScale(target?: THREE.Vector3): THREE.Vector3;
223
+
224
+ /**
225
+ * Gets the world rotation as a quaternion.
226
+ * @param target Optional target quaternion to store the result (creates new if not provided)
227
+ * @returns The world rotation quaternion
228
+ */
229
+ getWorldQuaternion(target?: THREE.Quaternion): THREE.Quaternion;
230
+
231
+ /**
232
+ * Generates a string representation of the object hierarchy for debugging.
233
+ * @param depth Starting indentation depth
234
+ * @param printTransform Whether to include transform data (position, rotation, scale)
235
+ * @returns Formatted string showing the hierarchy
236
+ */
237
+ printHierarchy(depth: number, printTransform: boolean): string;
238
+
239
+ /**
240
+ * Exports this object to a serializable format for saving/loading.
241
+ * @param includeDefaults Whether to include properties that match default values
242
+ * @returns Serialized object representation
243
+ */
244
+ asExportedObject(includeDefaults: boolean): any;
245
+
246
+ /**
247
+ * Generates a description of this object's properties for UI/debugging.
248
+ * @param options Options for controlling the description format
249
+ * @returns Object containing descriptive properties
250
+ */
251
+ describe(options?: ComponentDescriptionOptions): Record<string, any>;
252
+
253
+ /**
254
+ * Temporarily overrides the material on this object (useful for effects like highlighting).
255
+ * @param material The override material (null to restore original)
256
+ * @param recursive Whether to apply to all descendants
257
+ */
258
+ setOverrideMaterial(material: THREE.Material | null, recursive: boolean): this;
259
+
260
+ // Lifecycle methods that propagate through the scene graph
261
+ /**
262
+ * Called when this object enters play mode (added to an active world).
263
+ * Recursively calls beginPlay on all children.
264
+ */
265
+ beginPlay(): void;
266
+
267
+ /**
268
+ * Called when this object exits play mode (removed from world or world stops).
269
+ * Recursively calls endPlay on all children.
270
+ */
271
+ endPlay(): void;
272
+
273
+ /**
274
+ * Update tick called before physics simulation.
275
+ * Recursively calls tickPrePhysics on all children.
276
+ * @param deltaTime Time elapsed since last frame in seconds
277
+ */
278
+ tickPrePhysics(deltaTime: number): void;
279
+
280
+ /**
281
+ * Update tick called after physics simulation.
282
+ * Recursively calls tickPostPhysics on all children.
283
+ * @param deltaTime Time elapsed since last frame in seconds
284
+ */
285
+ tickPostPhysics(deltaTime: number): void;
286
+
287
+ /**
288
+ * Replaces physics options for this object and optionally its children.
289
+ * @param newOptions The new physics configuration
290
+ * @param propagateToChildren Whether to apply to all descendants
291
+ */
292
+ replacePhysicsOptions(newOptions: ComponentPhysicsOptions, propagateToChildren: boolean): this
293
+
294
+ /**
295
+ * Overrides the physics options for this object and optionally its children.
296
+ * @param newOptions The new physics configuration
297
+ * @param propagateToChildren Whether to apply to all descendants
298
+ */
299
+ overridePhysicsOptions(newOptions: ComponentPhysicsOptions, propagateToChildren: boolean): this
300
+ }
301
+
302
+ interface Scene {
303
+ /**
304
+ * Gets the World instance that owns this scene.
305
+ * @returns The owning World or null if not attached to a world
306
+ */
307
+ getWorld(): World | null;
308
+
309
+ /**
310
+ * Associates this scene with a World instance.
311
+ * @param world The World to associate with (or null to clear)
312
+ */
313
+ setWorld(world: World | null): this;
314
+ }
315
+
316
+ interface Material {
317
+ /**
318
+ * Exports this material to a serializable format.
319
+ * @param includeDefaults Whether to include properties that match default values
320
+ * @returns Serialized material representation
321
+ */
322
+ asExportedObject(includeDefaults: boolean): any;
323
+ }
324
+
325
+ interface Vector3 {
326
+ /**
327
+ * Checks if this vector is approximately equal to another within a tolerance.
328
+ * @param other The vector to compare against
329
+ * @param epsilon Maximum allowed difference per component (default: 0.00001)
330
+ * @returns true if vectors are approximately equal
331
+ */
332
+ almostEquals(other: THREE.Vector3Like, epsilon?: number): boolean;
333
+ }
334
+
335
+ interface Euler {
336
+ /**
337
+ * Checks if this Euler rotation is approximately equal to another within a tolerance.
338
+ * @param other The Euler to compare against
339
+ * @param epsilon Maximum allowed difference per component in radians (default: 0.00001)
340
+ * @returns true if rotations are approximately equal
341
+ */
342
+ almostEquals(other: THREE.Euler, epsilon?: number): boolean;
343
+ }
344
+ }
345
+
346
+ /**
347
+ * Gets the World instance associated with this scene.
348
+ * The World reference is stored in userData for easy access.
349
+ */
350
+ THREE.Scene.prototype.getWorld = function (): World | null {
351
+ return this.userData.world as World | null;
352
+ };
353
+
354
+ /**
355
+ * Associates a World instance with this scene.
356
+ * Used by the engine to track which World owns each scene.
357
+ */
358
+ THREE.Scene.prototype.setWorld = function (world: World | null): THREE.Scene {
359
+ this.userData.world = world;
360
+ return this;
361
+ };
362
+
363
+ // Define getter/setter properties for absolute transform flags
364
+ Object.defineProperty(THREE.Object3D.prototype, 'useAbsolutePosition', {
365
+ get: function() {
366
+ return this.userData.useAbsolutePosition === true;
367
+ },
368
+ set: function(value: boolean) {
369
+ this.userData.useAbsolutePosition = value;
370
+ },
371
+ enumerable: true,
372
+ configurable: true
373
+ });
374
+
375
+ Object.defineProperty(THREE.Object3D.prototype, 'useAbsoluteRotation', {
376
+ get: function() {
377
+ return this.userData.useAbsoluteRotation === true;
378
+ },
379
+ set: function(value: boolean) {
380
+ this.userData.useAbsoluteRotation = value;
381
+ },
382
+ enumerable: true,
383
+ configurable: true
384
+ });
385
+
386
+ Object.defineProperty(THREE.Object3D.prototype, 'useAbsoluteScale', {
387
+ get: function() {
388
+ return this.userData.useAbsoluteScale === true;
389
+ },
390
+ set: function(value: boolean) {
391
+ this.userData.useAbsoluteScale = value;
392
+ },
393
+ enumerable: true,
394
+ configurable: true
395
+ });
396
+
397
+ function printMaterial(indent: string, material: THREE.Material): string {
398
+ let result = `${indent}- ${material.type}: '${material.name ?? 'unnamed'}'\n`;
399
+
400
+ for (const [key, value] of Object.entries(material)) {
401
+ if (value instanceof THREE.Texture) {
402
+ result += `${indent} - ${key} (${ClassRegistry.getClassOrConstructorName(value)}): '${value.name ?? 'unnamed'}'\n`;
403
+ result += `${indent} - Dimensions: ${value.width}x${value.height}x${value.depth}\n`;
404
+ // result += `${indent} - Format: ${value.format}\n`;
405
+ // result += `${indent} - Type: ${value.type}\n`;
406
+ }
407
+ }
408
+
409
+ return result;
410
+ }
411
+
412
+ /**
413
+ * Traverses up the parent hierarchy to find the Actor that owns this object.
414
+ * Components and other scene objects use this to access their owning Actor.
415
+ */
416
+ THREE.Object3D.prototype.getActor = function (): Actor | null {
417
+ return this.parent?.getActor() ?? null;
418
+ };
419
+
420
+ /**
421
+ * Serializes this object using the WorldSerializer for saving/loading.
422
+ * Handles conversion to JSON-compatible format with proper class registration.
423
+ */
424
+ THREE.Object3D.prototype.asExportedObject = function (includeDefaults: boolean): any {
425
+ return WorldSerializer.exportObject(this, includeDefaults);
426
+ };
427
+
428
+ /**
429
+ * Generates a human-readable string representation of the object hierarchy.
430
+ * Useful for debugging scene structure and understanding parent-child relationships.
431
+ * Includes geometry and material information for meshes.
432
+ */
433
+ THREE.Object3D.prototype.printHierarchy = function (depth: number = 0, printTransform: boolean = false): string {
434
+ const indent = ' '.repeat(depth);
435
+ let result = `${indent}${this.type}: '${this.name ?? 'unnamed'}'\n`;
436
+ if (printTransform) {
437
+ result += `${indent} - Position: (${this.position.x.toFixed(2)}, ${this.position.y.toFixed(2)}, ${this.position.z.toFixed(2)})\n`;
438
+ result += `${indent} - Rotation: (${this.rotation.x.toFixed(2)}, ${this.rotation.y.toFixed(2)}, ${this.rotation.z.toFixed(2)})\n`;
439
+ result += `${indent} - Scale: (${this.scale.x.toFixed(2)}, ${this.scale.y.toFixed(2)}, ${this.scale.z.toFixed(2)})\n`;
440
+ }
441
+ if (this instanceof THREE.Mesh) {
442
+ result += `${indent} - ${this.geometry.type}: '${this.geometry.name ?? 'unnamed'}'\n`;
443
+ result += `${indent} - Vertices: ${this.geometry.attributes.position?.count ?? 0}\n`;
444
+ if (this.material) {
445
+ const materialIndent = indent + ' ';
446
+ if (Array.isArray(this.material)) {
447
+ this.material.forEach(m => result += printMaterial(materialIndent, m));
448
+ } else {
449
+ result += printMaterial(materialIndent, this.material);
450
+ }
451
+ }
452
+ }
453
+ this.children.forEach(child => result += child.printHierarchy(depth + 1, printTransform));
454
+ return result;
455
+ };
456
+
457
+ /**
458
+ * Builds a dot-separated path string representing this object's location in the hierarchy.
459
+ * Example: "PlayerActor.RootComponent.MeshComponent"
460
+ * Used for debugging and logging to identify specific objects.
461
+ */
462
+ THREE.Object3D.prototype.getPathName = function () {
463
+ const myName = this.name || ClassRegistry.getClassOrConstructorName(this);
464
+ if (this.parent) {
465
+ return `${this.parent.getPathName()}.${myName}`;
466
+ } else {
467
+ return myName;
468
+ }
469
+ };
470
+
471
+ /**
472
+ * Creates a debug data structure for scene graph visualization tools.
473
+ * Recursively processes all children to build a complete tree representation.
474
+ * Includes transform data, visibility state, and UUIDs for debugging.
475
+ */
476
+ THREE.Object3D.prototype.generateDebugNode = function (): SceneGraphDebugNode | null {
477
+
478
+ const myName = this.name || ClassRegistry.getClassOrConstructorName(this);
479
+ const children: (SceneGraphDebugNode | null)[] = [];
480
+ this.children.forEach((child: THREE.Object3D) => {
481
+ children.push(child.generateDebugNode());
482
+ });
483
+ return {
484
+ title: myName,
485
+ children,
486
+ data: {
487
+ uuid: this.uuid,
488
+ position: this.position.toArray(),
489
+ rotation: this.rotation.toArray(),
490
+ scale: this.scale.toArray(),
491
+ visible: this.visible,
492
+ }
493
+ };
494
+ };
495
+
496
+ /**
497
+ * Searches for the first object of the specified type in this subtree.
498
+ * Uses depth-first search, checking this object first then its children.
499
+ * Commonly used to find specific component types within an actor.
500
+ */
501
+ THREE.Object3D.prototype.getComponent = function <T extends THREE.Object3D>(type: abstract new (...args: any[]) => T = SceneComponent as any): T | null {
502
+ if (this instanceof type) {
503
+ return this as T;
504
+ }
505
+
506
+ for (const child of this.children) {
507
+ const result = child.getComponent(type);
508
+ if (result) {
509
+ return result;
510
+ }
511
+ }
512
+ return null;
513
+ };
514
+
515
+ /**
516
+ * Collects all objects of the specified type in this subtree.
517
+ * Recursively searches the entire hierarchy including this object.
518
+ * Returns an array that may be empty if no matches are found.
519
+ */
520
+ THREE.Object3D.prototype.getComponents = function <T extends THREE.Object3D>(type: abstract new (...args: any[]) => T = SceneComponent as any): T[] {
521
+ const results: T[] = [];
522
+ if (this instanceof type) {
523
+ results.push(this as T);
524
+ }
525
+
526
+ for (const child of this.children) {
527
+ results.push(...child.getComponents(type));
528
+ }
529
+ return results;
530
+ };
531
+
532
+ /**
533
+ * Convenience method to check if this object is hidden.
534
+ * Simply returns the inverse of the visible property.
535
+ */
536
+ THREE.Object3D.prototype.isHidden = function (): boolean {
537
+ return !this.visible;
538
+ };
539
+
540
+ /**
541
+ * Sets the visibility of this object and optionally all its descendants.
542
+ * Useful for hiding entire branches of the scene graph at once.
543
+ */
544
+ THREE.Object3D.prototype.setHidden = function (hidden: boolean, propagateToChildren: boolean = false): THREE.Object3D {
545
+ this.visible = !hidden;
546
+ if (propagateToChildren) {
547
+ this.children.forEach(child => {
548
+ child.setHidden(hidden, propagateToChildren);
549
+ });
550
+ }
551
+ return this;
552
+ };
553
+
554
+ /**
555
+ * Adds a position offset in local space.
556
+ * Directly modifies the position property without matrix calculations.
557
+ */
558
+ THREE.Object3D.prototype.addLocalPosition = function (delta: THREE.Vector3): THREE.Object3D {
559
+ this.position.x += delta.x;
560
+ this.position.y += delta.y;
561
+ this.position.z += delta.z;
562
+ return this;
563
+ };
564
+
565
+ /**
566
+ * Adds a rotation offset in local space.
567
+ * Converts Euler angles to quaternion and multiplies with current rotation.
568
+ */
569
+ THREE.Object3D.prototype.addLocalRotation = function (delta: THREE.Euler): THREE.Object3D {
570
+ this.quaternion.multiply(new THREE.Quaternion().setFromEuler(delta));
571
+ return this;
572
+ };
573
+
574
+ /**
575
+ * Sets the local position relative to the parent.
576
+ * If useAbsolutePosition is true, interprets as world position.
577
+ */
578
+ THREE.Object3D.prototype.setLocalPosition = function (pos: THREE.Vector3): THREE.Object3D {
579
+ this.position.copy(pos);
580
+ return this;
581
+ };
582
+
583
+ /**
584
+ * Sets the local rotation using Euler angles.
585
+ * If useAbsoluteRotation is true, interprets as world rotation.
586
+ */
587
+ THREE.Object3D.prototype.setLocalRotation = function (rot: THREE.Euler): THREE.Object3D {
588
+ this.quaternion.setFromEuler(rot);
589
+ return this;
590
+ };
591
+
592
+ /**
593
+ * Sets the local rotation using a quaternion.
594
+ * If useAbsoluteRotation is true, interprets as world rotation.
595
+ */
596
+ THREE.Object3D.prototype.setLocalQuaternion = function (quaternion: THREE.Quaternion): THREE.Object3D {
597
+ this.quaternion.copy(quaternion);
598
+ return this;
599
+ };
600
+
601
+ /**
602
+ * Sets the local scale relative to the parent.
603
+ * If useAbsoluteScale is true, interprets as world scale.
604
+ */
605
+ THREE.Object3D.prototype.setLocalScale = function (scale: THREE.Vector3): THREE.Object3D {
606
+ this.scale.copy(scale);
607
+ return this;
608
+ };
609
+
610
+ /**
611
+ * Sets multiple transform properties at once in local space.
612
+ * Only modifies the properties that are provided in the transform object.
613
+ */
614
+ THREE.Object3D.prototype.setLocalTransform = function (transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): THREE.Object3D {
615
+ if (transform.position) {
616
+ this.setLocalPosition(transform.position);
617
+ }
618
+ if (transform.rotation) {
619
+ this.setLocalRotation(transform.rotation);
620
+ }
621
+ if (transform.scale) {
622
+ this.setLocalScale(transform.scale);
623
+ }
624
+ return this;
625
+ };
626
+
627
+
628
+ /**
629
+ * Sets the position in world space, automatically converting to local space if parented.
630
+ * Handles the matrix math to transform from world to local coordinates.
631
+ */
632
+ THREE.Object3D.prototype.setWorldPosition = function (pos: THREE.Vector3): THREE.Object3D {
633
+ if (this.useAbsolutePosition) {
634
+ // When using absolute position, store world position directly
635
+ this.position.copy(pos);
636
+ } else if (this.parent) {
637
+ // Convert the world position to local position
638
+ const localPos = pos.clone();
639
+ // Get the parent's world matrix inverse to convert to local space
640
+ const parentWorldMatrixInverse = new THREE.Matrix4();
641
+ parentWorldMatrixInverse.copy(this.parent.matrixWorld).invert();
642
+ // Apply the inverse matrix to get local position
643
+ localPos.applyMatrix4(parentWorldMatrixInverse);
644
+ // Set the local position
645
+ this.position.copy(localPos);
646
+ } else {
647
+ this.setLocalPosition(pos);
648
+ }
649
+ return this;
650
+ };
651
+
652
+ /**
653
+ * Sets the rotation in world space using Euler angles.
654
+ * Internally converts to quaternion and delegates to setWorldQuaternion.
655
+ */
656
+ THREE.Object3D.prototype.setWorldRotation = function (rot: THREE.Euler): THREE.Object3D {
657
+ this.setWorldQuaternion(new THREE.Quaternion().setFromEuler(rot));
658
+ return this;
659
+ };
660
+
661
+ /**
662
+ * Sets the rotation in world space using a quaternion.
663
+ * Calculates the required local rotation to achieve the desired world rotation.
664
+ */
665
+ THREE.Object3D.prototype.setWorldQuaternion = function (quaternion: THREE.Quaternion): THREE.Object3D {
666
+ if (this.useAbsoluteRotation) {
667
+ // When using absolute rotation, store world rotation directly
668
+ this.quaternion.copy(quaternion);
669
+ } else if (this.parent) {
670
+ // Get the parent's world quaternion
671
+ const parentWorldQuat = new THREE.Quaternion();
672
+ this.parent.getWorldQuaternion(parentWorldQuat);
673
+ // Invert parent's world quaternion
674
+ parentWorldQuat.invert();
675
+ // Calculate local quaternion by multiplying world quaternion by inverted parent quaternion
676
+ const localQuaternion = quaternion.clone().premultiply(parentWorldQuat);
677
+ // Set the local quaternion
678
+ this.quaternion.copy(localQuaternion);
679
+ } else {
680
+ this.setLocalQuaternion(quaternion);
681
+ }
682
+ return this;
683
+ };
684
+
685
+ /**
686
+ * Sets the scale in world space, compensating for parent scaling.
687
+ * Calculates the local scale needed to achieve the desired world scale.
688
+ */
689
+ THREE.Object3D.prototype.setWorldScale = function (scale: THREE.Vector3): THREE.Object3D {
690
+ if (this.useAbsoluteScale) {
691
+ // When using absolute scale, store world scale directly
692
+ this.scale.copy(scale);
693
+ } else if (this.parent) {
694
+ const parentWorldScale = new THREE.Vector3();
695
+ this.parent.getWorldScale(parentWorldScale);
696
+ this.scale.set(scale.x / parentWorldScale.x, scale.y / parentWorldScale.y, scale.z / parentWorldScale.z);
697
+ } else {
698
+ this.setLocalScale(scale);
699
+ }
700
+ return this;
701
+ };
702
+
703
+ /**
704
+ * Sets multiple transform properties at once in world space.
705
+ * Delegates to individual world setters for each provided property.
706
+ */
707
+ THREE.Object3D.prototype.setWorldTransform = function (transform: { position?: THREE.Vector3, rotation?: THREE.Euler, scale?: THREE.Vector3 }): THREE.Object3D {
708
+ if (transform.position) {
709
+ this.setWorldPosition(transform.position);
710
+ }
711
+ if (transform.rotation) {
712
+ this.setWorldRotation(transform.rotation);
713
+ }
714
+ if (transform.scale) {
715
+ this.setWorldScale(transform.scale);
716
+ }
717
+ return this;
718
+ };
719
+
720
+ /**
721
+ * Adds a position offset in world space.
722
+ * Transforms the world delta to local space before applying.
723
+ */
724
+ THREE.Object3D.prototype.addWorldPosition = function (delta: THREE.Vector3): THREE.Object3D {
725
+ if (this.useAbsolutePosition) {
726
+ // When using absolute position, position is already in world space
727
+ this.position.add(delta);
728
+ } else if (this.parent) {
729
+ this.updateMatrixWorld(true);
730
+ // Convert the delta from world space to local space
731
+ // We need to transform the direction only, not apply the full matrix
732
+ const worldDelta = delta.clone();
733
+
734
+ // Get parent's world rotation and scale to transform the delta
735
+ const parentWorldQuat = new THREE.Quaternion();
736
+ const parentWorldScale = new THREE.Vector3();
737
+ const parentWorldPos = new THREE.Vector3();
738
+ this.parent.matrixWorld.decompose(parentWorldPos, parentWorldQuat, parentWorldScale);
739
+
740
+ // Apply inverse scale
741
+ worldDelta.divide(parentWorldScale);
742
+
743
+ // Apply inverse rotation
744
+ parentWorldQuat.invert();
745
+ worldDelta.applyQuaternion(parentWorldQuat);
746
+
747
+ // Apply the local translation
748
+ this.position.add(worldDelta);
749
+ } else {
750
+ this.addLocalPosition(delta);
751
+ }
752
+ return this;
753
+ };
754
+
755
+ /**
756
+ * Adds a rotation offset in world space.
757
+ * Applies the rotation in world coordinates then converts back to local.
758
+ */
759
+ THREE.Object3D.prototype.addWorldRotation = function (delta: THREE.Euler): THREE.Object3D {
760
+ if (this.useAbsoluteRotation) {
761
+ // When using absolute rotation, quaternion is already in world space
762
+ const deltaQuat = new THREE.Quaternion().setFromEuler(delta);
763
+ this.quaternion.premultiply(deltaQuat);
764
+ } else if (this.parent) {
765
+ this.updateMatrixWorld(true);
766
+ const currentWorldQuat = new THREE.Quaternion();
767
+ this.getWorldQuaternion(currentWorldQuat);
768
+ currentWorldQuat.premultiply(new THREE.Quaternion().setFromEuler(delta));
769
+ const parentWorldQuat = new THREE.Quaternion();
770
+ this.parent.getWorldQuaternion(parentWorldQuat);
771
+ parentWorldQuat.invert();
772
+ this.quaternion.copy(currentWorldQuat.premultiply(parentWorldQuat));
773
+ } else {
774
+ this.addLocalRotation(delta);
775
+ }
776
+ return this;
777
+ };
778
+
779
+ /**
780
+ * Gets all world transform components as a single object.
781
+ * Convenient for getting position, rotation, and scale in one call.
782
+ */
783
+ THREE.Object3D.prototype.getWorldTransform = function (): { position: THREE.Vector3, rotation: THREE.Euler, scale: THREE.Vector3 } {
784
+ return {
785
+ position: this.getWorldPosition(),
786
+ rotation: this.getWorldRotation(),
787
+ scale: this.getWorldScale(),
788
+ };
789
+ };
790
+
791
+ /**
792
+ * Gets the world position, extracting it from the world matrix.
793
+ * Updates world matrix if needed to ensure accuracy.
794
+ */
795
+ THREE.Object3D.prototype.getWorldPosition = function (target?: THREE.Vector3): THREE.Vector3 {
796
+ target ??= new THREE.Vector3();
797
+ // For absolute position, just return the position directly
798
+ if (this.useAbsolutePosition) {
799
+ return target.copy(this.position);
800
+ }
801
+ this.updateWorldMatrix(true, false);
802
+ return target.setFromMatrixPosition(this.matrixWorld);
803
+ };
804
+
805
+ /**
806
+ * Gets the world rotation as Euler angles.
807
+ * Internally gets world quaternion and converts to Euler.
808
+ */
809
+ THREE.Object3D.prototype.getWorldRotation = function (target?: THREE.Euler): THREE.Euler {
810
+ target ??= new THREE.Euler();
811
+ // For absolute rotation, convert quaternion to Euler directly
812
+ if (this.useAbsoluteRotation) {
813
+ return target.setFromQuaternion(this.quaternion);
814
+ }
815
+ return target.setFromQuaternion(this.getWorldQuaternion());
816
+ };
817
+
818
+ /**
819
+ * Gets the world scale by decomposing the world matrix.
820
+ * Extracts scale component from the transformation matrix.
821
+ */
822
+ THREE.Object3D.prototype.getWorldScale = function (target?: THREE.Vector3): THREE.Vector3 {
823
+ target ??= new THREE.Vector3();
824
+ // For absolute scale, just return the scale directly
825
+ if (this.useAbsoluteScale) {
826
+ return target.copy(this.scale);
827
+ }
828
+ this.updateWorldMatrix(true, false);
829
+ this.matrixWorld.decompose(tempPosition, tempQuaternion, target);
830
+ return target;
831
+ };
832
+
833
+ /**
834
+ * Gets the world rotation as a quaternion by decomposing the world matrix.
835
+ * More precise than Euler angles for rotation calculations.
836
+ */
837
+ THREE.Object3D.prototype.getWorldQuaternion = function (target?: THREE.Quaternion): THREE.Quaternion {
838
+ target ??= new THREE.Quaternion();
839
+ // For absolute rotation, just return the quaternion directly
840
+ if (this.useAbsoluteRotation) {
841
+ return target.copy(this.quaternion);
842
+ }
843
+ this.updateWorldMatrix(true, false);
844
+ this.matrixWorld.decompose(tempPosition, target, tempScale);
845
+ return target;
846
+ };
847
+
848
+ /**
849
+ * Checks if this object is marked as transient (temporary/non-persistent).
850
+ * Transient objects are excluded from world serialization.
851
+ */
852
+ THREE.Object3D.prototype.isTransient = function (): boolean {
853
+ // Object3D is serialized as scene graph so if the parent is transient then the children won't be serialized
854
+ // effectively making them transient as well
855
+ return this.userData.isTransient ?? this.parent?.isTransient() ?? false;
856
+ };
857
+
858
+ /**
859
+ * Marks this object as transient or persistent.
860
+ * Transient flag is stored in userData to persist across operations.
861
+ */
862
+ THREE.Object3D.prototype.setTransient = function (transient: boolean): THREE.Object3D {
863
+ this.userData.isTransient = transient;
864
+ return this;
865
+ };
866
+
867
+ /**
868
+ * Returns a description of this object for UI/debugging purposes.
869
+ * Base implementation returns empty object; components override for custom descriptions.
870
+ */
871
+ THREE.Object3D.prototype.describe = function (options?: ComponentDescriptionOptions): Record<string, any> {
872
+ return {};
873
+ };
874
+
875
+ /**
876
+ * Temporarily overrides materials for visual effects (e.g., highlighting).
877
+ * Base implementation just propagates to children; Mesh overrides to actually swap materials.
878
+ */
879
+ THREE.Object3D.prototype.setOverrideMaterial = function (material: THREE.Material | null, recursive: boolean): THREE.Object3D {
880
+ if (recursive) {
881
+ this.children.forEach(child => child.setOverrideMaterial(material, true));
882
+ }
883
+ return this;
884
+ };
885
+
886
+ /**
887
+ * Called when entering play mode, propagates to all children.
888
+ * Components override this to initialize gameplay logic.
889
+ */
890
+ THREE.Object3D.prototype.beginPlay = function (): void {
891
+ this.children.forEach(child => child.beginPlay());
892
+ };
893
+
894
+ /**
895
+ * Called when exiting play mode, propagates to all children.
896
+ * Components override this to clean up gameplay resources.
897
+ */
898
+ THREE.Object3D.prototype.endPlay = function (): void {
899
+ this.children.forEach(child => child.endPlay());
900
+ };
901
+
902
+ /**
903
+ * Update called before physics simulation each frame.
904
+ * Components override this for pre-physics updates like input handling.
905
+ */
906
+ THREE.Object3D.prototype.tickPrePhysics = function (deltaTime: number): void {
907
+ this.children.forEach(child => child.tickPrePhysics(deltaTime));
908
+ };
909
+
910
+ /**
911
+ * Update called after physics simulation each frame.
912
+ * Components override this for post-physics updates like visual synchronization.
913
+ */
914
+ THREE.Object3D.prototype.tickPostPhysics = function (deltaTime: number): void {
915
+ this.children.forEach(child => child.tickPostPhysics(deltaTime));
916
+ };
917
+
918
+ /**
919
+ * Updates physics configuration for this object and optionally its children.
920
+ * Components with physics override this to actually update their physics bodies.
921
+ */
922
+ THREE.Object3D.prototype.replacePhysicsOptions = function (newOptions: ComponentPhysicsOptions, propagateToChildren: boolean = false): THREE.Object3D {
923
+ if (propagateToChildren) {
924
+ this.children.forEach(child => child.replacePhysicsOptions(newOptions, true));
925
+ }
926
+ return this;
927
+ };
928
+
929
+ /**
930
+ * Overrides the physics options for this object and optionally its children.
931
+ * @param newOptions The new physics configuration
932
+ * @param propagateToChildren Whether to apply to all descendants
933
+ */
934
+ THREE.Object3D.prototype.overridePhysicsOptions = function (newOptions: ComponentPhysicsOptions, propagateToChildren: boolean = false): THREE.Object3D {
935
+ if (propagateToChildren) {
936
+ this.children.forEach(child => child.overridePhysicsOptions(newOptions, true));
937
+ }
938
+ return this;
939
+ };
940
+
941
+ // Override add method to handle lifecycle events
942
+ /**
943
+ * Extended add method that automatically calls beginPlay on added objects
944
+ * if they're being added to an active (playing) actor.
945
+ */
946
+ const originalAdd = THREE.Object3D.prototype.add;
947
+
948
+ THREE.Object3D.prototype.add = function (...objects: THREE.Object3D[]): THREE.Object3D {
949
+ const actor = this.getActor();
950
+ if (actor) {
951
+ if (!ensure(!actor.isPlayEnded())) {
952
+ return this;
953
+ }
954
+ }
955
+
956
+ originalAdd.call(this, ...objects);
957
+
958
+ if (actor?.isPlaying()) {
959
+ objects.forEach(obj => obj.beginPlay());
960
+ }
961
+
962
+ return this;
963
+ };
964
+
965
+ // Override remove method to handle lifecycle events
966
+ /**
967
+ * Extended remove method that automatically calls endPlay on removed objects
968
+ * if they're being removed from an active (playing) actor.
969
+ */
970
+ const originalRemove = THREE.Object3D.prototype.remove;
971
+
972
+ THREE.Object3D.prototype.remove = function (...objects: THREE.Object3D[]): THREE.Object3D {
973
+ const actor = this.getActor();
974
+ if (actor) {
975
+ if (!ensure(!actor.isPlayEnded())) {
976
+ return this;
977
+ }
978
+ }
979
+
980
+ originalRemove.call(this, ...objects);
981
+
982
+ if (actor?.isPlaying()) {
983
+ objects.forEach(obj => obj.endPlay());
984
+ }
985
+
986
+ return this;
987
+ };
988
+
989
+ /**
990
+ * Mesh-specific override material implementation.
991
+ * Saves the original material and swaps it with the override, or restores the original.
992
+ */
993
+ THREE.Mesh.prototype.setOverrideMaterial = function (material: THREE.Material | null, recursive: boolean): THREE.Mesh {
994
+ if (material) {
995
+ this.userData.__savedMaterial__ = this.material;
996
+ this.material = material;
997
+ } else {
998
+ const savedMaterial = this.userData.__savedMaterial__;
999
+ if (savedMaterial) {
1000
+ this.material = savedMaterial;
1001
+ }
1002
+ }
1003
+ THREE.Object3D.prototype.setOverrideMaterial.call(this, material, recursive);
1004
+ return this;
1005
+ };
1006
+
1007
+ /**
1008
+ * Serializes this material for saving/loading.
1009
+ * Uses the WorldSerializer to handle material-specific properties.
1010
+ */
1011
+ THREE.Material.prototype.asExportedObject = function (includeDefaults: boolean): any {
1012
+ return WorldSerializer.exportObject(this, includeDefaults);
1013
+ };
1014
+
1015
+ /**
1016
+ * Checks if two vectors are approximately equal within a tolerance.
1017
+ * Useful for comparing positions/scales where floating point precision matters.
1018
+ */
1019
+ THREE.Vector3.prototype.almostEquals = function (other: THREE.Vector3Like, epsilon: number = 0.00001): boolean {
1020
+ epsilon ??= 0.00001;
1021
+ return Math.abs(this.x - other.x) < epsilon &&
1022
+ Math.abs(this.y - other.y) < epsilon &&
1023
+ Math.abs(this.z - other.z) < epsilon;
1024
+ };
1025
+
1026
+ /**
1027
+ * Checks if two Euler rotations are approximately equal within a tolerance.
1028
+ * Useful for comparing rotations where floating point precision matters.
1029
+ * Note: Compares raw angles, doesn't account for equivalent rotations.
1030
+ */
1031
+ THREE.Euler.prototype.almostEquals = function (other: THREE.Euler, epsilon: number = 0.00001): boolean {
1032
+ epsilon ??= 0.00001;
1033
+ return Math.abs(this.x - other.x) < epsilon &&
1034
+ Math.abs(this.y - other.y) < epsilon &&
1035
+ Math.abs(this.z - other.z) < epsilon;
1036
+ };
1037
+
1038
+ // Store the original updateMatrixWorld method
1039
+ const originalUpdateMatrixWorld = THREE.Object3D.prototype.updateMatrixWorld;
1040
+ const originalUpdateWorldMatrix = THREE.Object3D.prototype.updateWorldMatrix;
1041
+
1042
+ /**
1043
+ * Override updateWorldMatrix to handle absolute transform properties.
1044
+ * This method is called by getWorldPosition/Rotation/Scale and needs to respect absolute transforms.
1045
+
1046
+ ======================== Default Implementation ========================
1047
+
1048
+ updateWorldMatrix( updateParents, updateChildren ) {
1049
+ const parent = this.parent;
1050
+ if ( updateParents === true && parent !== null ) {
1051
+ parent.updateWorldMatrix( true, false );
1052
+ }
1053
+
1054
+ if ( this.matrixAutoUpdate ) this.updateMatrix();
1055
+
1056
+ if ( this.matrixWorldAutoUpdate === true ) {
1057
+ if ( this.parent === null ) {
1058
+ this.matrixWorld.copy( this.matrix );
1059
+ } else {
1060
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
1061
+ }
1062
+ }
1063
+
1064
+ // make sure descendants are updated
1065
+
1066
+ if ( updateChildren === true ) {
1067
+ const children = this.children;
1068
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1069
+ const child = children[ i ];
1070
+ child.updateWorldMatrix( false, true );
1071
+ }
1072
+ }
1073
+ }
1074
+ */
1075
+ THREE.Object3D.prototype.updateWorldMatrix = function(updateParents?: boolean, updateChildren?: boolean): void {
1076
+ const parent = this.parent;
1077
+ if (updateParents && parent) {
1078
+ parent.updateWorldMatrix(true, false);
1079
+ }
1080
+
1081
+ if (this.matrixAutoUpdate) {
1082
+ this.updateMatrix();
1083
+ }
1084
+
1085
+ if (this.matrixWorldAutoUpdate) {
1086
+ calculateMatrixWorld(this);
1087
+ }
1088
+
1089
+ if (updateChildren) {
1090
+ for (const child of this.children) {
1091
+ child.updateWorldMatrix(false, true);
1092
+ }
1093
+ }
1094
+ };
1095
+
1096
+ /**
1097
+ * Override updateMatrixWorld to handle absolute transform properties.
1098
+ * When useAbsolutePosition/Rotation/Scale are true, the object maintains
1099
+ * its world transform regardless of parent transformations.
1100
+
1101
+ ======================== Default Implementation ========================
1102
+
1103
+ updateMatrixWorld( force ) {
1104
+ if ( this.matrixAutoUpdate ) this.updateMatrix();
1105
+ if ( this.matrixWorldNeedsUpdate || force ) {
1106
+ if ( this.matrixWorldAutoUpdate === true ) {
1107
+ if ( this.parent === null ) {
1108
+ this.matrixWorld.copy( this.matrix );
1109
+ } else {
1110
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
1111
+ }
1112
+ }
1113
+
1114
+ this.matrixWorldNeedsUpdate = false;
1115
+ force = true;
1116
+ }
1117
+
1118
+ // make sure descendants are updated if required
1119
+
1120
+ const children = this.children;
1121
+
1122
+ for ( let i = 0, l = children.length; i < l; i ++ ) {
1123
+ const child = children[ i ];
1124
+ child.updateMatrixWorld( force );
1125
+ }
1126
+ }
1127
+ */
1128
+
1129
+ THREE.Object3D.prototype.updateMatrixWorld = function(force?: boolean): void {
1130
+ if (this.matrixAutoUpdate) {
1131
+ this.updateMatrix();
1132
+ }
1133
+ if (this.matrixWorldNeedsUpdate || force) {
1134
+ if (this.matrixWorldAutoUpdate) {
1135
+ calculateMatrixWorld(this);
1136
+ }
1137
+ this.matrixWorldNeedsUpdate = false;
1138
+ force = true;
1139
+ }
1140
+
1141
+ for (const child of this.children) {
1142
+ child.updateMatrixWorld(force);
1143
+ }
1144
+ };
1145
+
1146
+ function calculateMatrixWorld(object: THREE.Object3D): void {
1147
+ if (!object.parent) {
1148
+ object.matrixWorld.copy(object.matrix);
1149
+ } else {
1150
+ if (object.useAbsolutePosition || object.useAbsoluteRotation || object.useAbsoluteScale) {
1151
+ // Get parent's world transform for non-absolute components
1152
+ const parentPos = new THREE.Vector3();
1153
+ const parentQuat = new THREE.Quaternion();
1154
+ const parentScale = new THREE.Vector3();
1155
+ object.parent.matrixWorld.decompose(parentPos, parentQuat, parentScale);
1156
+
1157
+ // Determine final world position
1158
+ let finalWorldPos: THREE.Vector3;
1159
+ if (object.useAbsolutePosition) {
1160
+ // Use position as world position directly
1161
+ finalWorldPos = object.position.clone();
1162
+ } else {
1163
+ // Transform local position by parent's rotation and scale, then add parent's position
1164
+ finalWorldPos = object.position.clone();
1165
+ // Apply parent's rotation
1166
+ finalWorldPos.applyQuaternion(parentQuat);
1167
+ // Apply parent's scale
1168
+ finalWorldPos.multiply(parentScale);
1169
+ // Add parent's position
1170
+ finalWorldPos.add(parentPos);
1171
+ }
1172
+
1173
+ // Determine final world rotation
1174
+ let finalWorldQuat: THREE.Quaternion;
1175
+ if (object.useAbsoluteRotation) {
1176
+ // Use quaternion as world rotation directly
1177
+ finalWorldQuat = object.quaternion.clone();
1178
+ } else {
1179
+ // Combine with parent rotation
1180
+ finalWorldQuat = parentQuat.clone();
1181
+ finalWorldQuat.multiply(object.quaternion);
1182
+ }
1183
+
1184
+ // Determine final world scale
1185
+ let finalWorldScale: THREE.Vector3;
1186
+ if (object.useAbsoluteScale) {
1187
+ // Use scale as world scale directly
1188
+ finalWorldScale = object.scale.clone();
1189
+ } else {
1190
+ // Multiply with parent scale
1191
+ finalWorldScale = object.scale.clone();
1192
+ finalWorldScale.multiply(parentScale);
1193
+ }
1194
+ // Compose world matrix from the computed components
1195
+ object.matrixWorld.compose(finalWorldPos, finalWorldQuat, finalWorldScale);
1196
+ } else {
1197
+ object.matrixWorld.multiplyMatrices(object.parent.matrixWorld, object.matrix);
1198
+ }
1199
+ }
1200
+ }