@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 +1,1105 @@
1
+ import * as ENGINE from 'genesys.js';
2
+ import * as THREE from 'three';
3
+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
4
+ import { Pane } from 'tweakpane';
5
+ /**
6
+ * Navmesh Primitives Demo
7
+ *
8
+ * This demo showcases automatic navmesh generation using the built-in scene analysis system,
9
+ * including the new export/import functionality for external editor workflows:
10
+ *
11
+ * Features Demonstrated:
12
+ * - Setting up scenes with primitive MeshComponents (boxes, spheres, cylinders)
13
+ * - Setting up scenes with GLTF models from the asset library
14
+ * - **Automatic scene analysis**: NavMesh generation finds all static geometry automatically
15
+ * - Respects `excludeFromNavigation` flags on mesh components
16
+ * - Only includes actors with `PhysicsMotionType.Static` motion type
17
+ * - Debug visualization of the generated navmesh
18
+ * - Interactive Tweakpane UI for real-time navmesh parameter adjustment
19
+ * - Real-time navmesh regeneration with updated parameters
20
+ * - **Export current navmesh to binary file for external editors**
21
+ * - **Import navmesh from binary file (direct application without regeneration)**
22
+ * - **NEW: Scene export with explicit resource metadata (no more currentScenePath!)**
23
+ * - **NEW: External tool APIs for setting resource references in scenes**
24
+ *
25
+ * The demo creates two environments side by side:
26
+ * LEFT SIDE (Primitives): Ground plane, primitive obstacles, platforms, maze walls
27
+ * RIGHT SIDE (GLTF): Floor tiles, modular walls, trees, rocks, vehicles, structures
28
+ * - **Automatic scene analysis**: No manual mesh collection required!
29
+ * - Green debug visualization overlay showing walkable areas across both scenes
30
+ * - Tweakpane controls for adjusting all Recast Navigation parameters
31
+ * - Export/Import buttons for navmesh workflow testing
32
+ *
33
+ * Export/Import Workflow:
34
+ * 1. Generate a navmesh using the "Regenerate Navmesh" button (automatic scene analysis)
35
+ * 2. Export it to binary file using "Export NavMesh" button
36
+ * 3. Optionally modify the navmesh in an external editor
37
+ * 4. Import the modified navmesh using "Import NavMesh" button
38
+ * 5. The imported navmesh is applied directly without regeneration
39
+ *
40
+ * NEW Resource Metadata Workflow:
41
+ * 1. Use "Set NavMesh Reference in Scene" to configure resource path
42
+ * 2. Use "Export Scene with NavMesh Reference" to save scene with metadata
43
+ * 3. External tools can edit scenes to set resource references
44
+ * 4. Engine automatically loads resources from scene metadata
45
+ */
46
+ export class NavmeshPrimitivesDemo extends ENGINE.BaseGameLoop {
47
+ // Tweakpane controls and parameters - defined as static getter to be available during construction
48
+ static get DEFAULT_NAVMESH_PARAMS() {
49
+ return {
50
+ // Cell dimensions
51
+ cs: 0.2, // Cell size (XZ plane resolution)
52
+ ch: 0.2, // Cell height (Y axis resolution)
53
+ // Agent capabilities
54
+ walkableSlopeAngle: 35, // Maximum slope angle in degrees
55
+ walkableHeight: 2.0, // Minimum ceiling height for agent
56
+ walkableClimb: 0.5, // Maximum step height agent can climb
57
+ walkableRadius: 0.5, // Agent radius (affects corridor width)
58
+ // Mesh generation quality
59
+ maxEdgeLen: 12, // Maximum edge length in world units
60
+ maxSimplificationError: 1.3, // Edge simplification tolerance
61
+ // Region processing
62
+ minRegionArea: 8, // Minimum area for isolated regions
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+ mergeRegionArea: 20, // Merge regions smaller than this
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+ // Polygon generation
65
+ maxVertsPerPoly: 6, // Maximum vertices per polygon
66
+ // Detail mesh (for height sampling)
67
+ detailSampleDist: 6, // Detail mesh sample distance
68
+ detailSampleMaxError: 1, // Maximum detail mesh error
69
+ // Border handling
70
+ borderSize: 0, // Border size around the mesh
71
+ // Debug visualization
72
+ debugEnabled: true, // Show navmesh debug visualization
73
+ // Scene control
74
+ sceneType: 'Both' // Which scene types to show
75
+ };
76
+ }
77
+ constructor(container, options) {
78
+ super(container, options);
79
+ Object.defineProperty(this, "pane", {
80
+ enumerable: true,
81
+ configurable: true,
82
+ writable: true,
83
+ value: void 0
84
+ });
85
+ Object.defineProperty(this, "navmeshParams", {
86
+ enumerable: true,
87
+ configurable: true,
88
+ writable: true,
89
+ value: { ...NavmeshPrimitivesDemo.DEFAULT_NAVMESH_PARAMS }
90
+ });
91
+ this.setupCamera(container);
92
+ }
93
+ /**
94
+ * Configure the world with navigation server enabled
95
+ */
96
+ getWorldConfiguration() {
97
+ // Use static defaults during construction when instance fields aren't ready yet
98
+ const params = NavmeshPrimitivesDemo.DEFAULT_NAVMESH_PARAMS;
99
+ return {
100
+ ...super.getWorldConfiguration(),
101
+ navigationOptions: {
102
+ engine: ENGINE.NavigationEngine.RecastNavigation,
103
+ debug: params.debugEnabled,
104
+ generateOnStartUp: false, // Manual generation after adding meshes
105
+ options: {
106
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
107
+ cs: params.cs,
108
+ ch: params.ch,
109
+ walkableSlopeAngle: params.walkableSlopeAngle,
110
+ walkableHeight: params.walkableHeight,
111
+ walkableClimb: params.walkableClimb,
112
+ walkableRadius: params.walkableRadius,
113
+ maxEdgeLen: params.maxEdgeLen,
114
+ maxSimplificationError: params.maxSimplificationError,
115
+ minRegionArea: params.minRegionArea,
116
+ mergeRegionArea: params.mergeRegionArea,
117
+ maxVertsPerPoly: params.maxVertsPerPoly,
118
+ detailSampleDist: params.detailSampleDist,
119
+ detailSampleMaxError: params.detailSampleMaxError,
120
+ borderSize: params.borderSize
121
+ }
122
+ }
123
+ };
124
+ }
125
+ async preStart() {
126
+ // Set up basic lighting
127
+ this.setupLighting();
128
+ // Create scenes based on current settings
129
+ this.createActiveScenes();
130
+ }
131
+ postStart() {
132
+ // // Generate navmesh after all geometry is in place
133
+ // await this.generateNavmesh();
134
+ // Create Tweakpane UI controls
135
+ this.createTweakPane();
136
+ // Log information about the new export/import functionality
137
+ console.log('🚀 NavMesh Export/Import Demo Ready!');
138
+ console.log('📝 Use Export/Import controls to save/load navmesh as GLTF files');
139
+ console.log('🆕 NEW: Scene export with resource metadata system!');
140
+ }
141
+ /**
142
+ * Create all scenes and set initial visibility based on scene type setting
143
+ */
144
+ createActiveScenes() {
145
+ // Always create both scenes so we can toggle between them
146
+ this.createScene();
147
+ this.createGLTFScene();
148
+ // Set initial visibility based on current scene type
149
+ this.updateSceneVisibility();
150
+ console.log(`Created all scenes, showing: ${this.navmeshParams.sceneType}`);
151
+ }
152
+ /**
153
+ * Update scene visibility based on current scene type setting
154
+ */
155
+ updateSceneVisibility() {
156
+ const sceneType = this.navmeshParams.sceneType;
157
+ // Get all actors in the world
158
+ const allActors = this.world.getActorsByPredicate(() => true);
159
+ allActors.forEach(actor => {
160
+ // Determine if this is a primitive or GLTF actor based on components
161
+ const hasMeshComponent = actor.getComponent(ENGINE.MeshComponent) !== null;
162
+ const hasGLTFComponent = actor.getComponent(ENGINE.GLTFMeshComponent) !== null;
163
+ // Skip lighting actors
164
+ if (actor.name.includes('Light') || actor.name.includes('light')) {
165
+ return;
166
+ }
167
+ let shouldBeVisible = false;
168
+ if (hasMeshComponent && !hasGLTFComponent) {
169
+ // This is a primitive actor
170
+ shouldBeVisible = sceneType === 'Primitives' || sceneType === 'Both';
171
+ }
172
+ else if (hasGLTFComponent) {
173
+ // This is a GLTF actor
174
+ shouldBeVisible = sceneType === 'GLTF' || sceneType === 'Both';
175
+ }
176
+ else {
177
+ // Keep other actors visible (like lighting)
178
+ shouldBeVisible = true;
179
+ }
180
+ // Update visibility
181
+ actor.rootComponent.visible = shouldBeVisible;
182
+ });
183
+ console.log(`Updated scene visibility: ${sceneType}`);
184
+ }
185
+ /**
186
+ * Set up basic lighting for the scene
187
+ */
188
+ setupLighting() {
189
+ console.log('Setting up lighting...');
190
+ // Ambient light for overall illumination
191
+ const ambientLight = new ENGINE.Actor({
192
+ name: 'AmbientLight',
193
+ sceneComponents: [
194
+ new ENGINE.AmbientLightComponent({
195
+ color: 0x404080,
196
+ intensity: 0.4
197
+ })
198
+ ]
199
+ });
200
+ this.world.addActors(ambientLight);
201
+ // Directional light as main light source with shadows
202
+ const directionalLight = new ENGINE.Actor({
203
+ name: 'DirectionalLight',
204
+ position: new THREE.Vector3(10, 20, 10),
205
+ sceneComponents: [
206
+ new ENGINE.DirectionalLightComponent({
207
+ color: 0xffffff,
208
+ intensity: 1.5,
209
+ castShadow: true
210
+ })
211
+ ]
212
+ });
213
+ this.world.addActors(directionalLight);
214
+ }
215
+ /**
216
+ * Create the scene with various primitive MeshComponents
217
+ */
218
+ createScene() {
219
+ console.log('Creating scene with primitive meshes...');
220
+ // Create ground plane
221
+ this.createGroundPlane();
222
+ // Create various obstacles and platforms
223
+ this.createObstacles();
224
+ // Create platforms at different heights
225
+ this.createPlatforms();
226
+ // Create a maze-like structure
227
+ this.createMazeWalls();
228
+ }
229
+ /**
230
+ * Create the main ground plane
231
+ */
232
+ createGroundPlane() {
233
+ const ground = new ENGINE.Actor({
234
+ name: 'Ground',
235
+ position: new THREE.Vector3(0, 0, 0),
236
+ rootComponent: new ENGINE.MeshComponent({
237
+ geometry: new THREE.BoxGeometry(40, 0.2, 40),
238
+ material: new THREE.MeshStandardMaterial({
239
+ color: 0x8B7355, // Brown ground color
240
+ roughness: 0.8,
241
+ metalness: 0.1
242
+ })
243
+ })
244
+ });
245
+ // Enable shadows
246
+ const meshComponent = ground.rootComponent;
247
+ meshComponent.receiveShadow = true;
248
+ this.world.addActors(ground);
249
+ }
250
+ /**
251
+ * Create various obstacles using different primitive shapes
252
+ */
253
+ createObstacles() {
254
+ // Box obstacles
255
+ const boxObstacle1 = new ENGINE.Actor({
256
+ name: 'BoxObstacle1',
257
+ position: new THREE.Vector3(5, 1, 5),
258
+ rootComponent: new ENGINE.MeshComponent({
259
+ geometry: new THREE.BoxGeometry(2, 2, 2),
260
+ material: new THREE.MeshStandardMaterial({
261
+ color: 0xFF6B6B, // Red
262
+ roughness: 0.7,
263
+ metalness: 0.2
264
+ })
265
+ })
266
+ });
267
+ const boxObstacle2 = new ENGINE.Actor({
268
+ name: 'BoxObstacle2',
269
+ position: new THREE.Vector3(-8, 1.5, -3),
270
+ rootComponent: new ENGINE.MeshComponent({
271
+ geometry: new THREE.BoxGeometry(3, 3, 1.5),
272
+ material: new THREE.MeshStandardMaterial({
273
+ color: 0x4ECDC4, // Teal
274
+ roughness: 0.6,
275
+ metalness: 0.3
276
+ })
277
+ })
278
+ });
279
+ // Cylinder obstacles
280
+ const cylinderObstacle1 = new ENGINE.Actor({
281
+ name: 'CylinderObstacle1',
282
+ position: new THREE.Vector3(-5, 1, 8),
283
+ rootComponent: new ENGINE.MeshComponent({
284
+ geometry: new THREE.CylinderGeometry(1.5, 1.5, 2, 8),
285
+ material: new THREE.MeshStandardMaterial({
286
+ color: 0x45B7D1, // Blue
287
+ roughness: 0.5,
288
+ metalness: 0.4
289
+ })
290
+ })
291
+ });
292
+ const cylinderObstacle2 = new ENGINE.Actor({
293
+ name: 'CylinderObstacle2',
294
+ position: new THREE.Vector3(10, 0.75, -8),
295
+ rootComponent: new ENGINE.MeshComponent({
296
+ geometry: new THREE.CylinderGeometry(1, 1, 1.5, 6),
297
+ material: new THREE.MeshStandardMaterial({
298
+ color: 0x96CEB4, // Green
299
+ roughness: 0.8,
300
+ metalness: 0.1
301
+ })
302
+ })
303
+ });
304
+ // Sphere obstacles
305
+ const sphereObstacle = new ENGINE.Actor({
306
+ name: 'SphereObstacle',
307
+ position: new THREE.Vector3(0, 1.2, -12),
308
+ rootComponent: new ENGINE.MeshComponent({
309
+ geometry: new THREE.SphereGeometry(1.2, 16, 12),
310
+ material: new THREE.MeshStandardMaterial({
311
+ color: 0xFECA57, // Yellow
312
+ roughness: 0.4,
313
+ metalness: 0.6
314
+ })
315
+ })
316
+ });
317
+ // Enable shadows for all obstacles
318
+ const obstacles = [boxObstacle1, boxObstacle2, cylinderObstacle1, cylinderObstacle2, sphereObstacle];
319
+ obstacles.forEach(obstacle => {
320
+ const meshComponent = obstacle.rootComponent;
321
+ meshComponent.castShadow = true;
322
+ meshComponent.receiveShadow = true;
323
+ });
324
+ this.world.addActors(...obstacles);
325
+ }
326
+ /**
327
+ * Create elevated platforms using box geometry
328
+ */
329
+ createPlatforms() {
330
+ // Platform 1 - Low platform
331
+ const platform1 = new ENGINE.Actor({
332
+ name: 'Platform1',
333
+ position: new THREE.Vector3(12, 1, 12),
334
+ rootComponent: new ENGINE.MeshComponent({
335
+ geometry: new THREE.BoxGeometry(6, 2, 6),
336
+ material: new THREE.MeshStandardMaterial({
337
+ color: 0x686DE0, // Purple
338
+ roughness: 0.7,
339
+ metalness: 0.2
340
+ })
341
+ })
342
+ });
343
+ // Platform 2 - Medium platform
344
+ const platform2 = new ENGINE.Actor({
345
+ name: 'Platform2',
346
+ position: new THREE.Vector3(-12, 2, 12),
347
+ rootComponent: new ENGINE.MeshComponent({
348
+ geometry: new THREE.BoxGeometry(5, 4, 5),
349
+ material: new THREE.MeshStandardMaterial({
350
+ color: 0xF8B500, // Orange
351
+ roughness: 0.6,
352
+ metalness: 0.3
353
+ })
354
+ })
355
+ });
356
+ // Platform 3 - High platform with ramp
357
+ const platform3 = new ENGINE.Actor({
358
+ name: 'Platform3',
359
+ position: new THREE.Vector3(-12, 3, -12),
360
+ rootComponent: new ENGINE.MeshComponent({
361
+ geometry: new THREE.BoxGeometry(4, 6, 4),
362
+ material: new THREE.MeshStandardMaterial({
363
+ color: 0xE17055, // Dark orange
364
+ roughness: 0.8,
365
+ metalness: 0.1
366
+ })
367
+ })
368
+ });
369
+ // Ramp to platform 3
370
+ const ramp = new ENGINE.Actor({
371
+ name: 'Ramp',
372
+ position: new THREE.Vector3(-8, 1.5, -12),
373
+ rotation: new THREE.Euler(0, 0, Math.PI / 12), // Slight slope
374
+ rootComponent: new ENGINE.MeshComponent({
375
+ geometry: new THREE.BoxGeometry(4, 0.5, 4),
376
+ material: new THREE.MeshStandardMaterial({
377
+ color: 0xA29BFE, // Light purple
378
+ roughness: 0.7,
379
+ metalness: 0.2
380
+ })
381
+ })
382
+ });
383
+ // Enable shadows for platforms
384
+ const platforms = [platform1, platform2, platform3, ramp];
385
+ platforms.forEach(platform => {
386
+ const meshComponent = platform.rootComponent;
387
+ meshComponent.castShadow = true;
388
+ meshComponent.receiveShadow = true;
389
+ });
390
+ this.world.addActors(...platforms);
391
+ }
392
+ /**
393
+ * Create a simple maze-like structure using box walls
394
+ */
395
+ createMazeWalls() {
396
+ const walls = [];
397
+ // Create a series of wall segments to form a mini maze
398
+ const wallConfigs = [
399
+ { pos: [15, 1, 0], size: [1, 2, 8] }, // Vertical wall 1
400
+ { pos: [8, 1, -5], size: [6, 2, 1] }, // Horizontal wall 1
401
+ { pos: [2, 1, -8], size: [1, 2, 6] }, // Vertical wall 2
402
+ { pos: [-2, 1, -5], size: [4, 2, 1] }, // Horizontal wall 2
403
+ { pos: [-8, 1, 0], size: [1, 2, 6] }, // Vertical wall 3
404
+ { pos: [-12, 1, 3], size: [6, 2, 1] }, // Horizontal wall 3
405
+ ];
406
+ wallConfigs.forEach((config, index) => {
407
+ const wall = new ENGINE.Actor({
408
+ name: `MazeWall${index + 1}`,
409
+ position: new THREE.Vector3(config.pos[0], config.pos[1], config.pos[2]),
410
+ rootComponent: new ENGINE.MeshComponent({
411
+ geometry: new THREE.BoxGeometry(config.size[0], config.size[1], config.size[2]),
412
+ material: new THREE.MeshStandardMaterial({
413
+ color: 0x74B9FF, // Light blue
414
+ roughness: 0.8,
415
+ metalness: 0.2
416
+ })
417
+ })
418
+ });
419
+ const meshComponent = wall.rootComponent;
420
+ meshComponent.castShadow = true;
421
+ meshComponent.receiveShadow = true;
422
+ walls.push(wall);
423
+ });
424
+ this.world.addActors(...walls);
425
+ }
426
+ /**
427
+ * Create a scene using GLTF models for navmesh testing
428
+ */
429
+ createGLTFScene() {
430
+ console.log('Creating GLTF scene for navmesh testing...');
431
+ // Create a base ground using sandbox floor assets
432
+ this.createGLTFGround();
433
+ // Create walls and structures
434
+ this.createGLTFStructures();
435
+ // Add decorative elements and obstacles
436
+ this.createGLTFDecorations();
437
+ // Add some buildings/larger structures
438
+ this.createGLTFBuildings();
439
+ }
440
+ /**
441
+ * Create ground/floor using GLTF tiles
442
+ */
443
+ createGLTFGround() {
444
+ // Create a grid of floor tiles
445
+ const floorSize = 4; // Assuming each floor tile is about 4x4 units
446
+ const gridSize = 6; // 6x6 grid of tiles
447
+ for (let x = 0; x < gridSize; x++) {
448
+ for (let z = 0; z < gridSize; z++) {
449
+ const floor = new ENGINE.Actor({
450
+ name: `GLTFFloor_${x}_${z}`,
451
+ position: new THREE.Vector3((x - gridSize / 2) * floorSize + 30, // Offset to the right of primitive scene
452
+ 0, (z - gridSize / 2) * floorSize),
453
+ rootComponent: new ENGINE.GLTFMeshComponent({
454
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Floors/SM_SB_Floor_01.glb',
455
+ physicsOptions: {
456
+ enabled: true,
457
+ motionType: ENGINE.PhysicsMotionType.Static
458
+ }
459
+ })
460
+ });
461
+ this.world.addActors(floor);
462
+ }
463
+ }
464
+ }
465
+ /**
466
+ * Create walls and structural elements
467
+ */
468
+ createGLTFStructures() {
469
+ const structures = [
470
+ // Main walls creating rooms
471
+ {
472
+ name: 'WallNorth1',
473
+ position: new THREE.Vector3(25, 0, -10),
474
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_01_128x96.glb'
475
+ },
476
+ {
477
+ name: 'WallNorth2',
478
+ position: new THREE.Vector3(35, 0, -10),
479
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_02_128x96.glb'
480
+ },
481
+ {
482
+ name: 'WallEast1',
483
+ position: new THREE.Vector3(40, 0, -5),
484
+ rotation: new THREE.Euler(0, Math.PI / 2, 0),
485
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_01B_128x96.glb'
486
+ },
487
+ {
488
+ name: 'WallEast2',
489
+ position: new THREE.Vector3(40, 0, 5),
490
+ rotation: new THREE.Euler(0, Math.PI / 2, 0),
491
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Wall_L_03_128x96.glb'
492
+ },
493
+ {
494
+ name: 'WallSouth1',
495
+ position: new THREE.Vector3(35, 0, 10),
496
+ rotation: new THREE.Euler(0, Math.PI, 0),
497
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb'
498
+ },
499
+ {
500
+ name: 'WallSouth2',
501
+ position: new THREE.Vector3(25, 0, 10),
502
+ rotation: new THREE.Euler(0, Math.PI, 0),
503
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb'
504
+ },
505
+ // Interior walls creating obstacles
506
+ {
507
+ name: 'InteriorWall1',
508
+ position: new THREE.Vector3(30, 0, 0),
509
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_BrickBlock01.glb'
510
+ },
511
+ {
512
+ name: 'InteriorWall2',
513
+ position: new THREE.Vector3(27, 0, -5),
514
+ rotation: new THREE.Euler(0, Math.PI / 4, 0),
515
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Walls/SM_SB_BrickBlock02.glb'
516
+ }
517
+ ];
518
+ structures.forEach(structure => {
519
+ const wall = new ENGINE.Actor({
520
+ name: structure.name,
521
+ position: structure.position,
522
+ rotation: structure.rotation ?? new THREE.Euler(0, 0, 0),
523
+ rootComponent: new ENGINE.GLTFMeshComponent({
524
+ modelUrl: structure.modelUrl,
525
+ physicsOptions: {
526
+ enabled: true,
527
+ motionType: ENGINE.PhysicsMotionType.Static
528
+ }
529
+ })
530
+ });
531
+ this.world.addActors(wall);
532
+ });
533
+ }
534
+ /**
535
+ * Add decorative elements and obstacles
536
+ */
537
+ createGLTFDecorations() {
538
+ const decorations = [
539
+ // Trees for natural obstacles
540
+ {
541
+ name: 'Tree1',
542
+ position: new THREE.Vector3(32, 0, -7),
543
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb'
544
+ },
545
+ {
546
+ name: 'Tree2',
547
+ position: new THREE.Vector3(38, 0, 3),
548
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_CoconutTree01.glb'
549
+ },
550
+ {
551
+ name: 'Tree3',
552
+ position: new THREE.Vector3(22, 0, 7),
553
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb'
554
+ },
555
+ // Rocks as obstacles
556
+ {
557
+ name: 'Rock1',
558
+ position: new THREE.Vector3(28, 0, 2),
559
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Rocks/SM_SB_Rock01.glb'
560
+ },
561
+ {
562
+ name: 'Rock2',
563
+ position: new THREE.Vector3(34, 0, -3),
564
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Rocks/SM_SB_Rock02.glb'
565
+ },
566
+ // Foliage for detail
567
+ {
568
+ name: 'Plant1',
569
+ position: new THREE.Vector3(26, 0, -2),
570
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Foliage/SM_SB_Plant01.glb'
571
+ },
572
+ {
573
+ name: 'Fern1',
574
+ position: new THREE.Vector3(37, 0, -1),
575
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Foliage/SM_SB_Fern01.glb'
576
+ },
577
+ // Game items as interesting obstacles
578
+ {
579
+ name: 'MovingPlatform',
580
+ position: new THREE.Vector3(29, 0, 5),
581
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Game Items/SM_SB_MovingPlatform_01.glb'
582
+ }
583
+ ];
584
+ decorations.forEach(decoration => {
585
+ const actor = new ENGINE.Actor({
586
+ name: decoration.name,
587
+ position: decoration.position,
588
+ rootComponent: new ENGINE.GLTFMeshComponent({
589
+ modelUrl: decoration.modelUrl,
590
+ physicsOptions: {
591
+ enabled: true,
592
+ motionType: ENGINE.PhysicsMotionType.Static
593
+ }
594
+ })
595
+ });
596
+ this.world.addActors(actor);
597
+ });
598
+ }
599
+ /**
600
+ * Add some larger structures and vehicles
601
+ */
602
+ createGLTFBuildings() {
603
+ const structures = [
604
+ // Large floor pieces as elevated platforms
605
+ {
606
+ position: new THREE.Vector3(45, 2, -8),
607
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_400x400.glb'
608
+ },
609
+ {
610
+ position: new THREE.Vector3(45, 1, 0),
611
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_300x300.glb'
612
+ },
613
+ {
614
+ position: new THREE.Vector3(45, 1.5, 8),
615
+ modelUrl: '@engine/assets/dev/models/Architecture/SM_Floor_200x400.glb'
616
+ },
617
+ // Add a vehicle as an obstacle
618
+ {
619
+ name: 'Car1',
620
+ position: new THREE.Vector3(20, 0, 0),
621
+ rotation: new THREE.Euler(0, Math.PI / 4, 0),
622
+ modelUrl: '@engine/assets/dev/models/Vehicles/SM_Car01.glb'
623
+ },
624
+ // Add some larger decorative items
625
+ {
626
+ name: 'Slide1',
627
+ position: new THREE.Vector3(24, 0, 4),
628
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Slides/SM_SB_Slide_Module.glb'
629
+ },
630
+ {
631
+ name: 'Bridge1',
632
+ position: new THREE.Vector3(33, 1, -8),
633
+ modelUrl: '@engine/assets/dev/models/SandboxAsset/Game Items/SM_SB_HangingBridgeMiddle.glb'
634
+ }
635
+ ];
636
+ structures.forEach(structure => {
637
+ const actor = new ENGINE.Actor({
638
+ name: structure.name,
639
+ position: structure.position,
640
+ rotation: structure.rotation ?? new THREE.Euler(0, 0, 0),
641
+ rootComponent: new ENGINE.GLTFMeshComponent({
642
+ modelUrl: structure.modelUrl,
643
+ physicsOptions: {
644
+ enabled: true,
645
+ motionType: ENGINE.PhysicsMotionType.Static
646
+ }
647
+ })
648
+ });
649
+ this.world.addActors(actor);
650
+ });
651
+ }
652
+ /**
653
+ * Generate navmesh automatically from all static geometry in the scene
654
+ * Uses the built-in World.createNavigationMeshFromScene() method which automatically:
655
+ * - Finds all GLTFMeshComponents with Static motion type and !excludeFromNavigation
656
+ * - Finds all MeshComponents with Static motion type and !excludeFromNavigation
657
+ * - Waits for GLTF models to load before processing
658
+ */
659
+ async generateNavmesh() {
660
+ console.log('Generating navmesh using built-in scene analysis...');
661
+ const navigationServer = this.world.getNavigationServer();
662
+ if (!navigationServer) {
663
+ console.error('Navigation server not available');
664
+ return;
665
+ }
666
+ try {
667
+ // Update navigation server options with current parameters before generation
668
+ const navmeshOptions = {
669
+ cs: this.navmeshParams.cs,
670
+ ch: this.navmeshParams.ch,
671
+ walkableSlopeAngle: this.navmeshParams.walkableSlopeAngle,
672
+ walkableHeight: this.navmeshParams.walkableHeight,
673
+ walkableClimb: this.navmeshParams.walkableClimb,
674
+ walkableRadius: this.navmeshParams.walkableRadius,
675
+ maxEdgeLen: this.navmeshParams.maxEdgeLen,
676
+ maxSimplificationError: this.navmeshParams.maxSimplificationError,
677
+ minRegionArea: this.navmeshParams.minRegionArea,
678
+ mergeRegionArea: this.navmeshParams.mergeRegionArea,
679
+ maxVertsPerPoly: this.navmeshParams.maxVertsPerPoly,
680
+ detailSampleDist: this.navmeshParams.detailSampleDist,
681
+ detailSampleMaxError: this.navmeshParams.detailSampleMaxError,
682
+ borderSize: this.navmeshParams.borderSize
683
+ };
684
+ // Update the navigation server's options
685
+ navigationServer.options = { ...navigationServer.options, ...navmeshOptions };
686
+ // Use the built-in scene analysis method
687
+ // This automatically finds all static mesh components that should be included in navigation
688
+ await this.world.createNavigationMeshFromScene();
689
+ console.log('✅ NavMesh generated successfully using automatic scene analysis!');
690
+ // Create debug visualization if enabled
691
+ if (this.navmeshParams.debugEnabled) {
692
+ const debugVisualization = navigationServer.createDebugVisualization();
693
+ if (debugVisualization) {
694
+ // Disable raycasting for debug mesh to prevent interference
695
+ debugVisualization.traverse((child) => {
696
+ child.raycast = () => { };
697
+ });
698
+ debugVisualization.name = 'NavmeshDebugVisualization';
699
+ this.world.scene.add(debugVisualization);
700
+ console.log('Debug visualization added to scene');
701
+ }
702
+ }
703
+ }
704
+ catch (error) {
705
+ console.error('❌ Error during navmesh generation:', error);
706
+ }
707
+ }
708
+ /**
709
+ * Set up camera for better viewing of both scenes
710
+ */
711
+ setupCamera(container) {
712
+ // Create and set an override camera for better scene viewing
713
+ const camera = new THREE.PerspectiveCamera(75, 1, 0.1, 1000);
714
+ const controls = new OrbitControls(camera, container);
715
+ controls.enableDamping = true;
716
+ controls.dampingFactor = 0.25;
717
+ controls.enableZoom = true;
718
+ controls.enablePan = true;
719
+ controls.enableRotate = true;
720
+ // controls.enableKeys = true;
721
+ // Position camera to see both primitive scene (left) and GLTF scene (right)
722
+ camera.position.set(15, 20, 35);
723
+ camera.lookAt(new THREE.Vector3(15, 0, 0)); // Look at center between both scenes
724
+ this.world.setOverrideCamera(camera);
725
+ console.log('Camera positioned for dual scene overview');
726
+ }
727
+ /**
728
+ * Create Tweakpane UI for navmesh controls
729
+ */
730
+ createTweakPane() {
731
+ this.pane = new Pane({ title: 'Navmesh Generation Controls' });
732
+ // Actions folder - split into generation and export/import
733
+ const generationFolder = this.pane.addFolder({ title: 'NavMesh Generation', expanded: true });
734
+ const regenerateButton = generationFolder.addButton({ title: 'Regenerate Navmesh' });
735
+ regenerateButton.on('click', () => {
736
+ this.regenerateNavmesh();
737
+ });
738
+ // Export/Import folder for the new functionality
739
+ const exportImportFolder = this.pane.addFolder({ title: 'Export/Import', expanded: true });
740
+ const exportButton = exportImportFolder.addButton({ title: 'Export NavMesh' });
741
+ exportButton.on('click', () => {
742
+ this.exportNavmesh();
743
+ });
744
+ const importButton = exportImportFolder.addButton({ title: 'Import NavMesh' });
745
+ importButton.on('click', () => {
746
+ this.openImportDialog();
747
+ });
748
+ // Scene export functionality demonstrating the new metadata system
749
+ const sceneExportFolder = this.pane.addFolder({ title: 'Scene Export (New System)', expanded: true });
750
+ const exportSceneButton = sceneExportFolder.addButton({ title: 'Export Scene with NavMesh Reference' });
751
+ exportSceneButton.on('click', () => {
752
+ this.exportSceneWithNavMeshReference();
753
+ });
754
+ const setNavMeshReferenceButton = sceneExportFolder.addButton({ title: 'Set NavMesh Reference in Scene' });
755
+ setNavMeshReferenceButton.on('click', () => {
756
+ this.setNavMeshReferenceInScene();
757
+ });
758
+ // Status display following lightmapping demo pattern
759
+ this.pane.addBlade({ view: 'separator' });
760
+ const statusElement = document.createElement('div');
761
+ statusElement.style.padding = '8px';
762
+ statusElement.style.fontSize = '12px';
763
+ statusElement.style.color = '#888';
764
+ statusElement.style.backgroundColor = '#1a1a1a';
765
+ statusElement.style.borderRadius = '4px';
766
+ statusElement.innerHTML = 'Status: Ready<br/>🚀 NavMesh Export/Import Demo<br/>📝 1. Generate a navmesh<br/>📤 2. Export to .navmesh file<br/>📥 3. Import .navmesh file<br/>🔧 Files saved as scenename.navmesh<br/>🆕 NEW: Export scenes with resource metadata!';
767
+ sceneExportFolder.element.appendChild(statusElement);
768
+ // Store reference for updates
769
+ this.statusElement = statusElement;
770
+ // Cell dimensions folder
771
+ const cellFolder = this.pane.addFolder({ title: 'Cell Dimensions', expanded: true });
772
+ cellFolder.addBinding(this.navmeshParams, 'cs', {
773
+ min: 0.05,
774
+ max: 1.0,
775
+ step: 0.05,
776
+ label: 'Cell Size (XZ)'
777
+ });
778
+ cellFolder.addBinding(this.navmeshParams, 'ch', {
779
+ min: 0.05,
780
+ max: 1.0,
781
+ step: 0.05,
782
+ label: 'Cell Height (Y)'
783
+ });
784
+ // Agent capabilities folder
785
+ const agentFolder = this.pane.addFolder({ title: 'Agent Capabilities', expanded: true });
786
+ agentFolder.addBinding(this.navmeshParams, 'walkableSlopeAngle', {
787
+ min: 0,
788
+ max: 90,
789
+ step: 1,
790
+ label: 'Max Slope (°)'
791
+ });
792
+ agentFolder.addBinding(this.navmeshParams, 'walkableHeight', {
793
+ min: 0.5,
794
+ max: 5.0,
795
+ step: 0.1,
796
+ label: 'Agent Height'
797
+ });
798
+ agentFolder.addBinding(this.navmeshParams, 'walkableClimb', {
799
+ min: 0.1,
800
+ max: 2.0,
801
+ step: 0.1,
802
+ label: 'Max Step Height'
803
+ });
804
+ agentFolder.addBinding(this.navmeshParams, 'walkableRadius', {
805
+ min: 0.1,
806
+ max: 2.0,
807
+ step: 0.1,
808
+ label: 'Agent Radius'
809
+ });
810
+ // Mesh quality folder
811
+ const qualityFolder = this.pane.addFolder({ title: 'Mesh Quality', expanded: false });
812
+ qualityFolder.addBinding(this.navmeshParams, 'maxEdgeLen', {
813
+ min: 1,
814
+ max: 50,
815
+ step: 1,
816
+ label: 'Max Edge Length'
817
+ });
818
+ qualityFolder.addBinding(this.navmeshParams, 'maxSimplificationError', {
819
+ min: 0.1,
820
+ max: 5.0,
821
+ step: 0.1,
822
+ label: 'Simplification Error'
823
+ });
824
+ // Region processing folder
825
+ const regionFolder = this.pane.addFolder({ title: 'Region Processing', expanded: false });
826
+ regionFolder.addBinding(this.navmeshParams, 'minRegionArea', {
827
+ min: 1,
828
+ max: 50,
829
+ step: 1,
830
+ label: 'Min Region Area'
831
+ });
832
+ regionFolder.addBinding(this.navmeshParams, 'mergeRegionArea', {
833
+ min: 1,
834
+ max: 100,
835
+ step: 1,
836
+ label: 'Merge Region Area'
837
+ });
838
+ // Advanced settings folder
839
+ const advancedFolder = this.pane.addFolder({ title: 'Advanced Settings', expanded: false });
840
+ advancedFolder.addBinding(this.navmeshParams, 'maxVertsPerPoly', {
841
+ min: 3,
842
+ max: 12,
843
+ step: 1,
844
+ label: 'Max Verts Per Poly'
845
+ });
846
+ advancedFolder.addBinding(this.navmeshParams, 'detailSampleDist', {
847
+ min: 1,
848
+ max: 20,
849
+ step: 1,
850
+ label: 'Detail Sample Dist'
851
+ });
852
+ advancedFolder.addBinding(this.navmeshParams, 'detailSampleMaxError', {
853
+ min: 0.1,
854
+ max: 5.0,
855
+ step: 0.1,
856
+ label: 'Detail Max Error'
857
+ });
858
+ advancedFolder.addBinding(this.navmeshParams, 'borderSize', {
859
+ min: 0,
860
+ max: 10,
861
+ step: 1,
862
+ label: 'Border Size'
863
+ });
864
+ // Scene control folder
865
+ const sceneFolder = this.pane.addFolder({ title: 'Scene Control', expanded: true });
866
+ const sceneTypeControl = sceneFolder.addBinding(this.navmeshParams, 'sceneType', {
867
+ options: {
868
+ 'Primitives Only': 'Primitives',
869
+ 'GLTF Only': 'GLTF',
870
+ 'Both Scenes': 'Both'
871
+ },
872
+ label: 'Scene Type'
873
+ });
874
+ sceneTypeControl.on('change', () => {
875
+ this.updateSceneVisibility();
876
+ // Regenerate navmesh with the new scene configuration
877
+ this.regenerateNavmesh();
878
+ });
879
+ // Debug visualization folder
880
+ const debugFolder = this.pane.addFolder({ title: 'Debug Visualization', expanded: true });
881
+ const debugToggle = debugFolder.addBinding(this.navmeshParams, 'debugEnabled', {
882
+ label: 'Show Debug Mesh'
883
+ });
884
+ debugToggle.on('change', () => {
885
+ this.toggleDebugVisualization();
886
+ });
887
+ console.log('Tweakpane UI created successfully');
888
+ }
889
+ /**
890
+ * Regenerate navmesh with current parameters
891
+ */
892
+ async regenerateNavmesh() {
893
+ console.log('Regenerating navmesh with updated parameters...');
894
+ // Clear existing debug visualization
895
+ this.clearDebugVisualization();
896
+ // Generate new navmesh
897
+ await this.generateNavmesh();
898
+ }
899
+ /**
900
+ * Export the current navmesh to a binary file
901
+ */
902
+ async exportNavmesh() {
903
+ this.updateStatus('Exporting navmesh to binary file...');
904
+ const navigationServer = this.world.getNavigationServer();
905
+ if (!navigationServer) {
906
+ this.updateStatus('❌ Navigation server not available');
907
+ return;
908
+ }
909
+ if (!navigationServer.isReady()) {
910
+ this.updateStatus('❌ No navmesh to export - generate first');
911
+ return;
912
+ }
913
+ try {
914
+ // Create a dummy scene path for the demo (in a real game this would be the actual scene path)
915
+ const demoScenePath = ENGINE.AssetPath.fromString('@project/assets/scenes/navmesh-demo.genesys-scene');
916
+ const result = await this.exportNavigationMesh(demoScenePath);
917
+ if (result.success && result.data && result.filename) {
918
+ // Download the NavMesh file directly to user's computer
919
+ const blob = new Blob([result.data], { type: 'application/octet-stream' });
920
+ this.downloadBlob(blob, result.filename);
921
+ this.updateStatus(`✅ NavMesh exported as ${result.filename}`);
922
+ console.log(`✅ NavMesh exported successfully as ${result.filename}`);
923
+ }
924
+ else {
925
+ this.updateStatus('❌ Export failed');
926
+ console.error('❌ Failed to export navmesh');
927
+ }
928
+ }
929
+ catch (error) {
930
+ this.updateStatus(`❌ Export error: ${error}`);
931
+ console.error('❌ Error during NavMesh export:', error);
932
+ }
933
+ }
934
+ /**
935
+ * Helper method to download a blob as a file (following lightmapping demo pattern)
936
+ */
937
+ downloadBlob(blob, filename) {
938
+ const url = URL.createObjectURL(blob);
939
+ const a = document.createElement('a');
940
+ a.href = url;
941
+ a.download = filename;
942
+ a.style.display = 'none';
943
+ document.body.appendChild(a);
944
+ a.click();
945
+ document.body.removeChild(a);
946
+ URL.revokeObjectURL(url);
947
+ }
948
+ /**
949
+ * Opens a file dialog to select a navmesh file to import
950
+ */
951
+ openImportDialog() {
952
+ // Create file input element for navmesh files
953
+ const fileInput = document.createElement('input');
954
+ fileInput.type = 'file';
955
+ fileInput.accept = '.navmesh';
956
+ fileInput.multiple = false;
957
+ fileInput.style.display = 'none';
958
+ // Handle file selection
959
+ fileInput.addEventListener('change', (event) => {
960
+ const target = event.target;
961
+ const file = target.files?.[0];
962
+ if (file) {
963
+ this.importNavmeshFromFile(file);
964
+ }
965
+ // Clean up
966
+ document.body.removeChild(fileInput);
967
+ });
968
+ // Add to DOM and trigger click
969
+ document.body.appendChild(fileInput);
970
+ fileInput.click();
971
+ }
972
+ /**
973
+ * Import a navmesh from a selected file
974
+ */
975
+ async importNavmeshFromFile(file) {
976
+ try {
977
+ this.updateStatus('📂 Loading navmesh file...');
978
+ // Read the NavMesh binary file
979
+ const fileData = await file.arrayBuffer();
980
+ this.updateStatus('📥 Importing navmesh data...');
981
+ // Import using the new API - can import from data directly
982
+ const success = await this.importNavigationMesh(fileData);
983
+ if (success) {
984
+ this.updateStatus(`✅ NavMesh imported from ${file.name}`);
985
+ console.log(`✅ NavMesh imported successfully from ${file.name}`);
986
+ // Clear and recreate debug visualization if enabled
987
+ if (this.navmeshParams.debugEnabled) {
988
+ this.clearDebugVisualization();
989
+ this.toggleDebugVisualization();
990
+ }
991
+ }
992
+ else {
993
+ this.updateStatus('❌ Import failed - check console for details');
994
+ console.error('❌ Failed to import NavMesh');
995
+ }
996
+ }
997
+ catch (error) {
998
+ this.updateStatus(`❌ Import error: ${error}`);
999
+ console.error('❌ Import failed:', error);
1000
+ }
1001
+ }
1002
+ /**
1003
+ * Sets a NavMesh resource reference in the current scene using the new metadata system
1004
+ */
1005
+ setNavMeshReferenceInScene() {
1006
+ this.updateStatus('Setting NavMesh reference in scene metadata...');
1007
+ // Set the NavMesh resource reference using the new API
1008
+ const navMeshPath = '@engine/assets/dev/navmesh-demo.navmesh';
1009
+ this.world.setNavMeshResource(navMeshPath);
1010
+ this.updateStatus(`✅ NavMesh reference set: ${navMeshPath}`);
1011
+ console.log(`✅ NavMesh resource reference set in scene: ${navMeshPath}`);
1012
+ console.log('Scene resources:', this.world.getSceneResources());
1013
+ }
1014
+ /**
1015
+ * Exports the current scene with NavMesh resource metadata
1016
+ */
1017
+ exportSceneWithNavMeshReference() {
1018
+ this.updateStatus('Exporting scene with NavMesh resource metadata...');
1019
+ try {
1020
+ // Ensure we have a NavMesh reference set
1021
+ if (!this.world.getSceneResources()?.navMesh) {
1022
+ this.setNavMeshReferenceInScene();
1023
+ }
1024
+ // Export the current world/scene
1025
+ const context = new ENGINE.WorldSerializationContext();
1026
+ const sceneData = this.world.export(context, false);
1027
+ // Convert to JSON string with nice formatting
1028
+ const sceneJson = JSON.stringify(sceneData, null, 2);
1029
+ // Create and download the scene file
1030
+ const blob = new Blob([sceneJson], { type: 'application/json' });
1031
+ this.downloadBlob(blob, 'navmesh-demo-with-metadata.genesys-scene');
1032
+ this.updateStatus('✅ Scene exported with NavMesh resource metadata');
1033
+ console.log('✅ Scene exported with resource metadata:', sceneData.resources);
1034
+ // Log what the new system does differently
1035
+ console.log('🆕 NEW SYSTEM FEATURES:');
1036
+ console.log('- Scene file explicitly references NavMesh file path');
1037
+ console.log('- No more fragile path manipulation');
1038
+ console.log('- External tools can set resource references');
1039
+ console.log('- Engine loads resources from explicit paths');
1040
+ console.log('Resource metadata in scene:', sceneData.resources);
1041
+ }
1042
+ catch (error) {
1043
+ this.updateStatus(`❌ Scene export error: ${error}`);
1044
+ console.error('❌ Error during scene export:', error);
1045
+ }
1046
+ }
1047
+ /**
1048
+ * Updates the status display in the UI
1049
+ */
1050
+ updateStatus(message) {
1051
+ const statusElement = this.statusElement;
1052
+ if (statusElement) {
1053
+ statusElement.innerHTML = `Status: ${message}`;
1054
+ }
1055
+ }
1056
+ /**
1057
+ * Toggle debug visualization on/off
1058
+ */
1059
+ toggleDebugVisualization() {
1060
+ const navigationServer = this.world.getNavigationServer();
1061
+ if (!navigationServer)
1062
+ return;
1063
+ if (this.navmeshParams.debugEnabled) {
1064
+ // Show debug visualization
1065
+ const debugVisualization = navigationServer.createDebugVisualization();
1066
+ if (debugVisualization) {
1067
+ debugVisualization.traverse((child) => {
1068
+ child.raycast = () => { };
1069
+ });
1070
+ debugVisualization.name = 'NavmeshDebugVisualization';
1071
+ this.world.scene.add(debugVisualization);
1072
+ console.log('Debug visualization enabled');
1073
+ }
1074
+ }
1075
+ else {
1076
+ // Hide debug visualization
1077
+ this.clearDebugVisualization();
1078
+ console.log('Debug visualization disabled');
1079
+ }
1080
+ }
1081
+ /**
1082
+ * Clear existing debug visualization
1083
+ */
1084
+ clearDebugVisualization() {
1085
+ const existingDebug = this.world.scene.getObjectByName('NavmeshDebugVisualization');
1086
+ if (existingDebug) {
1087
+ this.world.scene.remove(existingDebug);
1088
+ }
1089
+ }
1090
+ /**
1091
+ * Clean up resources when demo is destroyed
1092
+ */
1093
+ destroy() {
1094
+ // Clean up debug visualization
1095
+ this.clearDebugVisualization();
1096
+ // Clean up Tweakpane
1097
+ if (this.pane) {
1098
+ this.pane.dispose();
1099
+ }
1100
+ super.destroy();
1101
+ }
1102
+ }
1103
+ // Export the demo for use
1104
+ export default NavmeshPrimitivesDemo;
1105
+ //# 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