@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 +1,1180 @@
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+ /**
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+ * Actor - base class for any object that can be placed in a Genesys world.
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+ *
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+ * Detailed explanation:
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+ * - Wraps a root `SceneComponent` to anchor visuals, physics, and child components.
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+ * - Interacts with the world lifecycle by dispatching begin/end play and tick events.
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+ * - Supports serialization via `WorldSerializer` so instances can be saved as prefabs.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Extend this class to create new actor types with custom components.
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+ * - Override `tickBeforePhysics` or `tickAfterPhysics` for per-frame behavior.
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+ * - Register subclasses with `ClassRegistry` if you want them loadable from data.
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+ * - Include serializable fields in `toJSON` when state should persist across sessions.
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+ */
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+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
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+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
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+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
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+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
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+ return c > 3 && r && Object.defineProperty(target, key, r), r;
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+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
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+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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+ };
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+ var _a;
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+ var Actor_1;
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+ import 'reflect-metadata';
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+ import * as THREE from 'three';
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+ import { PrimitiveComponent } from '../components/PrimitiveComponent.js';
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+ import { SceneComponent } from '../components/SceneComponent.js';
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+ import { Playable } from '../game/Playable.js';
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+ import { PlayState } from '../game/Playable.js';
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+ import { NetMovementPredictor } from '../multiplayer/MovementPrediction.js';
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+ import { NetWorld } from '../multiplayer/NetWorld.js';
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+ import { ClassRegistry, EngineClass } from '../systems/ClassRegistry.js';
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+ import { ObjectNamingSystem } from '../systems/ObjectNamingSystem.js';
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+ import { isLegacyData, WorldSerializer } from '../systems/WorldSerialization.js';
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+ import { Delegate } from '../utils/Delegate.js';
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+ import { DescriptionHelper } from '../utils/DescriptionHelpers.js';
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+ import { isAsyncLoadable } from '../utils/IAsyncLoadable.js';
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+ import { getPropertyMetadata } from '../utils/serialization/decorator.js';
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+ import { property } from '../utils/serialization/decorator.js';
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+ import { instantiatePrefab } from '../utils/serialization/prefab.js';
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+ import { ISerializableObjectTag } from '../utils/serialization/serializable.js';
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+ import { ensure, shortUUID } from '../utils/Utils.js';
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+ /**
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+ * Base class for all actors in the scene
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+ * An actor is an object that can be placed in the world and has components attached to it
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+ */
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+ let Actor = Actor_1 = class Actor extends Playable {
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+ static get DEFAULT_OPTIONS() {
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+ return {
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+ actorTags: []
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+ };
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+ }
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+ /**
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+ * Creates a new Actor instance
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+ * @param options Configuration options for the actor
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+ */
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+ constructor(options = {}) {
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+ super();
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+ Object.defineProperty(this, "options", {
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+ enumerable: true,
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+ configurable: true,
64
+ writable: true,
65
+ value: options
66
+ });
67
+ Object.defineProperty(this, _a, {
68
+ enumerable: true,
69
+ configurable: true,
70
+ writable: true,
71
+ value: true
72
+ });
73
+ Object.defineProperty(this, "editorData", {
74
+ enumerable: true,
75
+ configurable: true,
76
+ writable: true,
77
+ value: {}
78
+ });
79
+ Object.defineProperty(this, "uuid", {
80
+ enumerable: true,
81
+ configurable: true,
82
+ writable: true,
83
+ value: shortUUID()
84
+ });
85
+ Object.defineProperty(this, "name", {
86
+ enumerable: true,
87
+ configurable: true,
88
+ writable: true,
89
+ value: void 0
90
+ });
91
+ Object.defineProperty(this, "_rootComponent", {
92
+ enumerable: true,
93
+ configurable: true,
94
+ writable: true,
95
+ value: void 0
96
+ });
97
+ Object.defineProperty(this, "world", {
98
+ enumerable: true,
99
+ configurable: true,
100
+ writable: true,
101
+ value: null
102
+ });
103
+ Object.defineProperty(this, "lifeSpan", {
104
+ enumerable: true,
105
+ configurable: true,
106
+ writable: true,
107
+ value: 0
108
+ });
109
+ Object.defineProperty(this, "remoteNetClientId", {
110
+ enumerable: true,
111
+ configurable: true,
112
+ writable: true,
113
+ value: null
114
+ });
115
+ Object.defineProperty(this, "remoteNetDeviceId", {
116
+ enumerable: true,
117
+ configurable: true,
118
+ writable: true,
119
+ value: null
120
+ });
121
+ Object.defineProperty(this, "netRelevant", {
122
+ enumerable: true,
123
+ configurable: true,
124
+ writable: true,
125
+ value: false
126
+ });
127
+ Object.defineProperty(this, "movementPredictor", {
128
+ enumerable: true,
129
+ configurable: true,
130
+ writable: true,
131
+ value: null
132
+ });
133
+ // deprecate in favor of $$prefab
134
+ Object.defineProperty(this, "prefabName", {
135
+ enumerable: true,
136
+ configurable: true,
137
+ writable: true,
138
+ value: null
139
+ });
140
+ Object.defineProperty(this, "prefabData", {
141
+ enumerable: true,
142
+ configurable: true,
143
+ writable: true,
144
+ value: null
145
+ });
146
+ Object.defineProperty(this, "prefabInheritanceChain", {
147
+ enumerable: true,
148
+ configurable: true,
149
+ writable: true,
150
+ value: null
151
+ });
152
+ Object.defineProperty(this, "ctorArgOptions", {
153
+ enumerable: true,
154
+ configurable: true,
155
+ writable: true,
156
+ value: void 0
157
+ });
158
+ // make it protected/private later
159
+ Object.defineProperty(this, "$prefab", {
160
+ enumerable: true,
161
+ configurable: true,
162
+ writable: true,
163
+ value: null
164
+ });
165
+ Object.defineProperty(this, "transient", {
166
+ enumerable: true,
167
+ configurable: true,
168
+ writable: true,
169
+ value: false
170
+ });
171
+ Object.defineProperty(this, "actorTags", {
172
+ enumerable: true,
173
+ configurable: true,
174
+ writable: true,
175
+ value: []
176
+ });
177
+ Object.defineProperty(this, "hiddenInGame", {
178
+ enumerable: true,
179
+ configurable: true,
180
+ writable: true,
181
+ value: false
182
+ });
183
+ Object.defineProperty(this, "editorOnly", {
184
+ enumerable: true,
185
+ configurable: true,
186
+ writable: true,
187
+ value: false
188
+ });
189
+ /** Invoked when this actor is added to a world */
190
+ Object.defineProperty(this, "onAddedToWorld", {
191
+ enumerable: true,
192
+ configurable: true,
193
+ writable: true,
194
+ value: new Delegate()
195
+ });
196
+ /** Invoked during tick before physics simulation */
197
+ Object.defineProperty(this, "onTickPrePhysics", {
198
+ enumerable: true,
199
+ configurable: true,
200
+ writable: true,
201
+ value: new Delegate()
202
+ });
203
+ /** Invoked during tick after physics simulation */
204
+ Object.defineProperty(this, "onTickPostPhysics", {
205
+ enumerable: true,
206
+ configurable: true,
207
+ writable: true,
208
+ value: new Delegate()
209
+ });
210
+ /** Invoked when this actor begins play */
211
+ Object.defineProperty(this, "onBeginPlay", {
212
+ enumerable: true,
213
+ configurable: true,
214
+ writable: true,
215
+ value: new Delegate()
216
+ });
217
+ /** Invoked when this actor ends play */
218
+ Object.defineProperty(this, "onEndPlay", {
219
+ enumerable: true,
220
+ configurable: true,
221
+ writable: true,
222
+ value: new Delegate()
223
+ });
224
+ /** Invoked right before this actor starts end play, so it's still in `playing` state */
225
+ Object.defineProperty(this, "onPreEndPlay", {
226
+ enumerable: true,
227
+ configurable: true,
228
+ writable: true,
229
+ value: new Delegate()
230
+ });
231
+ /** Invoked when this actor is clicked */
232
+ Object.defineProperty(this, "onClicked", {
233
+ enumerable: true,
234
+ configurable: true,
235
+ writable: true,
236
+ value: new Delegate()
237
+ });
238
+ /**
239
+ * Invoked when this actor collides with another actor
240
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
241
+ */
242
+ Object.defineProperty(this, "onCollideWith", {
243
+ enumerable: true,
244
+ configurable: true,
245
+ writable: true,
246
+ value: new Delegate()
247
+ });
248
+ /**
249
+ * Invoked when this actor overlaps with another actor
250
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
251
+ */
252
+ Object.defineProperty(this, "onOverlapWith", {
253
+ enumerable: true,
254
+ configurable: true,
255
+ writable: true,
256
+ value: new Delegate()
257
+ });
258
+ /**
259
+ * Invoked when this actor stops colliding with another actor
260
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
261
+ */
262
+ Object.defineProperty(this, "onStopCollidingWith", {
263
+ enumerable: true,
264
+ configurable: true,
265
+ writable: true,
266
+ value: new Delegate()
267
+ });
268
+ /**
269
+ * Invoked when this actor stops overlapping with another actor
270
+ * Parameters: [thisActor, thisActorComponent, otherActor, otherActorComponent, collisionEvent]
271
+ */
272
+ Object.defineProperty(this, "onStopOverlappingWith", {
273
+ enumerable: true,
274
+ configurable: true,
275
+ writable: true,
276
+ value: new Delegate()
277
+ });
278
+ this.ctorArgOptions = options;
279
+ options = { ...Actor_1.DEFAULT_OPTIONS, ...options, };
280
+ this.name = ObjectNamingSystem.generateName(this);
281
+ this.actorTags = options.actorTags ? [...options.actorTags] : [];
282
+ let rootComponent = options.rootComponent;
283
+ if (rootComponent && !ensure(rootComponent.getActor() === null)) {
284
+ rootComponent = undefined;
285
+ }
286
+ if (rootComponent) {
287
+ this._rootComponent = rootComponent;
288
+ if (options.position) {
289
+ this.rootComponent.position.copy(options.position);
290
+ }
291
+ if (options.rotation) {
292
+ this.rootComponent.rotation.copy(options.rotation);
293
+ }
294
+ if (options.scale) {
295
+ this.rootComponent.scale.copy(options.scale);
296
+ }
297
+ }
298
+ else {
299
+ this._rootComponent = new SceneComponent({
300
+ position: options.position,
301
+ rotation: options.rotation,
302
+ scale: options.scale
303
+ });
304
+ }
305
+ this.rootComponent.setActor(this);
306
+ for (const component of options.sceneComponents ?? []) {
307
+ if (component instanceof SceneComponent) {
308
+ this.rootComponent.add(component);
309
+ }
310
+ else {
311
+ console.trace(`${component} is not a SceneComponent`);
312
+ }
313
+ }
314
+ this.rootComponent.updateMatrixWorld(true);
315
+ const legacyPrefabName = options.prefabName;
316
+ if (legacyPrefabName) {
317
+ this.prefabName = legacyPrefabName;
318
+ }
319
+ }
320
+ /**
321
+ * Gets the prefab name of this actor
322
+ * @returns The prefab name or null if not set
323
+ */
324
+ getPrefabName() {
325
+ return this.prefabName ?? this.$prefab?.$path ?? null;
326
+ }
327
+ /**
328
+ * Gets the prefab data of this actor
329
+ * @returns The prefab data or null if not set
330
+ */
331
+ getPrefabData() {
332
+ return this.prefabData;
333
+ }
334
+ /**
335
+ * Gets the prefab inheritance chain of this actor
336
+ * @returns The prefab inheritance chain or null if not set
337
+ */
338
+ getPrefabInheritanceChain() {
339
+ return this.prefabInheritanceChain;
340
+ }
341
+ /**
342
+ * Sets the prefab name and data of this actor
343
+ * @param name The prefab name
344
+ * @param data The prefab data
345
+ * @param inheritanceChain The full prefab inheritance chain (optional)
346
+ * @returns This actor instance for method chaining
347
+ */
348
+ setPrefab(name, data, inheritanceChain) {
349
+ this.prefabName = name;
350
+ this.prefabData = data;
351
+ this.prefabInheritanceChain = inheritanceChain ?? null;
352
+ return this;
353
+ }
354
+ /**
355
+ * Clears the prefab name and data of this actor
356
+ * @returns This actor instance for method chaining
357
+ */
358
+ clearPrefab() {
359
+ this.prefabName = null;
360
+ this.prefabData = null;
361
+ this.prefabInheritanceChain = null;
362
+ return this;
363
+ }
364
+ /**
365
+ * Gets all tags of this actor
366
+ * @returns Array of tags (empty array if no tags)
367
+ */
368
+ getActorTags() {
369
+ return [...this.actorTags]; // Return a copy to prevent external mutation
370
+ }
371
+ /**
372
+ * Sets the tags of this actor
373
+ * @param tags The tags to set
374
+ * @returns This actor instance for method chaining
375
+ */
376
+ setActorTags(tags) {
377
+ this.actorTags = [...tags]; // Store a copy to prevent external mutation
378
+ return this;
379
+ }
380
+ /**
381
+ * Adds a tag to this actor (if not already present)
382
+ * @param tag The tag to add
383
+ * @returns This actor instance for method chaining
384
+ */
385
+ addActorTag(tag) {
386
+ if (!this.actorTags.includes(tag)) {
387
+ this.actorTags.push(tag);
388
+ }
389
+ return this;
390
+ }
391
+ /**
392
+ * Removes a tag from this actor
393
+ * @param tag The tag to remove
394
+ * @returns This actor instance for method chaining
395
+ */
396
+ removeActorTag(tag) {
397
+ const index = this.actorTags.indexOf(tag);
398
+ if (index !== -1) {
399
+ this.actorTags.splice(index, 1);
400
+ }
401
+ return this;
402
+ }
403
+ /**
404
+ * Checks if this actor has the specified tag
405
+ * @param tag The tag to check for
406
+ * @returns True if the actor has the specified tag, false otherwise
407
+ */
408
+ hasActorTag(tag) {
409
+ return this.actorTags.includes(tag);
410
+ }
411
+ /**
412
+ * Checks if this actor has any of the specified tags
413
+ * @param tags The tags to check for
414
+ * @returns True if the actor has at least one of the specified tags, false otherwise
415
+ */
416
+ hasAnyActorTag(tags) {
417
+ return tags.some(tag => this.actorTags.includes(tag));
418
+ }
419
+ /**
420
+ * Checks if this actor has all of the specified tags
421
+ * @param tags The tags to check for
422
+ * @returns True if the actor has all of the specified tags, false otherwise
423
+ */
424
+ hasAllActorTags(tags) {
425
+ return tags.every(tag => this.actorTags.includes(tag));
426
+ }
427
+ /**
428
+ * Sets whether this actor is transient (excluded from serialization)
429
+ * @param transient Whether this actor is transient
430
+ */
431
+ setTransient(transient) {
432
+ this.transient = transient;
433
+ }
434
+ /**
435
+ * Gets whether this actor is transient
436
+ * @returns Whether this actor is transient
437
+ */
438
+ isTransient() {
439
+ return this.transient;
440
+ }
441
+ /**
442
+ * Spawns a prefab actor
443
+ * @param prefabName The name of the prefab
444
+ * @param transform The transform of the actor
445
+ * @param prefabs The prefabs to use
446
+ * @returns The spawned actor
447
+ */
448
+ static async spawnPrefabActor(prefabName, transform, prefabs = {}, isEditor) {
449
+ const prefabData = prefabs[prefabName];
450
+ if (isLegacyData(prefabData)) {
451
+ return await WorldSerializer.loadActor({
452
+ ctor: {
453
+ position: transform?.position,
454
+ rotation: transform?.rotation,
455
+ scale: transform?.scale,
456
+ },
457
+ prefabName,
458
+ }, prefabs, isEditor);
459
+ }
460
+ return instantiatePrefab(prefabName, prefabs, { ctorArgsOverrides: {
461
+ position: transform?.position,
462
+ rotation: transform?.rotation,
463
+ scale: transform?.scale,
464
+ } });
465
+ }
466
+ getDefaultOptions() {
467
+ return this.constructor.DEFAULT_OPTIONS;
468
+ }
469
+ /**
470
+ * Exports the actor to a serializable format
471
+ * @param context The serialization context
472
+ * @param includeDefaults Whether to include default values
473
+ * @returns The serialized data
474
+ */
475
+ export(context, includeDefaults) {
476
+ const properties = {
477
+ editorData: this.editorData,
478
+ actorTags: this.actorTags?.length > 0 ? [...this.actorTags] : undefined,
479
+ hiddenInGame: this.hiddenInGame ? true : undefined,
480
+ editorOnly: this.editorOnly ? true : undefined,
481
+ };
482
+ // Include @property decorated properties
483
+ const metadata = getPropertyMetadata(this.constructor);
484
+ for (const propName of Object.keys(metadata)) {
485
+ if (propName in this) {
486
+ properties[propName] = this[propName];
487
+ }
488
+ }
489
+ const data = {
490
+ uuid: this.uuid,
491
+ class: ClassRegistry.getClassNameChecked(this),
492
+ properties
493
+ };
494
+ data.ctor = context.exportObject({
495
+ ...this.getExportedConstructor(),
496
+ rootComponent: this.rootComponent,
497
+ }, includeDefaults);
498
+ data.prefabName = this.prefabName ?? undefined;
499
+ // Include parent prefab name if this is a prefab with inheritance
500
+ if (this.prefabData?.parentPrefabName) {
501
+ data.parentPrefabName = this.prefabData.parentPrefabName;
502
+ }
503
+ return data;
504
+ }
505
+ /**
506
+ * Triggers the click event on this actor
507
+ * @param intersection The intersection data from raycasting
508
+ */
509
+ clicked(intersection) {
510
+ this.onClicked.invoke(this, intersection);
511
+ }
512
+ /**
513
+ * Readonly access to the root scene component of this actor
514
+ * @returns The root scene component
515
+ */
516
+ get rootComponent() {
517
+ return this._rootComponent;
518
+ }
519
+ /**
520
+ * Sets the root scene component of this actor
521
+ * @param newRootComponent The new root scene component
522
+ * @param copyTransform Whether to copy the transform from the existing root component
523
+ */
524
+ setRootComponent(newRootComponent, copyTransform) {
525
+ if (!ensure(!this.isPlayEnded())) {
526
+ return this;
527
+ }
528
+ if (!ensure(newRootComponent.getActor() === null)) {
529
+ return this;
530
+ }
531
+ if (copyTransform) {
532
+ newRootComponent.position.copy(this.rootComponent.position);
533
+ newRootComponent.rotation.copy(this.rootComponent.rotation);
534
+ newRootComponent.scale.copy(this.rootComponent.scale);
535
+ }
536
+ const oldRootComponent = this.rootComponent;
537
+ oldRootComponent.removeFromParent();
538
+ oldRootComponent.setActor(null);
539
+ this._rootComponent = newRootComponent;
540
+ this.rootComponent.setActor(this);
541
+ this.rootComponent.updateMatrixWorld(true);
542
+ if (this.isPlaying()) {
543
+ this.rootComponent.beginPlay();
544
+ }
545
+ if (this.world) {
546
+ this.world.scene.add(newRootComponent);
547
+ }
548
+ return this;
549
+ }
550
+ /**
551
+ * If the root component is a scene component and it has a single child, replace the root component with the child
552
+ * @returns True if the root component was collapsed, false otherwise
553
+ */
554
+ collapseRootComponent() {
555
+ if (ensure(this.getPlayState() === PlayState.NotStarted)) {
556
+ // don't use "instanceof SceneComponent" as we want pure equality check
557
+ if (ClassRegistry.getClassOrConstructorName(this.rootComponent) === 'SceneComponent' && this.rootComponent.children.length === 1) {
558
+ const child = this.rootComponent.children[0];
559
+ if (ensure(child instanceof SceneComponent)) {
560
+ child.removeFromParent();
561
+ this.setRootComponent(child, true);
562
+ return true;
563
+ }
564
+ }
565
+ }
566
+ return false;
567
+ }
568
+ /**
569
+ * Sets the world this actor belongs to
570
+ * @param world The world to set, or null to remove from current world
571
+ */
572
+ setWorld(world) {
573
+ if (!ensure(!this.world || !world)) {
574
+ return;
575
+ }
576
+ this.world = world;
577
+ if (world) {
578
+ this.onAddedToWorld.invoke(this, world);
579
+ }
580
+ }
581
+ /**
582
+ * Gets the world this actor belongs to
583
+ * @returns The world or null if not in a world
584
+ */
585
+ getWorld() {
586
+ return this.world;
587
+ }
588
+ /**
589
+ * Updates this actor before physics simulation
590
+ * @param deltaTime Time in seconds since the last tick
591
+ */
592
+ tickPrePhysics(deltaTime) {
593
+ if (this.lifeSpan > 0) {
594
+ this.lifeSpan -= deltaTime;
595
+ if (this.lifeSpan <= 0) {
596
+ this.destroy();
597
+ return;
598
+ }
599
+ }
600
+ if (this.movementPredictor) {
601
+ const predictedTransform = this.movementPredictor.predictCurrentTransform();
602
+ if (predictedTransform) {
603
+ const lerpedTransform = NetMovementPredictor.lerpTransform({
604
+ position: this.rootComponent.position,
605
+ rotation: this.rootComponent.quaternion,
606
+ scale: this.rootComponent.scale,
607
+ }, predictedTransform, NetMovementPredictor.LerpAlpha);
608
+ this.setWorldTransform({
609
+ position: lerpedTransform.position,
610
+ rotation: new THREE.Euler().setFromQuaternion(lerpedTransform.rotation),
611
+ scale: lerpedTransform.scale,
612
+ });
613
+ }
614
+ }
615
+ this.rootComponent.tickPrePhysics(deltaTime);
616
+ this.onTickPrePhysics.invoke(this, deltaTime);
617
+ }
618
+ /**
619
+ * Updates this actor after physics simulation
620
+ * @param deltaTime Time in seconds since the last tick
621
+ */
622
+ tickPostPhysics(deltaTime) {
623
+ this.rootComponent.tickPostPhysics(deltaTime);
624
+ this.onTickPostPhysics.invoke(this, deltaTime);
625
+ if (this.movementPredictor) {
626
+ this.movementPredictor.addLocalTransform({
627
+ timestamp: NetMovementPredictor.currentTime(),
628
+ position: this.rootComponent.position.clone(),
629
+ rotation: this.rootComponent.quaternion.clone(),
630
+ scale: this.rootComponent.scale.clone(),
631
+ });
632
+ }
633
+ }
634
+ /**
635
+ * Gets the forward direction vector of this actor
636
+ * @returns Normalized forward direction vector
637
+ */
638
+ forwardDirection() {
639
+ return new THREE.Vector3(0, 0, -1).applyQuaternion(this.rootComponent.quaternion).normalize();
640
+ }
641
+ /**
642
+ * Gets the right direction vector of this actor
643
+ * @returns Normalized right direction vector
644
+ */
645
+ rightDirection() {
646
+ return new THREE.Vector3(1, 0, 0).applyQuaternion(this.rootComponent.quaternion).normalize();
647
+ }
648
+ /**
649
+ * Gets the up direction vector of this actor
650
+ * @returns Normalized up direction vector
651
+ */
652
+ upDirection() {
653
+ return new THREE.Vector3(0, 1, 0).applyQuaternion(this.rootComponent.quaternion).normalize();
654
+ }
655
+ /**
656
+ * Gets the physics engine from the world this actor belongs to
657
+ * @returns The physics engine or null if not in a world or world has no physics engine
658
+ */
659
+ getPhysicsEngine() {
660
+ return this.world ? this.world.getPhysicsEngine() : null;
661
+ }
662
+ /**
663
+ * Sets whether this actor is hidden in the scene
664
+ * @param hidden True to hide the actor, false to show it
665
+ * @returns This actor instance for method chaining
666
+ */
667
+ setHidden(hidden) {
668
+ if (this.isHidden() !== hidden) {
669
+ this.rootComponent.setHidden(hidden, true);
670
+ }
671
+ return this;
672
+ }
673
+ /**
674
+ * Checks if this actor is currently hidden
675
+ * @returns True if the actor is hidden, false otherwise
676
+ */
677
+ isHidden() {
678
+ return this.rootComponent.isHidden();
679
+ }
680
+ /**
681
+ * Replaces the physics options for this actor
682
+ * @param newOptions The new physics options
683
+ * @param propagateToChildren Whether to propagate the new options to child components
684
+ * @returns This actor instance for method chaining
685
+ */
686
+ replacePhysicsOptions(newOptions, propagateToChildren = false) {
687
+ this.rootComponent.replacePhysicsOptions(newOptions, propagateToChildren);
688
+ return this;
689
+ }
690
+ /**
691
+ * Overrides the physics options for this actor
692
+ * @param newOptions The new physics options
693
+ * @param propagateToChildren Whether to propagate the new options to child components
694
+ * @returns This actor instance for method chaining
695
+ */
696
+ overridePhysicsOptions(newOptions, propagateToChildren = false) {
697
+ this.rootComponent.overridePhysicsOptions(newOptions, propagateToChildren);
698
+ return this;
699
+ }
700
+ /**
701
+ * Sets whether physics simulation is enabled for this actor
702
+ * @param enable True to enable physics, false to disable
703
+ * @param propagateToChildren Whether to propagate the change to child components
704
+ * @returns This actor instance for method chaining
705
+ */
706
+ setPhysicsEnabled(enable, propagateToChildren = false) {
707
+ this.rootComponent.setPhysicsEnabled(enable, propagateToChildren);
708
+ return this;
709
+ }
710
+ /**
711
+ * Checks if physics simulation is enabled for this actor
712
+ * @returns True if physics is enabled, false otherwise
713
+ */
714
+ isPhysicsEnabled() {
715
+ return (this.rootComponent instanceof PrimitiveComponent) && this.rootComponent.isPhysicsEnabled();
716
+ }
717
+ /**
718
+ * Generates a debug node for the actor
719
+ * @returns A debug node for the actor
720
+ */
721
+ generateDebugNode() {
722
+ const children = [];
723
+ children.push(this.rootComponent.generateDebugNode());
724
+ return {
725
+ title: this.name,
726
+ children,
727
+ data: {
728
+ uuid: this.uuid,
729
+ }
730
+ };
731
+ }
732
+ /**
733
+ * Gets the life span of this actor
734
+ * @returns The life span in seconds
735
+ */
736
+ getLifeSpan() {
737
+ return this.lifeSpan;
738
+ }
739
+ /**
740
+ * Sets the life span of this actor
741
+ * @param lifeSpan The life span in seconds
742
+ * @returns This actor instance for method chaining
743
+ */
744
+ setLifeSpan(lifeSpan) {
745
+ this.lifeSpan = lifeSpan;
746
+ return this;
747
+ }
748
+ /**
749
+ * Adds a component to the actor root component
750
+ * @param component The component to add
751
+ * @returns This actor instance for method chaining
752
+ */
753
+ addComponent(component) {
754
+ return this.addComponents(component);
755
+ }
756
+ /**
757
+ * Adds multiple components to the actor root component
758
+ * @param components The components to add
759
+ * @returns This actor instance for method chaining
760
+ */
761
+ addComponents(...components) {
762
+ components.forEach(component => {
763
+ this.rootComponent.add(component);
764
+ });
765
+ return this;
766
+ }
767
+ /**
768
+ * Gets the first component/child object of a specified type
769
+ * @param type - The type of component/child object to search for
770
+ * @returns The first component/child object of the specified type or null if no such component exists
771
+ */
772
+ getComponent(type = SceneComponent) {
773
+ return this.rootComponent.getComponent(type);
774
+ }
775
+ /**
776
+ * Gets all components/child objects of a specified type
777
+ * @param type - The type of component/child object to search for
778
+ * @returns An array of all components/child objects of the specified type
779
+ */
780
+ getComponents(type = SceneComponent) {
781
+ return this.rootComponent.getComponents(type);
782
+ }
783
+ /**
784
+ * Gets the path name of this actor
785
+ * @returns The path name of this actor
786
+ */
787
+ getPathName() {
788
+ return this.world ? `${this.world.getPathName()}.${this.name}` : this.name;
789
+ }
790
+ /**
791
+ * Destroys this actor
792
+ */
793
+ destroy() {
794
+ if (this.world) {
795
+ this.world.removeActors(this);
796
+ }
797
+ }
798
+ /**
799
+ * Handles the death of this actor
800
+ * @param hitInfo The hit information
801
+ */
802
+ handleDeath(hitInfo) {
803
+ this.destroy();
804
+ }
805
+ /**
806
+ * Returns an exported object representation of this actor
807
+ * @param includeDefaults Whether to include default values
808
+ * @returns An exported object representation of this actor
809
+ */
810
+ asExportedObject(includeDefaults = false) {
811
+ return WorldSerializer.exportObject(this, includeDefaults);
812
+ }
813
+ asExportedPrefabData() {
814
+ return WorldSerializer.exportAsPrefab(this);
815
+ }
816
+ /**
817
+ * Sets the world transform of this actor
818
+ * @param transform The transform to set
819
+ */
820
+ setWorldTransform(transform) {
821
+ this.rootComponent.setWorldTransform(transform);
822
+ }
823
+ /**
824
+ * Sets the world position of this actor
825
+ * @param position The position to set
826
+ */
827
+ setWorldPosition(position) {
828
+ this.setWorldTransform({ position });
829
+ }
830
+ /**
831
+ * Sets the world rotation of this actor
832
+ * @param rotation The rotation to set
833
+ */
834
+ setWorldRotation(rotation) {
835
+ this.setWorldTransform({ rotation });
836
+ }
837
+ /**
838
+ * Sets the world scale of this actor
839
+ * @param scale The scale to set
840
+ */
841
+ setWorldScale(scale) {
842
+ this.setWorldTransform({ scale });
843
+ }
844
+ /**
845
+ * Sets the world quaternion of this actor
846
+ * @param quat The quaternion to set
847
+ */
848
+ setWorldQuaternion(quaternion) {
849
+ this.setWorldTransform({ rotation: new THREE.Euler().setFromQuaternion(quaternion) });
850
+ }
851
+ /**
852
+ * Gets the world position of this actor
853
+ * @returns The world position of this actor
854
+ */
855
+ getWorldPosition() {
856
+ return this.rootComponent.getWorldPosition();
857
+ }
858
+ /**
859
+ * Gets the world rotation of this actor
860
+ * @returns The world rotation of this actor
861
+ */
862
+ getWorldRotation() {
863
+ return this.rootComponent.getWorldRotation();
864
+ }
865
+ /**
866
+ * Gets the world scale of this actor
867
+ * @returns The world scale of this actor
868
+ */
869
+ getWorldScale() {
870
+ return this.rootComponent.getWorldScale();
871
+ }
872
+ /**
873
+ * Gets the world quaternion of this actor
874
+ * @returns The world quaternion of this actor
875
+ */
876
+ getWorldQuaternion() {
877
+ return this.rootComponent.getWorldQuaternion();
878
+ }
879
+ /**
880
+ * Gets the world transform of this actor
881
+ * @returns The world transform of this actor
882
+ */
883
+ getWorldTransform() {
884
+ return this.rootComponent.getWorldTransform();
885
+ }
886
+ setNetRelevant(relevant) {
887
+ this.netRelevant = relevant;
888
+ }
889
+ isNetRelevant() {
890
+ return this.netRelevant;
891
+ }
892
+ getNetObjectId() {
893
+ return `${ClassRegistry.getClassOrConstructorName(this)}'${this.uuid}'`;
894
+ }
895
+ setRemoteNetClientId(clientId) {
896
+ this.remoteNetClientId = clientId;
897
+ }
898
+ setRemoteNetDeviceId(deviceId) {
899
+ this.remoteNetDeviceId = deviceId;
900
+ }
901
+ getNetDeviceId() {
902
+ return this.remoteNetDeviceId ?? NetWorld.getDeviceId();
903
+ }
904
+ getNetClientId() {
905
+ if (this.remoteNetClientId) {
906
+ return this.remoteNetClientId;
907
+ }
908
+ const netWorld = this.getWorld()?.netWorld;
909
+ if (!netWorld) {
910
+ throw new Error('Failed to get net world when getting net client id');
911
+ }
912
+ return netWorld.clientId;
913
+ }
914
+ consumeLocalDynamicState() {
915
+ return false;
916
+ }
917
+ getNetConstructionData() {
918
+ return this.asExportedObject();
919
+ }
920
+ getNetDynamicState(lastReplicatedState) {
921
+ const lastState = lastReplicatedState ? lastReplicatedState : null;
922
+ const lastPosition = lastState?.position;
923
+ const lastRotation = lastState?.rotation;
924
+ const lastScale = lastState?.scale;
925
+ const currentPosition = this.rootComponent.position.toArray();
926
+ const currentRotation = this.rootComponent.rotation.toArray();
927
+ const currentScale = this.rootComponent.scale.toArray();
928
+ if (lastState &&
929
+ NetWorld.isVectorNearlyEqual(lastPosition, currentPosition) &&
930
+ NetWorld.isVectorNearlyEqual(lastRotation, currentRotation) &&
931
+ NetWorld.isVectorNearlyEqual(lastScale, currentScale)) {
932
+ return null;
933
+ }
934
+ return {
935
+ position: currentPosition,
936
+ rotation: currentRotation,
937
+ scale: currentScale,
938
+ timestamp: NetMovementPredictor.currentTime(),
939
+ };
940
+ }
941
+ setNetDynamicState(dynamicState) {
942
+ const { position, rotation, scale, timestamp } = dynamicState;
943
+ this.movementPredictor ??= new NetMovementPredictor();
944
+ this.movementPredictor.addRemoteTransform({
945
+ timestamp,
946
+ position: new THREE.Vector3(position[0], position[1], position[2]),
947
+ rotation: new THREE.Quaternion().setFromEuler(new THREE.Euler(rotation[0], rotation[1], rotation[2])),
948
+ scale: new THREE.Vector3(scale[0], scale[1], scale[2]),
949
+ });
950
+ }
951
+ setOverrideMaterial(material) {
952
+ this.rootComponent.setOverrideMaterial(material, true);
953
+ return this;
954
+ }
955
+ //====================================================================================================
956
+ /**
957
+ * Gets the constructor data for this actor
958
+ * @returns The constructor data for this actor
959
+ */
960
+ getExportedConstructor() {
961
+ const transientRoot = this.rootComponent.isTransient();
962
+ return {
963
+ ...this.options,
964
+ // if the root is transient then the actor transform needs to be saved in the ctor
965
+ position: transientRoot ? this.getWorldPosition() : undefined,
966
+ rotation: transientRoot ? this.getWorldRotation() : undefined,
967
+ scale: transientRoot ? this.getWorldScale() : undefined,
968
+ // scene components are serialized as part of the actor scene graph so no need to serialize them separately
969
+ sceneComponents: undefined,
970
+ __isDeserializing: undefined,
971
+ // this is merely used for clearing out the prefab name from the ctor for the legacy format
972
+ prefabName: undefined,
973
+ };
974
+ }
975
+ doBeginPlay() {
976
+ this.rootComponent.beginPlay();
977
+ this.onBeginPlay.invoke(this);
978
+ this.getWorld()?.netWorld.addNetObject(this);
979
+ if (this.isHiddenInGame()) {
980
+ this.getWorld()?.setActorHiddenInGame(this, true);
981
+ }
982
+ }
983
+ doPreEndPlay() {
984
+ this.onPreEndPlay.invoke(this);
985
+ }
986
+ doEndPlay() {
987
+ if (this.isHiddenInGame()) {
988
+ this.getWorld()?.setActorHiddenInGame(this, false);
989
+ }
990
+ this.getWorld()?.netWorld.removeNetObject(this);
991
+ this.rootComponent.endPlay();
992
+ this.onEndPlay.invoke(this);
993
+ this.world = null;
994
+ }
995
+ // calc all scene components for bounding boxes first
996
+ calcBoundingBox() {
997
+ this.rootComponent.updateMatrixWorld(true);
998
+ const sceneComponents = this.getComponents(SceneComponent);
999
+ for (const component of sceneComponents) {
1000
+ component.calcBoundingBox();
1001
+ }
1002
+ return this.getBoundingBox();
1003
+ }
1004
+ // simply use the cached bounding box of scene components
1005
+ getBoundingBox() {
1006
+ const box = new THREE.Box3();
1007
+ const sceneComponents = this.getComponents(SceneComponent);
1008
+ for (const component of sceneComponents) {
1009
+ const componentBox = component.boundingBox;
1010
+ if (componentBox) {
1011
+ box.union(componentBox);
1012
+ }
1013
+ }
1014
+ return box;
1015
+ }
1016
+ /**
1017
+ * Returns a description of this actor for a summary of this actor. Useful for AI assistants.
1018
+ * @returns An object describing the actor's properties
1019
+ */
1020
+ describe(options) {
1021
+ if (options?.omitDescription) {
1022
+ const simpleDescription = {
1023
+ name: this.name,
1024
+ uuid: this.uuid
1025
+ };
1026
+ if (this.editorData?.displayName) {
1027
+ simpleDescription.displayName = this.editorData.displayName;
1028
+ }
1029
+ return simpleDescription;
1030
+ }
1031
+ const description = {
1032
+ name: this.name,
1033
+ uuid: this.uuid,
1034
+ className: ClassRegistry.getClassName(this) ?? this.constructor.name,
1035
+ position: DescriptionHelper.dumpPosition(this.getWorldPosition()),
1036
+ rotation: DescriptionHelper.dumpRotation(this.getWorldRotation()),
1037
+ scale: DescriptionHelper.dumpScale(this.getWorldScale())
1038
+ };
1039
+ if (this.editorData?.displayName) {
1040
+ description.displayName = this.editorData.displayName;
1041
+ }
1042
+ if (this.editorData?.description) {
1043
+ description.description = this.editorData.description;
1044
+ }
1045
+ this.calcBoundingBox();
1046
+ const boundingBox = this.getBoundingBox();
1047
+ if (!boundingBox.isEmpty()) {
1048
+ description.boundingBox = DescriptionHelper.dumpBoundingBox(this.getBoundingBox());
1049
+ }
1050
+ const describeSceneComponent = (component) => {
1051
+ const componentDescription = component.describe({ recalculateBounds: false, includeDetails: options?.includeComponentsDetails });
1052
+ if (component.children && component.children.length > 0) {
1053
+ const children = component.children.map(describeSceneComponent).filter(child => child && Object.keys(child).length > 0);
1054
+ if (children.length > 0) {
1055
+ componentDescription.children = children;
1056
+ }
1057
+ }
1058
+ return componentDescription;
1059
+ };
1060
+ description.rootComponent = describeSceneComponent(this.rootComponent);
1061
+ return description;
1062
+ }
1063
+ isHiddenInGame() {
1064
+ return this.hiddenInGame;
1065
+ }
1066
+ setHiddenInGame(hidden) {
1067
+ this.hiddenInGame = hidden;
1068
+ if (this.world) {
1069
+ this.world.setActorHiddenInGame(this, hidden);
1070
+ }
1071
+ }
1072
+ isEditorOnly() {
1073
+ return this.editorOnly;
1074
+ }
1075
+ setEditorOnly(editorOnly) {
1076
+ this.editorOnly = editorOnly;
1077
+ }
1078
+ /**
1079
+ * Gets the camera used for rendering when this actor is the view target
1080
+ * @returns The camera found
1081
+ */
1082
+ getCamera() {
1083
+ return this.getComponent(THREE.Camera) ?? null;
1084
+ }
1085
+ /**
1086
+ * Gets the player controller that controls this actor
1087
+ * @returns The current player controller or null if none
1088
+ */
1089
+ getPlayerController() {
1090
+ return null;
1091
+ }
1092
+ /**
1093
+ * Return if this actor is player controlled
1094
+ */
1095
+ isPlayerControlled() {
1096
+ return !!this.getPlayerController();
1097
+ }
1098
+ async waitForComponentsToLoad() {
1099
+ const components = this.getComponents(SceneComponent);
1100
+ const asyncLoadables = components.filter(c => isAsyncLoadable(c));
1101
+ const loadPromises = asyncLoadables.map(c => c.waitForLoad());
1102
+ await Promise.all(loadPromises);
1103
+ }
1104
+ serialize(dumper) {
1105
+ dumper.dumpValue('rootComponent', this.rootComponent, '_rootComponent');
1106
+ dumper.dumpProperties(this);
1107
+ if (this.isEditorOnly()) {
1108
+ dumper.markEditorOnly();
1109
+ }
1110
+ }
1111
+ deserialize(loader) {
1112
+ const rootComponent = loader.loadValue('rootComponent', this.rootComponent);
1113
+ if (rootComponent && rootComponent !== this.rootComponent) {
1114
+ this.setRootComponent(rootComponent, false);
1115
+ }
1116
+ loader.loadProperties(this);
1117
+ }
1118
+ //====================================================================================================
1119
+ // Editor Functions
1120
+ //====================================================================================================
1121
+ onEditorPropertyChanged(path, value, result) {
1122
+ if (path === 'actorTags') {
1123
+ this.setActorTags(value);
1124
+ }
1125
+ }
1126
+ onEditorSelectedChanged(isSelected, selectedActors) {
1127
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorSelectedChanged(isSelected, selectedActors));
1128
+ }
1129
+ onEditorAddToWorld() {
1130
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorAddToWorld());
1131
+ }
1132
+ onEditorRemoveFromWorld() {
1133
+ this.getComponents(SceneComponent).forEach(sceneComponent => sceneComponent.onEditorRemoveFromWorld());
1134
+ }
1135
+ getConfigurationWarnings() {
1136
+ const warnings = [];
1137
+ // Add any actor-specific warnings here
1138
+ return warnings;
1139
+ }
1140
+ getEditorClassIcon() {
1141
+ return 'Icon_Actor';
1142
+ }
1143
+ };
1144
+ _a = ISerializableObjectTag;
1145
+ Object.defineProperty(Actor, "EDITOR_CLASS_META", {
1146
+ enumerable: true,
1147
+ configurable: true,
1148
+ writable: true,
1149
+ value: {
1150
+ actorTags: {
1151
+ isTagProperty: true,
1152
+ }
1153
+ }
1154
+ });
1155
+ __decorate([
1156
+ property({ editorOnly: true, hidden: true }),
1157
+ __metadata("design:type", Object)
1158
+ ], Actor.prototype, "editorData", void 0);
1159
+ __decorate([
1160
+ property({ transientOnPrefab: true, readonly: true }),
1161
+ __metadata("design:type", String)
1162
+ ], Actor.prototype, "uuid", void 0);
1163
+ __decorate([
1164
+ property({ ctorArg: 'ctorArgOnly' }),
1165
+ __metadata("design:type", Object)
1166
+ ], Actor.prototype, "ctorArgOptions", void 0);
1167
+ __decorate([
1168
+ property({ default: false, category: 'Advanced' }),
1169
+ __metadata("design:type", Boolean)
1170
+ ], Actor.prototype, "hiddenInGame", void 0);
1171
+ __decorate([
1172
+ property({ default: false, category: 'Advanced' }),
1173
+ __metadata("design:type", Boolean)
1174
+ ], Actor.prototype, "editorOnly", void 0);
1175
+ Actor = Actor_1 = __decorate([
1176
+ EngineClass('Actor'),
1177
+ __metadata("design:paramtypes", [Object])
1178
+ ], Actor);
1179
+ export { Actor };
1180
+ //# 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