@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 +1,928 @@
1
+ /**
2
+ * DoorComponent manages door state and animation logic.
3
+ *
4
+ * Detailed explanation:
5
+ * - Handles door state transitions (Closed, Opening, Open, Closing, Locked)
6
+ * - Implements transform-based animation for different door types using Tween.js
7
+ * - Provides proximity detection and interaction handling
8
+ * - Uses delegates for event notifications
9
+ * - Calculates appropriate pivot points from door geometry
10
+ * - Supports automatic proximity-based opening and manual key-based interaction
11
+ *
12
+ * Interaction Modes:
13
+ * - Proximity: Automatically opens when player enters range, closes when they exit
14
+ * - KeyPress: Requires player to be in proximity and press the interaction key
15
+ * - Remote: Reserved for future remote control implementation
16
+ *
17
+ * Proximity Detection:
18
+ * - Collision-based: Uses existing CollisionShapeComponent if found (more efficient)
19
+ * - Distance-based: Creates proximity trigger for distance calculation (fallback)
20
+ * - Automatically selects best method during initialization
21
+ *
22
+ * Animation System:
23
+ * - Transform-based animation independent of model pivot points
24
+ * - Smooth easing with configurable duration using Tween.js
25
+ *
26
+ * Recommended usage (for humans and AI assistants):
27
+ * - Attach to any actor that should behave like a door
28
+ * - Configure door type and animation parameters via options
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+ * - Listen to door events using delegates (onDoorOpened, onDoorClosed, etc.)
30
+ * - Use open(), close(), toggle() methods for direct control
31
+ */
32
+ 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;
34
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
35
+ 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;
36
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
37
+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
39
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
40
+ };
41
+ var _a;
42
+ import * as TWEEN from '@tweenjs/tween.js';
43
+ import * as THREE from 'three';
44
+ import { Actor } from '../../actors/Actor.js';
45
+ import { CollisionMeshType, PhysicsMotionType } from '../../physics/PhysicsTypes.js';
46
+ import { EngineClass } from '../../systems/ClassRegistry.js';
47
+ import { DefaultCollisionProfile } from '../../systems/collision/CollisionTypes.js';
48
+ import { Delegate } from '../../utils/Delegate.js';
49
+ import { AsyncTaskWorker, IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
50
+ import { CollisionShapeComponent, CollisionShapeType } from '../CollisionShapeComponent.js';
51
+ import { SceneComponent } from '../SceneComponent.js';
52
+ import { GLTFMeshComponent } from '../visual/GLTFMeshComponent.js';
53
+ export var DoorState;
54
+ (function (DoorState) {
55
+ DoorState["Closed"] = "closed";
56
+ DoorState["Opening"] = "opening";
57
+ DoorState["Open"] = "open";
58
+ DoorState["Closing"] = "closing";
59
+ DoorState["Locked"] = "locked";
60
+ })(DoorState || (DoorState = {}));
61
+ /**
62
+ * Door animation types
63
+ */
64
+ export var DoorType;
65
+ (function (DoorType) {
66
+ /** Rotates around Y-axis (fully implemented) */
67
+ DoorType["Hinged"] = "hinged";
68
+ /** Slides along X-axis (fully implemented) */
69
+ DoorType["Sliding"] = "sliding";
70
+ /** Rotates and lifts upward (basic implementation) */
71
+ DoorType["Garage"] = "garage";
72
+ /** Multiple coordinated door panels (placeholder - uses hinged animation) */
73
+ DoorType["Double"] = "double";
74
+ /** Custom animation handled by external code via delegates */
75
+ DoorType["Custom"] = "custom";
76
+ })(DoorType || (DoorType = {}));
77
+ /**
78
+ * Door interaction methods
79
+ */
80
+ export var DoorInteractionType;
81
+ (function (DoorInteractionType) {
82
+ /** Automatically opens when player approaches, closes when they leave */
83
+ DoorInteractionType["Proximity"] = "proximity";
84
+ /** Requires player to be in proximity and press interaction key */
85
+ DoorInteractionType["KeyPress"] = "keypress";
86
+ /** Reserved for future remote control implementation */
87
+ DoorInteractionType["Remote"] = "remote";
88
+ })(DoorInteractionType || (DoorInteractionType = {}));
89
+ let DoorComponent = class DoorComponent extends SceneComponent {
90
+ static get DEFAULT_OPTIONS() {
91
+ return {
92
+ ...SceneComponent.DEFAULT_OPTIONS,
93
+ doorType: DoorType.Hinged,
94
+ interactionType: DoorInteractionType.Proximity,
95
+ animationDuration: 1.0,
96
+ maxOpenAngle: 90,
97
+ slideDistance: 2.0,
98
+ slideDirection: new THREE.Vector3(1, 0, 0), // Default: slide to the right in local space
99
+ startLocked: false,
100
+ proximityRange: 2.0,
101
+ interactionKey: 'e',
102
+ };
103
+ }
104
+ constructor(options) {
105
+ super(options);
106
+ Object.defineProperty(this, _a, {
107
+ enumerable: true,
108
+ configurable: true,
109
+ writable: true,
110
+ value: true
111
+ });
112
+ Object.defineProperty(this, "inputManager", {
113
+ enumerable: true,
114
+ configurable: true,
115
+ writable: true,
116
+ value: null
117
+ });
118
+ // State management
119
+ Object.defineProperty(this, "currentState", {
120
+ enumerable: true,
121
+ configurable: true,
122
+ writable: true,
123
+ value: DoorState.Closed
124
+ });
125
+ Object.defineProperty(this, "animationProgress", {
126
+ enumerable: true,
127
+ configurable: true,
128
+ writable: true,
129
+ value: 0
130
+ });
131
+ // Tween.js animation
132
+ Object.defineProperty(this, "tweenGroup", {
133
+ enumerable: true,
134
+ configurable: true,
135
+ writable: true,
136
+ value: new TWEEN.Group()
137
+ });
138
+ Object.defineProperty(this, "currentTween", {
139
+ enumerable: true,
140
+ configurable: true,
141
+ writable: true,
142
+ value: null
143
+ });
144
+ // Transform tracking
145
+ Object.defineProperty(this, "initialTransform", {
146
+ enumerable: true,
147
+ configurable: true,
148
+ writable: true,
149
+ value: null
150
+ });
151
+ Object.defineProperty(this, "doorPivotPoint", {
152
+ enumerable: true,
153
+ configurable: true,
154
+ writable: true,
155
+ value: null
156
+ });
157
+ Object.defineProperty(this, "doorMesh", {
158
+ enumerable: true,
159
+ configurable: true,
160
+ writable: true,
161
+ value: null
162
+ });
163
+ Object.defineProperty(this, "gltfMeshComponent", {
164
+ enumerable: true,
165
+ configurable: true,
166
+ writable: true,
167
+ value: null
168
+ });
169
+ // Interaction components
170
+ Object.defineProperty(this, "proximityTrigger", {
171
+ enumerable: true,
172
+ configurable: true,
173
+ writable: true,
174
+ value: null
175
+ });
176
+ Object.defineProperty(this, "existingCollisionShape", {
177
+ enumerable: true,
178
+ configurable: true,
179
+ writable: true,
180
+ value: null
181
+ });
182
+ Object.defineProperty(this, "playersInRange", {
183
+ enumerable: true,
184
+ configurable: true,
185
+ writable: true,
186
+ value: new Set()
187
+ });
188
+ Object.defineProperty(this, "isRegisteredForInput", {
189
+ enumerable: true,
190
+ configurable: true,
191
+ writable: true,
192
+ value: false
193
+ });
194
+ Object.defineProperty(this, "useCollisionBasedProximity", {
195
+ enumerable: true,
196
+ configurable: true,
197
+ writable: true,
198
+ value: false
199
+ });
200
+ // Proximity check optimization
201
+ Object.defineProperty(this, "proximityCheckTimer", {
202
+ enumerable: true,
203
+ configurable: true,
204
+ writable: true,
205
+ value: 0
206
+ });
207
+ Object.defineProperty(this, "proximityCheckInterval", {
208
+ enumerable: true,
209
+ configurable: true,
210
+ writable: true,
211
+ value: 0.25
212
+ }); // 4 times per second
213
+ // Event delegates
214
+ Object.defineProperty(this, "onDoorStartOpening", {
215
+ enumerable: true,
216
+ configurable: true,
217
+ writable: true,
218
+ value: new Delegate()
219
+ });
220
+ Object.defineProperty(this, "onDoorStartClosing", {
221
+ enumerable: true,
222
+ configurable: true,
223
+ writable: true,
224
+ value: new Delegate()
225
+ });
226
+ Object.defineProperty(this, "onDoorOpened", {
227
+ enumerable: true,
228
+ configurable: true,
229
+ writable: true,
230
+ value: new Delegate()
231
+ });
232
+ Object.defineProperty(this, "onDoorClosed", {
233
+ enumerable: true,
234
+ configurable: true,
235
+ writable: true,
236
+ value: new Delegate()
237
+ });
238
+ Object.defineProperty(this, "onDoorLocked", {
239
+ enumerable: true,
240
+ configurable: true,
241
+ writable: true,
242
+ value: new Delegate()
243
+ });
244
+ Object.defineProperty(this, "onDoorUnlocked", {
245
+ enumerable: true,
246
+ configurable: true,
247
+ writable: true,
248
+ value: new Delegate()
249
+ });
250
+ Object.defineProperty(this, "onInteractionAttempt", {
251
+ enumerable: true,
252
+ configurable: true,
253
+ writable: true,
254
+ value: new Delegate()
255
+ });
256
+ Object.defineProperty(this, "_asyncTaskWorker", {
257
+ enumerable: true,
258
+ configurable: true,
259
+ writable: true,
260
+ value: new AsyncTaskWorker()
261
+ });
262
+ if (this.options.startLocked) {
263
+ this.currentState = DoorState.Locked;
264
+ }
265
+ }
266
+ beginPlay() {
267
+ super.beginPlay();
268
+ this._asyncTaskWorker.runTask(async () => {
269
+ // Initialize door geometry and pivot point
270
+ await this.initializeDoorGeometry();
271
+ // Set up proximity detection if needed
272
+ if (this.options.interactionType === DoorInteractionType.Proximity ||
273
+ this.options.interactionType === DoorInteractionType.KeyPress) {
274
+ this.setupProximityDetection();
275
+ }
276
+ });
277
+ }
278
+ endPlay() {
279
+ super.endPlay();
280
+ // Clean up input registration
281
+ if (this.isRegisteredForInput) {
282
+ const world = this.getActor()?.getWorld();
283
+ if (world) {
284
+ world.inputManager.removeInputHandler(this);
285
+ this.isRegisteredForInput = false;
286
+ }
287
+ }
288
+ }
289
+ // IAsyncLoadable implementation
290
+ async waitForLoad() {
291
+ await this._asyncTaskWorker.waitUntilComplete();
292
+ }
293
+ isLoading() {
294
+ return this._asyncTaskWorker.isRunning();
295
+ }
296
+ // end IAsyncLoadable implementation
297
+ tickPrePhysics(deltaTime) {
298
+ super.tickPrePhysics(deltaTime);
299
+ // Update tween animations
300
+ const gameTime = this.getWorld()?.getGameTime() ?? 0;
301
+ this.tweenGroup.update(gameTime * 1000); // Convert to milliseconds
302
+ // Proximity check optimization - only check 4 times per second
303
+ this.proximityCheckTimer += deltaTime;
304
+ if (this.proximityCheckTimer >= this.proximityCheckInterval) {
305
+ this.proximityCheckTimer = 0;
306
+ this.updateProximityCheck();
307
+ }
308
+ // Handle input registration for proximity-based interaction
309
+ this.updateInputRegistration();
310
+ }
311
+ /**
312
+ * Opens the door if it's not locked
313
+ */
314
+ open() {
315
+ if (this.currentState === DoorState.Locked) {
316
+ this.onDoorLocked.invoke(this);
317
+ return;
318
+ }
319
+ if (this.currentState === DoorState.Closed) {
320
+ this.startOpening();
321
+ }
322
+ }
323
+ /**
324
+ * Closes the door
325
+ */
326
+ close() {
327
+ if (this.currentState === DoorState.Open) {
328
+ this.startClosing();
329
+ }
330
+ }
331
+ /**
332
+ * Starts opening animation, can interrupt closing animation smoothly
333
+ */
334
+ startOpening() {
335
+ if (this.currentState === DoorState.Locked) {
336
+ this.onDoorLocked.invoke(this);
337
+ return;
338
+ }
339
+ this.currentState = DoorState.Opening;
340
+ // Fire the start opening event
341
+ this.onDoorStartOpening.invoke(this);
342
+ // Stop any existing tween
343
+ if (this.currentTween) {
344
+ this.currentTween.stop();
345
+ this.currentTween = null;
346
+ }
347
+ // Create tween from current progress to fully open (1.0)
348
+ const startProgress = this.animationProgress;
349
+ const targetProgress = 1.0;
350
+ const progressDelta = targetProgress - startProgress;
351
+ const duration = this.options.animationDuration * progressDelta * 1000; // Convert to milliseconds
352
+ const tweenData = { progress: startProgress };
353
+ this.currentTween = new TWEEN.Tween(tweenData, this.tweenGroup)
354
+ .to({ progress: targetProgress }, duration)
355
+ .easing(TWEEN.Easing.Cubic.InOut)
356
+ .onUpdate(() => {
357
+ this.animationProgress = tweenData.progress;
358
+ this.applyDoorTransform(this.animationProgress);
359
+ })
360
+ .onComplete(() => {
361
+ this.currentState = DoorState.Open;
362
+ this.currentTween = null;
363
+ this.onDoorOpened.invoke(this);
364
+ })
365
+ .start();
366
+ }
367
+ /**
368
+ * Starts closing animation, can interrupt opening animation smoothly
369
+ */
370
+ startClosing() {
371
+ this.currentState = DoorState.Closing;
372
+ // Fire the start closing event
373
+ this.onDoorStartClosing.invoke(this);
374
+ // Stop any existing tween
375
+ if (this.currentTween) {
376
+ this.currentTween.stop();
377
+ this.currentTween = null;
378
+ }
379
+ // Create tween from current progress to fully closed (0.0)
380
+ const startProgress = this.animationProgress;
381
+ const targetProgress = 0.0;
382
+ const progressDelta = Math.abs(targetProgress - startProgress);
383
+ const duration = this.options.animationDuration * progressDelta * 1000; // Convert to milliseconds
384
+ const tweenData = { progress: startProgress };
385
+ this.currentTween = new TWEEN.Tween(tweenData, this.tweenGroup)
386
+ .to({ progress: targetProgress }, duration)
387
+ .easing(TWEEN.Easing.Cubic.InOut)
388
+ .onUpdate(() => {
389
+ this.animationProgress = tweenData.progress;
390
+ this.applyDoorTransform(this.animationProgress);
391
+ })
392
+ .onComplete(() => {
393
+ this.currentState = DoorState.Closed;
394
+ this.currentTween = null;
395
+ this.onDoorClosed.invoke(this);
396
+ })
397
+ .start();
398
+ }
399
+ /**
400
+ * Toggles the door state
401
+ */
402
+ toggle() {
403
+ if (this.isOpen()) {
404
+ this.close();
405
+ }
406
+ else {
407
+ this.open();
408
+ }
409
+ }
410
+ /**
411
+ * Locks the door
412
+ */
413
+ lock() {
414
+ this.currentState = DoorState.Locked;
415
+ this.onDoorLocked.invoke(this);
416
+ }
417
+ /**
418
+ * Unlocks the door
419
+ */
420
+ unlock() {
421
+ if (this.currentState === DoorState.Locked) {
422
+ this.currentState = DoorState.Closed;
423
+ this.onDoorUnlocked.invoke(this);
424
+ }
425
+ }
426
+ /**
427
+ * Checks if the door is currently open
428
+ */
429
+ isOpen() {
430
+ return this.currentState === DoorState.Open;
431
+ }
432
+ /**
433
+ * Checks if the door is currently locked
434
+ */
435
+ isLocked() {
436
+ return this.currentState === DoorState.Locked;
437
+ }
438
+ /**
439
+ * Checks if the door is currently animating
440
+ */
441
+ isAnimating() {
442
+ return this.currentState === DoorState.Opening || this.currentState === DoorState.Closing;
443
+ }
444
+ /**
445
+ * Gets the current door state
446
+ */
447
+ getState() {
448
+ return this.currentState;
449
+ }
450
+ // IInputHandler implementation
451
+ handleKeyDown(e) {
452
+ if (e.key.toLowerCase() === this.options.interactionKey.toLowerCase()) {
453
+ if (this.playersInRange.size > 0) {
454
+ this.onInteractionAttempt.invoke(this);
455
+ this.toggle();
456
+ return true;
457
+ }
458
+ }
459
+ return false;
460
+ }
461
+ handleKeyUp(e) { return false; }
462
+ handleMouseDown(button, e) { return false; }
463
+ handleMouseUp(button, e) { return false; }
464
+ handleMouseMove(e) { return false; }
465
+ handleMouseClick(button, e) { return false; }
466
+ setInputManager(manager) {
467
+ this.inputManager = manager;
468
+ }
469
+ /**
470
+ * Initializes door geometry and calculates pivot point
471
+ */
472
+ async initializeDoorGeometry() {
473
+ const actor = this.getActor();
474
+ if (!actor) {
475
+ return;
476
+ }
477
+ // Get the GLTF mesh component from the root scene component hierarchy
478
+ const gltfComponent = actor.rootComponent.getComponent(GLTFMeshComponent);
479
+ if (!gltfComponent) {
480
+ console.warn('[DoorComponent] No GLTF mesh component found');
481
+ return;
482
+ }
483
+ // Store reference to the GLTF mesh component for animation
484
+ this.gltfMeshComponent = gltfComponent;
485
+ // Also search for existing CollisionShapeComponent for proximity detection
486
+ const existingCollisionShape = actor.rootComponent.getComponent(CollisionShapeComponent);
487
+ if (existingCollisionShape) {
488
+ this.existingCollisionShape = existingCollisionShape;
489
+ this.useCollisionBasedProximity = true;
490
+ }
491
+ else {
492
+ this.useCollisionBasedProximity = false;
493
+ }
494
+ // Wait for model to load
495
+ await gltfComponent.waitForLoad();
496
+ const model = gltfComponent.getModel();
497
+ if (!model) {
498
+ console.log('[DoorComponent] Model failed to load');
499
+ return;
500
+ }
501
+ // Store initial transform of the GLTF mesh component (what we'll be animating)
502
+ this.initialTransform = {
503
+ position: gltfComponent.position.clone(),
504
+ rotation: gltfComponent.rotation.clone(),
505
+ scale: gltfComponent.scale.clone()
506
+ };
507
+ // Find the door mesh and calculate pivot point
508
+ this.findDoorMesh(model);
509
+ this.calculatePivotPoint();
510
+ // Fix physics options - doors should be kinematic (can be moved by code but not physics)
511
+ gltfComponent.replacePhysicsOptions({
512
+ enabled: true,
513
+ motionType: PhysicsMotionType.KinematicPositionBased,
514
+ generateCollisionEvents: false, // We don't need collision events from the door itself
515
+ collisionMeshType: CollisionMeshType.ConvexHull,
516
+ density: 1.0
517
+ });
518
+ }
519
+ /**
520
+ * Finds the main door mesh in the model
521
+ */
522
+ findDoorMesh(model) {
523
+ let bestCandidate = null;
524
+ let bestScore = 0;
525
+ model.traverse((object) => {
526
+ if (object instanceof THREE.Mesh) {
527
+ // Score potential door meshes based on name and dimensions
528
+ let score = 0;
529
+ const name = object.name.toLowerCase();
530
+ if (name.includes('door'))
531
+ score += 10;
532
+ if (name.includes('panel'))
533
+ score += 5;
534
+ if (name.includes('leaf'))
535
+ score += 5;
536
+ // Check dimensions (doors are typically tall and rectangular)
537
+ const bbox = new THREE.Box3().setFromObject(object);
538
+ const size = bbox.getSize(new THREE.Vector3());
539
+ if (size.y > 1.5 && size.y > size.x && size.y > size.z) {
540
+ score += 5; // Tall object
541
+ }
542
+ if (score > bestScore) {
543
+ bestScore = score;
544
+ bestCandidate = object;
545
+ }
546
+ }
547
+ });
548
+ this.doorMesh = bestCandidate;
549
+ }
550
+ /**
551
+ * Calculates the appropriate pivot point for door animation
552
+ */
553
+ calculatePivotPoint() {
554
+ if (!this.doorMesh)
555
+ return;
556
+ const bbox = new THREE.Box3().setFromObject(this.doorMesh);
557
+ switch (this.options.doorType) {
558
+ case DoorType.Hinged:
559
+ // Pivot at the edge of the door (typically left side)
560
+ const center1 = new THREE.Vector3();
561
+ bbox.getCenter(center1);
562
+ this.doorPivotPoint = new THREE.Vector3(bbox.min.x, bbox.min.y, center1.z);
563
+ break;
564
+ case DoorType.Sliding:
565
+ // No pivot needed for sliding doors
566
+ this.doorPivotPoint = null;
567
+ break;
568
+ case DoorType.Garage:
569
+ // Pivot at the bottom edge
570
+ const center2 = new THREE.Vector3();
571
+ bbox.getCenter(center2);
572
+ this.doorPivotPoint = new THREE.Vector3(center2.x, bbox.min.y, bbox.min.z);
573
+ break;
574
+ case DoorType.Double:
575
+ // For double doors, use center as pivot (each door swings outward)
576
+ const center3 = new THREE.Vector3();
577
+ bbox.getCenter(center3);
578
+ this.doorPivotPoint = new THREE.Vector3(center3.x, bbox.min.y, center3.z);
579
+ break;
580
+ }
581
+ }
582
+ /**
583
+ * Sets up proximity detection for door interaction
584
+ */
585
+ setupProximityDetection() {
586
+ const actor = this.getActor();
587
+ if (!actor)
588
+ return;
589
+ if (this.useCollisionBasedProximity && this.existingCollisionShape) {
590
+ this.setupCollisionBasedProximity();
591
+ }
592
+ else {
593
+ this.setupDistanceBasedProximity();
594
+ }
595
+ }
596
+ /**
597
+ * Sets up collision-based proximity detection using existing CollisionShapeComponent
598
+ */
599
+ setupCollisionBasedProximity() {
600
+ if (!this.existingCollisionShape)
601
+ return;
602
+ // Bind to overlap events for proximity detection (using sensor/trigger volumes)
603
+ this.existingCollisionShape.onOverlapWith.add((thisComponent, otherComponent, collisionEvent) => {
604
+ const otherActor = otherComponent.getActor();
605
+ if (otherActor && this.isPlayerPawn(otherActor)) {
606
+ this.playersInRange.add(otherActor);
607
+ this.handleProximityChange();
608
+ }
609
+ });
610
+ // Bind to overlap end events for proximity exit detection
611
+ this.existingCollisionShape.onStopOverlappingWith.add((thisComponent, otherComponent, collisionEvent) => {
612
+ const otherActor = otherComponent.getActor();
613
+ if (otherActor && this.isPlayerPawn(otherActor)) {
614
+ this.playersInRange.delete(otherActor);
615
+ this.handleProximityChange();
616
+ }
617
+ });
618
+ }
619
+ /**
620
+ * Sets up collision-based proximity detection with a new proximity trigger that only detects player pawns
621
+ */
622
+ async setupDistanceBasedProximity() {
623
+ const actor = this.getActor();
624
+ if (!actor)
625
+ return;
626
+ // Calculate trigger position based on door geometry
627
+ const doorPosition = actor.rootComponent.position.clone();
628
+ // Wait for door geometry to be initialized so we can use the door bounds
629
+ let triggerPosition = doorPosition.clone();
630
+ if (this.doorMesh) {
631
+ // If we have door mesh info, position the trigger at the center of the door panel
632
+ this.doorMesh.geometry.computeBoundingBox();
633
+ const boundingBox = this.doorMesh.geometry.boundingBox;
634
+ if (boundingBox) {
635
+ // Get the center of the door panel in local space
636
+ const doorCenter = new THREE.Vector3();
637
+ boundingBox.getCenter(doorCenter);
638
+ // Transform to world space
639
+ const worldCenter = doorCenter.clone();
640
+ this.doorMesh.localToWorld(worldCenter);
641
+ // Use the door center as the trigger position
642
+ triggerPosition.copy(worldCenter);
643
+ triggerPosition.y = doorPosition.y + 1.25; // Keep the vertical center
644
+ }
645
+ }
646
+ else {
647
+ // Fallback: offset the trigger towards the door panel (assuming standard door orientation)
648
+ // For a hinged door, offset forward by about half a door width (typical door is ~0.8m wide)
649
+ const doorForward = new THREE.Vector3(0, 0, 1); // Towards the door panel
650
+ const offsetDistance = 0.4; // Half a typical door width
651
+ triggerPosition.add(doorForward.multiplyScalar(offsetDistance));
652
+ triggerPosition.y += 1.25; // Center vertically
653
+ }
654
+ // Create a simple actor to hold the trigger component
655
+ const world = actor.getWorld();
656
+ if (world) {
657
+ // Create the trigger component that only overlaps with Pawn channel (player pawns)
658
+ this.proximityTrigger = new CollisionShapeComponent({
659
+ shapeType: CollisionShapeType.Cube,
660
+ scale: new THREE.Vector3(this.options.proximityRange * 2, 2.5, this.options.proximityRange * 2),
661
+ physicsOptions: {
662
+ enabled: true,
663
+ motionType: PhysicsMotionType.Static,
664
+ generateCollisionEvents: true,
665
+ // Use Trigger profile which only generates overlap events, no blocking
666
+ collisionProfile: DefaultCollisionProfile.Trigger
667
+ }
668
+ });
669
+ // Bind to overlap events for proximity detection - this will only trigger for Pawn channel objects
670
+ this.proximityTrigger.onOverlapWith.add((thisComponent, otherComponent, collisionEvent) => {
671
+ const otherActor = otherComponent.getActor();
672
+ if (otherActor && this.isPlayerPawn(otherActor)) {
673
+ this.playersInRange.add(otherActor);
674
+ this.handleProximityChange();
675
+ }
676
+ });
677
+ // Bind to overlap end events for proximity exit detection
678
+ this.proximityTrigger.onStopOverlappingWith.add((thisComponent, otherComponent, collisionEvent) => {
679
+ const otherActor = otherComponent.getActor();
680
+ if (otherActor && this.isPlayerPawn(otherActor)) {
681
+ this.playersInRange.delete(otherActor);
682
+ this.handleProximityChange();
683
+ }
684
+ });
685
+ // Create an actor with a simple root component
686
+ const triggerActor = new Actor({
687
+ position: triggerPosition,
688
+ rootComponent: new SceneComponent({})
689
+ });
690
+ // Add the trigger as a child component
691
+ triggerActor.rootComponent.add(this.proximityTrigger);
692
+ // Add to world
693
+ world.addActors(triggerActor);
694
+ // Switch to collision-based proximity since we're now using collision events
695
+ this.useCollisionBasedProximity = true;
696
+ }
697
+ else {
698
+ console.log('[DoorComponent] Could not get world to add trigger');
699
+ }
700
+ }
701
+ /**
702
+ * Checks if an actor is a player pawn (controlled by a PlayerController)
703
+ */
704
+ isPlayerPawn(actor) {
705
+ return actor.getPlayerController() !== null;
706
+ }
707
+ /**
708
+ * Handles proximity change events for automatic doors
709
+ */
710
+ handleProximityChange() {
711
+ if (this.options.interactionType !== DoorInteractionType.Proximity)
712
+ return;
713
+ const hasPlayersInRange = this.playersInRange.size > 0;
714
+ // Player entered range - open door (can interrupt closing animation)
715
+ if (hasPlayersInRange && (this.currentState === DoorState.Closed || this.currentState === DoorState.Closing)) {
716
+ this.startOpening();
717
+ }
718
+ // Player left range - close door (can interrupt opening animation)
719
+ else if (!hasPlayersInRange && (this.currentState === DoorState.Open || this.currentState === DoorState.Opening)) {
720
+ this.startClosing();
721
+ }
722
+ }
723
+ /**
724
+ * Proximity check - handles both collision-based and distance-based detection
725
+ */
726
+ updateProximityCheck() {
727
+ const world = this.getActor()?.getWorld();
728
+ if (!world)
729
+ return;
730
+ const previousCount = this.playersInRange.size;
731
+ if (this.useCollisionBasedProximity) {
732
+ // For collision-based proximity, detection is handled entirely by collision events
733
+ // No additional processing needed here
734
+ }
735
+ else {
736
+ // For distance-based proximity, do full distance calculation
737
+ this.updateDistanceBasedProximity();
738
+ }
739
+ // Handle automatic proximity-based interaction
740
+ this.handleProximityChange();
741
+ }
742
+ /**
743
+ * Updates distance-based proximity detection
744
+ */
745
+ updateDistanceBasedProximity() {
746
+ if (!this.proximityTrigger)
747
+ return;
748
+ const world = this.getActor()?.getWorld();
749
+ if (!world)
750
+ return;
751
+ const triggerPosition = this.proximityTrigger.getWorldPosition(new THREE.Vector3());
752
+ const range = this.options.proximityRange;
753
+ const previousCount = this.playersInRange.size;
754
+ // Clear current players in range
755
+ this.playersInRange.clear();
756
+ // Check all actors in the world that are player pawns
757
+ const playerActors = world.getActorsByPredicate(actor => this.isPlayerPawn(actor));
758
+ for (const actor of playerActors) {
759
+ const actorPosition = actor.rootComponent.getWorldPosition(new THREE.Vector3());
760
+ const distance = triggerPosition.distanceTo(actorPosition);
761
+ if (distance <= range) {
762
+ this.playersInRange.add(actor);
763
+ // Log when player enters range for the first time
764
+ if (previousCount === 0) {
765
+ }
766
+ }
767
+ }
768
+ }
769
+ /**
770
+ * Updates input registration based on proximity
771
+ */
772
+ updateInputRegistration() {
773
+ const shouldBeRegistered = this.playersInRange.size > 0 &&
774
+ this.options.interactionType === DoorInteractionType.KeyPress;
775
+ if (shouldBeRegistered && !this.isRegisteredForInput) {
776
+ const world = this.getActor()?.getWorld();
777
+ if (world) {
778
+ // Register with high priority by adding to the beginning of the handler list
779
+ // This ensures the door component gets the input before other handlers
780
+ world.inputManager.addInputHandler(this);
781
+ const inputManager = world.inputManager;
782
+ const handlers = inputManager.inputHandlers;
783
+ const index = handlers.indexOf(this);
784
+ if (index > 0) {
785
+ handlers.splice(index, 1); // Remove from current position
786
+ handlers.unshift(this); // Add to beginning
787
+ }
788
+ this.isRegisteredForInput = true;
789
+ }
790
+ }
791
+ else if (!shouldBeRegistered && this.isRegisteredForInput) {
792
+ const world = this.getActor()?.getWorld();
793
+ if (world) {
794
+ // Unregister from input handling
795
+ world.inputManager.removeInputHandler(this);
796
+ this.isRegisteredForInput = false;
797
+ }
798
+ }
799
+ }
800
+ /**
801
+ * Applies transform to door based on animation progress
802
+ */
803
+ applyDoorTransform(progress) {
804
+ if (!this.initialTransform || !this.gltfMeshComponent)
805
+ return;
806
+ const actor = this.getActor();
807
+ if (!actor)
808
+ return;
809
+ switch (this.options.doorType) {
810
+ case DoorType.Hinged:
811
+ this.applyHingedTransform(this.gltfMeshComponent, progress);
812
+ break;
813
+ case DoorType.Sliding:
814
+ this.applySlidingTransform(this.gltfMeshComponent, actor, progress);
815
+ break;
816
+ case DoorType.Garage:
817
+ this.applyGarageTransform(this.gltfMeshComponent, progress);
818
+ break;
819
+ case DoorType.Double:
820
+ this.applyDoubleTransform(this.gltfMeshComponent, progress);
821
+ break;
822
+ case DoorType.Custom:
823
+ // Custom doors handle their own animation via delegates
824
+ // No built-in transform is applied
825
+ break;
826
+ }
827
+ }
828
+ /**
829
+ * Applies hinged door animation
830
+ */
831
+ applyHingedTransform(gltfComponent, progress) {
832
+ if (!this.initialTransform)
833
+ return;
834
+ const openAngle = THREE.MathUtils.degToRad(this.options.maxOpenAngle) * progress;
835
+ // Reset to initial position and rotation
836
+ gltfComponent.position.copy(this.initialTransform.position);
837
+ gltfComponent.rotation.copy(this.initialTransform.rotation);
838
+ // For hinged doors, we rotate around Y-axis in local space
839
+ // Transform this axis by the Actor's world rotation to make it work with any door orientation
840
+ const actor = this.getActor();
841
+ if (actor) {
842
+ const actorWorldRotation = actor.getWorldRotation();
843
+ // The hinge axis in local space (Y-axis)
844
+ const localHingeAxis = new THREE.Vector3(0, 1, 0);
845
+ // Transform the hinge axis by the Actor's world rotation
846
+ const worldHingeAxis = localHingeAxis.clone();
847
+ worldHingeAxis.applyEuler(actorWorldRotation);
848
+ // Create a quaternion representing rotation around the transformed hinge axis
849
+ const hingeQuaternion = new THREE.Quaternion();
850
+ hingeQuaternion.setFromAxisAngle(worldHingeAxis, openAngle);
851
+ // Apply this rotation to the mesh's current rotation
852
+ const currentQuaternion = new THREE.Quaternion().setFromEuler(gltfComponent.rotation);
853
+ currentQuaternion.multiply(hingeQuaternion);
854
+ gltfComponent.rotation.setFromQuaternion(currentQuaternion);
855
+ }
856
+ else {
857
+ // Fallback: just apply Y rotation (original behavior)
858
+ gltfComponent.rotation.y += openAngle;
859
+ }
860
+ }
861
+ /**
862
+ * Applies sliding door animation
863
+ */
864
+ applySlidingTransform(gltfComponent, actor, progress) {
865
+ if (!this.initialTransform)
866
+ return;
867
+ const slideOffset = this.options.slideDistance * progress;
868
+ // Reset to initial position
869
+ gltfComponent.position.copy(this.initialTransform.position);
870
+ gltfComponent.rotation.copy(this.initialTransform.rotation);
871
+ // Use the configurable slide direction in the door's local coordinate system
872
+ // Transform it by the Actor's world rotation to make it work with any door orientation
873
+ const slideDirection = this.options.slideDirection ?? new THREE.Vector3(1, 0, 0);
874
+ const worldSlideVector = slideDirection.clone().normalize();
875
+ // Apply the Actor's world rotation to transform the slide direction from local to world space
876
+ // This makes the sliding direction relative to the door's actual orientation in the world
877
+ const actorWorldRotation = actor.getWorldRotation();
878
+ worldSlideVector.applyEuler(actorWorldRotation);
879
+ // Apply sliding offset in the calculated world direction
880
+ const slideVector = worldSlideVector.multiplyScalar(slideOffset);
881
+ gltfComponent.position.add(slideVector);
882
+ }
883
+ /**
884
+ * Applies garage door animation (combination of rotation and translation)
885
+ */
886
+ applyGarageTransform(gltfComponent, progress) {
887
+ if (!this.initialTransform)
888
+ return;
889
+ const maxAngle = THREE.MathUtils.degToRad(90) * progress;
890
+ const liftHeight = 2.0 * progress;
891
+ // Reset to initial position
892
+ gltfComponent.position.copy(this.initialTransform.position);
893
+ gltfComponent.rotation.copy(this.initialTransform.rotation);
894
+ // Rotate and lift
895
+ gltfComponent.rotation.x -= maxAngle;
896
+ gltfComponent.position.y += liftHeight;
897
+ }
898
+ /**
899
+ * Applies double door animation
900
+ */
901
+ applyDoubleTransform(gltfComponent, progress) {
902
+ // For now, treat as single hinged door
903
+ // In Phase 3, this will coordinate multiple door panels
904
+ this.applyHingedTransform(gltfComponent, progress);
905
+ }
906
+ //====================================================================================================
907
+ // Editor Functions
908
+ //====================================================================================================
909
+ getEditorClassIcon() {
910
+ return 'Icon_Door';
911
+ }
912
+ };
913
+ _a = IAsyncLoadableTag;
914
+ Object.defineProperty(DoorComponent, "EDITOR_CLASS_META", {
915
+ enumerable: true,
916
+ configurable: true,
917
+ writable: true,
918
+ value: {
919
+ doorType: { select: Object.values(DoorType) },
920
+ interactionType: { select: Object.values(DoorInteractionType) }
921
+ }
922
+ });
923
+ DoorComponent = __decorate([
924
+ EngineClass('DoorComponent'),
925
+ __metadata("design:paramtypes", [Object])
926
+ ], DoorComponent);
927
+ export { DoorComponent };
928
+ //# 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