@downdraft/engine 0.0.0 → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (907) hide show
  1. package/app/src/index.ts +10 -0
  2. package/app/src/renderer/bootstrap.ts +271 -0
  3. package/app/src/renderer/downdraft-base.css +93 -0
  4. package/app/src/renderer/feature-log.ts +200 -0
  5. package/app/src/renderer/game-module.ts +923 -0
  6. package/app/src/renderer/hooks.ts +88 -0
  7. package/app/src/renderer/hot-reload.ts +178 -0
  8. package/app/src/renderer/import-cache.ts +88 -0
  9. package/app/src/renderer/index.ts +206 -0
  10. package/app/src/renderer/mcp-harness.ts +144 -0
  11. package/app/src/renderer/save-store-factory.ts +239 -0
  12. package/app/src/renderer/sim-bridge.ts +183 -0
  13. package/app/src/renderer/standard-automation-tools.ts +771 -0
  14. package/app/src/shared/feature-log.ts +71 -0
  15. package/app/src/shared/gpu-info.ts +82 -0
  16. package/app/src/shared/import-cache-store.ts +142 -0
  17. package/app/src/shared/index.ts +6 -0
  18. package/app/src/shared/mcp-discovery.ts +47 -0
  19. package/app/src/shared/mcp-proxy.ts +82 -0
  20. package/app/src/shared/types.ts +324 -0
  21. package/asset-bake/src/bake-audio.ts +119 -0
  22. package/asset-bake/src/bake-gltf.ts +172 -0
  23. package/asset-bake/src/bake.ts +78 -0
  24. package/asset-bake/src/cache.ts +188 -0
  25. package/asset-bake/src/config.ts +186 -0
  26. package/asset-bake/src/index.ts +36 -0
  27. package/core/src/animation/animation-event.ts +41 -0
  28. package/core/src/animation/bone-mask.ts +122 -0
  29. package/core/src/animation/clip.ts +252 -0
  30. package/core/src/animation/index.ts +22 -0
  31. package/core/src/animation/mixamo.ts +113 -0
  32. package/core/src/animation/morph-target.ts +69 -0
  33. package/core/src/animation/player.ts +697 -0
  34. package/core/src/animation/retarget.ts +158 -0
  35. package/core/src/animation/skeleton-animator.ts +1399 -0
  36. package/core/src/animation/skeleton.ts +214 -0
  37. package/core/src/animation/state-machine.ts +280 -0
  38. package/core/src/assets/blob-store.ts +66 -0
  39. package/core/src/assets/cache.ts +186 -0
  40. package/core/src/assets/cubemap-converter.ts +155 -0
  41. package/core/src/assets/environment-manager.ts +121 -0
  42. package/core/src/assets/import-cache.ts +65 -0
  43. package/core/src/assets/import-settings.ts +72 -0
  44. package/core/src/assets/importer.ts +108 -0
  45. package/core/src/assets/index.ts +74 -0
  46. package/core/src/assets/irradiance-generator.ts +198 -0
  47. package/core/src/assets/loader-audio.ts +86 -0
  48. package/core/src/assets/loader-cubemap.ts +211 -0
  49. package/core/src/assets/loader-dds.ts +236 -0
  50. package/core/src/assets/loader-hdr.ts +474 -0
  51. package/core/src/assets/loader-mesh.ts +143 -0
  52. package/core/src/assets/loader-shader.ts +73 -0
  53. package/core/src/assets/loader-texture.ts +349 -0
  54. package/core/src/assets/lod.ts +198 -0
  55. package/core/src/assets/manager.ts +480 -0
  56. package/core/src/assets/manifest.ts +81 -0
  57. package/core/src/assets/material-bridge.ts +186 -0
  58. package/core/src/assets/model-importer.ts +72 -0
  59. package/core/src/assets/model-normalizer.ts +248 -0
  60. package/core/src/assets/model-to-gpu.ts +70 -0
  61. package/core/src/assets/model-to-mesh.ts +237 -0
  62. package/core/src/assets/prefilter-generator.ts +250 -0
  63. package/core/src/audio/engine.ts +177 -0
  64. package/core/src/audio/interface.ts +130 -0
  65. package/core/src/audio/listener.ts +32 -0
  66. package/core/src/audio/mixer.ts +141 -0
  67. package/core/src/audio/registry.ts +52 -0
  68. package/core/src/audio/sab.ts +87 -0
  69. package/core/src/audio/source.ts +89 -0
  70. package/core/src/change-detection/atomics.ts +1 -0
  71. package/core/src/change-detection/tracker.ts +47 -0
  72. package/core/src/debug-draw/lines.ts +64 -0
  73. package/core/src/debug-draw/points.ts +17 -0
  74. package/core/src/debug-draw/queue.ts +124 -0
  75. package/core/src/debug-draw/text.ts +25 -0
  76. package/core/src/ecs/archetype.ts +323 -0
  77. package/core/src/ecs/component.ts +188 -0
  78. package/core/src/ecs/entity.ts +25 -0
  79. package/core/src/ecs/events.ts +93 -0
  80. package/core/src/ecs/hierarchy.ts +124 -0
  81. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  82. package/core/src/ecs/index.ts +25 -0
  83. package/core/src/ecs/query.ts +141 -0
  84. package/core/src/ecs/resource.ts +8 -0
  85. package/core/src/ecs/schedule.ts +181 -0
  86. package/core/src/ecs/system-params.ts +99 -0
  87. package/core/src/ecs/system.ts +42 -0
  88. package/core/src/ecs/world.ts +348 -0
  89. package/core/src/index.ts +352 -0
  90. package/core/src/input/context.ts +73 -0
  91. package/core/src/input/dom-handler.ts +380 -0
  92. package/core/src/input/local-player-manager.ts +218 -0
  93. package/core/src/input/mapping.ts +40 -0
  94. package/core/src/input/multi-sab-bridge.ts +276 -0
  95. package/core/src/input/multi-state.ts +54 -0
  96. package/core/src/input/sab-bridge.ts +71 -0
  97. package/core/src/input/state.ts +132 -0
  98. package/core/src/input/ui-router.ts +87 -0
  99. package/core/src/library/host.ts +317 -0
  100. package/core/src/library/index.ts +16 -0
  101. package/core/src/library/library.ts +292 -0
  102. package/core/src/material/compiler.ts +80 -0
  103. package/core/src/material/graph-bridge.ts +172 -0
  104. package/core/src/material/index.ts +9 -0
  105. package/core/src/material/library.ts +442 -0
  106. package/core/src/material/material.ts +156 -0
  107. package/core/src/material/variants.ts +61 -0
  108. package/core/src/math/mat4.ts +202 -0
  109. package/core/src/math/perlin-noise-2d.ts +77 -0
  110. package/core/src/math/perlin-noise-3d.ts +110 -0
  111. package/core/src/math/quat.ts +33 -0
  112. package/core/src/math/rng.ts +29 -0
  113. package/core/src/math/trig.ts +47 -0
  114. package/core/src/math/value-noise.ts +67 -0
  115. package/core/src/mesh/builder.ts +177 -0
  116. package/core/src/mesh/csg.ts +312 -0
  117. package/core/src/mesh/greased-line.ts +145 -0
  118. package/core/src/mesh/mesh.ts +17 -0
  119. package/core/src/mesh/parametric.ts +501 -0
  120. package/core/src/mesh/skinning.ts +67 -0
  121. package/core/src/mesh/vertex-layout.ts +91 -0
  122. package/core/src/module/cross-thread.ts +163 -0
  123. package/core/src/module/diagnostics.ts +123 -0
  124. package/core/src/module/host.ts +451 -0
  125. package/core/src/module/index.ts +22 -0
  126. package/core/src/module/module.ts +109 -0
  127. package/core/src/module/registry.ts +94 -0
  128. package/core/src/module/renderer-module.ts +247 -0
  129. package/core/src/module/ts-loader.ts +26 -0
  130. package/core/src/particles/compute-pass.ts +378 -0
  131. package/core/src/particles/emitter.ts +156 -0
  132. package/core/src/particles/index.ts +11 -0
  133. package/core/src/particles/particle-data.ts +47 -0
  134. package/core/src/particles/render-pass.ts +365 -0
  135. package/core/src/particles/simulator.ts +264 -0
  136. package/core/src/particles/system.ts +193 -0
  137. package/core/src/physics/body.ts +59 -0
  138. package/core/src/physics/ccd-heuristic.ts +55 -0
  139. package/core/src/physics/character.ts +282 -0
  140. package/core/src/physics/collider.ts +55 -0
  141. package/core/src/physics/collision-system.ts +91 -0
  142. package/core/src/physics/events.ts +133 -0
  143. package/core/src/physics/index.ts +34 -0
  144. package/core/src/physics/interface.ts +473 -0
  145. package/core/src/physics/interpolation-buffer.ts +192 -0
  146. package/core/src/physics/lifecycle.ts +87 -0
  147. package/core/src/physics/load-shedder.ts +164 -0
  148. package/core/src/physics/physics-accumulator.ts +101 -0
  149. package/core/src/physics/physics-system.ts +240 -0
  150. package/core/src/physics/ragdoll-presets.ts +272 -0
  151. package/core/src/physics/ragdoll-system.ts +220 -0
  152. package/core/src/physics/ragdoll.ts +182 -0
  153. package/core/src/physics/raycast.ts +143 -0
  154. package/core/src/physics/realm-manager.ts +499 -0
  155. package/core/src/physics/realm-worker-pool.ts +191 -0
  156. package/core/src/physics/realm-worker.ts +102 -0
  157. package/core/src/physics/realm.ts +189 -0
  158. package/core/src/physics/registry.ts +52 -0
  159. package/core/src/physics/safety.ts +247 -0
  160. package/core/src/physics/snapshot-manager.ts +141 -0
  161. package/core/src/physics/worker-protocol.ts +30 -0
  162. package/core/src/platform/bun-preload.ts +169 -0
  163. package/core/src/platform/css-stub.ts +4 -0
  164. package/core/src/platform/glob-polyfill.ts +124 -0
  165. package/core/src/platform/hidpi.ts +57 -0
  166. package/core/src/platform/render-surface.ts +77 -0
  167. package/core/src/platform/rpc.ts +98 -0
  168. package/core/src/platform/runtime.ts +123 -0
  169. package/core/src/plugin/context.ts +364 -0
  170. package/core/src/plugin/diagnostics.ts +61 -0
  171. package/core/src/plugin/discovery.ts +186 -0
  172. package/core/src/plugin/extension-loaders.ts +172 -0
  173. package/core/src/plugin/host.ts +659 -0
  174. package/core/src/plugin/index.ts +106 -0
  175. package/core/src/plugin/loader-asset.ts +124 -0
  176. package/core/src/plugin/loader-quickjs.ts +84 -0
  177. package/core/src/plugin/loader-wasm.ts +411 -0
  178. package/core/src/plugin/loader-worker.ts +261 -0
  179. package/core/src/plugin/manifest.ts +653 -0
  180. package/core/src/plugin/material-registry.ts +65 -0
  181. package/core/src/plugin/mcp-tools.ts +165 -0
  182. package/core/src/plugin/permissions.ts +175 -0
  183. package/core/src/plugin/quickjs-bridge.ts +294 -0
  184. package/core/src/plugin/registry.ts +107 -0
  185. package/core/src/plugin/sandbox-shim.ts +86 -0
  186. package/core/src/plugin/sandbox-worker.ts +215 -0
  187. package/core/src/plugin/wasm-abi.ts +152 -0
  188. package/core/src/plugin/wasm-worker.ts +229 -0
  189. package/core/src/plugin/workshop.ts +169 -0
  190. package/core/src/profiling/event-loop.ts +180 -0
  191. package/core/src/profiling/index.ts +69 -0
  192. package/core/src/profiling/iops/idb-patch.ts +242 -0
  193. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  194. package/core/src/profiling/profiling-sab.ts +839 -0
  195. package/core/src/profiling/task-latency.ts +134 -0
  196. package/core/src/profiling/thread-metrics.ts +126 -0
  197. package/core/src/profiling/trace-event-writer.ts +205 -0
  198. package/core/src/profiling/warnings.ts +423 -0
  199. package/core/src/profiling/worker-prelude.ts +376 -0
  200. package/core/src/render/bind-group.ts +38 -0
  201. package/core/src/render/bindless/bindless-struct.ts +42 -0
  202. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  203. package/core/src/render/bindless/frame-bindings.ts +176 -0
  204. package/core/src/render/bindless/index.ts +10 -0
  205. package/core/src/render/bindless/material-manager.ts +257 -0
  206. package/core/src/render/bindless/texture-registry.ts +609 -0
  207. package/core/src/render/buffer.ts +82 -0
  208. package/core/src/render/camera-2d.ts +217 -0
  209. package/core/src/render/camera-controller.ts +440 -0
  210. package/core/src/render/camera.ts +409 -0
  211. package/core/src/render/canvas-resize-watcher.ts +46 -0
  212. package/core/src/render/compute-kernel.ts +172 -0
  213. package/core/src/render/constants.ts +2 -0
  214. package/core/src/render/device.ts +111 -0
  215. package/core/src/render/frame-graph.ts +768 -0
  216. package/core/src/render/frustum.ts +185 -0
  217. package/core/src/render/fullscreen-vs.ts +25 -0
  218. package/core/src/render/g-buffer.ts +186 -0
  219. package/core/src/render/game-renderer.ts +1452 -0
  220. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  221. package/core/src/render/gpu-driven/hzb.ts +215 -0
  222. package/core/src/render/gpu-driven/index.ts +7 -0
  223. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  224. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  225. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  226. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  227. package/core/src/render/gpu-utils.ts +96 -0
  228. package/core/src/render/hdr.ts +88 -0
  229. package/core/src/render/hot-reload.ts +295 -0
  230. package/core/src/render/ibl-bind-group.ts +266 -0
  231. package/core/src/render/ibl.ts +180 -0
  232. package/core/src/render/index.ts +163 -0
  233. package/core/src/render/input-manager.ts +259 -0
  234. package/core/src/render/lighting/area-light.ts +196 -0
  235. package/core/src/render/lighting/cluster-grid.ts +288 -0
  236. package/core/src/render/lighting/cluster-types.ts +193 -0
  237. package/core/src/render/lighting/ies-parser.ts +162 -0
  238. package/core/src/render/lighting.ts +454 -0
  239. package/core/src/render/material-types/depth.wgsl +44 -0
  240. package/core/src/render/material-types/line.wgsl +50 -0
  241. package/core/src/render/material-types/matcap.wgsl +51 -0
  242. package/core/src/render/material-types/normal.wgsl +41 -0
  243. package/core/src/render/material-types/physical.wgsl +152 -0
  244. package/core/src/render/material-types/sprite.wgsl +46 -0
  245. package/core/src/render/material-types/sss.wgsl +79 -0
  246. package/core/src/render/material-types/toon.wgsl +79 -0
  247. package/core/src/render/passes/README.md +121 -0
  248. package/core/src/render/passes/atmosphere.ts +152 -0
  249. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  250. package/core/src/render/passes/csm.ts +408 -0
  251. package/core/src/render/passes/cubemap-capture.ts +114 -0
  252. package/core/src/render/passes/debug-viz.ts +278 -0
  253. package/core/src/render/passes/debug.ts +538 -0
  254. package/core/src/render/passes/decal-mesh.ts +111 -0
  255. package/core/src/render/passes/decal-pass.ts +377 -0
  256. package/core/src/render/passes/deferred-lighting.ts +434 -0
  257. package/core/src/render/passes/depth-prepass.ts +163 -0
  258. package/core/src/render/passes/dome-360.ts +83 -0
  259. package/core/src/render/passes/fluid-render.ts +137 -0
  260. package/core/src/render/passes/gi-types.ts +118 -0
  261. package/core/src/render/passes/graph-compute.ts +300 -0
  262. package/core/src/render/passes/greased-line-pass.ts +232 -0
  263. package/core/src/render/passes/morph-target.ts +40 -0
  264. package/core/src/render/passes/opaque.ts +1028 -0
  265. package/core/src/render/passes/point-light-shadow.ts +266 -0
  266. package/core/src/render/passes/procedural-texture.ts +185 -0
  267. package/core/src/render/passes/reflection-probe.ts +140 -0
  268. package/core/src/render/passes/rsm-pass.ts +248 -0
  269. package/core/src/render/passes/sdf-text.ts +155 -0
  270. package/core/src/render/passes/shadow-map.ts +163 -0
  271. package/core/src/render/passes/shadow.ts +220 -0
  272. package/core/src/render/passes/skinning-vs.ts +121 -0
  273. package/core/src/render/passes/skinning.ts +326 -0
  274. package/core/src/render/passes/sky-dome.ts +404 -0
  275. package/core/src/render/passes/skybox.ts +162 -0
  276. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  277. package/core/src/render/passes/terrain.ts +326 -0
  278. package/core/src/render/passes/transparent.ts +353 -0
  279. package/core/src/render/passes/underwater-fog.ts +185 -0
  280. package/core/src/render/passes/video-texture.ts +79 -0
  281. package/core/src/render/passes/volumetric-pass.ts +312 -0
  282. package/core/src/render/passes/volumetric-types.ts +171 -0
  283. package/core/src/render/passes/water.ts +753 -0
  284. package/core/src/render/pbr.ts +296 -0
  285. package/core/src/render/pipeline.ts +52 -0
  286. package/core/src/render/render-pass.ts +30 -0
  287. package/core/src/render/renderer-input-bus.ts +220 -0
  288. package/core/src/render/renderer-module-host.ts +623 -0
  289. package/core/src/render/resource-tracker.ts +67 -0
  290. package/core/src/render/sab-canvas-overlay.ts +122 -0
  291. package/core/src/render/shader-validator.ts +200 -0
  292. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  293. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  294. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  295. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  296. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  297. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  298. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  299. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  300. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  301. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  302. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  303. package/core/src/render/skybox.ts +146 -0
  304. package/core/src/render/splitscreen.ts +85 -0
  305. package/core/src/render/surface.ts +78 -0
  306. package/core/src/render/tonemap.ts +180 -0
  307. package/core/src/render/tracked-render-pass.ts +158 -0
  308. package/core/src/render/viewport.ts +109 -0
  309. package/core/src/render/wgsl-hmr.ts +70 -0
  310. package/core/src/sab/core-input-channel.ts +23 -0
  311. package/core/src/sab/define.ts +239 -0
  312. package/core/src/sab/errors.ts +76 -0
  313. package/core/src/sab/game-input.ts +343 -0
  314. package/core/src/sab/gamepad-devices.ts +259 -0
  315. package/core/src/sab/grid-buffer.ts +117 -0
  316. package/core/src/sab/input.ts +55 -0
  317. package/core/src/sab/layout.ts +219 -0
  318. package/core/src/sab/multi-input-channel.ts +50 -0
  319. package/core/src/sab/record-buffer.ts +155 -0
  320. package/core/src/sab/sab-polyfill.ts +56 -0
  321. package/core/src/sab/sim-channel.ts +453 -0
  322. package/core/src/sab/slot-buffer.ts +190 -0
  323. package/core/src/sab/types.ts +158 -0
  324. package/core/src/safety/bounds.ts +76 -0
  325. package/core/src/safety/json.ts +80 -0
  326. package/core/src/safety/path.ts +167 -0
  327. package/core/src/save/binary-format.ts +117 -0
  328. package/core/src/save/game-save-system.ts +161 -0
  329. package/core/src/save/grid-save-system.ts +158 -0
  330. package/core/src/save/migrate.ts +44 -0
  331. package/core/src/save/migration-registry.ts +94 -0
  332. package/core/src/save/persist-types.ts +208 -0
  333. package/core/src/save/schema.ts +46 -0
  334. package/core/src/save/serializer.ts +180 -0
  335. package/core/src/scene/builder.ts +65 -0
  336. package/core/src/scene/camera.ts +142 -0
  337. package/core/src/scene/checkpoint.ts +109 -0
  338. package/core/src/scene/game-loop.ts +198 -0
  339. package/core/src/scene/index.ts +24 -0
  340. package/core/src/scene/layer.ts +6 -0
  341. package/core/src/scene/prefab.ts +145 -0
  342. package/core/src/scene/scene-manager.ts +157 -0
  343. package/core/src/scene/scene.ts +192 -0
  344. package/core/src/scene/sky.ts +256 -0
  345. package/core/src/scene/spatial-grid.ts +176 -0
  346. package/core/src/scene/streaming.ts +304 -0
  347. package/core/src/scene/vegetation.ts +163 -0
  348. package/core/src/scene/world.ts +89 -0
  349. package/core/src/scripting/binding.ts +129 -0
  350. package/core/src/scripting/hot-reload.ts +144 -0
  351. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,375 @@
1
+ // ============================================================================
2
+ // Character model loader — skinned-model loading with external texture
3
+ // resolution, optional-accessory mesh filtering, and an animation registry.
4
+ //
5
+ // Extracted from andrews-sandbox's player-model-loader (which was itself
6
+ // ported from model-viewer's model-loader) so new games get the proven
7
+ // texture-resolution + accessory-filtering pipeline without copying it.
8
+ // ============================================================================
9
+
10
+ import {
11
+ loadModel,
12
+ resolveImportSettings,
13
+ type AnimationData,
14
+ type ModelData
15
+ } from "@downdraft/engine/libraries/models";
16
+ import { createLogger } from "@downdraft/engine/util/logger";
17
+
18
+ const log = createLogger("info");
19
+
20
+ /** A character model the loader can resolve. */
21
+ export interface CharacterModelDef {
22
+ /** Stable id used by save state + UI. */
23
+ id: string;
24
+ /** Display name. */
25
+ name: string;
26
+ /** Mesh URL (typically Vite-resolved). */
27
+ meshUri: string;
28
+ /** Mesh filename (drives loader format detection). */
29
+ filename: string;
30
+ /** Base URL (directory) of the mesh, for resolving relative texture URIs. */
31
+ meshBaseUrl: string;
32
+ /** Texture search directories (absolute URLs) tried in order when a
33
+ * material's embedded texture is not browser-decodable. */
34
+ textureDirs: string[];
35
+ }
36
+
37
+ /** An external animation file mapped to an animation-state name. */
38
+ export interface CharacterAnimationDef {
39
+ /** Animation state name (matches SkeletonAnimator state). */
40
+ state: string;
41
+ /** Filename inside the animation directory. */
42
+ filename: string;
43
+ }
44
+
45
+ /** True if the first 4 bytes are a browser-decodable image signature. */
46
+ export function isDecodableImage(bytes: Uint8Array): boolean {
47
+ if (bytes.length < 4) return false;
48
+ // PNG
49
+ if (bytes[0] === 0x89 && bytes[1] === 0x50 && bytes[2] === 0x4e && bytes[3] === 0x47) return true;
50
+ // JPEG
51
+ if (bytes[0] === 0xff && bytes[1] === 0xd8 && bytes[2] === 0xff) return true;
52
+ // WebP (RIFF)
53
+ if (bytes[0] === 0x52 && bytes[1] === 0x49 && bytes[2] === 0x46 && bytes[3] === 0x46) return true;
54
+ return false;
55
+ }
56
+
57
+ /**
58
+ * Resolve external textures for materials whose embedded textureData is not
59
+ * browser-decodable (e.g. TGA/BMP), or materials that have only a textureUri.
60
+ *
61
+ * Tries each textureDir with:
62
+ * 1. The exact filename from the model (e.g. "ash_skinB.png")
63
+ * 2. The filename with a "T_" prefix (e.g. "T_ash_skinB.png") — common in
64
+ * Unreal-style assets where the mesh omits the "T_" prefix
65
+ * 3. The filename with a "T_" prefix stripped, when present
66
+ *
67
+ * Verifies the fetched bytes are a real image (PNG/JPEG/WebP) so a dev
68
+ * server's SPA HTML fallback (200 + HTML for missing files) is rejected.
69
+ *
70
+ * After resolution, textureUri is cleared so the renderer doesn't try to
71
+ * fetch from the mesh base URL (which would fail for cross-directory
72
+ * textures).
73
+ */
74
+ export async function loadExternalTextures(
75
+ modelData: ModelData,
76
+ textureDirs: string[],
77
+ ): Promise<void> {
78
+ if (!modelData.materials) return;
79
+
80
+ for (let mi = 0; mi < modelData.materials.length; mi++) {
81
+ const mat = modelData.materials[mi];
82
+
83
+ // Keep decodable embedded textures as-is.
84
+ let hasDecodableEmbedded = false;
85
+ if (mat.textureData && mat.textureData.byteLength > 4) {
86
+ const bytes = new Uint8Array(mat.textureData, 0, 4);
87
+ if (isDecodableImage(bytes)) hasDecodableEmbedded = true;
88
+ }
89
+ if (hasDecodableEmbedded) {
90
+ // Don't let the renderer try to fetch from the mesh base URL.
91
+ mat.textureUri = undefined;
92
+ continue;
93
+ }
94
+
95
+ // Try to find an external replacement.
96
+ let foundExternal = false;
97
+ if (mat.textureUri) {
98
+ // Build candidate filenames to try.
99
+ const origName = mat.textureUri;
100
+ const candidates = [
101
+ origName, // exact: ash_skinB.png
102
+ `T_${origName}`, // T_ prefix: T_ash_skinB.png
103
+ ];
104
+ // Also try stripping a T_ prefix if present (mesh has T_ but file doesn't).
105
+ if (origName.startsWith("T_")) {
106
+ candidates.push(origName.slice(2));
107
+ }
108
+
109
+ for (let _i = 0, _it = textureDirs, _n = _it.length; _i < _n; _i++) { const dir = _it[_i];
110
+ if (foundExternal) break;
111
+ for (let _i = 0, _it = candidates, _n = _it.length; _i < _n; _i++) { const candidate = _it[_i];
112
+ const url = `${dir}${candidate}`;
113
+ try {
114
+ const resp = await fetch(url);
115
+ if (!resp.ok) continue;
116
+ const data = await resp.arrayBuffer();
117
+ if (data.byteLength > 4 && isDecodableImage(new Uint8Array(data, 0, 4))) {
118
+ mat.textureData = data;
119
+ foundExternal = true;
120
+ log.info("CharacterModel", `Material[${mi}] "${mat.name}": loaded ${candidate} from ${dir}`);
121
+ break;
122
+ }
123
+ } catch {
124
+ // try next candidate/dir
125
+ }
126
+ }
127
+ }
128
+ }
129
+
130
+ // Clear non-decodable embedded textures so createImageBitmap doesn't fail.
131
+ if (!foundExternal && mat.textureData && !hasDecodableEmbedded) {
132
+ mat.textureData = null;
133
+ }
134
+ // Always clear textureUri so the renderer doesn't try to fetch from the
135
+ // mesh base URL (which would fail for cross-directory textures).
136
+ mat.textureUri = undefined;
137
+ }
138
+ }
139
+
140
+ /**
141
+ * Default name patterns for optional / non-visual meshes (backpack, mask,
142
+ * vest, headgear, accessories, collider, etc.) filtered out so only the base
143
+ * body is rendered.
144
+ */
145
+ export const DEFAULT_OPTIONAL_MESH_PATTERNS: readonly RegExp[] = [
146
+ /backpack/i,
147
+ /mask/i,
148
+ /vest/i,
149
+ /headgear/i,
150
+ /headwear/i,
151
+ /headphone/i,
152
+ /legpouch/i,
153
+ /leg_acc/i,
154
+ /eye_acc/i,
155
+ /face_acc/i,
156
+ /collider/i,
157
+ /_acc/i,
158
+ ];
159
+
160
+ /**
161
+ * Filter out meshes whose node names match `patterns` (default:
162
+ * DEFAULT_OPTIONAL_MESH_PATTERNS). Remaps `nodes[].mesh`/`meshes` indices to
163
+ * the filtered array.
164
+ */
165
+ export function filterOptionalMeshes(
166
+ modelData: ModelData,
167
+ patterns: readonly RegExp[] = DEFAULT_OPTIONAL_MESH_PATTERNS,
168
+ ): void {
169
+ if (!modelData.nodes || modelData.nodes.length === 0) return;
170
+ const isOptional = (name: string) => patterns.some((p) => p.test(name));
171
+
172
+ // Collect mesh indices to exclude (from nodes with optional item names).
173
+ const exclude = new Set<number>();
174
+ modelData.nodes.forEach((node) => {
175
+ if (isOptional(node.name)) {
176
+ if (node.meshes) {
177
+ node.meshes.forEach((idx) => { exclude.add(idx);; });
178
+ }
179
+ if (node.mesh !== undefined) exclude.add(node.mesh);
180
+ }
181
+ });
182
+
183
+ if (exclude.size === 0) return;
184
+
185
+ const excludedNames: string[] = [];
186
+ modelData.nodes.forEach((node) => {
187
+ if (isOptional(node.name)) excludedNames.push(node.name);
188
+ });
189
+ log.info("CharacterModel", `Filtered ${exclude.size} optional item mesh(es): [${excludedNames.join(", ")}]`);
190
+
191
+ excludeMeshIndices(modelData, exclude);
192
+ log.info("CharacterModel", `Filtered optional meshes, keeping ${modelData.meshes.length}`);
193
+ }
194
+
195
+ /**
196
+ * Rebuild `modelData.meshes` without the given indices, remapping
197
+ * `nodes[].mesh`/`meshes` into the filtered array.
198
+ */
199
+ function excludeMeshIndices(modelData: ModelData, exclude: Set<number>): void {
200
+ const oldToNew = new Map<number, number>();
201
+ const filtered: typeof modelData.meshes = [];
202
+ for (let i = 0; i < modelData.meshes.length; i++) {
203
+ if (exclude.has(i)) continue;
204
+ oldToNew.set(i, filtered.length);
205
+ filtered.push(modelData.meshes[i]);
206
+ }
207
+ modelData.meshes = filtered;
208
+
209
+ (modelData.nodes ?? []).forEach((node) => {
210
+ if (node.mesh !== undefined) {
211
+ node.mesh = oldToNew.get(node.mesh);
212
+ }
213
+ if (node.meshes) {
214
+ node.meshes = node.meshes
215
+ .map((idx) => oldToNew.get(idx))
216
+ .filter((idx): idx is number => idx !== undefined);
217
+ }
218
+ });
219
+ }
220
+
221
+ /**
222
+ * Strip the trailing `.NNN` / `_NNN` variant suffix from a node name to get
223
+ * its equipment-slot group (e.g. `f_torso.007` → `f_torso`).
224
+ */
225
+ function variantGroupKey(name: string): string {
226
+ return name.replace(/[._]\d+$/, "");
227
+ }
228
+
229
+ /**
230
+ * Modular character kits (Humanling `f_*`, Aisha `ash_*`) ship every outfit /
231
+ * hairstyle / accessory variant as sibling mesh nodes named `slot.NNN`.
232
+ * Rendering all of them stacks every garment on the character at once. This
233
+ * keeps exactly ONE mesh-bearing node per group — the first in node order —
234
+ * so the model renders a single coherent outfit. Single-node groups and
235
+ * non-variant nodes are untouched.
236
+ */
237
+ export function selectVariantMeshes(modelData: ModelData): void {
238
+ if (!modelData.nodes || modelData.nodes.length === 0) return;
239
+
240
+ const groups = new Map<string, typeof modelData.nodes>();
241
+ for (let _i = 0, _it = modelData.nodes, _n = _it.length; _i < _n; _i++) { const node = _it[_i];
242
+ if (node.mesh === undefined && (!node.meshes || node.meshes.length === 0)) continue;
243
+ const key = variantGroupKey(node.name);
244
+ let list = groups.get(key);
245
+ if (!list) { list = []; groups.set(key, list); }
246
+ list.push(node);
247
+ }
248
+
249
+ const exclude = new Set<number>();
250
+ const kept: string[] = [];
251
+ for (const list of groups.values()) {
252
+ if (list.length < 2) continue;
253
+ kept.push(list[0].name);
254
+ for (let i = 1; i < list.length; i++) {
255
+ const node = list[i];
256
+ if (node.meshes) node.meshes.forEach((idx) => { exclude.add(idx);; });
257
+ if (node.mesh !== undefined) exclude.add(node.mesh);
258
+ }
259
+ }
260
+
261
+ if (exclude.size === 0) return;
262
+ log.info("CharacterModel", `Variant selection kept [${kept.join(", ")}], dropping ${exclude.size} meshes`);
263
+ excludeMeshIndices(modelData, exclude);
264
+ }
265
+
266
+ export interface CharacterModelLoaderOptions {
267
+ /**
268
+ * External animation files (e.g. Mixamo FBX clips) merged into every loaded
269
+ * model's `animations`. Each file's first clip is renamed to `state` so the
270
+ * state machine can address it.
271
+ */
272
+ animations?: readonly CharacterAnimationDef[];
273
+ /** Resolve an animation filename to a fetchable URL (e.g. via import.meta.glob). */
274
+ resolveAnimationUrl?(filename: string): string | null;
275
+ /** Accessory-mesh name patterns for filterOptionalMeshes. */
276
+ optionalMeshPatterns?: readonly RegExp[];
277
+ /** Set false to keep accessory meshes (default: filter them). */
278
+ filterOptionalMeshes?: boolean;
279
+ /** Keep one mesh node per variant group (`slot.NNN` siblings). Default true. */
280
+ selectVariantMeshes?: boolean;
281
+ }
282
+
283
+ export interface CharacterModelLoader {
284
+ /** Load a model (cached by `def.id`). */
285
+ load(def: CharacterModelDef): Promise<ModelData>;
286
+ /** Clear the model + animation caches (e.g. on hot-reload dispose). */
287
+ clearCache(): void;
288
+ }
289
+
290
+ /**
291
+ * Create a character model loader: fetch → loadModel (with sidecar import
292
+ * settings) → external texture resolution → optional-mesh filtering →
293
+ * animation merge. Model results are cached by `def.id`; animation files are
294
+ * fetched once and shared across all models.
295
+ */
296
+ export function createCharacterModelLoader(opts: CharacterModelLoaderOptions = {}): CharacterModelLoader {
297
+ const cache = new Map<string, ModelData>();
298
+ let animCache: Map<string, AnimationData> | null = null;
299
+
300
+ async function loadAnimations(): Promise<Map<string, AnimationData>> {
301
+ if (animCache) return animCache;
302
+ const anims = new Map<string, AnimationData>();
303
+ for (let _i = 0, _it = opts.animations ?? [], _n = _it.length; _i < _n; _i++) { const animDef = _it[_i];
304
+ const url = opts.resolveAnimationUrl?.(animDef.filename) ?? null;
305
+ if (!url) {
306
+ log.warn("CharacterModel", `Animation not found: ${animDef.filename}`);
307
+ continue;
308
+ }
309
+ try {
310
+ const resp = await fetch(url);
311
+ if (!resp.ok) {
312
+ log.warn("CharacterModel", `Failed to fetch animation ${animDef.filename}: ${resp.status}`);
313
+ continue;
314
+ }
315
+ const buffer = await resp.arrayBuffer();
316
+ const animModel = await loadModel(buffer, animDef.filename);
317
+ if (animModel.animations && animModel.animations.length > 0) {
318
+ // Use the first animation clip (single-clip files like Mixamo FBX).
319
+ const anim = animModel.animations[0];
320
+ anim.name = animDef.state; // Override name with the state name.
321
+ anims.set(animDef.state, anim);
322
+ log.info("CharacterModel", `Loaded animation: ${animDef.state} from ${animDef.filename} (${anim.duration.toFixed(2)}s, ${anim.channels.length} channels)`);
323
+ } else {
324
+ log.warn("CharacterModel", `No animations in ${animDef.filename}`);
325
+ }
326
+ } catch (err) {
327
+ log.warn("CharacterModel", `Failed to load animation ${animDef.filename}: ${err}`);
328
+ }
329
+ }
330
+ animCache = anims;
331
+ return anims;
332
+ }
333
+
334
+ return {
335
+ async load(def) {
336
+ const cached = cache.get(def.id);
337
+ if (cached) return cached;
338
+
339
+ const resp = await fetch(def.meshUri);
340
+ if (!resp.ok) throw new Error(`[CharacterModel] Failed to fetch ${def.meshUri}: ${resp.status}`);
341
+ const buffer = await resp.arrayBuffer();
342
+
343
+ const modelData = await loadModel(buffer, def.filename, undefined, undefined, {
344
+ sidecarResolver: (_filename, md) =>
345
+ resolveImportSettings({
346
+ modelPath: def.meshUri,
347
+ modelData: md,
348
+ fetchFn: (uri) => fetch(uri),
349
+ }),
350
+ });
351
+
352
+ await loadExternalTextures(modelData, def.textureDirs);
353
+ if (opts.filterOptionalMeshes !== false) {
354
+ filterOptionalMeshes(modelData, opts.optionalMeshPatterns);
355
+ }
356
+ if (opts.selectVariantMeshes !== false) {
357
+ selectVariantMeshes(modelData);
358
+ }
359
+
360
+ // Load shared animations and merge into the model data.
361
+ const anims = await loadAnimations();
362
+ if (anims.size > 0) {
363
+ modelData.animations = Array.from(anims.values());
364
+ log.info("CharacterModel", `Attached ${anims.size} animations to ${def.id}`);
365
+ }
366
+
367
+ cache.set(def.id, modelData);
368
+ return modelData;
369
+ },
370
+ clearCache() {
371
+ cache.clear();
372
+ animCache = null;
373
+ },
374
+ };
375
+ }
@@ -0,0 +1,124 @@
1
+ // ============================================================================
2
+ // Locomotion animator — Idle/Walk/Run/airborne state machine with hysteresis
3
+ //
4
+ // Two games hand-rolled this on top of SkeletonAnimator:
5
+ // - andrews-sandbox: walk/run thresholds + a held in-air state ("Jump")
6
+ // - to-the-ocean: same thresholds + flag-driven swim override and a
7
+ // per-speed air-state split (JumpStart/JumpLoop/JumpEnd)
8
+ //
9
+ // Hysteresis matters: once in Run the state holds until speed drops below
10
+ // runExit (not runEnter), otherwise velocity jitter near a threshold flickers
11
+ // the pose every frame. Missing clips fall back to the idle state, which the
12
+ // SkeletonAnimator renders via its procedural idle.
13
+ // ============================================================================
14
+
15
+ import { SkeletonAnimator, type AnimState, type SkinData } from "@downdraft/engine";
16
+
17
+ export interface LocomotionThresholds {
18
+ /** Speed above which Walk engages (default 0.8). */
19
+ walkEnter?: number;
20
+ /** Speed below which Walk disengages (default 0.3). */
21
+ walkExit?: number;
22
+ /** Speed above which Run engages (default 3.5). */
23
+ runEnter?: number;
24
+ /** Speed below which Run disengages (default 2.5). */
25
+ runExit?: number;
26
+ }
27
+
28
+ export interface LocomotionConfig {
29
+ /** State names (defaults: "Idle" / "Walk" / "Run"). */
30
+ states?: { idle?: AnimState; walk?: AnimState; run?: AnimState };
31
+ thresholds?: LocomotionThresholds;
32
+ /**
33
+ * Airborne state: a constant state name (e.g. "Jump"), or a function of the
34
+ * input `speed` for games that split airtime (e.g. JumpStart/JumpLoop/
35
+ * JumpEnd). Absent = stay on the current state while airborne.
36
+ */
37
+ air?: AnimState | ((speed: number) => AnimState);
38
+ /**
39
+ * Hold the air state chosen at takeoff until landing (default true).
40
+ * Prevents mid-air state churn when speed changes mid-jump.
41
+ */
42
+ holdAirState?: boolean;
43
+ }
44
+
45
+ export interface LocomotionInput {
46
+ grounded: boolean;
47
+ /** Horizontal speed — drives Walk/Run selection and the `air` fn. */
48
+ speed: number;
49
+ /**
50
+ * State that overrides locomotion entirely when set (e.g. "Swim",
51
+ * "Climb"). Missing clips fall back to idle like any other state.
52
+ */
53
+ override?: AnimState | null;
54
+ }
55
+
56
+ export class LocomotionAnimator extends SkeletonAnimator {
57
+ private inAirState: AnimState | null = null;
58
+ private readonly cfg: Required<LocomotionThresholds> & {
59
+ idle: AnimState;
60
+ walk: AnimState;
61
+ run: AnimState;
62
+ air?: AnimState | ((speed: number) => AnimState);
63
+ holdAirState: boolean;
64
+ };
65
+
66
+ constructor(skin: SkinData, config: LocomotionConfig = {}) {
67
+ super(skin);
68
+ const t = config.thresholds ?? {};
69
+ this.cfg = {
70
+ idle: config.states?.idle ?? "Idle",
71
+ walk: config.states?.walk ?? "Walk",
72
+ run: config.states?.run ?? "Run",
73
+ walkEnter: t.walkEnter ?? 0.8,
74
+ walkExit: t.walkExit ?? 0.3,
75
+ runEnter: t.runEnter ?? 3.5,
76
+ runExit: t.runExit ?? 2.5,
77
+ air: config.air,
78
+ holdAirState: config.holdAirState ?? true,
79
+ };
80
+ }
81
+
82
+ /**
83
+ * Pick the animation state from the locomotion input, then advance the
84
+ * skeleton by `dt` seconds. Named `updateLocomotion` (not `update`) so
85
+ * game-specific subclasses can keep their own `update(dt, flags, speed)`
86
+ * signatures that decode game state into a LocomotionInput.
87
+ */
88
+ updateLocomotion(dt: number, input: LocomotionInput): void {
89
+ const c = this.cfg;
90
+ let desired: AnimState;
91
+
92
+ if (input.override) {
93
+ this.inAirState = null;
94
+ desired = input.override;
95
+ } else if (!input.grounded) {
96
+ // In the air: pick an air state and (optionally) hold it until grounded.
97
+ if (c.air !== undefined) {
98
+ if (this.inAirState === null || !c.holdAirState) {
99
+ this.inAirState = typeof c.air === "function" ? c.air(input.speed) : c.air;
100
+ }
101
+ desired = this.inAirState!;
102
+ } else {
103
+ desired = this.getCurrentState();
104
+ }
105
+ } else {
106
+ this.inAirState = null;
107
+ const cur = this.getCurrentState();
108
+ if (input.speed > c.runEnter) desired = c.run;
109
+ else if (cur === c.run && input.speed > c.runExit) desired = c.run;
110
+ else if (input.speed > c.walkEnter) desired = c.walk;
111
+ else if (cur === c.walk && input.speed > c.walkExit) desired = c.walk;
112
+ else desired = c.idle;
113
+ }
114
+
115
+ // Fall back to idle when the clip isn't registered (e.g. a rig with no
116
+ // leg bones has no Walk/Run clips; a missing Swim falls back to Idle).
117
+ if (desired !== c.idle && !this.hasAnimation(desired)) {
118
+ desired = c.idle;
119
+ }
120
+
121
+ this.setAnimationState(desired);
122
+ this.tick(dt);
123
+ }
124
+ }