@genex-ai/cli-demo 0.12.1 → 0.14.2

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Files changed (40) hide show
  1. package/README.md +1 -0
  2. package/dist/index.js +203 -4
  3. package/package.json +7 -2
  4. package/templates/controllers/NOTICE.md +65 -0
  5. package/templates/controllers/assets/animation-library.glb +0 -0
  6. package/templates/controllers/assets/character.glb +0 -0
  7. package/templates/controllers/assets/default-avatar.vrm +0 -0
  8. package/templates/controllers/character/character-animations.ts +682 -0
  9. package/templates/controllers/character/character-controller.ts +1636 -0
  10. package/templates/controllers/character/follow-camera.ts +644 -0
  11. package/templates/controllers/character/keyboard-input.ts +277 -0
  12. package/templates/controllers/character/presets.ts +176 -0
  13. package/templates/controllers/character/touch-joystick.ts +387 -0
  14. package/templates/controllers/character/vrm/capsule-fit.ts +52 -0
  15. package/templates/controllers/character/vrm/foot-ik.ts +341 -0
  16. package/templates/controllers/character/vrm/vrm-loader.ts +44 -0
  17. package/templates/controllers/character/vrm/vrm-retarget.ts +195 -0
  18. package/templates/controllers/drone/drone-controller.ts +1073 -0
  19. package/templates/controllers/drone/presets.ts +225 -0
  20. package/templates/controllers/interact/enter-exit.ts +502 -0
  21. package/templates/controllers/shared/colliders.ts +456 -0
  22. package/templates/controllers/shared/math.ts +230 -0
  23. package/templates/controllers/shared/physics-world.ts +622 -0
  24. package/templates/controllers/vehicle/presets.ts +297 -0
  25. package/templates/controllers/vehicle/vehicle-controller.ts +615 -0
  26. package/templates/controllers/vehicle/wheel.ts +1200 -0
  27. package/templates/skills/genex-getting-started/SKILL.md +5 -0
  28. package/templates/skills/genex-threejs-character-controller/SKILL.md +205 -0
  29. package/templates/skills/genex-threejs-character-controller/references/animations.md +235 -0
  30. package/templates/skills/genex-threejs-character-controller/references/tuning-and-presets.md +102 -0
  31. package/templates/skills/genex-threejs-character-controller/references/wiring.md +198 -0
  32. package/templates/skills/genex-threejs-physics-rapier/SKILL.md +128 -0
  33. package/templates/skills/genex-threejs-physics-rapier/references/colliders-from-assets.md +202 -0
  34. package/templates/skills/genex-threejs-physics-rapier/references/physics-setup.md +207 -0
  35. package/templates/skills/genex-threejs-skill-router/SKILL.md +3 -0
  36. package/templates/skills/genex-threejs-skill-router/references/routing-map.md +15 -7
  37. package/templates/skills/genex-threejs-vehicle-controllers/SKILL.md +110 -0
  38. package/templates/skills/genex-threejs-vehicle-controllers/references/car.md +162 -0
  39. package/templates/skills/genex-threejs-vehicle-controllers/references/drone.md +150 -0
  40. package/templates/skills/genex-threejs-vehicle-controllers/references/enter-exit.md +199 -0
@@ -0,0 +1,198 @@
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+ # Wiring the character controller
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+
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+ The full path from an empty scene to a playable character:
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+ world → `CharacterController` → `FollowCamera` → `KeyboardInput` /
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+ `TouchJoystick` → `CharacterAnimations`. Every class and option name below is
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+ the vendored code's real API — copy from here, not from memory.
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+
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+ ## 1. Physics world
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+
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+ ```ts
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+ import { PhysicsWorld } from "./controllers/shared/physics-world.ts";
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+
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+ const physics = await PhysicsWorld.create(); // awaits RAPIER.init() (embedded WASM)
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+ const world = physics.world; // the raw Rapier world controllers consume
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+ ```
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+
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+ Nothing may construct any RAPIER object before `create()` resolves. Options if
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+ you need them: `gravity` (default `[0, -9.81, 0]`), `timeStep` (default
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+ `1/60`), `maxDelta`, `interpolate`. `physics.paused` and `physics.timeScale`
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+ give you pause and slow motion for free.
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+
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+ ## 2. Level colliders
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+
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+ Every walkable surface needs a rigid body + collider. For authored boxes:
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+
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+ ```ts
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+ import { cuboidCollider } from "./controllers/shared/colliders.ts";
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+
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+ const ground = new THREE.Mesh(new THREE.BoxGeometry(90, 0.5, 90), groundMat);
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+ scene.add(ground);
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+ const groundBody = physics.createBody({ type: "fixed", position: [0, -0.25, 0] }, ground);
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+ cuboidCollider(world, groundBody, [45, 0.25, 45], { friction: 1 }); // HALF extents
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+ ```
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+
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+ For loaded GLB level pieces, `collidersFromObject(world, body, gltf.scene, "trimesh")`
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+ auto-generates colliders per mesh (`"hull"` for dynamic props from
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+ `$genex-ai-model`; `"trimesh"` only on static geometry). `cuboidCollider`
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+ takes **half** extents — do not halve twice.
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+
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+ ## 3. Character
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+
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+ ```ts
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+ import { CharacterController } from "./controllers/character/character-controller.ts";
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+ import { characterPresets } from "./controllers/character/presets.ts";
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+
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+ const character = new CharacterController(world, camera, {
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+ ...characterPresets["default"].options,
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+ position: { x: 0, y: 2, z: 0 },
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+ userData: { controller: { excludeVehicleRay: true } },
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+ });
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+ scene.add(character.root);
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+ physics.registerBody(character.body, character.root);
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+ ```
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+
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+ - The constructor creates the dynamic body + capsule collider immediately.
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+ - `character.root` is the visual anchor; `registerBody` makes it follow the
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+ body with interpolation. Register scene-root-level groups and add them to the
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+ scene **first** — `registerBody` captures the parent's world matrix once and
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+ never refreshes it.
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+ - `userData: { controller: { excludeVehicleRay: true } }` keeps car wheels
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+ from treating the on-foot player as drivable ground. Related keys (set on
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+ OTHER bodies): `excludeRay` (ignored by all ground queries),
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+ `excludeCharacterRay` (ignored by the character's ground query only).
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+ - The camera argument is how movement becomes camera-relative ("forward" = away
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+ from camera). Pass the same camera the `FollowCamera` drives.
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+
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+ ### Place the model so its feet touch the ground
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+
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+ The capsule floats: in root space the ground is at
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+ `-(capsuleHalfHeight + capsuleRadius + floatHeight)` — **-0.8** with the
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+ defaults (0.3 + 0.3 + 0.2). Normalize any loaded model to ~1.35 units tall and
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+ drop its bounding-box bottom to that line:
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+
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+ ```ts
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+ const bbox = new THREE.Box3().setFromObject(model);
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+ const scale = 1.35 / Math.max(bbox.max.y - bbox.min.y, 1e-3);
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+ model.scale.setScalar(scale);
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+ model.position.y = -0.8 - bbox.min.y * scale;
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+ character.root.add(model);
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+ ```
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+
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+ A model hovering above the floor or knee-deep in it means this offset is wrong
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+ — it is the single most common wiring bug.
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+
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+ ## 4. Input
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+
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+ ```ts
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+ import { KeyboardInput } from "./controllers/character/keyboard-input.ts";
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+
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+ const kb = new KeyboardInput(); // WASD/arrows move, Shift run, Space jump, F interact
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+ ```
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+
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+ Event-driven — nothing to poll per frame. Read `kb.getCharacterMovement()`
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+ inside the before-step callback and pass the **complete** intent object every
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+ time: the controller merges defined fields, so a stale partial would leave old
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+ `true`s behind. Merge touch controls caller-side (see the SKILL's mobile
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+ section). `kb.onInteract(cb)` is the rising-edge F-key hook (for enter/exit).
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+ It already clears all keys on window blur / tab hide, so no stuck-key handling
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+ is needed.
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+
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+ ## 5. Follow camera
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+
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+ ```ts
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+ import { FollowCamera } from "./controllers/character/follow-camera.ts";
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+
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+ const followCam = new FollowCamera(camera, {
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+ domElement: renderer.domElement,
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+ colliderMeshes: staticWallMeshes,
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+ });
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+ ```
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+
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+ Drag orbits, wheel/pinch zooms, and rays pull the camera in front of walls.
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+ Rules that matter:
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+
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+ - `colliderMeshes` takes static **leaf** meshes only (the ray test is
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+ non-recursive) and must never include the character or vehicle meshes — the
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+ rays start at the character's head and would hit them every frame. The array
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+ is public — mutate it after level loads.
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+ - `minDistance` defaults to 0.02, so zooming all the way in is effectively
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+ first-person; clamp with `minDistance`/`maxDistance` for your scale.
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+ - Feel: `smoothTime` (0.05 snappy → 0.25 cinematic, default 0.1),
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+ `initialDistance` (default 4), `initialAzimuthAngle` (default `Math.PI` —
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+ camera starts behind a +Z-facing character).
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+ - v1 limits (by design): no pointer-lock mode, no truck/pan, and the orbit
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+ space assumes the up axis stays roughly world +Y — far-from-Y custom gravity
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+ will misbehave.
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+
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+ ## 6. The loop — exact order
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+
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+ Per fixed **substep** (inside `physics.onBeforeStep`), in this order:
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+
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+ 1. Drive moving platforms (`setNextKinematicTranslation` / `setNextKinematicRotation`).
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+ 2. `EnterExitManager.update(dt)` — only if vehicles exist (vehicle skill).
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+ 3. `character.setMovement(...)` then `character.update()` — skip while
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+ `character.isParked`.
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+ 4. (Vehicle/drone `update()` calls, if any.)
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+ 5. `world.step()` happens automatically right after your callback returns.
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+
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+ Per **render** frame (inside `renderer.setAnimationLoop`), in this order:
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+
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+ ```ts
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+ const delta = clock.getDelta();
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+ physics.step(delta); // 1. fixed substeps + mesh sync
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+
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+ pivot.copy(character.currPos).addScaledVector(character.bodyYAxis, 0.5);
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+ followCam.moveTo(pivot.x, pivot.y, pivot.z, true); // 2. feed the camera
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+ followCam.setUp(character.upAxis);
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+ if (physics.stepsLastFrame > 0 && character.isOnPlatform) {
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+ followCam.applyPlatformTurn(character.turnOnYQuat);
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+ }
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+ followCam.update(delta); // 3. damp + place the camera
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+
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+ anims.update(character, delta); // 4. animations (render delta)
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+ renderer.render(scene, camera); // 5. draw
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+ ```
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+
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+ Non-negotiables:
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+
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+ - `update()` takes an optional dt **and ignores it** — all controller time
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+ terms use the fixed `world.timestep`. Never call controller updates from the
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+ render loop directly.
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+ - `applyPlatformTurn` consumes a per-physics-step yaw delta: gate it on
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+ `physics.stepsLastFrame > 0`, or high-refresh displays re-apply a stale delta
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+ and the camera over-rotates on platforms.
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+ - Camera and animation updates take the **render** delta, never
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+ `physics.timeStep`.
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+
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+ ## 7. Reading state (for game logic)
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+
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+ All getters are live internal objects — `.clone()` if you keep them:
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+ `currPos`, `currQuat`, `currLinVel`, `isOnGround`, `isFalling`, `isMoving`,
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+ `isOnPlatform`, `moveSpeed`, `verticalSpeed`, `runActive`, `jumpActive`,
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+ `slopeAngle`, `actualSlopeAngle`, `standCollider` (the rigid body under the
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+ character), `standPoint`, `standNormal`, `upAxis`, `bodyZAxis` (facing).
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+ Useful methods beyond `setMovement`: `setLockForward(true)` for strafe mode,
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+ `setGroundDetection("rayCast" | "shapeCast")`, `park()` / `unpark(pos, euler)`
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+ for vehicle boarding, `syncRoot()` if you skip `registerBody`.
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+
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+ ## 8. Debug and teardown
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+
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+ - `physics.enableDebug(scene)` draws every collider as wireframe lines
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+ (disable in shipped games); `{ debug: true }` + a `debugScene` constructor
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+ arg adds per-controller indicators.
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+ - Teardown: `character.dispose()`, `kb.dispose()`, `followCam.dispose()`,
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+ joystick/button `.dispose()`, then `physics.dispose()` last.
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+
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+ ## Troubleshooting
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+
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+ - **Character slides down gentle ramps or climbs cliffs** — check
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+ `slopeMaxAngle` (default 72°); see the tuning reference.
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+ - **Stuck bouncing at spawn** — spawn `position.y` too low; the capsule center
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+ must start above `capsuleHalfHeight + capsuleRadius + floatHeight`.
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+ - **Model drifts away from the capsule** — the registered root's parent moved
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+ or scaled after `registerBody`; register scene-root groups only.
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+ - **Movement ignores the camera** — you passed a different camera to the
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+ controller than the one being rendered.
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+ - **`using deprecated parameters for the initialization function` in the
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+ console** — harmless one-time Rapier WASM-loader message; ignore it.
@@ -0,0 +1,128 @@
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+ ---
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+ name: genex-threejs-physics-rapier
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+ description: Set up Rapier physics for Genex Three.js games with the vendored PhysicsWorld glue — async WASM init, fixed-timestep world, body-to-mesh sync, collision events — and pick the right collider per asset (cuboid, hull, trimesh, including genex model GLBs). Use whenever anything falls, collides, gets pushed, or stands on moving ground; load before writing any physics code.
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+ ---
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+
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+ # Genex Three.js Physics (Rapier)
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+
8
+ Genex games run physics on Rapier (`@dimforge/rapier3d-compat`) through a small
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+ vendored glue layer: `PhysicsWorld` owns the world, the fixed-timestep loop,
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+ the rigid-body ↔ `Object3D` sync, and collision events; `shared/colliders.ts`
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+ turns meshes and GLBs into colliders. You do not install this from a skill —
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+ a CLI command drops the code into the game.
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+
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+ ## Get the code (one command, not hand-rolled)
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+
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+ ```bash
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+ npx genex controller character # or car / drone — every kind installs shared/
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+ npm i @dimforge/rapier3d-compat
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+ ```
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+
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+ The command copies `src/controllers/shared/physics-world.ts`,
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+ `shared/colliders.ts`, and `shared/math.ts` into the game (plus the controller
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+ you picked). Even a game that only needs loose physics — falling crates, a
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+ rolling ball — should run it once for the `shared/` layer; existing files are
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+ never overwritten without `--force`.
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+
27
+ **Never hand-write character or vehicle physics.** A capsule you push around
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+ with raw impulses will clip slopes, stutter on stairs, and slide off moving
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+ platforms — this is the single most common way physics games go wrong. Tuned,
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+ tested controllers already exist: load `$genex-threejs-character-controller`
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+ for walking/running/jumping and `$genex-threejs-vehicle-controllers` for cars
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+ and drones, each installed by the same `npx genex controller` command.
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+
34
+ ## Minimal working setup
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+
36
+ ```ts
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+ import * as THREE from "three";
38
+ import { PhysicsWorld } from "./controllers/shared/physics-world.ts";
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+ import { cuboidCollider } from "./controllers/shared/colliders.ts";
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+
41
+ const physics = await PhysicsWorld.create(); // awaits RAPIER.init() (embedded WASM)
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+ const world = physics.world; // the raw Rapier world
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+
44
+ // Static ground: a box whose top face is at y = 0.
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+ const ground = new THREE.Mesh(new THREE.BoxGeometry(100, 0.5, 100), groundMat);
46
+ scene.add(ground);
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+ const groundBody = physics.createBody({ type: "fixed", position: [0, -0.25, 0] }, ground);
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+ cuboidCollider(world, groundBody, [50, 0.25, 50], { friction: 1 });
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+
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+ // Dynamic crate: passing the mesh to createBody registers it — the mesh
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+ // follows the body automatically every frame, interpolated between steps.
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+ const crate = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), crateMat);
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+ scene.add(crate);
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+ const crateBody = physics.createBody({ type: "dynamic", position: [0, 3, 0] }, crate);
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+ cuboidCollider(world, crateBody, [0.5, 0.5, 0.5], { friction: 0.6, density: 1 });
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+
57
+ // Anything that pushes bodies runs once per fixed substep, before the step:
58
+ physics.onBeforeStep(() => {
59
+ // controller.update(), impulses, kinematic platform poses ...
60
+ });
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+
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+ const clock = new THREE.Clock();
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+ renderer.setAnimationLoop(() => {
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+ physics.step(clock.getDelta()); // fixed substeps + mesh sync + events
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+ // camera follow, animation mixers — render-delta work stays OUT here
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+ renderer.render(scene, camera);
67
+ });
68
+ ```
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+
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+ Note `cuboidCollider` takes **half** extents: `[0.5, 0.5, 0.5]` is a 1×1×1 box.
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+
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+ ## The update ordering contract
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+
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+ Physics code never sees the render framerate. Keep this order or controllers
75
+ misbehave in ways that look like tuning problems:
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+
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+ 1. **Inside `physics.onBeforeStep(...)`** — runs once per fixed substep, in
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+ this order: kinematic platform poses (`setNextKinematicTranslation` /
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+ `setNextKinematicRotation`), then `EnterExitManager.update(dt)` if the game
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+ has enter/exit vehicles, then each controller's `update()`. Controllers
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+ ignore any dt argument and read `world.timestep` internally — never feed
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+ them the render delta.
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+ 2. **`physics.step(delta)`** — once per `requestAnimationFrame`, with the
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+ render clock delta in **seconds**. It runs zero or more fixed substeps,
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+ syncs registered meshes (interpolated), and drains collision events.
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+ 3. **After `step`** — cameras, animation mixers, HUD: render-delta work. Gate
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+ once-per-physics-step camera corrections on `physics.stepsLastFrame > 0`.
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+
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+ Read [references/physics-setup.md](references/physics-setup.md) for world
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+ options, the body registry and its caveats, kinematic platforms, collision and
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+ sensor events, sleeping bodies, CCD/tunneling, pause/slow-mo, and debug
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+ rendering.
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+
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+ Read [references/colliders-from-assets.md](references/colliders-from-assets.md)
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+ for the collider decision table per asset type — `genex model` GLBs, level
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+ geometry, primitives — hull vs trimesh tradeoffs, and the scale pitfalls.
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+
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+ ## Benign boot warning — do not chase it
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+
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+ `@dimforge/rapier3d-compat` 0.19.3 logs once at startup:
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+
102
+ ```text
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+ using deprecated parameters for the initialization function; pass a single object instead
104
+ ```
105
+
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+ This comes from the library's own embedded WASM loader, cannot be fixed from
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+ game code, and is harmless. Ignore it; do not refactor init code trying to
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+ silence it.
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+
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+ ## Failure conditions
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+
112
+ - physics stepped with the raw render delta instead of `physics.step`'s fixed
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+ accumulator (speed varies with framerate);
114
+ - a controller updated outside `onBeforeStep`, or fed the render delta;
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+ - a dynamic body repositioned with `setTranslation` every frame instead of
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+ being kinematic;
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+ - a trimesh collider on a fast dynamic body (falls through the floor);
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+ - colliders built from a model whose scale changes afterwards;
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+ - a mesh registered to a body after its parent moved or scaled (silent desync);
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+ - hand-written character/vehicle physics instead of `npx genex controller`.
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+
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+ ## Routing boundary
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+
124
+ Player movement, jumping, slopes, and animation state belong to
125
+ `$genex-threejs-character-controller`. Cars, drones, and enter/exit flow belong
126
+ to `$genex-threejs-vehicle-controllers`. Chase/orbit camera design beyond the
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+ bundled follow camera is `$genex-threejs-camera-direction`. Meshes for props
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+ come from `$genex-ai-model`; this skill only decides how they collide.
@@ -0,0 +1,202 @@
1
+ # Colliders from assets
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+
3
+ Everything here documents `src/controllers/shared/colliders.ts` as installed
4
+ by `npx genex controller`. All helpers assume `PhysicsWorld.create()` has
5
+ already resolved — constructing a collider before WASM init throws.
6
+
7
+ ## Contents
8
+
9
+ - Decision table: which collider for which asset
10
+ - Explicit primitive helpers
11
+ - Auto-colliders from a GLB scene
12
+ - Hull vs trimesh
13
+ - Scale pitfalls
14
+ - Collider options
15
+ - Sensors
16
+ - End-to-end: a genex model prop
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+
18
+ ## Decision table: which collider for which asset
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+
20
+ | Asset | Collider | Why |
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+ | --- | --- | --- |
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+ | ground, walls, crates, platforms (box-shaped) | `cuboidCollider` | cheapest, exact for boxes |
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+ | dynamic prop from `npx genex model` (barrel, rock, chair) | `convexHullColliderFromMesh` (or `collidersFromObject(..., "hull")` for multi-mesh GLBs) | tight fit, still convex/fast/solid |
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+ | static level GLB (terrain piece, building interior, track) | `trimeshColliderFromMesh` per mesh | exact triangles; safe because it never moves |
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+ | ball-shaped things | `ballCollider` | exact sphere |
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+ | tall dynamic props, posts | `capsuleCollider` / `cylinderCollider` | stable standing shapes |
27
+ | pickups, triggers, zones | any shape + `{ sensor: true, mass: 0 }` | overlap events, no contact forces |
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+ | the player, cars, drones | none of the above — `npx genex controller` | controllers own their collider recipes |
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+
30
+ ## Explicit primitive helpers
31
+
32
+ ```ts
33
+ import {
34
+ cuboidCollider,
35
+ ballCollider,
36
+ capsuleCollider,
37
+ cylinderCollider,
38
+ } from "./controllers/shared/colliders.ts";
39
+
40
+ cuboidCollider(world, body, [1, 0.4, 2.4], { friction: 1 }); // HALF extents: 2 x 0.8 x 4.8 box
41
+ ballCollider(world, body, 0.5);
42
+ capsuleCollider(world, body, 0.3, 0.3); // (halfHeight, radius)
43
+ cylinderCollider(world, body, 0.15, 3); // (halfHeight, radius)
44
+ ```
45
+
46
+ Two classic mistakes, called out because they are silent:
47
+
48
+ - **Cuboid takes HALF extents.** A `[1, 0.4, 2.4]` collider is a 2 × 0.8 × 4.8
49
+ box. Do not halve twice.
50
+ - **Capsule/cylinder arg order is `(halfHeight, radius)`** — the REVERSE of
51
+ `THREE.CapsuleGeometry(radius, length)` — and the capsule's `halfHeight`
52
+ covers the cylindrical section only: total height is
53
+ `2 * halfHeight + 2 * radius`, so `(0.3, 0.3)` is 1.2 units tall.
54
+
55
+ All helpers return the created `RAPIER.Collider` and accept a `ColliderOptions`
56
+ last argument (below), including `position`/`rotation` relative to the body.
57
+
58
+ ## Auto-colliders from a GLB scene
59
+
60
+ `collidersFromObject` walks every visible mesh under an object and creates one
61
+ collider per mesh — the batteries-included path for GLBs:
62
+
63
+ ```ts
64
+ import { collidersFromObject } from "./controllers/shared/colliders.ts";
65
+
66
+ const gltf = await loader.loadAsync("./assets/models/weathered-wooden-barrel.glb");
67
+ const model = gltf.scene;
68
+ scene.add(model);
69
+
70
+ const body = physics.createBody({ type: "dynamic", position: [0, 2, 0] }, model);
71
+ collidersFromObject(world, body, model, "hull", { friction: 0.7, density: 400 });
72
+ ```
73
+
74
+ - Shapes: `"cuboid"` (bounding box per mesh — cheapest), `"ball"` (bounding
75
+ sphere), `"hull"` (convex hull per mesh — the default choice for `genex
76
+ model` props), `"trimesh"` (exact triangles — static geometry only).
77
+ - `object3d` must be the SAME object registered to the body (their frames must
78
+ coincide); call it right after `createBody`, before the first step.
79
+ - Hidden meshes are skipped unless you pass `includeInvisible: true` in the
80
+ options.
81
+ - It returns the array of created colliders, so you can attach events or
82
+ retune later.
83
+
84
+ For a single mesh you can target directly, the explicit forms skip the
85
+ traversal:
86
+
87
+ ```ts
88
+ import {
89
+ convexHullColliderFromMesh,
90
+ trimeshColliderFromMesh,
91
+ } from "./controllers/shared/colliders.ts";
92
+
93
+ convexHullColliderFromMesh(world, dynamicBody, propMesh, { density: 400 });
94
+ trimeshColliderFromMesh(world, fixedBody, levelMesh, { friction: 1 });
95
+ ```
96
+
97
+ Both bake the mesh's current world transform relative to the body, so the
98
+ collider lands exactly where the mesh renders.
99
+
100
+ ## Hull vs trimesh
101
+
102
+ | | Convex hull | Trimesh |
103
+ | --- | --- | --- |
104
+ | fit | shrink-wraps the mesh; concavities filled in (a mug loses its opening) | exact triangles, concavities preserved |
105
+ | solidity | solid volume | **hollow shell** — a body starting inside it is stuck or falls through |
106
+ | cost | cheap contacts | expensive contacts; scales with triangle count |
107
+ | dynamic bodies | yes — the default for props | **never on fast dynamic bodies** — thin hollow triangles are the classic tunneling recipe |
108
+ | static level geometry | fine but approximate | the right tool |
109
+
110
+ When one hull is too crude for a concave prop, prefer either of these before
111
+ reaching for a dynamic trimesh:
112
+
113
+ - **Per-mesh hulls:** most multi-part GLBs already split into several meshes,
114
+ and `collidersFromObject(world, body, model, "hull")` gives one hull per
115
+ part — a compound of convex pieces approximates concavity well.
116
+ - **A few hand-placed primitives:** two or three `cuboidCollider`s with
117
+ `position` offsets often beat any auto shape (this is how the bundled
118
+ vehicle chassis recipes work).
119
+
120
+ `"hull"` can also fail outright on degenerate/coplanar geometry — the helper
121
+ throws with the mesh name; fall back to `"cuboid"` for such meshes.
122
+
123
+ ## Scale pitfalls
124
+
125
+ Colliders copy geometry **at creation time**; they do not track later
126
+ transforms.
127
+
128
+ - **Scale the model BEFORE creating colliders.** Normalize the GLB (e.g.
129
+ `model.scale.setScalar(targetHeight / bboxHeight)`) first, then create the
130
+ body and colliders. Changing `scale` afterwards resizes the render mesh
131
+ only — the collider keeps the old size.
132
+ - **Put scale on the mesh, not on the registered root.** The auto-collider
133
+ path faithfully replicates an upstream quirk: the registered root's world
134
+ scale is double-counted in collider sizing, so a root scaled 2× produces
135
+ colliders 2× larger than the rendered meshes. Scaling child meshes (or the
136
+ GLB scene before registering a plain unscaled root) avoids the quirk
137
+ entirely.
138
+ - **`"ball"` uses `scale.x` only** (same upstream quirk, replicated not
139
+ fixed) — a non-uniformly scaled sphere gets the wrong radius. Use `"hull"`
140
+ for squashed spheres.
141
+ - **Verify visually.** `physics.enableDebug(scene)` draws every collider as a
142
+ wireframe — one glance catches every scale/offset mistake in this section.
143
+
144
+ ## Collider options
145
+
146
+ `ColliderOptions`, accepted by every helper (and applied via
147
+ `applyColliderOptions(collider, options)` if you retune at runtime):
148
+
149
+ | Option | Notes |
150
+ | --- | --- |
151
+ | `friction` | negative values are legal and load-bearing — the bundled character capsule ships with `-0.5` because its traction is synthetic; do not clamp |
152
+ | `restitution` | bounciness 0–1 |
153
+ | `density` / `mass` | **mutually exclusive — picking both throws.** `density` is kg/m³ (water ≈ 1000, wood ≈ 400–700); `mass` is absolute kg |
154
+ | `sensor` | overlap detection, no contact forces |
155
+ | `position` / `rotation` | collider pose relative to its body (euler XYZ radians) |
156
+ | `collisionGroups` / `solverGroups` | raw Rapier bitmasks |
157
+ | `contactSkin` | extra contact thickness — trades a visual gap for less jitter |
158
+ | `frictionCombineRule` / `restitutionCombineRule`, `activeCollisionTypes` | raw Rapier passthroughs |
159
+
160
+ Density matters more than it looks: impulse-driven controllers push bodies by
161
+ force, so a crate with the default density reacts very differently from one at
162
+ `density: 100`. Give props deliberate densities.
163
+
164
+ ## Sensors
165
+
166
+ ```ts
167
+ const zone = cuboidCollider(world, zoneBody, [2, 1, 2], { sensor: true, mass: 0 });
168
+ physics.setColliderEvents(zone, {
169
+ onIntersectionEnter: ({ other }) => { if (other.object3d === playerRoot) enterZone(); },
170
+ onIntersectionExit: ({ other }) => { if (other.object3d === playerRoot) leaveZone(); },
171
+ });
172
+ ```
173
+
174
+ Always give sensors `mass: 0` when they hang off a dynamic body (e.g. a
175
+ vehicle's boarding sensor) so they add no mass. Remember exit events fire both
176
+ handler families — keep exit logic idempotent (see the physics-setup
177
+ reference).
178
+
179
+ ## End-to-end: a genex model prop
180
+
181
+ ```ts
182
+ import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader.js";
183
+ import { collidersFromObject } from "./controllers/shared/colliders.ts";
184
+
185
+ const loader = new GLTFLoader();
186
+ const gltf = await loader.loadAsync("./assets/models/weathered-wooden-barrel.glb");
187
+ const barrel = gltf.scene;
188
+
189
+ // 1. Normalize scale FIRST (target: 1.1 units tall).
190
+ const bbox = new THREE.Box3().setFromObject(barrel);
191
+ barrel.scale.setScalar(1.1 / (bbox.max.y - bbox.min.y));
192
+
193
+ // 2. Wrap in an unscaled root, add to the scene, register, then colliders.
194
+ const root = new THREE.Object3D();
195
+ root.add(barrel);
196
+ scene.add(root);
197
+ const body = physics.createBody({ type: "dynamic", position: [3, 2, 0] }, root);
198
+ collidersFromObject(world, body, root, "hull", { friction: 0.7, density: 500 });
199
+ ```
200
+
201
+ Generating the GLB itself (`npx genex model "..."`) is covered by
202
+ `$genex-ai-model`.