@jgengine/shell 0.12.0 → 0.13.0
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.
- package/CHANGELOG.md +26 -0
- package/dist/GameHost.d.ts +2 -0
- package/dist/GameHost.js +25 -2
- package/dist/GamePlayerShell.js +15 -1
- package/dist/Shell3dPresentation.js +2 -2
- package/dist/camera/GameOrbitCamera.js +7 -1
- package/dist/camera/cameraCollision.d.ts +28 -0
- package/dist/camera/cameraCollision.js +34 -0
- package/dist/camera/cameraRigs.js +4 -8
- package/dist/camera/index.d.ts +1 -0
- package/dist/camera/index.js +1 -0
- package/dist/camera/rigMath.d.ts +7 -0
- package/dist/camera/rigMath.js +16 -0
- package/dist/environment/EnvironmentScene.js +6 -1
- package/dist/environment/RoadJunctions.d.ts +12 -0
- package/dist/environment/RoadJunctions.js +69 -0
- package/dist/environment/RoadRibbons.d.ts +8 -2
- package/dist/environment/RoadRibbons.js +26 -8
- package/dist/presentationResolve.d.ts +5 -1
- package/dist/presentationResolve.js +3 -1
- package/dist/render/PartMotion.d.ts +18 -0
- package/dist/render/PartMotion.js +91 -0
- package/dist/render/SceneModels.d.ts +9 -2
- package/dist/render/SceneModels.js +31 -180
- package/dist/render/measureBounds.d.ts +34 -0
- package/dist/render/measureBounds.js +127 -0
- package/dist/render/resolveModel.js +16 -10
- package/dist/render/useModelAnimation.d.ts +10 -0
- package/dist/render/useModelAnimation.js +198 -0
- package/dist/structures/GeneratedBuilding.d.ts +4 -0
- package/dist/structures/GeneratedBuilding.js +17 -7
- package/dist/world/WorldHud.d.ts +3 -1
- package/dist/world/WorldHud.js +2 -2
- package/dist/world/WorldScene.js +3 -2
- package/package.json +4 -4
- package/skills/jgengine/SKILL.md +1 -0
- package/skills/jgengine/api.md +13 -5
- package/skills/jgengine-ui/SKILL.md +6 -4
- package/skills/jgengine-ui/api.md +116 -6
- package/skills/jgengine-ui/capabilities.md +64 -0
- package/skills/jgengine-ui/reference.md +40 -3
- package/skills/jgengine-world/api.md +52 -24
- package/skills/jgengine-world/capabilities.md +8 -4
- package/skills/jgengine-world/reference.md +1 -1
package/CHANGELOG.md
CHANGED
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@@ -12,6 +12,32 @@ Agents building on the published SDK can also read this programmatically:
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same data as typed values, so an updater can diff its installed version against
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the latest and surface the migration steps.
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## 0.13.0
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### Migrate
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- **Nothing required** — this release is additive fixes, defaults, and new drop-in primitives. Bump `@jgengine/*` pins to `^0.13.0` (CLI `jgengine` is 0.10.0; `@jgengine/github` unchanged at 0.1.0) and rebuild.
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- Two defaults changed in the player's favor, both overridable: **offline games now persist to localStorage automatically** (#1207) and **rigged catalog assets animate by default** via clip metadata + semantic clip roles (#1209). If a game relied on rigged models staying frozen or on saves being memory-only, opt out explicitly; otherwise you get better behavior for free.
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### Added
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- **Drop-in inventory grid, window manager, and character sheet** (#1220) — `@jgengine/react` ships `InventoryGrid` (real drag/stack/split), a toggleable-window system (`panels`: bag, character sheet, spellbook-style windows with `@jgengine/core/ui/panelModel` state), and a `CharacterSheet` paperdoll, all HudTheme-skinnable — wire in a line or two instead of re-deriving from raw divs.
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- **Serializable runtime snapshots** (#1179) — capture/restore of live runtime state, including magazine state (`@jgengine/core/combat/magazine`) and stat modifiers, for saves and replication.
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- **Portable weapon plumbing** (#1211) — `@jgengine/core/combat/weaponFire` composes trigger → magazine → spread → projectile/hitscan as data, no game-local glue.
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- **Portable leveling** (#1206) and **portable damage-pool access** (#1208) — progression and damage pools exposed as genre-agnostic seams on the game context.
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- **Named combat VFX presets** (#1204) — `@jgengine/core/combat/vfxPresets`: a visible attack is one line.
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- **Runtime-measured render-bounds hitboxes** (#1227) — colliders wrap what the shell actually mounts, not the raw asset bounds.
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- **Character motion feel** — procedural part motion for rig-less part-composed characters (#1222) plus squash & stretch and death splat (#1229).
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- **City fabric** (#1191) — `streetGenerator` + `cityGenerator`, editor bake verb, street-aware lots, road junctions, grounding, and a web playground.
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- **`jgengine recipe` CLI** (#1214, #1231) — vetted wired compositions, compile-pinned against the SDK, listed and copied from the CLI.
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- **Editor/debug modes mirror to the URL** with a proper editor exit (#1203); game template ships a dependency-free WebGL screenshot script (#1202).
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### Changed
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- Offline games persist to localStorage by default (#1207); rigged assets animate by default (#1209).
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- RTS camera pan inversion fixed (#1228); sprite raycast warning silenced and duplicate nameplate health bars removed (#1194); scaffolded F2+E editor Tailwind `@source` renders its theme (#1195).
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- Outside-game DX: stat-pool no-op stability, camera-transparent decor, cleaner install/version output, headless UI-intent seam (#1223); new-game briefs direct engine bugs/gaps upstream (#1200).
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## 0.12.0
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### Migrate
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package/dist/GameHost.d.ts
CHANGED
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@@ -8,6 +8,8 @@ export interface EditorSummonModule {
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gameId: string;
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playable: PlayableGame;
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catalogs?: readonly EditorCatalogDefinition[];
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/** Passed by the host when the editor was summoned over a game — powers the "Exit to game" control. */
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onExitEditor?: () => void;
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}>;
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}
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/** Props for {@link GameHost}: the playable, optional multiplayer overrides, and the optional editor loader that enables the engine-owned F2+E summon. */
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package/dist/GameHost.js
CHANGED
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@@ -1,6 +1,7 @@
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import { jsx as _jsx } from "react/jsx-runtime";
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import { lazy, Suspense, useEffect, useMemo, useState } from "react";
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import { installSaveEndpoint } from "@jgengine/core/devtools/saveEndpoint";
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import { readUrlParam, subscribeUrlChange, writeUrlParam } from "@jgengine/core/devtools/urlFlags";
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import { multiplayerAdapterKind } from "@jgengine/core/runtime/adapter";
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import { GamePlayerShell } from "./GamePlayerShell.js";
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import { resolveShellMultiplayer } from "./multiplayer.js";
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@@ -12,10 +13,13 @@ function warnUndrivenAdapter(kind) {
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console.warn(`GameHost: game declares multiplayer adapter "${kind}", which the built-in shell resolver cannot drive. ` +
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"Running offline. Pass a prebuilt session via the multiplayer prop, or a resolveMultiplayer prop, to GameHost.");
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}
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/** The query param that mirrors editor mode into the URL — strip it (and reload) to drop back to the game. */
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const EDITOR_MODE_PARAM = "mode";
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const EDITOR_MODE_VALUE = "editor";
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function initialEditorMode(enabled) {
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if (!enabled || typeof window === "undefined")
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return false;
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return
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return readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE;
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}
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/**
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* The one documented mount: resolves multiplayer for the playable and renders the shell. With the
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// Self-guards against production builds; the endpoint just marks where dev saves land.
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return installSaveEndpoint("/__jgengine/save", resolvedGameId);
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}, [editor, resolvedGameId]);
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// Mirror editor mode into the URL so the address bar is the honest record of what's open: sharing
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// the URL reopens the editor, and stripping `?mode=editor` (then reloading) drops back to the game.
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// Only ever clear a `mode` we set to editor — never a stray value the app put there.
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useEffect(() => {
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if (editor === undefined)
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return;
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if (editorOpen)
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writeUrlParam(EDITOR_MODE_PARAM, EDITOR_MODE_VALUE);
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else if (readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE)
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writeUrlParam(EDITOR_MODE_PARAM, null);
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}, [editor, editorOpen]);
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// Keep in step with browser back/forward: navigating away from `?mode=editor` closes the editor.
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useEffect(() => {
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if (editor === undefined)
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return;
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return subscribeUrlChange(() => {
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setEditorOpen(readUrlParam(EDITOR_MODE_PARAM) === EDITOR_MODE_VALUE);
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});
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}, [editor]);
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useEffect(() => {
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if (editor === undefined || editorOpen)
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return;
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return session;
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}, [playable, resolvedGameId, wsUrl, multiplayer, resolveMultiplayer]);
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if (editorOpen && EditorLazy !== null) {
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return (_jsx(Suspense, { fallback: null, children: _jsx(EditorLazy, { gameId: resolvedGameId, playable: playable, catalogs: playable.editorCatalogs }) }));
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return (_jsx(Suspense, { fallback: null, children: _jsx(EditorLazy, { gameId: resolvedGameId, playable: playable, catalogs: playable.editorCatalogs, onExitEditor: () => setEditorOpen(false) }) }));
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}
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return _jsx(GamePlayerShell, { playable: playable, multiplayer: resolved });
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}
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package/dist/GamePlayerShell.js
CHANGED
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@@ -11,6 +11,7 @@ import { createSettingsStore } from "@jgengine/core/settings/settingsModel";
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import { applyBindingOverrides, clearBindingOverride, loadBindingOverrides, saveBindingOverride, } from "@jgengine/core/input/bindingOverrides";
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import { orientationGateActive, orientationHintActive, resolveOrientationRequirement, } from "@jgengine/core/ui/orientation";
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import { armFallbackSeams } from "@jgengine/core/devtools/fallbackSeams";
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import { readUrlFlag, subscribeUrlChange, writeUrlParam } from "@jgengine/core/devtools/urlFlags";
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import { createAudioEngine } from "./audio/audioEngine.js";
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import { attachAudioEventWire } from "./audio/audioWire.js";
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import { installAgentBridge } from "./devtools/agentBridge.js";
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import { ShellHudPresentation } from "./ShellHudPresentation.js";
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import { Shell3dPresentation } from "./Shell3dPresentation.js";
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const DEV_USER_ID = "dev-player";
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/** The query param that mirrors the devtools overlay into the URL — present = open. */
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const DEBUG_PARAM = "debug";
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export { applyMotionImpulses } from "@jgengine/core/runtime/motionIntents";
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export { nearbyObstacles } from "@jgengine/core/movement/movementModel";
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export { resolvePhysicsTuning } from "@jgengine/core/movement/playerMovement";
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const multiplayer = useMemo(() => (rawMultiplayer === null ? null : withDevtoolsLatency(rawMultiplayer)), [rawMultiplayer]);
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const devtoolsEnabled = playable.devtools !== false && !poster;
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armFallbackSeams(devtoolsEnabled);
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// `?debug` mirrors the devtools overlay into the URL: open with a link, strip the param to close.
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const [devtoolsOpen, setDevtoolsOpen] = useState(() => devtoolsEnabled && readUrlFlag(DEBUG_PARAM));
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const devtoolsOpenRef = useRef(false);
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devtoolsOpenRef.current = devtoolsOpen;
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useEffect(() => {
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if (!devtoolsEnabled)
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return;
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writeUrlParam(DEBUG_PARAM, devtoolsOpen ? "1" : null);
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}, [devtoolsEnabled, devtoolsOpen]);
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useEffect(() => {
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return;
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return subscribeUrlChange(() => setDevtoolsOpen(readUrlFlag(DEBUG_PARAM)));
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}, [devtoolsEnabled]);
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useEffect(() => installAgentBridge({
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playable,
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import { EnvironmentLighting } from "./render/EnvironmentLighting.js";
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import { CollisionDebugWorld } from "./devtools/CollisionDebugWorld.js";
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import { DevtoolsRendererProbe } from "./devtools/DevtoolsOverlay.js";
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import { GameCameraRig, PlayerFovProvider, PlayerFovSlider, resolveRigKind, rtsPanKeysConflict, } from "./camera/index.js";
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import { CAMERA_TRANSPARENT_USERDATA, GameCameraRig, PlayerFovProvider, PlayerFovSlider, resolveRigKind, rtsPanKeysConflict, } from "./camera/index.js";
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import { CullingProvider } from "./visibility/CullingProvider.js";
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import { SkyDaylight, TimeOfDayDaylight } from "./environment.js";
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import { resolveSkyLightOwnership, skyEmitsLights } from "./environment/skyLightingPolicy.js";
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fov: playable.camera?.frustum?.fov ?? CAMERA_FRUSTUM_DEFAULTS.fov,
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near: playable.camera?.frustum?.near ?? CAMERA_FRUSTUM_DEFAULTS.near,
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far: playable.camera?.frustum?.far ?? CAMERA_FRUSTUM_DEFAULTS.far,
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}, shadows: graphics.shadows, dpr: [Math.min(1, graphics.dpr), graphics.dpr], gl: { preserveDrawingBuffer: true }, style: { touchAction: "none" }, children: [backgroundColor !== undefined ? _jsx("color", { attach: "background", args: [backgroundColor] }) : null, cinematicLook ? _jsx(EnvironmentLighting, {}) : null, lighting !== undefined ? (_jsx(ConfiguredLighting, { lighting: lighting })) : effectiveSky === undefined ? (_jsxs(_Fragment, { children: [_jsx("ambientLight", { intensity: 0.55 }), _jsx("directionalLight", { position: [10, 16, 6], intensity: 1.3 })] })) : null, effectiveSky !== undefined ? (effectiveSky.timeOfDay ? (_jsx(TimeOfDayDaylight, { sky: effectiveSky, clock: ctx.time, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) })) : (_jsx(SkyDaylight, { sky: effectiveSky, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) }))) : null, _jsx(BackdropFog, { fog: backdrop?.fog }), _jsxs(GameProvider, { context: ctx, children: [_jsx(CullingProvider, { config: playable.visibility, children: _jsx(WorldView, { entitySprites: playable.entitySprites, entityModels: playable.entityModels, objectModels: playable.objectModels, objectStyles: playable.objectStyles, environment: AutoEnvironment, assets: playable.game.assets, renderEntity: playable.renderEntity, renderObject: playable.renderObject, selectedIds: selectedIds, hideLocalActor: firstPerson }) }), WorldOverlay !== undefined ? _jsx(WorldOverlay, { ctx: ctx }) : null, bars !== null ? (_jsx(WorldEntityBars, { statId: bars.statId, roles: bars.roles, resolveRole: resolveEntityRole, ...(bars.maxDistance === undefined ? {} : { maxDistance: bars.maxDistance }) })) : null, nameplates !== null ? (_jsx(WorldNameplates, { statId: nameplates.statId, roles: nameplates.roles, resolveRole: resolveEntityRole, ...(nameplates.maxDistance === undefined ? {} : { maxDistance: nameplates.maxDistance }) })) : null, _jsx(WorldItems, { config: playable.worldItem }), _jsx(CombatPresentation, { effects: effects }), devtoolsEnabled ? _jsx(CollisionDebugWorld, {}) : null, _jsx(AudioListener, { engine: audioEngine }), _jsx(EntityAudioEmitters, { engine: audioEngine, entitySounds: playable.entitySounds }), _jsx(ObjectAudioEmitters, { engine: audioEngine, objectSounds: playable.objectSounds }), _jsx(GameCameraRig, { yawRef: yawRef, pitchRef: pitchRef, config: cameraConfig, viewmodel: playable.viewmodel, pointerControls: pointerUsesLeft, panKeysEnabled: rtsPanKeysEnabled, director: ctx.camera, onDragChange: (dragging) => {
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}, shadows: graphics.shadows, dpr: [Math.min(1, graphics.dpr), graphics.dpr], gl: { preserveDrawingBuffer: true }, style: { touchAction: "none" }, children: [backgroundColor !== undefined ? _jsx("color", { attach: "background", args: [backgroundColor] }) : null, cinematicLook ? _jsx(EnvironmentLighting, {}) : null, lighting !== undefined ? (_jsx(ConfiguredLighting, { lighting: lighting })) : effectiveSky === undefined ? (_jsxs(_Fragment, { children: [_jsx("ambientLight", { intensity: 0.55 }), _jsx("directionalLight", { position: [10, 16, 6], intensity: 1.3 })] })) : null, effectiveSky !== undefined ? (effectiveSky.timeOfDay ? (_jsx(TimeOfDayDaylight, { sky: effectiveSky, clock: ctx.time, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) })) : (_jsx(SkyDaylight, { sky: effectiveSky, bands: effectiveSky === worldSky ? biomeBands : undefined, lights: skyEmitsLights(resolveSkyLightOwnership(lighting !== undefined)) }))) : null, _jsx(BackdropFog, { fog: backdrop?.fog }), _jsxs(GameProvider, { context: ctx, children: [_jsx(CullingProvider, { config: playable.visibility, children: _jsx(WorldView, { entitySprites: playable.entitySprites, entityModels: playable.entityModels, objectModels: playable.objectModels, objectStyles: playable.objectStyles, environment: AutoEnvironment, assets: playable.game.assets, renderEntity: playable.renderEntity, renderObject: playable.renderObject, selectedIds: selectedIds, hideLocalActor: firstPerson }) }), WorldOverlay !== undefined ? (_jsx("group", { userData: CAMERA_TRANSPARENT_USERDATA, children: _jsx(WorldOverlay, { ctx: ctx }) })) : null, bars !== null ? (_jsx(WorldEntityBars, { statId: bars.statId, roles: bars.roles, resolveRole: resolveEntityRole, ...(bars.maxDistance === undefined ? {} : { maxDistance: bars.maxDistance }) })) : null, nameplates !== null ? (_jsx(WorldNameplates, { statId: nameplates.statId, roles: nameplates.roles, resolveRole: resolveEntityRole, ...(nameplates.maxDistance === undefined ? {} : { maxDistance: nameplates.maxDistance }), ...(nameplates.showHealth === undefined ? {} : { showHealth: nameplates.showHealth }) })) : null, _jsx(WorldItems, { config: playable.worldItem }), _jsx(CombatPresentation, { effects: effects }), devtoolsEnabled ? _jsx(CollisionDebugWorld, {}) : null, _jsx(AudioListener, { engine: audioEngine }), _jsx(EntityAudioEmitters, { engine: audioEngine, entitySounds: playable.entitySounds }), _jsx(ObjectAudioEmitters, { engine: audioEngine, objectSounds: playable.objectSounds }), _jsx(GameCameraRig, { yawRef: yawRef, pitchRef: pitchRef, config: cameraConfig, viewmodel: playable.viewmodel, pointerControls: pointerUsesLeft, panKeysEnabled: rtsPanKeysEnabled, director: ctx.camera, onDragChange: (dragging) => {
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cameraDraggingRef.current = dragging;
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} }), _jsx(PointerProbe, { service: pointerService })] }), _jsx(RemotePlayers, { rows: remotePlayers }), _jsx(FrameDriver, { ctx: ctx, playable: playable, tracker: tracker, yawRef: yawRef, pitchRef: pitchRef, primaryClickRef: primaryClickRef, pointerAxisRef: pointerAxisRef, gateRef: gateRef, onRuntimeError: reportRuntimeError, multiplayer: multiplayer, serverIdRef: serverIdRef, pointerService: pointerService, pointerAim: pointer?.aim === true, pingCommand: pointer?.pingCommand, poster: poster, onPosterSettled: onPosterSettled }), _jsx(DevtoolsRendererProbe, {}), resolvedLook.postProcessing !== undefined && resolvedLook.postProcessing.enabled !== false ? (_jsx(PostProcessing, { config: resolvedLook.postProcessing, quality: graphics.quality })) : null] }), !poster &&
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import { useEffect, useRef } from "react";
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|
5
5
|
import { MOUSE, PerspectiveCamera, Raycaster, Vector3 } from "three";
|
|
6
|
+
import { isCameraOccluderTransparent } from "./cameraCollision.js";
|
|
6
7
|
import { useGameContext } from "@jgengine/react/provider";
|
|
7
8
|
import { usePlayer } from "@jgengine/react/hooks";
|
|
8
9
|
import { cameraLookPitch, compensatedFov, ORBIT_CAMERA_FRAME_PRIORITY, orbitFollowStep, orbitYawFromCamera, resolveFollowTargetFromPosition, resolveOrbitCameraConfig, seedOrbitFollowState, } from "./orbitCameraMath.js";
|
|
@@ -81,6 +82,10 @@ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followE
|
|
|
81
82
|
ray.set(collisionOriginRef.current.set(t.x, t.y, t.z), dir);
|
|
82
83
|
ray.near = config.collision.minTargetDistance;
|
|
83
84
|
ray.far = dist;
|
|
85
|
+
// Sprites (VFX, billboards) live in the scene; three's Sprite.raycast
|
|
86
|
+
// errors every frame unless the raycaster has a camera, even though we
|
|
87
|
+
// discard sprite hits below. Setting it silences that per-frame log.
|
|
88
|
+
ray.camera = camera;
|
|
84
89
|
let blocked = 0;
|
|
85
90
|
for (const hit of ray.intersectObjects(scene.children, true)) {
|
|
86
91
|
const obj = hit.object;
|
|
@@ -88,7 +93,8 @@ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followE
|
|
|
88
93
|
continue;
|
|
89
94
|
if (obj.isSprite === true)
|
|
90
95
|
continue;
|
|
91
|
-
|
|
96
|
+
// Inheritable: decor flags a group jgCameraTransparent and all children pass through.
|
|
97
|
+
if (isCameraOccluderTransparent(obj))
|
|
92
98
|
continue;
|
|
93
99
|
blocked = hit.distance;
|
|
94
100
|
break;
|
|
@@ -0,0 +1,28 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Camera spring-arm occlusion filtering.
|
|
3
|
+
*
|
|
4
|
+
* The orbit rig raycasts target→camera each frame and pulls the boom in past
|
|
5
|
+
* occluders. Author decor mounted through the `WorldOverlay` presentation seam
|
|
6
|
+
* is dressing, not collision geometry, so it should never yank the camera. A
|
|
7
|
+
* decor group flags itself camera-transparent once (`jgCameraTransparent`) and
|
|
8
|
+
* every descendant inherits it — a child can opt back into blocking the camera
|
|
9
|
+
* with `jgCameraCollide`.
|
|
10
|
+
*/
|
|
11
|
+
/** Minimal structural view of a raycast hit object: its own tags plus a parent link to walk. Keeps this filter free of a three.js import so it stays unit-testable. */
|
|
12
|
+
export interface CameraOccluder {
|
|
13
|
+
readonly userData?: Record<string, unknown>;
|
|
14
|
+
readonly parent?: CameraOccluder | null;
|
|
15
|
+
}
|
|
16
|
+
/** userData applied to the group wrapping author `WorldOverlay` decor so the spring-arm ignores it by default. */
|
|
17
|
+
export declare const CAMERA_TRANSPARENT_USERDATA: {
|
|
18
|
+
readonly jgCameraTransparent: true;
|
|
19
|
+
};
|
|
20
|
+
/**
|
|
21
|
+
* Should the camera spring-arm ignore this raycast hit? Walks the object up its
|
|
22
|
+
* `.parent` chain and honors the nearest camera tag: `jgCameraCollide === true`
|
|
23
|
+
* blocks (opt back in), `jgCameraTransparent === true` passes through. Untagged
|
|
24
|
+
* geometry blocks as before, so engine-owned ground/entities are unaffected.
|
|
25
|
+
*
|
|
26
|
+
* @capability camera-transparent-decor let author decor pass through the orbit spring-arm; a child opts back in with jgCameraCollide
|
|
27
|
+
*/
|
|
28
|
+
export declare function isCameraOccluderTransparent(object: CameraOccluder | null | undefined): boolean;
|
|
@@ -0,0 +1,34 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Camera spring-arm occlusion filtering.
|
|
3
|
+
*
|
|
4
|
+
* The orbit rig raycasts target→camera each frame and pulls the boom in past
|
|
5
|
+
* occluders. Author decor mounted through the `WorldOverlay` presentation seam
|
|
6
|
+
* is dressing, not collision geometry, so it should never yank the camera. A
|
|
7
|
+
* decor group flags itself camera-transparent once (`jgCameraTransparent`) and
|
|
8
|
+
* every descendant inherits it — a child can opt back into blocking the camera
|
|
9
|
+
* with `jgCameraCollide`.
|
|
10
|
+
*/
|
|
11
|
+
/** userData applied to the group wrapping author `WorldOverlay` decor so the spring-arm ignores it by default. */
|
|
12
|
+
export const CAMERA_TRANSPARENT_USERDATA = {
|
|
13
|
+
jgCameraTransparent: true,
|
|
14
|
+
};
|
|
15
|
+
/**
|
|
16
|
+
* Should the camera spring-arm ignore this raycast hit? Walks the object up its
|
|
17
|
+
* `.parent` chain and honors the nearest camera tag: `jgCameraCollide === true`
|
|
18
|
+
* blocks (opt back in), `jgCameraTransparent === true` passes through. Untagged
|
|
19
|
+
* geometry blocks as before, so engine-owned ground/entities are unaffected.
|
|
20
|
+
*
|
|
21
|
+
* @capability camera-transparent-decor let author decor pass through the orbit spring-arm; a child opts back in with jgCameraCollide
|
|
22
|
+
*/
|
|
23
|
+
export function isCameraOccluderTransparent(object) {
|
|
24
|
+
for (let node = object ?? null; node != null; node = node.parent ?? null) {
|
|
25
|
+
const data = node.userData;
|
|
26
|
+
if (data === undefined)
|
|
27
|
+
continue;
|
|
28
|
+
if (data.jgCameraCollide === true)
|
|
29
|
+
return false;
|
|
30
|
+
if (data.jgCameraTransparent === true)
|
|
31
|
+
return true;
|
|
32
|
+
}
|
|
33
|
+
return false;
|
|
34
|
+
}
|
|
@@ -4,7 +4,7 @@ import { PerspectiveCamera, Quaternion, Vector3 } from "three";
|
|
|
4
4
|
import { usePlayer } from "@jgengine/react/hooks";
|
|
5
5
|
import { useGameContext } from "@jgengine/react/provider";
|
|
6
6
|
import { ORBIT_CAMERA_FRAME_PRIORITY } from "./orbitCameraMath.js";
|
|
7
|
-
import { bankRollStep, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, leadFollowPoint, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, seatPose, shoulderPose, sideScrollFollowBlend, smoothYaw, speedToFov, springArmStep, topDownPose, velocityYawTarget, } from "./rigMath.js";
|
|
7
|
+
import { bankRollStep, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, leadFollowPoint, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, rtsPanWorldDir, seatPose, shoulderPose, sideScrollFollowBlend, smoothYaw, speedToFov, springArmStep, topDownPose, velocityYawTarget, } from "./rigMath.js";
|
|
8
8
|
import { usePlayerFov } from "./PlayerFov.js";
|
|
9
9
|
import { useCameraShake } from "./shakeChannel.js";
|
|
10
10
|
import { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, } from "./cameraBlendMath.js";
|
|
@@ -262,13 +262,9 @@ export function RtsRig(props) {
|
|
|
262
262
|
}
|
|
263
263
|
const center = centerRef.current;
|
|
264
264
|
if (panX !== 0 || panZ !== 0) {
|
|
265
|
-
const
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
const worldZ = panZ * cos - panX * sin;
|
|
269
|
-
const len = Math.hypot(worldX, worldZ) || 1;
|
|
270
|
-
center.x += (worldX / len) * panSpeed * dt;
|
|
271
|
-
center.z += (worldZ / len) * panSpeed * dt;
|
|
265
|
+
const dir = rtsPanWorldDir(panX, panZ, yawRef.current);
|
|
266
|
+
center.x += dir.x * panSpeed * dt;
|
|
267
|
+
center.z += dir.z * panSpeed * dt;
|
|
272
268
|
}
|
|
273
269
|
else {
|
|
274
270
|
const follow = readFollow(ctx, followId);
|
package/dist/camera/index.d.ts
CHANGED
|
@@ -7,3 +7,4 @@ export { PlayerFovProvider, PlayerFovSlider, usePlayerFov, type PlayerFovState,
|
|
|
7
7
|
export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, type CameraShakeChannel, } from "./shakeChannel.js";
|
|
8
8
|
export { rtsPanKeysConflict } from "./rigMath.js";
|
|
9
9
|
export { GAME_SIM_FRAME_PRIORITY } from "./orbitCameraMath.js";
|
|
10
|
+
export { CAMERA_TRANSPARENT_USERDATA, isCameraOccluderTransparent, type CameraOccluder, } from "./cameraCollision.js";
|
package/dist/camera/index.js
CHANGED
|
@@ -7,3 +7,4 @@ export { PlayerFovProvider, PlayerFovSlider, usePlayerFov, } from "./PlayerFov.j
|
|
|
7
7
|
export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, } from "./shakeChannel.js";
|
|
8
8
|
export { rtsPanKeysConflict } from "./rigMath.js";
|
|
9
9
|
export { GAME_SIM_FRAME_PRIORITY } from "./orbitCameraMath.js";
|
|
10
|
+
export { CAMERA_TRANSPARENT_USERDATA, isCameraOccluderTransparent, } from "./cameraCollision.js";
|
package/dist/camera/rigMath.d.ts
CHANGED
|
@@ -37,6 +37,13 @@ export declare function resolveTopDown(config: TopDownCameraConfig | undefined):
|
|
|
37
37
|
* @internal
|
|
38
38
|
*/
|
|
39
39
|
export declare function topDownPose(follow: Vec3, resolved: ResolvedTopDown, fov: number): CameraPose;
|
|
40
|
+
/**
|
|
41
|
+
* World-space direction for RTS pan input: `panX` slides along screen-right,
|
|
42
|
+
* `panZ` along the camera's ground-plane forward, for a camera posed by
|
|
43
|
+
* `topDownPose` at the same yaw. Normalized; zero input returns zero.
|
|
44
|
+
* @internal
|
|
45
|
+
*/
|
|
46
|
+
export declare function rtsPanWorldDir(panX: number, panZ: number, yaw: number): Vec3;
|
|
40
47
|
/** Exponential spring-arm approach toward a desired point (frame-rate independent).
|
|
41
48
|
* @internal
|
|
42
49
|
*/
|
package/dist/camera/rigMath.js
CHANGED
|
@@ -74,6 +74,22 @@ export function topDownPose(follow, resolved, fov) {
|
|
|
74
74
|
fov,
|
|
75
75
|
};
|
|
76
76
|
}
|
|
77
|
+
/**
|
|
78
|
+
* World-space direction for RTS pan input: `panX` slides along screen-right,
|
|
79
|
+
* `panZ` along the camera's ground-plane forward, for a camera posed by
|
|
80
|
+
* `topDownPose` at the same yaw. Normalized; zero input returns zero.
|
|
81
|
+
* @internal
|
|
82
|
+
*/
|
|
83
|
+
export function rtsPanWorldDir(panX, panZ, yaw) {
|
|
84
|
+
const forward = forwardVector(yaw);
|
|
85
|
+
const right = rightVector(yaw);
|
|
86
|
+
const x = panX * right.x + panZ * forward.x;
|
|
87
|
+
const z = panX * right.z + panZ * forward.z;
|
|
88
|
+
const len = Math.hypot(x, z);
|
|
89
|
+
if (len === 0)
|
|
90
|
+
return { x: 0, y: 0, z: 0 };
|
|
91
|
+
return { x: x / len, y: 0, z: z / len };
|
|
92
|
+
}
|
|
77
93
|
/** Exponential spring-arm approach toward a desired point (frame-rate independent).
|
|
78
94
|
* @internal
|
|
79
95
|
*/
|
|
@@ -6,8 +6,10 @@ import * as THREE from "three";
|
|
|
6
6
|
import { useGameContext } from "@jgengine/react/provider";
|
|
7
7
|
import { resolveBuildingPalette } from "@jgengine/core/world/buildings";
|
|
8
8
|
import { resolveStructureBuildings } from "@jgengine/core/world/environmentSummary";
|
|
9
|
+
import { findRoadJunctions, junctionExclusions } from "@jgengine/core/world/streets";
|
|
9
10
|
import { createTerrainPaletteSampler, resolveEnvironmentField, resolveTerrainDetail, resolveTerrainPalette, } from "@jgengine/core/world/terrain";
|
|
10
11
|
import { GroundPad } from "./GroundPad.js";
|
|
12
|
+
import { RoadJunctions } from "./RoadJunctions.js";
|
|
11
13
|
import { RoadRibbons } from "./RoadRibbons.js";
|
|
12
14
|
import { terrainGroundColorSampler } from "./terrainGroundColor.js";
|
|
13
15
|
import { InstancedBuildings } from "../structures/GeneratedBuilding.js";
|
|
@@ -142,6 +144,7 @@ function Structures({ structures, field }) {
|
|
|
142
144
|
const placements = useMemo(() => resolveStructureBuildings(structures).map((building) => ({
|
|
143
145
|
building,
|
|
144
146
|
position: [0, field.sampleHeight(building.center[0], building.center[1]), 0],
|
|
147
|
+
...(building.rotationY === undefined ? {} : { rotationY: building.rotationY, pivot: building.center }),
|
|
145
148
|
})), [structures, field]);
|
|
146
149
|
const palette = useMemo(() => resolveBuildingPalette(structures.style, structures.palette), [structures.style, structures.palette]);
|
|
147
150
|
return _jsx(InstancedBuildings, { buildings: placements, palette: palette });
|
|
@@ -154,5 +157,7 @@ export function EnvironmentScene({ feature }) {
|
|
|
154
157
|
const pads = feature.pads ?? [];
|
|
155
158
|
const islands = feature.islands ?? [];
|
|
156
159
|
const roads = feature.roads ?? [];
|
|
157
|
-
|
|
160
|
+
const junctions = useMemo(() => findRoadJunctions(roads), [roads]);
|
|
161
|
+
const exclusions = useMemo(() => junctionExclusions(junctions), [junctions]);
|
|
162
|
+
return (_jsxs(_Fragment, { children: [feature.terrain !== undefined ? _jsx(TerrainGround, { terrain: feature.terrain, field: field }) : null, islands.map((entry, index) => (_jsx(TerrainGround, { terrain: entry, field: field, center: entry.origin }, `island-${index}`))), water.map((ocean, index) => (_jsx(Water, { ocean: ocean }, `ocean-${index}`))), roads.map((entry, index) => (_jsx(RoadRibbons, { road: entry, field: field, exclusions: exclusions }, `road-${index}`))), _jsx(RoadJunctions, { junctions: junctions, field: field }), structures.map((entry, index) => (_jsx(Structures, { structures: entry, field: field }, `structures-${index}`))), pads.map((entry, index) => (_jsx(GroundPad, { pad: entry, field: field }, `pad-${index}`))), vegetation.map((grass, index) => (_jsx(Vegetation, { grass: grass, field: field, groundColor: vegetationGroundColor(feature.terrain, field, grass) }, `grass-${index}`))), feature.weather !== undefined && feature.weather.length > 0 ? (_jsx(Weather, { weather: feature.weather })) : null] }));
|
|
158
163
|
}
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
import { type RoadJunction } from "@jgengine/core/world/streets";
|
|
2
|
+
import type { TerrainField } from "@jgengine/core/world/terrain";
|
|
3
|
+
/**
|
|
4
|
+
* Renders welded road intersections: one asphalt disc patch per junction (covering the crossing
|
|
5
|
+
* ribbons so they read as one intersection instead of stacking/z-fighting), plus white stop lines
|
|
6
|
+
* and crosswalk bars at each approach. Fed the junctions the scene already computed from its roads.
|
|
7
|
+
* @internal
|
|
8
|
+
*/
|
|
9
|
+
export declare function RoadJunctions({ junctions, field, }: {
|
|
10
|
+
junctions: readonly RoadJunction[];
|
|
11
|
+
field: TerrainField;
|
|
12
|
+
}): import("react").JSX.Element | null;
|
|
@@ -0,0 +1,69 @@
|
|
|
1
|
+
import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
|
|
2
|
+
import { useMemo } from "react";
|
|
3
|
+
import { BufferAttribute, BufferGeometry, DoubleSide } from "three";
|
|
4
|
+
import { buildJunctionPatch, buildRoadRibbon } from "@jgengine/core/world/roads";
|
|
5
|
+
import { junctionMarkings } from "@jgengine/core/world/streets";
|
|
6
|
+
function toGeometry(positions, indices) {
|
|
7
|
+
if (positions.length === 0)
|
|
8
|
+
return null;
|
|
9
|
+
const geometry = new BufferGeometry();
|
|
10
|
+
geometry.setAttribute("position", new BufferAttribute(positions, 3));
|
|
11
|
+
geometry.setIndex(new BufferAttribute(indices, 1));
|
|
12
|
+
geometry.computeVertexNormals();
|
|
13
|
+
return geometry;
|
|
14
|
+
}
|
|
15
|
+
/** Merge many thin marking ribbons (stop lines + crosswalk bars) into one buffer geometry. */
|
|
16
|
+
function mergedBars(bars, width, field, elevation) {
|
|
17
|
+
const ribbons = bars.map((bar) => buildRoadRibbon(bar, width, (x, z) => field.sampleHeight(x, z), { elevation }));
|
|
18
|
+
const vertexCount = ribbons.reduce((sum, r) => sum + r.positions.length, 0);
|
|
19
|
+
const indexCount = ribbons.reduce((sum, r) => sum + r.indices.length, 0);
|
|
20
|
+
if (vertexCount === 0)
|
|
21
|
+
return null;
|
|
22
|
+
const positions = new Float32Array(vertexCount);
|
|
23
|
+
const indices = new Uint32Array(indexCount);
|
|
24
|
+
let vertexOffset = 0;
|
|
25
|
+
let indexOffset = 0;
|
|
26
|
+
for (const ribbon of ribbons) {
|
|
27
|
+
positions.set(ribbon.positions, vertexOffset);
|
|
28
|
+
const base = vertexOffset / 3;
|
|
29
|
+
for (let i = 0; i < ribbon.indices.length; i += 1)
|
|
30
|
+
indices[indexOffset + i] = ribbon.indices[i] + base;
|
|
31
|
+
vertexOffset += ribbon.positions.length;
|
|
32
|
+
indexOffset += ribbon.indices.length;
|
|
33
|
+
}
|
|
34
|
+
return toGeometry(positions, indices);
|
|
35
|
+
}
|
|
36
|
+
/**
|
|
37
|
+
* Renders welded road intersections: one asphalt disc patch per junction (covering the crossing
|
|
38
|
+
* ribbons so they read as one intersection instead of stacking/z-fighting), plus white stop lines
|
|
39
|
+
* and crosswalk bars at each approach. Fed the junctions the scene already computed from its roads.
|
|
40
|
+
* @internal
|
|
41
|
+
*/
|
|
42
|
+
export function RoadJunctions({ junctions, field, }) {
|
|
43
|
+
const patches = useMemo(() => junctions
|
|
44
|
+
.map((junction) => {
|
|
45
|
+
const patch = buildJunctionPatch(junction.center, junction.radius, (x, z) => field.sampleHeight(x, z), { elevation: junction.elevation + 0.02 });
|
|
46
|
+
return { color: junction.color, geometry: toGeometry(patch.positions, patch.indices) };
|
|
47
|
+
})
|
|
48
|
+
.filter((entry) => entry.geometry !== null), [junctions, field]);
|
|
49
|
+
const markings = useMemo(() => {
|
|
50
|
+
const stopBars = [];
|
|
51
|
+
const crossBars = [];
|
|
52
|
+
let elevation = 0;
|
|
53
|
+
for (const junction of junctions) {
|
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54
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+
elevation = Math.max(elevation, junction.elevation);
|
|
55
|
+
const marks = junctionMarkings(junction);
|
|
56
|
+
for (const bar of marks.stopLines)
|
|
57
|
+
stopBars.push(bar);
|
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58
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+
for (const bar of marks.crosswalkBars)
|
|
59
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+
crossBars.push(bar);
|
|
60
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+
}
|
|
61
|
+
return {
|
|
62
|
+
stops: mergedBars(stopBars, 0.5, field, elevation + 0.05),
|
|
63
|
+
crosswalks: mergedBars(crossBars, 0.55, field, elevation + 0.05),
|
|
64
|
+
};
|
|
65
|
+
}, [junctions, field]);
|
|
66
|
+
if (patches.length === 0)
|
|
67
|
+
return null;
|
|
68
|
+
return (_jsxs("group", { children: [patches.map((patch, index) => (_jsx("mesh", { geometry: patch.geometry, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: patch.color, roughness: 0.95, metalness: 0, side: DoubleSide }) }, `junction-${index}`))), markings.stops !== null ? (_jsx("mesh", { geometry: markings.stops, children: _jsx("meshStandardMaterial", { color: "#e6e9ee", roughness: 0.85, metalness: 0, side: DoubleSide }) })) : null, markings.crosswalks !== null ? (_jsx("mesh", { geometry: markings.crosswalks, children: _jsx("meshStandardMaterial", { color: "#e6e9ee", roughness: 0.85, metalness: 0, side: DoubleSide }) })) : null] }));
|
|
69
|
+
}
|
|
@@ -1,7 +1,13 @@
|
|
|
1
1
|
import type { RoadEnvironmentDescriptor } from "@jgengine/core/world/features";
|
|
2
|
+
import { type DashExclusion } from "@jgengine/core/world/roads";
|
|
2
3
|
import type { TerrainField } from "@jgengine/core/world/terrain";
|
|
3
|
-
/**
|
|
4
|
-
|
|
4
|
+
/**
|
|
5
|
+
* Renders one `road()` descriptor: an asphalt ribbon, a curb/edge strip along each border, plus an
|
|
6
|
+
* optional dashed centerline (draped on the terrain, and interrupted through any `exclusions`
|
|
7
|
+
* — the welded junction patches — so the center line does not paint across intersections).
|
|
8
|
+
*/
|
|
9
|
+
export declare function RoadRibbons({ road, field, exclusions, }: {
|
|
5
10
|
road: RoadEnvironmentDescriptor;
|
|
6
11
|
field: TerrainField;
|
|
12
|
+
exclusions?: readonly DashExclusion[];
|
|
7
13
|
}): import("react").JSX.Element | null;
|
|
@@ -1,8 +1,14 @@
|
|
|
1
1
|
import { jsx as _jsx, jsxs as _jsxs } from "react/jsx-runtime";
|
|
2
2
|
import { useMemo } from "react";
|
|
3
|
-
import { BufferAttribute, BufferGeometry, DoubleSide } from "three";
|
|
3
|
+
import { BufferAttribute, BufferGeometry, Color, DoubleSide } from "three";
|
|
4
4
|
import { buildRoadRibbon, dashSegments } from "@jgengine/core/world/roads";
|
|
5
|
-
import { offsetPath, sidewalkWidthOf } from "@jgengine/core/world/streets";
|
|
5
|
+
import { curbPaths, offsetPath, sidewalkWidthOf } from "@jgengine/core/world/streets";
|
|
6
|
+
/** Darken an asphalt color toward black for a curb/edge strip (deterministic, no alloc churn). */
|
|
7
|
+
function darken(hex, amount) {
|
|
8
|
+
const c = new Color(hex);
|
|
9
|
+
c.multiplyScalar(1 - amount);
|
|
10
|
+
return `#${c.getHexString()}`;
|
|
11
|
+
}
|
|
6
12
|
function toGeometry(positions, indices) {
|
|
7
13
|
if (positions.length === 0)
|
|
8
14
|
return null;
|
|
@@ -16,9 +22,9 @@ function ribbonGeometry(path, width, field, elevation) {
|
|
|
16
22
|
const ribbon = buildRoadRibbon(path, width, (x, z) => field.sampleHeight(x, z), { elevation });
|
|
17
23
|
return toGeometry(ribbon.positions, ribbon.indices);
|
|
18
24
|
}
|
|
19
|
-
function mergedDashGeometry(road, field) {
|
|
25
|
+
function mergedDashGeometry(road, field, exclusions) {
|
|
20
26
|
const width = Math.max(0.25, road.width * 0.035);
|
|
21
|
-
const ribbons = dashSegments(road.path, 3.2, 4).map((dash) => buildRoadRibbon(dash, width, (x, z) => field.sampleHeight(x, z), { elevation: road.elevation + 0.04 }));
|
|
27
|
+
const ribbons = dashSegments(road.path, 3.2, 4, exclusions).map((dash) => buildRoadRibbon(dash, width, (x, z) => field.sampleHeight(x, z), { elevation: road.elevation + 0.04 }));
|
|
22
28
|
const vertexCount = ribbons.reduce((sum, r) => sum + r.positions.length, 0);
|
|
23
29
|
const indexCount = ribbons.reduce((sum, r) => sum + r.indices.length, 0);
|
|
24
30
|
if (vertexCount === 0)
|
|
@@ -38,10 +44,22 @@ function mergedDashGeometry(road, field) {
|
|
|
38
44
|
}
|
|
39
45
|
return toGeometry(positions, indices);
|
|
40
46
|
}
|
|
41
|
-
/**
|
|
42
|
-
|
|
47
|
+
/**
|
|
48
|
+
* Renders one `road()` descriptor: an asphalt ribbon, a curb/edge strip along each border, plus an
|
|
49
|
+
* optional dashed centerline (draped on the terrain, and interrupted through any `exclusions`
|
|
50
|
+
* — the welded junction patches — so the center line does not paint across intersections).
|
|
51
|
+
*/
|
|
52
|
+
export function RoadRibbons({ road, field, exclusions = [], }) {
|
|
43
53
|
const asphalt = useMemo(() => ribbonGeometry(road.path, road.width, field, road.elevation), [road, field]);
|
|
44
|
-
const dashes = useMemo(() => (road.markings ? mergedDashGeometry(road, field) : null), [road, field]);
|
|
54
|
+
const dashes = useMemo(() => (road.markings ? mergedDashGeometry(road, field, exclusions) : null), [road, field, exclusions]);
|
|
55
|
+
const curbColor = useMemo(() => darken(road.color, 0.45), [road.color]);
|
|
56
|
+
const curbs = useMemo(() => {
|
|
57
|
+
// A thin strip straddling each asphalt edge, lifted just above the ribbon.
|
|
58
|
+
const strip = Math.max(0.4, road.width * 0.09);
|
|
59
|
+
return curbPaths(road, strip / 2)
|
|
60
|
+
.map((path) => ribbonGeometry(path, strip, field, road.elevation + 0.02))
|
|
61
|
+
.filter((geometry) => geometry !== null);
|
|
62
|
+
}, [road, field]);
|
|
45
63
|
const sidewalks = useMemo(() => {
|
|
46
64
|
const width = sidewalkWidthOf(road);
|
|
47
65
|
if (width <= 0)
|
|
@@ -53,5 +71,5 @@ export function RoadRibbons({ road, field }) {
|
|
|
53
71
|
}, [road, field]);
|
|
54
72
|
if (asphalt === null)
|
|
55
73
|
return null;
|
|
56
|
-
return (_jsxs("group", { children: [_jsx("mesh", { geometry: asphalt, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: road.color, roughness: 0.95, metalness: 0, side: DoubleSide }) }), dashes !== null ? (_jsx("mesh", { geometry: dashes, children: _jsx("meshStandardMaterial", { color: road.markingColor, roughness: 0.8, metalness: 0, side: DoubleSide }) })) : null, sidewalks.map((geometry, index) => (_jsx("mesh", { geometry: geometry, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: road.sidewalk === false ? "#a7adb8" : road.sidewalk.color, roughness: 0.9, metalness: 0, side: DoubleSide }) }, `walk-${index}`)))] }));
|
|
74
|
+
return (_jsxs("group", { children: [_jsx("mesh", { geometry: asphalt, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: road.color, roughness: 0.95, metalness: 0, side: DoubleSide }) }), curbs.map((geometry, index) => (_jsx("mesh", { geometry: geometry, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: curbColor, roughness: 0.9, metalness: 0, side: DoubleSide }) }, `curb-${index}`))), dashes !== null ? (_jsx("mesh", { geometry: dashes, children: _jsx("meshStandardMaterial", { color: road.markingColor, roughness: 0.8, metalness: 0, side: DoubleSide }) })) : null, sidewalks.map((geometry, index) => (_jsx("mesh", { geometry: geometry, receiveShadow: true, children: _jsx("meshStandardMaterial", { color: road.sidewalk === false ? "#a7adb8" : road.sidewalk.color, roughness: 0.9, metalness: 0, side: DoubleSide }) }, `walk-${index}`)))] }));
|
|
57
75
|
}
|
|
@@ -5,17 +5,21 @@ export interface ResolvedWorldOverlayBars {
|
|
|
5
5
|
statId: string;
|
|
6
6
|
roles?: readonly CatalogEntityRole[];
|
|
7
7
|
maxDistance?: number;
|
|
8
|
+
/** Nameplates only: draw the built-in HP bar. `false` yields a name-only plate. Defaults to `true`. */
|
|
9
|
+
showHealth?: boolean;
|
|
8
10
|
}
|
|
9
11
|
/**
|
|
10
12
|
* Normalize `worldHealthBars` / `nameplates` (`boolean | object | undefined`) into a
|
|
11
13
|
* single resolved shape. `undefined` / `false` → `null` (off); `true` → default stat `"health"`;
|
|
12
|
-
* object → explicit fields with `statId` defaulting to `"health"`.
|
|
14
|
+
* object → explicit fields with `statId` defaulting to `"health"`. `showHealth` is nameplate-only
|
|
15
|
+
* (ignored by `worldHealthBars`, which is itself a bar).
|
|
13
16
|
* @internal
|
|
14
17
|
*/
|
|
15
18
|
export declare function resolveWorldOverlayBars(config: boolean | {
|
|
16
19
|
statId?: string;
|
|
17
20
|
roles?: readonly CatalogEntityRole[];
|
|
18
21
|
maxDistance?: number;
|
|
22
|
+
showHealth?: boolean;
|
|
19
23
|
} | undefined): ResolvedWorldOverlayBars | null;
|
|
20
24
|
/** Resolved combat presentation channels (each boolean is whether that stack piece mounts). @internal */
|
|
21
25
|
export interface ResolvedPresentationEffects {
|
|
@@ -1,7 +1,8 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* Normalize `worldHealthBars` / `nameplates` (`boolean | object | undefined`) into a
|
|
3
3
|
* single resolved shape. `undefined` / `false` → `null` (off); `true` → default stat `"health"`;
|
|
4
|
-
* object → explicit fields with `statId` defaulting to `"health"`.
|
|
4
|
+
* object → explicit fields with `statId` defaulting to `"health"`. `showHealth` is nameplate-only
|
|
5
|
+
* (ignored by `worldHealthBars`, which is itself a bar).
|
|
5
6
|
* @internal
|
|
6
7
|
*/
|
|
7
8
|
export function resolveWorldOverlayBars(config) {
|
|
@@ -13,6 +14,7 @@ export function resolveWorldOverlayBars(config) {
|
|
|
13
14
|
statId: config.statId ?? "health",
|
|
14
15
|
...(config.roles === undefined ? {} : { roles: config.roles }),
|
|
15
16
|
...(config.maxDistance === undefined ? {} : { maxDistance: config.maxDistance }),
|
|
17
|
+
...(config.showHealth === undefined ? {} : { showHealth: config.showHealth }),
|
|
16
18
|
};
|
|
17
19
|
}
|
|
18
20
|
const ALL_ON = {
|
|
@@ -0,0 +1,18 @@
|
|
|
1
|
+
import { type ReactNode } from "react";
|
|
2
|
+
import type { ModelConfig, ModelPart } from "@jgengine/core/game/playableGame";
|
|
3
|
+
/**
|
|
4
|
+
* Procedural motion rig for a rig-less part-composed character (`ModelPart.role` — see
|
|
5
|
+
* `@jgengine/core/game/partAnimation`). Wraps the whole composition in a root group that bobs,
|
|
6
|
+
* breathes, flinches on `combat.hitReaction`, and topples on `entity.died`, while each
|
|
7
|
+
* role-tagged part swings around its authored transform — legs/arms counter-phase from the
|
|
8
|
+
* entity's live movement speed, head counter-sway, tail wag, wing flap. Untagged parts render
|
|
9
|
+
* as static kit pieces. Children are the base model content (primitive, attachments).
|
|
10
|
+
*/
|
|
11
|
+
export declare function PartMotionRig({ parts, model, instanceId, renderPart, children, }: {
|
|
12
|
+
parts: readonly ModelPart[];
|
|
13
|
+
model: ModelConfig;
|
|
14
|
+
instanceId?: string;
|
|
15
|
+
/** Renders one part's model content (the shell passes its part renderer to avoid an import cycle). */
|
|
16
|
+
renderPart: (part: ModelPart, index: number) => ReactNode;
|
|
17
|
+
children: ReactNode;
|
|
18
|
+
}): ReactNode;
|