@jgengine/shell 0.6.0 → 0.7.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (77) hide show
  1. package/CHANGELOG.md +167 -2
  2. package/dist/GamePlayerShell.js +210 -39
  3. package/dist/audio/AudioComponents.d.ts +12 -0
  4. package/dist/audio/AudioComponents.js +53 -0
  5. package/dist/audio/audioEngine.d.ts +23 -0
  6. package/dist/audio/audioEngine.js +110 -0
  7. package/dist/camera/GameCameraRig.d.ts +11 -0
  8. package/dist/camera/GameCameraRig.js +42 -0
  9. package/dist/camera/GameOrbitCamera.d.ts +3 -1
  10. package/dist/camera/GameOrbitCamera.js +4 -2
  11. package/dist/camera/cameraRigs.d.ts +22 -0
  12. package/dist/camera/cameraRigs.js +485 -0
  13. package/dist/camera/index.d.ts +5 -0
  14. package/dist/camera/index.js +5 -0
  15. package/dist/camera/rigMath.d.ts +130 -0
  16. package/dist/camera/rigMath.js +338 -0
  17. package/dist/camera/shakeChannel.d.ts +29 -0
  18. package/dist/camera/shakeChannel.js +38 -0
  19. package/dist/demo/builderDemo.d.ts +2 -0
  20. package/dist/demo/builderDemo.js +189 -0
  21. package/dist/demo/mapDemo.d.ts +2 -0
  22. package/dist/demo/mapDemo.js +206 -0
  23. package/dist/demo/pointerDemo.d.ts +2 -0
  24. package/dist/demo/pointerDemo.js +151 -0
  25. package/dist/demo/sensorShowcase.d.ts +2 -0
  26. package/dist/demo/sensorShowcase.js +131 -0
  27. package/dist/demo/survivalDemo.d.ts +2 -0
  28. package/dist/demo/survivalDemo.js +291 -0
  29. package/dist/map/MapMarkerBeacons.d.ts +12 -0
  30. package/dist/map/MapMarkerBeacons.js +16 -0
  31. package/dist/map/index.d.ts +2 -0
  32. package/dist/map/index.js +2 -0
  33. package/dist/map/terrainMap.d.ts +23 -0
  34. package/dist/map/terrainMap.js +79 -0
  35. package/dist/pointer/PointerOverlays.d.ts +12 -0
  36. package/dist/pointer/PointerOverlays.js +17 -0
  37. package/dist/pointer/PointerProbe.d.ts +4 -0
  38. package/dist/pointer/PointerProbe.js +27 -0
  39. package/dist/pointer/pointerService.d.ts +24 -0
  40. package/dist/pointer/pointerService.js +68 -0
  41. package/dist/replay/useSessionRecorder.d.ts +14 -0
  42. package/dist/replay/useSessionRecorder.js +22 -0
  43. package/dist/structures/PlacementGhost.d.ts +8 -0
  44. package/dist/structures/PlacementGhost.js +11 -0
  45. package/dist/structures/index.d.ts +2 -0
  46. package/dist/structures/index.js +2 -0
  47. package/dist/structures.d.ts +1 -0
  48. package/dist/structures.js +1 -0
  49. package/dist/terrain/CarvedTerrain.d.ts +22 -0
  50. package/dist/terrain/CarvedTerrain.js +19 -0
  51. package/dist/terrain/EditableGround.d.ts +11 -0
  52. package/dist/terrain/EditableGround.js +38 -0
  53. package/dist/terrain/TerraformBrushCursor.d.ts +8 -0
  54. package/dist/terrain/TerraformBrushCursor.js +13 -0
  55. package/dist/terrain/index.d.ts +4 -1
  56. package/dist/terrain/index.js +4 -1
  57. package/dist/terrain/terrainMath.d.ts +14 -1
  58. package/dist/terrain/terrainMath.js +80 -0
  59. package/dist/vision/FrustumSensorHud.d.ts +21 -0
  60. package/dist/vision/FrustumSensorHud.js +67 -0
  61. package/dist/vision/HiddenStateProbeHud.d.ts +11 -0
  62. package/dist/vision/HiddenStateProbeHud.js +11 -0
  63. package/dist/vision/RevealVision.d.ts +28 -0
  64. package/dist/vision/RevealVision.js +53 -0
  65. package/dist/weather/FireSpreadLayer.d.ts +14 -0
  66. package/dist/weather/FireSpreadLayer.js +68 -0
  67. package/dist/weather/index.d.ts +1 -0
  68. package/dist/weather/index.js +1 -0
  69. package/dist/world/InstancedJoints.d.ts +14 -0
  70. package/dist/world/InstancedJoints.js +32 -0
  71. package/dist/world/WorldHud.d.ts +2 -0
  72. package/dist/world/WorldHud.js +70 -12
  73. package/dist/world/WorldItems.d.ts +5 -0
  74. package/dist/world/WorldItems.js +31 -0
  75. package/dist/world/floatTextStyle.d.ts +14 -0
  76. package/dist/world/floatTextStyle.js +39 -0
  77. package/package.json +8 -4
@@ -13,7 +13,9 @@ export interface GameOrbitCameraProps {
13
13
  resolveFollowTarget?: (entity: SceneEntity) => Vec3;
14
14
  onDragChange?: (dragging: boolean) => void;
15
15
  onCameraFollow?: CameraFollowListener;
16
+ /** Free the left mouse button for pointer verbs (marquee / click-to-move); orbit moves to the middle button. */
17
+ pointerControls?: boolean;
16
18
  }
17
- export declare function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followEntityId, resolveFollowTarget, onDragChange, onCameraFollow, }: GameOrbitCameraProps): import("react").JSX.Element;
19
+ export declare function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followEntityId, resolveFollowTarget, onDragChange, onCameraFollow, pointerControls, }: GameOrbitCameraProps): import("react").JSX.Element;
18
20
  /** Seed orbit target before controls mount (demo spawn at origin). */
19
21
  export declare function seedOrbitCameraTarget(camera: Camera, target: Vector3, distance: number, height: number): void;
@@ -6,7 +6,7 @@ import { MOUSE, Vector3 } from "three";
6
6
  import { useGameContext } from "@jgengine/react/provider";
7
7
  import { usePlayer } from "@jgengine/react/hooks";
8
8
  import { cameraLookPitch, ORBIT_CAMERA_FRAME_PRIORITY, orbitFollowStep, orbitYawFromCamera, resolveFollowTargetFromPosition, resolveOrbitCameraConfig, seedOrbitFollowState, } from "./orbitCameraMath.js";
9
- export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followEntityId, resolveFollowTarget, onDragChange, onCameraFollow, }) {
9
+ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followEntityId, resolveFollowTarget, onDragChange, onCameraFollow, pointerControls = false, }) {
10
10
  const config = resolveOrbitCameraConfig(configPatch);
11
11
  const controlsRef = useRef(null);
12
12
  const runtimeRef = useRef(null);
@@ -71,7 +71,9 @@ export function GameOrbitCamera({ yawRef, pitchRef, config: configPatch, followE
71
71
  distance: runtimeRef.current.lockedDistance ?? stepped.distance,
72
72
  });
73
73
  }, ORBIT_CAMERA_FRAME_PRIORITY);
74
- return (_jsx(OrbitControls, { ref: controlsRef, enableDamping: true, dampingFactor: config.dampingFactor, rotateSpeed: config.rotateSpeed, zoomSpeed: config.zoomSpeed, enablePan: false, enableRotate: true, enableZoom: true, minDistance: config.minDistance, maxDistance: config.maxDistance, maxPolarAngle: config.maxPolarAngle, minPolarAngle: config.minPolarAngle, screenSpacePanning: false, mouseButtons: { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: undefined }, onStart: () => {
74
+ return (_jsx(OrbitControls, { ref: controlsRef, enableDamping: true, dampingFactor: config.dampingFactor, rotateSpeed: config.rotateSpeed, zoomSpeed: config.zoomSpeed, enablePan: false, enableRotate: true, enableZoom: true, minDistance: config.minDistance, maxDistance: config.maxDistance, maxPolarAngle: config.maxPolarAngle, minPolarAngle: config.minPolarAngle, screenSpacePanning: false, mouseButtons: pointerControls
75
+ ? { LEFT: undefined, MIDDLE: MOUSE.ROTATE, RIGHT: undefined }
76
+ : { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: undefined }, onStart: () => {
75
77
  draggingRef.current = true;
76
78
  onDragChange?.(true);
77
79
  }, onEnd: () => {
@@ -0,0 +1,22 @@
1
+ import { type MutableRefObject } from "react";
2
+ import type { GameCameraConfig } from "@jgengine/core/game/playableGame";
3
+ export declare const CAMERA_RIG_FRAME_PRIORITY = -1;
4
+ export declare const CAMERA_POST_FRAME_PRIORITY: number;
5
+ export interface RigProps {
6
+ yawRef: MutableRefObject<number>;
7
+ pitchRef: MutableRefObject<number>;
8
+ config?: GameCameraConfig;
9
+ followEntityId?: string | null;
10
+ }
11
+ export declare function TopDownRig(props: RigProps): null;
12
+ export declare function RtsRig(props: RigProps): null;
13
+ export declare function ShoulderRig(props: RigProps): null;
14
+ export declare function LockOnRig(props: RigProps): null;
15
+ export declare function ChaseRig(props: RigProps): null;
16
+ /**
17
+ * Detached spectator/photo cam (#120): binds to any entity or fixed point and
18
+ * auto-orbits it, reading no player input at all — the van CCTV / photo-mode /
19
+ * kill-cam rig. Distinct from every other rig, which drives from mouse/keys.
20
+ */
21
+ export declare function ObserverRig(props: RigProps): null;
22
+ export declare function CinematicRig(props: RigProps): null;
@@ -0,0 +1,485 @@
1
+ import { useFrame, useThree } from "@react-three/fiber";
2
+ import { useEffect, useMemo, useRef } from "react";
3
+ import { PerspectiveCamera, Quaternion, Vector3 } from "three";
4
+ import { usePlayer } from "@jgengine/react/hooks";
5
+ import { useGameContext } from "@jgengine/react/provider";
6
+ import { ORBIT_CAMERA_FRAME_PRIORITY } from "./orbitCameraMath.js";
7
+ import { chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveTopDown, seatPose, shoulderPose, smoothstep, smoothYaw, speedToFov, springArmStep, topDownPose, } from "./rigMath.js";
8
+ import { useCameraShake } from "./shakeChannel.js";
9
+ export const CAMERA_RIG_FRAME_PRIORITY = ORBIT_CAMERA_FRAME_PRIORITY;
10
+ export const CAMERA_POST_FRAME_PRIORITY = ORBIT_CAMERA_FRAME_PRIORITY + 0.5;
11
+ function isPerspective(camera) {
12
+ return camera.isPerspectiveCamera === true;
13
+ }
14
+ function currentFov(camera) {
15
+ return isPerspective(camera) ? camera.fov : 55;
16
+ }
17
+ function applyPose(camera, pose) {
18
+ camera.position.set(pose.position.x, pose.position.y, pose.position.z);
19
+ camera.lookAt(pose.lookAt.x, pose.lookAt.y, pose.lookAt.z);
20
+ if (isPerspective(camera) && Math.abs(camera.fov - pose.fov) > 0.001) {
21
+ camera.fov = pose.fov;
22
+ camera.updateProjectionMatrix();
23
+ }
24
+ }
25
+ function resolveFollowId(explicit, userId) {
26
+ if (explicit === null)
27
+ return null;
28
+ return explicit ?? userId;
29
+ }
30
+ function readFollow(ctx, followId) {
31
+ if (followId === null)
32
+ return null;
33
+ const entity = ctx.scene.entity.get(followId);
34
+ if (entity === null)
35
+ return null;
36
+ return {
37
+ pos: { x: entity.position[0], y: entity.position[1], z: entity.position[2] },
38
+ yaw: entity.rotationY,
39
+ };
40
+ }
41
+ /**
42
+ * Shared per-frame finalizer every rig funnels through: applies the crossfade
43
+ * blend captured on a rig swap, layers the trauma-channel shake, advances the
44
+ * shake clock, and reports `onCameraFollow`. Rigs compute a clean pose; this
45
+ * hook owns shake + transitions so they behave identically across rigs.
46
+ */
47
+ function useCameraCommit(props, followId) {
48
+ const camera = useThree((state) => state.camera);
49
+ const shake = useCameraShake();
50
+ const shakeConfig = props.config?.shake;
51
+ const transitionSeconds = props.config?.transitionSeconds ?? 0.6;
52
+ const blendRef = useRef(null);
53
+ const lastPoseRef = useRef(null);
54
+ const beginTransition = () => {
55
+ if (transitionSeconds <= 0)
56
+ return;
57
+ blendRef.current = {
58
+ position: camera.position.clone(),
59
+ quaternion: camera.quaternion.clone(),
60
+ fov: currentFov(camera),
61
+ elapsed: 0,
62
+ duration: transitionSeconds,
63
+ };
64
+ };
65
+ const commit = (pose, dt) => {
66
+ lastPoseRef.current = pose;
67
+ applyPose(camera, pose);
68
+ const blend = blendRef.current;
69
+ if (blend !== null) {
70
+ blend.elapsed += dt;
71
+ const t = blend.duration <= 0 ? 1 : Math.min(blend.elapsed / blend.duration, 1);
72
+ const eased = smoothstep(t);
73
+ const targetPos = camera.position.clone();
74
+ const targetQuat = camera.quaternion.clone();
75
+ camera.position.lerpVectors(blend.position, targetPos, eased);
76
+ camera.quaternion.slerpQuaternions(blend.quaternion, targetQuat, eased);
77
+ if (isPerspective(camera)) {
78
+ camera.fov = blend.fov + (pose.fov - blend.fov) * eased;
79
+ camera.updateProjectionMatrix();
80
+ }
81
+ if (t >= 1)
82
+ blendRef.current = null;
83
+ }
84
+ shake.step(dt);
85
+ const offset = shake.sample(shakeConfig);
86
+ if (offset.x !== 0 || offset.y !== 0 || offset.roll !== 0) {
87
+ camera.translateX(offset.x);
88
+ camera.translateY(offset.y);
89
+ camera.rotateZ(offset.roll);
90
+ }
91
+ props.config?.onCameraFollow?.({
92
+ entityId: followId ?? "",
93
+ target: pose.lookAt,
94
+ camera: { x: camera.position.x, y: camera.position.y, z: camera.position.z },
95
+ distance: Math.hypot(camera.position.x - pose.lookAt.x, camera.position.y - pose.lookAt.y, camera.position.z - pose.lookAt.z),
96
+ });
97
+ };
98
+ return { camera, commit, beginTransition };
99
+ }
100
+ function useWheelZoom(initial, min, max, speed) {
101
+ const domElement = useThree((state) => state.gl.domElement);
102
+ const zoomRef = useRef(initial);
103
+ useEffect(() => {
104
+ zoomRef.current = initial;
105
+ }, [initial]);
106
+ useEffect(() => {
107
+ const onWheel = (event) => {
108
+ if (event.shiftKey)
109
+ return;
110
+ zoomRef.current = clamp(zoomRef.current + Math.sign(event.deltaY) * speed, min, max);
111
+ };
112
+ domElement.addEventListener("wheel", onWheel, { passive: true });
113
+ return () => domElement.removeEventListener("wheel", onWheel);
114
+ }, [domElement, min, max, speed]);
115
+ return zoomRef;
116
+ }
117
+ export function TopDownRig(props) {
118
+ const { userId } = usePlayer();
119
+ const ctx = useGameContext();
120
+ const followId = resolveFollowId(props.followEntityId, userId);
121
+ const config = props.config?.topDown;
122
+ const resolved = useMemo(() => resolveTopDown(config), [config]);
123
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
124
+ const followRef = useRef(null);
125
+ const zoomRef = useWheelZoom(resolved.height, (config?.zoom?.min ?? 0.6) * resolved.height, (config?.zoom?.max ?? 1.8) * resolved.height, config?.zoom?.speed ?? resolved.height * 0.08);
126
+ useEffect(beginTransition, []);
127
+ useFrame((_, dt) => {
128
+ const sample = readFollow(ctx, followId);
129
+ const desired = sample?.pos ?? { x: 0, y: 0, z: 0 };
130
+ const prev = followRef.current ?? desired;
131
+ const blend = 1 - Math.exp(-resolved.followSmoothing * dt);
132
+ const follow = {
133
+ x: prev.x + (desired.x - prev.x) * blend,
134
+ y: prev.y + (desired.y - prev.y) * blend,
135
+ z: prev.z + (desired.z - prev.z) * blend,
136
+ };
137
+ followRef.current = follow;
138
+ props.yawRef.current = resolved.yaw;
139
+ const pose = topDownPose(follow, { ...resolved, height: zoomRef.current }, currentFov(camera));
140
+ commit(pose, dt);
141
+ }, CAMERA_RIG_FRAME_PRIORITY);
142
+ return null;
143
+ }
144
+ function useHeldKeys(codes) {
145
+ const held = useRef(new Set());
146
+ useEffect(() => {
147
+ const set = new Set(codes);
148
+ const down = (event) => {
149
+ if (set.has(event.code))
150
+ held.current.add(event.code);
151
+ };
152
+ const up = (event) => {
153
+ held.current.delete(event.code);
154
+ };
155
+ window.addEventListener("keydown", down);
156
+ window.addEventListener("keyup", up);
157
+ return () => {
158
+ window.removeEventListener("keydown", down);
159
+ window.removeEventListener("keyup", up);
160
+ held.current.clear();
161
+ };
162
+ }, [codes.join(",")]);
163
+ return held;
164
+ }
165
+ const RTS_PAN_KEYS = ["KeyW", "KeyA", "KeyS", "KeyD", "ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight", "KeyQ", "KeyE"];
166
+ export function RtsRig(props) {
167
+ const { userId } = usePlayer();
168
+ const ctx = useGameContext();
169
+ const followId = resolveFollowId(props.followEntityId, userId);
170
+ const config = props.config?.rts;
171
+ const resolved = useMemo(() => resolveTopDown(config), [config]);
172
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
173
+ const held = useHeldKeys(RTS_PAN_KEYS);
174
+ const centerRef = useRef({
175
+ x: config?.start?.x ?? 0,
176
+ y: 0,
177
+ z: config?.start?.z ?? 0,
178
+ });
179
+ const yawRef = useRef(resolved.yaw);
180
+ const pointerRef = useRef(null);
181
+ const domElement = useThree((state) => state.gl.domElement);
182
+ const zoomRef = useWheelZoom(resolved.height, (config?.zoom?.min ?? 0.5) * resolved.height, (config?.zoom?.max ?? 2.2) * resolved.height, config?.zoom?.speed ?? resolved.height * 0.09);
183
+ const edgeScroll = config?.edgeScroll ?? true;
184
+ const edgeMargin = typeof edgeScroll === "object" ? edgeScroll.margin ?? 0.04 : 0.04;
185
+ const panSpeed = config?.panSpeed ?? 24;
186
+ const rotateSpeed = config?.rotateSpeed ?? 1.4;
187
+ useEffect(beginTransition, []);
188
+ useEffect(() => {
189
+ if (edgeScroll === false)
190
+ return;
191
+ const onMove = (event) => {
192
+ const rect = domElement.getBoundingClientRect();
193
+ pointerRef.current = {
194
+ nx: (event.clientX - rect.left) / rect.width,
195
+ ny: (event.clientY - rect.top) / rect.height,
196
+ };
197
+ };
198
+ const onLeave = () => {
199
+ pointerRef.current = null;
200
+ };
201
+ domElement.addEventListener("pointermove", onMove);
202
+ domElement.addEventListener("pointerleave", onLeave);
203
+ return () => {
204
+ domElement.removeEventListener("pointermove", onMove);
205
+ domElement.removeEventListener("pointerleave", onLeave);
206
+ };
207
+ }, [domElement, edgeScroll]);
208
+ useFrame((_, dt) => {
209
+ const keys = held.current;
210
+ if (keys.has("KeyQ"))
211
+ yawRef.current += rotateSpeed * dt;
212
+ if (keys.has("KeyE"))
213
+ yawRef.current -= rotateSpeed * dt;
214
+ let panX = 0;
215
+ let panZ = 0;
216
+ if (keys.has("KeyW") || keys.has("ArrowUp"))
217
+ panZ += 1;
218
+ if (keys.has("KeyS") || keys.has("ArrowDown"))
219
+ panZ -= 1;
220
+ if (keys.has("KeyD") || keys.has("ArrowRight"))
221
+ panX += 1;
222
+ if (keys.has("KeyA") || keys.has("ArrowLeft"))
223
+ panX -= 1;
224
+ const pointer = pointerRef.current;
225
+ if (edgeScroll !== false && pointer !== null) {
226
+ if (pointer.nx < edgeMargin)
227
+ panX -= 1;
228
+ else if (pointer.nx > 1 - edgeMargin)
229
+ panX += 1;
230
+ if (pointer.ny < edgeMargin)
231
+ panZ += 1;
232
+ else if (pointer.ny > 1 - edgeMargin)
233
+ panZ -= 1;
234
+ }
235
+ const center = centerRef.current;
236
+ if (panX !== 0 || panZ !== 0) {
237
+ const cos = Math.cos(yawRef.current);
238
+ const sin = Math.sin(yawRef.current);
239
+ const worldX = panX * cos + panZ * sin;
240
+ const worldZ = panZ * cos - panX * sin;
241
+ const len = Math.hypot(worldX, worldZ) || 1;
242
+ center.x += (worldX / len) * panSpeed * dt;
243
+ center.z += (worldZ / len) * panSpeed * dt;
244
+ }
245
+ else {
246
+ const follow = readFollow(ctx, followId);
247
+ if (follow !== null) {
248
+ center.x += (follow.pos.x - center.x) * (1 - Math.exp(-resolved.followSmoothing * dt));
249
+ center.z += (follow.pos.z - center.z) * (1 - Math.exp(-resolved.followSmoothing * dt));
250
+ }
251
+ }
252
+ const bounds = config?.bounds;
253
+ if (bounds !== undefined) {
254
+ center.x = clamp(center.x, bounds.minX ?? -Infinity, bounds.maxX ?? Infinity);
255
+ center.z = clamp(center.z, bounds.minZ ?? -Infinity, bounds.maxZ ?? Infinity);
256
+ }
257
+ props.yawRef.current = yawRef.current;
258
+ const pose = topDownPose(center, { ...resolved, yaw: yawRef.current, height: zoomRef.current }, currentFov(camera));
259
+ commit(pose, dt);
260
+ }, CAMERA_RIG_FRAME_PRIORITY);
261
+ return null;
262
+ }
263
+ export function ShoulderRig(props) {
264
+ const { userId } = usePlayer();
265
+ const ctx = useGameContext();
266
+ const followId = resolveFollowId(props.followEntityId, userId);
267
+ const config = props.config?.shoulder;
268
+ const { commit, beginTransition } = useCameraCommit(props, followId);
269
+ const domElement = useThree((state) => state.gl.domElement);
270
+ const sideRef = useRef(config?.side === "left" ? -1 : 1);
271
+ const aimRef = useRef(0);
272
+ const aimingRef = useRef(false);
273
+ const sensitivity = config?.sensitivity ?? 0.0025;
274
+ useEffect(beginTransition, []);
275
+ useEffect(() => {
276
+ const requestLock = () => {
277
+ if (document.pointerLockElement !== domElement)
278
+ void domElement.requestPointerLock?.();
279
+ };
280
+ const onMove = (event) => {
281
+ if (document.pointerLockElement !== domElement)
282
+ return;
283
+ props.yawRef.current -= event.movementX * sensitivity;
284
+ props.pitchRef.current = clamp(props.pitchRef.current - event.movementY * sensitivity, -1.2, 1.2);
285
+ };
286
+ const onDown = (event) => {
287
+ if (event.button === 2)
288
+ aimingRef.current = true;
289
+ };
290
+ const onUp = (event) => {
291
+ if (event.button === 2)
292
+ aimingRef.current = false;
293
+ };
294
+ const onKey = (event) => {
295
+ if (event.code === "KeyV")
296
+ sideRef.current *= -1;
297
+ };
298
+ const onContext = (event) => event.preventDefault();
299
+ domElement.addEventListener("click", requestLock);
300
+ window.addEventListener("mousemove", onMove);
301
+ window.addEventListener("mousedown", onDown);
302
+ window.addEventListener("mouseup", onUp);
303
+ window.addEventListener("keydown", onKey);
304
+ domElement.addEventListener("contextmenu", onContext);
305
+ return () => {
306
+ domElement.removeEventListener("click", requestLock);
307
+ window.removeEventListener("mousemove", onMove);
308
+ window.removeEventListener("mousedown", onDown);
309
+ window.removeEventListener("mouseup", onUp);
310
+ window.removeEventListener("keydown", onKey);
311
+ domElement.removeEventListener("contextmenu", onContext);
312
+ };
313
+ }, [domElement, sensitivity, props.yawRef, props.pitchRef]);
314
+ useFrame((_, dt) => {
315
+ const sample = readFollow(ctx, followId);
316
+ const follow = sample?.pos ?? { x: 0, y: 0, z: 0 };
317
+ const adsTarget = aimingRef.current ? 1 : 0;
318
+ aimRef.current += (adsTarget - aimRef.current) * (1 - Math.exp(-(config?.adsTransitionSpeed ?? 10) * dt));
319
+ const hip = resolveShoulder(config, false);
320
+ const ads = resolveShoulder(config, true);
321
+ const blended = {
322
+ shoulderOffset: hip.shoulderOffset + (ads.shoulderOffset - hip.shoulderOffset) * aimRef.current,
323
+ heightOffset: hip.heightOffset + (ads.heightOffset - hip.heightOffset) * aimRef.current,
324
+ distance: hip.distance + (ads.distance - hip.distance) * aimRef.current,
325
+ fov: hip.fov + (ads.fov - hip.fov) * aimRef.current,
326
+ };
327
+ const pose = shoulderPose(follow, props.yawRef.current, props.pitchRef.current, sideRef.current, blended);
328
+ commit(pose, dt);
329
+ }, CAMERA_RIG_FRAME_PRIORITY);
330
+ return null;
331
+ }
332
+ function pickLockTarget(ctx, followId, config) {
333
+ if (config?.targetEntityId !== undefined)
334
+ return config.targetEntityId;
335
+ if (followId !== null) {
336
+ const explicit = ctx.scene.entity.getTarget(followId);
337
+ if (explicit !== null)
338
+ return explicit;
339
+ }
340
+ let nearest = null;
341
+ let best = Infinity;
342
+ const origin = followId === null ? null : ctx.scene.entity.get(followId);
343
+ if (origin === null)
344
+ return null;
345
+ for (const entity of ctx.scene.entity.list()) {
346
+ if (entity.id === followId)
347
+ continue;
348
+ const dx = entity.position[0] - origin.position[0];
349
+ const dz = entity.position[2] - origin.position[2];
350
+ const d = dx * dx + dz * dz;
351
+ if (d < best) {
352
+ best = d;
353
+ nearest = entity.id;
354
+ }
355
+ }
356
+ return nearest;
357
+ }
358
+ export function LockOnRig(props) {
359
+ const { userId } = usePlayer();
360
+ const ctx = useGameContext();
361
+ const followId = resolveFollowId(props.followEntityId, userId);
362
+ const config = props.config?.lockOn;
363
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
364
+ const yawRef = useRef(0);
365
+ const seeded = useRef(false);
366
+ useEffect(beginTransition, []);
367
+ useFrame((_, dt) => {
368
+ const sample = readFollow(ctx, followId);
369
+ const player = sample?.pos ?? { x: 0, y: 0, z: 0 };
370
+ const targetId = pickLockTarget(ctx, followId, config);
371
+ const targetEntity = targetId === null ? null : ctx.scene.entity.get(targetId);
372
+ const target = targetEntity === null
373
+ ? { x: player.x, y: player.y, z: player.z + 1 }
374
+ : { x: targetEntity.position[0], y: targetEntity.position[1], z: targetEntity.position[2] };
375
+ const { pose, yaw } = lockOnPose(player, target, config, currentFov(camera));
376
+ if (!seeded.current) {
377
+ yawRef.current = yaw;
378
+ seeded.current = true;
379
+ }
380
+ else {
381
+ yawRef.current = smoothYaw(yawRef.current, yaw, config?.yawSmoothing ?? 9, dt);
382
+ }
383
+ props.yawRef.current = yawRef.current;
384
+ commit(pose, dt);
385
+ }, CAMERA_RIG_FRAME_PRIORITY);
386
+ return null;
387
+ }
388
+ export function ChaseRig(props) {
389
+ const { userId } = usePlayer();
390
+ const ctx = useGameContext();
391
+ const followId = resolveFollowId(props.followEntityId, userId);
392
+ const config = props.config?.chase;
393
+ const resolved = useMemo(() => resolveChase(config), [config]);
394
+ const { commit, beginTransition } = useCameraCommit(props, followId);
395
+ const shake = useCameraShake();
396
+ const posRef = useRef(null);
397
+ const lastFollowRef = useRef(null);
398
+ const view = config?.view ?? "chase";
399
+ useEffect(beginTransition, [view]);
400
+ useFrame((_, dt) => {
401
+ const sample = readFollow(ctx, followId);
402
+ const follow = sample?.pos ?? { x: 0, y: 0, z: 0 };
403
+ const yaw = sample?.yaw ?? 0;
404
+ const last = lastFollowRef.current ?? follow;
405
+ const speed = dt > 0 ? Math.hypot(follow.x - last.x, follow.z - last.z) / dt : 0;
406
+ lastFollowRef.current = follow;
407
+ const fov = speedToFov(speed, config?.fov);
408
+ if (view !== "chase") {
409
+ const seat = view === "cockpit"
410
+ ? config?.seatOffsets?.cockpit ?? { x: 0, y: 1.2, z: 0.1 }
411
+ : view === "hood"
412
+ ? config?.seatOffsets?.hood ?? { x: 0, y: 1, z: 1.4 }
413
+ : config?.seatOffsets?.rear ?? { x: 0, y: 1.6, z: -1.5 };
414
+ const lookBack = view === "rear";
415
+ const pose = seatPose(follow, lookBack ? yaw + Math.PI : yaw, seat, fov);
416
+ if (lookBack) {
417
+ pose.position = seatPose(follow, yaw, seat, fov).position;
418
+ }
419
+ commit(pose, dt);
420
+ return;
421
+ }
422
+ const desired = chaseDesiredPosition(follow, yaw, resolved);
423
+ const prev = posRef.current ?? desired;
424
+ const smoothed = springArmStep(prev, desired, resolved.springDamping, dt);
425
+ posRef.current = smoothed;
426
+ if (resolved.shakePerSpeed > 0 && speed > 0) {
427
+ shake.shake(Math.min(resolved.shakePerSpeed * speed * dt, 0.1));
428
+ }
429
+ const pose = { position: smoothed, lookAt: chaseLookAt(follow, yaw, resolved), fov };
430
+ commit(pose, dt);
431
+ }, CAMERA_RIG_FRAME_PRIORITY);
432
+ return null;
433
+ }
434
+ function observerSubject(ctx, config) {
435
+ const bind = config?.bind;
436
+ if (bind?.kind === "entity") {
437
+ const entity = ctx.scene.entity.get(bind.entityId);
438
+ if (entity !== null) {
439
+ return { subject: { x: entity.position[0], y: entity.position[1], z: entity.position[2] }, boundEntityId: bind.entityId };
440
+ }
441
+ return { subject: { x: 0, y: 0, z: 0 }, boundEntityId: bind.entityId };
442
+ }
443
+ if (bind?.kind === "point")
444
+ return { subject: { ...bind.position }, boundEntityId: null };
445
+ return { subject: { x: 0, y: 0, z: 0 }, boundEntityId: null };
446
+ }
447
+ /**
448
+ * Detached spectator/photo cam (#120): binds to any entity or fixed point and
449
+ * auto-orbits it, reading no player input at all — the van CCTV / photo-mode /
450
+ * kill-cam rig. Distinct from every other rig, which drives from mouse/keys.
451
+ */
452
+ export function ObserverRig(props) {
453
+ const ctx = useGameContext();
454
+ const config = props.config?.observer;
455
+ const resolved = useMemo(() => resolveObserver(config), [config]);
456
+ const angleRef = useRef(config?.startAngle ?? 0);
457
+ const { camera, commit, beginTransition } = useCameraCommit(props, observerSubject(ctx, config).boundEntityId);
458
+ useEffect(beginTransition, []);
459
+ useFrame((_, dt) => {
460
+ angleRef.current += resolved.orbitSpeed * dt;
461
+ const { subject } = observerSubject(ctx, config);
462
+ const pose = observerPose(subject, angleRef.current, resolved, config?.fov ?? currentFov(camera));
463
+ commit(pose, dt);
464
+ }, CAMERA_RIG_FRAME_PRIORITY);
465
+ return null;
466
+ }
467
+ export function CinematicRig(props) {
468
+ const { userId } = usePlayer();
469
+ const followId = resolveFollowId(props.followEntityId, userId);
470
+ const cinematic = props.config?.cinematic;
471
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
472
+ const elapsedRef = useRef(0);
473
+ useEffect(() => {
474
+ elapsedRef.current = 0;
475
+ beginTransition();
476
+ }, [cinematic]);
477
+ useFrame((_, dt) => {
478
+ if (cinematic === undefined)
479
+ return;
480
+ elapsedRef.current += dt;
481
+ const sample = cinematicSample(cinematic.keyframes, elapsedRef.current, cinematic.loop ?? false, currentFov(camera));
482
+ commit(sample.pose, dt);
483
+ }, CAMERA_RIG_FRAME_PRIORITY);
484
+ return null;
485
+ }
@@ -1,2 +1,7 @@
1
1
  export { GameOrbitCamera, type CameraFollowListener, type GameOrbitCameraProps } from "./GameOrbitCamera.js";
2
+ export { GameFirstPersonCamera, type GameFirstPersonCameraProps } from "./GameFirstPersonCamera.js";
3
+ export { GameCameraRig, resolveRigKind, type GameCameraRigProps } from "./GameCameraRig.js";
4
+ export { CAMERA_POST_FRAME_PRIORITY, CAMERA_RIG_FRAME_PRIORITY, ChaseRig, CinematicRig, LockOnRig, ObserverRig, RtsRig, ShoulderRig, TopDownRig, type RigProps, } from "./cameraRigs.js";
5
+ export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, type CameraShakeChannel, } from "./shakeChannel.js";
6
+ export { addTrauma, angleDelta, blendShoulder, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, createTrauma, crossfadePose, forwardVector, lerp, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveTopDown, rightVector, seatPose, shakeOffset, shoulderPose, smoothstep, smoothYaw, speedToFov, springArmStep, stepTrauma, topDownPose, yawTo, type CameraPose, type ResolvedChase, type ResolvedObserver, type ResolvedShoulder, type ResolvedTopDown, type ShakeOffset, type TraumaState, } from "./rigMath.js";
2
7
  export { cameraFollowStep, cameraLookPitch, DEFAULT_ORBIT_CAMERA, distanceBetween, GAME_SIM_FRAME_PRIORITY, lerpVec3, ORBIT_CAMERA_FRAME_PRIORITY, orbitFollowStep, orbitYawFromCamera, resolveFollowTargetFromPosition, resolveOrbitCameraConfig, resolveTargetSmoothing, seedOrbitFollowState, smoothBlend, type CameraFollowState, type OrbitCameraConfig, type OrbitFollowRuntimeState, type ResolvedOrbitCameraConfig, type Vec3, } from "./orbitCameraMath.js";
@@ -1,2 +1,7 @@
1
1
  export { GameOrbitCamera } from "./GameOrbitCamera.js";
2
+ export { GameFirstPersonCamera } from "./GameFirstPersonCamera.js";
3
+ export { GameCameraRig, resolveRigKind } from "./GameCameraRig.js";
4
+ export { CAMERA_POST_FRAME_PRIORITY, CAMERA_RIG_FRAME_PRIORITY, ChaseRig, CinematicRig, LockOnRig, ObserverRig, RtsRig, ShoulderRig, TopDownRig, } from "./cameraRigs.js";
5
+ export { CameraShakeContext, cameraShake, createCameraShakeChannel, defaultCameraShakeChannel, useCameraShake, } from "./shakeChannel.js";
6
+ export { addTrauma, angleDelta, blendShoulder, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, createTrauma, crossfadePose, forwardVector, lerp, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveTopDown, rightVector, seatPose, shakeOffset, shoulderPose, smoothstep, smoothYaw, speedToFov, springArmStep, stepTrauma, topDownPose, yawTo, } from "./rigMath.js";
2
7
  export { cameraFollowStep, cameraLookPitch, DEFAULT_ORBIT_CAMERA, distanceBetween, GAME_SIM_FRAME_PRIORITY, lerpVec3, ORBIT_CAMERA_FRAME_PRIORITY, orbitFollowStep, orbitYawFromCamera, resolveFollowTargetFromPosition, resolveOrbitCameraConfig, resolveTargetSmoothing, seedOrbitFollowState, smoothBlend, } from "./orbitCameraMath.js";