@jgengine/shell 0.7.0 → 0.9.0

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Files changed (168) hide show
  1. package/CHANGELOG.md +63 -0
  2. package/README.md +37 -1
  3. package/dist/GameHost.d.ts +12 -0
  4. package/dist/GameHost.js +33 -0
  5. package/dist/GamePlayer.d.ts +11 -0
  6. package/dist/GamePlayer.js +24 -0
  7. package/dist/GamePlayerShell.d.ts +36 -1
  8. package/dist/GamePlayerShell.js +751 -80
  9. package/dist/GameUiPreview.js +2 -1
  10. package/dist/audio/AudioComponents.js +25 -8
  11. package/dist/audio/audioEngine.d.ts +1 -0
  12. package/dist/audio/audioEngine.js +4 -0
  13. package/dist/behaviour.d.ts +12 -0
  14. package/dist/behaviour.js +27 -0
  15. package/dist/behaviourAttach.d.ts +9 -0
  16. package/dist/behaviourAttach.js +32 -0
  17. package/dist/behaviourDriver.d.ts +7 -0
  18. package/dist/behaviourDriver.js +21 -0
  19. package/dist/camera/GameCameraRig.d.ts +8 -3
  20. package/dist/camera/GameCameraRig.js +28 -14
  21. package/dist/camera/GameFirstPersonCamera.js +16 -0
  22. package/dist/camera/GameInspectionCamera.d.ts +6 -0
  23. package/dist/camera/GameInspectionCamera.js +24 -0
  24. package/dist/camera/GameOrbitCamera.js +10 -1
  25. package/dist/camera/PlayerFov.d.ts +18 -0
  26. package/dist/camera/PlayerFov.js +48 -0
  27. package/dist/camera/cameraBlendMath.d.ts +13 -0
  28. package/dist/camera/cameraBlendMath.js +36 -0
  29. package/dist/camera/cameraRigs.d.ts +8 -1
  30. package/dist/camera/cameraRigs.js +78 -38
  31. package/dist/camera/fovPreference.d.ts +25 -0
  32. package/dist/camera/fovPreference.js +73 -0
  33. package/dist/camera/index.d.ts +7 -2
  34. package/dist/camera/index.js +7 -2
  35. package/dist/camera/inspectionCameraMath.d.ts +25 -0
  36. package/dist/camera/inspectionCameraMath.js +44 -0
  37. package/dist/camera/rigMath.d.ts +50 -1
  38. package/dist/camera/rigMath.js +91 -1
  39. package/dist/camera/rigResolve.d.ts +15 -0
  40. package/dist/camera/rigResolve.js +52 -0
  41. package/dist/camera/shakeChannel.d.ts +3 -17
  42. package/dist/camera/shakeChannel.js +2 -21
  43. package/dist/camera/shakeChannelMath.d.ts +8 -0
  44. package/dist/camera/shakeChannelMath.js +21 -0
  45. package/dist/cartridge.d.ts +145 -0
  46. package/dist/cartridge.js +245 -0
  47. package/dist/defineGame.d.ts +16 -0
  48. package/dist/defineGame.js +52 -0
  49. package/dist/devtools/CollisionDebugWorld.d.ts +5 -0
  50. package/dist/devtools/CollisionDebugWorld.js +180 -0
  51. package/dist/devtools/DevtoolsOverlay.d.ts +78 -0
  52. package/dist/devtools/DevtoolsOverlay.js +676 -0
  53. package/dist/devtools/collisionDebug.d.ts +57 -0
  54. package/dist/devtools/collisionDebug.js +127 -0
  55. package/dist/devtools/collisionDebugMath.d.ts +102 -0
  56. package/dist/devtools/collisionDebugMath.js +128 -0
  57. package/dist/environment/Daylight.d.ts +56 -0
  58. package/dist/environment/Daylight.js +101 -0
  59. package/dist/environment/EnvironmentScene.js +87 -48
  60. package/dist/environment/GroundPad.d.ts +7 -0
  61. package/dist/environment/GroundPad.js +12 -0
  62. package/dist/environment/daylightCycle.d.ts +26 -0
  63. package/dist/environment/daylightCycle.js +116 -0
  64. package/dist/environment/groundPadMath.d.ts +13 -0
  65. package/dist/environment/groundPadMath.js +10 -0
  66. package/dist/environment/index.d.ts +3 -0
  67. package/dist/environment/index.js +3 -0
  68. package/dist/environment/skyLightingPolicy.d.ts +10 -0
  69. package/dist/environment/skyLightingPolicy.js +6 -0
  70. package/dist/input/mouseLook.d.ts +27 -0
  71. package/dist/input/mouseLook.js +35 -0
  72. package/dist/materialOverride.d.ts +6 -0
  73. package/dist/materialOverride.js +28 -0
  74. package/dist/multiplayer.d.ts +16 -9
  75. package/dist/multiplayer.js +62 -12
  76. package/dist/pointer/PointerProbe.js +20 -3
  77. package/dist/pointer/pointerService.d.ts +5 -0
  78. package/dist/pointer/pointerService.js +51 -24
  79. package/dist/registry.d.ts +4 -1
  80. package/dist/registry.js +3 -1
  81. package/dist/render/modelRender.d.ts +23 -0
  82. package/dist/render/modelRender.js +106 -0
  83. package/dist/render/resolveModel.d.ts +14 -0
  84. package/dist/render/resolveModel.js +24 -0
  85. package/dist/settings/QuickControls.d.ts +4 -0
  86. package/dist/settings/QuickControls.js +42 -0
  87. package/dist/settings/SettingsChrome.d.ts +1 -0
  88. package/dist/settings/SettingsChrome.js +10 -0
  89. package/dist/settings/SettingsMenu.d.ts +6 -0
  90. package/dist/settings/SettingsMenu.js +148 -0
  91. package/dist/settings/SettingsRuntime.d.ts +11 -0
  92. package/dist/settings/SettingsRuntime.js +19 -0
  93. package/dist/settings/appliedSettings.d.ts +14 -0
  94. package/dist/settings/appliedSettings.js +27 -0
  95. package/dist/settings/settingsController.d.ts +20 -0
  96. package/dist/settings/settingsController.js +165 -0
  97. package/dist/structures/GeneratedBuilding.d.ts +10 -0
  98. package/dist/structures/GeneratedBuilding.js +96 -8
  99. package/dist/structures/index.d.ts +1 -1
  100. package/dist/structures/index.js +1 -1
  101. package/dist/terrain/CarvedTerrain.d.ts +2 -1
  102. package/dist/terrain/CarvedTerrain.js +3 -3
  103. package/dist/terrain/GrassField.d.ts +3 -1
  104. package/dist/terrain/GrassField.js +4 -2
  105. package/dist/terrain/grassBudget.d.ts +3 -0
  106. package/dist/terrain/grassBudget.js +6 -0
  107. package/dist/terrain/grassGeometry.js +1 -1
  108. package/dist/terrain/index.d.ts +1 -1
  109. package/dist/terrain/index.js +1 -1
  110. package/dist/terrain/terrainMath.d.ts +9 -0
  111. package/dist/terrain/terrainMath.js +17 -2
  112. package/dist/touch/OrientationHint.d.ts +3 -0
  113. package/dist/touch/OrientationHint.js +13 -0
  114. package/dist/touch/TouchControlsOverlay.d.ts +34 -0
  115. package/dist/touch/TouchControlsOverlay.js +279 -0
  116. package/dist/visibility/CullingProvider.d.ts +21 -0
  117. package/dist/visibility/CullingProvider.js +134 -0
  118. package/dist/vision/FrustumSensorHud.d.ts +1 -6
  119. package/dist/vision/FrustumSensorHud.js +25 -27
  120. package/dist/vision/frustumSampleEqual.d.ts +2 -0
  121. package/dist/vision/frustumSampleEqual.js +10 -0
  122. package/dist/water/Ocean.js +1 -1
  123. package/dist/water/OceanConfig.d.ts +13 -0
  124. package/dist/water/OceanConfig.js +25 -17
  125. package/dist/water/OceanShader.d.ts +1 -1
  126. package/dist/water/OceanShader.js +3 -3
  127. package/dist/water/index.d.ts +1 -1
  128. package/dist/water/index.js +1 -1
  129. package/dist/weather/FireSpreadLayer.js +7 -2
  130. package/dist/weather/RainField.d.ts +3 -1
  131. package/dist/weather/RainField.js +4 -4
  132. package/dist/weather/SnowField.d.ts +3 -1
  133. package/dist/weather/SnowField.js +4 -4
  134. package/dist/weather/fireSpreadPose.d.ts +2 -0
  135. package/dist/weather/fireSpreadPose.js +4 -0
  136. package/dist/weather/weatherMath.d.ts +5 -1
  137. package/dist/weather/weatherMath.js +7 -2
  138. package/dist/world/DataObjects.d.ts +44 -0
  139. package/dist/world/DataObjects.js +77 -0
  140. package/dist/world/GridWorldScene.d.ts +10 -0
  141. package/dist/world/GridWorldScene.js +54 -0
  142. package/dist/world/SpriteBatch.d.ts +44 -0
  143. package/dist/world/SpriteBatch.js +112 -0
  144. package/dist/world/WorldHud.d.ts +8 -1
  145. package/dist/world/WorldHud.js +90 -39
  146. package/dist/world/WorldItems.js +21 -2
  147. package/dist/world/entityPose.d.ts +14 -0
  148. package/dist/world/entityPose.js +10 -0
  149. package/dist/world/telegraphPulse.d.ts +1 -0
  150. package/dist/world/telegraphPulse.js +4 -0
  151. package/dist/world/worldBarSamples.d.ts +30 -0
  152. package/dist/world/worldBarSamples.js +51 -0
  153. package/llms.txt +2643 -0
  154. package/package.json +6 -5
  155. package/dist/demo/builderDemo.d.ts +0 -2
  156. package/dist/demo/builderDemo.js +0 -189
  157. package/dist/demo/demoGame.d.ts +0 -2
  158. package/dist/demo/demoGame.js +0 -208
  159. package/dist/demo/environmentShowcase.d.ts +0 -2
  160. package/dist/demo/environmentShowcase.js +0 -15
  161. package/dist/demo/mapDemo.d.ts +0 -2
  162. package/dist/demo/mapDemo.js +0 -206
  163. package/dist/demo/pointerDemo.d.ts +0 -2
  164. package/dist/demo/pointerDemo.js +0 -151
  165. package/dist/demo/sensorShowcase.d.ts +0 -2
  166. package/dist/demo/sensorShowcase.js +0 -131
  167. package/dist/demo/survivalDemo.d.ts +0 -2
  168. package/dist/demo/survivalDemo.js +0 -291
@@ -4,8 +4,11 @@ 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 { chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveTopDown, seatPose, shoulderPose, smoothstep, smoothYaw, speedToFov, springArmStep, topDownPose, } from "./rigMath.js";
7
+ import { bankRollStep, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, leadFollowPoint, lockOnPose, observerPose, resolveChase, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, seatPose, shoulderPose, sideScrollFollowBlend, smoothYaw, speedToFov, springArmStep, topDownPose, } from "./rigMath.js";
8
+ import { usePlayerFov } from "./PlayerFov.js";
8
9
  import { useCameraShake } from "./shakeChannel.js";
10
+ import { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, } from "./cameraBlendMath.js";
11
+ export { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, } from "./cameraBlendMath.js";
9
12
  export const CAMERA_RIG_FRAME_PRIORITY = ORBIT_CAMERA_FRAME_PRIORITY;
10
13
  export const CAMERA_POST_FRAME_PRIORITY = ORBIT_CAMERA_FRAME_PRIORITY + 0.5;
11
14
  function isPerspective(camera) {
@@ -47,39 +50,35 @@ function readFollow(ctx, followId) {
47
50
  function useCameraCommit(props, followId) {
48
51
  const camera = useThree((state) => state.camera);
49
52
  const shake = useCameraShake();
53
+ const playerFov = usePlayerFov();
50
54
  const shakeConfig = props.config?.shake;
51
55
  const transitionSeconds = props.config?.transitionSeconds ?? 0.6;
52
- const blendRef = useRef(null);
56
+ const blendScratchRef = useRef(createCameraBlendScratch(Vector3, Quaternion));
57
+ const blendingRef = useRef(false);
53
58
  const lastPoseRef = useRef(null);
59
+ const farWarnedRef = useRef(false);
54
60
  const beginTransition = () => {
55
61
  if (transitionSeconds <= 0)
56
62
  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
- };
63
+ captureCameraBlendFrom(blendScratchRef.current, camera.position, camera.quaternion, currentFov(camera), transitionSeconds);
64
+ blendingRef.current = true;
64
65
  };
65
66
  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;
67
+ const composed = {
68
+ ...pose,
69
+ fov: playerFov.compose(pose.fov, props.absoluteFov === true ? "absolute" : "relative"),
70
+ };
71
+ lastPoseRef.current = composed;
72
+ applyPose(camera, composed);
73
+ const lookDistance = Math.hypot(pose.position.x - pose.lookAt.x, pose.position.y - pose.lookAt.y, pose.position.z - pose.lookAt.z);
74
+ if (!farWarnedRef.current && isPerspective(camera) && lookDistance > camera.far) {
75
+ farWarnedRef.current = true;
76
+ console.warn(`[jgengine:camera] the "${props.config?.rig ?? "orbit"}" rig placed the camera ${Math.round(lookDistance)} world units from its look target, beyond the far plane (${camera.far}) — everything near the target is frustum-culled and the world renders empty. Check the rig config (topDown pitch is elevation: PI/2 = straight down, near 0 = grazing) or raise camera.frustum.far.`);
77
+ }
78
+ if (blendingRef.current) {
79
+ const done = applyCameraBlendStep(blendScratchRef.current, camera, composed.fov, dt);
80
+ if (done)
81
+ blendingRef.current = false;
83
82
  }
84
83
  shake.step(dt);
85
84
  const offset = shake.sample(shakeConfig);
@@ -90,9 +89,9 @@ function useCameraCommit(props, followId) {
90
89
  }
91
90
  props.config?.onCameraFollow?.({
92
91
  entityId: followId ?? "",
93
- target: pose.lookAt,
92
+ target: composed.lookAt,
94
93
  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),
94
+ distance: Math.hypot(camera.position.x - composed.lookAt.x, camera.position.y - composed.lookAt.y, camera.position.z - composed.lookAt.z),
96
95
  });
97
96
  };
98
97
  return { camera, commit, beginTransition };
@@ -141,6 +140,32 @@ export function TopDownRig(props) {
141
140
  }, CAMERA_RIG_FRAME_PRIORITY);
142
141
  return null;
143
142
  }
143
+ /** Fixed side-on 2.5D follow rig: watches the followed entity from the perpendicular axis, never reading WASD/mouse-look. */
144
+ export function SideScrollRig(props) {
145
+ const { userId } = usePlayer();
146
+ const ctx = useGameContext();
147
+ const followId = resolveFollowId(props.followEntityId, userId);
148
+ const config = props.config?.sideScroll;
149
+ const resolved = useMemo(() => resolveSideScroll(config), [config]);
150
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
151
+ const followRef = useRef(null);
152
+ useEffect(beginTransition, []);
153
+ useFrame((_, dt) => {
154
+ const sample = readFollow(ctx, followId);
155
+ const desired = sample?.pos ?? { x: 0, y: 0, z: 0 };
156
+ const prev = followRef.current ?? desired;
157
+ const blend = sideScrollFollowBlend(resolved.followSmoothing, dt);
158
+ const follow = {
159
+ x: prev.x + (desired.x - prev.x) * blend,
160
+ y: prev.y + (desired.y - prev.y) * blend,
161
+ z: prev.z + (desired.z - prev.z) * blend,
162
+ };
163
+ followRef.current = follow;
164
+ const pose = resolveSideScrollPose(follow, resolved, config?.fov ?? currentFov(camera));
165
+ commit(pose, dt);
166
+ }, CAMERA_RIG_FRAME_PRIORITY);
167
+ return null;
168
+ }
144
169
  function useHeldKeys(codes) {
145
170
  const held = useRef(new Set());
146
171
  useEffect(() => {
@@ -163,6 +188,7 @@ function useHeldKeys(codes) {
163
188
  return held;
164
189
  }
165
190
  const RTS_PAN_KEYS = ["KeyW", "KeyA", "KeyS", "KeyD", "ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight", "KeyQ", "KeyE"];
191
+ const RTS_WASD_KEYS = new Set(["KeyW", "KeyA", "KeyS", "KeyD"]);
166
192
  export function RtsRig(props) {
167
193
  const { userId } = usePlayer();
168
194
  const ctx = useGameContext();
@@ -170,7 +196,9 @@ export function RtsRig(props) {
170
196
  const config = props.config?.rts;
171
197
  const resolved = useMemo(() => resolveTopDown(config), [config]);
172
198
  const { camera, commit, beginTransition } = useCameraCommit(props, followId);
173
- const held = useHeldKeys(RTS_PAN_KEYS);
199
+ const wasdPanEnabled = followId === null && props.panKeysEnabled !== false;
200
+ const heldCodes = useMemo(() => (wasdPanEnabled ? RTS_PAN_KEYS : RTS_PAN_KEYS.filter((code) => !RTS_WASD_KEYS.has(code))), [wasdPanEnabled]);
201
+ const held = useHeldKeys(heldCodes);
174
202
  const centerRef = useRef({
175
203
  x: config?.start?.x ?? 0,
176
204
  y: 0,
@@ -390,21 +418,28 @@ export function ChaseRig(props) {
390
418
  const ctx = useGameContext();
391
419
  const followId = resolveFollowId(props.followEntityId, userId);
392
420
  const config = props.config?.chase;
393
- const resolved = useMemo(() => resolveChase(config), [config]);
394
- const { commit, beginTransition } = useCameraCommit(props, followId);
421
+ const staticResolved = useMemo(() => resolveChase(config), [config]);
422
+ const { camera, commit, beginTransition } = useCameraCommit(props, followId);
395
423
  const shake = useCameraShake();
396
424
  const posRef = useRef(null);
397
425
  const lastFollowRef = useRef(null);
426
+ const lastYawRef = useRef(null);
427
+ const rollRef = useRef(0);
398
428
  const view = config?.view ?? "chase";
399
429
  useEffect(beginTransition, [view]);
400
430
  useFrame((_, dt) => {
431
+ const tuning = ctx.camera.chaseTuning();
432
+ const resolved = tuning === null ? staticResolved : resolveChase({ ...config, ...tuning });
401
433
  const sample = readFollow(ctx, followId);
402
434
  const follow = sample?.pos ?? { x: 0, y: 0, z: 0 };
403
435
  const yaw = sample?.yaw ?? 0;
404
436
  const last = lastFollowRef.current ?? follow;
405
437
  const speed = dt > 0 ? Math.hypot(follow.x - last.x, follow.z - last.z) / dt : 0;
406
438
  lastFollowRef.current = follow;
407
- const fov = speedToFov(speed, config?.fov);
439
+ const lastYaw = lastYawRef.current ?? yaw;
440
+ lastYawRef.current = yaw;
441
+ rollRef.current = bankRollStep(rollRef.current, yaw, lastYaw, dt, resolved);
442
+ const fov = speedToFov(speed, tuning?.fov ?? config?.fov);
408
443
  if (view !== "chase") {
409
444
  const seat = view === "cockpit"
410
445
  ? config?.seatOffsets?.cockpit ?? { x: 0, y: 1.2, z: 0.1 }
@@ -419,20 +454,23 @@ export function ChaseRig(props) {
419
454
  commit(pose, dt);
420
455
  return;
421
456
  }
422
- const desired = chaseDesiredPosition(follow, yaw, resolved);
457
+ const led = leadFollowPoint(follow, last, dt, resolved);
458
+ const desired = chaseDesiredPosition(led, yaw, resolved);
423
459
  const prev = posRef.current ?? desired;
424
460
  const smoothed = springArmStep(prev, desired, resolved.springDamping, dt);
425
461
  posRef.current = smoothed;
426
462
  if (resolved.shakePerSpeed > 0 && speed > 0) {
427
463
  shake.shake(Math.min(resolved.shakePerSpeed * speed * dt, 0.1));
428
464
  }
429
- const pose = { position: smoothed, lookAt: chaseLookAt(follow, yaw, resolved), fov };
465
+ const pose = { position: smoothed, lookAt: chaseLookAt(led, yaw, resolved), fov };
430
466
  commit(pose, dt);
467
+ if (rollRef.current !== 0)
468
+ camera.rotateZ(rollRef.current);
431
469
  }, CAMERA_RIG_FRAME_PRIORITY);
432
470
  return null;
433
471
  }
434
- function observerSubject(ctx, config) {
435
- const bind = config?.bind;
472
+ function observerSubject(ctx, config, followId) {
473
+ const bind = config?.bind ?? (followId !== null ? { kind: "entity", entityId: followId } : undefined);
436
474
  if (bind?.kind === "entity") {
437
475
  const entity = ctx.scene.entity.get(bind.entityId);
438
476
  if (entity !== null) {
@@ -450,15 +488,17 @@ function observerSubject(ctx, config) {
450
488
  * kill-cam rig. Distinct from every other rig, which drives from mouse/keys.
451
489
  */
452
490
  export function ObserverRig(props) {
491
+ const { userId } = usePlayer();
453
492
  const ctx = useGameContext();
454
493
  const config = props.config?.observer;
494
+ const followId = resolveFollowId(props.followEntityId, userId);
455
495
  const resolved = useMemo(() => resolveObserver(config), [config]);
456
496
  const angleRef = useRef(config?.startAngle ?? 0);
457
- const { camera, commit, beginTransition } = useCameraCommit(props, observerSubject(ctx, config).boundEntityId);
497
+ const { camera, commit, beginTransition } = useCameraCommit(props, observerSubject(ctx, config, followId).boundEntityId);
458
498
  useEffect(beginTransition, []);
459
499
  useFrame((_, dt) => {
460
500
  angleRef.current += resolved.orbitSpeed * dt;
461
- const { subject } = observerSubject(ctx, config);
501
+ const { subject } = observerSubject(ctx, config, followId);
462
502
  const pose = observerPose(subject, angleRef.current, resolved, config?.fov ?? currentFov(camera));
463
503
  commit(pose, dt);
464
504
  }, CAMERA_RIG_FRAME_PRIORITY);
@@ -0,0 +1,25 @@
1
+ export declare const PLAYER_FOV_DEFAULT: 55;
2
+ export declare const PLAYER_FOV_MIN = 40;
3
+ export declare const PLAYER_FOV_MAX = 120;
4
+ export declare const PLAYER_FOV_STORAGE_KEY = "jgengine:player-fov";
5
+ export interface PlayerFovBounds {
6
+ min: number;
7
+ max: number;
8
+ defaultFov: number;
9
+ }
10
+ export declare function resolvePlayerFovBounds(options?: {
11
+ min?: number;
12
+ max?: number;
13
+ default?: number;
14
+ }): PlayerFovBounds;
15
+ export declare function clampPlayerFov(value: unknown, min?: number, max?: number): number;
16
+ export declare function loadPlayerFov(bounds?: PlayerFovBounds, storage?: Pick<Storage, "getItem"> | null | undefined): number;
17
+ export declare function savePlayerFov(value: number, bounds?: PlayerFovBounds, storage?: Pick<Storage, "setItem"> | null | undefined): number;
18
+ /**
19
+ * Composition model for perspective rigs:
20
+ * - preference is the player base FOV
21
+ * - poseFov is the rig's authored FOV (includes chase-speed modulation, ADS zoom, transitions)
22
+ * - relative mode shifts the authored FOV by (preference − default) so mods still stack
23
+ * - absolute mode (cinematic keyframes) keeps the authored FOV as-is
24
+ */
25
+ export declare function composePlayerFov(preference: number, poseFov: number, mode?: "relative" | "absolute", bounds?: PlayerFovBounds): number;
@@ -0,0 +1,73 @@
1
+ import { CAMERA_FRUSTUM_DEFAULTS } from "@jgengine/core/game/playableGame";
2
+ export const PLAYER_FOV_DEFAULT = CAMERA_FRUSTUM_DEFAULTS.fov;
3
+ export const PLAYER_FOV_MIN = 40;
4
+ export const PLAYER_FOV_MAX = 120;
5
+ export const PLAYER_FOV_STORAGE_KEY = "jgengine:player-fov";
6
+ export function resolvePlayerFovBounds(options) {
7
+ const min = Number.isFinite(options?.min) ? options.min : PLAYER_FOV_MIN;
8
+ const max = Number.isFinite(options?.max) ? options.max : PLAYER_FOV_MAX;
9
+ const lo = Math.min(min, max);
10
+ const hi = Math.max(min, max);
11
+ const defaultFov = clampPlayerFov(options?.default ?? PLAYER_FOV_DEFAULT, lo, hi);
12
+ return { min: lo, max: hi, defaultFov };
13
+ }
14
+ export function clampPlayerFov(value, min = PLAYER_FOV_MIN, max = PLAYER_FOV_MAX) {
15
+ if (typeof value !== "number" || !Number.isFinite(value))
16
+ return clampPlayerFov(PLAYER_FOV_DEFAULT, min, max);
17
+ if (value < min)
18
+ return min;
19
+ if (value > max)
20
+ return max;
21
+ return value;
22
+ }
23
+ export function loadPlayerFov(bounds = resolvePlayerFovBounds(), storage = defaultStorage()) {
24
+ if (storage == null)
25
+ return bounds.defaultFov;
26
+ try {
27
+ const raw = storage.getItem(PLAYER_FOV_STORAGE_KEY);
28
+ if (raw === null)
29
+ return bounds.defaultFov;
30
+ return clampPlayerFov(Number(raw), bounds.min, bounds.max);
31
+ }
32
+ catch {
33
+ return bounds.defaultFov;
34
+ }
35
+ }
36
+ export function savePlayerFov(value, bounds = resolvePlayerFovBounds(), storage = defaultStorage()) {
37
+ const next = clampPlayerFov(value, bounds.min, bounds.max);
38
+ if (storage == null)
39
+ return next;
40
+ try {
41
+ storage.setItem(PLAYER_FOV_STORAGE_KEY, String(next));
42
+ }
43
+ catch {
44
+ /* ignore quota / private-mode failures */
45
+ }
46
+ return next;
47
+ }
48
+ /**
49
+ * Composition model for perspective rigs:
50
+ * - preference is the player base FOV
51
+ * - poseFov is the rig's authored FOV (includes chase-speed modulation, ADS zoom, transitions)
52
+ * - relative mode shifts the authored FOV by (preference − default) so mods still stack
53
+ * - absolute mode (cinematic keyframes) keeps the authored FOV as-is
54
+ */
55
+ export function composePlayerFov(preference, poseFov, mode = "relative", bounds = resolvePlayerFovBounds()) {
56
+ if (mode === "absolute")
57
+ return clampPlayerFov(poseFov, bounds.min, bounds.max);
58
+ const pref = clampPlayerFov(preference, bounds.min, bounds.max);
59
+ if (!Number.isFinite(poseFov))
60
+ return pref;
61
+ return clampPlayerFov(pref + (poseFov - PLAYER_FOV_DEFAULT), bounds.min, bounds.max);
62
+ }
63
+ function defaultStorage() {
64
+ try {
65
+ if (typeof globalThis !== "undefined" && "localStorage" in globalThis) {
66
+ return globalThis.localStorage ?? null;
67
+ }
68
+ }
69
+ catch {
70
+ return null;
71
+ }
72
+ return null;
73
+ }
@@ -1,7 +1,12 @@
1
1
  export { GameOrbitCamera, type CameraFollowListener, type GameOrbitCameraProps } from "./GameOrbitCamera.js";
2
2
  export { GameFirstPersonCamera, type GameFirstPersonCameraProps } from "./GameFirstPersonCamera.js";
3
+ export { GameInspectionCamera, type GameInspectionCameraProps } from "./GameInspectionCamera.js";
3
4
  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 { PlayerFovProvider, PlayerFovSlider, usePlayerFov, type PlayerFovState, } from "./PlayerFov.js";
6
+ export { PLAYER_FOV_DEFAULT, PLAYER_FOV_MAX, PLAYER_FOV_MIN, PLAYER_FOV_STORAGE_KEY, clampPlayerFov, composePlayerFov, loadPlayerFov, resolvePlayerFovBounds, savePlayerFov, type PlayerFovBounds, } from "./fovPreference.js";
7
+ export { CAMERA_POST_FRAME_PRIORITY, CAMERA_RIG_FRAME_PRIORITY, ChaseRig, CinematicRig, LockOnRig, ObserverRig, RtsRig, ShoulderRig, SideScrollRig, TopDownRig, type RigProps, } from "./cameraRigs.js";
8
+ export { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, type CameraBlendScratch, } from "./cameraBlendMath.js";
5
9
  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";
10
+ export { addTrauma, angleDelta, blendShoulder, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, createTrauma, crossfadePose, forwardVector, lerp, lockOnPose, observerPose, resolveChase, resolveDirectedCamera, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, rightVector, rtsPanKeysConflict, seatPose, shakeOffset, shoulderPose, sideScrollFollowBlend, smoothstep, smoothYaw, speedToFov, springArmStep, stepTrauma, topDownPose, yawTo, type CameraPose, type DirectorCameraValues, type ResolvedChase, type ResolvedDirectedCamera, type ResolvedObserver, type ResolvedShoulder, type ResolvedSideScroll, type ResolvedTopDown, type ShakeOffset, type StaticCameraValues, type TraumaState, } from "./rigMath.js";
7
11
  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";
12
+ export { resolveInspectionCameraConfig, resolveInspectionZoomToCursor, seedInspectionCamera, type InspectionCameraConfig, type InspectionZoomAnchor, type ResolvedInspectionCameraConfig, } from "./inspectionCameraMath.js";
@@ -1,7 +1,12 @@
1
1
  export { GameOrbitCamera } from "./GameOrbitCamera.js";
2
2
  export { GameFirstPersonCamera } from "./GameFirstPersonCamera.js";
3
+ export { GameInspectionCamera } from "./GameInspectionCamera.js";
3
4
  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 { PlayerFovProvider, PlayerFovSlider, usePlayerFov, } from "./PlayerFov.js";
6
+ export { PLAYER_FOV_DEFAULT, PLAYER_FOV_MAX, PLAYER_FOV_MIN, PLAYER_FOV_STORAGE_KEY, clampPlayerFov, composePlayerFov, loadPlayerFov, resolvePlayerFovBounds, savePlayerFov, } from "./fovPreference.js";
7
+ export { CAMERA_POST_FRAME_PRIORITY, CAMERA_RIG_FRAME_PRIORITY, ChaseRig, CinematicRig, LockOnRig, ObserverRig, RtsRig, ShoulderRig, SideScrollRig, TopDownRig, } from "./cameraRigs.js";
8
+ export { applyCameraBlendStep, captureCameraBlendFrom, createCameraBlendScratch, } from "./cameraBlendMath.js";
5
9
  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";
10
+ export { addTrauma, angleDelta, blendShoulder, chaseDesiredPosition, chaseLookAt, cinematicSample, clamp, createTrauma, crossfadePose, forwardVector, lerp, lockOnPose, observerPose, resolveChase, resolveDirectedCamera, resolveObserver, resolveShoulder, resolveSideScroll, resolveSideScrollPose, resolveTopDown, rightVector, rtsPanKeysConflict, seatPose, shakeOffset, shoulderPose, sideScrollFollowBlend, smoothstep, smoothYaw, speedToFov, springArmStep, stepTrauma, topDownPose, yawTo, } from "./rigMath.js";
7
11
  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";
12
+ export { resolveInspectionCameraConfig, resolveInspectionZoomToCursor, seedInspectionCamera, } from "./inspectionCameraMath.js";
@@ -0,0 +1,25 @@
1
+ import type { InspectionCameraConfig, InspectionZoomAnchor } from "@jgengine/core/game/playableGame";
2
+ import type { Vec3 } from "./orbitCameraMath.js";
3
+ export type { InspectionCameraConfig, InspectionZoomAnchor };
4
+ export interface ResolvedInspectionCameraConfig {
5
+ anchor: InspectionZoomAnchor;
6
+ target: Vec3;
7
+ initialDistance: number;
8
+ initialPosition: Vec3 | null;
9
+ minDistance: number;
10
+ maxDistance: number;
11
+ minPolarAngle: number;
12
+ maxPolarAngle: number;
13
+ pan: boolean;
14
+ rotateSpeed: number;
15
+ zoomSpeed: number;
16
+ dampingFactor: number;
17
+ }
18
+ export declare function resolveInspectionCameraConfig(config?: InspectionCameraConfig): ResolvedInspectionCameraConfig;
19
+ /** Seeds the camera/target world position before OrbitControls mounts. Falls back to `initialDistance` behind `target` on the -Z axis, raised by 40% of that distance, when `initialPosition` is unset. */
20
+ export declare function seedInspectionCamera(config: ResolvedInspectionCameraConfig): {
21
+ camera: Vec3;
22
+ target: Vec3;
23
+ };
24
+ /** Maps the anchor mode onto three-stdlib OrbitControls' native `zoomToCursor` flag. */
25
+ export declare function resolveInspectionZoomToCursor(anchor: InspectionZoomAnchor): boolean;
@@ -0,0 +1,44 @@
1
+ export function resolveInspectionCameraConfig(config) {
2
+ return {
3
+ anchor: config?.anchor ?? "target",
4
+ target: {
5
+ x: config?.target?.x ?? 0,
6
+ y: config?.target?.y ?? 0,
7
+ z: config?.target?.z ?? 0,
8
+ },
9
+ initialDistance: config?.initialDistance ?? 6,
10
+ initialPosition: config?.initialPosition === undefined
11
+ ? null
12
+ : {
13
+ x: config.initialPosition.x ?? 0,
14
+ y: config.initialPosition.y ?? 0,
15
+ z: config.initialPosition.z ?? 0,
16
+ },
17
+ minDistance: config?.minDistance ?? 2,
18
+ maxDistance: config?.maxDistance ?? 20,
19
+ minPolarAngle: config?.minPolarAngle ?? 0,
20
+ maxPolarAngle: config?.maxPolarAngle ?? Math.PI,
21
+ pan: config?.pan ?? true,
22
+ rotateSpeed: config?.rotateSpeed ?? 0.6,
23
+ zoomSpeed: config?.zoomSpeed ?? 0.6,
24
+ dampingFactor: config?.dampingFactor ?? 0.08,
25
+ };
26
+ }
27
+ /** Seeds the camera/target world position before OrbitControls mounts. Falls back to `initialDistance` behind `target` on the -Z axis, raised by 40% of that distance, when `initialPosition` is unset. */
28
+ export function seedInspectionCamera(config) {
29
+ if (config.initialPosition !== null) {
30
+ return { camera: config.initialPosition, target: config.target };
31
+ }
32
+ return {
33
+ camera: {
34
+ x: config.target.x,
35
+ y: config.target.y + config.initialDistance * 0.4,
36
+ z: config.target.z - config.initialDistance,
37
+ },
38
+ target: config.target,
39
+ };
40
+ }
41
+ /** Maps the anchor mode onto three-stdlib OrbitControls' native `zoomToCursor` flag. */
42
+ export function resolveInspectionZoomToCursor(anchor) {
43
+ return anchor === "cursor";
44
+ }
@@ -1,14 +1,17 @@
1
- import type { CameraKeyframe, ChaseCameraConfig, LockOnCameraConfig, ObserverCameraConfig, ShoulderCameraConfig, TopDownCameraConfig } from "@jgengine/core/game/playableGame";
1
+ import type { CameraKeyframe, ChaseCameraConfig, CinematicCameraConfig, LockOnCameraConfig, ObserverCameraConfig, ShoulderCameraConfig, SideScrollCameraConfig, TopDownCameraConfig } from "@jgengine/core/game/playableGame";
2
+ import type { ActionCodesMap } from "@jgengine/core/input/actionBindings";
2
3
  import { type Vec3 } from "./orbitCameraMath.js";
3
4
  export interface CameraPose {
4
5
  position: Vec3;
5
6
  lookAt: Vec3;
6
7
  fov: number;
7
8
  }
9
+ export declare function rtsPanKeysConflict(input: ActionCodesMap | undefined): boolean;
8
10
  export declare function clamp(value: number, min: number, max: number): number;
9
11
  export declare function lerp(from: number, to: number, blend: number): number;
10
12
  export declare function smoothstep(t: number): number;
11
13
  export declare function forwardVector(yaw: number): Vec3;
14
+ /** Screen-right of a yaw: `forward × up` with up = +Y. */
12
15
  export declare function rightVector(yaw: number): Vec3;
13
16
  export interface ResolvedTopDown {
14
17
  height: number;
@@ -27,6 +30,22 @@ export declare function resolveTopDown(config: TopDownCameraConfig | undefined):
27
30
  export declare function topDownPose(follow: Vec3, resolved: ResolvedTopDown, fov: number): CameraPose;
28
31
  /** Exponential spring-arm approach toward a desired point (frame-rate independent). */
29
32
  export declare function springArmStep(current: Vec3, desired: Vec3, damping: number, dt: number): Vec3;
33
+ export interface ResolvedSideScroll {
34
+ axis: "x" | "z";
35
+ distance: number;
36
+ height: number;
37
+ lookHeight: number;
38
+ followSmoothing: number;
39
+ }
40
+ export declare function resolveSideScroll(config: SideScrollCameraConfig | undefined): ResolvedSideScroll;
41
+ /** Frame-rate independent follow blend for the side-scroll rig; `followSmoothing <= 0` hard-locks (blend 1) instead of freezing. */
42
+ export declare function sideScrollFollowBlend(followSmoothing: number, dt: number): number;
43
+ /**
44
+ * Fixed lateral 2.5D follow pose: the camera sits perpendicular to the travel
45
+ * axis at `distance`, above the entity by `height`, and looks at the entity
46
+ * raised by `lookHeight`. Axis "x" watches from +z; axis "z" watches from +x.
47
+ */
48
+ export declare function resolveSideScrollPose(entityPos: Vec3, resolved: ResolvedSideScroll, fov: number): CameraPose;
30
49
  /** Speed→FOV curve: FOV climbs from base to max as speed rises to `speedForMax`. */
31
50
  export declare function speedToFov(speed: number, curve: {
32
51
  base?: number;
@@ -69,8 +88,17 @@ export interface ResolvedChase {
69
88
  lookHeight: number;
70
89
  springDamping: number;
71
90
  shakePerSpeed: number;
91
+ leadTime: number;
92
+ leadMax: number;
93
+ bankPerYawRate: number;
94
+ bankMax: number;
95
+ bankDamping: number;
72
96
  }
73
97
  export declare function resolveChase(config: ChaseCameraConfig | undefined): ResolvedChase;
98
+ /** Velocity-lead the follow point (#286.9): aim `leadTime` seconds along the target's frame velocity, clamped to `leadMax`. */
99
+ export declare function leadFollowPoint(follow: Vec3, previous: Vec3, dt: number, resolved: ResolvedChase): Vec3;
100
+ /** One smoothing step of the chase rig's turn-bank roll (#286.10): roll opposes yaw rate, clamped and exponentially damped. */
101
+ export declare function bankRollStep(currentRoll: number, yaw: number, previousYaw: number, dt: number, resolved: ResolvedChase): number;
74
102
  export interface ResolvedObserver {
75
103
  distance: number;
76
104
  height: number;
@@ -117,6 +145,27 @@ export declare function shakeOffset(state: TraumaState, config: {
117
145
  } | undefined): ShakeOffset;
118
146
  /** Linear cross-fade between two full camera poses (position, lookAt, fov). */
119
147
  export declare function crossfadePose(from: CameraPose, to: CameraPose, t: number): CameraPose;
148
+ export interface DirectorCameraValues {
149
+ /** `undefined` = no runtime override (fall back to static); `null` = explicitly follow nothing. */
150
+ followEntityId?: string | null;
151
+ /** `null` = no runtime cinematic active (fall back to static). */
152
+ cinematic?: CinematicCameraConfig | null;
153
+ }
154
+ export interface StaticCameraValues {
155
+ followEntityId?: string | null;
156
+ cinematic?: CinematicCameraConfig;
157
+ }
158
+ export interface ResolvedDirectedCamera {
159
+ followEntityId: string | null | undefined;
160
+ cinematic: CinematicCameraConfig | undefined;
161
+ }
162
+ /**
163
+ * Merges a `CameraDirector` runtime snapshot over the static `GameCameraConfig`
164
+ * (#196.2). `director` omitted, or its fields `undefined`/`null`, is a pure
165
+ * passthrough to `staticConfig` so mounting a director with no active override
166
+ * changes nothing.
167
+ */
168
+ export declare function resolveDirectedCamera(director: DirectorCameraValues | undefined, staticConfig: StaticCameraValues): ResolvedDirectedCamera;
120
169
  export interface CinematicSample {
121
170
  pose: CameraPose;
122
171
  done: boolean;
@@ -1,4 +1,16 @@
1
1
  import { lerpVec3, smoothBlend } from "./orbitCameraMath.js";
2
+ const RTS_WASD_CODES = ["KeyW", "KeyA", "KeyS", "KeyD"];
3
+ function actionCodeList(codes) {
4
+ if (Array.isArray(codes))
5
+ return codes;
6
+ const modes = codes;
7
+ return [...(modes.hold ?? []), ...(modes.toggle ?? [])];
8
+ }
9
+ export function rtsPanKeysConflict(input) {
10
+ if (input === undefined)
11
+ return false;
12
+ return Object.values(input).some((codes) => actionCodeList(codes).some((code) => RTS_WASD_CODES.includes(code)));
13
+ }
2
14
  export function clamp(value, min, max) {
3
15
  return value < min ? min : value > max ? max : value;
4
16
  }
@@ -12,8 +24,9 @@ export function smoothstep(t) {
12
24
  export function forwardVector(yaw) {
13
25
  return { x: Math.sin(yaw), y: 0, z: Math.cos(yaw) };
14
26
  }
27
+ /** Screen-right of a yaw: `forward × up` with up = +Y. */
15
28
  export function rightVector(yaw) {
16
- return { x: Math.cos(yaw), y: 0, z: -Math.sin(yaw) };
29
+ return { x: -Math.cos(yaw), y: 0, z: Math.sin(yaw) };
17
30
  }
18
31
  export function resolveTopDown(config) {
19
32
  return {
@@ -56,6 +69,36 @@ export function topDownPose(follow, resolved, fov) {
56
69
  export function springArmStep(current, desired, damping, dt) {
57
70
  return lerpVec3(current, desired, smoothBlend(dt, damping));
58
71
  }
72
+ export function resolveSideScroll(config) {
73
+ return {
74
+ axis: config?.axis ?? "x",
75
+ distance: config?.distance ?? 10,
76
+ height: config?.height ?? 3,
77
+ lookHeight: config?.lookHeight ?? 1,
78
+ followSmoothing: config?.followSmoothing ?? 8,
79
+ };
80
+ }
81
+ /** Frame-rate independent follow blend for the side-scroll rig; `followSmoothing <= 0` hard-locks (blend 1) instead of freezing. */
82
+ export function sideScrollFollowBlend(followSmoothing, dt) {
83
+ return followSmoothing <= 0 ? 1 : smoothBlend(dt, followSmoothing);
84
+ }
85
+ /**
86
+ * Fixed lateral 2.5D follow pose: the camera sits perpendicular to the travel
87
+ * axis at `distance`, above the entity by `height`, and looks at the entity
88
+ * raised by `lookHeight`. Axis "x" watches from +z; axis "z" watches from +x.
89
+ */
90
+ export function resolveSideScrollPose(entityPos, resolved, fov) {
91
+ const perpendicular = resolved.axis === "x" ? { x: 0, y: 0, z: 1 } : { x: 1, y: 0, z: 0 };
92
+ return {
93
+ position: {
94
+ x: entityPos.x + perpendicular.x * resolved.distance,
95
+ y: entityPos.y + resolved.height,
96
+ z: entityPos.z + perpendicular.z * resolved.distance,
97
+ },
98
+ lookAt: { x: entityPos.x, y: entityPos.y + resolved.lookHeight, z: entityPos.z },
99
+ fov,
100
+ };
101
+ }
59
102
  /** Speed→FOV curve: FOV climbs from base to max as speed rises to `speedForMax`. */
60
103
  export function speedToFov(speed, curve) {
61
104
  const base = curve?.base ?? 55;
@@ -165,8 +208,42 @@ export function resolveChase(config) {
165
208
  lookHeight: config?.lookHeight ?? 1.2,
166
209
  springDamping: config?.springDamping ?? 6,
167
210
  shakePerSpeed: config?.shakePerSpeed ?? 0,
211
+ leadTime: config?.lead?.time ?? 0,
212
+ leadMax: config?.lead?.max ?? 4,
213
+ bankPerYawRate: config?.bank?.perYawRate ?? 0,
214
+ bankMax: config?.bank?.max ?? 0.35,
215
+ bankDamping: config?.bank?.damping ?? 8,
168
216
  };
169
217
  }
218
+ /** Velocity-lead the follow point (#286.9): aim `leadTime` seconds along the target's frame velocity, clamped to `leadMax`. */
219
+ export function leadFollowPoint(follow, previous, dt, resolved) {
220
+ if (resolved.leadTime <= 0 || dt <= 0)
221
+ return follow;
222
+ let leadX = ((follow.x - previous.x) / dt) * resolved.leadTime;
223
+ let leadZ = ((follow.z - previous.z) / dt) * resolved.leadTime;
224
+ const magnitude = Math.hypot(leadX, leadZ);
225
+ if (magnitude > resolved.leadMax) {
226
+ leadX *= resolved.leadMax / magnitude;
227
+ leadZ *= resolved.leadMax / magnitude;
228
+ }
229
+ return { x: follow.x + leadX, y: follow.y, z: follow.z + leadZ };
230
+ }
231
+ function wrapAngle(angle) {
232
+ let wrapped = angle;
233
+ while (wrapped > Math.PI)
234
+ wrapped -= Math.PI * 2;
235
+ while (wrapped < -Math.PI)
236
+ wrapped += Math.PI * 2;
237
+ return wrapped;
238
+ }
239
+ /** One smoothing step of the chase rig's turn-bank roll (#286.10): roll opposes yaw rate, clamped and exponentially damped. */
240
+ export function bankRollStep(currentRoll, yaw, previousYaw, dt, resolved) {
241
+ if (resolved.bankPerYawRate <= 0)
242
+ return 0;
243
+ const yawRate = dt > 0 ? wrapAngle(yaw - previousYaw) / dt : 0;
244
+ const target = clamp(-yawRate * resolved.bankPerYawRate, -resolved.bankMax, resolved.bankMax);
245
+ return currentRoll + (target - currentRoll) * Math.min(1, resolved.bankDamping * dt);
246
+ }
170
247
  export function resolveObserver(config) {
171
248
  return {
172
249
  distance: config?.distance ?? 8,
@@ -268,6 +345,19 @@ export function crossfadePose(from, to, t) {
268
345
  fov: lerp(from.fov, to.fov, blend),
269
346
  };
270
347
  }
348
+ /**
349
+ * Merges a `CameraDirector` runtime snapshot over the static `GameCameraConfig`
350
+ * (#196.2). `director` omitted, or its fields `undefined`/`null`, is a pure
351
+ * passthrough to `staticConfig` so mounting a director with no active override
352
+ * changes nothing.
353
+ */
354
+ export function resolveDirectedCamera(director, staticConfig) {
355
+ const directedFollow = director?.followEntityId;
356
+ const followEntityId = directedFollow === undefined ? staticConfig.followEntityId : directedFollow;
357
+ const directedCinematic = director?.cinematic;
358
+ const cinematic = directedCinematic === undefined || directedCinematic === null ? staticConfig.cinematic : directedCinematic;
359
+ return { followEntityId, cinematic };
360
+ }
271
361
  /**
272
362
  * Sample a keyframe path at `elapsed` seconds. Each keyframe's `duration` is the
273
363
  * travel time from the previous keyframe into it; segment easing is per the
@@ -0,0 +1,15 @@
1
+ import type { CameraRigKind, GameCameraConfig } from "@jgengine/core/game/playableGame";
2
+ /**
3
+ * Resolves which rig mounts from a `GameCameraConfig`. Precedence, most to least
4
+ * specific: an explicit `rig` field always wins; then `perspective: "first"`
5
+ * (the historical shorthand for `rig: "orbit" | "first"`); then the mere presence
6
+ * of a rig's own config block selects that rig, checked in the fixed order below
7
+ * (#207.8) so a config carrying more than one block resolves deterministically
8
+ * instead of depending on object key order. Set `rig` explicitly to break a tie.
9
+ */
10
+ export declare function resolveRigKind(config: GameCameraConfig | undefined): CameraRigKind;
11
+ /**
12
+ * The turntable rig is a flat facade over the observer's point-orbit mode: map
13
+ * its `target`/`distance`/… onto an observer block so ObserverRig runs unchanged.
14
+ */
15
+ export declare function turntableAsObserver(config: GameCameraConfig | undefined): GameCameraConfig;