@vgai/editor 0.2.0

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Files changed (519) hide show
  1. package/LICENSE +661 -0
  2. package/README.md +35 -0
  3. package/dist/a/b/c/test-nested.json +1 -0
  4. package/dist/assets/CCDIKSolver-Dz-ysxZF.js +1 -0
  5. package/dist/assets/SelectionBox-BXsv_6aH.js +1 -0
  6. package/dist/assets/browser-project-scripts-DOru4L1x.js +2 -0
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  101. package/dist/ingest/racing-game/three-r139.module.js +50617 -0
  102. package/dist/ingest/racing-game/vendor.js +179 -0
  103. package/dist/ingest/racing-game/vgai.game.json +20 -0
  104. package/dist/ingest/simcity/UPSTREAM.md +65 -0
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@@ -0,0 +1,58 @@
1
+ // A PREBUILT-bundle three.js game, shipped as opaque module source text (it could
2
+ // equally be a minified vendor bundle string). The host runs it inside an iframe
3
+ // document; the iframe's importmap resolves its `import 'three'` to the HOST three
4
+ // (re-exported via a blob module), so the editor can capture + edit its live scene
5
+ // in-realm. The source itself is byte-for-byte unmodified — it does a stock
6
+ // `import * as THREE from 'three'`, builds its own scene/camera/renderer, creates
7
+ // and passes its OWN canvas, and drives its own `setAnimationLoop` loop.
8
+ //
9
+ // This file is the ingest-three world's `entryHtml` (T3.3 slice 3,
10
+ // docs/CLI-ON-FOLDER-DESIGN.md §1E): read as RAW TEXT (never imported/executed by
11
+ // the host — it only ever runs inside the child iframe's own `<script
12
+ // type="module">`), so it stays a plain, no-export module.
13
+
14
+ import * as THREE from 'three';
15
+
16
+ const scene = new THREE.Scene();
17
+ scene.name = 'BundleScene';
18
+ scene.background = new THREE.Color(0x10141c);
19
+
20
+ const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 100);
21
+ camera.position.set(0, 1.6, 5);
22
+
23
+ const canvas = document.createElement('canvas');
24
+ const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
25
+ renderer.setSize(innerWidth, innerHeight, false);
26
+ document.body.appendChild(canvas);
27
+
28
+ const cube = new THREE.Mesh(
29
+ new THREE.BoxGeometry(1, 1, 1),
30
+ new THREE.MeshStandardMaterial({ color: 0xff5533 }),
31
+ );
32
+ cube.name = 'HeroCube';
33
+ scene.add(cube);
34
+
35
+ const orb = new THREE.Mesh(
36
+ new THREE.SphereGeometry(0.6, 24, 16),
37
+ new THREE.MeshStandardMaterial({ color: 0x3388ff }),
38
+ );
39
+ orb.name = 'Orb';
40
+ orb.position.set(2.2, 0, 0);
41
+ scene.add(orb);
42
+
43
+ const sun = new THREE.DirectionalLight(0xffffff, 2.2);
44
+ sun.position.set(3, 5, 2);
45
+ sun.name = 'Sun';
46
+ scene.add(sun);
47
+ scene.add(new THREE.AmbientLight(0x404050, 1));
48
+
49
+ renderer.setAnimationLoop((t) => {
50
+ cube.rotation.y = t * 0.001;
51
+ renderer.render(scene, camera);
52
+ });
53
+
54
+ addEventListener('resize', () => {
55
+ camera.aspect = innerWidth / innerHeight;
56
+ camera.updateProjectionMatrix();
57
+ renderer.setSize(innerWidth, innerHeight, false);
58
+ });
@@ -0,0 +1,21 @@
1
+ {
2
+ "manifestVersion": 1,
3
+ "name": "Prebuilt bundle in iframe (reachable three)",
4
+ "version": "0.1.0",
5
+ "engine": {
6
+ "version": "0.1.0"
7
+ },
8
+ "worlds": [
9
+ {
10
+ "id": "iframe-reachable",
11
+ "kind": "threejs",
12
+ "description": "A prebuilt bundle hosted in its OWN iframe document, but whose three is REACHABLE: the iframe importmap resolves `three` to the host instance (blob re-export), so its scene is captured in-realm and edited live in the editor (cov-iframe-reachable, tier 2–3). The middle tier between shared-ESM and opaque embed.",
13
+ "adapter": {
14
+ "ingest": {
15
+ "strategy": "iframe-reachable",
16
+ "entryHtml": "game-source.js"
17
+ }
18
+ }
19
+ }
20
+ ]
21
+ }
@@ -0,0 +1,139 @@
1
+ // UNMODIFIED three.js game — `webgl_interactive_cubes` from mrdoob/three.js (r170), MIT.
2
+ // Script body byte-for-byte upstream; only HTML/importmap packaging dropped so
3
+ // the host bundler supplies the shared three.
4
+ // Provenance: https://github.com/mrdoob/three.js/blob/r170/examples/webgl_interactive_cubes.html
5
+
6
+
7
+ import * as THREE from 'three';
8
+
9
+ import Stats from 'three/addons/libs/stats.module.js';
10
+
11
+ let stats;
12
+ let camera, scene, raycaster, renderer;
13
+
14
+ let INTERSECTED;
15
+ let theta = 0;
16
+
17
+ const pointer = new THREE.Vector2();
18
+ const radius = 5;
19
+
20
+ init();
21
+
22
+ function init() {
23
+
24
+ camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 100 );
25
+
26
+ scene = new THREE.Scene();
27
+ scene.background = new THREE.Color( 0xf0f0f0 );
28
+
29
+ const light = new THREE.DirectionalLight( 0xffffff, 3 );
30
+ light.position.set( 1, 1, 1 ).normalize();
31
+ scene.add( light );
32
+
33
+ const geometry = new THREE.BoxGeometry();
34
+
35
+ for ( let i = 0; i < 2000; i ++ ) {
36
+
37
+ const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
38
+
39
+ object.position.x = Math.random() * 40 - 20;
40
+ object.position.y = Math.random() * 40 - 20;
41
+ object.position.z = Math.random() * 40 - 20;
42
+
43
+ object.rotation.x = Math.random() * 2 * Math.PI;
44
+ object.rotation.y = Math.random() * 2 * Math.PI;
45
+ object.rotation.z = Math.random() * 2 * Math.PI;
46
+
47
+ object.scale.x = Math.random() + 0.5;
48
+ object.scale.y = Math.random() + 0.5;
49
+ object.scale.z = Math.random() + 0.5;
50
+
51
+ scene.add( object );
52
+
53
+ }
54
+
55
+ raycaster = new THREE.Raycaster();
56
+
57
+ renderer = new THREE.WebGLRenderer( { antialias: true } );
58
+ renderer.setPixelRatio( window.devicePixelRatio );
59
+ renderer.setSize( window.innerWidth, window.innerHeight );
60
+ renderer.setAnimationLoop( animate );
61
+ document.body.appendChild( renderer.domElement );
62
+
63
+ stats = new Stats();
64
+ document.body.appendChild( stats.dom );
65
+
66
+ document.addEventListener( 'mousemove', onPointerMove );
67
+
68
+ //
69
+
70
+ window.addEventListener( 'resize', onWindowResize );
71
+
72
+ }
73
+
74
+ function onWindowResize() {
75
+
76
+ camera.aspect = window.innerWidth / window.innerHeight;
77
+ camera.updateProjectionMatrix();
78
+
79
+ renderer.setSize( window.innerWidth, window.innerHeight );
80
+
81
+ }
82
+
83
+ function onPointerMove( event ) {
84
+
85
+ pointer.x = ( event.clientX / window.innerWidth ) * 2 - 1;
86
+ pointer.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
87
+
88
+ }
89
+
90
+ //
91
+
92
+ function animate() {
93
+
94
+ render();
95
+ stats.update();
96
+
97
+ }
98
+
99
+ function render() {
100
+
101
+ theta += 0.1;
102
+
103
+ camera.position.x = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
104
+ camera.position.y = radius * Math.sin( THREE.MathUtils.degToRad( theta ) );
105
+ camera.position.z = radius * Math.cos( THREE.MathUtils.degToRad( theta ) );
106
+ camera.lookAt( scene.position );
107
+
108
+ camera.updateMatrixWorld();
109
+
110
+ // find intersections
111
+
112
+ raycaster.setFromCamera( pointer, camera );
113
+
114
+ const intersects = raycaster.intersectObjects( scene.children, false );
115
+
116
+ if ( intersects.length > 0 ) {
117
+
118
+ if ( INTERSECTED != intersects[ 0 ].object ) {
119
+
120
+ if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
121
+
122
+ INTERSECTED = intersects[ 0 ].object;
123
+ INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
124
+ INTERSECTED.material.emissive.setHex( 0xff0000 );
125
+
126
+ }
127
+
128
+ } else {
129
+
130
+ if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
131
+
132
+ INTERSECTED = null;
133
+
134
+ }
135
+
136
+ renderer.render( scene, camera );
137
+
138
+ }
139
+
@@ -0,0 +1,21 @@
1
+ {
2
+ "manifestVersion": 1,
3
+ "name": "three.js — Interactive Cubes",
4
+ "version": "0.1.0",
5
+ "engine": {
6
+ "version": "0.1.0"
7
+ },
8
+ "worlds": [
9
+ {
10
+ "id": "interactive-cubes",
11
+ "kind": "threejs",
12
+ "description": "Upstream webgl_interactive_cubes: 2000 procedurally-placed cubes, orbiting camera, per-frame raycaster hover-highlight. Own scene/camera/renderer/rAF. No external assets.",
13
+ "adapter": {
14
+ "ingest": {
15
+ "strategy": "shared"
16
+ }
17
+ },
18
+ "entry": "game.js"
19
+ }
20
+ ]
21
+ }
@@ -0,0 +1,38 @@
1
+ // A SEPARATE, non-host `three` (stands in for a bundled / MISMATCHED three version).
2
+ // The editor's scene-capture trap sits on the editor's own three.WebGLRenderer
3
+ // prototype; this renderer is a different class the trap never sees → capture times
4
+ // out → the editor degrades to embed-only. It renders a live canvas so the embed
5
+ // floor has something real to host.
6
+ export class WebGLRenderer {
7
+ constructor() {
8
+ this.domElement = document.createElement('canvas');
9
+ this._cb = null;
10
+ }
11
+ setSize(w, h) {
12
+ this.domElement.width = w;
13
+ this.domElement.height = h;
14
+ }
15
+ setAnimationLoop(cb) {
16
+ this._cb = cb;
17
+ const loop = () => {
18
+ if (this._cb) {
19
+ this._cb();
20
+ requestAnimationFrame(loop);
21
+ }
22
+ };
23
+ if (cb) requestAnimationFrame(loop);
24
+ }
25
+ render() {
26
+ const x = this.domElement.getContext('2d');
27
+ if (x) {
28
+ x.fillStyle = '#224466';
29
+ x.fillRect(0, 0, this.domElement.width, this.domElement.height);
30
+ }
31
+ }
32
+ }
33
+ export class Scene {
34
+ constructor() {
35
+ this.isScene = true;
36
+ }
37
+ }
38
+ export class PerspectiveCamera {}
@@ -0,0 +1,10 @@
1
+ // Mismatched-three demo: this game imports a SEPARATE (non-host) `three`. The host
2
+ // capture trap (on the editor's three instance) can't instrument this renderer, so
3
+ // capture times out and the editor degrades to embed-only — detected, not silent.
4
+ import { PerspectiveCamera, Scene, WebGLRenderer } from './fake-three.js';
5
+ const r = new WebGLRenderer();
6
+ r.setSize(window.innerWidth, window.innerHeight);
7
+ (document.getElementById('container') || document.body).appendChild(r.domElement);
8
+ const s = new Scene();
9
+ const c = new PerspectiveCamera();
10
+ r.setAnimationLoop(() => r.render(s, c));
@@ -0,0 +1,22 @@
1
+ {
2
+ "manifestVersion": 1,
3
+ "name": "Mismatched/bundled three (graceful degrade)",
4
+ "version": "0.1.0",
5
+ "engine": {
6
+ "version": "0.1.0"
7
+ },
8
+ "worlds": [
9
+ {
10
+ "id": "mismatched-three",
11
+ "kind": "threejs",
12
+ "description": "A game that uses a SEPARATE (non-host) three — stands in for a bundled/mismatched three version the capture trap cannot instrument. The editor detects the capture failure and degrades to embed-only (cov-mismatched-three) — never a silent failure.",
13
+ "adapter": {
14
+ "ingest": {
15
+ "strategy": "shared",
16
+ "captureTimeoutMs": 2500
17
+ }
18
+ },
19
+ "entry": "game.js"
20
+ }
21
+ ]
22
+ }
@@ -0,0 +1,43 @@
1
+ // A minimal, real three.js game that BUNDLES ITS OWN three — cov-bundled-dedupe (LIVE proof).
2
+ // (Not a famous upstream title; a genuine, self-contained three.js program standing in for
3
+ // any source-available game that ships its own three — sanctioned in
4
+ // ADAPTER-MAXIMAL-SPEC.json coverage_standins.)
5
+ //
6
+ // This game ships its OWN nested `node_modules/three` (sibling to this file). Under
7
+ // the editor's build-time dedupe (`vite.config.ts` resolve.dedupe:['three']) its bare
8
+ // `import 'three'` COLLAPSES to the editor's single `three` instance, so the
9
+ // scene-capture trap (on the host WebGLRenderer.prototype) sees this game's renderer
10
+ // and ingestion works live. If dedupe did NOT redirect, the bare import would resolve
11
+ // to the nested stub (no real WebGLRenderer) and capture would fail — so a passing
12
+ // live ingest is itself proof the collapse happened. Byte-unmodified game code;
13
+ // dedupe is build config we own (docs/ADAPTER-ARCHITECTURE.md §2.2).
14
+ import * as THREE from 'three';
15
+
16
+ const renderer = new THREE.WebGLRenderer({ antialias: true });
17
+ renderer.setSize(window.innerWidth, window.innerHeight);
18
+ (document.getElementById('container') || document.body).appendChild(renderer.domElement);
19
+
20
+ const scene = new THREE.Scene();
21
+ scene.background = new THREE.Color(0x202028);
22
+
23
+ const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 100);
24
+ camera.position.set(0, 1.5, 5);
25
+
26
+ const light = new THREE.DirectionalLight(0xffffff, 1.2);
27
+ light.position.set(2, 3, 4);
28
+ light.name = 'KeyLight';
29
+ scene.add(light);
30
+
31
+ const cube = new THREE.Mesh(
32
+ new THREE.BoxGeometry(1, 1, 1),
33
+ new THREE.MeshStandardMaterial({ color: 0x3366cc }),
34
+ );
35
+ cube.name = 'OwnThreeCube';
36
+ scene.add(cube);
37
+
38
+ let t = 0;
39
+ renderer.setAnimationLoop(() => {
40
+ t += 0.01;
41
+ cube.rotation.y = t;
42
+ renderer.render(scene, camera);
43
+ });
@@ -0,0 +1,21 @@
1
+ {
2
+ "manifestVersion": 1,
3
+ "name": "Bundles-own-three (build-time dedupe)",
4
+ "version": "0.1.0",
5
+ "engine": {
6
+ "version": "0.1.0"
7
+ },
8
+ "worlds": [
9
+ {
10
+ "id": "own-three-bundled",
11
+ "kind": "threejs",
12
+ "description": "A source-available game that ships its OWN nested node_modules/three. Build-time dedupe (resolve.dedupe:[three]) collapses it to the editor instance → LIVE capture + edit (cov-bundled-dedupe). A passing live ingest proves the collapse (else the bare import would hit the nested stub and capture would fail).",
13
+ "adapter": {
14
+ "ingest": {
15
+ "strategy": "deduped"
16
+ }
17
+ },
18
+ "entry": "game.js"
19
+ }
20
+ ]
21
+ }
@@ -0,0 +1,288 @@
1
+ // UNMODIFIED three.js game — `misc_controls_pointerlock` from mrdoob/three.js (r170), MIT.
2
+ // Script body byte-for-byte upstream; only HTML/importmap packaging dropped so
3
+ // the host bundler supplies the shared three.
4
+ // Needs #blocker/#instructions DOM — the ingest host provides stub elements
5
+ // (domStubs in the registry), so the game code stays unmodified.
6
+ // Provenance: https://github.com/mrdoob/three.js/blob/r170/examples/misc_controls_pointerlock.html
7
+
8
+
9
+ import * as THREE from 'three';
10
+
11
+ import { PointerLockControls } from 'three/addons/controls/PointerLockControls.js';
12
+
13
+ let camera, scene, renderer, controls;
14
+
15
+ const objects = [];
16
+
17
+ let raycaster;
18
+
19
+ let moveForward = false;
20
+ let moveBackward = false;
21
+ let moveLeft = false;
22
+ let moveRight = false;
23
+ let canJump = false;
24
+
25
+ let prevTime = performance.now();
26
+ const velocity = new THREE.Vector3();
27
+ const direction = new THREE.Vector3();
28
+ const vertex = new THREE.Vector3();
29
+ const color = new THREE.Color();
30
+
31
+ init();
32
+
33
+ function init() {
34
+
35
+ camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 1000 );
36
+ camera.position.y = 10;
37
+
38
+ scene = new THREE.Scene();
39
+ scene.background = new THREE.Color( 0xffffff );
40
+ scene.fog = new THREE.Fog( 0xffffff, 0, 750 );
41
+
42
+ const light = new THREE.HemisphereLight( 0xeeeeff, 0x777788, 2.5 );
43
+ light.position.set( 0.5, 1, 0.75 );
44
+ scene.add( light );
45
+
46
+ controls = new PointerLockControls( camera, document.body );
47
+
48
+ const blocker = document.getElementById( 'blocker' );
49
+ const instructions = document.getElementById( 'instructions' );
50
+
51
+ instructions.addEventListener( 'click', function () {
52
+
53
+ controls.lock();
54
+
55
+ } );
56
+
57
+ controls.addEventListener( 'lock', function () {
58
+
59
+ instructions.style.display = 'none';
60
+ blocker.style.display = 'none';
61
+
62
+ } );
63
+
64
+ controls.addEventListener( 'unlock', function () {
65
+
66
+ blocker.style.display = 'block';
67
+ instructions.style.display = '';
68
+
69
+ } );
70
+
71
+ scene.add( controls.object );
72
+
73
+ const onKeyDown = function ( event ) {
74
+
75
+ switch ( event.code ) {
76
+
77
+ case 'ArrowUp':
78
+ case 'KeyW':
79
+ moveForward = true;
80
+ break;
81
+
82
+ case 'ArrowLeft':
83
+ case 'KeyA':
84
+ moveLeft = true;
85
+ break;
86
+
87
+ case 'ArrowDown':
88
+ case 'KeyS':
89
+ moveBackward = true;
90
+ break;
91
+
92
+ case 'ArrowRight':
93
+ case 'KeyD':
94
+ moveRight = true;
95
+ break;
96
+
97
+ case 'Space':
98
+ if ( canJump === true ) velocity.y += 350;
99
+ canJump = false;
100
+ break;
101
+
102
+ }
103
+
104
+ };
105
+
106
+ const onKeyUp = function ( event ) {
107
+
108
+ switch ( event.code ) {
109
+
110
+ case 'ArrowUp':
111
+ case 'KeyW':
112
+ moveForward = false;
113
+ break;
114
+
115
+ case 'ArrowLeft':
116
+ case 'KeyA':
117
+ moveLeft = false;
118
+ break;
119
+
120
+ case 'ArrowDown':
121
+ case 'KeyS':
122
+ moveBackward = false;
123
+ break;
124
+
125
+ case 'ArrowRight':
126
+ case 'KeyD':
127
+ moveRight = false;
128
+ break;
129
+
130
+ }
131
+
132
+ };
133
+
134
+ document.addEventListener( 'keydown', onKeyDown );
135
+ document.addEventListener( 'keyup', onKeyUp );
136
+
137
+ raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, - 1, 0 ), 0, 10 );
138
+
139
+ // floor
140
+
141
+ let floorGeometry = new THREE.PlaneGeometry( 2000, 2000, 100, 100 );
142
+ floorGeometry.rotateX( - Math.PI / 2 );
143
+
144
+ // vertex displacement
145
+
146
+ let position = floorGeometry.attributes.position;
147
+
148
+ for ( let i = 0, l = position.count; i < l; i ++ ) {
149
+
150
+ vertex.fromBufferAttribute( position, i );
151
+
152
+ vertex.x += Math.random() * 20 - 10;
153
+ vertex.y += Math.random() * 2;
154
+ vertex.z += Math.random() * 20 - 10;
155
+
156
+ position.setXYZ( i, vertex.x, vertex.y, vertex.z );
157
+
158
+ }
159
+
160
+ floorGeometry = floorGeometry.toNonIndexed(); // ensure each face has unique vertices
161
+
162
+ position = floorGeometry.attributes.position;
163
+ const colorsFloor = [];
164
+
165
+ for ( let i = 0, l = position.count; i < l; i ++ ) {
166
+
167
+ color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
168
+ colorsFloor.push( color.r, color.g, color.b );
169
+
170
+ }
171
+
172
+ floorGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsFloor, 3 ) );
173
+
174
+ const floorMaterial = new THREE.MeshBasicMaterial( { vertexColors: true } );
175
+
176
+ const floor = new THREE.Mesh( floorGeometry, floorMaterial );
177
+ scene.add( floor );
178
+
179
+ // objects
180
+
181
+ const boxGeometry = new THREE.BoxGeometry( 20, 20, 20 ).toNonIndexed();
182
+
183
+ position = boxGeometry.attributes.position;
184
+ const colorsBox = [];
185
+
186
+ for ( let i = 0, l = position.count; i < l; i ++ ) {
187
+
188
+ color.setHSL( Math.random() * 0.3 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
189
+ colorsBox.push( color.r, color.g, color.b );
190
+
191
+ }
192
+
193
+ boxGeometry.setAttribute( 'color', new THREE.Float32BufferAttribute( colorsBox, 3 ) );
194
+
195
+ for ( let i = 0; i < 500; i ++ ) {
196
+
197
+ const boxMaterial = new THREE.MeshPhongMaterial( { specular: 0xffffff, flatShading: true, vertexColors: true } );
198
+ boxMaterial.color.setHSL( Math.random() * 0.2 + 0.5, 0.75, Math.random() * 0.25 + 0.75, THREE.SRGBColorSpace );
199
+
200
+ const box = new THREE.Mesh( boxGeometry, boxMaterial );
201
+ box.position.x = Math.floor( Math.random() * 20 - 10 ) * 20;
202
+ box.position.y = Math.floor( Math.random() * 20 ) * 20 + 10;
203
+ box.position.z = Math.floor( Math.random() * 20 - 10 ) * 20;
204
+
205
+ scene.add( box );
206
+ objects.push( box );
207
+
208
+ }
209
+
210
+ //
211
+
212
+ renderer = new THREE.WebGLRenderer( { antialias: true } );
213
+ renderer.setPixelRatio( window.devicePixelRatio );
214
+ renderer.setSize( window.innerWidth, window.innerHeight );
215
+ renderer.setAnimationLoop( animate );
216
+ document.body.appendChild( renderer.domElement );
217
+
218
+ //
219
+
220
+ window.addEventListener( 'resize', onWindowResize );
221
+
222
+ }
223
+
224
+ function onWindowResize() {
225
+
226
+ camera.aspect = window.innerWidth / window.innerHeight;
227
+ camera.updateProjectionMatrix();
228
+
229
+ renderer.setSize( window.innerWidth, window.innerHeight );
230
+
231
+ }
232
+
233
+ function animate() {
234
+
235
+ const time = performance.now();
236
+
237
+ if ( controls.isLocked === true ) {
238
+
239
+ raycaster.ray.origin.copy( controls.object.position );
240
+ raycaster.ray.origin.y -= 10;
241
+
242
+ const intersections = raycaster.intersectObjects( objects, false );
243
+
244
+ const onObject = intersections.length > 0;
245
+
246
+ const delta = ( time - prevTime ) / 1000;
247
+
248
+ velocity.x -= velocity.x * 10.0 * delta;
249
+ velocity.z -= velocity.z * 10.0 * delta;
250
+
251
+ velocity.y -= 9.8 * 100.0 * delta; // 100.0 = mass
252
+
253
+ direction.z = Number( moveForward ) - Number( moveBackward );
254
+ direction.x = Number( moveRight ) - Number( moveLeft );
255
+ direction.normalize(); // this ensures consistent movements in all directions
256
+
257
+ if ( moveForward || moveBackward ) velocity.z -= direction.z * 400.0 * delta;
258
+ if ( moveLeft || moveRight ) velocity.x -= direction.x * 400.0 * delta;
259
+
260
+ if ( onObject === true ) {
261
+
262
+ velocity.y = Math.max( 0, velocity.y );
263
+ canJump = true;
264
+
265
+ }
266
+
267
+ controls.moveRight( - velocity.x * delta );
268
+ controls.moveForward( - velocity.z * delta );
269
+
270
+ controls.object.position.y += ( velocity.y * delta ); // new behavior
271
+
272
+ if ( controls.object.position.y < 10 ) {
273
+
274
+ velocity.y = 0;
275
+ controls.object.position.y = 10;
276
+
277
+ canJump = true;
278
+
279
+ }
280
+
281
+ }
282
+
283
+ prevTime = time;
284
+
285
+ renderer.render( scene, camera );
286
+
287
+ }
288
+
@@ -0,0 +1,22 @@
1
+ {
2
+ "manifestVersion": 1,
3
+ "name": "three.js — Pointer-Lock Maze",
4
+ "version": "0.1.0",
5
+ "engine": {
6
+ "version": "0.1.0"
7
+ },
8
+ "worlds": [
9
+ {
10
+ "id": "pointerlock-maze",
11
+ "kind": "threejs",
12
+ "description": "Upstream misc_controls_pointerlock: WASD + pointer-lock first-person walk over a procedural box field. Own scene/camera/renderer/rAF/input. Needs #blocker/#instructions DOM.",
13
+ "adapter": {
14
+ "ingest": {
15
+ "strategy": "shared",
16
+ "domStubs": ["blocker", "instructions"]
17
+ }
18
+ },
19
+ "entry": "game.js"
20
+ }
21
+ ]
22
+ }