@vgai/engine 0.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +202 -0
- package/README.md +35 -0
- package/package.json +55 -0
- package/src/adapter/authoring.ts +402 -0
- package/src/adapter/colyseus-networking-adapter.ts +72 -0
- package/src/adapter/first-party-systems.ts +103 -0
- package/src/adapter/game-adapter.ts +151 -0
- package/src/adapter/host-context.ts +77 -0
- package/src/adapter/index.ts +85 -0
- package/src/adapter/ingest/game-contract.ts +59 -0
- package/src/adapter/ingest/overlay-applier.ts +207 -0
- package/src/adapter/ingest/overlay-apply.ts +124 -0
- package/src/adapter/ingest/overlay-file.ts +126 -0
- package/src/adapter/ingest/overlay-report.ts +176 -0
- package/src/adapter/ingest/scene-capture.ts +307 -0
- package/src/adapter/ingest/upstream-pin.ts +52 -0
- package/src/adapter/loop-gate-report.ts +54 -0
- package/src/adapter/rapier-physics-adapter.ts +56 -0
- package/src/adapter/system-adapter.ts +154 -0
- package/src/adapter/transform.ts +18 -0
- package/src/adapter/vgai-scene-game-adapter.ts +886 -0
- package/src/adapter/world-kind.ts +34 -0
- package/src/ai/navigation.ts +164 -0
- package/src/animation/anim-graph-types.ts +56 -0
- package/src/animation/anim-graph.ts +406 -0
- package/src/animation/anim-system.ts +28 -0
- package/src/animation/blend-node.ts +119 -0
- package/src/animation/property-track.ts +178 -0
- package/src/animation/schema.ts +204 -0
- package/src/assets.ts +80 -0
- package/src/audio/ambient.ts +300 -0
- package/src/audio/impacts.ts +212 -0
- package/src/audio/index.ts +7 -0
- package/src/audio/movement.ts +140 -0
- package/src/audio/musical.ts +200 -0
- package/src/audio/ui-sounds.ts +171 -0
- package/src/audio/vehicle.ts +235 -0
- package/src/audio/weapons.ts +152 -0
- package/src/core/game-loop.ts +127 -0
- package/src/core/system-runner.ts +298 -0
- package/src/core/types.ts +58 -0
- package/src/dev/console-bridge.ts +83 -0
- package/src/dev/debug-draw.ts +80 -0
- package/src/dev/logger.ts +119 -0
- package/src/ecs/component-manager.ts +748 -0
- package/src/ecs/game-component.ts +147 -0
- package/src/ecs/hmr-swap-report.ts +65 -0
- package/src/input/input-manager.ts +439 -0
- package/src/input/input-types.ts +19 -0
- package/src/input/schema.ts +129 -0
- package/src/loader.ts +70 -0
- package/src/manifest/index.ts +24 -0
- package/src/manifest/load-file.ts +16 -0
- package/src/manifest/load.ts +378 -0
- package/src/manifest/schema.ts +375 -0
- package/src/physics/collision-system.ts +76 -0
- package/src/physics/physics-registry.ts +83 -0
- package/src/physics/transform-writer.ts +41 -0
- package/src/physics/trigger-dispatch.ts +97 -0
- package/src/react/game-state.tsx +172 -0
- package/src/render/auto-batcher.ts +169 -0
- package/src/render/render-batch-system.ts +268 -0
- package/src/render/render-features.ts +146 -0
- package/src/render/render-settings.ts +72 -0
- package/src/runtime/create-runtime.ts +1152 -0
- package/src/runtime/frame-selector-cache.ts +81 -0
- package/src/runtime/game.ts +1003 -0
- package/src/runtime/input-router.ts +213 -0
- package/src/runtime/mount-game.ts +269 -0
- package/src/runtime/mount-manifest.ts +361 -0
- package/src/runtime/scene-ui-bridge.ts +86 -0
- package/src/runtime/scene-ui-data.ts +119 -0
- package/src/runtime/state-bridge.ts +79 -0
- package/src/runtime/types.ts +196 -0
- package/src/scene/asset-loaders.ts +195 -0
- package/src/scene/asset-paths.ts +123 -0
- package/src/scene/asset-registry.ts +67 -0
- package/src/scene/collider-dimensions.ts +125 -0
- package/src/scene/component-registry.ts +40 -0
- package/src/scene/defaults.ts +164 -0
- package/src/scene/geometries/index.ts +7 -0
- package/src/scene/geometries/terrain.ts +42 -0
- package/src/scene/geometry-registry.ts +42 -0
- package/src/scene/instance-registry.ts +84 -0
- package/src/scene/instancers/grid.ts +38 -0
- package/src/scene/instancers/index.ts +7 -0
- package/src/scene/light-camera-factory.ts +97 -0
- package/src/scene/material-factory.ts +211 -0
- package/src/scene/material-registry.ts +73 -0
- package/src/scene/materials/index.ts +7 -0
- package/src/scene/materials/water.ts +56 -0
- package/src/scene/parse.ts +71 -0
- package/src/scene/particles-factory.ts +383 -0
- package/src/scene/scene-apply.ts +356 -0
- package/src/scene/scene-diff-schema.ts +115 -0
- package/src/scene/scene-diff-types.ts +29 -0
- package/src/scene/scene-loader.ts +1533 -0
- package/src/scene/scene-query.ts +63 -0
- package/src/scene/scene-types.ts +34 -0
- package/src/scene/scene-version.ts +40 -0
- package/src/scene/schema/animation.ts +95 -0
- package/src/scene/schema/audio.ts +25 -0
- package/src/scene/schema/camera.ts +21 -0
- package/src/scene/schema/collider.ts +69 -0
- package/src/scene/schema/entity-ref.ts +78 -0
- package/src/scene/schema/entity.ts +169 -0
- package/src/scene/schema/environment.ts +384 -0
- package/src/scene/schema/index.ts +95 -0
- package/src/scene/schema/instances.ts +35 -0
- package/src/scene/schema/joint.ts +26 -0
- package/src/scene/schema/light.ts +38 -0
- package/src/scene/schema/material.ts +113 -0
- package/src/scene/schema/mesh.ts +108 -0
- package/src/scene/schema/particles.ts +398 -0
- package/src/scene/schema/physics.ts +49 -0
- package/src/scene/schema/scene-file.ts +299 -0
- package/src/scene/schema/shadow.ts +24 -0
- package/src/scene/schema/spline.ts +21 -0
- package/src/scene/schema/tuples.ts +21 -0
- package/src/scene/schema/ui.ts +602 -0
- package/src/scene/user-data.ts +203 -0
- package/src/setup/setup-audio.ts +60 -0
- package/src/setup/setup-particles.ts +23 -0
- package/src/setup/setup-physics.ts +67 -0
- package/src/setup/setup-renderer.ts +529 -0
- package/src/types-n8ao.d.ts +37 -0
- package/src/types-realism-effects.d.ts +61 -0
- package/src/world2d/authoring-2d.ts +208 -0
- package/src/world2d/capture-to-scene2d.ts +52 -0
- package/src/world2d/collision-2d.ts +106 -0
- package/src/world2d/components-2d.ts +86 -0
- package/src/world2d/index.ts +66 -0
- package/src/world2d/ingest-iframe-2d.ts +255 -0
- package/src/world2d/ingest2d.ts +131 -0
- package/src/world2d/physics2d-registry.ts +49 -0
- package/src/world2d/pixi-game-adapter.ts +325 -0
- package/src/world2d/pixi-surface.ts +78 -0
- package/src/world2d/scene-capture-2d.ts +117 -0
- package/src/world2d/scene2d-loader.ts +308 -0
- package/src/world2d/schema/entity2d.ts +145 -0
- package/src/world2d/schema/physics2d.ts +53 -0
- package/src/world2d/schema/sprite.ts +71 -0
- package/src/world2d/schema/tilemap.ts +22 -0
- package/src/world2d/schema/tuples2d.ts +25 -0
- package/src/world2d/system-adapters-2d.ts +49 -0
- package/src/world2d/transform-writer-2d.ts +24 -0
- package/src/world2d/types.ts +55 -0
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import type RAPIER2D from '@dimforge/rapier2d-compat';
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import type RAPIER3D from '@dimforge/rapier3d-compat';
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import type * as PIXI from 'pixi.js';
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import type * as THREE from 'three';
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import type { z } from 'zod';
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import type { SystemPhaseName } from '../core/types';
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import type { WorldInstance, WorldKind } from '../runtime/game';
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import type { GameContext } from '../runtime/types';
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/**
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* Map a {@link WorldKind} to its native world node type (T7.2, D8 —
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* `docs/GAME-COMPONENT-GENERALIZATION.md` §2). `react` maps to `never`: react
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* entities host no GameComponents (they render from game state via the T7.4
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* state bridge instead).
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*/
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export type NodeOf<K extends WorldKind> = K extends 'threejs'
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? THREE.Object3D
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: K extends 'pixijs'
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? PIXI.Container
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: never;
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/** Map a {@link WorldKind} to its native Rapier rigid-body type. */
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export type BodyOf<K extends WorldKind> = K extends 'threejs'
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? RAPIER3D.RigidBody
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: K extends 'pixijs'
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? RAPIER2D.RigidBody
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: never;
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/** Map a {@link WorldKind} to its native Rapier collider type. */
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export type ColliderOf<K extends WorldKind> = K extends 'threejs'
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? RAPIER3D.Collider
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: K extends 'pixijs'
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? RAPIER2D.Collider
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: never;
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/**
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* Base class for game components attached to entities.
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*
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* Generalized (T7.2, D8 — `docs/GAME-COMPONENT-GENERALIZATION.md`) over the
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* world kind `K` (default `'threejs'`, so every existing component — all of
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* which extend the bare `GameComponent` — compiles and runs unchanged). The
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* world's native node IS the entity — there is no separate entity id and no
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* mirror/sync layer (Track A). Each component instance holds a direct
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* reference to its node and (if any) its Rapier rigid body/collider. The
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* ComponentManager wires these up in `attach()`.
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*
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* Similar to Unity's MonoBehaviour or Godot's Node scripts:
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* - `init()` — called once after the entity is fully constructed
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* - `update(dt, ctx)` — called every fixed timestep, in the component's phase
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* - `dispose(ctx)` — called when the entity is destroyed
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* - `onTriggerEnter/onTriggerExit` — called when a sensor collider overlap
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* starts/stops, with the other party's native node
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*
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* State lives on `this` (instance properties). On HMR, the engine swaps the
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* prototype via Object.setPrototypeOf — instance state survives, method bodies
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* update to the new code.
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*/
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export abstract class GameComponent<K extends WorldKind = 'threejs'> {
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/** Which phase this component's update runs in. Override in subclasses. */
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static phase: SystemPhaseName = 'gameLogic';
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/**
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* Runtime-checkable declaration of which {@link WorldKind} this component
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* is written for (T7.2, D8 §3 — `docs/GAME-COMPONENT-GENERALIZATION.md`).
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* TS's `K` type parameter is erased at runtime, so this static is what the
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* ComponentManager checks at attach time: a node whose world's kind
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* doesn't match `declaredKind` THROWS at attach (a `GameComponent<'pixijs'>`
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* attached to a threejs entity, or vice versa). Kind-agnostic components —
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* written only against `node`/`this.world`, never the typed `object3D`
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* accessor or a kind-specific field — may declare `'any'` and attach in
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* any world components are legal in (every world except `'react'`, which
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* always throws regardless of `declaredKind` — see the ComponentManager).
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*/
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static declaredKind: WorldKind | 'any' = 'threejs';
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/**
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* Optional Zod object schema for this component's authored fields. When set,
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* scene data is validated + defaulted through `schema.parse(data)` before being
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* assigned onto the instance. Also powers (later) the editor's schema-driven
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* inspector and HMR defaults.
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*/
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static schema?: z.ZodObject<z.ZodRawShape>;
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/** The native world node. The node IS the entity. */
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node!: NodeOf<K>;
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/** The world instance this component's entity lives in (wired at attach). */
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world!: WorldInstance;
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/**
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* Typed accessor, threejs worlds only — kept for compatibility. On a
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* `GameComponent` (default `K`) this types as `THREE.Object3D`, so every
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* existing component compiles unchanged. On a non-threejs instance it
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* THROWS a descriptive error rather than ever returning a wrong-kind node —
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* use `this.node` (or `this.world.kind` to check first) instead.
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*/
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get object3D(): THREE.Object3D {
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const kind = this.world?.kind;
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if (kind !== undefined && kind !== 'threejs') {
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throw new Error(
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`${this.constructor.name}.object3D: this component's world (kind: "${kind}") is not a ` +
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'threejs world — `object3D` only ever returns a THREE.Object3D; use `this.node` instead.',
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);
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}
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// When the world isn't wired yet (silo-attached 2D components until
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// T7.3; bare instances), fall back to the static declaration so a
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// GameComponent<'pixijs'> can never silently hand out its Container
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// typed as an Object3D.
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if (kind === undefined) {
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const declared = (this.constructor as typeof GameComponent).declaredKind;
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if (declared !== 'threejs' && declared !== 'any') {
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throw new Error(
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`${this.constructor.name}.object3D: this component declares kind "${declared}" — ` +
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'`object3D` only ever returns a THREE.Object3D; use `this.node` instead.',
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);
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}
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}
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return this.node as unknown as THREE.Object3D;
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}
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/** The entity's native rigid body, if it has physics. */
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rigidBody: BodyOf<K> | null = null;
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/** The entity's native collider, if it has physics. */
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collider: ColliderOf<K> | null = null;
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/** Called once after the entity is fully constructed (node, physics, etc.). */
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init?(ctx: GameContext): void | Promise<void>;
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/** Called every fixed timestep. */
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abstract update(dt: number, ctx: GameContext): void;
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/** Called when the entity is destroyed or the component is removed. */
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dispose?(ctx: GameContext): void;
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/** Called when a sensor overlap with `other` begins. */
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onTriggerEnter?(other: NodeOf<K>, ctx: GameContext): void;
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/** Called when a sensor overlap with `other` ends. */
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onTriggerExit?(other: NodeOf<K>, ctx: GameContext): void;
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}
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/** Constructor type for GameComponent subclasses (carries static phase/schema). */
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export type GameComponentClass = (new () => GameComponent) & {
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phase?: SystemPhaseName;
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schema?: z.ZodObject<z.ZodRawShape>;
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};
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/**
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* HMR swap-miss report — T5.4 (docs/BACKBONE-TASKS.md's Track 5 table:
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* "Deterministic HMR: registry-keyed hotSwap (not `constructor.name`), schema
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* re-parse on swap, loud swap-miss warnings"). `ComponentManager.hotSwap` keys
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* live instances by the `componentRegistry` name recorded on them at attach
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* (see `component-manager.ts`'s `attach`/`hotSwap`), NOT the live
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* `constructor.name` — fragile under minification, class renames, or two
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* classes sharing one name. This module is the structured, greppable
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* `console.warn` a swap-miss warrants, mirrored on the established
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* prefix + JSON-payload pattern (`packages/editor/src/achieved-tier.ts`'s
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* `TIER_SHORTFALL_PREFIX`, `packages/editor/src/authoring/overlay-report.ts`'s
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* `OVERLAY_REPORT_PREFIX`) — kept dependency-free (no `window`/editor-console
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* import) so it stays importable from a headless engine/runtime context,
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* same discipline as those two files.
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*
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* Two independent miss reasons, per the BACKBONE-TASKS detail note:
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* - `'no-live-instance'` — the incoming hot update's key (the
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* `componentRegistry` name the recompiled module was re-exported under)
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* matches no currently-attached instance's recorded registry key (nor,
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* for an instance attached WITHOUT a registry key — an ad-hoc,
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* code-attached component — its `constructor.name`). This is the
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* "renamed class → loud miss" case: a class rename changes the export
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* key a hot update arrives under, so no live instance is found under the
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* NEW key — the OLD prototype is simply left in place (never silently
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* dropped, never crashed).
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* - `'schema-reparse-failed'` — at least one matched instance's swap
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* succeeded (prototype replaced), but re-validating its authored props
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* against the NEW class's `static schema` threw; that instance's fields
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* are left exactly as they were (last-good props), never partially or
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*/
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/** Greppable prefix shared by every swap-miss log line this module produces. */
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export const HMR_SWAP_MISS_PREFIX = 'hmr-swap-miss';
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export type HmrSwapMissReport =
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| { key: string; reason: 'schema-reparse-failed'; error: string };
|
|
39
|
+
|
|
40
|
+
/**
|
|
41
|
+
* The one shared message shape — greppable on the prefix, JSON-parseable on
|
|
42
|
+
* the trailing payload (the LAST `{...}` in the string — the human-readable
|
|
43
|
+
* `detail` clause never itself contains a brace, even for the
|
|
44
|
+
* `'schema-reparse-failed'` reason, whose full Zod error text — itself a
|
|
45
|
+
* JSON-issues blob, braces included — is carried only in `report.error`
|
|
46
|
+
* inside that trailing payload, never inlined into `detail`).
|
|
47
|
+
*/
|
|
48
|
+
export function formatHmrSwapMissMessage(report: HmrSwapMissReport): string {
|
|
49
|
+
const detail =
|
|
50
|
+
report.reason === 'no-live-instance'
|
|
51
|
+
? `no live instance's registry key (or, for an ad-hoc/unregistered instance, its class name) ` +
|
|
52
|
+
`matches "${report.key}" — the hot update had nothing to swap (old class, if any, left in place)`
|
|
53
|
+
: `schema re-parse failed for "${report.key}" after swap — keeping the instance's last-good ` +
|
|
54
|
+
`props (Zod error in the trailing payload's "error" field)`;
|
|
55
|
+
return (
|
|
56
|
+
`${HMR_SWAP_MISS_PREFIX} ${detail} (T5.4, docs/BACKBONE-TASKS.md). ` +
|
|
57
|
+
`${HMR_SWAP_MISS_PREFIX} ${JSON.stringify(report)}`
|
|
58
|
+
);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
/** Emit the ONE structured `console.warn` a swap-miss warrants — never a silent no-op. */
|
|
62
|
+
export function logHmrSwapMiss(report: HmrSwapMissReport): void {
|
|
63
|
+
// biome-ignore lint/suspicious/noConsole: structured, greppable swap-miss warning (T5.4) — mirrors achieved-tier.ts/overlay-report.ts's deliberate direct console.warn
|
|
64
|
+
console.warn(formatHmrSwapMissMessage(report));
|
|
65
|
+
}
|
|
@@ -0,0 +1,439 @@
|
|
|
1
|
+
import { resolveUrl } from '../loader';
|
|
2
|
+
import { SceneParseError } from '../scene/parse';
|
|
3
|
+
import type { InputBinding, InputMapFile } from './input-types';
|
|
4
|
+
import { InputMapFileSchema } from './schema';
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* True when a text-entry element is focused, so game input shouldn't also fire
|
|
8
|
+
* (e.g. typing into an editor inspector field / renaming an entity). Cheap guard
|
|
9
|
+
* that holds even when the game viewport is the active tab.
|
|
10
|
+
*/
|
|
11
|
+
function isTextEntryFocused(): boolean {
|
|
12
|
+
const el = typeof document !== 'undefined' ? document.activeElement : null;
|
|
13
|
+
if (!el) return false;
|
|
14
|
+
const tag = el.tagName;
|
|
15
|
+
return (
|
|
16
|
+
tag === 'INPUT' ||
|
|
17
|
+
tag === 'TEXTAREA' ||
|
|
18
|
+
tag === 'SELECT' ||
|
|
19
|
+
(el as HTMLElement).isContentEditable === true
|
|
20
|
+
);
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
/**
|
|
24
|
+
* Maps raw keyboard/mouse/gamepad events → named actions.
|
|
25
|
+
*
|
|
26
|
+
* Usage:
|
|
27
|
+
* const input = new InputManager();
|
|
28
|
+
* await input.loadMap('inputmaps/default.inputmap.json');
|
|
29
|
+
* // In game loop:
|
|
30
|
+
* input.poll(); // call at start of frame
|
|
31
|
+
* if (input.isPressed('jump')) { ... }
|
|
32
|
+
* if (input.isJustPressed('attack')) { ... }
|
|
33
|
+
* input.endFrame(); // call at end of frame
|
|
34
|
+
*/
|
|
35
|
+
export class InputManager {
|
|
36
|
+
private actions = new Map<string, InputBinding[]>();
|
|
37
|
+
private keysDown = new Set<string>();
|
|
38
|
+
private keysJustDown = new Set<string>();
|
|
39
|
+
private keysJustUp = new Set<string>();
|
|
40
|
+
private mouseButtons = new Set<number>();
|
|
41
|
+
private mouseButtonsJustDown = new Set<number>();
|
|
42
|
+
private mouseButtonsJustUp = new Set<number>();
|
|
43
|
+
private mouseDeltaX = 0;
|
|
44
|
+
private mouseDeltaY = 0;
|
|
45
|
+
private gamepads: (Gamepad | null)[] = [];
|
|
46
|
+
// Gamepad button edge tracking (P1.6c). Keys are `${gamepadIndex}:${buttonIndex}`.
|
|
47
|
+
// `Prev` is last frame's pressed set; `Down` is this frame's; the just-down/up
|
|
48
|
+
// sets are the per-frame diff computed in poll() and cleared in endFrame().
|
|
49
|
+
private gamepadButtonsDown = new Set<string>();
|
|
50
|
+
private gamepadButtonsPrev = new Set<string>();
|
|
51
|
+
private gamepadButtonsJustDown = new Set<string>();
|
|
52
|
+
private gamepadButtonsJustUp = new Set<string>();
|
|
53
|
+
// Gamepad axis edge tracking: raw per-(gamepad,axis) values, this frame vs
|
|
54
|
+
// last frame, so `gamepad_axis` bindings can compute a thresholded
|
|
55
|
+
// (direction + deadzone) boolean for THIS frame and compare it against the
|
|
56
|
+
// same threshold applied to last frame's raw value — giving real
|
|
57
|
+
// isJustPressed/isJustReleased edges for an otherwise-continuous input.
|
|
58
|
+
// Keys are `${gamepadIndex}:${axisIndex}`; `Prev` is carried forward in
|
|
59
|
+
// endFrame(), mirroring the button edge-tracking above.
|
|
60
|
+
private gamepadAxesCurrent = new Map<string, number>();
|
|
61
|
+
private gamepadAxesPrev = new Map<string, number>();
|
|
62
|
+
private lookStickX = 0;
|
|
63
|
+
private lookStickY = 0;
|
|
64
|
+
private disposed = false;
|
|
65
|
+
/**
|
|
66
|
+
* When false, all raw input is ignored and held/transient state is cleared.
|
|
67
|
+
* The editor host drives this (T6.3, `packages/editor/src/play-mode.ts`) so
|
|
68
|
+
* the running game only receives input while its viewport is the active,
|
|
69
|
+
* focused surface — keystrokes typed into the editor (Scene tab, inspector
|
|
70
|
+
* fields) must not leak into the game. A standalone game leaves this true
|
|
71
|
+
* for its whole lifetime.
|
|
72
|
+
*/
|
|
73
|
+
private enabled = true;
|
|
74
|
+
/** Element currently wired for click-to-pointer-lock, and its listener. */
|
|
75
|
+
private pointerLockElement: HTMLElement | null = null;
|
|
76
|
+
private onPointerLockClick = () => {
|
|
77
|
+
this.pointerLockElement?.requestPointerLock();
|
|
78
|
+
};
|
|
79
|
+
|
|
80
|
+
private onKeyDown = (e: KeyboardEvent) => {
|
|
81
|
+
// Ignore game input while suspended or while the user is typing into a text
|
|
82
|
+
// field (e.g. renaming an entity / editing an inspector value in the editor).
|
|
83
|
+
if (!this.enabled || isTextEntryFocused()) return;
|
|
84
|
+
if (!this.keysDown.has(e.code)) {
|
|
85
|
+
this.keysJustDown.add(e.code);
|
|
86
|
+
}
|
|
87
|
+
this.keysDown.add(e.code);
|
|
88
|
+
};
|
|
89
|
+
|
|
90
|
+
private onKeyUp = (e: KeyboardEvent) => {
|
|
91
|
+
if (!this.enabled) return;
|
|
92
|
+
this.keysDown.delete(e.code);
|
|
93
|
+
this.keysJustUp.add(e.code);
|
|
94
|
+
};
|
|
95
|
+
|
|
96
|
+
private onMouseDown = (e: MouseEvent) => {
|
|
97
|
+
if (!this.enabled) return;
|
|
98
|
+
this.mouseButtons.add(e.button);
|
|
99
|
+
this.mouseButtonsJustDown.add(e.button);
|
|
100
|
+
};
|
|
101
|
+
|
|
102
|
+
private onMouseUp = (e: MouseEvent) => {
|
|
103
|
+
if (!this.enabled) return;
|
|
104
|
+
this.mouseButtons.delete(e.button);
|
|
105
|
+
this.mouseButtonsJustUp.add(e.button);
|
|
106
|
+
};
|
|
107
|
+
|
|
108
|
+
private onMouseMove = (e: MouseEvent) => {
|
|
109
|
+
if (!this.enabled) return;
|
|
110
|
+
this.mouseDeltaX += e.movementX;
|
|
111
|
+
this.mouseDeltaY += e.movementY;
|
|
112
|
+
};
|
|
113
|
+
|
|
114
|
+
constructor() {
|
|
115
|
+
window.addEventListener('keydown', this.onKeyDown);
|
|
116
|
+
window.addEventListener('keyup', this.onKeyUp);
|
|
117
|
+
window.addEventListener('mousedown', this.onMouseDown);
|
|
118
|
+
window.addEventListener('mouseup', this.onMouseUp);
|
|
119
|
+
window.addEventListener('mousemove', this.onMouseMove);
|
|
120
|
+
}
|
|
121
|
+
|
|
122
|
+
/**
|
|
123
|
+
* Load action map from a .inputmap.json file. Validated via
|
|
124
|
+
* `InputMapFileSchema` (T4.6) — a malformed input map throws a
|
|
125
|
+
* `SceneParseError` naming the file, not a deep TypeError once the bad
|
|
126
|
+
* data reaches `isPressed`/`isJustPressed`/`isJustReleased`.
|
|
127
|
+
*/
|
|
128
|
+
async loadMap(url: string) {
|
|
129
|
+
let data: InputMapFile;
|
|
130
|
+
try {
|
|
131
|
+
const res = await fetch(resolveUrl(url));
|
|
132
|
+
if (!res.ok) {
|
|
133
|
+
throw new Error(`HTTP ${res.status} ${res.statusText}`);
|
|
134
|
+
}
|
|
135
|
+
const json = await res.json();
|
|
136
|
+
const result = InputMapFileSchema.safeParse(json);
|
|
137
|
+
if (!result.success) throw new SceneParseError(result.error.issues, url);
|
|
138
|
+
data = result.data;
|
|
139
|
+
} catch (err) {
|
|
140
|
+
const message = `InputManager.loadMap: failed to load input map "${url}": ${
|
|
141
|
+
err instanceof Error ? err.message : String(err)
|
|
142
|
+
}`;
|
|
143
|
+
console.error(message);
|
|
144
|
+
throw err instanceof SceneParseError ? err : new Error(message);
|
|
145
|
+
}
|
|
146
|
+
for (const [name, action] of Object.entries(data.actions)) {
|
|
147
|
+
this.actions.set(name, action.bindings);
|
|
148
|
+
}
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
/** Register an action programmatically */
|
|
152
|
+
registerAction(name: string, bindings: InputBinding[]) {
|
|
153
|
+
this.actions.set(name, bindings);
|
|
154
|
+
}
|
|
155
|
+
|
|
156
|
+
/** The names of all registered actions (for the InputAdapter to enumerate). */
|
|
157
|
+
actionNames(): string[] {
|
|
158
|
+
return [...this.actions.keys()];
|
|
159
|
+
}
|
|
160
|
+
|
|
161
|
+
/** Poll gamepads and virtual look stick (call at start of frame) */
|
|
162
|
+
poll() {
|
|
163
|
+
if (!this.enabled) {
|
|
164
|
+
// Input suspended (editor-gated play mode). Unlike keyboard/mouse,
|
|
165
|
+
// gamepad state isn't DOM-event-driven — `isPressed`/`isJustPressed`/
|
|
166
|
+
// `isJustReleased` read `this.gamepads` (and the edge-tracked sets)
|
|
167
|
+
// directly, not a live poll of `navigator`. So gate the READ here: leave
|
|
168
|
+
// `this.gamepads` empty so every gamepad-bound check sees no gamepads
|
|
169
|
+
// and reports false. Deliberately leave the edge-tracking sets
|
|
170
|
+
// (gamepadButtons{Prev,Down,JustDown,JustUp}, gamepadAxes{Current,Prev})
|
|
171
|
+
// untouched — they freeze at their last real values while disabled and
|
|
172
|
+
// resume diffing against genuinely-last-observed hardware state once
|
|
173
|
+
// re-enabled, so there's no phantom edge on re-enable (mirrors the
|
|
174
|
+
// "flush held state, don't corrupt history" intent of setEnabled below).
|
|
175
|
+
this.gamepads = [];
|
|
176
|
+
return;
|
|
177
|
+
}
|
|
178
|
+
this.gamepads = navigator.getGamepads ? [...navigator.getGamepads()] : [];
|
|
179
|
+
|
|
180
|
+
// Gamepad button edge detection: diff this frame's pressed set against the
|
|
181
|
+
// previous frame's so isJustPressed/isJustReleased work for gamepads too.
|
|
182
|
+
const current = new Set<string>();
|
|
183
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
184
|
+
const gp = this.gamepads[i];
|
|
185
|
+
if (!gp) continue;
|
|
186
|
+
for (let b = 0; b < gp.buttons.length; b++) {
|
|
187
|
+
if (gp.buttons[b]?.pressed) current.add(`${i}:${b}`);
|
|
188
|
+
}
|
|
189
|
+
}
|
|
190
|
+
for (const key of current) {
|
|
191
|
+
if (!this.gamepadButtonsPrev.has(key)) this.gamepadButtonsJustDown.add(key);
|
|
192
|
+
}
|
|
193
|
+
for (const key of this.gamepadButtonsPrev) {
|
|
194
|
+
if (!current.has(key)) this.gamepadButtonsJustUp.add(key);
|
|
195
|
+
}
|
|
196
|
+
this.gamepadButtonsDown = current;
|
|
197
|
+
|
|
198
|
+
// Snapshot this frame's raw axis values per (gamepad, axis) — independent
|
|
199
|
+
// of any binding's direction/deadzone, mirroring the button snapshot
|
|
200
|
+
// above. isPressed/isJustPressed/isJustReleased apply a binding's own
|
|
201
|
+
// threshold to these raw values (current vs. `gamepadAxesPrev`) on read.
|
|
202
|
+
const currentAxes = new Map<string, number>();
|
|
203
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
204
|
+
const gp = this.gamepads[i];
|
|
205
|
+
if (!gp) continue;
|
|
206
|
+
for (let a = 0; a < gp.axes.length; a++) {
|
|
207
|
+
currentAxes.set(`${i}:${a}`, gp.axes[a] ?? 0);
|
|
208
|
+
}
|
|
209
|
+
}
|
|
210
|
+
this.gamepadAxesCurrent = currentAxes;
|
|
211
|
+
|
|
212
|
+
// Inject look stick as continuous mouse delta (position → rate-of-rotation)
|
|
213
|
+
if (this.lookStickX !== 0 || this.lookStickY !== 0) {
|
|
214
|
+
const scale = 8;
|
|
215
|
+
this.mouseDeltaX += this.lookStickX * scale;
|
|
216
|
+
this.mouseDeltaY += this.lookStickY * scale;
|
|
217
|
+
}
|
|
218
|
+
}
|
|
219
|
+
|
|
220
|
+
/** Has a `gamepad_axis` binding's raw value crossed its direction+deadzone
|
|
221
|
+
* threshold (positive: `value > deadzone`; negative: `value < -deadzone`)? */
|
|
222
|
+
private static axisThresholdMet(
|
|
223
|
+
value: number,
|
|
224
|
+
direction: 'positive' | 'negative',
|
|
225
|
+
deadzone: number,
|
|
226
|
+
): boolean {
|
|
227
|
+
return direction === 'positive' ? value > deadzone : value < -deadzone;
|
|
228
|
+
}
|
|
229
|
+
|
|
230
|
+
/** Is an action currently held down? */
|
|
231
|
+
isPressed(actionName: string): boolean {
|
|
232
|
+
const bindings = this.actions.get(actionName);
|
|
233
|
+
if (!bindings) return false;
|
|
234
|
+
|
|
235
|
+
for (const binding of bindings) {
|
|
236
|
+
switch (binding.type) {
|
|
237
|
+
case 'key':
|
|
238
|
+
if (this.keysDown.has(binding.code)) return true;
|
|
239
|
+
break;
|
|
240
|
+
case 'mouse_button':
|
|
241
|
+
if (this.mouseButtons.has(binding.button)) return true;
|
|
242
|
+
break;
|
|
243
|
+
case 'gamepad_button':
|
|
244
|
+
for (const gp of this.gamepads) {
|
|
245
|
+
if (gp?.buttons[binding.button]?.pressed) return true;
|
|
246
|
+
}
|
|
247
|
+
break;
|
|
248
|
+
case 'gamepad_axis': {
|
|
249
|
+
const dz = binding.deadzone ?? 0.15;
|
|
250
|
+
for (const gp of this.gamepads) {
|
|
251
|
+
if (!gp) continue;
|
|
252
|
+
const val = gp.axes[binding.axis] ?? 0;
|
|
253
|
+
if (InputManager.axisThresholdMet(val, binding.direction, dz)) return true;
|
|
254
|
+
}
|
|
255
|
+
break;
|
|
256
|
+
}
|
|
257
|
+
}
|
|
258
|
+
}
|
|
259
|
+
return false;
|
|
260
|
+
}
|
|
261
|
+
|
|
262
|
+
/** Was an action pressed this frame (not held from previous)? */
|
|
263
|
+
isJustPressed(actionName: string): boolean {
|
|
264
|
+
const bindings = this.actions.get(actionName);
|
|
265
|
+
if (!bindings) return false;
|
|
266
|
+
|
|
267
|
+
for (const binding of bindings) {
|
|
268
|
+
switch (binding.type) {
|
|
269
|
+
case 'key':
|
|
270
|
+
if (this.keysJustDown.has(binding.code)) return true;
|
|
271
|
+
break;
|
|
272
|
+
case 'mouse_button':
|
|
273
|
+
if (this.mouseButtonsJustDown.has(binding.button)) return true;
|
|
274
|
+
break;
|
|
275
|
+
case 'gamepad_button':
|
|
276
|
+
// Edge-tracked in poll(): true only on the first frame the button
|
|
277
|
+
// transitions from up→down (across any connected gamepad).
|
|
278
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
279
|
+
if (this.gamepadButtonsJustDown.has(`${i}:${binding.button}`)) return true;
|
|
280
|
+
}
|
|
281
|
+
break;
|
|
282
|
+
case 'gamepad_axis': {
|
|
283
|
+
// Edge-tracked via raw axis snapshots (poll()): true only on the
|
|
284
|
+
// first frame the thresholded (direction+deadzone) boolean flips
|
|
285
|
+
// from off→on (across any connected gamepad).
|
|
286
|
+
const dz = binding.deadzone ?? 0.15;
|
|
287
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
288
|
+
const key = `${i}:${binding.axis}`;
|
|
289
|
+
const now = this.gamepadAxesCurrent.get(key) ?? 0;
|
|
290
|
+
const prev = this.gamepadAxesPrev.get(key) ?? 0;
|
|
291
|
+
const nowOn = InputManager.axisThresholdMet(now, binding.direction, dz);
|
|
292
|
+
const prevOn = InputManager.axisThresholdMet(prev, binding.direction, dz);
|
|
293
|
+
if (nowOn && !prevOn) return true;
|
|
294
|
+
}
|
|
295
|
+
break;
|
|
296
|
+
}
|
|
297
|
+
}
|
|
298
|
+
}
|
|
299
|
+
return false;
|
|
300
|
+
}
|
|
301
|
+
|
|
302
|
+
/** Was an action released this frame (held last frame, up now)? */
|
|
303
|
+
isJustReleased(actionName: string): boolean {
|
|
304
|
+
const bindings = this.actions.get(actionName);
|
|
305
|
+
if (!bindings) return false;
|
|
306
|
+
|
|
307
|
+
for (const binding of bindings) {
|
|
308
|
+
switch (binding.type) {
|
|
309
|
+
case 'key':
|
|
310
|
+
if (this.keysJustUp.has(binding.code)) return true;
|
|
311
|
+
break;
|
|
312
|
+
case 'mouse_button':
|
|
313
|
+
if (this.mouseButtonsJustUp.has(binding.button)) return true;
|
|
314
|
+
break;
|
|
315
|
+
case 'gamepad_button':
|
|
316
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
317
|
+
if (this.gamepadButtonsJustUp.has(`${i}:${binding.button}`)) return true;
|
|
318
|
+
}
|
|
319
|
+
break;
|
|
320
|
+
case 'gamepad_axis': {
|
|
321
|
+
// The mirror of isJustPressed: true only on the first frame the
|
|
322
|
+
// thresholded boolean flips from on→off.
|
|
323
|
+
const dz = binding.deadzone ?? 0.15;
|
|
324
|
+
for (let i = 0; i < this.gamepads.length; i++) {
|
|
325
|
+
const key = `${i}:${binding.axis}`;
|
|
326
|
+
const now = this.gamepadAxesCurrent.get(key) ?? 0;
|
|
327
|
+
const prev = this.gamepadAxesPrev.get(key) ?? 0;
|
|
328
|
+
const nowOn = InputManager.axisThresholdMet(now, binding.direction, dz);
|
|
329
|
+
const prevOn = InputManager.axisThresholdMet(prev, binding.direction, dz);
|
|
330
|
+
if (!nowOn && prevOn) return true;
|
|
331
|
+
}
|
|
332
|
+
break;
|
|
333
|
+
}
|
|
334
|
+
}
|
|
335
|
+
}
|
|
336
|
+
return false;
|
|
337
|
+
}
|
|
338
|
+
|
|
339
|
+
/** Whether input capture is currently enabled (see {@link setEnabled}). */
|
|
340
|
+
isEnabled(): boolean {
|
|
341
|
+
return this.enabled;
|
|
342
|
+
}
|
|
343
|
+
|
|
344
|
+
/**
|
|
345
|
+
* Enable/disable input capture. The editor host disables the running game's
|
|
346
|
+
* input while its viewport isn't focused so keystrokes don't leak in from
|
|
347
|
+
* the editor. Disabling clears all held/transient keyboard/mouse state so
|
|
348
|
+
* nothing sticks (e.g. a held movement key when you switch back to the
|
|
349
|
+
* Scene tab mid-flight) — gamepad state doesn't need clearing here since
|
|
350
|
+
* `poll()` itself stops reading it while disabled (see poll()'s doc comment).
|
|
351
|
+
*/
|
|
352
|
+
setEnabled(enabled: boolean) {
|
|
353
|
+
if (this.enabled === enabled) return;
|
|
354
|
+
this.enabled = enabled;
|
|
355
|
+
if (!enabled) {
|
|
356
|
+
this.keysDown.clear();
|
|
357
|
+
this.keysJustDown.clear();
|
|
358
|
+
this.keysJustUp.clear();
|
|
359
|
+
this.mouseButtons.clear();
|
|
360
|
+
this.mouseButtonsJustDown.clear();
|
|
361
|
+
this.mouseButtonsJustUp.clear();
|
|
362
|
+
this.mouseDeltaX = 0;
|
|
363
|
+
this.mouseDeltaY = 0;
|
|
364
|
+
}
|
|
365
|
+
}
|
|
366
|
+
|
|
367
|
+
/** Get mouse movement delta this frame */
|
|
368
|
+
getMouseDelta(): { x: number; y: number } {
|
|
369
|
+
return { x: this.mouseDeltaX, y: this.mouseDeltaY };
|
|
370
|
+
}
|
|
371
|
+
|
|
372
|
+
/** Call at end of frame to clear per-frame state */
|
|
373
|
+
endFrame() {
|
|
374
|
+
this.keysJustDown.clear();
|
|
375
|
+
this.keysJustUp.clear();
|
|
376
|
+
this.mouseButtonsJustDown.clear();
|
|
377
|
+
this.mouseButtonsJustUp.clear();
|
|
378
|
+
// Carry this frame's gamepad pressed set forward as next frame's baseline,
|
|
379
|
+
// then clear the per-frame edge sets.
|
|
380
|
+
this.gamepadButtonsPrev = this.gamepadButtonsDown;
|
|
381
|
+
this.gamepadButtonsJustDown.clear();
|
|
382
|
+
this.gamepadButtonsJustUp.clear();
|
|
383
|
+
// Carry this frame's raw axis snapshot forward as next frame's baseline
|
|
384
|
+
// for gamepad_axis edge detection (isJustPressed/isJustReleased).
|
|
385
|
+
this.gamepadAxesPrev = this.gamepadAxesCurrent;
|
|
386
|
+
this.mouseDeltaX = 0;
|
|
387
|
+
this.mouseDeltaY = 0;
|
|
388
|
+
}
|
|
389
|
+
|
|
390
|
+
/** Inject synthetic key state from touch controls */
|
|
391
|
+
setVirtualKey(code: string, pressed: boolean) {
|
|
392
|
+
if (pressed) {
|
|
393
|
+
if (!this.keysDown.has(code)) this.keysJustDown.add(code);
|
|
394
|
+
this.keysDown.add(code);
|
|
395
|
+
} else {
|
|
396
|
+
if (this.keysDown.has(code)) this.keysJustUp.add(code);
|
|
397
|
+
this.keysDown.delete(code);
|
|
398
|
+
}
|
|
399
|
+
}
|
|
400
|
+
|
|
401
|
+
/** Set virtual look stick position (-1..1). Injected as mouse delta during poll(). */
|
|
402
|
+
setLookStick(x: number, y: number) {
|
|
403
|
+
this.lookStickX = x;
|
|
404
|
+
this.lookStickY = y;
|
|
405
|
+
}
|
|
406
|
+
|
|
407
|
+
/** Inject synthetic mouse delta (e.g. from touch controls) */
|
|
408
|
+
addMouseDelta(dx: number, dy: number) {
|
|
409
|
+
this.mouseDeltaX += dx;
|
|
410
|
+
this.mouseDeltaY += dy;
|
|
411
|
+
}
|
|
412
|
+
|
|
413
|
+
/** Request pointer lock for FPS-style mouse control */
|
|
414
|
+
requestPointerLock(element: HTMLElement) {
|
|
415
|
+
// Idempotent: never stack duplicate click listeners. Rewire if the element
|
|
416
|
+
// changed, and track it so dispose() can remove the listener.
|
|
417
|
+
if (this.pointerLockElement === element) return;
|
|
418
|
+
if (this.pointerLockElement) {
|
|
419
|
+
this.pointerLockElement.removeEventListener('click', this.onPointerLockClick);
|
|
420
|
+
}
|
|
421
|
+
this.pointerLockElement = element;
|
|
422
|
+
element.addEventListener('click', this.onPointerLockClick);
|
|
423
|
+
}
|
|
424
|
+
|
|
425
|
+
/** Clean up event listeners */
|
|
426
|
+
dispose() {
|
|
427
|
+
if (this.disposed) return;
|
|
428
|
+
this.disposed = true;
|
|
429
|
+
window.removeEventListener('keydown', this.onKeyDown);
|
|
430
|
+
window.removeEventListener('keyup', this.onKeyUp);
|
|
431
|
+
window.removeEventListener('mousedown', this.onMouseDown);
|
|
432
|
+
window.removeEventListener('mouseup', this.onMouseUp);
|
|
433
|
+
window.removeEventListener('mousemove', this.onMouseMove);
|
|
434
|
+
if (this.pointerLockElement) {
|
|
435
|
+
this.pointerLockElement.removeEventListener('click', this.onPointerLockClick);
|
|
436
|
+
this.pointerLockElement = null;
|
|
437
|
+
}
|
|
438
|
+
}
|
|
439
|
+
}
|
|
@@ -0,0 +1,19 @@
|
|
|
1
|
+
/** A single binding for an action */
|
|
2
|
+
export type InputBinding =
|
|
3
|
+
| { type: 'key'; code: string }
|
|
4
|
+
| { type: 'mouse_button'; button: number }
|
|
5
|
+
| { type: 'mouse_move' }
|
|
6
|
+
| { type: 'gamepad_button'; button: number }
|
|
7
|
+
| { type: 'gamepad_axis'; axis: number; direction: 'positive' | 'negative'; deadzone?: number }
|
|
8
|
+
| { type: 'gamepad_axis_pair'; xAxis: number; yAxis: number; deadzone?: number };
|
|
9
|
+
|
|
10
|
+
/** An action has a name and one or more bindings */
|
|
11
|
+
export interface InputAction {
|
|
12
|
+
bindings: InputBinding[];
|
|
13
|
+
}
|
|
14
|
+
|
|
15
|
+
/** The .inputmap.json file format */
|
|
16
|
+
export interface InputMapFile {
|
|
17
|
+
version: number;
|
|
18
|
+
actions: Record<string, InputAction>;
|
|
19
|
+
}
|