@vgai/engine 0.5.22 → 0.5.24

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Files changed (303) hide show
  1. package/README.md +6 -3
  2. package/dist/adapter/adapter-module.d.ts.map +1 -1
  3. package/dist/adapter/adapter-module.js +2 -4
  4. package/dist/adapter/adapter-surface.d.ts +1 -1
  5. package/dist/adapter/adapter-surface.js +1 -1
  6. package/dist/adapter/authoring.d.ts +19 -21
  7. package/dist/adapter/authoring.d.ts.map +1 -1
  8. package/dist/adapter/authoring.js +2 -2
  9. package/dist/adapter/binding.d.ts +341 -0
  10. package/dist/adapter/binding.d.ts.map +1 -0
  11. package/dist/adapter/binding.js +148 -0
  12. package/dist/adapter/colyseus-networking-adapter.d.ts.map +1 -1
  13. package/dist/adapter/colyseus-networking-adapter.js +23 -4
  14. package/dist/adapter/entrypoint-selection-readers.d.ts +24 -0
  15. package/dist/adapter/entrypoint-selection-readers.d.ts.map +1 -0
  16. package/dist/adapter/entrypoint-selection-readers.js +63 -0
  17. package/dist/adapter/entrypoint-selection-source.d.ts.map +1 -1
  18. package/dist/adapter/entrypoint-selection-source.js +1 -44
  19. package/dist/adapter/finders/scenes-from-entrypoint-selection.d.ts.map +1 -1
  20. package/dist/adapter/finders/scenes-from-entrypoint-selection.js +1 -52
  21. package/dist/adapter/host-context.d.ts +46 -15
  22. package/dist/adapter/host-context.d.ts.map +1 -1
  23. package/dist/adapter/host-context.js +2 -9
  24. package/dist/adapter/index.d.ts +11 -12
  25. package/dist/adapter/index.d.ts.map +1 -1
  26. package/dist/adapter/index.js +9 -10
  27. package/dist/adapter/ingest/game-contract-seams.d.ts +5 -0
  28. package/dist/adapter/ingest/game-contract-seams.d.ts.map +1 -1
  29. package/dist/adapter/ingest/game-contract-seams.js +1 -0
  30. package/dist/adapter/ingest/game-contract.d.ts +22 -3
  31. package/dist/adapter/ingest/game-contract.d.ts.map +1 -1
  32. package/dist/adapter/ingest/game-contract.js +0 -3
  33. package/dist/adapter/ingest/scene-capture.d.ts +19 -23
  34. package/dist/adapter/ingest/scene-capture.d.ts.map +1 -1
  35. package/dist/adapter/ingest/scene-capture.js +143 -17
  36. package/dist/adapter/ingest/visible-capture-window.d.ts +34 -0
  37. package/dist/adapter/ingest/visible-capture-window.d.ts.map +1 -1
  38. package/dist/adapter/native-debug-module.d.ts +40 -5
  39. package/dist/adapter/native-debug-module.d.ts.map +1 -1
  40. package/dist/adapter/native-debug-module.js +36 -9
  41. package/dist/adapter/rapier-physics-adapter.d.ts +31 -1
  42. package/dist/adapter/rapier-physics-adapter.d.ts.map +1 -1
  43. package/dist/adapter/rapier-physics-adapter.js +50 -36
  44. package/dist/adapter/renderer-config.d.ts +2 -2
  45. package/dist/adapter/renderer-config.js +2 -2
  46. package/dist/adapter/root-adapter.d.ts +7 -7
  47. package/dist/adapter/root-adapter.js +4 -4
  48. package/dist/adapter/system-adapter.d.ts +45 -7
  49. package/dist/adapter/system-adapter.d.ts.map +1 -1
  50. package/dist/adapter/system-seam-contract.d.ts +3 -3
  51. package/dist/adapter/system-seam-contract.js +3 -3
  52. package/dist/adapter/system-slot.d.ts +168 -0
  53. package/dist/adapter/system-slot.d.ts.map +1 -0
  54. package/dist/adapter/system-slot.js +229 -0
  55. package/dist/adapter/transform.d.ts +11 -1
  56. package/dist/adapter/transform.d.ts.map +1 -1
  57. package/dist/ai/navigation.d.ts +17 -1
  58. package/dist/ai/navigation.d.ts.map +1 -1
  59. package/dist/ai/navigation.js +26 -5
  60. package/dist/animation/anim-graph-types.d.ts +11 -3
  61. package/dist/animation/anim-graph-types.d.ts.map +1 -1
  62. package/dist/animation/theatre-clock-binding.d.ts +4 -4
  63. package/dist/animation/theatre-clock-binding.js +4 -4
  64. package/dist/animation/xstate-animation-binding.d.ts.map +1 -1
  65. package/dist/animation/xstate-animation-binding.js +2 -2
  66. package/dist/animation/xstate-animation-meta.d.ts +13 -0
  67. package/dist/animation/xstate-animation-meta.d.ts.map +1 -1
  68. package/dist/animation/xstate-animation-meta.js +14 -0
  69. package/dist/asset-formats/index.d.ts +4 -7
  70. package/dist/asset-formats/index.d.ts.map +1 -1
  71. package/dist/asset-formats/index.js +4 -7
  72. package/dist/asset-formats/render-env.d.ts +5 -8
  73. package/dist/asset-formats/render-env.d.ts.map +1 -1
  74. package/dist/asset-formats/render-env.js +3 -6
  75. package/dist/asset-parse-error.d.ts +2 -5
  76. package/dist/asset-parse-error.d.ts.map +1 -1
  77. package/dist/asset-parse-error.js +2 -5
  78. package/dist/audio/bus-mixer.d.ts +101 -0
  79. package/dist/audio/bus-mixer.d.ts.map +1 -0
  80. package/dist/audio/bus-mixer.js +115 -0
  81. package/dist/core/frame-pacing.d.ts +1 -1
  82. package/dist/core/frame-pacing.js +2 -2
  83. package/dist/core/game-loop.d.ts +1 -3
  84. package/dist/core/game-loop.d.ts.map +1 -1
  85. package/dist/core/game-loop.js +1 -3
  86. package/dist/core/seeded-random.d.ts +1 -1
  87. package/dist/core/sim-clock.d.ts +5 -6
  88. package/dist/core/sim-clock.d.ts.map +1 -1
  89. package/dist/core/sim-clock.js +4 -5
  90. package/dist/core/types.d.ts +1 -3
  91. package/dist/core/types.d.ts.map +1 -1
  92. package/dist/defaults.d.ts +6 -14
  93. package/dist/defaults.d.ts.map +1 -1
  94. package/dist/defaults.js +6 -14
  95. package/dist/dev/register-render-vitals.d.ts +1 -4
  96. package/dist/dev/register-render-vitals.d.ts.map +1 -1
  97. package/dist/dev/register-render-vitals.js +1 -4
  98. package/dist/dev/render-debug-adapter.d.ts +2 -3
  99. package/dist/dev/render-debug-adapter.d.ts.map +1 -1
  100. package/dist/dev/render-debug-adapter.js +2 -3
  101. package/dist/dev/render-vitals.d.ts +3 -3
  102. package/dist/dev/render-vitals.js +3 -3
  103. package/dist/dev/webgl-frame-capture.d.ts +1 -1
  104. package/dist/dev/webgl-frame-capture.js +1 -1
  105. package/dist/index.d.ts +2 -5
  106. package/dist/index.d.ts.map +1 -1
  107. package/dist/index.js +2 -4
  108. package/dist/input/host-pointer.d.ts +122 -0
  109. package/dist/input/host-pointer.d.ts.map +1 -0
  110. package/dist/input/host-pointer.js +160 -0
  111. package/dist/input/input-manager.d.ts +18 -5
  112. package/dist/input/input-manager.d.ts.map +1 -1
  113. package/dist/input/input-manager.js +33 -13
  114. package/dist/input/rebind-controller.d.ts.map +1 -1
  115. package/dist/input/rebind-controller.js +6 -8
  116. package/dist/input/schema.d.ts.map +1 -1
  117. package/dist/input/schema.js +56 -28
  118. package/dist/manifest/filename.d.ts.map +1 -1
  119. package/dist/manifest/filename.js +8 -12
  120. package/dist/manifest/load.d.ts +10 -10
  121. package/dist/manifest/load.d.ts.map +1 -1
  122. package/dist/manifest/load.js +9 -6
  123. package/dist/manifest/schema.d.ts +17 -21
  124. package/dist/manifest/schema.d.ts.map +1 -1
  125. package/dist/manifest/schema.js +45 -35
  126. package/dist/physics/collider-dimensions.d.ts +8 -12
  127. package/dist/physics/collider-dimensions.d.ts.map +1 -1
  128. package/dist/physics/collider-dimensions.js +8 -12
  129. package/dist/pixi/scene-capture.d.ts +11 -13
  130. package/dist/pixi/scene-capture.d.ts.map +1 -1
  131. package/dist/react/world-state.d.ts +1 -1
  132. package/dist/react/world-state.d.ts.map +1 -1
  133. package/dist/render/light-camera-factory.d.ts +5 -7
  134. package/dist/render/light-camera-factory.d.ts.map +1 -1
  135. package/dist/render/light-camera-factory.js +8 -11
  136. package/dist/render/material-factory.js +1 -1
  137. package/dist/render/render-batch-system.d.ts.map +1 -1
  138. package/dist/render/render-features.d.ts +17 -6
  139. package/dist/render/render-features.d.ts.map +1 -1
  140. package/dist/render/render-features.js +0 -28
  141. package/dist/runtime/create-runtime.d.ts +34 -25
  142. package/dist/runtime/create-runtime.d.ts.map +1 -1
  143. package/dist/runtime/create-runtime.js +218 -93
  144. package/dist/runtime/debug-bridge.d.ts +12 -0
  145. package/dist/runtime/debug-bridge.d.ts.map +1 -1
  146. package/dist/runtime/debug-bridge.js +4 -0
  147. package/dist/runtime/debug-registry.d.ts +95 -8
  148. package/dist/runtime/debug-registry.d.ts.map +1 -1
  149. package/dist/runtime/debug-registry.js +24 -3
  150. package/dist/runtime/dev-build.d.ts +2 -2
  151. package/dist/runtime/dev-build.js +2 -2
  152. package/dist/runtime/game-input-seams.d.ts +2 -2
  153. package/dist/runtime/game-input-seams.d.ts.map +1 -1
  154. package/dist/runtime/game.d.ts +102 -41
  155. package/dist/runtime/game.d.ts.map +1 -1
  156. package/dist/runtime/game.js +80 -54
  157. package/dist/runtime/mount-game.d.ts +0 -16
  158. package/dist/runtime/mount-game.d.ts.map +1 -1
  159. package/dist/runtime/mount-game.js +8 -39
  160. package/dist/runtime/mount-manifest.d.ts +22 -14
  161. package/dist/runtime/mount-manifest.d.ts.map +1 -1
  162. package/dist/runtime/mount-manifest.js +18 -18
  163. package/dist/runtime/playtest.d.ts +22 -0
  164. package/dist/runtime/playtest.d.ts.map +1 -0
  165. package/dist/runtime/playtest.js +12 -0
  166. package/dist/runtime/run-ticks-settled.d.ts +34 -0
  167. package/dist/runtime/run-ticks-settled.d.ts.map +1 -0
  168. package/dist/runtime/run-ticks-settled.js +59 -0
  169. package/dist/runtime/state-bridge.d.ts +2 -3
  170. package/dist/runtime/state-bridge.d.ts.map +1 -1
  171. package/dist/runtime/state-bridge.js +1 -0
  172. package/dist/setup/setup-audio.d.ts +12 -0
  173. package/dist/setup/setup-audio.d.ts.map +1 -1
  174. package/dist/setup/setup-audio.js +9 -10
  175. package/dist/setup/setup-renderer.d.ts +2 -25
  176. package/dist/setup/setup-renderer.d.ts.map +1 -1
  177. package/dist/setup/setup-renderer.js +2 -31
  178. package/dist/world3d-react/r3f-root-factory.d.ts +7 -7
  179. package/dist/world3d-react/r3f-root-factory.js +7 -7
  180. package/dist/world3d-react/rapier-physics-bridge.d.ts +9 -8
  181. package/dist/world3d-react/rapier-physics-bridge.d.ts.map +1 -1
  182. package/dist/world3d-react/rapier-physics-bridge.js +100 -48
  183. package/package.json +1 -1
  184. package/schemas/engine-capabilities.json +16 -14
  185. package/schemas/vgai-project.schema.json +35 -26
  186. package/src/adapter/adapter-module.ts +2 -4
  187. package/src/adapter/adapter-surface.ts +1 -1
  188. package/src/adapter/authoring.ts +19 -21
  189. package/src/adapter/binding.ts +468 -0
  190. package/src/adapter/colyseus-networking-adapter.ts +20 -5
  191. package/src/adapter/entrypoint-selection-readers.ts +66 -0
  192. package/src/adapter/entrypoint-selection-source.ts +1 -40
  193. package/src/adapter/finders/scenes-from-entrypoint-selection.ts +1 -48
  194. package/src/adapter/host-context.ts +45 -15
  195. package/src/adapter/index.ts +23 -11
  196. package/src/adapter/ingest/game-contract-seams.ts +1 -0
  197. package/src/adapter/ingest/game-contract.ts +22 -3
  198. package/src/adapter/ingest/scene-capture.ts +190 -39
  199. package/src/adapter/ingest/visible-capture-window.ts +35 -0
  200. package/src/adapter/native-debug-module.ts +66 -9
  201. package/src/adapter/rapier-physics-adapter.ts +76 -20
  202. package/src/adapter/renderer-config.ts +2 -2
  203. package/src/adapter/root-adapter.ts +7 -7
  204. package/src/adapter/system-adapter.ts +43 -8
  205. package/src/adapter/system-seam-contract.ts +3 -3
  206. package/src/adapter/system-slot.ts +291 -0
  207. package/src/adapter/transform.ts +18 -1
  208. package/src/ai/navigation.ts +30 -3
  209. package/src/animation/anim-graph-types.ts +11 -3
  210. package/src/animation/theatre-clock-binding.ts +4 -4
  211. package/src/animation/xstate-animation-binding.ts +2 -2
  212. package/src/animation/xstate-animation-meta.ts +16 -0
  213. package/src/asset-formats/index.ts +4 -7
  214. package/src/asset-formats/render-env.ts +3 -6
  215. package/src/asset-parse-error.ts +2 -5
  216. package/src/audio/bus-mixer.ts +161 -0
  217. package/src/core/frame-pacing.ts +2 -2
  218. package/src/core/game-loop.ts +1 -3
  219. package/src/core/seeded-random.ts +1 -1
  220. package/src/core/sim-clock.ts +5 -6
  221. package/src/core/types.ts +1 -3
  222. package/src/defaults.ts +6 -14
  223. package/src/dev/register-render-vitals.ts +1 -4
  224. package/src/dev/render-debug-adapter.ts +2 -3
  225. package/src/dev/render-vitals.ts +3 -3
  226. package/src/dev/webgl-frame-capture.ts +1 -1
  227. package/src/index.ts +2 -5
  228. package/src/input/host-pointer.ts +230 -0
  229. package/src/input/input-manager.ts +34 -13
  230. package/src/input/input-types.ts +1 -1
  231. package/src/input/rebind-controller.ts +6 -8
  232. package/src/input/schema.ts +216 -188
  233. package/src/manifest/filename.ts +8 -12
  234. package/src/manifest/load.ts +17 -13
  235. package/src/manifest/schema.ts +55 -47
  236. package/src/physics/collider-dimensions.ts +8 -12
  237. package/src/pixi/scene-capture.ts +12 -15
  238. package/src/react/world-state.tsx +1 -1
  239. package/src/render/light-camera-factory.ts +8 -11
  240. package/src/render/material-factory.ts +1 -1
  241. package/src/render/render-batch-system.ts +14 -6
  242. package/src/render/render-features.ts +17 -35
  243. package/src/runtime/create-runtime.ts +270 -108
  244. package/src/runtime/debug-bridge.ts +16 -0
  245. package/src/runtime/debug-registry.ts +121 -8
  246. package/src/runtime/dev-build.ts +2 -2
  247. package/src/runtime/game-input-seams.ts +2 -2
  248. package/src/runtime/game.ts +180 -80
  249. package/src/runtime/mount-game.ts +8 -56
  250. package/src/runtime/mount-manifest.ts +43 -34
  251. package/src/runtime/playtest.ts +22 -0
  252. package/src/runtime/run-ticks-settled.ts +72 -0
  253. package/src/runtime/state-bridge.ts +3 -3
  254. package/src/setup/setup-audio.ts +21 -11
  255. package/src/setup/setup-renderer.ts +2 -61
  256. package/src/world3d-react/r3f-root-factory.tsx +7 -7
  257. package/src/world3d-react/rapier-physics-bridge.tsx +107 -50
  258. package/dist/adapter/setup-three-root-adapter.d.ts +0 -86
  259. package/dist/adapter/setup-three-root-adapter.d.ts.map +0 -1
  260. package/dist/adapter/setup-three-root-adapter.js +0 -908
  261. package/dist/animation/clip-map.d.ts +0 -12
  262. package/dist/animation/clip-map.d.ts.map +0 -1
  263. package/dist/animation/clip-map.js +0 -31
  264. package/dist/asset-registry.d.ts +0 -38
  265. package/dist/asset-registry.d.ts.map +0 -1
  266. package/dist/asset-registry.js +0 -66
  267. package/dist/canvas-react/engine-bridge.d.ts +0 -45
  268. package/dist/canvas-react/engine-bridge.d.ts.map +0 -1
  269. package/dist/canvas-react/engine-bridge.js +0 -45
  270. package/dist/canvas-react/pixi-react-adapter.d.ts +0 -77
  271. package/dist/canvas-react/pixi-react-adapter.d.ts.map +0 -1
  272. package/dist/canvas-react/pixi-react-adapter.js +0 -294
  273. package/dist/canvas-react/world-context.d.ts +0 -98
  274. package/dist/canvas-react/world-context.d.ts.map +0 -1
  275. package/dist/canvas-react/world-context.js +0 -173
  276. package/dist/dev/debug-draw.d.ts +0 -24
  277. package/dist/dev/debug-draw.d.ts.map +0 -1
  278. package/dist/dev/debug-draw.js +0 -73
  279. package/dist/render/auto-batcher.d.ts +0 -34
  280. package/dist/render/auto-batcher.d.ts.map +0 -1
  281. package/dist/render/auto-batcher.js +0 -140
  282. package/dist/render/lod.d.ts +0 -13
  283. package/dist/render/lod.d.ts.map +0 -1
  284. package/dist/render/lod.js +0 -16
  285. package/dist/runtime/types.d.ts +0 -303
  286. package/dist/runtime/types.d.ts.map +0 -1
  287. package/dist/runtime/types.js +0 -1
  288. package/dist/world3d-react/engine-bridge.d.ts +0 -47
  289. package/dist/world3d-react/engine-bridge.d.ts.map +0 -1
  290. package/dist/world3d-react/engine-bridge.js +0 -73
  291. package/dist/world3d-react/r3f-adapter.d.ts +0 -58
  292. package/dist/world3d-react/r3f-adapter.d.ts.map +0 -1
  293. package/dist/world3d-react/r3f-adapter.js +0 -634
  294. package/dist/world3d-react/world-context.d.ts +0 -182
  295. package/dist/world3d-react/world-context.d.ts.map +0 -1
  296. package/dist/world3d-react/world-context.js +0 -235
  297. package/src/adapter/setup-three-root-adapter.ts +0 -1032
  298. package/src/animation/clip-map.ts +0 -34
  299. package/src/asset-registry.ts +0 -89
  300. package/src/dev/debug-draw.ts +0 -80
  301. package/src/render/auto-batcher.ts +0 -168
  302. package/src/render/lod.ts +0 -17
  303. package/src/runtime/types.ts +0 -328
@@ -0,0 +1,161 @@
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+ /**
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+ * A named-bus mixer over Web Audio: buses created on demand, routed into each
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+ * other by name, and set in DECIBELS.
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+ *
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+ * Every mixer a game reaches for is this shape — Unity's `AudioMixerGroup`,
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+ * Godot's bus layout, FMOD's VCAs, and the `music`/`sfx`/`voice` trio
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+ * `setup/setup-audio.ts` hands a first-party three world. What they share is
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+ * not the protocol (that part is genuinely per-ecosystem and stays with the
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+ * lane that speaks it) but the machinery underneath: a `GainNode` per bus, a
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+ * name → node map, a parent to route into, and the one conversion below. This
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+ * file owns exactly that, and nothing that names an ecosystem.
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+ *
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+ * ## dB is not a gain, and the mistake is silent
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+ *
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+ * `GainNode.gain` is a LINEAR amplitude multiplier; every mixer's authored
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+ * volume is logarithmic dB, where 0 dB is unity and −80 dB is silence. Writing
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+ * the dB number straight onto `gain.value` gives you a gain of −80 (a phase
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+ * inversion at 80x) where the author asked for silence, and it does not throw,
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+ * warn, or look wrong in a debugger — it is just loud. {@link dbToLinear} is
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+ * the one conversion, `10^(dB/20)`, which is both Godot's `db_to_linear`
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+ * (`core/math/math_funcs.h`: `exp(db * 0.11512925464970228…)`, the same
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+ * function written in base e) and Unity's mixer volume curve.
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+ *
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+ * It deliberately does NOT clamp. A mixer's RANGE is protocol — Unity's
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+ * exposed parameters saturate at its slider's ends, Godot's `volume_db` does
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+ * not — so the lane that knows the range applies it before calling here, and
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+ * this file cannot silently mute or silently boost anyone's authored value.
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+ *
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+ * ## Create-on-demand, and why it is the contract rather than a convenience
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+ *
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+ * {@link AudioBusMixer.bus} MINTS a bus the first time it is named and returns
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+ * the SAME node forever after. The identity is the contract, not the minting:
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+ * a source connects to a bus long before anything sets that bus's volume, and
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+ * a parent is usually named by its child before anyone asks for it directly
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+ * (`bus('music', 'master')` builds `master` too, and the later `bus('master')`
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+ * must be that same node). A `bus()` that minted per call would hand the
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+ * volume control a SECOND node — the sources would keep feeding the first one,
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+ * every later write would land on a node nothing plays through, and nothing
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+ * would throw or look wrong. So the map is authoritative, and the only way a
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+ * name stops resolving to its node is {@link AudioBusMixer.remove} or
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+ * {@link AudioBusMixer.disconnect}.
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+ *
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+ * A re-ask that names a DIFFERENT parent throws by name. Routing is decided at
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+ * creation (the node is already connected by then), so honouring the second
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+ * parent would mean silently re-routing live audio and ignoring it would mean
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+ * silently keeping the first — a loud error is the only reading that is not a
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+ * lie.
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+ *
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+ * ## RESOURCE OWNERSHIP
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+ *
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+ * No module-scoped state: {@link createAudioBusMixer} is a factory and the
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+ * OWNER of an instance is whoever called it (a `setupAudio` graph, one
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+ * translated port's mixer store). What an instance ALLOCATES is one `GainNode`
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+ * per named bus, and disconnecting those is the whole of its teardown
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+ * obligation — {@link AudioBusMixer.disconnect}, called once by that same
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+ * owner. The `context` and the `destination` node are NOT its own: they are
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+ * passed in, shared with everything else hanging off the same graph, and this
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+ * file never creates, closes, suspends or disconnects either one.
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+ */
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+
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+ /**
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+ * The graph an {@link AudioBusMixer} hangs off, as the two members it touches.
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+ *
64
+ * Narrow on purpose: `createGain` is all it needs from the context, so a real
65
+ * `AudioContext`, an `OfflineAudioContext` and a headless stand-in are all
66
+ * acceptable without a cast.
67
+ */
68
+ export interface AudioBusMixerOptions {
69
+ readonly context: { createGain(): GainNode };
70
+ /** The node every parentless bus feeds. Usually a master gain or the context's destination. */
71
+ readonly destination: AudioNode;
72
+ }
73
+
74
+ export interface AudioBusMixer {
75
+ /**
76
+ * The bus named `name`, created on the first ask and connected to `parent`
77
+ * (itself created on demand) or to the destination.
78
+ *
79
+ * The returned node is the real `GainNode` — set `gain.value`, schedule
80
+ * automation on `gain`, connect sources to it. Nothing here stands between a
81
+ * caller and Web Audio's own API.
82
+ */
83
+ bus(name: string, parent?: string): GainNode;
84
+ /** The bus named `name` if it EXISTS, else null. Never mints one. */
85
+ find(name: string): GainNode | null;
86
+ /** Set this bus's gain from decibels, creating it if absent. Clamp before calling — see the header. */
87
+ setDb(name: string, db: number, parent?: string): void;
88
+ /**
89
+ * Disconnect one bus and forget its name, so a later {@link bus} mints a
90
+ * fresh node. Buses that named it as their parent are NOT re-routed — they
91
+ * keep feeding the removed node, which now reaches nothing.
92
+ */
93
+ remove(name: string): void;
94
+ /** Disconnect every bus and forget them all. The owner's ONE teardown. */
95
+ disconnect(): void;
96
+ }
97
+
98
+ /** dB → linear amplitude: `10^(dB/20)`. 0 dB is 1, −6 dB is ~0.5, −80 dB is ~0.0001. Never clamps. */
99
+ export function dbToLinear(db: number): number {
100
+ return 10 ** (db / 20);
101
+ }
102
+
103
+ interface BusRecord {
104
+ readonly node: GainNode;
105
+ readonly parent: string | undefined;
106
+ }
107
+
108
+ function safeDisconnect(node: GainNode): void {
109
+ try {
110
+ node.disconnect();
111
+ } catch {
112
+ // already disconnected
113
+ }
114
+ }
115
+
116
+ /** Create one named-bus mixer. See the header for what owns the instance and what it allocates. */
117
+ export function createAudioBusMixer(options: AudioBusMixerOptions): AudioBusMixer {
118
+ const { context, destination } = options;
119
+ const buses = new Map<string, BusRecord>();
120
+
121
+ function bus(name: string, parent?: string): GainNode {
122
+ const existing = buses.get(name);
123
+ if (existing !== undefined) {
124
+ if (parent !== undefined && parent !== existing.parent) {
125
+ throw new Error(
126
+ `audio bus ${JSON.stringify(name)} already routes into ` +
127
+ `${existing.parent === undefined ? 'the destination' : JSON.stringify(existing.parent)}` +
128
+ `; it cannot also route into ${JSON.stringify(parent)}. Routing is decided when a bus ` +
129
+ 'is created (see packages/engine/src/audio/bus-mixer.ts).',
130
+ );
131
+ }
132
+ return existing.node;
133
+ }
134
+ // The parent is resolved (and minted, recursively) before this bus is
135
+ // seated, so a conflicting-parent throw upstream leaves nothing half-built.
136
+ const into = parent === undefined ? destination : bus(parent);
137
+ const node = context.createGain();
138
+ node.gain.value = 1;
139
+ node.connect(into);
140
+ buses.set(name, { node, parent });
141
+ return node;
142
+ }
143
+
144
+ return {
145
+ bus,
146
+ find: (name) => buses.get(name)?.node ?? null,
147
+ setDb: (name, db, parent) => {
148
+ bus(name, parent).gain.value = dbToLinear(db);
149
+ },
150
+ remove: (name) => {
151
+ const record = buses.get(name);
152
+ if (record === undefined) return;
153
+ buses.delete(name);
154
+ safeDisconnect(record.node);
155
+ },
156
+ disconnect: () => {
157
+ for (const record of buses.values()) safeDisconnect(record.node);
158
+ buses.clear();
159
+ },
160
+ };
161
+ }
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * Frame pacing — the accumulator/alpha arithmetic of the fixed-timestep loop,
3
- * extracted PURE (WO-P13, `docs/WORK.md` §2 P13).
3
+ * extracted PURE.
4
4
  *
5
5
  * `core/game-loop.ts` owns the browser side (rAF, `visibilitychange`,
6
6
  * `performance.now`); this module owns the arithmetic, so the interesting
@@ -108,7 +108,7 @@ export function paceFrame(
108
108
  const maxAccumulator = fixedDt * maxSubSteps;
109
109
 
110
110
  // Clamp large frame gaps (a slow frame, a debugger pause) BEFORE scaling by
111
- // timeScale — unchanged from the pre-WO-P13 loop.
111
+ // timeScale.
112
112
  const displayDt = Math.min(rawDt, maxAccumulator) * timeScale;
113
113
  let next = accumulator + displayDt;
114
114
  // Spiral-of-death guard: bound the accumulator regardless of timeScale or
@@ -9,9 +9,7 @@ const LOOP_STARVATION_MS = 1_000;
9
9
 
10
10
  /**
11
11
  * Fixed-timestep game loop with accumulator pattern — SIM at a fixed rate,
12
- * PRESENTATION at the display's rate (WO-P13, `docs/WORK.md` §2 P13, which
13
- * flipped the former D1 "render is fixed-rate too" decision this comment used
14
- * to state).
12
+ * PRESENTATION at the display's rate.
15
13
  *
16
14
  * Per real (rAF) frame:
17
15
  *
@@ -42,7 +42,7 @@ export const GAMEPLAY_STREAM = 'gameplay';
42
42
  export const DEFAULT_SEEDED_RANDOM_SEED = 0x9e3779b9;
43
43
 
44
44
  /**
45
- * The `ctx.random` surface (`GameContext.random`, `runtime/types.ts`).
45
+ * A game-scoped random surface.
46
46
  * Callable (draws from the `'gameplay'` stream), plus:
47
47
  * - `stream(name)` — an independent named generator, `[0, 1)` floats, same
48
48
  * call signature as `Math.random`/the bare `SeededRandom` call itself.
@@ -93,10 +93,9 @@
93
93
  * controller cancels everything a `setup()` scheduled:
94
94
  *
95
95
  * ```ts
96
- * export async function setup(ctx: GameContext): Promise<GameCleanup> {
97
- * const ac = new AbortController();
98
- * ctx.clock.after(3, () => spawnWave(), { signal: ac.signal });
99
- * return { dispose: () => ac.abort() }; // cancels timers AND listeners
96
+ * const ac = new AbortController();
97
+ * clock.after(3, () => spawnWave(), { signal: ac.signal });
98
+ * // on dispose: ac.abort() cancels timers AND listeners
100
99
  * }
101
100
  * ```
102
101
  *
@@ -170,7 +169,7 @@ export interface SimClock {
170
169
  /**
171
170
  * The runtime-facing half — NOT for game code. Split off the public
172
171
  * {@link SimClock} the same way `runtime/game.ts` splits `GameInternal` off
173
- * `Game`: `GameContext.clock` is typed as `SimClock`, so game code cannot
172
+ * `Game`: game code only ever sees the public `SimClock`, so it cannot
174
173
  * reach `flush`/`dispose`.
175
174
  */
176
175
  export interface SimClockInternal extends SimClock {
@@ -394,7 +393,7 @@ export function registerSimClock(owner: object, clock: SimClockInternal): void {
394
393
  * Returns the INTERNAL view because this registry is engine-only — but a
395
394
  * caller that RESOLVES a clock here is not its owner and must not call
396
395
  * `dispose()` on it (module header, ownership). Game code never reaches it at
397
- * all: `GameContext.clock` is typed as the public {@link SimClock}, which has
396
+ * all: it only ever sees the public {@link SimClock}, which has
398
397
  * neither `flush` nor `dispose`, the same way `Game` hides `GameInternal`. */
399
398
  export function getSimClock(owner: object): SimClockInternal | null {
400
399
  return clockByOwner.get(owner) ?? null;
package/src/core/types.ts CHANGED
@@ -72,9 +72,7 @@ export interface GameLoopConfig {
72
72
  */
73
73
  update: (dt: number) => void;
74
74
  /**
75
- * Called EXACTLY ONCE per real (rAF) frame — the PRESENTATION half
76
- * (WO-P13, `docs/WORK.md` §2 P13; this is the callback whose absence the
77
- * former D1 decision recorded).
75
+ * Called EXACTLY ONCE per real (rAF) frame — the PRESENTATION half.
78
76
  *
79
77
  * - `alpha` — `accumulator / fixedDt` after this frame's substeps were
80
78
  * consumed, in `[0, 1]`: how far presentation sits past the last
package/src/defaults.ts CHANGED
@@ -1,20 +1,12 @@
1
1
  /**
2
2
  * Single source of truth for default values the engine's factories read.
3
3
  *
4
- * WO-8 deleted SEVEN groups `transform`, `entity`, `audio`, `shadow`,
5
- * `animation`, `fog`, `environment` because every one of their readers was a
6
- * `.vscn.json` consumer (`entity-factory.ts`, `scene-loader.ts`,
7
- * `scene-sync.ts`, `scene-serializer.ts`, the per-section inspectors) and
8
- * `defaults-source-scan.test.ts` reported them with ZERO `DEFAULTS.<group>`
9
- * readers anywhere in engine/editor src or tests. That guard offers two remedies
10
- * — wire the group to the factory that reads it, or delete it if truly unused —
11
- * and there is no surviving factory to wire these to: `transform` restated
12
- * THREE's own Object3D constructor values, `entity.locked`/ `pivot` were
13
- * descriptor-only fields, and `fog`/`environment.envMapIntensity`/ `shadow` were
14
- * the `.vscn` `environment` block that `render-env.ts` explicitly did NOT carry
15
- * forward. Keeping them would have been exactly the dead documentation T1.13
16
- * created this guard to prevent.
17
- *
4
+ * A group belongs here only while a FACTORY reads it. A default with no
5
+ * reader is dead documentation: it looks authoritative, nothing consults it,
6
+ * and it drifts from the value the code actually uses. Restating a library's
7
+ * own constructor values (THREE's `Object3D` transform, say) is the same
8
+ * mistake in a different shape — the library is already the source of truth.
9
+ * So when a factory goes, its group goes with it.
18
10
  */
19
11
  export const DEFAULTS = {
20
12
  material: {
@@ -8,10 +8,7 @@
8
8
  *
9
9
  * Engine-owned and first-party, seeded by BOTH three-root mount paths — a game
10
10
  * writes nothing to get these, and there is no capability to install:
11
- * - `adapter/setup-three-root-adapter.ts` (the classic imperative
12
- * `setup(ctx)` world), at the same spot it seeds
13
- * `systemAdapters.renderDebug`;
14
- * - `world3d-react/r3f-adapter.tsx` (a TSX/R3F world — the shape EVERY
11
+ * - `world3d-react/r3f-root-factory.tsx` (a TSX/R3F world — the shape EVERY
15
12
  * scaffolded project's three root has), right after fiber's first commit
16
13
  * resolves the scene.
17
14
  * Both is the whole point and not redundancy: they are two independent mounts
@@ -3,11 +3,10 @@
3
3
  * the WebGL2 frame capture (`webgl-frame-capture.ts`), a live three.js scene,
4
4
  * and the render adapter's per-frame render pass.
5
5
  *
6
- * Split OUT of `setup-three-root-adapter.ts` so the capture/attribution/restore
6
+ * Split OUT of `world3d-react/r3f-root-factory.tsx` so the capture/attribution/restore
7
7
  * flow is unit-testable in a headless Node test with a mock GL context and a
8
8
  * plain scene — a real non-headless GPU mount (EffectComposer + WebGLRenderer)
9
- * cannot run under vitest here, the same reason the adapter suite drives
10
- * `setup(ctx)` only through hotReload on a data scene. `mount()` owns the
9
+ * cannot run under vitest here. `mount()` owns the
11
10
  * DECISION to construct this (only under a real WebGL2 context, never
12
11
  * headless — see `frameCaptureContextFor`); this module owns the BEHAVIOR.
13
12
  *
@@ -43,8 +43,8 @@
43
43
  * OWNER: the caller of {@link createRenderVitals}, which allocates one state
44
44
  * object and one `profiler.subscribe` registration. SHARER: none — the state
45
45
  * is private to that call. TEARDOWN: the returned `dispose()`, the ONE path
46
- * that ends the subscription (`setup-three-root-adapter.ts` calls it from
47
- * `disposeGame`).
46
+ * that ends the subscription (`world3d-react/r3f-root-factory.tsx` calls it
47
+ * from the mounted root's own `dispose()`).
48
48
  */
49
49
 
50
50
  import type { PerformanceFrame, PerformanceProfiler } from './performance-profiler';
@@ -52,7 +52,7 @@ import type { PerformanceFrame, PerformanceProfiler } from './performance-profil
52
52
  /**
53
53
  * The profiler phase name the three adapter brackets its CPU render
54
54
  * submission with — spelled HERE and nowhere else, so the producer
55
- * (`setup-three-root-adapter.ts`) and the consumer ({@link foldProfilerFrame})
55
+ * (`world3d-react/r3f-root-factory.tsx`) and the consumer ({@link foldProfilerFrame})
56
56
  * cannot drift apart. Dotted, so it reads as a decomposition of the enclosing
57
57
  * `render` phase rather than a ninth peer of `SystemPhase`.
58
58
  */
@@ -4,7 +4,7 @@
4
4
  * WHY FIRST-PARTY, NOT spectorjs (recorded per the "use libraries directly, no
5
5
  * wrappers" rule): the capture seam we need is the WebGL2 context this engine
6
6
  * ALREADY owns end-to-end (`renderer.getContext()` in
7
- * `setup-three-root-adapter.ts`). spectorjs is absent from node_modules, and its
7
+ * `world3d-react/r3f-root-factory.tsx`). spectorjs is absent from node_modules, and its
8
8
  * actual value is a bundled inspector UI we would discard — adopting it imports
9
9
  * ~2MB of library to keep ~10% of it, and it wraps the context with its own
10
10
  * global patching model rather than the instance-shadow-and-restore discipline
package/src/index.ts CHANGED
@@ -10,21 +10,19 @@
10
10
  * remain the primary way to reach engine internals — reach for a subpath
11
11
  * first. This barrel exists only so the package's bare-name entry point is
12
12
  * HONEST (resolves to something real and useful) instead of dangling; it
13
- * covers just the handful of symbols a game/consumer needs to author a
14
- * first-party `setup()` and mount it, plus the scene/manifest file
13
+ * covers just the handful of symbols a consumer needs to mount a game
14
+ * from its manifest, plus the manifest file
15
15
  * entry points. Keep it small when extending it — prefer a new subpath
16
16
  * export over growing this file into a firehose.
17
17
  *
18
18
  * Groups (import order below is alphabetical-by-specifier, per the repo's
19
19
  * biome `organizeImports` rule, not by group — see this list instead):
20
- * - game setup contract: `GameContext`/`GameCleanup`/`GameSetupFn`, `fromSetup`
21
20
  * - surface vocabulary: `AdapterSurface`
22
21
  * - manifest-driven mount: `mountManifestRoots` + its option/result types
23
22
  * - game manifest (vgai.project.json) entry point: `loadGameManifest`
24
23
  */
25
24
 
26
25
  export type { AdapterSurface } from './adapter/adapter-surface';
27
- export { fromSetup } from './adapter/setup-three-root-adapter';
28
26
  export { AssetParseError } from './asset-parse-error';
29
27
  export type {
30
28
  AdapterRoot,
@@ -42,4 +40,3 @@ export type {
42
40
  MountManifestOptions,
43
41
  } from './runtime/mount-manifest';
44
42
  export { mountManifestRoots } from './runtime/mount-manifest';
45
- export type { GameCleanup, GameContext, GameSetupFn } from './runtime/types';
@@ -0,0 +1,230 @@
1
+ /**
2
+ * The host POINTER stream, in the game's own coordinate space — the DOM edge
3
+ * `InputManager`'s touch backends (`setTouchButton` / `setTouchStick`) and any
4
+ * pointer-position read need, and which the manager itself deliberately does
5
+ * not own.
6
+ *
7
+ * `InputManager` listens on `window` for keyboard, mouse and focus, in CLIENT
8
+ * pixels, because an action map is surface-agnostic. A pointer is not: a tap is
9
+ * only meaningful relative to the surface it landed on, and a game's own
10
+ * coordinate space is usually NOT that surface's CSS pixels — a fixed design
11
+ * resolution presented by uniformly scaling and letterboxing is the common
12
+ * case, and a hit-test against a UI rect authored in design pixels has to
13
+ * happen in one space with the pointer. That mapping needs a surface and a
14
+ * design size the manager has no way to know, so it lives here, beside it.
15
+ *
16
+ * What this owns, and nothing more:
17
+ *
18
+ * - **Position** — the last pointer position over the surface, mapped into the
19
+ * design space. `setPosition` is the headless door (a harness or a game
20
+ * command driving the game with no DOM), the same shape as
21
+ * `InputManager.addMouseDelta`: inject through the accumulator the reader
22
+ * already reads, never a synthetic `pointermove`.
23
+ * - **Touches** — a per-frame queue of {@link HostPointerTouch} records with
24
+ * DENSE finger indices, drained by the game's own frame. `pointerId` is the
25
+ * browser's opaque, monotonically growing handle; a touch API that reports
26
+ * "finger 0 and finger 1" wants the lowest free slot, reused the moment a
27
+ * finger lifts, which is what {@link HostPointerTouch.index} is.
28
+ * - **Cursor** — the CSS cursor applied to the surface, because the surface is
29
+ * resolved here and nowhere else.
30
+ *
31
+ * **Gating.** Every listener returns early unless
32
+ * `InputManager.isInputActive()` — the SAME predicate the manager's own
33
+ * `keydown`/`mousemove` listeners pass, so play-mode isolation and window
34
+ * blur suppress pointer position and touches exactly as they suppress a key.
35
+ * The predicate is read from the manager rather than recomposed here
36
+ * (`isEnabled() && isFocused()` written out a second time is how a looser gate
37
+ * drifts in: a blurred or typing tab kept updating a pointer position under
38
+ * exactly that duplication). Text-entry focus is deliberately NOT part of it,
39
+ * matching `onMouseMove` rather than `onKeyDown` — moving a finger is not
40
+ * typing.
41
+ *
42
+ * **Ownership.** Owns its four pointer listeners on the resolved owner, the
43
+ * touch queue and the finger-index table. Shares the `InputManager`, which is
44
+ * the game's and is never mutated here — this reports; what a control DOES
45
+ * with a finger (which rect owns it, whether that becomes a `setTouchButton`)
46
+ * belongs to the UI that draws the control. Teardown is {@link
47
+ * HostPointer.dispose}, and only that: `InputManager.dispose` does not reach
48
+ * these listeners.
49
+ *
50
+ * Headless (no `window`): construction succeeds and binds nothing. Position is
51
+ * whatever {@link HostPointer.setPosition} last wrote, and the touch queue
52
+ * stays empty.
53
+ */
54
+
55
+ import type { InputManager } from './input-manager';
56
+ import type { Vector2 } from './input-types';
57
+
58
+ /**
59
+ * Cap on the undrained touch queue. A game that drains every frame cannot
60
+ * reach it — this is the bound for one that never drains at all (a project
61
+ * that reads no touches, on a device that has them), so the queue is a RING:
62
+ * the newest records win and the oldest are dropped.
63
+ */
64
+ const TOUCH_QUEUE_MAX = 256;
65
+
66
+ /** One finger edge the host pointer stream produced. */
67
+ export interface HostPointerTouch {
68
+ /**
69
+ * `'start'` when the finger went down on the surface, `'move'` while it
70
+ * drags, `'end'` when it lifted or the browser cancelled it. A cancel is an
71
+ * end: the finger is gone either way, and a control that treats them
72
+ * differently is holding a button nothing will ever release.
73
+ */
74
+ readonly phase: 'start' | 'move' | 'end';
75
+ /**
76
+ * DENSE finger index — the lowest slot free when this finger went down, and
77
+ * free again the moment it lifts. NOT the browser's `pointerId`, which never
78
+ * reuses a value and is therefore useless as "which finger is this".
79
+ */
80
+ readonly index: number;
81
+ /** Position in the design space (see {@link HostPointerOptions.designSize}). */
82
+ readonly position: Vector2;
83
+ }
84
+
85
+ /** What {@link createHostPointer} needs. */
86
+ export interface HostPointerOptions {
87
+ /** The game's own manager — read for its gate, never written. */
88
+ readonly input: InputManager;
89
+ /**
90
+ * The render surface pointer positions are relative to.
91
+ *
92
+ * A GETTER rather than an element because a renderer usually mints its
93
+ * canvas after the game's services exist. Absent (or returning `null`) falls
94
+ * back to the event's own target element, and listening falls back to
95
+ * `window` — which is what makes a finger that starts on the canvas and
96
+ * drags over a DOM overlay keep reporting.
97
+ */
98
+ readonly surface?: (() => HTMLElement | null) | undefined;
99
+ /**
100
+ * The game's own logical resolution, if it has one. Surface CSS pixels are
101
+ * mapped into it, so a pointer and a UI rect authored at this size share one
102
+ * space regardless of how the host scaled and letterboxed the surface.
103
+ *
104
+ * Absent: positions are reported in the surface's own CSS pixels, and the
105
+ * position before any event is `{x: 0, y: 0}`. Present: the position before
106
+ * any event is the CENTRE of the design space — a pointer that has never
107
+ * moved is better described as the middle of the view than as a corner it
108
+ * was never at.
109
+ */
110
+ readonly designSize?: Vector2 | undefined;
111
+ }
112
+
113
+ /** The host pointer stream bound to one surface. One per mounted game. */
114
+ export interface HostPointer {
115
+ /** The last pointer position, in the design space. */
116
+ getPosition(): Vector2;
117
+ /** Headless / harness door onto {@link getPosition}'s value. */
118
+ setPosition(position: Vector2): void;
119
+ /**
120
+ * Drain the touch records queued since the last call. Returns them in
121
+ * arrival order and empties the queue, so a frame that drains sees each
122
+ * finger edge exactly once.
123
+ */
124
+ takeTouches(): readonly HostPointerTouch[];
125
+ /**
126
+ * Set the CSS `cursor` applied to the surface. Applied on the next pointer
127
+ * move over it, which is also when the surface is known.
128
+ */
129
+ setCursor(cursor: string): void;
130
+ /** Remove the listeners this owns. */
131
+ dispose(): void;
132
+ }
133
+
134
+ export function createHostPointer(options: HostPointerOptions): HostPointer {
135
+ const { input, surface: surfaceOf, designSize } = options;
136
+ let position: Vector2 = designSize
137
+ ? { x: designSize.x / 2, y: designSize.y / 2 }
138
+ : { x: 0, y: 0 };
139
+ let cursor = 'default';
140
+
141
+ const touches: HostPointerTouch[] = [];
142
+ /** Browser `pointerId` -> dense finger index, for fingers currently down. */
143
+ const fingerOfPointer = new Map<number, number>();
144
+ const freeFinger = (): number => {
145
+ const taken = new Set(fingerOfPointer.values());
146
+ let index = 0;
147
+ while (taken.has(index)) index += 1;
148
+ return index;
149
+ };
150
+ const queue = (touch: HostPointerTouch): void => {
151
+ touches.push(touch);
152
+ if (touches.length > TOUCH_QUEUE_MAX) touches.shift();
153
+ };
154
+
155
+ const queueTouch = (event: PointerEvent, point: Vector2): void => {
156
+ if (event.type === 'pointerdown') {
157
+ const index = freeFinger();
158
+ fingerOfPointer.set(event.pointerId, index);
159
+ queue({ phase: 'start', index, position: point });
160
+ return;
161
+ }
162
+ // A move or a release from a pointer that never went down on this surface
163
+ // is not one of our fingers.
164
+ const index = fingerOfPointer.get(event.pointerId);
165
+ if (index === undefined) return;
166
+ if (event.type === 'pointerup' || event.type === 'pointercancel') {
167
+ fingerOfPointer.delete(event.pointerId);
168
+ queue({ phase: 'end', index, position: point });
169
+ return;
170
+ }
171
+ queue({ phase: 'move', index, position: point });
172
+ };
173
+
174
+ /** A client-space event as a point in the design space, via the surface rect
175
+ * the host actually presented it at. */
176
+ const toDesignSpace = (event: PointerEvent, rect: DOMRect): Vector2 => {
177
+ const x = event.clientX - rect.left;
178
+ const y = event.clientY - rect.top;
179
+ if (!designSize) return { x, y };
180
+ return { x: (x * designSize.x) / rect.width, y: (y * designSize.y) / rect.height };
181
+ };
182
+
183
+ const onPointer = (event: PointerEvent): void => {
184
+ // The manager's own gate, read from the manager. See this module's header
185
+ // for why it is not recomposed here.
186
+ if (!input.isInputActive()) return;
187
+ const surface = surfaceOf?.() ?? (event.target instanceof HTMLElement ? event.target : null);
188
+ if (surface === null) return;
189
+ const rect = surface.getBoundingClientRect();
190
+ if (rect.width <= 0 || rect.height <= 0) return;
191
+ const point = toDesignSpace(event, rect);
192
+
193
+ if (event.type === 'pointermove') {
194
+ // Every pointer type moves the position — a stylus and a dragging finger
195
+ // are as much "where the pointer is" as a mouse. Only the TOUCH queue is
196
+ // touch-only.
197
+ position = point;
198
+ surface.style.cursor = cursor;
199
+ }
200
+ // A mouse or a pen is not a finger. A control that answered them here would
201
+ // steal the clicks of a player who cannot see it.
202
+ if (event.pointerType === 'touch') queueTouch(event, point);
203
+ };
204
+
205
+ const KINDS = ['pointerdown', 'pointermove', 'pointerup', 'pointercancel'] as const;
206
+ const owner: EventTarget | null =
207
+ typeof window === 'undefined' ? null : (surfaceOf?.() ?? window);
208
+ if (owner !== null) {
209
+ for (const kind of KINDS) owner.addEventListener(kind, onPointer as EventListener);
210
+ }
211
+
212
+ return {
213
+ getPosition(): Vector2 {
214
+ return position;
215
+ },
216
+ setPosition(next): void {
217
+ position = { x: next.x, y: next.y };
218
+ },
219
+ takeTouches(): readonly HostPointerTouch[] {
220
+ return touches.splice(0, touches.length);
221
+ },
222
+ setCursor(next): void {
223
+ cursor = next;
224
+ },
225
+ dispose(): void {
226
+ if (owner === null) return;
227
+ for (const kind of KINDS) owner.removeEventListener(kind, onPointer as EventListener);
228
+ },
229
+ };
230
+ }