@waica/engine 0.25.0 → 0.26.0
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/README.md +55 -1
- package/dist/anchored-pieces.d.ts +3 -2
- package/dist/anchored-pieces.js +12 -8
- package/dist/archetype.d.ts +2 -2
- package/dist/assets/asset-loader.d.ts +28 -5
- package/dist/assets/asset-loader.js +63 -7
- package/dist/assets/model-backend.d.ts +21 -0
- package/dist/assets/model-backend.js +21 -0
- package/dist/assets/model-cache.d.ts +47 -0
- package/dist/assets/model-cache.js +117 -0
- package/dist/audio/audio-subsystem.d.ts +6 -1
- package/dist/audio/audio-subsystem.js +8 -15
- package/dist/audio/placement.d.ts +41 -0
- package/dist/audio/placement.js +21 -0
- package/dist/audio/spatial.d.ts +20 -0
- package/dist/audio/spatial.js +26 -0
- package/dist/audio/types.d.ts +7 -1
- package/dist/camera-projection.d.ts +38 -0
- package/dist/camera-projection.js +44 -0
- package/dist/camera-rig.d.ts +48 -0
- package/dist/camera-rig.js +98 -0
- package/dist/camera.d.ts +20 -3
- package/dist/camera.js +3 -1
- package/dist/component.d.ts +38 -2
- package/dist/component.js +3 -0
- package/dist/components/animated-sprite.d.ts +2 -1
- package/dist/components/animated-sprite.js +1 -0
- package/dist/components/collider.d.ts +89 -0
- package/dist/components/collider.js +57 -0
- package/dist/components/dynamic-body.d.ts +2 -1
- package/dist/components/dynamic-body.js +1 -0
- package/dist/components/hitbox.d.ts +2 -1
- package/dist/components/hitbox.js +1 -0
- package/dist/components/light.d.ts +2 -1
- package/dist/components/light.js +1 -0
- package/dist/components/model.d.ts +63 -0
- package/dist/components/model.js +117 -0
- package/dist/components/particle-emitter.d.ts +2 -1
- package/dist/components/particle-emitter.js +1 -0
- package/dist/components/point-light.d.ts +75 -0
- package/dist/components/point-light.js +102 -0
- package/dist/components/rigid-body.d.ts +114 -0
- package/dist/components/rigid-body.js +83 -0
- package/dist/components/solid.d.ts +2 -1
- package/dist/components/solid.js +1 -0
- package/dist/components/sprite.d.ts +2 -1
- package/dist/components/sprite.js +1 -0
- package/dist/components/sun.d.ts +46 -0
- package/dist/components/sun.js +74 -0
- package/dist/components/tilemap.d.ts +2 -1
- package/dist/components/tilemap.js +1 -0
- package/dist/entity-transform.d.ts +18 -0
- package/dist/entity-transform.js +17 -0
- package/dist/game.d.ts +51 -15
- package/dist/game.js +83 -70
- package/dist/index.d.ts +29 -4
- package/dist/index.js +12 -1
- package/dist/lit-frame.js +10 -3
- package/dist/physics-3d/body-contacts.d.ts +10 -0
- package/dist/physics-3d/body-contacts.js +59 -0
- package/dist/physics-3d/body-sync.d.ts +52 -0
- package/dist/physics-3d/body-sync.js +153 -0
- package/dist/physics-3d/character-controller.d.ts +44 -0
- package/dist/physics-3d/character-controller.js +126 -0
- package/dist/physics-3d/physics-host.d.ts +86 -0
- package/dist/physics-3d/physics-host.js +174 -0
- package/dist/physics-3d/physics-world.d.ts +65 -0
- package/dist/physics-3d/physics-world.js +158 -0
- package/dist/physics-3d/rapier-module.d.ts +17 -0
- package/dist/physics-3d/rapier-module.js +19 -0
- package/dist/physics-3d/sensor-dispatch.d.ts +10 -0
- package/dist/physics-3d/sensor-dispatch.js +77 -0
- package/dist/physics-3d/world-queries.d.ts +39 -0
- package/dist/physics-3d/world-queries.js +63 -0
- package/dist/pointer-raycast.d.ts +17 -0
- package/dist/pointer-raycast.js +48 -0
- package/dist/pointer.d.ts +27 -6
- package/dist/pointer.js +43 -17
- package/dist/runtime-bridge.d.ts +1 -1
- package/dist/runtime-inspection.d.ts +9 -0
- package/dist/runtime-inspection.js +8 -2
- package/dist/runtime-lighting-snapshot.d.ts +27 -1
- package/dist/runtime-lighting-snapshot.js +31 -0
- package/dist/runtime-physics-snapshot.d.ts +41 -0
- package/dist/runtime-physics-snapshot.js +45 -0
- package/dist/runtime-view-snapshot.d.ts +25 -0
- package/dist/runtime-view-snapshot.js +30 -0
- package/dist/scene-camera-3d.d.ts +66 -0
- package/dist/scene-camera-3d.js +117 -0
- package/dist/scene-lights-3d.d.ts +17 -0
- package/dist/scene-lights-3d.js +27 -0
- package/dist/scene-simulation.d.ts +22 -0
- package/dist/scene-simulation.js +29 -0
- package/dist/scene-space.d.ts +50 -0
- package/dist/scene-space.js +103 -0
- package/dist/scene.d.ts +12 -2
- package/dist/scene.js +11 -4
- package/dist/simulation-phases.d.ts +9 -0
- package/dist/simulation-phases.js +19 -0
- package/dist/spatial-query-3d.d.ts +48 -0
- package/dist/spatial-query-3d.js +96 -0
- package/dist/spatial-query.d.ts +18 -4
- package/dist/spatial-query.js +57 -1
- package/package.json +2 -1
package/dist/game.js
CHANGED
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@@ -2,8 +2,9 @@ import * as THREE from 'three/webgpu';
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import { gameViewport } from './anchored-pieces.js';
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import { AssetLoader } from './assets/asset-loader.js';
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import { AudioSubsystem } from './audio/audio-subsystem.js';
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import {
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import {
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import { listenerPosition, screenPanOf } from './audio/spatial.js';
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import { worldToNormalized } from './camera-projection.js';
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import { CameraRig } from './camera-rig.js';
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import { advanceCameraEffects, CameraEffects, layoutCameraEffects } from './camera-effects.js';
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import { implementsOnUpdate, resolveComponentUpdateSchedule } from './component-update-schedule.js';
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import { Entity } from './entity.js';
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@@ -11,19 +12,23 @@ import { Emitter } from './events.js';
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import { consumeSimulationSteps, MAX_CHAINED_HOPS, SIMULATION_STEP, snapElapsedToStep, } from './fixed-step.js';
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import { advanceGameTime, GameTime } from './game-time.js';
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import { Input } from './input.js';
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import { PhysicsHost } from './physics-3d/physics-host.js';
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import { Pointer } from './pointer.js';
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import { GamePost } from './post-effects.js';
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import { activeRuntimeBridgeHook, EngineRuntimeBridge, } from './runtime-bridge.js';
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import { RuntimeInspector } from './runtime-inspection.js';
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import { FrameComposer } from './lit-frame.js';
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import {
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import { projectIsometric, unprojectIsometric } from './projection.js';
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import { projectIsometric } from './projection.js';
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import { canvasBackground, drawStraightToCanvas, mapUvPerVertex } from './render-output.js';
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import { RenderReadiness } from './render-readiness.js';
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import { applyYSort } from './render-sort.js';
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import { loadScene, registryEntry, spawnFromJson, } from './scene.js';
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import { sceneDrainsOf } from './scene-drains.js';
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import { resolveSceneSimulation } from './scene-simulation.js';
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import { SceneAmbientLight3d } from './scene-lights-3d.js';
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import { resolveRenderPolicy } from './scene-space.js';
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import { GameLighting } from './scene-lighting.js';
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import { runSimulationPhases } from './simulation-phases.js';
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import { createSpriteBatches } from './sprite-batches.js';
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import { createSpatialQuery } from './spatial-query.js';
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import { Stats } from './stats.js';
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@@ -44,7 +49,6 @@ function componentsInOrder(order, byName) {
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*/
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export class Game {
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scene = new THREE.Scene();
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camera;
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input;
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pointer;
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query;
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@@ -72,6 +76,8 @@ export class Game {
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lighting = new GameLighting();
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/** The live scene's Post Effects (vignette, color grade); they die with their scene. */
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post = new GamePost();
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/** The live 3D scene's Rapier world and bodies (ADR 0028); package-internal, read by the physics components and the Runtime Snapshot. */
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physics;
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/** Registry retained by loadScene for runtime prefab spawning. */
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registry = null;
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paramOverrides = {};
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@@ -103,8 +109,21 @@ export class Game {
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baseViewHeight;
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viewHeight;
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sceneCamera = null;
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/** The orthographic camera of 2D scenes and the perspective one of 3D scenes (ADR 0027); read by the Runtime Snapshot, not part of the game-facing API. */
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cameraRig = new CameraRig();
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sceneSpace = '2d';
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/** A 3D scene's stereo pan, reading the live camera at every call (built once, not per frame). */
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screenPan = screenPanOf(() => this.camera);
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/** What following an entity reads from the Game, built once rather than per Simulation Step. */
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followHost = {
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find: (name) => this.find(name),
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renderPoint: (x, y) => this.renderPoint(x, y),
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viewHeight: () => this.viewHeight,
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};
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renderSort = null;
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sceneProjection = null;
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/** The Ambient Light of a 3D scene, fed by `lighting.ambient` (ADR 0027). */
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ambientLight3d = new SceneAmbientLight3d(this.scene);
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/** Timestamp of the last animation frame; null until the loop's first frame seeds it. */
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lastTime = null;
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/** Seconds of elapsed time not yet worth a whole Simulation Step (ADR 0014). */
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@@ -147,11 +166,13 @@ export class Game {
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});
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this.assets = new AssetLoader({
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backend: options.textures,
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models: options.models,
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// Same late lookup as audio's: preload() resolves through whatever
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// catalog is registered at call time, which outlives every scene.
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resolveAsset: (uri) => this.sceneCatalog?.registry.resolveAsset?.(uri) ?? uri,
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});
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this.spriteBatches = createSpriteBatches(this, this.assets);
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this.physics = new PhysicsHost(this, options.physics);
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this.cameraEffects = new CameraEffects({
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host: () => canvas.parentElement ?? document.body,
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// One screen pixel in world units: the shake snaps to it (never the base).
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activeRuntimeBridgeHook()?.fail?.({ code: 'render-backend-failed', message: error.message });
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});
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this.scene.background = canvasBackground(background);
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this.camera = new THREE.OrthographicCamera();
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this.camera.position.z = 10;
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// Emissive drawables sit on their own layer; an unlit frame draws it in place.
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this.camera.layers.enable(EMISSIVE_LAYER);
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const { renderer, spriteBatches, resolution } = this;
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this.frame = new FrameComposer({ game: this, renderer, spriteBatches, resolution });
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this.pointer = new Pointer(canvas, {
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camera: this.camera,
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camera: () => this.camera,
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resolution: this.resolution,
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projection: () => this.sceneProjection,
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entities: this.entities,
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}
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/**
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* Resolves once the renderer can draw; rejects, naming both Render
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* Backends, when neither initializes.
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* Backends, when neither initializes. While the live scene is 3D it also
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* waits for the physics module, and rejects naming its package if that
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* fails to load (ADR 0028).
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* Frames before it simulate but draw nothing, so a host awaits it before
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* its first frame (ADR 0025).
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*/
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ready() {
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return this.readiness.promise;
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return this.physics.whenReady(this.readiness.promise);
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}
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/** The Render Backend the renderer settled on; null until ready() resolved. */
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get backend() {
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// Pointer holds that array by reference, so it must never be reassigned.
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for (const entity of [...this.entities])
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entity.destroy();
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// After the cascade removed every body: the world goes with its scene.
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this.physics.unloadScene();
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// Drains transferred by the destruction cascade above are scene-scoped too.
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sceneDrainsOf(this).clear();
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// After the cascade freed every slot: the batches go with their scene.
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this.renderSort = null;
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this.sceneProjection = null;
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this.sceneCamera = null;
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this.sceneSpace = '2d';
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this.cameraRig.reset();
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this.liveSceneName = null;
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this.setViewHeight(this.baseViewHeight);
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}
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* draw order stays layer-banded with spawn-order ties.
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*/
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setSceneRender(json) {
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const { space, sort, projection } = resolveRenderPolicy(json);
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this.sceneSpace = space;
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this.renderSort = sort;
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this.spriteBatches.enabled = json?.batch !== false;
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this.lighting.loadScene(json);
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this.post.loadScene(json);
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this.physics.enterScene(space);
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if (projection === this.sceneProjection)
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return;
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this.sceneProjection = projection;
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component.onProjectionChange?.(projection);
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}
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}
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/** Adopts a scene's simulation block (gravity); called by loadScene beside setSceneRender. */
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setSceneSimulation(json) {
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this.physics.setSimulation(resolveSceneSimulation(json));
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}
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/**
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* Adopts a scene's camera block: jumps to its framing and, while
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* simulating, follows/clamps per its settings. Called by loadScene.
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*/
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setSceneCamera(json) {
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// No
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// No orthographic block (none, or a 3D scene): leave the camera to the host.
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const cam = (this.sceneCamera = this.cameraRig.adopt(json, this.sceneSpace));
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if (!cam)
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return;
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}
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this.sceneCamera = resolveSceneCamera(json);
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// With a follow target the declared position is moot: start centered on
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// the target so play begins framed like the editor shows it.
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const followed =
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const followed = cam.follow ? this.find(cam.follow) : undefined;
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const center = followed
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? this.renderPoint(followed.position.x, followed.position.y)
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: { x:
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: { x: cam.position[0], y: cam.position[1] };
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this.camera.position.x = center.x;
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this.camera.position.y = center.y;
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this.setViewHeight(
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this.setViewHeight(cam.zoom);
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}
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start() {
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if (this.disposed)
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get projection() {
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return this.sceneProjection;
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}
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/**
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/** The live scene's space (`render.space`); `'2d'` with no scene (ADR 0027). */
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get space() {
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return this.sceneSpace;
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}
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/** The camera the live scene draws with: orthographic in 2D scenes, perspective in 3D ones. */
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get camera() {
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return this.cameraRig.camera;
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}
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/**
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* Where a logical point falls on the canvas, in CSS px from its top-left
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* corner inside the letterbox; null when a perspective camera cannot see it
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* (behind its near plane). The one projection Anchored Pieces, spatial
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* audio and the editor share (CA-6).
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*/
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worldToScreen(point) {
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const { clientWidth: w, clientHeight: h } = this.renderer.domElement;
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const view = gameViewport(w, h, this.resolution);
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const render = this.renderPoint(point.x, point.y);
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const at = worldToNormalized(this.camera, { x: render.x, y: render.y, z: point.z });
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return at && { x: view.x + at.nx * view.width, y: view.y + at.ny * view.height };
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|
488
|
+
}
|
|
489
|
+
/** Visible world height (2D camera zoom); a perspective camera does not use it. */
|
|
442
490
|
get view() {
|
|
443
491
|
return this.viewHeight;
|
|
444
492
|
}
|
|
445
493
|
setViewHeight(value) {
|
|
494
|
+
// A perspective camera frames by its lens, not by a visible height.
|
|
495
|
+
if (this.sceneSpace === '3d')
|
|
496
|
+
return;
|
|
446
497
|
this.viewHeight = Math.min(Math.max(value, 2), 80);
|
|
447
498
|
this.resize();
|
|
448
499
|
}
|
|
@@ -462,6 +513,7 @@ export class Game {
|
|
|
462
513
|
this.time.cancelAll();
|
|
463
514
|
for (const entity of [...this.entities])
|
|
464
515
|
entity.destroy();
|
|
516
|
+
this.physics.dispose();
|
|
465
517
|
sceneDrainsOf(this).clear();
|
|
466
518
|
this.spriteBatches.unload();
|
|
467
519
|
// After the entities: their clones go with the cascade above, the
|
|
@@ -555,7 +607,7 @@ export class Game {
|
|
|
555
607
|
// Positional audio (CA-8): recomputed every frame, on this same pass —
|
|
556
608
|
// never a second walk of `this.entities`, since `this.audio` already
|
|
557
609
|
// holds direct references to whichever entities are tracked.
|
|
558
|
-
this.audio.updatePlacements(this.
|
|
610
|
+
this.audio.updatePlacements(listenerPosition(this.sceneSpace, this.camera, this.sceneProjection), (x, y) => this.renderPoint(x, y), this.sceneSpace === '3d' ? this.screenPan : undefined);
|
|
559
611
|
this.renderSurface();
|
|
560
612
|
}
|
|
561
613
|
finally {
|
|
@@ -581,7 +633,7 @@ export class Game {
|
|
|
581
633
|
for (const component of schedule)
|
|
582
634
|
component.onUpdate?.(SIMULATION_STEP);
|
|
583
635
|
}
|
|
584
|
-
this
|
|
636
|
+
runSimulationPhases(this);
|
|
585
637
|
this.updateSceneCamera(SIMULATION_STEP);
|
|
586
638
|
advanceCameraEffects(this.cameraEffects);
|
|
587
639
|
this.finishStep();
|
|
@@ -625,11 +677,13 @@ export class Game {
|
|
|
625
677
|
if (this.renderSort === 'y')
|
|
626
678
|
applyYSort(this.entities, sceneDrainsOf(this).participants());
|
|
627
679
|
this.ui.setActive(this.simulate);
|
|
680
|
+
this.ambientLight3d.sync(this.sceneSpace, this.lighting.ambient);
|
|
628
681
|
// The shake offset exists only while drawing (ADR 0020): Anchored Pieces
|
|
629
682
|
// and the render see the drawn center, then the base comes back exactly,
|
|
630
683
|
// so follow smoothing never starts from its own jitter.
|
|
631
684
|
const { x, y } = this.camera.position;
|
|
632
|
-
|
|
685
|
+
// A perspective camera does not shake: the offset is in orthographic world units.
|
|
686
|
+
const shake = this.sceneSpace === '3d' ? { x: 0, y: 0 } : this.cameraEffects.state.shake;
|
|
633
687
|
this.camera.position.x = x + shake.x;
|
|
634
688
|
this.camera.position.y = y + shake.y;
|
|
635
689
|
try {
|
|
@@ -688,48 +742,13 @@ export class Game {
|
|
|
688
742
|
return componentsInOrder(result.order, byName);
|
|
689
743
|
}
|
|
690
744
|
updateSceneCamera(dt) {
|
|
691
|
-
|
|
692
|
-
if (!cam)
|
|
745
|
+
if (!this.sceneCamera)
|
|
693
746
|
return;
|
|
694
|
-
|
|
695
|
-
const provider = followed?.components.find((c) => isCameraVelocityProvider(c));
|
|
696
|
-
const velocity = provider?.getCameraVelocity();
|
|
697
|
-
const target = followed
|
|
698
|
-
? this.renderPoint(followed.position.x, followed.position.y)
|
|
699
|
-
: null;
|
|
700
|
-
const renderVelocity = velocity
|
|
701
|
-
? this.renderPoint(velocity.vx, velocity.vy)
|
|
702
|
-
: { x: 0, y: 0 };
|
|
703
|
-
const next = stepSceneCamera(cam, {
|
|
704
|
-
x: this.camera.position.x,
|
|
705
|
-
y: this.camera.position.y,
|
|
706
|
-
halfW: (this.camera.right - this.camera.left) / 2,
|
|
707
|
-
halfH: this.viewHeight / 2,
|
|
708
|
-
target,
|
|
709
|
-
vx: renderVelocity.x,
|
|
710
|
-
vy: renderVelocity.y,
|
|
711
|
-
dt,
|
|
712
|
-
});
|
|
713
|
-
this.camera.position.x = next.x;
|
|
714
|
-
this.camera.position.y = next.y;
|
|
747
|
+
this.cameraRig.follow(this.sceneCamera, this.followHost, dt);
|
|
715
748
|
}
|
|
716
749
|
renderPoint(x, y) {
|
|
717
750
|
return this.sceneProjection === 'isometric' ? projectIsometric(x, y) : { x, y };
|
|
718
751
|
}
|
|
719
|
-
/**
|
|
720
|
-
* The audio listener's position (CA-8) in logical coordinates. The camera
|
|
721
|
-
* itself only ever holds render-space coordinates (see `updateSceneCamera`,
|
|
722
|
-
* `setSceneCamera`), so under `projection: 'isometric'` this is the exact
|
|
723
|
-
* inverse of `renderPoint` — without it, distance-based attenuation would
|
|
724
|
-
* measure render-space distance instead of real game distance.
|
|
725
|
-
*/
|
|
726
|
-
audioListenerPosition() {
|
|
727
|
-
const { x, y } = this.camera.position;
|
|
728
|
-
return this.sceneProjection === 'isometric' ? unprojectIsometric(x, y) : { x, y };
|
|
729
|
-
}
|
|
730
|
-
dispatchCollisions() {
|
|
731
|
-
dispatchHitboxCollisions(this);
|
|
732
|
-
}
|
|
733
752
|
resize() {
|
|
734
753
|
const canvas = this.renderer.domElement;
|
|
735
754
|
const { clientWidth: w, clientHeight: h } = canvas;
|
|
@@ -747,13 +766,7 @@ export class Game {
|
|
|
747
766
|
this.renderer.setViewport(vx, vy, vw, vh);
|
|
748
767
|
this.renderer.setScissor(vx, vy, vw, vh);
|
|
749
768
|
}
|
|
750
|
-
|
|
751
|
-
const halfW = halfH * aspect;
|
|
752
|
-
this.camera.left = -halfW;
|
|
753
|
-
this.camera.right = halfW;
|
|
754
|
-
this.camera.top = halfH;
|
|
755
|
-
this.camera.bottom = -halfH;
|
|
756
|
-
this.camera.updateProjectionMatrix();
|
|
769
|
+
this.cameraRig.fit(aspect, this.viewHeight);
|
|
757
770
|
layoutCameraEffects(this.cameraEffects, gameViewport(w, h, this.resolution));
|
|
758
771
|
}
|
|
759
772
|
}
|
package/dist/index.d.ts
CHANGED
|
@@ -3,6 +3,9 @@ export type { GameOptions, GameResolution, SceneCatalog, SpawnPrefabOptions, Upd
|
|
|
3
3
|
export { AssetLoader } from './assets/asset-loader.js';
|
|
4
4
|
export type { AssetStatus } from './assets/asset-loader.js';
|
|
5
5
|
export type { TextureBackend } from './assets/texture-backend.js';
|
|
6
|
+
export { GltfModelBackend } from './assets/model-backend.js';
|
|
7
|
+
export type { LoadedModel, ModelBackend } from './assets/model-backend.js';
|
|
8
|
+
export type { ModelHandle, ModelOutcome } from './assets/model-cache.js';
|
|
6
9
|
export { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
7
10
|
export type { AudioSubsystemOptions } from './audio/audio-subsystem.js';
|
|
8
11
|
export type { AudioBackend, AudioResource, BackendPlayHandle, BackendPlayOptions } from './audio/backend.js';
|
|
@@ -21,11 +24,20 @@ export { CameraEffects } from './camera-effects.js';
|
|
|
21
24
|
export type { CameraEffectColor, CameraEffectHandle, CameraEffectsOptions, CameraEffectsState, FadeOptions, FlashOptions, ShakeOptions, } from './camera-effects.js';
|
|
22
25
|
export { GameTime, advanceGameTime } from './game-time.js';
|
|
23
26
|
export type { EasingName, TimerHandle, TimerOptions, TweenOptions } from './game-time.js';
|
|
24
|
-
export type { SceneCameraJson, CameraLimitsJson, CameraVelocity, CameraVelocityProvider, ResolvedSceneCamera, } from './camera.js';
|
|
27
|
+
export type { SceneCameraJson, OrthographicSceneCameraJson, CameraLimitsJson, CameraVelocity, CameraVelocityProvider, ResolvedSceneCamera, } from './camera.js';
|
|
28
|
+
export { isPerspectiveCameraJson, PERSPECTIVE_DEFAULTS, perspectiveCameraIssues, placePerspectiveCamera, resolvePerspectiveCamera, } from './scene-camera-3d.js';
|
|
29
|
+
export type { PerspectiveSceneCameraJson, ResolvedPerspectiveCamera, SceneFieldIssue, Vec3Json, } from './scene-camera-3d.js';
|
|
30
|
+
export { isPerspectiveCamera, worldToNormalized } from './camera-projection.js';
|
|
31
|
+
export type { GameCamera, NormalizedPoint, ViewCamera, WorldPoint } from './camera-projection.js';
|
|
32
|
+
export { componentSpaceMismatch, componentSpaceOf, entityTransformIssues, resolveSceneSpace, SCENE_SPACES, sceneSpaceIssues, } from './scene-space.js';
|
|
33
|
+
export type { SceneSpace, SpaceMarked } from './scene-space.js';
|
|
34
|
+
export type { RuntimeSnapshotView } from './runtime-view-snapshot.js';
|
|
35
|
+
export { applyTransformJson } from './entity-transform.js';
|
|
36
|
+
export type { PositionJson, TransformJson } from './entity-transform.js';
|
|
25
37
|
export { Entity } from './entity.js';
|
|
26
|
-
export { Component } from './component.js';
|
|
38
|
+
export { COMPONENT_SPACES, Component } from './component.js';
|
|
27
39
|
export { authoringDefaults } from './authoring-defaults.js';
|
|
28
|
-
export type { ComponentClass, ContactNormal, ParamSpec, SolidContact, } from './component.js';
|
|
40
|
+
export type { BodyContact, ComponentClass, ComponentSpace, ContactNormal, ParamSpec, SolidContact, } from './component.js';
|
|
29
41
|
export { collectModuleComponents, mergeRegistryComponents } from './component-registry.js';
|
|
30
42
|
export type { ComponentModule } from './component-registry.js';
|
|
31
43
|
export { resolveComponentUpdateSchedule } from './component-update-schedule.js';
|
|
@@ -40,7 +52,7 @@ export { RUNTIME_BRIDGE_CAPABILITIES, RUNTIME_BRIDGE_PROTOCOL_VERSION, RUNTIME_B
|
|
|
40
52
|
export type { RuntimeBridge, RuntimeBridgeActivation, RuntimeBridgeFailure, RuntimeControlRequest, RuntimeControlResult, RuntimeMetadata, RuntimeMode, } from './runtime-bridge.js';
|
|
41
53
|
export type { RenderBackend } from './render-readiness.js';
|
|
42
54
|
export { RUNTIME_PROJECTION_LIMITS } from './runtime-inspection.js';
|
|
43
|
-
export type { RuntimeSnapshotLight, RuntimeSnapshotLighting, RuntimeSnapshotPost, } from './runtime-lighting-snapshot.js';
|
|
55
|
+
export type { RuntimeSnapshotLight, RuntimeSnapshotLighting, RuntimeSnapshotPointLight, RuntimeSnapshotSun, RuntimeSnapshotPost, } from './runtime-lighting-snapshot.js';
|
|
44
56
|
export type { ProjectedValue, ProjectionIssue, ProjectionMarker, ProjectionMarkerKind, RuntimeComponentSnapshot, RuntimeEntitySnapshot, RuntimeSnapshot, RuntimeSnapshotAudio, RuntimeSnapshotCamera, RuntimeSnapshotFilters, RuntimeSnapshotTime, RuntimeSnapshotUi, RuntimeTransformSnapshot, } from './runtime-inspection.js';
|
|
45
57
|
export type { ArchetypeArt, ArchetypeManifest, BrowserArchetypeManifest, EntityTemplate, } from './archetype.js';
|
|
46
58
|
export { Stats } from './stats.js';
|
|
@@ -49,6 +61,18 @@ export { GameUi } from './ui.js';
|
|
|
49
61
|
export type { AnchoredPieceHandle, AttachOptions } from './anchored-pieces.js';
|
|
50
62
|
export { Sprite } from './components/sprite.js';
|
|
51
63
|
export { Light } from './components/light.js';
|
|
64
|
+
export { Model } from './components/model.js';
|
|
65
|
+
export type { ModelShape } from './components/model.js';
|
|
66
|
+
export { Sun } from './components/sun.js';
|
|
67
|
+
export { Collider, COLLIDER_SHAPES } from './components/collider.js';
|
|
68
|
+
export type { ColliderShape } from './components/collider.js';
|
|
69
|
+
export { RigidBody, RIGID_BODY_TYPES } from './components/rigid-body.js';
|
|
70
|
+
export type { BodyVector, RigidBodyType } from './components/rigid-body.js';
|
|
71
|
+
export { DEFAULT_GRAVITY, resolveSceneSimulation, sceneSimulationIssues } from './scene-simulation.js';
|
|
72
|
+
export type { ResolvedSceneSimulation, SceneSimulationJson } from './scene-simulation.js';
|
|
73
|
+
export type { PhysicsBackend, RapierModule } from './physics-3d/rapier-module.js';
|
|
74
|
+
export type { RuntimeSnapshotBody, RuntimeSnapshotPhysics } from './runtime-physics-snapshot.js';
|
|
75
|
+
export { PointLight } from './components/point-light.js';
|
|
52
76
|
export { GameLighting } from './scene-lighting.js';
|
|
53
77
|
export type { AmbientLightInput } from './scene-lighting.js';
|
|
54
78
|
export { GamePost } from './post-effects.js';
|
|
@@ -74,6 +98,7 @@ export type { TilemapCell, TilemapCellBounds, TilemapGridSpec, } from './tilemap
|
|
|
74
98
|
export { COLLISION_SHAPES, DEFAULT_COLLISION_POLYGON, collisionBounds, collisionOverlap, collisionVertices, resolveCollisionPoints, } from './collision-shape.js';
|
|
75
99
|
export type { CollisionBody, CollisionBounds, CollisionPoint, CollisionShape, } from './collision-shape.js';
|
|
76
100
|
export type { EntityWith, NearestQueryContext, NearestSpatialQueryFilter, RayHit, SpatialQuery, SpatialQueryFilter, } from './spatial-query.js';
|
|
101
|
+
export type { Point3d, QueryVolume3d, RayHit3d } from './spatial-query-3d.js';
|
|
77
102
|
export { Emitter } from './events.js';
|
|
78
103
|
export { loadScene, spawnFromJson, resolveEntityComponents, resolveProps } from './scene.js';
|
|
79
104
|
export type { SceneJson, SceneEntityJson, SceneComponentJson, SceneRegistry, SceneRenderJson, SceneLightingJson, ScenePostJson, PrefabJson, } from './scene.js';
|
package/dist/index.js
CHANGED
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
export { Game } from './game.js';
|
|
2
2
|
export { AssetLoader } from './assets/asset-loader.js';
|
|
3
|
+
export { GltfModelBackend } from './assets/model-backend.js';
|
|
3
4
|
export { AudioSubsystem } from './audio/audio-subsystem.js';
|
|
4
5
|
export { installDirectionalAnimation, installedDirectionalAnimation, isAnimationFacingProvider, resolveDirectionalClip, } from './animation/directional.js';
|
|
5
6
|
export { isYSortBatchParticipant, isYSortParticipant, ySortZ } from './render-sort.js';
|
|
@@ -9,8 +10,12 @@ export { CAMERA_DEFAULTS, isCameraVelocityProvider, resolveSceneCamera, stepScen
|
|
|
9
10
|
export { SIMULATION_STEP, SIMULATION_TIME_EPSILON } from './fixed-step.js';
|
|
10
11
|
export { CameraEffects } from './camera-effects.js';
|
|
11
12
|
export { GameTime, advanceGameTime } from './game-time.js';
|
|
13
|
+
export { isPerspectiveCameraJson, PERSPECTIVE_DEFAULTS, perspectiveCameraIssues, placePerspectiveCamera, resolvePerspectiveCamera, } from './scene-camera-3d.js';
|
|
14
|
+
export { isPerspectiveCamera, worldToNormalized } from './camera-projection.js';
|
|
15
|
+
export { componentSpaceMismatch, componentSpaceOf, entityTransformIssues, resolveSceneSpace, SCENE_SPACES, sceneSpaceIssues, } from './scene-space.js';
|
|
16
|
+
export { applyTransformJson } from './entity-transform.js';
|
|
12
17
|
export { Entity } from './entity.js';
|
|
13
|
-
export { Component } from './component.js';
|
|
18
|
+
export { COMPONENT_SPACES, Component } from './component.js';
|
|
14
19
|
export { authoringDefaults } from './authoring-defaults.js';
|
|
15
20
|
export { collectModuleComponents, mergeRegistryComponents } from './component-registry.js';
|
|
16
21
|
export { resolveComponentUpdateSchedule } from './component-update-schedule.js';
|
|
@@ -23,6 +28,12 @@ export { Stats } from './stats.js';
|
|
|
23
28
|
export { GameUi } from './ui.js';
|
|
24
29
|
export { Sprite } from './components/sprite.js';
|
|
25
30
|
export { Light } from './components/light.js';
|
|
31
|
+
export { Model } from './components/model.js';
|
|
32
|
+
export { Sun } from './components/sun.js';
|
|
33
|
+
export { Collider, COLLIDER_SHAPES } from './components/collider.js';
|
|
34
|
+
export { RigidBody, RIGID_BODY_TYPES } from './components/rigid-body.js';
|
|
35
|
+
export { DEFAULT_GRAVITY, resolveSceneSimulation, sceneSimulationIssues } from './scene-simulation.js';
|
|
36
|
+
export { PointLight } from './components/point-light.js';
|
|
26
37
|
export { GameLighting } from './scene-lighting.js';
|
|
27
38
|
export { GamePost } from './post-effects.js';
|
|
28
39
|
export { EMISSIVE_LAYER, setEmissive } from './render-layers.js';
|
package/dist/lit-frame.js
CHANGED
|
@@ -56,8 +56,10 @@ export class FrameComposer {
|
|
|
56
56
|
}
|
|
57
57
|
draw() {
|
|
58
58
|
// Full Ambient Light: the light-map would be 1 everywhere, so nothing to multiply.
|
|
59
|
-
|
|
60
|
-
const
|
|
59
|
+
// A 3D scene never builds one: its lights are three's own (ADR 0027).
|
|
60
|
+
const { game } = this.surface;
|
|
61
|
+
const lit = game.space === '2d' && game.lighting.active && !ambientIsFull(game.lighting);
|
|
62
|
+
const post = game.post.active;
|
|
61
63
|
if (!lit && !post) {
|
|
62
64
|
this.clearLetterbox();
|
|
63
65
|
this.drawScene();
|
|
@@ -98,7 +100,12 @@ export class FrameComposer {
|
|
|
98
100
|
/** The scene through its Sprite Batches (ADR 0024), for the camera's current layers. */
|
|
99
101
|
drawScene() {
|
|
100
102
|
const { spriteBatches, renderer } = this.surface;
|
|
101
|
-
const { scene, camera } = this.surface.game;
|
|
103
|
+
const { scene, camera, space } = this.surface.game;
|
|
104
|
+
// A 3D scene has no sprites to batch: it draws straight, the depth buffer ordering it.
|
|
105
|
+
if (space === '3d') {
|
|
106
|
+
renderer.render(scene, camera);
|
|
107
|
+
return;
|
|
108
|
+
}
|
|
102
109
|
spriteBatches.drawFrame(scene, camera, () => renderer.render(scene, camera));
|
|
103
110
|
}
|
|
104
111
|
/** The scene for one layer mask, restoring the camera's own mask after. */
|
|
@@ -0,0 +1,10 @@
|
|
|
1
|
+
import type { Game } from '../game.js';
|
|
2
|
+
import type { PhysicsWorld } from './physics-world.js';
|
|
3
|
+
/**
|
|
4
|
+
* After the physics step (CA-15): every component on an entity with a solid
|
|
5
|
+
* Collider that implements `onBodyContact` hears about each other entity it
|
|
6
|
+
* touches, once per step, with the normal pointing from it to the other. The
|
|
7
|
+
* common scene, where no component listens, allocates nothing here: the
|
|
8
|
+
* narrow phase is read only for an entity that has a receiver.
|
|
9
|
+
*/
|
|
10
|
+
export declare function dispatchBodyContacts(game: Game, world: PhysicsWorld): void;
|
|
@@ -0,0 +1,59 @@
|
|
|
1
|
+
/** Adds zero so a negated zero reads as 0, not -0. */
|
|
2
|
+
const clean = (value) => value + 0;
|
|
3
|
+
/** The contact one Rapier manifold makes for `record` against `other`, or null when it holds no solver contact point. */
|
|
4
|
+
function manifoldContact(sides, manifold, flipped) {
|
|
5
|
+
const [record, other] = sides;
|
|
6
|
+
const point = manifold.numSolverContacts() > 0 ? manifold.solverContactPoint(0) : null;
|
|
7
|
+
if (!point)
|
|
8
|
+
return null;
|
|
9
|
+
// The manifold's normal points from its first shape to its second; `flipped` says that first shape is the other one, so it is negated to point from ours.
|
|
10
|
+
const n = manifold.normal();
|
|
11
|
+
const sign = flipped ? -1 : 1;
|
|
12
|
+
return {
|
|
13
|
+
entity: record.entity,
|
|
14
|
+
other: other.entity,
|
|
15
|
+
normal: { x: clean(sign * n.x), y: clean(sign * n.y), z: clean(sign * n.z) },
|
|
16
|
+
point: { x: point.x, y: point.y, z: point.z },
|
|
17
|
+
};
|
|
18
|
+
}
|
|
19
|
+
/** The solid contacts of one body this step, one per other entity, read from Rapier's narrow phase. */
|
|
20
|
+
function contactsOf(world, record) {
|
|
21
|
+
const contacts = new Map();
|
|
22
|
+
world.raw.contactPairsWith(record.shape, (shape) => {
|
|
23
|
+
const other = world.recordOfCollider(shape.handle);
|
|
24
|
+
if (!other || other === record || contacts.has(other))
|
|
25
|
+
return;
|
|
26
|
+
world.raw.contactPair(record.shape, shape, (manifold, flipped) => {
|
|
27
|
+
const contact = contacts.has(other) ? null : manifoldContact([record, other], manifold, flipped);
|
|
28
|
+
if (contact)
|
|
29
|
+
contacts.set(other, contact);
|
|
30
|
+
});
|
|
31
|
+
});
|
|
32
|
+
return [...contacts.values()];
|
|
33
|
+
}
|
|
34
|
+
const listens = (component) => typeof component.onBodyContact === 'function';
|
|
35
|
+
function deliver(contacts, receivers) {
|
|
36
|
+
for (const contact of contacts) {
|
|
37
|
+
if (!contact.entity.alive || !contact.other.alive)
|
|
38
|
+
continue;
|
|
39
|
+
for (const component of receivers)
|
|
40
|
+
component.onBodyContact?.(contact);
|
|
41
|
+
}
|
|
42
|
+
}
|
|
43
|
+
/**
|
|
44
|
+
* After the physics step (CA-15): every component on an entity with a solid
|
|
45
|
+
* Collider that implements `onBodyContact` hears about each other entity it
|
|
46
|
+
* touches, once per step, with the normal pointing from it to the other. The
|
|
47
|
+
* common scene, where no component listens, allocates nothing here: the
|
|
48
|
+
* narrow phase is read only for an entity that has a receiver.
|
|
49
|
+
*/
|
|
50
|
+
export function dispatchBodyContacts(game, world) {
|
|
51
|
+
for (const entity of game.entities) {
|
|
52
|
+
if (game.physics.world !== world)
|
|
53
|
+
return;
|
|
54
|
+
const record = world.recordOf(entity);
|
|
55
|
+
if (!record || record.sensor || !entity.alive || !entity.components.some(listens))
|
|
56
|
+
continue;
|
|
57
|
+
deliver(contactsOf(world, record), entity.components.filter(listens));
|
|
58
|
+
}
|
|
59
|
+
}
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
import type { Collider } from '../components/collider.js';
|
|
2
|
+
import { RigidBody } from '../components/rigid-body.js';
|
|
3
|
+
import type { Entity } from '../entity.js';
|
|
4
|
+
import type { RapierBody, RapierCollider, RapierModule, RapierWorld } from './rapier-module.js';
|
|
5
|
+
/** Rapier's three body types, as the Runtime Snapshot names them. */
|
|
6
|
+
export type BodyKind = 'fixed' | 'dynamic' | 'kinematic';
|
|
7
|
+
/** What a body is built from: the entity and the Collider and RigidBody components it has. */
|
|
8
|
+
export interface BodyParts {
|
|
9
|
+
readonly entity: Entity;
|
|
10
|
+
readonly collider: Collider;
|
|
11
|
+
readonly rigid: RigidBody | null;
|
|
12
|
+
}
|
|
13
|
+
/** One entity's body in the world: its components and the Rapier handles built from them. */
|
|
14
|
+
export interface BodyRecord {
|
|
15
|
+
readonly entity: Entity;
|
|
16
|
+
readonly collider: Collider;
|
|
17
|
+
readonly rigid: RigidBody | null;
|
|
18
|
+
readonly kind: BodyKind;
|
|
19
|
+
/** Whether the Rapier collider was built as a sensor; frozen here because `Collider.sensor` is a plain field a script may flip later. */
|
|
20
|
+
readonly sensor: boolean;
|
|
21
|
+
readonly body: RapierBody;
|
|
22
|
+
readonly shape: RapierCollider;
|
|
23
|
+
/** Whether a kinematic body stands on something after the last step; written by the character controller. */
|
|
24
|
+
grounded: boolean;
|
|
25
|
+
/** A kinematic body's vertical velocity (units per second), integrated by the character controller. */
|
|
26
|
+
vy: number;
|
|
27
|
+
/** A kinematic body's movement over the last step, per second. */
|
|
28
|
+
velocity: {
|
|
29
|
+
x: number;
|
|
30
|
+
y: number;
|
|
31
|
+
z: number;
|
|
32
|
+
};
|
|
33
|
+
}
|
|
34
|
+
/** Why this collider cannot become a Rapier shape, or null when it can. */
|
|
35
|
+
export declare function colliderProblem(collider: Collider): string | null;
|
|
36
|
+
/** Why this RigidBody cannot become a Rapier body, or null when it can (the mirror of `colliderProblem`). */
|
|
37
|
+
export declare function rigidBodyProblem(rigid: RigidBody): string | null;
|
|
38
|
+
/**
|
|
39
|
+
* Builds the entity's body and collider from its components and puts them in
|
|
40
|
+
* the world. Static bodies are created once and never follow the entity; a
|
|
41
|
+
* dynamic body is Rapier's from here on. The caller has checked the parts
|
|
42
|
+
* with `colliderProblem` and `rigidBodyProblem`.
|
|
43
|
+
*/
|
|
44
|
+
export declare function createBody(R: RapierModule, world: RapierWorld, parts: BodyParts): BodyRecord;
|
|
45
|
+
/** A body's linear velocity: Rapier's for a dynamic one, the measured movement of a kinematic one, none for a fixed one. */
|
|
46
|
+
export declare function bodyVelocity(record: BodyRecord): {
|
|
47
|
+
x: number;
|
|
48
|
+
y: number;
|
|
49
|
+
z: number;
|
|
50
|
+
};
|
|
51
|
+
/** After a step: a moving body's pose becomes its entity's (a sleeping dynamic body has not moved). */
|
|
52
|
+
export declare function syncBodyPose(record: BodyRecord): void;
|