@woosh/meep-engine 2.138.19 → 2.139.0

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.
Files changed (496) hide show
  1. package/package.json +2 -1
  2. package/src/core/collection/PairUint32Map.d.ts +100 -0
  3. package/src/core/collection/PairUint32Map.d.ts.map +1 -0
  4. package/src/core/collection/PairUint32Map.js +321 -0
  5. package/src/core/collection/Uint32Map.d.ts +119 -0
  6. package/src/core/collection/Uint32Map.d.ts.map +1 -0
  7. package/src/core/collection/Uint32Map.js +345 -0
  8. package/src/core/collection/array/array_shuffle.d.ts +10 -3
  9. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  10. package/src/core/collection/array/array_shuffle.js +27 -22
  11. package/src/core/collection/heap/FibonacciHeap.d.ts +195 -0
  12. package/src/core/collection/heap/FibonacciHeap.d.ts.map +1 -0
  13. package/src/core/collection/heap/FibonacciHeap.js +586 -0
  14. package/src/core/collection/heap/Uint32Heap.js +1 -1
  15. package/src/core/collection/heap/Uint32Heap4.d.ts +169 -0
  16. package/src/core/collection/heap/Uint32Heap4.d.ts.map +1 -0
  17. package/src/core/collection/heap/Uint32Heap4.js +490 -0
  18. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts +27 -0
  19. package/src/core/geom/3d/line/line3_closest_points_segment_segment.d.ts.map +1 -0
  20. package/src/core/geom/3d/line/line3_closest_points_segment_segment.js +88 -0
  21. package/src/core/geom/3d/shape/BoxShape3D.d.ts +61 -0
  22. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -0
  23. package/src/core/geom/3d/shape/BoxShape3D.js +158 -0
  24. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +11 -0
  25. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  26. package/src/core/geom/3d/shape/CapsuleShape3D.js +12 -0
  27. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts +37 -9
  28. package/src/core/geom/3d/shape/UnitCubeShape3D.d.ts.map +1 -1
  29. package/src/core/geom/3d/shape/UnitCubeShape3D.js +45 -98
  30. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts +10 -0
  31. package/src/core/geom/3d/shape/UnitSphereShape3D.d.ts.map +1 -1
  32. package/src/core/geom/3d/shape/UnitSphereShape3D.js +11 -0
  33. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts +61 -0
  34. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -0
  35. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +148 -0
  36. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts +39 -0
  37. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.d.ts.map +1 -0
  38. package/src/core/geom/3d/tetrahedra/compute_tetrahedral_mesh_from_surface.js +147 -0
  39. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts +15 -0
  40. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.d.ts.map +1 -0
  41. package/src/core/geom/3d/tetrahedra/compute_tetrahedron_quality.js +22 -0
  42. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts +2 -0
  43. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.d.ts.map +1 -0
  44. package/src/core/geom/3d/tetrahedra/prototype_tetrahedrize_mesh.js +673 -0
  45. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts +26 -0
  46. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.d.ts.map +1 -0
  47. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_carve_outside_surface.js +222 -0
  48. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts +34 -0
  49. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.d.ts.map +1 -0
  50. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_find_tets_around_edge.js +146 -0
  51. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts +36 -0
  52. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -0
  53. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +232 -0
  54. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts +33 -0
  55. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -0
  56. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +255 -0
  57. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts +68 -0
  58. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -0
  59. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +365 -0
  60. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts +31 -0
  61. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.d.ts.map +1 -0
  62. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_smooth_vertex.js +112 -0
  63. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts +22 -0
  64. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.d.ts.map +1 -0
  65. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_vertex_is_boundary.js +55 -0
  66. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts +32 -0
  67. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.d.ts.map +1 -0
  68. package/src/core/geom/3d/tetrahedra/tetrahedron_compute_quality.js +66 -0
  69. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts +22 -0
  70. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.d.ts.map +1 -1
  71. package/src/core/geom/3d/topology/struct/binary/BinaryElementPool.js +49 -0
  72. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts +134 -0
  73. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.d.ts.map +1 -1
  74. package/src/core/geom/3d/topology/struct/binary/BinaryTopology.js +276 -3
  75. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +17 -0
  76. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -0
  77. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +135 -0
  78. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts +14 -0
  79. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.d.ts.map +1 -0
  80. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compact.js +177 -0
  81. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.d.ts.map +1 -1
  82. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_decouple.js +20 -4
  83. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  84. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +5 -3
  85. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.d.ts.map +1 -1
  86. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_create.js +9 -0
  87. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.d.ts.map +1 -1
  88. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_get_or_create.js +21 -45
  89. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.d.ts.map +1 -1
  90. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill.js +7 -1
  91. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts +8 -6
  92. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  93. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +8 -6
  94. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts +22 -0
  95. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.d.ts.map +1 -0
  96. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_kill_short_edges.js +73 -0
  97. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  98. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +51 -1
  99. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts +10 -0
  100. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -0
  101. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +42 -0
  102. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts +28 -0
  103. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.d.ts.map +1 -0
  104. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_sample_interior_grid_points.js +227 -0
  105. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts +13 -0
  106. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.d.ts.map +1 -0
  107. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_walk_boundary_loops.js +108 -0
  108. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts +11 -0
  109. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.d.ts.map +1 -0
  110. package/src/core/geom/3d/topology/struct/binary/query/bt_query_edge_is_boundary.js +20 -0
  111. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts +20 -0
  112. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.d.ts.map +1 -0
  113. package/src/core/geom/3d/triangle/triangle_mesh_compute_signed_volume.js +38 -0
  114. package/src/core/graph/csr/CSRGraph.d.ts +168 -0
  115. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -0
  116. package/src/core/graph/csr/CSRGraph.js +319 -0
  117. package/src/core/graph/metis/cluster_mesh_metis.d.ts +12 -0
  118. package/src/core/graph/metis/cluster_mesh_metis.d.ts.map +1 -1
  119. package/src/core/graph/metis/cluster_mesh_metis.js +12 -0
  120. package/src/core/graph/metis/metis.d.ts +19 -0
  121. package/src/core/graph/metis/metis.d.ts.map +1 -1
  122. package/src/core/graph/metis/metis.js +20 -0
  123. package/src/core/graph/metis/metis_cluster_bs.d.ts +11 -0
  124. package/src/core/graph/metis/metis_cluster_bs.d.ts.map +1 -1
  125. package/src/core/graph/metis/metis_cluster_bs.js +11 -0
  126. package/src/core/graph/metis/metis_options.d.ts +17 -2
  127. package/src/core/graph/metis/metis_options.d.ts.map +1 -1
  128. package/src/core/graph/metis/metis_options.js +17 -2
  129. package/src/core/graph/metis/native/MetisGraph.d.ts +144 -0
  130. package/src/core/graph/metis/native/MetisGraph.d.ts.map +1 -0
  131. package/src/core/graph/metis/native/MetisGraph.js +212 -0
  132. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts +72 -0
  133. package/src/core/graph/metis/native/bisection/BisectionScratch.d.ts.map +1 -0
  134. package/src/core/graph/metis/native/bisection/BisectionScratch.js +101 -0
  135. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts +37 -0
  136. package/src/core/graph/metis/native/bisection/bisect_graph.d.ts.map +1 -0
  137. package/src/core/graph/metis/native/bisection/bisect_graph.js +100 -0
  138. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts +15 -0
  139. package/src/core/graph/metis/native/bisection/compute_2way_params.d.ts.map +1 -0
  140. package/src/core/graph/metis/native/bisection/compute_2way_params.js +84 -0
  141. package/src/core/graph/metis/native/bisection/fm_2way.d.ts +30 -0
  142. package/src/core/graph/metis/native/bisection/fm_2way.d.ts.map +1 -0
  143. package/src/core/graph/metis/native/bisection/fm_2way.js +290 -0
  144. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts +23 -0
  145. package/src/core/graph/metis/native/bisection/grow_bisection.d.ts.map +1 -0
  146. package/src/core/graph/metis/native/bisection/grow_bisection.js +137 -0
  147. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts +28 -0
  148. package/src/core/graph/metis/native/bisection/split_graph_two_way.d.ts.map +1 -0
  149. package/src/core/graph/metis/native/bisection/split_graph_two_way.js +119 -0
  150. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts +20 -0
  151. package/src/core/graph/metis/native/coarsen/coarsen_graph.d.ts.map +1 -0
  152. package/src/core/graph/metis/native/coarsen/coarsen_graph.js +94 -0
  153. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts +24 -0
  154. package/src/core/graph/metis/native/coarsen/create_coarse_graph.d.ts.map +1 -0
  155. package/src/core/graph/metis/native/coarsen/create_coarse_graph.js +158 -0
  156. package/src/core/graph/metis/native/coarsen/match_shem.d.ts +41 -0
  157. package/src/core/graph/metis/native/coarsen/match_shem.d.ts.map +1 -0
  158. package/src/core/graph/metis/native/coarsen/match_shem.js +175 -0
  159. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts +24 -0
  160. package/src/core/graph/metis/native/initial/initial_kway_bfs.d.ts.map +1 -0
  161. package/src/core/graph/metis/native/initial/initial_kway_bfs.js +122 -0
  162. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts +29 -0
  163. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.d.ts.map +1 -0
  164. package/src/core/graph/metis/native/initial/initial_kway_recursive_bisection.js +170 -0
  165. package/src/core/graph/metis/native/metis_partition_kway.d.ts +41 -0
  166. package/src/core/graph/metis/native/metis_partition_kway.d.ts.map +1 -0
  167. package/src/core/graph/metis/native/metis_partition_kway.js +126 -0
  168. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts +62 -0
  169. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.d.ts.map +1 -0
  170. package/src/core/graph/metis/native/refine/IndexedFloatMaxHeap.js +261 -0
  171. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts +45 -0
  172. package/src/core/graph/metis/native/refine/RefinementScratch.d.ts.map +1 -0
  173. package/src/core/graph/metis/native/refine/RefinementScratch.js +53 -0
  174. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts +18 -0
  175. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -0
  176. package/src/core/graph/metis/native/refine/compute_kway_params.js +138 -0
  177. package/src/core/graph/metis/native/refine/fm_kway.d.ts +63 -0
  178. package/src/core/graph/metis/native/refine/fm_kway.d.ts.map +1 -0
  179. package/src/core/graph/metis/native/refine/fm_kway.js +462 -0
  180. package/src/core/graph/metis/native/refine/project_kway.d.ts +22 -0
  181. package/src/core/graph/metis/native/refine/project_kway.d.ts.map +1 -0
  182. package/src/core/graph/metis/native/refine/project_kway.js +43 -0
  183. package/src/core/graph/metis/native/refine/refine_kway.d.ts +34 -0
  184. package/src/core/graph/metis/native/refine/refine_kway.d.ts.map +1 -0
  185. package/src/core/graph/metis/native/refine/refine_kway.js +43 -0
  186. package/src/core/math/linalg/eigen/matrix_householder_in_place.d.ts +2 -2
  187. package/src/core/math/linalg/eigen/matrix_householder_in_place.js +2 -2
  188. package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts +6 -4
  189. package/src/core/math/linalg/eigen/matrix_qr_in_place.d.ts.map +1 -1
  190. package/src/core/math/linalg/eigen/matrix_qr_in_place.js +69 -23
  191. package/src/engine/EngineHarness.d.ts +3 -1
  192. package/src/engine/EngineHarness.d.ts.map +1 -1
  193. package/src/engine/EngineHarness.js +6 -4
  194. package/src/engine/control/first-person/DESIGN.md +30 -6
  195. package/src/engine/control/first-person/DESIGN_EXTENSIONS.md +563 -0
  196. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +102 -9
  197. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  198. package/src/engine/control/first-person/FirstPersonPlayerController.js +38 -3
  199. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +533 -4
  200. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  201. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +315 -6
  202. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +220 -22
  203. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  204. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +858 -241
  205. package/src/engine/control/first-person/TODO.md +127 -0
  206. package/src/engine/control/first-person/abilities/Ability.d.ts +101 -0
  207. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -0
  208. package/src/engine/control/first-person/abilities/Ability.js +119 -0
  209. package/src/engine/control/first-person/abilities/AbilitySet.d.ts +86 -0
  210. package/src/engine/control/first-person/abilities/AbilitySet.d.ts.map +1 -0
  211. package/src/engine/control/first-person/abilities/AbilitySet.js +185 -0
  212. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts +62 -0
  213. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -0
  214. package/src/engine/control/first-person/abilities/LedgeGrab.js +199 -0
  215. package/src/engine/control/first-person/abilities/Mantle.d.ts +45 -0
  216. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -0
  217. package/src/engine/control/first-person/abilities/Mantle.js +188 -0
  218. package/src/engine/control/first-person/abilities/Slide.d.ts +33 -0
  219. package/src/engine/control/first-person/abilities/Slide.d.ts.map +1 -0
  220. package/src/engine/control/first-person/abilities/Slide.js +158 -0
  221. package/src/engine/control/first-person/abilities/WallJump.d.ts +45 -0
  222. package/src/engine/control/first-person/abilities/WallJump.d.ts.map +1 -0
  223. package/src/engine/control/first-person/abilities/WallJump.js +131 -0
  224. package/src/engine/control/first-person/abilities/WallRun.d.ts +44 -0
  225. package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -0
  226. package/src/engine/control/first-person/abilities/WallRun.js +180 -0
  227. package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts +49 -0
  228. package/src/engine/control/first-person/composer/EyeOffsetStack.d.ts.map +1 -0
  229. package/src/engine/control/first-person/composer/EyeOffsetStack.js +60 -0
  230. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts +100 -0
  231. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.d.ts.map +1 -0
  232. package/src/engine/control/first-person/mastery/BreathRhythmEvaluator.js +133 -0
  233. package/src/engine/control/first-person/mastery/DecisionPoint.d.ts +10 -0
  234. package/src/engine/control/first-person/mastery/DecisionPoint.d.ts.map +1 -0
  235. package/src/engine/control/first-person/mastery/DecisionPoint.js +30 -0
  236. package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.d.ts +61 -0
  237. package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.d.ts.map +1 -0
  238. package/src/engine/control/first-person/mastery/FootAsymmetryTurnEvaluator.js +109 -0
  239. package/src/engine/control/first-person/mastery/MasteryEvaluator.d.ts +40 -0
  240. package/src/engine/control/first-person/mastery/MasteryEvaluator.d.ts.map +1 -0
  241. package/src/engine/control/first-person/mastery/MasteryEvaluator.js +45 -0
  242. package/src/engine/control/first-person/mastery/MasteryScore.d.ts +68 -0
  243. package/src/engine/control/first-person/mastery/MasteryScore.d.ts.map +1 -0
  244. package/src/engine/control/first-person/mastery/MasteryScore.js +100 -0
  245. package/src/engine/control/first-person/mastery/MasterySet.d.ts +60 -0
  246. package/src/engine/control/first-person/mastery/MasterySet.d.ts.map +1 -0
  247. package/src/engine/control/first-person/mastery/MasterySet.js +86 -0
  248. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts +58 -0
  249. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.d.ts.map +1 -0
  250. package/src/engine/control/first-person/mastery/SlideInitiationTimingEvaluator.js +83 -0
  251. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts +69 -0
  252. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.d.ts.map +1 -0
  253. package/src/engine/control/first-person/mastery/StrideTimingJumpEvaluator.js +109 -0
  254. package/src/engine/control/first-person/math/Spring.d.ts +56 -0
  255. package/src/engine/control/first-person/math/Spring.d.ts.map +1 -0
  256. package/src/engine/control/first-person/math/Spring.js +71 -0
  257. package/src/engine/control/first-person/math/computeLRCBreathRate.d.ts +26 -0
  258. package/src/engine/control/first-person/math/computeLRCBreathRate.d.ts.map +1 -0
  259. package/src/engine/control/first-person/math/computeLRCBreathRate.js +41 -0
  260. package/src/engine/control/first-person/math/computeMassRatios.d.ts +35 -0
  261. package/src/engine/control/first-person/math/computeMassRatios.d.ts.map +1 -0
  262. package/src/engine/control/first-person/math/computeMassRatios.js +44 -0
  263. package/src/engine/control/first-person/pose/FirstPersonPose.d.ts +31 -1
  264. package/src/engine/control/first-person/pose/FirstPersonPose.d.ts.map +1 -1
  265. package/src/engine/control/first-person/pose/FirstPersonPose.js +49 -3
  266. package/src/engine/control/first-person/pose/FirstPersonPosture.d.ts +7 -0
  267. package/src/engine/control/first-person/pose/FirstPersonPosture.d.ts.map +1 -0
  268. package/src/engine/control/first-person/pose/FirstPersonPosture.js +27 -0
  269. package/src/engine/control/first-person/prototype_first_person_controller.js +550 -119
  270. package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts +58 -0
  271. package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts.map +1 -0
  272. package/src/engine/control/first-person/sensors/FirstPersonSensors.js +77 -0
  273. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +80 -0
  274. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -0
  275. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +196 -0
  276. package/src/engine/control/first-person/test/buildTestPlayer.d.ts +20 -0
  277. package/src/engine/control/first-person/test/buildTestPlayer.d.ts.map +1 -0
  278. package/src/engine/control/first-person/test/buildTestPlayer.js +28 -0
  279. package/src/engine/ecs/EntityManager.d.ts +2 -2
  280. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  281. package/src/engine/ecs/EntityManager.js +13 -8
  282. package/src/engine/ecs/System.d.ts.map +1 -1
  283. package/src/engine/ecs/System.js +2 -2
  284. package/src/engine/graphics/camera/testClippingPlaneComputation.js +0 -2
  285. package/src/engine/graphics/ecs/light/Light.d.ts.map +1 -1
  286. package/src/engine/graphics/ecs/light/Light.js +27 -0
  287. package/src/engine/graphics/ecs/light/LightSystem.js +1 -1
  288. package/src/engine/graphics/ecs/path/PathDisplaySystem.d.ts.map +1 -1
  289. package/src/engine/graphics/ecs/path/testPathDisplaySystem.js +0 -2
  290. package/src/engine/graphics/ecs/path/tube/prototypeAnimatedPathMask.js +0 -2
  291. package/src/engine/graphics/render/buffer/buffers/prototypeNormalFrameBuffer.js +0 -2
  292. package/src/engine/graphics/render/forward_plus/plugin/ptototypeFPPlugin.js +0 -2
  293. package/src/engine/graphics/render/visibility/hiz/prototypeHiZ.js +0 -2
  294. package/src/engine/navigation/grid/find_path_on_grid_astar.d.ts.map +1 -1
  295. package/src/engine/navigation/grid/find_path_on_grid_astar.js +11 -2
  296. package/src/engine/navigation/mesh/bt_mesh_face_find_path.d.ts.map +1 -1
  297. package/src/engine/navigation/mesh/bt_mesh_face_find_path.js +11 -1
  298. package/src/engine/physics/PLAN.md +236 -0
  299. package/src/engine/physics/body/BodyStorage.d.ts +187 -0
  300. package/src/engine/physics/body/BodyStorage.d.ts.map +1 -0
  301. package/src/engine/physics/body/BodyStorage.js +427 -0
  302. package/src/engine/physics/broadphase/PairList.d.ts +62 -0
  303. package/src/engine/physics/broadphase/PairList.d.ts.map +1 -0
  304. package/src/engine/physics/broadphase/PairList.js +97 -0
  305. package/src/engine/physics/broadphase/aabb_transform_oriented.d.ts +30 -0
  306. package/src/engine/physics/broadphase/aabb_transform_oriented.d.ts.map +1 -0
  307. package/src/engine/physics/broadphase/aabb_transform_oriented.js +93 -0
  308. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +16 -0
  309. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -0
  310. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +61 -0
  311. package/src/engine/physics/broadphase/generate_pairs.d.ts +38 -0
  312. package/src/engine/physics/broadphase/generate_pairs.d.ts.map +1 -0
  313. package/src/engine/physics/broadphase/generate_pairs.js +101 -0
  314. package/src/engine/physics/contact/ManifoldStore.d.ts +226 -0
  315. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -0
  316. package/src/engine/physics/contact/ManifoldStore.js +499 -0
  317. package/src/engine/physics/ecs/BodyKind.d.ts +23 -0
  318. package/src/engine/physics/ecs/BodyKind.d.ts.map +1 -0
  319. package/src/engine/physics/ecs/BodyKind.js +24 -0
  320. package/src/engine/physics/ecs/Collider.d.ts +98 -0
  321. package/src/engine/physics/ecs/Collider.d.ts.map +1 -0
  322. package/src/engine/physics/ecs/Collider.js +136 -0
  323. package/src/engine/physics/ecs/ColliderFlags.d.ts +14 -0
  324. package/src/engine/physics/ecs/ColliderFlags.d.ts.map +1 -0
  325. package/src/engine/physics/ecs/ColliderFlags.js +15 -0
  326. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +58 -0
  327. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts.map +1 -0
  328. package/src/engine/physics/ecs/ColliderObserverSystem.js +103 -0
  329. package/src/engine/physics/ecs/ColliderSerializationAdapter.d.ts +25 -0
  330. package/src/engine/physics/ecs/ColliderSerializationAdapter.d.ts.map +1 -0
  331. package/src/engine/physics/ecs/ColliderSerializationAdapter.js +37 -0
  332. package/src/engine/physics/ecs/PhysicsEvents.d.ts +15 -0
  333. package/src/engine/physics/ecs/PhysicsEvents.d.ts.map +1 -0
  334. package/src/engine/physics/ecs/PhysicsEvents.js +16 -0
  335. package/src/engine/physics/ecs/PhysicsSystem.d.ts +520 -0
  336. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -0
  337. package/src/engine/physics/ecs/PhysicsSystem.js +1159 -0
  338. package/src/engine/physics/ecs/RigidBody.d.ts +197 -0
  339. package/src/engine/physics/ecs/RigidBody.d.ts.map +1 -0
  340. package/src/engine/physics/ecs/RigidBody.js +240 -0
  341. package/src/engine/physics/ecs/RigidBodyFlags.d.ts +21 -0
  342. package/src/engine/physics/ecs/RigidBodyFlags.d.ts.map +1 -0
  343. package/src/engine/physics/ecs/RigidBodyFlags.js +22 -0
  344. package/src/engine/physics/ecs/RigidBodySerializationAdapter.d.ts +28 -0
  345. package/src/engine/physics/ecs/RigidBodySerializationAdapter.d.ts.map +1 -0
  346. package/src/engine/physics/ecs/RigidBodySerializationAdapter.js +81 -0
  347. package/src/engine/physics/ecs/SleepState.d.ts +11 -0
  348. package/src/engine/physics/ecs/SleepState.d.ts.map +1 -0
  349. package/src/engine/physics/ecs/SleepState.js +12 -0
  350. package/src/engine/physics/events/ContactEventBuffer.d.ts +46 -0
  351. package/src/engine/physics/events/ContactEventBuffer.d.ts.map +1 -0
  352. package/src/engine/physics/events/ContactEventBuffer.js +83 -0
  353. package/src/engine/physics/events/diff_manifolds.d.ts +25 -0
  354. package/src/engine/physics/events/diff_manifolds.d.ts.map +1 -0
  355. package/src/engine/physics/events/diff_manifolds.js +50 -0
  356. package/src/engine/physics/fluid/FluidField.d.ts +294 -16
  357. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  358. package/src/engine/physics/fluid/FluidField.js +510 -66
  359. package/src/engine/physics/fluid/FluidSimulator.d.ts +188 -5
  360. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  361. package/src/engine/physics/fluid/FluidSimulator.js +455 -95
  362. package/src/engine/physics/fluid/SliceVisualiser.d.ts +29 -6
  363. package/src/engine/physics/fluid/SliceVisualiser.d.ts.map +1 -1
  364. package/src/engine/physics/fluid/SliceVisualiser.js +190 -165
  365. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts +154 -0
  366. package/src/engine/physics/fluid/ecs/FluidComponent.d.ts.map +1 -0
  367. package/src/engine/physics/fluid/ecs/FluidComponent.js +238 -0
  368. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +45 -0
  369. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -0
  370. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +89 -0
  371. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +107 -0
  372. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -0
  373. package/src/engine/physics/fluid/ecs/FluidSystem.js +278 -0
  374. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +62 -1
  375. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  376. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +81 -6
  377. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +17 -4
  378. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  379. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +105 -12
  380. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +43 -0
  381. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -0
  382. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +210 -0
  383. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +62 -1
  384. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  385. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +302 -8
  386. package/src/engine/physics/fluid/prototype.js +102 -91
  387. package/src/engine/physics/fluid/solver/optimal_sor_omega.d.ts +33 -0
  388. package/src/engine/physics/fluid/solver/optimal_sor_omega.d.ts.map +1 -0
  389. package/src/engine/physics/fluid/solver/optimal_sor_omega.js +41 -0
  390. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.d.ts +20 -5
  391. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.d.ts.map +1 -1
  392. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_forward.js +60 -38
  393. package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.d.ts +25 -4
  394. package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.d.ts.map +1 -1
  395. package/src/engine/physics/fluid/solver/v3_grid_apply_diffusion.js +93 -73
  396. package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.d.ts +23 -0
  397. package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.d.ts.map +1 -0
  398. package/src/engine/physics/fluid/solver/v3_grid_apply_scalar_advection.js +60 -0
  399. package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.d.ts +23 -0
  400. package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.d.ts.map +1 -0
  401. package/src/engine/physics/fluid/solver/v3_grid_compute_divergence.js +68 -0
  402. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts +30 -0
  403. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.d.ts.map +1 -0
  404. package/src/engine/physics/fluid/solver/v3_grid_compute_solid_neighbour_mask.js +66 -0
  405. package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.d.ts +26 -0
  406. package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.d.ts.map +1 -0
  407. package/src/engine/physics/fluid/solver/v3_grid_patch_edges_uniform.js +113 -0
  408. package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.d.ts +30 -0
  409. package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.d.ts.map +1 -0
  410. package/src/engine/physics/fluid/solver/v3_grid_shift_in_place.js +107 -0
  411. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts +49 -0
  412. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.d.ts.map +1 -0
  413. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure.js +126 -0
  414. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts +93 -0
  415. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.d.ts.map +1 -0
  416. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_pcg.js +424 -0
  417. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts +20 -0
  418. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.d.ts.map +1 -0
  419. package/src/engine/physics/fluid/solver/v3_grid_solve_pressure_unmasked_legacy.js +83 -0
  420. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts +26 -0
  421. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.d.ts.map +1 -0
  422. package/src/engine/physics/fluid/solver/v3_grid_subtract_pressure_gradient.js +70 -0
  423. package/src/engine/physics/gjk/expanding_polytope_algorithm.d.ts.map +1 -1
  424. package/src/engine/physics/gjk/expanding_polytope_algorithm.js +8 -10
  425. package/src/engine/physics/inertia/world_inverse_inertia.d.ts +29 -0
  426. package/src/engine/physics/inertia/world_inverse_inertia.d.ts.map +1 -0
  427. package/src/engine/physics/inertia/world_inverse_inertia.js +79 -0
  428. package/src/engine/physics/integration/integrate_position.d.ts +16 -0
  429. package/src/engine/physics/integration/integrate_position.d.ts.map +1 -0
  430. package/src/engine/physics/integration/integrate_position.js +48 -0
  431. package/src/engine/physics/integration/integrate_velocity.d.ts +25 -0
  432. package/src/engine/physics/integration/integrate_velocity.d.ts.map +1 -0
  433. package/src/engine/physics/integration/integrate_velocity.js +79 -0
  434. package/src/engine/physics/integration/quat_integrate.d.ts +27 -0
  435. package/src/engine/physics/integration/quat_integrate.d.ts.map +1 -0
  436. package/src/engine/physics/integration/quat_integrate.js +62 -0
  437. package/src/engine/physics/island/IslandBuilder.d.ts +167 -0
  438. package/src/engine/physics/island/IslandBuilder.d.ts.map +1 -0
  439. package/src/engine/physics/island/IslandBuilder.js +411 -0
  440. package/src/engine/physics/island/union_find.d.ts +51 -0
  441. package/src/engine/physics/island/union_find.d.ts.map +1 -0
  442. package/src/engine/physics/island/union_find.js +76 -0
  443. package/src/engine/physics/narrowphase/PosedShape.d.ts +59 -0
  444. package/src/engine/physics/narrowphase/PosedShape.d.ts.map +1 -0
  445. package/src/engine/physics/narrowphase/PosedShape.js +110 -0
  446. package/src/engine/physics/narrowphase/box_box_manifold.d.ts +32 -0
  447. package/src/engine/physics/narrowphase/box_box_manifold.d.ts.map +1 -0
  448. package/src/engine/physics/narrowphase/box_box_manifold.js +543 -0
  449. package/src/engine/physics/narrowphase/capsule_contacts.d.ts +122 -0
  450. package/src/engine/physics/narrowphase/capsule_contacts.d.ts.map +1 -0
  451. package/src/engine/physics/narrowphase/capsule_contacts.js +508 -0
  452. package/src/engine/physics/narrowphase/narrowphase_step.d.ts +11 -0
  453. package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -0
  454. package/src/engine/physics/narrowphase/narrowphase_step.js +382 -0
  455. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts +38 -0
  456. package/src/engine/physics/narrowphase/sphere_box_contact.d.ts.map +1 -0
  457. package/src/engine/physics/narrowphase/sphere_box_contact.js +130 -0
  458. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts +26 -0
  459. package/src/engine/physics/narrowphase/sphere_sphere_contact.d.ts.map +1 -0
  460. package/src/engine/physics/narrowphase/sphere_sphere_contact.js +51 -0
  461. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts +83 -0
  462. package/src/engine/physics/queries/PhysicsSurfacePoint.d.ts.map +1 -0
  463. package/src/engine/physics/queries/PhysicsSurfacePoint.js +100 -0
  464. package/src/engine/physics/queries/raycast.d.ts +20 -0
  465. package/src/engine/physics/queries/raycast.d.ts.map +1 -0
  466. package/src/engine/physics/queries/raycast.js +249 -0
  467. package/src/engine/physics/solver/friction_cone.d.ts +16 -0
  468. package/src/engine/physics/solver/friction_cone.d.ts.map +1 -0
  469. package/src/engine/physics/solver/friction_cone.js +37 -0
  470. package/src/engine/physics/solver/solve_contacts.d.ts +36 -0
  471. package/src/engine/physics/solver/solve_contacts.d.ts.map +1 -0
  472. package/src/engine/physics/solver/solve_contacts.js +598 -0
  473. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts +0 -34
  474. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.d.ts.map +0 -1
  475. package/src/core/geom/3d/topology/struct/binary/io/edge/OrderedEdge.js +0 -66
  476. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts +0 -2
  477. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.d.ts.map +0 -1
  478. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_mesh_calc_edges.js +0 -54
  479. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts +0 -2
  480. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.d.ts.map +0 -1
  481. package/src/core/geom/3d/topology/struct/binary/io/edge/get_or_create_edge_map.js +0 -26
  482. package/src/engine/ecs/components/Motion.d.ts +0 -21
  483. package/src/engine/ecs/components/Motion.d.ts.map +0 -1
  484. package/src/engine/ecs/components/Motion.js +0 -27
  485. package/src/engine/ecs/components/MotionSerializationAdapter.d.ts +0 -20
  486. package/src/engine/ecs/components/MotionSerializationAdapter.d.ts.map +0 -1
  487. package/src/engine/ecs/components/MotionSerializationAdapter.js +0 -26
  488. package/src/engine/ecs/systems/MotionSystem.d.ts +0 -9
  489. package/src/engine/ecs/systems/MotionSystem.d.ts.map +0 -1
  490. package/src/engine/ecs/systems/MotionSystem.js +0 -29
  491. package/src/engine/physics/fluid/Fluid.d.ts +0 -26
  492. package/src/engine/physics/fluid/Fluid.d.ts.map +0 -1
  493. package/src/engine/physics/fluid/Fluid.js +0 -221
  494. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts +0 -7
  495. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.d.ts.map +0 -1
  496. package/src/engine/physics/fluid/solver/v3_grid_apply_advection_reverse.js +0 -8
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LedgeGrab.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/LedgeGrab.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH;IAMQ,uEAAuE;IACvE,eAAe;IACf,eAAe;IACf,eAAe;IAGnB,kEAkBC;IAED,gDA8BC;IAED,wBAKC;IAED,wFAwEC;CACJ;wBApMuB,cAAc"}
@@ -0,0 +1,199 @@
1
+ import { clamp } from "../../../../core/math/clamp.js";
2
+ import { FirstPersonPosture } from "../pose/FirstPersonPosture.js";
3
+ import { Ability } from "./Ability.js";
4
+
5
+ /**
6
+ * Ledge-grab ability — snap to a forward ledge while descending and hang
7
+ * from it until the player chooses (or is forced) to release.
8
+ *
9
+ * Activation:
10
+ * - `sensors.ledgeAhead.hit` (a forward+up obstacle probe found a grab-
11
+ * able edge — typically the same probe mantle uses).
12
+ * - `runtime.velocityY <= 0` — the player is descending or static. We
13
+ * don't auto-catch ledges on the way UP — that would feel like the
14
+ * world is grabbing the player mid-jump.
15
+ * - `state.airborneTime >= minAirborneTime` — leaves a small window
16
+ * after takeoff where ledge-grab can't fire, even if the player is
17
+ * instantly at apex (which would otherwise satisfy `velocityY <= 0`).
18
+ * - Forward intent (`intent.move.y > 0.1`) — the player must be
19
+ * committing into the ledge. Walking backwards off an edge shouldn't
20
+ * auto-catch the lip.
21
+ *
22
+ * Behaviour:
23
+ * - Body position snaps to a "hang from edge" pose: at the ledge edge
24
+ * X/Z (with a small back-offset so the body is pulled against the
25
+ * wall below), and Y offset down by ~bodyHeight so the hands grip
26
+ * the edge with the body suspended below.
27
+ * - Velocity is zeroed each tick — the body is parked.
28
+ * - Exertion rises at `cfg.exertionRiseRate` per second, scaled by
29
+ * mass. Climbing fatigue: hang too long and the next exit is
30
+ * forced (a slip).
31
+ * - Grounded stays false (the player is hanging in air).
32
+ *
33
+ * Exit:
34
+ * - Jump pressed (rising edge) → mantle-up. Release with a small
35
+ * upward velocity so mantle's ledgeAhead probe still hits next
36
+ * tick; mantle (priority 30) then takes over and animates the
37
+ * climb-onto-surface path.
38
+ * - Back-intent (`intent.move.y < -0.1`) → drop. Release with zero
39
+ * velocity; the player falls under base gravity.
40
+ * - Crouch pressed → drop. Same as back-intent.
41
+ * - Exertion saturates (`>= 1`) → slip. Release with zero velocity.
42
+ * - `sensors.ledgeAhead.hit` becomes false → shuffled off the edge.
43
+ * Release with zero velocity.
44
+ *
45
+ * Priority 40 — above mantle (30), below wall-run (50). Mantle CAN'T
46
+ * preempt an active ledge-grab — that's the point of placing ledge
47
+ * higher. Otherwise mantle would fire mid-hang and snap the body away.
48
+ * Wall-run and wall-jump can preempt — but in practice they need lateral
49
+ * walls + speed (wall-run) or a jump press near a side wall (wall-jump),
50
+ * conditions which rarely hold while hanging.
51
+ *
52
+ * @author Alex Goldring
53
+ * @copyright Company Named Limited (c) 2026
54
+ */
55
+ export class LedgeGrab extends Ability {
56
+ constructor() {
57
+ super();
58
+ this.name = "LedgeGrab";
59
+ this.priority = 40;
60
+
61
+ /** @private World-space ledge edge position captured at onActivate. */
62
+ this._edgeX = 0;
63
+ this._edgeY = 0;
64
+ this._edgeZ = 0;
65
+ }
66
+
67
+ canActivate(controller, runtime, sensors) {
68
+ const cfg = controller.config.ledgeGrab;
69
+ if (!cfg) return false;
70
+ if (sensors === undefined || sensors === null) return false;
71
+
72
+ if (!sensors.ledgeAhead.hit) return false;
73
+ if (runtime.velocityY > 0) return false; // not on the way up
74
+ if (controller.state.grounded) return false;
75
+ if (controller.state.airborneTime < cfg.minAirborneTime) return false;
76
+ if (controller.intent.move.y < 0.1) return false;
77
+ // Crouch or exhausted: don't re-grab. These are the same exit
78
+ // conditions that would IMMEDIATELY release after activation, so
79
+ // gating them here prevents a same-tick re-activation flicker
80
+ // after a crouch-release or slip.
81
+ if (controller.intent.crouch) return false;
82
+ if (controller.state.exertion >= 1.0) return false;
83
+
84
+ return true;
85
+ }
86
+
87
+ onActivate(controller, runtime) {
88
+ const sensors = runtime.sensors;
89
+ const edge = sensors.ledgeAhead.point;
90
+
91
+ this._edgeX = edge.x;
92
+ this._edgeY = edge.y;
93
+ this._edgeZ = edge.z;
94
+
95
+ // Zero velocity — the body is now parked on the ledge.
96
+ runtime.velocityX = 0;
97
+ runtime.velocityY = 0;
98
+ runtime.velocityZ = 0;
99
+
100
+ // Clear any in-progress jump state — hanging supersedes them.
101
+ runtime.midJump = false;
102
+ runtime.apexFired = false;
103
+ controller.state.isVariableJumpCut = false;
104
+ controller.state.isAscending = false;
105
+
106
+ // The body is hanging — not on the ground.
107
+ controller.state.grounded = false;
108
+
109
+ // Body is suspended by the hands; no striding feet, head near
110
+ // the hands gripping the edge. L2 reads posture to gate gait
111
+ // and set eye height.
112
+ controller.state.posture = FirstPersonPosture.Hang;
113
+
114
+ controller.signals.onLedgeGrab.send1({
115
+ ledgeHeight: this._edgeY - controller.pose.rootPosition.y,
116
+ });
117
+ }
118
+
119
+ canInterrupt() {
120
+ // Wall-run / wall-jump can preempt if their conditions
121
+ // somehow hold (unusual mid-hang). Higher-priority abilities
122
+ // shouldn't be blocked.
123
+ return true;
124
+ }
125
+
126
+ tick(controller, runtime, bodyTransform, dt, _system) {
127
+ const cfg = controller.config.ledgeGrab;
128
+ const sensors = runtime.sensors;
129
+
130
+ // Re-assert posture each tick (defence against any layer
131
+ // resetting it before L2 reads).
132
+ controller.state.posture = FirstPersonPosture.Hang;
133
+ // Body is parked against the wall under the ledge — no lean.
134
+ runtime.leanTargetRad = 0;
135
+
136
+ // -- Exit: lost the ledge (shuffled past the edge, ledge ended).
137
+ if (!sensors.ledgeAhead.hit) {
138
+ controller.signals.onLedgeRelease.send1({ reason: "shuffle-off" });
139
+ return false;
140
+ }
141
+
142
+ // -- Exit: jump rising-edge → mantle-up. Apply small upward
143
+ // velocity so the next tick's mantle.canActivate finds an
144
+ // obstacleAhead + ledgeAhead at the right relative height.
145
+ if (controller.intent.jump && !runtime.prevJumpHeld) {
146
+ runtime.velocityY = runtime.jumpInitialVy * cfg.mantleUpUpFactor;
147
+ runtime.prevJumpHeld = true;
148
+ runtime.midJump = true;
149
+ controller.state.isAscending = true;
150
+ controller.signals.onLedgeRelease.send1({ reason: "mantle-up" });
151
+ return false;
152
+ }
153
+
154
+ // -- Exit: back-intent → drop. Zero velocity (let gravity take over
155
+ // on the next tick).
156
+ if (controller.intent.move.y < -0.1) {
157
+ controller.signals.onLedgeRelease.send1({ reason: "drop" });
158
+ return false;
159
+ }
160
+
161
+ // -- Exit: crouch → drop.
162
+ if (controller.intent.crouch) {
163
+ controller.signals.onLedgeRelease.send1({ reason: "drop" });
164
+ return false;
165
+ }
166
+
167
+ // -- Exit: exertion saturated → slip.
168
+ if (controller.state.exertion >= 1.0) {
169
+ controller.signals.onLedgeRelease.send1({ reason: "slip" });
170
+ return false;
171
+ }
172
+
173
+ // -- Hold: snap to hang position, zero velocity, tick exertion.
174
+ // Pull the body slightly back from the ledge edge along the
175
+ // body's forward direction so it visually grips the lip rather
176
+ // than sitting directly on it.
177
+ const fx = Math.sin(runtime.bodyYaw);
178
+ const fz = Math.cos(runtime.bodyYaw);
179
+ bodyTransform.position.set(
180
+ this._edgeX + fx * cfg.hangOffsetForward,
181
+ this._edgeY + cfg.hangOffsetY,
182
+ this._edgeZ + fz * cfg.hangOffsetForward,
183
+ );
184
+ runtime.velocityX = 0;
185
+ runtime.velocityY = 0;
186
+ runtime.velocityZ = 0;
187
+ controller.state.grounded = false;
188
+
189
+ // Exertion rises while hanging — fatigue. Mass-scaled like the
190
+ // rest of the exertion system.
191
+ controller.state.exertion = clamp(
192
+ controller.state.exertion + cfg.exertionRiseRate * dt
193
+ * runtime.massRatios.exertionRiseScale,
194
+ 0, 1,
195
+ );
196
+
197
+ return true;
198
+ }
199
+ }
@@ -0,0 +1,45 @@
1
+ /**
2
+ * Mantle ability — auto-triggers when the player walks/runs into a
3
+ * reachable obstacle with forward intent. The body follows a scripted
4
+ * parametric path (horizontal lerp on an ease-in-out, vertical lerp on
5
+ * an ease-out) for {@link cfg.mantle.duration} seconds, landing on top
6
+ * of the surface.
7
+ *
8
+ * Activation requires both `sensors.obstacleAhead.hit` (something in
9
+ * front to climb) AND `sensors.ledgeAhead.hit` (there's a top surface
10
+ * to land on). Heights between `cfg.mantle.minHeight` and `maxHeight`
11
+ * are accepted; below is "just step over", above is "out of reach".
12
+ *
13
+ * The ability is FULLY non-interruptible once committed — `canInterrupt`
14
+ * returns false throughout. This prevents the body from teleporting
15
+ * mid-mantle if a higher-priority ability fires; the trade-off is the
16
+ * player has limited control during the short window. Player input
17
+ * for THIS frame is effectively suspended.
18
+ *
19
+ * Priority 30: above Slide (10) so an obstacle vault-into preempts a
20
+ * slide; below Wall-run / Wall-jump so those high-air abilities still
21
+ * win if their conditions are simultaneously met (which would be
22
+ * unusual — typically you mantle from the ground).
23
+ *
24
+ * @author Alex Goldring
25
+ * @copyright Company Named Limited (c) 2026
26
+ */
27
+ export class Mantle extends Ability {
28
+ /** @private Elapsed fraction of duration. */
29
+ private _t;
30
+ /** @private Captured at activation. */
31
+ private _duration;
32
+ _startX: number;
33
+ _startY: number;
34
+ _startZ: number;
35
+ _endX: number;
36
+ _endY: number;
37
+ _endZ: number;
38
+ canActivate(controller: any, runtime: any, sensors: any): boolean;
39
+ onActivate(controller: any, runtime: any): void;
40
+ canInterrupt(): boolean;
41
+ tick(controller: any, runtime: any, bodyTransform: any, dt: any, _system: any): boolean;
42
+ onDeactivate(_controller: any, _runtime: any): void;
43
+ }
44
+ import { Ability } from "./Ability.js";
45
+ //# sourceMappingURL=Mantle.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Mantle.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Mantle.js"],"names":[],"mappings":"AAuBA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH;IAOQ,6CAA6C;IAC7C,WAAW;IACX,uCAAuC;IACvC,kBAAoB;IACpB,gBAAgB;IAChB,gBAAgB;IAChB,gBAAgB;IAChB,cAAc;IACd,cAAc;IACd,cAAc;IAGlB,kEAwBC;IAED,gDAyCC;IAED,wBAGC;IAED,wFAwCC;IAED,oDAEC;CACJ;wBA1LuB,cAAc"}
@@ -0,0 +1,188 @@
1
+ import { FirstPersonPosture } from "../pose/FirstPersonPosture.js";
2
+ import { Ability } from "./Ability.js";
3
+
4
+ /**
5
+ * Smoothstep-style horizontal interpolation: slow-fast-slow.
6
+ * @param {number} t [0..1]
7
+ */
8
+ function easeInOutCubic(t) {
9
+ return t < 0.5
10
+ ? 4 * t * t * t
11
+ : 1 - Math.pow(-2 * t + 2, 3) / 2;
12
+ }
13
+
14
+ /**
15
+ * Front-loaded ease — fast rise then gentle settle. Used for the vertical
16
+ * curve so the body lifts off the ground quickly (matching the hand-grip
17
+ * pull-up dynamic) and decelerates as it approaches the surface top.
18
+ * @param {number} t [0..1]
19
+ */
20
+ function easeOutCubic(t) {
21
+ return 1 - Math.pow(1 - t, 3);
22
+ }
23
+
24
+ /**
25
+ * Mantle ability — auto-triggers when the player walks/runs into a
26
+ * reachable obstacle with forward intent. The body follows a scripted
27
+ * parametric path (horizontal lerp on an ease-in-out, vertical lerp on
28
+ * an ease-out) for {@link cfg.mantle.duration} seconds, landing on top
29
+ * of the surface.
30
+ *
31
+ * Activation requires both `sensors.obstacleAhead.hit` (something in
32
+ * front to climb) AND `sensors.ledgeAhead.hit` (there's a top surface
33
+ * to land on). Heights between `cfg.mantle.minHeight` and `maxHeight`
34
+ * are accepted; below is "just step over", above is "out of reach".
35
+ *
36
+ * The ability is FULLY non-interruptible once committed — `canInterrupt`
37
+ * returns false throughout. This prevents the body from teleporting
38
+ * mid-mantle if a higher-priority ability fires; the trade-off is the
39
+ * player has limited control during the short window. Player input
40
+ * for THIS frame is effectively suspended.
41
+ *
42
+ * Priority 30: above Slide (10) so an obstacle vault-into preempts a
43
+ * slide; below Wall-run / Wall-jump so those high-air abilities still
44
+ * win if their conditions are simultaneously met (which would be
45
+ * unusual — typically you mantle from the ground).
46
+ *
47
+ * @author Alex Goldring
48
+ * @copyright Company Named Limited (c) 2026
49
+ */
50
+ export class Mantle extends Ability {
51
+ constructor() {
52
+ super();
53
+ this.name = "Mantle";
54
+ this.priority = 30;
55
+
56
+ // -- per-instance scripted-path state --
57
+ /** @private Elapsed fraction of duration. */
58
+ this._t = 0;
59
+ /** @private Captured at activation. */
60
+ this._duration = 0.5;
61
+ this._startX = 0;
62
+ this._startY = 0;
63
+ this._startZ = 0;
64
+ this._endX = 0;
65
+ this._endY = 0;
66
+ this._endZ = 0;
67
+ }
68
+
69
+ canActivate(controller, runtime, sensors) {
70
+ const cfg = controller.config.mantle;
71
+ if (!cfg) return false;
72
+ if (sensors === undefined || sensors === null) return false;
73
+
74
+ // Must have BOTH the face probe (obstacleAhead) AND the top probe
75
+ // (ledgeAhead) — otherwise we don't know if there's anywhere to
76
+ // land. obstacleAhead alone could be a wall too tall to climb.
77
+ if (!sensors.obstacleAhead.hit) return false;
78
+ if (!sensors.ledgeAhead.hit) return false;
79
+
80
+ // Forward intent is required — the player must be committing
81
+ // into the obstacle, otherwise we don't want to grab them.
82
+ if (controller.intent.move.y < 0.1) return false;
83
+
84
+ // Height check: the target surface must be within the reachable
85
+ // band.
86
+ const surfaceTopY = sensors.ledgeAhead.point.y;
87
+ const playerFootY = controller.pose.rootPosition.y;
88
+ const heightDiff = surfaceTopY - playerFootY;
89
+ if (heightDiff < cfg.minHeight) return false;
90
+ if (heightDiff > cfg.maxHeight) return false;
91
+
92
+ return true;
93
+ }
94
+
95
+ onActivate(controller, runtime) {
96
+ const cfg = controller.config.mantle;
97
+ const sensors = runtime.sensors;
98
+
99
+ this._t = 0;
100
+ this._duration = cfg.duration;
101
+
102
+ // Capture start position (body's current world position).
103
+ const startPos = controller.pose.rootPosition;
104
+ this._startX = startPos.x;
105
+ this._startY = startPos.y;
106
+ this._startZ = startPos.z;
107
+
108
+ // Compute end position: above the ledge surface, displaced
109
+ // forward by `forwardOffsetOnLand` so the player ends standing
110
+ // on the surface (not balancing on the edge).
111
+ const yaw = runtime.bodyYaw;
112
+ const fx = Math.sin(yaw);
113
+ const fz = Math.cos(yaw);
114
+ this._endX = sensors.ledgeAhead.point.x + fx * cfg.forwardOffsetOnLand;
115
+ this._endY = sensors.ledgeAhead.point.y;
116
+ this._endZ = sensors.ledgeAhead.point.z + fz * cfg.forwardOffsetOnLand;
117
+
118
+ // Zero velocity — the body is on a path, not under integration.
119
+ runtime.velocityX = 0;
120
+ runtime.velocityY = 0;
121
+ runtime.velocityZ = 0;
122
+
123
+ // Clear airborne/jump state — the scripted path supersedes them.
124
+ runtime.midJump = false;
125
+ runtime.apexFired = false;
126
+ controller.state.isVariableJumpCut = false;
127
+ controller.state.isAscending = false;
128
+
129
+ // Body is climbing — upright posture (not Hang, even if we got
130
+ // here from ledge-grab). Animators read posture for the rig
131
+ // blend; this signals "switch from the hang clip to the climb /
132
+ // upright clip".
133
+ controller.state.posture = FirstPersonPosture.Stand;
134
+
135
+ controller.signals.onLeaveGround.send1({ reason: "mantle" });
136
+ }
137
+
138
+ canInterrupt() {
139
+ // Non-interruptible. Mantle commits.
140
+ return false;
141
+ }
142
+
143
+ tick(controller, runtime, bodyTransform, dt, _system) {
144
+ // Body is on a scripted path — no lat-accel-driven lean. Hold
145
+ // the camera level for the duration of the mantle.
146
+ runtime.leanTargetRad = 0;
147
+ // Re-assert posture in case anything reset it. Mantle is a
148
+ // committed climb; we want the rig in the climb/stand blend
149
+ // until release.
150
+ controller.state.posture = FirstPersonPosture.Stand;
151
+
152
+ this._t += dt / this._duration;
153
+
154
+ if (this._t >= 1.0) {
155
+ // Completed: snap to end, mark grounded, release.
156
+ bodyTransform.position.set(this._endX, this._endY, this._endZ);
157
+ runtime.velocityX = 0;
158
+ runtime.velocityY = 0;
159
+ runtime.velocityZ = 0;
160
+ controller.state.grounded = true;
161
+ controller.state.verticalSpeed = 0;
162
+ controller.state.airborneTime = 0;
163
+ controller.state.timeSinceGrounded = 0;
164
+ controller.signals.onLand.send1({ verticalSpeed: 0, kind: "soft" });
165
+ return false;
166
+ }
167
+
168
+ // Sample the parametric path.
169
+ const horizT = easeInOutCubic(this._t);
170
+ const vertT = easeOutCubic(this._t);
171
+ bodyTransform.position.set(
172
+ this._startX + (this._endX - this._startX) * horizT,
173
+ this._startY + (this._endY - this._startY) * vertT,
174
+ this._startZ + (this._endZ - this._startZ) * horizT,
175
+ );
176
+
177
+ // Body is on a path — no integration this tick. Velocity stays 0.
178
+ runtime.velocityX = 0;
179
+ runtime.velocityY = 0;
180
+ runtime.velocityZ = 0;
181
+
182
+ return true;
183
+ }
184
+
185
+ onDeactivate(_controller, _runtime) {
186
+ this._t = 0;
187
+ }
188
+ }
@@ -0,0 +1,33 @@
1
+ /**
2
+ * Slide ability — sprint + crouch-press while grounded transitions into
3
+ * a low-friction slide that preserves horizontal momentum. Exit on:
4
+ * - crouch released
5
+ * - horizontal speed falls below `cfg.slide.endSpeed`
6
+ * - airborne (lost ground contact)
7
+ * - jump pressed → fires a slide-jump (preserves momentum + adds jump
8
+ * impulse; the only way to exit while keeping all your speed)
9
+ *
10
+ * The ability has a non-interruptible startup window — once the player
11
+ * commits to a slide, higher-priority abilities can't yank them out for
12
+ * `cfg.slide.startupWindow` seconds. This protects the slide-jump
13
+ * timing window in particular: you can buffer a wall-jump press during
14
+ * slide-startup without losing the slide first.
15
+ *
16
+ * Priority is the lowest among movement abilities (10) — anything
17
+ * dynamic (wall-jump, mantle, ledge-grab) wins. Slide is the "default
18
+ * extension" of running.
19
+ *
20
+ * @author Alex Goldring
21
+ * @copyright Company Named Limited (c) 2026
22
+ */
23
+ export class Slide extends Ability {
24
+ /** @private Counts down during the non-interruptible window. */
25
+ private _startupRemaining;
26
+ canActivate(controller: any, runtime: any, _sensors: any): boolean;
27
+ onActivate(controller: any, runtime: any): void;
28
+ canInterrupt(_controller: any, _runtime: any): boolean;
29
+ tick(controller: any, runtime: any, bodyTransform: any, dt: any, system: any): boolean;
30
+ onDeactivate(_controller: any, _runtime: any): void;
31
+ }
32
+ import { Ability } from "./Ability.js";
33
+ //# sourceMappingURL=Slide.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Slide.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/Slide.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IAOQ,gEAAgE;IAChE,0BAA0B;IAG9B,mEAeC;IAED,gDAuBC;IAED,uDAGC;IAED,uFAmEC;IAED,oDAEC;CACJ;wBA1JuB,cAAc"}
@@ -0,0 +1,158 @@
1
+ import { DecisionPoint } from "../mastery/DecisionPoint.js";
2
+ import { FirstPersonLocomotionMode } from "../pose/FirstPersonPose.js";
3
+ import { FirstPersonPosture } from "../pose/FirstPersonPosture.js";
4
+ import { Ability } from "./Ability.js";
5
+
6
+ /**
7
+ * Slide ability — sprint + crouch-press while grounded transitions into
8
+ * a low-friction slide that preserves horizontal momentum. Exit on:
9
+ * - crouch released
10
+ * - horizontal speed falls below `cfg.slide.endSpeed`
11
+ * - airborne (lost ground contact)
12
+ * - jump pressed → fires a slide-jump (preserves momentum + adds jump
13
+ * impulse; the only way to exit while keeping all your speed)
14
+ *
15
+ * The ability has a non-interruptible startup window — once the player
16
+ * commits to a slide, higher-priority abilities can't yank them out for
17
+ * `cfg.slide.startupWindow` seconds. This protects the slide-jump
18
+ * timing window in particular: you can buffer a wall-jump press during
19
+ * slide-startup without losing the slide first.
20
+ *
21
+ * Priority is the lowest among movement abilities (10) — anything
22
+ * dynamic (wall-jump, mantle, ledge-grab) wins. Slide is the "default
23
+ * extension" of running.
24
+ *
25
+ * @author Alex Goldring
26
+ * @copyright Company Named Limited (c) 2026
27
+ */
28
+ export class Slide extends Ability {
29
+ constructor() {
30
+ super();
31
+ this.name = "Slide";
32
+ /** Lowest of the movement abilities. Wall-jump, mantle, etc. preempt. */
33
+ this.priority = 10;
34
+
35
+ /** @private Counts down during the non-interruptible window. */
36
+ this._startupRemaining = 0;
37
+ }
38
+
39
+ canActivate(controller, runtime, _sensors) {
40
+ const cfg = controller.config.slide;
41
+ if (!cfg) return false; // slide config not present
42
+ if (!controller.state.grounded) return false;
43
+ if (!controller.intent.crouch) return false;
44
+ // Rising-edge crouch — runtime.prevCrouchHeld tracks the last frame's
45
+ // intent.crouch. If both are true we're past the press; require an
46
+ // actual transition. (Without this, the player could enter slide
47
+ // simply by holding crouch and walking up to sprint speed.)
48
+ if (runtime.prevCrouchHeld) return false;
49
+ // Need significant horizontal speed — slide is a run-into-slide,
50
+ // not a standstill-into-slide.
51
+ const speed = Math.hypot(runtime.velocityX, runtime.velocityZ);
52
+ if (speed < cfg.minEntrySpeed) return false;
53
+ return true;
54
+ }
55
+
56
+ onActivate(controller, runtime) {
57
+ const cfg = controller.config.slide;
58
+ this._startupRemaining = cfg.startupWindow;
59
+
60
+ // Mastery: scale entry velocity preservation. Well-timed slides
61
+ // (stride midstance) bias the multiplier above 1.0; poorly-timed
62
+ // (foot-strike) bias it below. Default no-evaluator multiplier
63
+ // is 1.0 = exact velocity preservation. See
64
+ // {@link SlideInitiationTimingEvaluator}.
65
+ const masteryMul = controller.mastery.evaluate(
66
+ DecisionPoint.SlideEntryVelocity, controller, runtime,
67
+ );
68
+ runtime.velocityX *= masteryMul;
69
+ runtime.velocityZ *= masteryMul;
70
+
71
+ // Body is now horizontal — head close to ground, no striding
72
+ // feet. L2 reads posture to set eye height and gate gait
73
+ // (stride / footstep / bob).
74
+ controller.state.posture = FirstPersonPosture.Prone;
75
+
76
+ // Visual: kick the vertical impact spring downward for the entry
77
+ // "thud" — the camera dip that sells the body dropping into the slide.
78
+ runtime.verticalImpactSpring.kick(-cfg.entryImpactVelocity);
79
+ }
80
+
81
+ canInterrupt(_controller, _runtime) {
82
+ // Non-interruptible during the startup window.
83
+ return this._startupRemaining <= 0;
84
+ }
85
+
86
+ tick(controller, runtime, bodyTransform, dt, system) {
87
+ const cfg = controller.config.slide;
88
+
89
+ // Keep posture pinned each tick — if the base were to run
90
+ // before us on a release tick it would overwrite to Stand/Crouch;
91
+ // re-asserting here keeps L2 consistent across the slide.
92
+ controller.state.posture = FirstPersonPosture.Prone;
93
+ // No camera lean during slide — body is flat, head is pinned
94
+ // forward along the direction of travel.
95
+ runtime.leanTargetRad = 0;
96
+
97
+ // -- Tick the startup window (always counts down).
98
+ this._startupRemaining = Math.max(0, this._startupRemaining - dt);
99
+
100
+ // -- Exit conditions (checked FIRST, before any motion this tick).
101
+ // Released crouch.
102
+ if (!controller.intent.crouch) return false;
103
+ // Airborne.
104
+ if (!controller.state.grounded) return false;
105
+ // Speed dropped below floor — but only after the startup window
106
+ // (otherwise momentarily-low speed entries would auto-exit before
107
+ // the player has felt the slide).
108
+ const speed = Math.hypot(runtime.velocityX, runtime.velocityZ);
109
+ if (this._startupRemaining <= 0 && speed < cfg.endSpeed) return false;
110
+
111
+ // -- Slide-jump: if jump was pressed (rising edge), apply impulse
112
+ // and release. Base will integrate the new vy on the same tick.
113
+ const jumpPressedEdge = controller.intent.jump && !runtime.prevJumpHeld;
114
+ // Note: we DO consume the jump-pressed edge here even though the
115
+ // jump FSM also reads it. Setting prevJumpHeld now means the FSM
116
+ // (which runs in base after we release) sees no rising edge and
117
+ // doesn't double-fire a normal jump.
118
+ runtime.prevJumpHeld = controller.intent.jump;
119
+ if (jumpPressedEdge) {
120
+ runtime.velocityY = runtime.jumpInitialVy * cfg.slideJumpUpFactor;
121
+ runtime.midJump = true;
122
+ runtime.apexFired = false;
123
+ runtime.peakAltitude = bodyTransform.position.y;
124
+ controller.state.isVariableJumpCut = false;
125
+ controller.state.isAscending = true;
126
+ // Mastery: scale the impulse via JumpImpulse evaluators if any.
127
+ // We deliberately reuse JumpImpulse rather than introducing a
128
+ // separate SlideJumpImpulse decision point — the player's
129
+ // skill at timing applies the same way.
130
+ // (Skipping for simplicity in this version; would mirror the
131
+ // base controller's mastery application.)
132
+ controller.signals.onJumpStart.send1({ peakHeight: controller.config.jump.peakHeight });
133
+ controller.signals.onLeaveGround.send1({ reason: "jump" });
134
+ return false; // release; base handles integration this tick
135
+ }
136
+
137
+ // -- Motion: slide friction on horizontal velocity. Direction is
138
+ // preserved (no steering in this minimal version — carving can
139
+ // be added later as an evaluator-curve-driven term).
140
+ if (speed > 1e-6) {
141
+ const newSpeed = Math.max(0, speed - cfg.friction * dt);
142
+ const ratio = newSpeed / speed;
143
+ runtime.velocityX *= ratio;
144
+ runtime.velocityZ *= ratio;
145
+ }
146
+
147
+ // -- Vertical phase: delegate to the system's standard
148
+ // gravity + integrate + ground resolution. Slide doesn't have
149
+ // its own vertical model.
150
+ system._integrateVerticalAndResolveGround(controller, runtime, bodyTransform, dt);
151
+
152
+ return true;
153
+ }
154
+
155
+ onDeactivate(_controller, _runtime) {
156
+ this._startupRemaining = 0;
157
+ }
158
+ }
@@ -0,0 +1,45 @@
1
+ /**
2
+ * Wall-jump ability — instantaneous off-wall impulse fired when the
3
+ * player presses jump while close to a wall. Designed to chain
4
+ * naturally from wall-run (its priority is higher, so it preempts wall-
5
+ * run's `canInterrupt()=true`) but ALSO fires from "near-wall airborne"
6
+ * — a window where the player is mid-jump near a wall they haven't
7
+ * committed to running.
8
+ *
9
+ * Activation:
10
+ * - intent.jump just went true (rising edge)
11
+ * - airborne (`!state.grounded`)
12
+ * - a side wall sensor has hit within `nearWallMaxDistance`
13
+ *
14
+ * Behaviour:
15
+ * - Apply impulse: `outwardImpulse * wall.normal + upImpulse * worldUp`
16
+ * where `upImpulse = jumpInitialVy * upFactor`.
17
+ * - Clear variableJumpCut so the impulse takes effect cleanly.
18
+ * - Fire `onJumpStart` and `onLeaveGround{reason:"walljump"}` signals.
19
+ * - Releases immediately (it's instantaneous, not a sustained state).
20
+ *
21
+ * The impulse goes through `mastery.evaluate(DecisionPoint.WallJumpImpulse)`
22
+ * so any registered evaluators (e.g. breath rhythm, wall-jump-angle
23
+ * timing) can scale it.
24
+ *
25
+ * Priority 60 — highest among movement abilities. Wall-jump must fire
26
+ * reliably on player press, so it preempts wall-run (50), mantle (30),
27
+ * and slide (10).
28
+ *
29
+ * @author Alex Goldring
30
+ * @copyright Company Named Limited (c) 2026
31
+ */
32
+ export class WallJump extends Ability {
33
+ canActivate(controller: any, runtime: any, sensors: any): boolean;
34
+ onActivate(controller: any, runtime: any): void;
35
+ /**
36
+ * Wall-jump is instantaneous — it shouldn't ever be "interrupted".
37
+ * tick() returns false on first call so the ability releases
38
+ * immediately. Returning false here doesn't matter (no other ability
39
+ * exceeds priority 60 in the default set).
40
+ */
41
+ canInterrupt(): boolean;
42
+ tick(_controller: any, _runtime: any, _bodyTransform: any, _dt: any, _system: any): boolean;
43
+ }
44
+ import { Ability } from "./Ability.js";
45
+ //# sourceMappingURL=WallJump.d.ts.map