@woosh/meep-engine 2.146.0 → 2.147.0
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/package.json +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +0 -11
- package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +8 -6
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +552 -551
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts +8 -3
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/LedgeGrab.js +213 -199
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +195 -188
- package/src/engine/control/first-person/abilities/WallRun.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/WallRun.js +183 -175
- package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts +9 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensors.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensors.js +87 -77
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +8 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +229 -196
- package/src/engine/ecs/EntityManager.d.ts +34 -11
- package/src/engine/ecs/EntityManager.d.ts.map +1 -1
- package/src/engine/ecs/EntityManager.js +71 -42
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -0
- package/src/engine/interpolation/Interpoland.d.ts +48 -0
- package/src/engine/interpolation/Interpoland.d.ts.map +1 -0
- package/src/engine/interpolation/Interpoland.js +49 -0
- package/src/engine/interpolation/Interpolated.d.ts +101 -0
- package/src/engine/interpolation/Interpolated.d.ts.map +1 -0
- package/src/engine/interpolation/Interpolated.js +149 -0
- package/src/engine/{network/sim → interpolation}/InterpolationLog.d.ts +1 -1
- package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -0
- package/src/engine/{network/sim → interpolation}/InterpolationLog.js +2 -2
- package/src/engine/interpolation/InterpolationSystem.d.ts +116 -0
- package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -0
- package/src/engine/interpolation/InterpolationSystem.js +233 -0
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +17 -0
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -0
- package/src/engine/interpolation/PoseInterpolationAdapter.js +61 -0
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts +35 -0
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -0
- package/src/engine/interpolation/TransformPoseSerializationAdapter.js +57 -0
- package/src/engine/interpolation/pose_interpoland.d.ts +18 -0
- package/src/engine/interpolation/pose_interpoland.d.ts.map +1 -0
- package/src/engine/interpolation/pose_interpoland.js +27 -0
- package/src/engine/network/NetworkSession.d.ts +2 -2
- package/src/engine/network/NetworkSession.d.ts.map +1 -1
- package/src/engine/network/NetworkSession.js +2 -2
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.js +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.js +1 -1
- package/src/engine/physics/INTEPOLATION_SYSTEM_PLAN.md +287 -0
- package/src/engine/physics/PLAN.md +10 -9
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +64 -0
- package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.js +168 -0
- package/src/engine/physics/narrowphase/box_triangle_contact.js +15 -12
- package/src/engine/physics/narrowphase/narrowphase_step.d.ts.map +1 -1
- package/src/engine/physics/narrowphase/narrowphase_step.js +28 -1
- package/src/engine/network/sim/BinaryInterpolationAdapter.d.ts.map +0 -1
- package/src/engine/network/sim/InterpolationLog.d.ts.map +0 -1
- /package/src/engine/{network/sim → interpolation}/BinaryInterpolationAdapter.d.ts +0 -0
- /package/src/engine/{network/sim → interpolation}/BinaryInterpolationAdapter.js +0 -0
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import { assert } from "../../../../core/assert.js";
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import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
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import { PhysicsSystem } from "../../../physics/ecs/PhysicsSystem.js";
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import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
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import { System } from "../../../ecs/System.js";
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import { Transform } from "../../../ecs/transform/Transform.js";
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import { FirstPersonPlayerController } from "../FirstPersonPlayerController.js";
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import { FirstPersonPlayerControllerSystem } from "../FirstPersonPlayerControllerSystem.js";
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/**
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* Populates the {@link FirstPersonSensors} struct on each controller
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* entity, once per fixed step. Designed to run BEFORE the main
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* {@link FirstPersonPlayerControllerSystem} `fixedUpdate` so abilities
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* see fresh sensor data on the same tick.
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*
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* Raycasts go through {@link PhysicsSystem.raycast} — BVH-backed,
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* static + dynamic broadphase. The player's own body is excluded via a
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* per-call filter so downward probes don't collide with the player's
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* own capsule.
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*
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* BVH raycasts are cheap (~1000/frame at 60Hz is comfortable), so this
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* system doesn't aggressively optimize. NPC controllers that don't
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* need sensors can simply not have this system attached.
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*
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* Sensor data lives at `runtime.sensors` on the
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* {@link FirstPersonPlayerControllerSystem}'s per-entity runtime.
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*
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* @author Alex Goldring
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* @copyright Company Named Limited (c) 2026
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*/
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export class FirstPersonSensorsSystem extends System {
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constructor() {
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super();
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this.dependencies = [FirstPersonPlayerController, Transform];
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/**
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* Reference to the controller system — needed to look up each
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* entity's per-controller runtime (which owns the sensors slot).
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* Auto-acquired in startup; can be overridden by the caller.
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* @type {FirstPersonPlayerControllerSystem|null}
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*/
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this.controllerSystem = null;
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/**
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* Physics system used as the spatial-query backend. Auto-acquired
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* in startup; can be overridden. Required — sensors are unusable
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* without it.
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* @type {PhysicsSystem|null}
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*/
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this.physicsSystem = null;
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/**
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* Pre-allocated raycast query primitive. Refilled in place per
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* {@link _probeRay} call so the system doesn't allocate a new
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* `Ray3` every probe.
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* @private
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* @type {Ray3}
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*/
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this._probe_ray = new Ray3();
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/**
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* Pre-allocated raycast result. Refilled in place per probe;
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* gameplay-visible sensor fields are copied out before the next
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* probe overwrites it.
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* @private
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* @type {PhysicsSurfacePoint}
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*/
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this._probe_hit = new PhysicsSurfacePoint();
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}
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async startup(entityManager) {
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this.entityManager = entityManager;
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// Auto-acquire collaborators if they're already in the world.
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// Caller can still override either field before fixedUpdate runs.
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if (this.controllerSystem === null) {
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const cs = entityManager.getSystem(FirstPersonPlayerControllerSystem);
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if (cs !== null) this.controllerSystem = cs;
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}
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if (this.physicsSystem === null) {
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const ps = entityManager.getSystem(PhysicsSystem);
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if (ps !== null) this.physicsSystem = ps;
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}
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}
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fixedUpdate(dt) {
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const ecd = this.entityManager.dataset;
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if (ecd === null) return;
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ecd.traverseComponents(FirstPersonPlayerController, this._populateForEntity, this);
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}
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/**
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* @private
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*/
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_populateForEntity(controller, entity) {
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// Sensors live on the per-entity runtime owned by the
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// controller's own system. Look it up by entity — no leakage
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// through the controller component itself.
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if (this.controllerSystem === null) return; // not wired up
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const runtime = this.controllerSystem.getRuntime(entity);
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if (runtime === undefined) return;
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const sensors = runtime.sensors;
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if (sensors === undefined || sensors === null) return;
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// Sensors are useless without physics. Assert at the first
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// populate; the misconfiguration would otherwise show up as
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// mysteriously inert abilities.
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assert.notEqual(this.physicsSystem, null,
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"FirstPersonSensorsSystem requires a PhysicsSystem to be in the world. "
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+ "Add it before this system, or set `sensorsSystem.physicsSystem` "
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+ "explicitly.");
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const ecd = this.entityManager.dataset;
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const transform = ecd.getComponent(entity, Transform);
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if (transform === undefined) return;
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sensors.clearAll();
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// Probe origin: at chest height (approx body height × 0.65).
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const cfg = controller.config;
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const chestY = cfg.body.height * 0.65;
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const ox = transform.position.x;
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const oy = transform.position.y + chestY;
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const oz = transform.position.z;
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// Body-local forward + right (engine-local axes — see DESIGN.md
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// §5.3 for the conventions). bodyYaw lives on the runtime.
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const yaw = runtime.bodyYaw;
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const fx = Math.sin(yaw);
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const fz = Math.cos(yaw);
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const rx = Math.cos(yaw);
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const rz = -Math.sin(yaw);
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const wallProbeDist = cfg.body.radius * 2 + 0.05; // just past the capsule
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const obstacleProbeDist = 1.2; // ~one stride
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// Wall left: probe along -right.
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this._probeRay(sensors.wallLeft, ox, oy, oz, -rx, 0, -rz, wallProbeDist, entity);
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// Wall right: probe along +right.
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this._probeRay(sensors.wallRight, ox, oy, oz, rx, 0, rz, wallProbeDist, entity);
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// Wall front: probe along +forward.
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this._probeRay(sensors.wallFront, ox, oy, oz, fx, 0, fz, wallProbeDist, entity);
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// Obstacle ahead: same direction as wallFront but longer reach.
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// Used by mantle/vault; the consumer compares the hit altitude to
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// the body height to decide vault vs. mantle vs. neither.
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this._probeRay(sensors.obstacleAhead, ox, oy, oz, fx, 0, fz, obstacleProbeDist, entity);
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// Ledge ahead — only meaningful if obstacleAhead hit something
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// around chest height: probe down from just past the top of the
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// obstacle, look for ground.
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if (sensors.obstacleAhead.hit) {
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const topY = transform.position.y + cfg.body.height + 0.1;
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const px = sensors.obstacleAhead.point.x + fx * 0.3;
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const pz = sensors.obstacleAhead.point.z + fz * 0.3;
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this._probeRay(
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sensors.ledgeAhead,
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px, topY, pz,
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0, -1, 0,
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cfg.body.height * 0.5,
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entity,
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);
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}
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import { assert } from "../../../../core/assert.js";
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import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
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import { PhysicsSystem } from "../../../physics/ecs/PhysicsSystem.js";
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import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
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import { System } from "../../../ecs/System.js";
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import { Transform } from "../../../ecs/transform/Transform.js";
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import { FirstPersonPlayerController } from "../FirstPersonPlayerController.js";
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import { FirstPersonPlayerControllerSystem } from "../FirstPersonPlayerControllerSystem.js";
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/**
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* Populates the {@link FirstPersonSensors} struct on each controller
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* entity, once per fixed step. Designed to run BEFORE the main
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* {@link FirstPersonPlayerControllerSystem} `fixedUpdate` so abilities
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* see fresh sensor data on the same tick.
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*
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* Raycasts go through {@link PhysicsSystem.raycast} — BVH-backed,
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* static + dynamic broadphase. The player's own body is excluded via a
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* per-call filter so downward probes don't collide with the player's
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* own capsule.
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*
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* BVH raycasts are cheap (~1000/frame at 60Hz is comfortable), so this
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* system doesn't aggressively optimize. NPC controllers that don't
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* need sensors can simply not have this system attached.
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*
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* Sensor data lives at `runtime.sensors` on the
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* {@link FirstPersonPlayerControllerSystem}'s per-entity runtime.
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*
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* @author Alex Goldring
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* @copyright Company Named Limited (c) 2026
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*/
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export class FirstPersonSensorsSystem extends System {
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constructor() {
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super();
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this.dependencies = [FirstPersonPlayerController, Transform];
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/**
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* Reference to the controller system — needed to look up each
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* entity's per-controller runtime (which owns the sensors slot).
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* Auto-acquired in startup; can be overridden by the caller.
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* @type {FirstPersonPlayerControllerSystem|null}
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*/
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this.controllerSystem = null;
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/**
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* Physics system used as the spatial-query backend. Auto-acquired
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* in startup; can be overridden. Required — sensors are unusable
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* without it.
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* @type {PhysicsSystem|null}
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*/
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this.physicsSystem = null;
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/**
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* Pre-allocated raycast query primitive. Refilled in place per
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* {@link _probeRay} call so the system doesn't allocate a new
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* `Ray3` every probe.
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* @private
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+
* @type {Ray3}
|
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+
*/
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+
this._probe_ray = new Ray3();
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61
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+
|
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62
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+
/**
|
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63
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+
* Pre-allocated raycast result. Refilled in place per probe;
|
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64
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+
* gameplay-visible sensor fields are copied out before the next
|
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65
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+
* probe overwrites it.
|
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66
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+
* @private
|
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67
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+
* @type {PhysicsSurfacePoint}
|
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68
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+
*/
|
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69
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+
this._probe_hit = new PhysicsSurfacePoint();
|
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70
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+
}
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71
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+
|
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72
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+
async startup(entityManager) {
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73
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+
this.entityManager = entityManager;
|
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74
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+
|
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75
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+
// Auto-acquire collaborators if they're already in the world.
|
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76
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+
// Caller can still override either field before fixedUpdate runs.
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77
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+
if (this.controllerSystem === null) {
|
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78
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+
const cs = entityManager.getSystem(FirstPersonPlayerControllerSystem);
|
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79
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+
if (cs !== null) this.controllerSystem = cs;
|
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80
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+
}
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|
81
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+
if (this.physicsSystem === null) {
|
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82
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+
const ps = entityManager.getSystem(PhysicsSystem);
|
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83
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+
if (ps !== null) this.physicsSystem = ps;
|
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84
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+
}
|
|
85
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+
}
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86
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+
|
|
87
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+
fixedUpdate(dt) {
|
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88
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+
const ecd = this.entityManager.dataset;
|
|
89
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+
if (ecd === null) return;
|
|
90
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+
ecd.traverseComponents(FirstPersonPlayerController, this._populateForEntity, this);
|
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91
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+
}
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92
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+
|
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93
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+
/**
|
|
94
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+
* @private
|
|
95
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+
*/
|
|
96
|
+
_populateForEntity(controller, entity) {
|
|
97
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+
// Sensors live on the per-entity runtime owned by the
|
|
98
|
+
// controller's own system. Look it up by entity — no leakage
|
|
99
|
+
// through the controller component itself.
|
|
100
|
+
if (this.controllerSystem === null) return; // not wired up
|
|
101
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+
const runtime = this.controllerSystem.getRuntime(entity);
|
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+
if (runtime === undefined) return;
|
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103
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+
const sensors = runtime.sensors;
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104
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+
if (sensors === undefined || sensors === null) return;
|
|
105
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+
|
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106
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+
// Sensors are useless without physics. Assert at the first
|
|
107
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+
// populate; the misconfiguration would otherwise show up as
|
|
108
|
+
// mysteriously inert abilities.
|
|
109
|
+
assert.notEqual(this.physicsSystem, null,
|
|
110
|
+
"FirstPersonSensorsSystem requires a PhysicsSystem to be in the world. "
|
|
111
|
+
+ "Add it before this system, or set `sensorsSystem.physicsSystem` "
|
|
112
|
+
+ "explicitly.");
|
|
113
|
+
|
|
114
|
+
const ecd = this.entityManager.dataset;
|
|
115
|
+
const transform = ecd.getComponent(entity, Transform);
|
|
116
|
+
if (transform === undefined) return;
|
|
117
|
+
|
|
118
|
+
sensors.clearAll();
|
|
119
|
+
|
|
120
|
+
// Probe origin: at chest height (approx body height × 0.65).
|
|
121
|
+
const cfg = controller.config;
|
|
122
|
+
const chestY = cfg.body.height * 0.65;
|
|
123
|
+
const ox = transform.position.x;
|
|
124
|
+
const oy = transform.position.y + chestY;
|
|
125
|
+
const oz = transform.position.z;
|
|
126
|
+
|
|
127
|
+
// Body-local forward + right (engine-local axes — see DESIGN.md
|
|
128
|
+
// §5.3 for the conventions). bodyYaw lives on the runtime.
|
|
129
|
+
const yaw = runtime.bodyYaw;
|
|
130
|
+
const fx = Math.sin(yaw);
|
|
131
|
+
const fz = Math.cos(yaw);
|
|
132
|
+
const rx = Math.cos(yaw);
|
|
133
|
+
const rz = -Math.sin(yaw);
|
|
134
|
+
|
|
135
|
+
const wallProbeDist = cfg.body.radius * 2 + 0.05; // just past the capsule
|
|
136
|
+
const obstacleProbeDist = 1.2; // ~one stride
|
|
137
|
+
|
|
138
|
+
// Wall left: probe along -right.
|
|
139
|
+
this._probeRay(sensors.wallLeft, ox, oy, oz, -rx, 0, -rz, wallProbeDist, entity);
|
|
140
|
+
// Wall right: probe along +right.
|
|
141
|
+
this._probeRay(sensors.wallRight, ox, oy, oz, rx, 0, rz, wallProbeDist, entity);
|
|
142
|
+
// Wall front: probe along +forward.
|
|
143
|
+
this._probeRay(sensors.wallFront, ox, oy, oz, fx, 0, fz, wallProbeDist, entity);
|
|
144
|
+
// Obstacle ahead: same direction as wallFront but longer reach.
|
|
145
|
+
// Used by mantle/vault; the consumer compares the hit altitude to
|
|
146
|
+
// the body height to decide vault vs. mantle vs. neither.
|
|
147
|
+
this._probeRay(sensors.obstacleAhead, ox, oy, oz, fx, 0, fz, obstacleProbeDist, entity);
|
|
148
|
+
|
|
149
|
+
// Ledge ahead — only meaningful if obstacleAhead hit something
|
|
150
|
+
// around chest height: probe down from just past the top of the
|
|
151
|
+
// obstacle, look for ground.
|
|
152
|
+
if (sensors.obstacleAhead.hit) {
|
|
153
|
+
const topY = transform.position.y + cfg.body.height + 0.1;
|
|
154
|
+
const px = sensors.obstacleAhead.point.x + fx * 0.3;
|
|
155
|
+
const pz = sensors.obstacleAhead.point.z + fz * 0.3;
|
|
156
|
+
this._probeRay(
|
|
157
|
+
sensors.ledgeAhead,
|
|
158
|
+
px, topY, pz,
|
|
159
|
+
0, -1, 0,
|
|
160
|
+
cfg.body.height * 0.5,
|
|
161
|
+
entity,
|
|
162
|
+
);
|
|
163
|
+
}
|
|
164
|
+
|
|
165
|
+
// Can the player STAND on that ledge, or only HANG from it? Probe
|
|
166
|
+
// straight down a capsule-width forward of the grab edge: if the top
|
|
167
|
+
// surface is still there a standing capsule fits; if it has dropped
|
|
168
|
+
// away it's a thin wall / knife-edge you could only hang from. Mantle
|
|
169
|
+
// reads this to refuse vaulting onto a top it would fall right off.
|
|
170
|
+
if (sensors.ledgeAhead.hit) {
|
|
171
|
+
const reach = cfg.body.radius * 2;
|
|
172
|
+
sensors.ledgeStandable = this._probeStandable(
|
|
173
|
+
sensors.ledgeAhead.point.x + fx * reach,
|
|
174
|
+
sensors.ledgeAhead.point.y,
|
|
175
|
+
sensors.ledgeAhead.point.z + fz * reach,
|
|
176
|
+
entity,
|
|
177
|
+
);
|
|
178
|
+
}
|
|
179
|
+
}
|
|
180
|
+
|
|
181
|
+
/**
|
|
182
|
+
* Down-probe a point on (or just past) a ledge top: returns true if a
|
|
183
|
+
* surface is still there near `edgeY` — i.e. the top is wide enough for a
|
|
184
|
+
* standing capsule. A miss (or a much-lower hit) means the surface dropped
|
|
185
|
+
* away: a thin wall / lip you can only hang from, not stand on.
|
|
186
|
+
* @private
|
|
187
|
+
*/
|
|
188
|
+
_probeStandable(px, edgeY, pz, excludeEntity) {
|
|
189
|
+
const ray = this._probe_ray;
|
|
190
|
+
ray.setOrigin(px, edgeY + 0.2, pz);
|
|
191
|
+
ray.setDirection(0, -1, 0);
|
|
192
|
+
ray.tMax = 0.4;
|
|
193
|
+
const filter = (e) => e !== excludeEntity;
|
|
194
|
+
const out = this._probe_hit;
|
|
195
|
+
if (!this.physicsSystem.raycast(ray, out, filter)) return false;
|
|
196
|
+
return out.position.y > edgeY - 0.15; // surface still up near the edge height
|
|
197
|
+
}
|
|
198
|
+
|
|
199
|
+
/**
|
|
200
|
+
* Raycast through {@link PhysicsSystem.raycast}, populating the slot
|
|
201
|
+
* if anything is hit. Direction is assumed unit (the controller's
|
|
202
|
+
* callers pass body-local unit axes).
|
|
203
|
+
*
|
|
204
|
+
* The raycast now writes the AABB face normal into `_probe_hit.normal`,
|
|
205
|
+
* which is exact for AABB-shaped colliders (the common case in our gym)
|
|
206
|
+
* and a stable approximation elsewhere. Future narrowphase refinement
|
|
207
|
+
* will replace this with the true shape normal at the same call site.
|
|
208
|
+
*
|
|
209
|
+
* @private
|
|
210
|
+
*/
|
|
211
|
+
_probeRay(slot, ox, oy, oz, dx, dy, dz, maxDist, excludeEntity) {
|
|
212
|
+
// Exclude the player's own body from the result — downward
|
|
213
|
+
// probes from chest start inside the capsule, would otherwise
|
|
214
|
+
// hit the capsule's bottom hemisphere.
|
|
215
|
+
const ray = this._probe_ray;
|
|
216
|
+
ray.setOrigin(ox, oy, oz);
|
|
217
|
+
ray.setDirection(dx, dy, dz);
|
|
218
|
+
ray.tMax = maxDist;
|
|
219
|
+
const filter = (e) => e !== excludeEntity;
|
|
220
|
+
const out = this._probe_hit;
|
|
221
|
+
if (!this.physicsSystem.raycast(ray, out, filter)) return;
|
|
222
|
+
|
|
223
|
+
slot.hit = true;
|
|
224
|
+
slot.distance = out.t;
|
|
225
|
+
slot.point.set(out.position.x, out.position.y, out.position.z);
|
|
226
|
+
slot.normal.set(out.normal.x, out.normal.y, out.normal.z);
|
|
227
|
+
slot.surfaceTag = null; // future: surface-tag lookup
|
|
228
|
+
}
|
|
229
|
+
}
|
|
@@ -75,14 +75,6 @@ export class EntityManager {
|
|
|
75
75
|
* @type {EntityManagerState}
|
|
76
76
|
*/
|
|
77
77
|
state: EntityManagerState;
|
|
78
|
-
/**
|
|
79
|
-
* Track remainders of simulation time for fixed step
|
|
80
|
-
* Needed for accurate time keeping
|
|
81
|
-
* @private
|
|
82
|
-
* @readonly
|
|
83
|
-
* @type {Map<System, number>}
|
|
84
|
-
*/
|
|
85
|
-
private readonly systemAccumulatedFixedStepTime;
|
|
86
78
|
/**
|
|
87
79
|
* Value used to execute {@link System.fixedUpdate}
|
|
88
80
|
* In seconds.
|
|
@@ -95,12 +87,32 @@ export class EntityManager {
|
|
|
95
87
|
*/
|
|
96
88
|
fixedUpdateStepSize: number;
|
|
97
89
|
/**
|
|
98
|
-
*
|
|
99
|
-
*
|
|
100
|
-
*
|
|
90
|
+
* Wall-clock budget, in milliseconds, for the whole fixed-step catch-up loop
|
|
91
|
+
* within a single {@link simulate} call. Once a cycle's accumulated
|
|
92
|
+
* fixedUpdate work exceeds this, the loop stops early and the unconsumed time
|
|
93
|
+
* stays in the accumulator to be caught up later — this avoids a runaway
|
|
94
|
+
* freeze when {@link System.fixedUpdate} work outpaces its time step. (Now a
|
|
95
|
+
* per-cycle budget across all systems' lock-step steps; previously per-system.)
|
|
101
96
|
* @type {number}
|
|
102
97
|
*/
|
|
103
98
|
fixedUpdatePerSystemExecutionTimeLimit: number;
|
|
99
|
+
/**
|
|
100
|
+
* Monotonic **simulation tick id** — the count of fixed steps the simulation
|
|
101
|
+
* has executed. Advances once per {@link fixedUpdateStepSize} step inside
|
|
102
|
+
* {@link simulate}. This is the hub-owned identity that producers (physics,
|
|
103
|
+
* network) stamp per-tick state with, and that render-rate consumers
|
|
104
|
+
* (interpolation) read as "the latest completed step". Pairs with
|
|
105
|
+
* {@link getFixedStepAlpha}.
|
|
106
|
+
* @type {number}
|
|
107
|
+
*/
|
|
108
|
+
fixedStepTick: number;
|
|
109
|
+
/**
|
|
110
|
+
* Canonical fixed-step time accumulator backing {@link fixedStepTick} and
|
|
111
|
+
* {@link getFixedStepAlpha}. Holds the sub-step remainder in `[0, step)`.
|
|
112
|
+
* @private
|
|
113
|
+
* @type {number}
|
|
114
|
+
*/
|
|
115
|
+
private __fixedStepAccumulator;
|
|
104
116
|
/**
|
|
105
117
|
* Currently attached dataset.
|
|
106
118
|
* Do not modify directly, instead use {@link attachDataset} and {@link detachDataset} respectively.
|
|
@@ -160,6 +172,17 @@ export class EntityManager {
|
|
|
160
172
|
* @param {number} time_delta_seconds in seconds
|
|
161
173
|
*/
|
|
162
174
|
simulate(time_delta_seconds: number): void;
|
|
175
|
+
/**
|
|
176
|
+
* Fractional progress through the current fixed step, in `[0, 1)` — the
|
|
177
|
+
* leftover sim time that hasn't yet formed a whole {@link fixedUpdateStepSize}
|
|
178
|
+
* step, normalized by the step size. This is the blend parameter the
|
|
179
|
+
* render-time interpolation system pairs with {@link fixedStepTick} to
|
|
180
|
+
* interpolate between the last two completed steps: `alpha = 0` sits on the
|
|
181
|
+
* previous tick, `alpha → 1` approaches the latest.
|
|
182
|
+
*
|
|
183
|
+
* @returns {number} alpha in `[0, 1)`
|
|
184
|
+
*/
|
|
185
|
+
getFixedStepAlpha(): number;
|
|
163
186
|
/**
|
|
164
187
|
* If the {@link EntityManager} is already started, the system will be started automatically before being added
|
|
165
188
|
* @param {System} system
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"EntityManager.d.ts","sourceRoot":"","sources":["../../../../src/engine/ecs/EntityManager.js"],"names":[],"mappings":"iCAgBU,MAAM;;;;;;;;;AAiBhB;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAEI;;;;OAIG;IACH,kBAFU,iCAAQ,CAEL;IAEb;;;;;;OAMG;IACH,uCAA2B;IAE3B;;;;;OAKG;IACH,iCAA4B;IAE5B;;OAEG;IACH;;;QAGI;;WAEG;qBADO,uCAAc;;MAI1B;IAEF;;;OAGG;IACH,OAFU,kBAAkB,CAEO;IAEnC
|
|
1
|
+
{"version":3,"file":"EntityManager.d.ts","sourceRoot":"","sources":["../../../../src/engine/ecs/EntityManager.js"],"names":[],"mappings":"iCAgBU,MAAM;;;;;;;;;AAiBhB;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH;IAEI;;;;OAIG;IACH,kBAFU,iCAAQ,CAEL;IAEb;;;;;;OAMG;IACH,uCAA2B;IAE3B;;;;;OAKG;IACH,iCAA4B;IAE5B;;OAEG;IACH;;;QAGI;;WAEG;qBADO,uCAAc;;MAI1B;IAEF;;;OAGG;IACH,OAFU,kBAAkB,CAEO;IAEnC;;;;;;;;;OASG;IACH,qBAFU,MAAM,CAEqB;IAErC;;;;;;;;OAQG;IACH,wCAFU,MAAM,CAE4B;IAE5C;;;;;;;;OAQG;IACH,eAFU,MAAM,CAEE;IAElB;;;;;OAKG;IACH,+BAA2B;IAE3B;;;;OAIG;IACH,SAFU,sBAAsB,CAEjB;IAEf;;;;;OAKG;IACH,uCAAsC;IAEtC;;;OAGG;IACH,6BAmFC;IAED;;;OAGG;IACH,uBAFa,OAAO,CAuBnB;IAED;;;;;OAKG;IACH,uBAJW,sBAAsB,QA4ChC;IAGD;;;OAGG;IACH,sBA2BC;IAED;;;;OAIG;IACH,qCAFa,OAAO,CAInB;IAED;;;;OAIG;IACH,6CAgBC;IAED;;;;;OAKG;IACH,wCAHW,MAAM,GACJ,IAAI,aAAS,CAiBzB;IAGD;;;OAGG;IACH,6BAFW,MAAM,QA8EhB;IAED;;;;;;;;;OASG;IACH,qBAFa,MAAM,CAKlB;IAED;;;;;OAKG;IACH,iEA2DC;IAED;;;;OAIG;IACH,uDAFa,QAAQ,OAAO,CAAC,CAyC5B;IAED;;;;;OAKG;IACH,mBAmCC;IAED;;;;;OAKG;IACH,oBAqFC;IAED;;;;;OAKG;IACH,kEAyEC;IAED;;;;OAIG;IACH,mCAFa,wCAAgB,CA0B5B;IAED;;;;OAIG;IACH,8DAFa,wCAAgB,CA0B5B;IAED;;;;;OAKG;IACH,mEAoFC;IAGL;;OAEG;IACH,yBAjtBe,sBAAsB,UAitBA;IACrC;;OAEG;IACH,0BAAqC;CATpC;uBA59BmC,aAAa;mBAR9B,oCAAoC;uCAMhB,6BAA6B"}
|