@woosh/meep-engine 2.154.0 → 2.156.0

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 (487) hide show
  1. package/README.md +1 -1
  2. package/build/bundle-worker-image-decoder.js +1 -1
  3. package/build/bundle-worker-terrain.js +1 -1
  4. package/editor/view/ecs/ComponentControlView.d.ts +0 -9
  5. package/editor/view/ecs/ComponentControlView.js +2 -98
  6. package/package.json +1 -1
  7. package/src/core/binary/32BitEncoder.js +1 -1
  8. package/src/core/binary/to_half_float_uint16.js +3 -3
  9. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  10. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +275 -253
  11. package/src/core/cache/Cache.d.ts.map +1 -1
  12. package/src/core/cache/Cache.js +7 -0
  13. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  14. package/src/core/cache/FrequencySketch.js +8 -4
  15. package/src/core/clipboard/obtainClipBoard.d.ts +6 -0
  16. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -0
  17. package/src/core/clipboard/obtainClipBoard.js +29 -0
  18. package/src/core/clipboard/safeClipboardReadText.d.ts +6 -0
  19. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -0
  20. package/src/core/clipboard/safeClipboardReadText.js +55 -0
  21. package/src/core/clipboard/safeClipboardWriteText.d.ts +8 -0
  22. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -0
  23. package/src/core/clipboard/safeClipboardWriteText.js +23 -0
  24. package/src/core/collection/array/array_quick_sort_by_lookup_map.js +1 -1
  25. package/src/core/collection/array/array_set_diff_sorting.d.ts.map +1 -1
  26. package/src/core/collection/array/array_set_diff_sorting.js +4 -1
  27. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  28. package/src/core/collection/array/array_shuffle.js +30 -27
  29. package/src/core/collection/array/binarySearchLowIndex.d.ts.map +1 -1
  30. package/src/core/collection/array/binarySearchLowIndex.js +4 -3
  31. package/src/core/collection/array/typed/array_buffer_hash.js +1 -1
  32. package/src/core/collection/array/typed/is_typed_array_equals.d.ts.map +1 -1
  33. package/src/core/collection/array/typed/is_typed_array_equals.js +12 -2
  34. package/src/core/collection/heap/BinaryHeap.d.ts.map +1 -1
  35. package/src/core/collection/heap/BinaryHeap.js +12 -2
  36. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  37. package/src/core/collection/queue/Deque.js +10 -8
  38. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  39. package/src/core/collection/table/RowFirstTable.js +4 -2
  40. package/src/core/collection/table/RowFirstTableSpec.js +2 -2
  41. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  42. package/src/core/color/operations/color_lerp.js +10 -3
  43. package/src/core/color/rgb2uint32.js +1 -1
  44. package/src/core/color/rgbe9995_to_rgb.js +1 -1
  45. package/src/core/function/objectsEqual.d.ts.map +1 -1
  46. package/src/core/function/objectsEqual.js +2 -1
  47. package/src/core/geom/2d/aabb/AABB2.d.ts.map +1 -1
  48. package/src/core/geom/2d/aabb/AABB2.js +12 -11
  49. package/src/core/geom/2d/convex-hull/convex_hull_jarvis_2d.d.ts.map +1 -1
  50. package/src/core/geom/2d/convex-hull/convex_hull_jarvis_2d.js +30 -4
  51. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.d.ts.map +1 -1
  52. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +6 -2
  53. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  54. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +388 -386
  55. package/src/core/geom/2d/hash-grid/shg_query_elements_line.d.ts.map +1 -1
  56. package/src/core/geom/2d/hash-grid/shg_query_elements_line.js +8 -3
  57. package/src/core/geom/2d/quad-tree/QuadTreeDatum.d.ts.map +1 -1
  58. package/src/core/geom/2d/quad-tree/QuadTreeDatum.js +9 -1
  59. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.d.ts +3 -1
  60. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.d.ts.map +1 -1
  61. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +3 -1
  62. package/src/core/geom/2d/quad-tree-binary/QuadTree.js +714 -714
  63. package/src/core/geom/2d/r-tree/StaticR2Tree.d.ts.map +1 -1
  64. package/src/core/geom/2d/r-tree/StaticR2Tree.js +5 -4
  65. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.d.ts.map +1 -1
  66. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +33 -29
  67. package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.d.ts.map +1 -1
  68. package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.js +3 -1
  69. package/src/core/geom/3d/aabb/aabb3_signed_distance_to_aabb3.d.ts.map +1 -1
  70. package/src/core/geom/3d/aabb/aabb3_signed_distance_to_aabb3.js +10 -7
  71. package/src/core/geom/3d/aabb/aabb3_transformed_compute_plane_side.d.ts.map +1 -1
  72. package/src/core/geom/3d/aabb/aabb3_transformed_compute_plane_side.js +30 -9
  73. package/src/core/geom/3d/aabb/compute_aabb_from_points.js +3 -3
  74. package/src/core/geom/3d/box/box3_raycast.d.ts +37 -0
  75. package/src/core/geom/3d/box/box3_raycast.d.ts.map +1 -0
  76. package/src/core/geom/3d/box/box3_raycast.js +81 -0
  77. package/src/core/geom/3d/capsule/capsule_raycast.d.ts +35 -0
  78. package/src/core/geom/3d/capsule/capsule_raycast.d.ts.map +1 -0
  79. package/src/core/geom/3d/capsule/capsule_raycast.js +93 -0
  80. package/src/core/geom/3d/cone/compute_bounding_cone_of_2_cones.d.ts.map +1 -1
  81. package/src/core/geom/3d/cone/compute_bounding_cone_of_2_cones.js +4 -0
  82. package/src/core/geom/3d/frustum/frustum3_computeNearestPointToPoint.js +1 -1
  83. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.d.ts.map +1 -1
  84. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.js +3 -2
  85. package/src/core/geom/3d/mat4/decompose_matrix_4_array.d.ts.map +1 -1
  86. package/src/core/geom/3d/mat4/decompose_matrix_4_array.js +12 -2
  87. package/src/core/geom/3d/mat4/eulerAnglesFromMatrix.js +2 -2
  88. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.d.ts +1 -1
  89. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.d.ts.map +1 -1
  90. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.js +19 -13
  91. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  92. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +3 -2
  93. package/src/core/geom/3d/plane/plane3_compute_plane_intersection.js +3 -2
  94. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/MeshShape3D.js +7 -0
  96. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  97. package/src/core/geom/3d/shape/UnionShape3D.js +3 -2
  98. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -1
  99. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +153 -148
  100. package/src/core/geom/3d/sphere/harmonics/sh3_dering_optimize_positive.d.ts.map +1 -1
  101. package/src/core/geom/3d/sphere/harmonics/sh3_dering_optimize_positive.js +7 -0
  102. package/src/core/geom/3d/sphere/harmonics/sh3_sample_by_direction.d.ts.map +1 -1
  103. package/src/core/geom/3d/sphere/harmonics/sh3_sample_by_direction.js +13 -10
  104. package/src/core/geom/3d/sphere/sphere_projected_sphere_radius_sqr.d.ts +1 -1
  105. package/src/core/geom/3d/sphere/sphere_projected_sphere_radius_sqr.js +2 -2
  106. package/src/core/geom/3d/sphere/sphere_raycast.d.ts +33 -0
  107. package/src/core/geom/3d/sphere/sphere_raycast.d.ts.map +1 -0
  108. package/src/core/geom/3d/sphere/sphere_raycast.js +47 -0
  109. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.d.ts +24 -0
  110. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.d.ts.map +1 -0
  111. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.js +39 -0
  112. package/src/core/geom/3d/tetrahedra/triangle/trace_triangular_depth_map.d.ts.map +1 -1
  113. package/src/core/geom/3d/tetrahedra/triangle/trace_triangular_depth_map.js +4 -2
  114. package/src/core/geom/3d/topology/bounds/computeTriangleClusterNormalBoundingCone.js +3 -3
  115. package/src/core/geom/3d/topology/simplify/decimate_edge_collapse_snap.js +1 -1
  116. package/src/core/geom/3d/topology/tm_vertex_compute_normal.d.ts.map +1 -1
  117. package/src/core/geom/3d/topology/tm_vertex_compute_normal.js +4 -2
  118. package/src/core/geom/3d/util/make_justified_point_grid.d.ts.map +1 -1
  119. package/src/core/geom/3d/util/make_justified_point_grid.js +18 -10
  120. package/src/core/geom/ConicRay.d.ts.map +1 -1
  121. package/src/core/geom/ConicRay.js +11 -13
  122. package/src/core/geom/packing/max-rect/removeRedundantBoxes.d.ts.map +1 -1
  123. package/src/core/geom/packing/max-rect/removeRedundantBoxes.js +19 -4
  124. package/src/core/geom/vec3/v3_array_copy.d.ts +3 -3
  125. package/src/core/geom/vec3/v3_array_copy.d.ts.map +1 -1
  126. package/src/core/geom/vec3/v3_array_copy.js +2 -2
  127. package/src/core/geom/vec3/v3_cross.d.ts +17 -0
  128. package/src/core/geom/vec3/v3_cross.d.ts.map +1 -0
  129. package/src/core/geom/vec3/v3_cross.js +20 -0
  130. package/src/core/geom/vec3/v3_orthonormal_matrix_from_normal.d.ts.map +1 -0
  131. package/src/{engine/graphics/sh3/path_tracer/sampling → core/geom/vec3}/v3_orthonormal_matrix_from_normal.js +1 -1
  132. package/src/core/geom/vec3/v3_subtract.d.ts +16 -0
  133. package/src/core/geom/vec3/v3_subtract.d.ts.map +1 -0
  134. package/src/core/geom/vec3/v3_subtract.js +19 -0
  135. package/src/core/graph/coloring/colorizeGraph.js +2 -2
  136. package/src/core/graph/csr/CSRGraph.d.ts.map +1 -1
  137. package/src/core/graph/csr/CSRGraph.js +325 -319
  138. package/src/core/graph/layout/CircleLayout.d.ts.map +1 -1
  139. package/src/core/graph/layout/CircleLayout.js +8 -6
  140. package/src/core/graph/metis/native/refine/compute_kway_params.d.ts.map +1 -1
  141. package/src/core/graph/metis/native/refine/compute_kway_params.js +139 -138
  142. package/src/core/graph/mn_graph_coarsen.d.ts.map +1 -1
  143. package/src/core/graph/mn_graph_coarsen.js +4 -2
  144. package/src/core/graph/v2/NodeContainer.js +7 -7
  145. package/src/core/localization/LocalizationEngine.js +1 -1
  146. package/src/core/math/bell_membership_function.d.ts.map +1 -1
  147. package/src/core/math/bell_membership_function.js +3 -1
  148. package/src/core/math/complex/complex_add.d.ts +4 -4
  149. package/src/core/math/complex/complex_add.d.ts.map +1 -1
  150. package/src/core/math/complex/complex_add.js +3 -3
  151. package/src/core/math/complex/complex_div.d.ts +4 -4
  152. package/src/core/math/complex/complex_div.d.ts.map +1 -1
  153. package/src/core/math/complex/complex_div.js +3 -3
  154. package/src/core/math/complex/complex_mul.d.ts +4 -4
  155. package/src/core/math/complex/complex_mul.d.ts.map +1 -1
  156. package/src/core/math/complex/complex_mul.js +3 -3
  157. package/src/core/math/complex/complex_sub.d.ts +4 -4
  158. package/src/core/math/complex/complex_sub.d.ts.map +1 -1
  159. package/src/core/math/complex/complex_sub.js +3 -3
  160. package/src/core/math/idct_1d.d.ts +4 -4
  161. package/src/core/math/idct_1d.d.ts.map +1 -1
  162. package/src/core/math/idct_1d.js +3 -3
  163. package/src/core/math/noise/create_simplex_noise_2d.d.ts.map +1 -1
  164. package/src/core/math/noise/create_simplex_noise_2d.js +4 -2
  165. package/src/core/math/noise/sdnoise.d.ts.map +1 -1
  166. package/src/core/math/noise/sdnoise.js +12 -9
  167. package/src/core/math/physics/mie/compute_bhmie_optical_properties.d.ts.map +1 -1
  168. package/src/core/math/physics/mie/compute_bhmie_optical_properties.js +94 -50
  169. package/src/core/math/physics/mie/lorenz_mie_coefs.d.ts +3 -6
  170. package/src/core/math/physics/mie/lorenz_mie_coefs.d.ts.map +1 -1
  171. package/src/core/math/physics/mie/lorenz_mie_coefs.js +180 -157
  172. package/src/core/math/physics/mie/mie_ab_to_optical_properties.d.ts +3 -4
  173. package/src/core/math/physics/mie/mie_ab_to_optical_properties.d.ts.map +1 -1
  174. package/src/core/math/physics/mie/mie_ab_to_optical_properties.js +47 -21
  175. package/src/core/math/random/randomIntegerBetween.d.ts.map +1 -1
  176. package/src/core/math/random/randomIntegerBetween.js +4 -1
  177. package/src/core/math/solveCubic.d.ts.map +1 -1
  178. package/src/core/math/solveCubic.js +95 -82
  179. package/src/core/math/spline/computeCatmullRomSplineUniformDistance.d.ts.map +1 -1
  180. package/src/core/math/spline/computeCatmullRomSplineUniformDistance.js +13 -0
  181. package/src/core/math/statistics/softmax.js +1 -1
  182. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts +1 -0
  183. package/src/core/model/node-graph/visual/NodeGraphVisualData.d.ts.map +1 -1
  184. package/src/core/model/node-graph/visual/NodeGraphVisualData.js +2 -1
  185. package/src/core/model/node-graph/visual/NodeVisualData.js +1 -1
  186. package/src/core/model/object/ImmutableObjectPool.d.ts +7 -0
  187. package/src/core/model/object/ImmutableObjectPool.d.ts.map +1 -1
  188. package/src/core/model/object/ImmutableObjectPool.js +20 -10
  189. package/src/core/model/reactive/evaluation/MultiPredicateEvaluator.d.ts.map +1 -1
  190. package/src/core/model/reactive/evaluation/MultiPredicateEvaluator.js +39 -2
  191. package/src/core/model/reactive/model/terminal/ReactiveReference.d.ts.map +1 -1
  192. package/src/core/model/reactive/model/terminal/ReactiveReference.js +2 -0
  193. package/src/core/parser/simple/readHexToken.d.ts.map +1 -1
  194. package/src/core/parser/simple/readHexToken.js +6 -0
  195. package/src/core/primitives/numbers/number_pretty_print.d.ts.map +1 -1
  196. package/src/core/primitives/numbers/number_pretty_print.js +4 -1
  197. package/src/core/primitives/strings/string_jaro_winkler.js +1 -1
  198. package/src/core/process/CompositeProcess.js +1 -1
  199. package/src/core/process/action/AsynchronousDelayAction.d.ts.map +1 -1
  200. package/src/core/process/action/AsynchronousDelayAction.js +3 -0
  201. package/src/core/process/executor/ConcurrentExecutor.d.ts.map +1 -1
  202. package/src/core/process/executor/ConcurrentExecutor.js +3 -2
  203. package/src/core/process/task/util/randomCountTask.d.ts.map +1 -1
  204. package/src/core/process/task/util/randomCountTask.js +3 -1
  205. package/src/core/process/undo/ActionProcessor.d.ts.map +1 -1
  206. package/src/core/process/undo/ActionProcessor.js +5 -3
  207. package/src/core/process/worker/WorkerBuilder.js +3 -3
  208. package/src/engine/animation/curve/AnimationCurve.d.ts.map +1 -1
  209. package/src/engine/animation/curve/AnimationCurve.js +4 -2
  210. package/src/engine/control/first-person/DESIGN.md +1 -1
  211. package/src/engine/control/first-person/FirstPersonMotionPhase.d.ts +55 -0
  212. package/src/engine/control/first-person/FirstPersonMotionPhase.d.ts.map +1 -0
  213. package/src/engine/control/first-person/FirstPersonMotionPhase.js +134 -0
  214. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts +23 -2
  215. package/src/engine/control/first-person/FirstPersonPlayerController.d.ts.map +1 -1
  216. package/src/engine/control/first-person/FirstPersonPlayerController.js +1 -1
  217. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts +168 -0
  218. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.d.ts.map +1 -1
  219. package/src/engine/control/first-person/FirstPersonPlayerControllerConfig.js +115 -0
  220. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +71 -0
  221. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  222. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +255 -55
  223. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts +82 -43
  224. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  225. package/src/engine/control/first-person/abilities/LedgeGrab.js +405 -213
  226. package/src/engine/control/first-person/abilities/Mantle.d.ts +6 -0
  227. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  228. package/src/engine/control/first-person/abilities/Mantle.js +104 -45
  229. package/src/engine/control/first-person/abilities/ScrambleUp.d.ts +61 -0
  230. package/src/engine/control/first-person/abilities/ScrambleUp.d.ts.map +1 -0
  231. package/src/engine/control/first-person/abilities/ScrambleUp.js +182 -0
  232. package/src/engine/control/first-person/math/jumpDynamics.d.ts +84 -0
  233. package/src/engine/control/first-person/math/jumpDynamics.d.ts.map +1 -0
  234. package/src/engine/control/first-person/math/jumpDynamics.js +108 -0
  235. package/src/engine/control/first-person/prototype_first_person_controller.js +45 -1
  236. package/src/engine/graphics/camera/testClippingPlaneComputation.js +1 -1
  237. package/src/engine/graphics/ecs/decal/v2/FPDecalSystem.d.ts.map +1 -1
  238. package/src/engine/graphics/ecs/decal/v2/FPDecalSystem.js +8 -0
  239. package/src/engine/graphics/ecs/path/tube/prototypeAnimatedPathMask.js +1 -1
  240. package/src/engine/graphics/particles/particular/engine/utils/volume/prototypeParticleVolume.js +1 -1
  241. package/src/engine/graphics/render/buffer/buffers/prototypeNormalFrameBuffer.js +1 -1
  242. package/src/engine/graphics/render/forward_plus/plugin/ptototypeFPPlugin.js +1 -1
  243. package/src/engine/graphics/render/visibility/hiz/prototypeHiZ.js +1 -1
  244. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.js +1 -1
  245. package/src/engine/graphics/shadows/testShadowMapRendering.js +1 -1
  246. package/src/engine/physics/CONSTRAINT_SOLVER_BENCH_LOG.md +208 -0
  247. package/src/engine/physics/CONSTRAINT_SOLVER_IMPROVEMENTS_PLAN.md +364 -0
  248. package/src/engine/physics/PLAN.md +6 -5
  249. package/src/engine/physics/constraint/solve_constraints.d.ts +4 -1
  250. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  251. package/src/engine/physics/constraint/solve_constraints.js +147 -33
  252. package/src/engine/physics/ecs/PhysicsSystem.d.ts.map +1 -1
  253. package/src/engine/physics/ecs/PhysicsSystem.js +1750 -1747
  254. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +3 -3
  255. package/src/engine/physics/gjk/gjk_epa_penetration.d.ts +12 -8
  256. package/src/engine/physics/gjk/gjk_epa_penetration.d.ts.map +1 -1
  257. package/src/engine/physics/gjk/gjk_epa_penetration.js +447 -158
  258. package/src/engine/physics/narrowphase/convex_convex_manifold.d.ts.map +1 -1
  259. package/src/engine/physics/narrowphase/convex_convex_manifold.js +22 -25
  260. package/src/engine/physics/narrowphase/convex_decomposition.d.ts +32 -13
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@@ -1,213 +1,405 @@
1
- import { clamp } from "../../../../core/math/clamp.js";
2
- import { FirstPersonPosture } from "../pose/FirstPersonPosture.js";
3
- import { Ability } from "./Ability.js";
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-
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- /**
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- * Ledge-grab ability snap to a forward ledge while descending and hang
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- * from it until the player chooses (or is forced) to release.
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- *
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- * Activation:
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- * - `sensors.ledgeAhead.hit` (a forward+up obstacle probe found a grab-
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- * able edge typically the same probe mantle uses).
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- * - `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.
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- * - `state.airborneTime >= minAirborneTime` — leaves a small window
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- * after takeoff where ledge-grab can't fire, even if the player is
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- * instantly at apex (which would otherwise satisfy `velocityY <= 0`).
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- * - Forward intent (`intent.move.y > 0.1`)the player must be
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- * committing into the ledge. Walking backwards off an edge shouldn't
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- * auto-catch the lip.
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- *
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- * Behaviour:
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- * - Body position snaps to a "hang from edge" pose: at the ledge edge
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- * 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
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- * the edge with the body suspended below.
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- * - Velocity is zeroed each tick the body is parked.
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- * - Exertion rises at `cfg.exertionRiseRate` per second, scaled by
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- * mass. Climbing fatigue: hang too long and the next exit is
30
- * forced (a slip).
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- * - Grounded stays false (the player is hanging in air).
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- *
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- * Exit:
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- * - Jump pressed (rising edge) mantle-up. Release with a small
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- * upward velocity so mantle's ledgeAhead probe still hits next
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- * tick; mantle (priority 30) then takes over and animates the
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- * climb-onto-surface path.
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- * - Back-intent (`intent.move.y < -0.1`) drop. Release with zero
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- * velocity; the player falls under base gravity.
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- * - Crouch pressed drop. Same as back-intent.
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- * - Exertion saturates (`>= 1`) → slip. Release with zero velocity.
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- * - `sensors.ledgeAhead.hit` becomes false shuffled off the edge.
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- * Release with zero velocity.
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- *
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- * Priority 40 above mantle (30), below wall-run (50). Mantle CAN'T
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- * preempt an active ledge-grabthat's the point of placing ledge
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- * higher. Otherwise mantle would fire mid-hang and snap the body away.
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- * Wall-run and wall-jump can preempt but in practice they need lateral
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- * walls + speed (wall-run) or a jump press near a side wall (wall-jump),
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- * conditions which rarely hold while hanging.
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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 LedgeGrab extends Ability {
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- constructor() {
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- super();
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- this.name = "LedgeGrab";
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- this.priority = 40;
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-
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- /** @private Wall-face anchor (x,z), the face's outward normal (x,z),
62
- * and the top-edge height (y) — captured at onActivate. The hang pose
63
- * is built from the WALL, not from the (possibly oblique) body
64
- * facing, so it stays just outside the wall at any approach angle. */
65
- this._anchorX = 0;
66
- this._anchorZ = 0;
67
- this._nx = 0;
68
- this._nz = 0;
69
- this._edgeY = 0;
70
- }
71
-
72
- canActivate(controller, runtime, sensors) {
73
- const cfg = controller.config.ledgeGrab;
74
- if (!cfg) return false;
75
- if (sensors === undefined || sensors === null) return false;
76
-
77
- if (!sensors.ledgeAhead.hit) return false;
78
- if (runtime.velocityY > 0) return false; // not on the way up
79
- if (controller.state.grounded) return false;
80
- if (controller.state.airborneTime < cfg.minAirborneTime) return false;
81
- if (controller.intent.move.y < 0.1) return false;
82
- // Crouch or exhausted: don't re-grab. These are the same exit
83
- // conditions that would IMMEDIATELY release after activation, so
84
- // gating them here prevents a same-tick re-activation flicker
85
- // after a crouch-release or slip.
86
- if (controller.intent.crouch) return false;
87
- if (controller.state.exertion >= 1.0) return false;
88
-
89
- return true;
90
- }
91
-
92
- onActivate(controller, runtime) {
93
- const sensors = runtime.sensors;
94
-
95
- // Anchor on the wall face + its outward normal (ledgeAhead is only
96
- // probed when obstacleAhead hits, so the face data is always present
97
- // here). The top-edge height comes from the ledge probe.
98
- this._anchorX = sensors.obstacleAhead.point.x;
99
- this._anchorZ = sensors.obstacleAhead.point.z;
100
- this._nx = sensors.obstacleAhead.normal.x;
101
- this._nz = sensors.obstacleAhead.normal.z;
102
- this._edgeY = sensors.ledgeAhead.point.y;
103
-
104
- // Zero velocity the body is now parked on the ledge.
105
- runtime.velocityX = 0;
106
- runtime.velocityY = 0;
107
- runtime.velocityZ = 0;
108
-
109
- // Clear any in-progress jump state — hanging supersedes them.
110
- runtime.midJump = false;
111
- runtime.apexFired = false;
112
- controller.state.isVariableJumpCut = false;
113
- controller.state.isAscending = false;
114
-
115
- // The body is hanging — not on the ground.
116
- controller.state.grounded = false;
117
-
118
- // Body is suspended by the hands; no striding feet, head near
119
- // the hands gripping the edge. L2 reads posture to gate gait
120
- // and set eye height.
121
- controller.state.posture = FirstPersonPosture.Hang;
122
-
123
- controller.signals.onLedgeGrab.send1({
124
- ledgeHeight: this._edgeY - controller.pose.rootPosition.y,
125
- });
126
- }
127
-
128
- canInterrupt() {
129
- // Wall-run / wall-jump can preempt if their conditions
130
- // somehow hold (unusual mid-hang). Higher-priority abilities
131
- // shouldn't be blocked.
132
- return true;
133
- }
134
-
135
- tick(controller, runtime, bodyTransform, dt, _system) {
136
- const cfg = controller.config.ledgeGrab;
137
- const sensors = runtime.sensors;
138
-
139
- // Re-assert posture each tick (defence against any layer
140
- // resetting it before L2 reads).
141
- controller.state.posture = FirstPersonPosture.Hang;
142
- // Body is parked against the wall under the ledge — no lean.
143
- runtime.leanTargetRad = 0;
144
-
145
- // -- Exit: lost the ledge (shuffled past the edge, ledge ended).
146
- if (!sensors.ledgeAhead.hit) {
147
- controller.signals.onLedgeRelease.send1({ reason: "shuffle-off" });
148
- return false;
149
- }
150
-
151
- // -- Exit: jump rising-edge → mantle-up. Apply small upward
152
- // velocity so the next tick's mantle.canActivate finds an
153
- // obstacleAhead + ledgeAhead at the right relative height.
154
- // (On a top too thin to STAND on, mantle is gated, so this currently
155
- // just bumps you up and re-grabs a clean "pull up & OVER" there
156
- // needs a scripted vault, tracked as a follow-up.)
157
- if (controller.intent.jump && !runtime.prevJumpHeld) {
158
- runtime.velocityY = runtime.jumpInitialVy * cfg.mantleUpUpFactor;
159
- runtime.prevJumpHeld = true;
160
- runtime.midJump = true;
161
- controller.state.isAscending = true;
162
- controller.signals.onLedgeRelease.send1({ reason: "mantle-up" });
163
- return false;
164
- }
165
-
166
- // -- Exit: back-intent → drop. Zero velocity (let gravity take over
167
- // on the next tick).
168
- if (controller.intent.move.y < -0.1) {
169
- controller.signals.onLedgeRelease.send1({ reason: "drop" });
170
- return false;
171
- }
172
-
173
- // -- Exit: crouch → drop.
174
- if (controller.intent.crouch) {
175
- controller.signals.onLedgeRelease.send1({ reason: "drop" });
176
- return false;
177
- }
178
-
179
- // -- Exit: exertion saturated → slip.
180
- if (controller.state.exertion >= 1.0) {
181
- controller.signals.onLedgeRelease.send1({ reason: "slip" });
182
- return false;
183
- }
184
-
185
- // -- Hold: snap to hang position, zero velocity, tick exertion.
186
- // Hang just OUTSIDE the wall face, gripping the top edge: the body
187
- // centre sits a capsule radius (+ a small face gap) out from the face
188
- // along its outward normal. Anchoring on the wall — not the body's
189
- // facing keeps the body clear of the wall even when the ledge was
190
- // reached at an oblique angle (e.g. off a wall-run into the wall),
191
- // where a facing-relative offset would sink it into a thin wall.
192
- const standoff = controller.config.body.radius + cfg.hangOffsetForward;
193
- bodyTransform.position.set(
194
- this._anchorX + this._nx * standoff,
195
- this._edgeY + cfg.hangOffsetY,
196
- this._anchorZ + this._nz * standoff,
197
- );
198
- runtime.velocityX = 0;
199
- runtime.velocityY = 0;
200
- runtime.velocityZ = 0;
201
- controller.state.grounded = false;
202
-
203
- // Exertion rises while hanging — fatigue. Mass-scaled like the
204
- // rest of the exertion system.
205
- controller.state.exertion = clamp(
206
- controller.state.exertion + cfg.exertionRiseRate * dt
207
- * runtime.massRatios.exertionRiseScale,
208
- 0, 1,
209
- );
210
-
211
- return true;
212
- }
213
- }
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { clamp } from "../../../../core/math/clamp.js";
3
+ import { DEG_TO_RAD } from "../../../../core/math/DEG_TO_RAD.js";
4
+ import { Ray3 } from "../../../../core/geom/3d/ray/Ray3.js";
5
+ import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
6
+ import { FirstPersonPosture } from "../pose/FirstPersonPosture.js";
7
+ import { Ability } from "./Ability.js";
8
+
9
+ /**
10
+ * Ledge-grab ability — catch a forward ledge while descending, then HANG
11
+ * from it and traverse it: shimmy along the edge, pull up / vault over it,
12
+ * or dismount.
13
+ *
14
+ * Activation (AUTO-CATCH):
15
+ * - `sensors.ledgeAhead.hit` — a forward+up obstacle probe found a
16
+ * grabbable edge (the same probe mantle uses). This already implies the
17
+ * body is facing a wall with a top, so even neutral input catches it.
18
+ * - `runtime.velocityY <= 0` — descending or static. We don't auto-catch
19
+ * on the way UP (that would feel like the world grabbed you mid-jump).
20
+ * - `state.airborneTime >= minAirborneTime` — a small post-takeoff window
21
+ * where ledge-grab can't fire even if instantly at apex.
22
+ * - NOT moving away — the move intent, taken to world space and projected
23
+ * onto the wall's outward normal, must not exceed `moveAwayThreshold`.
24
+ * You won't catch a ledge you're deliberately leaving (this also blocks
25
+ * a same-tick re-grab right after an away-dismount).
26
+ *
27
+ * The hanging input model (evaluated every tick): the move intent is taken
28
+ * to WORLD space and decomposed against the wall frame captured at grab —
29
+ * the outward normal `n` and the horizontal edge tangent `t = (-nz, nx)`.
30
+ * This makes toward / away / lateral facing-INDEPENDENT, which is exactly
31
+ * what makes "turn the camera to look away ≠ dismount" fall out for free.
32
+ *
33
+ * - `away = worldMove · n` (>0 = off the wall, <0 = into it)
34
+ * - `lateral = worldMove · t` (signed, along the edge)
35
+ * - `facing = forward · (-n)` (how squarely the camera faces the wall)
36
+ *
37
+ * Per-tick decision (mutually exclusive — opposite axes can't both be high):
38
+ * 1. PULL-UP / VAULT moving toward the wall, OR jump pressed while
39
+ * facing within `pullUpFacingConeDeg` of it. Hands off to Mantle
40
+ * (`runtime.ledgePullUpRequest`): onto a standable top, or a vault
41
+ * over a too-thin one.
42
+ * 2. DISMOUNT (drop) crouch, or an away-DOMINANT world-move past
43
+ * `moveAwayThreshold` (conservative: a strafe that merely bleeds into
44
+ * `away` shimmies instead — leaving the hang is more consequential).
45
+ * 3. SHIMMYlateral intent dominant: step along the edge if it stays
46
+ * clear and continuous; otherwise clamp (hold) a shimmy NEVER drops.
47
+ * 4. HOLD snap to the hang pose, accrue fatigue.
48
+ * 5. SLIPexertion saturates (forced release).
49
+ * A jump pressed while facing AWAY is consumed (no back-hop in v1) and
50
+ * you keep hanging.
51
+ *
52
+ * Priority 40 — above mantle (30), below wall-run (50). Mantle CAN'T
53
+ * preempt an active ledge-grab that's the point of placing ledge higher.
54
+ *
55
+ * @author Alex Goldring
56
+ * @copyright Company Named Limited (c) 2026
57
+ */
58
+ export class LedgeGrab extends Ability {
59
+ constructor() {
60
+ super();
61
+ this.name = "LedgeGrab";
62
+ this.priority = 40;
63
+
64
+ /** @private Wall-face anchor (x,z), the face's outward normal (x,z),
65
+ * and the top-edge height (y) — captured at onActivate and advanced
66
+ * while shimmying. The hang pose is built from the WALL, not the
67
+ * (possibly oblique) body facing, so it stays just outside the wall
68
+ * at any approach angle. */
69
+ this._anchorX = 0;
70
+ this._anchorZ = 0;
71
+ this._nx = 0;
72
+ this._nz = 0;
73
+ this._edgeY = 0;
74
+
75
+ /** @private Scratch query primitives for the shimmy probes — refilled
76
+ * in place so a hanging player doesn't allocate each tick. */
77
+ this._ray = new Ray3();
78
+ this._hit = new PhysicsSurfacePoint();
79
+ }
80
+
81
+ canActivate(controller, runtime, sensors) {
82
+ const cfg = controller.config.ledgeGrab;
83
+ if (!cfg) return false;
84
+ if (sensors === undefined || sensors === null) return false;
85
+
86
+ // Refractory window after a release — don't immediately re-grab the
87
+ // lip we just dismounted from (the auto-catch is otherwise eager
88
+ // enough to snap us straight back onto it while we're still falling
89
+ // clear of it).
90
+ if (runtime.ledgeRegrabCooldown > 0) return false;
91
+
92
+ if (!sensors.ledgeAhead.hit) return false;
93
+ if (runtime.velocityY > 0) return false; // not on the way up
94
+ if (controller.state.grounded) return false;
95
+ if (controller.state.airborneTime < cfg.minAirborneTime) return false;
96
+ // Crouch or exhausted: don't re-grab. These are the same exit
97
+ // conditions that would IMMEDIATELY release after activation, so
98
+ // gating them here prevents a same-tick re-activation flicker.
99
+ if (controller.intent.crouch) return false;
100
+ if (controller.state.exertion >= 1.0) return false;
101
+
102
+ // Auto-catch, but not a ledge we're deliberately LEAVING: decompose
103
+ // the world move against the obstacle face normal (ledgeAhead.hit
104
+ // implies obstacleAhead.hit, so the face data is present). Moving away
105
+ // past the threshold refuses the grab — which also prevents a same-tick
106
+ // re-grab right after an away-dismount.
107
+ const face = sensors.obstacleAhead;
108
+ if (face.hit) {
109
+ const away = this._worldMoveDot(controller, runtime, face.normal.x, face.normal.z);
110
+ if (away > cfg.moveAwayThreshold) return false;
111
+ }
112
+
113
+ return true;
114
+ }
115
+
116
+ onActivate(controller, runtime) {
117
+ const sensors = runtime.sensors;
118
+
119
+ // Clear any stale pull-up request a fresh grab starts neutral.
120
+ runtime.ledgePullUpRequest = false;
121
+
122
+ // Anchor on the wall face + its outward normal (ledgeAhead is only
123
+ // probed when obstacleAhead hits, so the face data is always present
124
+ // here). The top-edge height comes from the ledge probe.
125
+ this._anchorX = sensors.obstacleAhead.point.x;
126
+ this._anchorZ = sensors.obstacleAhead.point.z;
127
+ this._nx = sensors.obstacleAhead.normal.x;
128
+ this._nz = sensors.obstacleAhead.normal.z;
129
+ this._edgeY = sensors.ledgeAhead.point.y;
130
+
131
+ // -- Preconditions (dev-only; compiled out of prod). The hang frame is
132
+ // built entirely from these — a bad capture here is the kind of
133
+ // thing that silently produces a degenerate pose now and an
134
+ // inexplicable camera jump later.
135
+ assert.ok(sensors.obstacleAhead.hit,
136
+ "LedgeGrab: activated without an obstacleAhead hit (no wall to anchor the hang)");
137
+ assert.ok(sensors.ledgeAhead.hit,
138
+ "LedgeGrab: activated without a ledgeAhead hit (no edge to grab)");
139
+ // The wall normal must be roughly horizontal + unit — the whole
140
+ // wall-frame model (toward/away/lateral, shimmy tangent, hang standoff)
141
+ // assumes it. A near-zero horizontal normal (e.g. a floor/slope hit)
142
+ // would collapse the frame.
143
+ assert.greaterThan(Math.hypot(this._nx, this._nz), 0.5,
144
+ "LedgeGrab: wall normal is not horizontal — degenerate hang/shimmy frame");
145
+ assert.ok(
146
+ Number.isFinite(this._anchorX) && Number.isFinite(this._anchorZ) && Number.isFinite(this._edgeY),
147
+ "LedgeGrab: captured a non-finite hang anchor/edge",
148
+ );
149
+
150
+ // Zero velocity — the body is now parked on the ledge.
151
+ runtime.velocityX = 0;
152
+ runtime.velocityY = 0;
153
+ runtime.velocityZ = 0;
154
+
155
+ // Clear any in-progress jump statehanging supersedes them.
156
+ runtime.midJump = false;
157
+ runtime.apexFired = false;
158
+ controller.state.isVariableJumpCut = false;
159
+ controller.state.isAscending = false;
160
+
161
+ // The body is hanging — not on the ground.
162
+ controller.state.grounded = false;
163
+
164
+ // Body is suspended by the hands; L2 reads posture to gate gait and
165
+ // set eye height.
166
+ controller.state.posture = FirstPersonPosture.Hang;
167
+
168
+ controller.signals.onLedgeGrab.send1({
169
+ ledgeHeight: this._edgeY - controller.pose.rootPosition.y,
170
+ });
171
+ }
172
+
173
+ canInterrupt() {
174
+ // Wall-run / wall-jump can preempt if their conditions somehow hold
175
+ // (unusual mid-hang). Higher-priority abilities shouldn't be blocked.
176
+ return true;
177
+ }
178
+
179
+ onDeactivate(controller, runtime) {
180
+ // Open the re-grab refractory window on EVERY release (drop, slip,
181
+ // pull-up, shuffle-off). Covers the case where the dismount input
182
+ // returns to neutral while the body is still inside the grab window —
183
+ // without this the auto-catch re-fires next tick and snaps us back
184
+ // onto the lip.
185
+ runtime.ledgeRegrabCooldown = controller.config.ledgeGrab.regrabCooldown;
186
+ }
187
+
188
+ tick(controller, runtime, bodyTransform, dt, _system) {
189
+ const cfg = controller.config.ledgeGrab;
190
+ const intent = controller.intent;
191
+
192
+ // Re-assert posture each tick (defence against any layer resetting it
193
+ // before L2 reads). Body parked against the wall — no lean.
194
+ controller.state.posture = FirstPersonPosture.Hang;
195
+ runtime.leanTargetRad = 0;
196
+
197
+ // -- Exit: lost the ledge. Probe the CAPTURED anchor (not the
198
+ // facing-relative sensor) so turning to look away from the wall
199
+ // never reads as "ledge lost" — that's the whole point of the
200
+ // wall-frame model. Releases only when the lip genuinely isn't
201
+ // under us any more (e.g. the wall was removed).
202
+ if (!this._ledgeStillThere(runtime, cfg, _system)) {
203
+ controller.signals.onLedgeRelease.send1({ reason: "shuffle-off" });
204
+ return false;
205
+ }
206
+
207
+ // -- Decompose the move intent against the captured wall frame. These
208
+ // are facing-INDEPENDENT (built from n/t, not the camera) — looking
209
+ // away changes `facing` but not away/lateral, so it can't dismount.
210
+ const away = this._worldMoveDot(controller, runtime, this._nx, this._nz);
211
+ const lateral = this._worldMoveDot(controller, runtime, -this._nz, this._nx);
212
+ const { sinYaw, cosYaw } = runtime;
213
+ const facing = sinYaw * (-this._nx) + cosYaw * (-this._nz);
214
+ const jumpEdge = intent.jump && !runtime.prevJumpHeld;
215
+ const coneCos = Math.cos(cfg.pullUpFacingConeDeg * DEG_TO_RAD);
216
+
217
+ // -- (1) Pull-up / vault: moving toward the wall, OR a jump press while
218
+ // facing into it. Request the climb; Mantle (next tick) resolves it
219
+ // onto a standable top, or vaults over a too-thin one. The small
220
+ // upward kick keeps mantle's ledgeAhead probe resolving correctly.
221
+ if (away < -cfg.moveTowardThreshold || (jumpEdge && facing > coneCos)) {
222
+ runtime.ledgePullUpRequest = true;
223
+ runtime.velocityY = runtime.jumpInitialVy * cfg.mantleUpUpFactor;
224
+ if (jumpEdge) runtime.prevJumpHeld = true;
225
+ runtime.midJump = true;
226
+ controller.state.isAscending = true;
227
+ controller.signals.onLedgeRelease.send1({ reason: "mantle-up" });
228
+ return false;
229
+ }
230
+ // Consume a jump press that DIDN'T pull up (facing away) so it doesn't
231
+ // fire later; stay hanging — looking away never auto-acts.
232
+ if (jumpEdge) runtime.prevJumpHeld = true;
233
+
234
+ // -- (2) Dismount. Crouch is an explicit, unconditional dismount.
235
+ // Movement-away is CONSERVATIVE: leaving the hang (you fall) is more
236
+ // consequential than shimmying, so a strafe taken while looking
237
+ // somewhat off the wall — which bleeds a little into `away` — reads
238
+ // as a SHIMMY (handled below), not an ejection. Only a stick that
239
+ // clearly points OFF the edge (away-DOMINANT, past the threshold)
240
+ // drops you.
241
+ if (intent.crouch) {
242
+ controller.signals.onLedgeRelease.send1({ reason: "drop" });
243
+ return false;
244
+ }
245
+ if (away > cfg.moveAwayThreshold && away > Math.abs(lateral)) {
246
+ controller.signals.onLedgeRelease.send1({ reason: "drop" });
247
+ return false;
248
+ }
249
+
250
+ // -- (5) Slip: exertion saturated → forced release.
251
+ if (controller.state.exertion >= 1.0) {
252
+ controller.signals.onLedgeRelease.send1({ reason: "slip" });
253
+ return false;
254
+ }
255
+
256
+ // -- (3) Shimmy: lateral intent dominant → try one step along the edge.
257
+ // A blocked or discontinuous edge clamps (we stay hanging here),
258
+ // never drops.
259
+ let shimmying = false;
260
+ if (Math.abs(lateral) > cfg.shimmyLateralMin && Math.abs(lateral) >= Math.abs(away)) {
261
+ shimmying = this._tryShimmy(controller, runtime, cfg, Math.sign(lateral), dt, _system);
262
+ }
263
+
264
+ // -- (4) Hold (or post-shimmy advance): snap to the hang pose just
265
+ // OUTSIDE the wall face, gripping the top edge. The body centre sits
266
+ // a capsule radius (+ a small gap) out from the face along its
267
+ // outward normal — anchoring on the WALL keeps the body clear even
268
+ // when the ledge was reached obliquely (a facing-relative offset
269
+ // would sink it into a thin wall).
270
+ const standoff = controller.config.body.radius + cfg.hangOffsetForward;
271
+ bodyTransform.position.set(
272
+ this._anchorX + this._nx * standoff,
273
+ this._edgeY + cfg.hangOffsetY,
274
+ this._anchorZ + this._nz * standoff,
275
+ );
276
+ runtime.velocityX = 0;
277
+ runtime.velocityY = 0;
278
+ runtime.velocityZ = 0;
279
+ controller.state.grounded = false;
280
+
281
+ // Teleport-snap the camera on a parked (non-shimmying) hang: the body
282
+ // was just snapped onto the wall from wherever it was falling, so the
283
+ // render interpolation must JUMP to the hang pose, not glide into it.
284
+ // During a shimmy the body moves smoothly, so we let it interpolate.
285
+ if (!shimmying) runtime.renderSnap = true;
286
+
287
+ // Exertion rises while hanging — fatigue. Faster while actively
288
+ // shimmying. Mass-scaled like the rest of the exertion system.
289
+ const exertRate = cfg.exertionRiseRate * (shimmying ? cfg.shimmyExertionFactor : 1);
290
+ controller.state.exertion = clamp(
291
+ controller.state.exertion + exertRate * dt
292
+ * runtime.massRatios.exertionRiseScale,
293
+ 0, 1,
294
+ );
295
+
296
+ return true;
297
+ }
298
+
299
+ /**
300
+ * World-space move intent (clamped to the unit disk) dotted with a
301
+ * horizontal axis (ax, az). Uses the controller's own move→world
302
+ * convention (screen_fwd = (sinYaw, cosYaw)). Facing-independent by
303
+ * construction — it's the intent in WORLD space, not camera space.
304
+ * @private
305
+ */
306
+ _worldMoveDot(controller, runtime, ax, az) {
307
+ const { sinYaw, cosYaw } = runtime;
308
+ let mx = controller.intent.move.x;
309
+ let my = controller.intent.move.y;
310
+ const len = Math.hypot(mx, my);
311
+ if (len > 1) { mx /= len; my /= len; }
312
+ const wmx = sinYaw * my - cosYaw * mx;
313
+ const wmz = cosYaw * my + sinYaw * mx;
314
+ return wmx * ax + wmz * az;
315
+ }
316
+
317
+ /**
318
+ * Is the grabbed lip still under us? Probes the CAPTURED anchor (a down-ray
319
+ * just past the face, into the wall along −n), independent of where the
320
+ * camera looks — so turning to look away never reads as "ledge lost". Falls
321
+ * back to the facing-relative sensor only when no physics backend is present
322
+ * (the flat-ground unit harness, which simulates loss via that sensor).
323
+ * @private
324
+ */
325
+ _ledgeStillThere(runtime, cfg, system) {
326
+ const physics = system && system.physicsSystem;
327
+ if (!physics) return runtime.sensors.ledgeAhead.hit;
328
+
329
+ const ray = this._ray;
330
+ const hit = this._hit;
331
+ ray.setOrigin(
332
+ this._anchorX - this._nx * cfg.shimmyEdgeProbeForward,
333
+ this._edgeY + cfg.shimmyContinuityProbeUp,
334
+ this._anchorZ - this._nz * cfg.shimmyEdgeProbeForward,
335
+ );
336
+ ray.setDirection(0, -1, 0);
337
+ ray.tMax = cfg.shimmyContinuityProbeUp + cfg.shimmyContinuityProbeDown;
338
+ const filter = (_e, c) => c !== runtime.collider;
339
+ if (!physics.raycast(ray, hit, filter)) return false;
340
+ return Math.abs(hit.position.y - this._edgeY) <= cfg.shimmyContinuityTol;
341
+ }
342
+
343
+ /**
344
+ * Attempt one shimmy step of `dir` (±1) along the edge tangent. Returns
345
+ * true if it stepped (clear AND continuous), false if it CLAMPED — a clamp
346
+ * holds in place, it never drops. On success it advances the anchor and
347
+ * re-captures the edge height so an undulating top is tracked.
348
+ *
349
+ * Two probes, both must pass:
350
+ * (A) lateral CLEARANCE — a ray along the tangent from the body centre
351
+ * must be free for the step (a perpendicular/concave wall blocks it).
352
+ * (B) edge CONTINUITY — a down-ray just past the shifted edge must find
353
+ * the lip still at ~edge height (else the edge ended).
354
+ * Needs the physics backend; without it (flat-ground unit harness) it
355
+ * can't verify geometry, so it clamps.
356
+ * @private
357
+ */
358
+ _tryShimmy(controller, runtime, cfg, dir, dt, system) {
359
+ const physics = system && system.physicsSystem;
360
+ if (!physics) return false; // no spatial backend → can't verify → clamp
361
+
362
+ const r = controller.config.body.radius;
363
+ const standoff = r + cfg.hangOffsetForward;
364
+ // Edge tangent (n is unit, so t is unit). dir picks the direction.
365
+ const tx = dir * (-this._nz);
366
+ const tz = dir * this._nx;
367
+ const step = cfg.shimmySpeed * dt;
368
+ const filter = (_e, c) => c !== runtime.collider; // exclude own body
369
+ const ray = this._ray;
370
+ const hit = this._hit;
371
+
372
+ // Body centre at the current hang pose.
373
+ const bx = this._anchorX + this._nx * standoff;
374
+ const bz = this._anchorZ + this._nz * standoff;
375
+
376
+ // (A) Lateral clearance along the tangent.
377
+ ray.setOrigin(bx, this._edgeY + cfg.shimmyClearanceProbeY, bz);
378
+ ray.setDirection(tx, 0, tz);
379
+ ray.tMax = step + r + cfg.shimmyClearanceGap;
380
+ if (physics.raycast(ray, hit, filter)) return false; // blocked → clamp
381
+
382
+ // (B) Edge continuity: down-probe just past the SHIFTED edge. The top
383
+ // surface sits INTO the wall from the face (along -n), so offset the
384
+ // probe that way before dropping it.
385
+ const nex = this._anchorX + tx * step;
386
+ const nez = this._anchorZ + tz * step;
387
+ ray.setOrigin(
388
+ nex - this._nx * cfg.shimmyEdgeProbeForward,
389
+ this._edgeY + cfg.shimmyContinuityProbeUp,
390
+ nez - this._nz * cfg.shimmyEdgeProbeForward,
391
+ );
392
+ ray.setDirection(0, -1, 0);
393
+ ray.tMax = cfg.shimmyContinuityProbeUp + cfg.shimmyContinuityProbeDown;
394
+ if (!physics.raycast(ray, hit, filter)) return false; // edge ended → clamp
395
+ if (Math.abs(hit.position.y - this._edgeY) > cfg.shimmyContinuityTol) return false;
396
+
397
+ // Commit: advance along the face and track the (possibly undulating)
398
+ // lip. The wall normal is kept constant — a straight face is the common
399
+ // case; wrapping a curving/convex wall is a v2 refinement.
400
+ this._anchorX = nex;
401
+ this._anchorZ = nez;
402
+ this._edgeY = hit.position.y;
403
+ return true;
404
+ }
405
+ }