@woosh/meep-engine 2.155.0 → 2.157.0

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 (1098) hide show
  1. package/README.md +2 -4
  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/editor/view/ecs/components/common/AutoCanvasView.js +100 -53
  7. package/editor/view/ecs/components/common/TextController.js +59 -0
  8. package/editor/view/node-graph/NodeGraphCamera.js +90 -0
  9. package/editor/view/node-graph/NodeGraphEditorView.js +121 -22
  10. package/editor/view/node-graph/NodeGraphSelection.js +89 -0
  11. package/editor/view/node-graph/NodeGraphView.js +669 -453
  12. package/editor/view/node-graph/NodeView.js +211 -135
  13. package/editor/view/node-graph/actions/ConnectionCreateAction.js +53 -0
  14. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -0
  15. package/editor/view/node-graph/actions/NodeDeleteAction.js +88 -0
  16. package/editor/view/node-graph/actions/NodeParameterSetAction.js +52 -0
  17. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -0
  18. package/editor/view/node-graph/actions/SelectionSetAction.js +60 -0
  19. package/editor/view/node-graph/connection_wire_geometry.js +107 -0
  20. package/package.json +1 -1
  21. package/samples/generation/SampleGenerator0.js +8 -1
  22. package/src/core/binary/32BitEncoder.js +1 -1
  23. package/src/core/binary/reinterpret_float32_as_uint32.d.ts +7 -0
  24. package/src/core/binary/reinterpret_float32_as_uint32.d.ts.map +1 -0
  25. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -0
  26. package/src/core/binary/reinterpret_uint32_as_float32.d.ts +7 -0
  27. package/src/core/binary/reinterpret_uint32_as_float32.d.ts.map +1 -0
  28. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -0
  29. package/src/core/binary/to_half_float_uint16.js +3 -3
  30. package/src/core/bvh2/bvh3/ebvh_build_for_geometry_incremental.d.ts.map +1 -1
  31. package/src/core/bvh2/bvh3/ebvh_build_for_geometry_incremental.js +1 -3
  32. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  33. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +275 -253
  34. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_sphere.d.ts +12 -0
  35. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_sphere.d.ts.map +1 -0
  36. package/src/core/bvh2/bvh3/query/bvh_query_user_data_overlaps_sphere.js +92 -0
  37. package/src/core/bvh8/BVH8.d.ts +127 -0
  38. package/src/core/bvh8/BVH8.d.ts.map +1 -0
  39. package/src/core/bvh8/BVH8.js +436 -0
  40. package/src/core/bvh8/NOTES.md +63 -0
  41. package/src/core/bvh8/build/BVH8Converter.d.ts +59 -0
  42. package/src/core/bvh8/build/BVH8Converter.d.ts.map +1 -0
  43. package/src/core/bvh8/build/BVH8Converter.js +588 -0
  44. package/src/core/bvh8/build/NodeProxy.d.ts +66 -0
  45. package/src/core/bvh8/build/NodeProxy.d.ts.map +1 -0
  46. package/src/core/bvh8/build/NodeProxy.js +308 -0
  47. package/src/core/bvh8/build/TriangleCluster.d.ts +29 -0
  48. package/src/core/bvh8/build/TriangleCluster.d.ts.map +1 -0
  49. package/src/core/bvh8/build/TriangleCluster.js +123 -0
  50. package/src/core/bvh8/build/aabb3_compute_merge_cost.d.ts +8 -0
  51. package/src/core/bvh8/build/aabb3_compute_merge_cost.d.ts.map +1 -0
  52. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +29 -0
  53. package/src/core/bvh8/build/aabb3_from_triangle_by_index.d.ts +10 -0
  54. package/src/core/bvh8/build/aabb3_from_triangle_by_index.d.ts.map +1 -0
  55. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +18 -0
  56. package/src/core/bvh8/build/bvh8_build_for_geometry.d.ts +10 -0
  57. package/src/core/bvh8/build/bvh8_build_for_geometry.d.ts.map +1 -0
  58. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -0
  59. package/src/core/bvh8/build/bvh8_from_proxy.d.ts +9 -0
  60. package/src/core/bvh8/build/bvh8_from_proxy.d.ts.map +1 -0
  61. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -0
  62. package/src/core/bvh8/build/byte.d.ts +7 -0
  63. package/src/core/bvh8/build/byte.d.ts.map +1 -0
  64. package/src/core/bvh8/build/byte.js +10 -0
  65. package/src/core/bvh8/build/encode_bounds_e.d.ts +9 -0
  66. package/src/core/bvh8/build/encode_bounds_e.d.ts.map +1 -0
  67. package/src/core/bvh8/build/encode_bounds_e.js +12 -0
  68. package/src/core/bvh8/bvh8_convert_to_dot.d.ts +11 -0
  69. package/src/core/bvh8/bvh8_convert_to_dot.d.ts.map +1 -0
  70. package/src/core/bvh8/bvh8_convert_to_dot.js +133 -0
  71. package/src/core/bvh8/bvh8_count_primitives.d.ts +22 -0
  72. package/src/core/bvh8/bvh8_count_primitives.d.ts.map +1 -0
  73. package/src/core/bvh8/bvh8_count_primitives.js +98 -0
  74. package/src/core/bvh8/bvh8_geometry_validate.d.ts +16 -0
  75. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -0
  76. package/src/core/bvh8/bvh8_geometry_validate.js +149 -0
  77. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts +16 -0
  78. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -0
  79. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +177 -0
  80. package/src/core/bvh8/bvh8_get_node_bounds.d.ts +9 -0
  81. package/src/core/bvh8/bvh8_get_node_bounds.d.ts.map +1 -0
  82. package/src/core/bvh8/bvh8_get_node_bounds.js +35 -0
  83. package/src/core/bvh8/bvh8_get_node_child_bounds.d.ts +10 -0
  84. package/src/core/bvh8/bvh8_get_node_child_bounds.d.ts.map +1 -0
  85. package/src/core/bvh8/bvh8_get_node_child_bounds.js +53 -0
  86. package/src/core/bvh8/bvh8_node_child_surface_area.d.ts +9 -0
  87. package/src/core/bvh8/bvh8_node_child_surface_area.d.ts.map +1 -0
  88. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -0
  89. package/src/core/bvh8/bvh8_node_count_triangles.d.ts +8 -0
  90. package/src/core/bvh8/bvh8_node_count_triangles.d.ts.map +1 -0
  91. package/src/core/bvh8/bvh8_node_count_triangles.js +28 -0
  92. package/src/core/bvh8/bvh8_quality.d.ts +8 -0
  93. package/src/core/bvh8/bvh8_quality.d.ts.map +1 -0
  94. package/src/core/bvh8/bvh8_quality.js +73 -0
  95. package/src/core/bvh8/bvh8_validate_structure.d.ts +15 -0
  96. package/src/core/bvh8/bvh8_validate_structure.d.ts.map +1 -0
  97. package/src/core/bvh8/bvh8_validate_structure.js +87 -0
  98. package/src/core/cache/Cache.d.ts.map +1 -1
  99. package/src/core/cache/Cache.js +7 -0
  100. package/src/core/cache/FrequencySketch.d.ts.map +1 -1
  101. package/src/core/cache/FrequencySketch.js +8 -4
  102. package/src/core/clipboard/obtainClipBoard.d.ts +6 -0
  103. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -0
  104. package/src/core/clipboard/obtainClipBoard.js +29 -0
  105. package/src/core/clipboard/safeClipboardReadText.d.ts +6 -0
  106. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -0
  107. package/src/core/clipboard/safeClipboardReadText.js +55 -0
  108. package/src/core/clipboard/safeClipboardWriteText.d.ts +8 -0
  109. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -0
  110. package/src/core/clipboard/safeClipboardWriteText.js +23 -0
  111. package/src/core/collection/Uint32MinHeap.d.ts +56 -0
  112. package/src/core/collection/Uint32MinHeap.d.ts.map +1 -0
  113. package/src/core/collection/Uint32MinHeap.js +109 -0
  114. package/src/core/collection/array/array_quick_sort_by_lookup_map.js +1 -1
  115. package/src/core/collection/array/array_set_diff_sorting.d.ts.map +1 -1
  116. package/src/core/collection/array/array_set_diff_sorting.js +4 -1
  117. package/src/core/collection/array/array_shuffle.d.ts.map +1 -1
  118. package/src/core/collection/array/array_shuffle.js +30 -27
  119. package/src/core/collection/array/binarySearchLowIndex.d.ts.map +1 -1
  120. package/src/core/collection/array/binarySearchLowIndex.js +4 -3
  121. package/src/core/collection/array/typed/array_buffer_hash.js +1 -1
  122. package/src/core/collection/array/typed/is_typed_array_equals.d.ts.map +1 -1
  123. package/src/core/collection/array/typed/is_typed_array_equals.js +12 -2
  124. package/src/core/collection/heap/BinaryHeap.d.ts.map +1 -1
  125. package/src/core/collection/heap/BinaryHeap.js +12 -2
  126. package/src/core/collection/list/FilteredListProjection.js +1 -1
  127. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  128. package/src/core/collection/queue/Deque.js +10 -8
  129. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  130. package/src/core/collection/table/RowFirstTable.js +4 -2
  131. package/src/core/collection/table/RowFirstTableSpec.js +2 -2
  132. package/src/{engine/physics/island → core/collection/union-find}/union_find.d.ts +8 -5
  133. package/src/core/collection/union-find/union_find.d.ts.map +1 -0
  134. package/src/{engine/physics/island → core/collection/union-find}/union_find.js +8 -5
  135. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  136. package/src/core/color/operations/color_lerp.js +10 -3
  137. package/src/core/color/rgb2uint32.js +1 -1
  138. package/src/core/color/rgbe9995_to_rgb.js +1 -1
  139. package/src/core/dom/isImageBitmap.d.ts +7 -0
  140. package/src/core/dom/isImageBitmap.d.ts.map +1 -0
  141. package/src/core/dom/isImageBitmap.js +12 -0
  142. package/src/core/function/frameThrottle.d.ts +8 -0
  143. package/src/core/function/frameThrottle.d.ts.map +1 -0
  144. package/src/core/function/frameThrottle.js +23 -0
  145. package/src/core/function/objectsEqual.d.ts.map +1 -1
  146. package/src/core/function/objectsEqual.js +2 -1
  147. package/src/core/geom/2d/aabb/AABB2.d.ts.map +1 -1
  148. package/src/core/geom/2d/aabb/AABB2.js +12 -11
  149. package/src/core/geom/2d/convex-hull/convex_hull_jarvis_2d.d.ts.map +1 -1
  150. package/src/core/geom/2d/convex-hull/convex_hull_jarvis_2d.js +30 -4
  151. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.d.ts.map +1 -1
  152. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +6 -2
  153. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  154. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +388 -386
  155. package/src/core/geom/2d/hash-grid/shg_query_elements_line.d.ts.map +1 -1
  156. package/src/core/geom/2d/hash-grid/shg_query_elements_line.js +8 -3
  157. package/src/{engine/physics/narrowphase/clip_against_axis_uv.d.ts → core/geom/2d/polygon/polygon2_clip_axis_halfplane.d.ts} +3 -3
  158. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.d.ts.map +1 -0
  159. package/src/{engine/physics/narrowphase/clip_against_axis_uv.js → core/geom/2d/polygon/polygon2_clip_axis_halfplane.js} +51 -51
  160. package/src/core/geom/2d/quad-tree/QuadTreeDatum.d.ts.map +1 -1
  161. package/src/core/geom/2d/quad-tree/QuadTreeDatum.js +9 -1
  162. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.d.ts +3 -1
  163. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.d.ts.map +1 -1
  164. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +3 -1
  165. package/src/core/geom/2d/quad-tree-binary/QuadTree.js +714 -714
  166. package/src/core/geom/2d/r-tree/StaticR2Tree.d.ts.map +1 -1
  167. package/src/core/geom/2d/r-tree/StaticR2Tree.js +5 -4
  168. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.d.ts.map +1 -1
  169. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +33 -29
  170. package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.d.ts.map +1 -1
  171. package/src/core/geom/3d/aabb/aabb3_near_distance_to_intersection_ray_segment.js +3 -1
  172. package/src/core/geom/3d/aabb/aabb3_signed_distance_to_aabb3.d.ts.map +1 -1
  173. package/src/core/geom/3d/aabb/aabb3_signed_distance_to_aabb3.js +10 -7
  174. package/src/{engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts → core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts} +9 -7
  175. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -0
  176. package/src/{engine/physics/narrowphase/decomposition/aabb_world_to_local.js → core/geom/3d/aabb/aabb3_transform_oriented_inverse.js} +9 -7
  177. package/src/core/geom/3d/aabb/aabb3_transformed_compute_plane_side.d.ts.map +1 -1
  178. package/src/core/geom/3d/aabb/aabb3_transformed_compute_plane_side.js +30 -9
  179. package/src/core/geom/3d/aabb/compute_aabb_from_points.js +3 -3
  180. package/src/core/geom/3d/aabb/compute_triangle_group_aabb3.d.ts +12 -0
  181. package/src/core/geom/3d/aabb/compute_triangle_group_aabb3.d.ts.map +1 -0
  182. package/src/core/geom/3d/aabb/compute_triangle_group_aabb3.js +46 -0
  183. package/src/core/geom/3d/box/box3_projected_half_extent.d.ts +28 -0
  184. package/src/core/geom/3d/box/box3_projected_half_extent.d.ts.map +1 -0
  185. package/src/core/geom/3d/box/box3_projected_half_extent.js +35 -0
  186. package/src/core/geom/3d/box/box3_raycast.d.ts +37 -0
  187. package/src/core/geom/3d/box/box3_raycast.d.ts.map +1 -0
  188. package/src/core/geom/3d/box/box3_raycast.js +81 -0
  189. package/src/core/geom/3d/capsule/capsule_raycast.d.ts +35 -0
  190. package/src/core/geom/3d/capsule/capsule_raycast.d.ts.map +1 -0
  191. package/src/core/geom/3d/capsule/capsule_raycast.js +93 -0
  192. package/src/core/geom/3d/cone/compute_bounding_cone_of_2_cones.d.ts.map +1 -1
  193. package/src/core/geom/3d/cone/compute_bounding_cone_of_2_cones.js +4 -0
  194. package/src/core/geom/3d/frustum/frustum3_computeNearestPointToPoint.js +1 -1
  195. package/src/core/geom/3d/frustum/read_cluster_frustum_corners.js +1 -1
  196. package/src/core/geom/3d/frustum/read_frustum_corner.d.ts +9 -0
  197. package/src/core/geom/3d/frustum/read_frustum_corner.d.ts.map +1 -0
  198. package/src/core/geom/3d/frustum/read_frustum_corner.js +14 -0
  199. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -0
  200. package/src/{engine/physics → core/geom/3d}/gjk/gjk.js +430 -372
  201. package/src/{engine/physics → core/geom/3d}/gjk/gjk_epa_penetration.d.ts +8 -5
  202. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -0
  203. package/src/{engine/physics → core/geom/3d}/gjk/gjk_epa_penetration.js +520 -548
  204. package/src/{engine/physics → core/geom/3d}/gjk/minkowski_support.d.ts +5 -4
  205. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -0
  206. package/src/{engine/physics → core/geom/3d}/gjk/minkowski_support.js +71 -70
  207. package/src/{engine/physics → core/geom/3d}/gjk/mpr.d.ts +3 -3
  208. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -0
  209. package/src/{engine/physics → core/geom/3d}/gjk/mpr.js +368 -362
  210. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.d.ts.map +1 -1
  211. package/src/core/geom/3d/line/line3_compute_segment_point_distance_eikonal.js +3 -2
  212. package/src/core/geom/3d/mat4/decompose_matrix_4_array.d.ts.map +1 -1
  213. package/src/core/geom/3d/mat4/decompose_matrix_4_array.js +12 -2
  214. package/src/core/geom/3d/mat4/eulerAnglesFromMatrix.js +2 -2
  215. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.d.ts +1 -1
  216. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.d.ts.map +1 -1
  217. package/src/core/geom/3d/mat4/m4_multiply_alphatensor.js +19 -13
  218. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  219. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +3 -2
  220. package/src/core/geom/3d/plane/plane3_compute_plane_intersection.js +3 -2
  221. package/src/{engine/physics/integration/quat_integrate.d.ts → core/geom/3d/quaternion/quat3_integrate.d.ts} +2 -2
  222. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -0
  223. package/src/{engine/physics/integration/quat_integrate.js → core/geom/3d/quaternion/quat3_integrate.js} +1 -1
  224. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  225. package/src/core/geom/3d/shape/MeshShape3D.js +7 -0
  226. package/src/{engine/physics/narrowphase/PosedShape.d.ts → core/geom/3d/shape/PosedShape3D.d.ts} +9 -8
  227. package/src/{engine/physics/narrowphase/PosedShape.d.ts.map → core/geom/3d/shape/PosedShape3D.d.ts.map} +1 -1
  228. package/src/{engine/physics/narrowphase/PosedShape.js → core/geom/3d/shape/PosedShape3D.js} +10 -9
  229. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  230. package/src/core/geom/3d/shape/TransformedShape3D.js +15 -11
  231. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  232. package/src/core/geom/3d/shape/UnionShape3D.js +3 -2
  233. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.d.ts.map +1 -1
  234. package/src/core/geom/3d/shape/util/shape3d_voxelize_to_grid.js +153 -148
  235. package/src/core/geom/3d/sphere/harmonics/sh3_dering_optimize_positive.d.ts.map +1 -1
  236. package/src/core/geom/3d/sphere/harmonics/sh3_dering_optimize_positive.js +7 -0
  237. package/src/core/geom/3d/sphere/harmonics/sh3_sample_by_direction.d.ts.map +1 -1
  238. package/src/core/geom/3d/sphere/harmonics/sh3_sample_by_direction.js +13 -10
  239. package/src/core/geom/3d/sphere/sphere_projected_sphere_radius_sqr.d.ts +1 -1
  240. package/src/core/geom/3d/sphere/sphere_projected_sphere_radius_sqr.js +2 -2
  241. package/src/core/geom/3d/sphere/sphere_raycast.d.ts +33 -0
  242. package/src/core/geom/3d/sphere/sphere_raycast.d.ts.map +1 -0
  243. package/src/core/geom/3d/sphere/sphere_raycast.js +47 -0
  244. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.d.ts +24 -0
  245. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.d.ts.map +1 -0
  246. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_tet_get_neighbours.js +39 -0
  247. package/src/core/geom/3d/tetrahedra/triangle/trace_triangular_depth_map.d.ts.map +1 -1
  248. package/src/core/geom/3d/tetrahedra/triangle/trace_triangular_depth_map.js +4 -2
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  1043. package/src/generation/theme/cell/CellProcessingRuleSet.d.ts +1 -1
  1044. package/src/generation/theme/cell/CellProcessingRuleSet.d.ts.map +1 -1
  1045. package/src/generation/theme/cell/CellProcessingRuleSet.js +2 -2
  1046. package/src/view/common/ListView.js +1 -1
  1047. package/src/view/elements/BottomLeftResizeHandleView.d.ts.map +1 -1
  1048. package/src/view/elements/BottomLeftResizeHandleView.js +13 -5
  1049. package/src/core/font/FontAsset.d.ts.map +0 -1
  1050. package/src/core/font/FontAssetLoader.d.ts.map +0 -1
  1051. package/src/core/geom/3d/shape/util/shape_to_visual_entity.d.ts.map +0 -1
  1052. package/src/core/geom/3d/tetrahedra/visualize_tetrahedral_mesh.d.ts.map +0 -1
  1053. package/src/core/process/action/AsynchronousDelayAction.d.ts.map +0 -1
  1054. package/src/engine/graphics/sh3/path_tracer/sampling/v3_orthonormal_matrix_from_normal.d.ts.map +0 -1
  1055. package/src/engine/physics/computeInterceptPoint.d.ts.map +0 -1
  1056. package/src/engine/physics/fluid/solver/optimal_sor_omega.d.ts.map +0 -1
  1057. package/src/engine/physics/gjk/gjk.d.ts.map +0 -1
  1058. package/src/engine/physics/gjk/gjk_epa_penetration.d.ts.map +0 -1
  1059. package/src/engine/physics/gjk/minkowski_support.d.ts.map +0 -1
  1060. package/src/engine/physics/gjk/mpr.d.ts.map +0 -1
  1061. package/src/engine/physics/integration/quat_integrate.d.ts.map +0 -1
  1062. package/src/engine/physics/island/union_find.d.ts.map +0 -1
  1063. package/src/engine/physics/narrowphase/clip_against_axis_uv.d.ts.map +0 -1
  1064. package/src/engine/physics/narrowphase/decomposition/aabb_world_to_local.d.ts.map +0 -1
  1065. package/src/engine/physics/narrowphase/ray_shapes.d.ts +0 -66
  1066. package/src/engine/physics/narrowphase/ray_shapes.d.ts.map +0 -1
  1067. package/src/engine/physics/narrowphase/ray_shapes.js +0 -187
  1068. package/src/engine/sound/ecs/emitter/SoundEmitterChannel.d.ts +0 -23
  1069. package/src/engine/sound/ecs/emitter/SoundEmitterChannel.d.ts.map +0 -1
  1070. package/src/engine/sound/ecs/emitter/SoundEmitterChannel.js +0 -32
  1071. package/src/engine/sound/ecs/emitter/SoundTrackNodes.d.ts +0 -18
  1072. package/src/engine/sound/ecs/emitter/SoundTrackNodes.d.ts.map +0 -1
  1073. package/src/engine/sound/ecs/emitter/SoundTrackNodes.js +0 -18
  1074. package/src/engine/sound/sopra/AbstractAudioClip.d.ts +0 -26
  1075. package/src/engine/sound/sopra/AbstractAudioClip.d.ts.map +0 -1
  1076. package/src/engine/sound/sopra/AbstractAudioClip.js +0 -29
  1077. package/src/engine/sound/sopra/ContainerAudioClip.d.ts +0 -12
  1078. package/src/engine/sound/sopra/ContainerAudioClip.d.ts.map +0 -1
  1079. package/src/engine/sound/sopra/ContainerAudioClip.js +0 -13
  1080. package/src/engine/sound/sopra/RandomContainerAudioClip.d.ts +0 -12
  1081. package/src/engine/sound/sopra/RandomContainerAudioClip.d.ts.map +0 -1
  1082. package/src/engine/sound/sopra/RandomContainerAudioClip.js +0 -15
  1083. package/src/engine/sound/sopra/SequenceContainerAudioClip.d.ts +0 -7
  1084. package/src/engine/sound/sopra/SequenceContainerAudioClip.d.ts.map +0 -1
  1085. package/src/engine/sound/sopra/SequenceContainerAudioClip.js +0 -8
  1086. package/src/engine/sound/sopra/SilenceAudioClip.d.ts +0 -13
  1087. package/src/engine/sound/sopra/SilenceAudioClip.d.ts.map +0 -1
  1088. package/src/engine/sound/sopra/SilenceAudioClip.js +0 -15
  1089. package/src/generation/grid/generation/discrete/layer/GridTaskDistanceToMarkers.d.ts +0 -21
  1090. package/src/generation/grid/generation/discrete/layer/GridTaskDistanceToMarkers.d.ts.map +0 -1
  1091. package/src/generation/grid/generation/discrete/layer/GridTaskDistanceToMarkers.js +0 -68
  1092. package/src/generation/grid/generation/grid/GridTaskGridAlignedNodeGenerator.d.ts +0 -10
  1093. package/src/generation/grid/generation/grid/GridTaskGridAlignedNodeGenerator.d.ts.map +0 -1
  1094. package/src/generation/grid/generation/grid/GridTaskGridAlignedNodeGenerator.js +0 -17
  1095. /package/src/{engine/physics → core/geom/3d}/gjk/NOTES.md +0 -0
  1096. /package/src/{engine/physics → core/geom/3d}/gjk/gjk.d.ts +0 -0
  1097. /package/src/{engine/graphics/sh3/path_tracer/sampling → core/geom/vec3}/v3_orthonormal_matrix_from_normal.d.ts +0 -0
  1098. /package/src/{engine/physics → core/math/physics/kinematics}/computeInterceptPoint.d.ts +0 -0
@@ -23,6 +23,7 @@ import { PhysicsSurfacePoint } from "../../physics/queries/PhysicsSurfacePoint.j
23
23
  import { FirstPersonPlayerController } from "./FirstPersonPlayerController.js";
24
24
  import { DecisionPoint } from "./mastery/DecisionPoint.js";
25
25
  import { computeJumpFromApex } from "./math/computeJumpFromApex.js";
26
+ import { jumpForceForHeight, launchVelocityForForce } from "./math/jumpDynamics.js";
26
27
  import { computeLRCBreathRate } from "./math/computeLRCBreathRate.js";
27
28
  import { computeMassRatios } from "./math/computeMassRatios.js";
28
29
  import { Spring } from "./math/Spring.js";
@@ -143,6 +144,26 @@ class PerEntityRuntime {
143
144
  /** Yaw rate (rad/s) computed in look consumption — for evaluators. */
144
145
  this.yawRateRadPerSec = 0;
145
146
 
147
+ // -- Render-rate look + position interpolation ---------------------
148
+ // The camera DIRECTION (yaw/pitch) is consumed at RENDER rate (see the
149
+ // controller's _consumeLook), so it tracks the mouse smoothly instead of
150
+ // being aliased by the 60Hz sim sampling — consuming the accumulated
151
+ // mouse delta once per fixed step beats against an unaligned mouse
152
+ // report rate and makes a slow turn lurch (the reported snap). The body
153
+ // POSITION still advances only at the fixed step, so it's blended
154
+ // between the last two steps by the sub-step alpha to stay smooth on a
155
+ // high-refresh display.
156
+ /** Body yaw at the end of the previous fixed step — used to derive the
157
+ * per-step turn RATE that drives look-lean, decoupled from per-frame
158
+ * input jitter. */
159
+ this.prevFixedYaw = 0;
160
+ this.renderPrevPos = new Vector3();
161
+ this.renderCurPos = new Vector3();
162
+ /** When true, the next position snapshot collapses prev=cur (no blend)
163
+ * — set on a body teleport (e.g. the ledge-grab hang snap) so the
164
+ * camera doesn't glide across the jump. */
165
+ this.renderSnap = false;
166
+
146
167
  /** Horizontal+vertical velocity. We integrate these inside the system
147
168
  * when no external physics layer is attached. */
148
169
  this.velocityX = 0;
@@ -160,6 +181,13 @@ class PerEntityRuntime {
160
181
  this.anticipationRemaining = 0;
161
182
  /** Cached derived gravity (m/s^2) from peakHeight + timeToApex. */
162
183
  this.gravity = 9.81;
184
+ /**
185
+ * Cached jump PUSH-OFF FORCE (newtons) — the physical leg force that
186
+ * reaches `peakHeight` at the reference mass, the quantity jump power is
187
+ * expressed in. Derived at link via {@link jumpForceForHeight}; abilities
188
+ * (e.g. the scramble wall-kick) launch off this same force.
189
+ */
190
+ this.jumpForce = 0;
163
191
  /** Cached derived jump impulse (m/s upward), post-mass-scaling. */
164
192
  this.jumpInitialVy = 5.0;
165
193
  /**
@@ -299,6 +327,23 @@ class PerEntityRuntime {
299
327
 
300
328
  /** Cached eye entity ID. -1 until link assigns it. */
301
329
  this.eyeEntity = -1;
330
+
331
+ /**
332
+ * One-shot hand-off flag: LedgeGrab sets it on a pull-up release so
333
+ * Mantle (next tick) knows this is a ledge pull-up — it then allows a
334
+ * too-thin top (auto-mantle still requires a standable one) and vaults
335
+ * OVER instead of onto. Mantle consumes it in onActivate.
336
+ */
337
+ this.ledgePullUpRequest = false;
338
+
339
+ /**
340
+ * Seconds remaining in the post-release ledge re-grab refractory
341
+ * window. Set by {@link LedgeGrab} on deactivation, aged down by dt
342
+ * each fixed step, and read by LedgeGrab.canActivate — so a deliberate
343
+ * dismount can fall clear of the grab window without the auto-catch
344
+ * snapping the body straight back onto the same lip.
345
+ */
346
+ this.ledgeRegrabCooldown = 0;
302
347
  }
303
348
  }
304
349
 
@@ -491,7 +536,21 @@ export class FirstPersonPlayerControllerSystem extends System {
491
536
  const derived = { gravity: 0, initialVelocity: 0 };
492
537
  computeJumpFromApex(controller.config.jump.peakHeight, controller.config.jump.timeToApex, derived);
493
538
  runtime.gravity = derived.gravity;
494
- runtime.jumpInitialVy = derived.initialVelocity * runtime.massRatios.jumpV0Scale;
539
+ // Express jump power as a physical push-off FORCE (newtons): the force the
540
+ // legs deliver to reach peakHeight at the REFERENCE mass. Stored so other
541
+ // moves (the scramble wall-kick) can launch off the SAME force.
542
+ const bodyCfg = controller.config.body;
543
+ runtime.jumpForce = jumpForceForHeight(
544
+ bodyCfg.referenceMass, runtime.gravity, bodyCfg.jumpPushoffDistance, controller.config.jump.peakHeight,
545
+ );
546
+ // Force → launch velocity for the reference body (== √(2·g·peakHeight)),
547
+ // then the mass-coupling dial (jumpV0Scale ∝ 1/√mass, modulated by
548
+ // massCouplingStrength) scales it for the actual body. Identical result
549
+ // to the prior `derived.initialVelocity · jumpV0Scale`, now routed
550
+ // through the force so jump power has a single physical source.
551
+ runtime.jumpInitialVy =
552
+ launchVelocityForForce(runtime.jumpForce, bodyCfg.referenceMass, bodyCfg.jumpPushoffDistance)
553
+ * runtime.massRatios.jumpV0Scale;
495
554
 
496
555
  // Seed yaw from the starting body rotation. `toEulerAnglesYXZ`
497
556
  // returns (pitch, yaw, roll) — we only care about y.
@@ -499,6 +558,11 @@ export class FirstPersonPlayerControllerSystem extends System {
499
558
  runtime.bodyYaw = SCRATCH_V3_A.y;
500
559
  runtime.eyePitch = 0;
501
560
 
561
+ // Seed render-rate-look + position-interpolation state to the spawn pose.
562
+ runtime.prevFixedYaw = runtime.bodyYaw;
563
+ runtime.renderPrevPos.copy(bodyTransform.position);
564
+ runtime.renderCurPos.copy(bodyTransform.position);
565
+
502
566
  // Initialize springs to standing-eye-height baseline
503
567
  runtime.eyeHeightSpring.settle(controller.config.body.height);
504
568
  runtime.fovSpring.settle(controller.config.fov.base);
@@ -610,42 +674,24 @@ export class FirstPersonPlayerControllerSystem extends System {
610
674
  // independently ages all samples).
611
675
  controller.mastery.tick(dt);
612
676
 
613
- // -- L1.a: Consume look delta -----------------------------------
614
- // intent.look is zeroed after consume so accumulated input doesn't
615
- // re-apply on the next fixed step.
616
- //
617
- // Conventions (with raw mouse delta as the source movementX/Y both
618
- // positive when moving right/down):
619
- // look.x > 0 ("mouse right") → turn right
620
- // look.y > 0 ("mouse down") look down (flipped by invertY)
621
- //
622
- // The yaw sign is negated because the engine uses left-handed
623
- // coordinates with +Z as forward; a positive Y-axis rotation takes
624
- // +Z toward +X, which presents to the player as a LEFT turn through
625
- // the Three.js camera (`quaternion_invert_orientation`). Negating
626
- // here gives the player-intuitive "mouse right → turn right".
627
- const yawDelta = -intent.look.x;
628
- const pitchSign = cfg.look.invertY ? -1 : 1;
629
- const pitchDelta = intent.look.y * pitchSign;
630
- intent.look.set(0, 0);
631
-
632
- // Cache yaw rate for mastery evaluators (look-lean, foot-asymmetry-
633
- // turn, etc.). Rad/s, signed (negative = turning right in our
634
- // convention — matches yawDelta).
635
- runtime.yawRateRadPerSec = yawDelta / Math.max(dt, 1e-4);
636
-
637
- runtime.bodyYaw += yawDelta;
638
- // keep yaw bounded (purely cosmetic — sin/cos handle wraparound fine)
639
- if (runtime.bodyYaw > Math.PI) runtime.bodyYaw -= TWO_PI;
640
- else if (runtime.bodyYaw < -Math.PI) runtime.bodyYaw += TWO_PI;
641
-
642
- runtime.eyePitch = clamp(
643
- runtime.eyePitch + pitchDelta,
644
- cfg.look.pitchMinDeg * DEG_TO_RAD,
645
- cfg.look.pitchMaxDeg * DEG_TO_RAD,
646
- );
647
-
648
- // Write body yaw back to transform (pure yaw, no pitch on body)
677
+ // -- L1.a: Derive the per-step turn rate ------------------------
678
+ // Look (yaw/pitch) is consumed at RENDER rate in {@link _consumeLook} so
679
+ // the camera tracks the mouse without 60Hz aliasing — consuming the
680
+ // accumulated mouse delta once per fixed step beats against an unaligned
681
+ // mouse report rate and makes a slow turn lurch (the reported snap).
682
+ // fixedUpdate reads the latest yaw and derives the per-fixed-step turn
683
+ // RATE for look-lean + the turn evaluators, from the yaw change since the
684
+ // previous step (shortest-arc across the ±π wrap) smooth and decoupled
685
+ // from per-frame input jitter.
686
+ let yawStep = runtime.bodyYaw - runtime.prevFixedYaw;
687
+ if (yawStep > Math.PI) yawStep -= TWO_PI;
688
+ else if (yawStep < -Math.PI) yawStep += TWO_PI;
689
+ runtime.yawRateRadPerSec = yawStep / Math.max(dt, 1e-4);
690
+ runtime.prevFixedYaw = runtime.bodyYaw;
691
+
692
+ // Write body yaw back to the transform (pure yaw, no pitch on body) —
693
+ // the collision sweep + sensors use it. The camera uses runtime.bodyYaw
694
+ // directly, which _consumeLook keeps current at render rate.
649
695
  bodyTransform.rotation.fromAxisAngle(Vector3.up, runtime.bodyYaw);
650
696
 
651
697
  // -- Shared flags. Computed BEFORE the ability tick so abilities
@@ -661,6 +707,13 @@ export class FirstPersonPlayerControllerSystem extends System {
661
707
  // L2 observers read sinYaw/cosYaw as locals — destructure once.
662
708
  const { sinYaw, cosYaw } = runtime;
663
709
 
710
+ // Age the ledge re-grab refractory window (dt-driven). Decremented
711
+ // BEFORE the ability layer so LedgeGrab.canActivate sees the current
712
+ // value; it gates the auto-catch for a beat after any dismount.
713
+ if (runtime.ledgeRegrabCooldown > 0) {
714
+ runtime.ledgeRegrabCooldown = Math.max(0, runtime.ledgeRegrabCooldown - dt);
715
+ }
716
+
664
717
  // -- Ability layer: at most one active ability owns motion. The
665
718
  // set returns true when no ability owned the tick, in which
666
719
  // case base L1.b-h runs below; false means an ability fully
@@ -670,6 +723,13 @@ export class FirstPersonPlayerControllerSystem extends System {
670
723
  controller, runtime, bodyTransform, runtime.sensors, dt, this,
671
724
  );
672
725
 
726
+ // The ledge-pull-up request is set and consumed WITHIN abilities.tick
727
+ // (LedgeGrab release → Mantle activation, same call). Clear it here as
728
+ // a safety net so a pull-up that didn't activate a mantle can't leak
729
+ // the flag into a later auto-mantle (which would let it vault a thin
730
+ // wall it should have refused).
731
+ runtime.ledgePullUpRequest = false;
732
+
673
733
  // Now resolve crouch (updates prevCrouchHeld) — used by base and L2.
674
734
  // Headroom-aware: force-keeps the player crouched under an overhang.
675
735
  const isCrouchActive = this._resolveCrouchHeld(controller, runtime, bodyTransform);
@@ -977,13 +1037,21 @@ export class FirstPersonPlayerControllerSystem extends System {
977
1037
  wantsCrouch = intent.crouch;
978
1038
  }
979
1039
 
980
- // Headroom override: a player who wants to STAND but has an
981
- // overhang above (the Stand collider won't fit) is force-kept
982
- // crouched until they clear it. Without this, growing the
983
- // collider into the overhang makes the next tick's
984
- // depenetration shove the player out the bottom through the
985
- // floor. `crouchBlocked` records the override for HUD / camera.
986
- if (!wantsCrouch) {
1040
+ // Headroom override block UN-crouching under an overhang. A player who
1041
+ // is ALREADY low (crouched or prone) and wants to stand is force-kept
1042
+ // crouched while the Stand collider won't fit: letting it grow into the
1043
+ // overhang would have the next tick's depenetration shove the player out
1044
+ // the bottom, through the floor. `crouchBlocked` records this for HUD /
1045
+ // camera.
1046
+ //
1047
+ // Crucially this fires ONLY when already low. A STANDING player who walks
1048
+ // under a low ceiling is NEVER auto-pushed down into a crouch — their
1049
+ // full-height capsule simply can't fit, so the mover blocks their forward
1050
+ // motion instead. "If I can't clear it, I don't move forward." Dropping
1051
+ // posture is the player's choice (press crouch), not the ceiling's.
1052
+ const alreadyLow = runtime.lastPosture === FirstPersonPosture.Crouch
1053
+ || runtime.lastPosture === FirstPersonPosture.Prone;
1054
+ if (!wantsCrouch && alreadyLow) {
987
1055
  const growDelta = runtime.standTop - runtime.crouchTop;
988
1056
  if (!this._hasHeadroomToGrow(runtime, bodyTransform, runtime.colliderShapeCrouch, growDelta)) {
989
1057
  state.crouchBlocked = true;
@@ -1107,7 +1175,12 @@ export class FirstPersonPlayerControllerSystem extends System {
1107
1175
  );
1108
1176
 
1109
1177
  sig.onJumpStart.send1({ peakHeight: cfg.jump.peakHeight });
1110
- sig.onLeaveGround.send1({ reason: "jump" });
1178
+ // NOTE: onLeaveGround is fired by the motor (_onLeaveGround)
1179
+ // when the move actually breaks ground contact this same tick —
1180
+ // with reason "jump" since midJump is now true. Firing it here
1181
+ // too double-sent the signal on every grounded jump (and a
1182
+ // spurious second "jump" leave on a coyote jump, which already
1183
+ // left ground on the walk-off). Let the motor own it.
1111
1184
  }
1112
1185
  }
1113
1186
  }
@@ -1474,12 +1547,15 @@ export class FirstPersonPlayerControllerSystem extends System {
1474
1547
  let posture = isCrouchActive
1475
1548
  ? FirstPersonPosture.Crouch
1476
1549
  : FirstPersonPosture.Stand;
1477
- // Headroom floor: if even the Crouch collider can't fit under the
1478
- // overhang (a space lower than crouch height e.g. a slide
1479
- // tunnel the player crawled / slid into), drop one more to Prone.
1480
- // Uses the post-move position, so it reflects where the player
1481
- // actually ended up this tick.
1482
- if (posture === FirstPersonPosture.Crouch) {
1550
+ // Headroom floor block UN-proning under a very low overhang. Only an
1551
+ // ALREADY-prone body (e.g. one that slid into a crawl-height tunnel) is
1552
+ // force-kept prone while the Crouch collider can't fit above it. A player
1553
+ // merely crouching by intent is NOT auto-dropped to prone when they meet
1554
+ // a lower overhang same rule as above: the mover blocks their forward
1555
+ // motion instead of the ceiling shoving them down. Uses the post-move
1556
+ // position, so it reflects where the body actually ended up this tick.
1557
+ if (posture === FirstPersonPosture.Crouch
1558
+ && runtime.lastPosture === FirstPersonPosture.Prone) {
1483
1559
  const proneGrow = runtime.crouchTop - runtime.proneTop;
1484
1560
  if (!this._hasHeadroomToGrow(runtime, bodyTransform, runtime.colliderShapeProne, proneGrow)) {
1485
1561
  posture = FirstPersonPosture.Prone;
@@ -1622,6 +1698,104 @@ export class FirstPersonPlayerControllerSystem extends System {
1622
1698
  pose.postureAmount = clamp((cfg.body.height - state.eyeHeight) / postureSpan, 0, 1);
1623
1699
 
1624
1700
  pose.aimPitch = runtime.eyePitch;
1701
+
1702
+ this._assertTickInvariants(controller, runtime, bodyTransform);
1703
+ this._snapshotRenderPose(runtime, bodyTransform);
1704
+ }
1705
+
1706
+ /**
1707
+ * Record this fixed step's authoritative body position as the latest
1708
+ * render-interpolation endpoint, shifting the old latest to "previous".
1709
+ * {@link _composeEye} blends prev→cur by the sub-step alpha so the camera
1710
+ * position is smooth at any refresh rate. (Yaw/pitch aren't snapshotted —
1711
+ * they're render-rate.) On a teleport (`renderSnap`), prev and cur collapse
1712
+ * to the new position so the camera jumps rather than gliding across it.
1713
+ * @private
1714
+ */
1715
+ _snapshotRenderPose(runtime, bodyTransform) {
1716
+ const p = bodyTransform.position;
1717
+ if (runtime.renderSnap) {
1718
+ runtime.renderSnap = false;
1719
+ runtime.renderPrevPos.set(p.x, p.y, p.z);
1720
+ runtime.renderCurPos.set(p.x, p.y, p.z);
1721
+ return;
1722
+ }
1723
+ runtime.renderPrevPos.copy(runtime.renderCurPos);
1724
+ runtime.renderCurPos.set(p.x, p.y, p.z);
1725
+ }
1726
+
1727
+ /**
1728
+ * Dev-only invariant guard (meep asserts compile out of prod, so this is
1729
+ * free there). Catches the class of corruption that surfaces as an
1730
+ * unexplained camera "snap": a NaN/Infinity leaking into the yaw/pitch the
1731
+ * eye composes from, or into the body's velocity / position. Runs once at
1732
+ * the END of every fixed step, so a bad value is caught the tick it appears
1733
+ * — naming the layer that produced it — instead of manifesting as a camera
1734
+ * jump frames (or seconds) later when something finally reads it.
1735
+ * @private
1736
+ */
1737
+ _assertTickInvariants(controller, runtime, bodyTransform) {
1738
+ const p = bodyTransform.position;
1739
+ assert.ok(Number.isFinite(runtime.bodyYaw),
1740
+ "FP invariant: runtime.bodyYaw is non-finite (camera yaw corrupted)");
1741
+ assert.ok(Number.isFinite(runtime.eyePitch),
1742
+ "FP invariant: runtime.eyePitch is non-finite (camera pitch corrupted)");
1743
+ assert.ok(Number.isFinite(controller.state.leanRollRad),
1744
+ "FP invariant: state.leanRollRad is non-finite (camera roll corrupted)");
1745
+ assert.ok(
1746
+ Number.isFinite(runtime.velocityX)
1747
+ && Number.isFinite(runtime.velocityY)
1748
+ && Number.isFinite(runtime.velocityZ),
1749
+ "FP invariant: runtime.velocity is non-finite",
1750
+ );
1751
+ assert.ok(
1752
+ Number.isFinite(p.x) && Number.isFinite(p.y) && Number.isFinite(p.z),
1753
+ "FP invariant: body position is non-finite",
1754
+ );
1755
+ }
1756
+
1757
+ /**
1758
+ * Consume the accumulated mouse-look delta into body yaw + eye pitch at
1759
+ * RENDER rate (once per render frame, from {@link _composeEye}). This is the
1760
+ * fix for the slow-turn camera snap: sampling `intent.look` at the 60Hz
1761
+ * fixed step aliases an unaligned mouse report rate into an uneven turn,
1762
+ * whereas consuming it every render frame tracks the mouse as smoothly as it
1763
+ * arrives. `intent.look` is zeroed after consuming so the same delta isn't
1764
+ * re-applied next frame.
1765
+ *
1766
+ * Conventions (raw mouse delta source — movementX/Y positive moving
1767
+ * right/down): look.x > 0 ("mouse right") → turn right (the yaw sign is
1768
+ * negated because the engine is left-handed with +Z forward, so a +Y
1769
+ * rotation reads as a LEFT turn through the camera); look.y > 0 → look down,
1770
+ * flipped by invertY.
1771
+ * @private
1772
+ */
1773
+ _consumeLook(controller, runtime) {
1774
+ const intent = controller.intent;
1775
+ const cfg = controller.config;
1776
+ let yawDelta = -intent.look.x;
1777
+ const pitchSign = cfg.look.invertY ? -1 : 1;
1778
+ let pitchDelta = intent.look.y * pitchSign;
1779
+ intent.look.set(0, 0);
1780
+
1781
+ // Reject input SPIKES. A single render frame's look delta beyond a sane
1782
+ // bound is a corrupt browser/driver `movementX` (a high-res mouse under
1783
+ // OS pointer acceleration, or a pointer-lock burst), not a real turn —
1784
+ // applying it snaps the camera 20–100°. Drop the spiking axis; legit
1785
+ // turns (even fast flicks) stay well under the bound at render rate.
1786
+ const maxDelta = cfg.look.maxFrameDeltaRad;
1787
+ if (Math.abs(yawDelta) > maxDelta) yawDelta = 0;
1788
+ if (Math.abs(pitchDelta) > maxDelta) pitchDelta = 0;
1789
+
1790
+ runtime.bodyYaw += yawDelta;
1791
+ if (runtime.bodyYaw > Math.PI) runtime.bodyYaw -= TWO_PI;
1792
+ else if (runtime.bodyYaw < -Math.PI) runtime.bodyYaw += TWO_PI;
1793
+
1794
+ runtime.eyePitch = clamp(
1795
+ runtime.eyePitch + pitchDelta,
1796
+ cfg.look.pitchMinDeg * DEG_TO_RAD,
1797
+ cfg.look.pitchMaxDeg * DEG_TO_RAD,
1798
+ );
1625
1799
  }
1626
1800
 
1627
1801
  /**
@@ -1635,6 +1809,10 @@ export class FirstPersonPlayerControllerSystem extends System {
1635
1809
  const runtime = this.runtime.get(entity);
1636
1810
  if (runtime === undefined) return;
1637
1811
 
1812
+ // Consume mouse-look at RENDER rate so the camera direction tracks the
1813
+ // mouse smoothly, decoupled from the aliased 60Hz sim sampling.
1814
+ this._consumeLook(controller, runtime);
1815
+
1638
1816
  const dt = this._currentRenderDt;
1639
1817
  const cfg = controller.config;
1640
1818
  const state = controller.state;
@@ -1710,11 +1888,23 @@ export class FirstPersonPlayerControllerSystem extends System {
1710
1888
  : 0;
1711
1889
  stack.push("posture.sprintShift", 0, 0, cfg.posture.sprintForwardShiftM * sprintShiftFraction);
1712
1890
 
1713
- // Transform body-local accumulated offset into world space.
1891
+ // Body POSITION advances only at the fixed step → blend the last two
1892
+ // steps by the engine's sub-step alpha (the same fraction the
1893
+ // InterpolationSystem uses for physics bodies) so it's smooth on a high-
1894
+ // refresh display. Yaw + pitch are already render-rate (consumed in
1895
+ // _consumeLook), so they're used directly — no blend, no aliasing.
1896
+ const alpha = this.entityManager.getFixedStepAlpha();
1897
+ const iPosX = lerp(runtime.renderPrevPos.x, runtime.renderCurPos.x, alpha);
1898
+ const iPosY = lerp(runtime.renderPrevPos.y, runtime.renderCurPos.y, alpha);
1899
+ const iPosZ = lerp(runtime.renderPrevPos.z, runtime.renderCurPos.z, alpha);
1900
+ const qYaw0 = SCRATCH_Q_A.fromAxisAngle(Vector3.up, runtime.bodyYaw);
1901
+
1902
+ // Transform body-local accumulated offset into world space (about the
1903
+ // render-rate yaw, to match the interpolated base position).
1714
1904
  const worldOffset = SCRATCH_V3_B.copy(stack.offset);
1715
- worldOffset.applyQuaternion(bodyTransform.rotation);
1905
+ worldOffset.applyQuaternion(qYaw0);
1716
1906
 
1717
- eyeTransform.position.copy(bodyTransform.position);
1907
+ eyeTransform.position.set(iPosX, iPosY, iPosZ);
1718
1908
  eyeTransform.position._add(worldOffset.x, worldOffset.y, worldOffset.z);
1719
1909
 
1720
1910
  // -- Eye rotation: body yaw × eye pitch × roll -------------------
@@ -1763,13 +1953,23 @@ export class FirstPersonPlayerControllerSystem extends System {
1763
1953
  // composition: yaw * pitch * roll
1764
1954
  // pitch around world X — yaw applied after, so effective axis is camera-local right
1765
1955
  // roll around world Z — yaw and pitch applied after, so effective axis is camera-local forward
1766
- const qYaw = SCRATCH_Q_A.fromAxisAngle(Vector3.up, runtime.bodyYaw);
1956
+ const qYaw = qYaw0; // SCRATCH_Q_A, already the render-rate yaw
1767
1957
  const qPitch = SCRATCH_Q_B.fromAxisAngle(Vector3.right, pitchTotal);
1768
1958
  const qRoll = SCRATCH_Q_C.fromAxisAngle(Vector3.forward, rollTotal);
1769
1959
 
1770
1960
  eyeTransform.rotation.multiplyQuaternions(qYaw, qPitch);
1771
1961
  eyeTransform.rotation.multiply(qRoll);
1772
1962
 
1963
+ // Dev-only camera-output guard (compiled out of prod). The composed eye
1964
+ // direction is exactly what the player sees; if a spring (head-droop,
1965
+ // breath nod) or lean ever drove pitch/roll to NaN, the camera would
1966
+ // snap to garbage. Assert it here, at the source of the visible jump.
1967
+ const er = eyeTransform.rotation;
1968
+ assert.ok(
1969
+ Number.isFinite(er.x) && Number.isFinite(er.y) && Number.isFinite(er.z) && Number.isFinite(er.w),
1970
+ "FP invariant: composed eye rotation is non-finite (camera direction corrupted)",
1971
+ );
1972
+
1773
1973
  // -- FOV ---------------------------------------------------------
1774
1974
  let fovTarget = cfg.fov.base;
1775
1975
  if (cfg.fov.sprintAdd !== 0) {
@@ -1,67 +1,106 @@
1
1
  /**
2
- * Ledge-grab ability — snap to a forward ledge while descending and hang
3
- * from it until the player chooses (or is forced) to release.
2
+ * Ledge-grab ability — catch a forward ledge while descending, then HANG
3
+ * from it and traverse it: shimmy along the edge, pull up / vault over it,
4
+ * or dismount.
4
5
  *
5
- * Activation:
6
- * - `sensors.ledgeAhead.hit` (a forward+up obstacle probe found a grab-
7
- * able edge — typically the same probe mantle uses).
8
- * - `runtime.velocityY <= 0` the player is descending or static. We
9
- * don't auto-catch ledges on the way UP that would feel like the
10
- * world is grabbing the player mid-jump.
11
- * - `state.airborneTime >= minAirborneTime` — leaves a small window
12
- * after takeoff where ledge-grab can't fire, even if the player is
13
- * instantly at apex (which would otherwise satisfy `velocityY <= 0`).
14
- * - Forward intent (`intent.move.y > 0.1`) the player must be
15
- * committing into the ledge. Walking backwards off an edge shouldn't
16
- * auto-catch the lip.
6
+ * Activation (AUTO-CATCH):
7
+ * - `sensors.ledgeAhead.hit` a forward+up obstacle probe found a
8
+ * grabbable edge (the same probe mantle uses). This already implies the
9
+ * body is facing a wall with a top, so even neutral input catches it.
10
+ * - `runtime.velocityY <= 0` descending or static. We don't auto-catch
11
+ * on the way UP (that would feel like the world grabbed you mid-jump).
12
+ * - `state.airborneTime >= minAirborneTime` — a small post-takeoff window
13
+ * where ledge-grab can't fire even if instantly at apex.
14
+ * - NOT moving away the move intent, taken to world space and projected
15
+ * onto the wall's outward normal, must not exceed `moveAwayThreshold`.
16
+ * You won't catch a ledge you're deliberately leaving (this also blocks
17
+ * a same-tick re-grab right after an away-dismount).
17
18
  *
18
- * Behaviour:
19
- * - Body position snaps to a "hang from edge" pose: at the ledge edge
20
- * X/Z (with a small back-offset so the body is pulled against the
21
- * wall below), and Y offset down by ~bodyHeight so the hands grip
22
- * the edge with the body suspended below.
23
- * - Velocity is zeroed each tick — the body is parked.
24
- * - Exertion rises at `cfg.exertionRiseRate` per second, scaled by
25
- * mass. Climbing fatigue: hang too long and the next exit is
26
- * forced (a slip).
27
- * - Grounded stays false (the player is hanging in air).
19
+ * The hanging input model (evaluated every tick): the move intent is taken
20
+ * to WORLD space and decomposed against the wall frame captured at grab
21
+ * the outward normal `n` and the horizontal edge tangent `t = (-nz, nx)`.
22
+ * This makes toward / away / lateral facing-INDEPENDENT, which is exactly
23
+ * what makes "turn the camera to look away ≠ dismount" fall out for free.
28
24
  *
29
- * Exit:
30
- * - Jump pressed (rising edge) mantle-up. Release with a small
31
- * upward velocity so mantle's ledgeAhead probe still hits next
32
- * tick; mantle (priority 30) then takes over and animates the
33
- * climb-onto-surface path.
34
- * - Back-intent (`intent.move.y < -0.1`) drop. Release with zero
35
- * velocity; the player falls under base gravity.
36
- * - Crouch pressed drop. Same as back-intent.
37
- * - Exertion saturates (`>= 1`) → slip. Release with zero velocity.
38
- * - `sensors.ledgeAhead.hit` becomes false shuffled off the edge.
39
- * Release with zero velocity.
25
+ * - `away = worldMove · n` (>0 = off the wall, <0 = into it)
26
+ * - `lateral = worldMove · t` (signed, along the edge)
27
+ * - `facing = forward · (-n)` (how squarely the camera faces the wall)
28
+ *
29
+ * Per-tick decision (mutually exclusive — opposite axes can't both be high):
30
+ * 1. PULL-UP / VAULT moving toward the wall, OR jump pressed while
31
+ * facing within `pullUpFacingConeDeg` of it. Hands off to Mantle
32
+ * (`runtime.ledgePullUpRequest`): onto a standable top, or a vault
33
+ * over a too-thin one.
34
+ * 2. DISMOUNT (drop) crouch, or an away-DOMINANT world-move past
35
+ * `moveAwayThreshold` (conservative: a strafe that merely bleeds into
36
+ * `away` shimmies instead — leaving the hang is more consequential).
37
+ * 3. SHIMMY — lateral intent dominant: step along the edge if it stays
38
+ * clear and continuous; otherwise clamp (hold) — a shimmy NEVER drops.
39
+ * 4. HOLD — snap to the hang pose, accrue fatigue.
40
+ * 5. SLIP — exertion saturates (forced release).
41
+ * A jump pressed while facing AWAY is consumed (no back-hop in v1) and
42
+ * you keep hanging.
40
43
  *
41
44
  * Priority 40 — above mantle (30), below wall-run (50). Mantle CAN'T
42
- * preempt an active ledge-grab — that's the point of placing ledge
43
- * higher. Otherwise mantle would fire mid-hang and snap the body away.
44
- * Wall-run and wall-jump can preempt — but in practice they need lateral
45
- * walls + speed (wall-run) or a jump press near a side wall (wall-jump),
46
- * conditions which rarely hold while hanging.
45
+ * preempt an active ledge-grab — that's the point of placing ledge higher.
47
46
  *
48
47
  * @author Alex Goldring
49
48
  * @copyright Company Named Limited (c) 2026
50
49
  */
51
50
  export class LedgeGrab extends Ability {
52
51
  /** @private Wall-face anchor (x,z), the face's outward normal (x,z),
53
- * and the top-edge height (y) — captured at onActivate. The hang pose
54
- * is built from the WALL, not from the (possibly oblique) body
55
- * facing, so it stays just outside the wall at any approach angle. */
52
+ * and the top-edge height (y) — captured at onActivate and advanced
53
+ * while shimmying. The hang pose is built from the WALL, not the
54
+ * (possibly oblique) body facing, so it stays just outside the wall
55
+ * at any approach angle. */
56
56
  private _anchorX;
57
57
  _anchorZ: number;
58
58
  _nx: number;
59
59
  _nz: number;
60
60
  _edgeY: number;
61
+ /** @private Scratch query primitives for the shimmy probes — refilled
62
+ * in place so a hanging player doesn't allocate each tick. */
63
+ private _ray;
64
+ _hit: PhysicsSurfacePoint;
61
65
  canActivate(controller: any, runtime: any, sensors: any): boolean;
62
66
  onActivate(controller: any, runtime: any): void;
63
67
  canInterrupt(): boolean;
68
+ onDeactivate(controller: any, runtime: any): void;
64
69
  tick(controller: any, runtime: any, bodyTransform: any, dt: any, _system: any): boolean;
70
+ /**
71
+ * World-space move intent (clamped to the unit disk) dotted with a
72
+ * horizontal axis (ax, az). Uses the controller's own move→world
73
+ * convention (screen_fwd = (sinYaw, cosYaw)). Facing-independent by
74
+ * construction — it's the intent in WORLD space, not camera space.
75
+ * @private
76
+ */
77
+ private _worldMoveDot;
78
+ /**
79
+ * Is the grabbed lip still under us? Probes the CAPTURED anchor (a down-ray
80
+ * just past the face, into the wall along −n), independent of where the
81
+ * camera looks — so turning to look away never reads as "ledge lost". Falls
82
+ * back to the facing-relative sensor only when no physics backend is present
83
+ * (the flat-ground unit harness, which simulates loss via that sensor).
84
+ * @private
85
+ */
86
+ private _ledgeStillThere;
87
+ /**
88
+ * Attempt one shimmy step of `dir` (±1) along the edge tangent. Returns
89
+ * true if it stepped (clear AND continuous), false if it CLAMPED — a clamp
90
+ * holds in place, it never drops. On success it advances the anchor and
91
+ * re-captures the edge height so an undulating top is tracked.
92
+ *
93
+ * Two probes, both must pass:
94
+ * (A) lateral CLEARANCE — a ray along the tangent from the body centre
95
+ * must be free for the step (a perpendicular/concave wall blocks it).
96
+ * (B) edge CONTINUITY — a down-ray just past the shifted edge must find
97
+ * the lip still at ~edge height (else the edge ended).
98
+ * Needs the physics backend; without it (flat-ground unit harness) it
99
+ * can't verify geometry, so it clamps.
100
+ * @private
101
+ */
102
+ private _tryShimmy;
65
103
  }
66
104
  import { Ability } from "./Ability.js";
105
+ import { PhysicsSurfacePoint } from "../../../physics/queries/PhysicsSurfacePoint.js";
67
106
  //# sourceMappingURL=LedgeGrab.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"LedgeGrab.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/LedgeGrab.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH;IAMQ;;;2EAGuE;IACvE,iBAAiB;IACjB,iBAAiB;IACjB,YAAY;IACZ,YAAY;IACZ,eAAe;IAGnB,kEAkBC;IAED,gDAkCC;IAED,wBAKC;IAED,wFA6EC;CACJ;wBAlNuB,cAAc"}
1
+ {"version":3,"file":"LedgeGrab.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/control/first-person/abilities/LedgeGrab.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgDG;AACH;IAMQ;;;;iCAI6B;IAC7B,iBAAiB;IACjB,iBAAiB;IACjB,YAAY;IACZ,YAAY;IACZ,eAAe;IAEf;mEAC+D;IAC/D,aAAsB;IACtB,0BAAqC;IAGzC,kEAiCC;IAED,gDAuDC;IAED,wBAIC;IAED,kDAOC;IAED,wFA6GC;IAED;;;;;;OAMG;IACH,sBASC;IAED;;;;;;;OAOG;IACH,yBAgBC;IAED;;;;;;;;;;;;;;OAcG;IACH,mBA8CC;CACJ;wBA9YuB,cAAc;oCAFF,iDAAiD"}