@zylem/behaviors 0.2.0 → 0.3.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{chunk-3PYGRHAL.js → chunk-23HQH3GJ.js} +1 -2
- package/dist/{chunk-EIWQM6U3.js → chunk-2HKY6WF7.js} +0 -1
- package/dist/{chunk-KS72RZHX.js → chunk-2HLZBWGD.js} +0 -1
- package/dist/{chunk-HZMY3TT4.js → chunk-4DVDFCVY.js} +0 -1
- package/dist/{chunk-LD5SMIB3.js → chunk-4EWASZHB.js} +0 -1
- package/dist/{chunk-4I6E6DGV.js → chunk-6UMC6BB5.js} +4 -5
- package/dist/{chunk-ARJWUNRE.js → chunk-6Y3GB76J.js} +3 -4
- package/dist/{chunk-FPTWVCPN.js → chunk-7IZ36Y5G.js} +2 -3
- package/dist/{chunk-ID5QJYF5.js → chunk-7U4WFBWM.js} +0 -1
- package/dist/{chunk-GCNRXAKH.js → chunk-7Y6JVZ5H.js} +1 -2
- package/dist/{chunk-2CLT36VB.js → chunk-BC3IJYS7.js} +4 -5
- package/dist/{chunk-XIJNE67Y.js → chunk-D53GNZXP.js} +3 -4
- package/dist/{chunk-XG2YMCJW.js → chunk-E4HTCQPK.js} +4 -5
- package/dist/{chunk-WOMHL23C.js → chunk-ERS6SNA5.js} +1 -2
- package/dist/{chunk-BXP4K7RF.js → chunk-F6LFX4V3.js} +2 -3
- package/dist/{chunk-DYLH6K7B.js → chunk-F7E23E26.js} +0 -1
- package/dist/{chunk-RTRVBEIB.js → chunk-FHDYJ5WP.js} +2 -3
- package/dist/{chunk-F3KRX2V4.js → chunk-FOOM42MK.js} +5 -6
- package/dist/{chunk-OYWFPIHF.js → chunk-HIBJDA5Z.js} +4 -5
- package/dist/{chunk-6C6NXNEW.js → chunk-IEA7F73P.js} +1 -2
- package/dist/{chunk-SS7ELMJ7.js → chunk-IQRG5BAZ.js} +4 -5
- package/dist/{chunk-K3UNLQ7W.js → chunk-J5XLB24H.js} +1 -2
- package/dist/{chunk-2C3Z5GE7.js → chunk-K4UBXSZL.js} +1 -2
- package/dist/{chunk-UYFOLI2X.js → chunk-K6CWKFHL.js} +0 -1
- package/dist/{chunk-STCCNLPC.js → chunk-L76JG73P.js} +3 -4
- package/dist/{chunk-KOZUNIIE.js → chunk-RD2YTTXY.js} +3 -4
- package/dist/{chunk-4URF65BR.js → chunk-RER2IDPW.js} +0 -1
- package/dist/{chunk-WWVD5DR5.js → chunk-RHW3IDQX.js} +0 -1
- package/dist/{chunk-RTVRUNYR.js → chunk-RQWWUML4.js} +0 -1
- package/dist/{chunk-YUO6SKJD.js → chunk-SBACY5SU.js} +5 -6
- package/dist/{chunk-JAN34G6S.js → chunk-T2P4JTQN.js} +2 -3
- package/dist/{chunk-SVLNF434.js → chunk-UFHYR2LV.js} +0 -1
- package/dist/{chunk-VAN4WW3F.js → chunk-VO5J64DG.js} +2 -3
- package/dist/{chunk-POZER3MQ.js → chunk-VPZ32CCD.js} +101 -96
- package/dist/{chunk-OHCPV2NT.js → chunk-WHKPWIQO.js} +0 -1
- package/dist/chunk-WSKD7GY3.js +2630 -0
- package/dist/{chunk-EZNCCO4L.js → chunk-YDLO5M7S.js} +0 -1
- package/dist/{chunk-Y6UJOUE5.js → chunk-YYJP62QD.js} +0 -1
- package/dist/{chunk-KDY5N6J4.js → chunk-ZHBD65AZ.js} +0 -1
- package/dist/cooldown.js +2 -3
- package/dist/coordinators/boundary-ricochet-3d.js +2 -3
- package/dist/coordinators/boundary-ricochet.js +2 -3
- package/dist/coordinators/first-person-shooter.js +3 -4
- package/dist/coordinators/multidirectional-space-shooter.js +4 -5
- package/dist/coordinators/top-down-shooter.js +4 -5
- package/dist/core.js +6 -7
- package/dist/destructible-3d.js +3 -4
- package/dist/destructible-prebake.js +1 -2
- package/dist/first-person.js +6 -7
- package/dist/index.d.ts +2 -2
- package/dist/index.js +38 -39
- package/dist/jumper-2d.js +5 -6
- package/dist/jumper-3d.js +6 -7
- package/dist/particle-emitter/presets.d.ts +2 -2
- package/dist/particle-emitter/presets.js +1 -2
- package/dist/particle-emitter.d.ts +9 -4
- package/dist/particle-emitter.js +4 -5
- package/dist/platformer-3d.js +3 -4
- package/dist/ricochet-2d.js +4 -5
- package/dist/ricochet-3d.js +4 -5
- package/dist/runtime-2d.js +2 -3
- package/dist/runtime-pong.js +2 -3
- package/dist/screen-visibility.js +2 -3
- package/dist/screen-wrap.js +4 -5
- package/dist/shooter-2d.js +4 -5
- package/dist/spark-Dx3cJbTW.d.ts +356 -0
- package/dist/thruster.js +5 -6
- package/dist/top-down-movement.js +5 -6
- package/dist/world-boundary-2d.js +5 -6
- package/dist/world-boundary-3d.js +5 -6
- package/package.json +158 -159
- package/dist/chunk-2C3Z5GE7.js.map +0 -1
- package/dist/chunk-2CLT36VB.js.map +0 -1
- package/dist/chunk-3PYGRHAL.js.map +0 -1
- package/dist/chunk-4I6E6DGV.js.map +0 -1
- package/dist/chunk-4URF65BR.js.map +0 -1
- package/dist/chunk-6C6NXNEW.js.map +0 -1
- package/dist/chunk-ARJWUNRE.js.map +0 -1
- package/dist/chunk-BXP4K7RF.js.map +0 -1
- package/dist/chunk-DYLH6K7B.js.map +0 -1
- package/dist/chunk-EIWQM6U3.js.map +0 -1
- package/dist/chunk-EZNCCO4L.js.map +0 -1
- package/dist/chunk-F3KRX2V4.js.map +0 -1
- package/dist/chunk-FPTWVCPN.js.map +0 -1
- package/dist/chunk-GCNRXAKH.js.map +0 -1
- package/dist/chunk-GYURWCIQ.js +0 -1985
- package/dist/chunk-GYURWCIQ.js.map +0 -1
- package/dist/chunk-HZMY3TT4.js.map +0 -1
- package/dist/chunk-ID5QJYF5.js.map +0 -1
- package/dist/chunk-JAN34G6S.js.map +0 -1
- package/dist/chunk-K3UNLQ7W.js.map +0 -1
- package/dist/chunk-KDY5N6J4.js.map +0 -1
- package/dist/chunk-KOZUNIIE.js.map +0 -1
- package/dist/chunk-KS72RZHX.js.map +0 -1
- package/dist/chunk-LD5SMIB3.js.map +0 -1
- package/dist/chunk-OHCPV2NT.js.map +0 -1
- package/dist/chunk-OYWFPIHF.js.map +0 -1
- package/dist/chunk-POZER3MQ.js.map +0 -1
- package/dist/chunk-RTRVBEIB.js.map +0 -1
- package/dist/chunk-RTVRUNYR.js.map +0 -1
- package/dist/chunk-SS7ELMJ7.js.map +0 -1
- package/dist/chunk-STCCNLPC.js.map +0 -1
- package/dist/chunk-SVLNF434.js.map +0 -1
- package/dist/chunk-UYFOLI2X.js.map +0 -1
- package/dist/chunk-VAN4WW3F.js.map +0 -1
- package/dist/chunk-WOMHL23C.js.map +0 -1
- package/dist/chunk-WWVD5DR5.js.map +0 -1
- package/dist/chunk-XG2YMCJW.js.map +0 -1
- package/dist/chunk-XIJNE67Y.js.map +0 -1
- package/dist/chunk-Y6UJOUE5.js.map +0 -1
- package/dist/chunk-YUO6SKJD.js.map +0 -1
- package/dist/cooldown.js.map +0 -1
- package/dist/coordinators/boundary-ricochet-3d.js.map +0 -1
- package/dist/coordinators/boundary-ricochet.js.map +0 -1
- package/dist/coordinators/first-person-shooter.js.map +0 -1
- package/dist/coordinators/multidirectional-space-shooter.js.map +0 -1
- package/dist/coordinators/top-down-shooter.js.map +0 -1
- package/dist/core.js.map +0 -1
- package/dist/destructible-3d.js.map +0 -1
- package/dist/destructible-prebake.js.map +0 -1
- package/dist/first-person.js.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/jumper-2d.js.map +0 -1
- package/dist/jumper-3d.js.map +0 -1
- package/dist/particle-emitter/presets.js.map +0 -1
- package/dist/particle-emitter.js.map +0 -1
- package/dist/platformer-3d.js.map +0 -1
- package/dist/ricochet-2d.js.map +0 -1
- package/dist/ricochet-3d.js.map +0 -1
- package/dist/runtime-2d.js.map +0 -1
- package/dist/runtime-pong.js.map +0 -1
- package/dist/screen-visibility.js.map +0 -1
- package/dist/screen-wrap.js.map +0 -1
- package/dist/shooter-2d.js.map +0 -1
- package/dist/spark-DDlIg1nM.d.ts +0 -148
- package/dist/thruster.js.map +0 -1
- package/dist/top-down-movement.js.map +0 -1
- package/dist/world-boundary-2d.js.map +0 -1
- package/dist/world-boundary-3d.js.map +0 -1
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{"version":3,"sources":["../src/lib/behaviors/top-down-movement/top-down-movement.behavior.ts","../src/lib/behaviors/top-down-movement/top-down-movement.descriptor.ts"],"sourcesContent":["import {\n\tangleFromDirection2D,\n\tnormalizeDirection2D,\n} from '../shared/direction-2d';\nimport type {\n\tTopDownMovementComponent,\n\tTopDownMovementInputComponent,\n\tTopDownMovementStateComponent,\n} from './components';\n\nexport interface TopDownMovementEntity {\n\tbody: {\n\t\tlinvel(): { x: number; y: number; z: number };\n\t};\n\ttransformStore?: {\n\t\tvelocity: { x: number; y: number; z: number };\n\t\tdirty: { velocity: boolean };\n\t};\n\tsetRotationZ?: (angle: number) => void;\n\ttopDownMovement: TopDownMovementComponent;\n\t$topDownMovement: TopDownMovementInputComponent;\n\ttopDownMovementState: TopDownMovementStateComponent;\n}\n\nexport class TopDownMovementRuntimeBehavior {\n\tupdateEntity(entity: TopDownMovementEntity, _delta: number): void {\n\t\tif (\n\t\t\t!entity.body\n\t\t\t|| !entity.transformStore\n\t\t\t|| !entity.topDownMovement\n\t\t\t|| !entity.$topDownMovement\n\t\t\t|| !entity.topDownMovementState\n\t\t) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst movement = entity.topDownMovement;\n\t\tconst input = entity.$topDownMovement;\n\t\tconst state = entity.topDownMovementState;\n\t\tconst moveDirection = normalizeDirection2D(input.moveX, input.moveY);\n\t\tconst velocity = entity.body.linvel();\n\n\t\tstate.moving = moveDirection !== null;\n\t\tentity.transformStore.velocity.x = (moveDirection?.x ?? 0) * movement.moveSpeed;\n\t\tentity.transformStore.velocity.y = (moveDirection?.y ?? 0) * movement.moveSpeed;\n\t\tentity.transformStore.velocity.z = velocity.z;\n\t\tentity.transformStore.dirty.velocity = true;\n\n\t\tconst facingDirection = normalizeDirection2D(input.faceX, input.faceY);\n\t\tif (facingDirection) {\n\t\t\tstate.facingAngle = angleFromDirection2D(facingDirection);\n\t\t}\n\n\t\tentity.setRotationZ?.(state.facingAngle);\n\t}\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tcreateTopDownMovementComponent,\n\tcreateTopDownMovementInputComponent,\n\tcreateTopDownMovementStateComponent,\n} from './components';\nimport {\n\tTopDownMovementRuntimeBehavior,\n\ttype TopDownMovementEntity,\n} from './top-down-movement.behavior';\nimport {\n\tStageTopDownPlane,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface TopDownMovementBehaviorOptions {\n\tmoveSpeed?: number;\n}\n\nexport interface TopDownMovementHandle {\n\tgetFacingAngle(): number;\n}\n\nconst defaultOptions: TopDownMovementBehaviorOptions = {\n\tmoveSpeed: 8,\n};\n\nconst TOP_DOWN_MOVEMENT_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:top-down-movement',\n);\n\nfunction createTopDownMovementHandle(\n\tref: BehaviorRef<TopDownMovementBehaviorOptions>,\n): TopDownMovementHandle {\n\treturn {\n\t\tgetFacingAngle: () =>\n\t\t\t(ref as any).__entity?.topDownMovementState?.facingAngle ?? 0,\n\t};\n}\n\nclass TopDownMovementBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new TopDownMovementRuntimeBehavior();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(TOP_DOWN_MOVEMENT_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as any;\n\t\t\tconst ref = link.ref as any;\n\n\t\t\tif (!entity.topDownMovement) {\n\t\t\t\tentity.topDownMovement = createTopDownMovementComponent(ref.options);\n\t\t\t}\n\t\t\tif (!entity.$topDownMovement) {\n\t\t\t\tentity.$topDownMovement = createTopDownMovementInputComponent();\n\t\t\t}\n\t\t\tif (!entity.topDownMovementState) {\n\t\t\t\tentity.topDownMovementState = createTopDownMovementStateComponent();\n\t\t\t}\n\n\t\t\tref.__entity = entity;\n\n\t\t\tconst handle = (entity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, ref.options as TopDownMovementBehaviorOptions);\n\t\t\t\tconst input = entity.$topDownMovement;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.setTopDownInput(handle, input.moveX ?? 0, input.moveY ?? input.moveZ ?? 0);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!entity.body || !entity.transformStore) continue;\n\t\t\tthis.behavior.updateEntity(entity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: TopDownMovementBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachTopDown(handle, {\n\t\t\tplane: StageTopDownPlane.Xy,\n\t\t\tspeed: options.moveSpeed ?? defaultOptions.moveSpeed!,\n\t\t\tfaceMovement: true,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const TopDownMovementBehavior = defineBehavior<\n\tTopDownMovementBehaviorOptions,\n\tTopDownMovementHandle,\n\tTopDownMovementEntity\n>({\n\tname: 'top-down-movement',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew TopDownMovementBehaviorSystem(ctx.wasmStage ?? 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{"version":3,"sources":["../src/lib/behaviors/particle-emitter/particle-emitter.descriptor.ts","../src/lib/behaviors/particle-emitter/particle-effect.ts"],"sourcesContent":["import { Group, Object3D, Quaternion, Vector3 } from 'three';\nimport {\n\tBatchedRenderer,\n\tParticleSystem,\n\ttype ParticleSystemEvent,\n} from 'three.quarks';\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { VEC3_ZERO, type Vec3Input, normalizeVec3, toThreeVector3 } from '../../core/vector';\nfunction getRefGlobals(\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n): (() => any) | null {\n\treturn ((ref as any).__getGlobals ?? null) as (() => any) | null;\n}\nimport type { ParticleEffectDefinition } from './particle-effect';\n\nexport interface ParticleEmitterBehaviorOptions {\n\teffect: ParticleEffectDefinition;\n\tautoplay: boolean;\n\tlocalOffset?: Vec3Input;\n\tfollowPosition: boolean;\n\tfollowRotation: boolean;\n\tautoDestroy: boolean;\n}\n\nexport interface ParticleEmitterHandle {\n\tplay(): void;\n\tstop(): void;\n\tpause(): void;\n\trestart(): void;\n\tburst(): void;\n\tisPlaying(): boolean;\n\tgetSystem(): ParticleSystem | null;\n}\n\ntype DesiredParticleState = 'playing' | 'paused' | 'stopped';\n\ninterface ParticleEmitterControlState {\n\tdesiredState: DesiredParticleState;\n\tpendingRestart: boolean;\n\truntime: ParticleEmitterRuntime | null;\n}\n\ninterface ParticleEmitterRuntime {\n\tsystem: ParticleSystem;\n\tanchor: Group;\n\tservice: ParticleRendererService;\n\tinitialPosition: Vector3;\n\tinitialQuaternion: Quaternion;\n\tonDestroy: (event: ParticleSystemEvent) => void;\n}\n\ninterface ParticleEmitterHostEntity {\n\tuuid: string;\n\tname?: string;\n\tbody?: {\n\t\ttranslation(): { x: number; y: number; z: number };\n\t\trotation?(): { x: number; y: number; z: number; w: number };\n\t} | null;\n\tgroup?: Object3D | null;\n\tmesh?: Object3D | null;\n\toptions?: {\n\t\tposition?: Vec3Input;\n\t};\n\tmarkedForRemoval?: boolean;\n\tnodeDestroy?(params: { me: unknown; globals: unknown }): void;\n\t__zylemParticleSystemEntity?: boolean;\n}\n\nconst PARTICLE_EMITTER_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:particle-emitter',\n);\n\nconst DEFAULT_PARTICLE_EFFECT: ParticleEffectDefinition = {\n\tcreate() {\n\t\tthrow new Error(\n\t\t\t'ParticleEmitterBehavior requires an effect definition created with particleEffect(...).',\n\t\t);\n\t},\n};\n\nconst defaultOptions: ParticleEmitterBehaviorOptions = {\n\teffect: DEFAULT_PARTICLE_EFFECT,\n\tautoplay: true,\n\tlocalOffset: undefined,\n\tfollowPosition: true,\n\tfollowRotation: true,\n\tautoDestroy: false,\n};\n\nclass ParticleRendererService {\n\treadonly renderer = new BatchedRenderer();\n\tprivate readonly systems = new Set<ParticleSystem>();\n\n\tconstructor(private readonly sceneRoot: Object3D) {\n\t\tthis.renderer.name = 'zylem-particle-batch-renderer';\n\t\tthis.sceneRoot.add(this.renderer);\n\t}\n\n\tregister(system: ParticleSystem): void {\n\t\tif (this.systems.has(system)) {\n\t\t\treturn;\n\t\t}\n\t\tthis.renderer.addSystem(system);\n\t\tthis.systems.add(system);\n\t}\n\n\tforget(system: ParticleSystem): void {\n\t\tthis.systems.delete(system);\n\t}\n\n\tupdate(delta: number): void {\n\t\tthis.renderer.update(delta);\n\t}\n\n\tdestroy(): void {\n\t\tthis.systems.clear();\n\t\tthis.renderer.removeFromParent();\n\t}\n}\n\nfunction getParticleControlState(\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n): ParticleEmitterControlState {\n\tconst runtimeState = (ref as any).__particleEmitterControlState as\n\t\t| ParticleEmitterControlState\n\t\t| undefined;\n\tif (runtimeState) {\n\t\treturn runtimeState;\n\t}\n\n\tconst nextState: ParticleEmitterControlState = {\n\t\tdesiredState: ref.options.autoplay ? 'playing' : 'stopped',\n\t\tpendingRestart: false,\n\t\truntime: null,\n\t};\n\t(ref as any).__particleEmitterControlState = nextState;\n\treturn nextState;\n}\n\nfunction shouldCreateRuntime(\n\tstate: ParticleEmitterControlState,\n): boolean {\n\treturn state.runtime == null\n\t\t&& (state.desiredState !== 'stopped' || state.pendingRestart);\n}\n\nfunction getLocalOffset(options: ParticleEmitterBehaviorOptions): Vector3 {\n\treturn toThreeVector3(options.localOffset, VEC3_ZERO);\n}\n\nfunction readHostTransform(entity: ParticleEmitterHostEntity): {\n\tposition: Vector3;\n\tquaternion: Quaternion;\n} {\n\tconst wasmPose = (entity as any).getPose?.();\n\tif (wasmPose && (entity as any).runtimeHandle >= 0) {\n\t\treturn {\n\t\t\tposition: new Vector3(wasmPose.position.x, wasmPose.position.y, wasmPose.position.z),\n\t\t\tquaternion: new Quaternion(\n\t\t\t\twasmPose.rotation.x,\n\t\t\t\twasmPose.rotation.y,\n\t\t\t\twasmPose.rotation.z,\n\t\t\t\twasmPose.rotation.w,\n\t\t\t),\n\t\t};\n\t}\n\n\tif (entity.body?.translation) {\n\t\tconst position = entity.body.translation();\n\t\tconst rotation = entity.body.rotation?.() ?? { x: 0, y: 0, z: 0, w: 1 };\n\t\treturn {\n\t\t\tposition: new Vector3(position.x, position.y, position.z),\n\t\t\tquaternion: new Quaternion(rotation.x, rotation.y, rotation.z, rotation.w),\n\t\t};\n\t}\n\n\tconst visualRoot = entity.group ?? entity.mesh;\n\tif (visualRoot) {\n\t\tconst position = new Vector3();\n\t\tconst quaternion = new Quaternion();\n\t\tvisualRoot.getWorldPosition(position);\n\t\tvisualRoot.getWorldQuaternion(quaternion);\n\t\treturn { position, quaternion };\n\t}\n\n\tconst position = normalizeVec3(entity.options?.position, VEC3_ZERO);\n\treturn {\n\t\tposition: new Vector3(position.x, position.y, position.z),\n\t\tquaternion: new Quaternion(),\n\t};\n}\n\nfunction syncRuntimeTransform(\n\tentity: ParticleEmitterHostEntity,\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n\truntime: ParticleEmitterRuntime,\n): void {\n\tconst current = readHostTransform(entity);\n\tconst options = ref.options;\n\tconst basePosition = options.followPosition\n\t\t? current.position\n\t\t: runtime.initialPosition;\n\tconst baseQuaternion = options.followRotation\n\t\t? current.quaternion\n\t\t: runtime.initialQuaternion;\n\tconst offset = getLocalOffset(options);\n\n\tif (options.followRotation) {\n\t\toffset.applyQuaternion(baseQuaternion);\n\t}\n\n\truntime.anchor.position.copy(basePosition).add(offset);\n\truntime.anchor.quaternion.copy(baseQuaternion);\n}\n\nfunction applyRuntimeState(\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n): void {\n\tconst state = getParticleControlState(ref);\n\tconst runtime = state.runtime;\n\tif (!runtime) {\n\t\treturn;\n\t}\n\n\tif (state.pendingRestart) {\n\t\truntime.system.restart();\n\t\tstate.pendingRestart = false;\n\t}\n\n\tif (state.desiredState === 'paused') {\n\t\truntime.system.pause();\n\t\treturn;\n\t}\n\n\tif (state.desiredState === 'stopped') {\n\t\truntime.system.stop();\n\t\treturn;\n\t}\n\n\truntime.system.play();\n}\n\nfunction releaseRuntime(\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n\treason: 'manual' | 'system-destroyed',\n): void {\n\tconst state = getParticleControlState(ref);\n\tconst runtime = state.runtime;\n\tif (!runtime) {\n\t\treturn;\n\t}\n\n\tstate.runtime = null;\n\tstate.pendingRestart = false;\n\n\truntime.system.removeEventListener('destroy', runtime.onDestroy);\n\truntime.service.forget(runtime.system);\n\n\tif (reason === 'manual') {\n\t\truntime.system.dispose();\n\t}\n\n\truntime.anchor.removeFromParent();\n}\n\nfunction handleSystemDestroyed(\n\tentity: ParticleEmitterHostEntity,\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n): void {\n\treleaseRuntime(ref, 'system-destroyed');\n\tconst state = getParticleControlState(ref);\n\tstate.desiredState = 'stopped';\n\n\tif (\n\t\tref.options.autoDestroy\n\t\t&& entity.__zylemParticleSystemEntity\n\t\t&& !entity.markedForRemoval\n\t) {\n\t\tentity.nodeDestroy?.({ me: entity, globals: getRefGlobals(ref)?.() ?? {} });\n\t}\n}\n\nfunction createRuntime(\n\tentity: ParticleEmitterHostEntity,\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n\tservice: ParticleRendererService,\n): ParticleEmitterRuntime {\n\tconst system = ref.options.effect.create();\n\tconst anchor = new Group();\n\tconst initialTransform = readHostTransform(entity);\n\tconst runtime: ParticleEmitterRuntime = {\n\t\tsystem,\n\t\tanchor,\n\t\tservice,\n\t\tinitialPosition: initialTransform.position.clone(),\n\t\tinitialQuaternion: initialTransform.quaternion.clone(),\n\t\tonDestroy: () => handleSystemDestroyed(entity, ref),\n\t};\n\n\tanchor.name = `${entity.name || entity.uuid}:particle-anchor`;\n\tsystem.autoDestroy = ref.options.autoDestroy;\n\tanchor.add(system.emitter);\n\tservice.register(system);\n\tservice.renderer.parent?.add(anchor);\n\tsystem.addEventListener('destroy', runtime.onDestroy);\n\n\tsyncRuntimeTransform(entity, ref, runtime);\n\treturn runtime;\n}\n\nfunction createParticleEmitterHandle(\n\tref: BehaviorRef<ParticleEmitterBehaviorOptions>,\n): ParticleEmitterHandle {\n\treturn {\n\t\tplay: () => {\n\t\t\tconst state = getParticleControlState(ref);\n\t\t\tstate.desiredState = 'playing';\n\t\t\tapplyRuntimeState(ref);\n\t\t},\n\t\tstop: () => {\n\t\t\tconst state = getParticleControlState(ref);\n\t\t\tstate.desiredState = 'stopped';\n\t\t\tstate.pendingRestart = false;\n\t\t\tapplyRuntimeState(ref);\n\t\t},\n\t\tpause: () => {\n\t\t\tconst state = getParticleControlState(ref);\n\t\t\tstate.desiredState = 'paused';\n\t\t\tapplyRuntimeState(ref);\n\t\t},\n\t\trestart: () => {\n\t\t\tconst state = getParticleControlState(ref);\n\t\t\tstate.desiredState = 'playing';\n\t\t\tstate.pendingRestart = true;\n\t\t\tapplyRuntimeState(ref);\n\t\t},\n\t\tburst: () => {\n\t\t\tconst state = getParticleControlState(ref);\n\t\t\tstate.desiredState = 'playing';\n\t\t\tstate.pendingRestart = true;\n\t\t\tapplyRuntimeState(ref);\n\t\t},\n\t\tisPlaying: () => {\n\t\t\tconst runtime = getParticleControlState(ref).runtime;\n\t\t\tif (!runtime) {\n\t\t\t\treturn getParticleControlState(ref).desiredState === 'playing';\n\t\t\t}\n\t\t\treturn !runtime.system.paused;\n\t\t},\n\t\tgetSystem: () => getParticleControlState(ref).runtime?.system ?? null,\n\t};\n}\n\nclass ParticleEmitterBehaviorSystem implements BehaviorSystem {\n\tprivate rendererService: ParticleRendererService | null = null;\n\n\tconstructor(\n\t\tprivate readonly scene: { scene: Object3D },\n\t\tprivate readonly getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t\tprivate readonly getGlobals?: () => any,\n\t) {}\n\n\tprivate getRendererService(): ParticleRendererService {\n\t\tif (!this.rendererService) {\n\t\t\tthis.rendererService = new ParticleRendererService(this.scene.scene);\n\t\t}\n\t\treturn this.rendererService;\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(PARTICLE_EMITTER_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tlet hasRuntime = false;\n\t\tlet rendererService = this.rendererService;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as ParticleEmitterHostEntity;\n\t\t\tconst ref = link.ref as BehaviorRef<ParticleEmitterBehaviorOptions>;\n\t\t\t(ref as any).__getGlobals = this.getGlobals;\n\t\t\tconst state = getParticleControlState(ref);\n\n\t\t\tif (shouldCreateRuntime(state)) {\n\t\t\t\ttry {\n\t\t\t\t\trendererService ??= this.getRendererService();\n\t\t\t\t\tstate.runtime = createRuntime(entity, ref, rendererService);\n\t\t\t\t} catch (error) {\n\t\t\t\t\tstate.desiredState = 'stopped';\n\t\t\t\t\tstate.pendingRestart = false;\n\t\t\t\t\tconsole.error('Failed to create particle runtime:', error);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!state.runtime) {\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\thasRuntime = true;\n\t\t\tsyncRuntimeTransform(entity, ref, state.runtime);\n\t\t\tapplyRuntimeState(ref);\n\t\t}\n\n\t\tif (hasRuntime && rendererService) {\n\t\t\trendererService.update(delta);\n\t\t}\n\t}\n\n\tdetach(link: BehaviorEntityLink): void {\n\t\treleaseRuntime(\n\t\t\tlink.ref as BehaviorRef<ParticleEmitterBehaviorOptions>,\n\t\t\t'manual',\n\t\t);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tconst links = this.getBehaviorLinks?.(PARTICLE_EMITTER_BEHAVIOR_KEY);\n\t\tif (links) {\n\t\t\tfor (const link of links) {\n\t\t\t\treleaseRuntime(\n\t\t\t\t\tlink.ref as BehaviorRef<ParticleEmitterBehaviorOptions>,\n\t\t\t\t\t'manual',\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\n\t\tthis.rendererService?.destroy();\n\t\tthis.rendererService = null;\n\t}\n}\n\nexport const ParticleEmitterBehavior = defineBehavior<\n\tParticleEmitterBehaviorOptions,\n\tParticleEmitterHandle\n>({\n\tname: 'particle-emitter',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew ParticleEmitterBehaviorSystem(ctx.scene, ctx.getBehaviorLinks, ctx.getGlobals),\n\tcreateHandle: createParticleEmitterHandle,\n});\n","import type { ColorRepresentation } from 'three';\nimport {\n\tConstantColor,\n\tConstantValue,\n\tParticleSystem,\n\tPointEmitter,\n\tRenderMode,\n} from 'three.quarks';\n\nimport {\n\tcreateParticleMaterial,\n\tcreateRangeValue,\n\tcreateTextureSystemOptions,\n\tparticleEffect,\n\ttoColorVector,\n\ttype ParticleEffectDefinition,\n\ttype ParticlePresetMaterialOptions,\n} from './preset-builder';\nimport { electricityPresets, firePresets, gasPresets, magicPresets, waterPresets } from './presets';\n\nexport type {\n\tParticleEffectDefinition,\n\tParticleMagicAgency,\n\tParticleMagicAlignment,\n\tParticleMagicModifierInput,\n\tParticleMagicModifierOptions,\n\tParticleMagicOrder,\n\tParticleMagicRealityEffect,\n\tParticleMagicTemperament,\n\tParticlePresetMaterialOptions,\n\tSemanticParticlePresetOptions,\n} from './preset-builder';\n\nexport interface BurstParticlePresetOptions extends ParticlePresetMaterialOptions {\n\tcolor?: ColorRepresentation;\n\tcount?: number;\n\tduration?: number;\n\tlife?: number | readonly [number, number];\n\tsize?: number | readonly [number, number];\n\tspeed?: number | readonly [number, number];\n\tworldSpace?: boolean;\n}\n\nexport const particlePresets = {\n\tburst(\n\t\toptions: BurstParticlePresetOptions = {},\n\t): ParticleEffectDefinition {\n\t\treturn particleEffect(\n\t\t\t() =>\n\t\t\t\tnew ParticleSystem({\n\t\t\t\t\tduration: options.duration ?? 0.25,\n\t\t\t\t\tlooping: false,\n\t\t\t\t\tworldSpace: options.worldSpace ?? false,\n\t\t\t\t\tstartLife: createRangeValue(options.life ?? [0.3, 0.7], [0.3, 0.7]),\n\t\t\t\t\tstartSpeed: createRangeValue(options.speed ?? [1.5, 4], [1.5, 4]),\n\t\t\t\t\tstartSize: createRangeValue(options.size ?? [0.08, 0.18], [0.08, 0.18]),\n\t\t\t\t\tstartColor: new ConstantColor(\n\t\t\t\t\t\ttoColorVector(options.color ?? '#ffffff'),\n\t\t\t\t\t),\n\t\t\t\t\temissionOverTime: new ConstantValue(0),\n\t\t\t\t\temissionBursts: [\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttime: 0,\n\t\t\t\t\t\t\tcount: new ConstantValue(options.count ?? 18),\n\t\t\t\t\t\t\tcycle: 1,\n\t\t\t\t\t\t\tinterval: 0,\n\t\t\t\t\t\t\tprobability: 1,\n\t\t\t\t\t\t},\n\t\t\t\t\t],\n\t\t\t\t\tshape: new PointEmitter(),\n\t\t\t\t\tmaterial: createParticleMaterial(\n\t\t\t\t\t\toptions.color ?? '#ffffff',\n\t\t\t\t\t\toptions,\n\t\t\t\t\t),\n\t\t\t\t\t...createTextureSystemOptions(options),\n\t\t\t\t\trenderMode: RenderMode.BillBoard,\n\t\t\t\t}),\n\t\t);\n\t},\n\tsmoke(\n\t\toptions: BurstParticlePresetOptions = {},\n\t): ParticleEffectDefinition {\n\t\treturn particleEffect(\n\t\t\t() =>\n\t\t\t\tnew ParticleSystem({\n\t\t\t\t\tduration: options.duration ?? 1.1,\n\t\t\t\t\tlooping: false,\n\t\t\t\t\tworldSpace: options.worldSpace ?? false,\n\t\t\t\t\tstartLife: createRangeValue(options.life ?? [0.8, 1.6], [0.8, 1.6]),\n\t\t\t\t\tstartSpeed: createRangeValue(options.speed ?? [0.2, 0.8], [0.2, 0.8]),\n\t\t\t\t\tstartSize: createRangeValue(options.size ?? [0.2, 0.5], [0.2, 0.5]),\n\t\t\t\t\tstartColor: new ConstantColor(\n\t\t\t\t\t\ttoColorVector(options.color ?? '#999999'),\n\t\t\t\t\t),\n\t\t\t\t\temissionOverTime: new ConstantValue(0),\n\t\t\t\t\temissionBursts: [\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\ttime: 0,\n\t\t\t\t\t\t\tcount: new ConstantValue(options.count ?? 10),\n\t\t\t\t\t\t\tcycle: 1,\n\t\t\t\t\t\t\tinterval: 0,\n\t\t\t\t\t\t\tprobability: 1,\n\t\t\t\t\t\t},\n\t\t\t\t\t],\n\t\t\t\t\tshape: new PointEmitter(),\n\t\t\t\t\tmaterial: createParticleMaterial(\n\t\t\t\t\t\toptions.color ?? '#999999',\n\t\t\t\t\t\toptions,\n\t\t\t\t\t\t0.85,\n\t\t\t\t\t),\n\t\t\t\t\t...createTextureSystemOptions(options),\n\t\t\t\t\trenderMode: RenderMode.BillBoard,\n\t\t\t\t}),\n\t\t);\n\t},\n\tfire: firePresets,\n\twater: waterPresets,\n\tgas: gasPresets,\n\telectricity: electricityPresets,\n\tmagic: magicPresets,\n} as const;\n\nexport { particleEffect } from 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{"version":3,"sources":["../src/lib/coordinators/multidirectional-space-shooter.coordinator.ts"],"sourcesContent":["import type { GameEntity } from '../entities/entity';\nimport {\n\tcreateThrusterInputComponent,\n\ttype ThrusterInputComponent,\n} from '../behaviors/thruster/components';\nimport type {\n\tShooter2DHandle,\n\tShooter2DSourceEntity,\n\tShooter2DStageLike,\n} from '../behaviors/shooter-2d/shooter-2d.descriptor';\nimport { getEntityFacingAngle2D, resolveAim2D } from './shared/top-down-aim';\n\nexport interface MultidirectionalSpaceShooterInput {\n\tmoveX: number;\n\tmoveY: number;\n\taimX: number;\n\taimY: number;\n\tshootPressed: boolean;\n\tshootHeld: boolean;\n}\n\ntype MultidirectionalSpaceShooterEntity = GameEntity<any> & Shooter2DSourceEntity & {\n\t$thruster?: ThrusterInputComponent;\n};\n\nexport class MultidirectionalSpaceShooterCoordinator {\n\tconstructor(\n\t\tprivate entity: MultidirectionalSpaceShooterEntity,\n\t\tprivate shooter: Shooter2DHandle,\n\t\tprivate stage: Shooter2DStageLike,\n\t) {}\n\n\tpublic update(input: MultidirectionalSpaceShooterInput): void {\n\t\tif (!this.entity.$thruster) {\n\t\t\tthis.entity.$thruster = createThrusterInputComponent();\n\t\t}\n\n\t\tthis.entity.$thruster.thrustX = input.moveX;\n\t\tthis.entity.$thruster.thrustY = input.moveY;\n\t\tthis.entity.$thruster.thrust = 0;\n\t\tthis.entity.$thruster.rotate = 0;\n\n\t\tconst aim = resolveAim2D(\n\t\t\tinput.aimX,\n\t\t\tinput.aimY,\n\t\t\tgetEntityFacingAngle2D(this.entity),\n\t\t);\n\t\tif (aim.hasAimInput) {\n\t\t\tthis.entity.setRotationZ(aim.angle);\n\t\t}\n\n\t\tif (!input.shootPressed && !input.shootHeld) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst sourcePosition = this.entity.body?.translation();\n\t\tif (!sourcePosition) {\n\t\t\treturn;\n\t\t}\n\n\t\tvoid this.shooter.fire({\n\t\t\tsource: this.entity,\n\t\t\tstage: this.stage,\n\t\t\ttarget: {\n\t\t\t\tx: sourcePosition.x + aim.direction.x,\n\t\t\t\ty: sourcePosition.y + aim.direction.y,\n\t\t\t},\n\t\t});\n\t}\n}\n"],"mappings":";;;;;;;;;AAyBO,IAAM,0CAAN,MAA8C;AAAA,EACpD,YACS,QACA,SACA,OACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA,EAGF,OAAO,OAAgD;AAC7D,QAAI,CAAC,KAAK,OAAO,WAAW;AAC3B,WAAK,OAAO,YAAY,6BAA6B;AAAA,IACtD;AAEA,SAAK,OAAO,UAAU,UAAU,MAAM;AACtC,SAAK,OAAO,UAAU,UAAU,MAAM;AACtC,SAAK,OAAO,UAAU,SAAS;AAC/B,SAAK,OAAO,UAAU,SAAS;AAE/B,UAAM,MAAM;AAAA,MACX,MAAM;AAAA,MACN,MAAM;AAAA,MACN,uBAAuB,KAAK,MAAM;AAAA,IACnC;AACA,QAAI,IAAI,aAAa;AACpB,WAAK,OAAO,aAAa,IAAI,KAAK;AAAA,IACnC;AAEA,QAAI,CAAC,MAAM,gBAAgB,CAAC,MAAM,WAAW;AAC5C;AAAA,IACD;AAEA,UAAM,iBAAiB,KAAK,OAAO,MAAM,YAAY;AACrD,QAAI,CAAC,gBAAgB;AACpB;AAAA,IACD;AAEA,SAAK,KAAK,QAAQ,KAAK;AAAA,MACtB,QAAQ,KAAK;AAAA,MACb,OAAO,KAAK;AAAA,MACZ,QAAQ;AAAA,QACP,GAAG,eAAe,IAAI,IAAI,UAAU;AAAA,QACpC,GAAG,eAAe,IAAI,IAAI,UAAU;AAAA,MACrC;AAAA,IACD,CAAC;AAAA,EACF;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/actions/capabilities/velocity-intents.ts"],"sourcesContent":["import { TransformState, VelocityIntentMode } from './transform-store';\n\nexport interface VelocityIntentOptions {\n\tmode?: VelocityIntentMode;\n\tpriority?: number;\n}\n\nexport interface VelocityIntentVector {\n\tx?: number;\n\ty?: number;\n\tz?: number;\n}\n\nexport function setVelocityIntent(\n\tstore: TransformState,\n\tsourceId: string,\n\tvector: VelocityIntentVector,\n\toptions: VelocityIntentOptions = {},\n): void {\n\tconst prev = store.velocityChannels[sourceId];\n\tconst mode = options.mode ?? prev?.mode ?? 'replace';\n\tconst priority = options.priority ?? prev?.priority ?? 0;\n\tconst isAdditiveMerge = mode === 'add' && prev?.mode === 'add';\n\n\tconst x =\n\t\tvector.x == null\n\t\t\t? prev?.x\n\t\t\t: isAdditiveMerge\n\t\t\t\t? (prev?.x ?? 0) + vector.x\n\t\t\t\t: vector.x;\n\tconst y =\n\t\tvector.y == null\n\t\t\t? prev?.y\n\t\t\t: isAdditiveMerge\n\t\t\t\t? (prev?.y ?? 0) + vector.y\n\t\t\t\t: vector.y;\n\tconst z =\n\t\tvector.z == null\n\t\t\t? prev?.z\n\t\t\t: isAdditiveMerge\n\t\t\t\t? (prev?.z ?? 0) + vector.z\n\t\t\t\t: vector.z;\n\n\tstore.velocityChannels[sourceId] = {\n\t\tx,\n\t\ty,\n\t\tz,\n\t\tmode,\n\t\tpriority,\n\t};\n\tstore.dirty.velocityChannels = true;\n}\n\nexport function clearVelocityIntent(store: TransformState, sourceId: string): void {\n\tif (!(sourceId in store.velocityChannels)) return;\n\tdelete store.velocityChannels[sourceId];\n\tstore.dirty.velocityChannels = true;\n}\n"],"mappings":";AAaO,SAAS,kBACf,OACA,UACA,QACA,UAAiC,CAAC,GAC3B;AACP,QAAM,OAAO,MAAM,iBAAiB,QAAQ;AAC5C,QAAM,OAAO,QAAQ,QAAQ,MAAM,QAAQ;AAC3C,QAAM,WAAW,QAAQ,YAAY,MAAM,YAAY;AACvD,QAAM,kBAAkB,SAAS,SAAS,MAAM,SAAS;AAEzD,QAAM,IACL,OAAO,KAAK,OACT,MAAM,IACN,mBACE,MAAM,KAAK,KAAK,OAAO,IACxB,OAAO;AACZ,QAAM,IACL,OAAO,KAAK,OACT,MAAM,IACN,mBACE,MAAM,KAAK,KAAK,OAAO,IACxB,OAAO;AACZ,QAAM,IACL,OAAO,KAAK,OACT,MAAM,IACN,mBACE,MAAM,KAAK,KAAK,OAAO,IACxB,OAAO;AAEZ,QAAM,iBAAiB,QAAQ,IAAI;AAAA,IAClC;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,IACA;AAAA,EACD;AACA,QAAM,MAAM,mBAAmB;AAChC;AAEO,SAAS,oBAAoB,OAAuB,UAAwB;AAClF,MAAI,EAAE,YAAY,MAAM,kBAAmB;AAC3C,SAAO,MAAM,iBAAiB,QAAQ;AACtC,QAAM,MAAM,mBAAmB;AAChC;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/jumper-2d/components.ts","../src/lib/behaviors/jumper-2d/jumper-2d.behavior.ts","../src/lib/behaviors/jumper-2d/jumper-2d-fsm.ts","../src/lib/behaviors/jumper-2d/jumper-2d.descriptor.ts"],"sourcesContent":["export interface JumpConfig2D {\n\tjumpHeight: number;\n\tgravity: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps: number;\n\tresetJumpsOnGround: boolean;\n\tcoyoteTimeMs: number;\n\tjumpBufferMs: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: {\n\t\tenabled: boolean;\n\t\tcutGravityMultiplier: number;\n\t\tmaxHoldMs?: number;\n\t};\n}\n\nexport function createJumpConfig2D(\n\toptions: Partial<JumpConfig2D> = {},\n): JumpConfig2D {\n\treturn {\n\t\tjumpHeight: options.jumpHeight ?? 2.5,\n\t\tgravity: options.gravity ?? 20,\n\t\tmaxFallSpeed: options.maxFallSpeed,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tresetJumpsOnGround: options.resetJumpsOnGround ?? true,\n\t\tcoyoteTimeMs: options.coyoteTimeMs ?? 100,\n\t\tjumpBufferMs: options.jumpBufferMs ?? 80,\n\t\tminTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,\n\t\tvariableJump: options.variableJump,\n\t};\n}\n\nexport interface JumpInput2D {\n\tjumpPressed: boolean;\n\tjumpHeld: boolean;\n\tjumpReleased: boolean;\n\tfastFall?: boolean;\n}\n\nexport function createJumpInput2D(): JumpInput2D {\n\treturn {\n\t\tjumpPressed: false,\n\t\tjumpHeld: false,\n\t\tjumpReleased: false,\n\t\tfastFall: false,\n\t};\n}\n\nexport interface JumpContext2D {\n\tdt: number;\n\tvelocityY: number;\n\tisGrounded: boolean;\n\ttimeSinceGroundedMs: number;\n\tsetVerticalVelocity(y: number): void;\n}\n\nexport interface JumpState2D {\n\tjumpsUsed: number;\n\tlastJumpTimeMs: number;\n\tbufferedJumpMs: number;\n\tcoyoteMs: number;\n\tisJumping: boolean;\n\tjumpHoldMs: number;\n\tjumpCutApplied: boolean;\n}\n\nexport function createJumpState2D(): JumpState2D {\n\treturn {\n\t\tjumpsUsed: 0,\n\t\tlastJumpTimeMs: 0,\n\t\tbufferedJumpMs: 0,\n\t\tcoyoteMs: 0,\n\t\tisJumping: false,\n\t\tjumpHoldMs: 0,\n\t\tjumpCutApplied: false,\n\t};\n}\n","import type {\n\tJumpConfig2D,\n\tJumpContext2D,\n\tJumpInput2D,\n\tJumpState2D,\n} from './components';\n\nfunction jumpVelocityFromHeight(gravity: number, height: number): number {\n\treturn Math.sqrt(2 * gravity * height);\n}\n\nexport enum Jumper2DTickEvent {\n\tNone = 'none',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DTickResult {\n\tevent: Jumper2DTickEvent;\n}\n\nexport class Jumper2DBehavior {\n\ttick(\n\t\tconfig: JumpConfig2D,\n\t\tinput: JumpInput2D,\n\t\tctx: JumpContext2D,\n\t\tstate: JumpState2D,\n\t): Jumper2DTickResult {\n\t\tconst dtMs = ctx.dt * 1000;\n\t\tconst now = performance.now();\n\t\tlet event = Jumper2DTickEvent.None;\n\t\tlet jumpedThisFrame = false;\n\n\t\tif (ctx.isGrounded) {\n\t\t\tstate.coyoteMs = config.coyoteTimeMs;\n\t\t\tif (config.resetJumpsOnGround) {\n\t\t\t\tstate.jumpsUsed = 0;\n\t\t\t}\n\t\t\tif (state.isJumping) {\n\t\t\t\tstate.isJumping = false;\n\t\t\t\tstate.jumpCutApplied = false;\n\t\t\t\tevent = Jumper2DTickEvent.Land;\n\t\t\t}\n\t\t} else {\n\t\t\tstate.coyoteMs = Math.max(0, state.coyoteMs - dtMs);\n\t\t}\n\n\t\tif (input.jumpPressed) {\n\t\t\tstate.bufferedJumpMs = config.jumpBufferMs;\n\t\t} else {\n\t\t\tstate.bufferedJumpMs = Math.max(0, state.bufferedJumpMs - dtMs);\n\t\t}\n\n\t\tif (state.isJumping && input.jumpHeld) {\n\t\t\tstate.jumpHoldMs += dtMs;\n\t\t}\n\n\t\tconst wantsJump = state.bufferedJumpMs > 0;\n\t\tconst isFirstJump =\n\t\t\tctx.isGrounded || (state.coyoteMs > 0 && state.jumpsUsed === 0);\n\t\tconst hasAirJumps = state.jumpsUsed > 0 && state.jumpsUsed < config.maxJumps;\n\t\tconst canJump = isFirstJump || hasAirJumps;\n\t\tconst cooldownOk =\n\t\t\tconfig.minTimeBetweenJumpsMs == null ||\n\t\t\tnow - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;\n\n\t\tif (wantsJump && canJump && cooldownOk) {\n\t\t\tctx.setVerticalVelocity(jumpVelocityFromHeight(config.gravity, config.jumpHeight));\n\t\t\tjumpedThisFrame = true;\n\t\t\tstate.jumpsUsed++;\n\t\t\tstate.lastJumpTimeMs = now;\n\t\t\tstate.bufferedJumpMs = 0;\n\t\t\tstate.coyoteMs = 0;\n\t\t\tstate.isJumping = true;\n\t\t\tstate.jumpHoldMs = 0;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tevent = Jumper2DTickEvent.Jump;\n\t\t}\n\n\t\tif (!ctx.isGrounded || jumpedThisFrame) {\n\t\t\tlet gravityMul = 1;\n\t\t\tconst isFalling = ctx.velocityY < 0;\n\n\t\t\tif (isFalling) {\n\t\t\t\tgravityMul = input.fastFall ? 1.75 : 1;\n\t\t\t\tif (event !== Jumper2DTickEvent.Land) {\n\t\t\t\t\tevent = Jumper2DTickEvent.Fall;\n\t\t\t\t}\n\t\t\t} else if (state.isJumping) {\n\t\t\t\tconst variableJump = config.variableJump;\n\t\t\t\tif (variableJump?.enabled && !state.jumpCutApplied) {\n\t\t\t\t\tconst holdExpired =\n\t\t\t\t\t\tvariableJump.maxHoldMs != null &&\n\t\t\t\t\t\tstate.jumpHoldMs >= variableJump.maxHoldMs;\n\t\t\t\t\tif (!input.jumpHeld || holdExpired) {\n\t\t\t\t\t\tgravityMul = variableJump.cutGravityMultiplier;\n\t\t\t\t\t\tstate.jumpCutApplied = true;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tlet newVelocityY = ctx.velocityY - config.gravity * gravityMul * ctx.dt;\n\t\t\tif (config.maxFallSpeed != null) {\n\t\t\t\tnewVelocityY = Math.max(-config.maxFallSpeed, newVelocityY);\n\t\t\t}\n\t\t\tctx.setVerticalVelocity(newVelocityY);\n\t\t} else {\n\t\t\tctx.setVerticalVelocity(0);\n\t\t}\n\n\t\treturn { event };\n\t}\n}\n","import { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { JumpState2D } from './components';\n\nexport enum Jumper2DState {\n\tGrounded = 'grounded',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n}\n\nexport enum Jumper2DEvent {\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper2DFSMContext {\n\tstate: JumpState2D;\n}\n\nexport class Jumper2DFSM {\n\tmachine: SyncStateMachine<Jumper2DState, Jumper2DEvent, never>;\n\n\tconstructor(private ctx: Jumper2DFSMContext) {\n\t\tthis.machine = new SyncStateMachine<Jumper2DState, Jumper2DEvent, never>(\n\t\t\tJumper2DState.Grounded,\n\t\t\t[\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Grounded, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Jumping, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Land, Jumper2DState.Grounded),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Jump, Jumper2DState.Jumping),\n\t\t\t\tt(Jumper2DState.Falling, Jumper2DEvent.Fall, Jumper2DState.Falling),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Jumper2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Jumper2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\tisJumping(): boolean {\n\t\treturn this.getState() === Jumper2DState.Jumping;\n\t}\n\n\tisGrounded(): boolean {\n\t\treturn this.getState() === Jumper2DState.Grounded;\n\t}\n\n\tgetJumpsUsed(): number {\n\t\treturn this.ctx.state.jumpsUsed;\n\t}\n\n\tapplyTickEvent(tickEvent: string, isGrounded: boolean): void {\n\t\tswitch (tickEvent) {\n\t\t\tcase 'jump':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Jump);\n\t\t\t\tbreak;\n\t\t\tcase 'fall':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\tbreak;\n\t\t\tcase 'land':\n\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\tif (!isGrounded && this.getState() === Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Fall);\n\t\t\t\t}\n\t\t\t\tif (isGrounded && this.getState() !== Jumper2DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper2DEvent.Land);\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t}\n}\n","import { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { setVelocityIntent } from '../../actions/capabilities/velocity-intents';\nimport {\n\tGroundProbe3D,\n\tgetGroundAnchorOffsetY,\n\tgetGroundSnapTargetY,\n\ttype GroundProbeSupportHit,\n} from '../shared/ground-probe-3d';\nimport {\n\tcreateJumpConfig2D,\n\tcreateJumpInput2D,\n\tcreateJumpState2D,\n\ttype JumpConfig2D,\n\ttype JumpContext2D,\n\ttype JumpInput2D,\n\ttype JumpState2D,\n} from './components';\nimport {\n\tJumper2DBehavior,\n\tJumper2DTickEvent,\n} from './jumper-2d.behavior';\nimport { Jumper2DFSM, Jumper2DState } from './jumper-2d-fsm';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\nexport interface Jumper2DBehaviorOptions {\n\tjumpHeight?: number;\n\tgravity?: number;\n\tmaxFallSpeed?: number;\n\tmaxJumps?: number;\n\tresetJumpsOnGround?: boolean;\n\tcoyoteTimeMs?: number;\n\tjumpBufferMs?: number;\n\tminTimeBetweenJumpsMs?: number;\n\tvariableJump?: JumpConfig2D['variableJump'];\n\tgroundRayLength?: number;\n\tsnapToGroundDistance?: number;\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Jumper2DBehaviorOptions = {\n\tjumpHeight: 2.5,\n\tgravity: 20,\n\tmaxJumps: 1,\n\tresetJumpsOnGround: true,\n\tcoyoteTimeMs: 100,\n\tjumpBufferMs: 80,\n\tgroundRayLength: 1,\n\tdebugGroundProbe: false,\n};\n\nconst JUMPER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:jumper-2d');\nconst JUMPER_2D_OFFSETS = [\n\t{ x: 0, z: 0 },\n\t{ x: 0.35, z: 0 },\n\t{ x: -0.35, z: 0 },\n] as const;\n\nexport function isJumper2DGrounded(params: {\n\tnearGround?: boolean;\n\tvelocityY: number;\n\tsupportToi?: number | null;\n\tsnapToGroundDistance?: number;\n}): boolean {\n\tif (params.velocityY > 0) {\n\t\treturn false;\n\t}\n\n\tif (params.snapToGroundDistance != null) {\n\t\treturn (\n\t\t\tparams.supportToi != null &&\n\t\t\tparams.supportToi <= params.snapToGroundDistance\n\t\t);\n\t}\n\n\treturn params.nearGround === true;\n}\n\nfunction shouldSnapJumper2DToGround(\n\tsupport: GroundProbeSupportHit | null,\n\toptions: Jumper2DBehaviorOptions,\n\tvelocityY: number,\n): support is GroundProbeSupportHit {\n\treturn (\n\t\tsupport != null &&\n\t\toptions.snapToGroundDistance != null &&\n\t\tvelocityY <= 0 &&\n\t\tsupport.toi <= options.snapToGroundDistance\n\t);\n}\n\nexport interface Jumper2DEntity {\n\tuuid: string;\n\tbody: any;\n\ttransformStore: any;\n\tjumper2d: JumpConfig2D;\n\t$jumper2d: JumpInput2D;\n\tjumper2dState: JumpState2D;\n}\n\nclass Jumper2DBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new Jumper2DBehavior();\n\tprivate groundProbe: GroundProbe3D;\n\tprivate initializedEntities = new Set<string>();\n\tprivate timeSinceGroundedMs = new Map<string, number>();\n\tprivate wasJumpHeld = new Map<string, boolean>();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\n\t\tprivate scene: any,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.groundProbe = new GroundProbe3D(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst jumperRef = link.ref as any;\n\n\t\t\tconst options = jumperRef.options as Jumper2DBehaviorOptions;\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\t\tconst input = gameEntity.$jumper2d as JumpInput2D | undefined;\n\t\t\t\tconst jumpPressed = !!(input?.jumpPressed || input?.jumpHeld);\n\t\t\t\tthis.wasmStage.setJumper2DInput(handle, jumpPressed);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\n\t\t\tif (!gameEntity.jumper2d) {\n\t\t\t\tgameEntity.jumper2d = createJumpConfig2D(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$jumper2d) {\n\t\t\t\tgameEntity.$jumper2d = createJumpInput2D();\n\t\t\t}\n\t\t\tif (!gameEntity.jumper2dState) {\n\t\t\t\tgameEntity.jumper2dState = createJumpState2D();\n\t\t\t}\n\t\t\tif (!this.initializedEntities.has(gameEntity.uuid)) {\n\t\t\t\tthis.initializedEntities.add(gameEntity.uuid);\n\t\t\t\tgameEntity.body.setGravityScale(0, true);\n\t\t\t}\n\t\t\tif (!jumperRef.fsm && gameEntity.jumper2dState) {\n\t\t\t\tjumperRef.fsm = new Jumper2DFSM({\n\t\t\t\t\tstate: gameEntity.jumper2dState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\tconst rayLength = options.groundRayLength ?? 1;\n\t\t\tconst bodyVelocity = gameEntity.body.linvel();\n\t\t\tconst probeOriginYOffset = 0.05 - getGroundAnchorOffsetY(gameEntity);\n\t\t\tconst support = this.groundProbe.probeSupport(gameEntity, {\n\t\t\t\trayLength,\n\t\t\t\toffsets: JUMPER_2D_OFFSETS,\n\t\t\t\tmode: 'any',\n\t\t\t\tdebug: options.debugGroundProbe ?? false,\n\t\t\t\tscene: this.scene,\n\t\t\t\toriginYOffset: probeOriginYOffset,\n\t\t\t});\n\t\t\tconst nearGround = support != null;\n\t\t\tconst isGrounded = isJumper2DGrounded({\n\t\t\t\tnearGround,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tsupportToi: support?.toi ?? null,\n\t\t\t\tsnapToGroundDistance: options.snapToGroundDistance,\n\t\t\t});\n\t\t\tif (shouldSnapJumper2DToGround(support, options, bodyVelocity.y)) {\n\t\t\t\tconst currentPosition = gameEntity.body.translation();\n\t\t\t\tgameEntity.body.setTranslation(\n\t\t\t\t\t{\n\t\t\t\t\t\tx: currentPosition.x,\n\t\t\t\t\t\ty: getGroundSnapTargetY(gameEntity, support),\n\t\t\t\t\t\tz: currentPosition.z,\n\t\t\t\t\t},\n\t\t\t\t\ttrue,\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tlet timeSinceGroundedMs = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;\n\t\t\tif (isGrounded) {\n\t\t\t\ttimeSinceGroundedMs = 0;\n\t\t\t} else {\n\t\t\t\ttimeSinceGroundedMs += delta * 1000;\n\t\t\t}\n\t\t\tthis.timeSinceGroundedMs.set(gameEntity.uuid, timeSinceGroundedMs);\n\n\t\t\tconst config: JumpConfig2D = gameEntity.jumper2d;\n\t\t\tconst input: JumpInput2D = gameEntity.$jumper2d;\n\t\t\tconst state: JumpState2D = gameEntity.jumper2dState;\n\t\t\tconst previousHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;\n\t\t\tconst held = input.jumpHeld === true;\n\t\t\tconst effectiveInput: JumpInput2D = {\n\t\t\t\t...input,\n\t\t\t\tjumpPressed: input.jumpPressed || (held && !previousHeld),\n\t\t\t\tjumpReleased: input.jumpReleased || (!held && previousHeld),\n\t\t\t};\n\n\t\t\tconst store = gameEntity.transformStore;\n\t\t\tconst ctx: JumpContext2D = {\n\t\t\t\tdt: delta,\n\t\t\t\tvelocityY: bodyVelocity.y,\n\t\t\t\tisGrounded,\n\t\t\t\ttimeSinceGroundedMs,\n\t\t\t\tsetVerticalVelocity: (y: number) => {\n\t\t\t\t\tsetVelocityIntent(\n\t\t\t\t\t\tstore,\n\t\t\t\t\t\t'jumper-2d',\n\t\t\t\t\t\t{ y },\n\t\t\t\t\t\t{ mode: 'replace', priority: 20 },\n\t\t\t\t\t);\n\t\t\t\t\tctx.velocityY = y;\n\t\t\t\t},\n\t\t\t};\n\n\t\t\tconst result = this.behavior.tick(config, effectiveInput, ctx, state);\n\t\t\tthis.wasJumpHeld.set(gameEntity.uuid, held);\n\n\t\t\tif (jumperRef.fsm) {\n\t\t\t\t(jumperRef.fsm as Jumper2DFSM).applyTickEvent(result.event, isGrounded);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Jumper2DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst jumpForce = Math.sqrt(2 * (options.gravity ?? 20) * (options.jumpHeight ?? 2.5));\n\t\tthis.wasmStage.attachJumper2D(handle, {\n\t\t\tjumpForce,\n\t\t\tmaxJumps: options.maxJumps ?? 1,\n\t\t\tjumpBufferTime: (options.jumpBufferMs ?? 80) / 1000,\n\t\t\tcoyoteTime: (options.coyoteTimeMs ?? 100) / 1000,\n\t\t\tgravity: options.gravity ?? 20,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void 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{"version":3,"sources":["../src/lib/behaviors/shooter-2d/components.ts","../src/lib/behaviors/shooter-2d/shooter-2d.descriptor.ts"],"sourcesContent":["export interface Shooter2DStateComponent {\n\tcooldownRemainingMs: number;\n}\n\nexport function createShooter2DStateComponent(): Shooter2DStateComponent {\n\treturn {\n\t\tcooldownRemainingMs: 0,\n\t};\n}\n","import { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { normalizeVec3, type Vec3Input } from '../../core/vector';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\nimport {\n\tangleFromDirection2D,\n\tdirectionFromAngle2D,\n\tgetRotationAngle2D,\n\tnormalizeDirection2D,\n\trotateLocalOffset2D,\n} from '../shared/direction-2d';\nimport {\n\tcreateShooter2DStateComponent,\n\ttype Shooter2DStateComponent,\n} from './components';\n\nexport interface Shooter2DTarget {\n\tx: number;\n\ty: number;\n}\n\nexport interface Shooter2DStageLike {\n\tadd(...inputs: any[]): void;\n}\n\nexport interface Shooter2DProjectileEntity {\n\ttransformStore: {\n\t\tvelocity: { x: number; y: number; z: number };\n\t\tdirty: { velocity: boolean };\n\t};\n\tprependSetup(\n\t\tcallback: (params: { me: Shooter2DProjectileEntity }) => void,\n\t): unknown;\n\tsetPosition(x: number, y: number, z: number): void;\n\tsetRotationZ(angle: number): void;\n}\n\nexport type Shooter2DProjectileFactory = () =>\n\t| Shooter2DProjectileEntity\n\t| Promise<Shooter2DProjectileEntity>;\n\nexport interface Shooter2DBehaviorOptions {\n\tprojectileFactory: Shooter2DProjectileFactory;\n\tprojectileSpeed: number;\n\tcooldownMs?: number;\n\tspawnOffset?: Shooter2DTarget;\n\trotateProjectile?: boolean;\n}\n\nexport interface Shooter2DSourceEntity {\n\tbody?: {\n\t\ttranslation(): { x: number; y: number; z: number };\n\t\trotation?: () => { x: number; y: number; z: number; w: number };\n\t} | null;\n\toptions?: {\n\t\tposition?: Vec3Input;\n\t};\n\ttopDownMovementState?: {\n\t\tfacingAngle: number;\n\t};\n\tshooter2dState?: Shooter2DStateComponent;\n\t_rotation2DAngle?: number;\n}\n\nexport interface Shooter2DFireArgs {\n\tsource: Shooter2DSourceEntity;\n\tstage: Shooter2DStageLike;\n\ttarget: Shooter2DTarget;\n}\n\nexport interface Shooter2DHandle {\n\tisReady(source: Shooter2DSourceEntity): boolean;\n\tfire(args: Shooter2DFireArgs): Promise<Shooter2DProjectileEntity | null>;\n}\n\nconst defaultOptions: Shooter2DBehaviorOptions = {\n\tprojectileFactory: () => {\n\t\tthrow new Error('Shooter2DBehavior requires a projectileFactory.');\n\t},\n\tprojectileSpeed: 12,\n\tcooldownMs: 0,\n\tspawnOffset: { x: 0, y: 1 },\n\trotateProjectile: true,\n};\n\nconst SHOOTER_2D_BEHAVIOR_KEY = Symbol.for('zylem:behavior:shooter-2d');\n\nfunction ensureShooterState(entity: Shooter2DSourceEntity): Shooter2DStateComponent {\n\tif (!entity.shooter2dState) {\n\t\tentity.shooter2dState = createShooter2DStateComponent();\n\t}\n\treturn entity.shooter2dState;\n}\n\nfunction getEntityPosition(\n\tentity: Shooter2DSourceEntity,\n): { x: number; y: number; z: number } | null {\n\tif (entity.body?.translation) {\n\t\treturn entity.body.translation();\n\t}\n\n\tconst position = entity.options?.position;\n\tif (!position) {\n\t\treturn null;\n\t}\n\n\treturn normalizeVec3(position);\n}\n\nfunction getEntityFacingAngle(entity: Shooter2DSourceEntity): number {\n\tif (entity.topDownMovementState) {\n\t\treturn entity.topDownMovementState.facingAngle;\n\t}\n\n\tif (entity.body?.rotation) {\n\t\treturn getRotationAngle2D(entity.body.rotation());\n\t}\n\n\treturn entity._rotation2DAngle ?? 0;\n}\n\nfunction createShooter2DHandle(\n\tref: BehaviorRef<Shooter2DBehaviorOptions>,\n): Shooter2DHandle {\n\treturn {\n\t\tisReady: (source: Shooter2DSourceEntity) =>\n\t\t\tensureShooterState(source).cooldownRemainingMs <= 0,\n\t\tfire: async ({\n\t\t\tsource,\n\t\t\tstage,\n\t\t\ttarget,\n\t\t}: Shooter2DFireArgs): Promise<Shooter2DProjectileEntity | null> => {\n\t\t\tconst state = ensureShooterState(source);\n\t\t\tif (state.cooldownRemainingMs > 0) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tconst sourcePosition = getEntityPosition(source);\n\t\t\tif (!sourcePosition) {\n\t\t\t\treturn null;\n\t\t\t}\n\n\t\t\tconst options = ref.options;\n\t\t\tconst aimDirection = normalizeDirection2D(\n\t\t\t\ttarget.x - sourcePosition.x,\n\t\t\t\ttarget.y - sourcePosition.y,\n\t\t\t);\n\t\t\tconst angle = aimDirection\n\t\t\t\t? angleFromDirection2D(aimDirection)\n\t\t\t\t: getEntityFacingAngle(source);\n\t\t\tconst direction = aimDirection ?? directionFromAngle2D(angle);\n\t\t\tconst offset = rotateLocalOffset2D(\n\t\t\t\toptions.spawnOffset ?? defaultOptions.spawnOffset!,\n\t\t\t\tangle,\n\t\t\t);\n\t\t\tconst spawnPosition = {\n\t\t\t\tx: sourcePosition.x + offset.x,\n\t\t\t\ty: sourcePosition.y + offset.y,\n\t\t\t\tz: sourcePosition.z,\n\t\t\t};\n\t\t\tconst projectile = await Promise.resolve(options.projectileFactory());\n\t\t\tprojectile.prependSetup(({ me }) => {\n\t\t\t\tme.setPosition(spawnPosition.x, spawnPosition.y, spawnPosition.z);\n\t\t\t\tif (options.rotateProjectile ?? true) {\n\t\t\t\t\tme.setRotationZ(angle);\n\t\t\t\t}\n\t\t\t\tme.transformStore.velocity.x = direction.x * options.projectileSpeed;\n\t\t\t\tme.transformStore.velocity.y = direction.y * options.projectileSpeed;\n\t\t\t\tme.transformStore.velocity.z = 0;\n\t\t\t\tme.transformStore.dirty.velocity = true;\n\t\t\t});\n\n\t\t\tstage.add(projectile);\n\t\t\tstate.cooldownRemainingMs = Math.max(0, options.cooldownMs ?? 0);\n\t\t\treturn projectile;\n\t\t},\n\t};\n}\n\nclass Shooter2DBehaviorSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(SHOOTER_2D_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as Shooter2DSourceEntity & { runtimeHandle?: number };\n\t\t\tconst ref = link.ref as any;\n\t\t\tconst state = ensureShooterState(entity);\n\t\t\tstate.cooldownRemainingMs = Math.max(\n\t\t\t\t0,\n\t\t\t\tstate.cooldownRemainingMs - delta * 1000,\n\t\t\t);\n\t\t\tref.__entity = entity;\n\n\t\t\tconst handle = (entity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, ref.options as Shooter2DBehaviorOptions);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Shooter2DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tconst offset = options.spawnOffset ?? defaultOptions.spawnOffset!;\n\t\tconst fireRateHz = options.cooldownMs && options.cooldownMs > 0\n\t\t\t? 1000 / options.cooldownMs\n\t\t\t: 0;\n\t\tthis.wasmStage.attachShooter2D(handle, {\n\t\t\tfireRateHz,\n\t\t\tmuzzleOffsetX: offset.x,\n\t\t\tmuzzleOffsetY: offset.y,\n\t\t\tmuzzleSpeed: options.projectileSpeed,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const Shooter2DBehavior = defineBehavior<\n\tShooter2DBehaviorOptions,\n\tShooter2DHandle,\n\tShooter2DSourceEntity\n>({\n\tname: 'shooter-2d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) => new Shooter2DBehaviorSystem(ctx.wasmStage ?? 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{"version":3,"sources":["../src/lib/behaviors/shared/ground-probe-3d.ts","../src/lib/physics/collider-desc-inspect.ts"],"sourcesContent":["import { Cuboid } from '@dimforge/rapier3d-compat';\nimport {\n\tBoxGeometry,\n\tMesh,\n\tMeshBasicMaterial,\n} from 'three';\nimport { inspectColliderDesc } from '../../physics/collider-desc-inspect';\n\n/**\n * @deprecated Kept for type compatibility with older callers; ignored at runtime.\n * The boxcast implementation does not use offset rays.\n */\nexport interface GroundProbeOffset {\n\tx: number;\n\tz: number;\n}\n\n/**\n * Probe sizing hint.\n *\n * - `center`: prefer a tiny box that behaves close to a single downward ray\n * (used by `Jumper3D` for thin/single-point ground tests).\n * - `any`: prefer a box sized from the entity's collider footprint\n * (used by `Platformer3D` so the character \"feels\" the ground under any\n * foot, not just dead-center).\n *\n * The actual box dimensions are still configurable via `options.box`.\n */\nexport type GroundProbeMode = 'center' | 'any';\n\nexport interface GroundProbeEntity {\n\tuuid: string;\n\tbody: any;\n}\n\nexport interface GroundProbeOptions {\n\t/** Maximum cast distance in world units. */\n\trayLength: number;\n\t/** @deprecated No longer used by the boxcast implementation. */\n\toffsets?: readonly GroundProbeOffset[];\n\t/** Selects the default box size when `box` is not explicitly provided. */\n\tmode?: GroundProbeMode;\n\t/** Render a wireframe of the cast box for debugging. Requires `scene`. */\n\tdebug?: boolean;\n\t/** Three.js scene used to host the debug wireframe mesh. */\n\tscene?: any;\n\t/**\n\t * Vertical offset added to the body translation when computing the cast\n\t * origin. Allows callers to shift the probe to e.g. just above the\n\t * capsule's bottom face.\n\t */\n\toriginYOffset?: number;\n\t/**\n\t * Half-extents of the cast cuboid. When omitted the probe derives a\n\t * sensible default from the entity's collider:\n\t * - capsule: `(r * 0.7, 0.05, r * 0.7)` — a thin slab smaller than the\n\t * capsule footprint, so side walls don't register as ground.\n\t * - cuboid: shrink the bottom face by 30% so the probe sits well inside\n\t * the collider footprint.\n\t * - `mode: 'center'`: forces a tiny `(0.05, 0.05, 0.05)` box.\n\t */\n\tbox?: { x: number; y: number; z: number };\n}\n\nexport interface GroundProbeSupportHit {\n\ttoi: number;\n\tpoint: {\n\t\tx: number;\n\t\ty: number;\n\t\tz: number;\n\t};\n\torigin: {\n\t\tx: number;\n\t\ty: number;\n\t\tz: number;\n\t};\n\t/** Always 0 — kept for backward compatibility with the old multi-ray API. */\n\trayIndex: number;\n\tcolliderUuid?: string;\n}\n\nexport const GROUND_SNAP_EPSILON = 0.001;\n\n/**\n * Tiny box used when the caller selects `mode: 'center'` — close enough to a\n * point cast that it preserves the old single-ray behavior of `Jumper3D`.\n */\nconst CENTER_BOX_HALF = 0.05;\n\n/**\n * Default vertical thickness of the cast cuboid. The box is intentionally thin\n * vertically so the impact distance closely matches a downward ray's TOI;\n * existing snap-to-ground math (which assumes `point.y ≈ origin.y - toi`)\n * keeps working with negligible drift.\n */\nconst DEFAULT_BOX_THICKNESS = 0.05;\n\n/**\n * GroundProbe3D — single-cast cuboid probe used by 3D platformer and jumper\n * behaviors to detect the ground beneath an entity.\n *\n * Replaces the previous 5-ray probe: a single shape-cast handles edge cases\n * (corner of a platform, narrow gap) more robustly and produces a single,\n * intuitive debug visualization (a wireframe box).\n */\nexport class GroundProbe3D {\n\tprivate debugMeshes = new Map<string, Mesh>();\n\n\tconstructor(private world: any) {}\n\n\tprobeSupport(\n\t\tentity: GroundProbeEntity,\n\t\toptions: GroundProbeOptions,\n\t): GroundProbeSupportHit | null {\n\t\tif (!this.world?.world || !entity.body) return null;\n\n\t\tconst translation = entity.body.translation();\n\t\tconst originYOffset = options.originYOffset ?? 0;\n\t\tconst box = options.box ?? deriveDefaultBox(entity, options.mode ?? 'any');\n\n\t\tconst shapePos = {\n\t\t\tx: translation.x,\n\t\t\ty: translation.y + originYOffset,\n\t\t\tz: translation.z,\n\t\t};\n\t\tconst shapeRot = { x: 0, y: 0, z: 0, w: 1 };\n\t\tconst shapeVel = { x: 0, y: -1, z: 0 };\n\n\t\tconst shape = new Cuboid(box.x, box.y, box.z);\n\t\tconst hit = this.world.world.castShape(\n\t\t\tshapePos,\n\t\t\tshapeRot,\n\t\t\tshapeVel,\n\t\t\tshape,\n\t\t\toptions.rayLength,\n\t\t\ttrue,\n\t\t\tundefined,\n\t\t\tundefined,\n\t\t\tundefined,\n\t\t\tentity.body,\n\t\t);\n\n\t\tlet support: GroundProbeSupportHit | null = null;\n\t\tif (hit) {\n\t\t\tsupport = {\n\t\t\t\ttoi: hit.toi,\n\t\t\t\tpoint: {\n\t\t\t\t\tx: shapePos.x,\n\t\t\t\t\ty: shapePos.y - hit.toi - box.y,\n\t\t\t\t\tz: shapePos.z,\n\t\t\t\t},\n\t\t\t\torigin: { ...shapePos },\n\t\t\t\trayIndex: 0,\n\t\t\t\tcolliderUuid: hit.collider?._parent?.userData?.uuid,\n\t\t\t};\n\t\t}\n\n\t\tif (options.debug && options.scene) {\n\t\t\tthis.updateDebugMesh(\n\t\t\t\tentity.uuid,\n\t\t\t\tshapePos,\n\t\t\t\tbox,\n\t\t\t\toptions.rayLength,\n\t\t\t\tBoolean(support),\n\t\t\t\toptions.scene,\n\t\t\t);\n\t\t} else {\n\t\t\tthis.disposeDebugMesh(entity.uuid);\n\t\t}\n\n\t\treturn support;\n\t}\n\n\tdetect(entity: GroundProbeEntity, options: GroundProbeOptions): boolean {\n\t\treturn this.probeSupport(entity, options) != null;\n\t}\n\n\tdestroyEntity(uuid: string): void {\n\t\tthis.disposeDebugMesh(uuid);\n\t}\n\n\tdestroy(): void {\n\t\tfor (const uuid of this.debugMeshes.keys()) {\n\t\t\tthis.disposeDebugMesh(uuid);\n\t\t}\n\t\tthis.debugMeshes.clear();\n\t}\n\n\tprivate updateDebugMesh(\n\t\tuuid: string,\n\t\tshapePos: { x: number; y: number; z: number },\n\t\tbox: { x: number; y: number; z: number },\n\t\trayLength: number,\n\t\thasGround: boolean,\n\t\tscene: any,\n\t): void {\n\t\tlet mesh = this.debugMeshes.get(uuid);\n\t\tif (!mesh) {\n\t\t\tconst geometry = new BoxGeometry(2 * box.x, 2 * box.y, 2 * box.z);\n\t\t\tconst material = new MeshBasicMaterial({\n\t\t\t\twireframe: true,\n\t\t\t\tcolor: 0xff0000,\n\t\t\t});\n\t\t\tmesh = new Mesh(geometry, material);\n\t\t\tscene.add(mesh);\n\t\t\tthis.debugMeshes.set(uuid, mesh);\n\t\t}\n\n\t\t// Position the box at the cast midpoint so users can see the swept volume.\n\t\tmesh.position.set(\n\t\t\tshapePos.x,\n\t\t\tshapePos.y - rayLength * 0.5,\n\t\t\tshapePos.z,\n\t\t);\n\t\tmesh.scale.set(1, Math.max(rayLength / Math.max(2 * box.y, 1e-6), 1), 1);\n\t\t(mesh.material as MeshBasicMaterial).color.setHex(\n\t\t\thasGround ? 0x00ff00 : 0xff0000,\n\t\t);\n\t}\n\n\tprivate disposeDebugMesh(uuid: string): void {\n\t\tconst mesh = this.debugMeshes.get(uuid);\n\t\tif (!mesh) return;\n\n\t\tmesh.removeFromParent();\n\t\tmesh.geometry.dispose();\n\t\t(mesh.material as MeshBasicMaterial).dispose();\n\n\t\tthis.debugMeshes.delete(uuid);\n\t}\n}\n\nfunction deriveDefaultBox(\n\tentity: GroundProbeEntity,\n\tmode: GroundProbeMode,\n): { x: number; y: number; z: number } {\n\tif (mode === 'center') {\n\t\treturn { x: CENTER_BOX_HALF, y: CENTER_BOX_HALF, z: CENTER_BOX_HALF };\n\t}\n\n\tconst runtimeColliderDesc = (entity as any)?.colliderDesc;\n\tif (runtimeColliderDesc) {\n\t\tconst inspected = inspectColliderDesc(runtimeColliderDesc);\n\t\tif (inspected.shape === 'capsule' && inspected.dimensions.length >= 2) {\n\t\t\tconst radius = inspected.dimensions[1] ?? 0.5;\n\t\t\tconst half = Math.max(radius * 0.7, CENTER_BOX_HALF);\n\t\t\treturn { x: half, y: DEFAULT_BOX_THICKNESS, z: half };\n\t\t}\n\t\tif (inspected.shape === 'cuboid' && inspected.dimensions.length >= 3) {\n\t\t\tconst halfX = (inspected.dimensions[0] ?? 0.5) * 0.7;\n\t\t\tconst halfZ = (inspected.dimensions[2] ?? 0.5) * 0.7;\n\t\t\treturn {\n\t\t\t\tx: Math.max(halfX, CENTER_BOX_HALF),\n\t\t\t\ty: DEFAULT_BOX_THICKNESS,\n\t\t\t\tz: Math.max(halfZ, CENTER_BOX_HALF),\n\t\t\t};\n\t\t}\n\t}\n\n\tconst collisionSize =\n\t\t(entity as any)?.options?.collision?.size ??\n\t\t(entity as any)?.options?.collisionSize ??\n\t\t(entity as any)?.options?.size;\n\tif (collisionSize) {\n\t\tconst halfX = ((collisionSize.x ?? 1) / 2) * 0.7;\n\t\tconst halfZ = ((collisionSize.z ?? collisionSize.x ?? 1) / 2) * 0.7;\n\t\treturn {\n\t\t\tx: Math.max(halfX, CENTER_BOX_HALF),\n\t\t\ty: DEFAULT_BOX_THICKNESS,\n\t\t\tz: Math.max(halfZ, CENTER_BOX_HALF),\n\t\t};\n\t}\n\n\treturn { x: 0.35, y: DEFAULT_BOX_THICKNESS, z: 0.35 };\n}\n\nexport function getGroundAnchorOffsetY(entity: any): number {\n\tconst runtimeColliderDesc = entity?.colliderDesc;\n\tif (runtimeColliderDesc) {\n\t\tconst inspected = inspectColliderDesc(runtimeColliderDesc);\n\t\tconst centerY = inspected.translation?.[1] ?? 0;\n\t\tif (inspected.shape === 'capsule' && inspected.dimensions.length >= 2) {\n\t\t\tconst halfCylinder = inspected.dimensions[0] ?? 0;\n\t\t\tconst radius = inspected.dimensions[1] ?? 0;\n\t\t\treturn halfCylinder + radius - centerY;\n\t\t}\n\t\tif (inspected.shape === 'cuboid' && inspected.dimensions.length >= 2) {\n\t\t\tconst halfHeight = inspected.dimensions[1] ?? 0;\n\t\t\treturn halfHeight - centerY;\n\t\t}\n\t}\n\n\tconst collisionSize =\n\t\tentity?.options?.collision?.size ??\n\t\tentity?.options?.collisionSize ??\n\t\tentity?.options?.size;\n\tconst height = collisionSize?.y ?? 0;\n\tif (height <= 0) {\n\t\treturn 0;\n\t}\n\n\tconst collisionPosition =\n\t\tentity?.options?.collision?.position ??\n\t\tentity?.options?.collisionPosition;\n\tconst centerY = collisionPosition?.y ?? height / 2;\n\treturn (height / 2) - centerY;\n}\n\nexport function getGroundSnapTargetY(\n\tentity: any,\n\tsupport: GroundProbeSupportHit,\n\tepsilon: number = GROUND_SNAP_EPSILON,\n): number {\n\treturn support.point.y + getGroundAnchorOffsetY(entity) + epsilon;\n}\n","import type { ColliderDesc } from '@dimforge/rapier3d-compat';\n\n/**\n * Subset of Rapier shape kinds that game-lib introspects for sizing decisions\n * (e.g. ground probes derive their cast box from the entity collider). Mirrors\n * the public Rapier shape vocabulary, kept as string literals so callers can\n * branch without depending on Rapier's internal shape enum.\n */\nexport type ColliderShapeKind =\n\t| 'ball'\n\t| 'cuboid'\n\t| 'capsule'\n\t| 'cone'\n\t| 'cylinder'\n\t| 'heightfield'\n\t| 'convexHull'\n\t| 'trimesh';\n\n/**\n * Plain, runtime-agnostic snapshot of a {@link ColliderDesc}'s shape and\n * placement. Only contains the fields game-lib needs today; extend as new\n * call sites appear.\n *\n * - `shape` — discriminator for the underlying Rapier shape.\n * - `dimensions` — shape-specific numbers (see {@link inspectColliderDesc}).\n * - `translation` — local offset relative to the parent body, when set.\n * - `vertices` / `indices` — raw geometry payload for `convexHull` and\n * `trimesh` shapes; tagged via `__zylemShapeData` at construction time.\n */\nexport interface ColliderDescInspection {\n\tshape: ColliderShapeKind;\n\tdimensions: number[];\n\ttranslation?: [number, number, number];\n\tvertices?: number[];\n\tindices?: number[];\n}\n\n/**\n * Read the shape kind, dimensions, and local translation off a Rapier\n * {@link ColliderDesc} without going through the WASM-backed accessors that\n * cannot cross worker boundaries.\n *\n * Layout per shape (matches Rapier's primitive constructors):\n * - `ball` → `[radius]`\n * - `cuboid` → `[halfX, halfY, halfZ]`\n * - `capsule` → `[halfHeight, radius]`\n * - `cone` → `[halfHeight, radius]`\n * - `cylinder` → `[halfHeight, radius]`\n * - `heightfield` → flattened heights array\n * - `convexHull` → flattened vertex array (set via the `__zylemShapeData` tag)\n * - `trimesh` → flattened vertex array (indices ignored here)\n */\nexport function inspectColliderDesc(desc: ColliderDesc): ColliderDescInspection {\n\tconst internal = desc as any;\n\tconst customShapeData = internal.__zylemShapeData as\n\t\t| { shape: 'convexHull'; vertices: number[] }\n\t\t| { shape: 'trimesh'; vertices: number[]; indices: number[] }\n\t\t| undefined;\n\n\tif (customShapeData?.shape === 'convexHull') {\n\t\tconst result = finalize('convexHull', [], internal);\n\t\tresult.vertices = [...customShapeData.vertices];\n\t\treturn result;\n\t}\n\tif (customShapeData?.shape === 'trimesh') {\n\t\tconst result = finalize('trimesh', [], internal);\n\t\tresult.vertices = [...customShapeData.vertices];\n\t\tresult.indices = [...customShapeData.indices];\n\t\treturn result;\n\t}\n\n\tconst shapeType = internal.shape?.type ?? internal.shapeType ?? 0;\n\tconst { shape, dimensions } = extractShapeData(shapeType, internal);\n\treturn finalize(shape, dimensions, internal);\n}\n\nfunction finalize(\n\tshape: ColliderShapeKind,\n\tdimensions: number[],\n\tinternal: any,\n): ColliderDescInspection {\n\tconst result: ColliderDescInspection = { shape, dimensions };\n\tconst t = internal.translation;\n\tif (t && (t.x !== 0 || t.y !== 0 || t.z !== 0)) {\n\t\tresult.translation = [t.x, t.y, t.z];\n\t}\n\treturn result;\n}\n\n/**\n * Rapier shape type enum values (from rapier internals):\n * 0 = Ball, 1 = Cuboid, 2 = Capsule, 6 = Cone, 7 = Cylinder, 11 = HeightField\n */\nfunction extractShapeData(\n\tshapeType: number,\n\tinternal: any,\n): { shape: ColliderShapeKind; dimensions: number[] } {\n\tswitch (shapeType) {\n\t\tcase 0:\n\t\t\treturn {\n\t\t\t\tshape: 'ball',\n\t\t\t\tdimensions: [internal.shape?.radius ?? internal.halfExtents?.x ?? 1],\n\t\t\t};\n\t\tcase 1:\n\t\t\treturn {\n\t\t\t\tshape: 'cuboid',\n\t\t\t\tdimensions: [\n\t\t\t\t\tinternal.shape?.halfExtents?.x ?? internal.halfExtents?.x ?? 0.5,\n\t\t\t\t\tinternal.shape?.halfExtents?.y ?? internal.halfExtents?.y ?? 0.5,\n\t\t\t\t\tinternal.shape?.halfExtents?.z ?? internal.halfExtents?.z ?? 0.5,\n\t\t\t\t],\n\t\t\t};\n\t\tcase 2:\n\t\t\treturn {\n\t\t\t\tshape: 'capsule',\n\t\t\t\tdimensions: [\n\t\t\t\t\tinternal.shape?.halfHeight ?? 0.5,\n\t\t\t\t\tinternal.shape?.radius ?? 0.5,\n\t\t\t\t],\n\t\t\t};\n\t\tcase 6:\n\t\t\treturn {\n\t\t\t\tshape: 'cone',\n\t\t\t\tdimensions: [\n\t\t\t\t\tinternal.shape?.halfHeight ?? 1,\n\t\t\t\t\tinternal.shape?.radius ?? 1,\n\t\t\t\t],\n\t\t\t};\n\t\tcase 7:\n\t\t\treturn {\n\t\t\t\tshape: 'cylinder',\n\t\t\t\tdimensions: [\n\t\t\t\t\tinternal.shape?.halfHeight ?? 1,\n\t\t\t\t\tinternal.shape?.radius ?? 1,\n\t\t\t\t],\n\t\t\t};\n\t\tcase 11: {\n\t\t\tconst heights = internal.shape?.heights;\n\t\t\treturn {\n\t\t\t\tshape: 'heightfield',\n\t\t\t\tdimensions: heights ? 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{"version":3,"sources":["../src/lib/behaviors/use-behavior.ts","../src/lib/behaviors/components.ts"],"sourcesContent":["import { GameEntity } from '../entities/entity';\nimport { BehaviorDescriptor } from './behavior-descriptor';\n\n/**\n * Type-safe helper to apply a behavior to an entity and return the entity cast to the behavior's interface.\n * \n * @param entity The entity to apply the behavior to\n * @param descriptor The behavior descriptor\n * @param options Behavior options\n * @returns The entity, cast to E & I (where I is the behavior's interface)\n */\nexport function useBehavior<\n E extends GameEntity<any>,\n O extends Record<string, any>,\n H extends Record<string, any>,\n I // Entity Interface\n>(\n entity: E,\n descriptor: BehaviorDescriptor<O, H, I>,\n options?: Partial<O>\n): E & I {\n entity.use(descriptor, options);\n return entity as unknown as E & I;\n}\n","/**\n * Core behavior helper types\n *\n * Plain data interfaces shared by movement behaviors and coordinators.\n */\n\nimport type { RigidBody } from '@dimforge/rapier3d-compat';\nimport { Vector3, Quaternion } from 'three';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// TransformComponent (render-facing)\n// Written only by PhysicsSyncBehavior, read by rendering/animation\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface TransformComponent {\n\tposition: Vector3;\n\trotation: Quaternion;\n}\n\nexport function createTransformComponent(): TransformComponent {\n\treturn {\n\t\tposition: new Vector3(),\n\t\trotation: new Quaternion(),\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// PhysicsBodyComponent (bridge to Rapier, not state)\n// ECS does not store velocity, mass, etc. - Rapier owns all physical truth\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface PhysicsBodyComponent {\n\tbody: RigidBody;\n}\n\nexport function createPhysicsBodyComponent(body: RigidBody): PhysicsBodyComponent {\n\treturn { body };\n}\n"],"mappings":";AAWO,SAAS,YAMZ,QACA,YACA,SACK;AACL,SAAO,IAAI,YAAY,OAAO;AAC9B,SAAO;AACX;;;AChBA,SAAS,SAAS,kBAAkB;AAY7B,SAAS,2BAA+C;AAC9D,SAAO;AAAA,IACN,UAAU,IAAI,QAAQ;AAAA,IACtB,UAAU,IAAI,WAAW;AAAA,EAC1B;AACD;AAWO,SAAS,2BAA2B,MAAuC;AACjF,SAAO,EAAE,KAAK;AACf;","names":[]}
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{"version":3,"sources":["../src/lib/coordinators/first-person-shooter.coordinator.ts"],"sourcesContent":["import type { GameEntity } from '../entities/entity';\nimport {\n\tcreateFirstPersonInputComponent,\n\ttype FirstPersonInputComponent,\n} from '../behaviors/first-person/components';\nimport {\n\tcreateJumpInput3D,\n\ttype JumpInput3D,\n} from '../behaviors/jumper-3d/components';\n\nexport interface FirstPersonShooterInput {\n\tmoveX: number;\n\tmoveZ: number;\n\tlookX: number;\n\tlookY: number;\n\tsprint: boolean;\n\tjumpPressed: boolean;\n\tjumpHeld: boolean;\n\tjumpReleased: boolean;\n\tfastFall?: boolean;\n}\n\ninterface FirstPersonShooterControllerHandle {\n\tgetYaw(): number;\n}\n\ninterface FirstPersonShooterJumperHandle {\n\tgetState(): unknown;\n}\n\ntype FirstPersonShooterEntity = GameEntity<any> & {\n\t$fps?: FirstPersonInputComponent;\n\t$jumper?: JumpInput3D;\n};\n\nexport class FirstPersonShooterCoordinator {\n\tconstructor(\n\t\tprivate entity: FirstPersonShooterEntity,\n\t\tprivate fpsController: FirstPersonShooterControllerHandle,\n\t\tprivate jumper: FirstPersonShooterJumperHandle,\n\t) {}\n\n\tpublic update(input: FirstPersonShooterInput): void {\n\t\tif (!this.entity.$fps) {\n\t\t\tthis.entity.$fps = createFirstPersonInputComponent();\n\t\t}\n\t\tif (!this.entity.$jumper) {\n\t\t\tthis.entity.$jumper = createJumpInput3D();\n\t\t}\n\n\t\tconst fpsInput = this.entity.$fps;\n\t\tfpsInput.moveX = input.moveX;\n\t\tfpsInput.moveZ = input.moveZ;\n\t\tfpsInput.lookX = input.lookX;\n\t\tfpsInput.lookY = input.lookY;\n\t\tfpsInput.sprint = input.sprint;\n\n\t\tconst jumperInput = this.entity.$jumper;\n\t\tjumperInput.jumpPressed = input.jumpPressed;\n\t\tjumperInput.jumpHeld = input.jumpHeld;\n\t\tjumperInput.jumpReleased = input.jumpReleased;\n\t\tjumperInput.fastFall = input.fastFall ?? false;\n\t\tjumperInput.moveDirWorld = this.getMoveDirWorld(\n\t\t\tinput.moveX,\n\t\t\tinput.moveZ,\n\t\t\tthis.fpsController.getYaw(),\n\t\t);\n\n\t\t// Keep the jumper handle in the public contract even though the\n\t\t// coordinator only needs its current state for future extensions.\n\t\tvoid this.jumper.getState();\n\t}\n\n\tprivate getMoveDirWorld(\n\t\tmoveX: number,\n\t\tmoveZ: number,\n\t\tyaw: number,\n\t): { x: number; y: number; z: number } | undefined {\n\t\tconst sinYaw = Math.sin(yaw);\n\t\tconst cosYaw = Math.cos(yaw);\n\t\tconst rightX = cosYaw;\n\t\tconst rightZ = -sinYaw;\n\t\tconst forwardX = -sinYaw;\n\t\tconst forwardZ = -cosYaw;\n\t\tconst worldX = rightX * moveX + forwardX * -moveZ;\n\t\tconst worldZ = rightZ * moveX + forwardZ * -moveZ;\n\t\tconst length = Math.hypot(worldX, worldZ);\n\t\tif (length <= 1e-6) {\n\t\t\treturn undefined;\n\t\t}\n\n\t\treturn {\n\t\t\tx: worldX / length,\n\t\t\ty: 0,\n\t\t\tz: worldZ / length,\n\t\t};\n\t}\n}\n"],"mappings":";;;;;;;;AAmCO,IAAM,gCAAN,MAAoC;AAAA,EAC1C,YACS,QACA,eACA,QACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA,EAGF,OAAO,OAAsC;AACnD,QAAI,CAAC,KAAK,OAAO,MAAM;AACtB,WAAK,OAAO,OAAO,gCAAgC;AAAA,IACpD;AACA,QAAI,CAAC,KAAK,OAAO,SAAS;AACzB,WAAK,OAAO,UAAU,kBAAkB;AAAA,IACzC;AAEA,UAAM,WAAW,KAAK,OAAO;AAC7B,aAAS,QAAQ,MAAM;AACvB,aAAS,QAAQ,MAAM;AACvB,aAAS,QAAQ,MAAM;AACvB,aAAS,QAAQ,MAAM;AACvB,aAAS,SAAS,MAAM;AAExB,UAAM,cAAc,KAAK,OAAO;AAChC,gBAAY,cAAc,MAAM;AAChC,gBAAY,WAAW,MAAM;AAC7B,gBAAY,eAAe,MAAM;AACjC,gBAAY,WAAW,MAAM,YAAY;AACzC,gBAAY,eAAe,KAAK;AAAA,MAC/B,MAAM;AAAA,MACN,MAAM;AAAA,MACN,KAAK,cAAc,OAAO;AAAA,IAC3B;AAIA,SAAK,KAAK,OAAO,SAAS;AAAA,EAC3B;AAAA,EAEQ,gBACP,OACA,OACA,KACkD;AAClD,UAAM,SAAS,KAAK,IAAI,GAAG;AAC3B,UAAM,SAAS,KAAK,IAAI,GAAG;AAC3B,UAAM,SAAS;AACf,UAAM,SAAS,CAAC;AAChB,UAAM,WAAW,CAAC;AAClB,UAAM,WAAW,CAAC;AAClB,UAAM,SAAS,SAAS,QAAQ,WAAW,CAAC;AAC5C,UAAM,SAAS,SAAS,QAAQ,WAAW,CAAC;AAC5C,UAAM,SAAS,KAAK,MAAM,QAAQ,MAAM;AACxC,QAAI,UAAU,MAAM;AACnB,aAAO;AAAA,IACR;AAEA,WAAO;AAAA,MACN,GAAG,SAAS;AAAA,MACZ,GAAG;AAAA,MACH,GAAG,SAAS;AAAA,IACb;AAAA,EACD;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/screen-visibility/screen-visibility.descriptor.ts","../src/lib/behaviors/screen-visibility/screen-visibility-fsm.ts"],"sourcesContent":["import {\n\tBox3,\n\tFrustum,\n\tMatrix4,\n\tQuaternion,\n\tVector3,\n\ttype Object3D,\n} from 'three';\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { ScreenVisibilityFSM, type ScreenVisibilitySnapshot } from './screen-visibility-fsm';\nimport type { GameEntity } from '../../entities/entity';\nimport type { ZylemCamera } from '../../camera/zylem-camera';\n\nexport interface ScreenVisibilitySize {\n\tx: number;\n\ty: number;\n\tz: number;\n}\n\nexport interface ScreenVisibilityChangeContext {\n\tentity: GameEntity<any>;\n\tvisible: boolean;\n\twasVisible: boolean;\n\tjustEntered: boolean;\n\tjustExited: boolean;\n\tvisibleCameraNames: string[];\n\tcameraName: string | null;\n}\n\nexport interface ScreenVisibilityOptions {\n\t/**\n\t * Restrict visibility checks to one active camera by name.\n\t * When omitted, any active camera can make the entity visible.\n\t */\n\tcameraName: string | null;\n\t/**\n\t * Require the full entity bounds to remain inside the camera frustum.\n\t * Defaults to partial visibility (any intersection counts).\n\t */\n\trequireFullyVisible: boolean;\n\t/**\n\t * Expand or shrink the computed bounds in world units.\n\t * Positive values make visibility checks more generous.\n\t */\n\tpadding: number;\n\t/**\n\t * Optional bounds to use when the entity has no renderable mesh/group.\n\t * Falls back to the entity's configured size when available.\n\t */\n\tfallbackSize: ScreenVisibilitySize | null;\n\tonChange?: (context: ScreenVisibilityChangeContext) => void;\n\tonEnter?: (context: ScreenVisibilityChangeContext) => void;\n\tonExit?: (context: ScreenVisibilityChangeContext) => void;\n}\n\nexport interface ScreenVisibilityHandle {\n\tisVisible(): boolean;\n\tisOffscreen(): boolean;\n\twasJustEntered(): boolean;\n\twasJustExited(): boolean;\n\tgetVisibleCameraNames(): string[];\n\tgetState(): ScreenVisibilitySnapshot | null;\n}\n\nconst defaultOptions: ScreenVisibilityOptions = {\n\tcameraName: null,\n\trequireFullyVisible: false,\n\tpadding: 0,\n\tfallbackSize: null,\n\tonChange: undefined,\n\tonEnter: undefined,\n\tonExit: undefined,\n};\n\nconst SCREEN_VISIBILITY_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:screen-visibility',\n);\n\nclass ScreenVisibilitySystem implements BehaviorSystem {\n\tprivate readonly worldBounds = new Box3();\n\tprivate readonly projectionMatrix = new Matrix4();\n\tprivate readonly frustum = new Frustum();\n\tprivate readonly savedPosition = new Vector3();\n\tprivate readonly savedQuaternion = new Quaternion();\n\tprivate readonly worldPosition = new Vector3();\n\tprivate readonly fallbackMin = new Vector3();\n\tprivate readonly fallbackMax = new Vector3();\n\tprivate readonly corners = Array.from({ length: 8 }, () => new Vector3());\n\tprivate readonly boundsCache = new Map<string, {\n\t\tbounds: Box3;\n\t\tkey: string;\n\t}>();\n\n\tconstructor(\n\t\tprivate scene: any,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) { }\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(SCREEN_VISIBILITY_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as GameEntity<any>;\n\t\t\tconst visibilityRef = link.ref as BehaviorRef<ScreenVisibilityOptions>;\n\t\t\tconst options = visibilityRef.options;\n\n\t\t\tif (!visibilityRef.fsm) {\n\t\t\t\tvisibilityRef.fsm = new ScreenVisibilityFSM();\n\t\t\t}\n\n\t\t\tconst fsm = visibilityRef.fsm as ScreenVisibilityFSM;\n\t\t\tconst previousState = fsm.getState();\n\t\t\tconst cameras = this.resolveActiveCameras(options.cameraName);\n\t\t\tconst visibleCameraNames: string[] = [];\n\n\t\t\tconst bounds = this.computeWorldBounds(entity, visibilityRef, options);\n\t\t\tif (bounds) {\n\t\t\t\tfor (let index = 0; index < cameras.length; index++) {\n\t\t\t\t\tconst cameraRef = cameras[index];\n\t\t\t\t\tif (this.isBoundsVisible(bounds, cameraRef, options.requireFullyVisible)) {\n\t\t\t\t\t\tvisibleCameraNames.push(this.getCameraLabel(cameraRef, index));\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tfsm.update(visibleCameraNames.length > 0, visibleCameraNames);\n\t\t\tthis.notifyVisibilityChange(entity, options, previousState, fsm.getState());\n\t\t}\n\t}\n\n\tprivate resolveActiveCameras(cameraName: string | null): ZylemCamera[] {\n\t\tconst activeCameras = this.scene?.cameraManager?.activeCameras?.length\n\t\t\t? [...this.scene.cameraManager.activeCameras]\n\t\t\t: this.scene?.zylemCamera\n\t\t\t\t? [this.scene.zylemCamera]\n\t\t\t\t: [];\n\n\t\tif (!cameraName) {\n\t\t\treturn activeCameras;\n\t\t}\n\n\t\treturn activeCameras.filter((camera: ZylemCamera) => camera.name === cameraName);\n\t}\n\n\tprivate computeWorldBounds(\n\t\tentity: GameEntity<any>,\n\t\tref: BehaviorRef<ScreenVisibilityOptions>,\n\t\toptions: ScreenVisibilityOptions,\n\t): Box3 | null {\n\t\tconst cacheKey = this.getBoundsCacheKey(entity, options);\n\t\tconst cached = this.boundsCache.get(entity.uuid);\n\t\tif (cached && cached.key === cacheKey) {\n\t\t\treturn cached.bounds;\n\t\t}\n\n\t\tconst target = (entity.group ?? entity.mesh) as Object3D | undefined;\n\t\tthis.worldBounds.makeEmpty();\n\n\t\tif (target) {\n\t\t\tconst wasmPose = (entity as any).getPose?.();\n\t\t\tconst useWasm = wasmPose && (entity as any).runtimeHandle >= 0;\n\t\t\tconst body = useWasm ? null : (entity as any).body;\n\n\t\t\tif (useWasm || body) {\n\t\t\t\tthis.savedPosition.copy(target.position);\n\t\t\t\tthis.savedQuaternion.copy(target.quaternion);\n\n\t\t\t\tif (useWasm) {\n\t\t\t\t\ttarget.position.set(wasmPose.position.x, wasmPose.position.y, wasmPose.position.z);\n\t\t\t\t\tif (!(entity as any).controlledRotation) {\n\t\t\t\t\t\ttarget.quaternion.set(\n\t\t\t\t\t\t\twasmPose.rotation.x,\n\t\t\t\t\t\t\twasmPose.rotation.y,\n\t\t\t\t\t\t\twasmPose.rotation.z,\n\t\t\t\t\t\t\twasmPose.rotation.w,\n\t\t\t\t\t\t);\n\t\t\t\t\t}\n\t\t\t\t} else {\n\t\t\t\t\tconst translation = body.translation();\n\t\t\t\t\ttarget.position.set(translation.x, translation.y, translation.z);\n\t\t\t\t\tif (!(entity as any).controlledRotation) {\n\t\t\t\t\t\tconst rotation = body.rotation();\n\t\t\t\t\t\ttarget.quaternion.set(rotation.x, rotation.y, rotation.z, rotation.w);\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\ttarget.updateWorldMatrix(true, true);\n\t\t\t\tthis.worldBounds.setFromObject(target);\n\n\t\t\t\ttarget.position.copy(this.savedPosition);\n\t\t\t\ttarget.quaternion.copy(this.savedQuaternion);\n\t\t\t\ttarget.updateWorldMatrix(true, true);\n\t\t\t} else {\n\t\t\t\ttarget.updateWorldMatrix(true, true);\n\t\t\t\tthis.worldBounds.setFromObject(target);\n\t\t\t}\n\t\t}\n\n\t\tif (this.worldBounds.isEmpty()) {\n\t\t\tconst fallbackSize = options.fallbackSize\n\t\t\t\t?? ((entity.options?.size as ScreenVisibilitySize | undefined) ?? null);\n\t\t\tthis.resolveFallbackCenter(entity, target);\n\n\t\t\tconst halfX = (fallbackSize?.x ?? 0) / 2;\n\t\t\tconst halfY = (fallbackSize?.y ?? 0) / 2;\n\t\t\tconst halfZ = (fallbackSize?.z ?? 0) / 2;\n\n\t\t\tthis.fallbackMin.set(\n\t\t\t\tthis.worldPosition.x - halfX,\n\t\t\t\tthis.worldPosition.y - halfY,\n\t\t\t\tthis.worldPosition.z - halfZ,\n\t\t\t);\n\t\t\tthis.fallbackMax.set(\n\t\t\t\tthis.worldPosition.x + halfX,\n\t\t\t\tthis.worldPosition.y + halfY,\n\t\t\t\tthis.worldPosition.z + halfZ,\n\t\t\t);\n\t\t\tthis.worldBounds.set(this.fallbackMin, this.fallbackMax);\n\t\t}\n\n\t\tif (options.padding !== 0) {\n\t\t\tthis.worldBounds.expandByScalar(options.padding);\n\t\t}\n\n\t\tif (this.worldBounds.isEmpty()) {\n\t\t\tthis.boundsCache.delete(entity.uuid);\n\t\t\treturn null;\n\t\t}\n\n\t\tconst cachedBounds = cached?.bounds ?? new Box3();\n\t\tcachedBounds.copy(this.worldBounds);\n\t\tthis.boundsCache.set(entity.uuid, {\n\t\t\tbounds: cachedBounds,\n\t\t\tkey: cacheKey,\n\t\t});\n\t\t(ref as any).__screenVisibilityBoundsKey = cacheKey;\n\t\treturn cachedBounds;\n\t}\n\n\tprivate getBoundsCacheKey(\n\t\tentity: GameEntity<any>,\n\t\toptions: ScreenVisibilityOptions,\n\t): string {\n\t\tconst body = (entity as any).body;\n\t\tif (body) {\n\t\t\tconst translation = body.translation();\n\t\t\tconst rotation = body.rotation();\n\t\t\treturn [\n\t\t\t\t'b',\n\t\t\t\ttranslation.x.toFixed(3),\n\t\t\t\ttranslation.y.toFixed(3),\n\t\t\t\ttranslation.z.toFixed(3),\n\t\t\t\trotation.x.toFixed(3),\n\t\t\t\trotation.y.toFixed(3),\n\t\t\t\trotation.z.toFixed(3),\n\t\t\t\trotation.w.toFixed(3),\n\t\t\t\toptions.padding,\n\t\t\t\toptions.requireFullyVisible,\n\t\t\t\toptions.fallbackSize?.x ?? '',\n\t\t\t\toptions.fallbackSize?.y ?? '',\n\t\t\t\toptions.fallbackSize?.z ?? '',\n\t\t\t].join('|');\n\t\t}\n\n\t\tconst target = (entity.group ?? entity.mesh) as Object3D | undefined;\n\t\tif (target) {\n\t\t\tconst position = target.position;\n\t\t\tconst quaternion = target.quaternion;\n\t\t\tconst scale = target.scale;\n\t\t\treturn [\n\t\t\t\t'o',\n\t\t\t\tposition.x.toFixed(3),\n\t\t\t\tposition.y.toFixed(3),\n\t\t\t\tposition.z.toFixed(3),\n\t\t\t\tquaternion.x.toFixed(3),\n\t\t\t\tquaternion.y.toFixed(3),\n\t\t\t\tquaternion.z.toFixed(3),\n\t\t\t\tquaternion.w.toFixed(3),\n\t\t\t\tscale.x.toFixed(3),\n\t\t\t\tscale.y.toFixed(3),\n\t\t\t\tscale.z.toFixed(3),\n\t\t\t\toptions.padding,\n\t\t\t\toptions.requireFullyVisible,\n\t\t\t\toptions.fallbackSize?.x ?? '',\n\t\t\t\toptions.fallbackSize?.y ?? '',\n\t\t\t\toptions.fallbackSize?.z ?? '',\n\t\t\t].join('|');\n\t\t}\n\n\t\tconst position = entity.options?.position ?? { x: 0, y: 0, z: 0 };\n\t\tconst size = entity.options?.size ?? { x: 0, y: 0, z: 0 };\n\t\treturn [\n\t\t\t's',\n\t\t\tposition.x,\n\t\t\tposition.y,\n\t\t\tposition.z,\n\t\t\tsize.x,\n\t\t\tsize.y,\n\t\t\tsize.z,\n\t\t\toptions.padding,\n\t\t\toptions.requireFullyVisible,\n\t\t\toptions.fallbackSize?.x ?? '',\n\t\t\toptions.fallbackSize?.y ?? '',\n\t\t\toptions.fallbackSize?.z ?? '',\n\t\t].join('|');\n\t}\n\n\tprivate resolveFallbackCenter(\n\t\tentity: GameEntity<any>,\n\t\ttarget: Object3D | undefined,\n\t): void {\n\t\tconst body = (entity as any).body;\n\t\tif (body) {\n\t\t\tconst translation = body.translation();\n\t\t\tthis.worldPosition.set(translation.x, translation.y, translation.z);\n\t\t\treturn;\n\t\t}\n\n\t\tif (target) {\n\t\t\ttarget.updateWorldMatrix(true, false);\n\t\t\ttarget.getWorldPosition(this.worldPosition);\n\t\t\treturn;\n\t\t}\n\n\t\tconst position = entity.options?.position ?? { x: 0, y: 0, z: 0 };\n\t\tthis.worldPosition.set(position.x, position.y, position.z);\n\t}\n\n\tprivate isBoundsVisible(\n\t\tbounds: Box3,\n\t\tcameraRef: ZylemCamera,\n\t\trequireFullyVisible: boolean,\n\t): boolean {\n\t\tconst camera = cameraRef.camera;\n\t\tcamera.updateMatrixWorld(true);\n\t\tthis.projectionMatrix.multiplyMatrices(\n\t\t\tcamera.projectionMatrix,\n\t\t\tcamera.matrixWorldInverse,\n\t\t);\n\t\tthis.frustum.setFromProjectionMatrix(this.projectionMatrix);\n\n\t\tif (!requireFullyVisible) {\n\t\t\treturn this.frustum.intersectsBox(bounds);\n\t\t}\n\n\t\treturn this.getCorners(bounds).every((corner) => this.frustum.containsPoint(corner));\n\t}\n\n\tprivate getCorners(bounds: Box3): Vector3[] {\n\t\tconst { min, max } = bounds;\n\t\tthis.corners[0].set(min.x, min.y, min.z);\n\t\tthis.corners[1].set(min.x, min.y, max.z);\n\t\tthis.corners[2].set(min.x, max.y, min.z);\n\t\tthis.corners[3].set(min.x, max.y, max.z);\n\t\tthis.corners[4].set(max.x, min.y, min.z);\n\t\tthis.corners[5].set(max.x, min.y, max.z);\n\t\tthis.corners[6].set(max.x, max.y, min.z);\n\t\tthis.corners[7].set(max.x, max.y, max.z);\n\t\treturn this.corners;\n\t}\n\n\tprivate getCameraLabel(camera: ZylemCamera, index: number): string {\n\t\treturn camera.name || (index === 0 ? 'primary' : `camera-${index}`);\n\t}\n\n\tprivate notifyVisibilityChange(\n\t\tentity: GameEntity<any>,\n\t\toptions: ScreenVisibilityOptions,\n\t\tpreviousState: ScreenVisibilitySnapshot,\n\t\tnextState: ScreenVisibilitySnapshot,\n\t): void {\n\t\tif (!nextState.justEntered && !nextState.justExited) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst context: ScreenVisibilityChangeContext = {\n\t\t\tentity,\n\t\t\tvisible: nextState.visible,\n\t\t\twasVisible: previousState.visible,\n\t\t\tjustEntered: nextState.justEntered,\n\t\t\tjustExited: nextState.justExited,\n\t\t\tvisibleCameraNames: [...nextState.visibleCameraNames],\n\t\t\tcameraName: options.cameraName,\n\t\t};\n\n\t\tif (nextState.justEntered) {\n\t\t\toptions.onEnter?.(context);\n\t\t}\n\n\t\tif (nextState.justExited) {\n\t\t\toptions.onExit?.(context);\n\t\t}\n\n\t\toptions.onChange?.(context);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.boundsCache.clear();\n\t}\n}\n\nfunction createScreenVisibilityHandle(\n\tref: BehaviorRef<ScreenVisibilityOptions>,\n): ScreenVisibilityHandle {\n\treturn {\n\t\tisVisible: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn fsm?.isVisible() ?? false;\n\t\t},\n\t\tisOffscreen: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn !(fsm?.isVisible() ?? false);\n\t\t},\n\t\twasJustEntered: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn fsm?.wasJustEntered() ?? false;\n\t\t},\n\t\twasJustExited: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn fsm?.wasJustExited() ?? false;\n\t\t},\n\t\tgetVisibleCameraNames: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn fsm?.getVisibleCameraNames() ?? [];\n\t\t},\n\t\tgetState: () => {\n\t\t\tconst fsm = ref.fsm as ScreenVisibilityFSM | undefined;\n\t\t\treturn fsm?.getState() ?? null;\n\t\t},\n\t};\n}\n\nexport const ScreenVisibilityBehavior = defineBehavior<\n\tScreenVisibilityOptions,\n\tScreenVisibilityHandle\n>({\n\tname: 'screen-visibility',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew ScreenVisibilitySystem(ctx.scene, ctx.getBehaviorLinks),\n\tcreateHandle: createScreenVisibilityHandle,\n});\n","export interface ScreenVisibilitySnapshot {\n\tinitialized: boolean;\n\tvisible: boolean;\n\tjustEntered: boolean;\n\tjustExited: boolean;\n\tvisibleCameraNames: string[];\n}\n\nexport class ScreenVisibilityFSM {\n\tprivate initialized = false;\n\tprivate visible = false;\n\tprivate justEntered = false;\n\tprivate justExited = false;\n\tprivate visibleCameraNames: string[] = [];\n\n\tupdate(visible: boolean, visibleCameraNames: readonly string[]): void {\n\t\tconst wasVisible = this.visible;\n\n\t\tthis.justEntered = !wasVisible && visible;\n\t\tthis.justExited = wasVisible && !visible;\n\n\t\tif (!this.initialized) {\n\t\t\tthis.justEntered = visible;\n\t\t\tthis.justExited = false;\n\t\t}\n\n\t\tthis.initialized = true;\n\t\tthis.visible = visible;\n\t\tthis.visibleCameraNames = [...visibleCameraNames];\n\t}\n\n\tisInitialized(): boolean {\n\t\treturn this.initialized;\n\t}\n\n\tisVisible(): boolean {\n\t\treturn this.visible;\n\t}\n\n\twasJustEntered(): boolean {\n\t\treturn this.justEntered;\n\t}\n\n\twasJustExited(): boolean {\n\t\treturn this.justExited;\n\t}\n\n\tgetVisibleCameraNames(): string[] {\n\t\treturn [...this.visibleCameraNames];\n\t}\n\n\tgetState(): ScreenVisibilitySnapshot {\n\t\treturn {\n\t\t\tinitialized: this.initialized,\n\t\t\tvisible: this.visible,\n\t\t\tjustEntered: this.justEntered,\n\t\t\tjustExited: this.justExited,\n\t\t\tvisibleCameraNames: 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{"version":3,"sources":["../src/lib/core/vector.ts"],"sourcesContent":["import { Vector2 as ThreeVector2, Vector3 as ThreeVector3 } from 'three';\nimport { Vector3 as RapierVector3 } from '@dimforge/rapier3d-compat';\n\nexport type Vec2 = ThreeVector2;\nexport type Vec3 = ThreeVector3 | RapierVector3;\n\nexport type Vec2Components = { x: number; y: number };\nexport type Vec3Components = { x: number; y: number; z: number };\n\ntype Vec2Tuple = readonly [number?, number?] & { x?: number; y?: number };\ntype Vec3Tuple = readonly [number?, number?, number?] & {\n x?: number;\n y?: number;\n z?: number;\n};\n\nexport type Vec2Input = Vec2 | { x?: number; y?: number } | Vec2Tuple;\nexport type Vec3Input =\n | Vec3\n | { x?: number; y?: number; z?: number }\n | Vec3Tuple;\n\nexport const VEC2_ZERO: Readonly<Vec2Components> = Object.freeze({\n x: 0,\n y: 0,\n});\nexport const VEC2_ONE: Readonly<Vec2Components> = Object.freeze({ x: 1, y: 1 });\nexport const VEC3_ZERO: Readonly<Vec3Components> 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{"version":3,"sources":["../src/lib/behaviors/world-boundary-2d/world-boundary-2d-fsm.ts","../src/lib/behaviors/world-boundary-2d/world-boundary-2d.descriptor.ts"],"sourcesContent":["/**\n * WorldBoundary2DFSM\n *\n * Minimal FSM + extended state to track which world boundaries were hit.\n *\n * Notes:\n * - \"Hit boundaries\" is inherently a *set* (can hit left+bottom in one frame),\n * so we store it as extended state (`lastHits`) rather than a single FSM state.\n * - The FSM state is still useful for coarse status like \"inside\" vs \"touching\".\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tcomputeBounds2DHits,\n\tconstrainMovementToBounds2D,\n\thasAnyBounds2DHit,\n} from '../shared/bounds-2d';\n\nexport type WorldBoundary2DHit = 'top' | 'bottom' | 'left' | 'right';\nexport type WorldBoundary2DHits = Record<WorldBoundary2DHit, boolean>;\n\nexport interface WorldBoundary2DPosition {\n\tx: number;\n\ty: number;\n}\n\nexport interface WorldBoundary2DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n}\n\nexport enum WorldBoundary2DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary2DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\n/**\n * Compute which boundaries are being hit for a position and bounds.\n * This matches the semantics of the legacy `boundary2d` behavior:\n * - left hit if x <= left\n * - right hit if x >= right\n * - bottom hit if y <= bottom\n * - top hit if y >= top\n */\nexport function computeWorldBoundary2DHits(\n\tposition: WorldBoundary2DPosition,\n\tbounds: WorldBoundary2DBounds\n): WorldBoundary2DHits {\n\treturn computeBounds2DHits(position, {\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t});\n}\n\nexport function hasAnyWorldBoundary2DHit(hits: WorldBoundary2DHits): boolean {\n\treturn hasAnyBounds2DHit(hits);\n}\n\n/**\n * FSM wrapper with \"extended state\" (lastHits / lastPosition).\n * Systems should call `update(...)` once per frame.\n */\nexport class WorldBoundary2DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>;\n\n\tprivate lastHits: WorldBoundary2DHits = { top: false, bottom: false, left: false, right: false };\n\tprivate lastPosition: WorldBoundary2DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>(\n\t\t\tWorldBoundary2DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\n\t\t\t\t// Self transitions (no-ops)\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Returns the last computed hits (always available after first update call).\n\t */\n\tgetLastHits(): WorldBoundary2DHits {\n\t\treturn this.lastHits;\n\t}\n\n\t/**\n\t * Returns adjusted movement values based on boundary hits.\n\t * If the entity is touching a boundary and trying to move further into it,\n\t * that axis component is zeroed out.\n\t *\n\t * @param moveX - The desired X movement\n\t * @param moveY - The desired Y movement\n\t * @returns Adjusted { moveX, moveY } with boundary-blocked axes zeroed\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number } {\n\t\treturn constrainMovementToBounds2D(this.lastHits, moveX, moveY);\n\t}\n\n\t/**\n\t * Returns the last position passed to `update`, if any.\n\t */\n\tgetLastPosition(): WorldBoundary2DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\t/**\n\t * Best-effort timestamp (ms) of the last `update(...)` call.\n\t * This is optional metadata; systems can ignore it.\n\t */\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\t/**\n\t * Update FSM + extended state based on current position and bounds.\n\t * Returns the computed hits for convenience.\n\t */\n\tupdate(position: WorldBoundary2DPosition, bounds: WorldBoundary2DBounds): WorldBoundary2DHits {\n\t\tconst hits = computeWorldBoundary2DHits(position, bounds);\n\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y };\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary2DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","/**\n * WorldBoundary2DBehavior\n *\n * Tracks which 2D world boundaries an entity is touching.\n * Use `getMovement()` on the behavior handle to adjust movement based on hits.\n *\n * Source of truth: `entity.body` (Rapier rigid body), consistent with other new behaviors.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tWorldBoundary2DFSM,\n\ttype WorldBoundary2DBounds,\n\ttype WorldBoundary2DHits,\n} from './world-boundary-2d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary2DOptions {\n\t/**\n\t * World boundaries (in world units).\n\t * - left hit if x <= left\n\t * - right hit if x >= right\n\t * - bottom hit if y <= bottom\n\t * - top hit if y >= top\n\t */\n\tboundaries: WorldBoundary2DBounds;\n}\n\n/**\n * Handle methods provided by WorldBoundary2DBehavior\n */\nexport interface WorldBoundary2DHandle {\n\t/**\n\t * Get the last computed boundary hits.\n\t * Returns null until entity is spawned and FSM is initialized.\n\t */\n\tgetLastHits(): WorldBoundary2DHits | null;\n\n\t/**\n\t * Get adjusted movement values based on boundary hits.\n\t * Zeros out movement into boundaries the entity is touching.\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number };\n}\n\nconst defaultOptions: WorldBoundary2DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0 },\n};\n\nconst WORLD_BOUNDARY_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-2d',\n);\n\n/**\n * Creates behavior-specific handle methods for WorldBoundary2DBehavior.\n */\nfunction createWorldBoundary2DHandle(\n\tref: BehaviorRef<WorldBoundary2DOptions>\n): WorldBoundary2DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY) ?? { moveX, moveY };\n\t\t},\n\t};\n}\n\n/**\n * WorldBoundary2DSystem\n *\n * Stage-level system that:\n * - finds entities with this behavior attached\n * - computes and tracks boundary hits using the FSM\n *\n * When a {@link WasmStageRuntime} is present in `BehaviorSystemContext` and the\n * entity has been registered with the unified Stage (`runtimeHandle >= 0`), the\n * system uses the Rust `world_boundary` behavior as the source of truth and\n * mirrors its query into the local FSM so handle methods (`getLastHits`,\n * `getMovement`) return the same shape as the legacy code path.\n */\nclass WorldBoundary2DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(WORLD_BOUNDARY_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary2DOptions;\n\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary2DFSM();\n\t\t\t}\n\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options.boundaries);\n\t\t\t\tconst query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\t\tif (query) {\n\t\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1] },\n\t\t\t\t\t\toptions.boundaries,\n\t\t\t\t\t);\n\t\t\t\t\tcontinue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tconst body = gameEntity.body;\n\t\t\tconst pos = body.translation();\n\t\t\tboundaryRef.fsm.update({ x: pos.x, y: pos.y }, options.boundaries);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, bounds: WorldBoundary2DBounds): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Two, {\n\t\t\ttop: bounds.top,\n\t\t\tbottom: bounds.bottom,\n\t\t\tleft: bounds.left,\n\t\t\tright: bounds.right,\n\t\t\tfront: 0,\n\t\t\tback: 0,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * WorldBoundary2DBehavior\n *\n * @example\n * ```ts\n * import { WorldBoundary2DBehavior } from \"@zylem/game-lib/behavior\";\n *\n * const ship = createSprite({ ... });\n * const boundary = ship.use(WorldBoundary2DBehavior, {\n * boundaries: { left: -10, right: 10, bottom: -7.5, top: 7.5 },\n * });\n *\n * ship.onUpdate(({ me }) => {\n * let moveX = ..., moveY = ...;\n * const hits = boundary.getLastHits(); 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{"version":3,"sources":["../src/lib/behaviors/screen-wrap/screen-wrap-fsm.ts","../src/lib/behaviors/screen-wrap/screen-wrap.descriptor.ts"],"sourcesContent":["/**\n * ScreenWrapFSM\n * \n * State machine for screen wrap behavior.\n * Reports position relative to bounds edges.\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM State Model\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapState {\n\tCenter = 'center',\n\tNearEdgeLeft = 'near-edge-left',\n\tNearEdgeRight = 'near-edge-right',\n\tNearEdgeTop = 'near-edge-top',\n\tNearEdgeBottom = 'near-edge-bottom',\n\tWrapped = 'wrapped',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// FSM Events\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport enum ScreenWrapEvent {\n\tEnterCenter = 'enter-center',\n\tApproachLeft = 'approach-left',\n\tApproachRight = 'approach-right',\n\tApproachTop = 'approach-top',\n\tApproachBottom = 'approach-bottom',\n\tWrap = 'wrap',\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// ScreenWrapFSM\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport class ScreenWrapFSM {\n\tmachine: SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<ScreenWrapState, ScreenWrapEvent, never>(\n\t\t\tScreenWrapState.Center,\n\t\t\t[\n\t\t\t\t// From Center\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t\t\n\t\t\t\t// From NearEdge to Wrapped\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.Wrap, ScreenWrapState.Wrapped),\n\n\t\t\t\t// From NearEdge back to Center\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped back to Center\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\n\t\t\t\t// From Wrapped to NearEdge (landed near opposite edge)\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.Wrapped, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\n\t\t\t\t// Self-transitions (no-ops for redundant events)\n\t\t\t\tt(ScreenWrapState.Center, ScreenWrapEvent.EnterCenter, ScreenWrapState.Center),\n\t\t\t\tt(ScreenWrapState.NearEdgeLeft, ScreenWrapEvent.ApproachLeft, ScreenWrapState.NearEdgeLeft),\n\t\t\t\tt(ScreenWrapState.NearEdgeRight, ScreenWrapEvent.ApproachRight, ScreenWrapState.NearEdgeRight),\n\t\t\t\tt(ScreenWrapState.NearEdgeTop, ScreenWrapEvent.ApproachTop, ScreenWrapState.NearEdgeTop),\n\t\t\t\tt(ScreenWrapState.NearEdgeBottom, ScreenWrapEvent.ApproachBottom, ScreenWrapState.NearEdgeBottom),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): ScreenWrapState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: ScreenWrapEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\t/**\n\t * Update FSM based on entity position relative to bounds\n\t */\n\tupdate(position: { x: number; y: number }, bounds: {\n\t\tminX: number; maxX: number; minY: number; maxY: number;\n\t\tedgeThreshold: number;\n\t}, wrapped: boolean): void {\n\t\tconst { x, y } = position;\n\t\tconst { minX, maxX, minY, maxY, edgeThreshold } = bounds;\n\n\t\tif (wrapped) {\n\t\t\tthis.dispatch(ScreenWrapEvent.Wrap);\n\t\t\treturn;\n\t\t}\n\n\t\t// Check if near edges\n\t\tconst nearLeft = x < minX + edgeThreshold;\n\t\tconst nearRight = x > maxX - edgeThreshold;\n\t\tconst nearBottom = y < minY + edgeThreshold;\n\t\tconst nearTop = y > maxY - edgeThreshold;\n\n\t\tif (nearLeft) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachLeft);\n\t\t} else if (nearRight) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachRight);\n\t\t} else if (nearTop) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachTop);\n\t\t} else if (nearBottom) {\n\t\t\tthis.dispatch(ScreenWrapEvent.ApproachBottom);\n\t\t} else {\n\t\t\tthis.dispatch(ScreenWrapEvent.EnterCenter);\n\t\t}\n\t}\n}\n","/**\n * ScreenWrapBehavior\n * \n * When an entity exits the defined 2D bounds, it wraps around to the opposite edge.\n * Asteroids-style screen wrapping with FSM for edge detection.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { ScreenWrapFSM } from './screen-wrap-fsm';\nimport { createBounds2DRect, wrapPoint2D } from '../shared/bounds-2d';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Screen wrap options (typed for entity.use() autocomplete)\n */\nexport interface ScreenWrapOptions {\n\t/** Width of the wrapping area (default: 20) */\n\twidth: number;\n\t/** Height of the wrapping area (default: 15) */\n\theight: number;\n\t/** Center X position (default: 0) */\n\tcenterX: number;\n\t/** Center Y position (default: 0) */\n\tcenterY: number;\n\t/** Distance from edge to trigger NearEdge state (default: 2) */\n\tedgeThreshold: number;\n}\n\nconst defaultOptions: ScreenWrapOptions = {\n\twidth: 20,\n\theight: 15,\n\tcenterX: 0,\n\tcenterY: 0,\n\tedgeThreshold: 2,\n};\n\nconst SCREEN_WRAP_BEHAVIOR_KEY = Symbol.for('zylem:behavior:screen-wrap');\n\n/**\n * ScreenWrapSystem - Wraps entities around 2D bounds\n *\n * Mirrors the Rust `screen_wrap` Stage behavior: when `wasmStage` is present\n * and the entity has a `runtimeHandle`, the wasm runtime owns the wrap and\n * this system only mirrors the queried state into the local FSM. 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{"version":3,"sources":["../src/lib/behaviors/first-person/first-person-fsm.ts","../src/lib/behaviors/first-person/first-person.behavior.ts","../src/lib/behaviors/first-person/first-person.descriptor.ts"],"sourcesContent":["/**\n * First Person Controller Finite State Machine\n *\n * Manages state transitions for first-person movement:\n * - Idle: Standing still\n * - Walking: Moving at walk speed\n * - Running: Moving at run/sprint speed\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { FirstPersonInputComponent, FirstPersonStateComponent } from './components';\n\n/**\n * First-person movement states\n */\nexport enum FirstPersonState {\n\tIdle = 'idle',\n\tWalking = 'walking',\n\tRunning = 'running',\n}\n\n/**\n * Events that trigger state transitions\n */\nexport enum FirstPersonEvent {\n\tWalk = 'walk',\n\tRun = 'run',\n\tStop = 'stop',\n}\n\n/**\n * Context for the FSM\n */\nexport interface FirstPersonContext {\n\tinput: FirstPersonInputComponent;\n\tstate: FirstPersonStateComponent;\n}\n\n/**\n * First Person Controller FSM\n */\nexport class FirstPersonFSM {\n\tmachine: SyncStateMachine<FirstPersonState, FirstPersonEvent, never>;\n\n\tconstructor(private ctx: FirstPersonContext) {\n\t\tthis.machine = new SyncStateMachine<FirstPersonState, FirstPersonEvent, never>(\n\t\t\tFirstPersonState.Idle,\n\t\t\t[\n\t\t\t\t// Idle transitions\n\t\t\t\tt(FirstPersonState.Idle, FirstPersonEvent.Walk, FirstPersonState.Walking),\n\t\t\t\tt(FirstPersonState.Idle, FirstPersonEvent.Run, FirstPersonState.Running),\n\t\t\t\tt(FirstPersonState.Idle, FirstPersonEvent.Stop, FirstPersonState.Idle),\n\n\t\t\t\t// Walking transitions\n\t\t\t\tt(FirstPersonState.Walking, FirstPersonEvent.Run, FirstPersonState.Running),\n\t\t\t\tt(FirstPersonState.Walking, FirstPersonEvent.Stop, FirstPersonState.Idle),\n\t\t\t\tt(FirstPersonState.Walking, FirstPersonEvent.Walk, FirstPersonState.Walking),\n\n\t\t\t\t// Running transitions\n\t\t\t\tt(FirstPersonState.Running, FirstPersonEvent.Walk, FirstPersonState.Walking),\n\t\t\t\tt(FirstPersonState.Running, FirstPersonEvent.Stop, FirstPersonState.Idle),\n\t\t\t\tt(FirstPersonState.Running, FirstPersonEvent.Run, FirstPersonState.Running),\n\t\t\t],\n\t\t);\n\t}\n\n\t/** Get the current state */\n\tgetState(): FirstPersonState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/** Dispatch an event to the FSM */\n\tdispatch(event: FirstPersonEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n\n\t/** Get the current yaw from context */\n\tgetYaw(): number {\n\t\treturn this.ctx.state.yaw;\n\t}\n\n\t/** Get the current pitch from context */\n\tgetPitch(): number {\n\t\treturn this.ctx.state.pitch;\n\t}\n\n\t/**\n\t * Update FSM based on current input and state.\n\t */\n\tupdate(input: FirstPersonInputComponent, state: FirstPersonStateComponent): void {\n\t\tthis.ctx.input = input;\n\t\tthis.ctx.state = state;\n\n\t\tconst hasMovement = Math.abs(input.moveX) > 0.1 || Math.abs(input.moveZ) > 0.1;\n\n\t\tif (hasMovement) {\n\t\t\tif (input.sprint) {\n\t\t\t\tthis.dispatch(FirstPersonEvent.Run);\n\t\t\t} else {\n\t\t\t\tthis.dispatch(FirstPersonEvent.Walk);\n\t\t\t}\n\t\t} else {\n\t\t\tthis.dispatch(FirstPersonEvent.Stop);\n\t\t}\n\t}\n}\n","/**\n * First Person Controller Behavior System\n *\n * Handles first-person camera control and movement:\n * - Reads input component for WASD movement and mouse look deltas\n * - Drives a FirstPersonPerspective (yaw/pitch accumulation)\n * - Writes velocity to transformStore (physics-based movement)\n * - Syncs camera position from the entity's rigid body each frame\n * - Positions an optional viewmodel entity relative to the camera\n */\n\nimport { Vector3, Quaternion, Euler } from 'three';\nimport type { FirstPersonPerspective } from '../../camera/perspectives/first-person-perspective';\nimport { setVelocityIntent } from '../../actions/capabilities/velocity-intents';\nimport type {\n\tFirstPersonMovementComponent,\n\tFirstPersonInputComponent,\n\tFirstPersonStateComponent,\n} from './components';\n\n/**\n * Viewmodel configuration for an entity that follows the camera.\n */\nexport interface ViewmodelConfig {\n\t/** The entity whose visual group should be positioned relative to the camera. */\n\tentity: any;\n\t/** Offset from the eye position in camera-local space (right, down, forward). */\n\toffset: Vector3;\n\t/** Additional rotation applied to the viewmodel in local space (Euler angles in radians). */\n\trotation?: Euler;\n}\n\n/**\n * Entity interface for first-person controller.\n * Entities with this behavior have these components attached.\n */\nexport interface FirstPersonEntity {\n\tuuid: string;\n\tbody: any;\n\ttransformStore: any;\n\tfirstPerson: FirstPersonMovementComponent;\n\t$fps: FirstPersonInputComponent;\n\tfirstPersonState: FirstPersonStateComponent;\n}\n\n// Reusable temporaries (avoid per-frame allocations)\nconst _forward = new Vector3();\nconst _right = new Vector3();\nconst _up = new Vector3(0, 1, 0);\nconst _viewmodelQuat = new Quaternion();\nconst _viewmodelLocalQuat = new Quaternion();\nconst _viewmodelEuler = new Euler();\nconst _offset = new Vector3();\n\n/**\n * First Person Controller Behavior\n *\n * Core movement + look system for first-person cameras.\n * Reads from entity.$fps input component and drives a FirstPersonPerspective.\n */\nexport class FirstPersonControllerBehavior {\n\tprivate world: any;\n\tprivate perspectives = new Map<string, FirstPersonPerspective>();\n\tprivate viewmodels = new Map<string, ViewmodelConfig>();\n\n\tconstructor(world: any) {\n\t\tthis.world = world;\n\t}\n\n\t/**\n\t * Associate a FirstPersonPerspective with an entity (by uuid).\n\t * Called once by the descriptor system when the behavior is initialized.\n\t */\n\tsetPerspective(entityUuid: string, perspective: FirstPersonPerspective): void {\n\t\tthis.perspectives.set(entityUuid, perspective);\n\t}\n\n\thasPerspective(entityUuid: string): boolean {\n\t\treturn this.perspectives.has(entityUuid);\n\t}\n\n\t/**\n\t * Attach a viewmodel (weapon/item) to an entity.\n\t * The viewmodel entity's group will be positioned relative to the camera each frame.\n\t */\n\tsetViewmodel(entityUuid: string, config: ViewmodelConfig): void {\n\t\tthis.viewmodels.set(entityUuid, config);\n\t}\n\n\thasViewmodel(entityUuid: string): boolean {\n\t\treturn this.viewmodels.has(entityUuid);\n\t}\n\n\t/**\n\t * Update one first-person entity.\n\t */\n\tupdateEntity(entity: any, _delta: number): void {\n\t\tconst fpEntity = entity as any;\n\t\tif (!fpEntity.firstPerson || !fpEntity.$fps || !fpEntity.firstPersonState) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst input: FirstPersonInputComponent = fpEntity.$fps;\n\t\tconst movement: FirstPersonMovementComponent = fpEntity.firstPerson;\n\t\tconst state: FirstPersonStateComponent = fpEntity.firstPersonState;\n\t\tconst perspective = this.perspectives.get(fpEntity.uuid);\n\n\t\t// 1. Sync camera position from physics body\n\t\tif (perspective?.initialPosition && fpEntity.body) {\n\t\t\tconst pos = fpEntity.body.translation();\n\t\t\tperspective.initialPosition.set(\n\t\t\t\tpos.x,\n\t\t\t\tpos.y + movement.eyeHeight,\n\t\t\t\tpos.z,\n\t\t\t);\n\t\t}\n\n\t\t// 2. Apply look\n\t\tif (perspective) {\n\t\t\tperspective.look(\n\t\t\t\t-input.lookX * movement.lookSensitivity,\n\t\t\t\t-input.lookY * movement.lookSensitivity,\n\t\t\t);\n\n\t\t\tstate.yaw = perspective.yaw;\n\t\t\tstate.pitch = perspective.pitch;\n\t\t}\n\n\t\t// 3. Compute velocity-based movement and write to transformStore\n\t\tconst speed = input.sprint ? movement.runSpeed : movement.walkSpeed;\n\t\tstate.currentSpeed = speed;\n\n\t\tconst hasMovement = Math.abs(input.moveX) > 0.1 || Math.abs(input.moveZ) > 0.1;\n\n\t\tif (fpEntity.transformStore) {\n\t\t\tif (hasMovement) {\n\t\t\t\t_forward.set(0, 0, -1).applyAxisAngle(_up, state.yaw);\n\t\t\t\t_right.set(1, 0, 0).applyAxisAngle(_up, state.yaw);\n\n\t\t\t\tconst vx =\n\t\t\t\t\t_right.x * input.moveX * speed +\n\t\t\t\t\t_forward.x * (-input.moveZ) * speed;\n\t\t\t\tconst vz =\n\t\t\t\t\t_right.z * input.moveX * speed +\n\t\t\t\t\t_forward.z * (-input.moveZ) * speed;\n\t\t\t\tsetVelocityIntent(\n\t\t\t\t\tfpEntity.transformStore,\n\t\t\t\t\t'first-person',\n\t\t\t\t\t{ x: vx, z: vz },\n\t\t\t\t\t{ mode: 'replace', priority: 10 },\n\t\t\t\t);\n\t\t\t} else {\n\t\t\t\tsetVelocityIntent(\n\t\t\t\t\tfpEntity.transformStore,\n\t\t\t\t\t'first-person',\n\t\t\t\t\t{ x: 0, z: 0 },\n\t\t\t\t\t{ mode: 'replace', priority: 10 },\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\n\t\t// 4. Position viewmodel\n\t\tconst vm = this.viewmodels.get(fpEntity.uuid);\n\t\tif (vm && perspective?.initialPosition) {\n\t\t\tthis.positionViewmodel(vm, perspective, state);\n\t\t}\n\t}\n\n\t/**\n\t * Update all first-person entities.\n\t */\n\tupdate(delta: number): void {\n\t\tif (!this.world?.collisionMap) return;\n\t\tfor (const [, entity] of this.world.collisionMap) {\n\t\t\tthis.updateEntity(entity, delta);\n\t\t}\n\t}\n\n\t/**\n\t * Position a viewmodel entity relative to the camera's eye position and rotation.\n\t *\n\t * The physics transform system overwrites group.position from the rigid body\n\t * each frame, so we must also move the body to keep them in sync.\n\t */\n\tprivate positionViewmodel(\n\t\tvm: ViewmodelConfig,\n\t\tperspective: FirstPersonPerspective,\n\t\tstate: FirstPersonStateComponent,\n\t): void {\n\t\tconst eyePos = perspective.initialPosition;\n\t\tif (!eyePos) return;\n\n\t\t// Build camera rotation quaternion\n\t\t_viewmodelQuat.setFromEuler(\n\t\t\t_viewmodelEuler.set(state.pitch, state.yaw, 0, 'YXZ'),\n\t\t);\n\n\t\t// Compose with the viewmodel's local rotation (model orientation fix)\n\t\tif (vm.rotation) {\n\t\t\t_viewmodelLocalQuat.setFromEuler(vm.rotation);\n\t\t\t_viewmodelQuat.multiply(_viewmodelLocalQuat);\n\t\t}\n\n\t\t// Transform the local offset into world space (use camera rotation, not the composed one)\n\t\t_offset.copy(vm.offset).applyQuaternion(_viewmodelQuat);\n\n\t\tconst wx = eyePos.x + _offset.x;\n\t\tconst wy = eyePos.y + _offset.y;\n\t\tconst wz = eyePos.z + _offset.z;\n\n\t\tconst entity = vm.entity;\n\n\t\t// Move the physics body so the transform system stays in sync\n\t\tif (entity?.body) {\n\t\t\tentity.body.setTranslation({ x: wx, y: wy, z: wz }, true);\n\t\t\tentity.body.setRotation(\n\t\t\t\t{ x: _viewmodelQuat.x, y: _viewmodelQuat.y, z: _viewmodelQuat.z, w: _viewmodelQuat.w },\n\t\t\t\ttrue,\n\t\t\t);\n\t\t}\n\n\t\t// Also set the group directly for immediate visual update\n\t\tif (entity?.group) {\n\t\t\tentity.group.position.set(wx, wy, wz);\n\t\t\tentity.group.quaternion.copy(_viewmodelQuat);\n\t\t}\n\t}\n\n\t/** Cleanup */\n\tdestroy(): void {\n\t\tthis.perspectives.clear();\n\t\tthis.viewmodels.clear();\n\t}\n}\n","/**\n * First Person Controller Behavior Descriptor\n *\n * Type-safe descriptor for the first-person controller behavior system.\n * Provides entity.use() API for FPS movement and camera control.\n */\n\nimport { Vector3, Euler } from 'three';\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport type { FirstPersonPerspective } from '../../camera/perspectives/first-person-perspective';\nimport { Vec3Input, VEC3_ZERO, toThreeVector3 } from '../../core/vector';\nimport {\n\tFirstPersonControllerBehavior,\n\ttype FirstPersonEntity,\n\ttype ViewmodelConfig,\n} from './first-person.behavior';\nimport { FirstPersonFSM, FirstPersonState } from './first-person-fsm';\nimport {\n\tcreateFirstPersonMovementComponent,\n\tcreateFirstPersonInputComponent,\n\tcreateFirstPersonStateComponent,\n} from './components';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * First-person controller behavior options (typed for entity.use() autocomplete).\n */\nexport interface FirstPersonControllerOptions {\n\t/** Base walking speed (default: 8) */\n\twalkSpeed?: number;\n\t/** Sprint/run speed (default: 16) */\n\trunSpeed?: number;\n\t/** Look sensitivity multiplier (default: 2) */\n\tlookSensitivity?: number;\n\t/** Eye height offset above entity position (default: 1.7) */\n\teyeHeight?: number;\n\t/** The FirstPersonPerspective to drive (from camera.getPerspective()) */\n\tperspective?: FirstPersonPerspective;\n\t/** Optional viewmodel (weapon/item) to position relative to the camera */\n\tviewmodel?: { entity: any; offset: Vec3Input; rotation?: Euler };\n}\n\nconst defaultOptions: FirstPersonControllerOptions = {\n\twalkSpeed: 8,\n\trunSpeed: 16,\n\tlookSensitivity: 2,\n\teyeHeight: 1.7,\n};\n\nconst FIRST_PERSON_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:first-person-controller',\n);\n\n/**\n * Adapter that wraps FirstPersonControllerBehavior as a BehaviorSystem.\n */\nclass FirstPersonControllerSystem implements BehaviorSystem {\n\tprivate behavior: FirstPersonControllerBehavior;\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate world: any,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.behavior = new FirstPersonControllerBehavior(world);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(FIRST_PERSON_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst fpsRef = link.ref as any;\n\n\t\t\tconst options = fpsRef.options as FirstPersonControllerOptions;\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\t\tconst input = gameEntity.$fps;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.setFirstPersonInput(handle, {\n\t\t\t\t\t\tmoveX: input.moveX ?? 0,\n\t\t\t\t\t\tmoveZ: input.moveZ ?? 0,\n\t\t\t\t\t\tlookYawDelta: input.lookX ?? 0,\n\t\t\t\t\t\tlookPitchDelta: input.lookY ?? 0,\n\t\t\t\t\t\trun: !!input.sprint,\n\t\t\t\t\t});\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\t// Initialize components (once)\n\t\t\tif (!gameEntity.firstPerson) {\n\t\t\t\tgameEntity.firstPerson = createFirstPersonMovementComponent(options);\n\t\t\t}\n\n\t\t\tif (!gameEntity.$fps) {\n\t\t\t\tgameEntity.$fps = createFirstPersonInputComponent();\n\t\t\t}\n\n\t\t\tif (!gameEntity.firstPersonState) {\n\t\t\t\tgameEntity.firstPersonState = createFirstPersonStateComponent();\n\t\t\t}\n\n\t\t\t// Wire up perspective (once)\n\t\t\tif (options.perspective && !this.behavior.hasPerspective(gameEntity.uuid)) {\n\t\t\t\tthis.behavior.setPerspective(gameEntity.uuid, options.perspective);\n\t\t\t}\n\n\t\t\t// Wire up viewmodel (once)\n\t\t\tif (options.viewmodel && !this.behavior.hasViewmodel(gameEntity.uuid)) {\n\t\t\t\tthis.behavior.setViewmodel(gameEntity.uuid, {\n\t\t\t\t\t...options.viewmodel,\n\t\t\t\t\toffset: toThreeVector3(options.viewmodel.offset, VEC3_ZERO),\n\t\t\t\t} as ViewmodelConfig);\n\t\t\t}\n\n\t\t\t// Create FSM lazily\n\t\t\tif (!fpsRef.fsm && gameEntity.$fps && gameEntity.firstPersonState) {\n\t\t\t\tfpsRef.fsm = new FirstPersonFSM({\n\t\t\t\t\tinput: gameEntity.$fps,\n\t\t\t\t\tstate: gameEntity.firstPersonState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// Update FSM\n\t\t\tif (fpsRef.fsm && gameEntity.$fps && gameEntity.firstPersonState) {\n\t\t\t\tfpsRef.fsm.update(gameEntity.$fps, gameEntity.firstPersonState);\n\t\t\t}\n\n\t\t\tthis.behavior.updateEntity(gameEntity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: FirstPersonControllerOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachFirstPerson(handle, {\n\t\t\twalkSpeed: options.walkSpeed ?? defaultOptions.walkSpeed!,\n\t\t\trunSpeed: options.runSpeed ?? defaultOptions.runSpeed!,\n\t\t\teyeHeight: options.eyeHeight ?? defaultOptions.eyeHeight!,\n\t\t\tlookSensitivity: options.lookSensitivity ?? defaultOptions.lookSensitivity!,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.behavior.destroy();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * FirstPersonController - typed descriptor for first-person movement and camera control.\n *\n * Provides complete first-person controller including:\n * - WASD movement relative to camera yaw\n * - Mouse look driving a FirstPersonPerspective\n * - Optional viewmodel positioning (weapon/item following camera)\n * - Walk/run state tracking via FSM\n *\n * @example\n * ```typescript\n * import { FirstPersonController } from \"@zylem/game-lib/behavior\";\n * import { createCamera, Perspectives, FirstPersonPerspective } from \"@zylem/game-lib/core\";\n * import { createActor } from \"@zylem/game-lib/entity\";\n *\n * const fpsCamera = createCamera({ perspective: Perspectives.FirstPerson, ... });\n * const fps = fpsCamera.getPerspective<FirstPersonPerspective>();\n *\n * const player = createActor({ name: 'player', ... });\n * const controller = player.use(FirstPersonController, {\n * perspective: fps,\n * walkSpeed: 8,\n * runSpeed: 16,\n * lookSensitivity: 2,\n * });\n *\n * // In update loop - write input, behavior handles the rest\n * player.onUpdate(({ inputs }) => {\n * player.$fps.moveX = inputs.p1.axes.Horizontal.value;\n * player.$fps.moveZ = inputs.p1.axes.Vertical.value;\n * player.$fps.lookX = inputs.p1.axes.SecondaryHorizontal.value;\n * player.$fps.lookY = inputs.p1.axes.SecondaryVertical.value;\n * player.$fps.sprint = inputs.p1.shoulders.LTrigger.held > 0;\n * });\n * ```\n */\nexport const FirstPersonController = defineBehavior<\n\tFirstPersonControllerOptions,\n\t{\n\t\tgetState: () => FirstPersonState;\n\t\tgetYaw: () => number;\n\t\tgetPitch: () => number;\n\t\tattachViewmodel: (entity: any, offset: Vec3Input) => void;\n\t},\n\tFirstPersonEntity\n>({\n\tname: 'first-person-controller',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew FirstPersonControllerSystem(ctx.world, ctx.wasmStage ?? null, ctx.getBehaviorLinks),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () => ref.fsm?.getState() ?? FirstPersonState.Idle,\n\t\tgetYaw: () => ref.fsm?.getYaw() ?? 0,\n\t\tgetPitch: () => ref.fsm?.getPitch() ?? 0,\n\t\tattachViewmodel: (entity: any, offset: Vec3Input) => {\n\t\t\tif (ref.options) {\n\t\t\t\tref.options.viewmodel = { entity, offset 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{"version":3,"sources":["../src/lib/actions/capabilities/transform-store.ts","../src/lib/actions/capabilities/moveable.ts","../src/lib/entities/entity.ts"],"sourcesContent":["import { proxy } from 'valtio';\n\nexport type VelocityIntentMode = 'replace' | 'add';\n\nexport interface VelocityIntent {\n\tx?: number;\n\ty?: number;\n\tz?: number;\n\tmode: VelocityIntentMode;\n\tpriority?: number;\n}\n\n/**\n * Transform state managed by Valtio for batched physics updates.\n * \n * This store accumulates transformation intents during the frame,\n * then applies them all at once after onUpdate() callbacks complete.\n * \n * Design decisions:\n * - Position: Accumulated deltas (additive)\n * - Rotation: Last value wins (replacement)\n * - Velocity: Accumulated deltas (additive)\n * - Angular velocity: Accumulated deltas (additive)\n */\nexport interface TransformState {\n\t/** Position deltas to be applied (accumulated) */\n\tposition: { x: number; y: number; z: number };\n\t\n\t/** Rotation 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