@zylem/behaviors 0.2.0

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  1. package/README.md +26 -0
  2. package/dist/behavior-system-DYbx-x_-.d.ts +307 -0
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  107. package/dist/destructible-3d.d.ts +42 -0
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  167. package/dist/use-behavior-D_82jAL3.d.ts +13 -0
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+ {"version":3,"sources":["../src/lib/behaviors/destructible-3d/destructible-3d.descriptor.ts","../src/lib/physics/physics-pose.ts","../src/lib/behaviors/destructible-3d/index.ts"],"sourcesContent":["import {\n\tActiveCollisionTypes,\n\tColliderDesc,\n\tRigidBodyDesc,\n} from '@dimforge/rapier3d-compat';\nimport {\n\tDestructibleMesh,\n\tFractureOptions as PinataFractureOptions,\n} from '@dgreenheck/three-pinata';\nimport {\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tGroup,\n\tMatrix4,\n\tQuaternion,\n\tVector2,\n\tVector3,\n\ttype Material,\n\ttype Mesh,\n\ttype Object3D,\n} from 'three';\n\nimport * as Comlink from 'comlink';\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport type { CreateEntityFn, GameEntity } from '../../entities/entity';\nimport { getBodyRenderPose } from '../../physics/physics-pose';\n\nimport {\n\tbuildFractureGeometryCacheKey,\n\tbuildNormalizedFractureSourceGeometry,\n\tbufferGeometryToPlain,\n\ttype DestructiblePrebakeWorkerAPI,\n\tpinataFractureOptionsToPlain,\n\tplainWorkerResultToTemplateParts,\n} from '../../destructible-prebake';\n\nexport type FractureOptionsInput =\n\tNonNullable<ConstructorParameters<typeof PinataFractureOptions>[0]>;\n\nexport type Destructible3DFragmentColliderShape =\n\t| 'convexHull'\n\t| 'cuboid'\n\t| 'trimesh';\n\nexport interface Destructible3DColliderOptions {\n\tshape?: Destructible3DFragmentColliderShape;\n\tsensor?: boolean;\n\tcollisionGroups?: number;\n\tactiveCollisionTypes?: number;\n}\n\nexport interface Destructible3DFragmentPhysicsOptions {\n\tmode?: 'compound' | 'independent';\n\tinheritSourceVelocity?: boolean;\n\toutwardVelocity?: number;\n\tangularVelocity?: number;\n}\n\nexport interface Destructible3DBehaviorOptions {\n\tfractureOptions?: FractureOptionsInput | PinataFractureOptions;\n\tinnerMaterial?: Material | null;\n\tcollider?: Destructible3DColliderOptions;\n\tfragmentPhysics?: Destructible3DFragmentPhysicsOptions;\n\t/**\n\t * When set, {@link Destructible3DHandle.prebakeAsync} runs Voronoi fracture\n\t * in a Web Worker (see `destructible-prebake-worker` bundle).\n\t */\n\tprebakeWorkerUrl?: URL | string;\n}\n\nexport interface Destructible3DHandle {\n\tfracture(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): readonly DestructibleMesh[];\n\tprebake(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): void;\n\tprebakeAsync(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): Promise<void>;\n\trepair(): void;\n\tisFractured(): boolean;\n\tgetFragments(): readonly DestructibleMesh[];\n}\n\ninterface PrebakedFragmentTemplate {\n\tgeometry: BufferGeometry;\n\tposition: Vector3;\n\tquaternion: Quaternion;\n\tscale: Vector3;\n}\n\ninterface RuntimeState {\n\tfragmentContainer: Group | null;\n\tfragmentEntities: GameEntity<any>[];\n\tfragments: DestructibleMesh[];\n\tprebakedFragments: PrebakedFragmentTemplate[];\n\tprebakedFractureKey: string | null;\n\tcreatedRootGroup: boolean;\n\tfractureMode: 'compound' | 'independent' | null;\n\tisFractured: boolean;\n\toriginalMeshParent: Object3D | null;\n\toriginalColliderDesc: ColliderDesc | undefined;\n\toriginalColliderDescs: ColliderDesc[];\n\toriginalMeshVisible: boolean;\n\toriginalGroupVisible: boolean;\n\tsourceBodySnapshot: PhysicsSnapshot | null;\n\tsourcePhysicsAttached: boolean;\n}\n\ninterface PhysicsSnapshot {\n\ttranslation: { x: number; y: number; z: number };\n\trotation: { x: number; y: number; z: number; w: number };\n\tlinearVelocity: { x: number; y: number; z: number };\n\tangularVelocity: { x: number; y: number; z: number };\n}\n\ntype BehaviorWorld = {\n\tinterpolationAlpha?: number;\n\tdestroyEntity(entity: GameEntity<any>): void;\n\taddEntity(entity: GameEntity<any>): void;\n};\n\ntype BehaviorScene = {\n\tscene: {\n\t\tadd(object: Object3D): void;\n\t\tremove(object: Object3D): void;\n\t};\n};\n\nconst DESTRUCTIBLE_3D_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:destructible-3d',\n);\n\nconst DEFAULT_FRACTURE_OPTIONS: FractureOptionsInput = {\n\tfractureMethod: 'voronoi',\n\tfragmentCount: 12,\n\tvoronoiOptions: {\n\t\tmode: '3D',\n\t},\n\tfracturePlanes: {\n\t\tx: true,\n\t\ty: true,\n\t\tz: true,\n\t},\n\ttextureScale: new Vector2(1, 1),\n\ttextureOffset: new Vector2(0, 0),\n};\n\nconst DEFAULT_FRAGMENT_PHYSICS: Required<Destructible3DFragmentPhysicsOptions> = {\n\tmode: 'compound',\n\tinheritSourceVelocity: true,\n\toutwardVelocity: 3,\n\tangularVelocity: 1.5,\n};\n\nconst defaultOptions: Destructible3DBehaviorOptions = {\n\tfractureOptions: DEFAULT_FRACTURE_OPTIONS,\n\tinnerMaterial: null,\n\tcollider: {\n\t\tshape: 'convexHull',\n\t\tsensor: false,\n\t\tactiveCollisionTypes: ActiveCollisionTypes.DEFAULT,\n\t},\n\tfragmentPhysics: DEFAULT_FRAGMENT_PHYSICS,\n};\n\nconst runtimeStates = new WeakMap<\n\tBehaviorRef<Destructible3DBehaviorOptions>,\n\tRuntimeState\n>();\n\nfunction getRuntimeState(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): RuntimeState {\n\tconst existing = runtimeStates.get(ref);\n\tif (existing) {\n\t\treturn existing;\n\t}\n\n\tconst state: RuntimeState = {\n\t\tfragmentContainer: null,\n\t\tfragmentEntities: [],\n\t\tfragments: [],\n\t\tprebakedFragments: [],\n\t\tprebakedFractureKey: null,\n\t\tcreatedRootGroup: false,\n\t\tfractureMode: null,\n\t\tisFractured: false,\n\t\toriginalMeshParent: null,\n\t\toriginalColliderDesc: undefined,\n\t\toriginalColliderDescs: [],\n\t\toriginalMeshVisible: true,\n\t\toriginalGroupVisible: true,\n\t\tsourceBodySnapshot: null,\n\t\tsourcePhysicsAttached: false,\n\t};\n\truntimeStates.set(ref, state);\n\treturn state;\n}\n\nconst prebakeWorkerApis = new Map<\n\tstring,\n\tComlink.Remote<DestructiblePrebakeWorkerAPI>\n>();\n\n/** One in-flight worker prebake per behavior ref (dedupes duplicate bind calls). */\nconst prebakeAsyncInFlight = new WeakMap<\n\tBehaviorRef<Destructible3DBehaviorOptions>,\n\tPromise<void>\n>();\n\nfunction resolvePrebakeWorkerHref(url: URL | string): string {\n\treturn typeof url === 'string' ? url : url.href;\n}\n\nfunction getPrebakeWorkerApi(\n\turl: URL | string,\n): Comlink.Remote<DestructiblePrebakeWorkerAPI> {\n\tif (typeof Worker === 'undefined') {\n\t\tthrow new Error(\n\t\t\t'Destructible3D prebakeAsync requires a Web Worker-capable environment.',\n\t\t);\n\t}\n\tconst key = resolvePrebakeWorkerHref(url);\n\tlet api = prebakeWorkerApis.get(key);\n\tif (api) {\n\t\treturn api;\n\t}\n\tconst worker = new Worker(key, { type: 'module' });\n\tapi = Comlink.wrap(worker);\n\tprebakeWorkerApis.set(key, api);\n\treturn api;\n}\n\nfunction requireEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): GameEntity<any> {\n\tconst entity = (ref as any).__entity as GameEntity<any> | undefined;\n\tif (!entity) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior requires the entity to be registered on a stage before calling fracture() or repair().',\n\t\t);\n\t}\n\n\treturn entity;\n}\n\nfunction getBehaviorWorld(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): BehaviorWorld | null {\n\treturn ((ref as any).__world ?? null) as BehaviorWorld | null;\n}\n\nfunction getBehaviorScene(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): BehaviorScene | null {\n\treturn ((ref as any).__scene ?? null) as BehaviorScene | null;\n}\n\nfunction getBehaviorCreateEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): CreateEntityFn | null {\n\treturn ((ref as any).__createEntity ?? null) as CreateEntityFn | null;\n}\n\nfunction getBehaviorGlobals(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): (() => any) | null {\n\treturn ((ref as any).__getGlobals ?? null) as (() => any) | null;\n}\n\nfunction cloneFractureOptionsInput(\n\tvalue?: FractureOptionsInput | PinataFractureOptions,\n): FractureOptionsInput {\n\tif (!value) {\n\t\treturn {};\n\t}\n\n\tif (value instanceof PinataFractureOptions) {\n\t\treturn {\n\t\t\tfractureMethod: value.fractureMethod,\n\t\t\tfragmentCount: value.fragmentCount,\n\t\t\tvoronoiOptions: value.voronoiOptions\n\t\t\t\t? {\n\t\t\t\t\tmode: value.voronoiOptions.mode,\n\t\t\t\t\tseedPoints: value.voronoiOptions.seedPoints?.map((point) =>\n\t\t\t\t\t\tpoint.clone()),\n\t\t\t\t\timpactPoint: value.voronoiOptions.impactPoint?.clone(),\n\t\t\t\t\timpactRadius: value.voronoiOptions.impactRadius,\n\t\t\t\t\tprojectionAxis: value.voronoiOptions.projectionAxis,\n\t\t\t\t\tprojectionNormal: value.voronoiOptions.projectionNormal?.clone(),\n\t\t\t\t\tuseApproximation: value.voronoiOptions.useApproximation,\n\t\t\t\t\tapproximationNeighborCount:\n\t\t\t\t\t\tvalue.voronoiOptions.approximationNeighborCount,\n\t\t\t\t}\n\t\t\t\t: undefined,\n\t\t\tfracturePlanes: value.fracturePlanes\n\t\t\t\t? { ...value.fracturePlanes }\n\t\t\t\t: undefined,\n\t\t\ttextureScale: value.textureScale?.clone(),\n\t\t\ttextureOffset: value.textureOffset?.clone(),\n\t\t\tseed: value.seed,\n\t\t};\n\t}\n\n\treturn {\n\t\t...value,\n\t\tvoronoiOptions: value.voronoiOptions\n\t\t\t? {\n\t\t\t\t...value.voronoiOptions,\n\t\t\t\tseedPoints: value.voronoiOptions.seedPoints?.map((point) =>\n\t\t\t\t\tpoint.clone()),\n\t\t\t\timpactPoint: value.voronoiOptions.impactPoint?.clone(),\n\t\t\t\tprojectionNormal: value.voronoiOptions.projectionNormal?.clone(),\n\t\t\t}\n\t\t\t: undefined,\n\t\tfracturePlanes: value.fracturePlanes\n\t\t\t? { ...value.fracturePlanes }\n\t\t\t: undefined,\n\t\ttextureScale: value.textureScale?.clone(),\n\t\ttextureOffset: value.textureOffset?.clone(),\n\t};\n}\n\nfunction resolveFractureOptions(\n\tbaseValue?: FractureOptionsInput | PinataFractureOptions,\n\toverrideValue?: FractureOptionsInput | PinataFractureOptions,\n): PinataFractureOptions {\n\tconst base = cloneFractureOptionsInput(baseValue);\n\tconst override = cloneFractureOptionsInput(overrideValue);\n\n\tconst fractureMethod =\n\t\toverride.fractureMethod\n\t\t?? base.fractureMethod\n\t\t?? DEFAULT_FRACTURE_OPTIONS.fractureMethod\n\t\t?? 'voronoi';\n\n\tconst voronoiOptions = fractureMethod === 'voronoi'\n\t\t? {\n\t\t\tmode:\n\t\t\t\toverride.voronoiOptions?.mode\n\t\t\t\t?? base.voronoiOptions?.mode\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.voronoiOptions?.mode\n\t\t\t\t?? '3D',\n\t\t\tseedPoints:\n\t\t\t\toverride.voronoiOptions?.seedPoints\n\t\t\t\t?? base.voronoiOptions?.seedPoints,\n\t\t\timpactPoint:\n\t\t\t\toverride.voronoiOptions?.impactPoint\n\t\t\t\t?? base.voronoiOptions?.impactPoint,\n\t\t\timpactRadius:\n\t\t\t\toverride.voronoiOptions?.impactRadius\n\t\t\t\t?? base.voronoiOptions?.impactRadius,\n\t\t\tprojectionAxis:\n\t\t\t\toverride.voronoiOptions?.projectionAxis\n\t\t\t\t?? base.voronoiOptions?.projectionAxis,\n\t\t\tprojectionNormal:\n\t\t\t\toverride.voronoiOptions?.projectionNormal\n\t\t\t\t?? base.voronoiOptions?.projectionNormal,\n\t\t\tuseApproximation:\n\t\t\t\toverride.voronoiOptions?.useApproximation\n\t\t\t\t?? base.voronoiOptions?.useApproximation,\n\t\t\tapproximationNeighborCount:\n\t\t\t\toverride.voronoiOptions?.approximationNeighborCount\n\t\t\t\t?? base.voronoiOptions?.approximationNeighborCount,\n\t\t}\n\t\t: undefined;\n\n\treturn new PinataFractureOptions({\n\t\tfractureMethod,\n\t\tfragmentCount:\n\t\t\toverride.fragmentCount\n\t\t\t?? base.fragmentCount\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fragmentCount\n\t\t\t?? 12,\n\t\tvoronoiOptions,\n\t\tfracturePlanes: {\n\t\t\tx:\n\t\t\t\toverride.fracturePlanes?.x\n\t\t\t\t?? base.fracturePlanes?.x\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.x\n\t\t\t\t?? true,\n\t\t\ty:\n\t\t\t\toverride.fracturePlanes?.y\n\t\t\t\t?? base.fracturePlanes?.y\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.y\n\t\t\t\t?? true,\n\t\t\tz:\n\t\t\t\toverride.fracturePlanes?.z\n\t\t\t\t?? base.fracturePlanes?.z\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.z\n\t\t\t\t?? true,\n\t\t},\n\t\ttextureScale:\n\t\t\toverride.textureScale?.clone()\n\t\t\t?? base.textureScale?.clone()\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.textureScale?.clone()\n\t\t\t?? new Vector2(1, 1),\n\t\ttextureOffset:\n\t\t\toverride.textureOffset?.clone()\n\t\t\t?? base.textureOffset?.clone()\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.textureOffset?.clone()\n\t\t\t?? new Vector2(0, 0),\n\t\tseed: override.seed ?? base.seed,\n\t});\n}\n\nfunction resolveColliderOptions(\n\tinput?: Destructible3DColliderOptions,\n): Required<\n\tPick<Destructible3DColliderOptions, 'shape' | 'sensor' | 'activeCollisionTypes'>\n> & Omit<Destructible3DColliderOptions, 'shape' | 'sensor' | 'activeCollisionTypes'> {\n\treturn {\n\t\tshape: input?.shape ?? defaultOptions.collider?.shape ?? 'convexHull',\n\t\tsensor: input?.sensor ?? defaultOptions.collider?.sensor ?? false,\n\t\tcollisionGroups: input?.collisionGroups,\n\t\tactiveCollisionTypes:\n\t\t\tinput?.activeCollisionTypes\n\t\t\t?? defaultOptions.collider?.activeCollisionTypes\n\t\t\t?? ActiveCollisionTypes.DEFAULT,\n\t};\n}\n\nfunction resolveFragmentPhysicsOptions(\n\tinput?: Destructible3DFragmentPhysicsOptions,\n): Required<Destructible3DFragmentPhysicsOptions> {\n\treturn {\n\t\tmode: input?.mode ?? DEFAULT_FRAGMENT_PHYSICS.mode,\n\t\tinheritSourceVelocity:\n\t\t\tinput?.inheritSourceVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.inheritSourceVelocity,\n\t\toutwardVelocity:\n\t\t\tinput?.outwardVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.outwardVelocity,\n\t\tangularVelocity:\n\t\t\tinput?.angularVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.angularVelocity,\n\t};\n}\n\nfunction findFirstMesh(root: Object3D | null | undefined): Mesh | null {\n\tlet resolved: Mesh | null = null;\n\troot?.traverse((child) => {\n\t\tif (resolved) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ((child as { isMesh?: boolean }).isMesh) {\n\t\t\tresolved = child as Mesh;\n\t\t}\n\t});\n\treturn resolved;\n}\n\nfunction requireEntityMesh(entity: GameEntity<any>): Mesh {\n\tif (entity.mesh?.geometry) {\n\t\treturn entity.mesh;\n\t}\n\n\tconst mesh = findFirstMesh(entity.group);\n\tif (!mesh?.geometry) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior requires the entity to have a primary mesh geometry.',\n\t\t);\n\t}\n\n\tentity.mesh = mesh;\n\tif (!entity.materials?.length) {\n\t\tif (Array.isArray(mesh.material)) {\n\t\t\tentity.materials = [...mesh.material];\n\t\t} else if (mesh.material) {\n\t\t\tentity.materials = [mesh.material];\n\t\t}\n\t}\n\n\treturn mesh;\n}\n\nfunction getPrimaryMaterial(mesh: Mesh): Material {\n\tif (Array.isArray(mesh.material)) {\n\t\tconst material = mesh.material[0];\n\t\tif (material) {\n\t\t\treturn material;\n\t\t}\n\t} else if (mesh.material) {\n\t\treturn mesh.material;\n\t}\n\n\tthrow new Error(\n\t\t'Destructible3DBehavior requires the entity mesh to have a material.',\n\t);\n}\n\nfunction ensureRootGroup(\n\tentity: GameEntity<any>,\n\tstate: RuntimeState,\n): Group {\n\tif (entity.group) {\n\t\tstate.createdRootGroup = false;\n\t\treturn entity.group;\n\t}\n\n\tconst originalMesh = requireEntityMesh(entity);\n\tconst parent = originalMesh.parent;\n\tconst root = new Group();\n\troot.name = `${entity.name ?? entity.uuid}-destructible-root`;\n\troot.position.copy(originalMesh.position);\n\troot.quaternion.copy(originalMesh.quaternion);\n\troot.scale.copy(originalMesh.scale);\n\n\toriginalMesh.position.set(0, 0, 0);\n\toriginalMesh.quaternion.identity();\n\toriginalMesh.scale.set(1, 1, 1);\n\n\tif (parent) {\n\t\tparent.remove(originalMesh);\n\t\tparent.add(root);\n\t}\n\n\troot.add(originalMesh);\n\tentity.group = root;\n\tstate.createdRootGroup = true;\n\treturn root;\n}\n\nfunction createFractureSourceMesh(\n\tmesh: Mesh,\n\troot: Group,\n\tinnerMaterial: Material | null | undefined,\n): DestructibleMesh {\n\tconst geometry = buildNormalizedFractureSourceGeometry(mesh, root);\n\tconst outerMaterial = getPrimaryMaterial(mesh);\n\treturn new DestructibleMesh(\n\t\tgeometry,\n\t\touterMaterial,\n\t\tinnerMaterial ?? outerMaterial,\n\t);\n}\n\nfunction createPrebakedFragmentTemplates(\n\tfragments: readonly DestructibleMesh[],\n): PrebakedFragmentTemplate[] {\n\treturn fragments.map((fragment) => {\n\t\tconst geometry = fragment.geometry.clone();\n\t\tgeometry.computeBoundingBox();\n\t\tgeometry.computeBoundingSphere();\n\t\treturn {\n\t\t\tgeometry,\n\t\t\tposition: fragment.position.clone(),\n\t\t\tquaternion: fragment.quaternion.clone(),\n\t\t\tscale: fragment.scale.clone(),\n\t\t};\n\t});\n}\n\nfunction disposePrebakedFragmentTemplates(\n\ttemplates: readonly PrebakedFragmentTemplate[],\n): void {\n\tfor (const template of templates) {\n\t\ttemplate.geometry.dispose();\n\t}\n}\n\nfunction cachePrebakedFragments(\n\tstate: RuntimeState,\n\tcacheKey: string,\n\tfragments: readonly DestructibleMesh[],\n): void {\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\treturn;\n\t}\n\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = createPrebakedFragmentTemplates(fragments);\n\tstate.prebakedFractureKey = cacheKey;\n}\n\nfunction installPrebakedTemplateParts(\n\tstate: RuntimeState,\n\tcacheKey: string,\n\tparts: Array<{\n\t\tgeometry: BufferGeometry;\n\t\tposition: Vector3;\n\t\tquaternion: Quaternion;\n\t\tscale: Vector3;\n\t}>,\n): void {\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\tfor (const part of parts) {\n\t\t\tpart.geometry.dispose();\n\t\t}\n\t\treturn;\n\t}\n\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = parts.map((part) => ({\n\t\tgeometry: part.geometry,\n\t\tposition: part.position.clone(),\n\t\tquaternion: part.quaternion.clone(),\n\t\tscale: part.scale.clone(),\n\t}));\n\tstate.prebakedFractureKey = cacheKey;\n}\n\nfunction instantiatePrebakedFragments(\n\tmesh: Mesh,\n\tinnerMaterial: Material | null | undefined,\n\ttemplates: readonly PrebakedFragmentTemplate[],\n): readonly DestructibleMesh[] {\n\tconst outerMaterial = getPrimaryMaterial(mesh);\n\treturn templates.map((template) => {\n\t\tconst fragment = new DestructibleMesh(\n\t\t\ttemplate.geometry.clone(),\n\t\t\touterMaterial,\n\t\t\tinnerMaterial ?? outerMaterial,\n\t\t);\n\t\tfragment.position.copy(template.position);\n\t\tfragment.quaternion.copy(template.quaternion);\n\t\tfragment.scale.copy(template.scale);\n\t\treturn fragment;\n\t});\n}\n\nfunction tagConvexHullCollider(\n\tcolliderDesc: ColliderDesc,\n\tvertices: Float32Array,\n): ColliderDesc {\n\t(colliderDesc as any).__zylemShapeData = {\n\t\tshape: 'convexHull',\n\t\tvertices: Array.from(vertices),\n\t};\n\treturn colliderDesc;\n}\n\nfunction tagTrimeshCollider(\n\tcolliderDesc: ColliderDesc,\n\tvertices: Float32Array,\n\tindices: Uint32Array,\n): ColliderDesc {\n\t(colliderDesc as any).__zylemShapeData = {\n\t\tshape: 'trimesh',\n\t\tvertices: Array.from(vertices),\n\t\tindices: Array.from(indices),\n\t};\n\treturn colliderDesc;\n}\n\nfunction getFragmentVertices(fragment: DestructibleMesh): Float32Array {\n\tconst position = fragment.geometry.getAttribute('position');\n\tif (!(position instanceof BufferAttribute)) {\n\t\tthrow new Error('Fragment geometry is missing a position attribute.');\n\t}\n\n\treturn new Float32Array(position.array as ArrayLike<number>);\n}\n\nfunction getFragmentIndices(fragment: DestructibleMesh): Uint32Array {\n\tconst geometryIndex = fragment.geometry.getIndex();\n\tif (geometryIndex) {\n\t\treturn new Uint32Array(geometryIndex.array as ArrayLike<number>);\n\t}\n\n\tconst position = fragment.geometry.getAttribute('position');\n\tif (!(position instanceof BufferAttribute)) {\n\t\treturn new Uint32Array();\n\t}\n\n\treturn Uint32Array.from({ length: position.count }, (_value, index) => index);\n}\n\nfunction createCuboidCollider(fragment: DestructibleMesh): ColliderDesc {\n\tconst bounds = fragment.geometry.boundingBox ?? new Box3();\n\tif (!fragment.geometry.boundingBox) {\n\t\tfragment.geometry.computeBoundingBox();\n\t}\n\tbounds.copy(fragment.geometry.boundingBox ?? bounds);\n\tconst size = bounds.getSize(new Vector3());\n\treturn ColliderDesc.cuboid(\n\t\tMath.max(size.x / 2, 0.001),\n\t\tMath.max(size.y / 2, 0.001),\n\t\tMath.max(size.z / 2, 0.001),\n\t);\n}\n\nfunction createFragmentColliderDesc(\n\tfragment: DestructibleMesh,\n\toptions: Destructible3DColliderOptions | undefined,\n\ttranslation?: Vector3 | null,\n): ColliderDesc {\n\tconst resolved = resolveColliderOptions(options);\n\tconst vertices = getFragmentVertices(fragment);\n\n\tlet colliderDesc: ColliderDesc | null = null;\n\n\tif (resolved.shape === 'convexHull') {\n\t\tcolliderDesc = ColliderDesc.convexHull(vertices);\n\t\tif (colliderDesc) {\n\t\t\tcolliderDesc = tagConvexHullCollider(colliderDesc, vertices);\n\t\t}\n\t}\n\n\tif (!colliderDesc && resolved.shape === 'trimesh') {\n\t\tconst indices = getFragmentIndices(fragment);\n\t\tcolliderDesc = tagTrimeshCollider(\n\t\t\tColliderDesc.trimesh(vertices, indices),\n\t\t\tvertices,\n\t\t\tindices,\n\t\t);\n\t}\n\n\tif (!colliderDesc) {\n\t\tcolliderDesc = createCuboidCollider(fragment);\n\t}\n\n\tif (translation) {\n\t\tcolliderDesc.setTranslation(\n\t\t\ttranslation.x,\n\t\t\ttranslation.y,\n\t\t\ttranslation.z,\n\t\t);\n\t}\n\tcolliderDesc.setSensor(resolved.sensor);\n\tif (resolved.collisionGroups !== undefined) {\n\t\tcolliderDesc.setCollisionGroups(resolved.collisionGroups);\n\t}\n\tcolliderDesc.activeCollisionTypes = resolved.activeCollisionTypes;\n\treturn colliderDesc;\n}\n\nfunction snapshotBody(entity: GameEntity<any>): PhysicsSnapshot | null {\n\tif (!entity.body) {\n\t\treturn null;\n\t}\n\n\tconst translation = entity.body.translation();\n\tconst rotation = entity.body.rotation();\n\tconst linearVelocity = entity.body.linvel();\n\tconst angularVelocity = entity.body.angvel();\n\n\treturn {\n\t\ttranslation: { ...translation },\n\t\trotation: { ...rotation },\n\t\tlinearVelocity: { ...linearVelocity },\n\t\tangularVelocity: { ...angularVelocity },\n\t};\n}\n\nfunction restoreBodySnapshot(\n\tentity: GameEntity<any>,\n\tsnapshot: PhysicsSnapshot | null,\n): void {\n\tif (!snapshot || !entity.body) {\n\t\treturn;\n\t}\n\n\tentity.body.setTranslation(snapshot.translation, true);\n\tentity.body.setRotation(snapshot.rotation, true);\n\tentity.body.setLinvel(snapshot.linearVelocity, true);\n\tentity.body.setAngvel(snapshot.angularVelocity, true);\n}\n\nfunction attachEntityPhysics(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\tsnapshot: PhysicsSnapshot | null,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tif (!world || !entity.colliderDesc) {\n\t\treturn;\n\t}\n\n\tif (entity.physicsAttached) {\n\t\tworld.destroyEntity(entity);\n\t}\n\n\tworld.addEntity(entity);\n\trestoreBodySnapshot(entity, snapshot);\n}\n\nfunction detachEntityPhysics(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tif (!world || !entity.physicsAttached) {\n\t\treturn;\n\t}\n\n\tworld.destroyEntity(entity);\n}\n\nfunction disposeFragments(fragments: readonly DestructibleMesh[]): void {\n\tfor (const fragment of fragments) {\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t}\n}\n\nfunction syncRuntimeFragmentEntityTransform(\n\tentity: GameEntity<any>,\n\tinterpolationAlpha: number,\n): void {\n\tconst target = entity.group ?? entity.mesh;\n\tif (!target) {\n\t\treturn;\n\t}\n\n\tconst wasmPose = (entity as any).getPose?.();\n\tif (wasmPose && (entity as any).runtimeHandle >= 0) {\n\t\ttarget.position.set(wasmPose.position.x, wasmPose.position.y, wasmPose.position.z);\n\t\ttarget.quaternion.set(wasmPose.rotation.x, wasmPose.rotation.y, wasmPose.rotation.z, wasmPose.rotation.w);\n\t\treturn;\n\t}\n\n\tif (!entity.body) {\n\t\treturn;\n\t}\n\tconst pose = getBodyRenderPose(entity.body as any, interpolationAlpha);\n\ttarget.position.set(pose.position.x, pose.position.y, pose.position.z);\n\ttarget.quaternion.set(pose.rotation.x, pose.rotation.y, pose.rotation.z, pose.rotation.w);\n}\n\nfunction bakeScaleIntoFragmentGeometry(\n\tfragment: DestructibleMesh,\n\tscale: Vector3,\n): void {\n\tif (\n\t\tMath.abs(scale.x - 1) < 1e-6\n\t\t&& Math.abs(scale.y - 1) < 1e-6\n\t\t&& Math.abs(scale.z - 1) < 1e-6\n\t) {\n\t\treturn;\n\t}\n\n\tfragment.geometry.applyMatrix4(\n\t\tnew Matrix4().makeScale(scale.x, scale.y, scale.z),\n\t);\n\tfragment.geometry.computeBoundingBox();\n\tfragment.geometry.computeBoundingSphere();\n}\n\nfunction getRootWorldPosition(root: Group): Vector3 {\n\troot.updateMatrixWorld(true);\n\treturn root.getWorldPosition(new Vector3());\n}\n\nfunction getImpactPointWorld(\n\troot: Group,\n\tfractureOptions: PinataFractureOptions,\n): Vector3 | null {\n\tconst localImpactPoint = fractureOptions.voronoiOptions?.impactPoint;\n\tif (!localImpactPoint) {\n\t\treturn null;\n\t}\n\n\troot.updateMatrixWorld(true);\n\treturn localImpactPoint.clone().applyMatrix4(root.matrixWorld);\n}\n\nfunction computeFragmentWorldPose(\n\troot: Group,\n\tfragment: DestructibleMesh,\n): {\n\tposition: Vector3;\n\trotation: Quaternion;\n\tscale: Vector3;\n} {\n\troot.updateMatrixWorld(true);\n\tfragment.updateMatrix();\n\n\tconst worldMatrix = new Matrix4()\n\t\t.copy(root.matrixWorld)\n\t\t.multiply(fragment.matrix);\n\tconst position = new Vector3();\n\tconst rotation = new Quaternion();\n\tconst scale = new Vector3();\n\n\tworldMatrix.decompose(position, rotation, scale);\n\treturn {\n\t\tposition,\n\t\trotation,\n\t\tscale,\n\t};\n}\n\nfunction pseudoRandomSigned(index: number, salt: number): number {\n\tconst value = Math.sin((index + 1) * 12.9898 + salt * 78.233) * 43758.5453;\n\treturn (value - Math.floor(value)) * 2 - 1;\n}\n\nfunction computeFragmentAngularVelocity(\n\tindex: number,\n\tmagnitude: number,\n): { x: number; y: number; z: number } {\n\tif (magnitude <= 0) {\n\t\treturn { x: 0, y: 0, z: 0 };\n\t}\n\n\tconst axis = new Vector3(\n\t\tpseudoRandomSigned(index, 0.13),\n\t\tpseudoRandomSigned(index, 0.47),\n\t\tpseudoRandomSigned(index, 0.91),\n\t);\n\tif (axis.lengthSq() <= 1e-6) {\n\t\taxis.set(0.35, 1, 0.2);\n\t}\n\taxis.normalize().multiplyScalar(magnitude);\n\treturn {\n\t\tx: axis.x,\n\t\ty: axis.y,\n\t\tz: axis.z,\n\t};\n}\n\nfunction computeFragmentLinearVelocity(\n\tfragmentWorldPosition: Vector3,\n\trootWorldPosition: Vector3,\n\timpactPointWorld: Vector3 | null,\n\tphysicsOptions: Required<Destructible3DFragmentPhysicsOptions>,\n\tsourceVelocity: { x: number; y: number; z: number } | null,\n): { x: number; y: number; z: number } {\n\tconst velocity = new Vector3();\n\n\tif (physicsOptions.inheritSourceVelocity && sourceVelocity) {\n\t\tvelocity.set(\n\t\t\tsourceVelocity.x,\n\t\t\tsourceVelocity.y,\n\t\t\tsourceVelocity.z,\n\t\t);\n\t}\n\n\tif (physicsOptions.outwardVelocity <= 0) {\n\t\treturn {\n\t\t\tx: velocity.x,\n\t\t\ty: velocity.y,\n\t\t\tz: velocity.z,\n\t\t};\n\t}\n\n\tconst direction = fragmentWorldPosition.clone().sub(\n\t\timpactPointWorld ?? rootWorldPosition,\n\t);\n\tif (direction.lengthSq() <= 1e-6) {\n\t\tdirection.copy(fragmentWorldPosition).sub(rootWorldPosition);\n\t}\n\tif (direction.lengthSq() <= 1e-6) {\n\t\tdirection.set(0, 1, 0);\n\t}\n\tdirection.normalize().multiplyScalar(physicsOptions.outwardVelocity);\n\tvelocity.add(direction);\n\n\treturn {\n\t\tx: velocity.x,\n\t\ty: velocity.y,\n\t\tz: velocity.z,\n\t};\n}\n\nfunction createRuntimeFragmentEntity(\n\tcreateEntity: CreateEntityFn,\n\tparentEntity: GameEntity<any>,\n\tfragment: DestructibleMesh,\n\tindex: number,\n\tcolliderOptions: Destructible3DColliderOptions | undefined,\n\tposition: Vector3,\n\trotation: Quaternion,\n): GameEntity<any> {\n\tconst entity = createEntity({\n\t\tname: `${parentEntity.name ?? parentEntity.uuid}-fragment-${index}`,\n\t});\n\n\tentity.onCleanup(() => {\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t});\n\tentity.create();\n\n\tentity.mesh = fragment;\n\tif (Array.isArray(fragment.material)) {\n\t\tentity.materials = [...fragment.material];\n\t} else if (fragment.material) {\n\t\tentity.materials = [fragment.material];\n\t}\n\n\tentity.colliderDesc = createFragmentColliderDesc(fragment, colliderOptions);\n\tentity.colliderDescs = [entity.colliderDesc];\n\tentity.bodyDesc = RigidBodyDesc.dynamic()\n\t\t.setTranslation(position.x, position.y, position.z)\n\t\t.setCanSleep(false)\n\t\t.setCcdEnabled(true);\n\n\tfragment.position.set(0, 0, 0);\n\tfragment.quaternion.identity();\n\tfragment.scale.set(1, 1, 1);\n\tentity.bodyDesc.setRotation({\n\t\tx: rotation.x,\n\t\ty: rotation.y,\n\t\tz: rotation.z,\n\t\tw: rotation.w,\n\t});\n\n\treturn entity;\n}\n\n/**\n * {@link ZylemWorld} locks translations and rotations on every new rigid body\n * when world gravity is `(0,0,0)`, so entities do not drift in zero‑G scenes.\n * Independent destructible fragments are still meant to move via\n * `setLinvel` / `setAngvel`, so they must opt out of that lock after spawn.\n */\nfunction unlockIndependentFragmentPhysicsBody(entity: GameEntity<any>): void {\n\tconst body = entity.body as\n\t\t| {\n\t\t\tlockTranslations?(locked: boolean, wakeUp?: boolean): void;\n\t\t\tlockRotations?(locked: boolean, wakeUp?: boolean): void;\n\t\t}\n\t\t| null\n\t\t| undefined;\n\tif (!body?.lockTranslations || !body.lockRotations) {\n\t\treturn;\n\t}\n\tbody.lockTranslations(false, true);\n\tbody.lockRotations(false, true);\n}\n\nfunction destroyRuntimeFragmentEntities(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tstate: RuntimeState,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tconst scene = getBehaviorScene(ref);\n\tconst handledFragments = new Set<DestructibleMesh>();\n\n\tfor (const fragmentEntity of state.fragmentEntities) {\n\t\tconst fragmentMesh = fragmentEntity.mesh as DestructibleMesh | undefined;\n\t\tif (fragmentMesh) {\n\t\t\thandledFragments.add(fragmentMesh);\n\t\t}\n\n\t\ttry {\n\t\t\tfragmentEntity.nodeDestroy({\n\t\t\t\tme: fragmentEntity,\n\t\t\t\tglobals: getBehaviorGlobals(ref)?.() ?? {},\n\t\t\t} as any);\n\t\t} catch {\n\t\t\t// Cleanup is best-effort for behavior-managed runtime fragments.\n\t\t}\n\n\t\tif (world && fragmentEntity.physicsAttached) {\n\t\t\tworld.destroyEntity(fragmentEntity);\n\t\t}\n\n\t\tconst target = fragmentEntity.group ?? fragmentEntity.mesh;\n\t\tif (target) {\n\t\t\ttarget.removeFromParent();\n\t\t\tscene?.scene.remove(target);\n\t\t}\n\t}\n\n\tfor (const fragment of state.fragments) {\n\t\tif (handledFragments.has(fragment)) {\n\t\t\tcontinue;\n\t\t}\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t}\n\n\tstate.fragmentEntities = [];\n}\n\nfunction restoreOriginalMesh(\n\tentity: GameEntity<any>,\n\tstate: RuntimeState,\n): void {\n\tif (!entity.mesh) {\n\t\treturn;\n\t}\n\n\tif (state.createdRootGroup && entity.group) {\n\t\tconst root = entity.group;\n\t\tconst parent = root.parent;\n\t\tentity.mesh.position.copy(root.position);\n\t\tentity.mesh.quaternion.copy(root.quaternion);\n\t\tentity.mesh.scale.copy(root.scale);\n\t\tentity.mesh.removeFromParent();\n\n\t\tif (parent) {\n\t\t\tparent.remove(root);\n\t\t\tparent.add(entity.mesh);\n\t\t}\n\n\t\tentity.group = undefined;\n\t\treturn;\n\t}\n\n\tconst parent = state.originalMeshParent ?? entity.group;\n\tif (parent && entity.mesh.parent !== parent) {\n\t\tparent.add(entity.mesh);\n\t}\n}\n\nfunction restoreRuntimeState(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\trefreshPhysics: boolean,\n): void {\n\tconst state = getRuntimeState(ref);\n\tif (!state.isFractured) {\n\t\treturn;\n\t}\n\n\tconst entity = requireEntity(ref);\n\n\tif (state.fractureMode === 'independent') {\n\t\tdestroyRuntimeFragmentEntities(ref, state);\n\t} else {\n\t\tstate.fragmentContainer?.removeFromParent();\n\t\tstate.fragmentContainer?.clear();\n\t\tdisposeFragments(state.fragments);\n\t}\n\n\tstate.fragmentContainer = null;\n\tstate.fragments = [];\n\n\trestoreOriginalMesh(entity, state);\n\tif (entity.mesh) {\n\t\tentity.mesh.visible = state.originalMeshVisible;\n\t}\n\tif (entity.group) {\n\t\tentity.group.visible = state.originalGroupVisible;\n\t}\n\n\tentity.colliderDesc = state.originalColliderDesc;\n\tentity.colliderDescs = [...state.originalColliderDescs];\n\tif (!entity.colliderDesc && entity.colliderDescs.length > 0) {\n\t\tentity.colliderDesc = entity.colliderDescs[0];\n\t}\n\n\tif (refreshPhysics && state.sourcePhysicsAttached) {\n\t\tattachEntityPhysics(ref, entity, state.sourceBodySnapshot);\n\t}\n\n\tstate.createdRootGroup = false;\n\tstate.fractureMode = null;\n\tstate.originalMeshParent = null;\n\tstate.originalColliderDesc = undefined;\n\tstate.originalColliderDescs = [];\n\tstate.originalMeshVisible = true;\n\tstate.originalGroupVisible = true;\n\tstate.sourceBodySnapshot = null;\n\tstate.sourcePhysicsAttached = false;\n\tstate.isFractured = false;\n}\n\nfunction disposeRuntimeState(state: RuntimeState): void {\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = [];\n\tstate.prebakedFractureKey = null;\n}\n\nfunction fractureCompoundEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\troot: Group,\n\tfragments: readonly DestructibleMesh[],\n\tstate: RuntimeState,\n): void {\n\tconst fragmentContainer = new Group();\n\tfragmentContainer.name = `${entity.name ?? entity.uuid}-fracture-fragments`;\n\tfor (const fragment of fragments) {\n\t\tfragmentContainer.add(fragment);\n\t}\n\n\tentity.mesh?.removeFromParent();\n\troot.add(fragmentContainer);\n\n\tstate.fragmentContainer = fragmentContainer;\n\tstate.fractureMode = 'compound';\n\n\tconst colliderDescs = fragments.map((fragment) =>\n\t\tcreateFragmentColliderDesc(\n\t\t\tfragment,\n\t\t\tref.options.collider,\n\t\t\tfragment.position,\n\t\t));\n\tif (colliderDescs.length > 0) {\n\t\tentity.colliderDescs = colliderDescs;\n\t\tentity.colliderDesc = colliderDescs[0];\n\t\tif (state.sourcePhysicsAttached) {\n\t\t\tattachEntityPhysics(ref, entity, state.sourceBodySnapshot);\n\t\t}\n\t}\n}\n\nfunction fractureIndependentEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\troot: Group,\n\tfractureOptions: PinataFractureOptions,\n\tfragments: readonly DestructibleMesh[],\n\tstate: RuntimeState,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tconst scene = getBehaviorScene(ref);\n\tif (!world || !scene) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior independent fragments require an active scene and physics world.',\n\t\t);\n\t}\n\n\tconst createEntity = getBehaviorCreateEntity(ref);\n\tif (!createEntity) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior independent fragments require a host entity factory (BehaviorSystemContext.createEntity).',\n\t\t);\n\t}\n\n\tconst physicsOptions = resolveFragmentPhysicsOptions(ref.options.fragmentPhysics);\n\tconst rootWorldPosition = getRootWorldPosition(root);\n\tconst impactPointWorld = getImpactPointWorld(root, fractureOptions);\n\tconst sourceVelocity = state.sourceBodySnapshot?.linearVelocity ?? null;\n\n\tif (entity.mesh) {\n\t\tentity.mesh.visible = false;\n\t}\n\tif (state.sourcePhysicsAttached) {\n\t\tdetachEntityPhysics(ref, entity);\n\t}\n\n\tconst fragmentEntities: GameEntity<any>[] = [];\n\n\tfor (const [index, fragment] of fragments.entries()) {\n\t\tconst fragmentWorldPose = computeFragmentWorldPose(root, fragment);\n\t\tbakeScaleIntoFragmentGeometry(fragment, fragmentWorldPose.scale);\n\n\t\tconst fragmentEntity = createRuntimeFragmentEntity(\n\t\t\tcreateEntity,\n\t\t\tentity,\n\t\t\tfragment,\n\t\t\tindex,\n\t\t\tref.options.collider,\n\t\t\tfragmentWorldPose.position,\n\t\t\tfragmentWorldPose.rotation,\n\t\t);\n\n\t\tworld.addEntity(fragmentEntity);\n\t\tunlockIndependentFragmentPhysicsBody(fragmentEntity);\n\t\tconst linearVelocity = computeFragmentLinearVelocity(\n\t\t\tfragmentWorldPose.position,\n\t\t\trootWorldPosition,\n\t\t\timpactPointWorld,\n\t\t\tphysicsOptions,\n\t\t\tsourceVelocity,\n\t\t);\n\t\tfragmentEntity.body?.setLinvel(linearVelocity, true);\n\t\tfragmentEntity.body?.setAngvel(\n\t\t\tcomputeFragmentAngularVelocity(\n\t\t\t\tindex,\n\t\t\t\tphysicsOptions.angularVelocity,\n\t\t\t),\n\t\t\ttrue,\n\t\t);\n\n\t\tsyncRuntimeFragmentEntityTransform(\n\t\t\tfragmentEntity,\n\t\t\tworld.interpolationAlpha ?? 0,\n\t\t);\n\n\t\tconst target = fragmentEntity.group ?? fragmentEntity.mesh;\n\t\tif (target) {\n\t\t\ttarget.removeFromParent();\n\t\t\tscene.scene.add(target);\n\t\t}\n\n\t\tfragmentEntities.push(fragmentEntity);\n\t}\n\n\tstate.fragmentEntities = fragmentEntities;\n\tstate.fractureMode = 'independent';\n}\n\nfunction fractureEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): readonly DestructibleMesh[] {\n\tconst entity = requireEntity(ref);\n\tif (entity.isInstanced) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t);\n\t}\n\n\tconst state = getRuntimeState(ref);\n\tif (state.isFractured) {\n\t\trestoreRuntimeState(ref, true);\n\t}\n\n\tconst sourceMesh = requireEntityMesh(entity);\n\tconst fractureOptions = resolveFractureOptions(\n\t\tref.options.fractureOptions,\n\t\toverrideOptions,\n\t);\n\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\n\tconst root = ensureRootGroup(entity, state);\n\tstate.originalMeshParent = sourceMesh.parent;\n\tstate.originalColliderDesc = entity.colliderDesc;\n\tstate.originalColliderDescs = entity.colliderDescs.length > 0\n\t\t? [...entity.colliderDescs]\n\t\t: entity.colliderDesc\n\t\t\t? [entity.colliderDesc]\n\t\t\t: [];\n\tstate.originalMeshVisible = sourceMesh.visible;\n\tstate.originalGroupVisible = entity.group?.visible ?? true;\n\tstate.sourceBodySnapshot = snapshotBody(entity);\n\tstate.sourcePhysicsAttached = entity.physicsAttached;\n\n\tconst usePrebakedFragments =\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0;\n\tconst source = usePrebakedFragments\n\t\t? null\n\t\t: createFractureSourceMesh(\n\t\t\tsourceMesh,\n\t\t\troot,\n\t\t\tref.options.innerMaterial,\n\t\t);\n\n\ttry {\n\t\tconst fragmentPhysics = resolveFragmentPhysicsOptions(\n\t\t\tref.options.fragmentPhysics,\n\t\t);\n\t\tconst fragments = usePrebakedFragments\n\t\t\t? instantiatePrebakedFragments(\n\t\t\t\tsourceMesh,\n\t\t\t\tref.options.innerMaterial,\n\t\t\t\tstate.prebakedFragments,\n\t\t\t)\n\t\t\t: source!.fracture(fractureOptions);\n\t\tcachePrebakedFragments(state, cacheKey, fragments);\n\n\t\tstate.fragments = [...fragments];\n\t\tstate.isFractured = true;\n\n\t\tif (fragmentPhysics.mode === 'independent') {\n\t\t\tfractureIndependentEntity(\n\t\t\t\tref,\n\t\t\t\tentity,\n\t\t\t\troot,\n\t\t\t\tfractureOptions,\n\t\t\t\tfragments,\n\t\t\t\tstate,\n\t\t\t);\n\t\t} else {\n\t\t\tfractureCompoundEntity(\n\t\t\t\tref,\n\t\t\t\tentity,\n\t\t\t\troot,\n\t\t\t\tfragments,\n\t\t\t\tstate,\n\t\t\t);\n\t\t}\n\n\t\treturn fragments;\n\t} catch (error) {\n\t\trestoreRuntimeState(ref, true);\n\t\tthrow error;\n\t} finally {\n\t\tsource?.geometry.dispose();\n\t}\n}\n\nfunction prebakeEntityGeometryOnly(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): void {\n\tconst entity = requireEntity(ref);\n\tif (entity.isInstanced) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t);\n\t}\n\n\tconst state = getRuntimeState(ref);\n\tif (state.isFractured) {\n\t\treturn;\n\t}\n\n\tconst fractureOptions = resolveFractureOptions(\n\t\tref.options.fractureOptions,\n\t\toverrideOptions,\n\t);\n\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\treturn;\n\t}\n\n\tconst sourceMesh = requireEntityMesh(entity);\n\tconst root = ensureRootGroup(entity, state);\n\tconst createdRootGroup = state.createdRootGroup;\n\n\tconst source = createFractureSourceMesh(\n\t\tsourceMesh,\n\t\troot,\n\t\tref.options.innerMaterial,\n\t);\n\ttry {\n\t\tconst fragments = source.fracture(fractureOptions) as DestructibleMesh[];\n\t\tcachePrebakedFragments(state, cacheKey, fragments);\n\t\tfor (const fragment of fragments) {\n\t\t\tfragment.geometry.dispose();\n\t\t}\n\t} finally {\n\t\tsource.geometry.dispose();\n\t}\n\n\tif (createdRootGroup) {\n\t\trestoreOriginalMesh(entity, state);\n\t\tstate.createdRootGroup = false;\n\t}\n}\n\nasync function prebakeEntityAsync(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): Promise<void> {\n\tconst workerUrl = ref.options.prebakeWorkerUrl;\n\tif (!workerUrl) {\n\t\tprebakeEntityGeometryOnly(ref, overrideOptions);\n\t\treturn;\n\t}\n\n\tconst existing = prebakeAsyncInFlight.get(ref);\n\tif (existing) {\n\t\tawait existing;\n\t\treturn;\n\t}\n\n\tconst job = (async () => {\n\t\tconst entity = requireEntity(ref);\n\t\tif (entity.isInstanced) {\n\t\t\tthrow new Error(\n\t\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t\t);\n\t\t}\n\n\t\tconst state = getRuntimeState(ref);\n\t\tif (state.isFractured) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst fractureOptions = resolveFractureOptions(\n\t\t\tref.options.fractureOptions,\n\t\t\toverrideOptions,\n\t\t);\n\t\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\t\tif (\n\t\t\tstate.prebakedFractureKey === cacheKey\n\t\t\t&& state.prebakedFragments.length > 0\n\t\t) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst sourceMesh = requireEntityMesh(entity);\n\t\tconst root = ensureRootGroup(entity, state);\n\t\tconst createdRootGroup = state.createdRootGroup;\n\n\t\tconst normalizedGeometry = buildNormalizedFractureSourceGeometry(\n\t\t\tsourceMesh,\n\t\t\troot,\n\t\t);\n\n\t\tif (createdRootGroup) {\n\t\t\trestoreOriginalMesh(entity, state);\n\t\t\tstate.createdRootGroup = false;\n\t\t}\n\n\t\tconst { payload, transferables } = bufferGeometryToPlain(normalizedGeometry);\n\t\tnormalizedGeometry.dispose();\n\n\t\tconst plainOptions = pinataFractureOptionsToPlain(fractureOptions);\n\t\tconst api = getPrebakeWorkerApi(workerUrl);\n\t\tconst request = Comlink.transfer(\n\t\t\t{ geometry: payload, options: plainOptions },\n\t\t\ttransferables,\n\t\t);\n\n\t\tconst response = await api.prebake(request);\n\t\tconst parts = plainWorkerResultToTemplateParts(response);\n\t\tinstallPrebakedTemplateParts(state, cacheKey, parts);\n\t})();\n\n\tprebakeAsyncInFlight.set(ref, job);\n\ttry {\n\t\tawait job;\n\t} finally {\n\t\tif (prebakeAsyncInFlight.get(ref) === job) {\n\t\t\tprebakeAsyncInFlight.delete(ref);\n\t\t}\n\t}\n}\n\nfunction prebakeEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): void {\n\tprebakeEntityGeometryOnly(ref, overrideOptions);\n}\n\nfunction createDestructible3DHandle(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): Destructible3DHandle {\n\treturn {\n\t\tfracture: (overrideOptions) => fractureEntity(ref, overrideOptions),\n\t\tprebake: (overrideOptions) => {\n\t\t\tprebakeEntity(ref, overrideOptions);\n\t\t},\n\t\tprebakeAsync: (overrideOptions) => prebakeEntityAsync(ref, overrideOptions),\n\t\trepair: () => restoreRuntimeState(ref, true),\n\t\tisFractured: () => getRuntimeState(ref).isFractured,\n\t\tgetFragments: () => getRuntimeState(ref).fragments,\n\t};\n}\n\nclass Destructible3DSystem implements BehaviorSystem {\n\tconstructor(\n\t\tprivate world: unknown,\n\t\tprivate scene: unknown,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t\tprivate createEntity?: CreateEntityFn,\n\t\tprivate getGlobals?: () => any,\n\t) {\n\t\tthis.primeLinks();\n\t}\n\n\tattach(link: BehaviorEntityLink): void {\n\t\tif (link.ref?.descriptor?.key !== DESTRUCTIBLE_3D_BEHAVIOR_KEY) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.primeLink(link);\n\t}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tthis.primeLinks();\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst interpolationAlpha =\n\t\t\t(this.world as { interpolationAlpha?: number } | null)?.interpolationAlpha\n\t\t\t?? 0;\n\t\tfor (const link of links) {\n\t\t\tconst state = getRuntimeState(\n\t\t\t\tlink.ref as BehaviorRef<Destructible3DBehaviorOptions>,\n\t\t\t);\n\t\t\tfor (const fragmentEntity of state.fragmentEntities) {\n\t\t\t\tsyncRuntimeFragmentEntityTransform(\n\t\t\t\t\tfragmentEntity,\n\t\t\t\t\tinterpolationAlpha,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tfor (const link of links) {\n\t\t\tconst ref = link.ref as BehaviorRef<Destructible3DBehaviorOptions>;\n\t\t\trestoreRuntimeState(ref, false);\n\t\t\tdisposeRuntimeState(getRuntimeState(ref));\n\t\t}\n\t}\n\n\tprivate primeLinks(): void {\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tfor (const link of links) {\n\t\t\tthis.primeLink(link);\n\t\t}\n\t}\n\n\tprivate primeLink(link: BehaviorEntityLink): void {\n\t\tconst ref = link.ref as BehaviorRef<Destructible3DBehaviorOptions> & {\n\t\t\t__cleanupRegistered?: boolean;\n\t\t};\n\t\tconst entity = link.entity as GameEntity<any>;\n\t\t(ref as any).__entity = entity;\n\t\t(ref as any).__world = this.world;\n\t\t(ref as any).__scene = this.scene;\n\t\t(ref as any).__createEntity = this.createEntity;\n\t\t(ref as any).__getGlobals = this.getGlobals;\n\n\t\tif (!ref.__cleanupRegistered) {\n\t\t\tentity.onCleanup(() => {\n\t\t\t\trestoreRuntimeState(ref, false);\n\t\t\t\tdisposeRuntimeState(getRuntimeState(ref));\n\t\t\t});\n\t\t\tref.__cleanupRegistered = true;\n\t\t}\n\t}\n}\n\nexport const Destructible3DBehavior = defineBehavior<\n\tDestructible3DBehaviorOptions,\n\tDestructible3DHandle\n>({\n\tname: 'destructible-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Destructible3DSystem(\n\t\t\tctx.world,\n\t\t\tctx.scene,\n\t\t\tctx.getBehaviorLinks,\n\t\t\tctx.createEntity,\n\t\t\tctx.getGlobals,\n\t\t),\n\tcreateHandle: createDestructible3DHandle,\n});\n","import { Quaternion } from 'three';\n\nexport interface PhysicsVector3 {\n\tx: number;\n\ty: number;\n\tz: number;\n}\n\nexport interface PhysicsQuaternion {\n\tx: number;\n\ty: number;\n\tz: number;\n\tw: number;\n}\n\nexport interface PhysicsPose {\n\tposition: PhysicsVector3;\n\trotation: PhysicsQuaternion;\n}\n\nexport interface PhysicsPoseHistory {\n\tprevious: PhysicsPose;\n\tcurrent: PhysicsPose;\n}\n\nexport interface PhysicsPoseReadable {\n\ttranslation(): PhysicsVector3;\n\trotation(): PhysicsQuaternion;\n}\n\nexport interface PhysicsRenderPoseProvider {\n\tgetPoseHistory(): PhysicsPoseHistory;\n\tgetRenderPose(alpha: number): PhysicsPose;\n}\n\nconst directBodyPoseHistory = new WeakMap<object, PhysicsPoseHistory>();\nconst _previousQuaternion = new Quaternion();\nconst _currentQuaternion = new Quaternion();\nconst _renderQuaternion = new Quaternion();\n\nexport function createPhysicsPose(\n\tposition: Partial<PhysicsVector3> = {},\n\trotation: Partial<PhysicsQuaternion> = {},\n): PhysicsPose {\n\treturn {\n\t\tposition: {\n\t\t\tx: position.x ?? 0,\n\t\t\ty: position.y ?? 0,\n\t\t\tz: position.z ?? 0,\n\t\t},\n\t\trotation: {\n\t\t\tx: rotation.x ?? 0,\n\t\t\ty: rotation.y ?? 0,\n\t\t\tz: rotation.z ?? 0,\n\t\t\tw: rotation.w ?? 1,\n\t\t},\n\t};\n}\n\nexport function clonePhysicsVector3(vector: PhysicsVector3): PhysicsVector3 {\n\treturn { x: vector.x, y: vector.y, z: vector.z };\n}\n\nexport function clonePhysicsQuaternion(\n\trotation: PhysicsQuaternion,\n): PhysicsQuaternion {\n\treturn { x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w };\n}\n\nexport function clonePhysicsPose(pose: PhysicsPose): PhysicsPose {\n\treturn {\n\t\tposition: clonePhysicsVector3(pose.position),\n\t\trotation: clonePhysicsQuaternion(pose.rotation),\n\t};\n}\n\nexport function clampInterpolationAlpha(alpha: number): number {\n\tif (!Number.isFinite(alpha)) return 0;\n\treturn Math.max(0, Math.min(1, alpha));\n}\n\nexport function capturePhysicsPose(body: PhysicsPoseReadable): PhysicsPose {\n\treturn {\n\t\tposition: clonePhysicsVector3(body.translation()),\n\t\trotation: clonePhysicsQuaternion(body.rotation()),\n\t};\n}\n\nexport function createCollapsedPhysicsPoseHistory(\n\tpose: PhysicsPose,\n): PhysicsPoseHistory {\n\tconst current = clonePhysicsPose(pose);\n\treturn {\n\t\tprevious: clonePhysicsPose(current),\n\t\tcurrent,\n\t};\n}\n\nexport function registerDirectBodyPoseHistory(\n\tbody: object & PhysicsPoseReadable,\n): PhysicsPoseHistory {\n\tconst history = createCollapsedPhysicsPoseHistory(capturePhysicsPose(body));\n\tdirectBodyPoseHistory.set(body, history);\n\treturn history;\n}\n\nexport function getDirectBodyPoseHistory(\n\tbody: object,\n): PhysicsPoseHistory | null {\n\treturn directBodyPoseHistory.get(body) ?? null;\n}\n\nexport function collapseDirectBodyPoseHistory(\n\tbody: object & PhysicsPoseReadable,\n): PhysicsPoseHistory {\n\tconst pose = capturePhysicsPose(body);\n\tconst history =\n\t\tdirectBodyPoseHistory.get(body) ?? createCollapsedPhysicsPoseHistory(pose);\n\n\thistory.previous = clonePhysicsPose(pose);\n\thistory.current = clonePhysicsPose(pose);\n\tdirectBodyPoseHistory.set(body, history);\n\n\treturn history;\n}\n\nexport function prepareDirectBodyPoseHistoryStep(\n\tbody: object & PhysicsPoseReadable,\n): PhysicsPoseHistory {\n\treturn collapseDirectBodyPoseHistory(body);\n}\n\nexport function commitDirectBodyPoseHistoryStep(\n\tbody: object & PhysicsPoseReadable,\n): PhysicsPoseHistory {\n\tconst pose = capturePhysicsPose(body);\n\tconst history =\n\t\tdirectBodyPoseHistory.get(body) ?? createCollapsedPhysicsPoseHistory(pose);\n\n\thistory.current = clonePhysicsPose(pose);\n\tdirectBodyPoseHistory.set(body, history);\n\n\treturn history;\n}\n\nexport function interpolatePhysicsPose(\n\tprevious: PhysicsPose,\n\tcurrent: PhysicsPose,\n\talpha: number,\n): PhysicsPose {\n\tconst t = clampInterpolationAlpha(alpha);\n\n\t_previousQuaternion.set(\n\t\tprevious.rotation.x,\n\t\tprevious.rotation.y,\n\t\tprevious.rotation.z,\n\t\tprevious.rotation.w,\n\t);\n\t_currentQuaternion.set(\n\t\tcurrent.rotation.x,\n\t\tcurrent.rotation.y,\n\t\tcurrent.rotation.z,\n\t\tcurrent.rotation.w,\n\t);\n\t_renderQuaternion.slerpQuaternions(\n\t\t_previousQuaternion,\n\t\t_currentQuaternion,\n\t\tt,\n\t);\n\n\treturn {\n\t\tposition: {\n\t\t\tx: previous.position.x + (current.position.x - previous.position.x) * t,\n\t\t\ty: previous.position.y + (current.position.y - previous.position.y) * t,\n\t\t\tz: previous.position.z + (current.position.z - previous.position.z) * t,\n\t\t},\n\t\trotation: {\n\t\t\tx: _renderQuaternion.x,\n\t\t\ty: _renderQuaternion.y,\n\t\t\tz: _renderQuaternion.z,\n\t\t\tw: _renderQuaternion.w,\n\t\t},\n\t};\n}\n\nexport function getBodyPoseHistory(body: unknown): PhysicsPoseHistory | null {\n\tif (isRenderPoseProvider(body)) {\n\t\treturn body.getPoseHistory();\n\t}\n\tif (isPhysicsPoseReadable(body)) {\n\t\treturn directBodyPoseHistory.get(body as object) ?? null;\n\t}\n\treturn null;\n}\n\nexport function getBodyRenderPose(\n\tbody: PhysicsPoseReadable | PhysicsRenderPoseProvider,\n\talpha: number,\n): PhysicsPose {\n\tif (isRenderPoseProvider(body)) {\n\t\treturn body.getRenderPose(alpha);\n\t}\n\n\tconst history = directBodyPoseHistory.get(body as object);\n\tif (!history) {\n\t\treturn capturePhysicsPose(body);\n\t}\n\n\tconst latestPose = capturePhysicsPose(body);\n\tif (!posesEqual(latestPose, history.current)) {\n\t\tconst collapsed = collapseDirectBodyPoseHistory(body as object & PhysicsPoseReadable);\n\t\treturn clonePhysicsPose(collapsed.current);\n\t}\n\n\treturn interpolatePhysicsPose(history.previous, history.current, alpha);\n}\n\nfunction isPhysicsPoseReadable(value: unknown): value is PhysicsPoseReadable {\n\treturn (\n\t\tvalue != null &&\n\t\ttypeof value === 'object' &&\n\t\ttypeof (value as PhysicsPoseReadable).translation === 'function' &&\n\t\ttypeof (value as PhysicsPoseReadable).rotation === 'function'\n\t);\n}\n\nfunction isRenderPoseProvider(value: unknown): value is PhysicsRenderPoseProvider {\n\treturn (\n\t\tvalue != null &&\n\t\ttypeof value === 'object' &&\n\t\ttypeof (value as PhysicsRenderPoseProvider).getPoseHistory === 'function' &&\n\t\ttypeof (value as PhysicsRenderPoseProvider).getRenderPose === 'function'\n\t);\n}\n\nfunction posesEqual(a: PhysicsPose, b: PhysicsPose): boolean {\n\treturn (\n\t\ta.position.x === b.position.x &&\n\t\ta.position.y === b.position.y &&\n\t\ta.position.z === b.position.z &&\n\t\ta.rotation.x === b.rotation.x &&\n\t\ta.rotation.y === b.rotation.y &&\n\t\ta.rotation.z === b.rotation.z &&\n\t\ta.rotation.w === b.rotation.w\n\t);\n}\n","export * from './destructible-3d.descriptor';\nexport type {\n\tDestructiblePrebakeWorkerAPI,\n\tPlainBufferGeometryPayload,\n\tPlainFractureOptions,\n\tPrebakeWorkerRequest,\n\tPrebakeWorkerResponse,\n} from '../../destructible-prebake';\nexport {\n\tDestructibleMesh,\n\tFractureOptions,\n\ttype VoronoiOptions,\n} from 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@@ -0,0 +1,44 @@
1
+ // src/lib/behaviors/jumper-3d/components.ts
2
+ function createJumpConfig3D(options = {}) {
3
+ return {
4
+ jumpHeight: options.jumpHeight ?? 2.5,
5
+ gravity: options.gravity ?? 20,
6
+ maxFallSpeed: options.maxFallSpeed,
7
+ maxJumps: options.maxJumps ?? 1,
8
+ resetJumpsOnGround: options.resetJumpsOnGround ?? true,
9
+ resetJumpsOnWall: options.resetJumpsOnWall,
10
+ coyoteTimeMs: options.coyoteTimeMs ?? 100,
11
+ jumpBufferMs: options.jumpBufferMs ?? 80,
12
+ minTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,
13
+ variableJump: options.variableJump,
14
+ planar: options.planar,
15
+ fall: options.fall
16
+ };
17
+ }
18
+ function createJumpInput3D() {
19
+ return {
20
+ jumpPressed: false,
21
+ jumpHeld: false,
22
+ jumpReleased: false,
23
+ moveDirWorld: void 0,
24
+ fastFall: false
25
+ };
26
+ }
27
+ function createJumpState3D() {
28
+ return {
29
+ jumpsUsed: 0,
30
+ lastJumpTimeMs: 0,
31
+ bufferedJumpMs: 0,
32
+ coyoteMs: 0,
33
+ isJumping: false,
34
+ jumpHoldMs: 0,
35
+ jumpCutApplied: false
36
+ };
37
+ }
38
+
39
+ export {
40
+ createJumpConfig3D,
41
+ createJumpInput3D,
42
+ createJumpState3D
43
+ };
44
+ //# sourceMappingURL=chunk-DYLH6K7B.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/jumper-3d/components.ts"],"sourcesContent":["/**\n * Jumper 3D ECS Components\n *\n * Type definitions and factory functions for the 3D jump behavior system.\n *\n * - JumpConfig3D: tunable parameters (stored as the capability component)\n * - JumpInput3D: per-tick intent written by the player/AI controller\n * - JumpContext3D: per-tick snapshot provided by the system adapter\n * - JumpState3D: internal runtime state owned by the behavior\n */\n\nimport type { Vector3 } from 'three';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Vec3-like interface for cross-library compatibility\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Vec3Like {\n\tx: number;\n\ty: number;\n\tz: number;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpConfig3D (capability / configuration)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpConfig3D {\n\t/** Desired peak height in world units */\n\tjumpHeight: number;\n\t/** Gravity magnitude (positive, e.g. 20) */\n\tgravity: number;\n\t/** Terminal fall speed magnitude (optional) */\n\tmaxFallSpeed?: number;\n\n\t/** 1 = single jump, 2 = double, etc. */\n\tmaxJumps: number;\n\t/** Reset jump counter when grounded (usually true) */\n\tresetJumpsOnGround: boolean;\n\t/** Reset jump counter on wall contact (future wall-jump support) */\n\tresetJumpsOnWall?: boolean;\n\n\t/** Grace period after leaving ground where first jump is still allowed (ms) */\n\tcoyoteTimeMs: number;\n\t/** Queue a jump press this many ms before landing (ms) */\n\tjumpBufferMs: number;\n\t/** Optional cooldown between consecutive jumps (ms) */\n\tminTimeBetweenJumpsMs?: number;\n\n\t/** Variable jump height via early release */\n\tvariableJump?: {\n\t\tenabled: boolean;\n\t\t/** Gravity multiplier applied when jump is released early while ascending */\n\t\tcutGravityMultiplier: number;\n\t\t/** Max hold duration before the cut triggers automatically (ms, optional) */\n\t\tmaxHoldMs?: number;\n\t};\n\n\t/** Optional planar (XZ) launch / air-control overrides */\n\tplanar?: {\n\t\t/** One-time planar speed applied at takeoff */\n\t\tlaunchPlanarSpeed?: number;\n\t\t/** If true, preserve current planar speed instead of replacing it */\n\t\tpreservePlanarSpeed?: boolean;\n\t\tairControl?: {\n\t\t\tmaxPlanarSpeed: number;\n\t\t\t/** Acceleration per second while airborne */\n\t\t\tacceleration: number;\n\t\t\t/** Deceleration per second when no input */\n\t\t\tdeceleration: number;\n\t\t};\n\t};\n\n\t/** Snappier descent tuning */\n\tfall?: {\n\t\t/** Gravity multiplier while falling (e.g. 1.5-2.5) */\n\t\tfallGravityMultiplier: number;\n\t\t/** Additional multiplier when fast-fall input is held */\n\t\tfastFallMultiplier?: number;\n\t};\n}\n\nexport function createJumpConfig3D(\n\toptions: Partial<JumpConfig3D> = {},\n): JumpConfig3D {\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\tresetJumpsOnWall: options.resetJumpsOnWall,\n\t\tcoyoteTimeMs: options.coyoteTimeMs ?? 100,\n\t\tjumpBufferMs: options.jumpBufferMs ?? 80,\n\t\tminTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,\n\t\tvariableJump: options.variableJump,\n\t\tplanar: options.planar,\n\t\tfall: options.fall,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpInput3D (intent)\n// Written by: Player controller, AI controller\n// Read by: Jumper3DBehavior\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpInput3D {\n\t/** True on the frame the jump button is first pressed (rising edge) */\n\tjumpPressed: boolean;\n\t/** True while the jump button is held down */\n\tjumpHeld: boolean;\n\t/** True on the frame the jump button is released (falling edge) */\n\tjumpReleased: boolean;\n\t/** Desired planar direction in world space (camera-relative), optional */\n\tmoveDirWorld?: Vec3Like;\n\t/** Hold to drop faster (e.g. crouch / down input) */\n\tfastFall?: boolean;\n}\n\nexport function createJumpInput3D(): JumpInput3D {\n\treturn {\n\t\tjumpPressed: false,\n\t\tjumpHeld: false,\n\t\tjumpReleased: false,\n\t\tmoveDirWorld: undefined,\n\t\tfastFall: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpContext3D (per-tick snapshot from entity / controller)\n// Built by the system adapter — never written to by user code.\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpContext3D {\n\t/** Frame delta in seconds */\n\tdt: number;\n\t/** World up direction (usually 0,1,0) */\n\tup: Vec3Like;\n\t/** Current vertical (Y) velocity of the entity */\n\tvelocityY: number;\n\t/** Current horizontal velocity of the entity (read from body) */\n\thorizontalVelocity: { x: number; z: number };\n\t/** Whether the entity is on the ground */\n\tisGrounded: boolean;\n\t/** Surface normal at ground contact (optional) */\n\tgroundNormal?: Vec3Like;\n\t/** Time since entity was last grounded (ms) */\n\ttimeSinceGroundedMs: number;\n\n\t/** Set only the vertical (Y) component of velocity */\n\tsetVerticalVelocity(y: number): void;\n\t/** Set only the horizontal (X/Z) components of velocity */\n\tsetHorizontalVelocity(x: number, z: number): void;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpState3D (internal runtime state)\n// Owned and mutated exclusively by Jumper3DBehavior.tick()\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpState3D {\n\t/** Number of jumps consumed since last reset */\n\tjumpsUsed: number;\n\t/** Timestamp (ms) of the most recent jump execution */\n\tlastJumpTimeMs: number;\n\t/** Remaining ms in the jump-buffer window (counts down) */\n\tbufferedJumpMs: number;\n\t/** Remaining ms in the coyote-time window (counts down) */\n\tcoyoteMs: number;\n\t/** True while the entity is in a jump arc (ascending phase) */\n\tisJumping: boolean;\n\t/** Elapsed ms since jump button was first held (for variable jump) */\n\tjumpHoldMs: number;\n\t/** Whether the variable-jump cut has already been applied this jump */\n\tjumpCutApplied: boolean;\n}\n\nexport function createJumpState3D(): JumpState3D {\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"],"mappings":";AAkFO,SAAS,mBACf,UAAiC,CAAC,GACnB;AACf,SAAO;AAAA,IACN,YAAY,QAAQ,cAAc;AAAA,IAClC,SAAS,QAAQ,WAAW;AAAA,IAC5B,cAAc,QAAQ;AAAA,IACtB,UAAU,QAAQ,YAAY;AAAA,IAC9B,oBAAoB,QAAQ,sBAAsB;AAAA,IAClD,kBAAkB,QAAQ;AAAA,IAC1B,cAAc,QAAQ,gBAAgB;AAAA,IACtC,cAAc,QAAQ,gBAAgB;AAAA,IACtC,uBAAuB,QAAQ;AAAA,IAC/B,cAAc,QAAQ;AAAA,IACtB,QAAQ,QAAQ;AAAA,IAChB,MAAM,QAAQ;AAAA,EACf;AACD;AAqBO,SAAS,oBAAiC;AAChD,SAAO;AAAA,IACN,aAAa;AAAA,IACb,UAAU;AAAA,IACV,cAAc;AAAA,IACd,cAAc;AAAA,IACd,UAAU;AAAA,EACX;AACD;AAmDO,SAAS,oBAAiC;AAChD,SAAO;AAAA,IACN,WAAW;AAAA,IACX,gBAAgB;AAAA,IAChB,gBAAgB;AAAA,IAChB,UAAU;AAAA,IACV,WAAW;AAAA,IACX,YAAY;AAAA,IACZ,gBAAgB;AAAA,EACjB;AACD;","names":[]}
@@ -0,0 +1,27 @@
1
+ // src/lib/behaviors/top-down-movement/components.ts
2
+ function createTopDownMovementComponent(options = {}) {
3
+ return {
4
+ moveSpeed: options.moveSpeed ?? 8
5
+ };
6
+ }
7
+ function createTopDownMovementInputComponent() {
8
+ return {
9
+ moveX: 0,
10
+ moveY: 0,
11
+ faceX: 0,
12
+ faceY: 0
13
+ };
14
+ }
15
+ function createTopDownMovementStateComponent() {
16
+ return {
17
+ facingAngle: 0,
18
+ moving: false
19
+ };
20
+ }
21
+
22
+ export {
23
+ createTopDownMovementComponent,
24
+ createTopDownMovementInputComponent,
25
+ createTopDownMovementStateComponent
26
+ };
27
+ //# sourceMappingURL=chunk-EIWQM6U3.js.map
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+ {"version":3,"sources":["../src/lib/behaviors/top-down-movement/components.ts"],"sourcesContent":["export interface TopDownMovementComponent {\n\tmoveSpeed: number;\n}\n\nexport function createTopDownMovementComponent(\n\toptions: Partial<TopDownMovementComponent> = {},\n): TopDownMovementComponent {\n\treturn {\n\t\tmoveSpeed: options.moveSpeed ?? 8,\n\t};\n}\n\nexport interface TopDownMovementInputComponent {\n\tmoveX: number;\n\tmoveY: number;\n\tfaceX: number;\n\tfaceY: number;\n}\n\nexport function createTopDownMovementInputComponent(): TopDownMovementInputComponent {\n\treturn {\n\t\tmoveX: 0,\n\t\tmoveY: 0,\n\t\tfaceX: 0,\n\t\tfaceY: 0,\n\t};\n}\n\nexport interface TopDownMovementStateComponent {\n\tfacingAngle: number;\n\tmoving: boolean;\n}\n\nexport function createTopDownMovementStateComponent(): TopDownMovementStateComponent {\n\treturn {\n\t\tfacingAngle: 0,\n\t\tmoving: false,\n\t};\n}\n"],"mappings":";AAIO,SAAS,+BACf,UAA6C,CAAC,GACnB;AAC3B,SAAO;AAAA,IACN,WAAW,QAAQ,aAAa;AAAA,EACjC;AACD;AASO,SAAS,sCAAqE;AACpF,SAAO;AAAA,IACN,OAAO;AAAA,IACP,OAAO;AAAA,IACP,OAAO;AAAA,IACP,OAAO;AAAA,EACR;AACD;AAOO,SAAS,sCAAqE;AACpF,SAAO;AAAA,IACN,aAAa;AAAA,IACb,QAAQ;AAAA,EACT;AACD;","names":[]}
@@ -0,0 +1,14 @@
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+ // src/lib/behaviors/behavior-descriptor.ts
2
+ function defineBehavior(config) {
3
+ return {
4
+ key: /* @__PURE__ */ Symbol.for(`zylem:behavior:${config.name}`),
5
+ defaultOptions: config.defaultOptions,
6
+ systemFactory: config.systemFactory,
7
+ createHandle: config.createHandle
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+ };
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+ }
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+
11
+ export {
12
+ defineBehavior
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+ };
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+ //# sourceMappingURL=chunk-EZNCCO4L.js.map
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+ {"version":3,"sources":["../src/lib/behaviors/behavior-descriptor.ts"],"sourcesContent":["/**\n * BehaviorDescriptor\n *\n * Type-safe behavior descriptors that provide options inference.\n * Used with entity.use() to declaratively attach behaviors to entities.\n *\n * Each behavior can define its own handle type via `createHandle`,\n * providing behavior-specific methods with full type safety.\n */\n\nimport type { BehaviorSystemFactory } from './behavior-system';\n\n/**\n * Base handle returned by entity.use() for lazy access to behavior runtime.\n * FSM is null until entity is spawned and components are initialized.\n */\nexport interface BaseBehaviorHandle<\n O extends Record<string, any> = Record<string, any>,\n> {\n /** Get the FSM instance (null until entity is spawned) */\n getFSM(): any | null;\n /** Get the current options */\n getOptions(): O;\n /** Access the underlying behavior ref */\n readonly ref: BehaviorRef<O>;\n}\n\n/**\n * Reference to a behavior stored on an entity\n */\nexport interface BehaviorRef<\n O extends Record<string, any> = Record<string, any>,\n> {\n /** The behavior descriptor */\n descriptor: BehaviorDescriptor<O, any>;\n /** Merged options (defaults + overrides) */\n options: O;\n /** Optional FSM instance - set lazily when entity is spawned */\n fsm?: any;\n}\n\n/**\n * A typed behavior descriptor that associates a symbol key with:\n * - Default options (providing type inference)\n * - A system factory to create the behavior system\n * - An optional handle factory for behavior-specific methods\n */\nexport interface BehaviorDescriptor<\n O extends Record<string, any> = Record<string, any>,\n H extends Record<string, any> = Record<string, never>,\n I = unknown,\n> {\n /** Unique symbol identifying this behavior */\n readonly key: symbol;\n /** Default options (used for type inference) */\n readonly defaultOptions: O;\n /** Factory to create the behavior system */\n readonly systemFactory: any;\n /**\n * Optional factory to create behavior-specific handle methods.\n * These methods are merged into the handle returned by entity.use().\n */\n readonly createHandle?: (ref: any) => H;\n}\n\n/**\n * The full handle type returned by entity.use().\n * Combines base handle with behavior-specific methods.\n */\nexport type BehaviorHandle<\n O extends Record<string, any> = Record<string, any>,\n H extends Record<string, any> = Record<string, never>,\n> = BaseBehaviorHandle<O> & H;\n\n/**\n * Configuration for defining a new behavior\n */\nexport interface DefineBehaviorConfig<\n O extends Record<string, any>,\n H extends Record<string, any> = Record<string, never>,\n I = unknown,\n> {\n /** Human-readable name for debugging */\n name: string;\n /** Default options - these define the type */\n defaultOptions: O;\n /** Factory function to create the system */\n systemFactory: BehaviorSystemFactory;\n /**\n * Optional factory to create behavior-specific handle methods.\n * The returned object is merged into the handle returned by entity.use().\n *\n * @example\n * ```typescript\n * createHandle: (ref) => ({\n * getLastHits: () => ref.fsm?.getLastHits() ?? null,\n * getMovement: (moveX, moveY) => ref.fsm?.getMovement(moveX, moveY) ?? { moveX, moveY },\n * }),\n * ```\n */\n createHandle?: (ref: BehaviorRef<O>) => H;\n}\n\n/**\n * Define a typed behavior descriptor.\n *\n * @example\n * ```typescript\n * export const WorldBoundary2DBehavior = defineBehavior({\n * name: 'world-boundary-2d',\n * defaultOptions: { boundaries: { top: 0, bottom: 0, left: 0, right: 0 } },\n * systemFactory: (ctx) => new WorldBoundary2DSystem(ctx.world),\n * createHandle: (ref) => ({\n * getLastHits: () => ref.fsm?.getLastHits() ?? null,\n * getMovement: (moveX: number, moveY: number) =>\n * ref.fsm?.getMovement(moveX, moveY) ?? { moveX, moveY },\n * }),\n * });\n *\n * // Usage - handle has getLastHits and getMovement with full types\n * const boundary = ship.use(WorldBoundary2DBehavior, { ... });\n * const hits = boundary.getLastHits(); // Fully typed!\n * ```\n */\nexport function defineBehavior<\n O extends Record<string, any>,\n H extends Record<string, any> = Record<string, never>,\n I = unknown,\n>(\n config: DefineBehaviorConfig<O, H, I>,\n): BehaviorDescriptor<O, H, I> {\n return {\n key: Symbol.for(`zylem:behavior:${config.name}`),\n defaultOptions: config.defaultOptions,\n systemFactory: config.systemFactory,\n createHandle: config.createHandle,\n };\n}\n"],"mappings":";AA4HO,SAAS,eAKd,QAC6B;AAC7B,SAAO;AAAA,IACL,KAAK,uBAAO,IAAI,kBAAkB,OAAO,IAAI,EAAE;AAAA,IAC/C,gBAAgB,OAAO;AAAA,IACvB,eAAe,OAAO;AAAA,IACtB,cAAc,OAAO;AAAA,EACvB;AACF;","names":[]}