@zylem/behaviors 0.3.1 → 0.4.1
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/behavior-system-y8SGrGWy.d.ts +580 -0
- package/dist/{chunk-ARJWUNRE.js → chunk-27UPCP5B.js} +10 -10
- package/dist/{chunk-ARJWUNRE.js.map → chunk-27UPCP5B.js.map} +1 -1
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- package/dist/{chunk-ZPSAXX73.js → chunk-5SM5SH5O.js} +26 -26
- package/dist/chunk-5SM5SH5O.js.map +1 -0
- package/dist/{chunk-STCCNLPC.js → chunk-5XZWTFGF.js} +5 -3
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- package/dist/{chunk-RTRVBEIB.js → chunk-FTDZAKZW.js} +5 -18
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- package/dist/{chunk-XIJNE67Y.js → chunk-GFARAJV2.js} +3 -5
- package/dist/{chunk-XIJNE67Y.js.map → chunk-GFARAJV2.js.map} +1 -1
- package/dist/{chunk-VAN4WW3F.js → chunk-H4TJ7X4O.js} +4 -7
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- package/dist/{chunk-KS72RZHX.js → chunk-IZJFUAXB.js} +1 -1
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- package/dist/{chunk-SVLNF434.js → chunk-JXMF4NUI.js} +51 -3
- package/dist/chunk-JXMF4NUI.js.map +1 -0
- package/dist/chunk-KFFETUAL.js +40 -0
- package/dist/chunk-KFFETUAL.js.map +1 -0
- package/dist/chunk-LL4FLHIY.js +12 -0
- package/dist/chunk-LL4FLHIY.js.map +1 -0
- package/dist/{chunk-RTVRUNYR.js → chunk-OTLSUYQQ.js} +2 -2
- package/dist/chunk-OTLSUYQQ.js.map +1 -0
- package/dist/{chunk-Y6UJOUE5.js → chunk-Q75LKHDF.js} +14 -2
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- package/dist/{chunk-KOZUNIIE.js → chunk-QDCJLJUV.js} +10 -10
- package/dist/{chunk-KOZUNIIE.js.map → chunk-QDCJLJUV.js.map} +1 -1
- package/dist/{chunk-LD5SMIB3.js → chunk-QVCMJ4Q2.js} +1 -1
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- package/dist/{chunk-F3KRX2V4.js → chunk-RDHSHEZM.js} +46 -24
- package/dist/chunk-RDHSHEZM.js.map +1 -0
- package/dist/chunk-UIG7MWS2.js +518 -0
- package/dist/chunk-UIG7MWS2.js.map +1 -0
- package/dist/{chunk-6C6NXNEW.js → chunk-UL6Q5HDP.js} +25 -3
- package/dist/chunk-UL6Q5HDP.js.map +1 -0
- package/dist/{chunk-XG2YMCJW.js → chunk-VMQHNJJI.js} +6 -8
- package/dist/{chunk-XG2YMCJW.js.map → chunk-VMQHNJJI.js.map} +1 -1
- package/dist/{chunk-GCNRXAKH.js → chunk-XP3ASVGJ.js} +13 -10
- package/dist/chunk-XP3ASVGJ.js.map +1 -0
- package/dist/{chunk-ID5QJYF5.js → chunk-Y7YIAWPW.js} +11 -1
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- package/dist/{chunk-4I6E6DGV.js → chunk-Z72F2ENM.js} +6 -8
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- package/dist/{chunk-FPTWVCPN.js → chunk-ZA43LPRM.js} +4 -24
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- package/dist/{chunk-K3UNLQ7W.js → chunk-ZRQWSURL.js} +2 -2
- package/dist/chunk-ZRQWSURL.js.map +1 -0
- package/dist/cooldown.d.ts +2 -1
- package/dist/cooldown.js +1 -1
- package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
- package/dist/coordinators/boundary-ricochet-3d.js +2 -1
- package/dist/coordinators/boundary-ricochet.d.ts +9 -7
- package/dist/coordinators/boundary-ricochet.js +2 -1
- package/dist/coordinators/first-person-shooter.d.ts +9 -8
- package/dist/coordinators/first-person-shooter.js +3 -3
- package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
- package/dist/coordinators/multidirectional-space-shooter.js +4 -4
- package/dist/coordinators/top-down-shooter.d.ts +9 -8
- package/dist/coordinators/top-down-shooter.js +3 -3
- package/dist/core.d.ts +4 -4
- package/dist/core.js +17 -39
- package/dist/core.js.map +1 -1
- package/dist/destructible-3d.d.ts +2 -1
- package/dist/first-person.d.ts +12 -12
- package/dist/first-person.js +9 -8
- package/dist/index.d.ts +37 -14
- package/dist/index.js +73 -44
- package/dist/jumper-2d.d.ts +7 -6
- package/dist/jumper-2d.js +6 -5
- package/dist/jumper-3d.d.ts +12 -11
- package/dist/jumper-3d.js +7 -6
- package/dist/{moveable-BCRpjAQb.d.ts → moveable-Cl9h-_w7.d.ts} +2 -78
- package/dist/particle-emitter.d.ts +1 -1
- package/dist/particle-emitter.js +1 -1
- package/dist/platformer-2d.d.ts +306 -0
- package/dist/platformer-2d.js +24 -0
- package/dist/platformer-3d.d.ts +74 -87
- package/dist/platformer-3d.js +5 -4
- package/dist/ricochet-2d.d.ts +1 -1
- package/dist/ricochet-2d.js +2 -2
- package/dist/ricochet-3d.d.ts +1 -1
- package/dist/ricochet-3d.js +2 -2
- package/dist/runtime-2d.d.ts +93 -2
- package/dist/runtime-2d.js +145 -22
- package/dist/runtime-2d.js.map +1 -1
- package/dist/screen-visibility.d.ts +2 -1
- package/dist/screen-wrap.d.ts +2 -1
- package/dist/screen-wrap.js +1 -1
- package/dist/shooter-2d.d.ts +5 -3
- package/dist/shooter-2d.js +2 -2
- package/dist/shooter-fire-DGripl0z.d.ts +55 -0
- package/dist/thruster.d.ts +8 -18
- package/dist/thruster.js +6 -6
- package/dist/top-down-movement.d.ts +7 -4
- package/dist/top-down-movement.js +5 -5
- package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-B85d5u7-.d.ts} +1 -1
- package/dist/world-boundary-2d.d.ts +2 -1
- package/dist/world-boundary-2d.js +2 -2
- package/dist/world-boundary-3d.d.ts +2 -1
- package/dist/world-boundary-3d.js +2 -2
- package/package.json +7 -5
- package/dist/behavior-system-DYbx-x_-.d.ts +0 -307
- package/dist/chunk-2C3Z5GE7.js +0 -176
- package/dist/chunk-2C3Z5GE7.js.map +0 -1
- package/dist/chunk-2CLT36VB.js.map +0 -1
- package/dist/chunk-3PYGRHAL.js +0 -35
- package/dist/chunk-3PYGRHAL.js.map +0 -1
- package/dist/chunk-6C6NXNEW.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-ID5QJYF5.js.map +0 -1
- package/dist/chunk-JAN34G6S.js.map +0 -1
- package/dist/chunk-K3UNLQ7W.js.map +0 -1
- package/dist/chunk-OYWFPIHF.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-VAN4WW3F.js.map +0 -1
- package/dist/chunk-Y6UJOUE5.js.map +0 -1
- package/dist/chunk-YUO6SKJD.js.map +0 -1
- package/dist/chunk-ZPSAXX73.js.map +0 -1
- package/dist/runtime-pong.d.ts +0 -92
- package/dist/runtime-pong.js +0 -38
- /package/dist/{runtime-pong.js.map → platformer-2d.js.map} +0 -0
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{"version":3,"sources":["../src/lib/behaviors/jumper-3d/jumper-3d.behavior.ts","../src/lib/behaviors/jumper-3d/jumper-3d-fsm.ts","../src/lib/behaviors/jumper-3d/jumper-3d.descriptor.ts"],"sourcesContent":["/**\n * Jumper 3D Behavior — Pure Jump Physics\n *\n * A stateless tick function that receives configuration, input, context, and\n * state, then applies jump physics through the context's velocity helpers.\n *\n * Vertical velocity (Y) is owned exclusively by this behavior.\n * Horizontal velocity (X/Z) is only touched when airborne planar control\n * is configured; otherwise the movement controller owns X/Z.\n */\n\nimport type {\n\tJumpConfig3D,\n\tJumpInput3D,\n\tJumpContext3D,\n\tJumpState3D,\n} from './components';\n\n/** v = sqrt(2 * g * h) */\nfunction jumpVelocityFromHeight(gravity: number, height: number): number {\n\treturn Math.sqrt(2 * gravity * height);\n}\n\nfunction planarSpeed(x: number, z: number): number {\n\treturn Math.sqrt(x * x + z * z);\n}\n\nfunction normalizeMut(v: { x: number; y: number; z: number }): number {\n\tconst len = Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z);\n\tif (len > 1e-6) {\n\t\tv.x /= len;\n\t\tv.y /= len;\n\t\tv.z /= len;\n\t}\n\treturn len;\n}\n\nexport class Jumper3DBehavior {\n\t/**\n\t * Advance the jump system by one frame.\n\t *\n\t * Call order within a frame:\n\t * 1. Movement controller writes X/Z via transformStore.dirty.velocityX/Z.\n\t * 2. `tick()` writes Y via ctx.setVerticalVelocity().\n\t * (Optionally writes X/Z when airborne planar control is active.)\n\t */\n\ttick(\n\t\tconfig: JumpConfig3D,\n\t\tinput: JumpInput3D,\n\t\tctx: JumpContext3D,\n\t\tstate: JumpState3D,\n\t): JumperTickResult {\n\t\tconst dtMs = ctx.dt * 1000;\n\t\tconst now = performance.now();\n\t\tlet event: JumperTickEvent = JumperTickEvent.None;\n\t\tlet jumpedThisFrame = false;\n\n\t\t// ── 1. Ground-contact bookkeeping ──────────────────────────────────\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 = JumperTickEvent.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\t// ── 2. Jump buffer ─────────────────────────────────────────────────\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\t// ── 3. Variable-jump hold tracking ─────────────────────────────────\n\t\tif (state.isJumping && input.jumpHeld) {\n\t\t\tstate.jumpHoldMs += dtMs;\n\t\t}\n\n\t\t// ── 4. Jump eligibility & execution ────────────────────────────────\n\t\tconst wantsJump = state.bufferedJumpMs > 0;\n\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\n\t\t\tconst cooldownOk =\n\t\t\t\tconfig.minTimeBetweenJumpsMs == null ||\n\t\t\t\tnow - state.lastJumpTimeMs >= config.minTimeBetweenJumpsMs;\n\n\t\t\tif (wantsJump && canJump && cooldownOk) {\n\t\t\t\tconst vy = jumpVelocityFromHeight(config.gravity, config.jumpHeight);\n\n\t\t\t\tctx.setVerticalVelocity(vy);\n\t\t\t\tjumpedThisFrame = true;\n\n\t\t\tif (config.planar?.launchPlanarSpeed != null && !config.planar.preservePlanarSpeed) {\n\t\t\t\tconst dir = input.moveDirWorld;\n\t\t\t\tif (dir && (Math.abs(dir.x) > 1e-6 || Math.abs(dir.z) > 1e-6)) {\n\t\t\t\t\tconst d = { x: dir.x, y: 0, z: dir.z };\n\t\t\t\t\tnormalizeMut(d);\n\t\t\t\t\tctx.setHorizontalVelocity(\n\t\t\t\t\t\td.x * config.planar.launchPlanarSpeed,\n\t\t\t\t\t\td.z * config.planar.launchPlanarSpeed,\n\t\t\t\t\t);\n\t\t\t\t}\n\t\t\t}\n\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\n\t\t\tevent = JumperTickEvent.Jump;\n\t\t}\n\n\t\t// ── 5. Gravity (with variable-jump and fall multipliers) ───────────\n\t\t// Treat a jump-launch frame as airborne so we don't immediately clamp\n\t\t// the freshly applied jump velocity back to zero.\n\t\tif (!ctx.isGrounded || jumpedThisFrame) {\n\t\t\tlet gravityMul = 1;\n\t\t\tconst vy = ctx.velocityY;\n\t\t\tconst isFalling = vy < 0;\n\n\t\t\tif (isFalling) {\n\t\t\t\tgravityMul = config.fall?.fallGravityMultiplier ?? 1;\n\t\t\t\tif (input.fastFall && config.fall?.fastFallMultiplier != null) {\n\t\t\t\t\tgravityMul *= config.fall.fastFallMultiplier;\n\t\t\t\t}\n\t\t\t\tif (event !== JumperTickEvent.Land) {\n\t\t\t\t\tevent = JumperTickEvent.Fall;\n\t\t\t\t}\n\t\t\t} else if (state.isJumping) {\n\t\t\t\tconst vj = config.variableJump;\n\t\t\t\tif (vj?.enabled && !state.jumpCutApplied) {\n\t\t\t\t\tconst holdExpired =\n\t\t\t\t\t\tvj.maxHoldMs != null && state.jumpHoldMs >= vj.maxHoldMs;\n\t\t\t\t\tif (!input.jumpHeld || holdExpired) {\n\t\t\t\t\t\tgravityMul = vj.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 newVy = ctx.velocityY - config.gravity * gravityMul * ctx.dt;\n\n\t\t\tif (config.maxFallSpeed != null) {\n\t\t\t\tnewVy = Math.max(-config.maxFallSpeed, newVy);\n\t\t\t}\n\n\t\t\tctx.setVerticalVelocity(newVy);\n\t\t} else {\n\t\t\t// Grounded: clamp Y to 0 so the entity doesn't drift\n\t\t\tctx.setVerticalVelocity(0);\n\t\t}\n\n\t\t// ── 6. Airborne planar control ─────────────────────────────────────\n\t\tconst airCtrl = config.planar?.airControl;\n\t\tif (airCtrl && !ctx.isGrounded) {\n\t\t\tconst dir = input.moveDirWorld;\n\t\t\tconst hasDir = dir && (Math.abs(dir.x) > 1e-6 || Math.abs(dir.z) > 1e-6);\n\n\t\t\tlet vx = ctx.horizontalVelocity.x;\n\t\t\tlet vz = ctx.horizontalVelocity.z;\n\n\t\t\tif (hasDir) {\n\t\t\t\tconst d = { x: dir!.x, y: 0, z: dir!.z };\n\t\t\t\tnormalizeMut(d);\n\n\t\t\t\tvx += d.x * airCtrl.acceleration * ctx.dt;\n\t\t\t\tvz += d.z * airCtrl.acceleration * ctx.dt;\n\n\t\t\t\tconst speed = Math.sqrt(vx * vx + vz * vz);\n\t\t\t\tif (speed > airCtrl.maxPlanarSpeed) {\n\t\t\t\t\tconst scale = airCtrl.maxPlanarSpeed / speed;\n\t\t\t\t\tvx *= scale;\n\t\t\t\t\tvz *= scale;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tconst speed = planarSpeed(vx, vz);\n\t\t\t\tif (speed > 1e-6) {\n\t\t\t\t\tconst decel = Math.min(airCtrl.deceleration * ctx.dt, speed);\n\t\t\t\t\tconst scale = (speed - decel) / speed;\n\t\t\t\t\tvx *= scale;\n\t\t\t\t\tvz *= scale;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tctx.setHorizontalVelocity(vx, vz);\n\t\t}\n\n\t\treturn { event };\n\t}\n}\n\n/** Events emitted by a single tick (used by FSM). */\nexport enum JumperTickEvent {\n\tNone = 'none',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface JumperTickResult {\n\tevent: JumperTickEvent;\n}\n","/**\n * Jumper 3D Finite State Machine\n *\n * Three high-level states driven by events emitted from the behavior tick:\n * Grounded ──Jump──▶ Jumping\n * Grounded ──Fall──▶ Falling (walked off a ledge)\n * Jumping ──Fall──▶ Falling (apex / descending)\n * Jumping ──Jump──▶ Jumping (multi-jump)\n * Jumping ──Land──▶ Grounded (rare — very short hop)\n * Falling ──Land──▶ Grounded\n * Falling ──Jump──▶ Jumping (air-jump while falling)\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { JumpState3D } from './components';\n\nexport enum Jumper3DState {\n\tGrounded = 'grounded',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n}\n\nexport enum Jumper3DEvent {\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n}\n\nexport interface Jumper3DFSMContext {\n\tstate: JumpState3D;\n}\n\nexport class Jumper3DFSM {\n\tmachine: SyncStateMachine<Jumper3DState, Jumper3DEvent, never>;\n\n\tconstructor(private ctx: Jumper3DFSMContext) {\n\t\tthis.machine = new SyncStateMachine<Jumper3DState, Jumper3DEvent, never>(\n\t\t\tJumper3DState.Grounded,\n\t\t\t[\n\t\t\t\t// Grounded\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t\tt(Jumper3DState.Grounded, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\n\t\t\t\t// Jumping\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\t\t\t\tt(Jumper3DState.Jumping, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\n\t\t\t\t// Falling\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Land, Jumper3DState.Grounded),\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Jump, Jumper3DState.Jumping),\n\t\t\t\tt(Jumper3DState.Falling, Jumper3DEvent.Fall, Jumper3DState.Falling),\n\t\t\t],\n\t\t);\n\t}\n\n\tgetState(): Jumper3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\tdispatch(event: Jumper3DEvent): 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() === Jumper3DState.Jumping;\n\t}\n\n\tisFalling(): boolean {\n\t\treturn this.getState() === Jumper3DState.Falling;\n\t}\n\n\tisGrounded(): boolean {\n\t\treturn this.getState() === Jumper3DState.Grounded;\n\t}\n\n\tgetJumpsUsed(): number {\n\t\treturn this.ctx.state.jumpsUsed;\n\t}\n\n\t/**\n\t * Translate a tick event into an FSM dispatch.\n\t * Also handles the implicit Grounded→Falling transition when the entity\n\t * is no longer grounded but no explicit event was emitted (e.g. walked\n\t * off a ledge without jumping).\n\t */\n\tapplyTickEvent(tickEvent: string, isGrounded: boolean): void {\n\t\tswitch (tickEvent) {\n\t\t\tcase 'jump':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Jump);\n\t\t\t\tbreak;\n\t\t\tcase 'fall':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Fall);\n\t\t\t\tbreak;\n\t\t\tcase 'land':\n\t\t\t\tthis.dispatch(Jumper3DEvent.Land);\n\t\t\t\tbreak;\n\t\t\tdefault:\n\t\t\t\t// No explicit event — detect implicit fall\n\t\t\t\tif (!isGrounded && this.getState() === Jumper3DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper3DEvent.Fall);\n\t\t\t\t}\n\t\t\t\tif (isGrounded && this.getState() !== Jumper3DState.Grounded) {\n\t\t\t\t\tthis.dispatch(Jumper3DEvent.Land);\n\t\t\t\t}\n\t\t\t\tbreak;\n\t\t}\n\t}\n}\n","/**\n * Jumper 3D Behavior Descriptor\n *\n * Type-safe descriptor for the jumper-3d behavior system.\n * Provides `entity.use()` API for composable 3D jumping.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { setVelocityIntent } from '../../actions/capabilities/velocity-intents';\nimport { Jumper3DBehavior } from './jumper-3d.behavior';\nimport { Jumper3DFSM, Jumper3DState } from './jumper-3d-fsm';\nimport {\n\tGroundProbe3D,\n\tgetGroundAnchorOffsetY,\n\tgetGroundSnapTargetY,\n\ttype GroundProbeSupportHit,\n} from '../shared/ground-probe-3d';\nimport {\n\tcreateJumpConfig3D,\n\tcreateJumpInput3D,\n\tcreateJumpState3D,\n\ttype JumpConfig3D,\n\ttype JumpInput3D,\n\ttype JumpState3D,\n\ttype JumpContext3D,\n} from './components';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Options exposed through entity.use()\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Jumper3DBehaviorOptions {\n\t/** Desired peak height in world units (default: 2.5) */\n\tjumpHeight?: number;\n\t/** Gravity magnitude applied by the behavior (default: 20) */\n\tgravity?: number;\n\t/** Terminal fall speed (optional) */\n\tmaxFallSpeed?: number;\n\t/** Max concurrent jumps, 1 = single, 2 = double, etc. (default: 1) */\n\tmaxJumps?: number;\n\t/** Reset jump counter on ground (default: true) */\n\tresetJumpsOnGround?: boolean;\n\t/** Reset jump counter on wall contact (default: undefined) */\n\tresetJumpsOnWall?: boolean;\n\t/** Coyote time in ms (default: 100) */\n\tcoyoteTimeMs?: number;\n\t/** Jump buffer in ms (default: 80) */\n\tjumpBufferMs?: number;\n\t/** Min cooldown between jumps in ms (optional) */\n\tminTimeBetweenJumpsMs?: number;\n\t/** Variable jump height config (optional) */\n\tvariableJump?: JumpConfig3D['variableJump'];\n\t/** Planar control config (optional) */\n\tplanar?: JumpConfig3D['planar'];\n\t/** Fall tuning (optional) */\n\tfall?: JumpConfig3D['fall'];\n\t/** Ground-detection ray length (default: 1.0) */\n\tgroundRayLength?: number;\n\t/** Max support distance that counts as grounded and can snap to ground */\n\tsnapToGroundDistance?: number;\n\t/** Enable debug visualization for ground probe rays (default: false) */\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Jumper3DBehaviorOptions = {\n\tjumpHeight: 2.5,\n\tgravity: 20,\n\tmaxJumps: 1,\n\tresetJumpsOnGround: true,\n\tcoyoteTimeMs: 100,\n\tjumpBufferMs: 80,\n\tgroundRayLength: 1.0,\n\tdebugGroundProbe: false,\n};\n\nconst JUMPER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:jumper-3d');\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Entity shape expected by the system\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Jumper3DEntity {\n\tuuid: string;\n\tbody: any;\n\ttransformStore: any;\n\tjumper: JumpConfig3D;\n\t$jumper: JumpInput3D;\n\tjumperState: JumpState3D;\n}\n\nexport function isJumper3DGrounded(params: {\n\tsupportToi?: number | null;\n\tvelocityY: number;\n\tsnapToGroundDistance?: number;\n}): boolean {\n\tif (params.snapToGroundDistance != null) {\n\t\treturn (\n\t\t\tparams.supportToi != null &&\n\t\t\tparams.supportToi <= params.snapToGroundDistance &&\n\t\t\tparams.velocityY <= 0.25\n\t\t);\n\t}\n\n\treturn (\n\t\tparams.supportToi != null &&\n\t\tparams.velocityY > -2.0 &&\n\t\tparams.velocityY < 2.0\n\t);\n}\n\nfunction shouldSnapJumper3DToGround(\n\tsupport: GroundProbeSupportHit | null,\n\toptions: Jumper3DBehaviorOptions,\n\tvelocityY: number,\n): support is GroundProbeSupportHit {\n\treturn (\n\t\tsupport != null &&\n\t\toptions.snapToGroundDistance != null &&\n\t\tvelocityY <= 0.25 &&\n\t\tsupport.toi <= options.snapToGroundDistance\n\t);\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Behavior System adapter\n// ─────────────────────────────────────────────────────────────────────────────\n\nclass Jumper3DBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new Jumper3DBehavior();\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_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 Jumper3DBehaviorOptions;\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.$jumper as JumpInput3D | undefined;\n\t\t\t\tconst jumpPressed = !!(input?.jumpPressed || input?.jumpHeld);\n\t\t\t\tthis.wasmStage.setJumper3DInput(handle, jumpPressed);\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\n\t\t\t// ── Lazy component init ────────────────────────────────────────\n\t\t\tif (!gameEntity.jumper) {\n\t\t\t\tgameEntity.jumper = createJumpConfig3D(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$jumper) {\n\t\t\t\tgameEntity.$jumper = createJumpInput3D();\n\t\t\t}\n\t\t\tif (!gameEntity.jumperState) {\n\t\t\t\tgameEntity.jumperState = createJumpState3D();\n\t\t\t}\n\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\n\t\t\t// ── Lazy FSM init ──────────────────────────────────────────────\n\t\t\tif (!jumperRef.fsm && gameEntity.jumperState) {\n\t\t\t\tjumperRef.fsm = new Jumper3DFSM({\n\t\t\t\t\tstate: gameEntity.jumperState,\n\t\t\t\t});\n\t\t\t}\n\n\t\t\t// ── Ground detection ───────────────────────────────────────────\n\t\t\tconst rayLength = options.groundRayLength ?? 1.0;\n\t\t\tconst bodyVel = 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\tmode: 'center',\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 isGrounded = isJumper3DGrounded({\n\t\t\t\tsupportToi: support?.toi ?? null,\n\t\t\t\tvelocityY: bodyVel.y,\n\t\t\t\tsnapToGroundDistance: options.snapToGroundDistance,\n\t\t\t});\n\t\t\tif (shouldSnapJumper3DToGround(support, options, bodyVel.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 tsg = this.timeSinceGroundedMs.get(gameEntity.uuid) ?? 0;\n\t\t\tif (isGrounded) {\n\t\t\t\ttsg = 0;\n\t\t\t} else {\n\t\t\t\ttsg += delta * 1000;\n\t\t\t}\n\t\t\tthis.timeSinceGroundedMs.set(gameEntity.uuid, tsg);\n\n\t\t\t// ── Build context ──────────────────────────────────────────────\n\t\t\t// Each behavior owns its own velocity axes. The jumper only\n\t\t\t// reads/writes Y; horizontal axes are left to the movement\n\t\t\t// controller. We read the current Y from the physics body\n\t\t\t// (post-step) so the jumper always sees the real vertical state.\n\t\t\tconst config: JumpConfig3D = gameEntity.jumper;\n\t\t\tconst input: JumpInput3D = gameEntity.$jumper;\n\t\t\tconst state: JumpState3D = gameEntity.jumperState;\n\t\t\tconst prevHeld = this.wasJumpHeld.get(gameEntity.uuid) ?? false;\n\t\t\tconst held = input.jumpHeld === true;\n\n\t\t\t// Input callbacks run after behavior systems in the frame loop.\n\t\t\t// Reconstruct button edges from held-state history so one-frame\n\t\t\t// `pressed`/`released` pulses are not missed by the jumper tick.\n\t\t\tconst effectiveInput: JumpInput3D = {\n\t\t\t\t...input,\n\t\t\t\tjumpPressed: input.jumpPressed || (held && !prevHeld),\n\t\t\t\tjumpReleased: input.jumpReleased || (!held && prevHeld),\n\t\t\t};\n\n\t\t\tconst store = gameEntity.transformStore;\n\n\t\t\tconst ctx: JumpContext3D = {\n\t\t\t\tdt: delta,\n\t\t\t\tup: { x: 0, y: 1, z: 0 },\n\t\t\t\tvelocityY: bodyVel.y,\n\t\t\t\thorizontalVelocity: { x: bodyVel.x, z: bodyVel.z },\n\t\t\t\tisGrounded,\n\t\t\t\ttimeSinceGroundedMs: tsg,\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-3d',\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\tsetHorizontalVelocity: (x: number, z: number) => {\n\t\t\t\t\tsetVelocityIntent(\n\t\t\t\t\t\tstore,\n\t\t\t\t\t\t'jumper-3d',\n\t\t\t\t\t\t{ x, z },\n\t\t\t\t\t\t{ mode: 'replace', priority: 20 },\n\t\t\t\t\t);\n\t\t\t\t\tctx.horizontalVelocity.x = x;\n\t\t\t\t\tctx.horizontalVelocity.z = z;\n\t\t\t\t},\n\t\t\t};\n\n\t\t\t// ── Tick ───────────────────────────────────────────────────────\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\t// ── FSM sync ───────────────────────────────────────────────────\n\t\t\tif (jumperRef.fsm) {\n\t\t\t\t(jumperRef.fsm as Jumper3DFSM).applyTickEvent(\n\t\t\t\t\tresult.event,\n\t\t\t\t\tisGrounded,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Jumper3DBehaviorOptions): 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.attachJumper3D(handle, {\n\t\t\tjumpForce,\n\t\t\tmaxJumps: options.maxJumps ?? 1,\n\t\t\tgravity: options.gravity ?? 20,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.groundProbe.destroy();\n\t\tthis.initializedEntities.clear();\n\t\tthis.timeSinceGroundedMs.clear();\n\t\tthis.wasJumpHeld.clear();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Public descriptor\n// ─────────────────────────────────────────────────────────────────────────────\n\n/**\n * Jumper3D — composable 3D jump behavior.\n *\n * Provides height-based jumping, multi-jump, coyote time, jump buffering,\n * variable jump height, configurable fall gravity, and optional air control.\n *\n * Designed to compose with any movement controller (e.g. FirstPersonController)\n * — the controller writes X/Z velocity and Jumper3D writes Y velocity.\n *\n * @example\n * ```typescript\n * import { Jumper3D } from \"@zylem/game-lib/behavior\";\n *\n * const jumper = player.use(Jumper3D, {\n * jumpHeight: 2.5,\n * gravity: 20,\n * maxJumps: 2,\n * coyoteTimeMs: 100,\n * jumpBufferMs: 80,\n * variableJump: { enabled: true, cutGravityMultiplier: 3 },\n * fall: { fallGravityMultiplier: 1.5 },\n * });\n *\n * player.onUpdate(({ inputs }) => {\n * player.$jumper.jumpPressed = inputs.p1.buttons.A.pressed;\n * player.$jumper.jumpHeld = inputs.p1.buttons.A.held > 0;\n * player.$jumper.jumpReleased = inputs.p1.buttons.A.released;\n *\n * const state = jumper.getState(); // Grounded | Jumping | Falling\n * });\n * ```\n */\nexport const Jumper3D = defineBehavior<\n\tJumper3DBehaviorOptions,\n\t{\n\t\tgetState: () => Jumper3DState;\n\t\tisJumping: () => boolean;\n\t\tgetJumpsUsed: () => number;\n\t\tgetJumpsRemaining: () => number;\n\t},\n\tJumper3DEntity\n>({\n\tname: 'jumper-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Jumper3DBehaviorSystem(\n\t\t\tctx.world,\n\t\t\tctx.scene,\n\t\t\tctx.wasmStage ?? null,\n\t\t\tctx.getBehaviorLinks,\n\t\t),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getState() ??\n\t\t\tJumper3DState.Grounded,\n\t\tisJumping: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.isJumping() ?? false,\n\t\tgetJumpsUsed: () =>\n\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getJumpsUsed() ?? 0,\n\t\tgetJumpsRemaining: () => {\n\t\t\tconst maxJumps = ref.options.maxJumps ?? 1;\n\t\t\tconst used =\n\t\t\t\t(ref.fsm as Jumper3DFSM | undefined)?.getJumpsUsed() ?? 0;\n\t\t\treturn maxJumps - 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{"version":3,"sources":["../src/lib/coordinators/top-down-shooter.coordinator.ts"],"sourcesContent":["import {\n\tcreateTopDownMovementInputComponent,\n\ttype TopDownMovementInputComponent,\n} from '../behaviors/top-down-movement/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 TopDownShooterInput {\n\tmoveX: number;\n\tmoveY: number;\n\taimX: number;\n\taimY: number;\n\tshootPressed: boolean;\n\tshootHeld: boolean;\n}\n\ntype TopDownShooterEntity = Shooter2DSourceEntity & {\n\t$topDownMovement?: TopDownMovementInputComponent;\n};\n\nexport class TopDownShooterCoordinator {\n\tconstructor(\n\t\tprivate entity: TopDownShooterEntity,\n\t\tprivate shooter: Shooter2DHandle,\n\t\tprivate stage: Shooter2DStageLike,\n\t) {}\n\n\tpublic update(input: TopDownShooterInput): void {\n\t\tif (!this.entity.$topDownMovement) {\n\t\t\tthis.entity.$topDownMovement = createTopDownMovementInputComponent();\n\t\t}\n\n\t\tthis.entity.$topDownMovement.moveX = input.moveX;\n\t\tthis.entity.$topDownMovement.moveY = input.moveY;\n\t\tthis.entity.$topDownMovement.faceX = input.aimX;\n\t\tthis.entity.$topDownMovement.faceY = input.aimY;\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\tconst aim = resolveAim2D(\n\t\t\tinput.aimX,\n\t\t\tinput.aimY,\n\t\t\tgetEntityFacingAngle2D(this.entity),\n\t\t);\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":";;;;;;;;;AAwBO,IAAM,4BAAN,MAAgC;AAAA,EACtC,YACS,QACA,SACA,OACP;AAHO;AACA;AACA;AAAA,EACN;AAAA,EAHM;AAAA,EACA;AAAA,EACA;AAAA,EAGF,OAAO,OAAkC;AAC/C,QAAI,CAAC,KAAK,OAAO,kBAAkB;AAClC,WAAK,OAAO,mBAAmB,oCAAoC;AAAA,IACpE;AAEA,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAC3C,SAAK,OAAO,iBAAiB,QAAQ,MAAM;AAE3C,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,UAAM,MAAM;AAAA,MACX,MAAM;AAAA,MACN,MAAM;AAAA,MACN,uBAAuB,KAAK,MAAM;AAAA,IACnC;AACA,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/coordinators/boundary-ricochet.coordinator.ts"],"sourcesContent":["import { GameEntity } from '../entities/entity';\nimport { Ricochet2DHandle } from '../behaviors/ricochet-2d/ricochet-2d.descriptor';\nimport { WorldBoundary2DHandle } from '../behaviors/world-boundary-2d/world-boundary-2d.descriptor';\nimport { MoveableEntity } from '../actions/capabilities/moveable';\nimport { getBounds2DNormalFromHits } from '../behaviors/shared/bounds-2d';\n\n/**\n * Coordinator that bridges WorldBoundary2DBehavior and Ricochet2DBehavior.\n * \n * Automatically handles:\n * 1. Checking boundary hits\n * 2. Computing collision normals\n * 3. Requesting ricochet result\n * 4. Applying movement\n */\nexport class BoundaryRicochetCoordinator {\n constructor(\n private entity: GameEntity<any> & MoveableEntity,\n private boundary: WorldBoundary2DHandle,\n private ricochet: Ricochet2DHandle\n ) {}\n\n /**\n * Update loop - call this every frame.\n * Applies ricochet via transformStore and notifies listeners.\n * \n * @returns true if ricochet was applied, false otherwise\n */\n public update(): boolean {\n const hits = this.boundary.getLastHits();\n if (!hits) return false;\n\n const anyHit = hits.left || hits.right || hits.top || hits.bottom;\n if (!anyHit) return false;\n\n const normal = getBounds2DNormalFromHits(hits);\n\n // Apply ricochet (also emits to listeners)\n return this.ricochet.applyRicochet({\n entity: this.entity,\n contact: { normal: { x: normal.x, y: normal.y } },\n });\n }\n}\n"],"mappings":";;;;;AAeO,IAAM,8BAAN,MAAkC;AAAA,EACrC,YACY,QACA,UACA,UACV;AAHU;AACA;AACA;AAAA,EACT;AAAA,EAHS;AAAA,EACA;AAAA,EACA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EASL,SAAkB;AACrB,UAAM,OAAO,KAAK,SAAS,YAAY;AACvC,QAAI,CAAC,KAAM,QAAO;AAElB,UAAM,SAAS,KAAK,QAAQ,KAAK,SAAS,KAAK,OAAO,KAAK;AAC3D,QAAI,CAAC,OAAQ,QAAO;AAEpB,UAAM,SAAS,0BAA0B,IAAI;AAG7C,WAAO,KAAK,SAAS,cAAc;AAAA,MAC/B,QAAQ,KAAK;AAAA,MACb,SAAS,EAAE,QAAQ,EAAE,GAAG,OAAO,GAAG,GAAG,OAAO,EAAE,EAAE;AAAA,IACpD,CAAC;AAAA,EACL;AACJ;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/shared/direction-2d.ts"],"sourcesContent":["export interface Direction2D {\n\tx: number;\n\ty: number;\n}\n\nconst DIRECTION_EPSILON = 1e-6;\n\nexport function normalizeDirection2D(x: number, y: number): Direction2D | null {\n\tconst length = Math.hypot(x, y);\n\tif (length <= DIRECTION_EPSILON) {\n\t\treturn null;\n\t}\n\n\treturn {\n\t\tx: x / length,\n\t\ty: y / length,\n\t};\n}\n\nexport function angleFromDirection2D(direction: Direction2D): number {\n\treturn Math.atan2(-direction.x, direction.y);\n}\n\nexport function directionFromAngle2D(angle: number): Direction2D {\n\treturn {\n\t\tx: Math.sin(-angle),\n\t\ty: Math.cos(-angle),\n\t};\n}\n\nexport function rightFromAngle2D(angle: number): Direction2D {\n\treturn {\n\t\tx: Math.cos(angle),\n\t\ty: Math.sin(angle),\n\t};\n}\n\nexport function rotateLocalOffset2D(\n\toffset: Direction2D,\n\tangle: number,\n): Direction2D {\n\tconst right = rightFromAngle2D(angle);\n\tconst forward = directionFromAngle2D(angle);\n\treturn {\n\t\tx: right.x * offset.x + forward.x * offset.y,\n\t\ty: right.y * offset.x + forward.y * offset.y,\n\t};\n}\n\nexport function getRotationAngle2D(\n\trotation: { x: number; y: number; z: number; w: number },\n): number {\n\treturn Math.atan2(\n\t\t2 * (rotation.w * rotation.z + rotation.x * rotation.y),\n\t\t1 - 2 * (rotation.y * rotation.y + rotation.z * rotation.z),\n\t);\n}\n"],"mappings":";AAKA,IAAM,oBAAoB;AAEnB,SAAS,qBAAqB,GAAW,GAA+B;AAC9E,QAAM,SAAS,KAAK,MAAM,GAAG,CAAC;AAC9B,MAAI,UAAU,mBAAmB;AAChC,WAAO;AAAA,EACR;AAEA,SAAO;AAAA,IACN,GAAG,IAAI;AAAA,IACP,GAAG,IAAI;AAAA,EACR;AACD;AAEO,SAAS,qBAAqB,WAAgC;AACpE,SAAO,KAAK,MAAM,CAAC,UAAU,GAAG,UAAU,CAAC;AAC5C;AAEO,SAAS,qBAAqB,OAA4B;AAChE,SAAO;AAAA,IACN,GAAG,KAAK,IAAI,CAAC,KAAK;AAAA,IAClB,GAAG,KAAK,IAAI,CAAC,KAAK;AAAA,EACnB;AACD;AAEO,SAAS,iBAAiB,OAA4B;AAC5D,SAAO;AAAA,IACN,GAAG,KAAK,IAAI,KAAK;AAAA,IACjB,GAAG,KAAK,IAAI,KAAK;AAAA,EAClB;AACD;AAEO,SAAS,oBACf,QACA,OACc;AACd,QAAM,QAAQ,iBAAiB,KAAK;AACpC,QAAM,UAAU,qBAAqB,KAAK;AAC1C,SAAO;AAAA,IACN,GAAG,MAAM,IAAI,OAAO,IAAI,QAAQ,IAAI,OAAO;AAAA,IAC3C,GAAG,MAAM,IAAI,OAAO,IAAI,QAAQ,IAAI,OAAO;AAAA,EAC5C;AACD;AAEO,SAAS,mBACf,UACS;AACT,SAAO,KAAK;AAAA,IACX,KAAK,SAAS,IAAI,SAAS,IAAI,SAAS,IAAI,SAAS;AAAA,IACrD,IAAI,KAAK,SAAS,IAAI,SAAS,IAAI,SAAS,IAAI,SAAS;AAAA,EAC1D;AACD;","names":[]}
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{"version":3,"sources":["../src/lib/behaviors/platformer-3d/components.ts","../src/lib/behaviors/platformer-3d/platformer-3d-fsm.ts","../src/lib/behaviors/platformer-3d/platformer-3d.behavior.ts","../src/lib/behaviors/platformer-3d/platformer-3d.descriptor.ts"],"sourcesContent":["/**\n * Platformer 3D ECS Components\n * \n * Components for 3D platformer movement system including walking, running,\n * jumping with multi-jump support, and falling/landing states.\n */\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DMovementComponent (capability / configuration)\n// Defines the movement capabilities and physics parameters\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DMovementComponent {\n\t/** Base walking speed */\n\twalkSpeed: number;\n\t/** Sprint/run speed */\n\trunSpeed: number;\n\t/** Initial jump force/velocity */\n\tjumpForce: number;\n\t/** Maximum number of jumps (1 = single jump, 2 = double jump, etc.) */\n\tmaxJumps: number;\n\t/** Gravity force (optional override) */\n\tgravity: number;\n\t/** Ray length for ground detection */\n\tgroundRayLength: number;\n\t/** Coyote time in seconds (grace period after leaving ground) */\n\tcoyoteTime: number;\n\t/** Jump buffer time in seconds (queue jump input before landing) */\n\tjumpBufferTime: number;\n\t/** Velocity multiplier when releasing jump button early (0-1) */\n\tjumpCutMultiplier: number;\n\t/** Time in seconds before multi-jump becomes available (0 = after button release) */\n\tmultiJumpWindowTime: number;\n\t/** Enable ground-ray debug visualization */\n\tdebugGroundProbe: boolean;\n}\n\nexport function createPlatformer3DMovementComponent(\n\toptions: Partial<Platformer3DMovementComponent> = {}\n): Platformer3DMovementComponent {\n\treturn {\n\t\twalkSpeed: options.walkSpeed ?? 12,\n\t\trunSpeed: options.runSpeed ?? 24,\n\t\tjumpForce: options.jumpForce ?? 12,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tgravity: options.gravity ?? 9.82,\n\t\tgroundRayLength: options.groundRayLength ?? 1.0,\n\t\tcoyoteTime: options.coyoteTime ?? 0.1,\n\t\tjumpBufferTime: options.jumpBufferTime ?? 0.1,\n\t\tjumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,\n\t\tmultiJumpWindowTime: options.multiJumpWindowTime ?? 0.15, // 150ms default\n\t\tdebugGroundProbe: options.debugGroundProbe ?? false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DInputComponent (intent)\n// Written by: Player controller, AI controller\n// Read by: Platformer3DBehavior\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DInputComponent {\n\t/** Horizontal movement input (-1 to 1) */\n\tmoveX: number;\n\t/** Forward/backward movement input (-1 to 1) */\n\tmoveZ: number;\n\t/** Jump button pressed */\n\tjump: boolean;\n\t/** Run/sprint button held */\n\trun: boolean;\n}\n\nexport function createPlatformer3DInputComponent(): Platformer3DInputComponent {\n\treturn {\n\t\tmoveX: 0,\n\t\tmoveZ: 0,\n\t\tjump: false,\n\t\trun: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Platformer3DStateComponent (runtime state)\n// Tracks the current state of the platformer entity\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Platformer3DStateComponent {\n\t/** Is the entity on the ground */\n\tgrounded: boolean;\n\t/** Is currently in a jump arc */\n\tjumping: boolean;\n\t/** Is falling (not jumping) */\n\tfalling: boolean;\n\t/** Current jump count (for multi-jump) */\n\tjumpCount: number;\n\t/** Y position when jump started */\n\tjumpStartHeight: number;\n\t/** Current movement speed being applied */\n\tcurrentSpeed: number;\n\t/** Last known ground Y position */\n\tlastGroundedY: number;\n\t/** Was jump button pressed last frame (for edge detection) */\n\tjumpPressedLastFrame: boolean;\n\t\n\t// -- New fields --\n\t/** Is currently colliding with ground (from physics collision callback) */\n\tcollisionGrounded: boolean;\n\t/** Timestamp of last ground collision */\n\tgroundedCollisionTime: number;\n\t/** Time in seconds since last grounded */\n\ttimeSinceGrounded: number;\n\t/** Is a jump allowed due to buffer? */\n\tjumpBuffered: boolean;\n\t/** Time remaining in jump buffer */\n\tjumpBufferTimer: number;\n\t/** Is jump button currently held */\n\tjumpHeld: boolean;\n\t/** Has the jump cut been applied for this jump? */\n\tjumpCutApplied: boolean;\n\t/** Has jump button been released since last jump (required for multi-jump) */\n\tjumpReleasedSinceLastJump: boolean;\n\t/** Time since current jump started (for multi-jump window) */\n\ttimeSinceJump: number;\n\t/** True for the single frame on which a jump impulse was applied; prevents gravity from clobbering jump velocity. */\n\tjumpedThisFrame: boolean;\n\t/** Remaining seconds of jump-cut velocity ramp; while > 0, velocity.y lerps toward velocity.y * jumpCutMultiplier. */\n\tjumpCutRampTimer: number;\n\t/** Remaining seconds of grounded-hysteresis grace (keeps `grounded` true briefly after ground probe misses, to absorb edge/ray flicker). */\n\tgroundedGraceTimer: number;\n}\n\nexport function createPlatformer3DStateComponent(): Platformer3DStateComponent {\n\treturn {\n\t\tgrounded: false,\n\t\tjumping: false,\n\t\tfalling: false,\n\t\tjumpCount: 0,\n\t\tjumpStartHeight: 0,\n\t\tcurrentSpeed: 0,\n\t\tlastGroundedY: 0,\n\t\tjumpPressedLastFrame: false,\n\t\tcollisionGrounded: false,\n\t\tgroundedCollisionTime: 0,\n\t\ttimeSinceGrounded: 0,\n\t\tjumpBuffered: false,\n\t\tjumpBufferTimer: 0,\n\t\tjumpHeld: false,\n\t\tjumpCutApplied: false,\n\t\tjumpReleasedSinceLastJump: true,\n\t\ttimeSinceJump: 0,\n\t\tjumpedThisFrame: false,\n\t\tjumpCutRampTimer: 0,\n\t\tgroundedGraceTimer: 0,\n\t};\n}\n","/**\n * Platformer 3D Finite State Machine\n * \n * Manages state transitions for 3D platformer movement:\n * - Idle: Standing still on ground\n * - Walking: Moving on ground (slow)\n * - Running: Moving on ground (fast)\n * - Jumping: Ascending from jump\n * - Falling: Descending (gravity)\n * - Landing: Just touched ground\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport type { Platformer3DInputComponent, Platformer3DStateComponent } from './components';\n\n/**\n * Simplified Collision Context interface\n */\nexport interface PlatformerCollisionContext {\n\tcontact: {\n\t\tnormal: { x: number; y: number; z?: number };\n\t};\n}\n\n/**\n * Platformer states\n */\nexport enum Platformer3DState {\n\tIdle = 'idle',\n\tWalking = 'walking',\n\tRunning = 'running',\n\tJumping = 'jumping',\n\tFalling = 'falling',\n\tLanding = 'landing',\n}\n\n/**\n * Events that trigger state transitions\n */\nexport enum Platformer3DEvent {\n\tWalk = 'walk',\n\tRun = 'run',\n\tJump = 'jump',\n\tFall = 'fall',\n\tLand = 'land',\n\tStop = 'stop',\n}\n\n/**\n * Context for the FSM\n */\nexport interface Platformer3DContext {\n\tinput: Platformer3DInputComponent;\n\tstate: Platformer3DStateComponent;\n}\n\n/**\n * Platformer 3D FSM\n */\nexport class Platformer3DFSM {\n\tmachine: SyncStateMachine<Platformer3DState, Platformer3DEvent, never>;\n\n\tconstructor(private ctx: Platformer3DContext) {\n\t\tthis.machine = new SyncStateMachine<Platformer3DState, Platformer3DEvent, never>(\n\t\t\tPlatformer3DState.Idle,\n\t\t\t[\n\t\t\t\t// Idle transitions\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Walking transitions\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\tt(Platformer3DState.Walking, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Running transitions\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Jump, Platformer3DState.Jumping),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\tt(Platformer3DState.Running, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\t\n\t\t\t\t// Jumping transitions\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Fall, Platformer3DState.Falling),\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Land, Platformer3DState.Landing),\n\t\t\t\tt(Platformer3DState.Jumping, Platformer3DEvent.Jump, Platformer3DState.Jumping), // Multi-jump\n\t\t\t\t\n\t\t\t\t// Falling transitions\n\t\t\t\tt(Platformer3DState.Falling, Platformer3DEvent.Land, Platformer3DState.Landing),\n\t\t\t\t\n\t\t\t\t// Landing transitions\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Walk, Platformer3DState.Walking),\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Run, Platformer3DState.Running),\n\t\t\t\tt(Platformer3DState.Landing, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t\t\n\t\t\t\t// Self-transitions (no-ops)\n\t\t\t\tt(Platformer3DState.Idle, Platformer3DEvent.Stop, Platformer3DState.Idle),\n\t\t\t]\n\t\t);\n\t}\n\n\t/**\n\t * Get the current state\n\t */\n\tgetState(): Platformer3DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Dispatch an event to the FSM\n\t */\n\tdispatch(event: Platformer3DEvent): 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 * Check if grounded\n\t */\n\tisGrounded(): boolean {\n\t\tconst state = this.getState();\n\t\treturn state === Platformer3DState.Idle || \n\t\t state === Platformer3DState.Walking || \n\t\t state === Platformer3DState.Running || \n\t\t state === Platformer3DState.Landing;\n\t}\n\n\t/**\n\t * Get current jump count from context\n\t */\n\tgetJumpCount(): number {\n\t\treturn this.ctx.state.jumpCount;\n\t}\n\n\t/**\n\t * Handle collision event to update ground state\n\t */\n\thandleCollision(ctx: PlatformerCollisionContext): void {\n\t\t// Check if collision is ground (normal pointing up)\n\t\t// Y normal > 0.5 means roughly within 60 degrees of up\n\t\tif (ctx.contact.normal.y > 0.5) {\n\t\t\tthis.ctx.state.collisionGrounded = true;\n\t\t\tthis.ctx.state.groundedCollisionTime = performance.now();\n\t\t}\n\t}\n\n\t/**\n\t * Update FSM based on current state\n\t */\n\tupdate(input: Platformer3DInputComponent, state: Platformer3DStateComponent): void {\n\t\t// Update context\n\t\tthis.ctx.input = input;\n\t\tthis.ctx.state = state;\n\n\t\t// Get current FSM state\n\t\tconst currentState = this.getState();\n\n\t\t// Determine movement state\n\t\tconst hasInput = Math.abs(input.moveX) > 0.1 || Math.abs(input.moveZ) > 0.1;\n\t\tconst isRunning = input.run;\n\n\t\t// Handle landing: if we're in falling state and now grounded, land\n\t\tif (currentState === Platformer3DState.Falling && state.grounded) {\n\t\t\tthis.dispatch(Platformer3DEvent.Land);\n\t\t\t// Don't return - allow immediate transition to movement state\n\t\t}\n\n\t\t// Send appropriate events based on state\n\t\tif (state.grounded) {\n\t\t\tif (hasInput) {\n\t\t\t\tif (isRunning) {\n\t\t\t\t\tthis.dispatch(Platformer3DEvent.Run);\n\t\t\t\t} else {\n\t\t\t\t\tthis.dispatch(Platformer3DEvent.Walk);\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\tthis.dispatch(Platformer3DEvent.Stop);\n\t\t\t}\n\t\t} else {\n\t\t\t// Not grounded - check if we should be falling\n\t\t\t// Transition to falling if: We're in jumping state and now falling, \n\t\t\t// OR we walked off a ledge (idle/walking/running and now falling)\n\t\t\tif (state.falling) {\n\t\t\t\tthis.dispatch(Platformer3DEvent.Fall);\n\t\t\t}\n\t\t}\n\n\t\t// Handle jump input (edge detection handled in behavior)\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tthis.dispatch(Platformer3DEvent.Jump);\n\t\t}\n\t}\n}\n","/**\n * Platformer 3D Behavior System\n *\n * Handles 3D platformer physics including:\n * - Contact-based ground detection (uses the actual capsule collider — no\n * raycast/shapecast probe). The bottom of the body's collider is the\n * single source of truth for \"is grounded\".\n * - Horizontal movement (walk/run)\n * - Jumping with multi-jump support\n * - Gravity application (Rapier's internal gravity is disabled per-body so\n * `movement.gravity` is the only fall acceleration — previously the two\n * stacked, doubling the airborne fall rate).\n * - State synchronization with FSM\n */\n\nimport type {\n\tPlatformer3DMovementComponent,\n\tPlatformer3DInputComponent,\n\tPlatformer3DStateComponent,\n} from './components';\n\n/**\n * Duration of the jump-cut velocity ramp in seconds.\n * Instead of halving velocity.y in a single frame (which produces a visible\n * camera pop), we lerp toward the cut velocity across roughly 3 physics steps\n * at 60 Hz. Short enough to still feel responsive, long enough to be smooth.\n */\nconst JUMP_CUT_RAMP_DURATION = 0.05;\n\n/**\n * Hysteresis window for the grounded state (seconds).\n *\n * When the ground probe misses for a frame but we were grounded the previous\n * frame, remain grounded for this brief window before flipping to airborne.\n * Prevents rapid grounded/airborne toggling at platform edges where a single\n * corner ray may miss intermittently, and absorbs sub-step probe noise.\n */\nconst GROUNDED_GRACE_WINDOW = 0.06;\n\n/**\n * Entity with platformer components\n */\nexport interface Platformer3DEntity {\n\tuuid: string;\n\tbody: any; // RigidBody\n\tplatformer: Platformer3DMovementComponent;\n\t$platformer: Platformer3DInputComponent;\n\tplatformerState: Platformer3DStateComponent;\n\ttransformStore?: any;\n}\n\n/**\n * Platformer 3D Movement Behavior\n *\n * Core physics system for 3D platformer movement.\n *\n * Ground detection uses Rapier's narrow-phase contacts on the entity's\n * collider (`world.contactsWith` + `contactPair`). This eliminates the old\n * shape/ray probe and aligns \"grounded\" with the same surface the body\n * physically rests on, which removes the jitter that happened on heightmap\n * terrain (the probe and the contact resolver could disagree by a frame).\n */\nexport class Platformer3DBehavior {\n\tprivate world: any;\n\tprivate scene: any;\n\t/**\n\t * Tracks entities whose Rapier `gravityScale` has been zeroed so that\n\t * `applyGravity` is the sole writer of vertical velocity. We do this\n\t * lazily on the first update because the body isn't always available at\n\t * construction time.\n\t */\n\tprivate gravityConfiguredUUIDs = new Set<string>();\n\n\tconstructor(world: any, scene: any) {\n\t\tthis.world = world;\n\t\tthis.scene = scene;\n\t}\n\n\t/**\n\t * Detect \"grounded\" using the actual capsule collider's contact pairs.\n\t *\n\t * A contact is treated as ground when its solver point lies below the\n\t * body center (i.e., it sits on the bottom hemisphere/cylinder). We\n\t * deliberately don't filter by normal direction: the contact point's\n\t * position alone is robust against the various normal-flip conventions\n\t * Rapier uses for `flipped` manifolds and against rolling-bottom edges\n\t * on heightmap terrain.\n\t */\n\tprivate detectGroundedFromContacts(entity: Platformer3DEntity): boolean {\n\t\tconst collider = (entity as any).collider;\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (!collider || !physicsWorld?.contactsWith) {\n\t\t\treturn false;\n\t\t}\n\n\t\tlet grounded = false;\n\n\t\tphysicsWorld.contactsWith(collider, (other: any) => {\n\t\t\tif (grounded) return;\n\t\t\tphysicsWorld.contactPair(collider, other, (manifold: any, flipped: boolean) => {\n\t\t\t\tif (grounded) return;\n\t\t\t\tconst num = manifold.numContacts();\n\t\t\t\tfor (let i = 0; i < num; i++) {\n\t\t\t\t\tconst local = flipped\n\t\t\t\t\t\t? manifold.localContactPoint2(i)\n\t\t\t\t\t\t: manifold.localContactPoint1(i);\n\t\t\t\t\tif (!local) continue;\n\t\t\t\t\tif (local.y < 0) {\n\t\t\t\t\t\tgrounded = true;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t});\n\t\t});\n\n\t\treturn grounded;\n\t}\n\n\t/**\n\t * One-time per-entity physics setup: take over gravity from Rapier's\n\t * world so that `applyGravity` controls the entire airborne fall curve.\n\t * Without this, gravity was effectively doubled (Rapier's world gravity\n\t * + this behavior's explicit gravity were both pulling the body down).\n\t */\n\tprivate ensurePhysicsConfigured(entity: Platformer3DEntity): void {\n\t\tif (this.gravityConfiguredUUIDs.has(entity.uuid)) return;\n\t\tif (typeof entity.body?.setGravityScale === 'function') {\n\t\t\tentity.body.setGravityScale(0, true);\n\t\t}\n\t\tthis.gravityConfiguredUUIDs.add(entity.uuid);\n\t}\n\n\t/**\n\t * Apply horizontal movement based on input.\n\t *\n\t * Only writes X/Z axes — Y is left untouched so Rapier's contact resolution\n\t * can damp vertical motion correctly while grounded. Jump and gravity are\n\t * the sole writers of Y velocity (see handleJump / applyGravity).\n\t */\n\tprivate applyMovement(entity: Platformer3DEntity): void {\n\t\tconst input = entity.$platformer;\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\tconst speed = input.run ? movement.runSpeed : movement.walkSpeed;\n\t\tstate.currentSpeed = speed;\n\n\t\tconst moveX = input.moveX * speed;\n\t\tconst moveZ = input.moveZ * speed;\n\n\t\tentity.transformStore.velocity.x = moveX;\n\t\tentity.transformStore.velocity.z = moveZ;\n\t\tentity.transformStore.dirty.velocityX = true;\n\t\tentity.transformStore.dirty.velocityZ = true;\n\t}\n\n\t/**\n\t * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut ramp.\n\t */\n\tprivate handleJump(entity: Platformer3DEntity, delta: number): void {\n\t\tconst input = entity.$platformer;\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\t// Track time since last jump (for multi-jump window)\n\t\tif (state.jumping || state.falling) {\n\t\t\tstate.timeSinceJump += delta;\n\t\t}\n\n\t\t// Track jump button release (required for multi-jump)\n\t\tif (!input.jump && state.jumpHeld) {\n\t\t\tstate.jumpReleasedSinceLastJump = true;\n\t\t}\n\n\t\t// 1. Jump Buffering - queue on new press\n\t\tif (input.jump && !state.jumpPressedLastFrame) {\n\t\t\tstate.jumpBuffered = true;\n\t\t\tstate.jumpBufferTimer = movement.jumpBufferTime;\n\t\t}\n\t\t\n\t\tstate.jumpPressedLastFrame = input.jump;\n\t\tstate.jumpHeld = input.jump;\n\n\t\t// Decrement buffer timer\n\t\tif (state.jumpBuffered) {\n\t\t\tstate.jumpBufferTimer -= delta;\n\t\t\tif (state.jumpBufferTimer <= 0) {\n\t\t\t\tstate.jumpBuffered = false;\n\t\t\t}\n\t\t}\n\n\t\t// 2. Variable Jump Height (Jump Cut)\n\t\t// Only trigger a cut if we've been jumping for a bit (prevents cutting multi-jump immediately).\n\t\tconst minTimeBeforeCut = 0.1;\n\t\tconst canApplyCut = state.timeSinceJump >= minTimeBeforeCut;\n\t\tif (!input.jump && state.jumping && !state.jumpCutApplied && canApplyCut) {\n\t\t\tstate.jumpCutApplied = true;\n\t\t\tstate.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;\n\t\t}\n\n\t\t// 2a. Ramp velocity.y toward velocity.y * jumpCutMultiplier across the\n\t\t// ramp window so the change isn't a single-frame discontinuity.\n\t\tif (state.jumpCutRampTimer > 0) {\n\t\t\tconst velocity = entity.body.linvel();\n\t\t\tif (velocity.y > 0) {\n\t\t\t\tconst stepT = Math.min(delta / state.jumpCutRampTimer, 1);\n\t\t\t\tconst targetY = velocity.y * movement.jumpCutMultiplier;\n\t\t\t\tentity.transformStore.velocity.y = velocity.y + (targetY - velocity.y) * stepT;\n\t\t\t\tentity.transformStore.dirty.velocityY = true;\n\t\t\t}\n\t\t\tstate.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);\n\t\t}\n\n\t\t// Execute Jump (if buffered input exists)\n\t\tif (!state.jumpBuffered) return;\n\n\t\t// 3. Jump eligibility check\n\t\tconst inCoyoteWindow = !state.grounded && state.timeSinceGrounded <= movement.coyoteTime;\n\t\tconst isFirstJump = state.grounded || (inCoyoteWindow && state.jumpCount === 0);\n\t\t\n\t\t// Multi-jump requirements:\n\t\t// 1. Not grounded\n\t\t// 2. Have jumps remaining\n\t\t// 3. Button was released since last jump (no holding for double jump)\n\t\t// 4. Within the jump window (after multiJumpWindowTime has passed)\n\t\tconst hasJumpsRemaining = state.jumpCount < movement.maxJumps;\n\t\tconst buttonReleased = state.jumpReleasedSinceLastJump;\n\t\tconst inMultiJumpWindow = state.timeSinceJump >= movement.multiJumpWindowTime;\n\t\tconst canMultiJump = !state.grounded && hasJumpsRemaining && buttonReleased && inMultiJumpWindow;\n\n\t\tif (isFirstJump || canMultiJump) {\n\t\t\t// Consume buffered input\n\t\t\tstate.jumpBuffered = false;\n\n\t\t\t// Increment jump count and reset tracking\n\t\t\tstate.jumpCount++;\n\t\t\tstate.jumpReleasedSinceLastJump = false; // Must release again for next jump\n\t\t\tstate.timeSinceJump = 0; // Reset window timer\n\n\t\t\t// Record jump start height\n\t\t\tstate.jumpStartHeight = entity.body.translation().y;\n\n\t\t\t// Apply jump force\n\t\t\tstate.jumping = true;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\t\t\tstate.groundedGraceTimer = 0;\n\n\t\t\t// Apply jump force via transform store (Y-axis only)\n\t\t\tentity.transformStore.velocity.y = movement.jumpForce;\n\t\t\tentity.transformStore.dirty.velocityY = true;\n\n\t\t\t// Flag this frame so applyGravity skips exactly one gravity step\n\t\t\t// (the jump impulse we just wrote is the authoritative Y velocity).\n\t\t\tstate.jumpedThisFrame = true;\n\t\t}\n\t}\n\n\t/**\n\t * Apply gravity when not grounded.\n\t *\n\t * Skipped on the single frame immediately after a jump impulse is applied\n\t * (tracked via `state.jumpedThisFrame`) so gravity never overwrites a\n\t * just-applied jump velocity. The flag is cleared here regardless, so it\n\t * only suppresses exactly one gravity step — independent of frame rate.\n\t */\n\tprivate applyGravity(entity: Platformer3DEntity, delta: number): void {\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\tif (state.jumpedThisFrame) {\n\t\t\tstate.jumpedThisFrame = false;\n\t\t\treturn;\n\t\t}\n\n\t\tif (state.grounded) return;\n\n\t\tconst currentVel = entity.body.linvel();\n\t\tconst newYVelocity = currentVel.y - movement.gravity * delta;\n\n\t\tentity.transformStore.velocity.y = newYVelocity;\n\t\tentity.transformStore.dirty.velocityY = true;\n\t}\n\n\t/**\n\t * Update entity state based on physics.\n\t *\n\t * Grounded is determined purely by Rapier's contact pairs on the entity's\n\t * collider. This removes a whole class of slope/heightmap jitter caused\n\t * by the previous shape probe disagreeing with the contact resolver — the\n\t * probe could report grounded while a contact impulse had just nudged the\n\t * body off the ground, producing visible micro-bouncing.\n\t *\n\t * While grounded, vertical velocity is held at 0 each frame. This stops\n\t * residual upward kicks from slope-contact resolution from accumulating\n\t * across frames (which previously caused the character to \"ride up\"\n\t * slopes and lose contact briefly, then fall back, then re-contact, in a\n\t * tight oscillation).\n\t */\n\tprivate updateState(entity: Platformer3DEntity, delta: number): void {\n\t\tconst state = entity.platformerState;\n\t\tconst wasGrounded = state.grounded;\n\t\tconst velocity = entity.body.linvel();\n\t\tconst hasContact = this.detectGroundedFromContacts(entity);\n\n\t\tconst isAirborne = state.jumping || state.falling;\n\t\tlet isGrounded: boolean;\n\t\tif (isAirborne) {\n\t\t\t// While in a jump arc the contact still exists for one frame after\n\t\t\t// liftoff; require the falling state before allowing a landing.\n\t\t\tconst canLand = state.falling && !state.jumping;\n\t\t\tisGrounded = hasContact && canLand;\n\t\t} else {\n\t\t\tisGrounded = hasContact;\n\t\t}\n\n\t\t// Hysteresis: if the contact briefly drops over a heightmap seam,\n\t\t// stay grounded for a short grace window.\n\t\tif (!isGrounded && wasGrounded) {\n\t\t\tif (state.groundedGraceTimer <= 0) {\n\t\t\t\tstate.groundedGraceTimer = GROUNDED_GRACE_WINDOW;\n\t\t\t}\n\t\t}\n\t\tif (state.groundedGraceTimer > 0) {\n\t\t\tif (!isGrounded && wasGrounded && !isAirborne) {\n\t\t\t\tisGrounded = true;\n\t\t\t\tstate.groundedGraceTimer = Math.max(0, state.groundedGraceTimer - delta);\n\t\t\t} else {\n\t\t\t\tstate.groundedGraceTimer = 0;\n\t\t\t}\n\t\t}\n\n\t\tstate.grounded = isGrounded;\n\n\t\t// Hold vy = 0 while grounded so slope-impulse residual doesn't drift\n\t\t// the body upward across frames. handleJump runs after this and will\n\t\t// overwrite velocity.y with jumpForce on a jump frame.\n\t\tif (state.grounded) {\n\t\t\tentity.transformStore.velocity.y = 0;\n\t\t\tentity.transformStore.dirty.velocityY = true;\n\t\t}\n\n\t\tif (state.grounded) {\n\t\t\tstate.timeSinceGrounded = 0;\n\t\t\tstate.lastGroundedY = entity.body.translation().y;\n\t\t} else {\n\t\t\tstate.timeSinceGrounded += delta;\n\t\t}\n\n\t\tif (!wasGrounded && state.grounded) {\n\t\t\tstate.jumpCount = 0;\n\t\t\tstate.jumping = false;\n\t\t\tstate.falling = false;\n\t\t\tstate.jumpCutApplied = false;\n\t\t\tstate.jumpCutRampTimer = 0;\n\t\t}\n\n\t\tif (velocity.y < -0.1 && !state.grounded) {\n\t\t\tif (state.jumping && velocity.y < 0) {\n\t\t\t\tstate.jumping = false;\n\t\t\t\tstate.falling = true;\n\t\t\t} else if (!state.jumping) {\n\t\t\t\tstate.falling = true;\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Update one platformer entity. Invoked per linked entity by the\n\t * Platformer3DBehaviorSystem adapter.\n\t */\n\tupdateEntity(entity: any, delta: number): void {\n\t\tif (!entity.platformer || !entity.$platformer || !entity.platformerState) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst platformerEntity = entity as Platformer3DEntity;\n\t\tthis.ensurePhysicsConfigured(platformerEntity);\n\t\tthis.updateState(platformerEntity, delta);\n\t\tthis.applyMovement(platformerEntity);\n\t\tthis.handleJump(platformerEntity, delta);\n\t\tthis.applyGravity(platformerEntity, delta);\n\t}\n\n\tdestroy(): void {\n\t\tthis.gravityConfiguredUUIDs.clear();\n\t}\n}\n","/**\n * Platformer 3D Behavior Descriptor\n * \n * Type-safe descriptor for the platformer 3D behavior system.\n * Provides entity.use() API for 3D platformer movement.\n */\n\nimport { defineBehavior } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport { Platformer3DBehavior as Platformer3DMovementBehavior, Platformer3DEntity } from './platformer-3d.behavior';\nimport { Platformer3DFSM, Platformer3DState, PlatformerCollisionContext } from './platformer-3d-fsm';\nimport {\n\tcreatePlatformer3DMovementComponent,\n\tcreatePlatformer3DInputComponent,\n\tcreatePlatformer3DStateComponent,\n} from './components';\nimport type { WasmStageRuntime } from '../../runtime/wasm-stage-runtime';\n\n/**\n * Platformer behavior options (typed for entity.use() autocomplete)\n */\nexport interface Platformer3DBehaviorOptions {\n\t/** Base walking speed (default: 12) */\n\twalkSpeed?: number;\n\t/** Sprint/run speed (default: 24) */\n\trunSpeed?: number;\n\t/** Initial jump force (default: 12) */\n\tjumpForce?: number;\n\t/** Maximum number of jumps (default: 1) */\n\tmaxJumps?: number;\n\t/** Gravity force (default: 9.82) */\n\tgravity?: number;\n\t/** Ray length for ground detection (default: 1.0) */\n\tgroundRayLength?: number;\n\t/** Enable debug visualization for ground probe rays (default: false) */\n\tdebugGroundProbe?: boolean;\n}\n\nconst defaultOptions: Platformer3DBehaviorOptions = {\n\twalkSpeed: 12,\n\trunSpeed: 24,\n\tjumpForce: 12,\n\tmaxJumps: 1,\n\tgravity: 9.82,\n\tgroundRayLength: 1.0,\n\tdebugGroundProbe: false,\n};\n\nconst PLATFORMER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:platformer-3d');\n\n/**\n * Adapter that wraps Platformer3DBehavior as a BehaviorSystem\n */\nclass Platformer3DBehaviorSystem implements BehaviorSystem {\n\tprivate movementBehavior: Platformer3DMovementBehavior;\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.movementBehavior = new Platformer3DMovementBehavior(world, scene);\n\t}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(PLATFORMER_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 platformerRef = link.ref as any;\n\n\t\t\tconst options = platformerRef.options as Platformer3DBehaviorOptions;\n\n\t\t\tif (!gameEntity.platformer) {\n\t\t\t\tgameEntity.platformer = createPlatformer3DMovementComponent(options);\n\t\t\t}\n\t\t\tif (!gameEntity.$platformer) {\n\t\t\t\tgameEntity.$platformer = createPlatformer3DInputComponent();\n\t\t\t}\n\t\t\tif (!gameEntity.platformerState) {\n\t\t\t\tgameEntity.platformerState = createPlatformer3DStateComponent();\n\t\t\t}\n\n\t\t\tif (!platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {\n\t\t\t\tplatformerRef.fsm = new Platformer3DFSM({\n\t\t\t\t\tinput: gameEntity.$platformer,\n\t\t\t\t\tstate: gameEntity.platformerState,\n\t\t\t\t});\n\t\t\t}\n\t\t\tif (platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {\n\t\t\t\tplatformerRef.fsm.update(gameEntity.$platformer, gameEntity.platformerState);\n\t\t\t}\n\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (this.wasmStage && handle >= 0) {\n\t\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\t\tconst input = gameEntity.$platformer;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.setPlatformer3DInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);\n\t\t\t\t\tthis.wasmStage.setPlatformer3DInputButtons(handle, !!input.jump, !!input.run);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!gameEntity.body) continue;\n\t\t\tthis.movementBehavior.updateEntity(gameEntity, delta);\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, options: Platformer3DBehaviorOptions): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachPlatformer3D(handle, {\n\t\t\thalfHeight: 0.9,\n\t\t\tradius: 0.4,\n\t\t\twalkSpeed: options.walkSpeed ?? defaultOptions.walkSpeed!,\n\t\t\trunSpeed: options.runSpeed ?? defaultOptions.runSpeed!,\n\t\t\tjumpForce: options.jumpForce ?? defaultOptions.jumpForce!,\n\t\t\tmaxJumps: options.maxJumps ?? defaultOptions.maxJumps!,\n\t\t\tgravity: options.gravity ?? defaultOptions.gravity!,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.movementBehavior.destroy();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * Platformer3DBehavior - typed descriptor for 3D platformer movement\n * \n * Provides complete 3D platformer physics including:\n * - Walking and running\n * - Jumping with multi-jump support\n * - Gravity and falling\n * - Ground detection\n * \n * @example\n * ```typescript\n * import { Platformer3DBehavior } from \"@zylem/game-lib/behavior\";\n * \n * const player = await playgroundActor('player');\n * const platformer = player.use(Platformer3DBehavior, {\n * walkSpeed: 12,\n * runSpeed: 24,\n * jumpForce: 12,\n * maxJumps: 2, // Double jump!\n * });\n * \n * // In update loop\n * player.onUpdate(({ inputs }) => {\n * player.$platformer.moveX = inputs.p1.axes.Horizontal.value;\n * player.$platformer.moveZ = inputs.p1.axes.Vertical.value;\n * player.$platformer.jump = inputs.p1.buttons.A.held > 0;\n * player.$platformer.run = inputs.p1.shoulders.LTrigger.held > 0;\n * \n * const state = platformer.getState();\n * const grounded = platformer.isGrounded();\n * });\n * ```\n */\nexport const Platformer3DBehavior = defineBehavior<\n\tPlatformer3DBehaviorOptions,\n\t{\n\t\tgetState: () => Platformer3DState;\n\t\tisGrounded: () => boolean;\n\t\tgetJumpCount: () => number;\n\t\tonPlatformCollision: (ctx: PlatformerCollisionContext) => void;\n\t},\n\tPlatformer3DEntity\n>({\n\tname: 'platformer-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Platformer3DBehaviorSystem(\n\t\t\tctx.world,\n\t\t\tctx.scene,\n\t\t\tctx.wasmStage ?? null,\n\t\t\tctx.getBehaviorLinks,\n\t\t),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () => ref.fsm?.getState() ?? Platformer3DState.Idle,\n\t\tisGrounded: () => ref.fsm?.isGrounded() ?? false,\n\t\tgetJumpCount: () => ref.fsm?.getJumpCount() ?? 0,\n\t\tonPlatformCollision: (ctx) => 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{"version":3,"sources":["../src/lib/behaviors/cooldown/cooldown-store.ts","../src/lib/behaviors/cooldown/cooldown-behavior.ts"],"sourcesContent":["import { proxy } from 'valtio';\n\n/**\n * A single cooldown entry in the global store.\n */\nexport interface CooldownEntry {\n\t/** Identifier for this cooldown */\n\tname: string;\n\t/** Total cooldown time in seconds */\n\tduration: number;\n\t/** Time accumulated since last fire */\n\telapsed: number;\n\t/** Whether the cooldown is ready (elapsed >= duration) */\n\tready: boolean;\n\t/** Normalized progress 0..1 (0 = just fired, 1 = ready) */\n\tprogress: number;\n\t/** Whether this cooldown is currently counting down */\n\tactive: boolean;\n}\n\n/**\n * Global reactive cooldown registry (valtio proxy).\n * Accessible from entities, behaviors, and UI components.\n */\nconst cooldownStore = proxy<Record<string, CooldownEntry>>({});\n\n/**\n * Register a named cooldown in the global store.\n * If a cooldown with the same name already exists, it is overwritten.\n *\n * @param name Unique cooldown identifier\n * @param duration Cooldown duration in seconds\n * @param immediate If true, the cooldown starts ready (default: true)\n */\nexport function registerCooldown(\n\tname: string,\n\tduration: number,\n\timmediate: boolean = true,\n): void {\n\tcooldownStore[name] = {\n\t\tname,\n\t\tduration,\n\t\telapsed: immediate ? 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entry.elapsed / entry.duration : 1;\n\t\t}\n\t}\n}\n\n/**\n * Get the raw cooldown store (for advanced/debugging use).\n */\nexport function getCooldownStore(): Record<string, CooldownEntry> {\n\treturn cooldownStore;\n}\n","/**\n * CooldownBehavior\n *\n * A stage-scoped behavior that manages named cooldowns via the global CooldownStore.\n * Entities use this to register, check, and fire cooldowns.\n * UI components (CooldownIcon) can read from the same store.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tregisterCooldown,\n\tgetCooldown,\n\tfireCooldown,\n\tresetCooldown,\n\ttickCooldowns,\n} from './cooldown-store';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Options\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface CooldownConfig {\n\t/** Duration in seconds */\n\tduration: number;\n\t/** Whether the cooldown starts ready (default: true) */\n\timmediate?: boolean;\n}\n\nexport interface CooldownOptions {\n\t/**\n\t * Named cooldowns to register.\n\t * Keys are the cooldown names, values are their config.\n\t */\n\tcooldowns: Record<string, CooldownConfig>;\n}\n\ninterface CompiledCooldownEntry {\n\tname: string;\n\tduration: number;\n\timmediate: boolean;\n}\n\nconst COOLDOWN_BEHAVIOR_KEY = Symbol.for('zylem:behavior:cooldown');\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Handle\n// ─────────────────────────────────────────────────────────────────────────────\n\n/**\n * Handle methods returned by entity.use(CooldownBehavior, ...).\n */\nexport interface CooldownHandle {\n\t/** Check if a named cooldown is ready */\n\tisReady(name: string): boolean;\n\t/** Fire (trigger) a named cooldown, resetting its timer */\n\tfire(name: string): void;\n\t/** Force a cooldown to ready immediately */\n\treset(name: string): void;\n\t/** Get cooldown progress 0..1 (0 = just fired, 1 = ready) */\n\tgetProgress(name: string): number;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// System\n// ─────────────────────────────────────────────────────────────────────────────\n\nclass CooldownSystem implements BehaviorSystem {\n\tconstructor(\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) { }\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(COOLDOWN_BEHAVIOR_KEY);\n\t\tif (links) {\n\t\t\tfor (const link of links) {\n\t\t\t\tensureCooldownEntriesRegistered(link.ref as BehaviorRef<CooldownOptions>);\n\t\t\t}\n\t\t}\n\n\t\ttickCooldowns(delta);\n\t}\n\n\tdestroy(_ecs: unknown): void { }\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Handle factory\n// ─────────────────────────────────────────────────────────────────────────────\n\nfunction createCooldownHandle(ref: BehaviorRef<CooldownOptions>): CooldownHandle {\n\tensureCooldownEntriesRegistered(ref);\n\n\treturn {\n\t\tisReady: (name: string) => getCooldown(name)?.ready ?? 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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.$topDownMovement;\n\t\tconst state = entity.topDownMovementState;\n\t\tconst moveDirection = normalizeDirection2D(input.moveX, input.moveY);\n\t\tconst velocity = entity.body.linvel();\n\n\t\tstate.moving = moveDirection !== null;\n\t\tentity.transformStore.velocity.x = (moveDirection?.x ?? 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0,\n\t};\n}\n\nclass TopDownMovementBehaviorSystem implements BehaviorSystem {\n\tprivate behavior = new TopDownMovementRuntimeBehavior();\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(TOP_DOWN_MOVEMENT_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst entity = link.entity as any;\n\t\t\tconst ref = link.ref as any;\n\n\t\t\tif (!entity.topDownMovement) {\n\t\t\t\tentity.topDownMovement = createTopDownMovementComponent(ref.options);\n\t\t\t}\n\t\t\tif (!entity.$topDownMovement) {\n\t\t\t\tentity.$topDownMovement = createTopDownMovementInputComponent();\n\t\t\t}\n\t\t\tif (!entity.topDownMovementState) {\n\t\t\t\tentity.topDownMovementState = createTopDownMovementStateComponent();\n\t\t\t}\n\n\t\t\tref.__entity = entity;\n\n\t\t\tconst handle = (entity.runtimeHandle ?? 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{"version":3,"sources":["../src/lib/coordinators/multidirectional-space-shooter.coordinator.ts"],"sourcesContent":["import type { GameEntity } from '../entities/entity';\nimport {\n\tcreateThrusterInputComponent,\n\ttype ThrusterInputComponent,\n} from '../behaviors/thruster/components';\nimport type {\n\tShooter2DHandle,\n\tShooter2DSourceEntity,\n\tShooter2DStageLike,\n} from '../behaviors/shooter-2d/shooter-2d.descriptor';\nimport { getEntityFacingAngle2D, resolveAim2D } from './shared/top-down-aim';\n\nexport interface MultidirectionalSpaceShooterInput {\n\tmoveX: number;\n\tmoveY: number;\n\taimX: number;\n\taimY: number;\n\tshootPressed: boolean;\n\tshootHeld: boolean;\n}\n\ntype MultidirectionalSpaceShooterEntity = GameEntity<any> & Shooter2DSourceEntity & {\n\t$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 {\n\t\tthis.groundProbe.destroy();\n\t\tthis.initializedEntities.clear();\n\t\tthis.timeSinceGroundedMs.clear();\n\t\tthis.wasJumpHeld.clear();\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const Jumper2D = defineBehavior<\n\tJumper2DBehaviorOptions,\n\t{\n\t\tgetState: () => Jumper2DState;\n\t\tisJumping: () => boolean;\n\t\tgetJumpsUsed: () => number;\n\t\tgetJumpsRemaining: () => number;\n\t},\n\tJumper2DEntity\n>({\n\tname: 'jumper-2d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Jumper2DBehaviorSystem(ctx.world, ctx.scene, ctx.wasmStage ?? null, ctx.getBehaviorLinks),\n\tcreateHandle: (ref) => ({\n\t\tgetState: () =>\n\t\t\t(ref.fsm as Jumper2DFSM | undefined)?.getState() ??\n\t\t\tJumper2DState.Grounded,\n\t\tisJumping: () =>\n\t\t\t(ref.fsm as Jumper2DFSM | undefined)?.isJumping() ?? false,\n\t\tgetJumpsUsed: () =>\n\t\t\t(ref.fsm as Jumper2DFSM | undefined)?.getJumpsUsed() ?? 0,\n\t\tgetJumpsRemaining: () => {\n\t\t\tconst maxJumps = ref.options.maxJumps 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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 ?? 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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). 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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/runtime/wasm-stage-runtime.ts"],"sourcesContent":["export const StageBodyKind = {\n\tDynamic: 0,\n\tStatic: 1,\n\tKinematicPosition: 2,\n\tKinematicVelocity: 3,\n} as const;\n\nexport const StageBoundaryDim = {\n\tTwo: 2,\n\tThree: 3,\n} as const;\n\nexport const StageRicochetDim = {\n\tTwo: 2,\n\tThree: 3,\n} as const;\n\nexport const StageRicochetReflection = {\n\tMirror: 0,\n\tAngled: 1,\n} as const;\n\nexport const StageTopDownPlane = {\n\tXy: 0,\n\tXz: 1,\n} as const;\n\nexport const StageEventType = {\n\tCollisionStarted: 1,\n\tCollisionStopped: 2,\n\tBoundaryHit: 3,\n\tRicochet: 4,\n\tRegionEntered: 5,\n\tJumpStarted: 6,\n\tLanded: 7,\n\tWrapped: 8,\n\tCooldownFired: 9,\n} as const;\n\nexport interface WasmStageRuntime {\n\tgetPose(handle: number): any;\n\tattachThruster(handle: number, opts: any): boolean;\n\tsetThrusterInput(handle: number, thrust: number, rotate: number): void;\n\tattachTopDown(handle: number, opts: { plane: number; speed: number; faceMovement?: boolean }): boolean;\n\tsetTopDownInput(handle: number, moveX: number, moveY: number): void;\n\tattachShooter2D(handle: number, opts: any): boolean;\n\tattachScreenWrap(handle: number, opts: any): boolean;\n\tqueryScreenWrap(handle: number): any;\n\tattachWorldBoundary(handle: number, dim: number, opts: any): boolean;\n\tqueryWorldBoundary(handle: number): any;\n\tattachRicochet(handle: number, dim: number, opts: any): boolean;\n\tattachPlatformer3D(handle: number, opts: any): boolean;\n\tsetPlatformer3DInputAxes(handle: number, moveX: number, moveZ: number): void;\n\tsetPlatformer3DInputButtons(handle: number, jump: boolean, run: boolean): void;\n\tattachFirstPerson(handle: number, opts: any): boolean;\n\tsetFirstPersonInput(handle: number, input: any): void;\n\tattachJumper2D(handle: number, opts: any): boolean;\n\tsetJumper2DInput(handle: number, jumpPressed: boolean): void;\n\tattachJumper3D(handle: number, opts: any): boolean;\n\tsetJumper3DInput(handle: number, jumpPressed: boolean): void;\n}\n\n/** Default options used when constructing a wasm-backed Stage runtime. */\nexport interface WasmStageRuntimeOptions {\n\tinitialCapacity?: number;\n\tgravity?: readonly [number, number, number];\n\timports?: WebAssembly.Imports;\n}\n"],"mappings":";AAAO,IAAM,gBAAgB;AAAA,EAC5B,SAAS;AAAA,EACT,QAAQ;AAAA,EACR,mBAAmB;AAAA,EACnB,mBAAmB;AACpB;AAEO,IAAM,mBAAmB;AAAA,EAC/B,KAAK;AAAA,EACL,OAAO;AACR;AAEO,IAAM,mBAAmB;AAAA,EAC/B,KAAK;AAAA,EACL,OAAO;AACR;AAEO,IAAM,0BAA0B;AAAA,EACtC,QAAQ;AAAA,EACR,QAAQ;AACT;AAEO,IAAM,oBAAoB;AAAA,EAChC,IAAI;AAAA,EACJ,IAAI;AACL;AAEO,IAAM,iBAAiB;AAAA,EAC7B,kBAAkB;AAAA,EAClB,kBAAkB;AAAA,EAClB,aAAa;AAAA,EACb,UAAU;AAAA,EACV,eAAe;AAAA,EACf,aAAa;AAAA,EACb,QAAQ;AAAA,EACR,SAAS;AAAA,EACT,eAAe;AAChB;","names":[]}
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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/behaviors/particle-emitter/particle-emitter.descriptor.ts","../src/lib/behaviors/particle-emitter/particle-effect.ts"],"sourcesContent":["import { Group, Object3D, Quaternion, Vector3 } from 'three';\n\nimport { Particles } from './gpu';\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(): Particles | 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: Particles;\n\tanchor: Group;\n\tservice: ParticleRendererService;\n\tinitialPosition: Vector3;\n\tinitialQuaternion: Quaternion;\n\t/** Whether the system has been started at least once in this lifecycle. */\n\tstarted: boolean;\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\n/**\n * Ticks the GPU particle systems each frame.\n *\n * The previous backend (three.quarks) required a `BatchedRenderer` Object3D in\n * the scene graph; the WebGPU engine instead exposes `Particles` Object3Ds that\n * self-render and only need `update(delta)` called for CPU-side emission.\n */\nclass ParticleRendererService {\n\tprivate readonly systems = new Set<Particles>();\n\n\tconstructor(private readonly sceneRoot: Object3D) {}\n\n\t/** Scene node that emitter anchors are parented to. */\n\tget root(): Object3D {\n\t\treturn this.sceneRoot;\n\t}\n\n\tregister(system: Particles): void {\n\t\tthis.systems.add(system);\n\t}\n\n\tforget(system: Particles): void {\n\t\tthis.systems.delete(system);\n\t}\n\n\tupdate(delta: number): void {\n\t\tfor (const system of this.systems) {\n\t\t\tsystem.update(delta);\n\t\t}\n\t}\n\n\tdestroy(): void {\n\t\tthis.systems.clear();\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\truntime.started = true;\n\t\tstate.pendingRestart = false;\n\n\t\tif (state.desiredState === 'paused') {\n\t\t\truntime.system.pause();\n\t\t} else if (state.desiredState === 'stopped') {\n\t\t\truntime.system.stop();\n\t\t\truntime.started = false;\n\t\t}\n\t\treturn;\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\truntime.started = false;\n\t\treturn;\n\t}\n\n\t// playing\n\tif (!runtime.started) {\n\t\truntime.system.start();\n\t\truntime.started = true;\n\t} else {\n\t\truntime.system.resume();\n\t}\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.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\tstarted: false,\n\t};\n\n\tanchor.name = `${entity.name || entity.uuid}:particle-anchor`;\n\tanchor.add(system);\n\tservice.register(system);\n\tservice.root.add(anchor);\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.running;\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\n\t\t\tif (\n\t\t\t\tref.options.autoDestroy\n\t\t\t\t&& state.runtime.started\n\t\t\t\t&& state.desiredState === 'playing'\n\t\t\t\t&& state.runtime.system.isComplete()\n\t\t\t) {\n\t\t\t\thandleSystemDestroyed(entity, ref);\n\t\t\t}\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 { AdditiveBlending, Color, type ColorRepresentation } from 'three';\n\nimport { Particles } from './gpu';\nimport type { ParticleSettings, ParticlesConfig, RenderSettings } from './gpu';\nimport {\n\tparticleEffect,\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\t/**\n\t * Kept for API compatibility. Emitter follow behavior is controlled by the\n\t * particle-emitter behavior (followPosition/followRotation), so this flag is\n\t * not used by the GPU engine.\n\t */\n\tworldSpace?: boolean;\n}\n\ninterface BurstDefaults {\n\tduration: number;\n\tlife: [number, number];\n\tspeed: [number, number];\n\tsize: [number, number];\n\tcolor: ColorRepresentation;\n\tcount: number;\n\tintensity: number;\n}\n\nfunction toRange(\n\tvalue: number | readonly [number, number] | undefined,\n\tfallback: [number, number],\n): [number, number] {\n\tif (value === undefined) return fallback;\n\tif (Array.isArray(value)) {\n\t\treturn [value[0] ?? fallback[0], value[1] ?? fallback[1]];\n\t}\n\tconst single = value as number;\n\treturn [single, single];\n}\n\nfunction toHexColor(color: ColorRepresentation): string {\n\treturn `#${new Color(color).getHexString()}`;\n}\n\nfunction makeBurstConfig(\n\toptions: BurstParticlePresetOptions,\n\tdefaults: BurstDefaults,\n): ParticlesConfig {\n\tconst count = Math.max(1, Math.round(options.count ?? defaults.count));\n\tconst color = toHexColor(options.color ?? defaults.color);\n\tconst blending = (options.blending ?? AdditiveBlending) as RenderSettings['blendingMode'];\n\n\tconst particles: Partial<ParticleSettings> & Pick<ParticleSettings, 'count'> = {\n\t\tcount,\n\t\tintensity: options.opacity ?? defaults.intensity,\n\t\tcolors: [\n\t\t\t[\n\t\t\t\t{ color, stop: 0 },\n\t\t\t\t{ color, stop: 1 },\n\t\t\t],\n\t\t],\n\t\tfadeAlpha: [0.05, 0.7],\n\t\tfadeSize: [0.1, 0.85],\n\t};\n\tif (options.texture) {\n\t\tparticles.alphaMapsStart = [options.texture] as unknown as ParticleSettings['alphaMapsStart'];\n\t}\n\n\treturn {\n\t\tparticles,\n\t\temitter: {\n\t\t\tduration: options.duration ?? defaults.duration,\n\t\t\tloop: false,\n\t\t\tspawnMode: 'burst',\n\t\t\trate: count,\n\t\t\tstatic: 0,\n\t\t\tlifetime: toRange(options.life, defaults.life),\n\t\t\tspeed: toRange(options.speed, defaults.speed),\n\t\t\tsize: toRange(options.size, defaults.size),\n\t\t\tdirectionMin: [-1, -1, -1],\n\t\t\tdirectionMax: [1, 1, 1],\n\t\t},\n\t\trender: { blendingMode: blending },\n\t};\n}\n\nexport const particlePresets = {\n\tburst(options: BurstParticlePresetOptions = {}): ParticleEffectDefinition {\n\t\tconst config = makeBurstConfig(options, {\n\t\t\tduration: 0.25,\n\t\t\tlife: [0.3, 0.7],\n\t\t\tspeed: [1.5, 4],\n\t\t\tsize: [0.08, 0.18],\n\t\t\tcolor: '#ffffff',\n\t\t\tcount: 18,\n\t\t\tintensity: 1,\n\t\t});\n\t\treturn particleEffect(() => new Particles(config));\n\t},\n\tsmoke(options: BurstParticlePresetOptions = {}): ParticleEffectDefinition {\n\t\tconst config = makeBurstConfig(options, {\n\t\t\tduration: 1.1,\n\t\t\tlife: [0.8, 1.6],\n\t\t\tspeed: [0.2, 0.8],\n\t\t\tsize: [0.2, 0.5],\n\t\t\tcolor: '#999999',\n\t\t\tcount: 10,\n\t\t\tintensity: 0.85,\n\t\t});\n\t\treturn particleEffect(() => new Particles(config));\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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