@zylem/behaviors 0.3.1 → 0.4.1

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Files changed (139) hide show
  1. package/dist/behavior-system-y8SGrGWy.d.ts +580 -0
  2. package/dist/{chunk-ARJWUNRE.js → chunk-27UPCP5B.js} +10 -10
  3. package/dist/{chunk-ARJWUNRE.js.map → chunk-27UPCP5B.js.map} +1 -1
  4. package/dist/{chunk-YUO6SKJD.js → chunk-4L36OPY2.js} +33 -23
  5. package/dist/chunk-4L36OPY2.js.map +1 -0
  6. package/dist/{chunk-DYLH6K7B.js → chunk-4WH2ZN7P.js} +1 -1
  7. package/dist/{chunk-DYLH6K7B.js.map → chunk-4WH2ZN7P.js.map} +1 -1
  8. package/dist/{chunk-ZPSAXX73.js → chunk-5SM5SH5O.js} +26 -26
  9. package/dist/chunk-5SM5SH5O.js.map +1 -0
  10. package/dist/{chunk-STCCNLPC.js → chunk-5XZWTFGF.js} +5 -3
  11. package/dist/chunk-5XZWTFGF.js.map +1 -0
  12. package/dist/{chunk-JAN34G6S.js → chunk-67XLJ26X.js} +152 -168
  13. package/dist/chunk-67XLJ26X.js.map +1 -0
  14. package/dist/{chunk-2CLT36VB.js → chunk-75FJIUIG.js} +22 -23
  15. package/dist/chunk-75FJIUIG.js.map +1 -0
  16. package/dist/{chunk-OYWFPIHF.js → chunk-A4CA35DQ.js} +20 -17
  17. package/dist/chunk-A4CA35DQ.js.map +1 -0
  18. package/dist/{chunk-SS7ELMJ7.js → chunk-F72WX4MH.js} +49 -33
  19. package/dist/chunk-F72WX4MH.js.map +1 -0
  20. package/dist/{chunk-RTRVBEIB.js → chunk-FTDZAKZW.js} +5 -18
  21. package/dist/chunk-FTDZAKZW.js.map +1 -0
  22. package/dist/{chunk-XIJNE67Y.js → chunk-GFARAJV2.js} +3 -5
  23. package/dist/{chunk-XIJNE67Y.js.map → chunk-GFARAJV2.js.map} +1 -1
  24. package/dist/{chunk-VAN4WW3F.js → chunk-H4TJ7X4O.js} +4 -7
  25. package/dist/chunk-H4TJ7X4O.js.map +1 -0
  26. package/dist/{chunk-KS72RZHX.js → chunk-IZJFUAXB.js} +1 -1
  27. package/dist/{chunk-KS72RZHX.js.map → chunk-IZJFUAXB.js.map} +1 -1
  28. package/dist/{chunk-SVLNF434.js → chunk-JXMF4NUI.js} +51 -3
  29. package/dist/chunk-JXMF4NUI.js.map +1 -0
  30. package/dist/chunk-KFFETUAL.js +40 -0
  31. package/dist/chunk-KFFETUAL.js.map +1 -0
  32. package/dist/chunk-LL4FLHIY.js +12 -0
  33. package/dist/chunk-LL4FLHIY.js.map +1 -0
  34. package/dist/{chunk-RTVRUNYR.js → chunk-OTLSUYQQ.js} +2 -2
  35. package/dist/chunk-OTLSUYQQ.js.map +1 -0
  36. package/dist/{chunk-Y6UJOUE5.js → chunk-Q75LKHDF.js} +14 -2
  37. package/dist/chunk-Q75LKHDF.js.map +1 -0
  38. package/dist/{chunk-KOZUNIIE.js → chunk-QDCJLJUV.js} +10 -10
  39. package/dist/{chunk-KOZUNIIE.js.map → chunk-QDCJLJUV.js.map} +1 -1
  40. package/dist/{chunk-LD5SMIB3.js → chunk-QVCMJ4Q2.js} +1 -1
  41. package/dist/{chunk-LD5SMIB3.js.map → chunk-QVCMJ4Q2.js.map} +1 -1
  42. package/dist/{chunk-F3KRX2V4.js → chunk-RDHSHEZM.js} +46 -24
  43. package/dist/chunk-RDHSHEZM.js.map +1 -0
  44. package/dist/chunk-UIG7MWS2.js +518 -0
  45. package/dist/chunk-UIG7MWS2.js.map +1 -0
  46. package/dist/{chunk-6C6NXNEW.js → chunk-UL6Q5HDP.js} +25 -3
  47. package/dist/chunk-UL6Q5HDP.js.map +1 -0
  48. package/dist/{chunk-XG2YMCJW.js → chunk-VMQHNJJI.js} +6 -8
  49. package/dist/{chunk-XG2YMCJW.js.map → chunk-VMQHNJJI.js.map} +1 -1
  50. package/dist/{chunk-GCNRXAKH.js → chunk-XP3ASVGJ.js} +13 -10
  51. package/dist/chunk-XP3ASVGJ.js.map +1 -0
  52. package/dist/{chunk-ID5QJYF5.js → chunk-Y7YIAWPW.js} +11 -1
  53. package/dist/chunk-Y7YIAWPW.js.map +1 -0
  54. package/dist/{chunk-4I6E6DGV.js → chunk-Z72F2ENM.js} +6 -8
  55. package/dist/{chunk-4I6E6DGV.js.map → chunk-Z72F2ENM.js.map} +1 -1
  56. package/dist/{chunk-FPTWVCPN.js → chunk-ZA43LPRM.js} +4 -24
  57. package/dist/chunk-ZA43LPRM.js.map +1 -0
  58. package/dist/{chunk-K3UNLQ7W.js → chunk-ZRQWSURL.js} +2 -2
  59. package/dist/chunk-ZRQWSURL.js.map +1 -0
  60. package/dist/cooldown.d.ts +2 -1
  61. package/dist/cooldown.js +1 -1
  62. package/dist/coordinators/boundary-ricochet-3d.d.ts +12 -5
  63. package/dist/coordinators/boundary-ricochet-3d.js +2 -1
  64. package/dist/coordinators/boundary-ricochet.d.ts +9 -7
  65. package/dist/coordinators/boundary-ricochet.js +2 -1
  66. package/dist/coordinators/first-person-shooter.d.ts +9 -8
  67. package/dist/coordinators/first-person-shooter.js +3 -3
  68. package/dist/coordinators/multidirectional-space-shooter.d.ts +12 -9
  69. package/dist/coordinators/multidirectional-space-shooter.js +4 -4
  70. package/dist/coordinators/top-down-shooter.d.ts +9 -8
  71. package/dist/coordinators/top-down-shooter.js +3 -3
  72. package/dist/core.d.ts +4 -4
  73. package/dist/core.js +17 -39
  74. package/dist/core.js.map +1 -1
  75. package/dist/destructible-3d.d.ts +2 -1
  76. package/dist/first-person.d.ts +12 -12
  77. package/dist/first-person.js +9 -8
  78. package/dist/index.d.ts +37 -14
  79. package/dist/index.js +73 -44
  80. package/dist/jumper-2d.d.ts +7 -6
  81. package/dist/jumper-2d.js +6 -5
  82. package/dist/jumper-3d.d.ts +12 -11
  83. package/dist/jumper-3d.js +7 -6
  84. package/dist/{moveable-BCRpjAQb.d.ts → moveable-Cl9h-_w7.d.ts} +2 -78
  85. package/dist/particle-emitter.d.ts +1 -1
  86. package/dist/particle-emitter.js +1 -1
  87. package/dist/platformer-2d.d.ts +306 -0
  88. package/dist/platformer-2d.js +24 -0
  89. package/dist/platformer-3d.d.ts +74 -87
  90. package/dist/platformer-3d.js +5 -4
  91. package/dist/ricochet-2d.d.ts +1 -1
  92. package/dist/ricochet-2d.js +2 -2
  93. package/dist/ricochet-3d.d.ts +1 -1
  94. package/dist/ricochet-3d.js +2 -2
  95. package/dist/runtime-2d.d.ts +93 -2
  96. package/dist/runtime-2d.js +145 -22
  97. package/dist/runtime-2d.js.map +1 -1
  98. package/dist/screen-visibility.d.ts +2 -1
  99. package/dist/screen-wrap.d.ts +2 -1
  100. package/dist/screen-wrap.js +1 -1
  101. package/dist/shooter-2d.d.ts +5 -3
  102. package/dist/shooter-2d.js +2 -2
  103. package/dist/shooter-fire-DGripl0z.d.ts +55 -0
  104. package/dist/thruster.d.ts +8 -18
  105. package/dist/thruster.js +6 -6
  106. package/dist/top-down-movement.d.ts +7 -4
  107. package/dist/top-down-movement.js +5 -5
  108. package/dist/{use-behavior-D_82jAL3.d.ts → use-behavior-B85d5u7-.d.ts} +1 -1
  109. package/dist/world-boundary-2d.d.ts +2 -1
  110. package/dist/world-boundary-2d.js +2 -2
  111. package/dist/world-boundary-3d.d.ts +2 -1
  112. package/dist/world-boundary-3d.js +2 -2
  113. package/package.json +7 -5
  114. package/dist/behavior-system-DYbx-x_-.d.ts +0 -307
  115. package/dist/chunk-2C3Z5GE7.js +0 -176
  116. package/dist/chunk-2C3Z5GE7.js.map +0 -1
  117. package/dist/chunk-2CLT36VB.js.map +0 -1
  118. package/dist/chunk-3PYGRHAL.js +0 -35
  119. package/dist/chunk-3PYGRHAL.js.map +0 -1
  120. package/dist/chunk-6C6NXNEW.js.map +0 -1
  121. package/dist/chunk-F3KRX2V4.js.map +0 -1
  122. package/dist/chunk-FPTWVCPN.js.map +0 -1
  123. package/dist/chunk-GCNRXAKH.js.map +0 -1
  124. package/dist/chunk-ID5QJYF5.js.map +0 -1
  125. package/dist/chunk-JAN34G6S.js.map +0 -1
  126. package/dist/chunk-K3UNLQ7W.js.map +0 -1
  127. package/dist/chunk-OYWFPIHF.js.map +0 -1
  128. package/dist/chunk-RTRVBEIB.js.map +0 -1
  129. package/dist/chunk-RTVRUNYR.js.map +0 -1
  130. package/dist/chunk-SS7ELMJ7.js.map +0 -1
  131. package/dist/chunk-STCCNLPC.js.map +0 -1
  132. package/dist/chunk-SVLNF434.js.map +0 -1
  133. package/dist/chunk-VAN4WW3F.js.map +0 -1
  134. package/dist/chunk-Y6UJOUE5.js.map +0 -1
  135. package/dist/chunk-YUO6SKJD.js.map +0 -1
  136. package/dist/chunk-ZPSAXX73.js.map +0 -1
  137. package/dist/runtime-pong.d.ts +0 -92
  138. package/dist/runtime-pong.js +0 -38
  139. /package/dist/{runtime-pong.js.map → platformer-2d.js.map} +0 -0
@@ -2,6 +2,11 @@ import {
2
2
  SyncStateMachine,
3
3
  t
4
4
  } from "./chunk-4URF65BR.js";
5
+ import {
6
+ STAGE_INPUT_BUTTON_JUMP,
7
+ STAGE_INPUT_BUTTON_RUN,
8
+ readBehaviorSnapshot
9
+ } from "./chunk-Q75LKHDF.js";
5
10
  import {
6
11
  defineBehavior
7
12
  } from "./chunk-EZNCCO4L.js";
@@ -14,13 +19,16 @@ function createPlatformer3DMovementComponent(options = {}) {
14
19
  jumpForce: options.jumpForce ?? 12,
15
20
  maxJumps: options.maxJumps ?? 1,
16
21
  gravity: options.gravity ?? 9.82,
17
- groundRayLength: options.groundRayLength ?? 1,
18
22
  coyoteTime: options.coyoteTime ?? 0.1,
19
23
  jumpBufferTime: options.jumpBufferTime ?? 0.1,
20
24
  jumpCutMultiplier: options.jumpCutMultiplier ?? 0.5,
21
25
  multiJumpWindowTime: options.multiJumpWindowTime ?? 0.15,
22
26
  // 150ms default
23
- debugGroundProbe: options.debugGroundProbe ?? false
27
+ slopeClimbAngle: options.slopeClimbAngle ?? 50,
28
+ slopeSlideAngle: options.slopeSlideAngle ?? 40,
29
+ autostep: options.autostep ?? { maxHeight: 0.3, minWidth: 0.1 },
30
+ snapToGroundDistance: options.snapToGroundDistance ?? 0.3,
31
+ characterOffset: options.characterOffset ?? 0.05
24
32
  };
25
33
  }
26
34
  function createPlatformer3DInputComponent() {
@@ -52,7 +60,7 @@ function createPlatformer3DStateComponent() {
52
60
  timeSinceJump: 0,
53
61
  jumpedThisFrame: false,
54
62
  jumpCutRampTimer: 0,
55
- groundedGraceTimer: 0
63
+ verticalVelocity: 0
56
64
  };
57
65
  }
58
66
 
@@ -183,92 +191,52 @@ var Platformer3DFSM = class {
183
191
  }
184
192
  };
185
193
 
186
- // src/lib/behaviors/platformer-3d/platformer-3d.behavior.ts
194
+ // src/lib/behaviors/platformer-3d/platformer-3d.system.ts
195
+ import { RigidBodyType, QueryFilterFlags } from "@dimforge/rapier3d-compat";
187
196
  var JUMP_CUT_RAMP_DURATION = 0.05;
188
- var GROUNDED_GRACE_WINDOW = 0.06;
189
- var Platformer3DBehavior = class {
197
+ var GROUND_STICK_SPEED = 2;
198
+ var FALL_VELOCITY_THRESHOLD = -0.1;
199
+ var DEG_TO_RAD = Math.PI / 180;
200
+ var _desired = { x: 0, y: 0, z: 0 };
201
+ var Platformer3DSystem = class {
190
202
  world;
191
- scene;
192
- /**
193
- * Tracks entities whose Rapier `gravityScale` has been zeroed so that
194
- * `applyGravity` is the sole writer of vertical velocity. We do this
195
- * lazily on the first update because the body isn't always available at
196
- * construction time.
197
- */
198
- gravityConfiguredUUIDs = /* @__PURE__ */ new Set();
199
- constructor(world, scene) {
203
+ /** Per-entity character controllers, keyed by entity uuid. */
204
+ controllers = /* @__PURE__ */ new Map();
205
+ constructor(world) {
200
206
  this.world = world;
201
- this.scene = scene;
202
207
  }
203
208
  /**
204
- * Detect "grounded" using the actual capsule collider's contact pairs.
205
- *
206
- * A contact is treated as ground when its solver point lies below the
207
- * body center (i.e., it sits on the bottom hemisphere/cylinder). We
208
- * deliberately don't filter by normal direction: the contact point's
209
- * position alone is robust against the various normal-flip conventions
210
- * Rapier uses for `flipped` manifolds and against rolling-bottom edges
211
- * on heightmap terrain.
212
- */
213
- detectGroundedFromContacts(entity) {
214
- const collider = entity.collider;
215
- const physicsWorld = this.world?.world;
216
- if (!collider || !physicsWorld?.contactsWith) {
217
- return false;
218
- }
219
- let grounded = false;
220
- physicsWorld.contactsWith(collider, (other) => {
221
- if (grounded) return;
222
- physicsWorld.contactPair(collider, other, (manifold, flipped) => {
223
- if (grounded) return;
224
- const num = manifold.numContacts();
225
- for (let i = 0; i < num; i++) {
226
- const local = flipped ? manifold.localContactPoint2(i) : manifold.localContactPoint1(i);
227
- if (!local) continue;
228
- if (local.y < 0) {
229
- grounded = true;
230
- return;
231
- }
232
- }
233
- });
234
- });
235
- return grounded;
236
- }
237
- /**
238
- * One-time per-entity physics setup: take over gravity from Rapier's
239
- * world so that `applyGravity` controls the entire airborne fall curve.
240
- * Without this, gravity was effectively doubled (Rapier's world gravity
241
- * + this behavior's explicit gravity were both pulling the body down).
209
+ * One-time per-entity physics setup: convert the body to a
210
+ * position-based kinematic body and create its character controller.
211
+ * Done lazily on the first update because the body isn't always
212
+ * available at construction time.
242
213
  */
243
214
  ensurePhysicsConfigured(entity) {
244
- if (this.gravityConfiguredUUIDs.has(entity.uuid)) return;
245
- if (typeof entity.body?.setGravityScale === "function") {
246
- entity.body.setGravityScale(0, true);
215
+ const existing = this.controllers.get(entity.uuid);
216
+ if (existing) return existing;
217
+ const physicsWorld = this.world?.world;
218
+ if (!physicsWorld || !entity.body) return null;
219
+ if (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {
220
+ entity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);
247
221
  }
248
- this.gravityConfiguredUUIDs.add(entity.uuid);
249
- }
250
- /**
251
- * Apply horizontal movement based on input.
252
- *
253
- * Only writes X/Z axes — Y is left untouched so Rapier's contact resolution
254
- * can damp vertical motion correctly while grounded. Jump and gravity are
255
- * the sole writers of Y velocity (see handleJump / applyGravity).
256
- */
257
- applyMovement(entity) {
258
- const input = entity.$platformer;
259
222
  const movement = entity.platformer;
260
- const state = entity.platformerState;
261
- const speed = input.run ? movement.runSpeed : movement.walkSpeed;
262
- state.currentSpeed = speed;
263
- const moveX = input.moveX * speed;
264
- const moveZ = input.moveZ * speed;
265
- entity.transformStore.velocity.x = moveX;
266
- entity.transformStore.velocity.z = moveZ;
267
- entity.transformStore.dirty.velocityX = true;
268
- entity.transformStore.dirty.velocityZ = true;
223
+ const controller = physicsWorld.createCharacterController(movement.characterOffset);
224
+ controller.setUp({ x: 0, y: 1, z: 0 });
225
+ controller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);
226
+ controller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);
227
+ if (movement.autostep) {
228
+ controller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);
229
+ } else {
230
+ controller.disableAutostep();
231
+ }
232
+ controller.enableSnapToGround(movement.snapToGroundDistance);
233
+ controller.setApplyImpulsesToDynamicBodies(true);
234
+ this.controllers.set(entity.uuid, controller);
235
+ return controller;
269
236
  }
270
237
  /**
271
- * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut ramp.
238
+ * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut
239
+ * ramp. All vertical motion is written to `state.verticalVelocity`.
272
240
  */
273
241
  handleJump(entity, delta) {
274
242
  const input = entity.$platformer;
@@ -299,12 +267,10 @@ var Platformer3DBehavior = class {
299
267
  state.jumpCutRampTimer = JUMP_CUT_RAMP_DURATION;
300
268
  }
301
269
  if (state.jumpCutRampTimer > 0) {
302
- const velocity = entity.body.linvel();
303
- if (velocity.y > 0) {
270
+ if (state.verticalVelocity > 0) {
304
271
  const stepT = Math.min(delta / state.jumpCutRampTimer, 1);
305
- const targetY = velocity.y * movement.jumpCutMultiplier;
306
- entity.transformStore.velocity.y = velocity.y + (targetY - velocity.y) * stepT;
307
- entity.transformStore.dirty.velocityY = true;
272
+ const targetY = state.verticalVelocity * movement.jumpCutMultiplier;
273
+ state.verticalVelocity += (targetY - state.verticalVelocity) * stepT;
308
274
  }
309
275
  state.jumpCutRampTimer = Math.max(0, state.jumpCutRampTimer - delta);
310
276
  }
@@ -325,19 +291,17 @@ var Platformer3DBehavior = class {
325
291
  state.falling = false;
326
292
  state.jumpCutApplied = false;
327
293
  state.jumpCutRampTimer = 0;
328
- state.groundedGraceTimer = 0;
329
- entity.transformStore.velocity.y = movement.jumpForce;
330
- entity.transformStore.dirty.velocityY = true;
294
+ state.verticalVelocity = movement.jumpForce;
331
295
  state.jumpedThisFrame = true;
332
296
  }
333
297
  }
334
298
  /**
335
- * Apply gravity when not grounded.
299
+ * Integrate gravity into `state.verticalVelocity`.
336
300
  *
337
- * Skipped on the single frame immediately after a jump impulse is applied
338
- * (tracked via `state.jumpedThisFrame`) so gravity never overwrites a
339
- * just-applied jump velocity. The flag is cleared here regardless, so it
340
- * only suppresses exactly one gravity step — independent of frame rate.
301
+ * While grounded (and not on the jump frame) vertical velocity is held at
302
+ * a small constant downward speed so the controller stays pressed into
303
+ * the ground. Skipped entirely on the frame a jump was applied — the
304
+ * grounded flag is still stale-true then and would clobber the jump.
341
305
  */
342
306
  applyGravity(entity, delta) {
343
307
  const movement = entity.platformer;
@@ -346,58 +310,27 @@ var Platformer3DBehavior = class {
346
310
  state.jumpedThisFrame = false;
347
311
  return;
348
312
  }
349
- if (state.grounded) return;
350
- const currentVel = entity.body.linvel();
351
- const newYVelocity = currentVel.y - movement.gravity * delta;
352
- entity.transformStore.velocity.y = newYVelocity;
353
- entity.transformStore.dirty.velocityY = true;
313
+ if (state.grounded) {
314
+ state.verticalVelocity = -GROUND_STICK_SPEED;
315
+ return;
316
+ }
317
+ state.verticalVelocity -= movement.gravity * delta;
354
318
  }
355
319
  /**
356
- * Update entity state based on physics.
357
- *
358
- * Grounded is determined purely by Rapier's contact pairs on the entity's
359
- * collider. This removes a whole class of slope/heightmap jitter caused
360
- * by the previous shape probe disagreeing with the contact resolver — the
361
- * probe could report grounded while a contact impulse had just nudged the
362
- * body off the ground, producing visible micro-bouncing.
363
- *
364
- * While grounded, vertical velocity is held at 0 each frame. This stops
365
- * residual upward kicks from slope-contact resolution from accumulating
366
- * across frames (which previously caused the character to "ride up"
367
- * slopes and lose contact briefly, then fall back, then re-contact, in a
368
- * tight oscillation).
320
+ * Update entity state from the controller's grounded result.
369
321
  */
370
- updateState(entity, delta) {
322
+ updateState(entity, delta, computedGrounded) {
371
323
  const state = entity.platformerState;
372
324
  const wasGrounded = state.grounded;
373
- const velocity = entity.body.linvel();
374
- const hasContact = this.detectGroundedFromContacts(entity);
375
325
  const isAirborne = state.jumping || state.falling;
376
326
  let isGrounded;
377
327
  if (isAirborne) {
378
328
  const canLand = state.falling && !state.jumping;
379
- isGrounded = hasContact && canLand;
329
+ isGrounded = computedGrounded && canLand;
380
330
  } else {
381
- isGrounded = hasContact;
382
- }
383
- if (!isGrounded && wasGrounded) {
384
- if (state.groundedGraceTimer <= 0) {
385
- state.groundedGraceTimer = GROUNDED_GRACE_WINDOW;
386
- }
387
- }
388
- if (state.groundedGraceTimer > 0) {
389
- if (!isGrounded && wasGrounded && !isAirborne) {
390
- isGrounded = true;
391
- state.groundedGraceTimer = Math.max(0, state.groundedGraceTimer - delta);
392
- } else {
393
- state.groundedGraceTimer = 0;
394
- }
331
+ isGrounded = computedGrounded;
395
332
  }
396
333
  state.grounded = isGrounded;
397
- if (state.grounded) {
398
- entity.transformStore.velocity.y = 0;
399
- entity.transformStore.dirty.velocityY = true;
400
- }
401
334
  if (state.grounded) {
402
335
  state.timeSinceGrounded = 0;
403
336
  state.lastGroundedY = entity.body.translation().y;
@@ -410,9 +343,12 @@ var Platformer3DBehavior = class {
410
343
  state.falling = false;
411
344
  state.jumpCutApplied = false;
412
345
  state.jumpCutRampTimer = 0;
346
+ if (state.verticalVelocity < 0) {
347
+ state.verticalVelocity = 0;
348
+ }
413
349
  }
414
- if (velocity.y < -0.1 && !state.grounded) {
415
- if (state.jumping && velocity.y < 0) {
350
+ if (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {
351
+ if (state.jumping) {
416
352
  state.jumping = false;
417
353
  state.falling = true;
418
354
  } else if (!state.jumping) {
@@ -428,39 +364,71 @@ var Platformer3DBehavior = class {
428
364
  if (!entity.platformer || !entity.$platformer || !entity.platformerState) {
429
365
  return;
430
366
  }
431
- const platformerEntity = entity;
432
- this.ensurePhysicsConfigured(platformerEntity);
433
- this.updateState(platformerEntity, delta);
434
- this.applyMovement(platformerEntity);
435
- this.handleJump(platformerEntity, delta);
436
- this.applyGravity(platformerEntity, delta);
367
+ const controller = this.ensurePhysicsConfigured(entity);
368
+ const collider = entity.collider;
369
+ if (!controller || !collider) return;
370
+ const input = entity.$platformer;
371
+ const movement = entity.platformer;
372
+ const state = entity.platformerState;
373
+ this.handleJump(entity, delta);
374
+ this.applyGravity(entity, delta);
375
+ const speed = input.run ? movement.runSpeed : movement.walkSpeed;
376
+ state.currentSpeed = speed;
377
+ _desired.x = input.moveX * speed * delta;
378
+ _desired.y = state.verticalVelocity * delta;
379
+ _desired.z = input.moveZ * speed * delta;
380
+ controller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);
381
+ const corrected = controller.computedMovement();
382
+ if (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {
383
+ state.verticalVelocity = 0;
384
+ }
385
+ const translation = entity.body.translation();
386
+ entity.body.setNextKinematicTranslation({
387
+ x: translation.x + corrected.x,
388
+ y: translation.y + corrected.y,
389
+ z: translation.z + corrected.z
390
+ });
391
+ this.updateState(entity, delta, controller.computedGrounded());
437
392
  }
438
393
  destroy() {
439
- this.gravityConfiguredUUIDs.clear();
394
+ const physicsWorld = this.world?.world;
395
+ if (physicsWorld) {
396
+ for (const controller of this.controllers.values()) {
397
+ physicsWorld.removeCharacterController(controller);
398
+ }
399
+ }
400
+ this.controllers.clear();
440
401
  }
441
402
  };
442
403
 
443
404
  // src/lib/behaviors/platformer-3d/platformer-3d.descriptor.ts
405
+ var FSM_STATE_BY_INDEX = [
406
+ "idle" /* Idle */,
407
+ "walking" /* Walking */,
408
+ "running" /* Running */,
409
+ "jumping" /* Jumping */,
410
+ "falling" /* Falling */,
411
+ "landing" /* Landing */
412
+ ];
444
413
  var defaultOptions = {
445
414
  walkSpeed: 12,
446
415
  runSpeed: 24,
447
416
  jumpForce: 12,
448
417
  maxJumps: 1,
449
418
  gravity: 9.82,
450
- groundRayLength: 1,
451
- debugGroundProbe: false
419
+ slopeClimbAngle: 50,
420
+ slopeSlideAngle: 40,
421
+ autostep: { maxHeight: 0.3, minWidth: 0.1 },
422
+ snapToGroundDistance: 0.3,
423
+ characterOffset: 0.05
452
424
  };
453
425
  var PLATFORMER_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:platformer-3d");
454
426
  var Platformer3DBehaviorSystem = class {
455
- constructor(world, scene, wasmStage, getBehaviorLinks) {
456
- this.world = world;
457
- this.scene = scene;
427
+ constructor(world, wasmStage, getBehaviorLinks) {
458
428
  this.wasmStage = wasmStage;
459
429
  this.getBehaviorLinks = getBehaviorLinks;
460
- this.movementBehavior = new Platformer3DBehavior(world, scene);
430
+ this.movementBehavior = new Platformer3DSystem(world);
461
431
  }
462
- world;
463
- scene;
464
432
  wasmStage;
465
433
  getBehaviorLinks;
466
434
  movementBehavior;
@@ -481,6 +449,19 @@ var Platformer3DBehaviorSystem = class {
481
449
  if (!gameEntity.platformerState) {
482
450
  gameEntity.platformerState = createPlatformer3DStateComponent();
483
451
  }
452
+ const handle = gameEntity.runtimeHandle ?? -1;
453
+ if (this.wasmStage && handle >= 0) {
454
+ this.ensureWasmAttached(handle, options);
455
+ platformerRef.__wasmStage = this.wasmStage;
456
+ platformerRef.__entity = gameEntity;
457
+ const input = gameEntity.$platformer;
458
+ if (input) {
459
+ this.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);
460
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, !!input.jump);
461
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_RUN, !!input.run);
462
+ }
463
+ continue;
464
+ }
484
465
  if (!platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {
485
466
  platformerRef.fsm = new Platformer3DFSM({
486
467
  input: gameEntity.$platformer,
@@ -490,22 +471,13 @@ var Platformer3DBehaviorSystem = class {
490
471
  if (platformerRef.fsm && gameEntity.$platformer && gameEntity.platformerState) {
491
472
  platformerRef.fsm.update(gameEntity.$platformer, gameEntity.platformerState);
492
473
  }
493
- const handle = gameEntity.runtimeHandle ?? -1;
494
- if (this.wasmStage && handle >= 0) {
495
- this.ensureWasmAttached(handle, options);
496
- const input = gameEntity.$platformer;
497
- if (input) {
498
- this.wasmStage.setPlatformer3DInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);
499
- this.wasmStage.setPlatformer3DInputButtons(handle, !!input.jump, !!input.run);
500
- }
501
- continue;
502
- }
503
474
  if (!gameEntity.body) continue;
504
475
  this.movementBehavior.updateEntity(gameEntity, delta);
505
476
  }
506
477
  }
507
478
  ensureWasmAttached(handle, options) {
508
479
  if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
480
+ const autostep = options.autostep ?? defaultOptions.autostep;
509
481
  this.wasmStage.attachPlatformer3D(handle, {
510
482
  halfHeight: 0.9,
511
483
  radius: 0.4,
@@ -513,7 +485,13 @@ var Platformer3DBehaviorSystem = class {
513
485
  runSpeed: options.runSpeed ?? defaultOptions.runSpeed,
514
486
  jumpForce: options.jumpForce ?? defaultOptions.jumpForce,
515
487
  maxJumps: options.maxJumps ?? defaultOptions.maxJumps,
516
- gravity: options.gravity ?? defaultOptions.gravity
488
+ gravity: options.gravity ?? defaultOptions.gravity,
489
+ slopeClimbAngle: options.slopeClimbAngle ?? defaultOptions.slopeClimbAngle,
490
+ slopeSlideAngle: options.slopeSlideAngle ?? defaultOptions.slopeSlideAngle,
491
+ autostepHeight: autostep ? autostep.maxHeight : 0,
492
+ autostepMinWidth: autostep ? autostep.minWidth : 0.1,
493
+ snapToGroundDistance: options.snapToGroundDistance ?? defaultOptions.snapToGroundDistance,
494
+ characterOffset: options.characterOffset ?? defaultOptions.characterOffset
517
495
  });
518
496
  this.attachedRuntimeSlots.add(handle);
519
497
  }
@@ -522,19 +500,25 @@ var Platformer3DBehaviorSystem = class {
522
500
  this.attachedRuntimeSlots.clear();
523
501
  }
524
502
  };
525
- var Platformer3DBehavior2 = defineBehavior({
503
+ var Platformer3DBehavior = defineBehavior({
526
504
  name: "platformer-3d",
527
505
  defaultOptions,
528
506
  systemFactory: (ctx) => new Platformer3DBehaviorSystem(
529
- ctx.world,
530
- ctx.scene,
507
+ ctx.world ?? null,
531
508
  ctx.wasmStage ?? null,
532
509
  ctx.getBehaviorLinks
533
510
  ),
511
+ // On the wasm fast path the handle reads the runtime snapshot buffer
512
+ // (values are from the end of the previous step — one-frame lag); the TS
513
+ // FSM only backs the no-wasm fallback path.
534
514
  createHandle: (ref) => ({
535
- getState: () => ref.fsm?.getState() ?? "idle" /* Idle */,
536
- isGrounded: () => ref.fsm?.isGrounded() ?? false,
537
- getJumpCount: () => ref.fsm?.getJumpCount() ?? 0,
515
+ getState: () => {
516
+ const snapshot = readBehaviorSnapshot(ref);
517
+ if (snapshot) return FSM_STATE_BY_INDEX[snapshot.fsmState] ?? "idle" /* Idle */;
518
+ return ref.fsm?.getState() ?? "idle" /* Idle */;
519
+ },
520
+ isGrounded: () => readBehaviorSnapshot(ref)?.grounded ?? ref.fsm?.isGrounded() ?? false,
521
+ getJumpCount: () => readBehaviorSnapshot(ref)?.jumpCount ?? ref.fsm?.getJumpCount() ?? 0,
538
522
  onPlatformCollision: (ctx) => ref.fsm?.handleCollision(ctx)
539
523
  })
540
524
  });
@@ -546,7 +530,7 @@ export {
546
530
  Platformer3DState,
547
531
  Platformer3DEvent,
548
532
  Platformer3DFSM,
549
- Platformer3DBehavior,
550
- Platformer3DBehavior2
533
+ Platformer3DSystem,
534
+ Platformer3DBehavior
551
535
  };
552
- //# sourceMappingURL=chunk-JAN34G6S.js.map
536
+ //# sourceMappingURL=chunk-67XLJ26X.js.map
@@ -0,0 +1 @@
1
+ {"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.system.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/** 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/** Maximum slope angle (degrees) the character can walk up */\n\tslopeClimbAngle: number;\n\t/** Slope angle (degrees) past which the character slides down */\n\tslopeSlideAngle: number;\n\t/** Autostep configuration for small ledges, or false to disable */\n\tautostep: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance (keeps the character glued going downhill) */\n\tsnapToGroundDistance: number;\n\t/** Character controller offset (small gap kept between collider and environment) */\n\tcharacterOffset: number;\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\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\tslopeClimbAngle: options.slopeClimbAngle ?? 50,\n\t\tslopeSlideAngle: options.slopeSlideAngle ?? 40,\n\t\tautostep: options.autostep ?? { maxHeight: 0.3, minWidth: 0.1 },\n\t\tsnapToGroundDistance: options.snapToGroundDistance ?? 0.3,\n\t\tcharacterOffset: options.characterOffset ?? 0.05,\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, verticalVelocity lerps toward verticalVelocity * jumpCutMultiplier. */\n\tjumpCutRampTimer: number;\n\t/**\n\t * Controller-owned vertical velocity (units/second).\n\t * The body is kinematic, so `linvel()` is meaningless — this field is the\n\t * single source of truth for jump/gravity motion on the Y axis.\n\t */\n\tverticalVelocity: 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\tverticalVelocity: 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 System\n *\n * Kinematic character controller (N64-style): the controller owns all motion\n * and physics is only a collision database.\n *\n * - The entity's body is converted to `KinematicPositionBased` on first\n * update; Rapier never applies forces to it.\n * - Each tick, desired displacement (horizontal input + integrated vertical\n * velocity) is run through Rapier's `KinematicCharacterController`\n * (collide-and-slide with autostep, slope limits, and snap-to-ground) and\n * the corrected movement is applied via `setNextKinematicTranslation`.\n * - Grounded comes from `controller.computedGrounded()` — no contact-pair or\n * raycast probing.\n * - Vertical velocity lives in `state.verticalVelocity` (`linvel()` is\n * meaningless on kinematic bodies). Jump buffering, coyote time,\n * multi-jump, and the jump-cut ramp all operate on that field.\n */\n\nimport { RigidBodyType, QueryFilterFlags } from '@dimforge/rapier3d-compat';\nimport type { Collider, KinematicCharacterController, RigidBody } from '@dimforge/rapier3d-compat';\nimport type { ZylemWorld } from '../../collision/world';\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 vertical velocity in a single frame (which produces a\n * visible camera pop), we lerp toward the cut velocity across roughly 3\n * physics steps at 60 Hz.\n */\nconst JUMP_CUT_RAMP_DURATION = 0.05;\n\n/**\n * Constant downward speed applied while grounded (units/second). Keeps the\n * controller pressed into the ground so `computedGrounded()` stays engaged on\n * flat ground and going downhill (snap-to-ground handles larger drops).\n */\nconst GROUND_STICK_SPEED = 2;\n\n/** Vertical speed below which the airborne state flips from jumping to falling. */\nconst FALL_VELOCITY_THRESHOLD = -0.1;\n\nconst DEG_TO_RAD = Math.PI / 180;\n\n/**\n * Entity with platformer components\n */\nexport interface Platformer3DEntity {\n\tuuid: string;\n\tbody: RigidBody;\n\tcollider?: Collider | null;\n\tplatformer: Platformer3DMovementComponent;\n\t$platformer: Platformer3DInputComponent;\n\tplatformerState: Platformer3DStateComponent;\n}\n\n/** Scratch vector reused for the desired per-tick displacement. */\nconst _desired = { x: 0, y: 0, z: 0 };\n\n/**\n * Platformer 3D movement system.\n *\n * Core kinematic controller for 3D platformer movement. Requires a live\n * `ZylemWorld` with the raw Rapier `World` exposed on `.world` — without it\n * the system is a no-op (the WASM fast path handles that case upstream).\n */\nexport class Platformer3DSystem {\n\tprivate world: ZylemWorld | null;\n\t/** Per-entity character controllers, keyed by entity uuid. */\n\tprivate controllers = new Map<string, KinematicCharacterController>();\n\n\tconstructor(world: ZylemWorld | null) {\n\t\tthis.world = world;\n\t}\n\n\t/**\n\t * One-time per-entity physics setup: convert the body to a\n\t * position-based kinematic body and create its character controller.\n\t * Done lazily on the first update because the body isn't always\n\t * available at construction time.\n\t */\n\tprivate ensurePhysicsConfigured(entity: Platformer3DEntity): KinematicCharacterController | null {\n\t\tconst existing = this.controllers.get(entity.uuid);\n\t\tif (existing) return existing;\n\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (!physicsWorld || !entity.body) return null;\n\n\t\tif (entity.body.bodyType() !== RigidBodyType.KinematicPositionBased) {\n\t\t\tentity.body.setBodyType(RigidBodyType.KinematicPositionBased, true);\n\t\t}\n\n\t\tconst movement = entity.platformer;\n\t\tconst controller = physicsWorld.createCharacterController(movement.characterOffset);\n\t\tcontroller.setUp({ x: 0, y: 1, z: 0 });\n\t\tcontroller.setMaxSlopeClimbAngle(movement.slopeClimbAngle * DEG_TO_RAD);\n\t\tcontroller.setMinSlopeSlideAngle(movement.slopeSlideAngle * DEG_TO_RAD);\n\t\tif (movement.autostep) {\n\t\t\tcontroller.enableAutostep(movement.autostep.maxHeight, movement.autostep.minWidth, true);\n\t\t} else {\n\t\t\tcontroller.disableAutostep();\n\t\t}\n\t\tcontroller.enableSnapToGround(movement.snapToGroundDistance);\n\t\tcontroller.setApplyImpulsesToDynamicBodies(true);\n\n\t\tthis.controllers.set(entity.uuid, controller);\n\t\treturn controller;\n\t}\n\n\t/**\n\t * Handle jump logic with multi-jump, coyote time, buffering, and jump-cut\n\t * ramp. All vertical motion is written to `state.verticalVelocity`.\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\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 verticalVelocity toward verticalVelocity * jumpCutMultiplier\n\t\t// across the ramp window so the change isn't a single-frame discontinuity.\n\t\tif (state.jumpCutRampTimer > 0) {\n\t\t\tif (state.verticalVelocity > 0) {\n\t\t\t\tconst stepT = Math.min(delta / state.jumpCutRampTimer, 1);\n\t\t\t\tconst targetY = state.verticalVelocity * movement.jumpCutMultiplier;\n\t\t\t\tstate.verticalVelocity += (targetY - state.verticalVelocity) * stepT;\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\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\n\t\t\tstate.verticalVelocity = movement.jumpForce;\n\n\t\t\t// Flag this frame so applyGravity skips exactly one grounded\n\t\t\t// clamp/gravity step (the jump velocity is authoritative).\n\t\t\tstate.jumpedThisFrame = true;\n\t\t}\n\t}\n\n\t/**\n\t * Integrate gravity into `state.verticalVelocity`.\n\t *\n\t * While grounded (and not on the jump frame) vertical velocity is held at\n\t * a small constant downward speed so the controller stays pressed into\n\t * the ground. Skipped entirely on the frame a jump was applied — the\n\t * grounded flag is still stale-true then and would clobber the jump.\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) {\n\t\t\tstate.verticalVelocity = -GROUND_STICK_SPEED;\n\t\t\treturn;\n\t\t}\n\n\t\tstate.verticalVelocity -= movement.gravity * delta;\n\t}\n\n\t/**\n\t * Update entity state from the controller's grounded result.\n\t */\n\tprivate updateState(entity: Platformer3DEntity, delta: number, computedGrounded: boolean): void {\n\t\tconst state = entity.platformerState;\n\t\tconst wasGrounded = state.grounded;\n\n\t\tconst isAirborne = state.jumping || state.falling;\n\t\tlet isGrounded: boolean;\n\t\tif (isAirborne) {\n\t\t\t// Never land while still moving upward in a jump arc.\n\t\t\tconst canLand = state.falling && !state.jumping;\n\t\t\tisGrounded = computedGrounded && canLand;\n\t\t} else {\n\t\t\tisGrounded = computedGrounded;\n\t\t}\n\n\t\tstate.grounded = isGrounded;\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\tif (state.verticalVelocity < 0) {\n\t\t\t\tstate.verticalVelocity = 0;\n\t\t\t}\n\t\t}\n\n\t\tif (state.verticalVelocity < FALL_VELOCITY_THRESHOLD && !state.grounded) {\n\t\t\tif (state.jumping) {\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: Platformer3DEntity, delta: number): void {\n\t\tif (!entity.platformer || !entity.$platformer || !entity.platformerState) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst controller = this.ensurePhysicsConfigured(entity);\n\t\tconst collider = entity.collider;\n\t\tif (!controller || !collider) return;\n\n\t\tconst input = entity.$platformer;\n\t\tconst movement = entity.platformer;\n\t\tconst state = entity.platformerState;\n\n\t\t// 1. Jump logic (may set verticalVelocity = jumpForce this frame)\n\t\tthis.handleJump(entity, delta);\n\n\t\t// 2. Gravity / grounded stick on verticalVelocity\n\t\tthis.applyGravity(entity, delta);\n\n\t\t// 3. Desired displacement for this tick\n\t\tconst speed = input.run ? movement.runSpeed : movement.walkSpeed;\n\t\tstate.currentSpeed = speed;\n\t\t_desired.x = input.moveX * speed * delta;\n\t\t_desired.y = state.verticalVelocity * delta;\n\t\t_desired.z = input.moveZ * speed * delta;\n\n\t\t// 4. Collide-and-slide\n\t\tcontroller.computeColliderMovement(collider, _desired, QueryFilterFlags.EXCLUDE_SENSORS);\n\t\tconst corrected = controller.computedMovement();\n\n\t\t// Head bump: upward motion was blocked, so kill the remaining ascent\n\t\t// instead of hanging under the ceiling for the rest of the arc.\n\t\tif (_desired.y > 1e-9 && corrected.y < _desired.y * 0.5) {\n\t\t\tstate.verticalVelocity = 0;\n\t\t}\n\n\t\tconst translation = entity.body.translation();\n\t\tentity.body.setNextKinematicTranslation({\n\t\t\tx: translation.x + corrected.x,\n\t\t\ty: translation.y + corrected.y,\n\t\t\tz: translation.z + corrected.z,\n\t\t});\n\n\t\t// 5. State transitions from the controller's grounded result\n\t\tthis.updateState(entity, delta, controller.computedGrounded());\n\t}\n\n\tdestroy(): void {\n\t\tconst physicsWorld = this.world?.world;\n\t\tif (physicsWorld) {\n\t\t\tfor (const controller of this.controllers.values()) {\n\t\t\t\tphysicsWorld.removeCharacterController(controller);\n\t\t\t}\n\t\t}\n\t\tthis.controllers.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 { Platformer3DSystem, Platformer3DEntity } from './platformer-3d.system';\nimport type { ZylemWorld } from '../../collision/world';\nimport { Platformer3DFSM, Platformer3DState, PlatformerCollisionContext } from './platformer-3d-fsm';\nimport {\n\tcreatePlatformer3DMovementComponent,\n\tcreatePlatformer3DInputComponent,\n\tcreatePlatformer3DStateComponent,\n} from './components';\nimport {\n\tSTAGE_INPUT_BUTTON_JUMP,\n\tSTAGE_INPUT_BUTTON_RUN,\n\treadBehaviorSnapshot,\n\ttype WasmStageRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\n/** Rust `Platformer3DFsmState` index → TS state (see `platformer_3d/fsm.rs`). */\nconst FSM_STATE_BY_INDEX: readonly Platformer3DState[] = [\n\tPlatformer3DState.Idle,\n\tPlatformer3DState.Walking,\n\tPlatformer3DState.Running,\n\tPlatformer3DState.Jumping,\n\tPlatformer3DState.Falling,\n\tPlatformer3DState.Landing,\n];\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/** Maximum slope angle in degrees the character can walk up (default: 50) */\n\tslopeClimbAngle?: number;\n\t/** Slope angle in degrees past which the character slides (default: 40) */\n\tslopeSlideAngle?: number;\n\t/** Autostep over small ledges, or false to disable (default: { maxHeight: 0.3, minWidth: 0.1 }) */\n\tautostep?: { maxHeight: number; minWidth: number } | false;\n\t/** Snap-to-ground distance for downhill/step-down stability (default: 0.3) */\n\tsnapToGroundDistance?: number;\n\t/** Character controller collision offset (default: 0.05) */\n\tcharacterOffset?: number;\n}\n\nconst defaultOptions: Platformer3DBehaviorOptions = {\n\twalkSpeed: 12,\n\trunSpeed: 24,\n\tjumpForce: 12,\n\tmaxJumps: 1,\n\tgravity: 9.82,\n\tslopeClimbAngle: 50,\n\tslopeSlideAngle: 40,\n\tautostep: { maxHeight: 0.3, minWidth: 0.1 },\n\tsnapToGroundDistance: 0.3,\n\tcharacterOffset: 0.05,\n};\n\nconst PLATFORMER_BEHAVIOR_KEY = Symbol.for('zylem:behavior:platformer-3d');\n\n/**\n * Adapter that wraps Platformer3DSystem as a BehaviorSystem\n */\nclass Platformer3DBehaviorSystem implements BehaviorSystem {\n\tprivate movementBehavior: Platformer3DSystem;\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tworld: ZylemWorld | null,\n\t\tprivate wasmStage: WasmStageRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {\n\t\tthis.movementBehavior = new Platformer3DSystem(world);\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\t// Wasm fast path: forward input into the batched buffer and let\n\t\t\t// handles read the Rust FSM via the snapshot buffer — the TS FSM\n\t\t\t// is never created (single source of truth in the runtime).\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\tplatformerRef.__wasmStage = this.wasmStage;\n\t\t\t\tplatformerRef.__entity = gameEntity;\n\t\t\t\tconst input = gameEntity.$platformer;\n\t\t\t\tif (input) {\n\t\t\t\t\tthis.wasmStage.writeInputAxes(handle, input.moveX ?? 0, input.moveZ ?? 0);\n\t\t\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, !!input.jump);\n\t\t\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_RUN, !!input.run);\n\t\t\t\t}\n\t\t\t\tcontinue;\n\t\t\t}\n\n\t\t\tif (!platformerRef.fsm && gameEntity.$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\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\tconst autostep = options.autostep ?? defaultOptions.autostep!;\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\tslopeClimbAngle: options.slopeClimbAngle ?? defaultOptions.slopeClimbAngle!,\n\t\t\tslopeSlideAngle: options.slopeSlideAngle ?? defaultOptions.slopeSlideAngle!,\n\t\t\tautostepHeight: autostep ? autostep.maxHeight : 0,\n\t\t\tautostepMinWidth: autostep ? autostep.minWidth : 0.1,\n\t\t\tsnapToGroundDistance: options.snapToGroundDistance ?? defaultOptions.snapToGroundDistance!,\n\t\t\tcharacterOffset: options.characterOffset ?? defaultOptions.characterOffset!,\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 ?? null,\n\t\t\tctx.wasmStage ?? null,\n\t\t\tctx.getBehaviorLinks,\n\t\t),\n\t// On the wasm fast path the handle reads the runtime snapshot buffer\n\t// (values are from the end of the previous step — one-frame lag); the TS\n\t// FSM only backs the no-wasm fallback path.\n\tcreateHandle: (ref) => ({\n\t\tgetState: () => {\n\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\tif (snapshot) return FSM_STATE_BY_INDEX[snapshot.fsmState] ?? Platformer3DState.Idle;\n\t\t\treturn ref.fsm?.getState() ?? 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