@zylem/behaviors 0.4.1 → 0.5.1

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Files changed (145) hide show
  1. package/README.md +13 -1
  2. package/dist/{behavior-system-y8SGrGWy.d.ts → behavior-system-CeJXzNvr.d.ts} +305 -17
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  54. package/dist/components-BANNjAZP.d.ts +30 -0
  55. package/dist/cooldown.d.ts +2 -2
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  57. package/dist/coordinators/boundary-ricochet-3d.d.ts +4 -4
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  61. package/dist/coordinators/first-person-shooter.js +1 -0
  62. package/dist/coordinators/multidirectional-space-shooter.d.ts +3 -3
  63. package/dist/coordinators/multidirectional-space-shooter.js +5 -3
  64. package/dist/coordinators/top-down-shooter.d.ts +3 -3
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  66. package/dist/core.d.ts +288 -8
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  69. package/dist/destructible-3d.d.ts +32 -4
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  72. package/dist/{entity-types-CmtQ-IBp.d.ts → entity-types-DhfsZbSK.d.ts} +5 -3
  73. package/dist/first-person.d.ts +27 -38
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  75. package/dist/index.d.ts +14 -15
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  77. package/dist/jumper-2d.d.ts +3 -17
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  85. package/dist/platformer-2d.d.ts +13 -82
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  100. package/dist/shooter-2d.d.ts +3 -3
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  102. package/dist/thruster.d.ts +5 -34
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  104. package/dist/top-down-movement.d.ts +9 -27
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+ {"version":3,"sources":["../src/lib/runtime/wasm-stage-runtime.ts"],"sourcesContent":["/**\n * `WasmStageRuntime` — owns one wasm `WebAssembly.Instance` of\n * `@zylem/runtime` and exposes the unified-Stage FFI as typed TypeScript\n * methods. This is the single simulation adapter for the whole framework:\n * behavior systems talk to it through the {@link BehaviorRuntime} contract,\n * and hosts (e.g. `@zylem/game-lib`) drive it through\n * {@link createSimulation} in `./simulation`.\n */\n\nimport {\n\tloadStageFfi,\n\ttype StageWasmExports,\n\tSTAGE_RENDER_STRIDE,\n\tSTAGE_INPUT_STRIDE,\n\tSTAGE_SNAPSHOT_STRIDE,\n\tSTAGE_EVENT_STRIDE,\n} from '@zylem/runtime';\n\nexport {\n\tSTAGE_RENDER_STRIDE,\n\tSTAGE_INPUT_STRIDE,\n\tSTAGE_SNAPSHOT_STRIDE,\n\tSTAGE_EVENT_STRIDE,\n};\nexport type { StageWasmExports };\n\n/** Sentinel handle for \"no entity / failed allocation\". Mirrors `INVALID_SLOT` in Rust. */\nexport const STAGE_INVALID_SLOT = 0xffffffff;\n\nexport const StageBodyKind = {\n\tDynamic: 0,\n\tStatic: 1,\n\tKinematicPosition: 2,\n\tKinematicVelocity: 3,\n} as const;\n\nexport type StageBodyKindValue = (typeof StageBodyKind)[keyof typeof StageBodyKind];\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 type StageBoundaryDimValue = (typeof StageBoundaryDim)[keyof typeof StageBoundaryDim];\nexport type StageRicochetDimValue = (typeof StageRicochetDim)[keyof typeof StageRicochetDim];\nexport type StageRicochetReflectionValue =\n\t(typeof StageRicochetReflection)[keyof typeof StageRicochetReflection];\nexport type StageTopDownPlaneValue = (typeof StageTopDownPlane)[keyof typeof StageTopDownPlane];\n\n/** Position + rotation snapshot for one runtime slot. */\nexport interface StagePose {\n\tposition: [number, number, number];\n\trotation: [number, number, number, number];\n}\n\nexport interface StageWorldBoundaryOptions {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n\tfront?: number;\n\tback?: number;\n\tpadding?: number;\n}\n\nexport interface StageScreenWrapOptions {\n\twidth: number;\n\theight: number;\n\tcenterX?: number;\n\tcenterY?: number;\n\tedgeThreshold?: number;\n}\n\nexport interface StageRicochetOptions {\n\tminSpeed: number;\n\tmaxSpeed: number;\n\tspeedMultiplier: number;\n\tmaxAngleDeg: number;\n\treflectionMode: StageRicochetReflectionValue;\n}\n\nexport interface StageThrusterOptions {\n\tmaxSpeed: number;\n\tacceleration: number;\n\tturnRateRadPerSec: number;\n\tlinearDamping: number;\n}\n\nexport interface StageTopDownOptions {\n\tplane: StageTopDownPlaneValue;\n\tspeed: number;\n\tfaceMovement?: boolean;\n}\n\nexport interface StageShooter2DOptions {\n\tfireRateHz: number;\n\tmuzzleOffsetX: number;\n\tmuzzleOffsetY: number;\n\tmuzzleSpeed: number;\n}\n\nexport interface StageJumper2DOptions {\n\tjumpForce: number;\n\tmaxJumps: number;\n\tjumpBufferTime: number;\n\tcoyoteTime: number;\n\tgravity: number;\n}\n\nexport interface StageJumper3DOptions {\n\tjumpForce: number;\n\tmaxJumps: number;\n\tgravity: number;\n\t/** Coyote time in seconds (default 0.1). */\n\tcoyoteTime?: number;\n\t/** Jump buffer window in seconds (default 0.08). */\n\tjumpBufferTime?: number;\n}\n\nexport interface StagePlatformer3DOptions {\n\thalfHeight: number;\n\tradius: number;\n\twalkSpeed: number;\n\trunSpeed: number;\n\tjumpForce: number;\n\tmaxJumps: number;\n\tgravity: number;\n\t/** Coyote time in seconds (default 0.1). */\n\tcoyoteTime?: number;\n\t/** Jump buffer window in seconds (default 0.1). */\n\tjumpBufferTime?: number;\n\t/** Velocity multiplier applied on early jump release (default 0.5). */\n\tjumpCutMultiplier?: number;\n\t/** Seconds before a multi-jump becomes available (default 0.15). */\n\tmultiJumpWindow?: number;\n\t/** Max slope angle in degrees the KCC can climb (default 50). */\n\tslopeClimbAngle?: number;\n\t/** Slope angle in degrees past which the character slides (default 40). */\n\tslopeSlideAngle?: number;\n\t/** Autostep max height in world units; 0 disables (default 0.3). */\n\tautostepHeight?: number;\n\t/** Minimum unobstructed width for an autostep (default 0.1). */\n\tautostepMinWidth?: number;\n\t/** Snap-to-ground distance in world units; 0 disables (default 0.3). */\n\tsnapToGroundDistance?: number;\n\t/** KCC collision offset between collider and environment (default 0.05). */\n\tcharacterOffset?: number;\n}\n\nexport interface StagePlatformer2DOptions {\n\thalfHeight: number;\n\tradius: number;\n\twalkSpeed: number;\n\trunSpeed: number;\n\tjumpForce: number;\n\tmaxJumps: number;\n\tgravity: number;\n\t/** Coyote time in seconds (default 0.1). */\n\tcoyoteTime?: number;\n\t/** Jump buffer window in seconds (default 0.1). */\n\tjumpBufferTime?: number;\n\t/** Velocity multiplier applied on early jump release (default 0.5). */\n\tjumpCutMultiplier?: number;\n\t/** Seconds before a multi-jump becomes available (default 0.15). */\n\tmultiJumpWindow?: number;\n\t/** Max slope angle in degrees the KCC can climb (default 50). */\n\tslopeClimbAngle?: number;\n\t/** Slope angle in degrees past which the character slides (default 40). */\n\tslopeSlideAngle?: number;\n\t/** Autostep max height in world units; 0 disables (default 0.25). */\n\tautostepHeight?: number;\n\t/** Minimum unobstructed width for an autostep (default 0.05). */\n\tautostepMinWidth?: number;\n\t/** Snap-to-ground distance in world units; 0 disables (default 0.2). */\n\tsnapToGroundDistance?: number;\n\t/** KCC collision offset between collider and environment (default 0.05). */\n\tcharacterOffset?: number;\n}\n\nexport interface StageFirstPersonOptions {\n\twalkSpeed: number;\n\trunSpeed: number;\n\teyeHeight: number;\n\tlookSensitivity: number;\n}\n\nexport interface StageFirstPersonInput {\n\tmoveX: number;\n\tmoveZ: number;\n\tlookYawDelta: number;\n\tlookPitchDelta: number;\n\trun: boolean;\n}\n\n/** Button bits for the batched input buffer's bitmask field. */\nexport const STAGE_INPUT_BUTTON_JUMP = 1;\nexport const STAGE_INPUT_BUTTON_RUN = 2;\n\n/**\n * Decoded per-slot behavior snapshot written by the runtime after every\n * step: movement fields come from whichever character behavior the entity\n * has (platformer 3D/2D, jumper 3D/2D); first-person fills yaw/pitch.\n * Values reflect the end of the previous `step()` (one-frame read lag).\n */\nexport interface StageBehaviorSnapshot {\n\tgrounded: boolean;\n\tfsmState: number;\n\tjumpCount: number;\n\tverticalVelocity: number;\n\tspeed: number;\n\tyaw: number;\n\tpitch: number;\n}\n\n/**\n * Wasm fast-path backrefs a behavior system stores on its `BehaviorRef` every\n * frame so descriptor handles can read the runtime snapshot buffer instead of\n * a duplicate TS FSM (or hardcoded defaults).\n */\nexport interface WasmSnapshotBackref {\n\t__wasmStage?: BehaviorRuntime | null;\n\t__entity?: { runtimeHandle?: number } | null;\n}\n\n/**\n * Read the behavior snapshot for the entity a `BehaviorRef` is linked to.\n * Returns `null` off the wasm fast path (no stage runtime / no\n * `runtimeHandle` / no snapshot yet), in which case handles should fall back\n * to their TS FSM.\n */\nexport function readBehaviorSnapshot(ref: object): StageBehaviorSnapshot | null {\n\tconst backref = ref as WasmSnapshotBackref;\n\tconst wasmStage = backref.__wasmStage;\n\tconst handle = backref.__entity?.runtimeHandle ?? -1;\n\tif (!wasmStage || handle < 0) return null;\n\treturn wasmStage.readSnapshot(handle);\n}\n\n/**\n * Runtime surface behavior systems rely on. `WasmStageRuntime` is the real\n * wasm-backed implementation; `MockBehaviorRuntime` (see\n * `./mock-behavior-runtime`) implements the same contract for unit tests, so\n * descriptors stay runtime-agnostic.\n */\nexport interface BehaviorRuntime {\n\tgetPose(handle: number, out?: StagePose): StagePose | null;\n\tsetPosition(handle: number, x: number, y: number, z: number): boolean;\n\tsetRotation(handle: number, x: number, y: number, z: number, w: number): boolean;\n\n\t// ─── Batched input / snapshot buffers (preferred fast path) ─────────\n\t// Field-scoped writes into the slot-indexed input buffer, consumed by\n\t// the runtime in one pass at the start of each step. Behaviors composed\n\t// on one entity each write only their part of the slot.\n\twriteInputAxes(handle: number, axisA: number, axisB: number): boolean;\n\twriteInputLook(handle: number, yawDelta: number, pitchDelta: number): boolean;\n\t/** Write reserved input slots (thruster world-space vector X/Y). */\n\twriteInputReserved(handle: number, reservedA: number, reservedB: number): boolean;\n\twriteInputButton(handle: number, buttonMask: number, pressed: boolean): boolean;\n\t/** Read the per-slot behavior snapshot written at the end of the previous step. */\n\treadSnapshot(handle: number, out?: StageBehaviorSnapshot): StageBehaviorSnapshot | null;\n\n\tattachThruster(handle: number, opts: StageThrusterOptions): boolean;\n\tsetThrusterInput(\n\t\thandle: number,\n\t\tthrust: number,\n\t\trotate: number,\n\t\tvectorX?: number,\n\t\tvectorY?: number,\n\t): void;\n\n\tattachTopDown(handle: number, opts: StageTopDownOptions): boolean;\n\tsetTopDownInput(handle: number, moveX: number, moveY: number): void;\n\n\tattachShooter2D(handle: number, opts: StageShooter2DOptions): boolean;\n\n\tattachScreenWrap(handle: number, opts: StageScreenWrapOptions): boolean;\n\tqueryScreenWrap(handle: number): { fsm: number; lastWrappedAxes: number } | null;\n\n\tattachWorldBoundary(\n\t\thandle: number,\n\t\tdim: StageBoundaryDimValue,\n\t\topts: StageWorldBoundaryOptions,\n\t): boolean;\n\tqueryWorldBoundary(handle: number): { hits: number; clamped: [number, number, number] } | null;\n\n\tattachRicochet(handle: number, dim: StageRicochetDimValue, opts: StageRicochetOptions): boolean;\n\n\tattachPlatformer3D(handle: number, opts: StagePlatformer3DOptions): boolean;\n\tsetPlatformer3DInputAxes(handle: number, moveX: number, moveZ: number): void;\n\tsetPlatformer3DInputButtons(handle: number, jump: boolean, run: boolean): void;\n\n\tattachPlatformer2D(handle: number, opts: StagePlatformer2DOptions): boolean;\n\tsetPlatformer2DInputAxes(handle: number, moveX: number): void;\n\tsetPlatformer2DInputButtons(handle: number, jump: boolean, run: boolean): void;\n\n\tattachFirstPerson(handle: number, opts: StageFirstPersonOptions): boolean;\n\tsetFirstPersonInput(handle: number, input: StageFirstPersonInput): void;\n\n\tattachJumper2D(handle: number, opts: StageJumper2DOptions): boolean;\n\tsetJumper2DInput(handle: number, jumpPressed: boolean): void;\n\n\tattachJumper3D(handle: number, opts: StageJumper3DOptions): 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\t/**\n\t * Custom wasm source. Defaults to the `zylem_runtime.wasm` bundled with\n\t * `@zylem/runtime`.\n\t */\n\tsource?: RequestInfo | URL | ArrayBuffer | Uint8Array;\n}\n\nexport type StageEventTypeValue = (typeof StageEventType)[keyof typeof StageEventType];\n\n/** One decoded event drained from the runtime's per-step event buffer. */\nexport interface StageEvent {\n\ttype: StageEventTypeValue;\n\tprimarySlot: number | null;\n\tsecondarySlot: number | null;\n\tpayload: [number, number, number];\n}\n\n/**\n * Decoded view of one entity's slot in the unified render buffer.\n *\n * Mirrors the `STAGE_RENDER_STRIDE` (12-float) packing documented in\n * `runtime/stage/render.rs`:\n * `[0..3]` position, `[3..7]` rotation xyzw, `[7]` uniform scale,\n * `[8..12]` custom0..custom3 (per-behavior shading hints).\n */\nexport interface StageRenderSlot {\n\tposition: [number, number, number];\n\trotation: [number, number, number, number];\n\tscale: number;\n\tcustom: [number, number, number, number];\n}\n\n/**\n * Read a single entity slot out of a unified-Stage render buffer view.\n *\n * @param view The `Float32Array` over wasm memory (e.g. `WasmStageRuntime.render`).\n * @param slot The entity's wasm slot id (its `runtimeHandle`).\n * @param out Optional target object to write into (avoids per-call allocation).\n * @returns The decoded slot, or `null` when the slot is out of range.\n */\nexport function readStageRenderSlot(\n\tview: Float32Array,\n\tslot: number,\n\tout?: StageRenderSlot,\n): StageRenderSlot | null {\n\tconst base = slot * STAGE_RENDER_STRIDE;\n\tif (slot < 0 || base + STAGE_RENDER_STRIDE > view.length) {\n\t\treturn null;\n\t}\n\tconst result: StageRenderSlot = out ?? {\n\t\tposition: [0, 0, 0],\n\t\trotation: [0, 0, 0, 1],\n\t\tscale: 1,\n\t\tcustom: [0, 0, 0, 0],\n\t};\n\tresult.position[0] = view[base]!;\n\tresult.position[1] = view[base + 1]!;\n\tresult.position[2] = view[base + 2]!;\n\tresult.rotation[0] = view[base + 3]!;\n\tresult.rotation[1] = view[base + 4]!;\n\tresult.rotation[2] = view[base + 5]!;\n\tresult.rotation[3] = view[base + 6]!;\n\t// A freshly-zeroed slot reports scale 0; treat that as the identity scale so\n\t// entities aren't collapsed before the runtime writes a real value.\n\tconst scale = view[base + 7]!;\n\tresult.scale = scale === 0 ? 1 : scale;\n\tresult.custom[0] = view[base + 8]!;\n\tresult.custom[1] = view[base + 9]!;\n\tresult.custom[2] = view[base + 10]!;\n\tresult.custom[3] = view[base + 11]!;\n\treturn result;\n}\n\nexport interface StageBodyConfig {\n\tkind: StageBodyKindValue;\n\tposition: readonly [number, number, number];\n\trotation: readonly [number, number, number, number];\n\tlinearDamping: number;\n\tangularDamping: number;\n\tgravityScale: number;\n\tcanSleep: boolean;\n\tccdEnabled: boolean;\n\tlockRotation: readonly [boolean, boolean, boolean];\n\tlockTranslation: readonly [boolean, boolean, boolean];\n}\n\nexport type StageColliderShape =\n\t| { type: 'box'; halfExtents: readonly [number, number, number] }\n\t| { type: 'sphere'; radius: number }\n\t| { type: 'capsule'; halfHeight: number; radius: number }\n\t| { type: 'cylinder'; halfHeight: number; radius: number }\n\t| { type: 'cone'; halfHeight: number; radius: number }\n\t| { type: 'convexHull'; vertices: Float32Array }\n\t| { type: 'trimesh'; vertices: Float32Array; indices: Uint32Array }\n\t| {\n\t\ttype: 'heightfield';\n\t\trows: number;\n\t\tcols: number;\n\t\tscale: readonly [number, number, number];\n\t\theights: Float32Array;\n\t};\n\nexport interface StageColliderConfig {\n\tshape: StageColliderShape;\n\toffset: readonly [number, number, number];\n\tfriction: number;\n\trestitution: number;\n\tsensor: boolean;\n\t/** Packed interaction-groups: high 16 bits = membership, low 16 bits = filter. */\n\tcollisionGroups: number;\n}\n\n/** Result of a physics raycast against the stage. */\nexport interface StageRaycastHit {\n\tslot: number;\n\tdistance: number;\n\tnormal: [number, number, number];\n}\n\n/** Body introspection payload for debug tooling. */\nexport interface StageBodyInfo {\n\tbodyType: number;\n\tmass: number;\n\tisSleeping: boolean;\n\tisEnabled: boolean;\n\tlinearVelocity: [number, number, number];\n}\n\n/** Line-list wireframe for physics debug rendering. */\nexport interface StageDebugRender {\n\t/** `[x, y, z]` per vertex, two vertices per line. */\n\tvertices: Float32Array;\n\t/** RGBA per vertex. */\n\tcolors: Float32Array;\n}\n\n/**\n * Owns the wasm instance plus the live float-views over its render / event /\n * pose / scratch buffers. One instance per logical stage; each stage gets\n * its own `WebAssembly.Instance` so the singleton inside `stage_ffi.rs`\n * stays single-stage scoped (today's `thread_local!` contract).\n */\nexport class WasmStageRuntime implements BehaviorRuntime {\n\treadonly exports: StageWasmExports;\n\tprivate readonly memory: WebAssembly.Memory;\n\tprivate renderView: Float32Array = new Float32Array(0);\n\tprivate inputView: Float32Array = new Float32Array(0);\n\tprivate snapshotView: Float32Array = new Float32Array(0);\n\tprivate eventView: Float32Array = new Float32Array(0);\n\tprivate poseView: Float32Array = new Float32Array(0);\n\tprivate vec3View: Float32Array = new Float32Array(0);\n\tprivate queryView: Float32Array = new Float32Array(0);\n\tprivate scratchView: Float32Array = new Float32Array(0);\n\n\tconstructor(exports: StageWasmExports, options: WasmStageRuntimeOptions = {}) {\n\t\tthis.exports = exports;\n\t\tthis.memory = exports.memory;\n\t\tconst capacity = Math.max(options.initialCapacity ?? 64, 8);\n\t\texports.zylem_stage_create(capacity);\n\t\tif (options.gravity) {\n\t\t\texports.zylem_stage_set_gravity(\n\t\t\t\toptions.gravity[0],\n\t\t\t\toptions.gravity[1],\n\t\t\t\toptions.gravity[2],\n\t\t\t);\n\t\t}\n\t\tthis.refreshViews();\n\t}\n\n\t/** Recreate typed views over wasm memory. Call after step() or whenever memory may have grown. */\n\trefreshViews(): void {\n\t\tconst buffer = this.memory.buffer;\n\t\tconst renderPtr = this.exports.zylem_stage_render_ptr();\n\t\tconst renderLen = this.exports.zylem_stage_render_len();\n\t\tconst inputPtr = this.exports.zylem_stage_input_ptr();\n\t\tconst inputLen = this.exports.zylem_stage_input_len();\n\t\tconst snapshotPtr = this.exports.zylem_stage_snapshot_ptr();\n\t\tconst snapshotLen = this.exports.zylem_stage_snapshot_len();\n\t\tconst eventPtr = this.exports.zylem_stage_event_ptr();\n\t\tconst eventLen = this.exports.zylem_stage_event_len();\n\t\tconst posePtr = this.exports.zylem_stage_pose_ptr();\n\t\tconst poseLen = this.exports.zylem_stage_pose_len();\n\t\tconst vec3Ptr = this.exports.zylem_stage_vec3_ptr();\n\t\tconst queryPtr = this.exports.zylem_stage_query_ptr();\n\t\tconst queryLen = this.exports.zylem_stage_query_len();\n\t\tconst scratchPtr = this.exports.zylem_stage_scratch_ptr();\n\t\tconst scratchCap = this.exports.zylem_stage_scratch_capacity();\n\n\t\tthis.renderView = renderLen > 0 ? new Float32Array(buffer, renderPtr, renderLen) : new Float32Array(0);\n\t\tthis.inputView = inputLen > 0 ? new Float32Array(buffer, inputPtr, inputLen) : new Float32Array(0);\n\t\tthis.snapshotView = snapshotLen > 0 ? new Float32Array(buffer, snapshotPtr, snapshotLen) : new Float32Array(0);\n\t\tthis.eventView = eventLen > 0 ? new Float32Array(buffer, eventPtr, eventLen) : new Float32Array(0);\n\t\tthis.poseView = poseLen > 0 ? new Float32Array(buffer, posePtr, poseLen) : new Float32Array(0);\n\t\tthis.vec3View = vec3Ptr !== 0 ? new Float32Array(buffer, vec3Ptr, 3) : new Float32Array(0);\n\t\tthis.queryView = queryLen > 0 ? new Float32Array(buffer, queryPtr, queryLen) : new Float32Array(0);\n\t\tthis.scratchView = scratchCap > 0 ? new Float32Array(buffer, scratchPtr, scratchCap) : new Float32Array(0);\n\t}\n\n\t/** Step the simulation by `dt` seconds. Refreshes views afterwards. */\n\tstep(dt: number): number {\n\t\tconst active = this.exports.zylem_stage_step(dt);\n\t\tthis.refreshViews();\n\t\treturn active;\n\t}\n\n\tdispose(): void {\n\t\tthis.exports.zylem_stage_destroy();\n\t}\n\n\tget tickCount(): number {\n\t\treturn this.exports.zylem_stage_tick_count() >>> 0;\n\t}\n\n\tget activeCount(): number {\n\t\treturn this.exports.zylem_stage_active_count() >>> 0;\n\t}\n\n\tsetGravity(x: number, y: number, z: number): void {\n\t\tthis.exports.zylem_stage_set_gravity(x, y, z);\n\t}\n\n\t// ─── Entity lifecycle ───────────────────────────────────────────────\n\n\tcreateEntity(): number {\n\t\tconst slot = this.exports.zylem_stage_create_entity() >>> 0;\n\t\t// The wasm may have grown memory while resizing the slot table; refresh views.\n\t\tthis.refreshViews();\n\t\treturn slot;\n\t}\n\n\tdestroyEntity(slot: number): boolean {\n\t\treturn this.exports.zylem_stage_destroy_entity(slot) !== 0;\n\t}\n\n\t// ─── Body / collider attach ────────────────────────────────────────\n\n\tattachBody(slot: number, config: StageBodyConfig): boolean {\n\t\tconst ok = this.exports.zylem_stage_attach_body(\n\t\t\tslot,\n\t\t\tconfig.kind,\n\t\t\tconfig.position[0], config.position[1], config.position[2],\n\t\t\tconfig.rotation[0], config.rotation[1], config.rotation[2], config.rotation[3],\n\t\t\tconfig.linearDamping,\n\t\t\tconfig.angularDamping,\n\t\t\tconfig.gravityScale,\n\t\t\tconfig.canSleep ? 1 : 0,\n\t\t\tconfig.ccdEnabled ? 1 : 0,\n\t\t\tconfig.lockRotation[0] ? 1 : 0, config.lockRotation[1] ? 1 : 0, config.lockRotation[2] ? 1 : 0,\n\t\t\tconfig.lockTranslation[0] ? 1 : 0, config.lockTranslation[1] ? 1 : 0, config.lockTranslation[2] ? 1 : 0,\n\t\t);\n\t\treturn ok !== 0;\n\t}\n\n\taddCollider(slot: number, config: StageColliderConfig): boolean {\n\t\tconst offset = config.offset;\n\t\tconst sensor = config.sensor ? 1 : 0;\n\t\tconst groups = config.collisionGroups >>> 0;\n\t\tconst friction = config.friction;\n\t\tconst restitution = config.restitution;\n\t\tswitch (config.shape.type) {\n\t\t\tcase 'box': {\n\t\t\t\tconst [hx, hy, hz] = config.shape.halfExtents;\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_box(\n\t\t\t\t\t\tslot, hx, hy, hz, offset[0], offset[1], offset[2],\n\t\t\t\t\t\tfriction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'sphere': {\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_sphere(\n\t\t\t\t\t\tslot, config.shape.radius, offset[0], offset[1], offset[2],\n\t\t\t\t\t\tfriction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'capsule': {\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_capsule(\n\t\t\t\t\t\tslot, config.shape.halfHeight, config.shape.radius,\n\t\t\t\t\t\toffset[0], offset[1], offset[2], friction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'cylinder': {\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_cylinder(\n\t\t\t\t\t\tslot, config.shape.halfHeight, config.shape.radius,\n\t\t\t\t\t\toffset[0], offset[1], offset[2], friction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'cone': {\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_cone(\n\t\t\t\t\t\tslot, config.shape.halfHeight, config.shape.radius,\n\t\t\t\t\t\toffset[0], offset[1], offset[2], friction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'convexHull': {\n\t\t\t\tconst verts = config.shape.vertices;\n\t\t\t\tif (verts.length % 3 !== 0) return false;\n\t\t\t\tconst offsetFloats = this.stageScratch(verts);\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_convex_hull(\n\t\t\t\t\t\tslot, offsetFloats, verts.length / 3,\n\t\t\t\t\t\toffset[0], offset[1], offset[2], friction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'trimesh': {\n\t\t\t\tconst verts = config.shape.vertices;\n\t\t\t\tconst indices = config.shape.indices;\n\t\t\t\tif (verts.length % 3 !== 0 || indices.length % 3 !== 0) return false;\n\t\t\t\tconst vertOffset = this.stageScratch(verts);\n\t\t\t\tconst indexOffset = this.stageScratchIndices(indices, vertOffset + verts.length);\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_trimesh(\n\t\t\t\t\t\tslot, vertOffset, verts.length / 3, indexOffset, indices.length,\n\t\t\t\t\t\toffset[0], offset[1], offset[2], friction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tcase 'heightfield': {\n\t\t\t\tconst heights = config.shape.heights;\n\t\t\t\tconst heightOffset = this.stageScratch(heights);\n\t\t\t\treturn (\n\t\t\t\t\tthis.exports.zylem_stage_add_collider_heightfield(\n\t\t\t\t\t\tslot, config.shape.rows, config.shape.cols,\n\t\t\t\t\t\tconfig.shape.scale[0], config.shape.scale[1], config.shape.scale[2],\n\t\t\t\t\t\theightOffset, offset[0], offset[1], offset[2],\n\t\t\t\t\t\tfriction, restitution, sensor, groups,\n\t\t\t\t\t) !== 0\n\t\t\t\t);\n\t\t\t}\n\t\t\tdefault: {\n\t\t\t\tconst _exhaustive: never = config.shape;\n\t\t\t\tvoid _exhaustive;\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate stageScratch(values: Float32Array, baseOffset = 0): number {\n\t\tthis.scratchView.set(values, baseOffset);\n\t\treturn baseOffset;\n\t}\n\n\tprivate stageScratchIndices(indices: Uint32Array, baseOffset: number): number {\n\t\tfor (let i = 0; i < indices.length; i++) {\n\t\t\tthis.scratchView[baseOffset + i] = indices[i]!;\n\t\t}\n\t\treturn baseOffset;\n\t}\n\n\t// ─── Pose / velocity ───────────────────────────────────────────────\n\n\tgetPose(slot: number, out?: StagePose): StagePose | null {\n\t\tconst ok = this.exports.zylem_stage_get_pose(slot) !== 0;\n\t\tif (!ok) return null;\n\t\tconst v = this.poseView;\n\t\tconst result: StagePose = out ?? {\n\t\t\tposition: [0, 0, 0],\n\t\t\trotation: [0, 0, 0, 1],\n\t\t};\n\t\tresult.position[0] = v[0]!;\n\t\tresult.position[1] = v[1]!;\n\t\tresult.position[2] = v[2]!;\n\t\tresult.rotation[0] = v[3]!;\n\t\tresult.rotation[1] = v[4]!;\n\t\tresult.rotation[2] = v[5]!;\n\t\tresult.rotation[3] = v[6]!;\n\t\treturn result;\n\t}\n\n\tsetPosition(slot: number, x: number, y: number, z: number): boolean {\n\t\treturn this.exports.zylem_stage_set_position(slot, x, y, z) !== 0;\n\t}\n\n\tsetRotation(slot: number, x: number, y: number, z: number, w: number): boolean {\n\t\treturn this.exports.zylem_stage_set_rotation(slot, x, y, z, w) !== 0;\n\t}\n\n\tsetLinearVelocity(slot: number, x: number, y: number, z: number): boolean {\n\t\treturn this.exports.zylem_stage_set_linvel(slot, x, y, z) !== 0;\n\t}\n\n\tgetLinearVelocity(slot: number, out?: [number, number, number]): [number, number, number] | null {\n\t\tif (this.exports.zylem_stage_get_linvel(slot) === 0) return null;\n\t\tconst v = this.vec3View;\n\t\tconst result = out ?? ([0, 0, 0] as [number, number, number]);\n\t\tresult[0] = v[0]!;\n\t\tresult[1] = v[1]!;\n\t\tresult[2] = v[2]!;\n\t\treturn result;\n\t}\n\n\tsetAngularVelocity(slot: number, x: number, y: number, z: number): boolean {\n\t\treturn this.exports.zylem_stage_set_angvel(slot, x, y, z) !== 0;\n\t}\n\n\tgetAngularVelocity(slot: number, out?: [number, number, number]): [number, number, number] | null {\n\t\tif (this.exports.zylem_stage_get_angvel(slot) === 0) return null;\n\t\tconst v = this.vec3View;\n\t\tconst result = out ?? ([0, 0, 0] as [number, number, number]);\n\t\tresult[0] = v[0]!;\n\t\tresult[1] = v[1]!;\n\t\tresult[2] = v[2]!;\n\t\treturn result;\n\t}\n\n\tapplyImpulse(slot: number, x: number, y: number, z: number): boolean {\n\t\treturn this.exports.zylem_stage_apply_impulse(slot, x, y, z) !== 0;\n\t}\n\n\t// ─── Queries / diagnostics ─────────────────────────────────────────\n\n\t/** Cast a ray against the physics world. Returns the closest hit or `null`. */\n\tcastRay(\n\t\torigin: readonly [number, number, number],\n\t\tdir: readonly [number, number, number],\n\t\tmaxDistance: number,\n\t\tsolidOnly = true,\n\t): StageRaycastHit | null {\n\t\tconst hit = this.exports.zylem_stage_cast_ray(\n\t\t\torigin[0], origin[1], origin[2],\n\t\t\tdir[0], dir[1], dir[2],\n\t\t\tmaxDistance, solidOnly ? 1 : 0,\n\t\t);\n\t\tif (hit === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\tslot: v[0]! >>> 0,\n\t\t\tdistance: v[1]!,\n\t\t\tnormal: [v[2]!, v[3]!, v[4]!],\n\t\t};\n\t}\n\n\t/** Body introspection for debug tooling. */\n\tgetBodyInfo(slot: number): StageBodyInfo | null {\n\t\tif (this.exports.zylem_stage_body_info(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\tbodyType: v[0]! | 0,\n\t\t\tmass: v[1]!,\n\t\t\tisSleeping: v[2]! > 0.5,\n\t\t\tisEnabled: v[3]! > 0.5,\n\t\t\tlinearVelocity: [v[4]!, v[5]!, v[6]!],\n\t\t};\n\t}\n\n\t/** Wireframe debug render of every collider (all shapes). */\n\tgetDebugRender(): StageDebugRender | null {\n\t\tconst vertexCount = this.exports.zylem_stage_debug_render() >>> 0;\n\t\tif (vertexCount === 0) return null;\n\t\tconst buffer = this.memory.buffer;\n\t\tconst vertices = new Float32Array(\n\t\t\tbuffer,\n\t\t\tthis.exports.zylem_stage_debug_vertices_ptr(),\n\t\t\tthis.exports.zylem_stage_debug_vertices_len(),\n\t\t);\n\t\tconst colors = new Float32Array(\n\t\t\tbuffer,\n\t\t\tthis.exports.zylem_stage_debug_colors_ptr(),\n\t\t\tthis.exports.zylem_stage_debug_colors_len(),\n\t\t);\n\t\treturn { vertices, colors };\n\t}\n\n\t// ─── Render / event reads ──────────────────────────────────────────\n\n\t/** Read-only view over the render buffer; one slot occupies {@link STAGE_RENDER_STRIDE} floats. */\n\tget render(): Float32Array {\n\t\treturn this.renderView;\n\t}\n\n\tget renderStride(): number {\n\t\treturn STAGE_RENDER_STRIDE;\n\t}\n\n\t/**\n\t * Decode a single entity slot from the live render buffer. Convenience\n\t * wrapper over {@link readStageRenderSlot} bound to this runtime's view.\n\t */\n\treadRenderSlot(slot: number, out?: StageRenderSlot): StageRenderSlot | null {\n\t\treturn readStageRenderSlot(this.renderView, slot, out);\n\t}\n\n\t/** Drain the wasm event buffer into a fresh array of typed events. */\n\tdrainEvents(): StageEvent[] {\n\t\tconst count = this.exports.zylem_stage_event_count() >>> 0;\n\t\tif (count === 0) return [];\n\t\tconst view = this.eventView;\n\t\tconst events: StageEvent[] = new Array(count);\n\t\tfor (let i = 0; i < count; i++) {\n\t\t\tconst base = i * STAGE_EVENT_STRIDE;\n\t\t\tconst primaryRaw = view[base + 1]!;\n\t\t\tconst secondaryRaw = view[base + 2]!;\n\t\t\tevents[i] = {\n\t\t\t\ttype: (view[base]! | 0) as StageEventTypeValue,\n\t\t\t\tprimarySlot: Number.isNaN(primaryRaw) ? null : primaryRaw >>> 0,\n\t\t\t\tsecondarySlot: Number.isNaN(secondaryRaw) ? null : secondaryRaw >>> 0,\n\t\t\t\tpayload: [view[base + 3]!, view[base + 4]!, view[base + 5]!],\n\t\t\t};\n\t\t}\n\t\treturn events;\n\t}\n\n\t// ─── Batched input / snapshot buffers ─────────────────────────────\n\n\t/** Writable view over the slot-indexed input buffer ({@link STAGE_INPUT_STRIDE} floats/slot). */\n\tget input(): Float32Array {\n\t\treturn this.inputView;\n\t}\n\n\tget inputStride(): number {\n\t\treturn STAGE_INPUT_STRIDE;\n\t}\n\n\t/** Read-only view over the per-slot behavior snapshot buffer ({@link STAGE_SNAPSHOT_STRIDE} floats/slot). */\n\tget snapshot(): Float32Array {\n\t\treturn this.snapshotView;\n\t}\n\n\tget snapshotStride(): number {\n\t\treturn STAGE_SNAPSHOT_STRIDE;\n\t}\n\n\t/**\n\t * Write the primary movement axes for a slot into the batched input\n\t * buffer and mark the slot dirty. Field-scoped (doesn't touch look\n\t * deltas or buttons) so multiple behaviors composed on one entity can\n\t * each write their part.\n\t */\n\twriteInputAxes(slot: number, axisA: number, axisB: number): boolean {\n\t\tconst base = slot * STAGE_INPUT_STRIDE;\n\t\tconst view = this.inputView;\n\t\tif (slot < 0 || base + STAGE_INPUT_STRIDE > view.length) return false;\n\t\tview[base] = axisA;\n\t\tview[base + 1] = axisB;\n\t\tview[base + 7] = 1;\n\t\treturn true;\n\t}\n\n\t/** Write the look deltas (first-person yaw/pitch) for a slot. */\n\twriteInputLook(slot: number, yawDelta: number, pitchDelta: number): boolean {\n\t\tconst base = slot * STAGE_INPUT_STRIDE;\n\t\tconst view = this.inputView;\n\t\tif (slot < 0 || base + STAGE_INPUT_STRIDE > view.length) return false;\n\t\tview[base + 2] = yawDelta;\n\t\tview[base + 3] = pitchDelta;\n\t\tview[base + 7] = 1;\n\t\treturn true;\n\t}\n\n\t/** Write reserved input slots (thruster world-space vector X/Y). */\n\twriteInputReserved(slot: number, reservedA: number, reservedB: number): boolean {\n\t\tconst base = slot * STAGE_INPUT_STRIDE;\n\t\tconst view = this.inputView;\n\t\tif (slot < 0 || base + STAGE_INPUT_STRIDE > view.length) return false;\n\t\tview[base + 5] = reservedA;\n\t\tview[base + 6] = reservedB;\n\t\tview[base + 7] = 1;\n\t\treturn true;\n\t}\n\n\t/**\n\t * Set or clear one button bit ({@link STAGE_INPUT_BUTTON_JUMP} /\n\t * {@link STAGE_INPUT_BUTTON_RUN}) in a slot's input bitmask.\n\t */\n\twriteInputButton(slot: number, buttonMask: number, pressed: boolean): boolean {\n\t\tconst base = slot * STAGE_INPUT_STRIDE;\n\t\tconst view = this.inputView;\n\t\tif (slot < 0 || base + STAGE_INPUT_STRIDE > view.length) return false;\n\t\tconst current = view[base + 4]! | 0;\n\t\tview[base + 4] = pressed ? (current | buttonMask) : (current & ~buttonMask);\n\t\tview[base + 7] = 1;\n\t\treturn true;\n\t}\n\n\t/**\n\t * Decode a slot's behavior snapshot from the buffer written at the end of\n\t * the previous step. Returns `null` when the slot has no behavior data.\n\t */\n\treadSnapshot(slot: number, out?: StageBehaviorSnapshot): StageBehaviorSnapshot | null {\n\t\tconst base = slot * STAGE_SNAPSHOT_STRIDE;\n\t\tconst view = this.snapshotView;\n\t\tif (slot < 0 || base + STAGE_SNAPSHOT_STRIDE > view.length) return null;\n\t\tif (view[base + 7] === 0) return null;\n\t\tconst result: StageBehaviorSnapshot = out ?? {\n\t\t\tgrounded: false,\n\t\t\tfsmState: 0,\n\t\t\tjumpCount: 0,\n\t\t\tverticalVelocity: 0,\n\t\t\tspeed: 0,\n\t\t\tyaw: 0,\n\t\t\tpitch: 0,\n\t\t};\n\t\tresult.grounded = view[base]! > 0.5;\n\t\tresult.fsmState = view[base + 1]! | 0;\n\t\tresult.jumpCount = view[base + 2]! | 0;\n\t\tresult.verticalVelocity = view[base + 3]!;\n\t\tresult.speed = view[base + 4]!;\n\t\tresult.yaw = view[base + 5]!;\n\t\tresult.pitch = view[base + 6]!;\n\t\treturn result;\n\t}\n\n\t// ─── Behavior helpers ─────────────────────────────────────────────\n\n\tget queryScratch(): Float32Array {\n\t\treturn this.queryView;\n\t}\n\n\tattachCooldown(slot: number): boolean {\n\t\treturn this.exports.zylem_stage_attach_cooldown(slot) !== 0;\n\t}\n\n\tregisterCooldown(slot: number, id: number, durationSeconds: number, immediate = false): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_cooldown_register(slot, id >>> 0, durationSeconds, immediate ? 1 : 0) !== 0\n\t\t);\n\t}\n\n\tfireCooldown(slot: number, id: number): boolean {\n\t\treturn this.exports.zylem_stage_cooldown_fire(slot, id >>> 0) !== 0;\n\t}\n\n\tresetCooldown(slot: number, id: number): boolean {\n\t\treturn this.exports.zylem_stage_cooldown_reset(slot, id >>> 0) !== 0;\n\t}\n\n\tcooldownRemaining(slot: number, id: number): number {\n\t\treturn this.exports.zylem_stage_cooldown_remaining(slot, id >>> 0);\n\t}\n\n\tattachWorldBoundary(\n\t\tslot: number,\n\t\tdim: StageBoundaryDimValue,\n\t\tbounds: StageWorldBoundaryOptions,\n\t): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_world_boundary(\n\t\t\t\tslot,\n\t\t\t\tdim,\n\t\t\t\tbounds.top, bounds.bottom, bounds.left, bounds.right,\n\t\t\t\tbounds.front ?? 0, bounds.back ?? 0, bounds.padding ?? 0,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tqueryWorldBoundary(slot: number): { hits: number; clamped: [number, number, number] } | null {\n\t\tif (this.exports.zylem_stage_query_world_boundary(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\thits: v[0]! | 0,\n\t\t\tclamped: [v[1]!, v[2]!, v[3]!],\n\t\t};\n\t}\n\n\tattachScreenWrap(slot: number, opts: StageScreenWrapOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_screen_wrap(\n\t\t\t\tslot, opts.width, opts.height,\n\t\t\t\topts.centerX ?? 0, opts.centerY ?? 0, opts.edgeThreshold ?? 0,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tqueryScreenWrap(slot: number): { fsm: number; lastWrappedAxes: number } | null {\n\t\tif (this.exports.zylem_stage_query_screen_wrap(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { fsm: v[0]! | 0, lastWrappedAxes: v[1]! | 0 };\n\t}\n\n\tattachRicochet(\n\t\tslot: number,\n\t\tdim: StageRicochetDimValue,\n\t\topts: StageRicochetOptions,\n\t): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_ricochet(\n\t\t\t\tslot, dim, opts.minSpeed, opts.maxSpeed, opts.speedMultiplier,\n\t\t\t\topts.maxAngleDeg, opts.reflectionMode,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tqueryRicochet(slot: number): { bounces: number; lastKind: number } | null {\n\t\tif (this.exports.zylem_stage_query_ricochet(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { bounces: v[0]! | 0, lastKind: v[1]! | 0 };\n\t}\n\n\tattachThruster(slot: number, opts: StageThrusterOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_thruster(\n\t\t\t\tslot, opts.maxSpeed, opts.acceleration, opts.turnRateRadPerSec, opts.linearDamping,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tsetThrusterInput(\n\t\tslot: number,\n\t\tthrust: number,\n\t\tturn: number,\n\t\tvectorX = 0,\n\t\tvectorY = 0,\n\t): void {\n\t\tthis.exports.zylem_stage_set_thruster_input(slot, thrust, turn, vectorX, vectorY);\n\t}\n\n\tqueryThruster(slot: number): { headingRad: number; speed: number } | null {\n\t\tif (this.exports.zylem_stage_query_thruster(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { headingRad: v[0]!, speed: v[1]! };\n\t}\n\n\tattachTopDown(slot: number, opts: StageTopDownOptions): boolean {\n\t\treturn this.exports.zylem_stage_attach_top_down(slot, opts.plane, opts.speed, opts.faceMovement ? 1 : 0) !== 0;\n\t}\n\n\tsetTopDownInput(slot: number, axisA: number, axisB: number): void {\n\t\tthis.exports.zylem_stage_set_top_down_input(slot, axisA, axisB);\n\t}\n\n\tattachJumper2D(slot: number, opts: StageJumper2DOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_jumper_2d(\n\t\t\t\tslot, opts.jumpForce, opts.maxJumps >>> 0,\n\t\t\t\topts.jumpBufferTime, opts.coyoteTime, opts.gravity,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tsetJumper2DInput(slot: number, jumpPressed: boolean): void {\n\t\tthis.exports.zylem_stage_set_jumper_2d_input(slot, jumpPressed ? 1 : 0);\n\t}\n\n\tqueryJumper2D(slot: number): { grounded: boolean; jumpCount: number; coyote: number; jumpBuffer: number } | null {\n\t\tif (this.exports.zylem_stage_query_jumper_2d(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\tgrounded: v[0]! > 0.5,\n\t\t\tjumpCount: v[1]! | 0,\n\t\t\tcoyote: v[2]!,\n\t\t\tjumpBuffer: v[3]!,\n\t\t};\n\t}\n\n\tattachJumper3D(slot: number, opts: StageJumper3DOptions): boolean {\n\t\treturn this.exports.zylem_stage_attach_jumper_3d(\n\t\t\tslot, opts.jumpForce, opts.maxJumps >>> 0, opts.gravity,\n\t\t\topts.coyoteTime ?? 0.1, opts.jumpBufferTime ?? 0.08,\n\t\t) !== 0;\n\t}\n\n\tsetJumper3DInput(slot: number, jump: boolean): void {\n\t\tthis.exports.zylem_stage_set_jumper_3d_input(slot, jump ? 1 : 0);\n\t}\n\n\tqueryJumper3D(slot: number): { grounded: boolean; jumpCount: number; verticalVelocity: number } | null {\n\t\tif (this.exports.zylem_stage_query_jumper_3d(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { grounded: v[0]! > 0.5, jumpCount: v[1]! | 0, verticalVelocity: v[2]! };\n\t}\n\n\tattachShooter2D(slot: number, opts: StageShooter2DOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_shooter_2d(\n\t\t\t\tslot, opts.fireRateHz, opts.muzzleOffsetX, opts.muzzleOffsetY, opts.muzzleSpeed,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tfireShooter2D(slot: number, x: number, y: number, z: number, yaw: number): boolean {\n\t\treturn this.exports.zylem_stage_shooter_2d_fire(slot, x, y, z, yaw) !== 0;\n\t}\n\n\tqueryShooter2D(slot: number): { cooldown: number; firedCount: number } | null {\n\t\tif (this.exports.zylem_stage_query_shooter_2d(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { cooldown: v[0]!, firedCount: v[1]! | 0 };\n\t}\n\n\tattachPlatformer3D(slot: number, opts: StagePlatformer3DOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_platformer_3d(\n\t\t\t\tslot, opts.halfHeight, opts.radius,\n\t\t\t\topts.walkSpeed, opts.runSpeed, opts.jumpForce,\n\t\t\t\topts.maxJumps >>> 0, opts.gravity,\n\t\t\t\topts.coyoteTime ?? 0.1, opts.jumpBufferTime ?? 0.1,\n\t\t\t\topts.jumpCutMultiplier ?? 0.5, opts.multiJumpWindow ?? 0.15,\n\t\t\t\topts.slopeClimbAngle ?? 50, opts.slopeSlideAngle ?? 40,\n\t\t\t\topts.autostepHeight ?? 0.3, opts.autostepMinWidth ?? 0.1,\n\t\t\t\topts.snapToGroundDistance ?? 0.3, opts.characterOffset ?? 0.05,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tsetPlatformer3DInputAxes(slot: number, moveX: number, moveZ: number): void {\n\t\tthis.exports.zylem_stage_set_platformer_3d_input_axes(slot, moveX, moveZ);\n\t}\n\n\tsetPlatformer3DInputButtons(slot: number, jump: boolean, run: boolean): void {\n\t\tthis.exports.zylem_stage_set_platformer_3d_input_buttons(slot, jump ? 1 : 0, run ? 1 : 0);\n\t}\n\n\tqueryPlatformer3D(slot: number): { grounded: boolean; jumpCount: number; fsmState: number; speed: number } | null {\n\t\tif (this.exports.zylem_stage_query_platformer_3d(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\tgrounded: v[0]! > 0.5,\n\t\t\tjumpCount: v[1]! | 0,\n\t\t\tfsmState: v[2]! | 0,\n\t\t\tspeed: v[3]!,\n\t\t};\n\t}\n\n\tattachPlatformer2D(slot: number, opts: StagePlatformer2DOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_platformer_2d(\n\t\t\t\tslot, opts.halfHeight, opts.radius,\n\t\t\t\topts.walkSpeed, opts.runSpeed, opts.jumpForce,\n\t\t\t\topts.maxJumps >>> 0, opts.gravity,\n\t\t\t\topts.coyoteTime ?? 0.1, opts.jumpBufferTime ?? 0.1,\n\t\t\t\topts.jumpCutMultiplier ?? 0.5, opts.multiJumpWindow ?? 0.15,\n\t\t\t\topts.slopeClimbAngle ?? 50, opts.slopeSlideAngle ?? 40,\n\t\t\t\topts.autostepHeight ?? 0.25, opts.autostepMinWidth ?? 0.05,\n\t\t\t\topts.snapToGroundDistance ?? 0.2, opts.characterOffset ?? 0.05,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tsetPlatformer2DInputAxes(slot: number, moveX: number): void {\n\t\tthis.exports.zylem_stage_set_platformer_2d_input_axes(slot, moveX);\n\t}\n\n\tsetPlatformer2DInputButtons(slot: number, jump: boolean, run: boolean): void {\n\t\tthis.exports.zylem_stage_set_platformer_2d_input_buttons(slot, jump ? 1 : 0, run ? 1 : 0);\n\t}\n\n\tqueryPlatformer2D(slot: number): { grounded: boolean; jumpCount: number; fsmState: number; verticalVelocity: number } | null {\n\t\tif (this.exports.zylem_stage_query_platformer_2d(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn {\n\t\t\tgrounded: v[0]! > 0.5,\n\t\t\tjumpCount: v[1]! | 0,\n\t\t\tfsmState: v[2]! | 0,\n\t\t\tverticalVelocity: v[3]!,\n\t\t};\n\t}\n\n\tattachFirstPerson(slot: number, opts: StageFirstPersonOptions): boolean {\n\t\treturn (\n\t\t\tthis.exports.zylem_stage_attach_first_person(\n\t\t\t\tslot, opts.walkSpeed, opts.runSpeed, opts.eyeHeight, opts.lookSensitivity,\n\t\t\t) !== 0\n\t\t);\n\t}\n\n\tsetFirstPersonInput(slot: number, input: StageFirstPersonInput): void {\n\t\tthis.exports.zylem_stage_set_first_person_input(\n\t\t\tslot, input.moveX, input.moveZ, input.lookYawDelta, input.lookPitchDelta, input.run ? 1 : 0,\n\t\t);\n\t}\n\n\tqueryFirstPerson(slot: number): { yaw: number; pitch: number; speed: number; eyeHeight: number } | null {\n\t\tif (this.exports.zylem_stage_query_first_person(slot) === 0) return null;\n\t\tconst v = this.queryView;\n\t\treturn { yaw: v[0]!, pitch: v[1]!, speed: v[2]!, eyeHeight: v[3]! };\n\t}\n}\n\n/**\n * Load the bundled `@zylem/runtime` wasm (or a custom `source`), instantiate\n * it, and construct a `WasmStageRuntime` around the exports.\n */\nexport async function createWasmStageRuntime(\n\toptions: WasmStageRuntimeOptions = {},\n): Promise<WasmStageRuntime> {\n\tconst { exports } = await loadStageFfi({\n\t\tsource: options.source,\n\t\timports: options.imports,\n\t});\n\treturn new WasmStageRuntime(exports, 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@@ -2,14 +2,14 @@ import {
2
2
  computeBounds2DHits,
3
3
  constrainMovementToBounds2D,
4
4
  hasAnyBounds2DHit
5
- } from "./chunk-KDY5N6J4.js";
5
+ } from "./chunk-OPZ2LVS2.js";
6
6
  import {
7
7
  SyncStateMachine,
8
- t
9
- } from "./chunk-4URF65BR.js";
8
+ import_typescript_fsm
9
+ } from "./chunk-AS3HR7AS.js";
10
10
  import {
11
11
  StageBoundaryDim
12
- } from "./chunk-Q75LKHDF.js";
12
+ } from "./chunk-E4X4YJZB.js";
13
13
  import {
14
14
  defineBehavior
15
15
  } from "./chunk-EZNCCO4L.js";
@@ -45,11 +45,11 @@ var WorldBoundary2DFSM = class {
45
45
  this.machine = new SyncStateMachine(
46
46
  "inside" /* Inside */,
47
47
  [
48
- t("inside" /* Inside */, "touch-boundary" /* TouchBoundary */, "touching" /* Touching */),
49
- t("touching" /* Touching */, "enter-inside" /* EnterInside */, "inside" /* Inside */),
48
+ (0, import_typescript_fsm.t)("inside" /* Inside */, "touch-boundary" /* TouchBoundary */, "touching" /* Touching */),
49
+ (0, import_typescript_fsm.t)("touching" /* Touching */, "enter-inside" /* EnterInside */, "inside" /* Inside */),
50
50
  // Self transitions (no-ops)
51
- t("inside" /* Inside */, "enter-inside" /* EnterInside */, "inside" /* Inside */),
52
- t("touching" /* Touching */, "touch-boundary" /* TouchBoundary */, "touching" /* Touching */)
51
+ (0, import_typescript_fsm.t)("inside" /* Inside */, "enter-inside" /* EnterInside */, "inside" /* Inside */),
52
+ (0, import_typescript_fsm.t)("touching" /* Touching */, "touch-boundary" /* TouchBoundary */, "touching" /* Touching */)
53
53
  ]
54
54
  );
55
55
  }
@@ -148,21 +148,15 @@ var WorldBoundary2DSystem = class {
148
148
  boundaryRef.fsm = new WorldBoundary2DFSM();
149
149
  }
150
150
  const handle = gameEntity.runtimeHandle ?? -1;
151
- if (this.wasmStage && handle >= 0) {
152
- this.ensureWasmAttached(handle, options.boundaries);
153
- const query = this.wasmStage.queryWorldBoundary(handle);
154
- if (query) {
155
- boundaryRef.fsm.update(
156
- { x: query.clamped[0], y: query.clamped[1] },
157
- options.boundaries
158
- );
159
- continue;
160
- }
151
+ if (!this.wasmStage || handle < 0) continue;
152
+ this.ensureWasmAttached(handle, options.boundaries);
153
+ const query = this.wasmStage.queryWorldBoundary(handle);
154
+ if (query) {
155
+ boundaryRef.fsm.update(
156
+ { x: query.clamped[0], y: query.clamped[1] },
157
+ options.boundaries
158
+ );
161
159
  }
162
- if (!gameEntity.body) continue;
163
- const body = gameEntity.body;
164
- const pos = body.translation();
165
- boundaryRef.fsm.update({ x: pos.x, y: pos.y }, options.boundaries);
166
160
  }
167
161
  }
168
162
  ensureWasmAttached(handle, bounds) {
@@ -196,4 +190,4 @@ export {
196
190
  WorldBoundary2DFSM,
197
191
  WorldBoundary2DBehavior
198
192
  };
199
- //# sourceMappingURL=chunk-VMQHNJJI.js.map
193
+ //# sourceMappingURL=chunk-F6ESSHQK.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/world-boundary-2d/world-boundary-2d-fsm.ts","../src/lib/behaviors/world-boundary-2d/world-boundary-2d.descriptor.ts"],"sourcesContent":["/**\n * WorldBoundary2DFSM\n *\n * Minimal FSM + extended state to track which world boundaries were hit.\n *\n * Notes:\n * - \"Hit boundaries\" is inherently a *set* (can hit left+bottom in one frame),\n * so we store it as extended state (`lastHits`) rather than a single FSM state.\n * - The FSM state is still useful for coarse status like \"inside\" vs \"touching\".\n */\n\nimport { SyncStateMachine, t } from '../../core/utility/sync-state-machine';\nimport {\n\tcomputeBounds2DHits,\n\tconstrainMovementToBounds2D,\n\thasAnyBounds2DHit,\n} from '../shared/bounds-2d';\n\nexport type WorldBoundary2DHit = 'top' | 'bottom' | 'left' | 'right';\nexport type WorldBoundary2DHits = Record<WorldBoundary2DHit, boolean>;\n\nexport interface WorldBoundary2DPosition {\n\tx: number;\n\ty: number;\n}\n\nexport interface WorldBoundary2DBounds {\n\ttop: number;\n\tbottom: number;\n\tleft: number;\n\tright: number;\n}\n\nexport enum WorldBoundary2DState {\n\tInside = 'inside',\n\tTouching = 'touching',\n}\n\nexport enum WorldBoundary2DEvent {\n\tEnterInside = 'enter-inside',\n\tTouchBoundary = 'touch-boundary',\n}\n\n/**\n * Compute which boundaries are being hit for a position and bounds.\n * This matches the semantics of the legacy `boundary2d` behavior:\n * - left hit if x <= left\n * - right hit if x >= right\n * - bottom hit if y <= bottom\n * - top hit if y >= top\n */\nexport function computeWorldBoundary2DHits(\n\tposition: WorldBoundary2DPosition,\n\tbounds: WorldBoundary2DBounds\n): WorldBoundary2DHits {\n\treturn computeBounds2DHits(position, {\n\t\tminX: bounds.left,\n\t\tmaxX: bounds.right,\n\t\tminY: bounds.bottom,\n\t\tmaxY: bounds.top,\n\t});\n}\n\nexport function hasAnyWorldBoundary2DHit(hits: WorldBoundary2DHits): boolean {\n\treturn hasAnyBounds2DHit(hits);\n}\n\n/**\n * FSM wrapper with \"extended state\" (lastHits / lastPosition).\n * Systems should call `update(...)` once per frame.\n */\nexport class WorldBoundary2DFSM {\n\tpublic readonly machine: SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>;\n\n\tprivate lastHits: WorldBoundary2DHits = { top: false, bottom: false, left: false, right: false };\n\tprivate lastPosition: WorldBoundary2DPosition | null = null;\n\tprivate lastUpdatedAtMs: number | null = null;\n\n\tconstructor() {\n\t\tthis.machine = new SyncStateMachine<WorldBoundary2DState, WorldBoundary2DEvent, never>(\n\t\t\tWorldBoundary2DState.Inside,\n\t\t\t[\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\n\t\t\t\t// Self transitions (no-ops)\n\t\t\t\tt(WorldBoundary2DState.Inside, WorldBoundary2DEvent.EnterInside, WorldBoundary2DState.Inside),\n\t\t\t\tt(WorldBoundary2DState.Touching, WorldBoundary2DEvent.TouchBoundary, WorldBoundary2DState.Touching),\n\t\t\t]\n\t\t);\n\t}\n\n\tgetState(): WorldBoundary2DState {\n\t\treturn this.machine.getState();\n\t}\n\n\t/**\n\t * Returns the last computed hits (always available after first update call).\n\t */\n\tgetLastHits(): WorldBoundary2DHits {\n\t\treturn this.lastHits;\n\t}\n\n\t/**\n\t * Returns adjusted movement values based on boundary hits.\n\t * If the entity is touching a boundary and trying to move further into it,\n\t * that axis component is zeroed out.\n\t *\n\t * @param moveX - The desired X movement\n\t * @param moveY - The desired Y movement\n\t * @returns Adjusted { moveX, moveY } with boundary-blocked axes zeroed\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number } {\n\t\treturn constrainMovementToBounds2D(this.lastHits, moveX, moveY);\n\t}\n\n\t/**\n\t * Returns the last position passed to `update`, if any.\n\t */\n\tgetLastPosition(): WorldBoundary2DPosition | null {\n\t\treturn this.lastPosition;\n\t}\n\n\t/**\n\t * Best-effort timestamp (ms) of the last `update(...)` call.\n\t * This is optional metadata; systems can ignore it.\n\t */\n\tgetLastUpdatedAtMs(): number | null {\n\t\treturn this.lastUpdatedAtMs;\n\t}\n\n\t/**\n\t * Update FSM + extended state based on current position and bounds.\n\t * Returns the computed hits for convenience.\n\t */\n\tupdate(position: WorldBoundary2DPosition, bounds: WorldBoundary2DBounds): WorldBoundary2DHits {\n\t\tconst hits = computeWorldBoundary2DHits(position, bounds);\n\n\t\tthis.lastHits = hits;\n\t\tthis.lastPosition = { x: position.x, y: position.y };\n\t\tthis.lastUpdatedAtMs = Date.now();\n\n\t\tif (hasAnyWorldBoundary2DHit(hits)) {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.TouchBoundary);\n\t\t} else {\n\t\t\tthis.dispatch(WorldBoundary2DEvent.EnterInside);\n\t\t}\n\n\t\treturn hits;\n\t}\n\n\tprivate dispatch(event: WorldBoundary2DEvent): void {\n\t\tif (this.machine.can(event)) {\n\t\t\tthis.machine.syncDispatch(event);\n\t\t}\n\t}\n}\n","/**\n * WorldBoundary2DBehavior\n *\n * Tracks which 2D world boundaries an entity is touching.\n * Use `getMovement()` on the behavior handle to adjust movement based on hits.\n *\n * Source of truth: the WASM stage boundary query, consistent with other behaviors.\n */\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport {\n\tWorldBoundary2DFSM,\n\ttype WorldBoundary2DBounds,\n\ttype WorldBoundary2DHits,\n} from './world-boundary-2d-fsm';\nimport {\n\tStageBoundaryDim,\n\ttype BehaviorRuntime,\n} from '../../runtime/wasm-stage-runtime';\n\nexport interface WorldBoundary2DOptions {\n\t/**\n\t * World boundaries (in world units).\n\t * - left hit if x <= left\n\t * - right hit if x >= right\n\t * - bottom hit if y <= bottom\n\t * - top hit if y >= top\n\t */\n\tboundaries: WorldBoundary2DBounds;\n}\n\n/**\n * Handle methods provided by WorldBoundary2DBehavior\n */\nexport interface WorldBoundary2DHandle {\n\t/**\n\t * Get the last computed boundary hits.\n\t * Returns null until entity is spawned and FSM is initialized.\n\t */\n\tgetLastHits(): WorldBoundary2DHits | null;\n\n\t/**\n\t * Get adjusted movement values based on boundary hits.\n\t * Zeros out movement into boundaries the entity is touching.\n\t */\n\tgetMovement(moveX: number, moveY: number): { moveX: number; moveY: number };\n}\n\nconst defaultOptions: WorldBoundary2DOptions = {\n\tboundaries: { top: 0, bottom: 0, left: 0, right: 0 },\n};\n\nconst WORLD_BOUNDARY_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:world-boundary-2d',\n);\n\n/**\n * Creates behavior-specific handle methods for WorldBoundary2DBehavior.\n */\nfunction createWorldBoundary2DHandle(\n\tref: BehaviorRef<WorldBoundary2DOptions>\n): WorldBoundary2DHandle {\n\treturn {\n\t\tgetLastHits: () => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getLastHits() ?? null;\n\t\t},\n\t\tgetMovement: (moveX: number, moveY: number) => {\n\t\t\tconst fsm = ref.fsm as WorldBoundary2DFSM | undefined;\n\t\t\treturn fsm?.getMovement(moveX, moveY) ?? { moveX, moveY };\n\t\t},\n\t};\n}\n\n/**\n * WorldBoundary2DSystem\n *\n * Stage-level system that:\n * - finds entities with this behavior attached\n * - computes and tracks boundary hits using the FSM\n *\n * When a {@link BehaviorRuntime} is present in `BehaviorSystemContext` and the\n * entity has been registered with the unified Stage (`runtimeHandle >= 0`), the\n * system uses the Rust `world_boundary` behavior as the source of truth and\n * mirrors its query into the local FSM so handle methods (`getLastHits`,\n * `getMovement`) return the same shape as the legacy code path.\n */\nclass WorldBoundary2DSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: BehaviorRuntime | null,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t) {}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tconst links = this.getBehaviorLinks?.(WORLD_BOUNDARY_BEHAVIOR_KEY);\n\t\tif (!links) return;\n\n\t\tfor (const link of links) {\n\t\t\tconst gameEntity = link.entity as any;\n\t\t\tconst boundaryRef = link.ref as any;\n\t\t\tconst options = boundaryRef.options as WorldBoundary2DOptions;\n\n\t\t\tif (!boundaryRef.fsm) {\n\t\t\t\tboundaryRef.fsm = new WorldBoundary2DFSM();\n\t\t\t}\n\n\t\t\tconst handle = (gameEntity.runtimeHandle ?? -1) as number;\n\t\t\tif (!this.wasmStage || handle < 0) continue;\n\n\t\t\tthis.ensureWasmAttached(handle, options.boundaries);\n\t\t\tconst query = this.wasmStage.queryWorldBoundary(handle);\n\t\t\tif (query) {\n\t\t\t\tboundaryRef.fsm.update(\n\t\t\t\t\t{ x: query.clamped[0], y: query.clamped[1] },\n\t\t\t\t\toptions.boundaries,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tprivate ensureWasmAttached(handle: number, bounds: WorldBoundary2DBounds): void {\n\t\tif (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;\n\t\tthis.wasmStage.attachWorldBoundary(handle, StageBoundaryDim.Two, {\n\t\t\ttop: bounds.top,\n\t\t\tbottom: bounds.bottom,\n\t\t\tleft: bounds.left,\n\t\t\tright: bounds.right,\n\t\t\tfront: 0,\n\t\t\tback: 0,\n\t\t});\n\t\tthis.attachedRuntimeSlots.add(handle);\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tthis.attachedRuntimeSlots.clear();\n\t}\n}\n\n/**\n * WorldBoundary2DBehavior\n *\n * @example\n * ```ts\n * import { WorldBoundary2DBehavior } from \"@zylem/game-lib/behavior\";\n *\n * const ship = createSprite({ ... });\n * const boundary = ship.use(WorldBoundary2DBehavior, {\n * boundaries: { left: -10, right: 10, bottom: -7.5, top: 7.5 },\n * });\n *\n * ship.onUpdate(({ me }) => {\n * let moveX = ..., moveY = ...;\n * const hits = boundary.getLastHits(); 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@@ -0,0 +1,210 @@
1
+ import {
2
+ SyncStateMachine,
3
+ import_typescript_fsm
4
+ } from "./chunk-AS3HR7AS.js";
5
+ import {
6
+ STAGE_INPUT_BUTTON_JUMP,
7
+ readBehaviorSnapshot
8
+ } from "./chunk-E4X4YJZB.js";
9
+ import {
10
+ defineBehavior
11
+ } from "./chunk-EZNCCO4L.js";
12
+
13
+ // src/lib/behaviors/jumper-2d/components.ts
14
+ function createJumpConfig2D(options = {}) {
15
+ return {
16
+ jumpHeight: options.jumpHeight ?? 2.5,
17
+ gravity: options.gravity ?? 20,
18
+ maxFallSpeed: options.maxFallSpeed,
19
+ maxJumps: options.maxJumps ?? 1,
20
+ resetJumpsOnGround: options.resetJumpsOnGround ?? true,
21
+ coyoteTimeMs: options.coyoteTimeMs ?? 100,
22
+ jumpBufferMs: options.jumpBufferMs ?? 80,
23
+ minTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,
24
+ variableJump: options.variableJump
25
+ };
26
+ }
27
+ function createJumpInput2D() {
28
+ return {
29
+ jumpPressed: false,
30
+ jumpHeld: false,
31
+ jumpReleased: false,
32
+ fastFall: false
33
+ };
34
+ }
35
+ function createJumpState2D() {
36
+ return {
37
+ jumpsUsed: 0,
38
+ lastJumpTimeMs: 0,
39
+ bufferedJumpMs: 0,
40
+ coyoteMs: 0,
41
+ isJumping: false,
42
+ jumpHoldMs: 0,
43
+ jumpCutApplied: false
44
+ };
45
+ }
46
+
47
+ // src/lib/behaviors/jumper-2d/jumper-2d-fsm.ts
48
+ var Jumper2DState = /* @__PURE__ */ ((Jumper2DState2) => {
49
+ Jumper2DState2["Grounded"] = "grounded";
50
+ Jumper2DState2["Jumping"] = "jumping";
51
+ Jumper2DState2["Falling"] = "falling";
52
+ return Jumper2DState2;
53
+ })(Jumper2DState || {});
54
+ var Jumper2DEvent = /* @__PURE__ */ ((Jumper2DEvent2) => {
55
+ Jumper2DEvent2["Jump"] = "jump";
56
+ Jumper2DEvent2["Fall"] = "fall";
57
+ Jumper2DEvent2["Land"] = "land";
58
+ return Jumper2DEvent2;
59
+ })(Jumper2DEvent || {});
60
+ var Jumper2DFSM = class {
61
+ constructor(ctx) {
62
+ this.ctx = ctx;
63
+ this.machine = new SyncStateMachine(
64
+ "grounded" /* Grounded */,
65
+ [
66
+ (0, import_typescript_fsm.t)("grounded" /* Grounded */, "jump" /* Jump */, "jumping" /* Jumping */),
67
+ (0, import_typescript_fsm.t)("grounded" /* Grounded */, "fall" /* Fall */, "falling" /* Falling */),
68
+ (0, import_typescript_fsm.t)("grounded" /* Grounded */, "land" /* Land */, "grounded" /* Grounded */),
69
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "fall" /* Fall */, "falling" /* Falling */),
70
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "land" /* Land */, "grounded" /* Grounded */),
71
+ (0, import_typescript_fsm.t)("jumping" /* Jumping */, "jump" /* Jump */, "jumping" /* Jumping */),
72
+ (0, import_typescript_fsm.t)("falling" /* Falling */, "land" /* Land */, "grounded" /* Grounded */),
73
+ (0, import_typescript_fsm.t)("falling" /* Falling */, "jump" /* Jump */, "jumping" /* Jumping */),
74
+ (0, import_typescript_fsm.t)("falling" /* Falling */, "fall" /* Fall */, "falling" /* Falling */)
75
+ ]
76
+ );
77
+ }
78
+ ctx;
79
+ machine;
80
+ getState() {
81
+ return this.machine.getState();
82
+ }
83
+ dispatch(event) {
84
+ if (this.machine.can(event)) {
85
+ this.machine.syncDispatch(event);
86
+ }
87
+ }
88
+ isJumping() {
89
+ return this.getState() === "jumping" /* Jumping */;
90
+ }
91
+ isGrounded() {
92
+ return this.getState() === "grounded" /* Grounded */;
93
+ }
94
+ getJumpsUsed() {
95
+ return this.ctx.state.jumpsUsed;
96
+ }
97
+ applyTickEvent(tickEvent, isGrounded) {
98
+ switch (tickEvent) {
99
+ case "jump":
100
+ this.dispatch("jump" /* Jump */);
101
+ break;
102
+ case "fall":
103
+ this.dispatch("fall" /* Fall */);
104
+ break;
105
+ case "land":
106
+ this.dispatch("land" /* Land */);
107
+ break;
108
+ default:
109
+ if (!isGrounded && this.getState() === "grounded" /* Grounded */) {
110
+ this.dispatch("fall" /* Fall */);
111
+ }
112
+ if (isGrounded && this.getState() !== "grounded" /* Grounded */) {
113
+ this.dispatch("land" /* Land */);
114
+ }
115
+ break;
116
+ }
117
+ }
118
+ };
119
+
120
+ // src/lib/behaviors/jumper-2d/jumper-2d.descriptor.ts
121
+ var defaultOptions = {
122
+ jumpHeight: 2.5,
123
+ gravity: 20,
124
+ maxJumps: 1,
125
+ resetJumpsOnGround: true,
126
+ coyoteTimeMs: 100,
127
+ jumpBufferMs: 80,
128
+ groundRayLength: 1,
129
+ debugGroundProbe: false
130
+ };
131
+ var JUMPER_2D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for("zylem:behavior:jumper-2d");
132
+ var Jumper2DBehaviorSystem = class {
133
+ constructor(wasmStage, getBehaviorLinks) {
134
+ this.wasmStage = wasmStage;
135
+ this.getBehaviorLinks = getBehaviorLinks;
136
+ }
137
+ wasmStage;
138
+ getBehaviorLinks;
139
+ attachedRuntimeSlots = /* @__PURE__ */ new Set();
140
+ update(_ecs, _delta) {
141
+ const links = this.getBehaviorLinks?.(JUMPER_2D_BEHAVIOR_KEY);
142
+ if (!links) return;
143
+ for (const link of links) {
144
+ const gameEntity = link.entity;
145
+ const jumperRef = link.ref;
146
+ const options = jumperRef.options;
147
+ const handle = gameEntity.runtimeHandle ?? -1;
148
+ if (!this.wasmStage || handle < 0) continue;
149
+ if (!gameEntity.$jumper2d) {
150
+ gameEntity.$jumper2d = createJumpInput2D();
151
+ }
152
+ this.ensureWasmAttached(handle, options);
153
+ jumperRef.__wasmStage = this.wasmStage;
154
+ jumperRef.__entity = gameEntity;
155
+ const input = gameEntity.$jumper2d;
156
+ const jumpPressed = !!(input.jumpPressed || input.jumpHeld);
157
+ this.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, jumpPressed);
158
+ }
159
+ }
160
+ ensureWasmAttached(handle, options) {
161
+ if (!this.wasmStage || this.attachedRuntimeSlots.has(handle)) return;
162
+ const jumpForce = Math.sqrt(2 * (options.gravity ?? 20) * (options.jumpHeight ?? 2.5));
163
+ this.wasmStage.attachJumper2D(handle, {
164
+ jumpForce,
165
+ maxJumps: options.maxJumps ?? 1,
166
+ jumpBufferTime: (options.jumpBufferMs ?? 80) / 1e3,
167
+ coyoteTime: (options.coyoteTimeMs ?? 100) / 1e3,
168
+ gravity: options.gravity ?? 20
169
+ });
170
+ this.attachedRuntimeSlots.add(handle);
171
+ }
172
+ destroy(_ecs) {
173
+ this.attachedRuntimeSlots.clear();
174
+ }
175
+ };
176
+ var Jumper2DBehavior = defineBehavior({
177
+ name: "jumper-2d",
178
+ defaultOptions,
179
+ systemFactory: (ctx) => new Jumper2DBehaviorSystem(ctx.wasmStage ?? null, ctx.getBehaviorLinks),
180
+ // Handles read the runtime snapshot buffer (previous-step values). The
181
+ // Rust behavior is the single source of truth.
182
+ createHandle: (ref) => {
183
+ const jumpsUsed = () => readBehaviorSnapshot(ref)?.jumpCount ?? 0;
184
+ return {
185
+ getState: () => {
186
+ const snapshot = readBehaviorSnapshot(ref);
187
+ if (!snapshot) return "grounded" /* Grounded */;
188
+ if (snapshot.grounded) return "grounded" /* Grounded */;
189
+ return snapshot.verticalVelocity > 0 ? "jumping" /* Jumping */ : "falling" /* Falling */;
190
+ },
191
+ isJumping: () => {
192
+ const snapshot = readBehaviorSnapshot(ref);
193
+ return snapshot ? !snapshot.grounded && snapshot.verticalVelocity > 0 : false;
194
+ },
195
+ getJumpsUsed: jumpsUsed,
196
+ getJumpsRemaining: () => (ref.options.maxJumps ?? 1) - jumpsUsed()
197
+ };
198
+ }
199
+ });
200
+
201
+ export {
202
+ createJumpConfig2D,
203
+ createJumpInput2D,
204
+ createJumpState2D,
205
+ Jumper2DState,
206
+ Jumper2DEvent,
207
+ Jumper2DFSM,
208
+ Jumper2DBehavior
209
+ };
210
+ //# sourceMappingURL=chunk-GQAPBNGT.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/jumper-2d/components.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 { 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 {\n\tcreateJumpInput2D,\n\ttype JumpConfig2D,\n\ttype JumpInput2D,\n\ttype JumpState2D,\n} from './components';\nimport { Jumper2DState } from './jumper-2d-fsm';\nimport {\n\tSTAGE_INPUT_BUTTON_JUMP,\n\treadBehaviorSnapshot,\n\ttype BehaviorRuntime,\n} 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');\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\nexport interface Jumper2DEntity {\n\tuuid: string;\n\ttransformStore: import('../../capabilities/transform-store').TransformState;\n\tjumper2d: JumpConfig2D;\n\t$jumper2d: JumpInput2D;\n\tjumper2dState: JumpState2D;\n}\n\n/**\n * Forwards jump input into the wasm runtime. The Rust `jumper_2d` Stage\n * behavior (ground probe + jump core) is the single simulation path; handles\n * read its state back via the snapshot buffer.\n */\nclass Jumper2DBehaviorSystem implements BehaviorSystem {\n\tprivate attachedRuntimeSlots = new Set<number>();\n\n\tconstructor(\n\t\tprivate wasmStage: BehaviorRuntime | 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?.(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) continue;\n\n\t\t\tif (!gameEntity.$jumper2d) {\n\t\t\t\tgameEntity.$jumper2d = createJumpInput2D();\n\t\t\t}\n\n\t\t\tthis.ensureWasmAttached(handle, options);\n\t\t\tjumperRef.__wasmStage = this.wasmStage;\n\t\t\tjumperRef.__entity = gameEntity;\n\t\t\tconst input = gameEntity.$jumper2d as JumpInput2D;\n\t\t\tconst jumpPressed = !!(input.jumpPressed || input.jumpHeld);\n\t\t\tthis.wasmStage.writeInputButton(handle, STAGE_INPUT_BUTTON_JUMP, jumpPressed);\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.attachedRuntimeSlots.clear();\n\t}\n}\n\nexport const Jumper2DBehavior = 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.wasmStage ?? null, ctx.getBehaviorLinks),\n\t// Handles read the runtime snapshot buffer (previous-step values). The\n\t// Rust behavior is the single source of truth.\n\tcreateHandle: (ref) => {\n\t\tconst jumpsUsed = () => readBehaviorSnapshot(ref)?.jumpCount ?? 0;\n\t\treturn {\n\t\t\tgetState: () => {\n\t\t\t\tconst snapshot = readBehaviorSnapshot(ref);\n\t\t\t\tif (!snapshot) return Jumper2DState.Grounded;\n\t\t\t\tif (snapshot.grounded) return Jumper2DState.Grounded;\n\t\t\t\treturn snapshot.verticalVelocity > 0\n\t\t\t\t\t? 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