@zylem/behaviors 0.4.1 → 0.5.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (148) hide show
  1. package/README.md +13 -1
  2. package/dist/{behavior-system-y8SGrGWy.d.ts → behavior-system-CldqNUgr.d.ts} +334 -19
  3. package/dist/{chunk-GFARAJV2.js → chunk-2PAHQZZD.js} +44 -73
  4. package/dist/chunk-2PAHQZZD.js.map +1 -0
  5. package/dist/chunk-4CEW64HO.js +210 -0
  6. package/dist/chunk-4CEW64HO.js.map +1 -0
  7. package/dist/chunk-4LLK2FJI.js +344 -0
  8. package/dist/chunk-4LLK2FJI.js.map +1 -0
  9. package/dist/chunk-4MZ57HPD.js +323 -0
  10. package/dist/chunk-4MZ57HPD.js.map +1 -0
  11. package/dist/chunk-52FJIDGL.js +30 -0
  12. package/dist/chunk-52FJIDGL.js.map +1 -0
  13. package/dist/{chunk-UYFOLI2X.js → chunk-5A5AYP2C.js} +1 -1
  14. package/dist/{chunk-UYFOLI2X.js.map → chunk-5A5AYP2C.js.map} +1 -1
  15. package/dist/chunk-5WRI5ZAA.js +31 -0
  16. package/dist/chunk-5WRI5ZAA.js.map +1 -0
  17. package/dist/{chunk-ZRQWSURL.js → chunk-5XPPLTC7.js} +2 -2
  18. package/dist/chunk-5XPPLTC7.js.map +1 -0
  19. package/dist/{chunk-VMQHNJJI.js → chunk-7DGXUAPV.js} +17 -23
  20. package/dist/chunk-7DGXUAPV.js.map +1 -0
  21. package/dist/{chunk-5SM5SH5O.js → chunk-7JLWZXPA.js} +2 -2
  22. package/dist/{chunk-QDCJLJUV.js → chunk-7W3KY55G.js} +22 -13
  23. package/dist/chunk-7W3KY55G.js.map +1 -0
  24. package/dist/chunk-AS3HR7AS.js +188 -0
  25. package/dist/chunk-AS3HR7AS.js.map +1 -0
  26. package/dist/chunk-BAXJ7XHJ.js +155 -0
  27. package/dist/chunk-BAXJ7XHJ.js.map +1 -0
  28. package/dist/chunk-DZ4LLQON.js +867 -0
  29. package/dist/chunk-DZ4LLQON.js.map +1 -0
  30. package/dist/{chunk-4L36OPY2.js → chunk-G2KUXVU6.js} +81 -135
  31. package/dist/chunk-G2KUXVU6.js.map +1 -0
  32. package/dist/{chunk-BXP4K7RF.js → chunk-JVADRLWX.js} +57 -186
  33. package/dist/chunk-JVADRLWX.js.map +1 -0
  34. package/dist/{chunk-ZA43LPRM.js → chunk-KIYUUSPK.js} +2 -2
  35. package/dist/chunk-LZIHSJZR.js +191 -0
  36. package/dist/chunk-LZIHSJZR.js.map +1 -0
  37. package/dist/{chunk-WWVD5DR5.js → chunk-M3QDKKDF.js} +2 -8
  38. package/dist/chunk-M3QDKKDF.js.map +1 -0
  39. package/dist/{chunk-FTDZAKZW.js → chunk-NQPYMUDF.js} +7 -5
  40. package/dist/{chunk-FTDZAKZW.js.map → chunk-NQPYMUDF.js.map} +1 -1
  41. package/dist/{chunk-XP3ASVGJ.js → chunk-NW4SE5XW.js} +2 -2
  42. package/dist/{chunk-KDY5N6J4.js → chunk-OPZ2LVS2.js} +1 -22
  43. package/dist/{chunk-KDY5N6J4.js.map → chunk-OPZ2LVS2.js.map} +1 -1
  44. package/dist/{chunk-5XZWTFGF.js → chunk-PLIXVF7B.js} +3 -3
  45. package/dist/chunk-PLIXVF7B.js.map +1 -0
  46. package/dist/{chunk-27UPCP5B.js → chunk-QS3VXWVO.js} +22 -13
  47. package/dist/chunk-QS3VXWVO.js.map +1 -0
  48. package/dist/{chunk-Y7YIAWPW.js → chunk-SGHIGTVZ.js} +1 -11
  49. package/dist/{chunk-Y7YIAWPW.js.map → chunk-SGHIGTVZ.js.map} +1 -1
  50. package/dist/{chunk-UL6Q5HDP.js → chunk-TBUKJKY6.js} +3 -25
  51. package/dist/chunk-TBUKJKY6.js.map +1 -0
  52. package/dist/{chunk-Z72F2ENM.js → chunk-WU6XXL3D.js} +17 -26
  53. package/dist/chunk-WU6XXL3D.js.map +1 -0
  54. package/dist/{chunk-A4CA35DQ.js → chunk-Y4PHT2HG.js} +25 -45
  55. package/dist/chunk-Y4PHT2HG.js.map +1 -0
  56. package/dist/components-BmievOxF.d.ts +30 -0
  57. package/dist/cooldown.d.ts +2 -2
  58. package/dist/cooldown.js +2 -1
  59. package/dist/coordinators/boundary-ricochet-3d.d.ts +4 -4
  60. package/dist/coordinators/boundary-ricochet-3d.js +1 -0
  61. package/dist/coordinators/boundary-ricochet.d.ts +4 -4
  62. package/dist/coordinators/boundary-ricochet.js +3 -2
  63. package/dist/coordinators/first-person-shooter.js +1 -0
  64. package/dist/coordinators/multidirectional-space-shooter.d.ts +3 -3
  65. package/dist/coordinators/multidirectional-space-shooter.js +5 -3
  66. package/dist/coordinators/top-down-shooter.d.ts +3 -3
  67. package/dist/coordinators/top-down-shooter.js +5 -3
  68. package/dist/core.d.ts +298 -8
  69. package/dist/core.js +502 -14
  70. package/dist/core.js.map +1 -1
  71. package/dist/destructible-3d.d.ts +32 -4
  72. package/dist/destructible-3d.js +2 -1
  73. package/dist/destructible-prebake.js +1 -0
  74. package/dist/{entity-types-CmtQ-IBp.d.ts → entity-types-DhfsZbSK.d.ts} +5 -3
  75. package/dist/first-person.d.ts +27 -38
  76. package/dist/first-person.js +8 -8
  77. package/dist/index.d.ts +14 -15
  78. package/dist/index.js +38 -53
  79. package/dist/jumper-2d.d.ts +3 -17
  80. package/dist/jumper-2d.js +4 -9
  81. package/dist/jumper-3d.d.ts +5 -39
  82. package/dist/jumper-3d.js +5 -10
  83. package/dist/{moveable-Cl9h-_w7.d.ts → moveable-rdIvWiak.d.ts} +21 -4
  84. package/dist/particle-emitter/presets.js +1 -0
  85. package/dist/particle-emitter.d.ts +3 -3
  86. package/dist/particle-emitter.js +3 -2
  87. package/dist/platformer-2d.d.ts +21 -82
  88. package/dist/platformer-2d.js +4 -5
  89. package/dist/platformer-3d.d.ts +21 -78
  90. package/dist/platformer-3d.js +4 -5
  91. package/dist/ricochet-2d.d.ts +3 -3
  92. package/dist/ricochet-2d.js +4 -3
  93. package/dist/ricochet-3d.d.ts +3 -3
  94. package/dist/ricochet-3d.js +4 -3
  95. package/dist/runtime-2d.d.ts +2 -2
  96. package/dist/runtime-2d.js +1 -0
  97. package/dist/runtime-2d.js.map +1 -1
  98. package/dist/screen-visibility.d.ts +2 -2
  99. package/dist/screen-visibility.js +1 -0
  100. package/dist/screen-wrap.d.ts +2 -2
  101. package/dist/screen-wrap.js +4 -3
  102. package/dist/shooter-2d.d.ts +3 -3
  103. package/dist/shooter-2d.js +4 -3
  104. package/dist/thruster.d.ts +5 -34
  105. package/dist/thruster.js +4 -6
  106. package/dist/top-down-movement.d.ts +9 -27
  107. package/dist/top-down-movement.js +6 -6
  108. package/dist/{vector-Bm65-FOG.d.ts → vector-DjhLUrak.d.ts} +2 -4
  109. package/dist/world-boundary-2d.d.ts +2 -2
  110. package/dist/world-boundary-2d.js +5 -4
  111. package/dist/world-boundary-3d.d.ts +2 -2
  112. package/dist/world-boundary-3d.js +4 -3
  113. package/package.json +4 -5
  114. package/dist/chunk-27UPCP5B.js.map +0 -1
  115. package/dist/chunk-4L36OPY2.js.map +0 -1
  116. package/dist/chunk-4URF65BR.js +0 -44
  117. package/dist/chunk-4URF65BR.js.map +0 -1
  118. package/dist/chunk-5XZWTFGF.js.map +0 -1
  119. package/dist/chunk-67XLJ26X.js +0 -536
  120. package/dist/chunk-67XLJ26X.js.map +0 -1
  121. package/dist/chunk-75FJIUIG.js +0 -240
  122. package/dist/chunk-75FJIUIG.js.map +0 -1
  123. package/dist/chunk-A4CA35DQ.js.map +0 -1
  124. package/dist/chunk-BXP4K7RF.js.map +0 -1
  125. package/dist/chunk-F72WX4MH.js +0 -422
  126. package/dist/chunk-F72WX4MH.js.map +0 -1
  127. package/dist/chunk-GFARAJV2.js.map +0 -1
  128. package/dist/chunk-JXMF4NUI.js +0 -309
  129. package/dist/chunk-JXMF4NUI.js.map +0 -1
  130. package/dist/chunk-OTLSUYQQ.js +0 -29
  131. package/dist/chunk-OTLSUYQQ.js.map +0 -1
  132. package/dist/chunk-Q75LKHDF.js +0 -56
  133. package/dist/chunk-Q75LKHDF.js.map +0 -1
  134. package/dist/chunk-QDCJLJUV.js.map +0 -1
  135. package/dist/chunk-RDHSHEZM.js +0 -479
  136. package/dist/chunk-RDHSHEZM.js.map +0 -1
  137. package/dist/chunk-UIG7MWS2.js +0 -518
  138. package/dist/chunk-UIG7MWS2.js.map +0 -1
  139. package/dist/chunk-UL6Q5HDP.js.map +0 -1
  140. package/dist/chunk-VMQHNJJI.js.map +0 -1
  141. package/dist/chunk-WWVD5DR5.js.map +0 -1
  142. package/dist/chunk-Z72F2ENM.js.map +0 -1
  143. package/dist/chunk-ZRQWSURL.js.map +0 -1
  144. package/dist/components-BWG1GkZA.d.ts +0 -20
  145. package/dist/use-behavior-B85d5u7-.d.ts +0 -13
  146. /package/dist/{chunk-5SM5SH5O.js.map → chunk-7JLWZXPA.js.map} +0 -0
  147. /package/dist/{chunk-ZA43LPRM.js.map → chunk-KIYUUSPK.js.map} +0 -0
  148. /package/dist/{chunk-XP3ASVGJ.js.map → chunk-NW4SE5XW.js.map} +0 -0
@@ -10,11 +10,6 @@ import {
10
10
  } from "./chunk-EZNCCO4L.js";
11
11
 
12
12
  // src/lib/behaviors/destructible-3d/destructible-3d.descriptor.ts
13
- import {
14
- ActiveCollisionTypes,
15
- ColliderDesc,
16
- RigidBodyDesc
17
- } from "@dimforge/rapier3d-compat";
18
13
  import {
19
14
  DestructibleMesh,
20
15
  FractureOptions as PinataFractureOptions
@@ -24,111 +19,14 @@ import {
24
19
  BufferAttribute,
25
20
  Group,
26
21
  Matrix4,
27
- Quaternion as Quaternion2,
22
+ Quaternion,
28
23
  Vector2,
29
24
  Vector3
30
25
  } from "three";
31
26
  import * as Comlink from "comlink";
32
-
33
- // src/lib/physics/physics-pose.ts
34
- import { Quaternion } from "three";
35
- var directBodyPoseHistory = /* @__PURE__ */ new WeakMap();
36
- var _previousQuaternion = new Quaternion();
37
- var _currentQuaternion = new Quaternion();
38
- var _renderQuaternion = new Quaternion();
39
- function clonePhysicsVector3(vector) {
40
- return { x: vector.x, y: vector.y, z: vector.z };
41
- }
42
- function clonePhysicsQuaternion(rotation) {
43
- return { x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w };
44
- }
45
- function clonePhysicsPose(pose) {
46
- return {
47
- position: clonePhysicsVector3(pose.position),
48
- rotation: clonePhysicsQuaternion(pose.rotation)
49
- };
50
- }
51
- function clampInterpolationAlpha(alpha) {
52
- if (!Number.isFinite(alpha)) return 0;
53
- return Math.max(0, Math.min(1, alpha));
54
- }
55
- function capturePhysicsPose(body) {
56
- return {
57
- position: clonePhysicsVector3(body.translation()),
58
- rotation: clonePhysicsQuaternion(body.rotation())
59
- };
60
- }
61
- function createCollapsedPhysicsPoseHistory(pose) {
62
- const current = clonePhysicsPose(pose);
63
- return {
64
- previous: clonePhysicsPose(current),
65
- current
66
- };
67
- }
68
- function collapseDirectBodyPoseHistory(body) {
69
- const pose = capturePhysicsPose(body);
70
- const history = directBodyPoseHistory.get(body) ?? createCollapsedPhysicsPoseHistory(pose);
71
- history.previous = clonePhysicsPose(pose);
72
- history.current = clonePhysicsPose(pose);
73
- directBodyPoseHistory.set(body, history);
74
- return history;
75
- }
76
- function interpolatePhysicsPose(previous, current, alpha) {
77
- const t = clampInterpolationAlpha(alpha);
78
- _previousQuaternion.set(
79
- previous.rotation.x,
80
- previous.rotation.y,
81
- previous.rotation.z,
82
- previous.rotation.w
83
- );
84
- _currentQuaternion.set(
85
- current.rotation.x,
86
- current.rotation.y,
87
- current.rotation.z,
88
- current.rotation.w
89
- );
90
- _renderQuaternion.slerpQuaternions(
91
- _previousQuaternion,
92
- _currentQuaternion,
93
- t
94
- );
95
- return {
96
- position: {
97
- x: previous.position.x + (current.position.x - previous.position.x) * t,
98
- y: previous.position.y + (current.position.y - previous.position.y) * t,
99
- z: previous.position.z + (current.position.z - previous.position.z) * t
100
- },
101
- rotation: {
102
- x: _renderQuaternion.x,
103
- y: _renderQuaternion.y,
104
- z: _renderQuaternion.z,
105
- w: _renderQuaternion.w
106
- }
107
- };
27
+ function getBodyLike(entity) {
28
+ return entity.body ?? null;
108
29
  }
109
- function getBodyRenderPose(body, alpha) {
110
- if (isRenderPoseProvider(body)) {
111
- return body.getRenderPose(alpha);
112
- }
113
- const history = directBodyPoseHistory.get(body);
114
- if (!history) {
115
- return capturePhysicsPose(body);
116
- }
117
- const latestPose = capturePhysicsPose(body);
118
- if (!posesEqual(latestPose, history.current)) {
119
- const collapsed = collapseDirectBodyPoseHistory(body);
120
- return clonePhysicsPose(collapsed.current);
121
- }
122
- return interpolatePhysicsPose(history.previous, history.current, alpha);
123
- }
124
- function isRenderPoseProvider(value) {
125
- return value != null && typeof value === "object" && typeof value.getPoseHistory === "function" && typeof value.getRenderPose === "function";
126
- }
127
- function posesEqual(a, b) {
128
- return a.position.x === b.position.x && a.position.y === b.position.y && a.position.z === b.position.z && a.rotation.x === b.rotation.x && a.rotation.y === b.rotation.y && a.rotation.z === b.rotation.z && a.rotation.w === b.rotation.w;
129
- }
130
-
131
- // src/lib/behaviors/destructible-3d/destructible-3d.descriptor.ts
132
30
  var DESTRUCTIBLE_3D_BEHAVIOR_KEY = /* @__PURE__ */ Symbol.for(
133
31
  "zylem:behavior:destructible-3d"
134
32
  );
@@ -157,8 +55,7 @@ var defaultOptions = {
157
55
  innerMaterial: null,
158
56
  collider: {
159
57
  shape: "convexHull",
160
- sensor: false,
161
- activeCollisionTypes: ActiveCollisionTypes.DEFAULT
58
+ sensor: false
162
59
  },
163
60
  fragmentPhysics: DEFAULT_FRAGMENT_PHYSICS
164
61
  };
@@ -299,8 +196,7 @@ function resolveColliderOptions(input) {
299
196
  return {
300
197
  shape: input?.shape ?? defaultOptions.collider?.shape ?? "convexHull",
301
198
  sensor: input?.sensor ?? defaultOptions.collider?.sensor ?? false,
302
- collisionGroups: input?.collisionGroups,
303
- activeCollisionTypes: input?.activeCollisionTypes ?? defaultOptions.collider?.activeCollisionTypes ?? ActiveCollisionTypes.DEFAULT
199
+ collisionGroups: input?.collisionGroups
304
200
  };
305
201
  }
306
202
  function resolveFragmentPhysicsOptions(input) {
@@ -445,21 +341,6 @@ function instantiatePrebakedFragments(mesh, innerMaterial, templates) {
445
341
  return fragment;
446
342
  });
447
343
  }
448
- function tagConvexHullCollider(colliderDesc, vertices) {
449
- colliderDesc.__zylemShapeData = {
450
- shape: "convexHull",
451
- vertices: Array.from(vertices)
452
- };
453
- return colliderDesc;
454
- }
455
- function tagTrimeshCollider(colliderDesc, vertices, indices) {
456
- colliderDesc.__zylemShapeData = {
457
- shape: "trimesh",
458
- vertices: Array.from(vertices),
459
- indices: Array.from(indices)
460
- };
461
- return colliderDesc;
462
- }
463
344
  function getFragmentVertices(fragment) {
464
345
  const position = fragment.geometry.getAttribute("position");
465
346
  if (!(position instanceof BufferAttribute)) {
@@ -478,62 +359,56 @@ function getFragmentIndices(fragment) {
478
359
  }
479
360
  return Uint32Array.from({ length: position.count }, (_value, index) => index);
480
361
  }
481
- function createCuboidCollider(fragment) {
362
+ function createCuboidColliderShape(fragment) {
482
363
  const bounds = fragment.geometry.boundingBox ?? new Box3();
483
364
  if (!fragment.geometry.boundingBox) {
484
365
  fragment.geometry.computeBoundingBox();
485
366
  }
486
367
  bounds.copy(fragment.geometry.boundingBox ?? bounds);
487
368
  const size = bounds.getSize(new Vector3());
488
- return ColliderDesc.cuboid(
489
- Math.max(size.x / 2, 1e-3),
490
- Math.max(size.y / 2, 1e-3),
491
- Math.max(size.z / 2, 1e-3)
492
- );
369
+ return {
370
+ type: "box",
371
+ halfExtents: [
372
+ Math.max(size.x / 2, 1e-3),
373
+ Math.max(size.y / 2, 1e-3),
374
+ Math.max(size.z / 2, 1e-3)
375
+ ]
376
+ };
493
377
  }
494
- function createFragmentColliderDesc(fragment, options, translation) {
378
+ function createFragmentColliderDefinition(fragment, options, translation) {
495
379
  const resolved = resolveColliderOptions(options);
496
380
  const vertices = getFragmentVertices(fragment);
497
- let colliderDesc = null;
498
- if (resolved.shape === "convexHull") {
499
- colliderDesc = ColliderDesc.convexHull(vertices);
500
- if (colliderDesc) {
501
- colliderDesc = tagConvexHullCollider(colliderDesc, vertices);
502
- }
381
+ let shape = null;
382
+ if (resolved.shape === "convexHull" && vertices.length >= 12) {
383
+ shape = { type: "convexHull", vertices };
503
384
  }
504
- if (!colliderDesc && resolved.shape === "trimesh") {
505
- const indices = getFragmentIndices(fragment);
506
- colliderDesc = tagTrimeshCollider(
507
- ColliderDesc.trimesh(vertices, indices),
508
- vertices,
509
- indices
510
- );
385
+ if (!shape && resolved.shape === "trimesh") {
386
+ shape = { type: "trimesh", vertices, indices: getFragmentIndices(fragment) };
511
387
  }
512
- if (!colliderDesc) {
513
- colliderDesc = createCuboidCollider(fragment);
388
+ if (!shape) {
389
+ shape = createCuboidColliderShape(fragment);
514
390
  }
391
+ const definition = {
392
+ shape,
393
+ sensor: resolved.sensor
394
+ };
515
395
  if (translation) {
516
- colliderDesc.setTranslation(
517
- translation.x,
518
- translation.y,
519
- translation.z
520
- );
396
+ definition.offset = [translation.x, translation.y, translation.z];
521
397
  }
522
- colliderDesc.setSensor(resolved.sensor);
523
398
  if (resolved.collisionGroups !== void 0) {
524
- colliderDesc.setCollisionGroups(resolved.collisionGroups);
399
+ definition.collisionGroups = resolved.collisionGroups;
525
400
  }
526
- colliderDesc.activeCollisionTypes = resolved.activeCollisionTypes;
527
- return colliderDesc;
401
+ return definition;
528
402
  }
529
403
  function snapshotBody(entity) {
530
- if (!entity.body) {
404
+ const body = getBodyLike(entity);
405
+ if (!body) {
531
406
  return null;
532
407
  }
533
- const translation = entity.body.translation();
534
- const rotation = entity.body.rotation();
535
- const linearVelocity = entity.body.linvel();
536
- const angularVelocity = entity.body.angvel();
408
+ const translation = body.translation();
409
+ const rotation = body.rotation();
410
+ const linearVelocity = body.linvel();
411
+ const angularVelocity = body.angvel();
537
412
  return {
538
413
  translation: { ...translation },
539
414
  rotation: { ...rotation },
@@ -542,13 +417,14 @@ function snapshotBody(entity) {
542
417
  };
543
418
  }
544
419
  function restoreBodySnapshot(entity, snapshot) {
545
- if (!snapshot || !entity.body) {
420
+ const body = getBodyLike(entity);
421
+ if (!snapshot || !body) {
546
422
  return;
547
423
  }
548
- entity.body.setTranslation(snapshot.translation, true);
549
- entity.body.setRotation(snapshot.rotation, true);
550
- entity.body.setLinvel(snapshot.linearVelocity, true);
551
- entity.body.setAngvel(snapshot.angularVelocity, true);
424
+ body.setTranslation(snapshot.translation, true);
425
+ body.setRotation(snapshot.rotation, true);
426
+ body.setLinvel(snapshot.linearVelocity, true);
427
+ body.setAngvel(snapshot.angularVelocity, true);
552
428
  }
553
429
  function attachEntityPhysics(ref, entity, snapshot) {
554
430
  const world = getBehaviorWorld(ref);
@@ -574,7 +450,7 @@ function disposeFragments(fragments) {
574
450
  fragment.geometry.dispose();
575
451
  }
576
452
  }
577
- function syncRuntimeFragmentEntityTransform(entity, interpolationAlpha) {
453
+ function syncRuntimeFragmentEntityTransform(entity, _interpolationAlpha) {
578
454
  const target = entity.group ?? entity.mesh;
579
455
  if (!target) {
580
456
  return;
@@ -583,14 +459,7 @@ function syncRuntimeFragmentEntityTransform(entity, interpolationAlpha) {
583
459
  if (wasmPose && entity.runtimeHandle >= 0) {
584
460
  target.position.set(wasmPose.position.x, wasmPose.position.y, wasmPose.position.z);
585
461
  target.quaternion.set(wasmPose.rotation.x, wasmPose.rotation.y, wasmPose.rotation.z, wasmPose.rotation.w);
586
- return;
587
- }
588
- if (!entity.body) {
589
- return;
590
462
  }
591
- const pose = getBodyRenderPose(entity.body, interpolationAlpha);
592
- target.position.set(pose.position.x, pose.position.y, pose.position.z);
593
- target.quaternion.set(pose.rotation.x, pose.rotation.y, pose.rotation.z, pose.rotation.w);
594
463
  }
595
464
  function bakeScaleIntoFragmentGeometry(fragment, scale) {
596
465
  if (Math.abs(scale.x - 1) < 1e-6 && Math.abs(scale.y - 1) < 1e-6 && Math.abs(scale.z - 1) < 1e-6) {
@@ -619,7 +488,7 @@ function computeFragmentWorldPose(root, fragment) {
619
488
  fragment.updateMatrix();
620
489
  const worldMatrix = new Matrix4().copy(root.matrixWorld).multiply(fragment.matrix);
621
490
  const position = new Vector3();
622
- const rotation = new Quaternion2();
491
+ const rotation = new Quaternion();
623
492
  const scale = new Vector3();
624
493
  worldMatrix.decompose(position, rotation, scale);
625
494
  return {
@@ -699,18 +568,19 @@ function createRuntimeFragmentEntity(createEntity, parentEntity, fragment, index
699
568
  } else if (fragment.material) {
700
569
  entity.materials = [fragment.material];
701
570
  }
702
- entity.colliderDesc = createFragmentColliderDesc(fragment, colliderOptions);
571
+ entity.colliderDesc = createFragmentColliderDefinition(fragment, colliderOptions);
703
572
  entity.colliderDescs = [entity.colliderDesc];
704
- entity.bodyDesc = RigidBodyDesc.dynamic().setTranslation(position.x, position.y, position.z).setCanSleep(false).setCcdEnabled(true);
573
+ const bodyDefinition = {
574
+ kind: "dynamic",
575
+ position: [position.x, position.y, position.z],
576
+ rotation: [rotation.x, rotation.y, rotation.z, rotation.w],
577
+ canSleep: false,
578
+ ccdEnabled: true
579
+ };
580
+ entity.bodyDesc = bodyDefinition;
705
581
  fragment.position.set(0, 0, 0);
706
582
  fragment.quaternion.identity();
707
583
  fragment.scale.set(1, 1, 1);
708
- entity.bodyDesc.setRotation({
709
- x: rotation.x,
710
- y: rotation.y,
711
- z: rotation.z,
712
- w: rotation.w
713
- });
714
584
  return entity;
715
585
  }
716
586
  function unlockIndependentFragmentPhysicsBody(entity) {
@@ -834,7 +704,7 @@ function fractureCompoundEntity(ref, entity, root, fragments, state) {
834
704
  root.add(fragmentContainer);
835
705
  state.fragmentContainer = fragmentContainer;
836
706
  state.fractureMode = "compound";
837
- const colliderDescs = fragments.map((fragment) => createFragmentColliderDesc(
707
+ const colliderDescs = fragments.map((fragment) => createFragmentColliderDefinition(
838
708
  fragment,
839
709
  ref.options.collider,
840
710
  fragment.position
@@ -893,8 +763,9 @@ function fractureIndependentEntity(ref, entity, root, fractureOptions, fragments
893
763
  physicsOptions,
894
764
  sourceVelocity
895
765
  );
896
- fragmentEntity.body?.setLinvel(linearVelocity, true);
897
- fragmentEntity.body?.setAngvel(
766
+ const fragmentBody = getBodyLike(fragmentEntity);
767
+ fragmentBody?.setLinvel(linearVelocity, true);
768
+ fragmentBody?.setAngvel(
898
769
  computeFragmentAngularVelocity(
899
770
  index,
900
771
  physicsOptions.angularVelocity
@@ -1202,4 +1073,4 @@ export {
1202
1073
  DestructibleMesh2 as DestructibleMesh,
1203
1074
  FractureOptions
1204
1075
  };
1205
- //# sourceMappingURL=chunk-BXP4K7RF.js.map
1076
+ //# sourceMappingURL=chunk-JVADRLWX.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../src/lib/behaviors/destructible-3d/destructible-3d.descriptor.ts","../src/lib/behaviors/destructible-3d/index.ts"],"sourcesContent":["import {\n\tDestructibleMesh,\n\tFractureOptions as PinataFractureOptions,\n} from '@dgreenheck/three-pinata';\nimport {\n\tBox3,\n\tBufferAttribute,\n\tBufferGeometry,\n\tGroup,\n\tMatrix4,\n\tQuaternion,\n\tVector2,\n\tVector3,\n\ttype Material,\n\ttype Mesh,\n\ttype Object3D,\n} from 'three';\n\nimport * as Comlink from 'comlink';\n\nimport { defineBehavior, type BehaviorRef } from '../behavior-descriptor';\nimport type { BehaviorEntityLink, BehaviorSystem } from '../behavior-system';\nimport type { CreateEntityFn, GameEntity } from '../../entities/entity';\n\nimport {\n\tbuildFractureGeometryCacheKey,\n\tbuildNormalizedFractureSourceGeometry,\n\tbufferGeometryToPlain,\n\ttype DestructiblePrebakeWorkerAPI,\n\tpinataFractureOptionsToPlain,\n\tplainWorkerResultToTemplateParts,\n} from '../../destructible-prebake';\n\nexport type FractureOptionsInput =\n\tNonNullable<ConstructorParameters<typeof PinataFractureOptions>[0]>;\n\nexport type Destructible3DFragmentColliderShape =\n\t| 'convexHull'\n\t| 'cuboid'\n\t| 'trimesh';\n\nexport interface Destructible3DColliderOptions {\n\tshape?: Destructible3DFragmentColliderShape;\n\tsensor?: boolean;\n\tcollisionGroups?: number;\n}\n\n/**\n * Plain-data collider definition produced for fracture fragments. The host\n * (game-lib) translates these into simulation colliders when it attaches\n * fragment entities to the WASM stage.\n */\nexport interface Destructible3DFragmentColliderDefinition {\n\tshape:\n\t\t| { type: 'convexHull'; vertices: Float32Array }\n\t\t| { type: 'trimesh'; vertices: Float32Array; indices: Uint32Array }\n\t\t| { type: 'box'; halfExtents: [number, number, number] };\n\toffset?: [number, number, number];\n\tsensor: boolean;\n\tcollisionGroups?: number;\n}\n\n/** Plain-data body definition produced for independent fracture fragments. */\nexport interface Destructible3DFragmentBodyDefinition {\n\tkind: 'dynamic';\n\tposition: [number, number, number];\n\trotation: [number, number, number, number];\n\tcanSleep: boolean;\n\tccdEnabled: boolean;\n}\n\nexport interface Destructible3DFragmentPhysicsOptions {\n\tmode?: 'compound' | 'independent';\n\tinheritSourceVelocity?: boolean;\n\toutwardVelocity?: number;\n\tangularVelocity?: number;\n}\n\nexport interface Destructible3DBehaviorOptions {\n\tfractureOptions?: FractureOptionsInput | PinataFractureOptions;\n\tinnerMaterial?: Material | null;\n\tcollider?: Destructible3DColliderOptions;\n\tfragmentPhysics?: Destructible3DFragmentPhysicsOptions;\n\t/**\n\t * When set, {@link Destructible3DHandle.prebakeAsync} runs Voronoi fracture\n\t * in a Web Worker (see `destructible-prebake-worker` bundle).\n\t */\n\tprebakeWorkerUrl?: URL | string;\n}\n\nexport interface Destructible3DHandle {\n\tfracture(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): readonly DestructibleMesh[];\n\tprebake(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): void;\n\tprebakeAsync(\n\t\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n\t): Promise<void>;\n\trepair(): void;\n\tisFractured(): boolean;\n\tgetFragments(): readonly DestructibleMesh[];\n}\n\ninterface PrebakedFragmentTemplate {\n\tgeometry: BufferGeometry;\n\tposition: Vector3;\n\tquaternion: Quaternion;\n\tscale: Vector3;\n}\n\ninterface RuntimeState {\n\tfragmentContainer: Group | null;\n\tfragmentEntities: GameEntity<any>[];\n\tfragments: DestructibleMesh[];\n\tprebakedFragments: PrebakedFragmentTemplate[];\n\tprebakedFractureKey: string | null;\n\tcreatedRootGroup: boolean;\n\tfractureMode: 'compound' | 'independent' | null;\n\tisFractured: boolean;\n\toriginalMeshParent: Object3D | null;\n\toriginalColliderDesc: unknown | undefined;\n\toriginalColliderDescs: unknown[];\n\toriginalMeshVisible: boolean;\n\toriginalGroupVisible: boolean;\n\tsourceBodySnapshot: PhysicsSnapshot | null;\n\tsourcePhysicsAttached: boolean;\n}\n\ninterface PhysicsSnapshot {\n\ttranslation: { x: number; y: number; z: number };\n\trotation: { x: number; y: number; z: number; w: number };\n\tlinearVelocity: { x: number; y: number; z: number };\n\tangularVelocity: { x: number; y: number; z: number };\n}\n\n/**\n * Structural view of the host-attached physics body. The host materializes\n * bodies in the WASM simulation and may expose this shape on entities for\n * velocity/pose access; no Rapier types are involved.\n */\ninterface PhysicsBodyLike {\n\ttranslation(): { x: number; y: number; z: number };\n\trotation(): { x: number; y: number; z: number; w: number };\n\tlinvel(): { x: number; y: number; z: number };\n\tangvel(): { x: number; y: number; z: number };\n\tsetTranslation(value: { x: number; y: number; z: number }, wakeUp?: boolean): void;\n\tsetRotation(value: { x: number; y: number; z: number; w: number }, wakeUp?: boolean): void;\n\tsetLinvel(value: { x: number; y: number; z: number }, wakeUp?: boolean): void;\n\tsetAngvel(value: { x: number; y: number; z: number }, wakeUp?: boolean): void;\n}\n\nfunction getBodyLike(entity: GameEntity<any>): PhysicsBodyLike | null {\n\treturn (entity.body as PhysicsBodyLike | null | undefined) ?? null;\n}\n\ntype BehaviorWorld = {\n\tinterpolationAlpha?: number;\n\tdestroyEntity(entity: GameEntity<any>): void;\n\taddEntity(entity: GameEntity<any>): void;\n};\n\ntype BehaviorScene = {\n\tscene: {\n\t\tadd(object: Object3D): void;\n\t\tremove(object: Object3D): void;\n\t};\n};\n\nconst DESTRUCTIBLE_3D_BEHAVIOR_KEY = Symbol.for(\n\t'zylem:behavior:destructible-3d',\n);\n\nconst DEFAULT_FRACTURE_OPTIONS: FractureOptionsInput = {\n\tfractureMethod: 'voronoi',\n\tfragmentCount: 12,\n\tvoronoiOptions: {\n\t\tmode: '3D',\n\t},\n\tfracturePlanes: {\n\t\tx: true,\n\t\ty: true,\n\t\tz: true,\n\t},\n\ttextureScale: new Vector2(1, 1),\n\ttextureOffset: new Vector2(0, 0),\n};\n\nconst DEFAULT_FRAGMENT_PHYSICS: Required<Destructible3DFragmentPhysicsOptions> = {\n\tmode: 'compound',\n\tinheritSourceVelocity: true,\n\toutwardVelocity: 3,\n\tangularVelocity: 1.5,\n};\n\nconst defaultOptions: Destructible3DBehaviorOptions = {\n\tfractureOptions: DEFAULT_FRACTURE_OPTIONS,\n\tinnerMaterial: null,\n\tcollider: {\n\t\tshape: 'convexHull',\n\t\tsensor: false,\n\t},\n\tfragmentPhysics: DEFAULT_FRAGMENT_PHYSICS,\n};\n\nconst runtimeStates = new WeakMap<\n\tBehaviorRef<Destructible3DBehaviorOptions>,\n\tRuntimeState\n>();\n\nfunction getRuntimeState(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): RuntimeState {\n\tconst existing = runtimeStates.get(ref);\n\tif (existing) {\n\t\treturn existing;\n\t}\n\n\tconst state: RuntimeState = {\n\t\tfragmentContainer: null,\n\t\tfragmentEntities: [],\n\t\tfragments: [],\n\t\tprebakedFragments: [],\n\t\tprebakedFractureKey: null,\n\t\tcreatedRootGroup: false,\n\t\tfractureMode: null,\n\t\tisFractured: false,\n\t\toriginalMeshParent: null,\n\t\toriginalColliderDesc: undefined,\n\t\toriginalColliderDescs: [],\n\t\toriginalMeshVisible: true,\n\t\toriginalGroupVisible: true,\n\t\tsourceBodySnapshot: null,\n\t\tsourcePhysicsAttached: false,\n\t};\n\truntimeStates.set(ref, state);\n\treturn state;\n}\n\nconst prebakeWorkerApis = new Map<\n\tstring,\n\tComlink.Remote<DestructiblePrebakeWorkerAPI>\n>();\n\n/** One in-flight worker prebake per behavior ref (dedupes duplicate bind calls). */\nconst prebakeAsyncInFlight = new WeakMap<\n\tBehaviorRef<Destructible3DBehaviorOptions>,\n\tPromise<void>\n>();\n\nfunction resolvePrebakeWorkerHref(url: URL | string): string {\n\treturn typeof url === 'string' ? url : url.href;\n}\n\nfunction getPrebakeWorkerApi(\n\turl: URL | string,\n): Comlink.Remote<DestructiblePrebakeWorkerAPI> {\n\tif (typeof Worker === 'undefined') {\n\t\tthrow new Error(\n\t\t\t'Destructible3D prebakeAsync requires a Web Worker-capable environment.',\n\t\t);\n\t}\n\tconst key = resolvePrebakeWorkerHref(url);\n\tlet api = prebakeWorkerApis.get(key);\n\tif (api) {\n\t\treturn api;\n\t}\n\tconst worker = new Worker(key, { type: 'module' });\n\tapi = Comlink.wrap(worker);\n\tprebakeWorkerApis.set(key, api);\n\treturn api;\n}\n\nfunction requireEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): GameEntity<any> {\n\tconst entity = (ref as any).__entity as GameEntity<any> | undefined;\n\tif (!entity) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior requires the entity to be registered on a stage before calling fracture() or repair().',\n\t\t);\n\t}\n\n\treturn entity;\n}\n\nfunction getBehaviorWorld(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): BehaviorWorld | null {\n\treturn ((ref as any).__world ?? null) as BehaviorWorld | null;\n}\n\nfunction getBehaviorScene(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): BehaviorScene | null {\n\treturn ((ref as any).__scene ?? null) as BehaviorScene | null;\n}\n\nfunction getBehaviorCreateEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): CreateEntityFn | null {\n\treturn ((ref as any).__createEntity ?? null) as CreateEntityFn | null;\n}\n\nfunction getBehaviorGlobals(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): (() => any) | null {\n\treturn ((ref as any).__getGlobals ?? null) as (() => any) | null;\n}\n\nfunction cloneFractureOptionsInput(\n\tvalue?: FractureOptionsInput | PinataFractureOptions,\n): FractureOptionsInput {\n\tif (!value) {\n\t\treturn {};\n\t}\n\n\tif (value instanceof PinataFractureOptions) {\n\t\treturn {\n\t\t\tfractureMethod: value.fractureMethod,\n\t\t\tfragmentCount: value.fragmentCount,\n\t\t\tvoronoiOptions: value.voronoiOptions\n\t\t\t\t? {\n\t\t\t\t\tmode: value.voronoiOptions.mode,\n\t\t\t\t\tseedPoints: value.voronoiOptions.seedPoints?.map((point) =>\n\t\t\t\t\t\tpoint.clone()),\n\t\t\t\t\timpactPoint: value.voronoiOptions.impactPoint?.clone(),\n\t\t\t\t\timpactRadius: value.voronoiOptions.impactRadius,\n\t\t\t\t\tprojectionAxis: value.voronoiOptions.projectionAxis,\n\t\t\t\t\tprojectionNormal: value.voronoiOptions.projectionNormal?.clone(),\n\t\t\t\t\tuseApproximation: value.voronoiOptions.useApproximation,\n\t\t\t\t\tapproximationNeighborCount:\n\t\t\t\t\t\tvalue.voronoiOptions.approximationNeighborCount,\n\t\t\t\t}\n\t\t\t\t: undefined,\n\t\t\tfracturePlanes: value.fracturePlanes\n\t\t\t\t? { ...value.fracturePlanes }\n\t\t\t\t: undefined,\n\t\t\ttextureScale: value.textureScale?.clone(),\n\t\t\ttextureOffset: value.textureOffset?.clone(),\n\t\t\tseed: value.seed,\n\t\t};\n\t}\n\n\treturn {\n\t\t...value,\n\t\tvoronoiOptions: value.voronoiOptions\n\t\t\t? {\n\t\t\t\t...value.voronoiOptions,\n\t\t\t\tseedPoints: value.voronoiOptions.seedPoints?.map((point) =>\n\t\t\t\t\tpoint.clone()),\n\t\t\t\timpactPoint: value.voronoiOptions.impactPoint?.clone(),\n\t\t\t\tprojectionNormal: value.voronoiOptions.projectionNormal?.clone(),\n\t\t\t}\n\t\t\t: undefined,\n\t\tfracturePlanes: value.fracturePlanes\n\t\t\t? { ...value.fracturePlanes }\n\t\t\t: undefined,\n\t\ttextureScale: value.textureScale?.clone(),\n\t\ttextureOffset: value.textureOffset?.clone(),\n\t};\n}\n\nfunction resolveFractureOptions(\n\tbaseValue?: FractureOptionsInput | PinataFractureOptions,\n\toverrideValue?: FractureOptionsInput | PinataFractureOptions,\n): PinataFractureOptions {\n\tconst base = cloneFractureOptionsInput(baseValue);\n\tconst override = cloneFractureOptionsInput(overrideValue);\n\n\tconst fractureMethod =\n\t\toverride.fractureMethod\n\t\t?? base.fractureMethod\n\t\t?? DEFAULT_FRACTURE_OPTIONS.fractureMethod\n\t\t?? 'voronoi';\n\n\tconst voronoiOptions = fractureMethod === 'voronoi'\n\t\t? {\n\t\t\tmode:\n\t\t\t\toverride.voronoiOptions?.mode\n\t\t\t\t?? base.voronoiOptions?.mode\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.voronoiOptions?.mode\n\t\t\t\t?? '3D',\n\t\t\tseedPoints:\n\t\t\t\toverride.voronoiOptions?.seedPoints\n\t\t\t\t?? base.voronoiOptions?.seedPoints,\n\t\t\timpactPoint:\n\t\t\t\toverride.voronoiOptions?.impactPoint\n\t\t\t\t?? base.voronoiOptions?.impactPoint,\n\t\t\timpactRadius:\n\t\t\t\toverride.voronoiOptions?.impactRadius\n\t\t\t\t?? base.voronoiOptions?.impactRadius,\n\t\t\tprojectionAxis:\n\t\t\t\toverride.voronoiOptions?.projectionAxis\n\t\t\t\t?? base.voronoiOptions?.projectionAxis,\n\t\t\tprojectionNormal:\n\t\t\t\toverride.voronoiOptions?.projectionNormal\n\t\t\t\t?? base.voronoiOptions?.projectionNormal,\n\t\t\tuseApproximation:\n\t\t\t\toverride.voronoiOptions?.useApproximation\n\t\t\t\t?? base.voronoiOptions?.useApproximation,\n\t\t\tapproximationNeighborCount:\n\t\t\t\toverride.voronoiOptions?.approximationNeighborCount\n\t\t\t\t?? base.voronoiOptions?.approximationNeighborCount,\n\t\t}\n\t\t: undefined;\n\n\treturn new PinataFractureOptions({\n\t\tfractureMethod,\n\t\tfragmentCount:\n\t\t\toverride.fragmentCount\n\t\t\t?? base.fragmentCount\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fragmentCount\n\t\t\t?? 12,\n\t\tvoronoiOptions,\n\t\tfracturePlanes: {\n\t\t\tx:\n\t\t\t\toverride.fracturePlanes?.x\n\t\t\t\t?? base.fracturePlanes?.x\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.x\n\t\t\t\t?? true,\n\t\t\ty:\n\t\t\t\toverride.fracturePlanes?.y\n\t\t\t\t?? base.fracturePlanes?.y\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.y\n\t\t\t\t?? true,\n\t\t\tz:\n\t\t\t\toverride.fracturePlanes?.z\n\t\t\t\t?? base.fracturePlanes?.z\n\t\t\t\t?? DEFAULT_FRACTURE_OPTIONS.fracturePlanes?.z\n\t\t\t\t?? true,\n\t\t},\n\t\ttextureScale:\n\t\t\toverride.textureScale?.clone()\n\t\t\t?? base.textureScale?.clone()\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.textureScale?.clone()\n\t\t\t?? new Vector2(1, 1),\n\t\ttextureOffset:\n\t\t\toverride.textureOffset?.clone()\n\t\t\t?? base.textureOffset?.clone()\n\t\t\t?? DEFAULT_FRACTURE_OPTIONS.textureOffset?.clone()\n\t\t\t?? new Vector2(0, 0),\n\t\tseed: override.seed ?? base.seed,\n\t});\n}\n\nfunction resolveColliderOptions(\n\tinput?: Destructible3DColliderOptions,\n): Required<\n\tPick<Destructible3DColliderOptions, 'shape' | 'sensor'>\n> & Omit<Destructible3DColliderOptions, 'shape' | 'sensor'> {\n\treturn {\n\t\tshape: input?.shape ?? defaultOptions.collider?.shape ?? 'convexHull',\n\t\tsensor: input?.sensor ?? defaultOptions.collider?.sensor ?? false,\n\t\tcollisionGroups: input?.collisionGroups,\n\t};\n}\n\nfunction resolveFragmentPhysicsOptions(\n\tinput?: Destructible3DFragmentPhysicsOptions,\n): Required<Destructible3DFragmentPhysicsOptions> {\n\treturn {\n\t\tmode: input?.mode ?? DEFAULT_FRAGMENT_PHYSICS.mode,\n\t\tinheritSourceVelocity:\n\t\t\tinput?.inheritSourceVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.inheritSourceVelocity,\n\t\toutwardVelocity:\n\t\t\tinput?.outwardVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.outwardVelocity,\n\t\tangularVelocity:\n\t\t\tinput?.angularVelocity\n\t\t\t?? DEFAULT_FRAGMENT_PHYSICS.angularVelocity,\n\t};\n}\n\nfunction findFirstMesh(root: Object3D | null | undefined): Mesh | null {\n\tlet resolved: Mesh | null = null;\n\troot?.traverse((child) => {\n\t\tif (resolved) {\n\t\t\treturn;\n\t\t}\n\n\t\tif ((child as { isMesh?: boolean }).isMesh) {\n\t\t\tresolved = child as Mesh;\n\t\t}\n\t});\n\treturn resolved;\n}\n\nfunction requireEntityMesh(entity: GameEntity<any>): Mesh {\n\tif (entity.mesh?.geometry) {\n\t\treturn entity.mesh;\n\t}\n\n\tconst mesh = findFirstMesh(entity.group);\n\tif (!mesh?.geometry) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior requires the entity to have a primary mesh geometry.',\n\t\t);\n\t}\n\n\tentity.mesh = mesh;\n\tif (!entity.materials?.length) {\n\t\tif (Array.isArray(mesh.material)) {\n\t\t\tentity.materials = [...mesh.material];\n\t\t} else if (mesh.material) {\n\t\t\tentity.materials = [mesh.material];\n\t\t}\n\t}\n\n\treturn mesh;\n}\n\nfunction getPrimaryMaterial(mesh: Mesh): Material {\n\tif (Array.isArray(mesh.material)) {\n\t\tconst material = mesh.material[0];\n\t\tif (material) {\n\t\t\treturn material;\n\t\t}\n\t} else if (mesh.material) {\n\t\treturn mesh.material;\n\t}\n\n\tthrow new Error(\n\t\t'Destructible3DBehavior requires the entity mesh to have a material.',\n\t);\n}\n\nfunction ensureRootGroup(\n\tentity: GameEntity<any>,\n\tstate: RuntimeState,\n): Group {\n\tif (entity.group) {\n\t\tstate.createdRootGroup = false;\n\t\treturn entity.group;\n\t}\n\n\tconst originalMesh = requireEntityMesh(entity);\n\tconst parent = originalMesh.parent;\n\tconst root = new Group();\n\troot.name = `${entity.name ?? entity.uuid}-destructible-root`;\n\troot.position.copy(originalMesh.position);\n\troot.quaternion.copy(originalMesh.quaternion);\n\troot.scale.copy(originalMesh.scale);\n\n\toriginalMesh.position.set(0, 0, 0);\n\toriginalMesh.quaternion.identity();\n\toriginalMesh.scale.set(1, 1, 1);\n\n\tif (parent) {\n\t\tparent.remove(originalMesh);\n\t\tparent.add(root);\n\t}\n\n\troot.add(originalMesh);\n\tentity.group = root;\n\tstate.createdRootGroup = true;\n\treturn root;\n}\n\nfunction createFractureSourceMesh(\n\tmesh: Mesh,\n\troot: Group,\n\tinnerMaterial: Material | null | undefined,\n): DestructibleMesh {\n\tconst geometry = buildNormalizedFractureSourceGeometry(mesh, root);\n\tconst outerMaterial = getPrimaryMaterial(mesh);\n\treturn new DestructibleMesh(\n\t\tgeometry,\n\t\touterMaterial,\n\t\tinnerMaterial ?? outerMaterial,\n\t);\n}\n\nfunction createPrebakedFragmentTemplates(\n\tfragments: readonly DestructibleMesh[],\n): PrebakedFragmentTemplate[] {\n\treturn fragments.map((fragment) => {\n\t\tconst geometry = fragment.geometry.clone();\n\t\tgeometry.computeBoundingBox();\n\t\tgeometry.computeBoundingSphere();\n\t\treturn {\n\t\t\tgeometry,\n\t\t\tposition: fragment.position.clone(),\n\t\t\tquaternion: fragment.quaternion.clone(),\n\t\t\tscale: fragment.scale.clone(),\n\t\t};\n\t});\n}\n\nfunction disposePrebakedFragmentTemplates(\n\ttemplates: readonly PrebakedFragmentTemplate[],\n): void {\n\tfor (const template of templates) {\n\t\ttemplate.geometry.dispose();\n\t}\n}\n\nfunction cachePrebakedFragments(\n\tstate: RuntimeState,\n\tcacheKey: string,\n\tfragments: readonly DestructibleMesh[],\n): void {\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\treturn;\n\t}\n\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = createPrebakedFragmentTemplates(fragments);\n\tstate.prebakedFractureKey = cacheKey;\n}\n\nfunction installPrebakedTemplateParts(\n\tstate: RuntimeState,\n\tcacheKey: string,\n\tparts: Array<{\n\t\tgeometry: BufferGeometry;\n\t\tposition: Vector3;\n\t\tquaternion: Quaternion;\n\t\tscale: Vector3;\n\t}>,\n): void {\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\tfor (const part of parts) {\n\t\t\tpart.geometry.dispose();\n\t\t}\n\t\treturn;\n\t}\n\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = parts.map((part) => ({\n\t\tgeometry: part.geometry,\n\t\tposition: part.position.clone(),\n\t\tquaternion: part.quaternion.clone(),\n\t\tscale: part.scale.clone(),\n\t}));\n\tstate.prebakedFractureKey = cacheKey;\n}\n\nfunction instantiatePrebakedFragments(\n\tmesh: Mesh,\n\tinnerMaterial: Material | null | undefined,\n\ttemplates: readonly PrebakedFragmentTemplate[],\n): readonly DestructibleMesh[] {\n\tconst outerMaterial = getPrimaryMaterial(mesh);\n\treturn templates.map((template) => {\n\t\tconst fragment = new DestructibleMesh(\n\t\t\ttemplate.geometry.clone(),\n\t\t\touterMaterial,\n\t\t\tinnerMaterial ?? outerMaterial,\n\t\t);\n\t\tfragment.position.copy(template.position);\n\t\tfragment.quaternion.copy(template.quaternion);\n\t\tfragment.scale.copy(template.scale);\n\t\treturn fragment;\n\t});\n}\n\nfunction getFragmentVertices(fragment: DestructibleMesh): Float32Array {\n\tconst position = fragment.geometry.getAttribute('position');\n\tif (!(position instanceof BufferAttribute)) {\n\t\tthrow new Error('Fragment geometry is missing a position attribute.');\n\t}\n\n\treturn new Float32Array(position.array as ArrayLike<number>);\n}\n\nfunction getFragmentIndices(fragment: DestructibleMesh): Uint32Array {\n\tconst geometryIndex = fragment.geometry.getIndex();\n\tif (geometryIndex) {\n\t\treturn new Uint32Array(geometryIndex.array as ArrayLike<number>);\n\t}\n\n\tconst position = fragment.geometry.getAttribute('position');\n\tif (!(position instanceof BufferAttribute)) {\n\t\treturn new Uint32Array();\n\t}\n\n\treturn Uint32Array.from({ length: position.count }, (_value, index) => index);\n}\n\nfunction createCuboidColliderShape(\n\tfragment: DestructibleMesh,\n): { type: 'box'; halfExtents: [number, number, number] } {\n\tconst bounds = fragment.geometry.boundingBox ?? new Box3();\n\tif (!fragment.geometry.boundingBox) {\n\t\tfragment.geometry.computeBoundingBox();\n\t}\n\tbounds.copy(fragment.geometry.boundingBox ?? bounds);\n\tconst size = bounds.getSize(new Vector3());\n\treturn {\n\t\ttype: 'box',\n\t\thalfExtents: [\n\t\t\tMath.max(size.x / 2, 0.001),\n\t\t\tMath.max(size.y / 2, 0.001),\n\t\t\tMath.max(size.z / 2, 0.001),\n\t\t],\n\t};\n}\n\nfunction createFragmentColliderDefinition(\n\tfragment: DestructibleMesh,\n\toptions: Destructible3DColliderOptions | undefined,\n\ttranslation?: Vector3 | null,\n): Destructible3DFragmentColliderDefinition {\n\tconst resolved = resolveColliderOptions(options);\n\tconst vertices = getFragmentVertices(fragment);\n\n\tlet shape: Destructible3DFragmentColliderDefinition['shape'] | null = null;\n\n\tif (resolved.shape === 'convexHull' && vertices.length >= 12) {\n\t\tshape = { type: 'convexHull', vertices };\n\t}\n\n\tif (!shape && resolved.shape === 'trimesh') {\n\t\tshape = { type: 'trimesh', vertices, indices: getFragmentIndices(fragment) };\n\t}\n\n\tif (!shape) {\n\t\tshape = createCuboidColliderShape(fragment);\n\t}\n\n\tconst definition: Destructible3DFragmentColliderDefinition = {\n\t\tshape,\n\t\tsensor: resolved.sensor,\n\t};\n\tif (translation) {\n\t\tdefinition.offset = [translation.x, translation.y, translation.z];\n\t}\n\tif (resolved.collisionGroups !== undefined) {\n\t\tdefinition.collisionGroups = resolved.collisionGroups;\n\t}\n\treturn definition;\n}\n\nfunction snapshotBody(entity: GameEntity<any>): PhysicsSnapshot | null {\n\tconst body = getBodyLike(entity);\n\tif (!body) {\n\t\treturn null;\n\t}\n\n\tconst translation = body.translation();\n\tconst rotation = body.rotation();\n\tconst linearVelocity = body.linvel();\n\tconst angularVelocity = body.angvel();\n\n\treturn {\n\t\ttranslation: { ...translation },\n\t\trotation: { ...rotation },\n\t\tlinearVelocity: { ...linearVelocity },\n\t\tangularVelocity: { ...angularVelocity },\n\t};\n}\n\nfunction restoreBodySnapshot(\n\tentity: GameEntity<any>,\n\tsnapshot: PhysicsSnapshot | null,\n): void {\n\tconst body = getBodyLike(entity);\n\tif (!snapshot || !body) {\n\t\treturn;\n\t}\n\n\tbody.setTranslation(snapshot.translation, true);\n\tbody.setRotation(snapshot.rotation, true);\n\tbody.setLinvel(snapshot.linearVelocity, true);\n\tbody.setAngvel(snapshot.angularVelocity, true);\n}\n\nfunction attachEntityPhysics(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\tsnapshot: PhysicsSnapshot | null,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tif (!world || !entity.colliderDesc) {\n\t\treturn;\n\t}\n\n\tif (entity.physicsAttached) {\n\t\tworld.destroyEntity(entity);\n\t}\n\n\tworld.addEntity(entity);\n\trestoreBodySnapshot(entity, snapshot);\n}\n\nfunction detachEntityPhysics(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tif (!world || !entity.physicsAttached) {\n\t\treturn;\n\t}\n\n\tworld.destroyEntity(entity);\n}\n\nfunction disposeFragments(fragments: readonly DestructibleMesh[]): void {\n\tfor (const fragment of fragments) {\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t}\n}\n\nfunction syncRuntimeFragmentEntityTransform(\n\tentity: GameEntity<any>,\n\t_interpolationAlpha: number,\n): void {\n\tconst target = entity.group ?? entity.mesh;\n\tif (!target) {\n\t\treturn;\n\t}\n\n\tconst wasmPose = (entity as any).getPose?.();\n\tif (wasmPose && (entity as any).runtimeHandle >= 0) {\n\t\ttarget.position.set(wasmPose.position.x, wasmPose.position.y, wasmPose.position.z);\n\t\ttarget.quaternion.set(wasmPose.rotation.x, wasmPose.rotation.y, wasmPose.rotation.z, wasmPose.rotation.w);\n\t}\n}\n\nfunction bakeScaleIntoFragmentGeometry(\n\tfragment: DestructibleMesh,\n\tscale: Vector3,\n): void {\n\tif (\n\t\tMath.abs(scale.x - 1) < 1e-6\n\t\t&& Math.abs(scale.y - 1) < 1e-6\n\t\t&& Math.abs(scale.z - 1) < 1e-6\n\t) {\n\t\treturn;\n\t}\n\n\tfragment.geometry.applyMatrix4(\n\t\tnew Matrix4().makeScale(scale.x, scale.y, scale.z),\n\t);\n\tfragment.geometry.computeBoundingBox();\n\tfragment.geometry.computeBoundingSphere();\n}\n\nfunction getRootWorldPosition(root: Group): Vector3 {\n\troot.updateMatrixWorld(true);\n\treturn root.getWorldPosition(new Vector3());\n}\n\nfunction getImpactPointWorld(\n\troot: Group,\n\tfractureOptions: PinataFractureOptions,\n): Vector3 | null {\n\tconst localImpactPoint = fractureOptions.voronoiOptions?.impactPoint;\n\tif (!localImpactPoint) {\n\t\treturn null;\n\t}\n\n\troot.updateMatrixWorld(true);\n\treturn localImpactPoint.clone().applyMatrix4(root.matrixWorld);\n}\n\nfunction computeFragmentWorldPose(\n\troot: Group,\n\tfragment: DestructibleMesh,\n): {\n\tposition: Vector3;\n\trotation: Quaternion;\n\tscale: Vector3;\n} {\n\troot.updateMatrixWorld(true);\n\tfragment.updateMatrix();\n\n\tconst worldMatrix = new Matrix4()\n\t\t.copy(root.matrixWorld)\n\t\t.multiply(fragment.matrix);\n\tconst position = new Vector3();\n\tconst rotation = new Quaternion();\n\tconst scale = new Vector3();\n\n\tworldMatrix.decompose(position, rotation, scale);\n\treturn {\n\t\tposition,\n\t\trotation,\n\t\tscale,\n\t};\n}\n\nfunction pseudoRandomSigned(index: number, salt: number): number {\n\tconst value = Math.sin((index + 1) * 12.9898 + salt * 78.233) * 43758.5453;\n\treturn (value - Math.floor(value)) * 2 - 1;\n}\n\nfunction computeFragmentAngularVelocity(\n\tindex: number,\n\tmagnitude: number,\n): { x: number; y: number; z: number } {\n\tif (magnitude <= 0) {\n\t\treturn { x: 0, y: 0, z: 0 };\n\t}\n\n\tconst axis = new Vector3(\n\t\tpseudoRandomSigned(index, 0.13),\n\t\tpseudoRandomSigned(index, 0.47),\n\t\tpseudoRandomSigned(index, 0.91),\n\t);\n\tif (axis.lengthSq() <= 1e-6) {\n\t\taxis.set(0.35, 1, 0.2);\n\t}\n\taxis.normalize().multiplyScalar(magnitude);\n\treturn {\n\t\tx: axis.x,\n\t\ty: axis.y,\n\t\tz: axis.z,\n\t};\n}\n\nfunction computeFragmentLinearVelocity(\n\tfragmentWorldPosition: Vector3,\n\trootWorldPosition: Vector3,\n\timpactPointWorld: Vector3 | null,\n\tphysicsOptions: Required<Destructible3DFragmentPhysicsOptions>,\n\tsourceVelocity: { x: number; y: number; z: number } | null,\n): { x: number; y: number; z: number } {\n\tconst velocity = new Vector3();\n\n\tif (physicsOptions.inheritSourceVelocity && sourceVelocity) {\n\t\tvelocity.set(\n\t\t\tsourceVelocity.x,\n\t\t\tsourceVelocity.y,\n\t\t\tsourceVelocity.z,\n\t\t);\n\t}\n\n\tif (physicsOptions.outwardVelocity <= 0) {\n\t\treturn {\n\t\t\tx: velocity.x,\n\t\t\ty: velocity.y,\n\t\t\tz: velocity.z,\n\t\t};\n\t}\n\n\tconst direction = fragmentWorldPosition.clone().sub(\n\t\timpactPointWorld ?? rootWorldPosition,\n\t);\n\tif (direction.lengthSq() <= 1e-6) {\n\t\tdirection.copy(fragmentWorldPosition).sub(rootWorldPosition);\n\t}\n\tif (direction.lengthSq() <= 1e-6) {\n\t\tdirection.set(0, 1, 0);\n\t}\n\tdirection.normalize().multiplyScalar(physicsOptions.outwardVelocity);\n\tvelocity.add(direction);\n\n\treturn {\n\t\tx: velocity.x,\n\t\ty: velocity.y,\n\t\tz: velocity.z,\n\t};\n}\n\nfunction createRuntimeFragmentEntity(\n\tcreateEntity: CreateEntityFn,\n\tparentEntity: GameEntity<any>,\n\tfragment: DestructibleMesh,\n\tindex: number,\n\tcolliderOptions: Destructible3DColliderOptions | undefined,\n\tposition: Vector3,\n\trotation: Quaternion,\n): GameEntity<any> {\n\tconst entity = createEntity({\n\t\tname: `${parentEntity.name ?? parentEntity.uuid}-fragment-${index}`,\n\t});\n\n\tentity.onCleanup(() => {\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t});\n\tentity.create();\n\n\tentity.mesh = fragment;\n\tif (Array.isArray(fragment.material)) {\n\t\tentity.materials = [...fragment.material];\n\t} else if (fragment.material) {\n\t\tentity.materials = [fragment.material];\n\t}\n\n\tentity.colliderDesc = createFragmentColliderDefinition(fragment, colliderOptions);\n\tentity.colliderDescs = [entity.colliderDesc];\n\tconst bodyDefinition: Destructible3DFragmentBodyDefinition = {\n\t\tkind: 'dynamic',\n\t\tposition: [position.x, position.y, position.z],\n\t\trotation: [rotation.x, rotation.y, rotation.z, rotation.w],\n\t\tcanSleep: false,\n\t\tccdEnabled: true,\n\t};\n\tentity.bodyDesc = bodyDefinition;\n\n\tfragment.position.set(0, 0, 0);\n\tfragment.quaternion.identity();\n\tfragment.scale.set(1, 1, 1);\n\n\treturn entity;\n}\n\n/**\n * {@link ZylemWorld} locks translations and rotations on every new rigid body\n * when world gravity is `(0,0,0)`, so entities do not drift in zero‑G scenes.\n * Independent destructible fragments are still meant to move via\n * `setLinvel` / `setAngvel`, so they must opt out of that lock after spawn.\n */\nfunction unlockIndependentFragmentPhysicsBody(entity: GameEntity<any>): void {\n\tconst body = entity.body as\n\t\t| {\n\t\t\tlockTranslations?(locked: boolean, wakeUp?: boolean): void;\n\t\t\tlockRotations?(locked: boolean, wakeUp?: boolean): void;\n\t\t}\n\t\t| null\n\t\t| undefined;\n\tif (!body?.lockTranslations || !body.lockRotations) {\n\t\treturn;\n\t}\n\tbody.lockTranslations(false, true);\n\tbody.lockRotations(false, true);\n}\n\nfunction destroyRuntimeFragmentEntities(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tstate: RuntimeState,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tconst scene = getBehaviorScene(ref);\n\tconst handledFragments = new Set<DestructibleMesh>();\n\n\tfor (const fragmentEntity of state.fragmentEntities) {\n\t\tconst fragmentMesh = fragmentEntity.mesh as DestructibleMesh | undefined;\n\t\tif (fragmentMesh) {\n\t\t\thandledFragments.add(fragmentMesh);\n\t\t}\n\n\t\ttry {\n\t\t\tfragmentEntity.nodeDestroy({\n\t\t\t\tme: fragmentEntity,\n\t\t\t\tglobals: getBehaviorGlobals(ref)?.() ?? {},\n\t\t\t} as any);\n\t\t} catch {\n\t\t\t// Cleanup is best-effort for behavior-managed runtime fragments.\n\t\t}\n\n\t\tif (world && fragmentEntity.physicsAttached) {\n\t\t\tworld.destroyEntity(fragmentEntity);\n\t\t}\n\n\t\tconst target = fragmentEntity.group ?? fragmentEntity.mesh;\n\t\tif (target) {\n\t\t\ttarget.removeFromParent();\n\t\t\tscene?.scene.remove(target);\n\t\t}\n\t}\n\n\tfor (const fragment of state.fragments) {\n\t\tif (handledFragments.has(fragment)) {\n\t\t\tcontinue;\n\t\t}\n\t\tfragment.removeFromParent();\n\t\tfragment.geometry.dispose();\n\t}\n\n\tstate.fragmentEntities = [];\n}\n\nfunction restoreOriginalMesh(\n\tentity: GameEntity<any>,\n\tstate: RuntimeState,\n): void {\n\tif (!entity.mesh) {\n\t\treturn;\n\t}\n\n\tif (state.createdRootGroup && entity.group) {\n\t\tconst root = entity.group;\n\t\tconst parent = root.parent;\n\t\tentity.mesh.position.copy(root.position);\n\t\tentity.mesh.quaternion.copy(root.quaternion);\n\t\tentity.mesh.scale.copy(root.scale);\n\t\tentity.mesh.removeFromParent();\n\n\t\tif (parent) {\n\t\t\tparent.remove(root);\n\t\t\tparent.add(entity.mesh);\n\t\t}\n\n\t\tentity.group = undefined;\n\t\treturn;\n\t}\n\n\tconst parent = state.originalMeshParent ?? entity.group;\n\tif (parent && entity.mesh.parent !== parent) {\n\t\tparent.add(entity.mesh);\n\t}\n}\n\nfunction restoreRuntimeState(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\trefreshPhysics: boolean,\n): void {\n\tconst state = getRuntimeState(ref);\n\tif (!state.isFractured) {\n\t\treturn;\n\t}\n\n\tconst entity = requireEntity(ref);\n\n\tif (state.fractureMode === 'independent') {\n\t\tdestroyRuntimeFragmentEntities(ref, state);\n\t} else {\n\t\tstate.fragmentContainer?.removeFromParent();\n\t\tstate.fragmentContainer?.clear();\n\t\tdisposeFragments(state.fragments);\n\t}\n\n\tstate.fragmentContainer = null;\n\tstate.fragments = [];\n\n\trestoreOriginalMesh(entity, state);\n\tif (entity.mesh) {\n\t\tentity.mesh.visible = state.originalMeshVisible;\n\t}\n\tif (entity.group) {\n\t\tentity.group.visible = state.originalGroupVisible;\n\t}\n\n\tentity.colliderDesc = state.originalColliderDesc;\n\tentity.colliderDescs = [...state.originalColliderDescs];\n\tif (!entity.colliderDesc && entity.colliderDescs.length > 0) {\n\t\tentity.colliderDesc = entity.colliderDescs[0];\n\t}\n\n\tif (refreshPhysics && state.sourcePhysicsAttached) {\n\t\tattachEntityPhysics(ref, entity, state.sourceBodySnapshot);\n\t}\n\n\tstate.createdRootGroup = false;\n\tstate.fractureMode = null;\n\tstate.originalMeshParent = null;\n\tstate.originalColliderDesc = undefined;\n\tstate.originalColliderDescs = [];\n\tstate.originalMeshVisible = true;\n\tstate.originalGroupVisible = true;\n\tstate.sourceBodySnapshot = null;\n\tstate.sourcePhysicsAttached = false;\n\tstate.isFractured = false;\n}\n\nfunction disposeRuntimeState(state: RuntimeState): void {\n\tdisposePrebakedFragmentTemplates(state.prebakedFragments);\n\tstate.prebakedFragments = [];\n\tstate.prebakedFractureKey = null;\n}\n\nfunction fractureCompoundEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\troot: Group,\n\tfragments: readonly DestructibleMesh[],\n\tstate: RuntimeState,\n): void {\n\tconst fragmentContainer = new Group();\n\tfragmentContainer.name = `${entity.name ?? entity.uuid}-fracture-fragments`;\n\tfor (const fragment of fragments) {\n\t\tfragmentContainer.add(fragment);\n\t}\n\n\tentity.mesh?.removeFromParent();\n\troot.add(fragmentContainer);\n\n\tstate.fragmentContainer = fragmentContainer;\n\tstate.fractureMode = 'compound';\n\n\tconst colliderDescs = fragments.map((fragment) =>\n\t\tcreateFragmentColliderDefinition(\n\t\t\tfragment,\n\t\t\tref.options.collider,\n\t\t\tfragment.position,\n\t\t));\n\tif (colliderDescs.length > 0) {\n\t\tentity.colliderDescs = colliderDescs;\n\t\tentity.colliderDesc = colliderDescs[0];\n\t\tif (state.sourcePhysicsAttached) {\n\t\t\tattachEntityPhysics(ref, entity, state.sourceBodySnapshot);\n\t\t}\n\t}\n}\n\nfunction fractureIndependentEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\tentity: GameEntity<any>,\n\troot: Group,\n\tfractureOptions: PinataFractureOptions,\n\tfragments: readonly DestructibleMesh[],\n\tstate: RuntimeState,\n): void {\n\tconst world = getBehaviorWorld(ref);\n\tconst scene = getBehaviorScene(ref);\n\tif (!world || !scene) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior independent fragments require an active scene and physics world.',\n\t\t);\n\t}\n\n\tconst createEntity = getBehaviorCreateEntity(ref);\n\tif (!createEntity) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior independent fragments require a host entity factory (BehaviorSystemContext.createEntity).',\n\t\t);\n\t}\n\n\tconst physicsOptions = resolveFragmentPhysicsOptions(ref.options.fragmentPhysics);\n\tconst rootWorldPosition = getRootWorldPosition(root);\n\tconst impactPointWorld = getImpactPointWorld(root, fractureOptions);\n\tconst sourceVelocity = state.sourceBodySnapshot?.linearVelocity ?? null;\n\n\tif (entity.mesh) {\n\t\tentity.mesh.visible = false;\n\t}\n\tif (state.sourcePhysicsAttached) {\n\t\tdetachEntityPhysics(ref, entity);\n\t}\n\n\tconst fragmentEntities: GameEntity<any>[] = [];\n\n\tfor (const [index, fragment] of fragments.entries()) {\n\t\tconst fragmentWorldPose = computeFragmentWorldPose(root, fragment);\n\t\tbakeScaleIntoFragmentGeometry(fragment, fragmentWorldPose.scale);\n\n\t\tconst fragmentEntity = createRuntimeFragmentEntity(\n\t\t\tcreateEntity,\n\t\t\tentity,\n\t\t\tfragment,\n\t\t\tindex,\n\t\t\tref.options.collider,\n\t\t\tfragmentWorldPose.position,\n\t\t\tfragmentWorldPose.rotation,\n\t\t);\n\n\t\tworld.addEntity(fragmentEntity);\n\t\tunlockIndependentFragmentPhysicsBody(fragmentEntity);\n\t\tconst linearVelocity = computeFragmentLinearVelocity(\n\t\t\tfragmentWorldPose.position,\n\t\t\trootWorldPosition,\n\t\t\timpactPointWorld,\n\t\t\tphysicsOptions,\n\t\t\tsourceVelocity,\n\t\t);\n\t\tconst fragmentBody = getBodyLike(fragmentEntity);\n\t\tfragmentBody?.setLinvel(linearVelocity, true);\n\t\tfragmentBody?.setAngvel(\n\t\t\tcomputeFragmentAngularVelocity(\n\t\t\t\tindex,\n\t\t\t\tphysicsOptions.angularVelocity,\n\t\t\t),\n\t\t\ttrue,\n\t\t);\n\n\t\tsyncRuntimeFragmentEntityTransform(\n\t\t\tfragmentEntity,\n\t\t\tworld.interpolationAlpha ?? 0,\n\t\t);\n\n\t\tconst target = fragmentEntity.group ?? fragmentEntity.mesh;\n\t\tif (target) {\n\t\t\ttarget.removeFromParent();\n\t\t\tscene.scene.add(target);\n\t\t}\n\n\t\tfragmentEntities.push(fragmentEntity);\n\t}\n\n\tstate.fragmentEntities = fragmentEntities;\n\tstate.fractureMode = 'independent';\n}\n\nfunction fractureEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): readonly DestructibleMesh[] {\n\tconst entity = requireEntity(ref);\n\tif (entity.isInstanced) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t);\n\t}\n\n\tconst state = getRuntimeState(ref);\n\tif (state.isFractured) {\n\t\trestoreRuntimeState(ref, true);\n\t}\n\n\tconst sourceMesh = requireEntityMesh(entity);\n\tconst fractureOptions = resolveFractureOptions(\n\t\tref.options.fractureOptions,\n\t\toverrideOptions,\n\t);\n\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\n\tconst root = ensureRootGroup(entity, state);\n\tstate.originalMeshParent = sourceMesh.parent;\n\tstate.originalColliderDesc = entity.colliderDesc;\n\tstate.originalColliderDescs = entity.colliderDescs.length > 0\n\t\t? [...entity.colliderDescs]\n\t\t: entity.colliderDesc\n\t\t\t? [entity.colliderDesc]\n\t\t\t: [];\n\tstate.originalMeshVisible = sourceMesh.visible;\n\tstate.originalGroupVisible = entity.group?.visible ?? true;\n\tstate.sourceBodySnapshot = snapshotBody(entity);\n\tstate.sourcePhysicsAttached = entity.physicsAttached;\n\n\tconst usePrebakedFragments =\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0;\n\tconst source = usePrebakedFragments\n\t\t? null\n\t\t: createFractureSourceMesh(\n\t\t\tsourceMesh,\n\t\t\troot,\n\t\t\tref.options.innerMaterial,\n\t\t);\n\n\ttry {\n\t\tconst fragmentPhysics = resolveFragmentPhysicsOptions(\n\t\t\tref.options.fragmentPhysics,\n\t\t);\n\t\tconst fragments = usePrebakedFragments\n\t\t\t? instantiatePrebakedFragments(\n\t\t\t\tsourceMesh,\n\t\t\t\tref.options.innerMaterial,\n\t\t\t\tstate.prebakedFragments,\n\t\t\t)\n\t\t\t: source!.fracture(fractureOptions);\n\t\tcachePrebakedFragments(state, cacheKey, fragments);\n\n\t\tstate.fragments = [...fragments];\n\t\tstate.isFractured = true;\n\n\t\tif (fragmentPhysics.mode === 'independent') {\n\t\t\tfractureIndependentEntity(\n\t\t\t\tref,\n\t\t\t\tentity,\n\t\t\t\troot,\n\t\t\t\tfractureOptions,\n\t\t\t\tfragments,\n\t\t\t\tstate,\n\t\t\t);\n\t\t} else {\n\t\t\tfractureCompoundEntity(\n\t\t\t\tref,\n\t\t\t\tentity,\n\t\t\t\troot,\n\t\t\t\tfragments,\n\t\t\t\tstate,\n\t\t\t);\n\t\t}\n\n\t\treturn fragments;\n\t} catch (error) {\n\t\trestoreRuntimeState(ref, true);\n\t\tthrow error;\n\t} finally {\n\t\tsource?.geometry.dispose();\n\t}\n}\n\nfunction prebakeEntityGeometryOnly(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): void {\n\tconst entity = requireEntity(ref);\n\tif (entity.isInstanced) {\n\t\tthrow new Error(\n\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t);\n\t}\n\n\tconst state = getRuntimeState(ref);\n\tif (state.isFractured) {\n\t\treturn;\n\t}\n\n\tconst fractureOptions = resolveFractureOptions(\n\t\tref.options.fractureOptions,\n\t\toverrideOptions,\n\t);\n\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\tif (\n\t\tstate.prebakedFractureKey === cacheKey\n\t\t&& state.prebakedFragments.length > 0\n\t) {\n\t\treturn;\n\t}\n\n\tconst sourceMesh = requireEntityMesh(entity);\n\tconst root = ensureRootGroup(entity, state);\n\tconst createdRootGroup = state.createdRootGroup;\n\n\tconst source = createFractureSourceMesh(\n\t\tsourceMesh,\n\t\troot,\n\t\tref.options.innerMaterial,\n\t);\n\ttry {\n\t\tconst fragments = source.fracture(fractureOptions) as DestructibleMesh[];\n\t\tcachePrebakedFragments(state, cacheKey, fragments);\n\t\tfor (const fragment of fragments) {\n\t\t\tfragment.geometry.dispose();\n\t\t}\n\t} finally {\n\t\tsource.geometry.dispose();\n\t}\n\n\tif (createdRootGroup) {\n\t\trestoreOriginalMesh(entity, state);\n\t\tstate.createdRootGroup = false;\n\t}\n}\n\nasync function prebakeEntityAsync(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): Promise<void> {\n\tconst workerUrl = ref.options.prebakeWorkerUrl;\n\tif (!workerUrl) {\n\t\tprebakeEntityGeometryOnly(ref, overrideOptions);\n\t\treturn;\n\t}\n\n\tconst existing = prebakeAsyncInFlight.get(ref);\n\tif (existing) {\n\t\tawait existing;\n\t\treturn;\n\t}\n\n\tconst job = (async () => {\n\t\tconst entity = requireEntity(ref);\n\t\tif (entity.isInstanced) {\n\t\t\tthrow new Error(\n\t\t\t\t'Destructible3DBehavior does not support entities using instanced rendering.',\n\t\t\t);\n\t\t}\n\n\t\tconst state = getRuntimeState(ref);\n\t\tif (state.isFractured) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst fractureOptions = resolveFractureOptions(\n\t\t\tref.options.fractureOptions,\n\t\t\toverrideOptions,\n\t\t);\n\t\tconst cacheKey = buildFractureGeometryCacheKey(fractureOptions);\n\t\tif (\n\t\t\tstate.prebakedFractureKey === cacheKey\n\t\t\t&& state.prebakedFragments.length > 0\n\t\t) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst sourceMesh = requireEntityMesh(entity);\n\t\tconst root = ensureRootGroup(entity, state);\n\t\tconst createdRootGroup = state.createdRootGroup;\n\n\t\tconst normalizedGeometry = buildNormalizedFractureSourceGeometry(\n\t\t\tsourceMesh,\n\t\t\troot,\n\t\t);\n\n\t\tif (createdRootGroup) {\n\t\t\trestoreOriginalMesh(entity, state);\n\t\t\tstate.createdRootGroup = false;\n\t\t}\n\n\t\tconst { payload, transferables } = bufferGeometryToPlain(normalizedGeometry);\n\t\tnormalizedGeometry.dispose();\n\n\t\tconst plainOptions = pinataFractureOptionsToPlain(fractureOptions);\n\t\tconst api = getPrebakeWorkerApi(workerUrl);\n\t\tconst request = Comlink.transfer(\n\t\t\t{ geometry: payload, options: plainOptions },\n\t\t\ttransferables,\n\t\t);\n\n\t\tconst response = await api.prebake(request);\n\t\tconst parts = plainWorkerResultToTemplateParts(response);\n\t\tinstallPrebakedTemplateParts(state, cacheKey, parts);\n\t})();\n\n\tprebakeAsyncInFlight.set(ref, job);\n\ttry {\n\t\tawait job;\n\t} finally {\n\t\tif (prebakeAsyncInFlight.get(ref) === job) {\n\t\t\tprebakeAsyncInFlight.delete(ref);\n\t\t}\n\t}\n}\n\nfunction prebakeEntity(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n\toverrideOptions?: FractureOptionsInput | PinataFractureOptions,\n): void {\n\tprebakeEntityGeometryOnly(ref, overrideOptions);\n}\n\nfunction createDestructible3DHandle(\n\tref: BehaviorRef<Destructible3DBehaviorOptions>,\n): Destructible3DHandle {\n\treturn {\n\t\tfracture: (overrideOptions) => fractureEntity(ref, overrideOptions),\n\t\tprebake: (overrideOptions) => {\n\t\t\tprebakeEntity(ref, overrideOptions);\n\t\t},\n\t\tprebakeAsync: (overrideOptions) => prebakeEntityAsync(ref, overrideOptions),\n\t\trepair: () => restoreRuntimeState(ref, true),\n\t\tisFractured: () => getRuntimeState(ref).isFractured,\n\t\tgetFragments: () => getRuntimeState(ref).fragments,\n\t};\n}\n\nclass Destructible3DSystem implements BehaviorSystem {\n\tconstructor(\n\t\tprivate world: unknown,\n\t\tprivate scene: unknown,\n\t\tprivate getBehaviorLinks?: (key: symbol) => Iterable<BehaviorEntityLink>,\n\t\tprivate createEntity?: CreateEntityFn,\n\t\tprivate getGlobals?: () => any,\n\t) {\n\t\tthis.primeLinks();\n\t}\n\n\tattach(link: BehaviorEntityLink): void {\n\t\tif (link.ref?.descriptor?.key !== DESTRUCTIBLE_3D_BEHAVIOR_KEY) {\n\t\t\treturn;\n\t\t}\n\n\t\tthis.primeLink(link);\n\t}\n\n\tupdate(_ecs: unknown, _delta: number): void {\n\t\tthis.primeLinks();\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tconst interpolationAlpha =\n\t\t\t(this.world as { interpolationAlpha?: number } | null)?.interpolationAlpha\n\t\t\t?? 0;\n\t\tfor (const link of links) {\n\t\t\tconst state = getRuntimeState(\n\t\t\t\tlink.ref as BehaviorRef<Destructible3DBehaviorOptions>,\n\t\t\t);\n\t\t\tfor (const fragmentEntity of state.fragmentEntities) {\n\t\t\t\tsyncRuntimeFragmentEntityTransform(\n\t\t\t\t\tfragmentEntity,\n\t\t\t\t\tinterpolationAlpha,\n\t\t\t\t);\n\t\t\t}\n\t\t}\n\t}\n\n\tdestroy(_ecs: unknown): void {\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tfor (const link of links) {\n\t\t\tconst ref = link.ref as BehaviorRef<Destructible3DBehaviorOptions>;\n\t\t\trestoreRuntimeState(ref, false);\n\t\t\tdisposeRuntimeState(getRuntimeState(ref));\n\t\t}\n\t}\n\n\tprivate primeLinks(): void {\n\t\tconst links = this.getBehaviorLinks?.(DESTRUCTIBLE_3D_BEHAVIOR_KEY);\n\t\tif (!links) {\n\t\t\treturn;\n\t\t}\n\n\t\tfor (const link of links) {\n\t\t\tthis.primeLink(link);\n\t\t}\n\t}\n\n\tprivate primeLink(link: BehaviorEntityLink): void {\n\t\tconst ref = link.ref as BehaviorRef<Destructible3DBehaviorOptions> & {\n\t\t\t__cleanupRegistered?: boolean;\n\t\t};\n\t\tconst entity = link.entity as GameEntity<any>;\n\t\t(ref as any).__entity = entity;\n\t\t(ref as any).__world = this.world;\n\t\t(ref as any).__scene = this.scene;\n\t\t(ref as any).__createEntity = this.createEntity;\n\t\t(ref as any).__getGlobals = this.getGlobals;\n\n\t\tif (!ref.__cleanupRegistered) {\n\t\t\tentity.onCleanup(() => {\n\t\t\t\trestoreRuntimeState(ref, false);\n\t\t\t\tdisposeRuntimeState(getRuntimeState(ref));\n\t\t\t});\n\t\t\tref.__cleanupRegistered = true;\n\t\t}\n\t}\n}\n\nexport const Destructible3DBehavior = defineBehavior<\n\tDestructible3DBehaviorOptions,\n\tDestructible3DHandle\n>({\n\tname: 'destructible-3d',\n\tdefaultOptions,\n\tsystemFactory: (ctx) =>\n\t\tnew Destructible3DSystem(\n\t\t\tctx.world,\n\t\t\tctx.scene,\n\t\t\tctx.getBehaviorLinks,\n\t\t\tctx.createEntity,\n\t\t\tctx.getGlobals,\n\t\t),\n\tcreateHandle: createDestructible3DHandle,\n});\n","export * from './destructible-3d.descriptor';\nexport type {\n\tDestructiblePrebakeWorkerAPI,\n\tPlainBufferGeometryPayload,\n\tPlainFractureOptions,\n\tPrebakeWorkerRequest,\n\tPrebakeWorkerResponse,\n} from '../../destructible-prebake';\nexport {\n\tDestructibleMesh,\n\tFractureOptions,\n\ttype VoronoiOptions,\n} from 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@@ -1,6 +1,6 @@
1
1
  import {
2
2
  fireShooter2DIfRequested
3
- } from "./chunk-UL6Q5HDP.js";
3
+ } from "./chunk-52FJIDGL.js";
4
4
  import {
5
5
  createTopDownMovementInputComponent
6
6
  } from "./chunk-EIWQM6U3.js";
@@ -30,4 +30,4 @@ var TopDownShooterCoordinator = class {
30
30
  export {
31
31
  TopDownShooterCoordinator
32
32
  };
33
- //# sourceMappingURL=chunk-ZA43LPRM.js.map
33
+ //# sourceMappingURL=chunk-KIYUUSPK.js.map