@zylem/behaviors 0.5.1 → 0.5.2

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Files changed (75) hide show
  1. package/README.md +1 -1
  2. package/dist/{behavior-system-CeJXzNvr.d.ts → behavior-system-CldqNUgr.d.ts} +32 -5
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  21. package/dist/{components-BANNjAZP.d.ts → components-BmievOxF.d.ts} +1 -1
  22. package/dist/cooldown.d.ts +1 -1
  23. package/dist/cooldown.js +1 -1
  24. package/dist/coordinators/boundary-ricochet-3d.d.ts +2 -2
  25. package/dist/coordinators/boundary-ricochet.d.ts +2 -2
  26. package/dist/coordinators/multidirectional-space-shooter.d.ts +1 -1
  27. package/dist/coordinators/top-down-shooter.d.ts +1 -1
  28. package/dist/core.d.ts +16 -6
  29. package/dist/core.js +26 -5
  30. package/dist/core.js.map +1 -1
  31. package/dist/destructible-3d.d.ts +1 -1
  32. package/dist/first-person.d.ts +1 -1
  33. package/dist/first-person.js +2 -2
  34. package/dist/index.d.ts +3 -3
  35. package/dist/index.js +13 -13
  36. package/dist/jumper-2d.d.ts +1 -1
  37. package/dist/jumper-2d.js +2 -2
  38. package/dist/jumper-3d.d.ts +1 -1
  39. package/dist/jumper-3d.js +2 -2
  40. package/dist/{moveable-XhzWPAw5.d.ts → moveable-rdIvWiak.d.ts} +1 -1
  41. package/dist/particle-emitter.d.ts +1 -1
  42. package/dist/platformer-2d.d.ts +9 -1
  43. package/dist/platformer-2d.js +2 -2
  44. package/dist/platformer-3d.d.ts +9 -1
  45. package/dist/platformer-3d.js +2 -2
  46. package/dist/ricochet-2d.d.ts +1 -1
  47. package/dist/ricochet-2d.js +2 -2
  48. package/dist/ricochet-3d.d.ts +1 -1
  49. package/dist/ricochet-3d.js +2 -2
  50. package/dist/runtime-2d.d.ts +1 -1
  51. package/dist/screen-visibility.d.ts +1 -1
  52. package/dist/screen-wrap.d.ts +1 -1
  53. package/dist/shooter-2d.d.ts +1 -1
  54. package/dist/thruster.d.ts +1 -1
  55. package/dist/thruster.js +1 -1
  56. package/dist/top-down-movement.d.ts +1 -1
  57. package/dist/top-down-movement.js +2 -2
  58. package/dist/world-boundary-2d.d.ts +1 -1
  59. package/dist/world-boundary-2d.js +2 -2
  60. package/dist/world-boundary-3d.d.ts +1 -1
  61. package/dist/world-boundary-3d.js +2 -2
  62. package/package.json +4 -4
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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\t/** Collider local offset X (fallback / override). */\n\toffsetX?: number;\n\t/** Collider local offset Y (fallback / override). */\n\toffsetY?: number;\n\t/** Collider local offset Z (fallback / override). */\n\toffsetZ?: number;\n\t/** 0 = auto-read attached collider; 1 = use stored shape fields. */\n\tshapeSource?: number;\n}\n\nexport const StagePlatformerShapeSource = {\n\tAuto: 0,\n\tOverride: 1,\n} as const;\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\t/** Collider local offset X (fallback / override). */\n\toffsetX?: number;\n\t/** Collider local offset Y (fallback / override). */\n\toffsetY?: number;\n\t/** Collider local offset Z (fallback / override). */\n\toffsetZ?: number;\n\t/** 0 = auto-read attached collider; 1 = use stored shape fields. */\n\tshapeSource?: 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 slot-indexed 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/**\n\t * Toggle per-step collision-event collection in the wasm stage. Hosts\n\t * with no collision listeners should disable it — with thousands of\n\t * touching bodies the per-step contact-pair hashing is a significant\n\t * fraction of `step()`.\n\t */\n\tsetEventsEnabled(enabled: boolean): void {\n\t\tthis.exports.zylem_stage_set_events_enabled(enabled ? 1 : 0);\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\tthis.refreshViews();\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 {\n\t\t\tvertices: new Float32Array(vertices),\n\t\t\tcolors: new Float32Array(colors),\n\t\t};\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 slot-indexed 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\topts.offsetX ?? 0, opts.offsetY ?? 0, opts.offsetZ ?? 0,\n\t\t\t\topts.shapeSource ?? StagePlatformerShapeSource.Auto,\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\topts.offsetX ?? 0, opts.offsetY ?? 0, opts.offsetZ ?? 0,\n\t\t\t\topts.shapeSource ?? StagePlatformerShapeSource.Auto,\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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@@ -14,7 +14,7 @@ import {
14
14
  import {
15
15
  STAGE_INPUT_BUTTON_RUN,
16
16
  readBehaviorSnapshot
17
- } from "./chunk-E4X4YJZB.js";
17
+ } from "./chunk-DZ4LLQON.js";
18
18
  import {
19
19
  defineBehavior
20
20
  } from "./chunk-EZNCCO4L.js";
@@ -301,4 +301,4 @@ export {
301
301
  FirstPersonPresentation,
302
302
  FirstPersonBehavior
303
303
  };
304
- //# sourceMappingURL=chunk-5NJGASUJ.js.map
304
+ //# sourceMappingURL=chunk-G2KUXVU6.js.map
@@ -8,7 +8,7 @@ import {
8
8
  import {
9
9
  STAGE_INPUT_BUTTON_JUMP,
10
10
  readBehaviorSnapshot
11
- } from "./chunk-E4X4YJZB.js";
11
+ } from "./chunk-DZ4LLQON.js";
12
12
  import {
13
13
  defineBehavior
14
14
  } from "./chunk-EZNCCO4L.js";
@@ -188,4 +188,4 @@ export {
188
188
  Jumper3DFSM,
189
189
  Jumper3DBehavior
190
190
  };
191
- //# sourceMappingURL=chunk-JGXRQUTC.js.map
191
+ //# sourceMappingURL=chunk-LZIHSJZR.js.map
@@ -5,7 +5,7 @@ import {
5
5
  import {
6
6
  StageRicochetDim,
7
7
  StageRicochetReflection
8
- } from "./chunk-E4X4YJZB.js";
8
+ } from "./chunk-DZ4LLQON.js";
9
9
  import {
10
10
  defineBehavior
11
11
  } from "./chunk-EZNCCO4L.js";
@@ -437,4 +437,4 @@ export {
437
437
  Ricochet3DFSM,
438
438
  Ricochet3DBehavior
439
439
  };
440
- //# sourceMappingURL=chunk-5UMCWV5A.js.map
440
+ //# sourceMappingURL=chunk-QS3VXWVO.js.map
@@ -11,7 +11,7 @@ import {
11
11
  } from "./chunk-AS3HR7AS.js";
12
12
  import {
13
13
  StageBoundaryDim
14
- } from "./chunk-E4X4YJZB.js";
14
+ } from "./chunk-DZ4LLQON.js";
15
15
  import {
16
16
  defineBehavior
17
17
  } from "./chunk-EZNCCO4L.js";
@@ -198,4 +198,4 @@ export {
198
198
  WorldBoundary3DFSM,
199
199
  WorldBoundary3DBehavior
200
200
  };
201
- //# sourceMappingURL=chunk-AEBDZWCP.js.map
201
+ //# sourceMappingURL=chunk-WU6XXL3D.js.map
@@ -8,7 +8,7 @@ import {
8
8
  } from "./chunk-TBUKJKY6.js";
9
9
  import {
10
10
  StageTopDownPlane
11
- } from "./chunk-E4X4YJZB.js";
11
+ } from "./chunk-DZ4LLQON.js";
12
12
  import {
13
13
  defineBehavior
14
14
  } from "./chunk-EZNCCO4L.js";
@@ -95,4 +95,4 @@ var TopDownMovementBehavior = defineBehavior({
95
95
  export {
96
96
  TopDownMovementBehavior
97
97
  };
98
- //# sourceMappingURL=chunk-5EBIIYZD.js.map
98
+ //# sourceMappingURL=chunk-Y4PHT2HG.js.map
@@ -1,4 +1,4 @@
1
- import { G as GameEntity, a as BehaviorDescriptor } from './behavior-system-CeJXzNvr.js';
1
+ import { G as GameEntity, a as BehaviorDescriptor } from './behavior-system-CldqNUgr.js';
2
2
  import { Vector3, Quaternion } from 'three';
3
3
 
4
4
  /**
@@ -1,4 +1,4 @@
1
- import { a as BehaviorDescriptor } from './behavior-system-CeJXzNvr.js';
1
+ import { a as BehaviorDescriptor } from './behavior-system-CldqNUgr.js';
2
2
  import '@zylem/runtime';
3
3
 
4
4
  /**
package/dist/cooldown.js CHANGED
@@ -6,7 +6,7 @@ import {
6
6
  registerCooldown,
7
7
  resetCooldown,
8
8
  tickCooldowns
9
- } from "./chunk-ZRQWSURL.js";
9
+ } from "./chunk-5XPPLTC7.js";
10
10
  import "./chunk-EZNCCO4L.js";
11
11
  import "./chunk-5WRI5ZAA.js";
12
12
  export {
@@ -1,9 +1,9 @@
1
- import { a as MoveableEntity } from '../moveable-XhzWPAw5.js';
1
+ import { a as MoveableEntity } from '../moveable-rdIvWiak.js';
2
2
  import { B as BaseEntityInterface } from '../entity-types-DhfsZbSK.js';
3
3
  import { Ricochet3DHandle } from '../ricochet-3d.js';
4
4
  import { WorldBoundary3DHandle } from '../world-boundary-3d.js';
5
5
  import 'three';
6
- import '../behavior-system-CeJXzNvr.js';
6
+ import '../behavior-system-CldqNUgr.js';
7
7
  import '@zylem/runtime';
8
8
  import '../sync-state-machine-CZyspBpj.js';
9
9
  import 'typescript-fsm';
@@ -1,10 +1,10 @@
1
1
  import { Ricochet2DHandle } from '../ricochet-2d.js';
2
2
  import { WorldBoundary2DHandle } from '../world-boundary-2d.js';
3
- import { a as MoveableEntity } from '../moveable-XhzWPAw5.js';
3
+ import { a as MoveableEntity } from '../moveable-rdIvWiak.js';
4
4
  import { B as BaseEntityInterface } from '../entity-types-DhfsZbSK.js';
5
5
  import '../sync-state-machine-CZyspBpj.js';
6
6
  import 'typescript-fsm';
7
- import '../behavior-system-CeJXzNvr.js';
7
+ import '../behavior-system-CldqNUgr.js';
8
8
  import '@zylem/runtime';
9
9
  import 'three';
10
10
 
@@ -1,7 +1,7 @@
1
1
  import { T as ThrusterInputComponent } from '../components-B29WHGQN.js';
2
2
  import { Shooter2DSourceEntity, Shooter2DHandle, Shooter2DStageLike } from '../shooter-2d.js';
3
3
  import { S as Shooter2DAimFireInput } from '../shooter-fire-DGripl0z.js';
4
- import '../behavior-system-CeJXzNvr.js';
4
+ import '../behavior-system-CldqNUgr.js';
5
5
  import '@zylem/runtime';
6
6
  import '../vector-DjhLUrak.js';
7
7
  import 'three';
@@ -1,7 +1,7 @@
1
1
  import { a as TopDownMovementInputComponent } from '../components-XCpL6IYt.js';
2
2
  import { Shooter2DSourceEntity, Shooter2DHandle, Shooter2DStageLike } from '../shooter-2d.js';
3
3
  import { S as Shooter2DAimFireInput } from '../shooter-fire-DGripl0z.js';
4
- import '../behavior-system-CeJXzNvr.js';
4
+ import '../behavior-system-CldqNUgr.js';
5
5
  import '@zylem/runtime';
6
6
  import '../vector-DjhLUrak.js';
7
7
  import 'three';
package/dist/core.d.ts CHANGED
@@ -1,7 +1,7 @@
1
- import { _ as VelocityIntentMode, Y as TransformState, e as BehaviorRuntime, I as StagePose, l as StageBehaviorSnapshot, T as StageThrusterOptions, U as StageTopDownOptions, R as StageShooter2DOptions, Q as StageScreenWrapOptions, r as StageBoundaryDimValue, X as StageWorldBoundaryOptions, M as StageRicochetDimValue, N as StageRicochetOptions, H as StagePlatformer3DOptions, F as StagePlatformer2DOptions, z as StageFirstPersonOptions, y as StageFirstPersonInput, A as StageJumper2DOptions, E as StageJumper3DOptions, a0 as WasmStageRuntime, a1 as WasmStageRuntimeOptions, p as StageBodyKindValue, t as StageColliderShape, K as StageRenderSlot, J as StageRaycastHit, n as StageBodyInfo, u as StageDebugRender } from './behavior-system-CeJXzNvr.js';
2
- export { B as BaseBehaviorHandle, a as BehaviorDescriptor, b as BehaviorEntityLink, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, g as BehaviorSystemContext, h as BehaviorSystemFactory, C as CreateEntityFn, D as DefineBehaviorConfig, G as GameEntity, i as GameEntityOptions, S as STAGE_INPUT_BUTTON_JUMP, j as STAGE_INPUT_BUTTON_RUN, k as STAGE_INVALID_SLOT, m as StageBodyConfig, o as StageBodyKind, q as StageBoundaryDim, s as StageColliderConfig, v as StageEvent, w as StageEventType, x as StageEventTypeValue, L as StageRicochetDim, O as StageRicochetReflection, P as StageRicochetReflectionValue, V as StageTopDownPlane, W as StageTopDownPlaneValue, Z as VelocityIntent, $ as WasmSnapshotBackref, a2 as createTransformStore, a3 as createWasmStageRuntime, a4 as defineBehavior, a5 as readBehaviorSnapshot, a6 as readStageRenderSlot } from './behavior-system-CeJXzNvr.js';
3
- export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components-BANNjAZP.js';
4
- export { E as EntityWithBody, M as MoveableBodyLike, a as MoveableEntity, V as Vector, g as getPosition, b as getVelocity, m as makeMoveable, c as move, d as moveForwardXY, e as moveX, f as moveXY, h as moveXZ, i as moveY, j as moveZ, r as resetVelocity, s as setPosition, k as setPositionX, l as setPositionY, n as setPositionZ, w as wrapAround3D, o as wrapAroundXY } from './moveable-XhzWPAw5.js';
1
+ import { $ as VelocityIntentMode, Z as TransformState, e as BehaviorRuntime, J as StagePose, l as StageBehaviorSnapshot, U as StageThrusterOptions, V as StageTopDownOptions, T as StageShooter2DOptions, R as StageScreenWrapOptions, r as StageBoundaryDimValue, Y as StageWorldBoundaryOptions, N as StageRicochetDimValue, O as StageRicochetOptions, H as StagePlatformer3DOptions, F as StagePlatformer2DOptions, z as StageFirstPersonOptions, y as StageFirstPersonInput, A as StageJumper2DOptions, E as StageJumper3DOptions, a1 as WasmStageRuntime, a2 as WasmStageRuntimeOptions, p as StageBodyKindValue, t as StageColliderShape, L as StageRenderSlot, K as StageRaycastHit, n as StageBodyInfo, u as StageDebugRender } from './behavior-system-CldqNUgr.js';
2
+ export { B as BaseBehaviorHandle, a as BehaviorDescriptor, b as BehaviorEntityLink, c as BehaviorHandle, d as BehaviorRef, f as BehaviorSystem, g as BehaviorSystemContext, h as BehaviorSystemFactory, C as CreateEntityFn, D as DefineBehaviorConfig, G as GameEntity, i as GameEntityOptions, S as STAGE_INPUT_BUTTON_JUMP, j as STAGE_INPUT_BUTTON_RUN, k as STAGE_INVALID_SLOT, m as StageBodyConfig, o as StageBodyKind, q as StageBoundaryDim, s as StageColliderConfig, v as StageEvent, w as StageEventType, x as StageEventTypeValue, I as StagePlatformerShapeSource, M as StageRicochetDim, P as StageRicochetReflection, Q as StageRicochetReflectionValue, W as StageTopDownPlane, X as StageTopDownPlaneValue, _ as VelocityIntent, a0 as WasmSnapshotBackref, a3 as createTransformStore, a4 as createWasmStageRuntime, a5 as defineBehavior, a6 as readBehaviorSnapshot, a7 as readStageRenderSlot } from './behavior-system-CldqNUgr.js';
3
+ export { P as PhysicsBodyComponent, T as TransformComponent, c as createPhysicsBodyComponent, a as createTransformComponent, u as useBehavior } from './components-BmievOxF.js';
4
+ export { E as EntityWithBody, M as MoveableBodyLike, a as MoveableEntity, V as Vector, g as getPosition, b as getVelocity, m as makeMoveable, c as move, d as moveForwardXY, e as moveX, f as moveXY, h as moveXZ, i as moveY, j as moveZ, r as resetVelocity, s as setPosition, k as setPositionX, l as setPositionY, n as setPositionZ, w as wrapAround3D, o as wrapAroundXY } from './moveable-rdIvWiak.js';
5
5
  export { V as VEC2_ONE, a as VEC2_ZERO, b as VEC3_ONE, c as VEC3_ZERO, d as Vec2, e as Vec2Components, f as Vec2Input, g as Vec3, h as Vec3Components, i as Vec3Input, j as isVec2Input, k as isVec3Input, n as normalizeVec2, l as normalizeVec3, t as toThreeVector2, m as toThreeVector3 } from './vector-DjhLUrak.js';
6
6
  export { S as SyncStateMachine } from './sync-state-machine-CZyspBpj.js';
7
7
  export { F as FirstPersonPerspective } from './first-person-perspective-C9Mptl0-.js';
@@ -78,7 +78,7 @@ declare class MockBehaviorRuntime implements BehaviorRuntime {
78
78
  kind: string;
79
79
  args: unknown[];
80
80
  }>;
81
- /** Last written batched-input state for a handle. */
81
+ /** Last written slot-indexed input state for a handle. */
82
82
  getBatchedInput(handle: number): MockSlotState['input'];
83
83
  reset(): void;
84
84
  setPosition(handle: number, x: number, y: number, z: number): boolean;
@@ -137,7 +137,7 @@ declare class MockBehaviorRuntime implements BehaviorRuntime {
137
137
  * Opaque, stable identifier for a simulation entity. `slot` is the raw
138
138
  * runtime slot index — treat it as an implementation detail owned by the
139
139
  * Simulation (it is only exposed so hosts can wire behavior systems, which
140
- * address the batched buffers by slot).
140
+ * address the slot-indexed buffers by slot).
141
141
  */
142
142
  interface EntityHandle {
143
143
  /** Monotonic public id, never reused within a Simulation. */
@@ -254,6 +254,7 @@ declare class Simulation {
254
254
  private idToHandle;
255
255
  private previousRender;
256
256
  private disposed;
257
+ private eventsEnabled;
257
258
  constructor(adapter: WasmStageRuntime, options?: SimulationOptions);
258
259
  /**
259
260
  * Create a runtime entity from a plain definition. Returns `null` when
@@ -263,6 +264,15 @@ declare class Simulation {
263
264
  despawn(handle: EntityHandle): boolean;
264
265
  /** Resolve a raw runtime slot back to its public handle, if alive. */
265
266
  handleForSlot(slot: number): EntityHandle | null;
267
+ /**
268
+ * Toggle collision-event collection. When disabled the wasm stage skips
269
+ * per-step contact-pair hashing and `update()` skips event draining /
270
+ * translation entirely (`frame.events` stays empty). Re-enabling emits
271
+ * `collisionStarted` for every currently overlapping pair on the next
272
+ * step, so late listeners observe current state.
273
+ */
274
+ setEventsEnabled(enabled: boolean): void;
275
+ get areEventsEnabled(): boolean;
266
276
  get entityCount(): number;
267
277
  /**
268
278
  * Advance the simulation by `deltaTime` seconds using a fixed-timestep
package/dist/core.js CHANGED
@@ -30,6 +30,7 @@ import {
30
30
  StageBodyKind,
31
31
  StageBoundaryDim,
32
32
  StageEventType,
33
+ StagePlatformerShapeSource,
33
34
  StageRicochetDim,
34
35
  StageRicochetReflection,
35
36
  StageTopDownPlane,
@@ -37,14 +38,14 @@ import {
37
38
  createWasmStageRuntime,
38
39
  readBehaviorSnapshot,
39
40
  readStageRenderSlot
40
- } from "./chunk-E4X4YJZB.js";
41
+ } from "./chunk-DZ4LLQON.js";
41
42
  import {
42
43
  defineBehavior
43
44
  } from "./chunk-EZNCCO4L.js";
44
45
  import "./chunk-5WRI5ZAA.js";
45
46
 
46
47
  // src/lib/capabilities/transform-store.ts
47
- import { proxy } from "valtio";
48
+ import { proxy } from "valtio/vanilla";
48
49
  function createTransformStore(initial) {
49
50
  const defaultState = {
50
51
  position: { x: 0, y: 0, z: 0 },
@@ -270,7 +271,7 @@ var MockBehaviorRuntime = class {
270
271
  getInputCalls(handle) {
271
272
  return this.slots.get(handle)?.inputs ?? [];
272
273
  }
273
- /** Last written batched-input state for a handle. */
274
+ /** Last written slot-indexed input state for a handle. */
274
275
  getBatchedInput(handle) {
275
276
  return this.slot(handle).input;
276
277
  }
@@ -420,7 +421,7 @@ var MockBehaviorRuntime = class {
420
421
 
421
422
  // src/lib/runtime/simulation.ts
422
423
  var DEFAULT_FIXED_TIMESTEP = 1 / 60;
423
- var DEFAULT_MAX_SUB_STEPS = 4;
424
+ var DEFAULT_MAX_SUB_STEPS = 2;
424
425
  var Simulation = class {
425
426
  /**
426
427
  * The low-level wasm adapter. Behavior systems receive this as their
@@ -436,6 +437,7 @@ var Simulation = class {
436
437
  idToHandle = /* @__PURE__ */ new Map();
437
438
  previousRender = new Float32Array(0);
438
439
  disposed = false;
440
+ eventsEnabled = true;
439
441
  constructor(adapter, options = {}) {
440
442
  this.adapter = adapter;
441
443
  this.fixedTimestep = options.fixedTimestep ?? DEFAULT_FIXED_TIMESTEP;
@@ -492,6 +494,21 @@ var Simulation = class {
492
494
  handleForSlot(slot) {
493
495
  return this.slotToHandle.get(slot) ?? null;
494
496
  }
497
+ /**
498
+ * Toggle collision-event collection. When disabled the wasm stage skips
499
+ * per-step contact-pair hashing and `update()` skips event draining /
500
+ * translation entirely (`frame.events` stays empty). Re-enabling emits
501
+ * `collisionStarted` for every currently overlapping pair on the next
502
+ * step, so late listeners observe current state.
503
+ */
504
+ setEventsEnabled(enabled) {
505
+ if (this.eventsEnabled === enabled) return;
506
+ this.eventsEnabled = enabled;
507
+ this.adapter.setEventsEnabled(enabled);
508
+ }
509
+ get areEventsEnabled() {
510
+ return this.eventsEnabled;
511
+ }
495
512
  get entityCount() {
496
513
  return this.idToHandle.size;
497
514
  }
@@ -508,7 +525,9 @@ var Simulation = class {
508
525
  while (this.accumulator >= this.fixedTimestep && steps < this.maxSubSteps) {
509
526
  this.capturePreviousRender();
510
527
  this.adapter.step(this.fixedTimestep);
511
- this.translateEvents(this.adapter.drainEvents(), events);
528
+ if (this.eventsEnabled) {
529
+ this.translateEvents(this.adapter.drainEvents(), events);
530
+ }
512
531
  this.accumulator -= this.fixedTimestep;
513
532
  steps++;
514
533
  }
@@ -526,6 +545,7 @@ var Simulation = class {
526
545
  };
527
546
  }
528
547
  capturePreviousRender() {
548
+ this.adapter.refreshViews();
529
549
  const current = this.adapter.render;
530
550
  if (this.previousRender.length !== current.length) {
531
551
  this.previousRender = new Float32Array(current.length);
@@ -724,6 +744,7 @@ export {
724
744
  StageBodyKind,
725
745
  StageBoundaryDim,
726
746
  StageEventType,
747
+ StagePlatformerShapeSource,
727
748
  StageRicochetDim,
728
749
  StageRicochetReflection,
729
750
  StageTopDownPlane,