@zylem/behaviors 0.5.11 → 0.8.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/{chunk-EIWQM6U3.js → chunk-2HKY6WF7.js} +0 -1
- package/dist/{chunk-IZJFUAXB.js → chunk-2HLZBWGD.js} +0 -1
- package/dist/{chunk-LL4FLHIY.js → chunk-2YF7J3H4.js} +0 -1
- package/dist/{chunk-SGHIGTVZ.js → chunk-3X3CL24Z.js} +0 -1
- package/dist/{chunk-HZMY3TT4.js → chunk-4DVDFCVY.js} +0 -1
- package/dist/{chunk-QVCMJ4Q2.js → chunk-4EWASZHB.js} +0 -1
- package/dist/{chunk-S5HFWDGM.js → chunk-55CFXXZH.js} +3 -4
- package/dist/{chunk-IRMJTAIK.js → chunk-57GLKGEX.js} +3 -4
- package/dist/{chunk-MUBU2DIB.js → chunk-7CE6OHLW.js} +3 -4
- package/dist/{chunk-WQUPSOFV.js → chunk-7GGR26YA.js} +3 -4
- package/dist/{chunk-3QUECYMT.js → chunk-7LHXAEOZ.js} +4 -5
- package/dist/{chunk-PLIXVF7B.js → chunk-7TIIRJKF.js} +3 -4
- package/dist/{chunk-DWVLGXMF.js → chunk-CB3C7CRD.js} +4 -5
- package/dist/{chunk-DGDNFX43.js → chunk-CTSYM56P.js} +5 -6
- package/dist/{chunk-NW4SE5XW.js → chunk-DD4U42FG.js} +2 -3
- package/dist/{chunk-BAXJ7XHJ.js → chunk-E2MOFIDH.js} +3 -4
- package/dist/{chunk-WOMHL23C.js → chunk-ERS6SNA5.js} +1 -2
- package/dist/{chunk-4WH2ZN7P.js → chunk-F7E23E26.js} +0 -1
- package/dist/{chunk-4GW6DCYF.js → chunk-GZ3DQIIZ.js} +0 -1
- package/dist/{chunk-5WRI5ZAA.js → chunk-JSBRDJBE.js} +0 -1
- package/dist/{chunk-5A5AYP2C.js → chunk-K6CWKFHL.js} +0 -1
- package/dist/{chunk-52FJIDGL.js → chunk-LAN7U3AK.js} +1 -2
- package/dist/{chunk-GL5JGXPR.js → chunk-LLDLVVG4.js} +4 -5
- package/dist/{chunk-M3QDKKDF.js → chunk-LWM346FW.js} +0 -1
- package/dist/{chunk-JACX7ZMJ.js → chunk-M25QJBDN.js} +4 -5
- package/dist/{chunk-GLXEJD2P.js → chunk-NDJO56BB.js} +3 -4
- package/dist/{chunk-AS3HR7AS.js → chunk-OBF6BIA2.js} +1 -2
- package/dist/{chunk-KIYUUSPK.js → chunk-OSPQFWQF.js} +2 -3
- package/dist/{chunk-ZOYA3TZG.js → chunk-OU2SW4U5.js} +3 -4
- package/dist/{chunk-H4TJ7X4O.js → chunk-QU6GQ657.js} +2 -3
- package/dist/{chunk-KFFETUAL.js → chunk-RR3XNDKG.js} +2 -3
- package/dist/{chunk-JVADRLWX.js → chunk-SHZZ2QRV.js} +2 -3
- package/dist/{chunk-D7N6SC4D.js → chunk-TK3AXXXI.js} +3 -4
- package/dist/{chunk-OPZ2LVS2.js → chunk-TZQQYJYK.js} +0 -1
- package/dist/{chunk-USFIJUDN.js → chunk-UF7QPYUX.js} +0 -1
- package/dist/{chunk-NQPYMUDF.js → chunk-UKGBQTHL.js} +3 -4
- package/dist/{chunk-5XPPLTC7.js → chunk-UUMH3DC3.js} +1 -2
- package/dist/{chunk-TBUKJKY6.js → chunk-VJ3UA6OD.js} +1 -2
- package/dist/{chunk-OHCPV2NT.js → chunk-WHKPWIQO.js} +0 -1
- package/dist/{chunk-EZNCCO4L.js → chunk-YDLO5M7S.js} +0 -1
- package/dist/cooldown.js +3 -4
- package/dist/coordinators/boundary-ricochet-3d.js +4 -5
- package/dist/coordinators/boundary-ricochet.js +4 -5
- package/dist/coordinators/first-person-shooter.js +4 -5
- package/dist/coordinators/multidirectional-space-shooter.js +6 -7
- package/dist/coordinators/top-down-shooter.js +6 -7
- package/dist/core.js +6 -7
- package/dist/destructible-3d.js +4 -5
- package/dist/destructible-prebake.js +2 -3
- package/dist/first-person.js +7 -8
- package/dist/index.js +40 -41
- package/dist/jumper-2d.js +5 -6
- package/dist/jumper-3d.js +6 -7
- package/dist/particle-emitter/presets.js +2 -3
- package/dist/particle-emitter.js +5 -6
- package/dist/platformer-2d.js +5 -6
- package/dist/platformer-3d.js +5 -6
- package/dist/ricochet-2d.js +5 -6
- package/dist/ricochet-3d.js +5 -6
- package/dist/runtime-2d.js +2 -3
- package/dist/screen-visibility.js +3 -4
- package/dist/screen-wrap.js +5 -6
- package/dist/shooter-2d.js +5 -6
- package/dist/thruster.js +5 -6
- package/dist/top-down-movement.js +7 -8
- package/dist/world-boundary-2d.js +6 -7
- package/dist/world-boundary-3d.js +6 -7
- package/package.json +158 -160
- package/dist/chunk-3QUECYMT.js.map +0 -1
- package/dist/chunk-4GW6DCYF.js.map +0 -1
- package/dist/chunk-4WH2ZN7P.js.map +0 -1
- package/dist/chunk-52FJIDGL.js.map +0 -1
- package/dist/chunk-5A5AYP2C.js.map +0 -1
- package/dist/chunk-5WRI5ZAA.js.map +0 -1
- package/dist/chunk-5XPPLTC7.js.map +0 -1
- package/dist/chunk-AS3HR7AS.js.map +0 -1
- package/dist/chunk-BAXJ7XHJ.js.map +0 -1
- package/dist/chunk-D7N6SC4D.js.map +0 -1
- package/dist/chunk-DGDNFX43.js.map +0 -1
- package/dist/chunk-DWVLGXMF.js.map +0 -1
- package/dist/chunk-EIWQM6U3.js.map +0 -1
- package/dist/chunk-EZNCCO4L.js.map +0 -1
- package/dist/chunk-GL5JGXPR.js.map +0 -1
- package/dist/chunk-GLXEJD2P.js.map +0 -1
- package/dist/chunk-H4TJ7X4O.js.map +0 -1
- package/dist/chunk-HZMY3TT4.js.map +0 -1
- package/dist/chunk-IRMJTAIK.js.map +0 -1
- package/dist/chunk-IZJFUAXB.js.map +0 -1
- package/dist/chunk-JACX7ZMJ.js.map +0 -1
- package/dist/chunk-JVADRLWX.js.map +0 -1
- package/dist/chunk-KFFETUAL.js.map +0 -1
- package/dist/chunk-KIYUUSPK.js.map +0 -1
- package/dist/chunk-LL4FLHIY.js.map +0 -1
- package/dist/chunk-M3QDKKDF.js.map +0 -1
- package/dist/chunk-MUBU2DIB.js.map +0 -1
- package/dist/chunk-NQPYMUDF.js.map +0 -1
- package/dist/chunk-NW4SE5XW.js.map +0 -1
- package/dist/chunk-OHCPV2NT.js.map +0 -1
- package/dist/chunk-OPZ2LVS2.js.map +0 -1
- package/dist/chunk-PLIXVF7B.js.map +0 -1
- package/dist/chunk-QVCMJ4Q2.js.map +0 -1
- package/dist/chunk-S5HFWDGM.js.map +0 -1
- package/dist/chunk-SGHIGTVZ.js.map +0 -1
- package/dist/chunk-TBUKJKY6.js.map +0 -1
- package/dist/chunk-USFIJUDN.js.map +0 -1
- package/dist/chunk-WOMHL23C.js.map +0 -1
- package/dist/chunk-WQUPSOFV.js.map +0 -1
- package/dist/chunk-ZOYA3TZG.js.map +0 -1
- package/dist/cooldown.js.map +0 -1
- package/dist/coordinators/boundary-ricochet-3d.js.map +0 -1
- package/dist/coordinators/boundary-ricochet.js.map +0 -1
- package/dist/coordinators/first-person-shooter.js.map +0 -1
- package/dist/coordinators/multidirectional-space-shooter.js.map +0 -1
- package/dist/coordinators/top-down-shooter.js.map +0 -1
- package/dist/core.js.map +0 -1
- package/dist/destructible-3d.js.map +0 -1
- package/dist/destructible-prebake.js.map +0 -1
- package/dist/first-person.js.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/jumper-2d.js.map +0 -1
- package/dist/jumper-3d.js.map +0 -1
- package/dist/particle-emitter/presets.js.map +0 -1
- package/dist/particle-emitter.js.map +0 -1
- package/dist/platformer-2d.js.map +0 -1
- package/dist/platformer-3d.js.map +0 -1
- package/dist/ricochet-2d.js.map +0 -1
- package/dist/ricochet-3d.js.map +0 -1
- package/dist/runtime-2d.js.map +0 -1
- package/dist/screen-visibility.js.map +0 -1
- package/dist/screen-wrap.js.map +0 -1
- package/dist/shooter-2d.js.map +0 -1
- package/dist/thruster.js.map +0 -1
- package/dist/top-down-movement.js.map +0 -1
- package/dist/world-boundary-2d.js.map +0 -1
- package/dist/world-boundary-3d.js.map +0 -1
package/dist/thruster.js
CHANGED
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@@ -3,15 +3,15 @@ import {
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ThrusterEvent,
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ThrusterFSM,
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ThrusterState
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} from "./chunk-
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} from "./chunk-E2MOFIDH.js";
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import {
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createThrusterInputComponent,
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createThrusterMovementComponent,
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createThrusterStateComponent
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} from "./chunk-
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import "./chunk-
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import "./chunk-
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import "./chunk-
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} from "./chunk-2HLZBWGD.js";
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import "./chunk-OBF6BIA2.js";
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import "./chunk-YDLO5M7S.js";
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import "./chunk-JSBRDJBE.js";
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export {
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ThrusterBehavior,
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ThrusterEvent,
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createThrusterMovementComponent,
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createThrusterStateComponent
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};
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//# sourceMappingURL=thruster.js.map
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import {
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TopDownMovementBehavior
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} from "./chunk-
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} from "./chunk-7LHXAEOZ.js";
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import {
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createTopDownMovementComponent,
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createTopDownMovementInputComponent,
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createTopDownMovementStateComponent
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} from "./chunk-
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import "./chunk-
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import "./chunk-
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import "./chunk-
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import "./chunk-
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import "./chunk-
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} from "./chunk-2HKY6WF7.js";
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import "./chunk-VJ3UA6OD.js";
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import "./chunk-3X3CL24Z.js";
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import "./chunk-GZ3DQIIZ.js";
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import "./chunk-YDLO5M7S.js";
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import "./chunk-JSBRDJBE.js";
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export {
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TopDownMovementBehavior,
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createTopDownMovementComponent,
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createTopDownMovementInputComponent,
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createTopDownMovementStateComponent
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};
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//# sourceMappingURL=top-down-movement.js.map
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computeWorldBoundary2DHits,
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} from "./chunk-
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import "./chunk-
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} from "./chunk-M25QJBDN.js";
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import "./chunk-TZQQYJYK.js";
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import "./chunk-OBF6BIA2.js";
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import "./chunk-GZ3DQIIZ.js";
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import "./chunk-WHKPWIQO.js";
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import "./chunk-OBF6BIA2.js";
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import "./chunk-GZ3DQIIZ.js";
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"name": "@zylem/behaviors",
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"version": "0.8.8",
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"description": "Tree-shakable Zylem behavior descriptors, systems, coordinators, and runtime-agnostic behavior helpers.",
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"./coordinators/multidirectional-space-shooter": {
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"dependencies": {
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"@dgreenheck/three-pinata": "^2.0.1",
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"@zylem/runtime": "link:../runtime",
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"comlink": "^4.4.2",
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"typescript-fsm": "^1.6.0",
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"valtio": "^2.1.7"
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"three": "^0.185.0"
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},
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"devDependencies": {
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"@clack/prompts": "^1.6.0",
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"@types/node": "^20.19.13",
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"@types/three": "^0.185.0",
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"happy-dom": "^18.0.1",
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"tsup": "^8.5.1",
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"typescript": "5.8.2",
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"vitest": "^4.0.9"
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"publishConfig": {
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"access": "public",
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},
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"scripts": {
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"build": "tsup",
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"dev": "tsup --watch",
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"typecheck": "tsc --noEmit",
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"test": "vitest --reporter=verbose"
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}
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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..11]` custom0..custom2 (shading hints), `[11]` custom3 sleeping flag\n * (1.0 = sleeping).\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\t/** True when custom[3] indicates the body is sleeping. */\n\tisSleeping: boolean;\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\tisSleeping: false,\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\tresult.isSleeping = result.custom[3] > 0.5;\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/** Cap Rapier contact solver iterations (default 4). */\n\tsetSolverIterations(iterations: number): void {\n\t\tthis.exports.zylem_stage_set_solver_iterations(Math.max(1, iterations | 0));\n\t}\n\n\t/**\n\t * Override sleep activation thresholds for sleep-capable dynamic bodies.\n\t * Higher velocity thresholds / lower `timeUntilSleep` put piles to sleep\n\t * sooner.\n\t */\n\tsetSleepThresholds(\n\t\tnormalizedLinearThreshold: number,\n\t\tangularThreshold: number,\n\t\ttimeUntilSleep: number,\n\t): void {\n\t\tthis.exports.zylem_stage_set_sleep_thresholds(\n\t\t\tnormalizedLinearThreshold,\n\t\t\tangularThreshold,\n\t\t\ttimeUntilSleep,\n\t\t);\n\t}\n\n\t/** Number of awake (non-sleeping) dynamic rigid bodies. */\n\tawakeDynamicCount(): number {\n\t\treturn this.exports.zylem_stage_awake_dynamic_count();\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 ? 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{"version":3,"sources":["../src/lib/behaviors/jumper-3d/components.ts"],"sourcesContent":["/**\n * Jumper 3D ECS Components\n *\n * Type definitions and factory functions for the 3D jump behavior system.\n *\n * - JumpConfig3D: tunable parameters (stored as the capability component)\n * - JumpInput3D: per-tick intent written by the player/AI controller\n * - JumpContext3D: per-tick snapshot provided by the system adapter\n * - JumpState3D: internal runtime state owned by the behavior\n */\n\nimport type { Vector3 } from 'three';\n\n// ─────────────────────────────────────────────────────────────────────────────\n// Vec3-like interface for cross-library compatibility\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface Vec3Like {\n\tx: number;\n\ty: number;\n\tz: number;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpConfig3D (capability / configuration)\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpConfig3D {\n\t/** Desired peak height in world units */\n\tjumpHeight: number;\n\t/** Gravity magnitude (positive, e.g. 20) */\n\tgravity: number;\n\t/** Terminal fall speed magnitude (optional) */\n\tmaxFallSpeed?: number;\n\n\t/** 1 = single jump, 2 = double, etc. */\n\tmaxJumps: number;\n\t/** Reset jump counter when grounded (usually true) */\n\tresetJumpsOnGround: boolean;\n\t/** Reset jump counter on wall contact (future wall-jump support) */\n\tresetJumpsOnWall?: boolean;\n\n\t/** Grace period after leaving ground where first jump is still allowed (ms) */\n\tcoyoteTimeMs: number;\n\t/** Queue a jump press this many ms before landing (ms) */\n\tjumpBufferMs: number;\n\t/** Optional cooldown between consecutive jumps (ms) */\n\tminTimeBetweenJumpsMs?: number;\n\n\t/** Variable jump height via early release */\n\tvariableJump?: {\n\t\tenabled: boolean;\n\t\t/** Gravity multiplier applied when jump is released early while ascending */\n\t\tcutGravityMultiplier: number;\n\t\t/** Max hold duration before the cut triggers automatically (ms, optional) */\n\t\tmaxHoldMs?: number;\n\t};\n\n\t/** Optional planar (XZ) launch / air-control overrides */\n\tplanar?: {\n\t\t/** One-time planar speed applied at takeoff */\n\t\tlaunchPlanarSpeed?: number;\n\t\t/** If true, preserve current planar speed instead of replacing it */\n\t\tpreservePlanarSpeed?: boolean;\n\t\tairControl?: {\n\t\t\tmaxPlanarSpeed: number;\n\t\t\t/** Acceleration per second while airborne */\n\t\t\tacceleration: number;\n\t\t\t/** Deceleration per second when no input */\n\t\t\tdeceleration: number;\n\t\t};\n\t};\n\n\t/** Snappier descent tuning */\n\tfall?: {\n\t\t/** Gravity multiplier while falling (e.g. 1.5-2.5) */\n\t\tfallGravityMultiplier: number;\n\t\t/** Additional multiplier when fast-fall input is held */\n\t\tfastFallMultiplier?: number;\n\t};\n}\n\nexport function createJumpConfig3D(\n\toptions: Partial<JumpConfig3D> = {},\n): JumpConfig3D {\n\treturn {\n\t\tjumpHeight: options.jumpHeight ?? 2.5,\n\t\tgravity: options.gravity ?? 20,\n\t\tmaxFallSpeed: options.maxFallSpeed,\n\t\tmaxJumps: options.maxJumps ?? 1,\n\t\tresetJumpsOnGround: options.resetJumpsOnGround ?? true,\n\t\tresetJumpsOnWall: options.resetJumpsOnWall,\n\t\tcoyoteTimeMs: options.coyoteTimeMs ?? 100,\n\t\tjumpBufferMs: options.jumpBufferMs ?? 80,\n\t\tminTimeBetweenJumpsMs: options.minTimeBetweenJumpsMs,\n\t\tvariableJump: options.variableJump,\n\t\tplanar: options.planar,\n\t\tfall: options.fall,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpInput3D (intent)\n// Written by: Player controller, AI controller\n// Read by: Jumper3DSystem\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpInput3D {\n\t/** True on the frame the jump button is first pressed (rising edge) */\n\tjumpPressed: boolean;\n\t/** True while the jump button is held down */\n\tjumpHeld: boolean;\n\t/** True on the frame the jump button is released (falling edge) */\n\tjumpReleased: boolean;\n\t/** Desired planar direction in world space (camera-relative), optional */\n\tmoveDirWorld?: Vec3Like;\n\t/** Hold to drop faster (e.g. crouch / down input) */\n\tfastFall?: boolean;\n}\n\nexport function createJumpInput3D(): JumpInput3D {\n\treturn {\n\t\tjumpPressed: false,\n\t\tjumpHeld: false,\n\t\tjumpReleased: false,\n\t\tmoveDirWorld: undefined,\n\t\tfastFall: false,\n\t};\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpContext3D (per-tick snapshot from entity / controller)\n// Built by the system adapter — never written to by user code.\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpContext3D {\n\t/** Frame delta in seconds */\n\tdt: number;\n\t/** World up direction (usually 0,1,0) */\n\tup: Vec3Like;\n\t/** Current vertical (Y) velocity of the entity */\n\tvelocityY: number;\n\t/** Current horizontal velocity of the entity (read from body) */\n\thorizontalVelocity: { x: number; z: number };\n\t/** Whether the entity is on the ground */\n\tisGrounded: boolean;\n\t/** Surface normal at ground contact (optional) */\n\tgroundNormal?: Vec3Like;\n\t/** Time since entity was last grounded (ms) */\n\ttimeSinceGroundedMs: number;\n\n\t/** Set only the vertical (Y) component of velocity */\n\tsetVerticalVelocity(y: number): void;\n\t/** Set only the horizontal (X/Z) components of velocity */\n\tsetHorizontalVelocity(x: number, z: number): void;\n}\n\n// ─────────────────────────────────────────────────────────────────────────────\n// JumpState3D (internal runtime state)\n// Owned and mutated exclusively by Jumper3DSystem.tick()\n// ─────────────────────────────────────────────────────────────────────────────\n\nexport interface JumpState3D {\n\t/** Number of jumps consumed since last reset */\n\tjumpsUsed: number;\n\t/** Timestamp (ms) of the most recent jump execution */\n\tlastJumpTimeMs: number;\n\t/** Remaining ms in the jump-buffer window (counts down) */\n\tbufferedJumpMs: number;\n\t/** Remaining ms in the coyote-time window (counts down) */\n\tcoyoteMs: number;\n\t/** True while the entity is in a jump arc (ascending phase) */\n\tisJumping: boolean;\n\t/** Elapsed ms since jump button was first held (for variable jump) */\n\tjumpHoldMs: number;\n\t/** Whether the variable-jump cut has already been applied this jump */\n\tjumpCutApplied: boolean;\n}\n\nexport function createJumpState3D(): JumpState3D {\n\treturn {\n\t\tjumpsUsed: 0,\n\t\tlastJumpTimeMs: 0,\n\t\tbufferedJumpMs: 0,\n\t\tcoyoteMs: 0,\n\t\tisJumping: false,\n\t\tjumpHoldMs: 0,\n\t\tjumpCutApplied: false,\n\t};\n}\n"],"mappings":";AAkFO,SAAS,mBACf,UAAiC,CAAC,GACnB;AACf,SAAO;AAAA,IACN,YAAY,QAAQ,cAAc;AAAA,IAClC,SAAS,QAAQ,WAAW;AAAA,IAC5B,cAAc,QAAQ;AAAA,IACtB,UAAU,QAAQ,YAAY;AAAA,IAC9B,oBAAoB,QAAQ,sBAAsB;AAAA,IAClD,kBAAkB,QAAQ;AAAA,IAC1B,cAAc,QAAQ,gBAAgB;AAAA,IACtC,cAAc,QAAQ,gBAAgB;AAAA,IACtC,uBAAuB,QAAQ;AAAA,IAC/B,cAAc,QAAQ;AAAA,IACtB,QAAQ,QAAQ;AAAA,IAChB,MAAM,QAAQ;AAAA,EACf;AACD;AAqBO,SAAS,oBAAiC;AAChD,SAAO;AAAA,IACN,aAAa;AAAA,IACb,UAAU;AAAA,IACV,cAAc;AAAA,IACd,cAAc;AAAA,IACd,UAAU;AAAA,EACX;AACD;AAmDO,SAAS,oBAAiC;AAChD,SAAO;AAAA,IACN,WAAW;AAAA,IACX,gBAAgB;AAAA,IAChB,gBAAgB;AAAA,IAChB,UAAU;AAAA,IACV,WAAW;AAAA,IACX,YAAY;AAAA,IACZ,gBAAgB;AAAA,EACjB;AACD;","names":[]}
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