ecspresso 0.13.3 → 0.14.0

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Files changed (82) hide show
  1. package/dist/bindings/react/index.d.ts +29 -0
  2. package/dist/ecspresso.d.ts +5 -0
  3. package/dist/entity-manager.d.ts +4 -0
  4. package/dist/hierarchy-manager.d.ts +7 -0
  5. package/dist/index.js +2 -2
  6. package/dist/index.js.map +8 -8
  7. package/dist/plugins/ai/behavior-tree.d.ts +369 -0
  8. package/dist/plugins/ai/behavior-tree.js +4 -0
  9. package/dist/plugins/ai/behavior-tree.js.map +10 -0
  10. package/dist/plugins/ai/detection.d.ts +17 -0
  11. package/dist/plugins/ai/detection.js +2 -2
  12. package/dist/plugins/ai/detection.js.map +3 -3
  13. package/dist/plugins/ai/flocking.d.ts +97 -0
  14. package/dist/plugins/ai/flocking.js +4 -0
  15. package/dist/plugins/ai/flocking.js.map +12 -0
  16. package/dist/plugins/audio/audio.js +2 -2
  17. package/dist/plugins/audio/audio.js.map +2 -2
  18. package/dist/plugins/combat/health.js +2 -2
  19. package/dist/plugins/combat/health.js.map +2 -2
  20. package/dist/plugins/combat/projectile.js +2 -2
  21. package/dist/plugins/combat/projectile.js.map +2 -2
  22. package/dist/plugins/debug/diagnostics.js +3 -3
  23. package/dist/plugins/debug/diagnostics.js.map +2 -2
  24. package/dist/plugins/input/input.js +2 -2
  25. package/dist/plugins/input/input.js.map +2 -2
  26. package/dist/plugins/input/selection.js +2 -2
  27. package/dist/plugins/input/selection.js.map +2 -2
  28. package/dist/plugins/isometric/depth-sort.js +2 -2
  29. package/dist/plugins/isometric/depth-sort.js.map +2 -2
  30. package/dist/plugins/isometric/projection.js +2 -2
  31. package/dist/plugins/isometric/projection.js.map +2 -2
  32. package/dist/plugins/physics/collision.js +2 -2
  33. package/dist/plugins/physics/collision.js.map +3 -3
  34. package/dist/plugins/physics/collision3D.d.ts +83 -0
  35. package/dist/plugins/physics/collision3D.js +4 -0
  36. package/dist/plugins/physics/collision3D.js.map +13 -0
  37. package/dist/plugins/physics/physics2D.js +2 -2
  38. package/dist/plugins/physics/physics2D.js.map +3 -3
  39. package/dist/plugins/physics/physics3D.d.ts +140 -0
  40. package/dist/plugins/physics/physics3D.js +4 -0
  41. package/dist/plugins/physics/physics3D.js.map +11 -0
  42. package/dist/plugins/physics/steering.js +2 -2
  43. package/dist/plugins/physics/steering.js.map +2 -2
  44. package/dist/plugins/rendering/particles.js +2 -2
  45. package/dist/plugins/rendering/particles.js.map +2 -2
  46. package/dist/plugins/rendering/renderer2D.js +2 -2
  47. package/dist/plugins/rendering/renderer2D.js.map +3 -3
  48. package/dist/plugins/rendering/renderer3D.d.ts +226 -0
  49. package/dist/plugins/rendering/renderer3D.js +4052 -0
  50. package/dist/plugins/rendering/renderer3D.js.map +12 -0
  51. package/dist/plugins/rendering/sprite-animation.js +2 -2
  52. package/dist/plugins/rendering/sprite-animation.js.map +2 -2
  53. package/dist/plugins/scripting/coroutine.js +2 -2
  54. package/dist/plugins/scripting/coroutine.js.map +2 -2
  55. package/dist/plugins/scripting/state-machine.js +2 -2
  56. package/dist/plugins/scripting/state-machine.js.map +2 -2
  57. package/dist/plugins/scripting/timers.js +2 -2
  58. package/dist/plugins/scripting/timers.js.map +2 -2
  59. package/dist/plugins/scripting/tween.js +2 -2
  60. package/dist/plugins/scripting/tween.js.map +2 -2
  61. package/dist/plugins/spatial/bounds.js +2 -2
  62. package/dist/plugins/spatial/bounds.js.map +2 -2
  63. package/dist/plugins/spatial/camera.js +2 -2
  64. package/dist/plugins/spatial/camera.js.map +2 -2
  65. package/dist/plugins/spatial/camera3D.d.ts +92 -0
  66. package/dist/plugins/spatial/camera3D.js +4 -0
  67. package/dist/plugins/spatial/camera3D.js.map +10 -0
  68. package/dist/plugins/spatial/spatial-index.js +2 -2
  69. package/dist/plugins/spatial/spatial-index.js.map +3 -3
  70. package/dist/plugins/spatial/spatial-index3D.d.ts +80 -0
  71. package/dist/plugins/spatial/spatial-index3D.js +4 -0
  72. package/dist/plugins/spatial/spatial-index3D.js.map +11 -0
  73. package/dist/plugins/spatial/transform.js +2 -2
  74. package/dist/plugins/spatial/transform.js.map +3 -3
  75. package/dist/plugins/spatial/transform3D.d.ts +148 -0
  76. package/dist/plugins/spatial/transform3D.js +4 -0
  77. package/dist/plugins/spatial/transform3D.js.map +10 -0
  78. package/dist/resource-manager.d.ts +24 -0
  79. package/dist/utils/math.d.ts +65 -1
  80. package/dist/utils/narrowphase3D.d.ts +120 -0
  81. package/dist/utils/spatial-hash3D.d.ts +72 -0
  82. package/package.json +42 -2
@@ -4,7 +4,7 @@
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  "sourcesContent": [
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  "/**\n * Camera / Viewport Plugin for ECSpresso\n *\n * Provides a declarative camera with world/screen coordinate conversion, smooth follow,\n * trauma-based shake, bounds clamping, cursor-centered zoom, and logical viewport dimensions.\n *\n * This plugin is renderer-agnostic. PixiJS or other renderer integration (applying\n * cameraState to a container/stage transform) is the consumer's responsibility.\n *\n * Camera uses its own x/y/zoom/rotation rather than localTransform/worldTransform.\n * It reads the target entity's worldTransform for follow, but doesn't participate\n * in the transform hierarchy itself.\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type ECSpresso from 'ecspresso';\nimport type { WorldConfigFrom } from '../../type-utils';\nimport type { TransformWorldConfig } from './transform';\n\n// ==================== Component Types ====================\n\nexport interface Camera {\n\tx: number;\n\ty: number;\n\tzoom: number;\n\trotation: number;\n}\n\nexport interface CameraFollow {\n\ttarget: number;\n\tsmoothing: number;\n\tdeadzoneX: number;\n\tdeadzoneY: number;\n\toffsetX: number;\n\toffsetY: number;\n}\n\nexport interface CameraShake {\n\ttrauma: number;\n\ttraumaDecay: number;\n\tmaxOffsetX: number;\n\tmaxOffsetY: number;\n\tmaxRotation: number;\n}\n\nexport interface CameraBounds {\n\tminX: number;\n\tminY: number;\n\tmaxX: number;\n\tmaxY: number;\n}\n\nexport interface CameraComponentTypes {\n\tcamera: Camera;\n\tcameraFollow: CameraFollow;\n\tcameraShake: CameraShake;\n\tcameraBounds: CameraBounds;\n}\n\n// ==================== Resource Types ====================\n\nexport interface FollowOptions {\n\tsmoothing?: number;\n\tdeadzoneX?: number;\n\tdeadzoneY?: number;\n\toffsetX?: number;\n\toffsetY?: number;\n}\n\nexport type EntityHandle = { id: number };\n\nexport interface CameraState {\n\t// Read-only data (synced from camera entity each frame)\n\tx: number;\n\ty: number;\n\tzoom: number;\n\trotation: number;\n\tshakeOffsetX: number;\n\tshakeOffsetY: number;\n\tshakeRotation: number;\n\tviewportWidth: number;\n\tviewportHeight: number;\n\tentityId: number;\n\n\t// Mutation methods\n\tfollow(target: number | EntityHandle, options?: FollowOptions): void;\n\tunfollow(): void;\n\tsetPosition(x: number, y: number): void;\n\tsetZoom(zoom: number): void;\n\tsetRotation(rotation: number): void;\n\tsetBounds(minX: number, minY: number, maxX: number, maxY: number): void;\n\tclearBounds(): void;\n\taddTrauma(amount: number): void;\n}\n\nexport interface CameraResourceTypes {\n\tcameraState: CameraState;\n}\n\n// ==================== Plugin Options ====================\n\nexport interface CameraPluginOptions<G extends string = 'camera'> {\n\tviewportWidth?: number;\n\tviewportHeight?: number;\n\tinitial?: {\n\t\tx?: number;\n\t\ty?: number;\n\t\tzoom?: number;\n\t\trotation?: number;\n\t};\n\tfollow?: FollowOptions;\n\tshake?: boolean | Partial<Omit<CameraShake, 'trauma'>>;\n\tbounds?:\n\t\t| { minX: number; minY: number; maxX: number; maxY: number }\n\t\t| [number, number, number, number];\n\tzoom?: {\n\t\tzoomStep?: number;\n\t\tminZoom?: number;\n\t\tmaxZoom?: number;\n\t};\n\tpan?: {\n\t\tspeed: number;\n\t\tactions?: {\n\t\t\tup?: string;\n\t\t\tdown?: string;\n\t\t\tleft?: string;\n\t\t\tright?: string;\n\t\t};\n\t};\n\tsystemGroup?: G;\n\tphase?: SystemPhase;\n\trandomFn?: () => number;\n}\n\n// ==================== Default Values ====================\n\nconst DEFAULT_SHAKE: Readonly<Omit<CameraShake, 'trauma'>> = {\n\ttraumaDecay: 1,\n\tmaxOffsetX: 10,\n\tmaxOffsetY: 10,\n\tmaxRotation: 0.05,\n};\n\nconst DEFAULT_FOLLOW: Readonly<Omit<CameraFollow, 'target'>> = {\n\tsmoothing: 5,\n\tdeadzoneX: 0,\n\tdeadzoneY: 0,\n\toffsetX: 0,\n\toffsetY: 0,\n};\n\n// ==================== Coordinate Conversion ====================\n\nexport function worldToScreen(\n\tworldX: number,\n\tworldY: number,\n\tstate: CameraState,\n): { x: number; y: number } {\n\tconst dx = worldX - (state.x + state.shakeOffsetX);\n\tconst dy = worldY - (state.y + state.shakeOffsetY);\n\n\tconst angle = -(state.rotation + state.shakeRotation);\n\tconst cos = Math.cos(angle);\n\tconst sin = Math.sin(angle);\n\tconst rx = dx * cos - dy * sin;\n\tconst ry = dx * sin + dy * cos;\n\n\treturn {\n\t\tx: rx * state.zoom + state.viewportWidth / 2,\n\t\ty: ry * state.zoom + state.viewportHeight / 2,\n\t};\n}\n\nexport function screenToWorld(\n\tscreenX: number,\n\tscreenY: number,\n\tstate: CameraState,\n): { x: number; y: number } {\n\tconst cx = (screenX - state.viewportWidth / 2) / state.zoom;\n\tconst cy = (screenY - state.viewportHeight / 2) / state.zoom;\n\n\tconst angle = state.rotation + state.shakeRotation;\n\tconst cos = Math.cos(angle);\n\tconst sin = Math.sin(angle);\n\tconst rx = cx * cos - cy * sin;\n\tconst ry = cx * sin + cy * cos;\n\n\treturn {\n\t\tx: rx + state.x + state.shakeOffsetX,\n\t\ty: ry + state.y + state.shakeOffsetY,\n\t};\n}\n\n// ==================== Internal Helpers ====================\n\nfunction resolveTarget(target: number | EntityHandle): number {\n\treturn typeof target === 'number' ? target : target.id;\n}\n\nfunction resolveShakeOptions(shake: true | Partial<Omit<CameraShake, 'trauma'>>): CameraShake {\n\tconst opts = shake === true ? {} : shake;\n\treturn {\n\t\ttrauma: 0,\n\t\ttraumaDecay: opts.traumaDecay ?? DEFAULT_SHAKE.traumaDecay,\n\t\tmaxOffsetX: opts.maxOffsetX ?? DEFAULT_SHAKE.maxOffsetX,\n\t\tmaxOffsetY: opts.maxOffsetY ?? DEFAULT_SHAKE.maxOffsetY,\n\t\tmaxRotation: opts.maxRotation ?? DEFAULT_SHAKE.maxRotation,\n\t};\n}\n\nfunction resolveBounds(\n\tbounds: { minX: number; minY: number; maxX: number; maxY: number } | [number, number, number, number],\n): CameraBounds {\n\tif (Array.isArray(bounds)) {\n\t\treturn { minX: bounds[0], minY: bounds[1], maxX: bounds[2], maxY: bounds[3] };\n\t}\n\treturn { ...bounds };\n}\n\nfunction resolveFollowOptions(options?: FollowOptions): Omit<CameraFollow, 'target'> {\n\treturn {\n\t\tsmoothing: options?.smoothing ?? DEFAULT_FOLLOW.smoothing,\n\t\tdeadzoneX: options?.deadzoneX ?? DEFAULT_FOLLOW.deadzoneX,\n\t\tdeadzoneY: options?.deadzoneY ?? DEFAULT_FOLLOW.deadzoneY,\n\t\toffsetX: options?.offsetX ?? DEFAULT_FOLLOW.offsetX,\n\t\toffsetY: options?.offsetY ?? DEFAULT_FOLLOW.offsetY,\n\t};\n}\n\n// ==================== Plugin Factory ====================\n\ntype CameraWorldConfig = WorldConfigFrom<CameraComponentTypes, {}, CameraResourceTypes>;\n\ntype CameraLabels =\n\t| 'camera-init'\n\t| 'camera-follow'\n\t| 'camera-shake-update'\n\t| 'camera-bounds'\n\t| 'camera-state-sync'\n\t| 'camera-zoom'\n\t| 'camera-pan';\n\nexport function createCameraPlugin<G extends string = 'camera'>(\n\toptions?: CameraPluginOptions<G>,\n) {\n\tconst {\n\t\tviewportWidth = 800,\n\t\tviewportHeight = 600,\n\t\tinitial,\n\t\tfollow: followConfig,\n\t\tshake: shakeConfig,\n\t\tbounds: boundsConfig,\n\t\tzoom: zoomConfig,\n\t\tpan: panConfig,\n\t\tsystemGroup = 'camera',\n\t\tphase = 'postUpdate',\n\t\trandomFn = Math.random,\n\t} = options ?? {};\n\n\treturn definePlugin('camera')\n\t\t.withComponentTypes<CameraComponentTypes>()\n\t\t.withResourceTypes<CameraResourceTypes>()\n\t\t.withLabels<CameraLabels>()\n\t\t.withGroups<G>()\n\t\t.requires<TransformWorldConfig>()\n\t\t.install((world) => {\n\t\t\t// Build mutation methods as closures over the world reference.\n\t\t\t// The cameraState resource is created immediately with placeholder methods,\n\t\t\t// then the init system populates entityId and wires up real methods.\n\n\t\t\tconst cameraState: CameraState = {\n\t\t\t\tx: initial?.x ?? 0,\n\t\t\t\ty: initial?.y ?? 0,\n\t\t\t\tzoom: initial?.zoom ?? 1,\n\t\t\t\trotation: initial?.rotation ?? 0,\n\t\t\t\tshakeOffsetX: 0,\n\t\t\t\tshakeOffsetY: 0,\n\t\t\t\tshakeRotation: 0,\n\t\t\t\tviewportWidth,\n\t\t\t\tviewportHeight,\n\t\t\t\tentityId: -1,\n\n\t\t\t\t// Mutation methods — wired up after camera entity is spawned\n\t\t\t\tfollow: () => {},\n\t\t\t\tunfollow: () => {},\n\t\t\t\tsetPosition: () => {},\n\t\t\t\tsetZoom: () => {},\n\t\t\t\tsetRotation: () => {},\n\t\t\t\tsetBounds: () => {},\n\t\t\t\tclearBounds: () => {},\n\t\t\t\taddTrauma: () => {},\n\t\t\t};\n\n\t\t\tworld.addResource('cameraState', cameraState);\n\n\t\t\t// camera-init: spawns camera entity and wires up mutation closures\n\t\t\tworld\n\t\t\t\t.addSystem('camera-init')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize((ecs: ECSpresso<CameraWorldConfig & TransformWorldConfig>) => {\n\t\t\t\t\t// Spawn with required camera component\n\t\t\t\t\tconst entity = ecs.spawn({\n\t\t\t\t\t\tcamera: {\n\t\t\t\t\t\t\tx: initial?.x ?? 0,\n\t\t\t\t\t\t\ty: initial?.y ?? 0,\n\t\t\t\t\t\t\tzoom: initial?.zoom ?? 1,\n\t\t\t\t\t\t\trotation: initial?.rotation ?? 0,\n\t\t\t\t\t\t},\n\t\t\t\t\t});\n\n\t\t\t\t\t// Conditionally add optional components\n\t\t\t\t\tif (followConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraFollow', {\n\t\t\t\t\t\t\ttarget: -1,\n\t\t\t\t\t\t\t...resolveFollowOptions(followConfig),\n\t\t\t\t\t\t});\n\t\t\t\t\t}\n\n\t\t\t\t\tif (shakeConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraShake', resolveShakeOptions(shakeConfig));\n\t\t\t\t\t}\n\n\t\t\t\t\tif (boundsConfig) {\n\t\t\t\t\t\tecs.addComponent(entity.id, 'cameraBounds', resolveBounds(boundsConfig));\n\t\t\t\t\t}\n\t\t\t\t\tcameraState.entityId = entity.id;\n\n\t\t\t\t\t// Wire up mutation methods\n\t\t\t\t\tcameraState.follow = (target: number | EntityHandle, opts?: FollowOptions) => {\n\t\t\t\t\t\tconst targetId = resolveTarget(target);\n\t\t\t\t\t\tconst followData: CameraFollow = {\n\t\t\t\t\t\t\ttarget: targetId,\n\t\t\t\t\t\t\t...resolveFollowOptions(opts),\n\t\t\t\t\t\t};\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\texisting.target = followData.target;\n\t\t\t\t\t\t\texisting.smoothing = followData.smoothing;\n\t\t\t\t\t\t\texisting.deadzoneX = followData.deadzoneX;\n\t\t\t\t\t\t\texisting.deadzoneY = followData.deadzoneY;\n\t\t\t\t\t\t\texisting.offsetX = followData.offsetX;\n\t\t\t\t\t\t\texisting.offsetY = followData.offsetY;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraFollow', followData);\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.unfollow = () => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\tecs.removeComponent(cameraState.entityId, 'cameraFollow');\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setPosition = (x: number, y: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.x = x;\n\t\t\t\t\t\tcamera.y = y;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setZoom = (zoom: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.zoom = zoom;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setRotation = (rotation: number) => {\n\t\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\t\tif (!camera) return;\n\t\t\t\t\t\tcamera.rotation = rotation;\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.setBounds = (minX: number, minY: number, maxX: number, maxY: number) => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\texisting.minX = minX;\n\t\t\t\t\t\t\texisting.minY = minY;\n\t\t\t\t\t\t\texisting.maxX = maxX;\n\t\t\t\t\t\t\texisting.maxY = maxY;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraBounds', { minX, minY, maxX, maxY });\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.clearBounds = () => {\n\t\t\t\t\t\tconst existing = ecs.getComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\tif (existing) {\n\t\t\t\t\t\t\tecs.removeComponent(cameraState.entityId, 'cameraBounds');\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\n\t\t\t\t\tcameraState.addTrauma = (amount: number) => {\n\t\t\t\t\t\tconst shake = ecs.getComponent(cameraState.entityId, 'cameraShake');\n\t\t\t\t\t\tif (shake) {\n\t\t\t\t\t\t\tshake.trauma = Math.min(1, Math.max(0, shake.trauma + amount));\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tecs.addComponent(cameraState.entityId, 'cameraShake', {\n\t\t\t\t\t\t\t\t...resolveShakeOptions(true),\n\t\t\t\t\t\t\t\ttrauma: Math.min(1, Math.max(0, amount)),\n\t\t\t\t\t\t\t});\n\t\t\t\t\t\t}\n\t\t\t\t\t};\n\t\t\t\t});\n\n\t\t\t// camera-follow: priority 400 (after transform propagation at 500)\n\t\t\tworld\n\t\t\t\t.addSystem('camera-follow')\n\t\t\t\t.setPriority(400)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('cameras', {\n\t\t\t\t\twith: ['camera', 'cameraFollow'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt, ecs }) => {\n\t\t\t\t\tconst t = Math.min(1, dt);\n\t\t\t\t\tfor (const entity of queries.cameras) {\n\t\t\t\t\t\tconst { camera, cameraFollow } = entity.components;\n\t\t\t\t\t\tif (cameraFollow.target < 0) continue;\n\n\t\t\t\t\t\tlet targetWorld;\n\t\t\t\t\t\ttry {\n\t\t\t\t\t\t\ttargetWorld = ecs.getComponent(cameraFollow.target, 'worldTransform');\n\t\t\t\t\t\t} catch {\n\t\t\t\t\t\t\tcontinue;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (!targetWorld) continue;\n\n\t\t\t\t\t\tconst goalX = targetWorld.x + cameraFollow.offsetX;\n\t\t\t\t\t\tconst goalY = targetWorld.y + cameraFollow.offsetY;\n\t\t\t\t\t\tconst dx = goalX - camera.x;\n\t\t\t\t\t\tconst dy = goalY - camera.y;\n\n\t\t\t\t\t\tif (Math.abs(dx) > cameraFollow.deadzoneX) {\n\t\t\t\t\t\t\tconst sign = dx > 0 ? 1 : -1;\n\t\t\t\t\t\t\tconst excessX = dx - sign * cameraFollow.deadzoneX;\n\t\t\t\t\t\t\tconst factor = Math.min(1, cameraFollow.smoothing * t);\n\t\t\t\t\t\t\tcamera.x += excessX * factor;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tif (Math.abs(dy) > cameraFollow.deadzoneY) {\n\t\t\t\t\t\t\tconst sign = dy > 0 ? 1 : -1;\n\t\t\t\t\t\t\tconst excessY = dy - sign * cameraFollow.deadzoneY;\n\t\t\t\t\t\t\tconst factor = Math.min(1, cameraFollow.smoothing * t);\n\t\t\t\t\t\t\tcamera.y += excessY * factor;\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-shake-update: priority 390\n\t\t\tworld\n\t\t\t\t.addSystem('camera-shake-update')\n\t\t\t\t.setPriority(390)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('shakeCameras', {\n\t\t\t\t\twith: ['camera', 'cameraShake'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries, dt }) => {\n\t\t\t\t\tfor (const entity of queries.shakeCameras) {\n\t\t\t\t\t\tconst { cameraShake } = entity.components;\n\t\t\t\t\t\tcameraShake.trauma = Math.max(0, cameraShake.trauma - cameraShake.traumaDecay * dt);\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-bounds: priority 380\n\t\t\tworld\n\t\t\t\t.addSystem('camera-bounds')\n\t\t\t\t.setPriority(380)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.addQuery('boundedCameras', {\n\t\t\t\t\twith: ['camera', 'cameraBounds'],\n\t\t\t\t})\n\t\t\t\t.setProcess(({ queries }) => {\n\t\t\t\t\tfor (const entity of queries.boundedCameras) {\n\t\t\t\t\t\tconst { camera, cameraBounds } = entity.components;\n\t\t\t\t\t\tconst halfW = cameraState.viewportWidth / (2 * camera.zoom);\n\t\t\t\t\t\tconst halfH = cameraState.viewportHeight / (2 * camera.zoom);\n\n\t\t\t\t\t\tconst effectiveMinX = cameraBounds.minX + halfW;\n\t\t\t\t\t\tconst effectiveMaxX = cameraBounds.maxX - halfW;\n\t\t\t\t\t\tconst effectiveMinY = cameraBounds.minY + halfH;\n\t\t\t\t\t\tconst effectiveMaxY = cameraBounds.maxY - halfH;\n\n\t\t\t\t\t\tif (effectiveMinX > effectiveMaxX) {\n\t\t\t\t\t\t\tcamera.x = (cameraBounds.minX + cameraBounds.maxX) / 2;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcamera.x = Math.max(effectiveMinX, Math.min(effectiveMaxX, camera.x));\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tif (effectiveMinY > effectiveMaxY) {\n\t\t\t\t\t\t\tcamera.y = (cameraBounds.minY + cameraBounds.maxY) / 2;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\tcamera.y = Math.max(effectiveMinY, Math.min(effectiveMaxY, camera.y));\n\t\t\t\t\t\t}\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-state-sync: priority 370\n\t\t\tworld\n\t\t\t\t.addSystem('camera-state-sync')\n\t\t\t\t.setPriority(370)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setProcess(({ ecs }) => {\n\t\t\t\t\tconst camera = ecs.getComponent(cameraState.entityId, 'camera');\n\t\t\t\t\tif (!camera) {\n\t\t\t\t\t\tcameraState.x = 0;\n\t\t\t\t\t\tcameraState.y = 0;\n\t\t\t\t\t\tcameraState.zoom = 1;\n\t\t\t\t\t\tcameraState.rotation = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetX = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetY = 0;\n\t\t\t\t\t\tcameraState.shakeRotation = 0;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tcameraState.x = camera.x;\n\t\t\t\t\tcameraState.y = camera.y;\n\t\t\t\t\tcameraState.zoom = camera.zoom;\n\t\t\t\t\tcameraState.rotation = camera.rotation;\n\n\t\t\t\t\tconst shake = ecs.getComponent(cameraState.entityId, 'cameraShake');\n\t\t\t\t\tif (shake && shake.trauma > 0) {\n\t\t\t\t\t\tconst intensity = shake.trauma * shake.trauma;\n\t\t\t\t\t\tcameraState.shakeOffsetX = shake.maxOffsetX * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t\tcameraState.shakeOffsetY = shake.maxOffsetY * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t\tcameraState.shakeRotation = shake.maxRotation * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\t} else {\n\t\t\t\t\t\tcameraState.shakeOffsetX = 0;\n\t\t\t\t\t\tcameraState.shakeOffsetY = 0;\n\t\t\t\t\t\tcameraState.shakeRotation = 0;\n\t\t\t\t\t}\n\t\t\t\t});\n\n\t\t\t// camera-zoom: conditionally registered when zoom option is provided\n\t\t\tif (zoomConfig) {\n\t\t\t\tconst {\n\t\t\t\t\tzoomStep = 0.1,\n\t\t\t\t\tminZoom = 0.1,\n\t\t\t\t\tmaxZoom = 10,\n\t\t\t\t} = zoomConfig;\n\n\t\t\t\ttype ZoomInputState = { pointer: { position: { x: number; y: number } } };\n\n\t\t\t\tlet pendingSteps = 0;\n\t\t\t\tlet zoomActive = false;\n\t\t\t\tlet canvas: HTMLCanvasElement | undefined;\n\t\t\t\tlet isoState: { tileWidth: number; tileHeight: number; originX: number; originY: number } | undefined;\n\n\t\t\t\tfunction onWheel(e: WheelEvent) {\n\t\t\t\t\te.preventDefault();\n\t\t\t\t\tpendingSteps += Math.sign(e.deltaY);\n\t\t\t\t}\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem('camera-zoom')\n\t\t\t\t\t.setPriority(410)\n\t\t\t\t\t.inPhase('preUpdate')\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.addQuery('cameras', {\n\t\t\t\t\t\twith: ['camera'],\n\t\t\t\t\t})\n\t\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\t\t// Check for required dependencies\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<ZoomInputState>('inputState');\n\t\t\t\t\t\tconst pixiApp = ecs.tryGetResource<{ canvas: HTMLCanvasElement }>('pixiApp');\n\n\t\t\t\t\t\tif (!inputState || !pixiApp) {\n\t\t\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t\t\t'[camera] zoom requires the input plugin and renderer2D plugin. ' +\n\t\t\t\t\t\t\t\t'Zoom will be disabled.',\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\n\t\t\t\t\t\tcanvas = pixiApp.canvas;\n\t\t\t\t\t\tcanvas.addEventListener('wheel', onWheel as EventListener, { passive: false });\n\n\t\t\t\t\t\t// Detect isometric projection for iso-aware cursor-centered zoom\n\t\t\t\t\t\tisoState = ecs.tryGetResource<{\n\t\t\t\t\t\t\ttileWidth: number; tileHeight: number;\n\t\t\t\t\t\t\toriginX: number; originY: number;\n\t\t\t\t\t\t}>('isoProjection');\n\n\t\t\t\t\t\tzoomActive = true;\n\t\t\t\t\t})\n\t\t\t\t\t.setOnDetach(() => {\n\t\t\t\t\t\tif (!zoomActive || !canvas) return;\n\t\t\t\t\t\tcanvas.removeEventListener('wheel', onWheel as EventListener);\n\t\t\t\t\t})\n\t\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\t\tif (!zoomActive || pendingSteps === 0) return;\n\n\t\t\t\t\t\tconst steps = pendingSteps;\n\t\t\t\t\t\tpendingSteps = 0;\n\n\t\t\t\t\t\tconst [cameraEntity] = queries.cameras;\n\t\t\t\t\t\tif (!cameraEntity) return;\n\n\t\t\t\t\t\tconst cam = cameraEntity.components.camera;\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<ZoomInputState>('inputState');\n\t\t\t\t\t\tif (!inputState) return;\n\n\t\t\t\t\t\t// Apply zoom — proportional to number of wheel steps\n\t\t\t\t\t\tconst direction = steps > 0 ? (1 - zoomStep) : (1 + zoomStep);\n\t\t\t\t\t\tconst newZoom = Math.max(minZoom, Math.min(maxZoom, cam.zoom * Math.pow(direction, Math.abs(steps))));\n\n\t\t\t\t\t\tif (isoState && canvas) {\n\t\t\t\t\t\t\t// Iso-aware cursor-centered zoom: work in iso-screen space\n\t\t\t\t\t\t\tconst rect = canvas.getBoundingClientRect();\n\t\t\t\t\t\t\tconst screenOffX = inputState.pointer.position.x - (rect.left + rect.width / 2);\n\t\t\t\t\t\t\tconst screenOffY = inputState.pointer.position.y - (rect.top + rect.height / 2);\n\n\t\t\t\t\t\t\t// Inlined worldToIso — avoids cross-plugin import\n\t\t\t\t\t\t\tconst halfW = isoState.tileWidth / 2;\n\t\t\t\t\t\t\tconst halfH = isoState.tileHeight / 2;\n\t\t\t\t\t\t\tconst camIsoX = (cam.x - cam.y) * halfW + isoState.originX;\n\t\t\t\t\t\t\tconst camIsoY = (cam.x + cam.y) * halfH + isoState.originY;\n\t\t\t\t\t\t\tconst isoBeforeX = camIsoX + screenOffX / cam.zoom;\n\t\t\t\t\t\t\tconst isoBeforeY = camIsoY + screenOffY / cam.zoom;\n\n\t\t\t\t\t\t\tcam.zoom = newZoom;\n\n\t\t\t\t\t\t\t// New camera iso position so the same point stays under cursor\n\t\t\t\t\t\t\tconst newCamIsoX = isoBeforeX - screenOffX / newZoom;\n\t\t\t\t\t\t\tconst newCamIsoY = isoBeforeY - screenOffY / newZoom;\n\n\t\t\t\t\t\t\t// Inlined isoToWorld\n\t\t\t\t\t\t\tconst relX = newCamIsoX - isoState.originX;\n\t\t\t\t\t\t\tconst relY = newCamIsoY - isoState.originY;\n\t\t\t\t\t\t\tcam.x = relX / isoState.tileWidth + relY / isoState.tileHeight;\n\t\t\t\t\t\t\tcam.y = -relX / isoState.tileWidth + relY / isoState.tileHeight;\n\t\t\t\t\t\t} else {\n\t\t\t\t\t\t\t// Pixel-space cursor-centered zoom\n\t\t\t\t\t\t\tconst worldBefore = screenToWorld(\n\t\t\t\t\t\t\t\tinputState.pointer.position.x,\n\t\t\t\t\t\t\t\tinputState.pointer.position.y,\n\t\t\t\t\t\t\t\tcameraState,\n\t\t\t\t\t\t\t);\n\n\t\t\t\t\t\t\tcam.zoom = newZoom;\n\n\t\t\t\t\t\t\tcam.x = worldBefore.x - (inputState.pointer.position.x - cameraState.viewportWidth / 2) / newZoom;\n\t\t\t\t\t\t\tcam.y = worldBefore.y - (inputState.pointer.position.y - cameraState.viewportHeight / 2) / newZoom;\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t}\n\n\t\t\t// camera-pan: conditionally registered when pan option is provided\n\t\t\tif (panConfig) {\n\t\t\t\ttype PanInputState = { actions: { isActive(action: string): boolean } };\n\n\t\t\t\tconst {\n\t\t\t\t\tspeed,\n\t\t\t\t\tactions: panActions,\n\t\t\t\t} = panConfig;\n\n\t\t\t\tconst actionUp = panActions?.up ?? 'panUp';\n\t\t\t\tconst actionDown = panActions?.down ?? 'panDown';\n\t\t\t\tconst actionLeft = panActions?.left ?? 'panLeft';\n\t\t\t\tconst actionRight = panActions?.right ?? 'panRight';\n\n\t\t\t\tlet panActive = false;\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem('camera-pan')\n\t\t\t\t\t.setPriority(420)\n\t\t\t\t\t.inPhase('preUpdate')\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<PanInputState>('inputState');\n\t\t\t\t\t\tif (!inputState) {\n\t\t\t\t\t\t\tconsole.error(\n\t\t\t\t\t\t\t\t'[camera] pan requires the input plugin. Pan will be disabled.',\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t\treturn;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tpanActive = true;\n\t\t\t\t\t})\n\t\t\t\t\t.setProcess(({ ecs, dt }) => {\n\t\t\t\t\t\tif (!panActive) return;\n\n\t\t\t\t\t\tconst inputState = ecs.tryGetResource<PanInputState>('inputState');\n\t\t\t\t\t\tif (!inputState) return;\n\n\t\t\t\t\t\tconst delta = (speed / cameraState.zoom) * dt;\n\t\t\t\t\t\tconst dx = (inputState.actions.isActive(actionRight) ? 1 : 0)\n\t\t\t\t\t\t\t- (inputState.actions.isActive(actionLeft) ? 1 : 0);\n\t\t\t\t\t\tconst dy = (inputState.actions.isActive(actionDown) ? 1 : 0)\n\t\t\t\t\t\t\t- (inputState.actions.isActive(actionUp) ? 1 : 0);\n\n\t\t\t\t\t\tif (dx !== 0 || dy !== 0) {\n\t\t\t\t\t\t\tcameraState.setPosition(\n\t\t\t\t\t\t\t\tcameraState.x + dx * delta,\n\t\t\t\t\t\t\t\tcameraState.y + dy * delta,\n\t\t\t\t\t\t\t);\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t}\n\t\t});\n}\n"
6
6
  ],
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8
+ "debugId": "3A75EE04B3EE5C2364756E2164756E21",
9
9
  "names": []
10
10
  }
@@ -0,0 +1,92 @@
1
+ /**
2
+ * Camera 3D Plugin for ECSpresso
3
+ *
4
+ * Orbit/follow/shake camera controls for a Three.js PerspectiveCamera managed by renderer3D.
5
+ * Purely resource-based (no camera entity). The renderer3D `camera` resource is the single
6
+ * camera target. Orbit via pointer drag + scroll wheel, follow via entity tracking, shake via
7
+ * trauma-based offsets.
8
+ *
9
+ * Import from 'ecspresso/plugins/spatial/camera3D'
10
+ */
11
+ import type { SystemPhase } from 'ecspresso';
12
+ import type { WorldConfigFrom } from '../../type-utils';
13
+ import type { Transform3DComponentTypes } from './transform3D';
14
+ import type { Renderer3DResourceTypes } from '../rendering/renderer3D';
15
+ type Camera3DRequiredConfig = WorldConfigFrom<Transform3DComponentTypes, {}, Renderer3DResourceTypes>;
16
+ export interface Camera3DFollowOptions {
17
+ smoothing?: number;
18
+ offsetX?: number;
19
+ offsetY?: number;
20
+ offsetZ?: number;
21
+ }
22
+ export interface Camera3DShakeOptions {
23
+ traumaDecay?: number;
24
+ maxOffsetX?: number;
25
+ maxOffsetY?: number;
26
+ maxOffsetZ?: number;
27
+ }
28
+ export interface Camera3DState {
29
+ targetX: number;
30
+ targetY: number;
31
+ targetZ: number;
32
+ azimuth: number;
33
+ elevation: number;
34
+ distance: number;
35
+ fov: number;
36
+ followTarget: number;
37
+ followSmoothing: number;
38
+ followOffsetX: number;
39
+ followOffsetY: number;
40
+ followOffsetZ: number;
41
+ trauma: number;
42
+ shakeOffsetX: number;
43
+ shakeOffsetY: number;
44
+ shakeOffsetZ: number;
45
+ follow(target: number | {
46
+ id: number;
47
+ }, options?: Camera3DFollowOptions): void;
48
+ unfollow(): void;
49
+ setTarget(x: number, y: number, z: number): void;
50
+ setOrbit(azimuth: number, elevation: number, distance: number): void;
51
+ setDistance(distance: number): void;
52
+ setFov(fov: number): void;
53
+ addTrauma(amount: number): void;
54
+ }
55
+ export interface Camera3DResourceTypes {
56
+ camera3DState: Camera3DState;
57
+ }
58
+ export type Camera3DWorldConfig = WorldConfigFrom<{}, {}, Camera3DResourceTypes>;
59
+ export interface Camera3DPluginOptions<G extends string = 'camera3d'> {
60
+ systemGroup?: G;
61
+ phase?: SystemPhase;
62
+ azimuth?: number;
63
+ elevation?: number;
64
+ distance?: number;
65
+ target?: {
66
+ x: number;
67
+ y: number;
68
+ z: number;
69
+ };
70
+ fov?: number;
71
+ minDistance?: number;
72
+ maxDistance?: number;
73
+ minElevation?: number;
74
+ maxElevation?: number;
75
+ orbitSensitivity?: number;
76
+ dollySensitivity?: number;
77
+ follow?: Camera3DFollowOptions;
78
+ shake?: boolean | Partial<Camera3DShakeOptions>;
79
+ randomFn?: () => number;
80
+ }
81
+ export type Camera3DLabels = 'camera3d-init' | 'camera3d-follow' | 'camera3d-shake' | 'camera3d-sync';
82
+ /**
83
+ * Convert spherical coordinates to cartesian. Y-up convention (Three.js default).
84
+ * Azimuth rotates in the XZ plane; elevation goes from XZ plane toward +Y.
85
+ */
86
+ export declare function sphericalToCartesian(azimuth: number, elevation: number, distance: number, out: {
87
+ x: number;
88
+ y: number;
89
+ z: number;
90
+ }): void;
91
+ export declare function createCamera3DPlugin<G extends string = 'camera3d'>(options?: Camera3DPluginOptions<G>): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").EmptyConfig, Camera3DResourceTypes>, Camera3DRequiredConfig, Camera3DLabels, G, never, never>;
92
+ export {};
@@ -0,0 +1,4 @@
1
+ var c=Object.defineProperty;var n=(B)=>B;function i(B,Q){this[B]=n.bind(null,Q)}var s=(B,Q)=>{for(var R in Q)c(B,R,{get:Q[R],enumerable:!0,configurable:!0,set:i.bind(Q,R)})};var e=(B,Q)=>()=>(B&&(Q=B(B=0)),Q);var t=((B)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(B,{get:(Q,R)=>(typeof require<"u"?require:Q)[R]}):B)(function(B){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+B+'" is not supported')});import{definePlugin as r}from"ecspresso";var Y={smoothing:5,offsetX:0,offsetY:0,offsetZ:0},M={traumaDecay:1,maxOffsetX:0.3,maxOffsetY:0.3,maxOffsetZ:0.3},v=Math.PI/2,P=0.001,G={x:0,y:0,z:0};function N(B,Q,R){return Math.max(Q,Math.min(R,B))}function o(B){if(B===!0)return{...M};return{traumaDecay:B.traumaDecay??M.traumaDecay,maxOffsetX:B.maxOffsetX??M.maxOffsetX,maxOffsetY:B.maxOffsetY??M.maxOffsetY,maxOffsetZ:B.maxOffsetZ??M.maxOffsetZ}}function F(B,Q,R,K){let H=Math.cos(Q);K.x=R*H*Math.sin(B),K.y=R*Math.sin(Q),K.z=R*H*Math.cos(B)}function qj(B){let{systemGroup:Q="camera3d",phase:R="postUpdate",azimuth:K=0,elevation:H=0.5,distance:C=10,target:x,fov:E=75,minDistance:z=1,maxDistance:W=100,minElevation:y=-v+P,maxElevation:S=v-P,orbitSensitivity:O=0.003,dollySensitivity:L=1.1,follow:V,shake:w,randomFn:U=Math.random}=B??{},k=w?o(w):M,f=k.traumaDecay,p=k.maxOffsetX,h=k.maxOffsetY,g=k.maxOffsetZ;return r("camera3d").withResourceTypes().withLabels().withGroups().requires().install((I)=>{let J={active:!1,prevX:0,prevY:0,pendingDolly:0,el:null},j={targetX:x?.x??0,targetY:x?.y??0,targetZ:x?.z??0,azimuth:K,elevation:N(H,y,S),distance:N(C,z,W),fov:E,followTarget:-1,followSmoothing:V?.smoothing??Y.smoothing,followOffsetX:V?.offsetX??Y.offsetX,followOffsetY:V?.offsetY??Y.offsetY,followOffsetZ:V?.offsetZ??Y.offsetZ,trauma:0,shakeOffsetX:0,shakeOffsetY:0,shakeOffsetZ:0,follow(q,$){let b=typeof q==="number"?q:q.id;j.followTarget=b,j.followSmoothing=$?.smoothing??V?.smoothing??Y.smoothing,j.followOffsetX=$?.offsetX??V?.offsetX??Y.offsetX,j.followOffsetY=$?.offsetY??V?.offsetY??Y.offsetY,j.followOffsetZ=$?.offsetZ??V?.offsetZ??Y.offsetZ},unfollow(){j.followTarget=-1},setTarget(q,$,b){j.targetX=q,j.targetY=$,j.targetZ=b},setOrbit(q,$,b){j.azimuth=q,j.elevation=N($,y,S),j.distance=N(b,z,W)},setDistance(q){j.distance=N(q,z,W)},setFov(q){j.fov=q},addTrauma(q){j.trauma=N(j.trauma+q,0,1)}};I.addResource("camera3DState",j);function A(q){J.active=!0,J.prevX=q.clientX,J.prevY=q.clientY,J.el?.setPointerCapture(q.pointerId)}function D(q){if(!J.active)return;let $=q.clientX-J.prevX,b=q.clientY-J.prevY;J.prevX=q.clientX,J.prevY=q.clientY,j.azimuth-=$*O,j.elevation=N(j.elevation+b*O,y,S)}function T(q){J.active=!1,J.el?.releasePointerCapture(q.pointerId)}function _(q){q.preventDefault(),J.pendingDolly+=Math.sign(q.deltaY)}let Z=null,X=null;I.addSystem("camera3d-init").inGroup(Q).setOnInitialize((q)=>{let $=q.getResource("threeRenderer");if(Z=q.getResource("camera"),X="aspect"in Z?Z:null,X)j.fov=X.fov;J.el=$.domElement,J.el.addEventListener("pointerdown",A),J.el.addEventListener("pointermove",D),J.el.addEventListener("pointerup",T),J.el.addEventListener("wheel",_,{passive:!1}),F(j.azimuth,j.elevation,j.distance,G),Z.position.set(j.targetX+G.x,j.targetY+G.y,j.targetZ+G.z),Z.lookAt(j.targetX,j.targetY,j.targetZ)}).setOnDetach(()=>{if(!J.el)return;J.el.removeEventListener("pointerdown",A),J.el.removeEventListener("pointermove",D),J.el.removeEventListener("pointerup",T),J.el.removeEventListener("wheel",_),J.el=null,Z=null,X=null}),I.addSystem("camera3d-follow").setPriority(400).inPhase(R).inGroup(Q).setProcess(({ecs:q,dt:$})=>{if(j.followTarget<0)return;let b;try{b=q.getComponent(j.followTarget,"worldTransform3D")}catch{j.followTarget=-1;return}if(!b)return;let m=b.x+j.followOffsetX,l=b.y+j.followOffsetY,d=b.z+j.followOffsetZ,u=Math.min(1,j.followSmoothing*$);j.targetX+=(m-j.targetX)*u,j.targetY+=(l-j.targetY)*u,j.targetZ+=(d-j.targetZ)*u}),I.addSystem("camera3d-shake").setPriority(390).inPhase(R).inGroup(Q).setProcess(({dt:q})=>{if(j.trauma<=0){j.shakeOffsetX=0,j.shakeOffsetY=0,j.shakeOffsetZ=0;return}j.trauma=Math.max(0,j.trauma-f*q);let $=j.trauma*j.trauma;j.shakeOffsetX=p*$*(U()*2-1),j.shakeOffsetY=h*$*(U()*2-1),j.shakeOffsetZ=g*$*(U()*2-1)}),I.addSystem("camera3d-sync").setPriority(380).inPhase(R).inGroup(Q).setProcess(()=>{if(!Z)return;if(J.pendingDolly!==0)j.distance=N(j.distance*Math.pow(L,J.pendingDolly),z,W),J.pendingDolly=0;if(F(j.azimuth,j.elevation,j.distance,G),Z.position.set(j.targetX+G.x+j.shakeOffsetX,j.targetY+G.y+j.shakeOffsetY,j.targetZ+G.z+j.shakeOffsetZ),Z.lookAt(j.targetX,j.targetY,j.targetZ),X&&X.fov!==j.fov)X.fov=j.fov,X.updateProjectionMatrix()})})}export{F as sphericalToCartesian,qj as createCamera3DPlugin};
2
+
3
+ //# debugId=64E2951AEE3E539564756E2164756E21
4
+ //# sourceMappingURL=camera3D.js.map
@@ -0,0 +1,10 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/plugins/spatial/camera3D.ts"],
4
+ "sourcesContent": [
5
+ "/**\n * Camera 3D Plugin for ECSpresso\n *\n * Orbit/follow/shake camera controls for a Three.js PerspectiveCamera managed by renderer3D.\n * Purely resource-based (no camera entity). The renderer3D `camera` resource is the single\n * camera target. Orbit via pointer drag + scroll wheel, follow via entity tracking, shake via\n * trauma-based offsets.\n *\n * Import from 'ecspresso/plugins/spatial/camera3D'\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type { WorldConfigFrom } from '../../type-utils';\nimport type { Transform3DComponentTypes } from './transform3D';\nimport type { Renderer3DResourceTypes } from '../rendering/renderer3D';\nimport type { PerspectiveCamera } from 'three';\n\n// ==================== Dependency Types ====================\n\ntype Camera3DRequiredConfig = WorldConfigFrom<\n\tTransform3DComponentTypes,\n\t{},\n\tRenderer3DResourceTypes\n>;\n\n// ==================== Resource Types ====================\n\nexport interface Camera3DFollowOptions {\n\tsmoothing?: number;\n\toffsetX?: number;\n\toffsetY?: number;\n\toffsetZ?: number;\n}\n\nexport interface Camera3DShakeOptions {\n\ttraumaDecay?: number;\n\tmaxOffsetX?: number;\n\tmaxOffsetY?: number;\n\tmaxOffsetZ?: number;\n}\n\nexport interface Camera3DState {\n\t// Orbit / spherical state\n\ttargetX: number;\n\ttargetY: number;\n\ttargetZ: number;\n\tazimuth: number;\n\televation: number;\n\tdistance: number;\n\tfov: number;\n\n\t// Follow\n\tfollowTarget: number;\n\tfollowSmoothing: number;\n\tfollowOffsetX: number;\n\tfollowOffsetY: number;\n\tfollowOffsetZ: number;\n\n\t// Shake (read by sync, written by shake system)\n\ttrauma: number;\n\tshakeOffsetX: number;\n\tshakeOffsetY: number;\n\tshakeOffsetZ: number;\n\n\t// Mutation methods\n\tfollow(target: number | { id: number }, options?: Camera3DFollowOptions): void;\n\tunfollow(): void;\n\tsetTarget(x: number, y: number, z: number): void;\n\tsetOrbit(azimuth: number, elevation: number, distance: number): void;\n\tsetDistance(distance: number): void;\n\tsetFov(fov: number): void;\n\taddTrauma(amount: number): void;\n}\n\nexport interface Camera3DResourceTypes {\n\tcamera3DState: Camera3DState;\n}\n\nexport type Camera3DWorldConfig = WorldConfigFrom<{}, {}, Camera3DResourceTypes>;\n\n// ==================== Plugin Options ====================\n\nexport interface Camera3DPluginOptions<G extends string = 'camera3d'> {\n\tsystemGroup?: G;\n\tphase?: SystemPhase;\n\n\t// Initial orbit state\n\tazimuth?: number;\n\televation?: number;\n\tdistance?: number;\n\ttarget?: { x: number; y: number; z: number };\n\tfov?: number;\n\n\t// Orbit constraints\n\tminDistance?: number;\n\tmaxDistance?: number;\n\tminElevation?: number;\n\tmaxElevation?: number;\n\n\t// Sensitivity\n\torbitSensitivity?: number;\n\tdollySensitivity?: number;\n\n\t// Follow\n\tfollow?: Camera3DFollowOptions;\n\n\t// Shake\n\tshake?: boolean | Partial<Camera3DShakeOptions>;\n\n\t// Injectable RNG for deterministic shake\n\trandomFn?: () => number;\n}\n\n// ==================== Labels ====================\n\nexport type Camera3DLabels =\n\t| 'camera3d-init'\n\t| 'camera3d-follow'\n\t| 'camera3d-shake'\n\t| 'camera3d-sync';\n\n// ==================== Constants ====================\n\nconst DEFAULT_FOLLOW: Readonly<Required<Camera3DFollowOptions>> = {\n\tsmoothing: 5,\n\toffsetX: 0,\n\toffsetY: 0,\n\toffsetZ: 0,\n};\n\nconst DEFAULT_SHAKE: Readonly<Required<Camera3DShakeOptions>> = {\n\ttraumaDecay: 1,\n\tmaxOffsetX: 0.3,\n\tmaxOffsetY: 0.3,\n\tmaxOffsetZ: 0.3,\n};\n\nconst HALF_PI = Math.PI / 2;\nconst ELEVATION_EPSILON = 0.001;\n\n// ==================== Scratch Objects ====================\n\nconst _camPos = { x: 0, y: 0, z: 0 };\n\n// ==================== Helpers ====================\n\nfunction clamp(value: number, min: number, max: number): number {\n\treturn Math.max(min, Math.min(max, value));\n}\n\nfunction resolveShakeOptions(config: true | Partial<Camera3DShakeOptions>): Required<Camera3DShakeOptions> {\n\tif (config === true) return { ...DEFAULT_SHAKE };\n\treturn {\n\t\ttraumaDecay: config.traumaDecay ?? DEFAULT_SHAKE.traumaDecay,\n\t\tmaxOffsetX: config.maxOffsetX ?? DEFAULT_SHAKE.maxOffsetX,\n\t\tmaxOffsetY: config.maxOffsetY ?? DEFAULT_SHAKE.maxOffsetY,\n\t\tmaxOffsetZ: config.maxOffsetZ ?? DEFAULT_SHAKE.maxOffsetZ,\n\t};\n}\n\n/**\n * Convert spherical coordinates to cartesian. Y-up convention (Three.js default).\n * Azimuth rotates in the XZ plane; elevation goes from XZ plane toward +Y.\n */\nexport function sphericalToCartesian(\n\tazimuth: number,\n\televation: number,\n\tdistance: number,\n\tout: { x: number; y: number; z: number },\n): void {\n\tconst cosElev = Math.cos(elevation);\n\tout.x = distance * cosElev * Math.sin(azimuth);\n\tout.y = distance * Math.sin(elevation);\n\tout.z = distance * cosElev * Math.cos(azimuth);\n}\n\n// ==================== Plugin Factory ====================\n\nexport function createCamera3DPlugin<G extends string = 'camera3d'>(\n\toptions?: Camera3DPluginOptions<G>,\n) {\n\tconst {\n\t\tsystemGroup = 'camera3d',\n\t\tphase = 'postUpdate',\n\t\tazimuth: initialAzimuth = 0,\n\t\televation: initialElevation = 0.5,\n\t\tdistance: initialDistance = 10,\n\t\ttarget: initialTarget,\n\t\tfov: initialFov = 75,\n\t\tminDistance = 1,\n\t\tmaxDistance = 100,\n\t\tminElevation = -HALF_PI + ELEVATION_EPSILON,\n\t\tmaxElevation = HALF_PI - ELEVATION_EPSILON,\n\t\torbitSensitivity = 0.003,\n\t\tdollySensitivity = 1.1,\n\t\tfollow: followConfig,\n\t\tshake: shakeConfig,\n\t\trandomFn = Math.random,\n\t} = options ?? {};\n\n\tconst resolvedShake = shakeConfig ? resolveShakeOptions(shakeConfig) : DEFAULT_SHAKE;\n\tconst shakeDecay = resolvedShake.traumaDecay;\n\tconst shakeMaxX = resolvedShake.maxOffsetX;\n\tconst shakeMaxY = resolvedShake.maxOffsetY;\n\tconst shakeMaxZ = resolvedShake.maxOffsetZ;\n\n\treturn definePlugin('camera3d')\n\t\t.withResourceTypes<Camera3DResourceTypes>()\n\t\t.withLabels<Camera3DLabels>()\n\t\t.withGroups<G>()\n\t\t.requires<Camera3DRequiredConfig>()\n\t\t.install((world) => {\n\n\t\t\t// ==================== DOM State ====================\n\n\t\t\tconst drag = { active: false, prevX: 0, prevY: 0, pendingDolly: 0, el: null as HTMLElement | null };\n\n\t\t\t// ==================== Resource ====================\n\n\t\t\tconst state: Camera3DState = {\n\t\t\t\ttargetX: initialTarget?.x ?? 0,\n\t\t\t\ttargetY: initialTarget?.y ?? 0,\n\t\t\t\ttargetZ: initialTarget?.z ?? 0,\n\t\t\t\tazimuth: initialAzimuth,\n\t\t\t\televation: clamp(initialElevation, minElevation, maxElevation),\n\t\t\t\tdistance: clamp(initialDistance, minDistance, maxDistance),\n\t\t\t\tfov: initialFov,\n\n\t\t\t\tfollowTarget: -1,\n\t\t\t\tfollowSmoothing: followConfig?.smoothing ?? DEFAULT_FOLLOW.smoothing,\n\t\t\t\tfollowOffsetX: followConfig?.offsetX ?? DEFAULT_FOLLOW.offsetX,\n\t\t\t\tfollowOffsetY: followConfig?.offsetY ?? DEFAULT_FOLLOW.offsetY,\n\t\t\t\tfollowOffsetZ: followConfig?.offsetZ ?? DEFAULT_FOLLOW.offsetZ,\n\n\t\t\t\ttrauma: 0,\n\t\t\t\tshakeOffsetX: 0,\n\t\t\t\tshakeOffsetY: 0,\n\t\t\t\tshakeOffsetZ: 0,\n\n\t\t\t\t// Mutation methods — all closed-over values are already in scope\n\t\t\t\tfollow(target: number | { id: number }, opts?: Camera3DFollowOptions) {\n\t\t\t\t\tconst targetId = typeof target === 'number' ? target : target.id;\n\t\t\t\t\tstate.followTarget = targetId;\n\t\t\t\t\tstate.followSmoothing = opts?.smoothing ?? followConfig?.smoothing ?? DEFAULT_FOLLOW.smoothing;\n\t\t\t\t\tstate.followOffsetX = opts?.offsetX ?? followConfig?.offsetX ?? DEFAULT_FOLLOW.offsetX;\n\t\t\t\t\tstate.followOffsetY = opts?.offsetY ?? followConfig?.offsetY ?? DEFAULT_FOLLOW.offsetY;\n\t\t\t\t\tstate.followOffsetZ = opts?.offsetZ ?? followConfig?.offsetZ ?? DEFAULT_FOLLOW.offsetZ;\n\t\t\t\t},\n\n\t\t\t\tunfollow() {\n\t\t\t\t\tstate.followTarget = -1;\n\t\t\t\t},\n\n\t\t\t\tsetTarget(x: number, y: number, z: number) {\n\t\t\t\t\tstate.targetX = x;\n\t\t\t\t\tstate.targetY = y;\n\t\t\t\t\tstate.targetZ = z;\n\t\t\t\t},\n\n\t\t\t\tsetOrbit(az: number, el: number, dist: number) {\n\t\t\t\t\tstate.azimuth = az;\n\t\t\t\t\tstate.elevation = clamp(el, minElevation, maxElevation);\n\t\t\t\t\tstate.distance = clamp(dist, minDistance, maxDistance);\n\t\t\t\t},\n\n\t\t\t\tsetDistance(d: number) {\n\t\t\t\t\tstate.distance = clamp(d, minDistance, maxDistance);\n\t\t\t\t},\n\n\t\t\t\tsetFov(f: number) {\n\t\t\t\t\tstate.fov = f;\n\t\t\t\t},\n\n\t\t\t\taddTrauma(amount: number) {\n\t\t\t\t\tstate.trauma = clamp(state.trauma + amount, 0, 1);\n\t\t\t\t},\n\t\t\t};\n\n\t\t\tworld.addResource('camera3DState', state);\n\n\t\t\t// ==================== DOM Handlers ====================\n\n\t\t\tfunction onPointerDown(e: PointerEvent) {\n\t\t\t\tdrag.active = true;\n\t\t\t\tdrag.prevX = e.clientX;\n\t\t\t\tdrag.prevY = e.clientY;\n\t\t\t\tdrag.el?.setPointerCapture(e.pointerId);\n\t\t\t}\n\n\t\t\tfunction onPointerMove(e: PointerEvent) {\n\t\t\t\tif (!drag.active) return;\n\t\t\t\tconst deltaX = e.clientX - drag.prevX;\n\t\t\t\tconst deltaY = e.clientY - drag.prevY;\n\t\t\t\tdrag.prevX = e.clientX;\n\t\t\t\tdrag.prevY = e.clientY;\n\n\t\t\t\tstate.azimuth -= deltaX * orbitSensitivity;\n\t\t\t\tstate.elevation = clamp(\n\t\t\t\t\tstate.elevation + deltaY * orbitSensitivity,\n\t\t\t\t\tminElevation,\n\t\t\t\t\tmaxElevation,\n\t\t\t\t);\n\t\t\t}\n\n\t\t\tfunction onPointerUp(e: PointerEvent) {\n\t\t\t\tdrag.active = false;\n\t\t\t\tdrag.el?.releasePointerCapture(e.pointerId);\n\t\t\t}\n\n\t\t\tfunction onWheel(e: WheelEvent) {\n\t\t\t\te.preventDefault();\n\t\t\t\tdrag.pendingDolly += Math.sign(e.deltaY);\n\t\t\t}\n\n\t\t\t// ==================== Init System ====================\n\n\t\t\t// Camera ref cached once at init — never changes at runtime\n\t\t\tlet cachedCamera: Renderer3DResourceTypes['camera'] | null = null;\n\t\t\tlet cachedPerspCamera: PerspectiveCamera | null = null;\n\n\t\t\tworld\n\t\t\t\t.addSystem('camera3d-init')\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setOnInitialize((ecs) => {\n\t\t\t\t\tconst threeRenderer = ecs.getResource('threeRenderer');\n\t\t\t\t\tcachedCamera = ecs.getResource('camera');\n\n\t\t\t\t\t// Narrow to PerspectiveCamera once\n\t\t\t\t\tcachedPerspCamera = 'aspect' in cachedCamera\n\t\t\t\t\t\t? cachedCamera as PerspectiveCamera\n\t\t\t\t\t\t: null;\n\n\t\t\t\t\tif (cachedPerspCamera) {\n\t\t\t\t\t\tstate.fov = cachedPerspCamera.fov;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Attach DOM listeners\n\t\t\t\t\tdrag.el = threeRenderer.domElement;\n\t\t\t\t\tdrag.el.addEventListener('pointerdown', onPointerDown);\n\t\t\t\t\tdrag.el.addEventListener('pointermove', onPointerMove);\n\t\t\t\t\tdrag.el.addEventListener('pointerup', onPointerUp);\n\t\t\t\t\tdrag.el.addEventListener('wheel', onWheel as EventListener, { passive: false });\n\n\t\t\t\t\t// Initial camera position sync\n\t\t\t\t\tsphericalToCartesian(state.azimuth, state.elevation, state.distance, _camPos);\n\t\t\t\t\tcachedCamera.position.set(\n\t\t\t\t\t\tstate.targetX + _camPos.x,\n\t\t\t\t\t\tstate.targetY + _camPos.y,\n\t\t\t\t\t\tstate.targetZ + _camPos.z,\n\t\t\t\t\t);\n\t\t\t\t\tcachedCamera.lookAt(state.targetX, state.targetY, state.targetZ);\n\t\t\t\t})\n\t\t\t\t.setOnDetach(() => {\n\t\t\t\t\tif (!drag.el) return;\n\t\t\t\t\tdrag.el.removeEventListener('pointerdown', onPointerDown);\n\t\t\t\t\tdrag.el.removeEventListener('pointermove', onPointerMove);\n\t\t\t\t\tdrag.el.removeEventListener('pointerup', onPointerUp);\n\t\t\t\t\tdrag.el.removeEventListener('wheel', onWheel as EventListener);\n\t\t\t\t\tdrag.el = null;\n\t\t\t\t\tcachedCamera = null;\n\t\t\t\t\tcachedPerspCamera = null;\n\t\t\t\t});\n\n\t\t\t// ==================== Follow System ====================\n\n\t\t\tworld\n\t\t\t\t.addSystem('camera3d-follow')\n\t\t\t\t.setPriority(400)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setProcess(({ ecs, dt }) => {\n\t\t\t\t\tif (state.followTarget < 0) return;\n\n\t\t\t\t\tlet worldTransform;\n\t\t\t\t\ttry {\n\t\t\t\t\t\tworldTransform = ecs.getComponent(state.followTarget, 'worldTransform3D');\n\t\t\t\t\t} catch {\n\t\t\t\t\t\t// Entity was destroyed — auto-unfollow to avoid repeated throws\n\t\t\t\t\t\tstate.followTarget = -1;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\t\t\t\t\tif (!worldTransform) return;\n\n\t\t\t\t\tconst goalX = worldTransform.x + state.followOffsetX;\n\t\t\t\t\tconst goalY = worldTransform.y + state.followOffsetY;\n\t\t\t\t\tconst goalZ = worldTransform.z + state.followOffsetZ;\n\n\t\t\t\t\tconst factor = Math.min(1, state.followSmoothing * dt);\n\t\t\t\t\tstate.targetX += (goalX - state.targetX) * factor;\n\t\t\t\t\tstate.targetY += (goalY - state.targetY) * factor;\n\t\t\t\t\tstate.targetZ += (goalZ - state.targetZ) * factor;\n\t\t\t\t});\n\n\t\t\t// ==================== Shake System ====================\n\n\t\t\tworld\n\t\t\t\t.addSystem('camera3d-shake')\n\t\t\t\t.setPriority(390)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setProcess(({ dt }) => {\n\t\t\t\t\tif (state.trauma <= 0) {\n\t\t\t\t\t\tstate.shakeOffsetX = 0;\n\t\t\t\t\t\tstate.shakeOffsetY = 0;\n\t\t\t\t\t\tstate.shakeOffsetZ = 0;\n\t\t\t\t\t\treturn;\n\t\t\t\t\t}\n\n\t\t\t\t\tstate.trauma = Math.max(0, state.trauma - shakeDecay * dt);\n\n\t\t\t\t\tconst intensity = state.trauma * state.trauma;\n\t\t\t\t\tstate.shakeOffsetX = shakeMaxX * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\tstate.shakeOffsetY = shakeMaxY * intensity * (randomFn() * 2 - 1);\n\t\t\t\t\tstate.shakeOffsetZ = shakeMaxZ * intensity * (randomFn() * 2 - 1);\n\t\t\t\t});\n\n\t\t\t// ==================== Sync System ====================\n\n\t\t\tworld\n\t\t\t\t.addSystem('camera3d-sync')\n\t\t\t\t.setPriority(380)\n\t\t\t\t.inPhase(phase)\n\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t.setProcess(() => {\n\t\t\t\t\tif (!cachedCamera) return;\n\n\t\t\t\t\t// Process pending dolly\n\t\t\t\t\tif (drag.pendingDolly !== 0) {\n\t\t\t\t\t\tstate.distance = clamp(\n\t\t\t\t\t\t\tstate.distance * Math.pow(dollySensitivity, drag.pendingDolly),\n\t\t\t\t\t\t\tminDistance,\n\t\t\t\t\t\t\tmaxDistance,\n\t\t\t\t\t\t);\n\t\t\t\t\t\tdrag.pendingDolly = 0;\n\t\t\t\t\t}\n\n\t\t\t\t\t// Compute camera position from spherical coords\n\t\t\t\t\tsphericalToCartesian(state.azimuth, state.elevation, state.distance, _camPos);\n\t\t\t\t\tcachedCamera.position.set(\n\t\t\t\t\t\tstate.targetX + _camPos.x + state.shakeOffsetX,\n\t\t\t\t\t\tstate.targetY + _camPos.y + state.shakeOffsetY,\n\t\t\t\t\t\tstate.targetZ + _camPos.z + state.shakeOffsetZ,\n\t\t\t\t\t);\n\t\t\t\t\tcachedCamera.lookAt(state.targetX, state.targetY, state.targetZ);\n\n\t\t\t\t\t// Update FOV if changed (PerspectiveCamera only)\n\t\t\t\t\tif (cachedPerspCamera && cachedPerspCamera.fov !== state.fov) {\n\t\t\t\t\t\tcachedPerspCamera.fov = state.fov;\n\t\t\t\t\t\tcachedPerspCamera.updateProjectionMatrix();\n\t\t\t\t\t}\n\t\t\t\t});\n\t\t});\n}\n"
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+ "names": []
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+ }
@@ -1,4 +1,4 @@
1
- var p=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(B,D)=>(typeof require<"u"?require:B)[D]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as W}from"ecspresso";function _(j,B){return j*73856093^B*19349663}function k(j){return{cellSize:j,invCellSize:1/j,cells:new Map,entries:new Map,_entriesPrev:new Map}}function v(j){j._entriesPrev.clear();let B=j.entries;j.entries=j._entriesPrev,j._entriesPrev=B;for(let D of j.cells.values())D.length=0}function Q(j,B,D,F,K,L){let M=j._entriesPrev.get(B);if(M)j._entriesPrev.delete(B),M.x=D,M.y=F,M.halfW=K,M.halfH=L,j.entries.set(B,M);else j.entries.set(B,{entityId:B,x:D,y:F,halfW:K,halfH:L});let T=j.invCellSize,J=Math.floor((D-K)*T),$=Math.floor((D+K)*T),A=Math.floor((F-L)*T),V=Math.floor((F+L)*T);for(let N=J;N<=$;N++)for(let Z=A;Z<=V;Z++){let O=_(N,Z),U=j.cells.get(O);if(U)U.push(B);else j.cells.set(O,[B])}}function G(j,B,D,F,K,L){let M=j.invCellSize,T=Math.floor(B*M),J=Math.floor(F*M),$=Math.floor(D*M),A=Math.floor(K*M);for(let V=T;V<=J;V++)for(let N=$;N<=A;N++){let Z=j.cells.get(_(V,N));if(!Z)continue;for(let O=0;O<Z.length;O++){let U=Z[O];if(U!==void 0)L.add(U)}}}var H=new Set;function R(j,B,D,F,K){let L=H;L.clear(),G(j,B-F,D-F,B+F,D+F,L);let M=F*F;for(let T of L){let J=j.entries.get(T);if(!J)continue;let $=Math.max(J.x-J.halfW,Math.min(B,J.x+J.halfW)),A=Math.max(J.y-J.halfH,Math.min(D,J.y+J.halfH)),V=B-$,N=D-A;if(V*V+N*N<=M)K.add(T)}}var E=new Set;function S(j){return{grid:j,queryRect(B,D,F,K){return E.clear(),G(j,B,D,F,K,E),Array.from(E)},queryRectInto(B,D,F,K,L){G(j,B,D,F,K,L)},queryRadius(B,D,F){return E.clear(),R(j,B,D,F,E),Array.from(E)},queryRadiusInto(B,D,F,K){R(j,B,D,F,K)},getEntry(B){return j.entries.get(B)}}}function b(j){let{cellSize:B=64,systemGroup:D="spatialIndex",priority:F=2000,phases:K=["fixedUpdate","postUpdate"]}=j??{},L=k(B),M=S(L);return W("spatialIndex").withComponentTypes().withResourceTypes().withLabels().withGroups().install((T)=>{T.addResource("spatialIndex",M);for(let J of K){let $=J==="fixedUpdate"?"localTransform":"worldTransform";T.addSystem(`spatial-index-rebuild-${J}`).setPriority(F).inPhase(J).inGroup(D).addQuery("transforms",{with:[$]}).setProcess(({queries:A,ecs:V})=>{v(L);for(let N of A.transforms){let Z=N.components[$],O=V.getComponent(N.id,"aabbCollider"),U=V.getComponent(N.id,"circleCollider");if(!O&&!U)continue;let{x:w,y:z}=Z,P=0,q=0;if(O)w+=O.offsetX??0,z+=O.offsetY??0,P=O.width/2,q=O.height/2;if(U)w+=U.offsetX??0,z+=U.offsetY??0,P=Math.max(P,U.radius),q=Math.max(q,U.radius);Q(L,N.id,w,z,P,q)}})}})}export{b as createSpatialIndexPlugin};
1
+ var H=Object.defineProperty;var W=(j)=>j;function S(j,A){this[j]=W.bind(null,A)}var Y=(j,A)=>{for(var B in A)H(j,B,{get:A[B],enumerable:!0,configurable:!0,set:S.bind(A,B)})};var I=(j,A)=>()=>(j&&(A=j(j=0)),A);var b=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(A,B)=>(typeof require<"u"?require:A)[B]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as p}from"ecspresso";function _(j,A){return j*73856093^A*19349663}function k(j){return{cellSize:j,invCellSize:1/j,cells:new Map,entries:new Map,_entriesPrev:new Map}}function v(j){j._entriesPrev.clear();let A=j.entries;j.entries=j._entriesPrev,j._entriesPrev=A;for(let B of j.cells.values())B.length=0}function Q(j,A,B,D,J,K){let L=j._entriesPrev.get(A);if(L)j._entriesPrev.delete(A),L.x=B,L.y=D,L.halfW=J,L.halfH=K,j.entries.set(A,L);else j.entries.set(A,{entityId:A,x:B,y:D,halfW:J,halfH:K});let O=j.invCellSize,F=Math.floor((B-J)*O),Z=Math.floor((B+J)*O),$=Math.floor((D-K)*O),U=Math.floor((D+K)*O);for(let M=F;M<=Z;M++)for(let V=$;V<=U;V++){let N=_(M,V),T=j.cells.get(N);if(T)T.push(A);else j.cells.set(N,[A])}}function G(j,A,B,D,J,K){let L=j.invCellSize,O=Math.floor(A*L),F=Math.floor(D*L),Z=Math.floor(B*L),$=Math.floor(J*L);for(let U=O;U<=F;U++)for(let M=Z;M<=$;M++){let V=j.cells.get(_(U,M));if(!V)continue;for(let N=0;N<V.length;N++){let T=V[N];if(T!==void 0)K.add(T)}}}var C=new Set;function R(j,A,B,D,J){let K=C;K.clear(),G(j,A-D,B-D,A+D,B+D,K);let L=D*D;for(let O of K){let F=j.entries.get(O);if(!F)continue;let Z=Math.max(F.x-F.halfW,Math.min(A,F.x+F.halfW)),$=Math.max(F.y-F.halfH,Math.min(B,F.y+F.halfH)),U=A-Z,M=B-$;if(U*U+M*M<=L)J.add(O)}}var E=new Set;function X(j){return{grid:j,queryRect(A,B,D,J){return E.clear(),G(j,A,B,D,J,E),Array.from(E)},queryRectInto(A,B,D,J,K){G(j,A,B,D,J,K)},queryRadius(A,B,D){return E.clear(),R(j,A,B,D,E),Array.from(E)},queryRadiusInto(A,B,D,J){R(j,A,B,D,J)},getEntry(A){return j.entries.get(A)}}}function x(j){let{cellSize:A=64,systemGroup:B="spatialIndex",priority:D=2000,phases:J=["fixedUpdate","postUpdate"]}=j??{},K=k(A),L=X(K);return p("spatialIndex").withComponentTypes().withResourceTypes().withLabels().withGroups().install((O)=>{O.addResource("spatialIndex",L);for(let F of J){let Z=F==="fixedUpdate"?"localTransform":"worldTransform";O.addSystem(`spatial-index-rebuild-${F}`).setPriority(D).inPhase(F).inGroup(B).addQuery("transforms",{with:[Z]}).setProcess(({queries:$,ecs:U})=>{v(K);for(let M of $.transforms){let V=M.components[Z],N=U.getComponent(M.id,"aabbCollider"),T=U.getComponent(M.id,"circleCollider");if(!N&&!T)continue;let{x:w,y:z}=V,P=0,q=0;if(N)w+=N.offsetX??0,z+=N.offsetY??0,P=N.width/2,q=N.height/2;if(T)w+=T.offsetX??0,z+=T.offsetY??0,P=Math.max(P,T.radius),q=Math.max(q,T.radius);Q(K,M.id,w,z,P,q)}})}})}export{x as createSpatialIndexPlugin};
2
2
 
3
- //# debugId=E44D2792AD7B9A7964756E2164756E21
3
+ //# debugId=59D4BCC64857EC6A64756E2164756E21
4
4
  //# sourceMappingURL=spatial-index.js.map
@@ -3,9 +3,9 @@
3
3
  "sources": ["../src/plugins/spatial/spatial-index.ts", "../src/utils/spatial-hash.ts"],
4
4
  "sourcesContent": [
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5
  "/**\n * Spatial Index Plugin for ECSpresso\n *\n * Provides a uniform-grid spatial hash for broadphase collision detection\n * and proximity queries. Replaces O(n²) brute-force with O(n·d) where\n * d = local density.\n *\n * Standalone usage: queryRect / queryRadius for proximity queries.\n * Automatic acceleration: collision and physics2D plugins detect the\n * spatialIndex resource at runtime and use it for broadphase when present.\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type { TransformComponentTypes } from './transform';\nimport type { CollisionComponentTypes } from '../physics/collision';\nimport {\n\ttype SpatialEntry,\n\ttype SpatialHashGrid,\n\ttype SpatialIndex,\n\tcreateGrid,\n\tclearGrid,\n\tinsertEntity,\n\tgridQueryRect,\n\tgridQueryRadius,\n} from '../../utils/spatial-hash';\n\n// Module-scoped reusable set to reduce GC pressure\nconst _reusableQuerySet = new Set<number>();\n\n// ==================== Resource API ====================\n\nexport interface SpatialIndexResourceTypes {\n\tspatialIndex: SpatialIndex;\n}\n\nfunction createSpatialIndexResource(grid: SpatialHashGrid): SpatialIndex {\n\treturn {\n\t\tgrid,\n\t\tqueryRect(minX: number, minY: number, maxX: number, maxY: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryRect(grid, minX, minY, maxX, maxY, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryRectInto(minX: number, minY: number, maxX: number, maxY: number, result: Set<number>): void {\n\t\t\tgridQueryRect(grid, minX, minY, maxX, maxY, result);\n\t\t},\n\t\tqueryRadius(cx: number, cy: number, radius: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryRadius(grid, cx, cy, radius, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryRadiusInto(cx: number, cy: number, radius: number, result: Set<number>): void {\n\t\t\tgridQueryRadius(grid, cx, cy, radius, result);\n\t\t},\n\t\tgetEntry(entityId: number): SpatialEntry | undefined {\n\t\t\treturn grid.entries.get(entityId);\n\t\t},\n\t};\n}\n\n// ==================== Component Types ====================\n\ntype SpatialIndexComponentTypes =\n\tTransformComponentTypes & Pick<CollisionComponentTypes<string>, 'aabbCollider' | 'circleCollider'>;\n\n// ==================== Plugin Options ====================\n\nexport type SpatialIndexPhase = 'fixedUpdate' | 'postUpdate';\ntype SpatialIndexLabel = `spatial-index-rebuild-${SpatialIndexPhase}`;\n\nexport interface SpatialIndexPluginOptions<G extends string = 'spatialIndex'> {\n\t/** Cell size for the spatial hash grid (default: 64) */\n\tcellSize?: number;\n\t/** System group name (default: 'spatialIndex') */\n\tsystemGroup?: G;\n\t/** Priority for rebuild systems (default: 2000, before collision) */\n\tpriority?: number;\n\t/** Phases to register rebuild systems in (default: ['fixedUpdate', 'postUpdate']) */\n\tphases?: ReadonlyArray<SpatialIndexPhase>;\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a spatial index plugin for ECSpresso.\n *\n * Provides a uniform-grid spatial hash that accelerates collision detection.\n * When installed alongside the collision or physics2D plugins, they\n * automatically use the spatial index for broadphase instead of O(n²)\n * brute-force.\n *\n * Also provides proximity query methods for game logic (e.g. \"find all\n * enemies within 200 units\").\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createTransformPlugin())\n * .withPlugin(createCollisionPlugin({ layers }))\n * .withPlugin(createSpatialIndexPlugin({ cellSize: 128 }))\n * .build();\n *\n * // Proximity query in a system:\n * const si = ecs.getResource('spatialIndex');\n * const nearby = si.queryRadius(playerX, playerY, 200);\n * ```\n */\nexport function createSpatialIndexPlugin<G extends string = 'spatialIndex'>(\n\toptions?: SpatialIndexPluginOptions<G>,\n) {\n\tconst {\n\t\tcellSize = 64,\n\t\tsystemGroup = 'spatialIndex',\n\t\tpriority = 2000,\n\t\tphases = ['fixedUpdate', 'postUpdate'] as const,\n\t} = options ?? {};\n\n\tconst grid = createGrid(cellSize);\n\tconst resource = createSpatialIndexResource(grid);\n\n\treturn definePlugin('spatialIndex')\n\t\t.withComponentTypes<SpatialIndexComponentTypes>()\n\t\t.withResourceTypes<SpatialIndexResourceTypes>()\n\t\t.withLabels<SpatialIndexLabel>()\n\t\t.withGroups<G>()\n\t\t.install((world) => {\n\t\t\tworld.addResource('spatialIndex', resource);\n\n\t\t\t// Register a rebuild system for each requested phase\n\t\t\tfor (const phase of phases) {\n\t\t\t\tconst transformComponent = phase === 'fixedUpdate' ? 'localTransform' : 'worldTransform';\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem(`spatial-index-rebuild-${phase}`)\n\t\t\t\t\t.setPriority(priority)\n\t\t\t\t\t.inPhase(phase as SystemPhase)\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.addQuery('transforms', {\n\t\t\t\t\t\twith: [transformComponent],\n\t\t\t\t\t})\n\t\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\t\tclearGrid(grid);\n\n\t\t\t\t\t\tfor (const entity of queries.transforms) {\n\t\t\t\t\t\t\tconst transform = entity.components[transformComponent];\n\t\t\t\t\t\t\tconst aabb = ecs.getComponent(entity.id, 'aabbCollider');\n\t\t\t\t\t\t\tconst circle = ecs.getComponent(entity.id, 'circleCollider');\n\n\t\t\t\t\t\t\t// Only insert entities that have a collider\n\t\t\t\t\t\t\tif (!aabb && !circle) continue;\n\n\t\t\t\t\t\t\tlet x = transform.x;\n\t\t\t\t\t\t\tlet y = transform.y;\n\t\t\t\t\t\t\tlet halfW = 0;\n\t\t\t\t\t\t\tlet halfH = 0;\n\n\t\t\t\t\t\t\tif (aabb) {\n\t\t\t\t\t\t\t\tx += aabb.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += aabb.offsetY ?? 0;\n\t\t\t\t\t\t\t\thalfW = aabb.width / 2;\n\t\t\t\t\t\t\t\thalfH = aabb.height / 2;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (circle) {\n\t\t\t\t\t\t\t\tx += circle.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += circle.offsetY ?? 0;\n\t\t\t\t\t\t\t\t// Circle: use radius as half-extent in both dimensions\n\t\t\t\t\t\t\t\thalfW = Math.max(halfW, circle.radius);\n\t\t\t\t\t\t\t\thalfH = Math.max(halfH, circle.radius);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tinsertEntity(grid, entity.id, x, y, halfW, halfH);\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t}\n\t\t});\n}\n",
6
- "/**\n * Spatial Hash Grid\n *\n * Uniform-grid spatial hash for broadphase collision detection and\n * proximity queries. Pure data structure, no ECS dependencies.\n */\n\n// ==================== Data Structure ====================\n\nexport interface SpatialEntry {\n\tentityId: number;\n\tx: number;\n\ty: number;\n\thalfW: number;\n\thalfH: number;\n}\n\nexport interface SpatialHashGrid {\n\tcellSize: number;\n\tinvCellSize: number;\n\tcells: Map<number, number[]>;\n\tentries: Map<number, SpatialEntry>;\n\t/** Previous-frame entries held for in-place reuse during rebuild. Internal. */\n\t_entriesPrev: Map<number, SpatialEntry>;\n}\n\n// ==================== Pure Functions ====================\n\n/**\n * Hash a cell coordinate pair to a single integer key.\n * Uses large-prime XOR to distribute values.\n */\nexport function hashCell(cx: number, cy: number): number {\n\t// Large primes for spatial hashing distribution\n\treturn (cx * 73856093) ^ (cy * 19349663);\n}\n\n/**\n * Create a new empty spatial hash grid.\n */\nexport function createGrid(cellSize: number): SpatialHashGrid {\n\treturn {\n\t\tcellSize,\n\t\tinvCellSize: 1 / cellSize,\n\t\tcells: new Map(),\n\t\tentries: new Map(),\n\t\t_entriesPrev: new Map(),\n\t};\n}\n\n/**\n * Prepare the grid for a rebuild.\n *\n * Swaps `entries` with `_entriesPrev` so `insertEntity` can reuse existing\n * `SpatialEntry` objects in place (steady-state rebuilds allocate zero\n * entries). Any stale entries left in `_entriesPrev` from the previous\n * rebuild are dropped here.\n *\n * Cell buckets are cleared in place — keys are retained so subsequent\n * inserts hit the existing array rather than allocating a fresh one.\n */\nexport function clearGrid(grid: SpatialHashGrid): void {\n\tgrid._entriesPrev.clear();\n\tconst tmp = grid.entries;\n\tgrid.entries = grid._entriesPrev;\n\tgrid._entriesPrev = tmp;\n\n\tfor (const bucket of grid.cells.values()) {\n\t\tbucket.length = 0;\n\t}\n}\n\n/**\n * Insert an entity into all overlapping cells of the grid.\n */\nexport function insertEntity(\n\tgrid: SpatialHashGrid,\n\tentityId: number,\n\tx: number,\n\ty: number,\n\thalfW: number,\n\thalfH: number,\n): void {\n\tconst recycled = grid._entriesPrev.get(entityId);\n\tif (recycled) {\n\t\tgrid._entriesPrev.delete(entityId);\n\t\trecycled.x = x;\n\t\trecycled.y = y;\n\t\trecycled.halfW = halfW;\n\t\trecycled.halfH = halfH;\n\t\tgrid.entries.set(entityId, recycled);\n\t} else {\n\t\tgrid.entries.set(entityId, { entityId, x, y, halfW, halfH });\n\t}\n\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor((x - halfW) * inv);\n\tconst maxCX = Math.floor((x + halfW) * inv);\n\tconst minCY = Math.floor((y - halfH) * inv);\n\tconst maxCY = Math.floor((y + halfH) * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst key = hashCell(cx, cy);\n\t\t\tconst bucket = grid.cells.get(key);\n\t\t\tif (bucket) {\n\t\t\t\tbucket.push(entityId);\n\t\t\t} else {\n\t\t\t\tgrid.cells.set(key, [entityId]);\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Collect entity IDs from all cells overlapping the given rectangle.\n */\nexport function gridQueryRect(\n\tgrid: SpatialHashGrid,\n\tminX: number,\n\tminY: number,\n\tmaxX: number,\n\tmaxY: number,\n\tresult: Set<number>,\n): void {\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor(minX * inv);\n\tconst maxCX = Math.floor(maxX * inv);\n\tconst minCY = Math.floor(minY * inv);\n\tconst maxCY = Math.floor(maxY * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst bucket = grid.cells.get(hashCell(cx, cy));\n\t\t\tif (!bucket) continue;\n\t\t\tfor (let i = 0; i < bucket.length; i++) {\n\t\t\t\tconst entry = bucket[i];\n\t\t\t\tif (entry !== undefined) result.add(entry);\n\t\t\t}\n\t\t}\n\t}\n}\n\n// Module-scoped reusable set to reduce GC pressure\nconst _radiusCandidates = new Set<number>();\n\n/**\n * Collect entity IDs within a circle. Uses rect broadphase then\n * AABB-to-point distance filter.\n */\nexport function gridQueryRadius(\n\tgrid: SpatialHashGrid,\n\tcx: number,\n\tcy: number,\n\tradius: number,\n\tresult: Set<number>,\n): void {\n\t// Broadphase: rect query for bounding box of circle\n\tconst candidates = _radiusCandidates;\n\tcandidates.clear();\n\tgridQueryRect(grid, cx - radius, cy - radius, cx + radius, cy + radius, candidates);\n\n\tconst rSq = radius * radius;\n\n\tfor (const entityId of candidates) {\n\t\tconst entry = grid.entries.get(entityId);\n\t\tif (!entry) continue;\n\n\t\t// Closest point on entity AABB to query center\n\t\tconst closestX = Math.max(entry.x - entry.halfW, Math.min(cx, entry.x + entry.halfW));\n\t\tconst closestY = Math.max(entry.y - entry.halfH, Math.min(cy, entry.y + entry.halfH));\n\t\tconst dx = cx - closestX;\n\t\tconst dy = cy - closestY;\n\n\t\tif (dx * dx + dy * dy <= rSq) {\n\t\t\tresult.add(entityId);\n\t\t}\n\t}\n}\n\n// ==================== Resource API ====================\n\nexport interface SpatialIndex {\n\treadonly grid: SpatialHashGrid;\n\tqueryRect(minX: number, minY: number, maxX: number, maxY: number): number[];\n\tqueryRectInto(minX: number, minY: number, maxX: number, maxY: number, result: Set<number>): void;\n\tqueryRadius(cx: number, cy: number, radius: number): number[];\n\tqueryRadiusInto(cx: number, cy: number, radius: number, result: Set<number>): void;\n\tgetEntry(entityId: number): SpatialEntry | undefined;\n}\n"
6
+ "/**\n * Spatial Hash Grid\n *\n * Uniform-grid spatial hash for broadphase collision detection and\n * proximity queries. Pure data structure, no ECS dependencies.\n */\n\n// ==================== Data Structure ====================\n\nexport interface SpatialEntry {\n\tentityId: number;\n\tx: number;\n\ty: number;\n\thalfW: number;\n\thalfH: number;\n}\n\nexport interface SpatialHashGrid {\n\tcellSize: number;\n\tinvCellSize: number;\n\tcells: Map<number, number[]>;\n\tentries: Map<number, SpatialEntry>;\n\t/** Previous-frame entries held for in-place reuse during rebuild. Internal. */\n\t_entriesPrev: Map<number, SpatialEntry>;\n}\n\n// ==================== Pure Functions ====================\n\n/**\n * Hash a cell coordinate pair to a single integer key.\n * Uses large-prime XOR to distribute values.\n */\nexport function hashCell(cx: number, cy: number): number {\n\t// Large primes for spatial hashing distribution\n\treturn (cx * 73856093) ^ (cy * 19349663);\n}\n\n/**\n * Create a new empty spatial hash grid.\n */\nexport function createGrid(cellSize: number): SpatialHashGrid {\n\treturn {\n\t\tcellSize,\n\t\tinvCellSize: 1 / cellSize,\n\t\tcells: new Map(),\n\t\tentries: new Map(),\n\t\t_entriesPrev: new Map(),\n\t};\n}\n\n/**\n * Prepare the grid for a rebuild.\n *\n * Swaps `entries` with `_entriesPrev` so `insertEntity` can reuse existing\n * `SpatialEntry` objects in place (steady-state rebuilds allocate zero\n * entries). Any stale entries left in `_entriesPrev` from the previous\n * rebuild are dropped here.\n *\n * Cell buckets are cleared in place — keys are retained so subsequent\n * inserts hit the existing array rather than allocating a fresh one.\n */\nexport function clearGrid(grid: SpatialHashGrid): void {\n\tgrid._entriesPrev.clear();\n\tconst tmp = grid.entries;\n\tgrid.entries = grid._entriesPrev;\n\tgrid._entriesPrev = tmp;\n\n\tfor (const bucket of grid.cells.values()) {\n\t\tbucket.length = 0;\n\t}\n}\n\n/**\n * Insert an entity into all overlapping cells of the grid.\n */\nexport function insertEntity(\n\tgrid: SpatialHashGrid,\n\tentityId: number,\n\tx: number,\n\ty: number,\n\thalfW: number,\n\thalfH: number,\n): void {\n\tconst recycled = grid._entriesPrev.get(entityId);\n\tif (recycled) {\n\t\tgrid._entriesPrev.delete(entityId);\n\t\trecycled.x = x;\n\t\trecycled.y = y;\n\t\trecycled.halfW = halfW;\n\t\trecycled.halfH = halfH;\n\t\tgrid.entries.set(entityId, recycled);\n\t} else {\n\t\tgrid.entries.set(entityId, { entityId, x, y, halfW, halfH });\n\t}\n\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor((x - halfW) * inv);\n\tconst maxCX = Math.floor((x + halfW) * inv);\n\tconst minCY = Math.floor((y - halfH) * inv);\n\tconst maxCY = Math.floor((y + halfH) * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst key = hashCell(cx, cy);\n\t\t\tconst bucket = grid.cells.get(key);\n\t\t\tif (bucket) {\n\t\t\t\tbucket.push(entityId);\n\t\t\t} else {\n\t\t\t\tgrid.cells.set(key, [entityId]);\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Collect entity IDs from all cells overlapping the given rectangle.\n */\nexport function gridQueryRect(\n\tgrid: SpatialHashGrid,\n\tminX: number,\n\tminY: number,\n\tmaxX: number,\n\tmaxY: number,\n\tresult: Set<number>,\n): void {\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor(minX * inv);\n\tconst maxCX = Math.floor(maxX * inv);\n\tconst minCY = Math.floor(minY * inv);\n\tconst maxCY = Math.floor(maxY * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tconst bucket = grid.cells.get(hashCell(cx, cy));\n\t\t\tif (!bucket) continue;\n\t\t\tfor (let i = 0; i < bucket.length; i++) {\n\t\t\t\tconst entry = bucket[i];\n\t\t\t\tif (entry !== undefined) result.add(entry);\n\t\t\t}\n\t\t}\n\t}\n}\n\n// Module-scoped reusable set to reduce GC pressure\nconst _radiusCandidates = new Set<number>();\n\n/**\n * Collect entity IDs within a circle. Uses rect broadphase then\n * AABB-to-point distance filter.\n */\nexport function gridQueryRadius(\n\tgrid: SpatialHashGrid,\n\tcx: number,\n\tcy: number,\n\tradius: number,\n\tresult: Set<number>,\n): void {\n\t// Broadphase: rect query for bounding box of circle\n\tconst candidates = _radiusCandidates;\n\tcandidates.clear();\n\tgridQueryRect(grid, cx - radius, cy - radius, cx + radius, cy + radius, candidates);\n\n\tconst rSq = radius * radius;\n\n\tfor (const entityId of candidates) {\n\t\tconst entry = grid.entries.get(entityId);\n\t\tif (!entry) continue;\n\n\t\t// Closest point on entity AABB to query center\n\t\tconst closestX = Math.max(entry.x - entry.halfW, Math.min(cx, entry.x + entry.halfW));\n\t\tconst closestY = Math.max(entry.y - entry.halfH, Math.min(cy, entry.y + entry.halfH));\n\t\tconst dx = cx - closestX;\n\t\tconst dy = cy - closestY;\n\n\t\tif (dx * dx + dy * dy <= rSq) {\n\t\t\tresult.add(entityId);\n\t\t}\n\t}\n}\n\n// ==================== Resource API ====================\n\n// TODO: Move SpatialIndex interface to src/plugins/spatial/spatial-index.ts.\n// It's a resource API concern, not a data structure concern. This file should\n// only contain the grid primitives (SpatialEntry, SpatialHashGrid, and the\n// pure functions that operate on them).\nexport interface SpatialIndex {\n\treadonly grid: SpatialHashGrid;\n\tqueryRect(minX: number, minY: number, maxX: number, maxY: number): number[];\n\tqueryRectInto(minX: number, minY: number, maxX: number, maxY: number, result: Set<number>): void;\n\tqueryRadius(cx: number, cy: number, radius: number): number[];\n\tqueryRadiusInto(cx: number, cy: number, radius: number, result: Set<number>): void;\n\tgetEntry(entityId: number): SpatialEntry | undefined;\n}\n"
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+ "debugId": "59D4BCC64857EC6A64756E2164756E21",
10
10
  "names": []
11
11
  }
@@ -0,0 +1,80 @@
1
+ /**
2
+ * Spatial Index 3D Plugin for ECSpresso
3
+ *
4
+ * Provides a uniform-grid spatial hash for broadphase collision detection
5
+ * and proximity queries in 3D. Rebuilds the grid each frame from entity
6
+ * transforms. Replaces O(n²) brute-force with O(n·d) where d = local density.
7
+ *
8
+ * Standalone usage: queryBox / queryRadius for proximity queries.
9
+ * Automatic acceleration: collision3D and physics3D plugins detect the
10
+ * spatialIndex3D resource at runtime and use it for broadphase when present.
11
+ */
12
+ import type { Transform3DComponentTypes } from './transform3D';
13
+ import { type SpatialIndex3D } from '../../utils/spatial-hash3D';
14
+ /**
15
+ * 3D axis-aligned bounding box collider component.
16
+ * Defined here (spatial layer) so collision3D can import rather than redefine.
17
+ */
18
+ export interface AABB3DCollider {
19
+ width: number;
20
+ height: number;
21
+ depth: number;
22
+ offsetX?: number;
23
+ offsetY?: number;
24
+ offsetZ?: number;
25
+ }
26
+ /**
27
+ * Sphere collider component.
28
+ * Defined here (spatial layer) so collision3D can import rather than redefine.
29
+ */
30
+ export interface SphereCollider {
31
+ radius: number;
32
+ offsetX?: number;
33
+ offsetY?: number;
34
+ offsetZ?: number;
35
+ }
36
+ export interface Spatial3DColliderComponentTypes {
37
+ aabb3DCollider: AABB3DCollider;
38
+ sphereCollider: SphereCollider;
39
+ }
40
+ export interface SpatialIndex3DResourceTypes {
41
+ spatialIndex3D: SpatialIndex3D;
42
+ }
43
+ type SpatialIndex3DComponentTypes = Transform3DComponentTypes & Spatial3DColliderComponentTypes;
44
+ export type SpatialIndex3DPhase = 'fixedUpdate' | 'postUpdate';
45
+ export interface SpatialIndex3DPluginOptions<G extends string = 'spatialIndex3D'> {
46
+ /** Cell size for the spatial hash grid (default: 64) */
47
+ cellSize?: number;
48
+ /** System group name (default: 'spatialIndex3D') */
49
+ systemGroup?: G;
50
+ /** Priority for rebuild systems (default: 2000, before collision) */
51
+ priority?: number;
52
+ /** Phases to register rebuild systems in (default: ['fixedUpdate', 'postUpdate']) */
53
+ phases?: ReadonlyArray<SpatialIndex3DPhase>;
54
+ }
55
+ /**
56
+ * Create a 3D spatial index plugin for ECSpresso.
57
+ *
58
+ * Provides a uniform-grid spatial hash that accelerates 3D collision detection.
59
+ * When installed alongside the collision3D or physics3D plugins, they
60
+ * automatically use the spatial index for broadphase instead of O(n²)
61
+ * brute-force.
62
+ *
63
+ * Also provides proximity query methods for game logic (e.g. "find all
64
+ * enemies within 200 units").
65
+ *
66
+ * @example
67
+ * ```typescript
68
+ * const ecs = ECSpresso.create()
69
+ * .withPlugin(createTransform3DPlugin())
70
+ * .withPlugin(createCollision3DPlugin({ layers }))
71
+ * .withPlugin(createSpatialIndex3DPlugin({ cellSize: 128 }))
72
+ * .build();
73
+ *
74
+ * // Proximity query in a system:
75
+ * const si = ecs.getResource('spatialIndex3D');
76
+ * const nearby = si.queryRadius(playerX, playerY, playerZ, 200);
77
+ * ```
78
+ */
79
+ export declare function createSpatialIndex3DPlugin<G extends string = 'spatialIndex3D'>(options?: SpatialIndex3DPluginOptions<G>): import("ecspresso").Plugin<import("ecspresso").WithResources<import("ecspresso").WithComponents<import("ecspresso").EmptyConfig, SpatialIndex3DComponentTypes>, SpatialIndex3DResourceTypes>, import("ecspresso").EmptyConfig, "spatial-index3D-rebuild-fixedUpdate" | "spatial-index3D-rebuild-postUpdate", G, never, never>;
80
+ export {};
@@ -0,0 +1,4 @@
1
+ var Z=Object.defineProperty;var C=(F)=>F;function I(F,J){this[F]=C.bind(null,J)}var o=(F,J)=>{for(var K in J)Z(F,K,{get:J[K],enumerable:!0,configurable:!0,set:I.bind(J,K)})};var z=(F,J)=>()=>(F&&(J=F(F=0)),J);var f=((F)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(F,{get:(J,K)=>(typeof require<"u"?require:J)[K]}):F)(function(F){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+F+'" is not supported')});import{definePlugin as D}from"ecspresso";function H(F,J,K){return F*73856093^J*19349663^K*83492791}function S(F){return{cellSize:F,invCellSize:1/F,cells:new Map,entries:new Map,_entriesPrev:new Map}}function X(F){F._entriesPrev.clear();let J=F.entries;F.entries=F._entriesPrev,F._entriesPrev=J;for(let K of F.cells.values())K.length=0}function Y(F,J,K,O,L,U,$,A){let N=F._entriesPrev.get(J);if(N)F._entriesPrev.delete(J),N.x=K,N.y=O,N.z=L,N.halfW=U,N.halfH=$,N.halfD=A,F.entries.set(J,N);else F.entries.set(J,{entityId:J,x:K,y:O,z:L,halfW:U,halfH:$,halfD:A});let M=F.invCellSize,w=Math.floor((K-U)*M),q=Math.floor((K+U)*M),P=Math.floor((O-$)*M),B=Math.floor((O+$)*M),j=Math.floor((L-A)*M),V=Math.floor((L+A)*M);for(let T=w;T<=q;T++)for(let E=P;E<=B;E++)for(let G=j;G<=V;G++){let R=H(T,E,G),k=F.cells.get(R);if(k)k.push(J);else F.cells.set(R,[J])}}function W(F,J,K,O,L,U,$,A){let N=F.invCellSize,M=Math.floor(J*N),w=Math.floor(L*N),q=Math.floor(K*N),P=Math.floor(U*N),B=Math.floor(O*N),j=Math.floor($*N);for(let V=M;V<=w;V++)for(let T=q;T<=P;T++)for(let E=B;E<=j;E++){let G=F.cells.get(H(V,T,E));if(!G)continue;for(let R of G)A.add(R)}}var b=new Set;function v(F,J,K,O,L,U){let $=b;$.clear(),W(F,J-L,K-L,O-L,J+L,K+L,O+L,$);let A=L*L;for(let N of $){let M=F.entries.get(N);if(!M)continue;let w=Math.max(M.x-M.halfW,Math.min(J,M.x+M.halfW)),q=Math.max(M.y-M.halfH,Math.min(K,M.y+M.halfH)),P=Math.max(M.z-M.halfD,Math.min(O,M.z+M.halfD)),B=J-w,j=K-q,V=O-P;if(B*B+j*j+V*V<=A)U.add(N)}}var _=new Set;function p(F){return{grid:F,queryBox(J,K,O,L,U,$){return _.clear(),W(F,J,K,O,L,U,$,_),Array.from(_)},queryBoxInto(J,K,O,L,U,$,A){W(F,J,K,O,L,U,$,A)},queryRadius(J,K,O,L){return _.clear(),v(F,J,K,O,L,_),Array.from(_)},queryRadiusInto(J,K,O,L,U){v(F,J,K,O,L,U)},getEntry(J){return F.entries.get(J)}}}function u(F){let{cellSize:J=64,systemGroup:K="spatialIndex3D",priority:O=2000,phases:L=["fixedUpdate","postUpdate"]}=F??{},U=S(J),$=p(U);return D("spatialIndex3D").withComponentTypes().withResourceTypes().withLabels().withGroups().install((A)=>{A.addResource("spatialIndex3D",$);for(let N of L){let M=N==="fixedUpdate"?"localTransform3D":"worldTransform3D";A.addSystem(`spatial-index3D-rebuild-${N}`).setPriority(O).inPhase(N).inGroup(K).addQuery("transforms",{with:[M]}).runWhenEmpty().setProcess(({queries:w,ecs:q})=>{X(U);for(let P of w.transforms){let B=P.components[M],j=q.getComponent(P.id,"aabb3DCollider"),V=q.getComponent(P.id,"sphereCollider");if(!j&&!V)continue;let{x:T,y:E,z:G}=B,R=0,k=0,Q=0;if(j)T+=j.offsetX??0,E+=j.offsetY??0,G+=j.offsetZ??0,R=j.width/2,k=j.height/2,Q=j.depth/2;if(V)T+=V.offsetX??0,E+=V.offsetY??0,G+=V.offsetZ??0,R=Math.max(R,V.radius),k=Math.max(k,V.radius),Q=Math.max(Q,V.radius);Y(U,P.id,T,E,G,R,k,Q)}})}})}export{u as createSpatialIndex3DPlugin};
2
+
3
+ //# debugId=4E5DD9CFEEA2159364756E2164756E21
4
+ //# sourceMappingURL=spatial-index3D.js.map
@@ -0,0 +1,11 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/plugins/spatial/spatial-index3D.ts", "../src/utils/spatial-hash3D.ts"],
4
+ "sourcesContent": [
5
+ "/**\n * Spatial Index 3D Plugin for ECSpresso\n *\n * Provides a uniform-grid spatial hash for broadphase collision detection\n * and proximity queries in 3D. Rebuilds the grid each frame from entity\n * transforms. Replaces O(n²) brute-force with O(n·d) where d = local density.\n *\n * Standalone usage: queryBox / queryRadius for proximity queries.\n * Automatic acceleration: collision3D and physics3D plugins detect the\n * spatialIndex3D resource at runtime and use it for broadphase when present.\n */\n\nimport { definePlugin } from 'ecspresso';\nimport type { SystemPhase } from 'ecspresso';\nimport type { Transform3DComponentTypes } from './transform3D';\nimport {\n\ttype SpatialEntry3D,\n\ttype SpatialHashGrid3D,\n\ttype SpatialIndex3D,\n\tcreateGrid3D,\n\tclearGrid3D,\n\tinsertEntity3D,\n\tgridQueryBox3D,\n\tgridQueryRadius3D,\n} from '../../utils/spatial-hash3D';\n\n// Module-scoped reusable set to reduce GC pressure\nconst _reusableQuerySet = new Set<number>();\n\n// ==================== Collider Component Types ====================\n\n/**\n * 3D axis-aligned bounding box collider component.\n * Defined here (spatial layer) so collision3D can import rather than redefine.\n */\nexport interface AABB3DCollider {\n\twidth: number;\n\theight: number;\n\tdepth: number;\n\toffsetX?: number;\n\toffsetY?: number;\n\toffsetZ?: number;\n}\n\n/**\n * Sphere collider component.\n * Defined here (spatial layer) so collision3D can import rather than redefine.\n */\nexport interface SphereCollider {\n\tradius: number;\n\toffsetX?: number;\n\toffsetY?: number;\n\toffsetZ?: number;\n}\n\nexport interface Spatial3DColliderComponentTypes {\n\taabb3DCollider: AABB3DCollider;\n\tsphereCollider: SphereCollider;\n}\n\n// ==================== Resource API ====================\n\nexport interface SpatialIndex3DResourceTypes {\n\tspatialIndex3D: SpatialIndex3D;\n}\n\nfunction createSpatialIndex3DResource(grid: SpatialHashGrid3D): SpatialIndex3D {\n\treturn {\n\t\tgrid,\n\t\tqueryBox(minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryBox3D(grid, minX, minY, minZ, maxX, maxY, maxZ, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryBoxInto(minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number, result: Set<number>): void {\n\t\t\tgridQueryBox3D(grid, minX, minY, minZ, maxX, maxY, maxZ, result);\n\t\t},\n\t\tqueryRadius(cx: number, cy: number, cz: number, radius: number): number[] {\n\t\t\t_reusableQuerySet.clear();\n\t\t\tgridQueryRadius3D(grid, cx, cy, cz, radius, _reusableQuerySet);\n\t\t\treturn Array.from(_reusableQuerySet);\n\t\t},\n\t\tqueryRadiusInto(cx: number, cy: number, cz: number, radius: number, result: Set<number>): void {\n\t\t\tgridQueryRadius3D(grid, cx, cy, cz, radius, result);\n\t\t},\n\t\tgetEntry(entityId: number): SpatialEntry3D | undefined {\n\t\t\treturn grid.entries.get(entityId);\n\t\t},\n\t};\n}\n\n// ==================== Component Types ====================\n\ntype SpatialIndex3DComponentTypes = Transform3DComponentTypes & Spatial3DColliderComponentTypes;\n\n// ==================== Plugin Options ====================\n\nexport type SpatialIndex3DPhase = 'fixedUpdate' | 'postUpdate';\ntype SpatialIndex3DLabel = `spatial-index3D-rebuild-${SpatialIndex3DPhase}`;\n\nexport interface SpatialIndex3DPluginOptions<G extends string = 'spatialIndex3D'> {\n\t/** Cell size for the spatial hash grid (default: 64) */\n\tcellSize?: number;\n\t/** System group name (default: 'spatialIndex3D') */\n\tsystemGroup?: G;\n\t/** Priority for rebuild systems (default: 2000, before collision) */\n\tpriority?: number;\n\t/** Phases to register rebuild systems in (default: ['fixedUpdate', 'postUpdate']) */\n\tphases?: ReadonlyArray<SpatialIndex3DPhase>;\n}\n\n// ==================== Plugin Factory ====================\n\n/**\n * Create a 3D spatial index plugin for ECSpresso.\n *\n * Provides a uniform-grid spatial hash that accelerates 3D collision detection.\n * When installed alongside the collision3D or physics3D plugins, they\n * automatically use the spatial index for broadphase instead of O(n²)\n * brute-force.\n *\n * Also provides proximity query methods for game logic (e.g. \"find all\n * enemies within 200 units\").\n *\n * @example\n * ```typescript\n * const ecs = ECSpresso.create()\n * .withPlugin(createTransform3DPlugin())\n * .withPlugin(createCollision3DPlugin({ layers }))\n * .withPlugin(createSpatialIndex3DPlugin({ cellSize: 128 }))\n * .build();\n *\n * // Proximity query in a system:\n * const si = ecs.getResource('spatialIndex3D');\n * const nearby = si.queryRadius(playerX, playerY, playerZ, 200);\n * ```\n */\nexport function createSpatialIndex3DPlugin<G extends string = 'spatialIndex3D'>(\n\toptions?: SpatialIndex3DPluginOptions<G>,\n) {\n\tconst {\n\t\tcellSize = 64,\n\t\tsystemGroup = 'spatialIndex3D',\n\t\tpriority = 2000,\n\t\tphases = ['fixedUpdate', 'postUpdate'] as const,\n\t} = options ?? {};\n\n\tconst grid = createGrid3D(cellSize);\n\tconst resource = createSpatialIndex3DResource(grid);\n\n\treturn definePlugin('spatialIndex3D')\n\t\t.withComponentTypes<SpatialIndex3DComponentTypes>()\n\t\t.withResourceTypes<SpatialIndex3DResourceTypes>()\n\t\t.withLabels<SpatialIndex3DLabel>()\n\t\t.withGroups<G>()\n\t\t.install((world) => {\n\t\t\tworld.addResource('spatialIndex3D', resource);\n\n\t\t\t// Register a rebuild system for each requested phase\n\t\t\tfor (const phase of phases) {\n\t\t\t\tconst transformComponent = phase === 'fixedUpdate' ? 'localTransform3D' : 'worldTransform3D';\n\n\t\t\t\tworld\n\t\t\t\t\t.addSystem(`spatial-index3D-rebuild-${phase}`)\n\t\t\t\t\t.setPriority(priority)\n\t\t\t\t\t.inPhase(phase as SystemPhase)\n\t\t\t\t\t.inGroup(systemGroup)\n\t\t\t\t\t.addQuery('transforms', {\n\t\t\t\t\t\twith: [transformComponent],\n\t\t\t\t\t})\n\t\t\t\t\t.runWhenEmpty()\n\t\t\t\t\t.setProcess(({ queries, ecs }) => {\n\t\t\t\t\t\tclearGrid3D(grid);\n\n\t\t\t\t\t\tfor (const entity of queries.transforms) {\n\t\t\t\t\t\t\tconst transform = entity.components[transformComponent];\n\t\t\t\t\t\t\tconst aabb = ecs.getComponent(entity.id, 'aabb3DCollider');\n\t\t\t\t\t\t\tconst sphere = ecs.getComponent(entity.id, 'sphereCollider');\n\n\t\t\t\t\t\t\t// Only insert entities that have a collider\n\t\t\t\t\t\t\tif (!aabb && !sphere) continue;\n\n\t\t\t\t\t\t\tlet x = transform.x;\n\t\t\t\t\t\t\tlet y = transform.y;\n\t\t\t\t\t\t\tlet z = transform.z;\n\t\t\t\t\t\t\tlet halfW = 0;\n\t\t\t\t\t\t\tlet halfH = 0;\n\t\t\t\t\t\t\tlet halfD = 0;\n\n\t\t\t\t\t\t\tif (aabb) {\n\t\t\t\t\t\t\t\tx += aabb.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += aabb.offsetY ?? 0;\n\t\t\t\t\t\t\t\tz += aabb.offsetZ ?? 0;\n\t\t\t\t\t\t\t\thalfW = aabb.width / 2;\n\t\t\t\t\t\t\t\thalfH = aabb.height / 2;\n\t\t\t\t\t\t\t\thalfD = aabb.depth / 2;\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tif (sphere) {\n\t\t\t\t\t\t\t\tx += sphere.offsetX ?? 0;\n\t\t\t\t\t\t\t\ty += sphere.offsetY ?? 0;\n\t\t\t\t\t\t\t\tz += sphere.offsetZ ?? 0;\n\t\t\t\t\t\t\t\t// Sphere: use radius as half-extent in all three dimensions\n\t\t\t\t\t\t\t\thalfW = Math.max(halfW, sphere.radius);\n\t\t\t\t\t\t\t\thalfH = Math.max(halfH, sphere.radius);\n\t\t\t\t\t\t\t\thalfD = Math.max(halfD, sphere.radius);\n\t\t\t\t\t\t\t}\n\n\t\t\t\t\t\t\tinsertEntity3D(grid, entity.id, x, y, z, halfW, halfH, halfD);\n\t\t\t\t\t\t}\n\t\t\t\t\t});\n\t\t\t}\n\t\t});\n}\n",
6
+ "/**\n * Spatial Hash Grid 3D\n *\n * Uniform-grid spatial hash for broadphase collision detection and\n * proximity queries in 3D. Pure data structure, no ECS dependencies.\n */\n\n// ==================== Data Structures ====================\n\nexport interface SpatialEntry3D {\n\tentityId: number;\n\tx: number;\n\ty: number;\n\tz: number;\n\thalfW: number;\n\thalfH: number;\n\thalfD: number;\n}\n\nexport interface SpatialHashGrid3D {\n\tcellSize: number;\n\tinvCellSize: number;\n\tcells: Map<number, number[]>;\n\tentries: Map<number, SpatialEntry3D>;\n\t/** Previous-frame entries held for in-place reuse during rebuild. Internal. */\n\t_entriesPrev: Map<number, SpatialEntry3D>;\n}\n\n// ==================== Pure Functions ====================\n\n/**\n * Hash a cell coordinate triple to a single integer key.\n * Uses large-prime XOR to distribute values.\n */\nexport function hashCell3D(cx: number, cy: number, cz: number): number {\n\t// Large primes for spatial hashing distribution\n\treturn (cx * 73856093) ^ (cy * 19349663) ^ (cz * 83492791);\n}\n\n/**\n * Create a new empty 3D spatial hash grid.\n */\nexport function createGrid3D(cellSize: number): SpatialHashGrid3D {\n\treturn {\n\t\tcellSize,\n\t\tinvCellSize: 1 / cellSize,\n\t\tcells: new Map(),\n\t\tentries: new Map(),\n\t\t_entriesPrev: new Map(),\n\t};\n}\n\n/**\n * Prepare the grid for a rebuild.\n *\n * Swaps `entries` with `_entriesPrev` so `insertEntity3D` can reuse existing\n * `SpatialEntry3D` objects in place (steady-state rebuilds allocate zero\n * entries). Any stale entries left in `_entriesPrev` from the previous\n * rebuild are dropped here.\n *\n * Cell buckets are cleared in place — keys are retained so subsequent\n * inserts hit the existing array rather than allocating a fresh one.\n */\nexport function clearGrid3D(grid: SpatialHashGrid3D): void {\n\tgrid._entriesPrev.clear();\n\tconst tmp = grid.entries;\n\tgrid.entries = grid._entriesPrev;\n\tgrid._entriesPrev = tmp;\n\n\tfor (const bucket of grid.cells.values()) {\n\t\tbucket.length = 0;\n\t}\n}\n\n/**\n * Insert an entity into all overlapping cells of the grid.\n */\nexport function insertEntity3D(\n\tgrid: SpatialHashGrid3D,\n\tentityId: number,\n\tx: number,\n\ty: number,\n\tz: number,\n\thalfW: number,\n\thalfH: number,\n\thalfD: number,\n): void {\n\tconst recycled = grid._entriesPrev.get(entityId);\n\tif (recycled) {\n\t\tgrid._entriesPrev.delete(entityId);\n\t\trecycled.x = x;\n\t\trecycled.y = y;\n\t\trecycled.z = z;\n\t\trecycled.halfW = halfW;\n\t\trecycled.halfH = halfH;\n\t\trecycled.halfD = halfD;\n\t\tgrid.entries.set(entityId, recycled);\n\t} else {\n\t\tgrid.entries.set(entityId, { entityId, x, y, z, halfW, halfH, halfD });\n\t}\n\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor((x - halfW) * inv);\n\tconst maxCX = Math.floor((x + halfW) * inv);\n\tconst minCY = Math.floor((y - halfH) * inv);\n\tconst maxCY = Math.floor((y + halfH) * inv);\n\tconst minCZ = Math.floor((z - halfD) * inv);\n\tconst maxCZ = Math.floor((z + halfD) * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tfor (let cz = minCZ; cz <= maxCZ; cz++) {\n\t\t\t\tconst key = hashCell3D(cx, cy, cz);\n\t\t\t\tconst bucket = grid.cells.get(key);\n\t\t\t\tif (bucket) {\n\t\t\t\t\tbucket.push(entityId);\n\t\t\t\t} else {\n\t\t\t\t\tgrid.cells.set(key, [entityId]);\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n}\n\n/**\n * Collect entity IDs from all cells overlapping the given 3D box.\n */\nexport function gridQueryBox3D(\n\tgrid: SpatialHashGrid3D,\n\tminX: number,\n\tminY: number,\n\tminZ: number,\n\tmaxX: number,\n\tmaxY: number,\n\tmaxZ: number,\n\tresult: Set<number>,\n): void {\n\tconst inv = grid.invCellSize;\n\tconst minCX = Math.floor(minX * inv);\n\tconst maxCX = Math.floor(maxX * inv);\n\tconst minCY = Math.floor(minY * inv);\n\tconst maxCY = Math.floor(maxY * inv);\n\tconst minCZ = Math.floor(minZ * inv);\n\tconst maxCZ = Math.floor(maxZ * inv);\n\n\tfor (let cx = minCX; cx <= maxCX; cx++) {\n\t\tfor (let cy = minCY; cy <= maxCY; cy++) {\n\t\t\tfor (let cz = minCZ; cz <= maxCZ; cz++) {\n\t\t\t\tconst bucket = grid.cells.get(hashCell3D(cx, cy, cz));\n\t\t\t\tif (!bucket) continue;\n\t\t\t\tfor (const id of bucket) result.add(id);\n\t\t\t}\n\t\t}\n\t}\n}\n\n// Module-scoped reusable set to reduce GC pressure\nconst _radiusCandidates3D = new Set<number>();\n\n/**\n * Collect entity IDs within a sphere. Uses box broadphase then\n * 3D AABB-to-point distance filter.\n */\nexport function gridQueryRadius3D(\n\tgrid: SpatialHashGrid3D,\n\tcx: number,\n\tcy: number,\n\tcz: number,\n\tradius: number,\n\tresult: Set<number>,\n): void {\n\tconst candidates = _radiusCandidates3D;\n\tcandidates.clear();\n\tgridQueryBox3D(\n\t\tgrid,\n\t\tcx - radius, cy - radius, cz - radius,\n\t\tcx + radius, cy + radius, cz + radius,\n\t\tcandidates,\n\t);\n\n\tconst rSq = radius * radius;\n\n\tfor (const entityId of candidates) {\n\t\tconst entry = grid.entries.get(entityId);\n\t\tif (!entry) continue;\n\n\t\t// Closest point on entity AABB to query center\n\t\tconst closestX = Math.max(entry.x - entry.halfW, Math.min(cx, entry.x + entry.halfW));\n\t\tconst closestY = Math.max(entry.y - entry.halfH, Math.min(cy, entry.y + entry.halfH));\n\t\tconst closestZ = Math.max(entry.z - entry.halfD, Math.min(cz, entry.z + entry.halfD));\n\t\tconst dx = cx - closestX;\n\t\tconst dy = cy - closestY;\n\t\tconst dz = cz - closestZ;\n\n\t\tif (dx * dx + dy * dy + dz * dz <= rSq) {\n\t\t\tresult.add(entityId);\n\t\t}\n\t}\n}\n\n// ==================== SpatialIndex3D Interface ====================\n\n/**\n * High-level spatial index API for 3D broadphase queries.\n *\n * Defined here (the utility layer) so that narrowphase3D can accept it\n * without importing the ECS plugin. The spatial-index3D plugin creates\n * an object that implements this interface and registers it as a resource.\n */\nexport interface SpatialIndex3D {\n\treadonly grid: SpatialHashGrid3D;\n\tqueryBox(minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number): number[];\n\tqueryBoxInto(minX: number, minY: number, minZ: number, maxX: number, maxY: number, maxZ: number, result: Set<number>): void;\n\tqueryRadius(cx: number, cy: number, cz: number, radius: number): number[];\n\tqueryRadiusInto(cx: number, cy: number, cz: number, radius: number, result: Set<number>): void;\n\tgetEntry(entityId: number): SpatialEntry3D | undefined;\n}\n"
7
+ ],
8
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+ "debugId": "4E5DD9CFEEA2159364756E2164756E21",
10
+ "names": []
11
+ }
@@ -1,4 +1,4 @@
1
- var N=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(k,q)=>(typeof require<"u"?require:k)[q]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as J}from"ecspresso";var S={x:0,y:0,rotation:0,scaleX:1,scaleY:1},U={x:0,y:0,rotation:0,scaleX:1,scaleY:1};function V(j,k){return{localTransform:{x:j,y:k,rotation:0,scaleX:1,scaleY:1}}}function Z(j,k){return{worldTransform:{x:j,y:k,rotation:0,scaleX:1,scaleY:1}}}function _(j,k,q){let z=q?.scale??q?.scaleX??1,D=q?.scale??q?.scaleY??1,C=q?.rotation??0,v={x:j,y:k,rotation:C,scaleX:z,scaleY:D};return{localTransform:{...v},worldTransform:{...v}}}function $(j){let{systemGroup:k="transform",priority:q=500,phase:z="postUpdate"}=j??{};return J("transform").withComponentTypes().withLabels().withGroups().install((D)=>{D.registerRequired("localTransform","worldTransform",(v)=>({x:v.x,y:v.y,rotation:v.rotation,scaleX:v.scaleX,scaleY:v.scaleY}));let C=[];D.addSystem("transform-propagation").setPriority(q).inPhase(z).inGroup(k).setProcess(({ecs:v})=>{K(v,C)})})}function K(j,k){let q=j.entityManager;j.forEachInHierarchy((z,D)=>{let C=q.getComponent(z,"localTransform"),v=q.getComponent(z,"worldTransform");if(!C||!v)return;if(D===null)F(C,v);else{let E=q.getComponent(D,"worldTransform");if(E)M(E,C,v);else F(C,v)}j.markChanged(z,"worldTransform")}),q.getEntitiesWithQueryInto(k,["localTransform","worldTransform"]);for(let z of k)if(j.getParent(z.id)===null&&j.getChildren(z.id).length===0){let{localTransform:C,worldTransform:v}=z.components;F(C,v),j.markChanged(z.id,"worldTransform")}}function F(j,k){k.x=j.x,k.y=j.y,k.rotation=j.rotation,k.scaleX=j.scaleX,k.scaleY=j.scaleY}function M(j,k,q){let z=k.x*j.scaleX,D=k.y*j.scaleY,C=Math.cos(j.rotation),v=Math.sin(j.rotation),E=z*C-D*v,H=z*v+D*C;q.x=j.x+E,q.y=j.y+H,q.rotation=j.rotation+k.rotation,q.scaleX=j.scaleX*k.scaleX,q.scaleY=j.scaleY*k.scaleY}export{Z as createWorldTransform,$ as createTransformPlugin,_ as createTransform,V as createLocalTransform,U as DEFAULT_WORLD_TRANSFORM,S as DEFAULT_LOCAL_TRANSFORM};
1
+ var Q=Object.defineProperty;var U=(j)=>j;function Z(j,k){this[j]=U.bind(null,k)}var G=(j,k)=>{for(var q in k)Q(j,q,{get:k[q],enumerable:!0,configurable:!0,set:Z.bind(k,q)})};var P=(j,k)=>()=>(j&&(k=j(j=0)),k);var b=((j)=>typeof require<"u"?require:typeof Proxy<"u"?new Proxy(j,{get:(k,q)=>(typeof require<"u"?require:k)[q]}):j)(function(j){if(typeof require<"u")return require.apply(this,arguments);throw Error('Dynamic require of "'+j+'" is not supported')});import{definePlugin as _}from"ecspresso";var R={x:0,y:0,rotation:0,scaleX:1,scaleY:1},L={x:0,y:0,rotation:0,scaleX:1,scaleY:1};function S(j,k){return{localTransform:{x:j,y:k,rotation:0,scaleX:1,scaleY:1}}}function x(j,k){return{worldTransform:{x:j,y:k,rotation:0,scaleX:1,scaleY:1}}}function V(j,k,q){let C=q?.scale??q?.scaleX??1,v=q?.scale??q?.scaleY??1,D=q?.rotation??0,z={x:j,y:k,rotation:D,scaleX:C,scaleY:v};return{localTransform:{...z},worldTransform:{...z}}}function X(j){let{systemGroup:k="transform",priority:q=500,phase:C="postUpdate"}=j??{};return _("transform").withComponentTypes().withLabels().withGroups().install((v)=>{v.registerRequired("localTransform","worldTransform",(E)=>({x:E.x,y:E.y,rotation:E.rotation,scaleX:E.scaleX,scaleY:E.scaleY}));let D=[],z=new Set;v.addSystem("transform-propagation").setPriority(q).inPhase(C).inGroup(k).setProcess(({ecs:E})=>{$(E,D,z)})})}function $(j,k,q){let C=j.entityManager;if(!C.hasHierarchy){C.getEntitiesWithQueryInto(k,["localTransform","worldTransform"]);for(let v of k){let{localTransform:D,worldTransform:z}=v.components;if(J(D,z))j.markChanged(v.id,"worldTransform")}return}q.clear(),j.forEachInHierarchy((v,D)=>{q.add(v);let z=C.getComponent(v,"localTransform"),E=C.getComponent(v,"worldTransform");if(!z||!E)return;let F=D!==null?C.getComponent(D,"worldTransform"):null;if(F?A(F,z,E):J(z,E))j.markChanged(v,"worldTransform")}),C.getEntitiesWithQueryInto(k,["localTransform","worldTransform"]);for(let v of k){if(q.has(v.id))continue;let{localTransform:D,worldTransform:z}=v.components;if(J(D,z))j.markChanged(v.id,"worldTransform")}}function J(j,k){if(k.x===j.x&&k.y===j.y&&k.rotation===j.rotation&&k.scaleX===j.scaleX&&k.scaleY===j.scaleY)return!1;return k.x=j.x,k.y=j.y,k.rotation=j.rotation,k.scaleX=j.scaleX,k.scaleY=j.scaleY,!0}function A(j,k,q){let C=k.x*j.scaleX,v=k.y*j.scaleY,D=Math.cos(j.rotation),z=Math.sin(j.rotation),E=C*D-v*z,F=C*z+v*D,H=j.x+E,K=j.y+F,M=j.rotation+k.rotation,N=j.scaleX*k.scaleX,O=j.scaleY*k.scaleY;if(q.x===H&&q.y===K&&q.rotation===M&&q.scaleX===N&&q.scaleY===O)return!1;return q.x=H,q.y=K,q.rotation=M,q.scaleX=N,q.scaleY=O,!0}export{x as createWorldTransform,X as createTransformPlugin,V as createTransform,S as createLocalTransform,L as DEFAULT_WORLD_TRANSFORM,R as DEFAULT_LOCAL_TRANSFORM};
2
2
 
3
- //# debugId=67B924D382E8AA1364756E2164756E21
3
+ //# debugId=9368B362409A95F964756E2164756E21
4
4
  //# sourceMappingURL=transform.js.map