incanto 0.7.1 → 0.8.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (47) hide show
  1. package/bin/incanto-check.mjs +6 -4
  2. package/dist/2d.d.ts +91 -3
  3. package/dist/2d.js +4 -4
  4. package/dist/3d.d.ts +43 -4
  5. package/dist/3d.js +4 -4
  6. package/dist/{audio-player-C3bH_eZ5.d.ts → audio-player-Dyjg5k92.d.ts} +1 -1
  7. package/dist/audit-C6rMyict.js +58 -0
  8. package/dist/{behavior-q3cejJgs.d.ts → behavior-Bod1AyJS.d.ts} +31 -1
  9. package/dist/{create-game-rFulaS3s.js → create-game-66c4iYJE.js} +4 -5
  10. package/dist/{create-game-DuDkqnjl.js → create-game-BNDSbhy-.js} +4 -5
  11. package/dist/debug.d.ts +1 -1
  12. package/dist/{errors-BMFaY68Q.d.ts → errors-1dXlIwoR.d.ts} +7 -1
  13. package/dist/{gameplay-CDFgSG6z.js → gameplay-DPMgZk9W.js} +108 -1
  14. package/dist/gameplay.d.ts +44 -3
  15. package/dist/gameplay.js +2 -2
  16. package/dist/index.d.ts +151 -9
  17. package/dist/index.js +189 -4
  18. package/dist/{loader-DnLMMRy8.d.ts → loader-BcUDfNHn.d.ts} +1 -1
  19. package/dist/net.d.ts +46 -2
  20. package/dist/net.js +54 -2
  21. package/dist/particle-sim-CyUU7HVU.js +281 -0
  22. package/dist/{physics-2d-CZM5Y90X.js → physics-2d-q2N362ph.js} +45 -4
  23. package/dist/{physics-3d-DT5e8izo.js → physics-3d-CvHr31d4.js} +1 -1
  24. package/dist/react.d.ts +1 -1
  25. package/dist/react.js +1 -1
  26. package/dist/{register-CpXcMiEk.js → register-Cbs7QxoV.js} +139 -4
  27. package/dist/{register-Cl3pAxX-.js → register-Cqjxrfq0.js} +254 -4
  28. package/dist/{register-C35HDZpm.js → register-CxmuI9FL.js} +1 -1
  29. package/dist/{particle-sim-m3CdTGSl.js → register-DRPIjrKG.js} +1178 -278
  30. package/dist/test.d.ts +4 -10
  31. package/dist/test.js +11 -16
  32. package/editor/assets/{agent8-N4bwVH7C.js → agent8-B8QnWCeP.js} +1 -1
  33. package/editor/assets/{index-CXFNanuR.js → index-CVhnNkb3.js} +81 -81
  34. package/editor/index.html +1 -1
  35. package/package.json +1 -1
  36. package/schemas/scene.schema.json +427 -0
  37. package/skills/incanto-3d-character.md +14 -0
  38. package/skills/incanto-audio.md +23 -0
  39. package/skills/incanto-building-2d-games.md +31 -0
  40. package/skills/incanto-building-3d-games.md +21 -0
  41. package/skills/incanto-gameplay-behaviors.md +28 -0
  42. package/skills/incanto-hud.md +24 -0
  43. package/skills/incanto-multiplayer.md +27 -0
  44. package/skills/incanto-node-reference.md +73 -0
  45. package/skills/incanto-physics-and-input.md +9 -0
  46. package/skills/incanto-verifying-your-game.md +31 -0
  47. package/dist/register-Dl_ixIJe.js +0 -834
@@ -0,0 +1,281 @@
1
+ import { n as jsonEquals } from "./json-BLk7H2Qa.js";
2
+ //#region src/core/order-groups.ts
3
+ const ORDER_GROUP_BASE = {
4
+ background: -2e3,
5
+ terrain: -1e3,
6
+ default: 0,
7
+ characters: 1e3,
8
+ effects: 2e3,
9
+ overlay: 3e3
10
+ };
11
+ /** base + fine offset (unknown group names fall back to `default`). */
12
+ function effectiveOrder(group, renderOrder) {
13
+ return (ORDER_GROUP_BASE[group] ?? 0) + renderOrder;
14
+ }
15
+ //#endregion
16
+ //#region src/core/particle-presets.ts
17
+ const PARTICLE_PRESETS = {
18
+ fire: {
19
+ rate: 60,
20
+ lifetime: [.4, .9],
21
+ speed: [30, 70],
22
+ directionDeg: -90,
23
+ spreadDeg: 35,
24
+ gravity: [0, -30],
25
+ sizeStart: 14,
26
+ sizeEnd: 3,
27
+ colorStart: "#ffcf5a",
28
+ colorEnd: "#e8401f",
29
+ alphaStart: .9,
30
+ alphaEnd: 0,
31
+ blend: "add"
32
+ },
33
+ smoke: {
34
+ rate: 20,
35
+ lifetime: [1.5, 2.5],
36
+ speed: [10, 25],
37
+ directionDeg: -90,
38
+ spreadDeg: 40,
39
+ gravity: [0, -12],
40
+ sizeStart: 10,
41
+ sizeEnd: 26,
42
+ colorStart: "#8a8a8a",
43
+ colorEnd: "#3a3a3a",
44
+ alphaStart: .35,
45
+ alphaEnd: 0,
46
+ blend: "normal"
47
+ },
48
+ sparks: {
49
+ rate: 80,
50
+ lifetime: [.3, .7],
51
+ speed: [120, 260],
52
+ spreadDeg: 360,
53
+ gravity: [0, 240],
54
+ drag: 1,
55
+ sizeStart: 4,
56
+ sizeEnd: 1,
57
+ colorStart: "#fff3b0",
58
+ colorEnd: "#ff9d2e",
59
+ blend: "add"
60
+ },
61
+ fireworks: {
62
+ rate: 0,
63
+ burst: 120,
64
+ lifetime: [.8, 1.6],
65
+ speed: [80, 240],
66
+ spreadDeg: 360,
67
+ gravity: [0, 90],
68
+ drag: .6,
69
+ sizeStart: 5,
70
+ sizeEnd: 1,
71
+ colorStart: "#9ad8ff",
72
+ colorEnd: "#ff5ad8",
73
+ blend: "add"
74
+ },
75
+ explosion: {
76
+ rate: 0,
77
+ burst: 60,
78
+ lifetime: [.25, .6],
79
+ speed: [150, 420],
80
+ spreadDeg: 360,
81
+ drag: 3,
82
+ sizeStart: 16,
83
+ sizeEnd: 2,
84
+ colorStart: "#ffe08a",
85
+ colorEnd: "#ff3b1f",
86
+ blend: "add"
87
+ },
88
+ flash: {
89
+ rate: 0,
90
+ burst: 8,
91
+ lifetime: [.08, .16],
92
+ speed: [0, 30],
93
+ spreadDeg: 360,
94
+ sizeStart: 64,
95
+ sizeEnd: 96,
96
+ colorStart: "#ffffff",
97
+ colorEnd: "#ffffff",
98
+ alphaStart: 1,
99
+ alphaEnd: 0,
100
+ blend: "add"
101
+ },
102
+ lightning: {
103
+ rate: 90,
104
+ lifetime: [.05, .12],
105
+ speed: [400, 900],
106
+ directionDeg: -90,
107
+ spreadDeg: 14,
108
+ sizeStart: 6,
109
+ sizeEnd: 2,
110
+ colorStart: "#eaf2ff",
111
+ colorEnd: "#7fb4ff",
112
+ blend: "add"
113
+ },
114
+ rain: {
115
+ rate: 160,
116
+ lifetime: [.8, 1.2],
117
+ speed: [300, 420],
118
+ directionDeg: 90,
119
+ spreadDeg: 6,
120
+ sizeStart: 3,
121
+ sizeEnd: 3,
122
+ colorStart: "#9ec8ff",
123
+ colorEnd: "#9ec8ff",
124
+ alphaStart: .5,
125
+ alphaEnd: .2,
126
+ blend: "normal"
127
+ },
128
+ snow: {
129
+ rate: 40,
130
+ lifetime: [3, 5],
131
+ speed: [20, 50],
132
+ directionDeg: 90,
133
+ spreadDeg: 30,
134
+ drag: .2,
135
+ sizeStart: 5,
136
+ sizeEnd: 4,
137
+ colorStart: "#ffffff",
138
+ colorEnd: "#ffffff",
139
+ alphaStart: .9,
140
+ alphaEnd: .6,
141
+ blend: "normal"
142
+ },
143
+ magic: {
144
+ rate: 50,
145
+ lifetime: [.6, 1.4],
146
+ speed: [20, 80],
147
+ spreadDeg: 360,
148
+ gravity: [0, -20],
149
+ sizeStart: 7,
150
+ sizeEnd: 1,
151
+ colorStart: "#9dffe8",
152
+ colorEnd: "#7a5cff",
153
+ blend: "add"
154
+ }
155
+ };
156
+ const PARTICLE_PRESET_NAMES = Object.keys(PARTICLE_PRESETS);
157
+ /**
158
+ * Apply the delta rule across three layers: schema default < preset < the
159
+ * scene's explicit props. A prop still equal to its SCHEMA default is
160
+ * considered "unset" and takes the preset value.
161
+ */
162
+ function applyParticlePreset(target, presetName, schema) {
163
+ if (presetName === "custom") return;
164
+ const preset = PARTICLE_PRESETS[presetName];
165
+ if (!preset) return;
166
+ for (const [key, presetValue] of Object.entries(preset)) {
167
+ const def = schema[key]?.default;
168
+ const current = target[key];
169
+ if (def !== void 0 && jsonEquals(current, def)) target[key] = Array.isArray(presetValue) ? [...presetValue] : presetValue;
170
+ }
171
+ }
172
+ //#endregion
173
+ //#region src/core/particle-sim.ts
174
+ const FIELDS = 9;
175
+ var ParticleSim = class {
176
+ config;
177
+ rng;
178
+ data;
179
+ alive = 0;
180
+ spawnAccumulator = 0;
181
+ everSpawned = false;
182
+ constructor(config, rng) {
183
+ this.config = config;
184
+ this.rng = rng;
185
+ this.data = new Float64Array(Math.max(1, config.maxParticles) * FIELDS);
186
+ }
187
+ /** Change the emission rate LIVE (particles/sec; 0 pauses emission) — lets an
188
+ * emitter toggle on/off at runtime (drift smoke, throttle flames). */
189
+ setRate(rate) {
190
+ this.config.rate = rate;
191
+ if (rate <= 0) this.spawnAccumulator = 0;
192
+ }
193
+ get count() {
194
+ return this.alive;
195
+ }
196
+ /** True when nothing is alive and at least one particle has ever spawned. */
197
+ get done() {
198
+ return this.everSpawned && this.alive === 0;
199
+ }
200
+ /** Spawn n particles immediately (fireworks, explosions, flashes). */
201
+ burst(n) {
202
+ for (let i = 0; i < n; i++) this.spawn();
203
+ }
204
+ update(dt) {
205
+ if (this.config.rate > 0) {
206
+ this.spawnAccumulator += this.config.rate * dt;
207
+ while (this.spawnAccumulator >= 1) {
208
+ this.spawnAccumulator -= 1;
209
+ this.spawn();
210
+ }
211
+ }
212
+ const d = this.data;
213
+ const [gx, gy, gz] = this.config.gravity;
214
+ const damp = this.config.drag > 0 ? Math.exp(-this.config.drag * dt) : 1;
215
+ let i = 0;
216
+ while (i < this.alive) {
217
+ const base = i * FIELDS;
218
+ const age = d[base + 6] + dt;
219
+ if (age >= d[base + 7]) {
220
+ this.kill(i);
221
+ continue;
222
+ }
223
+ d[base + 6] = age;
224
+ d[base + 3] = (d[base + 3] + gx * dt) * damp;
225
+ d[base + 4] = (d[base + 4] + gy * dt) * damp;
226
+ d[base + 5] = (d[base + 5] + gz * dt) * damp;
227
+ d[base + 0] = d[base + 0] + d[base + 3] * dt;
228
+ d[base + 1] = d[base + 1] + d[base + 4] * dt;
229
+ d[base + 2] = d[base + 2] + d[base + 5] * dt;
230
+ i += 1;
231
+ }
232
+ }
233
+ forEach(fn) {
234
+ const d = this.data;
235
+ for (let i = 0; i < this.alive; i++) {
236
+ const base = i * FIELDS;
237
+ const age = d[base + 6];
238
+ const life = d[base + 7];
239
+ fn({
240
+ x: d[base + 0],
241
+ y: d[base + 1],
242
+ z: d[base + 2],
243
+ vx: d[base + 3],
244
+ vy: d[base + 4],
245
+ vz: d[base + 5],
246
+ age,
247
+ life,
248
+ t: life > 0 ? age / life : 1,
249
+ seed: d[base + 8]
250
+ });
251
+ }
252
+ }
253
+ spawn() {
254
+ if (this.alive >= this.config.maxParticles) return;
255
+ const base = this.alive * FIELDS;
256
+ const d = this.data;
257
+ const c = this.config;
258
+ const angle = (c.directionDeg + (this.rng.next() - .5) * c.spreadDeg) * Math.PI / 180;
259
+ const speed = c.speed[0] + this.rng.next() * (c.speed[1] - c.speed[0]);
260
+ const zTilt = c.spreadZ ? (this.rng.next() - .5) * (c.spreadDeg * Math.PI / 180) : 0;
261
+ const planar = Math.cos(zTilt);
262
+ d[base + 0] = 0;
263
+ d[base + 1] = 0;
264
+ d[base + 2] = 0;
265
+ d[base + 3] = Math.cos(angle) * speed * planar;
266
+ d[base + 4] = Math.sin(angle) * speed * planar;
267
+ d[base + 5] = Math.sin(zTilt) * speed;
268
+ d[base + 6] = 0;
269
+ d[base + 7] = c.lifetime[0] + this.rng.next() * (c.lifetime[1] - c.lifetime[0]);
270
+ d[base + 8] = this.rng.next();
271
+ this.alive += 1;
272
+ this.everSpawned = true;
273
+ }
274
+ kill(index) {
275
+ const last = this.alive - 1;
276
+ if (index !== last) this.data.copyWithin(index * FIELDS, last * FIELDS, last * FIELDS + FIELDS);
277
+ this.alive = last;
278
+ }
279
+ };
280
+ //#endregion
281
+ export { ORDER_GROUP_BASE as a, applyParticlePreset as i, PARTICLE_PRESETS as n, effectiveOrder as o, PARTICLE_PRESET_NAMES as r, ParticleSim as t };
@@ -1,6 +1,6 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
2
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
3
- import { _ as validateCollider2D, d as Area2D, f as CharacterBody2D, g as Node2D, m as RigidBody2D, p as PhysicsBody2D, u as Joint2D } from "./register-Cl3pAxX-.js";
3
+ import { _ as RigidBody2D, b as validateCollider2D, g as PhysicsBody2D, h as CharacterBody2D, m as Area2D, p as Joint2D, y as Node2D } from "./register-Cqjxrfq0.js";
4
4
  import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
5
5
  //#region src/2d/physics/physics-2d.ts
6
6
  var physics_2d_exports = /* @__PURE__ */ __exportAll({
@@ -110,11 +110,27 @@ var Physics2D = class {
110
110
  if (node.snapToGround && vy >= 0) this.kcc.enableSnapToGround(.05);
111
111
  else this.kcc.disableSnapToGround();
112
112
  this.kcc.setMaxSlopeClimbAngle(node.slopeLimitDeg * DEG);
113
+ let carryX = 0;
114
+ let carryY = 0;
115
+ if (e.ground && e.ground._physics === this) {
116
+ const [gx, gy] = worldPosition2D(e.ground);
117
+ carryX = gx - (e.groundX ?? gx);
118
+ carryY = gy - (e.groundY ?? gy);
119
+ } else e.ground = null;
113
120
  const desired = {
114
- x: (node.velocity[0] ?? 0) * this.lastDt / SCALE,
115
- y: vy * this.lastDt / SCALE
121
+ x: ((node.velocity[0] ?? 0) * this.lastDt + carryX) / SCALE * 1,
122
+ y: (vy * this.lastDt + carryY) / SCALE * 1
116
123
  };
117
- this.kcc.computeColliderMovement(e.collider, desired, this.R.QueryFilterFlags.EXCLUDE_SENSORS);
124
+ const charBottomPx = e.body.translation().y * SCALE + charHalfHeight(node);
125
+ const predicate = (collider) => {
126
+ const other = this.byColliderHandle.get(collider.handle);
127
+ if (other && other !== node && other.collider.oneWay === true) {
128
+ if (vy < 0) return false;
129
+ if (charBottomPx > platformTopPx(other) + ONE_WAY_TOLERANCE_PX) return false;
130
+ }
131
+ return true;
132
+ };
133
+ this.kcc.computeColliderMovement(e.collider, desired, this.R.QueryFilterFlags.EXCLUDE_SENSORS, void 0, predicate);
118
134
  const corrected = this.kcc.computedMovement();
119
135
  const t = e.body.translation();
120
136
  e.body.setNextKinematicTranslation({
@@ -122,6 +138,17 @@ var Physics2D = class {
122
138
  y: t.y + corrected.y
123
139
  });
124
140
  node._grounded = this.kcc.computedGrounded();
141
+ if (node._grounded) {
142
+ const footX = (t.x + corrected.x) * SCALE;
143
+ const footY = (t.y + corrected.y) * SCALE + charHalfHeight(node) - 2;
144
+ const hit = this.castRay([footX, footY], [0, 1], 8, node);
145
+ if (hit?.node && !(hit.node instanceof CharacterBody2D)) {
146
+ e.ground = hit.node;
147
+ const [gx, gy] = worldPosition2D(hit.node);
148
+ e.groundX = gx;
149
+ e.groundY = gy;
150
+ } else e.ground = null;
151
+ } else e.ground = null;
125
152
  }
126
153
  /** Rapier debug segments, scaled back to pixels. Null while debugDraw is off. */
127
154
  debugLines() {
@@ -327,6 +354,20 @@ function collectBodies(node, out) {
327
354
  * Composed world position (translation only — ancestor rotation/scale are NOT
328
355
  * supported for physics bodies; keep body ancestors untransformed or offset-only).
329
356
  */
357
+ const ONE_WAY_TOLERANCE_PX = 4;
358
+ /** Distance from a body's center to its lowest point, px. */
359
+ function charHalfHeight(node) {
360
+ const c = node.collider;
361
+ if (c.shape === "rect") return (c.size?.[1] ?? 32) / 2;
362
+ if (c.shape === "capsule") return (c.height ?? 32) / 2 + (c.radius ?? 8);
363
+ return c.radius ?? 16;
364
+ }
365
+ /** The stand-on surface of a platform (y-down: its SMALLEST y), px. */
366
+ function platformTopPx(node) {
367
+ const [, wy] = worldPosition2D(node);
368
+ const c = node.collider;
369
+ return wy - (c.shape === "rect" ? (c.size?.[1] ?? 32) / 2 : c.shape === "capsule" ? (c.height ?? 32) / 2 + (c.radius ?? 8) : c.radius ?? 16);
370
+ }
330
371
  function worldPosition2D(node) {
331
372
  let x = 0;
332
373
  let y = 0;
@@ -1,7 +1,7 @@
1
1
  import { t as __exportAll } from "./rolldown-runtime-D7D4PA-g.js";
2
2
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
3
3
  import { n as registerDebugSource } from "./debug-draw-CZmOYjL2.js";
4
- import { D as CharacterBody3D, E as Area3D, M as validateCollider3D, O as PhysicsBody3D, T as Joint3D, j as Node3D, k as RigidBody3D, x as Terrain3D } from "./register-CpXcMiEk.js";
4
+ import { A as RigidBody3D, D as Area3D, E as Joint3D, M as Node3D, N as validateCollider3D, O as CharacterBody3D, S as Terrain3D, k as PhysicsBody3D } from "./register-Cbs7QxoV.js";
5
5
  import { Euler, Quaternion } from "three";
6
6
  //#region src/3d/physics/physics-3d.ts
7
7
  var physics_3d_exports = /* @__PURE__ */ __exportAll({
package/dist/react.d.ts CHANGED
@@ -1,5 +1,5 @@
1
1
  import { c as JsonValue } from "./schema-CcoWb32N.js";
2
- import { n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-q3cejJgs.js";
2
+ import { n as BehaviorCtor, v as Engine, w as Scene } from "./behavior-Bod1AyJS.js";
3
3
  import { CSSProperties, ReactNode } from "react";
4
4
 
5
5
  //#region src/react/index.d.ts
package/dist/react.js CHANGED
@@ -156,7 +156,7 @@ function IncantoCanvas(props) {
156
156
  pointer: latest.pointer,
157
157
  ...keyboard !== void 0 ? { keyboard } : {}
158
158
  };
159
- const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-rFulaS3s.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-DuDkqnjl.js").then((n) => n.n)).createGame2D(o)))(opts);
159
+ const next = await (_gameFactory ?? (mode === "3d" ? async (o) => (await import("./create-game-66c4iYJE.js").then((n) => n.n)).createGame3D(o) : async (o) => (await import("./create-game-BNDSbhy-.js").then((n) => n.n)).createGame2D(o)))(opts);
160
160
  if (disposed) {
161
161
  next.dispose();
162
162
  return;
@@ -1,10 +1,10 @@
1
1
  import { f as Node } from "./loader-B4OEXDZ8.js";
2
- import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-m3CdTGSl.js";
2
+ import { t as registerCoreNodes } from "./register-DRPIjrKG.js";
3
3
  import { t as IncantoError } from "./errors-BpWbnbb_.js";
4
4
  import { t as Rng } from "./rng-DP-SR7eg.js";
5
- import { t as registerCoreNodes } from "./register-Dl_ixIJe.js";
6
5
  import { i as getNodeSchema, l as registerNode } from "./registry-BVJ2HbCn.js";
7
6
  import { t as createNoise2D } from "./noise-CGUMx44x.js";
7
+ import { i as applyParticlePreset, o as effectiveOrder, r as PARTICLE_PRESET_NAMES, t as ParticleSim } from "./particle-sim-CyUU7HVU.js";
8
8
  import { n as splatWeights, t as buildHeightmap } from "./heightmap-CroQPEER.js";
9
9
  import { AdditiveBlending, AnimationClip, AnimationMixer, Box3, BoxGeometry, BufferAttribute, BufferGeometry, CanvasTexture, CapsuleGeometry, Color, ConeGeometry, CubeCamera, CylinderGeometry, DataTexture, DepthTexture, DirectionalLight, DoubleSide, Euler, FloatType, Frustum, Group, HalfFloatType, IcosahedronGeometry, ImageBitmapLoader, InstancedBufferAttribute, InstancedMesh, LinearFilter, LinearMipmapLinearFilter, LoopOnce, LoopRepeat, MathUtils, Matrix4, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshPhysicalMaterial, MeshStandardMaterial, NearestFilter, NoBlending, NormalBlending, Object3D, PerspectiveCamera, Plane, PlaneGeometry, PointLight, Points, PointsMaterial, Quaternion, QuaternionKeyframeTrack, RGBADepthPacking, RGBAFormat, RepeatWrapping, SRGBColorSpace, ShaderChunk, ShaderMaterial, Sphere, SphereGeometry, Texture, TextureLoader, UniformsLib, UniformsUtils, Vector2, Vector3, Vector4, VectorKeyframeTrack, WebGLCubeRenderTarget, WebGLRenderTarget } from "three";
10
10
  import { clone } from "three/addons/utils/SkeletonUtils.js";
@@ -1996,7 +1996,8 @@ var CharacterController3D = class extends Node3D {
1996
1996
  jumpAction: { default: "jump" },
1997
1997
  sprintAction: { default: "sprint" },
1998
1998
  skinPath: { default: "../Skin" },
1999
- skinYawOffset: { default: 0 }
1999
+ skinYawOffset: { default: 0 },
2000
+ animations: { default: {} }
2000
2001
  };
2001
2002
  view = "free";
2002
2003
  camDistance = 4;
@@ -2027,6 +2028,13 @@ var CharacterController3D = class extends Node3D {
2027
2028
  * character facing away from the camera until it first moves).
2028
2029
  */
2029
2030
  skinYawOffset = 0;
2031
+ /**
2032
+ * Movement-state → animation asset map, applied to the `skinPath` model
2033
+ * directly — no CharacterAnimator behavior needed:
2034
+ * "animations": { "idle": "$idle", "run": "$run", "fastRun": "$sprint",
2035
+ * "walk": "$walk", "airborne": "$jump" }
2036
+ */
2037
+ animations = {};
2030
2038
  /** Camera yaw/pitch in radians (mouse look mutates these). */
2031
2039
  yaw = 0;
2032
2040
  pitch = 0;
@@ -2147,6 +2155,11 @@ var CharacterController3D = class extends Node3D {
2147
2155
  const next = movementState(this.grounded, moving ? intensity : 0);
2148
2156
  if (next !== this.state) {
2149
2157
  this.state = next;
2158
+ const clip = this.animations[next];
2159
+ if (clip && this.skinPath !== "") {
2160
+ const skin = this.getNodeOrNull(this.skinPath);
2161
+ if (skin && "animation" in skin) skin.animation = clip;
2162
+ }
2150
2163
  this.emit("movementStateChanged", next);
2151
2164
  }
2152
2165
  if (moving && this.skinPath !== "") {
@@ -6108,6 +6121,127 @@ function softSprite() {
6108
6121
  return tex;
6109
6122
  }
6110
6123
  //#endregion
6124
+ //#region src/3d/nodes/trail-3d.ts
6125
+ const MAX_POINTS = 128;
6126
+ /**
6127
+ * A fading ribbon behind whatever this node is parented to — wingtip trails,
6128
+ * sword arcs, tyre streaks. Records the node's world position over `seconds`
6129
+ * and renders a camera-facing strip that tapers and fades to the tail.
6130
+ *
6131
+ * { "name": "WingTrail", "type": "Trail3D",
6132
+ * "props": { "width": 0.4, "color": "#dddddd", "seconds": 0.8 } }
6133
+ *
6134
+ * `emitting: false` stops laying new ribbon (the old tail still fades out).
6135
+ */
6136
+ var Trail3D = class extends Node3D {
6137
+ static typeName = "Trail3D";
6138
+ static props = {
6139
+ width: { default: .3 },
6140
+ color: { default: "#ffffff" },
6141
+ opacity: { default: .8 },
6142
+ seconds: { default: .6 },
6143
+ emitting: { default: true },
6144
+ additive: { default: false },
6145
+ /** Min world distance between recorded points (jitter filter). */
6146
+ minDistance: { default: .05 }
6147
+ };
6148
+ width = .3;
6149
+ color = "#ffffff";
6150
+ opacity = .8;
6151
+ seconds = .6;
6152
+ emitting = true;
6153
+ additive = false;
6154
+ minDistance = .05;
6155
+ points = [];
6156
+ clock = 0;
6157
+ mesh = null;
6158
+ lastColor = "";
6159
+ _createObject3D() {
6160
+ const group = new Group();
6161
+ const geometry = new BufferGeometry();
6162
+ geometry.setAttribute("position", new BufferAttribute(new Float32Array(MAX_POINTS * 2 * 3), 3));
6163
+ const material = new MeshBasicMaterial({
6164
+ color: this.color,
6165
+ transparent: true,
6166
+ opacity: this.opacity,
6167
+ side: DoubleSide,
6168
+ depthWrite: false,
6169
+ blending: this.additive ? AdditiveBlending : NormalBlending
6170
+ });
6171
+ this.mesh = new Mesh(geometry, material);
6172
+ this.mesh.frustumCulled = false;
6173
+ this.mesh.matrixAutoUpdate = false;
6174
+ group.add(this.mesh);
6175
+ return group;
6176
+ }
6177
+ update(dt) {
6178
+ this.clock += dt;
6179
+ while (this.points.length > 0 && this.clock - this.points[0].t > this.seconds) this.points.shift();
6180
+ }
6181
+ _onRender3D(ctx) {
6182
+ const obj = this._ensureObject3D();
6183
+ if (this.emitting) {
6184
+ obj.getWorldPosition(worldScratch);
6185
+ const last = this.points[this.points.length - 1];
6186
+ if (!last || (last.x - worldScratch.x) ** 2 + (last.y - worldScratch.y) ** 2 + (last.z - worldScratch.z) ** 2 > this.minDistance * this.minDistance) {
6187
+ this.points.push({
6188
+ x: worldScratch.x,
6189
+ y: worldScratch.y,
6190
+ z: worldScratch.z,
6191
+ t: this.clock
6192
+ });
6193
+ if (this.points.length > MAX_POINTS) this.points.shift();
6194
+ }
6195
+ }
6196
+ const mesh = this.mesh;
6197
+ if (!mesh) return;
6198
+ mesh.matrixWorld.identity();
6199
+ const mat = mesh.material;
6200
+ if (this.color !== this.lastColor) {
6201
+ this.lastColor = this.color;
6202
+ mat.color = new Color(this.color);
6203
+ }
6204
+ mat.opacity = this.opacity;
6205
+ const n = this.points.length;
6206
+ const geometry = mesh.geometry;
6207
+ const pos = geometry.getAttribute("position");
6208
+ if (n < 2) {
6209
+ geometry.setDrawRange(0, 0);
6210
+ return;
6211
+ }
6212
+ for (let i = 0; i < n; i++) {
6213
+ const p = this.points[i];
6214
+ const q = this.points[Math.min(i + 1, n - 1)] ?? p;
6215
+ dirScratch.set(q.x - p.x, q.y - p.y, q.z - p.z);
6216
+ if (dirScratch.lengthSq() < 1e-8) dirScratch.set(0, 1, 0);
6217
+ camScratch.set(ctx.camera.position.x - p.x, ctx.camera.position.y - p.y, ctx.camera.position.z - p.z);
6218
+ sideScratch.crossVectors(dirScratch, camScratch).normalize();
6219
+ const age = (this.clock - p.t) / this.seconds;
6220
+ const half = this.width / 2 * Math.max(0, 1 - age);
6221
+ pos.setXYZ(i * 2, p.x + sideScratch.x * half, p.y + sideScratch.y * half, p.z + sideScratch.z * half);
6222
+ pos.setXYZ(i * 2 + 1, p.x - sideScratch.x * half, p.y - sideScratch.y * half, p.z - sideScratch.z * half);
6223
+ }
6224
+ pos.needsUpdate = true;
6225
+ if (!geometry.index || geometry.index.count < (MAX_POINTS - 1) * 6) {
6226
+ const indices = [];
6227
+ for (let i = 0; i < MAX_POINTS - 1; i++) {
6228
+ const a = i * 2;
6229
+ indices.push(a, a + 1, a + 2, a + 1, a + 3, a + 2);
6230
+ }
6231
+ geometry.setIndex(indices);
6232
+ }
6233
+ geometry.setDrawRange(0, (n - 1) * 6);
6234
+ }
6235
+ /** Test hook: recorded point count. */
6236
+ get pointCount() {
6237
+ return this.points.length;
6238
+ }
6239
+ };
6240
+ const worldScratch = new Vector3();
6241
+ const dirScratch = new Vector3();
6242
+ const camScratch = new Vector3();
6243
+ const sideScratch = new Vector3();
6244
+ //#endregion
6111
6245
  //#region src/3d/vegetation/eztree/options.ts
6112
6246
  /**
6113
6247
  * Predict the EXACT triangle count `buildEzTreeGeometry` will emit for these
@@ -11481,6 +11615,7 @@ function registerNodes3D() {
11481
11615
  registerNode(CharacterController3D);
11482
11616
  registerNode(VoxelGrid3D);
11483
11617
  registerNode(Joint3D);
11618
+ registerNode(Trail3D);
11484
11619
  registerNode(Terrain3D);
11485
11620
  registerNode(Water3D);
11486
11621
  registerNode(Foliage3D);
@@ -11496,4 +11631,4 @@ function registerNodes3D() {
11496
11631
  registerNode(CharacterBody3D);
11497
11632
  }
11498
11633
  //#endregion
11499
- export { StaticBody3D as A, TERRAIN_THEMES as C, CharacterBody3D as D, Area3D as E, keyboardIntensity as F, movementState as I, rigPose as L, validateCollider3D as M, QUARTER_PITCH as N, PhysicsBody3D as O, cameraRelative as P, DEFAULT_TERRAIN_TEXTURE_BASE as S, Joint3D as T, FLOWER_VARIETIES as _, VoxelGrid3D as a, Billboard3D as b, ModelInstance3D as c, DirectionalLight3D as d, OmniLight3D as f, resolveFlowerDensity as g, Flowers3D as h, VOXEL_PALETTE as i, Node3D as j, RigidBody3D as k, LoftMesh3D as l, DENSITY_PRESETS as m, Water3D as n, Tree3D as o, Foliage3D as p, WATER_MAX_RIPPLES as r, Particles3D as s, registerNodes3D as t, MeshInstance3D as u, CharacterController3D as v, terrainThemeLayers as w, Terrain3D as x, Camera3D as y };
11634
+ export { RigidBody3D as A, DEFAULT_TERRAIN_TEXTURE_BASE as C, Area3D as D, Joint3D as E, cameraRelative as F, keyboardIntensity as I, movementState as L, Node3D as M, validateCollider3D as N, CharacterBody3D as O, QUARTER_PITCH as P, rigPose as R, Terrain3D as S, terrainThemeLayers as T, resolveFlowerDensity as _, VoxelGrid3D as a, Camera3D as b, Particles3D as c, MeshInstance3D as d, DirectionalLight3D as f, Flowers3D as g, DENSITY_PRESETS as h, VOXEL_PALETTE as i, StaticBody3D as j, PhysicsBody3D as k, ModelInstance3D as l, Foliage3D as m, Water3D as n, Tree3D as o, OmniLight3D as p, WATER_MAX_RIPPLES as r, Trail3D as s, registerNodes3D as t, LoftMesh3D as u, FLOWER_VARIETIES as v, TERRAIN_THEMES as w, Billboard3D as x, CharacterController3D as y };