lecodes-cli 0.18.1 → 0.19.0

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@@ -6,7 +6,7 @@
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  import { fetch, type FetchResponse } from "../runtime/fetch"
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  import { Node } from "./Node"
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- import { Animator } from "./animation/Animator"
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+ import { Animator, _pushLod, type LodMode } from "./animation/Animator"
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  import { Material } from "./Material"
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  export class Model extends Node {
@@ -15,20 +15,74 @@ export class Model extends Node {
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  declare readonly anim: Animator
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  /** @internal loaded through the lightmap material (docs/lightmap-plan.md); clones inherit it. */
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  _lightmapped = false
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+ /** @internal what `load` does without an explicit `lightmap` option: `'dynamic'` while a scene file with
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+ * `env.lightmap.volume` runs (Lightmap sets it), so weapons, spawns and make() subtrees read the volume. */
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+ static _lightmapDefault: false | "dynamic" = false
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+ /** @internal the shadow pair, mirrored here because the bridge writes both at once. */
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+ _castShadows = true
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+ /** @internal */
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+ _receiveShadows = true
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+ /** @internal */
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+ _culling = true
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+ /** @internal -1 = auto (see `lod`) */
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+ _lodMesh = -1
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  constructor(internalId: number) {
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  super(internalId)
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  this.aspect(Animator)
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  }
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+ /** Does this model cast a real-time shadow? Unlike Mesh (one renderable) a GLB is a whole
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+ * hierarchy, so the flag goes to EVERY renderable of the instance. A first-person viewmodel —
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+ * arms, weapon, attachments — sets it false: it lives in front of the camera and its shadow
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+ * is never wanted. */
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+ get castShadows(): boolean { return this._castShadows }
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+ set castShadows(v: boolean) { this._castShadows = v; this._applyShadows() }
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+
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+ /** Is this model lit by other casters' shadows? Same instance-wide reach as castShadows. */
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+ get receiveShadows(): boolean { return this._receiveShadows }
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+ set receiveShadows(v: boolean) { this._receiveShadows = v; this._applyShadows() }
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+
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+ /** Frustum culling for the whole instance: a model the camera cannot see skips the draw and the
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+ * shadow pass. ON by default where the host keeps a skinned mesh's bounds honest — the engine refits
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+ * them to the joints every frame, so a walking, kneeling or ragdolled body is never culled while on
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+ * screen (`_creator.skinnedCullingSupported`); OFF (always draw) on hosts without that, where
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+ * Filament would cull an animated body by its bind-pose box. `false` = always draw (a skybox-sized
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+ * mesh, a debugging aid); `true` forces it on regardless of the host. */
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+ get culling(): boolean { return this._culling }
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+ set culling(v: boolean) { this._culling = v; _creator.setGlbCulling(this.id, v) }
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+ /** Level of detail (docs/lod-plan.md). `'auto'` (default): the engine shows the `_LOD<n>` mesh level
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+ * that fits the model's size on screen (`lecodes assets doctor --lod` makes them) and scales the
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+ * animation rate with it; a number 0–3 pins that level for both — `0` = always full detail (a hero,
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+ * a showcase), `2`/`3` = always cheap (a crowd filler). `model.anim.lod = 'full'` keeps the animation
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+ * exact while the mesh still switches. No-op on hosts without the LOD pass. */
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+ get lod(): LodMode { return this._lodMesh < 0 ? "auto" : (this._lodMesh as 0 | 1 | 2 | 3) }
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+ set lod(v: LodMode) { this._lodMesh = v === "auto" ? -1 : Math.max(0, Math.min(3, Math.round(v))); _pushLod(this) }
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+
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+ /** @internal the default for a fresh instance (load / clone), decided once per host. */
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+ static _cullingDefault(): boolean {
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+ if (Model._cullDefault === undefined) Model._cullDefault = !!_creator.skinnedCullingSupported?.()
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+ return Model._cullDefault
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+ }
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+ private static _cullDefault: boolean | undefined
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+
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+ /** @internal both flags travel together — the bridge walks the instance once. */
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+ _applyShadows(): void { _creator.setGlbShadows?.(this.id, this._castShadows, this._receiveShadows) }
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+
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  /** Duplicate this model — a deep copy of the GLB (meshes, skeleton, animation clips), attached to
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  * the same parent and scene and sharing this model's current transform. The clone has its own
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- * independent animation state (reach it via clone.anim). Mirrors Model.load's culling default. */
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+ * independent animation state (reach it via clone.anim). Mirrors this model's culling flag. */
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  clone(): Model {
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  const id = _creator.cloneEntity(this.id)
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- _creator.setGlbCulling(id, false)
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  const m = new Model(id)
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  m._lightmapped = this._lightmapped
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+ if (!this._culling) { m._culling = false; _creator.setGlbCulling(id, false) } // the engine default is on
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+ if (this._lodMesh >= 0) { m._lodMesh = this._lodMesh; _pushLod(m) }
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+ // the clone is a FRESH gltfio instance — it comes back with the asset's own shadow flags,
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+ // not this model's, so a cleared flag has to be re-applied
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+ m._castShadows = this._castShadows
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+ m._receiveShadows = this._receiveShadows
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+ if (!this._castShadows || !this._receiveShadows) m._applyShadows()
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  return m
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  }
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@@ -36,11 +90,15 @@ export class Model extends Node {
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  static load(
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  source: string | FetchResponse,
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  options: {
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+ /** Frustum culling — see `culling` (default: on where the host refits skinned bounds, else off). */
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  culling?: boolean
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  onProgress?: (p: { loaded: number, total?: number }) => void
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- /** Load through the lightmap material so `Lightmap.load` can bind a baked atlas (the GLB needs
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- * TEXCOORD_1 — `lecodes assets doctor --lightmap-uv`). Hosts without lightmap support ignore it. */
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- lightmap?: boolean
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+ /** Baked lighting (docs/lightmap-plan.md). `true` = a STATIC: loads through the lightmap material so
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+ * `Lightmap.load` can bind its atlas rect (the GLB needs TEXCOORD_1 — `lecodes assets doctor
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+ * --lightmap-uv`). `'dynamic'` = a mover: the same material, lit by the level's light VOLUME instead
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+ * (no UV1 needed). Omitted: `'dynamic'` while a scene file with `env.lightmap.volume` is running,
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+ * else off. `false` = the standard shader. Hosts without lightmap support ignore it. */
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+ lightmap?: boolean | "dynamic"
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  } = {},
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  ): Promise<Model> {
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  if (typeof source === "string") {
@@ -50,13 +108,15 @@ export class Model extends Node {
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  })
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  }
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  return new Promise<Model>((resolve, reject) => {
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- const lightmapped = !!options.lightmap && !!_creator.setNextGlbLightmapped
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+ const mode = options.lightmap ?? Model._lightmapDefault
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+ const lightmapped = !!mode && !!_creator.setNextGlbLightmapped
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  if (lightmapped) _creator.setNextGlbLightmapped!(Material.idOf(Material._lightmapTemplate()))
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  _creator.createGlb((source as unknown as { _id: number })._id, (entityId: number) => {
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  if (entityId === 0) { reject(new Error("Failed to load GLB")); return }
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  const model = new Model(entityId)
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  model._lightmapped = lightmapped
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- if (options.culling !== true) _creator.setGlbCulling(entityId, false)
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+ const culling = options.culling ?? Model._cullingDefault()
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+ if (!culling) { model._culling = false; _creator.setGlbCulling(entityId, false) }
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  resolve(model)
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  }, reject)
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  })
@@ -0,0 +1,337 @@
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+ // A navmesh agent, as an aspect on a 3D Node (docs/navmesh-plan.md §5). The GAME decides where it
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+ // goes and when; DetourCrowd (creator-nav, one update per fixed step for the whole crowd) does the
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+ // corridor, steering, path replanning and local avoidance; this aspect applies its slot to the node:
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+ //
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+ // const op = new Node().aspect(NavAgent, { radius: 0.4, speed: 3.2 })
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+ // scene.add(op)
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+ // op.agent.goTo(player.position) // false = nothing to walk on there
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+ // op.agent.on('arrive', () => engage())
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+ // if (op.agent.state === 'blocked') op.agent.goTo(nav.randomPoint(op.position, 8)!)
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+ //
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+ // Two ways to move the node (`drive`):
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+ // • 'position' (default) — the crowd owns the transform: every host including headless, no
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+ // physics. The node is placed on the navmesh surface (heights are quantized to the bake's
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+ // cell height, 10 cm by default).
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+ // • 'controller' — the node has a CharacterController: the crowd's velocity becomes its `move`
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+ // command each fixed step, the capsule collides with everything, and the crowd slot is warped
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+ // back to the body when they diverge (a push-back off the mesh is corrected by Detour itself).
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+ // Facing turns toward the velocity at `turnSpeed` (0 = leave the rotation alone).
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+ //
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+ // Without a loaded NavMesh the aspect is inert — `goTo` returns false, nothing throws — so a
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+ // project stays runnable on a host without navigation.
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+
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+ import { Aspect } from "../core/Aspect"
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+ import type { FieldMeta } from "../core/fields"
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+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
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+ import { CharacterController } from "./CharacterController"
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+ import { NavCrowd, NavMesh, NAV_AGENT, NAV_READ } from "./NavMesh"
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+ import type { Node } from "./Node"
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+
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+ export type NavAgentState = "idle" | "moving" | "arrived" | "blocked" | "offmesh"
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+ export type NavAgentAvoidance = "off" | "low" | "medium" | "high"
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+ export type NavAgentDrive = "position" | "controller"
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+
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+ export type NavAgentEvents = {
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+ /** Reached the target (within `stopDistance`). */
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+ arrive: () => void
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+ /** The target cannot be reached — the agent stopped at the closest point (or nowhere near). */
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+ blocked: () => void
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+ }
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+
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+ const AVOIDANCE: Record<NavAgentAvoidance, number> = { off: -1, low: 0, medium: 1, high: 3 }
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+ const DEG2RAD = Math.PI / 180
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+ const JOIN_RETRY_STEPS = 30
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+
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+ export class NavAgent extends Aspect<"agent", Node, NavAgentEvents> {
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+ static readonly aspect = "agent"
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+ /** The crowd advances first, then every agent applies its slot. */
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+ static after = [ NavCrowd ]
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+
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+ static fields: FieldMeta<NavAgent> = {
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+ radius: { min: 0.05, max: 5, step: 0.05 },
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+ height: { min: 0.1, max: 10, step: 0.1 },
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+ speed: { min: 0, max: 50, step: 0.1 },
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+ acceleration: { min: 0.1, max: 200, step: 0.5 },
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+ turnSpeed: { min: 0, max: 3600, step: 10 },
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+ separation: { min: 0, max: 10, step: 0.1 },
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+ stopDistance: { min: 0, max: 10, step: 0.05 },
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+ }
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+
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+ private _radius = 0.4
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+ private _height = 1.8
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+ private _speed = 3
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+ private _acceleration = 8
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+ private _avoidance: NavAgentAvoidance = "medium"
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+ private _separation = 2
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+ private _include: string[] | undefined
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+ private _exclude: string[] | undefined
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+ /** deg/s the node turns toward its velocity; 0 = never touch the rotation. */
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+ turnSpeed = 540
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+ /** How the node follows its slot. */
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+ drive: NavAgentDrive = "position"
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+ /** Reached = within this many metres (along the corridor) of the target. */
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+ stopDistance = 0.3
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+
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+ /** Agent radius (metres). Defaults to the navmesh's. */
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+ get radius(): number { return this._radius }
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+ set radius(v: number) { this._radius = v; this._dirty = true }
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+ get height(): number { return this._height }
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+ set height(v: number) { this._height = v; this._dirty = true }
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+ /** Top speed (m/s). */
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+ get speed(): number { return this._speed }
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+ set speed(v: number) { this._speed = v; this._dirty = true }
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+ get acceleration(): number { return this._acceleration }
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+ set acceleration(v: number) { this._acceleration = v; this._dirty = true }
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+ /** Local (agent-vs-agent) avoidance quality. */
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+ get avoidance(): NavAgentAvoidance { return this._avoidance }
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+ set avoidance(v: NavAgentAvoidance) { this._avoidance = v; this._dirty = true }
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+ /** Separation force weight (0 = none). */
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+ get separation(): number { return this._separation }
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+ set separation(v: number) { this._separation = v; this._dirty = true }
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+ /** Area names this agent may walk (default: all). */
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+ get include(): string[] | undefined { return this._include }
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+ set include(v: string[] | undefined) { this._include = v; this._dirty = true }
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+ /** Area names this agent never enters. */
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+ get exclude(): string[] | undefined { return this._exclude }
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+ set exclude(v: string[] | undefined) { this._exclude = v; this._dirty = true }
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+
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+ state: NavAgentState = "idle"
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+ /** The current velocity after avoidance (m/s). */
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+ readonly velocity = new Vec3(0, 0, 0)
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+ /** The velocity the corridor asked for, before avoidance. */
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+ readonly desiredVelocity = new Vec3(0, 0, 0)
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+ /** Metres left along the corridor (-1 = no target). */
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+ remainingDistance = -1
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+ /** Where the agent is going, or null. */
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+ get target(): Vec3 | null { return this._target }
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+ get hasPath(): boolean { return this._target !== null }
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+
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+ private _crowd: NavCrowd | null = null
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+ private _slot = -1
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+ private _target: Vec3 | null = null
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+ /** velocity-driven (`move`) rather than target-driven */
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+ private _steering = false
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+ private _dirty = false
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+ private _faceX = 0
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+ private _faceZ = -1
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+ private _retryAt = 0
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+ private _lastSeen = -1
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+ private _still = 0
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+ private _near = 0
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+ private _slow = 0
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+
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+ onAttach(): void {
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+ this.state = "idle"
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+ this._join()
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+ }
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+
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+ onReconfigure(): void { this._dirty = true }
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+
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+ onDetach(): void {
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+ this._leave()
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+ }
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+
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+ /** Walk to a point. False = no walkable polygon near it (or no navmesh) — the current target stays. */
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+ goTo(target: Vec3Like): boolean {
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+ if (this._slot < 0 && !this._join()) return false
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+ const ok = _creatorNav.crowdSetTarget(this._crowd!._id, this._slot, cx(target), cy(target), cz(target))
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+ if (!ok) return false
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+ this._target = new Vec3(cx(target), cy(target), cz(target))
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+ this._steering = false
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+ this.state = "moving"
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+ this._still = 0
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+ this._near = 0
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+ this._slow = 0
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+ return true
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+ }
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+
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+ /** Drop the target and decelerate to a stop. */
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+ stop(): void {
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+ if (this._slot >= 0) _creatorNav.crowdResetTarget(this._crowd!._id, this._slot)
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+ this._target = null
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+ this._steering = false
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+ this.remainingDistance = -1
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+ this.state = "idle"
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+ }
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+
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+ /**
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+ * Steer by velocity instead of a target — a player on WASD, a scripted push: the crowd keeps
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+ * the node on the mesh and avoids the other agents, no path and no arrival. Call it every fixed
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+ * step (the last velocity holds until the next call); `move(0, 0)` stops. Cancels `goTo`.
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+ * False = no navmesh / off the mesh.
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+ */
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+ move(vx: number, vz: number): boolean {
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+ if (this._slot < 0 && !this._join()) return false
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+ this._target = null
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+ this.remainingDistance = -1
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+ if (vx === 0 && vz === 0) {
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+ if (this._steering) { _creatorNav.crowdResetTarget(this._crowd!._id, this._slot); this._steering = false }
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+ this.state = "idle"
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+ return true
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+ }
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+ _creatorNav.crowdSetVelocity(this._crowd!._id, this._slot, vx, 0, vz)
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+ this._steering = true
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+ this.state = "moving"
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+ return true
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+ }
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+
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+ /** Teleport (a spawn, a respawn). The target, if any, is kept. */
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+ warp(p: Vec3Like): void {
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+ this.node.position = [ cx(p), cy(p), cz(p) ]
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+ if (this._slot >= 0 && !_creatorNav.crowdWarp(this._crowd!._id, this._slot, cx(p), cy(p), cz(p))) {
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+ // off the mesh now — leave the crowd and re-join when it is back on
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+ this._leave()
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+ this._retryAt = 0
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+ }
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+ }
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+
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+ private params(): Float32Array {
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+ const p = new Float32Array(NAV_AGENT.COUNT)
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+ const mesh = this._crowd?._mesh
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+ p[NAV_AGENT.RADIUS] = this._radius
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+ p[NAV_AGENT.HEIGHT] = this._height
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+ p[NAV_AGENT.MAX_SPEED] = this._speed
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+ p[NAV_AGENT.MAX_ACCELERATION] = this._acceleration
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+ p[NAV_AGENT.COLLISION_QUERY_RANGE] = 0
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+ p[NAV_AGENT.PATH_OPTIMIZATION_RANGE] = 0
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+ p[NAV_AGENT.SEPARATION_WEIGHT] = this._separation
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+ p[NAV_AGENT.AVOIDANCE] = AVOIDANCE[this._avoidance] ?? 1
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+ p[NAV_AGENT.INCLUDE_FLAGS] = mesh ? mesh.flags(this._include) : 0xffff
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+ p[NAV_AGENT.EXCLUDE_FLAGS] = mesh && this._exclude ? mesh.flags(this._exclude) : 0
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+ p[NAV_AGENT.ANTICIPATE_TURNS] = 1
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+ p[NAV_AGENT.OPTIMIZE_VIS] = 1
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+ p[NAV_AGENT.OPTIMIZE_TOPO] = 1
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+ return p
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+ }
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+
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+ /** @internal Register with the active navmesh's crowd. False = no navmesh / off the mesh. */
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+ _join(): boolean {
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+ const mesh = NavMesh.active
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+ if (!mesh || typeof _creatorNav === "undefined") return false
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+ const crowd = mesh._crowd()
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+ if (!crowd._ensureCapacity()) return false
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+ if (mesh._maxRadius < this._radius) mesh._maxRadius = this._radius
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+ const p = this.node.worldPosition
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+ const slot = _creatorNav.crowdAdd(crowd._id, p.x, p.y, p.z, this.params())
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+ if (slot < 0) { this._retryAt = crowd._step + JOIN_RETRY_STEPS; return false }
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+ this._crowd = crowd
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+ this._slot = slot
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+ this._dirty = false
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+ this._lastSeen = -1
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+ crowd._agents.add(this)
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+ if (this._target && !_creatorNav.crowdSetTarget(crowd._id, slot, this._target.x, this._target.y, this._target.z)) this._target = null
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+ return true
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+ }
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+
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+ /** @internal The crowd was re-created (capacity grew): take a fresh slot, keep the target. */
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+ _rejoin(): void {
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+ const crowd = this._crowd
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+ if (!crowd) return
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+ const p = this.node.worldPosition
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+ const slot = _creatorNav.crowdAdd(crowd._id, p.x, p.y, p.z, this.params())
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+ this._slot = slot
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+ if (slot >= 0 && this._target) _creatorNav.crowdSetTarget(crowd._id, slot, this._target.x, this._target.y, this._target.z)
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+ }
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+
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+ /** @internal Leave the crowd (detach, navmesh disposal). */
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+ _leave(): void {
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+ if (this._crowd && this._slot >= 0 && typeof _creatorNav !== "undefined" && this._crowd._id) {
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+ _creatorNav.crowdRemove(this._crowd._id, this._slot)
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+ }
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+ this._crowd?._agents.delete(this)
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+ this._crowd = null
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+ this._slot = -1
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+ }
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+
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+ updateFixed(dt: number): void {
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+ if (this._slot < 0) {
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+ // no crowd yet (the navmesh loaded after the attach, or the spawn was off the mesh): retry
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+ if (NavMesh.active && (this._crowd === null ? true : this._crowd._step >= this._retryAt)) {
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+ if (!this._join()) this._retryAt = (NavMesh.active._crowd()._step) + JOIN_RETRY_STEPS
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+ }
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+ return
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+ }
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+ const crowd = this._crowd!
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+ if (crowd._mesh !== NavMesh.active) { this._leave(); return }
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+ if (this._dirty) { this._dirty = false; _creatorNav.crowdSetParams(crowd._id, this._slot, this.params()) }
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+ if (crowd._step === this._lastSeen) return // the crowd has not advanced since (a frame with no step)
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+ this._lastSeen = crowd._step
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+ const b = crowd._buf
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+ const o = this._slot * NAV_READ.STRIDE
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+ const st = b[o + NAV_READ.STATE]!
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+ if (st === 0) { this._leave(); return }
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+ const px = b[o + NAV_READ.POS_X]!, py = b[o + NAV_READ.POS_Y]!, pz = b[o + NAV_READ.POS_Z]!
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+ const vx = b[o + NAV_READ.VEL_X]!, vy = b[o + NAV_READ.VEL_Y]!, vz = b[o + NAV_READ.VEL_Z]!
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+ this.velocity.x = vx; this.velocity.y = vy; this.velocity.z = vz
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+ this.desiredVelocity.x = b[o + NAV_READ.DVEL_X]!; this.desiredVelocity.y = b[o + NAV_READ.DVEL_Y]!; this.desiredVelocity.z = b[o + NAV_READ.DVEL_Z]!
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+ const remaining = b[o + NAV_READ.REMAINING]!
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+ this.remainingDistance = remaining
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+
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+ // the node
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+ const node = this.node
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+ if (this.drive === "controller") {
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+ const cc = node.get(CharacterController)
274
+ if (cc) {
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+ cc.move(vx, vz)
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+ // the body is the truth: re-sync the slot when the capsule ended up elsewhere
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+ const wp = node.worldPosition
278
+ const dx = wp.x - px, dz = wp.z - pz
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+ if (dx * dx + dz * dz > this._radius * this._radius * 0.25) _creatorNav.crowdWarp(crowd._id, this._slot, wp.x, wp.y, wp.z)
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+ } else {
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+ node.position = [ px, py, pz ]
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+ }
283
+ } else {
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+ node.position = [ px, py, pz ]
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+ }
286
+ if (this.turnSpeed > 0) this.face(vx, vz, dt)
287
+
288
+ // the state machine — arrival / blocked are decided here, in JS. A crowd never lets everyone
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+ // reach the same point: the first agent stops ON it and avoidance holds the rest jostling in a
290
+ // ring around it — so a second spent within a few radii of the goal counts as arrived, and
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+ // standing still anywhere else for 3 s (a jam, a door that closed) counts as blocked.
292
+ if (this._target) {
293
+ const ts = b[o + NAV_READ.TARGET_STATE]!
294
+ const partial = b[o + NAV_READ.PARTIAL]! > 0.5
295
+ const speed = Math.hypot(vx, vz)
296
+ if (ts === 1) {
297
+ this.finish("blocked")
298
+ } else if (ts === 2 && remaining >= 0 && remaining <= this.stopDistance) {
299
+ this.finish(partial ? "blocked" : "arrived")
300
+ } else {
301
+ // near = a few radii out (the first ring); slow-near = creeping in the outer rings of a big crowd
302
+ const r = this._radius
303
+ const valid = ts === 2 && remaining >= 0
304
+ this._near = valid && remaining <= this.stopDistance + r * 8 ? this._near + 1 : 0
305
+ this._slow = valid && remaining <= this.stopDistance + r * 16 && speed < 0.7 ? this._slow + 1 : 0
306
+ this._still = speed < 0.15 ? this._still + 1 : 0
307
+ if (this._near >= 60 || this._slow >= 120) this.finish(partial ? "blocked" : "arrived")
308
+ else if (this._still >= 180) this.finish("blocked")
309
+ else this.state = st === 3 ? "offmesh" : "moving"
310
+ }
311
+ }
312
+ }
313
+
314
+ private finish(state: "arrived" | "blocked"): void {
315
+ _creatorNav.crowdResetTarget(this._crowd!._id, this._slot)
316
+ this._target = null
317
+ this.state = state
318
+ this.remainingDistance = 0
319
+ this.emit(state === "arrived" ? "arrive" : "blocked")
320
+ }
321
+
322
+ private face(vx: number, vz: number, dt: number): void {
323
+ const speed = Math.hypot(vx, vz)
324
+ if (speed < 0.05) return
325
+ const a0 = Math.atan2(this._faceX, this._faceZ)
326
+ const a1 = Math.atan2(vx / speed, vz / speed)
327
+ let delta = a1 - a0
328
+ while (delta > Math.PI) delta -= 2 * Math.PI
329
+ while (delta < -Math.PI) delta += 2 * Math.PI
330
+ const max = this.turnSpeed * DEG2RAD * dt
331
+ const a = a0 + Math.max(-max, Math.min(max, delta))
332
+ this._faceX = Math.sin(a)
333
+ this._faceZ = Math.cos(a)
334
+ const p = this.node.position
335
+ this.node.lookAt([ cx(p) + this._faceX, cy(p), cz(p) + this._faceZ ], "-z")
336
+ }
337
+ }