lecodes-cli 0.18.2 → 0.19.0

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 (57) hide show
  1. package/dist/index.js +1240 -170
  2. package/package.json +3 -2
  3. package/runtime/scene-harness.json +1 -1
  4. package/runtime/sdk/compile/aspectMacro.ts +86 -0
  5. package/runtime/sdk/compile/assetIconMacro.ts +384 -0
  6. package/runtime/sdk/compile/assetMacro.ts +146 -0
  7. package/runtime/sdk/compile/assetName.ts +50 -0
  8. package/runtime/sdk/compile/bundler.ts +287 -0
  9. package/runtime/sdk/compile/compileProject.ts +129 -0
  10. package/runtime/sdk/compile/detectEntry.ts +128 -0
  11. package/runtime/sdk/compile/fontMacro.ts +459 -0
  12. package/runtime/sdk/compile/fontRegistry.ts +78 -0
  13. package/runtime/sdk/compile/header.ts +67 -0
  14. package/runtime/sdk/compile/index.ts +100 -0
  15. package/runtime/sdk/compile/libraryImports.ts +52 -0
  16. package/runtime/sdk/compile/liteMaterial.ts +247 -0
  17. package/runtime/sdk/compile/sceneEditor.ts +88 -0
  18. package/runtime/sdk/compile/serverSplit.ts +233 -0
  19. package/runtime/sdk/compile/serverTypes.ts +227 -0
  20. package/runtime/sdk/compile/sfnt.ts +98 -0
  21. package/runtime/sdk/compile/shaderSchema.ts +202 -0
  22. package/runtime/sdk/compile/shaderTargets.ts +81 -0
  23. package/runtime/sdk/compile/sourcemap.ts +25 -0
  24. package/runtime/sdk/core/Aspect.ts +65 -9
  25. package/runtime/sdk/core/StateMachine.ts +308 -0
  26. package/runtime/sdk/core/time.ts +3 -0
  27. package/runtime/sdk/gl/CameraPlace.ts +52 -52
  28. package/runtime/sdk/gl/Light.ts +12 -4
  29. package/runtime/sdk/gl/Lightmap.ts +87 -10
  30. package/runtime/sdk/gl/Material.ts +15 -0
  31. package/runtime/sdk/gl/Model.ts +68 -8
  32. package/runtime/sdk/gl/NavAgent.ts +337 -0
  33. package/runtime/sdk/gl/NavMesh.ts +397 -0
  34. package/runtime/sdk/gl/Ragdoll.ts +270 -0
  35. package/runtime/sdk/gl/Scene.ts +7 -0
  36. package/runtime/sdk/gl/Shape.ts +37 -5
  37. package/runtime/sdk/gl/Terrain.ts +1092 -0
  38. package/runtime/sdk/gl/Texture.ts +17 -0
  39. package/runtime/sdk/gl/Trigger.ts +45 -45
  40. package/runtime/sdk/gl/animation/Animator.ts +35 -2
  41. package/runtime/sdk/gl/animation/Layer.ts +3 -1
  42. package/runtime/sdk/gl/animation/Loop.ts +5 -0
  43. package/runtime/sdk/gl/animation/Playback.ts +4 -3
  44. package/runtime/sdk/gl/animation/core.ts +52 -10
  45. package/runtime/sdk/gl/scenarios.ts +291 -291
  46. package/runtime/sdk/gl/state.ts +6 -6
  47. package/runtime/sdk/gl/terrainMesh.ts +219 -0
  48. package/runtime/sdk/inject.ts +12 -1
  49. package/runtime/sdk/net/codec.ts +119 -0
  50. package/runtime/sdk/net/core.ts +384 -0
  51. package/runtime/sdk/net/index.ts +181 -0
  52. package/runtime/sdk/net/replication.ts +622 -0
  53. package/runtime/sdk/scene/defineScene.ts +140 -14
  54. package/runtime/sdk/scene/editorPlugins.ts +18 -0
  55. package/runtime/sdk/scene/gizmos.ts +148 -148
  56. package/runtime/sdk/ui/UINode.ts +4 -0
  57. package/runtime/sdk-types.json +1 -1
@@ -0,0 +1,397 @@
1
+ // Navigation meshes (docs/navmesh-plan.md). A level bakes ONE navmesh at dev time from its static
2
+ // collision geometry (`lecodes navmesh bake` — the desktop host dumps every static Jolt body's
3
+ // triangles, Recast builds the mesh in the CLI) and loads it at runtime; agents (`NavAgent`) walk
4
+ // it through DetourCrowd, and the game asks it for paths, nearest points, walkability rays and
5
+ // random spots. A scene FILE does the loading by itself:
6
+ //
7
+ // env: { navmesh: { data: asset('./assets/nav/yard.navmesh'), agent: { radius: 0.4, height: 1.8 } } }
8
+ //
9
+ // Hand-built scenes call it once the level is complete:
10
+ //
11
+ // const nav = await NavMesh.load(scene, { data: asset('./assets/nav/yard.navmesh') })
12
+ // nav?.findPath(a, b) // Vec3[] corners (+ .partial)
13
+ // enemy.aspect(NavAgent, { speed: 3 }).agent.goTo(player.position)
14
+ //
15
+ // Under `lecodes navmesh bake` the same call is where the geometry dump fires ("the scene is
16
+ // complete"); on a host without navigation, or with a placeholder file, `load` resolves null and
17
+ // agents stay inert — the project runs everywhere. All logic lives here in JS; the native side
18
+ // (creator-nav) is the algorithms and the per-step hot path: ONE crowd update + ONE flat read per
19
+ // fixed step for every agent in the scene (`NavCrowd`, a system the mesh attaches to its scene).
20
+
21
+ import { fetch } from "../runtime/fetch"
22
+ import { System } from "../core/Aspect"
23
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
24
+ import { Geometry } from "./Geometry"
25
+ import { Material } from "./Material"
26
+ import { Mesh } from "./Mesh"
27
+ import type { Node } from "./Node"
28
+ import type { Scene } from "./Scene"
29
+ import type { NavAgent } from "./NavAgent"
30
+
31
+ // Fixed-order layouts — keep in step with creator-nav/creator-nav.h (CNAV_AGENT_* / CNAV_READ_*).
32
+ export const NAV_AGENT = {
33
+ RADIUS: 0, HEIGHT: 1, MAX_SPEED: 2, MAX_ACCELERATION: 3, COLLISION_QUERY_RANGE: 4, PATH_OPTIMIZATION_RANGE: 5,
34
+ SEPARATION_WEIGHT: 6, AVOIDANCE: 7, INCLUDE_FLAGS: 8, EXCLUDE_FLAGS: 9, ANTICIPATE_TURNS: 10,
35
+ OPTIMIZE_VIS: 11, OPTIMIZE_TOPO: 12, COUNT: 13,
36
+ } as const
37
+ export const NAV_READ = {
38
+ POS_X: 0, POS_Y: 1, POS_Z: 2, VEL_X: 3, VEL_Y: 4, VEL_Z: 5, DVEL_X: 6, DVEL_Y: 7, DVEL_Z: 8,
39
+ STATE: 9, TARGET_STATE: 10, REMAINING: 11, PARTIAL: 12, STRIDE: 13,
40
+ } as const
41
+ const FLAGS_ALL = 0xffff
42
+ const AREA_UNWALKABLE = 255
43
+ const AREA_SKIP = 254
44
+
45
+ /** The agent size a navmesh is built for (and the crowd's defaults). */
46
+ export type NavAgentSize = {
47
+ /** metres — polygons are eroded by it. Default 0.4 */
48
+ radius?: number
49
+ /** metres. Default 1.8 */
50
+ height?: number
51
+ /** the highest step walked over, metres. Default 0.4 */
52
+ climb?: number
53
+ /** the steepest walkable slope, degrees. Default 50 */
54
+ slope?: number
55
+ }
56
+
57
+ export type NavMeshLoadOptions = {
58
+ /** `asset('./assets/nav/<scene>.navmesh')` — what `lecodes navmesh bake` writes. */
59
+ data: string
60
+ /** The agent size the bake uses (the file records it; the crowd reads it back). */
61
+ agent?: NavAgentSize
62
+ /** Named areas → traversal cost (1 = plain ground). Ids are assigned in this order (1..15); the
63
+ * bake stores the names, queries and agents refer to them (`include` / `exclude`, `cost`). */
64
+ areas?: Record<string, number>
65
+ }
66
+
67
+ /** The file header `lecodes navmesh bake` wrote. */
68
+ export type NavMeshInfo = {
69
+ version: number
70
+ agent: { radius: number, height: number, climb: number, slope: number }
71
+ cell: number
72
+ cellHeight: number
73
+ tileSize: number
74
+ bounds: [[number, number, number], [number, number, number]]
75
+ stats: { tiles: number, polys: number, verts: number, triangles: number, volumes: number, links: number }
76
+ meta: { scene?: string, areas?: Record<string, number>, costs?: Record<string, number>, [k: string]: unknown } | null
77
+ }
78
+
79
+ /** A straight path: the corners to walk, plus whether it stops short of the target. */
80
+ export type NavPath = Vec3[] & { partial: boolean }
81
+
82
+ export type NavQueryOptions = {
83
+ /** Only these areas (names). Default: every area. */
84
+ include?: string[]
85
+ /** Never these areas (names). */
86
+ exclude?: string[]
87
+ /** Search half-extents around each endpoint (how far off the mesh a point may be). Default [2, 4, 2]. */
88
+ extents?: Vec3Like
89
+ }
90
+
91
+ export type NavRaycastHit = { hit: boolean, point: Vec3, normal: Vec3 }
92
+
93
+ type BakeConfig = { outDir: string, name?: string }
94
+
95
+ const bakeConfig = (): BakeConfig | null => {
96
+ const g = (globalThis as unknown as { __lecodesNavmesh?: BakeConfig }).__lecodesNavmesh
97
+ return g && typeof g.outDir === "string" ? g : null
98
+ }
99
+
100
+ const hasNav = (): boolean => typeof _creatorNav !== "undefined" && _creatorNav !== null
101
+
102
+ const scratch = new Float32Array(6)
103
+ const pathScratch = new Float32Array(256 * 3)
104
+
105
+ /** The crowd behind a scene's agents — a system `NavMesh.load` attaches to the scene so the whole
106
+ * crowd advances once per fixed step, BEFORE every `NavAgent` applies its slot (`static after`). */
107
+ export class NavCrowd extends System<"navCrowd"> {
108
+ static readonly aspect = "navCrowd"
109
+
110
+ /** @internal */ _mesh: NavMesh | null = null
111
+ /** @internal */ _id = 0
112
+ /** @internal */ _max = 0
113
+ /** @internal */ _buf = new Float32Array(0)
114
+ /** @internal */ _agents = new Set<NavAgent>()
115
+ /** @internal */ _step = 0
116
+
117
+ /** @internal Make room for one more agent (the crowd is re-created with double the slots; every
118
+ * agent re-joins — slots change, targets are re-requested). */
119
+ _ensureCapacity(): boolean {
120
+ if (!this._mesh || !hasNav()) return false
121
+ if (this._id && this._agents.size < this._max) return true
122
+ const max = Math.max(16, this._max * 2)
123
+ const id = _creatorNav.crowdCreate(this._mesh.id, max, Math.max(0.6, this._mesh._maxRadius))
124
+ if (!id) { console.warn(`NavCrowd: ${_creatorNav.lastError()}`); return false }
125
+ const old = this._id
126
+ this._id = id
127
+ this._max = max
128
+ this._buf = new Float32Array(max * NAV_READ.STRIDE)
129
+ if (old) {
130
+ for (const a of this._agents) a._rejoin()
131
+ _creatorNav.crowdDestroy(old)
132
+ }
133
+ return true
134
+ }
135
+
136
+ updateFixed(dt: number): void {
137
+ if (!this._id) return
138
+ _creatorNav.crowdUpdate(this._id, dt)
139
+ _creatorNav.crowdRead(this._id, this._buf)
140
+ this._step++
141
+ }
142
+
143
+ onDetach(): void {
144
+ if (this._id && hasNav()) _creatorNav.crowdDestroy(this._id)
145
+ this._id = 0
146
+ this._max = 0
147
+ this._agents.clear()
148
+ }
149
+ }
150
+
151
+ export class NavMesh {
152
+ /** True while `lecodes navmesh bake` runs the app — skip menus and build the level straight away. */
153
+ static get baking(): boolean { return bakeConfig() !== null }
154
+
155
+ /** The navmesh agents bind to (the last one loaded; one per world at a time). */
156
+ static active: NavMesh | null = null
157
+
158
+ private static byScene = new WeakMap<Scene, NavMesh>()
159
+ private static overrides = new Map<number, number | string>() // entity → area id / name / skip
160
+ private static warned = false
161
+ private static baked = false
162
+
163
+ /** Leave a static body out of the bake (`nav: false` in a scene file). */
164
+ static exclude(node: Node): void { NavMesh.overrides.set(node.id, AREA_SKIP) }
165
+ /** A static body nobody may walk on (`nav: 'unwalkable'`): its footprint is cut out. */
166
+ static unwalkable(node: Node): void { NavMesh.overrides.set(node.id, AREA_UNWALKABLE) }
167
+ /** A static body's surface belongs to a named area (`navArea: 'road'`; names from `load`'s `areas`). */
168
+ static area(node: Node, name: string): void { NavMesh.overrides.set(node.id, name) }
169
+ /** Forget every override (a scene rebuild). */
170
+ static clear(): void { NavMesh.overrides.clear() }
171
+
172
+ static of(scene: Scene): NavMesh | null { return NavMesh.byScene.get(scene) ?? null }
173
+
174
+ /** Load the level's navmesh — or, under `lecodes navmesh bake`, dump the collision geometry for
175
+ * it. Resolves null when nothing was loaded (no bake yet, a host without navigation, bake mode). */
176
+ static async load(scene: Scene, opts: NavMeshLoadOptions): Promise<NavMesh | null> {
177
+ const bake = bakeConfig()
178
+ if (bake) { NavMesh.bake(bake, opts); return null }
179
+ if (!hasNav()) {
180
+ if (!NavMesh.warned) { NavMesh.warned = true; console.warn("NavMesh: this host has no navigation support — agents stay still") }
181
+ return null
182
+ }
183
+ if (_creatorNav.ready) await _creatorNav.ready()
184
+ let id = 0
185
+ try {
186
+ const resp = await fetch(opts.data, { useOnce: true })
187
+ if (resp.status >= 400) { console.warn(`NavMesh: no navmesh at ${opts.data} (HTTP ${resp.status}) — run \`lecodes navmesh bake\``); return null }
188
+ id = _creatorNav.load((resp as unknown as { _id: number })._id)
189
+ resp.dispose()
190
+ } catch (e) {
191
+ console.warn(`NavMesh: could not read ${opts.data}: ${String(e)}`)
192
+ return null
193
+ }
194
+ if (!id) { console.warn(`NavMesh: ${opts.data}: ${_creatorNav.lastError()}`); return null }
195
+ let info: NavMeshInfo
196
+ try { info = JSON.parse(_creatorNav.header(id)) as NavMeshInfo } catch { info = { version: 0 } as NavMeshInfo }
197
+ if (!info.stats || info.stats.polys === 0) {
198
+ console.warn(`NavMesh: ${opts.data} is a placeholder — run \`lecodes navmesh bake\``)
199
+ _creatorNav.unload(id)
200
+ return null
201
+ }
202
+ const previous = NavMesh.byScene.get(scene)
203
+ if (previous) previous.dispose()
204
+ const nav = new NavMesh(scene, id, info, opts)
205
+ NavMesh.byScene.set(scene, nav)
206
+ NavMesh.active = nav
207
+ return nav
208
+ }
209
+
210
+ readonly scene: Scene
211
+ /** @internal the host handle */
212
+ readonly id: number
213
+ readonly info: NavMeshInfo
214
+ /** The agent size the mesh was built for. */
215
+ readonly agent: { radius: number, height: number, climb: number, slope: number }
216
+ /** Named areas → ids (from the bake; `load`'s `areas` when the file has none). */
217
+ readonly areas: Record<string, number>
218
+ /** @internal the largest agent radius seen (sizes the crowd's grid) */
219
+ _maxRadius = 0
220
+ private _debug: Mesh[] = []
221
+ private _seed = 0x9e3779b9
222
+ private _disposed = false
223
+
224
+ private constructor(scene: Scene, id: number, info: NavMeshInfo, opts: NavMeshLoadOptions) {
225
+ this.scene = scene
226
+ this.id = id
227
+ this.info = info
228
+ this.agent = info.agent ?? { radius: opts.agent?.radius ?? 0.4, height: opts.agent?.height ?? 1.8, climb: opts.agent?.climb ?? 0.4, slope: opts.agent?.slope ?? 50 }
229
+ this._maxRadius = this.agent.radius
230
+ this.areas = info.meta?.areas ?? NavMesh.areaIds(opts.areas)
231
+ const costs = { ...(info.meta?.costs ?? {}), ...(opts.areas ?? {}) }
232
+ for (const [ name, cost ] of Object.entries(costs)) this.cost(name, cost)
233
+ }
234
+
235
+ private static areaIds(areas: Record<string, number> | undefined): Record<string, number> {
236
+ const out: Record<string, number> = {}
237
+ let next = 1
238
+ for (const name of Object.keys(areas ?? {})) {
239
+ if (next > 15) { console.warn(`NavMesh: more than 15 areas — "${name}" ignored`); break }
240
+ out[name] = next++
241
+ }
242
+ return out
243
+ }
244
+
245
+ /** The include/exclude flag mask for a list of area names (undefined = every area). */
246
+ flags(names?: string[]): number {
247
+ if (!names) return FLAGS_ALL
248
+ let mask = 0
249
+ for (const n of names) {
250
+ const id = this.areas[n]
251
+ if (id === undefined) { console.warn(`NavMesh: unknown area "${n}"`); continue }
252
+ mask |= 1 << id
253
+ }
254
+ return mask
255
+ }
256
+
257
+ private masks(opts?: NavQueryOptions): [number, number] {
258
+ return [ opts?.include ? this.flags(opts.include) : FLAGS_ALL, opts?.exclude ? this.flags(opts.exclude) : 0 ]
259
+ }
260
+
261
+ /** Traversal cost of a named area (1 = plain ground; > 1 = avoided when a cheaper way exists). */
262
+ cost(area: string, cost: number): void {
263
+ const id = this.areas[area]
264
+ if (id === undefined) { console.warn(`NavMesh: unknown area "${area}"`); return }
265
+ if (!this._disposed) _creatorNav.setAreaCost(this.id, id, cost)
266
+ }
267
+
268
+ /** The straight (string-pulled) path from → to. Empty when an endpoint is off the mesh;
269
+ * `.partial` when the target is unreachable (the path ends at the closest polygon). */
270
+ findPath(from: Vec3Like, to: Vec3Like, opts?: NavQueryOptions & { maxCorners?: number }): NavPath {
271
+ const path = [] as unknown as NavPath
272
+ path.partial = false
273
+ if (this._disposed) return path
274
+ const [ inc, exc ] = this.masks(opts)
275
+ const e = opts?.extents
276
+ const max = Math.min(opts?.maxCorners ?? 256, 256)
277
+ const n = _creatorNav.findPath(this.id, cx(from), cy(from), cz(from), cx(to), cy(to), cz(to),
278
+ e ? cx(e) : 0, e ? cy(e) : 0, e ? cz(e) : 0, inc, exc, max, pathScratch)
279
+ const count = Math.abs(n)
280
+ for (let i = 0; i < count; i++) path.push(new Vec3(pathScratch[i * 3]!, pathScratch[i * 3 + 1]!, pathScratch[i * 3 + 2]!))
281
+ path.partial = n < 0
282
+ return path
283
+ }
284
+
285
+ /** The closest point on the mesh (within `extents` of `p`), or null. */
286
+ nearest(p: Vec3Like, opts?: NavQueryOptions): Vec3 | null {
287
+ if (this._disposed) return null
288
+ const [ inc, exc ] = this.masks(opts)
289
+ const e = opts?.extents
290
+ const ok = _creatorNav.nearest(this.id, cx(p), cy(p), cz(p), e ? cx(e) : 0, e ? cy(e) : 0, e ? cz(e) : 0, inc, exc, scratch)
291
+ return ok ? new Vec3(scratch[0]!, scratch[1]!, scratch[2]!) : null
292
+ }
293
+
294
+ /** Can an agent walk straight from → to? `hit` = a wall in between (at `point`, facing `normal`). */
295
+ raycast(from: Vec3Like, to: Vec3Like, opts?: NavQueryOptions): NavRaycastHit {
296
+ if (this._disposed) return { hit: true, point: new Vec3(cx(from), cy(from), cz(from)), normal: new Vec3(0, 0, 0) }
297
+ const [ inc, exc ] = this.masks(opts)
298
+ const hit = _creatorNav.raycast(this.id, cx(from), cy(from), cz(from), cx(to), cy(to), cz(to), inc, exc, scratch)
299
+ return { hit, point: new Vec3(scratch[0]!, scratch[1]!, scratch[2]!), normal: new Vec3(scratch[3]!, scratch[4]!, scratch[5]!) }
300
+ }
301
+
302
+ /** A random reachable point — within walking distance `radius` of `center`, or anywhere on the
303
+ * mesh. Deterministic: the sequence depends only on the calls made (a seeded generator). */
304
+ randomPoint(center?: Vec3Like, radius = 0, opts?: NavQueryOptions): Vec3 | null {
305
+ if (this._disposed) return null
306
+ const [ inc, exc ] = this.masks(opts)
307
+ this._seed = (Math.imul(this._seed, 1664525) + 1013904223) >>> 0
308
+ const c = center && radius > 0
309
+ const ok = _creatorNav.randomPoint(this.id, c ? cx(center) : 0, c ? cy(center) : 0, c ? cz(center) : 0, c ? radius : 0, this._seed || 1, inc, exc, scratch)
310
+ return ok ? new Vec3(scratch[0]!, scratch[1]!, scratch[2]!) : null
311
+ }
312
+
313
+ /** Draw the polygon mesh (a flat unlit surface 3 cm above the walkable area). */
314
+ get debug(): boolean { return this._debug.length > 0 }
315
+ set debug(on: boolean) {
316
+ if (on === this.debug || this._disposed) return
317
+ if (!on) { for (const m of this._debug) m.destroy(); this._debug = []; return }
318
+ const tris = _creatorNav.debugTriangles(this.id)
319
+ const material = Material.unlit({ color: "#3b82f6" })
320
+ // Geometry indexes with 16-bit indices: chunk the soup
321
+ const perChunk = 65535 - (65535 % 3)
322
+ for (let start = 0; start < tris.length / 3; start += perChunk) {
323
+ const count = Math.min(perChunk, tris.length / 3 - start)
324
+ const vertices = new Float32Array(count * 3)
325
+ const normals = new Float32Array(count * 3)
326
+ const uv = new Float32Array(count * 2)
327
+ const indices = new Uint16Array(count)
328
+ for (let i = 0; i < count; i++) {
329
+ vertices[i * 3] = tris[(start + i) * 3]!
330
+ vertices[i * 3 + 1] = tris[(start + i) * 3 + 1]! + 0.03
331
+ vertices[i * 3 + 2] = tris[(start + i) * 3 + 2]!
332
+ normals[i * 3 + 1] = 1
333
+ indices[i] = i
334
+ }
335
+ const mesh = new Mesh(new Geometry(vertices, normals, indices, uv), material)
336
+ mesh.name = "navmesh-debug"
337
+ mesh.castShadows = false
338
+ this.scene.add(mesh)
339
+ this._debug.push(mesh)
340
+ }
341
+ }
342
+
343
+ /** @internal The scene's crowd system (created on the first agent). */
344
+ _crowd(): NavCrowd {
345
+ const existing = this.scene.get(NavCrowd)
346
+ if (existing && existing._mesh === this) return existing
347
+ const crowd = this.scene.system(NavCrowd).navCrowd
348
+ crowd._mesh = this
349
+ return crowd
350
+ }
351
+
352
+ /** Release the host handles (a scene teardown). Agents fall back to inert. */
353
+ dispose(): void {
354
+ if (this._disposed) return
355
+ this._disposed = true
356
+ this.debug = false
357
+ const crowd = this.scene.get(NavCrowd)
358
+ if (crowd && crowd._mesh === this) {
359
+ for (const a of crowd._agents) a._leave()
360
+ this.scene.removeSystem(NavCrowd)
361
+ }
362
+ if (hasNav()) _creatorNav.unload(this.id)
363
+ if (NavMesh.byScene.get(this.scene) === this) NavMesh.byScene.delete(this.scene)
364
+ if (NavMesh.active === this) NavMesh.active = null
365
+ }
366
+
367
+ // ---- bake mode ----------------------------------------------------------------------------------
368
+
369
+ private static bake(cfg: BakeConfig, opts: NavMeshLoadOptions): void {
370
+ if (NavMesh.baked) { console.log("[navmesh] a second NavMesh.load — skipped (one bake per run; use --entry per scene)"); return }
371
+ NavMesh.baked = true
372
+ if (!_creator.physicsStaticGeometry) {
373
+ console.error("[navmesh] error: this host cannot dump collision geometry (build the desktop host from packages/desktop, or update: lecodes desktop update)")
374
+ return
375
+ }
376
+ const areaIds = NavMesh.areaIds(opts.areas)
377
+ const ids: number[] = []
378
+ const areas: number[] = []
379
+ for (const [ entity, area ] of NavMesh.overrides) {
380
+ let id: number
381
+ if (typeof area === "string") {
382
+ id = areaIds[area] ?? -1
383
+ if (id < 0) { console.warn(`[navmesh] unknown area "${area}" on entity ${entity} — declare it in the navmesh 'areas'`); continue }
384
+ } else id = area
385
+ ids.push(entity)
386
+ areas.push(id)
387
+ }
388
+ const path = `${cfg.outDir}/${cfg.name ?? "scene"}.navgeo`
389
+ const n = _creator.physicsStaticGeometry(path, Uint32Array.from(ids), Uint8Array.from(areas))
390
+ if (n < 0) { console.error(`[navmesh] error: the geometry dump failed (${path})`); return }
391
+ if (n === 0) { console.error("[navmesh] error: no static collision geometry — agents walk on STATIC Physics bodies (Shape + Physics { motion: 'static' })"); return }
392
+ const agent = { radius: opts.agent?.radius ?? 0.4, height: opts.agent?.height ?? 1.8, climb: opts.agent?.climb ?? 0.4, slope: opts.agent?.slope ?? 50 }
393
+ console.log(`[navmesh] geometry ${n} triangles → ${path}`)
394
+ console.log(`[navmesh] config ${JSON.stringify({ agent, areas: areaIds, costs: opts.areas ?? {}, data: opts.data })}`)
395
+ console.log("[navmesh] done")
396
+ }
397
+ }
@@ -0,0 +1,270 @@
1
+ // A ragdoll: the model's skeleton handed to physics. One rigid body per listed bone — a capsule from
2
+ // the bone's origin to the next joint down the chain — joined to its parent part by a swing-twist
3
+ // constraint (a cone + a twist range, or a one-way hinge for knees and elbows). Built once at
4
+ // attach from the pose the model is in (that pose is the joints' neutral for the limits), and
5
+ // switched on and off at will:
6
+ //
7
+ // const rag = hero.aspect(Ragdoll).get(Ragdoll)! // 'humanoid': the parts by bone name
8
+ // rag.activate({ velocity: capsule.controller.velocity }) // drops from its CURRENT pose, keeps its speed
9
+ // …
10
+ // rag.deactivate() // the animator owns the bones again
11
+ //
12
+ // While active the engine writes the bodies' poses onto the bones every frame AFTER the animator, so
13
+ // the listed bones hide whatever plays underneath; bones NOT listed (fingers, toes, the rest of a
14
+ // spine chain between two parts) keep their animated local pose under the ragdolled parents, and
15
+ // anything mounted on a bone (a weapon in the hand) rides along. Raycasts hit the parts and report
16
+ // the bone node, so a shot knows which limb it struck — `impulse(bone, …)` pushes that part.
17
+ //
18
+ // The character CONTROLLER is yours to switch off (`node.removeAspect(CharacterController)`): a
19
+ // capsule left standing would keep the fallen body from settling. `root` (the hips) tells you where
20
+ // the body ended up when it is time to get back up.
21
+ //
22
+ // A fallen body is scenery, not an obstacle: by default (`collide: 'static'`) only the static world
23
+ // and other ragdolls stop it — dynamic bodies, character controllers and vehicles pass through, so it
24
+ // never shoves or blocks anything and the solver never pairs it with them — and once every part has
25
+ // come to rest (`freeze`, or `freezeAfter` seconds at the latest) the parts turn static where they
26
+ // lie: the pose holds, nothing can wake them, the solver skips them. Raycasts hit it either way, and
27
+ // a frozen `'all'` body is an obstacle you can stand on.
28
+
29
+ import { Aspect } from "../core/Aspect"
30
+ import type { FieldMeta } from "../core/fields"
31
+ import { cx, cy, cz, type Vec3Like } from "../math/vec"
32
+ import { Node } from "./Node"
33
+ import { DEFAULT_FRICTION } from "./Physics"
34
+
35
+ export interface RagdollHinge {
36
+ /** The hinge axis in the MODEL's space (its rest pose: +Z forward, +Y up, +X the model's left in
37
+ * glTF). Perpendicular to the bone; the engine drops any component along it. */
38
+ axis: Vec3Like
39
+ /** The bend range about `axis` in degrees, relative to the pose the ragdoll was built in — a knee
40
+ * is `{ axis: [1, 0, 0], min: 0, max: 140 }`: it folds one way only. */
41
+ min: number
42
+ max: number
43
+ }
44
+
45
+ export interface RagdollPart {
46
+ /** The bone the body sits on — its origin is the joint. */
47
+ bone: string
48
+ /** The bone the capsule points at (the next joint down). Omitted = a leaf: `length` along the line
49
+ * from the parent part's origin (a head, a hand, a foot without toes). */
50
+ to?: string
51
+ /** The bone of the part this one hangs from (default: the previous part in the list). The root
52
+ * has none. */
53
+ parent?: string
54
+ /** Capsule radius in metres (default 0.05). */
55
+ radius?: number
56
+ /** Length in metres: a leaf's, or an override of the distance to `to`. */
57
+ length?: number
58
+ /** This part's share of the ragdoll's `mass` (relative weight, default 1). */
59
+ mass?: number
60
+ /** Cone half-angle in degrees the part may swing off its parent (default 30). Ignored with `hinge`. */
61
+ swing?: number
62
+ /** Twist half-angle in degrees about its own axis (default 20). */
63
+ twist?: number
64
+ /** A one-way joint instead of the cone. */
65
+ hinge?: RagdollHinge
66
+ }
67
+
68
+ const VERSION = 2
69
+ const HEADER = 12
70
+ const STRIDE = 12
71
+
72
+ // Bone names per humanoid role, tried in order: Mixamo / MotusMan / Unity-style first, then UE-style.
73
+ // `node.bone()` already matches the part after a `:` / `|` prefix (`mixamorig:Hips`).
74
+ const HUMANOID: Record<string, string[]> = {
75
+ hips: [ "Hips", "pelvis", "Pelvis", "hip" ],
76
+ spine: [ "Spine", "spine_01", "spine", "Spine1" ],
77
+ neck: [ "Neck", "neck_01", "neck" ],
78
+ head: [ "Head", "head" ],
79
+ upperArmL: [ "LeftArm", "upperarm_l", "LeftUpperArm", "UpperArm_L", "L_UpperArm" ],
80
+ foreArmL: [ "LeftForeArm", "lowerarm_l", "LeftLowerArm", "LowerArm_L", "L_Forearm" ],
81
+ handL: [ "LeftHand", "hand_l", "Hand_L", "L_Hand" ],
82
+ upLegL: [ "LeftUpLeg", "thigh_l", "LeftUpperLeg", "UpperLeg_L", "L_Thigh" ],
83
+ legL: [ "LeftLeg", "calf_l", "LeftLowerLeg", "LowerLeg_L", "L_Calf" ],
84
+ footL: [ "LeftFoot", "foot_l", "Foot_L", "L_Foot" ],
85
+ toeL: [ "LeftToeBase", "ball_l", "LeftToe", "Toe_L", "L_Toe" ],
86
+ upperArmR: [ "RightArm", "upperarm_r", "RightUpperArm", "UpperArm_R", "R_UpperArm" ],
87
+ foreArmR: [ "RightForeArm", "lowerarm_r", "RightLowerArm", "LowerArm_R", "R_Forearm" ],
88
+ handR: [ "RightHand", "hand_r", "Hand_R", "R_Hand" ],
89
+ upLegR: [ "RightUpLeg", "thigh_r", "RightUpperLeg", "UpperLeg_R", "R_Thigh" ],
90
+ legR: [ "RightLeg", "calf_r", "RightLowerLeg", "LowerLeg_R", "R_Calf" ],
91
+ footR: [ "RightFoot", "foot_r", "Foot_R", "R_Foot" ],
92
+ toeR: [ "RightToeBase", "ball_r", "RightToe", "Toe_R", "R_Toe" ],
93
+ }
94
+
95
+ /** The standard humanoid layout (hips, one spine capsule up to the neck, head, two-segment arms and
96
+ * legs, hands and feet where the rig has them): sizes for a ~1.8 m human, mass shares from body
97
+ * segment tables, knees and elbows as hinges that fold the natural way for a model standing in a
98
+ * T- or A-pose facing +Z. */
99
+ const humanoidParts = (find: (role: string) => string | null): RagdollPart[] => {
100
+ const hips = find("hips"), spine = find("spine"), neck = find("neck"), head = find("head")
101
+ if (!hips) throw new Error("Ragdoll 'humanoid': no hips bone (Hips / pelvis) on this model — list the parts by name")
102
+ const parts: RagdollPart[] = []
103
+ parts.push({ bone: hips, to: spine ?? undefined, length: spine ? 0 : 0.2, radius: 0.12, mass: 15 })
104
+ const torso = spine ?? hips
105
+ if (spine) parts.push({ bone: spine, to: neck ?? head ?? undefined, length: neck || head ? 0 : 0.4, parent: hips, radius: 0.11, mass: 25, swing: 25, twist: 25 })
106
+ if (head) parts.push({ bone: head, parent: torso, radius: 0.1, length: 0.2, mass: 6, swing: 35, twist: 45 })
107
+ for (const side of [ "L", "R" ] as const) {
108
+ const upper = find(`upperArm${side}`), fore = find(`foreArm${side}`), hand = find(`hand${side}`)
109
+ if (upper) parts.push({ bone: upper, to: fore ?? undefined, length: fore ? 0 : 0.3, parent: torso, radius: 0.05, mass: 3, swing: 80, twist: 45 })
110
+ // the elbow: a T-pose arm along ±X folds its hand forward (+Z) — a negative turn about +Y on the
111
+ // left, a positive one on the right
112
+ if (upper && fore) parts.push({ bone: fore, to: hand ?? undefined, length: hand ? 0 : 0.28, parent: upper, radius: 0.04, mass: 2, twist: 30, hinge: { axis: [ 0, 1, 0 ], min: side === "L" ? -140 : 0, max: side === "L" ? 0 : 140 } })
113
+ if (upper && fore && hand) parts.push({ bone: hand, parent: fore, radius: 0.035, length: 0.16, mass: 1, swing: 30, twist: 20 })
114
+ const up = find(`upLeg${side}`), leg = find(`leg${side}`), foot = find(`foot${side}`), toe = find(`toe${side}`)
115
+ if (up) parts.push({ bone: up, to: leg ?? undefined, length: leg ? 0 : 0.45, parent: hips, radius: 0.08, mass: 10, swing: 60, twist: 30 })
116
+ // the knee: the shin (pointing down) swings its foot backward (−Z) for a positive turn about +X
117
+ if (up && leg) parts.push({ bone: leg, to: foot ?? undefined, length: foot ? 0 : 0.42, parent: up, radius: 0.06, mass: 5, twist: 10, hinge: { axis: [ 1, 0, 0 ], min: 0, max: 140 } })
118
+ if (up && leg && foot) parts.push({ bone: foot, to: toe ?? undefined, length: toe ? 0 : 0.2, parent: leg, radius: 0.04, mass: 2, swing: 30, twist: 15 })
119
+ }
120
+ return parts
121
+ }
122
+
123
+ export class Ragdoll extends Aspect<"ragdoll", Node> {
124
+ static readonly aspect = "ragdoll"
125
+
126
+ /** The parts: `'humanoid'` (default) finds the standard bones by name; a list places bodies on any
127
+ * bones — parents before children. */
128
+ parts: RagdollPart[] | "humanoid" = "humanoid"
129
+ /** Total mass in kg (default 70), split between the parts by their `mass` shares. */
130
+ mass = 70
131
+ /** Friction of every part (default 0.6 — the physics default). */
132
+ friction = DEFAULT_FRICTION
133
+ /** Linear / angular damping of every part; 0 = Jolt's own 0.05. More angular damping settles a
134
+ * flailing body sooner. */
135
+ linearDamping = 0
136
+ angularDamping = 0
137
+ /** What the parts collide with. `'static'` (default): the static geometry and other such ragdolls
138
+ * only — dynamic bodies, character controllers and vehicles pass through a fallen body, which then
139
+ * never shoves or blocks anything and costs nothing when they meet. `'all'`: a regular dynamic
140
+ * body that bumps into everything (and gets kicked awake by everything). */
141
+ collide: "static" | "all" = "static"
142
+ /** Once every part has come to rest the parts turn static where they lie (default true): the pose
143
+ * holds, nothing can wake a settled body and it costs the solver nothing — `deactivate()` /
144
+ * `activate()` still work (activate makes it dynamic again). */
145
+ freeze = true
146
+ /** Seconds after `activate()` at which the body freezes whatever it is doing — a twitch on a slope
147
+ * or a pile never sleeps on its own. 0 (default) = no cap. */
148
+ freezeAfter = 0
149
+
150
+ static fields: FieldMeta<Ragdoll> = {
151
+ mass: { min: 1, step: 5 },
152
+ friction: { min: 0, max: 2, step: 0.05 },
153
+ linearDamping: { label: "Linear damping", min: 0, max: 5, step: 0.05 },
154
+ angularDamping: { label: "Angular damping", min: 0, max: 5, step: 0.05 },
155
+ collide: { options: [ "static", "all" ] },
156
+ freezeAfter: { label: "Freeze after (s)", min: 0, max: 60, step: 0.5 },
157
+ parts: { hidden: true },
158
+ }
159
+
160
+ private _id = 0
161
+ private _active = false
162
+ private _bones: { name: string; node: Node }[] = []
163
+
164
+ onAttach(): void {
165
+ if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
166
+ if (!_creator.ragdollCreate) {
167
+ console.warn("Ragdoll needs a newer host (no ragdollCreate) — the body will not fall")
168
+ return
169
+ }
170
+ const find = (role: string): string | null => {
171
+ for (const name of HUMANOID[role] ?? []) if (this.node.bone(name)) return name
172
+ return null
173
+ }
174
+ const parts = this.parts === "humanoid" ? humanoidParts(find) : this.parts
175
+ if (parts.length === 0) throw new Error("Ragdoll: no parts")
176
+
177
+ const n = parts.length
178
+ const bones = new Uint32Array(n * 2)
179
+ const s = new Float32Array(HEADER + n * STRIDE)
180
+ s[0] = VERSION; s[1] = n; s[2] = STRIDE; s[3] = this.friction; s[4] = this.linearDamping; s[5] = this.angularDamping
181
+ s[6] = this.collide === "all" ? 0 : 1; s[7] = this.freeze ? 1 : 0; s[8] = Math.max(0, this.freezeAfter)
182
+ let shares = 0
183
+ for (const p of parts) shares += p.mass ?? 1
184
+ this._bones = []
185
+ for (let i = 0; i < n; i++) {
186
+ const p = parts[i]!
187
+ const bone = this.node.bone(p.bone)
188
+ if (!bone) throw new Error(`Ragdoll: no bone '${p.bone}' on '${this.node.name}'`)
189
+ const to = p.to ? this.node.bone(p.to) : null
190
+ if (p.to && !to) throw new Error(`Ragdoll: no bone '${p.to}' (the 'to' of '${p.bone}') on '${this.node.name}'`)
191
+ let parent = -1
192
+ if (i > 0) {
193
+ parent = p.parent ? parts.findIndex((q, j) => j < i && q.bone === p.parent) : i - 1
194
+ if (parent < 0) throw new Error(`Ragdoll: the parent '${p.parent}' of '${p.bone}' must be listed before it`)
195
+ }
196
+ bones[i * 2] = bone.id
197
+ bones[i * 2 + 1] = to ? to.id : 0
198
+ const o = HEADER + i * STRIDE
199
+ s[o] = parent
200
+ s[o + 1] = p.radius ?? 0.05
201
+ s[o + 2] = p.length ?? 0
202
+ s[o + 3] = this.mass * (p.mass ?? 1) / shares
203
+ s[o + 4] = p.swing ?? 30
204
+ s[o + 5] = p.twist ?? 20
205
+ if (p.hinge) {
206
+ s[o + 6] = 1
207
+ s[o + 7] = cx(p.hinge.axis); s[o + 8] = cy(p.hinge.axis); s[o + 9] = cz(p.hinge.axis)
208
+ s[o + 10] = p.hinge.min; s[o + 11] = p.hinge.max
209
+ }
210
+ this._bones.push({ name: p.bone, node: bone })
211
+ }
212
+ this._id = _creator.ragdollCreate(this.node.id, bones, s)
213
+ if (!this._id) console.warn(`Ragdoll: the host refused the parts on '${this.node.name}'`)
214
+ }
215
+
216
+ onDetach(): void {
217
+ if (this._id) {
218
+ if (this._active) _creator.ragdollDeactivate!(this._id)
219
+ _creator.ragdollDestroy!(this._id)
220
+ this._id = 0
221
+ }
222
+ this._active = false
223
+ this._bones = []
224
+ }
225
+
226
+ /** Hand the bones to physics from the pose they are in right now. `velocity` (world m/s) is given
227
+ * to every part — pass the character's, so a running body keeps travelling. */
228
+ activate(opts: { velocity?: Vec3Like } = {}): boolean {
229
+ if (!this._id) return false
230
+ const v = opts.velocity ?? [ 0, 0, 0 ]
231
+ this._active = _creator.ragdollActivate!(this._id, cx(v), cy(v), cz(v))
232
+ return this._active
233
+ }
234
+
235
+ /** Take the bones back: the animator's pose shows again from the next frame. */
236
+ deactivate(): void {
237
+ if (!this._id || !this._active) return
238
+ _creator.ragdollDeactivate!(this._id)
239
+ this._active = false
240
+ }
241
+
242
+ /** Physics owns the bones right now. */
243
+ get active(): boolean { return this._active }
244
+
245
+ /** Active and every part asleep (or frozen) — the body has come to rest. */
246
+ get settled(): boolean {
247
+ return this._active && !!this._id && !_creator.ragdollActive!(this._id)
248
+ }
249
+
250
+ /** The root part's bone (the hips): where the body is. */
251
+ get root(): Node | null { return this._bones[0]?.node ?? null }
252
+
253
+ /** The bones that carry a part, in order. */
254
+ get bones(): string[] { return this._bones.map((b) => b.name) }
255
+
256
+ /** The rigid-body id of a part (0 if none) — for the plain body calls. */
257
+ bodyOf(bone: string): number {
258
+ const i = this._bones.findIndex((b) => b.name === bone)
259
+ return i < 0 || !this._id ? 0 : _creator.ragdollBodyId!(this._id, i)
260
+ }
261
+
262
+ /** Push one part: an impulse in N·s, at a world point (a hit) or through its centre. Wakes the body. */
263
+ impulse(bone: string, v: Vec3Like, at?: Vec3Like): boolean {
264
+ const id = this.bodyOf(bone)
265
+ if (!id) return false
266
+ if (at && _creator.physicsApplyImpulseAt) _creator.physicsApplyImpulseAt(id, cx(v), cy(v), cz(v), cx(at), cy(at), cz(at))
267
+ else _creator.physicsApplyImpulse(id, cx(v), cy(v), cz(v))
268
+ return true
269
+ }
270
+ }