lecodes-cli 0.19.0 → 0.20.0

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Files changed (270) hide show
  1. package/README.md +1 -0
  2. package/dist/index.js +1069 -396
  3. package/package.json +14 -13
  4. package/runtime/scene-harness.json +1 -1
  5. package/runtime/sdk-types.json +1 -1
  6. package/runtime/web/assets/Roboto-Variable-DHm9jpd-.woff2 +0 -0
  7. package/runtime/web/assets/__vite-browser-external-BIHI7g3E.js +1 -0
  8. package/runtime/web/assets/basis-C64VHDVD.js +1 -0
  9. package/runtime/web/assets/basis_transcoder-VXdx5NbI.wasm +0 -0
  10. package/runtime/web/assets/createViewerLite-BvHobVhp.js +852 -0
  11. package/runtime/web/assets/draco-BiISTFcR.js +118 -0
  12. package/runtime/web/assets/draco_decoder-DsQ12WqX.wasm +0 -0
  13. package/runtime/web/assets/index-CfNCCBjN.js +2 -0
  14. package/runtime/web/assets/mapViewImpl-B2JcES8l.js +810 -0
  15. package/runtime/web/assets/maplibre-gl-worker-CJfwIrte.js +8 -0
  16. package/runtime/web/assets/neutral_ibl128-D-lzdkLN.ktx +0 -0
  17. package/runtime/web/assets/worker-Caf-yYEI.js +2 -0
  18. package/runtime/web/embed.html +32 -0
  19. package/runtime/web/embed.js +171 -0
  20. package/src/api.ts +302 -0
  21. package/src/browserAuth.ts +87 -0
  22. package/src/cmgenTool.ts +104 -0
  23. package/src/commands/app.ts +896 -0
  24. package/src/commands/appAndroid.ts +603 -0
  25. package/src/commands/appDesktop.ts +339 -0
  26. package/src/commands/appDesktopMac.ts +470 -0
  27. package/src/commands/appIcon.ts +187 -0
  28. package/src/commands/appShared.ts +542 -0
  29. package/src/commands/appTemplates.ts +907 -0
  30. package/src/commands/appTemplatesAndroid.ts +599 -0
  31. package/src/commands/appTemplatesGradlew.ts +9 -0
  32. package/src/commands/assets.ts +28 -0
  33. package/src/commands/clone.ts +60 -0
  34. package/src/commands/compile.ts +253 -0
  35. package/src/commands/create.ts +59 -0
  36. package/src/commands/design.ts +863 -0
  37. package/src/commands/designTemplates.ts +11 -0
  38. package/src/commands/desktop.ts +127 -0
  39. package/src/commands/dev.ts +236 -0
  40. package/src/commands/diff.ts +59 -0
  41. package/src/commands/init.ts +191 -0
  42. package/src/commands/install.ts +198 -0
  43. package/src/commands/lightmap.ts +290 -0
  44. package/src/commands/link.ts +147 -0
  45. package/src/commands/login.ts +24 -0
  46. package/src/commands/navmesh.ts +225 -0
  47. package/src/commands/pn.ts +305 -0
  48. package/src/commands/projectTemplates.ts +130 -0
  49. package/src/commands/pull.ts +109 -0
  50. package/src/commands/push.ts +173 -0
  51. package/src/commands/render.ts +416 -0
  52. package/src/commands/scene.ts +148 -0
  53. package/src/commands/shaders.ts +157 -0
  54. package/src/commands/status.ts +29 -0
  55. package/src/commands/test.ts +371 -0
  56. package/src/commands/thumbs.ts +178 -0
  57. package/src/commands/types.ts +87 -0
  58. package/src/commands/update.ts +190 -0
  59. package/src/compile/assetIcons.ts +214 -0
  60. package/src/compile/collect.ts +46 -0
  61. package/src/compile/collectLocal.ts +37 -0
  62. package/src/compile/designCompile.ts +104 -0
  63. package/src/compile/fonts.ts +156 -0
  64. package/src/compile/headlessBundle.ts +129 -0
  65. package/src/compile/nativeStack.ts +21 -0
  66. package/src/compile/projectCompile.ts +109 -0
  67. package/src/compile/sceneCompile.ts +113 -0
  68. package/src/compile/screenEntry.ts +127 -0
  69. package/src/compile/shaders.ts +245 -0
  70. package/src/config.ts +42 -0
  71. package/src/designMeta.ts +35 -0
  72. package/src/desktopRenderer.ts +545 -0
  73. package/src/desktopScript.ts +276 -0
  74. package/src/dev/clientTemplates.ts +160 -0
  75. package/src/dev/devServer.ts +333 -0
  76. package/src/dev/webRunner.ts +22 -0
  77. package/src/dev/wsServer.ts +144 -0
  78. package/src/distRoot.ts +20 -0
  79. package/src/ignore.ts +163 -0
  80. package/src/index.ts +494 -0
  81. package/src/lecodes-3d-editor.d.ts +41 -0
  82. package/src/lecodes-assets.d.ts +7 -0
  83. package/src/lecodes-design.d.ts +191 -0
  84. package/src/lecodes-renderer.d.ts +131 -0
  85. package/src/localFiles.ts +144 -0
  86. package/src/manifest.ts +46 -0
  87. package/src/matcTool.ts +137 -0
  88. package/src/peers.ts +40 -0
  89. package/src/project.ts +61 -0
  90. package/src/projectEnv.ts +94 -0
  91. package/src/qrcode-terminal.d.ts +9 -0
  92. package/src/releases.ts +125 -0
  93. package/src/serverDiff.ts +78 -0
  94. package/src/textDiff.ts +103 -0
  95. package/src/types.ts +0 -0
  96. package/src/util.ts +146 -0
  97. package/runtime/sdk/animate/animate.ts +0 -238
  98. package/runtime/sdk/animate/bezier.ts +0 -138
  99. package/runtime/sdk/animate/easings.ts +0 -126
  100. package/runtime/sdk/canvas/Canvas.ts +0 -305
  101. package/runtime/sdk/compile/aspectMacro.ts +0 -86
  102. package/runtime/sdk/compile/assetIconMacro.ts +0 -384
  103. package/runtime/sdk/compile/assetMacro.ts +0 -146
  104. package/runtime/sdk/compile/assetName.ts +0 -50
  105. package/runtime/sdk/compile/bundler.ts +0 -287
  106. package/runtime/sdk/compile/compileProject.ts +0 -129
  107. package/runtime/sdk/compile/detectEntry.ts +0 -128
  108. package/runtime/sdk/compile/fontMacro.ts +0 -459
  109. package/runtime/sdk/compile/fontRegistry.ts +0 -78
  110. package/runtime/sdk/compile/header.ts +0 -67
  111. package/runtime/sdk/compile/index.ts +0 -100
  112. package/runtime/sdk/compile/libraryImports.ts +0 -52
  113. package/runtime/sdk/compile/liteMaterial.ts +0 -247
  114. package/runtime/sdk/compile/sceneEditor.ts +0 -88
  115. package/runtime/sdk/compile/serverSplit.ts +0 -233
  116. package/runtime/sdk/compile/serverTypes.ts +0 -227
  117. package/runtime/sdk/compile/sfnt.ts +0 -98
  118. package/runtime/sdk/compile/shaderSchema.ts +0 -202
  119. package/runtime/sdk/compile/shaderTargets.ts +0 -81
  120. package/runtime/sdk/compile/sourcemap.ts +0 -25
  121. package/runtime/sdk/core/Aspect.ts +0 -568
  122. package/runtime/sdk/core/InspectorUI.ts +0 -212
  123. package/runtime/sdk/core/StateMachine.ts +0 -308
  124. package/runtime/sdk/core/color.ts +0 -66
  125. package/runtime/sdk/core/compWrite.ts +0 -42
  126. package/runtime/sdk/core/events.ts +0 -38
  127. package/runtime/sdk/core/fields.ts +0 -120
  128. package/runtime/sdk/core/registry.ts +0 -23
  129. package/runtime/sdk/core/signals.ts +0 -277
  130. package/runtime/sdk/core/time.ts +0 -84
  131. package/runtime/sdk/g2/Camera2D.ts +0 -40
  132. package/runtime/sdk/g2/CharacterController2D.ts +0 -276
  133. package/runtime/sdk/g2/Node2D.ts +0 -267
  134. package/runtime/sdk/g2/OneWay2D.ts +0 -66
  135. package/runtime/sdk/g2/Physics2D.ts +0 -346
  136. package/runtime/sdk/g2/Scene2D.ts +0 -209
  137. package/runtime/sdk/g2/Shape2D.ts +0 -259
  138. package/runtime/sdk/g2/Sprite.ts +0 -89
  139. package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
  140. package/runtime/sdk/g2/SpriteSheet.ts +0 -166
  141. package/runtime/sdk/g2/Texture2D.ts +0 -47
  142. package/runtime/sdk/g2/Tilemap.ts +0 -41
  143. package/runtime/sdk/g2/Tileset.ts +0 -71
  144. package/runtime/sdk/g2/Trigger2D.ts +0 -77
  145. package/runtime/sdk/g2/autotile.ts +0 -433
  146. package/runtime/sdk/g2/cells.ts +0 -91
  147. package/runtime/sdk/g2/defineScene2d.ts +0 -381
  148. package/runtime/sdk/g2/groups2d.ts +0 -106
  149. package/runtime/sdk/g2/loop.ts +0 -50
  150. package/runtime/sdk/g2/scenarios2d.ts +0 -69
  151. package/runtime/sdk/g2/touch.ts +0 -83
  152. package/runtime/sdk/gl/Camera.ts +0 -160
  153. package/runtime/sdk/gl/CameraPlace.ts +0 -52
  154. package/runtime/sdk/gl/CharacterController.ts +0 -238
  155. package/runtime/sdk/gl/Gearbox.ts +0 -212
  156. package/runtime/sdk/gl/Geometry.ts +0 -279
  157. package/runtime/sdk/gl/IK.ts +0 -193
  158. package/runtime/sdk/gl/InstancedMesh.ts +0 -132
  159. package/runtime/sdk/gl/Light.ts +0 -107
  160. package/runtime/sdk/gl/Lightmap.ts +0 -256
  161. package/runtime/sdk/gl/Material.ts +0 -260
  162. package/runtime/sdk/gl/Mesh.ts +0 -83
  163. package/runtime/sdk/gl/Model.ts +0 -124
  164. package/runtime/sdk/gl/NavAgent.ts +0 -337
  165. package/runtime/sdk/gl/NavMesh.ts +0 -397
  166. package/runtime/sdk/gl/Node.ts +0 -350
  167. package/runtime/sdk/gl/Noise.ts +0 -30
  168. package/runtime/sdk/gl/Particles.ts +0 -676
  169. package/runtime/sdk/gl/Physics.ts +0 -222
  170. package/runtime/sdk/gl/Plane.ts +0 -53
  171. package/runtime/sdk/gl/Ragdoll.ts +0 -270
  172. package/runtime/sdk/gl/Ray.ts +0 -16
  173. package/runtime/sdk/gl/Scene.ts +0 -486
  174. package/runtime/sdk/gl/Shape.ts +0 -409
  175. package/runtime/sdk/gl/Terrain.ts +0 -1092
  176. package/runtime/sdk/gl/Texture.ts +0 -63
  177. package/runtime/sdk/gl/Trigger.ts +0 -45
  178. package/runtime/sdk/gl/Vehicle.ts +0 -473
  179. package/runtime/sdk/gl/Wheel.ts +0 -240
  180. package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
  181. package/runtime/sdk/gl/animation/Animator.ts +0 -120
  182. package/runtime/sdk/gl/animation/Layer.ts +0 -31
  183. package/runtime/sdk/gl/animation/Loop.ts +0 -30
  184. package/runtime/sdk/gl/animation/Playback.ts +0 -44
  185. package/runtime/sdk/gl/animation/core.ts +0 -336
  186. package/runtime/sdk/gl/controls.ts +0 -95
  187. package/runtime/sdk/gl/physicsEvents.ts +0 -20
  188. package/runtime/sdk/gl/scenarios.ts +0 -291
  189. package/runtime/sdk/gl/state.ts +0 -6
  190. package/runtime/sdk/gl/terrainMesh.ts +0 -219
  191. package/runtime/sdk/gl/touch.ts +0 -68
  192. package/runtime/sdk/inject.ts +0 -197
  193. package/runtime/sdk/math/Mathf.ts +0 -118
  194. package/runtime/sdk/math/mat4.ts +0 -278
  195. package/runtime/sdk/math/quat.ts +0 -232
  196. package/runtime/sdk/math/vec.ts +0 -255
  197. package/runtime/sdk/net/codec.ts +0 -119
  198. package/runtime/sdk/net/core.ts +0 -384
  199. package/runtime/sdk/net/index.ts +0 -181
  200. package/runtime/sdk/net/replication.ts +0 -622
  201. package/runtime/sdk/plugins/camera.ts +0 -81
  202. package/runtime/sdk/plugins/geolocation.ts +0 -123
  203. package/runtime/sdk/plugins/oauth.ts +0 -61
  204. package/runtime/sdk/plugins/permission.ts +0 -7
  205. package/runtime/sdk/plugins/push.ts +0 -132
  206. package/runtime/sdk/plugins/qr.ts +0 -73
  207. package/runtime/sdk/plugins/service.ts +0 -47
  208. package/runtime/sdk/runtime/app.ts +0 -101
  209. package/runtime/sdk/runtime/appEvents.ts +0 -54
  210. package/runtime/sdk/runtime/channel.ts +0 -61
  211. package/runtime/sdk/runtime/clipboard.ts +0 -20
  212. package/runtime/sdk/runtime/datetime.ts +0 -329
  213. package/runtime/sdk/runtime/device.ts +0 -293
  214. package/runtime/sdk/runtime/fetch.ts +0 -77
  215. package/runtime/sdk/runtime/files.ts +0 -23
  216. package/runtime/sdk/runtime/input.ts +0 -175
  217. package/runtime/sdk/runtime/media.ts +0 -111
  218. package/runtime/sdk/runtime/misc.ts +0 -16
  219. package/runtime/sdk/runtime/net.ts +0 -36
  220. package/runtime/sdk/runtime/rpc.ts +0 -218
  221. package/runtime/sdk/runtime/service.ts +0 -83
  222. package/runtime/sdk/runtime/share.ts +0 -9
  223. package/runtime/sdk/runtime/storage.ts +0 -13
  224. package/runtime/sdk/runtime/touch.ts +0 -76
  225. package/runtime/sdk/scene/defineScene.ts +0 -1353
  226. package/runtime/sdk/scene/editorPlugins.ts +0 -110
  227. package/runtime/sdk/scene/gizmos.ts +0 -148
  228. package/runtime/sdk/scene/grammar.ts +0 -120
  229. package/runtime/sdk/scene/material.ts +0 -188
  230. package/runtime/sdk/server/auth/appConfig.ts +0 -12
  231. package/runtime/sdk/server/auth/global.ts +0 -80
  232. package/runtime/sdk/server/auth/host.ts +0 -318
  233. package/runtime/sdk/server/auth/models.ts +0 -83
  234. package/runtime/sdk/server/auth/types.ts +0 -50
  235. package/runtime/sdk/server/channel.ts +0 -56
  236. package/runtime/sdk/server/context.ts +0 -36
  237. package/runtime/sdk/server/db/defineDb.ts +0 -237
  238. package/runtime/sdk/server/db/fields.ts +0 -132
  239. package/runtime/sdk/server/db/httpTransport.ts +0 -93
  240. package/runtime/sdk/server/db/index.ts +0 -7
  241. package/runtime/sdk/server/db/marci/query.ts +0 -412
  242. package/runtime/sdk/server/db/types.ts +0 -202
  243. package/runtime/sdk/server/errors.ts +0 -12
  244. package/runtime/sdk/server/host.ts +0 -74
  245. package/runtime/sdk/server/inject.ts +0 -13
  246. package/runtime/sdk/server/runtime.ts +0 -133
  247. package/runtime/sdk/server/validate.ts +0 -87
  248. package/runtime/sdk/ui/NativeView.ts +0 -142
  249. package/runtime/sdk/ui/UI.ts +0 -39
  250. package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
  251. package/runtime/sdk/ui/UIButton.ts +0 -101
  252. package/runtime/sdk/ui/UIContainer.ts +0 -60
  253. package/runtime/sdk/ui/UIImage.ts +0 -83
  254. package/runtime/sdk/ui/UIInput.ts +0 -185
  255. package/runtime/sdk/ui/UIModal.ts +0 -139
  256. package/runtime/sdk/ui/UINode.ts +0 -830
  257. package/runtime/sdk/ui/UIPager.ts +0 -362
  258. package/runtime/sdk/ui/UIPopover.ts +0 -100
  259. package/runtime/sdk/ui/UIScreen.ts +0 -123
  260. package/runtime/sdk/ui/UIScrollable.ts +0 -87
  261. package/runtime/sdk/ui/UISpacer.ts +0 -14
  262. package/runtime/sdk/ui/UITabs.ts +0 -236
  263. package/runtime/sdk/ui/UIText.ts +0 -51
  264. package/runtime/sdk/ui/UIVideo.ts +0 -88
  265. package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
  266. package/runtime/sdk/ui/UIWidget.ts +0 -127
  267. package/runtime/sdk/ui/fonts.ts +0 -13
  268. package/runtime/sdk/ui/presentable.ts +0 -117
  269. package/runtime/sdk/ui/router.ts +0 -132
  270. package/runtime/sdk/ui/theme.ts +0 -84
@@ -1,212 +0,0 @@
1
- // The gearbox of a `Vehicle`, as an aspect on the same node. It is deliberately NOT in the engine:
2
- // picking a gear is policy, not physics — two RPM thresholds and a latency timer — and every game
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- // wants its own. The engine keeps only the physical half (the clutch's stiffness and the coupled
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- // engine/wheel solve), and is told one ratio and one clutch scalar per frame.
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- //
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- // car.aspect(Gearbox, { ratios: [2.66, 1.78, 1.3, 1.0, 0.74], reverse: -2.9 })
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- //
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- // A `Vehicle` with no `Gearbox` attaches this one with its defaults, so a car that never mentions
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- // gears still drives.
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- //
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- // Custom behaviour is a subclass overriding ONE method:
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- //
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- // class SportBox extends Gearbox {
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- // select(v: Vehicle): number { return v.rpm > 6200 ? this.gear + 1 : this.gear }
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- // }
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- //
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- // The clutch is two things multiplied. The SHIFT envelope (`shiftTime`/`clutchTime`) stays with the
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- // base class on purpose: a forgotten ramp breaks a car silently — no drive at all, or a slammed
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- // clutch. The TAKE-UP (`takeUp`) is the left-foot half, and is overridable for a car that launches
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- // unusually — a torque converter, a rally launch control.
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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 type { Node } from "./Node"
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- import type { Vehicle } from "./Vehicle"
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-
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- // How far above idle counts as "revs to spare". A simulated engine cannot fall below its idle — the
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- // physics clamps it — so being AT idle is the observable form of "the wheels are dragging me under".
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- // This is the tolerance for reading that clamp, not a tuning knob.
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- const IDLE_MARGIN = 1.05
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-
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- // The car this gearbox belongs to. Read through the aspect accessor rather than node.get(Vehicle),
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- // so this file needs Vehicle only as a TYPE and the two do not import each other at runtime.
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- const carOf = (n: Node): Vehicle | null => (n as unknown as { vehicle?: Vehicle }).vehicle ?? null
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-
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- export class Gearbox extends Aspect<"gearbox", Node> {
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- static readonly aspect = "gearbox"
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-
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- /** Forward gear ratios, first gear first. Engine RPM = wheel speed × ratio × the differential. */
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- ratios: number[] = [ 2.66, 1.78, 1.3, 1.0, 0.74 ]
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- /** Reverse ratio — negative, because a ratio's SIGN is what reverse means to the engine. */
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- reverse = -2.9
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- /** Shift up when the engine passes this fraction of its redline. */
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- shiftUp = 0.67
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- /** Shift down when it falls below this fraction. */
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- shiftDown = 0.33
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- /** How long a shift takes, in seconds — the clutch is out for this long. */
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- shiftTime = 0.2
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- /** How long the clutch takes to re-engage afterwards. */
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- clutchTime = 0.3
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- /** How long to wait after a shift before another is allowed — without it a car sitting on a
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- * threshold hunts between two gears. */
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- latency = 0.5
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-
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- /** How far the clutch bites the instant drive is asked for from rest, 0..1. It only has to COUPLE
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- * the shafts — how much torque that passes is the engine's business, so a feathered throttle
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- * still pulls away gently at the same bite point. */
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- bite = 0.4
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-
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- static fields: FieldMeta<Gearbox> = {
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- reverse: { max: -0.1, step: 0.1 },
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- shiftUp: { min: 0.1, max: 1, step: 0.01 },
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- shiftDown: { min: 0, max: 0.9, step: 0.01 },
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- shiftTime: { min: 0, max: 3, step: 0.05 },
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- clutchTime: { min: 0, max: 3, step: 0.05 },
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- latency: { min: 0, max: 3, step: 0.05 },
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- bite: { min: 0, max: 1, step: 0.05 },
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- ratios: { hidden: true },
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- }
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-
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- /** Current gear: −1 reverse, 0 neutral, 1… forward. Read it for a HUD. */
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- gear = 0
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- /** True while a shift is in progress — the clutch is out and the engine is not driving the wheels. */
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- get shifting(): boolean { return this._shiftLeft > 0 }
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-
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- private _shiftLeft = 0 // seconds of clutch-out left
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- private _engageLeft = 0 // seconds of clutch re-engagement left
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- private _waitLeft = 0 // anti-hunting
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- private _take = 0 // how far the CAR's own state wants the clutch in, latched per frame
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-
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- /** EARLY phase: the pair has to be latched before this frame's step consumes it. */
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- updateBefore(dt: number): void {
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- const v = carOf(this.node)
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- if (!v || !v.id) return
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-
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- this._waitLeft = Math.max(0, this._waitLeft - dt)
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-
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- if (this._shiftLeft > 0) {
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- // Mid-shift: clutch fully out, and the moment it ends the re-engagement ramp starts.
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- this._shiftLeft = Math.max(0, this._shiftLeft - dt)
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- if (this._shiftLeft === 0) this._engageLeft = this.clutchTime
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- } else {
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- const want = this.select(v)
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- if (want !== this.gear) this.shift(want)
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- else this._engageLeft = Math.max(0, this._engageLeft - dt)
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- }
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-
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- // The pedal only moves while no shift is in flight. During one the revs say nothing about
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- // whether the wheels can sustain them: an engine still spinning down from the last gear reads as
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- // "revs to spare" and would drop the clutch straight back in — enough to shove a stopped car
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- // several km/h with no throttle at all. Freezing it is what a driver does anyway; the foot is
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- // already down, and the envelope owns the clutch until the gear is in.
103
- if (this._shiftLeft === 0 && this._engageLeft === 0) {
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- this._take = Math.max(0, Math.min(1, this.takeUp(v, dt)))
105
- }
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-
107
- v._setTransmission(this.ratio, this.clutch)
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- }
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-
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- /**
111
- * The driver's left foot: where the clutch pedal is, ignoring shifts. Returns the new engagement.
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- *
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- * A driver does not compute anything. They watch the tacho: **revs sinking to idle means the
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- * wheels are about to drag the engine under, and that is when you push the clutch in.** That
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- * single test replaces every ratio and threshold — the crossover it finds is the exact speed where
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- * engine braking stops and the engine would start PUSHING instead, and it finds it per gear
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- * without being told the gear.
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- *
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- * The pedal comes back UP only for the throttle. Healthy revs are not on their own a reason to
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- * engage: a car standing still shows healthy revs too — the wheels simply are not turning to say
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- * otherwise — and a clutch dropped on that evidence lurches the car off with no throttle at all.
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- *
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- * Three things fall out of it for free:
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- *
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- * - **A braked car stops.** The engine cannot stall, so a clutch left in at 0 km/h feeds idle
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- * torque to the wheels forever and the car creeps against its own brakes. Here the revs pin at
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- * idle, so the pedal goes down and the brakes have nothing to fight.
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- * - **Reverse is not a special case.** No ratio takes part, so it needs no separate number — which
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- * is exactly why a fixed road-speed threshold got reverse wrong.
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- * - **Hill starts judder instead of stalling.** Let the pedal out, the load pulls the revs down,
131
- * the rule pushes it straight back in, and the clutch sits slipping at the bite point until the
132
- * car moves. So the test deliberately ignores the throttle — gating it on "no throttle" would
133
- * stall the car under load. Throttle only holds the floor at `bite`.
134
- *
135
- * The cost is honest and small: once the pedal is down the revs sit at idle and cannot rise on
136
- * their own, so **coasting downhill gives no engine braking until you touch the throttle** — which
137
- * is precisely what a car with the clutch in does. Slipping it permanently to keep listening would
138
- * bring the creep straight back.
139
- */
140
- protected takeUp(v: Vehicle, dt: number): number {
141
- if (this.gear === 0) return 0
142
- const idle = v.engine.idleRpm ?? 1000
143
- const step = dt / Math.max(this.clutchTime, dt)
144
- const asked = v.throttle !== 0
145
- let take = this._take
146
- if (v.rpm <= idle * IDLE_MARGIN) take -= step // being dragged under: pedal goes down
147
- else if (asked) take += step // revs to spare AND somewhere to go: let it up
148
- // Asking for drive also holds the pedal at the bite point however far down the rule wants it;
149
- // that is what makes a launch — and a hill start — slip instead of collapsing to nothing.
150
- return asked ? Math.max(take, this.bite) : take
151
- }
152
-
153
- /**
154
- * Which gear the car should be in. The default is an ordinary automatic: pull away from neutral in
155
- * the direction of the throttle, shift up past `shiftUp` of the redline and down below `shiftDown`,
156
- * and refuse to shift again for `latency` seconds. Override this and nothing else.
157
- */
158
- select(v: Vehicle): number {
159
- const throttle = v.throttle
160
- // Neutral, or asked to go the other way: engage once the car has (nearly) stopped.
161
- if (this.gear === 0 || throttle * this.gear < 0) {
162
- if (Math.abs(v.speed) > 1 && this.gear !== 0) return this.gear
163
- return throttle > 0 ? 1 : throttle < 0 ? -1 : this.gear
164
- }
165
- if (this.gear < 0 || this._waitLeft > 0 || this.shifting) return this.gear
166
- const rpm = v.rpm
167
- const max = v.engine.maxRpm ?? 6000
168
- // Upshifting needs COUPLED revs. With the clutch out the engine is free, so a blip at a
169
- // standstill reads as 6000 rpm and the box would climb to top gear without the car moving —
170
- // then launch in it. Downshifting stays open either way: it can only take you to a lower gear,
171
- // which is where a car with dying revs belongs.
172
- if (rpm > max * this.shiftUp && this.clutch >= 1 && this.gear < this.ratios.length) return this.gear + 1
173
- if (rpm < max * this.shiftDown && this.gear > 1) return this.gear - 1
174
- return this.gear
175
- }
176
-
177
- /** Change gear now, with the clutch envelope. Safe to call from `select()` or from game code
178
- * (a sequential manual is `if (Input.key('KeyE')) car.gearbox.shift(car.gearbox.gear + 1)`). */
179
- shift(gear: number): void {
180
- const clamped = Math.max(-1, Math.min(this.ratios.length, Math.round(gear)))
181
- if (clamped === this.gear) return
182
- // The envelope is for swapping one ENGAGED gear for another. If nothing is coupled there is
183
- // nothing to disengage, so it is skipped: neutral at either end, and equally a car sitting still
184
- // with the pedal already down — picking reverse there should pull away the moment it is asked
185
- // to, not sit out a shift it never had to make.
186
- const swapping = this.gear !== 0 && clamped !== 0 && this._take > 0
187
- this.gear = clamped
188
- this._shiftLeft = swapping ? this.shiftTime : 0
189
- this._engageLeft = swapping ? this.clutchTime : 0
190
- this._waitLeft = this.latency + this._shiftLeft
191
- }
192
-
193
- /** The ratio the engine should be running: 0 in neutral, negative in reverse. */
194
- get ratio(): number {
195
- if (this.gear === 0) return 0
196
- if (this.gear < 0) return this.reverse
197
- return this.ratios[this.gear - 1] ?? 1
198
- }
199
-
200
- /**
201
- * The clutch scalar 0..1 the engine is given: the SHIFT envelope (out during a shift, ramping back
202
- * over `clutchTime`) times the driver's pedal (`takeUp`). Two independent reasons for the clutch
203
- * to be out, so they multiply: mid-shift is out however healthy the revs are, and an engine being
204
- * dragged to idle is out whatever gear it just picked.
205
- */
206
- get clutch(): number {
207
- if (this._shiftLeft > 0) return 0
208
- const envelope =
209
- this._engageLeft > 0 && this.clutchTime > 0 ? 1 - this._engageLeft / this.clutchTime : 1
210
- return envelope * this._take
211
- }
212
- }
@@ -1,279 +0,0 @@
1
- // Mesh geometry: vertex / normal / index / uv buffers, plus the primitive builders. `Geometry.box()`
2
- // etc. return a Geometry you can hand to Mesh.from(); Mesh.box() is sugar over them. Ported from
3
- // worker/src/primitives/*.
4
-
5
- import { cx, cy, cz, type Vec3Like } from "../math/vec"
6
-
7
- export type MeshKind = "triangles" | "vertices" | "edges"
8
-
9
- // local tuple helpers — geometry building works on raw Float32Array buffers, so it stays out of the
10
- // Vec3 wrapper (no per-vertex allocation).
11
- type Tup3 = [number, number, number]
12
- const cross = (a: Tup3, b: Tup3): Tup3 => [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] ]
13
- const normalize = (a: Tup3): Tup3 => {
14
- const l = Math.hypot(a[0], a[1], a[2])
15
- return l === 0 ? [ 0, 0, 0 ] : [ a[0] / l, a[1] / l, a[2] / l ]
16
- }
17
-
18
- export class Geometry {
19
- vertices: Float32Array
20
- normals: Float32Array
21
- indices: Uint16Array
22
- uv: Float32Array
23
- /** Lightmap UV set (2 floats per vertex, non-overlapping, inside the unit square) — the
24
- * `Lightmap` atlas samples a Mesh through it. The box and cylinder builders fill it (their `uv`
25
- * tiles per face, which would fold every face onto the same texels); absent = the host reuses
26
- * `uv`, which is right for a plane. */
27
- uv1?: Float32Array
28
- /** @internal native mesh-type enum (0 triangles / 1 edges / 2 vertices). */
29
- _meshKind = 0
30
-
31
- constructor(vertices: Float32Array, normals: Float32Array, indices: Uint16Array, uv: Float32Array) {
32
- this.vertices = vertices
33
- this.normals = normals
34
- this.indices = indices
35
- this.uv = uv
36
- }
37
-
38
- translate(x: number, y: number, z: number): this {
39
- for (let i = 0; i < this.vertices.length; i += 3) {
40
- this.vertices[i] += x; this.vertices[i + 1] += y; this.vertices[i + 2] += z
41
- }
42
- return this
43
- }
44
- scale(x: number, y: number, z: number): this {
45
- for (let i = 0; i < this.vertices.length; i += 3) {
46
- this.vertices[i] *= x; this.vertices[i + 1] *= y; this.vertices[i + 2] *= z
47
- }
48
- return this
49
- }
50
- scaleUV(x: number, y: number): this {
51
- for (let i = 0; i < this.uv.length; i += 2) { this.uv[i] *= x; this.uv[i + 1] *= y }
52
- return this
53
- }
54
- set kind(kind: MeshKind) {
55
- this._meshKind = kind === "edges" ? 1 : kind === "vertices" ? 2 : 0
56
- }
57
-
58
- /** A box; `size` (default 1) scales the vertices AND lays the lightmap chart out in proportion to
59
- * the faces' areas (a floor's top face gets the texels, not its 1 m side strips). */
60
- static box(size: Vec3Like | number = 1): Geometry { return createCube(size) }
61
- static sphere(options?: SphereOptions): Geometry { return createSphere(options) }
62
- static cylinder(options?: CylinderOptions): Geometry { return createCylinder(options) }
63
- static plane(options?: PlaneOptions): Geometry { return createPlane(options) }
64
- }
65
-
66
- // Gutter between lightmap charts (fraction of the chart square): the bake dilates each rect by a
67
- // few texels and the shader samples bilinearly, so neighbouring faces must not touch in uv1.
68
- const LM_GUTTER = 0.03
69
-
70
- type Rect = { x: number, y: number, w: number, h: number }
71
-
72
- /** Shelf-pack rectangles (metres) into the unit square at the largest uniform scale — every face
73
- * gets texels in proportion to its area, so a 64×1×64 floor's top face isn't squeezed into the
74
- * same cell as its 1 m side strips. Returns rects in input order. */
75
- const packCharts = (dims: [number, number][]): Rect[] => {
76
- const order = dims.map((_, i) => i).sort((a, b) => dims[b][1] - dims[a][1])
77
- const attempt = (scale: number): Rect[] | null => {
78
- const out: Rect[] = new Array(dims.length)
79
- let x = 0, y = 0, rowH = 0
80
- for (const i of order) {
81
- const w = dims[i][0] * scale, h = dims[i][1] * scale
82
- if (x > 0 && x + w > 1) { y += rowH + LM_GUTTER; x = 0; rowH = 0 }
83
- if (w > 1 || y + h > 1) return null
84
- out[i] = { x, y, w, h }
85
- x += w + LM_GUTTER
86
- rowH = Math.max(rowH, h)
87
- }
88
- return out
89
- }
90
- let lo = 0, hi = 1 / Math.max(...dims.map((d) => Math.max(d[0], d[1])))
91
- let best = attempt(hi)
92
- if (!best) {
93
- for (let it = 0; it < 40; it++) {
94
- const mid = (lo + hi) / 2
95
- const r = attempt(mid)
96
- if (r) { best = r; lo = mid } else hi = mid
97
- }
98
- }
99
- return best ?? dims.map(() => ({ x: 0, y: 0, w: 1, h: 1 }))
100
- }
101
-
102
- // --- cube ---
103
- const createCube = (size: Vec3Like | number = 1): Geometry => {
104
- const sx = typeof size === "number" ? size : cx(size)
105
- const sy = typeof size === "number" ? size : cy(size)
106
- const sz = typeof size === "number" ? size : cz(size)
107
- const vertices = new Float32Array(6 * 4 * 3)
108
- const normals = new Float32Array(6 * 4 * 3)
109
- const uv = new Float32Array(6 * 4 * 2)
110
- const uv1 = new Float32Array(6 * 4 * 2)
111
- const indices = new Uint16Array(6 * 6)
112
- let cnt = 0, indicesCnt = 0
113
- const sides = [ -0.5, 0.5 ]
114
- // face extents along the (a, b) parameters below: ±x faces span (z, y), ±y faces (x, z), ±z faces (x, y)
115
- const charts = packCharts([ [ sz, sy ], [ sz, sy ], [ sx, sz ], [ sx, sz ], [ sx, sy ], [ sx, sy ] ])
116
- for (let i = 0; i < 6; i++) {
117
- const s = cnt
118
- const side = i % 2 === 0 ? -0.5 : 0.5
119
- const c = charts[i]
120
- for (const a of sides) {
121
- for (const b of sides) {
122
- uv.set([ a + 0.5, b + 0.5 ], cnt * 2)
123
- uv1.set([ c.x + (a + 0.5) * c.w, c.y + (b + 0.5) * c.h ], cnt * 2)
124
- if (i === 0 || i === 1) { vertices.set([ side * sx, b * sy, -a * sz ], cnt * 3); normals.set([ side * 2, 0, 0 ], cnt * 3) }
125
- if (i === 2 || i === 3) { vertices.set([ a * sx, side * sy, -b * sz ], cnt * 3); normals.set([ 0, side * 2, 0 ], cnt * 3) }
126
- if (i === 4 || i === 5) { vertices.set([ a * sx, b * sy, side * sz ], cnt * 3); normals.set([ 0, 0, side * 2 ], cnt * 3) }
127
- cnt++
128
- }
129
- }
130
- const s1 = s + 1, s2 = s + 2, s3 = s + 3
131
- if (i % 2 === 0) indices.set([ s, s1, s2, s3, s2, s1 ], indicesCnt)
132
- else indices.set([ s2, s1, s, s1, s2, s3 ], indicesCnt)
133
- indicesCnt += 6
134
- }
135
- const g = new Geometry(vertices, normals, indices, uv)
136
- g.uv1 = uv1
137
- return g
138
- }
139
-
140
- // --- sphere ---
141
- export type SphereOptions = { radius?: number, widthSegments?: number, heightSegments?: number }
142
- const createSphere = (options: SphereOptions = {}): Geometry => {
143
- const { radius = 0.5, widthSegments = 32, heightSegments = 32 } = options
144
- const verticesCount = (widthSegments + 1) * (heightSegments - 1) + widthSegments * 2
145
- const vertices = new Float32Array(verticesCount * 3)
146
- const normals = new Float32Array(verticesCount * 3)
147
- const uvs = new Float32Array(verticesCount * 2)
148
- const indices = new Uint16Array(widthSegments * (heightSegments - 2) * 6 + widthSegments * 3 * 2)
149
- const phiLength = Math.PI * 2, thetaLength = Math.PI
150
- let vertexCnt = 0, indicesCnt = 0
151
- for (let iy = 1; iy < heightSegments; iy++) {
152
- const v = iy / heightSegments
153
- for (let ix = 0; ix <= widthSegments; ix++) {
154
- const u = ix / widthSegments
155
- const point: [number, number, number] = [
156
- -Math.cos(u * phiLength) * Math.sin(v * thetaLength),
157
- Math.cos(v * thetaLength),
158
- Math.sin(u * phiLength) * Math.sin(v * thetaLength),
159
- ]
160
- vertices.set([ point[0] * radius, point[1] * radius, point[2] * radius ], vertexCnt * 3)
161
- normals.set(point, vertexCnt * 3)
162
- uvs.set([ u, 1 - v ], vertexCnt * 2)
163
- if (iy > 1 && ix > 0) {
164
- const s = vertexCnt - 1
165
- const s1 = vertexCnt - (widthSegments + 1) - 1
166
- indices.set([ s + 1, s1, s, s1, s + 1, s1 + 1 ], indicesCnt)
167
- indicesCnt += 6
168
- }
169
- vertexCnt++
170
- }
171
- }
172
- const sides = [ -radius, radius ]
173
- const circleStart2 = vertexCnt - (widthSegments + 1)
174
- for (const side of sides) {
175
- const circleStart = side > 0 ? 0 : circleStart2
176
- for (let ix = 0; ix < widthSegments; ix++) {
177
- const u = (ix + 0.5) / widthSegments
178
- vertices.set([ 0, side, 0 ], vertexCnt * 3)
179
- normals.set([ 0, side < 0 ? -1 : 1, 0 ], vertexCnt * 3)
180
- uvs.set([ u, side < 0 ? 0 : 1 ], vertexCnt * 2)
181
- const s = circleStart + ix
182
- if (side > 0) indices.set([ s, s + 1, vertexCnt ], indicesCnt)
183
- else indices.set([ vertexCnt, s + 1, s ], indicesCnt)
184
- indicesCnt += 3
185
- vertexCnt++
186
- }
187
- }
188
- return new Geometry(vertices, normals, indices, uvs)
189
- }
190
-
191
- // --- cylinder ---
192
- export type CylinderOptions = { radius?: number, radiusTop?: number, radiusBottom?: number, edges?: number, smooth?: boolean }
193
- const createCylinder = (options: CylinderOptions = {}): Geometry => {
194
- const { edges = 32, smooth = true, radius = 0.5, radiusTop = radius, radiusBottom = radius } = options
195
- const verticesCount = edges * 4 + (edges + 1) * 2
196
- const vertices = new Float32Array(verticesCount * 3)
197
- const normals = new Float32Array(verticesCount * 3)
198
- const uv = new Float32Array(verticesCount * 2)
199
- // lightmap chart: the side strip across the upper half, the two caps as discs in the lower half
200
- const uv1 = new Float32Array(verticesCount * 2)
201
- const indices = new Uint16Array(edges * 6 + edges * 6)
202
- const sides = [ -0.5, 0.5 ]
203
- let cnt = 0, indicesCnt = 0
204
- for (let i = 0; i < edges; i++) {
205
- const s = cnt
206
- const normalX = Math.cos((i + 0.5) / edges * Math.PI * 2)
207
- const normalY = Math.sin((i + 0.5) / edges * Math.PI * 2)
208
- for (let j = 0; j < 2; j++) {
209
- const x = Math.cos((i + j) / edges * Math.PI * 2)
210
- const y = Math.sin((i + j) / edges * Math.PI * 2)
211
- for (const side of sides) {
212
- if (side > 0) vertices.set([ x * radiusTop, side, y * radiusTop ], cnt * 3)
213
- else vertices.set([ x * radiusBottom, side, y * radiusBottom ], cnt * 3)
214
- if (smooth) normals.set([ x, 0, y ], cnt * 3)
215
- else normals.set([ normalX, 0, normalY ], cnt * 3)
216
- uv.set([ (i + j) / edges, side + 0.5 ], cnt * 2)
217
- uv1.set([ (i + j) / edges, 0.55 + (side + 0.5) * 0.43 ], cnt * 2)
218
- cnt++
219
- }
220
- }
221
- const s1 = s + 1, s2 = (s + 2) % (edges * 4), s3 = (s + 3) % (edges * 4)
222
- indices.set([ s, s1, s2, s3, s2, s1 ], indicesCnt)
223
- indicesCnt += 6
224
- }
225
- for (const side of sides) {
226
- const center = cnt
227
- const capU = side > 0 ? 0.75 : 0.25 // lightmap disc centre per cap
228
- vertices.set([ 0, side, 0 ], cnt * 3); normals.set([ 0, side * 2, 0 ], cnt * 3)
229
- uv1.set([ capU, 0.25 ], cnt * 2); cnt++
230
- for (let i = 0; i < edges; i++) {
231
- const x = Math.cos(i / edges * Math.PI * 2), y = Math.sin(i / edges * Math.PI * 2)
232
- if (side > 0) vertices.set([ x * radiusTop, side, y * radiusTop ], cnt * 3)
233
- else vertices.set([ x * radiusBottom, side, y * radiusBottom ], cnt * 3)
234
- normals.set([ 0, side * 2, 0 ], cnt * 3)
235
- uv1.set([ capU + x * 0.22, 0.25 + y * 0.22 ], cnt * 2)
236
- if (side < 0) indices.set([ center, center + i + 1, center + 1 + ((i + 1) % edges) ], indicesCnt)
237
- else indices.set([ center + 1 + ((i + 1) % edges), center + i + 1, center ], indicesCnt)
238
- indicesCnt += 3
239
- cnt++
240
- }
241
- }
242
- const g = new Geometry(vertices, normals, indices, uv)
243
- g.uv1 = uv1
244
- return g
245
- }
246
-
247
- // --- plane ---
248
- export type PlaneOptions = { normal?: Vec3Like }
249
- const createPlane = (options: PlaneOptions = {}): Geometry => {
250
- const normal: Tup3 = options.normal ? [ cx(options.normal), cy(options.normal), cz(options.normal) ] : [ 0, 0, 1 ]
251
- const vertices = new Float32Array(4 * 3)
252
- const normals = new Float32Array(4 * 3)
253
- const uvs = new Float32Array(4 * 2)
254
- const sides = [ -0.5, 0.5 ]
255
- let cnt = 0
256
- let upVector: Tup3, rightVec: Tup3
257
- if (normal[1] === 0 && normal[2] === 0) { upVector = [ 0, 1, 0 ]; rightVec = [ 0, 0, -normal[0] ] }
258
- else if (normal[0] === 0 && normal[2] === 0) { upVector = [ 0, 0, 1 ]; rightVec = [ -normal[1], 0, 0 ] }
259
- else if (normal[0] === 0 && normal[1] === 0) { upVector = [ 0, 1, 0 ]; rightVec = [ normal[2], 0, 0 ] } // тут было верно
260
- else {
261
- const temp: Tup3 = Math.abs(normal[0]) < 0.5 ? [ 1, 0, 0 ] : [ 0, 0, 1 ]
262
- upVector = normalize(cross(temp, normal))
263
- rightVec = normalize(cross(upVector, normal))
264
- }
265
- for (const a of sides) {
266
- for (const b of sides) {
267
- normals.set(normal, cnt * 3)
268
- uvs.set([ a + 0.5, b + 0.5 ], cnt * 2)
269
- vertices.set([
270
- rightVec[0] * a + upVector[0] * b,
271
- rightVec[1] * a + upVector[1] * b,
272
- rightVec[2] * a + upVector[2] * b,
273
- ], cnt * 3)
274
- cnt++
275
- }
276
- }
277
- const indices = new Uint16Array([ 2, 1, 0, 1, 2, 3 ])
278
- return new Geometry(vertices, normals, indices, uvs)
279
- }
@@ -1,193 +0,0 @@
1
- // IK — precise character actions as late-phase aspects on BONES (docs/animation-plan.md §2.5).
2
- // They run after the animation wrote the pose (base anim or Animator) and before the skin is
3
- // flushed, so their bone writes land in the skin. Attach to the END bone of the chain; the chain is
4
- // walked up through parents — one instance per end effector, any Node hierarchy works.
5
- //
6
- // const foot = hero.bone('LeftFoot')!
7
- // foot.aspect(IK.TwoBone, { target: footTarget, pole: kneeHint }) // upLeg → leg → foot
8
- // foot.ik.weight = grounded ? 1 : 0 // blend in/out
9
- // hero.bone('Head')!.aspect(IK.LookAt, { target: camera, limit: 70 }) // head tracks the camera
10
- //
11
- // Pure SDK/JS: a handful of world-matrix reads + two quaternion writes per solve. A native solver can
12
- // slot in later behind the same API.
13
-
14
- import { Aspect } from "../core/Aspect"
15
- import { Vec3, type Vec3Like } from "../math/vec"
16
- import { Quat } from "../math/quat"
17
- import type { Node } from "./Node"
18
-
19
- type Target = Node | Vec3Like
20
-
21
- const targetPos = (t: Target | undefined): Vec3 | null => {
22
- if (t === undefined || t === null) return null
23
- const n = t as Node
24
- if (typeof (n as { worldPosition?: unknown }).worldPosition === "object" && typeof n.id === "number") return n.worldPosition
25
- return new Vec3(t as Vec3Like)
26
- }
27
-
28
- /** World rotation of a node (parent chain composed natively). */
29
- const worldRot = (n: Node): Quat => n.worldMatrix.rotation
30
-
31
- /** Write a WORLD rotation to a node by converting through the parent's world rotation. */
32
- const setWorldRot = (n: Node, q: Quat): void => {
33
- const p = n.parent
34
- n.quaternion = p ? worldRot(p).invert().mul(q).normalize() : q.normalize()
35
- }
36
-
37
- const clampAngle = (q: Quat, maxRad: number): Quat => {
38
- // angle of a unit quaternion = 2·acos(|w|)
39
- const w = Math.min(1, Math.abs(q.w))
40
- const ang = 2 * Math.acos(w)
41
- if (ang <= maxRad || ang < 1e-6) return q
42
- const s = Math.sqrt(1 - w * w)
43
- const axis = new Vec3(q.x / s, q.y / s, q.z / s)
44
- return Quat.fromAxisAngle(axis, q.w < 0 ? -maxRad : maxRad)
45
- }
46
-
47
- /** Two-bone analytic IK (limbs). Attach to the END bone: `foot.aspect(IK.TwoBone, { target })`
48
- * solves upper (grandparent) + mid (parent) so the end reaches `target`; `pole` steers the bend
49
- * (knee/elbow) — a Node or world point. */
50
- class TwoBone extends Aspect<"ik", Node> {
51
- static readonly aspect = "ik"
52
-
53
- /** Where the end bone should be (Node or world position). */
54
- target?: Target
55
- /** Bend hint — the mid joint is pulled toward it (Node or world position). */
56
- pole?: Target
57
- /** World rotation the END bone takes after the solve — a Node (its world rotation) or a Quat.
58
- * Unset = the end bone keeps its animated local rotation (a hand on a grip, a foot on a slope
59
- * want it set). Blended by `weight · rotationWeight`. */
60
- rotation?: Node | Quat
61
- /** 0–1 contribution of `rotation` (on top of `weight`). */
62
- rotationWeight = 1
63
- /** 0–1 contribution (blend in/out, e.g. foot planting only while grounded). */
64
- weight = 1
65
- /** Solve every frame (default). Set false to drive `solve()` yourself. */
66
- enabled = true
67
-
68
- update(): void {
69
- if (this.enabled) this.solve()
70
- }
71
-
72
- /** One solve at the current pose. Safe to call manually (e.g. from a later-ordered aspect). */
73
- solve(): void {
74
- const t = targetPos(this.target)
75
- if (!t || this.weight <= 0) return
76
- const end = this.node
77
- const mid = end.parent
78
- const root = mid?.parent
79
- if (!mid || !root) return
80
-
81
- const w = Math.min(1, this.weight)
82
- const midLocal0 = mid.quaternion
83
- const rootLocal0 = root.quaternion
84
-
85
- const a = root.worldPosition, b = mid.worldPosition, c = end.worldPosition
86
- const l1 = a.distanceTo(b), l2 = b.distanceTo(c)
87
- if (l1 < 1e-6 || l2 < 1e-6) return
88
- const eps = 1e-4
89
- const toT = t.sub(a)
90
- const d = Math.min(Math.max(toT.length(), eps), l1 + l2 - eps)
91
-
92
- // 1. bend the mid joint to the angle the target distance demands (law of cosines)
93
- const ba = a.sub(b), bc = c.sub(b)
94
- const cur = ba.angle(bc)
95
- const want = Math.acos(Math.min(1, Math.max(-1, (l1 * l1 + l2 * l2 - d * d) / (2 * l1 * l2))))
96
- // a positive rotation about ba × bc moves `bc` AWAY from `ba`, i.e. opens the joint — so rotating the
97
- // mid bone by (want − cur) about it opens/closes exactly as needed. (bc × ba has the opposite sense:
98
- // with it every already-bent limb — which is every animated limb — bends the wrong way; the straight
99
- // case below picks its axis as ba × ref, the same sense as ba × bc for a limb barely bent toward ref.)
100
- let axis = ba.cross(bc)
101
- if (axis.lengthSq() < 1e-10) {
102
- // straight limb: bend toward the pole (or any perpendicular)
103
- const p = targetPos(this.pole)
104
- const ref = p ? p.sub(b) : new Vec3(0, 0, 1)
105
- axis = ba.cross(ref)
106
- if (axis.lengthSq() < 1e-10) axis = ba.cross(new Vec3(0, 1, 0))
107
- if (axis.lengthSq() < 1e-10) axis = ba.cross(new Vec3(1, 0, 0))
108
- }
109
- axis = axis.normalize()
110
- // rotating mid by (want - cur) about `axis` opens/closes the angle between ba and bc
111
- const midWorld = worldRot(mid)
112
- setWorldRot(mid, Quat.fromAxisAngle(axis, want - cur).mul(midWorld))
113
-
114
- // 2. swing the root so the end lands on the target direction
115
- const c2 = end.worldPosition
116
- const rootWorld = worldRot(root)
117
- setWorldRot(root, Quat.fromTo(c2.sub(a), toT).mul(rootWorld))
118
-
119
- // 3. pole: spin the root about the root→target axis so the mid joint lies toward the pole
120
- const p = targetPos(this.pole)
121
- if (p) {
122
- const dir = toT.normalize()
123
- const b2 = mid.worldPosition
124
- const midProj = b2.sub(a).sub(dir.scale(b2.sub(a).dot(dir)))
125
- const poleProj = p.sub(a).sub(dir.scale(p.sub(a).dot(dir)))
126
- if (midProj.lengthSq() > 1e-10 && poleProj.lengthSq() > 1e-10) {
127
- setWorldRot(root, Quat.fromTo(midProj, poleProj).mul(worldRot(root)))
128
- }
129
- }
130
-
131
- // 4. weight: blend from the animated pose to the solved one
132
- if (w < 1) {
133
- root.quaternion = rootLocal0.slerp(root.quaternion, w)
134
- mid.quaternion = midLocal0.slerp(mid.quaternion, w)
135
- }
136
-
137
- // 5. end-bone rotation: take the target's world rotation (a hand stays on its grip, a foot
138
- // flat on the slope) — the solve above only placed the end's ORIGIN
139
- const r = this.rotation
140
- if (r !== undefined && r !== null) {
141
- const rw = w * Math.min(1, Math.max(0, this.rotationWeight))
142
- if (rw > 0) {
143
- const want = (r as Node).id !== undefined && typeof (r as Node).worldMatrix === "object" ? worldRot(r as Node) : (r as Quat)
144
- const endLocal0 = end.quaternion
145
- setWorldRot(end, want)
146
- if (rw < 1) end.quaternion = endLocal0.slerp(end.quaternion, rw)
147
- }
148
- }
149
- }
150
- }
151
-
152
- /** Aim a bone at a target (head / eyes / turret). Attach to the bone itself:
153
- * `head.aspect(IK.LookAt, { target: camera, limit: 70 })`. `axis` is the bone's LOCAL forward
154
- * (the direction that should point at the target) — rigs differ; default −Z, Mixamo heads look
155
- * along +Z of the head bone in most exports, so pass `axis: [0, 0, 1]` there if it faces backwards. */
156
- class LookAt extends Aspect<"lookAt", Node> {
157
- static readonly aspect = "lookAt"
158
-
159
- target?: Target
160
- /** The bone's local axis that should point at the target. */
161
- axis: Vec3Like = [ 0, 0, -1 ]
162
- /** Max deflection from the animated direction, in degrees (default 80). */
163
- limit = 80
164
- /** 0–1 contribution. */
165
- weight = 1
166
- enabled = true
167
-
168
- update(): void {
169
- if (this.enabled) this.solve()
170
- }
171
-
172
- solve(): void {
173
- const t = targetPos(this.target)
174
- if (!t || this.weight <= 0) return
175
- const bone = this.node
176
- const w = Math.min(1, this.weight)
177
- const local0 = bone.quaternion
178
- const from = bone.worldPosition
179
- const dir = t.sub(from)
180
- if (dir.lengthSq() < 1e-10) return
181
- const rot = worldRot(bone)
182
- const current = new Vec3(this.axis).rotate(rot)
183
- let delta = Quat.fromTo(current, dir)
184
- delta = clampAngle(delta, (this.limit * Math.PI) / 180)
185
- setWorldRot(bone, delta.mul(rot))
186
- if (w < 1) bone.quaternion = local0.slerp(bone.quaternion, w)
187
- }
188
- }
189
-
190
- /** Inverse kinematics aspects — attach to bones (see file header). */
191
- export const IK = { TwoBone, LookAt }
192
- export type IKTwoBone = TwoBone
193
- export type IKLookAt = LookAt