lecodes-sdk 0.19.0

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Files changed (367) hide show
  1. package/README.md +114 -0
  2. package/dist/global.d.ts +503 -0
  3. package/dist/host.d.ts +61 -0
  4. package/dist/inject.js +4730 -0
  5. package/dist/types/animate/animate.d.ts +20 -0
  6. package/dist/types/animate/bezier.d.ts +2 -0
  7. package/dist/types/animate/easings.d.ts +21 -0
  8. package/dist/types/canvas/Canvas.d.ts +168 -0
  9. package/dist/types/core/Aspect.d.ts +171 -0
  10. package/dist/types/core/InspectorUI.d.ts +88 -0
  11. package/dist/types/core/StateMachine.d.ts +81 -0
  12. package/dist/types/core/color.d.ts +13 -0
  13. package/dist/types/core/compWrite.d.ts +11 -0
  14. package/dist/types/core/events.d.ts +11 -0
  15. package/dist/types/core/fields.d.ts +58 -0
  16. package/dist/types/core/registry.d.ts +7 -0
  17. package/dist/types/core/signals.d.ts +29 -0
  18. package/dist/types/core/time.d.ts +31 -0
  19. package/dist/types/g2/Camera2D.d.ts +19 -0
  20. package/dist/types/g2/CharacterController2D.d.ts +134 -0
  21. package/dist/types/g2/Node2D.d.ts +91 -0
  22. package/dist/types/g2/OneWay2D.d.ts +24 -0
  23. package/dist/types/g2/Physics2D.d.ts +147 -0
  24. package/dist/types/g2/Scene2D.d.ts +72 -0
  25. package/dist/types/g2/Shape2D.d.ts +58 -0
  26. package/dist/types/g2/Sprite.d.ts +51 -0
  27. package/dist/types/g2/SpriteAnimation.d.ts +50 -0
  28. package/dist/types/g2/SpriteSheet.d.ts +69 -0
  29. package/dist/types/g2/Texture2D.d.ts +16 -0
  30. package/dist/types/g2/Tilemap.d.ts +20 -0
  31. package/dist/types/g2/Tileset.d.ts +32 -0
  32. package/dist/types/g2/Trigger2D.d.ts +20 -0
  33. package/dist/types/g2/autotile.d.ts +133 -0
  34. package/dist/types/g2/cells.d.ts +14 -0
  35. package/dist/types/g2/defineScene2d.d.ts +141 -0
  36. package/dist/types/g2/groups2d.d.ts +16 -0
  37. package/dist/types/g2/loop.d.ts +4 -0
  38. package/dist/types/g2/scenarios2d.d.ts +30 -0
  39. package/dist/types/g2/touch.d.ts +2 -0
  40. package/dist/types/gl/Camera.d.ts +79 -0
  41. package/dist/types/gl/CameraPlace.d.ts +26 -0
  42. package/dist/types/gl/CharacterController.d.ts +98 -0
  43. package/dist/types/gl/Gearbox.d.ts +86 -0
  44. package/dist/types/gl/Geometry.d.ts +39 -0
  45. package/dist/types/gl/IK.d.ts +53 -0
  46. package/dist/types/gl/InstancedMesh.d.ts +46 -0
  47. package/dist/types/gl/Light.d.ts +73 -0
  48. package/dist/types/gl/Lightmap.d.ts +85 -0
  49. package/dist/types/gl/Locomotion.d.ts +279 -0
  50. package/dist/types/gl/Material.d.ts +100 -0
  51. package/dist/types/gl/Mesh.d.ts +33 -0
  52. package/dist/types/gl/Model.d.ts +53 -0
  53. package/dist/types/gl/NavAgent.d.ts +99 -0
  54. package/dist/types/gl/NavMesh.d.ts +169 -0
  55. package/dist/types/gl/Node.d.ts +99 -0
  56. package/dist/types/gl/Noise.d.ts +20 -0
  57. package/dist/types/gl/Particles.d.ts +277 -0
  58. package/dist/types/gl/Physics.d.ts +91 -0
  59. package/dist/types/gl/Plane.d.ts +19 -0
  60. package/dist/types/gl/Ragdoll.d.ts +86 -0
  61. package/dist/types/gl/Ray.d.ts +8 -0
  62. package/dist/types/gl/Scene.d.ts +221 -0
  63. package/dist/types/gl/Shape.d.ts +122 -0
  64. package/dist/types/gl/Terrain.d.ts +280 -0
  65. package/dist/types/gl/Texture.d.ts +27 -0
  66. package/dist/types/gl/Trigger.d.ts +10 -0
  67. package/dist/types/gl/Vehicle.d.ts +191 -0
  68. package/dist/types/gl/Wheel.d.ts +95 -0
  69. package/dist/types/gl/animation/AnimationClip.d.ts +60 -0
  70. package/dist/types/gl/animation/Animator.d.ts +219 -0
  71. package/dist/types/gl/animation/Layer.d.ts +31 -0
  72. package/dist/types/gl/animation/Loop.d.ts +17 -0
  73. package/dist/types/gl/animation/Playback.d.ts +36 -0
  74. package/dist/types/gl/animation/core.d.ts +367 -0
  75. package/dist/types/gl/controls.d.ts +19 -0
  76. package/dist/types/gl/physicsEvents.d.ts +1 -0
  77. package/dist/types/gl/scenarios.d.ts +98 -0
  78. package/dist/types/gl/state.d.ts +5 -0
  79. package/dist/types/gl/terrainMesh.d.ts +46 -0
  80. package/dist/types/gl/touch.d.ts +2 -0
  81. package/dist/types/inject.d.ts +123 -0
  82. package/dist/types/math/Mathf.d.ts +39 -0
  83. package/dist/types/math/mat4.d.ts +66 -0
  84. package/dist/types/math/quat.d.ts +53 -0
  85. package/dist/types/math/vec.d.ts +129 -0
  86. package/dist/types/net/codec.d.ts +25 -0
  87. package/dist/types/net/core.d.ts +106 -0
  88. package/dist/types/net/index.d.ts +80 -0
  89. package/dist/types/net/replication.d.ts +101 -0
  90. package/dist/types/plugins/camera.d.ts +25 -0
  91. package/dist/types/plugins/geolocation.d.ts +39 -0
  92. package/dist/types/plugins/oauth.d.ts +25 -0
  93. package/dist/types/plugins/permission.d.ts +1 -0
  94. package/dist/types/plugins/push.d.ts +46 -0
  95. package/dist/types/plugins/qr.d.ts +21 -0
  96. package/dist/types/plugins/service.d.ts +33 -0
  97. package/dist/types/runtime/app.d.ts +67 -0
  98. package/dist/types/runtime/appEvents.d.ts +7 -0
  99. package/dist/types/runtime/channel.d.ts +1 -0
  100. package/dist/types/runtime/clipboard.d.ts +7 -0
  101. package/dist/types/runtime/datetime.d.ts +80 -0
  102. package/dist/types/runtime/device.d.ts +126 -0
  103. package/dist/types/runtime/fetch.d.ts +31 -0
  104. package/dist/types/runtime/files.d.ts +33 -0
  105. package/dist/types/runtime/input.d.ts +121 -0
  106. package/dist/types/runtime/media.d.ts +46 -0
  107. package/dist/types/runtime/misc.d.ts +11 -0
  108. package/dist/types/runtime/net.d.ts +15 -0
  109. package/dist/types/runtime/rpc.d.ts +44 -0
  110. package/dist/types/runtime/service.d.ts +1 -0
  111. package/dist/types/runtime/share.d.ts +2 -0
  112. package/dist/types/runtime/storage.d.ts +5 -0
  113. package/dist/types/runtime/touch.d.ts +56 -0
  114. package/dist/types/scene/defineScene.d.ts +296 -0
  115. package/dist/types/scene/editorPlugins.d.ts +82 -0
  116. package/dist/types/scene/gizmos.d.ts +56 -0
  117. package/dist/types/scene/grammar.d.ts +56 -0
  118. package/dist/types/scene/level.d.ts +98 -0
  119. package/dist/types/scene/material.d.ts +76 -0
  120. package/dist/types/server/auth/appConfig.d.ts +16 -0
  121. package/dist/types/server/auth/global.d.ts +56 -0
  122. package/dist/types/server/auth/models.d.ts +164 -0
  123. package/dist/types/server/auth/types.d.ts +56 -0
  124. package/dist/types/server/channel.d.ts +28 -0
  125. package/dist/types/server/context.d.ts +27 -0
  126. package/dist/types/server/db/defineDb.d.ts +36 -0
  127. package/dist/types/server/db/fields.d.ts +146 -0
  128. package/dist/types/server/db/index.d.ts +6 -0
  129. package/dist/types/server/db/marci/query.d.ts +326 -0
  130. package/dist/types/server/db/types.d.ts +163 -0
  131. package/dist/types/server/errors.d.ts +8 -0
  132. package/dist/types/server/inject.d.ts +5 -0
  133. package/dist/types/ui/NativeView.d.ts +38 -0
  134. package/dist/types/ui/UI.d.ts +27 -0
  135. package/dist/types/ui/UIBottomSheet.d.ts +71 -0
  136. package/dist/types/ui/UIButton.d.ts +30 -0
  137. package/dist/types/ui/UIContainer.d.ts +33 -0
  138. package/dist/types/ui/UIImage.d.ts +35 -0
  139. package/dist/types/ui/UIInput.d.ts +110 -0
  140. package/dist/types/ui/UIModal.d.ts +70 -0
  141. package/dist/types/ui/UINode.d.ts +363 -0
  142. package/dist/types/ui/UIPager.d.ts +123 -0
  143. package/dist/types/ui/UIPopover.d.ts +39 -0
  144. package/dist/types/ui/UIScreen.d.ts +57 -0
  145. package/dist/types/ui/UIScrollable.d.ts +40 -0
  146. package/dist/types/ui/UISpacer.d.ts +9 -0
  147. package/dist/types/ui/UITabs.d.ts +96 -0
  148. package/dist/types/ui/UIText.d.ts +19 -0
  149. package/dist/types/ui/UIVideo.d.ts +28 -0
  150. package/dist/types/ui/UIVirtualizedList.d.ts +97 -0
  151. package/dist/types/ui/UIWidget.d.ts +65 -0
  152. package/dist/types/ui/fonts.d.ts +9 -0
  153. package/dist/types/ui/presentable.d.ts +68 -0
  154. package/dist/types/ui/router.d.ts +40 -0
  155. package/dist/types/ui/theme.d.ts +26 -0
  156. package/dist/types.json +1 -0
  157. package/package.json +46 -0
  158. package/prompts/2d.md +395 -0
  159. package/prompts/3d-scene-files.md +113 -0
  160. package/prompts/3d-scene.md +119 -0
  161. package/prompts/3d.md +303 -0
  162. package/prompts/README.md +142 -0
  163. package/prompts/ar.md +109 -0
  164. package/prompts/canvas.md +27 -0
  165. package/prompts/compose.ts +46 -0
  166. package/prompts/concept.md +49 -0
  167. package/prompts/core-design.md +75 -0
  168. package/prompts/core.md +264 -0
  169. package/prompts/design.md +218 -0
  170. package/prompts/dist/2d-game.md +1530 -0
  171. package/prompts/dist/3d-app.md +1672 -0
  172. package/prompts/dist/ar-app.md +1548 -0
  173. package/prompts/dist/concept.md +49 -0
  174. package/prompts/dist/design.md +498 -0
  175. package/prompts/dist/ui-app.md +1134 -0
  176. package/prompts/index.md +37 -0
  177. package/prompts/intake-prompt.md +33 -0
  178. package/prompts/namer-prompt.md +12 -0
  179. package/prompts/router-prompt.md +50 -0
  180. package/prompts/select.ts +111 -0
  181. package/prompts/ui-design.md +203 -0
  182. package/prompts/ui.md +803 -0
  183. package/src/animate/animate.ts +238 -0
  184. package/src/animate/bezier.ts +138 -0
  185. package/src/animate/easings.ts +126 -0
  186. package/src/bridges.d.ts +1345 -0
  187. package/src/canvas/Canvas.ts +305 -0
  188. package/src/compile/__tests__/assetIconMacro.test.ts +219 -0
  189. package/src/compile/__tests__/assetMacro.test.ts +74 -0
  190. package/src/compile/__tests__/assetName.test.ts +55 -0
  191. package/src/compile/__tests__/compile.test.ts +287 -0
  192. package/src/compile/__tests__/detectEntry.test.ts +132 -0
  193. package/src/compile/__tests__/fontMacro.test.ts +199 -0
  194. package/src/compile/aspectMacro.ts +86 -0
  195. package/src/compile/assetIconMacro.ts +384 -0
  196. package/src/compile/assetMacro.ts +146 -0
  197. package/src/compile/assetName.ts +50 -0
  198. package/src/compile/bundler.ts +287 -0
  199. package/src/compile/compileProject.ts +127 -0
  200. package/src/compile/detectEntry.ts +128 -0
  201. package/src/compile/fontMacro.ts +459 -0
  202. package/src/compile/fontRegistry.ts +78 -0
  203. package/src/compile/header.ts +67 -0
  204. package/src/compile/index.ts +100 -0
  205. package/src/compile/libraryImports.ts +52 -0
  206. package/src/compile/liteMaterial.ts +247 -0
  207. package/src/compile/sceneEditor.ts +88 -0
  208. package/src/compile/serverSplit.ts +233 -0
  209. package/src/compile/serverTypes.ts +227 -0
  210. package/src/compile/sfnt.ts +98 -0
  211. package/src/compile/shaderSchema.ts +202 -0
  212. package/src/compile/shaderTargets.ts +77 -0
  213. package/src/compile/sourcemap.ts +25 -0
  214. package/src/core/Aspect.ts +568 -0
  215. package/src/core/InspectorUI.ts +212 -0
  216. package/src/core/StateMachine.ts +308 -0
  217. package/src/core/__tests__/stateMachine.test.ts +132 -0
  218. package/src/core/color.ts +66 -0
  219. package/src/core/compWrite.ts +42 -0
  220. package/src/core/events.ts +38 -0
  221. package/src/core/fields.ts +120 -0
  222. package/src/core/registry.ts +23 -0
  223. package/src/core/signals.ts +277 -0
  224. package/src/core/time.ts +84 -0
  225. package/src/g2/Camera2D.ts +40 -0
  226. package/src/g2/CharacterController2D.ts +276 -0
  227. package/src/g2/Node2D.ts +267 -0
  228. package/src/g2/OneWay2D.ts +66 -0
  229. package/src/g2/Physics2D.ts +346 -0
  230. package/src/g2/Scene2D.ts +209 -0
  231. package/src/g2/Shape2D.ts +259 -0
  232. package/src/g2/Sprite.ts +89 -0
  233. package/src/g2/SpriteAnimation.ts +171 -0
  234. package/src/g2/SpriteSheet.ts +166 -0
  235. package/src/g2/Texture2D.ts +47 -0
  236. package/src/g2/Tilemap.ts +41 -0
  237. package/src/g2/Tileset.ts +71 -0
  238. package/src/g2/Trigger2D.ts +77 -0
  239. package/src/g2/autotile.ts +433 -0
  240. package/src/g2/cells.ts +91 -0
  241. package/src/g2/defineScene2d.ts +381 -0
  242. package/src/g2/groups2d.ts +106 -0
  243. package/src/g2/loop.ts +50 -0
  244. package/src/g2/scenarios2d.ts +69 -0
  245. package/src/g2/touch.ts +83 -0
  246. package/src/gl/Camera.ts +160 -0
  247. package/src/gl/CameraPlace.ts +52 -0
  248. package/src/gl/CharacterController.ts +238 -0
  249. package/src/gl/Gearbox.ts +212 -0
  250. package/src/gl/Geometry.ts +279 -0
  251. package/src/gl/IK.ts +193 -0
  252. package/src/gl/InstancedMesh.ts +132 -0
  253. package/src/gl/Light.ts +135 -0
  254. package/src/gl/Lightmap.ts +402 -0
  255. package/src/gl/Locomotion.ts +498 -0
  256. package/src/gl/Material.ts +279 -0
  257. package/src/gl/Mesh.ts +83 -0
  258. package/src/gl/Model.ts +124 -0
  259. package/src/gl/NavAgent.ts +337 -0
  260. package/src/gl/NavMesh.ts +397 -0
  261. package/src/gl/Node.ts +350 -0
  262. package/src/gl/Noise.ts +30 -0
  263. package/src/gl/Particles.ts +676 -0
  264. package/src/gl/Physics.ts +222 -0
  265. package/src/gl/Plane.ts +53 -0
  266. package/src/gl/Ragdoll.ts +270 -0
  267. package/src/gl/Ray.ts +16 -0
  268. package/src/gl/Scene.ts +505 -0
  269. package/src/gl/Shape.ts +409 -0
  270. package/src/gl/Terrain.ts +1092 -0
  271. package/src/gl/Texture.ts +63 -0
  272. package/src/gl/Trigger.ts +45 -0
  273. package/src/gl/Vehicle.ts +473 -0
  274. package/src/gl/Wheel.ts +240 -0
  275. package/src/gl/animation/AnimationClip.ts +204 -0
  276. package/src/gl/animation/Animator.ts +329 -0
  277. package/src/gl/animation/Layer.ts +39 -0
  278. package/src/gl/animation/Loop.ts +31 -0
  279. package/src/gl/animation/Playback.ts +52 -0
  280. package/src/gl/animation/core.ts +670 -0
  281. package/src/gl/controls.ts +95 -0
  282. package/src/gl/physicsEvents.ts +20 -0
  283. package/src/gl/scenarios.ts +291 -0
  284. package/src/gl/state.ts +6 -0
  285. package/src/gl/terrainMesh.ts +219 -0
  286. package/src/gl/touch.ts +68 -0
  287. package/src/host.d.ts +61 -0
  288. package/src/inject.ts +203 -0
  289. package/src/math/Mathf.ts +118 -0
  290. package/src/math/mat4.ts +278 -0
  291. package/src/math/quat.ts +232 -0
  292. package/src/math/vec.ts +255 -0
  293. package/src/net/codec.ts +119 -0
  294. package/src/net/core.ts +384 -0
  295. package/src/net/index.ts +181 -0
  296. package/src/net/replication.ts +622 -0
  297. package/src/plugins/camera.ts +81 -0
  298. package/src/plugins/geolocation.ts +123 -0
  299. package/src/plugins/oauth.ts +61 -0
  300. package/src/plugins/permission.ts +7 -0
  301. package/src/plugins/push.ts +132 -0
  302. package/src/plugins/qr.ts +73 -0
  303. package/src/plugins/service.ts +47 -0
  304. package/src/runtime/app.ts +101 -0
  305. package/src/runtime/appEvents.ts +54 -0
  306. package/src/runtime/channel.ts +61 -0
  307. package/src/runtime/clipboard.ts +20 -0
  308. package/src/runtime/datetime.ts +329 -0
  309. package/src/runtime/device.ts +293 -0
  310. package/src/runtime/fetch.ts +77 -0
  311. package/src/runtime/files.ts +108 -0
  312. package/src/runtime/input.ts +175 -0
  313. package/src/runtime/media.ts +111 -0
  314. package/src/runtime/misc.ts +16 -0
  315. package/src/runtime/net.ts +36 -0
  316. package/src/runtime/rpc.ts +218 -0
  317. package/src/runtime/service.ts +83 -0
  318. package/src/runtime/share.ts +9 -0
  319. package/src/runtime/storage.ts +13 -0
  320. package/src/runtime/touch.ts +76 -0
  321. package/src/scene/defineScene.ts +1396 -0
  322. package/src/scene/editorPlugins.ts +110 -0
  323. package/src/scene/gizmos.ts +148 -0
  324. package/src/scene/grammar.ts +120 -0
  325. package/src/scene/level.ts +296 -0
  326. package/src/scene/material.ts +188 -0
  327. package/src/server/auth/appConfig.ts +12 -0
  328. package/src/server/auth/global.ts +80 -0
  329. package/src/server/auth/host.ts +318 -0
  330. package/src/server/auth/models.ts +83 -0
  331. package/src/server/auth/types.ts +50 -0
  332. package/src/server/channel.ts +56 -0
  333. package/src/server/context.ts +36 -0
  334. package/src/server/db/defineDb.ts +237 -0
  335. package/src/server/db/fields.ts +132 -0
  336. package/src/server/db/httpTransport.ts +93 -0
  337. package/src/server/db/index.ts +7 -0
  338. package/src/server/db/marci/query.ts +412 -0
  339. package/src/server/db/types.ts +202 -0
  340. package/src/server/errors.ts +12 -0
  341. package/src/server/host.ts +74 -0
  342. package/src/server/inject.ts +13 -0
  343. package/src/server/runtime.ts +133 -0
  344. package/src/server/validate.ts +87 -0
  345. package/src/ui/NativeView.ts +142 -0
  346. package/src/ui/UI.ts +39 -0
  347. package/src/ui/UIBottomSheet.ts +139 -0
  348. package/src/ui/UIButton.ts +101 -0
  349. package/src/ui/UIContainer.ts +60 -0
  350. package/src/ui/UIImage.ts +83 -0
  351. package/src/ui/UIInput.ts +185 -0
  352. package/src/ui/UIModal.ts +139 -0
  353. package/src/ui/UINode.ts +830 -0
  354. package/src/ui/UIPager.ts +362 -0
  355. package/src/ui/UIPopover.ts +100 -0
  356. package/src/ui/UIScreen.ts +123 -0
  357. package/src/ui/UIScrollable.ts +87 -0
  358. package/src/ui/UISpacer.ts +14 -0
  359. package/src/ui/UITabs.ts +236 -0
  360. package/src/ui/UIText.ts +51 -0
  361. package/src/ui/UIVideo.ts +88 -0
  362. package/src/ui/UIVirtualizedList.ts +241 -0
  363. package/src/ui/UIWidget.ts +127 -0
  364. package/src/ui/fonts.ts +13 -0
  365. package/src/ui/presentable.ts +117 -0
  366. package/src/ui/router.ts +132 -0
  367. package/src/ui/theme.ts +84 -0
@@ -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).
18
+ // Facing turns toward the velocity at `turnSpeed` (0 = leave the rotation alone).
19
+ //
20
+ // Without a loaded NavMesh the aspect is inert — `goTo` returns false, nothing throws — so a
21
+ // project stays runnable on a host without navigation.
22
+
23
+ import { Aspect } from "../core/Aspect"
24
+ import type { FieldMeta } from "../core/fields"
25
+ import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
26
+ import { CharacterController } from "./CharacterController"
27
+ import { NavCrowd, NavMesh, NAV_AGENT, NAV_READ } from "./NavMesh"
28
+ import type { Node } from "./Node"
29
+
30
+ export type NavAgentState = "idle" | "moving" | "arrived" | "blocked" | "offmesh"
31
+ export type NavAgentAvoidance = "off" | "low" | "medium" | "high"
32
+ export type NavAgentDrive = "position" | "controller"
33
+
34
+ export type NavAgentEvents = {
35
+ /** Reached the target (within `stopDistance`). */
36
+ arrive: () => void
37
+ /** The target cannot be reached — the agent stopped at the closest point (or nowhere near). */
38
+ blocked: () => void
39
+ }
40
+
41
+ const AVOIDANCE: Record<NavAgentAvoidance, number> = { off: -1, low: 0, medium: 1, high: 3 }
42
+ const DEG2RAD = Math.PI / 180
43
+ const JOIN_RETRY_STEPS = 30
44
+
45
+ export class NavAgent extends Aspect<"agent", Node, NavAgentEvents> {
46
+ static readonly aspect = "agent"
47
+ /** The crowd advances first, then every agent applies its slot. */
48
+ static after = [ NavCrowd ]
49
+
50
+ static fields: FieldMeta<NavAgent> = {
51
+ radius: { min: 0.05, max: 5, step: 0.05 },
52
+ height: { min: 0.1, max: 10, step: 0.1 },
53
+ speed: { min: 0, max: 50, step: 0.1 },
54
+ acceleration: { min: 0.1, max: 200, step: 0.5 },
55
+ turnSpeed: { min: 0, max: 3600, step: 10 },
56
+ separation: { min: 0, max: 10, step: 0.1 },
57
+ stopDistance: { min: 0, max: 10, step: 0.05 },
58
+ }
59
+
60
+ private _radius = 0.4
61
+ private _height = 1.8
62
+ private _speed = 3
63
+ private _acceleration = 8
64
+ private _avoidance: NavAgentAvoidance = "medium"
65
+ private _separation = 2
66
+ private _include: string[] | undefined
67
+ private _exclude: string[] | undefined
68
+ /** deg/s the node turns toward its velocity; 0 = never touch the rotation. */
69
+ turnSpeed = 540
70
+ /** How the node follows its slot. */
71
+ drive: NavAgentDrive = "position"
72
+ /** Reached = within this many metres (along the corridor) of the target. */
73
+ stopDistance = 0.3
74
+
75
+ /** Agent radius (metres). Defaults to the navmesh's. */
76
+ get radius(): number { return this._radius }
77
+ set radius(v: number) { this._radius = v; this._dirty = true }
78
+ get height(): number { return this._height }
79
+ set height(v: number) { this._height = v; this._dirty = true }
80
+ /** Top speed (m/s). */
81
+ get speed(): number { return this._speed }
82
+ set speed(v: number) { this._speed = v; this._dirty = true }
83
+ get acceleration(): number { return this._acceleration }
84
+ set acceleration(v: number) { this._acceleration = v; this._dirty = true }
85
+ /** Local (agent-vs-agent) avoidance quality. */
86
+ get avoidance(): NavAgentAvoidance { return this._avoidance }
87
+ set avoidance(v: NavAgentAvoidance) { this._avoidance = v; this._dirty = true }
88
+ /** Separation force weight (0 = none). */
89
+ get separation(): number { return this._separation }
90
+ set separation(v: number) { this._separation = v; this._dirty = true }
91
+ /** Area names this agent may walk (default: all). */
92
+ get include(): string[] | undefined { return this._include }
93
+ set include(v: string[] | undefined) { this._include = v; this._dirty = true }
94
+ /** Area names this agent never enters. */
95
+ get exclude(): string[] | undefined { return this._exclude }
96
+ set exclude(v: string[] | undefined) { this._exclude = v; this._dirty = true }
97
+
98
+ state: NavAgentState = "idle"
99
+ /** The current velocity after avoidance (m/s). */
100
+ readonly velocity = new Vec3(0, 0, 0)
101
+ /** The velocity the corridor asked for, before avoidance. */
102
+ readonly desiredVelocity = new Vec3(0, 0, 0)
103
+ /** Metres left along the corridor (-1 = no target). */
104
+ remainingDistance = -1
105
+ /** Where the agent is going, or null. */
106
+ get target(): Vec3 | null { return this._target }
107
+ get hasPath(): boolean { return this._target !== null }
108
+
109
+ private _crowd: NavCrowd | null = null
110
+ private _slot = -1
111
+ private _target: Vec3 | null = null
112
+ /** velocity-driven (`move`) rather than target-driven */
113
+ private _steering = false
114
+ private _dirty = false
115
+ private _faceX = 0
116
+ private _faceZ = -1
117
+ private _retryAt = 0
118
+ private _lastSeen = -1
119
+ private _still = 0
120
+ private _near = 0
121
+ private _slow = 0
122
+
123
+ onAttach(): void {
124
+ this.state = "idle"
125
+ this._join()
126
+ }
127
+
128
+ onReconfigure(): void { this._dirty = true }
129
+
130
+ onDetach(): void {
131
+ this._leave()
132
+ }
133
+
134
+ /** Walk to a point. False = no walkable polygon near it (or no navmesh) — the current target stays. */
135
+ goTo(target: Vec3Like): boolean {
136
+ if (this._slot < 0 && !this._join()) return false
137
+ const ok = _creatorNav.crowdSetTarget(this._crowd!._id, this._slot, cx(target), cy(target), cz(target))
138
+ if (!ok) return false
139
+ this._target = new Vec3(cx(target), cy(target), cz(target))
140
+ this._steering = false
141
+ this.state = "moving"
142
+ this._still = 0
143
+ this._near = 0
144
+ this._slow = 0
145
+ return true
146
+ }
147
+
148
+ /** Drop the target and decelerate to a stop. */
149
+ stop(): void {
150
+ if (this._slot >= 0) _creatorNav.crowdResetTarget(this._crowd!._id, this._slot)
151
+ this._target = null
152
+ this._steering = false
153
+ this.remainingDistance = -1
154
+ this.state = "idle"
155
+ }
156
+
157
+ /**
158
+ * Steer by velocity instead of a target — a player on WASD, a scripted push: the crowd keeps
159
+ * the node on the mesh and avoids the other agents, no path and no arrival. Call it every fixed
160
+ * step (the last velocity holds until the next call); `move(0, 0)` stops. Cancels `goTo`.
161
+ * False = no navmesh / off the mesh.
162
+ */
163
+ move(vx: number, vz: number): boolean {
164
+ if (this._slot < 0 && !this._join()) return false
165
+ this._target = null
166
+ this.remainingDistance = -1
167
+ if (vx === 0 && vz === 0) {
168
+ if (this._steering) { _creatorNav.crowdResetTarget(this._crowd!._id, this._slot); this._steering = false }
169
+ this.state = "idle"
170
+ return true
171
+ }
172
+ _creatorNav.crowdSetVelocity(this._crowd!._id, this._slot, vx, 0, vz)
173
+ this._steering = true
174
+ this.state = "moving"
175
+ return true
176
+ }
177
+
178
+ /** Teleport (a spawn, a respawn). The target, if any, is kept. */
179
+ warp(p: Vec3Like): void {
180
+ this.node.position = [ cx(p), cy(p), cz(p) ]
181
+ if (this._slot >= 0 && !_creatorNav.crowdWarp(this._crowd!._id, this._slot, cx(p), cy(p), cz(p))) {
182
+ // off the mesh now — leave the crowd and re-join when it is back on
183
+ this._leave()
184
+ this._retryAt = 0
185
+ }
186
+ }
187
+
188
+ private params(): Float32Array {
189
+ const p = new Float32Array(NAV_AGENT.COUNT)
190
+ const mesh = this._crowd?._mesh
191
+ p[NAV_AGENT.RADIUS] = this._radius
192
+ p[NAV_AGENT.HEIGHT] = this._height
193
+ p[NAV_AGENT.MAX_SPEED] = this._speed
194
+ p[NAV_AGENT.MAX_ACCELERATION] = this._acceleration
195
+ p[NAV_AGENT.COLLISION_QUERY_RANGE] = 0
196
+ p[NAV_AGENT.PATH_OPTIMIZATION_RANGE] = 0
197
+ p[NAV_AGENT.SEPARATION_WEIGHT] = this._separation
198
+ p[NAV_AGENT.AVOIDANCE] = AVOIDANCE[this._avoidance] ?? 1
199
+ p[NAV_AGENT.INCLUDE_FLAGS] = mesh ? mesh.flags(this._include) : 0xffff
200
+ p[NAV_AGENT.EXCLUDE_FLAGS] = mesh && this._exclude ? mesh.flags(this._exclude) : 0
201
+ p[NAV_AGENT.ANTICIPATE_TURNS] = 1
202
+ p[NAV_AGENT.OPTIMIZE_VIS] = 1
203
+ p[NAV_AGENT.OPTIMIZE_TOPO] = 1
204
+ return p
205
+ }
206
+
207
+ /** @internal Register with the active navmesh's crowd. False = no navmesh / off the mesh. */
208
+ _join(): boolean {
209
+ const mesh = NavMesh.active
210
+ if (!mesh || typeof _creatorNav === "undefined") return false
211
+ const crowd = mesh._crowd()
212
+ if (!crowd._ensureCapacity()) return false
213
+ if (mesh._maxRadius < this._radius) mesh._maxRadius = this._radius
214
+ const p = this.node.worldPosition
215
+ const slot = _creatorNav.crowdAdd(crowd._id, p.x, p.y, p.z, this.params())
216
+ if (slot < 0) { this._retryAt = crowd._step + JOIN_RETRY_STEPS; return false }
217
+ this._crowd = crowd
218
+ this._slot = slot
219
+ this._dirty = false
220
+ this._lastSeen = -1
221
+ crowd._agents.add(this)
222
+ if (this._target && !_creatorNav.crowdSetTarget(crowd._id, slot, this._target.x, this._target.y, this._target.z)) this._target = null
223
+ return true
224
+ }
225
+
226
+ /** @internal The crowd was re-created (capacity grew): take a fresh slot, keep the target. */
227
+ _rejoin(): void {
228
+ const crowd = this._crowd
229
+ if (!crowd) return
230
+ const p = this.node.worldPosition
231
+ const slot = _creatorNav.crowdAdd(crowd._id, p.x, p.y, p.z, this.params())
232
+ this._slot = slot
233
+ if (slot >= 0 && this._target) _creatorNav.crowdSetTarget(crowd._id, slot, this._target.x, this._target.y, this._target.z)
234
+ }
235
+
236
+ /** @internal Leave the crowd (detach, navmesh disposal). */
237
+ _leave(): void {
238
+ if (this._crowd && this._slot >= 0 && typeof _creatorNav !== "undefined" && this._crowd._id) {
239
+ _creatorNav.crowdRemove(this._crowd._id, this._slot)
240
+ }
241
+ this._crowd?._agents.delete(this)
242
+ this._crowd = null
243
+ this._slot = -1
244
+ }
245
+
246
+ updateFixed(dt: number): void {
247
+ if (this._slot < 0) {
248
+ // no crowd yet (the navmesh loaded after the attach, or the spawn was off the mesh): retry
249
+ if (NavMesh.active && (this._crowd === null ? true : this._crowd._step >= this._retryAt)) {
250
+ if (!this._join()) this._retryAt = (NavMesh.active._crowd()._step) + JOIN_RETRY_STEPS
251
+ }
252
+ return
253
+ }
254
+ const crowd = this._crowd!
255
+ if (crowd._mesh !== NavMesh.active) { this._leave(); return }
256
+ if (this._dirty) { this._dirty = false; _creatorNav.crowdSetParams(crowd._id, this._slot, this.params()) }
257
+ if (crowd._step === this._lastSeen) return // the crowd has not advanced since (a frame with no step)
258
+ this._lastSeen = crowd._step
259
+ const b = crowd._buf
260
+ const o = this._slot * NAV_READ.STRIDE
261
+ const st = b[o + NAV_READ.STATE]!
262
+ if (st === 0) { this._leave(); return }
263
+ const px = b[o + NAV_READ.POS_X]!, py = b[o + NAV_READ.POS_Y]!, pz = b[o + NAV_READ.POS_Z]!
264
+ const vx = b[o + NAV_READ.VEL_X]!, vy = b[o + NAV_READ.VEL_Y]!, vz = b[o + NAV_READ.VEL_Z]!
265
+ this.velocity.x = vx; this.velocity.y = vy; this.velocity.z = vz
266
+ 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]!
267
+ const remaining = b[o + NAV_READ.REMAINING]!
268
+ this.remainingDistance = remaining
269
+
270
+ // the node
271
+ const node = this.node
272
+ if (this.drive === "controller") {
273
+ const cc = node.get(CharacterController)
274
+ if (cc) {
275
+ cc.move(vx, vz)
276
+ // the body is the truth: re-sync the slot when the capsule ended up elsewhere
277
+ const wp = node.worldPosition
278
+ const dx = wp.x - px, dz = wp.z - pz
279
+ if (dx * dx + dz * dz > this._radius * this._radius * 0.25) _creatorNav.crowdWarp(crowd._id, this._slot, wp.x, wp.y, wp.z)
280
+ } else {
281
+ node.position = [ px, py, pz ]
282
+ }
283
+ } else {
284
+ node.position = [ px, py, pz ]
285
+ }
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
289
+ // 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
291
+ // 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
+ }