lecodes-sdk 0.20.2 → 1.0.0

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Files changed (77) hide show
  1. package/dist/global.d.ts +17 -5
  2. package/dist/types/canvas/Canvas.d.ts +2 -0
  3. package/dist/types/gl/DecalSet.d.ts +48 -3
  4. package/dist/types/gl/Geometry.d.ts +12 -0
  5. package/dist/types/gl/Lightmap.d.ts +9 -0
  6. package/dist/types/gl/Material.d.ts +4 -0
  7. package/dist/types/gl/Mesh.d.ts +7 -1
  8. package/dist/types/gl/Model.d.ts +34 -0
  9. package/dist/types/gl/Particles.d.ts +13 -0
  10. package/dist/types/gl/Scene.d.ts +1 -1
  11. package/dist/types/gl/animation/DynamicBone.d.ts +173 -0
  12. package/dist/types/gl/{IK.d.ts → animation/IK.d.ts} +4 -4
  13. package/dist/types/gl/{Locomotion.d.ts → animation/Locomotion.d.ts} +6 -6
  14. package/dist/types/gl/{AudioSource.d.ts → audio/AudioSource.d.ts} +6 -6
  15. package/dist/types/gl/{AudioZone.d.ts → audio/AudioZone.d.ts} +4 -4
  16. package/dist/types/gl/{SceneAudio.d.ts → audio/SceneAudio.d.ts} +1 -1
  17. package/dist/types/gl/{NavAgent.d.ts → nav/NavAgent.d.ts} +4 -4
  18. package/dist/types/gl/{NavMesh.d.ts → nav/NavMesh.d.ts} +4 -4
  19. package/dist/types/gl/{CharacterController.d.ts → physics/CharacterController.d.ts} +5 -5
  20. package/dist/types/gl/{Physics.d.ts → physics/Physics.d.ts} +6 -5
  21. package/dist/types/gl/{Ragdoll.d.ts → physics/Ragdoll.d.ts} +4 -4
  22. package/dist/types/gl/{Shape.d.ts → physics/Shape.d.ts} +3 -3
  23. package/dist/types/gl/{Trigger.d.ts → physics/Trigger.d.ts} +2 -2
  24. package/dist/types/gl/{Terrain.d.ts → terrain/Terrain.d.ts} +6 -6
  25. package/dist/types/gl/{terrainMesh.d.ts → terrain/terrainMesh.d.ts} +1 -1
  26. package/dist/types/gl/vehicle/Vehicle.d.ts +300 -0
  27. package/dist/types/gl/vehicle/Wheel.d.ts +147 -0
  28. package/dist/types/inject.d.ts +28 -26
  29. package/dist/types/runtime/files.d.ts +24 -1
  30. package/dist/types/scene/defineScene.d.ts +10 -3
  31. package/dist/types.json +1 -1
  32. package/package.json +1 -1
  33. package/prompts/README.md +142 -142
  34. package/src/bridges.d.ts +1599 -1481
  35. package/src/canvas/Canvas.ts +21 -0
  36. package/src/compile/__tests__/compile.test.ts +11 -0
  37. package/src/compile/header.ts +6 -3
  38. package/src/compile/index.ts +1 -0
  39. package/src/compile/sceneEditor.ts +42 -1
  40. package/src/gl/DecalSet.ts +132 -5
  41. package/src/gl/Geometry.ts +348 -284
  42. package/src/gl/Lightmap.ts +32 -5
  43. package/src/gl/Material.ts +21 -0
  44. package/src/gl/Mesh.ts +120 -102
  45. package/src/gl/Model.ts +33 -1
  46. package/src/gl/Node.ts +1 -1
  47. package/src/gl/Particles.ts +21 -3
  48. package/src/gl/Scene.ts +1 -1
  49. package/src/gl/animation/DynamicBone.ts +459 -0
  50. package/src/gl/{IK.ts → animation/IK.ts} +4 -4
  51. package/src/gl/{Locomotion.ts → animation/Locomotion.ts} +7 -7
  52. package/src/gl/{AudioSource.ts → audio/AudioSource.ts} +7 -7
  53. package/src/gl/{AudioZone.ts → audio/AudioZone.ts} +75 -75
  54. package/src/gl/{SceneAudio.ts → audio/SceneAudio.ts} +2 -2
  55. package/src/gl/{NavAgent.ts → nav/NavAgent.ts} +5 -5
  56. package/src/gl/{NavMesh.ts → nav/NavMesh.ts} +8 -8
  57. package/src/gl/{CharacterController.ts → physics/CharacterController.ts} +5 -5
  58. package/src/gl/{Physics.ts → physics/Physics.ts} +12 -5
  59. package/src/gl/{Ragdoll.ts → physics/Ragdoll.ts} +8 -6
  60. package/src/gl/{Shape.ts → physics/Shape.ts} +3 -3
  61. package/src/gl/{Trigger.ts → physics/Trigger.ts} +45 -45
  62. package/src/gl/{physicsEvents.ts → physics/physicsEvents.ts} +1 -1
  63. package/src/gl/{Terrain.ts → terrain/Terrain.ts} +10 -10
  64. package/src/gl/{terrainMesh.ts → terrain/terrainMesh.ts} +1 -1
  65. package/src/gl/vehicle/Vehicle.ts +666 -0
  66. package/src/gl/vehicle/Wheel.ts +290 -0
  67. package/src/inject.ts +226 -224
  68. package/src/runtime/files.ts +32 -2
  69. package/src/scene/defineScene.ts +26 -10
  70. package/src/scene/level.ts +2 -2
  71. package/dist/types/gl/Gearbox.d.ts +0 -86
  72. package/dist/types/gl/Vehicle.d.ts +0 -191
  73. package/dist/types/gl/Wheel.d.ts +0 -95
  74. package/src/gl/Gearbox.ts +0 -212
  75. package/src/gl/Vehicle.ts +0 -473
  76. package/src/gl/Wheel.ts +0 -240
  77. /package/dist/types/gl/{physicsEvents.d.ts → physics/physicsEvents.d.ts} +0 -0
@@ -46,13 +46,14 @@ import { CameraPlace } from "../gl/CameraPlace"
46
46
  import { Node } from "../gl/Node"
47
47
  import { Mesh } from "../gl/Mesh"
48
48
  import { Model } from "../gl/Model"
49
- import { Physics } from "../gl/Physics"
49
+ import { Physics } from "../gl/physics/Physics"
50
+ import { CharacterController } from "../gl/physics/CharacterController"
50
51
  import { Lightmap } from "../gl/Lightmap"
51
- import { NavMesh } from "../gl/NavMesh"
52
- import { Terrain, type TerrainLayer, type TerrainRegion, type TerrainOptions } from "../gl/Terrain"
52
+ import { NavMesh } from "../gl/nav/NavMesh"
53
+ import { Terrain, type TerrainLayer, type TerrainRegion, type TerrainOptions } from "../gl/terrain/Terrain"
53
54
  import { Light, type SunOptions } from "../gl/Light"
54
55
  import { assignMaterialDef, MaterialHandle, resolveMaterialDef, type MaterialDef } from "./material"
55
- import type { CylinderOptions, PlaneOptions, SphereOptions } from "../gl/Geometry"
56
+ import type { CapsuleOptions, CylinderOptions, PlaneOptions, SphereOptions } from "../gl/Geometry"
56
57
  import { GizmoBuffer, Gizmos, withGizmoScope, type GizmoBatch } from "./gizmos"
57
58
 
58
59
  // ---- the literal grammar (what the visual editor reads and writes) -----------
@@ -61,6 +62,7 @@ export type MeshDef =
61
62
  | { kind: "box", size?: Vec3Like | number }
62
63
  | ({ kind: "sphere" } & SphereOptions)
63
64
  | ({ kind: "cylinder" } & CylinderOptions)
65
+ | ({ kind: "capsule" } & CapsuleOptions)
64
66
  | ({ kind: "plane" } & PlaneOptions)
65
67
 
66
68
  export type LightDef = { kind: "sun" } & SunOptions
@@ -230,6 +232,10 @@ export type SceneLightmapDef = {
230
232
  * ambient cube (2026-08-31) movers shade like the statics and the default is right; it stays as a
231
233
  * trim. See `LightmapLoadOptions.volumeBoost`. */
232
234
  volumeBoost?: number
235
+ /** Occluder-only statics (props without lightmap UVs): `"baked"` (default) = their shadow is in the
236
+ * atlas, they stop casting in real time and the shadow pass draws only the movers; `"realtime"` =
237
+ * they keep casting (their shadow on other non-receiver props). See `LightmapLoadOptions.occluderShadows`. */
238
+ occluderShadows?: "baked" | "realtime"
233
239
  }
234
240
 
235
241
  /** `env.navmesh` — the level's navigation mesh (see navmesh.md): the file `lecodes navmesh bake`
@@ -402,6 +408,7 @@ const createMesh = async (def: MeshDef, material?: MaterialDef): Promise<Mesh> =
402
408
  case "box": mesh = Mesh.box({ size: def.size, material: mat }); break
403
409
  case "sphere": { const { kind: _k, ...opts } = def; mesh = Mesh.sphere({ ...opts, material: mat }); break }
404
410
  case "cylinder": { const { kind: _k, ...opts } = def; mesh = Mesh.cylinder({ ...opts, material: mat }); break }
411
+ case "capsule": { const { kind: _k, ...opts } = def; mesh = Mesh.capsule({ ...opts, material: mat }); break }
405
412
  case "plane": { const { kind: _k, ...opts } = def; mesh = Mesh.plane({ ...opts, material: mat }); break }
406
413
  }
407
414
  if (material instanceof MaterialHandle) material._users.add({ node: mesh, slot: 0 })
@@ -417,11 +424,15 @@ const createMesh = async (def: MeshDef, material?: MaterialDef): Promise<Mesh> =
417
424
 
418
425
  type LightmapCtx = { prefix: string, volume: boolean, dynamicOnly?: boolean }
419
426
 
427
+ // A CharacterController moves its node as surely as a dynamic body does (2026-09-11: the hero's
428
+ // capsule was read as static, so its sword baked a shadow into the terrain at the spawn point).
420
429
  const movesByPhysics = (def: SceneNodeDef): boolean =>
421
430
  (def.aspects ?? []).some((e) =>
422
- (e.ctor as unknown) === Physics && ((e.props as { motion?: string } | undefined)?.motion ?? "dynamic") !== "static")
431
+ ((e.ctor as unknown) === Physics && ((e.props as { motion?: string } | undefined)?.motion ?? "dynamic") !== "static")
432
+ || (e.ctor as unknown) === CharacterController)
423
433
 
424
- /** The static verdict for one node def (the editor's "Baked lighting" switch shows the same rule). */
434
+ /** The static verdict for one node def (the editor's "Baked lighting" switch shows the same rule).
435
+ * Children of a mover are movers too — buildNodes carries that down, this is the node's own verdict. */
425
436
  export const isLightmapStatic = (def: SceneNodeDef): boolean => def.lightmap ?? !movesByPhysics(def)
426
437
 
427
438
  // `lightmap` undefined = Model.load's own default ('dynamic' while a level with a light volume runs —
@@ -860,7 +871,9 @@ const buildNodes = async (
860
871
  ): Promise<void> => {
861
872
  const pending: { path: string, node: Node, def: SceneNodeDef }[] = []
862
873
 
863
- const build = async (name: string, nd: SceneNodeDef, parentNode: Node | null, parentPath: string): Promise<void> => {
874
+ // `parentMoves`: a child of a mover moves with it (the body under the hero's capsule) — it never
875
+ // bakes, whatever its own def says short of an explicit `lightmap: true`
876
+ const build = async (name: string, nd: SceneNodeDef, parentNode: Node | null, parentPath: string, parentMoves = false): Promise<void> => {
864
877
  // names are path segments — '/' would fork the path, ':' would ambiguate editor card keys
865
878
  if (name === "" || name.includes("/") || name.includes(":")) {
866
879
  throw new Error(`Scene node name "${name}" is invalid — names are non-empty and contain no '/' or ':'`)
@@ -868,7 +881,7 @@ const buildNodes = async (
868
881
  // the path is derived from def keys BEFORE any await, so it is deterministic even though
869
882
  // Promise.all makes build completion (and record insertion) order nondeterministic
870
883
  const path = parentPath === "" ? name : `${parentPath}/${name}`
871
- const lmStatic = lm !== null && !lm.dynamicOnly && isLightmapStatic(nd)
884
+ const lmStatic = lm !== null && !lm.dynamicOnly && (nd.lightmap ?? (!parentMoves && isLightmapStatic(nd)))
872
885
  // a mover in a level with a light volume reads the volume (models: the engine binds it; meshes: registered below)
873
886
  const lmDynamic = lm !== null && !lmStatic && lm.volume
874
887
  const node = await createSource(path, nd, lmStatic ? true : lmDynamic ? "dynamic" : undefined)
@@ -886,7 +899,7 @@ const buildNodes = async (
886
899
  if (nd.prefab !== undefined) await attachPrefab(node, path, nd, scene, stack, lmStatic ? { prefix: `${lm!.prefix}${path}/`, volume: lm!.volume } : lm && lm.volume ? { prefix: `${lm.prefix}${path}/`, volume: true, dynamicOnly: true } : null)
887
900
  pending.push({ path, node, def: nd })
888
901
  nodes[path] = node
889
- await Promise.all(Object.entries(nd.children ?? {}).map(([ childName, child ]) => build(childName, child, node, path)))
902
+ await Promise.all(Object.entries(nd.children ?? {}).map(([ childName, child ]) => build(childName, child, node, path, parentMoves || (lm !== null && !lmStatic))))
890
903
  }
891
904
 
892
905
  await Promise.all(Object.entries(defs).map(([ name, nd ]) => build(name, nd, parent, "")))
@@ -983,7 +996,7 @@ const instantiate = async (def: SceneDef, editorRuns: EditorRun[]): Promise<{ sc
983
996
  if (lm && lightmap) {
984
997
  await Lightmap.load(scene, { data: lightmap.data, texture: lightmap.texture, light: lightmap.light, volume: lightmap.volume },
985
998
  { sunStrength: lightmap.sunStrength, ambientScale: lightmap.ambientScale, aoStrength: lightmap.aoStrength,
986
- lightBoost: lightmap.lightBoost, volumeBoost: lightmap.volumeBoost })
999
+ lightBoost: lightmap.lightBoost, volumeBoost: lightmap.volumeBoost, occluderShadows: lightmap.occluderShadows })
987
1000
  }
988
1001
  // navigation: load the baked mesh — or, under `lecodes navmesh bake`, dump the level's collision
989
1002
  // geometry for it (the static bodies exist by now; edit mode never loads it — v1)
@@ -1117,6 +1130,9 @@ export class SceneHandle<D extends SceneDef = SceneDef> {
1117
1130
  scene.add(node)
1118
1131
  applyNode(node, p.slice(p.lastIndexOf("/") + 1), d)
1119
1132
  if (isEditMode()) addEditorMarker(node, d)
1133
+ // a prefab wrapper instantiates its file's nodes (same path as buildNodes; no lightmap
1134
+ // context — a patched node is an edit-mode rebuild, baked lighting is the level's business)
1135
+ if (d.prefab !== undefined) await attachPrefab(node, p, d, scene, new Set([ this.def ]), null)
1120
1136
  attachAspects(node, p, d, nodes, scene, this._editorRuns)
1121
1137
  nodes[p] = node
1122
1138
  await Promise.all(Object.entries(d.children ?? {}).map(([ cn, cd ]) => build(`${p}/${cn}`, cd, node)))
@@ -14,8 +14,8 @@
14
14
 
15
15
  import { Node } from "../gl/Node"
16
16
  import { Model } from "../gl/Model"
17
- import { Shape } from "../gl/Shape"
18
- import { Physics } from "../gl/Physics"
17
+ import { Shape } from "../gl/physics/Shape"
18
+ import { Physics } from "../gl/physics/Physics"
19
19
  import { cx, cy, cz, type Vec3Like } from "../math/vec"
20
20
 
21
21
  /** One placement handed to a `build` function (all coordinates local to the group). */
@@ -1,86 +0,0 @@
1
- import { Aspect } from "../core/Aspect";
2
- import type { FieldMeta } from "../core/fields";
3
- import type { Node } from "./Node";
4
- import type { Vehicle } from "./Vehicle";
5
- export declare class Gearbox extends Aspect<"gearbox", Node> {
6
- static readonly aspect = "gearbox";
7
- /** Forward gear ratios, first gear first. Engine RPM = wheel speed × ratio × the differential. */
8
- ratios: number[];
9
- /** Reverse ratio — negative, because a ratio's SIGN is what reverse means to the engine. */
10
- reverse: number;
11
- /** Shift up when the engine passes this fraction of its redline. */
12
- shiftUp: number;
13
- /** Shift down when it falls below this fraction. */
14
- shiftDown: number;
15
- /** How long a shift takes, in seconds — the clutch is out for this long. */
16
- shiftTime: number;
17
- /** How long the clutch takes to re-engage afterwards. */
18
- clutchTime: number;
19
- /** How long to wait after a shift before another is allowed — without it a car sitting on a
20
- * threshold hunts between two gears. */
21
- latency: number;
22
- /** How far the clutch bites the instant drive is asked for from rest, 0..1. It only has to COUPLE
23
- * the shafts — how much torque that passes is the engine's business, so a feathered throttle
24
- * still pulls away gently at the same bite point. */
25
- bite: number;
26
- static fields: FieldMeta<Gearbox>;
27
- /** Current gear: −1 reverse, 0 neutral, 1… forward. Read it for a HUD. */
28
- gear: number;
29
- /** True while a shift is in progress — the clutch is out and the engine is not driving the wheels. */
30
- get shifting(): boolean;
31
- private _shiftLeft;
32
- private _engageLeft;
33
- private _waitLeft;
34
- private _take;
35
- /** EARLY phase: the pair has to be latched before this frame's step consumes it. */
36
- updateBefore(dt: number): void;
37
- /**
38
- * The driver's left foot: where the clutch pedal is, ignoring shifts. Returns the new engagement.
39
- *
40
- * A driver does not compute anything. They watch the tacho: **revs sinking to idle means the
41
- * wheels are about to drag the engine under, and that is when you push the clutch in.** That
42
- * single test replaces every ratio and threshold — the crossover it finds is the exact speed where
43
- * engine braking stops and the engine would start PUSHING instead, and it finds it per gear
44
- * without being told the gear.
45
- *
46
- * The pedal comes back UP only for the throttle. Healthy revs are not on their own a reason to
47
- * engage: a car standing still shows healthy revs too — the wheels simply are not turning to say
48
- * otherwise — and a clutch dropped on that evidence lurches the car off with no throttle at all.
49
- *
50
- * Three things fall out of it for free:
51
- *
52
- * - **A braked car stops.** The engine cannot stall, so a clutch left in at 0 km/h feeds idle
53
- * torque to the wheels forever and the car creeps against its own brakes. Here the revs pin at
54
- * idle, so the pedal goes down and the brakes have nothing to fight.
55
- * - **Reverse is not a special case.** No ratio takes part, so it needs no separate number — which
56
- * is exactly why a fixed road-speed threshold got reverse wrong.
57
- * - **Hill starts judder instead of stalling.** Let the pedal out, the load pulls the revs down,
58
- * the rule pushes it straight back in, and the clutch sits slipping at the bite point until the
59
- * car moves. So the test deliberately ignores the throttle — gating it on "no throttle" would
60
- * stall the car under load. Throttle only holds the floor at `bite`.
61
- *
62
- * The cost is honest and small: once the pedal is down the revs sit at idle and cannot rise on
63
- * their own, so **coasting downhill gives no engine braking until you touch the throttle** — which
64
- * is precisely what a car with the clutch in does. Slipping it permanently to keep listening would
65
- * bring the creep straight back.
66
- */
67
- protected takeUp(v: Vehicle, dt: number): number;
68
- /**
69
- * Which gear the car should be in. The default is an ordinary automatic: pull away from neutral in
70
- * the direction of the throttle, shift up past `shiftUp` of the redline and down below `shiftDown`,
71
- * and refuse to shift again for `latency` seconds. Override this and nothing else.
72
- */
73
- select(v: Vehicle): number;
74
- /** Change gear now, with the clutch envelope. Safe to call from `select()` or from game code
75
- * (a sequential manual is `if (Input.key('KeyE')) car.gearbox.shift(car.gearbox.gear + 1)`). */
76
- shift(gear: number): void;
77
- /** The ratio the engine should be running: 0 in neutral, negative in reverse. */
78
- get ratio(): number;
79
- /**
80
- * The clutch scalar 0..1 the engine is given: the SHIFT envelope (out during a shift, ramping back
81
- * over `clutchTime`) times the driver's pedal (`takeUp`). Two independent reasons for the clutch
82
- * to be out, so they multiply: mid-shift is out however healthy the revs are, and an engine being
83
- * dragged to idle is out whatever gear it just picked.
84
- */
85
- get clutch(): number;
86
- }
@@ -1,191 +0,0 @@
1
- import { Aspect } from "../core/Aspect";
2
- import type { FieldMeta } from "../core/fields";
3
- import { Vec3, type Vec3Like } from "../math/vec";
4
- import { type QuatLike } from "../math/quat";
5
- import { Node } from "./Node";
6
- import { Wheel } from "./Wheel";
7
- /** Which axle the engine drives. A wheel's own `drive` overrides it. */
8
- export type DriveLayout = "rear" | "front" | "all";
9
- /**
10
- * How an axle's two wheels share torque.
11
- * - `lsd` — limited slip (Jolt's 1.4 ratio), the sane default.
12
- * - `open` — fully open: a lifted or spinning wheel takes ALL the torque.
13
- * - `locked` — both wheels forced to the same speed. Breaks traction predictably: the drift diff.
14
- * A number is the raw max/min wheel-speed ratio (> 1; smaller is more locked).
15
- */
16
- export type DifferentialMode = "lsd" | "open" | "locked";
17
- export interface EngineConfig {
18
- /** Peak torque in N·m (default 500). The single biggest "how fast is it" knob. */
19
- torque?: number;
20
- /** Redline in RPM (default 6000). */
21
- maxRpm?: number;
22
- /** Idle RPM (default 1000) — the engine never falls below it. */
23
- idleRpm?: number;
24
- /**
25
- * The engine's CHARACTER: a flat list `[rpm, torque, rpm, torque, …]` in NORMALISED units — x is
26
- * a fraction of the redline, y a fraction of `torque`. Left out, Jolt's own broad curve is used.
27
- *
28
- * `[0, 0.8, 0.66, 1, 1, 0.8]` is an ordinary petrol engine (peak two thirds up, falling to the
29
- * redline); `[0, 1, 1, 1]` is flat, which is what an electric motor feels like.
30
- */
31
- curve?: number[];
32
- /** Moment of inertia in kg·m² (default 0.5) — how eagerly it revs when the clutch is out. */
33
- inertia?: number;
34
- /** Engine braking: angular damping of the engine itself (default 0.2). */
35
- braking?: number;
36
- }
37
- export interface SteeringConfig {
38
- /** Steering lock in degrees at a standstill (default 35). */
39
- lock?: number;
40
- /**
41
- * The lock still available, in degrees, once the car reaches `speed` (default 10) — what stops a
42
- * car over-driving its own front tires.
43
- *
44
- * A tire makes its peak grip at a few degrees of slip angle, and the steering angle a corner needs
45
- * falls with the SQUARE of speed. Holding full lock at 100 km/h therefore asks the front for
46
- * several times what it can give: the tires saturate, the car ploughs on, and the wheel stops
47
- * answering. In between the lock eases on `(1 − v/speed)²`, which tracks the real curve closely.
48
- * `0` turns the taper off — full lock at any speed.
49
- */
50
- atSpeed?: number;
51
- /** The speed in m/s at which the lock has fallen to `atSpeed` (default 30 ≈ 108 km/h). */
52
- speed?: number;
53
- /** How fast the front wheels may turn, in degrees per second (default 220). A keyboard asks for
54
- * full lock in one frame, which no steering wheel can do, and that step alone snaps a tire past
55
- * its peak. `0` = instantly. */
56
- rate?: number;
57
- }
58
- /**
59
- * Aerodynamics. Both numbers are quoted the same way — **a fraction of the car's own weight at
60
- * 30 m/s (108 km/h)** — and both grow with the SQUARE of speed from there, so `0.5` at 30 m/s is
61
- * `2.0` at 60 m/s. One mental model for both, and no drag coefficients or frontal areas to invent.
62
- */
63
- export interface AeroConfig {
64
- /**
65
- * Downforce (default 0 — a car with no wing). The knob that decides whether a car corners better
66
- * or worse the faster it goes: tire grip is a constant, but the force a corner demands grows with
67
- * v², so with no downforce every car runs out of road at speed. `0.6` roughly doubles a car's
68
- * cornering at 150 km/h; a road car is nearer `0.1`, a race car well past `1`.
69
- *
70
- * It presses along the CHASSIS' own down axis (that is what keeps a car planted over a crest) and
71
- * only while a wheel is on the ground — a car on its roof is never launched by its own wing.
72
- */
73
- downforce?: number;
74
- /** Air resistance (default 0.03 — an ordinary car). What gives a car a top speed at all. */
75
- drag?: number;
76
- }
77
- export declare class Vehicle extends Aspect<"vehicle", Node> {
78
- static readonly aspect = "vehicle";
79
- /** Chassis mass in kg (default 1200). Wheels are massless in this model. */
80
- mass: number;
81
- /** Centre of mass height in chassis space (metres, negative = lower). Left out, it drops to halfway
82
- * down the chassis shape — a car with its mass at the shape's centre tips over. */
83
- centerOfMass?: number;
84
- /** Which axle the engine drives (default "rear"). A wheel's own `drive` overrides it. */
85
- driveAxle: DriveLayout;
86
- /** Differential lock across each driven axle. `locked` is the drift setup — both wheels turn
87
- * together, so the pair lets go as a pair. Live: re-configure the aspect to switch it mid-drive. */
88
- differential: DifferentialMode | number;
89
- /**
90
- * Anti-roll bars between each axle's wheels — what stops a car rolling onto its inside wheels in a
91
- * fast corner. `true` (default) is a bar 0.01 as stiff as the wheel's own spring; a number is that
92
- * ratio directly, and `0` / `false` removes the bars.
93
- *
94
- * **The numbers are far smaller than they look and the gain is steep** — Jolt's bar feeds
95
- * `lengthDifference × stiffness × dt` as a bias into the suspension's own soft constraint, so 4%
96
- * of the spring already flattens the body. Measured on a 1250 kg car: `0` → 1.3° of roll at 0.86 g,
97
- * `0.01` → 0.6°, `0.15` → 0.2° (flat), `0.5` → the car HOPS.
98
- *
99
- * This is the knob for how much a car visibly LEANS, not for wheel lift: bars change how far the
100
- * body tips, not how much load transfers. For lift, lower `centerOfMass`.
101
- */
102
- antiRoll: boolean | number;
103
- /** Pitch/roll limit in degrees (default 60) before the constraint rights the car. 180 turns it off. */
104
- maxTilt: number;
105
- /** Friction of the CHASSIS body itself — how it slides when it lands on its roof or side. Nothing
106
- * to do with the tires; those are the `Wheel`'s `tire.grip` × the ground's friction. */
107
- friction: number;
108
- /** Strength of the clutch when fully engaged (default 10). Small values slip; large ones weld the
109
- * engine to the wheels. The `Gearbox` scales it 0..1 while shifting. */
110
- clutchStrength: number;
111
- engine: EngineConfig;
112
- steering: SteeringConfig;
113
- aero: AeroConfig;
114
- /** Scene-editor inspector: the flat, tunable half. The grouped objects are edited in code. */
115
- static fields: FieldMeta<Vehicle>;
116
- static editor: {
117
- rebuild: boolean;
118
- };
119
- private _id;
120
- private _bodyId;
121
- private _builtMass;
122
- private _wheels;
123
- private _state;
124
- private _stateFrame;
125
- private _throttle;
126
- private _steer;
127
- private _brake;
128
- private _handbrake;
129
- onAttach(): void;
130
- onDetach(): void;
131
- /**
132
- * Re-configuring an attached vehicle retunes it in place — the way a drift button switches the
133
- * differential without the car so much as blinking:
134
- *
135
- * car.aspect(Vehicle, { differential: drift ? 'locked' : 'lsd' })
136
- *
137
- * Live: `differential`, `engine`, `steering`, `aero`, `maxTilt`, `friction`, `clutchStrength`, and
138
- * every `Wheel`'s `tire.grip` and brake torques. Everything else describes the car's STRUCTURE —
139
- * `mass`, `centerOfMass`, which wheels exist and where, their suspension, `driveAxle`, `antiRoll` — and
140
- * is baked into the constraint at attach; to change one of those, re-attach the aspect.
141
- */
142
- onReconfigure(): void;
143
- /** Native vehicle id (0 until attached / no physics support). */
144
- get id(): number;
145
- /** The chassis rigid-body id — the same handle the plain body calls take. */
146
- get bodyId(): number;
147
- /** The wheels, in blob order (front axle first). */
148
- get wheels(): readonly Wheel[];
149
- /**
150
- * The driver's controls, all in [-1, 1] (brakes in [0, 1]). Sticky: the last values keep applying
151
- * until the next call, so a held key does not need re-sending. `forward < 0` asks for reverse; the
152
- * `Gearbox` engages it once the car has stopped.
153
- */
154
- drive(forward: number, steer?: number, brake?: number, handbrake?: number): this;
155
- /** Teleport upright and clear all motion (velocity, engine, gearbox, wheel spin). Defaults to the
156
- * chassis node's current pose — `reset()` alone un-flips a car where it lies. */
157
- reset(position?: Vec3Like, rotation?: QuatLike): this;
158
- /** Push the chassis (a boost pad, an explosion) — an instantaneous impulse in kg·m/s. */
159
- applyImpulse(v: Vec3Like): this;
160
- private _read;
161
- /** Speed along the car's forward axis in m/s — negative when reversing (× 3.6 for km/h). */
162
- get speed(): number;
163
- /** Engine revolutions per minute. */
164
- get rpm(): number;
165
- /** How many wheels are touching the ground. */
166
- get wheelsOnGround(): number;
167
- /** Any wheel on the ground — false while airborne. */
168
- get grounded(): boolean;
169
- /** Chassis velocity in world units/s (fresh Vec3). */
170
- get velocity(): Vec3;
171
- /** The last throttle handed to `drive()` — what the gearbox reads to know which way you want to go. */
172
- get throttle(): number;
173
- /** The last steer input handed to `drive()`, [-1, 1]. */
174
- get steerInput(): number;
175
- /** The last foot-brake input handed to `drive()`, [0, 1] — the pedal, not the resulting force. */
176
- get brake(): number;
177
- /** The last handbrake input handed to `drive()`, [0, 1]. */
178
- get handbrake(): number;
179
- /** Current gear from the attached `Gearbox`: −1 reverse, 0 neutral, 1… forward. */
180
- get gear(): number;
181
- /** The steering lock, in degrees, the car is allowed at its current speed — the full lock at rest,
182
- * falling to `steering.atSpeed`. The same curve the engine applies; useful on a HUD. */
183
- get steerLock(): number;
184
- /** Every Wheel under the chassis, ordered front axle first, with its axle group resolved. */
185
- private _collectWheels;
186
- /** Pack the whole configuration into the one blob the host ABI takes (see bridges.d.ts). */
187
- private _buildSettings;
188
- /** Edit mode: which way the chassis faces. Each wheel draws its own circle and travel range — see
189
- * `Wheel.rebuild()`. Play mode never calls this. */
190
- rebuild(): void;
191
- }
@@ -1,95 +0,0 @@
1
- import { Aspect } from "../core/Aspect";
2
- import type { FieldMeta } from "../core/fields";
3
- import { type Vec3Like } from "../math/vec";
4
- import { Node } from "./Node";
5
- /** Floats `vehicleGetState` writes before the per-wheel block: speed, rpm, contacts, vx, vy, vz. */
6
- export declare const STATE_HEADER = 6;
7
- /** Floats per wheel: contact, slip, slipAngle, suspensionLength, steerDeg, spin. */
8
- export declare const WHEEL_STATE = 6;
9
- /** How a tire behaves past its grip peak. `road` is Jolt's own curve — grip falls off after the peak,
10
- * so the car can be made to let go. `arcade` holds the peak all the way out: much harder to spin. */
11
- export type TireCurve = "road" | "arcade";
12
- export interface WheelSuspension {
13
- /** Total travel in metres, full droop to fully compressed (default 0.4). */
14
- travel?: number;
15
- /** Spring frequency in Hz — bigger is stiffer (default 1.4; a race car ~2.5, a truck ~1). It also
16
- * sets the ride-height sag, and the sag is how far the wheel can still extend DOWN. */
17
- stiffness?: number;
18
- /** Damping ratio 0..1 (default 0.5). Low values pogo. */
19
- damping?: number;
20
- }
21
- export interface WheelTire {
22
- /** Grip multiplier on the friction curves (default 1). The grip a wheel actually gets is combined
23
- * with the ground it stands on as `sqrt(tire × groundFriction)`, and a body's friction defaults to
24
- * 0.6 — so a road a car should really corner on wants `Physics { friction: 1 }`. */
25
- grip?: number;
26
- /** Which friction curve (default `road`). */
27
- curve?: TireCurve;
28
- }
29
- export interface WheelVisual {
30
- /** The MODEL's axle direction in its own space (default `[1, 0, 0]`). Set it instead of parenting
31
- * the mesh under a corrective node when the art points another way. */
32
- axis?: Vec3Like;
33
- /** Drawn radius, if the art is not exactly the physical `radius` — sinks a wheel into its arch or
34
- * lets a fat tire overhang, with no effect on the simulation. Default: the physical radius. */
35
- radius?: number;
36
- /** Let the model spin (default true). `false` keeps the steer angle and suspension travel but not
37
- * the rotation — a brake caliper. */
38
- spin?: boolean;
39
- }
40
- export declare class Wheel extends Aspect<"wheel", Node> {
41
- static readonly aspect = "wheel";
42
- /** Wheel radius in metres. Default: measured from the node's rendered bounds, else 0.35. Too small
43
- * and the car scrapes, too large and it floats. */
44
- radius?: number;
45
- /** Wheel width in metres. Default: measured, else 0.25. */
46
- width?: number;
47
- /** Does this wheel steer? Default: the wheels on the front axle. */
48
- steer?: boolean;
49
- /** Does the engine drive it? Default: from the vehicle's `drive` layout. */
50
- drive?: boolean;
51
- /** Foot brake on this wheel. */
52
- brake: boolean;
53
- /** Handbrake on this wheel. Default: every non-steering wheel (locking the front wheels of a moving
54
- * car is not a handbrake turn, it is a crash). */
55
- handbrake?: boolean;
56
- /** Axle group, front to back. Default: derived from Z. Set it for a car whose wheels are not in neat
57
- * left/right pairs — an axle's wheels are paired for the differential and the anti-roll bar. */
58
- axle?: number;
59
- /** Foot-brake torque in N·m (default 1500); the handbrake pulls 3× on the wheels that have it. */
60
- brakeTorque: number;
61
- suspension: WheelSuspension;
62
- tire: WheelTire;
63
- visual: WheelVisual;
64
- /** Scene-editor inspector. `steer` / `drive` / `handbrake` are deliberately absent: they are
65
- * tri-state (undefined = derive it from the axle), which a switch cannot express. */
66
- static fields: FieldMeta<Wheel>;
67
- static editor: {
68
- rebuild: boolean;
69
- };
70
- private _angle;
71
- private _scale;
72
- private _local;
73
- onAttach(): void;
74
- onDetach(): void;
75
- private _state;
76
- /** Touching the ground this step. */
77
- get contact(): boolean;
78
- /** Longitudinal slip RATIO: 0 = rolling in sync with the ground, ~1 = spinning up or locked.
79
- * Unsigned — smoke, tire marks and wheelspin sound key off this. */
80
- get slip(): number;
81
- /** Slip ANGLE in degrees: how far the tire's travel direction is off from where it points.
82
- * Unsigned, 0..90 — past the curve's peak (~3°) the tire is sliding sideways. Drift particles. */
83
- get slipAngle(): number;
84
- /** Steer angle in degrees, positive to the right. */
85
- get steerAngle(): number;
86
- /** Wheel spin in rad/s (× radius ≈ the speed the tire is laying down). */
87
- get spin(): number;
88
- /** Suspension compression, 0 = fully extended (drooping) … 1 = fully compressed. */
89
- get compression(): number;
90
- /** LATE phase: after the step and the transform sync, right before the frame draws. */
91
- update(dt: number): void;
92
- /** Edit mode: this wheel's own circle at its resting height, its travel range, and a mark when the
93
- * engine drives it — enough to place a wheel without running the game. */
94
- rebuild(): void;
95
- }