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feat: add playable actors and seamless journey state

This commit is contained in:
2026-08-11 19:10:14 -07:00
parent 4e313c4a79
commit a2a52bfdae
19 changed files with 2778 additions and 24 deletions
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/**
* Renderer-independent playable actor simulation.
*
* DOM, touch and gamepad adapters reduce their input to `ActorActionSnapshot`.
* This state machine then advances on a deterministic fixed clock and publishes
* metre-scale transforms that any Three.js rig can consume. At yaw zero actors
* face -Z, matching the procedural assets under `assets/actors`.
*/
const TWO_PI = Math.PI * 2;
export type ActorKind = "humanoid" | "dog" | "crow";
export type ActorMode = "ground" | "flight";
export type ActorModeRequest = "none" | ActorMode;
export type ActorKindRequest = "none" | ActorKind;
/** JSON-safe appearance fields. URLs are references; render resources stay outside simulation. */
export interface ActorProfile {
handle?: string;
pronouns?: string;
faceImageUrl?: string;
appearance?: {
skinTone?: string;
primaryColor?: string;
accentColor?: string;
};
}
/** Identity follows the player when their visible actor kind changes. */
export interface ActorIdentity {
id: string;
displayName: string;
authenticated: boolean;
profile: ActorProfile;
}
/** Device-neutral held inputs and one-shot requests. All axes normalize to [-1, 1]. */
export interface ActorActionSnapshot {
/** Ground forward/back; flight airspeed demand. */
forward: number;
/** Ground strafe. Ignored in flight. */
right: number;
/** Yaw left/right. */
turn: number;
/** Crow nose-up/nose-down request. */
pitch: number;
/** Crow vertical thrust independent of its nose. */
climb: number;
sprint: boolean;
glide: boolean;
modeRequest: ActorModeRequest;
kindRequest: ActorKindRequest;
reset: boolean;
}
export const NEUTRAL_ACTOR_ACTIONS: Readonly<ActorActionSnapshot> = Object.freeze({
forward: 0,
right: 0,
turn: 0,
pitch: 0,
climb: 0,
sprint: false,
glide: false,
modeRequest: "none",
kindRequest: "none",
reset: false,
});
export interface ActorPosition {
x: number;
y: number;
z: number;
}
export interface ActorHorizontalBounds {
minX: number;
maxX: number;
minZ: number;
maxZ: number;
}
export interface ActorControllerOptions {
kind: ActorKind;
identity: ActorIdentity;
position?: Partial<ActorPosition>;
yaw?: number;
/** Used only when spawning a crow in flight. */
pitch?: number;
mode?: ActorMode;
groundY?: number;
minFlightAltitude?: number;
maxFlightAltitude?: number;
walkSpeedMps?: number;
runSpeedMps?: number;
dogSpeedScale?: number;
groundTurnRateRadPerSecond?: number;
flightTurnRateRadPerSecond?: number;
maximumFlightPitchRad?: number;
minimumFlightSpeedMps?: number;
maximumFlightSpeedMps?: number;
glideSpeedMps?: number;
maximumClimbSpeedMps?: number;
/** Optional rectangle for a board or office adapter without collision geometry. */
horizontalBounds?: ActorHorizontalBounds;
fixedStepSeconds?: number;
/** Caps catch-up after a sleeping tab. */
maxFrameDeltaSeconds?: number;
}
export interface ActorControllerState extends ActorPosition {
kind: ActorKind;
mode: ActorMode;
identity: Readonly<ActorIdentity>;
yaw: number;
pitch: number;
speedMps: number;
verticalSpeedMps: number;
/** Renderer request for a cyclic walk/flap pose, wrapped to [0, 2π). */
posePhase: number;
/** Renderer request for pose intensity, in [0, 1]. */
poseAmount: number;
gliding: boolean;
altitudeBoundContact: "none" | "minimum" | "maximum";
distanceM: number;
elapsedSteps: number;
}
export interface ActorControllerSnapshot extends Omit<ActorControllerState, "identity"> {
identity: ActorIdentity;
}
export interface TimedActorInputFrame {
steps: number;
actions?: Partial<ActorActionSnapshot>;
}
export interface ActorReplayResult {
trajectory: readonly ActorControllerSnapshot[];
final: ActorControllerSnapshot;
}
interface ResolvedOptions {
kind: ActorKind;
identity: Readonly<ActorIdentity>;
position: ActorPosition;
yaw: number;
pitch: number;
mode: ActorMode;
groundY: number;
minFlightAltitude: number;
maxFlightAltitude: number;
walkSpeedMps: number;
runSpeedMps: number;
dogSpeedScale: number;
groundTurnRateRadPerSecond: number;
flightTurnRateRadPerSecond: number;
maximumFlightPitchRad: number;
minimumFlightSpeedMps: number;
maximumFlightSpeedMps: number;
glideSpeedMps: number;
maximumClimbSpeedMps: number;
horizontalBounds?: ActorHorizontalBounds;
fixedStepSeconds: number;
maxFrameDeltaSeconds: number;
}
function clamp(value: number, min: number, max: number): number {
return Math.max(min, Math.min(max, value));
}
function finiteOr(value: number | undefined, fallback: number): number {
return typeof value === "number" && Number.isFinite(value) ? value : fallback;
}
function positive(value: number | undefined, fallback: number, name: string): number {
const result = finiteOr(value, fallback);
if (!(result > 0)) throw new RangeError(`${name} must be finite and positive`);
return result;
}
function wrapAngle(value: number): number {
return ((value + Math.PI) % TWO_PI + TWO_PI) % TWO_PI - Math.PI;
}
function wrapPhase(value: number): number {
return ((value % TWO_PI) + TWO_PI) % TWO_PI;
}
function moveToward(value: number, target: number, maximumDelta: number): number {
if (value < target) return Math.min(value + maximumDelta, target);
if (value > target) return Math.max(value - maximumDelta, target);
return value;
}
function validKind(value: unknown): value is ActorKind {
return value === "humanoid" || value === "dog" || value === "crow";
}
function copyProfile(profile: ActorProfile): ActorProfile {
const appearance = profile.appearance
? {
...(profile.appearance.skinTone === undefined ? {} : { skinTone: profile.appearance.skinTone }),
...(profile.appearance.primaryColor === undefined ? {} : { primaryColor: profile.appearance.primaryColor }),
...(profile.appearance.accentColor === undefined ? {} : { accentColor: profile.appearance.accentColor }),
}
: undefined;
return {
...(profile.handle === undefined ? {} : { handle: profile.handle }),
...(profile.pronouns === undefined ? {} : { pronouns: profile.pronouns }),
...(profile.faceImageUrl === undefined ? {} : { faceImageUrl: profile.faceImageUrl }),
...(appearance === undefined ? {} : { appearance }),
};
}
function checkedIdentity(identity: ActorIdentity): Readonly<ActorIdentity> {
if (!identity || typeof identity.id !== "string" || identity.id.length === 0) {
throw new RangeError("actor identity must have a non-empty string id");
}
if (typeof identity.displayName !== "string" || typeof identity.authenticated !== "boolean") {
throw new RangeError("actor identity must contain a display name and authentication flag");
}
const profile = identity.profile ?? {};
const strings = [
profile.handle,
profile.pronouns,
profile.faceImageUrl,
profile.appearance?.skinTone,
profile.appearance?.primaryColor,
profile.appearance?.accentColor,
];
if (strings.some((item) => item !== undefined && typeof item !== "string")) {
throw new RangeError("actor profile fields must be strings");
}
const copy: ActorIdentity = {
id: identity.id,
displayName: identity.displayName,
authenticated: identity.authenticated,
profile: copyProfile(profile),
};
if (copy.profile.appearance) Object.freeze(copy.profile.appearance);
Object.freeze(copy.profile);
return Object.freeze(copy);
}
function copyIdentity(identity: Readonly<ActorIdentity>): ActorIdentity {
return {
id: identity.id,
displayName: identity.displayName,
authenticated: identity.authenticated,
profile: copyProfile(identity.profile),
};
}
function checkedBounds(bounds: ActorHorizontalBounds | undefined): ActorHorizontalBounds | undefined {
if (!bounds) return undefined;
if (
!Number.isFinite(bounds.minX) ||
!Number.isFinite(bounds.maxX) ||
!Number.isFinite(bounds.minZ) ||
!Number.isFinite(bounds.maxZ) ||
bounds.minX >= bounds.maxX ||
bounds.minZ >= bounds.maxZ
) {
throw new RangeError("actor horizontal bounds must be finite and ordered");
}
return { ...bounds };
}
/** Clamp malformed adapter input before it can poison authoritative state. */
export function normalizeActorActions(
actions: Partial<ActorActionSnapshot> | undefined,
): ActorActionSnapshot {
let forward = clamp(finiteOr(actions?.forward, 0), -1, 1);
let right = clamp(finiteOr(actions?.right, 0), -1, 1);
const groundLength = Math.hypot(forward, right);
if (groundLength > 1) {
forward /= groundLength;
right /= groundLength;
}
const mode = actions?.modeRequest;
const kind = actions?.kindRequest;
return {
forward,
right,
turn: clamp(finiteOr(actions?.turn, 0), -1, 1),
pitch: clamp(finiteOr(actions?.pitch, 0), -1, 1),
climb: clamp(finiteOr(actions?.climb, 0), -1, 1),
sprint: actions?.sprint === true,
glide: actions?.glide === true,
modeRequest: mode === "ground" || mode === "flight" ? mode : "none",
kindRequest: validKind(kind) ? kind : "none",
reset: actions?.reset === true,
};
}
function resolveOptions(options: ActorControllerOptions): ResolvedOptions {
if (!validKind(options.kind)) throw new RangeError("unknown actor kind");
const groundY = finiteOr(options.groundY, 0);
const minFlightAltitude = positive(options.minFlightAltitude, 0.75, "minFlightAltitude");
const maxFlightAltitude = positive(options.maxFlightAltitude, 120, "maxFlightAltitude");
if (maxFlightAltitude <= minFlightAltitude) {
throw new RangeError("maxFlightAltitude must exceed minFlightAltitude");
}
const mode: ActorMode = options.kind === "crow" && options.mode === "flight" ? "flight" : "ground";
const position = {
x: finiteOr(options.position?.x, 0),
y: mode === "flight"
? clamp(finiteOr(options.position?.y, groundY + minFlightAltitude), groundY + minFlightAltitude, groundY + maxFlightAltitude)
: groundY,
z: finiteOr(options.position?.z, 0),
};
const maximumFlightSpeedMps = positive(options.maximumFlightSpeedMps, 16, "maximumFlightSpeedMps");
const minimumFlightSpeedMps = positive(options.minimumFlightSpeedMps, 4, "minimumFlightSpeedMps");
if (maximumFlightSpeedMps < minimumFlightSpeedMps) {
throw new RangeError("maximumFlightSpeedMps must not be below minimumFlightSpeedMps");
}
const bounds = checkedBounds(options.horizontalBounds);
if (bounds) {
position.x = clamp(position.x, bounds.minX, bounds.maxX);
position.z = clamp(position.z, bounds.minZ, bounds.maxZ);
}
return {
kind: options.kind,
identity: checkedIdentity(options.identity),
position,
yaw: wrapAngle(finiteOr(options.yaw, 0)),
pitch: mode === "flight" ? finiteOr(options.pitch, 0) : 0,
mode,
groundY,
minFlightAltitude,
maxFlightAltitude,
walkSpeedMps: positive(options.walkSpeedMps, 1.7, "walkSpeedMps"),
runSpeedMps: positive(options.runSpeedMps, 4.5, "runSpeedMps"),
dogSpeedScale: positive(options.dogSpeedScale, 1.25, "dogSpeedScale"),
groundTurnRateRadPerSecond: positive(options.groundTurnRateRadPerSecond, 2.8, "groundTurnRateRadPerSecond"),
flightTurnRateRadPerSecond: positive(options.flightTurnRateRadPerSecond, 1.75, "flightTurnRateRadPerSecond"),
maximumFlightPitchRad: clamp(positive(options.maximumFlightPitchRad, 0.72, "maximumFlightPitchRad"), 0.1, Math.PI / 2 - 0.05),
minimumFlightSpeedMps,
maximumFlightSpeedMps,
glideSpeedMps: clamp(positive(options.glideSpeedMps, 7.5, "glideSpeedMps"), minimumFlightSpeedMps, maximumFlightSpeedMps),
maximumClimbSpeedMps: positive(options.maximumClimbSpeedMps, 5, "maximumClimbSpeedMps"),
horizontalBounds: bounds,
fixedStepSeconds: clamp(positive(options.fixedStepSeconds, 1 / 60, "fixedStepSeconds"), 1 / 240, 0.1),
maxFrameDeltaSeconds: clamp(positive(options.maxFrameDeltaSeconds, 0.25, "maxFrameDeltaSeconds"), 0.05, 1),
};
}
export class ActorController {
private readonly options: ResolvedOptions;
private readonly current: ActorControllerState;
private accumulator = 0;
constructor(options: ActorControllerOptions) {
this.options = resolveOptions(options);
this.options.pitch = clamp(this.options.pitch, -this.options.maximumFlightPitchRad, this.options.maximumFlightPitchRad);
this.current = {
kind: this.options.kind,
mode: this.options.mode,
identity: this.options.identity,
...this.options.position,
yaw: this.options.yaw,
pitch: this.options.pitch,
speedMps: 0,
verticalSpeedMps: 0,
posePhase: 0,
poseAmount: 0,
gliding: false,
altitudeBoundContact: "none",
distanceM: 0,
elapsedSteps: 0,
};
}
fixedStepSeconds(): number {
return this.options.fixedStepSeconds;
}
/** Stable allocation-free view. Treat nested identity as read-only and frozen. */
state(): Readonly<ActorControllerState> {
return this.current;
}
/** Detached JSON-safe state for persistence, networking and tests. */
snapshot(): ActorControllerSnapshot {
return { ...this.current, identity: copyIdentity(this.current.identity) };
}
/** Replace profile/identity without changing kind, pose or position. */
setIdentity(identity: ActorIdentity): void {
this.current.identity = checkedIdentity(identity);
}
/** Change visible actor while preserving identity and finite world position. */
setActorKind(kind: ActorKind): void {
if (!validKind(kind)) throw new RangeError("unknown actor kind");
if (kind === this.current.kind) return;
this.current.kind = kind;
this.current.speedMps = 0;
this.current.verticalSpeedMps = 0;
this.current.pitch = 0;
this.current.poseAmount = 0;
this.current.gliding = false;
this.current.altitudeBoundContact = "none";
if (kind !== "crow") this.land();
}
/** Request a locomotion mode without consuming a simulation step. Non-crows cannot fly. */
setMode(mode: ActorMode): void {
if (mode === "flight" && this.current.kind === "crow") this.takeOff();
else this.land();
}
/** Restore the original spawn, identity and kind and clear fractional time. */
reset(): void {
this.accumulator = 0;
Object.assign(this.current, this.options.position, {
kind: this.options.kind,
mode: this.options.mode,
identity: this.options.identity,
yaw: this.options.yaw,
pitch: this.options.pitch,
speedMps: 0,
verticalSpeedMps: 0,
posePhase: 0,
poseAmount: 0,
gliding: false,
altitudeBoundContact: "none",
distanceM: 0,
elapsedSteps: 0,
});
}
tick(deltaSeconds: number, actions: Partial<ActorActionSnapshot> = NEUTRAL_ACTOR_ACTIONS): number {
if (!Number.isFinite(deltaSeconds) || deltaSeconds <= 0) return 0;
const normalized = normalizeActorActions(actions);
if (normalized.reset) {
this.reset();
return 0;
}
this.accumulator += Math.min(deltaSeconds, this.options.maxFrameDeltaSeconds);
let steps = 0;
while (this.accumulator + Number.EPSILON >= this.options.fixedStepSeconds) {
this.stepNormalized(normalized);
this.accumulator -= this.options.fixedStepSeconds;
steps += 1;
}
return steps;
}
stepFixed(actions: Partial<ActorActionSnapshot> = NEUTRAL_ACTOR_ACTIONS): void {
const normalized = normalizeActorActions(actions);
if (normalized.reset) {
this.reset();
return;
}
this.stepNormalized(normalized);
}
private stepNormalized(actions: ActorActionSnapshot): void {
if (actions.kindRequest !== "none") this.setActorKind(actions.kindRequest);
if (actions.modeRequest === "ground") this.land();
else if (actions.modeRequest === "flight" && this.current.kind === "crow") this.takeOff();
if (this.current.mode === "flight" && this.current.kind === "crow") this.stepFlight(actions);
else this.stepGround(actions);
this.current.elapsedSteps += 1;
}
private stepGround(actions: ActorActionSnapshot): void {
const dt = this.options.fixedStepSeconds;
this.current.yaw = wrapAngle(
this.current.yaw + actions.turn * this.options.groundTurnRateRadPerSecond * dt,
);
const input = Math.hypot(actions.forward, actions.right);
const kindScale = this.current.kind === "dog" ? this.options.dogSpeedScale : 1;
const maximum = (actions.sprint ? this.options.runSpeedMps : this.options.walkSpeedMps) * kindScale;
const speed = maximum * input;
const dx = (actions.right * Math.cos(this.current.yaw) - actions.forward * Math.sin(this.current.yaw)) * maximum * dt;
const dz = (-actions.right * Math.sin(this.current.yaw) - actions.forward * Math.cos(this.current.yaw)) * maximum * dt;
const beforeX = this.current.x;
const beforeZ = this.current.z;
this.current.x += dx;
this.current.z += dz;
this.applyHorizontalBounds();
const moved = Math.hypot(this.current.x - beforeX, this.current.z - beforeZ);
this.current.distanceM += moved;
this.current.speedMps = speed;
this.current.verticalSpeedMps = 0;
this.current.y = this.options.groundY;
this.current.pitch = 0;
this.current.gliding = false;
this.current.altitudeBoundContact = "none";
this.current.poseAmount = input;
const strideLength = this.current.kind === "dog" ? 0.54 : 0.78;
this.current.posePhase = wrapPhase(this.current.posePhase + (moved / strideLength) * TWO_PI);
}
private stepFlight(actions: ActorActionSnapshot): void {
const dt = this.options.fixedStepSeconds;
this.current.yaw = wrapAngle(
this.current.yaw + actions.turn * this.options.flightTurnRateRadPerSecond * dt,
);
const targetPitch = actions.pitch * this.options.maximumFlightPitchRad;
this.current.pitch = moveToward(this.current.pitch, targetPitch, 1.9 * dt);
const throttle = (actions.forward + 1) / 2;
const poweredTarget = this.options.minimumFlightSpeedMps +
(this.options.maximumFlightSpeedMps - this.options.minimumFlightSpeedMps) * throttle;
const targetSpeed = actions.glide ? this.options.glideSpeedMps : poweredTarget;
this.current.speedMps = moveToward(this.current.speedMps, targetSpeed, (actions.glide ? 2.2 : 5.5) * dt);
const pitchLift = Math.sin(this.current.pitch) * this.current.speedMps;
const glideSink = actions.glide ? 0.7 : 0.15;
const targetVertical = pitchLift + actions.climb * this.options.maximumClimbSpeedMps - glideSink;
this.current.verticalSpeedMps = moveToward(
this.current.verticalSpeedMps,
clamp(targetVertical, -this.options.maximumClimbSpeedMps, this.options.maximumClimbSpeedMps),
8 * dt,
);
const horizontalSpeed = this.current.speedMps * Math.cos(this.current.pitch);
const beforeX = this.current.x;
const beforeY = this.current.y;
const beforeZ = this.current.z;
this.current.x -= Math.sin(this.current.yaw) * horizontalSpeed * dt;
this.current.z -= Math.cos(this.current.yaw) * horizontalSpeed * dt;
this.current.y += this.current.verticalSpeedMps * dt;
this.applyHorizontalBounds();
this.applyAltitudeBounds();
this.current.distanceM += Math.hypot(
this.current.x - beforeX,
this.current.y - beforeY,
this.current.z - beforeZ,
);
this.current.gliding = actions.glide;
this.current.poseAmount = actions.glide ? 0.22 : 0.55 + throttle * 0.45;
if (!actions.glide) {
const flapRate = 3.5 + throttle * 4;
this.current.posePhase = wrapPhase(this.current.posePhase + flapRate * TWO_PI * dt);
}
}
private land(): void {
this.current.mode = "ground";
this.current.y = this.options.groundY;
this.current.pitch = 0;
this.current.verticalSpeedMps = 0;
this.current.gliding = false;
this.current.altitudeBoundContact = "none";
}
private takeOff(): void {
this.current.mode = "flight";
this.current.y = Math.max(this.current.y, this.options.groundY + this.options.minFlightAltitude);
this.current.altitudeBoundContact = "none";
}
private applyHorizontalBounds(): void {
const bounds = this.options.horizontalBounds;
if (!bounds) return;
this.current.x = clamp(this.current.x, bounds.minX, bounds.maxX);
this.current.z = clamp(this.current.z, bounds.minZ, bounds.maxZ);
}
private applyAltitudeBounds(): void {
const minimum = this.options.groundY + this.options.minFlightAltitude;
const maximum = this.options.groundY + this.options.maxFlightAltitude;
if (this.current.y <= minimum) {
this.current.y = minimum;
this.current.verticalSpeedMps = Math.max(0, this.current.verticalSpeedMps);
this.current.altitudeBoundContact = "minimum";
} else if (this.current.y >= maximum) {
this.current.y = maximum;
this.current.verticalSpeedMps = Math.min(0, this.current.verticalSpeedMps);
this.current.altitudeBoundContact = "maximum";
} else {
this.current.altitudeBoundContact = "none";
}
}
}
/** Execute an exact, allocation-friendly input recording for tests or playback. */
export function replayActorInputs(
options: ActorControllerOptions,
frames: readonly TimedActorInputFrame[],
): ActorReplayResult {
const controller = new ActorController(options);
const trajectory: ActorControllerSnapshot[] = [controller.snapshot()];
for (const frame of frames) {
const steps = Number.isSafeInteger(frame.steps) && frame.steps > 0 ? frame.steps : 0;
for (let index = 0; index < steps; index += 1) {
controller.stepFixed(frame.actions);
trajectory.push(controller.snapshot());
}
}
return { trajectory, final: controller.snapshot() };
}
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export {
ActorController,
NEUTRAL_ACTOR_ACTIONS,
normalizeActorActions,
replayActorInputs,
type ActorActionSnapshot,
type ActorControllerOptions,
type ActorControllerSnapshot,
type ActorControllerState,
type ActorHorizontalBounds,
type ActorIdentity,
type ActorKind,
type ActorKindRequest,
type ActorMode,
type ActorModeRequest,
type ActorPosition,
type ActorProfile,
type ActorReplayResult,
type TimedActorInputFrame,
} from "./controller.ts";
export {
createSceneActor,
type SceneActor,
type SceneActorCameraOptions,
type SceneActorOptions,
type SceneActorView,
} from "./sceneActor.ts";
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/**
* Three.js presentation adapter for a playable city/corridor actor.
*
* `ActorController` remains the sole owner of motion and identity. This module
* only turns its metre-space state into a procedural rig, pose joints and a
* third-person scene camera contract. A state-scale California board can set a
* small `sceneUnitsPerMetre`; a metre-scale plaza leaves it at one.
*/
import * as THREE from "three";
import {
buildCrow,
buildDog,
buildHumanoid,
disposeCrow,
disposeDog,
disposeHumanoid,
poseCrowFlight,
poseDogAttention,
poseDogWalk,
poseHumanoid,
type CrowRig,
type DogRig,
type HumanoidRig,
} from "../assets/actors/index.ts";
import type { Pose } from "../engine/scenekit.ts";
import {
ActorController,
NEUTRAL_ACTOR_ACTIONS,
normalizeActorActions,
type ActorActionSnapshot,
type ActorControllerOptions,
type ActorControllerSnapshot,
type ActorIdentity,
type ActorKind,
type ActorMode,
} from "./controller.ts";
export interface SceneActorCameraOptions {
/** All camera dimensions are actor-space metres and share the render scale. */
distance?: number;
height?: number;
targetHeight?: number;
lookAhead?: number;
}
export interface SceneActorOptions extends ActorControllerOptions {
/** Actor metres to scene units. Defaults to one. */
sceneUnitsPerMetre?: number;
/** Optional representational scale for the rig/camera on very coarse boards. */
visualSceneUnitsPerMetre?: number;
/** Scene-space anchor for the controller's local metre origin. */
sceneOrigin?: { x: number; y: number; z: number };
camera?: SceneActorCameraOptions;
/** False by default so constructing a layer never steals orbit navigation. */
active?: boolean;
}
export interface SceneActorView {
/** Stable live vector in scene coordinates for camera/light consumers. */
position: THREE.Vector3;
}
export interface SceneActor {
/** Stable outer group; changing actor kind only replaces its rig child. */
root: THREE.Group;
view: SceneActorView;
state(): ActorControllerSnapshot;
actions(): ActorActionSnapshot;
setActions(actions: Partial<ActorActionSnapshot>): ActorActionSnapshot;
tick(elapsedSeconds: number): ActorControllerSnapshot;
/** Defensive scene-space third-person pose. */
followPose(): Pose;
active(): boolean;
setActive(active: boolean): void;
/** Change rig and optional identity/mode without replacing the stable root. */
switchActor(kind: ActorKind, identity?: ActorIdentity, mode?: ActorMode): ActorControllerSnapshot;
/** Rebuild the visible skin for a new serializable identity, preserving motion and kind. */
setIdentity(identity: ActorIdentity): ActorControllerSnapshot;
dispose(): void;
}
type RiggedActor =
| { kind: "humanoid"; rig: HumanoidRig }
| { kind: "dog"; rig: DogRig }
| { kind: "crow"; rig: CrowRig };
const CAMERA_BY_KIND: Record<ActorKind, Required<SceneActorCameraOptions>> = {
humanoid: { distance: 3.5, height: 2.25, targetHeight: 1.25, lookAhead: 0.75 },
dog: { distance: 2.8, height: 1.35, targetHeight: 0.48, lookAhead: 0.65 },
crow: { distance: 4.2, height: 1.15, targetHeight: 0.18, lookAhead: 2.2 },
};
function color(value: string | undefined): THREE.ColorRepresentation | undefined {
return value;
}
function buildActor(kind: ActorKind, identity: Readonly<ActorIdentity>): RiggedActor {
const appearance = identity.profile.appearance;
if (kind === "dog") {
return {
kind,
rig: buildDog({
...(color(appearance?.primaryColor) === undefined ? {} : { coatColor: color(appearance?.primaryColor) }),
...(color(appearance?.skinTone) === undefined ? {} : { markingsColor: color(appearance?.skinTone) }),
...(color(appearance?.accentColor) === undefined ? {} : { collarColor: color(appearance?.accentColor) }),
}),
};
}
if (kind === "crow") {
return {
kind,
rig: buildCrow({
...(color(appearance?.primaryColor) === undefined ? {} : { featherColor: color(appearance?.primaryColor) }),
...(color(appearance?.accentColor) === undefined ? {} : { sheenColor: color(appearance?.accentColor) }),
}),
};
}
// `faceImageUrl` intentionally remains data, not an implicit network fetch.
// A realtime/video integration may attach its caller-owned texture to the
// named `humanoid.face` mesh without changing simulation or this lifecycle.
return {
kind,
rig: buildHumanoid({
...(color(appearance?.skinTone) === undefined ? {} : { skinTone: color(appearance?.skinTone) }),
...(color(appearance?.primaryColor) === undefined ? {} : { outfitColor: color(appearance?.primaryColor) }),
...(color(appearance?.accentColor) === undefined ? {} : { accentColor: color(appearance?.accentColor) }),
}),
};
}
function disposeRig(actor: RiggedActor): void {
actor.rig.root.removeFromParent();
if (actor.kind === "humanoid") disposeHumanoid(actor.rig);
else if (actor.kind === "dog") disposeDog(actor.rig);
else disposeCrow(actor.rig);
}
function positive(value: number, name: string): number {
if (!(value > 0) || !Number.isFinite(value)) throw new RangeError(`${name} must be finite and positive`);
return value;
}
function nonNegative(value: number, name: string): number {
if (value < 0 || !Number.isFinite(value)) throw new RangeError(`${name} must be finite and non-negative`);
return value;
}
function finiteOrigin(origin: SceneActorOptions["sceneOrigin"]): THREE.Vector3 {
if (!origin) return new THREE.Vector3();
if (![origin.x, origin.y, origin.z].every(Number.isFinite)) {
throw new RangeError("sceneOrigin must contain finite coordinates");
}
return new THREE.Vector3(origin.x, origin.y, origin.z);
}
export function createSceneActor(options: SceneActorOptions): SceneActor {
const scale = positive(options.sceneUnitsPerMetre ?? 1, "sceneUnitsPerMetre");
const visualScale = positive(options.visualSceneUnitsPerMetre ?? scale, "visualSceneUnitsPerMetre");
const origin = finiteOrigin(options.sceneOrigin);
const cameraOverrides = options.camera ?? {};
for (const [name, value] of Object.entries(cameraOverrides)) {
if (value === undefined) continue;
if (name === "distance" || name === "height") positive(value, `camera.${name}`);
else nonNegative(value, `camera.${name}`);
}
const controller = new ActorController(options);
const root = new THREE.Group();
root.name = "playable-scene-actor";
root.userData.kind = "playable-actor";
root.userData.forwardAxis = "-Z";
root.scale.setScalar(visualScale);
const view = { position: new THREE.Vector3() };
let actor = buildActor(controller.state().kind, controller.state().identity);
root.add(actor.rig.root);
let enabled = options.active ?? false;
let desired: ActorActionSnapshot = { ...NEUTRAL_ACTOR_ACTIONS };
let disposed = false;
function sync(): void {
const state = controller.state();
root.position.set(
origin.x + state.x * scale,
origin.y + state.y * scale,
origin.z + state.z * scale,
);
root.rotation.order = "YXZ";
root.rotation.set(state.mode === "flight" ? state.pitch : 0, state.yaw, 0);
view.position.copy(root.position);
if (actor.kind === "humanoid") {
poseHumanoid(actor.rig, { walkPhase: state.posePhase, stride: state.poseAmount * 0.68 });
} else if (actor.kind === "dog") {
poseDogWalk(actor.rig, state.posePhase, state.poseAmount * 0.68);
poseDogAttention(actor.rig, 0, state.posePhase * 0.7);
} else if (state.mode === "flight") {
// A possessed crow is airborne even before the first key arrives. Keep a
// readable soaring silhouette at neutral input; the controller still
// owns phase/intensity as soon as movement begins.
const idleSoar = enabled && state.poseAmount < 1e-4;
poseCrowFlight(
actor.rig,
idleSoar ? -Math.PI / 2 : state.posePhase,
Math.max(state.poseAmount, idleSoar ? 0.58 : 0),
);
if (idleSoar) {
// The authored wing sheet already extends along local X. A neutral
// chase view needs that broad plan silhouette, not the edge-on middle
// of a flap cycle.
actor.rig.joints.wingLeft.rotation.set(-0.08, 0, 0.08);
actor.rig.joints.wingRight.rotation.set(-0.08, 0, -0.08);
}
}
}
function replaceActor(kind: ActorKind): void {
const previous = actor;
actor = buildActor(kind, controller.state().identity);
root.add(actor.rig.root);
disposeRig(previous);
sync();
}
function clearEdges(): void {
desired.modeRequest = "none";
desired.kindRequest = "none";
desired.reset = false;
}
sync();
return {
root,
view,
state: () => controller.snapshot(),
actions: () => ({ ...desired }),
setActions(actions) {
desired = normalizeActorActions(actions);
return { ...desired };
},
tick(elapsedSeconds) {
if (!disposed && enabled) {
const beforeKind = controller.state().kind;
controller.tick(elapsedSeconds, desired);
if (controller.state().kind !== beforeKind) replaceActor(controller.state().kind);
else sync();
clearEdges();
}
return controller.snapshot();
},
followPose() {
const state = controller.state();
const defaults = CAMERA_BY_KIND[state.kind];
const camera = {
distance: cameraOverrides.distance ?? defaults.distance,
height: cameraOverrides.height ?? defaults.height,
targetHeight: cameraOverrides.targetHeight ?? defaults.targetHeight,
lookAhead: cameraOverrides.lookAhead ?? defaults.lookAhead,
};
const forwardX = -Math.sin(state.yaw);
const forwardZ = -Math.cos(state.yaw);
const forwardY = state.mode === "flight" ? Math.sin(state.pitch) : 0;
const atX = origin.x + state.x * scale;
const atY = origin.y + state.y * scale;
const atZ = origin.z + state.z * scale;
return {
position: new THREE.Vector3(
atX - forwardX * camera.distance * visualScale,
atY + camera.height * visualScale,
atZ - forwardZ * camera.distance * visualScale,
),
target: new THREE.Vector3(
atX + forwardX * camera.lookAhead * visualScale,
atY + (camera.targetHeight + forwardY * camera.lookAhead) * visualScale,
atZ + forwardZ * camera.lookAhead * visualScale,
),
};
},
active: () => enabled,
setActive(active) {
if (active !== enabled) desired = { ...NEUTRAL_ACTOR_ACTIONS };
enabled = active;
},
switchActor(kind, identity, mode) {
if (disposed) return controller.snapshot();
if (identity) controller.setIdentity(identity);
const changed = kind !== controller.state().kind || identity !== undefined;
controller.setActorKind(kind);
if (mode) controller.setMode(mode);
desired = { ...NEUTRAL_ACTOR_ACTIONS };
if (changed) replaceActor(kind);
else sync();
return controller.snapshot();
},
setIdentity(identity) {
if (disposed) return controller.snapshot();
controller.setIdentity(identity);
replaceActor(controller.state().kind);
return controller.snapshot();
},
dispose() {
if (disposed) return;
disposed = true;
root.removeFromParent();
disposeRig(actor);
},
};
}