/** * 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; hairColor?: string; bodyShape?: "slim" | "average" | "broad"; }; } /** 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 = 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; 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; 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 { identity: ActorIdentity; } export interface TimedActorInputFrame { steps: number; actions?: Partial; } export interface ActorReplayResult { trajectory: readonly ActorControllerSnapshot[]; final: ActorControllerSnapshot; } interface ResolvedOptions { kind: ActorKind; identity: Readonly; 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 }), ...(profile.appearance.hairColor === undefined ? {} : { hairColor: profile.appearance.hairColor }), ...(profile.appearance.bodyShape === undefined ? {} : { bodyShape: profile.appearance.bodyShape }), } : 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 { 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, profile.appearance?.hairColor, ]; if (strings.some((item) => item !== undefined && typeof item !== "string")) { throw new RangeError("actor profile fields must be strings"); } if ( profile.appearance?.bodyShape !== undefined && profile.appearance.bodyShape !== "slim" && profile.appearance.bodyShape !== "average" && profile.appearance.bodyShape !== "broad" ) throw new RangeError("actor body shape is invalid"); 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 { 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 | 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 { 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 = 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 = 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() }; }