// Muse Breaker Engine - Phase 29 Combat Feel // Muse Glimmer - own engine // Raw WebGL1, no libraries // Licence: MIT (see LICENSE). The Axonis name and logo are not covered by the MIT licence. // Muse Engine 29 - Look Picker build: Phase 29 engine + [e29 coach] look/config hooks (search '[e29]'; see muse-authored/FIXES.md) // Muse Engine 30 - Scene Level: loaded scenes become the level (mesh colliders, units/up-axis), crosshair + pyramid fixes (search '[e30]') // Muse Engine 32 RC - Save / Load + Model Check (search '[e32]'): setup JSON, drag-and-drop, model check, root-motion strip, perf pass. // Muse Engine 31 - Animated Characters: skinned GLB/FBX enemies, GPU skinning, clip roles + crossfade, capsule + head/body hitboxes (search '[e31]') // Phase 29: combat feel — hostile solid AABB (no wall-clip) + fall-then-boom death // Phase 28: movement pass — land on tops, coyote/buffer jump, step-up/mantle, ladder + parkour route // Phase 27: Mooring Bollard mesh; Phase 26 NM; Phase 25 TEX; Phase 24 Mitsh/Mitch base // Phase 21.1 + coach: ammo-in-box pickups; night bulbs self-glow; nearest+farthest lamp pair // coach: per-axis AABB + height-gated sides + walkable tops (() => { const canvas = document.getElementById('muse-canvas'); const hud = document.getElementById('hud'); if (hud) hud.textContent = 'Muse Glimmer · Engine 32 RC · Save / Load + Model Check'; // [e31]; [e32] RC label const creditEl = document.getElementById('credit'); const gl = canvas.getContext('webgl', { antialias: true }) || canvas.getContext('experimental-webgl'); if (!gl) { document.body.innerHTML = '
WebGL not supported
'; return; } function resize() { const dpr = Math.min(window.devicePixelRatio || 1, 2); const w = Math.floor(canvas.clientWidth * dpr); const h = Math.floor(canvas.clientHeight * dpr); if (canvas.width !== w || canvas.height !== h) { canvas.width = w; canvas.height = h; gl.viewport(0, 0, w, h); } } window.addEventListener('resize', resize); resize(); // [e31] GPU skinning palette: 3 vec4 rows per joint (affine 3x4). Keep ~24 vectors for the other vertex uniforms. const E31_MAXVU = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS) || 128; const E31_MAX_BONES = Math.max(8, Math.min(60, Math.floor((E31_MAXVU - 24) / 3), (+((location.search.match(/[?&]maxbones=(\d+)/) || [])[1]) || 60))); // ?maxbones=N simulates a smaller GPU const E31_SKIN_GLSL = ` attribute vec4 aSkinIdx; attribute vec4 aSkinW; uniform float uSkinOn; uniform vec4 uBones[${E31_MAX_BONES * 3}]; void skinRows(out vec4 r0, out vec4 r1, out vec4 r2){ ivec4 bi = ivec4(aSkinIdx + 0.5) * 3; r0 = uBones[bi.x] * aSkinW.x + uBones[bi.y] * aSkinW.y + uBones[bi.z] * aSkinW.z + uBones[bi.w] * aSkinW.w; r1 = uBones[bi.x + 1] * aSkinW.x + uBones[bi.y + 1] * aSkinW.y + uBones[bi.z + 1] * aSkinW.z + uBones[bi.w + 1] * aSkinW.w; r2 = uBones[bi.x + 2] * aSkinW.x + uBones[bi.y + 2] * aSkinW.y + uBones[bi.z + 2] * aSkinW.z + uBones[bi.w + 2] * aSkinW.w; } `; const vsSource = ` attribute vec3 aPos; attribute vec3 aNormal; attribute vec2 aUV; attribute vec4 aTangent; ${E31_SKIN_GLSL} uniform mat4 uModel; uniform mat4 uView; uniform mat4 uProj; uniform mat4 uLightMVP; varying vec3 vNormal; varying vec3 vWorldPos; varying vec4 vShadowCoord; varying vec2 vUV; varying vec3 vT; varying vec3 vB; varying vec3 vN; void main(){ vec3 sP = aPos; vec3 sN = aNormal; vec3 sT = aTangent.xyz; if (uSkinOn > 0.5) { // [e31] GPU skinning (4 weights) vec4 r0; vec4 r1; vec4 r2; skinRows(r0, r1, r2); vec4 p4 = vec4(aPos, 1.0); sP = vec3(dot(r0, p4), dot(r1, p4), dot(r2, p4)); sN = vec3(dot(r0.xyz, aNormal), dot(r1.xyz, aNormal), dot(r2.xyz, aNormal)); sT = vec3(dot(r0.xyz, aTangent.xyz), dot(r1.xyz, aTangent.xyz), dot(r2.xyz, aTangent.xyz)); } vec4 world = uModel * vec4(sP, 1.0); vWorldPos = world.xyz; mat3 nMat = mat3(uModel); vec3 N = normalize(nMat * sN); vNormal = N; vN = N; vec3 T = nMat * sT; T = normalize(T - N * dot(N, T)); float tw = aTangent.w == 0.0 ? 1.0 : aTangent.w; vT = T; vB = cross(N, T) * tw; vShadowCoord = uLightMVP * world; vUV = aUV; gl_Position = uProj * uView * world; } `; const fsSource = ` precision mediump float; varying vec3 vNormal; varying vec3 vWorldPos; varying vec4 vShadowCoord; varying vec2 vUV; varying vec3 vT; varying vec3 vB; varying vec3 vN; uniform vec3 uLightDir; uniform float uAmbientAmt; uniform float uDirAmt; uniform vec3 uBaseColor; uniform vec3 uSpecColor; uniform float uShininess; uniform vec3 uPointPos; uniform vec3 uPointColor; uniform float uPointRadius; uniform vec3 uPointPos2; uniform vec3 uPointColor2; uniform float uPointRadius2; uniform float uAlpha; uniform sampler2D uShadowMap; uniform float uShadowBias; uniform float uUseShadow; uniform vec3 uCamPos; uniform vec3 uFogColor; uniform float uFogNear; uniform float uFogFar; uniform sampler2D uAlbedo; uniform float uUseTex; uniform sampler2D uNormalMap; uniform float uHasNormalMap; uniform float uNormalScale; void main(){ vec3 N = normalize(vNormal); if (uHasNormalMap > 0.5) { vec3 mapN = texture2D(uNormalMap, vUV).xyz * 2.0 - 1.0; mapN.xy *= uNormalScale; mapN = normalize(mapN); vec3 T = normalize(vT); vec3 B = normalize(vB); vec3 Nn = normalize(vN); N = normalize(mat3(T, B, Nn) * mapN); } vec3 Ldir = normalize(uLightDir); float diffDir = max(dot(N, Ldir), 0.0); vec3 colDir = uBaseColor * uAmbientAmt; vec3 shadowCoord = vShadowCoord.xyz / vShadowCoord.w; shadowCoord = shadowCoord * 0.5 + 0.5; float shadow = 1.0; if (uUseShadow > 0.5 && shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0 && shadowCoord.z >= 0.0 && shadowCoord.z <= 1.0) { float closest = texture2D(uShadowMap, shadowCoord.xy).r; float currentDepth = shadowCoord.z - uShadowBias; float s0 = (currentDepth <= closest) ? 1.0 : 0.35; float texel = 1.0 / 1024.0; float s1 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(texel, 0.0)).r) ? 1.0 : 0.35; float s2 = (currentDepth <= texture2D(uShadowMap, shadowCoord.xy + vec2(0.0, texel)).r) ? 1.0 : 0.35; shadow = (s0 + s1 + s2) / 3.0; } colDir += uBaseColor * uDirAmt * diffDir * shadow; vec3 toLight = uPointPos - vWorldPos; float dist = length(toLight); float att = 1.0 / (1.0 + 0.09*dist + 0.032*dist*dist); float pointFactor = 0.0; if (dist < uPointRadius) { vec3 Lpoint = normalize(toLight); pointFactor = max(dot(N, Lpoint), 0.0) * att; } vec3 colPoint = uPointColor * pointFactor; vec3 toLight2 = uPointPos2 - vWorldPos; float dist2 = length(toLight2); float att2 = 1.0 / (1.0 + 0.09*dist2 + 0.032*dist2*dist2); float pointFactor2 = 0.0; if (dist2 < uPointRadius2) { vec3 Lpoint2 = normalize(toLight2); pointFactor2 = max(dot(N, Lpoint2), 0.0) * att2; } vec3 colPoint2 = uPointColor2 * pointFactor2; vec3 col = colDir + colPoint + colPoint2; vec3 V = normalize(-vWorldPos + uCamPos); vec3 H = normalize(Ldir + V); float spec = pow(max(dot(N, H), 0.0), uShininess); col += uSpecColor * spec * 0.6; if (uUseTex > 0.5) { vec3 tex = texture2D(uAlbedo, vUV).rgb; col *= tex; } float fogDist = length(vWorldPos - uCamPos); float fogFactor = clamp((fogDist - uFogNear) / (uFogFar - uFogNear), 0.0, 1.0); col = mix(col, uFogColor, fogFactor); gl_FragColor = vec4(col, uAlpha); } `; const vsDepth = ` attribute vec3 aPos; ${E31_SKIN_GLSL} uniform mat4 uModel; uniform mat4 uLightVP; void main(){ vec3 sP = aPos; if (uSkinOn > 0.5) { vec4 r0; vec4 r1; vec4 r2; skinRows(r0, r1, r2); vec4 p4 = vec4(aPos, 1.0); sP = vec3(dot(r0, p4), dot(r1, p4), dot(r2, p4)); } // [e31] gl_Position = uLightVP * uModel * vec4(sP, 1.0); } `; const fsDepth = ` precision mediump float; void main(){ gl_FragColor = vec4(0.0,0.0,0.0,1.0); } `; function compile(type, source) { const s = gl.createShader(type); gl.shaderSource(s, source); gl.compileShader(s); if (!gl.getShaderParameter(s, gl.COMPILE_STATUS)) { console.error(gl.getShaderInfoLog(s)); } return s; } // [e31] shader variants: the skin branch is compiled out of the plain programs (a uniform branch still costs every vertex on // SwiftShader / low-end GPUs) and compiled in unconditionally for the skinned variants used only by skinned character parts. function e31Variant(src, skinned){ return src.split('if (uSkinOn > 0.5) {').join(skinned ? 'if (true) {' : 'if (false) {'); } const program = gl.createProgram(); gl.attachShader(program, compile(gl.VERTEX_SHADER, e31Variant(vsSource, false))); // [e31] plain variant gl.attachShader(program, compile(gl.FRAGMENT_SHADER, fsSource)); gl.bindAttribLocation(program, 0, 'aPos'); // [e31] keep attribute 0 = always-enabled position (skin attributes are optional) gl.linkProgram(program); if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { console.error(gl.getProgramInfoLog(program)); } const depthProgram = gl.createProgram(); gl.attachShader(depthProgram, compile(gl.VERTEX_SHADER, e31Variant(vsDepth, false))); // [e31] plain variant gl.attachShader(depthProgram, compile(gl.FRAGMENT_SHADER, fsDepth)); gl.bindAttribLocation(depthProgram, 0, 'aPos'); // [e31] gl.linkProgram(depthProgram); // [e31] uniform mirror: the engine keeps setting uniforms through the plain-program locations. While a skinned variant is // current those calls are translated to it, and each variant is brought up to date (and back) when it is switched in. const E31U = (function(){ const info = new Map(), plainLoc = new Map(), recs = new Map(), baseOf = new Map(), skinLoc = new Map(), applied = new Map(), dirty = new Map(); const _gul = gl.getUniformLocation.bind(gl), _use = gl.useProgram.bind(gl), orig = {}; let cur = null, ver = 0; gl.getUniformLocation = function(p, name){ const l = _gul(p, name); if (l && (p === program || p === depthProgram)) { info.set(l, { base: p, name: name }); if (!plainLoc.has(p)) plainLoc.set(p, new Map()); plainLoc.get(p).set(name, l); } return l; }; function locIn(skin, name){ const m = skinLoc.get(skin); if (!m.has(name)) m.set(name, _gul(skin, name)); return m.get(name); } function call(l, r){ if (!l || !r) return; const f = orig[r.fn]; if (r.mat) f(l, r.a, r.buf); else if (r.vec) f(l, r.buf); else f(l, r.a, r.b, r.c, r.d); } ['uniform1f', 'uniform2f', 'uniform3f', 'uniform4f', 'uniform1i', 'uniform1fv', 'uniform2fv', 'uniform3fv', 'uniform4fv', 'uniformMatrix3fv', 'uniformMatrix4fv'].forEach(function(fn){ const o = orig[fn] = gl[fn].bind(gl), mat = fn.indexOf('Matrix') >= 0, vec = !mat && fn.slice(-1) === 'v'; gl[fn] = function(loc, a, b, c, d){ const I = loc ? info.get(loc) : null; if (!I) return o(loc, a, b, c, d); let R = recs.get(I.base); if (!R) { R = new Map(); recs.set(I.base, R); } let r = R.get(I.name); if (!r) { r = { fn: fn, mat: mat, vec: vec, a: 0, b: 0, c: 0, d: 0, buf: null, ver: 0 }; R.set(I.name, r); } r.fn = fn; r.mat = mat; r.vec = vec; r.ver = ++ver; if (mat || vec) { const src = mat ? b : a; if (!r.buf || r.buf.length !== src.length) r.buf = new Float32Array(src.length); r.buf.set(src); r.a = a; } else { r.a = a; r.b = b; r.c = c; r.d = d; } if (baseOf.get(cur) === I.base) { call(locIn(cur, I.name), r); applied.get(cur).set(I.name, r.ver); dirty.get(I.base).add(I.name); return; } return o(loc, a, b, c, d); }; }); gl.useProgram = function(p){ _use(p); cur = p; const base = baseOf.get(p); if (base) { const R = recs.get(base), A = applied.get(p); if (R) R.forEach(function(r, name){ if ((A.get(name) || 0) < r.ver) { call(locIn(p, name), r); A.set(name, r.ver); } }); } else if (dirty.has(p) && dirty.get(p).size) { const R = recs.get(p), L = plainLoc.get(p) || new Map(); dirty.get(p).forEach(function(name){ call(L.get(name), R.get(name)); }); dirty.get(p).clear(); } }; return { register: function(skin, base){ baseOf.set(skin, base); skinLoc.set(skin, new Map()); applied.set(skin, new Map()); if (!dirty.has(base)) dirty.set(base, new Set()); } }; })(); const aPos = gl.getAttribLocation(program, 'aPos'); const aNormal = gl.getAttribLocation(program, 'aNormal'); const aUV = gl.getAttribLocation(program, 'aUV'); const uModel = gl.getUniformLocation(program, 'uModel'); const uView = gl.getUniformLocation(program, 'uView'); const uProj = gl.getUniformLocation(program, 'uProj'); const uLightMVP = gl.getUniformLocation(program, 'uLightMVP'); const uLightDir = gl.getUniformLocation(program, 'uLightDir'); const uAmbientAmt = gl.getUniformLocation(program, 'uAmbientAmt'); const uDirAmt = gl.getUniformLocation(program, 'uDirAmt'); const uBaseColor = gl.getUniformLocation(program, 'uBaseColor'); const uSpecColor = gl.getUniformLocation(program, 'uSpecColor'); const uShininess = gl.getUniformLocation(program, 'uShininess'); const uPointPos = gl.getUniformLocation(program, 'uPointPos'); const uPointColor = gl.getUniformLocation(program, 'uPointColor'); const uPointRadius = gl.getUniformLocation(program, 'uPointRadius'); const uPointPos2 = gl.getUniformLocation(program, 'uPointPos2'); const uPointColor2 = gl.getUniformLocation(program, 'uPointColor2'); const uPointRadius2 = gl.getUniformLocation(program, 'uPointRadius2'); const uAlpha = gl.getUniformLocation(program, 'uAlpha'); const uShadowMap = gl.getUniformLocation(program, 'uShadowMap'); const uShadowBias = gl.getUniformLocation(program, 'uShadowBias'); const uUseShadow = gl.getUniformLocation(program, 'uUseShadow'); const uCamPos = gl.getUniformLocation(program, 'uCamPos'); const uFogColor = gl.getUniformLocation(program, 'uFogColor'); const uFogNear = gl.getUniformLocation(program, 'uFogNear'); const uFogFar = gl.getUniformLocation(program, 'uFogFar'); const uAlbedo = gl.getUniformLocation(program, 'uAlbedo'); const uUseTex = gl.getUniformLocation(program, 'uUseTex'); const aTangent = gl.getAttribLocation(program, 'aTangent'); const uNormalMap = gl.getUniformLocation(program, 'uNormalMap'); const uHasNormalMap = gl.getUniformLocation(program, 'uHasNormalMap'); const uNormalScale = gl.getUniformLocation(program, 'uNormalScale'); const d_aPos = gl.getAttribLocation(depthProgram, 'aPos'); const d_uModel = gl.getUniformLocation(depthProgram, 'uModel'); const d_uLightVP = gl.getUniformLocation(depthProgram, 'uLightVP'); // [e31] skinned variants: same attribute slots as the plain programs, skin attributes on the next two free slots const E31_SKIN_SLOTS = (function(){ let m = 0; [aPos, aNormal, aUV, aTangent].forEach(function(l){ if (l > m) m = l; }); return [m + 1, m + 2]; })(); function e31LinkSkin(vs, fs, binds){ const p = gl.createProgram(); gl.attachShader(p, compile(gl.VERTEX_SHADER, e31Variant(vs, true))); gl.attachShader(p, compile(gl.FRAGMENT_SHADER, fs)); binds.forEach(function(b){ if (b[1] >= 0) gl.bindAttribLocation(p, b[1], b[0]); }); gl.bindAttribLocation(p, E31_SKIN_SLOTS[0], 'aSkinIdx'); gl.bindAttribLocation(p, E31_SKIN_SLOTS[1], 'aSkinW'); gl.linkProgram(p); if (!gl.getProgramParameter(p, gl.LINK_STATUS)) console.error(gl.getProgramInfoLog(p)); return p; } const skinProgram = e31LinkSkin(vsSource, fsSource, [['aPos', aPos], ['aNormal', aNormal], ['aUV', aUV], ['aTangent', aTangent]]); const skinDepthProgram = e31LinkSkin(vsDepth, fsDepth, [['aPos', d_aPos]]); E31U.register(skinProgram, program); E31U.register(skinDepthProgram, depthProgram); const aSkinIdx = E31_SKIN_SLOTS[0], aSkinW = E31_SKIN_SLOTS[1], d_aSkinIdx = E31_SKIN_SLOTS[0], d_aSkinW = E31_SKIN_SLOTS[1]; const uBones = gl.getUniformLocation(skinProgram, 'uBones'), d_uBones = gl.getUniformLocation(skinDepthProgram, 'uBones'); gl.enable(gl.DEPTH_TEST); const depthExt = gl.getExtension('WEBGL_depth_texture'); let useShadowMap = !!depthExt; const SHADOW_SIZE = 1024; let shadowTex = null, shadowFBO = null; let shadowColor = null; if (useShadowMap) { shadowTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); shadowColor = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, shadowColor); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, SHADOW_SIZE, SHADOW_SIZE, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); shadowFBO = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, shadowColor, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0); let status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); if (status !== gl.FRAMEBUFFER_COMPLETE) { gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, SHADOW_SIZE, SHADOW_SIZE, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_SHORT, null); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, shadowTex, 0); status = gl.checkFramebufferStatus(gl.FRAMEBUFFER); } if (status !== gl.FRAMEBUFFER_COMPLETE) { console.warn('Shadow FBO incomplete, falling back to blob shadows'); useShadowMap = false; } gl.bindFramebuffer(gl.FRAMEBUFFER, null); } const albedoTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, albedoTex); const sizeTex = 256; const canvasTex = document.createElement('canvas'); canvasTex.width = sizeTex; canvasTex.height = sizeTex; const ctx = canvasTex.getContext('2d'); const imgData = ctx.createImageData(sizeTex, sizeTex); const d = imgData.data; const tile = 32; for (let y=0; y= (i+1)*2) { data[i*8+6] = uvs[i*2+0]; data[i*8+7] = uvs[i*2+1]; } else { data[i*8+6] = positions[i*3+0] * 0.4; data[i*8+7] = positions[i*3+2] * 0.4; } } const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); return { vbo, count: vertCount, stride: 32, hasTangent: false }; } // Phase 26: pos3+norm3+uv2+tan4 (xyz + handedness w) function createMeshWithTangents(positions, normals, uvs, tangents) { const vertCount = positions.length / 3; const data = new Float32Array(vertCount * 12); for (let i = 0; i < vertCount; i++) { const o = i * 12; data[o+0] = positions[i*3+0]; data[o+1] = positions[i*3+1]; data[o+2] = positions[i*3+2]; data[o+3] = normals[i*3+0]; data[o+4] = normals[i*3+1]; data[o+5] = normals[i*3+2]; if (uvs && uvs.length >= (i+1)*2) { data[o+6] = uvs[i*2+0]; data[o+7] = uvs[i*2+1]; } else { data[o+6] = positions[i*3+0] * 0.4; data[o+7] = positions[i*3+2] * 0.4; } if (tangents && tangents.length >= (i+1)*4) { data[o+8] = tangents[i*4+0]; data[o+9] = tangents[i*4+1]; data[o+10] = tangents[i*4+2]; data[o+11] = tangents[i*4+3]; } else { data[o+8] = 1; data[o+9] = 0; data[o+10] = 0; data[o+11] = 1; } } const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW); return { vbo, count: vertCount, stride: 48, hasTangent: true }; } /** Build UV-based tangents (WebGL1-stable; no OES_standard_derivatives required). */ function computeTangentsFromUV(posOut, normOut, uvOut) { const nVert = posOut.length / 3; const tan1 = new Float32Array(nVert * 3); const tan2 = new Float32Array(nVert * 3); for (let i = 0; i < nVert; i += 3) { const i0 = i, i1 = i + 1, i2 = i + 2; const x0 = posOut[i0*3], y0 = posOut[i0*3+1], z0 = posOut[i0*3+2]; const x1 = posOut[i1*3], y1 = posOut[i1*3+1], z1 = posOut[i1*3+2]; const x2 = posOut[i2*3], y2 = posOut[i2*3+1], z2 = posOut[i2*3+2]; const u0 = uvOut[i0*2], v0 = uvOut[i0*2+1]; const u1 = uvOut[i1*2], v1 = uvOut[i1*2+1]; const u2 = uvOut[i2*2], v2 = uvOut[i2*2+1]; const ex1 = x1 - x0, ey1 = y1 - y0, ez1 = z1 - z0; const ex2 = x2 - x0, ey2 = y2 - y0, ez2 = z2 - z0; const du1 = u1 - u0, dv1 = v1 - v0; const du2 = u2 - u0, dv2 = v2 - v0; const det = du1 * dv2 - du2 * dv1; const r = Math.abs(det) > 1e-8 ? 1.0 / det : 0.0; const tx = (ex1 * dv2 - ex2 * dv1) * r; const ty = (ey1 * dv2 - ey2 * dv1) * r; const tz = (ez1 * dv2 - ez2 * dv1) * r; const bx = (ex2 * du1 - ex1 * du2) * r; const by = (ey2 * du1 - ey1 * du2) * r; const bz = (ez2 * du1 - ez1 * du2) * r; for (const vi of [i0, i1, i2]) { tan1[vi*3] += tx; tan1[vi*3+1] += ty; tan1[vi*3+2] += tz; tan2[vi*3] += bx; tan2[vi*3+1] += by; tan2[vi*3+2] += bz; } } const out = new Float32Array(nVert * 4); for (let i = 0; i < nVert; i++) { let nx = normOut[i*3], ny = normOut[i*3+1], nz = normOut[i*3+2]; let tx = tan1[i*3], ty = tan1[i*3+1], tz = tan1[i*3+2]; const ndott = nx*tx + ny*ty + nz*tz; tx -= nx * ndott; ty -= ny * ndott; tz -= nz * ndott; let len = Math.hypot(tx, ty, tz); if (len < 1e-8) { // stable fallback: pick axis least aligned with N if (Math.abs(nx) < 0.9) { tx = 1; ty = 0; tz = 0; } else { tx = 0; ty = 0; tz = 1; } const nd = nx*tx + ny*ty + nz*tz; tx -= nx * nd; ty -= ny * nd; tz -= nz * nd; len = Math.hypot(tx, ty, tz) || 1; } tx /= len; ty /= len; tz /= len; const bx = tan2[i*3], by = tan2[i*3+1], bz = tan2[i*3+2]; const cx = ny*tz - nz*ty, cy = nz*tx - nx*tz, cz = nx*ty - ny*tx; const w = (cx*bx + cy*by + cz*bz) < 0 ? -1 : 1; out[i*4] = tx; out[i*4+1] = ty; out[i*4+2] = tz; out[i*4+3] = w; } return out; } function bindDefaultTangent() { if (aTangent < 0) return; gl.disableVertexAttribArray(aTangent); gl.vertexAttrib4f(aTangent, 1, 0, 0, 1); } function clearNormalMapUniforms() { gl.uniform1f(uHasNormalMap, 0.0); gl.uniform1f(uNormalScale, 1.0); gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D, flatNormalTex); gl.uniform1i(uNormalMap, 2); } const OBJ_PYRAMID = ` v -1.2 0 -1.2 v 1.2 0 -1.2 v 1.2 0 1.2 v -1.2 0 1.2 v 0 1.8 0 f 1 2 5 f 2 3 5 f 3 4 5 f 4 1 5 f 1 4 3 f 1 3 2 `; const OBJ_ROCK = ` v -0.6 0 -0.5 v 0.6 0 -0.5 v 0.5 0 0.6 v -0.5 0 0.6 v 0 0.9 0 v -0.4 0.4 -0.3 v 0.4 0.4 -0.3 v 0.3 0.4 0.4 v -0.3 0.4 0.4 f 1 2 5 f 2 3 5 f 3 4 5 f 4 1 5 f 1 6 5 f 2 7 5 f 3 8 5 f 4 9 5 f 6 7 2 f 7 8 3 f 8 9 4 f 9 6 1 `; function parseOBJ(objText) { const verts = []; const faces = []; const lines = objText.split('\n'); for (let line of lines) { line = line.trim(); if (!line || line.startsWith('#')) continue; const p = line.split(/\s+/); if (p[0] === 'v') { verts.push(parseFloat(p[1]), parseFloat(p[2]), parseFloat(p[3])); } else if (p[0] === 'f') { const idx = p.slice(1).map(s => parseInt(s.split('/')[0],10)-1); for (let i=1;imaxX)maxX=x; if (y>maxY)maxY=y; if (z>maxZ)maxZ=z; } return { min:[minX,minY,minZ], max:[maxX,maxY,maxZ], size:[maxX-minX, maxY-minY, maxZ-minZ] }; } let glbLastBounds = { min:[0,0,0], max:[1,1,1], size:[1,1,1] }; // Phase 25/26: multi-mesh GLB + TEXCOORD_0 + baseColor + normalTexture (WebGL1) const whiteTex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, whiteTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array([255,255,255,255])); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); function mat4FromTRS(t, r, s) { let m = identity(); if (t) { m[12] = t[0]; m[13] = t[1]; m[14] = t[2]; } if (r) { const x = r[0], y = r[1], z = r[2], w = r[3]; const x2 = x + x, y2 = y + y, z2 = z + z; const xx = x * x2, xy = x * y2, xz = x * z2; const yy = y * y2, yz = y * z2, zz = z * z2; const wx = w * x2, wy = w * y2, wz = w * z2; const q = identity(); q[0] = 1 - (yy + zz); q[1] = xy + wz; q[2] = xz - wy; q[4] = xy - wz; q[5] = 1 - (xx + zz); q[6] = yz + wx; q[8] = xz + wy; q[9] = yz - wx; q[10] = 1 - (xx + yy); m = multiply(m, q); } if (s) { const sx = s[0], sy = s[1], sz = s[2]; const sm = identity(); sm[0]=sx; sm[5]=sy; sm[10]=sz; m = multiply(m, sm); } return m; } function nodeLocalMatrix(node) { if (node.matrix && node.matrix.length === 16) return new Float32Array(node.matrix); return mat4FromTRS(node.translation, node.rotation, node.scale); } function transformPoint(m, x, y, z) { return [ m[0]*x + m[4]*y + m[8]*z + m[12], m[1]*x + m[5]*y + m[9]*z + m[13], m[2]*x + m[6]*y + m[10]*z + m[14] ]; } function loadImageTextureFromUrl(url) { return new Promise(function (resolve, reject) { const img = new Image(); img.onload = function () { const tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); resolve(tex); }; img.onerror = function () { reject(new Error('Texture load failed')); }; img.src = url; }); } function loadEmbeddedImageTexture(gltf, binBytes, imageIndex) { const image = gltf.images[imageIndex]; if (image.uri && image.uri.indexOf('data:') === 0) return loadImageTextureFromUrl(image.uri); if (image.bufferView == null) return Promise.reject(new Error('Image has no bufferView/uri')); const view = gltf.bufferViews[image.bufferView]; const start = view.byteOffset || 0; const slice = binBytes.slice(start, start + view.byteLength); const mime = image.mimeType || 'image/png'; const blob = new Blob([slice], { type: mime }); const url = URL.createObjectURL(blob); return loadImageTextureFromUrl(url).then(function (tex) { URL.revokeObjectURL(url); return tex; }); } function parseGLBChunks(arrayBuffer) { const dv = new DataView(arrayBuffer); if (arrayBuffer.byteLength < 12) throw new Error('GLB too short'); if (dv.getUint32(0, true) !== 0x46546C67) throw new Error('Not GLB (bad magic)'); if (dv.getUint32(4, true) !== 2) throw new Error('Need GLB version 2'); const totalLen = dv.getUint32(8, true); let offset = 12; let json = null; let binStart = 0; let binLen = 0; while (offset + 8 <= arrayBuffer.byteLength && offset < totalLen) { const chunkLen = dv.getUint32(offset, true); const chunkType = dv.getUint32(offset + 4, true); offset += 8; if (offset + chunkLen > arrayBuffer.byteLength) throw new Error('GLB chunk overrun'); if (chunkType === 0x4E4F534A) { const bytes = new Uint8Array(arrayBuffer, offset, chunkLen); let end = chunkLen; while (end > 0 && bytes[end - 1] === 0x20) end--; json = JSON.parse(new TextDecoder('utf-8').decode(bytes.subarray(0, end))); } else if (chunkType === 0x004E4942) { binStart = offset; binLen = chunkLen; } offset += chunkLen; } if (!json) throw new Error('No JSON chunk'); const binBytes = arrayBuffer.slice(binStart, binStart + binLen); return { json, binBytes, binStart, dv }; } function readAccessorGLB(json, binBytes, dvAbs, binStartAbs, accIndex, asIndex) { const accessors = json.accessors || []; const bufferViews = json.bufferViews || []; const acc = accessors[accIndex]; if (!acc) throw new Error('Missing accessor'); const bv = bufferViews[acc.bufferView]; if (!bv && acc.bufferView != null) throw new Error('Missing bufferView'); const comps = ({ SCALAR:1, VEC2:2, VEC3:3, VEC4:4 })[acc.type] || 3; const typeSize = ({ 5120:1, 5121:1, 5122:2, 5123:2, 5125:4, 5126:4 })[acc.componentType]; if (!typeSize) throw new Error('Unsupported componentType'); const count = acc.count; const byteOffset = (bv ? (bv.byteOffset || 0) : 0) + (acc.byteOffset || 0); const stride = (bv && bv.byteStride) ? bv.byteStride : (comps * typeSize); const out = asIndex ? new Uint32Array(count) : new Float32Array(count * comps); const src = new DataView(binBytes); for (let i = 0; i < count; i++) { const base = byteOffset + i * stride; for (let c = 0; c < comps; c++) { const o = base + c * typeSize; let v; switch (acc.componentType) { case 5120: v = src.getInt8(o); break; case 5121: v = src.getUint8(o); break; case 5122: v = src.getInt16(o, true); break; case 5123: v = src.getUint16(o, true); break; case 5125: v = src.getUint32(o, true); break; case 5126: v = src.getFloat32(o, true); break; default: v = 0; } if (acc.normalized) { if (acc.componentType === 5120) v /= 127; else if (acc.componentType === 5121) v /= 255; else if (acc.componentType === 5122) v /= 32767; else if (acc.componentType === 5123) v /= 65535; } if (asIndex) out[i] = v >>> 0; else out[i * comps + c] = v; } } return { data: out, count: count, min: acc.min, max: acc.max }; } function expandPrimitiveToArrays(json, binBytes, prim) { const attrs = prim.attributes || {}; if (attrs.POSITION === undefined) return null; const posAcc = readAccessorGLB(json, binBytes, null, 0, attrs.POSITION, false); let normAcc = (attrs.NORMAL !== undefined) ? readAccessorGLB(json, binBytes, null, 0, attrs.NORMAL, false) : null; let uvAcc = (attrs.TEXCOORD_0 !== undefined) ? readAccessorGLB(json, binBytes, null, 0, attrs.TEXCOORD_0, false) : null; let tanAcc = (attrs.TANGENT !== undefined) ? readAccessorGLB(json, binBytes, null, 0, attrs.TANGENT, false) : null; let idx = (prim.indices !== undefined) ? readAccessorGLB(json, binBytes, null, 0, prim.indices, true).data : null; let posOut, normOut, uvOut, tanOut = null; if (idx) { const nTri = idx.length; posOut = new Float32Array(nTri * 3); normOut = new Float32Array(nTri * 3); uvOut = new Float32Array(nTri * 2); if (tanAcc) tanOut = new Float32Array(nTri * 4); for (let i = 0; i < nTri; i++) { const vi = idx[i]; posOut[i*3] = posAcc.data[vi*3]; posOut[i*3+1] = posAcc.data[vi*3+1]; posOut[i*3+2] = posAcc.data[vi*3+2]; if (normAcc) { normOut[i*3] = normAcc.data[vi*3]; normOut[i*3+1] = normAcc.data[vi*3+1]; normOut[i*3+2] = normAcc.data[vi*3+2]; } if (uvAcc) { uvOut[i*2] = uvAcc.data[vi*2] || 0; uvOut[i*2+1] = uvAcc.data[vi*2+1] || 0; } if (tanAcc && tanOut) { tanOut[i*4] = tanAcc.data[vi*4] || 0; tanOut[i*4+1] = tanAcc.data[vi*4+1] || 0; tanOut[i*4+2] = tanAcc.data[vi*4+2] || 0; tanOut[i*4+3] = tanAcc.data[vi*4+3] != null ? tanAcc.data[vi*4+3] : 1; } } } else { posOut = posAcc.data; normOut = normAcc ? normAcc.data : new Float32Array(posAcc.count * 3); uvOut = uvAcc ? uvAcc.data : new Float32Array(posAcc.count * 2); if (tanAcc) tanOut = tanAcc.data; } if (!normAcc) { for (let i = 0; i < posOut.length; i += 9) { const x0=posOut[i], y0=posOut[i+1], z0=posOut[i+2]; const x1=posOut[i+3], y1=posOut[i+4], z1=posOut[i+5]; const x2=posOut[i+6], y2=posOut[i+7], z2=posOut[i+8]; let nx = (y1-y0)*(z2-z0) - (z1-z0)*(y2-y0); let ny = (z1-z0)*(x2-x0) - (x1-x0)*(z2-z0); let nz = (x1-x0)*(y2-y0) - (y1-y0)*(x2-x0); const len = Math.hypot(nx,ny,nz) || 1; nx/=len; ny/=len; nz/=len; for (let k = 0; k < 3; k++) { normOut[i + k*3] = nx; normOut[i + k*3 + 1] = ny; normOut[i + k*3 + 2] = nz; } } } return { posOut, normOut, uvOut, tanOut, posAcc }; } /** Sync first-mesh parse (compat). Prefer loadGLBTextured for look. */ function parseGLB(arrayBuffer) { const { json, binBytes } = parseGLBChunks(arrayBuffer); const meshes = json.meshes || []; if (!meshes.length) throw new Error('No meshes'); const prims = meshes[0].primitives || []; let prim = null; for (let i = 0; i < prims.length; i++) { const m = prims[i].mode; if (m === undefined || m === 4) { prim = prims[i]; break; } } if (!prim) throw new Error('No TRIANGLES primitive'); const arrays = expandPrimitiveToArrays(json, binBytes, prim); if (!arrays) throw new Error('No POSITION'); glbLastBounds = meshBoundsFromPositions(arrays.posOut); if (arrays.posAcc.min && arrays.posAcc.max && arrays.posAcc.min.length >= 3) { const mn = arrays.posAcc.min, mx = arrays.posAcc.max; glbLastBounds = { min:mn.slice(0,3), max:mx.slice(0,3), size:[mx[0]-mn[0], mx[1]-mn[1], mx[2]-mn[2]] }; } return createMesh(arrays.posOut, arrays.normOut, arrays.uvOut); } function loadGLBTextured(arrayBuffer) { const { json, binBytes } = parseGLBChunks(arrayBuffer); const mats = json.materials || []; const materialColor = []; const materialTex = []; const materialNm = []; const materialNmScale = []; const texPromises = []; function queueEmbeddedTex(texIndex, assignFn) { if (texIndex == null || !json.textures || !json.images) return; const texInfo = json.textures[texIndex]; if (!texInfo) return; const imgIndex = texInfo.source; const image = json.images[imgIndex]; if (!image) return; let p; if (image.bufferView != null || (image.uri && image.uri.indexOf('data:') === 0)) { p = loadEmbeddedImageTexture(json, binBytes, imgIndex).catch(function () { return null; }); } else { p = Promise.resolve(null); } texPromises.push(p.then(assignFn)); } for (let mi = 0; mi < mats.length; mi++) { (function (mi) { const mat = mats[mi] || {}; const pbr = mat.pbrMetallicRoughness || {}; const bc = pbr.baseColorFactor || [1, 1, 1, 1]; materialColor[mi] = [bc[0], bc[1], bc[2]]; materialTex[mi] = null; materialNm[mi] = null; materialNmScale[mi] = 1.0; if (pbr.baseColorTexture) { queueEmbeddedTex(pbr.baseColorTexture.index, function (t) { materialTex[mi] = t; }); } if (mat.normalTexture) { const nt = mat.normalTexture; if (nt.scale != null) materialNmScale[mi] = nt.scale; queueEmbeddedTex(nt.index, function (t) { materialNm[mi] = t; }); } })(mi); } return Promise.all(texPromises).then(function () { const nodes = json.nodes || []; const meshes = json.meshes || []; const sceneIndex = json.scene != null ? json.scene : 0; const scene = (json.scenes && json.scenes[sceneIndex]) || { nodes: nodes.length ? [0] : [] }; const roots = scene.nodes || []; const parts = []; let aabbMin = [Infinity, Infinity, Infinity]; let aabbMax = [-Infinity, -Infinity, -Infinity]; function expandAABB(wx, wy, wz) { if (wx < aabbMin[0]) aabbMin[0] = wx; if (wy < aabbMin[1]) aabbMin[1] = wy; if (wz < aabbMin[2]) aabbMin[2] = wz; if (wx > aabbMax[0]) aabbMax[0] = wx; if (wy > aabbMax[1]) aabbMax[1] = wy; if (wz > aabbMax[2]) aabbMax[2] = wz; } function processMesh(meshIndex, world) { const mesh = meshes[meshIndex]; if (!mesh || !mesh.primitives) return; for (let p = 0; p < mesh.primitives.length; p++) { const prim = mesh.primitives[p]; const mode = prim.mode; if (mode !== undefined && mode !== 4) continue; const arrays = expandPrimitiveToArrays(json, binBytes, prim); if (!arrays) continue; for (let i = 0; i < arrays.posOut.length; i += 3) { const wp = transformPoint(world, arrays.posOut[i], arrays.posOut[i+1], arrays.posOut[i+2]); expandAABB(wp[0], wp[1], wp[2]); } const matIndex = prim.material != null ? prim.material : -1; const color = matIndex >= 0 && materialColor[matIndex] ? materialColor[matIndex].slice() : [0.85, 0.85, 0.85]; const tex = matIndex >= 0 ? materialTex[matIndex] : null; const nm = matIndex >= 0 ? materialNm[matIndex] : null; const nmScale = matIndex >= 0 && materialNmScale[matIndex] != null ? materialNmScale[matIndex] : 1.0; let gm; // [lookB-fix] was `let mesh`, which shadowed the outer mesh -> TDZ ReferenceError on every GLB if (nm || arrays.tanOut) { const tans = arrays.tanOut || computeTangentsFromUV(arrays.posOut, arrays.normOut, arrays.uvOut); gm = createMeshWithTangents(arrays.posOut, arrays.normOut, arrays.uvOut, tans); } else { gm = createMesh(arrays.posOut, arrays.normOut, arrays.uvOut); } parts.push({ mesh: gm, color: color, tex: tex, useTex: !!tex, nm: nm, useNm: !!nm, nmScale: nmScale, world: new Float32Array(world) }); } } function walk(nodeIndex, parentWorld) { const node = nodes[nodeIndex]; if (!node) return; const local = nodeLocalMatrix(node); const world = multiply(parentWorld, local); if (node.mesh != null) processMesh(node.mesh, world); const children = node.children || []; for (let c = 0; c < children.length; c++) walk(children[c], world); } const I = identity(); if (!roots.length && nodes.length) { for (let ri = 0; ri < nodes.length; ri++) walk(ri, I); } else { for (let r = 0; r < roots.length; r++) walk(roots[r], I); } if (!isFinite(aabbMin[0])) { aabbMin = [-1, 0, -1]; aabbMax = [1, 1, 1]; } const cx = (aabbMin[0] + aabbMax[0]) * 0.5; const cz = (aabbMin[2] + aabbMax[2]) * 0.5; const sx = aabbMax[0] - aabbMin[0], sy = aabbMax[1] - aabbMin[1], sz = aabbMax[2] - aabbMin[2]; const extent = Math.max(sx, sy, sz) || 1; const fitScale = 1.6 / extent; let fit = identity(); const sm = identity(); sm[0]=fitScale; sm[5]=fitScale; sm[10]=fitScale; const tm = identity(); tm[12]=-cx; tm[13]=-aabbMin[1]; tm[14]=-cz; fit = multiply(sm, tm); glbLastBounds = { min: aabbMin.slice(), max: aabbMax.slice(), size: [sx, sy, sz] }; for (let d = 0; d < parts.length; d++) { parts[d].local = multiply(fit, parts[d].world); } return { parts: parts, bounds: glbLastBounds, fitScale: fitScale }; }); } const triPos = new Float32Array([0,1.2,0, -1.0,-0.5,0, 1.0,-0.5,0]); const triNorm = new Float32Array([0,0,1, 0,0,1, 0,0,1]); const triangle = createMesh(triPos, triNorm); const size = 10; const groundPos = new Float32Array([ -size,0,-size, size,0,-size, size,0,size, -size,0,-size, size,0,size, -size,0,size ]); const groundNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]); const ground = createMesh(groundPos, groundNorm); const boxSize = 1.0; const h = boxSize*0.5; const bPos = new Float32Array([ -h,-h, h, h,-h, h, h, h, h, -h,-h, h, h, h, h, -h, h, h, -h,-h,-h, -h, h,-h, h, h,-h, -h,-h,-h, h, h,-h, h,-h,-h, -h,-h,-h, -h,-h, h, -h, h, h, -h,-h,-h, -h, h, h, -h, h,-h, h,-h,-h, h, h,-h, h, h, h, h,-h,-h, h, h, h, h,-h, h, -h, h,-h, -h, h, h, h, h, h, -h, h,-h, h, h, h, h, h,-h, -h,-h,-h, h,-h,-h, h,-h, h, -h,-h,-h, h,-h, h, -h,-h, h ]); const bNorm = new Float32Array([ 0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1, 0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1, -1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0, 1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0, 0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0, 0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0 ]); const crateMesh = createMesh(bPos, bNorm); const shadowQuadPos = new Float32Array([-1,0,-1, 1,0,-1, 1,0,1, -1,0,-1, 1,0,1, -1,0,1]); const shadowQuadNorm = new Float32Array([0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0]); const shadowQuad = createMesh(shadowQuadPos, shadowQuadNorm); const gridLines = []; const step = 1; for (let i=-size;i<=size;i++){ gridLines.push(-size,0,i, size,0,i); gridLines.push(i,0,-size, i,0,size); } const gridVBO = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridLines), gl.STATIC_DRAW); function perspective(fov, aspect, near, far) { const f = 1.0 / Math.tan(fov * 0.5); const out = new Float32Array(16); out[0] = f / aspect; out[1]=0; out[2]=0; out[3]=0; out[4]=0; out[5]=f; out[6]=0; out[7]=0; out[8]=0; out[9]=0; out[10]=(far+near)/(near-far); out[11]=-1; out[12]=0; out[13]=0; out[14]=(2*far*near)/(near-far); out[15]=0; return out; } function ortho(l,r,b,t,n,f){ const out = new Float32Array(16); out[0]=2/(r-l); out[1]=0; out[2]=0; out[3]=0; out[4]=0; out[5]=2/(t-b); out[6]=0; out[7]=0; out[8]=0; out[9]=0; out[10]=-2/(f-n); out[11]=0; out[12]=-(r+l)/(r-l); out[13]=-(t+b)/(t-b); out[14]=-(f+n)/(f-n); out[15]=1; return out; } function lookAt(eye, center, up) { const zx = eye[0]-center[0], zy = eye[1]-center[1], zz = eye[2]-center[2]; let zl = Math.hypot(zx,zy,zz)||1; const fx = zx/zl, fy = zy/zl, fz = zz/zl; const ux = up[0], uy = up[1], uz = up[2]; let sx = fy*uz - fz*uy, sy = fz*ux - fx*uz, sz = fx*uy - fy*ux; let sl = Math.hypot(sx,sy,sz)||1; sx/=sl; sy/=sl; sz/=sl; const cx = sy*fz - sz*fy, cy = sz*fx - sx*fz, cz = sx*fy - sy*fx; const out = new Float32Array(16); out[0]=sx; out[1]=cx; out[2]=fx; out[3]=0; out[4]=sy; out[5]=cy; out[6]=fy; out[7]=0; out[8]=sz; out[9]=cz; out[10]=fz; out[11]=0; out[12]=-(sx*eye[0]+sy*eye[1]+sz*eye[2]); out[13]=-(cx*eye[0]+cy*eye[1]+cz*eye[2]); out[14]=-(fx*eye[0]+fy*eye[1]+fz*eye[2]); out[15]=1; return out; } function multiply(a,b){ const out = new Float32Array(16); for(let i=0;i<4;i++) for(let j=0;j<4;j++){ out[i*4+j]= a[i*4+0]*b[0*4+j]+a[i*4+1]*b[1*4+j]+a[i*4+2]*b[2*4+j]+a[i*4+3]*b[3*4+j]; } return out; } function rotateX(m, a){ const c = Math.cos(a), s = Math.sin(a); const out = m.slice(); const r1c0=out[4], r2c0=out[8], r1c1=out[5], r2c1=out[9], r1c2=out[6], r2c2=out[10], r1c3=out[7], r2c3=out[11]; out[4] = c*r1c0 - s*r2c0; out[8] = s*r1c0 + c*r2c0; out[5] = c*r1c1 - s*r2c1; out[9] = s*r1c1 + c*r2c1; out[6] = c*r1c2 - s*r2c2; out[10]= s*r1c2 + c*r2c2; out[7] = c*r1c3 - s*r2c3; out[11]= s*r1c3 + c*r2c3; return out; } function rotateY(m, a){ const c=Math.cos(a), s=Math.sin(a); const r = new Float32Array(16); r[0]=c; r[1]=0; r[2]=-s; r[3]=0; r[4]=0; r[5]=1; r[6]=0; r[7]=0; r[8]=s; r[9]=0; r[10]=c; r[11]=0; r[12]=0; r[13]=0; r[14]=0; r[15]=1; return multiply(r,m); } function translate(m, x,y,z){ const out = new Float32Array(m); out[12] = m[0]*x + m[4]*y + m[8]*z + m[12]; out[13] = m[1]*x + m[5]*y + m[10]*z + m[14]; out[14] = m[2]*x + m[6]*y + m[10]*z + m[14]; return out; } function scale(m, s){ const out = new Float32Array(m); out[0]*=s; out[1]*=s; out[2]*=s; out[4]*=s; out[5]*=s; out[6]*=s; out[8]*=s; out[9]*=s; out[10]*=s; return out; } function identity(){ return new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]); } const cam = { pos: [0,1.6,5], yaw: 0, pitch: 0, speed: 4.0, sens: 0.002 }; const orbit = { enabled: false, yaw: 0.6, pitch: 0.35, radius: 9.0, target: [0,0.8, -1.5], yawTarget: 0.6, pitchTarget: 0.35 }; const keys = {}; let nightMode = false; let score = 0; let shootCooldown = 0; let hitFlashTimer = 0; let hitStyleGl = [1.0, 0.92, 0.25]; let hitStyleDur = 0.28; let playerHP = 5; let hurtCooldown = 0; let hurtFlash = 0; let charShapePack = 0; const CHAR_SHAPES = [ { id:'BOX', dogXZ:1.0, dogY:0.6, dogZ:1.2, dogRadExtra:0.35, hostScale:1.2, patrolScale:1.1 }, { id:'TALL', dogXZ:0.75, dogY:1.15, dogZ:0.9, dogRadExtra:0.5, hostScale:1.55, patrolScale:1.4 } ]; function applyCharShapePack(){ const sh = CHAR_SHAPES[charShapePack]; for (const d of dogs){ d.shapeXZ = sh.dogXZ; d.shapeY = sh.dogY; d.shapeZ = sh.dogZ; d.radExtra = sh.dogRadExtra; } hostile.scale = sh.hostScale; patrolHostile.scale = sh.patrolScale; flashHint('CHARS ' + sh.id + ' (distance test)'); } const MAG_CAP = 12; let ammoMag = 8; let ammoReserve = 16; let wonOnce = false; let reloading = false; let reloadTimer = 0; let muzzleFlash = 0; let crouching = false; const standEye = 1.6; const crouchEye = 1.05; let velY = 0; let airY = 0; let onGround = true; let onLadder = false; let coyoteTimer = 0; let jumpBufferTimer = 0; let wasOnGround = true; const GRAVITY = 24; const JUMP_VEL = 8.2; const CLIMB_SPEED = 2.8; const COYOTE_TIME = 0.10; const JUMP_BUFFER = 0.12; const STEP_UP = 0.55; const MANTLE_MAX = 1.15; const PLAYER_R = 0.35; // ===== BEGIN GAME DATA: Breaker Bay level data / tuning (MIT like the rest; still inline here until the engine/game split in PLAN.md moves it to game/) ===== // Phase 28 parkour route (right of spawn, clear of bollard/pier exhibits) const parkourBlocks = [ { pos:[3.6, 0.25, 3.4], scale:[1.2, 0.50, 1.2], color:[0.72,0.42,0.22] }, { pos:[4.9, 0.80, 2.7], scale:[1.15, 0.70, 1.15], color:[0.75,0.48,0.25] }, { pos:[6.1, 1.40, 1.9], scale:[1.2, 0.70, 1.2], color:[0.70,0.40,0.20] }, { pos:[7.2, 2.10, 1.0], scale:[1.25, 0.70, 1.25], color:[0.35,0.55,0.78] } ]; const ladder = { pos:[7.2, 1.55, -0.15], scale:[0.34, 3.1, 0.34], color:[0.55,0.38,0.22], spec:[0.25,0.18,0.12], shin:18 }; const ladderDeck = { pos:[7.2, 3.20, -0.9], scale:[2.0, 0.22, 1.8], color:[0.30,0.70,0.45], spec:[0.25,0.40,0.30], shin:24 }; // Phase 29 — hostile death timeline: fall/settle then boom/despawn const HOSTILE_DEATH_FALL = 0.42; const HOSTILE_DEATH_BOOM = 0.18; const HOSTILE_DEATH_TOTAL = HOSTILE_DEATH_FALL + HOSTILE_DEATH_BOOM; const hostile = { mesh: crateMesh, pos: [-7.2, 0.6, -5.0], scale: 1.2, hp: 5, alive: true, speed: 1.35, aggroRange: 8.0, loseRange: 18.0, alerted: false, hitFlash: 0, dying: 0, deathBoomPending: false, tipSign: 1, baseY: 0.0 }; const patrolHostile = { mesh: crateMesh, pos: [4.0, 0.6, 2.0], scale: 1.1, hp: 5, alive: true, speed: 1.8, hitFlash: 0, waypointA: [4.0, 0.6, 2.0], waypointB: [-4.0, 0.6, 2.0], targetIsA: false, hurtCooldown: 0, dying: 0, deathBoomPending: false, tipSign: -1, baseY: 0.0 }; // Phase 25 lean: fewer dogs / ammo clutter; keep shootables const dogs = [ { mesh: crateMesh, pos: [0.5, 0.25, -1.2], scale: 0.9, color:[0.55,0.45,0.35], spec:[0.3,0.25,0.2], shin:24, wanderTimer:0, speed:0.95, target:[0,0,0], alive:true, hp:2, hitFlash:0 } ]; const ammoPickups = [ { mesh: crateMesh, pos: [-2.5, 0.35, -3.5], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick0', accent:[0.25,0.95,0.95] }, { mesh: crateMesh, pos: [5.2, 0.35, 0.8], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:12, name:'ammoPick1', accent:[0.98,0.82,0.2] }, { mesh: crateMesh, pos: [2.4, 0.35, -6.4], scale: 0.75, color: [0.42,0.28,0.16], spec:[0.25,0.2,0.15], shin:28, alive:true, amount:10, name:'ammoPick2', accent:[0.35,0.95,0.45] } ]; function drawAmmoBox(p){ const ls = p.scale; gl.uniform1f(uUseTex, 0.0); let m = identity(); m[0]=ls; m[5]=ls*0.55; m[10]=ls; m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2]; gl.uniformMatrix4fv(uModel, false, m); drawMesh(p.mesh, m, p.color, p.spec, p.shin); let lid = identity(); lid[0]=ls*0.95; lid[5]=ls*0.75; lid[10]=ls*0.08; lid[12]=p.pos[0]; lid[13]=p.pos[1] + ls*0.35; lid[14]=p.pos[2] - ls*0.55; gl.uniformMatrix4fv(uModel, false, lid); drawMesh(p.mesh, lid, curLook.ammo.lid, [0.2,0.15,0.1], 22); const acc = p.accent || [0.9,0.85,0.3]; for (let i = 0; i < 3; i++){ let a = identity(); a[0]=ls*0.16; a[5]=ls*0.28; a[10]=ls*0.48; a[12]=p.pos[0] + (i-1)*ls*0.26; a[13]=p.pos[1] + ls*0.28; a[14]=p.pos[2] + ls*0.02; gl.uniformMatrix4fv(uModel, false, a); drawMesh(p.mesh, a, acc, [1.0,1.0,0.85], 90); } } const door = { mesh: crateMesh, pos: [-4.5, 1.1, -2.0], scale: [0.25, 2.2, 1.6], color: [0.6,0.6,0.65], spec: [0.2,0.2,0.25], shin: 20, open: false, name: 'door' }; const lamps = [ { name:'lamp0', pos:[0.4,0.0,-2.2], postScale:[0.12,1.8,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false }, { name:'lamp1', pos:[-2.0,0.0,-1.0], postScale:[0.12,1.6,0.12], bulbScale:[0.22,0.22,0.22], warm:true, on:true, broken:false }, { name:'lamp2', pos:[3.2,0.0,-2.6], postScale:[0.14,1.9,0.14], bulbScale:[0.28,0.28,0.28], warm:true, on:true, broken:false } ]; // ===== END GAME DATA ===== function lampBulbTip(l){ return [l.pos[0], l.pos[1] + l.postScale[1] + l.bulbScale[1]*0.5, l.pos[2]]; } function lampLit(l){ return nightMode && l.on && !l.broken; } function nearestLitLamps(n){ const lit = lamps.filter(lampLit); if (lit.length <= n) return lit.slice(); lit.sort((a,b)=>{ const ta = lampBulbTip(a), tb = lampBulbTip(b); const da = Math.hypot(ta[0]-cam.pos[0], ta[2]-cam.pos[2]); const db = Math.hypot(tb[0]-cam.pos[0], tb[2]-cam.pos[2]); return da - db; }); if (n >= 2 && lit.length >= 2) { return [lit[0], lit[lit.length - 1]]; } return lit.slice(0, n); } let audioCtx = null; function ensureAudio(){ if (audioCtx) return; try { audioCtx = new (window.AudioContext || window.webkitAudioContext)(); } catch(e){} } function beep(freq, dur, vol){ if (!cfg.sound) return; // [e29] sound toggle try { ensureAudio(); if (!audioCtx) return; if (audioCtx.state === 'suspended') audioCtx.resume(); const o = audioCtx.createOscillator(); const g = audioCtx.createGain(); o.type = 'square'; o.frequency.value = freq; g.gain.value = vol; o.connect(g); g.connect(audioCtx.destination); o.start(); g.gain.exponentialRampToValueAtTime(0.0001, audioCtx.currentTime + dur); o.stop(audioCtx.currentTime + dur); } catch(e){} } function sfxShoot(){ beep(700, 0.06, 0.05); } function sfxReloadStart(){ beep(300, 0.08, 0.04); } function sfxReloadEnd(){ beep(600, 0.12, 0.05); } function sfxHit(){ beep(200, 0.07, 0.05); } function sfxHurt(){ beep(140, 0.12, 0.07); } function sfxPickup(){ beep(880, 0.07, 0.05); beep(1200, 0.08, 0.04); } function sfxDoor(){ beep(180, 0.1, 0.05); } function sfxBump(){ beep(110, 0.05, 0.06); } function sfxWin(){ beep(520, 0.1, 0.05); beep(780, 0.15, 0.05); } let _bumpSfxAt = 0; function sfxBumpThrottled(minGap){ const t = (typeof performance !== 'undefined' ? performance.now() : Date.now()); if (t - _bumpSfxAt < (minGap || 180)) return; _bumpSfxAt = t; sfxBump(); } function enterOrbit(){ if (orbit.enabled) return; orbit._saved = [cam.pos[0], cam.pos[1], cam.pos[2], cam.yaw, cam.pitch]; orbit.enabled = true; document.exitPointerLock?.(); } function exitOrbit(){ if (!orbit.enabled) return; orbit.enabled = false; if (orbit._saved) { cam.pos[0] = orbit._saved[0]; cam.pos[2] = orbit._saved[2]; cam.yaw = orbit._saved[3]; cam.pitch = orbit._saved[4]; } cam.pos[1] = crouching ? crouchEye : standEye; } let demoDrive = null; function stopDemoDrive(){ if (demoDrive) { clearInterval(demoDrive); demoDrive = null; } keys['KeyW'] = keys['KeyS'] = keys['KeyA'] = keys['KeyD'] = false; } function toggleNight(){ nightMode = !nightMode; cfg.night = nightMode; // [e29] flashHint(nightMode ? ('NIGHT — ' + lamps.filter(l=>l.on && !l.broken).length + ' LAMPS') : 'DAY — LAMPS OFF'); } window.addEventListener('keydown', e=>{ if (uiBlocked) return; // [e29] overlay open if (['KeyW','KeyA','KeyS','KeyD','ArrowUp','ArrowDown','ArrowLeft','ArrowRight','Space'].includes(e.code)) { e.preventDefault(); stopDemoDrive(); } keys[e.code]=true; if (e.code === 'Space' && !crouching) { jumpBufferTimer = JUMP_BUFFER; } if (e.code === 'ControlLeft' || e.code === 'ControlRight') { crouching = true; } if (e.code === 'KeyO') { if (orbit.enabled) exitOrbit(); else enterOrbit(); } if (e.code === 'Escape') { exitOrbit(); document.exitPointerLock?.(); } if (e.code === 'KeyN' || e.code === 'KeyG') { toggleNight(); } if (e.code === 'KeyL') { e.preventDefault(); if (e.shiftKey) openGlbPicker(); else cycleLook(); // [e29] L = look, Shift+L = GLB pick } if (e.code === 'KeyK') { e.preventDefault(); toggleLookProp(); } if (e.code === 'KeyC') { showCredit(2000); } if (e.code === 'KeyP') { coachDump(); } if (e.code === 'KeyT') { charShapePack = (charShapePack + 1) % CHAR_SHAPES.length; applyCharShapePack(); } if (e.code === 'KeyR') { if (!reloading && ammoMag < MAG_CAP && ammoReserve > 0) { reloading = true; reloadTimer = 1.5; flashHint('RELOADING'); sfxReloadStart(); } } if (e.code === 'KeyE') { const dx = cam.pos[0] - door.pos[0]; const dz = cam.pos[2] - door.pos[2]; if (Math.hypot(dx, dz) < 2.2) { door.open = !door.open; sfxDoor(); flashHint(door.open ? 'DOOR OPEN' : 'DOOR CLOSED'); } } }); window.addEventListener('keyup', e=>{ keys[e.code]=false; if (e.code === 'ControlLeft' || e.code === 'ControlRight') { crouching = false; } }); let mouseDown=false; let pendingShoot = false; document.addEventListener('pointerlockchange', ()=>{ if (document.pointerLockElement === canvas && pendingShoot) { pendingShoot = false; tryShoot(); } }); canvas.addEventListener('mousedown', (e)=>{ if (uiBlocked) return; // [e29] stopDemoDrive(); mouseDown=true; if (e.button === 0) { if (document.pointerLockElement === canvas) { tryShoot(); } else { pendingShoot = true; canvas.requestPointerLock?.(); } } }); window.addEventListener('mouseup', ()=>mouseDown=false); canvas.addEventListener('mousemove', e=>{ if (orbit.enabled) { if(!mouseDown) return; orbit.yawTarget += e.movementX * cam.sens; orbit.pitchTarget += e.movementY * cam.sens; orbit.pitchTarget = Math.max(-1.4, Math.min(1.4, orbit.pitchTarget)); } else { if(!mouseDown && document.pointerLockElement !== canvas) return; cam.yaw += e.movementX * cam.sens; cam.pitch += e.movementY * cam.sens; cam.pitch = Math.max(-1.5, Math.min(1.5, cam.pitch)); } }); function flatForward(){ return [Math.sin(cam.yaw), 0, -Math.cos(cam.yaw)]; } function flatRight(){ return [Math.cos(cam.yaw), 0, Math.sin(cam.yaw)]; } function updateCamera(dt){ if (orbit.enabled) { orbit.yaw += (orbit.yawTarget - orbit.yaw) * 0.12; orbit.pitch += (orbit.pitchTarget - orbit.pitch) * 0.12; const cp = Math.cos(orbit.pitch); const sp = Math.sin(orbit.pitch); const cy = Math.cos(orbit.yaw); const sy = Math.sin(orbit.yaw); cam.pos[0] = orbit.target[0] + orbit.radius * cp * sy; cam.pos[1] = orbit.target[1] + orbit.radius * sp; cam.pos[2] = orbit.target[2] + orbit.radius * cp * cy; return; } const fwd = flatForward(); const right = flatRight(); let move = 0; let strafe = 0; if(keys['KeyW']||keys['ArrowUp']) move += 1; if(keys['KeyS']||keys['ArrowDown']) move -= 1; if(keys['KeyA']||keys['ArrowLeft']) strafe += 1; if(keys['KeyD']||keys['ArrowRight']) strafe -= 1; // diagonal: both keys at once (W+A = forward-left), normalize so speed stays even const mlen = Math.hypot(move, strafe); if (mlen > 1e-6) { move /= mlen; strafe /= mlen; } const eye = crouching ? crouchEye : standEye; function nodeTopY(node) { if (!node || !node.pos) return 0; const s = node.scale; const sy = Array.isArray(s) ? s[1] : (typeof s === 'number' ? s : 1); if (node.pivot === 'base' && node.aabbH != null) return node.pos[1] + node.aabbH; // center-pivot crates / boxes / parkour: pos is center if (Array.isArray(s) || (typeof s === 'number' && node.pivot !== 'base')) { return node.pos[1] + sy * 0.5; } return node.pos[1] + sy * 0.5; } function collectWalkTops() { const tops = []; for (let i = 0; i < parkourBlocks.length; i++) { const pl = parkourBlocks[i]; tops.push({ x: pl.pos[0], z: pl.pos[2], hx: pl.scale[0] * 0.5 + 0.06, hz: pl.scale[2] * 0.5 + 0.06, top: pl.pos[1] + pl.scale[1] * 0.5 }); } // ladder deck if (cfg.parkour) tops.push({ x: ladderDeck.pos[0], z: ladderDeck.pos[2], hx: ladderDeck.scale[0] * 0.5 + 0.06, hz: ladderDeck.scale[2] * 0.5 + 0.06, top: ladderDeck.pos[1] + ladderDeck.scale[1] * 0.5 }); // pier + any walkable scene nodes + solid crates (land on tops) for (let i = 0; i < sceneNodes.length; i++) { const n = sceneNodes[i]; if (!n.pos) continue; if (n.name === 'ground' || n.name === 'marker') continue; if (n.climb) continue; if (n.hp !== undefined && n.hp <= 0 && !(n.dying > 0)) continue; const s = n.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; const top = nodeTopY(n); if (!(n.walkable || n.name === 'pier' || n.hp !== undefined || n.solidR)) continue; tops.push({ x: n.pos[0], z: n.pos[2], hx: (Array.isArray(s) ? sx : sx) * 0.5 + 0.08, hz: (Array.isArray(s) ? sz : sz) * 0.5 + 0.08, top: top }); } // bollard look prop (proxy cylinder as box) if (typeof lookProp !== 'undefined' && lookProp && lookProp.visible) { tops.push({ x: lookProp.pos[0], z: lookProp.pos[2], hx: 0.38, hz: 0.38, top: lookProp.pos[1] + 1.15 }); } return tops; } function platformFloor(px, pz, fromY) { if (levelOn()) return levelFloor(px, pz, fromY); // [e30] loaded scene is the floor let best = 0.0; const tops = collectWalkTops(); for (let i = 0; i < tops.length; i++) { const pl = tops[i]; if (Math.abs(px - pl.x) <= pl.hx && Math.abs(pz - pl.z) <= pl.hz) { // land only when above / near this top (not under a ceiling) if (fromY + 0.55 >= pl.top && pl.top > best) best = pl.top; } } return best; } function tryJump() { if (crouching || !cfg.jump) return false; // [e29] jump toggle if (!(onGround || coyoteTimer > 0 || onLadder)) return false; if (onLadder) { onLadder = false; velY = JUMP_VEL * 0.85; onGround = false; coyoteTimer = 0; jumpBufferTimer = 0; try { beep(420, 0.05, 0.04); } catch (_) {} flashHint('JUMP OFF'); return true; } // no infinite air-jump: require ground or coyote velY = JUMP_VEL; onGround = false; coyoteTimer = 0; jumpBufferTimer = 0; wasOnGround = false; try { beep(420, 0.05, 0.04); } catch (_) {} flashHint('JUMP'); return true; } // --- ladder mount / climb --- const lx = ladder.pos[0], lz = ladder.pos[2]; const deckTop = ladderDeck.pos[1] + ladderDeck.scale[1] * 0.5; const ladderTop = deckTop; const nearLadderXZ = cfg.parkour && Math.hypot(cam.pos[0] - lx, cam.pos[2] - lz) < 0.9; const climbPressed = !!(keys['KeyW']||keys['KeyS']||keys['ArrowUp']||keys['ArrowDown']); const onDeckXZ = ( Math.abs(cam.pos[0] - ladderDeck.pos[0]) < ladderDeck.scale[0] * 0.5 && Math.abs(cam.pos[2] - ladderDeck.pos[2]) < ladderDeck.scale[2] * 0.5 ); if (!onLadder && nearLadderXZ && !onDeckXZ && airY < deckTop - 0.25 && climbPressed) { onLadder = true; velY = 0; onGround = false; flashHint('LADDER'); } if (onLadder) { velY = 0; let climb = 0; if (keys['KeyW']||keys['ArrowUp']) climb += 1; if (keys['KeyS']||keys['ArrowDown']) climb -= 1; airY += climb * CLIMB_SPEED * dt; cam.pos[0] += (lx - cam.pos[0]) * Math.min(1, 3.5 * dt); cam.pos[2] += (lz - cam.pos[2]) * Math.min(1, 3.5 * dt); // A/D step off if (keys['KeyA']||keys['ArrowLeft']||keys['KeyD']||keys['ArrowRight']) { cam.pos[0] += right[0] * strafe * cam.speed * 0.55 * dt; cam.pos[2] += right[2] * strafe * cam.speed * 0.55 * dt; if (Math.hypot(cam.pos[0] - lx, cam.pos[2] - lz) > 1.1) onLadder = false; } if (airY <= 0) { airY = 0; onLadder = false; onGround = true; velY = 0; } if (airY >= ladderTop - 0.05) { airY = ladderTop; onLadder = false; velY = 0; onGround = true; flashHint('DECK'); } if (jumpBufferTimer > 0) tryJump(); cam.pos[1] = eye + airY; return; } // intended horizontal delta const dx = (fwd[0]*move + right[0]*strafe) * cam.speed * dt; const dz = (fwd[2]*move + right[2]*strafe) * cam.speed * dt; // step-up / mantle probe: if forward is blocked at feet but clear at raised height, lift function blockedAt(px, pz, feetY) { if (!cfg.collision) return null; // [e29] engine part: collision off = noclip if (levelOn()) return levelBlockedAt(px, pz, feetY); // [e30] walls/steps from the scene mesh const r = PLAYER_R; for (let i = 0; i < sceneNodes.length; i++) { const node = sceneNodes[i]; if (!node.pos) continue; if (node.name === 'pier' || node.name === 'ground' || node.name === 'marker') continue; if (node.climb || node.walkable) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const top = nodeTopY(node); if (feetY >= top - 0.02) continue; // on top — not a side block const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; const halfX = sx * 0.5 + r, halfZ = sz * 0.5 + r; if (px > node.pos[0] - halfX && px < node.pos[0] + halfX && pz > node.pos[2] - halfZ && pz < node.pos[2] + halfZ) return top; } // parkour sides when below top for (let i = 0; i < parkourBlocks.length; i++) { const pl = parkourBlocks[i]; const top = pl.pos[1] + pl.scale[1] * 0.5; if (feetY >= top - 0.02) continue; const hx = pl.scale[0] * 0.5 + r, hz = pl.scale[2] * 0.5 + r; if (Math.abs(px - pl.pos[0]) < hx && Math.abs(pz - pl.pos[2]) < hz) return top; } // ladder body is climbable — not a hard block here return null; } // try move X then Z (per-axis), with step-up / mantle function moveAxis(ax, az) { const nx = cam.pos[0] + ax; const nz = cam.pos[2] + az; const hit = blockedAt(nx, nz, airY); if (hit == null) { cam.pos[0] = nx; cam.pos[2] = nz; return; } const rise = hit - airY; // auto step-up for small ledges if (rise > 0.02 && rise <= STEP_UP + 0.02 && onGround) { const hit2 = blockedAt(nx, nz, hit + 0.02); if (hit2 == null) { airY = hit; cam.pos[0] = nx; cam.pos[2] = nz; onGround = true; velY = 0; return; } } // mantle: press forward (or jump buffer) into taller ledge up to MANTLE_MAX const wantMantle = (move > 0.2 || jumpBufferTimer > 0) && rise > STEP_UP && rise <= MANTLE_MAX; if (wantMantle && (onGround || coyoteTimer > 0.02)) { const hit2 = blockedAt(nx, nz, hit + 0.05); if (hit2 == null) { airY = hit; cam.pos[0] = nx; cam.pos[2] = nz; velY = 0; onGround = true; jumpBufferTimer = 0; flashHint('MANTLE'); return; } } // blocked on this axis — leave position (other axis may still move) } const ox = cam.pos[0], oz = cam.pos[2]; moveAxis(dx, 0); moveAxis(0, dz); // if both axes alone failed but diagonal into a corner, stay put (already handled) // vertical: coyote + gravity + landing if (onGround) { coyoteTimer = COYOTE_TIME; } else { coyoteTimer = Math.max(0, coyoteTimer - dt); } if (jumpBufferTimer > 0) { jumpBufferTimer -= dt; if (tryJump()) { /* consumed */ } } if (!cfg.gravity) { // [e29] engine part: gravity off = fly (Space up, Ctrl down) velY = 0; jumpBufferTimer = 0; if (keys['Space']) airY += 3.2 * dt; if (keys['ControlLeft'] || keys['ControlRight']) airY -= 3.2 * dt; airY = levelOn() ? Math.max(level.collider.stats.min[1] - 5, Math.min(level.collider.stats.max[1] + 12, airY)) : Math.max(0, Math.min(12, airY)); // [e30] onGround = airY <= 0.001; coyoteTimer = COYOTE_TIME; wasOnGround = onGround; cam.pos[1] = standEye + airY; return; } const floorProbe = platformFloor(cam.pos[0], cam.pos[2], airY); if (!onGround || velY !== 0 || airY > floorProbe + 0.001) { velY -= GRAVITY * dt; airY += velY * dt; const floorNow = platformFloor(cam.pos[0], cam.pos[2], airY); if (velY <= 0 && airY <= floorNow + 0.14) { airY = floorNow; velY = 0; onGround = true; coyoteTimer = COYOTE_TIME; } else if (airY <= 0 && !levelOn()) { // [e30] no implicit y=0 floor inside a loaded level airY = 0; velY = 0; onGround = true; coyoteTimer = COYOTE_TIME; } else { onGround = false; } } else { airY = floorProbe; velY = 0; onGround = true; coyoteTimer = COYOTE_TIME; } // walked off ledge → start coyote (already set when onGround flips) if (wasOnGround && !onGround && velY <= 0) { coyoteTimer = COYOTE_TIME; } wasOnGround = onGround; cam.pos[1] = eye + airY; } function drawMesh(mesh, modelMat, baseColor, specColor, shininess){ const stride = mesh.stride || 32; gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo); gl.enableVertexAttribArray(aPos); gl.enableVertexAttribArray(aNormal); if (aUV >= 0) gl.enableVertexAttribArray(aUV); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, stride, 12); if (aUV >= 0) gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, stride, 24); bindDefaultTangent(); clearNormalMapUniforms(); gl.uniformMatrix4fv(uModel, false, modelMat); gl.uniform3fv(uBaseColor, baseColor); gl.uniform3fv(uSpecColor, cfg.lightExtras ? specColor : ZERO3); // [e29] engine part gl.uniform1f(uShininess, shininess); gl.drawArrays(gl.TRIANGLES, 0, mesh.count); } function drawMeshDepth(mesh, modelMat){ const stride = mesh.stride || 32; gl.bindBuffer(gl.ARRAY_BUFFER, mesh.vbo); gl.enableVertexAttribArray(d_aPos); gl.vertexAttribPointer(d_aPos, 3, gl.FLOAT, false, stride, 0); gl.uniformMatrix4fv(d_uModel, false, modelMat); gl.drawArrays(gl.TRIANGLES, 0, mesh.count); } function drawTexturedPart(part, rootModel){ const model = multiply(rootModel, part.local || identity()); const stride = part.mesh.stride || 32; gl.bindBuffer(gl.ARRAY_BUFFER, part.mesh.vbo); gl.enableVertexAttribArray(aPos); gl.enableVertexAttribArray(aNormal); if (aUV >= 0) gl.enableVertexAttribArray(aUV); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, stride, 0); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, stride, 12); if (aUV >= 0) gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, stride, 24); if (part.mesh.hasTangent && aTangent >= 0) { gl.enableVertexAttribArray(aTangent); gl.vertexAttribPointer(aTangent, 4, gl.FLOAT, false, stride, 32); } else { bindDefaultTangent(); } gl.uniformMatrix4fv(uModel, false, model); gl.uniform3fv(uBaseColor, part.color || [1,1,1]); gl.uniform3fv(uSpecColor, cfg.lightExtras ? (part.spec || [0.35,0.35,0.35]) : ZERO3); // [e29] gl.uniform1f(uShininess, part.shin || 48); if (cfg.textures && part.useTex && part.tex) { // [e29] engine part gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, part.tex); gl.uniform1i(uAlbedo, 1); gl.uniform1f(uUseTex, 1.0); } else { gl.uniform1f(uUseTex, 0.0); } if (cfg.textures && part.useNm && part.nm) { // [e29] engine part gl.activeTexture(gl.TEXTURE2); gl.bindTexture(gl.TEXTURE_2D, part.nm); gl.uniform1i(uNormalMap, 2); gl.uniform1f(uHasNormalMap, 1.0); gl.uniform1f(uNormalScale, part.nmScale != null ? part.nmScale : 1.0); } else { clearNormalMapUniforms(); } gl.drawArrays(gl.TRIANGLES, 0, part.mesh.count); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, albedoTex); gl.uniform1i(uAlbedo, 1); bindDefaultTangent(); clearNormalMapUniforms(); clearNormalMapUniforms(); if (aTangent >= 0) gl.disableVertexAttribArray(aTangent); } // ===== BEGIN GAME DATA: Breaker Bay level data / tuning (MIT like the rest; still inline here until the engine/game split in PLAN.md moves it to game/) ===== // Phase 25 lean scene: fewer decorative props; keep cover + parkour + shoot crates const LEAN_SCENE = true; const sceneNodes = [ { mesh: ground, model: identity(), color: [0.32,0.42,0.52], spec:[0.05,0.05,0.07], shin: 8, name:'ground', useTex:1 }, { mesh: triangle, model: null, color: [0.9,0.4,0.2], spec:[0.6,0.3,0.2], shin: 32, name:'marker' }, { mesh: crateMesh, model: null, color: [0.7,0.6,0.45], spec:[0.55,0.45,0.25], shin: 28, name:'crate0', pos:[-1.0,0.7,-3.0], scale:1.4, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color: [0.6,0.7,0.55], spec:[0.35,0.55,0.45], shin: 36, name:'crate1', pos:[1.4,0.6,-6.2], scale:1.2, hp:3, maxHp:3, dying:0, pivot:'center' }, { mesh: objMesh, model: null, color: [0.85,0.65,0.35], spec:[0.9,0.8,0.6], shin: 64, name:'objPyramid', pos:[-1.2,0.0,0.4], scale:1.0, solidR:1.25, hp:3, maxHp:3, dying:0, pivot:'base', aabbH:1.8 }, { mesh: crateMesh, model: null, color:[0.60,0.62,0.66], spec:[0.25,0.25,0.30], shin:22, name:'pier', pos:[0.0,0.1,-8.5], scale:[7.0,0.2,1.8], walkable:true }, { mesh: crateMesh, model: null, color:[0.88,0.18,0.14], spec:[0.55,0.2,0.15], shin:28, name:'redBox0', pos:[2.2,0.4,-1.8], scale:0.85, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.9,0.16,0.12], spec:[0.55,0.2,0.15], shin:28, name:'redBox1', pos:[-4.6,0.4,-4.4], scale:0.9, hp:2, maxHp:2, dying:0, pivot:'center' }, { mesh: crateMesh, model: null, color:[0.72,0.42,0.22], spec:[0.3,0.2,0.12], shin:20, name:'parkour0', pos:[3.6,0.25,3.4], scale:[1.2,0.50,1.2], walkable:true }, { mesh: crateMesh, model: null, color:[0.75,0.48,0.25], spec:[0.3,0.2,0.12], shin:20, name:'parkour1', pos:[4.9,0.80,2.7], scale:[1.15,0.70,1.15], walkable:true }, { mesh: crateMesh, model: null, color:[0.70,0.40,0.20], spec:[0.3,0.2,0.12], shin:20, name:'parkour2', pos:[6.1,1.40,1.9], scale:[1.2,0.70,1.2], walkable:true }, { mesh: crateMesh, model: null, color:[0.35,0.55,0.78], spec:[0.25,0.35,0.45], shin:24, name:'parkour3', pos:[7.2,2.10,1.0], scale:[1.25,0.70,1.25], walkable:true }, { mesh: crateMesh, model: null, color:[0.55,0.38,0.22], spec:[0.25,0.18,0.12], shin:18, name:'ladder', pos:[7.2,1.55,-0.15], scale:[0.34,3.1,0.34], climb:true }, { mesh: crateMesh, model: null, color:[0.30,0.70,0.45], spec:[0.25,0.40,0.30], shin:24, name:'ladderDeck', pos:[7.2,3.20,-0.9], scale:[2.0,0.22,1.8], walkable:true } ]; const childMarker = { mesh: triangle, parent:'crate0', local: [0,1.2,0], color:[1.0,0.9,0.3], spec:[1.0,0.9,0.5], shin: 80 }; // ===== END GAME DATA ===== function frustumCull(node){ if (!node.pos) return true; const dx = cam.pos[0] - node.pos[0]; const dz = cam.pos[2] - node.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 35) return false; const sc = node.scale; const half = (Array.isArray(sc) ? Math.max(sc[0], sc[2]) : sc) * 0.9; if (Math.abs(cam.pos[0] - node.pos[0]) > 40 + half) return false; if (Math.abs(cam.pos[2] - node.pos[2]) > 40 + half) return false; return true; } function resolveCollision(){ if (!cfg.collision) return; // [e29] engine part: collision off = noclip if (levelOn()) { levelPushPlayer(); return; } // [e30] // Phase 28: height-gated side push — standing on top does not snag; resolve min-pen on XZ only. // Vertical (airY / velY) is never cleared here. const r = PLAYER_R; const feetY = airY; function solidTop(node) { const s = node.scale; const sy = Array.isArray(s) ? s[1] : (typeof s === 'number' ? s : 1); if (node.pivot === 'base' && node.aabbH != null) return node.pos[1] + node.aabbH; return node.pos[1] + sy * 0.5; } function pushOutXZ(cx, cz, hx, hz) { const minX = cx - hx, maxX = cx + hx; const minZ = cz - hz, maxZ = cz + hz; if (cam.pos[0] <= minX || cam.pos[0] >= maxX || cam.pos[2] <= minZ || cam.pos[2] >= maxZ) return; const dxL = cam.pos[0] - minX, dxR = maxX - cam.pos[0]; const dzB = cam.pos[2] - minZ, dzF = maxZ - cam.pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); // prefer the axis of least penetration (stable edges) if (m === dxL) cam.pos[0] = minX; else if (m === dxR) cam.pos[0] = maxX; else if (m === dzB) cam.pos[2] = minZ; else cam.pos[2] = maxZ; } for (const node of sceneNodes){ if (!node.pos) continue; if (node.name === 'pier' || node.name === 'ground' || node.name === 'marker') continue; if (node.climb || node.walkable) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const top = solidTop(node); // on / above top → land via platformFloor; do not side-push (avoids mid-air stick) if (feetY >= top - 0.05) continue; const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; pushOutXZ(node.pos[0], node.pos[2], sx * 0.5 + r, sz * 0.5 + r); } // bollard proxy when visible if (lookProp && lookProp.visible) { const bTop = lookProp.pos[1] + 1.15; if (feetY < bTop - 0.05) { pushOutXZ(lookProp.pos[0], lookProp.pos[2], 0.38 + r, 0.38 + r); } } if (!door.open) { const s = door.scale; const sx = Array.isArray(s) ? s[0] : s; const sz = Array.isArray(s) ? s[2] : s; pushOutXZ(door.pos[0], door.pos[2], sx * 0.5 + r, sz * 0.5 + r); } } function shareAmmoIntoMag(){ const need = MAG_CAP - ammoMag; if (need <= 0 || ammoReserve <= 0) return 0; const take = Math.min(need, ammoReserve); ammoMag += take; ammoReserve -= take; return take; } function checkAmmoPickups(){ for (const p of ammoPickups){ if (!p.alive) continue; const dx = cam.pos[0] - p.pos[0]; const dz = cam.pos[2] - p.pos[2]; if (Math.hypot(dx, dz) < 1.45){ ammoReserve += p.amount; p.alive = false; const shared = shareAmmoIntoMag(); sfxPickup(); flashHint('AMMO ' + ammoMag + '/' + ammoReserve + (shared ? (' MAG+' + shared) : (' RES+' + p.amount))); } } } let targets = sceneNodes.filter(n => n.hp !== undefined); function refreshTargets(){ targets = sceneNodes.filter(n => n.hp !== undefined); } const hintEl = document.createElement('div'); hintEl.style.position='fixed'; hintEl.style.left='50%'; hintEl.style.top='18%'; hintEl.style.transform='translateX(-50%)'; hintEl.style.color='#fff'; hintEl.style.fontSize='14px'; hintEl.style.background='rgba(0,0,0,.55)'; hintEl.style.padding='6px 10px'; hintEl.style.borderRadius='8px'; hintEl.style.opacity='0'; hintEl.style.transition='opacity .3s'; hintEl.style.pointerEvents='none'; document.body.appendChild(hintEl); let lastHintText = ''; function flashHint(text){ lastHintText = text; hintEl.textContent = text; hintEl.style.opacity='1'; setTimeout(()=>{ hintEl.style.opacity='0'; }, 1500); } // Phase 27 — Muse pick: pierMooringBollard (Mooring Bollard), in-engine pos+norm+uv function createPierMooringBollardMesh() { const pos = []; const norm = []; const uvs = []; function pushTri(ax,ay,az, bx,by,bz, cx,cy,cz, nx,ny,nz, ua,va, ub,vb, uc,vc) { pos.push(ax,ay,az, bx,by,bz, cx,cy,cz); norm.push(nx,ny,nz, nx,ny,nz, nx,ny,nz); uvs.push(ua,va, ub,vb, uc,vc); } function addCylinder(r, y0, y1, segs, v0, v1) { for (let i = 0; i < segs; i++) { const a0 = (i / segs) * Math.PI * 2; const a1 = ((i + 1) / segs) * Math.PI * 2; const c0 = Math.cos(a0), s0 = Math.sin(a0); const c1 = Math.cos(a1), s1 = Math.sin(a1); const x0 = c0 * r, z0 = s0 * r; const x1 = c1 * r, z1 = s1 * r; const u0 = i / segs, u1 = (i + 1) / segs; // side pushTri(x0,y0,z0, x1,y0,z1, x1,y1,z1, c0,0,s0, u0,v0, u1,v0, u1,v1); pushTri(x0,y0,z0, x1,y1,z1, x0,y1,z0, c0,0,s0, u0,v0, u1,v1, u0,v1); // top cap pushTri(0,y1,0, x0,y1,z0, x1,y1,z1, 0,1,0, 0.5,0.5, 0.5+c0*0.5,0.5+s0*0.5, 0.5+c1*0.5,0.5+s1*0.5); // bottom cap pushTri(0,y0,0, x1,y0,z1, x0,y0,z0, 0,-1,0, 0.5,0.5, 0.5+c1*0.5,0.5+s1*0.5, 0.5+c0*0.5,0.5+s0*0.5); } } function addBox(cx,cy,cz, sx,sy,sz, u0,v0,u1,v1) { const x0 = cx - sx*0.5, x1 = cx + sx*0.5; const y0 = cy - sy*0.5, y1 = cy + sy*0.5; const z0 = cz - sz*0.5, z1 = cz + sz*0.5; // +Z pushTri(x0,y0,z1, x1,y0,z1, x1,y1,z1, 0,0,1, u0,v0, u1,v0, u1,v1); pushTri(x0,y0,z1, x1,y1,z1, x0,y1,z1, 0,0,1, u0,v0, u1,v1, u0,v1); // -Z pushTri(x1,y0,z0, x0,y0,z0, x0,y1,z0, 0,0,-1, u0,v0, u1,v0, u1,v1); pushTri(x1,y0,z0, x0,y1,z0, x1,y1,z0, 0,0,-1, u0,v0, u1,v1, u0,v1); // +X pushTri(x1,y0,z1, x1,y0,z0, x1,y1,z0, 1,0,0, u0,v0, u1,v0, u1,v1); pushTri(x1,y0,z1, x1,y1,z0, x1,y1,z1, 1,0,0, u0,v0, u1,v1, u0,v1); // -X pushTri(x0,y0,z0, x0,y0,z1, x0,y1,z1, -1,0,0, u0,v0, u1,v0, u1,v1); pushTri(x0,y0,z0, x0,y1,z1, x0,y1,z0, -1,0,0, u0,v0, u1,v1, u0,v1); // +Y pushTri(x0,y1,z1, x1,y1,z1, x1,y1,z0, 0,1,0, u0,v0, u1,v0, u1,v1); pushTri(x0,y1,z1, x1,y1,z0, x0,y1,z0, 0,1,0, u0,v0, u1,v1, u0,v1); // -Y pushTri(x0,y0,z0, x1,y0,z0, x1,y0,z1, 0,-1,0, u0,v0, u1,v0, u1,v1); pushTri(x0,y0,z0, x1,y0,z1, x0,y0,z1, 0,-1,0, u0,v0, u1,v1, u0,v1); } const segs = 16; addCylinder(0.30, 0.00, 0.15, segs, 0.00, 0.12); // base addCylinder(0.22, 0.15, 1.05, segs, 0.12, 0.88); // shaft addCylinder(0.28, 1.05, 1.20, segs, 0.88, 1.00); // cap // horns at shaft top (~y=1.05), along +/- Z addBox(0.00, 1.05, 0.25, 0.12, 0.12, 0.50, 0.0, 0.0, 1.0, 1.0); addBox(0.00, 1.05, -0.25, 0.12, 0.12, 0.50, 0.0, 0.0, 1.0, 1.0); const tans = computeTangentsFromUV(pos, norm, uvs); return createMeshWithTangents(new Float32Array(pos), new Float32Array(norm), new Float32Array(uvs), tans); } const LOOK_TOYCAR_URL = 'models/look/khronos-toy-car.glb'; const pierMooringBollardMesh = createPierMooringBollardMesh(); const lookProp = { parts: [], authoredParts: [{ mesh: pierMooringBollardMesh, color: [0.28, 0.30, 0.34], spec: [0.48, 0.45, 0.40], shin: 72, useTex: false, useNm: false, local: null }], pos: [2.4, 0.0, -4.2], yaw: 0.0, visible: true, loaded: true, name: 'pierMooringBollard' }; function lookPropRootModel(){ // T * R: yaw in place, then world translation (avoid pre-existing translate quirks) let m = rotateY(identity(), lookProp.yaw); m[12] = lookProp.pos[0]; m[13] = lookProp.pos[1]; m[14] = lookProp.pos[2]; return m; } function applyLookParts(parts){ lookProp.parts = parts || []; lookProp.loaded = lookProp.parts.length > 0 || (lookProp.authoredParts && lookProp.authoredParts.length > 0); lookProp.visible = true; } function loadLookGlbUrl(url, hintOk){ flashHint('LOOK LOAD…'); return fetch(url).then(function(r){ if (!r.ok) throw new Error('HTTP ' + r.status); return r.arrayBuffer(); }).then(function(ab){ return loadGLBTextured(ab); }).then(function(res){ applyLookParts(res.parts); flashHint(hintOk || ('LOOK ' + res.parts.length + ' MESH')); return res; }).catch(function(err){ console.error(err); flashHint('LOOK FAIL'); }); } function toggleLookProp(){ // Phase 27: authored Mooring Bollard is the default look prop (no ToyCar). // Key L still picks a GLB into lookProp.parts; authoredParts stay. lookProp.visible = !lookProp.visible; cfg.bollard = lookProp.visible; // [e29] flashHint(lookProp.visible ? 'LOOK ON · BOLLARD' : 'LOOK OFF'); } // Auto-load showroom ToyCar look bar (CC0) when served on 8780 // no cars in bay scene (Paul) — ToyCar auto-load off; Key L for bay-fitting GLB+NM // loadLookGlbUrl(LOOK_TOYCAR_URL, 'TOYCAR LOOK'); const glbFileInput = document.createElement('input'); glbFileInput.type = 'file'; glbFileInput.accept = '.glb,model/gltf-binary'; glbFileInput.style.display = 'none'; document.body.appendChild(glbFileInput); function openGlbPicker(){ if (typeof levelOn === 'function' && levelOn()) { flashHint('SHIFT+L PROP IS OFF IN A LOADED LEVEL · TAB → MODEL IMPORT'); return; } // [lookB-fix] try { glbFileInput.value = ''; } catch (_) {} glbFileInput.click(); } function applyGlbImport(mesh){ const b = glbLastBounds || { size:[1,1,1], min:[0,0,0] }; const h = Math.max(b.size[1] || 1, 1e-4); const sc = 1.5 / h; let node = sceneNodes.find(n => n.name === 'glbImport'); if (!node) { node = { mesh: mesh, model: null, color: [0.72, 0.68, 0.62], spec: [0.35, 0.32, 0.28], shin: 36, name: 'glbImport', pos: [1.5, 0.0, -3.5], scale: sc, hp: 3, maxHp: 3, dying: 0, pivot: 'base', aabbH: h }; sceneNodes.push(node); } else { node.mesh = mesh; node.scale = sc; node.aabbH = h; node.hp = 3; node.maxHp = 3; node.dying = 0; node.pos = [1.5, 0.0, -3.5]; node.color = [0.72, 0.68, 0.62]; } refreshTargets(); return node; } glbFileInput.addEventListener('change', function(){ const file = glbFileInput.files && glbFileInput.files[0]; if (!file) return; const reader = new FileReader(); reader.onload = function(){ loadGLBTextured(reader.result).then(function(res){ applyLookParts(res.parts); // [lookB-fix] textured load worked: no extra grey fallback copy (it ignored node transforms and drew upside-down) const oldFb = sceneNodes.findIndex(n => n.name === 'glbImport'); if (oldFb >= 0) { sceneNodes.splice(oldFb, 1); refreshTargets(); } flashHint('GLB LOOK ' + res.parts.length); }).catch(function(err){ console.error(err); try { const mesh = parseGLB(reader.result); applyGlbImport(mesh); flashHint('GLB LOADED (UNTEXTURED FALLBACK)'); // [lookB-fix] } catch (e2) { console.error(e2); flashHint('GLB FAIL'); } }); }; reader.onerror = function(){ flashHint('GLB FAIL'); }; reader.readAsArrayBuffer(file); }); function rayAABB(origin, dir, min, max){ let tmin = -Infinity, tmax = Infinity; for (let i=0;i<3;i++){ if (Math.abs(dir[i]) < 1e-6){ if (origin[i] < min[i] || origin[i] > max[i]) return null; } else { const ood = 1.0 / dir[i]; let t1 = (min[i] - origin[i]) * ood; let t2 = (max[i] - origin[i]) * ood; if (t1 > t2) [t1,t2] = [t2,t1]; tmin = Math.max(tmin, t1); tmax = Math.min(tmax, t2); if (tmin > tmax) return null; } } if (tmax < 0) return null; return tmin > 0 ? tmin : tmax; } function nodeHitAABB(node){ if (!node || !node.pos) return null; const s = node.scale; const sx = Array.isArray(s) ? s[0] : (s || 1); const sy = Array.isArray(s) ? s[1] : (s || 1); const sz = Array.isArray(s) ? s[2] : (s || 1); const cx = node.pos[0], cz = node.pos[2]; const nm = node.name || ''; if (node.pivot === 'base') { const sc = Array.isArray(s) ? 1.0 : (s || 1); const h = (node.aabbH || sy) * sc; const y0 = node.pos[1]; let hx = sx * 0.5, hz = sz * 0.5; if (typeof node.solidR === 'number' && node.solidR > 0) { hx = node.solidR * sc; hz = node.solidR * sc; } else if (/objPyramid/i.test(nm)) { hx = 1.25 * sc; hz = 1.25 * sc; } else if (/objRock/i.test(nm)) { hx = 0.65 * sc; hz = 0.65 * sc; } return [[cx - hx, y0, cz - hz], [cx + hx, y0 + h, cz + hz]]; } const cy = node.pos[1]; const y0 = Math.max(0, cy - sy*0.5); return [[cx - sx*0.5, y0, cz - sz*0.5], [cx + sx*0.5, y0 + sy, cz + sz*0.5]]; } function tryShoot(){ if (!cfg.playerShoot) { flashHint('SHOOTING OFF (config)'); return; } // [e29] if (reloading) { flashHint('RELOADING'); return; } if (shootCooldown > 0) return; if (ammoMag <= 0){ if (!reloading && ammoReserve > 0) { reloading = true; reloadTimer = 1.0; flashHint('RELOADING'); sfxReloadStart(); return; } flashHint('NO AMMO'); shootCooldown = 0.15; return; } if (!cfg.infiniteAmmo) ammoMag -= 1; // [e29] ammo-limit toggle shootCooldown = 0.25; muzzleFlash = 0.12; sfxShoot(); const eye = [cam.pos[0], cam.pos[1], cam.pos[2]]; const cp = Math.cos(cam.pitch); const dir = [ Math.sin(cam.yaw) * cp, Math.sin(cam.pitch), -Math.cos(cam.yaw) * cp ]; const len = Math.hypot(dir[0], dir[1], dir[2]) || 1; dir[0]/=len; dir[1]/=len; dir[2]/=len; let best = null, bestT = Infinity; for (const node of targets){ if (node.hp <= 0 || (node.dying && node.dying > 0)) continue; const box = nodeHitAABB(node); if (!box) continue; let t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && node.name === 'objPyramid') t = pyramidRayT(node, eye, dir); // [e30] exact pyramid, not its square AABB if (t !== null && t < bestT){ bestT = t; best = node; } } if (cfg.enemies && hostile.alive && hostile.dying <= 0) { const s = hostile.scale; const cy = hostile.baseY + s * 0.5; const cx = hostile.pos[0], cz = hostile.pos[2]; const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5]; const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5]; const t = e31On() ? e31Ray(hostile, eye, dir) : rayAABB(eye, dir, min, max); // [e31] head sphere / body capsule if (t !== null && t < bestT) { bestT = t; best = { isHostile:true }; } } if (cfg.enemies && patrolHostile.alive && patrolHostile.dying <= 0) { const s = patrolHostile.scale; const cy = patrolHostile.baseY + s * 0.5; const cx = patrolHostile.pos[0], cz = patrolHostile.pos[2]; const min = [cx - s*0.5, cy - s*0.5, cz - s*0.5]; const max = [cx + s*0.5, cy + s*0.5, cz + s*0.5]; const t = e31On() ? e31Ray(patrolHostile, eye, dir) : rayAABB(eye, dir, min, max); // [e31] head sphere / body capsule if (t !== null && t < bestT) { bestT = t; best = { isPatrol:true }; } } for (let di = 0; di < dogs.length; di++){ const d = dogs[di]; if (!d.alive || !cfg.dogs) continue; const sx = d.scale, sy = d.scale * 0.6, sz = d.scale * 1.2; const cx = d.pos[0], cy = d.pos[1], cz = d.pos[2]; const min = [cx - sx*0.5, cy - sy*0.5, cz - sz*0.5]; const max = [cx + sx*0.5, cy + sy*0.5, cz + sz*0.5]; const t = e32DogRay(d, eye, dir, min, max); // [e32] capsule when the dog uses the rig if (t !== null && t < bestT) { bestT = t; best = { isDog:true, dogIndex: di }; } } for (let li = 0; li < lamps.length; li++){ const l = lamps[li]; if (l.broken) continue; const tip = lampBulbTip(l); const hs = Math.max(l.bulbScale[0], l.bulbScale[1], l.bulbScale[2]) * 1.1 + 0.25; const postW = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + 0.22; const min = [l.pos[0] - postW, l.pos[1], l.pos[2] - postW]; const max = [l.pos[0] + postW, tip[1] + hs, l.pos[2] + postW]; const tt = rayAABB(eye, dir, min, max); if (tt !== null && tt < bestT) { bestT = tt; best = { isLamp:true, lampIndex: li }; } } const skipImpact = { ground:1, marker:1, pier:1 }; for (const node of sceneNodes){ if (!node.pos || skipImpact[node.name]) continue; if (node.hp !== undefined) continue; const box = nodeHitAABB(node); if (!box) continue; const t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && t < bestT) { bestT = t; best = { isImpact:true, node: node }; } } if (!door.open) { const box = nodeHitAABB(door); if (box) { const t = rayAABB(eye, dir, box[0], box[1]); if (t !== null && t < bestT) { bestT = t; best = { isImpact:true, node: door }; } } } { const lh = levelShotTest(eye, dir, bestT); if (lh) { bestT = lh.t; best = { isLevel: true, hit: lh }; } } // [e30] scene mesh stops bullets recordShot(eye, dir, bestT); // [e30] if (best){ sfxHit(); if (best.isHostile) { const st = resolveHitStyle('hostile'); showHitMarker(st); applyObjectFlash(hostile, st); hostile.hp -= e31Damage(hostile); // [e31] headshot x3 score += 2; if (hostile.hp <= 0) { if (hostile.dying <= 0) { hostile.dying = HOSTILE_DEATH_TOTAL; hostile.deathBoomPending = true; hostile.tipSign = (hostile.pos[0] - cam.pos[0]) >= 0 ? 1 : -1; } flashHint('HOSTILE DOWN'); } else { flashHint(st.hint); } } else if (best.isPatrol) { const st = resolveHitStyle('patrol'); showHitMarker(st); applyObjectFlash(patrolHostile, st); patrolHostile.hp -= e31Damage(patrolHostile); // [e31] headshot x3 score += 2; if (patrolHostile.hp <= 0) { if (patrolHostile.dying <= 0) { patrolHostile.dying = HOSTILE_DEATH_TOTAL; patrolHostile.deathBoomPending = true; patrolHostile.tipSign = (patrolHostile.pos[0] - cam.pos[0]) >= 0 ? 1 : -1; } flashHint('PATROL DOWN'); } else { flashHint(st.hint); } } else if (best.isDog) { const d = dogs[best.dogIndex]; const st = resolveHitStyle('dog'); showHitMarker(st); applyObjectFlash(d, st); score += 1; d.hp = (d.hp == null ? 2 : d.hp) - 1; const ax = d.pos[0] - cam.pos[0], az = d.pos[2] - cam.pos[2]; const al = Math.hypot(ax, az) || 1; d.target[0] = d.pos[0] + (ax/al) * 4.0; d.target[2] = d.pos[2] + (az/al) * 4.0; d.wanderTimer = 1.2; d.speed = Math.max(d.speed, 2.4); if (d.hp <= 0) { d.alive = false; flashHint('DOG DOWN'); } else { flashHint(st.hint); } } else if (best.isLamp) { const l = lamps[best.lampIndex]; const st = resolveHitStyle('lamp'); showHitMarker(st); applyObjectFlash(l, st); l.hitFlash = 0.4; l.broken = true; l.on = false; score += 1; flashHint(nightMode ? 'LAMP HIT — OUT' : 'LAMP HIT'); } else if (best.isLevel) { e30LevelHit(best); // [e30] } else if (best.isImpact) { const n = best.node; const st = resolveHitStyle('impact', n); showHitMarker(st); applyObjectFlash(n, st); flashHint(st.hint); } else { const st = resolveHitStyle('target', best); showHitMarker(st); applyObjectFlash(best, st); best.hp -= 1; score += 1; if (best.hp <= 0){ if (!best.dying) best.dying = cfg.deathFx ? 0.55 : 0.001; // [e29] } flashHint(st.hint); } } e31AfterShot(best); // [e31] } function groundedBoxModel(posX,posZ,scaleXZ,scaleY,baseY){ let m = identity(); m[0]=scaleXZ; m[5]=scaleY; m[10]=scaleXZ; m[12]=posX; m[13]=baseY + scaleY * 0.5; m[14]=posZ; return m; } function hostileDeathPhase(h){ if (!(h.dying > 0)) return null; if (h.dying > HOSTILE_DEATH_BOOM) { const fallLeft = h.dying - HOSTILE_DEATH_BOOM; const u = 1.0 - Math.max(0, Math.min(1, fallLeft / HOSTILE_DEATH_FALL)); return { phase: 'fall', u: u }; } const u = 1.0 - Math.max(0, Math.min(1, h.dying / HOSTILE_DEATH_BOOM)); return { phase: 'boom', u: u }; } function hostileDrawScale(h){ let dmg = 1.0 - Math.max(0, 5 - Math.max(h.hp, 0)) * 0.05; const ph = hostileDeathPhase(h); if (!ph) { return { xz: Math.max(0.02, h.scale * dmg), y: Math.max(0.02, h.scale * dmg), tip: 0, sink: 0, flash: false }; } const tipSign = (h.tipSign == null ? 1 : h.tipSign); if (ph.phase === 'fall') { // ragdoll-lite: tip + sink while body still readable const tip = tipSign * ph.u * (Math.PI * 0.48); const sink = ph.u * h.scale * 0.38; const squash = 1.0 - ph.u * 0.22; return { xz: Math.max(0.02, h.scale * dmg * (0.92 + 0.08 * (1.0 - ph.u))), y: Math.max(0.02, h.scale * dmg * squash), tip: tip, sink: sink, flash: false }; } // boom: expand pulse then fade-out / despawn const pulse = 1.0 + ph.u * 1.75; const fade = Math.max(0.02, 1.0 - ph.u); return { xz: Math.max(0.02, h.scale * dmg * pulse * fade), y: Math.max(0.02, h.scale * dmg * 0.32 * pulse * fade), tip: tipSign * (Math.PI * 0.48), sink: h.scale * 0.38, flash: true }; } function hostileModel(h){ const hs = hostileDrawScale(h); const baseY = (h.baseY || 0) - (hs.sink || 0); let m = groundedBoxModel(h.pos[0], h.pos[2], hs.xz, hs.y, baseY); if (hs.tip) m = rotateX(m, hs.tip); return { m: m, hs: hs }; } function tickHostileDeath(h, dt, downHint){ if (!(h.dying > 0)) return false; if (!cfg.deathFx) { h.dying = 0; h.alive = false; h.deathBoomPending = false; return true; } // [e29] const wasFall = h.dying > HOSTILE_DEATH_BOOM; h.dying -= dt; if (wasFall && h.dying <= HOSTILE_DEATH_BOOM && h.deathBoomPending) { h.deathBoomPending = false; h.hitFlash = 0.22; h.hitFlashColor = [1.0, 0.9, 0.35]; flashHint('BOOM'); try { sfxHit(); } catch (_) {} } if (h.dying <= 0) { h.dying = 0; h.alive = false; h.deathBoomPending = false; } return true; } // Phase 29: solid world AABBs for AI — same spirit as player side push / dog solids. // Skip floors (ground/pier/marker) and climbables; collide buildings/props/door/bollard. function hostileSkipsNode(node){ if (!node || !node.pos) return true; const nm = node.name || ''; if (nm === 'pier' || nm === 'ground' || nm === 'marker') return true; if (node.climb || node.walkable) return true; return false; } function pushOutOfNodes(pos, bodyHalf){ function addBox(boxes, minX, maxX, minZ, maxZ){ boxes.push([minX, maxX, minZ, maxZ]); } const boxes = []; for (const node of sceneNodes){ if (hostileSkipsNode(node)) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const box = nodeHitAABB(node); if (!box) continue; const pad = bodyHalf; addBox(boxes, box[0][0] - pad, box[1][0] + pad, box[0][2] - pad, box[1][2] + pad); } if (!door.open) { const box = nodeHitAABB(door); if (box) { const pad = bodyHalf; addBox(boxes, box[0][0] - pad, box[1][0] + pad, box[0][2] - pad, box[1][2] + pad); } } if (lookProp && lookProp.visible) { const pad = bodyHalf + 0.38; addBox(boxes, lookProp.pos[0] - pad, lookProp.pos[0] + pad, lookProp.pos[2] - pad, lookProp.pos[2] + pad); } for (let pass = 0; pass < 5; pass++){ let moved = false; for (const b of boxes){ const minX = b[0], maxX = b[1], minZ = b[2], maxZ = b[3]; if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue; const dxL = pos[0] - minX, dxR = maxX - pos[0]; const dzB = pos[2] - minZ, dzF = maxZ - pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) pos[0] = minX; else if (m === dxR) pos[0] = maxX; else if (m === dzB) pos[2] = minZ; else pos[2] = maxZ; moved = true; } if (!moved) break; } } function moveHostileXZ(h, tryX, tryZ, half, step){ if (levelOn()) { levelMoveChar(h, tryX, tryZ, e31R(h), e31H(h), false); return; } // [e30]; [e31] fitted capsule const ox = h.pos[0], oz = h.pos[2]; // substep to reduce tunneling through thin AABBs const dist = Math.hypot(tryX - ox, tryZ - oz); const nSub = Math.max(1, Math.min(4, Math.ceil(dist / Math.max(0.12, half * 0.35)))); let cx = ox, cz = oz; const dx = (tryX - ox) / nSub, dz = (tryZ - oz) / nSub; for (let i = 0; i < nSub; i++){ const px = cx, pz = cz; cx = px + dx; cz = pz + dz; h.pos[0] = cx; h.pos[2] = cz; pushOutOfNodes(h.pos, half); if (Math.hypot(h.pos[0] - px, h.pos[2] - pz) < Math.hypot(dx, dz) * 0.18) { // blocked — try axes separately (player-style) h.pos[0] = px + dx; h.pos[2] = pz; pushOutOfNodes(h.pos, half); const xOk = Math.abs(h.pos[0] - px) > Math.abs(dx) * 0.2; if (!xOk) { h.pos[0] = px; h.pos[2] = pz + dz; pushOutOfNodes(h.pos, half); } } cx = h.pos[0]; cz = h.pos[2]; } } function updateHostile(dt){ if (!hostile.alive) return; if (tickHostileDeath(hostile, dt, 'HOSTILE DOWN')) return; const px = cam.pos[0], pz = cam.pos[2]; const hx = hostile.pos[0], hz = hostile.pos[2]; let dx = px - hx, dz = pz - hz; const distXZ = Math.hypot(dx, dz); const r = 0.28; const half = hostile.scale * 0.5 + r; if (!hostile.alerted) { if (distXZ <= (hostile.aggroRange || 7)) { hostile.alerted = true; flashHint('HOSTILE'); } else { pushOutOfNodes(hostile.pos, half); return; } } else if (distXZ > (hostile.loseRange || 14)) { hostile.alerted = false; pushOutOfNodes(hostile.pos, half); return; } if (distXZ > 0.01) { const step = e31ChaseSpeed(hostile, distXZ) * dt; // [e31] animated: run when far const nx = dx / distXZ, nz = dz / distXZ; const tryX = hostile.pos[0] + nx * step; const tryZ = hostile.pos[2] + nz * step; moveHostileXZ(hostile, tryX, tryZ, half, step); } else { pushOutOfNodes(hostile.pos, half); } separateFromDogs(hostile.pos, hostile.scale * 0.55); pushOutOfNodes(hostile.pos, half); if (hurtCooldown > 0) hurtCooldown -= dt; const d2 = Math.hypot(hostile.pos[0] - px, hostile.pos[2] - pz); if (cfg.enemyAttack && d2 < 1.2 && hurtCooldown <= 0) { // [e29] toggle playerHP -= 1; hurtCooldown = 0.6; hurtFlash = 0.25; flashHint('HURT'); sfxHurt(); if (playerHP <= 0) { // Phase 29: brief down beat then recover (no full death screen yet) hurtFlash = 0.55; flashHint('DOWN'); playerHP = 5; hurtCooldown = 1.5; const ax = cam.pos[0] - hostile.pos[0], az = cam.pos[2] - hostile.pos[2]; const al = Math.hypot(ax, az) || 1; hostile.pos[0] -= (ax/al) * 2.2; hostile.pos[2] -= (az/al) * 2.2; pushOutOfNodes(hostile.pos, half); setTimeout(function(){ flashHint('RECOVERED'); }, 420); } } } function separateFromDogs(pos, bodyR){ for (const d of dogs){ if (!d.alive) continue; const dogR = Math.max((d.scale || 0.7) * 0.6, 0.55) + (d.radExtra != null ? d.radExtra : 0.4); const minSep = bodyR + dogR + 0.08; let dx = pos[0] - d.pos[0]; let dz = pos[2] - d.pos[2]; let dist = Math.hypot(dx, dz); if (dist < 0.0001) { dx = 1; dz = 0; dist = 1; } if (dist < minSep) { const nx = dx / dist, nz = dz / dist; const need = minSep - dist; pos[0] += nx * need; pos[2] += nz * need; d.pos[0] -= nx * need * 0.25; d.pos[2] -= nz * need * 0.25; d.wanderTimer = 0; sfxBumpThrottled(160); } } } function updatePatrolHostile(dt){ if (!patrolHostile.alive) return; if (tickHostileDeath(patrolHostile, dt, 'PATROL DOWN')) return; const half = patrolHostile.scale * 0.5 + 0.28; const target = patrolHostile.targetIsA ? patrolHostile.waypointA : patrolHostile.waypointB; let dx = target[0] - patrolHostile.pos[0]; let dz = target[2] - patrolHostile.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 0.05) { const nx = dx / dist, nz = dz / dist; const step = e31PatrolSpeed() * dt; // [e31] const tryX = patrolHostile.pos[0] + nx * step; const tryZ = patrolHostile.pos[2] + nz * step; const beforeX = patrolHostile.pos[0], beforeZ = patrolHostile.pos[2]; moveHostileXZ(patrolHostile, tryX, tryZ, half, step); // if solids blocked most of the step, flip waypoint (keep patrol intent) if (Math.hypot(patrolHostile.pos[0]-beforeX, patrolHostile.pos[2]-beforeZ) < step * 0.2) { patrolHostile.targetIsA = !patrolHostile.targetIsA; } } else { patrolHostile.targetIsA = !patrolHostile.targetIsA; } const pBeforeX = patrolHostile.pos[0], pBeforeZ = patrolHostile.pos[2]; separateFromDogs(patrolHostile.pos, patrolHostile.scale * 0.6); pushOutOfNodes(patrolHostile.pos, half); if (Math.hypot(patrolHostile.pos[0]-pBeforeX, patrolHostile.pos[2]-pBeforeZ) > 0.15) { patrolHostile.targetIsA = !patrolHostile.targetIsA; } if (patrolHostile.hurtCooldown > 0) patrolHostile.hurtCooldown -= dt; const d2 = Math.hypot(patrolHostile.pos[0] - cam.pos[0], patrolHostile.pos[2] - cam.pos[2]); if (cfg.enemyAttack && d2 < 1.2 && hurtCooldown <= 0) { // [e29] toggle playerHP -= 1; hurtCooldown = 0.6; hurtFlash = 0.25; flashHint('HURT'); sfxHurt(); if (playerHP <= 0) { hurtFlash = 0.55; flashHint('DOWN'); playerHP = 5; hurtCooldown = 1.5; const ax = cam.pos[0] - patrolHostile.pos[0], az = cam.pos[2] - patrolHostile.pos[2]; const al = Math.hypot(ax, az) || 1; patrolHostile.pos[0] -= (ax/al) * 2.2; patrolHostile.pos[2] -= (az/al) * 2.2; pushOutOfNodes(patrolHostile.pos, half); setTimeout(function(){ flashHint('RECOVERED'); }, 420); } } } function updateDogs(dt){ for (const d of dogs){ if (!d.alive) continue; if (d.wanderTimer > 0){ d.wanderTimer -= dt; } else { d.wanderTimer = 2.0 + Math.random()*3.0; const ang = Math.random()*Math.PI*2; const rad = 1.2 + Math.random()*2.0; d.target[0] = d.pos[0] + Math.cos(ang)*rad; d.target[2] = d.pos[2] + Math.sin(ang)*rad; } const dogRad = Math.max((d.scale || 0.7) * 0.55, (d.scale || 0.7) * 0.6) + (d.radExtra != null ? d.radExtra : 0.35); function solidBoxes(){ const boxes = []; function add(minX, maxX, minZ, maxZ){ boxes.push([minX, maxX, minZ, maxZ]); } for (const node of sceneNodes){ if (!node || !node.pos) continue; const nm = node.name || ''; if (nm === 'ground' || nm === 'marker') continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const box = nodeHitAABB(node); if (!box) continue; const pad = dogRad + 0.18; add(box[0][0] - pad, box[1][0] + pad, box[0][2] - pad, box[1][2] + pad); } if (!door.open) { const s = door.scale; const sx = Array.isArray(s) ? s[0] : s, sz = Array.isArray(s) ? s[2] : s; const pad = dogRad + 0.1; add(door.pos[0] - sx*0.5 - pad, door.pos[0] + sx*0.5 + pad, door.pos[2] - sz*0.5 - pad, door.pos[2] + sz*0.5 + pad); } for (const p of ammoPickups){ if (!p.alive) continue; const hs = (p.scale || 0.7) * 0.6 + dogRad; add(p.pos[0] - hs, p.pos[0] + hs, p.pos[2] - hs, p.pos[2] + hs); } for (const l of lamps){ const pr = Math.max(l.postScale[0], l.postScale[2]) * 0.5 + dogRad; add(l.pos[0] - pr, l.pos[0] + pr, l.pos[2] - pr, l.pos[2] + pr); } return boxes; } function pushDogOut(pos){ let hit = false; const boxes = solidBoxes(); for (let pass = 0; pass < 5; pass++){ let moved = false; for (const b of boxes){ const minX = b[0], maxX = b[1], minZ = b[2], maxZ = b[3]; if (pos[0] <= minX || pos[0] >= maxX || pos[2] <= minZ || pos[2] >= maxZ) continue; const dxL = pos[0] - minX, dxR = maxX - pos[0]; const dzB = pos[2] - minZ, dzF = maxZ - pos[2]; const m = Math.min(dxL, dxR, dzB, dzF); if (m === dxL) pos[0] = minX; else if (m === dxR) pos[0] = maxX; else if (m === dzB) pos[2] = minZ; else pos[2] = maxZ; moved = true; hit = true; } if (!moved) break; } return hit; } const dx = d.target[0] - d.pos[0]; const dz = d.target[2] - d.pos[2]; const dist = Math.hypot(dx, dz); if (dist > 0.05){ const nx = dx/dist, nz = dz/dist; const steps = 3; const step = (d.speed * dt) / steps; for (let s = 0; s < steps; s++){ const ox = d.pos[0], oz = d.pos[2]; if (levelOn()) { if (!levelMoveChar(d, ox + nx * step, oz + nz * step, 0.35, 0.6, true)) d.wanderTimer = Math.min(d.wanderTimer, 0.15); continue; } // [e30] d.pos[0] = ox + nx * step; d.pos[2] = oz + nz * step; const blocked = pushDogOut(d.pos); if (Math.hypot(d.pos[0]-ox, d.pos[2]-oz) < step * 0.25) { d.pos[0] = ox + nx * step; d.pos[2] = oz; pushDogOut(d.pos); const xOk = Math.abs(d.pos[0] - ox) > step * 0.2; if (!xOk) { d.pos[0] = ox; d.pos[2] = oz + nz * step; pushDogOut(d.pos); } d.wanderTimer = Math.min(d.wanderTimer, 0.15); } else if (blocked) { d.wanderTimer = Math.min(d.wanderTimer, 0.4); } } } else { pushDogOut(d.pos); } for (const o of dogs){ if (o === d || !o.alive) continue; const ddx = d.pos[0] - o.pos[0]; const ddz = d.pos[2] - o.pos[2]; const dd = Math.hypot(ddx, ddz); const minSep = dogRad + ((o.scale || 0.7) * 0.55 + 0.35) * 0.85; if (dd > 0.001 && dd < minSep){ const push = (minSep - dd) * 0.5; const nnx = ddx / dd, nnz = ddz / dd; d.pos[0] += nnx * push; d.pos[2] += nnz * push; o.pos[0] -= nnx * push; o.pos[2] -= nnz * push; pushDogOut(d.pos); pushDogOut(o.pos); d.wanderTimer = 0; o.wanderTimer = 0; sfxBumpThrottled(220); } } if (!levelOn() && d.pos[0] < -6) d.pos[0] = -6; if (!levelOn() && d.pos[0] > 6) d.pos[0] = 6; if (!levelOn() && d.pos[2] < -8) d.pos[2] = -8; if (!levelOn() && d.pos[2] > 2) d.pos[2] = 2; } } let last = performance.now(); let frames = 0, fpsTime = 0, fps = 0; const fpsEl = document.createElement('div'); fpsEl.style.position='fixed'; fpsEl.style.right='12px'; fpsEl.style.top='12px'; fpsEl.style.color='#9ecbff'; fpsEl.style.fontSize='12px'; fpsEl.style.opacity='0.85'; fpsEl.style.background='rgba(0,0,0,.25)'; fpsEl.style.padding='6px 10px'; fpsEl.style.borderRadius='8px'; fpsEl.style.pointerEvents='none'; document.body.appendChild(fpsEl); const crossEl = document.createElement('div'); crossEl.id = 'muse-cross'; crossEl.style.cssText = 'position:fixed;left:50%;top:50%;width:18px;height:18px;margin:-9px 0 0 -9px;pointer-events:none;z-index:20;'; crossEl.innerHTML = '
'; document.body.appendChild(crossEl); const hitMarkEl = document.createElement('div'); hitMarkEl.id = 'muse-hitmark'; hitMarkEl.style.cssText = 'position:fixed;left:50%;top:50%;width:28px;height:28px;margin:-14px 0 0 -14px;pointer-events:none;z-index:21;opacity:0;transition:opacity .08s;color:#ffe566;font-size:22px;font-weight:700;text-align:center;line-height:28px;text-shadow:0 0 8px #ffaa00,0 0 2px #000'; hitMarkEl.textContent = 'X'; document.body.appendChild(hitMarkEl); const HIT_STYLES = { hostile: { mark:'+', css:'#ff4d4d', gl:[1.0,0.25,0.22], flash:[1.0,0.45,0.4], dur:0.34, hint:'HIT HOSTILE' }, patrol: { mark:'+', css:'#ff9a3c', gl:[1.0,0.55,0.15], flash:[1.0,0.75,0.35], dur:0.34, hint:'HIT PATROL' }, dog: { mark:'*', css:'#ffe08a', gl:[1.0,0.88,0.45], flash:[1.0,0.9,0.7], dur:0.3, hint:'DOG!' }, wood: { mark:'#', css:'#c48a4a', gl:[0.85,0.55,0.28], flash:[0.95,0.7,0.4], dur:0.28, hint:'WOOD HIT' }, metal: { mark:'+', css:'#d8f0ff', gl:[0.75,0.9,1.0], flash:[0.85,0.95,1.0], dur:0.26, hint:'METAL HIT' }, wall: { mark:'x', css:'#a8b4c4', gl:[0.7,0.78,0.88], flash:[0.85,0.88,0.92], dur:0.26, hint:'WALL HIT' }, stone: { mark:'*', css:'#d2c4a0', gl:[0.85,0.78,0.55], flash:[0.9,0.85,0.7], dur:0.3, hint:'STONE HIT' }, soft: { mark:'X', css:'#ffe566', gl:[1.0,0.92,0.25], flash:[1.0,0.75,0.45], dur:0.28, hint:'TARGET HIT' }, lamp: { mark:'*', css:'#fff6b0', gl:[1.0,0.95,0.55], flash:[1.0,1.0,0.85], dur:0.45, hint:'LAMP HIT', burst:true } }; function resolveHitStyle(kind, node){ if (kind === 'hostile') return HIT_STYLES.hostile; if (kind === 'patrol') return HIT_STYLES.patrol; if (kind === 'dog') return HIT_STYLES.dog; if (kind === 'lamp') return HIT_STYLES.lamp; const name = (node && node.name) ? String(node.name) : ''; if (/barrel|door/i.test(name)) return HIT_STYLES.metal; if (/bayWall|warehouse|shed|pier/i.test(name)) return HIT_STYLES.wall; if (/cover|crate|rope|Stack/i.test(name)) return HIT_STYLES.wood; if (/glb|glbImport/i.test(name)) return HIT_STYLES.stone; if (/Pyramid|Rock|obj/i.test(name)) return HIT_STYLES.stone; if (kind === 'impact') { if (/Wall|warehouse|shed/i.test(name)) return HIT_STYLES.wall; if (/cover|rope/i.test(name)) return HIT_STYLES.wood; return HIT_STYLES.wall; } return HIT_STYLES.soft; } function showHitMarker(style){ if (!cfg.fx) return; // [e29] engine part: FX style = style || HIT_STYLES.soft; hitMarkEl.textContent = style.mark; hitMarkEl.style.color = style.css; hitMarkEl.style.textShadow = '0 0 10px ' + style.css + ',0 0 2px #000'; hitMarkEl.style.opacity = '1'; hitMarkEl.style.fontSize = style.burst ? '36px' : '22px'; hitMarkEl.style.width = style.burst ? '48px' : '28px'; hitMarkEl.style.height = style.burst ? '48px' : '28px'; hitMarkEl.style.margin = style.burst ? '-24px 0 0 -24px' : '-14px 0 0 -14px'; hitMarkEl.style.lineHeight = style.burst ? '48px' : '28px'; hitMarkEl.style.transform = style.burst ? 'scale(1.6)' : 'scale(1.2)'; if (style.burst) { hitMarkEl.style.border = '2px solid ' + style.css; hitMarkEl.style.borderRadius = '50%'; hitMarkEl.style.background = 'rgba(255,240,160,0.25)'; hitMarkEl.style.boxShadow = '0 0 18px ' + style.css; } else { hitMarkEl.style.border = 'none'; hitMarkEl.style.borderRadius = '0'; hitMarkEl.style.background = 'transparent'; hitMarkEl.style.boxShadow = 'none'; } hitStyleGl = style.gl.slice(); hitStyleDur = style.dur; hitFlashTimer = style.dur; setTimeout(function(){ hitMarkEl.style.opacity = '0'; hitMarkEl.style.transform = 'scale(1)'; hitMarkEl.style.border = 'none'; hitMarkEl.style.background = 'transparent'; hitMarkEl.style.boxShadow = 'none'; }, Math.max(180, style.dur * 1000 * 0.75)); } function applyObjectFlash(node, style){ if (!node || !style) return; node.hitFlash = Math.max(node.hitFlash || 0, style.dur * 0.65); node.hitFlashColor = style.flash.slice(); } function coachDump(){ try { const stamp = new Date().toISOString().replace(/[:.]/g,'-'); const state = { stamp, title: document.title, cam: { pos: cam.pos.slice(), yaw: cam.yaw, pitch: cam.pitch }, ammoMag: ammoMag, ammoReserve: ammoReserve, reloading: reloading, nightMode: nightMode, score: score, hostile: { alive: hostile.alive, hp: hostile.hp, pos: hostile.pos.slice(), dying: hostile.dying }, patrol: { alive: patrolHostile.alive, hp: patrolHostile.hp, pos: patrolHostile.pos.slice(), dying: patrolHostile.dying }, dogs: dogs.map(d=>({pos:d.pos.slice(), alive:d.alive})), targets: targets.map(t => ({ name: t.name, hp: t.hp, dying: t.dying||0, pos: t.pos ? t.pos.slice() : null })), lastHint: lastHintText }; const a1 = document.createElement('a'); a1.href = URL.createObjectURL(new Blob([JSON.stringify(state,null,2)], {type:'application/json'})); a1.download = 'muse-coach-'+stamp+'.json'; document.body.appendChild(a1); a1.click(); a1.remove(); setTimeout(function(){ URL.revokeObjectURL(a1.href); }, 2000); const a2 = document.createElement('a'); a2.href = canvas.toDataURL('image/png'); a2.download = 'muse-coach-'+stamp+'.png'; document.body.appendChild(a2); a2.click(); a2.remove(); flashHint('COACH DUMP'); } catch (e) { console.warn(e); flashHint('DUMP FAIL'); } } function showCredit(duration=2500){ if (!creditEl) return; creditEl.style.opacity='1'; creditEl.style.pointerEvents='auto'; setTimeout(()=>{ creditEl.style.opacity='0'; creditEl.style.pointerEvents='none'; }, duration); } // ===================================================================== // [e29 coach] Look picker + config panel hooks. // Visual swap only: colliders, hitboxes, AI and timings are untouched by // looks. Gameplay toggles (config panel) are opt-in and default to the // shipped Phase 29 behaviour. // ===================================================================== const cylMesh = (function(seg){ const P = [], N = []; for (let i = 0; i < seg; i++){ const a0 = i / seg * Math.PI * 2, a1 = (i + 1) / seg * Math.PI * 2; const c0 = Math.cos(a0), s0 = Math.sin(a0), c1 = Math.cos(a1), s1 = Math.sin(a1); const x0 = c0*0.5, z0 = s0*0.5, x1 = c1*0.5, z1 = s1*0.5; P.push(x0,-0.5,z0, x1,0.5,z1, x1,-0.5,z1, x0,-0.5,z0, x0,0.5,z0, x1,0.5,z1); N.push(c0,0,s0, c1,0,s1, c1,0,s1, c0,0,s0, c0,0,s0, c1,0,s1); P.push(0,0.5,0, x1,0.5,z1, x0,0.5,z0); N.push(0,1,0, 0,1,0, 0,1,0); P.push(0,-0.5,0, x0,-0.5,z0, x1,-0.5,z1); N.push(0,-1,0, 0,-1,0, 0,-1,0); } return createMesh(new Float32Array(P), new Float32Array(N)); })(20); function builtinGroundPixel(x, y){ // exact Phase 29 checker (moved into a function so looks can repaint) const cx = Math.floor(x/tile)%2; const cy = Math.floor(y/tile)%2; const edge = ((x%tile)<2 || (y%tile)<2) ? 1 : 0; const v = (cx ^ cy) ? 210 : 95; return [v + edge*25, (v*0.85) + edge*18, (v*0.55) + edge*10]; } // Look A built-ins = the exact Phase 29 values (captured before any look applies) const LOOK_A_BUILTIN = { id: 'A', name: 'Look A · Breaker Bay (Phase 29)', env: { dayClear:[0.45,0.58,0.78], dayFog:[0.45,0.58,0.78], nightClearBase:[0.005,0.007,0.020], nightClearPerLamp:[0.004,0.005,0.008], nightFogBase:[0.01,0.015,0.04], nightFogPerLamp:[0.004,0.005,0.01], fogNear:8.0, fogFar:28.0, sunDirDay:[0.5,0.8,0.6], sunDirNight:[0.25,0.95,0.35], dayAmbient:0.25, dayDiffuse:0.75, nightAmbientBase:0.022, nightAmbientPerLamp:0.008, nightDiffuseBase:0.045, nightDiffusePerLamp:0.015, lampColor1:[1.0,0.88,0.48], lampColor2:[0.95,0.82,0.42], lampBoost:2.75, gridColor:[0.75,0.85,1.0] }, groundPixel: null, nodes: {}, trims: {}, lamps: { post:[0.35,0.35,0.38], bulbOn:[1.0,0.92,0.45], bulbOff:[0.22,0.22,0.24], bulbBroken:[0.12,0.12,0.13] }, ammo: { body:[0.42,0.28,0.16], lid:[0.48,0.32,0.18] }, charBox: { hostile: { color:[0.9,0.2,0.2], spec:[0.6,0.2,0.2], shin:40 }, patrol: { color:[0.95,0.65,0.15], spec:[0.7,0.4,0.1], shin:40 }, dog: { color:dogs[0].color.slice(), spec:dogs[0].spec.slice(), shin:dogs[0].shin } }, characters: { hostile:null, patrol:null, dog:null }, backdrop: [] }; for (const n of sceneNodes) LOOK_A_BUILTIN.nodes[n.name] = { color:n.color.slice(), spec:(n.spec||[0.2,0.2,0.2]).slice(), shin:(n.shin||32) }; LOOK_A_BUILTIN.nodes.door = { color:door.color.slice(), spec:door.spec.slice(), shin:door.shin }; { const b = lookProp.authoredParts[0]; LOOK_A_BUILTIN.nodes.bollard = { color:b.color.slice(), spec:b.spec.slice(), shin:b.shin }; } const lookIssues = []; function _fin(x){ return typeof x === 'number' && isFinite(x); } function _col(a, d){ return (Array.isArray(a) && a.length === 3 && a.every(_fin)) ? a.map(x => Math.max(0, Math.min(1, x))) : (d ? d.slice() : null); } function _vec(a, d){ return (Array.isArray(a) && a.length === 3 && a.every(_fin) && (a[0]||a[1]||a[2])) ? a.slice() : d.slice(); } function _num(a, d, lo, hi){ return _fin(a) ? Math.max(lo, Math.min(hi, a)) : d; } function _partMatrix(p){ const m = identity(); m[0] = p.size[0]; m[5] = p.size[1]; m[10] = p.size[2]; m[12] = p.pos[0]; m[13] = p.pos[1]; m[14] = p.pos[2]; return m; } function _parts(list, max, where, opts){ const out = []; if (!Array.isArray(list)) return out; if (list.length > max) lookIssues.push(where + ': ' + list.length + ' parts > max ' + max + ' (extra dropped)'); for (const p of list.slice(0, max)){ if (!p || !Array.isArray(p.pos) || p.pos.length !== 3 || !p.pos.every(_fin) || !Array.isArray(p.size) || p.size.length !== 3 || !p.size.every(_fin)) { lookIssues.push(where + ': malformed part dropped'); continue; } const q = { shape: p.shape === 'cyl' ? 'cyl' : 'box', pos: p.pos.slice(), size: p.size.map(s => Math.max(0.005, Math.min(opts.maxSize, Math.abs(s)))), color: _col(p.color, [0.6,0.6,0.6]), spec: _col(p.spec, [0.2,0.2,0.2]), shin: _num(p.shin, 24, 1, 256) }; if (opts.backdrop && Math.abs(q.pos[0]) <= 11 && Math.abs(q.pos[2]) <= 11) { lookIssues.push(where + ': part inside play area dropped'); continue; } q.lm = _partMatrix(q); out.push(q); } return out; } function resolveLook(pack){ lookIssues.length = 0; const A = LOOK_A_BUILTIN; const src = pack || A; const E = src.env || {}; const D = A.env; const L = { id: String(src.id || 'A'), name: String(src.name || src.id || 'Look'), env: {} }; for (const k of ['dayClear','nightClearBase','nightClearPerLamp','nightFogBase','nightFogPerLamp','lampColor1','lampColor2']) L.env[k] = _col(E[k], D[k]); L.env.dayFog = _col(E.dayFog, L.env.dayClear); L.env.sunDirDay = _vec(E.sunDirDay, D.sunDirDay); L.env.sunDirNight = _vec(E.sunDirNight, D.sunDirNight); L.env.fogNear = _num(E.fogNear, D.fogNear, 0, 200); L.env.fogFar = _num(E.fogFar, D.fogFar, L.env.fogNear + 1, 400); for (const k of ['dayAmbient','dayDiffuse','nightAmbientBase','nightAmbientPerLamp','nightDiffuseBase','nightDiffusePerLamp']) L.env[k] = _num(E[k], D[k], 0, 2); L.env.lampBoost = _num(E.lampBoost, D.lampBoost, 0, 8); L.env.gridColor = (E.gridColor === null) ? null : _col(E.gridColor, D.gridColor); L.groundPixel = (typeof src.groundPixel === 'function') ? src.groundPixel : null; L.nodes = {}; const SN = src.nodes || {}; for (const name in A.nodes){ const d = A.nodes[name], n = SN[name] || {}; L.nodes[name] = { color:_col(n.color, d.color), spec:_col(n.spec, d.spec), shin:_num(n.shin, d.shin, 1, 256) }; } L.trims = {}; const ST = src.trims || {}; for (const name in ST){ if (!A.nodes[name] || name === 'ground' || name === 'marker') { lookIssues.push('trims.' + name + ': unknown/unsupported node ignored'); continue; } L.trims[name] = _parts(ST[name], 8, 'trims.' + name, { maxSize: 1.2 }); } const SLm = src.lamps || {}; L.lamps = {}; for (const k in A.lamps) L.lamps[k] = _col(SLm[k], A.lamps[k]); { // [e29 lampfix] a shot bulb must read as OUT: never let bulbBroken be brighter than bulbOff const lum = c => 0.2126*c[0] + 0.7152*c[1] + 0.0722*c[2]; const lb = lum(L.lamps.bulbBroken), lo = lum(L.lamps.bulbOff); if (lb > lo && lb > 0) { const f = (0.5 * lo) / lb; L.lamps.bulbBroken = L.lamps.bulbBroken.map(v => v * f); lookIssues.push('lamps.bulbBroken brighter than bulbOff: darkened so shot lamps read as out'); } } const SA = src.ammo || {}; L.ammo = { body:_col(SA.body, A.ammo.body), lid:_col(SA.lid, A.ammo.lid) }; L.charBox = {}; L.characters = {}; const SC = src.characters || {}; for (const k of ['hostile','patrol','dog']){ const c = SC[k] || {}; const d = A.charBox[k]; L.charBox[k] = { color:_col(c.color, d.color), spec:_col(c.spec, d.spec), shin:_num(c.shin, d.shin, 1, 256) }; const parts = _parts(c.parts, 12, 'characters.' + k, { maxSize: 1.2 }); L.characters[k] = parts.length ? parts : null; } L.backdrop = _parts(src.backdrop, 30, 'backdrop', { maxSize: 30, backdrop: true }); if (lookIssues.length) console.info('[look ' + L.id + '] sanitised:', lookIssues.slice()); L.issues = lookIssues.slice(); return L; } function paintGround(fn){ const data = imgData.data; let failed = false; for (let y = 0; y < sizeTex; y++){ for (let x = 0; x < sizeTex; x++){ let c = null; if (fn && !failed) { try { c = fn(x, y, sizeTex); } catch (err) { failed = true; console.info('[look] groundPixel threw, using built-in checker', err && err.message); } if (!(Array.isArray(c) && c.length >= 3 && _fin(c[0]) && _fin(c[1]) && _fin(c[2]))) c = null; } if (!c) c = builtinGroundPixel(x, y); const i = (y*sizeTex + x)*4; data[i] = Math.max(0, Math.min(255, c[0]|0)); data[i+1] = Math.max(0, Math.min(255, c[1]|0)); data[i+2] = Math.max(0, Math.min(255, c[2]|0)); data[i+3] = 255; } } ctx.putImageData(imgData, 0, 0); gl.bindTexture(gl.TEXTURE_2D, albedoTex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, canvasTex); } let curLook = resolveLook(null); function resetLamps(){ // [e29 lampfix] fresh lamps on look switch: no dead lamps carried across looks for (const l of lamps) { l.on = true; l.broken = false; l.hitFlash = 0; l.hitFlashColor = null; } } function applyLook(pack){ const prevLookId = curLook ? curLook.id : null; curLook = resolveLook(pack); if (prevLookId !== curLook.id) resetLamps(); const allNodes = sceneNodes.concat(parkourStash.nodes); for (const node of allNodes){ const n = curLook.nodes[node.name]; if (!n) continue; node.color = n.color.slice(); node.spec = n.spec.slice(); node.shin = n.shin; } const dn = curLook.nodes.door; door.color = dn.color.slice(); door.spec = dn.spec.slice(); door.shin = dn.shin; const bn = curLook.nodes.bollard, bp = lookProp.authoredParts[0]; bp.color = bn.color.slice(); bp.spec = bn.spec.slice(); bp.shin = bn.shin; for (const p of ammoPickups) p.color = curLook.ammo.body.slice(); for (const d of dogs) { d.color = curLook.charBox.dog.color.slice(); d.spec = curLook.charBox.dog.spec.slice(); d.shin = curLook.charBox.dog.shin; } paintGround(curLook.groundPixel); return curLook; } function lookFromRegistry(){ const M = window.MuseLooks; if (!M || typeof M.get !== 'function') return null; try { return M.get(M.active()) || null; } catch (err) { return null; } } function cycleLook(){ if (window.MuseLooks && typeof window.MuseLooks.next === 'function') window.MuseLooks.next(); else flashHint('LOOK A only (no look packs loaded)'); } // ---- imported models (config panel: scene / character) ---- const importSlots = { scene: null, character: null }; function _potCanvas(img){ const w = img.width || img.videoWidth || 1, h = img.height || img.videoHeight || 1; const pw = Math.min(1024, Math.pow(2, Math.round(Math.log2(Math.max(1, w))))); const ph = Math.min(1024, Math.pow(2, Math.round(Math.log2(Math.max(1, h))))); const c = document.createElement('canvas'); c.width = pw; c.height = ph; c.getContext('2d').drawImage(img, 0, 0, pw, ph); return c; } function _freeSlot(slot){ const s = importSlots[slot]; if (!s) return; for (const p of s.parts){ try { gl.deleteBuffer(p.mesh.vbo); } catch(_){} if (p.tex && !p.sharedTex) { try { gl.deleteTexture(p.tex); } catch(_){} } } // [e32] shared textures freed once importSlots[slot] = null; } function setImportedModel(slot, meshes, info){ if (slot !== 'scene' && slot !== 'character') throw new Error('slot must be scene|character'); _freeSlot(slot); if (!meshes || !meshes.length) return null; const parts = []; const _texCache = new Map(); // [e32] image -> GL texture (parts that share a material share one texture) for (const m of meshes){ const mesh = createMesh(m.positions, m.normals, m.uvs || null); const part = { mesh: mesh, color: _col(m.color, [0.8,0.8,0.8]), spec: [0.25,0.25,0.25], shin: 32, useTex: false, useNm: false, local: null, tex: null }; { const P = m.positions; let x0 = Infinity, y0 = Infinity, z0 = Infinity, x1 = -Infinity, y1 = -Infinity, z1 = -Infinity; // [e32] bounding sphere for (let i = 0; i < P.length; i += 3) { const x = P[i], y = P[i+1], z = P[i+2]; if (x < x0) x0 = x; if (x > x1) x1 = x; if (y < y0) y0 = y; if (y > y1) y1 = y; if (z < z0) z0 = z; if (z > z1) z1 = z; } part.bs = P.length ? [(x0+x1)/2, (y0+y1)/2, (z0+z1)/2, Math.hypot(x1-x0, y1-y0, z1-z0) / 2] : null; } const _tk = m.image ? (_texCache.get(m.image) || {})[m.flipY ? 1 : 0] : null; if (_tk) { part.tex = _tk; part.useTex = true; part.sharedTex = true; } else if (m.image) { try { const tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, !!m.flipY); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _potCanvas(m.image)); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); gl.generateMipmap(gl.TEXTURE_2D); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT); part.tex = tex; part.useTex = true; { const e = _texCache.get(m.image) || {}; e[m.flipY ? 1 : 0] = tex; _texCache.set(m.image, e); } // [e32] } catch (err) { console.info('[import] texture skipped', err && err.message); } } parts.push(part); } importSlots[slot] = { parts: parts, info: info || {} }; flashHint((slot === 'scene' ? 'SCENE MODEL ' : 'CHARACTER MODEL ') + ((info && info.name) || '')); return importSlots[slot].info; } function clearImportedModel(slot){ _freeSlot(slot); flashHint(slot === 'scene' ? 'SCENE: BUILT-IN' : 'CHARACTERS: BUILT-IN'); } // ---- config (gameplay toggles) ---- const CFG_KEY = 'muse-engine-29.settings'; const ZERO3 = [0, 0, 0]; // Every default reproduces the original Phase 29 behaviour exactly. const CFG_DEFAULTS = { // engine parts shadows: true, textures: true, lightExtras: true, fx: true, fog: true, collision: true, enemyAI: true, gravity: true, sound: true, // gameplay / scene enemies: true, enemyAttack: true, dogs: true, playerShoot: true, infiniteAmmo: false, jump: true, parkour: true, deathFx: true, hud: true, grid: true, bollard: true, night: false, builtinProps: true, importDog: false, stripRootMotion: true // [e32] play clips in place (root motion removed) }; const cfg = Object.assign({}, CFG_DEFAULTS); try { const raw = localStorage.getItem(CFG_KEY); if (raw) { const o = JSON.parse(raw); for (const k in CFG_DEFAULTS) if (typeof o[k] === 'boolean') cfg[k] = o[k]; } } catch (_) {} const shadowCapable = useShadowMap; const parkourStash = { nodes: [], blocks: [] }; const PARKOUR_NAMES = /^(parkour\d|ladder|ladderDeck)$/; function _applyParkour(on){ if (level && level.active) return; // [e30] built-in parkour is stashed while a scene is the level if (!on && !parkourStash.nodes.length) { for (let i = sceneNodes.length - 1; i >= 0; i--) if (PARKOUR_NAMES.test(sceneNodes[i].name)) parkourStash.nodes.unshift(sceneNodes.splice(i, 1)[0]); parkourStash.blocks = parkourBlocks.splice(0, parkourBlocks.length); onLadder = false; } else if (on && parkourStash.nodes.length) { for (const n of parkourStash.nodes) sceneNodes.push(n); for (const b of parkourStash.blocks) parkourBlocks.push(b); parkourStash.nodes = []; parkourStash.blocks = []; } } const hudEls = function(){ return [fpsEl, document.getElementById('hud'), document.getElementById('banner'), hintEl]; }; function applyConfig(){ _applyParkour(cfg.parkour); useShadowMap = cfg.shadows && shadowCapable; lookProp.visible = cfg.bollard; nightMode = cfg.night; if (cfg.infiniteAmmo && ammoMag <= 0) ammoMag = MAG_CAP; for (const el of hudEls()) if (el) el.style.visibility = cfg.hud ? '' : 'hidden'; } function setConfig(partial, silent){ for (const k in partial) if (k in CFG_DEFAULTS && typeof partial[k] === 'boolean') cfg[k] = partial[k]; applyConfig(); try { localStorage.setItem(CFG_KEY, JSON.stringify(cfg)); } catch (_) {} return Object.assign({}, cfg); } // ---- pause / input block while an overlay (start screen, config panel) is open ---- let uiBlocked = false; function setBlocked(on){ uiBlocked = !!on; if (uiBlocked) { for (const k in keys) keys[k] = false; mouseDown = false; pendingShoot = false; stopDemoDrive(); if (document.pointerLockElement) document.exitPointerLock?.(); } } // ---- draw helpers for look parts / imported models ---- const FLASH_SPEC = [0.9,0.8,0.5]; function drawLookParts(parts, parentM, flashCol, depth){ for (let i = 0; i < parts.length; i++){ const p = parts[i]; const wm = multiply(p.lm, parentM); // engine multiply(a,b) == B·A → parent · local const mesh = p.shape === 'cyl' ? cylMesh : crateMesh; if (depth) { drawMeshDepth(mesh, wm); continue; } gl.uniform1f(uUseTex, 0.0); drawMesh(mesh, wm, flashCol || p.color, flashCol ? FLASH_SPEC : p.spec, flashCol ? 40 : p.shin); } } function drawImportParts(slot, parentM, flashCol, depth){ const s = importSlots[slot]; if (!s) return; for (const part of s.parts){ if (depth) { drawMeshDepth(part.mesh, parentM); continue; } if (slot === 'scene' && parentM === IDENT && !e32Visible(part)) continue; // [e32] frustum culling (batched level parts) if (flashCol) drawTexturedPart({ mesh: part.mesh, color: flashCol, spec: FLASH_SPEC, shin: 40, useTex: false, local: null }, parentM); else drawTexturedPart(part, parentM); } if (!depth) gl.uniform1f(uUseTex, 0.0); } // kind: hostile|patrol|dog. m = the existing collider-sized body matrix. function drawCharacter(kind, m, mesh, color, spec, shin, flashing, depth){ if (e31Draw(kind, flashing ? color : null, depth)) return; // [e31] animated rig if (importSlots.character && !importSlots.character.rig && (kind !== 'dog' || cfg.importDog)) { drawImportParts('character', m, flashing ? color : null, depth); return; } const parts = curLook.characters[kind]; if (parts) { drawLookParts(parts, m, flashing ? color : null, depth); return; } if (depth) { drawMeshDepth(mesh, m); return; } gl.uniformMatrix4fv(uModel, false, m); drawMesh(mesh, m, color, spec, shin); } function drawNodeTrims(node, model, flashCol, depth){ const t = curLook.trims[node.name]; if (t && t.length) drawLookParts(t, model, flashCol, depth); } function hideBuiltinProp(node){ return !cfg.builtinProps && !!importSlots.scene && node.name !== 'ground' && node.name !== 'marker'; } const IDENT = identity(); function drawLookWorldExtras(depth){ if (curLook.backdrop.length) drawLookParts(curLook.backdrop, IDENT, null, depth); if (importSlots.scene) drawImportParts('scene', IDENT, null, depth); } // ---- public API for looks/, ui/ scripts and the local test harness ---- window.MuseEngine29 = { version: 'e29-lookpicker-1', applyLook: function(){ return applyLook(lookFromRegistry()); }, look: function(){ return { id: curLook.id, name: curLook.name, issues: curLook.issues.slice() }; }, builtinLookA: function(){ return JSON.parse(JSON.stringify(LOOK_A_BUILTIN)); }, groundPixelBuiltin: function(x, y){ return builtinGroundPixel(x, y); }, cycleLook: cycleLook, getConfig: function(){ return Object.assign({}, cfg); }, configDefaults: function(){ return Object.assign({}, CFG_DEFAULTS); }, setConfig: setConfig, setBlocked: setBlocked, isBlocked: function(){ return uiBlocked; }, setImportedModel: setImportedModel, clearImportedModel: clearImportedModel, importInfo: function(slot){ return importSlots[slot] ? Object.assign({}, importSlots[slot].info) : null; }, flashHint: function(t){ flashHint(t); }, status: function(){ return { look: curLook.id, fps: fps, paused: uiBlocked, night: nightMode, shadows: useShadowMap, hp: playerHP, ammoMag: ammoMag, ammoReserve: ammoReserve, score: score, airY: airY, cam: [cam.pos[0], cam.pos[1], cam.pos[2]], hostile: { alive: hostile.alive, hp: hostile.hp, dying: hostile.dying, pos: hostile.pos.slice() }, patrol: { alive: patrolHostile.alive, hp: patrolHostile.hp, dying: patrolHostile.dying, pos: patrolHostile.pos.slice() }, dogs: dogs.map(d => ({ alive: d.alive, pos: d.pos.slice() })), sceneNodes: sceneNodes.length, parkourBlocks: parkourBlocks.length, lastHint: lastHintText, lookProp: { visible: !!lookProp.visible, parts: (lookProp.parts || []).length }, // [lookB-fix] lamps: lamps.map(l => ({ name: l.name, on: l.on, broken: l.broken, lit: lampLit(l) })), // [e29 lampfix] imports: { scene: importSlots.scene ? importSlots.scene.info : null, character: importSlots.character ? importSlots.character.info : null } }; } }; if (/[?&]test=1/.test(location.search)) { // local test harness only (not used by the UI) window.MuseEngine29.test = { place: function(x, z, yaw, pitch){ cam.pos[0] = x; cam.pos[2] = z; if (yaw != null) cam.yaw = yaw; if (pitch != null) cam.pitch = pitch; }, aimAt: function(which){ const h = which === 'patrol' ? patrolHostile : hostile; const tx = h.pos[0], tz = h.pos[2], ty = (h.baseY || 0) + h.scale * 0.5; const dx = tx - cam.pos[0], dz = tz - cam.pos[2], dy = ty - cam.pos[1]; cam.yaw = Math.atan2(dx, -dz); cam.pitch = Math.atan2(dy, Math.hypot(dx, dz)); return [cam.yaw, cam.pitch]; }, shoot: function(){ shootCooldown = 0; tryShoot(); return { ammoMag: ammoMag, score: score }; }, jump: function(){ keys['Space'] = true; jumpBufferTimer = JUMP_BUFFER; setTimeout(function(){ keys['Space'] = false; }, 80); }, aimAtLamp: function(i){ // [e29 lampfix] aim at the centre of lamp i's bulb const t = lampBulbTip(lamps[i]); const dx = t[0] - cam.pos[0], dz = t[2] - cam.pos[2], dy = t[1] - cam.pos[1]; cam.yaw = Math.atan2(dx, -dz); cam.pitch = Math.atan2(dy, Math.hypot(dx, dz)); return [cam.yaw, cam.pitch]; }, lampColors: function(){ return JSON.parse(JSON.stringify(curLook.lamps)); }, freezeHostiles: function(on){ hostile.speed = on ? 0 : 1.35; patrolHostile.speed = on ? 0 : 1.8; } }; } applyConfig(); { const qm = location.search.match(/[?&]look=([A-Za-z0-9_-]+)/); if (qm && window.MuseLooks && typeof window.MuseLooks.get === 'function' && window.MuseLooks.get(qm[1])) { try { window.MuseLooks.setActive(qm[1]); } catch (_) {} } } applyLook(lookFromRegistry()); if (window.MuseLooks && typeof window.MuseLooks.onChange === 'function') { window.MuseLooks.onChange(function(){ applyLook(lookFromRegistry()); flashHint('LOOK ' + curLook.id + ' · ' + curLook.name); }); } // ===================== [e29 coach] end of look/config block ===================== // ===================== [e30 coach] Phase 30: loaded scene = the level (mesh colliders), crosshair fix, pyramid hit ===================== // The collider maths (grid, ground/wall/ray queries, spawn search) is Muse-authored with coach fixes: engine/physics/mesh-collider.js // (see game/muse-authored/phase30/FIXES-P30.md). The footprint probe below is coach code. // This block wires it into the Phase 28/29 movement, AI, shooting and draw code. Built-in colliders come back when the // "Scene colliders" toggle is off or the scene is cleared. CFG_DEFAULTS.sceneColliders = true; try { const o30 = JSON.parse(localStorage.getItem(CFG_KEY) || '{}'); cfg.sceneColliders = (typeof o30.sceneColliders === 'boolean') ? o30.sceneColliders : true; } catch (_) { cfg.sceneColliders = true; } var level = { collider: null, spawnNode: null, spawn: null, active: false, stash: null, stats: null, respawns: 0, lastShot: null, buildMs: 0 }; const LV_H = 1.75, BUILTIN_SPAWN = [0, 1.6, 5]; function levelOn(){ return !!(level && level.active); } function _lvCell(stats){ const sx = stats.max[0] - stats.min[0], sz = stats.max[2] - stats.min[2]; return Math.max(1.0, Math.min(8.0, Math.sqrt(Math.max(1, sx * sz) / Math.max(1, stats.tris / 12)))); } function buildLevelCollider(positions){ const MC = window.MuseMeshCollider; if (!MC || !MC.build || !positions || positions.length < 9) return null; const t0 = performance.now(); let mn = [Infinity, Infinity, Infinity], mx = [-Infinity, -Infinity, -Infinity]; for (let i = 0; i < positions.length; i += 3) for (let k = 0; k < 3; k++) { const v = positions[i + k]; if (v < mn[k]) mn[k] = v; if (v > mx[k]) mx[k] = v; } const cell = _lvCell({ min: mn, max: mx, tris: positions.length / 9 }); const c = MC.build(positions, { cell: cell, walkableNy: 0.7 }); level.buildMs = Math.round(performance.now() - t0); return c; } // [e30 coach] player footprint probe: centre + 8 points just OUTSIDE the wall radius (r + 3 cm). Muse's groundAtDisc samples at // 0.7 r, i.e. inside the cylinder, so a riser blocked the player (wallHit at r) before the step top was ever seen and // step-up/mantle only worked when a long frame jumped past it. Probing at r + 3 cm sees the top first. const _LV_PR = PLAYER_R + 0.03, _LV_D = _LV_PR * Math.SQRT1_2; const _LV_PROBE = [[0, 0], [_LV_PR, 0], [-_LV_PR, 0], [0, _LV_PR], [0, -_LV_PR], [_LV_D, _LV_D], [_LV_D, -_LV_D], [-_LV_D, _LV_D], [-_LV_D, -_LV_D]]; function _lvGround(x, z, maxY){ const C = level.collider; let best = null; for (let i = 0; i < 9; i++) { const g = C.groundAt(x + _LV_PROBE[i][0], z + _LV_PROBE[i][1], maxY); if (g != null && (best == null || g > best)) best = g; } return best; } function levelFloor(px, pz, fromY){ const g = _lvGround(px, pz, fromY + 0.55); return g == null ? -1e9 : g; } function levelBlockedAt(px, pz, feetY){ const C = level.collider; const g = _lvGround(px, pz, feetY + MANTLE_MAX + 0.05); const base = (g != null && g > feetY) ? g : feetY; if (C.wallHit(px, pz, PLAYER_R, base + 0.15, base + LV_H)) return feetY + 50; // wall: not steppable if (g != null && g > feetY + 0.02) return g; // ledge / step / mantle top return null; } function levelPushPlayer(){ const C = level.collider; for (let i = 0; i < 3; i++) { const p = C.pushOut(cam.pos[0], cam.pos[2], PLAYER_R, airY + STEP_UP + 0.05, airY + LV_H); if (!p || (!p[0] && !p[1])) break; cam.pos[0] += p[0]; cam.pos[2] += p[1]; } } function levelCanStand(x, z, r, baseY, h){ const C = level.collider; const g = C.groundAtDisc(x, z, r, baseY + 0.55); if (g == null || g < baseY - 1.2) return null; // no floor / cliff: AI stays on its level const b = Math.max(g, baseY); if (C.wallHit(x, z, r, b + 0.15, b + h)) return null; return g; } function _charBase(o, isDog){ return isDog ? (o.pos[1] - (o._halfY != null ? o._halfY : 0.25)) : (o.baseY || 0); } function _setCharBase(o, g, isDog){ if (isDog) o.pos[1] = g + (o._halfY != null ? o._halfY : 0.25); else { o.baseY = g; } } function levelMoveChar(o, x, z, r, h, isDog){ const base = _charBase(o, isDog); let g = levelCanStand(x, z, r, base, h); if (g != null) { o.pos[0] = x; o.pos[2] = z; _setCharBase(o, g, isDog); return true; } g = levelCanStand(x, o.pos[2], r, base, h); if (g != null) { o.pos[0] = x; _setCharBase(o, g, isDog); return true; } g = levelCanStand(o.pos[0], z, r, base, h); if (g != null) { o.pos[2] = z; _setCharBase(o, g, isDog); return true; } return false; } function _lvSpawnPoint(hx, hz){ try { return level.collider.findSpawn(hx, hz, {}); } catch (err) { console.warn('[level] findSpawn', err); return null; } } function _placePlayer(p){ cam.pos[0] = p[0]; cam.pos[2] = p[2]; airY = p[1]; velY = 0; onGround = true; onLadder = false; cam.pos[1] = standEye + airY; } function respawnInLevel(){ if (level.spawn) { _placePlayer(level.spawn); level.respawns++; flashHint('RESPAWN'); } } function activateLevel(){ const C = level.collider, st = C.stats; const S = level.stash = { nodes: sceneNodes.splice(0, sceneNodes.length), lamps: lamps.splice(0, lamps.length), pickups: ammoPickups.splice(0, ammoPickups.length), door: door.pos.slice(), ladder: ladder.pos.slice(), deck: ladderDeck.pos.slice(), bollard: lookProp.visible, hostile: { pos: hostile.pos.slice(), baseY: hostile.baseY }, patrol: { pos: patrolHostile.pos.slice(), baseY: patrolHostile.baseY, a: patrolHostile.waypointA.slice(), b: patrolHostile.waypointB.slice() }, dogs: dogs.map(d => d.pos.slice()), cam: [cam.pos[0], cam.pos[1], cam.pos[2], cam.yaw, cam.pitch], airY: airY }; refreshTargets(); door.pos[0] = 9999; door.pos[1] = -500; door.pos[2] = 9999; ladder.pos[0] = 9999; ladder.pos[2] = 9999; ladderDeck.pos[0] = 9999; ladderDeck.pos[2] = 9999; lookProp.visible = false; // spawn: named node (PlayerStart/spawn) snapped to the floor, else nearest valid spot to the scene centre const cx = (st.min[0] + st.max[0]) / 2, cz = (st.min[2] + st.max[2]) / 2; let sp = null; if (level.spawnNode) { const n = level.spawnNode; const g = C.groundAtDisc(n[0], n[2], PLAYER_R, n[1] + 1.0); if (g != null && !C.wallHit(n[0], n[2], PLAYER_R, g + 0.3, g + LV_H)) sp = [n[0], g, n[2]]; else sp = _lvSpawnPoint(n[0], n[2]); level.spawnSource = sp ? 'node' : 'search'; } if (!sp) { sp = _lvSpawnPoint(cx, cz); level.spawnSource = sp ? 'search' : 'none'; } if (!sp) sp = [cx, st.max[1] + 0.5, cz]; level.spawn = sp; _placePlayer(sp); cam.yaw = Math.atan2(cx - sp[0], -(cz - sp[2])) || 0; cam.pitch = -0.08; // enemies: move onto valid floor near the player (keep their AI); dogs keep their height offset const put = function(o, hx, hz, isDog){ const p = _lvSpawnPoint(hx, hz); if (!p) return false; o.pos[0] = p[0]; o.pos[2] = p[2]; _setCharBase(o, p[1], isDog); return true; }; const fx = Math.sin(cam.yaw), fz = -Math.cos(cam.yaw); put(hostile, sp[0] + fx * 9 + fz * 3, sp[2] + fz * 9 - fx * 3, false); if (put(patrolHostile, sp[0] + fx * 6 - fz * 4, sp[2] + fz * 6 + fx * 4, false)) { const a = patrolHostile.pos.slice(); const b2 = _lvSpawnPoint(a[0] - fz * 5, a[2] + fx * 5) || a; patrolHostile.waypointA = [a[0], a[1], a[2]]; patrolHostile.waypointB = [b2[0], a[1], b2[2]]; } for (let i = 0; i < dogs.length; i++) { const d = dogs[i]; if (d._halfY == null) d._halfY = S.dogs[i][1]; put(d, sp[0] + fx * 4 + fz * (2 + i), sp[2] + fz * 4 - fx * (2 + i), true); } level.active = true; flashHint('LEVEL: ' + ((importSlots.scene && importSlots.scene.info.name) || 'scene') + ' · colliders ' + st.tris + ' tris'); } function deactivateLevel(){ const S = level.stash; level.active = false; if (S) { for (const n of S.nodes) sceneNodes.push(n); for (const l of S.lamps) lamps.push(l); for (const p of S.pickups) ammoPickups.push(p); refreshTargets(); for (let k = 0; k < 3; k++) { door.pos[k] = S.door[k]; ladder.pos[k] = S.ladder[k]; ladderDeck.pos[k] = S.deck[k]; } lookProp.visible = cfg.bollard; for (let k = 0; k < 3; k++) { hostile.pos[k] = S.hostile.pos[k]; patrolHostile.pos[k] = S.patrol.pos[k]; } hostile.baseY = S.hostile.baseY; patrolHostile.baseY = S.patrol.baseY; patrolHostile.waypointA = S.patrol.a.slice(); patrolHostile.waypointB = S.patrol.b.slice(); dogs.forEach((d, i) => { for (let k = 0; k < 3; k++) d.pos[k] = S.dogs[i][k]; }); } level.stash = null; cam.pos[0] = BUILTIN_SPAWN[0]; cam.pos[2] = BUILTIN_SPAWN[2]; airY = 0; velY = 0; onGround = true; cam.pos[1] = standEye; cam.yaw = 0; cam.pitch = 0; applyConfig(); flashHint('BUILT-IN COLLIDERS'); } function syncLevel(){ const want = !!(level.collider && importSlots.scene && importSlots.scene.info && importSlots.scene.info.mode === 'level' && cfg.sceneColliders); if (want && !level.active) activateLevel(); else if (!want && level.active) deactivateLevel(); } const _setImported29 = setImportedModel, _clearImported29 = clearImportedModel; function setImportedModel30(slot, meshes, info, extra){ if (slot === 'scene' && level.active) deactivateLevel(); if (slot === 'scene') { level.collider = null; level.spawnNode = null; level.spawn = null; level.stats = null; } const out = _setImported29(slot, meshes, info); if (slot === 'scene' && extra && extra.collision && extra.collision.length >= 9) { level.collider = buildLevelCollider(extra.collision); level.spawnNode = extra.spawn || null; if (level.collider) { const s = level.collider.stats; level.stats = { tris: s.tris, walkable: s.walkable, walls: s.walls, cells: s.cells, buildMs: level.buildMs }; if (importSlots.scene) importSlots.scene.info.collider = level.stats; } else if (importSlots.scene) importSlots.scene.info.collider = null; } syncLevel(); if (slot === 'scene' && importSlots.scene) { importSlots.scene.info.levelActive = level.active; importSlots.scene.info.spawn = level.spawn ? level.spawn.map(v => +v.toFixed(3)) : null; importSlots.scene.info.spawnSource = level.active ? level.spawnSource : null; } return importSlots[slot] ? importSlots[slot].info : out; } function clearImportedModel30(slot){ if (slot === 'scene') { if (level.active) deactivateLevel(); level.collider = null; level.spawnNode = null; level.spawn = null; level.stats = null; } _clearImported29(slot); } function levelShotTest(eye, dir, bestT){ let hit = null; if (levelOn()) { const h = level.collider.raycast(eye[0], eye[1], eye[2], dir[0], dir[1], dir[2], 200); if (h && h.t < bestT) hit = h; } return hit; } function recordShot(eye, dir, t){ level.lastShot = { eye: eye.slice(), dir: dir.slice(), t: (t === Infinity ? null : t) }; } function e30LevelHit(best){ const st = HIT_STYLES.wall; showHitMarker(st); flashHint('SCENE HIT'); } // --- [e30] pyramid: its square AABB also covered empty air around the slopes (e.g. lamp1 seen from spawn read STONE HIT) --- const _PYR = [[-1.2,0,-1.2],[1.2,0,-1.2],[1.2,0,1.2],[-1.2,0,1.2],[0,1.8,0]]; const _PYR_F = [[0,1,4],[1,2,4],[2,3,4],[3,0,4],[0,3,2],[0,2,1]]; function _rayTri(o, d, a, b, c){ const e1 = [b[0]-a[0], b[1]-a[1], b[2]-a[2]], e2 = [c[0]-a[0], c[1]-a[1], c[2]-a[2]]; const p = [d[1]*e2[2]-d[2]*e2[1], d[2]*e2[0]-d[0]*e2[2], d[0]*e2[1]-d[1]*e2[0]]; const det = e1[0]*p[0] + e1[1]*p[1] + e1[2]*p[2]; if (Math.abs(det) < 1e-9) return null; const inv = 1 / det, s = [o[0]-a[0], o[1]-a[1], o[2]-a[2]]; const u = (s[0]*p[0] + s[1]*p[1] + s[2]*p[2]) * inv; if (u < 0 || u > 1) return null; const q = [s[1]*e1[2]-s[2]*e1[1], s[2]*e1[0]-s[0]*e1[2], s[0]*e1[1]-s[1]*e1[0]]; const v = (d[0]*q[0] + d[1]*q[1] + d[2]*q[2]) * inv; if (v < 0 || u + v > 1) return null; const t = (e2[0]*q[0] + e2[1]*q[1] + e2[2]*q[2]) * inv; return t > 1e-6 ? t : null; } function pyramidRayT(node, eye, dir){ const sc = (typeof node.scale === 'number') ? node.scale : 1, P = node.pos; const V = _PYR.map(v => [P[0] + v[0]*sc, P[1] + v[1]*sc, P[2] + v[2]*sc]); let best = null; for (const f of _PYR_F) { const t = _rayTri(eye, dir, V[f[0]], V[f[1]], V[f[2]]); if (t != null && (best == null || t < best)) best = t; } return best; } // --- [e30] crosshair + hit marker follow the game view (canvas) centre, not the window centre --- let _xhKey = ''; function syncCrosshair(){ const r = canvas.getBoundingClientRect(); const k = r.left + ',' + r.top + ',' + r.width + ',' + r.height; if (k === _xhKey) return; _xhKey = k; const x = (r.left + r.width / 2) + 'px', y = (r.top + r.height / 2) + 'px'; crossEl.style.left = x; crossEl.style.top = y; hitMarkEl.style.left = x; hitMarkEl.style.top = y; } window.addEventListener('scroll', function(){ _xhKey = ''; syncCrosshair(); }, true); window.addEventListener('resize', function(){ _xhKey = ''; syncCrosshair(); }); let _e30Proj = null, _e30View = null; function e30Frame(){ syncCrosshair(); if (levelOn()) { if (lookProp.visible) lookProp.visible = false; // K / bollard toggle has no place in a loaded level if (level.collider && airY < level.collider.stats.min[1] - 12) respawnInLevel(); // fell out of the level } } function e30Matrices(proj, view){ _e30Proj = proj; _e30View = view; e32Frustum(proj, view); } // [e32] frustum planes per frame function _mulV(m, v){ return [m[0]*v[0]+m[4]*v[1]+m[8]*v[2]+m[12]*v[3], m[1]*v[0]+m[5]*v[1]+m[9]*v[2]+m[13]*v[3], m[2]*v[0]+m[6]*v[1]+m[10]*v[2]+m[14]*v[3], m[3]*v[0]+m[7]*v[1]+m[11]*v[2]+m[15]*v[3]]; } window.MuseEngine29.version = 'e30-scene-level-1'; window.MuseEngine29.setImportedModel = setImportedModel30; window.MuseEngine29.clearImportedModel = clearImportedModel30; { const _sc29 = window.MuseEngine29.setConfig; window.MuseEngine29.setConfig = function(p, s){ const r = _sc29(p, s); syncLevel(); return Object.assign({}, cfg); }; } window.MuseEngine29.level = function(){ return { active: level.active, hasCollider: !!level.collider, stats: level.stats, spawn: level.spawn, spawnSource: level.spawnSource || null, spawnNode: level.spawnNode, respawns: level.respawns, sceneColliders: cfg.sceneColliders }; }; window.MuseEngine29.respawn = function(){ if (levelOn()) respawnInLevel(); else { cam.pos[0] = BUILTIN_SPAWN[0]; cam.pos[2] = BUILTIN_SPAWN[2]; airY = 0; velY = 0; } }; { const _st29 = window.MuseEngine29.status; window.MuseEngine29.status = function(){ const s = _st29(); s.level = window.MuseEngine29.level(); s.onGround = onGround; s.feetY = airY; return s; }; } if (window.MuseEngine29.test) { const T = window.MuseEngine29.test; T.placeFeet = function(x, feetY, z, yaw, pitch){ cam.pos[0] = x; cam.pos[2] = z; airY = feetY; velY = 0; onGround = false; cam.pos[1] = standEye + airY; if (yaw != null) cam.yaw = yaw; if (pitch != null) cam.pitch = pitch; }; T.lastShot = function(){ const s = level.lastShot; if (!s || s.t == null) return s; return { eye: s.eye, dir: s.dir, t: s.t, point: [s.eye[0]+s.dir[0]*s.t, s.eye[1]+s.dir[1]*s.t, s.eye[2]+s.dir[2]*s.t] }; }; T.project = function(x, y, z){ // world -> CSS pixel (page) coordinates of the game view if (!_e30Proj) return null; const c = _mulV(_e30Proj, _mulV(_e30View, [x, y, z, 1])); if (c[3] <= 0) return null; const r = canvas.getBoundingClientRect(); return [r.left + (c[0] / c[3] * 0.5 + 0.5) * r.width, r.top + (1 - (c[1] / c[3] * 0.5 + 0.5)) * r.height]; }; T.crosshair = function(){ const r = crossEl.getBoundingClientRect(); return [r.left + r.width / 2, r.top + r.height / 2]; }; T.ground = function(x, z, maxY){ return level.collider ? level.collider.groundAt(x, z, maxY == null ? 1e6 : maxY) : null; }; T.wallHit = function(x, z, y0, y1){ return level.collider ? level.collider.wallHit(x, z, PLAYER_R, y0, y1) : null; }; T.pyramidRayT = function(){ const n = targets.concat(level.stash ? level.stash.nodes : []).find(t => t.name === 'objPyramid'); return n ? pyramidRayT(n, cam.pos.slice(), [Math.sin(cam.yaw)*Math.cos(cam.pitch), Math.sin(cam.pitch), -Math.cos(cam.yaw)*Math.cos(cam.pitch)]) : null; }; } // ===================== [e30 coach] end of Phase 30 block ===================== // ===================== [e31 coach] Phase 31: animated characters (GPU skinning, clip roles, capsule + head/body hitboxes) ===================== // Muse-authored maths (engine/anim/*.js, reviewed + fixed by the coach, see game/muse-authored/phase31/FIXES-P31.md): // MuseSkeletonPose (sampling, crossfade, world + palette matrices), MuseClipMap (clip roles), MuseCapsuleFit (capsule, head sphere, ray tests), // MuseBoneBudget (joint palette <= E31_MAX_BONES). The importer (engine/ui/model-import.js toCharacterRig) builds the rig. // This block is coach plumbing: GPU buffers, per-actor animation state machine, hitboxes, death clip, API + test hooks. var e31 = { rig: null, actors: { hostile: null, patrol: null }, runSpeed: 2.2, idleSpeed: 0.18, fade: 0.2, deathHold: 1.2, overrides: {}, roles: null, lastHit: null, pendingHint: null, forcedSpeed: { hostile: null, patrol: null } }; const E31_ROLES = ['idle', 'walk', 'run', 'shoot', 'death']; function e31On(){ return !!(e31.rig && importSlots.character && importSlots.character.rig === e31.rig); } // column-major 4x4 helpers (C = A * B), independent of the engine's multiply() argument order function _m4mul(a, b){ const o = new Float32Array(16); for (let c = 0; c < 4; c++) for (let r = 0; r < 4; r++) { o[c*4+r] = a[r]*b[c*4] + a[4+r]*b[c*4+1] + a[8+r]*b[c*4+2] + a[12+r]*b[c*4+3]; } return o; } function _m4TRy(x, y, z, yaw){ const c = Math.cos(yaw), s = Math.sin(yaw); return new Float32Array([c,0,-s,0, 0,1,0,0, s,0,c,0, x,y,z,1]); } function _m4Rx(a){ const c = Math.cos(a), s = Math.sin(a); return new Float32Array([1,0,0,0, 0,c,s,0, 0,-s,c,0, 0,0,0,1]); } function _m4S(x, y, z){ return new Float32Array([x,0,0,0, 0,y,0,0, 0,0,z,0, 0,0,0,1]); } function _m4pt(m, p){ return [m[0]*p[0]+m[4]*p[1]+m[8]*p[2]+m[12], m[1]*p[0]+m[5]*p[1]+m[9]*p[2]+m[13], m[2]*p[0]+m[6]*p[1]+m[10]*p[2]+m[14]]; } function _angLerp(a, b, t){ let d = b - a; while (d > Math.PI) d -= 2*Math.PI; while (d < -Math.PI) d += 2*Math.PI; return a + d * t; } function e31ActorOf(h){ return h === hostile ? e31.actors.hostile : h === patrolHostile ? e31.actors.patrol : null; } function e31Roles(){ const rig = e31.rig; if (!rig) return null; const CM = window.MuseClipMap; let m = null; try { m = (CM && CM.match) ? CM.match(rig.clipNames, { overrides: e31.overrides }) : null; } catch (err) { console.warn('[e31] clip match', err); } if (!m) m = rig.match || { roles: { idle: -1, walk: -1, run: -1, shoot: -1, death: -1 }, unmatched: [] }; e31.roles = m; if (importSlots.character) { importSlots.character.info.roles = Object.assign({}, m.roles); importSlots.character.info.unmatched = (m.unmatched || []).slice(); importSlots.character.info.overrides = Object.assign({}, e31.overrides); } return m; } function e31Clip(role){ const R = (e31.roles || {}).roles || {}; const g = (k) => (R[k] != null && R[k] >= 0) ? R[k] : -1; if (role === 'walk') { const w = g('walk'); return w >= 0 ? w : (g('run') >= 0 ? g('run') : g('idle')); } if (role === 'run') { const r = g('run'); return r >= 0 ? r : (g('walk') >= 0 ? g('walk') : g('idle')); } return g(role); } function e31MakeActor(h){ const SP = window.MuseSkeletonPose, rig = e31.rig, N = rig.skeleton.nodes.length; const a = { fader: new SP.Fader(rig.skeleton), pose: SP.createPose(N), world: new Float32Array(16 * N), palette: new Float32Array(12 * Math.max(1, rig.palette.slots)), role: null, clip: -1, speed: 0, last: [h.pos[0], h.pos[2]], yaw: 0, shootT: 0, deathT: -1, switches: 0, history: [], model: identity(), head: null, body: null }; SP.restPose(rig.skeleton, a.pose); return a; } function e31SetRig(rig){ e31.rig = rig || null; e31.actors.hostile = null; e31.actors.patrol = null; e31.overrides = {}; e31.lastHit = null; if (!rig) return; try { const saved = JSON.parse(localStorage.getItem('muse-engine-31.clipmap.' + (importSlots.character.info.name || '')) || 'null'); if (saved && typeof saved === 'object') e31.overrides = saved; } catch (_) {} e31Roles(); e31.actors.hostile = e31MakeActor(hostile); e31.actors.patrol = e31MakeActor(patrolHostile); } // ---- per-frame: speed -> role -> crossfade -> pose -> palette; hitboxes follow the animated head ---- function e31Tick(dt){ if (!e31On()) return; const SP = window.MuseSkeletonPose, rig = e31.rig, cap = rig.capsule; for (const kind of ['hostile', 'patrol']) { const h = kind === 'hostile' ? hostile : patrolHostile, a = e31.actors[kind]; if (!a || !h.alive) continue; const dx = h.pos[0] - a.last[0], dz = h.pos[2] - a.last[1]; a.last[0] = h.pos[0]; a.last[1] = h.pos[2]; let inst = dt > 0 ? Math.hypot(dx, dz) / dt : a.speed; if (inst > 15) inst = 0; // teleport (level activation / respawn), not movement if (dt > 0) a.speed += (inst - a.speed) * Math.min(1, dt * 8); if (dt > 0 && Math.hypot(dx, dz) > 1e-4 && inst <= 15) a.yaw = _angLerp(a.yaw, Math.atan2(dx, dz), Math.min(1, dt * 10)); else if (kind === 'hostile' && hostile.alerted && dt > 0) a.yaw = _angLerp(a.yaw, Math.atan2(cam.pos[0] - h.pos[0], cam.pos[2] - h.pos[2]), Math.min(1, dt * 6)); if (h.alive && !(h.dying > 0)) a.deathT = -1; let role; if (h.dying > 0 && e31Clip('death') >= 0 && cfg.deathFx) role = 'death'; else if (a.shootT > 0 && e31Clip('shoot') >= 0) { role = 'shoot'; a.shootT -= dt; } else { const run = a.role === 'run' ? a.speed > e31.runSpeed * 0.85 : a.speed > e31.runSpeed; const move = (a.role === 'walk' || a.role === 'run') ? a.speed > e31.idleSpeed * 0.6 : a.speed > e31.idleSpeed; role = run ? 'run' : move ? 'walk' : 'idle'; } const ci = e31Clip(role); if (role !== a.role || ci !== a.clip) { if (ci >= 0 && ci !== a.clip) { a.fader.play(ci, role === 'death' ? 0.12 : e31.fade, { loop: role !== 'death' && role !== 'shoot', speed: 1 }); a.switches++; } if (ci >= 0 && ci === a.clip && role === 'shoot') { a.fader.play(ci, 0, { loop: false }); } a.history.push({ role: role, clip: ci, t: +performance.now().toFixed(0) }); if (a.history.length > 24) a.history.shift(); a.role = role; a.clip = ci; } if (a.clip >= 0) a.fader.update(dt, rig.clips, a.pose); else SP.restPose(rig.skeleton, a.pose); SP.worldMatrices(rig.skeleton, a.pose, IDENT, a.world); SP.skinPalette(a.world, rig.palette.nodes, rig.palette.invBind, null, a.palette); // model matrix: placement * yaw * fit (feet at 0, capsule axis at x=z=0, metres, +Z forward) const F = rig.fitM; if (h.dying > 0 && role !== 'death') { // no death clip: Phase 29 fall-then-boom applied to the rig const hs = hostileDrawScale(h), k = 1 / Math.max(0.05, h.scale); a.model = _m4mul(_m4mul(_m4mul(_m4TRy(h.pos[0], (h.baseY || 0) - (hs.sink || 0), h.pos[2], 0), _m4Rx(hs.tip || 0)), _m4S(hs.xz * k, hs.y * k, hs.xz * k)), _m4mul(_m4TRy(0, 0, 0, a.yaw), F)); } else { let sink = 0; if (role === 'death') { const dur = rig.clips[a.clip].duration; sink = Math.max(0, a.deathT - dur - e31.deathHold * 0.4) * 0.9; } a.model = _m4mul(_m4TRy(h.pos[0], (h.baseY || 0) - sink, h.pos[2], a.yaw), F); } // hitboxes (world): body capsule (fitted from the bind pose) + head sphere riding on the head joint const base = h.baseY || 0; let headTop = cap.height; if (rig.head) { const Mh = _m4mul(a.world.subarray(16 * rig.head.node, 16 * rig.head.node + 16), rig.head.invBindM); const c = _m4pt(a.model, _m4pt(rig.a0M, _m4pt(Mh, rig.head.cRaw))); a.head = { c: c, r: rig.head.r }; headTop = c[1] - base - rig.head.r; // bottom of the head sphere (chin / neck) } else a.head = null; // body capsule: its top hemisphere ends just under the head sphere, so head shots are not swallowed by the body const yTop = Math.max(cap.radius * 1.05, Math.min(cap.height - cap.radius, headTop - cap.radius * 0.5)); a.body = { a: [h.pos[0], base + Math.min(cap.radius, yTop), h.pos[2]], b: [h.pos[0], base + yTop, h.pos[2]], r: cap.radius }; } if (e31.pendingHint) { flashHint(e31.pendingHint); e31.pendingHint = null; } } // death: the clip replaces fall-then-boom when the rig has one (hold the last frame, sink, despawn) const _tickDeath30 = tickHostileDeath; tickHostileDeath = function(h, dt, hint){ const a = e31On() ? e31ActorOf(h) : null; if (a && h.dying > 0 && cfg.deathFx && e31Clip('death') >= 0) { if (a.deathT < 0) a.deathT = 0; a.deathT += dt; const dur = e31.rig.clips[e31Clip('death')].duration; if (a.deathT >= dur + e31.deathHold) { h.dying = 0; h.alive = false; h.deathBoomPending = false; } return true; } return _tickDeath30(h, dt, hint); }; // attack beat: the shoot clip plays when an enemy lands a hit on the player const _updHostile30 = updateHostile, _updPatrol30 = updatePatrolHostile; updateHostile = function(dt){ const hp0 = playerHP; _updHostile30(dt); if (playerHP !== hp0) e31Shoot('hostile'); }; updatePatrolHostile = function(dt){ const hp0 = playerHP; _updPatrol30(dt); if (playerHP !== hp0) e31Shoot('patrol'); }; function e31Shoot(kind){ const a = e31.actors[kind]; if (!e31On() || !a) return false; const ci = e31Clip('shoot'); if (ci < 0) return false; a.shootT = e31.rig.clips[ci].duration; a.role = null; return true; } function e31ChaseSpeed(h, dist){ // animated hostiles sprint (run clip) when far, walk when close if (e31.forcedSpeed.hostile != null && h === hostile) return e31.forcedSpeed.hostile; if (!e31On() || h.speed <= 0 || e31Clip('run') < 0) return h.speed; return dist > 6 ? h.speed * 2.3 : h.speed; } function e31PatrolSpeed(){ return (e31.forcedSpeed.patrol != null) ? e31.forcedSpeed.patrol : patrolHostile.speed; } function e31R(h){ return e31On() ? e31.rig.capsule.radius : h.scale * 0.5; } function e31H(h){ return e31On() ? e31.rig.capsule.height : h.scale; } // ---- shooting: head sphere vs body capsule (nearest wins); head = HEADSHOT x3 damage ---- function e31Ray(h, eye, dir){ const a = e31ActorOf(h), CF = window.MuseCapsuleFit; if (!a || !a.body || !CF) return null; const tb = CF.rayCapsule(eye, dir, a.body.a, a.body.b, a.body.r); const th = a.head ? CF.raySphere(eye, dir, a.head.c, a.head.r) : -1; let t = null, zone = null; if (tb >= 0) { t = tb; zone = 'body'; } if (th >= 0 && (t == null || th <= t + 1e-6)) { t = th; zone = 'head'; } h._zone = zone; return t; } function e31Damage(h){ if (!e31On()) return 1; return h._zone === 'head' ? 3 : 1; } function e31AfterShot(best){ if (!e31On() || !best || !(best.isHostile || best.isPatrol)) return; const h = best.isHostile ? hostile : patrolHostile; e31.lastHit = { kind: best.isHostile ? 'hostile' : 'patrol', zone: h._zone, hp: h.hp, down: h.hp <= 0, t: +performance.now().toFixed(0) }; if (h._zone === 'head') { e31.pendingHint = h.hp <= 0 ? 'HEADSHOT · ' + (best.isHostile ? 'HOSTILE' : 'PATROL') + ' DOWN' : 'HEADSHOT'; flashHint(e31.pendingHint); } } // ---- draw: skinned parts with the actor's palette (main + shadow pass) ---- function e31Draw(kind, flashCol, depth){ if (!e31On()) return false; if (kind === 'dog') return e32DrawDog(flashCol, depth); // [e32] dogs use the rig when 'Dogs use the loaded character' is on const a = e31.actors[kind]; if (!a) return false; const parts = importSlots.character.parts; const locI = depth ? d_aSkinIdx : aSkinIdx, locW = depth ? d_aSkinW : aSkinW; gl.useProgram(depth ? skinDepthProgram : skinProgram); // skinned variant (the plain programs have no skinning code) gl.uniform4fv(depth ? d_uBones : uBones, a.palette); for (const part of parts) { if (!part.skinVbo) continue; const M = part.A ? _m4mul(a.model, part.A) : a.model; gl.bindBuffer(gl.ARRAY_BUFFER, part.skinVbo); if (locI >= 0) { gl.enableVertexAttribArray(locI); gl.vertexAttribPointer(locI, 4, gl.FLOAT, false, 32, 0); } if (locW >= 0) { gl.enableVertexAttribArray(locW); gl.vertexAttribPointer(locW, 4, gl.FLOAT, false, 32, 16); } if (depth) drawMeshDepth(part.mesh, M); else if (flashCol) drawTexturedPart({ mesh: part.mesh, color: flashCol, spec: FLASH_SPEC, shin: 40, useTex: false, local: null }, M); else drawTexturedPart(part, M); } if (locI >= 0) gl.disableVertexAttribArray(locI); if (locW >= 0) gl.disableVertexAttribArray(locW); if (!depth) gl.uniform1f(uUseTex, 0.0); gl.useProgram(depth ? depthProgram : program); return true; } // ---- import hook: skin buffers + rig ---- const _setImported30 = setImportedModel30, _clearImported30 = clearImportedModel30; function _e31FreeSkin(){ const s = importSlots.character; if (s) for (const p of s.parts) if (p.skinVbo) { try { gl.deleteBuffer(p.skinVbo); } catch (_) {} p.skinVbo = null; } } function setImportedModel31(slot, meshes, info, extra){ if (slot === 'character') { _e31FreeSkin(); e31SetRig(null); } const out = _setImported30(slot, meshes, info, extra); if (slot === 'character' && extra && extra.rig && importSlots.character) { const rig = extra.rig, s = importSlots.character; if (!window.MuseSkeletonPose) { console.warn('[e31] skeleton-pose.js missing: rig drawn static'); return out; } s.parts.forEach(function(p, i){ const m = meshes[i], n = m.positions.length / 3, d = new Float32Array(n * 8); for (let v = 0; v < n; v++) for (let k = 0; k < 4; k++) { d[v*8+k] = m.skinIndex[v*4+k]; d[v*8+4+k] = m.skinWeight[v*4+k]; } p.skinVbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, p.skinVbo); gl.bufferData(gl.ARRAY_BUFFER, d, gl.STATIC_DRAW); p.A = m.A ? new Float32Array(m.A) : null; }); rig.fitM = new Float32Array(rig.fit); rig.a0M = new Float32Array(rig.a0); if (rig.head) rig.head.invBindM = new Float32Array(rig.head.invBind); s.rig = rig; e31SetRig(rig); s.info.gpuSkinning = true; s.info.maxBonesGPU = E31_MAX_BONES; flashHint('ANIMATED CHARACTER ' + (info.name || '') + ' · ' + rig.clips.length + ' clips · ' + rig.joints.count + ' bones'); } return importSlots[slot] ? importSlots[slot].info : out; } function clearImportedModel31(slot){ if (slot === 'character') { _e31FreeSkin(); e31SetRig(null); } _clearImported30(slot); } function e31ActorStatus(kind){ const a = e31.actors[kind], h = kind === 'hostile' ? hostile : patrolHostile; if (!a) return null; const st = a.fader.state ? a.fader.state() : {}; return { role: a.role, clip: a.clip, clipName: a.clip >= 0 ? e31.rig.clips[a.clip].name : null, speed: +a.speed.toFixed(3), yaw: +a.yaw.toFixed(3), weight: st.weight != null ? +(+st.weight).toFixed(3) : null, fading: !!st.fading, time: st.time != null ? +(+st.time).toFixed(3) : null, done: !!st.done, switches: a.switches, deathT: +a.deathT.toFixed(3), feetY: +(h.baseY || 0).toFixed(3), alive: h.alive, dying: h.dying, hp: h.hp, head: a.head ? { c: a.head.c.map(v => +v.toFixed(3)), r: +a.head.r.toFixed(3) } : null, body: a.body ? { a: a.body.a.map(v => +v.toFixed(3)), b: a.body.b.map(v => +v.toFixed(3)), r: +a.body.r.toFixed(3) } : null, history: a.history.slice(-10) }; } window.MuseEngine29.version = 'e31-anim-chars-1'; window.MuseEngine29.setImportedModel = setImportedModel31; window.MuseEngine29.clearImportedModel = clearImportedModel31; window.MuseEngine29.skinInfo = function(){ return { maxBones: E31_MAX_BONES, maxVertexUniformVectors: E31_MAXVU }; }; window.MuseEngine29.anim = function(){ if (!e31On()) return { active: false, maxBones: E31_MAX_BONES }; const rig = e31.rig; return { active: true, maxBones: E31_MAX_BONES, clips: rig.clipNames.slice(), clipDurations: rig.clips.map(c => +c.duration.toFixed(3)), roles: Object.assign({}, e31.roles.roles), unmatched: (e31.roles.unmatched || []).slice(), overrides: Object.assign({}, e31.overrides), joints: rig.joints.count, paletteSlots: rig.palette.slots, capsule: rig.capsule, head: rig.head ? { bone: rig.head.name, r: rig.head.r, c: rig.head.c } : null, runSpeed: e31.runSpeed, fade: e31.fade, lastHit: e31.lastHit, hostile: e31ActorStatus('hostile'), patrol: e31ActorStatus('patrol') }; }; window.MuseEngine29.setClipOverride = function(role, index){ // index: clip index, -1 = none, null/undefined = auto if (E31_ROLES.indexOf(role) < 0) throw new Error('role must be one of ' + E31_ROLES.join('|')); if (index == null || index === 'auto') delete e31.overrides[role]; else e31.overrides[role] = index | 0; if (e31On()) { try { localStorage.setItem('muse-engine-31.clipmap.' + (importSlots.character.info.name || ''), JSON.stringify(e31.overrides)); } catch (_) {} e31Roles(); for (const k in e31.actors) if (e31.actors[k]) e31.actors[k].role = null; } return e31.roles ? Object.assign({}, e31.roles.roles) : null; }; window.MuseEngine29.animConfig = function(o){ o = o || {}; if (o.runSpeed > 0) e31.runSpeed = +o.runSpeed; if (o.fade >= 0) e31.fade = +o.fade; return { runSpeed: e31.runSpeed, fade: e31.fade }; }; { const _st30 = window.MuseEngine29.status; window.MuseEngine29.status = function(){ const s = _st30(); s.anim = window.MuseEngine29.anim(); return s; }; } if (window.MuseEngine29.test) { const T = window.MuseEngine29.test; T.charShoot = function(kind){ return e31Shoot(kind || 'hostile'); }; T.charSpeed = function(kind, v){ e31.forcedSpeed[kind] = (v == null ? null : +v); return e31.forcedSpeed[kind]; }; T.aimAtPoint = function(x, y, z){ const dx = x - cam.pos[0], dz = z - cam.pos[2], dy = y - cam.pos[1]; cam.yaw = Math.atan2(dx, -dz); cam.pitch = Math.atan2(dy, Math.hypot(dx, dz)); return [cam.yaw, cam.pitch]; }; T.headPoint = function(kind){ const a = e31.actors[kind || 'hostile']; return a && a.head ? a.head.c.slice() : null; }; T.bodyPoint = function(kind){ const a = e31.actors[kind || 'hostile']; if (!a || !a.body) return null; return [a.body.a[0], (a.body.a[1] + a.body.b[1]) * 0.5, a.body.a[2]]; }; T.resetEnemies = function(){ for (const h of [hostile, patrolHostile]) { h.alive = true; h.dying = 0; h.hp = 5; h.deathBoomPending = false; h.hitFlash = 0; } for (const k in e31.actors) if (e31.actors[k]) { e31.actors[k].deathT = -1; e31.actors[k].role = null; } }; } // ===================== [e31 coach] end of Phase 31 block ===================== // ===================== [e32 coach] Phase 32: Engine 32 RC (model check, root motion toggle, dogs use the character, perf) ===================== // Muse-authored helpers (reviewed + fixed by the coach, see game/muse-authored/phase32/FIXES-P32.md): // MuseModelCheck (engine/check/model-check.js): warnings for the Model check panel; MuseRootMotion (engine/anim/root-motion.js): the // importer measures root motion and builds in-place clips; MuseSetup (engine/io/setup-schema.js): setup JSON + drop planner (used by engine/ui/e32-ui.js). // This block is coach plumbing: live clip-set switch, dog actors driven by the loaded rig, frustum culling of batched scene parts, // the modelCheck() API and test hooks. const E32_VERSION = 'e32-rc-1'; const E32_DOG_SCALE = 0.5; // the loaded character drawn at half size as the dog let _e32Dog = null; // set by the dog draw loops just before drawCharacter('dog', ...) const e32 = { dogActors: new Map(), frame: 0, planes: null, drawn: 0, culled: 0, lastDrawn: 0, lastCulled: 0 }; function e32ApplyClips(){ const r = e31.rig; if (r && r.clipsRaw && r.clipsStripped) r.clips = cfg.stripRootMotion ? r.clipsStripped : r.clipsRaw; } function e32DogOn(){ return e31On() && !!cfg.importDog; } function e32DogFeet(d){ return d.pos[1] - (d._halfY != null ? d._halfY : 0.25); } function e32DogActor(d){ let a = e32.dogActors.get(d); if (!a || a.rig !== e31.rig) { a = e31MakeActor(d); a.rig = e31.rig; e32.dogActors.set(d, a); } return a; } function e32Tick(dt){ e32ApplyClips(); if (!e32DogOn()) { if (e32.dogActors.size) e32.dogActors.clear(); return; } const SP = window.MuseSkeletonPose, rig = e31.rig, cap = rig.capsule, s = E32_DOG_SCALE; for (const d of dogs) { if (!d.alive || !cfg.dogs) continue; const a = e32DogActor(d); const dx = d.pos[0] - a.last[0], dz = d.pos[2] - a.last[1]; a.last[0] = d.pos[0]; a.last[1] = d.pos[2]; let inst = dt > 0 ? Math.hypot(dx, dz) / dt : a.speed; if (inst > 15) inst = 0; if (dt > 0) a.speed += (inst - a.speed) * Math.min(1, dt * 8); if (dt > 0 && Math.hypot(dx, dz) > 1e-4 && inst <= 15) a.yaw = _angLerp(a.yaw, Math.atan2(dx, dz), Math.min(1, dt * 10)); const run = a.role === 'run' ? a.speed > 1.4 : a.speed > 1.6; const move = (a.role === 'walk' || a.role === 'run') ? a.speed > e31.idleSpeed * 0.6 : a.speed > e31.idleSpeed; const role = run ? 'run' : move ? 'walk' : 'idle'; const ci = e31Clip(role); if (role !== a.role || ci !== a.clip) { if (ci >= 0 && ci !== a.clip) { a.fader.play(ci, e31.fade, { loop: true, speed: 1 }); a.switches++; } a.history.push({ role: role, clip: ci, t: +performance.now().toFixed(0) }); if (a.history.length > 24) a.history.shift(); a.role = role; a.clip = ci; } if (a.clip >= 0) a.fader.update(dt, rig.clips, a.pose); else SP.restPose(rig.skeleton, a.pose); SP.worldMatrices(rig.skeleton, a.pose, IDENT, a.world); SP.skinPalette(a.world, rig.palette.nodes, rig.palette.invBind, null, a.palette); const feet = e32DogFeet(d); a.model = _m4mul(_m4mul(_m4TRy(d.pos[0], feet, d.pos[2], a.yaw), _m4S(s, s, s)), rig.fitM); a.body = { a: [d.pos[0], feet + cap.radius * s, d.pos[2]], b: [d.pos[0], feet + Math.max(cap.radius * s * 1.05, (cap.height - cap.radius) * s), d.pos[2]], r: cap.radius * s }; } } function e32DrawActor(a, flashCol, depth){ const parts = importSlots.character.parts; const locI = depth ? d_aSkinIdx : aSkinIdx, locW = depth ? d_aSkinW : aSkinW; gl.useProgram(depth ? skinDepthProgram : skinProgram); gl.uniform4fv(depth ? d_uBones : uBones, a.palette); for (const part of parts) { if (!part.skinVbo) continue; const M = part.A ? _m4mul(a.model, part.A) : a.model; gl.bindBuffer(gl.ARRAY_BUFFER, part.skinVbo); if (locI >= 0) { gl.enableVertexAttribArray(locI); gl.vertexAttribPointer(locI, 4, gl.FLOAT, false, 32, 0); } if (locW >= 0) { gl.enableVertexAttribArray(locW); gl.vertexAttribPointer(locW, 4, gl.FLOAT, false, 32, 16); } if (depth) drawMeshDepth(part.mesh, M); else if (flashCol) drawTexturedPart({ mesh: part.mesh, color: flashCol, spec: FLASH_SPEC, shin: 40, useTex: false, local: null }, M); else drawTexturedPart(part, M); } if (locI >= 0) gl.disableVertexAttribArray(locI); if (locW >= 0) gl.disableVertexAttribArray(locW); if (!depth) gl.uniform1f(uUseTex, 0.0); gl.useProgram(depth ? depthProgram : program); return true; } function e32DrawDog(flashCol, depth){ const d = _e32Dog; _e32Dog = null; if (!d || !e32DogOn()) return false; const a = e32.dogActors.get(d); if (!a || a.rig !== e31.rig || !a.model) return false; return e32DrawActor(a, flashCol, depth); } function e32DogRay(d, eye, dir, min, max){ if (!e32DogOn()) return rayAABB(eye, dir, min, max); const a = e32.dogActors.get(d), CF = window.MuseCapsuleFit; if (!a || !a.body || !CF) return rayAABB(eye, dir, min, max); const t = CF.rayCapsule(eye, dir, a.body.a, a.body.b, a.body.r); return t >= 0 ? t : null; } // ---- frustum culling for batched scene parts (main pass only; the shadow pass still draws everything) ---- function e32Frustum(proj, view){ e32.lastDrawn = e32.drawn; e32.lastCulled = e32.culled; e32.drawn = 0; e32.culled = 0; e32.frame++; if (!proj || !view) { e32.planes = null; return; } const m = _m4mul(proj, view), P = []; const row = (r) => [m[r], m[4 + r], m[8 + r], m[12 + r]]; const r0 = row(0), r1 = row(1), r2 = row(2), r3 = row(3); for (const [a, sgn] of [[r0, 1], [r0, -1], [r1, 1], [r1, -1], [r2, 1], [r2, -1]]) { const p = [r3[0] + sgn * a[0], r3[1] + sgn * a[1], r3[2] + sgn * a[2], r3[3] + sgn * a[3]]; const l = Math.hypot(p[0], p[1], p[2]) || 1; P.push([p[0] / l, p[1] / l, p[2] / l, p[3] / l]); } e32.planes = P; } function e32Visible(part){ const b = part.bs, P = e32.planes; if (!b || !P) { e32.drawn++; return true; } for (let i = 0; i < 6; i++) { const p = P[i]; if (p[0] * b[0] + p[1] * b[1] + p[2] * b[2] + p[3] < -b[3]) { e32.culled++; return false; } } e32.drawn++; return true; } // ---- Model check: facts from the importer + live engine state -> MuseModelCheck.analyze ---- function e32ModelCheck(slot){ const s = importSlots[slot]; if (!s) return null; const info = s.info || {}; const f = JSON.parse(JSON.stringify(info.check || { kind: slot, name: info.name })); if (slot === 'scene' && info.mode === 'level') f.scene = { mode: 'level', colliderTris: (info.collider || {}).tris || 0, walkableTris: (info.collider || {}).walkable || 0, spawn: info.spawnSource || (info.spawnNode ? 'node' : 'search') }; const rigOK = !!(s.rig && s.rig.clipsStripped && s.rig.clipsStripped !== s.rig.clipsRaw); if (f.rig && f.rig.clips) { const R = (e31.roles && e31.roles.roles) || info.roles || {}; f.rig.roles = Object.assign({}, R); f.rig.clips.forEach(function(c){ c.stripped = !!cfg.stripRootMotion && rigOK; }); } const MC = window.MuseModelCheck; let res; try { res = MC ? MC.analyze(f) : null; } catch (err) { console.warn('[e32] model check', err); res = null; } if (!res) res = { level: 'ok', warnings: [], summary: { errors: 0, warns: 0, infos: 0, codes: [] }, unavailable: true }; // [e32 scope change] importer notes (extraChecks from extra readers) + MuseTextureBudget (LARGE_TEXTURES / TEXTURE_MEMORY / NPOT_TEXTURES) let budget = null; const extra = (f.extraChecks || []).slice(); const TB = window.MuseTextureBudget; if (TB && f.textures && f.textures.sizes) { try { budget = TB.analyze(f.textures.sizes); extra.push.apply(extra, budget.warnings); } catch (err) { console.warn('[e32] texture budget', err); } } if (extra.length) { const ord = { error: 0, warn: 1, info: 2 }, all = res.warnings.concat(extra.filter(function(w){ return w && ord[w.level] != null; })); all.forEach(function(w, i){ w._i = i; }); all.sort(function(a, b){ return (ord[a.level] - ord[b.level]) || (a._i - b._i); }); all.forEach(function(w){ delete w._i; }); const sm = { errors: 0, warns: 0, infos: 0, codes: all.map(function(w){ return w.code; }) }; all.forEach(function(w){ if (w.level === 'error') sm.errors++; else if (w.level === 'warn') sm.warns++; else sm.infos++; }); res = Object.assign({}, res, { warnings: all, summary: sm, level: sm.errors ? 'error' : sm.warns ? 'warn' : 'ok' }); } const takes = ((f.rig && f.rig.clips) || []).map(function(c){ const e = MC ? MC.estimateFps(c.times || []) : { fps: 0, frames: (c.times || []).length, standard: false }; return { name: c.name, duration: c.duration, fps: e.fps, frames: e.frames, standard: e.standard, keys: (c.times || []).length, rootMotionM: c.rootMotionM || 0, stripped: !!c.stripped }; }); if (f.rig && f.rig.clips) f.rig.clips.forEach(function(c){ delete c.times; }); return { slot: slot, name: info.name, mode: info.mode, facts: f, level: res.level, warnings: res.warnings, summary: res.summary, takes: takes, textureBudget: budget ? { count: budget.count, decodedMB: budget.totalDecodedMB, uploadMB: budget.totalUploadMB, largest: budget.largest } : null, drawParts: info.drawParts || (s.parts ? s.parts.length : 0), srcParts: info.srcParts || (s.parts ? s.parts.length : 0), rootNode: info.rootMotion ? info.rootMotion.node : null }; } { // setImportedModel: apply the clip set for the current toggle and drop old dog actors const _set31 = window.MuseEngine29.setImportedModel; window.MuseEngine29.setImportedModel = function(slot, meshes, info, extra){ const r = _set31(slot, meshes, info, extra); if (slot === 'character') { e32.dogActors.clear(); e32ApplyClips(); } return r; }; const _clr31 = window.MuseEngine29.clearImportedModel; window.MuseEngine29.clearImportedModel = function(slot){ if (slot === 'character') e32.dogActors.clear(); return _clr31(slot); }; } window.MuseEngine29.version = E32_VERSION; window.MuseEngine29.releaseLabel = 'Engine 32 RC'; window.MuseEngine29.modelCheck = e32ModelCheck; window.MuseEngine29.perf = function(){ const s = importSlots.scene; return { sceneDrawParts: s ? s.parts.length : 0, sceneSrcParts: s && s.info ? (s.info.srcParts || s.parts.length) : 0, drawnLastFrame: e32.lastDrawn, culledLastFrame: e32.lastCulled, sharedTextures: s ? s.parts.filter(function(p){ return p.sharedTex; }).length : 0, textures: s ? new Set(s.parts.filter(function(p){ return p.tex; }).map(function(p){ return p.tex; })).size : 0 }; }; { const _st31 = window.MuseEngine29.status; window.MuseEngine29.status = function(){ const s = _st31(); s.e32 = { version: E32_VERSION, stripRootMotion: !!cfg.stripRootMotion, dogsUseCharacter: e32DogOn(), dogActors: e32.dogActors.size }; return s; }; } if (window.MuseEngine29.test) { const T = window.MuseEngine29.test; T.rootPos = function(kind){ // engine-space position of the rig's root-motion node for an actor ('hostile' | 'patrol' | 'dog') const rig = e31.rig; if (!rig || !rig.rootMotion || rig.rootMotion.node < 0) return null; const a = kind === 'dog' ? e32.dogActors.get(dogs[0]) : e31.actors[kind || 'hostile']; if (!a || !a.model) return null; const w = a.world, n = rig.rootMotion.node; return _m4pt(a.model, _m4pt(rig.a0M, [w[16 * n + 12], w[16 * n + 13], w[16 * n + 14]])); }; T.dogActor = function(){ const d = dogs[0], a = e32.dogActors.get(d); if (!a) return null; return { role: a.role, clip: a.clip, clipName: a.clip >= 0 ? e31.rig.clips[a.clip].name : null, speed: +a.speed.toFixed(3), switches: a.switches, pos: d.pos.slice(), feet: +e32DogFeet(d).toFixed(3), body: a.body ? { a: a.body.a.map(function(v){ return +v.toFixed(3); }), b: a.body.b.map(function(v){ return +v.toFixed(3); }), r: +a.body.r.toFixed(3) } : null }; }; T.dogPoint = function(){ const a = e32.dogActors.get(dogs[0]); if (!a || !a.body) { const d = dogs[0]; return d.pos.slice(); } return [a.body.a[0], (a.body.a[1] + a.body.b[1]) * 0.5, a.body.a[2]]; }; T.dogs = function(){ return dogs.map(function(d){ return { pos: d.pos.slice(), alive: d.alive, hp: d.hp }; }); }; T.moveDog = function(x, z){ const d = dogs[0]; d.pos[0] = x; d.pos[2] = z; d.target = [x, 0, z]; const a = e32.dogActors.get(d); if (a) { a.last[0] = x; a.last[1] = z; } return d.pos.slice(); }; } // ===================== [e32 coach] end of Phase 32 block ===================== let _charShapeInit = false; function render(now){ if (!_charShapeInit) { _charShapeInit = true; applyCharShapePack(); } resize(); e30Frame(); // [e30] const dt = Math.min(0.05, (now - last)/1000); last = now; if (shootCooldown > 0) shootCooldown -= dt; if (hitFlashTimer > 0) hitFlashTimer -= dt; if (hurtFlash > 0) hurtFlash -= dt; if (muzzleFlash > 0) muzzleFlash -= dt; if (reloading) { reloadTimer -= dt; if (reloadTimer <= 0) { reloading = false; const take = shareAmmoIntoMag(); flashHint(take > 0 ? ('RELOADED +' + take) : 'RELOADED'); sfxReloadEnd(); } } if (!uiBlocked) updateCamera(dt); // [e29] paused while an overlay is open if (!orbit.enabled && !uiBlocked) { resolveCollision(); checkAmmoPickups(); if (cfg.enemies) { // [e29] gameplay toggle + engine part (AI update) if (cfg.enemyAI) { updateHostile(dt); updatePatrolHostile(dt); } else { tickHostileDeath(hostile, dt); tickHostileDeath(patrolHostile, dt); } } if (cfg.dogs && cfg.enemyAI) updateDogs(dt); // [e29] for (const n of sceneNodes) { if (n.dying > 0) { n.dying -= dt; if (n.dying <= 0) { n.dying = 0; n.hp = 0; } } } const allCratesDown = targets.filter(t => t.name && /^(crate\d|obj)/.test(t.name)).every(t => t.hp <= 0); if (hostile.alive === false && patrolHostile.alive === false && allCratesDown && !wonOnce){ wonOnce = true; flashHint('WIN'); } } e31Tick(uiBlocked ? 0 : dt); // [e31] poses + palettes + hitboxes e32Tick(uiBlocked ? 0 : dt); // [e32] clip set + dog actors frames++; fpsTime += dt; if (fpsTime >= 0.5){ fps = Math.round(frames / fpsTime); frames=0; fpsTime=0; } const litCount = lamps.filter(lampLit).length; const modeStr = nightMode ? ('NIGHT L' + litCount + '/' + lamps.length + (litCount===0?' MOON':'')) : 'DAY'; const reloadStr = reloading ? ' RELOAD' : ''; const crouchStr = crouching ? ' CROUCH' : ''; const dogsAlive = dogs.filter(d=>d.alive).length; fpsEl.textContent = fps + ' FPS · ' + modeStr + ' · HP ' + playerHP + ' · AMMO ' + ammoMag + '/' + ammoReserve + reloadStr + crouchStr + ' · DOGS ' + dogsAlive + ' · Score ' + score; const aspect = canvas.width / canvas.height; const proj = perspective(Math.PI/4, aspect, 0.1, 100); let view; if (orbit.enabled) { view = lookAt(cam.pos, orbit.target, [0,1,0]); } else { const cp = Math.cos(cam.pitch), sp = Math.sin(cam.pitch); const target = [ cam.pos[0] + Math.sin(cam.yaw) * cp, cam.pos[1] + sp, cam.pos[2] + (-Math.cos(cam.yaw) * cp) ]; view = lookAt(cam.pos, target, [0,1,0]); } e30Matrices(proj, view); // [e30] const LE = curLook.env; // [e29] look env const lightDirDay = LE.sunDirDay; const lightDirNight = LE.sunDirNight; const lightDir = nightMode ? lightDirNight : lightDirDay; const lightPos = [0,0,0]; const shadowC = levelOn() ? [cam.pos[0], cam.pos[1] - standEye, cam.pos[2]] : orbit.target; // [e30] shadows follow the player in a level for (let i=0;i<3;i++) lightPos[i] = shadowC[i] - lightDir[i]*12; const lightView = lookAt(lightPos, shadowC, [0,1,0]); const lightProj = ortho(-10,10,-10,10,1,35); const lightVP = multiply(lightProj, lightView); const lightMVP = lightVP; const dayClear = LE.dayClear; const litForSky = nightMode ? lamps.filter(lampLit).length : 4; const nightClear = [ LE.nightClearBase[0] + litForSky * LE.nightClearPerLamp[0], LE.nightClearBase[1] + litForSky * LE.nightClearPerLamp[1], LE.nightClearBase[2] + litForSky * LE.nightClearPerLamp[2] ]; const clearCol = nightMode ? nightClear : dayClear; gl.clearColor(clearCol[0], clearCol[1], clearCol[2], 1.0); if (useShadowMap) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadowFBO); gl.viewport(0,0,SHADOW_SIZE,SHADOW_SIZE); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(depthProgram); gl.colorMask(false, false, false, false); gl.uniformMatrix4fv(d_uLightVP, false, lightVP); const casterModels = {}; for (const node of sceneNodes) { if (node.name === 'ground') continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; let model = identity(); if (node.name === 'marker' && !node.pos) { model = rotateY(identity(), now*0.001*1.2); } else if (node.pos) { let s = node.scale; if (!Array.isArray(s)) s = [s,s,s]; let m = identity(); m[0]=s[0]; m[5]=s[1]; m[10]=s[2]; m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2]; model = m; } casterModels[node.name] = model; if (hideBuiltinProp(node)) continue; // [e29] drawMeshDepth(node.mesh, model); drawNodeTrims(node, model, null, true); // [e29] } for (const p of ammoPickups){ if (!p.alive) continue; let m = identity(); m[0]=p.scale; m[5]=p.scale; m[10]=p.scale; m[12]=p.pos[0]; m[13]=p.pos[1]; m[14]=p.pos[2]; drawMeshDepth(p.mesh, m); } for (const d of dogs){ if (!d.alive || !cfg.dogs) continue; let m = identity(); m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2; m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2]; _e32Dog = d; drawCharacter('dog', m, d.mesh, null, null, 0, false, true); // [e29]; [e32] which dog } if (casterModels['crate0']) { let parentM = casterModels['crate0']; let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]); childM = multiply(parentM, childM); drawMeshDepth(childMarker.mesh, childM); } if (lookProp.visible) { const root = lookPropRootModel(); const auth = lookProp.authoredParts || []; for (let ai = 0; ai < auth.length; ai++) { const part = auth[ai]; const model = multiply(root, part.local || identity()); drawMeshDepth(part.mesh, model); } if (lookProp.parts && lookProp.parts.length) { for (let li = 0; li < lookProp.parts.length; li++) { const part = lookProp.parts[li]; const model = multiply(root, part.local || identity()); drawMeshDepth(part.mesh, model); } } } if (cfg.enemies && hostile.alive) { drawCharacter('hostile', hostileModel(hostile).m, hostile.mesh, null, null, 0, false, true); // [e29] } if (cfg.enemies && patrolHostile.alive) { drawCharacter('patrol', hostileModel(patrolHostile).m, patrolHostile.mesh, null, null, 0, false, true); // [e29] } let doorM = identity(); let ds = door.scale; doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2]; doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2]; if (door.open) doorM = rotateY(doorM, Math.PI/2); drawMeshDepth(door.mesh, doorM); for (const l of lamps){ let m = identity(); m[0]=l.postScale[0]; m[5]=l.postScale[1]; m[10]=l.postScale[2]; m[12]=l.pos[0]; m[13]=l.pos[1]; m[14]=l.pos[2]; drawMeshDepth(crateMesh, m); let bm = identity(); bm[0]=l.bulbScale[0]; bm[5]=l.bulbScale[1]; bm[10]=l.bulbScale[2]; bm[12]=l.pos[0]; bm[13]=l.pos[1]+l.postScale[1]*0.5+0.1; bm[14]=l.pos[2]; drawMeshDepth(crateMesh, bm); } drawLookWorldExtras(true); // [e29] backdrop + imported scene gl.colorMask(true, true, true, true); gl.bindFramebuffer(gl.FRAMEBUFFER, null); } gl.viewport(0,0,canvas.width,canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.useProgram(program); gl.uniformMatrix4fv(uProj, false, proj); gl.uniformMatrix4fv(uView, false, view); gl.uniform3fv(uLightDir, lightDir); let sceneAmbient = LE.dayAmbient; if (nightMode) { const litN = lamps.filter(lampLit).length; sceneAmbient = LE.nightAmbientBase + litN * LE.nightAmbientPerLamp; gl.uniform1f(uAmbientAmt, sceneAmbient); gl.uniform1f(uDirAmt, LE.nightDiffuseBase + litN * LE.nightDiffusePerLamp); } else { gl.uniform1f(uAmbientAmt, sceneAmbient); gl.uniform1f(uDirAmt, LE.dayDiffuse); } const activeLamps = (nightMode && cfg.lightExtras) ? nearestLitLamps(2) : []; // [e29] const pointBoost = LE.lampBoost; if (activeLamps[0]) { gl.uniform3fv(uPointPos, lampBulbTip(activeLamps[0])); gl.uniform3fv(uPointColor, [LE.lampColor1[0]*pointBoost, LE.lampColor1[1]*pointBoost, LE.lampColor1[2]*pointBoost]); gl.uniform1f(uPointRadius, 18.0); } else { gl.uniform3fv(uPointPos, [0,0,0]); gl.uniform3fv(uPointColor, [0,0,0]); gl.uniform1f(uPointRadius, 0.0); } if (activeLamps[1]) { gl.uniform3fv(uPointPos2, lampBulbTip(activeLamps[1])); gl.uniform3fv(uPointColor2, [LE.lampColor2[0]*pointBoost, LE.lampColor2[1]*pointBoost, LE.lampColor2[2]*pointBoost]); gl.uniform1f(uPointRadius2, 17.0); } else { gl.uniform3fv(uPointPos2, [0,0,0]); gl.uniform3fv(uPointColor2, [0,0,0]); gl.uniform1f(uPointRadius2, 0.0); } gl.uniform1f(uAlpha, 1.0); gl.uniform3fv(uCamPos, cam.pos); const fogCol = nightMode ? [LE.nightFogBase[0] + litForSky*LE.nightFogPerLamp[0], LE.nightFogBase[1] + litForSky*LE.nightFogPerLamp[1], LE.nightFogBase[2] + litForSky*LE.nightFogPerLamp[2]] : LE.dayFog; gl.uniform3fv(uFogColor, fogCol); gl.uniform1f(uFogNear, cfg.fog ? LE.fogNear : 900.0); // [e29] fog toggle gl.uniform1f(uFogFar, cfg.fog ? LE.fogFar : 1000.0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, albedoTex); gl.uniform1i(uAlbedo, 1); if (useShadowMap) { gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, shadowTex); gl.uniform1i(uShadowMap, 0); gl.uniformMatrix4fv(uLightMVP, false, lightMVP); gl.uniform1f(uShadowBias, 0.004); gl.uniform1f(uUseShadow, 1.0); } else { gl.uniformMatrix4fv(uLightMVP, false, identity()); gl.uniform1f(uShadowBias, 0.0); gl.uniform1f(uUseShadow, 0.0); } if (LE.gridColor && cfg.grid && !levelOn()) { // [e29] grid colour from look / toggle; [e30] hidden in a loaded level gl.bindBuffer(gl.ARRAY_BUFFER, gridVBO); gl.enableVertexAttribArray(aPos); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 12, 0); gl.disableVertexAttribArray(aNormal); if (aUV >= 0) gl.disableVertexAttribArray(aUV); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniform3fv(uBaseColor, LE.gridColor); gl.uniform3fv(uSpecColor, [0.0,0.0,0.0]); gl.uniform1f(uShininess, 1.0); gl.uniform1f(uUseTex, 0.0); gl.drawArrays(gl.LINES, 0, gridLines.length/3); } if (!useShadowMap) { gl.uniform1f(uPointRadius, 0.0); gl.uniform1f(uPointRadius2, 0.0); gl.uniform3fv(uLightDir, [0.0, 1.0, 0.0]); gl.uniform1f(uAlpha, 0.38); gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); gl.depthMask(false); for (const node of sceneNodes) { if (!frustumCull(node) || !node.pos) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; const s = node.scale; const sx = (Array.isArray(s) ? s[0] : s) * 1.15; const sz = (Array.isArray(s) ? s[2] : s) * 1.15; let m = identity(); m[0]=sx; m[5]=1.0; m[10]=sz; m[12] = node.pos[0]; m[13] = 0.02; m[14] = node.pos[2]; gl.uniformMatrix4fv(uModel, false, m); gl.uniform3fv(uBaseColor, [0.02,0.02,0.04]); gl.uniform3fv(uSpecColor, [0,0,0]); gl.uniform1f(uShininess, 1.0); gl.uniform1f(uUseTex, 0.0); gl.bindBuffer(gl.ARRAY_BUFFER, shadowQuad.vbo); gl.enableVertexAttribArray(aPos); gl.enableVertexAttribArray(aNormal); gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 32, 0); gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 32, 12); if (aUV >= 0) { gl.enableVertexAttribArray(aUV); gl.vertexAttribPointer(aUV, 2, gl.FLOAT, false, 32, 24); } gl.drawArrays(gl.TRIANGLES, 0, shadowQuad.count); } gl.depthMask(true); gl.disable(gl.BLEND); gl.uniform1f(uAlpha, 1.0); gl.uniform3fv(uLightDir, lightDir); { const al = (nightMode && cfg.lightExtras) ? nearestLitLamps(2) : []; // [e29] gl.uniform1f(uPointRadius, al[0] ? 16.0 : 0.0); gl.uniform1f(uPointRadius2, al[1] ? 15.0 : 0.0); } } const nodeModels = {}; for (const node of sceneNodes) { if (!frustumCull(node)) continue; if (node.hp !== undefined && node.hp <= 0 && !(node.dying > 0)) continue; if (hideBuiltinProp(node)) continue; // [e29] let model = identity(); if (node.name === 'marker' && !node.pos) { model = rotateY(identity(), now*0.001*1.2); } else if (node.pos) { const s = node.scale; const sx = Array.isArray(s) ? s[0] : s; const sy = Array.isArray(s) ? s[1] : s; const sz = Array.isArray(s) ? s[2] : s; let m = identity(); m[0]=sx; m[5]=sy; m[10]=sz; m[12] = node.pos[0]; m[13] = node.pos[1]; m[14] = node.pos[2]; model = m; } nodeModels[node.name] = model; gl.enableVertexAttribArray(aNormal); gl.uniform1f(uUseTex, (node.useTex && cfg.textures) ? 1.0 : 0.0); // [e29] let baseColor = node.color.slice(); const _lookFlash = !!(node.hitFlash && node.hitFlash > 0); // [e29] if (node.hitFlash && node.hitFlash > 0){ baseColor = (node.hitFlashColor && node.hitFlashColor.length === 3) ? node.hitFlashColor.slice() : [1.0, 0.6, 0.6]; node.hitFlash -= dt; } if (node.hp !== undefined && node.pos && (node.hp > 0 || node.dying > 0)){ const s = node.scale; const sx0 = Array.isArray(s) ? s[0] : s; const sy0 = Array.isArray(s) ? s[1] : s; const sz0 = Array.isArray(s) ? s[2] : s; const maxHp = node.maxHp || 3; const hpShow = Math.max(node.hp, 0); let dmg = 1.0 - (maxHp - hpShow) * 0.08; if (dmg < 0.7) dmg = 0.7; let fall = 1.0; if (node.dying > 0) { fall = Math.max(0, Math.min(1, node.dying / 0.55)); dmg = 0.7; } const sx = sx0 * dmg * (0.55 + 0.45 * fall); const sy = sy0 * dmg * fall; const sz = sz0 * dmg * (0.55 + 0.45 * fall); model[0]=Math.max(0.02,sx); model[5]=Math.max(0.02,sy); model[10]=Math.max(0.02,sz); model[12]=node.pos[0]; model[14]=node.pos[2]; if (node.pivot === 'base') { model[13]=node.pos[1]; } else { model[13]= model[5] * 0.5; } } gl.uniformMatrix4fv(uModel, false, model); drawMesh(node.mesh, model, baseColor, node.spec || [0.2,0.2,0.2], node.shin || 32); if (node.pos) drawNodeTrims(node, model, _lookFlash ? baseColor : null, false); // [e29] } for (const p of ammoPickups){ if (!p.alive) continue; drawAmmoBox(p); } for (const d of dogs){ if (!d.alive || !cfg.dogs) continue; let m = identity(); m[0]=d.scale; m[5]=d.scale*0.6; m[10]=d.scale*1.2; m[12]=d.pos[0]; m[13]=d.pos[1]; m[14]=d.pos[2]; gl.uniform1f(uUseTex, 0.0); let col = d.color.slice(); const _dogFlash = d.hitFlash > 0; // [e29] if (d.hitFlash > 0) { col = (d.hitFlashColor && d.hitFlashColor.length === 3) ? d.hitFlashColor.slice() : [1.0, 0.9, 0.7]; d.hitFlash -= dt; } _e32Dog = d; drawCharacter('dog', m, d.mesh, col, d.spec, d.shin, _dogFlash, false); // [e29]; [e32] which dog } if (nodeModels['crate0']) { let parentM = nodeModels['crate0']; let childM = translate(identity(), childMarker.local[0], childMarker.local[1], childMarker.local[2]); childM = multiply(parentM, childM); gl.uniform1f(uUseTex, 0.0); drawMesh(childMarker.mesh, childM, childMarker.color, childMarker.spec, childMarker.shin); } let doorM = identity(); let ds = door.scale; doorM[0]=ds[0]; doorM[5]=ds[1]; doorM[10]=ds[2]; doorM[12]=door.pos[0]; doorM[13]=door.pos[1]; doorM[14]=door.pos[2]; if (door.open) doorM = rotateY(doorM, Math.PI/2); gl.uniform1f(uUseTex, 0.0); let doorCol = door.color; if (door.hitFlash && door.hitFlash > 0) { doorCol = (door.hitFlashColor && door.hitFlashColor.length === 3) ? door.hitFlashColor.slice() : [0.85, 0.95, 1.0]; door.hitFlash -= dt; } gl.uniformMatrix4fv(uModel, false, doorM); drawMesh(door.mesh, doorM, doorCol, door.spec, door.shin); for (const l of lamps){ const postH = l.postScale[1]; let m = identity(); m[0]=l.postScale[0]; m[5]=postH; m[10]=l.postScale[2]; m[12]=l.pos[0]; m[13]=l.pos[1] + postH * 0.5; m[14]=l.pos[2]; gl.uniform1f(uUseTex, 0.0); gl.uniformMatrix4fv(uModel, false, m); let postCol = curLook.lamps.post.slice(); // [e29] if (l.hitFlash && l.hitFlash > 0) { postCol = (l.hitFlashColor && l.hitFlashColor.length === 3) ? l.hitFlashColor.slice() : [1.0,0.95,0.7]; l.hitFlash -= dt; } drawMesh(crateMesh, m, postCol, [0.15,0.15,0.18], 18); let bm = identity(); const lit = lampLit(l); const bs = lit ? [l.bulbScale[0]*1.15, l.bulbScale[1]*1.15, l.bulbScale[2]*1.15] : [l.bulbScale[0]*0.95, l.bulbScale[1]*0.95, l.bulbScale[2]*0.95]; bm[0]=bs[0]; bm[5]=bs[1]; bm[10]=bs[2]; bm[12]=l.pos[0]; bm[13]=l.pos[1] + postH + l.bulbScale[1]*0.5; bm[14]=l.pos[2]; let bulbCol = lit ? curLook.lamps.bulbOn : (l.broken ? curLook.lamps.bulbBroken : curLook.lamps.bulbOff); // [e29] if (l.hitFlash && l.hitFlash > 0) bulbCol = [1.0, 1.0, 0.75]; const bulbSpec = lit ? [1.0,0.98,0.75] : [0.08,0.08,0.1]; const bulbShin = lit ? 120 : 12; if (lit && cfg.lightExtras) gl.uniform1f(uAmbientAmt, 1.35); // [e29] gl.uniformMatrix4fv(uModel, false, bm); drawMesh(crateMesh, bm, bulbCol, bulbSpec, bulbShin); if (lit) gl.uniform1f(uAmbientAmt, sceneAmbient); } drawLookWorldExtras(false); // [e29] backdrop + imported scene gl.uniform1f(uUseTex, 0.0); // Phase 26 look prop (textured + normal-mapped multi-mesh GLB) if (lookProp.visible) { const root = lookPropRootModel(); const auth = lookProp.authoredParts || []; for (let ai = 0; ai < auth.length; ai++) { drawTexturedPart(auth[ai], root); } if (lookProp.parts && lookProp.parts.length) { for (let li = 0; li < lookProp.parts.length; li++) { drawTexturedPart(lookProp.parts[li], root); } } gl.uniform1f(uUseTex, 0.0); } if (cfg.enemies && hostile.alive) { const hm = hostileModel(hostile); let m = hm.m; gl.uniform1f(uUseTex, 0.0); const hb = curLook.charBox.hostile; // [e29] let baseColor = hb.color.slice(); const _hFlash = !!(hm.hs.flash || hostile.hitFlash > 0); // [e29] if (hm.hs.flash) baseColor = [1.0, 0.85, 0.25]; if (hostile.hitFlash > 0) { baseColor = (hostile.hitFlashColor && hostile.hitFlashColor.length === 3) ? hostile.hitFlashColor.slice() : [1.0, 0.45, 0.4]; hostile.hitFlash -= dt; } drawCharacter('hostile', m, hostile.mesh, baseColor, hb.spec, hb.shin, _hFlash, false); // [e29] } if (cfg.enemies && patrolHostile.alive) { const hm = hostileModel(patrolHostile); let m = hm.m; gl.uniform1f(uUseTex, 0.0); const pb = curLook.charBox.patrol; // [e29] let baseColor = pb.color.slice(); const _pFlash = !!(hm.hs.flash || patrolHostile.hitFlash > 0); // [e29] if (hm.hs.flash) baseColor = [1.0, 0.9, 0.35]; if (patrolHostile.hitFlash > 0) { baseColor = (patrolHostile.hitFlashColor && patrolHostile.hitFlashColor.length === 3) ? patrolHostile.hitFlashColor.slice() : [1.0, 0.75, 0.35]; patrolHostile.hitFlash -= dt; } drawCharacter('patrol', m, patrolHostile.mesh, baseColor, pb.spec, pb.shin, _pFlash, false); // [e29] } if (cfg.fx && hitFlashTimer > 0) { // [e29] engine part: FX gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.disable(gl.DEPTH_TEST); const dur = hitStyleDur > 0.01 ? hitStyleDur : 0.28; const a = Math.max(0, Math.min(1, hitFlashTimer / dur)); const s = 0.035 + 0.025 * (1.0 - a); const q = new Float32Array([ -s, -s*0.12, s, -s*0.12, s, s*0.12, -s, -s*0.12, s, s*0.12, -s, s*0.12, -s*0.12, -s, s*0.12, -s, s*0.12, s, -s*0.12, -s, s*0.12, s, -s*0.12, s ]); const vboH = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vboH); gl.bufferData(gl.ARRAY_BUFFER, q, gl.STATIC_DRAW); gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPos); gl.disableVertexAttribArray(aNormal); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniformMatrix4fv(uView, false, identity()); gl.uniformMatrix4fv(uProj, false, identity()); gl.uniform3fv(uBaseColor, hitStyleGl); gl.uniform1f(uAlpha, a * 0.95); gl.drawArrays(gl.TRIANGLES, 0, 12); gl.deleteBuffer(vboH); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND); gl.uniform1f(uAlpha, 1.0); } if (cfg.fx && muzzleFlash > 0) { // [e29] engine part: FX gl.enable(gl.BLEND); gl.blendFunc(gl.SRC_ALPHA, gl.ONE); gl.disable(gl.DEPTH_TEST); const alpha = Math.max(0, muzzleFlash / 0.12); const quad = new Float32Array([-0.08, -0.08, 0.08, -0.08, 0.08, 0.08, -0.08, -0.08, 0.08, 0.08, -0.08, 0.08]); const vbo = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); gl.bufferData(gl.ARRAY_BUFFER, quad, gl.STATIC_DRAW); gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(aPos); gl.disableVertexAttribArray(aNormal); gl.uniformMatrix4fv(uModel, false, identity()); gl.uniformMatrix4fv(uView, false, identity()); gl.uniformMatrix4fv(uProj, false, identity()); gl.uniform3fv(uBaseColor, [1.0, 0.85, 0.4]); gl.uniform1f(uAlpha, alpha * 0.9); gl.drawArrays(gl.TRIANGLES, 0, 6); gl.deleteBuffer(vbo); gl.enable(gl.DEPTH_TEST); gl.disable(gl.BLEND); } requestAnimationFrame(render); } showCredit(2500); // ===== BEGIN GAME DATA: Breaker Bay demo/showcase camera scripts (MIT like the rest; still inline here until the engine/game split in PLAN.md moves it to game/) ===== if (/sell=p8/.test(location.search)) { setTimeout(()=>{ nightMode = false; cam.pos = [3.2, 1.55, 4.0]; cam.yaw = -0.85; cam.pitch = -0.12; cam.speed = 2.6; orbit.target = [0.15, 1.0, -2.3]; orbit.radius = 7.2; flashHint('FBO shadows'); const t0 = performance.now(); let orbitArmed = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; nightMode = false; keys['KeyW'] = (t >= 0.1 && t < 2.2); keys['KeyA'] = (t >= 2.2 && t < 3.0); keys['KeyD'] = false; keys['KeyS'] = false; if (!orbit.enabled) { cam.yaw = -0.85 + Math.sin(t * 0.7) * 0.35; cam.pitch = -0.12 + Math.sin(t * 0.9) * 0.06; } if (!orbitArmed && t >= 3.0) { orbitArmed = true; orbit.target = [0.15, 1.05, -2.3]; orbit.radius = 7.0; orbit.yaw = -0.7; orbit.pitch = 0.18; enterOrbit(); } if (orbit.enabled) { orbit.yawTarget = -0.7 + (t - 3.0) * 0.55; orbit.pitchTarget = 0.18 + Math.sin((t - 3.0) * 0.8) * 0.07; orbit.radius = 7.0 + Math.sin((t - 3.0) * 0.4) * 0.8; } if (t >= 16.0) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 33); }, 900); } else if (/sell=p9/.test(location.search)) { setTimeout(()=>{ nightMode = false; cam.pos = [4.0, 1.7, 11.0]; cam.yaw = -0.25; cam.pitch = 0.08; cam.speed = 2.6; orbit.target = [-3.0, 2.2, -2.0]; orbit.radius = 13.5; flashHint('sky / fog / pillars'); const t0 = performance.now(); let orbitArmed = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; nightMode = false; keys['KeyW'] = (t >= 0.1 && t < 2.5); keys['KeyA'] = false; keys['KeyD'] = (t >= 2.5 && t < 3.2); keys['KeyS'] = false; if (!orbit.enabled) { cam.yaw = -0.25 + t * 0.18; cam.pitch = 0.08 + Math.sin(t * 0.6) * 0.06; } if (!orbitArmed && t >= 3.2) { orbitArmed = true; orbit.target = [-2.5, 2.3, -1.5]; orbit.radius = 13.0; orbit.yaw = 0.15; orbit.pitch = 0.08; enterOrbit(); } if (orbit.enabled) { orbit.yawTarget = 0.15 + (t - 3.2) * 0.52; orbit.pitchTarget = 0.08 + Math.sin((t - 3.2) * 0.5) * 0.10; orbit.radius = 13.0 + Math.sin((t - 3.2) * 0.3) * 1.5; } if (t >= 16.0) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 33); }, 900); } else if (/demo=1/.test(location.search)) { setTimeout(()=>{ cam.pos = [0.0, 1.6, 5.0]; cam.yaw = 0.0; cam.pitch = -0.15; cam.speed = 2.4; orbit.target = [1.2, 0.8, -1.6]; const t0 = performance.now(); let orbitArmed = false; let nightToggled = false; demoDrive = setInterval(() => { if (!demoDrive) return; const t = (performance.now() - t0) / 1000; keys['KeyW'] = (t >= 0.3 && t < 3.2); keys['KeyS'] = (t >= 6.5 && t < 7.5); keys['KeyA'] = (t >= 3.3 && t < 5.2); keys['KeyD'] = (t >= 5.3 && t < 6.5); if (!orbit.enabled && t < 12) { cam.yaw = Math.sin(t * 0.4) * 0.55; cam.pitch = -0.15 + Math.sin(t * 0.55) * 0.08; } if (!orbitArmed && t >= 7.8) { orbitArmed = true; enterOrbit(); setTimeout(()=>{ if (demoDrive) exitOrbit(); }, 2800); } if (orbit.enabled) { orbit.yawTarget = 0.6 + (t - 7.8) * 0.55; orbit.pitchTarget = 0.32; } if (!nightToggled && t >= 3.5) { nightMode = true; nightToggled = true; flashHint('N day/night'); } if (nightToggled && t >= 8.5 && nightMode) { nightMode = false; } if (t > 4.2 && t < 4.5) tryShoot(); if (t > 5.8 && t < 6.1) tryShoot(); if (t >= 11.2) { stopDemoDrive(); if (orbit.enabled) exitOrbit(); } }, 40); }, 2500); } // ===== END GAME DATA ===== requestAnimationFrame(render); })();