Resolves many kinematic movement requests through Rapier collision and returns grounded/collision outcomes.
modules/actor-motion/KinematicBatchResolver.js74 modules · 7 categories. Search, filter by dependency tier, copy any relative path in one click.
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Resolves many kinematic movement requests through Rapier collision and returns grounded/collision outcomes.
modules/actor-motion/KinematicBatchResolver.jsConverts local vehicle controls into general-purpose motion with six-axis shifting, four-way path steering, independent body yaw rotation, optional body banking, and instant or acceleration-based response. Supports a wide range of vehicles across aircraft, watercraft, spacecraft, and landcraft.
modules/actor-motion/GeneralVehicleMotionController.jsApplies caller-provided position and pose frame to object model transforms, with configurable mesh forward direction and optional keep-basis-up alignment.
modules/actor-motion/GeneralObjectModelController.jsApplies flight motion state to airplane visual transforms, including position, yaw, pitch, and roll.
modules/actor-motion/aircraft/AirplaneModelController.jsConverts local pilot controls for steering, throttle, and boost into fixed-wing airplane motion.
modules/actor-motion/aircraft/AirplaneMotionController.jsProvides shared grounded character locomotion for position, velocity, yaw/pitch, sprint, crouch, jump, gravity, resolver intent creation, and commit behavior.
modules/actor-motion/character/BaseCharacterMotionController.jsConverts world-space move and face target points into shared character locomotion. Recommended camera pairing: `PositionFollowCameraRig`.
modules/actor-motion/character/WorldTargetCharacterMotionController.jsConverts world-space left/right/forward/backward movement and rotateCCW/rotateCW input into shared character locomotion. Recommended camera pairing: `PositionFollowCameraRig`.
modules/actor-motion/character/WorldCardinalCharacterMotionController.jsConverts character-heading-relative forward/backward movement, strafeLeft/strafeRight movement, and turnLeft/turnRight input into shared character locomotion. Recommended camera pairing: `PoseFollowCameraRig`.
modules/actor-motion/character/HeadingRelativeCharacterMotionController.jsConverts local left/right/forward/backward movement plus mouse-look yaw/pitch deltas into shared character locomotion. Recommended camera pairing: `FirstPersonCameraRig` for first-person view or `PoseFollowCameraRig` for third-person chase view.
modules/actor-motion/character/MouseLookCharacterMotionController.jsAdds drift response to dynamic car physics by detecting slip and modifying car control behavior.
modules/actor-motion/ground-vehicle/DriftingPlugin.jsResolves dynamic Rapier car physics for multiple actors and returns synchronized car state.
modules/actor-motion/ground-vehicle/DynamicCarBatchResolver.jsConverts local driver controls for steering, throttle, reverse, brake, handbrake, and boost into dynamic car control intent for full wheel-physics simulation.
modules/actor-motion/ground-vehicle/DynamicCarMotionController.jsBuilds basis-aware dynamic car setup data for Rapier vehicle controllers.
modules/actor-motion/ground-vehicle/DynamicCarRapierConfig.jsApplies car motion state to visual transforms, including vehicle body pose and wheel animation.
modules/actor-motion/ground-vehicle/CarModelController.jsConverts local driver controls for steering, throttle, reverse, and boost into lightweight arcade car motion with basic terrain height/normal following.
modules/actor-motion/ground-vehicle/ArcadeCarMotionController.jsConverts directional tilt controls into smoothed plate rotations and gameplay slope values.
modules/actor-motion/PlateTiltController.jsConverts snake turn and growth input into updated grid-cell direction and segment state.
modules/actor-motion/SnakeMotionController.jsAdjusts planar movement intent to steer an actor away from nearby agents while preserving intended travel direction.
modules/behavior/NearbyAvoidanceSteering.jsPlans grid-board routes and reachable cells with blocked cells and wrapping or bounded edges.
modules/behavior/GridPathPlanner.jsConverts character position, current waypoint, and speed limit into planar movement intent, including direction, desired speed, waypoint, and distance.
modules/behavior/AgentPathNavigator.jsTracks route progress by advancing waypoints after the reach distance is met and reporting the current waypoint, progress, and corner profile.
modules/behavior/WaypointProgressTracker.jsConverts waypoint, vehicle pose, speed, and corner profile into AI vehicle controls, including throttle, reverse, brake, left/right steering, and boost.
modules/behavior/WaypointDriver.jsMaintains tactical state for shooter agents as they idle, patrol, chase, attack, or die.
modules/behavior/CombatBehaviorDirector.jsProvides base smoothing and basis-aware pose behavior for concrete camera rigs.
modules/camera/BaseCameraRig.jsFollows a target position with a fixed world-basis offset and fixed viewing angle while looking at the target.
modules/camera/PositionFollowCameraRig.jsFollows a target position and targetFrame with a pose-relative offset and pose-relative look target so the view moves and turns with the target.
modules/camera/PoseFollowCameraRig.jsFollows a target eye position and current forward direction to produce actor-locked first-person view motion.
modules/camera/FirstPersonCameraRig.jsApplies temporary free-look rotation around a target and recenters the view when look input stops.
modules/camera/LookOffsetCameraRig.jsResolves screen/camera aiming or explicit ray aiming into hit position, aim direction, matched target, and launch-to-hit shooting direction.
modules/gameplay/AimResolver.jsOwns team combat player state, health and armor changes, death events, winner resolution, and reset behavior.
modules/gameplay/CombatPlay.jsOwns flight player state, terrain crash checks, hit-ground events, finish state, and reset behavior.
modules/gameplay/FlightPlay.jsOwns checkpoint-lap race state, countdown start, player progress, lap completion, finish order, standings, race events, and reset behavior.
modules/gameplay/RaceCheckpointLapPlay.jsOwns snake player and item state, wall collisions, self collisions, snake collisions, item pickups, death events, and reset behavior.
modules/gameplay/SnakePlay.jsSchedules and spawns enemy waves, escalates spawn pressure, and advances waves as active units are cleared.
modules/gameplay/WaveSpawnDirector.jsManages gun and missile weapon selection, ammo, cooldowns, gun heat, missile lock-on targeting, and fire decisions with launch position, direction, and speed.
modules/gameplay/combat/ProjectileWeaponSystem.jsManages live projectile objects, removes inactive projectiles, and returns projectile hit events.
modules/gameplay/combat/ProjectileManager.jsProvides a deterministic pseudo-random generator with uniform, integer range, step range, and choice helpers.
modules/math/RandomUtils.jsProvides shared scalar operations for stable numeric motion and value normalization.
modules/math/ScalarUtils.jsProvides system and manually controlled clock helpers for consistent millisecond and second timestamps.
modules/math/TimeUtils.jsNormalizes vector inputs into safe Three.js vectors and basis-aware planar directions.
modules/math/Vector3Utils.jsDefines how gameplay directions map onto world axes and keeps basis-aware movement, height, compass, and frame math consistent.
modules/math/WorldBasis.jsRenders shared UI state into DOM HUD elements.
modules/user-interface/DomHudRenderer.jsMaps world-space positions and headings into minimap-space coordinates.
modules/user-interface/MinimapProjector2D.jsMaintains visible and pending notification state over time.
modules/user-interface/NotificationQueue.jsRenders nearby contacts in heading-relative radar space.
modules/user-interface/HeadingRelativeRadar.jsPersists user settings safely through localStorage.
modules/user-interface/StorageSettingsStore.jsProvides observable UI state updates with stable snapshots.
modules/user-interface/UiStateModel.jsRenders flight, weapon, navigation, scoring, and warning state as a cockpit-style HUD.
modules/user-interface/FlightHud.jsRenders race progress and competitors into a track-aware minimap.
modules/user-interface/RaceMinimap.jsRemoves and disposes Three.js object hierarchies, including geometry and material resources.
modules/world/Object3DUtils.jsBuilds arena scene visuals with obstacles and walls, supports spawn position sampling and obstacle queries, and creates explicit Rapier physics colliders.
modules/world/environment/ArenaEnvironment.jsBuilds natural scene visuals with terrain and tree/rock/grass props, supports terrain height queries, and creates explicit terrain/tree/rock Rapier physics colliders.
modules/world/environment/NaturalEnvironment.jsBuilds race-track scene visuals with road terrain, checkpoint markers, and barriers, supports spawn pose sampling, and creates explicit terrain/barrier Rapier physics colliders.
modules/world/environment/RaceTrackEnvironment.jsBuilds board scene visuals with grid cells and lighting, supports cell/world coordinate helpers, and exposes grid bounds.
modules/world/environment/BoardEnvironment.jsBuilds vertex-colored terrain meshes from terrain sampler output and matching Rapier trimesh colliders.
modules/world/environment/TerrainMeshFactory.jsProvides terrain sampler classes that expose `heightAt`, `normalAt`, `colorAt`, and `sample(right, forward)` for procedural worlds. Includes natural grassland terrain, archipelago terrain, and road terrain via road flattening.
modules/world/environment/TerrainSampler.jsBuilds physical boundary wall colliders around a basis-aware planar world area.
modules/world/environment/WorldBoundsColliderFactory.jsSamples planar spawn positions inside optional allowed regions while rejecting blocked regions, using simple rect, circle, polygon, and segment-corridor shape contracts.
modules/world/environment/SpawnAreaSampler.jsProvides shared basis-aware planar geometry and terrain helpers.
modules/world/environment/PlanarUtils.jsUpdates pickup world state, including visual animation, collection bounds, and collection checks.
modules/world/object/PickupObject.jsUpdates projectile world state, including linear or homing motion, hit checks, visual updates, and expiry.
modules/world/object/ProjectileObject.jsUpdates first-person weapon presentation from player movement, stance, aiming, and recoil state.
modules/world/object/FpsWeaponViewModel.jsUpdates floating world-space health presentation above an entity.
modules/world/object/HealthBarView.jsBuilds airplane visual models for flight actors.
modules/world/object/factory/AirplaneVisualFactory.jsBuilds plant visual models and materials for natural environments, including tree trunks, conifer and broadleaf canopies, branch stubs, and grass blades.
modules/world/object/factory/PlantVisualFactory.jsBuilds rock visual models and materials for natural environments, including ground rocks and irregular rock meshes with randomized shape variation.
modules/world/object/factory/RockVisualFactory.jsBuilds pickup visual models for ammo, health, and armor pickups.
modules/world/object/factory/PickupVisualFactory.jsBuilds projectile visual models and update helpers for bullets and missiles.
modules/world/object/factory/ProjectileVisualFactory.jsBuilds lightweight car visual models for racing and prototype vehicles.
modules/world/object/factory/CarVisualFactory.jsRenders jet exhaust intensity from aircraft throttle and boost state.
modules/world/visual-effects/JetFlame.jsRenders a fading ground marker for click or target feedback.
modules/world/visual-effects/GroundClickIndicator.jsRenders terrain-following tire trails from grounded vehicle motion.
modules/world/visual-effects/VehicleTireMarkRenderer.jsRenders short-lived visual feedback for weapon fire and impacts.
modules/world/visual-effects/WeaponEffectsSystem.js