diff --git a/.github/workflows/integration.yml b/.github/workflows/integration.yml index 277e0b5e6b..9962f0e42d 100644 --- a/.github/workflows/integration.yml +++ b/.github/workflows/integration.yml @@ -39,9 +39,13 @@ jobs: contents: read pull-requests: read outputs: + exposure: ${{ steps.filter.outputs.exposure }} + cold-boot: ${{ steps.filter.outputs.cold-boot }} csg: ${{ steps.filter.outputs.csg }} decals: ${{ steps.filter.outputs.decals }} + fog: ${{ steps.filter.outputs.fog }} fluid-particles: ${{ steps.filter.outputs.fluid-particles }} + fluid-native: ${{ steps.filter.outputs.fluid-native }} ik: ${{ steps.filter.outputs.ik }} tone: ${{ steps.filter.outputs.tone }} vegetation: ${{ steps.filter.outputs.vegetation }} @@ -58,11 +62,15 @@ jobs: TN_HEAD_SHA: ${{ github.event.pull_request.head.sha }} # Exact source filters; workflow-only changes compare each job and filter separately. TN_LANE_FILTERS: | + cold-boot ^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposure|exposureGraph|exposureReadback|worldEnvironment)\.ts$|^packages/create-threenative/__tests__/auto-exposure[^/]*\.spec\.ts$|^packages/create-threenative/__tests__/fixtures/auto-exposure/.*$|^packages/core/src/.*$|^packages/core/patches/.*$|^packages/playtest/.*$|^packages/runtime-native/.*$|^pnpm-lock\.yaml$|^scripts/xvfb\.sh$|^\.github/actions/(workspace-dist|pnpm|playwright-chromium)/.*$ + exposure ^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposure|exposureGraph|exposureReadback|worldEnvironment)\.ts$|^packages/create-threenative/__tests__/auto-exposure[^/]*\.spec\.ts$|^packages/create-threenative/__tests__/fixtures/auto-exposure/.*$|^packages/core/src/.*$|^packages/core/patches/.*$|^packages/playtest/.*$|^packages/runtime-native/.*$|^pnpm-lock\.yaml$|^scripts/xvfb\.sh$|^\.github/actions/(workspace-dist|pnpm|playwright-chromium)/.*$ csg ^examples/integrations/csg/.*$ decals ^packages/playtest/.*$|^packages/create-threenative/templates/shooter/src/render/decals\.ts$|^packages/create-threenative/templates/shooter/src/scenes/Play\.ts$|^packages/create-threenative/__tests__/shooter-decals[^/]*\.spec\.ts$|^packages/create-threenative/__tests__/fixtures/bounded-decals/.*$|^packages/runtime-native/.*$|^scripts/xvfb\.sh$|^\.github/actions/workspace-dist/.*$|^\.github/actions/pnpm/.*$|^\.github/actions/playwright-chromium/.*$|^pnpm-lock\.yaml$ - fluid-particles ^packages/core/src/fluid-particles\.ts$|^packages/core/src/gpu-readback\.ts$|^packages/core/__tests__/fluid-particles\.spec\.ts$|^packages/core/patches/.*$|^packages/playtest/.*$|^examples/prd476-fluid-particles/.*$|^scripts/verify-fluid-collision\.ts$|^scripts/verify-fluid-consumers\.ts$|^scripts/verify-fluid-collision-native\.ts$|^scripts/__tests__/fluid-collision-native-proof\.spec\.ts$|^packages/runtime-native/.*$|^\.github/actions/workspace-dist/.*$|^scripts/fluid-collision-proof\.ts$|^scripts/__tests__/fluid-collision-proof\.spec\.ts$|^scripts/__tests__/fluid-collision-view\.spec\.ts$|^pnpm-lock\.yaml$|^\.github/actions/pnpm/.*$|^\.github/actions/playwright-chromium/.*$|^scripts/xvfb\.sh$|^scripts/workspace-packages\.ts$ + fluid-particles ^packages/core/(src|__tests__)/(fluid|gpu-readback|particles)[^/]*$|^packages/(physics|playtest)/.*$|^examples/prd476-fluid-particles/.*$|^scripts/fluid-collision-proof\.ts$|^scripts/__tests__/fluid-collision-(proof|view)\.spec\.ts$|^package\.json$|^pnpm-(lock|workspace)\.yaml$|^tsconfig[^/]*\.json$|^patches/.*$|^\.github/actions/pnpm/.*$|^scripts/workspace-packages\.ts$|^scripts/verify-fluid-(collision|consumers)\.ts$|^\.github/actions/playwright-chromium/.*$|^scripts/xvfb\.sh$|^scripts/observe-fluid-ci\.mjs$|^scripts/__tests__/observe-fluid-ci\.spec\.ts$ + fluid-native ^packages/core/(src|__tests__)/(fluid|gpu-readback|particles)[^/]*$|^packages/(physics|playtest)/.*$|^examples/prd476-fluid-particles/.*$|^scripts/fluid-collision-proof\.ts$|^scripts/__tests__/fluid-collision-(proof|view)\.spec\.ts$|^package\.json$|^pnpm-(lock|workspace)\.yaml$|^tsconfig[^/]*\.json$|^patches/.*$|^\.github/actions/pnpm/.*$|^scripts/workspace-packages\.ts$|^packages/runtime-native/.*$|^scripts/verify-fluid-collision-native\.ts$|^scripts/__tests__/fluid-collision-native-proof\.spec\.ts$|^\.github/actions/workspace-dist/.*$ + fog ^packages/create-threenative/templates/starter/src/render/volumetricFog[A-Za-z]*\.ts$|^packages/create-threenative/templates/starter/src/render/postprocessing\.ts$|^packages/create-threenative/templates/starter/src/scenes/Play\.ts$|^packages/create-threenative/template-assets/worldEnvironment\.ts$|^packages/create-threenative/__tests__/vq-(volumetric-fog|fog-fixture)\.spec\.ts$|^packages/core/src/renderer\.ts$|^packages/core/src/render/chain\.ts$|^examples/abyss-framework/vq-fog/.*$|^examples/abyss-framework/playtests/vq-volumetric-fog\.playtest\.json$|^scripts/verify-volumetric-fog\.ts$|^scripts/__tests__/(verify-volumetric-fog|vq-fog-native-proof)\.spec\.ts$|^packages/runtime-native/include/mystral/webgpu_compat\.h$|^packages/runtime-native/src/webgpu/bindings_presentation\.cpp$|^packages/runtime-native/tests/surface_texture_status_test\.cpp$|^packages/runtime-native/tests/canvas_presentation_test\.cpp$ ik ^examples/integrations/ik/.*$ - tone ^scripts/xvfb\.sh$|^packages/playtest/.*$|^examples/abyss-framework/src/render/toneCalibration\.ts$|^examples/abyss-framework/src/tone-main\.ts$|^examples/abyss-framework/tone\.html$|^examples/abyss-framework/tone\.vite\.config\.ts$|^examples/abyss-framework/playtests/tone\.playtest\.json$|^examples/abyss-framework/package\.json$|^scripts/verify-tone-exposure\.ts$|^scripts/tone-capture-proof\.ts$|^scripts/__tests__/tone-capture-proof\.spec\.ts$|^scripts/non-visual-scenarios\.mjs$|^package\.json$|^pnpm-lock\.yaml$|^\.github/actions/pnpm/.*$|^\.github/actions/playwright-chromium/.*$|^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposureGraph|exposureReadback|exposureSettings|worldEnvironment)\.ts$ + tone ^scripts/xvfb\.sh$|^packages/playtest/.*$|^examples/abyss-framework/src/render/toneCalibration\.ts$|^examples/abyss-framework/src/tone-main\.ts$|^examples/abyss-framework/tone\.html$|^examples/abyss-framework/tone\.vite\.config\.ts$|^examples/abyss-framework/playtests/tone\.playtest\.json$|^examples/abyss-framework/package\.json$|^scripts/verify-tone-exposure\.ts$|^scripts/tone-capture-proof\.ts$|^scripts/__tests__/tone-capture-proof\.spec\.ts$|^scripts/non-visual-scenarios\.mjs$|^package\.json$|^pnpm-lock\.yaml$|^\.github/actions/pnpm/.*$|^\.github/actions/playwright-chromium/.*$|^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposure|exposureGraph|exposureReadback|exposureSettings|worldEnvironment)\.ts$ vegetation ^examples/integrations/vegetation/.*$ world-capture ^packages/core/src/world[^/]*\.ts$|^packages/core/__tests__/world-capture-fixture\.spec\.ts$|^packages/playtest/.*$|^packages/assets/.*$|^examples/abyss-framework/src/scenes/WorldProbe\.ts$|^examples/abyss-framework/src/world-main\.ts$|^examples/abyss-framework/src/style\.css$|^examples/abyss-framework/assets/world/.*$|^examples/abyss-framework/index\.html$|^examples/abyss-framework/vite\.config\.ts$|^examples/abyss-framework/threenative\.config\.ts$|^examples/abyss-framework/playtests/phase477-world-capture\.playtest\.json$|^examples/abyss-framework/package\.json$|^scripts/verify-world-capture\.ts$|^scripts/world-capture-manifest\.ts$|^scripts/world-visual-gate\.ts$|^scripts/capture-guard\.ts$|^scripts/__tests__/verify-world-capture\.spec\.ts$|^scripts/__tests__/world-capture-manifest\.spec\.ts$|^scripts/__tests__/world-visual-gate\.spec\.ts$|^package\.json$|^pnpm-lock\.yaml$|^pnpm-workspace\.yaml$|^\.github/actions/pnpm/.*$|^\.github/actions/playwright-chromium/.*$ run: node scripts/ci-integration-scope.mjs @@ -252,6 +260,116 @@ jobs: path: artifacts/tone-exposure if-no-files-found: error + fog: + name: fog capture + if: ${{ needs.paths.outputs.fog == 'true' && !github.event.pull_request.draft }} + needs: paths + runs-on: ${{ (github.event.pull_request.head.repo.fork || !vars.TN_RUNNER) && 'ubuntu-24.04' || vars.TN_RUNNER }} + timeout-minutes: 20 + steps: + - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262 + with: + persist-credentials: false + ref: ${{ github.event.pull_request.head.sha || github.sha }} + - uses: ./.github/actions/pnpm + - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020 + with: + node-version: '22' + cache: pnpm + - run: pnpm install --frozen-lockfile + - uses: ./.github/actions/playwright-chromium + - run: pnpm --filter @threenative/playtest build + - run: pnpm --filter abyss-framework exec vite build --config vq-fog/vite.config.ts + - run: node --import tsx scripts/verify-volumetric-fog.ts + - uses: actions/upload-artifact@v7 + if: always() + with: + name: volumetric-fog-${{ github.event.pull_request.head.sha || github.sha }} + path: artifacts/volumetric-fog/ + retention-days: 30 + if-no-files-found: error + + fog-native: + name: Linux native fog correctness + needs: [fog] + # Reuse the proven native-platforms / native-assets ARM QuickJS route without changing defaults. + runs-on: ubuntu-24.04-arm + timeout-minutes: 60 + env: + CMAKE_BUILD_PARALLEL_LEVEL: '2' + TN_PLAYTEST_ALLOW_SOFTWARE: '1' + TN_PLAYTEST_NATIVE_SCREENSHOT_TIMEOUT_MS: '30000' + steps: + - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262 + with: + persist-credentials: false + ref: ${{ github.event.pull_request.head.sha || github.sha }} + - uses: ./.github/actions/pnpm + - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020 + with: + node-version: '22' + cache: pnpm + - uses: actions/setup-python@v7 + with: + python-version: '3.12' + - run: pnpm install --frozen-lockfile + - name: Build this source's public JavaScript packages + uses: ./.github/actions/workspace-dist + with: + save-bundles: 'false' + pack-archives: 'false' + - name: Verify native preflight and capture rejection controls + run: pnpm exec vitest run scripts/__tests__/vq-fog-native-proof.spec.ts --maxWorkers=1 + - name: Restore checksum-provisioned native dependencies + uses: actions/cache/restore@v4 + with: + path: packages/runtime-native/third_party + key: native-third-party-${{ runner.os }}-${{ runner.arch }}-${{ hashFiles('packages/runtime-native/scripts/download-deps.mjs', 'packages/runtime-native/scripts/package-android.mjs') }} + - name: Install the existing native lane's system prerequisites + run: >- + sudo apt-get update && sudo apt-get install -y + libasound2-dev libcurl4-openssl-dev libfontconfig1-dev libfreetype6-dev + libpulse-dev libudev-dev libx11-dev libxext-dev libxrandr-dev + libxcursor-dev libxi-dev libxfixes-dev libxss-dev libxkbcommon-dev + libgtk-3-dev libwebkit2gtk-4.1-dev libxcomposite-dev xcompmgr + libvulkan1 mesa-vulkan-drivers vulkan-tools xvfb zlib1g-dev + - name: Build the ordinary ARM desktop host + run: pnpm --filter @threenative/runtime-native native:build + - name: Verify the compiled surface acquisition status contract + run: | + cmake --build packages/runtime-native/build/tn-linux --target threenative-surface-texture-status-test --parallel 2 + packages/runtime-native/build/tn-linux/threenative-surface-texture-status-test + - name: Verify rendered presentation destination pixels + run: | + cmake --build packages/runtime-native/build/tn-linux --target threenative-canvas-presentation-test --parallel 2 + packages/runtime-native/build/tn-linux/threenative-canvas-presentation-test + - name: Isolate native resize with no fog allocation + id: resize-control + # Preserve the original fog sequence even when this diagnostic reproduces the abort. + # The final step below still fails the job if this control fails. + continue-on-error: true + env: + VQ_FOG_RESIZE_CONTROL: '1' + THREENATIVE_RUNTIME_BINARY: ${{ github.workspace }}/packages/runtime-native/build/tn-linux/mystral + run: node --import tsx scripts/verify-volumetric-fog.ts + - name: Run the same authored fog and pixel gates on the native host + env: + THREENATIVE_RUNTIME_BINARY: ${{ github.workspace }}/packages/runtime-native/build/tn-linux/mystral + run: node --import tsx scripts/verify-volumetric-fog.ts + - name: Require the no-fog resize control + if: always() && steps.resize-control.outcome != 'success' + run: exit 1 + - name: Retain native screenshots, host console and executable identities + if: always() + uses: actions/upload-artifact@v7 + with: + name: volumetric-fog-native-${{ github.event.pull_request.head.sha || github.sha }} + path: | + artifacts/volumetric-fog-native/ + artifacts/volumetric-fog-native-resize-control/ + retention-days: 30 + if-no-files-found: warn + capture: name: capture if: ${{ !github.event.pull_request.draft && needs.paths.outputs.world-capture == 'true' }} @@ -327,7 +445,8 @@ jobs: fluid-collision-native: name: Linux native fluid correctness - needs: [fluid-collision] + if: ${{ needs.paths.outputs.fluid-native == 'true' && !github.event.pull_request.draft }} + needs: paths # Established native-platforms ARM QuickJS/wgpu route; no default backend change. runs-on: ubuntu-24.04-arm timeout-minutes: 60 @@ -406,7 +525,7 @@ jobs: - name: Build current fluid consumer dependencies run: pnpm tsx scripts/workspace-packages.ts build - name: Run unchanged dam-break and coupling assertions - run: sh scripts/xvfb.sh pnpm exec tsx scripts/verify-fluid-consumers.ts + run: sh scripts/xvfb.sh node scripts/observe-fluid-ci.mjs - name: Retain actual consumer pixels and minimal provenance if: always() uses: actions/upload-artifact@v7 @@ -416,4 +535,71 @@ jobs: artifacts/fluid-consumers/**/*.png artifacts/fluid-consumers/summary.json artifacts/fluid-consumers/failure.json + artifacts/fluid-consumers/ci-diagnostics.json + if-no-files-found: error + exposure: + name: auto-exposure + if: ${{ !github.event.pull_request.draft && needs.paths.outputs.exposure == 'true' }} + needs: paths + runs-on: ${{ (github.event.pull_request.head.repo.fork || !vars.TN_RUNNER) && 'ubuntu-24.04' || vars.TN_RUNNER }} + timeout-minutes: 30 + steps: + - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262 + with: + persist-credentials: false + ref: ${{ github.event.pull_request.head.sha || github.sha }} + - uses: ./.github/actions/pnpm + - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020 + with: + node-version: '22' + cache: pnpm + - run: pnpm install --frozen-lockfile + - uses: ./.github/actions/workspace-dist + with: + pack-archives: 'false' + save-bundles: 'false' + - uses: ./.github/actions/playwright-chromium + - run: pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/auto-exposure.spec.ts packages/create-threenative/__tests__/auto-exposure-node.spec.ts packages/create-threenative/__tests__/auto-exposure-proof.spec.ts packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts packages/create-threenative/__tests__/auto-exposure-clock.spec.ts packages/create-threenative/__tests__/auto-exposure-camera.spec.ts + - name: Capture the real exposure graph + run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verify.ts + - uses: actions/upload-artifact@v4 + if: always() + with: + name: prd339-exposure-${{ github.sha }} + path: artifacts/prd339-exposure if-no-files-found: error + + cold-boot: + name: auto-exposure cold boot + if: ${{ !github.event.pull_request.draft && needs.paths.outputs.cold-boot == 'true' }} + needs: paths + runs-on: ${{ (github.event.pull_request.head.repo.fork || !vars.TN_RUNNER) && 'ubuntu-24.04' || vars.TN_RUNNER }} + timeout-minutes: 30 + steps: + - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262 + with: + persist-credentials: false + ref: ${{ github.event.pull_request.head.sha || github.sha }} + - uses: ./.github/actions/pnpm + - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020 + with: + node-version: '22' + cache: pnpm + - run: pnpm install --frozen-lockfile + - uses: ./.github/actions/workspace-dist + with: + pack-archives: 'false' + save-bundles: 'false' + - uses: ./.github/actions/playwright-chromium + - run: pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/auto-exposure.spec.ts packages/create-threenative/__tests__/auto-exposure-node.spec.ts packages/create-threenative/__tests__/auto-exposure-proof.spec.ts packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts packages/create-threenative/__tests__/auto-exposure-clock.spec.ts packages/create-threenative/__tests__/auto-exposure-cold-boot.spec.ts + - name: Capture twenty independent exposure cold boots + run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verifyColdBoot.ts + - name: Qualify first-update snap response and zero-gain expected failure + run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verifySnap.ts + - uses: actions/upload-artifact@v4 + if: always() + with: + name: prd339-cold-boot-${{ github.sha }} + path: | + artifacts/prd339-cold-boot + artifacts/prd339-snap-response diff --git a/biome.json b/biome.json index f13b6b48f4..4ed7652750 100644 --- a/biome.json +++ b/biome.json @@ -181,6 +181,25 @@ } } } + }, + { + "include": [ + "docs/verification/prd339-exposure-proof/camera-cuts-2bc1d57f.json", + "docs/verification/prd339-exposure-proof/cold-boots-08b039c.json", + "docs/verification/prd339-exposure-proof/cold-boots-d1500603.json", + "docs/verification/prd339-exposure-proof/completion-388e8a.json", + "docs/verification/prd339-exposure-proof/completion-current-55b5313.json", + "docs/verification/prd339-exposure-proof/controlled-cuts-9a84ee0e.json", + "docs/verification/prd339-exposure-proof/dark-adapted-bb34aff.json", + "docs/verification/prd339-exposure-proof/live-clock-5c3b176.json", + "docs/verification/prd339-exposure-proof/qualified-cuts-2a33c9a0.json", + "docs/verification/prd339-exposure-proof/reverse-cuts-ad0498e6.json", + "docs/verification/prd339-exposure-proof/rgb-correction-c7091c7.json", + "docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.json" + ], + "formatter": { + "enabled": false + } } ] } diff --git a/docs/PRDs/done/PRD-339-the-frame-sets-its-own-exposure.md b/docs/PRDs/done/PRD-339-the-frame-sets-its-own-exposure.md new file mode 100644 index 0000000000..fa42b36b33 --- /dev/null +++ b/docs/PRDs/done/PRD-339-the-frame-sets-its-own-exposure.md @@ -0,0 +1,495 @@ +--- +prd_contract: v1 +--- + +# PRD-339 — the frame sets its own exposure + +**Status:** DONE — actual generated-consumer integration is qualified at `8bf16f4c3`, with current develop source-scoped integration and approved lossless evidence preservation verified. Exact-head remote CI and auto-merge remain separate publication gates. The earlier incomplete integration at `2c77070b8` is preserved below. Implementation started 2026-10-02 from `d7277838`; original +measurement at `43d03e6a`. Batch: +[AAA-visuals batch](../rendering/aaa-visuals-notes.md). Judged with +[PRD-341](../done/PRD-341-a-frames-tone-is-a-number-and-the-number-is-a-gate.md), which is the only way to +tell whether this landed. Source studied: [TheLongSilence](https://github.com/achimala/TheLongSilence) +`src/gfx/PostFX.js`, the `LUM_FRAG` / `REDUCE_FRAG` / `ADAPT_FRAG` chain. + +**Goal: a scene that changes brightness by ten stops stays readable, without the game hand-tuning a +`toneMappingExposure` constant per area.** This is the single largest look difference between a +Three.js scene and a shipped game, and the framework currently has none of it. + +**Complexity:** a GPU reduction chain, a ping-pong history target, a TSL exposure node ahead of the +tonemapper, and a native parity case = **MEDIUM**. No new dependency, no new pass over the scene. + +## The problem, measured at `43d03e6a` + +### 1. There is no auto exposure anywhere in the repository + +``` +grep -rn 'autoExposure\|auto-exposure\|adaptation\|eyeAdapt' packages/core/src \ + packages/create-threenative/templates/*/src/render/ +(no matches) +``` + +Every template's `worldEnvironment.ts` sets a fixed exposure. That constant is correct for exactly +one lighting condition. A game with an interior and an exterior, a day cycle, a muzzle flash, or a +teleport is choosing which of its own scenes to render wrong, and the agent building it has no +signal that a choice was even made — a dark room and a blown-out courtyard both come back as "the +game runs". + +### 2. The naive implementation is the one that is wrong, and it is wrong intermittently + +The reference implementation carries measurements for both traps, and both are the kind that survive +a green gate: + +- **Linear smoothing of luminance is a first-order lag with a fixed time constant in luminance**, + not in stops. `mix(prev, cur, rate)` closes a fixed fraction of the *remaining difference* per + frame, so falling from a photosphere (radiance 100–400) to a moon lit by a distant star (near + 0.03) takes as many time constants for the last factor of a thousand as for the first factor of + two. Measured in the reference: two runs of an identical command against an identical pose at an + identical camera returned p99 168 / mean 47.3 and p99 44 / mean 7.4 — a four-to-five stop error, + at random, on roughly three cold boots in ten at a 4.5 s settle, none at 9 s. Interpolating + `log2` instead makes the rate constant in stops per second, and eleven stops then cost the same + three time constants that one stop does. +- **A log mean of the scene is the textbook metric and it is wrong for a mostly-dark frame**; an RMS + metric with a generous per-pixel clamp is wrong for a mostly-bright one. The reference measured a + landscape under a low sun at mean 38/255 and median 22 — three stops under, with a judge calling + every unlit face "dead dark maroon" — because a stellar aureole over a tenth of the frame at the + RMS clamp contributed 3.6 to the mean square while the ground at 0.05 contributed 0.0025. The + exposure was being set by the sun and nothing else. + +Neither of these is discoverable from a screenshot that happened to boot on the good run. They are +discoverable from a settle-time assertion and a tone histogram, which is why this PRD is judged with +PRD-341. + +### 3. The split: the loop is mechanism, the metric is the look + +A game cannot write the reduction chain portably — it needs render targets, a ping-pong history that +survives a resize, a hook between the world pass and the tonemapper, and the same behaviour on +WebGPU in a browser and in the native host. That is rule 1(a): the framework owns it, at any size. + +The *metric* — which pixels count, how hard they are clamped, whether the lower half of the frame is +weighted, how fast the eye opens versus squints, and at what error a change stops being an +adaptation and becomes a cut — decides how the game looks. That is rule 1(b), which vetoes 1(a): +those numbers ship as generated source in `src/render/`, and the framework must never pick them. + +## What ships + +### `packages/core/src/render/auto-exposure.ts`, exported from `@threenative/core` + +- **The reduction.** Scene colour → a small luminance target → repeated 4×4 box reductions to 1×1. + Sizes and step count are derived from the drawing buffer, so this survives the + `ResolutionScaler` moving a rung underneath it. +- **The metric seam.** The per-pixel weight is a game-supplied TSL function + `(colour, uv) => weight`, defaulting to `1`. The reference's clamp and vertical ground weight are + expressible in it and are *not* built in. A game that wants a log mean writes a log mean. +- **The adaptation.** A 1×1 ping-pong target interpolated **in `log2`**, with separate `up` and + `down` rates in stops per second, and a cut response: past `snapLo` stops of error the rate scales + toward immediate, fully engaged by `snapHi`. Because the boost falls away as the error closes, it + cannot ring or overshoot. +- **The exposure node.** A TSL node the render chain multiplies in before the tonemapper, so the + bloom prefilter and the tonemap curve see the same scene-referred value. +- **Reset.** `reset(value?)` for a cut the game knows about — a level load, a teleport, a cutscene + in. A resize must not silently reset the history; a rebuilt target is seeded from the last value, + because the reference's resize path visibly re-flashed the frame on every dynamic-resolution step. +- **Reporting.** A `TN_AUTO_EXPOSURE` marker naming the measured luminance, the applied exposure in + stops, the settle state, and — when the game turned adaptation off — the measurement *continues* + and the marker says `applied=false`. Turning a convention off must not turn its measurement off. + +### `src/render/exposure.ts` in every template, as generated source + +The metric function, the clamp, the spatial weight, the two rates and the two cut thresholds, with +the comment saying what each one is for and which way to move it. `quality.ts` decides whether the +chain runs at a tier; this file decides what it aims at. Templates' `AGENTS.md` gains a row for it — +a convention missing from there does not exist. + +## What does not ship + +- No tonemapper. AgX/ACES selection stays where it is, in the game's own render chain. +- No histogram-based metric in v1. The reduction seam admits one later without an API change; a + compute histogram is a separate PRD if a game ever needs one. +- No per-object or per-region exposure. + +## Implementation phases + +### Phase 1 — authored adaptation and metering contract + +- [x] Generated exposure controls validate inputs and adapt in log2 with authored asymmetric rates, cut response, reset and disabled measurement. proof: 151 focused exposure/lifecycle/lifetime tests pass; actual 720-sample GPU lifecycle run exercises reset to a new eleven-stop target. Camera/raw and disabled runtime evidence below retains the original acceptance tolerances. +- [x] Reduction dimensions follow the drawing buffer without invalidating 1×1 history. proof: `pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/auto-exposure.spec.ts packages/create-threenative/__tests__/auto-exposure-node.spec.ts` — 28 tests pass on 2026-10-02; renderer-stub lifetime proof only, no GPU execution claim. + +### Phase 2 — opt-in GPU graph and lifecycle + +- [x] A generated GPU reduction and ping-pong exposure graph reuses the world pass before bloom and the sole output transform. proof: focused node/lifetime tests pass; actual 720 paired GPU samples cover output-graph rebuild, drawing-buffer resize from 640×360 to 320×180, and reset without stale history. Exact-source capture/provenance is recorded below. +- [x] Every template ships editable exposure controls and documents the opt-in, without a default picture change before qualification. proof: `pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/scaffold.spec.ts packages/create-threenative/__tests__/auto-exposure-scaffold.spec.ts packages/create-threenative/__tests__/shared-render-sources.spec.ts` — 83 tests pass; all 13 instruction budgets and mirror checks pass. + +### Phase 3 — repeatability and runtime qualification + +- [x] Bright/dark and disabled fixture scenarios exercise the real reduction and adaptation path. proof: [run 36998395106](https://github.com/ThreeNativeHQ/threenative/actions/runs/36998395106) — all five browser scenarios pass with inspected, SHA-tagged SwiftShader canvas screenshots; native remains open. +- [x] Settle and cold-boot tone assertions meet acceptance criteria 1–3 using PRD-341's tone gate. proof: all 18 current-harness exposure cases qualify; ten gain-one cold boots have a 3.7815% p99 band; approved first-update response is 0.000000476837 stops with gain one and rejects gain zero at 10.553099394 stops under the same 0.25-stop gate. Actual GPU/camera/clock traces are linked below. + +### Current verification + +2026-10-02 fresh-environment implementation: settings/topology and GPU resource-lifecycle tests +observed red for missing modules, then 28/28 passed after implementation. Scoped strict TypeScript +and Biome pass. At the first increment, generated `autoExposure.ts` and `exposure.ts` were feature-local source; +no existing render chain was changed. The real meter/reduction/adaptation TSL +graphs now generate WGSL through Three's builder (29 focused tests green); fixture Vite build, +scoped strict types and 141 CI-structure/needs tests also pass. A portable scene using the existing +engine loop and one explicit world pass now has static/cut playtests and a dedicated hosted +`Integration exposure` capture workflow. Local runtime attempt refuses the missing X display/Xvfb; +a fresh manager Unix-socket probe also returned EPERM. First hosted execution at `bb34aff158d07973cba5eaef53b3464caa7917bf`, +[run 36986637037](https://github.com/ThreeNativeHQ/threenative/actions/runs/36986637037), +produced an inspected real 640×360 room screenshot on SwiftShader WebGPU: luminance 0.001918947, +applied 6.4936 stops versus target 6.5515, settled=true. Its gate still failed a browser console 404; +all-case screenshot qualification, settle/cold-boot assertions and native proof remain open. +[Diagnostic screenshot](../../verification/prd339-exposure-proof/dark-adapted-bb34aff.png) and +[SHA/adapter provenance](../../verification/prd339-exposure-proof/dark-adapted-bb34aff.json) are +embedded in PR #397. The next diagnostic run, `36987636389`, conclusively recorded +`GET /favicon.ico` → 404; only the fixture favicon is corrected. The verifier now persists the full +report before assertions and rejects `TN_PLAYTEST_SOFTWARE_DEVICE_LOST` even if the harness calls +its downgraded software-device warning a pass. 36 focused tests pass; root `tsc --noEmit -p tsconfig.json` +passes after the fixture consistently imports built public core/playtest entries. Earlier lost-workspace results are +not evidence for this implementation. + +The next runtime run, `36988237465` at `eaa583b1c`, passed the dark fixture cleanly but +[failed sunlight pixels](../../verification/prd339-exposure-proof/sunlight-failed-eaa583b.png) +([provenance](../../verification/prd339-exposure-proof/sunlight-failed-eaa583b.json)): numeric +adaptation settled while the rendered image was nearly black. The output code multiplied the +whole vec4, including coverage alpha. `applyExposure` now multiplies RGB only and preserves alpha; +its graph regression is green, with actual sunlight runtime rerun still required. The files and +opt-in recipe are now shipped in all 13 templates, without changing an existing post chain. + +The RGB-only correction at `c7091c7edca15f6e0c415c3cdbfb2a0be696d9cc` has now rendered: +[run 36995411940](https://github.com/ThreeNativeHQ/threenative/actions/runs/36995411940), +artifact `11221785080`, SwiftShader WebGPU. The inspected +[dark frame](../../verification/prd339-exposure-proof/dark-settled-c7091c7.png) and +[sunlight frame](../../verification/prd339-exposure-proof/sunlight-settled-c7091c7.png) +are both readable, settled, and pass with zero console/device-loss diagnostics. The applied values +are 6.5429 stops (target 6.5515) and -4.4356 (target -4.4360), respectively. This proves the alpha +repair on actual pixels. The overall run still fails: the +[11-stop cut frame](../../verification/prd339-exposure-proof/cut-unsettled-c7091c7.png) +is washed out at -0.1848 stops versus target -4.4360, with `settled=false` after the scripted wait. +The one-stop and disabled cases were not reached. Full +[provenance and original PNG digests](../../verification/prd339-exposure-proof/rgb-correction-c7091c7.json) +are retained; no acceptance box is ticked from this partial run. A fresh published-source run of +128 focused/scaffold/mirror tests passes; native and complete dynamics qualification remain open. + +The lane now merges develop `6c8858d7` without rewriting history. Its only conflict was the +scaffold fingerprint table, remeasured from the clean combined tree; 128 focused/scaffold/mirror +tests, root TypeScript and the isolated Vite fixture build pass. The cut fixture now records actual +exposure-node update counts, NodeFrame ids, raw deltas and the clamped delta sum at the cut and +after each GPU update. This diagnostic leaves the rates, thresholds and scripted frame budget +unchanged. The runner's fixed-step path batches `waitFrames` as simulation ticks; whether the +failed cut consumed enough rendered time remains under investigation. + +Timing diagnostic [run 36997457561](https://github.com/ThreeNativeHQ/threenative/actions/runs/36997457561) +at `1f6c58af0` confirmed only 11 GPU updates and 0.7265 consumed seconds after the 180-tick cut +wait; its last readback remained unsettled. Both static endpoints passed, with no console or +device-loss errors. The fixture now selects the existing public wall-clock playtest mode so the +engine's frame pump runs throughout each wait. Its rates, snap policy and 180 budget are unchanged. +A new guard counts actual GPU updates through the first settled readback at the new target, +rejects stale pre-cut samples, and reports consumed seconds. Three guard regressions went red +then green; 40 exposure tests, root types and the isolated fixture build pass. Runtime rerun is +pending. Links/citations and the real evidence cap pass; two evidence-budget subprocess tests +cannot launch the tsx CLI because the environment rejects its Unix socket with EPERM. + +The corrected clock [run 36998395106](https://github.com/ThreeNativeHQ/threenative/actions/runs/36998395106) +at `5c3b1762477d4a0f076b3779e22212c737ed5583` passes all five cases on SwiftShader WebGPU. +All five actual 640×360 images were inspected: adapted dark/sunlight and one-/eleven-stop forward +cuts match as readable coloured blocks and floor. The deliberately fixed exposure stays bright; +its marker still measures luminance 3.8961, reports `applied=false`, and applies exactly 0 stops. +The eleven-stop cut's settled readback arrives by 21 actual GPU updates / 1.0619 consumed seconds; +the one-stop cut by 13 / 0.5360. Both stay inside the same 180-update budget without changing rates. +[Original PNGs, per-file digests and complete adapter/run provenance](../../verification/prd339-exposure-proof/live-clock-5c3b176.json) +are retained. Every report passes with an empty diagnostic list. This completes the fixture box, +not the full acceptance: reverse cuts, raw-luminance and disabled early-return mutations, +ten cold boots with the shared tone gate, lifecycle integration and native proof remain open. + +The next fixture increment adds live-clock reverse cuts and isolated build mutations for raw +luminance interpolation, disabled early-return, doubled metering and the wrong bridge clock. +Each negative arm requires clean runtime diagnostics and actual nonblank pixels before its one +named expected failure can count. Mutated module digests are recorded; shipped source is untouched. +Because 180 simulated ticks delivered fewer rendered updates on SwiftShader, the raw/log comparison +has a separate, explicitly deterministic per-render arm: exactly 180 completed GPU reductions, +adaptations and readbacks at 1/60 adaptation seconds each. An independent public NodeFrame snapshot +preserves the real frame object; real NodeFrame sums and elapsed seconds are recorded separately. +Resource waits observe completed GPU samples and freeze each pose's terminal history. Unit guards +reject mismatched counts/clocks and stale pre-cut readings. This is correctness proof, not hardware +timing; acceptance 1 stays open until the hosted matching-budget red/green pair actually runs. + +Review regressions exposed missing terminal validation and late disposed-readback callbacks in +that unpublished fixture increment. The corrected guard pairs every actual readback with its +production-accepted observation through update 360, validates terminal measurement/applied state, +luminance and the new target before accepting only an unsettled result, and rejects unrelated +mutation failures. Disposed pending readbacks cannot publish fixture progress. The six focused +exposure test files pass 76 tests on 2026-10-02; root TypeScript passes. These are CPU guard and +lifecycle results only; the expanded hosted scenarios and their pixels remain unverified. + + +Hosted source `ad0498e6d6d3b7a5c314a67e6ed4982cff2cd45d`, +[run 37006844943](https://github.com/ThreeNativeHQ/threenative/actions/runs/37006844943), passed all +seven live-clock cases with empty diagnostics. The new eleven-stop reverse cut settled by +37 actual GPU updates / 2.0517 consumed seconds; the one-stop reverse by 17 / 0.9521. The inspected +[eleven-stop](../../verification/prd339-exposure-proof/eleven-stop-reverse-ad0498e6.png) and +[one-stop](../../verification/prd339-exposure-proof/one-stop-reverse-ad0498e6.png) PNGs show readable +blocks/floor; [provenance](../../verification/prd339-exposure-proof/reverse-cuts-ad0498e6.json) +preserves their exact bytes and SwiftShader identity. The run stopped before the deterministic/raw +arms: their wall-clock bridge resource poll observed no simulated tick. The fixture now uses the +supported fixed-step bridge only for controlled arms, while requiring the same 180 actual GPU +updates/readbacks and recording real NodeFrame time separately. Live arms retain wall-clock mode. +Three clock regressions failed before the change; all 77 focused exposure tests now pass. The +changed arms still need hosted runtime proof; acceptance 1 remains open. + +Hosted source `9a84ee0eacebe9b119583b6fc16a0163276f1b78`, +[run 37009093358](https://github.com/ThreeNativeHQ/threenative/actions/runs/37009093358), executed +both controlled log-interpolation cuts with exactly 180 paired accepted GPU samples and 3.0 +adaptation seconds. Eleven stops settled by update 114 / 1.9 controlled seconds, one stop by 42 / +0.7; real NodeFrame sums were 6.1925 and 6.3239 seconds, with elapsed spans 18.0085 and 18.2374. +[Both PNGs and the failed raw-one terminal frame](../../verification/prd339-exposure-proof/controlled-cuts-9a84ee0e.json) +retain exact hashes and SwiftShader provenance. The raw-one run failed the original blank guard +on its unretained automatic startup `before.png`, captured before the scenario's explicit warmup; +its readable terminal frame does not make that run pass. Later mutations were not run. + +Controlled arms now use the existing `ctx.startup.hold` seam to wait for the 180th accepted GPU +warmup sample before readiness and automatic capture. This is identical for corrected/raw arms, +preserves every image guard, and retains both before/after PNGs. Missing, stale, early-ready or +expired warmup evidence fails the fixture verifier. The separate cold-boot criterion gets no such +warmup hold. These changes are awaiting independent review and hosted proof; acceptance remains +open. Shared PRD-341 tone metrics are now available through the ordinary develop merge. +Review also exposed warmup stamps whose frame IDs, clocks or accumulated time did not describe +180 distinct controlled updates. Warmup and post-cut evidence now share the same strict sequence +validator, and the terminal warmup identity/timing must match both its marker and the cut. Eight +regressions failed before correction. The focused suite now passes 90 exposure tests; root +TypeScript and scoped Biome pass. The prior hold increment also passed 12 doc-link tests and five +fixture builds. These local checks do not qualify the pending runtime arms. + +Hosted source `2a33c9a0edbe38ced02820385267e4de049b7a4c`, +[run 37014029224](https://github.com/ThreeNativeHQ/threenative/actions/runs/37014029224), now passes +all 14 cases with empty runtime diagnostics. All 18 retained PNGs were visually inspected; +[exact bytes, adapter, report hashes, and paired timing evidence](../../verification/prd339-exposure-proof/qualified-cuts-2a33c9a0.json) +are durable. The four controlled corrected/raw comparisons each completed 180 accepted post-cut +GPU samples and 3.0 fixture-controlled adaptation seconds. Corrected eleven/one-stop reverse cuts +settled by 114/42 updates; raw one-stop settled by 57. Raw eleven-stop failed only: + +`TN_EXPOSURE_NOT_SETTLED: Terminal GPU measurement remains unsettled after 180 rendered updates; observed time {"renderedUpdates":180,"adaptationSeconds":2.99999999999999,"realConsumedSeconds":10.978800000000414,"realElapsedSeconds":32.52129999999997,"clock":"deterministic-per-render"}.` + +Its actual final frame is visibly dark while the corrected endpoint remains readable. This proves +the same-budget radiometric step mutation, but the current fixture changes lighting at a fixed +camera. Acceptance 1 stays open until an actual cut between camera poses repeats the comparison. +Live-clock forward/reverse intensity steps also pass. Fixed/off +reports measured luminance with `applied=false` and zero exposure stops, while the early-return +mutation fails only `TN_EXPOSURE_MEASUREMENT_MISSING`; both final PNGs are byte-identical, qualifying +acceptance 3. Doubled-meter and wrong-clock controls fail their specific named gates. These are +SwiftShader correctness results, not hardware timing or native parity. Cold boots, reset/rebuild +history, native proof and full required CI remain open; phase progress remains 3/6 boxes (50%). + +The separate cold-boot fixture is now prepared at a predeclared age of exactly three accepted +GPU exposure updates. It preserves the real NodeFrame deltas, freezes only the existing fixture +history/output, and applies no controlled warmup hold. Both `snapGain=1` and `snapGain=0` arms use +the same sunlight pose and twenty independent launches in total. The landed `assert.tone` supplies +the named boot frame's p99; readiness age, actual update/sample indices, per-update delta and +cumulative time are archived. Review exposed unchecked initial readiness ages and impossible +NodeFrame chronology. The guard now compares zero-update readiness to the complete initial timing +state, relates each accepted live delta to elapsed NodeFrame time (allowing skipped frames and only +numeric roundoff), and requires exactly one fixed-step bridge marker. Eleven regressions failed +before this correction; all 29 cold-boot proof tests now pass. These remain CPU evidence checks. A further review reproduced +reordered timing markers that let impossible readiness counts pass. The verifier now reads timing, +accepted measurement and sample events in producer order, deriving readiness counts from that +stream. Five reordered-event regressions went red then green; nine valid readiness placements +before/after acceptance remain accepted. All 43 cold-boot proof tests and the reviewer's 88 probes +pass, including rejection of both previously accepted reorder traces. The ten-run spread is `(maximum - minimum) / minimum` with the +unchanged 10% limit. The mutation must empirically exceed that limit; no qualification is claimed +from its expected behavior. The prepared source awaits review and hosted execution. + +Hosted cold-boot source `d1500603f7f1c8ab0ec07c2bd2662770375b69d7`, +[run 37021404660](https://github.com/ThreeNativeHQ/threenative/actions/runs/37021404660), executed +all twenty independent launches with empty diagnostics and exactly three accepted live GPU +updates. The corrected p99 range was 234–238 (1.7094% spread); zero-gain was 238–244 (2.5210%). +Both were below 10%, so the verifier correctly failed the required negative control and acceptance +2 remains open. [Reports, exact timing, PNG hashes and four min/max frames](../../verification/prd339-exposure-proof/cold-boots-d1500603.json) +are preserved. All sixty PNGs form twenty byte-identical before/boot/after triplets; each unique +frame was inspected and shows the bright scene without blank/corrupt output. + +The zero-stop initialization seed is active, not a direct adoption of measured exposure. Both +arms' GPU observations match their authored adaptation recurrence using observed deltas within +0.00000054 stops. Corrected consumed time spans 0.1445–0.1767 seconds; zero-gain spans +0.1484–0.1951, with long second deltas clamped to the authored 0.1-second maximum. The mutation +changes exposure, but its p99 spread does not exceed the requirement. This is an ineffective +negative control for repeatability in this measured fixture, not a passing acceptance or grounds +to retune the age, scene, timing or 10% bar. Camera-pose qualification remains a separate open task. + + +Camera-cut qualification is now prepared as four separate controlled arms. Two identical rooms +remain 100 units apart, with finite-radius local lights and static background shells. The cut +changes only the actual camera translation: [106, 4, 9] to [6, 4, 9]. Camera layers, projection, +all four lights, room transforms and background colors stay fixed; every accepted GPU sample +carries an observed pose/lighting snapshot. The verifier rejects stationary/fabricated matrices, +light or layer changes and stale post-cut samples. The 11/1-stop corrected/raw comparison keeps +the same 180-update/3.0-second budget and unchanged 0.25-stop bar. Historical intensity-step and +cold-boot arms remain intact. 146 focused exposure/lifetime tests, root TypeScript, five fixture Vite builds, scoped Biome, +141 CI-structure/needs tests, documentation links and the tracked evidence budget pass. Broader +scaffold/mirror verification passes 69/70; the unchanged mobile-assets case cannot resolve the +Basis transcoder from its independent temporary project (`TN_ASSETS_TRANSCODER_MISSING`). Actual +camera pixels, native qualification and full required CI remain open. + +Camera source `2bc1d57f9b8321e1a85b2a457778dacc7dda1372`, +[run 37049246423](https://github.com/ThreeNativeHQ/threenative/actions/runs/37049246423), passes +all 18 runtime cases with clean diagnostics. Actual fixed-light camera cuts settle after 114/42 +updates for 11/1 stops, using the same 180-update/3.0-second controlled budget. Raw-luminance +one-stop settles after 57 updates; raw eleven-stop remains 2.528 stops from its target and fails +only `TN_EXPOSURE_NOT_SETTLED` after 180 updates (11.9467 consumed NodeFrame seconds, 36.2926 +elapsed seconds). All 26 original PNGs were inspected; the eight camera images and all report/image +hashes are retained in [the camera evidence](../../verification/prd339-exposure-proof/camera-cuts-2bc1d57f.json). +Independent review accepted this exact-source AC1 proof on 2026-10-02. It also found four omitted +room/light matrix/color fields could be missing consistently in the verifier. Four regression +cases failed before adding shape/finite validation; 48 camera/proof tests then passed, and the +reviewer rejected 28 malformed-field variants against the actual report while all four genuine +camera reports remained valid. This correction changes validation only, not the captured scene. +AC1 and AC5 are qualified at this source; AC2's ineffective mutation, native, actual lifecycle +rebuild/reset and full required CI remain open. Software pixels make no hardware timing claim. + +### Completion qualification and remaining cold-boot decision + +Reviewed completion source `388e8acea5ac86e9c4d8526df61a82a0f21dd595` preserves the incoming +`a7b718b` develop merge. [Source, nonce, binary/report/PNG hashes and all 720 lifecycle samples](../../verification/prd339-exposure-proof/completion-388e8a.json) +retain the actual hardware evidence. The [native before](../../verification/prd339-exposure-proof/native-before-388e8a.png) +and [native after](../../verification/prd339-exposure-proof/native-after-388e8a.png) show readable blocks and floor. +[Lifecycle before](../../verification/prd339-exposure-proof/lifecycle-before-388e8a.png) and +[resized/reset after](../../verification/prd339-exposure-proof/lifecycle-after-388e8a.png) retain the real output. +The camera experiment's [gain-one endpoint](../../verification/prd339-exposure-proof/snap-gain-1-after-388e8a.png) +and [gain-zero endpoint](../../verification/prd339-exposure-proof/snap-gain-0-after-388e8a.png) are terminal +180-update frames; first-update qualification is the paired numeric evidence, not those endpoint images. +Independent review accepted native and lifecycle source and actual proof. Reconciled-head full +TypeScript, lint, 376 focused tests, documentation links and tracked evidence budget pass. +Phase progress is 5/6 boxes (75%); acceptance is 4/5. The original cold-boot requirement remains open. + +A fresh hardware run of the unchanged twenty-launch cold-boot experiment at source +`08b039c64c6d95d017ac856f74cfc881ae11fdb1` gives corrected p99 235–239 (1.7021%) and +zero-gain p99 239–245 (2.5105%). Both remain inside the unchanged 10% limit. +[All twenty launch measurements, clocks and hashes](../../verification/prd339-exposure-proof/cold-boots-08b039c.json) +retain the negative-control failure rather than converting it into acceptance. Four min/max +frames are preserved alongside the record. This is RTX 2080 correctness evidence, not a timing benchmark. + +Engineering recommendation, awaiting the user's criterion decision: keep ten independent boots +and their 10% repeatability limit, and test cut responsiveness separately. Setting gain to zero +removes the authored cut boost; it does not introduce randomness, so failure on boot spread is +not entailed by the intended mechanism. The existing three-update boot age and ACES shoulder +also compress the displayed p99 differences. Changing age, scene or threshold to manufacture +spread would change the experiment rather than prove the requirement. + +The proposed separate red-green contract is analytically declared from the existing authored +`snapHi=8` and `snapGain=1`: an eleven-stop actual fixed-light camera cut must be within the +existing 0.25-stop tolerance on its first accepted GPU update at controlled delta 1/60. +Past eight stops, authored smoothstep is one, so gain one adopts the target on that update; +gain zero retains the ordinary exponential adaptation. The experimental actual pair observes +10.9108 stops between its camera targets. Gain one first-update error is 0.000000476837 stops; +gain zero error is 10.553099394 stops and fails only +`TN_EXPOSURE_SNAP_RESPONSE_MISSING`. Both original 180-update camera scenarios remain qualified. +Their endpoint PNGs depict the terminal frame after 180 updates, not the first-update measurement. +This experiment does not alter or satisfy the currently written cold-boot mutation criterion. + +Native desktop qualification now passes the same bright-room fixture on an actual RTX 2080 Vulkan +adapter: 180 paired accepted GPU measurements, terminal applied exposure -4.435490608 versus +measured target -4.435517788, and both 640×360 before/after PNGs with nonblank ratio 1.0. +Raw native state matches the paired terminal measurement. Three actual GPU error scopes return +null; captured host console contains no validation/device-loss errors. The native `device.lost` +stub resolves without loss information and is explicitly unavailable as an observation; it is +never normalized into a successful loss-free report. The injected real invalid buffer produces +“Buffer usages must not be 0” and prevents readiness. The strict qualifier rejects its 180-sample +trace on GPU validation, rather than accepting the blocked startup. + +The headless contract executes the production reduction graph with nonuniform 65×33 input, +including its odd edges, and compares an independent weighted CPU oracle. Its actual targets +are 17×9 → 5×3 → 2×1 → 1×1. Both native engines report luminance 2.065428257 versus CPU +2.065428175, exposure -3.519190788, and applied output pixel 0.174440756 after 120 updates. +Actual injected GPU validation is rejected. The existing CMake target definition, CTest +registration, execution pass lines, discovery count and missing-registration guard are updated; +the actual verifier function rejects the omitted execution registration. The focused V8/QuickJS +native suite passes 80 tests with one existing skip. An actual interleaved readback regression +failed on the original freshly built host before the bounded deferred-map fix and passes after it. + +Exact proposed criterion change for approval: retain the first two cold-boot sentences and replace +only its red-green sentence with: “Separately, cut the actual camera eleven stops with a controlled +1/60-second adaptation delta. With authored snap gain one, the first accepted GPU readback must be +within 0.25 stops of its measured target; with snap gain zero, that same first-update accuracy gate +must fail. Preserve both measurements and the named failure.” No acceptance box changes without +that decision. + +## Implementation decisions + +- 2026-10-02: the current core contract says all exposure, TSL and post-processing are generated + game source. That outranks this PRD's historical core filename below: implement in generated + `src/render/`, using ordinary Three node lifecycle, while retaining the same functional acceptance. + No new core exposure API or framework appearance defaults are admitted by this change. +- Existing tonemapping, render loop and scene pass are reused. No default picture changes until + actual runtime evidence qualifies the path. A software adapter can prove correctness pixels, + never hardware performance or native parity. + +## Merge qualification still required + +All acceptance criteria below are qualified, including fresh current-base consumer, lifecycle and native captures. Final independent publication review and green exact-head CI are required before merge; auto-merge has not been enabled. No shared cache, receipt hash, pipeline policy or security setting was edited. + +## Acceptance criteria + +- [x] **The settle time is independent of the size of the change.** proof: `exposure settle playtest`. A playtest scenario cuts the camera + between a bright pose and a dark pose eleven stops apart, and between two poses one stop apart, + and asserts both reach within 0.25 stops of their steady value inside the same frame budget. + *Red-green:* replace the `log2` interpolation in `auto-exposure.ts` with `mix(prev, cur, rate)` on + raw luminance; the eleven-stop leg must fail with the measured settle time in the failure text + while the one-stop leg still passes. Paste both. +- [x] **A cold boot into a pose is repeatable.** proof: `ten exposure fixture cold boots and PRD-341 assert.tone`. Ten runs of the same scenario at the same pose report + p99 luminance within a 10% band (PRD-341's `assert.tone` supplies the number). + *Red-green:* independently cut the actual camera eleven stops with a controlled 1/60-second adaptation delta. With authored snap gain one, the first accepted GPU readback must be within 0.25 stops of its measured target; with snap gain zero, that same first-update accuracy gate must fail. The ten-boot 10% repeatability gate remains unchanged. +- [x] **Off does not mean unmeasured.** proof: `disabled exposure playtest`. With `enabled: false`, `TN_AUTO_EXPOSURE` still prints a + measured luminance and `applied=false`, and the frame's exposure is exactly the game's constant. + *Red-green:* early-return from `update()` when disabled; the marker assertion fails. +- [x] **It runs on native.** proof: `desktop exposure playtest and verify-native-contracts.mjs`. A `--target desktop` playtest of the same scenario reports the same + applied exposure within tolerance, and a native contract test covers the reduction chain without + a display (see the native contract lane in `packages/runtime-native/AGENTS.md`). + *Red-green:* the contract case is registered in all five places a new native target needs; a + missing registration must fail `verify-native-contracts.mjs`, not skip. +- [x] **The framework picks no number.** proof: `auto-exposure.spec.ts boundary assertion`. `packages/core/src/render/auto-exposure.ts` contains no + default clamp, weight curve or rate that is not `1`, `0` or an identity. A grep in the spec + enforces it. Verified 2026-10-02: 23 control/topology/boundary tests pass. The current + architecture keeps the complete exposure graph and policy in generated game source; the + boundary assertion scans every core source file and rejects exposure graph/metric/policy + symbols and a core-owned auto-exposure module. No core look defaults are added. + +## Out of scope + +Local tonemapping, bloom threshold coupling, and lens/iris simulation. + +### Approved AC2 correction (2026-10-03) + +The owner explicitly approved the proposed AC2 replacement. Repeatability retains ten independent cold boots, the same pose and the 10% p99 band. Snap responsiveness is qualified separately at the first actual GPU update after the unchanged eleven-stop camera cut, using 1/60-second adaptation time and the existing 0.25-stop accuracy tolerance. The original twenty-launch measurements and ineffective spread mutation above remain historical evidence. Current-harness qualification and final checks are in progress; no new acceptance box is claimed yet. + +### Current-harness acceptance qualification (2026-10-03) + +[Current proof, source identities, clocks and image hashes](../../verification/prd339-exposure-proof/completion-current-55b5313.json) records actual captures at `55b53130603959bf1274b90acdad6f91f745f7b9`, using the rebuilt merged playtest harness. Ten gain-one boots produce p99 values 238–247, a 3.7815% band within the unchanged 10% limit. Ten diagnostic gain-zero boots also pass repeatability (249–251, 0.8032%); this is not a spread mutation red claim. The separate approved camera response observes gain-one first-update error 0.000000476837 stops and gain-zero error 10.553099394 stops at actual update 181 with delta 1/60. Only the same 0.25-stop response gate rejects gain zero. + +All 18 browser cases and their behavioral mutations qualify with the original scene, ages and tolerances. The current lifecycle capture qualifies 720 actual paired samples, output rebuild, real 320×180 target resize and reset adoption of a new eleven-stop target. Current desktop proof qualifies 180 actual paired samples, matched raw state, three actual null GPU error scopes, nonblank before/after images and the actual invalid-GPU negative control. It transparently reuses the source-identical rebuilt V8 executable; no whole-tree CI verdict is reused. Independent review inspected 34 matrix/snap/lifecycle/native images and all 20 boot tone frames. Complete exposure traces are retained losslessly in the linked xz dataset, including 545 native markers taken from the actual captured host console. + +The full instrumented coverage workload found the omitted negative CTest invocation; both real exposure contract invocations now pass after its registration repair. An unrelated worker contract timed out once, then passed the unchanged 120-second isolated reproduction in 0.79 seconds. The complete instrumented rerun passed: 43 runnable native contract targets, 47 actual raw profiles, 19,206 of 24,373 instrumented lines covered (78.80%). Optional metahuman, native physics and video remain explicitly configured off in this existing lane. The source digest and profile/report receipts are recorded in the current proof. Final local checks and exact-head CI remain separately required before merge. + +### Final-suite integration repair + +The full suite at completion checkpoint `2c77070b8` exposed missing shipped-template imports/calls and a generated source file above the unchanged 200-line readability gate. Fixture GPU/native evidence does not qualify missing consumer wiring. This phase is reopened until the game-owned opt-in path uses the existing world pass, retains the default picture, and qualifies its lifetime on the actual generated consumer. The native build-matrix registration and action-rpg instruction newline guard also require repair. No invariant or acceptance tolerance is weakened. + + +### Generated-consumer qualification and publication hold (2026-10-03) + +[Actual consumer proof, public image aliases and source receipts](../../verification/prd339-exposure-proof/completion-consumer-8bf16f4.json) qualifies the generated `WorldEnvironment` opt-in at source `8bf16f4c320748403dd091e4fd7da394da314bff`. All thirteen quality presets explicitly keep its cost flag false; the default picture is unchanged. Metering uses the existing unexposed world-pass colour, applies exposure before the chain, and releases its own targets with that pass. Four shared generated files are byte-identical across all thirteen kits and stay within their unchanged readability checks. + +The actual consumer passes the approved first-update camera gate: gain one error is 0.000000476837 stops, while gain zero fails only the same 0.25-stop response gate at 10.553099394 stops. A disposable source mutation removes the generated environment's meter; its manual fixture fallback still adapts correctly, but only the consumer ownership gate rejects it. Exact source/mutation digests and actual ownership markers are retained in the lossless trace. There is no claim that the mutant pixels lacked adaptation. + +The actual owned consumer also passes all 720 paired lifecycle samples, real 320×180 resize and immediate target adoption on reset. Desktop qualifies 180 paired samples, nonblank captures, three actual null GPU error scopes and the injected validation control. Rebuilt V8 and QuickJS displayless contracts both pass positive and actual registered negative invocations. All ten current consumer PNGs are byte-identical to existing public images: hashes and aliases preserve their original provenance, with no new screenshot or hardware claim. Independent code, trace, image and coverage audits pass. + +The genuine full instrumented native workload executes 43 targets and produces 47 raw profiles: 19,217 of 24,373 lines, 78.85%, source digest `26e52aa0d7cade3c712d4e4054e9a014d7f07709558b3146196827780580d713`. Earlier profiles and the failed measurement remain preserved. Full typecheck and lint pass. The full suite passes 7,411 root tests plus 1,532 native tests with existing skips, and exposes only the expected scaffold identity change. All thirteen baseline/current scaffold trees were then byte-compared; only the bounded render integration and instruction whitespace changed. The unchanged complete scaffold spec passes all 66 tests after genuine measured pin updates. + +The owner approved the exact fourteen-PNG lossless recompression and twelve own JSON whitespace compactions. All filtered PNG scanlines, non-IDAT chunks, JSON tokens and historical values are preserved; immutable original anchors are retained in [the preservation receipt](../../verification/prd339-exposure-proof/approved-lossless-preservation.json). The combined evidence remains below the unchanged 72MiB cap. Current develop integration changes only the copied Three compute-only 3D guard in all thirteen generated trees; actual exposure 2D, readback, clock, native and harness source closures are unchanged. [Current source qualification](../../verification/prd339-exposure-proof/current-base-c18a42b.json) records measured pins and honest scoped evidence reuse. Typecheck, lint, dependency SBOM checks, 82 scaffold/Three tests, 281 exposure tests, 198 host desktop/CI tests and two red/green routing regression tests pass. Exact-head remote CI and auto-merge remain pending separately. No acceptance threshold, clock age, hardware requirement, or pipeline setting is waived. + + +After integrating develop `9f41cb0ed171f335fc18d988dac27eeed4211122`, the controlled fixture explicitly requests resolution scale 1, preserving its historical full-size input while the production renderer retains its new automatic default. [Current-base qualification](../../verification/prd339-exposure-proof/current-base-9f41cb0.json) retains the six actual capture arms at `ae44ab8df3a6f6596465d408e13660905fc853fd`, complete paired producer traces and twelve exact PNG payloads in a lossless XZ bundle. Actual surface observations report `scaleSource: pinned`, effective scale 1, DPR 1 and matching canvas/drawing-buffer dimensions: 640×360, then the authored 320×180 lifecycle resize. + +The fresh consumer response again qualifies gain one at the first post-cut GPU update and rejects gain zero at the same accuracy gate. Removing the consumer wire still qualifies response before failing ownership alone. All 720 lifecycle pairs qualify rebuild, resize and reset; both native arms retain 180 pairs, with three null scopes for the positive and an actual injected-validation rejection. The native compiled source closure and instrumented coverage digest remain unchanged, so the original complete 43-target measurement is reused with its original provenance. Current typecheck, lint, 176 exposure tests, 37 routing/pin tests, the unchanged 66-test scaffold guard and `ci:fast` pass. + +The owner approved the exact historical evidence cleanup partition. [Its recovery receipt](../../verification/approved-historical-cleanup-pr397.json) records the 39 removed files and immutable original Git anchors; five historical prose citations now point to those originals. All 93 required proof paths, current aliases and preservation hashes remain intact. Current proof publication and green exact-head CI remain separate merge requirements; no threshold, adaptation clock, hardware requirement or evidence cap changed. + +CI follow-up preserves failed source-head artifacts rather than relabeling them: exposure and cold-boot recovered at unchanged `49f76db8`; browser fluid's single recovery failed before assertions on screenshot stability. The reviewed harness repair retains collected failure observations and qualifies runtime errors before checking screenshots. Native/browser fluid routing is separated by actual dependencies, with delivery verification remaining fail-closed. Rain's existing software policy is respected while explicit HIGH remains exercised through its supported UI. [The actual Rain v2 receipt](../../verification/prd339-exposure-proof/ci-repair-rain-v2/receipt.json) retains eight passing original assertions, six image hashes and two exact public tier captures; it does not establish the CI device-loss cause or claim a final-head capture. Earlier exposure/native images and source identities remain unchanged. Full typecheck, lint, scoped regression suites and normal pre-push checks pass; final exact-head CI and merge readiness remain separate requirements. diff --git a/docs/PRDs/done/PRD-VQ-07-volumetric-fog.md b/docs/PRDs/done/PRD-VQ-07-volumetric-fog.md new file mode 100644 index 0000000000..f8cff927a9 --- /dev/null +++ b/docs/PRDs/done/PRD-VQ-07-volumetric-fog.md @@ -0,0 +1,254 @@ +--- +prd_contract: v1 +--- + +# PRD-VQ-07 — Local volumetric fog composes with depth, lights and existing atmosphere + +**Status:** COMPLETE — 2026-10-03 at `b93944e60afc42d12cb0d89c5fd65f1a07fe2b7d`. All six phase items and both acceptance criteria are verified at that exact head by the hosted integration run [37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365) — 29 browser WebGPU arms, 29 Linux ARM64 QuickJS/wgpu-native arms, both no-fog resize controls, the compiled acquisition status contract and actual GPU destination pixels — together with the full repository CI run [37147171521](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171521). Linux ARM64 software correctness only: no phone, hardware-tier or OS-window claim. Archived individually while sibling PRDs stay active; `develop` advanced after this run, so promotion is the merging parent's task and is recorded as such below. +**Batch:** [Visual quality execution batch](https://github.com/ThreeNativeHQ/threenative/blob/docs/visual-quality-batch-2026-10-01/docs/PRDs/batch-2026-10-01-visual-quality/README.md). **Wave:** 2 / atmosphere. +**Dependencies:** Independent of clouds. Reuse VQ-06 only for any local-light feature it has actually qualified. + +## Grounding and intended outcome + +ThreeNative already has atmosphere LUTs and god-ray composition. Current upstream [VolumeNodeMaterial](https://threejs.org/docs/pages/VolumeNodeMaterial.html) and volumetric lighting machinery are reuse candidates, not proof of a finished ThreeNative fog product. Recheck the installed pin and the merged rain kit before introducing a new algorithm. + +**Outcome:** A bounded mist volume in an interior/exterior fixture responds to the main light and declared local lights, is occluded by solid geometry and blends into the existing atmosphere without becoming a uniformly bright screen overlay. + +## Design and ownership + +Start with the supported upstream volume/material or existing kit implementation. Density functions, phase function, color and artistic controls remain generated TSL/game source. Share only depth access, lifetime and ordered dispatch that the current render loop cannot already supply. Composite radiance with transmittance in the scene-linear graph before its one output transform; specify the relationship with aerial perspective and god rays so the same medium is not added twice. Keep history optional until its disocclusion behavior is qualified. + +A bounded volume and height-dependent density, one directional source and an explicitly supported local-light subset. No mandatory froxel engine, general weather manager, or promise that all point/spot shadow types work. + +## Required behavior + +- Zero density produces the no-fog image; an opaque foreground wall hides fog behind it. +- The fixture tests the camera both outside and inside the volume, a light toggle and overlapping density bounds. +- Step count and resolution are quality controls, with an explicit off/unsupported route and no dormant GPU allocations. +- Resizes, camera cuts and streamed occluder changes do not reuse invalid depth/history. + +## Execution phases + +All proof paths below are **planned implementation targets**, not existing passing tests. Reuse an existing equivalent test or scenario after inspecting current code, and update the canonical proof path rather than adding a duplicate. Follow [EXECUTE.md](https://github.com/ThreeNativeHQ/threenative/blob/docs/visual-quality-batch-2026-10-01/docs/PRDs/batch-2026-10-01-visual-quality/EXECUTE.md) for fixture setup, variables, review and repository gates. + +### Phase 1 — Depth-correct participating volume + +- [x] Implement game-owned volumetric composition using the admitted upstream/kit mechanism and shared scene depth. Verified: generated source builds on the pinned shader compiler and hosted WebGPU run 36990624761 renders it; proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. +- [x] Cover zero density, inside/outside camera positions and opaque occlusion with analytic or reference fixtures. Verified: run 36990624761 captured all positions, exact off/zero image identity and the unchanged foreground-wall reference patch recorded below; proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. + +### Phase 2 — Compose with the existing environment + +- [x] Integrate directional and the declared local-light subset without double-applying atmosphere or god rays. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. +- [x] Add bounded quality settings, history invalidation where used and deterministic resource disposal. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. + +### Phase 3 — Qualify the visible result + +- [x] The fog fixture verifies occlusion, light response and zero-density identity on browser WebGPU with fixed-camera captures. proof: `node packages/playtest/dist/runner/cli.js examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json --url ${VQ_URL:?} --browser-recipe webgpu` — [run 37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365), source `b93944e60`, `fog capture` job: 29 arms, 392 in-arm assertions and 13 cross-arm assertions, 0 failures and 0 console/network/runtime diagnostics on Chromium WebGPU / Google SwiftShader, 640×400, private Xvfb 1600×900, `page.screenshot`. +- [x] The same authored volume runs on Linux native and remains valid through resize and scene teardown. proof: `node packages/playtest/dist/runner/cli.js examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json --target desktop --executable ${VQ_NATIVE_EXECUTABLE:?}` — [run 37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365), `Linux native fog correctness` job: 29 arms, 419 in-arm assertions, 29 authored 5% whole-frame nonblank gates and 13 cross-arm assertions, 0 failures, plus both no-fog resize controls at 320×240 then 640×400 with zero fog target allocations. Named adapter `native:vulkan/llvmpipe/llvmpipe (LLVM 20.1.2, 128 bits)/Mesa 25.2.8-0ubuntu0.24.04.4 (LLVM 20.1.2)`, QuickJS engine, `device.screenshot`; runtime SHA256 `5a164cc2…`, bundle SHA256 `b67511f2…`. + +## Acceptance criteria + +- [x] Fog is depth-correct and light-responsive, and turning it off restores the original graph and allocation baseline. proof: [run 37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365) at `b93944e60`, both targets and both no-fog controls; zero-density `zero` is byte-identical to `off` on browser and native, `off` is exactly RGB 0 across the pinned 500×400 evaluation area, the foreground wall ROI max is exactly 0 in all four scattering arms, the calibration card minimum is 146 with a cross-arm difference of exactly 0, and directional/point light response measures 15.9585 and 48.7755 mean RGB bytes at changed ratios 0.99333 and 1.0. Overlapping bounds clear their pinned floor at 0.09386 changed channels (browser) and 0.09385 (native) against 0.05, with a maximum channel delta of 43 against 4. Renderer textures are 5 off, 10 active and back to 5 at final off after three observed stable render intervals. +- [x] The feature preserves its documented inactive/fallback path and releases owned resources after repeated lifecycle transitions. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts` (24) plus the Phase 3 lifecycle scenario at [run 37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365): the repeated sequence observes 4 created targets, 3 target and material releases and 1 live target, then 4 releases, 0 live targets and the texture baseline 5 at final off, with final-off pixels exactly equal to the independent off baseline on both targets. Repeated scene exit/re-entry observes 3 entries, 2 exits, one exit release per target and material, 0 live targets and textures back to 5. `pnpm exec vitest run packages/create-threenative/__tests__/scaffold.spec.ts packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts packages/create-threenative/__tests__/vq-fog-fixture.spec.ts --maxWorkers=1` passes 3 files / 99 tests. + +## Performance and promotion + +Record pixels, ray steps, light count and cost on the same fixture. Choose tier admission from measurements, not an arbitrary AAA label. Numerical targets are proposed acceptance targets, not benchmark results. Pin the fixture, metrics and thresholds before changing the implementation; never relax a failing threshold just to mark this PRD complete. Shared abstractions must pass the repository's reuse/LOC admission rule. Appearance remains editable source. + +## Blocked on + +Phone performance and a wider local-shadow set are separate qualification work. + +## Completion record + +Update the phase boxes and this PRD only after the named proof runs. Record actual results inline, including any remaining exclusions. A merged planning or implementation PR alone is not proof that every acceptance criterion passed. Archive according to the parent PRD filing rules when the work is genuinely complete. + +### Current checkpoint — 2026-10-02 + +The fresh checkout implements ownership-aware `clearOutputNode(expectedNode?)` without changing legacy no-argument calls. Generated `WorldEnvironment` now returns an idempotent disposer for a base-colour-only graph, passes its explicit scene pass to installation, releases its own scene pass and materialized base texture, and refuses an unsupported direct path before invoking the allocation factory. This prerequisite does not enable fog or change the default picture. + +Red-green proof: three new behavioral failures reproduced first; `pnpm exec vitest run packages/core/__tests__/renderer.spec.ts packages/create-threenative/__tests__/world-environment-lifetime.spec.ts packages/create-threenative/__tests__/shared-render-sources.spec.ts --maxWorkers=1` then passed 39/39. `pnpm exec tsc --noEmit -p packages/core/tsconfig.json`, focused strict renderer/generated-source compilation, API-surface and capability-manifest checks passed. Focused Biome passed with four complexity warnings, no errors. No runtime screenshot, native qualification, aggregate CI or fog acceptance is claimed. + +Reuse review at pinned `three@0.185.1`: `VolumetricLightingModel.direct()` skips a directional light because it has no `distance`; extinction is derived from accumulated light rather than independent density. Its material cannot satisfy the bounded directional radiance/transmittance contract unchanged. Existing `GodraysNode` provides the depth reconstruction and ordinary directional shadow coordinates to reuse in game-owned source. Rain's screen-quad coast and its god-ray composition do not provide bounded participating volumes. No new shared visual algorithm or renderer is admitted. + +Review correction: pinned `convertToTexture(PassNode)` returns a borrowed pass texture, not an owned RTT. A new PassNode-return regression reproduced the disposal TypeError; the ownership test now additionally requires `isRTTNode === true`. PassNode disposal and caller-owned texture/RTT preservation are covered. The same focused suite passes 42/42 and strict touched-source/test typechecking passes; this supersedes the earlier 39-test checkpoint for the lifecycle code. + +Mixed ownership correction: actual-renderer regressions reproduced an obsolete chain clearing a newer direct graph and automatic budget observation rebuilding the obsolete chain. `RenderChain` now retains the installed input identity, clears only owned/attempted output, and skips automatic observation when the renderer says it was superseded. Replacement does not implicitly dispose caller dependencies; explicit disposal remains available. Borrowed RTT target and material preservation are both asserted directly. Focused renderer/render-chain/environment/shared-source suite passes 88/88; core typecheck passes. This proves the exercised lifecycle transitions, not GPU behavior. + +Fog implementation checkpoint: opt-in generated `templates/starter/src/render/volumetricFog.ts` now builds bounded overlapping height-density transport before exposure, with independent extinction, directional shadow lookup and explicitly unshadowed finite-range point lights. It owns a half-float nearest-filtered RTT, supports full/half resolution with per-pixel depth-discontinuity fallback, retains no history, and returns before graph allocation when off/unsupported/zero-density. No default tier enables it. The standalone fixture at `examples/abyss-framework/vq-fog/` exercises that exact source with outside/inside camera, light, wall, overlap, quality and rebuild controls. + +Fresh proof: the fog and verifier contract suites pass 23/23, including generation of the actual depth/shadow transport WGSL with/without lights; focused strict source/test/fixture/verifier typechecks and the production Vite fixture build pass. These are not rendered-pixel tests: analytic/wall-depth image proof and all Phase 3 qualification remain open. The hosted `fog` lane in `integration.yml` (folded there from the former `integration-volumetric-fog.yml`, one workflow per root AGENTS.md) uses the built public playtest runner for actual canvas captures and adapter/source-SHA provenance, rejects software device loss, and retains diagnostic captures on failure. The local executor has no display tooling and its Unix-socket restriction was verified, so local screenshot execution was not attempted through an alternate route. + +Scaffold validation initially failed only its whole-tree byte snapshot because the deliberate shared lifetime changes affect all thirteen kits and the new optional fog file affects starter. After inspecting that source-only delta, the expected generated-tree hashes were refreshed with an inline rationale; the unchanged starter-copy assertions now include the new file. The full scaffold suite passes 66/66. Fog/verifier plus CI structure/needs suites pass 164/164; relative documentation-link checks pass. No runtime evidence is inferred from these checks. + +Actual diagnostic progress: [hosted run 36989192897](https://github.com/ThreeNativeHQ/threenative/actions/runs/36989192897) rendered the off baseline at source `1bb878e033d29e084b912bc9266a15b72d6cbf16`, Chromium WebGPU / Google SwiftShader / 640×400. Its [provenance](../../verification/vq07-progress/1bb878e03/provenance.json) is retained with every capture's SHA256 in it; the images themselves live in the hosted artifact. The run failed closed on one HTTP404 console error; all baseline image/component assertions passed, but fog-on variants did not run. This is diagnostic baseline progress, not fog qualification or a hardware/native claim. The first report omitted the failing resource URL; fixture-only preview diagnostics now record HTTP error status and URL without relaxing the error gate. + +The unchanged-HTML diagnostic rerun [36990205268](https://github.com/ThreeNativeHQ/threenative/actions/runs/36990205268) identifies the exact failed resource in `off/http-errors.jsonl`: `/favicon.ico`, HTTP404. The fixture now uses the repository's existing inline-favicon convention. Its new source regression failed first; fog/verifier tests then pass 24/24 and the production bundle builds. No error assertion was weakened. The next hosted run must verify that this removes the console failure and reaches fog-on capture. + +First successful actual fog captures: [run 36990624761](https://github.com/ThreeNativeHQ/threenative/actions/runs/36990624761), source `4f8fe47b1801282827c9b5d0f0cba40b99c7c2a7`, Chromium WebGPU / Google SwiftShader / 640×400. All nine named variants passed with empty diagnostic lists, and off/zero images were pixel-identical. The unchanged [fog-on capture](../../verification/vq07-progress/640c103-browser/fog.png) and [all-variant provenance](../../verification/vq07-progress/4f8fe47b1/provenance.json) are retained, the latter carrying each arm's SHA256; this run's inside-volume and off-baseline images are in artifact 11220323995. Visual inspection confirms bounded mist and light response. The fixed wall-center patch (x184, y216, 18×18) has exactly zero changed pixels against off; full/half fog mean absolute difference is 0.0695/255. This is browser software-rendered correctness progress, not native or hardware-performance qualification. Same-node replacement ownership still needs a unique installation receipt; a green screenshot run does not close that review finding. + + +Installation ownership correction: `setOutputNode` now returns a unique optional receipt with `isCurrent()` / `dispose()`, capturing the actual `RenderPipeline` installation. Same-node reinstall regressions failed first; old observers and disposers now respect the receipt, as does the generated direct base-colour path. Legacy void-style adapters (including historically ignored return values) retain compatibility behavior but do not gain installation-level guarantees. Receipts own only the installed pipeline; graph dependencies still belong to their explicit caller. The superseded node-equality query was removed. The focused renderer/chain/environment/shared-source/scaffold suite passes 157/157, core and touched-source/test typechecks pass, and API/capability checks pass. Generated-source hashes are refreshed only for this intentional shared lifecycle edit. Fresh hosted capture is selected for subsequent renderer/chain/canonical-environment changes. + +Independent receipt review of staged tree `2062ba7783c53bc27a5ba6537a8b60874b9c06fa` passed for pipeline-installation ownership: the reviewer reran renderer/render-chain/WorldEnvironment tests, 89/89 passed, with no blocking defect in that delta. This explicitly does not transfer or guarantee arbitrary shared graph-dependency lifetimes. Hosted pixel proof will be rerun at the published receipt head. + + +Receipt-head runtime revalidation: [run 36994760252](https://github.com/ThreeNativeHQ/threenative/actions/runs/36994760252) passed all nine variants at exact source `9b2bcd7a1e9db2aa181a34c2c7fd5a060724138a`, Google SwiftShader WebGPU, 640×400, no diagnostics. Downloaded artifact `11220323995` matched SHA256 `658c454f4f1888f2b98f9b78054b7f3ae6cebedbe6327372ec844f21a058e71d`; all nine PNGs are byte-identical to the retained successful captures. [Existing provenance](../../verification/vq07-progress/4f8fe47b1/provenance.json) now includes that source/run revalidation. This closes receipt-head visual regression evidence, not the remaining fog acceptance. + +The next fixture-only qualification slice removes surface illumination from light-response evidence: black unlit override surfaces plus a black background preserve geometry/depth/shadow casters. A black no-fog arm must produce exactly zero RGB across the whole image. Both fog light toggles must add at least 1 mean RGB byte and change more than 2 RGB bytes on at least 10% of the pinned room ROI (x260, y155, 150×90), excluding the foreground plate; its interior patch (x184, y216, 18×18) must remain exactly black in all four arms. These gates were pinned before hosted execution. Normal positive-arm nonblank checks and all runtime/error/device-loss checks remain unchanged. The verifier now actually runs the committed repeated-lifecycle scenario and its return-to-off extension, checks actual target/material disposal events, and requires the restored pixels to equal the off baseline. Fixture/verifier/source tests pass 29/29 after the new behavioral assertions failed first; strict types and the production build pass. New hosted light/lifecycle evidence remains pending, as do resize/native/performance qualification. + + +Aggregate verification for this slice: root `pnpm typecheck` passed; root `pnpm lint` passed with 1,017 warnings and no errors. Root `pnpm test` exited 2 before suite phases because the installed `tsx` CLI cannot create `/tmp/threenative-suite…/tsx-1000/482.pipe` (`listen EPERM`), the confirmed environment Unix-socket restriction. Two positive `evidence-budget.spec.ts` subprocess fixtures fail for the same `tsx` restriction; no gate was weakened or represented as passed. Full aggregate tests and native execution remain unrun here. Expanded public scenario round-trip validation also caught and corrected the lifecycle loader's metadata (`sourcePath`) being serialized back as an invalid authored key, before hosted execution. + +Moving-base reconciliation: `beedf1e8703b8d7318f11dea0f183764075cc153` is merged with exact develop `6c8858d74ae0c76887c4387ffbd90cf6b32fb6a1`. The sole conflict was the generated scaffold digest table: current 0.2.8 package pins and rain's corrected `.ts` verifier import are retained alongside VQ07's receipt/fog source. All thirteen hashes were remeasured from the combined isolated tree after the old table failed. The combined scaffold/doctor/renderer/chain/environment/fog/fixture/verifier suites pass 282/282, create-threenative types and the fixture production build pass. No shared rendering source was changed by the reconciliation. + + +Pre-run calibration correction: source inspection shows the public runner rejects uniform blank captures before evaluating black-region assertions. Rather than accept a failed capture or weaken any normal guard, the four scattering-control arms now share a fixture-owned gradient calibration card at x510–630, y20–140, ahead of the volume. The full fog evaluation area (x0, y0, 500×400) must still be exactly black without fog; the room/light and foreground-wall ROIs are unchanged. An interior calibration patch (x515, y25, 110×110) must have RGB channels at least 32 and be byte-identical across all four controls. The normal full-frame nonblank gate remains 5% in every arm, and every arm must pass all runtime/error/device-loss guards. This revised control design was pinned before any hosted scattering-control execution; no failed pixel threshold was relaxed. The card is visible only in the four fixed-outside-camera controls, so the original normal variants retain their authored picture. New fixture/verifier regressions failed first and pass 9/9; types pass. + +Isolated-scattering progress: [run 36997361343](https://github.com/ThreeNativeHQ/threenative/actions/runs/36997361343) at source `001b934008cbc6e3ab196678506ae9b14f751f1e` passes all thirteen independent captures with empty diagnostics, including the four calibration controls. Downloaded artifact `11221669862` matches SHA256 `2c88ec8b13a525986867301a735ede33f5b76ab3b6d9db3c46459554b5b7a4ca`. The [black control](../../verification/vq07-progress/001b93400/blackOff.png) and [four-arm provenance/pixel metrics](../../verification/vq07-progress/001b93400/provenance.json) are retained, the latter carrying the scattering arm's SHA256; that image is in artifact 11221669862. The pinned room ROI passes: directional mean RGB delta 15.9585/255, changed ratio 0.99333; point mean delta 48.7755/255, changed ratio 1.0. The 500×400 black area and foreground plate are exactly zero; calibration minimum RGB is 146 and cross-arm difference is exactly zero. These isolates show scattering response rather than changed surface illumination. + +The overall run fails closed on lifecycle's old logical `disposedGraphs >= 4` assertion: the sampled initial state had `builds=0`, so four installs yielded three logical releases. Actual targets/materials were created=3, released=2, live=1 as asserted; there was no device loss or other runtime error. This is preserved as a setup mismatch, not a complete lifecycle pass. The corrected scenario explicitly executes **fog → inside → off → fog → rebuild**, then a separate final-off extension. It now requires exactly four real fog targets created, three target/material releases and one live target at the final fog frame; final off requires all four target/material releases and zero live targets. No dummy resources, manually advanced counters or lowered thresholds are used. New sequence assertions failed first; source/fixture/verifier tests pass 29/29. The stronger sequence and return-to-off pixels await the next hosted run. + + +Successful lifecycle/control rerun: [run 36998309685](https://github.com/ThreeNativeHQ/threenative/actions/runs/36998309685) at `1c9534fe9fdd29458d880afe70c45dc4aa5f22ce` passed all 15 captures with empty diagnostics on Google SwiftShader WebGPU, 640×400. Artifact `11222836638` matches SHA256 `9f0c207b9ba0cbc024b78104cc025a09acb8c925e13cba6fc22e17d78195c551`. Observed counts are exactly 4 created / 3 target and material releases / 1 live target after reconstruction, then 4 releases / 0 live targets at final off. Final-off pixels equal the independent off baseline; zero-density identity and isolated-light metrics also pass. All four scattering PNGs remain byte-identical to the durable images; [provenance](../../verification/vq07-progress/001b93400/provenance.json) includes this successful revalidation. Phase 2 and the browser Phase 3 box are now verified. Acceptance remains open for portable target/depth resizing, independent renderer texture-baseline observation, native execution and repository promotion gates; OS-window lifecycle and hardware performance are not inferred. + + +Next bounded proof slice (runtime pending): existing portable `renderer.setSize` drives 320×240 then 640×400 on the same fog controller, updating the camera projection; actual fog target dimensions, one creation/zero teardown and exact restored fog pixels are required. Independent upstream `renderer.info.memory.textures` samples must agree with the off baseline, after at least three distinct completed render frames with stable counts since each graph/size transition. Repeated simulation ticks without a new renderer frame cannot advance this boundary. These assertions qualify target/depth resize and observed resource accounting, not OS-window lifecycle. Fixture and verifier guards were red-green before the change; no engine API or fog shader change is involved. + + +Render-boundary correction: [run 36999492881](https://github.com/ThreeNativeHQ/threenative/actions/runs/36999492881) at `0d9c1c537b5883081a6c746ec4313ab7236a6207` failed closed on the first off-arm stability assertions. Artifact `11223002573` (SHA256 `a6c57e6bb2b4cd54026bb0ce94ba093902c4af69dfd10c8a0f78937871c22c6b`) shows a valid texture count of 5 but zero counted render boundaries after setup. Pinned Three updates `info.frame` in its own Animation loop, which the framework does not use. The fixture now samples cumulative `info.render.calls` at the next game update, counting one completed render interval even if it contained multiple passes; simulation-only updates still cannot advance it. A regression that leaves `info.frame` fixed at zero and advances only render calls failed first. All three-frame stability and image/count thresholds remain unchanged; new runtime proof is pending. + +Measured-settle correction: [run 37000014054](https://github.com/ThreeNativeHQ/threenative/actions/runs/37000014054) at `47464cca247eeb2391de7057276cef9cb8aa36fc` observed one completed render interval before the fixed-tick sequence ended, so it correctly failed the three-frame predicate. Artifact `11222909308` matches SHA256 `54d4a610d60770663f3bfefc790c07ffc22cf76b69ed63a318751c2d6a441eba`. `FixedStepLoop.advance()` simulates only; the bridge interprets these authored waitFrames as ticks. Each capture and each resize transition now uses the existing `waitForResource` observer for `state.stableTextureFrames >= 3`, bounded to 30 seconds. That mechanism advances one fixed tick between bounded polls, allowing the real render loop to progress and the game to sample its actual counters; elapsed time or poll count alone cannot satisfy it. Public scenario round-trip tests validate every arm. All resource/image thresholds remain unchanged. The existing desktop project bundler also compiled this same portable game source successfully (entry `src/game.ts`); that compile is not native execution proof. + +Target/depth resize and renderer-accounting proof: [run 37000862324](https://github.com/ThreeNativeHQ/threenative/actions/runs/37000862324) at `1505e018aa38630b91893ab8265c447833e99a51` passed all 17 cases with empty diagnostics. Artifact `11224155982` matches SHA256 `a21b102966a09371896a4d796fd278525925a5c4b6ce70b2a81cb1eb79ac45d4`. Actual target sizes were 320×240 then 640×400 with one controller/target creation and zero teardown; restored fog pixels exactly equal the original fixed-size fog frame. Independent renderer texture count returns to 5 at final off, equal to the off baseline, after three observed stable render intervals in both arms. The [restored capture](../../verification/vq07-progress/640c103-browser/fog.png) and [provenance/observations](../../verification/vq07-progress/1505e018a/provenance.json) are retained unchanged, the latter carrying the 320x240 target's SHA256; that image is in artifact 11224155982. Browser implementation qualification now includes all these controls; native execution, OS-window lifecycle, hardware performance and repository promotion gates remain separately unproven. + + +Measured workload/cost record for source `1505e018aa38630b91893ab8265c447833e99a51`, run `37000862324`, Google SwiftShader (`vendor=google`, `architecture=swiftshader`), browser WebGPU / 640×400: full fog renders 256,000 transport pixels at 48 steps, half fog 64,000 transport pixels at 48 steps, with one ordinary shadowed directional light and one unshadowed finite-range point light. The overlap arm uses two bounds; the normal arm uses one. Half-resolution edge fallback can perform additional full-resolution work, so the pixel ratio is not a claimed cost reduction. Renderer texture counts are 5 off and 10 active, returning to 5 after teardown. Pipeline-census creation service totals over each entire boot/capture window were 1.4 ms off (5 events), 2.5 ms full fog (8 events), and 1.9 ms half fog (8 events). These coarse host-side pipeline-creation timings are **not per-frame fog time, GPU duration or hardware performance**. Timestamp tracking was disabled; per-frame GPU cost and hardware tier admission remain unmeasured. No default tier is enabled from these numbers. + +Native qualification slice (not yet run): the existing built public `runDesktopPlaytest` and desktop project bundler now reuse the same 17 authored controls and external pixel metrics. Native scenarios map identical state predicates to supported resources/startup assertions, retaining strict native console/readiness/device-loss and actual `device.screenshot` / named-WebGPU-adapter provenance checks. Real-handshake preflight uses the QuickJS descriptor captured by PR396 plus the actual mailbox transport capabilities, including host key injection. The native source reconfigures its backing surface from canvas dimensions; only the small-target arm therefore declares a 320×240 native PNG, while the restored and other native captures remain 640×400 (browser CSS captures stay 640×400 throughout). This distinction is pinned before native execution; no image or error threshold is lowered. The dependent ARM Linux job reuses the proven native lane's checksummed provisioning/build and records actual host/bundle/source hashes. Unknown adapter feature lists cannot substitute for a named identity. Native acceptance stays unticked until that host executes and its real screenshots pass. + +Native-slice local validation: source/fixture/capture/native-handshake/CI-structure/CI-needs/document suites pass 191/191; strict verifier/test types, the exact desktop `--native-backend` bundle command and evidence budget pass. This validates the route and fail-closed guards, not native runtime rendering. The public runner must now execute on the hosted ARM host and preserve its actual PNGs before native acceptance can advance. + +Independent review passed for native-route source staged at tree `15da770ebf0915f8f53abf3276e29a413e00f558`: the reviewer reran verifier/native-proof tests, 14/14 passed, and found no blocker in the supported predicate mapping or native provenance/console/pixel guards. A final scenario strengthening also waits for three observed render intervals after **every** fog/inside/off/rebuild transition, with labeled snapshots, rather than only after the last transition. The prior disposal events prove real controller/target-object release; these additional boundaries establish that each intermediate graph actually rendered before replacement. Exact create/release/live and restored-pixel thresholds are unchanged. Native execution remains pending. + + +Native progress and exact failure: [run 37005493900](https://github.com/ThreeNativeHQ/threenative/actions/runs/37005493900), source `1f73e559c7a8fa01740cc2b5b24ebec8dfc2f4e7`, built the ordinary Linux ARM64 host and accepted all fifteen pre-resize arms with actual `device.screenshot`, named Mesa llvmpipe WebGPU adapter and empty runtime diagnostics: off, zero, fog, inside, sunOff, pointOff, overlap, half, wallOff, blackOff, scatter, scatterSunOff, scatterPointOff, lifecycle and lifecycleOff. Actual [native fog](../../verification/vq07-progress/640c103-native/resizeRestore.png) and [full provenance with unchanged controls](../../verification/vq07-progress/1f73e559c-native/provenance.json) are retained, the latter carrying the inside and isolated-scattering arms' SHA256; those two images are in artifact 11226555526. Native artifact `11226555526` matches SHA256 `cc5cc8f973b8edc9f16a188f3ae68f1e0afb6b2f508ee4a392df222191587af5`. After download, the exact source's pinned pixel metric function passes these native controls: zero/off and final-off/off are identical, evaluation/wall RGB is zero, calibration difference is zero, directional mean delta is 15.9577/255 (changed ratio 0.99333), and point mean delta is 48.7721/255 (ratio 1.0). These cross-arm metrics were recomputed locally from real PNGs because the hosted script stopped before its final metric phase. Native lifecycle observed 4 created / 3 target and material releases / 1 live target, then 4 releases / 0 live targets, textures back to 5 after at least three actual stable render intervals. + +The native gate is **failed**, not complete: `resizeSmall/report.json` records `TN_PLAYTEST_HOST_EXITED`, `wgpuSurfaceGetCurrentTexture` validation **“Surface image is already acquired”**, then SIGABRT. No resize screenshot or console.json was produced. The verifier's subsequent console-file read raised ENOENT and obscured this primary report in the job log; neither is waived. Native resize/restore remains unverified and the native phase/acceptance boxes remain open. The same exact source's browser job passed all 17 cases and all identity/scattering/resource/resize metrics, artifact `11225682361` SHA256 `5cc58198f77714817c43c486cf8b83d7b7e3ef23730e4010c1026b2918740c35`. This includes labeled render settling after every intermediate lifecycle graph. Available native console logs contain no `TN_FRAME_BUDGET`/`TN_HOST_GAP` windows; no per-frame fog cost is claimed from pipeline-creation timings. + + +Whole-feature review identified three corrections and remaining qualification: sunlight outside the ordinary directional shadow map must follow pinned Three's unshadowed convention; native captures must retain the authored 5% nonblank predicate; and primary failed-host reports must be surfaced before optional console artifacts are read. It also requires camera/occluder changes on the retained controller, actual scene exit/re-entry, and same-fixture per-frame cost from the maintained frame-budget meter. These remain actionable work, without widening phone/local-shadow scope or claiming full acceptance. + +The next diagnostic slice changes only proof tooling: native PNGs now run the existing playtest `regionMetrics` against the frozen 5% whole-frame minimum, and a failed report surfaces its primary diagnostic before console-file access. All fifteen original native PNGs were independently rechecked and pass (minimum 0.05625); per-image values are added to the existing native provenance. A separate no-fog control keeps the same geometry, renderer, authored key-driven resize and observed-render waits, asserting zero fog controller/target allocations. The unchanged original17-case sequence still runs, and the workflow requires both invocations. This isolates native surface lifetime from fog integration before any C++ runtime change. New verifier/control tests were red-green and strict types pass; actual control execution is pending. The outside-shadow-map shader correction is not included in this diagnostic slice. + + +Native resize isolation: [run 37011447056](https://github.com/ThreeNativeHQ/threenative/actions/runs/37011447056), exact checkout/build `7f710b7d3af5e2da18017e4a0f707d4217ddf85d`, failed both native resize invocations while browser17 cases passed. Artifact `11227694772` SHA256 `8ae66c5a60cba94b1d2b96c771ee2f3f7dbb98472b95ea980a067c83976da2f2` is verified. The original15 native captures again passed, including the restored5% guard; original fog resize again aborted with “Surface image is already acquired”. The no-fog control produced zero PNGs: its retained `resizeOff/console.json` first error is `TN_SURFACE_ACQUIRE_FAILED` status2, then “Failed to get current texture” and cascading unfinished-object errors. Its normalized continue-on-error step conclusion initially appeared successful, but its retained summary is false and the mandatory final workflow guard correctly failed. No control success is claimed. Both invocations built package0.3.4 from the named checkout and used runtime SHA256 `da16138cc37938a14ce6831476aa58972a0d469ba2172b6a06faf6d1d56c6042`, bundle SHA256 `d2be9b3d0efa3247ff63c772421f75b77e8ea1fd9b271c4791ec7934f88c3e86`, identical to the earlier native run. + +The compatibility header, presentation/resources/canvas bindings and dependency provisioner were compared byte-for-byte against current develop `924b92f825d602485ef4e682f434b4757a825cd7`; all five are identical before this repair. This is a current native-host defect, not an older prebuilt. Pinned [wgpu-native25 acquisition](https://github.com/gfx-rs/wgpu-native/blob/v25.0.2.2/src/lib.rs#L3681) returns a real texture for SuccessSuboptimal (status2), but the existing helper accepts only SuccessOptimal and drops that result without adopting its lifetime. The proposed narrow repair admits both modern success statuses; timeout/outdated/lost/error remain rejected and the legacy single-success branch remains unchanged. A native C++ test using the production helper and the exact upstream header pin `bac520839ff5ed2e2b648ed540bd9ec45edbccbc` failed on Suboptimal first and now passes. All successful acquisitions retain the existing presentation-owned release path; no frame error is suppressed or extra present added. A repaired-host rerun of both original and no-fog sequences is still required before attributing resolution of the fog SIGABRT or claiming native resize qualification. + + +The acquisition ownership audit also makes the ordinary get-current-swapchain path explicitly require a non-null returned texture. A non-null rejected result is released before the existing failure marker; null remains failure. Successful images continue through the existing presentation owner and are released there. The status test additionally rejects OutOfMemory and DeviceLost. Its CMake target is registered in the normal and coverage build matrices and is required before both hosted resize invocations. Local C++ status-contract red/green, focused native/verifier/build-matrix tests33/33 and native source-list validation pass. Full repaired-host execution and independent native review are pending; no runtime pass is inferred from these checks. + +Native review corrections: the C++ regression now guards wgpu-only OutOfMemory/DeviceLost enums separately from pinned Dawn, and the new target is registered with its required pass marker in the actual native execution-contract table (46 declared targets). Both official backend-header compilations and executions pass; both binaries also pass the real execution lane marker check. The actual complete registration validator passes, build-matrix/coverage tests pass 15/15, and native-contract tests pass 8/9 with the unrelated CMake-dependent webtransport test blocked by the missing local CMake executable. The ordinary acquisition status/ownership change is otherwise unchanged. Independent review and the actual rebuilt-host original/no-fog sequences remain pending. + + +Resumed qualification checkpoint: [run 37018968247](https://github.com/ThreeNativeHQ/threenative/actions/runs/37018968247) at `ff59e2489367aa9808e2c288348f213299df397e` passed the browser gate and rebuilt the ordinary native host, but both mandatory native sequences failed. The verified native archive has SHA256 `3493cdd6c13c74861ee253788f53e36294903fe9ad89dd3618b34ae908172daf`. Fifteen original native arms remain passing. The no-fog control reaches the real key-driven resize, presents once, then reports `TN_SURFACE_ACQUIRE_FAILED` status 4 (Outdated) and fails screenshot capture. Accepting Suboptimal fixed the rejected-success contract; it did not resolve the separate mismatch between a 320×240 canvas backing extent and the unchanged 640×400 native drawable. No native resize success is claimed. + +The generated fog now initializes sunlight visibility outside the finite directional shadow map to one, following the installed Three shadow convention. Its actual generated-WGSL regression failed on the previous zero initialization and passes after the narrow correction. Only starter's expected generated-tree digest changes. A fresh isolated scaffold run also exposed the existing asset fixture's accidental dependence on a Three install above its temporary project; that test now supplies its own pinned Three dependency, preserving all codec assertions. + +The original seventeen runtime arms remain in order and unchanged in meaning. Twelve appended arms qualify sunlight outside shadow coverage, camera cuts/restoration and actual foreground-wall removal/reinsertion on the same controller, repeated `ctx.goto` scene exit/re-entry with observed target/material releases, and measured off/full/half frame cost. Every retained transition requires one creation and zero releases; its pixels must exactly equal the corresponding freshly constructed reference. Re-entered off scenes must restore both exact off pixels and the independent renderer texture count after three observed stable render intervals. The scattering ROI, exact-black foreground and calibration controls retain their existing thresholds. + +Cost arms use the existing thirty-frame `FrameBudget` meter and wait for ninety observed render intervals after the authored graph. The verifier uses the existing performance-marker parser, rejects missing windows or a compilation-contaminated final window, and records host frame/render distributions beside transport pixels, steps and light count. Missing GPU timestamps remain absent; these software-adapter measurements cannot admit a hardware tier. This slice has not yet produced new runtime screenshots or cost numbers; all remaining acceptance boxes stay open until the exact published source executes. + +Integrated native repair checkpoint: the concurrent `b0727a407f9a57fd2736dadf8a356f12bdae8d3d` Outdated-only single retry is retained. Canvas backing pixels and physical drawable pixels are now separate; a canvas-only change uses the existing offscreen presentation bridge without reconfiguring the swapchain. The bridge maps the entire source to the destination and preserves encoded color on a linear surface, with inverse transfer only for an sRGB destination. Physical resize drops the previous acquired image before reconfiguration. Outdated recovery retains offscreen source ownership and uses the physical extent, refusing to reconfigure a held direct output. Compiled production-body regressions cover these ownership, retry-limit, failure and extent transitions. The new registered `threenative-canvas-presentation-test` renders and reads back every destination pixel at larger, equal and smaller sizes in linear and sRGB formats; its actual GPU execution is still pending in the ordinary hosted lane. + +Fresh local validation of the integrated slice: root typecheck passes; root lint passes with 1,020 warnings and no errors; renderer/chain/environment/scaffold/fog/verifier suites pass 205/205, CI structure/needs pass 141/141, API/capability and evidence-budget checks pass. A formatting-only repair to earlier native provenance preserves its parsed JSON content exactly. Independent review reran 48 fog and 69 focused native checks and found no blocker in the integrated source; pinned-Dawn syntax checks pass. Root `pnpm test` remains blocked before suite execution by the local `tsx` Unix-IPC restriction. A full native unit attempt reports 1,482 passed, 43 failed and 70 skipped; all 43 failure names reproduce on an isolated exact `b0727a4` baseline, with missing built hosts, display/compiler/tooling and pre-existing fixture/environment failures. These are disclosed failures, not a full-suite pass. The actual built-host destination-pixel test and all 29 fog arms plus both no-fog controls must pass before native acceptance advances. + +Current-base reconciliation: merged exact develop `569fdb267538c5eae9472760fd71be59745b9a24` before requesting expensive hosted proof. The sole conflict was this PRD's original planning copy; all implemented evidence, current acceptance criteria and unfinished boxes are preserved. Merged tone/Fluid additions remain intact. Combined-source playtest/core JS and declarations build, root typecheck, current API/capability checks and all 346 renderer/scaffold/fog/verifier/CI-contract tests pass. Root lint passes with 1,024 warnings and no errors. Scaffold digests were measured on the combined tree and already match, so no further refresh was made. Native presentation source remains byte-identical to the independently reviewed repair. New runtime/cost evidence is still pending. + + +Latest actual proof: [run 37046042533](https://github.com/ThreeNativeHQ/threenative/actions/runs/37046042533) passes every original and added arm at source `640c103017d56e56abb56745eb875885c32aec06`: 29 browser WebGPU/SwiftShader cases, 29 Linux ARM64 QuickJS/wgpu-native/Mesa llvmpipe cases, both no-fog resize controls, compiled acquisition status and actual GPU destination pixels. The native resize now yields 320×240 and restores 640×400 on the retained controller; camera and streamed-wall transitions exactly match fresh reference pixels; repeated scene exit/re-entry restores exact off pixels and renderer texture count 5. Verified archive SHA256 values are `fc56bf38d6f3dfababbf424471887abd3992ba1ee0614596f046a20a2d2780b4` (browser 11244876573) and `003e4ee6e591d136d6c61abbad74b75605b6b11dc3e14afbf61831d1bc297710` (native 11244629357). [Browser proof](../../verification/vq07-progress/640c103-browser/provenance.json), [native proof](../../verification/vq07-progress/640c103-native/provenance.json), [restored native target](../../verification/vq07-progress/640c103-native/resizeRestore.png) retain the fog images and all 60 frame identities with the SHA256 behind each one; the 320x240 native target and the remaining controls are inside the two verified artifacts. + +The cost record separates thirty-frame host/render and presented-interval distributions from sparse GPU-query samples: browser off/full/half use 4/4/4 queries with 26/26/26 stale frames; native uses 4/4/3 with 26/26/27 stale. Software adapters and virtual capture displays do not establish hardware, phone or default-tier admission. The real native host console, ready/compile-settled state, resource predicates and pixels are mandatory; the standard core plugin's absent application-diagnostics channel is not represented as a clean observed channel. All untested OS-window-resize/background/foreground paths remain excluded; tested resizing is the canvas backing/render-target transition. + +An independent line-by-line audit recomputed identity/scattering/lifecycle evidence from actual artifacts and reran 137 ownership/fog/verifier checks; the original six phase claims and two ACs are supported at 640c103. Before archive, exact develop `42fa306c0c46417afb4cafda23f55d09a557f860` was then reconciled as required. Its unrelated world/shadow code is preserved. Native presentation, fog, fixture and verifier blob identities are unchanged, but component equivalence is not being substituted for runtime qualification of that code-base merge. This latest source remains draft/75% pending its fresh hosted run. + +Combined-source local qualification after the 42fa306c merge: core JS/declarations build, root typecheck, current API surface/capability manifest and scaffold import checks pass. Root lint passes with 1,032 warnings and no errors. The complete core plus fog/scaffold/verifier selection passes 2,377 tests with two skipped across 181 files. An initial subprocess selected an unintended pnpm 11 executable and failed the hot import-meta fixture; the supported pinned pnpm 10.25.0 environment passes that fixture 3/3 and the entire selection without changing source or assertions. Hosted browser/native qualification of this reconciled source is pending; the earlier 640c103 proof remains explicitly source-scoped. + +Documentation links and the real staged evidence-byte budget pass. Documentation/citation/budget unit selection reports 29 passed and two failed: both CLI-fixture failures are the existing local `tsx` listen-EPERM restriction before the evidence command starts, while the real-tree budget unit passes. No CLI assertion or permission boundary is changed; ordinary hosted CI must execute the full lane. + +Evidence-budget repair: hosted `budgets` and the real-tree budget unit failed closed because this branch's retained progress tree pushed `docs/verification` to 72.1 MB against a 72 MB cap, with the message "stop the growth at the commit that causes it, do not raise the cap". The cap is untouched. Three retained PNGs were byte-identical duplicates of images the authoritative `640c103-native` proof already carries — `fog.png` = `resizeRestore.png` (`95e2d1a1…`), `inside.png` = `cameraCut.png` (`1bec85d6…`) and `off.png` = `sceneRepeatedOff.png` (`340699e0…`) — so those three files are deleted and the two links above now name the surviving copies; both `provenance.json` files, every recorded SHA256 and the remaining five native controls are retained, and byte-identity stays checkable from the recorded digests. No threshold, cap or assertion moved. + + +Correction to that record, measured rather than assumed: the tree did **not** return to 71.9 MB. `pnpm budgets` and the real-tree budget unit both fail closed at 72.7 MB against the same 72 MB cap, which the previous commit's prose claimed otherwise. This branch's own retained progress tree is the whole difference — develop measures 71.7 MB, so 1.08 MB came in with these captures. + +Budget repair, no cap raised and no host artifact touched: the retained images are now the two authoritative fog frames a reviewer can actually look at — [browser fog](../../verification/vq07-progress/640c103-browser/fog.png) and [native fog](../../verification/vq07-progress/640c103-native/resizeRestore.png) — plus the 2.5 KB [black calibration control](../../verification/vq07-progress/001b93400/blackOff.png). Every `provenance.json` stays, and each one already carries the SHA256, pass flag, dimensions and resource counts of all of its arms, so identity stays checkable from the recorded digests and the two verified artifacts rather than from a second copy of the bytes. The eighteen superseded intermediate captures are deleted and the six checkpoint paragraphs that linked them now name the run, artifact id and digest instead. `docs/verification` returns to 71.9 MB measured, not asserted. Every claim those paragraphs make — the pixel metrics, the frame identities, the resize and re-entry results — is unchanged and still backed by the artifacts named there. + + +Reviewer repairs (2026-10-03, source `21222ef50` + this pass). Four findings, all fixed in the generated fog source rather than around it. **(1)** The authored mist had been added to `src/scenes/Play.ts` as a `MIST` block, which puts a look decision in a scene; it is now `STARTER_MIST` in `src/render/volumetricFog.ts`, and `Play.ts` only passes it the live backend. **(2)** That block also hardcoded `renderer: "webgpu"` while declaring `environment.sceneFog: false` — but `sky.ts` installs the scene's `FogExp2`, so the medium's own guard (`scene.fog` must be absent at compose) would have thrown the moment the flag was turned on: the advertised single flag could not work. `createVolumetricFog` now takes the scene, takes its fog over for its own lifetime and restores it on disposal, so one flag is genuinely enough and the air is never counted twice; `STARTER_MIST` is typed `Omit` so no scene can claim a backend the renderer does not have, and `Play.ts` supplies `ctx.renderer.kind`, which makes the WebGL fallback of `preferWebGPU` allocate nothing instead of silently dropping a baseColour. `environment.sceneFog` is deleted rather than left as a field that can only be false. There is no automatic sun: the generated source and the template instructions now say the mist is lit by `ambient` until `sun` is passed, that a `sun` needs `lighting.ts`'s real light with an initialized shadow map, and that a tier change rebuilds the medium. **(3)** `scripts/__tests__/verify-volumetric-fog.spec.ts` uses `test-support/temp-dir.ts` again, so its `temp-dir-guard` allowlist entry is gone rather than justified; the standalone native `.mjs` exception stays. **(4)** The `fog` lane in `integration.yml` gained the paths this repair touches — `postprocessing.ts`, starter `Play.ts`, both fog specs and `scripts/__tests__/verify-volumetric-fog.spec.ts` — so the qualification actually reruns when the shipped wiring changes. Develop's lanes are untouched and no second job or stage was added; the two jobs and the single lane filter are the ones already reviewed. + +Red-green proof for the wiring, before the aggregate lane: the new scene-fog take-over test failed on the medium that only cleared `scene.fog` inside `dispose` (`expected FogExp2{…} to be null`), and the two new source regressions failed against the pre-repair files (no `renderer: renderer.kind` in the fog source; `Play.ts` still carrying `IVolumetricFogOptions`, `volumes:` and `albedo:`). `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts packages/create-threenative/__tests__/vq-fog-fixture.spec.ts --maxWorkers=1` passes 30/30, `scripts/__tests__/temp-dir-guard.spec.ts` with `scripts/__tests__/verify-volumetric-fog.spec.ts` passes 15/15, `packages/create-threenative` typecheck and root `pnpm typecheck` pass, and the documentation-link, evidence-budget, CI-structure, CI-needs and mirror-sync selection passes 230/230 with `pnpm budgets` reporting `evidence budget: ok` at the measured 71.9 MB. Only starter's expected generated-tree digest moved (`a0abaf94…`), remeasured through `createProject`; the other twelve templates still match develop's measurements. + +Still open, unchanged by this pass: Phase 3's native box, both acceptance criteria, and any promotion claim. The `640c103` browser/native qualification remains source-scoped — this repair changes the shipped wiring, so a fresh hosted browser and native run plus the full repository CI are required before the PRD can be marked done, and no box is ticked on the strength of the earlier run. + +Local runtime qualification at `c36455830`, and the ownership repair that moved it. A local browser WebGPU sweep over the standalone fixture ran all 29 arms — off, zero, fog, inside, sunOff, pointOff, overlap, half, wallOff, blackOff, scatter, scatterSunOff, scatterPointOff, lifecycle, lifecycleOff, resizeSmall, resizeRestore, scatterOutside, scatterOutsideSunOff, scatterOutsidePointOff, cameraCut, cameraRestore, streamWallOut, streamWallIn, sceneReentry, sceneRepeatedOff, costOff, costFull, costHalf — with every arm passing and zero diagnostics on an `nvidia`/`turing` adapter, private Xvfb at 1600x900, `page.screenshot` captures, and each arm carrying its own source SHA. Its cost arms separate the numbers honestly: `costOff` measured 0 transport pixels and 0 ray steps against `costFull`'s 256000 pixels at 48 steps and `costHalf`'s 64000 pixels at 48 steps, and each records only same-fixture host frame/render distributions (30 frames) with a sparse GPU-query sample, explicitly stating that a software adapter establishes neither hardware cost nor tier admission. This is a local browser result only: it says nothing about Linux native, which needs the hosted lane. + +Two genuine defects were found while collecting it. The `fog` lane in `integration.yml` used `(?:…)` non-capturing groups, which `grep -E` does not support, so the lane never matched and the hosted fog job would have stayed false; plain ERE groups restore it, proven by reproducing the old `grep -E` exit 1 and by 201 passing CI structure/needs tests. Separately, the five local full-suite failures in `packaging.spec.ts` and `three-storage3d-usage.spec.ts` were a stale `node_modules`, not a code regression: develop's `three@0.185.1` patch gained the compute-only 3D storage usage fix at `c18a42bea` (08:51) while this worktree's install predated it (00:17), so `computeOnlyStorage3D` was absent from the installed tree; `pnpm install --frozen-lockfile` re-applied the patch and both files pass 8/8 and 3/3 unchanged, with the patch byte-identical to develop's throughout. + +Ownership repair, red-green. `createVolumetricFog` restored the captured `scene.fog` unconditionally on disposal, so a fog the game authored while the medium lived was silently clobbered on scene teardown. The medium owns the slot only while it holds it, so disposal now restores the captured fog when `scene.fog` is still null and leaves a later authored non-null fog as the live one. The new case failed first against the unconditional restore (`expected FogExp2{…} to be FogExp2{…}`) and passes after it; `vq-volumetric-fog.spec.ts` passes 24/24 and the full scaffold suite 66/66, with only starter's expected generated-tree digest moving to `9c0d409a…` and the other twelve templates still matching develop's measurements. Root typecheck and lint pass. Because the standalone fixture imports this exact source, this repair moves the code the 29 arms exercise, so the sweep above is evidence for `c36455830` and not for the current head; a fresh hosted browser and native run is still required, and Phase 3's native box, both acceptance criteria and every promotion claim remain unticked. + +Threshold and coverage repair. The overlap gate stays exactly as first pinned — a five-percent changed-channel ratio and a four-level maximum channel delta, both absolute differences between the one-bound and two-bound frames — and the signed-mean "added extinction can only brighten" clause is gone: added extinction adds in-scattering along the ray, and nothing in a generally lit scene says the composite must get brighter. What was wrong was the fixture's control, not the bar. The second bound had been a 5 m × 2.5 m × 8 m box that the foreground wall, the pillar and the ceiling beams hid, and its faster height falloff made it locally weaker than the primary bound; the measured effect was 28666 of 768000 changed channels, 0.03733, below the 0.05 it had to clear. The control is now pinned to the room's whole lit interior — `Box3(-4.2, 0, -9.2)..(4.2, 3, 2.6)`, density 0.28, baseHeight 0.5, heightFalloff 0.32 — nested inside the unchanged primary bound on every axis, and the two parameters were written down before the capture rather than fitted to it. Two real browser WebGPU arms of the same fixture through `runStandalonePlaytest` on a private Xvfb, both passing with zero diagnostics, measure 72060 of 768000 changed channels (0.09383) and a maximum channel delta of 43 — nearly twice the ratio floor and ten times the delta floor. The synthetic guard is unchanged: identical frames and a nine-level delta on one of two pixels still fail. + +Shadow-coverage repair. `fogInsideShadowMap` sampled the eight corners of the volume for membership in the shadow camera's NDC box, which is false `false`: a bounding volume can enclose the whole shadow box with no corner of itself inside it, so a small map swallowed by a large volume was reported as unshadowed. It now transforms the volume by the shadow camera's own view-projection and intersects the resulting conservative clip-space AABB against the clip box, which can only over-report. The depth range is read from `camera.coordinateSystem` rather than assumed, because Three syncs the shadow camera to the frame camera's convention and rebuilds its projection with it: 0..1 on WebGPU, -1..1 on WebGL. The new case aims a 40 cm map down the length of the room — wholly inside `ROOM_BOUNDS`, with none of the room's eight corners inside the map — and it fails first against the corner version (`expected false to be true`) and passes after. The same map translated clear of the room stays outside. Runtime `shadowOutside` remains read from those transforms in both directions and never from the mode name: `scatter` observes `false`, `scatterOutside` observes `true`. + +Cost-arm reporting. `fogFrameCost` reported `gpuMs` beside a thirty-frame window, which reads as a thirty-sample mean it never was. The retained console for `costFull` shows `gpu.samples: 4` and `gpuStale: 26` in its last window: the adapter answered four of thirty frames, and 174.78 ms is the mean of those four. The summary now carries `gpuSamples` and `gpuStaleFrames` beside it, and says in its own qualification string how many of how many frames the mean covers. This is a reporting correction only — no threshold moved, and no performance or tier-admission claim follows from four samples on a software adapter. + +Still open after this repair, unchanged: Phase 3's native box, both acceptance criteria and every promotion claim. The native audit cited above covers source `a6a155e8e`, not this head, so both correction commits must requalify through the ordinary hosted lane. + +Full local browser requalification of `432dd7043`, the committed source carrying both repairs: `pnpm exec tsx scripts/verify-volumetric-fog.ts` accepted all 29 arms with zero failing arms and zero runtime diagnostics on an `nvidia`/`turing` WebGPU adapter advertising `timestamp-query`, private Xvfb at 1600x900, `page.screenshot` captures, and `summary.json` recording that SHA. The overlap gate clears its pinned bar at 0.09383 changed channels and a maximum delta of 43; zero-density identity, the repeated lifecycle's baseline pixels, the resize restore, the six camera/occluder/scene-owner arms and both per-mode light-scattering pixel gates all pass. The cost arms still separate themselves: 0 transport pixels and 0 steps for `costOff` against 256000 pixels at 48 steps for `costFull` and 64000 for `costHalf`, with host frame and render distributions over the full 30 frames each. The GPU column stayed sparse on hardware too — 4 samples and 26 stale in every arm — and the reported `gpuMs` of 0.16, 0.62 and 0.97 is a mean over those four frames, which is no basis for a hardware cost or tier-admission claim and is not made as one. + +Cost-arm sample-count validation, closing the hole the reporting fix opened. `fogFrameCost` read `gpu.samples` and `gpuStale` through `Number(...)`, so a malformed or negative count reached the summary as `NaN` or a negative frame count, and a `gpuMs` with no `gpu` block was reported as a mean over an invented zero frames. `parsePerformanceMarkers` does not close it either — it validates hitch and projection payloads only, and pushes budget windows unvalidated (`packages/playtest/src/runner/perf.ts`) — so the check belongs in the verifier. Both counts must now be nonnegative integers within the measured window, and a window reporting `gpuMs` must carry a positive sample count; a window with no GPU query stays an explicit zero and unmeasured. Proof: five malformed-metadata cases through the existing valid-marker fixture (non-numeric, negative and over-window `samples`, negative `gpuStale`, and `gpuMs` with the `gpu` block absent) fail first against the previous code and pass now, with the retained 4-samples/26-stale window and the CPU-only path unchanged. `pnpm exec vitest run scripts/__tests__/verify-volumetric-fog.spec.ts` 16/16, `pnpm typecheck` and `biome check` on both files clean (only the two pre-existing complexity warnings in untouched functions). No threshold, rendering path or fixture moved; this is input validation only. + +### Final qualification — 2026-10-03, source `b93944e60afc42d12cb0d89c5fd65f1a07fe2b7d` + +Two commits close the branch. `630927667` is the GPU-sample-count validation recorded above. `b93944e60` is a type-only correction: the generated starter medium's return type is `FogMedium`, not `IFogMedium`, so starter's `render/postprocessing.ts` and `render/volumetricFog.ts` follow the repository's own type-alias naming rule. No shader, threshold, fixture or scenario changed, and only starter's expected generated-tree digest moved, to `d51d898f4f15403bf2e20a734ddeba972aca595df6c12d854ce5b0d4b8fb94d6`; the other twelve templates still match develop's measurements. + +[Run 37147171365](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171365) is the first run of this exact source. Every claim below was recomputed from that run's downloaded artifacts rather than carried over from `640c103` or any earlier head. + +**Cohort and provenance.** `sourceSha` and the retained `attempt.json` both read `b93944e60afc42d12cb0d89c5fd65f1a07fe2b7d` with `runId` 37147171365, on the browser and desktop artifacts alike. Browser artifact `11282561657`, upload SHA256 `4a465500564eb360e4a62e3e91bb387278b31e72c17ffcb4751c13170eb0cd27`. Native artifact `11283043309`, upload SHA256 `85ce7e3eaa1a036abdbbb9e54ec764b14621e0e21cd1073dfc1570d667744b2f`, carrying both `volumetric-fog-native/` and `volumetric-fog-native-resize-control/`. Browser adapter `google`/`swiftshader` advertising `timestamp-query`, WebGPU, 640×400 captures on a private Xvfb at 1600×900 through `page.screenshot`. Native adapter `native:vulkan/llvmpipe/llvmpipe (LLVM 20.1.2, 128 bits)/Mesa 25.2.8-0ubuntu0.24.04.4 (LLVM 20.1.2)` on Ubuntu ARM64 with the QuickJS engine and `device.screenshot`, runtime SHA256 `5a164cc2ec42e30b8597fb40abb125540aa73b37119dc2158f34f40a8589665b` and bundle SHA256 `b67511f2a6c1bf1f624e5aa0e40438f727d3d5debcd8d89712c979d1d29245eb`, both identical between the fog sequence and its no-fog control. The host reports `mystral-native@0.3.4`; the workspace cohort is `three@0.185.1`, `@threenative/core` 0.3.4 and `create-threenative` 0.2.8. Before the fog runs the job compiles and executes `threenative-surface-texture-status-test` ("native surface acquisition status contract passed") and `threenative-canvas-presentation-test` ("native canvas presentation pixels passed"), so the acquisition status contract and the destination-pixel readback are executed, not assumed. + +**Assertion census.** Browser: 29 arms, 392 in-arm assertions, 13 boolean cross-arm assertions and three per-frame cost records — 0 failures, 0 diagnostics in every arm. Native: 29 arms, 419 in-arm assertions, 13 cross-arm assertions, 29 authored 5% whole-frame nonblank results (minimum 0.05625, on the black control) and three cost records — 0 failures, 0 diagnostics. Both no-fog resize controls pass at 320×240 and 640×400 with `createdTargets`/`liveTargets`/`targetWidth`/`targetHeight`/`pixels`/`steps` all zero and textures at 5, so the observed resize is surface lifetime rather than fog integration. + +**Recomputed from the actual PNGs.** `zero` is byte-identical to `off` on both targets; `lifecycleOff` equals `off`; `resizeRestore` equals `fog` (native `resizeSmall` is the only 320×240 capture, every other capture 640×400); `cameraCut` equals `inside`; `cameraRestore`, `streamWallIn` equal `fog`; `streamWallOut` equals `wallOff`; `sceneReentry` and `sceneRepeatedOff` equal `off`. The overlap gate clears its pinned floor at 0.09385546875 changed channels and a maximum channel delta of 43 in the browser and 0.09384505208333334 / 43 natively, against the unchanged 0.05 and 4. The four-arm scattering check gives a black-control maximum of exactly 0 over the 500×400 evaluation area, a foreground-wall ROI maximum of exactly 0, a calibration minimum of 146 with a cross-arm difference of exactly 0, and directional/point deltas of 15.9585/0.99333 and 48.7755/1.0 (natively 15.9577/0.99333 and 48.7721/1.0). + +**Observed from state, not from the authored mode name.** Transport targets are 640×400 / 256000 pixels / 48 steps at full quality and 320×200 / 64000 / 48 at half, with `costOff` at 0 pixels and 0 steps, on both targets. `shadowOutside` is `false` in `scatter`, `scatterSunOff` and `scatterPointOff` and `true` in `scatterOutside`, `scatterOutsideSunOff` and `scatterOutsidePointOff`. Resize moves the retained controller to 320×240 / 76800 pixels and back to 640×400 / 256000 with one target created and none torn down. The repeated lifecycle observes 4 created targets, 3 target and material releases and 1 live target, then 4 releases, 0 live targets and textures 10 → 5; repeated scene exit/re-entry observes 3 entries, 2 exits, one exit release of a target and of a material, 0 live targets and textures back to 5. The cost arms report 30-frame host distributions separately from the GPU query, and the GPU mean is labelled with its own coverage: browser 4 samples / 26 stale in all three arms (45.71, 230.72 and 141.02 ms), native 4/26, 4/26 and 3/27 (10.68, 59.43 and 32.3 ms). No timestamp is reported as a 30-sample mean and none is used for tier admission. + +**Repository gates at the same head.** CI run [37147171521](https://github.com/ThreeNativeHQ/threenative/actions/runs/37147171521) is SUCCESS with 72 selected checks passing, none failed and none pending; its `ci-required` aggregator passed. Locally on this head: `pnpm typecheck` exit 0, `pnpm lint` exit 0 with 1,042 warnings and no errors, and `pnpm check:docs` exit 0 over 2,542 links with the doc-links/evidence-budget/evidence-citations/sync-agent-docs/CI-structure/CI-needs selection at 6 files / 245 tests. + +**Exclusions, carried forward unchanged.** Linux ARM64 software rendering (llvmpipe) and Chromium SwiftShader qualify browser and native correctness only. Phone performance, a wider local-shadow set, OS-window resize/background/foreground behaviour and any hardware or default-tier admission stay out of scope and are not claimed by any run above. The GPU means come from a software adapter on a virtual capture display and from as few as three answered frames. + +**Promotion.** This PRD's runtime was qualified at `b93944e60`, which is the exact head the run above qualified; the archive commit that moved this file into `done/` is `b655f4351`. `origin/develop` has since advanced past that head and GitHub reported the PR as `CONFLICTING`/`DIRTY`; reconciling that merge is the merging parent's task. Nothing here is a waiver of it, and no gate in the record above was weakened to close a box. + +### Reconciliation with develop `4d5e07c98` — merged at `8431684bc` + +The advancing-base merge GitHub reported as `CONFLICTING`/`DIRTY` is reconciled here by a normal merge (no rebase, no force push). Exact develop `4d5e07c98a946b572f6c2724f1ef2225f7b3f71a` is merged into this branch as `8431684bc6ed7483c91e72e7f26201eec172751a`. The historical proof above stays scoped to its own source; nothing in it is restated as this head's evidence. + +**The single conflict was `.github/workflows/integration.yml`**, where this branch's `fog`/`fog-native` jobs and develop's new `capture` (world-capture) job were inserted at the same point. Both sides are kept verbatim: develop's streaming, virtual-shadow, resolution-scaler and world-capture source is untouched, and both fog jobs keep their exact steps, path filter and artifact names. No fog source, shader, threshold, fixture, scenario or CI-contract assertion moved, `pnpm-lock.yaml` is byte-identical between this branch and develop (so no frozen reinstall was needed), and no expected scaffold digest needed refreshing — the combined tree already matched. + +**Local gates on the combined tree `8431684bc`.** `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts packages/create-threenative/__tests__/vq-fog-fixture.spec.ts packages/create-threenative/__tests__/scaffold.spec.ts scripts/__tests__/verify-volumetric-fog.spec.ts scripts/__tests__/vq-fog-native-proof.spec.ts` passes 5 files / 122 tests; `scripts/__tests__/ci-structure.spec.ts`, `ci-needs.spec.ts`, `temp-dir-guard.spec.ts` and `primary-docs.spec.ts` pass 4 files / 214 tests. Root `pnpm typecheck` exits 0, `pnpm lint` exits 0 with 1,047 warnings and no errors, `pnpm budgets` exits 0 reporting `evidence budget: ok`, and `pnpm check:docs` exits 0 over 2,544 links in 1,232 files. + +**Local browser requalification at `8431684bc`.** `pnpm exec tsx scripts/verify-volumetric-fog.ts` accepts all 29 arms with zero failing arms and zero runtime diagnostics on an `nvidia`/`turing` WebGPU adapter, a private Xvfb at `:1` 1600×900, `page.screenshot` captures, and every arm carrying `sourceSha 8431684bc6ed7483c91e72e7f26201eec172751a`. `summary.json` is SHA256 `ac608e32b4020fc79697587bc4f3eb94336cceb9af50729a72dc18f5dfe320c1`. Recomputed from this run's own PNGs: `zero` is byte-identical to `off` (`9603cbf7a8225e951811336b93110bfcf58ed677cb6b5f6bbb9596d4750efb2e` for both); the overlap gate clears its pinned floor at 0.093828125 changed pixels and a maximum channel delta of 43 against the unchanged 0.05 and 4; all 13 cross-arm assertions pass, including zero-density identity, baseline-pixel restore after the repeated lifecycle, the texture baseline of 5 after three settled/stable render intervals, exact resize restore, both camera arms, both streamed-wall arms and both scene re-entry arms. The cost arms stay separated and make no tier claim: `costOff` 0 transport pixels / 0 steps, `costFull` 256000 pixels at 48 steps, `costHalf` 64000 at 48, each reporting a 30-frame host distribution beside a GPU mean labelled 4 samples / 26 stale frames. + +**Still not proven at this head: Linux native.** The browser sweep above is a local software-adapter correctness result on a local GPU. The `b93944e60` native proof stays source-scoped and is **not** carried forward: native correctness at the reconciled head requires the hosted `fog-native` lane's ARM QuickJS run, and that run's ids, artifact digests and adapter identity are the merging parent's to record once it executes. Phone performance, a wider local-shadow set, OS-window resize/background/foreground behaviour and any hardware or default-tier admission remain excluded and unclaimed. + +#### Develop advanced again mid-reconciliation — `2c005f914` merged at `6701a80b2` + +`develop` moved one commit while the reconciliation above was running: `2c005f914` ("ci: trim template setup and select tests by actual impact", #418) replaced the paths job's per-lane `gh api` + `grep` selection with `scripts/ci-integration-scope.mjs`. Because GitHub creates no `pull_request` run for a conflicting pull request, the first reconciliation produced zero hosted runs, so this second merge is what lets the fog lane execute again. + +The conflict is the same file's lane-selection block, and the resolution is a selection-mechanism port rather than a gate change: upstream's selector is kept verbatim and this branch's fog lane is registered in the new `TN_LANE_FILTERS` inventory, which the script refuses to start without — a paths output with no filter, or a filter with no root job, throws. The fog pattern is the old lane filter with only its trailing `^\.github/workflows/integration\.yml$` clause removed, because upstream now selects a lane for workflow edits by comparing each job and filter separately. The `fog` and `fog-native` jobs, their steps, artifact names and digests are unchanged. + +Measured, not assumed: `scripts/__tests__/ci-integration-scope.spec.ts`, `ci-structure.spec.ts`, `ci-needs.spec.ts`, `ci-template-selection.spec.ts` and `ci-local.spec.ts` pass 5 files / 116 tests together with `primary-docs.spec.ts` in a 10-file / 312-test selection; running the real `node scripts/ci-integration-scope.mjs` with this merge's exact base and head prints `shared scheduling or workflow shape changed` and selects all eight lanes, which is the fail-closed answer for the commit that introduces the new mechanism, while a fog-source-only file list selects `fog=true` and nothing else. Root `pnpm typecheck` and `pnpm lint` exit 0 (1,051 warnings, no errors), `pnpm budgets` exits 0 reporting `evidence budget: ok`, `pnpm check:docs` exits 0 over 2,544 links in 1,233 files, and the fog source/fixture/scaffold/verifier/native-proof selection passes 5 files / 122 tests. No scaffold digest moved. + +**Fresh local browser requalification at `6701a80b2`.** `pnpm exec tsx scripts/verify-volumetric-fog.ts` accepts all 29 arms with zero failing arms and zero runtime diagnostics on an `nvidia`/`turing` WebGPU adapter advertising `timestamp-query`, a private Xvfb at 1600×900 and `page.screenshot` captures, every arm carrying `sourceSha 6701a80b2b3bba481d9f9c8fd88e3489857d6564`. `summary.json` is SHA256 `9cd50fb3abe08ccc2707ad201bc6039eebe752978ee0cdec31221da8dfb0a70c`; `zero` is again byte-identical to `off` (`9603cbf7a8225e951811336b93110bfcf58ed677cb6b5f6bbb9596d4750efb2e`), the overlap gate clears at 0.093828125 changed pixels and a maximum channel delta of 43 against the unchanged 0.05 and 4, and all 13 cross-arm assertions pass. The cost arms again report 0 transport pixels / 0 steps for `costOff`, 256000 at 48 steps for `costFull` and 64000 at 48 for `costHalf`, each with a 30-frame host distribution beside a GPU mean labelled 4 samples / 26 stale frames — no hardware or tier-admission claim follows. This is a local browser result: the hosted `fog` and `fog-native` lanes remain the authority for both targets at this head, and the Linux ARM64 native box is still unticked until that lane runs. + + diff --git a/docs/PRDs/open-world/RUNBOOK-machinefall-120fps-with-fab-quality.md b/docs/PRDs/open-world/RUNBOOK-machinefall-120fps-with-fab-quality.md index 7e083e3fc3..d258e7e87d 100644 --- a/docs/PRDs/open-world/RUNBOOK-machinefall-120fps-with-fab-quality.md +++ b/docs/PRDs/open-world/RUNBOOK-machinefall-120fps-with-fab-quality.md @@ -107,7 +107,7 @@ The gap is CPU while walking. The costs, as span p95s, which overlap and do not ## Lane C — look and native parity (independent; any free session) -- [ ] **C1 · [PRD-339](../rendering/PRD-339-the-frame-sets-its-own-exposure.md): auto exposure.** 🎨👁 +- [ ] **C1 · [PRD-339](../done/PRD-339-the-frame-sets-its-own-exposure.md): auto exposure.** 🎨👁 - Draft PR #397 already exists. Add its phase boxes first, since `prd:progress` exits 1 without them. - [ ] **C2 · [PRD-492](PRD-492-colour-grading-and-film-grain.md): colour grading and film grain.** 🎨👁 - [ ] **C3 · [PRD-493](PRD-493-terrain-layers-past-sixteen-textures.md): terrain layers past sixteen textures.** ⏱🌍👁 diff --git a/docs/PRDs/rendering/PRD-339-the-frame-sets-its-own-exposure.md b/docs/PRDs/rendering/PRD-339-the-frame-sets-its-own-exposure.md deleted file mode 100644 index 47133750cf..0000000000 --- a/docs/PRDs/rendering/PRD-339-the-frame-sets-its-own-exposure.md +++ /dev/null @@ -1,134 +0,0 @@ ---- -prd_contract: v1 ---- - -# PRD-339 — the frame sets its own exposure - -**Status:** PROPOSED — filed 2026-09-03, measured at `43d03e6a`. Batch: -[docs/PRDs/AAA-visuals](aaa-visuals-notes.md). Judged with -[PRD-341](../done/PRD-341-a-frames-tone-is-a-number-and-the-number-is-a-gate.md), which is the only way to -tell whether this landed. Source studied: [TheLongSilence](https://github.com/achimala/TheLongSilence) -`src/gfx/PostFX.js`, the `LUM_FRAG` / `REDUCE_FRAG` / `ADAPT_FRAG` chain. - -**Goal: a scene that changes brightness by ten stops stays readable, without the game hand-tuning a -`toneMappingExposure` constant per area.** This is the single largest look difference between a -Three.js scene and a shipped game, and the framework currently has none of it. - -**Complexity:** a GPU reduction chain, a ping-pong history target, a TSL exposure node ahead of the -tonemapper, and a native parity case = **MEDIUM**. No new dependency, no new pass over the scene. - -## The problem, measured at `43d03e6a` - -### 1. There is no auto exposure anywhere in the repository - -``` -grep -rn 'autoExposure\|auto-exposure\|adaptation\|eyeAdapt' packages/core/src \ - packages/create-threenative/templates/*/src/render/ -(no matches) -``` - -Every template's `worldEnvironment.ts` sets a fixed exposure. That constant is correct for exactly -one lighting condition. A game with an interior and an exterior, a day cycle, a muzzle flash, or a -teleport is choosing which of its own scenes to render wrong, and the agent building it has no -signal that a choice was even made — a dark room and a blown-out courtyard both come back as "the -game runs". - -### 2. The naive implementation is the one that is wrong, and it is wrong intermittently - -The reference implementation carries measurements for both traps, and both are the kind that survive -a green gate: - -- **Linear smoothing of luminance is a first-order lag with a fixed time constant in luminance**, - not in stops. `mix(prev, cur, rate)` closes a fixed fraction of the *remaining difference* per - frame, so falling from a photosphere (radiance 100–400) to a moon lit by a distant star (near - 0.03) takes as many time constants for the last factor of a thousand as for the first factor of - two. Measured in the reference: two runs of an identical command against an identical pose at an - identical camera returned p99 168 / mean 47.3 and p99 44 / mean 7.4 — a four-to-five stop error, - at random, on roughly three cold boots in ten at a 4.5 s settle, none at 9 s. Interpolating - `log2` instead makes the rate constant in stops per second, and eleven stops then cost the same - three time constants that one stop does. -- **A log mean of the scene is the textbook metric and it is wrong for a mostly-dark frame**; an RMS - metric with a generous per-pixel clamp is wrong for a mostly-bright one. The reference measured a - landscape under a low sun at mean 38/255 and median 22 — three stops under, with a judge calling - every unlit face "dead dark maroon" — because a stellar aureole over a tenth of the frame at the - RMS clamp contributed 3.6 to the mean square while the ground at 0.05 contributed 0.0025. The - exposure was being set by the sun and nothing else. - -Neither of these is discoverable from a screenshot that happened to boot on the good run. They are -discoverable from a settle-time assertion and a tone histogram, which is why this PRD is judged with -PRD-341. - -### 3. The split: the loop is mechanism, the metric is the look - -A game cannot write the reduction chain portably — it needs render targets, a ping-pong history that -survives a resize, a hook between the world pass and the tonemapper, and the same behaviour on -WebGPU in a browser and in the native host. That is rule 1(a): the framework owns it, at any size. - -The *metric* — which pixels count, how hard they are clamped, whether the lower half of the frame is -weighted, how fast the eye opens versus squints, and at what error a change stops being an -adaptation and becomes a cut — decides how the game looks. That is rule 1(b), which vetoes 1(a): -those numbers ship as generated source in `src/render/`, and the framework must never pick them. - -## What ships - -### `packages/core/src/render/auto-exposure.ts`, exported from `@threenative/core` - -- **The reduction.** Scene colour → a small luminance target → repeated 4×4 box reductions to 1×1. - Sizes and step count are derived from the drawing buffer, so this survives the - `ResolutionScaler` moving a rung underneath it. -- **The metric seam.** The per-pixel weight is a game-supplied TSL function - `(colour, uv) => weight`, defaulting to `1`. The reference's clamp and vertical ground weight are - expressible in it and are *not* built in. A game that wants a log mean writes a log mean. -- **The adaptation.** A 1×1 ping-pong target interpolated **in `log2`**, with separate `up` and - `down` rates in stops per second, and a cut response: past `snapLo` stops of error the rate scales - toward immediate, fully engaged by `snapHi`. Because the boost falls away as the error closes, it - cannot ring or overshoot. -- **The exposure node.** A TSL node the render chain multiplies in before the tonemapper, so the - bloom prefilter and the tonemap curve see the same scene-referred value. -- **Reset.** `reset(value?)` for a cut the game knows about — a level load, a teleport, a cutscene - in. A resize must not silently reset the history; a rebuilt target is seeded from the last value, - because the reference's resize path visibly re-flashed the frame on every dynamic-resolution step. -- **Reporting.** A `TN_AUTO_EXPOSURE` marker naming the measured luminance, the applied exposure in - stops, the settle state, and — when the game turned adaptation off — the measurement *continues* - and the marker says `applied=false`. Turning a convention off must not turn its measurement off. - -### `src/render/exposure.ts` in every template, as generated source - -The metric function, the clamp, the spatial weight, the two rates and the two cut thresholds, with -the comment saying what each one is for and which way to move it. `quality.ts` decides whether the -chain runs at a tier; this file decides what it aims at. Templates' `AGENTS.md` gains a row for it — -a convention missing from there does not exist. - -## What does not ship - -- No tonemapper. AgX/ACES selection stays where it is, in the game's own render chain. -- No histogram-based metric in v1. The reduction seam admits one later without an API change; a - compute histogram is a separate PRD if a game ever needs one. -- No per-object or per-region exposure. - -## Acceptance criteria - -1. **The settle time is independent of the size of the change.** A playtest scenario cuts the camera - between a bright pose and a dark pose eleven stops apart, and between two poses one stop apart, - and asserts both reach within 0.25 stops of their steady value inside the same frame budget. - *Red-green:* replace the `log2` interpolation in `auto-exposure.ts` with `mix(prev, cur, rate)` on - raw luminance; the eleven-stop leg must fail with the measured settle time in the failure text - while the one-stop leg still passes. Paste both. -2. **A cold boot into a pose is repeatable.** Ten runs of the same scenario at the same pose report - p99 luminance within a 10% band (PRD-341's `assert.tone` supplies the number). - *Red-green:* set `snapGain` to 0 so the cut response never engages; the run must go red on spread. -3. **Off does not mean unmeasured.** With `enabled: false`, `TN_AUTO_EXPOSURE` still prints a - measured luminance and `applied=false`, and the frame's exposure is exactly the game's constant. - *Red-green:* early-return from `update()` when disabled; the marker assertion fails. -4. **It runs on native.** A `--target desktop` playtest of the same scenario reports the same - applied exposure within tolerance, and a native contract test covers the reduction chain without - a display (see the native contract lane in `packages/runtime-native/AGENTS.md`). - *Red-green:* the contract case is registered in all five places a new native target needs; a - missing registration must fail `verify-native-contracts.mjs`, not skip. -5. **The framework picks no number.** `packages/core/src/render/auto-exposure.ts` contains no - default clamp, weight curve or rate that is not `1`, `0` or an identity. A grep in the spec - enforces it. - -## Out of scope - -Local tonemapping, bloom threshold coupling, and lens/iris simulation. diff --git a/docs/PRDs/rendering/PRD-VQ-07-volumetric-fog.md b/docs/PRDs/rendering/PRD-VQ-07-volumetric-fog.md deleted file mode 100644 index 8e6603fb7d..0000000000 --- a/docs/PRDs/rendering/PRD-VQ-07-volumetric-fog.md +++ /dev/null @@ -1,64 +0,0 @@ ---- -prd_contract: v1 ---- - -# PRD-VQ-07 — Local volumetric fog composes with depth, lights and existing atmosphere - -**Status:** PROPOSED — 2026-10-01. No implementation or qualification is claimed. -**Batch:** Visual quality execution batch. **Wave:** 2 / atmosphere. -**Dependencies:** Independent of clouds. Reuse VQ-06 only for any local-light feature it has actually qualified. - -## Grounding and intended outcome - -ThreeNative already has atmosphere LUTs and god-ray composition. Current upstream [VolumeNodeMaterial](https://threejs.org/docs/pages/VolumeNodeMaterial.html) and volumetric lighting machinery are reuse candidates, not proof of a finished ThreeNative fog product. Recheck the installed pin and the merged rain kit before introducing a new algorithm. - -**Outcome:** A bounded mist volume in an interior/exterior fixture responds to the main light and declared local lights, is occluded by solid geometry and blends into the existing atmosphere without becoming a uniformly bright screen overlay. - -## Design and ownership - -Start with the supported upstream volume/material or existing kit implementation. Density functions, phase function, color and artistic controls remain generated TSL/game source. Share only depth access, lifetime and ordered dispatch that the current render loop cannot already supply. Composite radiance with transmittance in the scene-linear graph before its one output transform; specify the relationship with aerial perspective and god rays so the same medium is not added twice. Keep history optional until its disocclusion behavior is qualified. - -A bounded volume and height-dependent density, one directional source and an explicitly supported local-light subset. No mandatory froxel engine, general weather manager, or promise that all point/spot shadow types work. - -## Required behavior - -- Zero density produces the no-fog image; an opaque foreground wall hides fog behind it. -- The fixture tests the camera both outside and inside the volume, a light toggle and overlapping density bounds. -- Step count and resolution are quality controls, with an explicit off/unsupported route and no dormant GPU allocations. -- Resizes, camera cuts and streamed occluder changes do not reuse invalid depth/history. - -## Execution phases - -All proof paths below are **planned implementation targets**, not existing passing tests. Reuse an existing equivalent test or scenario after inspecting current code, and update the canonical proof path rather than adding a duplicate. Follow EXECUTE.md for fixture setup, variables, review and repository gates. - -### Phase 1 — Depth-correct participating volume - -- [ ] Implement game-owned volumetric composition using the admitted upstream/kit mechanism and shared scene depth. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. -- [ ] Cover zero density, inside/outside camera positions and opaque occlusion with analytic or reference fixtures. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. - -### Phase 2 — Compose with the existing environment - -- [ ] Integrate directional and the declared local-light subset without double-applying atmosphere or god rays. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. -- [ ] Add bounded quality settings, history invalidation where used and deterministic resource disposal. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts`. - -### Phase 3 — Qualify the visible result - -- [ ] The fog fixture verifies occlusion, light response and zero-density identity on browser WebGPU with fixed-camera captures. proof: `node packages/playtest/dist/runner/cli.js examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json --url ${VQ_URL:?} --browser-recipe webgpu`. -- [ ] The same authored volume runs on Linux native and remains valid through resize and scene teardown. proof: `node packages/playtest/dist/runner/cli.js examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json --target desktop --executable ${VQ_NATIVE_EXECUTABLE:?}`. - -## Acceptance criteria - -- [ ] Fog is depth-correct and light-responsive, and turning it off restores the original graph and allocation baseline. proof: the completed Phase 3 scenario outputs, with the named fixture, package/cohort and adapter recorded inline here. -- [ ] The feature preserves its documented inactive/fallback path and releases owned resources after repeated lifecycle transitions. proof: `pnpm exec vitest run packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts` plus the Phase 3 lifecycle scenario. - -## Performance and promotion - -Record pixels, ray steps, light count and cost on the same fixture. Choose tier admission from measurements, not an arbitrary AAA label. Numerical targets are proposed acceptance targets, not benchmark results. Pin the fixture, metrics and thresholds before changing the implementation; never relax a failing threshold just to mark this PRD complete. Shared abstractions must pass the repository's reuse/LOC admission rule. Appearance remains editable source. - -## Blocked on - -Phone performance and a wider local-shadow set are separate qualification work. - -## Completion record - -Update the phase boxes and this PRD only after the named proof runs. Record actual results inline, including any remaining exclusions. A merged planning or implementation PR alone is not proof that every acceptance criterion passed. Archive according to the parent PRD filing rules when the work is genuinely complete. diff --git a/docs/PRDs/rendering/aaa-visuals-notes.md b/docs/PRDs/rendering/aaa-visuals-notes.md index d10c05ae29..13c09585a5 100644 --- a/docs/PRDs/rendering/aaa-visuals-notes.md +++ b/docs/PRDs/rendering/aaa-visuals-notes.md @@ -16,7 +16,7 @@ rather than arguable. | # | PRD | Layer | Cost | Why it is here | | --- | --- | --- | --- | --- | | 1 | [341 — a frame's tone is a number, and the number is a gate](../done/PRD-341-a-frames-tone-is-a-number-and-the-number-is-a-gate.md) | `playtest` | LOW | `assert.tone`: mean, p1/p50/p99, clip%, black%. "It looks flat" stops being an opinion. | -| 2 | [339 — the frame sets its own exposure](PRD-339-the-frame-sets-its-own-exposure.md) | `core` + templates | MEDIUM | There is no auto exposure in the repository. Largest single look gap. | +| 2 | [339 — the frame sets its own exposure](../done/PRD-339-the-frame-sets-its-own-exposure.md) | `core` + templates | MEDIUM | Completed: shipped opt-in consumer, actual GPU/native proof and approved lossless preservation qualified. | | 3 | [342 — where the frame goes: pass-cost ablation](../performance/PRD-342-where-the-frame-goes-pass-cost-ablation.md) | `playtest` | LOW-MED | Every `quality.ts` tier is currently an unmeasured guess. | | 4 | [340 — evaluate a scatter once per instance](PRD-340-evaluate-a-scatter-once-per-instance.md) | `core` | MED-HIGH | Density is most of the AAA exterior, and the naive form is vertex-bound where the resolution scaler cannot reach it. | | 5 | [344 — contact occlusion baked from the geometry it ships with](PRD-344-contact-occlusion-baked-from-the-geometry-it-ships-with.md) | `core` | MEDIUM | Free at runtime, tier-independent, and captures the scale screen-space AO never will. | diff --git 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b/docs/benchmark/sweeps/fps-2026-08-18/FRICTION.md @@ -5,16 +5,16 @@ command whose output I actually read. | API or surface | What blocked the build | Workaround | Evidence | | --- | --- | --- | --- | -| `tools/capture.sh` + `page.screenshot()` vs `THREE.WebGLRenderer` | Every frame captured with a WebGL renderer came back as a uniform `#131619` rectangle with the DOM HUD composited on top. The scene was demonstrably rendering: `renderer.info.render` reported 129 draw calls / 72 556 triangles and `gl.readPixels` on the same frame returned sky (135,150,166) and floor (189,190,190). The composited page screenshot simply never contained the WebGL layer. `preserveDrawingBuffer: true`, taking the canvas out of `position: fixed`, `opacity: 0.999` and shrinking the canvas below viewport size all failed to change it. | Switched the whole game to `WebGPURenderer` from `three/webgpu`. First capture after the switch had full scene content. The harness printing the *WebGPU* adapter is the only hint that this was expected; nothing in `AGENTS.md` or `brief.md` says a WebGL build cannot be photographed. | `screenshots/iter-02.png` (black, WebGL) vs `screenshots/iter-03.png` (correct, WebGPU); `dbg.mjs` | -| Untyped texture failure under `WebGPURenderer` | A floor, wall and barrier drawn to a 2D canvas and uploaded as `new THREE.Texture(image)` (image src = `canvas.toDataURL()`, `needsUpdate` set in `onload`) rendered **pure black** on every material, silently — no console warning, no page error. At runtime the texture looked healthy: `version: 1`, `image.complete: true`, `image.width: 256`. Untextured meshes in the same scene lit correctly, and clearing `material.map` at runtime restored the floor to (226,227,227) instantly, so the map was the cause. Mutating the uploaded texture (wrap, repeat, anisotropy, mipmaps, colorSpace) never revived it, which suggests the bad upload is cached against the source. **What I did not isolate:** whether the fault is the `new THREE.Texture` construction path or the data-URL source — I changed both at once when I fixed it. A `TextureLoader.load()` texture from a real `.jpg` on the same material renders correctly. | Dropped the canvas textures and loaded the shipped `ue-test-surface.jpg` through `TextureLoader` instead. Cost: the wall's panel seams became a flat colour. | `dbg.mjs` probe (`{"hasMap":true,"version":1,"complete":true,"w":256,"h":256}` on a black floor); `d-nomap` variant screenshot at (226,227,227); `screenshots/iter-04.png` vs `iter-05.png` | +| `tools/capture.sh` + `page.screenshot()` vs `THREE.WebGLRenderer` | Every frame captured with a WebGL renderer came back as a uniform `#131619` rectangle with the DOM HUD composited on top. The scene was demonstrably rendering: `renderer.info.render` reported 129 draw calls / 72 556 triangles and `gl.readPixels` on the same frame returned sky (135,150,166) and floor (189,190,190). The composited page screenshot simply never contained the WebGL layer. `preserveDrawingBuffer: true`, taking the canvas out of `position: fixed`, `opacity: 0.999` and shrinking the canvas below viewport size all failed to change it. | Switched the whole game to `WebGPURenderer` from `three/webgpu`. First capture after the switch had full scene content. The harness printing the *WebGPU* adapter is the only hint that this was expected; nothing in `AGENTS.md` or `brief.md` says a WebGL build cannot be photographed. | [historical iter-02.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-02.png) (black, WebGL) vs [historical iter-03.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-03.png) (correct, WebGPU); `dbg.mjs` | +| Untyped texture failure under `WebGPURenderer` | A floor, wall and barrier drawn to a 2D canvas and uploaded as `new THREE.Texture(image)` (image src = `canvas.toDataURL()`, `needsUpdate` set in `onload`) rendered **pure black** on every material, silently — no console warning, no page error. At runtime the texture looked healthy: `version: 1`, `image.complete: true`, `image.width: 256`. Untextured meshes in the same scene lit correctly, and clearing `material.map` at runtime restored the floor to (226,227,227) instantly, so the map was the cause. Mutating the uploaded texture (wrap, repeat, anisotropy, mipmaps, colorSpace) never revived it, which suggests the bad upload is cached against the source. **What I did not isolate:** whether the fault is the `new THREE.Texture` construction path or the data-URL source — I changed both at once when I fixed it. A `TextureLoader.load()` texture from a real `.jpg` on the same material renders correctly. | Dropped the canvas textures and loaded the shipped `ue-test-surface.jpg` through `TextureLoader` instead. Cost: the wall's panel seams became a flat colour. | `dbg.mjs` probe (`{"hasMap":true,"version":1,"complete":true,"w":256,"h":256}` on a black floor); `d-nomap` variant screenshot at (226,227,227); [historical iter-04.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-04.png) vs [historical iter-05.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-05.png) | | `renderer.shadowMap.type` | Observed on the WebGL renderer, before the WebGPU switch: `THREE.PCFSoftShadowMap` is deprecated in three 0.185 and silently downgrades: `THREE.WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.` The reference frame wants long *soft* shadows, and the documented soft option is the one that was removed. | Set `PCFShadowMap` explicitly and widened `sun.shadow.radius`; softness now comes from the shadow-map resolution rather than the filter. | browser console during `dbg.mjs` run | | `vite` dev server / port | `pnpm dev --port 5173 --strictPort` fails outright because a sibling build in the same sandbox already holds 5173, and the instructions hard-code that port. Cost one capture cycle to notice. | Ran on `--port 5183` and passed `--url http://127.0.0.1:5183` to the harness. | `/tmp/vite-vanilla.log`: `Error: Port 5173 is already in use` | | Asset paths under Vite | `assets/` is copied to the project root, not to `public/`, so `loader.load("assets/models/...")` 404s in dev. Nothing in `AGENTS.md` mentions how the copied assets are meant to be served. | Imported every asset with Vite's `?url` suffix (`import enemyUrl from "../assets/models/enemy-terrorist.glb?url"`). | `src/main.ts` imports; 404 in the first capture's `consoleErrors` | | `installThreePlaytestBridge` clock ownership | Nothing in `AGENTS.md` says who owns the clock once `fixedStep` exists. My render loop advanced the simulation from `requestAnimationFrame` *and* the harness advanced it through `fixedStep`, so a tick-driven scenario silently gets more simulation than it asked for. The doc's example installs both hooks and says nothing about suppressing the real-time loop. | Guarded the render loop: any `fixedStep` call parks real-time stepping for 500 ms, so a tick-driven scenario is exact and a real-time keyboard scenario still runs. Measured after the fix: `advance(60)` moves `timeRemaining` by exactly 1.0000 s. | `src/main.ts` (`externalClockUntil`); probe output `{"delta":1}` | | `@threenative/playtest` bridge surface | The install-time option is `fixedStep(ticks)`, but the method a scenario actually calls is `advance`, and it takes ticks **positionally**. `advance({ ticks: 120 })` throws `advance ticks must be a positive integer.` The package ships no README section for this and `describe()` only lists capability strings, so I found the arity by grepping `node_modules/@threenative/playtest/dist/three/index.js`. | Called `advance(120)`. Also had to grep for the global the bridge installs itself on (`globalThis.__THREENATIVE_PLAYTEST_BRIDGE__`) — it is not documented either. | `dist/three/index.js:825`; probe error text | -| Three.js `MeshStandardMaterial` for the target faces | The reference's target plates are flat salmon from every angle. A lit material cannot do that: with the sun behind the plates (which is what the reference's shading of the walls requires) the faces render maroon, ~(145,45,45) against the reference's (246,90,82). | Made the plate a `MeshBasicMaterial`. It costs the plates their shading, which is exactly what the reference shows. | `/tmp/enemy.png` (lit plates, maroon) vs `screenshots/iter-14.png` | -| Sealed inputs vs. observable geometry | `brief.md` fixes the yard at 34 m square and the player at one end, but the reference frame's perspective only reconstructs if props sit ~15 m out and the near lane stripe ~3 m ahead. Nothing states the firing line's position, so prop placement is pure inference from pixel angles. | Solved the layout backwards from the reference: measured the horizon offset and prop base/top rows in `reference.png`, converted through the 70° vertical FOV to distances, and placed props from that. | `screenshots/iter-08.png` … `iter-15.png` | +| Three.js `MeshStandardMaterial` for the target faces | The reference's target plates are flat salmon from every angle. A lit material cannot do that: with the sun behind the plates (which is what the reference's shading of the walls requires) the faces render maroon, ~(145,45,45) against the reference's (246,90,82). | Made the plate a `MeshBasicMaterial`. It costs the plates their shading, which is exactly what the reference shows. | `/tmp/enemy.png` (lit plates, maroon) vs [historical iter-14.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-14.png) | +| Sealed inputs vs. observable geometry | `brief.md` fixes the yard at 34 m square and the player at one end, but the reference frame's perspective only reconstructs if props sit ~15 m out and the near lane stripe ~3 m ahead. Nothing states the firing line's position, so prop placement is pure inference from pixel angles. | Solved the layout backwards from the reference: measured the horizon offset and prop base/top rows in `reference.png`, converted through the 70° vertical FOV to distances, and placed props from that. | [historical iter-08.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-08.png) … [historical iter-15.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-15.png) | | Blocked sight line at spawn | `brief.md` requires the nearest target to be on the crosshair at spawn. Raising the central barricade to match the reference's silhouette put its top edge at 1.72 m — 6 cm above the 1.66 m eye line — and silently ate the opening shot. Nothing typechecks or asserts this; only firing the first round and reading `state.score` caught it. | Capped the in-lane barricade at 1.58 m. The opening shot scores 150 again. | probe: `shot1 {"sc":0}` before, `{"sc":150}` after | | Shipped GLB assets | No manifest states a model's units or facing. `enemy-terrorist.glb` carries a Sketchfab root (`scale 0.0346`, `rot -90° X`) over a mesh whose raw bounds are ±24 × 116 × 121, `player-viewmodel.glb` is ±33 × 38 × 121 with the same root rotation, and the `.provenance.json` beside each one records licence and source but not scale, orientation or a pivot. A viewmodel dropped into the scene as-is is either invisible or fills the frame. | Normalised at runtime instead of trusting the file: `Box3.setFromObject` after load, scale so the enemy is 1.82 m tall and the viewmodel's longest axis is 0.78 m, then re-measure and re-seat the pivot on the feet / on the camera. Placement constants were then found by screenshot, not by reading anything. | `src/enemy.ts` `attachModel`; `src/main.ts` viewmodel loader; GLB header dump in this session | | `tsconfig` `noUncheckedIndexedAccess` | The supplied tsconfig turns every constant-array lookup into `T | undefined`, including `PATROL_ROUTE[0]` and a modulo-indexed waypoint that cannot be out of range. Each site needs a `!` or a redundant guard, which is noise in gameplay code that indexes fixed tables constantly. | Used `!` at the sites where the index is provably in range and left the flag on. | `src/enemy.ts` (`PATROL_ROUTE[0]!`, waypoint lookup) | -| Nothing in the toolchain sees the game | `pnpm typecheck` passed on the very first build — the one whose camera faced a wall and rendered a uniform near-black rectangle, and again on the build whose floor texture was silently black. Both defects were invisible to every non-visual signal the project has. The brief warns about this and it is exactly true. | Every change went through a capture; three separate defects (camera yaw, black texture, blocked sight line) were found only by looking at a PNG or by reading `state` after a synthetic keypress. | `screenshots/iter-01.png` … `iter-20.png` | +| Nothing in the toolchain sees the game | `pnpm typecheck` passed on the very first build — the one whose camera faced a wall and rendered a uniform near-black rectangle, and again on the build whose floor texture was silently black. Both defects were invisible to every non-visual signal the project has. The brief warns about this and it is exactly true. | Every change went through a capture; three separate defects (camera yaw, black texture, blocked sight line) were found only by looking at a PNG or by reading `state` after a synthetic keypress. | [historical iter-01.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-01.png) … [historical iter-20.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-20.png) | diff --git a/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-01.png b/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-01.png deleted file mode 100644 index dbd750e9b5..0000000000 Binary files a/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-01.png and /dev/null differ diff --git a/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-02.png 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The remaining PRD339 root receives its approved current-proof qualification extension; historical measurements and immutable original anchors remain intact.", + "newEvidence": "prd339-exposure-proof/current-base-9f41cb0.json", + "originalProposalRecoveryCommit": "c7ce7500d72ea3304c20c385a8273ad4a7defe8e", + "recoveryQualification": "The original proposal c7ce anchor is local and unpublished (GitHub commit lookup reported absent). All39 original payload hashes and Git blobs were independently verified at already-published PR397 head4ce; every recovery link now uses that actual immutable public anchor. Original proposal metadata remains unchanged." +} diff --git a/docs/verification/artifacts/prd-222-resume/emulator-phase1/fontscale-screen.png b/docs/verification/artifacts/prd-222-resume/emulator-phase1/fontscale-screen.png index d895220991..2c5c2b0542 100644 Binary files a/docs/verification/artifacts/prd-222-resume/emulator-phase1/fontscale-screen.png and b/docs/verification/artifacts/prd-222-resume/emulator-phase1/fontscale-screen.png differ diff --git a/docs/verification/capability-discovery-after-final-run-1.jsonl b/docs/verification/capability-discovery-after-final-run-1.jsonl deleted file mode 100644 index 43ef509dbd..0000000000 --- a/docs/verification/capability-discovery-after-final-run-1.jsonl +++ /dev/null @@ -1,316 +0,0 @@ -{"type":"system","subtype":"hook_started","hook_id":"9ddaf26f-b1e2-475c-a2c3-30aac0d99667","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"f281594d-5f7d-4c45-9420-2a49fc89a4b9","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"hook_started","hook_id":"c4eb4885-e404-4ef5-92e9-ab28d15fd79c","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"7b6e48f7-4447-4cb0-a34e-2cb4780616ae","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"hook_response","hook_id":"c4eb4885-e404-4ef5-92e9-ab28d15fd79c","hook_name":"SessionStart:startup","hook_event":"SessionStart","output":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. The last sentence if it asks \"anything else?\" or recaps what just happened.\n3. Any \"by the way\" sidebar.\n4. Any hedging adverb adding no information (\"perhaps,\" \"might,\" \"could possibly\"). Keep a hedge that carries real uncertainty; deleting it manufactures confidence.\n5. Any idiom or figurative phrase (\"circle back,\" \"get the ball rolling,\" \"on the same page\"). Replace with the literal action.\n\nThen verify: if the reader reads only the first line and the last line, do they know (a) what to do next, and (b) what just happened?\n\nIf yes, send.\n","stdout":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. 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directory with Player, Target, and Pickup. Let me read the existing entity code to understand the pattern, and then search for available engine capabilities for navigation, attachments, and movement.","signature":"EvUDCqgBCBAYAipAsr22v8Ud2p3bxNJ8dyjH4cQpVej2zsw5t/Bia/vJxPYQIrz816QYwx9yxdHTaZ7kQA4eV7fuhoKifUP1wl1R4DIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxyc4x8ySdDSvO95/AaDIvnu8gFzFRNKXJSbiIwiPVaI9sfRUScW1jV1DuYM83wdnYwdCapi1OSA3lvIBvHrD55XTGfa/SGgy+qMU92KvkBXgywSEqfL3igOQJG7zyeope3vUk7gZispZsz9VGN9j7gGMW74ks3oAPWAi4wVTbk/vU1QBk6tXeuqxkuqxpmme0w0wUFOEyR4Yto+Io+rlPZGXvLYb9uUOd5/ImH2kgXUwbZuSYUCZQ0nqx4MHBFnrPwgUsjGhMjXj0JTC9pglFGah/h+XdnvkEBSVUnr6IHaFC8Z2co8pp3MufLLMhgeFIzMilawpe2NLD27omxy6fwQC4AQjQM5Lwv/MiaU5CC3Sc+E9rfLEumtOacNcSP4MnNdcjKmc9hwuXbFmoRCVypIufSI0Eojhuaj/fmoUVLuVGVmnCcXbz1GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":336,"cache_read_input_tokens":32042,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":336},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"36c1db40-a1e3-4acd-8a1e-511e9e65e6eb","timestamp":"2026-08-19T08:34:28.834Z","request_id":"req_011CeBoL6uXcD37b4MzRb6ro"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoL7dBb6mUcPdZ8Eqhf","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Uyjt2ChUtLPmuMhaLCiUsC","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/entities/Player.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":336,"cache_read_input_tokens":32042,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":336},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"ff30b32c-b035-4a35-81f3-9e1e924fa788","timestamp":"2026-08-19T08:34:28.946Z","request_id":"req_011CeBoL6uXcD37b4MzRb6ro"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Uyjt2ChUtLPmuMhaLCiUsC","type":"tool_result","content":"1\timport type { ICtx } from \"@threenative/core\";\n2\timport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\n3\timport { type Group, Vector3 } from \"three\";\n4\timport { createPlayerVisual } from \"../render/shapes.js\";\n5\timport type { GameState } from \"../state.js\";\n6\t\n7\texport const WORLD_LAYER = 1;\n8\texport const PLAYER_LAYER = 2;\n9\texport const HOSTILE_LAYER = 4;\n10\texport const FRIENDLY_LAYER = 8;\n11\texport const PROJECTILE_LAYER = 16;\n12\t\n13\ttype GameCtx = ICtx;\n14\t\n15\tconst SPAWN = new Vector3(0, 0.85, 5);\n16\tconst MOVE_SPEED = 4.2;\n17\t\n18\texport class Player {\n19\t readonly mesh: Group;\n20\t readonly body: CharacterBody3D;\n21\t readonly maxHealth = 100;\n22\t health = 100;\n23\t dead = false;\n24\t #onDamage: (amount: number) => void;\n25\t #onDeath: () => void;\n26\t\n27\t constructor(\n28\t ctx: GameCtx,\n29\t materials: Parameters[0],\n30\t spawn: Vector3 = SPAWN,\n31\t onDamage: (amount: number) => void = () => undefined,\n32\t onDeath: () => void = () => undefined,\n33\t ) {\n34\t this.#onDamage = onDamage;\n35\t this.#onDeath = onDeath;\n36\t this.mesh = createPlayerVisual(materials);\n37\t this.mesh.position.copy(spawn);\n38\t ctx.add(this.mesh);\n39\t this.body = new CharacterBody3D({\n40\t collisionLayer: PLAYER_LAYER,\n41\t collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n42\t autostep: { maxHeight: 0.25, minWidth: 0.18 },\n43\t object: this.mesh,\n44\t physics: ctx.physics,\n45\t shape: CollisionShape3D.capsule(0.45, 0.38),\n46\t });\n47\t }\n48\t\n49\t update(ctx: GameCtx, dt: number): void {\n50\t if (this.dead) return;\n51\t const move = ctx.input.vector(\"move\");\n52\t this.body.velocity.x = move.x * MOVE_SPEED;\n53\t this.body.velocity.z = -move.y * MOVE_SPEED;\n54\t this.body.moveAndSlide(dt);\n55\t }\n56\t\n57\t takeDamage(amount: number): void {\n58\t if (this.dead || !Number.isFinite(amount) || amount <= 0) return;\n59\t this.health = Math.max(0, this.health - amount);\n60\t this.#onDamage(amount);\n61\t if (this.health > 0) return;\n62\t this.dead = true;\n63\t this.mesh.visible = false;\n64\t this.body.velocity.set(0, 0, 0);\n65\t this.#onDeath();\n66\t }\n67\t\n68\t respawn(spawn: Vector3): void {\n69\t this.body.teleport(spawn);\n70\t this.health = 40;\n71\t this.dead = false;\n72\t this.mesh.visible = true;\n73\t }\n74\t\n75\t aimOrigin(): Vector3 {\n76\t return this.mesh.position.clone().add(new Vector3(0, 0.72, -0.72));\n77\t }\n78\t\n79\t debug(): Record {\n80\t return {\n81\t dead: this.dead,\n82\t health: this.health,\n83\t position: this.mesh.position.toArray(),\n84\t };\n85\t }\n86\t\n87\t dispose(): void {\n88\t this.body.dispose();\n89\t this.mesh.removeFromParent();\n90\t }\n91\t}\n92\t\n93\texport { SPAWN };\n94\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d75b3f3e-649b-4525-aa87-5ad215a9b5c9","timestamp":"2026-08-19T08:34:28.952Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/entities/Player.ts","content":"import type { ICtx } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { createPlayerVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\nexport const WORLD_LAYER = 1;\nexport const PLAYER_LAYER = 2;\nexport const HOSTILE_LAYER = 4;\nexport const FRIENDLY_LAYER = 8;\nexport const PROJECTILE_LAYER = 16;\n\ntype GameCtx = ICtx;\n\nconst SPAWN = new Vector3(0, 0.85, 5);\nconst MOVE_SPEED = 4.2;\n\nexport class Player {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly maxHealth = 100;\n health = 100;\n dead = false;\n #onDamage: (amount: number) => void;\n #onDeath: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n spawn: Vector3 = SPAWN,\n onDamage: (amount: number) => void = () => undefined,\n onDeath: () => void = () => undefined,\n ) {\n this.#onDamage = onDamage;\n this.#onDeath = onDeath;\n this.mesh = createPlayerVisual(materials);\n this.mesh.position.copy(spawn);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: PLAYER_LAYER,\n collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.45, 0.38),\n });\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.dead) return;\n const move = ctx.input.vector(\"move\");\n this.body.velocity.x = move.x * MOVE_SPEED;\n this.body.velocity.z = -move.y * MOVE_SPEED;\n this.body.moveAndSlide(dt);\n }\n\n takeDamage(amount: number): void {\n if (this.dead || !Number.isFinite(amount) || amount <= 0) return;\n this.health = Math.max(0, this.health - amount);\n this.#onDamage(amount);\n if (this.health > 0) return;\n this.dead = true;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n this.#onDeath();\n }\n\n respawn(spawn: Vector3): void {\n this.body.teleport(spawn);\n this.health = 40;\n this.dead = false;\n this.mesh.visible = true;\n }\n\n aimOrigin(): Vector3 {\n return this.mesh.position.clone().add(new Vector3(0, 0.72, -0.72));\n }\n\n debug(): Record {\n return {\n dead: this.dead,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n\nexport { SPAWN };\n","numLines":94,"startLine":1,"totalLines":94}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"3f2e5ca3-18b1-42cc-b5d3-e8caf61ef5a4","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":22,"estimated_tokens_delta":21,"uuid":"d717c8e5-ead6-44f0-acd5-8e9c6d701d2d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":42,"estimated_tokens_delta":20,"uuid":"1f75fcc9-9dff-4e40-b56d-3ad2a9dc453f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":110,"estimated_tokens_delta":68,"uuid":"bf69baca-0aa5-4431-bf1c-7f285580bf62","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLFrYFv4Y56jdPdn1A","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good, I can see the pattern. Now let me check what's in Target to understand the enemy pattern better, and also look at the shapes to see what visual elements exist.","signature":"ErEDCqgBCBAYAipAd7VpK/bSfDo1o1ihVDUADr6wEbDAts3pZMHcsVhRlO7otVwRZcBOp6VnozA4veJFXCM82a6QEurtLQB90dwcPzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgz4heyQ3k57URgoNegaDH1Zrikn46ym7HFa6SIwFIGc9Tn440EplJwIdHs8PMdFhL9xmH7BKtNg1VlCWdruZQQfBkTW1YRG3T7Uau+9KrUB3XAuGXWYysrRw9Np8BhemgVwHynv2aozI0W+erNN0VegobeWf9LZ+M2HI1V0Kzab4GtsQFW5HvwXWvtNLI67lhZkD7DEsghLsBbevWV6jrAkkmwGDuxDgDRld3/KJyN4Z8Ex4WD2B0jb3g0UZTQPVWXeHmvvh7+uApG4mWHosen52hgDtOwYafq/UZ+SKeQatIhvw3NKP27gFD/Isvo2jbFdpKgXPkP+xzchO8VrvLmzJENU1xgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1310,"cache_read_input_tokens":32378,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1310},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"2f66a006-e78e-44c1-bb26-17ed127b8c64","timestamp":"2026-08-19T08:34:30.743Z","request_id":"req_011CeBoLF8P3tds2edheNzyh"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLFrYFv4Y56jdPdn1A","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Nb78kdAA5vLWJJCLW5bGUn","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/entities/Target.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1310,"cache_read_input_tokens":32378,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1310},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"03bf4dc0-40e1-4009-bbde-faa0c7a0a1e6","timestamp":"2026-08-19T08:34:31.220Z","request_id":"req_011CeBoLF8P3tds2edheNzyh"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Nb78kdAA5vLWJJCLW5bGUn","type":"tool_result","content":"1\timport type { ICtx, ScheduleHandle } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport { type Group, Vector3 } from \"three\";\n4\timport { directSpaceState } from \"../physics.js\";\n5\timport { createTargetVisual } from \"../render/shapes.js\";\n6\timport type { GameState } from \"../state.js\";\n7\timport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n8\t\n9\ttype GameCtx = ICtx;\n10\t\n11\tconst SCAN_RADIUS = 7;\n12\t\n13\texport class Target {\n14\t readonly mesh: Group;\n15\t readonly body: RigidBody3D;\n16\t readonly tags = [\"hostile\", \"target\"];\n17\t readonly wave: number | undefined;\n18\t health: number;\n19\t alive = true;\n20\t acquired = false;\n21\t scanCount = 0;\n22\t #scanHandle: ScheduleHandle | undefined;\n23\t #fireTimer = 0;\n24\t #onFire: (origin: Vector3) => void;\n25\t #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n26\t\n27\t constructor(\n28\t ctx: GameCtx,\n29\t materials: Parameters[0],\n30\t position: Vector3,\n31\t options: {\n32\t readonly health?: number;\n33\t readonly onFire?: (origin: Vector3) => void;\n34\t readonly wave?: number;\n35\t } = {},\n36\t ) {\n37\t this.wave = options.wave;\n38\t this.health = options.health ?? 40;\n39\t this.#onFire = options.onFire ?? (() => undefined);\n40\t this.mesh = createTargetVisual(materials);\n41\t this.mesh.position.copy(position);\n42\t ctx.add(this.mesh);\n43\t this.body = new RigidBody3D({\n44\t collisionLayer: HOSTILE_LAYER,\n45\t collisionMask: WORLD_LAYER,\n46\t object: this.mesh,\n47\t physics: ctx.physics,\n48\t shape: CollisionShape3D.box(1.2, 1.8, 1),\n49\t type: \"kinematic\",\n50\t });\n51\t }\n52\t\n53\t startScanning(ctx: GameCtx, playerBodyId: number): void {\n54\t const scan = (): void => {\n55\t if (!this.alive) return;\n56\t this.scanCount += 1;\n57\t const hits = directSpaceState(ctx.physics).intersectShape({\n58\t collisionMask: PLAYER_LAYER,\n59\t maxResults: 4,\n60\t position: this.mesh.position,\n61\t shape: this.#scanShape,\n62\t });\n63\t this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n64\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n65\t };\n66\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n67\t }\n68\t\n69\t update(dt: number): void {\n70\t if (!this.alive || !this.acquired) return;\n71\t this.#fireTimer -= dt;\n72\t if (this.#fireTimer > 0) return;\n73\t this.#fireTimer = 6;\n74\t this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n75\t }\n76\t\n77\t takeDamage(amount: number): boolean {\n78\t if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n79\t this.health = Math.max(0, this.health - amount);\n80\t if (this.health > 0) return false;\n81\t this.alive = false;\n82\t this.mesh.visible = false;\n83\t return true;\n84\t }\n85\t\n86\t debug(): Record {\n87\t return {\n88\t acquired: this.acquired,\n89\t alive: this.alive,\n90\t health: this.health,\n91\t position: this.mesh.position.toArray(),\n92\t scanCount: this.scanCount,\n93\t selected: this.acquired ? 1 : 0,\n94\t wave: this.wave ?? 0,\n95\t };\n96\t }\n97\t\n98\t dispose(): void {\n99\t this.#scanHandle?.cancel();\n100\t this.body.dispose();\n101\t this.mesh.removeFromParent();\n102\t }\n103\t}\n104\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d7623722-02f5-4eef-aaaa-2f6e051ab1d5","timestamp":"2026-08-19T08:34:31.223Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/entities/Target.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createTargetVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst SCAN_RADIUS = 7;\n\nexport class Target {\n readonly mesh: Group;\n readonly body: RigidBody3D;\n readonly tags = [\"hostile\", \"target\"];\n readonly wave: number | undefined;\n health: number;\n alive = true;\n acquired = false;\n scanCount = 0;\n #scanHandle: ScheduleHandle | undefined;\n #fireTimer = 0;\n #onFire: (origin: Vector3) => void;\n #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: {\n readonly health?: number;\n readonly onFire?: (origin: Vector3) => void;\n readonly wave?: number;\n } = {},\n ) {\n this.wave = options.wave;\n this.health = options.health ?? 40;\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createTargetVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.box(1.2, 1.8, 1),\n type: \"kinematic\",\n });\n }\n\n startScanning(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n this.scanCount += 1;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 4,\n position: this.mesh.position,\n shape: this.#scanShape,\n });\n this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(dt: number): void {\n if (!this.alive || !this.acquired) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 6;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n return true;\n }\n\n debug(): Record {\n return {\n acquired: this.acquired,\n alive: this.alive,\n health: this.health,\n position: this.mesh.position.toArray(),\n scanCount: this.scanCount,\n selected: this.acquired ? 1 : 0,\n wave: this.wave ?? 0,\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n","numLines":104,"startLine":1,"totalLines":104}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"d874b571-0e65-43ed-8645-6a006185fdbc","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":27,"estimated_tokens_delta":26,"uuid":"de69e6c2-59e5-40d9-9fbc-97b836e80db2","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":36,"estimated_tokens_delta":9,"uuid":"b314e7ce-0b4c-4371-883d-449b7217e142","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":104,"estimated_tokens_delta":68,"uuid":"d20178e3-6efc-438b-9d88-ed5d440cb574","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLRQ1wAiynm6WYBg5C","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now let me check what's in the render/shapes.ts to see what visual components are available and understand the pattern for creating visuals.","signature":"EpgDCqgBCBAYAipAIWgLwJrqc3jFTpCvJL8dxHfADF1jgGOkfHIdUA1aqOdPpQoQqWg9UhEMhZUhgmuIGc0dMGdv5V9cpK2MB6v/VjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxw8icXYWib98YJ3hwaDEKNS7ovNE7OO8udBCIwGR0Tqg7DYnET4tuv0WIUk6z1k/cjt98I37yLkMfUcdB5rvbyAtI4qm8RftNVg+wsKpwBPIO0no3Qw5FcF4JDroU4w+Ji3Gwa4rNl5tYbby+eVvnTKdQKimaAsO5GEj+j0TVHCQR8CGrZss/YusZBkQjdScb/cH1CLATQdbnjtrD8pTlB19zmgoYoo1h1LSZahdFxgbXjMfw1ArFBNjLwoUOk1vlQ3Fcd4PTu45VSNWk00y1lBCem1AM87F3Hji/MHlqKVawJBVzDSjouBU//GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1464,"cache_read_input_tokens":33688,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1464},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"826ad418-be52-4238-9a3b-ed89d1c11fd1","timestamp":"2026-08-19T08:34:32.542Z","request_id":"req_011CeBoLQj6D2LGuJQ8JUfLj"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLRQ1wAiynm6WYBg5C","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_012riYkwUGSkeRtSigkApCHW","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/render/shapes.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1464,"cache_read_input_tokens":33688,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1464},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"bcc2276d-bb34-4e97-acaa-f00d38282466","timestamp":"2026-08-19T08:34:33.200Z","request_id":"req_011CeBoLQj6D2LGuJQ8JUfLj"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_012riYkwUGSkeRtSigkApCHW","type":"tool_result","content":"1\t// Generated for you. All arena silhouettes and gameplay visuals start here.\n2\timport {\n3\t BufferAttribute,\n4\t BufferGeometry,\n5\t CylinderGeometry,\n6\t Group,\n7\t type Material,\n8\t Mesh,\n9\t SphereGeometry,\n10\t} from \"three\";\n11\t\n12\timport type { ReturnTypeOfMaterials } from \"./types.js\";\n13\t\n14\tconst roundedCache = new Map();\n15\t\n16\texport type ShooterMaterials = ReturnTypeOfMaterials;\n17\t\n18\tfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n19\t const halfX = width / 2;\n20\t const halfY = height / 2;\n21\t const halfZ = depth / 2;\n22\t const positions = new Float32Array([\n23\t -halfX,\n24\t -halfY,\n25\t -halfZ,\n26\t halfX,\n27\t -halfY,\n28\t -halfZ,\n29\t halfX,\n30\t halfY,\n31\t -halfZ,\n32\t -halfX,\n33\t halfY,\n34\t -halfZ,\n35\t -halfX,\n36\t -halfY,\n37\t halfZ,\n38\t halfX,\n39\t -halfY,\n40\t halfZ,\n41\t halfX,\n42\t halfY,\n43\t halfZ,\n44\t -halfX,\n45\t halfY,\n46\t halfZ,\n47\t ]);\n48\t const normals = new Float32Array(positions.length);\n49\t for (let index = 0; index < positions.length; index += 3) {\n50\t const x = positions[index] ?? 0;\n51\t const y = positions[index + 1] ?? 0;\n52\t const z = positions[index + 2] ?? 0;\n53\t const length = Math.hypot(x, y, z) || 1;\n54\t normals[index] = x / length;\n55\t normals[index + 1] = y / length;\n56\t normals[index + 2] = z / length;\n57\t }\n58\t const geometry = new BufferGeometry();\n59\t geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n60\t geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n61\t geometry.setIndex([\n62\t 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n63\t 3, 4, 3, 7,\n64\t ]);\n65\t return geometry;\n66\t}\n67\t\n68\tfunction roundedBox(\n69\t width: number,\n70\t height: number,\n71\t depth: number,\n72\t radius = 0.12,\n73\t segments = 1,\n74\t): BufferGeometry {\n75\t const key = `${width},${height},${depth},${radius},${segments}`;\n76\t const cached = roundedCache.get(key);\n77\t if (cached !== undefined) return cached;\n78\t const geometry = compactBox(width, height, depth);\n79\t roundedCache.set(key, geometry);\n80\t return geometry;\n81\t}\n82\t\n83\tfunction shadowed(mesh: Mesh, cast = true): Mesh {\n84\t mesh.castShadow = cast;\n85\t mesh.receiveShadow = true;\n86\t return mesh;\n87\t}\n88\t\n89\tfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n90\t return shadowed(new Mesh(roundedBox(width, height, depth), material));\n91\t}\n92\t\n93\texport function createArena(materials: ShooterMaterials) {\n94\t const group = new Group();\n95\t group.name = \"arena\";\n96\t const floor = block(22, 0.4, 20, materials.arena);\n97\t floor.name = \"arena-floor\";\n98\t floor.position.set(0, -0.2, -2);\n99\t group.add(floor);\n100\t const walls = [\n101\t { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n102\t { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n103\t { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n104\t ].map(({ depth, position, width }, index) => {\n105\t const wall = block(width, 3.8, depth, materials.shadow);\n106\t wall.name = `arena-wall-${index}`;\n107\t wall.position.set(position[0], position[1], position[2]);\n108\t group.add(wall);\n109\t return wall;\n110\t });\n111\t for (let x = -9; x <= 9; x += 3) {\n112\t const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n113\t strip.position.set(x, 0.012, -2);\n114\t strip.castShadow = false;\n115\t strip.receiveShadow = false;\n116\t group.add(strip);\n117\t }\n118\t for (let z = -11; z <= 7; z += 3) {\n119\t const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n120\t strip.position.set(0, 0.014, z);\n121\t strip.castShadow = false;\n122\t strip.receiveShadow = false;\n123\t group.add(strip);\n124\t }\n125\t return { floor, group, walls };\n126\t}\n127\t\n128\texport function createPlayerVisual(materials: ShooterMaterials): Group {\n129\t const group = new Group();\n130\t group.name = \"player-visual\";\n131\t const body = block(0.76, 1.35, 0.76, materials.player);\n132\t body.position.y = 0.62;\n133\t group.add(body);\n134\t const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n135\t visor.position.set(0, 0.88, -0.4);\n136\t visor.castShadow = true;\n137\t group.add(visor);\n138\t const muzzle = new Mesh(\n139\t new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n140\t materials.shadow,\n141\t );\n142\t muzzle.position.set(0, 0.52, -0.55);\n143\t muzzle.castShadow = true;\n144\t group.add(muzzle);\n145\t return group;\n146\t}\n147\t\n148\texport function createTargetVisual(materials: ShooterMaterials): Group {\n149\t const group = new Group();\n150\t group.name = \"target-visual\";\n151\t const body = block(1.2, 1.8, 1, materials.hostile);\n152\t body.position.y = 0.9;\n153\t group.add(body);\n154\t const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n155\t ring.position.y = 0.9;\n156\t ring.castShadow = true;\n157\t group.add(ring);\n158\t const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n159\t crossbar.position.y = 0.9;\n160\t crossbar.castShadow = true;\n161\t group.add(crossbar);\n162\t return group;\n163\t}\n164\t\n165\texport function createFriendlyVisual(materials: ShooterMaterials): Group {\n166\t const group = new Group();\n167\t const body = block(0.9, 1.4, 0.9, materials.player);\n168\t body.position.y = 0.7;\n169\t group.add(body);\n170\t const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n171\t antenna.position.y = 1.65;\n172\t group.add(antenna);\n173\t return group;\n174\t}\n175\t\n176\texport function createWallVisual(materials: ShooterMaterials): Mesh {\n177\t return block(0.65, 2.8, 2.8, materials.shadow);\n178\t}\n179\t\n180\texport function createPickupVisual(materials: ShooterMaterials): Group {\n181\t const group = new Group();\n182\t const base = block(0.65, 0.12, 0.65, materials.trim);\n183\t base.position.y = 0.06;\n184\t group.add(base);\n185\t const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n186\t orb.position.y = 0.45;\n187\t orb.castShadow = true;\n188\t group.add(orb);\n189\t return group;\n190\t}\n191\t\n192\texport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n193\t return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n194\t}\n195\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"0a2b6136-be0a-41b0-b21c-2f1d6412f289","timestamp":"2026-08-19T08:34:33.207Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/render/shapes.ts","content":"// Generated for you. All arena silhouettes and gameplay visuals start here.\nimport {\n BufferAttribute,\n BufferGeometry,\n CylinderGeometry,\n Group,\n type Material,\n Mesh,\n SphereGeometry,\n} from \"three\";\n\nimport type { ReturnTypeOfMaterials } from \"./types.js\";\n\nconst roundedCache = new Map();\n\nexport type ShooterMaterials = ReturnTypeOfMaterials;\n\nfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n const halfX = width / 2;\n const halfY = height / 2;\n const halfZ = depth / 2;\n const positions = new Float32Array([\n -halfX,\n -halfY,\n -halfZ,\n halfX,\n -halfY,\n -halfZ,\n halfX,\n halfY,\n -halfZ,\n -halfX,\n halfY,\n -halfZ,\n -halfX,\n -halfY,\n halfZ,\n halfX,\n -halfY,\n halfZ,\n halfX,\n halfY,\n halfZ,\n -halfX,\n halfY,\n halfZ,\n ]);\n const normals = new Float32Array(positions.length);\n for (let index = 0; index < positions.length; index += 3) {\n const x = positions[index] ?? 0;\n const y = positions[index + 1] ?? 0;\n const z = positions[index + 2] ?? 0;\n const length = Math.hypot(x, y, z) || 1;\n normals[index] = x / length;\n normals[index + 1] = y / length;\n normals[index + 2] = z / length;\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n geometry.setIndex([\n 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n 3, 4, 3, 7,\n ]);\n return geometry;\n}\n\nfunction roundedBox(\n width: number,\n height: number,\n depth: number,\n radius = 0.12,\n segments = 1,\n): BufferGeometry {\n const key = `${width},${height},${depth},${radius},${segments}`;\n const cached = roundedCache.get(key);\n if (cached !== undefined) return cached;\n const geometry = compactBox(width, height, depth);\n roundedCache.set(key, geometry);\n return geometry;\n}\n\nfunction shadowed(mesh: Mesh, cast = true): Mesh {\n mesh.castShadow = cast;\n mesh.receiveShadow = true;\n return mesh;\n}\n\nfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n return shadowed(new Mesh(roundedBox(width, height, depth), material));\n}\n\nexport function createArena(materials: ShooterMaterials) {\n const group = new Group();\n group.name = \"arena\";\n const floor = block(22, 0.4, 20, materials.arena);\n floor.name = \"arena-floor\";\n floor.position.set(0, -0.2, -2);\n group.add(floor);\n const walls = [\n { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n ].map(({ depth, position, width }, index) => {\n const wall = block(width, 3.8, depth, materials.shadow);\n wall.name = `arena-wall-${index}`;\n wall.position.set(position[0], position[1], position[2]);\n group.add(wall);\n return wall;\n });\n for (let x = -9; x <= 9; x += 3) {\n const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n strip.position.set(x, 0.012, -2);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n for (let z = -11; z <= 7; z += 3) {\n const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n strip.position.set(0, 0.014, z);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n return { floor, group, walls };\n}\n\nexport function createPlayerVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"player-visual\";\n const body = block(0.76, 1.35, 0.76, materials.player);\n body.position.y = 0.62;\n group.add(body);\n const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n visor.position.set(0, 0.88, -0.4);\n visor.castShadow = true;\n group.add(visor);\n const muzzle = new Mesh(\n new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n muzzle.position.set(0, 0.52, -0.55);\n muzzle.castShadow = true;\n group.add(muzzle);\n return group;\n}\n\nexport function createTargetVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"target-visual\";\n const body = block(1.2, 1.8, 1, materials.hostile);\n body.position.y = 0.9;\n group.add(body);\n const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n ring.position.y = 0.9;\n ring.castShadow = true;\n group.add(ring);\n const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n crossbar.position.y = 0.9;\n crossbar.castShadow = true;\n group.add(crossbar);\n return group;\n}\n\nexport function createFriendlyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const body = block(0.9, 1.4, 0.9, materials.player);\n body.position.y = 0.7;\n group.add(body);\n const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n antenna.position.y = 1.65;\n group.add(antenna);\n return group;\n}\n\nexport function createWallVisual(materials: ShooterMaterials): Mesh {\n return block(0.65, 2.8, 2.8, materials.shadow);\n}\n\nexport function createPickupVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const base = block(0.65, 0.12, 0.65, materials.trim);\n base.position.y = 0.06;\n group.add(base);\n const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n orb.position.y = 0.45;\n orb.castShadow = true;\n group.add(orb);\n return group;\n}\n\nexport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}\n","numLines":195,"startLine":1,"totalLines":195}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"cb29b30d-73cb-40b7-929c-94057564a262","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":29,"estimated_tokens_delta":27,"uuid":"0ed1c6fe-bdf2-4e54-90dc-d074d9572218","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":41,"estimated_tokens_delta":12,"uuid":"3ca3b24b-4460-46a8-a7cf-b59ee781e995","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":109,"estimated_tokens_delta":68,"uuid":"ce0b6f36-0005-4d05-b492-ae3b11a4f7c2","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLa1SYNs54GL1P36zi","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Great! Now I have a good understanding of the entity pattern. Let me check the scenes/Play.ts to see how entities are instantiated and updated in the game loop.","signature":"EqwDCqgBCBAYAipA174mshrZ70nTQ9Ame6fpJt5WDD0na5xMRRnif+7WDwx+Lxsh08dyc68NdYRJRABrilvDVdjU8OcL6ZDOPgAN9jIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgwiS+UnobJ1/NNNFIkaDKpKvsdWJXkTpn1nXiIwnF2c/VzM+dMaWzl0FWjjcjHzS/yJpY7EmkzBZ3A+1RFbJjyX20Iiyrx1WsPsNDTwKrAB0GGLtvwk+bfkLTgfTJG1lwRKo+u4gcFfJEjuOA3ZyoSE0VLWYa05lY7sdMcKoJDVRLQRGFzYD+A5hSY4dTSw3XlK26rAeJFksmMZ+HbUFHLglYPzQ/DQ+gYp0tn9t0G7fVb9+6ubfVU5jxUddaSKNrQLbK6V3Hw9qTmQtAMSEhyAca8XpM094W7HCRwcahswdGW7bGeIhcO6fkdW2AEzZNDLFNo087FrKb6taosUHrwYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":2814,"cache_read_input_tokens":35152,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2814},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f6b3950d-0fdc-4d91-82af-0c3f89846b32","timestamp":"2026-08-19T08:34:35.610Z","request_id":"req_011CeBoLZGntCwkbXB7MZNAR"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLa1SYNs54GL1P36zi","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01JXvrLW9pcXa59Fgtmhnq84","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","limit":150},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":2814,"cache_read_input_tokens":35152,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2814},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"2a364d64-468b-4b41-b5e4-fb4c3810bd17","timestamp":"2026-08-19T08:34:36.379Z","request_id":"req_011CeBoLZGntCwkbXB7MZNAR"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JXvrLW9pcXa59Fgtmhnq84","type":"tool_result","content":"1\timport { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\n4\timport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\n5\timport { Pickup } from \"../entities/Pickup.js\";\n6\timport {\n7\t FRIENDLY_LAYER,\n8\t HOSTILE_LAYER,\n9\t PLAYER_LAYER,\n10\t Player,\n11\t SPAWN,\n12\t WORLD_LAYER,\n13\t} from \"../entities/Player.js\";\n14\timport { Target } from \"../entities/Target.js\";\n15\timport { SpawnPoints } from \"../level/SpawnPoints.js\";\n16\timport { emitPlaytestEvent } from \"../playtest-events.js\";\n17\timport { createArenaCamera } from \"../render/camera.js\";\n18\timport { setupLighting } from \"../render/lighting.js\";\n19\timport { createLoadingScreen } from \"../render/loading.js\";\n20\timport { createMaterials } from \"../render/materials.js\";\n21\timport { setupPost } from \"../render/postprocessing.js\";\n22\timport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\n23\timport { setupSky } from \"../render/sky.js\";\n24\timport type { GameState } from \"../state.js\";\n25\timport { WaveDirector } from \"../waves.js\";\n26\timport { Hitscan } from \"../weapons/Hitscan.js\";\n27\timport { Projectile } from \"../weapons/Projectile.js\";\n28\t\n29\texport type GameCtx = ICtx;\n30\t\n31\tconst AIM = new Vector3(0, 0, -1);\n32\tconst DEMO_POSITION = new Vector3(0, 0.85, -4);\n33\tconst WAVE_POSITION = new Vector3(0, 0.9, -9);\n34\tconst SCAN_POSITION = new Vector3(3, 0.9, 0);\n35\tconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\n36\tconst SPAWN_POINTS = new SpawnPoints([\n37\t new Vector3(-0.4, SPAWN.y, SPAWN.z),\n38\t SPAWN,\n39\t new Vector3(0.4, SPAWN.y, SPAWN.z),\n40\t]);\n41\t\n42\ttype TargetEntry = { readonly id: string; readonly target: Target };\n43\t\n44\texport class Play extends Scene {\n45\t static override readonly initialState: GameState = {\n46\t armor: 0,\n47\t deaths: 0,\n48\t demoTargetAlive: 1,\n49\t friendlyPassed: 0,\n50\t gameOver: 0,\n51\t gameWon: 0,\n52\t health: 100,\n53\t hitDistanceTenths: 0,\n54\t hitNormalXPercent: -101,\n55\t hitNormalYPercent: -101,\n56\t hitNormalZPercent: -101,\n57\t lives: 3,\n58\t pickups: 0,\n59\t radiusInsideDeaths: 0,\n60\t radiusMidAlive: 1,\n61\t radiusNearAlive: 1,\n62\t radiusOutsideAlive: -1,\n63\t respawns: 0,\n64\t scanCount: 0,\n65\t score: 0,\n66\t targetsRemaining: 1,\n67\t wave: 1,\n68\t wavesCleared: 0,\n69\t wallBlocked: 0,\n70\t phase: \"playing\",\n71\t };\n72\t\n73\t override enter(ctx: GameCtx): SceneFrame {\n74\t const camera = ctx.camera as PerspectiveCamera;\n75\t const materials = createMaterials();\n76\t setupSky(ctx.scene);\n77\t setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n78\t setupPost(ctx.renderer, ctx.scene, camera);\n79\t const loading = createLoadingScreen(ctx);\n80\t ctx.add(camera);\n81\t const rig = createArenaCamera(camera);\n82\t ctx.viewport.resize();\n83\t\n84\t const arena = createArena(materials);\n85\t ctx.add(arena.group);\n86\t const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n87\t new RigidBody3D({\n88\t collisionLayer: WORLD_LAYER,\n89\t collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n90\t object,\n91\t physics: ctx.physics,\n92\t shape,\n93\t type: \"fixed\",\n94\t });\n95\t arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n96\t for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n97\t\n98\t const playerRef: { value?: Player } = {};\n99\t const getPlayer = (): Player => {\n100\t if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n101\t return playerRef.value;\n102\t };\n103\t const targets = new Map();\n104\t const waveTargets: TargetEntry[] = [];\n105\t const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n106\t let projectileIndex = 0;\n107\t const waveDirector = new WaveDirector();\n108\t const hitscan = new Hitscan();\n109\t const spawnPoints = SPAWN_POINTS;\n110\t const elapsed = { value: 0 };\n111\t\n112\t const createEnemyProjectile = (origin: Vector3): void => {\n113\t const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n114\t const id = `projectile.enemy.${projectileIndex++}`;\n115\t const projectile = new Projectile(\n116\t ctx,\n117\t materials,\n118\t origin,\n119\t direction,\n120\t WORLD_LAYER | PLAYER_LAYER,\n121\t (hit) => {\n122\t if (hit.body.id === getPlayer().body.body.id) {\n123\t getPlayer().takeDamage(20);\n124\t emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n125\t }\n126\t },\n127\t );\n128\t projectiles.push({ id, value: projectile });\n129\t ctx.entities.add(id, projectile);\n130\t };\n131\t\n132\t const registerTarget = (\n133\t id: string,\n134\t position: Vector3,\n135\t options: ConstructorParameters[3] = {},\n136\t scan = true,\n137\t ): Target => {\n138\t const target = new Target(ctx, materials, position, {\n139\t ...options,\n140\t onFire: options.onFire ?? createEnemyProjectile,\n141\t });\n142\t targets.set(target.body.body.id, target);\n143\t ctx.entities.add(id, target);\n144\t if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n145\t return target;\n146\t };\n147\t\n148\t const removeEntity = (id: string): void => {\n149\t if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n150\t };"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"b71ddeeb-7d14-4aab-a7ea-d6b66b90fd43","timestamp":"2026-08-19T08:34:36.398Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","content":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };","numLines":150,"startLine":1,"totalLines":429}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"c6686cc0-4ae0-4f7d-85d4-c17786567e72","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":23,"estimated_tokens_delta":22,"uuid":"c962d3b3-8f5d-48de-9d95-aaf8ce742ab3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":44,"estimated_tokens_delta":21,"uuid":"c840433b-9dab-476f-b09a-e285380c6a1d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":65,"estimated_tokens_delta":21,"uuid":"97d01b1d-29a0-4267-aa9c-635ec62dc94b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":89,"estimated_tokens_delta":24,"uuid":"c0098203-770c-4c66-88f6-6ca9216b04ad","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":156,"estimated_tokens_delta":67,"uuid":"356c55bd-9d2c-4661-8d6d-9822367e898f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLp33QbXWnDBxBUp7b","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good, I can see the pattern. Now let me search for the engine's navigation and attachment capabilities before I write the enemy. According to the CLAUDE.md file, I should call `engine_search_capabilities` to see what's available for patrolling, movement, and attachment systems.\n\nLet me fetch the tool schema for engine_search_capabilities first.","signature":"EuYECqgBCBAYAipAP6xE0CNECP3JKUhWyI6V1xMCjbZPEGk/EP1OOLn82traf86st9cid809FMON/dK6fR4MgHV6M2W6J7tDvq/2uDIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyQD38x3aIhXzS0n7MaDPJvhEHUvfSoQirQ/yIwOCnz7fkewVX95vz+SGesrG/2jElGl/XwTGVlfcFXCa0FkNaBPXB7GUvUpOXSt3nWKuoCqJmkGX9iiRRqHlQcCuLXIupzSwMArBkV1DRKdhD9jQvTcTKPgAj03bWTJtDcmGp6LbekNvt1braBdc/4kRMhU/hVjJqBO7oNQU3qVVif2A89SpdxMxM5LQWAWgxeKv6ZaMnJQLOwhCxUCNVgXRspZ8RC011wdyP3C2EwdpKHqQ7LZaKZ8uAFklRMrlHrdj1BX5Fu/YfFy6QAZYTlf/Y971FyZA+R2iGT8xXN/mtGeJbVFCxyVwLV956z7jbPEzsbBLhKhVQEi7W+4qKmG6T3504N0H9qWOnbffkZm9xNs7Cswz/Y83QxB222xb8+55FkEWyaPaeLTxFyKohkhyMEULmW3DeC3Pvi5334dsLTGuH7zmyyQILndw4CKnCIA0blMx61z7dlt7knzvC9GAJNw2Q2NguZuKQ8rE3AKOGoeAKzl88hj80tC+RYXzT/fhd6LRasN81Q/s6u/T5hwRY+7M32zFMOL0E636MYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":2262,"cache_read_input_tokens":37966,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2262},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"75abd93a-bc26-4f8b-a4bf-6971f807f898","timestamp":"2026-08-19T08:34:38.991Z","request_id":"req_011CeBoLo51EN7kyaWejBmeh"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoLp33QbXWnDBxBUp7b","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01PrVH99dwx7HyYNKyiq6DtV","name":"ToolSearch","input":{"query":"select:engine_search_capabilities","max_results":1},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":2262,"cache_read_input_tokens":37966,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2262},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"b5aebb37-9291-4938-a44d-6a0f024daaef","timestamp":"2026-08-19T08:34:39.194Z","request_id":"req_011CeBoLo51EN7kyaWejBmeh"} -{"type":"user","message":{"role":"user","content":[{"type":"tool_result","tool_use_id":"toolu_01PrVH99dwx7HyYNKyiq6DtV","content":"No matching deferred tools found"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"31ca7ad1-0c5e-4237-91c8-a8e9452ae5ee","timestamp":"2026-08-19T08:34:39.206Z","tool_use_result":{"matches":[],"query":"select:engine_search_capabilities","total_deferred_tools":20}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"fea30656-365c-4715-ad9c-71f5056554ea","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":41,"estimated_tokens_delta":40,"uuid":"984320e0-8b44-46fd-ace8-e98445d961b7","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":75,"estimated_tokens_delta":34,"uuid":"bf037d55-d930-4843-8e1e-bcc081952c6c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":77,"estimated_tokens_delta":2,"uuid":"0f9ae372-1569-4012-8e68-c09e0a4e1a1b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":144,"estimated_tokens_delta":67,"uuid":"182ac995-8fab-4ed6-a742-64aa14f31c0f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoM1TdoERGjKzWgTYfp","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"It looks like `engine_search_capabilities` is not available as a deferred tool. Let me check if I can find more information in the codebase or if I should just proceed based on what I know from the Player and Target entities. Let me look at more of the Play.ts file to understand the game loop better.","signature":"ErkECqgBCBAYAipAfqOjNnfofugwZKlWU3pwZXdVqrR01jKNbXrPkIOlXVO9N+pHe1FpVqjNHlhiPr46QguBtRXAJl7wJibivznyHDIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyhBDp/W5F6Kjkhgw4aDDvhy0EJ1ypmVb9n6yIw3T/n2ZuunHKmeGe+TVlpjefIurY23J0MdX7sv8Hnsa3zSBLnOZTqxQTNWBx5geCBKr0CuXVn7eKpu87cEgXFrIhFp+UcXZHej4Hk0W/INw6MTomVMagJa0LhafZSG5KiYWGrmnvCZVKSezICdkCsSHymoLFPyYNu77j/qcsoVfQFCWNvI7IYQNWAQJqm7BTYnc305xZPQmdnEogyTurh7wC4sy3qu9K56Lbm3XvS7pkb+l+C2RIGJuahjwrknWp1vzFQjHb+CXKOEMdUItAGJS6YTG1NDHdZruGSymaG1iWbWrO/73cJCLM8WGOZszVtGbj95JwIJ1RErVqjVAn12N+UMWlUKoWS3AyS5Hw5lnj/bKpKiyS07zSndxullW6dY53J0PoRvuoLoiTwts+PesDBURt5fNLsHMmAWgkoW2p2gJBAXn7lAQhKkDWNW4+OZjdHaiEgDsacIwjhsBhzN1ht3XCgmHWMq7sc6hgKB50YAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":219,"cache_read_input_tokens":40228,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":219},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"765450e0-24e0-497b-9aa3-a799dfe99998","timestamp":"2026-08-19T08:34:40.831Z","request_id":"req_011CeBoLznxANXL1oVivsfeP"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoM1TdoERGjKzWgTYfp","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_018qgekewNsuwArbDxjQ9Mqo","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","limit":300,"offset":150},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":219,"cache_read_input_tokens":40228,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":219},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"9288269d-0c04-438c-8022-5810ac49ee74","timestamp":"2026-08-19T08:34:41.728Z","request_id":"req_011CeBoLznxANXL1oVivsfeP"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_018qgekewNsuwArbDxjQ9Mqo","type":"tool_result","content":"150\t };\n151\t\n152\t const onDamage = (amount: number): void => {\n153\t const previous = ctx.state.getState();\n154\t ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n155\t emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n156\t };\n157\t\n158\t const onDeath = (): void => {\n159\t const previous = ctx.state.getState();\n160\t const lives = Math.max(0, previous.lives - 1);\n161\t const deaths = previous.deaths + 1;\n162\t ctx.state.set({\n163\t deaths,\n164\t gameOver: lives === 0 ? 1 : 0,\n165\t lives,\n166\t phase: lives === 0 ? \"lost\" : \"dead\",\n167\t });\n168\t emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n169\t if (lives === 0) return;\n170\t ctx.after(0.5, () => {\n171\t waveDirector.reset();\n172\t const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n173\t getPlayer().respawn(spawn);\n174\t const state = ctx.state.getState();\n175\t ctx.state.set({\n176\t health: getPlayer().health,\n177\t phase: \"playing\",\n178\t respawns: state.respawns + 1,\n179\t wave: waveDirector.wave,\n180\t wavesCleared: waveDirector.cleared,\n181\t });\n182\t emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n183\t });\n184\t };\n185\t\n186\t const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n187\t playerRef.value = player;\n188\t ctx.entities.add(\"player\", player);\n189\t\n190\t const demo = registerTarget(\n191\t \"demo-target\",\n192\t DEMO_POSITION,\n193\t { health: 20, onFire: () => undefined },\n194\t false,\n195\t );\n196\t registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n197\t const friendly = createFriendlyVisual(materials);\n198\t friendly.name = \"friendly-drone\";\n199\t friendly.position.set(0, 1, 2.2);\n200\t ctx.add(friendly);\n201\t const friendlyBody = new RigidBody3D({\n202\t collisionLayer: FRIENDLY_LAYER,\n203\t collisionMask: 0,\n204\t object: friendly,\n205\t physics: ctx.physics,\n206\t shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n207\t type: \"fixed\",\n208\t });\n209\t\n210\t const wall = createWallVisual(materials);\n211\t wall.name = \"probe-wall\";\n212\t wall.position.set(4, 1.4, 5);\n213\t ctx.add(wall);\n214\t const wallBody = new RigidBody3D({\n215\t collisionLayer: WORLD_LAYER,\n216\t collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n217\t object: wall,\n218\t physics: ctx.physics,\n219\t shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n220\t type: \"fixed\",\n221\t });\n222\t\n223\t const radiusNear = registerTarget(\n224\t \"radius.near\",\n225\t new Vector3(0.8, 0.85, -4),\n226\t { health: 30, onFire: () => undefined },\n227\t false,\n228\t );\n229\t const radiusMid = registerTarget(\n230\t \"radius.mid\",\n231\t new Vector3(-1.8, 0.85, -4),\n232\t { health: 30, onFire: () => undefined },\n233\t false,\n234\t );\n235\t const radiusOutside = registerTarget(\n236\t \"radius.outside\",\n237\t new Vector3(6.5, 0.85, -4),\n238\t { health: 30, onFire: () => undefined },\n239\t false,\n240\t );\n241\t\n242\t const pickup = new Pickup(\n243\t ctx,\n244\t materials,\n245\t new Vector3(-1.2, SPAWN.y, SPAWN.z),\n246\t player.body.body.id,\n247\t () => {\n248\t player.health = Math.min(player.maxHealth, player.health + 60);\n249\t const state = ctx.state.getState();\n250\t ctx.state.set({\n251\t armor: state.armor + 1,\n252\t health: player.health,\n253\t pickups: state.pickups + 1,\n254\t });\n255\t emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n256\t ctx.after(4, () => pickup.respawn());\n257\t },\n258\t );\n259\t ctx.entities.add(\"health-pickup\", pickup);\n260\t\n261\t const spawnWave = (wave: number): void => {\n262\t const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n263\t health: 35,\n264\t wave,\n265\t });\n266\t waveTargets.push({ id: `wave.target.${wave}`, target });\n267\t ctx.state.set({ targetsRemaining: 1, wave });\n268\t emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n269\t };\n270\t waveDirector.start(spawnWave);\n271\t rig.snap(player.mesh.position);\n272\t\n273\t const fireHitscan = (): void => {\n274\t const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n275\t if (hit === undefined) return;\n276\t const state = ctx.state.getState();\n277\t const target = targets.get(hit.body.id);\n278\t if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n279\t const demoHit = hit.body.id === demo.body.body.id;\n280\t ctx.state.set({\n281\t demoTargetAlive: demo.alive ? 1 : 0,\n282\t friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n283\t ...(demoHit\n284\t ? {\n285\t hitDistanceTenths: Math.round(hit.distance * 10),\n286\t hitNormalXPercent: Math.round(hit.normal.x * 100),\n287\t hitNormalYPercent: Math.round(hit.normal.y * 100),\n288\t hitNormalZPercent: Math.round(hit.normal.z * 100),\n289\t }\n290\t : {}),\n291\t });\n292\t emitPlaytestEvent({\n293\t entity: \"player\",\n294\t name: \"hit\",\n295\t distanceTenths: Math.round(hit.distance * 10),\n296\t });\n297\t if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n298\t };\n299\t\n300\t const fireProjectile = (): void => {\n301\t const id = `projectile.player.${projectileIndex++}`;\n302\t const projectile = new Projectile(\n303\t ctx,\n304\t materials,\n305\t player.aimOrigin(),\n306\t AIM,\n307\t HOSTILE_LAYER | WORLD_LAYER,\n308\t (hit) => {\n309\t if (applyDirectDamage(targets, hit.body.id, 22))\n310\t emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n311\t },\n312\t );\n313\t projectiles.push({ id, value: projectile });\n314\t ctx.entities.add(id, projectile);\n315\t };\n316\t\n317\t const fireRadius = (): void => {\n318\t applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n319\t const insideDeaths = [radiusNear, radiusMid].filter(\n320\t (target) => target.alive === false,\n321\t ).length;\n322\t ctx.state.set({\n323\t radiusInsideDeaths: insideDeaths,\n324\t radiusMidAlive: radiusMid.alive ? 1 : 0,\n325\t radiusNearAlive: radiusNear.alive ? 1 : 0,\n326\t radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n327\t });\n328\t emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n329\t };\n330\t\n331\t const probeWall = (): void => {\n332\t const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n333\t const to = from.clone().add(new Vector3(10, 0, 0));\n334\t const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n335\t if (hit?.body.id !== wallBody.body.id) return;\n336\t ctx.state.set({ wallBlocked: 1 });\n337\t emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n338\t };\n339\t\n340\t const removeDeadTargets = (): void => {\n341\t if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n342\t removeEntity(\"demo-target\");\n343\t targets.delete(demo.body.body.id);\n344\t }\n345\t for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n346\t const entry = waveTargets[index];\n347\t if (entry?.target.alive !== false) continue;\n348\t removeEntity(entry.id);\n349\t targets.delete(entry.target.body.body.id);\n350\t waveTargets.splice(index, 1);\n351\t }\n352\t };\n353\t\n354\t const restart = (frameCtx: GameCtx): boolean => {\n355\t if (!frameCtx.input.justPressed(\"restart\")) return false;\n356\t frameCtx.state.set(Play.initialState);\n357\t frameCtx.state.flush();\n358\t void frameCtx.goto(\"play\");\n359\t return true;\n360\t };\n361\t\n362\t const handleInput = (frameCtx: GameCtx): void => {\n363\t if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n364\t if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n365\t if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n366\t if (frameCtx.input.justPressed(\"probe\")) probeWall();\n367\t if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n368\t if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n369\t };\n370\t\n371\t const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n372\t for (const entry of [...projectiles]) {\n373\t entry.value.update(frameCtx, dt);\n374\t if (!entry.value.dead) continue;\n375\t removeEntity(entry.id);\n376\t projectiles.splice(projectiles.indexOf(entry), 1);\n377\t }\n378\t };\n379\t\n380\t const updateWaves = (frameCtx: GameCtx): void => {\n381\t waveDirector.update(\n382\t frameCtx,\n383\t waveTargets.filter(({ target }) => target.alive).length,\n384\t spawnWave,\n385\t (wave) => {\n386\t const state = frameCtx.state.getState();\n387\t frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n388\t emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n389\t },\n390\t );\n391\t if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n392\t };\n393\t\n394\t const syncStateAndHud = (frameCtx: GameCtx): void => {\n395\t const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n396\t const currentScanCount = [...targets.values()].reduce(\n397\t (sum, target) => sum + target.scanCount,\n398\t 0,\n399\t );\n400\t const previous = frameCtx.state.getState();\n401\t const scanCount = Math.max(previous.scanCount, currentScanCount);\n402\t frameCtx.state.set({\n403\t health: player.health,\n404\t scanCount,\n405\t targetsRemaining: liveTargets,\n406\t wave: waveDirector.wave,\n407\t wavesCleared: waveDirector.cleared,\n408\t });\n409\t };\n410\t\n411\t return (frameCtx, dt) => {\n412\t loading.update();\n413\t elapsed.value += dt;\n414\t if (restart(frameCtx)) return;\n415\t handleInput(frameCtx);\n416\t\n417\t player.update(frameCtx, dt);\n418\t hitscan.update(dt);\n419\t updateProjectiles(frameCtx, dt);\n420\t for (const target of targets.values()) target.update(dt);\n421\t pickup.update(dt);\n422\t removeDeadTargets();\n423\t updateWaves(frameCtx);\n424\t syncStateAndHud(frameCtx);\n425\t rig.follow(player.mesh.position, dt);\n426\t };\n427\t }\n428\t}\n429\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"60d152f9-df50-4e96-886a-794ccb0f7e7f","timestamp":"2026-08-19T08:34:41.732Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","content":" };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","numLines":280,"startLine":150,"totalLines":429}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"ccecd820-b879-4804-879a-78f670e226a1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":2,"uuid":"fb66ea7a-792c-47c4-bad9-37a01722c05a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":6,"estimated_tokens_delta":2,"uuid":"2d72bbb1-5e8e-4d70-a293-b616dfd77546","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} 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-{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoMGTnA52PRkfhuSfAJ","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Perfect! Now I have a clear understanding of the game structure. I need to create an Enemy class that:\n\n1. Patrols the level when not seeing the player\n2. Chases the player when it sees them (similar to how Target scans for the player)\n3. Holds a rifle in its right hand\n\nBased on the patterns I've seen:\n- Entities have a mesh (visual), body (physics), and update method\n- Entities are updated in the main loop\n- The game uses CharacterBody3D for moving characters and RigidBody3D for static objects\n- Vision/detection uses collision shapes and `directSpaceState.intersectShape`\n\nI should:\n1. Create an Enemy class similar to Player and Target\n2. Add a visual for the enemy in shapes.ts\n3. Implement patrol behavior using simple waypoints or random movement\n4. Implement chase behavior when player is detected\n5. Add a rifle attachment in the right hand\n\nLet me start by creating the Enemy class. I'll make it patrol using simple waypoint paths around the arena, and chase when it detects the player within a radius.\n\nFor the rifle, I can add it as a simple geometry attached to the enemy's mesh.\n\nFirst, let me create the Enemy class:","signature":"EvwKCqgBCBAYAipA3CcOWNuMgAY8pCydtD+8gEVS+eMUxIdkDUbw8CVQEzgGeFoAQ1ROZmETemycg6SLjqF8bkH/jByyGddJAxmNCDIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgwjanT+l5qRVSKEQxIaDAxwY4CY97AdSTS7DCIw1902byWMvtuv1Z39M/ctdYN3V/8srybtqVTJtUk2kOkrubEbsN29YUNQ84VHUroIKoAJZQw6EeMJY0FajxNYLks4ygGhSIiqTsJsXasvKgPbbVkjL5EFp0e4duovXsvQvU8Lb2KE0Gb47ESBtG+P9IDCOjloB0n5pFM1Eer4H+FjIxV65j9Or4Ba71GpcliZln60iHDy+EgtOu8zdr68UWSFGI21XxNTGGT6e4yQMtAbb0NoptgJxjAsgF6/ro9GTOpkBRDgoAytEXhfKInLaniMf2uKXQ5Yb1SAHJqb9HIdfj3bXbSNsk3mtZItcSdNfc2s9owAeuNjuYBgb+nOi38ckrK474/XTo860y/42G3THNV6q1jx3nDPwQs1WMzzp+QGz32DR69J1GKRO7E2Hg3Zcv1vlpPb0z2PBNgG2LDrMIx++z+A+i0IShXvqtWHlo7T0gJcBErcqymn3LubaM63ETLYszrKqz5eE624hRTkdMiNjsO7orfDmSfNp1FlVt+uIkAQ7k+ozOy5haMH6nZiNx71esB419d/A0DsTOqer8RGdRtS5M4XpQblS8IYzWmakihLX+N3y8M86PRODXgXv2DUHoK5S5IbJoQvsKUOUsDixyzScTiIpVWB/uabURWi2UF2HK8ncAXQ0+vMuOCkytI6etYhivbAeSWhVC6nJ+eo1L2VRMnZvZgI9vJCkrv3ubref5TYy7Yiahkbvn/RXxbDM67TrbwNT9of7Ik253aMiiklXNeZ2iI6t1RItfM4HDDlFHVpCpX8DNOaFC/YUxHPnZjRU0LvI2CsV9r6W6yV0UweBlI0azQYO2VxJjR8YgcOBfdBBkuS/RMnqkqc0zUf04/9y1G93MQpT7FID3hL04PKqm5tx3mYxL3Fzjqea4RGNqh036p9ZDOhiOFUoKxXrTFVdRszDEc6ff/JnVXiHb0MYCg+TK9xyShLw2VTc62qWL0WGi1qbCWeRuXNL1u/zKLXZGkqZoxMF9Pss28d/EqhA21jw7/xbiH+SV0lvM2Nd/LXk6jJmfluVjOepAjbS1jXQIcnbAYNWiDqCXvzf+9hJy4H3cujwnpRx074M/jkMyknaAER+V492Ab6EFQXn2P1TjMckwHtWM2bxwYjnlJgJym5lwzIvMbyUlhueEkzu/zkE1Oq74tklZKjuovEL07o4AwR900AA5IMY/gYSvsBb0HeqabH04G5N9bw8lzSCI5dFQr04LInXF0C0drCqui63UrZdQ6TFtL/eKT3srprgcDuHFHseXfeN5kWw9IS2XNWW16EkWIfM9cqygV6Wcn5LZipyMaxV13v2wGx16U3tOolxIQ1Q5Lrsd2Oql7w0ncyxZC2NUKRTZ2n0LoU/DY4L0XrNNr9zGsrTWf+K90L+3+LmRJD4ddl/8Mi7cVbcWDSKXM/nSOw/evzv6YsSQPetMKIedSWIl6rY7/EW7UA4U9T8uubQMAWaSsVsPFAMIgqSNbMZhbsRrydppmasXj6wzSiunH7tWNkDOd0nH2xqSFskce/Yq9urnYqxFMRBnNHKJu1TZC4sONYc+xObgZd173koJgd40BjjkMZMMrvnoRI/IOV4WqZIS6WGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":4030,"cache_read_input_tokens":40447,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":4030},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"6cde0b40-28bc-4ec7-8cb1-46aa10847346","timestamp":"2026-08-19T08:34:47.297Z","request_id":"req_011CeBoMBfoXWF9j1P2FQRsg"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoMGTnA52PRkfhuSfAJ","type":"message","role":"assistant","content":[{"type":"text","text":"Starting with the Enemy class. I'll create an entity that patrols waypoints, detects the player within range, and chases them. The rifle will be attached to their right hand.\n\n1. Create the Enemy class in `src/entities/Enemy.ts`\n2. Add the enemy visual in `src/render/shapes.ts`\n3. Wire it into `src/scenes/Play.ts`"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":4030,"cache_read_input_tokens":40447,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":4030},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d608fa77-a6b7-437e-badf-de3f35926537","timestamp":"2026-08-19T08:34:48.630Z","request_id":"req_011CeBoMBfoXWF9j1P2FQRsg"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoMGTnA52PRkfhuSfAJ","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01DMHEizTBUJ7FdDV7jJVfGh","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/entities/Player.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":4030,"cache_read_input_tokens":40447,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":4030},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"91f48751-6a42-400f-9ac0-aacaef02cd82","timestamp":"2026-08-19T08:34:49.134Z","request_id":"req_011CeBoMBfoXWF9j1P2FQRsg"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DMHEizTBUJ7FdDV7jJVfGh","type":"tool_result","content":"Wasted call — file unchanged since your last Read. Refer to that earlier tool_result instead."}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"fb77bd83-5058-415a-aaa5-c457ec6701aa","timestamp":"2026-08-19T08:34:49.136Z","tool_use_result":{"type":"file_unchanged","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/entities/Player.ts"}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"cbd8d1ea-e448-4964-96f6-86360d3c5029","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":20,"estimated_tokens_delta":18,"uuid":"6896a62d-1e94-4e70-8d1c-55fe25a5c3ef","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":87,"estimated_tokens_delta":67,"uuid":"d08ec1a8-c4f7-4b29-a679-5ba6d0d79939","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoMkGrUEFWdQ1aJ9bFL","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Right, I already read it. Let me proceed with creating the Enemy class file.","signature":"EtcCCqgBCBAYAipAlLUD0amW/e6N1iUAvTOOgctfxh1MpMa5Fh2rPME4hRO6PDf+ndlme/9KBWqJ+RT0ekJhxuPrEY5j5dGz7ykfcTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyS/cVKAk4KrcTr6OUaDMh4yDu/Sp5JVD/+6iIw27id+XR9U4+WOx7XVLytGg9RpTAMROq5bO9rc73DukFIHrMLUjII5HUig+dMCZ7uKlyL7AE49Z7uFVKb2CCTWGT4+p0UEkWVZb4EmFcJm70Yoh39AwqvVUVc+kwEAL8ho1nlJ/AzinNKsXWq8BKzf22mKFRbVR4nj2O5TR+HeoK0hF1jxI/l+VN2Ci0VRBgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":627,"cache_read_input_tokens":44477,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":627},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"a3006fd4-5661-4574-b007-e643ea70383f","timestamp":"2026-08-19T08:34:50.539Z","request_id":"req_011CeBoMjKJhLJpC75TGd2od"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoMkGrUEFWdQ1aJ9bFL","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01S94i7wWaDE3oADh9QzcNF1","name":"Write","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/entities/Enemy.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createEnemyVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst MOVE_SPEED = 2.5;\nconst CHASE_SPEED = 3.8;\nconst DETECTION_RADIUS = 8;\nconst PATROL_POINTS = [\n new Vector3(-6, 0.85, -8),\n new Vector3(6, 0.85, -8),\n new Vector3(6, 0.85, 2),\n new Vector3(-6, 0.85, 2),\n];\n\nexport class Enemy {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly tags = [\"hostile\", \"enemy\"];\n health = 60;\n alive = true;\n chasing = false;\n #patrolIndex = 0;\n #detectionShape = CollisionShape3D.sphere(DETECTION_RADIUS);\n #scanHandle: ScheduleHandle | undefined;\n #onFire: (origin: Vector3) => void;\n #fireTimer = 0;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: { readonly onFire?: (origin: Vector3) => void } = {},\n ) {\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createEnemyVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.4, 0.38),\n });\n }\n\n startDetection(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 1,\n position: this.mesh.position,\n shape: this.#detectionShape,\n });\n this.chasing = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(ctx: GameCtx, dt: number, playerPos: Vector3): void {\n if (!this.alive) return;\n\n const targetPos = this.chasing ? playerPos : PATROL_POINTS[this.#patrolIndex];\n const direction = targetPos.clone().sub(this.mesh.position);\n const distanceSq = direction.lengthSq();\n\n if (!this.chasing && distanceSq < 0.5 * 0.5) {\n this.#patrolIndex = (this.#patrolIndex + 1) % PATROL_POINTS.length;\n }\n\n direction.normalize();\n const speed = this.chasing ? CHASE_SPEED : MOVE_SPEED;\n this.body.velocity.x = direction.x * speed;\n this.body.velocity.z = direction.z * speed;\n this.body.moveAndSlide(dt);\n\n if (!this.chasing) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 4;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0.35, 0.65, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n return true;\n }\n\n debug(): Record {\n return {\n alive: this.alive,\n chasing: this.chasing,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":627,"cache_read_input_tokens":44477,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":627},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"8fa39619-f6e4-44d3-8673-49fc51b683a9","timestamp":"2026-08-19T08:35:02.902Z","request_id":"req_011CeBoMjKJhLJpC75TGd2od"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01S94i7wWaDE3oADh9QzcNF1","type":"tool_result","content":"File created successfully at: /tmp/prd157-after-work-20260819/run-6/src/entities/Enemy.ts (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"b73c8b9c-705b-4cda-8906-93669eb40f68","timestamp":"2026-08-19T08:35:02.910Z","tool_use_result":{"type":"create","filePath":"/tmp/prd157-after-work-20260819/run-6/src/entities/Enemy.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createEnemyVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst MOVE_SPEED = 2.5;\nconst CHASE_SPEED = 3.8;\nconst DETECTION_RADIUS = 8;\nconst PATROL_POINTS = [\n new Vector3(-6, 0.85, -8),\n new Vector3(6, 0.85, -8),\n new Vector3(6, 0.85, 2),\n new Vector3(-6, 0.85, 2),\n];\n\nexport class Enemy {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly tags = [\"hostile\", \"enemy\"];\n health = 60;\n alive = true;\n chasing = false;\n #patrolIndex = 0;\n #detectionShape = CollisionShape3D.sphere(DETECTION_RADIUS);\n #scanHandle: ScheduleHandle | undefined;\n #onFire: (origin: Vector3) => void;\n #fireTimer = 0;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: { readonly onFire?: (origin: Vector3) => void } = {},\n ) {\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createEnemyVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.4, 0.38),\n });\n }\n\n startDetection(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 1,\n position: this.mesh.position,\n shape: this.#detectionShape,\n });\n this.chasing = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(ctx: GameCtx, dt: number, playerPos: Vector3): void {\n if (!this.alive) return;\n\n const targetPos = this.chasing ? playerPos : PATROL_POINTS[this.#patrolIndex];\n const direction = targetPos.clone().sub(this.mesh.position);\n const distanceSq = direction.lengthSq();\n\n if (!this.chasing && distanceSq < 0.5 * 0.5) {\n this.#patrolIndex = (this.#patrolIndex + 1) % PATROL_POINTS.length;\n }\n\n direction.normalize();\n const speed = this.chasing ? CHASE_SPEED : MOVE_SPEED;\n this.body.velocity.x = direction.x * speed;\n this.body.velocity.z = direction.z * speed;\n this.body.moveAndSlide(dt);\n\n if (!this.chasing) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 4;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0.35, 0.65, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n return true;\n }\n\n debug(): Record {\n return {\n alive: this.alive,\n chasing: this.chasing,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n","structuredPatch":[],"originalFile":null,"userModified":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"18c0206f-1ffd-4e47-8a6e-2c21665e0b1c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":25,"estimated_tokens_delta":24,"uuid":"e33f67e8-9448-47e7-a795-35b88db43e41","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":46,"estimated_tokens_delta":21,"uuid":"6638b7d8-5027-484b-aa61-1228cd89dfd3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":54,"estimated_tokens_delta":8,"uuid":"128b88d2-e8a4-40e1-b802-77293a005483","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":123,"estimated_tokens_delta":69,"uuid":"79711429-7820-4dcc-b7a3-366c9d597cba","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoNko92pm5yGgBMEwNv","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good! Now I need to add the visual for the enemy in shapes.ts. I'll create a function called createEnemyVisual that builds a humanoid shape with a rifle in the right hand. Let me read shapes.ts and add the function.","signature":"EuMDCqgBCBAYAipATYMDGRK5nl1euMS4je0Slu44IckDXkoV0HKB2O9mpUbu0Ytbv/h5WwoMIgSewfVjv9MirCvxY4Emt+qOXaVf4DIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgy12fClH48bgwrC4zwaDAWwV0wwYWCordShyiIwtNX7h499WI2JgG/GOZEqlBKLA9u9setZGFAty6FiUrqY0JxyQ0zNZfvp2tazuRcZKucB0r4GuISJdtJd/++ZSYTOHaSsvzlbtqBWO+Cr4UoayZ0qhG/cmu8BMc5ChY1uYwrxNBmgkfS6tJgL7clqWXqVoOCG/z0+g4sRZmrERJ1ZfcclDbIhC6V4xqTUzoRIeXfE9kSqZtmeKN1bU0uGxv8TpK19HS38tA20nu88r7zdftc2Rt6otJ8zwOj8LjWfcIRokDLkCSvI3H8ZZyU6jqdmFzeUXuZ+o868OOS96BQrE5Br0LRvXCiKfJRi907pduGIbfjSYvRmv1pGt6L5cHip+2HsyGGfyiwDXEzlFu3PIlcQkxFOsG8hGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1551,"cache_read_input_tokens":45104,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1551},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"8a58bf0a-6b56-45b5-a387-0529d3f29e25","timestamp":"2026-08-19T08:35:04.496Z","request_id":"req_011CeBoNkAgS1s9yngEfGEzm"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoNko92pm5yGgBMEwNv","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_013dVY7ewWMhNvCCXp6mGE74","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/render/shapes.ts","old_string":"export function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}","new_string":"export function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}\n\nexport function createEnemyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"enemy-visual\";\n const body = block(0.68, 1.35, 0.68, materials.hostile);\n body.position.y = 0.62;\n group.add(body);\n const head = new Mesh(new SphereGeometry(0.28, 4, 3), materials.hostile);\n head.position.set(0, 1.08, 0);\n head.castShadow = true;\n group.add(head);\n const rifle = block(0.15, 0.15, 0.9, materials.shadow);\n rifle.position.set(0.32, 0.7, -0.4);\n rifle.rotation.z = Math.PI / 6;\n rifle.castShadow = true;\n group.add(rifle);\n return group;\n}"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1551,"cache_read_input_tokens":45104,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1551},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"a84761b6-781a-4edb-a4fb-9707bd513d4a","timestamp":"2026-08-19T08:35:08.106Z","request_id":"req_011CeBoNkAgS1s9yngEfGEzm"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_013dVY7ewWMhNvCCXp6mGE74","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/render/shapes.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"818d075b-9991-4f11-886b-f1206aef8565","timestamp":"2026-08-19T08:35:08.112Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/render/shapes.ts","oldString":"export function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}","newString":"export function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}\n\nexport function createEnemyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"enemy-visual\";\n const body = block(0.68, 1.35, 0.68, materials.hostile);\n body.position.y = 0.62;\n group.add(body);\n const head = new Mesh(new SphereGeometry(0.28, 4, 3), materials.hostile);\n head.position.set(0, 1.08, 0);\n head.castShadow = true;\n group.add(head);\n const rifle = block(0.15, 0.15, 0.9, materials.shadow);\n rifle.position.set(0.32, 0.7, -0.4);\n rifle.rotation.z = Math.PI / 6;\n rifle.castShadow = true;\n group.add(rifle);\n return group;\n}","originalFile":"// Generated for you. All arena silhouettes and gameplay visuals start here.\nimport {\n BufferAttribute,\n BufferGeometry,\n CylinderGeometry,\n Group,\n type Material,\n Mesh,\n SphereGeometry,\n} from \"three\";\n\nimport type { ReturnTypeOfMaterials } from \"./types.js\";\n\nconst roundedCache = new Map();\n\nexport type ShooterMaterials = ReturnTypeOfMaterials;\n\nfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n const halfX = width / 2;\n const halfY = height / 2;\n const halfZ = depth / 2;\n const positions = new Float32Array([\n -halfX,\n -halfY,\n -halfZ,\n halfX,\n -halfY,\n -halfZ,\n halfX,\n halfY,\n -halfZ,\n -halfX,\n halfY,\n -halfZ,\n -halfX,\n -halfY,\n halfZ,\n halfX,\n -halfY,\n halfZ,\n halfX,\n halfY,\n halfZ,\n -halfX,\n halfY,\n halfZ,\n ]);\n const normals = new Float32Array(positions.length);\n for (let index = 0; index < positions.length; index += 3) {\n const x = positions[index] ?? 0;\n const y = positions[index + 1] ?? 0;\n const z = positions[index + 2] ?? 0;\n const length = Math.hypot(x, y, z) || 1;\n normals[index] = x / length;\n normals[index + 1] = y / length;\n normals[index + 2] = z / length;\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n geometry.setIndex([\n 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n 3, 4, 3, 7,\n ]);\n return geometry;\n}\n\nfunction roundedBox(\n width: number,\n height: number,\n depth: number,\n radius = 0.12,\n segments = 1,\n): BufferGeometry {\n const key = `${width},${height},${depth},${radius},${segments}`;\n const cached = roundedCache.get(key);\n if (cached !== undefined) return cached;\n const geometry = compactBox(width, height, depth);\n roundedCache.set(key, geometry);\n return geometry;\n}\n\nfunction shadowed(mesh: Mesh, cast = true): Mesh {\n mesh.castShadow = cast;\n mesh.receiveShadow = true;\n return mesh;\n}\n\nfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n return shadowed(new Mesh(roundedBox(width, height, depth), material));\n}\n\nexport function createArena(materials: ShooterMaterials) {\n const group = new Group();\n group.name = \"arena\";\n const floor = block(22, 0.4, 20, materials.arena);\n floor.name = \"arena-floor\";\n floor.position.set(0, -0.2, -2);\n group.add(floor);\n const walls = [\n { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n ].map(({ depth, position, width }, index) => {\n const wall = block(width, 3.8, depth, materials.shadow);\n wall.name = `arena-wall-${index}`;\n wall.position.set(position[0], position[1], position[2]);\n group.add(wall);\n return wall;\n });\n for (let x = -9; x <= 9; x += 3) {\n const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n strip.position.set(x, 0.012, -2);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n for (let z = -11; z <= 7; z += 3) {\n const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n strip.position.set(0, 0.014, z);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n return { floor, group, walls };\n}\n\nexport function createPlayerVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"player-visual\";\n const body = block(0.76, 1.35, 0.76, materials.player);\n body.position.y = 0.62;\n group.add(body);\n const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n visor.position.set(0, 0.88, -0.4);\n visor.castShadow = true;\n group.add(visor);\n const muzzle = new Mesh(\n new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n muzzle.position.set(0, 0.52, -0.55);\n muzzle.castShadow = true;\n group.add(muzzle);\n return group;\n}\n\nexport function createTargetVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"target-visual\";\n const body = block(1.2, 1.8, 1, materials.hostile);\n body.position.y = 0.9;\n group.add(body);\n const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n ring.position.y = 0.9;\n ring.castShadow = true;\n group.add(ring);\n const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n crossbar.position.y = 0.9;\n crossbar.castShadow = true;\n group.add(crossbar);\n return group;\n}\n\nexport function createFriendlyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const body = block(0.9, 1.4, 0.9, materials.player);\n body.position.y = 0.7;\n group.add(body);\n const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n antenna.position.y = 1.65;\n group.add(antenna);\n return group;\n}\n\nexport function createWallVisual(materials: ShooterMaterials): Mesh {\n return block(0.65, 2.8, 2.8, materials.shadow);\n}\n\nexport function createPickupVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const base = block(0.65, 0.12, 0.65, materials.trim);\n base.position.y = 0.06;\n group.add(base);\n const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n orb.position.y = 0.45;\n orb.castShadow = true;\n group.add(orb);\n return group;\n}\n\nexport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}\n","structuredPatch":[{"oldStart":192,"oldLines":3,"newStart":192,"newLines":21,"lines":[" export function createProjectileVisual(materials: ShooterMaterials): Mesh {"," return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);"," }","+","+export function createEnemyVisual(materials: ShooterMaterials): Group {","+ const group = new Group();","+ group.name = \"enemy-visual\";","+ const body = block(0.68, 1.35, 0.68, materials.hostile);","+ body.position.y = 0.62;","+ group.add(body);","+ const head = new Mesh(new SphereGeometry(0.28, 4, 3), materials.hostile);","+ head.position.set(0, 1.08, 0);","+ head.castShadow = true;","+ group.add(head);","+ const rifle = block(0.15, 0.15, 0.9, materials.shadow);","+ rifle.position.set(0.32, 0.7, -0.4);","+ rifle.rotation.z = Math.PI / 6;","+ rifle.castShadow = true;","+ group.add(rifle);","+ return group;","+}"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":3,"estimated_tokens_delta":3,"uuid":"c414bb3d-22ac-4b34-b57e-8634c919b622","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":30,"estimated_tokens_delta":27,"uuid":"95fabb68-697d-4d59-a581-ebc6440fa1b3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":40,"estimated_tokens_delta":10,"uuid":"681f66ad-4073-4bef-8b02-1d993e684e64","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":108,"estimated_tokens_delta":68,"uuid":"aaa596ce-bca2-43c5-989d-e7f64ea8822c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoP965VDzMcXhEDyLU1","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good! Now I need to wire the Enemy into the Play scene. Let me read the Play.ts file again to see where I need to add the enemy initialization and update.","signature":"EqYDCqgBCBAYAipAO5ZyOMruBfBhmC5wXl4AA24q/FoAGdHiu5iAPhQ07h3sbcKzCWXTW9+Cfy/q/bnSj67KOqFWoKyUf5kT8YKa9TIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgy+6kM0DHJPJWXh/TYaDCrt7vqjb5MWCgHuqyIwSwg+VkFFzUrME08DvpVxRDW4FwQ7aYVT5m6cLIhz9odNXokkenTVGdlJAGchOFVeKqoBn2OuutQlQSVUWjsb3QAJZ0hbOVXktnHsetbliRoV1sCK6d3T2Gx5gLXwrVjTrY/s9aZABZb5W3bO3hnG3PfqBdIzlLM+cQk7wkXA4biBfxDKZv7nNbtrYDZvH2iw0TYsg/KRJrcF989tEgswYwq0I6GhVcT6jT3kG4fjPOqwemrciViDzwgx4mueEll3OT7O30IBGlx87qwRS4vFPu4Ji8iXciH9779xAlQYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":644,"cache_read_input_tokens":46655,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":644},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"59f181e5-c9ec-43b9-b289-05f5e17ad040","timestamp":"2026-08-19T08:35:09.388Z","request_id":"req_011CeBoP8PetySjH2wzDXriN"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoP965VDzMcXhEDyLU1","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01FuUvakcvDcfyWFqXJWZKo3","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";","new_string":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":644,"cache_read_input_tokens":46655,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":644},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"517e4c5d-42f7-4016-b16a-583ff783c1d0","timestamp":"2026-08-19T08:35:13.348Z","request_id":"req_011CeBoP8PetySjH2wzDXriN"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01FuUvakcvDcfyWFqXJWZKo3","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"30864bc1-8d56-4c69-9b81-5958a7155ffa","timestamp":"2026-08-19T08:35:13.352Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";","newString":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":2,"oldLines":6,"newStart":2,"newLines":7,"lines":[" import { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";"," import { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";"," import { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";","+import { Enemy } from \"../entities/Enemy.js\";"," import { Pickup } from \"../entities/Pickup.js\";"," import {"," FRIENDLY_LAYER,"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"32b4b254-6ec2-4287-82cd-11ab48bcf96e","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":36,"estimated_tokens_delta":35,"uuid":"2d6dc0d9-0cd8-4949-a66e-1ae0592b3a46","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":48,"estimated_tokens_delta":12,"uuid":"a8bc3a26-cbd5-4244-9610-705b61affb12","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":116,"estimated_tokens_delta":68,"uuid":"4e198a51-7eb8-49ff-a54d-36a24d5e8b0d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoPXYwNjniRT41qXPW3","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to add the enemy instances to the Play scene. Let me look for where the targets and pickups are initialized and add enemies there. I'll add them after the pickup initialization.","signature":"EsgDCqgBCBAYAipAwSsF/BUfXinlZJuNKqQflWk6JzaaX1TykhtVp7hIAzFcJ9dUWRYwxhLK221BAM/FF9+djrK6Cmfz6qt3oNfoMjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxRVPP8cfKufnTgRlIaDFFncj0BOngw0tCuUiIwl5my2+zvyFYKVAjhdv7BwJoINXWxahlqU7d7bAfwHcNWDVAO9UPrUZL6cVh47jWcKswBpBBnm31X7bQbICxUa01anCnCN4FJmKlWacratqnP3DMRtOco1kxRwA52HD0V2Eju/kk1GB56NvkLa0DAGVJyKDg/F07/0SFNKNrIEhskqRcX2T7vILlePhHVU+/FKinGqN7kQ2/gKcMjMVQP9gpt0xvqYR5j6/6uN2nlv97b3vj6C73Md5OhGogaD2nZkdlfVhWcZoHxzLpeGzBQSps3xDy2wJN+cSTZJ+Z28ooip8xsdEkFgqlXOPAO4DGkVva1YwYg8xR5v0eCUspxGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":658,"cache_read_input_tokens":47299,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":658},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"0fc6eee8-7ba5-44c2-bc7b-34238efed780","timestamp":"2026-08-19T08:35:14.730Z","request_id":"req_011CeBoPWmoo9BRTrXnSZzAf"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoPXYwNjniRT41qXPW3","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_0194k9xjWj1CWRQKPxRWrtPy","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;","new_string":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":658,"cache_read_input_tokens":47299,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":658},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"bf1f3add-5679-47b7-a5a2-1202e25386eb","timestamp":"2026-08-19T08:35:16.775Z","request_id":"req_011CeBoPWmoo9BRTrXnSZzAf"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0194k9xjWj1CWRQKPxRWrtPy","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d9ba54d6-5345-47e2-ac91-123a80b55d5b","timestamp":"2026-08-19T08:35:16.780Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;","newString":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":103,"oldLines":8,"newStart":103,"newLines":10,"lines":[" };"," const targets = new Map();"," const waveTargets: TargetEntry[] = [];","+ const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];"," const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];"," let projectileIndex = 0;","+ let enemyIndex = 0;"," const waveDirector = new WaveDirector();"," const hitscan = new Hitscan();"," const spawnPoints = SPAWN_POINTS;"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":4,"uuid":"eb23e837-bd2f-4e54-9a91-1f09f0786bf8","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":41,"estimated_tokens_delta":37,"uuid":"38b77b34-7525-437d-a898-87ba22979e00","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":45,"estimated_tokens_delta":4,"uuid":"d976a8e2-66b9-4954-9db1-c8e1343b20c7","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":111,"estimated_tokens_delta":66,"uuid":"d13957b6-0f09-4948-a375-710ef995941c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoPnXbEZ3U8AU8zqhWG","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to add code to create enemy instances and handle their firing. Let me find where to add the enemy creation, and also add logic to handle enemy fire and removal.","signature":"ErcDCqgBCBAYAipACk5i0UN9ReeAyi7BWYfJNnazQFP0Gm/MPDNhEwarcnSAw8f17os0MgnHbUJTc5mvwdRaluKIhn9zSj+PQae/KDIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgzTkG+CgqMgxT8awGAaDG4D1VuilJ0WLV4eBSIwHL6ZpSdYHO9Jrk8Fa+bs6asA2D5I3d8UaQy5FatLhhWVDaWLD/TJuv4uPjNyDw6LKrsBN4+oaQ62S3Pxf5ozAoZ0VVtpq8EMTQ4K/0lTsVqepeCTraeIMJb+wmK1S4E+I5fqdRbnatyHIpYcaLOeq/0u8YNoTRAt4B4YK7doIiVXpabI1Hh9QwDEv9O22Z7PNnl3BUAj42b2uCt3xCIUgZpuaOE0z+XqLSwOtdveCyK2R6B434QZ/8eTgOsfTkvHQf2IAdbvgILX9YF1BqT0MOmcOwD4yXk48Pj+wtOTbRywO2EhE++EuDS836acFxgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":429,"cache_read_input_tokens":47957,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":429},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"c41a94ca-dd0a-4c7e-9292-5626f7660648","timestamp":"2026-08-19T08:35:18.272Z","request_id":"req_011CeBoPmT7DQAaCD8ot6eXu"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoPnXbEZ3U8AU8zqhWG","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01EHUNeam1KsJXtSecwkJ74k","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);","new_string":" const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":429,"cache_read_input_tokens":47957,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":429},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"4511f9fd-2ef6-457f-af62-44e72b87fc44","timestamp":"2026-08-19T08:35:23.608Z","request_id":"req_011CeBoPmT7DQAaCD8ot6eXu"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01EHUNeam1KsJXtSecwkJ74k","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"9611a282-831a-438c-ba80-eb4bc53866a2","timestamp":"2026-08-19T08:35:23.612Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);","newString":" const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":261,"oldLines":6,"newStart":261,"newLines":20,"lines":[" );"," ctx.entities.add(\"health-pickup\", pickup);"," ","+ const registerEnemy = (position: Vector3): Enemy => {","+ const id = `enemy.${enemyIndex++}`;","+ const enemy = new Enemy(ctx, materials, position, {","+ onFire: createEnemyProjectile,","+ });","+ enemies.push({ id, value: enemy });","+ ctx.entities.add(id, enemy);","+ enemy.startDetection(ctx, player.body.body.id);","+ return enemy;","+ };","+","+ registerEnemy(new Vector3(-3, 0.85, -5));","+ registerEnemy(new Vector3(3, 0.85, 0));","+"," const spawnWave = (wave: number): void => {"," const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {"," health: 35,"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"33f71041-c65b-49a8-8f42-15f500711c03","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":32,"estimated_tokens_delta":31,"uuid":"7d1feccb-bed2-4bbb-aaac-9b275bf9c0b4","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":44,"estimated_tokens_delta":12,"uuid":"ebe907fb-5323-4db0-b079-a31e532626ee","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":112,"estimated_tokens_delta":68,"uuid":"fc3cae30-5ce4-4d61-8f45-9d29bd87b1ec","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoQJDHBaTtrVaBSxk3z","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to update the game loop to update the enemies and handle their removal when they die. Let me find where the targets are updated and add similar logic for enemies.","signature":"ErkDCqgBCBAYAipADJWRynx7udg6DeSipGv7Me0ZTHwk+xqHIRgPD0iHIqerWySdinvpjEvxhev+faZ3w8CpmOEnc1bYWMH+k03HLjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgzX3wWDDelOyfTK6f8aDAFi4cL+q6SzabFxCSIwE4k7fCsAAaBmQvSMNNW+crrHttoJejXp5NyvBdMGRUxqAY/VpxKDZ0/TTGYEHnSrKr0BG2xceQiUyFvD2IWMrj+nGS7JDmrssLSSamE1uxTYHvj2s5VwI2zjSryMv6UliWSLzgBpOT3aUQi6cuVb0U63mhDXIfxryKKUzJ0ZkCCaByTL0p/I4eu9euPefraw6uQONG/vVP5L4RD05lwWtEoXkiNvOpnzIaKgdRp8p+iTIXj91fFCGhK3UK2NN/no+VUlKjqbHqrq3PiKh+wqiu9TzIIxcMNxDooSS9Y0azBKGygzlcZnB+IE/u1MfWk6GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":795,"cache_read_input_tokens":48386,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":795},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"5d4f545d-6b59-4714-966c-dd486f137dba","timestamp":"2026-08-19T08:35:25.211Z","request_id":"req_011CeBoQHAHSDPtof6gQBoZ8"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoQJDHBaTtrVaBSxk3z","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01JxyjBjsAgLAr1oL14vxTJg","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };","new_string":" const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":795,"cache_read_input_tokens":48386,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":795},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"bfd8804f-17a9-4ae4-b5f2-1e3c73582e6f","timestamp":"2026-08-19T08:35:29.161Z","request_id":"req_011CeBoQHAHSDPtof6gQBoZ8"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JxyjBjsAgLAr1oL14vxTJg","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"02cd927b-e887-4998-af7d-905f095e5a07","timestamp":"2026-08-19T08:35:29.170Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };","newString":" const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":368,"oldLines":6,"newStart":368,"newLines":15,"lines":[" }"," };"," ","+ const removeDeadEnemies = (): void => {","+ for (let index = enemies.length - 1; index >= 0; index -= 1) {","+ const entry = enemies[index];","+ if (entry?.value.alive !== false) continue;","+ removeEntity(entry.id);","+ enemies.splice(index, 1);","+ }","+ };","+"," const restart = (frameCtx: GameCtx): boolean => {"," if (!frameCtx.input.justPressed(\"restart\")) return false;"," frameCtx.state.set(Play.initialState);"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":4,"uuid":"d1b2504b-83c2-45c2-825e-2defcdad734a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":34,"estimated_tokens_delta":30,"uuid":"6b9f7274-9ce4-4238-bf9a-441e7032c478","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":16,"uuid":"d12af55b-1920-4bc6-9738-e32ad8562389","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":117,"estimated_tokens_delta":67,"uuid":"471af1a4-fa5a-4fbc-baab-123a0a06daf2","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoQh7guk9kNeMtbqC6S","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to update the main game loop to:\n1. Update enemies each frame\n2. Remove dead enemies\n3. Handle enemy damage from player weapons\n\nLet me update the main loop where targets are updated.","signature":"Es4DCqgBCBAYAipAO84Nk3ScYNdhbiKKQa6qZdcQJ7Xpm97ZAGKkr03NHUqE6g1LGvFIMAPUB5yMk5BJWphZRBidb7AY6lzktN44oTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxTNpFh4Zw9x0u+1tsaDOkHrKvJnOW+Kr2irCIwaQNGZNWXwuN7jSWK5irH+GYOAWCNGUgEvdTxaCXU+gpIDpZt5fJZeoV9WHICMDgIKtIBu26yhjARyWlUGZKlf22jPDZo6ALk0m9h6cZSW+nXhx35OXDrUYEsG6da3799dKumkn7Peq83pwIjGXwd87WPAwSNtbxUI9v1Q57E/kEEeb9zT8U3j8f/EWGzB/LRN1Zbu4Z/wZCPE1zikVKg/IXQZlaxdGD9sed1l3EB/Zy5YGtqVllbhyGZVmmpN3id1SIUyJ6Bne9c6NnTn8oybu0LnDXG5Si7ubkXncL7sWO5TIqWEtjdZePTmwY4+E+QzUsk677odmZROIjIc35dfyFN+fb9GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":685,"cache_read_input_tokens":49181,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":685},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"267c50ea-3872-469b-b6fe-db3bdfa6226e","timestamp":"2026-08-19T08:35:30.515Z","request_id":"req_011CeBoQgSFwWtb7TFJ5U4ug"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoQh7guk9kNeMtbqC6S","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01L3P2pATveBzrjjtMZ6ykdA","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };","new_string":" return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":685,"cache_read_input_tokens":49181,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":685},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"358e38fd-4530-400d-a901-8656aa7e380f","timestamp":"2026-08-19T08:35:34.351Z","request_id":"req_011CeBoQgSFwWtb7TFJ5U4ug"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01L3P2pATveBzrjjtMZ6ykdA","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"6c465f1c-d6cb-4741-8de1-d81ffcbd39bd","timestamp":"2026-08-19T08:35:34.357Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };","newString":" return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":444,"oldLines":8,"newStart":444,"newLines":10,"lines":[" hitscan.update(dt);"," updateProjectiles(frameCtx, dt);"," for (const target of targets.values()) target.update(dt);","+ for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);"," pickup.update(dt);"," removeDeadTargets();","+ removeDeadEnemies();"," updateWaves(frameCtx);"," syncStateAndHud(frameCtx);"," rig.follow(player.mesh.position, dt);"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":4,"uuid":"d547bc02-7c42-456c-b6c9-62f4da0adcdf","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":36,"estimated_tokens_delta":32,"uuid":"d908dc57-28ea-4007-8376-0b95f170368a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":65,"estimated_tokens_delta":29,"uuid":"65f01c1a-80a0-4bd2-b15c-bc79e9a1af00","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} 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I need to update the fireHitscan and fireProjectile functions to also handle damage to enemies. But first, let me check if there's a combat damage utility that I can use. Let me look at how applyDirectDamage works.","signature":"EpkECqgBCBAYAipAFbxW3/YbKfm1fARR1d3auG2lJQkqC6B5ot43ccGATeYlgBB+lMfVtTk7rzwsoOGiIMaCozJ5DuHAk507oDeKUzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyCx2uTJ/8c/7sLfUkaDFmWVHRgkn8ENQJuwSIw8BmMyua6c80rW0oHk0ItvzbdT7WVmJoOmNMNvZgzgmWLBr+SlWySbVw3+0YY/h/5Kp0C3a/Cuc+yc5uG/ygsMmKlsi90q55XAumLe6KRSj0PaxScIycZNxycDihstWtk8BE3pnHq6Qui9B1daoYox495QGF4NqsgHl8J3byXucIGKDWxT9+lzrcyT9iUjISwuf2Qc5t24ain4/pckPHa/KL6wvBK7w5is6uxU/ffW1w5udoyLlcaYIqlQ0TO/SeexFvEPLdNFoHs3mCFpXdz06QsW1d3BLnwpkAIsyifABbJSLTvPDRDml/ReFXkjdmj12dMPUaMQF+406+fkebRUfCYqkYbm1xu5n8In3aSjmOxUOZ1BKRdKXLnxwLBPqF9HFOgpijpRnSF22Q5VM2leTVq0wEt5zDrKtKB3SPUiShE9OI2oZKQwljnaPFrBvzWGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":628,"cache_read_input_tokens":49866,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":628},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"7bee8317-1ba8-4ece-b9c3-b13f5af7ce16","timestamp":"2026-08-19T08:35:36.042Z","request_id":"req_011CeBoR4b21vCCkQXDJXXpF"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoR5anocs9Ahs6TqwAC","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_016g9yc8bSag64aV8dhqKgfS","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/combat/damage.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":628,"cache_read_input_tokens":49866,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":628},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d8ea0334-70a3-4ac5-9532-a026cae436fe","timestamp":"2026-08-19T08:35:36.402Z","request_id":"req_011CeBoR4b21vCCkQXDJXXpF"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_016g9yc8bSag64aV8dhqKgfS","type":"tool_result","content":"1\timport type { IPhysicsContext } from \"@threenative/physics\";\n2\timport { CollisionShape3D } from \"@threenative/physics\";\n3\timport type { Vector3 } from \"three\";\n4\timport { HOSTILE_LAYER } from \"../entities/Player.js\";\n5\timport type { Target } from \"../entities/Target.js\";\n6\timport { directSpaceState } from \"../physics.js\";\n7\t\n8\texport function applyDirectDamage(\n9\t targets: ReadonlyMap,\n10\t bodyId: number,\n11\t amount: number,\n12\t): boolean {\n13\t const target = targets.get(bodyId);\n14\t return target?.takeDamage(amount) ?? false;\n15\t}\n16\t\n17\texport function applyRadiusDamage(\n18\t physics: IPhysicsContext,\n19\t centre: Vector3,\n20\t radius: number,\n21\t amount: number,\n22\t targets: ReadonlyMap,\n23\t): Set {\n24\t const hits = directSpaceState(physics).intersectShape({\n25\t collisionMask: HOSTILE_LAYER,\n26\t maxResults: 16,\n27\t position: centre,\n28\t shape: CollisionShape3D.sphere(radius),\n29\t });\n30\t const defeated = new Set();\n31\t for (const hit of hits) {\n32\t const target = targets.get(hit.body.id);\n33\t if (target === undefined || !target.alive) continue;\n34\t // Candidate discovery is the physics query. This single falloff calculation is the weapon's\n35\t // design, not a JavaScript distance scan over the level.\n36\t const distance = target.mesh.position.distanceTo(centre);\n37\t const falloff = Math.max(0, 1 - distance / radius);\n38\t if (target.takeDamage(amount * Math.max(0.25, falloff))) defeated.add(hit.body.id);\n39\t }\n40\t return defeated;\n41\t}\n42\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"5c0c3de2-c379-4aca-806c-e5a4f6f811dd","timestamp":"2026-08-19T08:35:36.408Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/combat/damage.ts","content":"import type { IPhysicsContext } from \"@threenative/physics\";\nimport { CollisionShape3D } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { HOSTILE_LAYER } from \"../entities/Player.js\";\nimport type { Target } from \"../entities/Target.js\";\nimport { directSpaceState } from \"../physics.js\";\n\nexport function applyDirectDamage(\n targets: ReadonlyMap,\n bodyId: number,\n amount: number,\n): boolean {\n const target = targets.get(bodyId);\n return target?.takeDamage(amount) ?? false;\n}\n\nexport function applyRadiusDamage(\n physics: IPhysicsContext,\n centre: Vector3,\n radius: number,\n amount: number,\n targets: ReadonlyMap,\n): Set {\n const hits = directSpaceState(physics).intersectShape({\n collisionMask: HOSTILE_LAYER,\n maxResults: 16,\n position: centre,\n shape: CollisionShape3D.sphere(radius),\n });\n const defeated = new Set();\n for (const hit of hits) {\n const target = targets.get(hit.body.id);\n if (target === undefined || !target.alive) continue;\n // Candidate discovery is the physics query. This single falloff calculation is the weapon's\n // design, not a JavaScript distance scan over the level.\n const distance = target.mesh.position.distanceTo(centre);\n const falloff = Math.max(0, 1 - distance / radius);\n if (target.takeDamage(amount * Math.max(0.25, falloff))) defeated.add(hit.body.id);\n }\n return defeated;\n}\n","numLines":42,"startLine":1,"totalLines":42}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"bb395e0a-3b00-402f-ad72-fa5a9db4d4ff","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":28,"estimated_tokens_delta":26,"uuid":"ae7667de-e59b-424b-beb6-9453b75b7199","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":56,"estimated_tokens_delta":28,"uuid":"99598934-37a7-4cf4-9dfe-584c915ab1f3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":82,"estimated_tokens_delta":26,"uuid":"f1f6a40a-6e56-44be-a91f-621cc13ce5e3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":106,"estimated_tokens_delta":24,"uuid":"e40dad9c-0819-4e82-ab8c-76a87f8bd2fd","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":139,"estimated_tokens_delta":33,"uuid":"7e738860-0601-4ebe-93a5-c4c17efbc895","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":183,"estimated_tokens_delta":44,"uuid":"973d6cf0-71f6-4daa-bbe2-54ec8ebdd5b3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":210,"estimated_tokens_delta":27,"uuid":"b2827b9f-31fc-4b65-ae0a-a89dfcd1683a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":243,"estimated_tokens_delta":33,"uuid":"a326543d-b3ef-47d0-a23e-4d915d4a6800","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":265,"estimated_tokens_delta":22,"uuid":"0f203b26-af48-4af8-90fc-449efb4b6eec","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":287,"estimated_tokens_delta":22,"uuid":"a8bbe0e3-aa57-488d-b91d-f765cffca307","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":323,"estimated_tokens_delta":36,"uuid":"c768e03f-0410-4529-ba08-f58422ebd69a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":356,"estimated_tokens_delta":33,"uuid":"a48c6c90-09d4-4f99-aa99-0c842e644303","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":395,"estimated_tokens_delta":39,"uuid":"4704fbe3-23df-43a8-9bbc-ca9d3e6624ac","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":411,"estimated_tokens_delta":16,"uuid":"5fdcebb8-bc4c-43cf-88b6-01c5e9bd0206","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":412,"estimated_tokens_delta":1,"uuid":"33a649c0-c6d5-4135-a64b-4a6f827def57","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":455,"estimated_tokens_delta":43,"uuid":"ff9c8717-ae3c-4a31-bdd7-775f971a23d0","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":516,"estimated_tokens_delta":61,"uuid":"060b2b1f-05a0-45a0-84d5-ae5521492d01","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoREJfUgZrTKn1xSLvQ","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"I see, the damage system is currently generic but it's keyed to the Target type. I need to update it to also handle Enemies. Let me update the damage.ts file to support a union type or create separate handling. Actually, I think the cleanest approach is to update the types to accept a more generic hostile entity type. But looking at the code, it specifically takes a ReadonlyMap.\n\nI could either:\n1. Update the damage functions to handle both Target and Enemy\n2. Create a separate enemies map for damage tracking\n3. Combine targets and enemies into a single hostile map\n\nLet me go with option 1 - make the damage functions work with both types. I'll need to update the imports and the function signatures.\n\nActually, let me check if Enemy and Target have compatible takeDamage methods...\n\nLooking at Enemy.ts:\n```typescript\ntakeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n return true;\n}\n```\n\nAnd Target.ts has:\n```typescript\ntakeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n return true;\n}\n```\n\nPerfect! They have the same signature. I can create a union type or just create a separate damage handler for enemies. Actually, I think the simplest approach is to:\n1. Create a separate map for enemies for damage tracking\n2. Update the fireHitscan and fireProjectile functions to check both targets and enemies\n\nI'll go with that plan.","signature":"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"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":732,"cache_read_input_tokens":50494,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":732},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"29c8abbc-d190-481d-83c0-b6de33592fba","timestamp":"2026-08-19T08:35:42.873Z","request_id":"req_011CeBoRDQqVpLPPCfUtofPu"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoREJfUgZrTKn1xSLvQ","type":"message","role":"assistant","content":[{"type":"text","text":"Now I need to handle enemy damage from player weapons. Let me add a map to track enemies for damage and update the fire functions."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":732,"cache_read_input_tokens":50494,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":732},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"7ed84dd2-5b16-4680-a2fb-c3a153793610","timestamp":"2026-08-19T08:35:42.873Z","request_id":"req_011CeBoRDQqVpLPPCfUtofPu"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoREJfUgZrTKn1xSLvQ","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01LnhKRPupge8op3xBLBvhVg","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;","new_string":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":732,"cache_read_input_tokens":50494,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":732},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"49fcd905-ccc9-4d34-b5bb-0cf944c4bee0","timestamp":"2026-08-19T08:35:44.684Z","request_id":"req_011CeBoRDQqVpLPPCfUtofPu"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01LnhKRPupge8op3xBLBvhVg","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"e4fcad09-185a-4f79-ac09-0d7edcfbe022","timestamp":"2026-08-19T08:35:44.688Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;","newString":" const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":103,"oldLines":6,"newStart":103,"newLines":7,"lines":[" };"," const targets = new Map();"," const waveTargets: TargetEntry[] = [];","+ const enemyMap = new Map();"," const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];"," const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];"," let projectileIndex = 0;"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"dbace1f0-73d1-49db-bb2d-bbdc7a11630e","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":22,"estimated_tokens_delta":21,"uuid":"dbe70eb0-8582-4fa7-86b2-f0053d6320af","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":90,"estimated_tokens_delta":68,"uuid":"8b220c2a-ac30-4a31-affc-af63a2de2ba9","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoRqcSFwUCfKRmTjuQ7","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to update the registerEnemy function to also add enemies to the enemyMap.","signature":"Et8CCqgBCBAYAipAmLURz8xV5StptdcOVbP8XFqE5OmQZjvSi03oWoMdogbr9NAY/sTq5uEdU0WjI1b96tlrc0F7512vNT07zTUfxjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgz7jKozJ+m0+qFq46oaDG0aQTOCE/nbY+epkSIw8DK3kivzEIs8vB72986eJ7GJB1v7K1K4VVdYlqenl/fOJ5NINnUNvSPQgSLgLH+TKmQi/A8lzb2s7VB8PyWVcQqxnHlJDgo5PPvhUW98/rr318RBuogHQA2JBfLZz4z+t7XzTB3fjemxBxh2APD5GPj6AFo4MVYiRICH68HnWoodXEofuuphTJ+gbvbiu85oSlI/kjWwGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1048,"cache_read_input_tokens":51226,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1048},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"8bb6f075-ca4a-471b-bcd9-26fdccee5aa6","timestamp":"2026-08-19T08:35:46.275Z","request_id":"req_011CeBoRpuGhcim8dEB22dov"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoRqcSFwUCfKRmTjuQ7","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_016w4NR3tDXzFNCC9kenKS5V","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };","new_string":" const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1048,"cache_read_input_tokens":51226,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1048},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"a908d576-530c-47db-9691-b72b58b503a1","timestamp":"2026-08-19T08:35:48.864Z","request_id":"req_011CeBoRpuGhcim8dEB22dov"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_016w4NR3tDXzFNCC9kenKS5V","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"44f78c5e-49ac-4003-aeec-1cc71cabab84","timestamp":"2026-08-19T08:35:48.869Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };","newString":" const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":268,"oldLines":6,"newStart":268,"newLines":7,"lines":[" onFire: createEnemyProjectile,"," });"," enemies.push({ id, value: enemy });","+ enemyMap.set(enemy.body.body.id, enemy);"," ctx.entities.add(id, enemy);"," enemy.startDetection(ctx, player.body.body.id);"," return enemy;"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":4,"uuid":"873936bb-399d-4a3e-84bf-e30b7fc8fa9c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":31,"estimated_tokens_delta":27,"uuid":"c19498db-ebf7-47dd-a9a4-abf6e9b824d3","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":99,"estimated_tokens_delta":68,"uuid":"b6dd4b5c-0a79-4637-9c8f-5ab3ac12ed3d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoS9duLkWpjDTznpRbg","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to update the fireHitscan function to handle damage to enemies as well. Let me find and update that function.","signature":"EoQDCqgBCBAYAipAFTLWzu35A8Jy0XlueQNVET8uPQHA4Hye5xUhAPbM/NOa8LvF/Kizv/SCs8UeGVH1TgmqvO2KOoRwBBnyDvpybzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyMBvvxm852eUitbfEaDHWXZ2ZLjgL0m6CxqSIwYpxU3ERlb1hS+LSSZoL6v7nPfUADvJheGu7VxaXgpAivxEPs6RbcrW6R8kyerjuUKogB4V5m5K7Ylm0DF6WuF3Yg9Yj3i01sE67Wr1B58kfKnrZXKNWI3As6h+eaG3GQ7uPYlM53mTaOdh2WrVbpEEsobW/Rw7mzzf33p14cmuxVbLHAgwObeHSIS/2WPF1jQKlb6HGeAcq86meNG9VAbVn75thVUieRtnxdFEpFAj6CJUNRG+yazSCbbRgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":501,"cache_read_input_tokens":52274,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":501},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"7d1db350-c4a1-4d81-9ed0-cb1cae502c15","timestamp":"2026-08-19T08:35:50.236Z","request_id":"req_011CeBoS8onva6bJXjMXzBu4"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoS9duLkWpjDTznpRbg","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01LAcephhUDdBBLzKSufuzg7","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };","new_string":" const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":501,"cache_read_input_tokens":52274,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":501},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"92e4e448-8716-47cb-80e1-cff424d17da6","timestamp":"2026-08-19T08:35:57.911Z","request_id":"req_011CeBoS8onva6bJXjMXzBu4"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01LAcephhUDdBBLzKSufuzg7","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"31986da4-88f8-4d9e-b4eb-ad31c61c2336","timestamp":"2026-08-19T08:35:57.918Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };","newString":" const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":294,"oldLines":7,"newStart":294,"newLines":9,"lines":[" if (hit === undefined) return;"," const state = ctx.state.getState();"," const target = targets.get(hit.body.id);","+ const enemy = enemyMap.get(hit.body.id);"," if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);","+ if (enemy !== undefined) enemy.takeDamage(40);"," const demoHit = hit.body.id === demo.body.body.id;"," ctx.state.set({"," demoTargetAlive: demo.alive ? 1 : 0,"]},{"oldStart":314,"oldLines":6,"newStart":316,"newLines":7,"lines":[" distanceTenths: Math.round(hit.distance * 10),"," });"," if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });","+ if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });"," };"," "," const fireProjectile = (): void => {"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"bfe08ac2-33fb-4913-aac5-f0d40edcf28b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":27,"estimated_tokens_delta":26,"uuid":"8cfcf4cb-7dc7-46e5-b911-336d89676e0d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":95,"estimated_tokens_delta":68,"uuid":"f80fb128-3d7b-466b-a804-f6f539de55c1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoSqTYM1Z4irdBguN3S","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I need to update the fireProjectile function to also handle enemy damage. Let me find and update that.","signature":"EvUCCqgBCBAYAipAjmNFzNgbiC2uoCguMxO+JOHkSRXKdBShGOxRhU19svyF3nJfl7SRHD6JV0xAbGgwOWDb6Tki5cHwEx6e0iiGwjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgzhCPuq4OuAkuQW5OgaDKoI5hqjV5MZXVS+aiIwjTZc/UtCxxbh8LWT/22tEtpTwawfoJmNx9eoyYpCPTLpevqReovl2+4jFg4SXE+WKnoLdncXQRoGAPA1uQpYPUHZDaFg+mCFxCFcT70kpnbulcIvpkrHhbZDrPCRjjXisHcqtOp26+uqjC3cYzXaDAo0721KGeafwshOVBtmOTx48S9AyMN9K3J3breih1eep4/gljc4jvBTQzXuqqeG5UgjwvjmlpfyxQNnfxgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1086,"cache_read_input_tokens":52775,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1086},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"7b0e0df7-2f35-4519-a810-69a63d606055","timestamp":"2026-08-19T08:36:00.045Z","request_id":"req_011CeBoSoJKA526feyNKevdi"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoSqTYM1Z4irdBguN3S","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01SmSyJpNG76aPDmRLutqYXT","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };","new_string":" const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1086,"cache_read_input_tokens":52775,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1086},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"2e763cef-7ce8-4f5d-b38f-1b6f8e9c2394","timestamp":"2026-08-19T08:36:03.785Z","request_id":"req_011CeBoSoJKA526feyNKevdi"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01SmSyJpNG76aPDmRLutqYXT","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"503a4a12-b2d9-4081-8b79-4cb5059b2deb","timestamp":"2026-08-19T08:36:03.809Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };","newString":" const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":328,"oldLines":7,"newStart":328,"newLines":10,"lines":[" AIM,"," HOSTILE_LAYER | WORLD_LAYER,"," (hit) => {","- if (applyDirectDamage(targets, hit.body.id, 22))","+ const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);","+ const enemy = enemyMap.get(hit.body.id);","+ const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);","+ if (targetDefeated || enemyDefeated)"," emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });"," },"," );"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":3,"estimated_tokens_delta":3,"uuid":"1150676c-4616-477c-9b40-c103a8a14b53","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":32,"estimated_tokens_delta":29,"uuid":"be7e9dba-4dc1-490a-b19d-ea1fea20f8ed","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":36,"estimated_tokens_delta":4,"uuid":"16c6c7d2-c5de-46be-98b5-7ae77cf43d36","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":105,"estimated_tokens_delta":69,"uuid":"0762a522-3afe-4f46-ab41-d0bd60e50b20","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoTGYQRCP7Nv7VStWqf","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now I also need to make sure that when an enemy is removed, it's also removed from the enemyMap. Let me update the removeDeadEnemies function.","signature":"EpoDCqgBCBAYAipA8jzsVNJkfwNhdEqzeqWOc7oTQ8EiJXoPRkNlYRSlh/+RAl4k7Rx4NhLRztOwDseoCEzJEwUufN2SJKYbltFPQTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgy2C+FqoJImxz27Mc4aDMZXuKHiP2gmLn6vryIwgCe9O+Y62cz1VDYydih3+Yxuk4bQ8NzmkVBikf+FFB/ACSL9iuxj18BSG4yGuEJMKp4BUqCKkhQKHx/4av5mKSdExO8811hYmcWQpL+z+NoLC5O0/dc/NJ2OKi7+E3Vr4Al8ZCpeXFwo3WGl1X58fT5xzHOU5r3sp63a9l0sRF02F2zZaIJuq1mSuVE3uxd0WQMA5cDQw938RweIeBqNThTy4BC7oeJyxVGGXs9vf8/ftDeWXqBJbcTYLfchojXRaXtOAyF5hptzJVc9LRMlWtEYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":653,"cache_read_input_tokens":53861,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":653},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"ee9d46e8-f52f-4e65-bf7e-f25f2eaef4a1","timestamp":"2026-08-19T08:36:17.172Z","request_id":"req_011CeBoTEbq9Maxcxx4MBkst"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoTGYQRCP7Nv7VStWqf","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_011z9bSqEFwgUZ5zVEhM1hiT","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };","new_string":" const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemyMap.delete(entry.value.body.body.id);\n enemies.splice(index, 1);\n }\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":653,"cache_read_input_tokens":53861,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":653},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f90bf923-f6c9-4ada-b85a-6315a2b38a69","timestamp":"2026-08-19T08:36:18.157Z","request_id":"req_011CeBoTEbq9Maxcxx4MBkst"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_011z9bSqEFwgUZ5zVEhM1hiT","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"8be91c09-6bc8-4bf6-80b6-6e8454413b68","timestamp":"2026-08-19T08:36:18.160Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };","newString":" const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemyMap.delete(entry.value.body.body.id);\n enemies.splice(index, 1);\n }\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":381,"oldLines":6,"newStart":381,"newLines":7,"lines":[" const entry = enemies[index];"," if (entry?.value.alive !== false) continue;"," removeEntity(entry.id);","+ enemyMap.delete(entry.value.body.body.id);"," enemies.splice(index, 1);"," }"," };"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"6bd4b4c3-ec8f-4b64-84d1-31cf54085535","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":35,"estimated_tokens_delta":34,"uuid":"e380a6ff-2d38-46ce-8eba-f384db0b18ef","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":49,"estimated_tokens_delta":14,"uuid":"db8bc7ff-7e19-40eb-b29b-7395d4fcdf7f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":117,"estimated_tokens_delta":68,"uuid":"7a0f70f1-de4c-42f5-b18b-f99ab9a3fd38","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUL7jrk9ZWsHakFcsp","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good! Now let me test the build to make sure everything compiles correctly. I should also handle radius damage for enemies. Let me update the fireRadius function to also handle enemy damage.","signature":"EsoDCqgBCBAYAipAGlGQ0UHloYmXDh4jOfVFR5H0mg0+obuiOzRuQKGhHCB7hmbee9eSpD4SHC9H5+uF60ywchIwLZwoXjZIIhSoyzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgzyjTmWIw7aoRwa+jsaDA/SmbJ/9S4dV0bsnSIwUyCrjQEEj/kSzq4VToAf8Fw+3Pg92lnSf5S6igrXGOOZo11CYIrE0EsNqoQ/1DpZKs4BtfSPWKl+/L637eiI5pf/cULsoB6sQEOhrLVdl0gsg6Q6vFNoxouV1dWjo/Xkrv1dbtWj630SmTVsR+a6cbgl/J/U4DIMhHRqcnp2vgp3fIe/qg307ZB6Rmv3g9UfwPJIkTRdRoS7zNGxiN0FVoZCK7Dsma5EWpKql5r3HuYNzKELXZ7JLo881UMIc0B2FDd8vjPs5qUDWXzXUfI09aYfnM0Bx09RoJVMKxvr/5bhgGErRAZTMFhsdJf2bdD5Iliki8KZvo3IGPqa5ToR5PsYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":474,"cache_read_input_tokens":54514,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":474},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"3448ac1a-1302-4d09-a1b5-2bb542d559a3","timestamp":"2026-08-19T08:36:19.915Z","request_id":"req_011CeBoUJmdkvq7nbFR2bx5B"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUL7jrk9ZWsHakFcsp","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01WHQ1fSxUyKksSKUVT8TyfK","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":" const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };","new_string":" const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n for (const enemy of enemyMap.values()) {\n const distance = enemy.mesh.position.distanceTo(BLAST_CENTRE);\n if (distance > 3.5) continue;\n const falloff = Math.max(0, 1 - distance / 3.5);\n enemy.takeDamage(80 * Math.max(0.25, falloff));\n }\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":474,"cache_read_input_tokens":54514,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":474},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"1aee4d6f-0814-4426-b396-d1639d264d26","timestamp":"2026-08-19T08:36:25.044Z","request_id":"req_011CeBoUJmdkvq7nbFR2bx5B"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WHQ1fSxUyKksSKUVT8TyfK","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"62ef3b8c-3091-49ac-bb9b-f738b8e5c439","timestamp":"2026-08-19T08:36:25.048Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":" const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };","newString":" const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n for (const enemy of enemyMap.values()) {\n const distance = enemy.mesh.position.distanceTo(BLAST_CENTRE);\n if (distance > 3.5) continue;\n const falloff = Math.max(0, 1 - distance / 3.5);\n enemy.takeDamage(80 * Math.max(0.25, falloff));\n }\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemyMap.delete(entry.value.body.body.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":341,"oldLines":6,"newStart":341,"newLines":12,"lines":[" "," const fireRadius = (): void => {"," applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);","+ for (const enemy of enemyMap.values()) {","+ const distance = enemy.mesh.position.distanceTo(BLAST_CENTRE);","+ if (distance > 3.5) continue;","+ const falloff = Math.max(0, 1 - distance / 3.5);","+ enemy.takeDamage(80 * Math.max(0.25, falloff));","+ }"," const insideDeaths = [radiusNear, radiusMid].filter("," (target) => target.alive === false,"," ).length;"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"50724f2e-7b78-4a55-b226-ad4974190e6a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":27,"estimated_tokens_delta":25,"uuid":"1691dff5-3830-4c85-b355-bedd1c85aa15","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":31,"estimated_tokens_delta":4,"uuid":"bb64aadb-1e58-4508-b4bd-0db08216b3b1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":99,"estimated_tokens_delta":68,"uuid":"2863e253-e2dd-425b-a963-8ca324c9e7af","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUpUKCZn7M47JQzpGw","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Now let me test if the project builds and runs correctly. I'll run `pnpm typecheck` first to catch any TypeScript errors.","signature":"EoUDCqgBCBAYAipANPvywIFbthgmXjph7RydtWBoCweWK2mCgtJM8kFKYh5ViG6n9r1bumCHELVICO1oTL80qH4fJWKEdwEa5jFUxzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgw2TKJ6dGqaLzMHgPYaDBd9tdPRqAD9QdwQ8CIwJUfqRkKx2C/oWikGtaYpWkpRrAMYO4iQ2GIb97cn/bLD9DVLtD9jAMl8/W65os/gKokBMznuU2YPVpMVbMYnHosvCN2rURB3YeBb1EmD3tox6zTpOY2lWBYEAs5b4LJ7eHTN7GjaVIkjVZs6682ZtCmlnWg6xk01fiDVflsuLjaBvUVeWz8UnDb4zn/G+JWdtSBKnNdDuPrjCVSnFhzD0B8eVRErRFH9BQLTxJ/4P/YOhKehT+tqUIXjKD0YAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":789,"cache_read_input_tokens":54988,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":789},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"016a147c-b612-4506-bbae-df1ab9d20850","timestamp":"2026-08-19T08:36:26.574Z","request_id":"req_011CeBoUoQpQHwdQqZqyHVwo"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUpUKCZn7M47JQzpGw","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_012KEJYTsh5pwkud7qWBVnEL","name":"Bash","input":{"command":"pnpm typecheck 2>&1 | head -100"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":789,"cache_read_input_tokens":54988,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":789},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f7363c28-2353-492c-b43d-fb428e2ef265","timestamp":"2026-08-19T08:36:26.895Z","request_id":"req_011CeBoUoQpQHwdQqZqyHVwo"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_012KEJYTsh5pwkud7qWBVnEL","type":"tool_result","content":"> run-6@ typecheck /tmp/prd157-after-work-20260819/run-6\n> tsc --noEmit -p tsconfig.json\n\nsh: line 1: tsc: command not found\n ELIFECYCLE  Command failed.","is_error":false}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"ecdcef97-a0e5-4f46-bf66-dcdbfa0a46c2","timestamp":"2026-08-19T08:36:27.301Z","tool_use_result":{"stdout":"> run-6@ typecheck /tmp/prd157-after-work-20260819/run-6\n> tsc --noEmit -p tsconfig.json\n\nsh: line 1: tsc: command not found\n ELIFECYCLE  Command failed.","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"5f84d37a-ee1f-4032-b4f6-8645831dd9d1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":17,"estimated_tokens_delta":16,"uuid":"5bd72156-8e9a-41f6-8515-19ca78946edf","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":85,"estimated_tokens_delta":68,"uuid":"aefbe943-1020-4140-8322-95ab85034ec6","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUzfjZk259cEKPDHfM","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"TypeScript is not installed yet. Let me install dependencies first.","signature":"Es4CCqgBCBAYAipA7EkeBvRhLZw/pOEogw7Qg/necka/mLEdkiVc2mQF8T9Sv6+3nTkItxPdyejh9yukZ8mjtWZLL4g1kaEabOlsHTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxi8hz0Gt7Ujlw6xYwaDKldxfCYuT4MxLOf5CIw1D1nEKo9ahB5RMjXb5uY2erFX3iuWevjzMI3nJn+yFw9EyMyDcBQnOUNN88tqsSXKlOssTs4qcT6yNRvlLFBJkbRkV6ULSYepFeC3amOERRLJc86TP1I2kGmcAszJHkXvWqSg1uPIHoX+9YdwmkVj2Tvdf8Gy2Lsfq+pNNcbenRbHdFgdBgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":219,"cache_read_input_tokens":55777,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":219},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"79da51b7-f6a6-4fa1-b54d-19e73ddd312d","timestamp":"2026-08-19T08:36:28.631Z","request_id":"req_011CeBoUxvK1qu5qHNUcytxQ"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoUzfjZk259cEKPDHfM","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01RhMDPPRqYCuWKHbdNG56xy","name":"Bash","input":{"command":"pnpm install 2>&1 | tail -50"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":219,"cache_read_input_tokens":55777,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":219},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"924a3c1a-9453-4402-b181-5318aeea731d","timestamp":"2026-08-19T08:36:29.086Z","request_id":"req_011CeBoUxvK1qu5qHNUcytxQ"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01RhMDPPRqYCuWKHbdNG56xy","type":"tool_result","content":"Progress: resolved 0, reused 1, downloaded 0, added 0\n ERR_PNPM_FETCH_404  GET https://registry.npmjs.org/threenative-engine-mcp: Not Found - 404\n\nThis error happened while installing a direct dependency of /tmp/prd157-after-work-20260819/run-6\n\nthreenative-engine-mcp is not in the npm registry, or you have no permission to fetch it.\n\nAn authorization header was used: Bearer npm_[hidden]","is_error":false}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"39f3f340-9011-4bf3-b61c-2fcdc29c4f83","timestamp":"2026-08-19T08:36:29.723Z","tool_use_result":{"stdout":"Progress: resolved 0, reused 1, downloaded 0, added 0\n ERR_PNPM_FETCH_404  GET https://registry.npmjs.org/threenative-engine-mcp: Not Found - 404\n\nThis error happened while installing a direct dependency of /tmp/prd157-after-work-20260819/run-6\n\nthreenative-engine-mcp is not in the npm registry, or you have no permission to fetch it.\n\nAn authorization header was used: Bearer npm_[hidden]","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":3,"estimated_tokens_delta":3,"uuid":"02a2eb13-6815-4404-9ab5-88c56a6af87f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":31,"estimated_tokens_delta":28,"uuid":"ee8d3a66-9ae4-457b-a43f-1d84ce7a4abe","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":39,"estimated_tokens_delta":8,"uuid":"1f4436ee-2567-4879-abf1-70b084391ccf","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":106,"estimated_tokens_delta":67,"uuid":"e16a1780-79b1-4742-bcb5-263f3478ef9f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVAPdDu8ioTFJjqgY4","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"The project needs a private registry or the `threenative-engine-mcp` is not publicly available. Let me check the package.json to understand the 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-{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVAPdDu8ioTFJjqgY4","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01De2wvBaQtFGzjpTiWV8r27","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/package.json"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":262,"cache_read_input_tokens":55996,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":262},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f8fc7b2c-8ba7-4aab-817c-d331188cd14f","timestamp":"2026-08-19T08:36:31.499Z","request_id":"req_011CeBoV9TZm7r63vkJdKiVR"} 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tsconfig.json\"\n17\t },\n18\t \"dependencies\": {\n19\t \"@threenative/core\": \"0.2.0\",\n20\t \"@threenative/physics\": \"0.2.1\",\n21\t \"@threenative/ui\": \"0.2.1\",\n22\t \"react\": \"19.2.0\",\n23\t \"react-dom\": \"19.2.0\",\n24\t \"three\": \"0.185.1\"\n25\t },\n26\t \"devDependencies\": {\n27\t \"@tailwindcss/vite\": \"4.3.3\",\n28\t \"@types/three\": \"0.185.3\",\n29\t \"@vitejs/plugin-react\": \"6.0.5\",\n30\t \"@threenative/playtest\": \"0.2.0\",\n31\t \"threenative-engine-mcp\": \"0.2.0\",\n32\t \"@types/react\": \"19.2.0\",\n33\t \"@types/react-dom\": \"19.2.0\",\n34\t \"playwright\": \"1.62.1\",\n35\t \"create-threenative\": \"0.2.2\",\n36\t \"tailwindcss\": \"4.3.3\",\n37\t \"threenative-asset-mcp\": \"0.4.0\",\n38\t \"threenative-sculpt-mcp\": \"0.1.0\",\n39\t \"typescript\": \"5.9.3\",\n40\t \"vite\": \"8.2.0\"\n41\t },\n42\t \"optionalDependencies\": {\n43\t \"@threenative/runtime-native\": \"0.2.0\"\n44\t },\n45\t \"pnpm\": {\n46\t \"onlyBuiltDependencies\": [\"@threenative/runtime-native\"]\n47\t }\n48\t}\n49\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"475d01eb-7cec-46c6-9d76-f60768c59946","timestamp":"2026-08-19T08:36:31.502Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/package.json","content":"{\n \"name\": \"run-6\",\n \"private\": true,\n \"license\": \"MIT\",\n \"type\": \"module\",\n \"scripts\": {\n \"dev\": \"vite\",\n \"build\": \"threenative build\",\n \"build:web\": \"threenative build --target web\",\n \"build:desktop\": \"threenative build --target desktop\",\n \"build:android\": \"threenative build --target android\",\n \"build:ios\": \"threenative build --target ios\",\n \"test:native\": \"pnpm build:desktop && node node_modules/@threenative/runtime-native/scripts/verify-starter-desktop.mjs\",\n \"pretest\": \"playwright install chromium\",\n \"test\": \"vite build && threenative-playtest --scenario \\\"playtests/*.playtest.json\\\" --browser-recipe webgpu --headed --server-command \\\"pnpm dev --host 127.0.0.1 --port $PORT --strictPort\\\"\",\n \"typecheck\": \"tsc --noEmit -p tsconfig.json\"\n },\n \"dependencies\": {\n \"@threenative/core\": \"0.2.0\",\n \"@threenative/physics\": \"0.2.1\",\n \"@threenative/ui\": \"0.2.1\",\n \"react\": \"19.2.0\",\n \"react-dom\": \"19.2.0\",\n \"three\": \"0.185.1\"\n },\n \"devDependencies\": {\n \"@tailwindcss/vite\": \"4.3.3\",\n \"@types/three\": \"0.185.3\",\n \"@vitejs/plugin-react\": \"6.0.5\",\n \"@threenative/playtest\": \"0.2.0\",\n \"threenative-engine-mcp\": \"0.2.0\",\n \"@types/react\": \"19.2.0\",\n \"@types/react-dom\": \"19.2.0\",\n \"playwright\": \"1.62.1\",\n \"create-threenative\": \"0.2.2\",\n \"tailwindcss\": \"4.3.3\",\n \"threenative-asset-mcp\": \"0.4.0\",\n \"threenative-sculpt-mcp\": \"0.1.0\",\n \"typescript\": \"5.9.3\",\n \"vite\": \"8.2.0\"\n },\n \"optionalDependencies\": {\n \"@threenative/runtime-native\": \"0.2.0\"\n },\n \"pnpm\": {\n \"onlyBuiltDependencies\": [\"@threenative/runtime-native\"]\n }\n}\n","numLines":49,"startLine":1,"totalLines":49}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"628db6fc-d269-4f5a-8533-2d04db65e1fd","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":36,"estimated_tokens_delta":35,"uuid":"1252f907-1791-4f9a-b756-1e04ace5d7b5","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":72,"estimated_tokens_delta":36,"uuid":"15e2d592-b43b-4c3b-a613-79ad277e9323","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":103,"estimated_tokens_delta":31,"uuid":"3647ce31-df9e-4259-897b-cbfa14f3beb4","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} 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The dependencies are from `@threenative` which is likely a private organization. Since I can't install the dependencies directly, let me at least verify the code is syntactically correct by checking for any obvious issues in the files I created.\n\nLet me run a quick check on the TypeScript files to ensure they don't have obvious errors. Actually, I can try running `pnpm build` or `pnpm dev` to see if the code compiles. But first, let me check if there's a `.npmrc` file or any setup needed.","signature":"ErcGCqgBCBAYAipAr/EzVg0MrWrB/xIlWn/M5yW5xPiruHLUrF6Rp9JWVJr6oNnXghext2gqMGA4PYNhhvQf+8+98vjbxngqD8QFjTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgzrWOb6DwD6Tid0y78aDG5fc4N0sm8G69GoOCIwyHzW2Jayy5IbkMLs+dzxtExDpaBTGyJvlfLrEQ4GCRdX+gMbuHIXhEDEaxwe9J5cKrsEBocXf6s+f4iirjhNQwckDiNLoJnyzTsPsqJnEVg1PS215DdR6SWvzxkwTvSEI3NxX0WQhMrz38ZImjtnkT45At+q0brWduWziCX4T6WSe8K2RmoEuOOv6SVAYciHT5WoqmT5Ly8H1d8JQYKM7dQKiSnp0no55jEcNuB7skltLF5u5QdAAFmZyj8CUCHtcqA6aFAgoRcyk36f9X8DuzwyRfiyPRk6+FrDcOkjEkDOVQi6NOhfa2/PuCtNTMEHRxytjub9kiuHuNXtdMm6p3xk+g9Nmxzk4pQMJDdOZY0HiY4VKE01KUs6IpQNC+8n8o2TXG19+glvxlSEKgh40B+T0QoM64IyEVjDsBYNlGeN1rCSrA6gHDHT8ApkeANb6ymaVfBVQ0Lfvr7qIWqPTWwBVbW4uParsCwSyN15zSS/qYmGDH7rPhs8L4zGDOw7Oc2Rrk6KQ0nY7ZsFgaeRlH0ZYHwqWDE4EqDTrmkbH8+9UTaSQzoSEqxNlQO5S3Dd7AJPLnh4tZeGX4zOu4wKYRrbCsUllgkcEfIdjmaRapa/j3w1ViZ9896GbGx+25otL+RLERZqI/Mlexqu8kiFFquV/fuCkaNKSx9rPcaQGaP4JOwCgwkgbN+2rQkR07t9ynhvHDDh3y8hGF1vXSIOzRKzTkLDCzKoKDwvakngIcLBSxn9B1rHSTJT/MzdEsvgFn4a7GwCgkqIA1x4/DCiSxF1Q1KijQnVDh7qhPmTsfgWNhJrsXd8oqe5uLVTYBgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":930,"cache_read_input_tokens":56258,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":930},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"4193afff-fcae-4d65-900f-94c07cb51326","timestamp":"2026-08-19T08:36:34.287Z","request_id":"req_011CeBoVGyWb86APFuQQCJ7b"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVHz2ZHYTAcN1zQ629","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01LjwArJLN8foVZ1yZqN9wbX","name":"Bash","input":{"command":"ls -la /tmp/prd157-after-work-20260819/run-6/ | grep -E \"npmrc|yarnrc|pnpm\""},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":930,"cache_read_input_tokens":56258,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":930},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d59282c6-7778-46a8-a855-0fc0fc8a1f1f","timestamp":"2026-08-19T08:36:34.620Z","request_id":"req_011CeBoVGyWb86APFuQQCJ7b"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01LjwArJLN8foVZ1yZqN9wbX","type":"tool_result","content":"(Bash completed with no output)","is_error":false}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"54cf9880-7b3a-4d43-9f1d-b8f58fc87fbf","timestamp":"2026-08-19T08:36:34.653Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"returnCodeInterpretation":"No matches found","noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"6e760501-25c3-4d9e-878f-9ce0c850bcb2","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":37,"estimated_tokens_delta":35,"uuid":"43f71f5a-1511-4f00-8729-ee56f252774a","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":69,"estimated_tokens_delta":32,"uuid":"f75576fb-77e7-405e-aea7-f61926b7073c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":94,"estimated_tokens_delta":25,"uuid":"b4b2bd64-8739-41e8-b6b2-3238453fa6c1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":126,"estimated_tokens_delta":32,"uuid":"f3f9a740-022a-4058-addd-10deb29eb03b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":152,"estimated_tokens_delta":26,"uuid":"cfe57dfc-156f-4ec9-b976-da60da3c6b1d","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":218,"estimated_tokens_delta":66,"uuid":"06dbfbe5-99e2-40b8-93a7-05cdddf4d39c","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVXHEWgpCAauEsDiXm","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Since this is a demo repository and we can't install the dependencies due to a private registry, let me at least verify the code I've written by checking for syntax errors and logical consistency. Let me review what I've created:\n\n1. Enemy.ts - New entity class for patrolling and chasing enemies\n2. Updated shapes.ts - Added createEnemyVisual function\n3. Updated Play.ts - Added enemy registration, update loop, and damage handling\n\nLet me verify the imports and make sure everything is correct. Let me check if there are any obvious issues in the code by reviewing the Enemy class one more time.","signature":"EuEGCqgBCBAYAipAKi/xJ+OdPBIu92hnoEc2KUdsboFK/PkjdUEW4zHqS6FcVTVsD8U5IvT9N1GOpkDjWG7OyYVO1arCnqKVkO79QjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxl6dkNIKSUDzlqCFsaDPh2C0yf7ft6nhUxISIwryzrLv+wx1AbNK+8865bWvtjCCBFiMern56A6JhJ26Ye39kypmIThkxqRiL4HeHzKuUEPVL/qGZswvDtgaD1hGB2unQrvGVMElQvWxqPnw4HHwo47Jg36L2nFMrcFrkAnygtvZmt73Mr/SXocib+JUdZzvTFVQatHsaTobjYDPRJIp7GQMbhyYbrQPPX8eshF/ALudmCjypdN1kOhLFaP9ZNo8QL1Q9HZTqvQuVt2TdAX7+8GJZJSNK2pjLEZkEhlP7rQh/2HFM7IF+VYg9EyNkLjUq8PPfQvNQ8T0QRfDEY9O68YIiIgclIXeG4P87ncepUy1RiFC2W5hP+NKmsQkrznxj53GUK2OcM76Z9RL5JkDbvRNaO5XgBrWnobKCvNR23PZonIhfu9VtEld9d2LMQK8Ah1vaMlqZVcH2FVtRQSFgE/KysR9Chut/nf8yCPE9Nbqw/WCCeze2NAlkice60WZKTzYWlKVkv2x6h4JVNH8Na+HT+4TUOzwh3qq1wHHvL7PElVzTHAFR2M6FHugUFMu/hJrSWVJy0xkKuVxkUsS6Ldt0WHHQD6jEyhwcE2a9gYNPy6ynYa59TR1a0auuMSY6oUyjNTlSJKdpF8LOQUPl0qUZt5jiarlsSnCM5fK0QFN5QUdMTZ69s5RIJzy8n2rTAIrJ/YZSghHkwTy5BjP2OJ8xiWpyyV6wjTCEwZNAdbOgdvDV7cM7Q+SLx60MEtbaJUpRsZdudWSD6cPAA2pgIzllwaNcJ6BZ7VVriuNtw4vZokWiEg6FZzQPbtVrIJfNCD3eo6dxIxUyEoB9p7ymp/dCjdm6xXWyz9Vo+XyimB3lQ45UNj+s7O/qe0STYlYlmmopOidBY1Ahm82T+CFoAhckwIxgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":287,"cache_read_input_tokens":57188,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":287},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"36e6b760-eef9-499c-a86f-fb82e0b5dc5a","timestamp":"2026-08-19T08:36:37.328Z","request_id":"req_011CeBoVWR93D6mybGeN4vVg"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVXHEWgpCAauEsDiXm","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01FZHq98hLw1S8E9rGZu336x","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/entities/Enemy.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":287,"cache_read_input_tokens":57188,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":287},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"65868f05-cc62-4a60-96cb-8f2c747f0328","timestamp":"2026-08-19T08:36:37.532Z","request_id":"req_011CeBoVWR93D6mybGeN4vVg"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01FZHq98hLw1S8E9rGZu336x","type":"tool_result","content":"1\timport type { ICtx, ScheduleHandle } from \"@threenative/core\";\n2\timport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\n3\timport { type Group, Vector3 } from \"three\";\n4\timport { directSpaceState } from \"../physics.js\";\n5\timport { createEnemyVisual } from \"../render/shapes.js\";\n6\timport type { GameState } from \"../state.js\";\n7\timport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n8\t\n9\ttype GameCtx = ICtx;\n10\t\n11\tconst MOVE_SPEED = 2.5;\n12\tconst CHASE_SPEED = 3.8;\n13\tconst DETECTION_RADIUS = 8;\n14\tconst PATROL_POINTS = [\n15\t new Vector3(-6, 0.85, -8),\n16\t new Vector3(6, 0.85, -8),\n17\t new Vector3(6, 0.85, 2),\n18\t new Vector3(-6, 0.85, 2),\n19\t];\n20\t\n21\texport class Enemy {\n22\t readonly mesh: Group;\n23\t readonly body: CharacterBody3D;\n24\t readonly tags = [\"hostile\", \"enemy\"];\n25\t health = 60;\n26\t alive = true;\n27\t chasing = false;\n28\t #patrolIndex = 0;\n29\t #detectionShape = CollisionShape3D.sphere(DETECTION_RADIUS);\n30\t #scanHandle: ScheduleHandle | undefined;\n31\t #onFire: (origin: Vector3) => void;\n32\t #fireTimer = 0;\n33\t\n34\t constructor(\n35\t ctx: GameCtx,\n36\t materials: Parameters[0],\n37\t position: Vector3,\n38\t options: { readonly onFire?: (origin: Vector3) => void } = {},\n39\t ) {\n40\t this.#onFire = options.onFire ?? (() => undefined);\n41\t this.mesh = createEnemyVisual(materials);\n42\t this.mesh.position.copy(position);\n43\t ctx.add(this.mesh);\n44\t this.body = new CharacterBody3D({\n45\t collisionLayer: HOSTILE_LAYER,\n46\t collisionMask: WORLD_LAYER | PLAYER_LAYER,\n47\t autostep: { maxHeight: 0.25, minWidth: 0.18 },\n48\t object: this.mesh,\n49\t physics: ctx.physics,\n50\t shape: CollisionShape3D.capsule(0.4, 0.38),\n51\t });\n52\t }\n53\t\n54\t startDetection(ctx: GameCtx, playerBodyId: number): void {\n55\t const scan = (): void => {\n56\t if (!this.alive) return;\n57\t const hits = directSpaceState(ctx.physics).intersectShape({\n58\t collisionMask: PLAYER_LAYER,\n59\t maxResults: 1,\n60\t position: this.mesh.position,\n61\t shape: this.#detectionShape,\n62\t });\n63\t this.chasing = hits.some((hit) => hit.body.id === playerBodyId);\n64\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n65\t };\n66\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n67\t }\n68\t\n69\t update(ctx: GameCtx, dt: number, playerPos: Vector3): void {\n70\t if (!this.alive) return;\n71\t\n72\t const targetPos = this.chasing ? playerPos : PATROL_POINTS[this.#patrolIndex];\n73\t const direction = targetPos.clone().sub(this.mesh.position);\n74\t const distanceSq = direction.lengthSq();\n75\t\n76\t if (!this.chasing && distanceSq < 0.5 * 0.5) {\n77\t this.#patrolIndex = (this.#patrolIndex + 1) % PATROL_POINTS.length;\n78\t }\n79\t\n80\t direction.normalize();\n81\t const speed = this.chasing ? CHASE_SPEED : MOVE_SPEED;\n82\t this.body.velocity.x = direction.x * speed;\n83\t this.body.velocity.z = direction.z * speed;\n84\t this.body.moveAndSlide(dt);\n85\t\n86\t if (!this.chasing) return;\n87\t this.#fireTimer -= dt;\n88\t if (this.#fireTimer > 0) return;\n89\t this.#fireTimer = 4;\n90\t this.#onFire(this.mesh.position.clone().add(new Vector3(0.35, 0.65, 0)));\n91\t }\n92\t\n93\t takeDamage(amount: number): boolean {\n94\t if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n95\t this.health = Math.max(0, this.health - amount);\n96\t if (this.health > 0) return false;\n97\t this.alive = false;\n98\t this.mesh.visible = false;\n99\t this.body.velocity.set(0, 0, 0);\n100\t return true;\n101\t }\n102\t\n103\t debug(): Record {\n104\t return {\n105\t alive: this.alive,\n106\t chasing: this.chasing,\n107\t health: this.health,\n108\t position: this.mesh.position.toArray(),\n109\t };\n110\t }\n111\t\n112\t dispose(): void {\n113\t this.#scanHandle?.cancel();\n114\t this.body.dispose();\n115\t this.mesh.removeFromParent();\n116\t }\n117\t}\n118\t"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"5421a1dd-41af-4a1f-b530-a9ee82367a57","timestamp":"2026-08-19T08:36:37.540Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/entities/Enemy.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createEnemyVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst MOVE_SPEED = 2.5;\nconst CHASE_SPEED = 3.8;\nconst DETECTION_RADIUS = 8;\nconst PATROL_POINTS = [\n new Vector3(-6, 0.85, -8),\n new Vector3(6, 0.85, -8),\n new Vector3(6, 0.85, 2),\n new Vector3(-6, 0.85, 2),\n];\n\nexport class Enemy {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly tags = [\"hostile\", \"enemy\"];\n health = 60;\n alive = true;\n chasing = false;\n #patrolIndex = 0;\n #detectionShape = CollisionShape3D.sphere(DETECTION_RADIUS);\n #scanHandle: ScheduleHandle | undefined;\n #onFire: (origin: Vector3) => void;\n #fireTimer = 0;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: { readonly onFire?: (origin: Vector3) => void } = {},\n ) {\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createEnemyVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.4, 0.38),\n });\n }\n\n startDetection(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 1,\n position: this.mesh.position,\n shape: this.#detectionShape,\n });\n this.chasing = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(ctx: GameCtx, dt: number, playerPos: Vector3): void {\n if (!this.alive) return;\n\n const targetPos = this.chasing ? playerPos : PATROL_POINTS[this.#patrolIndex];\n const direction = targetPos.clone().sub(this.mesh.position);\n const distanceSq = direction.lengthSq();\n\n if (!this.chasing && distanceSq < 0.5 * 0.5) {\n this.#patrolIndex = (this.#patrolIndex + 1) % PATROL_POINTS.length;\n }\n\n direction.normalize();\n const speed = this.chasing ? CHASE_SPEED : MOVE_SPEED;\n this.body.velocity.x = direction.x * speed;\n this.body.velocity.z = direction.z * speed;\n this.body.moveAndSlide(dt);\n\n if (!this.chasing) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 4;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0.35, 0.65, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n return true;\n }\n\n debug(): Record {\n return {\n alive: this.alive,\n chasing: this.chasing,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n","numLines":118,"startLine":1,"totalLines":118}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":2,"uuid":"ebf2197a-4aa0-4696-b68b-992fc1c99a81","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":2,"uuid":"e786c26c-5812-4f8e-bfb1-8ae0ec5f9f27","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":6,"estimated_tokens_delta":2,"uuid":"0dcd01e0-8927-4793-af3c-6eda38888fc1","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":7,"estimated_tokens_delta":1,"uuid":"1a7a35ee-dc90-41dd-953d-5b86da8f2886","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":11,"estimated_tokens_delta":4,"uuid":"ad7274b8-3ebc-407b-976e-91d353182d72","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":12,"estimated_tokens_delta":1,"uuid":"9d05fb5e-84ee-49ec-abd0-644b8be0387b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":17,"estimated_tokens_delta":5,"uuid":"4bde5ff6-0ae9-42bf-bb3b-b604d030ffab","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":20,"estimated_tokens_delta":3,"uuid":"0a8cba4c-4acc-45b5-b092-743cdc965069","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":41,"estimated_tokens_delta":21,"uuid":"97a987c7-70bc-4d8e-a0df-a9887e15d88f","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":107,"estimated_tokens_delta":66,"uuid":"4392fc81-6248-4c9a-8b0b-c92eb0d4de00","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVk6ueUs3ccYvvh2Fn","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"The code looks good. Now let me run the dev server to test if the game works. Let me try running `pnpm dev` to see if it starts the development server.","signature":"EqMDCqgBCBAYAipAGstYY8/XLMqnvnJPdYaTI/xjfDwxr9TzUhXhdnUJXGMCxVIraZwLowtghbEGKC66Y/1qMW+v5c7iQJpbxKvuKjIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgypxU0KKGUkynUFtFoaDEC5UgQbY9V5FMmZ7yIwSRGmdC+1Ky6hqGTT+3hG3oyN4NysCjhQNAU4MSHwPIE5uq/7GdKurrcxnzRkEJB7KqcB2UuPrhSeL2u9XHw7v18UqhYfOVOyBfkMotGQhTkE7poRDL6fpZ6baFEutDQufHhG832Ztzd2GPmf5M8y2+vuHLyepV80UzuBV0ri+JU7ecyZ57ub8EKrTmbN3oqzC6hJEinzYhrKAlAkcsU30+ZhRKRxTi68GwYCoSPQUZbpxHJ7JUIGcMRY9Cvu5C8zRGzpWJ8ZoRmyqZAV6Hge4RqziGP2W3v6NX4YAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1950,"cache_read_input_tokens":57475,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1950},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f7c83b0a-f6de-4b1b-8660-48ecf11e5b08","timestamp":"2026-08-19T08:36:39.482Z","request_id":"req_011CeBoVimYR2TfC8DrzZ5XU"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVk6ueUs3ccYvvh2Fn","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01KKDtpJSJQb1D31uZUQBeS5","name":"Bash","input":{"command":"timeout 30 pnpm dev 2>&1 | head -80"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1950,"cache_read_input_tokens":57475,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1950},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"1fcfe26d-80f1-4f3c-9592-c864ddfef8c0","timestamp":"2026-08-19T08:36:40.301Z","request_id":"req_011CeBoVimYR2TfC8DrzZ5XU"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KKDtpJSJQb1D31uZUQBeS5","type":"tool_result","content":"> run-6@ dev /tmp/prd157-after-work-20260819/run-6\n> vite\n\nsh: line 1: vite: command not found\n ELIFECYCLE  Command failed.","is_error":false}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"60419ca3-66f6-4a71-b25f-9f392507b40f","timestamp":"2026-08-19T08:36:40.666Z","tool_use_result":{"stdout":"> run-6@ dev /tmp/prd157-after-work-20260819/run-6\n> vite\n\nsh: line 1: vite: command not found\n ELIFECYCLE  Command failed.","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":4,"estimated_tokens_delta":4,"uuid":"2e4ea2e3-e24f-4159-98e1-4c47b2f5c74e","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":29,"estimated_tokens_delta":25,"uuid":"386aae93-7e9f-4b35-8065-f021505a0b2b","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":66,"estimated_tokens_delta":37,"uuid":"f15f2e14-5997-431c-a5d1-81d49c7a5ed6","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":67,"estimated_tokens_delta":1,"uuid":"d908c253-8980-4e52-8b7a-45fa0c01e6b6","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":134,"estimated_tokens_delta":67,"uuid":"5d545343-6414-4161-8dfc-1b5ec8874493","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVy6WVzw6SXCh6h19Z","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"The dependencies are not installed because of the private registry issue. However, I can still verify the code syntactically by checking it against the patterns used in the existing codebase. Let me check the updates I made to Play.ts to ensure they're correct.","signature":"EpEECqgBCBAYAipAXsd2Sd9qQlC/5p+B1jqgnkTtRW6hT1gfFh+IXXfq/VNHmSUj737TzTUovxJ+dDqQm1iYxXRX+oVYUDagh1rEvzIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyoE8ykeVcr81l3jHsaDG+vA+xVjhqWByvvniIwRZ53gqWxh2YAUriiBjgqFAQxnVVSQOswKUzU6TeCcPYEFBrhJanFg1bMu9KS1RcRKpUC+X2awESnawp8lF7gFDVpWSziT976sUDxn/S9AJ569fLc3rV1DGE1Hk1kvAp4FnUo9vzWTciJY7FMVa+Q+7gtuoPVyNy3/eEQaycBChYW0aPsx1we3+no+dzs5uVfioSJKB8RF1j4aPQStYXKdD0ZiCAP4XbLEmLSnswgoni470oLGEbHub2TtQ9d5OGR2mhgRf4aNPeVyVlfb7eYXax3LqLqldiSgXlaqqgrWRy8vYhRFzBEK0Xjb4O1QWX9+cqHQ2SiI5hzjTuYe4m+F4JiirtRFFEeGDt8glav2pi5jJ+LvBBkCqbtqV8hCsNxJasnvsvC+4saVXLRDwc7DY83Lh6/9cnjE+c20TXj2v32EilkzHwZlxgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":216,"cache_read_input_tokens":59425,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":216},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"f656f0fd-63c7-447f-a93c-e688cffffccb","timestamp":"2026-08-19T08:36:42.451Z","request_id":"req_011CeBoVx5z5SSwdqTsj9vLc"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVy6WVzw6SXCh6h19Z","type":"message","role":"assistant","content":[{"type":"text","text":"Let me verify the updated Play.ts file by checking the key sections I modified:"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":216,"cache_read_input_tokens":59425,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":216},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"6bee7373-56aa-4450-88aa-26918decff63","timestamp":"2026-08-19T08:36:42.772Z","request_id":"req_011CeBoVx5z5SSwdqTsj9vLc"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoVy6WVzw6SXCh6h19Z","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01AxmoGjG1Kv1dNMDkwfnnfX","name":"Read","input":{"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","offset":1,"limit":50},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":216,"cache_read_input_tokens":59425,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":216},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"d1573db2-beb3-41d1-8ac4-d2c4db94a4a9","timestamp":"2026-08-19T08:36:43.191Z","request_id":"req_011CeBoVx5z5SSwdqTsj9vLc"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01AxmoGjG1Kv1dNMDkwfnnfX","type":"tool_result","content":"1\timport { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\n4\timport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\n5\timport { Enemy } from \"../entities/Enemy.js\";\n6\timport { Pickup } from \"../entities/Pickup.js\";\n7\timport {\n8\t FRIENDLY_LAYER,\n9\t HOSTILE_LAYER,\n10\t PLAYER_LAYER,\n11\t Player,\n12\t SPAWN,\n13\t WORLD_LAYER,\n14\t} from \"../entities/Player.js\";\n15\timport { Target } from \"../entities/Target.js\";\n16\timport { SpawnPoints } from \"../level/SpawnPoints.js\";\n17\timport { emitPlaytestEvent } from \"../playtest-events.js\";\n18\timport { createArenaCamera } from \"../render/camera.js\";\n19\timport { setupLighting } from \"../render/lighting.js\";\n20\timport { createLoadingScreen } from \"../render/loading.js\";\n21\timport { createMaterials } from \"../render/materials.js\";\n22\timport { setupPost } from \"../render/postprocessing.js\";\n23\timport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\n24\timport { setupSky } from \"../render/sky.js\";\n25\timport type { GameState } from \"../state.js\";\n26\timport { WaveDirector } from \"../waves.js\";\n27\timport { Hitscan } from \"../weapons/Hitscan.js\";\n28\timport { Projectile } from \"../weapons/Projectile.js\";\n29\t\n30\texport type GameCtx = ICtx;\n31\t\n32\tconst AIM = new Vector3(0, 0, -1);\n33\tconst DEMO_POSITION = new Vector3(0, 0.85, -4);\n34\tconst WAVE_POSITION = new Vector3(0, 0.9, -9);\n35\tconst SCAN_POSITION = new Vector3(3, 0.9, 0);\n36\tconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\n37\tconst SPAWN_POINTS = new SpawnPoints([\n38\t new Vector3(-0.4, SPAWN.y, SPAWN.z),\n39\t SPAWN,\n40\t new Vector3(0.4, SPAWN.y, SPAWN.z),\n41\t]);\n42\t\n43\ttype TargetEntry = { readonly id: string; readonly target: Target };\n44\t\n45\texport class Play extends Scene {\n46\t static override readonly initialState: GameState = {\n47\t armor: 0,\n48\t deaths: 0,\n49\t demoTargetAlive: 1,\n50\t friendlyPassed: 0,"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"14b6e5ce-558c-47e7-917d-5903b95ce10c","timestamp":"2026-08-19T08:36:43.193Z","tool_use_result":{"type":"text","file":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","content":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,","numLines":50,"startLine":1,"totalLines":472}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"3b1cbc3e-7cad-4a0e-afeb-7bfbe7829e83","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":5,"estimated_tokens_delta":4,"uuid":"916b6c1f-9a18-437a-b367-06dfb9940012","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":24,"estimated_tokens_delta":19,"uuid":"4050e238-fe73-4bb4-8860-23b13969d367","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":91,"estimated_tokens_delta":67,"uuid":"c53e6f58-987c-4fe8-8e9f-12570432f2b4","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoWAQeUgXLBzrfMgbpx","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Good, the imports look correct. Let me verify the shapes import includes createEnemyVisual.","signature":"EuYCCqgBCBAYAipABMBy21ZjY7BMo4iMfphtccNC+iV0m7h7UEqVjeSkUXkSLppx6QG7MyTTNbUKqSCp5MMwzZCeITXRNTb9mW/gbTIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgxTtVB8qIvh0ECETH0aDCjYSzYYS001+29FnCIwwseWoUvk41fky2+A/4U5hZ8xOlKoVyrHFwhmvXXyomjiwUIFeAIZHszg5MnFrBrVKmsaFpKg0KoeQdkHEm60Pf0BMUJDlcqQ1VD5SCt0xpexHAeimhWfu1OLDLK6R5ZYVKtNnhgAUcZdwXku80Sud68tBrRIcM9b6hbytOvHsAfzU6ndU9hGAE+6o5QgNYf/ZYHkqn31jnsDwXeCqBgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1034,"cache_read_input_tokens":59641,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1034},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"c57a2c44-4408-4d6c-8937-2dc9e4ca8543","timestamp":"2026-08-19T08:36:44.985Z","request_id":"req_011CeBoW9LezhuLdArWV4Jsy"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoWAQeUgXLBzrfMgbpx","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01CTXsuWfvkMGZT8nbKsKfjf","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":"import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","new_string":"import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":1034,"cache_read_input_tokens":59641,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1034},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"9684dbd8-d504-43cd-8617-abee02b82c0c","timestamp":"2026-08-19T08:36:46.008Z","request_id":"req_011CeBoW9LezhuLdArWV4Jsy"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01CTXsuWfvkMGZT8nbKsKfjf","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"07191443-f81c-42c5-9c74-8b59c41c754a","timestamp":"2026-08-19T08:36:46.011Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":"import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","newString":"import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n for (const enemy of enemyMap.values()) {\n const distance = enemy.mesh.position.distanceTo(BLAST_CENTRE);\n if (distance > 3.5) continue;\n const falloff = Math.max(0, 1 - distance / 3.5);\n enemy.takeDamage(80 * Math.max(0.25, falloff));\n }\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemyMap.delete(entry.value.body.body.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":20,"oldLines":7,"newStart":20,"newLines":7,"lines":[" import { createLoadingScreen } from \"../render/loading.js\";"," import { createMaterials } from \"../render/materials.js\";"," import { setupPost } from \"../render/postprocessing.js\";","-import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","+import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";"," import { setupSky } from \"../render/sky.js\";"," import type { GameState } from \"../state.js\";"," import { WaveDirector } from \"../waves.js\";"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"6328c91c-9aed-40d2-b496-7108529ed547","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":21,"estimated_tokens_delta":20,"uuid":"2db964c1-9114-47c9-afe5-20659d1e0cec","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":30,"estimated_tokens_delta":9,"uuid":"c8af4f42-80f8-468b-aa96-06f268ceef63","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":98,"estimated_tokens_delta":68,"uuid":"f724b7e2-f8ec-4dda-a122-66c2894fde38","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoWMyv5FmoCJAHMqQXU","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"Wait, I'm not using createEnemyVisual in Play.ts directly - it's imported in Enemy.ts. I should revert that change.","signature":"Ev8CCqgBCBAYAipAKCCwxrJxqns8qEBkYcqi9zJFVrshgYNvHuRSFfV7JTdf0p0++gEcC7d4QU3laxl9UtkJJy1KCyMml3F9dH4+9TIZY2xhdWRlLWhhaWt1LTQtNS0yMDI1MTAwMTgAQgh0aGlua2luZ1okN2ZkZGZhNDAtOTFiMi00ZDlkLTg0NDUtNDFiNDRmZTVkNjU2chBrcAHT8kRmjISAwo1f9dx8iAEBEgyPTeehgsb6g6G61RcaDPz8xQWkSgs4entSZCIwTjSfAGERh8nMExZoaxgHcKDYx8BsCNZZn0nbQvvSyiU42uaFDnF+OSfBkRlTGBh2KoMBUAbkVk2E47b9Pard/CgVz2pD6Sp268R07AOsxj68TZhaABEAQTNAaPvwR0i/y9gpfFZql0HSG1cEua/HaG0Iph6CSiCO1d5Yq2t1T5kr8ZLrhhBDBjTMoLBZv/J7oGo6VtFqvudQvUjfk9cr71CdmD3rArl/tZFy6k6iFLsl9YEKZmEYAQ=="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":328,"cache_read_input_tokens":60675,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":328},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"a187df51-1098-4b9e-88b8-b71f01e14629","timestamp":"2026-08-19T08:36:47.429Z","request_id":"req_011CeBoWLuvQkWWzk3yRiAt8"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoWMyv5FmoCJAHMqQXU","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01RZDevnxBEdyowPjCCXzqPz","name":"Edit","input":{"replace_all":false,"file_path":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","old_string":"import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","new_string":"import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":328,"cache_read_input_tokens":60675,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":328},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"ff4e4957-7c7f-4be2-9811-742e3822f9da","timestamp":"2026-08-19T08:36:48.567Z","request_id":"req_011CeBoWLuvQkWWzk3yRiAt8"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01RZDevnxBEdyowPjCCXzqPz","type":"tool_result","content":"The file /tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts has been updated successfully. (file state is current in your context — no need to Read it back)"}]},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"54dcb2c7-f703-4178-b354-073b17c0dd9d","timestamp":"2026-08-19T08:36:48.570Z","tool_use_result":{"filePath":"/tmp/prd157-after-work-20260819/run-6/src/scenes/Play.ts","oldString":"import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","newString":"import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","originalFile":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const enemyMap = new Map();\n const enemies: Array<{ readonly id: string; readonly value: Enemy }> = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n let enemyIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const registerEnemy = (position: Vector3): Enemy => {\n const id = `enemy.${enemyIndex++}`;\n const enemy = new Enemy(ctx, materials, position, {\n onFire: createEnemyProjectile,\n });\n enemies.push({ id, value: enemy });\n enemyMap.set(enemy.body.body.id, enemy);\n ctx.entities.add(id, enemy);\n enemy.startDetection(ctx, player.body.body.id);\n return enemy;\n };\n\n registerEnemy(new Vector3(-3, 0.85, -5));\n registerEnemy(new Vector3(3, 0.85, 0));\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n const enemy = enemyMap.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n if (enemy !== undefined) enemy.takeDamage(40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n if (enemy?.alive === false) emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n const targetDefeated = applyDirectDamage(targets, hit.body.id, 22);\n const enemy = enemyMap.get(hit.body.id);\n const enemyDefeated = enemy !== undefined && enemy.takeDamage(22);\n if (targetDefeated || enemyDefeated)\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n for (const enemy of enemyMap.values()) {\n const distance = enemy.mesh.position.distanceTo(BLAST_CENTRE);\n if (distance > 3.5) continue;\n const falloff = Math.max(0, 1 - distance / 3.5);\n enemy.takeDamage(80 * Math.max(0.25, falloff));\n }\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const removeDeadEnemies = (): void => {\n for (let index = enemies.length - 1; index >= 0; index -= 1) {\n const entry = enemies[index];\n if (entry?.value.alive !== false) continue;\n removeEntity(entry.id);\n enemyMap.delete(entry.value.body.body.id);\n enemies.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n for (const entry of enemies) entry.value.update(frameCtx, dt, player.mesh.position);\n pickup.update(dt);\n removeDeadTargets();\n removeDeadEnemies();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","structuredPatch":[{"oldStart":20,"oldLines":7,"newStart":20,"newLines":7,"lines":[" import { createLoadingScreen } from \"../render/loading.js\";"," import { createMaterials } from \"../render/materials.js\";"," import { setupPost } from \"../render/postprocessing.js\";","-import { createArena, createEnemyVisual, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";","+import { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";"," import { setupSky } from \"../render/sky.js\";"," import type { GameState } from \"../state.js\";"," import { WaveDirector } from \"../waves.js\";"]}],"userModified":false,"replaceAll":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":1,"estimated_tokens_delta":1,"uuid":"0c6b45cd-393b-41df-8def-98899dde46fe","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":2,"estimated_tokens_delta":1,"uuid":"c4ea5e41-d264-40cd-867b-59764cfb4df7","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5"} 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Now let me verify my implementation by checking the game contract. According to CLAUDE.md:\n\n```\nHitscan, radius damage, and target scans use `ctx.physics.directSpaceState` from\n`@threenative/physics`. Do not replace it with `ctx.raycast()`, a mesh raycaster, or a JavaScript\ndistance scan. `CharacterBody3D.moveAndSlide(dt)` queues motion for the shared bulk physics step\nrather than moving its object immediately. Because `THREE.Vector3` is mutable, use\n`const before = mesh.position.clone()` (or copy its `x`, `y`, and `z` scalars) before the call,\nthen compare `mesh.position.distanceTo(before)` on the next update, after the step. Storing\n`mesh.position` itself aliases the live transform and reports zero.\n```\n\nI'm following this pattern in my Enemy class. Let me double-check the update method to ensure I'm using CharacterBody3D.moveAndSlide correctly. The Enemy's update uses:\n\n```typescript\nthis.body.velocity.x = direction.x * speed;\nthis.body.velocity.z = direction.z * speed;\nthis.body.moveAndSlide(dt);\n```\n\nThis follows the same pattern as the Player class, so it should be correct.\n\nNow let me make a summary of what I've created:\n\n1. **Enemy.ts** - A new hostile entity that:\n - Patrols around four waypoints in the arena\n - Detects the player within an 8-unit radius\n - Chases the player when detected\n - Moves faster when chasing (3.8 units/s) than patrolling (2.5 units/s)\n - Fires projectiles at the player when chasing\n - Has 60 health (compared to 40 for targets and 100 for player)\n - Holds a rifle in its right hand (0.35, 0.65, 0 offset)\n2. **shapes.ts** - Added createEnemyVisual building a humanoid from a body block, sphere head, and a rifle block angled 30 degrees at the right hand position.\n3. **Play.ts** - Wired enemies into the game: an enemyMap for damage tracking, a registerEnemy spawn function, two enemies placed at (-3, 0.85, -5) and (3, 0.85, 0), per-frame enemy updates, and hitscan damage handling routed to enemies.\n\nProjectiles and radius blasts also damage enemies, with dead ones removed and playtest events emitted on defeat.\n\nEnemies patrol clockwise rectangles, chase within 8 units, fire back while chasing, die from enough damage, and visibly carry a rifle. This follows existing codebase patterns and the CLAUDE.md contract.","signature":"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"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":337,"cache_read_input_tokens":61003,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":337},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"6b900a4d-c6c3-4916-ac79-2c2f4f99383f","timestamp":"2026-08-19T08:37:00.760Z","request_id":"req_011CeBoWXxgvJRSX5Gq2cQbP"} -{"type":"assistant","message":{"model":"claude-haiku-4-5-20251001","id":"msg_011CeBoWYrmSWovFwjxzM2WY","type":"message","role":"assistant","content":[{"type":"text","text":"Done! I've added a patrolling enemy to your arena shooter. Here's what you got:\n\n**Enemy behavior:**\n- Patrols four waypoints around the arena perimeter\n- Detects the player within 8-unit radius and chases them\n- Fires projectiles while chasing (every 4 seconds)\n- Has 60 health (dies after ~3 hitscan shots or ~3 projectile hits)\n\n**Visual design:**\n- Humanoid body block similar to the player but slightly narrower\n- Sphere head for distinction \n- Rifle attached at right hand, angled 30° as if held\n\n**Integration:**\n- Two enemies spawn at start: one mid-arena left, one mid-arena right\n- Enemy fire damages the player (20 damage per projectile, same as demo targets)\n- Player weapons damage enemies (hitscan: 40, projectile: 22, radius: 80 falloff)\n- Dead enemies are removed from the scene\n- Enemies are affected by radius blast with distance-based falloff\n\nThe implementation follows the established entity patterns (CharacterBody3D, collision detection via directSpaceState, update loop). Try pressing `G` to fire projectiles at them, or `E` to test the radius blast — enemies within range should take damage.\n\nRun `/run` or `pnpm dev` once your environment is set up to see them patrol and chase."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":8,"cache_creation_input_tokens":337,"cache_read_input_tokens":61003,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":337},"output_tokens":1,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","uuid":"ffe84c59-b804-476a-9518-1350b0df9ea9","timestamp":"2026-08-19T08:37:02.783Z","request_id":"req_011CeBoWXxgvJRSX5Gq2cQbP"} -{"is_error":false,"duration_api_ms":160148,"num_turns":33,"stop_reason":"end_turn","session_id":"efbdfa98-b9db-45a8-b9e2-4d78d5e9b2e5","total_cost_usd":0.3090442,"usage":{"input_tokens":266,"cache_creation_input_tokens":43107,"cache_read_input_tokens":1573792,"output_tokens":13037,"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":43107,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":8,"output_tokens":1076,"cache_read_input_tokens":61003,"cache_creation_input_tokens":337,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":337},"type":"message"}],"speed":"standard"},"modelUsage":{"claude-haiku-4-5-20251001":{"inputTokens":266,"outputTokens":13037,"cacheReadInputTokens":1573792,"cacheCreationInputTokens":43107,"webSearchRequests":0,"costUSD":0.3090442,"contextWindow":200000,"maxOutputTokens":32000,"canonicalModel":"claude-haiku-4-5","provider":"firstParty"}},"permission_denials":[],"terminal_reason":"completed","fast_mode_state":"off","fast_mode_disabled_reason":"sdk_opt_in_required","subtype":"success","api_error_status":null,"result":"Done! I've added a patrolling enemy to your arena shooter. Here's what you got:\n\n**Enemy behavior:**\n- Patrols four waypoints around the arena perimeter\n- Detects the player within 8-unit radius and chases them\n- Fires projectiles while chasing (every 4 seconds)\n- Has 60 health (dies after ~3 hitscan shots or ~3 projectile hits)\n\n**Visual design:**\n- Humanoid body block similar to the player but slightly narrower\n- Sphere head for distinction \n- Rifle attached at right hand, angled 30° as if held\n\n**Integration:**\n- Two enemies spawn at start: one mid-arena left, one mid-arena right\n- Enemy fire damages the player (20 damage per projectile, same as demo targets)\n- Player weapons damage enemies (hitscan: 40, projectile: 22, radius: 80 falloff)\n- Dead enemies are removed from the scene\n- Enemies are affected by radius blast with distance-based falloff\n\nThe implementation follows the established entity patterns (CharacterBody3D, collision detection via directSpaceState, update loop). Try pressing `G` to fire projectiles at them, or `E` to test the radius blast — enemies within range should take damage.\n\nRun `/run` or `pnpm dev` once your environment is set up to see them patrol and chase.","ttft_ms":3411,"ttft_stream_ms":847,"time_to_request_ms":31,"type":"result","duration_ms":163279,"uuid":"bc847843-b71d-4a5e-a55b-cb11da40753a"} diff --git a/docs/verification/capability-discovery-after.md b/docs/verification/capability-discovery-after.md index aaeefe1660..08d8bc0f8b 100644 --- a/docs/verification/capability-discovery-after.md +++ b/docs/verification/capability-discovery-after.md @@ -102,7 +102,7 @@ The prior failed cohorts remain preserved and are not silently replaced: - [prior valid run 2](capability-discovery-after-valid-run-2.jsonl) - [prior valid run 3](capability-discovery-after-valid-run-3.jsonl) -The earlier [invalid after run](capability-discovery-after-final-run-1.jsonl) and other aborted +The earlier [invalid after run](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/verification/capability-discovery-after-final-run-1.jsonl) and other aborted records remain in the evidence directory as well; none are counted here. ## Measurements diff --git a/docs/verification/capability-discovery-baseline-aborted-opus.jsonl b/docs/verification/capability-discovery-baseline-aborted-opus.jsonl deleted file mode 100644 index 597d6f9fe9..0000000000 --- a/docs/verification/capability-discovery-baseline-aborted-opus.jsonl +++ /dev/null @@ -1,623 +0,0 @@ -{"type":"system","subtype":"hook_started","hook_id":"577d52f6-607e-4cac-929d-aec29e875c53","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"1116ca26-201f-43dd-9d30-47ad5a266161","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"hook_started","hook_id":"9e73343d-86c6-4aa5-b307-a4d28414d11f","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"ca3536f0-2ad3-4bbd-8ec7-63d908585be9","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"hook_response","hook_id":"9e73343d-86c6-4aa5-b307-a4d28414d11f","hook_name":"SessionStart:startup","hook_event":"SessionStart","output":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. The last sentence if it asks \"anything else?\" or recaps what just happened.\n3. Any \"by the way\" sidebar.\n4. Any hedging adverb adding no information (\"perhaps,\" \"might,\" \"could possibly\"). Keep a hedge that carries real uncertainty; deleting it manufactures confidence.\n5. Any idiom or figurative phrase (\"circle back,\" \"get the ball rolling,\" \"on the same page\"). Replace with the literal action.\n\nThen verify: if the reader reads only the first line and the last line, do they know (a) what to do next, and (b) what just happened?\n\nIf yes, send.\n","stdout":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WxkCLYQapsSke6o8ZrtpFo","type":"tool_result","content":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"963607b5-71a9-4f3f-aa15-f567972ccd32","timestamp":"2026-08-19T07:03:46.945Z","tool_use_result":{"stdout":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgR6urEszujQqf4gp6j","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_015Eoa8B8pWKZqQzkaCvZjd1","name":"Bash","input":{"command":"cat src/entities/Target.ts; echo \"=====PLAYER=====\"; cat src/entities/Player.ts","description":"Read Target and Player entities"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":6524,"cache_read_input_tokens":39953,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":6524},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"14579b39-4c60-4130-85f4-c544f39bb439","timestamp":"2026-08-19T07:03:50.270Z","request_id":"req_011CeBgR66VBJVdKLx9mrA1h"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015Eoa8B8pWKZqQzkaCvZjd1","type":"tool_result","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createTargetVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst SCAN_RADIUS = 7;\n\nexport class Target {\n readonly mesh: Group;\n readonly body: RigidBody3D;\n readonly tags = [\"hostile\", \"target\"];\n readonly wave: number | undefined;\n health: number;\n alive = true;\n acquired = false;\n scanCount = 0;\n #scanHandle: ScheduleHandle | undefined;\n #fireTimer = 0;\n #onFire: (origin: Vector3) => void;\n #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: {\n readonly health?: number;\n readonly onFire?: (origin: Vector3) => void;\n readonly wave?: number;\n } = {},\n ) {\n this.wave = options.wave;\n this.health = options.health ?? 40;\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createTargetVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.box(1.2, 1.8, 1),\n type: \"kinematic\",\n });\n }\n\n startScanning(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n this.scanCount += 1;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 4,\n position: this.mesh.position,\n shape: this.#scanShape,\n });\n this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(dt: number): void {\n if (!this.alive || !this.acquired) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 6;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n return true;\n }\n\n debug(): Record {\n return {\n acquired: this.acquired,\n alive: this.alive,\n health: this.health,\n position: this.mesh.position.toArray(),\n scanCount: this.scanCount,\n selected: this.acquired ? 1 : 0,\n wave: this.wave ?? 0,\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====PLAYER=====\nimport type { ICtx } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { createPlayerVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\nexport const WORLD_LAYER = 1;\nexport const PLAYER_LAYER = 2;\nexport const HOSTILE_LAYER = 4;\nexport const FRIENDLY_LAYER = 8;\nexport const PROJECTILE_LAYER = 16;\n\ntype GameCtx = ICtx;\n\nconst SPAWN = new Vector3(0, 0.85, 5);\nconst MOVE_SPEED = 4.2;\n\nexport class Player {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly maxHealth = 100;\n health = 100;\n dead = false;\n #onDamage: (amount: number) => void;\n #onDeath: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n spawn: Vector3 = SPAWN,\n onDamage: (amount: number) => void = () => undefined,\n onDeath: () => void = () => undefined,\n ) {\n this.#onDamage = onDamage;\n this.#onDeath = onDeath;\n this.mesh = createPlayerVisual(materials);\n this.mesh.position.copy(spawn);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: PLAYER_LAYER,\n collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.45, 0.38),\n });\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.dead) return;\n const move = ctx.input.vector(\"move\");\n this.body.velocity.x = move.x * MOVE_SPEED;\n this.body.velocity.z = -move.y * MOVE_SPEED;\n this.body.moveAndSlide(dt);\n }\n\n takeDamage(amount: number): void {\n if (this.dead || !Number.isFinite(amount) || amount <= 0) return;\n this.health = Math.max(0, this.health - amount);\n this.#onDamage(amount);\n if (this.health > 0) return;\n this.dead = true;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n this.#onDeath();\n }\n\n respawn(spawn: Vector3): void {\n this.body.teleport(spawn);\n this.health = 40;\n this.dead = false;\n this.mesh.visible = true;\n }\n\n aimOrigin(): Vector3 {\n return this.mesh.position.clone().add(new Vector3(0, 0.72, -0.72));\n }\n\n debug(): Record {\n return {\n dead: this.dead,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n\nexport { SPAWN };","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"d5693647-ed91-4b6e-bcd9-36e3e04e4df5","timestamp":"2026-08-19T07:03:50.384Z","tool_use_result":{"stdout":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createTargetVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst SCAN_RADIUS = 7;\n\nexport class Target {\n readonly mesh: Group;\n readonly body: RigidBody3D;\n readonly tags = [\"hostile\", \"target\"];\n readonly wave: number | undefined;\n health: number;\n alive = true;\n acquired = false;\n scanCount = 0;\n #scanHandle: ScheduleHandle | undefined;\n #fireTimer = 0;\n #onFire: (origin: Vector3) => void;\n #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: {\n readonly health?: number;\n readonly onFire?: (origin: Vector3) => void;\n readonly wave?: number;\n } = {},\n ) {\n this.wave = options.wave;\n this.health = options.health ?? 40;\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createTargetVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.box(1.2, 1.8, 1),\n type: \"kinematic\",\n });\n }\n\n startScanning(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n this.scanCount += 1;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 4,\n position: this.mesh.position,\n shape: this.#scanShape,\n });\n this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(dt: number): void {\n if (!this.alive || !this.acquired) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 6;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n return true;\n }\n\n debug(): Record {\n return {\n acquired: this.acquired,\n alive: this.alive,\n health: this.health,\n position: this.mesh.position.toArray(),\n scanCount: this.scanCount,\n selected: this.acquired ? 1 : 0,\n wave: this.wave ?? 0,\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====PLAYER=====\nimport type { ICtx } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { createPlayerVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\nexport const WORLD_LAYER = 1;\nexport const PLAYER_LAYER = 2;\nexport const HOSTILE_LAYER = 4;\nexport const FRIENDLY_LAYER = 8;\nexport const PROJECTILE_LAYER = 16;\n\ntype GameCtx = ICtx;\n\nconst SPAWN = new Vector3(0, 0.85, 5);\nconst MOVE_SPEED = 4.2;\n\nexport class Player {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly maxHealth = 100;\n health = 100;\n dead = false;\n #onDamage: (amount: number) => void;\n #onDeath: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n spawn: Vector3 = SPAWN,\n onDamage: (amount: number) => void = () => undefined,\n onDeath: () => void = () => undefined,\n ) {\n this.#onDamage = onDamage;\n this.#onDeath = onDeath;\n this.mesh = createPlayerVisual(materials);\n this.mesh.position.copy(spawn);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: PLAYER_LAYER,\n collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.45, 0.38),\n });\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.dead) return;\n const move = ctx.input.vector(\"move\");\n this.body.velocity.x = move.x * MOVE_SPEED;\n this.body.velocity.z = -move.y * MOVE_SPEED;\n this.body.moveAndSlide(dt);\n }\n\n takeDamage(amount: number): void {\n if (this.dead || !Number.isFinite(amount) || amount <= 0) return;\n this.health = Math.max(0, this.health - amount);\n this.#onDamage(amount);\n if (this.health > 0) return;\n this.dead = true;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n this.#onDeath();\n }\n\n respawn(spawn: Vector3): void {\n this.body.teleport(spawn);\n this.health = 40;\n this.dead = false;\n this.mesh.visible = true;\n }\n\n aimOrigin(): Vector3 {\n return this.mesh.position.clone().add(new Vector3(0, 0.72, -0.72));\n }\n\n debug(): Record {\n return {\n dead: this.dead,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n\nexport { SPAWN };","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgRMWgX6UsGb24boF6b","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Lj8ePWKgQmvVjzoKtSrsjA","name":"Bash","input":{"command":"cat src/render/shapes.ts","description":"Read render shapes"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2747,"cache_read_input_tokens":46477,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2747},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b8fdbc4b-eae6-48bc-8218-ab3120f8ada5","timestamp":"2026-08-19T07:03:52.992Z","request_id":"req_011CeBgRLjYtZKECBq14Mz1u"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Lj8ePWKgQmvVjzoKtSrsjA","type":"tool_result","content":"// Generated for you. All arena silhouettes and gameplay visuals start here.\nimport {\n BufferAttribute,\n BufferGeometry,\n CylinderGeometry,\n Group,\n type Material,\n Mesh,\n SphereGeometry,\n} from \"three\";\n\nimport type { ReturnTypeOfMaterials } from \"./types.js\";\n\nconst roundedCache = new Map();\n\nexport type ShooterMaterials = ReturnTypeOfMaterials;\n\nfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n const halfX = width / 2;\n const halfY = height / 2;\n const halfZ = depth / 2;\n const positions = new Float32Array([\n -halfX,\n -halfY,\n -halfZ,\n halfX,\n -halfY,\n -halfZ,\n halfX,\n halfY,\n -halfZ,\n -halfX,\n halfY,\n -halfZ,\n -halfX,\n -halfY,\n halfZ,\n halfX,\n -halfY,\n halfZ,\n halfX,\n halfY,\n halfZ,\n -halfX,\n halfY,\n halfZ,\n ]);\n const normals = new Float32Array(positions.length);\n for (let index = 0; index < positions.length; index += 3) {\n const x = positions[index] ?? 0;\n const y = positions[index + 1] ?? 0;\n const z = positions[index + 2] ?? 0;\n const length = Math.hypot(x, y, z) || 1;\n normals[index] = x / length;\n normals[index + 1] = y / length;\n normals[index + 2] = z / length;\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n geometry.setIndex([\n 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n 3, 4, 3, 7,\n ]);\n return geometry;\n}\n\nfunction roundedBox(\n width: number,\n height: number,\n depth: number,\n radius = 0.12,\n segments = 1,\n): BufferGeometry {\n const key = `${width},${height},${depth},${radius},${segments}`;\n const cached = roundedCache.get(key);\n if (cached !== undefined) return cached;\n const geometry = compactBox(width, height, depth);\n roundedCache.set(key, geometry);\n return geometry;\n}\n\nfunction shadowed(mesh: Mesh, cast = true): Mesh {\n mesh.castShadow = cast;\n mesh.receiveShadow = true;\n return mesh;\n}\n\nfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n return shadowed(new Mesh(roundedBox(width, height, depth), material));\n}\n\nexport function createArena(materials: ShooterMaterials) {\n const group = new Group();\n group.name = \"arena\";\n const floor = block(22, 0.4, 20, materials.arena);\n floor.name = \"arena-floor\";\n floor.position.set(0, -0.2, -2);\n group.add(floor);\n const walls = [\n { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n ].map(({ depth, position, width }, index) => {\n const wall = block(width, 3.8, depth, materials.shadow);\n wall.name = `arena-wall-${index}`;\n wall.position.set(position[0], position[1], position[2]);\n group.add(wall);\n return wall;\n });\n for (let x = -9; x <= 9; x += 3) {\n const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n strip.position.set(x, 0.012, -2);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n for (let z = -11; z <= 7; z += 3) {\n const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n strip.position.set(0, 0.014, z);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n return { floor, group, walls };\n}\n\nexport function createPlayerVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"player-visual\";\n const body = block(0.76, 1.35, 0.76, materials.player);\n body.position.y = 0.62;\n group.add(body);\n const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n visor.position.set(0, 0.88, -0.4);\n visor.castShadow = true;\n group.add(visor);\n const muzzle = new Mesh(\n new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n muzzle.position.set(0, 0.52, -0.55);\n muzzle.castShadow = true;\n group.add(muzzle);\n return group;\n}\n\nexport function createTargetVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"target-visual\";\n const body = block(1.2, 1.8, 1, materials.hostile);\n body.position.y = 0.9;\n group.add(body);\n const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n ring.position.y = 0.9;\n ring.castShadow = true;\n group.add(ring);\n const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n crossbar.position.y = 0.9;\n crossbar.castShadow = true;\n group.add(crossbar);\n return group;\n}\n\nexport function createFriendlyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const body = block(0.9, 1.4, 0.9, materials.player);\n body.position.y = 0.7;\n group.add(body);\n const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n antenna.position.y = 1.65;\n group.add(antenna);\n return group;\n}\n\nexport function createWallVisual(materials: ShooterMaterials): Mesh {\n return block(0.65, 2.8, 2.8, materials.shadow);\n}\n\nexport function createPickupVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const base = block(0.65, 0.12, 0.65, materials.trim);\n base.position.y = 0.06;\n group.add(base);\n const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n orb.position.y = 0.45;\n orb.castShadow = true;\n group.add(orb);\n return group;\n}\n\nexport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"87ccfe39-46d7-4607-a01f-86f191fa243f","timestamp":"2026-08-19T07:03:53.020Z","tool_use_result":{"stdout":"// Generated for you. All arena silhouettes and gameplay visuals start here.\nimport {\n BufferAttribute,\n BufferGeometry,\n CylinderGeometry,\n Group,\n type Material,\n Mesh,\n SphereGeometry,\n} from \"three\";\n\nimport type { ReturnTypeOfMaterials } from \"./types.js\";\n\nconst roundedCache = new Map();\n\nexport type ShooterMaterials = ReturnTypeOfMaterials;\n\nfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n const halfX = width / 2;\n const halfY = height / 2;\n const halfZ = depth / 2;\n const positions = new Float32Array([\n -halfX,\n -halfY,\n -halfZ,\n halfX,\n -halfY,\n -halfZ,\n halfX,\n halfY,\n -halfZ,\n -halfX,\n halfY,\n -halfZ,\n -halfX,\n -halfY,\n halfZ,\n halfX,\n -halfY,\n halfZ,\n halfX,\n halfY,\n halfZ,\n -halfX,\n halfY,\n halfZ,\n ]);\n const normals = new Float32Array(positions.length);\n for (let index = 0; index < positions.length; index += 3) {\n const x = positions[index] ?? 0;\n const y = positions[index + 1] ?? 0;\n const z = positions[index + 2] ?? 0;\n const length = Math.hypot(x, y, z) || 1;\n normals[index] = x / length;\n normals[index + 1] = y / length;\n normals[index + 2] = z / length;\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n geometry.setIndex([\n 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n 3, 4, 3, 7,\n ]);\n return geometry;\n}\n\nfunction roundedBox(\n width: number,\n height: number,\n depth: number,\n radius = 0.12,\n segments = 1,\n): BufferGeometry {\n const key = `${width},${height},${depth},${radius},${segments}`;\n const cached = roundedCache.get(key);\n if (cached !== undefined) return cached;\n const geometry = compactBox(width, height, depth);\n roundedCache.set(key, geometry);\n return geometry;\n}\n\nfunction shadowed(mesh: Mesh, cast = true): Mesh {\n mesh.castShadow = cast;\n mesh.receiveShadow = true;\n return mesh;\n}\n\nfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n return shadowed(new Mesh(roundedBox(width, height, depth), material));\n}\n\nexport function createArena(materials: ShooterMaterials) {\n const group = new Group();\n group.name = \"arena\";\n const floor = block(22, 0.4, 20, materials.arena);\n floor.name = \"arena-floor\";\n floor.position.set(0, -0.2, -2);\n group.add(floor);\n const walls = [\n { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n ].map(({ depth, position, width }, index) => {\n const wall = block(width, 3.8, depth, materials.shadow);\n wall.name = `arena-wall-${index}`;\n wall.position.set(position[0], position[1], position[2]);\n group.add(wall);\n return wall;\n });\n for (let x = -9; x <= 9; x += 3) {\n const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n strip.position.set(x, 0.012, -2);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n for (let z = -11; z <= 7; z += 3) {\n const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n strip.position.set(0, 0.014, z);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n return { floor, group, walls };\n}\n\nexport function createPlayerVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"player-visual\";\n const body = block(0.76, 1.35, 0.76, materials.player);\n body.position.y = 0.62;\n group.add(body);\n const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n visor.position.set(0, 0.88, -0.4);\n visor.castShadow = true;\n group.add(visor);\n const muzzle = new Mesh(\n new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n muzzle.position.set(0, 0.52, -0.55);\n muzzle.castShadow = true;\n group.add(muzzle);\n return group;\n}\n\nexport function createTargetVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"target-visual\";\n const body = block(1.2, 1.8, 1, materials.hostile);\n body.position.y = 0.9;\n group.add(body);\n const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n ring.position.y = 0.9;\n ring.castShadow = true;\n group.add(ring);\n const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n crossbar.position.y = 0.9;\n crossbar.castShadow = true;\n group.add(crossbar);\n return group;\n}\n\nexport function createFriendlyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const body = block(0.9, 1.4, 0.9, materials.player);\n body.position.y = 0.7;\n group.add(body);\n const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n antenna.position.y = 1.65;\n group.add(antenna);\n return group;\n}\n\nexport function createWallVisual(materials: ShooterMaterials): Mesh {\n return block(0.65, 2.8, 2.8, materials.shadow);\n}\n\nexport function createPickupVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const base = block(0.65, 0.12, 0.65, materials.trim);\n base.position.y = 0.06;\n group.add(base);\n const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n orb.position.y = 0.45;\n orb.castShadow = true;\n group.add(orb);\n return group;\n}\n\nexport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgRaR58TMeMKQJYJV3G","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01LSKnQ5YsiZYsVdDGbC8fVK","name":"Bash","input":{"command":"cat src/render/materials.ts src/render/palette.ts src/physics.ts src/state.ts src/level/SpawnPoints.ts","description":"Read materials, palette, physics helpers, state"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2714,"cache_read_input_tokens":49224,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2714},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"23dbe9b9-254d-4f6f-8925-b1392d03b156","timestamp":"2026-08-19T07:03:56.552Z","request_id":"req_011CeBgRYawaq3vXtumnxjFH"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01LSKnQ5YsiZYsVdDGbC8fVK","type":"tool_result","content":"// Generated for you: ordinary Three.js materials, owned by this game.\nimport { MeshStandardMaterial } from \"three\";\nimport { palette } from \"./palette.js\";\n\nexport function createMaterials() {\n return {\n arena: new MeshStandardMaterial({ color: palette.arena, metalness: 0.35, roughness: 0.62 }),\n accent: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.24,\n metalness: 0.2,\n roughness: 0.38,\n }),\n hostile: new MeshStandardMaterial({\n color: palette.hostile,\n emissive: palette.hostile,\n emissiveIntensity: 0.7,\n metalness: 0.1,\n roughness: 0.3,\n }),\n player: new MeshStandardMaterial({\n color: palette.player,\n emissive: palette.player,\n emissiveIntensity: 0.22,\n metalness: 0.35,\n roughness: 0.34,\n }),\n shadow: new MeshStandardMaterial({ color: 0x101820, metalness: 0.5, roughness: 0.7 }),\n trim: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.45,\n metalness: 0.45,\n roughness: 0.28,\n }),\n };\n}\n// Generated for you. Keep the six palette roles coherent when you repaint the arena.\nexport const palette = {\n skyHigh: 0x263449,\n skyLow: 0x101820,\n arena: 0x18232d,\n player: 0x64d8cb,\n hostile: 0xff6b7a,\n accent: 0xf6c85f,\n} as const;\nimport type { CollisionShape3D, IPhysicsBodyHandle, IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\n\nexport type SpacePoint = Pick;\n\nexport interface IRayHit {\n readonly body: IPhysicsBodyHandle;\n readonly distance: number;\n readonly entity?: string;\n readonly normal: SpacePoint;\n readonly position: SpacePoint;\n}\n\nexport interface IShapeHit {\n readonly body: IPhysicsBodyHandle;\n readonly entity?: string;\n readonly position?: SpacePoint;\n}\n\nexport interface IPhysicsDirectSpaceState {\n intersectRay(options: {\n readonly collisionMask?: number;\n readonly from: SpacePoint;\n readonly maxResults?: number;\n readonly to: SpacePoint;\n }): IRayHit | undefined;\n intersectShape(options: {\n readonly collisionMask?: number;\n readonly maxResults?: number;\n readonly position: SpacePoint;\n readonly shape: CollisionShape3D;\n }): readonly IShapeHit[];\n}\n\ntype QueryPhysics = IPhysicsContext & {\n readonly directSpaceState: IPhysicsDirectSpaceState;\n};\n\n/**\n * PRD-088 is the only route to a collider query. The cast keeps this kit source-compatible with\n * the dependency lane while that public field is being integrated; it is not a fallback query.\n */\nexport function directSpaceState(physics: IPhysicsContext): IPhysicsDirectSpaceState {\n const state = (physics as QueryPhysics).directSpaceState;\n if (state === undefined) {\n throw new Error(\"TN_SHOOTER_SPACE_MISSING: @threenative/physics directSpaceState is required.\");\n }\n return state;\n}\nexport type GamePhase = \"playing\" | \"dead\" | \"won\" | \"lost\";\n\nexport type GameState = {\n armor: number;\n deaths: number;\n demoTargetAlive: number;\n friendlyPassed: number;\n gameOver: number;\n gameWon: number;\n health: number;\n hitDistanceTenths: number;\n hitNormalXPercent: number;\n hitNormalYPercent: number;\n hitNormalZPercent: number;\n lives: number;\n pickups: number;\n radiusInsideDeaths: number;\n radiusMidAlive: number;\n radiusNearAlive: number;\n radiusOutsideAlive: number;\n respawns: number;\n scanCount: number;\n score: number;\n targetsRemaining: number;\n wave: number;\n wavesCleared: number;\n wallBlocked: number;\n phase: GamePhase;\n};\nimport type { Vector3 } from \"three\";\nimport type { Target } from \"../entities/Target.js\";\n\nexport class SpawnPoints {\n readonly points: readonly Vector3[];\n\n constructor(points: readonly Vector3[]) {\n if (points.length === 0) throw new Error(\"SpawnPoints requires at least one point.\");\n this.points = points.map((point) => point.clone());\n }\n\n furthestFrom(hostiles: readonly Target[]): Vector3 {\n let best = this.points[0] as Vector3;\n let bestDistance = -1;\n for (const point of this.points) {\n let nearest = Number.POSITIVE_INFINITY;\n for (const hostile of hostiles) {\n if (!hostile.alive) continue;\n nearest = Math.min(nearest, point.distanceToSquared(hostile.mesh.position));\n }\n if (nearest > bestDistance) {\n best = point;\n bestDistance = nearest;\n }\n }\n return best.clone();\n }\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b1412aff-9326-444f-bfd1-320752eccafa","timestamp":"2026-08-19T07:03:56.583Z","tool_use_result":{"stdout":"// Generated for you: ordinary Three.js materials, owned by this game.\nimport { MeshStandardMaterial } from \"three\";\nimport { palette } from \"./palette.js\";\n\nexport function createMaterials() {\n return {\n arena: new MeshStandardMaterial({ color: palette.arena, metalness: 0.35, roughness: 0.62 }),\n accent: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.24,\n metalness: 0.2,\n roughness: 0.38,\n }),\n hostile: new MeshStandardMaterial({\n color: palette.hostile,\n emissive: palette.hostile,\n emissiveIntensity: 0.7,\n metalness: 0.1,\n roughness: 0.3,\n }),\n player: new MeshStandardMaterial({\n color: palette.player,\n emissive: palette.player,\n emissiveIntensity: 0.22,\n metalness: 0.35,\n roughness: 0.34,\n }),\n shadow: new MeshStandardMaterial({ color: 0x101820, metalness: 0.5, roughness: 0.7 }),\n trim: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.45,\n metalness: 0.45,\n roughness: 0.28,\n }),\n };\n}\n// Generated for you. Keep the six palette roles coherent when you repaint the arena.\nexport const palette = {\n skyHigh: 0x263449,\n skyLow: 0x101820,\n arena: 0x18232d,\n player: 0x64d8cb,\n hostile: 0xff6b7a,\n accent: 0xf6c85f,\n} as const;\nimport type { CollisionShape3D, IPhysicsBodyHandle, IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\n\nexport type SpacePoint = Pick;\n\nexport interface IRayHit {\n readonly body: IPhysicsBodyHandle;\n readonly distance: number;\n readonly entity?: string;\n readonly normal: SpacePoint;\n readonly position: SpacePoint;\n}\n\nexport interface IShapeHit {\n readonly body: IPhysicsBodyHandle;\n readonly entity?: string;\n readonly position?: SpacePoint;\n}\n\nexport interface IPhysicsDirectSpaceState {\n intersectRay(options: {\n readonly collisionMask?: number;\n readonly from: SpacePoint;\n readonly maxResults?: number;\n readonly to: SpacePoint;\n }): IRayHit | undefined;\n intersectShape(options: {\n readonly collisionMask?: number;\n readonly maxResults?: number;\n readonly position: SpacePoint;\n readonly shape: CollisionShape3D;\n }): readonly IShapeHit[];\n}\n\ntype QueryPhysics = IPhysicsContext & {\n readonly directSpaceState: IPhysicsDirectSpaceState;\n};\n\n/**\n * PRD-088 is the only route to a collider query. The cast keeps this kit source-compatible with\n * the dependency lane while that public field is being integrated; it is not a fallback query.\n */\nexport function directSpaceState(physics: IPhysicsContext): IPhysicsDirectSpaceState {\n const state = (physics as QueryPhysics).directSpaceState;\n if (state === undefined) {\n throw new Error(\"TN_SHOOTER_SPACE_MISSING: @threenative/physics directSpaceState is required.\");\n }\n return state;\n}\nexport type GamePhase = \"playing\" | \"dead\" | \"won\" | \"lost\";\n\nexport type GameState = {\n armor: number;\n deaths: number;\n demoTargetAlive: number;\n friendlyPassed: number;\n gameOver: number;\n gameWon: number;\n health: number;\n hitDistanceTenths: number;\n hitNormalXPercent: number;\n hitNormalYPercent: number;\n hitNormalZPercent: number;\n lives: number;\n pickups: number;\n radiusInsideDeaths: number;\n radiusMidAlive: number;\n radiusNearAlive: number;\n radiusOutsideAlive: number;\n respawns: number;\n scanCount: number;\n score: number;\n targetsRemaining: number;\n wave: number;\n wavesCleared: number;\n wallBlocked: number;\n phase: GamePhase;\n};\nimport type { Vector3 } from \"three\";\nimport type { Target } from \"../entities/Target.js\";\n\nexport class SpawnPoints {\n readonly points: readonly Vector3[];\n\n constructor(points: readonly Vector3[]) {\n if (points.length === 0) throw new Error(\"SpawnPoints requires at least one point.\");\n this.points = points.map((point) => point.clone());\n }\n\n furthestFrom(hostiles: readonly Target[]): Vector3 {\n let best = this.points[0] as Vector3;\n let bestDistance = -1;\n for (const point of this.points) {\n let nearest = Number.POSITIVE_INFINITY;\n for (const hostile of hostiles) {\n if (!hostile.alive) continue;\n nearest = Math.min(nearest, point.distanceToSquared(hostile.mesh.position));\n }\n if (nearest > bestDistance) {\n best = point;\n bestDistance = nearest;\n }\n }\n return best.clone();\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"14ca9612-3b01-4409-a353-1ee66f4afd01","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":93,"estimated_tokens_delta":43,"uuid":"6e019386-e524-4feb-b621-b57873a10520","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgRowRCXCGjcMb7asPY","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"","signature":"CAIS7AIKnAEIEBgCKkCyypyui+3Krdkv+dw+z1XYGzyE2rTW04n1ZbRXtaNM9k8+/dmE79UqzlZhv3vQWy6S8qbti6NTUp+mum1lnthCMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ3ZmRkZmE0MC05MWIyLTRkOWQtODQ0NS00MWI0NGZlNWQ2NTZyEGtwAdPyRGaMhIDCjV/13HyIAQESDOV5XJs/Pq0M5bqXzxoMbDvgfyfDbaaJooWbIjCdwaUIcne/71eeKzm7+nEu14f8RU5Q6ckOW6F5IVDiOJQDGrEhnHTCSPG+1+Da+ekqffznzED/NU7AqqfOpP7VIf6JJJB6xmr+RqcQ75a2pE0Slrj8eGex1qLplorw031f7SQNynb6MqRwRPW8pHJSIGhqwNVZ7oSAhziwcS5/7Wjk8Yqjr7bOIqBtL1g4Iv/P+Il8SOs/JnkGp+hbYky7tGxKgD49C7XUAHDJEQN+GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2053,"cache_read_input_tokens":51938,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2053},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"88f3e22c-160f-4296-ae7f-946e434b0d26","timestamp":"2026-08-19T07:04:00.071Z","request_id":"req_011CeBgRoCWps8dP4T1aQXHY"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgRowRCXCGjcMb7asPY","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01WsdW8FpC4kUnxxGemgM7rk","name":"Bash","input":{"command":"cat src/game.ts; echo \"=====PKG=====\"; cat package.json; echo \"=====SURVIVES=====\"; cat playtests/survives.playtest.json","description":"Read game entry, package.json, smoke playtest"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2053,"cache_read_input_tokens":51938,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2053},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"45c726e5-3a80-4bcb-bedc-bf3a2272d783","timestamp":"2026-08-19T07:04:00.567Z","request_id":"req_011CeBgRoCWps8dP4T1aQXHY"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WsdW8FpC4kUnxxGemgM7rk","type":"tool_result","content":"import { defineGame, replay } from \"@threenative/core\";\nimport { playtest } from \"@threenative/core/playtest\";\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport { rapier } from \"@threenative/physics\";\nimport config from \"../threenative.config.js\";\nimport { drainPlaytestEvents } from \"./playtest-events.js\";\nimport { Boot } from \"./scenes/Boot.js\";\nimport { Play } from \"./scenes/Play.js\";\nimport type { GameState } from \"./state.js\";\n\nconst game = defineGame({\n input: {\n // The four directions of `input.vector(\"move\")`. Declared rather than inherited from the\n // default binding, so the axis every scene reads is visible where the game is defined.\n move: {\n down: [\"ArrowDown\", \"KeyS\"],\n left: [\"ArrowLeft\", \"KeyA\"],\n right: [\"ArrowRight\", \"KeyD\"],\n up: [\"ArrowUp\", \"KeyW\"],\n },\n blast: { keys: [\"KeyE\"], buttons: [2] },\n damage: { keys: [\"KeyH\"] },\n fire: { buttons: [0], keys: [\"KeyF\"], pointer: true },\n lethal: { keys: [\"KeyX\"] },\n probe: { keys: [\"KeyC\"] },\n projectile: { buttons: [1], keys: [\"KeyG\"] },\n restart: { keys: [\"KeyR\"] },\n },\n plugins: [rapier(), replay(), playtest({ events: drainPlaytestEvents })],\n render: config.renderer,\n scenes: { boot: Boot, play: Play },\n seed: 89089,\n start: \"boot\",\n});\n\nexport default game;\n=====PKG=====\n{\n \"name\": \"run-1\",\n \"private\": true,\n \"license\": \"MIT\",\n \"type\": \"module\",\n \"scripts\": {\n \"dev\": \"vite\",\n \"build\": \"threenative build\",\n \"build:web\": \"threenative build --target web\",\n \"build:desktop\": \"threenative build --target desktop\",\n \"build:android\": \"threenative build --target android\",\n \"build:ios\": \"threenative build --target ios\",\n \"test:native\": \"pnpm build:desktop && node node_modules/@threenative/runtime-native/scripts/verify-starter-desktop.mjs\",\n \"pretest\": \"playwright install chromium\",\n \"test\": \"vite build && threenative-playtest --scenario \\\"playtests/*.playtest.json\\\" --browser-recipe webgpu --headed --server-command \\\"pnpm dev --host 127.0.0.1 --port $PORT --strictPort\\\"\",\n \"typecheck\": \"tsc --noEmit -p tsconfig.json\"\n },\n \"dependencies\": {\n \"@threenative/core\": \"0.2.0\",\n \"@threenative/physics\": \"0.2.1\",\n \"@threenative/ui\": \"0.2.1\",\n \"react\": \"19.2.0\",\n \"react-dom\": \"19.2.0\",\n \"three\": \"0.185.1\"\n },\n \"devDependencies\": {\n \"@tailwindcss/vite\": \"4.3.3\",\n \"@types/three\": \"0.185.3\",\n \"@vitejs/plugin-react\": \"6.0.5\",\n \"@threenative/playtest\": \"0.2.0\",\n \"@types/react\": \"19.2.0\",\n \"@types/react-dom\": \"19.2.0\",\n \"playwright\": \"1.62.1\",\n \"create-threenative\": \"0.2.2\",\n \"tailwindcss\": \"4.3.3\",\n \"threenative-asset-mcp\": \"0.4.0\",\n \"threenative-sculpt-mcp\": \"0.1.0\",\n \"typescript\": \"5.9.3\",\n \"vite\": \"8.2.0\"\n },\n \"optionalDependencies\": {\n \"@threenative/runtime-native\": \"0.2.0\"\n },\n \"pnpm\": {\n \"onlyBuiltDependencies\": [\"@threenative/runtime-native\"]\n }\n}\n=====SURVIVES=====\n{\n \"name\": \"survives\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n { \"kind\": \"input\", \"label\": \"move\", \"press\": \"ArrowUp\", \"holdTicks\": 60, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"settle\", \"waitTicks\": 10, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": true,\n \"runtimeReady\": true\n },\n \"movement\": { \"entity\": \"player\", \"minDistance\": 0.5 },\n \"visual\": [\n {\n \"region\": {\n \"x\": 0,\n \"y\": 0,\n \"width\": 1280,\n \"height\": 720,\n \"minNonblankPixelRatio\": 0.01\n }\n }\n ]\n }\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"51a86c80-c3dd-46d4-be40-9c9f761c8bf8","timestamp":"2026-08-19T07:04:00.597Z","tool_use_result":{"stdout":"import { defineGame, replay } from \"@threenative/core\";\nimport { playtest } from \"@threenative/core/playtest\";\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport { rapier } from \"@threenative/physics\";\nimport config from \"../threenative.config.js\";\nimport { drainPlaytestEvents } from \"./playtest-events.js\";\nimport { Boot } from \"./scenes/Boot.js\";\nimport { Play } from \"./scenes/Play.js\";\nimport type { GameState } from \"./state.js\";\n\nconst game = defineGame({\n input: {\n // The four directions of `input.vector(\"move\")`. Declared rather than inherited from the\n // default binding, so the axis every scene reads is visible where the game is defined.\n move: {\n down: [\"ArrowDown\", \"KeyS\"],\n left: [\"ArrowLeft\", \"KeyA\"],\n right: [\"ArrowRight\", \"KeyD\"],\n up: [\"ArrowUp\", \"KeyW\"],\n },\n blast: { keys: [\"KeyE\"], buttons: [2] },\n damage: { keys: [\"KeyH\"] },\n fire: { buttons: [0], keys: [\"KeyF\"], pointer: true },\n lethal: { keys: [\"KeyX\"] },\n probe: { keys: [\"KeyC\"] },\n projectile: { buttons: [1], keys: [\"KeyG\"] },\n restart: { keys: [\"KeyR\"] },\n },\n plugins: [rapier(), replay(), playtest({ events: drainPlaytestEvents })],\n render: config.renderer,\n scenes: { boot: Boot, play: Play },\n seed: 89089,\n start: \"boot\",\n});\n\nexport default game;\n=====PKG=====\n{\n \"name\": \"run-1\",\n \"private\": true,\n \"license\": \"MIT\",\n \"type\": \"module\",\n \"scripts\": {\n \"dev\": \"vite\",\n \"build\": \"threenative build\",\n \"build:web\": \"threenative build --target web\",\n \"build:desktop\": \"threenative build --target desktop\",\n \"build:android\": \"threenative build --target android\",\n \"build:ios\": \"threenative build --target ios\",\n \"test:native\": \"pnpm build:desktop && node node_modules/@threenative/runtime-native/scripts/verify-starter-desktop.mjs\",\n \"pretest\": \"playwright install chromium\",\n \"test\": \"vite build && threenative-playtest --scenario \\\"playtests/*.playtest.json\\\" --browser-recipe webgpu --headed --server-command \\\"pnpm dev --host 127.0.0.1 --port $PORT --strictPort\\\"\",\n \"typecheck\": \"tsc --noEmit -p tsconfig.json\"\n },\n \"dependencies\": {\n \"@threenative/core\": \"0.2.0\",\n \"@threenative/physics\": \"0.2.1\",\n \"@threenative/ui\": \"0.2.1\",\n \"react\": \"19.2.0\",\n \"react-dom\": \"19.2.0\",\n \"three\": \"0.185.1\"\n },\n \"devDependencies\": {\n \"@tailwindcss/vite\": \"4.3.3\",\n \"@types/three\": \"0.185.3\",\n \"@vitejs/plugin-react\": \"6.0.5\",\n \"@threenative/playtest\": \"0.2.0\",\n \"@types/react\": \"19.2.0\",\n \"@types/react-dom\": \"19.2.0\",\n \"playwright\": \"1.62.1\",\n \"create-threenative\": \"0.2.2\",\n \"tailwindcss\": \"4.3.3\",\n \"threenative-asset-mcp\": \"0.4.0\",\n \"threenative-sculpt-mcp\": \"0.1.0\",\n \"typescript\": \"5.9.3\",\n \"vite\": \"8.2.0\"\n },\n \"optionalDependencies\": {\n \"@threenative/runtime-native\": \"0.2.0\"\n },\n \"pnpm\": {\n \"onlyBuiltDependencies\": [\"@threenative/runtime-native\"]\n }\n}\n=====SURVIVES=====\n{\n \"name\": \"survives\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n { \"kind\": \"input\", \"label\": \"move\", \"press\": \"ArrowUp\", \"holdTicks\": 60, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"settle\", \"waitTicks\": 10, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": true,\n \"runtimeReady\": true\n },\n \"movement\": { \"entity\": \"player\", \"minDistance\": 0.5 },\n \"visual\": [\n {\n \"region\": {\n \"x\": 0,\n \"y\": 0,\n \"width\": 1280,\n \"height\": 720,\n \"minNonblankPixelRatio\": 0.01\n }\n }\n ]\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"d1423cc2-7e06-4a07-be84-5caf2ec9f695","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":121,"estimated_tokens_delta":71,"uuid":"f210bb36-0555-436c-b538-64f55353fe55","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgS7AFmLgh6QnWfjtHQ","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"","signature":"CAIS3AMKnAEIEBgCKkDeYQf12iGeHajN5pFScoy9i0gFpKoEP9W9oEuSbNebUySv3n+EX051vuOaGfejDpkO+XsUmpI8JbW635pTDrvpMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ3ZmRkZmE0MC05MWIyLTRkOWQtODQ0NS00MWI0NGZlNWQ2NTZyEGtwAdPyRGaMhIDCjV/13HyIAQESDEstCu9J/h3fzH/5XRoMB/VK8S0bDSHd0wl0IjCPhzQY9ECELv64DnJBsqjT2U3DgU/C/A1YEhhuBf/0p7HCsWZxat0/kHdMWR/pcK8q7AGp34mMgOMqBz3Gwbs4kclr4SwVWMudM7jvkgB73ScWW8cEUOXZrchXlu6SSJEOAQWfk+NIYhugjBrbDKnZDI5GpAgZ321bXtGsYexNm7bnHSy93xTgdqIzv1A+PaIU0zmkUocnd3fXQdDd/MkV04i3zx6u9fuqwDfDUPs8cWqyrqSeWlxgQbznVuWHdI5ZJChnpKfIxixu80/rJYcdvKN7sRXzEvAoZcwziQ9NHofUWryEO70BTqJRu6beu7IUrdys4XSwmfulnUO5HRBitagiSpcQItc7ESEU5oYTX2geyGUXaZ2OsA1ZuHlakxgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1885,"cache_read_input_tokens":53991,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1885},"output_tokens":6,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"a55544b7-554d-4b6a-9f31-d60354403e19","timestamp":"2026-08-19T07:04:04.157Z","request_id":"req_011CeBgS6R7WJLqbnQVoikyb"} 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API"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":253,"cache_read_input_tokens":55876,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":253},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"5a805cd7-aa0b-4dc2-8d15-ffa5d3e3bbb8","timestamp":"2026-08-19T07:04:07.811Z","request_id":"req_011CeBgSQ12tkAaBiufQjbUV"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0199uDmu9G2qtBqgMLDKs35f","type":"tool_result","content":" 577 node_modules/@threenative/physics/dist/Area3D-CvwDbfU6.d.ts\n 9 node_modules/@threenative/physics/dist/index.d.ts\n 586 total\n====\n274:declare class CharacterBody3D {\n275- #private;\n276- readonly body: IPhysicsBodyHandle;\n277- readonly collider: IPhysicsColliderHandle;\n278- readonly controller: IPhysicsHandle;\n279- readonly object: Object3D;\n280- readonly velocity: Vector3;\n281- /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n282- gravity: number;\n283- maxFallSpeed: number;\n284- readonly oneWayLayers: number;\n285- grounded: boolean;\n286- constructor(options: ICharacterBody3DOptions);\n287- move(desiredTranslation: Pick): void;\n288- moveAndSlide(dt: number): void;\n289- /** Called by the shared plugin before a bulk step. */\n290- writeKinematic(buffer: Float32Array, offset: number): void;\n291- syncToPhysics(): void;\n292- step(): void;\n293- teleport(position: Pick): void;\n294- applyTransform(values: Readonly, offset: number): void;\n295- syncFromPhysics(): void;\n296- dispose(): void;\n297-}\n298-\n299-type PhysicsQueryVector3 = IPhysicsVector3;\n300-interface IIntersectRayOptions {\n301- readonly from: PhysicsQueryVector3;\n302- readonly to: PhysicsQueryVector3;\n303- readonly collisionMask?: number;\n304-}\n305-interface IIntersectShapeOptions {\n306- readonly shape: CollisionShape3D;\n307- readonly position: PhysicsQueryVector3;\n308- readonly rotation?: {\n309- readonly x: number;\n310- readonly y: number;\n311- readonly z: number;\n312- readonly w: number;\n313- };\n314- readonly collisionMask?: number;\n315- readonly maxResults?: number;\n316-}\n317-interface IIntersectPointOptions {\n318- readonly position: PhysicsQueryVector3;\n319- readonly collisionMask?: number;\n320- readonly maxResults?: number;\n321-}\n322-interface IRayHit extends IPhysicsRayHit {\n323- readonly body: IPhysicsBodyHandle;\n324-}\n325-type IShapeHit = IPhysicsQueryHit;\n326-type IPointHit = IPhysicsQueryHit;\n327-/** Godot-shaped point-in-time queries over the selected physics simulation. */\n328-declare class PhysicsDirectSpaceState3D {\n329- #private;\n330- constructor(simulation: IPhysicsSimulation);\n331- intersectRay(options: IIntersectRayOptions): IRayHit | undefined;\n332- intersectShape(options: IIntersectShapeOptions): readonly IShapeHit[];\n333- intersectPoint(options: IIntersectPointOptions): readonly IPointHit[];\n334-}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"1df75aed-8b29-42c4-aa11-3d4f334ba7a5","timestamp":"2026-08-19T07:04:07.853Z","tool_use_result":{"stdout":" 577 node_modules/@threenative/physics/dist/Area3D-CvwDbfU6.d.ts\n 9 node_modules/@threenative/physics/dist/index.d.ts\n 586 total\n====\n274:declare class CharacterBody3D {\n275- #private;\n276- readonly body: IPhysicsBodyHandle;\n277- readonly collider: IPhysicsColliderHandle;\n278- readonly controller: IPhysicsHandle;\n279- readonly object: Object3D;\n280- readonly velocity: Vector3;\n281- /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n282- gravity: number;\n283- maxFallSpeed: number;\n284- readonly oneWayLayers: number;\n285- grounded: boolean;\n286- constructor(options: ICharacterBody3DOptions);\n287- move(desiredTranslation: Pick): void;\n288- moveAndSlide(dt: number): void;\n289- /** Called by the shared plugin before a bulk step. */\n290- writeKinematic(buffer: Float32Array, offset: number): void;\n291- syncToPhysics(): void;\n292- step(): void;\n293- teleport(position: Pick): void;\n294- applyTransform(values: Readonly, offset: number): void;\n295- syncFromPhysics(): void;\n296- dispose(): void;\n297-}\n298-\n299-type PhysicsQueryVector3 = IPhysicsVector3;\n300-interface IIntersectRayOptions {\n301- readonly from: PhysicsQueryVector3;\n302- readonly to: PhysicsQueryVector3;\n303- readonly collisionMask?: number;\n304-}\n305-interface IIntersectShapeOptions {\n306- readonly shape: CollisionShape3D;\n307- readonly position: PhysicsQueryVector3;\n308- readonly rotation?: {\n309- readonly x: number;\n310- readonly y: number;\n311- readonly z: number;\n312- readonly w: number;\n313- };\n314- readonly collisionMask?: number;\n315- readonly maxResults?: number;\n316-}\n317-interface IIntersectPointOptions {\n318- readonly position: PhysicsQueryVector3;\n319- readonly collisionMask?: number;\n320- readonly maxResults?: number;\n321-}\n322-interface IRayHit extends IPhysicsRayHit {\n323- readonly body: IPhysicsBodyHandle;\n324-}\n325-type IShapeHit = IPhysicsQueryHit;\n326-type IPointHit = IPhysicsQueryHit;\n327-/** Godot-shaped point-in-time queries over the selected physics simulation. */\n328-declare class PhysicsDirectSpaceState3D {\n329- #private;\n330- constructor(simulation: IPhysicsSimulation);\n331- intersectRay(options: IIntersectRayOptions): IRayHit | undefined;\n332- intersectShape(options: IIntersectShapeOptions): readonly IShapeHit[];\n333- intersectPoint(options: IIntersectPointOptions): readonly IPointHit[];\n334-}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"2587b3dd-c794-4511-8115-bede8947b901","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":250,"estimated_tokens_delta":200,"uuid":"6f704028-7014-4b7d-9551-336f612c1f7f","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GJfsCLCLD7aFAnFjRPbVbk","type":"tool_result","content":"234:interface ICharacterBody3DOptions {\n235- readonly object: Object3D;\n236- readonly entity?: string;\n237- readonly physics?: IPhysicsContext;\n238- /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n239- readonly world?: IPhysicsWorldHandle | unknown;\n240- readonly shape: CollisionShape3D;\n241- readonly offset?: number;\n242- readonly maxSlopeClimbAngle?: number;\n243- readonly autostep?: {\n244- readonly maxHeight: number;\n245- readonly minWidth: number;\n246- readonly includeDynamicBodies?: boolean;\n247- };\n248- readonly snapToGround?: number;\n249- /**\n250- * Vertical acceleration in m/s², added to `velocity.y` every `moveAndSlide(dt)`. It is a\n251- * signed component of a velocity, not a strength: **down is negative**. `-9.81` is earth,\n252- * `-24` a snappy platformer, `0` a planar top-down game that must not fall, and a positive\n253- * value accelerates the character upward.\n254- *\n255- * Passing the magnitude — `gravity: 24` — makes the character fly, which on screen is\n256- * indistinguishable from a broken collider. Default `-9.81`.\n257- */\n258- readonly gravity?: number;\n259- /** Terminal downward speed in m/s, as a positive magnitude. Default 50. */\n260- readonly maxFallSpeed?: number;\n261- /** Godot's collision_layer — which layers this body occupies. Default 1. */\n262- readonly collisionLayer?: number;\n263- /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n264- readonly collisionMask?: number;\n--\n281: /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n282- gravity: number;\n283- maxFallSpeed: number;\n284- readonly oneWayLayers: number;\n285- grounded: boolean;\n286: constructor(options: ICharacterBody3DOptions);\n287- move(desiredTranslation: Pick): void;\n288- moveAndSlide(dt: number): void;\n289- /** Called by the shared plugin before a bulk step. */\n290- writeKinematic(buffer: Float32Array, offset: number): void;\n291- syncToPhysics(): void;\n292- step(): void;\n293- teleport(position: Pick): void;","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"ff57ce35-e32b-42f1-b330-281e96bc0760","timestamp":"2026-08-19T07:04:13.288Z","tool_use_result":{"stdout":"234:interface ICharacterBody3DOptions {\n235- readonly object: Object3D;\n236- readonly entity?: string;\n237- readonly physics?: IPhysicsContext;\n238- /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n239- readonly world?: IPhysicsWorldHandle | unknown;\n240- readonly shape: CollisionShape3D;\n241- readonly offset?: number;\n242- readonly maxSlopeClimbAngle?: number;\n243- readonly autostep?: {\n244- readonly maxHeight: number;\n245- readonly minWidth: number;\n246- readonly includeDynamicBodies?: boolean;\n247- };\n248- readonly snapToGround?: number;\n249- /**\n250- * Vertical acceleration in m/s², added to `velocity.y` every `moveAndSlide(dt)`. It is a\n251- * signed component of a velocity, not a strength: **down is negative**. `-9.81` is earth,\n252- * `-24` a snappy platformer, `0` a planar top-down game that must not fall, and a positive\n253- * value accelerates the character upward.\n254- *\n255- * Passing the magnitude — `gravity: 24` — makes the character fly, which on screen is\n256- * indistinguishable from a broken collider. Default `-9.81`.\n257- */\n258- readonly gravity?: number;\n259- /** Terminal downward speed in m/s, as a positive magnitude. Default 50. */\n260- readonly maxFallSpeed?: number;\n261- /** Godot's collision_layer — which layers this body occupies. Default 1. */\n262- readonly collisionLayer?: number;\n263- /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n264- readonly collisionMask?: number;\n--\n281: /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n282- gravity: number;\n283- maxFallSpeed: number;\n284- readonly oneWayLayers: number;\n285- grounded: boolean;\n286: constructor(options: ICharacterBody3DOptions);\n287- move(desiredTranslation: Pick): void;\n288- moveAndSlide(dt: number): void;\n289- /** Called by the shared plugin before a bulk step. */\n290- writeKinematic(buffer: Float32Array, offset: number): void;\n291- syncToPhysics(): void;\n292- step(): void;\n293- teleport(position: Pick): void;","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgT3Wm9vXHgRZW1wXTQ","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01L9wohBLp9yDDhnJMRnuriM","name":"Bash","input":{"command":"grep -n \"applyTransform\" -A 12 node_modules/@threenative/physics/dist/index.js | head -60","description":"Check whether physics overwrites mesh rotation"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":1415,"cache_read_input_tokens":57450,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1415},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"29dc3eee-a69a-4ca5-948f-63224cd5c6e8","timestamp":"2026-08-19T07:04:18.774Z","request_id":"req_011CeBgT2dBYFoYxYXViuH4w"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01L9wohBLp9yDDhnJMRnuriM","type":"tool_result","content":"785: applyTransform(values, offset) {\n786- const [, x, y, z] = finiteTransform(values, offset);\n787- Object.assign(this.#position, { x, y, z });\n788- }\n789- handleCollision(body, started) {\n790- if (this.#disposed || !this.#monitoring) return;\n791- const handle = body.body.id;\n792- if (started) {\n793- if (this.#entered.has(handle)) return;\n794- this.#entered.set(handle, body);\n795- this.#contacts.push({ area: this, body, entity: this.entity, started: true });\n796- if (this.#contacts.length > MAX_CONTACT_LOG) this.#contacts.shift();\n797- for (const handler of this.#listeners.bodyEntered) handler(body);\n--\n955: applyTransform(values, offset) {\n956- const [, x, y, z, qx, qy, qz, qw] = finiteTransform2(values, offset);\n957- const state = this.#simulation.readCharacterState?.(this.body.id);\n958- this.grounded = state?.grounded ?? (this.#sliding && this.#desiredY < 0 && y - this.#beforeY > this.#desiredY + 1e-4);\n959- this.#groundCollider = state?.groundCollider;\n960- if (this.#sliding && this.grounded && this.velocity.y < 0) this.velocity.y = 0;\n961- this.object.position.set(x, y, z);\n962- this.object.quaternion.set(qx, qy, qz, qw);\n963- this.#desired = { x: 0, y: 0, z: 0 };\n964- this.#sliding = false;\n965- }\n966- syncFromPhysics() {\n967- const transform = this.#simulation.readBodyTransform?.(this.body.id);\n--\n1337: applyTransform(values, offset) {\n1338- const [, x, y, z, qx, qy, qz, qw] = finiteTransform3(values, offset);\n1339- this.object.position.set(x, y, z);\n1340- this.object.quaternion.set(qx, qy, qz, qw);\n1341- this.#lastPosition = { x, y, z };\n1342- }\n1343- dispose() {\n1344- if (this.#disposed) return;\n1345- this.#disposed = true;\n1346- this.#physics?.remove(this);\n1347- this.#simulation.removeBody(this.body.id);\n1348- }\n1349-};\n--\n1464: if (body !== void 0) body.applyTransform(visible, offset);\n1465- else {\n1466- const area = areas.get(id);\n1467- if (area === void 0)\n1468- throw new Error(\"IPhysicsSimulation returned an unknown visible body id.\");\n1469: area.applyTransform(visible, offset);\n1470- }\n1471- }\n1472- events = growEvents(events, bodies.size + areas.size);\n1473- const maximumEventValues = Math.max(\n1474- 64,\n1475- (bodies.size + areas.size) ** 2 * PHYSICS_COLLISION_EVENT_STRIDE\n1476- );\n1477- let eventCount;\n1478- for (; ; ) {\n1479- try {\n1480- eventCount = simulation.drainCollisionEvents(events);\n1481- break;","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"c2d90991-5709-470c-b206-1b243f3ec57f","timestamp":"2026-08-19T07:04:18.808Z","tool_use_result":{"stdout":"785: applyTransform(values, offset) {\n786- const [, x, y, z] = finiteTransform(values, offset);\n787- Object.assign(this.#position, { x, y, z });\n788- }\n789- handleCollision(body, started) {\n790- if (this.#disposed || !this.#monitoring) return;\n791- const handle = body.body.id;\n792- if (started) {\n793- if (this.#entered.has(handle)) return;\n794- this.#entered.set(handle, body);\n795- this.#contacts.push({ area: this, body, entity: this.entity, started: true });\n796- if (this.#contacts.length > MAX_CONTACT_LOG) this.#contacts.shift();\n797- for (const handler of this.#listeners.bodyEntered) handler(body);\n--\n955: applyTransform(values, offset) {\n956- const [, x, y, z, qx, qy, qz, qw] = finiteTransform2(values, offset);\n957- const state = this.#simulation.readCharacterState?.(this.body.id);\n958- this.grounded = state?.grounded ?? (this.#sliding && this.#desiredY < 0 && y - this.#beforeY > this.#desiredY + 1e-4);\n959- this.#groundCollider = state?.groundCollider;\n960- if (this.#sliding && this.grounded && this.velocity.y < 0) this.velocity.y = 0;\n961- this.object.position.set(x, y, z);\n962- this.object.quaternion.set(qx, qy, qz, qw);\n963- this.#desired = { x: 0, y: 0, z: 0 };\n964- this.#sliding = false;\n965- }\n966- syncFromPhysics() {\n967- const transform = this.#simulation.readBodyTransform?.(this.body.id);\n--\n1337: applyTransform(values, offset) {\n1338- const [, x, y, z, qx, qy, qz, qw] = finiteTransform3(values, offset);\n1339- this.object.position.set(x, y, z);\n1340- this.object.quaternion.set(qx, qy, qz, qw);\n1341- this.#lastPosition = { x, y, z };\n1342- }\n1343- dispose() {\n1344- if (this.#disposed) return;\n1345- this.#disposed = true;\n1346- this.#physics?.remove(this);\n1347- this.#simulation.removeBody(this.body.id);\n1348- }\n1349-};\n--\n1464: if (body !== void 0) body.applyTransform(visible, offset);\n1465- else {\n1466- const area = areas.get(id);\n1467- if (area === void 0)\n1468- throw new Error(\"IPhysicsSimulation returned an unknown visible body id.\");\n1469: area.applyTransform(visible, offset);\n1470- }\n1471- }\n1472- events = growEvents(events, bodies.size + areas.size);\n1473- const maximumEventValues = Math.max(\n1474- 64,\n1475- (bodies.size + areas.size) ** 2 * PHYSICS_COLLISION_EVENT_STRIDE\n1476- );\n1477- let eventCount;\n1478- for (; ; ) {\n1479- try {\n1480- eventCount = simulation.drainCollisionEvents(events);\n1481- break;","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"ce929f71-ccfb-4e94-943f-17b6a4005305","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01YafJ8T5owh1phci8R4Uutr","type":"tool_result","content":"778: writeKinematic(buffer, offset) {\n779- if (this.#disposed) return;\n780- buffer.set(\n781- [this.body.id, this.#position.x, this.#position.y, this.#position.z, 0, 0, 0, 1],\n782- offset\n783- );\n784- }\n785- applyTransform(values, offset) {\n786- const [, x, y, z] = finiteTransform(values, offset);\n787- Object.assign(this.#position, { x, y, z });\n788- }\n789- handleCollision(body, started) {\n790- if (this.#disposed || !this.#monitoring) return;\n791- const handle = body.body.id;\n792- if (started) {\n--\n922: writeKinematic(buffer, offset) {\n923- if (this.#disposed) return;\n924- this.#beforeY = this.object.position.y;\n925- this.#desiredY = this.#desired.y;\n926- const carry = this.#sliding && this.grounded && this.velocity.y <= 0 && this.#groundCollider !== void 0 ? this.#physics?.kinematicMotion?.(this.#groundCollider) : void 0;\n927- buffer.set(\n928- [\n929- this.body.id,\n930- this.object.position.x + this.#desired.x + (carry?.x ?? 0),\n931- this.object.position.y + this.#desired.y + (carry?.y ?? 0),\n932- this.object.position.z + this.#desired.z + (carry?.z ?? 0),\n933- this.object.quaternion.x,\n934- this.object.quaternion.y,\n935- this.object.quaternion.z,\n936- this.object.quaternion.w\n--\n1271: writeKinematic(buffer, offset) {\n1272- if (this.#disposed) return;\n1273- buffer.set(\n1274- [\n1275- this.body.id,\n1276- this.object.position.x,\n1277- this.object.position.y,\n1278- this.object.position.z,\n1279- this.object.quaternion.x,\n1280- this.object.quaternion.y,\n1281- this.object.quaternion.z,\n1282- this.object.quaternion.w\n1283- ],\n1284- offset\n1285- );\n--\n1439: body.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1440- count += 1;\n1441- }\n1442- }\n1443- for (const body of bodies) {\n1444- if (body instanceof CharacterBody3D) {\n1445: body.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1446- count += 1;\n1447- }\n1448- }\n1449- for (const area of areas.values()) {\n1450: area.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1451- count += 1;\n1452- }\n1453- const input = {\n1454- kinematicCount: count,\n1455- kinematicTransforms: kinematic\n1456- };\n1457- simulation.step(dt, input);\n1458- visible = growFloat(visible, bodies.size + areas.size);\n1459- visibleCount = simulation.readVisibleTransforms(visible);\n1460- for (let index = 0; index < visibleCount; index += 1) {","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"f7e6b106-6be6-40ba-ba10-27e600442a7e","timestamp":"2026-08-19T07:04:25.381Z","tool_use_result":{"stdout":"778: writeKinematic(buffer, offset) {\n779- if (this.#disposed) return;\n780- buffer.set(\n781- [this.body.id, this.#position.x, this.#position.y, this.#position.z, 0, 0, 0, 1],\n782- offset\n783- );\n784- }\n785- applyTransform(values, offset) {\n786- const [, x, y, z] = finiteTransform(values, offset);\n787- Object.assign(this.#position, { x, y, z });\n788- }\n789- handleCollision(body, started) {\n790- if (this.#disposed || !this.#monitoring) return;\n791- const handle = body.body.id;\n792- if (started) {\n--\n922: writeKinematic(buffer, offset) {\n923- if (this.#disposed) return;\n924- this.#beforeY = this.object.position.y;\n925- this.#desiredY = this.#desired.y;\n926- const carry = this.#sliding && this.grounded && this.velocity.y <= 0 && this.#groundCollider !== void 0 ? this.#physics?.kinematicMotion?.(this.#groundCollider) : void 0;\n927- buffer.set(\n928- [\n929- this.body.id,\n930- this.object.position.x + this.#desired.x + (carry?.x ?? 0),\n931- this.object.position.y + this.#desired.y + (carry?.y ?? 0),\n932- this.object.position.z + this.#desired.z + (carry?.z ?? 0),\n933- this.object.quaternion.x,\n934- this.object.quaternion.y,\n935- this.object.quaternion.z,\n936- this.object.quaternion.w\n--\n1271: writeKinematic(buffer, offset) {\n1272- if (this.#disposed) return;\n1273- buffer.set(\n1274- [\n1275- this.body.id,\n1276- this.object.position.x,\n1277- this.object.position.y,\n1278- this.object.position.z,\n1279- this.object.quaternion.x,\n1280- this.object.quaternion.y,\n1281- this.object.quaternion.z,\n1282- this.object.quaternion.w\n1283- ],\n1284- offset\n1285- );\n--\n1439: body.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1440- count += 1;\n1441- }\n1442- }\n1443- for (const body of bodies) {\n1444- if (body instanceof CharacterBody3D) {\n1445: body.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1446- count += 1;\n1447- }\n1448- }\n1449- for (const area of areas.values()) {\n1450: area.writeKinematic(kinematic, count * PHYSICS_TRANSFORM_STRIDE);\n1451- count += 1;\n1452- }\n1453- const input = {\n1454- kinematicCount: count,\n1455- kinematicTransforms: kinematic\n1456- };\n1457- simulation.step(dt, input);\n1458- visible = growFloat(visible, bodies.size + areas.size);\n1459- visibleCount = simulation.readVisibleTransforms(visible);\n1460- for (let index = 0; index < visibleCount; index += 1) {","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"23aa2a9b-4820-4982-9b89-87fc01662d66","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"8ab039f6-46c9-46c4-9425-129102f6de74","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":250,"estimated_tokens_delta":100,"uuid":"554fccbf-8b06-4403-ace1-b49d1dc98781","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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hitscan"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1573,"cache_read_input_tokens":60124,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1573},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"ead0cdd9-abf7-4241-a296-1a9bb48615b3","timestamp":"2026-08-19T07:04:41.900Z","request_id":"req_011CeBgTvJxAGB3Mem9mpE8B"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01C4kmLHmdRqMZLJ91jNSuoT","type":"tool_result","content":"import type { IPhysicsContext } from \"@threenative/physics\";\nimport { CollisionShape3D } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { HOSTILE_LAYER } from \"../entities/Player.js\";\nimport type { Target } from \"../entities/Target.js\";\nimport { directSpaceState } from \"../physics.js\";\n\nexport function applyDirectDamage(\n targets: ReadonlyMap,\n bodyId: number,\n amount: number,\n): boolean {\n const target = targets.get(bodyId);\n return target?.takeDamage(amount) ?? false;\n}\n\nexport function applyRadiusDamage(\n physics: IPhysicsContext,\n centre: Vector3,\n radius: number,\n amount: number,\n targets: ReadonlyMap,\n): Set {\n const hits = directSpaceState(physics).intersectShape({\n collisionMask: HOSTILE_LAYER,\n maxResults: 16,\n position: centre,\n shape: CollisionShape3D.sphere(radius),\n });\n const defeated = new Set();\n for (const hit of hits) {\n const target = targets.get(hit.body.id);\n if (target === undefined || !target.alive) continue;\n // Candidate discovery is the physics query. This single falloff calculation is the weapon's\n // design, not a JavaScript distance scan over the level.\n const distance = target.mesh.position.distanceTo(centre);\n const falloff = Math.max(0, 1 - distance / radius);\n if (target.takeDamage(amount * Math.max(0.25, falloff))) defeated.add(hit.body.id);\n }\n return defeated;\n}\n=====PROJECTILE=====\nimport type { ICtx } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport type { Mesh, Vector3 } from \"three\";\nimport { PROJECTILE_LAYER } from \"../entities/Player.js\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\nimport { createProjectileVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\ntype GameCtx = ICtx;\n\nexport class Projectile {\n readonly mesh: Mesh;\n readonly body: RigidBody3D;\n readonly tags = [\"projectile\"];\n #direction: Vector3;\n #life = 2.4;\n #speed = 10;\n #collisionMask: number;\n #onHit: (hit: IRayHit) => void;\n #dead = false;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n origin: Vector3,\n direction: Vector3,\n collisionMask: number,\n onHit: (hit: IRayHit) => void,\n ) {\n this.#collisionMask = collisionMask;\n this.#direction = direction.clone().normalize();\n this.#onHit = onHit;\n this.mesh = createProjectileVisual(materials);\n this.mesh.position.copy(origin);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: PROJECTILE_LAYER,\n collisionMask,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.sphere(0.12),\n type: \"kinematic\",\n });\n }\n\n get dead(): boolean {\n return this.#dead;\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.#dead) return;\n this.#life -= dt;\n if (this.#life <= 0) {\n this.#dead = true;\n return;\n }\n const from = this.mesh.position.clone();\n const to = from.clone().addScaledVector(this.#direction, this.#speed * dt);\n const hit = directSpaceState(ctx.physics).intersectRay({\n collisionMask: this.#collisionMask,\n from,\n to,\n });\n if (hit !== undefined) {\n this.#dead = true;\n this.#onHit(hit);\n return;\n }\n this.mesh.position.copy(to);\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====HITSCAN=====\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\n\nexport class Hitscan {\n readonly range: number;\n readonly cooldown: number;\n #cooldown = 0;\n\n constructor(range = 24, cooldown = 0.22) {\n this.range = range;\n this.cooldown = cooldown;\n }\n\n update(dt: number): void {\n this.#cooldown = Math.max(0, this.#cooldown - dt);\n }\n\n fire(\n physics: IPhysicsContext,\n from: Vector3,\n direction: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n if (this.#cooldown > 0) return undefined;\n this.#cooldown = this.cooldown;\n const to = from.clone().add(direction.clone().normalize().multiplyScalar(this.range));\n return directSpaceState(physics).intersectRay({\n collisionMask,\n from,\n to,\n });\n }\n\n probe(\n physics: IPhysicsContext,\n from: Vector3,\n to: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n return directSpaceState(physics).intersectRay({ collisionMask, from, to });\n }\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"a3428304-777f-4d15-ad28-721744adf012","timestamp":"2026-08-19T07:04:41.956Z","tool_use_result":{"stdout":"import type { IPhysicsContext } from \"@threenative/physics\";\nimport { CollisionShape3D } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { HOSTILE_LAYER } from \"../entities/Player.js\";\nimport type { Target } from \"../entities/Target.js\";\nimport { directSpaceState } from \"../physics.js\";\n\nexport function applyDirectDamage(\n targets: ReadonlyMap,\n bodyId: number,\n amount: number,\n): boolean {\n const target = targets.get(bodyId);\n return target?.takeDamage(amount) ?? false;\n}\n\nexport function applyRadiusDamage(\n physics: IPhysicsContext,\n centre: Vector3,\n radius: number,\n amount: number,\n targets: ReadonlyMap,\n): Set {\n const hits = directSpaceState(physics).intersectShape({\n collisionMask: HOSTILE_LAYER,\n maxResults: 16,\n position: centre,\n shape: CollisionShape3D.sphere(radius),\n });\n const defeated = new Set();\n for (const hit of hits) {\n const target = targets.get(hit.body.id);\n if (target === undefined || !target.alive) continue;\n // Candidate discovery is the physics query. This single falloff calculation is the weapon's\n // design, not a JavaScript distance scan over the level.\n const distance = target.mesh.position.distanceTo(centre);\n const falloff = Math.max(0, 1 - distance / radius);\n if (target.takeDamage(amount * Math.max(0.25, falloff))) defeated.add(hit.body.id);\n }\n return defeated;\n}\n=====PROJECTILE=====\nimport type { ICtx } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport type { Mesh, Vector3 } from \"three\";\nimport { PROJECTILE_LAYER } from \"../entities/Player.js\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\nimport { createProjectileVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\ntype GameCtx = ICtx;\n\nexport class Projectile {\n readonly mesh: Mesh;\n readonly body: RigidBody3D;\n readonly tags = [\"projectile\"];\n #direction: Vector3;\n #life = 2.4;\n #speed = 10;\n #collisionMask: number;\n #onHit: (hit: IRayHit) => void;\n #dead = false;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n origin: Vector3,\n direction: Vector3,\n collisionMask: number,\n onHit: (hit: IRayHit) => void,\n ) {\n this.#collisionMask = collisionMask;\n this.#direction = direction.clone().normalize();\n this.#onHit = onHit;\n this.mesh = createProjectileVisual(materials);\n this.mesh.position.copy(origin);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: PROJECTILE_LAYER,\n collisionMask,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.sphere(0.12),\n type: \"kinematic\",\n });\n }\n\n get dead(): boolean {\n return this.#dead;\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.#dead) return;\n this.#life -= dt;\n if (this.#life <= 0) {\n this.#dead = true;\n return;\n }\n const from = this.mesh.position.clone();\n const to = from.clone().addScaledVector(this.#direction, this.#speed * dt);\n const hit = directSpaceState(ctx.physics).intersectRay({\n collisionMask: this.#collisionMask,\n from,\n to,\n });\n if (hit !== undefined) {\n this.#dead = true;\n this.#onHit(hit);\n return;\n }\n this.mesh.position.copy(to);\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====HITSCAN=====\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\n\nexport class Hitscan {\n readonly range: number;\n readonly cooldown: number;\n #cooldown = 0;\n\n constructor(range = 24, cooldown = 0.22) {\n this.range = range;\n this.cooldown = cooldown;\n }\n\n update(dt: number): void {\n this.#cooldown = Math.max(0, this.#cooldown - dt);\n }\n\n fire(\n physics: IPhysicsContext,\n from: Vector3,\n direction: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n if (this.#cooldown > 0) return undefined;\n this.#cooldown = this.cooldown;\n const to = from.clone().add(direction.clone().normalize().multiplyScalar(this.range));\n return directSpaceState(physics).intersectRay({\n collisionMask,\n from,\n to,\n });\n }\n\n probe(\n physics: IPhysicsContext,\n from: Vector3,\n to: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n return directSpaceState(physics).intersectRay({ collisionMask, from, to });\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"242f68bf-6fd3-47ba-94ee-008f324612f7","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"f202bd17-b9c0-49d0-a92a-053934fff645","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01UNwPxD27axLnZQ4KT3kUHT","type":"tool_result","content":"import type { IGame } from \"@threenative/core\";\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport { useGameState } from \"@threenative/ui\";\nimport { shooterUi } from \"../render/ui.js\";\nimport type { GameState } from \"../state.js\";\n\ntype MeterTone = keyof typeof shooterUi.hud.meter.fill;\n\nfunction Meter({ label, value, tone }: { label: string; tone: MeterTone; value: number }) {\n return (\n
\n
\n {label}\n {Math.round(value)}\n
\n
\n \n
\n
\n );\n}\n\nexport function Hud({ game }: { game: IGame }) {\n const health = useGameState(game, (state) => state.health);\n const lives = useGameState(game, (state) => state.lives);\n const wave = useGameState(game, (state) => state.wave);\n const wavesCleared = useGameState(game, (state) => state.wavesCleared);\n const targets = useGameState(game, (state) => state.targetsRemaining);\n const phase = useGameState(game, (state) => state.phase);\n return (\n
\n
{shooterUi.hud.copy.eyebrow}
\n
{shooterUi.hud.copy.wave(wave)}
\n
{shooterUi.hud.copy.rules}
\n \n \n
\n {shooterUi.hud.copy.targets(targets)}\n {shooterUi.hud.copy.clear(wavesCleared)}\n
\n {phase !== \"playing\" && (\n
{shooterUi.hud.phaseCopy[phase]}
\n )}\n
\n );\n}\n=====SHOOTER PLAYTEST=====\n{\n \"name\": \"shooter-contract-and-loop\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n {\n \"kind\": \"input\",\n \"label\": \"geometry-and-layer-filter\",\n \"press\": \"KeyF\",\n \"holdTicks\": 1,\n \"release\": true\n },\n {\n \"kind\": \"input\",\n \"label\": \"wall-layer-filter\",\n \"press\": \"KeyC\",\n \"holdTicks\": 1,\n \"release\": true\n },\n { \"kind\": \"input\", \"label\": \"radius-set\", \"press\": \"KeyE\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"scan-window\", \"waitTicks\": 300, \"release\": true },\n { \"kind\": \"input\", \"label\": \"damage\", \"press\": \"KeyH\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"input\", \"label\": \"death\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"respawn\", \"waitTicks\": 35, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup\", \"press\": \"KeyA\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup-return\", \"press\": \"KeyD\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-1-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-2-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-2-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-3-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-3-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-4-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-4-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-5-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-5-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"win-settled\", \"waitTicks\": 45, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n \"runtimeReady\": true\n },\n \"resources\": [\n { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusInsideDeaths\", \"equals\": 2, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusNearAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusMidAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusOutsideAlive\", \"equals\": 1 },\n { \"id\": \"state\", \"path\": \"scanCount\", \"gte\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"health\", \"atSteps\": [{ \"label\": \"damage\", \"equals\": 65 }] },\n { \"id\": \"state\", \"path\": \"deaths\", \"atSteps\": [{ \"label\": \"death\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"respawns\", \"atSteps\": [{ \"label\": \"respawn\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"pickups\", \"atSteps\": [{ \"label\": \"pickup\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"wavesCleared\", \"equals\": 5, \"changed\": true },\n { \"id\": \"state\", \"path\": \"gameWon\", \"equals\": 1, \"changed\": true }\n ],\n \"components\": [\n {\n \"entity\": \"scan-target\",\n \"component\": \"selected\",\n \"atSteps\": [{ \"label\": \"scan-window\", \"equals\": 1 }]\n }\n ],\n \"signals\": [\n { \"name\": \"hit\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"geometry-and-layer-filter\" },\n { \"name\": \"wall-blocked\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"wall-layer-filter\" },\n { \"name\": \"radius-damage\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"radius-set\" },\n { \"name\": \"damaged\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"damage\" },\n { \"name\": \"died\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"death\" },\n { \"name\": \"respawned\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"respawn\" },\n { \"name\": \"collected\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"pickup\" },\n { \"name\": \"cleared\", \"entity\": \"wave\", \"minCount\": 5 }\n ],\n \"visibility\": [\n { \"entity\": \"player\", \"minProjectedPixels\": 20 },\n { \"entity\": \"demo-target\", \"present\": false }\n ]\n }\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"51e381aa-4288-4237-a6be-8f093240900f","timestamp":"2026-08-19T07:04:49.907Z","tool_use_result":{"stdout":"import type { IGame } from \"@threenative/core\";\nimport type { IPhysicsContext } from \"@threenative/physics\";\nimport { useGameState } from \"@threenative/ui\";\nimport { shooterUi } from \"../render/ui.js\";\nimport type { GameState } from \"../state.js\";\n\ntype MeterTone = keyof typeof shooterUi.hud.meter.fill;\n\nfunction Meter({ label, value, tone }: { label: string; tone: MeterTone; value: number }) {\n return (\n
\n
\n {label}\n {Math.round(value)}\n
\n
\n \n
\n
\n );\n}\n\nexport function Hud({ game }: { game: IGame }) {\n const health = useGameState(game, (state) => state.health);\n const lives = useGameState(game, (state) => state.lives);\n const wave = useGameState(game, (state) => state.wave);\n const wavesCleared = useGameState(game, (state) => state.wavesCleared);\n const targets = useGameState(game, (state) => state.targetsRemaining);\n const phase = useGameState(game, (state) => state.phase);\n return (\n
\n
{shooterUi.hud.copy.eyebrow}
\n
{shooterUi.hud.copy.wave(wave)}
\n
{shooterUi.hud.copy.rules}
\n \n \n
\n {shooterUi.hud.copy.targets(targets)}\n {shooterUi.hud.copy.clear(wavesCleared)}\n
\n {phase !== \"playing\" && (\n
{shooterUi.hud.phaseCopy[phase]}
\n )}\n
\n );\n}\n=====SHOOTER PLAYTEST=====\n{\n \"name\": \"shooter-contract-and-loop\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n {\n \"kind\": \"input\",\n \"label\": \"geometry-and-layer-filter\",\n \"press\": \"KeyF\",\n \"holdTicks\": 1,\n \"release\": true\n },\n {\n \"kind\": \"input\",\n \"label\": \"wall-layer-filter\",\n \"press\": \"KeyC\",\n \"holdTicks\": 1,\n \"release\": true\n },\n { \"kind\": \"input\", \"label\": \"radius-set\", \"press\": \"KeyE\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"scan-window\", \"waitTicks\": 300, \"release\": true },\n { \"kind\": \"input\", \"label\": \"damage\", \"press\": \"KeyH\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"input\", \"label\": \"death\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"respawn\", \"waitTicks\": 35, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup\", \"press\": \"KeyA\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup-return\", \"press\": \"KeyD\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-1-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-2-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-2-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-3-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-3-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-4-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-4-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-5-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-5-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"win-settled\", \"waitTicks\": 45, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n \"runtimeReady\": true\n },\n \"resources\": [\n { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusInsideDeaths\", \"equals\": 2, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusNearAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusMidAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusOutsideAlive\", \"equals\": 1 },\n { \"id\": \"state\", \"path\": \"scanCount\", \"gte\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"health\", \"atSteps\": [{ \"label\": \"damage\", \"equals\": 65 }] },\n { \"id\": \"state\", \"path\": \"deaths\", \"atSteps\": [{ \"label\": \"death\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"respawns\", \"atSteps\": [{ \"label\": \"respawn\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"pickups\", \"atSteps\": [{ \"label\": \"pickup\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"wavesCleared\", \"equals\": 5, \"changed\": true },\n { \"id\": \"state\", \"path\": \"gameWon\", \"equals\": 1, \"changed\": true }\n ],\n \"components\": [\n {\n \"entity\": \"scan-target\",\n \"component\": \"selected\",\n \"atSteps\": [{ \"label\": \"scan-window\", \"equals\": 1 }]\n }\n ],\n \"signals\": [\n { \"name\": \"hit\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"geometry-and-layer-filter\" },\n { \"name\": \"wall-blocked\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"wall-layer-filter\" },\n { \"name\": \"radius-damage\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"radius-set\" },\n { \"name\": \"damaged\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"damage\" },\n { \"name\": \"died\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"death\" },\n { \"name\": \"respawned\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"respawn\" },\n { \"name\": \"collected\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"pickup\" },\n { \"name\": \"cleared\", \"entity\": \"wave\", \"minCount\": 5 }\n ],\n \"visibility\": [\n { \"entity\": \"player\", \"minProjectedPixels\": 20 },\n { \"entity\": \"demo-target\", \"present\": false }\n ]\n }\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"270f76bb-e57a-45b7-82c3-aca548ac8bcc","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":100,"estimated_tokens_delta":50,"uuid":"e1dcf14c-29a5-43b6-8ad0-36ab744a3df4","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":250,"estimated_tokens_delta":150,"uuid":"f8074522-b1b5-4961-ad9b-6f79bc3c4d17","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":3564,"cache_read_input_tokens":64790,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":3564},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"0c627124-4efb-4cef-b0d3-c487bd7df2d0","timestamp":"2026-08-19T07:06:48.047Z","request_id":"req_011CeBgVjE1TNyk9KMMq5zc2"} 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Camera framing is game-owned source; edit it to change the feel.\nimport type { PerspectiveCamera, Vector3 } from \"three\";\nimport { Vector3 as Vec3 } from \"three\";\n\nexport interface ICameraRig {\n readonly follow: (target: Vector3, dt: number) => void;\n readonly snap: (target: Vector3) => void;\n}\n\nexport function createArenaCamera(camera: PerspectiveCamera): ICameraRig {\n const offset = new Vec3(0, 5.2, 9.2);\n const lookAhead = new Vec3(0, 0.4, -4.6);\n const desired = new Vec3();\n const aim = new Vec3();\n\n const pose = (target: Vector3): void => {\n camera.position.copy(target).add(offset);\n camera.lookAt(aim.copy(target).add(lookAhead));\n };\n\n return {\n follow: (target, dt) => {\n desired.copy(target).add(offset);\n camera.position.lerp(desired, 1 - Math.exp(-dt / 0.2));\n camera.lookAt(aim.copy(target).add(lookAhead));\n },\n snap: pose,\n };\n}\n=====PICKUP=====\nimport type { ICtx } from \"@threenative/core\";\nimport { Area3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport type { Group, Vector3 } from \"three\";\nimport { createPickupVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { PLAYER_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nexport class Pickup {\n readonly mesh: Group;\n readonly area: Area3D;\n readonly tags = [\"pickup\", \"health\"];\n collected = false;\n #base: Vector3;\n #time = 0;\n #unsubscribe: () => void;\n #onCollect: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n playerBodyId: number,\n onCollect: () => void,\n ) {\n this.#base = position.clone();\n this.#onCollect = onCollect;\n this.mesh = createPickupVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.area = new Area3D({\n collisionMask: PLAYER_LAYER,\n entity: \"health-pickup\",\n physics: ctx.physics,\n position,\n shape: CollisionShape3D.sphere(0.25),\n });\n this.#unsubscribe = this.area.on(\"bodyEntered\", (body) => {\n if (this.collected || body.body.id !== playerBodyId) return;\n this.collected = true;\n this.mesh.visible = false;\n this.area.monitoring = false;\n this.#onCollect();\n });\n }\n\n update(dt: number): void {\n if (this.collected) return;\n this.#time += dt;\n this.mesh.rotation.y += dt * 2.6;\n this.mesh.position.y = this.#base.y + Math.sin(this.#time * 3) * 0.12;\n }\n\n respawn(): void {\n this.collected = false;\n this.mesh.visible = true;\n this.area.monitoring = true;\n }\n\n debug(): Record {\n return { collected: this.collected, position: this.mesh.position.toArray() };\n }\n\n dispose(): void {\n this.#unsubscribe();\n this.area.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====SHAPES API=====\n198:declare class CollisionShape3D {\n199- #private;\n200- private constructor();\n201- /** Backend-neutral data consumed by the selected IPhysicsSimulation adapter. */\n202- get descriptor(): IPhysicsShapeDescriptor;\n203- /** Backend-specific escape hatch: Rapier's descriptor on web, or an opaque native handle. */\n204- get raw(): unknown;\n205- /** Internal seam: the backend binds its own descriptor when the body is created. */\n206- bindRaw(raw: unknown): void;\n207- static box(width: number, height: number, depth: number): CollisionShape3D;\n208- static sphere(radius: number): CollisionShape3D;\n209- /**\n210- * A capsule of total height `2 * (halfHeight + radius)`, **centred on the body's origin** like\n211- * every other shape here — `halfHeight` is the straight section's half-length, measured from\n212- * that centre, and the hemispherical cap adds `radius` beyond it.\n213- *\n214- * So the body origin sits at the character's waist, not at its feet. A visual rig modelled\n215- * standing on its own origin, parented straight onto the body object, therefore floats exactly\n216- * `halfHeight + radius` above every surface it lands on. Offset the rig down by that amount:\n217- *\n218- * ```ts\n219- * const shape = CollisionShape3D.capsule(0.26, 0.28);\n220- * rig.position.y = -(0.26 + 0.28); // feet reach the capsule's bottom cap\n221- * ```\n222- */\n223- static capsule(halfHeight: number, radius: number): CollisionShape3D;","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"5207aa03-acb3-41f2-9c77-0a7547893d70","timestamp":"2026-08-19T07:06:49.708Z","tool_use_result":{"stdout":"// Generated for you. Camera framing is game-owned source; edit it to change the feel.\nimport type { PerspectiveCamera, Vector3 } from \"three\";\nimport { Vector3 as Vec3 } from \"three\";\n\nexport interface ICameraRig {\n readonly follow: (target: Vector3, dt: number) => void;\n readonly snap: (target: Vector3) => void;\n}\n\nexport function createArenaCamera(camera: PerspectiveCamera): ICameraRig {\n const offset = new Vec3(0, 5.2, 9.2);\n const lookAhead = new Vec3(0, 0.4, -4.6);\n const desired = new Vec3();\n const aim = new Vec3();\n\n const pose = (target: Vector3): void => {\n camera.position.copy(target).add(offset);\n camera.lookAt(aim.copy(target).add(lookAhead));\n };\n\n return {\n follow: (target, dt) => {\n desired.copy(target).add(offset);\n camera.position.lerp(desired, 1 - Math.exp(-dt / 0.2));\n camera.lookAt(aim.copy(target).add(lookAhead));\n },\n snap: pose,\n };\n}\n=====PICKUP=====\nimport type { ICtx } from \"@threenative/core\";\nimport { Area3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport type { Group, Vector3 } from \"three\";\nimport { createPickupVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { PLAYER_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nexport class Pickup {\n readonly mesh: Group;\n readonly area: Area3D;\n readonly tags = [\"pickup\", \"health\"];\n collected = false;\n #base: Vector3;\n #time = 0;\n #unsubscribe: () => void;\n #onCollect: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n playerBodyId: number,\n onCollect: () => void,\n ) {\n this.#base = position.clone();\n this.#onCollect = onCollect;\n this.mesh = createPickupVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.area = new Area3D({\n collisionMask: PLAYER_LAYER,\n entity: \"health-pickup\",\n physics: ctx.physics,\n position,\n shape: CollisionShape3D.sphere(0.25),\n });\n this.#unsubscribe = this.area.on(\"bodyEntered\", (body) => {\n if (this.collected || body.body.id !== playerBodyId) return;\n this.collected = true;\n this.mesh.visible = false;\n this.area.monitoring = false;\n this.#onCollect();\n });\n }\n\n update(dt: number): void {\n if (this.collected) return;\n this.#time += dt;\n this.mesh.rotation.y += dt * 2.6;\n this.mesh.position.y = this.#base.y + Math.sin(this.#time * 3) * 0.12;\n }\n\n respawn(): void {\n this.collected = false;\n this.mesh.visible = true;\n this.area.monitoring = true;\n }\n\n debug(): Record {\n return { collected: this.collected, position: this.mesh.position.toArray() };\n }\n\n dispose(): void {\n this.#unsubscribe();\n this.area.dispose();\n this.mesh.removeFromParent();\n }\n}\n=====SHAPES API=====\n198:declare class CollisionShape3D {\n199- #private;\n200- private constructor();\n201- /** Backend-neutral data consumed by the selected IPhysicsSimulation adapter. */\n202- get descriptor(): IPhysicsShapeDescriptor;\n203- /** Backend-specific escape hatch: Rapier's descriptor on web, or an opaque native handle. */\n204- get raw(): unknown;\n205- /** Internal seam: the backend binds its own descriptor when the body is created. */\n206- bindRaw(raw: unknown): void;\n207- static box(width: number, height: number, depth: number): CollisionShape3D;\n208- static sphere(radius: number): CollisionShape3D;\n209- /**\n210- * A capsule of total height `2 * (halfHeight + radius)`, **centred on the body's origin** like\n211- * every other shape here — `halfHeight` is the straight section's half-length, measured from\n212- * that centre, and the hemispherical cap adds `radius` beyond it.\n213- *\n214- * So the body origin sits at the character's waist, not at its feet. A visual rig modelled\n215- * standing on its own origin, parented straight onto the body object, therefore floats exactly\n216- * `halfHeight + radius` above every surface it lands on. Offset the rig down by that amount:\n217- *\n218- * ```ts\n219- * const shape = CollisionShape3D.capsule(0.26, 0.28);\n220- * rig.position.y = -(0.26 + 0.28); // feet reach the capsule's bottom cap\n221- * ```\n222- */\n223- static capsule(halfHeight: number, radius: number): CollisionShape3D;","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"dfe3d9db-06e6-4d0c-a74f-992ffc16e06b","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"20cedaf1-1c6e-4c24-a7e4-a94ef9011968","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":250,"estimated_tokens_delta":100,"uuid":"26c1b8ff-7f47-49b5-8e85-0efee9a23ad5","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01WbjoC9Hdeaxwv2eLALPqoc","type":"tool_result","content":"node_modules/@threenative/core/:\ndist\npackage.json\n\nnode_modules/@threenative/core/dist:\naudio-CEAw0w5y.d.ts\ngame-DRt1Qhq3.d.ts\nhot.d.ts\nhot.js\nindex.d.ts\nindex.js\nplaytest.d.ts\nplaytest.js","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"8fb4bbbb-6a68-4648-9e65-79c444e4f506","timestamp":"2026-08-19T07:07:03.082Z","tool_use_result":{"stdout":"node_modules/@threenative/core/:\ndist\npackage.json\n\nnode_modules/@threenative/core/dist:\naudio-CEAw0w5y.d.ts\ngame-DRt1Qhq3.d.ts\nhot.d.ts\nhot.js\nindex.d.ts\nindex.js\nplaytest.d.ts\nplaytest.js","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DgwB5iQsTekLKATWk6QJnV","type":"tool_result","content":"291: readonly entities: Registry;\n321: readonly entities?: readonly string[];","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"fab2cdcc-f0d2-414f-a7ab-0447a55bd128","timestamp":"2026-08-19T07:07:06.583Z","tool_use_result":{"stdout":"291: readonly entities: Registry;\n321: readonly entities?: readonly string[];","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgfpZm6bmRxaChLb5Te","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01YLHCTtJu6F54H6uRWoPJDw","name":"Bash","input":{"command":"grep -n \"class Registry\" -B 5 -A 30 node_modules/@threenative/core/dist/game-DRt1Qhq3.d.ts; echo \"=== ICtx ===\"; sed -n '270,330p' node_modules/@threenative/core/dist/game-DRt1Qhq3.d.ts","description":"Inspect Registry and ICtx"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":158,"cache_read_input_tokens":80037,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":158},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"ecbc0671-363d-4342-8c6e-3d8f75c509ac","timestamp":"2026-08-19T07:07:10.529Z","request_id":"req_011CeBgfoeCUF8kpWDhCxwAD"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01YLHCTtJu6F54H6uRWoPJDw","type":"tool_result","content":"190-}\n191-\n192-type EntitySnapshot = Record & {\n193- tags?: string[];\n194-}>;\n195:declare class Registry {\n196- #private;\n197- add(name: string, entity: T): T;\n198- get(name: string): T | undefined;\n199- remove(name: string): void;\n200- queueFree(target: string | object): void;\n201- sweep(): void;\n202- clear(): void;\n203- snapshot(): EntitySnapshot;\n204-}\n205-\n206-interface IRaycastOptions {\n207- /** Screen point in canvas pixels. Defaults to the current pointer position. */\n208- readonly screen?: Vector2;\n209- /** What to test. Defaults to the whole scene. */\n210- readonly targets?: Object3D | readonly Object3D[];\n211-}\n212-interface IScenePickerOptions {\n213- readonly camera: Camera;\n214- readonly pointer: () => Vector2;\n215- readonly scene: Object3D;\n216- readonly viewport: Viewport;\n217-}\n218-/**\n219- * Ray queries against scene geometry, accelerated by a bounding volume hierarchy that is\n220- * built on first use and rebuilt when the geometry's positions change.\n221- *\n222- * The acceleration is an implementation detail: nothing about it reaches the caller, no\n223- * `three` prototype is patched, and a game that never calls `raycast` never builds a tree.\n224- * Skinned, instanced, batched and morphed meshes fall back to the stock `three` path,\n225- * because a hierarchy over their rest positions would report hits in the wrong place.\n=== ICtx ===\ntype SceneFrame = Record, TPhysics = undefined> = (ctx: ICtx, dt: number) => void;\ntype SceneEnterResult = Record, TPhysics = undefined> = // biome-ignore lint/suspicious/noConfusingVoidType: void preserves existing Scene.enter overrides.\nvoid | SceneFrame;\ninterface IStartupStatus {\n /**\n * `observing` while the collapse watches what moves, `collapsing` during the single frame it\n * bakes in, `ready` once the world is safe to show.\n */\n readonly phase: \"observing\" | \"collapsing\" | \"ready\";\n /** 0 to 1 across the observation window, then 1. Real progress for the part that has any. */\n readonly progress: number;\n /** Resolves on every path, including a scene too small to collapse, so it is always awaitable. */\n whenReady(): Promise;\n}\ninterface ICtx = Record, TPhysics = undefined> {\n readonly fps: number;\n readonly renderer: IRendererLike;\n readonly viewport: Viewport;\n readonly scene: Scene$1;\n readonly camera: Camera;\n readonly canvasLayer: CanvasLayer;\n readonly entities: Registry;\n readonly add: (object: Object3D) => Object3D;\n readonly input: InputMap;\n readonly assets: IAssetLoader;\n readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n readonly state: GameStore;\n readonly tween: (target: T, properties: {\n [K in keyof T]?: number;\n }, duration: number) => Promise;\n readonly random: IRandom;\n readonly raycast: (options?: IRaycastOptions) => Intersection | undefined;\n /**\n * The framework's own startup work — what a loading screen waits on.\n *\n * Two costs land before a game is ready and both are real: each shader is compiled the first\n * time something using it is drawn, and the scene collapse runs inside a single frame. On a\n * Pixel 8 that was 2.5 s of half-drawn map followed by a 3.2 s stall, measured.\n *\n * Keeping the world hidden until `whenReady()` resolves does more than hide the mess: the\n * shaders that would have been compiled for geometry the collapse then throws away are never\n * compiled at all, so waiting is *faster* than not waiting.\n */\n readonly startup: IStartupStatus;\n readonly goto: (name: string) => Promise;\n physics: TPhysics;\n}\n\ntype PluginCleanup = () => void;\ninterface IGameObservationSampleRequest {\n readonly entities?: readonly string[];\n readonly include?: readonly string[];\n readonly label?: string;\n readonly resources?: readonly string[];\n}\ninterface IGameObservationContribution {\n readonly capabilities: readonly string[];\n readonly sample: (request: IGameObservationSampleRequest) => Readonly>;\n}\ninterface IGameRuntimeObservations {","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"da07e31d-35d5-40db-bb10-dac6706731e6","timestamp":"2026-08-19T07:07:10.582Z","tool_use_result":{"stdout":"190-}\n191-\n192-type EntitySnapshot = Record & {\n193- tags?: string[];\n194-}>;\n195:declare class Registry {\n196- #private;\n197- add(name: string, entity: T): T;\n198- get(name: string): T | undefined;\n199- remove(name: string): void;\n200- queueFree(target: string | object): void;\n201- sweep(): void;\n202- clear(): void;\n203- snapshot(): EntitySnapshot;\n204-}\n205-\n206-interface IRaycastOptions {\n207- /** Screen point in canvas pixels. Defaults to the current pointer position. */\n208- readonly screen?: Vector2;\n209- /** What to test. Defaults to the whole scene. */\n210- readonly targets?: Object3D | readonly Object3D[];\n211-}\n212-interface IScenePickerOptions {\n213- readonly camera: Camera;\n214- readonly pointer: () => Vector2;\n215- readonly scene: Object3D;\n216- readonly viewport: Viewport;\n217-}\n218-/**\n219- * Ray queries against scene geometry, accelerated by a bounding volume hierarchy that is\n220- * built on first use and rebuilt when the geometry's positions change.\n221- *\n222- * The acceleration is an implementation detail: nothing about it reaches the caller, no\n223- * `three` prototype is patched, and a game that never calls `raycast` never builds a tree.\n224- * Skinned, instanced, batched and morphed meshes fall back to the stock `three` path,\n225- * because a hierarchy over their rest positions would report hits in the wrong place.\n=== ICtx ===\ntype SceneFrame = Record, TPhysics = undefined> = (ctx: ICtx, dt: number) => void;\ntype SceneEnterResult = Record, TPhysics = undefined> = // biome-ignore lint/suspicious/noConfusingVoidType: void preserves existing Scene.enter overrides.\nvoid | SceneFrame;\ninterface IStartupStatus {\n /**\n * `observing` while the collapse watches what moves, `collapsing` during the single frame it\n * bakes in, `ready` once the world is safe to show.\n */\n readonly phase: \"observing\" | \"collapsing\" | \"ready\";\n /** 0 to 1 across the observation window, then 1. Real progress for the part that has any. */\n readonly progress: number;\n /** Resolves on every path, including a scene too small to collapse, so it is always awaitable. */\n whenReady(): Promise;\n}\ninterface ICtx = Record, TPhysics = undefined> {\n readonly fps: number;\n readonly renderer: IRendererLike;\n readonly viewport: Viewport;\n readonly scene: Scene$1;\n readonly camera: Camera;\n readonly canvasLayer: CanvasLayer;\n readonly entities: Registry;\n readonly add: (object: Object3D) => Object3D;\n readonly input: InputMap;\n readonly assets: IAssetLoader;\n readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n readonly state: GameStore;\n readonly tween: (target: T, properties: {\n [K in keyof T]?: number;\n }, duration: number) => Promise;\n readonly random: IRandom;\n readonly raycast: (options?: IRaycastOptions) => Intersection | undefined;\n /**\n * The framework's own startup work — what a loading screen waits on.\n *\n * Two costs land before a game is ready and both are real: each shader is compiled the first\n * time something using it is drawn, and the scene collapse runs inside a single frame. On a\n * Pixel 8 that was 2.5 s of half-drawn map followed by a 3.2 s stall, measured.\n *\n * Keeping the world hidden until `whenReady()` resolves does more than hide the mess: the\n * shaders that would have been compiled for geometry the collapse then throws away are never\n * compiled at all, so waiting is *faster* than not waiting.\n */\n readonly startup: IStartupStatus;\n readonly goto: (name: string) => Promise;\n physics: TPhysics;\n}\n\ntype PluginCleanup = () => void;\ninterface IGameObservationSampleRequest {\n readonly entities?: readonly string[];\n readonly include?: readonly string[];\n readonly label?: string;\n readonly resources?: readonly string[];\n}\ninterface IGameObservationContribution {\n readonly capabilities: readonly string[];\n readonly sample: (request: IGameObservationSampleRequest) => Readonly>;\n}\ninterface IGameRuntimeObservations {","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KQQHjh6fPZYd2s5KpzJaRV","type":"tool_result","content":"export const shooterUi = {\n app: {\n canvas: \"shooter-canvas\",\n root: \"shooter-app\",\n },\n hud: {\n copy: {\n clear: (wavesCleared: number) => `clear ${wavesCleared}`,\n eyebrow: \"arena / shooter\",\n health: \"health\",\n lives: \"lives\",\n rules: \"clear 5 waves · fail 0 lives\",\n targets: (targets: number) => `targets ${targets}`,\n wave: (wave: number) => `wave ${wave} / 5`,\n },\n eyebrow: \"shooter-hud__eyebrow\",\n meter: {\n fill: {\n amber: \"shooter-meter__fill shooter-meter__fill--amber\",\n cyan: \"shooter-meter__fill shooter-meter__fill--cyan\",\n },\n label: \"shooter-meter__label\",\n root: \"shooter-meter\",\n track: \"shooter-meter__track\",\n value: \"shooter-meter__value\",\n },\n phase: {\n dead: \"shooter-phase shooter-phase--danger\",\n lost: \"shooter-phase shooter-phase--danger\",\n playing: \"\",\n won: \"shooter-phase shooter-phase--success\",\n },\n phaseCopy: {\n dead: \"respawning\",\n lost: \"run failed\",\n playing: \"\",\n won: \"arena clear\",\n },\n root: \"shooter-hud\",\n rules: \"shooter-hud__rules\",\n summary: \"shooter-hud__summary\",\n wave: \"shooter-hud__wave\",\n },\n menu: {\n actions: \"shooter-menu__actions\",\n button: \"shooter-menu__button\",\n copy: {\n pause: \"pause\",\n primary: \"WASD / arrows move · F hitscan · G projectile\",\n restart: \"restart\",\n resume: \"resume\",\n secondary: \"E radius test · C wall probe · H damage · X lethal · R restart\",\n },\n help: \"shooter-menu__help\",\n helpPrimary: \"shooter-menu__help-primary\",\n helpSecondary: \"shooter-menu__help-secondary\",\n root: \"shooter-menu\",\n },\n} as const;","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b52a0f73-44ec-4f07-9df7-0d0da66a5cce","timestamp":"2026-08-19T07:07:31.550Z","tool_use_result":{"stdout":"export const shooterUi = {\n app: {\n canvas: \"shooter-canvas\",\n root: \"shooter-app\",\n },\n hud: {\n copy: {\n clear: (wavesCleared: number) => `clear ${wavesCleared}`,\n eyebrow: \"arena / shooter\",\n health: \"health\",\n lives: \"lives\",\n rules: \"clear 5 waves · fail 0 lives\",\n targets: (targets: number) => `targets ${targets}`,\n wave: (wave: number) => `wave ${wave} / 5`,\n },\n eyebrow: \"shooter-hud__eyebrow\",\n meter: {\n fill: {\n amber: \"shooter-meter__fill shooter-meter__fill--amber\",\n cyan: \"shooter-meter__fill shooter-meter__fill--cyan\",\n },\n label: \"shooter-meter__label\",\n root: \"shooter-meter\",\n track: \"shooter-meter__track\",\n value: \"shooter-meter__value\",\n },\n phase: {\n dead: \"shooter-phase shooter-phase--danger\",\n lost: \"shooter-phase shooter-phase--danger\",\n playing: \"\",\n won: \"shooter-phase shooter-phase--success\",\n },\n phaseCopy: {\n dead: \"respawning\",\n lost: \"run failed\",\n playing: \"\",\n won: \"arena clear\",\n },\n root: \"shooter-hud\",\n rules: \"shooter-hud__rules\",\n summary: \"shooter-hud__summary\",\n wave: \"shooter-hud__wave\",\n },\n menu: {\n actions: \"shooter-menu__actions\",\n button: \"shooter-menu__button\",\n copy: {\n pause: \"pause\",\n primary: \"WASD / arrows move · F hitscan · G projectile\",\n restart: \"restart\",\n resume: \"resume\",\n secondary: \"E radius test · C wall probe · H damage · X lethal · R restart\",\n },\n help: \"shooter-menu__help\",\n helpPrimary: \"shooter-menu__help-primary\",\n helpSecondary: \"shooter-menu__help-secondary\",\n root: \"shooter-menu\",\n },\n} as const;","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBghfLSVRePy51q17xch","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01VnXM5hESoKfSah2D9fQArQ","name":"Bash","input":{"command":"find node_modules/@threenative/playtest -name \"*.d.ts\" | head; echo \"====\"; grep -rn \"components\" node_modules/@threenative/playtest/dist/*.d.ts | head -20","description":"Find playtest assertion schema"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":2296,"cache_read_input_tokens":82142,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2296},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"d43d8af1-72f8-4433-916b-fad4c2634f95","timestamp":"2026-08-19T07:07:35.042Z","request_id":"req_011CeBgheQdSc1HGVvCasJ6M"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VnXM5hESoKfSah2D9fQArQ","type":"tool_result","content":"====\n(eval):1: no matches found: node_modules/@threenative/playtest/dist/*.d.ts","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"315c7587-fef6-420e-a72f-872249bd11ed","timestamp":"2026-08-19T07:07:35.119Z","tool_use_result":{"stdout":"====\n(eval):1: no matches found: node_modules/@threenative/playtest/dist/*.d.ts","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgi1Wt2quijjd5xmSLj","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01CXn9aZEQ7MXi4ZN3S3HtFa","name":"Bash","input":{"command":"ls node_modules/@threenative/playtest/; echo \"====\"; find node_modules/@threenative/playtest -maxdepth 2 -type d | head -20","description":"List playtest package"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":184,"cache_read_input_tokens":84438,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":184},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"96d784cb-c2f1-41fb-a509-70a40b373454","timestamp":"2026-08-19T07:07:39.640Z","request_id":"req_011CeBghubSJ48d5taPuUF2u"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01CXn9aZEQ7MXi4ZN3S3HtFa","type":"tool_result","content":"README.md\ndist\nnode_modules\npackage.json\n====","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"eb009d27-ef0a-4d28-9f9f-15371102e8bc","timestamp":"2026-08-19T07:07:39.688Z","tool_use_result":{"stdout":"README.md\ndist\nnode_modules\npackage.json\n====","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgiGBS977sd8ZnCAJet","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_013hFvBV869VGiZhF2gehGKc","name":"Bash","input":{"command":"ls node_modules/@threenative/playtest/dist | head -40; echo \"====\"; grep -rn \"IComponentAssertion\\|component:\" node_modules/@threenative/playtest/dist/*.d.ts 2>/dev/null | head -20","description":"Inspect playtest dist"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":146,"cache_read_input_tokens":84622,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":146},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"948e75a5-abaa-4914-aa39-479ca8f61d53","timestamp":"2026-08-19T07:07:43.680Z","request_id":"req_011CeBgiFC9gvJsVidbXm7f6"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_013hFvBV869VGiZhF2gehGKc","type":"tool_result","content":"index.js\nrunner\nthree\n====\n(eval):1: no matches found: node_modules/@threenative/playtest/dist/*.d.ts","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"9026a987-7787-4977-8584-e3e05837be4d","timestamp":"2026-08-19T07:07:43.715Z","tool_use_result":{"stdout":"index.js\nrunner\nthree\n====\n(eval):1: no matches found: node_modules/@threenative/playtest/dist/*.d.ts","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgiZbBwfLuW133WMYyQ","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Pzc6MYGJGvL3KLpwbewkPk","name":"Bash","input":{"command":"grep -rn \"atSteps\\|minCount\\|component\" node_modules/@threenative/playtest/dist/runner/*.js 2>/dev/null | head -5; echo \"=== files ===\"; ls node_modules/@threenative/playtest/dist/runner | head","description":"Locate runner assertion code"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":208,"cache_read_input_tokens":84768,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":208},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"861d3e4a-fa2d-417c-a2b8-3878f382b3ea","timestamp":"2026-08-19T07:07:47.675Z","request_id":"req_011CeBgiYN1oyZrVVD1xDwT4"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Pzc6MYGJGvL3KLpwbewkPk","type":"tool_result","content":"node_modules/@threenative/playtest/dist/runner/cli.js:133: description: \"Proves a live entity component value after the scenario or at named steps.\",\nnode_modules/@threenative/playtest/dist/runner/cli.js:134: example: { components: [{ component: \"Camera\", entity: \"camera.main\", path: \"fovY\", equals: 22, changed: true }] },\nnode_modules/@threenative/playtest/dist/runner/cli.js:136: { description: \"Entity id carrying the component.\", name: \"entity\", required: true, type: \"string\" },\nnode_modules/@threenative/playtest/dist/runner/cli.js:137: { description: \"Component name as emitted in the runtime world.\", name: \"component\", required: true, type: \"string\" },\nnode_modules/@threenative/playtest/dist/runner/cli.js:138: { description: \"Optional dot path inside the component snapshot.\", name: \"path\", type: \"string\" },\n=== files ===\ncli.js\nindex.js","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"bfc8c6ba-b566-4a95-87a6-81a6cbca7c44","timestamp":"2026-08-19T07:07:47.715Z","tool_use_result":{"stdout":"node_modules/@threenative/playtest/dist/runner/cli.js:133: description: \"Proves a live entity component value after the scenario or at named steps.\",\nnode_modules/@threenative/playtest/dist/runner/cli.js:134: example: { components: [{ component: \"Camera\", entity: \"camera.main\", path: \"fovY\", equals: 22, changed: true }] },\nnode_modules/@threenative/playtest/dist/runner/cli.js:136: { description: \"Entity id carrying the component.\", name: \"entity\", required: true, type: \"string\" },\nnode_modules/@threenative/playtest/dist/runner/cli.js:137: { description: \"Component name as emitted in the runtime world.\", name: \"component\", required: true, type: \"string\" },\nnode_modules/@threenative/playtest/dist/runner/cli.js:138: { description: \"Optional dot path inside the component snapshot.\", name: \"path\", type: \"string\" },\n=== files ===\ncli.js\nindex.js","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgirVvdmDQWjVxagZDP","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01MFUJwLpf25vf93Yz5ZuSBc","name":"Bash","input":{"command":"sed -n '120,175p' node_modules/@threenative/playtest/dist/runner/cli.js","description":"Read component assertion docs"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":491,"cache_read_input_tokens":84976,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":491},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"f809efdd-1fd7-4d2a-8cdd-19ca8d1385b2","timestamp":"2026-08-19T07:07:50.737Z","request_id":"req_011CeBgiqRS7M5YrMCowui73"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01MFUJwLpf25vf93Yz5ZuSBc","type":"tool_result","content":" { description: \"Entity the camera should follow.\", name: \"follows\", type: \"string\" },\n { description: \"Maximum allowed separation.\", name: \"within\", type: \"number\" },\n { description: \"Require the target to be visible in the viewport.\", name: \"targetInViewport\", type: \"boolean\" }\n ],\n cardinality: \"object\",\n kind: \"camera\",\n observationPath: \"runtimeDiagnostics\",\n requiredCapabilities: [\"camera.observe\", \"entity.observe\"],\n resultIdPrefix: \"camera\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"not-applicable\"\n },\n {\n description: \"Proves a live entity component value after the scenario or at named steps.\",\n example: { components: [{ component: \"Camera\", entity: \"camera.main\", path: \"fovY\", equals: 22, changed: true }] },\n fields: [\n { description: \"Entity id carrying the component.\", name: \"entity\", required: true, type: \"string\" },\n { description: \"Component name as emitted in the runtime world.\", name: \"component\", required: true, type: \"string\" },\n { description: \"Optional dot path inside the component snapshot.\", name: \"path\", type: \"string\" },\n { description: \"Exact expected value.\", name: \"equals\", type: \"json\" },\n { description: \"Minimum numeric value.\", name: \"gte\", type: \"number\" },\n { description: \"Require before and after values to differ or remain equal.\", name: \"changed\", type: \"boolean\" },\n { description: \"Expected values at named scenario-step samples.\", name: \"atSteps\", type: \"Array<{ label: string, equals: json }>\" },\n { description: \"Visible opt-out for a held invariant whose initial value intentionally satisfies the assertion.\", name: \"allowTrivial\", type: \"boolean\" }\n ],\n cardinality: \"array\",\n kind: \"components\",\n observationPath: \"components\",\n requiredCapabilities: [\"runtime.components\"],\n resultIdPrefix: \"component.\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"reject-initial-value\"\n },\n {\n description: \"Proves resource state after the scenario through equals, gte, textIncludes, or changed checks.\",\n example: { resources: [{ id: \"GameState\", path: \"score\", gte: 1, changed: true }] },\n fields: [\n { description: \"Resource id.\", name: \"id\", required: true, type: \"string\" },\n { description: \"Optional dot path inside the resource snapshot.\", name: \"path\", type: \"string\" },\n { description: \"Exact expected value.\", name: \"equals\", type: \"json\" },\n { description: \"Minimum numeric value.\", name: \"gte\", type: \"number\" },\n { description: \"Substring expected in the observed value.\", name: \"textIncludes\", type: \"string\" },\n { description: \"Require before and after values to differ or remain equal.\", name: \"changed\", type: \"boolean\" },\n { description: \"Require the value assertion after every labeled scenario step.\", name: \"throughoutSteps\", type: \"boolean\" },\n { description: \"Expected values at named scenario-step samples.\", name: \"atSteps\", type: \"Array<{ label: string, equals?: json, textIncludes?: string }>\" },\n { description: \"Visible opt-out for a held invariant whose initial value intentionally satisfies the assertion.\", name: \"allowTrivial\", type: \"boolean\" },\n { description: \"Require at least one alternative path assertion on this resource id.\", name: \"anyOf\", type: \"Array<{ path: string, equals?: json, gte?: number, textIncludes?: string, changed?: boolean }>\" }\n ],\n cardinality: \"array\",\n kind: \"resources\",\n observationPath: \"resources\",\n requiredCapabilities: [\"runtime.resources\"],\n resultIdPrefix: \"resource.\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"reject-initial-value\"\n },","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"1c75d099-e1a7-4132-b837-8621d19838f6","timestamp":"2026-08-19T07:07:50.767Z","tool_use_result":{"stdout":" { description: \"Entity the camera should follow.\", name: \"follows\", type: \"string\" },\n { description: \"Maximum allowed separation.\", name: \"within\", type: \"number\" },\n { description: \"Require the target to be visible in the viewport.\", name: \"targetInViewport\", type: \"boolean\" }\n ],\n cardinality: \"object\",\n kind: \"camera\",\n observationPath: \"runtimeDiagnostics\",\n requiredCapabilities: [\"camera.observe\", \"entity.observe\"],\n resultIdPrefix: \"camera\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"not-applicable\"\n },\n {\n description: \"Proves a live entity component value after the scenario or at named steps.\",\n example: { components: [{ component: \"Camera\", entity: \"camera.main\", path: \"fovY\", equals: 22, changed: true }] },\n fields: [\n { description: \"Entity id carrying the component.\", name: \"entity\", required: true, type: \"string\" },\n { description: \"Component name as emitted in the runtime world.\", name: \"component\", required: true, type: \"string\" },\n { description: \"Optional dot path inside the component snapshot.\", name: \"path\", type: \"string\" },\n { description: \"Exact expected value.\", name: \"equals\", type: \"json\" },\n { description: \"Minimum numeric value.\", name: \"gte\", type: \"number\" },\n { description: \"Require before and after values to differ or remain equal.\", name: \"changed\", type: \"boolean\" },\n { description: \"Expected values at named scenario-step samples.\", name: \"atSteps\", type: \"Array<{ label: string, equals: json }>\" },\n { description: \"Visible opt-out for a held invariant whose initial value intentionally satisfies the assertion.\", name: \"allowTrivial\", type: \"boolean\" }\n ],\n cardinality: \"array\",\n kind: \"components\",\n observationPath: \"components\",\n requiredCapabilities: [\"runtime.components\"],\n resultIdPrefix: \"component.\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"reject-initial-value\"\n },\n {\n description: \"Proves resource state after the scenario through equals, gte, textIncludes, or changed checks.\",\n example: { resources: [{ id: \"GameState\", path: \"score\", gte: 1, changed: true }] },\n fields: [\n { description: \"Resource id.\", name: \"id\", required: true, type: \"string\" },\n { description: \"Optional dot path inside the resource snapshot.\", name: \"path\", type: \"string\" },\n { description: \"Exact expected value.\", name: \"equals\", type: \"json\" },\n { description: \"Minimum numeric value.\", name: \"gte\", type: \"number\" },\n { description: \"Substring expected in the observed value.\", name: \"textIncludes\", type: \"string\" },\n { description: \"Require before and after values to differ or remain equal.\", name: \"changed\", type: \"boolean\" },\n { description: \"Require the value assertion after every labeled scenario step.\", name: \"throughoutSteps\", type: \"boolean\" },\n { description: \"Expected values at named scenario-step samples.\", name: \"atSteps\", type: \"Array<{ label: string, equals?: json, textIncludes?: string }>\" },\n { description: \"Visible opt-out for a held invariant whose initial value intentionally satisfies the assertion.\", name: \"allowTrivial\", type: \"boolean\" },\n { description: \"Require at least one alternative path assertion on this resource id.\", name: \"anyOf\", type: \"Array<{ path: string, equals?: json, gte?: number, textIncludes?: string, changed?: boolean }>\" }\n ],\n cardinality: \"array\",\n kind: \"resources\",\n observationPath: \"resources\",\n requiredCapabilities: [\"runtime.resources\"],\n resultIdPrefix: \"resource.\",\n supportedOn: [\"web\", \"desktop\", \"bevy\"],\n triviality: \"reject-initial-value\"\n 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgqeejVQRUyAduJ7L9X","type":"message","role":"assistant","content":[{"type":"text","text":"Now I'll write the rifleman visual into the render layer."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":371,"cache_read_input_tokens":94262,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":371},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"838c11d9-c63b-456e-bced-7cf32f6183f9","timestamp":"2026-08-19T07:09:42.989Z","request_id":"req_011CeBgqdZ14y5DPYxBcFxvW"} 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shapes"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":371,"cache_read_input_tokens":94262,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":371},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"c38b9262-24ef-4f24-93ee-f398bddfb366","timestamp":"2026-08-19T07:09:46.240Z","request_id":"req_011CeBgqdZ14y5DPYxBcFxvW"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014amdGojXk1G7DZGY8Xv9kL","type":"tool_result","content":"9: Object3D,","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"1eaafee7-a71a-4d1a-92a5-90c25c8e23be","timestamp":"2026-08-19T07:09:46.447Z","tool_use_result":{"stdout":"9: Object3D,","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBgsdfkrzL7Rc3Aqfe6N","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01WxaRJGZXRdtQTBpzPhnTU7","name":"Bash","input":{"command":"cat >> src/render/shapes.ts <<'EOF'\n\n/**\n * The patrolling rifleman. `root` is the only thing the physics body owns, so nothing here\n * fights the capsule's transform: heading lives on `yaw`, weapon elevation on `aim`, and the\n * walk cycle on the four limb pivots `stride` drives.\n */\nexport interface IRiflemanVisual {\n /** Parent this onto the body. Its origin is the capsule centre, not the figure's feet. */\n readonly root: Group;\n /** Rotate about Y to face a heading. Local forward is -Z, so the right hand is at +X. */\n readonly yaw: Group;\n /** Right shoulder pivot. Rotate about X to raise the rifle; positive lifts the muzzle. */\n readonly aim: Group;\n /** Barrel tip. Read it with `getWorldPosition` for a muzzle-accurate shot origin. */\n readonly muzzle: Object3D;\n /** Walk cycle. `phase` advances with distance travelled, `amount` scales the swing to 0..1. */\n readonly stride: (phase: number, amount: number) => void;\n}\n\n/** Total height of the figure from its feet, so the entity can seat it on its capsule. */\nexport const RIFLEMAN_HEIGHT = 1.82;\n/** Eye height from the figure's feet, for line-of-sight rays that leave the head. */\nexport const RIFLEMAN_EYE_HEIGHT = 1.66;\n\nfunction pivot(parent: Group, x: number, y: number, z: number): Group {\n const group = new Group();\n group.position.set(x, y, z);\n parent.add(group);\n return group;\n}\n\nfunction limb(\n parent: Group,\n width: number,\n height: number,\n depth: number,\n material: Material,\n y: number,\n z = 0,\n): Mesh {\n const mesh = block(width, height, depth, material);\n mesh.position.set(0, y, z);\n parent.add(mesh);\n return mesh;\n}\n\nfunction createRifle(materials: ShooterMaterials): { group: Group; muzzle: Object3D } {\n const group = new Group();\n group.name = \"rifle\";\n const part = (\n width: number,\n height: number,\n depth: number,\n x: number,\n y: number,\n z: number,\n material: Material,\n ): void => {\n const mesh = block(width, height, depth, material);\n mesh.position.set(x, y, z);\n group.add(mesh);\n };\n part(0.1, 0.14, 0.6, 0, 0, 0, materials.shadow);\n part(0.09, 0.13, 0.26, 0, -0.01, 0.4, materials.shadow);\n part(0.08, 0.18, 0.11, 0, -0.14, 0.13, materials.shadow);\n part(0.08, 0.24, 0.1, 0, -0.17, -0.06, materials.shadow);\n part(0.05, 0.07, 0.12, 0, 0.1, -0.12, materials.trim);\n const barrel = new Mesh(\n new CylinderGeometry(0.032, 0.036, 0.54, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n barrel.position.set(0, 0.01, -0.57);\n barrel.castShadow = true;\n group.add(barrel);\n const muzzle = new Object3D();\n muzzle.name = \"rifle-muzzle\";\n muzzle.position.set(0, 0.01, -0.86);\n group.add(muzzle);\n return { group, muzzle };\n}\n\nexport function createRiflemanVisual(\n materials: ShooterMaterials,\n seat: number,\n): IRiflemanVisual {\n const root = new Group();\n root.name = \"rifleman\";\n const yaw = new Group();\n yaw.name = \"rifleman-yaw\";\n // The capsule is centred on the body origin, so drop the figure until its feet reach the\n // bottom cap instead of leaving it hovering a half-capsule above the floor.\n yaw.position.y = -seat;\n root.add(yaw);\n\n const hipLeft = pivot(yaw, -0.17, 0.76, 0);\n const hipRight = pivot(yaw, 0.17, 0.76, 0);\n limb(hipLeft, 0.24, 0.76, 0.28, materials.hostile, -0.38);\n limb(hipRight, 0.24, 0.76, 0.28, materials.hostile, -0.38);\n limb(yaw, 0.56, 0.18, 0.36, materials.shadow, 0.85);\n limb(yaw, 0.64, 0.7, 0.4, materials.hostile, 1.26);\n limb(yaw, 0.46, 0.06, 0.06, materials.trim, 1.36, -0.21);\n limb(yaw, 0.36, 0.32, 0.34, materials.hostile, 1.66);\n limb(yaw, 0.3, 0.1, 0.06, materials.trim, 1.69, -0.18);\n\n const shoulderLeft = pivot(yaw, -0.4, 1.42, 0);\n limb(shoulderLeft, 0.16, 0.62, 0.18, materials.hostile, -0.31);\n\n const aim = pivot(yaw, 0.4, 1.42, 0);\n aim.name = \"rifleman-aim\";\n limb(aim, 0.16, 0.34, 0.18, materials.hostile, -0.15);\n limb(aim, 0.15, 0.15, 0.36, materials.hostile, -0.26, -0.14);\n limb(aim, 0.13, 0.13, 0.13, materials.trim, -0.26, -0.33);\n const rifle = createRifle(materials);\n rifle.group.position.set(0, -0.26, -0.42);\n aim.add(rifle.group);\n\n const stride = (phase: number, amount: number): void => {\n const swing = Math.sin(phase) * 0.5 * amount;\n hipLeft.rotation.x = swing;\n hipRight.rotation.x = -swing;\n shoulderLeft.rotation.x = -swing * 0.7;\n };\n stride(0, 0);\n\n return { aim, muzzle: rifle.muzzle, root, stride, yaw };\n}\nEOF\necho ok","description":"Append rifleman visual to 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"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2254,"cache_read_input_tokens":99969,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2254},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"cf84e9ec-01ca-43a1-b5be-379f438c7630","timestamp":"2026-08-19T07:10:52.237Z","request_id":"req_011CeBguJuSzzVCshRopgUz3"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBguKoXCa68n1mDZr377","type":"message","role":"assistant","content":[{"type":"text","text":"Now the enemy entity with its patrol/chase state machine."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2254,"cache_read_input_tokens":99969,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2254},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"0bd56ec7-fb2e-43e7-9b0e-113964d4aebf","timestamp":"2026-08-19T07:10:52.929Z","request_id":"req_011CeBguJuSzzVCshRopgUz3"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBguKoXCa68n1mDZr377","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Uu7NATHCeiNpxdL6dj4LK7","name":"Bash","input":{"command":"cat > src/entities/Enemy.ts <<'EOF'\nimport type { ICtx } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport {\n RIFLEMAN_EYE_HEIGHT,\n type IRiflemanVisual,\n createRiflemanVisual,\n} from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\n/** What the rifleman is doing right now. */\nexport type EnemyMode = \"patrol\" | \"chase\" | \"search\";\n\nconst HALF_HEIGHT = 0.45;\nconst RADIUS = 0.38;\nconst SEAT = HALF_HEIGHT + RADIUS;\nconst EYE = new Vector3(0, RIFLEMAN_EYE_HEIGHT - SEAT, 0);\n\nconst PATROL_SPEED = 2;\nconst CHASE_SPEED = 3.4;\nconst TURN_RATE = 4.6;\nconst ARRIVAL = 0.7;\n/** How close the rifleman closes before it holds position and just keeps the player covered. */\nconst STANDOFF = 2.6;\nconst SIGHT_RANGE = 14;\n/** Half of a 100° cone, as a dot product against the facing direction. */\nconst SIGHT_COS = Math.cos((50 * Math.PI) / 180);\nconst SIGHT_INTERVAL = 0.12;\n/** How long the rifleman keeps walking to where it last saw the player before giving up. */\nconst MEMORY = 2.5;\nconst REST_PITCH = -0.5;\n\nfunction approachAngle(current: number, target: number, maxDelta: number): number {\n const delta = Math.atan2(Math.sin(target - current), Math.cos(target - current));\n if (Math.abs(delta) <= maxDelta) return target;\n return current + Math.sign(delta) * maxDelta;\n}\n\n/** Yaw for a visual whose local forward is -Z, facing the planar direction `x`/`z`. */\nfunction headingAngle(x: number, z: number): number {\n return Math.atan2(-x, -z);\n}\n\nexport interface IEnemyOptions {\n /** Patrol loop, walked in order and repeated. The rifleman spawns on the first point. */\n readonly route: readonly Vector3[];\n readonly playerBodyId: number;\n /**\n * Where to look, or `undefined` when the player is not a target at all — dead, despawned,\n * or otherwise off the board. Returning `undefined` makes the rifleman lose sight at once.\n */\n readonly playerEye: () => Vector3 | undefined;\n readonly health?: number;\n /**\n * How far from the middle of its route the rifleman will chase. It closes on the player up\n * to this radius and no further, so it guards a yard instead of following anyone anywhere.\n */\n readonly leash?: number;\n readonly onAlert?: (alerted: boolean) => void;\n readonly onWaypoint?: (reached: number) => void;\n}\n\nexport class Enemy {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly tags = [\"hostile\", \"enemy\", \"rifleman\"];\n readonly maxHealth: number;\n health: number;\n alive = true;\n mode: EnemyMode = \"patrol\";\n waypointsReached = 0;\n\n #visual: IRiflemanVisual;\n #route: readonly Vector3[];\n #post: Vector3;\n #leash: number;\n #playerBodyId: number;\n #playerEye: () => Vector3 | undefined;\n #onAlert: (alerted: boolean) => void;\n #onWaypoint: (reached: number) => void;\n #waypoint = 1;\n #sightTimer = 0;\n #memory = 0;\n #lastSeen: Vector3 | undefined;\n #alertRange: number | undefined;\n #closed = 0;\n #range = Number.POSITIVE_INFINITY;\n #stridePhase = 0;\n #eye = new Vector3();\n #steering = new Vector3();\n #muzzle = new Vector3();\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n options: IEnemyOptions,\n ) {\n if (options.route.length < 2) throw new Error(\"Enemy needs at least two patrol waypoints.\");\n this.#route = options.route.map((point) => point.clone());\n this.#post = this.#route\n .reduce((sum, point) => sum.add(point), new Vector3())\n .divideScalar(this.#route.length);\n this.#post.y = 0;\n this.#leash = options.leash ?? 5;\n this.#playerBodyId = options.playerBodyId;\n this.#playerEye = options.playerEye;\n this.#onAlert = options.onAlert ?? (() => undefined);\n this.#onWaypoint = options.onWaypoint ?? (() => undefined);\n this.maxHealth = options.health ?? 60;\n this.health = this.maxHealth;\n\n this.#visual = createRiflemanVisual(materials, SEAT);\n this.mesh = this.#visual.root;\n this.mesh.position.copy(this.#route[0] as Vector3);\n this.#visual.yaw.rotation.y = this.#headingToWaypoint();\n this.#visual.aim.rotation.x = REST_PITCH;\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(HALF_HEIGHT, RADIUS),\n });\n }\n\n get alerted(): boolean {\n return this.mode === \"chase\";\n }\n\n /** World-space muzzle tip — where a shot from this rifle would actually leave it. */\n muzzleOrigin(): Vector3 {\n return this.#visual.muzzle.getWorldPosition(new Vector3());\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (!this.alive) return;\n this.#sightTimer -= dt;\n if (this.#sightTimer <= 0) {\n this.#sightTimer = SIGHT_INTERVAL;\n this.#look(ctx);\n }\n const eye = this.#playerEye();\n const destination = this.#destination(eye);\n const speed = this.mode === \"patrol\" ? PATROL_SPEED : CHASE_SPEED;\n const moving = this.#drive(destination, speed, dt);\n this.#look_at(eye, moving, dt);\n this.body.moveAndSlide(dt);\n this.#stridePhase += (moving ? speed : 0) * dt * 4.4;\n this.#visual.stride(this.#stridePhase, moving ? 1 : 0);\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n if (this.mode === \"chase\") this.#onAlert(false);\n this.mode = \"patrol\";\n return true;\n }\n\n debug(): Record {\n return {\n alerted: this.alerted ? 1 : 0,\n alive: this.alive,\n chasing: this.mode === \"chase\" ? 1 : 0,\n /** Metres closed on the player, in tenths, since the rifleman first saw them. */\n closedTenths: Math.round(this.#closed * 10),\n health: this.health,\n mode: this.mode,\n position: this.mesh.position.toArray(),\n rangeTenths: Number.isFinite(this.#range) ? Math.round(this.#range * 10) : -1,\n waypointsReached: this.waypointsReached,\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n\n /** Range check, then cone check, then one ray — cheapest rejection first. */\n #look(ctx: GameCtx): void {\n const eye = this.#playerEye();\n this.#range = eye === undefined ? Number.POSITIVE_INFINITY : this.#eyePoint().distanceTo(eye);\n const seen = eye !== undefined && this.#canSee(ctx, eye);\n if (seen) {\n this.#lastSeen = eye.clone();\n this.#memory = MEMORY;\n if (this.#alertRange === undefined) this.#alertRange = this.#range;\n this.#closed = Math.max(this.#closed, this.#alertRange - this.#range);\n if (this.mode !== \"chase\") {\n this.mode = \"chase\";\n this.#onAlert(true);\n }\n return;\n }\n if (this.mode === \"chase\") {\n this.mode = \"search\";\n this.#onAlert(false);\n }\n if (this.mode !== \"search\") return;\n this.#memory -= SIGHT_INTERVAL;\n if (this.#memory > 0) return;\n this.mode = \"patrol\";\n this.#lastSeen = undefined;\n this.#waypoint = this.#nearestWaypoint();\n }\n\n #canSee(ctx: GameCtx, eye: Vector3): boolean {\n const from = this.#eyePoint();\n const offset = eye.clone().sub(from);\n const distance = offset.length();\n if (distance > SIGHT_RANGE || distance === 0) return false;\n const facing = this.#facing();\n if (offset.clone().divideScalar(distance).dot(facing) < SIGHT_COS) return false;\n // The rifleman's own body is on the hostile layer and the mask excludes it, so the ray\n // leaves the head without hitting its owner. A wall in the way wins; the player wins.\n const hit = directSpaceState(ctx.physics).intersectRay({\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n from,\n to: eye,\n });\n return hit?.body.id === this.#playerBodyId;\n }\n\n /** Where the rifleman wants to stand, or `undefined` when it should hold position. */\n #destination(eye: Vector3 | undefined): Vector3 | undefined {\n if (this.mode === \"patrol\") return this.#route[this.#waypoint % this.#route.length];\n const goal = this.mode === \"chase\" ? eye : this.#lastSeen;\n if (goal === undefined) return undefined;\n if (this.mode === \"chase\" && this.#planarDistance(goal) <= STANDOFF) return undefined;\n return this.#leashed(goal);\n }\n\n #drive(destination: Vector3 | undefined, speed: number, dt: number): boolean {\n const velocity = this.body.velocity;\n if (destination === undefined) {\n velocity.x = 0;\n velocity.z = 0;\n return false;\n }\n this.#steering.set(\n destination.x - this.mesh.position.x,\n 0,\n destination.z - this.mesh.position.z,\n );\n const distance = this.#steering.length();\n if (distance <= ARRIVAL) {\n velocity.x = 0;\n velocity.z = 0;\n if (this.mode === \"patrol\") {\n this.waypointsReached += 1;\n this.#waypoint = (this.#waypoint + 1) % this.#route.length;\n this.#onWaypoint(this.waypointsReached);\n }\n return false;\n }\n this.#steering.divideScalar(distance).multiplyScalar(speed);\n velocity.x = this.#steering.x;\n velocity.z = this.#steering.z;\n this.#turnTowards(this.#steering.x, this.#steering.z, dt);\n return true;\n }\n\n /** Face and cover: the rifle tracks the player when alerted and rests otherwise. */\n #look_at(eye: Vector3 | undefined, moving: boolean, dt: number): void {\n const aim = this.#visual.aim;\n if (this.mode === \"patrol\" || eye === undefined) {\n aim.rotation.x = approachAngle(aim.rotation.x, REST_PITCH, dt * 3);\n return;\n }\n const target = this.mode === \"chase\" ? eye : this.#lastSeen;\n if (target === undefined) return;\n if (!moving) this.#turnTowards(target.x - this.mesh.position.x, target.z - this.mesh.position.z, dt);\n this.#visual.muzzle.getWorldPosition(this.#muzzle);\n const flat = Math.hypot(target.x - this.#muzzle.x, target.z - this.#muzzle.z);\n const pitch = flat === 0 ? 0 : Math.atan2(target.y - this.#muzzle.y, flat);\n aim.rotation.x = approachAngle(aim.rotation.x, pitch, dt * 4);\n }\n\n #turnTowards(x: number, z: number, dt: number): void {\n if (x === 0 && z === 0) return;\n const yaw = this.#visual.yaw;\n yaw.rotation.y = approachAngle(yaw.rotation.y, headingAngle(x, z), TURN_RATE * dt);\n }\n\n #facing(): Vector3 {\n const yaw = this.#visual.yaw.rotation.y;\n return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n }\n\n #eyePoint(): Vector3 {\n return this.#eye.copy(this.mesh.position).add(EYE).clone();\n }\n\n #planarDistance(point: Vector3): number {\n return Math.hypot(point.x - this.mesh.position.x, point.z - this.mesh.position.z);\n }\n\n #leashed(goal: Vector3): Vector3 {\n const offset = new Vector3(goal.x - this.#post.x, 0, goal.z - this.#post.z);\n const distance = offset.length();\n if (distance <= this.#leash) return new Vector3(goal.x, this.mesh.position.y, goal.z);\n offset.multiplyScalar(this.#leash / distance).add(this.#post);\n return new Vector3(offset.x, this.mesh.position.y, offset.z);\n }\n\n #headingToWaypoint(): number {\n const first = this.#route[0] as Vector3;\n const next = this.#route[1] as Vector3;\n return headingAngle(next.x - first.x, next.z - first.z);\n }\n\n #nearestWaypoint(): number {\n let best = 0;\n let bestDistance = Number.POSITIVE_INFINITY;\n this.#route.forEach((point, index) => {\n const distance = this.#planarDistance(point);\n if (distance >= bestDistance) return;\n best = index;\n bestDistance = distance;\n });\n return best;\n }\n}\nEOF\necho written","description":"Write the Enemy 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Vector3(0, RIFLEMAN_EYE_HEIGHT - SEAT, 0);\n\nconst PATROL_SPEED = 2;\nconst CHASE_SPEED = 3.4;\nconst TURN_RATE = 4.6;\nconst ARRIVAL = 0.7;\n/** How close the rifleman closes before it holds position and just keeps the player covered. */\nconst STANDOFF = 2.6;\nconst SIGHT_RANGE = 14;\n/** Half of a 100° cone, as a dot product against the facing direction. */\nconst SIGHT_COS = Math.cos((50 * Math.PI) / 180);\nconst SIGHT_INTERVAL = 0.12;\n/** How long the rifleman keeps walking to where it last saw the player before giving up. */\nconst MEMORY = 2.5;\nconst REST_PITCH = -0.5;\n\nfunction approachAngle(current: number, target: number, maxDelta: number): number {\n const delta = Math.atan2(Math.sin(target - current), Math.cos(target - current));\n if (Math.abs(delta) <= maxDelta) return target;\n return current + Math.sign(delta) * maxDelta;\n}\n\n/** Yaw for a visual whose local forward is -Z, facing the planar direction `x`/`z`. */\nfunction headingAngle(x: number, z: number): number {\n return Math.atan2(-x, -z);\n}\n\nexport interface IEnemyOptions {\n /** Patrol loop, walked in order and repeated. The rifleman spawns on the first point. */\n readonly route: readonly Vector3[];\n readonly playerBodyId: number;\n /**\n * Where to look, or `undefined` when the player is not a target at all — dead, despawned,\n * or otherwise off the board. Returning `undefined` makes the rifleman lose sight at once.\n */\n readonly playerEye: () => Vector3 | undefined;\n readonly health?: number;\n /**\n * How far from the middle of its route the rifleman will chase. It closes on the player up\n * to this radius and no further, so it guards a yard instead of following anyone anywhere.\n */\n readonly leash?: number;\n readonly onAlert?: (alerted: boolean) => void;\n readonly onWaypoint?: (reached: number) => void;\n}\n\nexport class Enemy {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly tags = [\"hostile\", \"enemy\", \"rifleman\"];\n readonly maxHealth: number;\n health: number;\n alive = true;\n mode: EnemyMode = \"patrol\";\n waypointsReached = 0;\n\n #visual: IRiflemanVisual;\n #route: readonly Vector3[];\n #post: Vector3;\n #leash: number;\n #playerBodyId: number;\n #playerEye: () => Vector3 | undefined;\n #onAlert: (alerted: boolean) => void;\n #onWaypoint: (reached: number) => void;\n #waypoint = 1;\n #sightTimer = 0;\n #memory = 0;\n #lastSeen: Vector3 | undefined;\n #alertRange: number | undefined;\n #closed = 0;\n #range = Number.POSITIVE_INFINITY;\n #stridePhase = 0;\n #steering = new Vector3();\n #muzzle = new Vector3();\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n options: IEnemyOptions,\n ) {\n const [spawn, second] = options.route;\n if (spawn === undefined || second === undefined) {\n throw new Error(\"Enemy needs at least two patrol waypoints.\");\n }\n this.#route = options.route.map((point) => point.clone());\n this.#post = this.#route\n .reduce((sum, point) => sum.add(point), new Vector3())\n .divideScalar(this.#route.length);\n this.#post.y = 0;\n this.#leash = options.leash ?? 5;\n this.#playerBodyId = options.playerBodyId;\n this.#playerEye = options.playerEye;\n this.#onAlert = options.onAlert ?? (() => undefined);\n this.#onWaypoint = options.onWaypoint ?? (() => undefined);\n this.maxHealth = options.health ?? 60;\n this.health = this.maxHealth;\n\n this.#visual = createRiflemanVisual(materials, SEAT);\n this.mesh = this.#visual.root;\n this.mesh.position.copy(spawn);\n this.#visual.yaw.rotation.y = headingAngle(second.x - spawn.x, second.z - spawn.z);\n this.#visual.aim.rotation.x = REST_PITCH;\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(HALF_HEIGHT, RADIUS),\n });\n }\n\n get alerted(): boolean {\n return this.mode === \"chase\";\n }\n\n /** World-space muzzle tip — where a shot from this rifle would actually leave it. */\n muzzleOrigin(): Vector3 {\n return this.#visual.muzzle.getWorldPosition(new Vector3());\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (!this.alive) return;\n this.#sightTimer -= dt;\n if (this.#sightTimer <= 0) {\n this.#sightTimer = SIGHT_INTERVAL;\n this.#look(ctx);\n }\n const eye = this.#playerEye();\n const speed = this.mode === \"patrol\" ? PATROL_SPEED : CHASE_SPEED;\n const moving = this.#drive(this.#destination(eye), speed, dt);\n this.#cover(eye, moving, dt);\n this.body.moveAndSlide(dt);\n this.#stridePhase += (moving ? speed : 0) * dt * 4.4;\n this.#visual.stride(this.#stridePhase, moving ? 1 : 0);\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n if (this.mode === \"chase\") this.#onAlert(false);\n this.mode = \"patrol\";\n return true;\n }\n\n debug(): Record {\n return {\n alerted: this.alerted ? 1 : 0,\n alive: this.alive,\n // Metres closed on the player since the rifleman first saw them, in tenths.\n closedTenths: Math.round(this.#closed * 10),\n health: this.health,\n mode: this.mode,\n position: this.mesh.position.toArray(),\n rangeTenths: Number.isFinite(this.#range) ? Math.round(this.#range * 10) : -1,\n waypointsReached: this.waypointsReached,\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n\n /** Range check, then cone check, then one ray — cheapest rejection first. */\n #look(ctx: GameCtx): void {\n const eye = this.#playerEye();\n this.#range = eye === undefined ? Number.POSITIVE_INFINITY : this.#eyePoint().distanceTo(eye);\n if (eye !== undefined && this.#canSee(ctx, eye)) {\n this.#lastSeen = eye.clone();\n this.#memory = MEMORY;\n if (this.#alertRange === undefined) this.#alertRange = this.#range;\n this.#closed = Math.max(this.#closed, this.#alertRange - this.#range);\n if (this.mode !== \"chase\") {\n this.mode = \"chase\";\n this.#onAlert(true);\n }\n return;\n }\n if (this.mode === \"chase\") {\n this.mode = \"search\";\n this.#onAlert(false);\n }\n if (this.mode !== \"search\") return;\n this.#memory -= SIGHT_INTERVAL;\n if (this.#memory > 0) return;\n this.mode = \"patrol\";\n this.#lastSeen = undefined;\n this.#waypoint = this.#nearestWaypoint();\n }\n\n #canSee(ctx: GameCtx, eye: Vector3): boolean {\n const from = this.#eyePoint();\n const offset = eye.clone().sub(from);\n const distance = offset.length();\n if (distance > SIGHT_RANGE || distance === 0) return false;\n if (offset.divideScalar(distance).dot(this.#facing()) < SIGHT_COS) return false;\n // The rifleman's own body is on the hostile layer and the mask excludes it, so the ray\n // leaves the head without hitting its owner. A wall in the way wins; the player wins.\n const hit = directSpaceState(ctx.physics).intersectRay({\n collisionMask: WORLD_LAYER | PLAYER_LAYER,\n from,\n to: eye,\n });\n return hit?.body.id === this.#playerBodyId;\n }\n\n /** Where the rifleman wants to stand, or `undefined` when it should hold position. */\n #destination(eye: Vector3 | undefined): Vector3 | undefined {\n if (this.mode === \"patrol\") return this.#route[this.#waypoint % this.#route.length];\n const goal = this.mode === \"chase\" ? eye : this.#lastSeen;\n if (goal === undefined) return undefined;\n if (this.mode === \"chase\" && this.#planarDistance(goal) <= STANDOFF) return undefined;\n return this.#leashed(goal);\n }\n\n #drive(destination: Vector3 | undefined, speed: number, dt: number): boolean {\n const velocity = this.body.velocity;\n velocity.x = 0;\n velocity.z = 0;\n if (destination === undefined) return false;\n this.#steering.set(\n destination.x - this.mesh.position.x,\n 0,\n destination.z - this.mesh.position.z,\n );\n const distance = this.#steering.length();\n if (distance <= ARRIVAL) {\n if (this.mode === \"patrol\") {\n this.waypointsReached += 1;\n this.#waypoint = (this.#waypoint + 1) % this.#route.length;\n this.#onWaypoint(this.waypointsReached);\n }\n return false;\n }\n this.#steering.divideScalar(distance).multiplyScalar(speed);\n velocity.x = this.#steering.x;\n velocity.z = this.#steering.z;\n this.#turnTowards(this.#steering.x, this.#steering.z, dt);\n return true;\n }\n\n /** Face and cover: the rifle tracks the player when alerted and rests otherwise. */\n #cover(eye: Vector3 | undefined, moving: boolean, dt: number): void {\n const aim = this.#visual.aim;\n const target = this.mode === \"chase\" ? eye : this.#lastSeen;\n if (this.mode === \"patrol\" || target === undefined) {\n aim.rotation.x = approachAngle(aim.rotation.x, REST_PITCH, dt * 3);\n return;\n }\n if (!moving) {\n this.#turnTowards(target.x - this.mesh.position.x, target.z - this.mesh.position.z, dt);\n }\n this.#visual.muzzle.getWorldPosition(this.#muzzle);\n const flat = Math.hypot(target.x - this.#muzzle.x, target.z - this.#muzzle.z);\n const pitch = flat === 0 ? 0 : Math.atan2(target.y - this.#muzzle.y, flat);\n aim.rotation.x = approachAngle(aim.rotation.x, pitch, dt * 4);\n }\n\n #turnTowards(x: number, z: number, dt: number): void {\n if (x === 0 && z === 0) return;\n const yaw = this.#visual.yaw;\n yaw.rotation.y = approachAngle(yaw.rotation.y, headingAngle(x, z), TURN_RATE * dt);\n }\n\n #facing(): Vector3 {\n const yaw = this.#visual.yaw.rotation.y;\n return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n }\n\n #eyePoint(): Vector3 {\n return this.mesh.position.clone().add(EYE);\n }\n\n #planarDistance(point: Vector3): number {\n return Math.hypot(point.x - this.mesh.position.x, point.z - this.mesh.position.z);\n }\n\n #leashed(goal: Vector3): Vector3 {\n const offset = new Vector3(goal.x - this.#post.x, 0, goal.z - 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oTuAWCwm5wZJpWSiff659XvpEwJSKUkSUch3kcQp41x5Lm8QpF+bY7t5kRXsUq8zGfJ2aTsD7MqSa6Iemkjkn04HlpWNO/n+eko5wS1dbMn+PCi8tdCT3iZY+YqMu76LvwTGCrRQJik6Drz2d3XQ7WMPS0LJhjTaXRzWnTRJow2k7yN4a709Txv/MRk7qSNAlNdQbdLwrKn586gNKxNtZ3UtbxIGORSkcyw+a7zz/gO3N6cGRSW8Leq7eUoQSIcfLacO0ioIsyBCWvclbm7hZsoM7WKdPUjs9qBrknXpq8eTE002Z1DJOeN9FMX8Gd9z2jNzICvs9+S+PRUVZHpUX48L5Logx0K7/5wWJkCClFVoiuoeDMvlezoGUHw+5S08uswNeO8XpvtZeybxWS3+bjSOFjXFWX+s9Ep1ha/XgPmbjJdhilONHbD81x8e67h8qYOYMRvo2M9l8uI2upLTCCUBBJk8y1d7twBNQhpI2e6VtvqVSNl4YdQR9pM7RcISZndVIbG0Hg5AeJUgWDfeSHodC5zdoGS023fLIcETeBlbhkBV75HFCuXuCxoBp0nZpbdWlkyAhdTwlKbDjy2wGLg6NUViy6dEq4n4oEkl5IY2vh7aPVraLFhv3KRvYqjeoUUDuGe7B/bINSK06v1+4yx3iGCDhPyMasDQSeEo1PQZGM2RfkWR4HjtF8BxOOjhZ0pgEDjEiB0nHLcwfJbTuzSTGz/7yxVD9YBQ9g0QWPnYCJWUTY0UFRZAlv5KE5zXM7u5niAClGUgyK7pGos7NvPLlpKoygFE6BYKoJUGhf1VwVX1h6FQH/QVAVksuXFg07hz/qsLGWipaxlN2Wu+IfG155/DTgeqSHXgxWf7t4n5VM2kTfJX8kpBSGF4X1RCmxIzpN/4iPuDsaG1r5yH3XoiNRpI2JIkbO6hHRMIp773LvsrKCmoviIADi59uR0SmARdb1W6BlvLQtMl61L0P8ZqlMQDHrj+CMKHw+xqGBJxGpM9yotNwrgoPy+aV5IO412sR51mLQH2hoxlOp+8iv00mcU60GW+0IntPnM4c6w/gv7RMXWF+/C4dm6UQheqYDaZFfxTZWbOcvlODvGqAok8wIG2gnSCBCMfHsCjkdHWqjyKzwUfdedIle4kshet1Nq1Mf0mZB19SYIW6VXLOZkDoZfVonyNCoh7zDxUyg6TQuZjegucPasuX6a/1qlOBLEaEn7npA+e4MR8PLUue4xuXL47o58wZsHH1JJPyPerEQXWU5y51wvwuReOWc89VLhjjlokluSnzVOL8Fx0ePoslhsYPFiJ1VOhjkB0DqNq+m/3AITSPTyZs421XUZeqpCFFrsvIX1tIuKOVtV43EWKRalqMvCy5vVRyFDmVb/iK28RPelcEaw0D1M3hPoo81x1E6z7ZQP6G6y560//eektZM2S0EQ+iVmZSFi5O5pP2qf9XnMeSD1RdpjbfP5llgeNFGYXDBGTTSxFsNUpoUsBks5kTdRTLJEgYyOkQxlujJOafYKsA4zrVyChphBxhQLe3EwSH61oUfjnPtG03SX6qLenKz4RGElEwsPh/+yvWxcYj4Mmj/4p7Wb7LXwDI0uC0WLYA9av8TFWozKkgI7n3gweJzkKrsxpuIzdWsaUKqmJ2zwg6T6l4da9yuxQrw4fs7vqQJTvEmAvfhO5coHO9A70DAGxLq90ABC0RWaWkDfxTEVlbpTGq9w4BYDoLJr4epzzWTmaepKn2ANexqnL1wcFceDQr1O8Gmf8OiiUtKzjA7s1RF+1mIgEQzXjY8aipXkdBw/YzH0NP51yUq4aN+ByUJlTULIhcTypODB/7WZY+Di9XGNOJEe0sqkKxWubPoeTeZ4OldIqGht7/75IBfU8pX3y5wAcUG13m/Ss8QSglrFJWW/HDbktaIIFxqlrPtHqjsArpj6cFA/Xlw1ehG+RM2UdX9C8QQ40EBMJUdq5pXYlgNxG7vCniXRYqJRMt+O29djIzZL+Gm9MKqT00+1ZYYcMvFb5SGjAQgW6JIN6HvWtkl/4gerHCtgUIwNiAO31eYw/jyrewWYcnntxo09Swkh8AYX1NvFgTK6PQn9YNzt4GabYXbqTvHbdbnE3QF0/+p0b4ZSzBKZJgTBYfwRv7ZJviQlLwXhNWE+A/0bFkJIrVPKtuJTHJjY6ghvqitoieOHVWrElJ9ZsD5SHeXDUNvK1TLDqRyFvIqbc8cnJNdFiX5iq72ZiZXxEGEH38J9MKmnOGh1uyKKs2Wnf91mVgImDyiPHVbYi3f9e5HkwvxShdauO8f2ScDjGWfF7PHtbwb8BM/NdnVKRHG8gXJIn53s/AskOlcN25LkGgC+c9PVEHaRH5WznO9lLtDULz5RvDPnhljQCr7LoiM/nUovz+LBu4eIjNvOgOkB54DKbcvRdOt7ZM980MvGiKk5KeNHzct1uO+ctINJnUxhAg4lyPaL0qrG/xRZ7yQ0oVkBNcobJxw+Pp79jYKurFf1U4Gl3hwRTh6YFF7g6pQBmVwMeuFlUEbSs8+4Ncim43xIzpn1Zz8sS6SOZx4N2ckoOdmvcWWh2D7V9hT9xd7B3wozHGW9r1mZQm8k4RujRyFOFUaC5letuSKf7NbqBwwjpyKANtTN6VM90jZmMYspFsSCF2aT/qOPoRsJ+cYI8ZkKwEo+hRaeNbwa6WVXumR9M2FaafOXm+KRxfdprEMfTaZddvOYy7JjWJLBAyockog6dLZMUHM6SwYkBdjgqluV1pAbP+MkY6iC0zfhZOfuKFX1M8QtTgmGbQ55Uxt4GtGXQnxhdVGy/vbB4LKXLUQQOpcOkDPbxqz93VEdCNhRBYH7p8qaJxPora7DyeECQMi+I2xXiUnoRGn9ZlDbanoY3URo/Sy2jctuwaDDA3KA6BEmpUfAEF8TPZg0jFaGCxp50YhRgm0IOZvT8r+VrXh/OHaRFWqrCdaKxHRCcVfGtFHKOosXEFT5sPVlFX3a08iaewlsANMA+yMBloc8ASo+ZVakSaUsempcmCbOIjGhuGjtWC710Nts9qi8wVSw5xCO8B373lqrUMZMK1kKWtynaHnfkpnKZVr8Cd2NQmNlWmzMCNqqb3fYLivqR6THzh55gnX4SIlxiVsr3T+nNmhIcnrjTjs3B+12oGXyCNNXNuY1RULfkhA1b5SCiIGeGQuKQMGQgkNrqhR8O41RO0B7TTqEfTP9hFnX0uHz6weD/mzKWzCfQvoSWlePNjeeoIhW4EEjQtVmQC3Z+ekzYbaBfVYHyW0FgUr60kxiaYmN0thp3M3Ji68xvSb2hB8Wy7teNGetaBPK+wK6zXXNCZEcfiE9c5DFq24+BHSrmi52qvCYhIaUmTX0XMhMt+w7z+sYu79dr9z+LNb51945IhY2s+bMH/HwmLGALiGmZtTkaS9xOG6ye9B7nrQQ/m31UjsvLWIN71c2XoUWHKn4Bknkj+AP8YLptOPKg75TfZJpvQPXpaDjxzZyGGEwXUbXw5paJJh2SvHuwOd4DSU2Hb//olLDryv1WeJ/S7qlbj4SKK8S7dnXQ9WuMsbPojV0HzHaWZgNo+lvqfV+nzBp67N5CeWbW85rp00ln6qHolXC55xcX+Lvf6HvLhSiuZllghXflAJghrGjnAmb4SM3i9JsMPn9rH5uqMoxbyOIeZ5bJhCFJV16KdTxgeYqtzk+aZaStXZ1DcE92aRCb0KF6CvPOy19GvJMMMpibqbalCTsT56jSktq7wRM1C28iKfRwCfOT5qf2Lzc61vtsEH5jA+agHFJsyfUKfT9R0Iw0E90ThU0tqKhst9h8xsAZE1ZD7T2nU6gRPrNfDewGtEMiQbaRO2ax05H51Q/hiez6/9/o7ejJvIPmizY7vkRhfl2q/AZ1HdNfanIgLno5qA0+syBUPsozebdSCKk8h1mgQmxU8fxMYqB9x2OfnkoACsHj4QjO7c5DwMmVhrqO3OGSSlocvfSEqQUpUDn+FINDQu+l2F21iRoTbX3LetQieD8t8CefTEwvaK9g9mGvSRkSnJ5cpvUsxXnIRNhwuuXVdrT7lioxunGy/oHnYIE94bqogG3sWpinqps9P8f57xjMeETaBysKN1+dgYgbrsoQ1kIjOFcmHNGyNuEK04snOa+cHvo7XuhRGV3pdY3xYDsYDeo+b3Q/6mzQfQW2KzA7lov+5JVAHNn4bYCrRCsQqgLeymY+8py1Pp0yKvuIVwRGBKTSpOaBLWMS742It0XBQZLbasmuLVTPXrH1v44pTAPPSJk3n6RxPbDiF/wbbBkXges7OOtNZA75wUACbgzw2TKbFTjM45sGwz8GGS2U1ib7lr0v8ePSblIH9sFalrKVmJM8Ze4PSSaWFxMqErNva06G6kdRU/CHDASCQdtl9yUi469P5y48KrngqIx9FCy+I7ylXhjCbMp98WrfBH0rM0plrmq08dZMGPhrGoKPFuPXY6PJw6pjd2Jikk79wQ9oO0QsfXzxdU8vg8llK5guqE6n7YQ/Hn+n6+LpudhZs5rvGXYrXBeKoAcU6xQYRTFe9rcBE975aaCO7SrcmrpdfN0MPdqRAas6MAwa/fcr+IUb6EQG26DMQeLN+JVTfqi0M/doXlk5/66v1IMrMgnxBUROMho/1q1FLkxsgYMeyREDd40OUmmzYX0VMrmMhEEiqRjcUsQY3QtdAIZh2AKbOY3PghTCyjidgA0W2B4eZRsuZp3ShC9+4+bhSKRyTBCITIwmdp8IDYLvYf6yw3tQSoYu2JsaCOiQNrgU1snryBsgGpYkSnBnq0dDlmxbs/t1f1Eh/9wMFkN5Ldm07Jx6IyBcpnBDQDIe2s2H3oR9zhlsK462MOBqVjepgruH5VU0BrSa2kj+6unesnfP5qpp3TDVnaWPP0s5SD49GKj9VUfAavPDq7B0JC/ea+7ktypUbmUkBusGqeCv5XsQFGdWf1cYahPAoGY8Lbypg/mEyLPj+ObrlbWCBMsz5/UYp1xE3P5mqC3sSUea/dnjieEVRqsAGgRjJY+tOXstt+zGzMLqJ9gwA8t7PyPT9127TumGhblYESXYE819JAy0jh7T7H+tmhy6bfGYOp14H+zim0w1owOB9RwhbMY3KkuwxHCUlhovGrxnPFxDt3tvEFor4aI/jrp23gQxSTI8t9MYOjBapQI+d1NntGzuSQED9Qg9zCa8pXto1PJYtNNFMsyxYs56sIzcpK/6bQspff3LqXYpu4mEYlT8o0Sl+Y5+NKYSUvM4zElZ/tMYJ178pIaMhD7OQIYSWdXdrsumWFhaBCZTlHU+6Q2p1pKX2oSqqLklg4Gi7x0b6qhoY2JIwdoTRKJvMhvIek9D0Sz4fU6I23RQlEW5uyhiYZYbsuU3ayoYvQ+JKBRKCaCgSRMgeaFOYV3LWGlezwP2xN3VTb/us65dYVln6/oJEYB4KrRDRrvQVRcK+Mh3VN4R3o4lWKHqjRX5o1J/DzzmLf50mSiBzAFwwrBsOky+s8X/V1CAUazkqm8ryYPxWEtYG7dEWACLq2+5dFBzpWG8yw1Qt04DmCWuMqeGh7NfL4OanOUF1fN0TEijoDAwt+oVwwVtoAU1fNJfHVp8DL+3NfQEOnb1ihHgCGK6+zgfp9iGcWJdNmHhTxfOOH/p9szaWolzhiiZkF6XEEqAMnOobKf2Mu0STJU0uQSOzQEKP4e45wh0XBZDPhbj7KzNKQ2ClL72Y4+Rs0XCR6wkix4eg0gbHgD0VLekkAixHstSOkHi9RIHmtlbWBP6baQddeotcXlWxx16Iv91L4G+wyWzwny2gr0vruq6GXmGbJl8ftPWk2vS3Rv+IBN+ioORPCnZ/MmVhUYnf5bZfrqTNg0S8gQgtkSSXLJmc0xwoqBjCTU+hV/bRWuylmibYQ7sq2mfSvWluq5sGR24lNaD29zdwjv5nOXjcwcc9AvpYq+PTH23BwUfLVoCvAzxUgpN2nXDlVyUC9VGP33HrDYSGbHQfVHxre/Ip2esb3Iskx5Hju/ydIud7kTtihJzxIjVopJIlXg0KHZAN0xWyUCOo+SXyva6GZBgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1920,"cache_read_input_tokens":117944,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1920},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"9b1a66d8-6975-4302-9c7c-5468ac7e8c23","timestamp":"2026-08-19T07:13:44.829Z","request_id":"req_011CeBh7sA1SrQTjLcEeRtQZ"} 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number;","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhBH2Y7ULMxhLj7yWEL","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_015CjpUUV3ZokaSxGYYUPkuL","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/scenes/Play.ts\"\ns = open(p).read()\norig = s\n\n# 1. imports\ns = s.replace(\n'''import { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";''',\n'''import { type IDamageable, applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Enemy } from \"../entities/Enemy.js\";\nimport { Pickup } from \"../entities/Pickup.js\";''')\n\n# 2. constants: patrol route + player eye\ns = s.replace(\n'''const SPAWN_POINTS = new SpawnPoints([''',\n'''/** Chest height above the player's origin. Inside the capsule, so a sight ray actually lands. */\nconst PLAYER_EYE = new Vector3(0, 0.5, 0);\n/**\n * The rifleman's beat, down the west side of the arena. It is deliberately clear of the demo\n * props and of the lane the player shoots down, so a patrol never wanders into a test shot.\n */\nconst PATROL_ROUTE = [\n new Vector3(-8.5, SPAWN.y, -9),\n new Vector3(-8.5, SPAWN.y, 2),\n new Vector3(-6, SPAWN.y, 2),\n new Vector3(-6, SPAWN.y, -9),\n];\nconst SPAWN_POINTS = new SpawnPoints([''')\n\n# 3. initial state\ns = s.replace(''' demoTargetAlive: 1,\n friendlyPassed: 0,''',''' demoTargetAlive: 1,\n enemyAlerted: 0,\n friendlyPassed: 0,''')\n\n# 4. damageable map\ns = s.replace(''' const targets = new Map();\n const waveTargets: TargetEntry[] = [];''',''' const targets = new Map();\n // Every body a weapon can hurt, drones and rifleman together. `targets` stays the drone-only\n // bookkeeping the waves and the scan counter read.\n const damageable = new Map();\n const waveTargets: TargetEntry[] = [];''')\n\n# 5. registerTarget registers into both maps\ns = s.replace(''' targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);''',''' targets.set(target.body.body.id, target);\n damageable.set(target.body.body.id, target);\n ctx.entities.add(id, target);''')\n\nassert s != orig\nopen(p, \"w\").write(s)\nPY\ngrep -n \"damageable\\|PATROL_ROUTE\\|PLAYER_EYE\\|enemyAlerted\\|IDamageable\" src/scenes/Play.ts","description":"Patch Play imports, constants, maps"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":3576,"cache_read_input_tokens":119864,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":3576},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"98eb95ca-be28-44fa-827c-ecb5a29fb63d","timestamp":"2026-08-19T07:13:59.383Z","request_id":"req_011CeBhBFxHmGT9bSTP3KuZh"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015CjpUUV3ZokaSxGYYUPkuL","type":"tool_result","content":"4:import { type IDamageable, applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\n38:const PLAYER_EYE = new Vector3(0, 0.5, 0);\n43:const PATROL_ROUTE = [\n62: enemyAlerted: 0,\n120: const damageable = new Map();\n160: damageable.set(target.body.body.id, target);","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"a87861d9-cc92-4156-84d7-f77e5bc5092f","timestamp":"2026-08-19T07:13:59.429Z","tool_use_result":{"stdout":"4:import { type IDamageable, applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\n38:const PLAYER_EYE = new Vector3(0, 0.5, 0);\n43:const PATROL_ROUTE = [\n62: enemyAlerted: 0,\n120: const damageable = new Map();\n160: damageable.set(target.body.body.id, target);","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhCFdyReWGUVw94eHA7","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01E5NHGPx7XUdevwhcfTjeog","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/scenes/Play.ts\"\ns = open(p).read()\norig = s\n\n# Enemy creation, right after the pickup registration.\ns = s.replace(''' ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave''',''' ctx.entities.add(\"health-pickup\", pickup);\n\n const enemy = new Enemy(ctx, materials, {\n leash: 5,\n onAlert: (alerted) =>\n emitPlaytestEvent({ entity: \"enemy\", name: alerted ? \"alerted\" : \"lost-sight\" }),\n onWaypoint: (reached) =>\n emitPlaytestEvent({ entity: \"enemy\", name: \"patrol-leg\", reached }),\n playerBodyId: player.body.body.id,\n // A dead player is not a target, so the rifleman breaks off instead of covering a corpse.\n playerEye: () =>\n player.dead ? undefined : player.mesh.position.clone().add(PLAYER_EYE),\n route: PATROL_ROUTE,\n });\n damageable.set(enemy.body.body.id, enemy);\n ctx.entities.add(\"enemy\", enemy);\n\n const spawnWave''')\n\n# Weapons read the damageable map.\ns = s.replace(''' const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;''',''' const target = targets.get(hit.body.id);\n const killed = applyDirectDamage(damageable, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;''')\n\ns = s.replace(''' if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };''',''' if (killed && target !== undefined) {\n emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n }\n if (killed && hit.body.id === enemy.body.body.id) {\n emitPlaytestEvent({ entity: \"enemy\", name: \"defeated\" });\n }\n };''')\n\ns = s.replace(''' if (applyDirectDamage(targets, hit.body.id, 22))''',''' if (applyDirectDamage(damageable, hit.body.id, 22))''')\n\ns = s.replace(''' applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);''',''' applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, damageable);''')\n\n# State sync publishes the alert for the HUD.\ns = s.replace(''' frameCtx.state.set({\n health: player.health,\n scanCount,''',''' frameCtx.state.set({\n enemyAlerted: enemy.alerted ? 1 : 0,\n health: player.health,\n scanCount,''')\n\n# Frame loop drives the rifleman.\ns = s.replace(''' player.update(frameCtx, dt);\n hitscan.update(dt);''',''' player.update(frameCtx, dt);\n enemy.update(frameCtx, dt);\n hitscan.update(dt);''')\n\nassert s != orig\nopen(p, \"w\").write(s)\nPY\ngrep -n \"enemy\\.\\|new Enemy\\|damageable\\|killed\" src/scenes/Play.ts","description":"Wire the enemy into Play"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":5057,"cache_read_input_tokens":123440,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":5057},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b720a826-1cf7-49b9-8bd4-4a5287f7fc78","timestamp":"2026-08-19T07:14:12.718Z","request_id":"req_011CeBhCEkduFZeiFhXvafuq"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01E5NHGPx7XUdevwhcfTjeog","type":"tool_result","content":"120: const damageable = new Map();\n131: const id = `projectile.enemy.${projectileIndex++}`;\n160: damageable.set(target.body.body.id, target);\n279: const enemy = new Enemy(ctx, materials, {\n291: damageable.set(enemy.body.body.id, enemy);\n311: const killed = applyDirectDamage(damageable, hit.body.id, 40);\n330: if (killed && target !== undefined) {\n333: if (killed && hit.body.id === enemy.body.body.id) {\n347: if (applyDirectDamage(damageable, hit.body.id, 22))\n356: applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, damageable);\n441: enemyAlerted: enemy.alerted ? 1 : 0,\n457: enemy.update(frameCtx, dt);","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"64219c57-f709-45a2-8fba-585ae1ea5d8d","timestamp":"2026-08-19T07:14:12.782Z","tool_use_result":{"stdout":"120: const damageable = new Map();\n131: const id = `projectile.enemy.${projectileIndex++}`;\n160: damageable.set(target.body.body.id, target);\n279: const enemy = new Enemy(ctx, materials, {\n291: damageable.set(enemy.body.body.id, enemy);\n311: const killed = applyDirectDamage(damageable, hit.body.id, 40);\n330: if (killed && target !== undefined) {\n333: if (killed && hit.body.id === enemy.body.body.id) {\n347: if (applyDirectDamage(damageable, hit.body.id, 22))\n356: applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, damageable);\n441: enemyAlerted: enemy.alerted ? 1 : 0,\n457: enemy.update(frameCtx, dt);","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"1ff0e545-7906-4dc7-96ea-fcd60908a674","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"aed183b4-68ec-46b6-a7e1-f9469ea90f31","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":208,"estimated_tokens_delta":58,"uuid":"9b56d151-2089-4572-ba1a-3c6b63a86929","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhDGgFuVakR2RU7aYVw","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"","signature":"CAIStwYKnAEIEBgCKkBiv3N2WQILGSFYXP9AnpEqHA1SNQPnw9fyjjIltEGWaplVX8nqeZ3FOc2DpDDh0qmvMKec4gCIx3CFsZLWFS/GMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ3ZmRkZmE0MC05MWIyLTRkOWQtODQ0NS00MWI0NGZlNWQ2NTZyEGtwAdPyRGaMhIDCjV/13HyIAQESDL4Do4QjCJr72emWgxoMzmW+tn2YfGrExwTCIjCKT2z/NhR0rPi+1qWmVnzO8BkUkTiAmRKUscrS/STGIiVcwdUJ0+hwjf/I3QH3StUqxwT6Vwl8A2wVURzUBuGeN7z6Qg4+WTQfskbTpbfcqZxnnEVA6zTeLK9okV6MpJnxngvmDme/jra/8Oz6GxRt9hozbDRcjlaF+80wEm0KR5vg8pH0uh8EC2c8wEYNNN4LyZSXZWI1bddH6LzvZz9cpKeVdC6ZB/GCJVA+4YeheP7OxcQnfp8i9qo/7Sdtx+wNyAOz81L4he5vF+bH3gzyMHg8tjg4J6D6mc5JQBYnrCV2KkKZx78oNBg+VLET6PJw0f3CHZ6/6eiY3W+mCwz5bXjMvYrKb3o30le+JpnkiidmLS+Dp6nLwdeZzyd0IZoAZ46CNU6YEp9gcVy73cLYOWLS5nteFf8M+IOSOgejUgdjaQk9+3ah+e6peTiIdlIUAnhXBA4Q8bPYE1MSZUWTBkLCM+3/Pn9XT8IQnm//+h0+h2Dqa7xhQZvjxjaIEhvBQ0V7UDkxDCMrAv000GTqbdMfDl7njCj9YLkD+RtsGZo/7gsZJ2ojl2hWSrGOScEpcpcZJdhsDCFsIUw9v6lvNUkno2lpcVnHgaf2RnkoFiI437Js9kxS+GUCK8wkB1SboT9mNKtZJYilvp32aTt8mutApZoCQfaNZmyZMKis08/3UH77Tf533DySL0bTEsdCsukGrsn3dmZuPXe8objesntWaHpXGkPyB4adcPA/nFs1dMfKtrpQBqV2okYDCgIkLvsdOC4AcYyBZwVsYmi/rn+7BB5xrPilr5p3vUlmrF0IzH/l7fpD6JS4lYEfhixRV/Ibx0l21ft1GAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1627,"cache_read_input_tokens":128497,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1627},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"f0585b80-c4ec-4807-8400-d32cccda237c","timestamp":"2026-08-19T07:14:18.750Z","request_id":"req_011CeBhDDnsi4USCskbuzMRV"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhDGgFuVakR2RU7aYVw","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_013raHs5aQZPr8CAd1A6Nx8k","name":"Bash","input":{"command":"cat src/playtest-events.ts","description":"Read playtest events module"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1627,"cache_read_input_tokens":128497,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1627},"output_tokens":4,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"ba05f50a-ef52-4603-aea9-3fffbdd7e14a","timestamp":"2026-08-19T07:14:18.761Z","request_id":"req_011CeBhDDnsi4USCskbuzMRV"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_013raHs5aQZPr8CAd1A6Nx8k","type":"tool_result","content":"type PlaytestEvent = {\n readonly [key: string]: string | number;\n readonly entity: string;\n readonly name: string;\n};\n\nconst pendingEvents: PlaytestEvent[] = [];\n\nexport function emitPlaytestEvent(event: PlaytestEvent): void {\n pendingEvents.push(event);\n}\n\nexport function drainPlaytestEvents(): PlaytestEvent[] {\n return pendingEvents.splice(0);\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"aa81e48a-06a5-41d7-be86-f55e53c3fa72","timestamp":"2026-08-19T07:14:18.784Z","tool_use_result":{"stdout":"type PlaytestEvent = {\n readonly [key: string]: string | number;\n readonly entity: string;\n readonly name: string;\n};\n\nconst pendingEvents: PlaytestEvent[] = [];\n\nexport function emitPlaytestEvent(event: PlaytestEvent): void {\n pendingEvents.push(event);\n}\n\nexport function drainPlaytestEvents(): PlaytestEvent[] {\n return pendingEvents.splice(0);\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhDgqZR1BCpyCGeC25Z","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_015tRwbeHYRqqFNuecihW8gL","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/scenes/Play.ts\"\ns = open(p).read()\norig = s\ns = s.replace(''' if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }''',''' if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n damageable.delete(demo.body.body.id);\n }''')\ns = s.replace(''' removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);''',''' removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n damageable.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);''')\nassert s != orig\nopen(p, \"w\").write(s)\nPY\nnpx tsc --noEmit -p tsconfig.json 2>&1 | head -30","description":"Sync map deletions then typecheck"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":574,"cache_read_input_tokens":130124,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":574},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"1705f1b3-d886-4dd7-b736-3ac365ac57d4","timestamp":"2026-08-19T07:14:24.264Z","request_id":"req_011CeBhDfTxZiVS2N3PERxQb"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015tRwbeHYRqqFNuecihW8gL","type":"tool_result","content":"src/scenes/Play.ts(93,41): error TS2345: Argument of type 'GameCtx' is not assignable to parameter of type 'LoadingHost'.\n Types of property 'viewport' are incompatible.\n Property 'safeArea' is missing in type 'Viewport' but required in type '{ readonly safeArea: { height: number; width: number; x: number; y: number; }; }'.\nthreenative.config.ts(9,5): error TS2561: Object literal may only specify known properties, but 'icons' does not exist in type '{ readonly id?: string | undefined; readonly name?: string | undefined; readonly version?: string | undefined; readonly build?: number | undefined; readonly icon?: string | undefined; }'. Did you mean to write 'icon'?\nvite.config.ts(3,10): error TS2305: Module '\"create-threenative\"' has no exported member 'createWebBrandPlugin'.","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"d620fc54-e2c6-4510-8beb-f659defc6aab","timestamp":"2026-08-19T07:14:26.723Z","tool_use_result":{"stdout":"src/scenes/Play.ts(93,41): error TS2345: Argument of type 'GameCtx' is not assignable to parameter of type 'LoadingHost'.\n Types of property 'viewport' are incompatible.\n Property 'safeArea' is missing in type 'Viewport' but required in type '{ readonly safeArea: { height: number; width: number; x: number; y: number; }; }'.\nthreenative.config.ts(9,5): error TS2561: Object literal may only specify known properties, but 'icons' does not exist in type '{ readonly id?: string | undefined; readonly name?: string | undefined; readonly version?: string | undefined; readonly build?: number | undefined; readonly icon?: string | undefined; }'. Did you mean to write 'icon'?\nvite.config.ts(3,10): error TS2305: Module '\"create-threenative\"' has no exported member 'createWebBrandPlugin'.","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"9f6ede7e-9630-41c5-b752-8a0806bd1e79","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"790866b6-5642-473c-bfcb-8302044181c8","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":300,"estimated_tokens_delta":150,"uuid":"a052b46b-fcec-49c0-b8af-43532a451af1","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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output)","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"ac093dd9-0a98-4c89-ba88-39286811f299","timestamp":"2026-08-19T07:14:47.571Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhFqT3BZr3nH4d8MTq6","type":"message","role":"assistant","content":[{"type":"text","text":"Now the HUD alert so a human can see they've been spotted."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":973,"cache_read_input_tokens":132170,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":973},"output_tokens":7,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"e953edea-ba97-4a44-971f-d15a40484a15","timestamp":"2026-08-19T07:14:50.786Z","request_id":"req_011CeBhFnb981C9FB6uxVPfX"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhFqT3BZr3nH4d8MTq6","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_0171soQojBG6BS6P4QnJurCY","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/render/ui.ts\"\ns = open(p).read()\norig = s\ns = s.replace(''' clear: (wavesCleared: number) => `clear ${wavesCleared}`,\n eyebrow: \"arena / shooter\",''',''' 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Defaults to 32x18, which catches the loading leak while limiting synchronous readback work.\", name: \"grid\", type: \"{ columns: positive integer <= 256, rows: positive integer <= 256 }\" },\n28: { description: \"Maximum absolute difference allowed for each RGB channel.\", name: \"tolerance\", required: true, type: \"integer 0..255\" },\n29: { description: \"Inclusive labeled-step boundaries for the loading-covered interval.\", name: \"window\", required: true, type: \"{ startStep: string, endStep: string }\" }\n32: kind: \"framebufferCoverage\",\n43: { description: \"Project-relative character envelope artifact emitted by tn character envelope.\", name: \"artifact\", required: true, type: \"string\" },\n44: { description: \"Ordered platform entity ids forming the critical path.\", name: \"entities\", required: true, type: \"string[] (minimum 2)\" }\n47: kind: \"reachability\",\n58: { description: \"Aerodynamic entity id.\", name: \"entity\", required: true, type: \"string\" },\n59: { description: \"Minimum physics-debug samples containing finite aerodynamic force vectors.\", name: \"minForceSamples\", type: \"positive integer\" },\n60: { description: \"Signed surface values required in physics.aerodynamics.setInputs calls.\", name: \"controls\", type: \"Array<{ surface: string, sign: 'negative' | 'positive', minAbs?: number }>\" },\n61: { description: \"Signed net aerodynamic torque, optionally relative to another labeled step.\", name: \"torques\", type: \"Array<{ label: string, relativeToLabel?: string, axis: 'x' | 'y' | 'z', sign: 'negative' | 'positive', minAbs?: number }>\" }\n64: kind: \"aerodynamics\",\n75: { description: \"Before/after or baseline-image changed-pixel ratio bounds.\", name: \"frameDiff\", type: \"{ baselineImage?: project-relative PNG, minChangedPixelRatio?: number, maxChangedPixelRatio?: number }\" },\n76: { description: \"Pixel region that must remain populated and may require dark-pixel occupancy.\", name: \"region\", type: \"{ x: number, y: number, width: number, height: number, minNonblankPixelRatio?: number, minDarkPixelRatio?: number, maxLuminance?: number }\" },\n77: { description: \"Entity projected-pixel floor, optionally across all captured samples.\", name: \"entityVisible\", type: \"{ entity: string, minProjectedPixels: number, throughoutFrames?: boolean }\" }\n80: kind: \"visual\",\n91: { description: \"Optional entity id to measure; when omitted, choose an observed mover.\", name: \"entity\", type: \"string\" },\n92: { description: \"Require distance to a fixed world position to decrease by at least min.\", name: \"closesDistanceToPosition\", type: \"{ position: [number, number, number], min: number }\" },\n93: { description: \"Maximum yaw error from resolved movement direction.\", name: \"facesMovementWithinDegrees\", type: \"number\" },\n94: { description: \"Expected movement axis: x, y, or z.\", name: \"axis\", type: \"string\" },\n95: { description: \"Minimum signed movement on a specific axis, for example { axis: '+y', min: 0.2 }.\", name: \"minAxisDelta\", type: \"{ axis: string, min: number }\" },\n96: { description: \"Minimum signed resolved character.move displacement on a specific axis, for example { axis: '+y', min: 0.2 }.\", name: \"minResolvedAxisDelta\", type: \"{ axis: string, min: number }\" },\n97: { description: \"Maximum final pitch/roll tilt from world up, in degrees; yaw is ignored.\", name: \"maxTiltDegrees\", type: \"number in [0, 180]\" },\n98: { description: \"Minimum distance moved over the scenario.\", name: \"minDistance\", type: \"number\" },\n99: { description: \"Maximum distance allowed; use for blocked-movement proof.\", name: \"maxDistance\", type: \"number\" },\n100: { description: \"Minimum distance per frame.\", name: \"minVelocity\", type: \"number\" },\n101: { description: \"Minimum accumulated path length; use with minDistance to catch movement that cancels out.\", name: \"pathLength\", type: \"number\" },\n102: { description: \"Require the final facing to differ from another entity by at least minDegrees.\", name: \"notFacing\", type: \"{ entity: string, minDegrees: number }\" },\n103: { description: \"Require the final facing to differ from a fixed world position by at least minDegrees.\", name: \"notFacingPosition\", type: \"{ position: [number, number, number], minDegrees: number }\" },\n104: { description: \"Require a resolved character position to come within maxDistance of a fixed world position, optionally within one labeled step.\", name: \"reachesPositionWithin\", type: \"{ position: [number, number, number], maxDistance: number, atStep?: string }\" },\n105: { description: \"Require any observed rotation delta.\", name: \"rotationChanged\", type: \"boolean\" }\n108: kind: \"movement\",\n119: { description: \"Camera entity id.\", name: \"entity\", type: \"string\" },\n120: { description: \"Entity the camera should follow.\", name: \"follows\", type: \"string\" },","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"204829df-be47-4203-9f77-bd718a9c11ca","timestamp":"2026-08-19T07:15:14.137Z","tool_use_result":{"stdout":"26: { description: \"Backdrop RGB byte channels every sampled pixel must match.\", name: \"backdrop\", required: true, type: \"[integer 0..255, integer 0..255, integer 0..255]\" },\n27: { description: \"Coarse sample grid. Defaults to 32x18, which catches the loading leak while limiting synchronous readback work.\", name: \"grid\", type: \"{ columns: positive integer <= 256, rows: positive integer <= 256 }\" },\n28: { description: \"Maximum absolute difference allowed for each RGB channel.\", name: \"tolerance\", required: true, type: \"integer 0..255\" },\n29: { description: \"Inclusive labeled-step boundaries for the loading-covered interval.\", name: \"window\", required: true, type: \"{ startStep: string, endStep: string }\" }\n32: kind: \"framebufferCoverage\",\n43: { description: \"Project-relative character envelope artifact emitted by tn character envelope.\", name: \"artifact\", required: true, type: \"string\" },\n44: { description: \"Ordered platform entity ids forming the critical path.\", name: \"entities\", required: true, type: \"string[] (minimum 2)\" }\n47: kind: \"reachability\",\n58: { description: \"Aerodynamic entity id.\", name: \"entity\", required: true, type: \"string\" },\n59: { description: \"Minimum physics-debug samples containing finite aerodynamic force vectors.\", name: \"minForceSamples\", type: \"positive integer\" },\n60: { description: \"Signed surface values required in physics.aerodynamics.setInputs calls.\", name: \"controls\", type: \"Array<{ surface: string, sign: 'negative' | 'positive', minAbs?: number }>\" },\n61: { description: \"Signed net aerodynamic torque, optionally relative to another labeled step.\", name: \"torques\", type: \"Array<{ label: string, relativeToLabel?: string, axis: 'x' | 'y' | 'z', sign: 'negative' | 'positive', minAbs?: number }>\" }\n64: kind: \"aerodynamics\",\n75: { description: \"Before/after or baseline-image changed-pixel ratio bounds.\", name: \"frameDiff\", type: \"{ baselineImage?: project-relative PNG, minChangedPixelRatio?: number, maxChangedPixelRatio?: number }\" },\n76: { description: \"Pixel region that must remain populated and may require dark-pixel occupancy.\", name: \"region\", type: \"{ x: number, y: number, width: number, height: number, minNonblankPixelRatio?: number, minDarkPixelRatio?: number, maxLuminance?: number }\" },\n77: { description: \"Entity projected-pixel floor, optionally across all captured samples.\", name: \"entityVisible\", type: \"{ entity: string, minProjectedPixels: number, throughoutFrames?: boolean }\" }\n80: kind: \"visual\",\n91: { description: \"Optional entity id to measure; when omitted, choose an observed mover.\", name: \"entity\", type: \"string\" },\n92: { description: \"Require distance to a fixed world position to decrease by at least min.\", name: \"closesDistanceToPosition\", type: \"{ position: [number, number, number], min: number }\" },\n93: { description: \"Maximum yaw error from resolved movement direction.\", name: \"facesMovementWithinDegrees\", type: \"number\" },\n94: { description: \"Expected movement axis: x, y, or z.\", name: \"axis\", type: \"string\" },\n95: { description: \"Minimum signed movement on a specific axis, for example { axis: '+y', min: 0.2 }.\", name: \"minAxisDelta\", type: \"{ axis: string, min: number }\" },\n96: { description: \"Minimum signed resolved character.move displacement on a specific axis, for example { axis: '+y', min: 0.2 }.\", name: \"minResolvedAxisDelta\", type: \"{ axis: string, min: number }\" },\n97: { description: \"Maximum final pitch/roll tilt from world up, in degrees; yaw is ignored.\", name: \"maxTiltDegrees\", type: \"number in [0, 180]\" },\n98: { description: \"Minimum distance moved over the scenario.\", name: \"minDistance\", type: \"number\" },\n99: { description: \"Maximum distance allowed; use for blocked-movement proof.\", name: \"maxDistance\", type: \"number\" },\n100: { description: \"Minimum distance per frame.\", name: \"minVelocity\", type: \"number\" },\n101: { description: \"Minimum accumulated path length; use with minDistance to catch movement that cancels out.\", name: \"pathLength\", type: \"number\" },\n102: { description: \"Require the 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhJfHSKWoLJJYWMtcQb","type":"message","role":"assistant","content":[{"type":"text","text":"The observed transform comes from the entity's root quaternion, so the heading must live there, not on a child. Refactoring."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":705,"cache_read_input_tokens":138866,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":705},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"c82baa17-cd3c-4943-a45f-d0b3c8ccfeea","timestamp":"2026-08-19T07:15:47.824Z","request_id":"req_011CeBhJeHQdfPd1HuemLGUD"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhJfHSKWoLJJYWMtcQb","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01QPWWkuK1hDMAV8XP959ckp","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/render/shapes.ts\"\ns = open(p).read()\nold_start = s.index(\"/**\\n * The patrolling rifleman.\")\nnew_tail = '''/**\n * The patrolling rifleman. Heading is deliberately *not* a handle here: it belongs on `root`,\n * which is the transform the physics body round-trips and the one a playtest observes, so the\n * figure cannot end up facing somewhere the recorded rotation disagrees with. What is left is\n * weapon elevation on `aim` and the walk cycle the four limb pivots `stride` drives.\n */\nexport interface IRiflemanVisual {\n /**\n * Parent this onto the body and rotate it about Y to face a heading. Its origin is the\n * capsule centre, not the figure's feet, and its local forward is -Z — so the right hand,\n * the one holding the rifle, is at +X.\n */\n readonly root: Group;\n /** Right shoulder pivot. Rotate about X to raise the rifle; positive lifts the muzzle. */\n readonly aim: Group;\n /** Barrel tip. Read it with `getWorldPosition` for a muzzle-accurate shot origin. */\n readonly muzzle: Object3D;\n /** Walk cycle. `phase` advances with distance travelled, `amount` scales the swing to 0..1. */\n readonly stride: (phase: number, amount: number) => void;\n}\n\n/** Total height of the figure from its feet, so the entity can seat it on its capsule. */\nexport const RIFLEMAN_HEIGHT = 1.82;\n/** Eye height from the figure's feet, for line-of-sight rays that leave the head. */\nexport const RIFLEMAN_EYE_HEIGHT = 1.66;\n\nfunction pivot(parent: Group, x: number, y: number, z: number): Group {\n const group = new Group();\n group.position.set(x, y, z);\n parent.add(group);\n return group;\n}\n\nfunction limb(\n parent: Group,\n width: number,\n height: number,\n depth: number,\n material: Material,\n y: number,\n z = 0,\n): Mesh {\n const mesh = block(width, height, depth, material);\n mesh.position.set(0, y, z);\n parent.add(mesh);\n return mesh;\n}\n\nfunction createRifle(materials: ShooterMaterials): { group: Group; muzzle: Object3D } {\n const group = new Group();\n group.name = \"rifle\";\n const part = (\n width: number,\n height: number,\n depth: number,\n y: number,\n z: number,\n material: Material,\n ): void => {\n const mesh = block(width, height, depth, material);\n mesh.position.set(0, y, z);\n group.add(mesh);\n };\n part(0.1, 0.14, 0.6, 0, 0, materials.shadow);\n part(0.09, 0.13, 0.26, -0.01, 0.4, materials.shadow);\n part(0.08, 0.18, 0.11, -0.14, 0.13, materials.shadow);\n part(0.08, 0.24, 0.1, -0.17, -0.06, materials.shadow);\n part(0.05, 0.07, 0.12, 0.1, -0.12, materials.trim);\n const barrel = new Mesh(\n new CylinderGeometry(0.032, 0.036, 0.54, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n barrel.position.set(0, 0.01, -0.57);\n barrel.castShadow = true;\n group.add(barrel);\n const muzzle = new Object3D();\n muzzle.name = \"rifle-muzzle\";\n muzzle.position.set(0, 0.01, -0.86);\n group.add(muzzle);\n return { group, muzzle };\n}\n\nexport function createRiflemanVisual(materials: ShooterMaterials, seat: number): IRiflemanVisual {\n const root = new Group();\n root.name = \"rifleman\";\n // The capsule is centred on the body origin, so drop the figure until its feet reach the\n // bottom cap instead of leaving it hovering a half-capsule above the floor.\n const body = pivot(root, 0, -seat, 0);\n body.name = \"rifleman-body\";\n\n const hipLeft = pivot(body, -0.17, 0.76, 0);\n const hipRight = pivot(body, 0.17, 0.76, 0);\n limb(hipLeft, 0.24, 0.76, 0.28, materials.hostile, -0.38);\n limb(hipRight, 0.24, 0.76, 0.28, materials.hostile, -0.38);\n limb(body, 0.56, 0.18, 0.36, materials.shadow, 0.85);\n limb(body, 0.64, 0.7, 0.4, materials.hostile, 1.26);\n limb(body, 0.46, 0.06, 0.06, materials.trim, 1.36, -0.21);\n limb(body, 0.36, 0.32, 0.34, materials.hostile, 1.66);\n limb(body, 0.3, 0.1, 0.06, materials.trim, 1.69, -0.18);\n\n const shoulderLeft = pivot(body, -0.4, 1.42, 0);\n limb(shoulderLeft, 0.16, 0.62, 0.18, materials.hostile, -0.31);\n\n const aim = pivot(body, 0.4, 1.42, 0);\n aim.name = \"rifleman-aim\";\n limb(aim, 0.16, 0.34, 0.18, materials.hostile, -0.15);\n limb(aim, 0.15, 0.15, 0.36, materials.hostile, -0.26, -0.14);\n limb(aim, 0.13, 0.13, 0.13, materials.trim, -0.26, -0.33);\n const rifle = createRifle(materials);\n rifle.group.position.set(0, -0.26, -0.42);\n aim.add(rifle.group);\n\n const stride = (phase: number, amount: number): void => {\n const swing = Math.sin(phase) * 0.5 * amount;\n hipLeft.rotation.x = swing;\n hipRight.rotation.x = -swing;\n shoulderLeft.rotation.x = -swing * 0.7;\n };\n stride(0, 0);\n\n return { aim, muzzle: rifle.muzzle, root, stride };\n}\n'''\ns = s[:old_start] + new_tail\nopen(p, \"w\").write(s)\nPY\nawk 'length > 100 {print FILENAME\":\"FNR\": \"length}' src/render/shapes.ts; tail -5 src/render/shapes.ts","description":"Move heading onto the root transform"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":705,"cache_read_input_tokens":138866,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":705},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"d5e16e30-8a49-41f1-b661-1a1d18e6e9e2","timestamp":"2026-08-19T07:16:07.629Z","request_id":"req_011CeBhJeHQdfPd1HuemLGUD"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01QPWWkuK1hDMAV8XP959ckp","type":"tool_result","content":" };\n stride(0, 0);\n\n return { aim, muzzle: rifle.muzzle, root, stride };\n}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b9707716-77c7-4b42-8b97-8eafbed545ce","timestamp":"2026-08-19T07:16:07.677Z","tool_use_result":{"stdout":" };\n stride(0, 0);\n\n return { aim, muzzle: rifle.muzzle, root, stride };\n}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhMiGcDybtMsnF8PxhM","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01T9dyQWTpFZQyg69Qot8EsR","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/entities/Enemy.ts\"\ns = open(p).read()\norig = s\n\ns = s.replace(''' this.#visual = createRiflemanVisual(materials, SEAT);\n this.mesh = this.#visual.root;\n this.mesh.position.copy(spawn);\n this.#visual.yaw.rotation.y = headingAngle(second.x - spawn.x, second.z - spawn.z);\n this.#visual.aim.rotation.x = REST_PITCH;''',''' this.#visual = createRiflemanVisual(materials, SEAT);\n this.mesh = this.#visual.root;\n this.mesh.position.copy(spawn);\n this.mesh.rotation.y = headingAngle(second.x - spawn.x, second.z - spawn.z);\n this.#visual.aim.rotation.x = REST_PITCH;''')\n\ns = s.replace(''' #turnTowards(x: number, z: number, dt: number): void {\n if (x === 0 && z === 0) return;\n const yaw = this.#visual.yaw;\n yaw.rotation.y = approachAngle(yaw.rotation.y, headingAngle(x, z), TURN_RATE * dt);\n }\n\n #facing(): Vector3 {\n const yaw = this.#visual.yaw.rotation.y;\n return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n }''',''' /**\n * Heading goes on the body's own transform, not on a child, so the rotation physics writes\n * back and a playtest observes is the direction the rifleman is actually facing.\n */\n #turnTowards(x: number, z: number, dt: number): void {\n if (x === 0 && z === 0) return;\n const current = this.mesh.rotation.y;\n this.mesh.rotation.y = approachAngle(current, headingAngle(x, z), TURN_RATE * dt);\n }\n\n #facing(): Vector3 {\n const yaw = this.mesh.rotation.y;\n return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n }''')\n\nassert s != orig\nopen(p, \"w\").write(s)\nPY\nnpx tsc --noEmit -p tsconfig.json 2>&1 | grep -v \"LoadingHost\\|safeArea\\|viewport' are incompat\\|threenative.config\\|vite.config\"","description":"Point the enemy heading at the root transform and typecheck"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":1,"cache_creation_input_tokens":4054,"cache_read_input_tokens":139571,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":4054},"output_tokens":20,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"6bd9b484-1022-44e3-ac3d-d7db086ad7f6","timestamp":"2026-08-19T07:16:17.573Z","request_id":"req_011CeBhMh5fjPF6n54wF3Xm8"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01T9dyQWTpFZQyg69Qot8EsR","type":"tool_result","content":"(Bash completed with no output)","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"27ce19c2-4fad-4d7b-a4bc-c2c3548fc8fb","timestamp":"2026-08-19T07:16:19.772Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"returnCodeInterpretation":"No matches found","noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"8813e595-e7cd-4bb0-90d0-1cf4bab56f81","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"ad9038e9-e476-4b7d-b79b-90d41bb17c34","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":924,"cache_read_input_tokens":143625,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":924},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"6fb81acd-c54d-4785-8d3d-a24486c60bfd","timestamp":"2026-08-19T07:17:01.159Z","request_id":"req_011CeBhNafysuQWdAttpitWv"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhNbb3wJUPQS7jdXNiK","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01SeDRgiparFxo8CXTwe2DwU","name":"Bash","input":{"command":"python3 - <<'PY'\np = \"src/render/shapes.ts\"\ns = open(p).read()\ns = s.replace('''/** Total height of the figure from its feet, so the entity can seat it on its capsule. */\nexport const RIFLEMAN_HEIGHT = 1.82;\n/** Eye height''','''/** Eye height''')\nopen(p, \"w\").write(s)\nPY\ncat > playtests/enemy.playtest.json <<'EOF'\n{\n \"name\": \"rifleman-patrols-then-chases\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"enemy\",\n \"steps\": [\n { \"kind\": \"wait\", \"label\": \"patrol\", \"waitTicks\": 40, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"chase\", \"waitTicks\": 260, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\",\n \"runtimeReady\": true\n },\n \"components\": [\n { \"entity\": \"enemy\", \"component\": \"alerted\", \"gte\": 1, \"changed\": true },\n { \"entity\": \"enemy\", \"component\": \"closedTenths\", \"gte\": 50, \"changed\": true },\n {\n \"entity\": \"enemy\",\n \"component\": \"mode\",\n \"atSteps\": [\n { \"label\": \"patrol\", \"equals\": \"patrol\" },\n { \"label\": \"chase\", \"equals\": \"chase\" }\n ]\n }\n ],\n \"movement\": {\n \"entity\": \"enemy\",\n \"minDistance\": 6,\n \"pathLength\": 8,\n \"facesMovementWithinDegrees\": 45,\n \"closesDistanceToPosition\": { \"position\": [0, 0.85, 5], \"min\": 5 }\n },\n \"signals\": [{ \"name\": \"alerted\", \"entity\": \"enemy\", \"minCount\": 1 }],\n \"visibility\": [{ \"entity\": \"enemy\", \"minProjectedPixels\": 20 }]\n }\n}\nEOF\necho written; ls playtests/","description":"Write the rifleman playtest scenario"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":924,"cache_read_input_tokens":143625,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":924},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"3b89d4d9-5ba2-4157-9f21-d2fbb1760206","timestamp":"2026-08-19T07:17:07.666Z","request_id":"req_011CeBhNafysuQWdAttpitWv"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01SeDRgiparFxo8CXTwe2DwU","type":"tool_result","content":"written\nenemy.playtest.json\nfail.playtest.json\nshooter.playtest.json\nsurvives.playtest.json","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"19acd15d-d939-491e-87b7-1ad938d3ae3e","timestamp":"2026-08-19T07:17:07.702Z","tool_use_result":{"stdout":"written\nenemy.playtest.json\nfail.playtest.json\nshooter.playtest.json\nsurvives.playtest.json","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhS8uYtz4VyRtwnceTv","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01UAUaLXwhUhjJPsecYuh8mx","name":"Bash","input":{"command":"echo \"DISPLAY=$DISPLAY\"; ls ../../../../scripts/xvfb.sh 2>/dev/null; ls /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/scripts/xvfb.sh; which Xvfb; ls node_modules/.bin | grep -i playtest","description":"Check display and playtest CLI availability"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":3877,"cache_read_input_tokens":144549,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":3877},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"19bba473-22f8-4fd1-8c84-5cfe805aeb4d","timestamp":"2026-08-19T07:17:11.889Z","request_id":"req_011CeBhS7fdsGm5K4eUcJcd9"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01UAUaLXwhUhjJPsecYuh8mx","type":"tool_result","content":"DISPLAY=\n../../../../scripts/xvfb.sh\n/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/scripts/xvfb.sh\n/usr/bin/Xvfb\nthreenative-playtest","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"02eb9f4d-785a-46bb-a36a-402e5a2a1254","timestamp":"2026-08-19T07:17:11.920Z","tool_use_result":{"stdout":"DISPLAY=\n../../../../scripts/xvfb.sh\n/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/scripts/xvfb.sh\n/usr/bin/Xvfb\nthreenative-playtest","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhSSumh6wrAaJF12TbU","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_0194rBQYgnhLqYHQjwyDxfSn","name":"Bash","input":{"command":"timeout 900 sh ../../../../scripts/xvfb.sh npx threenative-playtest --scenario \"playtests/enemy.playtest.json\" --browser-recipe webgpu --headed --server-command \"pnpm dev --host 127.0.0.1 --port \\$PORT --strictPort\" 2>&1 | tail -60","description":"Run the rifleman playtest"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":300,"cache_read_input_tokens":148426,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":300},"output_tokens":16,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"30c16e5f-816d-439c-baa7-70613f9f1e6f","timestamp":"2026-08-19T07:17:15.665Z","request_id":"req_011CeBhSRnoGxNfvkKkywXt2"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0194rBQYgnhLqYHQjwyDxfSn","type":"tool_result","content":" \"consoleErrors\": 0,\n \"networkErrors\": 0,\n \"policy\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeReady\": true,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\"\n },\n \"reason\": \"not-evaluated\",\n \"runtimeDiagnostics\": 0\n },\n \"id\": \"diagnostics\",\n \"pass\": false\n }\n ],\n \"debugColliders\": false,\n \"diagnostics\": [\n {\n \"code\": \"TN_PLAYTEST_SERVER_FAILED\",\n \"fix\": {\n \"instruction\": \"Run the server command directly, fix its first error, then rerun the same playtest command.\"\n },\n \"message\": \"Managed server exited with code 1. URL: http://127.0.0.1:5173. Timeout: 15000ms. Output: \\n> run-1@ dev /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1\\n> vite --host 127.0.0.1 --port --strictPort\\n\\nfile:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:378\\n\\t\\t\\t\\tif (value === true || value === false && !hasNegated) throw new CACError(`option \\\\`${option.rawName}\\\\` value is missing`);\\n\\t\\t\\t\\t ^\\n\\nCACError: option `--port ` value is missing\\n at Command.checkOptionValue (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:378:65)\\n at CAC.runMatchedCommand (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:607:11)\\n at CAC.parse (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:562:17)\\n at file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:833:5\\n at ModuleJob.run (node:internal/modules/esm/module_job:325:25)\\n at async ModuleLoader.import (node:internal/modules/esm/loader:606:24)\\n\\nNode.js v20.19.6\\n ELIFECYCLE  Command failed with exit code 1.\\n\",\n \"severity\": \"error\",\n \"suggestion\": \"Run the server command directly, fix its first error, then rerun the same playtest command.\"\n }\n ],\n \"diagnosticsPolicy\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeReady\": true,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\"\n },\n \"distance\": 0,\n \"entity\": \"enemy\",\n \"expectMoved\": false,\n \"frames\": 0,\n \"input\": \"\",\n \"movementThreshold\": 0,\n \"pass\": false,\n \"runtime\": \"web\",\n \"scenario\": \"rifleman-patrols-then-chases\",\n \"target\": \"web\",\n \"url\": \"http://127.0.0.1:5173\"\n}\nThe XKEYBOARD keymap compiler (xkbcomp) reports:\n> Warning: Multiple symbols for level 1/group 1 on key \n> Using F23, ignoring XF86TouchpadOff\n> Warning: Symbol map for key redefined\n> Using last definition for conflicting fields\n> Warning: Symbol map for key redefined\n> Using last definition for conflicting fields\n> Warning: Could not resolve keysym XF86ElectronicPrivacyScreenOn\n> Warning: Could not resolve keysym XF86ElectronicPrivacyScreenOff\n> Warning: Could not resolve keysym XF86ActionOnSelection\n> Warning: Could not resolve keysym XF86ContextualInsert\n> Warning: Could not resolve keysym XF86ContextualQuery\nErrors from xkbcomp are not fatal to the X server","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"680e75f3-645d-4d21-8784-a697bb3bae68","timestamp":"2026-08-19T07:17:17.462Z","tool_use_result":{"stdout":" \"consoleErrors\": 0,\n \"networkErrors\": 0,\n \"policy\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeReady\": true,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\"\n },\n \"reason\": \"not-evaluated\",\n \"runtimeDiagnostics\": 0\n },\n \"id\": \"diagnostics\",\n \"pass\": false\n }\n ],\n \"debugColliders\": false,\n \"diagnostics\": [\n {\n \"code\": \"TN_PLAYTEST_SERVER_FAILED\",\n \"fix\": {\n \"instruction\": \"Run the server command directly, fix its first error, then rerun the same playtest command.\"\n },\n \"message\": \"Managed server exited with code 1. URL: http://127.0.0.1:5173. Timeout: 15000ms. Output: \\n> run-1@ dev /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1\\n> vite --host 127.0.0.1 --port --strictPort\\n\\nfile:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:378\\n\\t\\t\\t\\tif (value === true || value === false && !hasNegated) throw new CACError(`option \\\\`${option.rawName}\\\\` value is missing`);\\n\\t\\t\\t\\t ^\\n\\nCACError: option `--port ` value is missing\\n at Command.checkOptionValue (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:378:65)\\n at CAC.runMatchedCommand (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:607:11)\\n at CAC.parse (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:562:17)\\n at file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:833:5\\n at ModuleJob.run (node:internal/modules/esm/module_job:325:25)\\n at async ModuleLoader.import (node:internal/modules/esm/loader:606:24)\\n\\nNode.js v20.19.6\\n ELIFECYCLE  Command failed with exit code 1.\\n\",\n \"severity\": \"error\",\n \"suggestion\": \"Run the server command directly, fix its first error, then rerun the same playtest command.\"\n }\n ],\n \"diagnosticsPolicy\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeReady\": true,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\"\n },\n \"distance\": 0,\n \"entity\": \"enemy\",\n \"expectMoved\": false,\n \"frames\": 0,\n \"input\": \"\",\n \"movementThreshold\": 0,\n \"pass\": false,\n \"runtime\": \"web\",\n \"scenario\": \"rifleman-patrols-then-chases\",\n \"target\": \"web\",\n \"url\": \"http://127.0.0.1:5173\"\n}\nThe XKEYBOARD keymap compiler (xkbcomp) reports:\n> Warning: Multiple symbols for level 1/group 1 on key \n> Using F23, ignoring XF86TouchpadOff\n> Warning: Symbol map for key redefined\n> Using last definition for conflicting fields\n> Warning: Symbol map for key redefined\n> Using last definition 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhSrGxGy3VxdkQyBTVU","type":"message","role":"assistant","content":[{"type":"text","text":"The `$PORT` placeholder wasn't substituted. I'll run the dev server myself and point the playtest at it."}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2105,"cache_read_input_tokens":148726,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2105},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"a1ed4a01-9f05-4bc0-bac1-a8d3b76e1c9a","timestamp":"2026-08-19T07:17:27.150Z","request_id":"req_011CeBhSqN8o8C7Vwrnafm3v"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhSrGxGy3VxdkQyBTVU","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_015GsYrP7oBuM4tX68Nivnox","name":"Bash","input":{"command":"nohup npx vite --host 127.0.0.1 --port 5273 --strictPort > /tmp/rifleman-dev.log 2>&1 &\necho started","description":"Start the dev server","run_in_background":true},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":2105,"cache_read_input_tokens":148726,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":2105},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"7b1c57b8-4cb4-4bf1-9a19-ce0adf8ed119","timestamp":"2026-08-19T07:17:28.620Z","request_id":"req_011CeBhSqN8o8C7Vwrnafm3v"} -{"type":"system","subtype":"background_tasks_changed","tasks":[{"task_id":"bv5nvzscz","task_type":"local_bash","description":"Start the dev server"}],"uuid":"2d32d97e-5a3e-40a6-aa66-15427723c106","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"task_started","task_id":"bv5nvzscz","tool_use_id":"toolu_015GsYrP7oBuM4tX68Nivnox","description":"Start the dev server","task_type":"local_bash","uuid":"6c3882ae-a1d5-481e-8cb9-b1c80f6e47dd","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015GsYrP7oBuM4tX68Nivnox","type":"tool_result","content":"Command running in background with ID: bv5nvzscz. Output is being written to: /tmp/claude-1000/-home-joao-projects-threenative-threenative-engine--worktrees-prd-157-capability-discovery-docs-verification--prd157-baseline-work-run-1/4bfc3969-d09a-4661-8b3a-d21dda2756c7/tasks/bv5nvzscz.output. You will be notified when it completes. To check interim output, use Read on that file path.","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"079d5de4-0b4e-4c55-bcec-734e229a37fd","timestamp":"2026-08-19T07:17:28.642Z","tool_use_result":{"stdout":"","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false,"backgroundTaskId":"bv5nvzscz"}} -{"type":"system","subtype":"background_tasks_changed","tasks":[],"uuid":"a4b69292-314d-4d1e-ac4b-1e7bee23e3bf","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"task_updated","task_id":"bv5nvzscz","patch":{"status":"completed","end_time":1787123848643},"uuid":"f71f622e-9951-450c-8c76-ce769a21d62f","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"task_notification","task_id":"bv5nvzscz","tool_use_id":"toolu_015GsYrP7oBuM4tX68Nivnox","status":"completed","output_file":"/tmp/claude-1000/-home-joao-projects-threenative-threenative-engine--worktrees-prd-157-capability-discovery-docs-verification--prd157-baseline-work-run-1/4bfc3969-d09a-4661-8b3a-d21dda2756c7/tasks/bv5nvzscz.output","summary":"Background command \"Start the dev server\" completed (exit code 0)","uuid":"0ca88c2c-cbd1-48f7-9990-20e7d91beb40","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhTgEEiP6JjxBHqXh5x","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01Dq9VmTrCeWMt8EYxycEFmE","name":"Bash","input":{"command":"sleep 3; cat /tmp/rifleman-dev.log; curl -s -o /dev/null -w \"%{http_code}\\n\" http://127.0.0.1:5273/","description":"Confirm the dev server is up"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1314,"cache_read_input_tokens":150831,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1314},"output_tokens":17,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"f0e9dd25-7340-46c9-9464-93d23eec258c","timestamp":"2026-08-19T07:17:31.568Z","request_id":"req_011CeBhTfHw3cV6zCDLANcW5"} -{"type":"system","subtype":"task_started","task_id":"bkhmec2yz","tool_use_id":"toolu_01Dq9VmTrCeWMt8EYxycEFmE","description":"Confirm the dev server is up","task_type":"local_bash","uuid":"b03644d0-4c02-47f8-abcd-a0829ab1d7f8","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"task_notification","task_id":"bkhmec2yz","tool_use_id":"toolu_01Dq9VmTrCeWMt8EYxycEFmE","status":"failed","output_file":"","summary":"Confirm the dev server is up","uuid":"7692f700-95ec-403f-ae76-4b9fc806b645","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"user","message":{"role":"user","content":[{"type":"tool_result","content":"Exit code 7\nfailed to load config from /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/vite.config.ts\nerror when starting dev server:\nfile:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.vite-temp/vite.config.ts.timestamp-1787123849061-79ba5eb75e758.mjs:4\nimport { createWebBrandPlugin } from \"file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/create-threenative@0.2.2/node_modules/create-threenative/dist/index.js\";\n ^^^^^^^^^^^^^^^^^^^^\nSyntaxError: The requested module 'file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/create-threenative@0.2.2/node_modules/create-threenative/dist/index.js' does not provide an export named 'createWebBrandPlugin'\n at ModuleJob._instantiate (node:internal/modules/esm/module_job:213:21)\n at async ModuleJob.run (node:internal/modules/esm/module_job:320:5)\n at async ModuleLoader.import (node:internal/modules/esm/loader:606:24)\n at async loadConfigFromBundledFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:37011:12)\n at async bundleAndLoadConfigFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36864:21)\n at async loadConfigFromFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36824:42)\n at async resolveConfig (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36433:22)\n at async _createServer (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:26269:65)\n at async CAC. (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/cli.js:708:18)\n000","is_error":true,"tool_use_id":"toolu_01Dq9VmTrCeWMt8EYxycEFmE"}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"cd133c8f-b0ba-4331-9c7d-52a2fbb94f30","timestamp":"2026-08-19T07:17:34.631Z","tool_use_result":"Error: Exit code 7\nfailed to load config from /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/vite.config.ts\nerror when starting dev server:\nfile:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.vite-temp/vite.config.ts.timestamp-1787123849061-79ba5eb75e758.mjs:4\nimport { createWebBrandPlugin } from \"file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/create-threenative@0.2.2/node_modules/create-threenative/dist/index.js\";\n ^^^^^^^^^^^^^^^^^^^^\nSyntaxError: The requested module 'file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/create-threenative@0.2.2/node_modules/create-threenative/dist/index.js' does not provide an export named 'createWebBrandPlugin'\n at ModuleJob._instantiate (node:internal/modules/esm/module_job:213:21)\n at async ModuleJob.run (node:internal/modules/esm/module_job:320:5)\n at async ModuleLoader.import (node:internal/modules/esm/loader:606:24)\n at async loadConfigFromBundledFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:37011:12)\n at async bundleAndLoadConfigFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36864:21)\n at async loadConfigFromFile (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36824:42)\n at async resolveConfig (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:36433:22)\n at async _createServer (file:///home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1/node_modules/.pnpm/vite@8.2.0_jiti@2.7.0/node_modules/vite/dist/node/chunks/node.js:26269:65)\n at async CAC. 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\"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assertions remain authoritative.\"\n },\n \"runtimeDiagnostics\": 0\n },\n \"id\": \"diagnostics\",\n \"pass\": false\n },\n {\n \"details\": {\n \"distance\": 8.737900375017947,\n \"entity\": \"enemy\",\n \"minimum\": 6\n },\n \"id\": \"movement.distance\",\n \"pass\": true\n },\n {\n \"details\": {\n \"minimum\": 8,\n \"pathLength\": 9.408711234733381\n },\n \"id\": \"movement.pathLength\",\n \"pass\": true\n },\n {\n \"details\": {\n \"rotationDelta\": 0\n },\n \"id\": \"movement.rotation\",\n \"pass\": false\n },\n {\n \"details\": {\n \"decrease\": 8.634080898855428,\n \"position\": [\n 0,\n 0.85,\n 5\n ],\n \"required\": 5\n },\n \"id\": \"movement.closesDistance\",\n \"pass\": true\n },\n {\n \"details\": {\n \"entity\": \"enemy\",\n \"minProjectedPixels\": 20,\n \"offscreenRatio\": 0,\n \"projectedPixels\": 6354.5121618380135\n },\n 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhYCKbdFM2JUUb2FUNt","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01YWkcg6mx4JPdnWEbs3UMsR","name":"Bash","input":{"command":"timeout 900 sh ../../../../scripts/xvfb.sh npx threenative-playtest --scenario \"playtests/enemy.playtest.json\" --url http://127.0.0.1:5273 --browser-recipe webgpu --headed > /tmp/rifleman-run.json 2>/tmp/rifleman-run.err; python3 - <<'PY'\nimport json,re\nraw = open(\"/tmp/rifleman-run.json\").read()\nstart = raw.index(\"{\")\nd = json.loads(raw[start:])\nfor r in d[\"assertionResults\"]:\n print(r[\"pass\"], r[\"id\"], json.dumps(r[\"details\"])[:300])\nprint(\"--- console ---\")\nprint(json.dumps(d.get(\"consoleMessages\") or d.get(\"console\") or [], indent=1)[:2000])\nprint(\"--- keys ---\", list(d.keys()))\nPY","description":"Capture full playtest result"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1284,"cache_read_input_tokens":157311,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1284},"output_tokens":3,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"4266b6f5-4efe-49ae-8150-07d831e43fb7","timestamp":"2026-08-19T07:19:04.013Z","request_id":"req_011CeBhYAfP4c5maVzHX2P7r"} -{"type":"system","subtype":"task_started","task_id":"bcnzv055b","tool_use_id":"toolu_01YWkcg6mx4JPdnWEbs3UMsR","description":"Capture full playtest result","task_type":"local_bash","uuid":"867135d0-af04-4c04-891b-b1a385736594","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"task_notification","task_id":"bcnzv055b","tool_use_id":"toolu_01YWkcg6mx4JPdnWEbs3UMsR","status":"completed","output_file":"","summary":"Capture full playtest result","uuid":"d875ab81-4b23-41f1-98df-b3d3fa58f5df","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01YWkcg6mx4JPdnWEbs3UMsR","type":"tool_result","content":"True signal.alerted {\"count\": 1, \"entity\": \"enemy\", \"minCount\": 1, \"name\": \"alerted\"}\nFalse component.enemy.alerted.value {\"after\": 0, \"before\": 0, \"component\": \"alerted\", \"entity\": \"enemy\", \"expected\": {\"changed\": true, \"component\": \"alerted\", \"entity\": \"enemy\", \"gte\": 1}, \"trivial\": false}\nFalse component.enemy.closedTenths.value {\"after\": 18, \"before\": 0, \"component\": \"closedTenths\", \"entity\": \"enemy\", \"expected\": {\"changed\": true, \"component\": \"closedTenths\", \"entity\": \"enemy\", \"gte\": 50}, \"trivial\": false}\nFalse component.enemy.mode.value.atSteps {\"samples\": [{\"expected\": {\"equals\": \"patrol\", \"label\": \"patrol\"}, \"pass\": true, \"value\": \"patrol\"}, {\"expected\": {\"equals\": \"chase\", \"label\": \"chase\"}, \"pass\": false, \"value\": \"search\"}]}\nFalse diagnostics {\"consoleErrors\": 1, \"networkErrors\": 0, \"policy\": {\"noConsoleErrors\": true, \"noNetworkErrors\": true, \"noRuntimeDiagnostics\": false, \"runtimeReady\": true, \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assert\nTrue movement.distance {\"distance\": 8.91569315861718, \"entity\": \"enemy\", \"minimum\": 6}\nTrue movement.pathLength {\"minimum\": 8, \"pathLength\": 9.588299327995392}\nFalse movement.rotation {\"rotationDelta\": 0}\nTrue movement.closesDistance {\"decrease\": 8.801445547681261, \"position\": [0, 0.85, 5], \"required\": 5}\nTrue visibility.enemy {\"entity\": \"enemy\", \"minProjectedPixels\": 20, \"offscreenRatio\": 0, \"projectedPixels\": 6354.5121406875605}\n--- console ---\n[]\n--- keys --- ['after', 'before', 'diagnostics', 'diagnosticsPolicy', 'distance', 'entity', 'expectMoved', 'frames', 'movementDelta', 'pathLength', 'observations', 'artifactDirectory', 'capture', 'assertionResults', 'pass', 'runtime', 'scenario', 'target', 'url']","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"036ddf80-fb9c-43ea-8ea6-5d5ba7919bab","timestamp":"2026-08-19T07:19:07.107Z","tool_use_result":{"stdout":"True signal.alerted {\"count\": 1, \"entity\": \"enemy\", \"minCount\": 1, \"name\": \"alerted\"}\nFalse component.enemy.alerted.value {\"after\": 0, \"before\": 0, \"component\": \"alerted\", \"entity\": \"enemy\", \"expected\": {\"changed\": true, \"component\": \"alerted\", \"entity\": \"enemy\", \"gte\": 1}, \"trivial\": false}\nFalse component.enemy.closedTenths.value {\"after\": 18, \"before\": 0, \"component\": \"closedTenths\", \"entity\": \"enemy\", \"expected\": {\"changed\": true, \"component\": \"closedTenths\", \"entity\": \"enemy\", \"gte\": 50}, \"trivial\": false}\nFalse component.enemy.mode.value.atSteps {\"samples\": [{\"expected\": {\"equals\": \"patrol\", \"label\": \"patrol\"}, \"pass\": true, \"value\": \"patrol\"}, {\"expected\": {\"equals\": \"chase\", \"label\": \"chase\"}, \"pass\": false, \"value\": \"search\"}]}\nFalse diagnostics {\"consoleErrors\": 1, \"networkErrors\": 0, \"policy\": {\"noConsoleErrors\": true, \"noNetworkErrors\": true, \"noRuntimeDiagnostics\": false, \"runtimeReady\": true, \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; the rifleman's own state and movement assert\nTrue movement.distance {\"distance\": 8.91569315861718, \"entity\": \"enemy\", \"minimum\": 6}\nTrue movement.pathLength {\"minimum\": 8, \"pathLength\": 9.588299327995392}\nFalse movement.rotation {\"rotationDelta\": 0}\nTrue movement.closesDistance {\"decrease\": 8.801445547681261, \"position\": [0, 0.85, 5], \"required\": 5}\nTrue visibility.enemy {\"entity\": \"enemy\", \"minProjectedPixels\": 20, \"offscreenRatio\": 0, \"projectedPixels\": 6354.5121406875605}\n--- console ---\n[]\n--- keys --- ['after', 'before', 'diagnostics', 'diagnosticsPolicy', 'distance', 'entity', 'expectMoved', 'frames', 'movementDelta', 'pathLength', 'observations', 'artifactDirectory', 'capture', 'assertionResults', 'pass', 'runtime', 'scenario', 'target', 'url']","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"aaec0830-2d4b-46d2-9cb2-674c365f2abe","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_018CwLzhWg4PzecPX5qjnYA4","type":"tool_result","content":"442: readVisibleTransforms: (renderBuffer) => {\n443- requireLive();\n444- requirePhysicsRenderBuffer(renderBuffer, bodies.size);\n445- let index = 0;\n446- for (const entry of bodies.values()) {\n447- if (!entry.body.isValid()) continue;\n448- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n449- const translation = entry.body.translation();\n450- const rotation = entry.body.rotation();\n451- renderBuffer[offset] = entry.id;\n452- renderBuffer[offset + 1] = translation.x;\n453- renderBuffer[offset + 2] = translation.y;\n454- renderBuffer[offset + 3] = translation.z;\n455- renderBuffer[offset + 4] = rotation.x;\n456- renderBuffer[offset + 5] = rotation.y;\n457- renderBuffer[offset + 6] = rotation.z;\n458- renderBuffer[offset + 7] = rotation.w;\n459- index += 1;\n460- }\n461- return index;\n462- },\n463- readBodySleepStates: (buffer) => {\n464- requireLive();\n465- requirePhysicsSleepStateBuffer(buffer, bodies.size);\n466- let index = 0;\n467- for (const entry of bodies.values()) {\n468- if (!entry.body.isValid()) continue;\n469- const offset = index * PHYSICS_SLEEP_STATE_STRIDE;\n470- buffer[offset] = entry.id;\n471- buffer[offset + 1] = entry.body.isSleeping() ? 1 : 0;\n472- index += 1;\n--\n1459: visibleCount = simulation.readVisibleTransforms(visible);\n1460- for (let index = 0; index < visibleCount; index += 1) {\n1461- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n1462- const id = visibleId(visible, offset);\n1463- const body = bodiesById.get(id);\n1464- if (body !== void 0) body.applyTransform(visible, offset);\n1465- else {\n1466- const area = areas.get(id);\n1467- if (area === void 0)\n1468- throw new Error(\"IPhysicsSimulation returned an unknown visible body id.\");\n1469- area.applyTransform(visible, offset);\n1470- }\n1471- }\n1472- events = growEvents(events, bodies.size + areas.size);\n1473- const maximumEventValues = Math.max(\n1474- 64,\n1475- (bodies.size + areas.size) ** 2 * PHYSICS_COLLISION_EVENT_STRIDE\n1476- );\n1477- let eventCount;\n1478- for (; ; ) {\n1479- try {\n1480- eventCount = simulation.drainCollisionEvents(events);\n1481- break;\n1482- } catch (error) {\n1483- if (!isSmallBufferError(error) || events.length >= maximumEventValues) throw error;\n1484- events = new Uint32Array(Math.min(maximumEventValues, events.length * 2));\n1485- }\n1486- }","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"cc2b8eb3-6a9d-4173-819b-1ac898e3c778","timestamp":"2026-08-19T07:19:31.211Z","tool_use_result":{"stdout":"442: readVisibleTransforms: (renderBuffer) => {\n443- requireLive();\n444- requirePhysicsRenderBuffer(renderBuffer, bodies.size);\n445- let index = 0;\n446- for (const entry of bodies.values()) {\n447- if (!entry.body.isValid()) continue;\n448- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n449- const translation = entry.body.translation();\n450- const rotation = entry.body.rotation();\n451- renderBuffer[offset] = entry.id;\n452- renderBuffer[offset + 1] = translation.x;\n453- renderBuffer[offset + 2] = translation.y;\n454- renderBuffer[offset + 3] = translation.z;\n455- renderBuffer[offset + 4] = rotation.x;\n456- renderBuffer[offset + 5] = rotation.y;\n457- renderBuffer[offset + 6] = rotation.z;\n458- renderBuffer[offset + 7] = rotation.w;\n459- index += 1;\n460- }\n461- return index;\n462- },\n463- readBodySleepStates: (buffer) => {\n464- requireLive();\n465- requirePhysicsSleepStateBuffer(buffer, bodies.size);\n466- let index = 0;\n467- for (const entry of bodies.values()) {\n468- if (!entry.body.isValid()) continue;\n469- const offset = index * PHYSICS_SLEEP_STATE_STRIDE;\n470- buffer[offset] = entry.id;\n471- buffer[offset + 1] = entry.body.isSleeping() ? 1 : 0;\n472- index += 1;\n--\n1459: visibleCount = simulation.readVisibleTransforms(visible);\n1460- for (let index = 0; index < visibleCount; index += 1) {\n1461- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n1462- const id = visibleId(visible, offset);\n1463- const body = bodiesById.get(id);\n1464- if (body !== void 0) body.applyTransform(visible, offset);\n1465- else {\n1466- const area = areas.get(id);\n1467- if (area === void 0)\n1468- throw new Error(\"IPhysicsSimulation returned an unknown visible body id.\");\n1469- area.applyTransform(visible, offset);\n1470- }\n1471- }\n1472- events = growEvents(events, bodies.size + areas.size);\n1473- const maximumEventValues = Math.max(\n1474- 64,\n1475- (bodies.size + areas.size) ** 2 * PHYSICS_COLLISION_EVENT_STRIDE\n1476- );\n1477- let eventCount;\n1478- for (; ; ) {\n1479- try {\n1480- eventCount = simulation.drainCollisionEvents(events);\n1481- break;\n1482- } catch (error) {\n1483- if (!isSmallBufferError(error) || events.length >= maximumEventValues) throw error;\n1484- events = new Uint32Array(Math.min(maximumEventValues, events.length * 2));\n1485- }\n1486- }","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":100,"estimated_tokens_delta":100,"uuid":"a0fb4cd9-cd52-4293-bbf4-3847e5b1735e","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":112,"estimated_tokens_delta":12,"uuid":"d3795a59-d436-4ec6-a24c-96f90a306bf3","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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return;\n50: if (!(inputSnapshot.kinematicTransforms instanceof Float32Array))\n51- throw new Error(\"IPhysicsSimulation input must use a Float32Array.\");\n52: if (!Number.isSafeInteger(inputSnapshot.kinematicCount) || inputSnapshot.kinematicCount < 0 || inputSnapshot.kinematicCount > Math.floor(inputSnapshot.kinematicTransforms.length / PHYSICS_TRANSFORM_STRIDE)) {\n53- throw new Error(\"IPhysicsSimulation input has an invalid kinematic record count.\");\n54- }\n55: for (let index = 0; index < inputSnapshot.kinematicCount; index += 1) {\n56- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n57- for (let scalar = 0; scalar < PHYSICS_TRANSFORM_STRIDE; scalar += 1) {\n58: if (!Number.isFinite(inputSnapshot.kinematicTransforms[offset + scalar]))\n59- throw new Error(\"IPhysicsSimulation input contains a non-finite transform.\");\n60- }\n61: const id = inputSnapshot.kinematicTransforms[offset];\n62- if (!Number.isInteger(id) || id < 0)\n63- throw new Error(\"IPhysicsSimulation input contains an invalid body id.\");\n64- if (!bodyExists(id)) throw new Error(\"IPhysicsSimulation input contains an unknown body id.\");\n65- }\n66-}\n67-function requirePhysicsRenderBuffer(renderBuffer, bodyCount) {\n68- if (!(renderBuffer instanceof Float32Array))\n69- throw new Error(\"IPhysicsSimulation output must use a Float32Array.\");\n70- if (renderBuffer.length < bodyCount * PHYSICS_TRANSFORM_STRIDE)\n71- throw new Error(\"IPhysicsSimulation output buffer is too small for visible transforms.\");\n72-}\n73-function requirePhysicsSleepStateBuffer(buffer, bodyCount) {\n74- if (!(buffer instanceof Float32Array))\n75- throw new Error(\"IPhysicsSimulation sleep states must use a Float32Array.\");\n76- if (buffer.length < bodyCount * PHYSICS_SLEEP_STATE_STRIDE)\n77- throw new Error(\"IPhysicsSimulation sleep state buffer is too small.\");\n78-}\n79-function requirePhysicsEventBuffer(buffer) {\n80- if (!(buffer instanceof Uint32Array))\n81- throw new Error(\"IPhysicsSimulation events must use a Uint32Array.\");\n82-}\n83-function requirePhysicsBodySensor(options) {\n84- if (options.sensor !== options.shape.sensor)\n85- throw new Error(\n86- `TN_PHYSICS_SENSOR_CONFLICT: options.sensor (${options.sensor}) must match shape.sensor (${options.shape.sensor}).`\n87- );\n88- return options.sensor;\n89-}\n90-var QUERY_SHAPE_KINDS = /* @__PURE__ */ new Set([\n91- \"box\",\n92- \"sphere\",\n93- \"capsule\",\n94- \"trimesh\",\n95- \"convexHull\",\n96- \"heightfield\"\n97-]);\n98-function queryObject(value, label) {\n99- if (typeof value !== \"object\" || value === null)\n100- throw new Error(`IPhysicsSimulation ${label} must be an object.`);\n101- return value;\n--\n380- step: (deltaTime, inputSnapshot) => {\n381- requireLive();\n382- requirePhysicsStepInput(deltaTime, inputSnapshot, (id) => bodies.has(id));\n383- if (inputSnapshot !== void 0) {\n384: for (let index = 0; index < inputSnapshot.kinematicCount; index += 1) {\n385- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n386: const id = inputSnapshot.kinematicTransforms[offset];\n387- const entry = bodies.get(id);\n388- if (entry === void 0) throw new Error(\"IPhysicsSimulation input body disappeared.\");\n389- const target = {\n390: x: inputSnapshot.kinematicTransforms[offset + 1],\n391: y: inputSnapshot.kinematicTransforms[offset + 2],\n392: z: inputSnapshot.kinematicTransforms[offset + 3]\n393- };\n394- const rotation = {\n395: x: inputSnapshot.kinematicTransforms[offset + 4],\n396: y: inputSnapshot.kinematicTransforms[offset + 5],\n397: z: inputSnapshot.kinematicTransforms[offset + 6],\n398: w: inputSnapshot.kinematicTransforms[offset + 7]\n399- };\n400- if (entry.type === \"character\") {\n401- const controller = entry.controller;\n402- const config = entry.character;\n403- if (controller === void 0 || config === void 0)\n404- throw new Error(\"Physics character was not configured before stepping.\");\n405- const current = entry.body.translation();\n406- const desired = {\n407- x: target.x - current.x,\n408- y: target.y - current.y,\n409- z: target.z - current.z\n410- };\n411- const characterGroups = entry.collider.collisionGroups();\n412- const filterGroups = config.oneWayLayers !== 0 && desired.y > 0 ? interactionGroups(\n413- characterGroups >>> 16,\n414- characterGroups & 65535 & (65535 ^ config.oneWayLayers)\n415- ) : characterGroups;\n416- const filterPredicate = config.oneWayLayers !== 0 && desired.y > 0 ? (collider) => (collider.collisionGroups() >>> 16 & config.oneWayLayers) === 0 : void 0;\n417- controller.computeColliderMovement(\n418- entry.collider,\n419- desired,\n420- options.rapier.QueryFilterFlags.EXCLUDE_SENSORS,\n421- filterGroups,\n422- filterPredicate\n423- );\n424- const movement = controller.computedMovement();\n425- entry.body.setNextKinematicTranslation({\n426- x: current.x + movement.x,\n427- y: current.y + movement.y,\n428- z: current.z + movement.z\n429- });\n430- } else {\n431- if (!entry.body.isKinematic())\n432- throw new Error(\"IPhysicsSimulation received kinematic input for a dynamic body.\");","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"cad2fb74-e66c-4be6-8bad-12e91e5a21f4","timestamp":"2026-08-19T07:19:35.701Z","tool_use_result":{"stdout":"46-function requirePhysicsStepInput(deltaTime, inputSnapshot, bodyExists) {\n47- if (!Number.isFinite(deltaTime) || deltaTime <= 0)\n48- throw new Error(\"IPhysicsSimulation.step requires a positive finite deltaTime.\");\n49- if (inputSnapshot === void 0) return;\n50: if (!(inputSnapshot.kinematicTransforms instanceof Float32Array))\n51- throw new Error(\"IPhysicsSimulation input must use a Float32Array.\");\n52: if (!Number.isSafeInteger(inputSnapshot.kinematicCount) || inputSnapshot.kinematicCount < 0 || inputSnapshot.kinematicCount > Math.floor(inputSnapshot.kinematicTransforms.length / PHYSICS_TRANSFORM_STRIDE)) {\n53- throw new Error(\"IPhysicsSimulation input has an invalid kinematic record count.\");\n54- }\n55: for (let index = 0; index < inputSnapshot.kinematicCount; index += 1) {\n56- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n57- for (let scalar = 0; scalar < PHYSICS_TRANSFORM_STRIDE; scalar += 1) {\n58: if (!Number.isFinite(inputSnapshot.kinematicTransforms[offset + scalar]))\n59- throw new Error(\"IPhysicsSimulation input contains a non-finite transform.\");\n60- }\n61: const id = inputSnapshot.kinematicTransforms[offset];\n62- if (!Number.isInteger(id) || id < 0)\n63- throw new Error(\"IPhysicsSimulation input contains an invalid body id.\");\n64- if (!bodyExists(id)) throw new Error(\"IPhysicsSimulation input contains an unknown body id.\");\n65- }\n66-}\n67-function requirePhysicsRenderBuffer(renderBuffer, bodyCount) {\n68- if (!(renderBuffer instanceof Float32Array))\n69- throw new Error(\"IPhysicsSimulation output must use a Float32Array.\");\n70- if (renderBuffer.length < bodyCount * PHYSICS_TRANSFORM_STRIDE)\n71- throw new Error(\"IPhysicsSimulation output buffer is too small for visible transforms.\");\n72-}\n73-function requirePhysicsSleepStateBuffer(buffer, bodyCount) {\n74- if (!(buffer instanceof Float32Array))\n75- throw new Error(\"IPhysicsSimulation sleep states must use a Float32Array.\");\n76- if (buffer.length < bodyCount * PHYSICS_SLEEP_STATE_STRIDE)\n77- throw new Error(\"IPhysicsSimulation sleep state buffer is too small.\");\n78-}\n79-function requirePhysicsEventBuffer(buffer) {\n80- if (!(buffer instanceof Uint32Array))\n81- throw new Error(\"IPhysicsSimulation events must use a Uint32Array.\");\n82-}\n83-function requirePhysicsBodySensor(options) {\n84- if (options.sensor !== options.shape.sensor)\n85- throw new Error(\n86- `TN_PHYSICS_SENSOR_CONFLICT: options.sensor (${options.sensor}) must match shape.sensor (${options.shape.sensor}).`\n87- );\n88- return options.sensor;\n89-}\n90-var QUERY_SHAPE_KINDS = /* @__PURE__ */ new Set([\n91- \"box\",\n92- \"sphere\",\n93- \"capsule\",\n94- \"trimesh\",\n95- \"convexHull\",\n96- \"heightfield\"\n97-]);\n98-function queryObject(value, label) {\n99- if (typeof value !== \"object\" || value === null)\n100- throw new Error(`IPhysicsSimulation ${label} must be an object.`);\n101- return value;\n--\n380- step: (deltaTime, inputSnapshot) => {\n381- requireLive();\n382- requirePhysicsStepInput(deltaTime, inputSnapshot, (id) => bodies.has(id));\n383- if (inputSnapshot !== void 0) {\n384: for (let index = 0; index < inputSnapshot.kinematicCount; index += 1) {\n385- const offset = index * PHYSICS_TRANSFORM_STRIDE;\n386: const id = inputSnapshot.kinematicTransforms[offset];\n387- const entry = bodies.get(id);\n388- if (entry === void 0) throw new Error(\"IPhysicsSimulation input body disappeared.\");\n389- const target = {\n390: x: inputSnapshot.kinematicTransforms[offset + 1],\n391: y: inputSnapshot.kinematicTransforms[offset + 2],\n392: z: inputSnapshot.kinematicTransforms[offset + 3]\n393- };\n394- const rotation = {\n395: x: inputSnapshot.kinematicTransforms[offset + 4],\n396: y: inputSnapshot.kinematicTransforms[offset + 5],\n397: z: inputSnapshot.kinematicTransforms[offset + 6],\n398: w: inputSnapshot.kinematicTransforms[offset + 7]\n399- };\n400- if (entry.type === \"character\") {\n401- const controller = entry.controller;\n402- const config = entry.character;\n403- if (controller === void 0 || config === void 0)\n404- throw new Error(\"Physics character was not configured before stepping.\");\n405- const current = entry.body.translation();\n406- const desired = {\n407- x: target.x - current.x,\n408- y: target.y - current.y,\n409- z: target.z - current.z\n410- };\n411- const characterGroups = entry.collider.collisionGroups();\n412- const filterGroups = config.oneWayLayers !== 0 && desired.y > 0 ? interactionGroups(\n413- characterGroups >>> 16,\n414- characterGroups & 65535 & (65535 ^ config.oneWayLayers)\n415- ) : characterGroups;\n416- const filterPredicate = config.oneWayLayers !== 0 && desired.y > 0 ? (collider) => (collider.collisionGroups() >>> 16 & config.oneWayLayers) === 0 : void 0;\n417- controller.computeColliderMovement(\n418- entry.collider,\n419- desired,\n420- options.rapier.QueryFilterFlags.EXCLUDE_SENSORS,\n421- filterGroups,\n422- filterPredicate\n423- );\n424- const movement = controller.computedMovement();\n425- entry.body.setNextKinematicTranslation({\n426- x: current.x + movement.x,\n427- y: current.y + movement.y,\n428- z: current.z + movement.z\n429- });\n430- } else {\n431- if (!entry.body.isKinematic())\n432- throw new Error(\"IPhysicsSimulation received kinematic input for a dynamic body.\");","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":100,"estimated_tokens_delta":100,"uuid":"6b98e6e4-4bef-4050-9328-d9f55af13a9b","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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resources dict\n resourceSeries list\n runtimeDiagnostics dict\n runtimeObservations dict\n signals list\n signalSeries list\n visual dict","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"9a2db73a-232d-4280-9f4d-ab8657cd2972","timestamp":"2026-08-19T07:20:04.222Z","tool_use_result":{"stdout":" ['components', 'componentSeries', 'console', 'hud', 'network', 'resources', 'resourceSeries', 'runtimeDiagnostics', 'runtimeObservations', 'signals', 'signalSeries', 'visual']\n components dict\n componentSeries list\n console list\n hud dict\n network list\n resources dict\n resourceSeries list\n runtimeDiagnostics dict\n runtimeObservations dict\n signals list\n signalSeries list\n visual dict","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"status","status":"compacting","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"b54ed82e-a206-4299-b559-077f778085ab"} 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The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. The last sentence if it asks \"anything else?\" or recaps what just happened.\n3. Any \"by the way\" sidebar.\n4. Any hedging adverb adding no information (\"perhaps,\" \"might,\" \"could possibly\"). Keep a hedge that carries real uncertainty; deleting it manufactures confidence.\n5. Any idiom or figurative phrase (\"circle back,\" \"get the ball rolling,\" \"on the same page\"). Replace with the literal action.\n\nThen verify: if the reader reads only the first line and the last line, do they know (a) what to do next, and (b) what just happened?\n\nIf yes, send.\n","stdout":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. The last sentence if it asks \"anything else?\" or recaps what just happened.\n3. Any \"by the way\" sidebar.\n4. Any hedging adverb adding no information (\"perhaps,\" \"might,\" \"could possibly\"). Keep a hedge that carries real uncertainty; deleting it manufactures confidence.\n5. Any idiom or figurative phrase (\"circle back,\" \"get the ball rolling,\" \"on the same page\"). Replace with the literal action.\n\nThen verify: if the reader reads only the first line and the last line, do they know (a) what to do next, and (b) what just happened?\n\nIf yes, send.\n","stderr":"","exit_code":0,"outcome":"success","uuid":"236f139f-73a7-4147-ac28-c4fddfb83985","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"hook_response","hook_id":"3effc63e-7d4f-4465-9249-c024614154bd","hook_name":"SessionStart:compact","hook_event":"SessionStart","output":"","stdout":"","stderr":"","exit_code":0,"outcome":"success","uuid":"2e14be87-1976-40fd-8044-8c96e508f50b","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"status","status":null,"compact_result":"success","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"48936c4f-354f-4b62-9361-91444a131b8d"} -{"type":"system","subtype":"compact_boundary","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"403c583d-b723-40b6-89b0-f11814edb7ae","compact_metadata":{"trigger":"auto","pre_tokens":169276,"post_tokens":14844,"cumulative_dropped_tokens":154432,"duration_ms":149767,"preserved_segment":{"head_uuid":"f7d9c2f7-2ba3-4052-a827-586fd003d9be","anchor_uuid":"3a248c90-3614-4bfc-a07c-8fc2c2e8d12d","tail_uuid":"9a2db73a-232d-4280-9f4d-ab8657cd2972"},"preserved_messages":{"anchor_uuid":"3a248c90-3614-4bfc-a07c-8fc2c2e8d12d","uuids":["f7d9c2f7-2ba3-4052-a827-586fd003d9be","07216740-41f4-4a31-91ba-c20610db76a2","9a2db73a-232d-4280-9f4d-ab8657cd2972"],"all_uuids":["f7d9c2f7-2ba3-4052-a827-586fd003d9be","07216740-41f4-4a31-91ba-c20610db76a2","9a2db73a-232d-4280-9f4d-ab8657cd2972"]}},"logical_parent_uuid":"9a2db73a-232d-4280-9f4d-ab8657cd2972"} -{"type":"user","message":{"role":"user","content":[{"type":"text","text":"This session is being continued from a previous conversation that ran out of context. The summary below covers the earlier portion of the conversation.\n\nSummary:\n1. Primary Request and Intent:\n\n The user made exactly one request: **\"Add an enemy that patrols the level, chases the player when it sees them, and holds a rifle in its right hand.\"**\n\n Scope taken: patrol behaviour, sight-based chase, and a rifle held in the right hand. Enemy *firing* was deliberately excluded — it was not asked for, and an enemy that damages the player would break `playtests/shooter.playtest.json`'s exact assertions (`health equals 65` at the \"damage\" step, `deaths equals 1` at \"death\"). The rifle instead aims at the player when alerted (visual only). This decision must be reported to the user.\n\n Working directory: `/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1` — a generated ThreeNative arena-shooter (\"run-1\"). Everything in it is untracked in git, so there is no baseline diff available.\n\n2. Key Technical Concepts:\n - ThreeNative framework: `@threenative/core` (0.2.0), `@threenative/physics` (0.2.1), `@threenative/ui`, `@threenative/playtest` (0.2.0), `three` 0.185.1.\n - Godot-borrowed vocabulary: `CharacterBody3D.moveAndSlide(dt)`, `RigidBody3D`, `Area3D`, `CollisionShape3D`, `PhysicsDirectSpaceState3D.intersectRay/intersectShape/intersectPoint`.\n - Bulk physics step: `moveAndSlide` *queues* motion; `writeKinematic` serialises the object transform into a Float32Array before the step, `applyTransform` writes the result back. `THREE.Vector3` is mutable, so `mesh.position` aliases the live transform.\n - Collision layers (from `src/entities/Player.ts`): `WORLD_LAYER=1`, `PLAYER_LAYER=2`, `HOSTILE_LAYER=4`, `FRIENDLY_LAYER=8`, `PROJECTILE_LAYER=16`.\n - `CollisionShape3D.capsule(halfHeight, radius)` is centred on the body origin; a rig must be offset down by `halfHeight + radius` or it floats.\n - Playtest harness: `components` assertions read `entity.debug()`; visibility reads `entity.mesh ?? entity.object`; `observeEntity` samples the entity's **local** `object.quaternion`. Assertions are \"fail closed\" and reject trivially-satisfied invariants (`triviality: reject-initial-value`).\n - TypeScript 5.9 strict, ESM-only, `.js` extensions on relative imports, `noUncheckedIndexedAccess`, `verbatimModuleSyntax`, interfaces `I`-prefixed, 100-column formatting (no biome config in this generated project).\n - Project rule (from the generated `CLAUDE.md`): when a framework API blocks you, drop to plain portable Three.js for that one thing, keep the fallback portable (no `document`/`window`/`localStorage`/dynamic `import()`/raw physics handles), and **report the API, what you expected, what happened, and what you wrote instead**.\n - Project rule: hitscan/radius/scans must use `ctx.physics.directSpaceState`, never `ctx.raycast()` or a JS distance scan.\n - Project rule: `playtests/survives.playtest.json` is the durable smoke proof; `shooter`/`fail` are this arena's examples.\n\n3. Files and Code Sections:\n\n - **`src/render/shapes.ts`** (modified) — added `Object3D` to the `three` import and appended the rifleman visual. Heading is intentionally NOT a handle; it was moved onto `root` because the playtest bridge observes `entity.mesh.quaternion`:\n ```ts\n export interface IRiflemanVisual {\n readonly root: Group; // rotate about Y to face a heading; local forward -Z, right hand +X\n readonly aim: Group; // right shoulder pivot; positive rotation.x lifts the muzzle\n readonly muzzle: Object3D;\n readonly stride: (phase: number, amount: number) => void;\n }\n export const RIFLEMAN_EYE_HEIGHT = 1.66;\n function pivot(parent: Group, x: number, y: number, z: number): Group { ... }\n function limb(parent, width, height, depth, material, y, z = 0): Mesh { ... }\n function createRifle(materials: ShooterMaterials): { group: Group; muzzle: Object3D } { ... }\n export function createRiflemanVisual(materials: ShooterMaterials, seat: number): IRiflemanVisual {\n const root = new Group(); root.name = \"rifleman\";\n const body = pivot(root, 0, -seat, 0); body.name = \"rifleman-body\";\n const hipLeft = pivot(body, -0.17, 0.76, 0);\n const hipRight = pivot(body, 0.17, 0.76, 0);\n ... torso/head/visor/legs from materials.hostile, trim, shadow ...\n const shoulderLeft = pivot(body, -0.4, 1.42, 0);\n const aim = pivot(body, 0.4, 1.42, 0); // +X = right hand\n const rifle = createRifle(materials);\n rifle.group.position.set(0, -0.26, -0.42);\n aim.add(rifle.group);\n const stride = (phase: number, amount: number): void => {\n const swing = Math.sin(phase) * 0.5 * amount;\n hipLeft.rotation.x = swing; hipRight.rotation.x = -swing;\n shoulderLeft.rotation.x = -swing * 0.7;\n };\n stride(0, 0);\n return { aim, muzzle: rifle.muzzle, root, stride };\n }\n ```\n Yaw derivation used throughout: for a visual whose local forward is `-Z`, `rotation.y = Math.atan2(-x, -z)`; facing vector back out is `(-sin(yaw), 0, -cos(yaw))`.\n\n - **`src/entities/Enemy.ts`** (new) — the patrol/chase rifleman. Constants: `HALF_HEIGHT=0.45`, `RADIUS=0.38`, `SEAT=0.83`, `EYE = new Vector3(0, RIFLEMAN_EYE_HEIGHT - SEAT, 0)` = `(0,0.83,0)`, `PATROL_SPEED=2`, `CHASE_SPEED=3.4`, `TURN_RATE=4.6`, `ARRIVAL=0.7`, `STANDOFF=2.6`, `SIGHT_RANGE=14`, `SIGHT_COS=cos(50°)`, `SIGHT_INTERVAL=0.12`, `MEMORY=2.5`, `REST_PITCH=-0.5`. Helpers `approachAngle(current, target, maxDelta)` (wrap-safe via `atan2(sin Δ, cos Δ)`) and `headingAngle(x, z)`.\n ```ts\n export type EnemyMode = \"patrol\" | \"chase\" | \"search\";\n export interface IEnemyOptions {\n readonly route: readonly Vector3[];\n readonly playerBodyId: number;\n readonly playerEye: () => Vector3 | undefined; // undefined = not a target (dead)\n readonly health?: number;\n readonly leash?: number;\n readonly onAlert?: (alerted: boolean) => void;\n readonly onWaypoint?: (reached: number) => void;\n }\n ```\n Body: `CharacterBody3D` with `collisionLayer: HOSTILE_LAYER`, `collisionMask: WORLD_LAYER | PLAYER_LAYER`, `autostep: { maxHeight: 0.25, minWidth: 0.18 }`, `shape: CollisionShape3D.capsule(0.45, 0.38)`. `#post` = route centroid with `y=0`; `#leash` default 5.\n `update(ctx, dt)`: decrement `#sightTimer`, run `#look(ctx)` every 0.12 s, then `#drive(this.#destination(eye), speed, dt)`, `#cover(eye, moving, dt)`, `this.body.moveAndSlide(dt)`, advance `#stridePhase` and call `#visual.stride`.\n `#look` sets `#range`, and on sight records `#lastSeen`, resets `#memory = MEMORY`, sets `#alertRange` once, updates `#closed = max(#closed, #alertRange - #range)`, and transitions to `\"chase\"` firing `#onAlert(true)`; otherwise chase→search (firing `#onAlert(false)`) then decays `#memory` and falls back to `\"patrol\"` with `#waypoint = #nearestWaypoint()`.\n `#canSee`: range check → cone check against `#facing()` → single `directSpaceState(ctx.physics).intersectRay({ collisionMask: WORLD_LAYER | PLAYER_LAYER, from, to: eye })`, true only when `hit?.body.id === this.#playerBodyId`.\n `#destination`: patrol → current waypoint; chase → `undefined` when within `STANDOFF`, else `#leashed(playerEye)`; search → `#leashed(#lastSeen)`.\n `#drive`: zeroes planar velocity, steers at `speed`, counts a waypoint and advances the index when within `ARRIVAL` in patrol mode, and calls `#turnTowards`.\n `#cover`: rests the rifle at `REST_PITCH` in patrol, otherwise turns toward the target when stationary and pitches `aim.rotation.x` to `atan2(target.y - muzzle.y, planarDistance)`.\n Current (buggy) rotation code:\n ```ts\n #turnTowards(x: number, z: number, dt: number): void {\n if (x === 0 && z === 0) return;\n const current = this.mesh.rotation.y;\n this.mesh.rotation.y = approachAngle(current, headingAngle(x, z), TURN_RATE * dt);\n }\n #facing(): Vector3 {\n const yaw = this.mesh.rotation.y;\n return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n }\n ```\n `takeDamage(amount): boolean` mirrors `Target` (returns true on the killing blow). `debug()` returns `{ alerted, alive, closedTenths, health, mode, position, rangeTenths, waypointsReached }`. `tags = [\"hostile\", \"enemy\", \"rifleman\"]`. `muzzleOrigin()` returns the world muzzle tip.\n\n - **`src/combat/damage.ts`** (rewritten) — widened to a structural interface so one hitscan/projectile/blast reaches drones and the rifleman alike:\n ```ts\n export interface IDamageable {\n readonly alive: boolean;\n readonly mesh: { readonly position: Vector3 };\n takeDamage(amount: number): boolean;\n }\n export function applyDirectDamage(targets: ReadonlyMap, bodyId: number, amount: number): boolean\n export function applyRadiusDamage(physics, centre, radius, amount, targets: ReadonlyMap): Set\n ```\n This was required, not cosmetic: `applyRadiusDamage` queries `HOSTILE_LAYER` and would have found the enemy then silently failed the `Map` lookup.\n\n - **`src/state.ts`** — added `enemyAlerted: number;` after `demoTargetAlive`.\n\n - **`src/scenes/Play.ts`** — new constants and wiring:\n ```ts\n const PLAYER_EYE = new Vector3(0, 0.5, 0); // inside the capsule so a sight ray lands\n const PATROL_ROUTE = [\n new Vector3(-8.5, SPAWN.y, -9), new Vector3(-8.5, SPAWN.y, 2),\n new Vector3(-6, SPAWN.y, 2), new Vector3(-6, SPAWN.y, -9),\n ];\n const damageable = new Map(); // alongside the existing targets map\n const enemy = new Enemy(ctx, materials, {\n leash: 5,\n onAlert: (alerted) => emitPlaytestEvent({ entity: \"enemy\", name: alerted ? \"alerted\" : \"lost-sight\" }),\n onWaypoint: (reached) => emitPlaytestEvent({ entity: \"enemy\", name: \"patrol-leg\", reached }),\n playerBodyId: player.body.body.id,\n playerEye: () => (player.dead ? undefined : player.mesh.position.clone().add(PLAYER_EYE)),\n route: PATROL_ROUTE,\n });\n damageable.set(enemy.body.body.id, enemy);\n ctx.entities.add(\"enemy\", enemy);\n ```\n Also: `registerTarget` now sets both maps; `removeDeadTargets` deletes from both; `fireHitscan` uses `const killed = applyDirectDamage(damageable, hit.body.id, 40)` and emits `{entity:\"enemy\", name:\"defeated\"}` when the enemy dies; `fireProjectile` and `fireRadius` pass `damageable`; `syncStateAndHud` sets `enemyAlerted: enemy.alerted ? 1 : 0`; the frame loop calls `enemy.update(frameCtx, dt)` right after `player.update`.\n Route rationale (documented in the file): the beat runs down the west side, clear of the demo props and of the x≈0 lane the player shoots down, so a patrol never wanders into a test shot. Post = centroid `(-7.25, -3.5)`, leash 5 → closest approach x = -2.25.\n\n - **`src/render/ui.ts`** — added `hud.copy.alert = \"rifleman has you\"` and `hud.alert = \"shooter-phase shooter-phase--danger\"`.\n - **`src/ui/Hud.tsx`** — added `const alerted = useGameState(game, (state) => state.enemyAlerted);` and `{alerted === 1 &&
{shooterUi.hud.copy.alert}
}`.\n\n - **`playtests/enemy.playtest.json`** (new) — `warmupFrames: 10`, `subject: \"enemy\"`, steps `{wait \"patrol\" 40 ticks}` then `{wait \"chase\" 260 ticks}`; asserts components `alerted gte 1 changed`, `closedTenths gte 50 changed`, `mode atSteps [patrol→\"patrol\", chase→\"chase\"]`; movement `{entity:\"enemy\", minDistance:6, pathLength:8, rotationChanged:true, closesDistanceToPosition:{position:[0,0.85,5], min:5}}`; signal `alerted minCount 1`; visibility `enemy minProjectedPixels 20`; diagnostics with the same `runtimeDiagnosticsOptOutReason` pattern `shooter.playtest.json` uses for the known headless-Linux WebGPU buffer diagnostic.\n\n - **`vite.config.ts`** (out-of-scope repair) — removed `import { createWebBrandPlugin } from \"create-threenative\"` and its use, with an explanatory comment. Needed because the dev server could not start at all.\n\n4. Errors and fixes:\n\n - **Three pre-existing typecheck errors**, unrelated to this feature and left alone: `src/scenes/Play.ts(93,41)` `GameCtx` not assignable to `LoadingHost` (`viewport.safeArea` missing), `threenative.config.ts(9,5)` unknown property `icons`, `vite.config.ts(3,10)` no exported member `createWebBrandPlugin`. After all my edits, `npx tsc --noEmit` reports **only** these three.\n - **`$PORT` not substituted by the playtest runner** → `vite --host 127.0.0.1 --port --strictPort` → `CACError: option \\`--port \\` value is missing`, surfaced as `TN_PLAYTEST_SERVER_FAILED`. Fixed by starting the dev server manually on port 5273 and passing `--url http://127.0.0.1:5273`.\n - **The generated project's dev server would not start at all.** `vite.config.ts` imports `createWebBrandPlugin` from `create-threenative`, but `create-threenative@0.2.2` exports only `cliHelp, createProject, discoverKitManifests, discoverTemplateNames, kitManifest, parseArgs, templateRoot` — there is no brand plugin anywhere in the published package. This is a pre-existing scaffold/engine bug that made the project unrunnable on web before any of my changes. I dropped the plugin from `vite.config.ts` to unblock verification; the server then returned HTTP 200. **This must be reported to the user as a separate, pre-existing breakage I had to repair.**\n - **`movement.facesMovementWithinDegrees` is unsupported by this runner**: `TN_PLAYTEST_OBSERVATION_UNAVAILABLE — Assertion 'movement.facesMovementWithinDegrees' requires observation 'effectLog', but this runner does not produce it.` Removed it and substituted `rotationChanged: true`.\n - **My own wrong assumption about the quaternion round-trip.** I put the heading on `Enemy.mesh` (the root the physics body owns) on the theory that `CharacterBody3D.writeKinematic` → rapier → `applyTransform` would preserve it. The playtest reported `movement.rotation: { rotationDelta: 0 }`, and the rapier backend source confirms why: in `step()`, for `entry.type === \"character\"` it calls only `entry.body.setNextKinematicTranslation({...})` and **never applies the input rotation**, so `readVisibleTransforms` reads back the body's creation rotation (identity) and `applyTransform` writes identity onto `object.quaternion` every step. This is an **engine bug in `@threenative/physics`**: `CharacterBody3D.writeKinematic` serialises a rotation the rapier backend silently discards. Consequence: `#facing()` is pinned to `-Z`, the vision cone points the wrong way, and the state machine thrashes.\n\n5. Problem Solving:\n\n Solved: reusing the existing weapon plumbing via a structural `IDamageable`; seating the figure correctly on its capsule (`seat = halfHeight + radius`); putting the LOS aim point inside the player capsule (world y 1.35, not the visor at 1.73 which is above the capsule top of 1.68); choosing a patrol route and leash radius that provably keep the enemy out of the player's x≈0 firing lane so `shooter.playtest.json`'s exact-geometry assertions survive; deciding not to arm the enemy for the same reason; splitting HUD state (`ctx.state.enemyAlerted`) from playtest telemetry (`Enemy.debug()`); getting the project to run at all.\n\n Latest playtest run (`sh ../../../../scripts/xvfb.sh npx threenative-playtest --scenario \"playtests/enemy.playtest.json\" --url http://127.0.0.1:5273 --browser-recipe webgpu --headed`):\n - PASS `signal.alerted` count 1; `movement.distance` 8.92 (min 6); `movement.pathLength` 9.59 (min 8); `movement.closesDistance` decrease 8.80 (min 5); `visibility.enemy` 6354 projected pixels; `mode` at step \"patrol\" = `\"patrol\"`.\n - FAIL `movement.rotation` — `rotationDelta: 0`.\n - FAIL `component.enemy.alerted` — before 0, after 0.\n - FAIL `component.enemy.closedTenths` — after 18 (1.8 m closed while actually seeing the player) vs required 50.\n - FAIL `mode` at step \"chase\" — got `\"search\"`, expected `\"chase\"`.\n - FAIL `diagnostics` — `consoleErrors: 1` (message text not yet captured; the `consoleMessages`/`console` keys were absent from the result JSON, whose keys are `after, before, diagnostics, diagnosticsPolicy, distance, entity, expectMoved, frames, movementDelta, pathLength, observations, artifactDirectory, capture, assertionResults, pass, runtime, scenario, target, url`).\n\n Interpretation: the enemy walks its route and closes 8.8 m on the player, and it is on screen — but it acquires the player once at ~14 m, loses sight almost immediately, and thrashes chase↔search, because `#facing()` reads a rotation physics keeps resetting to identity.\n\n6. All user messages:\n - \"Add an enemy that patrols the level, chases the player when it sees them, and holds a rifle in its right hand.\"\n - (Final turn) An instruction to produce this summary with text only and no tool calls.\n\n No other user-role messages. Everything else in the transcript was system-injected context (project `CLAUDE.md`/`AGENTS.md` contents, the always-on ADHD-mode hook ruleset, the memory index, background-task notifications, file-modification notices, and task-tool reminders). Note the standing session directive in the environment preamble: **\"Do not call the AgentTool unless the user requested it\"** and **\"Do not use workflows or deep-research unless the user requested it\"** — neither was requested. Also standing: registry commands use the repository-local `.npmrc`, which must stay ignored and untracked and whose contents must never be printed.\n\n7. Pending Tasks:\n - Fix the heading so the vision cone works, given that `CharacterBody3D` cannot carry a game-set rotation.\n - Get `playtests/enemy.playtest.json` green, adjusting assertions that the harness cannot support (`rotationChanged` on a character-body root) rather than weakening real claims.\n - Identify the 1 console error the run reported.\n - Re-run `playtests/survives.playtest.json` and `playtests/shooter.playtest.json` to prove the new enemy did not break the existing arena contract (this is the whole reason for the west-side route and the leash, and it is still unverified).\n - Report to the user: the enemy does not fire (and why), the `vite.config.ts` / `createWebBrandPlugin` scaffold breakage I had to repair, the `$PORT` substitution failure, the unsupported `facesMovementWithinDegrees` assertion, and the `@threenative/physics` `CharacterBody3D` rotation-discard engine bug — per the project rule to report the API, what was expected, what happened, and what was written instead.\n\n8. Current Work:\n\n I was diagnosing the `movement.rotation: { rotationDelta: 0 }` failure by reading the rapier backend in `node_modules/@threenative/physics/dist/index.js` around the `step()` implementation (lines ~380–430). The decisive code:\n ```js\n if (entry.type === \"character\") {\n ...\n controller.computeColliderMovement(entry.collider, desired, ...);\n const movement = controller.computedMovement();\n entry.body.setNextKinematicTranslation({\n x: current.x + movement.x, y: current.y + movement.y, z: current.z + movement.z\n });\n } else { ... }\n ```\n The `rotation` object is unpacked from the input buffer at offsets +4..+7 but is **never applied for character bodies**. Combined with `readVisibleTransforms` reading `entry.body.rotation()` and `CharacterBody3D.applyTransform` doing `this.object.quaternion.set(qx,qy,qz,qw)`, the enemy root's quaternion is reset to identity on every step. So `Enemy.#facing()` — which reads `this.mesh.rotation.y` — is permanently `(0,0,-1)`, the FOV cone faces the wrong way, and the chase/search thrash plus the low `closedTenths` (18) both follow from it.\n\n Nothing has been changed yet in response to this finding. The dev server is still running in the background on port 5273 (`npx vite --host 127.0.0.1 --port 5273 --strictPort`, log at `/tmp/rifleman-dev.log`); the last full result JSON is at `/tmp/rifleman-run.json`.\n\n9. Optional Next Step:\n\n Make `Enemy` own its yaw as a plain field instead of storing it on the physics-owned transform: add a `#yaw: number` (initialised to `headingAngle(second.x - spawn.x, second.z - spawn.z)`), have `#turnTowards` update `#yaw` and write it to a child group of the rifleman visual (reintroducing a `yaw`/`body` handle on `IRiflemanVisual`), and have `#facing()` derive from `#yaw`. Then drop `rotationChanged` from `playtests/enemy.playtest.json` (the observed root rotation can never change on a character body), expose a monotonic `sightings` counter in `Enemy.debug()` to replace the flip-flop-sensitive `alerted` assertion, re-run the scenario, and chase down the single console error.\n\n This follows directly from the failure I was mid-diagnosis on: `FAIL movement.rotation {\"rotationDelta\": 0}`, `FAIL component.enemy.closedTenths {\"after\": 18, ... \"gte\": 50}`, and `FAIL component.enemy.mode.value.atSteps ... {\"expected\": {\"equals\": \"chase\", \"label\": \"chase\"}, \"pass\": false, \"value\": \"search\"}`.\n\nIf you need specific details from before compaction (like exact code snippets, error messages, or content you generated), read the full transcript at: /home/joao/.claude/projects/-home-joao-projects-threenative-threenative-engine--worktrees-prd-157-capability-discovery-docs-verification--prd157-baseline-work-run-1/4bfc3969-d09a-4661-8b3a-d21dda2756c7.jsonl\nContinue the conversation from where it left off without asking the user any further questions. Resume directly — do not acknowledge the summary, do not recap what was happening, do not preface with \"I'll continue\" or similar. 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still watching\\\",\\\"sourceMeshes\\\":62,\\\"mergedMeshes\\\":0,\\\"movingParts\\\":0,\\\"diagnostics\\\":{\\\"sourceRenderables\\\":62,\\\"resultDrawCandidates\\\":0,\\\"sourceMaterialIdentities\\\":6,\\\"resultMateri\n=== runtimeDiagnostics ===\n{\"recentRuntimeErrors\": [], \"runtimeReadouts\": [], \"scene\": {\"renderedEntities\": [{\"id\": \"enemy\", \"projectedBounds\": {\"max\": [-0.19551880310175418, 0.10098317946986535], \"min\": [-0.3144284211916276, -0.13096061343677512]}, \"visible\": true}]}}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"8b0a841c-fd00-4056-908f-34fcfef1c573","timestamp":"2026-08-19T07:22:40.572Z","tool_use_result":{"stdout":"=== console ===\n{\"source\": \"browser-console\", \"text\": \"[vite] connecting...\", \"type\": \"debug\"}\n{\"source\": \"browser-console\", \"text\": \"[vite] connected.\", \"type\": \"debug\"}\n{\"source\": \"browser-console\", \"text\": \"[vite] connecting...\", \"type\": \"debug\"}\n{\"source\": \"browser-console\", \"text\": \"[vite] connected.\", \"type\": \"debug\"}\n{\"source\": \"browser-console\", \"text\": \"%cDownload the React DevTools for a better development experience: https://react.dev/link/react-devtools font-weight:bold\", \"type\": \"info\"}\n{\"source\": \"browser-console\", \"text\": \"Failed to load resource: the server responded with a status of 404 (Not Found)\", \"type\": \"error\"}\n{\"source\": \"browser-console\", \"text\": \"TN_SCENE_COLLAPSE:{\\\"schemaVersion\\\":1,\\\"status\\\":\\\"deferred\\\",\\\"reasonCode\\\":\\\"belowMeshFloorStillWatching\\\",\\\"collapsed\\\":false,\\\"reason\\\":\\\"fewer than 200 meshes so far; still watching\\\",\\\"sourceMeshes\\\":62,\\\"mergedMeshes\\\":0,\\\"movingParts\\\":0,\\\"diagnostics\\\":{\\\"sourceRenderables\\\":62,\\\"resultDrawCandidates\\\":0,\\\"sourceMaterialIdentities\\\":6,\\\"resultMateri\n=== runtimeDiagnostics ===\n{\"recentRuntimeErrors\": [], \"runtimeReadouts\": [], \"scene\": {\"renderedEntities\": [{\"id\": \"enemy\", \"projectedBounds\": {\"max\": [-0.19551880310175418, 0.10098317946986535], \"min\": [-0.3144284211916276, -0.13096061343677512]}, \"visible\": true}]}}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":100,"estimated_tokens_delta":100,"uuid":"df7a9083-1cdc-41cf-b2fd-ab3fa1f507f7","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":161,"estimated_tokens_delta":61,"uuid":"11c1f504-3f4b-43f4-97a3-0e2611055ef2","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhrfhsn2mRYdiJcff5s","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"","signature":"CAIS+wQKnAEIEBgCKkCH+i4pNzSuqNW7HLcjc3oN0RGXZviiEPlKAlrf8DgcOXQu+hTxzObfhacxQw9dLlXViOpPp12/Gzpt3UjGLi4EMg1jbGF1ZGUtb3B1cy01OAFCCHRoaW5raW5nWiQ3ZmRkZmE0MC05MWIyLTRkOWQtODQ0NS00MWI0NGZlNWQ2NTZyEGtwAdPyRGaMhIDCjV/13HyIAQESDGnospmogqIKml6znRoMJQIVateds0Emqf+wIjB3y7RWoaTUR1bjMV/oRD0uGIhmkHxvwEuuLvIIX8Fj1ETsjsOFprE8e9+IU7o5kDQqiwORQYPUwnCuwjWWa6W5uKopKXA0b2RbjVTgSVBLVFS1t5w4Sw674ms1ophwuFHmA88qbADqmW7pHfTEFXOde6vQ+nqleoe+4Qvm3AO35vL3ntqywjLa+TEVeoTTti8Lm1AiW6CAUeY+mmlPcd0JUShGgFtgl31MdkCXXHJeQOLh2ahueyqGYE6NifEXGstwt4StMw8EJFCMVfWZCl4Bde3LubB8VOAb6oFpkkxJ5z9Yu5b8z+3qyDsa6I0Pt19jS1QNXGpT9OYuF0MaFvQE05xEf39EyrjM1+rr0Jy0CDnjRxuVKUas58qKXfkJulDOnO9RgfbedEAOoUMRuaaYw75iw4mQ+luHgSK00krt692HZ6vN4fTizkiHa+gok8KPGjP6vJH+arsEc13NMhkypyHsiuvO2MYRaA7tg5eAkSQxBs//eIRBdNORhV/FZB0rnsTOw57QTBuX0QlcDzg++V0h6lI9DXwme9/1alq2yI211gda/XHJBtsLysAyiV6f+i4+nDdRgYoUuDi73BgB"}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1012,"cache_read_input_tokens":55354,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1012},"output_tokens":2,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"91b4583f-1822-41c9-971a-5906a77fa126","timestamp":"2026-08-19T07:22:46.595Z","request_id":"req_011CeBhresH2vGwVbNfRzYG1"} -{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhrfhsn2mRYdiJcff5s","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01SKY4aqfWY1xFVM2WTTFFT1","name":"Bash","input":{"command":"grep -inE \"404|not found\" /tmp/rifleman-dev.log | head -20; 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WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n46- \"runtimeReady\": true\n47- },\n48- \"resources\": [\n49- { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n50- { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n51- { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n52- { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n53- { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n54- { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"263c78e5-ec38-4477-92e3-69a0f3599703","timestamp":"2026-08-19T07:22:56.507Z","tool_use_result":{"stdout":"favicon.ico -> 404\nfavicon.svg -> 200\n--- shooter.playtest.json diagnostics block ---\n42: \"diagnostics\": {\n43- \"noNetworkErrors\": true,\n44- \"noRuntimeDiagnostics\": false,\n45- \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n46- \"runtimeReady\": true\n47- },\n48- \"resources\": [\n49- { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n50- { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n51- { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n52- { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n53- { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n54- { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_0127jNqjnsMvoXrA9Xgsbj4V","type":"tool_result","content":" 1\timport type { ICtx } from \"@threenative/core\";\n 2\timport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\n 3\timport { type Group, Vector3 } from \"three\";\n 4\timport { directSpaceState } from \"../physics.js\";\n 5\timport {\n 6\t type IRiflemanVisual,\n 7\t RIFLEMAN_EYE_HEIGHT,\n 8\t createRiflemanVisual,\n 9\t} from \"../render/shapes.js\";\n 10\timport type { GameState } from \"../state.js\";\n 11\timport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n 12\t\n 13\ttype GameCtx = ICtx;\n 14\t\n 15\t/** What the rifleman is doing right now. */\n 16\texport type EnemyMode = \"patrol\" | \"chase\" | \"search\";\n 17\t\n 18\tconst HALF_HEIGHT = 0.45;\n 19\tconst RADIUS = 0.38;\n 20\tconst SEAT = HALF_HEIGHT + RADIUS;\n 21\tconst EYE = new Vector3(0, RIFLEMAN_EYE_HEIGHT - SEAT, 0);\n 22\t\n 23\tconst PATROL_SPEED = 2;\n 24\tconst CHASE_SPEED = 3.4;\n 25\tconst TURN_RATE = 4.6;\n 26\tconst ARRIVAL = 0.7;\n 27\t/** How close the rifleman closes before it holds position and just keeps the player covered. */\n 28\tconst STANDOFF = 2.6;\n 29\tconst SIGHT_RANGE = 14;\n 30\t/** Half of a 100° cone, as a dot product against the facing direction. */\n 31\tconst SIGHT_COS = Math.cos((50 * Math.PI) / 180);\n 32\tconst SIGHT_INTERVAL = 0.12;\n 33\t/** How long the rifleman keeps walking to where it last saw the player before giving up. */\n 34\tconst MEMORY = 2.5;\n 35\tconst REST_PITCH = -0.5;\n 36\t\n 37\tfunction approachAngle(current: number, target: number, maxDelta: number): number {\n 38\t const delta = Math.atan2(Math.sin(target - current), Math.cos(target - current));\n 39\t if (Math.abs(delta) <= maxDelta) return target;\n 40\t return current + Math.sign(delta) * maxDelta;\n 41\t}\n 42\t\n 43\t/** Yaw for a visual whose local forward is -Z, facing the planar direction `x`/`z`. */\n 44\tfunction headingAngle(x: number, z: number): number {\n 45\t return Math.atan2(-x, -z);\n 46\t}\n 47\t\n 48\texport interface IEnemyOptions {\n 49\t /** Patrol loop, walked in order and repeated. The rifleman spawns on the first point. */\n 50\t readonly route: readonly Vector3[];\n 51\t readonly playerBodyId: number;\n 52\t /**\n 53\t * Where to look, or `undefined` when the player is not a target at all — dead, despawned,\n 54\t * or otherwise off the board. Returning `undefined` makes the rifleman lose sight at once.\n 55\t */\n 56\t readonly playerEye: () => Vector3 | undefined;\n 57\t readonly health?: number;\n 58\t /**\n 59\t * How far from the middle of its route the rifleman will chase. It closes on the player up\n 60\t * to this radius and no further, so it guards a yard instead of following anyone anywhere.\n 61\t */\n 62\t readonly leash?: number;\n 63\t readonly onAlert?: (alerted: boolean) => void;\n 64\t readonly onWaypoint?: (reached: number) => void;\n 65\t}\n 66\t\n 67\texport class Enemy {\n 68\t readonly mesh: Group;\n 69\t readonly body: CharacterBody3D;\n 70\t readonly tags = [\"hostile\", \"enemy\", \"rifleman\"];\n 71\t readonly maxHealth: number;\n 72\t health: number;\n 73\t alive = true;\n 74\t mode: EnemyMode = \"patrol\";\n 75\t waypointsReached = 0;\n 76\t\n 77\t #visual: IRiflemanVisual;\n 78\t #route: readonly Vector3[];\n 79\t #post: Vector3;\n 80\t #leash: number;\n 81\t #playerBodyId: number;\n 82\t #playerEye: () => Vector3 | undefined;\n 83\t #onAlert: (alerted: boolean) => void;\n 84\t #onWaypoint: (reached: number) => void;\n 85\t #waypoint = 1;\n 86\t #sightTimer = 0;\n 87\t #memory = 0;\n 88\t #lastSeen: Vector3 | undefined;\n 89\t #alertRange: number | undefined;\n 90\t #closed = 0;\n 91\t #range = Number.POSITIVE_INFINITY;\n 92\t #stridePhase = 0;\n 93\t #steering = new Vector3();\n 94\t #muzzle = new Vector3();\n 95\t\n 96\t constructor(\n 97\t ctx: GameCtx,\n 98\t materials: Parameters[0],\n 99\t options: IEnemyOptions,\n 100\t ) {\n 101\t const [spawn, second] = options.route;\n 102\t if (spawn === undefined || second === undefined) {\n 103\t throw new Error(\"Enemy needs at least two patrol waypoints.\");\n 104\t }\n 105\t this.#route = options.route.map((point) => point.clone());\n 106\t this.#post = this.#route\n 107\t .reduce((sum, point) => sum.add(point), new Vector3())\n 108\t .divideScalar(this.#route.length);\n 109\t this.#post.y = 0;\n 110\t this.#leash = options.leash ?? 5;\n 111\t this.#playerBodyId = options.playerBodyId;\n 112\t this.#playerEye = options.playerEye;\n 113\t this.#onAlert = options.onAlert ?? (() => undefined);\n 114\t this.#onWaypoint = options.onWaypoint ?? (() => undefined);\n 115\t this.maxHealth = options.health ?? 60;\n 116\t this.health = this.maxHealth;\n 117\t\n 118\t this.#visual = createRiflemanVisual(materials, SEAT);\n 119\t this.mesh = this.#visual.root;\n 120\t this.mesh.position.copy(spawn);\n 121\t this.mesh.rotation.y = headingAngle(second.x - spawn.x, second.z - spawn.z);\n 122\t this.#visual.aim.rotation.x = REST_PITCH;\n 123\t ctx.add(this.mesh);\n 124\t this.body = new CharacterBody3D({\n 125\t autostep: { maxHeight: 0.25, minWidth: 0.18 },\n 126\t collisionLayer: HOSTILE_LAYER,\n 127\t collisionMask: WORLD_LAYER | PLAYER_LAYER,\n 128\t object: this.mesh,\n 129\t physics: ctx.physics,\n 130\t shape: CollisionShape3D.capsule(HALF_HEIGHT, RADIUS),\n 131\t });\n 132\t }\n 133\t\n 134\t get alerted(): boolean {\n 135\t return this.mode === \"chase\";\n 136\t }\n 137\t\n 138\t /** World-space muzzle tip — where a shot from this rifle would actually leave it. */\n 139\t muzzleOrigin(): Vector3 {\n 140\t return this.#visual.muzzle.getWorldPosition(new Vector3());\n 141\t }\n 142\t\n 143\t update(ctx: GameCtx, dt: number): void {\n 144\t if (!this.alive) return;\n 145\t this.#sightTimer -= dt;\n 146\t if (this.#sightTimer <= 0) {\n 147\t this.#sightTimer = SIGHT_INTERVAL;\n 148\t this.#look(ctx);\n 149\t }\n 150\t const eye = this.#playerEye();\n 151\t const speed = this.mode === \"patrol\" ? PATROL_SPEED : CHASE_SPEED;\n 152\t const moving = this.#drive(this.#destination(eye), speed, dt);\n 153\t this.#cover(eye, moving, dt);\n 154\t this.body.moveAndSlide(dt);\n 155\t this.#stridePhase += (moving ? speed : 0) * dt * 4.4;\n 156\t this.#visual.stride(this.#stridePhase, moving ? 1 : 0);\n 157\t }\n 158\t\n 159\t takeDamage(amount: number): boolean {\n 160\t if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n 161\t this.health = Math.max(0, this.health - amount);\n 162\t if (this.health > 0) return false;\n 163\t this.alive = false;\n 164\t this.mesh.visible = false;\n 165\t this.body.velocity.set(0, 0, 0);\n 166\t if (this.mode === \"chase\") this.#onAlert(false);\n 167\t this.mode = \"patrol\";\n 168\t return true;\n 169\t }\n 170\t\n 171\t debug(): Record {\n 172\t return {\n 173\t alerted: this.alerted ? 1 : 0,\n 174\t alive: this.alive,\n 175\t // Metres closed on the player since the rifleman first saw them, in tenths.\n 176\t closedTenths: Math.round(this.#closed * 10),\n 177\t health: this.health,\n 178\t mode: this.mode,\n 179\t position: this.mesh.position.toArray(),\n 180\t rangeTenths: Number.isFinite(this.#range) ? Math.round(this.#range * 10) : -1,\n 181\t waypointsReached: this.waypointsReached,\n 182\t };\n 183\t }\n 184\t\n 185\t dispose(): void {\n 186\t this.body.dispose();\n 187\t this.mesh.removeFromParent();\n 188\t }\n 189\t\n 190\t /** Range check, then cone check, then one ray — cheapest rejection first. */\n 191\t #look(ctx: GameCtx): void {\n 192\t const eye = this.#playerEye();\n 193\t this.#range = eye === undefined ? Number.POSITIVE_INFINITY : this.#eyePoint().distanceTo(eye);\n 194\t if (eye !== undefined && this.#canSee(ctx, eye)) {\n 195\t this.#lastSeen = eye.clone();\n 196\t this.#memory = MEMORY;\n 197\t if (this.#alertRange === undefined) this.#alertRange = this.#range;\n 198\t this.#closed = Math.max(this.#closed, this.#alertRange - this.#range);\n 199\t if (this.mode !== \"chase\") {\n 200\t this.mode = \"chase\";\n 201\t this.#onAlert(true);\n 202\t }\n 203\t return;\n 204\t }\n 205\t if (this.mode === \"chase\") {\n 206\t this.mode = \"search\";\n 207\t this.#onAlert(false);\n 208\t }\n 209\t if (this.mode !== \"search\") return;\n 210\t this.#memory -= SIGHT_INTERVAL;\n 211\t if (this.#memory > 0) return;\n 212\t this.mode = \"patrol\";\n 213\t this.#lastSeen = undefined;\n 214\t this.#waypoint = this.#nearestWaypoint();\n 215\t }\n 216\t\n 217\t #canSee(ctx: GameCtx, eye: Vector3): boolean {\n 218\t const from = this.#eyePoint();\n 219\t const offset = eye.clone().sub(from);\n 220\t const distance = offset.length();\n 221\t if (distance > SIGHT_RANGE || distance === 0) return false;\n 222\t if (offset.divideScalar(distance).dot(this.#facing()) < SIGHT_COS) return false;\n 223\t // The rifleman's own body is on the hostile layer and the mask excludes it, so the ray\n 224\t // leaves the head without hitting its owner. A wall in the way wins; the player wins.\n 225\t const hit = directSpaceState(ctx.physics).intersectRay({\n 226\t collisionMask: WORLD_LAYER | PLAYER_LAYER,\n 227\t from,\n 228\t to: eye,\n 229\t });\n 230\t return hit?.body.id === this.#playerBodyId;\n 231\t }\n 232\t\n 233\t /** Where the rifleman wants to stand, or `undefined` when it should hold position. */\n 234\t #destination(eye: Vector3 | undefined): Vector3 | undefined {\n 235\t if (this.mode === \"patrol\") return this.#route[this.#waypoint % this.#route.length];\n 236\t const goal = this.mode === \"chase\" ? eye : this.#lastSeen;\n 237\t if (goal === undefined) return undefined;\n 238\t if (this.mode === \"chase\" && this.#planarDistance(goal) <= STANDOFF) return undefined;\n 239\t return this.#leashed(goal);\n 240\t }\n 241\t\n 242\t #drive(destination: Vector3 | undefined, speed: number, dt: number): boolean {\n 243\t const velocity = this.body.velocity;\n 244\t velocity.x = 0;\n 245\t velocity.z = 0;\n 246\t if (destination === undefined) return false;\n 247\t this.#steering.set(\n 248\t destination.x - this.mesh.position.x,\n 249\t 0,\n 250\t destination.z - this.mesh.position.z,\n 251\t );\n 252\t const distance = this.#steering.length();\n 253\t if (distance <= ARRIVAL) {\n 254\t if (this.mode === \"patrol\") {\n 255\t this.waypointsReached += 1;\n 256\t this.#waypoint = (this.#waypoint + 1) % this.#route.length;\n 257\t this.#onWaypoint(this.waypointsReached);\n 258\t }\n 259\t return false;\n 260\t }\n 261\t this.#steering.divideScalar(distance).multiplyScalar(speed);\n 262\t velocity.x = this.#steering.x;\n 263\t velocity.z = this.#steering.z;\n 264\t this.#turnTowards(this.#steering.x, this.#steering.z, dt);\n 265\t return true;\n 266\t }\n 267\t\n 268\t /** Face and cover: the rifle tracks the player when alerted and rests otherwise. */\n 269\t #cover(eye: Vector3 | undefined, moving: boolean, dt: number): void {\n 270\t const aim = this.#visual.aim;\n 271\t const target = this.mode === \"chase\" ? eye : this.#lastSeen;\n 272\t if (this.mode === \"patrol\" || target === undefined) {\n 273\t aim.rotation.x = approachAngle(aim.rotation.x, REST_PITCH, dt * 3);\n 274\t return;\n 275\t }\n 276\t if (!moving) {\n 277\t this.#turnTowards(target.x - this.mesh.position.x, target.z - this.mesh.position.z, dt);\n 278\t }\n 279\t this.#visual.muzzle.getWorldPosition(this.#muzzle);\n 280\t const flat = Math.hypot(target.x - this.#muzzle.x, target.z - this.#muzzle.z);\n 281\t const pitch = flat === 0 ? 0 : Math.atan2(target.y - this.#muzzle.y, flat);\n 282\t aim.rotation.x = approachAngle(aim.rotation.x, pitch, dt * 4);\n 283\t }\n 284\t\n 285\t /**\n 286\t * Heading goes on the body's own transform, not on a child, so the rotation physics writes\n 287\t * back and a playtest observes is the direction the rifleman is actually facing.\n 288\t */\n 289\t #turnTowards(x: number, z: number, dt: number): void {\n 290\t if (x === 0 && z === 0) return;\n 291\t const current = this.mesh.rotation.y;\n 292\t this.mesh.rotation.y = approachAngle(current, headingAngle(x, z), TURN_RATE * dt);\n 293\t }\n 294\t\n 295\t #facing(): Vector3 {\n 296\t const yaw = this.mesh.rotation.y;\n 297\t return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n 298\t }\n 299\t\n 300\t #eyePoint(): Vector3 {\n 301\t return this.mesh.position.clone().add(EYE);\n 302\t }\n 303\t\n 304\t #planarDistance(point: Vector3): number {\n 305\t return Math.hypot(point.x - this.mesh.position.x, point.z - this.mesh.position.z);\n 306\t }\n 307\t\n 308\t #leashed(goal: Vector3): Vector3 {\n 309\t const offset = new Vector3(goal.x - this.#post.x, 0, goal.z - this.#post.z);\n 310\t const distance = offset.length();\n 311\t if (distance <= this.#leash) return new Vector3(goal.x, this.mesh.position.y, goal.z);\n 312\t offset.multiplyScalar(this.#leash / distance).add(this.#post);\n 313\t return new Vector3(offset.x, this.mesh.position.y, offset.z);\n 314\t }\n 315\t\n 316\t #nearestWaypoint(): number {\n 317\t let best = 0;\n 318\t let bestDistance = Number.POSITIVE_INFINITY;\n 319\t this.#route.forEach((point, index) => {\n 320\t const distance = this.#planarDistance(point);\n 321\t if (distance >= bestDistance) return;\n 322\t best = index;\n 323\t bestDistance = distance;\n 324\t });\n 325\t return best;\n 326\t }\n 327\t}","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"6eea968d-8e6c-438f-b4f9-9c1c1449ed46","timestamp":"2026-08-19T07:23:04.037Z","tool_use_result":{"stdout":" 1\timport type { ICtx } from \"@threenative/core\";\n 2\timport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\n 3\timport { type Group, Vector3 } from \"three\";\n 4\timport { directSpaceState } from \"../physics.js\";\n 5\timport {\n 6\t type IRiflemanVisual,\n 7\t RIFLEMAN_EYE_HEIGHT,\n 8\t createRiflemanVisual,\n 9\t} from \"../render/shapes.js\";\n 10\timport type { GameState } from \"../state.js\";\n 11\timport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n 12\t\n 13\ttype GameCtx = ICtx;\n 14\t\n 15\t/** What the rifleman is doing right now. */\n 16\texport type EnemyMode = \"patrol\" | \"chase\" | \"search\";\n 17\t\n 18\tconst HALF_HEIGHT = 0.45;\n 19\tconst RADIUS = 0.38;\n 20\tconst SEAT = HALF_HEIGHT + RADIUS;\n 21\tconst EYE = new Vector3(0, RIFLEMAN_EYE_HEIGHT - SEAT, 0);\n 22\t\n 23\tconst PATROL_SPEED = 2;\n 24\tconst CHASE_SPEED = 3.4;\n 25\tconst TURN_RATE = 4.6;\n 26\tconst ARRIVAL = 0.7;\n 27\t/** How close the rifleman closes before it holds position and just keeps the player covered. */\n 28\tconst STANDOFF = 2.6;\n 29\tconst SIGHT_RANGE = 14;\n 30\t/** Half of a 100° cone, as a dot product against the facing direction. */\n 31\tconst SIGHT_COS = Math.cos((50 * Math.PI) / 180);\n 32\tconst SIGHT_INTERVAL = 0.12;\n 33\t/** How long the rifleman keeps walking to where it last saw the player before giving up. */\n 34\tconst MEMORY = 2.5;\n 35\tconst REST_PITCH = -0.5;\n 36\t\n 37\tfunction approachAngle(current: number, target: number, maxDelta: number): number {\n 38\t const delta = Math.atan2(Math.sin(target - current), Math.cos(target - current));\n 39\t if (Math.abs(delta) <= maxDelta) return target;\n 40\t return current + Math.sign(delta) * maxDelta;\n 41\t}\n 42\t\n 43\t/** Yaw for a visual whose local forward is -Z, facing the planar direction `x`/`z`. */\n 44\tfunction headingAngle(x: number, z: number): number {\n 45\t return Math.atan2(-x, -z);\n 46\t}\n 47\t\n 48\texport interface IEnemyOptions {\n 49\t /** Patrol loop, walked in order and repeated. The rifleman spawns on the first point. */\n 50\t readonly route: readonly Vector3[];\n 51\t readonly playerBodyId: number;\n 52\t /**\n 53\t * Where to look, or `undefined` when the player is not a target at all — dead, despawned,\n 54\t * or otherwise off the board. Returning `undefined` makes the rifleman lose sight at once.\n 55\t */\n 56\t readonly playerEye: () => Vector3 | undefined;\n 57\t readonly health?: number;\n 58\t /**\n 59\t * How far from the middle of its route the rifleman will chase. It closes on the player up\n 60\t * to this radius and no further, so it guards a yard instead of following anyone anywhere.\n 61\t */\n 62\t readonly leash?: number;\n 63\t readonly onAlert?: (alerted: boolean) => void;\n 64\t readonly onWaypoint?: (reached: number) => void;\n 65\t}\n 66\t\n 67\texport class Enemy {\n 68\t readonly mesh: Group;\n 69\t readonly body: CharacterBody3D;\n 70\t readonly tags = [\"hostile\", \"enemy\", \"rifleman\"];\n 71\t readonly maxHealth: number;\n 72\t health: number;\n 73\t alive = true;\n 74\t mode: EnemyMode = \"patrol\";\n 75\t waypointsReached = 0;\n 76\t\n 77\t #visual: IRiflemanVisual;\n 78\t #route: readonly Vector3[];\n 79\t #post: Vector3;\n 80\t #leash: number;\n 81\t #playerBodyId: number;\n 82\t #playerEye: () => Vector3 | undefined;\n 83\t #onAlert: (alerted: boolean) => void;\n 84\t #onWaypoint: (reached: number) => void;\n 85\t #waypoint = 1;\n 86\t #sightTimer = 0;\n 87\t #memory = 0;\n 88\t #lastSeen: Vector3 | undefined;\n 89\t #alertRange: number | undefined;\n 90\t #closed = 0;\n 91\t #range = Number.POSITIVE_INFINITY;\n 92\t #stridePhase = 0;\n 93\t #steering = new Vector3();\n 94\t #muzzle = new Vector3();\n 95\t\n 96\t constructor(\n 97\t ctx: GameCtx,\n 98\t materials: Parameters[0],\n 99\t options: IEnemyOptions,\n 100\t ) {\n 101\t const [spawn, second] = options.route;\n 102\t if (spawn === undefined || second === undefined) {\n 103\t throw new Error(\"Enemy needs at least two patrol waypoints.\");\n 104\t }\n 105\t this.#route = options.route.map((point) => point.clone());\n 106\t this.#post = this.#route\n 107\t .reduce((sum, point) => sum.add(point), new Vector3())\n 108\t .divideScalar(this.#route.length);\n 109\t this.#post.y = 0;\n 110\t this.#leash = options.leash ?? 5;\n 111\t this.#playerBodyId = options.playerBodyId;\n 112\t this.#playerEye = options.playerEye;\n 113\t this.#onAlert = options.onAlert ?? (() => undefined);\n 114\t this.#onWaypoint = options.onWaypoint ?? (() => undefined);\n 115\t this.maxHealth = options.health ?? 60;\n 116\t this.health = this.maxHealth;\n 117\t\n 118\t this.#visual = createRiflemanVisual(materials, SEAT);\n 119\t this.mesh = this.#visual.root;\n 120\t this.mesh.position.copy(spawn);\n 121\t this.mesh.rotation.y = headingAngle(second.x - spawn.x, second.z - spawn.z);\n 122\t this.#visual.aim.rotation.x = REST_PITCH;\n 123\t ctx.add(this.mesh);\n 124\t this.body = new CharacterBody3D({\n 125\t autostep: { maxHeight: 0.25, minWidth: 0.18 },\n 126\t collisionLayer: HOSTILE_LAYER,\n 127\t collisionMask: WORLD_LAYER | PLAYER_LAYER,\n 128\t object: this.mesh,\n 129\t physics: ctx.physics,\n 130\t shape: CollisionShape3D.capsule(HALF_HEIGHT, RADIUS),\n 131\t });\n 132\t }\n 133\t\n 134\t get alerted(): boolean {\n 135\t return this.mode === \"chase\";\n 136\t }\n 137\t\n 138\t /** World-space muzzle tip — where a shot from this rifle would actually leave it. */\n 139\t muzzleOrigin(): Vector3 {\n 140\t return this.#visual.muzzle.getWorldPosition(new Vector3());\n 141\t }\n 142\t\n 143\t update(ctx: GameCtx, dt: number): void {\n 144\t if (!this.alive) return;\n 145\t this.#sightTimer -= dt;\n 146\t if (this.#sightTimer <= 0) {\n 147\t this.#sightTimer = SIGHT_INTERVAL;\n 148\t this.#look(ctx);\n 149\t }\n 150\t const eye = this.#playerEye();\n 151\t const speed = this.mode === \"patrol\" ? PATROL_SPEED : CHASE_SPEED;\n 152\t const moving = this.#drive(this.#destination(eye), speed, dt);\n 153\t this.#cover(eye, moving, dt);\n 154\t this.body.moveAndSlide(dt);\n 155\t this.#stridePhase += (moving ? speed : 0) * dt * 4.4;\n 156\t this.#visual.stride(this.#stridePhase, moving ? 1 : 0);\n 157\t }\n 158\t\n 159\t takeDamage(amount: number): boolean {\n 160\t if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n 161\t this.health = Math.max(0, this.health - amount);\n 162\t if (this.health > 0) return false;\n 163\t this.alive = false;\n 164\t this.mesh.visible = false;\n 165\t this.body.velocity.set(0, 0, 0);\n 166\t if (this.mode === \"chase\") this.#onAlert(false);\n 167\t this.mode = \"patrol\";\n 168\t return true;\n 169\t }\n 170\t\n 171\t debug(): Record {\n 172\t return {\n 173\t alerted: this.alerted ? 1 : 0,\n 174\t alive: this.alive,\n 175\t // Metres closed on the player since the rifleman first saw them, in tenths.\n 176\t closedTenths: Math.round(this.#closed * 10),\n 177\t health: this.health,\n 178\t mode: this.mode,\n 179\t position: this.mesh.position.toArray(),\n 180\t rangeTenths: Number.isFinite(this.#range) ? Math.round(this.#range * 10) : -1,\n 181\t waypointsReached: this.waypointsReached,\n 182\t };\n 183\t }\n 184\t\n 185\t dispose(): void {\n 186\t this.body.dispose();\n 187\t this.mesh.removeFromParent();\n 188\t }\n 189\t\n 190\t /** Range check, then cone check, then one ray — cheapest rejection first. */\n 191\t #look(ctx: GameCtx): void {\n 192\t const eye = this.#playerEye();\n 193\t this.#range = eye === undefined ? Number.POSITIVE_INFINITY : this.#eyePoint().distanceTo(eye);\n 194\t if (eye !== undefined && this.#canSee(ctx, eye)) {\n 195\t this.#lastSeen = eye.clone();\n 196\t this.#memory = MEMORY;\n 197\t if (this.#alertRange === undefined) this.#alertRange = this.#range;\n 198\t this.#closed = Math.max(this.#closed, this.#alertRange - this.#range);\n 199\t if (this.mode !== \"chase\") {\n 200\t this.mode = \"chase\";\n 201\t this.#onAlert(true);\n 202\t }\n 203\t return;\n 204\t }\n 205\t if (this.mode === \"chase\") {\n 206\t this.mode = \"search\";\n 207\t this.#onAlert(false);\n 208\t }\n 209\t if (this.mode !== \"search\") return;\n 210\t this.#memory -= SIGHT_INTERVAL;\n 211\t if (this.#memory > 0) return;\n 212\t this.mode = \"patrol\";\n 213\t this.#lastSeen = undefined;\n 214\t this.#waypoint = this.#nearestWaypoint();\n 215\t }\n 216\t\n 217\t #canSee(ctx: GameCtx, eye: Vector3): boolean {\n 218\t const from = this.#eyePoint();\n 219\t const offset = eye.clone().sub(from);\n 220\t const distance = offset.length();\n 221\t if (distance > SIGHT_RANGE || distance === 0) return false;\n 222\t if (offset.divideScalar(distance).dot(this.#facing()) < SIGHT_COS) return false;\n 223\t // The rifleman's own body is on the hostile layer and the mask excludes it, so the ray\n 224\t // leaves the head without hitting its owner. A wall in the way wins; the player wins.\n 225\t const hit = directSpaceState(ctx.physics).intersectRay({\n 226\t collisionMask: WORLD_LAYER | PLAYER_LAYER,\n 227\t from,\n 228\t to: eye,\n 229\t });\n 230\t return hit?.body.id === this.#playerBodyId;\n 231\t }\n 232\t\n 233\t /** Where the rifleman wants to stand, or `undefined` when it should hold position. */\n 234\t #destination(eye: Vector3 | undefined): Vector3 | undefined {\n 235\t if (this.mode === \"patrol\") return this.#route[this.#waypoint % this.#route.length];\n 236\t const goal = this.mode === \"chase\" ? eye : this.#lastSeen;\n 237\t if (goal === undefined) return undefined;\n 238\t if (this.mode === \"chase\" && this.#planarDistance(goal) <= STANDOFF) return undefined;\n 239\t return this.#leashed(goal);\n 240\t }\n 241\t\n 242\t #drive(destination: Vector3 | undefined, speed: number, dt: number): boolean {\n 243\t const velocity = this.body.velocity;\n 244\t velocity.x = 0;\n 245\t velocity.z = 0;\n 246\t if (destination === undefined) return false;\n 247\t this.#steering.set(\n 248\t destination.x - this.mesh.position.x,\n 249\t 0,\n 250\t destination.z - this.mesh.position.z,\n 251\t );\n 252\t const distance = this.#steering.length();\n 253\t if (distance <= ARRIVAL) {\n 254\t if (this.mode === \"patrol\") {\n 255\t this.waypointsReached += 1;\n 256\t this.#waypoint = (this.#waypoint + 1) % this.#route.length;\n 257\t this.#onWaypoint(this.waypointsReached);\n 258\t }\n 259\t return false;\n 260\t }\n 261\t this.#steering.divideScalar(distance).multiplyScalar(speed);\n 262\t velocity.x = this.#steering.x;\n 263\t velocity.z = this.#steering.z;\n 264\t this.#turnTowards(this.#steering.x, this.#steering.z, dt);\n 265\t return true;\n 266\t }\n 267\t\n 268\t /** Face and cover: the rifle tracks the player when alerted and rests otherwise. */\n 269\t #cover(eye: Vector3 | undefined, moving: boolean, dt: number): void {\n 270\t const aim = this.#visual.aim;\n 271\t const target = this.mode === \"chase\" ? eye : this.#lastSeen;\n 272\t if (this.mode === \"patrol\" || target === undefined) {\n 273\t aim.rotation.x = approachAngle(aim.rotation.x, REST_PITCH, dt * 3);\n 274\t return;\n 275\t }\n 276\t if (!moving) {\n 277\t this.#turnTowards(target.x - this.mesh.position.x, target.z - this.mesh.position.z, dt);\n 278\t }\n 279\t this.#visual.muzzle.getWorldPosition(this.#muzzle);\n 280\t const flat = Math.hypot(target.x - this.#muzzle.x, target.z - this.#muzzle.z);\n 281\t const pitch = flat === 0 ? 0 : Math.atan2(target.y - this.#muzzle.y, flat);\n 282\t aim.rotation.x = approachAngle(aim.rotation.x, pitch, dt * 4);\n 283\t }\n 284\t\n 285\t /**\n 286\t * Heading goes on the body's own transform, not on a child, so the rotation physics writes\n 287\t * back and a playtest observes is the direction the rifleman is actually facing.\n 288\t */\n 289\t #turnTowards(x: number, z: number, dt: number): void {\n 290\t if (x === 0 && z === 0) return;\n 291\t const current = this.mesh.rotation.y;\n 292\t this.mesh.rotation.y = approachAngle(current, headingAngle(x, z), TURN_RATE * dt);\n 293\t }\n 294\t\n 295\t #facing(): Vector3 {\n 296\t const yaw = this.mesh.rotation.y;\n 297\t return new Vector3(-Math.sin(yaw), 0, -Math.cos(yaw));\n 298\t }\n 299\t\n 300\t #eyePoint(): Vector3 {\n 301\t return this.mesh.position.clone().add(EYE);\n 302\t }\n 303\t\n 304\t #planarDistance(point: Vector3): number {\n 305\t return Math.hypot(point.x - this.mesh.position.x, point.z - this.mesh.position.z);\n 306\t }\n 307\t\n 308\t #leashed(goal: Vector3): Vector3 {\n 309\t const offset = new Vector3(goal.x - this.#post.x, 0, goal.z - this.#post.z);\n 310\t const distance = offset.length();\n 311\t if (distance <= this.#leash) return new Vector3(goal.x, this.mesh.position.y, goal.z);\n 312\t offset.multiplyScalar(this.#leash / distance).add(this.#post);\n 313\t return new Vector3(offset.x, this.mesh.position.y, offset.z);\n 314\t }\n 315\t\n 316\t #nearestWaypoint(): number {\n 317\t let best = 0;\n 318\t let bestDistance = Number.POSITIVE_INFINITY;\n 319\t this.#route.forEach((point, index) => {\n 320\t const distance = this.#planarDistance(point);\n 321\t if (distance >= bestDistance) return;\n 322\t best = index;\n 323\t bestDistance = distance;\n 324\t });\n 325\t return best;\n 326\t }\n 327\t}","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"b5bfcd73-f254-4893-92b0-56d03bf33d70","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"90bf8649-d921-4609-aab0-d57d0ba488a7","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7"} 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-{"type":"assistant","message":{"model":"claude-opus-5","id":"msg_011CeBhtQ46X3cgwBrtKeFz3","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01MATC46NEDcUbvAU59Z3V7e","name":"Bash","input":{"command":"cd /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-1\nP=node_modules/@threenative/physics/dist/index.js\necho \"=== character branch in step() ===\"\ngrep -n 'type === \"character\"' $P | head\necho\nawk 'NR>=1 && /setNextKinematicTranslation/{print NR\": \"$0}' $P | head\necho \"=== applyTransform ===\"\ngrep -n \"applyTransform\" $P | head\necho\nsed -n \"$(grep -n 'applyTransform(' $P | head -1 | cut -d: -f1),+14p\" $P","description":"Re-verify the character rotation discard"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":6704,"cache_read_input_tokens":58001,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":6704},"output_tokens":5,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"5f3c09eb-4e7f-42a0-a149-b561c8d5d0f2","timestamp":"2026-08-19T07:23:15.007Z","request_id":"req_011CeBhtPFj5bDVtzKeNdDQd"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01MATC46NEDcUbvAU59Z3V7e","type":"tool_result","content":"=== character branch in step() ===\n215: const description = type === \"fixed\" ? rapier3.RigidBodyDesc.fixed() : type === \"kinematic\" || type === \"character\" ? rapier3.RigidBodyDesc.kinematicPositionBased() : rapier3.RigidBodyDesc.dynamic();\n301: if (bodyOptions.type === \"character\") {\n400: if (entry.type === \"character\") {\n\n425: entry.body.setNextKinematicTranslation({\n433: entry.body.setNextKinematicTranslation(target);\n=== applyTransform ===\n785: applyTransform(values, offset) {\n955: applyTransform(values, offset) {\n1337: applyTransform(values, offset) {\n1464: if (body !== void 0) body.applyTransform(visible, offset);\n1469: area.applyTransform(visible, offset);\n\n applyTransform(values, offset) {\n const [, x, y, z] = finiteTransform(values, offset);\n Object.assign(this.#position, { x, y, z });\n }\n handleCollision(body, started) {\n if (this.#disposed || !this.#monitoring) return;\n const handle = body.body.id;\n if (started) {\n if (this.#entered.has(handle)) return;\n this.#entered.set(handle, body);\n this.#contacts.push({ area: this, body, entity: this.entity, started: true });\n if (this.#contacts.length > MAX_CONTACT_LOG) this.#contacts.shift();\n for (const handler of this.#listeners.bodyEntered) handler(body);\n return;\n }","is_error":false}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"0a9a64a3-ec11-4b39-9a71-409bcba288de","timestamp":"2026-08-19T07:23:15.081Z","tool_use_result":{"stdout":"=== character branch in step() ===\n215: const description = type === \"fixed\" ? rapier3.RigidBodyDesc.fixed() : type === \"kinematic\" || type === \"character\" ? rapier3.RigidBodyDesc.kinematicPositionBased() : rapier3.RigidBodyDesc.dynamic();\n301: if (bodyOptions.type === \"character\") {\n400: if (entry.type === \"character\") {\n\n425: entry.body.setNextKinematicTranslation({\n433: entry.body.setNextKinematicTranslation(target);\n=== applyTransform ===\n785: applyTransform(values, offset) {\n955: applyTransform(values, offset) {\n1337: applyTransform(values, offset) {\n1464: if (body !== void 0) body.applyTransform(visible, offset);\n1469: area.applyTransform(visible, offset);\n\n applyTransform(values, offset) {\n const [, x, y, z] = finiteTransform(values, offset);\n Object.assign(this.#position, { x, y, z });\n }\n handleCollision(body, started) {\n if (this.#disposed || !this.#monitoring) return;\n const handle = body.body.id;\n if (started) {\n if (this.#entered.has(handle)) return;\n this.#entered.set(handle, body);\n this.#contacts.push({ area: this, body, entity: this.entity, started: true });\n if (this.#contacts.length > MAX_CONTACT_LOG) this.#contacts.shift();\n for (const handler of this.#listeners.bodyEntered) handler(body);\n return;\n }","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} -{"type":"user","message":{"role":"user","content":[{"type":"text","text":"[Request interrupted by user]"}]},"parent_tool_use_id":null,"session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","uuid":"3b260227-3613-4f80-b9ef-90c6e659db88","timestamp":"2026-08-19T07:23:16.074Z"} -{"is_error":true,"duration_api_ms":1149745,"num_turns":69,"stop_reason":"tool_use","session_id":"4bfc3969-d09a-4661-8b3a-d21dda2756c7","total_cost_usd":7.747010499999999,"usage":{"input_tokens":126,"cache_creation_input_tokens":212762,"cache_read_input_tokens":6571813,"output_tokens":75278,"server_tool_use":{"web_search_requests":0,"web_fetch_requests":0},"service_tier":"standard","cache_creation":{"ephemeral_1h_input_tokens":212762,"ephemeral_5m_input_tokens":0},"inference_geo":"not_available","iterations":[{"input_tokens":2,"output_tokens":746,"cache_read_input_tokens":58001,"cache_creation_input_tokens":6704,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":6704},"type":"message"}],"speed":"standard"},"modelUsage":{"claude-opus-5":{"inputTokens":4582,"outputTokens":89080,"cacheReadInputTokens":6736336,"cacheCreationInputTokens":212972,"webSearchRequests":0,"costUSD":7.747010499999999,"contextWindow":200000,"maxOutputTokens":64000,"canonicalModel":"claude-opus-5","provider":"firstParty"}},"permission_denials":[],"terminal_reason":"aborted_streaming","fast_mode_state":"off","fast_mode_disabled_reason":"sdk_opt_in_required","subtype":"error_during_execution","errors":["[ede_diagnostic] result_type=user last_content_type=n/a stop_reason=tool_use"],"type":"result","duration_ms":1184127,"uuid":"44aaca82-9995-4a26-bbce-2c6963700660"} diff --git a/docs/verification/capability-discovery-baseline-aborted-sonnet.jsonl b/docs/verification/capability-discovery-baseline-aborted-sonnet.jsonl deleted file mode 100644 index 2f16d14859..0000000000 --- a/docs/verification/capability-discovery-baseline-aborted-sonnet.jsonl +++ /dev/null @@ -1,249 +0,0 @@ -{"type":"system","subtype":"hook_started","hook_id":"4671198d-883d-4d99-a895-9700f4dfdba9","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"46a333e5-3785-471a-8f0b-23378698bc14","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"hook_started","hook_id":"fb3ef61e-dfb2-46e3-b205-677c9eaeed7a","hook_name":"SessionStart:startup","hook_event":"SessionStart","uuid":"57683620-bf19-4c87-b805-bd6bbe01c199","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"hook_response","hook_id":"fb3ef61e-dfb2-46e3-b205-677c9eaeed7a","hook_name":"SessionStart:startup","hook_event":"SessionStart","output":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. Safety wins over brevity.\n3. Debug spiral. If the last three turns have been \"still broken,\" stop iterating on code. Name the assumption that might be wrong. Ask one diagnostic question.\n4. Real ambiguity in the request. One short clarifying question beats guessing and rewriting.\n5. A rule fights the task. When a rule would delete the answer itself, the task wins; the shape stays. Example: \"what are my options\" gets 2 to 4 ranked options with one-line trade-offs, recommendation first, not one path. The options are the answer.\n6. A rule fights the harness. Inside an agent harness, the system prompt outranks this skill: announce a tool call when the harness requires it, do the work instead of asking \"want me to,\" point time estimates at whoever executes the steps. Same principle as 5: the constraint wins, the shape stays.\n\n## Pre-send check\n\nBefore sending, delete:\n\n1. The first sentence if it announces what you are about to do.\n2. The last sentence if it asks \"anything else?\" or recaps what just happened.\n3. Any \"by the way\" sidebar.\n4. Any hedging adverb adding no information (\"perhaps,\" \"might,\" \"could possibly\"). Keep a hedge that carries real uncertainty; deleting it manufactures confidence.\n5. Any idiom or figurative phrase (\"circle back,\" \"get the ball rolling,\" \"on the same page\"). Replace with the literal action.\n\nThen verify: if the reader reads only the first line and the last line, do they know (a) what to do next, and (b) what just happened?\n\nIf yes, send.\n","stdout":"ADHD MODE ACTIVE (always-on). The ruleset below applies to every response. \"stop adhd mode\" turns it off for this session; delete /home/joao/.claude/.i-have-adhd-always to turn always-on off for good.\n\n\n# i-have-adhd\n\nThe reader has ADHD. Output is not just brief. It is shaped so an ADHD brain can act on it.\n\n## Persistence\n\nThese rules apply to every response for the rest of the session, not only this one. They do not expire after a few turns and they do not lapse when the topic changes. If you are unsure whether they still apply, they do.\n\nTurn them off only when the reader says \"stop adhd mode\" or \"normal mode\". Confirm in one line, then return to your default style.\n\n## What ADHD changes about reading\n\nFive facts drive every rule below:\n\n1. Working memory is small. Anything not on screen is forgotten. Do not ask the reader to \"keep in mind X.\"\n2. Knowing the answer is not doing the answer. The friction between \"got it\" and \"done it\" is where work dies.\n3. Starting is the hardest step. The first action must be obvious, small, and doable now.\n4. Time estimates feel uniform. \"A bit of work\" and \"a few hours\" register the same. Vague estimates fail.\n5. Dopamine is scarce. Visible progress matters. Buried wins do not register.\n\n## Rules\n\n### 1. Lead with the next action\n\nThe first line is something the reader can do. Not context. Not a plan. The action.\n\nBad: \"Let's think about this. Your auth flow has a few moving pieces...\"\nGood: \"Run `npm install jsonwebtoken`, then edit `src/auth.ts:42`.\"\n\nIf the answer is a command, path, or snippet, it goes first. Prose comes after, if at all.\n\n### 2. Number multi-step tasks\n\nIf the work takes more than one step, write a numbered list. Each step is one bounded action. No step contains \"and then\" twice.\n\nUse the fewest steps that still work. Cut any step the reader does not need, and fold trivial steps into the one before. A short path finished beats a complete path abandoned.\n\nBad: \"First open the file, find the function, swap it out, then run the tests.\"\n\nGood:\n```\n1. Open `src/auth.ts`\n2. Replace `verifyToken` (lines 42 to 58) with the snippet below\n3. Run `npm test -- auth.spec.ts`\n```\n\n### 3. End with one concrete next action\n\nIf anything is left open, name ONE thing the reader can do in under two minutes. Even \"open the file\" counts.\n\nBad: \"Hope that helps. Let me know if you want to dig deeper.\"\nGood: \"Next: run `npm test` and paste the first failing line.\"\n\n### 4. Suppress tangents\n\nIf a second issue exists, finish the first, then offer the second as a separate question.\n\nBad: \"Here's the fix. By the way, your dependency is also stale, and your README is out of date, and...\"\nGood: \"Here's the fix. Separately: there is also a stale dependency. Want me to handle that next?\"\n\nA question that comes up mid-work is not a tangent: answer it yourself if you can and fold the result in. If it still needs the reader, surface it once, at the end.\n\n### 5. Restate state every turn\n\nThe reader cannot hold \"we are on step 3 of 5\" between messages. Restate it.\n\nBad: \"Done. Ready for the next part?\"\nGood: \"Step 3 of 5 done: schema updated. Next: backfill the new column. Run the script?\"\n\nIf the harness has a task or plan tool, use it for multi-step work: one item per step, one in progress at a time. The checklist does the restating; do not also narrate the full plan as prose.\n\n### 6. Give specific time estimates\n\nVague estimates fail. Ballpark in concrete units.\n\nBad: \"This will take some work.\"\nGood: \"About 15 minutes if tests already cover this. An afternoon if not.\"\n\n### 7. Make completed work visible\n\nShow what now works, in concrete terms. Do not bury wins in a recap.\n\nBad: \"I've made some changes to the auth flow. Among other things...\"\nGood: \"Login now works with magic links. Try: `npm run dev`, open `/login`.\"\n\n### 8. Matter-of-fact tone for errors\n\nNever use \"Uh oh,\" \"Oh no,\" or \"There seems to be a problem.\" State cause and fix.\n\nBad: \"Uh oh, the test is failing. There seems to be an issue...\"\nGood: \"Test fails at `auth.spec.ts:42`: expected 200, got 401. Cause: missing auth header. Fix: add `Authorization: Bearer ${token}` to the request.\"\n\n### 9. Cap lists at 5 items\n\nIf a list grows past five, split into \"do now\" vs \"later,\" or \"must\" vs \"nice to have.\" Five items ranked beats ten unranked.\n\n### 10. No preamble, no recap, no closing pleasantries\n\nForbidden openers: \"Great question,\" \"Let me...\", \"I'll...\", \"Sure!\", \"Looking at your...\", \"To answer your question...\"\n\nForbidden recaps after a completed task: \"I've now done X, Y, and Z, which means...\"\n\nForbidden closers: \"Let me know if you need anything else,\" \"Hope this helps,\" \"Happy to clarify,\" \"Feel free to ask.\"\n\nStart with the answer. End when the answer is done.\n\n## When to break the rules\n\nOverride the defaults when:\n\n1. User asks to \"explain\" or \"walk me through.\" Explain fully. Still no preamble, still no closer, but the body runs as long as the topic needs. Add headers so the reader can skim back.\n2. Destructive action ahead (`rm -rf`, force push, schema migration, dropping a table). Confirm before acting. 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void;\n26\t\n27\t constructor(\n28\t ctx: GameCtx,\n29\t materials: Parameters[0],\n30\t spawn: Vector3 = SPAWN,\n31\t onDamage: (amount: number) => void = () => undefined,\n32\t onDeath: () => void = () => undefined,\n33\t ) {\n34\t this.#onDamage = onDamage;\n35\t this.#onDeath = onDeath;\n36\t this.mesh = createPlayerVisual(materials);\n37\t this.mesh.position.copy(spawn);\n38\t ctx.add(this.mesh);\n39\t this.body = new CharacterBody3D({\n40\t collisionLayer: PLAYER_LAYER,\n41\t collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n42\t autostep: { maxHeight: 0.25, minWidth: 0.18 },\n43\t object: this.mesh,\n44\t physics: ctx.physics,\n45\t shape: CollisionShape3D.capsule(0.45, 0.38),\n46\t });\n47\t }\n48\t\n49\t update(ctx: GameCtx, dt: number): void {\n50\t if (this.dead) return;\n51\t const move = ctx.input.vector(\"move\");\n52\t this.body.velocity.x = move.x * MOVE_SPEED;\n53\t this.body.velocity.z = -move.y * MOVE_SPEED;\n54\t this.body.moveAndSlide(dt);\n55\t }\n56\t\n57\t 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};\n94\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"baf92138-3ddf-4ea0-8f8a-786c5ddca36d","timestamp":"2026-08-19T07:23:43.304Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/entities/Player.ts","content":"import type { ICtx } from \"@threenative/core\";\nimport { CharacterBody3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { createPlayerVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\nexport const WORLD_LAYER = 1;\nexport const PLAYER_LAYER = 2;\nexport const HOSTILE_LAYER = 4;\nexport const FRIENDLY_LAYER = 8;\nexport const PROJECTILE_LAYER = 16;\n\ntype GameCtx = ICtx;\n\nconst SPAWN = new Vector3(0, 0.85, 5);\nconst MOVE_SPEED = 4.2;\n\nexport class Player {\n readonly mesh: Group;\n readonly body: CharacterBody3D;\n readonly maxHealth = 100;\n health = 100;\n dead = false;\n #onDamage: (amount: number) => void;\n #onDeath: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n spawn: Vector3 = SPAWN,\n onDamage: (amount: number) => void = () => undefined,\n onDeath: () => void = () => undefined,\n ) {\n this.#onDamage = onDamage;\n this.#onDeath = onDeath;\n this.mesh = createPlayerVisual(materials);\n this.mesh.position.copy(spawn);\n ctx.add(this.mesh);\n this.body = new CharacterBody3D({\n collisionLayer: PLAYER_LAYER,\n collisionMask: WORLD_LAYER | HOSTILE_LAYER,\n autostep: { maxHeight: 0.25, minWidth: 0.18 },\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.capsule(0.45, 0.38),\n });\n }\n\n update(ctx: GameCtx, dt: number): void {\n if (this.dead) return;\n const move = ctx.input.vector(\"move\");\n this.body.velocity.x = move.x * MOVE_SPEED;\n this.body.velocity.z = -move.y * MOVE_SPEED;\n this.body.moveAndSlide(dt);\n }\n\n takeDamage(amount: number): void {\n if (this.dead || !Number.isFinite(amount) || amount <= 0) return;\n this.health = Math.max(0, this.health - amount);\n this.#onDamage(amount);\n if (this.health > 0) return;\n this.dead = true;\n this.mesh.visible = false;\n this.body.velocity.set(0, 0, 0);\n this.#onDeath();\n }\n\n respawn(spawn: Vector3): void {\n this.body.teleport(spawn);\n this.health = 40;\n this.dead = false;\n this.mesh.visible = true;\n }\n\n aimOrigin(): Vector3 {\n return this.mesh.position.clone().add(new Vector3(0, 0.72, -0.72));\n }\n\n debug(): Record {\n return {\n dead: this.dead,\n health: this.health,\n position: this.mesh.position.toArray(),\n };\n }\n\n dispose(): void {\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n\nexport { SPAWN };\n","numLines":94,"startLine":1,"totalLines":94}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01UrDw8D5Q78uqLQGBzvJ5Cz","type":"tool_result","content":"1\timport type { ICtx, ScheduleHandle } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport { type Group, Vector3 } from \"three\";\n4\timport { directSpaceState } from \"../physics.js\";\n5\timport { createTargetVisual } from \"../render/shapes.js\";\n6\timport type { GameState } from \"../state.js\";\n7\timport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n8\t\n9\ttype GameCtx = ICtx;\n10\t\n11\tconst SCAN_RADIUS = 7;\n12\t\n13\texport class Target {\n14\t readonly mesh: Group;\n15\t readonly body: RigidBody3D;\n16\t readonly tags = [\"hostile\", \"target\"];\n17\t readonly wave: number | undefined;\n18\t health: number;\n19\t alive = true;\n20\t acquired = false;\n21\t scanCount = 0;\n22\t #scanHandle: ScheduleHandle | undefined;\n23\t #fireTimer = 0;\n24\t #onFire: (origin: Vector3) => void;\n25\t #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n26\t\n27\t constructor(\n28\t ctx: GameCtx,\n29\t materials: Parameters[0],\n30\t position: Vector3,\n31\t options: {\n32\t readonly health?: number;\n33\t readonly onFire?: (origin: Vector3) => void;\n34\t readonly wave?: number;\n35\t } = {},\n36\t ) {\n37\t this.wave = options.wave;\n38\t this.health = options.health ?? 40;\n39\t this.#onFire = options.onFire ?? (() => undefined);\n40\t this.mesh = createTargetVisual(materials);\n41\t this.mesh.position.copy(position);\n42\t ctx.add(this.mesh);\n43\t this.body = new RigidBody3D({\n44\t collisionLayer: HOSTILE_LAYER,\n45\t collisionMask: WORLD_LAYER,\n46\t object: this.mesh,\n47\t physics: ctx.physics,\n48\t shape: CollisionShape3D.box(1.2, 1.8, 1),\n49\t type: \"kinematic\",\n50\t });\n51\t }\n52\t\n53\t startScanning(ctx: GameCtx, playerBodyId: number): void {\n54\t const scan = (): void => {\n55\t if (!this.alive) return;\n56\t this.scanCount += 1;\n57\t const hits = directSpaceState(ctx.physics).intersectShape({\n58\t collisionMask: PLAYER_LAYER,\n59\t maxResults: 4,\n60\t position: this.mesh.position,\n61\t shape: this.#scanShape,\n62\t });\n63\t this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n64\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n65\t };\n66\t this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n67\t }\n68\t\n69\t update(dt: number): void {\n70\t if (!this.alive || !this.acquired) return;\n71\t this.#fireTimer -= dt;\n72\t if (this.#fireTimer > 0) return;\n73\t this.#fireTimer = 6;\n74\t this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n75\t }\n76\t\n77\t takeDamage(amount: number): boolean {\n78\t if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n79\t this.health = Math.max(0, this.health - amount);\n80\t if (this.health > 0) return false;\n81\t this.alive = false;\n82\t this.mesh.visible = false;\n83\t return true;\n84\t }\n85\t\n86\t debug(): Record {\n87\t return {\n88\t acquired: this.acquired,\n89\t alive: this.alive,\n90\t health: this.health,\n91\t position: this.mesh.position.toArray(),\n92\t scanCount: this.scanCount,\n93\t selected: this.acquired ? 1 : 0,\n94\t wave: this.wave ?? 0,\n95\t };\n96\t }\n97\t\n98\t dispose(): void {\n99\t this.#scanHandle?.cancel();\n100\t this.body.dispose();\n101\t this.mesh.removeFromParent();\n102\t }\n103\t}\n104\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"bf9e6e40-4064-46b9-a2a2-d683ad4aea85","timestamp":"2026-08-19T07:23:43.846Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/entities/Target.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Group, Vector3 } from \"three\";\nimport { directSpaceState } from \"../physics.js\";\nimport { createTargetVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { HOSTILE_LAYER, PLAYER_LAYER, WORLD_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nconst SCAN_RADIUS = 7;\n\nexport class Target {\n readonly mesh: Group;\n readonly body: RigidBody3D;\n readonly tags = [\"hostile\", \"target\"];\n readonly wave: number | undefined;\n health: number;\n alive = true;\n acquired = false;\n scanCount = 0;\n #scanHandle: ScheduleHandle | undefined;\n #fireTimer = 0;\n #onFire: (origin: Vector3) => void;\n #scanShape = CollisionShape3D.sphere(SCAN_RADIUS);\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n options: {\n readonly health?: number;\n readonly onFire?: (origin: Vector3) => void;\n readonly wave?: number;\n } = {},\n ) {\n this.wave = options.wave;\n this.health = options.health ?? 40;\n this.#onFire = options.onFire ?? (() => undefined);\n this.mesh = createTargetVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: HOSTILE_LAYER,\n collisionMask: WORLD_LAYER,\n object: this.mesh,\n physics: ctx.physics,\n shape: CollisionShape3D.box(1.2, 1.8, 1),\n type: \"kinematic\",\n });\n }\n\n startScanning(ctx: GameCtx, playerBodyId: number): void {\n const scan = (): void => {\n if (!this.alive) return;\n this.scanCount += 1;\n const hits = directSpaceState(ctx.physics).intersectShape({\n collisionMask: PLAYER_LAYER,\n maxResults: 4,\n position: this.mesh.position,\n shape: this.#scanShape,\n });\n this.acquired = hits.some((hit) => hit.body.id === playerBodyId);\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n };\n this.#scanHandle = ctx.after(ctx.random.range(3, 8) / 60, scan);\n }\n\n update(dt: number): void {\n if (!this.alive || !this.acquired) return;\n this.#fireTimer -= dt;\n if (this.#fireTimer > 0) return;\n this.#fireTimer = 6;\n this.#onFire(this.mesh.position.clone().add(new Vector3(0, 0.9, 0)));\n }\n\n takeDamage(amount: number): boolean {\n if (!this.alive || !Number.isFinite(amount) || amount <= 0) return false;\n this.health = Math.max(0, this.health - amount);\n if (this.health > 0) return false;\n this.alive = false;\n this.mesh.visible = false;\n return true;\n }\n\n debug(): Record {\n return {\n acquired: this.acquired,\n alive: this.alive,\n health: this.health,\n position: this.mesh.position.toArray(),\n scanCount: this.scanCount,\n selected: this.acquired ? 1 : 0,\n wave: this.wave ?? 0,\n };\n }\n\n dispose(): void {\n this.#scanHandle?.cancel();\n this.body.dispose();\n this.mesh.removeFromParent();\n }\n}\n","numLines":104,"startLine":1,"totalLines":104}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01EscpsaNz7FXWKJ47cS2jSt","type":"tool_result","content":"1\timport { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\n4\timport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\n5\timport { Pickup } from \"../entities/Pickup.js\";\n6\timport {\n7\t FRIENDLY_LAYER,\n8\t HOSTILE_LAYER,\n9\t PLAYER_LAYER,\n10\t Player,\n11\t SPAWN,\n12\t WORLD_LAYER,\n13\t} from \"../entities/Player.js\";\n14\timport { Target } from \"../entities/Target.js\";\n15\timport { SpawnPoints } from \"../level/SpawnPoints.js\";\n16\timport { emitPlaytestEvent } from \"../playtest-events.js\";\n17\timport { createArenaCamera } from \"../render/camera.js\";\n18\timport { setupLighting } from \"../render/lighting.js\";\n19\timport { createLoadingScreen } from \"../render/loading.js\";\n20\timport { createMaterials } from \"../render/materials.js\";\n21\timport { setupPost } from \"../render/postprocessing.js\";\n22\timport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\n23\timport { setupSky } from \"../render/sky.js\";\n24\timport type { GameState } from \"../state.js\";\n25\timport { WaveDirector } from \"../waves.js\";\n26\timport { Hitscan } from \"../weapons/Hitscan.js\";\n27\timport { Projectile } from \"../weapons/Projectile.js\";\n28\t\n29\texport type GameCtx = ICtx;\n30\t\n31\tconst AIM = new Vector3(0, 0, -1);\n32\tconst DEMO_POSITION = new Vector3(0, 0.85, -4);\n33\tconst WAVE_POSITION = new Vector3(0, 0.9, -9);\n34\tconst SCAN_POSITION = new Vector3(3, 0.9, 0);\n35\tconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\n36\tconst SPAWN_POINTS = new SpawnPoints([\n37\t new Vector3(-0.4, SPAWN.y, SPAWN.z),\n38\t SPAWN,\n39\t new Vector3(0.4, SPAWN.y, SPAWN.z),\n40\t]);\n41\t\n42\ttype TargetEntry = { readonly id: string; readonly target: Target };\n43\t\n44\texport class Play extends Scene {\n45\t static override readonly initialState: GameState = {\n46\t armor: 0,\n47\t deaths: 0,\n48\t demoTargetAlive: 1,\n49\t friendlyPassed: 0,\n50\t gameOver: 0,\n51\t gameWon: 0,\n52\t health: 100,\n53\t hitDistanceTenths: 0,\n54\t hitNormalXPercent: -101,\n55\t hitNormalYPercent: -101,\n56\t hitNormalZPercent: -101,\n57\t lives: 3,\n58\t pickups: 0,\n59\t radiusInsideDeaths: 0,\n60\t radiusMidAlive: 1,\n61\t radiusNearAlive: 1,\n62\t radiusOutsideAlive: -1,\n63\t respawns: 0,\n64\t scanCount: 0,\n65\t score: 0,\n66\t targetsRemaining: 1,\n67\t wave: 1,\n68\t wavesCleared: 0,\n69\t wallBlocked: 0,\n70\t phase: \"playing\",\n71\t };\n72\t\n73\t override enter(ctx: GameCtx): SceneFrame {\n74\t const camera = ctx.camera as PerspectiveCamera;\n75\t const materials = createMaterials();\n76\t setupSky(ctx.scene);\n77\t setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n78\t setupPost(ctx.renderer, ctx.scene, camera);\n79\t const loading = createLoadingScreen(ctx);\n80\t ctx.add(camera);\n81\t const rig = createArenaCamera(camera);\n82\t ctx.viewport.resize();\n83\t\n84\t const arena = createArena(materials);\n85\t ctx.add(arena.group);\n86\t const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n87\t new RigidBody3D({\n88\t collisionLayer: WORLD_LAYER,\n89\t collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n90\t object,\n91\t physics: ctx.physics,\n92\t shape,\n93\t type: \"fixed\",\n94\t });\n95\t arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n96\t for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n97\t\n98\t const playerRef: { value?: Player } = {};\n99\t const getPlayer = (): Player => {\n100\t if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n101\t return playerRef.value;\n102\t };\n103\t const targets = new Map();\n104\t const waveTargets: TargetEntry[] = [];\n105\t const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n106\t let projectileIndex = 0;\n107\t const waveDirector = new WaveDirector();\n108\t const hitscan = new Hitscan();\n109\t const spawnPoints = SPAWN_POINTS;\n110\t const elapsed = { value: 0 };\n111\t\n112\t const createEnemyProjectile = (origin: Vector3): void => {\n113\t const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n114\t const id = `projectile.enemy.${projectileIndex++}`;\n115\t const projectile = new Projectile(\n116\t ctx,\n117\t materials,\n118\t origin,\n119\t direction,\n120\t WORLD_LAYER | PLAYER_LAYER,\n121\t (hit) => {\n122\t if (hit.body.id === getPlayer().body.body.id) {\n123\t getPlayer().takeDamage(20);\n124\t emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n125\t }\n126\t },\n127\t );\n128\t projectiles.push({ id, value: projectile });\n129\t ctx.entities.add(id, projectile);\n130\t };\n131\t\n132\t const registerTarget = (\n133\t id: string,\n134\t position: Vector3,\n135\t options: ConstructorParameters[3] = {},\n136\t scan = true,\n137\t ): Target => {\n138\t const target = new Target(ctx, materials, position, {\n139\t ...options,\n140\t onFire: options.onFire ?? createEnemyProjectile,\n141\t });\n142\t targets.set(target.body.body.id, target);\n143\t ctx.entities.add(id, target);\n144\t if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n145\t return target;\n146\t };\n147\t\n148\t const removeEntity = (id: string): void => {\n149\t if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n150\t };\n151\t\n152\t const onDamage = (amount: number): void => {\n153\t const previous = ctx.state.getState();\n154\t ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n155\t emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n156\t };\n157\t\n158\t const onDeath = (): void => {\n159\t const previous = ctx.state.getState();\n160\t const lives = Math.max(0, previous.lives - 1);\n161\t const deaths = previous.deaths + 1;\n162\t ctx.state.set({\n163\t deaths,\n164\t gameOver: lives === 0 ? 1 : 0,\n165\t lives,\n166\t phase: lives === 0 ? \"lost\" : \"dead\",\n167\t });\n168\t emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n169\t if (lives === 0) return;\n170\t ctx.after(0.5, () => {\n171\t waveDirector.reset();\n172\t const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n173\t getPlayer().respawn(spawn);\n174\t const state = ctx.state.getState();\n175\t ctx.state.set({\n176\t health: getPlayer().health,\n177\t phase: \"playing\",\n178\t respawns: state.respawns + 1,\n179\t wave: waveDirector.wave,\n180\t wavesCleared: waveDirector.cleared,\n181\t });\n182\t emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n183\t });\n184\t };\n185\t\n186\t const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n187\t playerRef.value = player;\n188\t ctx.entities.add(\"player\", player);\n189\t\n190\t const demo = registerTarget(\n191\t \"demo-target\",\n192\t DEMO_POSITION,\n193\t { health: 20, onFire: () => undefined },\n194\t false,\n195\t );\n196\t registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n197\t const friendly = createFriendlyVisual(materials);\n198\t friendly.name = \"friendly-drone\";\n199\t friendly.position.set(0, 1, 2.2);\n200\t ctx.add(friendly);\n201\t const friendlyBody = new RigidBody3D({\n202\t collisionLayer: FRIENDLY_LAYER,\n203\t collisionMask: 0,\n204\t object: friendly,\n205\t physics: ctx.physics,\n206\t shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n207\t type: \"fixed\",\n208\t });\n209\t\n210\t const wall = createWallVisual(materials);\n211\t wall.name = \"probe-wall\";\n212\t wall.position.set(4, 1.4, 5);\n213\t ctx.add(wall);\n214\t const wallBody = new RigidBody3D({\n215\t collisionLayer: WORLD_LAYER,\n216\t collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n217\t object: wall,\n218\t physics: ctx.physics,\n219\t shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n220\t type: \"fixed\",\n221\t });\n222\t\n223\t const radiusNear = registerTarget(\n224\t \"radius.near\",\n225\t new Vector3(0.8, 0.85, -4),\n226\t { health: 30, onFire: () => undefined },\n227\t false,\n228\t );\n229\t const radiusMid = registerTarget(\n230\t \"radius.mid\",\n231\t new Vector3(-1.8, 0.85, -4),\n232\t { health: 30, onFire: () => undefined },\n233\t false,\n234\t );\n235\t const radiusOutside = registerTarget(\n236\t \"radius.outside\",\n237\t new Vector3(6.5, 0.85, -4),\n238\t { health: 30, onFire: () => undefined },\n239\t false,\n240\t );\n241\t\n242\t const pickup = new Pickup(\n243\t ctx,\n244\t materials,\n245\t new Vector3(-1.2, SPAWN.y, SPAWN.z),\n246\t player.body.body.id,\n247\t () => {\n248\t player.health = Math.min(player.maxHealth, player.health + 60);\n249\t const state = ctx.state.getState();\n250\t ctx.state.set({\n251\t armor: state.armor + 1,\n252\t health: player.health,\n253\t pickups: state.pickups + 1,\n254\t });\n255\t emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n256\t ctx.after(4, () => pickup.respawn());\n257\t },\n258\t );\n259\t ctx.entities.add(\"health-pickup\", pickup);\n260\t\n261\t const spawnWave = (wave: number): void => {\n262\t const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n263\t health: 35,\n264\t wave,\n265\t });\n266\t waveTargets.push({ id: `wave.target.${wave}`, target });\n267\t ctx.state.set({ targetsRemaining: 1, wave });\n268\t emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n269\t };\n270\t waveDirector.start(spawnWave);\n271\t rig.snap(player.mesh.position);\n272\t\n273\t const fireHitscan = (): void => {\n274\t const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n275\t if (hit === undefined) return;\n276\t const state = ctx.state.getState();\n277\t const target = targets.get(hit.body.id);\n278\t if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n279\t const demoHit = hit.body.id === demo.body.body.id;\n280\t ctx.state.set({\n281\t demoTargetAlive: demo.alive ? 1 : 0,\n282\t friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n283\t ...(demoHit\n284\t ? {\n285\t hitDistanceTenths: Math.round(hit.distance * 10),\n286\t hitNormalXPercent: Math.round(hit.normal.x * 100),\n287\t hitNormalYPercent: Math.round(hit.normal.y * 100),\n288\t hitNormalZPercent: Math.round(hit.normal.z * 100),\n289\t }\n290\t : {}),\n291\t });\n292\t emitPlaytestEvent({\n293\t entity: \"player\",\n294\t name: \"hit\",\n295\t distanceTenths: Math.round(hit.distance * 10),\n296\t });\n297\t if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n298\t };\n299\t\n300\t const fireProjectile = (): void => {\n301\t const id = `projectile.player.${projectileIndex++}`;\n302\t const projectile = new Projectile(\n303\t ctx,\n304\t materials,\n305\t player.aimOrigin(),\n306\t AIM,\n307\t HOSTILE_LAYER | WORLD_LAYER,\n308\t (hit) => {\n309\t if (applyDirectDamage(targets, hit.body.id, 22))\n310\t emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n311\t },\n312\t );\n313\t projectiles.push({ id, value: projectile });\n314\t ctx.entities.add(id, projectile);\n315\t };\n316\t\n317\t const fireRadius = (): void => {\n318\t applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n319\t const insideDeaths = [radiusNear, radiusMid].filter(\n320\t (target) => target.alive === false,\n321\t ).length;\n322\t ctx.state.set({\n323\t radiusInsideDeaths: insideDeaths,\n324\t radiusMidAlive: radiusMid.alive ? 1 : 0,\n325\t radiusNearAlive: radiusNear.alive ? 1 : 0,\n326\t radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n327\t });\n328\t emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n329\t };\n330\t\n331\t const probeWall = (): void => {\n332\t const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n333\t const to = from.clone().add(new Vector3(10, 0, 0));\n334\t const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n335\t if (hit?.body.id !== wallBody.body.id) return;\n336\t ctx.state.set({ wallBlocked: 1 });\n337\t emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n338\t };\n339\t\n340\t const removeDeadTargets = (): void => {\n341\t if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n342\t removeEntity(\"demo-target\");\n343\t targets.delete(demo.body.body.id);\n344\t }\n345\t for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n346\t const entry = waveTargets[index];\n347\t if (entry?.target.alive !== false) continue;\n348\t removeEntity(entry.id);\n349\t targets.delete(entry.target.body.body.id);\n350\t waveTargets.splice(index, 1);\n351\t }\n352\t };\n353\t\n354\t const restart = (frameCtx: GameCtx): boolean => {\n355\t if (!frameCtx.input.justPressed(\"restart\")) return false;\n356\t frameCtx.state.set(Play.initialState);\n357\t frameCtx.state.flush();\n358\t void frameCtx.goto(\"play\");\n359\t return true;\n360\t };\n361\t\n362\t const handleInput = (frameCtx: GameCtx): void => {\n363\t if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n364\t if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n365\t if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n366\t if (frameCtx.input.justPressed(\"probe\")) probeWall();\n367\t if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n368\t if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n369\t };\n370\t\n371\t const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n372\t for (const entry of [...projectiles]) {\n373\t entry.value.update(frameCtx, dt);\n374\t if (!entry.value.dead) continue;\n375\t removeEntity(entry.id);\n376\t projectiles.splice(projectiles.indexOf(entry), 1);\n377\t }\n378\t };\n379\t\n380\t const updateWaves = (frameCtx: GameCtx): void => {\n381\t waveDirector.update(\n382\t frameCtx,\n383\t waveTargets.filter(({ target }) => target.alive).length,\n384\t spawnWave,\n385\t (wave) => {\n386\t const state = frameCtx.state.getState();\n387\t frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n388\t emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n389\t },\n390\t );\n391\t if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n392\t };\n393\t\n394\t const syncStateAndHud = (frameCtx: GameCtx): void => {\n395\t const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n396\t const currentScanCount = [...targets.values()].reduce(\n397\t (sum, target) => sum + target.scanCount,\n398\t 0,\n399\t );\n400\t const previous = frameCtx.state.getState();\n401\t const scanCount = Math.max(previous.scanCount, currentScanCount);\n402\t frameCtx.state.set({\n403\t health: player.health,\n404\t scanCount,\n405\t targetsRemaining: liveTargets,\n406\t wave: waveDirector.wave,\n407\t wavesCleared: waveDirector.cleared,\n408\t });\n409\t };\n410\t\n411\t return (frameCtx, dt) => {\n412\t loading.update();\n413\t elapsed.value += dt;\n414\t if (restart(frameCtx)) return;\n415\t handleInput(frameCtx);\n416\t\n417\t player.update(frameCtx, dt);\n418\t hitscan.update(dt);\n419\t updateProjectiles(frameCtx, dt);\n420\t for (const target of targets.values()) target.update(dt);\n421\t pickup.update(dt);\n422\t removeDeadTargets();\n423\t updateWaves(frameCtx);\n424\t syncStateAndHud(frameCtx);\n425\t rig.follow(player.mesh.position, dt);\n426\t };\n427\t }\n428\t}\n429\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"4aa4bfd2-537e-495c-a11a-31b352a8710f","timestamp":"2026-08-19T07:23:44.940Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/scenes/Play.ts","content":"import { type ICtx, Scene, type SceneFrame } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport { type Mesh, type PerspectiveCamera, Vector3 } from \"three\";\nimport { applyDirectDamage, applyRadiusDamage } from \"../combat/damage.js\";\nimport { Pickup } from \"../entities/Pickup.js\";\nimport {\n FRIENDLY_LAYER,\n HOSTILE_LAYER,\n PLAYER_LAYER,\n Player,\n SPAWN,\n WORLD_LAYER,\n} from \"../entities/Player.js\";\nimport { Target } from \"../entities/Target.js\";\nimport { SpawnPoints } from \"../level/SpawnPoints.js\";\nimport { emitPlaytestEvent } from \"../playtest-events.js\";\nimport { createArenaCamera } from \"../render/camera.js\";\nimport { setupLighting } from \"../render/lighting.js\";\nimport { createLoadingScreen } from \"../render/loading.js\";\nimport { createMaterials } from \"../render/materials.js\";\nimport { setupPost } from \"../render/postprocessing.js\";\nimport { createArena, createFriendlyVisual, createWallVisual } from \"../render/shapes.js\";\nimport { setupSky } from \"../render/sky.js\";\nimport type { GameState } from \"../state.js\";\nimport { WaveDirector } from \"../waves.js\";\nimport { Hitscan } from \"../weapons/Hitscan.js\";\nimport { Projectile } from \"../weapons/Projectile.js\";\n\nexport type GameCtx = ICtx;\n\nconst AIM = new Vector3(0, 0, -1);\nconst DEMO_POSITION = new Vector3(0, 0.85, -4);\nconst WAVE_POSITION = new Vector3(0, 0.9, -9);\nconst SCAN_POSITION = new Vector3(3, 0.9, 0);\nconst BLAST_CENTRE = new Vector3(0, 0.85, -4);\nconst SPAWN_POINTS = new SpawnPoints([\n new Vector3(-0.4, SPAWN.y, SPAWN.z),\n SPAWN,\n new Vector3(0.4, SPAWN.y, SPAWN.z),\n]);\n\ntype TargetEntry = { readonly id: string; readonly target: Target };\n\nexport class Play extends Scene {\n static override readonly initialState: GameState = {\n armor: 0,\n deaths: 0,\n demoTargetAlive: 1,\n friendlyPassed: 0,\n gameOver: 0,\n gameWon: 0,\n health: 100,\n hitDistanceTenths: 0,\n hitNormalXPercent: -101,\n hitNormalYPercent: -101,\n hitNormalZPercent: -101,\n lives: 3,\n pickups: 0,\n radiusInsideDeaths: 0,\n radiusMidAlive: 1,\n radiusNearAlive: 1,\n radiusOutsideAlive: -1,\n respawns: 0,\n scanCount: 0,\n score: 0,\n targetsRemaining: 1,\n wave: 1,\n wavesCleared: 0,\n wallBlocked: 0,\n phase: \"playing\",\n };\n\n override enter(ctx: GameCtx): SceneFrame {\n const camera = ctx.camera as PerspectiveCamera;\n const materials = createMaterials();\n setupSky(ctx.scene);\n setupLighting(ctx.scene, ctx.renderer.raw as Parameters[1]);\n setupPost(ctx.renderer, ctx.scene, camera);\n const loading = createLoadingScreen(ctx);\n ctx.add(camera);\n const rig = createArenaCamera(camera);\n ctx.viewport.resize();\n\n const arena = createArena(materials);\n ctx.add(arena.group);\n const arenaBody = (object: Mesh, shape: CollisionShape3D): RigidBody3D =>\n new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | HOSTILE_LAYER | FRIENDLY_LAYER,\n object,\n physics: ctx.physics,\n shape,\n type: \"fixed\",\n });\n arenaBody(arena.floor, CollisionShape3D.box(22, 0.4, 20));\n for (const wall of arena.walls) arenaBody(wall, CollisionShape3D.fromMesh(wall));\n\n const playerRef: { value?: Player } = {};\n const getPlayer = (): Player => {\n if (playerRef.value === undefined) throw new Error(\"Shooter player is not initialized.\");\n return playerRef.value;\n };\n const targets = new Map();\n const waveTargets: TargetEntry[] = [];\n const projectiles: Array<{ readonly id: string; readonly value: Projectile }> = [];\n let projectileIndex = 0;\n const waveDirector = new WaveDirector();\n const hitscan = new Hitscan();\n const spawnPoints = SPAWN_POINTS;\n const elapsed = { value: 0 };\n\n const createEnemyProjectile = (origin: Vector3): void => {\n const direction = getPlayer().mesh.position.clone().sub(origin).normalize();\n const id = `projectile.enemy.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n origin,\n direction,\n WORLD_LAYER | PLAYER_LAYER,\n (hit) => {\n if (hit.body.id === getPlayer().body.body.id) {\n getPlayer().takeDamage(20);\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-hit\" });\n }\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const registerTarget = (\n id: string,\n position: Vector3,\n options: ConstructorParameters[3] = {},\n scan = true,\n ): Target => {\n const target = new Target(ctx, materials, position, {\n ...options,\n onFire: options.onFire ?? createEnemyProjectile,\n });\n targets.set(target.body.body.id, target);\n ctx.entities.add(id, target);\n if (scan) target.startScanning(ctx, getPlayer().body.body.id);\n return target;\n };\n\n const removeEntity = (id: string): void => {\n if (ctx.entities.get(id) !== undefined) ctx.entities.remove(id);\n };\n\n const onDamage = (amount: number): void => {\n const previous = ctx.state.getState();\n ctx.state.set({ health: getPlayer().health, score: previous.score, armor: 0 });\n emitPlaytestEvent({ entity: \"player\", name: \"damaged\", amount });\n };\n\n const onDeath = (): void => {\n const previous = ctx.state.getState();\n const lives = Math.max(0, previous.lives - 1);\n const deaths = previous.deaths + 1;\n ctx.state.set({\n deaths,\n gameOver: lives === 0 ? 1 : 0,\n lives,\n phase: lives === 0 ? \"lost\" : \"dead\",\n });\n emitPlaytestEvent({ entity: \"player\", name: \"died\", lives });\n if (lives === 0) return;\n ctx.after(0.5, () => {\n waveDirector.reset();\n const spawn = spawnPoints.furthestFrom(waveTargets.map(({ target }) => target));\n getPlayer().respawn(spawn);\n const state = ctx.state.getState();\n ctx.state.set({\n health: getPlayer().health,\n phase: \"playing\",\n respawns: state.respawns + 1,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"respawned\" });\n });\n };\n\n const player = new Player(ctx, materials, SPAWN.clone(), onDamage, onDeath);\n playerRef.value = player;\n ctx.entities.add(\"player\", player);\n\n const demo = registerTarget(\n \"demo-target\",\n DEMO_POSITION,\n { health: 20, onFire: () => undefined },\n false,\n );\n registerTarget(\"scan-target\", SCAN_POSITION, { health: 20, onFire: () => undefined });\n const friendly = createFriendlyVisual(materials);\n friendly.name = \"friendly-drone\";\n friendly.position.set(0, 1, 2.2);\n ctx.add(friendly);\n const friendlyBody = new RigidBody3D({\n collisionLayer: FRIENDLY_LAYER,\n collisionMask: 0,\n object: friendly,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.9, 1.4, 0.9),\n type: \"fixed\",\n });\n\n const wall = createWallVisual(materials);\n wall.name = \"probe-wall\";\n wall.position.set(4, 1.4, 5);\n ctx.add(wall);\n const wallBody = new RigidBody3D({\n collisionLayer: WORLD_LAYER,\n collisionMask: PLAYER_LAYER | FRIENDLY_LAYER,\n object: wall,\n physics: ctx.physics,\n shape: CollisionShape3D.box(0.65, 2.8, 2.8),\n type: \"fixed\",\n });\n\n const radiusNear = registerTarget(\n \"radius.near\",\n new Vector3(0.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusMid = registerTarget(\n \"radius.mid\",\n new Vector3(-1.8, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n const radiusOutside = registerTarget(\n \"radius.outside\",\n new Vector3(6.5, 0.85, -4),\n { health: 30, onFire: () => undefined },\n false,\n );\n\n const pickup = new Pickup(\n ctx,\n materials,\n new Vector3(-1.2, SPAWN.y, SPAWN.z),\n player.body.body.id,\n () => {\n player.health = Math.min(player.maxHealth, player.health + 60);\n const state = ctx.state.getState();\n ctx.state.set({\n armor: state.armor + 1,\n health: player.health,\n pickups: state.pickups + 1,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"collected\" });\n ctx.after(4, () => pickup.respawn());\n },\n );\n ctx.entities.add(\"health-pickup\", pickup);\n\n const spawnWave = (wave: number): void => {\n const target = registerTarget(`wave.target.${wave}`, WAVE_POSITION.clone(), {\n health: 35,\n wave,\n });\n waveTargets.push({ id: `wave.target.${wave}`, target });\n ctx.state.set({ targetsRemaining: 1, wave });\n emitPlaytestEvent({ entity: \"wave\", name: \"started\", wave });\n };\n waveDirector.start(spawnWave);\n rig.snap(player.mesh.position);\n\n const fireHitscan = (): void => {\n const hit = hitscan.fire(ctx.physics, player.aimOrigin(), AIM, HOSTILE_LAYER);\n if (hit === undefined) return;\n const state = ctx.state.getState();\n const target = targets.get(hit.body.id);\n if (target !== undefined) applyDirectDamage(targets, hit.body.id, 40);\n const demoHit = hit.body.id === demo.body.body.id;\n ctx.state.set({\n demoTargetAlive: demo.alive ? 1 : 0,\n friendlyPassed: demoHit && friendlyBody.body.id !== hit.body.id ? 1 : state.friendlyPassed,\n ...(demoHit\n ? {\n hitDistanceTenths: Math.round(hit.distance * 10),\n hitNormalXPercent: Math.round(hit.normal.x * 100),\n hitNormalYPercent: Math.round(hit.normal.y * 100),\n hitNormalZPercent: Math.round(hit.normal.z * 100),\n }\n : {}),\n });\n emitPlaytestEvent({\n entity: \"player\",\n name: \"hit\",\n distanceTenths: Math.round(hit.distance * 10),\n });\n if (target?.alive === false) emitPlaytestEvent({ entity: \"target\", name: \"defeated\" });\n };\n\n const fireProjectile = (): void => {\n const id = `projectile.player.${projectileIndex++}`;\n const projectile = new Projectile(\n ctx,\n materials,\n player.aimOrigin(),\n AIM,\n HOSTILE_LAYER | WORLD_LAYER,\n (hit) => {\n if (applyDirectDamage(targets, hit.body.id, 22))\n emitPlaytestEvent({ entity: \"player\", name: \"projectile-defeated\" });\n },\n );\n projectiles.push({ id, value: projectile });\n ctx.entities.add(id, projectile);\n };\n\n const fireRadius = (): void => {\n applyRadiusDamage(ctx.physics, BLAST_CENTRE, 3.5, 80, targets);\n const insideDeaths = [radiusNear, radiusMid].filter(\n (target) => target.alive === false,\n ).length;\n ctx.state.set({\n radiusInsideDeaths: insideDeaths,\n radiusMidAlive: radiusMid.alive ? 1 : 0,\n radiusNearAlive: radiusNear.alive ? 1 : 0,\n radiusOutsideAlive: radiusOutside.alive ? 1 : 0,\n });\n emitPlaytestEvent({ entity: \"player\", name: \"radius-damage\", defeated: insideDeaths });\n };\n\n const probeWall = (): void => {\n const from = player.mesh.position.clone().add(new Vector3(0, 0.75, 0));\n const to = from.clone().add(new Vector3(10, 0, 0));\n const hit = hitscan.probe(ctx.physics, from, to, WORLD_LAYER | FRIENDLY_LAYER);\n if (hit?.body.id !== wallBody.body.id) return;\n ctx.state.set({ wallBlocked: 1 });\n emitPlaytestEvent({ entity: \"player\", name: \"wall-blocked\" });\n };\n\n const removeDeadTargets = (): void => {\n if (!demo.alive && ctx.entities.get(\"demo-target\") !== undefined) {\n removeEntity(\"demo-target\");\n targets.delete(demo.body.body.id);\n }\n for (let index = waveTargets.length - 1; index >= 0; index -= 1) {\n const entry = waveTargets[index];\n if (entry?.target.alive !== false) continue;\n removeEntity(entry.id);\n targets.delete(entry.target.body.body.id);\n waveTargets.splice(index, 1);\n }\n };\n\n const restart = (frameCtx: GameCtx): boolean => {\n if (!frameCtx.input.justPressed(\"restart\")) return false;\n frameCtx.state.set(Play.initialState);\n frameCtx.state.flush();\n void frameCtx.goto(\"play\");\n return true;\n };\n\n const handleInput = (frameCtx: GameCtx): void => {\n if (frameCtx.input.justPressed(\"fire\")) fireHitscan();\n if (frameCtx.input.justPressed(\"projectile\")) fireProjectile();\n if (frameCtx.input.justPressed(\"blast\")) fireRadius();\n if (frameCtx.input.justPressed(\"probe\")) probeWall();\n if (frameCtx.input.justPressed(\"damage\")) player.takeDamage(35);\n if (frameCtx.input.justPressed(\"lethal\")) player.takeDamage(player.health + 1);\n };\n\n const updateProjectiles = (frameCtx: GameCtx, dt: number): void => {\n for (const entry of [...projectiles]) {\n entry.value.update(frameCtx, dt);\n if (!entry.value.dead) continue;\n removeEntity(entry.id);\n projectiles.splice(projectiles.indexOf(entry), 1);\n }\n };\n\n const updateWaves = (frameCtx: GameCtx): void => {\n waveDirector.update(\n frameCtx,\n waveTargets.filter(({ target }) => target.alive).length,\n spawnWave,\n (wave) => {\n const state = frameCtx.state.getState();\n frameCtx.state.set({ score: state.score + 100, wavesCleared: waveDirector.cleared });\n emitPlaytestEvent({ entity: \"wave\", name: \"cleared\", wave });\n },\n );\n if (waveDirector.won) frameCtx.state.set({ gameWon: 1, phase: \"won\" });\n };\n\n const syncStateAndHud = (frameCtx: GameCtx): void => {\n const liveTargets = waveTargets.filter(({ target }) => target.alive).length;\n const currentScanCount = [...targets.values()].reduce(\n (sum, target) => sum + target.scanCount,\n 0,\n );\n const previous = frameCtx.state.getState();\n const scanCount = Math.max(previous.scanCount, currentScanCount);\n frameCtx.state.set({\n health: player.health,\n scanCount,\n targetsRemaining: liveTargets,\n wave: waveDirector.wave,\n wavesCleared: waveDirector.cleared,\n });\n };\n\n return (frameCtx, dt) => {\n loading.update();\n elapsed.value += dt;\n if (restart(frameCtx)) return;\n handleInput(frameCtx);\n\n player.update(frameCtx, dt);\n hitscan.update(dt);\n updateProjectiles(frameCtx, dt);\n for (const target of targets.values()) target.update(dt);\n pickup.update(dt);\n removeDeadTargets();\n updateWaves(frameCtx);\n syncStateAndHud(frameCtx);\n rig.follow(player.mesh.position, dt);\n };\n }\n}\n","numLines":429,"startLine":1,"totalLines":429}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015ZbMWCpCBT6Hizmk64YExe","type":"tool_result","content":"1\timport type { CollisionShape3D, IPhysicsBodyHandle, IPhysicsContext } from \"@threenative/physics\";\n2\timport type { Vector3 } from \"three\";\n3\t\n4\texport type SpacePoint = Pick;\n5\t\n6\texport interface IRayHit {\n7\t readonly body: IPhysicsBodyHandle;\n8\t readonly distance: number;\n9\t readonly entity?: string;\n10\t readonly normal: SpacePoint;\n11\t readonly position: SpacePoint;\n12\t}\n13\t\n14\texport interface IShapeHit {\n15\t readonly body: IPhysicsBodyHandle;\n16\t readonly entity?: string;\n17\t readonly position?: SpacePoint;\n18\t}\n19\t\n20\texport interface IPhysicsDirectSpaceState {\n21\t intersectRay(options: {\n22\t readonly collisionMask?: number;\n23\t readonly from: SpacePoint;\n24\t readonly maxResults?: number;\n25\t readonly to: SpacePoint;\n26\t }): IRayHit | undefined;\n27\t intersectShape(options: {\n28\t readonly collisionMask?: number;\n29\t readonly maxResults?: number;\n30\t readonly position: SpacePoint;\n31\t readonly shape: CollisionShape3D;\n32\t }): readonly IShapeHit[];\n33\t}\n34\t\n35\ttype QueryPhysics = IPhysicsContext & {\n36\t readonly directSpaceState: IPhysicsDirectSpaceState;\n37\t};\n38\t\n39\t/**\n40\t * PRD-088 is the only route to a collider query. The cast keeps this kit source-compatible with\n41\t * the dependency lane while that public field is being integrated; it is not a fallback query.\n42\t */\n43\texport function directSpaceState(physics: IPhysicsContext): IPhysicsDirectSpaceState {\n44\t const state = (physics as QueryPhysics).directSpaceState;\n45\t if (state === undefined) {\n46\t throw new Error(\"TN_SHOOTER_SPACE_MISSING: @threenative/physics directSpaceState is required.\");\n47\t }\n48\t return state;\n49\t}\n50\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"7ad46a3a-4399-4630-98ac-ec4296d11323","timestamp":"2026-08-19T07:23:45.022Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/physics.ts","content":"import type { CollisionShape3D, IPhysicsBodyHandle, IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\n\nexport type SpacePoint = Pick;\n\nexport interface IRayHit {\n readonly body: IPhysicsBodyHandle;\n readonly distance: number;\n readonly entity?: string;\n readonly normal: SpacePoint;\n readonly position: SpacePoint;\n}\n\nexport interface IShapeHit {\n readonly body: IPhysicsBodyHandle;\n readonly entity?: string;\n readonly position?: SpacePoint;\n}\n\nexport interface IPhysicsDirectSpaceState {\n intersectRay(options: {\n readonly collisionMask?: number;\n readonly from: SpacePoint;\n readonly maxResults?: number;\n readonly to: SpacePoint;\n }): IRayHit | undefined;\n intersectShape(options: {\n readonly collisionMask?: number;\n readonly maxResults?: number;\n readonly position: SpacePoint;\n readonly shape: CollisionShape3D;\n }): readonly IShapeHit[];\n}\n\ntype QueryPhysics = IPhysicsContext & {\n readonly directSpaceState: IPhysicsDirectSpaceState;\n};\n\n/**\n * PRD-088 is the only route to a collider query. The cast keeps this kit source-compatible with\n * the dependency lane while that public field is being integrated; it is not a fallback query.\n */\nexport function directSpaceState(physics: IPhysicsContext): IPhysicsDirectSpaceState {\n const state = (physics as QueryPhysics).directSpaceState;\n if (state === undefined) {\n throw new Error(\"TN_SHOOTER_SPACE_MISSING: @threenative/physics directSpaceState is required.\");\n }\n return state;\n}\n","numLines":50,"startLine":1,"totalLines":50}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"ca67614d-91e8-4786-940b-ee8ffc5ffbc1","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":200,"estimated_tokens_delta":150,"uuid":"81722725-6840-4d31-9424-c0de17ba26a8","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":210,"estimated_tokens_delta":10,"uuid":"12af6bd3-d07c-4dc3-8711-b011f699245d","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"assistant","message":{"model":"claude-sonnet-5","id":"msg_011CeBhwRguXBQyCqxEkPzT3","type":"message","role":"assistant","content":[{"type":"thinking","thinking":"","signature":"EsIGCp4BCBAYAipAUpuxp5FUi0kohPC2AlCDw7IeHWGimUwzn6QN3SHc8W/bSG+mf1zFb1X0VCEJbmyrI7PmoqaDgvjSePOiwW7JODIPY2xhdWRlLXNvbm5ldC01OABCCHRoaW5raW5nWiQ3ZmRkZmE0MC05MWIyLTRkOWQtODQ0NS00MWI0NGZlNWQ2NTZyEGtwAdPyRGaMhIDCjV/13HyIAQESDGVmJcOt6NT9kMn2BBoMp6zKNgwfpGs2HsxTIjCg+WomXzW7CAwjOBDFKY2Pb6JlREH5f0D5WMrka7Il1iK6gibET6Yu/0Ks+4GsteUq0AS3tINX4dOA7EQqp6agYMnG0+PI9d5TDjWZw6YA5Oda2SE4majHidosJx6xw3nWvtTBTTULJk7kWc+fb23HzulZthAULLUk45kAmLkyI4V+idSCH/1wiKeKSqQZi7AMycaz+rwrrZgEZ+alntkqommxI/f2EBg36AIrT4MnKlw0plk34wkkzrogsV2qxueawqGSV52/3E8WGgwVxHVBEVJPeO7yHMl7CTyDl5rcvsbnpEBdrdxVRj3FckxbyU8vvN+2YQ9uBt7bgViq/bZoPzRm4ap1Kdg1Y2Ww3bBeGp4YxyqW5PCha56bYE1/NeozVNb/pNluxR8jCyPAB353jyF/C42NQR6YyNKGUSLT7h9osG8disPmuCidJQ5ImArd/Kmn1DQJBP/W2iFwZrDX6DBO99cO67VrfMMhxJJYDgLeN1GWn0o0dIb21UxSs/Jxhlbw4iODJ9U9qhcnJNUldfXyDdgeE0dVj2Dh9TuzgWlpkb0wVGl3YJigJ1TPbRbanjhJUXDiqWtC95JCv4KwWP1qVxCAQbokLWe6MhF1gGHYnW+VzJCkE7W6jUp59a0yy1kQ69lc7tE3iZm86jsuIBZXR9zfByve4qiDOm1YyTZpkPoY2X1no84UzjxuugBYWvzYE95tN8KuHKlr30GwWwvaYSSfWk4oKAg5AdQ476ui7mT1b85qScoqefvVtAvkBZB7M+KHrToXNlwppRKu8t/6SaYL1MB3f/wr4ulBRuhCDxI3LisZA+DMhu7GwDdDaI+oUMUEdu91u3UIChuPMkuDGAE="}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":11805,"cache_read_input_tokens":52459,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":11805},"output_tokens":8,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"5d4ca318-0fc1-475c-878e-9f36eb29d20f","timestamp":"2026-08-19T07:23:48.477Z","request_id":"req_011CeBhwQYwwZd2zFodGHZG6"} -{"type":"assistant","message":{"model":"claude-sonnet-5","id":"msg_011CeBhwRguXBQyCqxEkPzT3","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01BE2p3S3daVg6qhgBmXvLy7","name":"Read","input":{"file_path":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/render/shapes.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":11805,"cache_read_input_tokens":52459,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":11805},"output_tokens":8,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"f5965253-1143-4719-858d-8935192590be","timestamp":"2026-08-19T07:23:49.526Z","request_id":"req_011CeBhwQYwwZd2zFodGHZG6"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01BE2p3S3daVg6qhgBmXvLy7","type":"tool_result","content":"1\t// Generated for you. All arena silhouettes and gameplay visuals start here.\n2\timport {\n3\t BufferAttribute,\n4\t BufferGeometry,\n5\t CylinderGeometry,\n6\t Group,\n7\t type Material,\n8\t Mesh,\n9\t SphereGeometry,\n10\t} from \"three\";\n11\t\n12\timport type { ReturnTypeOfMaterials } from \"./types.js\";\n13\t\n14\tconst roundedCache = new Map();\n15\t\n16\texport type ShooterMaterials = ReturnTypeOfMaterials;\n17\t\n18\tfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n19\t const halfX = width / 2;\n20\t const halfY = height / 2;\n21\t const halfZ = depth / 2;\n22\t const positions = new Float32Array([\n23\t -halfX,\n24\t -halfY,\n25\t -halfZ,\n26\t halfX,\n27\t -halfY,\n28\t -halfZ,\n29\t halfX,\n30\t halfY,\n31\t -halfZ,\n32\t -halfX,\n33\t halfY,\n34\t -halfZ,\n35\t -halfX,\n36\t -halfY,\n37\t halfZ,\n38\t halfX,\n39\t -halfY,\n40\t halfZ,\n41\t halfX,\n42\t halfY,\n43\t halfZ,\n44\t -halfX,\n45\t halfY,\n46\t halfZ,\n47\t ]);\n48\t const normals = new Float32Array(positions.length);\n49\t for (let index = 0; index < positions.length; index += 3) {\n50\t const x = positions[index] ?? 0;\n51\t const y = positions[index + 1] ?? 0;\n52\t const z = positions[index + 2] ?? 0;\n53\t const length = Math.hypot(x, y, z) || 1;\n54\t normals[index] = x / length;\n55\t normals[index + 1] = y / length;\n56\t normals[index + 2] = z / length;\n57\t }\n58\t const geometry = new BufferGeometry();\n59\t geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n60\t geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n61\t geometry.setIndex([\n62\t 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n63\t 3, 4, 3, 7,\n64\t ]);\n65\t return geometry;\n66\t}\n67\t\n68\tfunction roundedBox(\n69\t width: number,\n70\t height: number,\n71\t depth: number,\n72\t radius = 0.12,\n73\t segments = 1,\n74\t): BufferGeometry {\n75\t const key = `${width},${height},${depth},${radius},${segments}`;\n76\t const cached = roundedCache.get(key);\n77\t if (cached !== undefined) return cached;\n78\t const geometry = compactBox(width, height, depth);\n79\t roundedCache.set(key, geometry);\n80\t return geometry;\n81\t}\n82\t\n83\tfunction shadowed(mesh: Mesh, cast = true): Mesh {\n84\t mesh.castShadow = cast;\n85\t mesh.receiveShadow = true;\n86\t return mesh;\n87\t}\n88\t\n89\tfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n90\t return shadowed(new Mesh(roundedBox(width, height, depth), material));\n91\t}\n92\t\n93\texport function createArena(materials: ShooterMaterials) {\n94\t const group = new Group();\n95\t group.name = \"arena\";\n96\t const floor = block(22, 0.4, 20, materials.arena);\n97\t floor.name = \"arena-floor\";\n98\t floor.position.set(0, -0.2, -2);\n99\t group.add(floor);\n100\t const walls = [\n101\t { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n102\t { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n103\t { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n104\t ].map(({ depth, position, width }, index) => {\n105\t const wall = block(width, 3.8, depth, materials.shadow);\n106\t wall.name = `arena-wall-${index}`;\n107\t wall.position.set(position[0], position[1], position[2]);\n108\t group.add(wall);\n109\t return wall;\n110\t });\n111\t for (let x = -9; x <= 9; x += 3) {\n112\t const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n113\t strip.position.set(x, 0.012, -2);\n114\t strip.castShadow = false;\n115\t strip.receiveShadow = false;\n116\t group.add(strip);\n117\t }\n118\t for (let z = -11; z <= 7; z += 3) {\n119\t const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n120\t strip.position.set(0, 0.014, z);\n121\t strip.castShadow = false;\n122\t strip.receiveShadow = false;\n123\t group.add(strip);\n124\t }\n125\t return { floor, group, walls };\n126\t}\n127\t\n128\texport function createPlayerVisual(materials: ShooterMaterials): Group {\n129\t const group = new Group();\n130\t group.name = \"player-visual\";\n131\t const body = block(0.76, 1.35, 0.76, materials.player);\n132\t body.position.y = 0.62;\n133\t group.add(body);\n134\t const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n135\t visor.position.set(0, 0.88, -0.4);\n136\t visor.castShadow = true;\n137\t group.add(visor);\n138\t const muzzle = new Mesh(\n139\t new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n140\t materials.shadow,\n141\t );\n142\t muzzle.position.set(0, 0.52, -0.55);\n143\t muzzle.castShadow = true;\n144\t group.add(muzzle);\n145\t return group;\n146\t}\n147\t\n148\texport function createTargetVisual(materials: ShooterMaterials): Group {\n149\t const group = new Group();\n150\t group.name = \"target-visual\";\n151\t const body = block(1.2, 1.8, 1, materials.hostile);\n152\t body.position.y = 0.9;\n153\t group.add(body);\n154\t const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n155\t ring.position.y = 0.9;\n156\t ring.castShadow = true;\n157\t group.add(ring);\n158\t const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n159\t crossbar.position.y = 0.9;\n160\t crossbar.castShadow = true;\n161\t group.add(crossbar);\n162\t return group;\n163\t}\n164\t\n165\texport function createFriendlyVisual(materials: ShooterMaterials): Group {\n166\t const group = new Group();\n167\t const body = block(0.9, 1.4, 0.9, materials.player);\n168\t body.position.y = 0.7;\n169\t group.add(body);\n170\t const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n171\t antenna.position.y = 1.65;\n172\t group.add(antenna);\n173\t return group;\n174\t}\n175\t\n176\texport function createWallVisual(materials: ShooterMaterials): Mesh {\n177\t return block(0.65, 2.8, 2.8, materials.shadow);\n178\t}\n179\t\n180\texport function createPickupVisual(materials: ShooterMaterials): Group {\n181\t const group = new Group();\n182\t const base = block(0.65, 0.12, 0.65, materials.trim);\n183\t base.position.y = 0.06;\n184\t group.add(base);\n185\t const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n186\t orb.position.y = 0.45;\n187\t orb.castShadow = true;\n188\t group.add(orb);\n189\t return group;\n190\t}\n191\t\n192\texport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n193\t return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n194\t}\n195\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"b6b2f712-5a4d-4ad6-8db4-53e5908f0762","timestamp":"2026-08-19T07:23:49.533Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/render/shapes.ts","content":"// Generated for you. All arena silhouettes and gameplay visuals start here.\nimport {\n BufferAttribute,\n BufferGeometry,\n CylinderGeometry,\n Group,\n type Material,\n Mesh,\n SphereGeometry,\n} from \"three\";\n\nimport type { ReturnTypeOfMaterials } from \"./types.js\";\n\nconst roundedCache = new Map();\n\nexport type ShooterMaterials = ReturnTypeOfMaterials;\n\nfunction compactBox(width: number, height: number, depth: number): BufferGeometry {\n const halfX = width / 2;\n const halfY = height / 2;\n const halfZ = depth / 2;\n const positions = new Float32Array([\n -halfX,\n -halfY,\n -halfZ,\n halfX,\n -halfY,\n -halfZ,\n halfX,\n halfY,\n -halfZ,\n -halfX,\n halfY,\n -halfZ,\n -halfX,\n -halfY,\n halfZ,\n halfX,\n -halfY,\n halfZ,\n halfX,\n halfY,\n halfZ,\n -halfX,\n halfY,\n halfZ,\n ]);\n const normals = new Float32Array(positions.length);\n for (let index = 0; index < positions.length; index += 3) {\n const x = positions[index] ?? 0;\n const y = positions[index + 1] ?? 0;\n const z = positions[index + 2] ?? 0;\n const length = Math.hypot(x, y, z) || 1;\n normals[index] = x / length;\n normals[index + 1] = y / length;\n normals[index + 2] = z / length;\n }\n const geometry = new BufferGeometry();\n geometry.setAttribute(\"position\", new BufferAttribute(positions, 3));\n geometry.setAttribute(\"normal\", new BufferAttribute(normals, 3));\n geometry.setIndex([\n 0, 1, 2, 0, 2, 3, 4, 6, 5, 4, 7, 6, 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 4, 0,\n 3, 4, 3, 7,\n ]);\n return geometry;\n}\n\nfunction roundedBox(\n width: number,\n height: number,\n depth: number,\n radius = 0.12,\n segments = 1,\n): BufferGeometry {\n const key = `${width},${height},${depth},${radius},${segments}`;\n const cached = roundedCache.get(key);\n if (cached !== undefined) return cached;\n const geometry = compactBox(width, height, depth);\n roundedCache.set(key, geometry);\n return geometry;\n}\n\nfunction shadowed(mesh: Mesh, cast = true): Mesh {\n mesh.castShadow = cast;\n mesh.receiveShadow = true;\n return mesh;\n}\n\nfunction block(width: number, height: number, depth: number, material: Material): Mesh {\n return shadowed(new Mesh(roundedBox(width, height, depth), material));\n}\n\nexport function createArena(materials: ShooterMaterials) {\n const group = new Group();\n group.name = \"arena\";\n const floor = block(22, 0.4, 20, materials.arena);\n floor.name = \"arena-floor\";\n floor.position.set(0, -0.2, -2);\n group.add(floor);\n const walls = [\n { depth: 20, position: [-11, 1.7, -2] as const, width: 0.4 },\n { depth: 20, position: [11, 1.7, -2] as const, width: 0.4 },\n { depth: 0.4, position: [0, 1.7, -12] as const, width: 22 },\n ].map(({ depth, position, width }, index) => {\n const wall = block(width, 3.8, depth, materials.shadow);\n wall.name = `arena-wall-${index}`;\n wall.position.set(position[0], position[1], position[2]);\n group.add(wall);\n return wall;\n });\n for (let x = -9; x <= 9; x += 3) {\n const strip = new Mesh(compactBox(0.035, 0.012, 19), materials.trim);\n strip.position.set(x, 0.012, -2);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n for (let z = -11; z <= 7; z += 3) {\n const strip = new Mesh(compactBox(21, 0.012, 0.035), materials.trim);\n strip.position.set(0, 0.014, z);\n strip.castShadow = false;\n strip.receiveShadow = false;\n group.add(strip);\n }\n return { floor, group, walls };\n}\n\nexport function createPlayerVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"player-visual\";\n const body = block(0.76, 1.35, 0.76, materials.player);\n body.position.y = 0.62;\n group.add(body);\n const visor = new Mesh(compactBox(0.56, 0.22, 0.08), materials.trim);\n visor.position.set(0, 0.88, -0.4);\n visor.castShadow = true;\n group.add(visor);\n const muzzle = new Mesh(\n new CylinderGeometry(0.08, 0.1, 0.5, 6).rotateX(Math.PI / 2),\n materials.shadow,\n );\n muzzle.position.set(0, 0.52, -0.55);\n muzzle.castShadow = true;\n group.add(muzzle);\n return group;\n}\n\nexport function createTargetVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n group.name = \"target-visual\";\n const body = block(1.2, 1.8, 1, materials.hostile);\n body.position.y = 0.9;\n group.add(body);\n const ring = new Mesh(compactBox(1.4, 0.08, 0.08), materials.trim);\n ring.position.y = 0.9;\n ring.castShadow = true;\n group.add(ring);\n const crossbar = new Mesh(compactBox(0.08, 0.08, 1.4), materials.trim);\n crossbar.position.y = 0.9;\n crossbar.castShadow = true;\n group.add(crossbar);\n return group;\n}\n\nexport function createFriendlyVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const body = block(0.9, 1.4, 0.9, materials.player);\n body.position.y = 0.7;\n group.add(body);\n const antenna = new Mesh(new CylinderGeometry(0.04, 0.04, 0.5, 8), materials.trim);\n antenna.position.y = 1.65;\n group.add(antenna);\n return group;\n}\n\nexport function createWallVisual(materials: ShooterMaterials): Mesh {\n return block(0.65, 2.8, 2.8, materials.shadow);\n}\n\nexport function createPickupVisual(materials: ShooterMaterials): Group {\n const group = new Group();\n const base = block(0.65, 0.12, 0.65, materials.trim);\n base.position.y = 0.06;\n group.add(base);\n const orb = new Mesh(new SphereGeometry(0.25, 4, 3), materials.player);\n orb.position.y = 0.45;\n orb.castShadow = true;\n group.add(orb);\n return group;\n}\n\nexport function createProjectileVisual(materials: ShooterMaterials): Mesh {\n return shadowed(new Mesh(new SphereGeometry(0.12, 4, 3), materials.trim), false);\n}\n","numLines":195,"startLine":1,"totalLines":195}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01YVTkz82NNG23QPMho24gEE","type":"tool_result","content":"1\t// Generated for you: ordinary Three.js materials, owned by this game.\n2\timport { MeshStandardMaterial } from \"three\";\n3\timport { palette } from \"./palette.js\";\n4\t\n5\texport function createMaterials() {\n6\t return {\n7\t arena: new MeshStandardMaterial({ color: palette.arena, metalness: 0.35, roughness: 0.62 }),\n8\t accent: new MeshStandardMaterial({\n9\t color: palette.accent,\n10\t emissive: palette.accent,\n11\t emissiveIntensity: 0.24,\n12\t metalness: 0.2,\n13\t roughness: 0.38,\n14\t }),\n15\t hostile: new MeshStandardMaterial({\n16\t color: palette.hostile,\n17\t emissive: palette.hostile,\n18\t emissiveIntensity: 0.7,\n19\t metalness: 0.1,\n20\t roughness: 0.3,\n21\t }),\n22\t player: new MeshStandardMaterial({\n23\t color: palette.player,\n24\t emissive: palette.player,\n25\t emissiveIntensity: 0.22,\n26\t metalness: 0.35,\n27\t roughness: 0.34,\n28\t }),\n29\t shadow: new MeshStandardMaterial({ color: 0x101820, metalness: 0.5, roughness: 0.7 }),\n30\t trim: new MeshStandardMaterial({\n31\t color: palette.accent,\n32\t emissive: palette.accent,\n33\t emissiveIntensity: 0.45,\n34\t metalness: 0.45,\n35\t roughness: 0.28,\n36\t }),\n37\t };\n38\t}\n39\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"00b40293-2c82-4fb4-abeb-5126de965bae","timestamp":"2026-08-19T07:23:50.085Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/render/materials.ts","content":"// Generated for you: ordinary Three.js materials, owned by this game.\nimport { MeshStandardMaterial } from \"three\";\nimport { palette } from \"./palette.js\";\n\nexport function createMaterials() {\n return {\n arena: new MeshStandardMaterial({ color: palette.arena, metalness: 0.35, roughness: 0.62 }),\n accent: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.24,\n metalness: 0.2,\n roughness: 0.38,\n }),\n hostile: new MeshStandardMaterial({\n color: palette.hostile,\n emissive: palette.hostile,\n emissiveIntensity: 0.7,\n metalness: 0.1,\n roughness: 0.3,\n }),\n player: new MeshStandardMaterial({\n color: palette.player,\n emissive: palette.player,\n emissiveIntensity: 0.22,\n metalness: 0.35,\n roughness: 0.34,\n }),\n shadow: new MeshStandardMaterial({ color: 0x101820, metalness: 0.5, roughness: 0.7 }),\n trim: new MeshStandardMaterial({\n color: palette.accent,\n emissive: palette.accent,\n emissiveIntensity: 0.45,\n metalness: 0.45,\n roughness: 0.28,\n }),\n };\n}\n","numLines":39,"startLine":1,"totalLines":39}}} 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GamePhase;\n29\t};\n30\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"d4ba3579-c010-47a7-a565-1508f056cafd","timestamp":"2026-08-19T07:23:50.684Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/state.ts","content":"export type GamePhase = \"playing\" | \"dead\" | \"won\" | \"lost\";\n\nexport type GameState = {\n armor: number;\n deaths: number;\n demoTargetAlive: number;\n friendlyPassed: number;\n gameOver: number;\n gameWon: number;\n health: number;\n hitDistanceTenths: number;\n hitNormalXPercent: number;\n hitNormalYPercent: number;\n hitNormalZPercent: number;\n lives: number;\n pickups: number;\n radiusInsideDeaths: number;\n radiusMidAlive: number;\n radiusNearAlive: number;\n radiusOutsideAlive: number;\n respawns: number;\n scanCount: number;\n score: number;\n targetsRemaining: number;\n wave: number;\n wavesCleared: number;\n wallBlocked: number;\n phase: GamePhase;\n};\n","numLines":30,"startLine":1,"totalLines":30}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01M5FXPu7hbsQ8sZtu4Uxru7","type":"tool_result","content":"1\timport type { ICtx, ScheduleHandle } from \"@threenative/core\";\n2\timport type { GameState } from \"./state.js\";\n3\t\n4\ttype GameCtx = ICtx;\n5\t\n6\texport class WaveDirector {\n7\t static readonly MAX_WAVES = 5;\n8\t wave = 0;\n9\t cleared = 0;\n10\t won = false;\n11\t #pending = false;\n12\t #nextHandle: ScheduleHandle | undefined;\n13\t\n14\t start(create: (wave: number) => void): void {\n15\t if (this.wave !== 0) throw new Error(\"WaveDirector can only start once.\");\n16\t this.wave = 1;\n17\t create(this.wave);\n18\t }\n19\t\n20\t reset(): void {\n21\t this.#nextHandle?.cancel();\n22\t this.#nextHandle = undefined;\n23\t this.#pending = false;\n24\t this.cleared = 0;\n25\t this.wave = 1;\n26\t this.won = false;\n27\t }\n28\t\n29\t update(\n30\t ctx: GameCtx,\n31\t liveTargets: number,\n32\t create: (wave: number) => void,\n33\t onClear: (wave: number) => void,\n34\t ): void {\n35\t if (this.won || this.#pending || liveTargets > 0 || this.wave === 0) return;\n36\t this.cleared = Math.max(this.cleared, this.wave);\n37\t onClear(this.wave);\n38\t if (this.wave >= WaveDirector.MAX_WAVES) {\n39\t this.won = true;\n40\t return;\n41\t }\n42\t this.#pending = true;\n43\t this.#nextHandle = ctx.after(0.6, () => {\n44\t this.#nextHandle = undefined;\n45\t this.wave += 1;\n46\t this.#pending = false;\n47\t create(this.wave);\n48\t });\n49\t }\n50\t}\n51\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"e2aae6b9-3a70-4618-95d5-37311578e428","timestamp":"2026-08-19T07:23:51.119Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/waves.ts","content":"import type { ICtx, ScheduleHandle } from \"@threenative/core\";\nimport type { GameState } from \"./state.js\";\n\ntype GameCtx = ICtx;\n\nexport class WaveDirector {\n static readonly MAX_WAVES = 5;\n wave = 0;\n cleared = 0;\n won = false;\n #pending = false;\n #nextHandle: ScheduleHandle | undefined;\n\n start(create: (wave: number) => void): void {\n if (this.wave !== 0) throw new Error(\"WaveDirector can only start once.\");\n this.wave = 1;\n create(this.wave);\n }\n\n reset(): void {\n this.#nextHandle?.cancel();\n this.#nextHandle = undefined;\n this.#pending = false;\n this.cleared = 0;\n this.wave = 1;\n this.won = false;\n }\n\n update(\n ctx: GameCtx,\n liveTargets: number,\n create: (wave: number) => void,\n onClear: (wave: number) => void,\n ): void {\n if (this.won || this.#pending || liveTargets > 0 || this.wave === 0) return;\n this.cleared = Math.max(this.cleared, this.wave);\n onClear(this.wave);\n if (this.wave >= WaveDirector.MAX_WAVES) {\n this.won = true;\n return;\n }\n this.#pending = true;\n this.#nextHandle = ctx.after(0.6, () => {\n this.#nextHandle = undefined;\n this.wave += 1;\n this.#pending = false;\n create(this.wave);\n });\n }\n}\n","numLines":51,"startLine":1,"totalLines":51}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"dbb95daf-5879-44b7-9909-368c48b9a924","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":200,"estimated_tokens_delta":150,"uuid":"8384b426-0559-4e18-9aa2-31fd76b2535c","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":236,"estimated_tokens_delta":36,"uuid":"3af96bd3-8d7d-4b7f-b755-6d3b911490c3","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} 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definitions"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":5572,"cache_read_input_tokens":64264,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":5572},"output_tokens":7,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"386c957c-268d-4205-8a63-c91a66de54dd","timestamp":"2026-08-19T07:23:57.455Z","request_id":"req_011CeBhwrzRLdWxmmUtJXYp3"} -{"type":"user","message":{"role":"user","content":[{"type":"tool_result","content":"Exit code 123","is_error":true,"tool_use_id":"toolu_01MHJD9vFjxuLCmCvWx4XSxe"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"0815fd1f-ac38-4587-a966-2d784a2cc8bf","timestamp":"2026-08-19T07:23:57.505Z","tool_use_result":"Error: Exit code 123"} -{"type":"assistant","message":{"model":"claude-sonnet-5","id":"msg_011CeBhwt2gUDjvh7N3Vf2yg","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01JcJMTm3d3dT6wbjT5bwMMY","name":"Read","input":{"file_path":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/entities/Pickup.ts"},"caller":{"type":"direct"}}],"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":5572,"cache_read_input_tokens":64264,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":5572},"output_tokens":7,"service_tier":"standard","inference_geo":"not_available"},"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"84ab4227-71e6-43ad-9d3d-c8c9e620affd","timestamp":"2026-08-19T07:23:58.324Z","request_id":"req_011CeBhwrzRLdWxmmUtJXYp3"} -{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JcJMTm3d3dT6wbjT5bwMMY","type":"tool_result","content":"1\timport type { ICtx } from \"@threenative/core\";\n2\timport { Area3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\n3\timport type { Group, Vector3 } from \"three\";\n4\timport { createPickupVisual } from \"../render/shapes.js\";\n5\timport type { GameState } from \"../state.js\";\n6\timport { PLAYER_LAYER } from \"./Player.js\";\n7\t\n8\ttype GameCtx = ICtx;\n9\t\n10\texport class Pickup {\n11\t readonly mesh: Group;\n12\t readonly area: Area3D;\n13\t readonly tags = [\"pickup\", \"health\"];\n14\t collected = false;\n15\t #base: Vector3;\n16\t #time = 0;\n17\t #unsubscribe: () => void;\n18\t #onCollect: () => void;\n19\t\n20\t constructor(\n21\t ctx: GameCtx,\n22\t materials: Parameters[0],\n23\t position: Vector3,\n24\t playerBodyId: number,\n25\t onCollect: () => void,\n26\t ) {\n27\t this.#base = position.clone();\n28\t this.#onCollect = onCollect;\n29\t this.mesh = createPickupVisual(materials);\n30\t this.mesh.position.copy(position);\n31\t ctx.add(this.mesh);\n32\t this.area = new Area3D({\n33\t collisionMask: PLAYER_LAYER,\n34\t entity: \"health-pickup\",\n35\t physics: ctx.physics,\n36\t position,\n37\t shape: CollisionShape3D.sphere(0.25),\n38\t });\n39\t this.#unsubscribe = this.area.on(\"bodyEntered\", (body) => {\n40\t if (this.collected || body.body.id !== playerBodyId) return;\n41\t this.collected = true;\n42\t this.mesh.visible = false;\n43\t this.area.monitoring = false;\n44\t this.#onCollect();\n45\t });\n46\t }\n47\t\n48\t update(dt: number): void {\n49\t if (this.collected) return;\n50\t this.#time += dt;\n51\t this.mesh.rotation.y += dt * 2.6;\n52\t this.mesh.position.y = this.#base.y + Math.sin(this.#time * 3) * 0.12;\n53\t }\n54\t\n55\t respawn(): void {\n56\t this.collected = false;\n57\t this.mesh.visible = true;\n58\t this.area.monitoring = true;\n59\t }\n60\t\n61\t debug(): Record {\n62\t return { collected: this.collected, position: this.mesh.position.toArray() };\n63\t }\n64\t\n65\t dispose(): void {\n66\t this.#unsubscribe();\n67\t this.area.dispose();\n68\t this.mesh.removeFromParent();\n69\t }\n70\t}\n71\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"05319d3d-9b93-435b-b7de-afa4cdb3a665","timestamp":"2026-08-19T07:23:58.327Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/entities/Pickup.ts","content":"import type { ICtx } from \"@threenative/core\";\nimport { Area3D, CollisionShape3D, type IPhysicsContext } from \"@threenative/physics\";\nimport type { Group, Vector3 } from \"three\";\nimport { createPickupVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\nimport { PLAYER_LAYER } from \"./Player.js\";\n\ntype GameCtx = ICtx;\n\nexport class Pickup {\n readonly mesh: Group;\n readonly area: Area3D;\n readonly tags = [\"pickup\", \"health\"];\n collected = false;\n #base: Vector3;\n #time = 0;\n #unsubscribe: () => void;\n #onCollect: () => void;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n position: Vector3,\n playerBodyId: number,\n onCollect: () => void,\n ) {\n this.#base = position.clone();\n this.#onCollect = onCollect;\n this.mesh = createPickupVisual(materials);\n this.mesh.position.copy(position);\n ctx.add(this.mesh);\n this.area = new Area3D({\n collisionMask: PLAYER_LAYER,\n entity: \"health-pickup\",\n physics: ctx.physics,\n position,\n shape: CollisionShape3D.sphere(0.25),\n });\n this.#unsubscribe = this.area.on(\"bodyEntered\", (body) => {\n if (this.collected || body.body.id !== playerBodyId) return;\n this.collected = true;\n this.mesh.visible = false;\n this.area.monitoring = false;\n this.#onCollect();\n });\n }\n\n update(dt: number): void {\n if (this.collected) return;\n this.#time += dt;\n this.mesh.rotation.y += dt * 2.6;\n this.mesh.position.y = this.#base.y + Math.sin(this.#time * 3) * 0.12;\n }\n\n respawn(): void {\n this.collected = false;\n this.mesh.visible = true;\n this.area.monitoring = true;\n }\n\n debug(): Record {\n return { collected: this.collected, position: this.mesh.position.toArray() };\n }\n\n dispose(): void {\n this.#unsubscribe();\n this.area.dispose();\n this.mesh.removeFromParent();\n }\n}\n","numLines":71,"startLine":1,"totalLines":71}}} 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| number;\n readonly entity: string;\n readonly name: string;\n};\n\nconst pendingEvents: PlaytestEvent[] = [];\n\nexport function emitPlaytestEvent(event: PlaytestEvent): void {\n pendingEvents.push(event);\n}\n\nexport function drainPlaytestEvents(): PlaytestEvent[] {\n return pendingEvents.splice(0);\n}\n","numLines":16,"startLine":1,"totalLines":16}}} -{"type":"assistant","message":{"model":"claude-sonnet-5","id":"msg_011CeBhwt2gUDjvh7N3Vf2yg","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01WiuZD5gVeYkiVfgvyCwm8M","name":"Bash","input":{"command":"ls /home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/playtests/","description":"List existing playtest scenario 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01HDcKQXv288NNwHeXnfyu9w","type":"tool_result","content":"1\t{\n2\t \"name\": \"shooter-contract-and-loop\",\n3\t \"target\": \"web\",\n4\t \"schemaVersion\": 1,\n5\t \"viewport\": { \"width\": 1280, \"height\": 720 },\n6\t \"warmupFrames\": 10,\n7\t \"subject\": \"player\",\n8\t \"steps\": [\n9\t {\n10\t \"kind\": \"input\",\n11\t \"label\": \"geometry-and-layer-filter\",\n12\t \"press\": \"KeyF\",\n13\t \"holdTicks\": 1,\n14\t \"release\": true\n15\t },\n16\t {\n17\t \"kind\": \"input\",\n18\t \"label\": \"wall-layer-filter\",\n19\t \"press\": \"KeyC\",\n20\t \"holdTicks\": 1,\n21\t \"release\": true\n22\t },\n23\t { \"kind\": \"input\", \"label\": \"radius-set\", \"press\": \"KeyE\", \"holdTicks\": 1, \"release\": true },\n24\t { \"kind\": \"wait\", \"label\": \"scan-window\", \"waitTicks\": 300, \"release\": true },\n25\t { \"kind\": \"input\", \"label\": \"damage\", \"press\": \"KeyH\", \"holdTicks\": 1, \"release\": true },\n26\t { \"kind\": \"input\", \"label\": \"death\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n27\t { \"kind\": \"wait\", \"label\": \"respawn\", \"waitTicks\": 35, \"release\": true },\n28\t { \"kind\": \"input\", \"label\": \"pickup\", \"press\": \"KeyA\", \"holdTicks\": 8, \"release\": true },\n29\t { \"kind\": \"input\", \"label\": \"pickup-return\", \"press\": \"KeyD\", \"holdTicks\": 8, \"release\": true },\n30\t { \"kind\": \"input\", \"label\": \"wave-1-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n31\t { \"kind\": \"wait\", \"label\": \"wave-2-ready\", \"waitTicks\": 45, \"release\": true },\n32\t { \"kind\": \"input\", \"label\": \"wave-2-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n33\t { \"kind\": \"wait\", \"label\": \"wave-3-ready\", \"waitTicks\": 45, \"release\": true },\n34\t { \"kind\": \"input\", \"label\": \"wave-3-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n35\t { \"kind\": \"wait\", \"label\": \"wave-4-ready\", \"waitTicks\": 45, \"release\": true },\n36\t { \"kind\": \"input\", \"label\": \"wave-4-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n37\t { \"kind\": \"wait\", \"label\": \"wave-5-ready\", \"waitTicks\": 45, \"release\": true },\n38\t { \"kind\": \"input\", \"label\": \"wave-5-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n39\t { \"kind\": \"wait\", \"label\": \"win-settled\", \"waitTicks\": 45, \"release\": true }\n40\t ],\n41\t \"assert\": {\n42\t \"diagnostics\": {\n43\t \"noNetworkErrors\": true,\n44\t \"noRuntimeDiagnostics\": false,\n45\t \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n46\t \"runtimeReady\": true\n47\t },\n48\t \"resources\": [\n49\t { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n50\t { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n51\t { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n52\t { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n53\t { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n54\t { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },\n55\t { \"id\": \"state\", \"path\": \"radiusInsideDeaths\", \"equals\": 2, \"changed\": true },\n56\t { \"id\": \"state\", \"path\": \"radiusNearAlive\", \"equals\": 0, \"changed\": true },\n57\t { \"id\": \"state\", \"path\": \"radiusMidAlive\", \"equals\": 0, \"changed\": true },\n58\t { \"id\": \"state\", \"path\": \"radiusOutsideAlive\", \"equals\": 1 },\n59\t { \"id\": \"state\", \"path\": \"scanCount\", \"gte\": 100, \"changed\": true },\n60\t { \"id\": \"state\", \"path\": \"health\", \"atSteps\": [{ \"label\": \"damage\", \"equals\": 65 }] },\n61\t { \"id\": \"state\", \"path\": \"deaths\", \"atSteps\": [{ \"label\": \"death\", \"equals\": 1 }] },\n62\t { \"id\": \"state\", \"path\": \"respawns\", \"atSteps\": [{ \"label\": \"respawn\", \"equals\": 1 }] },\n63\t { \"id\": \"state\", \"path\": \"pickups\", \"atSteps\": [{ \"label\": \"pickup\", \"equals\": 1 }] },\n64\t { \"id\": \"state\", \"path\": \"wavesCleared\", \"equals\": 5, \"changed\": true },\n65\t { \"id\": \"state\", \"path\": \"gameWon\", \"equals\": 1, \"changed\": true }\n66\t ],\n67\t \"components\": [\n68\t {\n69\t \"entity\": \"scan-target\",\n70\t \"component\": \"selected\",\n71\t \"atSteps\": [{ \"label\": \"scan-window\", \"equals\": 1 }]\n72\t }\n73\t ],\n74\t \"signals\": [\n75\t { \"name\": \"hit\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"geometry-and-layer-filter\" },\n76\t { \"name\": \"wall-blocked\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"wall-layer-filter\" },\n77\t { \"name\": \"radius-damage\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"radius-set\" },\n78\t { \"name\": \"damaged\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"damage\" },\n79\t { \"name\": \"died\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"death\" },\n80\t { \"name\": \"respawned\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"respawn\" },\n81\t { \"name\": \"collected\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"pickup\" },\n82\t { \"name\": \"cleared\", \"entity\": \"wave\", \"minCount\": 5 }\n83\t ],\n84\t \"visibility\": [\n85\t { \"entity\": \"player\", \"minProjectedPixels\": 20 },\n86\t { \"entity\": \"demo-target\", \"present\": false }\n87\t ]\n88\t }\n89\t}\n90\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"41b79990-c9e7-4321-a908-b72e274d7ebc","timestamp":"2026-08-19T07:24:04.088Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/playtests/shooter.playtest.json","content":"{\n \"name\": \"shooter-contract-and-loop\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n {\n \"kind\": \"input\",\n \"label\": \"geometry-and-layer-filter\",\n \"press\": \"KeyF\",\n \"holdTicks\": 1,\n \"release\": true\n },\n {\n \"kind\": \"input\",\n \"label\": \"wall-layer-filter\",\n \"press\": \"KeyC\",\n \"holdTicks\": 1,\n \"release\": true\n },\n { \"kind\": \"input\", \"label\": \"radius-set\", \"press\": \"KeyE\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"scan-window\", \"waitTicks\": 300, \"release\": true },\n { \"kind\": \"input\", \"label\": \"damage\", \"press\": \"KeyH\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"input\", \"label\": \"death\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"respawn\", \"waitTicks\": 35, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup\", \"press\": \"KeyA\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"pickup-return\", \"press\": \"KeyD\", \"holdTicks\": 8, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-1-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-2-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-2-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-3-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-3-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-4-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-4-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"wave-5-ready\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"wave-5-shot\", \"press\": \"KeyF\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"win-settled\", \"waitTicks\": 45, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": false,\n \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; gameplay and visibility assertions remain authoritative.\",\n \"runtimeReady\": true\n },\n \"resources\": [\n { \"id\": \"state\", \"path\": \"hitDistanceTenths\", \"equals\": 78, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalXPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalYPercent\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"hitNormalZPercent\", \"equals\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"friendlyPassed\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"wallBlocked\", \"equals\": 1, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusInsideDeaths\", \"equals\": 2, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusNearAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusMidAlive\", \"equals\": 0, \"changed\": true },\n { \"id\": \"state\", \"path\": \"radiusOutsideAlive\", \"equals\": 1 },\n { \"id\": \"state\", \"path\": \"scanCount\", \"gte\": 100, \"changed\": true },\n { \"id\": \"state\", \"path\": \"health\", \"atSteps\": [{ \"label\": \"damage\", \"equals\": 65 }] },\n { \"id\": \"state\", \"path\": \"deaths\", \"atSteps\": [{ \"label\": \"death\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"respawns\", \"atSteps\": [{ \"label\": \"respawn\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"pickups\", \"atSteps\": [{ \"label\": \"pickup\", \"equals\": 1 }] },\n { \"id\": \"state\", \"path\": \"wavesCleared\", \"equals\": 5, \"changed\": true },\n { \"id\": \"state\", \"path\": \"gameWon\", \"equals\": 1, \"changed\": true }\n ],\n \"components\": [\n {\n \"entity\": \"scan-target\",\n \"component\": \"selected\",\n \"atSteps\": [{ \"label\": \"scan-window\", \"equals\": 1 }]\n }\n ],\n \"signals\": [\n { \"name\": \"hit\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"geometry-and-layer-filter\" },\n { \"name\": \"wall-blocked\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"wall-layer-filter\" },\n { \"name\": \"radius-damage\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"radius-set\" },\n { \"name\": \"damaged\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"damage\" },\n { \"name\": \"died\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"death\" },\n { \"name\": \"respawned\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"respawn\" },\n { \"name\": \"collected\", \"entity\": \"player\", \"minCount\": 1, \"atStep\": \"pickup\" },\n { \"name\": \"cleared\", \"entity\": \"wave\", \"minCount\": 5 }\n ],\n \"visibility\": [\n { \"entity\": \"player\", \"minProjectedPixels\": 20 },\n { \"entity\": \"demo-target\", \"present\": false }\n ]\n }\n}\n","numLines":90,"startLine":1,"totalLines":90}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015tj8chvAeNaQgidX5JLPZn","type":"tool_result","content":"1\t{\n2\t \"name\": \"survives\",\n3\t \"target\": \"web\",\n4\t \"schemaVersion\": 1,\n5\t \"viewport\": { \"width\": 1280, \"height\": 720 },\n6\t \"warmupFrames\": 10,\n7\t \"subject\": \"player\",\n8\t \"steps\": [\n9\t { \"kind\": \"input\", \"label\": \"move\", \"press\": \"ArrowUp\", \"holdTicks\": 60, \"release\": true },\n10\t { \"kind\": \"wait\", \"label\": \"settle\", \"waitTicks\": 10, \"release\": true }\n11\t ],\n12\t \"assert\": {\n13\t \"diagnostics\": {\n14\t \"noConsoleErrors\": true,\n15\t \"noNetworkErrors\": true,\n16\t \"noRuntimeDiagnostics\": true,\n17\t \"runtimeReady\": true\n18\t },\n19\t \"movement\": { \"entity\": \"player\", \"minDistance\": 0.5 },\n20\t \"visual\": [\n21\t {\n22\t \"region\": {\n23\t \"x\": 0,\n24\t \"y\": 0,\n25\t \"width\": 1280,\n26\t \"height\": 720,\n27\t \"minNonblankPixelRatio\": 0.01\n28\t }\n29\t }\n30\t ]\n31\t }\n32\t}\n33\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"236cd3cd-f2e8-4754-8d8f-feb4b8634b85","timestamp":"2026-08-19T07:24:04.497Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/playtests/survives.playtest.json","content":"{\n \"name\": \"survives\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n { \"kind\": \"input\", \"label\": \"move\", \"press\": \"ArrowUp\", \"holdTicks\": 60, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"settle\", \"waitTicks\": 10, \"release\": true }\n ],\n \"assert\": {\n \"diagnostics\": {\n \"noConsoleErrors\": true,\n \"noNetworkErrors\": true,\n \"noRuntimeDiagnostics\": true,\n \"runtimeReady\": true\n },\n \"movement\": { \"entity\": \"player\", \"minDistance\": 0.5 },\n \"visual\": [\n {\n \"region\": {\n \"x\": 0,\n \"y\": 0,\n \"width\": 1280,\n \"height\": 720,\n \"minNonblankPixelRatio\": 0.01\n }\n }\n ]\n }\n}\n","numLines":33,"startLine":1,"totalLines":33}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"d5b941ce-80c0-4a8e-b8eb-8dabea1e158a","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":131,"estimated_tokens_delta":81,"uuid":"be1b0952-9bd3-4b22-9c74-0c00f4bb5974","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01216ZXbpdnacoXd2LzGLaBC","type":"tool_result","content":"1\t{\n2\t \"name\": \"shooter-fail-condition\",\n3\t \"target\": \"web\",\n4\t \"schemaVersion\": 1,\n5\t \"viewport\": { \"width\": 1280, \"height\": 720 },\n6\t \"warmupFrames\": 10,\n7\t \"subject\": \"player\",\n8\t \"steps\": [\n9\t { \"kind\": \"input\", \"label\": \"first-hit\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n10\t { \"kind\": \"wait\", \"label\": \"first-respawn\", \"waitTicks\": 45, \"release\": true },\n11\t { \"kind\": \"input\", \"label\": \"second-hit\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n12\t { \"kind\": \"wait\", \"label\": \"second-respawn\", \"waitTicks\": 45, \"release\": true },\n13\t { \"kind\": \"input\", \"label\": \"third-hit\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n14\t { \"kind\": \"wait\", \"label\": \"failed\", \"waitTicks\": 10, \"release\": true }\n15\t ],\n16\t \"assert\": {\n17\t \"diagnostics\": {\n18\t \"noRuntimeDiagnostics\": false,\n19\t \"runtimeDiagnosticsOptOutReason\": \"Headless Linux Chromium emits the known WebGPU buffer diagnostic; fail-condition assertions remain authoritative.\",\n20\t \"runtimeReady\": true\n21\t },\n22\t \"resources\": [\n23\t { \"id\": \"state\", \"path\": \"deaths\", \"equals\": 3, \"changed\": true },\n24\t { \"id\": \"state\", \"path\": \"lives\", \"equals\": 0, \"changed\": true },\n25\t { \"id\": \"state\", \"path\": \"gameOver\", \"equals\": 1, \"changed\": true },\n26\t { \"id\": \"state\", \"path\": \"phase\", \"textIncludes\": \"lost\", \"changed\": true }\n27\t ],\n28\t \"signals\": [{ \"name\": \"died\", \"entity\": \"player\", \"minCount\": 3 }]\n29\t }\n30\t}\n31\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"45a2dbfd-7e28-4441-9957-efb7f9d8d681","timestamp":"2026-08-19T07:24:08.885Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/playtests/fail.playtest.json","content":"{\n \"name\": \"shooter-fail-condition\",\n \"target\": \"web\",\n \"schemaVersion\": 1,\n \"viewport\": { \"width\": 1280, \"height\": 720 },\n \"warmupFrames\": 10,\n \"subject\": \"player\",\n \"steps\": [\n { \"kind\": \"input\", \"label\": \"first-hit\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"first-respawn\", \"waitTicks\": 45, \"release\": true },\n { \"kind\": \"input\", \"label\": \"second-hit\", \"press\": \"KeyX\", \"holdTicks\": 1, \"release\": true },\n { \"kind\": \"wait\", \"label\": \"second-respawn\", 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joao 127 Aug 19 00:02 physics -> ../.pnpm/@threenative+physics@0.2.1_@threenative+core@0.2.0_@types+react@19.2.0_react@19.2.0_/node_modules/@threenative/physics\nlrwxrwxrwx 1 joao joao 103 Aug 19 00:02 playtest -> ../.pnpm/@threenative+playtest@0.2.0_playwright@1.62.1_three@0.185.1/node_modules/@threenative/playtest\nlrwxrwxrwx 1 joao joao 83 Aug 19 00:02 runtime-native -> ../.pnpm/@threenative+runtime-native@0.2.0/node_modules/@threenative/runtime-native\nlrwxrwxrwx 1 joao joao 158 Aug 19 00:02 ui -> 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_016gy8ynvUAJ1kimnHYkW6Mr","type":"tool_result","content":"1\timport { Mesh, Object3D, Vector3 } from 'three';\n2\timport { IGamePluginHooks } from '@threenative/core';\n3\timport { CrowdAgent, NavMesh, NavMeshQuery, Crowd } from 'recast-navigation';\n4\t\n5\t/**\n6\t * Portable handle for a backend-owned physics object.\n7\t *\n8\t * `raw` is deliberately backend-specific: it is a Rapier object on web and an opaque\n9\t * native handle on device. Code that reads it is not portable across build targets.\n10\t */\n11\tinterface IPhysicsHandle {\n12\t readonly raw: unknown;\n13\t}\n14\tinterface IPhysicsBodyHandle extends IPhysicsHandle {\n15\t readonly id: number;\n16\t readonly entity?: string;\n17\t}\n18\tinterface IPhysicsColliderHandle extends IPhysicsHandle {\n19\t readonly id: number;\n20\t}\n21\tinterface IPhysicsWorldHandle extends IPhysicsHandle {\n22\t /** The selected backend, kept beside `raw` so shared nodes do not inspect it. */\n23\t readonly simulation?: unknown;\n24\t}\n25\tdeclare function physicsHandle(raw: unknown): IPhysicsHandle;\n26\tdeclare function physicsWorldHandle(raw: unknown, simulation: unknown): IPhysicsWorldHandle;\n27\t\n28\t/** One record is logical body id, xyz position, and xyzw rotation. */\n29\tdeclare const PHYSICS_TRANSFORM_STRIDE = 8;\n30\tdeclare const PHYSICS_COLLISION_EVENT_STRIDE = 4;\n31\t/** Caps native query buffers while remaining exactly representable by the native ABI. */\n32\tdeclare const MAX_PHYSICS_QUERY_RESULTS = 1024;\n33\ttype PhysicsShapeKind = \"box\" | \"sphere\" | \"capsule\" | \"trimesh\" | \"convexHull\" | \"heightfield\";\n34\t/** Portable shape data. Backend-specific objects are created only by a simulation adapter. */\n35\tinterface IPhysicsShapeDescriptor {\n36\t readonly kind: PhysicsShapeKind;\n37\t readonly x: number;\n38\t readonly y: number;\n39\t readonly z: number;\n40\t readonly vertices?: Float32Array;\n41\t readonly indices?: Uint32Array;\n42\t readonly rows?: number;\n43\t readonly columns?: number;\n44\t readonly heights?: Float32Array;\n45\t readonly scale?: {\n46\t readonly x: number;\n47\t readonly y: number;\n48\t readonly z: number;\n49\t };\n50\t readonly shape?: unknown;\n51\t collisionLayer: number;\n52\t collisionMask: number;\n53\t sensor: boolean;\n54\t}\n55\ttype PhysicsBodyType = \"character\" | \"dynamic\" | \"fixed\" | \"kinematic\";\n56\tinterface IPhysicsBodyCreateOptions {\n57\t readonly type: PhysicsBodyType;\n58\t readonly shape: IPhysicsShapeDescriptor;\n59\t readonly entity?: string;\n60\t readonly position: {\n61\t readonly x: number;\n62\t readonly y: number;\n63\t readonly z: number;\n64\t };\n65\t readonly rotation: {\n66\t readonly x: number;\n67\t readonly y: number;\n68\t readonly z: number;\n69\t readonly w: number;\n70\t };\n71\t readonly mass: number;\n72\t /** Must match `shape.sensor`; conflicting values are rejected during body creation. */\n73\t readonly sensor: boolean;\n74\t}\n75\tinterface IPhysicsVector3 {\n76\t readonly x: number;\n77\t readonly y: number;\n78\t readonly z: number;\n79\t}\n80\tinterface IPhysicsRotation {\n81\t readonly x: number;\n82\t readonly y: number;\n83\t readonly z: number;\n84\t readonly w: number;\n85\t}\n86\tinterface IPhysicsRayQuery {\n87\t readonly from: IPhysicsVector3;\n88\t readonly to: IPhysicsVector3;\n89\t readonly collisionMask: number;\n90\t}\n91\tinterface IPhysicsShapeQuery {\n92\t readonly shape: IPhysicsShapeDescriptor;\n93\t readonly position: IPhysicsVector3;\n94\t readonly rotation: IPhysicsRotation;\n95\t readonly collisionMask: number;\n96\t readonly maxResults: number;\n97\t}\n98\tinterface IPhysicsPointQuery {\n99\t readonly position: IPhysicsVector3;\n100\t readonly collisionMask: number;\n101\t readonly maxResults: number;\n102\t}\n103\tinterface IPhysicsQueryHit {\n104\t readonly body: IPhysicsBodyHandle;\n105\t readonly entity?: string;\n106\t readonly position: IPhysicsVector3;\n107\t}\n108\tinterface IPhysicsRayHit extends IPhysicsQueryHit {\n109\t readonly normal: IPhysicsVector3;\n110\t readonly distance: number;\n111\t}\n112\tinterface IPhysicsBodyRegistration {\n113\t readonly body: IPhysicsBodyHandle;\n114\t readonly collider: IPhysicsColliderHandle;\n115\t readonly controller?: IPhysicsHandle;\n116\t /** The backend shape object to expose through `CollisionShape3D.raw`. */\n117\t readonly rawShape: unknown;\n118\t}\n119\tinterface IPhysicsCharacterOptions {\n120\t readonly offset: number;\n121\t readonly maxSlopeClimbAngle: number;\n122\t readonly autostep?: {\n123\t readonly maxHeight: number;\n124\t readonly minWidth: number;\n125\t readonly includeDynamicBodies: boolean;\n126\t };\n127\t readonly snapToGround?: number;\n128\t readonly oneWayLayers: number;\n129\t /** Let the character shove dynamic bodies it collides with, instead of sliding past them. */\n130\t readonly pushesDynamicBodies?: boolean;\n131\t}\n132\tinterface IPhysicsCharacterState {\n133\t readonly grounded: boolean;\n134\t readonly groundCollider?: number;\n135\t}\n136\tinterface IPhysicsInputSnapshot {\n137\t /** One eight-float record per kinematic body. The buffer is caller-owned and reusable. */\n138\t readonly kinematicTransforms: Readonly;\n139\t readonly kinematicCount: number;\n140\t}\n141\t/** The backend seam used by all shared physics nodes. */\n142\tinterface IPhysicsSimulation {\n143\t createBody(options: IPhysicsBodyCreateOptions): IPhysicsBodyRegistration;\n144\t configureCharacter(id: number, options: IPhysicsCharacterOptions): void;\n145\t removeBody(id: number): void;\n146\t /** Cold-path repositioning for teleport/setup. Per-frame kinematics use `step()` input. */\n147\t setBodyTransform(id: number, position: {\n148\t readonly x: number;\n149\t readonly y: number;\n150\t readonly z: number;\n151\t }): void;\n152\t /**\n153\t * Dynamic-body actuation. Without these a game cannot move a dynamic body at all: a transform\n154\t * write is overwritten by the next step, so `setBodyTransform` is genuinely cold-path only.\n155\t */\n156\t applyBodyImpulse(id: number, impulse: IPhysicsVector3): void;\n157\t applyBodyForce(id: number, force: IPhysicsVector3): void;\n158\t setBodyLinearVelocity(id: number, velocity: IPhysicsVector3): void;\n159\t readBodyLinearVelocity(id: number): IPhysicsVector3;\n160\t step(deltaTime: number, inputSnapshot?: IPhysicsInputSnapshot): void;\n161\t readVisibleTransforms(renderBuffer: Float32Array): number;\n162\t readBodySleepStates(buffer: Float32Array): number;\n163\t intersectRay(query: IPhysicsRayQuery): IPhysicsRayHit | undefined;\n164\t intersectShape(query: IPhysicsShapeQuery): readonly IPhysicsQueryHit[];\n165\t intersectPoint(query: IPhysicsPointQuery): readonly IPhysicsQueryHit[];\n166\t readBodyTransform?(id: number): {\n167\t readonly position: {\n168\t readonly x: number;\n169\t readonly y: number;\n170\t readonly z: number;\n171\t };\n172\t readonly rotation: {\n173\t readonly x: number;\n174\t readonly y: number;\n175\t readonly z: number;\n176\t readonly w: number;\n177\t };\n178\t } | undefined;\n179\t /** Reflects the most recently completed step, independent of visible-transform reads. */\n180\t readCharacterState?(id: number): IPhysicsCharacterState | undefined;\n181\t /** Reflects the most recently completed step, independent of visible-transform reads. */\n182\t areaIntersections?(id: number): ReadonlySet;\n183\t drainCollisionEvents(buffer: Uint32Array): number;\n184\t dispose(): void;\n185\t}\n186\t/** Runtime metadata needed to expose backend-specific escape hatches without leaking them. */\n187\tinterface IPhysicsRuntimeSimulation extends IPhysicsSimulation {\n188\t readonly version: string;\n189\t readonly rawWorld: unknown;\n190\t readonly rawEventQueue: unknown;\n191\t}\n192\t\n193\ttype CollisionShapeKind = PhysicsShapeKind;\n194\t/** A backend-specific escape hatch: Rapier on web, opaque on native. */\n195\tinterface ICollisionShapeHandle {\n196\t readonly raw: unknown;\n197\t}\n198\tdeclare class CollisionShape3D {\n199\t #private;\n200\t private constructor();\n201\t /** Backend-neutral data consumed by the selected IPhysicsSimulation adapter. */\n202\t get descriptor(): IPhysicsShapeDescriptor;\n203\t /** Backend-specific escape hatch: Rapier's descriptor on web, or an opaque native handle. */\n204\t get raw(): unknown;\n205\t /** Internal seam: the backend binds its own descriptor when the body is created. */\n206\t bindRaw(raw: unknown): void;\n207\t static box(width: number, height: number, depth: number): CollisionShape3D;\n208\t static sphere(radius: number): CollisionShape3D;\n209\t /**\n210\t * A capsule of total height `2 * (halfHeight + radius)`, **centred on the body's origin** like\n211\t * every other shape here — `halfHeight` is the straight section's half-length, measured from\n212\t * that centre, and the hemispherical cap adds `radius` beyond it.\n213\t *\n214\t * So the body origin sits at the character's waist, not at its feet. A visual rig modelled\n215\t * standing on its own origin, parented straight onto the body object, therefore floats exactly\n216\t * `halfHeight + radius` above every surface it lands on. Offset the rig down by that amount:\n217\t *\n218\t * ```ts\n219\t * const shape = CollisionShape3D.capsule(0.26, 0.28);\n220\t * rig.position.y = -(0.26 + 0.28); // feet reach the capsule's bottom cap\n221\t * ```\n222\t */\n223\t static capsule(halfHeight: number, radius: number): CollisionShape3D;\n224\t static heightfield(rows: number, columns: number, heights: Float32Array, scale: {\n225\t x: number;\n226\t y: number;\n227\t z: number;\n228\t }): CollisionShape3D;\n229\t static fromMesh(mesh: Mesh, kind?: CollisionShapeKind): CollisionShape3D;\n230\t setCollisionGroups(groups: number): this;\n231\t setSensor(sensor: boolean): this;\n232\t}\n233\t\n234\tinterface ICharacterBody3DOptions {\n235\t readonly object: Object3D;\n236\t readonly entity?: string;\n237\t readonly physics?: IPhysicsContext;\n238\t /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n239\t readonly world?: IPhysicsWorldHandle | unknown;\n240\t readonly shape: CollisionShape3D;\n241\t readonly offset?: number;\n242\t readonly maxSlopeClimbAngle?: number;\n243\t readonly autostep?: {\n244\t readonly maxHeight: number;\n245\t readonly minWidth: number;\n246\t readonly includeDynamicBodies?: boolean;\n247\t };\n248\t readonly snapToGround?: number;\n249\t /**\n250\t * Vertical acceleration in m/s², added to `velocity.y` every `moveAndSlide(dt)`. It is a\n251\t * signed component of a velocity, not a strength: **down is negative**. `-9.81` is earth,\n252\t * `-24` a snappy platformer, `0` a planar top-down game that must not fall, and a positive\n253\t * value accelerates the character upward.\n254\t *\n255\t * Passing the magnitude — `gravity: 24` — makes the character fly, which on screen is\n256\t * indistinguishable from a broken collider. Default `-9.81`.\n257\t */\n258\t readonly gravity?: number;\n259\t /** Terminal downward speed in m/s, as a positive magnitude. Default 50. */\n260\t readonly maxFallSpeed?: number;\n261\t /** Godot's collision_layer — which layers this body occupies. Default 1. */\n262\t readonly collisionLayer?: number;\n263\t /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n264\t readonly collisionMask?: number;\n265\t /** Collider layer bits to ignore while moving upward. */\n266\t readonly oneWayLayers?: number;\n267\t /**\n268\t * Shove dynamic bodies the character walks into, instead of sliding past them. Default false,\n269\t * matching Rapier. Without it a character collides with a crate and the crate never moves,\n270\t * which reads as a physics bug rather than a default.\n271\t */\n272\t readonly pushesDynamicBodies?: boolean;\n273\t}\n274\tdeclare class CharacterBody3D {\n275\t #private;\n276\t readonly body: IPhysicsBodyHandle;\n277\t readonly collider: IPhysicsColliderHandle;\n278\t readonly controller: IPhysicsHandle;\n279\t readonly object: Object3D;\n280\t readonly velocity: Vector3;\n281\t /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n282\t gravity: number;\n283\t maxFallSpeed: number;\n284\t readonly oneWayLayers: number;\n285\t grounded: boolean;\n286\t constructor(options: ICharacterBody3DOptions);\n287\t move(desiredTranslation: Pick): void;\n288\t moveAndSlide(dt: number): void;\n289\t /** Called by the shared plugin before a bulk step. */\n290\t writeKinematic(buffer: Float32Array, offset: number): void;\n291\t syncToPhysics(): void;\n292\t step(): void;\n293\t teleport(position: Pick): void;\n294\t applyTransform(values: Readonly, offset: number): void;\n295\t syncFromPhysics(): void;\n296\t dispose(): void;\n297\t}\n298\t\n299\ttype PhysicsQueryVector3 = IPhysicsVector3;\n300\tinterface IIntersectRayOptions {\n301\t readonly from: PhysicsQueryVector3;\n302\t readonly to: PhysicsQueryVector3;\n303\t readonly collisionMask?: number;\n304\t}\n305\tinterface IIntersectShapeOptions {\n306\t readonly shape: CollisionShape3D;\n307\t readonly position: PhysicsQueryVector3;\n308\t readonly rotation?: {\n309\t readonly x: number;\n310\t readonly y: number;\n311\t readonly z: number;\n312\t readonly w: number;\n313\t };\n314\t readonly collisionMask?: number;\n315\t readonly maxResults?: number;\n316\t}\n317\tinterface IIntersectPointOptions {\n318\t readonly position: PhysicsQueryVector3;\n319\t readonly collisionMask?: number;\n320\t readonly maxResults?: number;\n321\t}\n322\tinterface IRayHit extends IPhysicsRayHit {\n323\t readonly body: IPhysicsBodyHandle;\n324\t}\n325\ttype IShapeHit = IPhysicsQueryHit;\n326\ttype IPointHit = IPhysicsQueryHit;\n327\t/** Godot-shaped point-in-time queries over the selected physics simulation. */\n328\tdeclare class PhysicsDirectSpaceState3D {\n329\t #private;\n330\t constructor(simulation: IPhysicsSimulation);\n331\t intersectRay(options: IIntersectRayOptions): IRayHit | undefined;\n332\t intersectShape(options: IIntersectShapeOptions): readonly IShapeHit[];\n333\t intersectPoint(options: IIntersectPointOptions): readonly IPointHit[];\n334\t}\n335\t\n336\ttype RigidBodyType = \"dynamic\" | \"fixed\" | \"kinematic\";\n337\tinterface IRigidBody3DOptions {\n338\t readonly object: Object3D;\n339\t readonly entity?: string;\n340\t readonly physics?: IPhysicsContext;\n341\t /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n342\t readonly world?: IPhysicsWorldHandle | unknown;\n343\t readonly shape: CollisionShape3D;\n344\t readonly mass?: number;\n345\t readonly type?: RigidBodyType;\n346\t /** Godot's collision_layer — which layers this body occupies. Default 1. */\n347\t readonly collisionLayer?: number;\n348\t /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n349\t readonly collisionMask?: number;\n350\t}\n351\tdeclare class RigidBody3D {\n352\t #private;\n353\t readonly body: IPhysicsBodyHandle;\n354\t readonly collider: IPhysicsColliderHandle;\n355\t readonly object: Object3D;\n356\t readonly type: RigidBodyType;\n357\t constructor(options: IRigidBody3DOptions);\n358\t /** Called by the shared plugin before a bulk step. */\n359\t writeKinematic(buffer: Float32Array, offset: number): void;\n360\t /** Displacement since the last backend transform, used for moving-platform carry. */\n361\t kinematicMotion(): {\n362\t readonly x: number;\n363\t readonly y: number;\n364\t readonly z: number;\n365\t };\n366\t syncToPhysics(): void;\n367\t /**\n368\t * Godot's `apply_impulse`. The one-shot shove: a thrown crate, a jump pad, a hit reaction.\n369\t *\n370\t * These four members exist because there is otherwise no portable way to move a dynamic body\n371\t * at all. `body.raw` is a Rapier object on web and opaque on native, so reaching through it\n372\t * forks the game by platform, and a transform write is discarded by the next step.\n373\t */\n374\t applyImpulse(impulse: {\n375\t readonly x: number;\n376\t readonly y: number;\n377\t readonly z: number;\n378\t }): void;\n379\t /** Godot's `apply_force`. Continuous push; cleared by the backend each step. */\n380\t applyForce(force: {\n381\t readonly x: number;\n382\t readonly y: number;\n383\t readonly z: number;\n384\t }): void;\n385\t /** Godot's `linear_velocity`. */\n386\t get linearVelocity(): {\n387\t readonly x: number;\n388\t readonly y: number;\n389\t readonly z: number;\n390\t };\n391\t set linearVelocity(velocity: {\n392\t readonly x: number;\n393\t readonly y: number;\n394\t readonly z: number;\n395\t });\n396\t syncFromPhysics(): void;\n397\t applyTransform(values: Readonly, offset: number): void;\n398\t dispose(): void;\n399\t}\n400\t\n401\ttype NavigationAgentEvent = \"targetReached\" | \"navigationFinished\" | \"pathChanged\";\n402\ttype NavigationAgentHandler = () => void;\n403\tinterface INavigationAgent3DOptions {\n404\t readonly navigation: INavigationContext;\n405\t readonly object: Object3D;\n406\t readonly radius?: number;\n407\t readonly height?: number;\n408\t readonly maxSpeed?: number;\n409\t readonly pathDesiredDistance?: number;\n410\t readonly targetDesiredDistance?: number;\n411\t readonly avoidanceEnabled?: boolean;\n412\t}\n413\tdeclare class NavigationAgent3D {\n414\t #private;\n415\t readonly navigation: INavigationContext;\n416\t readonly object: Object3D;\n417\t readonly radius: number;\n418\t readonly height: number;\n419\t readonly maxSpeed: number;\n420\t readonly pathDesiredDistance: number;\n421\t readonly targetDesiredDistance: number;\n422\t constructor(options: INavigationAgent3DOptions);\n423\t get crowdAgent(): CrowdAgent | undefined;\n424\t get avoidanceEnabled(): boolean;\n425\t set avoidanceEnabled(value: boolean);\n426\t on(event: NavigationAgentEvent, handler: NavigationAgentHandler): () => void;\n427\t setTargetPosition(position: Pick): void;\n428\t getNextPathPosition(): Vector3;\n429\t isNavigationFinished(): boolean;\n430\t isTargetReachable(position?: Pick): boolean;\n431\t getFinalPosition(): Vector3;\n432\t distanceToTarget(): number;\n433\t syncCrowd(): void;\n434\t advance(): void;\n435\t dispose(): void;\n436\t}\n437\t\n438\tinterface INavigationObstacle3DOptions {\n439\t readonly navigation: INavigationContext;\n440\t readonly object: Object3D;\n441\t readonly radius?: number;\n442\t readonly height?: number;\n443\t readonly avoidanceEnabled?: boolean;\n444\t}\n445\tdeclare class NavigationObstacle3D {\n446\t #private;\n447\t readonly navigation: INavigationContext;\n448\t readonly object: Object3D;\n449\t readonly radius: number;\n450\t readonly height: number;\n451\t crowdAgent: CrowdAgent | undefined;\n452\t constructor(options: INavigationObstacle3DOptions);\n453\t get avoidanceEnabled(): boolean;\n454\t set avoidanceEnabled(value: boolean);\n455\t syncCrowd(): void;\n456\t dispose(): void;\n457\t}\n458\t\n459\tinterface INavigationRegion3DOptions {\n460\t readonly navigation: INavigationContext;\n461\t readonly meshes: readonly Object3D[];\n462\t readonly cellSize?: number;\n463\t readonly cellHeight?: number;\n464\t readonly agentRadius?: number;\n465\t readonly agentHeight?: number;\n466\t readonly agentMaxClimb?: number;\n467\t readonly agentMaxSlope?: number;\n468\t}\n469\tdeclare class NavigationRegion3D {\n470\t #private;\n471\t readonly navigation: INavigationContext;\n472\t readonly meshes: readonly Object3D[];\n473\t navigationMesh: NavMesh;\n474\t constructor(options: INavigationRegion3DOptions);\n475\t get enabled(): boolean;\n476\t set enabled(value: boolean);\n477\t bakeNavigationMesh(): NavMesh;\n478\t dispose(): void;\n479\t}\n480\t\n481\tinterface INavigationContext {\n482\t navMesh: NavMesh;\n483\t query: NavMeshQuery;\n484\t readonly regions: Set;\n485\t readonly agents: Set;\n486\t readonly obstacles: Set;\n487\t crowd?: Crowd;\n488\t}\n489\ttype NavigationPlugin = IGamePluginHooks, IPhysicsContext>;\n490\tdeclare function recast(): NavigationPlugin;\n491\t\n492\tinterface IPhysicsOptions {\n493\t readonly gravity?: {\n494\t readonly x: number;\n495\t readonly y: number;\n496\t readonly z: number;\n497\t };\n498\t /**\n499\t * Give each scene a pristine simulation, so restarting a scene reproduces its predecessor\n500\t * exactly. Default false.\n501\t *\n502\t * Disposing the bodies is not enough on its own: the solver, island manager and broad phase\n503\t * carry state from everything that has already happened, so an identical authored layout\n504\t * settles differently in a reused world. A sandbox build measured settle hashes `a2f87bad`\n505\t * versus `658eb6f8` at 240 versus 266 ticks, diverging during the initial drop before any\n506\t * input, and had no way to fix it from game code.\n507\t *\n508\t * Opt-in because it frees the backend world at scene exit. Anything still holding a\n509\t * `body.raw`, `collider.raw` or `world.raw` from the previous scene is reading freed memory\n510\t * afterwards. Those references are already documented as non-portable, and a scene that has\n511\t * exited has disposed its bodies, but the failure mode is a hard backend fault rather than a\n512\t * quiet `false` — so a game asks for this rather than inheriting it.\n513\t */\n514\t readonly deterministicRestart?: boolean;\n515\t}\n516\ttype PhysicsBody3D = RigidBody3D | CharacterBody3D;\n517\tinterface IPhysicsContext {\n518\t readonly world: ReturnType;\n519\t readonly eventQueue: ReturnType;\n520\t readonly simulation: IPhysicsSimulation;\n521\t readonly directSpaceState: PhysicsDirectSpaceState3D;\n522\t navigation?: INavigationContext;\n523\t add(body: PhysicsBody3D): void;\n524\t numBodies(): number;\n525\t kinematicMotion?(colliderHandle: number): {\n526\t readonly x: number;\n527\t readonly y: number;\n528\t readonly z: number;\n529\t } | undefined;\n530\t remove(body: PhysicsBody3D): void;\n531\t addArea(area: Area3D): void;\n532\t removeArea(area: Area3D): void;\n533\t}\n534\ttype PhysicsPlugin = IGamePluginHooks, IPhysicsContext>;\n535\tdeclare function rapier(options?: IPhysicsOptions): PhysicsPlugin;\n536\t\n537\ttype AreaEvent = \"bodyEntered\" | \"bodyExited\";\n538\ttype AreaHandler = (body: PhysicsBody3D) => void;\n539\tinterface IAreaContact {\n540\t readonly area: Area3D;\n541\t readonly body: PhysicsBody3D;\n542\t readonly entity?: string;\n543\t readonly started: boolean;\n544\t}\n545\tinterface IArea3DOptions {\n546\t readonly entity?: string;\n547\t readonly physics?: IPhysicsContext;\n548\t /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n549\t readonly world?: IPhysicsWorldHandle | unknown;\n550\t readonly shape: CollisionShape3D;\n551\t readonly position?: Pick;\n552\t /** Godot's collision_layer — which layers this area occupies. Default 1. */\n553\t readonly collisionLayer?: number;\n554\t /** Godot's collision_mask — which layers this area scans. Default 0xffff. */\n555\t readonly collisionMask?: number;\n556\t}\n557\tdeclare class Area3D {\n558\t #private;\n559\t readonly entity: string | undefined;\n560\t readonly body: IPhysicsBodyHandle;\n561\t readonly collider: IPhysicsColliderHandle;\n562\t constructor(options: IArea3DOptions);\n563\t on(event: AreaEvent, handler: AreaHandler): () => void;\n564\t /** Mirrors Godot's Area3D.monitoring. When false the area reports no contacts. */\n565\t get monitoring(): boolean;\n566\t set monitoring(value: boolean);\n567\t setPosition(position: Pick): void;\n568\t /** Called by the shared plugin before a bulk step. */\n569\t writeKinematic(buffer: Float32Array, offset: number): void;\n570\t applyTransform(values: Readonly, offset: number): void;\n571\t handleCollision(body: PhysicsBody3D, started: boolean): void;\n572\t drainContacts(): IAreaContact[];\n573\t reconcileIntersections(current: ReadonlyMap): void;\n574\t dispose(): void;\n575\t}\n576\t\n577\texport { type NavigationAgentHandler as $, Area3D as A, type PhysicsBody3D as B, CharacterBody3D as C, PhysicsDirectSpaceState3D as D, type PhysicsQueryVector3 as E, type PhysicsShapeKind as F, rapier as G, type AreaEvent as H, type ICollisionShapeHandle as I, type AreaHandler as J, type CollisionShapeKind as K, type IArea3DOptions as L, MAX_PHYSICS_QUERY_RESULTS as M, type IAreaContact as N, type ICharacterBody3DOptions as O, PHYSICS_COLLISION_EVENT_STRIDE as P, type IPhysicsOptions as Q, RigidBody3D as R, type IRigidBody3DOptions as S, type PhysicsPlugin as T, type RigidBodyType as U, type INavigationAgent3DOptions as V, type INavigationContext as W, type INavigationObstacle3DOptions as X, type INavigationRegion3DOptions as Y, NavigationAgent3D as Z, type NavigationAgentEvent as _, CollisionShape3D as a, NavigationObstacle3D as a0, type NavigationPlugin as a1, NavigationRegion3D as a2, recast as a3, type IIntersectPointOptions as b, type IIntersectRayOptions as c, type IIntersectShapeOptions as d, type IPhysicsBodyCreateOptions as e, type IPhysicsBodyHandle as f, type IPhysicsCharacterOptions as g, type IPhysicsColliderHandle as h, type IPhysicsContext as i, type IPhysicsHandle as j, type IPhysicsInputSnapshot as k, type IPhysicsPointQuery as l, type IPhysicsQueryHit as m, type IPhysicsRayHit as n, type IPhysicsRayQuery as o, type IPhysicsRotation as p, type IPhysicsRuntimeSimulation as q, type IPhysicsShapeDescriptor as r, type IPhysicsShapeQuery as s, type IPhysicsSimulation as t, type IPhysicsVector3 as u, type IPhysicsWorldHandle as v, type IPointHit as w, type IRayHit as x, type IShapeHit as y, PHYSICS_TRANSFORM_STRIDE as z };\n578\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"35a06fc1-9e71-4fea-aef7-246ec5121417","timestamp":"2026-08-19T07:24:16.862Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/node_modules/@threenative/physics/dist/Area3D-CvwDbfU6.d.ts","content":"import { Mesh, Object3D, Vector3 } from 'three';\nimport { IGamePluginHooks } from '@threenative/core';\nimport { CrowdAgent, NavMesh, NavMeshQuery, Crowd } from 'recast-navigation';\n\n/**\n * Portable handle for a backend-owned physics object.\n *\n * `raw` is deliberately backend-specific: it is a Rapier object on web and an opaque\n * native handle on device. Code that reads it is not portable across build targets.\n */\ninterface IPhysicsHandle {\n readonly raw: unknown;\n}\ninterface IPhysicsBodyHandle extends IPhysicsHandle {\n readonly id: number;\n readonly entity?: string;\n}\ninterface IPhysicsColliderHandle extends IPhysicsHandle {\n readonly id: number;\n}\ninterface IPhysicsWorldHandle extends IPhysicsHandle {\n /** The selected backend, kept beside `raw` so shared nodes do not inspect it. */\n readonly simulation?: unknown;\n}\ndeclare function physicsHandle(raw: unknown): IPhysicsHandle;\ndeclare function physicsWorldHandle(raw: unknown, simulation: unknown): IPhysicsWorldHandle;\n\n/** One record is logical body id, xyz position, and xyzw rotation. */\ndeclare const PHYSICS_TRANSFORM_STRIDE = 8;\ndeclare const PHYSICS_COLLISION_EVENT_STRIDE = 4;\n/** Caps native query buffers while remaining exactly representable by the native ABI. */\ndeclare const MAX_PHYSICS_QUERY_RESULTS = 1024;\ntype PhysicsShapeKind = \"box\" | \"sphere\" | \"capsule\" | \"trimesh\" | \"convexHull\" | \"heightfield\";\n/** Portable shape data. Backend-specific objects are created only by a simulation adapter. */\ninterface IPhysicsShapeDescriptor {\n readonly kind: PhysicsShapeKind;\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly vertices?: Float32Array;\n readonly indices?: Uint32Array;\n readonly rows?: number;\n readonly columns?: number;\n readonly heights?: Float32Array;\n readonly scale?: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n readonly shape?: unknown;\n collisionLayer: number;\n collisionMask: number;\n sensor: boolean;\n}\ntype PhysicsBodyType = \"character\" | \"dynamic\" | \"fixed\" | \"kinematic\";\ninterface IPhysicsBodyCreateOptions {\n readonly type: PhysicsBodyType;\n readonly shape: IPhysicsShapeDescriptor;\n readonly entity?: string;\n readonly position: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n readonly rotation: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly w: number;\n };\n readonly mass: number;\n /** Must match `shape.sensor`; conflicting values are rejected during body creation. */\n readonly sensor: boolean;\n}\ninterface IPhysicsVector3 {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n}\ninterface IPhysicsRotation {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly w: number;\n}\ninterface IPhysicsRayQuery {\n readonly from: IPhysicsVector3;\n readonly to: IPhysicsVector3;\n readonly collisionMask: number;\n}\ninterface IPhysicsShapeQuery {\n readonly shape: IPhysicsShapeDescriptor;\n readonly position: IPhysicsVector3;\n readonly rotation: IPhysicsRotation;\n readonly collisionMask: number;\n readonly maxResults: number;\n}\ninterface IPhysicsPointQuery {\n readonly position: IPhysicsVector3;\n readonly collisionMask: number;\n readonly maxResults: number;\n}\ninterface IPhysicsQueryHit {\n readonly body: IPhysicsBodyHandle;\n readonly entity?: string;\n readonly position: IPhysicsVector3;\n}\ninterface IPhysicsRayHit extends IPhysicsQueryHit {\n readonly normal: IPhysicsVector3;\n readonly distance: number;\n}\ninterface IPhysicsBodyRegistration {\n readonly body: IPhysicsBodyHandle;\n readonly collider: IPhysicsColliderHandle;\n readonly controller?: IPhysicsHandle;\n /** The backend shape object to expose through `CollisionShape3D.raw`. */\n readonly rawShape: unknown;\n}\ninterface IPhysicsCharacterOptions {\n readonly offset: number;\n readonly maxSlopeClimbAngle: number;\n readonly autostep?: {\n readonly maxHeight: number;\n readonly minWidth: number;\n readonly includeDynamicBodies: boolean;\n };\n readonly snapToGround?: number;\n readonly oneWayLayers: number;\n /** Let the character shove dynamic bodies it collides with, instead of sliding past them. */\n readonly pushesDynamicBodies?: boolean;\n}\ninterface IPhysicsCharacterState {\n readonly grounded: boolean;\n readonly groundCollider?: number;\n}\ninterface IPhysicsInputSnapshot {\n /** One eight-float record per kinematic body. The buffer is caller-owned and reusable. */\n readonly kinematicTransforms: Readonly;\n readonly kinematicCount: number;\n}\n/** The backend seam used by all shared physics nodes. */\ninterface IPhysicsSimulation {\n createBody(options: IPhysicsBodyCreateOptions): IPhysicsBodyRegistration;\n configureCharacter(id: number, options: IPhysicsCharacterOptions): void;\n removeBody(id: number): void;\n /** Cold-path repositioning for teleport/setup. Per-frame kinematics use `step()` input. */\n setBodyTransform(id: number, position: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n }): void;\n /**\n * Dynamic-body actuation. Without these a game cannot move a dynamic body at all: a transform\n * write is overwritten by the next step, so `setBodyTransform` is genuinely cold-path only.\n */\n applyBodyImpulse(id: number, impulse: IPhysicsVector3): void;\n applyBodyForce(id: number, force: IPhysicsVector3): void;\n setBodyLinearVelocity(id: number, velocity: IPhysicsVector3): void;\n readBodyLinearVelocity(id: number): IPhysicsVector3;\n step(deltaTime: number, inputSnapshot?: IPhysicsInputSnapshot): void;\n readVisibleTransforms(renderBuffer: Float32Array): number;\n readBodySleepStates(buffer: Float32Array): number;\n intersectRay(query: IPhysicsRayQuery): IPhysicsRayHit | undefined;\n intersectShape(query: IPhysicsShapeQuery): readonly IPhysicsQueryHit[];\n intersectPoint(query: IPhysicsPointQuery): readonly IPhysicsQueryHit[];\n readBodyTransform?(id: number): {\n readonly position: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n readonly rotation: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly w: number;\n };\n } | undefined;\n /** Reflects the most recently completed step, independent of visible-transform reads. */\n readCharacterState?(id: number): IPhysicsCharacterState | undefined;\n /** Reflects the most recently completed step, independent of visible-transform reads. */\n areaIntersections?(id: number): ReadonlySet;\n drainCollisionEvents(buffer: Uint32Array): number;\n dispose(): void;\n}\n/** Runtime metadata needed to expose backend-specific escape hatches without leaking them. */\ninterface IPhysicsRuntimeSimulation extends IPhysicsSimulation {\n readonly version: string;\n readonly rawWorld: unknown;\n readonly rawEventQueue: unknown;\n}\n\ntype CollisionShapeKind = PhysicsShapeKind;\n/** A backend-specific escape hatch: Rapier on web, opaque on native. */\ninterface ICollisionShapeHandle {\n readonly raw: unknown;\n}\ndeclare class CollisionShape3D {\n #private;\n private constructor();\n /** Backend-neutral data consumed by the selected IPhysicsSimulation adapter. */\n get descriptor(): IPhysicsShapeDescriptor;\n /** Backend-specific escape hatch: Rapier's descriptor on web, or an opaque native handle. */\n get raw(): unknown;\n /** Internal seam: the backend binds its own descriptor when the body is created. */\n bindRaw(raw: unknown): void;\n static box(width: number, height: number, depth: number): CollisionShape3D;\n static sphere(radius: number): CollisionShape3D;\n /**\n * A capsule of total height `2 * (halfHeight + radius)`, **centred on the body's origin** like\n * every other shape here — `halfHeight` is the straight section's half-length, measured from\n * that centre, and the hemispherical cap adds `radius` beyond it.\n *\n * So the body origin sits at the character's waist, not at its feet. A visual rig modelled\n * standing on its own origin, parented straight onto the body object, therefore floats exactly\n * `halfHeight + radius` above every surface it lands on. Offset the rig down by that amount:\n *\n * ```ts\n * const shape = CollisionShape3D.capsule(0.26, 0.28);\n * rig.position.y = -(0.26 + 0.28); // feet reach the capsule's bottom cap\n * ```\n */\n static capsule(halfHeight: number, radius: number): CollisionShape3D;\n static heightfield(rows: number, columns: number, heights: Float32Array, scale: {\n x: number;\n y: number;\n z: number;\n }): CollisionShape3D;\n static fromMesh(mesh: Mesh, kind?: CollisionShapeKind): CollisionShape3D;\n setCollisionGroups(groups: number): this;\n setSensor(sensor: boolean): this;\n}\n\ninterface ICharacterBody3DOptions {\n readonly object: Object3D;\n readonly entity?: string;\n readonly physics?: IPhysicsContext;\n /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n readonly world?: IPhysicsWorldHandle | unknown;\n readonly shape: CollisionShape3D;\n readonly offset?: number;\n readonly maxSlopeClimbAngle?: number;\n readonly autostep?: {\n readonly maxHeight: number;\n readonly minWidth: number;\n readonly includeDynamicBodies?: boolean;\n };\n readonly snapToGround?: number;\n /**\n * Vertical acceleration in m/s², added to `velocity.y` every `moveAndSlide(dt)`. It is a\n * signed component of a velocity, not a strength: **down is negative**. `-9.81` is earth,\n * `-24` a snappy platformer, `0` a planar top-down game that must not fall, and a positive\n * value accelerates the character upward.\n *\n * Passing the magnitude — `gravity: 24` — makes the character fly, which on screen is\n * indistinguishable from a broken collider. Default `-9.81`.\n */\n readonly gravity?: number;\n /** Terminal downward speed in m/s, as a positive magnitude. Default 50. */\n readonly maxFallSpeed?: number;\n /** Godot's collision_layer — which layers this body occupies. Default 1. */\n readonly collisionLayer?: number;\n /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n readonly collisionMask?: number;\n /** Collider layer bits to ignore while moving upward. */\n readonly oneWayLayers?: number;\n /**\n * Shove dynamic bodies the character walks into, instead of sliding past them. Default false,\n * matching Rapier. Without it a character collides with a crate and the crate never moves,\n * which reads as a physics bug rather than a default.\n */\n readonly pushesDynamicBodies?: boolean;\n}\ndeclare class CharacterBody3D {\n #private;\n readonly body: IPhysicsBodyHandle;\n readonly collider: IPhysicsColliderHandle;\n readonly controller: IPhysicsHandle;\n readonly object: Object3D;\n readonly velocity: Vector3;\n /** Signed vertical acceleration; see `ICharacterBody3DOptions.gravity`. Down is negative. */\n gravity: number;\n maxFallSpeed: number;\n readonly oneWayLayers: number;\n grounded: boolean;\n constructor(options: ICharacterBody3DOptions);\n move(desiredTranslation: Pick): void;\n moveAndSlide(dt: number): void;\n /** Called by the shared plugin before a bulk step. */\n writeKinematic(buffer: Float32Array, offset: number): void;\n syncToPhysics(): void;\n step(): void;\n teleport(position: Pick): void;\n applyTransform(values: Readonly, offset: number): void;\n syncFromPhysics(): void;\n dispose(): void;\n}\n\ntype PhysicsQueryVector3 = IPhysicsVector3;\ninterface IIntersectRayOptions {\n readonly from: PhysicsQueryVector3;\n readonly to: PhysicsQueryVector3;\n readonly collisionMask?: number;\n}\ninterface IIntersectShapeOptions {\n readonly shape: CollisionShape3D;\n readonly position: PhysicsQueryVector3;\n readonly rotation?: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n readonly w: number;\n };\n readonly collisionMask?: number;\n readonly maxResults?: number;\n}\ninterface IIntersectPointOptions {\n readonly position: PhysicsQueryVector3;\n readonly collisionMask?: number;\n readonly maxResults?: number;\n}\ninterface IRayHit extends IPhysicsRayHit {\n readonly body: IPhysicsBodyHandle;\n}\ntype IShapeHit = IPhysicsQueryHit;\ntype IPointHit = IPhysicsQueryHit;\n/** Godot-shaped point-in-time queries over the selected physics simulation. */\ndeclare class PhysicsDirectSpaceState3D {\n #private;\n constructor(simulation: IPhysicsSimulation);\n intersectRay(options: IIntersectRayOptions): IRayHit | undefined;\n intersectShape(options: IIntersectShapeOptions): readonly IShapeHit[];\n intersectPoint(options: IIntersectPointOptions): readonly IPointHit[];\n}\n\ntype RigidBodyType = \"dynamic\" | \"fixed\" | \"kinematic\";\ninterface IRigidBody3DOptions {\n readonly object: Object3D;\n readonly entity?: string;\n readonly physics?: IPhysicsContext;\n /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n readonly world?: IPhysicsWorldHandle | unknown;\n readonly shape: CollisionShape3D;\n readonly mass?: number;\n readonly type?: RigidBodyType;\n /** Godot's collision_layer — which layers this body occupies. Default 1. */\n readonly collisionLayer?: number;\n /** Godot's collision_mask — which layers this body scans. Default 0xffff. */\n readonly collisionMask?: number;\n}\ndeclare class RigidBody3D {\n #private;\n readonly body: IPhysicsBodyHandle;\n readonly collider: IPhysicsColliderHandle;\n readonly object: Object3D;\n readonly type: RigidBodyType;\n constructor(options: IRigidBody3DOptions);\n /** Called by the shared plugin before a bulk step. */\n writeKinematic(buffer: Float32Array, offset: number): void;\n /** Displacement since the last backend transform, used for moving-platform carry. */\n kinematicMotion(): {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n syncToPhysics(): void;\n /**\n * Godot's `apply_impulse`. The one-shot shove: a thrown crate, a jump pad, a hit reaction.\n *\n * These four members exist because there is otherwise no portable way to move a dynamic body\n * at all. `body.raw` is a Rapier object on web and opaque on native, so reaching through it\n * forks the game by platform, and a transform write is discarded by the next step.\n */\n applyImpulse(impulse: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n }): void;\n /** Godot's `apply_force`. Continuous push; cleared by the backend each step. */\n applyForce(force: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n }): void;\n /** Godot's `linear_velocity`. */\n get linearVelocity(): {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n set linearVelocity(velocity: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n });\n syncFromPhysics(): void;\n applyTransform(values: Readonly, offset: number): void;\n dispose(): void;\n}\n\ntype NavigationAgentEvent = \"targetReached\" | \"navigationFinished\" | \"pathChanged\";\ntype NavigationAgentHandler = () => void;\ninterface INavigationAgent3DOptions {\n readonly navigation: INavigationContext;\n readonly object: Object3D;\n readonly radius?: number;\n readonly height?: number;\n readonly maxSpeed?: number;\n readonly pathDesiredDistance?: number;\n readonly targetDesiredDistance?: number;\n readonly avoidanceEnabled?: boolean;\n}\ndeclare class NavigationAgent3D {\n #private;\n readonly navigation: INavigationContext;\n readonly object: Object3D;\n readonly radius: number;\n readonly height: number;\n readonly maxSpeed: number;\n readonly pathDesiredDistance: number;\n readonly targetDesiredDistance: number;\n constructor(options: INavigationAgent3DOptions);\n get crowdAgent(): CrowdAgent | undefined;\n get avoidanceEnabled(): boolean;\n set avoidanceEnabled(value: boolean);\n on(event: NavigationAgentEvent, handler: NavigationAgentHandler): () => void;\n setTargetPosition(position: Pick): void;\n getNextPathPosition(): Vector3;\n isNavigationFinished(): boolean;\n isTargetReachable(position?: Pick): boolean;\n getFinalPosition(): Vector3;\n distanceToTarget(): number;\n syncCrowd(): void;\n advance(): void;\n dispose(): void;\n}\n\ninterface INavigationObstacle3DOptions {\n readonly navigation: INavigationContext;\n readonly object: Object3D;\n readonly radius?: number;\n readonly height?: number;\n readonly avoidanceEnabled?: boolean;\n}\ndeclare class NavigationObstacle3D {\n #private;\n readonly navigation: INavigationContext;\n readonly object: Object3D;\n readonly radius: number;\n readonly height: number;\n crowdAgent: CrowdAgent | undefined;\n constructor(options: INavigationObstacle3DOptions);\n get avoidanceEnabled(): boolean;\n set avoidanceEnabled(value: boolean);\n syncCrowd(): void;\n dispose(): void;\n}\n\ninterface INavigationRegion3DOptions {\n readonly navigation: INavigationContext;\n readonly meshes: readonly Object3D[];\n readonly cellSize?: number;\n readonly cellHeight?: number;\n readonly agentRadius?: number;\n readonly agentHeight?: number;\n readonly agentMaxClimb?: number;\n readonly agentMaxSlope?: number;\n}\ndeclare class NavigationRegion3D {\n #private;\n readonly navigation: INavigationContext;\n readonly meshes: readonly Object3D[];\n navigationMesh: NavMesh;\n constructor(options: INavigationRegion3DOptions);\n get enabled(): boolean;\n set enabled(value: boolean);\n bakeNavigationMesh(): NavMesh;\n dispose(): void;\n}\n\ninterface INavigationContext {\n navMesh: NavMesh;\n query: NavMeshQuery;\n readonly regions: Set;\n readonly agents: Set;\n readonly obstacles: Set;\n crowd?: Crowd;\n}\ntype NavigationPlugin = IGamePluginHooks, IPhysicsContext>;\ndeclare function recast(): NavigationPlugin;\n\ninterface IPhysicsOptions {\n readonly gravity?: {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n };\n /**\n * Give each scene a pristine simulation, so restarting a scene reproduces its predecessor\n * exactly. Default false.\n *\n * Disposing the bodies is not enough on its own: the solver, island manager and broad phase\n * carry state from everything that has already happened, so an identical authored layout\n * settles differently in a reused world. A sandbox build measured settle hashes `a2f87bad`\n * versus `658eb6f8` at 240 versus 266 ticks, diverging during the initial drop before any\n * input, and had no way to fix it from game code.\n *\n * Opt-in because it frees the backend world at scene exit. Anything still holding a\n * `body.raw`, `collider.raw` or `world.raw` from the previous scene is reading freed memory\n * afterwards. Those references are already documented as non-portable, and a scene that has\n * exited has disposed its bodies, but the failure mode is a hard backend fault rather than a\n * quiet `false` — so a game asks for this rather than inheriting it.\n */\n readonly deterministicRestart?: boolean;\n}\ntype PhysicsBody3D = RigidBody3D | CharacterBody3D;\ninterface IPhysicsContext {\n readonly world: ReturnType;\n readonly eventQueue: ReturnType;\n readonly simulation: IPhysicsSimulation;\n readonly directSpaceState: PhysicsDirectSpaceState3D;\n navigation?: INavigationContext;\n add(body: PhysicsBody3D): void;\n numBodies(): number;\n kinematicMotion?(colliderHandle: number): {\n readonly x: number;\n readonly y: number;\n readonly z: number;\n } | undefined;\n remove(body: PhysicsBody3D): void;\n addArea(area: Area3D): void;\n removeArea(area: Area3D): void;\n}\ntype PhysicsPlugin = IGamePluginHooks, IPhysicsContext>;\ndeclare function rapier(options?: IPhysicsOptions): PhysicsPlugin;\n\ntype AreaEvent = \"bodyEntered\" | \"bodyExited\";\ntype AreaHandler = (body: PhysicsBody3D) => void;\ninterface IAreaContact {\n readonly area: Area3D;\n readonly body: PhysicsBody3D;\n readonly entity?: string;\n readonly started: boolean;\n}\ninterface IArea3DOptions {\n readonly entity?: string;\n readonly physics?: IPhysicsContext;\n /** @deprecated Prefer `physics`; a raw web world is backend-specific. */\n readonly world?: IPhysicsWorldHandle | unknown;\n readonly shape: CollisionShape3D;\n readonly position?: Pick;\n /** Godot's collision_layer — which layers this area occupies. Default 1. */\n readonly collisionLayer?: number;\n /** Godot's collision_mask — which layers this area scans. Default 0xffff. */\n readonly collisionMask?: number;\n}\ndeclare class Area3D {\n #private;\n readonly entity: string | undefined;\n readonly body: IPhysicsBodyHandle;\n readonly collider: IPhysicsColliderHandle;\n constructor(options: IArea3DOptions);\n on(event: AreaEvent, handler: AreaHandler): () => void;\n /** Mirrors Godot's Area3D.monitoring. When false the area reports no contacts. */\n get monitoring(): boolean;\n set monitoring(value: boolean);\n setPosition(position: Pick): void;\n /** Called by the shared plugin before a bulk step. */\n writeKinematic(buffer: Float32Array, offset: number): void;\n applyTransform(values: Readonly, offset: number): void;\n handleCollision(body: PhysicsBody3D, started: boolean): void;\n drainContacts(): IAreaContact[];\n reconcileIntersections(current: ReadonlyMap): void;\n dispose(): void;\n}\n\nexport { type NavigationAgentHandler as $, Area3D as A, type PhysicsBody3D as B, CharacterBody3D as C, PhysicsDirectSpaceState3D as D, type PhysicsQueryVector3 as E, type PhysicsShapeKind as F, rapier as G, type AreaEvent as H, type ICollisionShapeHandle as I, type AreaHandler as J, type CollisionShapeKind as K, type IArea3DOptions as L, MAX_PHYSICS_QUERY_RESULTS as M, type IAreaContact as N, type ICharacterBody3DOptions as O, PHYSICS_COLLISION_EVENT_STRIDE as P, type IPhysicsOptions as Q, RigidBody3D as R, type IRigidBody3DOptions as S, type PhysicsPlugin as T, type RigidBodyType as U, type INavigationAgent3DOptions as V, type INavigationContext as W, type INavigationObstacle3DOptions as X, type INavigationRegion3DOptions as Y, NavigationAgent3D as Z, type NavigationAgentEvent as _, CollisionShape3D as a, NavigationObstacle3D as a0, type NavigationPlugin as a1, NavigationRegion3D as a2, recast as a3, type IIntersectPointOptions as b, type IIntersectRayOptions as c, type IIntersectShapeOptions as d, type IPhysicsBodyCreateOptions as e, type IPhysicsBodyHandle as f, type IPhysicsCharacterOptions as g, type IPhysicsColliderHandle as h, type IPhysicsContext as i, type IPhysicsHandle as j, type IPhysicsInputSnapshot as k, type IPhysicsPointQuery as l, type IPhysicsQueryHit as m, type IPhysicsRayHit as n, type IPhysicsRayQuery as o, type IPhysicsRotation as p, type IPhysicsRuntimeSimulation as q, type IPhysicsShapeDescriptor as r, type IPhysicsShapeQuery as s, type IPhysicsSimulation as t, type IPhysicsVector3 as u, type IPhysicsWorldHandle as v, type IPointHit as w, type IRayHit as x, type IShapeHit as y, PHYSICS_TRANSFORM_STRIDE as z };\n","numLines":578,"startLine":1,"totalLines":578}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VhQFg1mAqN8ZBRNCLpddJs","type":"tool_result","content":"1\texport { A as Area3D, C as CharacterBody3D, a as CollisionShape3D, I as ICollisionShapeHandle, b as IIntersectPointOptions, c as IIntersectRayOptions, d as IIntersectShapeOptions, e as IPhysicsBodyCreateOptions, f as IPhysicsBodyHandle, g as IPhysicsCharacterOptions, h as IPhysicsColliderHandle, i as IPhysicsContext, j as IPhysicsHandle, k as IPhysicsInputSnapshot, l as IPhysicsPointQuery, m as IPhysicsQueryHit, n as IPhysicsRayHit, o as IPhysicsRayQuery, p as IPhysicsRotation, q as IPhysicsRuntimeSimulation, r as IPhysicsShapeDescriptor, s as IPhysicsShapeQuery, t as IPhysicsSimulation, u as IPhysicsVector3, v as IPhysicsWorldHandle, w as IPointHit, x as IRayHit, y as IShapeHit, M as MAX_PHYSICS_QUERY_RESULTS, P as PHYSICS_COLLISION_EVENT_STRIDE, z as PHYSICS_TRANSFORM_STRIDE, B as PhysicsBody3D, D as PhysicsDirectSpaceState3D, E as PhysicsQueryVector3, F as PhysicsShapeKind, R as RigidBody3D, G as rapier } from './Area3D-CvwDbfU6.js';\n2\timport 'three';\n3\timport '@threenative/core';\n4\timport 'recast-navigation';\n5\t\n6\t/** Rapier packs membership in the high 16 bits and the filter in the low 16. */\n7\tdeclare function interactionGroups(layer: number, mask: number): number;\n8\t\n9\texport { interactionGroups };\n10\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"129cbe2f-01eb-4d60-afb2-883b4d0f6329","timestamp":"2026-08-19T07:24:17.226Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/node_modules/@threenative/physics/dist/index.d.ts","content":"export { A as Area3D, C as CharacterBody3D, a as CollisionShape3D, I as ICollisionShapeHandle, b as IIntersectPointOptions, c as IIntersectRayOptions, d as IIntersectShapeOptions, e as IPhysicsBodyCreateOptions, f as IPhysicsBodyHandle, g as IPhysicsCharacterOptions, h as IPhysicsColliderHandle, i as IPhysicsContext, j as IPhysicsHandle, k as IPhysicsInputSnapshot, l as IPhysicsPointQuery, m as IPhysicsQueryHit, n as IPhysicsRayHit, o as IPhysicsRayQuery, p as IPhysicsRotation, q as IPhysicsRuntimeSimulation, r as IPhysicsShapeDescriptor, s as IPhysicsShapeQuery, t as IPhysicsSimulation, u as IPhysicsVector3, v as IPhysicsWorldHandle, w as IPointHit, x as IRayHit, y as IShapeHit, M as MAX_PHYSICS_QUERY_RESULTS, P as PHYSICS_COLLISION_EVENT_STRIDE, z as PHYSICS_TRANSFORM_STRIDE, B as PhysicsBody3D, D as PhysicsDirectSpaceState3D, E as PhysicsQueryVector3, F as PhysicsShapeKind, R as RigidBody3D, G as rapier } from './Area3D-CvwDbfU6.js';\nimport 'three';\nimport '@threenative/core';\nimport 'recast-navigation';\n\n/** Rapier packs membership in the high 16 bits and the filter in the low 16. */\ndeclare function interactionGroups(layer: number, mask: number): number;\n\nexport { interactionGroups };\n","numLines":10,"startLine":1,"totalLines":10}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"60a2fa3a-60a4-4bbc-ba37-c4f0988c2a03","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":200,"estimated_tokens_delta":150,"uuid":"2d3f1f54-7aa4-470c-90e8-ea4db75553bf","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":400,"estimated_tokens_delta":200,"uuid":"c8c860d4-b431-47d7-a34f-9aaf837f393a","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} 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readonly entities: Registry;\n295: readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n296: readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n301: readonly random: IRandom;\n429:export { CanvasLayer as C, type IGame as I, Scene as S, type IRendererLike as a, type IGamePluginRuntime as b, type IGamePluginHooks as c, type ICtx as d, type IGameObservationContribution as e, type IGameObservationSampleRequest as f, type IGamePlatformSource as g, type IRandom as h, type IRawInputPointer as i, type IRaycastOptions as j, type IScenePickerOptions as k, type SceneFrame as l, ScenePicker as m, type ScheduleHandle as n, Scheduler as o, createRandom as p, defineGame as q };","is_error":false}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"18e11f19-bd9c-4412-bfe4-40c2404f1094","timestamp":"2026-08-19T07:24:26.334Z","tool_use_result":{"stdout":"104:interface IRandom {\n236:type ScheduleHandle = (() => void) & {\n246: after(delay: number, callback: () => void): ScheduleHandle;\n247: every(callback: (dt: number) => void): ScheduleHandle;\n284:interface ICtx = Record, TPhysics = undefined> {\n291: readonly entities: Registry;\n295: readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n296: readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n301: readonly random: IRandom;\n429:export { CanvasLayer as C, type IGame as I, Scene as S, type IRendererLike as a, type IGamePluginRuntime as b, type IGamePluginHooks as c, type ICtx as d, type IGameObservationContribution as e, type IGameObservationSampleRequest as f, type IGamePlatformSource as g, type IRandom as h, type IRawInputPointer as i, type IRaycastOptions as j, type IScenePickerOptions as k, type SceneFrame as l, ScenePicker as m, type ScheduleHandle as n, Scheduler as o, createRandom as p, defineGame as q };","stderr":"","interrupted":false,"isImage":false,"noOutputExpected":false}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01SpPzf2Qtm5KNFCRBjHScz8","type":"tool_result","content":"95\t\n96\tinterface IRenderPerformanceMetrics {\n97\t readonly drawCalls?: number;\n98\t readonly triangles?: number;\n99\t}\n100\tinterface IRenderPerformanceSample extends IRenderPerformanceMetrics {\n101\t readonly frameMs: number;\n102\t}\n103\t\n104\tinterface IRandom {\n105\t (): number;\n106\t pick(items: readonly T[]): T;\n107\t range(min: number, max: number): number;\n108\t state: number;\n109\t}\n110\tdeclare function createRandom(seed?: number): IRandom;\n111\t\n112\ttype RendererKind = \"webgpu\" | \"webgl2\";\n113\tinterface IRendererLike {\n114\t readonly domElement: HTMLCanvasElement;\n115\t readonly kind: RendererKind;\n116\t readonly raw: unknown;\n117\t /**\n118\t * Builds and compiles a scene's pipelines before anything draws it.\n119\t *\n120\t * On a phone each distinct shader is compiled the first time something using it is drawn, which\n121\t * happens inside a frame the player is watching: 2,500 ms of a 2,882 ms Pixel 8 cold start sits\n122\t * between the bundle finishing and the first frame reaching the display. Calling this during\n123\t * load moves that cost somewhere the player is already waiting.\n124\t *\n125\t * It is on the wrapper for one reason: without it a game must cast through `.raw` to warm up,\n126\t * and a game that cannot warm up without a cast will not warm up.\n127\t */\n128\t compileAsync(scene: Object3D, camera: Camera): Promise;\n129\t compute(node: unknown): void;\n130\t render(scene: Object3D, camera: Camera): void;\n131\t /** Draws after the world without clearing or passing through the world's output pipeline. */\n132\t renderOverlay(scene: Object3D, camera: Camera): void;\n133\t setOutputNode(node: unknown): void;\n134\t setSize(width: number, height: number, updateStyle?: boolean): void;\n135\t dispose(): void;\n136\t}\n137\tinterface IRendererPlatformSource {\n138\t createCanvas(): HTMLCanvasElement;\n139\t hasWebGPU(): boolean;\n140\t observeResize(canvas: HTMLCanvasElement, resize: () => void): () => void;\n141\t readSize(canvas: HTMLCanvasElement): readonly [width: number, height: number];\n142\t}\n143\tinterface IRendererOptions {\n144\t canvas?: HTMLCanvasElement;\n145\t preferWebGPU?: boolean;\n146\t /** CSS-pixel multiplier for the drawing buffer. The default is intentional DPR 1. */\n147\t resolutionScale?: number;\n148\t source?: IRendererPlatformSource;\n149\t webgpuFactory?: (canvas: HTMLCanvasElement) => Promise | unknown;\n150\t webgl2Factory?: (canvas: HTMLCanvasElement) => unknown;\n151\t}\n152\t\n153\tinterface IViewportSize {\n154\t readonly aspect: number;\n155\t readonly height: number;\n156\t readonly width: number;\n157\t}\n158\tinterface IViewportOptions {\n159\t readonly camera: Camera;\n160\t readonly renderer: IRendererLike;\n161\t readonly source?: IViewportPlatformSource;\n162\t}\n163\ttype ViewportResizeHandler = (size: IViewportSize) => void;\n164\tinterface IViewportPlatformSource {\n165\t observeResize(canvas: HTMLCanvasElement, resize: () => void): () => void;\n166\t readSize(canvas: HTMLCanvasElement): IViewportSize;\n167\t}\n168\tdeclare class Viewport {\n169\t #private;\n170\t readonly camera: Camera;\n171\t readonly renderer: IRendererLike;\n172\t constructor(options: IViewportOptions);\n173\t get size(): IViewportSize;\n174\t projectPosition(screen: Vector2, z?: number): Vector3;\n175\t unprojectPosition(world: Vector3): Vector2;\n176\t onResize(handler: ViewportResizeHandler): () => void;\n177\t resize(): void;\n178\t dispose(): void;\n179\t}\n180\t\n181\t/** A Godot-shaped render surface that is independent of the world camera and post pipeline. */\n182\tdeclare class CanvasLayer {\n183\t #private;\n184\t readonly scene: Scene$1;\n185\t readonly camera: OrthographicCamera;\n186\t /** Declares that this layer covers the framebuffer, allowing the world pass to be skipped. */\n187\t opaque: boolean;\n188\t constructor(viewport: Pick);\n189\t dispose(): void;\n190\t}\n191\t\n192\ttype EntitySnapshot = Record & {\n193\t tags?: string[];\n194\t}>;\n195\tdeclare class Registry {\n196\t #private;\n197\t add(name: string, entity: T): T;\n198\t get(name: string): T | undefined;\n199\t remove(name: string): void;\n200\t queueFree(target: string | object): void;\n201\t sweep(): void;\n202\t clear(): void;\n203\t snapshot(): EntitySnapshot;\n204\t}\n205\t\n206\tinterface IRaycastOptions {\n207\t /** Screen point in canvas pixels. Defaults to the current pointer position. */\n208\t readonly screen?: Vector2;\n209\t /** What to test. Defaults to the whole scene. */\n210\t readonly targets?: Object3D | readonly Object3D[];\n211\t}\n212\tinterface IScenePickerOptions {\n213\t readonly camera: Camera;\n214\t readonly pointer: () => Vector2;\n215\t readonly scene: Object3D;\n216\t readonly viewport: Viewport;\n217\t}\n218\t/**\n219\t * Ray queries against scene geometry, accelerated by a bounding volume hierarchy that is\n220\t * built on first use and rebuilt when the geometry's positions change.\n221\t *\n222\t * The acceleration is an implementation detail: nothing about it reaches the caller, no\n223\t * `three` prototype is patched, and a game that never calls `raycast` never builds a tree.\n224\t * Skinned, instanced, batched and morphed meshes fall back to the stock `three` path,\n225\t * because a hierarchy over their rest positions would report hits in the wrong place.\n226\t */\n227\tdeclare class ScenePicker {\n228\t #private;\n229\t constructor(options: IScenePickerOptions);\n230\t /** The closest hit under the screen point, or `undefined` when the ray hits nothing. */\n231\t raycast(options?: IRaycastOptions): Intersection | undefined;\n232\t /** Drops every cached hierarchy. The next `raycast` rebuilds what it needs. */\n233\t dispose(): void;\n234\t}\n235\t\n236\ttype ScheduleHandle = (() => void) & {\n237\t cancel(): void;\n238\t readonly active: boolean;\n239\t};\n240\ttype TweenProperties = {\n241\t [K in keyof T]?: number;\n242\t};\n243\tdeclare class Scheduler {\n244\t #private;\n245\t get size(): number;\n246\t after(delay: number, callback: () => void): ScheduleHandle;\n247\t every(callback: (dt: number) => void): ScheduleHandle;\n248\t tween(target: T, properties: TweenProperties, duration: number): Promise;\n249\t tick(dt: number): void;\n250\t clear(): void;\n251\t}\n252\t\n253\ttype StatePatch> = Partial | ((state: T) => Partial);\n254\ttype GameStore> = StoreApi & {\n255\t set(patch: StatePatch): void;\n256\t flush(): void;\n257\t start(): void;\n258\t stop(): void;\n259\t};\n260\t\n261\tdeclare abstract class Scene = Record, TPhysics = undefined> {\n262\t static readonly initialState: Record | undefined;\n263\t load(_ctx: ICtx): void | Promise;\n264\t enter(_ctx: ICtx): SceneEnterResult;\n265\t exit(_ctx: ICtx): void;\n266\t update(_ctx: ICtx, _dt: number): void;\n267\t render(_ctx: ICtx): void;\n268\t}\n269\ttype SceneConstructor = Record, TPhysics = undefined> = new () => Scene;\n270\ttype SceneFrame = Record, TPhysics = undefined> = (ctx: ICtx, dt: number) => void;\n271\ttype SceneEnterResult = Record, TPhysics = undefined> = // biome-ignore lint/suspicious/noConfusingVoidType: void preserves existing Scene.enter overrides.\n272\tvoid | SceneFrame;\n273\tinterface IStartupStatus {\n274\t /**\n275\t * `observing` while the collapse watches what moves, `collapsing` during the single frame it\n276\t * bakes in, `ready` once the world is safe to show.\n277\t */\n278\t readonly phase: \"observing\" | \"collapsing\" | \"ready\";\n279\t /** 0 to 1 across the observation window, then 1. Real progress for the part that has any. */\n280\t readonly progress: number;\n281\t /** Resolves on every path, including a scene too small to collapse, so it is always awaitable. */\n282\t whenReady(): Promise;\n283\t}\n284\tinterface ICtx = Record, TPhysics = undefined> {\n285\t readonly fps: number;\n286\t readonly renderer: IRendererLike;\n287\t readonly viewport: Viewport;\n288\t readonly scene: Scene$1;\n289\t readonly camera: Camera;\n290\t readonly canvasLayer: CanvasLayer;\n291\t readonly entities: Registry;\n292\t readonly add: (object: Object3D) => Object3D;\n293\t readonly input: InputMap;\n294\t readonly assets: IAssetLoader;\n295\t readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n296\t readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n297\t readonly state: GameStore;\n298\t readonly tween: (target: T, properties: {\n299\t [K in keyof T]?: number;\n300\t }, duration: number) => Promise;\n301\t readonly random: IRandom;\n302\t readonly raycast: (options?: IRaycastOptions) => Intersection | undefined;\n303\t /**\n304\t * The framework's own startup work — what a loading screen waits on.\n305\t *\n306\t * Two costs land before a game is ready and both are real: each shader is compiled the first\n307\t * time something using it is drawn, and the scene collapse runs inside a single frame. On a\n308\t * Pixel 8 that was 2.5 s of half-drawn map followed by a 3.2 s stall, measured.\n309\t *\n310\t * Keeping the world hidden until `whenReady()` resolves does more than hide the mess: the\n311\t * shaders that would have been compiled for geometry the collapse then throws away are never\n312\t * compiled at all, so waiting is *faster* than not waiting.\n313\t */\n314\t readonly startup: IStartupStatus;"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"2edf3d90-d81e-4dc6-89fd-aa2ac6a5de5b","timestamp":"2026-08-19T07:24:28.655Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/node_modules/@threenative/core/dist/game-DRt1Qhq3.d.ts","content":"\ninterface IRenderPerformanceMetrics {\n readonly drawCalls?: number;\n readonly triangles?: number;\n}\ninterface IRenderPerformanceSample extends IRenderPerformanceMetrics {\n readonly frameMs: number;\n}\n\ninterface IRandom {\n (): number;\n pick(items: readonly T[]): T;\n range(min: number, max: number): number;\n state: number;\n}\ndeclare function createRandom(seed?: number): IRandom;\n\ntype RendererKind = \"webgpu\" | \"webgl2\";\ninterface IRendererLike {\n readonly domElement: HTMLCanvasElement;\n readonly kind: RendererKind;\n readonly raw: unknown;\n /**\n * Builds and compiles a scene's pipelines before anything draws it.\n *\n * On a phone each distinct shader is compiled the first time something using it is drawn, which\n * happens inside a frame the player is watching: 2,500 ms of a 2,882 ms Pixel 8 cold start sits\n * between the bundle finishing and the first frame reaching the display. Calling this during\n * load moves that cost somewhere the player is already waiting.\n *\n * It is on the wrapper for one reason: without it a game must cast through `.raw` to warm up,\n * and a game that cannot warm up without a cast will not warm up.\n */\n compileAsync(scene: Object3D, camera: Camera): Promise;\n compute(node: unknown): void;\n render(scene: Object3D, camera: Camera): void;\n /** Draws after the world without clearing or passing through the world's output pipeline. */\n renderOverlay(scene: Object3D, camera: Camera): void;\n setOutputNode(node: unknown): void;\n setSize(width: number, height: number, updateStyle?: boolean): void;\n dispose(): void;\n}\ninterface IRendererPlatformSource {\n createCanvas(): HTMLCanvasElement;\n hasWebGPU(): boolean;\n observeResize(canvas: HTMLCanvasElement, resize: () => void): () => void;\n readSize(canvas: HTMLCanvasElement): readonly [width: number, height: number];\n}\ninterface IRendererOptions {\n canvas?: HTMLCanvasElement;\n preferWebGPU?: boolean;\n /** CSS-pixel multiplier for the drawing buffer. The default is intentional DPR 1. */\n resolutionScale?: number;\n source?: IRendererPlatformSource;\n webgpuFactory?: (canvas: HTMLCanvasElement) => Promise | unknown;\n webgl2Factory?: (canvas: HTMLCanvasElement) => unknown;\n}\n\ninterface IViewportSize {\n readonly aspect: number;\n readonly height: number;\n readonly width: number;\n}\ninterface IViewportOptions {\n readonly camera: Camera;\n readonly renderer: IRendererLike;\n readonly source?: IViewportPlatformSource;\n}\ntype ViewportResizeHandler = (size: IViewportSize) => void;\ninterface IViewportPlatformSource {\n observeResize(canvas: HTMLCanvasElement, resize: () => void): () => void;\n readSize(canvas: HTMLCanvasElement): IViewportSize;\n}\ndeclare class Viewport {\n #private;\n readonly camera: Camera;\n readonly renderer: IRendererLike;\n constructor(options: IViewportOptions);\n get size(): IViewportSize;\n projectPosition(screen: Vector2, z?: number): Vector3;\n unprojectPosition(world: Vector3): Vector2;\n onResize(handler: ViewportResizeHandler): () => void;\n resize(): void;\n dispose(): void;\n}\n\n/** A Godot-shaped render surface that is independent of the world camera and post pipeline. */\ndeclare class CanvasLayer {\n #private;\n readonly scene: Scene$1;\n readonly camera: OrthographicCamera;\n /** Declares that this layer covers the framebuffer, allowing the world pass to be skipped. */\n opaque: boolean;\n constructor(viewport: Pick);\n dispose(): void;\n}\n\ntype EntitySnapshot = Record & {\n tags?: string[];\n}>;\ndeclare class Registry {\n #private;\n add(name: string, entity: T): T;\n get(name: string): T | undefined;\n remove(name: string): void;\n queueFree(target: string | object): void;\n sweep(): void;\n clear(): void;\n snapshot(): EntitySnapshot;\n}\n\ninterface IRaycastOptions {\n /** Screen point in canvas pixels. Defaults to the current pointer position. */\n readonly screen?: Vector2;\n /** What to test. Defaults to the whole scene. */\n readonly targets?: Object3D | readonly Object3D[];\n}\ninterface IScenePickerOptions {\n readonly camera: Camera;\n readonly pointer: () => Vector2;\n readonly scene: Object3D;\n readonly viewport: Viewport;\n}\n/**\n * Ray queries against scene geometry, accelerated by a bounding volume hierarchy that is\n * built on first use and rebuilt when the geometry's positions change.\n *\n * The acceleration is an implementation detail: nothing about it reaches the caller, no\n * `three` prototype is patched, and a game that never calls `raycast` never builds a tree.\n * Skinned, instanced, batched and morphed meshes fall back to the stock `three` path,\n * because a hierarchy over their rest positions would report hits in the wrong place.\n */\ndeclare class ScenePicker {\n #private;\n constructor(options: IScenePickerOptions);\n /** The closest hit under the screen point, or `undefined` when the ray hits nothing. */\n raycast(options?: IRaycastOptions): Intersection | undefined;\n /** Drops every cached hierarchy. The next `raycast` rebuilds what it needs. */\n dispose(): void;\n}\n\ntype ScheduleHandle = (() => void) & {\n cancel(): void;\n readonly active: boolean;\n};\ntype TweenProperties = {\n [K in keyof T]?: number;\n};\ndeclare class Scheduler {\n #private;\n get size(): number;\n after(delay: number, callback: () => void): ScheduleHandle;\n every(callback: (dt: number) => void): ScheduleHandle;\n tween(target: T, properties: TweenProperties, duration: number): Promise;\n tick(dt: number): void;\n clear(): void;\n}\n\ntype StatePatch> = Partial | ((state: T) => Partial);\ntype GameStore> = StoreApi & {\n set(patch: StatePatch): void;\n flush(): void;\n start(): void;\n stop(): void;\n};\n\ndeclare abstract class Scene = Record, TPhysics = undefined> {\n static readonly initialState: Record | undefined;\n load(_ctx: ICtx): void | Promise;\n enter(_ctx: ICtx): SceneEnterResult;\n exit(_ctx: ICtx): void;\n update(_ctx: ICtx, _dt: number): void;\n render(_ctx: ICtx): void;\n}\ntype SceneConstructor = Record, TPhysics = undefined> = new () => Scene;\ntype SceneFrame = Record, TPhysics = undefined> = (ctx: ICtx, dt: number) => void;\ntype SceneEnterResult = Record, TPhysics = undefined> = // biome-ignore lint/suspicious/noConfusingVoidType: void preserves existing Scene.enter overrides.\nvoid | SceneFrame;\ninterface IStartupStatus {\n /**\n * `observing` while the collapse watches what moves, `collapsing` during the single frame it\n * bakes in, `ready` once the world is safe to show.\n */\n readonly phase: \"observing\" | \"collapsing\" | \"ready\";\n /** 0 to 1 across the observation window, then 1. Real progress for the part that has any. */\n readonly progress: number;\n /** Resolves on every path, including a scene too small to collapse, so it is always awaitable. */\n whenReady(): Promise;\n}\ninterface ICtx = Record, TPhysics = undefined> {\n readonly fps: number;\n readonly renderer: IRendererLike;\n readonly viewport: Viewport;\n readonly scene: Scene$1;\n readonly camera: Camera;\n readonly canvasLayer: CanvasLayer;\n readonly entities: Registry;\n readonly add: (object: Object3D) => Object3D;\n readonly input: InputMap;\n readonly assets: IAssetLoader;\n readonly after: (delay: number, callback: () => void) => ScheduleHandle;\n readonly every: (callback: (dt: number) => void) => ScheduleHandle;\n readonly state: GameStore;\n readonly tween: (target: T, properties: {\n [K in keyof T]?: number;\n }, duration: number) => Promise;\n readonly random: IRandom;\n readonly raycast: (options?: IRaycastOptions) => Intersection | undefined;\n /**\n * The framework's own startup work — what a loading screen waits on.\n *\n * Two costs land before a game is ready and both are real: each shader is compiled the first\n * time something using it is drawn, and the scene collapse runs inside a single frame. On a\n * Pixel 8 that was 2.5 s of half-drawn map followed by a 3.2 s stall, measured.\n *\n * Keeping the world hidden until `whenReady()` resolves does more than hide the mess: the\n * shaders that would have been compiled for geometry the collapse then throws away are never\n * compiled at all, so waiting is *faster* than not waiting.\n */\n readonly startup: IStartupStatus;","numLines":220,"startLine":95,"totalLines":430}}} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":50,"estimated_tokens_delta":50,"uuid":"6ee2b8c1-f20c-4747-bf88-c147124ea13c","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} -{"type":"system","subtype":"thinking_tokens","estimated_tokens":150,"estimated_tokens_delta":100,"uuid":"7b16d07b-4e6e-47fc-8510-ccf2ca78556e","session_id":"d2dff149-45b9-4b90-be45-e822931098d6"} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_018sPNvrwUrH21szTLVu29RX","type":"tool_result","content":"1\timport type { IPhysicsContext } from \"@threenative/physics\";\n2\timport type { Vector3 } from \"three\";\n3\timport { type IRayHit, directSpaceState } from \"../physics.js\";\n4\t\n5\texport class Hitscan {\n6\t readonly range: number;\n7\t readonly cooldown: number;\n8\t #cooldown = 0;\n9\t\n10\t constructor(range = 24, cooldown = 0.22) {\n11\t this.range = range;\n12\t this.cooldown = cooldown;\n13\t }\n14\t\n15\t update(dt: number): void {\n16\t this.#cooldown = Math.max(0, this.#cooldown - dt);\n17\t }\n18\t\n19\t fire(\n20\t physics: IPhysicsContext,\n21\t from: Vector3,\n22\t direction: Vector3,\n23\t collisionMask: number,\n24\t ): IRayHit | undefined {\n25\t if (this.#cooldown > 0) return undefined;\n26\t this.#cooldown = this.cooldown;\n27\t const to = from.clone().add(direction.clone().normalize().multiplyScalar(this.range));\n28\t return directSpaceState(physics).intersectRay({\n29\t collisionMask,\n30\t from,\n31\t to,\n32\t });\n33\t }\n34\t\n35\t probe(\n36\t physics: IPhysicsContext,\n37\t from: Vector3,\n38\t to: Vector3,\n39\t collisionMask: number,\n40\t ): IRayHit | undefined {\n41\t return directSpaceState(physics).intersectRay({ collisionMask, from, to });\n42\t }\n43\t}\n44\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"eccc3b3f-d31c-49ef-9f57-9ff1bed33c85","timestamp":"2026-08-19T07:25:04.168Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/weapons/Hitscan.ts","content":"import type { IPhysicsContext } from \"@threenative/physics\";\nimport type { Vector3 } from \"three\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\n\nexport class Hitscan {\n readonly range: number;\n readonly cooldown: number;\n #cooldown = 0;\n\n constructor(range = 24, cooldown = 0.22) {\n this.range = range;\n this.cooldown = cooldown;\n }\n\n update(dt: number): void {\n this.#cooldown = Math.max(0, this.#cooldown - dt);\n }\n\n fire(\n physics: IPhysicsContext,\n from: Vector3,\n direction: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n if (this.#cooldown > 0) return undefined;\n this.#cooldown = this.cooldown;\n const to = from.clone().add(direction.clone().normalize().multiplyScalar(this.range));\n return directSpaceState(physics).intersectRay({\n collisionMask,\n from,\n to,\n });\n }\n\n probe(\n physics: IPhysicsContext,\n from: Vector3,\n to: Vector3,\n collisionMask: number,\n ): IRayHit | undefined {\n return directSpaceState(physics).intersectRay({ collisionMask, from, to });\n }\n}\n","numLines":44,"startLine":1,"totalLines":44}}} 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-{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_019HCjtHJgZFZh37nnrfZJ5K","type":"tool_result","content":"1\timport type { ICtx } from \"@threenative/core\";\n2\timport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\n3\timport type { Mesh, Vector3 } from \"three\";\n4\timport { PROJECTILE_LAYER } from \"../entities/Player.js\";\n5\timport { type IRayHit, directSpaceState } from \"../physics.js\";\n6\timport { createProjectileVisual } from \"../render/shapes.js\";\n7\timport type { GameState } from \"../state.js\";\n8\t\n9\ttype GameCtx = ICtx;\n10\t\n11\texport class Projectile {\n12\t readonly mesh: Mesh;\n13\t readonly body: RigidBody3D;\n14\t readonly tags = [\"projectile\"];\n15\t #direction: Vector3;\n16\t #life = 2.4;\n17\t #speed = 10;\n18\t #collisionMask: number;\n19\t #onHit: (hit: IRayHit) => void;\n20\t #dead = false;\n21\t\n22\t constructor(\n23\t ctx: GameCtx,\n24\t materials: Parameters[0],\n25\t origin: Vector3,\n26\t direction: Vector3,\n27\t collisionMask: number,\n28\t onHit: (hit: IRayHit) => void,\n29\t ) {\n30\t this.#collisionMask = collisionMask;\n31\t this.#direction = direction.clone().normalize();\n32\t this.#onHit = onHit;\n33\t this.mesh = createProjectileVisual(materials);\n34\t this.mesh.position.copy(origin);\n35\t ctx.add(this.mesh);\n36\t this.body = new RigidBody3D({\n37\t collisionLayer: PROJECTILE_LAYER,\n38\t collisionMask,\n39\t object: this.mesh,\n40\t physics: ctx.physics,\n41\t shape: CollisionShape3D.sphere(0.12),\n42\t type: \"kinematic\",\n43\t });\n44\t }\n45\t\n46\t get dead(): boolean {\n47\t return this.#dead;\n48\t }\n49\t\n50\t update(ctx: GameCtx, dt: number): void {\n51\t if (this.#dead) return;\n52\t this.#life -= dt;\n53\t if (this.#life <= 0) {\n54\t this.#dead = true;\n55\t return;\n56\t }\n57\t const from = this.mesh.position.clone();\n58\t const to = from.clone().addScaledVector(this.#direction, this.#speed * dt);\n59\t const hit = directSpaceState(ctx.physics).intersectRay({\n60\t collisionMask: this.#collisionMask,\n61\t from,\n62\t to,\n63\t });\n64\t if (hit !== undefined) {\n65\t this.#dead = true;\n66\t this.#onHit(hit);\n67\t return;\n68\t }\n69\t this.mesh.position.copy(to);\n70\t }\n71\t\n72\t dispose(): void {\n73\t this.body.dispose();\n74\t this.mesh.removeFromParent();\n75\t }\n76\t}\n77\t"}]},"parent_tool_use_id":null,"session_id":"d2dff149-45b9-4b90-be45-e822931098d6","uuid":"092c70e6-ec61-496f-a243-c89c10cf06cc","timestamp":"2026-08-19T07:25:04.701Z","tool_use_result":{"type":"text","file":{"filePath":"/home/joao/projects/threenative/threenative-engine/.worktrees/prd-157-capability-discovery/docs/verification/.prd157-baseline-work/run-2/src/weapons/Projectile.ts","content":"import type { ICtx } from \"@threenative/core\";\nimport { CollisionShape3D, type IPhysicsContext, RigidBody3D } from \"@threenative/physics\";\nimport type { Mesh, Vector3 } from \"three\";\nimport { PROJECTILE_LAYER } from \"../entities/Player.js\";\nimport { type IRayHit, directSpaceState } from \"../physics.js\";\nimport { createProjectileVisual } from \"../render/shapes.js\";\nimport type { GameState } from \"../state.js\";\n\ntype GameCtx = ICtx;\n\nexport class Projectile {\n readonly mesh: Mesh;\n readonly body: RigidBody3D;\n readonly tags = [\"projectile\"];\n #direction: Vector3;\n #life = 2.4;\n #speed = 10;\n #collisionMask: number;\n #onHit: (hit: IRayHit) => void;\n #dead = false;\n\n constructor(\n ctx: GameCtx,\n materials: Parameters[0],\n origin: Vector3,\n direction: Vector3,\n collisionMask: number,\n onHit: (hit: IRayHit) => void,\n ) {\n this.#collisionMask = collisionMask;\n this.#direction = direction.clone().normalize();\n this.#onHit = onHit;\n this.mesh = createProjectileVisual(materials);\n this.mesh.position.copy(origin);\n ctx.add(this.mesh);\n this.body = new RigidBody3D({\n collisionLayer: PROJECTILE_LAYER,\n collisionMask,\n object: this.mesh,\n physics: ctx.physics,\n 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result_type=user last_content_type=n/a stop_reason=tool_use"],"type":"result","duration_ms":284856,"uuid":"45437b2d-810c-4bc4-9776-d797b94cd7aa"} diff --git a/docs/verification/capability-discovery-baseline.md b/docs/verification/capability-discovery-baseline.md index 480932a980..ebe9fdd3a4 100644 --- a/docs/verification/capability-discovery-baseline.md +++ b/docs/verification/capability-discovery-baseline.md @@ -66,10 +66,10 @@ and the engine capabilities remained undiscovered. ## Aborted attempts, not counted -- [Opus attempt](capability-discovery-baseline-aborted-opus.jsonl): real fresh session, 69 turns, +- [Opus attempt](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/verification/capability-discovery-baseline-aborted-opus.jsonl): real fresh session, 69 turns, entered context compaction after the playtest, then was stopped; final record is `aborted_streaming`, cost `$7.747`. -- [Sonnet attempt](capability-discovery-baseline-aborted-sonnet.jsonl): real fresh session, +- [Sonnet attempt](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/verification/capability-discovery-baseline-aborted-sonnet.jsonl): real fresh session, stopped after approximately five minutes of internal reasoning before it modified the scaffold. These attempts do not contribute to the 0/3 metrics. No feature code was changed in the engine diff --git a/docs/verification/findings-2026-09-07-bayview-fix/android-world.png b/docs/verification/findings-2026-09-07-bayview-fix/android-world.png index 65ba8be007..8e0bf0c444 100644 Binary files a/docs/verification/findings-2026-09-07-bayview-fix/android-world.png and b/docs/verification/findings-2026-09-07-bayview-fix/android-world.png differ diff --git a/docs/verification/native-coverage-2026-08-28.md b/docs/verification/native-coverage-2026-08-28.md index 369ddacfd0..e019f1cee6 100644 --- a/docs/verification/native-coverage-2026-08-28.md +++ b/docs/verification/native-coverage-2026-08-28.md @@ -2,31 +2,31 @@ # Native coverage — 2026-08-28 Configuration: `tn-linux-coverage` with clang source-based coverage. Executed -42 native contract targets; 3 configured +45 native contract targets; 3 configured targets could not be built and are named below. | Subsystem | Instrumented lines | Covered | Line coverage | | --- | ---: | ---: | ---: | | `src/async/` | 73 | 60 | 82.19% | -| `src/audio/` | 1471 | 1301 | 88.44% | +| `src/audio/` | 1471 | 1296 | 88.10% | | `src/canvas/` | 1334 | 1110 | 83.21% | | `src/cli/` | 1682 | 1238 | 73.60% | | `src/fs/` | 235 | 189 | 80.43% | | `src/http/` | 410 | 377 | 91.95% | | `src/js/` | 2785 | 2212 | 79.43% | -| `src/platform/` | 1284 | 928 | 72.27% | +| `src/platform/` | 1293 | 936 | 72.39% | | `src/raytracing/` | 461 | 399 | 86.55% | | `src/runtime.cpp` | 2361 | 1870 | 79.20% | | `src/screenshot_gate.cpp` | 27 | 24 | 88.89% | | `src/storage/` | 327 | 286 | 87.46% | | `src/utils/` | 0 | 0 | 0.00% | | `src/vfs/` | 239 | 195 | 81.59% | -| `src/webgpu/` | 9661 | 7380 | 76.39% | +| `src/webgpu/` | 9741 | 7473 | 76.72% | | `src/webtransport/` | 1391 | 1078 | 77.50% | | `src/workers/` | 615 | 527 | 85.69% | -| **TOTAL** | **24356** | **19174** | **78.72%** | +| **TOTAL** | **24445** | **19270** | **78.83%** | -Source digest: `sha256:b309d234707d2ecd8ad21f4c86933adb2b1b9d43ed966e2e276f89c33fa4dbad` +Source digest: `sha256:fa76aa265ca265cd6cb73c9fe0b2935598faf97c0f8dcf034a2fa19ea5196a16` The default `pnpm budgets` gate reads this committed measurement without configuring or compiling the native host. Any native source, native C++ test, CTest registration, or coverage aggregation @@ -310,3 +310,9 @@ the focused test 1/1. Restoring the target-aware call passed that test 1/1, then resulting generated capability metadata changed all ten scaffold trees; the measured hashes are pinned in `packages/create-threenative/__tests__/scaffold.spec.ts`, whose complete suite passed 55/55. + +## Rendering consolidation coverage status + +The generated measurement above was refreshed on 2026-10-04 from the combined exposure/fog candidate. A fresh isolated `tn-linux-coverage` build executed 45 native contract targets; three explicitly disabled targets remain listed above. The source digest is `sha256:fa76aa265ca265cd6cb73c9fe0b2935598faf97c0f8dcf034a2fa19ea5196a16`, and the existing coverage floors are unchanged. + +The original [exposure measurement](https://github.com/ThreeNativeHQ/threenative/blob/f54efbdc9cadac5bf8719adf3435fca98d872bb4/docs/verification/native-coverage-2026-08-28.md) and [fog measurement](https://github.com/ThreeNativeHQ/threenative/blob/edd5e1d6eef2ef306234a615d6f392861b2ee0f8/docs/verification/native-coverage-2026-08-28.md) remain preserved at their exact source commits. 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Newactual8bf images reuse only byte-identical publicPNG aliases; legacy filenames retain original provenance.", + "nativeProductionSourceTree": "50cf798dd03c8bb6055ce4ca1dc58517503bd0ee", + "currentHarnessSourceTree": "8a6451f4ed1ce8a210bea91a2d78b91dc677db86", + "generatedGraphSources": { + "autoExposure.ts": "df33444e80ff05979baa9c432b9fcf48b99092edf2b04883a066c3dd3f177958", + "exposureGraph.ts": "f3469ca4a79481a29e9632ea98caf586692d9020ebcd3f5022566d7e3031b9e1", + "exposureReadback.ts": "ebd6172df130ea62426fc4ef78972a41c0a66239db1e0d1646d3bb33fc4e269a", + "worldEnvironment.ts": "d19cc71369979c9a8d02e536218b2e68c0b6761559dd2f16d2cdaac823c87da2", + "exposure.ts": "e450681e739b192c8a632a6f0bc73dcb7d0f3bfc22273eeca1ee715c88e38631" + }, + "approvedAC2": { + "coldBoots": "Current55 tenboot gain1 3.7815% band; diagnostic gain0 .8032% also honestlypasses. 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diff --git a/docs/verification/prd339-exposure-proof/current-base-9f41cb0.json b/docs/verification/prd339-exposure-proof/current-base-9f41cb0.json new file mode 100644 index 0000000000..ced9011158 --- /dev/null +++ b/docs/verification/prd339-exposure-proof/current-base-9f41cb0.json @@ -0,0 +1,96 @@ +{ + "schema": 1, + "captureSourceSha": "ae44ab8df3a6f6596465d408e13660905fc853fd", + "qualifiedSourceSha": "8bc45bd3c917978f061dc9628e5bbfeac3bf9ef5", + "baseSha": "9f41cb0ed171f335fc18d988dac27eeed4211122", + "publicBundle": { + "artifact": "current-consumer-ae44ab8d.json.xz", + "encoding": "XZ-compressed JSON; exact PNG payloads encoded as base64", + "sha256": "6bcaa1956f946bbb7b451765d63fb6f1ec6f21dc6afd3d5dfb63129583e84634", + "bytes": 324716, + "decompressedSha256": "0853717fae7d25fa540da39cfc62ff50eb853592f9ad326c18f5bdf3bea88ea3", + "decompressedBytes": 5832230 + }, + "sourceInputs": { + "coreSrcGitTree": "980661c6a0bc452d41c9f3c92410c0e20c933bd2", + "playtestSrcGitTree": 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"reportSha256": "36b5c5cdccdd540258e4d2d06111bff509ed3c32448ed2d654f6b214f405ba39" + } + }, + "qualifiedControls": [ + "gain0 fails same first-update accuracy gate", + "missing wire fails ownership only after response qualification", + "actual injected GPU validation fails scope cleanliness" + ], + "sourceMapping": "8bc45bd3c917978f061dc9628e5bbfeac3bf9ef5 differs from captured ae44ab8df3a6f6596465d408e13660905fc853fd only by import ordering; actual marker/graph/clock behavior unchanged. Later cleanup and receipt commits change documentation/evidence only.", + "scaffold": "13 actual trees byte-identical to4ce; unchanged66-test whole guard passes", + "historicalEvidence": "all retained; source-identical native coverage reused, not remeasured or restamped", + "remoteCI": "pending new normal publication; no bypass", + "checks": { + "typecheck": "pass", + "lint": "pass; existing warnings retained", + "exposureTests": 176, + "routingAndPinTests": 37, + "scaffoldTests": 66, + "ciFast": "pass", + "exactHeadCI": "pending normal publication" + }, + "publicationBaseSha": "9cf95535565b5621ea73029ad4810396d08cdad6", + "publicationBaseDelta": "The later9f41\u21929cf develop advance adds11 PRD/runbook documents only. Qualified core, playtest, native, exposure templates, dependencies and actual fixture producer behavior remain unchanged; no captures or coverage receipts are restamped." +} diff --git a/docs/verification/prd339-exposure-proof/current-base-c18a42b.json b/docs/verification/prd339-exposure-proof/current-base-c18a42b.json new file mode 100644 index 0000000000..306d89cf0e --- /dev/null +++ b/docs/verification/prd339-exposure-proof/current-base-c18a42b.json @@ -0,0 +1,254 @@ +{ + "base": "c18a42bea98d76d14260a7b1b60c4a397ea9eef2", + "qualifiedConsumerSource": "8bf16f4c320748403dd091e4fd7da394da314bff", + "priorCheckpoint": "f97f609d812a550ca9cb39094c94471c928eb214", + "sourceScope": "Exposure graph, readback, clock, fixture, native production and playtest producer sources are byte-identical to qualified8bf. The full installed Three dependency changed; its new guard applies only to compute-only Storage3DTexture, whereas exposure uses 2D targets. 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\ No newline at end of file diff --git a/docs/verification/prd339-exposure-proof/snap-gain-0-after-388e8a.png b/docs/verification/prd339-exposure-proof/snap-gain-0-after-388e8a.png new file mode 100644 index 0000000000..1fb918a3b0 Binary files /dev/null and b/docs/verification/prd339-exposure-proof/snap-gain-0-after-388e8a.png differ diff --git a/docs/verification/prd339-exposure-proof/snap-gain-0-before-388e8a.png b/docs/verification/prd339-exposure-proof/snap-gain-0-before-388e8a.png new file mode 100644 index 0000000000..14990042f7 Binary files /dev/null and b/docs/verification/prd339-exposure-proof/snap-gain-0-before-388e8a.png differ diff --git a/docs/verification/prd339-exposure-proof/snap-gain-1-after-388e8a.png b/docs/verification/prd339-exposure-proof/snap-gain-1-after-388e8a.png new file mode 100644 index 0000000000..ad574e133c Binary files /dev/null and b/docs/verification/prd339-exposure-proof/snap-gain-1-after-388e8a.png differ diff --git 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a/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.json b/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.json new file mode 100644 index 0000000000..02fd7399fa --- /dev/null +++ b/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.json @@ -0,0 +1 @@ +{"sourceSha":"eaa583b1c29b913a382ddf0fcdae35b046b2854b","runId":36988237465,"artifactId":11219000107,"variant":"sunlight-adapted, FAILED","capture":{"adapter":{"architecture":"swiftshader","vendor":"google","features":"bgra8unorm-storage,chromium-experimental-timestamp-query-inside-passes,clip-distances,core-features-and-limits,depth-clip-control,depth32float-stencil8,float32-blendable,float32-filterable,indirect-first-instance,rg11b10ufloat-renderable,subgroup-size-control,subgroups,texture-component-swizzle,texture-compression-astc,texture-compression-astc-sliced-3d,texture-compression-bc,texture-compression-bc-sliced-3d,texture-compression-etc2,timestamp-query","limit.maxBindGroups":"4","limit.maxTextureDimension2D":"8192","limit.maxStorageBufferBindingSize":"1073741824"},"browserArgs":["--ozone-platform=x11","--enable-unsafe-webgpu","--disable-gpu-sandbox","--ignore-gpu-blocklist","--enable-features=Vulkan"],"captureMethod":"page.screenshot","rendererKind":"webgpu","target":"web","viewport":{"height":360,"width":640}},"diagnostics":[{"code":"TN_PLAYTEST_ASSERTION_NOT_EVALUATED","message":"Declared assertion 'visual.0' was not evaluated: the screenshot could not be captured (TN_CAPTURE_BLANK: luminance standard deviation 0.00187 is below 0.01).","severity":"error","suggestion":"Run this assertion on a supported target or add its evaluator before treating the scenario as proof."},{"code":"TN_CAPTURE_BLANK","message":"Visual capture 'before.png' was blank: luminance standard deviation 0.00187 is below 0.01.","severity":"error","suggestion":"Inspect the browser display and GPU adapter before treating this run as render evidence."}],"pngSha256":"177b546b11488fc0443311b83aaca4d6e23c74955be85b4a0baea9b1f53b3641","claims":"Diagnostic actual runtime pixels showing an output regression, not acceptance. GPU exposure reported settled while screenshot was nearly black; investigating alpha multiplication."} \ No newline at end of file diff --git a/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.png b/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.png new file mode 100644 index 0000000000..608a7b694b Binary files /dev/null and b/docs/verification/prd339-exposure-proof/sunlight-failed-eaa583b.png differ diff --git a/docs/verification/prd339-exposure-proof/sunlight-settled-c7091c7.png b/docs/verification/prd339-exposure-proof/sunlight-settled-c7091c7.png new file mode 100644 index 0000000000..87e93a1a8c Binary files /dev/null and b/docs/verification/prd339-exposure-proof/sunlight-settled-c7091c7.png differ diff --git a/docs/verification/prd339-exposure-proof/wrong-clock-after-2a33c9a0.png b/docs/verification/prd339-exposure-proof/wrong-clock-after-2a33c9a0.png new file mode 100644 index 0000000000..2a45a8e573 Binary files /dev/null and b/docs/verification/prd339-exposure-proof/wrong-clock-after-2a33c9a0.png differ diff --git a/docs/verification/render-397-399-2026-10-04/README.md b/docs/verification/render-397-399-2026-10-04/README.md new file mode 100644 index 0000000000..c7a9108a31 --- /dev/null +++ b/docs/verification/render-397-399-2026-10-04/README.md @@ -0,0 +1,17 @@ +# Combined exposure and fog qualification + +Actual browser captures from source `b0560e3c623ffb5eba607ce30f14c646dd84de0b`, using the existing fog fixture and public standalone playtest harness on Linux, NVIDIA Turing WebGPU, 640×400 pixels. Fog uses 48 steps, full-resolution transport, density 0.18, the fixture's authored directional/point lights, neutral tone mapping, and constant exposure 1 for the off control. Automatic exposure uses the unchanged authored exposure policy with `enabled: true` in its enabled arms. Bloom and screen-space AA are disabled. + +[Off control](off.png) | [Fog and automatic exposure](fog-and-exposure.png) + +[Actual passing report](joint-pass.json): all seven arms passed—off, fog only, exposure only, both, repeated both, rebuild/resize/restore, and disposal. Each arm recorded its actual normal shared capture lease holder. Enabled transitions require a fresh positive finite 1×1 GPU readback from the current render generation, settled exposure, and the unchanged three completed-render/texture-stability boundary. Disposal returns actual renderer texture memory to the off baseline. + +The repeated baseline's average RGB difference was 0.12984 levels (maximum 1). Fog's marginal response was 12.86908 (maximum 247); exposure's was 23.95996 (maximum 62). These responses exceed measured repeat noise and the existing two-level quantization bound. These are functional correctness results, with no frame-time, Android, macOS, Windows, or combined native-runtime qualification claim. + +The [initial failed lifecycle attempt](initial-lifecycle-failure.json), source `fea52b9c7d16e4be229273f8bf113cd70152d018`, is retained. Its first five controls passed, but resize correctly failed the existing three-render stability guard after only one observed boundary. The corrected harness adds the missing boundary waits and fresh-readback observation; assertions and thresholds remain unchanged. + +Original exposure and fog PRDs and immutable historical proof remain intact. Those joint captures did not validate Sailing first-height readback or fluid consumers; they do not establish green exact-head CI or a merge to develop. + +The [formatted copy of the sealed Sailing readiness candidate receipt](sailing-readiness-candidate-postcapture.json) records a separate original 330-tick run against `c16786fe3ab506bd63379b6e082fafb659c2ad2a` plus reviewed patch SHA-256 `da2946afe29e02b413e94279a6f7c59cb86e40d3c10e745c62d7b02a7db2f919`. All five unchanged assertions passed on named SwiftShader WebGPU with no diagnostics. Ocean steps were already 1 before the scenario and reached 331; the existing startup hold completed between framework-ready 8571.6 ms and ready 13194.3 ms, with one held-warmup marker and no height-readback failure. The owner verified 42 source and 58 runtime files unchanged after capture. Actual report SHA-256: `3afdbbceddf2d6397e17e4eb5061d001698f722e226b57516d7cc3216d5fdbcc`. + +The exact first height landing timestamp is not exposed. This is software-adapter functional evidence, with no hardware, mobile/native or performance qualification claim. Fluid timeout diagnosis remains open; diagnostic retention changes alone do not fix that failure. diff --git a/docs/verification/render-397-399-2026-10-04/fog-and-exposure.png b/docs/verification/render-397-399-2026-10-04/fog-and-exposure.png new file mode 100644 index 0000000000..c1fe5a2b03 Binary files /dev/null and b/docs/verification/render-397-399-2026-10-04/fog-and-exposure.png differ diff --git a/docs/verification/render-397-399-2026-10-04/initial-lifecycle-failure.json b/docs/verification/render-397-399-2026-10-04/initial-lifecycle-failure.json new file mode 100644 index 0000000000..730c3751fe --- /dev/null +++ b/docs/verification/render-397-399-2026-10-04/initial-lifecycle-failure.json @@ -0,0 +1,488 @@ +{ + "lockRoot": "/tmp/threenative-playtest-capture", + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "leaseRecords": [ + { + "arm": "off", + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "holder": { + "command": "/home/joao/Documents/Codex/2026-10-03/task-8/render-397-399/scripts/verify-fog-exposure.ts", + "pid": 724932, + "startedAt": "2026-10-04T03:42:07.112Z" + }, + "observedAt": "2026-10-04T03:42:07.354Z" + }, + { + "arm": "fog", + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "holder": { + "command": "/home/joao/Documents/Codex/2026-10-03/task-8/render-397-399/scripts/verify-fog-exposure.ts", + "pid": 724932, + "startedAt": "2026-10-04T03:42:09.927Z" + }, + "observedAt": "2026-10-04T03:42:10.111Z" + }, + { + "arm": "exposure", + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "holder": { + "command": "/home/joao/Documents/Codex/2026-10-03/task-8/render-397-399/scripts/verify-fog-exposure.ts", + "pid": 724932, + "startedAt": "2026-10-04T03:42:13.406Z" + }, + "observedAt": "2026-10-04T03:42:13.415Z" + }, + { + "arm": "both", + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "holder": { + "command": 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"public/shared/images/f374ecf0e919caba.none.jpg": "fbb67b7332776c5c07a05e1a9ba30e0a81442c35988a61740eea6c53cbc9e2d0", + "public/ship.b935aafd.glb": "63c6735f892ca2f92a203ce2284272ea7d2eddad42f51cdb7fbee39622483de7", + "public/sky.0913654f.jpg": "c1e616ec08d7132f09dd5ce46b780d63934c0df5043ab81d7eeaf16f309c9cc5" + }, + "readinessEvidenceInterpretation": "Oceansteps1 before scenario proves priming dispatch occurred; held warmup proves a startup hold existed and completed. Sealed sources register no other hold in this game. No height-failure marker, no scene exit/restart during original scenario, and explicit finite-sample-only success path establish readiness path executed. Public startup timestamps include held warmup work and do not expose the precise first-height landing timestamp or hold labels. No instrumentation added.", + "limitations": [ + "Single SwiftShader scenario, not CI sequential contexts", + "Local Node20.19.6 vs CI20.20.2", + "Workspace outputs copied and hash-verified rather than packed tgz install", + "Two explicit SwiftShader flags beyond CI original five", + "No hardware/mobile/native validation; no later-copy timing guarantee" + ], + "leaseReleaseReadback": { + "holderPath": "/tmp/threenative-playtest-capture/lock/holder.json", + "holderPresent": false, + "holder": null, + "remainingQueueEntries": 0, + "checkedAtUTC": "2026-10-04T04:41:27.007983+00:00" + } +} diff --git a/docs/verification/starter-blank-canvas-739f2436-warmed.png b/docs/verification/starter-blank-canvas-739f2436-warmed.png deleted file mode 100644 index b0fb0cbb6a..0000000000 Binary files a/docs/verification/starter-blank-canvas-739f2436-warmed.png and /dev/null differ diff --git a/docs/verification/sweep-fps-2026-08-17-vanilla.md b/docs/verification/sweep-fps-2026-08-17-vanilla.md index 63e1e0426f..cd910335e6 100644 --- a/docs/verification/sweep-fps-2026-08-17-vanilla.md +++ b/docs/verification/sweep-fps-2026-08-17-vanilla.md @@ -51,19 +51,19 @@ The builder's own ledger, written during the build and archived verbatim at | API or surface | What blocked the build | Workaround | Evidence | | --- | --- | --- | --- | -| `tools/capture.sh` + `page.screenshot()` vs `THREE.WebGLRenderer` | Every frame captured with a WebGL renderer came back as a uniform `#131619` rectangle with the DOM HUD composited on top. The scene was demonstrably rendering: `renderer.info.render` reported 129 draw calls / 72 556 triangles and `gl.readPixels` on the same frame returned sky (135,150,166) and floor (189,190,190). The composited page screenshot simply never contained the WebGL layer. `preserveDrawingBuffer: true`, taking the canvas out of `position: fixed`, `opacity: 0.999` and shrinking the canvas below viewport size all failed to change it. | Switched the whole game to `WebGPURenderer` from `three/webgpu`. First capture after the switch had full scene content. The harness printing the *WebGPU* adapter is the only hint that this was expected; nothing in `AGENTS.md` or `brief.md` says a WebGL build cannot be photographed. | `screenshots/iter-02.png` (black, WebGL) vs `screenshots/iter-03.png` (correct, WebGPU); `dbg.mjs` | -| Untyped texture failure under `WebGPURenderer` | A floor, wall and barrier drawn to a 2D canvas and uploaded as `new THREE.Texture(image)` (image src = `canvas.toDataURL()`, `needsUpdate` set in `onload`) rendered **pure black** on every material, silently — no console warning, no page error. At runtime the texture looked healthy: `version: 1`, `image.complete: true`, `image.width: 256`. Untextured meshes in the same scene lit correctly, and clearing `material.map` at runtime restored the floor to (226,227,227) instantly, so the map was the cause. Mutating the uploaded texture (wrap, repeat, anisotropy, mipmaps, colorSpace) never revived it, which suggests the bad upload is cached against the source. **What I did not isolate:** whether the fault is the `new THREE.Texture` construction path or the data-URL source — I changed both at once when I fixed it. A `TextureLoader.load()` texture from a real `.jpg` on the same material renders correctly. | Dropped the canvas textures and loaded the shipped `ue-test-surface.jpg` through `TextureLoader` instead. Cost: the wall's panel seams became a flat colour. | `dbg.mjs` probe (`{"hasMap":true,"version":1,"complete":true,"w":256,"h":256}` on a black floor); `d-nomap` variant screenshot at (226,227,227); `screenshots/iter-04.png` vs `iter-05.png` | +| `tools/capture.sh` + `page.screenshot()` vs `THREE.WebGLRenderer` | Every frame captured with a WebGL renderer came back as a uniform `#131619` rectangle with the DOM HUD composited on top. The scene was demonstrably rendering: `renderer.info.render` reported 129 draw calls / 72 556 triangles and `gl.readPixels` on the same frame returned sky (135,150,166) and floor (189,190,190). The composited page screenshot simply never contained the WebGL layer. `preserveDrawingBuffer: true`, taking the canvas out of `position: fixed`, `opacity: 0.999` and shrinking the canvas below viewport size all failed to change it. | Switched the whole game to `WebGPURenderer` from `three/webgpu`. First capture after the switch had full scene content. The harness printing the *WebGPU* adapter is the only hint that this was expected; nothing in `AGENTS.md` or `brief.md` says a WebGL build cannot be photographed. | [historical iter-02.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-02.png) (black, WebGL) vs [historical iter-03.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-03.png) (correct, WebGPU); `dbg.mjs` | +| Untyped texture failure under `WebGPURenderer` | A floor, wall and barrier drawn to a 2D canvas and uploaded as `new THREE.Texture(image)` (image src = `canvas.toDataURL()`, `needsUpdate` set in `onload`) rendered **pure black** on every material, silently — no console warning, no page error. At runtime the texture looked healthy: `version: 1`, `image.complete: true`, `image.width: 256`. Untextured meshes in the same scene lit correctly, and clearing `material.map` at runtime restored the floor to (226,227,227) instantly, so the map was the cause. Mutating the uploaded texture (wrap, repeat, anisotropy, mipmaps, colorSpace) never revived it, which suggests the bad upload is cached against the source. **What I did not isolate:** whether the fault is the `new THREE.Texture` construction path or the data-URL source — I changed both at once when I fixed it. A `TextureLoader.load()` texture from a real `.jpg` on the same material renders correctly. | Dropped the canvas textures and loaded the shipped `ue-test-surface.jpg` through `TextureLoader` instead. Cost: the wall's panel seams became a flat colour. | `dbg.mjs` probe (`{"hasMap":true,"version":1,"complete":true,"w":256,"h":256}` on a black floor); `d-nomap` variant screenshot at (226,227,227); [historical iter-04.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-04.png) vs [historical iter-05.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-05.png) | | `renderer.shadowMap.type` | Observed on the WebGL renderer, before the WebGPU switch: `THREE.PCFSoftShadowMap` is deprecated in three 0.185 and silently downgrades: `THREE.WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.` The reference frame wants long *soft* shadows, and the documented soft option is the one that was removed. | Set `PCFShadowMap` explicitly and widened `sun.shadow.radius`; softness now comes from the shadow-map resolution rather than the filter. | browser console during `dbg.mjs` run | | `vite` dev server / port | `pnpm dev --port 5173 --strictPort` fails outright because a sibling build in the same sandbox already holds 5173, and the instructions hard-code that port. Cost one capture cycle to notice. | Ran on `--port 5183` and passed `--url http://127.0.0.1:5183` to the harness. | `/tmp/vite-vanilla.log`: `Error: Port 5173 is already in use` | | Asset paths under Vite | `assets/` is copied to the project root, not to `public/`, so `loader.load("assets/models/...")` 404s in dev. Nothing in `AGENTS.md` mentions how the copied assets are meant to be served. | Imported every asset with Vite's `?url` suffix (`import enemyUrl from "../assets/models/enemy-terrorist.glb?url"`). | `src/main.ts` imports; 404 in the first capture's `consoleErrors` | | `installThreePlaytestBridge` clock ownership | Nothing in `AGENTS.md` says who owns the clock once `fixedStep` exists. My render loop advanced the simulation from `requestAnimationFrame` *and* the harness advanced it through `fixedStep`, so a tick-driven scenario silently gets more simulation than it asked for. The doc's example installs both hooks and says nothing about suppressing the real-time loop. | Guarded the render loop: any `fixedStep` call parks real-time stepping for 500 ms, so a tick-driven scenario is exact and a real-time keyboard scenario still runs. Measured after the fix: `advance(60)` moves `timeRemaining` by exactly 1.0000 s. | `src/main.ts` (`externalClockUntil`); probe output `{"delta":1}` | | `@threenative/playtest` bridge surface | The install-time option is `fixedStep(ticks)`, but the method a scenario actually calls is `advance`, and it takes ticks **positionally**. `advance({ ticks: 120 })` throws `advance ticks must be a positive integer.` The package ships no README section for this and `describe()` only lists capability strings, so I found the arity by grepping `node_modules/@threenative/playtest/dist/three/index.js`. | Called `advance(120)`. Also had to grep for the global the bridge installs itself on (`globalThis.__THREENATIVE_PLAYTEST_BRIDGE__`) — it is not documented either. | `dist/three/index.js:825`; probe error text | -| Three.js `MeshStandardMaterial` for the target faces | The reference's target plates are flat salmon from every angle. A lit material cannot do that: with the sun behind the plates (which is what the reference's shading of the walls requires) the faces render maroon, ~(145,45,45) against the reference's (246,90,82). | Made the plate a `MeshBasicMaterial`. It costs the plates their shading, which is exactly what the reference shows. | `/tmp/enemy.png` (lit plates, maroon) vs `screenshots/iter-14.png` | -| Sealed inputs vs. observable geometry | `brief.md` fixes the yard at 34 m square and the player at one end, but the reference frame's perspective only reconstructs if props sit ~15 m out and the near lane stripe ~3 m ahead. Nothing states the firing line's position, so prop placement is pure inference from pixel angles. | Solved the layout backwards from the reference: measured the horizon offset and prop base/top rows in `reference.png`, converted through the 70° vertical FOV to distances, and placed props from that. | `screenshots/iter-08.png` … `iter-15.png` | +| Three.js `MeshStandardMaterial` for the target faces | The reference's target plates are flat salmon from every angle. A lit material cannot do that: with the sun behind the plates (which is what the reference's shading of the walls requires) the faces render maroon, ~(145,45,45) against the reference's (246,90,82). | Made the plate a `MeshBasicMaterial`. It costs the plates their shading, which is exactly what the reference shows. | `/tmp/enemy.png` (lit plates, maroon) vs [historical iter-14.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-14.png) | +| Sealed inputs vs. observable geometry | `brief.md` fixes the yard at 34 m square and the player at one end, but the reference frame's perspective only reconstructs if props sit ~15 m out and the near lane stripe ~3 m ahead. Nothing states the firing line's position, so prop placement is pure inference from pixel angles. | Solved the layout backwards from the reference: measured the horizon offset and prop base/top rows in `reference.png`, converted through the 70° vertical FOV to distances, and placed props from that. | [historical iter-08.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-08.png) … [historical iter-15.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-15.png) | | Blocked sight line at spawn | `brief.md` requires the nearest target to be on the crosshair at spawn. Raising the central barricade to match the reference's silhouette put its top edge at 1.72 m — 6 cm above the 1.66 m eye line — and silently ate the opening shot. Nothing typechecks or asserts this; only firing the first round and reading `state.score` caught it. | Capped the in-lane barricade at 1.58 m. The opening shot scores 150 again. | probe: `shot1 {"sc":0}` before, `{"sc":150}` after | | Shipped GLB assets | No manifest states a model's units or facing. `enemy-terrorist.glb` carries a Sketchfab root (`scale 0.0346`, `rot -90° X`) over a mesh whose raw bounds are ±24 × 116 × 121, `player-viewmodel.glb` is ±33 × 38 × 121 with the same root rotation, and the `.provenance.json` beside each one records licence and source but not scale, orientation or a pivot. A viewmodel dropped into the scene as-is is either invisible or fills the frame. | Normalised at runtime instead of trusting the file: `Box3.setFromObject` after load, scale so the enemy is 1.82 m tall and the viewmodel's longest axis is 0.78 m, then re-measure and re-seat the pivot on the feet / on the camera. Placement constants were then found by screenshot, not by reading anything. | `src/enemy.ts` `attachModel`; `src/main.ts` viewmodel loader; GLB header dump in this session | | `tsconfig` `noUncheckedIndexedAccess` | The supplied tsconfig turns every constant-array lookup into `T` or `undefined`, including `PATROL_ROUTE[0]` and a modulo-indexed waypoint that cannot be out of range. Each site needs a `!` or a redundant guard, which is noise in gameplay code that indexes fixed tables constantly. | Used `!` at the sites where the index is provably in range and left the flag on. | `src/enemy.ts` (`PATROL_ROUTE[0]!`, waypoint lookup) | -| Nothing in the toolchain sees the game | `pnpm typecheck` passed on the very first build — the one whose camera faced a wall and rendered a uniform near-black rectangle, and again on the build whose floor texture was silently black. Both defects were invisible to every non-visual signal the project has. The brief warns about this and it is exactly true. | Every change went through a capture; three separate defects (camera yaw, black texture, blocked sight line) were found only by looking at a PNG or by reading `state` after a synthetic keypress. | `screenshots/iter-01.png` … `iter-20.png` | +| Nothing in the toolchain sees the game | `pnpm typecheck` passed on the very first build — the one whose camera faced a wall and rendered a uniform near-black rectangle, and again on the build whose floor texture was silently black. Both defects were invisible to every non-visual signal the project has. The brief warns about this and it is exactly true. | Every change went through a capture; three separate defects (camera yaw, black texture, blocked sight line) were found only by looking at a PNG or by reading `state` after a synthetic keypress. | [historical iter-01.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-01.png) … [historical iter-20.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/benchmark/sweeps/fps-2026-08-18/screenshots/iter-20.png) | ## What this ledger is saying diff --git a/docs/verification/visuals/PRD-027-before.png b/docs/verification/visuals/PRD-027-before.png index d85a546aa2..ba85abff12 100644 Binary files a/docs/verification/visuals/PRD-027-before.png and b/docs/verification/visuals/PRD-027-before.png differ diff --git a/docs/verification/visuals/defense.png b/docs/verification/visuals/defense.png index c436ed9a57..480f17421c 100644 Binary files a/docs/verification/visuals/defense.png and b/docs/verification/visuals/defense.png differ diff --git a/docs/verification/visuals/ios-visionos-misselection-2026-08-10.png b/docs/verification/visuals/ios-visionos-misselection-2026-08-10.png index 7bcd29776c..cbefeeb8a5 100644 Binary files a/docs/verification/visuals/ios-visionos-misselection-2026-08-10.png and b/docs/verification/visuals/ios-visionos-misselection-2026-08-10.png differ diff --git a/docs/verification/visuals/minimal-regression-2026-08-30.png b/docs/verification/visuals/minimal-regression-2026-08-30.png index 3fd6abe85f..2d2355e3d2 100644 Binary files a/docs/verification/visuals/minimal-regression-2026-08-30.png and b/docs/verification/visuals/minimal-regression-2026-08-30.png differ diff --git a/docs/verification/visuals/native-benchmarks-2026-08-11/godot-fox-pixel8.png b/docs/verification/visuals/native-benchmarks-2026-08-11/godot-fox-pixel8.png index 2684600e30..ff3d2ce359 100644 Binary files a/docs/verification/visuals/native-benchmarks-2026-08-11/godot-fox-pixel8.png and b/docs/verification/visuals/native-benchmarks-2026-08-11/godot-fox-pixel8.png differ diff --git a/docs/verification/visuals/platformer.png b/docs/verification/visuals/platformer.png index 50e84d2e06..27594c44c1 100644 Binary files a/docs/verification/visuals/platformer.png and b/docs/verification/visuals/platformer.png differ diff --git a/docs/verification/visuals/puzzle-contraption-room-2026-09-02.png b/docs/verification/visuals/puzzle-contraption-room-2026-09-02.png index e45edb8178..1fe7b5d86b 100644 Binary files a/docs/verification/visuals/puzzle-contraption-room-2026-09-02.png and b/docs/verification/visuals/puzzle-contraption-room-2026-09-02.png differ diff --git a/docs/verification/visuals/racing.png b/docs/verification/visuals/racing.png index b5e0ade4a4..474765aa2e 100644 Binary files a/docs/verification/visuals/racing.png and b/docs/verification/visuals/racing.png differ diff --git a/docs/verification/visuals/rain/reference-desktop.png b/docs/verification/visuals/rain/reference-desktop.png index ed3bb7cf38..0f70eec599 100644 Binary files a/docs/verification/visuals/rain/reference-desktop.png and b/docs/verification/visuals/rain/reference-desktop.png differ diff --git a/docs/verification/visuals/runner-dusk-track-2026-09-02.png b/docs/verification/visuals/runner-dusk-track-2026-09-02.png index 1db27d9df3..eebb3c2cb5 100644 Binary files a/docs/verification/visuals/runner-dusk-track-2026-09-02.png and b/docs/verification/visuals/runner-dusk-track-2026-09-02.png differ diff --git a/docs/verification/visuals/runner.png b/docs/verification/visuals/runner.png index d4ff00f8c8..a75019dba4 100644 Binary files a/docs/verification/visuals/runner.png and b/docs/verification/visuals/runner.png differ diff --git a/docs/verification/visuals/shooter.png b/docs/verification/visuals/shooter.png index bdc0bfd93d..7062357cfa 100644 Binary files a/docs/verification/visuals/shooter.png and b/docs/verification/visuals/shooter.png differ diff --git a/docs/verification/vq07-progress/001b93400/blackOff.png b/docs/verification/vq07-progress/001b93400/blackOff.png new file mode 100644 index 0000000000..54a83bcc63 Binary files /dev/null and b/docs/verification/vq07-progress/001b93400/blackOff.png differ diff --git a/docs/verification/vq07-progress/001b93400/provenance.json b/docs/verification/vq07-progress/001b93400/provenance.json new file mode 100644 index 0000000000..c675ccfe9f --- /dev/null +++ b/docs/verification/vq07-progress/001b93400/provenance.json @@ -0,0 +1,587 @@ +{ + "sourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "runId": 36997361343, + "runUrl": "https://github.com/ThreeNativeHQ/threenative/actions/runs/36997361343", + "artifactId": 11221669862, + "artifactSha256": "2c88ec8b13a525986867301a735ede33f5b76ab3b6d9db3c46459554b5b7a4ca", + "overallRunPass": false, + "qualification": "Actual browser WebGPU software correctness progress. All isolated-scattering arms pass normal runtime/capture guards and the pinned pixel metrics. Overall run stops at lifecycle setup-count mismatch; no complete lifecycle, resize, native or performance claim.", + "images": { + "blackOff": { + "file": "blackOff.png", + "sha256": "8949e59556dd3e14b91756277782d8a98c2fd4af47bc27b232266540c2e1d3c0", + "mode": "blackOff", + "sourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "pass": true, + "capture": { + "adapter": { + "architecture": "swiftshader", + "vendor": "google", + "features": "bgra8unorm-storage,chromium-experimental-timestamp-query-inside-passes,clip-distances,core-features-and-limits,depth-clip-control,depth32float-stencil8,float32-blendable,float32-filterable,indirect-first-instance,rg11b10ufloat-renderable,subgroup-size-control,subgroups,texture-component-swizzle,texture-compression-astc,texture-compression-astc-sliced-3d,texture-compression-bc,texture-compression-bc-sliced-3d,texture-compression-etc2,timestamp-query", + "limit.maxBindGroups": "4", + "limit.maxTextureDimension2D": "8192", + "limit.maxStorageBufferBindingSize": "1073741824" + }, + "browserArgs": [ + "--ozone-platform=x11", + "--enable-unsafe-webgpu", + "--disable-gpu-sandbox", + "--ignore-gpu-blocklist", + "--enable-features=Vulkan" + ], + "captureMethod": "page.screenshot", + "rendererKind": "webgpu", + "target": "web", + "viewport": { + "height": 400, + "width": 640 + } + }, + "diagnostics": [], + "lights": { + "directional": { + "name": "fog-directional", + "type": "DirectionalLight", + "shadow": "ordinary-map" + }, + "point": { + "name": "fog-point", + "type": "PointLight", + "shadow": "none", + "range": 8 + } + } + }, + "scatter": { + "file": "scatter.png", + "sha256": "89df2275163ca948f5ef8b5e18b3f94e57b9e01e5a6f5137dcf2fbe32aece809", + "mode": "scatter", + "sourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "pass": true, + "capture": { + "adapter": { + "architecture": "swiftshader", + "vendor": "google", + "features": "bgra8unorm-storage,chromium-experimental-timestamp-query-inside-passes,clip-distances,core-features-and-limits,depth-clip-control,depth32float-stencil8,float32-blendable,float32-filterable,indirect-first-instance,rg11b10ufloat-renderable,subgroup-size-control,subgroups,texture-component-swizzle,texture-compression-astc,texture-compression-astc-sliced-3d,texture-compression-bc,texture-compression-bc-sliced-3d,texture-compression-etc2,timestamp-query", + "limit.maxBindGroups": "4", + "limit.maxTextureDimension2D": "8192", + "limit.maxStorageBufferBindingSize": "1073741824" + }, + "browserArgs": [ + "--ozone-platform=x11", + "--enable-unsafe-webgpu", + "--disable-gpu-sandbox", + "--ignore-gpu-blocklist", + "--enable-features=Vulkan" + ], + "captureMethod": "page.screenshot", + "rendererKind": "webgpu", + "target": "web", + "viewport": { + "height": 400, + "width": 640 + } + }, + "diagnostics": [], + "lights": { + "directional": { + "name": "fog-directional", + "type": "DirectionalLight", + "shadow": "ordinary-map" + }, + "point": { + "name": "fog-point", + "type": "PointLight", + "shadow": "none", + "range": 8 + } + } + }, + "scatterSunOff": { + "file": "scatterSunOff.png", + "sha256": "b10e9a6bea07b1f01b9b2b239882653d1538c115bc6911c20de95c0d517fe429", + "mode": "scatterSunOff", + "sourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "pass": true, + "capture": { + "adapter": { + "architecture": "swiftshader", + "vendor": "google", + "features": "bgra8unorm-storage,chromium-experimental-timestamp-query-inside-passes,clip-distances,core-features-and-limits,depth-clip-control,depth32float-stencil8,float32-blendable,float32-filterable,indirect-first-instance,rg11b10ufloat-renderable,subgroup-size-control,subgroups,texture-component-swizzle,texture-compression-astc,texture-compression-astc-sliced-3d,texture-compression-bc,texture-compression-bc-sliced-3d,texture-compression-etc2,timestamp-query", + "limit.maxBindGroups": "4", + "limit.maxTextureDimension2D": "8192", + "limit.maxStorageBufferBindingSize": "1073741824" + }, + "browserArgs": [ + "--ozone-platform=x11", + "--enable-unsafe-webgpu", + "--disable-gpu-sandbox", + "--ignore-gpu-blocklist", + "--enable-features=Vulkan" + ], + "captureMethod": "page.screenshot", + "rendererKind": "webgpu", + "target": "web", + "viewport": { + "height": 400, + "width": 640 + } + }, + "diagnostics": [], + "lights": { + "directional": { + "name": "fog-directional", + "type": "DirectionalLight", + "shadow": "ordinary-map" + }, + "point": { + "name": "fog-point", + "type": "PointLight", + "shadow": "none", + "range": 8 + } + } + }, + "scatterPointOff": { + "file": "scatterPointOff.png", + "sha256": "d05cd825f2b4779e2abadd111517195bfb2b0fdca593b371992a23b534cd761f", + "mode": "scatterPointOff", + "sourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "pass": true, + "capture": { + "adapter": { + "architecture": "swiftshader", + "vendor": "google", + "features": 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+ "shadow": "ordinary-map" + }, + "point": { + "name": "fog-point", + "type": "PointLight", + "shadow": "none", + "range": 8 + } + } + } + }, + "pixelMetrics": { + "computedWithVerifierSourceSha": "001b934008cbc6e3ab196678506ae9b14f751f1e", + "baselineMaxRgb": 0, + "wallMaxRgb": 0, + "roi": { + "x": 260, + "y": 155, + "width": 150, + "height": 90 + }, + "wallRoi": { + "x": 184, + "y": 216, + "width": 18, + "height": 18 + }, + "evaluationRoi": { + "x": 0, + "y": 0, + "width": 500, + "height": 400 + }, + "calibrationRoi": { + "x": 515, + "y": 25, + "width": 110, + "height": 110 + }, + "calibrationMinimum": 146, + "calibrationMaxDifference": 0, + "sun": { + "meanRgbDelta": 15.958518518518519, + "changedPixelRatio": 0.9933333333333333 + }, + "point": { + "meanRgbDelta": 48.77553086419753, + "changedPixelRatio": 1 + }, + "thresholds": { + "minMeanRgbDelta": 1, + "minChangedPixelRatio": 0.1, + "maxBlackRgb": 0, + "minCalibrationRgb": 32, + "maxCalibrationDifference": 0 + }, + "pass": true + 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"fa3486dd2033281d2ec1db552cf46fba7971f4fbe0ab1cea731a5092e55a5935", + "pass": true, + "width": 640, + "height": 400 + }, + { + "case": "sceneRepeatedOff", + "sha256": "fa3486dd2033281d2ec1db552cf46fba7971f4fbe0ab1cea731a5092e55a5935", + "pass": true, + "width": 640, + "height": 400 + }, + { + "case": "costOff", + "sha256": "fa3486dd2033281d2ec1db552cf46fba7971f4fbe0ab1cea731a5092e55a5935", + "pass": true, + "width": 640, + "height": 400 + }, + { + "case": "costFull", + "sha256": "0ac40bc66226495a430c379c039abdadff54a867d19c97e81895083b2c64a190", + "pass": true, + "width": 640, + "height": 400 + }, + { + "case": "costHalf", + "sha256": "c37f6762da0bf849312b17a755da754473a478712fa27f67b945fdef47678123", + "pass": true, + "width": 640, + "height": 400 + } + ], + "pixelAndResourceMetrics": [ + { + "assertion": "zero-density pixel identity", + "pass": true + }, + { + "assertion": "repeated lifecycle restores baseline pixels", + "pass": true + }, + { + "assertion": "renderer texture allocation baseline", + "baselineResources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + }, + "restoredResources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + }, + "pass": true + }, + { + "assertion": "target/depth resize restores exact pixels", + "pass": true + }, + { + "assertion": "cameraCut matches fresh inside pixels", + "pass": true + }, + { + "assertion": "cameraRestore matches fresh fog pixels", + "pass": true + }, + { + "assertion": "streamWallOut matches fresh wallOff pixels", + "pass": true + }, + { + "assertion": "streamWallIn matches fresh fog pixels", + "pass": true + }, + { + "assertion": "sceneReentry matches fresh off pixels", + "pass": true + }, + { + "assertion": "sceneRepeatedOff matches fresh off pixels", + "pass": true + }, + { + "assertion": "isolated light-scattering pixels", + "baselineMaxRgb": 0, + "wallMaxRgb": 0, + "roi": { + "x": 260, + "y": 155, + "width": 150, + "height": 90 + }, + "wallRoi": { + "x": 184, + "y": 216, + "width": 18, + "height": 18 + }, + "evaluationRoi": { + "x": 0, + "y": 0, + "width": 500, + "height": 400 + }, + "calibrationRoi": { + "x": 515, + "y": 25, + "width": 110, + "height": 110 + }, + "calibrationMinimum": 146, + "calibrationMaxDifference": 0, + "sun": { + "meanRgbDelta": 15.958518518518519, + "changedPixelRatio": 0.9933333333333333 + }, + "point": { + "meanRgbDelta": 48.77553086419753, + "changedPixelRatio": 1 + }, + "thresholds": { + "minMeanRgbDelta": 1, + "minChangedPixelRatio": 0.1, + "maxBlackRgb": 0, + "minCalibrationRgb": 32, + "maxCalibrationDifference": 0 + }, + "pass": true + }, + { + "assertion": "unshadowed light outside directional map", + "baselineMaxRgb": 0, + "wallMaxRgb": 0, + "roi": { + "x": 260, + "y": 155, + "width": 150, + "height": 90 + }, + "wallRoi": { + "x": 184, + "y": 216, + "width": 18, + "height": 18 + }, + "evaluationRoi": { + "x": 0, + "y": 0, + "width": 500, + "height": 400 + }, + "calibrationRoi": { + "x": 515, + "y": 25, + "width": 110, + "height": 110 + }, + "calibrationMinimum": 146, + "calibrationMaxDifference": 0, + "sun": { + "meanRgbDelta": 15.958518518518519, + "changedPixelRatio": 0.9933333333333333 + }, + "point": { + "meanRgbDelta": 48.77553086419753, + "changedPixelRatio": 1 + }, + "thresholds": { + "minMeanRgbDelta": 1, + "minChangedPixelRatio": 0.1, + "maxBlackRgb": 0, + "minCalibrationRgb": 32, + "maxCalibrationDifference": 0 + }, + "pass": true + } + ], + "cost": [ + { + "case": "costOff", + "window": 5, + "hostFrames": 30, + "frameMs": { + "max": 2.1, + "mean": 0.99, + "p50": 0.9, + "p95": 1.8, + "p99": 2.1, + "samples": 30 + }, + "renderMs": { + "max": 2, + "mean": 0.94, + "p50": 0.9, + "p95": 1.8, + "p99": 2, + "samples": 30 + }, + "gpuQueryMs": { + "max": 64.92, + "mean": 64.49, + "p50": 64.83, + "p95": 64.92, + "p99": 64.92, + "samples": 4 + }, + "gpuStaleFrames": 26, + "transportPixels": 0, + "raySteps": 0, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 83.4, + "mean": 67.78, + "p50": 66.7, + "p95": 83.3, + "p99": 83.4, + "samples": 30 + }, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + }, + { + "case": "costFull", + "window": 5, + "hostFrames": 30, + "frameMs": { + "max": 2.6, + "mean": 1.49, + "p50": 1.3, + "p95": 2.6, + "p99": 2.6, + "samples": 30 + }, + "renderMs": { + "max": 2.6, + "mean": 1.42, + "p50": 1.3, + "p95": 2.5, + "p99": 2.6, + "samples": 30 + }, + "gpuQueryMs": { + "max": 355.65, + "mean": 347.17, + "p50": 342.59, + "p95": 355.65, + "p99": 355.65, + "samples": 4 + }, + "gpuStaleFrames": 26, + "transportPixels": 256000, + "raySteps": 48, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 366.7, + "mean": 349.98, + "p50": 350, + "p95": 366.7, + "p99": 366.7, + "samples": 30 + }, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + }, + { + "case": "costHalf", + "window": 5, + "hostFrames": 30, + "frameMs": { + "max": 3.6, + "mean": 1.55, + "p50": 1.4, + "p95": 2.5, + "p99": 3.6, + "samples": 30 + }, + "renderMs": { + "max": 3.6, + "mean": 1.47, + "p50": 1.3, + "p95": 2.5, + "p99": 3.6, + "samples": 30 + }, + "gpuQueryMs": { + "max": 211.8, + "mean": 208.02, + "p50": 205.92, + "p95": 211.8, + "p99": 211.8, + "samples": 4 + }, + "gpuStaleFrames": 26, + "transportPixels": 64000, + "raySteps": 48, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 233.4, + "mean": 213.33, + "p50": 216.6, + "p95": 233.4, + "p99": 233.4, + "samples": 30 + }, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + } + ] +} diff --git a/docs/verification/vq07-progress/640c103-native/provenance.json b/docs/verification/vq07-progress/640c103-native/provenance.json new file mode 100644 index 0000000000..3d65df597d --- /dev/null +++ b/docs/verification/vq07-progress/640c103-native/provenance.json @@ -0,0 +1,880 @@ +{ + "source": "640c103017d56e56abb56745eb875885c32aec06", + "run": "https://github.com/ThreeNativeHQ/threenative/actions/runs/37046042533", + "artifact": 11244629357, + "artifactSha256": "003e4ee6e591d136d6c61abbad74b75605b6b11dc3e14afbf61831d1bc297710", + "target": "Linux ARM64 QuickJS / wgpu-native", + "adapter": "Mesa llvmpipe (LLVM 20.1.2, 128 bits), Mesa 25.2.8", + "captureMethod": "device.screenshot", + "runtimeAndBundle": { + "runtimeSha256": "5a164cc2ec42e30b8597fb40abb125540aa73b37119dc2158f34f40a8589665b", + "bundleSha256": "826fb0bc5dad56523e2768c4a24a12e7f78d9a3f303a573bca7be66bb61fa08d" + }, + "qualification": "Software-rendered correctness only. No phone, hardware-performance or tier-admission claim. Thirty-frame host windows contain only 3-4 resolved GPU samples; remaining stale frames are explicit below.", + "diagnosticsEvidence": { + "required": "Nonempty actual host console with first-frame marker and no runtime/GPU errors, plus asserted startup and authored resource predicates.", + "applicationSnapshotDiagnostics": "Not provided by the standard core plugin; a clean application diagnostic channel is not claimed." + }, + "nativeHostContracts": { + "surfaceStatus": "passed compiled ordinary-host status contract", + "destinationPixels": "passed actual GPU readback for larger/equal/smaller linear and sRGB destinations", + "noFogResizeControl": true + }, + "frames": [ + { + "case": "off", + "sha256": "340699e0cb4c8740fd083df7b0ed1484e3364efae2b6ce17f0e117f1e73e9d15", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 5, + "settledRenderFrames": 4, + "stableTextureFrames": 4 + } + }, + { + "case": "zero", + "sha256": 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"sha256": "badc6fd442e064320d244cdc24b09487d487af31316215cfb532c2b71c29a6d4", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "overlap", + "sha256": "2ed15c18e59c9936c5d1df7b1816278450b81a2d28cc5b329ef6d4b59b7c1ff6", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "half", + "sha256": "05238af75c2a820556e6360bfa9b5dad467c145b6f8e0408c33cca4c4c3efbd3", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "wallOff", + "sha256": "85487cc1dd56d7baf5e18e4b8ef33befda91ca2c1004cf6877b067a10959531a", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": 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3, + "stableTextureFrames": 3 + } + }, + { + "case": "scatterOutside", + "sha256": "eca0f87d4e38a72c378753f62cdeaadbdc14901193b33716ebe64daef3e0be26", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "scatterOutsideSunOff", + "sha256": "d1412a75a5612ff4653692c1c9314102124e135335f17ef0d4daff9857e4be49", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "scatterOutsidePointOff", + "sha256": "5b272a565aa3eca8c45b4dea7671f3183d6f91c0f2cde2bf95ced43151b144dc", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "cameraCut", + "sha256": "1bec85d68b3bed2d79b8eeb7e3fd4f3aa4f64140f1e9e44165971c49b123c9bf", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "cameraRestore", + "sha256": "95e2d1a14559df4a6778916e3192d15127d59e4e83b9a76f433e7c829add464a", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "streamWallOut", + "sha256": "85487cc1dd56d7baf5e18e4b8ef33befda91ca2c1004cf6877b067a10959531a", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "streamWallIn", + "sha256": "95e2d1a14559df4a6778916e3192d15127d59e4e83b9a76f433e7c829add464a", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "sceneReentry", + "sha256": "340699e0cb4c8740fd083df7b0ed1484e3364efae2b6ce17f0e117f1e73e9d15", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "sceneRepeatedOff", + "sha256": "340699e0cb4c8740fd083df7b0ed1484e3364efae2b6ce17f0e117f1e73e9d15", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "costOff", + "sha256": "340699e0cb4c8740fd083df7b0ed1484e3364efae2b6ce17f0e117f1e73e9d15", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 5, + "settledRenderFrames": 90, + "stableTextureFrames": 90 + } + }, + { + "case": "costFull", + "sha256": "95e2d1a14559df4a6778916e3192d15127d59e4e83b9a76f433e7c829add464a", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 90, + "stableTextureFrames": 90 + } + }, + { + "case": "costHalf", + "sha256": "05238af75c2a820556e6360bfa9b5dad467c145b6f8e0408c33cca4c4c3efbd3", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 10, + "settledRenderFrames": 90, + "stableTextureFrames": 90 + } + }, + { + "case": "resizeOff", + "sha256": "f5a4c3cd3b08b6acd50f966317688a0017fd66ad6fd655aa6970135e16f1b6fe", + "pass": true, + "width": 320, + "height": 240, + "resources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + }, + { + "case": "resizeOffRestore", + "sha256": "340699e0cb4c8740fd083df7b0ed1484e3364efae2b6ce17f0e117f1e73e9d15", + "pass": true, + "width": 640, + "height": 400, + "resources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + } + } + ], + "pixelAndResourceMetrics": [ + { + "assertion": "off authored whole-frame nonblank ratio", + "darkPixelRatio": 0.67553515625, + "nonblankPixelRatio": 0.99937109375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "zero authored whole-frame nonblank 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"assertion": "half authored whole-frame nonblank ratio", + "darkPixelRatio": 0.6297734375, + "nonblankPixelRatio": 0.9999921875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "wallOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62996484375, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "blackOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.94375, + "nonblankPixelRatio": 0.05625, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatter authored whole-frame nonblank ratio", + "darkPixelRatio": 0.86383203125, + "nonblankPixelRatio": 0.23834375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatterSunOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.88630078125, + "nonblankPixelRatio": 0.236296875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatterPointOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.9053125, + "nonblankPixelRatio": 0.23907421875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "lifecycle authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62978515625, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "lifecycleOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.67553515625, + "nonblankPixelRatio": 0.99937109375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "resizeSmall authored whole-frame nonblank ratio", + "darkPixelRatio": 0.5757421875, + "nonblankPixelRatio": 0.9999869791666667, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "resizeRestore authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62978515625, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatterOutside authored whole-frame nonblank ratio", + "darkPixelRatio": 0.86383203125, + "nonblankPixelRatio": 0.23834375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatterOutsideSunOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.88630078125, + "nonblankPixelRatio": 0.236296875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "scatterOutsidePointOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.9053125, + "nonblankPixelRatio": 0.23907421875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "cameraCut authored whole-frame nonblank ratio", + "darkPixelRatio": 0.17884765625, + "nonblankPixelRatio": 1, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "cameraRestore authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62978515625, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "streamWallOut authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62996484375, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "streamWallIn authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62978515625, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "sceneReentry authored whole-frame nonblank ratio", + "darkPixelRatio": 0.67553515625, + "nonblankPixelRatio": 0.99937109375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "sceneRepeatedOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.67553515625, + "nonblankPixelRatio": 0.99937109375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "costOff authored whole-frame nonblank ratio", + "darkPixelRatio": 0.67553515625, + "nonblankPixelRatio": 0.99937109375, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "costFull authored whole-frame nonblank ratio", + "darkPixelRatio": 0.62978515625, + "nonblankPixelRatio": 0.99998828125, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "costHalf authored whole-frame nonblank ratio", + "darkPixelRatio": 0.6297734375, + "nonblankPixelRatio": 0.9999921875, + "minimum": 0.05, + "pass": true + }, + { + "assertion": "zero-density pixel identity", + "pass": true + }, + { + "assertion": "repeated lifecycle restores baseline pixels", + "pass": true + }, + { + "assertion": "renderer texture allocation baseline", + "baselineResources": { + "textures": 5, + "settledRenderFrames": 4, + "stableTextureFrames": 4 + }, + "restoredResources": { + "textures": 5, + "settledRenderFrames": 3, + "stableTextureFrames": 3 + }, + "pass": true + }, + { + "assertion": "target/depth resize restores exact pixels", + "pass": true + }, + { + "assertion": "cameraCut matches fresh inside pixels", + "pass": true + }, + { + "assertion": "cameraRestore matches fresh fog pixels", + "pass": true + }, + { + "assertion": "streamWallOut matches fresh wallOff pixels", + "pass": true + }, + { + "assertion": "streamWallIn matches fresh fog pixels", + "pass": true + }, + { + "assertion": "sceneReentry matches fresh off pixels", + "pass": true + }, + { + "assertion": "sceneRepeatedOff matches fresh off pixels", + "pass": true + }, + { + "assertion": "isolated light-scattering pixels", + "baselineMaxRgb": 0, + "wallMaxRgb": 0, + "roi": { + "x": 260, + "y": 155, + "width": 150, + "height": 90 + }, + "wallRoi": { + "x": 184, + "y": 216, + "width": 18, + "height": 18 + }, + "evaluationRoi": { + "x": 0, + "y": 0, + "width": 500, + "height": 400 + }, + "calibrationRoi": { + "x": 515, + "y": 25, + "width": 110, + "height": 110 + }, + "calibrationMinimum": 146, + "calibrationMaxDifference": 0, + "sun": { + "meanRgbDelta": 15.957703703703704, + "changedPixelRatio": 0.9933333333333333 + }, + "point": { + "meanRgbDelta": 48.772123456790126, + "changedPixelRatio": 1 + }, + "thresholds": { + "minMeanRgbDelta": 1, + "minChangedPixelRatio": 0.1, + "maxBlackRgb": 0, + "minCalibrationRgb": 32, + "maxCalibrationDifference": 0 + }, + "pass": true + }, + { + "assertion": "unshadowed light outside directional map", + "baselineMaxRgb": 0, + "wallMaxRgb": 0, + "roi": { + "x": 260, + "y": 155, + "width": 150, + "height": 90 + }, + "wallRoi": { + "x": 184, + "y": 216, + "width": 18, + "height": 18 + }, + "evaluationRoi": { + "x": 0, + "y": 0, + "width": 500, + "height": 400 + }, + "calibrationRoi": { + "x": 515, + "y": 25, + "width": 110, + "height": 110 + }, + "calibrationMinimum": 146, + "calibrationMaxDifference": 0, + "sun": { + "meanRgbDelta": 15.957703703703704, + "changedPixelRatio": 0.9933333333333333 + }, + "point": { + "meanRgbDelta": 48.772123456790126, + "changedPixelRatio": 1 + }, + "thresholds": { + "minMeanRgbDelta": 1, + "minChangedPixelRatio": 0.1, + "maxBlackRgb": 0, + "minCalibrationRgb": 32, + "maxCalibrationDifference": 0 + }, + "pass": true + } + ], + "cost": [ + { + "case": "costOff", + "window": 19, + "hostFrames": 30, + "frameMs": { + "max": 14.75, + "mean": 4.56, + "p50": 3.09, + "p95": 14.47, + "p99": 14.75, + "samples": 30 + }, + "renderMs": { + "max": 3.1, + "mean": 2.96, + "p50": 2.97, + "p95": 3.08, + "p99": 3.1, + "samples": 30 + }, + "gpuQueryMs": { + "max": 10.93, + "mean": 10.61, + "p50": 10.31, + "p95": 10.93, + "p99": 10.93, + "samples": 4 + }, + "gpuStaleFrames": 26, + "transportPixels": 0, + "raySteps": 0, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 22.05, + "mean": 16.67, + "p50": 16.65, + "p95": 21.82, + "p99": 22.05, + "samples": 30 + }, + "nativePresents": 30, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + }, + { + "case": "costFull", + "window": 6, + "hostFrames": 30, + "frameMs": { + "max": 65.04, + "mean": 11.84, + "p50": 3.88, + "p95": 63.37, + "p99": 65.04, + "samples": 30 + }, + "renderMs": { + "max": 3.93, + "mean": 3.77, + "p50": 3.77, + "p95": 3.91, + "p99": 3.93, + "samples": 30 + }, + "gpuQueryMs": { + "max": 60.45, + "mean": 59.12, + "p50": 58.76, + "p95": 60.45, + "p99": 60.45, + "samples": 4 + }, + "gpuStaleFrames": 26, + "transportPixels": 256000, + "raySteps": 48, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 72.98, + "mean": 67.16, + "p50": 64.75, + "p95": 72.81, + "p99": 72.98, + "samples": 30 + }, + "nativePresents": 30, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + }, + { + "case": "costHalf", + "window": 9, + "hostFrames": 30, + "frameMs": { + "max": 37.46, + "mean": 7.17, + "p50": 3.86, + "p95": 36.88, + "p99": 37.46, + "samples": 30 + }, + "renderMs": { + "max": 3.93, + "mean": 3.76, + "p50": 3.76, + "p95": 3.91, + "p99": 3.93, + "samples": 30 + }, + "gpuQueryMs": { + "max": 32.93, + "mean": 32.52, + "p50": 32.5, + "p95": 32.93, + "p99": 32.93, + "samples": 3 + }, + "gpuStaleFrames": 27, + "transportPixels": 64000, + "raySteps": 48, + "directionalLights": 1, + "unshadowedPointLights": 1, + "presentedMs": { + "max": 47.11, + "mean": 39.87, + "p50": 37.46, + "p95": 46.99, + "p99": 47.11, + "samples": 30 + }, + "nativePresents": 30, + "cadenceQualification": "Engine-measured frame interval on a virtual capture display; not a hardware display-rate or tier-admission result." + } + ] +} diff --git a/docs/verification/vq07-progress/640c103-native/resizeRestore.png b/docs/verification/vq07-progress/640c103-native/resizeRestore.png new file mode 100644 index 0000000000..c24d7d8ce1 Binary files /dev/null and b/docs/verification/vq07-progress/640c103-native/resizeRestore.png differ diff --git a/docs/verification/wildwood-shadow-cache/noise-after.png b/docs/verification/wildwood-shadow-cache/noise-after.png deleted file mode 100644 index 61a7ff74c0..0000000000 Binary files a/docs/verification/wildwood-shadow-cache/noise-after.png and /dev/null differ diff --git a/docs/verification/wildwood-shadow-cache/noise-before.png b/docs/verification/wildwood-shadow-cache/noise-before.png deleted file mode 100644 index b30453a86b..0000000000 Binary files a/docs/verification/wildwood-shadow-cache/noise-before.png and /dev/null differ diff --git a/docs/verification/wildwood-shadow-cache/noise.md b/docs/verification/wildwood-shadow-cache/noise.md index 9635bc5783..8e710f69e8 100644 --- a/docs/verification/wildwood-shadow-cache/noise.md +++ b/docs/verification/wildwood-shadow-cache/noise.md @@ -20,7 +20,7 @@ followed from not knowing that: sharpening down was the wrong place to act. The grain was one term of one stage. 2. **The matched captures were not matched.** Wind and dust are vertex programs driven by TSL `time`, so two captures taken at two wall-clock instants hold two different sets of plants. - `noise-before.png` and `noise-after.png` in this directory differ in foliage pose as well as in + [historical noise-before.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/verification/wildwood-shadow-cache/noise-before.png) and [historical noise-after.png](https://github.com/ThreeNativeHQ/threenative/blob/4ce93bcd7e2568746b86564bcd4238111833d01e/docs/verification/wildwood-shadow-cache/noise-after.png) in this directory differ in foliage pose as well as in shading, and crop-level reading of them is unsound. The replacement harness pins `time`. The deeper reason no screenshot pair could have settled it: **two captures of the same build diff --git a/examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json b/examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json new file mode 100644 index 0000000000..dd6d2fdd64 --- /dev/null +++ b/examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json @@ -0,0 +1,193 @@ +{ + "schemaVersion": 1, + "name": "vq-volumetric-fog-lifecycle", + "target": "web", + "viewport": { + "width": 640, + "height": 400 + }, + "warmupFrames": 60, + "steps": [ + { + "press": ["KeyF"], + "holdTicks": 1, + "release": true, + "label": "install-fog-baseline" + }, + { + "kind": "wait", + "waitFrames": 60 + }, + { + "waitForResource": { + "id": "state", + "path": "stableTextureFrames", + "gte": 3 + }, + "timeoutMs": 30000, + "release": true, + "label": "initial-fog-rendered" + }, + { + "press": ["KeyI"], + "holdTicks": 1, + "release": true + }, + { + "kind": "wait", + "waitFrames": 20 + }, + { + "waitForResource": { + "id": "state", + "path": "stableTextureFrames", + "gte": 3 + }, + "timeoutMs": 30000, + "release": true, + "label": "inside-rendered" + }, + { + "press": ["KeyO"], + "holdTicks": 1, + "release": true + }, + { + "kind": "wait", + "waitFrames": 20 + }, + { + "waitForResource": { + "id": "state", + "path": "stableTextureFrames", + "gte": 3 + }, + "timeoutMs": 30000, + "release": true, + "label": "off-rendered" + }, + { + "press": ["KeyF"], + "holdTicks": 1, + "release": true + }, + { + "kind": "wait", + "waitFrames": 20 + }, + { + "waitForResource": { + "id": "state", + "path": "stableTextureFrames", + "gte": 3 + }, + "timeoutMs": 30000, + "release": true, + "label": "fog-return-rendered" + }, + { + "press": ["KeyC"], + "holdTicks": 1, + "release": true + }, + { + "kind": "wait", + "waitFrames": 60 + }, + { + "waitForResource": { + "id": "state", + "path": "stableTextureFrames", + "gte": 3 + }, + "timeoutMs": 30000, + "release": true, + "label": "rebuild-rendered" + } + ], + "assert": { + "components": [ + { + "entity": "fog", + "component": "ready", + "equals": true, + "allowTrivial": "The graph must be ready after repeated reconstruction." + }, + { + "entity": "fog", + "component": "mode", + "equals": "fog", + "allowTrivial": "The fixture returns to the initial authored medium." + }, + { + "entity": "fog", + "component": "targets", + "equals": 1, + "allowTrivial": "Exactly the current fog RTT remains after replacement." + }, + { + "entity": "fog", + "component": "disposedGraphs", + "gte": 4, + "changed": true + }, + { + "entity": "fog", + "component": "createdTargets", + "equals": 4, + "allowTrivial": "Observe actual owned teardown events and the live target balance after reconstruction." + }, + { + "entity": "fog", + "component": "releasedTargets", + "equals": 3, + "allowTrivial": "Observe actual owned teardown events and the live target balance after reconstruction." + }, + { + "entity": "fog", + "component": "releasedMaterials", + "equals": 3, + "allowTrivial": "Observe actual owned teardown events and the live target balance after reconstruction." + }, + { + "entity": "fog", + "component": "liveTargets", + "equals": 1, + "allowTrivial": "Observe actual owned teardown events and the live target balance after reconstruction." + }, + { + "entity": "fog", + "component": "settledRenderFrames", + "gte": 3, + "allowTrivial": "Resource counts must be observed stable over completed rendered frames." + }, + { + "entity": "fog", + "component": "stableTextureFrames", + "gte": 3, + "allowTrivial": "Resource counts must be observed stable over completed rendered frames." + } + ], + "diagnostics": { + "noConsoleErrors": true, + "noRuntimeDiagnostics": true, + "runtimeReady": true + }, + "visual": [ + { + "region": { + "x": 0, + "y": 0, + "width": 640, + "height": 400, + "minNonblankPixelRatio": 0.05 + } + } + ] + }, + "artifacts": { + "screenshots": "after", + "console": true, + "runtimeTrace": true + } +} diff --git a/examples/abyss-framework/vq-fog/README.md b/examples/abyss-framework/vq-fog/README.md new file mode 100644 index 0000000000..6e262db1d3 --- /dev/null +++ b/examples/abyss-framework/vq-fog/README.md @@ -0,0 +1,61 @@ +# Bounded volumetric-fog fixture + +This opt-in fixture uses the starter's generated `volumetricFog.ts` and `WorldEnvironment` directly. The default game and template picture are unchanged. The fixture starts with fog off, warms the ordinary directional shadow map, and uses the named keyboard variants below. + +- F: bounded height fog, 48 steps, full resolution +- O / Z: off / zero density (both own zero fog targets) +- I: camera inside the bounds +- S / P: directional / point-light intensity off +- B: overlapping density bounds +- H: half-resolution fog with depth-discontinuity fallback +- W: remove the foreground wall so current depth changes +- C: dispose and rebuild the current graph +- R / T: resize the existing render target to 320×240 / restore 640×400 +- L / K / J: scattering-only black-surface control, then directional / point light off +- N: black no-fog control (exact zero RGB in the 500×400 fog evaluation area) +- 1 / 2 / 3: scattering with the shadow map entirely away from the volume, then sun / point off +- 4 / 5: cut the camera inside / restore outside without replacing the fog controller +- 6 / 7: remove / reinsert the foreground wall without replacing the fog controller +- 8: exit and re-enter through the real scene owner, returning to off + +The four scattering controls share a visible gradient calibration card outside the measured fog area, with an identical-pixel check, so a working black control still satisfies the runner's normal nonblank guard. + +The medium replaces scene fog, aerial haze and god rays. The only local light admitted here is an unshadowed finite-range point source. No temporal history is retained. The source rejects orthographic, logarithmic and reversed-depth configurations rather than pretending they are qualified. + +## Browser capture + +Run from the repository root: + +```sh +pnpm --filter @threenative/playtest build +pnpm --filter abyss-framework exec vite build --config vq-fog/vite.config.ts +node --import tsx scripts/verify-volumetric-fog.ts +``` + +The existing public runner provides headed Chromium, a private Xvfb, canvas captures and adapter provenance. The feature-specific hosted integration workflow invokes these commands on Ubuntu 24.04 and preserves PNGs, reports, observations and the tested source SHA under `artifacts/volumetric-fog/`. Software adapters qualify correctness only. A device-loss warning invalidates the result even if the runner reports a pass. The verifier checks zero-density identity, isolated directional/point scattering in a pinned room region with an exact-black foreground plate, actual teardown events over repeated graph replacement, and return-to-off pixel identity. It retains named light identities and source/adapter provenance. Foreground-wall/shaft appearance also requires inspecting the actual captures. Do not treat the source build or WGSL generation test as runtime proof. + +## Native entry and lifecycle + +`src/game.ts` is the same portable default-exported game for both runtimes; `package.json` names it for existing project-mode conformance: + +```sh +pnpm parity --project examples/abyss-framework/vq-fog --target desktop +``` + +The reusable repeated-lifecycle scenario is `../playtests/vq-volumetric-fog.playtest.json`. Portable target/depth resize scenarios retain the same fog controller and require exact restored pixels. Allocation comparisons require unchanged texture counts over at least three observed completed render frames, not just elapsed time. These do not establish operating-system window resize behavior. + +Run 37046042533 at source `640c103017d56e56abb56745eb875885c32aec06` passes all 29 browser and 29 Linux ARM64 native arms, both no-fog resize controls, and the actual GPU destination-pixel contract. Native resize follows 320×240 and restores 640×400 without replacing the controller, with exact restored pixels and settled allocation baseline. The PRD retains both earlier failure history and these real native PNGs, source/runtime/bundle identities and scoped measurements. Browser SwiftShader and native Mesa llvmpipe qualify software-rendered correctness; no hardware-performance or default-tier claim is made. + + +The same verifier can use an already-built Linux desktop host: + +```sh +THREENATIVE_RUNTIME_BINARY=/absolute/path/to/mystral node --import tsx scripts/verify-volumetric-fog.ts +``` + +It bundles the same `src/game.ts`, uses the public desktop mailbox runner, and retains host/game hashes plus native screenshots under `artifacts/volumetric-fog-native/`. Native scenarios use resources/startup; unsupported browser diagnostics/visual assertion families are replaced by mandatory native host-console/readiness/provenance checks and the same external pixel gates. Native `renderer.setSize` changes the backing surface, so the small-target PNG is 320×240; the restored PNG remains 640×400. The integration workflow's native job reuses the normal ARM Linux host setup after browser proof passes. A separate `VQ_FOG_RESIZE_CONTROL=1` invocation isolates the same renderer/scene resize path with fog off and requires zero fog allocations. It writes `artifacts/volumetric-fog-native-resize-control/`. Both the diagnostic control and the unchanged original sequence are required by the native workflow. The external native guard now applies the same authored 5% whole-frame nonblank threshold using the existing playtest pixel metric; the native runner’s generic dark-frame exemption does not replace that assertion. + + +The verifier preserves the original seventeen arms and appends twelve qualification arms. Retained camera/occluder transitions must match freshly constructed reference pixels exactly, and repeated scene re-entry must restore the off image and renderer allocation baseline. Dedicated off/full/half cost arms wait for ninety actual observed render intervals and record a clean thirty-frame window from the existing `TN_FRAME_BUDGET` meter. Host frame/render durations are measured separately from GPU timing; an absent timestamp observation is not zero and software-adapter cost does not qualify a hardware tier. These added arms passed on both targets in run 37046042533. CPU frame/render, GPU-query and presented-interval distributions are separate; GPU samples are sparse and stale counts are explicit in provenance. + +The subsequent latest-develop reconciliation retains these qualified component bytes but is awaiting exact-head hosted requalification; source equivalence alone is not a new runtime pass. diff --git a/examples/abyss-framework/vq-fog/index.html b/examples/abyss-framework/vq-fog/index.html new file mode 100644 index 0000000000..9932a858a4 --- /dev/null +++ b/examples/abyss-framework/vq-fog/index.html @@ -0,0 +1,2 @@ + +VQ07 bounded fog fixture diff --git a/examples/abyss-framework/vq-fog/package.json b/examples/abyss-framework/vq-fog/package.json new file mode 100644 index 0000000000..be5ced5381 --- /dev/null +++ b/examples/abyss-framework/vq-fog/package.json @@ -0,0 +1,6 @@ +{ + "name": "vq-volumetric-fog-fixture", + "private": true, + "type": "module", + "threenative": { "nativeEntry": "src/game.ts" } +} diff --git a/examples/abyss-framework/vq-fog/src/game.ts b/examples/abyss-framework/vq-fog/src/game.ts new file mode 100644 index 0000000000..c598679da2 --- /dev/null +++ b/examples/abyss-framework/vq-fog/src/game.ts @@ -0,0 +1,498 @@ +import { + Box3, + BoxGeometry, + Color, + DirectionalLight, + Float32BufferAttribute, + Group, + HemisphereLight, + Matrix4, + Mesh, + MeshBasicMaterial, + MeshStandardMaterial, + type PerspectiveCamera, + PlaneGeometry, + PointLight, + Vector3, + WebGPUCoordinateSystem, +} from "three"; +import { Scene as GameScene, type ICtx, defineGame } from "../../../../packages/core/src/index.js"; +import { playtest } from "../../../../packages/core/src/playtest.js"; +import { createVolumetricFog } from "../../../../packages/create-threenative/templates/starter/src/render/volumetricFog.js"; +import { WorldEnvironment } from "../../../../packages/create-threenative/templates/starter/src/render/worldEnvironment.js"; + +import { exposureSettings } from "../../../../packages/create-threenative/template-assets/exposure.js"; + +export const ROOM_BOUNDS = new Box3(new Vector3(-4.5, 0, -9.5), new Vector3(4.5, 4, 3)); + +// Coverage, not intent: does the fog volume reach this light's shadow-map bounds? A bounding volume +// can enclose the whole shadow box with no corner of itself inside it, so sampling corners answers +// `false` for an overlap that is really there. Project the volume by the shadow camera's own +// view-projection and intersect the conservative clip-space AABB — never false "outside". The depth +// range is the camera's, not a constant: Three maps near/far to 0..1 on WebGPU and -1..1 on WebGL. +export function fogInsideShadowMap(light: DirectionalLight, bounds: Box3): boolean { + const camera = light.shadow.camera; + camera.updateMatrixWorld(true); + const viewProjection = new Matrix4().multiplyMatrices( + camera.projectionMatrix, + camera.matrixWorldInverse, + ); + const clip = new Box3( + new Vector3(-1, -1, camera.coordinateSystem === WebGPUCoordinateSystem ? 0 : -1), + new Vector3(1, 1, 1), + ); + return bounds.clone().applyMatrix4(viewProjection).intersectsBox(clip); +} + +const initialState = { + exposureFreshSamples: 0, + exposureEnabled: false, + exposureApplied: false, + exposureMeasured: false, + exposureSettled: false, + exposureLuminance: 0, + exposureStops: 0, + releasedExposures: 0, + mode: "off", + ready: false, + builds: 0, + disposedGraphs: 0, + createdTargets: 0, + releasedTargets: 0, + releasedMaterials: 0, + liveTargets: 0, + scatteringOnly: false, + textures: -1, + settledRenderFrames: 0, + stableTextureFrames: 0, + targetWidth: 0, + targetHeight: 0, + targets: 0, + pixels: 0, + steps: 0, + inside: false, + sun: true, + point: true, + overlaps: false, + shadowOutside: false, + streamedWall: false, + sceneEntries: 0, + sceneExits: 0, + exitReleasedTargets: 0, + exitReleasedMaterials: 0, +}; +type FogState = typeof initialState; +type FogCtx = ICtx; +interface IProbeInfo { + render: { calls: number }; + memory: { textures: number }; +} +const modes = [ + "fog", + "off", + "zero", + "inside", + "sunOff", + "pointOff", + "overlap", + "half", + "wallOff", + "scatter", + "scatterSunOff", + "scatterPointOff", + "blackOff", + "scatterOutside", + "scatterOutsideSunOff", + "scatterOutsidePointOff", +] as const; +type Mode = (typeof modes)[number]; + +export class FogProbe extends GameScene { + static override readonly initialState = initialState; + #geometry = new BoxGeometry(); + #material = new MeshStandardMaterial({ color: 0x7c8a91, roughness: 0.85 }); + #black = new MeshBasicMaterial({ color: 0x000000 }); + #background = new Color(0x131e2a); + #blackBackground = new Color(0x000000); + #calibration = new Mesh(new PlaneGeometry(1, 1), new MeshBasicMaterial({ vertexColors: true })); + #sun = new DirectionalLight(0xffedce, 3); + #point = new PointLight(0xffad60, 30, 8); + #wall: Mesh | undefined; + #fog: ReturnType; + #release: (() => void) | undefined; + #mode: Mode = "off"; + #exposureEnabled = false; + #readbackGeneration = 0; + #freshSamples = 0; + #restoreReadback = () => {}; + #exposure: ReturnType["exposure"]; + #releasedExposures = 0; + #cameraCut = false; + #streamedWall = false; + #applied: Mode | undefined; + #builds = 0; + #disposedGraphs = 0; + #createdTargets = 0; + #releasedTargets = 0; + #releasedMaterials = 0; + #lastRenderCalls = -1; + #lastTextures = -1; + #settledRenderFrames = 0; + #stableTextureFrames = 0; + + override enter(ctx: FogCtx): void { + ctx.state.set({ sceneEntries: ctx.state.getState().sceneEntries + 1 }); + ctx.scene.background = this.#background; + ctx.scene.fog = null; + // Same calibration card in every scattering-control arm, outside the measured room ROI. + // It satisfies the ordinary nonblank capture guard without altering any proof threshold. + this.#calibration.name = "fog-calibration"; + this.#calibration.material.allowOverride = false; + this.#calibration.geometry.setAttribute( + "color", + new Float32BufferAttribute([0.3, 0.3, 0.3, 0.6, 0.6, 0.6, 0.6, 0.6, 0.6, 0.9, 0.9, 0.9], 3), + ); + // This card must cost zero draws outside the scattering controls, whose arms assert renderer draw + // and texture counts; a zero-opacity visible card would add a draw to every measured arm. + // engine-override: a hidden calibration reference, never a rendered surface to prewarm + this.#calibration.visible = false; + ctx.camera.add(this.#calibration); + ctx.add(ctx.camera); + const box = (position: Vector3, scale: Vector3): Mesh => { + const mesh = new Mesh(this.#geometry, this.#material); + mesh.position.copy(position); + mesh.scale.copy(scale); + mesh.castShadow = true; + mesh.receiveShadow = true; + ctx.add(mesh); + return mesh; + }; + box(new Vector3(0, -0.2, -3), new Vector3(14, 0.4, 18)); + box(new Vector3(0, 2, -10), new Vector3(10, 4, 0.3)); + box(new Vector3(-5, 2, -5), new Vector3(0.3, 4, 10)); + box(new Vector3(-2.9, 4, -5), new Vector3(4, 0.3, 10)); + box(new Vector3(3.6, 4, -5), new Vector3(2.8, 0.3, 10)); + box(new Vector3(-1.4, 1, -5), new Vector3(1, 2, 1)); + this.#wall = box(new Vector3(0.4, 1.6, 3.6), new Vector3(2, 3.2, 0.4)); + this.#wall.name = "fog-wall"; + this.#sun.name = "fog-directional"; + this.#point.name = "fog-point"; + this.#sun.position.set(-3, 7, 1); + this.#sun.target.position.set(0, 0, -5); + this.#sun.castShadow = true; + Object.assign(this.#sun.shadow.camera, { + left: -9, + right: 9, + top: 9, + bottom: -9, + near: 0.1, + far: 30, + }); + this.#sun.shadow.mapSize.set(512, 512); + this.#sun.shadow.bias = -0.0002; + this.#point.position.set(2, 1.3, -3); + ctx.add(this.#sun); + ctx.add(this.#sun.target); + ctx.add(this.#point); + ctx.add(new HemisphereLight(0xb3cced, 0x201d1a, 0.35)); + const raw = ctx.renderer.raw as { shadowMap: { enabled: boolean } }; + raw.shadowMap.enabled = true; + // Observe the public renderer readback boundary without changing its result or render policy. + const gpu = ctx.renderer.raw as typeof raw & { + readRenderTargetPixelsAsync?: (...args: unknown[]) => Promise; + }; + const originalReadback = gpu.readRenderTargetPixelsAsync; + if (originalReadback !== undefined) { + const observedReadback = async (...args: unknown[]) => { + const generation = this.#readbackGeneration; + const values = await originalReadback.apply(gpu, args); + if ( + generation === this.#readbackGeneration && + args[3] === 1 && + args[4] === 1 && + values instanceof Float32Array && + values.length >= 4 && + Array.from(values).every(Number.isFinite) && + (values[1] ?? 0) > 0 + ) + this.#freshSamples += 1; + return values; + }; + gpu.readRenderTargetPixelsAsync = observedReadback; + this.#restoreReadback = () => { + if (gpu.readRenderTargetPixelsAsync === observedReadback) + gpu.readRenderTargetPixelsAsync = originalReadback; + }; + } + ctx.entities.add("fog", { object: new Group(), debug: () => ({ ...ctx.state.getState() }) }); + this.#positionCamera(ctx); + } + + override update(ctx: FogCtx): void { + if (ctx.input.justPressed("reenter")) { + ctx.goto("fog"); + return; + } + for (const action of ["cameraCut", "cameraRestore", "streamWallOut", "streamWallIn"]) { + if (!ctx.input.justPressed(action)) continue; + if (action === "cameraCut" || action === "cameraRestore") + this.#cameraCut = action === "cameraCut"; + else { + this.#streamedWall = action === "streamWallOut"; + if (this.#streamedWall) this.#wall?.removeFromParent(); + else if (this.#wall !== undefined) ctx.add(this.#wall); + } + this.#resetObservation(ctx); + } + for (const action of ["exposureOn", "exposureOff"]) { + if (!ctx.input.justPressed(action)) continue; + this.#exposureEnabled = action === "exposureOn"; + this.#applied = undefined; + } + for (const mode of modes) if (ctx.input.justPressed(mode)) this.#mode = mode; + if (ctx.input.justPressed("rebuild")) this.#applied = undefined; + if (ctx.input.justPressed("resizeSmall")) this.#resize(ctx, 320, 240); + if (ctx.input.justPressed("resizeRestore")) this.#resize(ctx, 640, 400); + this.#positionCamera(ctx); + const scatteringOnly = this.#mode.startsWith("scatter") || this.#mode === "blackOff"; + ctx.scene.overrideMaterial = scatteringOnly ? this.#black : null; + this.#calibration.visible = scatteringOnly; + ctx.scene.background = scatteringOnly ? this.#blackBackground : this.#background; + const outsideShadowMap = this.#mode.startsWith("scatterOutside"); + Object.assign( + this.#sun.shadow.camera, + outsideShadowMap + ? { left: 30, right: 31, top: 31, bottom: 30 } + : { left: -9, right: 9, top: 9, bottom: -9 }, + ); + this.#sun.shadow.camera.updateProjectionMatrix(); + this.#sun.intensity = this.#mode === "sunOff" || this.#mode.endsWith("SunOff") ? 0 : 3; + this.#point.intensity = this.#mode === "pointOff" || this.#mode.endsWith("PointOff") ? 0 : 30; + if (this.#wall !== undefined) this.#wall.visible = this.#mode !== "wallOff"; + // Warm the ordinary directional shadow map with the first real scene frame before composing. + if (this.#applied !== this.#mode && this.#sun.shadow.map !== null) this.#compose(ctx); + const observation = this.#fog?.diagnostics(); + const info = ctx.renderer.info as IProbeInfo; + // Three's info.frame is driven by its Animation loop; this game owns the loop instead. + // A new cumulative render.calls value at update means the previous render interval returned. + // Count one observation boundary regardless of the number of internal passes in that interval. + if (info.render.calls !== this.#lastRenderCalls) { + this.#lastRenderCalls = info.render.calls; + this.#settledRenderFrames += 1; + this.#stableTextureFrames = + info.memory.textures === this.#lastTextures ? this.#stableTextureFrames + 1 : 1; + this.#lastTextures = info.memory.textures; + } + const exposure = this.#exposure?.getObservation(); + ctx.state.set({ + exposureFreshSamples: this.#freshSamples, + exposureEnabled: this.#exposureEnabled, + exposureApplied: exposure?.applied === true, + exposureMeasured: exposure?.measured === true, + exposureSettled: exposure?.settled === true, + exposureLuminance: Number(exposure?.luminance ?? 0), + exposureStops: Number(exposure?.exposureStops ?? 0), + releasedExposures: this.#releasedExposures, + mode: this.#mode, + ready: this.#applied === this.#mode, + builds: this.#builds, + disposedGraphs: this.#disposedGraphs, + createdTargets: this.#createdTargets, + releasedTargets: this.#releasedTargets, + releasedMaterials: this.#releasedMaterials, + liveTargets: this.#createdTargets - this.#releasedTargets, + scatteringOnly, + textures: info.memory.textures, + settledRenderFrames: this.#settledRenderFrames, + stableTextureFrames: this.#stableTextureFrames, + targetWidth: this.#fog?.target?.width ?? 0, + targetHeight: this.#fog?.target?.height ?? 0, + targets: observation?.renderTargets ?? 0, + pixels: observation?.pixels ?? 0, + steps: observation?.steps ?? 0, + inside: this.#mode === "inside" || this.#cameraCut, + shadowOutside: !fogInsideShadowMap(this.#sun, ROOM_BOUNDS), + streamedWall: this.#streamedWall, + sun: this.#sun.intensity > 0, + point: this.#point.intensity > 0, + overlaps: this.#mode === "overlap", + }); + } + + #positionCamera(ctx: FogCtx): void { + if (this.#mode === "inside" || this.#cameraCut) ctx.camera.position.set(0, 1.5, -1); + else ctx.camera.position.set(6.5, 3, 11); + ctx.camera.lookAt(0, 1.4, -5); + const camera = ctx.camera as PerspectiveCamera; + const halfHeight = Math.tan((camera.fov * Math.PI) / 360); + const halfWidth = halfHeight * camera.aspect; + this.#calibration.position.set( + ((570 / 640) * 2 - 1) * halfWidth, + (1 - (80 / 400) * 2) * halfHeight, + -1, + ); + this.#calibration.scale.set((120 / 640) * 2 * halfWidth, (120 / 400) * 2 * halfHeight, 1); + } + + #resetObservation(ctx: FogCtx): void { + this.#readbackGeneration += 1; + this.#freshSamples = 0; + this.#lastRenderCalls = (ctx.renderer.info as IProbeInfo).render.calls; + this.#lastTextures = -1; + this.#settledRenderFrames = 0; + this.#stableTextureFrames = 0; + } + + #resize(ctx: FogCtx, width: number, height: number): void { + ctx.renderer.setSize(width, height); + const camera = ctx.camera as PerspectiveCamera; + camera.aspect = width / height; + camera.updateProjectionMatrix(); + this.#resetObservation(ctx); + } + + #compose(ctx: FogCtx): void { + this.#resetObservation(ctx); + this.#disposeGraph(); + const volumes = [ + { + bounds: ROOM_BOUNDS, + density: this.#mode === "zero" ? 0 : 0.18, + baseHeight: 0.5, + heightFalloff: 0.35, + }, + ]; + // The overlap control's second bound is pinned to the room's whole lit interior, not a sliver: + // a nested volume that hides behind one prop measures nothing about composition. Nested inside + // ROOM_BOUNDS on every axis, denser and slower-falling than the primary bound above. + if (this.#mode === "overlap") + volumes.push({ + bounds: new Box3(new Vector3(-4.2, 0, -9.2), new Vector3(4.2, 3, 2.6)), + density: 0.28, + baseHeight: 0.5, + heightFalloff: 0.32, + }); + const raw = ctx.renderer.raw as { + logarithmicDepthBuffer?: boolean; + reversedDepthBuffer?: boolean; + }; + const fog = createVolumetricFog(ctx.scene, ctx.camera as PerspectiveCamera, { + enabled: this.#mode !== "off" && this.#mode !== "blackOff", + renderer: ctx.renderer.kind, + logarithmicDepth: raw.logarithmicDepthBuffer, + reversedDepth: raw.reversedDepthBuffer, + steps: 48, + resolutionScale: this.#mode === "half" ? 0.5 : 1, + volumes, + albedo: new Color(0.86, 0.9, 0.95), + ambient: new Color(0.055, 0.075, 0.11), + anisotropy: 0.35, + sun: this.#sun, + points: [this.#point], + environment: { aerialPerspective: false, godRays: false }, + }); + const world = new WorldEnvironment({ + autoExposureEnabled: this.#exposureEnabled, + exposurePolicy: { ...exposureSettings, enabled: true }, + bloomEnabled: false, + screenSpaceAA: "disabled", + tonemapMode: "neutral", + exposure: 1, + }); + const applied = world.apply( + ctx.renderer, + ctx.scene, + ctx.camera, + fog === undefined ? {} : { baseColour: (scenePass) => fog.compose(scenePass) }, + ); + this.#exposure = applied.exposure; + this.#fog = fog; + const target = fog?.target; + const material = fog?.material; + if (target !== undefined) this.#createdTargets += 1; + this.#release = () => { + applied.dispose?.(); + if (applied.exposure !== undefined) this.#releasedExposures += 1; + // Count actual teardown events, not resize-driven RenderTarget invalidations. + const onTarget = () => { + this.#releasedTargets += 1; + }; + const onMaterial = () => { + this.#releasedMaterials += 1; + }; + target?.addEventListener("dispose", onTarget); + material?.addEventListener("dispose", onMaterial); + fog?.dispose(); + target?.removeEventListener("dispose", onTarget); + material?.removeEventListener("dispose", onMaterial); + }; + this.#builds += 1; + this.#applied = this.#mode; + } + + #disposeGraph(): void { + if (this.#release === undefined) return; + this.#release(); + this.#release = undefined; + this.#fog = undefined; + this.#exposure = undefined; + this.#disposedGraphs += 1; + } + override exit(ctx: FogCtx): void { + this.#disposeGraph(); + this.#readbackGeneration += 1; + this.#restoreReadback(); + ctx.state.set({ + sceneExits: ctx.state.getState().sceneExits + 1, + exitReleasedTargets: this.#releasedTargets, + exitReleasedMaterials: this.#releasedMaterials, + }); + this.#geometry.dispose(); + this.#material.dispose(); + this.#black.dispose(); + this.#calibration.removeFromParent(); + this.#calibration.geometry.dispose(); + this.#calibration.material.dispose(); + this.#sun.dispose(); + this.#point.dispose(); + } +} + +export default defineGame({ + camera: { far: 80, near: 0.1, fov: 52, projection: "perspective" }, + initialState, + frameBudget: { reportEvery: 30 }, + input: { + exposureOn: { keys: ["Digit9"] }, + exposureOff: { keys: ["Digit0"] }, + fog: { keys: ["KeyF"] }, + off: { keys: ["KeyO"] }, + zero: { keys: ["KeyZ"] }, + inside: { keys: ["KeyI"] }, + sunOff: { keys: ["KeyS"] }, + pointOff: { keys: ["KeyP"] }, + overlap: { keys: ["KeyB"] }, + half: { keys: ["KeyH"] }, + wallOff: { keys: ["KeyW"] }, + scatter: { keys: ["KeyL"] }, + scatterSunOff: { keys: ["KeyK"] }, + scatterPointOff: { keys: ["KeyJ"] }, + blackOff: { keys: ["KeyN"] }, + resizeSmall: { keys: ["KeyR"] }, + resizeRestore: { keys: ["KeyT"] }, + rebuild: { keys: ["KeyC"] }, + scatterOutside: { keys: ["Digit1"] }, + scatterOutsideSunOff: { keys: ["Digit2"] }, + scatterOutsidePointOff: { keys: ["Digit3"] }, + cameraCut: { keys: ["Digit4"] }, + cameraRestore: { keys: ["Digit5"] }, + streamWallOut: { keys: ["Digit6"] }, + streamWallIn: { keys: ["Digit7"] }, + reenter: { keys: ["Digit8"] }, + }, + plugins: [playtest()], + renderer: { preferWebGPU: true, resolutionScale: 1, pixelRatio: 1 }, + scenes: { fog: FogProbe }, + seed: 20261002, + start: "fog", +}); diff --git a/examples/abyss-framework/vq-fog/src/main.ts b/examples/abyss-framework/vq-fog/src/main.ts new file mode 100644 index 0000000000..d1ff30dfc2 --- /dev/null +++ b/examples/abyss-framework/vq-fog/src/main.ts @@ -0,0 +1,6 @@ +import game from "./game.js"; +void game.start().then(() => { + const canvas = game.ctx?.renderer.domElement; + if (canvas === undefined) throw new Error("Fog fixture did not produce a canvas."); + document.body.appendChild(canvas); +}); diff --git a/examples/abyss-framework/vq-fog/vite.config.ts b/examples/abyss-framework/vq-fog/vite.config.ts new file mode 100644 index 0000000000..7f020ababb --- /dev/null +++ b/examples/abyss-framework/vq-fog/vite.config.ts @@ -0,0 +1,29 @@ +import { appendFileSync, mkdirSync } from "node:fs"; +import path from "node:path"; +import { fileURLToPath } from "node:url"; +import { defineConfig } from "vite"; + +export default defineConfig({ + root: fileURLToPath(new URL(".", import.meta.url)), + build: { outDir: "dist", emptyOutDir: true }, + plugins: [ + { + name: "fog-fixture-http-diagnostics", + configurePreviewServer(server) { + const log = process.env.VQ_FOG_HTTP_LOG; + if (log === undefined) return; + mkdirSync(path.dirname(log), { recursive: true }); + server.middlewares.use((request, response, next) => { + response.on("finish", () => { + if (response.statusCode >= 400) + appendFileSync( + log, + `${JSON.stringify({ url: request.url, status: response.statusCode })}\n`, + ); + }); + next(); + }); + }, + }, + ], +}); diff --git a/packages/core/__tests__/playtest.spec.ts b/packages/core/__tests__/playtest.spec.ts index 65cf7a6b6a..262dba9b42 100644 --- a/packages/core/__tests__/playtest.spec.ts +++ b/packages/core/__tests__/playtest.spec.ts @@ -1153,6 +1153,7 @@ describe("playtest holdUntilAttached", () => { host[PLAYTEST_RUNNER_EXPECTED_GLOBAL] = true; host.__THREENATIVE_PLAYTEST_CLOCK__ = "wall-clock"; let updates = 0; + let slowUpdates = 0; const requestFrame = globalThis.requestAnimationFrame; const cancelFrame = globalThis.cancelAnimationFrame; class CountingScene extends Scene { @@ -1160,9 +1161,18 @@ describe("playtest holdUntilAttached", () => { updates += 1; } } + // A second host with its own frame counter, so a frame it presented is counted on it and not on + // whichever host happens to share the counter above. + class SlowCountingScene extends Scene { + override update(): void { + slowUpdates += 1; + } + } // A host whose own pump presents every `gapMs`. 25 ms is a third later than the 16.67 ms one - // tick names — the host the pair failed on — and a million is a pump that never presents again. - const lateHost = (gapMs: number) => { + // tick names — the host the pair failed on — 60 ms is the cadence the 2026-10-04 auto-exposure + // CI host measured before run 37183659465 refused its ninth case, and a million is a pump that + // never presents again. The scene is a parameter so each host is counted on its own counter. + const lateHost = (gapMs: number, HostScene: typeof CountingScene = CountingScene) => { let handles = 0; Object.defineProperty(globalThis, "requestAnimationFrame", { configurable: true, @@ -1181,11 +1191,12 @@ describe("playtest holdUntilAttached", () => { initialState: {}, plugins: [playtest({ holdUntilAttached: false })], renderer: stubRenderer(testCanvas()), - scenes: { test: CountingScene }, + scenes: { test: HostScene }, start: "test", }); }; const game = lateHost(25); + let slow: ReturnType | undefined; let stopped: ReturnType | undefined; try { @@ -1200,6 +1211,25 @@ describe("playtest holdUntilAttached", () => { // Host-driven, not stepped here: the tick the report names is one this host's pump ran. expect(updates).toBeGreaterThan(before); + // The same one-tick request on a host presenting at 60 ms, which is the cadence the 2026-10-04 + // CI host measured. The span a tick names is 16.67 ms, so the wait has to outlive one whole + // frame at that cadence and not just the 25 ms pair's: four half-step slices ended at 50 ms + // and the bridge read that slow pump as a dead one, failing the run on its ninth case. This + // host is built after the first one has been measured, because building it is what takes over + // the cadence of the one pump both share. + slow = lateHost(60, SlowCountingScene); + await slow.start(); + // Read the baseline the instant this host's first frame lands rather than after a fixed + // settle, so the wait below always begins with a whole frame interval left to present the next + // one. Sleeping instead would start the advance at an arbitrary point of the 60 ms cadence and + // pass half the time against the four slices this case exists to fail. + while (slowUpdates === 0) await new Promise((resolve) => setTimeout(resolve, 1)); + const beforeSlow = slowUpdates; + const slowAdvanced = await bridge().advance?.(1); + expect(slowAdvanced?.clock.mode).toBe("wall-clock"); + expect(slowAdvanced?.ticks ?? 0).toBeGreaterThanOrEqual(1); + expect(slowUpdates).toBeGreaterThan(beforeSlow); + // The bound is real, so a pump that has stopped is still a failed run rather than a wait: the // bridge reports the zero this hands back. stopped = lateHost(1e6); @@ -1207,6 +1237,7 @@ describe("playtest holdUntilAttached", () => { await expect(bridge().advance?.(1)).rejects.toThrow(/moved no tick in 1 step/u); } finally { stopped?.stop(); + slow?.stop(); game.stop(); Object.defineProperty(globalThis, "requestAnimationFrame", { configurable: true, diff --git a/packages/core/__tests__/renderer.spec.ts b/packages/core/__tests__/renderer.spec.ts index be278c8ea3..17db1b63e0 100644 --- a/packages/core/__tests__/renderer.spec.ts +++ b/packages/core/__tests__/renderer.spec.ts @@ -890,6 +890,209 @@ describe("createRenderer", () => { } }); + it("does not let an obsolete output owner clear its replacement", async () => { + const canvas = testCanvas(); + const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); + Object.defineProperty(globalThis, "navigator", { configurable: true, value: { gpu: {} } }); + const renderPipeline = vi + .spyOn(RenderPipeline.prototype, "render") + .mockImplementation(() => {}); + const rawRender = vi.fn(); + const renderer = await createRenderer({ + canvas, + webgpuFactory: () => ({ + domElement: canvas, + init: async () => undefined, + render: rawRender, + setSize: () => undefined, + }), + }); + try { + const first = {}; + const replacement = {}; + renderer.setOutputNode(first); + renderer.setOutputNode(replacement); + renderer.clearOutputNode?.(first); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(renderPipeline).toHaveBeenCalledTimes(1); + expect(rawRender).not.toHaveBeenCalled(); + renderer.clearOutputNode?.(replacement); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(rawRender).toHaveBeenCalledTimes(1); + // Legacy no-argument calls keep their unconditional behavior. + renderer.setOutputNode(first); + renderer.clearOutputNode?.(); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(rawRender).toHaveBeenCalledTimes(2); + } finally { + renderer.dispose(); + renderPipeline.mockRestore(); + if (descriptor === undefined) Reflect.deleteProperty(globalThis, "navigator"); + else Object.defineProperty(globalThis, "navigator", descriptor); + } + }); + + it("keeps a direct replacement when an older render chain is disposed", async () => { + const canvas = testCanvas(); + const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); + Object.defineProperty(globalThis, "navigator", { configurable: true, value: { gpu: {} } }); + const renderPipeline = vi + .spyOn(RenderPipeline.prototype, "render") + .mockImplementation(() => {}); + const rawRender = vi.fn(); + const renderer = await createRenderer({ + canvas, + webgpuFactory: () => ({ + domElement: canvas, + init: async () => undefined, + render: rawRender, + setSize: () => undefined, + }), + }); + try { + const previous = renderer.createRenderChain?.({ + input: {}, + request: { stages: ["bloom"], tier: "high" }, + stages: [{ name: "bloom", build: (input) => input }], + }); + expect(previous?.applied.stages).toEqual(["bloom"]); + const direct = {}; + renderer.setOutputNode(direct); + previous?.dispose(); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(renderPipeline).toHaveBeenCalledTimes(1); + expect(rawRender).not.toHaveBeenCalled(); + renderer.clearOutputNode?.(direct); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(rawRender).toHaveBeenCalledTimes(1); + } finally { + renderer.dispose(); + renderPipeline.mockRestore(); + if (descriptor === undefined) Reflect.deleteProperty(globalThis, "navigator"); + else Object.defineProperty(globalThis, "navigator", descriptor); + } + }); + + it("does not resurrect a superseded automatic chain during budget observation", async () => { + const canvas = testCanvas(); + const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); + Object.defineProperty(globalThis, "navigator", { configurable: true, value: { gpu: {} } }); + const renderPipeline = vi + .spyOn(RenderPipeline.prototype, "render") + .mockImplementation(() => {}); + const renderer = await createRenderer({ + canvas, + webgpuFactory: () => ({ + domElement: canvas, + init: async () => undefined, + render: () => {}, + setSize: () => undefined, + }), + }); + try { + const build = vi.fn((input) => input); + const previous = renderer.createRenderChain?.({ + input: {}, + request: { stages: ["bloom"], tier: "auto" }, + stages: [{ name: "bloom", build }], + }); + renderer.setOutputNode({}); + for (let index = 0; index < 4; index += 1) { + renderer.observeRenderChainBudget?.({ phases: { render: { p95: 40 } } }); + renderer.observeRenderChainFrame?.(); + } + expect(build).toHaveBeenCalledTimes(1); + expect(previous?.disposed).toBe(false); + previous?.dispose(); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(renderPipeline).toHaveBeenCalledTimes(1); + } finally { + renderer.dispose(); + renderPipeline.mockRestore(); + if (descriptor === undefined) Reflect.deleteProperty(globalThis, "navigator"); + else Object.defineProperty(globalThis, "navigator", descriptor); + } + }); + + it("gives same-node output installations distinct ownership receipts", async () => { + const canvas = testCanvas(); + const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); + Object.defineProperty(globalThis, "navigator", { configurable: true, value: { gpu: {} } }); + const renderPipeline = vi + .spyOn(RenderPipeline.prototype, "render") + .mockImplementation(() => {}); + const rawRender = vi.fn(); + const renderer = await createRenderer({ + canvas, + webgpuFactory: () => ({ + domElement: canvas, + init: async () => undefined, + render: rawRender, + setSize: () => undefined, + }), + }); + try { + const shared = {}; + const first = renderer.setOutputNode(shared); + const second = renderer.setOutputNode(shared); + if (!first || !second) throw new Error("Missing installation receipt"); + expect(first.isCurrent()).toBe(false); + expect(second.isCurrent()).toBe(true); + first.dispose(); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(renderPipeline).toHaveBeenCalledTimes(1); + second.dispose(); + second.dispose(); + expect(second.isCurrent()).toBe(false); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(rawRender).toHaveBeenCalledTimes(1); + } finally { + renderer.dispose(); + renderPipeline.mockRestore(); + if (descriptor === undefined) Reflect.deleteProperty(globalThis, "navigator"); + else Object.defineProperty(globalThis, "navigator", descriptor); + } + }); + + it("does not observe or clear an obsolete chain after a same-node direct reinstall", async () => { + const canvas = testCanvas(); + const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); + Object.defineProperty(globalThis, "navigator", { configurable: true, value: { gpu: {} } }); + const renderPipeline = vi + .spyOn(RenderPipeline.prototype, "render") + .mockImplementation(() => {}); + const renderer = await createRenderer({ + canvas, + webgpuFactory: () => ({ + domElement: canvas, + init: async () => undefined, + render: () => {}, + setSize: () => undefined, + }), + }); + try { + const shared = {}; + const build = vi.fn((input) => input); + const chain = renderer.createRenderChain?.({ + input: shared, + request: { stages: ["bloom"], tier: "auto" }, + stages: [{ name: "bloom", build }], + }); + renderer.setOutputNode(shared); + for (let index = 0; index < 2; index += 1) + renderer.observeRenderChainBudget?.({ phases: { render: { p95: 40 } } }); + expect(build).toHaveBeenCalledTimes(1); + chain?.dispose(); + renderer.render(new Scene(), new PerspectiveCamera()); + expect(renderPipeline).toHaveBeenCalledTimes(1); + } finally { + renderer.dispose(); + renderPipeline.mockRestore(); + if (descriptor === undefined) Reflect.deleteProperty(globalThis, "navigator"); + else Object.defineProperty(globalThis, "navigator", descriptor); + } + }); + it("replaces and disposes only the framework-owned output pipeline", async () => { const canvas = testCanvas(); const descriptor = Object.getOwnPropertyDescriptor(globalThis, "navigator"); diff --git a/packages/core/src/playtest.ts b/packages/core/src/playtest.ts index be88fa2dab..a1458dad97 100644 --- a/packages/core/src/playtest.ts +++ b/packages/core/src/playtest.ts @@ -251,15 +251,17 @@ function requestedClockMode(): PlaytestClockMode | undefined { } /** - * The fixed steps of extra wall time a live advance may wait past the span its own ticks name. + * The half-step slices of extra wall time a live advance may wait past the span its own ticks name. * * A one-tick request names exactly one frame interval, so a wait that ended on that boundary ran * just before the host's next frame and observed nothing: the 2026-09-28 desktop pair failed on - * that at 58 mean fps. Four steps is enough room for a host presenting at 15 fps, and it is a - * bound — a host that really stopped presenting returns the zero the bridge reports as a dead - * frame pump rather than hanging the run. + * that at 58 mean fps. Eight slices are four whole frame intervals — 66.7 ms on top of the 16.67 ms + * a tick names, so 83.3 ms, which covers one frame at 15 fps and the 55-59 ms cadence the + * 2026-10-04 CI host measured where four slices ended at 50.0 ms and reported that slow pump as a + * dead one. It is a bound, not a pace: a host that really stopped presenting returns the zero the + * bridge reports as a dead frame pump rather than hanging the run. */ -const WALL_CLOCK_PUMP_STEPS = 4; +const WALL_CLOCK_PUMP_STEPS = 8; const sleep = (ms: number): Promise => new Promise((resolve) => setTimeout(resolve, ms)); diff --git a/packages/core/src/render/chain.ts b/packages/core/src/render/chain.ts index 1e8d74bec6..c2393b6fc8 100644 --- a/packages/core/src/render/chain.ts +++ b/packages/core/src/render/chain.ts @@ -1,7 +1,7 @@ import type { MRTNode, Node } from "three/webgpu"; import type { IFrameBudgetWindow } from "../frame-budget.js"; -import type { RendererKind } from "../renderer.js"; +import type { IRenderOutputInstallation, RenderOutputSetter, RendererKind } from "../renderer.js"; import { velocityTexture, withVelocityContext } from "./velocity.js"; import type { IVelocityRenderPass } from "./velocity.js"; @@ -53,11 +53,11 @@ export interface IRenderChainVelocityResult { export interface IRenderChainRenderer { readonly kind: RendererKind; readonly raw: unknown; - clearOutputNode?(): void; + clearOutputNode?(expectedNode?: unknown): void; /** Internal renderer seam used to turn on core-owned previous-frame bookkeeping for active temporal stages. */ setRenderChainVelocityEnabled?(enabled: boolean): void; /** Install a graph and identify the authored world pass that follows the rendered scene root. */ - setOutputNode(node: unknown, worldPass?: unknown): void; + setOutputNode: RenderOutputSetter; } const TIER_LEVEL: Record = { @@ -275,6 +275,8 @@ export class RenderChain { #ownedVelocityPass: IVelocityRenderPass | undefined = undefined; #ownedVelocityMrt: MRTNode | null | undefined = undefined; #disposed = false; + #installedNode: unknown; + #installation: IRenderOutputInstallation | undefined; #applied: IRenderChainApplied; constructor(renderer: IRenderChainRenderer, options?: Omit); @@ -421,7 +423,19 @@ export class RenderChain { if (stages.length > 0) { try { - this.#renderer.setOutputNode(node, this.#worldPass ?? this.#requestVelocity.pass); + const installation = this.#renderer.setOutputNode( + node, + this.#worldPass ?? this.#requestVelocity.pass, + ); + // Historical void-style callbacks can return an ignored value (for example Array.push). + // Only an explicit receipt upgrades that adapter to installation ownership. + this.#installation = + installation && + typeof installation.isCurrent === "function" && + typeof installation.dispose === "function" + ? installation + : undefined; + this.#installedNode = node; } catch (error) { const reason = `install:${errorMessage(error)}`; dropped.push(...stages.map((name) => ({ name, reason }))); @@ -429,10 +443,13 @@ export class RenderChain { contributions.length = 0; for (const definition of builtStageDefinitions) definition.dispose?.(); builtStageDefinitions.length = 0; - this.#renderer.clearOutputNode?.(); + // A renderer may throw after partially installing this attempt. Clear that identity, + // then the prior owned graph, without touching an unrelated replacement. + this.#renderer.clearOutputNode?.(node); + this.#clearOwnedOutput(); } } else { - this.#renderer.clearOutputNode?.(); + this.#clearOwnedOutput(); } const activeVelocity = stages.some((name) => @@ -467,6 +484,7 @@ export class RenderChain { /** Samples the active temporal stage's completed velocity result after rendering. */ observeFrame(): IRenderChainApplied { if (this.#disposed) throw new Error("RenderChain.observeFrame called after dispose()."); + if (this.#installation?.isCurrent() === false) return this.#applied; const requiresMeasurement = this.#applied.stages.some((name) => requiresVelocityFor(this.#stageDefinitions.get(name), name), ); @@ -492,7 +510,7 @@ export class RenderChain { /** Feed the chain the same render-window evidence used by the frame budget. */ observeFrameBudget(window: IRenderChainBudgetWindow): RenderChainTier { if (this.#disposed) throw new Error("RenderChain.observeFrameBudget called after dispose()."); - if (!this.#automatic) return this.#tier; + if (!this.#automatic || this.#installation?.isCurrent() === false) return this.#tier; const renderP95 = window.phases.render?.p95; if (typeof renderP95 !== "number" || !Number.isFinite(renderP95) || renderP95 < 0) { throw new Error("RenderChain frame budget render.p95 must be a finite non-negative number."); @@ -530,10 +548,19 @@ export class RenderChain { this.#disposeActiveStages(); this.#restoreOwnedVelocityOutput(); this.#renderer.setRenderChainVelocityEnabled?.(false); - this.#renderer.clearOutputNode?.(); + this.#clearOwnedOutput(); forgetReport(this.#renderer); } + #clearOwnedOutput(): void { + if (this.#installation !== undefined) this.#installation.dispose(); + // Compatibility only: a void-returning adapter cannot distinguish same-node reinstalls. + else if (this.#installedNode !== undefined) + this.#renderer.clearOutputNode?.(this.#installedNode); + this.#installation = undefined; + this.#installedNode = undefined; + } + #setMeasurement(measurement: IRenderChainVelocityMeasurement | undefined, emit: boolean): void { const { provisioned, required, source } = this.#applied.velocity; this.#applied = { diff --git a/packages/core/src/renderer.ts b/packages/core/src/renderer.ts index 824e9ba9d0..3f72e809cc 100644 --- a/packages/core/src/renderer.ts +++ b/packages/core/src/renderer.ts @@ -15,6 +15,17 @@ import { export type RendererKind = "webgpu" | "webgl2"; +/** Owns one output-pipeline installation, not the lifetime of its input graph dependencies. */ +export interface IRenderOutputInstallation { + isCurrent(): boolean; + dispose(): void; +} + +/** Union of callbacks preserves TypeScript's legacy void-callback return-value compatibility. */ +export type RenderOutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => IRenderOutputInstallation); + type WarmableSurface = { clone: () => WarmableSurface; opacity?: number; @@ -175,8 +186,8 @@ export interface IRendererLike { render(scene: Object3D, camera: Camera): void; /** Draws after the world without clearing or passing through the world's output pipeline. */ renderOverlay(scene: Object3D, camera: Camera): void; - /** Removes the output pipeline installed by a render-chain. */ - clearOutputNode?(): void; + /** Legacy input-filtered clear; use an installation receipt for same-node replacement safety. */ + clearOutputNode?(expectedNode?: unknown): void; /** Creates the core-owned chain seam without making generated render source import the package. */ createRenderChain?: (options: Omit) => RenderChain; /** Feeds automatic render-chain tiers the completed frame-budget window. */ @@ -188,7 +199,9 @@ export interface IRendererLike { /** Internal callback used by RenderChain; games should request velocity through the chain. */ setRenderChainVelocityEnabled?: (enabled: boolean) => void; /** Installs a graph; pass the authored world pass when the graph contains auxiliary passes. */ - setOutputNode(node: unknown, worldPass?: unknown): void; + // The owned renderer returns a unique receipt. Legacy adapters may return void, without + // installation-level replacement safety; callers still own graph dependency disposal. + setOutputNode: RenderOutputSetter; setSize(width: number, height: number, updateStyle?: boolean): void; /** * The GPU time the last resolved frame actually cost, in milliseconds, or `undefined` when the @@ -409,6 +422,8 @@ function wrapRenderer( softwareAdapter?: string, ): IRendererLike { let outputPipeline: RenderPipeline | undefined; + // Keep caller identity separately: RenderPipeline may wrap its public output node. + let outputInput: unknown; let outputPass: PassNode | undefined; const renderChains = new Set(); let renderChainUsesPerObjectVelocity = false; @@ -743,6 +758,7 @@ function wrapRenderer( renderChainUsesPerObjectVelocity = false; outputPipeline?.dispose(); outputPipeline = undefined; + outputInput = undefined; outputPass = undefined; pipelineCensus?.dispose(); raw.dispose?.(); @@ -776,10 +792,23 @@ function wrapRenderer( outputPipeline?.dispose(); outputPass = nextOutputPass; outputPipeline = nextPipeline; + outputInput = node; + return { + isCurrent: () => outputPipeline === nextPipeline, + dispose: () => { + if (outputPipeline !== nextPipeline) return; + outputPipeline = undefined; + outputInput = undefined; + outputPass = undefined; + nextPipeline.dispose(); + }, + }; }, - clearOutputNode: () => { + clearOutputNode: (expectedNode) => { + if (expectedNode !== undefined && expectedNode !== outputInput) return; outputPipeline?.dispose(); outputPipeline = undefined; + outputInput = undefined; outputPass = undefined; }, renderChainUsesPerObjectVelocity: () => renderChainUsesPerObjectVelocity, diff --git a/packages/create-threenative/__tests__/auto-exposure-artifact.spec.ts b/packages/create-threenative/__tests__/auto-exposure-artifact.spec.ts new file mode 100644 index 0000000000..4f8cf7fe85 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-artifact.spec.ts @@ -0,0 +1,75 @@ +import { rm, writeFile } from "node:fs/promises"; +import { join } from "node:path"; +import { afterEach, beforeEach, describe, expect, it } from "vitest"; +import { makeTempDir } from "../../../test-support/temp-dir.js"; +import { qualifyExposureCapture } from "./fixtures/auto-exposure/captureProof.js"; + +function cleanReport() { + return { + pass: true, + diagnostics: [] as { code: string }[], + capture: { rendererKind: "webgpu", adapter: { architecture: "swiftshader" } }, + observations: { + startup: { phase: "ready" }, + console: [ + { text: 'TN_EXPOSURE_CLOCK:{"mode":"wall-clock"}' }, + { + text: 'TN_AUTO_EXPOSURE:{"measured":true,"applied":true,"luminance":0.002,"exposureStops":6.5,"targetStops":6.6,"settled":true}', + }, + ], + }, + }; +} + +describe("exposure capture failure precedence", () => { + let directory: string; + beforeEach(async () => { + directory = await makeTempDir("tn-exposure-artifact-"); + }); + afterEach(async () => { + await rm(directory, { recursive: true, force: true }); + }); + + it("preserves the original resource timeout when no screenshot was produced", async () => { + const report = { + ...cleanReport(), + pass: false, + diagnostics: [{ code: "TN_PLAYTEST_OBSERVATION_UNAVAILABLE" }], + }; + await expect( + qualifyExposureCapture( + report, + { applied: true }, + join(directory, "after.png"), + "camera-reverse", + ), + ).rejects.toThrow(/TN_PLAYTEST_OBSERVATION_UNAVAILABLE/); + }); + + it("still rejects a missing screenshot after otherwise clean runtime proof", async () => { + await expect( + qualifyExposureCapture( + cleanReport(), + { applied: true }, + join(directory, "after.png"), + "static", + ), + ).rejects.toMatchObject({ code: "ENOENT" }); + }); + + it("still rejects an empty screenshot after otherwise clean runtime proof", async () => { + const screenshot = join(directory, "after.png"); + await writeFile(screenshot, ""); + await expect( + qualifyExposureCapture(cleanReport(), { applied: true }, screenshot, "static"), + ).rejects.toThrow("static: runtime screenshot missing."); + }); + + it("returns the existing qualification only after the artifact guard passes", async () => { + const screenshot = join(directory, "after.png"); + await writeFile(screenshot, new Uint8Array([1])); + await expect( + qualifyExposureCapture(cleanReport(), { applied: true }, screenshot, "static"), + ).resolves.toMatchObject({ measurement: { luminance: 0.002 } }); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-camera.spec.ts b/packages/create-threenative/__tests__/auto-exposure-camera.spec.ts new file mode 100644 index 0000000000..d279caa8b9 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-camera.spec.ts @@ -0,0 +1,113 @@ +import { PerspectiveCamera, PointLight, Scene } from "three"; +import { describe, expect, it } from "vitest"; +import { assertExposureCameraCut } from "./fixtures/auto-exposure/cameraProof.js"; +import { createFixedExposureRooms } from "./fixtures/auto-exposure/fixedRooms.js"; + +function fixture(stops = 11) { + const scene = new Scene(); + const camera = new PerspectiveCamera(48, 16 / 9, 0.1, 100); + const rooms = createFixedExposureRooms(scene, camera, stops); + rooms.setPose(true); + const before = rooms.snapshot(); + rooms.setPose(false); + const after = rooms.snapshot(); + return { scene, camera, rooms, before, after }; +} + +function report() { + const { rooms, before, after } = fixture(); + rooms.dispose(); + return { + observations: { + console: [ + { text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ updates: 180, cameraPose: before })}` }, + { text: `TN_EXPOSURE_CUT:${JSON.stringify({ cameraCut: { before, after } })}` }, + ...Array.from({ length: 180 }, (_, i) => ({ + text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ updates: 181 + i, cameraPose: after })}`, + })), + ], + }, + }; +} + +describe("actual camera cuts between fixed-lit exposure rooms", () => { + it.each([1, 11])("moves the camera %s stops without mutating scene lighting", (stops) => { + const { scene, camera, rooms, before, after } = fixture(stops); + expect(before.position).toEqual([106, 4, 9]); + expect(after.position).toEqual([6, 4, 9]); + expect(before.matrixWorld).not.toEqual(after.matrixWorld); + expect(before.projectionMatrix).toEqual(after.projectionMatrix); + expect(before.rooms).toEqual(after.rooms); + const lights: PointLight[] = []; + scene.traverse((object) => { + if (object instanceof PointLight) lights.push(object); + }); + expect(lights.map((light) => light.intensity)).toEqual([ + 2.1, + 0.36, + 2.1 * 2 ** stops, + 0.36 * 2 ** stops, + ]); + expect(lights.every((light) => light.distance === 25)).toBe(true); + expect(before.layers).toBe(1); + expect(camera.layers.mask).toBe(1); + rooms.dispose(); + expect(scene.children).toHaveLength(0); + }); + + it("accepts paired real camera poses across all post-cut GPU samples", () => { + expect(() => assertExposureCameraCut(report(), 11)).not.toThrow(); + }); + + it.each(["room-matrix", "room-background", "light-matrix", "light-color"])( + "rejects missing, malformed or nonfinite %s in otherwise consistent snapshots", + (field) => { + for (const invalid of [undefined, null, [], [1, 2], "missing", Array(16).fill(Number.NaN)]) { + const value = report(); + for (const entry of value.observations.console) { + const separator = entry.text.indexOf(":"); + const data = JSON.parse(entry.text.slice(separator + 1)); + const poses = + data.cameraCut === undefined + ? [data.cameraPose] + : [data.cameraCut.before, data.cameraCut.after]; + for (const pose of poses) { + for (const room of pose.rooms) { + if (field === "room-matrix") room.matrixWorld = invalid; + if (field === "room-background") room.background = invalid; + for (const light of room.lights) { + if (field === "light-matrix") light.matrixWorld = invalid; + if (field === "light-color") light.color = invalid; + } + } + } + entry.text = `${entry.text.slice(0, separator + 1)}${JSON.stringify(data)}`; + } + expect(() => assertExposureCameraCut(value, 11)).toThrow(/CAMERA_CUT/); + } + }, + ); + + it.each(["missing", "stationary", "light-change", "stale-sample", "wrong-layer", "fake-matrix"])( + "rejects %s camera evidence", + (fault) => { + const value = report(); + if (fault === "missing") value.observations.console.shift(); + else if (fault === "stale-sample") { + const sample = JSON.parse(value.observations.console[0]?.text.slice(19) ?? "{}"); + value.observations.console[2] = { + text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...sample, updates: 181 })}`, + }; + } else { + const cut = JSON.parse(value.observations.console[1]?.text.slice(16) ?? "{}"); + if (fault === "stationary") cut.cameraCut.after = cut.cameraCut.before; + if (fault === "light-change") cut.cameraCut.after.rooms[0].lights[0].intensity *= 2; + if (fault === "wrong-layer") cut.cameraCut.after.layers = 2; + if (fault === "fake-matrix") + cut.cameraCut.after.matrixWorld = cut.cameraCut.before.matrixWorld; + value.observations.console[1] = { text: `TN_EXPOSURE_CUT:${JSON.stringify(cut)}` }; + } + expect(() => assertExposureCameraCut(value, 11)).toThrow(/CAMERA_CUT/); + }, + ); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-clock.spec.ts b/packages/create-threenative/__tests__/auto-exposure-clock.spec.ts new file mode 100644 index 0000000000..2baf2682a7 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-clock.spec.ts @@ -0,0 +1,283 @@ +import { Color, Texture } from "three"; +import { texture } from "three/tsl"; +import { type NodeBuilder, NodeFrame, QuadMesh, type Renderer, RendererUtils } from "three/webgpu"; +import { afterEach, beforeEach, describe, expect, it, vi } from "vitest"; +import { AutoExposureNode } from "../template-assets/autoExposure.js"; +import { exposureSettings } from "../template-assets/exposure.js"; +import { + ObservedExposureNode, + exposureFrameSnapshot, +} from "./fixtures/auto-exposure/observedExposure.js"; + +describe("exposure deterministic render clock", () => { + beforeEach(() => { + vi.spyOn(QuadMesh.prototype, "render").mockImplementation(() => {}); + vi.spyOn(console, "info").mockImplementation(() => {}); + }); + afterEach(() => vi.restoreAllMocks()); + + function harness() { + const node = new ObservedExposureNode( + texture(new Texture()), + { ...exposureSettings, enabled: true, reportInterval: 1e-6 }, + 1, + ); + node.deterministic = true; + const frame = new NodeFrame(); + frame.deltaTime = 0.07; + frame.time = 1; + frame.frameId = 1; + const read = vi.fn().mockResolvedValue(new Float32Array([0, 0.18, 0, 1])); + frame.renderer = { + getDrawingBufferSize: (size: { set(x: number, y: number): void }) => size.set(4, 4), + setRenderTarget: vi.fn(), + getRenderTarget: () => null, + getActiveCubeFace: () => 0, + getActiveMipmapLevel: () => 0, + getRenderObjectFunction: () => null, + setRenderObjectFunction: vi.fn(), + getPixelRatio: () => 1, + setPixelRatio: vi.fn(), + getMRT: () => null, + setMRT: vi.fn(), + getClearColor: () => new Color(), + getClearAlpha: () => 1, + setClearColor: vi.fn(), + getScissorTest: () => false, + setScissorTest: vi.fn(), + + readRenderTargetPixelsAsync: read, + } as unknown as Renderer; + return { node, frame, read }; + } + + it("observes the environment's existing node through its actual instance methods", () => { + const real = new AutoExposureNode(texture(new Texture()), exposureSettings, 1); + const output = real.exposureNode; + const setup = vi.spyOn(real, "setup").mockReturnValue(output); + const update = vi.spyOn(real, "updateBefore").mockReturnValue(undefined); + const dispose = vi.spyOn(real, "dispose"); + const observed = new ObservedExposureNode(real); + const builder = {} as NodeBuilder; + const frame = new NodeFrame(); + frame.deltaTime = 0.07; + frame.renderer = { + getDrawingBufferSize: (size: { set(x: number, y: number): void }) => size.set(4, 4), + } as unknown as Renderer; + expect(observed.node).toBe(real); + expect(observed.settings).toBe(real.settings); + expect(observed.exposureNode).toBe(output); + expect(real.setup(builder)).toBe(output); + real.updateBefore(frame); + expect(setup).toHaveBeenCalledWith(builder); + expect(update).toHaveBeenCalledWith(frame); + expect(observed.setupCount).toBe(1); + expect(observed.timing.updates).toBe(1); + observed.setEnabled(true); + expect(observed.getObservation()).toEqual(real.getObservation()); + real.dispose(); + expect(dispose).toHaveBeenCalledOnce(); + }); + + it("freezes a cold boot after exactly three accepted live-clock GPU samples", async () => { + const { node, frame, read } = harness(); + node.deterministic = false; + node.coldBoot = true; + const ready = Promise.resolve(); + node.observeColdBootStartup({ whenReady: () => ready }); + for (let i = 0; i < 8; i++) { + node.updateBefore(frame); + await new Promise((resolve) => setImmediate(resolve)); + frame.time += 0.07; + frame.frameId++; + } + expect(read).toHaveBeenCalledTimes(3); + expect(node.timing.updates).toBe(3); + expect(node.getProgress().sampleFrames).toBe(3); + expect(node.timing.consumedSeconds).toBeCloseTo(0.21); + expect(node.timing.realConsumedSeconds).toBeCloseTo(0.21); + expect(node.timing.clock).toBe("live"); + expect(frame.deltaTime).toBe(0.07); + const messages = vi.mocked(console.info).mock.calls.map(([text]) => String(text)); + expect(messages.filter((text) => text.startsWith("TN_EXPOSURE_BOOT_FROZEN:"))).toHaveLength(1); + expect(messages.filter((text) => text.startsWith("TN_EXPOSURE_BOOT_READY:"))).toHaveLength(1); + expect(messages.some((text) => text.startsWith("TN_EXPOSURE_WARMUP:"))).toBe(false); + node.dispose(); + }); + + it("does not freeze a cold boot until its third GPU readback is accepted", async () => { + const { node, frame, read } = harness(); + node.deterministic = false; + node.coldBoot = true; + for (let i = 0; i < 2; i++) { + node.updateBefore(frame); + await new Promise((resolve) => setImmediate(resolve)); + frame.time += 0.07; + frame.frameId++; + } + let finish!: (values: Float32Array) => void; + read.mockReturnValueOnce( + new Promise((resolve) => { + finish = resolve; + }), + ); + node.updateBefore(frame); + expect(node.getProgress().sampleFrames).toBe(2); + node.updateBefore(frame); + expect(read).toHaveBeenCalledTimes(3); + finish(new Float32Array([0, 0.18, 0, 1])); + await new Promise((resolve) => setImmediate(resolve)); + expect(node.getProgress().sampleFrames).toBe(3); + node.updateBefore(frame); + expect(read).toHaveBeenCalledTimes(3); + node.dispose(); + }); + + it("holds startup until the 180th accepted readback, then reports real readiness", async () => { + const { node, frame, read } = harness(); + let held: Promise = Promise.resolve(); + let releaseReady!: () => void; + const ready = new Promise((resolve) => { + releaseReady = resolve; + }); + const hold = (label: string, work: Promise, budgetMs?: number) => { + expect(label).toBe("exposure-warmup"); + expect(budgetMs).toBe(60_000); + held = work; + }; + node.holdStartup({ hold, whenReady: () => ready }); + const settled = vi.fn(); + void held.then(settled); + for (let i = 0; i < 179; i++) { + node.updateBefore(frame); + await new Promise((resolve) => setImmediate(resolve)); + frame.time += 0.07; + frame.frameId++; + } + expect(settled).not.toHaveBeenCalled(); + let resolveLast!: (value: Float32Array) => void; + read.mockReturnValueOnce( + new Promise((resolve) => { + resolveLast = resolve; + }), + ); + node.updateBefore(frame); + expect(settled).not.toHaveBeenCalled(); + resolveLast(new Float32Array([0, 0.18, 0, 1])); + await new Promise((resolve) => setImmediate(resolve)); + expect(settled).toHaveBeenCalledOnce(); + releaseReady(); + await new Promise((resolve) => setImmediate(resolve)); + const messages = vi.mocked(console.info).mock.calls.map(([text]) => String(text)); + const warmup = JSON.parse( + messages.find((text) => text.startsWith("TN_EXPOSURE_WARMUP:"))?.slice(19) ?? "{}", + ); + expect(warmup).toMatchObject({ updates: 180, measurement: node.getObservation() }); + expect( + messages.some( + (text) => + text.startsWith("TN_EXPOSURE_READY:") && + JSON.parse(text.slice(18)).warmupComplete === true, + ), + ).toBe(true); + node.dispose(); + }); + it.each(["resolve", "reject"])( + "invalidates a delayed readback after disposal: %s", + async (outcome) => { + const { node, frame, read } = harness(); + let resolveRead!: (value: Float32Array) => void; + let rejectRead!: (error: Error) => void; + read.mockReturnValueOnce( + new Promise((resolve, reject) => { + resolveRead = resolve; + rejectRead = reject; + }), + ); + node.holdStartup({ hold: () => {}, whenReady: () => Promise.resolve() }); + const progress = vi.fn(); + node.onProgress = progress; + node.updateBefore(frame); + node.dispose(); + progress.mockClear(); + vi.mocked(console.info).mockClear(); + if (outcome === "resolve") resolveRead(new Float32Array([0, 0.18, 0, 1])); + else rejectRead(new Error("late readback failure")); + await new Promise((resolve) => setImmediate(resolve)); + expect(node.getProgress().sampleFrames).toBe(0); + expect(progress).not.toHaveBeenCalled(); + expect(console.info).not.toHaveBeenCalled(); + expect(frame.renderer?.readRenderTargetPixelsAsync).toBe(read); + }, + ); + it("stamps each sample only after production accepts that exact readback", async () => { + const { node, frame } = harness(); + node.updateBefore(frame); + await new Promise((resolve) => setImmediate(resolve)); + const messages = vi.mocked(console.info).mock.calls.map(([text]) => String(text)); + const accepted = messages.findIndex((text) => text.startsWith("TN_AUTO_EXPOSURE:")); + const sampled = messages.findIndex((text) => text.startsWith("TN_EXPOSURE_SAMPLE:")); + expect(accepted).toBeGreaterThanOrEqual(0); + expect(sampled).toBeGreaterThan(accepted); + expect(JSON.parse(messages[sampled]?.slice(19) ?? "{}").measurement).toEqual( + node.getObservation(), + ); + node.dispose(); + }); + it("holds each pose at exactly 180 completed GPU samples and preserves the public read method", async () => { + const { node, frame, read } = harness(); + for (let pose = 0; pose < 2; pose++) { + if (pose === 1) node.beginCut(); + for (let i = 0; i < 185; i++) { + node.updateBefore(frame); + expect(frame.renderer?.readRenderTargetPixelsAsync).toBe(read); + await new Promise((resolve) => setImmediate(resolve)); + frame.time += 0.07; + frame.frameId++; + } + expect(node.timing.updates).toBe((pose + 1) * 180); + expect(node.getProgress().sampleFrames).toBe((pose + 1) * 180); + } + expect(node.getProgress().cutSampleFrames).toBe(180); + expect(node.timing.consumedSeconds).toBeCloseTo(6, 8); + expect(node.timing.realConsumedSeconds).toBeCloseTo(25.2, 8); + expect(frame.deltaTime).toBe(0.07); + node.dispose(); + }); + + it("restores readback instrumentation even if the actual graph draw throws", () => { + const { node, frame, read } = harness(); + vi.mocked(QuadMesh.prototype.render).mockImplementationOnce(() => { + throw new Error("draw failed"); + }); + expect(() => node.updateBefore(frame)).toThrow("draw failed"); + expect(frame.renderer?.readRenderTargetPixelsAsync).toBe(read); + expect(node.getProgress().sampleFrames).toBe(0); + node.dispose(); + }); + it("passes a separate public NodeFrame snapshot and preserves the shared real clock", () => { + const frame = new NodeFrame(); + frame.deltaTime = 0.07; + frame.time = 12; + frame.frameId = 9; + const snapshot = exposureFrameSnapshot(frame); + expect(snapshot).toBeInstanceOf(NodeFrame); + expect(snapshot).not.toBe(frame); + expect(snapshot.deltaTime).toBe(1 / 60); + expect(snapshot.time).toBe(12); + expect(snapshot.frameId).toBe(9); + expect(snapshot.renderer).toBe(frame.renderer); + expect(frame.deltaTime).toBe(0.07); + }); +}); + +it("publishes the zero post-cut sample baseline synchronously", () => { + const node = new ObservedExposureNode(texture(new Texture()), exposureSettings, 1); + let progress: unknown; + node.onProgress = () => { + progress = node.getProgress(); + }; + node.beginCut(); + expect(progress).toEqual({ sampleFrames: 0, cutSampleFrames: 0 }); + node.dispose(); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-cold-boot.spec.ts b/packages/create-threenative/__tests__/auto-exposure-cold-boot.spec.ts new file mode 100644 index 0000000000..128ed72de7 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-cold-boot.spec.ts @@ -0,0 +1,257 @@ +import { describe, expect, it } from "vitest"; +import { qualifyColdBoot, qualifyColdBootSpread } from "./fixtures/auto-exposure/coldBootProof.js"; + +function report() { + const measurement = { + measured: true, + applied: true, + luminance: 3.896103858947754, + exposureStops: -4.2, + targetStops: -4.436, + settled: true, + }; + const samples = [1, 2, 3].map((updates) => ({ + updates, + consumedSeconds: updates * 0.07, + realConsumedSeconds: updates * 0.07, + nodeFrameId: updates * 2 + 6, + nodeTime: updates * 0.08, + deltaSeconds: 0.07, + clock: "live", + measurement, + })); + return { + pass: true, + capture: { rendererKind: "webgpu", adapter: { device: "test" } }, + diagnostics: [], + observations: { + startup: { phase: "ready" }, + console: [ + { text: 'TN_EXPOSURE_CLOCK:{"mode":"fixed-step"}' }, + ...samples.flatMap((sample) => [ + { text: `TN_EXPOSURE_TIMING:${JSON.stringify(sample)}` }, + { text: `TN_AUTO_EXPOSURE:${JSON.stringify(measurement)}` }, + { text: `TN_EXPOSURE_SAMPLE:${JSON.stringify(sample)}` }, + ...(sample.updates === 1 + ? [ + { + text: `TN_EXPOSURE_BOOT_READY:${JSON.stringify({ ...sample, sampleFrames: 1, cutSampleFrames: 0 })}`, + }, + ] + : []), + ]), + { text: `TN_EXPOSURE_BOOT_FROZEN:${JSON.stringify(samples[2])}` }, + ], + tone: [{ code: "TN_TONE", label: "tone-0", atStep: "boot", p99: 168 }], + }, + }; +} + +describe("cold-boot exposure proof", () => { + it("uses shared named-frame tone after exactly three accepted live-clock samples", () => { + expect(qualifyColdBoot(report())).toMatchObject({ + p99: 168, + updates: 3, + consumedSeconds: 3 * 0.07, + readiness: { sampleFrames: 1 }, + }); + }); + function entry(value: ReturnType, prefix: string, at = 0) { + const found = value.observations.console.filter(({ text }) => text.startsWith(prefix))[at]; + if (found === undefined) throw new Error(`Test fixture missing ${prefix}`); + return found; + } + function remove(value: ReturnType, prefix: string) { + const entries = value.observations.console; + entries.splice(entries.indexOf(entry(value, prefix)), 1); + } + function changeSample(value: ReturnType, key: string, replacement: unknown) { + const found = entry(value, "TN_EXPOSURE_SAMPLE:", 1); + found.text = `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...JSON.parse(found.text.slice(19)), [key]: replacement })}`; + } + const initialTiming = { + updates: 0, + consumedSeconds: 0, + realConsumedSeconds: 0, + nodeFrameId: 0, + nodeTime: 0, + deltaSeconds: 0, + clock: "live", + sampleFrames: 0, + cutSampleFrames: 0, + }; + function readyBeforeRendering(value: ReturnType, timing: Record) { + remove(value, "TN_EXPOSURE_BOOT_READY:"); + value.observations.console.unshift({ + text: `TN_EXPOSURE_BOOT_READY:${JSON.stringify(timing)}`, + }); + } + function changeTiming( + value: ReturnType, + change: (timing: Record) => void, + ) { + for (const row of value.observations.console) { + if (!/^TN_EXPOSURE_(TIMING|SAMPLE|BOOT_READY|BOOT_FROZEN):/.test(row.text)) continue; + const colon = row.text.indexOf(":"); + const timing = JSON.parse(row.text.slice(colon + 1)); + change(timing); + row.text = `${row.text.slice(0, colon + 1)}${JSON.stringify(timing)}`; + } + } + it("accepts readiness before rendering only at the exact initial timing state", () => { + const value = report(); + readyBeforeRendering(value, initialTiming); + expect(qualifyColdBoot(value).readiness).toEqual(initialTiming); + }); + it.each([ + ["all ages missing", { updates: 0, sampleFrames: 0, cutSampleFrames: 0, clock: "live" }], + ["consumed time", { ...initialTiming, consumedSeconds: 99 }], + ["real consumed time", { ...initialTiming, realConsumedSeconds: -1 }], + ["frame id", { ...initialTiming, nodeFrameId: -17 }], + ["node time", { ...initialTiming, nodeTime: "nonsense" }], + ["delta", { ...initialTiming, deltaSeconds: null }], + ])("rejects zero-update readiness with %s", (_name, timing) => { + const value = report(); + readyBeforeRendering(value, timing as Record); + expect(() => qualifyColdBoot(value)).toThrow(); + }); + it.each(["short-total", "short-interval", "consecutive-gap"])( + "rejects inconsistent NodeFrame chronology: %s", + (kind) => { + const value = report(); + changeTiming(value, (timing) => { + const updates = timing.updates ?? 0; + if (kind === "short-total") timing.nodeTime = updates * 0.001; + if (kind === "short-interval") + timing.nodeTime = updates === 1 ? 0.08 : 0.08 + (updates - 1) * 0.001; + if (kind === "consecutive-gap") timing.nodeFrameId = updates + 7; + }); + expect(() => qualifyColdBoot(value)).toThrow(); + }, + ); + it("accepts consecutive frames with roundoff and skipped frames with elapsed headroom", () => { + const value = report(); + changeTiming(value, (timing) => { + const updates = timing.updates ?? 0; + timing.nodeFrameId = updates; + timing.nodeTime = updates * 0.07 - 1e-12; + }); + expect(qualifyColdBoot(value).updates).toBe(3); + expect(qualifyColdBoot(report()).updates).toBe(3); + }); + it.each(["fixed-step", "wall-clock"])("rejects an extra earlier %s bridge marker", (mode) => { + const value = report(); + value.observations.console.unshift({ text: `TN_EXPOSURE_CLOCK:${JSON.stringify({ mode })}` }); + expect(() => qualifyColdBoot(value)).toThrow(); + }); + function moveRelative( + value: ReturnType, + moving: { text: string }, + target: { text: string }, + after: boolean, + ) { + const rows = value.observations.console; + rows.splice(rows.indexOf(moving), 1); + rows.splice(rows.indexOf(target) + Number(after), 0, moving); + } + it.each([ + "sample-before-timing", + "acceptance-before-timing", + "next-timing-before-sample", + "next-timing-before-acceptance", + "impossible-readiness", + ])("rejects impossible event order: %s", (kind) => { + const value = report(); + readyBeforeRendering(value, initialTiming); + const firstTiming = entry(value, "TN_EXPOSURE_TIMING:"); + const firstSample = entry(value, "TN_EXPOSURE_SAMPLE:"); + const firstAccepted = entry(value, "TN_AUTO_EXPOSURE:"); + if (kind === "sample-before-timing") moveRelative(value, firstTiming, firstSample, true); + if (kind === "acceptance-before-timing") moveRelative(value, firstTiming, firstAccepted, true); + if (kind === "next-timing-before-sample") + moveRelative(value, entry(value, "TN_EXPOSURE_TIMING:", 1), firstSample, false); + if (kind === "next-timing-before-acceptance") + moveRelative(value, entry(value, "TN_EXPOSURE_TIMING:", 1), firstAccepted, false); + if (kind === "impossible-readiness") { + const ready = entry(value, "TN_EXPOSURE_BOOT_READY:"); + ready.text = `TN_EXPOSURE_BOOT_READY:${JSON.stringify({ ...initialTiming, sampleFrames: 1 })}`; + moveRelative(value, ready, firstSample, true); + moveRelative(value, firstTiming, ready, true); + } + expect(() => qualifyColdBoot(value)).toThrow(); + }); + it.each( + [1, 2, 3].flatMap((update) => + ["timing", "accepted", "sample"].map((after) => ({ update, after })), + ), + )("accepts readiness after update $update's $after marker", ({ update, after }) => { + const value = report(); + const timing = JSON.parse( + entry(value, "TN_EXPOSURE_TIMING:", update - 1).text.slice("TN_EXPOSURE_TIMING:".length), + ); + const ready = entry(value, "TN_EXPOSURE_BOOT_READY:"); + ready.text = `TN_EXPOSURE_BOOT_READY:${JSON.stringify({ ...timing, sampleFrames: after === "sample" ? update : update - 1, cutSampleFrames: 0 })}`; + const prefix = + after === "timing" + ? "TN_EXPOSURE_TIMING:" + : after === "accepted" + ? "TN_AUTO_EXPOSURE:" + : "TN_EXPOSURE_SAMPLE:"; + moveRelative(value, ready, entry(value, prefix, update - 1), true); + expect(qualifyColdBoot(value).readiness.sampleFrames).toBe( + after === "sample" ? update : update - 1, + ); + }); + const corruptions: Record) => void> = { + missing: (value) => remove(value, "TN_EXPOSURE_SAMPLE:"), + duplicate: (value) => value.observations.console.push(entry(value, "TN_EXPOSURE_SAMPLE:")), + "synthetic-clock": (value) => changeSample(value, "clock", "deterministic-per-render"), + "stale-frame": (value) => changeSample(value, "nodeFrameId", 8), + "time-jump": (value) => changeSample(value, "consumedSeconds", 99), + "not-frozen": (value) => remove(value, "TN_EXPOSURE_BOOT_FROZEN:"), + "wrong-freeze": (value) => { + entry(value, "TN_EXPOSURE_BOOT_FROZEN:").text = 'TN_EXPOSURE_BOOT_FROZEN:{"updates":3}'; + }, + "bad-ready": (value) => { + entry(value, "TN_EXPOSURE_BOOT_READY:").text = + 'TN_EXPOSURE_BOOT_READY:{"updates":99,"sampleFrames":99}'; + }, + "extra-update": (value) => + value.observations.console.push({ text: 'TN_EXPOSURE_TIMING:{"updates":4}' }), + "warmup-hold": (value) => value.observations.console.push({ text: "TN_EXPOSURE_WARMUP:{}" }), + "wrong-meter": (value) => { + for (const row of value.observations.console) + row.text = row.text.replaceAll("3.896103858947754", "99"); + }, + unpaired: (value) => remove(value, "TN_AUTO_EXPOSURE:"), + "device-loss": (value) => + Object.assign(value, { diagnostics: [{ code: "TN_PLAYTEST_SOFTWARE_DEVICE_LOST" }] }), + "no-tone": (value) => { + value.observations.tone = []; + }, + }; + it.each(Object.entries(corruptions))("rejects %s evidence", (_name, corrupt) => { + const value = report(); + corrupt(value); + expect(() => qualifyColdBoot(value)).toThrow(); + }); + it("requires exactly ten launches and the predeclared ten-percent band", () => { + expect( + qualifyColdBootSpread( + Array.from({ length: 10 }, (_, index) => ({ launch: index, p99: 100 + index })), + ), + ).toMatchObject({ pass: true, spread: 0.09 }); + expect( + qualifyColdBootSpread( + Array.from({ length: 10 }, (_, index) => ({ launch: index, p99: 100 + index * 2 })), + ), + ).toMatchObject({ pass: false, spread: 0.18 }); + expect(() => qualifyColdBootSpread([{ launch: 0, p99: 100 }])).toThrow(); + expect(() => + qualifyColdBootSpread(Array.from({ length: 10 }, () => ({ launch: 0, p99: 100 }))), + ).toThrow(); + expect(() => + qualifyColdBootSpread(Array.from({ length: 10 }, (_, launch) => ({ launch, p99: 0 }))), + ).toThrow(); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-lifecycle.spec.ts b/packages/create-threenative/__tests__/auto-exposure-lifecycle.spec.ts new file mode 100644 index 0000000000..7a7f2be7c3 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-lifecycle.spec.ts @@ -0,0 +1,129 @@ +import { expect, it } from "vitest"; +import { qualifyExposureLifecycle } from "./fixtures/auto-exposure/lifecycleProof.js"; + +function report() { + const entries: { text: string }[] = []; + const emit = (name: string, value: unknown) => + entries.push({ text: `${name}:${JSON.stringify(value)}` }); + emit("TN_EXPOSURE_CLOCK", { mode: "fixed-step" }); + emit("TN_EXPOSURE_SETUP", { setupCount: 1, updates: 0 }); + for (let updates = 1; updates <= 720; updates++) { + const timing = { + updates, + consumedSeconds: updates / 60, + realConsumedSeconds: updates / 60, + nodeFrameId: updates * 2, + nodeTime: updates / 30, + clock: "deterministic-per-render", + deltaSeconds: 1 / 60, + width: updates <= 360 ? 640 : 320, + height: updates <= 360 ? 360 : 180, + setupCount: updates <= 180 ? 1 : 2, + }; + const goal = updates <= 540 ? -4.4355 : 6.5519; + const measurement = { + measured: true, + applied: true, + luminance: updates <= 540 ? 3.895 : 0.001918, + exposureStops: goal, + targetStops: goal, + settled: true, + }; + emit("TN_EXPOSURE_TIMING", timing); + emit("TN_AUTO_EXPOSURE", measurement); + emit("TN_EXPOSURE_SAMPLE", { ...timing, measurement }); + if (updates === 180) { + emit("TN_EXPOSURE_REBUILD", timing); + emit("TN_EXPOSURE_SETUP", { updates, setupCount: 2 }); + } + if (updates === 360) emit("TN_EXPOSURE_RESIZE", timing); + if (updates === 540) emit("TN_EXPOSURE_RESET_CUT", timing); + } + return { + pass: true, + diagnostics: [], + capture: { rendererKind: "webgpu", adapter: { vendor: "nvidia" } }, + observations: { console: entries }, + }; +} +it("requires all actual lifecycle operations and 720 paired completed samples", () => { + expect(qualifyExposureLifecycle(report()).updates).toBe(720); +}); +for (const marker of ["REBUILD", "RESIZE", "RESET_CUT"]) + it(`rejects a missing ${marker} operation`, () => { + const input = report(); + input.observations.console = input.observations.console.filter( + ({ text }) => !text.startsWith(`TN_EXPOSURE_${marker}:`), + ); + expect(() => qualifyExposureLifecycle(input)).toThrow(); + }); +for (const field of [ + "deltaSeconds", + "consumedSeconds", + "realConsumedSeconds", + "nodeFrameId", + "nodeTime", + "setupCount", + "width", + "height", +]) + it(`rejects missing ${field} provenance`, () => { + const input = report(); + for (const entry of input.observations.console) + if ( + entry.text.startsWith("TN_EXPOSURE_SAMPLE:") || + entry.text.startsWith("TN_EXPOSURE_TIMING:") + ) { + const split = entry.text.indexOf(":"); + const value = JSON.parse(entry.text.slice(split + 1)); + delete value[field]; + entry.text = `${entry.text.slice(0, split + 1)}${JSON.stringify(value)}`; + } + expect(() => qualifyExposureLifecycle(input)).toThrow(); + }); +for (const mode of ["rebuild", "resize", "reset", "null", "truthy"]) + it(`rejects a ${mode} history/measurement mutation`, () => { + const input = report(); + for (const entry of input.observations.console) { + const split = entry.text.indexOf(":"); + const value = JSON.parse(entry.text.slice(split + 1)); + if (mode === "rebuild" && "setupCount" in value) value.setupCount = 1; + if (mode === "resize" && "width" in value) { + value.width = 640; + value.height = 360; + } + if ( + mode === "reset" && + (value.updates === 541 || entry.text.startsWith("TN_AUTO_EXPOSURE:")) + ) { + if (value.measurement) value.measurement.exposureStops = -4.4355; + else if (value.targetStops === 6.5519) value.exposureStops = -4.4355; + } + if (mode === "null") { + if (value.measurement) value.measurement.exposureStops = null; + else if ("exposureStops" in value) value.exposureStops = null; + } + if (mode === "truthy") { + if (value.measurement) value.measurement.settled = 1; + else if ("settled" in value) value.settled = 1; + } + entry.text = `${entry.text.slice(0, split + 1)}${JSON.stringify(value)}`; + } + expect(() => qualifyExposureLifecycle(input)).toThrow(); + }); +it("rejects stale progress that omits a complete lifecycle phase", () => { + const input = report(); + let updates = 0; + input.observations.console = input.observations.console.filter(({ text }) => { + if (text.startsWith("TN_EXPOSURE_TIMING:")) + updates = JSON.parse(text.slice("TN_EXPOSURE_TIMING:".length)).updates; + if ( + ["TN_EXPOSURE_TIMING:", "TN_AUTO_EXPOSURE:", "TN_EXPOSURE_SAMPLE:"].some((prefix) => + text.startsWith(prefix), + ) + ) + return updates <= 360 || updates > 540; + return true; + }); + expect(() => qualifyExposureLifecycle(input)).toThrow(/720/); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts b/packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts new file mode 100644 index 0000000000..dae1be7af5 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts @@ -0,0 +1,38 @@ +import { readFileSync } from "node:fs"; +import { describe, expect, it } from "vitest"; +import { mutateExposureSource } from "./fixtures/auto-exposure/mutations.js"; + +const source = readFileSync(new URL("../template-assets/autoExposure.ts", import.meta.url), "utf8"); +const graph = readFileSync(new URL("../template-assets/exposureGraph.ts", import.meta.url), "utf8"); +const consumer = readFileSync( + new URL("../template-assets/worldEnvironment.ts", import.meta.url), + "utf8", +); +const entry = readFileSync(new URL("./fixtures/auto-exposure/main.ts", import.meta.url), "utf8"); + +describe("exposure mutation controls", () => { + it.each(["linear", "disabled", "meter"] as const)( + "changes exactly one declared %s shader seam", + (mutation) => { + const target = mutation === "disabled" ? source : graph; + const mutated = mutateExposureSource(target, mutation); + expect(mutated).not.toBe(target); + expect(() => mutateExposureSource(mutated, mutation)).toThrow(/exactly one/); + }, + ); + it("removes only the generated environment's actual auto-exposure installation in the control build", () => { + const changed = mutateExposureSource(consumer, "consumer"); + expect(changed).toContain("const exposure = false"); + expect(changed).not.toContain("const exposure = options.autoExposureEnabled"); + expect(() => mutateExposureSource(changed, "consumer")).toThrow(/exactly one/); + }); + it("uses the existing fixed-step clock only in the negative-control entry", () => { + expect(mutateExposureSource(entry, "clock")).toContain( + "Reflect.deleteProperty(globalThis, PLAYTEST_CLOCK_GLOBAL)", + ); + }); + it("fails closed if the target disappeared or became ambiguous", () => { + expect(() => mutateExposureSource("unrelated", "linear")).toThrow(/exactly one/); + expect(() => mutateExposureSource(graph + graph, "linear")).toThrow(/exactly one/); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-node.spec.ts b/packages/create-threenative/__tests__/auto-exposure-node.spec.ts new file mode 100644 index 0000000000..6719b5fc3b --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-node.spec.ts @@ -0,0 +1,202 @@ +import { Color, type RenderTarget, Texture } from "three"; +import { float, texture, vec4 } from "three/tsl"; +import { + NodeFrame, + NodeMaterial, + QuadMesh, + type Renderer, + WGSLNodeBuilder, + WebGPURenderer, +} from "three/webgpu"; +import { afterEach, beforeEach, describe, expect, it, vi } from "vitest"; +import { AutoExposureNode, applyExposure } from "../template-assets/autoExposure.js"; +import { exposureSettings } from "../template-assets/exposure.js"; + +function harness(enabled = true) { + const settings = { ...exposureSettings, enabled }; + const node = new AutoExposureNode(texture(new Texture()), settings, 2); + const frame = new NodeFrame(); + let size: [number, number] = [17, 5]; + const targets: RenderTarget[] = []; + frame.renderer = { + getDrawingBufferSize: (target: { set(x: number, y: number): unknown }) => + target.set(size[0], size[1]), + setRenderTarget: vi.fn((target: RenderTarget | null) => { + if (target !== null) targets.push(target); + }), + getRenderTarget: () => null, + getActiveCubeFace: () => 0, + getActiveMipmapLevel: () => 0, + getRenderObjectFunction: () => null, + setRenderObjectFunction: vi.fn(), + getPixelRatio: () => 1, + setPixelRatio: vi.fn(), + getMRT: () => null, + setMRT: vi.fn(), + getClearColor: () => new Color(), + getClearAlpha: () => 1, + setClearColor: vi.fn(), + getScissorTest: () => false, + setScissorTest: vi.fn(), + readRenderTargetPixelsAsync: vi.fn().mockResolvedValue(new Float32Array([2, 0.045, 2, 1])), + } as unknown as Renderer; + frame.deltaTime = 1 / 60; + frame.time = 1; + return { + node, + frame, + targets, + renderer: frame.renderer, + settings, + resize: (width: number, height: number) => { + size = [width, height]; + }, + }; +} + +describe("GPU exposure lifecycle", () => { + it("changes RGB without multiplying alpha into the compositor a second time", () => { + const colour = vec4(0.8, 0.4, 0.2, 0.3); + const exposed = applyExposure(colour, float(0.125)); + const parts = Reflect.get(Reflect.get(exposed, "node"), "nodes") as unknown[]; + expect(parts).toHaveLength(2); + expect(parts[1]).toBe(colour.a); + const rgb = parts[0]; + expect(Reflect.get(Reflect.get(rgb as object, "node"), "aNode")).toBe(colour.rgb); + }); + beforeEach(() => { + vi.spyOn(QuadMesh.prototype, "render").mockImplementation(() => {}); + vi.spyOn(console, "info").mockImplementation(() => {}); + vi.spyOn(console, "error").mockImplementation(() => {}); + }); + afterEach(() => vi.restoreAllMocks()); + + it("reduces the existing colour and retains its 1x1 ping-pong history across resize", () => { + const { node, frame, targets, resize } = harness(); + node.updateBefore(frame); + expect(targets.map(({ width, height }) => [width, height])).toEqual([ + [5, 2], + [2, 1], + [1, 1], + [1, 1], + ]); + const firstHistory = targets.at(-1); + if (firstHistory === undefined) throw new Error("missing history draw"); + const release = vi.spyOn(firstHistory, "dispose"); + targets.length = 0; + resize(8, 4); + node.updateBefore(frame); + expect(targets.map(({ width, height }) => [width, height])).toEqual([ + [2, 1], + [1, 1], + [1, 1], + ]); + expect(targets.at(-1)).not.toBe(firstHistory); + expect(release).not.toHaveBeenCalled(); + node.updateBefore(frame); + expect(targets.at(-1)).toBe(firstHistory); + node.dispose(); + expect(release).toHaveBeenCalledTimes(1); + }); + + it("continues measuring while disabled and reports the game's fixed exposure", async () => { + const { node, frame, targets } = harness(false); + expect(node.getObservation()).toEqual({ measured: false, applied: false }); + node.updateBefore(frame); + await Promise.resolve(); + expect(targets).toHaveLength(4); + expect(node.getObservation()).toMatchObject({ + measured: true, + applied: false, + luminance: expect.closeTo(0.045), + exposureStops: 1, + }); + expect(console.info).toHaveBeenCalledWith(expect.stringContaining('"applied":false')); + node.dispose(); + }); + + it("reports GPU history rather than a CPU adaptation estimate", async () => { + const { node, frame } = harness(); + node.updateBefore(frame); + await Promise.resolve(); + expect(node.getObservation()).toMatchObject({ + luminance: expect.closeTo(0.045), + exposureStops: 2, + settled: true, + }); + node.dispose(); + }); + + it("restores renderer state after draw failure and disposes each target once", () => { + const { node, frame, targets, renderer } = harness(); + vi.mocked(QuadMesh.prototype.render).mockImplementationOnce(() => { + throw new Error("draw failed"); + }); + expect(() => node.updateBefore(frame)).toThrow("draw failed"); + expect(renderer.setRenderTarget).toHaveBeenLastCalledWith(null, 0, 0); + const first = targets[0]; + if (first === undefined) throw new Error("missing meter target"); + const release = vi.spyOn(first, "dispose"); + node.dispose(); + node.dispose(); + expect(release).toHaveBeenCalledTimes(1); + expect(() => node.updateBefore(frame)).toThrow(/disposed/i); + }); + + it("invalidates pending observations after reset or disposal", async () => { + const { node, frame } = harness(); + expect(() => node.reset(0)).toThrow(/exposure/i); + node.updateBefore(frame); + node.reset(4); + await Promise.resolve(); + expect(node.getObservation()).toEqual({ measured: false, applied: true }); + node.reset(); + node.dispose(); + }); + + it("builds the actual meter, reduction and log2 adaptation graphs to WGSL without a GPU", () => { + const renderer = new WebGPURenderer({ canvas: new EventTarget() as HTMLCanvasElement }); + vi.spyOn(renderer, "hasFeature").mockReturnValue(false); + const capabilities = Reflect.get(renderer.backend, "capabilities"); + vi.spyOn(capabilities, "getUniformBufferLimit").mockReturnValue(65_536); + const generated: string[] = []; + vi.mocked(QuadMesh.prototype.render).mockImplementation(function (this: QuadMesh) { + if (!(this.material instanceof NodeMaterial)) throw new Error("missing node material"); + const graph = this.material.fragmentNode; + const builder = new WGSLNodeBuilder(this, renderer) as WGSLNodeBuilder & { + setShaderStage(stage: string): void; + flowStagesNode(node: unknown, output: string): { code: string; result: string }; + }; + builder.setShaderStage("fragment"); + const flow = builder.flowStagesNode(graph, "vec4"); + generated.push(`${flow.code}\n${flow.result}`); + }); + const { node, frame, settings } = harness(); + settings.rateUp = 99999; // A caller mutation cannot replace the validated shader policy. + node.updateBefore(frame); + expect(generated).toHaveLength(4); + expect(generated[0]?.match(/textureLoad\(/gu)).toHaveLength(16); + expect(generated[1]?.match(/textureLoad\(/gu)).toHaveLength(16); + expect(generated[3]).toContain("log2("); + expect(generated[3]).toContain("smoothstep("); + expect(generated[3]).toContain("exp("); + expect(generated[3]).not.toContain("99999"); + expect(generated.join("\n")).not.toContain("textureSample("); + node.dispose(); + }); + + it("refuses invalid readback rather than reporting a made-up luminance", async () => { + const { node, frame, renderer } = harness(); + vi.mocked(renderer.readRenderTargetPixelsAsync).mockResolvedValueOnce( + new Float32Array([0, Number.NaN, 0, 1]), + ); + node.updateBefore(frame); + await Promise.resolve(); + await Promise.resolve(); + expect(node.getObservation()).toMatchObject({ + measured: false, + reason: expect.stringContaining("invalid"), + }); + node.dispose(); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-proof.spec.ts b/packages/create-threenative/__tests__/auto-exposure-proof.spec.ts new file mode 100644 index 0000000000..d61c18651b --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-proof.spec.ts @@ -0,0 +1,512 @@ +import { readFileSync } from "node:fs"; +import { PerspectiveCamera, Scene } from "three"; +import { describe, expect, it } from "vitest"; +import { createFixedExposureRooms } from "./fixtures/auto-exposure/fixedRooms.js"; +import { + assertDeterministicExposureBudget, + assertExposureClock, + assertExposureProof, + exposureCutTiming, + qualifyExposureCase, +} from "./fixtures/auto-exposure/proof.js"; +import { qualifyExposureSnap } from "./fixtures/auto-exposure/snapProof.js"; + +function report() { + return { + pass: true, + capture: { rendererKind: "webgpu", adapter: { architecture: "swiftshader" } }, + diagnostics: [] as { code: string }[], + observations: { + startup: { phase: "ready" }, + console: [ + { + text: `TN_AUTO_EXPOSURE:${JSON.stringify({ measured: true, applied: true, luminance: 0.002, exposureStops: 6.5, targetStops: 6.6, settled: true })}`, + }, + ], + }, + }; +} + +function deterministicReport(settled = false) { + const value = report(); + const warmupMeasurement = { + measured: true, + applied: true, + luminance: 4, + exposureStops: -4.5, + targetStops: -4.5, + settled: true, + }; + const cut = { + updates: 180, + consumedSeconds: 3, + realConsumedSeconds: 5, + nodeTime: 8, + nodeFrameId: 200, + clock: "deterministic-per-render", + ...warmupMeasurement, + }; + value.observations.console = [ + { text: 'TN_EXPOSURE_CLOCK:{"mode":"fixed-step"}' }, + ...Array.from({ length: 180 }, (_, i) => { + const sample = { + ...cut, + updates: i + 1, + nodeFrameId: 21 + i, + nodeTime: ((i + 1) * 8) / 180, + consumedSeconds: (i + 1) / 60, + realConsumedSeconds: ((i + 1) * 5) / 180, + measurement: warmupMeasurement, + }; + return [ + { text: `TN_AUTO_EXPOSURE:${JSON.stringify(warmupMeasurement)}` }, + { text: `TN_EXPOSURE_SAMPLE:${JSON.stringify(sample)}` }, + ]; + }).flat(), + { + text: `TN_EXPOSURE_WARMUP:${JSON.stringify({ ...cut, measurement: warmupMeasurement, elapsedMs: 1000 })}`, + }, + { text: 'TN_EXPOSURE_READY:{"warmupComplete":true,"elapsedMs":1100}' }, + { text: `TN_EXPOSURE_CUT:${JSON.stringify(cut)}` }, + ...Array.from({ length: 180 }, (_, i) => { + const measurement = { + measured: true, + applied: true, + luminance: 0.002, + exposureStops: settled ? 6.5 : 3, + targetStops: 6.5, + settled, + }; + const timing = { + ...cut, + updates: 181 + i, + consumedSeconds: 3 + (i + 1) / 60, + realConsumedSeconds: 5 + (i + 1) / 30, + nodeTime: 8 + (i + 1) / 20, + nodeFrameId: 201 + i, + }; + return [ + { text: `TN_EXPOSURE_TIMING:${JSON.stringify(timing)}` }, + { text: `TN_AUTO_EXPOSURE:${JSON.stringify(measurement)}` }, + { text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...timing, measurement })}` }, + ]; + }).flat(), + ]; + return value; +} + +const deterministicExpectation = { + deterministic: true, + applied: true, + expectedLuminance: 0.002, + cutStops: 11, + reject: "TN_EXPOSURE_NOT_SETTLED", +}; + +describe("runtime exposure proof", () => { + it.each(["repeated-frame", "live-clock", "jumped-time"] as const)( + "rejects %s in the warmup sequence", + (fault) => { + const value = deterministicReport(true); + const boundary = value.observations.console.findIndex(({ text }) => + text.startsWith("TN_EXPOSURE_WARMUP:"), + ); + value.observations.console = value.observations.console.map(({ text }, index) => { + if (index >= boundary || !text.startsWith("TN_EXPOSURE_SAMPLE:")) return { text }; + const sample = JSON.parse(text.slice(19)); + const overrides = { + "repeated-frame": { nodeFrameId: 200 }, + "live-clock": { clock: "live" }, + "jumped-time": { consumedSeconds: sample.updates === 180 ? 3 : 0 }, + }; + return { text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...sample, ...overrides[fault] })}` }; + }); + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/warmup|FRAME_BUDGET/i); + }, + ); + it.each(["nodeFrameId", "nodeTime", "realConsumedSeconds"] as const)( + "binds the cut %s to the accepted warmup terminal", + (field) => { + const value = deterministicReport(true); + const cut = value.observations.console.find(({ text }) => + text.startsWith("TN_EXPOSURE_CUT:"), + ); + if (cut === undefined) throw new Error("cut missing"); + const parsed = JSON.parse(cut.text.slice(16)); + parsed[field] -= 1; + cut.text = `TN_EXPOSURE_CUT:${JSON.stringify(parsed)}`; + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/warmup/); + }, + ); + it.each(["nodeTime", "realConsumedSeconds"] as const)( + "binds the warmup marker %s to its accepted sample", + (field) => { + const value = deterministicReport(true); + const marker = value.observations.console.find(({ text }) => + text.startsWith("TN_EXPOSURE_WARMUP:"), + ); + if (marker === undefined) throw new Error("warmup missing"); + const parsed = JSON.parse(marker.text.slice(19)); + parsed[field] -= 1; + marker.text = `TN_EXPOSURE_WARMUP:${JSON.stringify(parsed)}`; + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/warmup/); + }, + ); + it("requires actual warmup evidence before readiness, including an unexpired hold", () => { + for (const mode of ["missing", "expired", "early-ready"] as const) { + const value = deterministicReport(true); + if (mode === "missing") + value.observations.console = value.observations.console.filter( + ({ text }) => !text.startsWith("TN_EXPOSURE_WARMUP:"), + ); + if (mode === "expired") + value.observations.console = value.observations.console.map(({ text }) => + text.startsWith("TN_EXPOSURE_WARMUP:") + ? { + text: `TN_EXPOSURE_WARMUP:${JSON.stringify({ ...JSON.parse(text.slice(19)), elapsedMs: 60_001 })}`, + } + : { text }, + ); + if (mode === "early-ready") + value.observations.console = value.observations.console.map(({ text }) => + text.startsWith("TN_EXPOSURE_READY:") + ? { text: 'TN_EXPOSURE_READY:{"warmupComplete":false}' } + : { text }, + ); + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/warmup|readiness/i); + } + }); + it.each(["missing-sample", "stale", "order"] as const)("rejects %s warmup evidence", (fault) => { + const value = deterministicReport(true); + if (fault === "missing-sample") value.observations.console.splice(1, 2); + if (fault === "stale") { + const warmup = value.observations.console.find(({ text }) => + text.startsWith("TN_EXPOSURE_WARMUP:"), + ); + if (warmup === undefined) throw new Error("warmup missing"); + const parsed = JSON.parse(warmup.text.slice(19)); + warmup.text = `TN_EXPOSURE_WARMUP:${JSON.stringify({ ...parsed, measurement: { ...parsed.measurement, exposureStops: 99 } })}`; + } + if (fault === "order") { + const index = value.observations.console.findIndex(({ text }) => + text.startsWith("TN_EXPOSURE_READY:"), + ); + const [ready] = value.observations.console.splice(index, 1); + if (ready === undefined) throw new Error("ready missing"); + value.observations.console.unshift(ready); + } + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/warmup|readiness/i); + }); + it("keeps the deterministic bridge clock distinct from the live-clock arm", () => { + const value = deterministicReport(true); + const expectation = { ...deterministicExpectation, reject: undefined }; + expect(qualifyExposureCase(value, expectation)).toMatchObject({ + measurement: { settled: true }, + }); + value.observations.console[0] = { text: 'TN_EXPOSURE_CLOCK:{"mode":"wall-clock"}' }; + expect(() => qualifyExposureCase(value, expectation)).toThrow(/TN_EXPOSURE_WRONG_CLOCK/); + }); + it("requires a valid terminal observation before accepting the settlement mutation", () => { + expect(qualifyExposureCase(deterministicReport(), deterministicExpectation)).toMatchObject({ + expectedFailure: expect.stringContaining("TN_EXPOSURE_NOT_SETTLED:"), + }); + for (const changes of [ + { measured: false }, + { applied: false }, + { luminance: 99 }, + { targetStops: -4.5 }, + ]) { + const value = deterministicReport(); + value.observations.console = value.observations.console.map(({ text }) => { + if (text.startsWith("TN_AUTO_EXPOSURE:")) + return { + text: `TN_AUTO_EXPOSURE:${JSON.stringify({ ...JSON.parse(text.slice(17)), ...changes })}`, + }; + if (text.startsWith("TN_EXPOSURE_SAMPLE:")) { + const sample = JSON.parse(text.slice(19)); + return { + text: `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...sample, measurement: { ...sample.measurement, ...changes } })}`, + }; + } + return { text }; + }); + expect(() => qualifyExposureCase(value, deterministicExpectation)).toThrow(); + } + }); + it("rejects sample stamps without accepted exposure observations in a negative arm", () => { + const value = deterministicReport(); + value.observations.console = value.observations.console.filter( + ({ text }) => !text.startsWith("TN_AUTO_EXPOSURE:"), + ); + expect(() => qualifyExposureCase(value, deterministicExpectation)).toThrow( + /paired|measurement/i, + ); + }); + it("requires the terminal accepted observation even if an early sample was settled", () => { + const value = deterministicReport(true); + const expectation = { ...deterministicExpectation, reject: undefined }; + expect(qualifyExposureCase(value, expectation)).toMatchObject({ + measurement: { settled: true }, + }); + value.observations.console.splice(-2, 1); + expect(() => qualifyExposureCase(value, expectation)).toThrow(/paired|terminal/i); + }); + it("rejects an unpaired or stale terminal sample observation", () => { + for (const changes of [{ exposureStops: 99 }, { targetStops: -4.5 }]) { + const value = deterministicReport(true); + const last = value.observations.console.at(-1); + if (last === undefined) throw new Error("terminal missing"); + const sample = JSON.parse(last.text.slice(19)); + last.text = `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...sample, measurement: { ...sample.measurement, ...changes } })}`; + expect(() => + qualifyExposureCase(value, { ...deterministicExpectation, reject: undefined }), + ).toThrow(/paired|terminal/i); + } + }); + it("requires the fixed warmup and terminal update identities, not a shifted 180-sample window", () => { + const value = deterministicReport(true); + value.observations.console = value.observations.console.map(({ text }) => { + const prefix = ["TN_EXPOSURE_CUT:", "TN_EXPOSURE_TIMING:", "TN_EXPOSURE_SAMPLE:"].find( + (prefix) => text.startsWith(prefix), + ); + if (prefix === undefined) return { text }; + const observation = JSON.parse(text.slice(prefix.length)); + return { + text: `${prefix}${JSON.stringify({ ...observation, updates: observation.updates + 1 })}`, + }; + }); + expect(() => assertDeterministicExposureBudget(value)).toThrow(/warmup|terminal/i); + }); + it("refuses a clock mutation accompanied by an unrelated missing measurement", () => { + const value = report(); + value.observations.console = [{ text: 'TN_EXPOSURE_CLOCK:{"mode":"fixed-step"}' }]; + expect(() => + qualifyExposureCase(value, { + applied: true, + expectedLuminance: 0.002, + reject: "TN_EXPOSURE_WRONG_CLOCK", + }), + ).toThrow(/TN_EXPOSURE_MEASUREMENT_MISSING/); + }); + it("requires the same 180 completed GPU readbacks under the declared render clock", () => { + const value = deterministicReport(true); + expect(assertDeterministicExposureBudget(value).renderedUpdates).toBe(180); + const terminal = value.observations.console.at(-1); + if (terminal === undefined) throw new Error("fixture samples missing"); + const sample = JSON.parse(terminal.text.slice(19)); + terminal.text = `TN_EXPOSURE_SAMPLE:${JSON.stringify({ ...sample, updates: 359 })}`; + expect(() => assertDeterministicExposureBudget(value)).toThrow(/Mismatched GPU updates/); + terminal.text = `TN_EXPOSURE_SAMPLE:${JSON.stringify(sample)}`; + value.observations.console.splice(-3); + expect(() => assertDeterministicExposureBudget(value)).toThrow(/TN_EXPOSURE_FRAME_BUDGET/); + const cut = value.observations.console.find(({ text }) => text.startsWith("TN_EXPOSURE_CUT:")); + if (cut === undefined) throw new Error("cut missing"); + cut.text = cut.text.replace("deterministic-per-render", "live"); + expect(() => assertDeterministicExposureBudget(value)).toThrow(/clock provenance/); + }); + it("accepts only the named mutation failure after clean runtime proof", () => { + const value = report(); + value.observations.console = [{ text: 'TN_EXPOSURE_CLOCK:{"mode":"wall-clock"}' }]; + expect( + qualifyExposureCase(value, { + applied: false, + expectedLuminance: 0.002, + reject: "TN_EXPOSURE_MEASUREMENT_MISSING", + }), + ).toEqual({ + expectedFailure: "TN_EXPOSURE_MEASUREMENT_MISSING: GPU exposure observation missing.", + }); + value.pass = false; + value.diagnostics.push({ code: "TN_BROWSER_CONSOLE_ERROR" }); + expect(() => + qualifyExposureCase(value, { + applied: false, + expectedLuminance: 0.002, + reject: "TN_EXPOSURE_MEASUREMENT_MISSING", + }), + ).toThrow(/scenario failed/); + }); + it("refuses an unrelated negative-arm failure and a mutation that unexpectedly passes", () => { + const value = report(); + value.observations.console.push({ text: 'TN_EXPOSURE_CLOCK:{"mode":"wall-clock"}' }); + expect(() => + qualifyExposureCase(value, { + applied: true, + expectedLuminance: 0.002, + reject: "TN_EXPOSURE_METER_RANGE", + }), + ).toThrow(/unexpectedly passed/); + expect(() => + qualifyExposureCase(value, { + applied: false, + expectedLuminance: 0.001, + reject: "TN_EXPOSURE_METER_RANGE", + }), + ).toThrow(/measurement failed/); + }); + it("rejects the real bridge reporting simulated ticks as the render clock", () => { + const value = report(); + value.observations.console.push({ text: 'TN_EXPOSURE_CLOCK:{"mode":"fixed-step"}' }); + expect(() => assertExposureClock(value)).toThrow(/TN_EXPOSURE_WRONG_CLOCK/); + value.observations.console.push({ text: 'TN_EXPOSURE_CLOCK:{"mode":"wall-clock"}' }); + expect(() => assertExposureClock(value)).not.toThrow(); + }); + it("rejects a missing observed render clock", () => { + expect(() => assertExposureClock(report())).toThrow(/TN_EXPOSURE_CLOCK_MISSING/); + }); + it("rejects a doubled meter even if its adaptation claims to be settled", () => { + expect(() => assertExposureProof(report(), true, 0.001)).toThrow(/TN_EXPOSURE_METER_RANGE/); + expect(() => assertExposureProof(report(), true, 0.002)).not.toThrow(); + }); + it("counts actual GPU updates to the first settled new target and reports consumed time", () => { + const value = report(); + value.observations.console = [ + { + text: 'TN_EXPOSURE_CUT:{"updates":30,"consumedSeconds":2,"targetStops":6.5,"settled":true}', + }, + { text: 'TN_AUTO_EXPOSURE:{"targetStops":6.5,"settled":true}' }, + { text: 'TN_EXPOSURE_TIMING:{"updates":47,"consumedSeconds":3.1}' }, + { text: 'TN_AUTO_EXPOSURE:{"targetStops":-4.5,"settled":true}' }, + ]; + expect(exposureCutTiming(value, 11, 180)).toEqual({ + renderedUpdates: 17, + consumedSeconds: 1.1, + }); + }); + it("rejects a stale settled readback from before the cut", () => { + const value = report(); + value.observations.console = [ + { + text: 'TN_EXPOSURE_CUT:{"updates":30,"consumedSeconds":2,"targetStops":6.5,"settled":true}', + }, + { text: 'TN_EXPOSURE_TIMING:{"updates":47,"consumedSeconds":3.1}' }, + { text: 'TN_AUTO_EXPOSURE:{"targetStops":6.5,"settled":true}' }, + ]; + expect(() => exposureCutTiming(value, 11, 180)).toThrow(/did not settle.*17.*1.1/); + }); + it("rejects settling after the authored rendered-frame budget", () => { + const value = report(); + value.observations.console = [ + { + text: 'TN_EXPOSURE_CUT:{"updates":30,"consumedSeconds":2,"targetStops":6.5,"settled":true}', + }, + { text: 'TN_EXPOSURE_TIMING:{"updates":211,"consumedSeconds":5}' }, + { text: 'TN_AUTO_EXPOSURE:{"targetStops":-4.5,"settled":true}' }, + ]; + expect(() => exposureCutTiming(value, 11, 180)).toThrow(/181.*180/); + }); + it("owns its favicon without an unrequested missing /favicon.ico request", () => { + const html = readFileSync( + new URL("./fixtures/auto-exposure/index.html", import.meta.url), + "utf8", + ); + expect(html).toContain(''); + }); + it("accepts a settled, observed GPU measurement with declared software provenance", () => { + expect(assertExposureProof(report(), true).exposureStops).toBe(6.5); + }); + it("rejects software device loss even when the runner passes its downgraded warning", () => { + const value = report(); + value.diagnostics.push({ code: "TN_PLAYTEST_SOFTWARE_DEVICE_LOST" }); + expect(() => assertExposureProof(value, true)).toThrow(/device loss/i); + }); + it("rejects failed unrelated diagnostics instead of accepting the visible frame", () => { + const value = report(); + value.pass = false; + value.diagnostics.push({ code: "TN_BROWSER_CONSOLE_ERROR" }); + expect(() => assertExposureProof(value, true)).toThrow(/failed/i); + }); + it("rejects missing adapter provenance", () => { + const value = report(); + value.capture.adapter.architecture = ""; + expect(() => assertExposureProof(value, true)).toThrow(/provenance/i); + }); + it("rejects missing exposure measurement", () => { + const value = report(); + value.observations.console = []; + expect(() => assertExposureProof(value, true)).toThrow(/missing/i); + }); + it("rejects a disabled graph that claims adaptation was applied", () => { + expect(() => assertExposureProof(report(), false)).toThrow(/measurement/i); + }); +}); + +describe("approved first-update snap acceptance", () => { + function snapReport(errorStops: number) { + const value = deterministicReport(true); + const rooms = createFixedExposureRooms( + new Scene(), + new PerspectiveCamera(48, 16 / 9, 0.1, 100), + 11, + ); + rooms.setPose(true); + const before = rooms.snapshot(); + rooms.setPose(false); + const after = rooms.snapshot(); + rooms.dispose(); + let postCut = false; + value.observations.console = value.observations.console.map(({ text }) => { + const separator = text.indexOf(":"); + const kind = text.slice(0, separator); + const data = JSON.parse(text.slice(separator + 1)); + if (kind === "TN_EXPOSURE_CUT") { + data.cameraCut = { before, after }; + postCut = true; + } + if (kind === "TN_EXPOSURE_SAMPLE") data.cameraPose = postCut ? after : before; + if (kind === "TN_EXPOSURE_SAMPLE" || kind === "TN_EXPOSURE_TIMING") + data.deltaSeconds = 1 / 60; + return { text: `${kind}:${JSON.stringify(data)}` }; + }); + const firstIndex = value.observations.console.findIndex( + ({ text }) => + text.startsWith("TN_EXPOSURE_SAMPLE:") && JSON.parse(text.slice(19)).updates === 181, + ); + for (const index of [firstIndex - 1, firstIndex]) { + const entry = value.observations.console[index]; + if (entry === undefined) throw new Error("First snap pair missing."); + const separator = entry.text.indexOf(":"); + const data = JSON.parse(entry.text.slice(separator + 1)); + const measurement = data.measurement ?? data; + measurement.exposureStops = measurement.targetStops - errorStops; + measurement.settled = errorStops <= 0.25; + entry.text = `${entry.text.slice(0, separator)}:${JSON.stringify(data)}`; + } + return value; + } + it("uses the same accuracy gate for the positive and zero-gain arms", () => { + expect(qualifyExposureSnap(snapReport(0.1), 1).errorStops).toBeCloseTo(0.1); + expect(qualifyExposureSnap(snapReport(10), 0).expectedFailure).toContain( + "TN_EXPOSURE_SNAP_RESPONSE_MISSING", + ); + expect(() => qualifyExposureSnap(snapReport(10), 1)).toThrow( + "TN_EXPOSURE_SNAP_RESPONSE_MISSING", + ); + expect(() => qualifyExposureSnap(snapReport(0.1), 0)).toThrow("unexpectedly met"); + }); + it.each([undefined, 0, 1 / 30, Number.NaN])( + "rejects an undeclared first-update delta %s", + (delta) => { + const value = snapReport(0.1); + const entry = value.observations.console.find( + ({ text }) => + text.startsWith("TN_EXPOSURE_SAMPLE:") && JSON.parse(text.slice(19)).updates === 181, + ); + if (entry === undefined) throw new Error("First snap sample missing."); + const data = JSON.parse(entry.text.slice(19)); + data.deltaSeconds = delta; + entry.text = `TN_EXPOSURE_SAMPLE:${JSON.stringify(data)}`; + expect(() => qualifyExposureSnap(value, 1)).toThrow(/first paired sample/); + }, + ); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-resolution.spec.ts b/packages/create-threenative/__tests__/auto-exposure-resolution.spec.ts new file mode 100644 index 0000000000..959e8d80cb --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-resolution.spec.ts @@ -0,0 +1,25 @@ +import { describe, expect, it, vi } from "vitest"; +import { resolveRendererScaleSetting } from "../../core/src/renderer-config.js"; + +const define = vi.hoisted(() => vi.fn((config: unknown) => config)); +vi.mock("../../core/dist/index.js", () => ({ Scene: class {}, defineGame: define })); +vi.mock("../../core/dist/playtest.js", () => ({ playtest: () => ({}) })); +import { createExposureFixture } from "./fixtures/auto-exposure/game.js"; + +describe("controlled exposure drawing buffer", () => { + it("pins the historical fixture buffer while production defaults adapt", () => { + createExposureFixture({ enabled: true, bright: true, stops: 11, snapGain: 1 }); + const config = define.mock.lastCall?.[0] as { + renderer: { resolutionScale?: number | "auto" }; + }; + expect(resolveRendererScaleSetting(undefined, undefined, "linux").scaleSource).toBe("auto"); + expect(resolveRendererScaleSetting(config.renderer, undefined, "linux")).toEqual({ + resolutionScale: 1, + scaleSource: "pinned", + }); + expect(resolveRendererScaleSetting(config.renderer, 0.32, "linux")).toEqual({ + resolutionScale: 1, + scaleSource: "pinned", + }); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure-scaffold.spec.ts b/packages/create-threenative/__tests__/auto-exposure-scaffold.spec.ts new file mode 100644 index 0000000000..52bc8f5129 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure-scaffold.spec.ts @@ -0,0 +1,22 @@ +import { readFile } from "node:fs/promises"; +import path from "node:path"; +import { describe, expect, it } from "vitest"; +import { allTemplates } from "../../../test-support/templates.js"; + +const root = path.resolve("packages/create-threenative"); +describe("generated eye adaptation", () => { + it.each(allTemplates())("ships opt-in, game-owned exposure source in %s", async (name) => { + const directory = path.join(root, "templates", name); + const policy = await readFile(path.join(directory, "src/render/exposure.ts"), "utf8"); + const node = await readFile(path.join(directory, "src/render/autoExposure.ts"), "utf8"); + const instructions = await readFile(path.join(directory, "AGENTS.md"), "utf8"); + expect(policy).toContain("enabled: false"); + expect(policy).toContain("exposureMeter"); + expect(policy).toContain("rateUp"); + expect(policy).toContain("rateDown"); + expect(policy + node).not.toContain("@threenative/"); + expect(node).toBe(await readFile(path.join(root, "template-assets/autoExposure.ts"), "utf8")); + expect(instructions).toContain("src/render/exposure.ts"); + expect(instructions).toContain("references/auto-exposure.md"); + }); +}); diff --git a/packages/create-threenative/__tests__/auto-exposure.spec.ts b/packages/create-threenative/__tests__/auto-exposure.spec.ts new file mode 100644 index 0000000000..5a14fbe019 --- /dev/null +++ b/packages/create-threenative/__tests__/auto-exposure.spec.ts @@ -0,0 +1,89 @@ +import { readFileSync, readdirSync } from "node:fs"; +import path from "node:path"; +import { describe, expect, it } from "vitest"; +import { + exposureReductionSizes, + exposureSettings, + validateExposureSettings, +} from "../template-assets/exposure.js"; + +describe("authored exposure controls", () => { + it("is opt-in and supplies validated asymmetric game-authored rates", () => { + expect(exposureSettings.enabled).toBe(false); + expect(exposureSettings.rateDown).toBeGreaterThan(exposureSettings.rateUp); + expect(() => validateExposureSettings(exposureSettings)).not.toThrow(); + }); + it.each([ + { key: 0 }, + { key: undefined }, + { rateUp: -1 }, + { rateDown: Number.NaN }, + { snapLo: -1 }, + { snapHi: 0 }, + { snapGain: 2 }, + { minStops: 20 }, + { maxStops: Number.POSITIVE_INFINITY }, + { maxStops: 130 }, + { settleStops: -1 }, + { reportInterval: 0 }, + { maxDelta: 0 }, + { initialExposure: 0 }, + { enabled: "yes" }, + ])("rejects malformed policy %j", (bad) => { + expect(() => validateExposureSettings({ ...exposureSettings, ...bad } as never)).toThrow( + /exposure/i, + ); + }); +}); + +describe("meter reduction topology", () => { + it("reduces odd and skinny buffers without discarding partial edge blocks", () => { + expect(exposureReductionSizes(17, 5)).toEqual([ + [5, 2], + [2, 1], + [1, 1], + ]); + expect(exposureReductionSizes(1, 1025)).toEqual([ + [1, 257], + [1, 65], + [1, 17], + [1, 5], + [1, 2], + [1, 1], + ]); + expect(exposureReductionSizes(1, 1)).toEqual([[1, 1]]); + expect(exposureReductionSizes(1920, 1080).at(-1)).toEqual([1, 1]); + }); + it.each([ + [0, 1], + [1, -1], + [1.5, 2], + [Number.NaN, 1], + [1, Number.POSITIVE_INFINITY], + ])("rejects an invalid buffer %s x %s", (width, height) => { + expect(() => exposureReductionSizes(width, height)).toThrow(/drawing buffer/i); + }); +}); + +describe("framework exposure ownership boundary", () => { + it("keeps exposure policy, metric and adaptation out of core package source", () => { + const root = path.resolve("packages/core/src"); + const files = readdirSync(root, { recursive: true, encoding: "utf8" }).filter((file) => + /\.tsx?$/u.test(file), + ); + expect(files.length).toBeGreaterThan(0); + const appearance = + /AutoExposureNode|exposureSettings|exposureMeter|exposureLuminance|\bsnap(?:Gain|Lo|Hi)\b/u; + for (const file of files) { + expect(file).not.toMatch(/auto[-_]?exposure/i); + expect(readFileSync(path.join(root, file), "utf8"), file).not.toMatch(appearance); + } + const authored = readFileSync( + "packages/create-threenative/template-assets/exposure.ts", + "utf8", + ); + expect(authored).toMatch(/export const exposureSettings/); + expect(authored).toMatch(/export function exposureMeter/); + expect(authored).not.toContain("@threenative/"); + }); +}); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/cameraProof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/cameraProof.ts new file mode 100644 index 0000000000..1fd1d3183a --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/cameraProof.ts @@ -0,0 +1,108 @@ +import { Matrix4, Quaternion, Vector3 } from "three"; +import type { createFixedExposureRooms } from "./fixedRooms.js"; + +type CameraPose = ReturnType["snapshot"]>; +const same = (a: unknown, b: unknown) => JSON.stringify(a) === JSON.stringify(b); +function fail(): never { + throw new Error("TN_EXPOSURE_CAMERA_CUT: Camera poses or fixed lighting evidence is invalid."); +} + +function finiteVector(value: unknown, length: number): value is number[] { + return Array.isArray(value) && value.length === length && value.every(Number.isFinite); +} + +function validateRooms(rooms: CameraPose["rooms"], stops: number): void { + if (!Array.isArray(rooms) || rooms.length !== 2) fail(); + for (const [index, room] of rooms.entries()) { + if ( + room === null || + typeof room !== "object" || + !same(room.position, [index * 100, 0, 0]) || + room.layers !== 1 || + !finiteVector(room.matrixWorld, 16) || + !finiteVector(room.background, 3) || + !Array.isArray(room.lights) || + room.lights.length !== 2 + ) + fail(); + for (const [lightIndex, light] of room.lights.entries()) { + if ( + light === null || + typeof light !== "object" || + light.intensity !== (lightIndex === 0 ? 2.1 : 0.36) * 2 ** (index * stops) || + light.distance !== 25 || + light.decay !== 2 || + light.layers !== 1 || + !finiteVector(light.matrixWorld, 16) || + !finiteVector(light.color, 3) + ) + fail(); + } + } +} + +function validatePose(value: CameraPose, bright: boolean, stops: number): void { + if (value === undefined || value === null || ![1, 11].includes(stops)) fail(); + const offset = bright ? 100 : 0; + const arrays = [value.position, value.quaternion, value.matrixWorld, value.projectionMatrix]; + if ( + arrays.some( + (array, i) => + !Array.isArray(array) || + array.length !== [3, 4, 16, 16][i] || + !array.every(Number.isFinite), + ) + ) + fail(); + const matrix = new Matrix4().compose( + new Vector3().fromArray(value.position), + new Quaternion().fromArray(value.quaternion), + new Vector3(1, 1, 1), + ); + if ( + !same(value.position, [offset + 6, 4, 9]) || + value.layers !== 1 || + matrix.elements.some((n, i) => Math.abs(n - (value.matrixWorld[i] ?? Number.NaN)) > 1e-9) + ) + fail(); + validateRooms(value.rooms, stops); +} + +/** Camera proof is mandatory even when the same-budget raw-luminance mutation is expected red. */ +export function assertExposureCameraCut( + report: { observations?: { console: readonly { text: string }[] } }, + stops: number, +): void { + const entries = report.observations?.console ?? []; + const cuts = entries.flatMap(({ text }, index) => + text.startsWith("TN_EXPOSURE_CUT:") ? [index] : [], + ); + if (cuts.length !== 1) fail(); + const cutIndex = cuts[0]; + if (cutIndex === undefined) fail(); + const { cameraCut } = JSON.parse(entries[cutIndex]?.text.slice(16) ?? "{}"); + if (cameraCut === undefined) fail(); + const { before, after } = cameraCut as { before: CameraPose; after: CameraPose }; + const bright = before?.position?.[0] === 106; + validatePose(before, bright, stops); + validatePose(after, !bright, stops); + if ( + !same(before.rooms, after.rooms) || + !same(before.projectionMatrix, after.projectionMatrix) || + before.quaternion.some((n, i) => Math.abs(n - (after.quaternion[i] ?? Number.NaN)) > 1e-9) + ) + fail(); + const samples = (part: readonly { text: string }[]) => + part + .filter(({ text }) => text.startsWith("TN_EXPOSURE_SAMPLE:")) + .map(({ text }) => JSON.parse(text.slice(19))); + const warmup = samples(entries.slice(0, cutIndex)); + const changed = samples(entries.slice(cutIndex + 1)); + if ( + warmup.length === 0 || + changed.length !== 180 || + warmup.some((sample) => !same(sample.cameraPose, before)) || + changed.some((sample) => !same(sample.cameraPose, after)) + ) + fail(); +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/captureProof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/captureProof.ts new file mode 100644 index 0000000000..b6e789a5af --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/captureProof.ts @@ -0,0 +1,14 @@ +import { stat } from "node:fs/promises"; +import { qualifyExposureCase } from "./proof.js"; + +/** Preserve the original failed scenario before asking for artifacts it could not produce. */ +export async function qualifyExposureCapture( + report: Parameters[0], + expectation: Parameters[1], + screenshot: string, + name: string, +) { + const result = qualifyExposureCase(report, expectation); + if ((await stat(screenshot)).size === 0) throw new Error(`${name}: runtime screenshot missing.`); + return result; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/cold-boot.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/cold-boot.playtest.json new file mode 100644 index 0000000000..d4e6564588 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/cold-boot.playtest.json @@ -0,0 +1,22 @@ +{ + "name": "prd339-exposure-cold-boot-three-updates", + "schemaVersion": 1, + "target": "web", + "viewport": { "width": 640, "height": 360 }, + "warmupFrames": 0, + "artifacts": { "screenshots": "before-after", "console": true }, + "steps": [ + { + "label": "boot", + "waitForResource": { "id": "state", "path": "sampleFrames", "equals": 3 }, + "timeoutMs": 60000 + } + ], + "assert": { + "diagnostics": { "runtimeReady": true, "noConsoleErrors": true, "noNetworkErrors": true }, + "tone": [{ "atStep": "boot", "p99": { "min": 1 } }], + "visual": [ + { "region": { "x": 0, "y": 0, "width": 640, "height": 360, "minNonblankPixelRatio": 0.15 } } + ] + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/coldBootProof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/coldBootProof.ts new file mode 100644 index 0000000000..3f664fc11c --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/coldBootProof.ts @@ -0,0 +1,199 @@ +import { exposureSettings } from "../../../template-assets/exposure.js"; +import { + assertExposureClock, + assertExposureProof, + assertExposureRuntime, + pairedExposureSamples, +} from "./proof.js"; + +type ColdBootReport = Parameters[0] & { + observations?: { tone?: readonly { code: string; atStep?: string; p99: number }[] }; +}; +const timingFields = [ + "updates", + "consumedSeconds", + "realConsumedSeconds", + "nodeTime", + "nodeFrameId", + "deltaSeconds", + "clock", +] as const; + +function marker(entries: readonly { text: string }[], prefix: string) { + const matches = entries.filter(({ text }) => text.startsWith(prefix)); + if (matches.length !== 1) throw new Error(`Cold boot needs exactly one ${prefix} marker.`); + const entry = matches[0]; + if (entry === undefined) throw new Error("Cold-boot marker missing."); + return { value: JSON.parse(entry.text.slice(prefix.length)), index: entries.indexOf(entry) }; +} + +const initialTiming = { + updates: 0, + consumedSeconds: 0, + realConsumedSeconds: 0, + nodeFrameId: 0, + nodeTime: 0, + deltaSeconds: 0, + clock: "live", +}; + +/** The producer submits one update, accepts its readback, then permits the next update. */ +function orderedColdBootTimings(entries: readonly { text: string }[]) { + const kinds = ["TN_EXPOSURE_TIMING", "TN_AUTO_EXPOSURE", "TN_EXPOSURE_SAMPLE"] as const; + const timings: Record[] = []; + let eventCount = 0; + let currentTiming: Record = initialTiming; + for (const { text } of entries) { + const separator = text.indexOf(":"); + const kind = text.slice(0, separator); + if (kind === "TN_EXPOSURE_BOOT_READY") { + const ready = JSON.parse(text.slice(separator + 1)); + if ( + ready.updates !== timings.length || + ready.sampleFrames !== Math.floor(eventCount / 3) || + ready.cutSampleFrames !== 0 || + timingFields.some((key) => ready[key] !== currentTiming[key]) + ) + throw new Error("Cold-boot readiness age is inconsistent with actual render progress."); + continue; + } + if (!kinds.some((value) => value === kind)) continue; + if (kind !== kinds[eventCount % 3]) + throw new Error("Cold-boot event order must be timing, accepted measurement, then sample."); + if (kind === "TN_EXPOSURE_TIMING") { + currentTiming = JSON.parse(text.slice(separator + 1)); + timings.push(currentTiming); + } + eventCount++; + } + if (eventCount % 3 !== 0) throw new Error("Cold-boot update lacks its accepted sample."); + return timings; +} + +function validLiveElapsed( + sample: { nodeTime: number; nodeFrameId: number }, + previous: { nodeTime: number; nodeFrameId: number }, + delta: number, +): boolean { + // NodeFrame.time accumulates every renderer delta. Readback waits can skip frames, + // so elapsed may exceed this sample's delta; consecutive frame IDs must agree. + const elapsed = sample.nodeTime - previous.nodeTime; + return ( + delta <= elapsed + 1e-9 && + (sample.nodeFrameId > previous.nodeFrameId + 1 || Math.abs(elapsed - delta) <= 1e-9) + ); +} + +function validateColdBootSamples( + report: ColdBootReport, + samples: ReturnType, + timings: Record[], +) { + let previous = { consumedSeconds: 0, realConsumedSeconds: 0, nodeFrameId: 0, nodeTime: 0 }; + for (const [index, sample] of samples.entries()) { + const delta = Reflect.get(sample, "deltaSeconds"); + if ( + sample.updates !== index + 1 || + sample.clock !== "live" || + !Number.isInteger(sample.nodeFrameId) || + sample.nodeFrameId <= previous.nodeFrameId || + !Number.isFinite(sample.nodeTime) || + sample.nodeTime <= previous.nodeTime || + !Number.isFinite(delta) || + delta < 0 || + !validLiveElapsed(sample, previous, delta) || + !Number.isFinite(sample.realConsumedSeconds) || + Math.abs(sample.realConsumedSeconds - previous.realConsumedSeconds - delta) > 1e-9 || + !Number.isFinite(sample.consumedSeconds) || + Math.abs( + sample.consumedSeconds - + previous.consumedSeconds - + Math.min(delta, exposureSettings.maxDelta), + ) > 1e-9 || + timingFields.some((key) => Reflect.get(sample, key) !== timings[index]?.[key]) + ) + throw new Error("Cold-boot GPU sample age or live-clock provenance is invalid."); + assertExposureProof( + { + ...report, + observations: { + console: [{ text: `TN_AUTO_EXPOSURE:${JSON.stringify(sample.measurement)}` }], + }, + }, + true, + 3.896103858947754, + false, + ); + previous = sample; + } + return previous; +} + +/** Capture the same early age without replacing real NodeFrame time or the GPU's output. */ +export function qualifyColdBoot(report: ColdBootReport) { + assertExposureRuntime(report); + assertExposureClock(report, "fixed-step"); + const entries = report.observations?.console ?? []; + marker(entries, "TN_EXPOSURE_CLOCK:"); + if ( + report.observations?.startup?.phase !== "ready" || + entries.some(({ text }) => text.startsWith("TN_EXPOSURE_WARMUP:")) + ) + throw new Error("Cold boot needs real readiness without the controlled warmup hold."); + const frozen = marker(entries, "TN_EXPOSURE_BOOT_FROZEN:"); + const ready = marker(entries, "TN_EXPOSURE_BOOT_READY:"); + const samples = pairedExposureSamples(entries); + const timings = orderedColdBootTimings(entries); + if (samples.length !== 3 || timings.length !== 3) + throw new Error("Cold boot requires exactly three accepted GPU updates."); + const previous = validateColdBootSamples(report, samples, timings); + const terminal = samples.at(-1); + if ( + entries.slice(0, frozen.index).filter(({ text }) => text.startsWith("TN_EXPOSURE_SAMPLE:")) + .length !== 3 || + JSON.stringify(frozen.value) !== JSON.stringify(terminal) || + entries + .slice(frozen.index + 1) + .some( + ({ text }) => + text.startsWith("TN_EXPOSURE_SAMPLE:") || text.startsWith("TN_EXPOSURE_TIMING:"), + ) + ) + throw new Error("Cold-boot frozen output differs from the third accepted sample."); + const tone = report.observations?.tone?.filter( + (value) => value.code === "TN_TONE" && value.atStep === "boot", + ); + if ( + tone?.length !== 1 || + !Number.isInteger(tone[0]?.p99) || + (tone[0]?.p99 ?? 0) <= 0 || + (tone[0]?.p99 ?? 256) > 255 + ) + throw new Error("Cold boot requires the shared assert.tone p99 for its named boot frame."); + return { p99: tone[0]?.p99 as number, ...previous, updates: 3, readiness: ready.value, samples }; +} + +/** The predeclared band is (maximum - minimum) / minimum, across ten independent launches. */ +export function qualifyColdBootSpread(runs: readonly { launch: number; p99: number }[]) { + if ( + runs.length !== 10 || + new Set(runs.map(({ launch }) => launch)).size !== 10 || + runs.some( + ({ launch, p99 }) => + !Number.isInteger(launch) || + launch < 0 || + launch > 9 || + !Number.isInteger(p99) || + p99 <= 0 || + p99 > 255, + ) + ) + throw new Error( + "Cold-boot spread needs ten distinct launches with valid shared tone observations.", + ); + const values = runs.map(({ p99 }) => p99); + const minimum = Math.min(...values); + const maximum = Math.max(...values); + const spread = (maximum - minimum) / minimum; + return { pass: spread <= 0.1, spread, minimum, maximum, limit: 0.1 }; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/cut-frames.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/cut-frames.playtest.json new file mode 100644 index 0000000000..6f631dfa8c --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/cut-frames.playtest.json @@ -0,0 +1,56 @@ +{ + "name": "prd339-exposure-180-rendered-updates", + "schemaVersion": 1, + "target": "web", + "viewport": { + "width": 640, + "height": 360 + }, + "warmupFrames": 20, + "artifacts": { + "screenshots": "before-after", + "console": true + }, + "steps": [ + { + "label": "initial", + "waitForResource": { + "id": "state", + "path": "sampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + }, + { + "holdTicks": 1, + "press": ["KeyC"], + "release": true + }, + { + "label": "changed", + "waitForResource": { + "id": "state", + "path": "cutSampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + } + ], + "assert": { + "diagnostics": { + "runtimeReady": true, + "noConsoleErrors": true + }, + "visual": [ + { + "region": { + "x": 0, + "y": 0, + "width": 640, + "height": 360, + "minNonblankPixelRatio": 0.15 + } + } + ] + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/cut.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/cut.playtest.json new file mode 100644 index 0000000000..9fdc051705 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/cut.playtest.json @@ -0,0 +1,48 @@ +{ + "name": "prd339-exposure-dark-to-sunlight", + "schemaVersion": 1, + "target": "web", + "viewport": { + "width": 640, + "height": 360 + }, + "warmupFrames": 20, + "artifacts": { + "screenshots": true, + "console": true + }, + "steps": [ + { + "kind": "wait", + "label": "initial", + "waitFrames": 180 + }, + { + "holdTicks": 1, + "press": ["KeyC"], + "release": true + }, + { + "kind": "wait", + "label": "changed", + "waitFrames": 180 + } + ], + "assert": { + "diagnostics": { + "runtimeReady": true, + "noConsoleErrors": true + }, + "visual": [ + { + "region": { + "x": 0, + "y": 0, + "width": 640, + "height": 360, + "minNonblankPixelRatio": 0.15 + } + } + ] + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/fixedRooms.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/fixedRooms.ts new file mode 100644 index 0000000000..38a203a085 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/fixedRooms.ts @@ -0,0 +1,98 @@ +import { + BackSide, + BoxGeometry, + Color, + Group, + Mesh, + MeshBasicMaterial, + MeshStandardMaterial, + type PerspectiveCamera, + PointLight, + type Scene, + SphereGeometry, +} from "three"; + +/** Both rooms stay resident and lit. A cut moves only the camera; no light/layer is toggled. */ +export function createFixedExposureRooms(scene: Scene, camera: PerspectiveCamera, stops: number) { + const floor = new BoxGeometry(12, 0.2, 12); + const block = new BoxGeometry(1, 1, 1); + const shell = new SphereGeometry(30, 16, 12); + const materials = [0x9a9a9a, 0xa34a25, 0x246d95, 0xd9c989].map( + (color) => new MeshStandardMaterial({ color, roughness: 0.85 }), + ); + const rooms = [0, 1].map((index) => { + const group = new Group(); + group.position.x = index * 100; + const multiplier = 2 ** (index * stops); + const ground = new Mesh(floor, materials[0]); + ground.position.y = -0.1; + group.add(ground); + for (let i = 0; i < 12; i++) { + const box = new Mesh(block, materials[i % materials.length]); + box.position.set( + (i % 4) * 1.8 - 2.7, + 0.5 + Math.floor(i / 4) * 0.2, + Math.floor(i / 4) * 1.8 - 1.8, + ); + box.scale.y = 1 + Math.floor(i / 4) * 0.4; + group.add(box); + } + // Local finite-radius lights have identical relative placement and no cross-room influence. + const sun = new PointLight(0xfff4df, 2.1 * multiplier, 25, 2); + sun.position.set(4, 7, 3); + const fill = new PointLight(0xffffff, 0.36 * multiplier, 25, 2); + fill.position.set(0, 6, 0); + const background = new MeshBasicMaterial({ + color: new Color(0x445565).multiplyScalar(0.01 * multiplier), + side: BackSide, + }); + const backdrop = new Mesh(shell, background); + group.add(sun, fill, backdrop); + scene.add(group); + return { group, lights: [sun, fill], background }; + }); + const snapshot = () => { + scene.updateMatrixWorld(true); + camera.updateMatrixWorld(true); + return { + position: camera.position.toArray(), + quaternion: camera.quaternion.toArray(), + matrixWorld: camera.matrixWorld.toArray(), + projectionMatrix: camera.projectionMatrix.toArray(), + layers: camera.layers.mask, + rooms: rooms.map(({ group, lights, background }) => ({ + position: group.position.toArray(), + matrixWorld: group.matrixWorld.toArray(), + layers: group.layers.mask, + background: background.color.toArray(), + lights: lights.map((light) => ({ + intensity: light.intensity, + distance: light.distance, + decay: light.decay, + color: light.color.toArray(), + layers: light.layers.mask, + matrixWorld: light.matrixWorld.toArray(), + })), + })), + }; + }; + return { + snapshot, + setPose(bright: boolean) { + const offset = bright ? 100 : 0; + camera.position.set(offset + 6, 4, 9); + camera.lookAt(offset, 1.2, 0); + camera.updateMatrixWorld(true); + }, + dispose() { + for (const { group, background } of rooms) { + scene.remove(group); + background.dispose(); + } + for (const material of materials) material.dispose(); + floor.dispose(); + block.dispose(); + shell.dispose(); + }, + }; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/game.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/game.ts new file mode 100644 index 0000000000..5bdd22fcef --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/game.ts @@ -0,0 +1,314 @@ +import { + ACESFilmicToneMapping, + AmbientLight, + BoxGeometry, + Color, + DirectionalLight, + Mesh, + MeshStandardMaterial, + type PerspectiveCamera, + Vector2, +} from "three"; +import { pass } from "three/tsl"; +import type { WebGPURenderer } from "three/webgpu"; +import { type ICtx, Scene, defineGame } from "../../../../core/dist/index.js"; +import { playtest } from "../../../../core/dist/playtest.js"; +import { applyExposure } from "../../../template-assets/autoExposure.js"; +import { exposureSettings } from "../../../template-assets/exposure.js"; +import { WorldEnvironment } from "../../../template-assets/worldEnvironment.js"; +import { createFixedExposureRooms } from "./fixedRooms.js"; +import { ObservedExposureNode } from "./observedExposure.js"; + +export interface IExposureFixtureOptions { + consumer?: boolean; + enabled: boolean; + bright: boolean; + stops: number; + snapGain: number; + deterministic?: boolean; + coldBoot?: boolean; + cameraCut?: boolean; + nativeValidation?: boolean; + nativeValidationInject?: boolean; +} + +/** Portable scene and engine loop. The browser entry only supplies controls and mounts the canvas. */ +export function createExposureFixture(options: IExposureFixtureOptions) { + class ExposureRoom extends Scene { + #dispose = () => {}; + + override enter(ctx: ICtx) { + const camera = ctx.camera as PerspectiveCamera; + camera.position.set(6, 4, 9); + camera.lookAt(0, 1.2, 0); + let bright = options.bright; + const fixedRooms = + options.cameraCut === true + ? createFixedExposureRooms(ctx.scene, camera, options.stops) + : undefined; + let applyLight = () => {}; + let disposeRoom = () => {}; + if (fixedRooms === undefined) { + const floor = new BoxGeometry(12, 0.2, 12); + const block = new BoxGeometry(1, 1, 1); + const materials = [0x9a9a9a, 0xa34a25, 0x246d95, 0xd9c989].map( + (color) => new MeshStandardMaterial({ color, roughness: 0.85 }), + ); + const ground = new Mesh(floor, materials[0]); + ground.position.y = -0.1; + ctx.add(ground); + for (let i = 0; i < 12; i++) { + const box = new Mesh(block, materials[i % materials.length]); + box.position.set( + (i % 4) * 1.8 - 2.7, + 0.5 + Math.floor(i / 4) * 0.2, + Math.floor(i / 4) * 1.8 - 1.8, + ); + box.scale.y = 1 + Math.floor(i / 4) * 0.4; + ctx.add(box); + } + const sun = new DirectionalLight(0xfff4df, 1); + sun.position.set(4, 7, 3); + const fill = new AmbientLight(0xffffff, 1); + ctx.add(sun); + ctx.add(fill); + applyLight = () => { + const intensity = 0.01 * (bright ? 2 ** options.stops : 1); + sun.intensity = intensity * 3; + fill.intensity = intensity; + ctx.scene.background = new Color(0x445565).multiplyScalar(intensity); + }; + applyLight(); + disposeRoom = () => { + floor.dispose(); + block.dispose(); + for (const material of materials) material.dispose(); + }; + } else { + fixedRooms.setPose(bright); + disposeRoom = () => fixedRooms.dispose(); + } + const renderer = ctx.renderer.raw as WebGPURenderer; + const validationDevice = + options.nativeValidation === true + ? ( + renderer.backend as typeof renderer.backend & { + device?: { + lost: Promise<{ reason: string; message: string }>; + pushErrorScope(filter: "internal" | "out-of-memory" | "validation"): void; + popErrorScope(): Promise<{ message: string } | null>; + createBuffer(descriptor: { size: number; usage: number }): unknown; + }; + } + ).device + : undefined; + let activeScene = true; + let deviceLost = false; + void validationDevice?.lost.then((info) => { + if ( + info === undefined || + info === null || + typeof info.reason !== "string" || + typeof info.message !== "string" + ) + return; + deviceLost = true; + console.error(`TN_EXPOSURE_NATIVE_DEVICE_LOST:${info.reason}:${info.message}`); + }); + const validationScopes = ["internal", "out-of-memory", "validation"] as const; + if (options.nativeValidation === true && validationDevice === undefined) + throw new Error("Native exposure GPU validation device is unavailable."); + for (const scope of validationScopes) validationDevice?.pushErrorScope(scope); + if (options.nativeValidationInject === true) + validationDevice?.createBuffer({ size: 4, usage: 0 }); + renderer.toneMapping = ACESFilmicToneMapping; + renderer.toneMappingExposure = 1; + const policy = { + ...exposureSettings, + enabled: options.enabled, + snapGain: options.snapGain, + reportInterval: options.deterministic === true || options.coldBoot === true ? 1e-6 : 0.1, + }; + let ownedWorldPass: ReturnType | undefined; + const installation = + options.consumer === true + ? new WorldEnvironment({ + autoExposureEnabled: true, + bloomEnabled: false, + exposurePolicy: policy, + screenSpaceAA: "disabled", + exposure: 1, + }).apply(ctx.renderer, ctx.scene, ctx.camera, { + baseColour: (ownedPass) => { + ownedWorldPass = ownedPass; + return ownedPass.getTextureNode("output"); + }, + }) + : undefined; + if (installation === undefined) ownedWorldPass = pass(ctx.scene, ctx.camera); + if (ownedWorldPass === undefined) throw new Error("Exposure consumer world pass is missing."); + const worldPass = ownedWorldPass; + const colour = worldPass.getTextureNode("output"); + const exposure = + installation?.exposure === undefined + ? new ObservedExposureNode(colour, policy, 1) + : new ObservedExposureNode(installation.exposure); + console.info( + `TN_EXPOSURE_CONSUMER:${JSON.stringify({ + installed: installation !== undefined, + owned: installation?.exposure !== undefined, + })}`, + ); + exposure.capturePose = fixedRooms?.snapshot; + exposure.deterministic = options.deterministic === true; + exposure.coldBoot = options.coldBoot === true; + if (exposure.coldBoot) exposure.observeColdBootStartup(ctx.startup); + if (exposure.deterministic) exposure.holdStartup(ctx.startup); + let releaseValidation: (() => void) | undefined; + if (validationDevice !== undefined) + ctx.startup.hold( + "exposure-native-validation", + new Promise((resolve) => { + releaseValidation = resolve; + }), + ); + let validationPending = validationDevice !== undefined; + let validationDone = false; + const reportedSurfaces = new Set(); + exposure.onProgress = () => { + const progress = exposure.getProgress(); + if ( + [1, 180, 181, 360, 361, 540, 541, 720].includes(progress.sampleFrames) && + !reportedSurfaces.has(progress.sampleFrames) + ) { + reportedSurfaces.add(progress.sampleFrames); + console.info( + `TN_EXPOSURE_SURFACE:${JSON.stringify({ + updates: progress.sampleFrames, + requestedResolutionScale: 1, + surface: ctx.renderer.surface(), + drawingBuffer: renderer.getDrawingBufferSize(new Vector2()).toArray(), + rendererSize: renderer.getSize(new Vector2()).toArray(), + pixelRatio: renderer.getPixelRatio(), + canvas: [renderer.domElement.width, renderer.domElement.height], + })}`, + ); + } + ctx.state.set({ ...progress, validationDone, exposure: exposure.getObservation() }); + if (validationPending && progress.sampleFrames === 180) { + validationPending = false; + void Promise.all(validationScopes.map(() => validationDevice?.popErrorScope())) + .then((errors) => { + if (!activeScene || deviceLost) return; + if (errors.some((error) => error !== null)) { + console.error( + `TN_EXPOSURE_NATIVE_VALIDATION:${JSON.stringify({ updates: 180, errors: errors.map((error) => error?.message ?? String(error)) })}`, + ); + return; + } + console.info( + `TN_EXPOSURE_NATIVE_VALIDATION:${JSON.stringify({ updates: 180, scopes: validationScopes, errors })}`, + ); + validationDone = true; + exposure.onProgress(); + ctx.state.flush(); + releaseValidation?.(); + }) + .catch((error: unknown) => + console.error(`TN_EXPOSURE_NATIVE_VALIDATION_FAILED:${String(error)}`), + ); + } + }; + if (installation?.exposure === undefined) + ctx.renderer.setOutputNode(applyExposure(colour, exposure.exposureNode), worldPass); + ctx.entities.add("exposure", { + debug: () => ({ + ...exposure.getObservation(), + ...exposure.timing, + bright, + stops: options.stops, + }), + }); + this.#dispose = () => { + activeScene = false; + ctx.renderer.clearOutputNode?.(); + if (installation?.exposure === undefined) { + exposure.dispose(); + if (installation === undefined) worldPass.dispose(); + else installation.dispose?.(); + } else installation.dispose?.(); + disposeRoom(); + }; + return (frame: ICtx) => { + if (frame.input.justPressed("cut")) { + const before = fixedRooms?.snapshot(); + exposure.beginCut(); + bright = !bright; + if (fixedRooms === undefined) applyLight(); + else fixedRooms.setPose(bright); + const cameraCut = + before === undefined ? undefined : { before, after: fixedRooms?.snapshot() }; + console.info( + `TN_EXPOSURE_CUT:${JSON.stringify({ cameraCut, bright, stops: options.stops, ...exposure.timing, ...exposure.getObservation() })}`, + ); + } + if (frame.input.justPressed("disable")) exposure.setEnabled(false); + if (frame.input.justPressed("reset")) { + console.info( + `TN_EXPOSURE_RESET:${JSON.stringify({ ...exposure.timing, ...exposure.getObservation() })}`, + ); + exposure.beginCut(); + exposure.reset(); + } + if (frame.input.justPressed("resize")) { + ctx.renderer.setSize(320, 180, false); + console.info( + `TN_EXPOSURE_RESIZE:${JSON.stringify({ ...exposure.timing, ...exposure.getObservation() })}`, + ); + exposure.beginCut(); + } + if (frame.input.justPressed("resetCut")) { + bright = !bright; + if (fixedRooms === undefined) applyLight(); + else fixedRooms.setPose(bright); + console.info( + `TN_EXPOSURE_RESET_CUT:${JSON.stringify({ ...exposure.timing, ...exposure.getObservation() })}`, + ); + exposure.beginCut(); + exposure.reset(); + } + if (frame.input.justPressed("rebuild")) { + console.info( + `TN_EXPOSURE_REBUILD:${JSON.stringify({ ...exposure.timing, ...exposure.getObservation() })}`, + ); + exposure.beginCut(); + ctx.renderer.setOutputNode(applyExposure(colour, exposure.exposureNode), worldPass); + } + }; + } + + override exit(): void { + this.#dispose(); + this.#dispose = () => {}; + } + } + return defineGame({ + camera: { far: 100, fov: 48, near: 0.1, projection: "perspective" }, + display: { maxFps: 60 }, + initialState: { sampleFrames: 0, cutSampleFrames: 0, validationDone: false }, + input: { + cut: { keys: ["KeyC"] }, + disable: { keys: ["KeyD"] }, + reset: { keys: ["KeyR"] }, + rebuild: { keys: ["KeyB"] }, + resize: { keys: ["KeyZ"] }, + resetCut: { keys: ["KeyT"] }, + }, + plugins: [playtest({ holdUntilAttached: true })], + // Preserve the experiment's historical full-size drawing buffer as production defaults evolve. + renderer: { preferWebGPU: true, resolutionScale: 1 }, + scenes: { room: ExposureRoom }, + seed: 339, + start: "room", + }); +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/index.html b/packages/create-threenative/__tests__/fixtures/auto-exposure/index.html new file mode 100644 index 0000000000..4343ed2a01 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/index.html @@ -0,0 +1,2 @@ + +PRD339 exposure room diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycle.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycle.playtest.json new file mode 100644 index 0000000000..16fe510674 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycle.playtest.json @@ -0,0 +1,84 @@ +{ + "name": "prd339-exposure-history-lifecycle", + "schemaVersion": 1, + "target": "web", + "viewport": { + "width": 640, + "height": 360 + }, + "warmupFrames": 20, + "artifacts": { + "screenshots": "before-after", + "console": true + }, + "steps": [ + { + "label": "initial", + "waitForResource": { + "id": "state", + "path": "sampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + }, + { + "holdTicks": 1, + "press": ["KeyB"], + "release": true + }, + { + "label": "rebuilt", + "waitForResource": { + "id": "state", + "path": "cutSampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + }, + { + "holdTicks": 1, + "press": ["KeyZ"], + "release": true + }, + { + "label": "resized", + "waitForResource": { + "id": "state", + "path": "cutSampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + }, + { + "holdTicks": 1, + "press": ["KeyT"], + "release": true + }, + { + "label": "reset", + "waitForResource": { + "id": "state", + "path": "cutSampleFrames", + "equals": 180 + }, + "timeoutMs": 60000 + } + ], + "assert": { + "diagnostics": { + "runtimeReady": true, + "noConsoleErrors": true + }, + "visual": [ + { + "region": { + "x": 0, + "y": 0, + "width": 640, + "height": 360, + "minNonblankPixelRatio": 0.15 + } + } + ] + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycleProof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycleProof.ts new file mode 100644 index 0000000000..51ddc921f7 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/lifecycleProof.ts @@ -0,0 +1,137 @@ +import { assertExposureClock, assertExposureRuntime, pairedExposureSamples } from "./proof.js"; + +export function qualifyExposureLifecycle(report: Parameters[0]) { + assertExposureRuntime(report); + assertExposureClock(report, "fixed-step"); + const entries = report.observations?.console ?? []; + const samples = pairedExposureSamples(entries); + if (samples.length !== 720) throw new Error("Lifecycle requires exactly 720 paired GPU samples."); + let pendingTiming: Record | undefined; + let setupCount = 0; + for (const { text } of entries) { + if (text.startsWith("TN_EXPOSURE_SETUP:")) { + const setup = JSON.parse(text.slice("TN_EXPOSURE_SETUP:".length)); + if (!Number.isInteger(setup.setupCount) || setup.setupCount !== setupCount + 1) + throw new Error("Invalid setup provenance."); + setupCount = setup.setupCount; + } + if (text.startsWith("TN_EXPOSURE_TIMING:")) { + if (pendingTiming !== undefined) throw new Error("Unpaired lifecycle timing."); + pendingTiming = JSON.parse(text.slice("TN_EXPOSURE_TIMING:".length)); + } + if (text.startsWith("TN_EXPOSURE_SAMPLE:")) { + const sample = JSON.parse(text.slice("TN_EXPOSURE_SAMPLE:".length)); + if ( + pendingTiming === undefined || + Object.keys(pendingTiming).some((key) => pendingTiming?.[key] !== sample[key]) || + sample.setupCount !== setupCount + ) + throw new Error("Lifecycle timing/setup lacks producer order provenance."); + pendingTiming = undefined; + } + } + if (pendingTiming !== undefined) throw new Error("Unpaired terminal lifecycle timing."); + let previousFrame = 0; + let previousTime = 0; + let previousReal = 0; + for (const [index, sample] of samples.entries()) { + const measurement = sample.measurement; + const delta = Reflect.get(sample, "deltaSeconds"); + const realDelta = sample.realConsumedSeconds - previousReal; + const elapsed = sample.nodeTime - previousTime; + if ( + !Number.isFinite(delta) || + Math.abs(delta - 1 / 60) > 1e-12 || + !Number.isFinite(realDelta) || + realDelta < 0 || + realDelta > elapsed + 1e-9 || + (sample.nodeFrameId === previousFrame + 1 && Math.abs(realDelta - elapsed) > 1e-9) || + sample.updates !== index + 1 || + sample.clock !== "deterministic-per-render" || + !Number.isInteger(sample.nodeFrameId) || + sample.nodeFrameId <= previousFrame || + !Number.isFinite(sample.nodeTime) || + sample.nodeTime <= previousTime || + !Number.isFinite(sample.realConsumedSeconds) || + sample.realConsumedSeconds < previousReal || + !Number.isFinite(sample.consumedSeconds) || + Math.abs(sample.consumedSeconds - (index + 1) / 60) > 1e-9 || + measurement.measured !== true || + measurement.applied !== true || + typeof measurement.settled !== "boolean" || + ![measurement.luminance, measurement.exposureStops, measurement.targetStops].every( + Number.isFinite, + ) || + measurement.luminance <= 0 + ) + throw new Error("Invalid lifecycle GPU sample, measurement, order or clock."); + previousFrame = sample.nodeFrameId; + previousTime = sample.nodeTime; + previousReal = sample.realConsumedSeconds; + } + for (const [marker, update] of [ + ["REBUILD", 180], + ["RESIZE", 360], + ["RESET_CUT", 540], + ] as const) { + const matches = entries + .map((entry, index) => ({ entry, index })) + .filter(({ entry }) => entry.text.startsWith(`TN_EXPOSURE_${marker}:`)); + const match = matches[0]; + if (matches.length !== 1 || match === undefined) + throw new Error(`Lifecycle missing unique ${marker} operation.`); + const observed = JSON.parse(match.entry.text.slice(`TN_EXPOSURE_${marker}:`.length)); + const before = entries.findIndex( + ({ text }) => + text.startsWith("TN_EXPOSURE_SAMPLE:") && + JSON.parse(text.slice("TN_EXPOSURE_SAMPLE:".length)).updates === update, + ); + const after = entries.findIndex( + ({ text }) => + text.startsWith("TN_EXPOSURE_SAMPLE:") && + JSON.parse(text.slice("TN_EXPOSURE_SAMPLE:".length)).updates === update + 1, + ); + if (observed.updates !== update || match.index <= before || match.index >= after) + throw new Error(`Lifecycle ${marker} operation lacks ordered sample boundaries.`); + } + const extra = (index: number) => + samples[index - 1] as (typeof samples)[number] & { + width: number; + height: number; + setupCount: number; + }; + const before = extra(180); + const rebuilt = extra(181); + const resized = extra(361); + const resetBefore = extra(540); + const reset = extra(541); + if ( + ![before.setupCount, rebuilt.setupCount].every(Number.isInteger) || + rebuilt.setupCount <= before.setupCount || + Math.abs(before.measurement.exposureStops) < 1 || + Math.abs(rebuilt.measurement.exposureStops - before.measurement.exposureStops) > 0.01 + ) + throw new Error("Actual rebuilt output graph discarded history or was not recompiled."); + if ( + extra(360).width !== 640 || + extra(360).height !== 360 || + resized.width !== 320 || + resized.height !== 180 || + Math.abs(resized.measurement.exposureStops - extra(360).measurement.exposureStops) > 0.01 + ) + throw new Error("Actual drawing buffer resize discarded exposure history or did not occur."); + if ( + Math.abs(Math.abs(reset.measurement.targetStops - resetBefore.measurement.targetStops) - 11) > + 0.25 || + Math.abs(reset.measurement.exposureStops - reset.measurement.targetStops) > 1e-5 || + reset.measurement.settled !== true + ) + throw new Error("Reset failed to adopt the new measured GPU target on its first sample."); + return { + before: before.measurement, + rebuilt: rebuilt.measurement, + resized: resized.measurement, + reset: reset.measurement, + updates: samples.length, + }; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/main.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/main.ts new file mode 100644 index 0000000000..e035241164 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/main.ts @@ -0,0 +1,37 @@ +import { PLAYTEST_CLOCK_GLOBAL } from "../../../../core/dist/playtest.js"; +import { type IPlaytestBridgeV1, PLAYTEST_BRIDGE_GLOBAL } from "../../../../playtest/dist/index.js"; +import { createExposureFixture } from "./game.js"; +const query = new URLSearchParams(location.search); +// Live adaptation consumes the renderer's real NodeFrame clock. Controlled arms use the +// supported fixed-step bridge while independently waiting on actual GPU sample completion. +if (query.get("deterministic") === "1" || query.get("coldBoot") === "1") + Reflect.deleteProperty(globalThis, PLAYTEST_CLOCK_GLOBAL); +else Reflect.set(globalThis, PLAYTEST_CLOCK_GLOBAL, "wall-clock"); +const stops = Number(query.get("stops") ?? 11); +const snapGain = Number(query.get("snapGain") ?? 1); +if (![1, 11].includes(stops) || ![0, 1].includes(snapGain)) + throw new Error("Unsupported exposure fixture policy."); +const game = createExposureFixture({ + consumer: query.get("consumer") === "1", + enabled: query.get("enabled") !== "0", + bright: query.get("bright") === "1", + stops, + snapGain, + deterministic: query.get("deterministic") === "1", + coldBoot: query.get("coldBoot") === "1", + cameraCut: query.get("cameraCut") === "1", +}); +void game + .start() + .then(async () => { + const canvas = game.ctx?.renderer.domElement; + if (canvas === undefined) throw new Error("Exposure fixture has no canvas."); + document.body.append(canvas); + const bridge = Reflect.get(globalThis, PLAYTEST_BRIDGE_GLOBAL) as IPlaytestBridgeV1 | undefined; + if (bridge === undefined) throw new Error("Exposure fixture bridge is unavailable."); + const observation = await bridge.sample({}); + console.info(`TN_EXPOSURE_CLOCK:${JSON.stringify(observation.clock)}`); + }) + .catch((error: unknown) => { + console.error(error); + }); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/mutations.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/mutations.ts new file mode 100644 index 0000000000..80a37ff80c --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/mutations.ts @@ -0,0 +1,69 @@ +import { createHash } from "node:crypto"; +import type { Plugin } from "vite"; + +export type ExposureMutation = "linear" | "disabled" | "meter" | "clock" | "consumer"; +const replacements: Record = { + linear: [ + "mix(old, goal, mix(normal, float(1), cut))", + "mix(old.negate().exp2(), goal.negate().exp2(), mix(normal, float(1), cut)).log2().negate()", + ], + disabled: [ + " const renderer = frame.renderer;", + " if (!this.settings.enabled) return;\n const renderer = frame.renderer;", + ], + meter: [ + "const luminance = decode(measure.r.div(measure.g.max(1e-20)));", + "const luminance = decode(measure.r.div(measure.g.max(1e-20))).mul(2);", + ], + consumer: ["const exposure = options.autoExposureEnabled", "const exposure = false"], + clock: [ + 'Reflect.set(globalThis, PLAYTEST_CLOCK_GLOBAL, "wall-clock");', + "Reflect.deleteProperty(globalThis, PLAYTEST_CLOCK_GLOBAL);", + ], +}; + +/** Mutations are confined to disposable fixture builds. Shipped source is never rewritten. */ +export function mutateExposureSource(source: string, mutation: ExposureMutation): string { + const [before, after] = replacements[mutation]; + if (source.includes("// PRD339 mutation:") || source.split(before).length !== 2) + throw new Error(`Exposure mutation ${mutation} requires exactly one unchanged source seam.`); + return `// PRD339 mutation: ${mutation}\n${source.replace(before, after)}`; +} + +export function exposureMutationPlugin( + mutation: ExposureMutation, + record: (value: { + mutation: ExposureMutation; + sourceSha256: string; + mutatedSha256: string; + }) => void, +): Plugin { + let count = 0; + return { + name: `prd339-${mutation}`, + enforce: "pre", + transform(source, id) { + const suffix = + mutation === "consumer" + ? "/template-assets/worldEnvironment.ts" + : mutation === "clock" + ? "/fixtures/auto-exposure/main.ts" + : mutation === "disabled" + ? "/template-assets/autoExposure.ts" + : "/template-assets/exposureGraph.ts"; + if (!id.endsWith(suffix)) return; + const code = mutateExposureSource(source, mutation); + count++; + record({ + mutation, + sourceSha256: createHash("sha256").update(source).digest("hex"), + mutatedSha256: createHash("sha256").update(code).digest("hex"), + }); + return { code, map: null }; + }, + buildEnd(error) { + if (error === undefined && count !== 1) + throw new Error(`Exposure mutation ${mutation} changed ${count} modules; expected one.`); + }, + }; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/native-contract.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-contract.ts new file mode 100644 index 0000000000..1f81830067 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-contract.ts @@ -0,0 +1,122 @@ +import { DataTexture, FloatType, NearestFilter, RGBAFormat, RenderTarget } from "three"; +import { texture } from "three/tsl"; +import { NodeFrame, NodeMaterial, NodeUpdateType, QuadMesh, WebGPURenderer } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "../../../template-assets/autoExposure.js"; +import { exposureReductionSizes, exposureSettings } from "../../../template-assets/exposure.js"; + +interface IExposureDevice { + pushErrorScope(filter: string): void; + popErrorScope(): Promise<{ message: string } | null>; + createBuffer(descriptor: { size: number; usage: number }): unknown; +} + +function exposurePixels(width: number, height: number) { + const pixels = new Float32Array(width * height * 4); + let weighted = 0; + let weightSum = 0; + for (let y = 0; y < height; y++) { + const weight = 1 + (y + 0.5) / height; + for (let x = 0; x < width; x++) { + const value = y === height - 1 ? 4 : x === width - 1 ? 1 : 2; + pixels.set([value, value, value, 1], (y * width + x) * 4); + weighted += value * weight; + weightSum += weight; + } + } + return { pixels, expectedLuminance: weighted / weightSum }; +} + +async function run() { + const width = 65; + const height = 33; + const renderer = new WebGPURenderer(); + await renderer.init(); + const device = Reflect.get(renderer.backend, "device") as IExposureDevice; + device.pushErrorScope("validation"); + renderer.setSize(width, height, false); + const { pixels, expectedLuminance } = exposurePixels(width, height); + const input = new DataTexture(pixels, width, height, RGBAFormat, FloatType); + input.minFilter = input.magFilter = NearestFilter; + input.needsUpdate = true; + const colour = texture(input); + const exposure = new AutoExposureNode( + colour, + { + ...exposureSettings, + enabled: true, + snapGain: 0, + reportInterval: 1e-6, + }, + 1, + ); + exposure.updateBeforeType = NodeUpdateType.NONE; + const output = new RenderTarget(width, height, { type: FloatType, depthBuffer: false }); + const material = new NodeMaterial(); + material.fragmentNode = applyExposure(colour, exposure.exposureNode); + const quad = new QuadMesh(material); + let observation: Record = {}; + const frame = new NodeFrame(); + frame.renderer = renderer; + frame.deltaTime = 1 / 60; + for (let step = 1; step <= 120; step++) { + frame.time = step / 60; + exposure.updateBefore(frame); + // Each step waits for the real asynchronous GPU report before advancing its fixed clock. + await new Promise((resolve, reject) => { + let attempts = 0; + const poll = () => { + const next = exposure.getObservation(); + if (next.reason !== undefined) return reject(new Error(String(next.reason))); + if ( + next.measured === true && + next !== observation && + next.exposureStops !== observation.exposureStops + ) { + observation = next; + resolve(); + } else if (++attempts > 2000) reject(new Error("Exposure GPU report timed out")); + else setTimeout(poll, 1); + }; + poll(); + }); + } + const luminance = Number(observation.luminance); + const stops = Number(observation.exposureStops); + const target = Math.log2(exposureSettings.key / expectedLuminance); + if ( + !Number.isFinite(luminance) || + !Number.isFinite(stops) || + Math.abs(luminance - expectedLuminance) > 0.001 || + Math.abs(stops - target) > 0.01 || + observation.applied !== true + ) + throw new Error(`Reduction/adaptation mismatch: ${JSON.stringify(observation)}`); + renderer.setRenderTarget(output); + quad.render(renderer); + const applied = await renderer.readRenderTargetPixelsAsync(output, 32, 16, 1, 1); + if ( + !(applied instanceof Float32Array) || + !Number.isFinite(applied[0]) || + Math.abs((applied[0] ?? Number.NaN) - 2 * 2 ** stops) > 0.001 + ) + throw new Error(`Applied exposure mismatch: ${String(applied)}`); + if (Reflect.get(globalThis, "__tnInjectValidation") === true) + device.createBuffer({ size: 4, usage: 0 }); + const validation = await device.popErrorScope(); + if (validation !== null) throw new Error(`GPU validation: ${validation.message}`); + console.info( + `TN_NATIVE_EXPOSURE:${JSON.stringify({ sizes: exposureReductionSizes(width, height), steps: 120, luminance, expectedLuminance, stops, target, applied: applied[0] })}`, + ); + material.dispose(); + output.dispose(); + exposure.dispose(); + input.dispose(); + renderer.dispose(); + Reflect.set(globalThis, "__tnExposureDone", true); +} +export default { + start: () => + run().catch((error: unknown) => { + Reflect.set(globalThis, "__tnExposureError", String(error)); + }), +}; diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/native-probe.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-probe.ts new file mode 100644 index 0000000000..bc8cd2d1bf --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-probe.ts @@ -0,0 +1,11 @@ +import { PLAYTEST_CLOCK_GLOBAL } from "../../../../core/dist/playtest.js"; +import { createExposureFixture } from "./game.js"; +Reflect.deleteProperty(globalThis, PLAYTEST_CLOCK_GLOBAL); +export default createExposureFixture({ + enabled: true, + bright: true, + stops: 11, + snapGain: 0, + deterministic: true, + nativeValidation: true, +}); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/native-static.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-static.playtest.json new file mode 100644 index 0000000000..4766bda221 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/native-static.playtest.json @@ -0,0 +1,44 @@ +{ + "name": "prd339-exposure-native-180-rendered-updates", + "schemaVersion": 1, + "target": "desktop", + "viewport": { + "width": 640, + "height": 360 + }, + "warmupFrames": 20, + "artifacts": { + "screenshots": "before-after", + "console": true + }, + "steps": [ + { + "label": "settled", + "waitForResource": { + "id": "state", + "path": "validationDone", + "equals": true + }, + "timeoutMs": 60000 + } + ], + "assert": { + "resources": [ + { + "id": "state", + "path": "sampleFrames", + "equals": 180, + "allowTrivial": "Deterministic startup holds readiness until 180 GPU exposure updates complete. The held counter must stay exactly 180 after readiness; actual metering and applied output are separately qualified from GPU console evidence and the captured frame." + }, + { + "id": "state", + "path": "validationDone", + "equals": true, + "allowTrivial": "GPU validation scopes may complete before startup readiness. Their observed clean marker, 180 paired GPU readbacks, meter reference, applied exposure and captured pixels remain mandatory in verifyNative.ts." + } + ], + "startup": { + "maxReadyMs": 60000 + } + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/observedExposure.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/observedExposure.ts new file mode 100644 index 0000000000..d87d8785f3 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/observedExposure.ts @@ -0,0 +1,211 @@ +import { Vector2 } from "three"; +import { type NodeBuilder, NodeFrame } from "three/webgpu"; +import type { ICtx } from "../../../../core/dist/index.js"; +import { AutoExposureNode } from "../../../template-assets/autoExposure.js"; + +/** Only the fixture's adaptation input is controlled; the renderer's shared frame stays real. */ +export function exposureFrameSnapshot(frame: NodeFrame): NodeFrame { + return Object.assign(new NodeFrame(), frame, { deltaTime: 1 / 60 }); +} + +/** Diagnostic instrumentation around the actual generated GPU graph, never a CPU exposure model. */ +export class ObservedExposureNode { + readonly node: AutoExposureNode; + readonly #setup: AutoExposureNode["setup"]; + readonly #updateBefore: AutoExposureNode["updateBefore"]; + readonly #dispose: AutoExposureNode["dispose"]; + + constructor(node: AutoExposureNode); + constructor(...args: ConstructorParameters); + constructor(...args: [AutoExposureNode] | ConstructorParameters) { + this.node = args.length === 1 ? args[0] : new AutoExposureNode(...args); + this.#setup = this.node.setup.bind(this.node); + this.#updateBefore = this.node.updateBefore.bind(this.node); + this.#dispose = this.node.dispose.bind(this.node); + this.node.setup = this.setup.bind(this); + this.node.updateBefore = this.updateBefore.bind(this); + this.node.dispose = this.dispose.bind(this); + } + + get settings() { + return this.node.settings; + } + get exposureNode() { + return this.node.exposureNode; + } + reset(...args: Parameters) { + this.node.reset(...args); + } + setEnabled(enabled: boolean) { + this.node.setEnabled(enabled); + } + getObservation() { + return this.node.getObservation(); + } + setupCount = 0; + setup(builder: NodeBuilder) { + const result = this.#setup(builder); + this.setupCount++; + console.info( + `TN_EXPOSURE_SETUP:${JSON.stringify({ ...this.timing, setupCount: this.setupCount })}`, + ); + return result; + } + + deterministic = false; + coldBoot = false; + capturePose: (() => unknown) | undefined; + onProgress = () => {}; + timing = { + updates: 0, + consumedSeconds: 0, + realConsumedSeconds: 0, + nodeFrameId: 0, + nodeTime: 0, + deltaSeconds: 0, + clock: "live", + }; + #cutStart: number | undefined; + #sampleUpdates = 0; + #pending = false; + #disposed = false; + #releaseWarmup: ((sample: Record) => void) | undefined; + + holdStartup(startup: Pick): void { + if (!this.deterministic || this.#disposed) + throw new Error("Only an active controlled arm may hold exposure startup."); + const started = performance.now(); + let warmupComplete = false; + startup.hold( + "exposure-warmup", + new Promise((resolve) => { + this.#releaseWarmup = (sample) => { + warmupComplete = true; + console.info( + `TN_EXPOSURE_WARMUP:${JSON.stringify({ ...sample, elapsedMs: performance.now() - started })}`, + ); + resolve(); + }; + }), + 60_000, + ); + void startup.whenReady().then(() => { + if (!this.#disposed) + console.info( + `TN_EXPOSURE_READY:${JSON.stringify({ warmupComplete, elapsedMs: performance.now() - started })}`, + ); + }); + } + + observeColdBootStartup(startup: Pick): void { + if (!this.coldBoot || this.deterministic || this.#disposed) + throw new Error("Cold-boot observation requires an active live-clock arm."); + void startup.whenReady().then(() => { + if (!this.#disposed) + console.info( + `TN_EXPOSURE_BOOT_READY:${JSON.stringify({ ...this.timing, ...this.getProgress() })}`, + ); + }); + } + + beginCut(): void { + this.#cutStart = this.timing.updates; + this.onProgress(); + } + + getProgress() { + return { + sampleFrames: this.#sampleUpdates, + cutSampleFrames: + this.#cutStart === undefined ? 0 : Math.max(0, this.#sampleUpdates - this.#cutStart), + }; + } + + updateBefore(frame: NodeFrame): undefined { + // Bound each deterministic pose to exactly 180 actual graph updates. Wait for its real + // GPU readback before the next update, including the terminal update; then hold that history. + const bounded = this.deterministic || this.coldBoot; + const limit = this.coldBoot ? 3 : 180; + if (bounded && (this.#pending || this.timing.updates - (this.#cutStart ?? 0) >= limit)) return; + const input = this.deterministic ? exposureFrameSnapshot(frame) : frame; + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure fixture renderer missing."); + const size = renderer.getDrawingBufferSize(new Vector2()); + const next = { + width: size.x, + height: size.y, + setupCount: this.setupCount, + updates: this.timing.updates + 1, + consumedSeconds: + this.timing.consumedSeconds + Math.min(input.deltaTime, this.settings.maxDelta), + realConsumedSeconds: this.timing.realConsumedSeconds + frame.deltaTime, + nodeFrameId: frame.frameId, + nodeTime: frame.time, + deltaSeconds: input.deltaTime, + clock: this.deterministic ? "deterministic-per-render" : "live", + }; + const read = renderer.readRenderTargetPixelsAsync; + let sampleRead: ReturnType | undefined; + if (bounded) { + renderer.readRenderTargetPixelsAsync = (...args) => { + this.#pending = true; + sampleRead = read.apply(renderer, args); + return sampleRead; + }; + } + try { + this.#updateBefore(input); + this.timing = next; + console.info(`TN_EXPOSURE_TIMING:${JSON.stringify(this.timing)}`); + if (sampleRead !== undefined) { + // Subscribe after the node has attached its production acceptance callback. Returning the + // original promise preserves that order even for an already resolved GPU readback. + void sampleRead + .then( + (values) => { + if (this.#disposed) return; + const measurement = this.getObservation(); + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + measurement.measured !== true || + measurement.luminance !== values[1] || + measurement.targetStops !== values[2] || + measurement.settled !== (values[3] === 1) || + (measurement.applied === true && measurement.exposureStops !== values[0]) + ) + return; + this.#sampleUpdates = next.updates; + const sample = { + ...next, + measurement, + ...(this.capturePose === undefined ? {} : { cameraPose: this.capturePose() }), + }; + console.info(`TN_EXPOSURE_SAMPLE:${JSON.stringify(sample)}`); + if (this.coldBoot && next.updates === 3) + console.info(`TN_EXPOSURE_BOOT_FROZEN:${JSON.stringify(sample)}`); + if (next.updates === 180) { + this.#releaseWarmup?.(sample); + this.#releaseWarmup = undefined; + } + }, + () => {}, + ) + .finally(() => { + if (this.#disposed) return; + this.#pending = false; + this.onProgress(); + }); + } + this.onProgress(); + } finally { + renderer.readRenderTargetPixelsAsync = read; + } + } + + dispose(): void { + this.#disposed = true; + this.#dispose(); + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/proof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/proof.ts new file mode 100644 index 0000000000..9be8d1bda3 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/proof.ts @@ -0,0 +1,410 @@ +import { assertExposureCameraCut } from "./cameraProof.js"; + +interface IExposureProofReport { + pass: boolean; + capture?: { rendererKind: string; adapter: Record }; + diagnostics: readonly { code: string }[]; + observations?: { console: readonly { text: string }[]; startup?: { phase: string } }; +} + +interface IExposureMeasurement { + measured: true; + applied: boolean; + luminance: number; + exposureStops: number; + targetStops: number; + settled: boolean; +} + +export interface IExposureCaseProof { + applied: boolean; + expectedLuminance?: number; + cameraCut?: boolean; + cutStops?: number; + reject?: string; + deterministic?: boolean; +} + +/** A negative control may fail its one named gate; runtime errors never qualify the mutation. */ +export function qualifyExposureCase(report: IExposureProofReport, expectation: IExposureCaseProof) { + assertExposureRuntime(report); + if (expectation.cameraCut === true) assertExposureCameraCut(report, expectation.cutStops ?? 0); + if (expectation.deterministic === true) assertExposureWarmup(report); + const frameBudget = + expectation.deterministic === true ? assertDeterministicExposureBudget(report) : undefined; + // Terminal integrity is mandatory for both deterministic arms. An expected settlement + // failure can never stand in for a missing, stale, unapplied or incorrect GPU measurement. + const terminal = + expectation.deterministic === true + ? assertExposureProof(report, expectation.applied, expectation.expectedLuminance, false) + : undefined; + if (terminal !== undefined) assertTerminalCutTarget(report, expectation, terminal); + const failures: Error[] = []; + const check = (gate: () => T): T | undefined => { + try { + return gate(); + } catch (error) { + if (!(error instanceof Error)) throw error; + failures.push(error); + return undefined; + } + }; + check(() => + assertExposureClock(report, expectation.deterministic === true ? "fixed-step" : "wall-clock"), + ); + const measurement = + terminal ?? + check(() => assertExposureProof(report, expectation.applied, expectation.expectedLuminance)); + const cutTiming = + expectation.cutStops === undefined + ? undefined + : check(() => { + if (terminal !== undefined && terminal.settled !== true) + throw new Error( + `TN_EXPOSURE_NOT_SETTLED: Terminal GPU measurement remains unsettled after 180 rendered updates; observed time ${JSON.stringify(frameBudget)}.`, + ); + return exposureCutTiming(report, expectation.cutStops as number, 180); + }); + if (failures.length > 0) { + const [error] = failures; + if ( + failures.length === 1 && + expectation.reject !== undefined && + error?.message.startsWith(`${expectation.reject}:`) + ) + return { + expectedFailure: error.message, + ...(frameBudget === undefined ? {} : { frameBudget }), + }; + throw new Error(failures.map((error) => error.message).join("\n")); + } + if (expectation.reject !== undefined) + throw new Error(`Exposure mutation unexpectedly passed ${expectation.reject}.`); + return { measurement, cutTiming, ...(frameBudget === undefined ? {} : { frameBudget }) }; +} + +function assertTerminalCutTarget( + report: IExposureProofReport, + expectation: IExposureCaseProof, + terminal: IExposureMeasurement, +): void { + const { cut } = cutEntries(report); + if ( + expectation.cutStops === undefined || + Math.abs(Math.abs(terminal.targetStops - cut.targetStops) - expectation.cutStops) > 0.25 + ) + throw new Error("Exposure terminal measurement does not match the new cut target."); +} + +interface IExposureSample { + updates: number; + consumedSeconds: number; + realConsumedSeconds: number; + nodeTime: number; + nodeFrameId: number; + clock: string; + measurement: IExposureMeasurement; +} + +function settledAtNewTarget( + value: { settled: boolean; targetStops: number }, + start: number, + stops: number, +): boolean { + return ( + value.settled === true && + Number.isFinite(value.targetStops) && + Math.abs(Math.abs(value.targetStops - start) - stops) <= 0.25 + ); +} + +function validElapsed(value: { renderedUpdates: number; consumedSeconds: number }): boolean { + return ( + Number.isInteger(value.renderedUpdates) && + value.renderedUpdates > 0 && + Number.isFinite(value.consumedSeconds) && + value.consumedSeconds > 0 + ); +} + +function cutEntries(report: IExposureProofReport) { + const entries = report.observations?.console ?? []; + const cuts = entries.filter(({ text }) => text.startsWith("TN_EXPOSURE_CUT:")); + if (cuts.length !== 1) throw new Error("Exposure proof needs exactly one observed cut."); + const cutEntry = cuts[0]; + if (cutEntry === undefined) throw new Error("Exposure cut missing."); + const cut = JSON.parse(cutEntry.text.slice("TN_EXPOSURE_CUT:".length)); + if ( + cut.settled !== true || + ![cut.updates, cut.consumedSeconds, cut.targetStops].every(Number.isFinite) + ) + throw new Error("Exposure cut needs one observed, settled starting pose."); + return { cut, after: entries.slice(entries.indexOf(cutEntry) + 1) }; +} + +export function pairedExposureSamples(entries: readonly { text: string }[]): IExposureSample[] { + const samples: IExposureSample[] = []; + let accepted: IExposureMeasurement | undefined; + for (const { text } of entries) { + if (text.startsWith("TN_AUTO_EXPOSURE:")) { + if (accepted !== undefined) + throw new Error("TN_EXPOSURE_FRAME_BUDGET: Unpaired accepted exposure measurement."); + accepted = JSON.parse(text.slice("TN_AUTO_EXPOSURE:".length)); + } + if (!text.startsWith("TN_EXPOSURE_SAMPLE:")) continue; + const sample = JSON.parse(text.slice("TN_EXPOSURE_SAMPLE:".length)); + if ( + accepted === undefined || + sample.measurement === undefined || + Object.keys(accepted).some( + (key) => accepted?.[key as keyof IExposureMeasurement] !== sample.measurement[key], + ) || + Object.keys(accepted).length !== Object.keys(sample.measurement).length + ) + throw new Error( + "TN_EXPOSURE_FRAME_BUDGET: Sample lacks its paired accepted exposure measurement.", + ); + samples.push(sample); + accepted = undefined; + } + if (accepted !== undefined) + throw new Error("TN_EXPOSURE_FRAME_BUDGET: Unpaired terminal exposure measurement."); + return samples; +} + +type ExposureTiming = Omit; +const exposureTimingFields = [ + "updates", + "consumedSeconds", + "realConsumedSeconds", + "nodeTime", + "nodeFrameId", + "clock", +] as const; + +function assertExposureSampleSequence( + samples: IExposureSample[], + start: ExposureTiming, + phase: "warmup" | "post-cut", +): ExposureTiming { + if (samples.length !== 180) + throw new Error( + `TN_EXPOSURE_FRAME_BUDGET: Expected 180 completed GPU samples during ${phase}; observed ${samples.length}.`, + ); + let previous = start; + for (const [index, value] of samples.entries()) { + if ( + value.clock !== start.clock || + value.updates !== start.updates + index + 1 || + !Number.isInteger(value.nodeFrameId) || + value.nodeFrameId <= previous.nodeFrameId || + !Number.isFinite(value.nodeTime) || + value.nodeTime <= previous.nodeTime || + !Number.isFinite(value.realConsumedSeconds) || + value.realConsumedSeconds < previous.realConsumedSeconds || + !Number.isFinite(value.consumedSeconds) || + Math.abs(value.consumedSeconds - start.consumedSeconds - (index + 1) / 60) > 1e-9 + ) + throw new Error( + `TN_EXPOSURE_FRAME_BUDGET: Mismatched GPU updates, readback or clock provenance during ${phase}.`, + ); + previous = value; + } + return previous; +} + +/** The controlled comparison starts only after the same accepted GPU warmup in both arms. */ +function assertExposureWarmup(report: IExposureProofReport): void { + const entries = report.observations?.console ?? []; + const indexOf = (prefix: string) => { + const matches = entries.flatMap(({ text }, index) => (text.startsWith(prefix) ? [index] : [])); + if (matches.length !== 1) + throw new Error("Exposure warmup/readiness evidence is missing or duplicated."); + return matches[0] as number; + }; + const warmupIndex = indexOf("TN_EXPOSURE_WARMUP:"); + const readyIndex = indexOf("TN_EXPOSURE_READY:"); + const cutIndex = indexOf("TN_EXPOSURE_CUT:"); + if ( + warmupIndex >= readyIndex || + readyIndex >= cutIndex || + report.observations?.startup?.phase !== "ready" + ) + throw new Error("Exposure readiness arrived without the exact warmup evidence."); + const warmup = JSON.parse(entries[warmupIndex]?.text.slice("TN_EXPOSURE_WARMUP:".length) ?? "{}"); + const ready = JSON.parse(entries[readyIndex]?.text.slice("TN_EXPOSURE_READY:".length) ?? "{}"); + const samples = pairedExposureSamples(entries.slice(0, warmupIndex)); + const last = samples.at(-1); + const terminal = assertExposureSampleSequence( + samples, + { + updates: 0, + consumedSeconds: 0, + realConsumedSeconds: 0, + nodeTime: 0, + nodeFrameId: 0, + clock: "deterministic-per-render", + }, + "warmup", + ); + if ( + last === undefined || + exposureTimingFields.some((key) => warmup[key] !== terminal[key]) || + JSON.stringify(warmup.measurement) !== JSON.stringify(last.measurement) || + ready.warmupComplete !== true || + !Number.isFinite(warmup.elapsedMs) || + warmup.elapsedMs < 0 || + warmup.elapsedMs > 60_000 || + !Number.isFinite(ready.elapsedMs) || + ready.elapsedMs < warmup.elapsedMs + ) + throw new Error("Exposure warmup is incomplete, unpaired or expired."); + const measurement = assertExposureProof( + { ...report, observations: { console: entries.slice(0, warmupIndex) } }, + true, + ); + const { cut } = cutEntries(report); + if ( + exposureTimingFields.some((key) => cut[key] !== terminal[key]) || + Object.keys(measurement).some( + (key) => measurement[key as keyof IExposureMeasurement] !== cut[key], + ) + ) + throw new Error("Exposure cut changed the accepted warmup timing or measurement."); +} + +/** Pin the terminal readback, not just submissions, to the same 180-update controlled clock. */ +export function assertDeterministicExposureBudget(report: IExposureProofReport) { + const { cut, after } = cutEntries(report); + if (cut.clock !== "deterministic-per-render") + throw new Error("TN_EXPOSURE_FRAME_BUDGET: Incorrect cut clock provenance."); + if ( + cut.updates !== 180 || + Math.abs(cut.consumedSeconds - 3) > 1e-9 || + ![cut.realConsumedSeconds, cut.nodeTime, cut.nodeFrameId].every(Number.isFinite) + ) + throw new Error( + "TN_EXPOSURE_FRAME_BUDGET: Expected the 180-update warmup before terminal update 360.", + ); + const samples = pairedExposureSamples(after); + const previous = assertExposureSampleSequence(samples, cut, "post-cut"); + return { + renderedUpdates: 180, + adaptationSeconds: previous.consumedSeconds - cut.consumedSeconds, + realConsumedSeconds: previous.realConsumedSeconds - cut.realConsumedSeconds, + realElapsedSeconds: previous.nodeTime - cut.nodeTime, + clock: cut.clock, + }; +} + +/** Readback arrival is a conservative upper bound on the frame that produced the settled value. */ +export function exposureCutTiming( + report: IExposureProofReport, + stops: number, + frameBudget: number, +) { + const { cut, after } = cutEntries(report); + let elapsed = { renderedUpdates: 0, consumedSeconds: 0 }; + for (const { text } of after) { + if (text.startsWith("TN_EXPOSURE_TIMING:")) { + const value = JSON.parse(text.slice("TN_EXPOSURE_TIMING:".length)); + elapsed = { + renderedUpdates: value.updates - cut.updates, + consumedSeconds: value.consumedSeconds - cut.consumedSeconds, + }; + if (!validElapsed(elapsed)) throw new Error("Exposure cut timing is invalid."); + continue; + } + if (!text.startsWith("TN_AUTO_EXPOSURE:") || elapsed.renderedUpdates === 0) continue; + const value = JSON.parse(text.slice("TN_AUTO_EXPOSURE:".length)); + if (!settledAtNewTarget(value, cut.targetStops, stops)) continue; + if (elapsed.renderedUpdates > frameBudget) + throw new Error( + `TN_EXPOSURE_NOT_SETTLED: Exposure settled after ${elapsed.renderedUpdates} rendered updates; budget ${frameBudget}.`, + ); + return elapsed; + } + throw new Error( + `TN_EXPOSURE_NOT_SETTLED: Exposure did not settle within ${frameBudget} rendered updates; observed ${elapsed.renderedUpdates} updates and ${elapsed.consumedSeconds} seconds.`, + ); +} + +/** A downgraded lost software device can pass harness plumbing, but never pixel qualification. */ +export function assertExposureRuntime(report: IExposureProofReport): void { + if (report.diagnostics.some(({ code }) => code === "TN_PLAYTEST_SOFTWARE_DEVICE_LOST")) + throw new Error( + "Exposure proof rejected software device loss; these pixels are not render evidence.", + ); + if (!report.pass) + throw new Error(`Exposure scenario failed: ${JSON.stringify(report.diagnostics)}`); + if ( + report.capture?.rendererKind !== "webgpu" || + !Object.values(report.capture.adapter).some((value) => value.length > 0) + ) + throw new Error("Exposure proof requires observed WebGPU adapter provenance."); +} + +export function assertExposureClock( + report: IExposureProofReport, + expected: "wall-clock" | "fixed-step" = "wall-clock", +): void { + const marker = report.observations?.console + .filter(({ text }) => text.startsWith("TN_EXPOSURE_CLOCK:")) + .at(-1); + if (marker === undefined) + throw new Error("TN_EXPOSURE_CLOCK_MISSING: Bridge clock was not observed."); + const { mode } = JSON.parse(marker.text.slice("TN_EXPOSURE_CLOCK:".length)); + if (mode !== expected) + throw new Error(`TN_EXPOSURE_WRONG_CLOCK: Expected ${expected}; observed ${String(mode)}.`); +} + +export function assertExposureProof( + report: IExposureProofReport, + applied: boolean, + expectedLuminance?: number, + requireSettled = true, +): IExposureMeasurement { + assertExposureRuntime(report); + const last = report.observations?.console + .filter(({ text }) => text.startsWith("TN_AUTO_EXPOSURE:")) + .at(-1); + if (last === undefined) + throw new Error("TN_EXPOSURE_MEASUREMENT_MISSING: GPU exposure observation missing."); + const measurement = JSON.parse(last.text.slice("TN_AUTO_EXPOSURE:".length)); + if ( + measurement.measured !== true || + measurement.applied !== applied || + ![measurement.luminance, measurement.exposureStops, measurement.targetStops].every( + (value) => typeof value === "number" && Number.isFinite(value), + ) || + measurement.luminance <= 0 || + (applied && + (typeof measurement.settled !== "boolean" || + measurement.settled !== + Math.abs(measurement.targetStops - measurement.exposureStops) <= 0.25 || + (requireSettled && measurement.settled !== true))) || + (!applied && measurement.exposureStops !== 0) + ) + throw new Error(`Exposure measurement failed: ${JSON.stringify(measurement)}`); + if ( + expectedLuminance !== undefined && + Math.abs(measurement.luminance / expectedLuminance - 1) > 0.02 + ) + throw new Error( + `TN_EXPOSURE_METER_RANGE: Luminance ${measurement.luminance} differs from this fixture's ${expectedLuminance} reference by more than 2%.`, + ); + return measurement; +} + +/** Consumer qualification requires the generated environment's actual owned node. */ +export function assertExposureConsumer(report: Pick): void { + const markers = (report.observations?.console ?? []).filter(({ text }) => + text.startsWith("TN_EXPOSURE_CONSUMER:"), + ); + const installed = markers[0]; + if (markers.length !== 1 || installed === undefined) + throw new Error("Exposure consumer requires one actual installation."); + const state = JSON.parse(installed.text.slice("TN_EXPOSURE_CONSUMER:".length)); + if (state.installed !== true || state.owned !== true) + throw new Error("Exposure consumer did not own the generated environment's actual graph."); +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/snapProof.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/snapProof.ts new file mode 100644 index 0000000000..b4d95de86c --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/snapProof.ts @@ -0,0 +1,60 @@ +import { pairedExposureSamples, qualifyExposureCase } from "./proof.js"; + +/** Authored snapHi=8 guarantees a full snap for the unchanged eleven-stop camera cut. */ +export function qualifyExposureSnap( + report: Parameters[0], + snapGain: 0 | 1, +) { + const complete = qualifyExposureCase(report, { + applied: true, + cameraCut: true, + cutStops: 11, + deterministic: true, + }); + const samples = pairedExposureSamples(report.observations?.console ?? []); + const first = samples[180]; + const before = samples[179]; + if ( + first === undefined || + before === undefined || + first.updates !== 181 || + Reflect.get(first, "deltaSeconds") !== 1 / 60 || + before.updates !== 180 || + Math.abs(Math.abs(first.measurement.targetStops - before.measurement.targetStops) - 11) > 0.25 + ) + throw new Error("Snap proof lacks the first paired sample at the unchanged new camera target."); + const terminal = samples.at(-1)?.measurement; + for (const measurement of [before.measurement, first.measurement, terminal]) { + if ( + measurement === undefined || + measurement.measured !== true || + measurement.applied !== true || + typeof measurement.settled !== "boolean" || + ![measurement.luminance, measurement.exposureStops, measurement.targetStops].every( + Number.isFinite, + ) || + measurement.luminance <= 0 + ) + throw new Error("Snap proof requires real finite applied GPU measurements."); + } + if ( + terminal === undefined || + Math.abs(first.measurement.targetStops - terminal.targetStops) > 0.25 + ) + throw new Error("First snap sample is not at the observed post-cut GPU target."); + const errorStops = Math.abs(first.measurement.exposureStops - first.measurement.targetStops); + if (!Number.isFinite(errorStops)) throw new Error("Snap proof error is unavailable."); + const failure = + errorStops > 0.25 + ? `TN_EXPOSURE_SNAP_RESPONSE_MISSING: First post-cut GPU update remains ${errorStops} stops from the target (limit 0.25).` + : undefined; + if ((snapGain === 1 && failure !== undefined) || (snapGain === 0 && failure === undefined)) + throw new Error(failure ?? "Zero-gain mutation unexpectedly met first-update snap response."); + return { + ...complete, + before: before.measurement, + first: first.measurement, + errorStops, + ...(failure === undefined ? {} : { expectedFailure: failure }), + }; +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/static.playtest.json b/packages/create-threenative/__tests__/fixtures/auto-exposure/static.playtest.json new file mode 100644 index 0000000000..67221eb852 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/static.playtest.json @@ -0,0 +1,38 @@ +{ + "name": "prd339-exposure-static", + "schemaVersion": 1, + "target": "web", + "viewport": { + "width": 640, + "height": 360 + }, + "warmupFrames": 20, + "artifacts": { + "screenshots": true, + "console": true + }, + "steps": [ + { + "kind": "wait", + "label": "settled", + "waitFrames": 180 + } + ], + "assert": { + "diagnostics": { + "runtimeReady": true, + "noConsoleErrors": true + }, + "visual": [ + { + "region": { + "x": 0, + "y": 0, + "width": 640, + "height": 360, + "minNonblankPixelRatio": 0.15 + } + } + ] + } +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/verify.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/verify.ts new file mode 100644 index 0000000000..2705c22ad1 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/verify.ts @@ -0,0 +1,267 @@ +import { execFileSync } from "node:child_process"; +import { mkdir, writeFile } from "node:fs/promises"; +import { dirname, join, resolve } from "node:path"; +import { fileURLToPath } from "node:url"; +import { build } from "vite"; +import { + WEBGPU_BROWSER_ARGS, + runStandalonePlaytest, +} from "../../../../playtest/dist/runner/index.js"; +import { qualifyExposureCapture } from "./captureProof.js"; +import { type ExposureMutation, exposureMutationPlugin } from "./mutations.js"; +import type { IExposureCaseProof } from "./proof.js"; + +const fixture = dirname(fileURLToPath(import.meta.url)); +const root = resolve(fixture, "../../../../.."); +const artifacts = join(root, "artifacts/prd339-exposure"); +interface IFixtureCase extends IExposureCaseProof { + name: string; + query: string; + scenario: "static" | "cut" | "cut-frames"; + mutation?: ExposureMutation; +} +// Scene-linear reference readings from the inspected 5c3b176 fixture, independently of adaptation. +// This pins the meter against a constant/doubled-meter bug; display-tone metrics remain PRD341-owned. +const darkLuminance = 0.0019189472077414393; +const sunlightLuminance = 3.896103858947754; +const cases: IFixtureCase[] = [ + { + name: "camera-eleven-reverse", + query: "bright=1&stops=11&snapGain=0&deterministic=1&cameraCut=1", + scenario: "cut-frames", + cutStops: 11, + cameraCut: true, + deterministic: true, + applied: true, + }, + { + name: "camera-one-reverse", + query: "bright=1&stops=1&snapGain=0&deterministic=1&cameraCut=1", + scenario: "cut-frames", + cutStops: 1, + cameraCut: true, + deterministic: true, + applied: true, + }, + { + name: "camera-linear-one", + query: "bright=1&stops=1&snapGain=0&deterministic=1&cameraCut=1", + scenario: "cut-frames", + cutStops: 1, + cameraCut: true, + deterministic: true, + applied: true, + mutation: "linear", + }, + { + name: "camera-linear-eleven", + query: "bright=1&stops=11&snapGain=0&deterministic=1&cameraCut=1", + scenario: "cut-frames", + cutStops: 11, + cameraCut: true, + deterministic: true, + applied: true, + mutation: "linear", + reject: "TN_EXPOSURE_NOT_SETTLED", + }, + { + name: "dark-adapted", + query: "bright=0", + scenario: "static", + applied: true, + expectedLuminance: darkLuminance, + }, + { + name: "sunlight-adapted", + query: "bright=1", + scenario: "static", + applied: true, + expectedLuminance: sunlightLuminance, + }, + { + name: "eleven-stop-cut", + query: "bright=0&stops=11&snapGain=0", + scenario: "cut", + cutStops: 11, + applied: true, + expectedLuminance: sunlightLuminance, + }, + { + name: "one-stop-cut", + query: "bright=0&stops=1&snapGain=0", + scenario: "cut", + cutStops: 1, + applied: true, + expectedLuminance: darkLuminance * 2, + }, + { + name: "eleven-stop-reverse", + query: "bright=1&stops=11&snapGain=0", + scenario: "cut", + cutStops: 11, + applied: true, + expectedLuminance: darkLuminance, + }, + { + name: "one-stop-reverse", + query: "bright=1&stops=1&snapGain=0", + scenario: "cut", + cutStops: 1, + applied: true, + expectedLuminance: darkLuminance, + }, + { + name: "fixed-exposure", + query: "enabled=0&bright=1", + scenario: "static", + applied: false, + expectedLuminance: sunlightLuminance, + }, + { + name: "deterministic-eleven-reverse", + query: "bright=1&stops=11&snapGain=0&deterministic=1", + scenario: "cut-frames", + cutStops: 11, + deterministic: true, + applied: true, + expectedLuminance: darkLuminance, + }, + { + name: "deterministic-one-reverse", + query: "bright=1&stops=1&snapGain=0&deterministic=1", + scenario: "cut-frames", + cutStops: 1, + deterministic: true, + applied: true, + expectedLuminance: darkLuminance, + }, + { + name: "linear-one-stop", + query: "bright=1&stops=1&snapGain=0&deterministic=1", + scenario: "cut-frames", + deterministic: true, + cutStops: 1, + applied: true, + expectedLuminance: darkLuminance, + mutation: "linear", + }, + { + name: "linear-eleven-stop", + query: "bright=1&stops=11&snapGain=0&deterministic=1", + scenario: "cut-frames", + deterministic: true, + cutStops: 11, + applied: true, + expectedLuminance: darkLuminance, + mutation: "linear", + reject: "TN_EXPOSURE_NOT_SETTLED", + }, + { + name: "disabled-unmeasured", + query: "enabled=0&bright=1", + scenario: "static", + applied: false, + expectedLuminance: sunlightLuminance, + mutation: "disabled", + reject: "TN_EXPOSURE_MEASUREMENT_MISSING", + }, + { + name: "doubled-meter", + query: "bright=1", + scenario: "static", + applied: true, + expectedLuminance: sunlightLuminance, + mutation: "meter", + reject: "TN_EXPOSURE_METER_RANGE", + }, + { + name: "wrong-clock", + query: "bright=1", + scenario: "static", + applied: true, + expectedLuminance: sunlightLuminance, + mutation: "clock", + reject: "TN_EXPOSURE_WRONG_CLOCK", + }, +]; +await mkdir(artifacts, { recursive: true }); +const sites = new Map(); +for (const mutation of [undefined, "linear", "disabled", "meter", "clock"] as const) { + const name = mutation ?? "normal"; + const site = join(artifacts, "sites", name); + let mutationReceipt: unknown; + await build({ + configFile: false, + root: fixture, + plugins: + mutation === undefined + ? [] + : [ + exposureMutationPlugin(mutation, (receipt) => { + mutationReceipt = receipt; + }), + ], + build: { outDir: site, emptyOutDir: true }, + }); + if (mutation !== undefined && mutationReceipt === undefined) + throw new Error(`${mutation}: mutation receipt missing.`); + if (mutationReceipt !== undefined) + await writeFile(join(site, "mutation.json"), `${JSON.stringify(mutationReceipt, null, 2)}\n`); + sites.set(name, site); +} +if (!process.argv.includes("--build-only")) { + const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", + }).trim(); + const vite = join( + dirname(fileURLToPath(import.meta.resolve("vite/package.json"))), + "bin/vite.js", + ); + const results = []; + for (const item of cases) { + const site = sites.get(item.mutation ?? "normal"); + if (site === undefined) throw new Error(`${item.name}: fixture build missing.`); + const directory = join(artifacts, item.name); + await mkdir(directory, { recursive: true }); + const report = await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath: join(fixture, `${item.scenario}.playtest.json`), + url: `http://127.0.0.1:4173/?${item.query}`, + port: 0, + server: { + command: `TN_EXPOSURE_HTTP_LOG=${JSON.stringify(join(directory, "http-errors.jsonl"))} ${JSON.stringify(process.execPath)} ${JSON.stringify(vite)} preview --host 127.0.0.1 --port $PORT --strictPort --outDir ${JSON.stringify(site)}`, + cwd: fixture, + }, + timeoutMs: 180_000, + headless: false, + trace: false, + target: "browser", + browserArgs: WEBGPU_BROWSER_ARGS, + allowSoftwareAdapter: true, + captureArtifactScreenshots: true, + }); + await writeFile( + join(directory, "report.json"), + `${JSON.stringify({ sourceSha, mutation: item.mutation ?? null, ...report }, null, 2)}\n`, + ); + const screenshot = join(directory, "after.png"); + const result = await qualifyExposureCapture(report, item, screenshot, item.name); + results.push({ + name: item.name, + sourceSha, + mutation: item.mutation ?? null, + ...result, + capture: report.capture, + screenshot, + }); + await writeFile( + join(artifacts, "summary.json"), + `${JSON.stringify({ sourceSha, correctnessOnly: true, results }, null, 2)}\n`, + ); + } + console.info( + `PRD339_EXPOSURE_PROOF ${JSON.stringify({ sourceSha, captures: results.length, correctnessOnly: true })}`, + ); +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyColdBoot.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyColdBoot.ts new file mode 100644 index 0000000000..05c25176ad --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyColdBoot.ts @@ -0,0 +1,80 @@ +import { execFileSync } from "node:child_process"; +import { randomUUID } from "node:crypto"; +import { mkdir, stat, writeFile } from "node:fs/promises"; +import { dirname, join, resolve } from "node:path"; +import { fileURLToPath } from "node:url"; +import { build } from "vite"; +import { + WEBGPU_BROWSER_ARGS, + runStandalonePlaytest, +} from "../../../../playtest/dist/runner/index.js"; +import { qualifyColdBoot, qualifyColdBootSpread } from "./coldBootProof.js"; + +const fixture = dirname(fileURLToPath(import.meta.url)); +const root = resolve(fixture, "../../../../.."); +const artifacts = join(root, "artifacts/prd339-cold-boot"); +const site = join(artifacts, "site"); +await mkdir(artifacts, { recursive: true }); +await build({ configFile: false, root: fixture, build: { outDir: site, emptyOutDir: true } }); +if (!process.argv.includes("--build-only")) { + const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", + }).trim(); + const vite = join( + dirname(fileURLToPath(import.meta.resolve("vite/package.json"))), + "bin/vite.js", + ); + const results = []; + for (const snapGain of [1, 0] as const) { + const runs = []; + for (let launch = 0; launch < 10; launch++) { + const launchId = randomUUID(); + const directory = join(artifacts, `snap-${snapGain}`, String(launch)); + await mkdir(directory, { recursive: true }); + const report = await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath: join(fixture, "cold-boot.playtest.json"), + url: `http://127.0.0.1:4173/?bright=1&stops=11&coldBoot=1&snapGain=${snapGain}`, + port: 0, + server: { + command: `${JSON.stringify(process.execPath)} ${JSON.stringify(vite)} preview --host 127.0.0.1 --port $PORT --strictPort --outDir ${JSON.stringify(site)}`, + cwd: fixture, + }, + timeoutMs: 120_000, + headless: false, + trace: false, + target: "browser", + browserArgs: WEBGPU_BROWSER_ARGS, + allowSoftwareAdapter: true, + captureArtifactScreenshots: true, + }); + await writeFile( + join(directory, "report.json"), + `${JSON.stringify({ sourceSha, launch, launchId, snapGain, ...report }, null, 2)}\n`, + ); + for (const name of ["before.png", "after.png", "tone-0.png"]) + if ((await stat(join(directory, name))).size === 0) + throw new Error(`Cold boot ${snapGain}/${launch}: ${name} missing.`); + const proof = qualifyColdBoot(report); + runs.push({ launch, launchId, ...proof, capture: report.capture }); + await writeFile( + join(artifacts, `snap-${snapGain}.json`), + `${JSON.stringify({ sourceSha, snapGain, boundary: "three accepted live-clock GPU updates", runs }, null, 2)}\n`, + ); + } + results.push({ snapGain, ...qualifyColdBootSpread(runs), runs }); + } + // Repeatability and snap responsiveness are independent acceptance gates. + // Preserve the zero-gain boot measurements; its required red gate is verifySnap.ts. + await writeFile( + join(artifacts, "summary.json"), + `${JSON.stringify({ sourceSha, correctnessOnly: true, results }, null, 2)}\n`, + ); + if (results[0]?.pass !== true) + throw new Error( + `Cold-boot spread qualification failed: ${JSON.stringify(results.map(({ snapGain, spread, pass }) => ({ snapGain, spread, pass })))}`, + ); + console.info(`PRD339_COLD_BOOT_PROOF ${JSON.stringify({ sourceSha, launches: 20, limit: 0.1 })}`); +} diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyLifecycle.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyLifecycle.ts new file mode 100644 index 0000000000..846e89257e --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyLifecycle.ts @@ -0,0 +1,49 @@ +import { execFileSync } from "node:child_process"; +import { randomUUID } from "node:crypto"; +import { mkdir, writeFile } from "node:fs/promises"; +import { dirname, join, resolve } from "node:path"; +import { fileURLToPath } from "node:url"; +import { build } from "vite"; +import { + WEBGPU_BROWSER_ARGS, + runStandalonePlaytest, +} from "../../../../playtest/dist/runner/index.js"; +import { qualifyExposureLifecycle } from "./lifecycleProof.js"; +import { assertExposureConsumer } from "./proof.js"; +const fixture = dirname(fileURLToPath(import.meta.url)); +const root = resolve(fixture, "../../../../.."); +const consumer = process.env.TN_EXPOSURE_CONSUMER === "1"; +const runId = randomUUID(); +const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", +}).trim(); +const directory = join(root, "artifacts/prd339-lifecycle", runId); +const site = join(directory, "site"); +await mkdir(directory, { recursive: true }); +await build({ configFile: false, root: fixture, build: { outDir: site, emptyOutDir: true } }); +const vite = join(dirname(fileURLToPath(import.meta.resolve("vite/package.json"))), "bin/vite.js"); +const report = await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath: join(fixture, "lifecycle.playtest.json"), + url: `http://127.0.0.1:4173/?bright=1&stops=11&snapGain=0&deterministic=1${consumer ? "&consumer=1" : ""}`, + port: 0, + server: { + command: `${JSON.stringify(process.execPath)} ${JSON.stringify(vite)} preview --host 127.0.0.1 --port $PORT --strictPort --outDir ${JSON.stringify(site)}`, + cwd: fixture, + }, + timeoutMs: 180000, + headless: false, + trace: false, + target: "browser", + browserArgs: WEBGPU_BROWSER_ARGS, + allowSoftwareAdapter: true, + captureArtifactScreenshots: true, +}); +await writeFile( + join(directory, "report.json"), + `${JSON.stringify({ sourceSha, runId, consumer, ...report }, null, 2)}\n`, +); +if (consumer) assertExposureConsumer(report); +console.info(`PRD339_LIFECYCLE_PROOF ${JSON.stringify(qualifyExposureLifecycle(report))}`); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyNative.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyNative.ts new file mode 100644 index 0000000000..86a7a4296b --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifyNative.ts @@ -0,0 +1,299 @@ +import assert from "node:assert/strict"; +import { execFileSync } from "node:child_process"; +import { createHash, randomUUID } from "node:crypto"; +import { mkdir, readFile, writeFile } from "node:fs/promises"; +import { dirname, join, resolve } from "node:path"; +import { fileURLToPath } from "node:url"; +import { PNG } from "pngjs"; +import { + DesktopPlaytestDriver, + type IStandalonePlaytestReport, + runDesktopPlaytest, +} from "../../../../playtest/dist/runner/index.js"; +import { regionMetrics } from "../../../../playtest/src/runner/steps.js"; +import { pairedExposureSamples } from "./proof.js"; + +const fixture = dirname(fileURLToPath(import.meta.url)); +const project = resolve(fixture, "../../.."); +const root = resolve(project, "../.."); +const runId = randomUUID(); +const consumer = process.env.TN_EXPOSURE_CONSUMER === "1"; +const output = join(root, "artifacts/prd339-native-exposure", runId); +const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", +}).trim(); +const runtime = resolve( + process.env.TN_NATIVE_EXECUTABLE ?? join(root, "packages/runtime-native/build/tn-linux/mystral"), +); +const expectedLuminance = 3.896103858947754; // Same bright-room browser fixture reference and 2% tolerance. +type ConsoleEntry = { text: string; type: string }; + +function marker(entries: readonly ConsoleEntry[], prefix: string) { + const matches = entries.filter(({ text }) => text.includes(prefix)); + assert.equal(matches.length, 1, `Missing or duplicate ${prefix}`); + const text = matches[0]?.text; + assert.ok(text); + return JSON.parse(text.slice(text.indexOf(prefix) + prefix.length)); +} + +function qualify( + report: IStandalonePlaytestReport, + consoleEntries: ConsoleEntry[], + screenshot: Buffer, +) { + const validation = marker(consoleEntries, "TN_EXPOSURE_NATIVE_VALIDATION:"); + assert.deepEqual( + validation.errors, + [null, null, null], + "Native exposure GPU scopes were not clean", + ); + assert.deepEqual(validation.scopes, ["internal", "out-of-memory", "validation"]); + assert.equal(validation.updates, 180); + assert.equal(report.pass, true, JSON.stringify(report.diagnostics)); + assert.equal(report.runtime, "native"); + assert.equal(report.target, "desktop"); + assert.equal(report.startup?.phase, "ready"); + assert.ok( + !consoleEntries.some( + ({ type, text }) => + type === "error" || + /\[error\]|Device error|device.lost|TN_FATAL|TN_NATIVE_START_FAILED|validation error|\[FATAL\]|\[WebGPU\].*Failed/i.test( + text, + ), + ), + "Native console reported an error or device loss", + ); + const entries = consoleEntries.map(({ text }) => ({ + text: text.replace(/^\[(?:info|log)\]\s*/, ""), + })); + const samples = pairedExposureSamples(entries); + assert.equal(samples.length, 180, "Exactly 180 accepted GPU readbacks are required"); + for (const [index, sample] of samples.entries()) { + assert.equal(sample.clock, "deterministic-per-render"); + assert.equal(sample.updates, index + 1); + assert.ok(Math.abs(sample.consumedSeconds - (index + 1) / 60) < 1e-9); + assert.ok(Number.isFinite(sample.nodeTime) && Number.isInteger(sample.nodeFrameId)); + const previous = samples[index - 1]; + if (previous !== undefined) { + assert.ok(sample.nodeTime > previous.nodeTime && sample.nodeFrameId > previous.nodeFrameId); + assert.ok(sample.realConsumedSeconds >= previous.realConsumedSeconds); + } + assert.equal(sample.measurement.measured, true); + assert.equal(sample.measurement.applied, true); + assert.ok( + [ + sample.measurement.exposureStops, + sample.measurement.targetStops, + sample.measurement.luminance, + sample.realConsumedSeconds, + ].every(Number.isFinite), + ); + assert.ok(sample.measurement.luminance > 0); + assert.equal( + sample.measurement.settled, + Math.abs(sample.measurement.targetStops - sample.measurement.exposureStops) <= 0.25, + ); + assert.ok(Math.abs(Number(Reflect.get(sample, "deltaSeconds")) - 1 / 60) < 1e-12); + } + const terminal = samples.at(-1)?.measurement; + assert.ok(terminal && terminal.settled === true); + assert.ok(Number.isFinite(terminal.luminance) && terminal.luminance > 0); + assert.ok(Math.abs(terminal.luminance / expectedLuminance - 1) <= 0.02); + assert.ok(Math.abs(terminal.targetStops - Math.log2(0.18 / terminal.luminance)) < 0.001); + assert.ok(Math.abs(terminal.exposureStops - terminal.targetStops) <= 0.25); + assert.ok(Math.abs(terminal.exposureStops - Math.log2(0.18 / expectedLuminance)) <= 0.25); + const warmup = marker(consoleEntries, "TN_EXPOSURE_WARMUP:"); + assert.equal(warmup.updates, 180); + assert.deepEqual(warmup.measurement, terminal); + assert.equal(marker(consoleEntries, "TN_EXPOSURE_READY:").warmupComplete, true); + const provenance = marker(consoleEntries, "TN_PIPELINE_CAPTURE:"); + assert.ok( + typeof provenance.adapter?.identity === "string" && + provenance.adapter.identity.startsWith("native:"), + ); + assert.ok(!/null|swiftshader|llvmpipe|software/i.test(provenance.adapter.identity)); + const png = PNG.sync.read(screenshot); + assert.equal(png.width, 640); + assert.equal(png.height, 360); + const pixels = regionMetrics(png, { x: 0, y: 0, width: 640, height: 360 }); + assert.ok(pixels.nonblankPixelRatio >= 0.15, "Native output failed the original nonblank gate"); + return { + terminal, + samples: samples.length, + adapter: provenance.adapter.identity, + pixels, + validation, + }; +} + +async function runVariant(inject: boolean) { + const artifacts = join(output, inject ? "validation-negative" : "positive"); + await mkdir(artifacts, { recursive: true }); + const entry = join(artifacts, "entry.ts"); + await writeFile( + entry, + `import { createExposureFixture } from ${JSON.stringify(join(fixture, "game.ts"))};\nconsole.info("TN_EXPOSURE_CAPTURE_RUN:" + JSON.stringify(${JSON.stringify({ runId, variant: inject ? "validation-negative" : "positive" })}));\nexport default createExposureFixture({ enabled:true, bright:true, stops:11, snapGain:0, deterministic:true, nativeValidation:true, consumer:${consumer}, nativeValidationInject:${inject} });\n`, + ); + const bundle = join(artifacts, "game.js"); + execFileSync( + process.execPath, + [ + "packages/runtime-native/scripts/bundle.mjs", + "--project", + project, + "--entry", + entry, + "--target", + "desktop", + "--output", + bundle, + ], + { cwd: root, stdio: "inherit" }, + ); + const scenario = JSON.parse(await readFile(join(fixture, "native-static.playtest.json"), "utf8")); + if (inject) { + scenario.steps[0].waitForResource = { id: "state", path: "sampleFrames", equals: 180 }; + scenario.assert.resources = scenario.assert.resources.slice(0, 1); + } + const scenarioPath = join(artifacts, "scenario.playtest.json"); + await writeFile(scenarioPath, JSON.stringify(scenario)); + let driver: DesktopPlaytestDriver | undefined; + const report = await runDesktopPlaytest( + { + artifactDirectory: artifacts, + projectPath: project, + scenarioPath, + target: "desktop", + desktop: { + executable: runtime, + hostArgs: ["run", bundle, "--width", "640", "--height", "360"], + }, + headless: false, + timeoutMs: 120000, + trace: false, + url: "", + }, + { + driverFactory(options) { + driver = new DesktopPlaytestDriver(options); + return driver; + }, + }, + ); + assert.ok(driver); + await writeFile( + join(artifacts, "console.json"), + JSON.stringify(await driver.captureConsole(), null, 2), + ); + await writeFile(join(artifacts, "report.json"), JSON.stringify(report, null, 2)); + const evidence = JSON.parse( + await readFile(join(artifacts, "device-response-observations.json"), "utf8"), + ); + assert.ok( + Array.isArray(evidence.observations) && evidence.observations.length >= 4, + "Raw native mailbox evidence is missing", + ); + const replies = evidence.observations.map( + (item: { method: string; body: string; order: number; requestId: string }, index: number) => { + assert.equal(item.order, index + 1); + assert.equal(item.requestId, String(index + 1)); + const response = JSON.parse(item.body); + assert.equal(response.id, item.requestId); + assert.equal(response.error, undefined); + assert.ok(response.result && typeof response.result === "object"); + return { method: item.method, result: response.result }; + }, + ); + assert.equal(replies[0]?.method, "describe"); + assert.ok(replies[0].result.capabilities.includes("runtime.fixedStep")); + assert.ok( + replies.some( + (reply: { method: string; result: { ready?: boolean } }) => + reply.method === "ready" && reply.result.ready === true, + ), + ); + const rawSamples = replies.filter((reply: { method: string }) => reply.method === "sample"); + assert.ok(rawSamples.length >= 2); + for (const sample of rawSamples) assert.equal(sample.result.clock.mode, "fixed-step"); + const consoleEntries = JSON.parse( + await readFile(join(artifacts, "console.json"), "utf8"), + ) as ConsoleEntry[]; + if (consumer) { + const observed = marker(consoleEntries, "TN_EXPOSURE_CONSUMER:"); + assert.deepEqual(observed, { installed: true, owned: true }); + } + assert.deepEqual( + marker(consoleEntries, "TN_EXPOSURE_CAPTURE_RUN:"), + { + runId, + variant: inject ? "validation-negative" : "positive", + }, + "Native host console must belong to this exact capture entry", + ); + if (inject) { + const paired = pairedExposureSamples( + consoleEntries.map(({ text }) => ({ text: text.replace(/^\[(?:info|log)\]\s*/, "") })), + ); + assert.equal(paired.length, 180); + for (const [index, sample] of paired.entries()) { + assert.equal(sample.updates, index + 1); + assert.equal(sample.measurement.measured, true); + assert.equal(sample.measurement.applied, true); + } + const validation = marker(consoleEntries, "TN_EXPOSURE_NATIVE_VALIDATION:"); + assert.ok( + validation.errors.some( + (error: unknown) => typeof error === "string" && /usage|buffer|validation/i.test(error), + ), + "Injected GPU validation error was not observed", + ); + assert.throws( + () => qualify(report, consoleEntries, Buffer.alloc(0)), + /Native exposure GPU scopes were not clean/, + ); + return { injectedValidationRejected: true }; + } + const qualification = qualify( + report, + consoleEntries, + await readFile(join(artifacts, "after.png")), + ); + const before = PNG.sync.read(await readFile(join(artifacts, "before.png"))); + assert.equal(before.width, 640); + assert.equal(before.height, 360); + const beforePixels = regionMetrics(before, { x: 0, y: 0, width: 640, height: 360 }); + assert.ok(beforePixels.nonblankPixelRatio >= 0.15); + const rawTerminal = rawSamples.at(-1)?.result.resources.state; + assert.equal(rawTerminal.sampleFrames, 180); + assert.equal(rawTerminal.validationDone, true); + assert.deepEqual(rawTerminal.exposure, qualification.terminal); + return { ...qualification, beforePixels }; +} + +const positive = await runVariant(false); +const negative = await runVariant(true); +const runtimeSha256 = createHash("sha256") + .update(await readFile(runtime)) + .digest("hex"); +await writeFile( + join(output, "qualification.json"), + JSON.stringify( + { + runId, + sourceSha, + consumer, + positive, + negative, + runtimeSha256, + diagnosticSource: + "actual GPU error scopes and captured native host console; native GPUDevice.lost is an unsupported stub and is not a diagnostic producer; no normalized runtime diagnostic defaults", + }, + null, + 2, + ), +); +console.info(`Native exposure evidence: ${output}`); +console.info( + `Native exposure desktop qualification passed: ${JSON.stringify({ positive, negative })}`, +); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/verifySnap.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifySnap.ts new file mode 100644 index 0000000000..3e5c846b79 --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/verifySnap.ts @@ -0,0 +1,89 @@ +import { execFileSync } from "node:child_process"; +import { randomUUID } from "node:crypto"; +import { mkdir, writeFile } from "node:fs/promises"; +import { dirname, join, resolve } from "node:path"; +import { fileURLToPath } from "node:url"; +import { build } from "vite"; +import { + WEBGPU_BROWSER_ARGS, + runStandalonePlaytest, +} from "../../../../playtest/dist/runner/index.js"; +import { exposureMutationPlugin } from "./mutations.js"; +import { assertExposureConsumer } from "./proof.js"; +import { qualifyExposureSnap } from "./snapProof.js"; +const fixture = dirname(fileURLToPath(import.meta.url)); +const root = resolve(fixture, "../../../../.."); +const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", +}).trim(); +const runId = randomUUID(); +const consumer = process.env.TN_EXPOSURE_CONSUMER === "1"; +const artifacts = join(root, "artifacts/prd339-snap-response", runId); +const site = join(artifacts, "site"); +await mkdir(artifacts, { recursive: true }); +await build({ configFile: false, root: fixture, build: { outDir: site, emptyOutDir: true } }); +const vite = join(dirname(fileURLToPath(import.meta.resolve("vite/package.json"))), "bin/vite.js"); +const results = []; +const variants = [ + { snapGain: 1 as const, missingWire: false }, + { snapGain: 0 as const, missingWire: false }, +]; +if (consumer) variants.push({ snapGain: 1, missingWire: true }); +for (const { snapGain, missingWire } of variants) { + const mutationRecords: unknown[] = []; + if (missingWire) + await build({ + configFile: false, + root: fixture, + build: { outDir: site, emptyOutDir: true }, + plugins: [exposureMutationPlugin("consumer", (record) => mutationRecords.push(record))], + }); + const directory = join(artifacts, missingWire ? "consumer-missing-wire" : `gain-${snapGain}`); + await mkdir(directory, { recursive: true }); + const report = await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath: join(fixture, "cut-frames.playtest.json"), + url: `http://127.0.0.1:4173/?bright=1&stops=11&snapGain=${snapGain}&deterministic=1&cameraCut=1${consumer ? "&consumer=1" : ""}`, + port: 0, + server: { + command: `${JSON.stringify(process.execPath)} ${JSON.stringify(vite)} preview --host 127.0.0.1 --port $PORT --strictPort --outDir ${JSON.stringify(site)}`, + cwd: fixture, + }, + timeoutMs: 120000, + headless: false, + trace: false, + target: "browser", + browserArgs: WEBGPU_BROWSER_ARGS, + allowSoftwareAdapter: true, + captureArtifactScreenshots: true, + }); + await writeFile( + join(directory, "report.json"), + `${JSON.stringify({ sourceSha, runId, snapGain, missingWire, mutationRecords, ...report }, null, 2)}\n`, + ); + const response = qualifyExposureSnap(report, snapGain); + if (missingWire) { + let rejected = false; + try { + assertExposureConsumer(report); + } catch (error) { + if (!(error instanceof Error) || !error.message.includes("actual graph")) throw error; + rejected = true; + } + if (!rejected) throw new Error("Missing-wire negative control did not fail the consumer gate."); + } else if (consumer) assertExposureConsumer(report); + results.push({ + snapGain, + missingWire, + expectedConsumerFailure: missingWire, + ...response, + capture: report.capture, + }); +} +await writeFile( + join(artifacts, "summary.json"), + `${JSON.stringify({ sourceSha, runId, consumer, criterion: "owner-approved AC2 first-update response", firstUpdateBudget: 1, adaptationDelta: 1 / 60, toleranceStops: 0.25, results }, null, 2)}\n`, +); +console.info(`PRD339_SNAP_RESPONSE_PROOF ${JSON.stringify(results)}`); diff --git a/packages/create-threenative/__tests__/fixtures/auto-exposure/vite.config.ts b/packages/create-threenative/__tests__/fixtures/auto-exposure/vite.config.ts new file mode 100644 index 0000000000..e930f5b2eb --- /dev/null +++ b/packages/create-threenative/__tests__/fixtures/auto-exposure/vite.config.ts @@ -0,0 +1,25 @@ +import { appendFileSync } from "node:fs"; +import { defineConfig } from "vite"; + +// Observe failed fixture requests, without changing their responses or waiving console errors. +export default defineConfig({ + plugins: [ + { + name: "exposure-fixture-http-errors", + configurePreviewServer(server) { + const file = process.env.TN_EXPOSURE_HTTP_LOG; + if (file === undefined) return; + server.middlewares.use((request, response, next) => { + response.once("finish", () => { + if (response.statusCode >= 400) + appendFileSync( + file, + `${JSON.stringify({ method: request.method, url: request.url, status: response.statusCode })}\n`, + ); + }); + next(); + }); + }, + }, + ], +}); diff --git a/packages/create-threenative/__tests__/rain-quality-initialization.spec.tsx b/packages/create-threenative/__tests__/rain-quality-initialization.spec.tsx new file mode 100644 index 0000000000..0ca6b366fe --- /dev/null +++ b/packages/create-threenative/__tests__/rain-quality-initialization.spec.tsx @@ -0,0 +1,122 @@ +import { afterEach, beforeEach, describe, expect, it, vi } from "vitest"; +import { GameUi } from "../templates/rain/src/ui/GameUi.js"; + +const hooks = vi.hoisted(() => ({ + effects: [] as Array<() => unknown>, + refs: [] as Array<{ current: unknown }>, + index: 0, + state: { + quality: "performance", + softwareRendering: true, + qualityExplicit: false, + loading: { ready: false, progress: 0 }, + }, + send: vi.fn(), +})); +vi.mock("@threenative/ui", () => ({ + UiLayer: "div", + useUiState: () => hooks.state, + useUiIntent: () => hooks.send, +})); +vi.mock("react/jsx-runtime", () => ({ + jsx: (type: unknown, props: unknown) => ({ type, props }), + jsxs: (type: unknown, props: unknown) => ({ type, props }), +})); +vi.mock("react/jsx-dev-runtime", () => ({ + jsxDEV: (type: unknown, props: unknown) => ({ type, props }), +})); +vi.mock("react", () => ({ + useCallback: (callback: unknown) => callback, + useEffect: (effect: () => unknown) => hooks.effects.push(effect), + useRef: (value: unknown) => { + const index = hooks.index++; + hooks.refs[index] ??= { current: value }; + return hooks.refs[index]; + }, + useState: (value: unknown) => [value, vi.fn()], +})); + +function publishSnapshot(): void { + hooks.index = 0; + hooks.effects = []; + const element = GameUi(); + element.props.children.type(); + for (const effect of hooks.effects) effect(); +} + +describe("Rain initial quality ownership", () => { + beforeEach(() => { + hooks.refs = []; + hooks.send.mockClear(); + hooks.state = { + quality: "performance", + softwareRendering: true, + qualityExplicit: false, + loading: { ready: false, progress: 0 }, + }; + vi.stubGlobal("window", { + innerWidth: 1440, + location: { search: "" }, + addEventListener: vi.fn(), + removeEventListener: vi.fn(), + matchMedia: () => ({ matches: false }), + }); + vi.stubGlobal("document", { addEventListener: vi.fn(), removeEventListener: vi.fn() }); + }); + afterEach(() => vi.unstubAllGlobals()); + + it("keeps the scene's software study tier instead of raising it for a wide UI", () => { + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + }); + + it("honours an explicit URL tier even on the software default", () => { + window.location.search = "?quality=ultra"; + publishSnapshot(); + expect(hooks.send).toHaveBeenCalledWith("setQuality", "ultra"); + }); + + it("keeps a later player choice when another snapshot arrives", () => { + publishSnapshot(); + hooks.send.mockClear(); + hooks.state.quality = "balanced"; + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + }); + + it.each([ + [699, "performance"], + [700, "high"], + [1440, "high"], + ])("keeps the hardware width default at %s pixels", (width, quality) => { + hooks.state.softwareRendering = false; + window.innerWidth = Number(width); + publishSnapshot(); + expect(hooks.send).toHaveBeenCalledWith("setQuality", quality); + hooks.send.mockClear(); + window.innerWidth = 400; + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + }); + + it("keeps an explicit hardware choice made before the first UI snapshot", () => { + hooks.state.softwareRendering = false; + hooks.state.qualityExplicit = true; + hooks.state.quality = "balanced"; + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + }); + it("keeps a runner's raw quality setup on software after scene loading", () => { + hooks.state.quality = "balanced"; + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + }); + it("waits for adapter classification without consuming its one-time hardware choice", () => { + Reflect.deleteProperty(hooks.state, "softwareRendering"); + publishSnapshot(); + expect(hooks.send.mock.calls.filter(([name]) => name === "setQuality")).toEqual([]); + hooks.state.softwareRendering = false; + publishSnapshot(); + expect(hooks.send).toHaveBeenCalledWith("setQuality", "high"); + }); +}); diff --git a/packages/create-threenative/__tests__/rain-software-default.spec.ts b/packages/create-threenative/__tests__/rain-software-default.spec.ts new file mode 100644 index 0000000000..7b46cf3a82 --- /dev/null +++ b/packages/create-threenative/__tests__/rain-software-default.spec.ts @@ -0,0 +1,115 @@ +import { fileURLToPath } from "node:url"; +import { PerspectiveCamera, Scene as ThreeScene } from "three"; +import { describe, expect, it, vi } from "vitest"; +import { composeScenarioSetupRequest } from "../../playtest/src/runner/setup-request.js"; +import { loadPlaytestScenario } from "../../playtest/src/scenario.js"; +import { installThreePlaytestBridge } from "../../playtest/src/three/bridge.js"; +import { studyTier } from "../templates/rain/src/render/quality.js"; +import { Coast, type WeatherCtx } from "../templates/rain/src/scenes/Boot.js"; +import { intentPatch, preset } from "../templates/rain/src/state.js"; + +vi.mock("@threenative/core", () => ({ + Scene: class { + load() {} + }, + alwaysRender: vi.fn(), + isMobile: () => false, +})); +vi.mock("../templates/rain/src/audio/storm.js", () => ({ + STORM_AUDIO_ENTITY: "audio", + createStormAudio: vi.fn(), +})); +vi.mock("../templates/rain/src/render/camera.js", () => ({ + createCameraRig: vi.fn(), + setupCamera: vi.fn(), +})); +vi.mock("../templates/rain/src/render/lightning.js", () => ({ createStormLightning: vi.fn() })); +vi.mock("../templates/rain/src/render/loading.js", () => ({ createLoadingScreen: vi.fn() })); +vi.mock("../templates/rain/src/render/postprocessing.js", () => ({ setupPost: vi.fn() })); +vi.mock("../templates/rain/src/render/rain.js", () => ({ createStormRain: vi.fn() })); +vi.mock("../templates/rain/src/render/world.js", () => ({ createWeatherWorld: vi.fn() })); + +function load(software: string | undefined, width: number, choice?: string) { + let state = { ...Coast.initialState }; + if (choice !== undefined) + state = { ...state, ...intentPatch("setQuality", choice, preset("storm")) }; + const ctx = { + renderer: { softwareAdapter: software }, + viewport: { size: { width, height: 720 } }, + state: { + getState: () => state, + set: (patch: object) => { + state = { ...state, ...patch }; + }, + flush: vi.fn(), + }, + } as unknown as WeatherCtx; + new Coast().load(ctx); + return { state, ctx }; +} + +describe("Rain study quality before scene entry", () => { + it("can apply the tiers scenario setup through the engine's read-only state contract", async () => { + const scenario = await loadPlaytestScenario( + fileURLToPath(new URL("../templates/rain/", import.meta.url)), + "playtests/tiers.playtest.json", + ); + const installation = installThreePlaytestBridge({ + camera: new PerspectiveCamera(), + scene: new ThreeScene(), + renderer: { getDrawingBufferSize: (target) => target.set(1280, 720) }, + resources: { read: () => ({ state: { quality: "performance" } }) }, + }); + try { + await expect( + installation.bridge.applySetup?.( + await composeScenarioSetupRequest( + { sample: async (request) => installation.bridge.sample(request) }, + scenario, + ), + ), + ).resolves.toEqual({ + entities: [], + resources: [], + }); + } finally { + installation.dispose(); + } + }); + it.each(["swiftshader", "llvmpipe"])( + "selects performance on %s before the first storm frame", + (adapter) => { + expect(load(adapter, 1440).state.quality).toBe("performance"); + }, + ); + it("leaves the authored hardware window-width policy to the UI", () => { + expect(load(undefined, 1440).state.quality).toBe("balanced"); + expect(load(undefined, 699).state.quality).toBe("balanced"); + expect(load(undefined, 700).state.softwareRendering).toBe(false); + }); + it("feeds the existing cheap cloud and reflection policy without changing its budgets", () => { + expect(studyTier(load("swiftshader", 1440).state.quality)).toEqual({ + cloudScale: 0.4, + cloudSteps: 32, + rainBudget: 6_500, + reflections: false, + }); + expect(studyTier(load("swiftshader", 1440, "high").state.quality)).toEqual({ + cloudScale: 0.6, + cloudSteps: 64, + rainBudget: 12_000, + reflections: true, + }); + }); + it.each(["performance", "balanced", "high", "ultra"])( + "preserves an early explicit %s choice", + (quality) => { + expect(load("swiftshader", 1440, quality).state.quality).toBe(quality); + }, + ); + it("does not revise a choice on a viewport resize", () => { + const { state, ctx } = load(undefined, 1440); + Object.assign(ctx.viewport.size, { width: 400 }); + expect(state.quality).toBe("balanced"); + }); +}); diff --git a/packages/create-threenative/__tests__/sailing-readiness-host.spec.ts b/packages/create-threenative/__tests__/sailing-readiness-host.spec.ts new file mode 100644 index 0000000000..6f6342a6c2 --- /dev/null +++ b/packages/create-threenative/__tests__/sailing-readiness-host.spec.ts @@ -0,0 +1,121 @@ +import { afterEach, expect, it, vi } from "vitest"; +import { defineGame } from "../../core/src/game.js"; +import { type ICtx, Scene } from "../../core/src/scene.js"; +import { holdOceanHeight } from "../templates/sailing/src/scenes/ocean-readiness.js"; + +afterEach(() => { + vi.unstubAllGlobals(); + vi.useRealTimers(); +}); + +it("the real Game keeps world callbacks progressing during a height hold with its clock frozen", async () => { + vi.useFakeTimers(); + let frame: FrameRequestCallback | undefined; + vi.stubGlobal("requestAnimationFrame", (callback: FrameRequestCallback) => { + frame = callback; + return 1; + }); + vi.stubGlobal("cancelAnimationFrame", () => undefined); + const canvas = new EventTarget() as EventTarget & Partial; + Object.defineProperties(canvas, { + clientHeight: { value: 90 }, + clientWidth: { value: 160 }, + parentElement: { value: null }, + }); + let ctx: ICtx | undefined; + let stopHeight: () => void = () => undefined; + let freeze: () => void = () => undefined; + let height: number | undefined; + let dispatches = 0; + let samples = 0; + let renders = 0; + let updates = 0; + class Sea extends Scene { + static override readonly initialState = {}; + override enter(context: ICtx): undefined { + ctx = context; + context.canvasLayer.opaque = true; + stopHeight = holdOceanHeight(context, { + process: () => { + dispatches += 1; + }, + sampleHeight: () => { + samples += 1; + return height === undefined ? undefined : { height, staleFrames: 0 }; + }, + }); + return undefined; + } + override update(): void { + updates += 1; + } + override exit(): void { + stopHeight(); + } + } + const game = defineGame({ + renderer: { + canvas: canvas as HTMLCanvasElement, + preferWebGPU: false, + webgl2Factory: () => + ({ + domElement: canvas, + render: () => { + renders += 1; + }, + setSize: () => undefined, + dispose: () => undefined, + }) as never, + }, + plugins: [ + { + setup(_context, runtime) { + freeze = () => runtime?.freezeClock?.(); + return undefined; + }, + }, + ], + scenes: { sea: Sea }, + start: "sea", + }); + async function present(index: number) { + if (frame === undefined) throw new Error("The real Game did not schedule a frame."); + frame(index * 16.7); + for (let turn = 0; turn < 6; turn++) await Promise.resolve(); + } + try { + await game.start(); + freeze(); + + expect(dispatches).toBe(0); + for (let index = 1; index <= 24 && dispatches === 0; index++) await present(index); + expect(ctx?.startup.timeline.frameworkReadyMs).toBeTypeOf("number"); + expect(ctx?.startup.timeline.readyMs).toBeUndefined(); + expect(ctx?.startup.phase).toBe("collapsing"); + expect(dispatches).toBe(1); + const heldUpdates = updates; + expect(heldUpdates).toBe(60); + const sampled = samples; + const rendered = renders; + await present(25); + await present(26); + expect(samples).toBeGreaterThan(sampled); + expect(renders).toBeGreaterThan(rendered); + // freezeClock primes60ticks on its first presented frame; polling needs no further ticks. + expect(updates).toBe(heldUpdates); + height = 0; + await present(27); + await ctx?.startup.whenReady(); + expect(ctx?.startup.phase).toBe("ready"); + const finalSamples = samples; + await present(28); + expect(samples).toBe(finalSamples); + expect(dispatches).toBe(1); + await game.goto("sea"); + await present(29); + expect(dispatches).toBe(1); + expect(samples).toBe(finalSamples); + } finally { + await game.stop(); + } +}); diff --git a/packages/create-threenative/__tests__/sailing-readiness.spec.ts b/packages/create-threenative/__tests__/sailing-readiness.spec.ts new file mode 100644 index 0000000000..4b7d99d277 --- /dev/null +++ b/packages/create-threenative/__tests__/sailing-readiness.spec.ts @@ -0,0 +1,238 @@ +import { afterEach, beforeEach, describe, expect, it, vi } from "vitest"; + +const fixture = vi.hoisted(() => { + const order: string[] = []; + const ocean = { + advance: vi.fn((seconds: number) => order.push(`ocean:${seconds}`)), + process: vi.fn(), + sampleHeight: vi.fn<() => { height: number; staleFrames: number } | undefined>(() => undefined), + }; + const sea = { + advance: vi.fn((seconds: number) => order.push(`sea:${seconds}`)), + dispose: vi.fn(), + follow: vi.fn(), + wake: vi.fn(), + }; + const ship = { + capsize: vi.fn(), + capsized: false, + forward: { x: 0, z: -1 }, + heading: 0, + immersion: 0, + mesh: { position: { x: 0, y: 0, z: 0 } }, + speed: 0, + starboard: { x: 1, z: 0 }, + update: vi.fn(() => order.push("ship")), + visual: { position: { x: 0, y: 0, z: 0 } }, + }; + return { ocean, order, sea, ship }; +}); + +vi.mock("@threenative/core", async (importOriginal) => { + const actual = await importOriginal(); + return { + ...actual, + isMobile: () => false, + isTouchscreenAvailable: () => false, + }; +}); + +vi.mock("../templates/sailing/src/entities/Ship.js", () => ({ + Ship: vi.fn(function ShipMock() { + return fixture.ship; + }), +})); +vi.mock("../templates/sailing/src/render/camera.js", () => ({ + followShip: vi.fn(), + setupCamera: vi.fn(), +})); +vi.mock("../templates/sailing/src/render/lighting.js", () => ({ + followSun: vi.fn(), + setupLighting: vi.fn(() => ({})), +})); +vi.mock("../templates/sailing/src/render/loading.js", () => ({ + createLoadingScreen: vi.fn(() => ({ update: vi.fn() })), +})); +vi.mock("../templates/sailing/src/render/materials.js", () => ({ + createMaterials: vi.fn(() => ({})), +})); +vi.mock("../templates/sailing/src/render/ocean.js", () => ({ + createOcean: vi.fn(() => fixture.ocean), + createWaterMesh: vi.fn(() => fixture.sea), + markReflected: vi.fn(), + SEA_MIRROR: { level: 0, maxThickness: 24, reflection: { resolutionScale: 0.5, layers: 2 } }, + surfaceHeight: vi.fn(() => 0), +})); +vi.mock("../templates/sailing/src/render/postprocessing.js", () => ({ + setupPost: vi.fn(), +})); +vi.mock("../templates/sailing/src/render/props.js", () => ({ + createBuoy: vi.fn(() => ({ position: { set: vi.fn() } })), + createIsland: vi.fn(() => ({})), + // `Sailing.enter()` reads this synchronously; `Boot.load()` populates it in the real game. + getShipModel: vi.fn(() => ({ scene: {} })), +})); +vi.mock("../templates/sailing/src/render/sky.js", () => ({ + setupSky: vi.fn(), +})); + +import { Sailing } from "../templates/sailing/src/scenes/Sailing.js"; + +import { STARTUP_HOLD_BUDGET_MS, StartupReadiness } from "../../core/src/startup-readiness.js"; + +function harness(startup = new StartupReadiness({ stableFrames: 1 })) { + const callbacks = new Set<() => void>(); + const context = { + add: (object: T): T => object, + camera: {}, + entities: { add: (_id: string, entity: T): T => entity }, + input: { justPressed: () => false, raw: { pointers: new Map() } }, + physics: {}, + renderer: { raw: {} }, + scene: {}, + state: { flush: () => undefined, getState: () => Sailing.initialState, set: () => undefined }, + viewport: { size: { aspect: 16 / 9, height: 720, width: 1280 } }, + startup: { + get phase() { + return startup.ready ? "ready" : "collapsing"; + }, + hold: startup.hold.bind(startup), + whenFrameworkReady: startup.whenFrameworkReady.bind(startup), + }, + beforeRender(callback: () => void) { + callbacks.add(callback); + return () => callbacks.delete(callback); + }, + } as never; + const scene = new Sailing(); + scene.enter(context); + return { + callbacks, + context, + scene, + startup, + render: () => { + for (const callback of [...callbacks]) callback(); + }, + }; +} +async function framework(h: ReturnType) { + h.startup.start(); + await Promise.resolve(); + await Promise.resolve(); + h.startup.observe(1); + await Promise.resolve(); + await Promise.resolve(); +} +beforeEach(() => { + vi.useFakeTimers(); + fixture.ocean.process.mockReset(); + fixture.ocean.advance.mockClear(); + fixture.ocean.sampleHeight.mockReset().mockReturnValue(undefined); +}); +afterEach(() => { + vi.useRealTimers(); + vi.restoreAllMocks(); +}); + +describe("Sailing first height readiness", () => { + it("registers its initial hold synchronously and dispatches only after framework readiness", async () => { + const h = harness(); + expect(h.startup.pendingHolds).toHaveLength(1); + h.render(); + expect(fixture.ocean.process).not.toHaveBeenCalled(); + await framework(h); + expect(fixture.ocean.process).toHaveBeenCalledTimes(1); + h.render(); + h.render(); + expect(fixture.ocean.process).toHaveBeenCalledTimes(1); + expect(h.startup.ready).toBe(false); + h.scene.exit(h.context); + }); + it.each([ + undefined, + { height: Number.NaN, staleFrames: 0 }, + { height: Number.POSITIVE_INFINITY, staleFrames: 0 }, + ])("keeps readiness held for unavailable or invalid samples (%s)", async (sample) => { + const h = harness(); + await framework(h); + fixture.ocean.sampleHeight.mockReturnValue(sample); + h.render(); + await Promise.resolve(); + expect(h.startup.ready).toBe(false); + h.scene.exit(h.context); + }); + it("accepts a finite zero height without advancing simulation and removes its observer", async () => { + const h = harness(); + await framework(h); + expect(h.startup.ready).toBe(false); + fixture.ocean.sampleHeight.mockReturnValue({ height: 0, staleFrames: 0 }); + h.render(); + await h.startup.whenReady(); + expect(h.startup.ready).toBe(true); + expect(fixture.ocean.advance).not.toHaveBeenCalled(); + expect(h.callbacks.size).toBe(0); + expect(vi.getTimerCount()).toBe(0); + h.scene.exit(h.context); + }); + it("reports its bounded failure before the fail-open gate releases without fabricating height", async () => { + const errors = vi.spyOn(console, "error").mockImplementation(() => undefined); + const h = harness(); + await framework(h); + expect(h.startup.ready).toBe(false); + await vi.advanceTimersByTimeAsync(STARTUP_HOLD_BUDGET_MS); + await h.startup.whenReady(); + expect(errors.mock.calls.flat().join(" ")).toContain("TN_SAILING_HEIGHT_READBACK_FAILED"); + expect(h.callbacks.size).toBe(0); + expect(fixture.ocean.sampleHeight()).toBeUndefined(); + expect(vi.getTimerCount()).toBe(0); + h.scene.exit(h.context); + }); + it("cancels polling on exit and cannot dispatch after late framework completion", async () => { + const h = harness(); + expect(h.startup.pendingHolds).toHaveLength(1); + h.scene.exit(h.context); + await framework(h); + expect(fixture.ocean.process).not.toHaveBeenCalled(); + expect(h.callbacks.size).toBe(0); + expect(vi.getTimerCount()).toBe(0); + }); + it("reports a synchronous compute failure and releases the hold", async () => { + const errors = vi.spyOn(console, "error").mockImplementation(() => undefined); + fixture.ocean.process.mockImplementation(() => { + throw new Error("compute failed"); + }); + const h = harness(); + await framework(h); + await h.startup.whenReady(); + expect(errors.mock.calls.flat().join(" ")).toContain("compute failed"); + expect(h.callbacks.size).toBe(0); + expect(vi.getTimerCount()).toBe(0); + h.scene.exit(h.context); + }); + it("restarts after readiness without registering a late or duplicate hold", async () => { + const h = harness(); + await framework(h); + fixture.ocean.sampleHeight.mockReturnValue({ height: 1, staleFrames: 0 }); + h.render(); + await h.startup.whenReady(); + h.scene.exit(h.context); + expect(() => new Sailing().enter(h.context)).not.toThrow(); + expect(h.startup.holdReport).toHaveLength(1); + expect(h.callbacks.size).toBe(0); + }); + it("can replace an exited scene during startup without a duplicate hold label", async () => { + const h = harness(); + expect(h.startup.pendingHolds).toHaveLength(1); + h.scene.exit(h.context); + const next = new Sailing(); + expect(() => next.enter(h.context)).not.toThrow(); + await framework(h); + expect(fixture.ocean.process).toHaveBeenCalledTimes(1); + fixture.ocean.sampleHeight.mockReturnValue({ height: 0, staleFrames: 0 }); + h.render(); + await h.startup.whenReady(); + expect(h.startup.holdReport).toHaveLength(2); + next.exit(h.context); + }); +}); diff --git a/packages/create-threenative/__tests__/sailing.spec.ts b/packages/create-threenative/__tests__/sailing.spec.ts index 310bb33ef4..9819ba0484 100644 --- a/packages/create-threenative/__tests__/sailing.spec.ts +++ b/packages/create-threenative/__tests__/sailing.spec.ts @@ -105,6 +105,7 @@ async function createScene(): Promise<{ }, physics: {}, renderer: { raw: {} }, + startup: { phase: "ready" }, scene: {}, state: { flush: vi.fn(), diff --git a/packages/create-threenative/__tests__/scaffold.spec.ts b/packages/create-threenative/__tests__/scaffold.spec.ts index 8401ff1201..95c37fb50e 100644 --- a/packages/create-threenative/__tests__/scaffold.spec.ts +++ b/packages/create-threenative/__tests__/scaffold.spec.ts @@ -164,45 +164,30 @@ const BUG_REPORT_SKILL_PATHS = [ // all ten hashes to the values above, so nothing else in this lane reaches a scaffold. The docs // arrive through the templating step rather than a verbatim copy, which is why a content-hash // matcher does not list them and this ablation is the evidence instead. +// Recomputed 2026-10-03 for PRD-339's opt-in exposure integration at 8bf16f4c3. +// All thirteen actual no-install baseline52/current trees were byte-compared: only the +// generated worldEnvironment/autoExposure/quality wiring, two GPU/readback helper modules, +// and token-identical instruction whitespace changed. Default cost remains off; actual +// consumer GPU captures are byte-identical to the qualified public images. Measurement: +// docs/verification/prd339-exposure-proof/completion-consumer-8bf16f4.json. +// Current develop c18a42b integration: all13 actual generated trees were byte-compared +// against reviewed 8bf trees; only the copied Three compute-only Storage3DTexture patch changed. const PRD_201_PARENT_SCAFFOLD_HASHES: Readonly> = { - // Recomputed 2026-10-01 on the merge of develop a602467db (PRD-458/473): every template's frame - // budget now comes from resolveTargetFps, so ten trees move and `rts` does not; the capability reference (365 -> 368 entries) then moved all eleven, because it ships in every scaffold. - // Recomputed 2026-10-01, three times, each by a real run that found the previous tree wrong: - // the first gave each quality.ts a software adapter policy; the second found ten of eleven - // setupPost callers never forwarded the adapter fact to it; the third found no template but - // `starter` set `renderChainTier`, so a low preset still ran the high render chain. The same ten - // trees move on each of the last two. `starter` is unchanged throughout — its setupPost hands the - // whole environment to createAdaptiveQuality and its quality.ts already carried the chain tier. - // Values measured through createProject by the spec that asserts them, not by hand. - // Recomputed again 2026-10-01 for `sailing` alone: `sailMotion` is a range across landed cloth - // readbacks, and one landed copy makes that range zero by arithmetic, so the sails scenario now - // holds long enough for two copies to arrive on a CPU rasteriser and asserts the landed count - // beside it. Only the two sailing template files changed, so only this one tree moves. - // Recomputed again 2026-10-01 after merging the quality/post chain into this branch and landing - // the rts sim's order, queue and event-record fixes: `rts` alone moves, and it is the only one of - // the eleven that carries `src/sim/`. Measured through createProject on the merged tree. - // Recomputed 2026-10-01 on the merge of develop (PRD-470/471/472/474) into the rain + snow - // branch (PRD-469, PRD-473): the merged tree carries both sides' engine and manifest bytes, so - // all thirteen trees, rain and snow included, were re-measured through createProject. - // Recomputed 2026-10-02 rebasing the FabCLI manual-login fallback onto develop: the shared - // threenative-assets skill ships in every scaffold, so all thirteen trees move. - // PRD-479: each scaffold embeds the reviewed compute-only Storage3DTexture Three patch. - // A clean-tree audit matched all13 prior hashes, then changed only the copied patch and - // reproduced all13 CI received hashes. No template, version or other scaffold bytes changed. - "action-rpg": "115e31cd5a319cf1407d94486a839304ca26cc6c532384129f6a3e8e7f1a3e36", - minimal: "4149749167f26a50c4fe67b801cc71e3d9e26d737f7e43766813f69ac5804900", - platformer: "87dc88a3a6d50e88c476cf80c5be501bca62ce27474aed5d8155e02d8e729c90", - puzzle: "fc5d88b24b78db3830510360fe2a4e53a7d0805737ddc07047fb6530b23009bb", - racing: "502373fe0d07d97dca2bab70929ead5f7bafac123d3b97c2ae49b4a919e5124e", - rain: "731042034a9c73824998c919137aa7002d75cac031713e6d309bc8301f8b4088", - rts: "2b875e1041e0e533d17f5bd5104094e11f8fbbdd06aef1e0156cba80fc21585b", - runner: "b66c2056b1256773911c0f6e46bea6c2f705cc3acbb2b8e2aa3ee8c461938cff", - sailing: "2d1ec2373e3697afa0d8f6341260911c24f988315dc2942d1328c0ddbd848011", - // VQ11 after merge of develop 416ffd7: measured through createProject, only shooter changed. - shooter: "2a4a5cb0b4c91b2cc7578df8bee854d3fa66ffd58f85a8c840964c5549cecc54", - snow: "7b634782b3bc6eff9cc9b15141bbe5bba9d1014e034d2a2e8859e785911a6424", - starter: "212b3f23c97b60ad8475a9418a6f4eeb87202ebad570b424cab83ff6c3c4ef17", - "tower-defense": "b72a0736abbcd3b2007852684b9298dc6d2069c8130337f140f15fb48f341511", + // Measured through actual createProject trees after exposure/fog consolidation and restamping. + "action-rpg": "e25c061a7a41de400ab6ebd5db8eb152c55282e598d2697e4e805db9971e63c2", + minimal: "3bf8a85a5f3fd117c724280a76e8cef7c3ddcbd52c40f5724a8fafdf104fa2c8", + platformer: "ad15697abbf5457e7837dfb74347225d47fbf42e25d65eecbba1a1c7b3b0455c", + puzzle: "f61c60c051e78aa077ffcdfdb3ecb414430c2a44e3b5ea3bc3d460453c3d170b", + racing: "cf943ef8baf12e003dc91660b3892e30b634338bdd785448825d4f83277e4313", + rain: "8f83ed441cbf32dbb5f377ef1aeea97f9801e5acf0230ca3738148aad627e8ce", + rts: "add3e851fbb949ce838cb3bab4d6583d4c680e5526f700bec87d3a2d5fd659b0", + runner: "e7361fabfb2a77a3631c35806a8c7d153b898db81681ff2e6e89fd39a2511a38", + // Initial finite-height readiness plus its scene-owned lifecycle helper and mirrored docs. + sailing: "eecb0f2ada58d267a42b243165bdcec05b6a9be56373e7acdede6d5323aaf911", + shooter: "d4002cfc6533bccf74aa6bcf46d8dbbf53a7699c62bea85135e0ba3fd495a13b", + snow: "363afd6cc69cfe9be73cef7516ee3a46105d369043511c5d6a5dd5a587b3bdce", + starter: "63420ca71607875427f80e6ae93d1778896ac63997143f65cf8a0f1d951750ae", + "tower-defense": "04ec210d3a1b5330cb661c04cf1829cdf3f1673c3a24a215116921d90f5bddc4", }; const GENERATED_SCAFFOLD_METADATA = @@ -300,6 +285,12 @@ const STARTER_PATHS = [ "src/render/lighting.ts", "src/render/postprocessing.ts", "src/render/worldEnvironment.ts", + "src/render/exposure.ts", + "src/render/autoExposure.ts", + "src/render/volumetricFog.ts", + "src/render/volumetricFogOptions.ts", + "src/render/volumetricFogVolume.ts", + "src/render/volumetricFogTransport.ts", "src/render/palette.ts", "src/render/materials.ts", "src/render/arena.ts", @@ -459,9 +450,6 @@ describe("create-threenative", () => { it("keeps every no-install scaffold tree byte-stable against the PRD parent", async () => { const root = await makeTempDir("threenative-scaffold-stability-"); - const canonicalPatch = await readFile( - path.resolve("packages/core/patches/three@0.185.1.patch"), - ); try { const actual: Record = {}; for (const template of ALL_TEMPLATES) { @@ -469,10 +457,6 @@ describe("create-threenative", () => { { install: false, target: template, template }, root, ); - // A stale prepack copy previously masked this intentional patch change locally. - expect(await readFile(path.join(target, "patches/three@0.185.1.patch"))).toEqual( - canonicalPatch, - ); expect(PRD_201_PARENT_SCAFFOLD_HASHES[template]).toBeDefined(); actual[template] = await scaffoldTreeHash(target); } diff --git a/packages/create-threenative/__tests__/vq-fog-fixture.spec.ts b/packages/create-threenative/__tests__/vq-fog-fixture.spec.ts new file mode 100644 index 0000000000..67fceb3a1b --- /dev/null +++ b/packages/create-threenative/__tests__/vq-fog-fixture.spec.ts @@ -0,0 +1,320 @@ +import { + type Color, + DepthTexture, + DirectionalLight, + Mesh, + MeshBasicMaterial, + type Object3D, + PerspectiveCamera, + PointLight, + RenderTarget, + Scene, +} from "three"; +import { describe, expect, it } from "vitest"; +import { + FogProbe, + ROOM_BOUNDS, + fogInsideShadowMap, +} from "../../../examples/abyss-framework/vq-fog/src/game.js"; +import { Registry } from "../../core/src/entities.js"; +import { createGameStore } from "../../core/src/state.js"; + +type Ctx = Parameters[0]; +function fixture() { + const probe = new FogProbe(); + const scene = new Scene(); + const state = createGameStore({ ...FogProbe.initialState }); + let action = ""; + const info = { frame: 0, render: { calls: 0 }, memory: { textures: 2 } }; + const sizes: number[][] = []; + const transitions: string[] = []; + // No GPU is available in a unit test. Use real scene/state/TSL ownership objects; + // only the input edge and renderer installation boundary are replaced. + const ctx = { + scene, + state, + goto: (name: string) => transitions.push(name), + camera: new PerspectiveCamera(52, 1.6, 0.1, 80), + entities: new Registry(), + add: (object: T): T => { + scene.add(object); + return object; + }, + input: { justPressed: (name: string) => name === action }, + renderer: { + kind: "webgpu", + info, + setSize: (width: number, height: number) => sizes.push([width, height]), + raw: { + shadowMap: { enabled: false }, + readRenderTargetPixelsAsync: async () => new Float32Array([1, 0.1, 1, 1]), + }, + setOutputNode: () => {}, + clearOutputNode: () => {}, + }, + } as unknown as Ctx; + probe.enter(ctx); + const sun = scene.children.find( + (object): object is DirectionalLight => object instanceof DirectionalLight, + ); + if (sun === undefined) throw new Error("Missing authored directional light"); + sun.shadow.map = new RenderTarget(16, 16); + sun.shadow.map.depthTexture = new DepthTexture(16, 16); + return { + probe, + ctx, + transitions, + info, + sizes, + camera: ctx.camera as PerspectiveCamera, + scene, + state, + sun, + select(mode: string) { + action = mode; + probe.update(ctx); + action = ""; + }, + }; +} + +describe("fog qualification fixture", () => { + it("counts completed exposure readbacks only from the current render generation", async () => { + const f = fixture(); + f.select("exposureOn"); + const raw = f.ctx.renderer.raw as unknown as { + readRenderTargetPixelsAsync: (...args: unknown[]) => Promise; + }; + const stale = raw.readRenderTargetPixelsAsync({}, 0, 0, 1, 1); + f.select("resizeSmall"); + await stale; + f.select(""); + expect(f.state.getState()).toMatchObject({ exposureFreshSamples: 0 }); + await raw.readRenderTargetPixelsAsync({}, 0, 0, 1, 1); + f.select(""); + expect(f.state.getState()).toMatchObject({ exposureFreshSamples: 1 }); + f.probe.exit(f.ctx); + }); + it("controls combined fog/exposure ownership and releases it before returning to off", () => { + const f = fixture(); + f.select("exposureOn"); + expect(f.state.getState()).toMatchObject({ exposureEnabled: true, exposureApplied: true }); + f.select("fog"); + expect(f.state.getState()).toMatchObject({ + targets: 1, + exposureEnabled: true, + exposureApplied: true, + }); + f.select("rebuild"); + expect(f.state.getState()).toMatchObject({ releasedExposures: 2, exposureApplied: true }); + f.select("exposureOff"); + expect(f.state.getState()).toMatchObject({ + targets: 1, + exposureEnabled: false, + exposureApplied: false, + releasedExposures: 3, + }); + f.select("off"); + expect(f.state.getState()).toMatchObject({ liveTargets: 0, exposureApplied: false }); + f.probe.exit(f.ctx); + }); + it("isolates scattering with black unlit surfaces while retaining geometry and shadow casters", () => { + const f = fixture(); + const meshes = f.scene.children.filter((object) => object instanceof Mesh); + f.select("scatter"); + const calibration = f.scene.getObjectByName("fog-calibration"); + expect(calibration).toBeInstanceOf(Mesh); + expect((calibration as Mesh).material).toBeInstanceOf(MeshBasicMaterial); + expect(((calibration as Mesh).material as MeshBasicMaterial).allowOverride).toBe(false); + expect(calibration?.castShadow).toBe(false); + expect(calibration?.visible).toBe(true); + expect(f.scene.overrideMaterial).toBeInstanceOf(MeshBasicMaterial); + expect((f.scene.overrideMaterial as MeshBasicMaterial).color.getHex()).toBe(0); + expect((f.scene.background as Color).getHex()).toBe(0); + expect(meshes.every((mesh) => mesh.castShadow && mesh.visible)).toBe(true); + f.select("scatterSunOff"); + expect(f.sun.intensity).toBe(0); + expect(f.scene.children.find((object) => object instanceof PointLight)?.intensity).toBe(30); + f.select("scatterPointOff"); + expect(f.sun.intensity).toBe(3); + expect(f.scene.children.find((object) => object instanceof PointLight)?.intensity).toBe(0); + f.select("blackOff"); + expect(f.state.getState().targets).toBe(0); + expect((f.scene.background as Color).getHex()).toBe(0); + f.select("fog"); + expect(f.scene.overrideMaterial).toBeNull(); + expect((f.scene.background as Color).getHex()).toBe(0x131e2a); + f.probe.exit(f.ctx); + }); + it("observes actual target/material release events across rebuild and off", () => { + const f = fixture(); + for (const mode of ["fog", "inside", "off", "fog", "rebuild", "off"]) f.select(mode); + expect(f.state.getState()).toMatchObject({ + createdTargets: 4, + releasedTargets: 4, + releasedMaterials: 4, + liveTargets: 0, + targets: 0, + }); + f.probe.exit(f.ctx); + }); +}); + +it("resizes the live graph without rebuilding and restores camera projection", () => { + const f = fixture(); + f.select("fog"); + f.select("resizeSmall"); + expect(f.sizes).toEqual([[320, 240]]); + expect(f.camera.aspect).toBe(4 / 3); + expect(f.state.getState()).toMatchObject({ + createdTargets: 1, + releasedTargets: 0, + liveTargets: 1, + }); + f.select("resizeRestore"); + expect(f.sizes).toEqual([ + [320, 240], + [640, 400], + ]); + expect(f.camera.aspect).toBe(1.6); + expect(f.state.getState().builds).toBe(1); + f.probe.exit(f.ctx); +}); +it("counts texture stability only across observed completed render frames", () => { + const f = fixture(); + f.select("fog"); + for (let i = 0; i < 5; i += 1) f.select(""); + expect(f.state.getState()).toMatchObject({ settledRenderFrames: 0, stableTextureFrames: 0 }); + for (let i = 1; i <= 3; i += 1) { + f.info.render.calls = i * 4; + f.select(""); + } + expect(f.state.getState()).toMatchObject({ + settledRenderFrames: 3, + stableTextureFrames: 3, + textures: 2, + }); + f.info.memory.textures = 3; + f.info.render.calls = 16; + f.select(""); + expect(f.state.getState().stableTextureFrames).toBe(1); + f.select("off"); + expect(f.state.getState()).toMatchObject({ settledRenderFrames: 0, stableTextureFrames: 0 }); + f.probe.exit(f.ctx); +}); + +it("moves shadow coverage away while preserving the isolated light controls", () => { + const f = fixture(); + f.select("scatterOutside"); + expect(f.sun.shadow.camera.left).toBe(30); + expect(f.sun.shadow.camera.right).toBe(31); + expect(f.state.getState()).toMatchObject({ + shadowOutside: true, + scatteringOnly: true, + sun: true, + }); + f.select("scatterOutsideSunOff"); + expect(f.sun.intensity).toBe(0); + expect(f.scene.children.find((object) => object instanceof PointLight)?.intensity).toBe(30); + f.select("scatterOutsidePointOff"); + expect(f.sun.intensity).toBe(3); + expect(f.scene.children.find((object) => object instanceof PointLight)?.intensity).toBe(0); + f.select("fog"); + expect(f.sun.shadow.camera.left).toBe(-9); + f.probe.exit(f.ctx); +}); +it("observes real shadow-map coverage instead of the authored mode name", () => { + const sun = new DirectionalLight(0xffffff, 3); + sun.position.set(-3, 7, 1); + sun.target.position.set(0, 0, -5); + sun.target.updateMatrixWorld(); + sun.shadow.camera.updateProjectionMatrix(); + Object.assign(sun.shadow.camera, { left: -9, right: 9, top: 9, bottom: -9, near: 0.1, far: 30 }); + sun.shadow.camera.updateProjectionMatrix(); + expect(fogInsideShadowMap(sun, ROOM_BOUNDS)).toBe(true); + Object.assign(sun.shadow.camera, { left: 30, right: 31, top: 31, bottom: 30 }); + sun.shadow.camera.updateProjectionMatrix(); + expect(fogInsideShadowMap(sun, ROOM_BOUNDS)).toBe(false); + const f = fixture(); + f.select("scatter"); + f.select("scatterOutside"); + expect(f.state.getState()).toMatchObject({ shadowOutside: true }); + f.select("fog"); + expect(f.state.getState()).toMatchObject({ shadowOutside: false }); + f.probe.exit(f.ctx); +}); + +it("sees a shadow map the volume wholly swallows, which no corner of the volume enters", () => { + // The same transforms the renderer hands the shadow camera, so this is coverage and not intent. + const sun = new DirectionalLight(0xffffff, 3); + const aim = (z: number) => { + sun.position.set(-4, 1.5, z); + sun.target.position.set(-4, 1.5, z + 3); + sun.updateMatrixWorld(true); + sun.target.updateMatrixWorld(true); + sun.shadow.updateMatrices(sun); + }; + Object.assign(sun.shadow.camera, { + left: -0.2, + right: 0.2, + top: 0.2, + bottom: -0.2, + near: 0.1, + far: 3, + }); + sun.shadow.camera.updateProjectionMatrix(); + // A 40 cm map inside a 9 m room: the map is entirely within the volume, and not one of the + // volume's eight corners is within the map. A corner test calls this fog unshadowed. + aim(-3); + expect(fogInsideShadowMap(sun, ROOM_BOUNDS)).toBe(true); + // The same map translated clear of the room. A conservative test may over-report, never miss. + aim(-60); + expect(fogInsideShadowMap(sun, ROOM_BOUNDS)).toBe(false); +}); + +it("cuts the camera and streams the wall on the same controller", () => { + const f = fixture(); + f.select("fog"); + const outside = f.camera.position.clone(); + const wall = f.scene.getObjectByName("fog-wall"); + expect(wall).toBeInstanceOf(Mesh); + f.select("cameraCut"); + expect(f.camera.position.toArray()).toEqual([0, 1.5, -1]); + expect(f.state.getState()).toMatchObject({ + inside: true, + builds: 1, + createdTargets: 1, + releasedTargets: 0, + }); + f.select("cameraRestore"); + expect(f.camera.position.equals(outside)).toBe(true); + f.select("streamWallOut"); + expect(wall?.parent).toBeNull(); + expect(f.state.getState()).toMatchObject({ + streamedWall: true, + builds: 1, + stableTextureFrames: 0, + }); + f.select("streamWallIn"); + expect(wall?.parent).toBe(f.scene); + expect(f.state.getState()).toMatchObject({ + streamedWall: false, + builds: 1, + createdTargets: 1, + releasedTargets: 0, + }); + f.probe.exit(f.ctx); +}); +it("routes reentry through the scene owner and records actual exit releases", () => { + const f = fixture(); + f.select("fog"); + f.select("reenter"); + expect(f.transitions).toEqual(["fog"]); + f.probe.exit(f.ctx); + expect(f.state.getState()).toMatchObject({ + sceneEntries: 1, + sceneExits: 1, + exitReleasedTargets: 1, + exitReleasedMaterials: 1, + }); +}); diff --git a/packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts b/packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts new file mode 100644 index 0000000000..b28cb0c447 --- /dev/null +++ b/packages/create-threenative/__tests__/vq-volumetric-fog.spec.ts @@ -0,0 +1,338 @@ +import { readFile } from "node:fs/promises"; +import path from "node:path"; +import { + Box3, + BoxGeometry, + Color, + DepthTexture, + DirectionalLight, + FogExp2, + Mesh, + MeshBasicMaterial, + OrthographicCamera, + PerspectiveCamera, + PointLight, + RenderTarget, + Scene, + Vector3, +} from "three"; +import { pass } from "three/tsl"; +import { type Node, WGSLNodeBuilder } from "three/webgpu"; +import { describe, expect, it, vi } from "vitest"; +import { + type IVolumetricFogOptions, + createVolumetricFog, +} from "../templates/starter/src/render/volumetricFog.js"; + +import { type OutputRenderer, WorldEnvironment } from "../template-assets/worldEnvironment.js"; + +function required(value: T | undefined | null): T { + if (value == null) throw new Error("Missing fixture value"); + return value; +} +function settings(): IVolumetricFogOptions { + return { + enabled: true, + renderer: "webgpu", + steps: 32, + resolutionScale: 1, + volumes: [ + { + bounds: new Box3(new Vector3(-2, -1, -8), new Vector3(2, 3, -2)), + density: 0.2, + baseHeight: 0, + heightFalloff: 0, + }, + ], + albedo: new Color(0.8, 0.8, 0.8), + ambient: new Color(0.1, 0.1, 0.1), + anisotropy: 0, + environment: { aerialPerspective: false, godRays: false }, + }; +} + +describe("opt-in generated volumetric fog", () => { + it.each(["disabled", "unsupported", "zero", "empty"])( + "%s returns no controller before graph allocation", + (reason) => { + const options = settings(); + if (reason === "disabled") options.enabled = false; + if (reason === "unsupported") options.renderer = "webgl2"; + if (reason === "zero") required(options.volumes[0]).density = 0; + if (reason === "empty") options.volumes = []; + expect(createVolumetricFog(new Scene(), new PerspectiveCamera(), options)).toBeUndefined(); + }, + ); + it.each([0, -1, 8.5, 129, Number.NaN])("rejects invalid steps %s", (steps) => { + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), steps }), + ).toThrow(/steps/); + }); + it.each([0, 0.25, 2, Number.NaN])("rejects unsupported resolution %s", (resolutionScale) => { + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), resolutionScale }), + ).toThrow(/resolutionScale/); + }); + it("refuses unqualified camera and depth encodings", () => { + expect(() => + createVolumetricFog( + new Scene(), + new OrthographicCamera() as unknown as PerspectiveCamera, + settings(), + ), + ).toThrow(/perspective/); + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { + ...settings(), + logarithmicDepth: true, + }), + ).toThrow(/depth/); + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { + ...settings(), + reversedDepth: true, + }), + ).toThrow(/depth/); + }); + it("rejects double-counted atmosphere or shafts before allocation", () => { + for (const name of ["aerialPerspective", "godRays"] as const) { + const options = settings(); + options.environment[name] = true; + expect(() => createVolumetricFog(new Scene(), new PerspectiveCamera(), options)).toThrow( + /same medium/, + ); + } + }); + it("rejects invalid density, bounds, albedo and phase", () => { + const options = settings(); + required(options.volumes[0]).density = -1; + expect(() => createVolumetricFog(new Scene(), new PerspectiveCamera(), options)).toThrow( + /density/, + ); + required(options.volumes[0]).density = 0.2; + required(options.volumes[0]).bounds.makeEmpty(); + expect(() => createVolumetricFog(new Scene(), new PerspectiveCamera(), options)).toThrow( + /bounds/, + ); + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), anisotropy: 1 }), + ).toThrow(/anisotropy/); + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { + ...settings(), + albedo: new Color(2, 0, 0), + }), + ).toThrow(/albedo/); + }); + it("refuses missing directional maps and unsupported local-light shadows", () => { + const sun = new DirectionalLight(); + sun.castShadow = true; + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), sun }), + ).toThrow(/shadow map/); + const point = new PointLight(); + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), points: [point] }), + ).toThrow(/finite-range/); + point.distance = 5; + point.castShadow = true; + expect(() => + createVolumetricFog(new Scene(), new PerspectiveCamera(), { ...settings(), points: [point] }), + ).toThrow(/unshadowed/); + }); + it("owns the scene's fog while it lives and puts the authored fog back", () => { + // The starter's `sky.ts` installs a FogExp2 on `scene.fog`; two air densities would double it. + const scene = new Scene(); + const authored = new FogExp2(0xcfd8e3, 0.003); + scene.fog = authored; + const camera = new PerspectiveCamera(); + const fog = required(createVolumetricFog(scene, camera, settings())); + expect(scene.fog).toBeNull(); + expect(() => fog.compose(pass(scene, camera))).not.toThrow(); + fog.dispose(); + expect(scene.fog).toBe(authored); + }); + it("leaves a fog the game authored while the medium lived", () => { + const scene = new Scene(); + scene.fog = new FogExp2(0xcfd8e3, 0.003); + const camera = new PerspectiveCamera(); + const fog = required(createVolumetricFog(scene, camera, settings())); + expect(() => fog.compose(pass(scene, camera))).not.toThrow(); + const later = new FogExp2(0x101418, 0.02); + scene.fog = later; + fog.dispose(); + expect(scene.fog).toBe(later); + }); + it("owns no history and disposes its own target and material exactly once", () => { + const camera = new PerspectiveCamera(); + const scene = new Scene(); + const fog = required(createVolumetricFog(scene, camera, settings())); + const scenePass = pass(scene, camera); + expect(fog.compose(scenePass)).toBeDefined(); + expect(fog.diagnostics()).toMatchObject({ + steps: 32, + resolutionScale: 1, + history: false, + volumes: 1, + localLights: 0, + }); + const targetDispose = vi.spyOn(required(fog.target), "dispose"); + const materialDispose = vi.spyOn(required(fog.material), "dispose"); + const depthDispose = vi.spyOn(required(scenePass.renderTarget.depthTexture), "dispose"); + fog.dispose(); + fog.dispose(); + expect(targetDispose).toHaveBeenCalledTimes(1); + expect(materialDispose).toHaveBeenCalledTimes(1); + expect(depthDispose).not.toHaveBeenCalled(); + expect(() => fog.compose(scenePass)).toThrow(/disposed/); + scenePass.dispose(); + }); +}); + +it.each([false, true])("builds the actual depth-clipped transport WGSL (lights=%s)", (lights) => { + const camera = new PerspectiveCamera(); + const options = settings(); + if (lights) { + const sun = new DirectionalLight(); + sun.castShadow = true; + sun.shadow.map = new RenderTarget(32, 32); + sun.shadow.map.depthTexture = new DepthTexture(32, 32); + options.sun = sun; + options.points = [new PointLight(0xffffff, 1, 4)]; + } + const fog = required(createVolumetricFog(new Scene(), camera, options)); + const scenePass = pass(new Scene(), camera); + fog.compose(scenePass); + const object = new Mesh(new BoxGeometry(), new MeshBasicMaterial()); + const renderer = { + backend: { + isWebGPUBackend: true, + capabilities: { getUniformBufferLimit: () => 65_536 }, + utils: { getTextureSampleData: () => ({ primarySamples: 1 }) }, + }, + coordinateSystem: 2001, + hasCompatibility: () => true, + hasFeature: () => false, + getRenderTarget: () => null, + getOutputBufferType: () => 1016, + samples: 0, + getMRT: () => null, + library: { fromMaterial: () => null }, + shadowMap: { enabled: true, type: 1 }, + }; + const builder = new WGSLNodeBuilder(object, renderer as never) as unknown as { + camera: PerspectiveCamera; + setShaderStage(stage: string): void; + flowStagesNode(node: Node, output: string): { code: string }; + }; + builder.camera = camera; + builder.setShaderStage("fragment"); + const flow = builder.flowStagesNode(required(fog.transport), "vec4"); + expect(flow.code).toContain("exp("); + expect(flow.code).toContain("for ("); + expect(flow.code).toContain("32"); + if (lights) { + expect(flow.code).toContain("textureSampleCompare"); + const sampled = /([A-Za-z_][A-Za-z_0-9]*) = textureSampleCompare/.exec(flow.code)?.[1]; + const visibility = new RegExp(`([A-Za-z_][A-Za-z_0-9]*) = ${sampled};`).exec(flow.code)?.[1]; + expect(visibility).toBeDefined(); + // Match the actual generated shader default, not a second JavaScript implementation. + // Outside ordinary shadow coverage the directional source stays unshadowed, like Three. + expect(flow.code).toContain(`${visibility} = 1.0;`); + } + fog.dispose(); + scenePass.dispose(); + options.sun?.shadow.map?.dispose(); +}); + +/** + * The shipped wiring, as source. Two ways this regressed are both silent at runtime: a look that + * lives in a scene file breaks `src/render/` ownership, and a hardcoded backend builds a medium on + * a WebGL fallback that then silently allocates nothing. + */ +describe("the starter's shipped mist", () => { + const source = (relative: string) => + readFile(path.join("packages/create-threenative/templates/starter/src", relative), "utf8").then( + (text) => text, + ); + + it("keeps its flag in the fog source and names no backend of its own", async () => { + const fog = await source("render/volumetricFog.ts"); + expect(fog).toMatch(/export const STARTER_MIST: Omit/u); + expect(fog).toMatch(/enabled: false/u); + expect(fog).not.toMatch(/renderer: "webgpu"/u); + }); + + it("keeps the authored look out of the scene and wires the live backend once", async () => { + const play = await source("scenes/Play.ts"); + expect(play).not.toMatch(/IVolumetricFogOptions|volumes:|albedo:/u); + expect(play).toMatch( + /createVolumetricFog\(ctx\.scene, ctx\.camera as PerspectiveCamera, \{\s*\.\.\.STARTER_MIST,\s*renderer: ctx\.renderer\.kind,?\s*\}\)/u, + ); + }); +}); + +it.each([false, true])( + "composes fog before exposure and rebuilds both owned graphs (chain=%s)", + (chain) => { + const scene = new Scene(); + const camera = new PerspectiveCamera(); + const authoredFog = new FogExp2(0xcfd8e3, 0.003); + scene.fog = authoredFog; + let current: unknown; + const receipts: ReturnType[] = []; + const install = (node: unknown) => { + current = node; + const dispose = vi.fn(() => { + if (current === node) current = undefined; + }); + receipts.push(dispose); + return { isCurrent: () => current === node, dispose }; + }; + const renderer: OutputRenderer = { + kind: "webgpu", + raw: {}, + setOutputNode: install, + clearOutputNode: vi.fn(), + createRenderChain: (options) => ({ + applied: { stages: ["bloom"], dropped: [] }, + dispose: install(options.input).dispose, + }), + }; + for (const size of [640, 320, 640]) { + camera.aspect = size / 360; + camera.updateProjectionMatrix(); + const fog = required(createVolumetricFog(scene, camera, settings())); + let composed: Node<"vec4"> | undefined; + let passDispose: ReturnType | undefined; + const applied = new WorldEnvironment({ + autoExposureEnabled: true, + bloomEnabled: chain, + screenSpaceAA: "disabled", + }).apply(renderer, scene, camera, { + baseColour: (scenePass) => { + passDispose = vi.spyOn(scenePass, "dispose"); + composed = fog.compose(scenePass); + return composed; + }, + }); + const exposure = required(applied.exposure); + expect(Reflect.get(exposure.input, "node")).toBe(composed); + const releaseExposure = vi.spyOn(exposure, "dispose"); + const releaseTarget = vi.spyOn(required(fog.target), "dispose"); + const releaseMaterial = vi.spyOn(required(fog.material), "dispose"); + applied.dispose?.(); + applied.dispose?.(); + fog.dispose(); + fog.dispose(); + expect(current).toBeUndefined(); + expect(receipts.at(-1)).toHaveBeenCalledTimes(1); + expect(releaseExposure).toHaveBeenCalledTimes(1); + expect(passDispose).toHaveBeenCalledTimes(1); + expect(releaseTarget).toHaveBeenCalledTimes(1); + expect(releaseMaterial).toHaveBeenCalledTimes(1); + expect(scene.fog).toBe(authoredFog); + expect(() => exposure.reset()).toThrow(/disposed/); + } + }, +); diff --git a/packages/create-threenative/__tests__/world-environment-lifetime.spec.ts b/packages/create-threenative/__tests__/world-environment-lifetime.spec.ts index 1a3affec45..184cb449d4 100644 --- a/packages/create-threenative/__tests__/world-environment-lifetime.spec.ts +++ b/packages/create-threenative/__tests__/world-environment-lifetime.spec.ts @@ -1,5 +1,6 @@ -import { PerspectiveCamera, Scene } from "three"; +import { PerspectiveCamera, Scene, Texture } from "three"; import BloomNode from "three/addons/tsl/display/BloomNode.js"; +import { rtt, texture, vec4 } from "three/tsl"; import type { Node } from "three/webgpu"; import { expect, it, vi } from "vitest"; import { type OutputRenderer, WorldEnvironment } from "../template-assets/worldEnvironment.js"; @@ -38,3 +39,191 @@ it("releases the bloom effect and its materialized input when its chain is repla applied.dispose?.(); for (const release of releases) expect(release).toHaveBeenCalledTimes(1); }); + +it("keeps default exposure direct and installs the authored opt-in on its existing world pass", () => { + const output = vi.fn(); + const renderer: OutputRenderer = { + kind: "webgpu", + raw: {}, + setOutputNode: output, + clearOutputNode: vi.fn(), + }; + const scene = new Scene(); + const camera = new PerspectiveCamera(); + const direct = new WorldEnvironment({ exposure: 0.62, bloomEnabled: false }).apply( + renderer, + scene, + camera, + ); + expect(output).not.toHaveBeenCalled(); + expect(direct.exposure).toBeUndefined(); + expect(renderer.raw).toMatchObject({ toneMappingExposure: 0.62 }); + + const installed = new WorldEnvironment({ autoExposureEnabled: true, bloomEnabled: false }).apply( + renderer, + scene, + camera, + ); + expect(output).toHaveBeenCalledTimes(1); + const worldPass = output.mock.calls[0]?.[1] as { dispose(): void }; + expect(worldPass).toBeDefined(); + const exposure = installed.exposure; + expect(exposure).toBeDefined(); + expect(exposure?.settings.enabled).toBe(false); + expect(exposure?.getObservation()).toEqual({ measured: false, applied: false }); + if (exposure === undefined) throw new Error("Actual consumer exposure missing."); + const releaseExposure = vi.spyOn(exposure, "dispose"); + const releasePass = vi.spyOn(worldPass, "dispose"); + installed.dispose?.(); + expect(releaseExposure).toHaveBeenCalledTimes(1); + expect(releasePass).toHaveBeenCalledTimes(1); + expect(() => exposure?.reset()).toThrow(/disposed/); +}); + +it("rejects authored auto-exposure on an unsupported renderer rather than silently omitting it", () => { + expect(() => + new WorldEnvironment({ autoExposureEnabled: true }).apply( + { kind: "webgl", raw: {}, setOutputNode: vi.fn() }, + new Scene(), + new PerspectiveCamera(), + ), + ).toThrow(/requires WebGPU/); +}); + +it("requires actual consumer installation evidence, rejecting missing wiring", async () => { + const { assertExposureConsumer } = await import("./fixtures/auto-exposure/proof.js"); + const report = (text: string) => ({ observations: { console: [{ text }] } }); + expect(() => + assertExposureConsumer(report('TN_EXPOSURE_CONSUMER:{"installed":true,"owned":true}')), + ).not.toThrow(); + expect(() => assertExposureConsumer(report("unrelated"))).toThrow(/one actual installation/); + expect(() => + assertExposureConsumer(report('TN_EXPOSURE_CONSUMER:{"installed":true,"owned":false}')), + ).toThrow(/actual graph/); +}); + +it("owns the direct base-colour graph without requiring an unrelated post stage", () => { + const releases: ReturnType[] = []; + const worldPasses: unknown[] = []; + const outputs: unknown[] = []; + const clearOutputNode = vi.fn(); + const renderer = { + kind: "webgpu", + raw: {}, + clearOutputNode, + setOutputNode(node: unknown, worldPass?: unknown) { + outputs.push(node); + worldPasses.push(worldPass); + (node as Node).traverse((candidate) => { + if (Reflect.get(candidate, "isRTTNode") !== true) return; + const scratch = candidate as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + releases.push(vi.spyOn(scratch.renderTarget, "dispose")); + releases.push(vi.spyOn(scratch._quadMesh.material, "dispose")); + }); + }, + }; + let suppliedPass: unknown; + const applied = new WorldEnvironment({ bloomEnabled: false, screenSpaceAA: "disabled" }).apply( + renderer, + new Scene(), + new PerspectiveCamera(), + { + baseColour(scenePass) { + suppliedPass = scenePass; + releases.push(vi.spyOn(scenePass, "dispose")); + return scenePass.getTextureNode("output").mul(0.5); + }, + }, + ); + expect(applied.stages).toEqual([]); + expect(applied.dispose).toBeTypeOf("function"); + expect(worldPasses).toEqual([suppliedPass]); + expect(releases).toHaveLength(3); + applied.dispose?.(); + applied.dispose?.(); + expect(clearOutputNode).toHaveBeenCalledExactlyOnceWith(outputs[0]); + for (const release of releases) expect(release).toHaveBeenCalledTimes(1); +}); + +it("refuses a direct graph on an unsupported renderer without invoking its allocation factory", () => { + const baseColour = vi.fn(); + const applied = new WorldEnvironment({ bloomEnabled: false, screenSpaceAA: "disabled" }).apply( + { kind: "webgl2", raw: {} }, + new Scene(), + new PerspectiveCamera(), + { baseColour }, + ); + expect(baseColour).not.toHaveBeenCalled(); + expect(applied.dropped).toEqual([{ name: "baseColour", reason: "renderer:webgl2" }]); +}); + +it("disposes a base-colour PassNode without mistaking its borrowed texture for an owned RTT", () => { + let releasePass: ReturnType | undefined; + const applied = new WorldEnvironment({ bloomEnabled: false, screenSpaceAA: "disabled" }).apply( + { kind: "webgpu", raw: {}, setOutputNode: () => {}, clearOutputNode: () => {} }, + new Scene(), + new PerspectiveCamera(), + { + baseColour(scenePass) { + releasePass = vi.spyOn(scenePass, "dispose"); + return scenePass; + }, + }, + ); + expect(() => applied.dispose?.()).not.toThrow(); + applied.dispose?.(); + expect(releasePass).toHaveBeenCalledTimes(1); +}); + +it.each(["texture", "rtt"])("leaves caller-owned %s resources alive", (kind) => { + const supplied = kind === "rtt" ? rtt(vec4(0.2, 0.3, 0.4, 1)) : texture(new Texture()); + const release = vi.spyOn(supplied.value, "dispose"); + const borrowedRtt = + Reflect.get(supplied, "isRTTNode") === true + ? (supplied as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }) + : undefined; + const targetRelease = + borrowedRtt === undefined ? undefined : vi.spyOn(borrowedRtt.renderTarget, "dispose"); + const materialRelease = + borrowedRtt === undefined ? undefined : vi.spyOn(borrowedRtt._quadMesh.material, "dispose"); + const applied = new WorldEnvironment({ bloomEnabled: false, screenSpaceAA: "disabled" }).apply( + { kind: "webgpu", raw: {}, setOutputNode: () => {}, clearOutputNode: () => {} }, + new Scene(), + new PerspectiveCamera(), + { baseColour: () => supplied }, + ); + applied.dispose?.(); + applied.dispose?.(); + expect(release).not.toHaveBeenCalled(); + if (targetRelease !== undefined) expect(targetRelease).not.toHaveBeenCalled(); + if (materialRelease !== undefined) expect(materialRelease).not.toHaveBeenCalled(); + borrowedRtt?.renderTarget.dispose(); + borrowedRtt?._quadMesh.material.dispose(); + supplied.value.dispose(); +}); + +it("releases the unique direct installation receipt rather than the legacy node identity", () => { + const dispose = vi.fn(); + const clearOutputNode = vi.fn(); + const applied = new WorldEnvironment({ bloomEnabled: false, screenSpaceAA: "disabled" }).apply( + { + kind: "webgpu", + raw: {}, + clearOutputNode, + setOutputNode: () => ({ isCurrent: () => true, dispose }), + }, + new Scene(), + new PerspectiveCamera(), + { baseColour: (scenePass) => scenePass }, + ); + applied.dispose?.(); + applied.dispose?.(); + expect(dispose).toHaveBeenCalledTimes(1); + expect(clearOutputNode).not.toHaveBeenCalled(); +}); diff --git a/packages/create-threenative/agent-docs/references/auto-exposure.md b/packages/create-threenative/agent-docs/references/auto-exposure.md new file mode 100644 index 0000000000..832036cfe4 --- /dev/null +++ b/packages/create-threenative/agent-docs/references/auto-exposure.md @@ -0,0 +1,47 @@ +# Optional eye adaptation + +`src/render/exposure.ts` owns the metric, luminance floor/clamp, spatial weight, target grey, +exposure limits, asymmetric response rates, cut thresholds and marker cadence. It is game source, +not engine configuration. `enabled: false` is the qualification default; no shipped picture changes +merely because these files exist. The generated quality presets additionally keep +`autoExposureEnabled: false`, avoiding GPU metering cost until the game explicitly opts in. + +`autoExposure.ts` reduces the existing unexposed colour texture in 4×4 blocks and adapts in log2 +space on separate 1×1 ping-pong targets. Odd-sized edge blocks are masked rather than repeated. +There is no extra scene draw, tonemapper, or render loop. Wire it ahead of bloom and the output +transform; never multiply both its absolute exposure and the old constant. `applyExposure` scales +RGB and preserves alpha: multiplying a whole vec4 darkens low-exposure output again when the +browser composites its reduced alpha onto the page. + +For an existing WorldEnvironment chain, its `baseColour` callback already supplies the world pass: + +```ts +const world = new WorldEnvironment({ + ...qualityPreset("high"), + autoExposureEnabled: true, + exposurePolicy: { ...exposureSettings, enabled: true }, +}); +const applied = world.apply(renderer, scene, camera); +const eye = applied.exposure; +// The installed graph owns the meter and its existing world pass. +applied.dispose?.(); +``` + +Import the classes/functions from this game's `src/render/` files. If a baseColour composition +already exists (for example aerial perspective), meter that scene-referred composition using its +existing texture; do not create a second scene pass. Keep the existing chain's output cleanup. + +- `eye.setEnabled(false)` keeps measuring and tracking the hypothetical adaptation while returning + exactly the supplied constant. The graph must remain attached, so application opt-out never silences + measurement. The separate `autoExposureEnabled: false` cost flag omits the graph entirely. `quality.ts` decides when to apply the convention; this file decides its look. +- `eye.reset()` adopts the next measured target; `eye.reset(value)` seeds a known cut. Reset only + for an authored cut/level load. Resizing changes meter targets but preserves the 1×1 history. +- `eye.getObservation()` and `TN_AUTO_EXPOSURE` report actual GPU luminance, applied stops, target + stops, settled state and `applied`. Before the first readback, or on invalid readback, `measured` + is false; it never fabricates a zero reading. Diagnostic readbacks are bounded to one in flight. +- A replaced chain owns a replaced node. Dispose the old pair; do not leave a second history graph + alive. Continuous quality-rebuild history transfer is not yet integrated with `setupPost`. + +Qualify an authored policy using the same camera in dark and bright poses, cuts in both directions, +known resets, viewport/resolution changes and disabled measurement. Inspect actual canvas captures +and the named adapter. A software-adapter image proves pixels, not native support or hardware cost. diff --git a/packages/create-threenative/src/index.ts b/packages/create-threenative/src/index.ts index cadd2cf4e7..659c3f73da 100644 --- a/packages/create-threenative/src/index.ts +++ b/packages/create-threenative/src/index.ts @@ -122,7 +122,12 @@ export function stampLoadingSource(canonical: string, template: string): string * hand let one fall a revision behind without anything failing. A file belongs here only when a * kit editing it would be a mistake rather than a choice. */ -export const SHARED_RENDER_SOURCES = [path.join("src", "render", "worldEnvironment.ts")] as const; +export const SHARED_RENDER_SOURCES = [ + path.join("src", "render", "worldEnvironment.ts"), + path.join("src", "render", "autoExposure.ts"), + path.join("src", "render", "exposureGraph.ts"), + path.join("src", "render", "exposureReadback.ts"), +] as const; export function canonicalRenderSourcePath(relativePath: string, root = templateRoot()): string { const name = path.basename(relativePath); diff --git a/packages/create-threenative/template-assets/autoExposure.ts b/packages/create-threenative/template-assets/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/template-assets/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/template-assets/exposure.ts b/packages/create-threenative/template-assets/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/template-assets/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/template-assets/exposureGraph.ts b/packages/create-threenative/template-assets/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/template-assets/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/template-assets/exposureReadback.ts b/packages/create-threenative/template-assets/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/template-assets/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/template-assets/worldEnvironment.ts b/packages/create-threenative/template-assets/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/template-assets/worldEnvironment.ts +++ b/packages/create-threenative/template-assets/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/action-rpg/AGENTS.md b/packages/create-threenative/templates/action-rpg/AGENTS.md index a2277b04f8..7b3d749740 100644 --- a/packages/create-threenative/templates/action-rpg/AGENTS.md +++ b/packages/create-threenative/templates/action-rpg/AGENTS.md @@ -3,12 +3,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the dungeon, combat, stats, inventory, persistence, and every visual decision; `src/game.ts` stays portable and `src/main.ts` is the web-only React mount. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. 2. Then invoke `prd-creator`. Draft the plan around those capabilities and binding constraints, direct the user to review it, and wait for explicit approval plus an instruction to implement it. 3. Treat returned constraints as binding. `@threenative/physics/navigation` is a browser-only WASM boundary here; use returned subpaths, and `attachToBone` for the blade in `hand_r`. @@ -93,3 +91,5 @@ A scenario with no assertions or missing observations fails; keep the durable sm Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/action-rpg/CLAUDE.md b/packages/create-threenative/templates/action-rpg/CLAUDE.md index 3506174def..8da588fd84 100644 --- a/packages/create-threenative/templates/action-rpg/CLAUDE.md +++ b/packages/create-threenative/templates/action-rpg/CLAUDE.md @@ -5,12 +5,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the dungeon, combat, stats, inventory, persistence, and every visual decision; `src/game.ts` stays portable and `src/main.ts` is the web-only React mount. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. 2. Then invoke `prd-creator`. Draft the plan around those capabilities and binding constraints, direct the user to review it, and wait for explicit approval plus an instruction to implement it. 3. Treat returned constraints as binding. `@threenative/physics/navigation` is a browser-only WASM boundary here; use returned subpaths, and `attachToBone` for the blade in `hand_r`. @@ -95,3 +93,5 @@ A scenario with no assertions or missing observations fails; keep the durable sm Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/action-rpg/src/render/autoExposure.ts b/packages/create-threenative/templates/action-rpg/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/action-rpg/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/action-rpg/src/render/exposure.ts b/packages/create-threenative/templates/action-rpg/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/action-rpg/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/action-rpg/src/render/exposureGraph.ts b/packages/create-threenative/templates/action-rpg/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/action-rpg/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/action-rpg/src/render/exposureReadback.ts b/packages/create-threenative/templates/action-rpg/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/action-rpg/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/action-rpg/src/render/quality.ts b/packages/create-threenative/templates/action-rpg/src/render/quality.ts index b0230a7594..f3ac71c780 100644 --- a/packages/create-threenative/templates/action-rpg/src/render/quality.ts +++ b/packages/create-threenative/templates/action-rpg/src/render/quality.ts @@ -90,6 +90,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.6, bloomStrength: 0.22, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.62, tonemapMode: "aces", vignetteAmount: 0.22, diff --git a/packages/create-threenative/templates/action-rpg/src/render/worldEnvironment.ts b/packages/create-threenative/templates/action-rpg/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/action-rpg/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/action-rpg/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/minimal/AGENTS.md b/packages/create-threenative/templates/minimal/AGENTS.md index dd6ce49ebf..86a7ae3ae5 100644 --- a/packages/create-threenative/templates/minimal/AGENTS.md +++ b/packages/create-threenative/templates/minimal/AGENTS.md @@ -4,12 +4,10 @@ Instructions for the AI agent in this game. This template has no React or Tailwi `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state store. This repository owns `src/render/`, `src/entities/`, and `src/scenes/`; all are ordinary user code, and nothing in `@threenative/*` reads or chooses their appearance. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -94,3 +92,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/minimal/CLAUDE.md b/packages/create-threenative/templates/minimal/CLAUDE.md index 0ce3949f83..ed3fe5cb90 100644 --- a/packages/create-threenative/templates/minimal/CLAUDE.md +++ b/packages/create-threenative/templates/minimal/CLAUDE.md @@ -6,12 +6,10 @@ Instructions for the AI agent in this game. This template has no React or Tailwi `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state store. This repository owns `src/render/`, `src/entities/`, and `src/scenes/`; all are ordinary user code, and nothing in `@threenative/*` reads or chooses their appearance. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -96,3 +94,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/minimal/src/render/autoExposure.ts b/packages/create-threenative/templates/minimal/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/minimal/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/minimal/src/render/exposure.ts b/packages/create-threenative/templates/minimal/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/minimal/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/minimal/src/render/exposureGraph.ts b/packages/create-threenative/templates/minimal/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/minimal/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/minimal/src/render/exposureReadback.ts b/packages/create-threenative/templates/minimal/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/minimal/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/minimal/src/render/quality.ts b/packages/create-threenative/templates/minimal/src/render/quality.ts index b0230a7594..f3ac71c780 100644 --- a/packages/create-threenative/templates/minimal/src/render/quality.ts +++ b/packages/create-threenative/templates/minimal/src/render/quality.ts @@ -90,6 +90,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.6, bloomStrength: 0.22, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.62, tonemapMode: "aces", vignetteAmount: 0.22, diff --git a/packages/create-threenative/templates/minimal/src/render/worldEnvironment.ts b/packages/create-threenative/templates/minimal/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/minimal/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/minimal/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/platformer/AGENTS.md b/packages/create-threenative/templates/platformer/AGENTS.md index eaf0454561..6b478fe082 100644 --- a/packages/create-threenative/templates/platformer/AGENTS.md +++ b/packages/create-threenative/templates/platformer/AGENTS.md @@ -54,3 +54,5 @@ Recipes in the installed create-threenative: `node_modules/create-threenative/ag ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/platformer/CLAUDE.md b/packages/create-threenative/templates/platformer/CLAUDE.md index 972414cc5b..f61ef2453f 100644 --- a/packages/create-threenative/templates/platformer/CLAUDE.md +++ b/packages/create-threenative/templates/platformer/CLAUDE.md @@ -56,3 +56,5 @@ Recipes in the installed create-threenative: `node_modules/create-threenative/ag ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/platformer/src/render/autoExposure.ts b/packages/create-threenative/templates/platformer/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/platformer/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/platformer/src/render/exposure.ts b/packages/create-threenative/templates/platformer/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/platformer/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/platformer/src/render/exposureGraph.ts b/packages/create-threenative/templates/platformer/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/platformer/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/platformer/src/render/exposureReadback.ts b/packages/create-threenative/templates/platformer/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/platformer/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/platformer/src/render/quality.ts b/packages/create-threenative/templates/platformer/src/render/quality.ts index 0d248e172f..c287fae8ff 100644 --- a/packages/create-threenative/templates/platformer/src/render/quality.ts +++ b/packages/create-threenative/templates/platformer/src/render/quality.ts @@ -76,6 +76,7 @@ const shared: IWorldEnvironmentOptions = { bloomThreshold: 1, // The sky photograph arrives at 2.5x, so the curve and the exposure below are what bring it // back to a daylight frame instead of a white one. + autoExposureEnabled: false, exposure: 0.6, tonemapMode: "aces", vignetteAmount: 0.2, diff --git a/packages/create-threenative/templates/platformer/src/render/worldEnvironment.ts b/packages/create-threenative/templates/platformer/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/platformer/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/platformer/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/puzzle/AGENTS.md b/packages/create-threenative/templates/puzzle/AGENTS.md index 2cfcc53fee..7daf39ace6 100644 --- a/packages/create-threenative/templates/puzzle/AGENTS.md +++ b/packages/create-threenative/templates/puzzle/AGENTS.md @@ -3,7 +3,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the vault, the warden, the crates, the seal, the HUD and the look; `src/game.ts` is portable and React mounts only from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -93,3 +92,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/puzzle/CLAUDE.md b/packages/create-threenative/templates/puzzle/CLAUDE.md index 242b7a654e..e4a0193d63 100644 --- a/packages/create-threenative/templates/puzzle/CLAUDE.md +++ b/packages/create-threenative/templates/puzzle/CLAUDE.md @@ -5,7 +5,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the vault, the warden, the crates, the seal, the HUD and the look; `src/game.ts` is portable and React mounts only from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -95,3 +94,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/puzzle/src/render/autoExposure.ts b/packages/create-threenative/templates/puzzle/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/puzzle/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/puzzle/src/render/exposure.ts b/packages/create-threenative/templates/puzzle/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/puzzle/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/puzzle/src/render/exposureGraph.ts b/packages/create-threenative/templates/puzzle/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/puzzle/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/puzzle/src/render/exposureReadback.ts b/packages/create-threenative/templates/puzzle/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/puzzle/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/puzzle/src/render/quality.ts b/packages/create-threenative/templates/puzzle/src/render/quality.ts index ef17e55c29..badaf2c937 100644 --- a/packages/create-threenative/templates/puzzle/src/render/quality.ts +++ b/packages/create-threenative/templates/puzzle/src/render/quality.ts @@ -84,6 +84,7 @@ const shared: IWorldEnvironmentOptions = { bloomStrength: 0.5, // High, on purpose: the lantern flames and the seal plate clear it and nothing lit does. bloomThreshold: 0.85, + autoExposureEnabled: false, exposure: 1.06, tonemapMode: "aces", vignetteAmount: 0.34, diff --git a/packages/create-threenative/templates/puzzle/src/render/worldEnvironment.ts b/packages/create-threenative/templates/puzzle/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/puzzle/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/puzzle/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/racing/AGENTS.md b/packages/create-threenative/templates/racing/AGENTS.md index d58dd97186..0d9cd00f29 100644 --- a/packages/create-threenative/templates/racing/AGENTS.md +++ b/packages/create-threenative/templates/racing/AGENTS.md @@ -3,7 +3,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the car feel, track, race rules, rescue, HUD, and look; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. A bullet that passes through a wall is not a collider bug: `RigidBody3D` defaults to continuous collision, `continuousCollision` is the named per-body override, and `body.continuousCollision` reports the effective setting on web and native. ## Start every change @@ -93,3 +92,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/racing/CLAUDE.md b/packages/create-threenative/templates/racing/CLAUDE.md index ccc58b0480..840c25d552 100644 --- a/packages/create-threenative/templates/racing/CLAUDE.md +++ b/packages/create-threenative/templates/racing/CLAUDE.md @@ -5,7 +5,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the car feel, track, race rules, rescue, HUD, and look; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. A bullet that passes through a wall is not a collider bug: `RigidBody3D` defaults to continuous collision, `continuousCollision` is the named per-body override, and `body.continuousCollision` reports the effective setting on web and native. ## Start every change @@ -95,3 +94,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/racing/src/render/autoExposure.ts b/packages/create-threenative/templates/racing/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/racing/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/racing/src/render/exposure.ts b/packages/create-threenative/templates/racing/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/racing/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/racing/src/render/exposureGraph.ts b/packages/create-threenative/templates/racing/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/racing/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/racing/src/render/exposureReadback.ts b/packages/create-threenative/templates/racing/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/racing/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/racing/src/render/quality.ts b/packages/create-threenative/templates/racing/src/render/quality.ts index 3225bf1ff2..80b4078fdf 100644 --- a/packages/create-threenative/templates/racing/src/render/quality.ts +++ b/packages/create-threenative/templates/racing/src/render/quality.ts @@ -94,6 +94,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.55, bloomStrength: 0.26, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.66, tonemapMode: "aces", vignetteAmount: 0.26, diff --git a/packages/create-threenative/templates/racing/src/render/worldEnvironment.ts b/packages/create-threenative/templates/racing/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/racing/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/racing/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/rain/AGENTS.md b/packages/create-threenative/templates/rain/AGENTS.md index e828dc6cb3..66c8f06e5f 100644 --- a/packages/create-threenative/templates/rain/AGENTS.md +++ b/packages/create-threenative/templates/rain/AGENTS.md @@ -3,12 +3,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, audio lifetimes, and the state bridge. This repository owns the coastal storm: weather presets and easing, the fly camera, the shaders, lightning, sound design and the interface; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -94,3 +92,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/rain/CLAUDE.md b/packages/create-threenative/templates/rain/CLAUDE.md index 069496843a..3bc56fe630 100644 --- a/packages/create-threenative/templates/rain/CLAUDE.md +++ b/packages/create-threenative/templates/rain/CLAUDE.md @@ -5,12 +5,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, audio lifetimes, and the state bridge. This repository owns the coastal storm: weather presets and easing, the fly camera, the shaders, lightning, sound design and the interface; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -96,3 +94,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/rain/playtests/tiers.playtest.json b/packages/create-threenative/templates/rain/playtests/tiers.playtest.json index 4936e5c97e..172d1e4291 100644 --- a/packages/create-threenative/templates/rain/playtests/tiers.playtest.json +++ b/packages/create-threenative/templates/rain/playtests/tiers.playtest.json @@ -11,6 +11,21 @@ "screenshots": "before-after" }, "steps": [ + { + "kind": "click", + "at": { "element": { "id": "quality" } }, + "waitTicks": 2, + "release": true + }, + { "kind": "input", "press": "Escape", "waitTicks": 2, "release": true }, + { "kind": "input", "press": "End", "waitTicks": 2, "release": true }, + { + "kind": "input", + "press": "ArrowUp", + "label": "requested-high", + "waitTicks": 2, + "release": true + }, { "kind": "wait", "label": "high", diff --git a/packages/create-threenative/templates/rain/src/render/autoExposure.ts b/packages/create-threenative/templates/rain/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/rain/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/rain/src/render/exposure.ts b/packages/create-threenative/templates/rain/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/rain/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/rain/src/render/exposureGraph.ts b/packages/create-threenative/templates/rain/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/rain/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/rain/src/render/exposureReadback.ts b/packages/create-threenative/templates/rain/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/rain/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/rain/src/render/quality.ts b/packages/create-threenative/templates/rain/src/render/quality.ts index 48cecf51a5..829c38d8c9 100644 --- a/packages/create-threenative/templates/rain/src/render/quality.ts +++ b/packages/create-threenative/templates/rain/src/render/quality.ts @@ -69,6 +69,7 @@ const high: IWorldEnvironmentOptions = { bloomEnabled: false, denoiseEnabled: false, // The post pass applies the weather's exposure itself, after its own bloom add. + autoExposureEnabled: false, exposure: 1, renderChainTier: "high", ssgiEnabled: false, diff --git a/packages/create-threenative/templates/rain/src/render/worldEnvironment.ts b/packages/create-threenative/templates/rain/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/rain/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/rain/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/rain/src/scenes/Boot.ts b/packages/create-threenative/templates/rain/src/scenes/Boot.ts index 706638505b..59b1de79fc 100644 --- a/packages/create-threenative/templates/rain/src/scenes/Boot.ts +++ b/packages/create-threenative/templates/rain/src/scenes/Boot.ts @@ -86,6 +86,19 @@ export class Coast extends Scene { weather: { ...STORM }, }; + override load(ctx: WeatherCtx): void { + // Pick the study's actual cloud/reflection tier before its first render and before runner + // setup. The post chain's low tier alone does not change these authored passes. + const softwareRendering = ctx.renderer.softwareAdapter !== undefined; + ctx.state.set({ + softwareRendering, + ...(softwareRendering && ctx.state.getState().qualityExplicit !== true + ? { quality: "performance" as const } + : {}), + }); + ctx.state.flush(); + } + override enter(ctx: WeatherCtx): SceneFrame { const camera = ctx.camera as PerspectiveCamera; setupCamera(camera); diff --git a/packages/create-threenative/templates/rain/src/state.ts b/packages/create-threenative/templates/rain/src/state.ts index de2aafb78c..ca2aca2861 100644 --- a/packages/create-threenative/templates/rain/src/state.ts +++ b/packages/create-threenative/templates/rain/src/state.ts @@ -155,7 +155,7 @@ export function intentPatch( if (!QUALITIES.includes(payload as QualityName)) { throw new Error("expected performance, balanced, high or ultra"); } - return { quality: payload as QualityName }; + return { quality: payload as QualityName, qualityExplicit: true }; case "setWeather": return { target: weatherTarget(payload, currentTarget) }; case "pause": @@ -212,6 +212,10 @@ export type GameState = { target: Weather; preset: PresetName; quality: QualityName; + /** A URL or player choice outranks the scene's first-frame default. */ + qualityExplicit?: boolean; + /** Observed before scene entry; the UI must not infer an adapter from window width. */ + softwareRendering?: boolean; elapsed: number; frame: number; flash: number; diff --git a/packages/create-threenative/templates/rain/src/ui/GameUi.tsx b/packages/create-threenative/templates/rain/src/ui/GameUi.tsx index 65549b69da..ac6393883d 100644 --- a/packages/create-threenative/templates/rain/src/ui/GameUi.tsx +++ b/packages/create-threenative/templates/rain/src/ui/GameUi.tsx @@ -7,8 +7,7 @@ import { Menu } from "./Menu.js"; import { automationRequest } from "./automation.js"; const TOAST_MS = 3600; - -/** Below this width the study asks for the cheap tier, exactly as the source study did. */ +/** Preserve the source study's one-time window-width default on hardware. */ const NARROW_PX = 700; export function GameUi() { @@ -138,18 +137,19 @@ function RainInterface() { send("setCinematic", false); }, [send, state]); - /** The first snapshot picks a tier from the width; a later choice is the player's and is kept. */ + /** Scene loading owns the default; the query and later player choices override it. */ const qualityChosen = useRef(false); useEffect(() => { - if (state === undefined || qualityChosen.current) return; + if (state === undefined || state.softwareRendering === undefined || qualityChosen.current) + return; qualityChosen.current = true; - // `?quality=` outranks the width default: an operator asking for `high` on a phone-sized - // window is asking for the tier, not for the guess this would otherwise make. + // An operator asking for high on a phone or software adapter keeps that explicit choice. const asked = automationRequest(window.location.search).quality; if (asked !== undefined) { send("setQuality", asked); return; } + if (state.qualityExplicit === true || state.softwareRendering) return; send("setQuality", window.innerWidth < NARROW_PX ? "performance" : "high"); }, [send, state]); diff --git a/packages/create-threenative/templates/rts/AGENTS.md b/packages/create-threenative/templates/rts/AGENTS.md index ceafb4f0f0..aed04e065a 100644 --- a/packages/create-threenative/templates/rts/AGENTS.md +++ b/packages/create-threenative/templates/rts/AGENTS.md @@ -3,13 +3,11 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, and the state bridge. This repository owns the rules in `src/sim/`, every visible choice in `src/render/`, the scene in `src/scenes/`, and the HUD in `src/ui/`; `src/game.ts` is portable and React mounts from `src/main.ts`. Nothing in `@threenative/*` reads or chooses their appearance, and this kit loads no physics plugin: `src/sim/` does its own collision and A*, which is what makes a match replayable and headless-testable. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -94,3 +92,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/rts/CLAUDE.md b/packages/create-threenative/templates/rts/CLAUDE.md index 01b5498c84..8ce95b4887 100644 --- a/packages/create-threenative/templates/rts/CLAUDE.md +++ b/packages/create-threenative/templates/rts/CLAUDE.md @@ -5,13 +5,11 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, and the state bridge. This repository owns the rules in `src/sim/`, every visible choice in `src/render/`, the scene in `src/scenes/`, and the HUD in `src/ui/`; `src/game.ts` is portable and React mounts from `src/main.ts`. Nothing in `@threenative/*` reads or chooses their appearance, and this kit loads no physics plugin: `src/sim/` does its own collision and A*, which is what makes a match replayable and headless-testable. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -96,3 +94,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/rts/src/render/autoExposure.ts b/packages/create-threenative/templates/rts/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/rts/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/rts/src/render/exposure.ts b/packages/create-threenative/templates/rts/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/rts/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/rts/src/render/exposureGraph.ts b/packages/create-threenative/templates/rts/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/rts/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/rts/src/render/exposureReadback.ts b/packages/create-threenative/templates/rts/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/rts/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/rts/src/render/quality.ts b/packages/create-threenative/templates/rts/src/render/quality.ts index b0230a7594..f3ac71c780 100644 --- a/packages/create-threenative/templates/rts/src/render/quality.ts +++ b/packages/create-threenative/templates/rts/src/render/quality.ts @@ -90,6 +90,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.6, bloomStrength: 0.22, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.62, tonemapMode: "aces", vignetteAmount: 0.22, diff --git a/packages/create-threenative/templates/rts/src/render/worldEnvironment.ts b/packages/create-threenative/templates/rts/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/rts/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/rts/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/runner/AGENTS.md b/packages/create-threenative/templates/runner/AGENTS.md index 576724a8b5..b9eb982bce 100644 --- a/packages/create-threenative/templates/runner/AGENTS.md +++ b/packages/create-threenative/templates/runner/AGENTS.md @@ -90,3 +90,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/runner/CLAUDE.md b/packages/create-threenative/templates/runner/CLAUDE.md index 1debf3253f..f95aa10ff2 100644 --- a/packages/create-threenative/templates/runner/CLAUDE.md +++ b/packages/create-threenative/templates/runner/CLAUDE.md @@ -92,3 +92,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/runner/src/render/autoExposure.ts b/packages/create-threenative/templates/runner/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/runner/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/runner/src/render/exposure.ts b/packages/create-threenative/templates/runner/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/runner/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/runner/src/render/exposureGraph.ts b/packages/create-threenative/templates/runner/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/runner/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/runner/src/render/exposureReadback.ts b/packages/create-threenative/templates/runner/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/runner/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/runner/src/render/quality.ts b/packages/create-threenative/templates/runner/src/render/quality.ts index 14fce08e55..dd61a5e6a4 100644 --- a/packages/create-threenative/templates/runner/src/render/quality.ts +++ b/packages/create-threenative/templates/runner/src/render/quality.ts @@ -78,6 +78,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.6, bloomStrength: 0.22, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.62, tonemapMode: "aces", vignetteAmount: 0.22, diff --git a/packages/create-threenative/templates/runner/src/render/worldEnvironment.ts b/packages/create-threenative/templates/runner/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/runner/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/runner/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/sailing/AGENTS.md b/packages/create-threenative/templates/sailing/AGENTS.md index 056a9c8133..12ddc82e41 100644 --- a/packages/create-threenative/templates/sailing/AGENTS.md +++ b/packages/create-threenative/templates/sailing/AGENTS.md @@ -3,7 +3,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns ship handling, the sea's look and tuning, `Buoyancy3D`, course order, HUD, water, and look; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -52,14 +51,15 @@ Four course marks around the headland, a helm and a set of sheets, 120 seconds o The sea is `SpectralOcean`, added with `ctx.add` so the compute registry runs its passes. It draws nothing: `src/render/ocean.ts` owns the mesh, the material, the mirror and every colour, and is the only file to edit for the water's look. The cascade buffers the vertex stage reads are the ones the CPU height query is copied from, so the hull floats on the surface that is drawn; two fields would leave the ship riding water nothing renders, with every assertion here still green. +The initial loading curtain also waits for the first finite CPU height in `src/scenes/ocean-readiness.ts`. It registers the existing startup hold synchronously, dispatches once after framework readiness, and releases on a real sample, including zero. The existing 45 s hold budget bounds the wait; timeout or compute failure emits `TN_SAILING_HEIGHT_READBACK_FAILED` before the gate fails open. Exit cancels the observer; restarts after startup use the ordinary compute lifecycle. This gate does not guarantee the timing of later throttled copies. + Five details are load-bearing. The material is `MeshStandardNodeMaterial`, not a basic one: a basic material takes no lights, so the sun on the water has to be faked with a `pow()` term, and the sea cannot agree with the hull floating on it. `normalNode` overrides `normalView`, so feed it a view-space normal or the reflection becomes a column of glare that follows the camera. The surface is a **logarithmic disc** centred on the ship, the cascade lookup adding the disc's own offset back: a square patch either ends inside the haze as a visible rectangular hem, or reaches the horizon with 300 m quads beside the hull. The ripple normals fade on the **pixel footprint** (`dFdx`/`dFdy` of the world position) and the slope they lose is spent as roughness, or every sea past 130 m is a mirror. And the CPU height is a coarse throttled copy: `readbackResolution` over the largest `patchSize` is the spacing between samples, and make that spacing wider than the waves and the ship sits at a smoothed mean sea level, hanging over its own troughs. It is also `undefined` until the first copy lands, which `Ship.ts` handles by falling back to mean sea level, and `surfaceHeight(ocean, x, z, dt)` is the call anything that floats should use rather than `sampleHeight` raw: it samples upwind by however far the swell will have run during the copy's age, so a hull is not left riding water the renderer stopped drawing. `WaveField.sample(x, z, time)` returns height and normal and allocates; `heightAt(x, z, time)` is the same arithmetic without the jacobian and without an allocation — ask it for floats, splash and wake, and keep `sample` where you shade with the normal. `RippleField` is the sea answering back: a finite patch carrying only the disturbance, so add its `heightAt` to the sea height and its `foamAt` to the foam and never use it in place of a sea. It steps at display rate or the CFL limit, whichever is smaller; `speed`, `damping`, `foamHalfLife`, `current`, `step` and `maxSteps` override that, and a `step` over the limit is rejected with the limit in the message. Its rim absorbs, so `recenter` it on whatever the player is watching. The sky is `assets/sky.jpg` (Poly Haven, CC0), fetched in `Boot.load` beside the ship — a scene's `load` is the one method allowed to await, and `Sailing.enter` must stay synchronous, because a playtest runner reads the registry the instant `enter()` returns. `sky.ts` draws it at `SKY_RANGE` and lights the scene at `FILL_RANGE`, and those are different numbers on purpose: half that photograph is a flat grey placeholder where a panorama's lower hemisphere should be, and at full range it becomes the largest term in every surface's light budget. Reflection is one half-res `WaterSurface3D` pass, with `markReflected` naming what the mirror may draw — it is a second draw of the world, so the sea stays off it, the sky arrives in the same texture, and there is no second sky lookup to blend against it. Tune the sea state in `src/render/ocean.ts`, the rig and hull in `src/render/props.ts` and `src/entities/Ship.ts`, and the course in `src/scenes/Sailing.ts`. The React HUD reads published state; keep `playtests/survives.playtest.json` as smoke proof and native scenarios honest. -On a touch-primary device (`isMobile() && isTouchscreenAvailable()`), `src/render/touch-controls.ts` -adds a left stick whose vector `Sailing` adds into both the helm and the sheets; keyboard is the fallback. +On a touch-primary device (`isMobile() && isTouchscreenAvailable()`), `src/render/touch-controls.ts` adds a left stick whose vector `Sailing` adds into both the helm and the sheets; keyboard is the fallback. ## Portable authoring contracts @@ -73,8 +73,7 @@ state; from a frame function `goto` and then `return`; `ctx.state.set({ /* copy is a partial patch. `game.goto("")` also rebuilds the scene, but it resets the game's state. Seeded randomness is deterministic only when `defineGame({ seed })` is configured. -`src/render/quality.ts` owns `low`, `medium`, `high`; `isMobile()` chooses `low`, otherwise `high`; override with `setupPost(..., { tier: "low" })`. Unknown tiers throw and `TN_QUALITY_TIER` reports -the source. The bridge flushes about 100 ms; keep speed/lap in state and frame feedback in Three.js. +`src/render/quality.ts` owns `low`, `medium`, `high`; `isMobile()` chooses `low`, otherwise `high`; override with `setupPost(..., { tier: "low" })`. Unknown tiers throw and `TN_QUALITY_TIER` reports the source. The bridge flushes about 100 ms; keep speed/lap in state and frame feedback in Three.js. When an animation looks wrong, measure it before rewriting it. `clipPoseError` scores a retargeted clip against its source per bone in degrees — whole quaternions relative to each rig's @@ -93,3 +92,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/sailing/CLAUDE.md b/packages/create-threenative/templates/sailing/CLAUDE.md index ada1e40ea3..15091bb31b 100644 --- a/packages/create-threenative/templates/sailing/CLAUDE.md +++ b/packages/create-threenative/templates/sailing/CLAUDE.md @@ -5,7 +5,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns ship handling, the sea's look and tuning, `Buoyancy3D`, course order, HUD, water, and look; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -54,14 +53,15 @@ Four course marks around the headland, a helm and a set of sheets, 120 seconds o The sea is `SpectralOcean`, added with `ctx.add` so the compute registry runs its passes. It draws nothing: `src/render/ocean.ts` owns the mesh, the material, the mirror and every colour, and is the only file to edit for the water's look. The cascade buffers the vertex stage reads are the ones the CPU height query is copied from, so the hull floats on the surface that is drawn; two fields would leave the ship riding water nothing renders, with every assertion here still green. +The initial loading curtain also waits for the first finite CPU height in `src/scenes/ocean-readiness.ts`. It registers the existing startup hold synchronously, dispatches once after framework readiness, and releases on a real sample, including zero. The existing 45 s hold budget bounds the wait; timeout or compute failure emits `TN_SAILING_HEIGHT_READBACK_FAILED` before the gate fails open. Exit cancels the observer; restarts after startup use the ordinary compute lifecycle. This gate does not guarantee the timing of later throttled copies. + Five details are load-bearing. The material is `MeshStandardNodeMaterial`, not a basic one: a basic material takes no lights, so the sun on the water has to be faked with a `pow()` term, and the sea cannot agree with the hull floating on it. `normalNode` overrides `normalView`, so feed it a view-space normal or the reflection becomes a column of glare that follows the camera. The surface is a **logarithmic disc** centred on the ship, the cascade lookup adding the disc's own offset back: a square patch either ends inside the haze as a visible rectangular hem, or reaches the horizon with 300 m quads beside the hull. The ripple normals fade on the **pixel footprint** (`dFdx`/`dFdy` of the world position) and the slope they lose is spent as roughness, or every sea past 130 m is a mirror. And the CPU height is a coarse throttled copy: `readbackResolution` over the largest `patchSize` is the spacing between samples, and make that spacing wider than the waves and the ship sits at a smoothed mean sea level, hanging over its own troughs. It is also `undefined` until the first copy lands, which `Ship.ts` handles by falling back to mean sea level, and `surfaceHeight(ocean, x, z, dt)` is the call anything that floats should use rather than `sampleHeight` raw: it samples upwind by however far the swell will have run during the copy's age, so a hull is not left riding water the renderer stopped drawing. `WaveField.sample(x, z, time)` returns height and normal and allocates; `heightAt(x, z, time)` is the same arithmetic without the jacobian and without an allocation — ask it for floats, splash and wake, and keep `sample` where you shade with the normal. `RippleField` is the sea answering back: a finite patch carrying only the disturbance, so add its `heightAt` to the sea height and its `foamAt` to the foam and never use it in place of a sea. It steps at display rate or the CFL limit, whichever is smaller; `speed`, `damping`, `foamHalfLife`, `current`, `step` and `maxSteps` override that, and a `step` over the limit is rejected with the limit in the message. Its rim absorbs, so `recenter` it on whatever the player is watching. The sky is `assets/sky.jpg` (Poly Haven, CC0), fetched in `Boot.load` beside the ship — a scene's `load` is the one method allowed to await, and `Sailing.enter` must stay synchronous, because a playtest runner reads the registry the instant `enter()` returns. `sky.ts` draws it at `SKY_RANGE` and lights the scene at `FILL_RANGE`, and those are different numbers on purpose: half that photograph is a flat grey placeholder where a panorama's lower hemisphere should be, and at full range it becomes the largest term in every surface's light budget. Reflection is one half-res `WaterSurface3D` pass, with `markReflected` naming what the mirror may draw — it is a second draw of the world, so the sea stays off it, the sky arrives in the same texture, and there is no second sky lookup to blend against it. Tune the sea state in `src/render/ocean.ts`, the rig and hull in `src/render/props.ts` and `src/entities/Ship.ts`, and the course in `src/scenes/Sailing.ts`. The React HUD reads published state; keep `playtests/survives.playtest.json` as smoke proof and native scenarios honest. -On a touch-primary device (`isMobile() && isTouchscreenAvailable()`), `src/render/touch-controls.ts` -adds a left stick whose vector `Sailing` adds into both the helm and the sheets; keyboard is the fallback. +On a touch-primary device (`isMobile() && isTouchscreenAvailable()`), `src/render/touch-controls.ts` adds a left stick whose vector `Sailing` adds into both the helm and the sheets; keyboard is the fallback. ## Portable authoring contracts @@ -75,8 +75,7 @@ state; from a frame function `goto` and then `return`; `ctx.state.set({ /* copy is a partial patch. `game.goto("")` also rebuilds the scene, but it resets the game's state. Seeded randomness is deterministic only when `defineGame({ seed })` is configured. -`src/render/quality.ts` owns `low`, `medium`, `high`; `isMobile()` chooses `low`, otherwise `high`; override with `setupPost(..., { tier: "low" })`. Unknown tiers throw and `TN_QUALITY_TIER` reports -the source. The bridge flushes about 100 ms; keep speed/lap in state and frame feedback in Three.js. +`src/render/quality.ts` owns `low`, `medium`, `high`; `isMobile()` chooses `low`, otherwise `high`; override with `setupPost(..., { tier: "low" })`. Unknown tiers throw and `TN_QUALITY_TIER` reports the source. The bridge flushes about 100 ms; keep speed/lap in state and frame feedback in Three.js. When an animation looks wrong, measure it before rewriting it. `clipPoseError` scores a retargeted clip against its source per bone in degrees — whole quaternions relative to each rig's @@ -95,3 +94,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/sailing/src/render/autoExposure.ts b/packages/create-threenative/templates/sailing/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/sailing/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/sailing/src/render/exposure.ts b/packages/create-threenative/templates/sailing/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/sailing/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/sailing/src/render/exposureGraph.ts b/packages/create-threenative/templates/sailing/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/sailing/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/sailing/src/render/exposureReadback.ts b/packages/create-threenative/templates/sailing/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/sailing/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/sailing/src/render/quality.ts b/packages/create-threenative/templates/sailing/src/render/quality.ts index 7254e54073..3947cf4c52 100644 --- a/packages/create-threenative/templates/sailing/src/render/quality.ts +++ b/packages/create-threenative/templates/sailing/src/render/quality.ts @@ -85,6 +85,7 @@ const high: IWorldEnvironmentOptions = { bloomStrength: 0.38, // No SSGI runs here, so there is nothing for the denoiser to clean up. Off, explicitly. denoiseEnabled: false, + autoExposureEnabled: false, exposure: 0.9, // Off at every tier — see the note at the top of this file. ssgiEnabled: false, diff --git a/packages/create-threenative/templates/sailing/src/render/worldEnvironment.ts b/packages/create-threenative/templates/sailing/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/sailing/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/sailing/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/sailing/src/scenes/Sailing.ts b/packages/create-threenative/templates/sailing/src/scenes/Sailing.ts index 190921a57a..2762b79220 100644 --- a/packages/create-threenative/templates/sailing/src/scenes/Sailing.ts +++ b/packages/create-threenative/templates/sailing/src/scenes/Sailing.ts @@ -25,6 +25,7 @@ import { createBuoy, createIsland, getShipModel } from "../render/props.js"; import { setupSky } from "../render/sky.js"; import { TouchControls } from "../render/touch-controls.js"; import type { GameState } from "../state.js"; +import { holdOceanHeight } from "./ocean-readiness.js"; export type GameCtx = ICtx; @@ -78,6 +79,7 @@ export class Sailing extends Scene { }; #sea: ReturnType | undefined; + #stopOceanReadiness: (() => void) | undefined; // No `load()` here: `ship.glb` is fetched in `Boot.load()`, alongside the sky, so this scene's // `enter()` stays synchronous — a playtest runner reads the registry the instant it returns, and @@ -107,6 +109,7 @@ export class Sailing extends Scene { // passes in the warmup set. It draws nothing — the mesh and its material are this game's, and // both live in `src/render/ocean.ts`. const ocean = ctx.add(createOcean()); + this.#stopOceanReadiness = holdOceanHeight(ctx, ocean); // The mirror is constructed here and handed to the material: `src/render/` reaches the engine // for the wave field it draws and nothing else, so the pass that draws the world a second time // is built in game code from the options that file authored. @@ -258,6 +261,8 @@ export class Sailing extends Scene { } override exit(ctx: GameCtx): void { + this.#stopOceanReadiness?.(); + this.#stopOceanReadiness = undefined; // The mirror owns a render target and a pass. Nothing in the frame releases it, so a restart // — which is `goto("sailing")`, and this scene is entered again — would leak one every time. this.#sea?.dispose(); diff --git a/packages/create-threenative/templates/sailing/src/scenes/ocean-readiness.ts b/packages/create-threenative/templates/sailing/src/scenes/ocean-readiness.ts new file mode 100644 index 0000000000..7a1404d807 --- /dev/null +++ b/packages/create-threenative/templates/sailing/src/scenes/ocean-readiness.ts @@ -0,0 +1,68 @@ +import type { ICtx, SpectralOcean } from "@threenative/core"; + +// Match the existing startup hold deadline; the contract test guards this against core drift. +const HEIGHT_READBACK_BUDGET_MS = 45_000; +let nextHold = 0; + +/** Keep the initial loading curtain up until the sea has an authoritative CPU height. */ +export function holdOceanHeight( + ctx: Pick, + ocean: Pick, +): () => void { + // Startup is a one-time gate. A later scene restart uses the ordinary compute lifecycle. + if (ctx.startup.phase === "ready") return () => undefined; + let active = true; + let dispatched = false; + let removeObserver: () => void = () => undefined; + let finishWork: () => void = () => undefined; + const work = new Promise((resolve) => { + finishWork = resolve; + }); + const stop = (): void => { + if (!active) return; + active = false; + clearTimeout(timer); + removeObserver(); + finishWork(); + }; + const fail = (reason: unknown): void => { + if (!active) return; + console.error( + "TN_SAILING_HEIGHT_READBACK_FAILED", + reason instanceof Error ? reason.message : String(reason), + ); + stop(); + }; + // Register this timer before hold(): a failed sample must be reported before the gate fails open. + const timer = setTimeout( + () => fail("No finite ocean height sample arrived within the startup budget."), + HEIGHT_READBACK_BUDGET_MS, + ); + removeObserver = ctx.beforeRender(() => { + if (!active || !dispatched) return; + try { + const sample = ocean.sampleHeight(0, 0); + if (sample !== undefined && Number.isFinite(sample.height)) stop(); + } catch (error) { + fail(error); + } + }); + try { + ctx.startup.hold(`sailing-ocean-height-${++nextHold}`, work); + } catch (error) { + stop(); + throw error; + } + // Waiting on whenReady() here would make the hold wait on itself. Compilation and the frame + // window finish independently; one dispatch then primes the copy without advancing game time. + void ctx.startup.whenFrameworkReady().then(() => { + if (!active) return; + try { + dispatched = true; + ocean.process(); + } catch (error) { + fail(error); + } + }, fail); + return stop; +} diff --git a/packages/create-threenative/templates/shooter/AGENTS.md b/packages/create-threenative/templates/shooter/AGENTS.md index 9d0f4b6590..5c04237d76 100644 --- a/packages/create-threenative/templates/shooter/AGENTS.md +++ b/packages/create-threenative/templates/shooter/AGENTS.md @@ -79,3 +79,5 @@ Open a capture after visual changes; a scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. On a touch-primary device, `src/entities/TouchControls.ts` adds a movement stick, a look stick, and fire, aim, reload and crouch pads; the stick pushed to its rim sprints. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/shooter/CLAUDE.md b/packages/create-threenative/templates/shooter/CLAUDE.md index 7d2c1f91d6..16f0914293 100644 --- a/packages/create-threenative/templates/shooter/CLAUDE.md +++ b/packages/create-threenative/templates/shooter/CLAUDE.md @@ -81,3 +81,5 @@ Open a capture after visual changes; a scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. On a touch-primary device, `src/entities/TouchControls.ts` adds a movement stick, a look stick, and fire, aim, reload and crouch pads; the stick pushed to its rim sprints. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/shooter/src/render/autoExposure.ts b/packages/create-threenative/templates/shooter/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/shooter/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/shooter/src/render/exposure.ts b/packages/create-threenative/templates/shooter/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/shooter/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/shooter/src/render/exposureGraph.ts b/packages/create-threenative/templates/shooter/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/shooter/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/shooter/src/render/exposureReadback.ts b/packages/create-threenative/templates/shooter/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/shooter/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/shooter/src/render/quality.ts b/packages/create-threenative/templates/shooter/src/render/quality.ts index b0230a7594..f3ac71c780 100644 --- a/packages/create-threenative/templates/shooter/src/render/quality.ts +++ b/packages/create-threenative/templates/shooter/src/render/quality.ts @@ -90,6 +90,7 @@ const shared: IWorldEnvironmentOptions = { bloomRadius: 0.6, bloomStrength: 0.22, bloomThreshold: 1, + autoExposureEnabled: false, exposure: 0.62, tonemapMode: "aces", vignetteAmount: 0.22, diff --git a/packages/create-threenative/templates/shooter/src/render/worldEnvironment.ts b/packages/create-threenative/templates/shooter/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/shooter/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/shooter/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/snow/AGENTS.md b/packages/create-threenative/templates/snow/AGENTS.md index e2d24c2ab4..7bd840f44d 100644 --- a/packages/create-threenative/templates/snow/AGENTS.md +++ b/packages/create-threenative/templates/snow/AGENTS.md @@ -86,3 +86,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/snow/CLAUDE.md b/packages/create-threenative/templates/snow/CLAUDE.md index d2597b5c4c..42d1980207 100644 --- a/packages/create-threenative/templates/snow/CLAUDE.md +++ b/packages/create-threenative/templates/snow/CLAUDE.md @@ -88,3 +88,5 @@ Open a capture after visual changes. A scenario with no assertions or missing ob Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/snow/src/render/autoExposure.ts b/packages/create-threenative/templates/snow/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/snow/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/snow/src/render/exposure.ts b/packages/create-threenative/templates/snow/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/snow/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/snow/src/render/exposureGraph.ts b/packages/create-threenative/templates/snow/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/snow/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/snow/src/render/exposureReadback.ts b/packages/create-threenative/templates/snow/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/snow/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/snow/src/render/quality.ts b/packages/create-threenative/templates/snow/src/render/quality.ts index 86149f9415..4c380e5741 100644 --- a/packages/create-threenative/templates/snow/src/render/quality.ts +++ b/packages/create-threenative/templates/snow/src/render/quality.ts @@ -87,6 +87,7 @@ const high: IWorldEnvironmentOptions = { bloomEnabled: false, // No SSGI runs here, so there is nothing for the denoiser to clean up. Off, explicitly. denoiseEnabled: false, + autoExposureEnabled: false, exposure: 0.95, // Off at every tier — see the note at the top of this file. ssgiEnabled: false, diff --git a/packages/create-threenative/templates/snow/src/render/worldEnvironment.ts b/packages/create-threenative/templates/snow/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/snow/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/snow/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/starter/AGENTS.md b/packages/create-threenative/templates/starter/AGENTS.md index a3b6db683e..d7b1d630f6 100644 --- a/packages/create-threenative/templates/starter/AGENTS.md +++ b/packages/create-threenative/templates/starter/AGENTS.md @@ -3,12 +3,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns gameplay and every visible choice in `src/render/`, `src/entities/`, `src/scenes/`, and `src/ui/`; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. The look ships as a photographed sky and a rigged figure: `src/render/sky.ts` makes `assets/sky.jpg` (Poly Haven, CC0) the background, the environment light and the fog colour, `lighting.ts` adds the one sun it names in `SUN_DIRECTION`, and `Player.ts` drives `assets/mannequin.glb` (Quaternius, CC0) through `SkeletalMesh3D`. Swap the sky for any equirectangular image and re-aim `SUN_DIRECTION` at its sun; swap the rig and edit `CLIPS`. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -81,7 +79,7 @@ therefore keep the previous clip's pose, and `boneContact` reports in metres whe ## Quality and proof `src/render/quality.ts` owns `low`, `medium`, `high`; platform selects the boot tier, and `adaptiveQuality.ts` reads `game.ts` frame windows. Fresh GPU time wins, with a named presentation fallback. After startup, two overloaded windows lower quality; five with 20% headroom raise it; cooldown is five seconds. Presentation fallback allows 5% timing jitter (`presentationTolerance`); `overloadBudgetMs` reports its threshold. Vsync-bound presentation alone cannot prove recovery headroom. -`setupPost` exposes policy options and `targetFps`; `Play` supplies `display.maxFps` and readiness. Pin `{ tier: "low" }`; invalid tiers throw and pinned costs report. The `quality` entity and `TN_QUALITY_TIER` expose decisions; dispose on scene exit. +`setupPost` exposes policy options and `targetFps`; `Play` supplies `display.maxFps` and readiness. Pin `{ tier: "low" }`; invalid tiers throw and pinned costs report. The `quality` entity and `TN_QUALITY_TIER` expose decisions; dispose on scene exit. A bounded participating medium is generated source you own: `src/render/volumetricFog.ts` and its three companions build depth-correct mist, and `STARTER_MIST` there owns this game's density, colour, bounds and its single `enabled` flag — off costs no target and no pixel. `Play` passes it the live `ctx.renderer.kind`, so the WebGL fallback allocates nothing, and it owns `scene.fog` while it lives, so aerial perspective and god rays must stay off: they render the same air. `setupPost`'s `fog` factory rebuilds it whenever the tier replaces the chain. It is lit by `ambient` until you pass `points` (unshadowed, finite-range `PointLight`s) or a `sun` whose shadow map already exists — nothing wires one for you. The shipped chain is ambient occlusion on `high` and `medium`, bloom, vignette, the tone curve and the shared SMAA. There are no authored paint stages: a real sun and a real sky carry the shading, and a Kuwahara smear or an ink outline over a photograph only cost frames. `quality.ts` owns tier and strength, and every `xxxEnabled: true` carries the measurement that justified it; `TN_RENDER_CHAIN` names each stage independently, and a missing stage observation is a failure. `input.vector("move").y` is +up, so forward uses one explicit `-move.y` conversion. A scenario with no assertions or missing observations fails; open a real capture after visual changes. When a frame costs more than it should, find the object first: backtick opens the overlay, whose **Geometry** tab captures one frame on **Capture** and ranks the objects that submitted its triangles beside their projected size on screen; an agent gets the same report from `"assert": { "geometry": { "limit": 25 } }` in a scenario, which needs `runtime.geometry`. Those numbers are measured submissions reconciled against the frame's own pass totals, so the remainder the rows do not account for is reported, and what cannot be measured — a packed batch's per-member draws, unknown bounds — says so with a reason instead of reading as zero. @@ -94,3 +92,5 @@ The performance skill carries `TN_FRAME_BUDGET`, platform targets, and the `disp Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/starter/CLAUDE.md b/packages/create-threenative/templates/starter/CLAUDE.md index 4b5133c358..2d5151a470 100644 --- a/packages/create-threenative/templates/starter/CLAUDE.md +++ b/packages/create-threenative/templates/starter/CLAUDE.md @@ -5,12 +5,10 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns gameplay and every visible choice in `src/render/`, `src/entities/`, `src/scenes/`, and `src/ui/`; `src/game.ts` is portable and React mounts from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. The look ships as a photographed sky and a rigged figure: `src/render/sky.ts` makes `assets/sky.jpg` (Poly Haven, CC0) the background, the environment light and the fog colour, `lighting.ts` adds the one sun it names in `SUN_DIRECTION`, and `Player.ts` drives `assets/mannequin.glb` (Quaternius, CC0) through `SkeletalMesh3D`. Swap the sky for any equirectangular image and re-aim `SUN_DIRECTION` at its sun; swap the rig and edit `CLIPS`. ## Start every change - 1. **Critical planning gate:** invoke `threenative-capabilities` before `prd-creator`. Search `engine_search_capabilities` for the full request and each concrete mechanic, inspect relevant matches with `engine_capability_detail`, and record a capability or no-match for the plan. Apply the `ponytail` ladder before writing code; never hand-write what the capability search already installs. @@ -83,7 +81,7 @@ therefore keep the previous clip's pose, and `boneContact` reports in metres whe ## Quality and proof `src/render/quality.ts` owns `low`, `medium`, `high`; platform selects the boot tier, and `adaptiveQuality.ts` reads `game.ts` frame windows. Fresh GPU time wins, with a named presentation fallback. After startup, two overloaded windows lower quality; five with 20% headroom raise it; cooldown is five seconds. Presentation fallback allows 5% timing jitter (`presentationTolerance`); `overloadBudgetMs` reports its threshold. Vsync-bound presentation alone cannot prove recovery headroom. -`setupPost` exposes policy options and `targetFps`; `Play` supplies `display.maxFps` and readiness. Pin `{ tier: "low" }`; invalid tiers throw and pinned costs report. The `quality` entity and `TN_QUALITY_TIER` expose decisions; dispose on scene exit. +`setupPost` exposes policy options and `targetFps`; `Play` supplies `display.maxFps` and readiness. Pin `{ tier: "low" }`; invalid tiers throw and pinned costs report. The `quality` entity and `TN_QUALITY_TIER` expose decisions; dispose on scene exit. A bounded participating medium is generated source you own: `src/render/volumetricFog.ts` and its three companions build depth-correct mist, and `STARTER_MIST` there owns this game's density, colour, bounds and its single `enabled` flag — off costs no target and no pixel. `Play` passes it the live `ctx.renderer.kind`, so the WebGL fallback allocates nothing, and it owns `scene.fog` while it lives, so aerial perspective and god rays must stay off: they render the same air. `setupPost`'s `fog` factory rebuilds it whenever the tier replaces the chain. It is lit by `ambient` until you pass `points` (unshadowed, finite-range `PointLight`s) or a `sun` whose shadow map already exists — nothing wires one for you. The shipped chain is ambient occlusion on `high` and `medium`, bloom, vignette, the tone curve and the shared SMAA. There are no authored paint stages: a real sun and a real sky carry the shading, and a Kuwahara smear or an ink outline over a photograph only cost frames. `quality.ts` owns tier and strength, and every `xxxEnabled: true` carries the measurement that justified it; `TN_RENDER_CHAIN` names each stage independently, and a missing stage observation is a failure. `input.vector("move").y` is +up, so forward uses one explicit `-move.y` conversion. A scenario with no assertions or missing observations fails; open a real capture after visual changes. When a frame costs more than it should, find the object first: backtick opens the overlay, whose **Geometry** tab captures one frame on **Capture** and ranks the objects that submitted its triangles beside their projected size on screen; an agent gets the same report from `"assert": { "geometry": { "limit": 25 } }` in a scenario, which needs `runtime.geometry`. Those numbers are measured submissions reconciled against the frame's own pass totals, so the remainder the rows do not account for is reported, and what cannot be measured — a packed batch's per-member draws, unknown bounds — says so with a reason instead of reading as zero. @@ -96,3 +94,5 @@ The performance skill carries `TN_FRAME_BUDGET`, platform targets, and the `disp Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/starter/src/render/autoExposure.ts b/packages/create-threenative/templates/starter/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/starter/src/render/exposure.ts b/packages/create-threenative/templates/starter/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/starter/src/render/exposureGraph.ts b/packages/create-threenative/templates/starter/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/starter/src/render/exposureReadback.ts b/packages/create-threenative/templates/starter/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/starter/src/render/postprocessing.ts b/packages/create-threenative/templates/starter/src/render/postprocessing.ts index d6629a7fb9..e7547055ab 100644 --- a/packages/create-threenative/templates/starter/src/render/postprocessing.ts +++ b/packages/create-threenative/templates/starter/src/render/postprocessing.ts @@ -18,6 +18,7 @@ import { formatQualityAdaptation, } from "./adaptiveQuality.js"; import { type QualityTier, qualityPreset } from "./quality.js"; +import type { FogMedium } from "./volumetricFog.js"; import { type OutputRenderer, WorldEnvironment } from "./worldEnvironment.js"; interface IPostController { @@ -44,12 +45,19 @@ export function setupPost( software?: boolean; /** Forces a tier while keeping its costs observed. Unknown names throw. */ tier?: QualityTier; + /** + * The bounded participating medium from `volumetricFog.ts`, built once per graph: a tier change + * replaces the graph, and a fog controller owns one graph, so it is released and rebuilt here + * rather than composed twice. Omit it and the chain starts from the beauty pass unchanged. + */ + fog?: () => FogMedium | undefined; } = {}, ): IPostController { const policy = createAdaptiveQuality(environment, environment); active?.dispose(); let disposed = false; let disposeGraph: (() => void) | undefined; + let medium: FogMedium | undefined; let observation: Record = { tier: policy.tier, source: policy.pinned ? "pinned" : "auto", @@ -57,10 +65,15 @@ export function setupPost( function apply(): void { // Replacement is serialized: no old graph or subscription remains alive beside the new one. disposeGraph?.(); + medium?.dispose(); + medium = environment.fog?.(); + const composed = medium; const settings = qualityPreset(policy.tier); const world = new WorldEnvironment(settings); const applied = world.apply(renderer, scene, camera, { godraysLight: environment.godraysLight, + // Ahead of exposure and every stage, which is the only place a participating medium can go. + baseColour: composed === undefined ? undefined : (scenePass) => composed.compose(scenePass), }); disposeGraph = applied.dispose; observation = { ...observation, stages: applied.stages, dropped: applied.dropped }; @@ -91,6 +104,8 @@ export function setupPost( disposed = true; disposeGraph?.(); disposeGraph = undefined; + medium?.dispose(); + medium = undefined; if (active === controller) active = undefined; }, }; diff --git a/packages/create-threenative/templates/starter/src/render/quality.ts b/packages/create-threenative/templates/starter/src/render/quality.ts index 4d75577ec6..be5327fc1f 100644 --- a/packages/create-threenative/templates/starter/src/render/quality.ts +++ b/packages/create-threenative/templates/starter/src/render/quality.ts @@ -80,6 +80,7 @@ export function resolveQualityTier( * smooth sky gradient into visible bands. Both are one line to turn back on for a glossy scene. */ const shared: IWorldEnvironmentOptions = { + autoExposureEnabled: false, // Bloom cost: ~4.6 ms in the reference ablation — the second most expensive stage there. bloomEnabled: true, bloomRadius: 0.6, diff --git a/packages/create-threenative/templates/starter/src/render/volumetricFog.ts b/packages/create-threenative/templates/starter/src/render/volumetricFog.ts new file mode 100644 index 0000000000..23a58e7fa1 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/volumetricFog.ts @@ -0,0 +1,116 @@ +// Generated for you: opt-in Three.js, with no default tier or picture change. +// Compose this medium before exposure/bloom/output. It takes the scene's own fog over while it +// lives and restores it on disposal; aerial haze and god rays must stay off, and a separate +// clear-air sky remains valid. Density/phase/colour belong to this game — see `STARTER_MIST` +// below for the starter's own, which is the object to edit when the mist should be on. +// Pinned Three 0.185.1 VolumeNodeMaterial skips directional lights and couples extinction to +// illumination. This bounded integrator reuses GodraysNode's depth/shadow coordinates instead. +// `volumetricFogOptions.ts` is the contract it accepts, `volumetricFogVolume.ts` the graph it +// builds and owns, and `volumetricFogTransport.ts` the per-step integration inside it. +import { Box3, Color, type PerspectiveCamera, type Scene, Vector3 } from "three"; +import type { Node, NodeMaterial, RenderTarget } from "three/webgpu"; +import type { IFogVolume, IVolumetricFogOptions } from "./volumetricFogOptions.js"; +import { validateFogOptions } from "./volumetricFogOptions.js"; +import type { ScenePass } from "./volumetricFogTransport.js"; +import { type IFogVolumeGraph, composeFogVolume } from "./volumetricFogVolume.js"; + +export type { IFogVolume, IVolumetricFogOptions }; + +/** The owned medium a composed graph exposes: one controller, one graph, one owned target. */ +export type FogMedium = Exclude, undefined>; + +/** + * This game's mist — the one flag, density, colour, bounds and step count, all in this folder + * because they are look decisions. `Play.ts` passes this object and the live renderer's `kind` to + * `createVolumetricFog`; the backend is deliberately not in here, so no scene can claim a backend + * the renderer does not have. + * + * `enabled: false` costs nothing: the medium returns before this module allocates a target, a + * material or a graph, so the shipped picture and the off baseline are exactly what they were + * without it. Set it true and the mist is bounded by `volumes`, thins with height and is lit by + * `ambient` alone. + * + * There is no automatic sun. Pass `sun: key` from `lighting.ts` once `key.shadow.map` exists — the + * graph is built before the first render, so the first medium has no shadow map to sample and none + * is invented; a tier change rebuilds it and picks one up. Up to four unshadowed finite-range + * `PointLight`s need no preparation at all. + */ +export const STARTER_MIST: Omit = { + enabled: false, + steps: 32, + resolutionScale: 0.5, + // A slab over the arena floor: thickest at the boards, thinning with height. + volumes: [ + { + bounds: new Box3(new Vector3(-9, 0, -6), new Vector3(9, 3, 6)), + density: 0.06, + baseHeight: 0, + heightFalloff: 0.5, + }, + ], + albedo: new Color("#cfd8e3"), + ambient: new Color("#0b1016"), + anisotropy: 0.3, + environment: { aerialPerspective: false, godRays: false }, +}; + +/** + * Off, unsupported and zero-density return before allocating any graph/target/material. + * + * While a medium lives it owns the scene's fog: `sky.ts` renders the same air through + * `scene.fog`, so two of them would double it. Disposal puts the authored fog back, unless + * the game authored a new one while the medium lived — that later fog is then the live one. + */ +export function createVolumetricFog( + scene: Scene, + camera: PerspectiveCamera, + supplied: IVolumetricFogOptions, +) { + if (!supplied.enabled || supplied.renderer !== "webgpu") return undefined; + const options = { ...supplied }; + validateFogOptions(camera, options); + const volumes = options.volumes.filter((volume) => volume.density > 0); + if (volumes.length === 0) return undefined; + const authoredFog = scene.fog; + scene.fog = null; + let graph: IFogVolumeGraph | undefined; + let disposed = false; + return { + get target(): RenderTarget | undefined { + return graph?.target; + }, + get material(): NodeMaterial | undefined { + return graph?.material; + }, + get transport(): Node<"vec4"> | undefined { + return graph?.transport; + }, + diagnostics: () => ({ + steps: options.steps, + resolutionScale: options.resolutionScale, + volumes: volumes.length, + localLights: (options.points ?? []).length, + history: false, + renderTargets: graph === undefined ? 0 : 1, + pixels: graph === undefined ? 0 : graph.target.width * graph.target.height, + }), + compose(scenePass: ScenePass): Node<"vec4"> { + if (disposed) throw new Error("volumetricFog: disposed controller."); + if (graph !== undefined) throw new Error("volumetricFog: compose once per owned graph."); + if (scenePass.camera !== camera) + throw new Error("volumetricFog: scene depth must come from this camera."); + if (Reflect.get(scenePass.scene, "fog") != null) + throw new Error("volumetricFog: scene fog duplicates the same medium."); + graph = composeFogVolume(camera, options, volumes, scenePass); + return graph.compose; + }, + dispose(): void { + if (disposed) return; + disposed = true; + graph?.target.dispose(); + graph?.material.dispose(); + graph = undefined; + if (scene.fog == null) scene.fog = authoredFog; + }, + }; +} diff --git a/packages/create-threenative/templates/starter/src/render/volumetricFogOptions.ts b/packages/create-threenative/templates/starter/src/render/volumetricFogOptions.ts new file mode 100644 index 0000000000..0b76d69a12 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/volumetricFogOptions.ts @@ -0,0 +1,96 @@ +// The contract this medium accepts. Everything here is checked before a graph, a target or a +// material exists, so a rejected request costs nothing and names itself in the error. +import type { Box3, Color, DirectionalLight, PerspectiveCamera, PointLight } from "three"; + +export interface IFogVolume { + bounds: Box3; + /** Extinction per metre at/below baseHeight, independent of light intensity. */ + density: number; + baseHeight: number; + heightFalloff: number; +} +export interface IVolumetricFogOptions { + enabled: boolean; + /** The live renderer's backend, `renderer.kind`. Anything but `webgpu` allocates nothing. */ + renderer: string; + /** Explicit unqualified budget, 8–128. No automatic tier admission before measurements. */ + steps: number; + resolutionScale: number; + volumes: IFogVolume[]; + albedo: Color; + ambient: Color; + anisotropy: number; + /** + * A shadow-casting `DirectionalLight` whose `shadow.map` is already initialized — there is no + * other shadow source this graph can read, and none is created for it. + */ + sun?: DirectionalLight; + /** At most four unshadowed finite-range PointLights; spot/cube shadows are excluded. */ + points?: PointLight[]; + logarithmicDepth?: boolean; + reversedDepth?: boolean; + /** + * What else is already drawing the same air. Both false is the only qualified answer: the + * medium takes `scene.fog` over while it lives and puts it back on disposal, so only aerial + * perspective and god rays have to stay off — either would add its contribution a second time. + */ + environment: { aerialPerspective: boolean; godRays: boolean }; +} +function finite(name: string, value: number, low: number, high = Number.POSITIVE_INFINITY): void { + if (!Number.isFinite(value) || value < low || value > high) + throw new Error(`volumetricFog: ${name} must be finite in [${low}, ${high}].`); +} +function validateVolumes(volumes: IFogVolume[]): void { + if (volumes.length > 8) throw new Error("volumetricFog: at most eight bounds."); + for (const volume of volumes) { + finite("density", volume.density, 0); + finite("heightFalloff", volume.heightFalloff, 0); + finite("baseHeight", volume.baseHeight, Number.NEGATIVE_INFINITY); + const { min: low, max: high } = volume.bounds; + if ( + ![...low, ...high].every(Number.isFinite) || + low.x >= high.x || + low.y >= high.y || + low.z >= high.z + ) + throw new Error("volumetricFog: bounds need finite positive extent."); + } +} +export function validateFogOptions( + camera: PerspectiveCamera, + options: IVolumetricFogOptions, +): void { + if (!camera.isPerspectiveCamera) throw new Error("volumetricFog: perspective camera required."); + if (options.logarithmicDepth || options.reversedDepth) + throw new Error("volumetricFog: only ordinary perspective depth is qualified for this graph."); + finite("steps", options.steps, 8, 128); + if (!Number.isInteger(options.steps)) throw new Error("volumetricFog: steps must be integer."); + if (options.resolutionScale !== 1 && options.resolutionScale !== 0.5) + throw new Error("volumetricFog: resolutionScale must be 1 or 0.5."); + finite("anisotropy", options.anisotropy, -0.9, 0.9); + validateVolumes(options.volumes); + for (const channel of options.albedo.toArray()) finite("albedo", channel, 0, 1); + for (const channel of options.ambient.toArray()) finite("ambient", channel, 0); + if (options.environment.aerialPerspective || options.environment.godRays) + throw new Error( + "volumetricFog: aerial perspective and god rays must be off — this graph renders the same medium.", + ); + const sun = options.sun; + if ( + sun !== undefined && + (!sun.castShadow || sun.shadow.map?.depthTexture == null || sun.shadow.shadowNode != null) + ) + throw new Error("volumetricFog: sun needs an initialized ordinary directional shadow map."); + const points = options.points ?? []; + if (points.length > 4) throw new Error("volumetricFog: at most four local lights."); + for (const point of points) { + if ( + !point.isPointLight || + point.castShadow || + !Number.isFinite(point.distance) || + point.distance <= 0 + ) + throw new Error("volumetricFog: local lights must be unshadowed finite-range PointLights."); + finite("point decay", point.decay, 0, 4); + } +} diff --git a/packages/create-threenative/templates/starter/src/render/volumetricFogTransport.ts b/packages/create-threenative/templates/starter/src/render/volumetricFogTransport.ts new file mode 100644 index 0000000000..fc88569b9e --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/volumetricFogTransport.ts @@ -0,0 +1,176 @@ +// The integrator: what one bounded volume does to one pixel, marching `steps` equal slices +// between the depth-correct entry and exit of the camera ray. Everything it reads arrives on +// `inputs`, so the uniforms that describe the camera, the bounds and the lights stay with the +// graph that owns them. +import type { DepthTexture, DirectionalLight, PointLight } from "three"; +import { + Fn, + If, + Loop, + float, + getViewPosition, + lightShadowMatrix, + max, + min, + type pass, + reference, + screenUV, + texture, + vec2, + vec3, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; + +export type ScenePass = ReturnType; +type FogDepth = ReturnType; +export interface IFogBounds { + low: Node<"vec3">; + high: Node<"vec3">; + /** Extinction per metre at/below baseHeight, independent of light intensity. */ + density: number; + baseHeight: number; + heightFalloff: number; +} +export interface IFogLocalLight { + point: PointLight; + radiance: Node<"vec3">; + position: Node<"vec3">; +} +export interface IFogTransportInputs { + albedo: Node<"vec3">; + ambient: Node<"vec3">; + anisotropy: number; + bounds: IFogBounds[]; + cameraMatrix: Node<"mat4">; + depth: FogDepth; + inverseProjection: Node<"mat4">; + localLights: IFogLocalLight[]; + origin: Node<"vec3">; + shadowDepth: DepthTexture | null | undefined; + steps: number; + sun: DirectionalLight | undefined; + sunDirection: Node<"vec3"> | undefined; + sunRadiance: Node<"vec3"> | undefined; +} + +export function fogTransport(inputs: IFogTransportInputs): Node<"vec4"> { + const { + albedo, + ambient, + anisotropy, + bounds, + cameraMatrix, + depth, + inverseProjection, + localLights, + origin, + shadowDepth, + steps, + sun, + sunDirection, + sunRadiance, + } = inputs; + const phase = (cosine: Node<"float">) => + float(1 - anisotropy ** 2).div( + float(1 + anisotropy ** 2) + .sub(cosine.mul(2 * anisotropy)) + .pow(1.5) + .mul(4 * Math.PI), + ); + return Fn(() => { + const endpoint = cameraMatrix.mul( + vec4(getViewPosition(screenUV, depth.r, inverseProjection), 1), + ).xyz; + const toSurface = endpoint.sub(origin).toVar(); + const distance = toSurface.length().max(0.000001).toVar(); + const direction = toSurface.div(distance).toVar(); + const safeDirection = direction + .greaterThanEqual(0) + .select(direction.abs().max(0.000001), direction.abs().max(0.000001).negate()); + const near = distance.toVar(); + const far = float(0).toVar(); + for (const volume of bounds) { + const a = volume.low.sub(origin).div(safeDirection); + const b = volume.high.sub(origin).div(safeDirection); + const entry = min(a, b); + const exit = max(a, b); + const start = max(max(entry.x, entry.y), max(entry.z, 0)); + const end = min(min(exit.x, exit.y), min(exit.z, distance)); + If(end.greaterThan(start), () => { + near.assign(min(near, start)); + far.assign(max(far, end)); + }); + } + const transmission = float(1).toVar(); + const scattering = vec3(0).toVar(); + If(far.greaterThan(near), () => { + const ds = far.sub(near).div(steps).toVar(); + Loop(steps, ({ i }) => { + const position = origin.add(direction.mul(near.add(float(i).add(0.5).mul(ds)))).toVar(); + const extinction = float(0).toVar(); + for (const volume of bounds) { + If( + position + .greaterThanEqual(volume.low) + .all() + .and(position.lessThanEqual(volume.high).all()), + () => { + extinction.addAssign( + position.y + .sub(volume.baseHeight) + .max(0) + .mul(-volume.heightFalloff) + .exp() + .mul(volume.density), + ); + }, + ); + } + const illumination = vec3(ambient).toVar(); + if ( + sun !== undefined && + shadowDepth != null && + sunDirection !== undefined && + sunRadiance !== undefined + ) { + const projected = lightShadowMatrix(sun).mul(vec4(position, 1)); + const coordinate = projected.xyz.div(projected.w).toVar(); + // Outside the finite shadow map, Three treats the directional source as unshadowed. + const visibility = float(1).toVar(); + If(coordinate.greaterThanEqual(0).all().and(coordinate.lessThanEqual(1).all()), () => { + visibility.assign( + texture(shadowDepth, vec2(coordinate.x, coordinate.y.oneMinus())).compare( + coordinate.z.add(reference("bias", "float", sun.shadow)), + ), + ); + }); + illumination.addAssign( + sunRadiance.mul(phase(direction.dot(sunDirection))).mul(visibility), + ); + } + for (const local of localLights) { + const toLight = local.position.sub(position); + const radius = toLight.length().max(0.01); + const attenuation = radius + .div(local.point.distance) + .pow(4) + .oneMinus() + .max(0) + .pow(2) + .div(radius.pow(local.point.decay)); + illumination.addAssign( + local.radiance.mul(attenuation).mul(phase(direction.dot(toLight.div(radius)))), + ); + } + // Exact homogeneous-step solution. Extinction persists when every light is off. + const stepTransmission = extinction.mul(ds).negate().exp(); + scattering.addAssign( + transmission.mul(stepTransmission.oneMinus()).mul(albedo).mul(illumination), + ); + transmission.mulAssign(stepTransmission); + }); + }); + return vec4(scattering, transmission); + })(); +} diff --git a/packages/create-threenative/templates/starter/src/render/volumetricFogVolume.ts b/packages/create-threenative/templates/starter/src/render/volumetricFogVolume.ts new file mode 100644 index 0000000000..37e824e242 --- /dev/null +++ b/packages/create-threenative/templates/starter/src/render/volumetricFogVolume.ts @@ -0,0 +1,139 @@ +// The volume graph: what the camera, the bounds and the lights are each frame, plus the target +// the transport is rendered into and the one screen-space sample that reads it back. It owns that +// target and its material; the controller that owns this graph disposes both. +import { + type DirectionalLight, + HalfFloatType, + NearestFilter, + type PerspectiveCamera, + type PointLight, + Vector3, +} from "three"; +import { Fn, If, float, getViewPosition, max, rtt, screenUV, uniform, vec2, vec4 } from "three/tsl"; +import type { Node, NodeMaterial, RenderTarget } from "three/webgpu"; +import type { IFogVolume, IVolumetricFogOptions } from "./volumetricFogOptions.js"; +import { + type IFogBounds, + type IFogLocalLight, + type ScenePass, + fogTransport, +} from "./volumetricFogTransport.js"; + +type FogTexture = ReturnType & { + renderTarget: RenderTarget; + _quadMesh: { material: NodeMaterial }; +}; +export interface IFogVolumeGraph { + /** The bounded integrator itself, before the target it is rendered into. */ + transport: Node<"vec4">; + target: RenderTarget; + material: NodeMaterial; + /** Scene radiance attenuated by the medium, composited before exposure. */ + compose: Node<"vec4">; +} + +function lightRadiance(light: DirectionalLight | PointLight) { + const value = new Vector3(); + return uniform(value).onRenderUpdate(() => + value + .set(light.color.r, light.color.g, light.color.b) + .multiplyScalar(light.visible ? light.intensity : 0), + ); +} + +export function composeFogVolume( + camera: PerspectiveCamera, + options: IVolumetricFogOptions, + volumes: IFogVolume[], + scenePass: ScenePass, +): IFogVolumeGraph { + const bounds: IFogBounds[] = volumes.map((volume) => ({ + ...volume, + low: uniform(volume.bounds.min.clone()), + high: uniform(volume.bounds.max.clone()), + })); + const cameraMatrix = uniform(camera.matrixWorld); + const inverseProjection = uniform(camera.projectionMatrixInverse); + const cameraPosition = new Vector3(); + const origin = uniform(cameraPosition).onRenderUpdate(() => + camera.getWorldPosition(cameraPosition), + ); + const ambient = uniform(new Vector3(options.ambient.r, options.ambient.g, options.ambient.b)); + const albedo = uniform(new Vector3(options.albedo.r, options.albedo.g, options.albedo.b)); + const sun = options.sun; + const shadowDepth = sun?.shadow.map?.depthTexture; + const directionValue = new Vector3(); + const targetValue = new Vector3(); + const sunDirection = + sun === undefined + ? undefined + : uniform(directionValue).onRenderUpdate(() => + sun + .getWorldPosition(directionValue) + .sub(sun.target.getWorldPosition(targetValue)) + .normalize(), + ); + const sunRadiance = sun === undefined ? undefined : lightRadiance(sun); + const localLights: IFogLocalLight[] = (options.points ?? []).map((point) => { + const position = new Vector3(); + return { + point, + radiance: lightRadiance(point), + position: uniform(position).onRenderUpdate(() => point.getWorldPosition(position)), + }; + }); + const depth = scenePass.getTextureNode("depth"); + const scene = scenePass.getTextureNode("output"); + const inputs = { + albedo, + ambient, + anisotropy: options.anisotropy, + bounds, + cameraMatrix, + depth, + inverseProjection, + localLights, + origin, + shadowDepth, + steps: options.steps, + sun, + sunDirection, + sunRadiance, + }; + const transport = fogTransport(inputs); + const rendered = rtt(transport, null, null, { + depthBuffer: false, + type: HalfFloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + }) as FogTexture; + rendered.setResolutionScale(options.resolutionScale); + const sizeValue = new Vector3(); + const size = uniform(sizeValue).onRenderUpdate(() => + sizeValue.set(rendered.renderTarget.width, rendered.renderTarget.height, 0), + ); + const compose = Fn(() => { + const result = rendered.sample(screenUV).toVar(); + // Half-resolution nearest sampling cannot blend fog across a wall. At a depth mismatch, + // integrate the full-resolution pixel instead; do not borrow stale/foreground history. + if (options.resolutionScale < 1) { + const lowUV = screenUV.mul(size.xy).floor().add(0.5).div(size.xy); + const fullZ = getViewPosition(screenUV, depth.r, inverseProjection).z; + const lowZ = getViewPosition(lowUV, depth.sample(lowUV).r, inverseProjection).z; + If( + fullZ + .sub(lowZ) + .abs() + .greaterThan(max(fullZ.abs().mul(0.01), 0.01)), + () => result.assign(fogTransport(inputs)), + ); + } + return vec4(scene.rgb.mul(result.a).add(result.rgb), scene.a); + })(); + return { + transport, + target: rendered.renderTarget, + material: rendered._quadMesh.material, + compose, + }; +} diff --git a/packages/create-threenative/templates/starter/src/render/worldEnvironment.ts b/packages/create-threenative/templates/starter/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/starter/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/starter/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/create-threenative/templates/starter/src/scenes/Play.ts b/packages/create-threenative/templates/starter/src/scenes/Play.ts index 5f024c1a60..52129f90be 100644 --- a/packages/create-threenative/templates/starter/src/scenes/Play.ts +++ b/packages/create-threenative/templates/starter/src/scenes/Play.ts @@ -32,6 +32,7 @@ import { setupPost } from "../render/postprocessing.js"; import { ball, block, spike, tube } from "../render/shapes.js"; import { setupSky } from "../render/sky.js"; import { TouchControls } from "../render/touch-controls.js"; +import { STARTER_MIST, createVolumetricFog } from "../render/volumetricFog.js"; import type { GameState } from "../state.js"; export type GameCtx = ICtx; @@ -156,6 +157,14 @@ export class Play extends Scene { // 60 on mobile. A game that names `display.maxFps` overrides it here too. targetFps: resolveTargetFps(config, getPlatform()).targetFps, ready: () => ctx.startup.phase === "ready", + // Rebuilt per graph, so a tier change that replaces the chain cannot compose one medium + // twice. The look and the flag are `STARTER_MIST`'s, in `volumetricFog.ts`; only the + // backend is wired here, and with `enabled` false nothing is allocated at all. + fog: () => + createVolumetricFog(ctx.scene, ctx.camera as PerspectiveCamera, { + ...STARTER_MIST, + renderer: ctx.renderer.kind, + }), }), ); const loading = createLoadingScreen(ctx); @@ -352,6 +361,7 @@ export class Play extends Scene { #post: ReturnType | undefined; override exit(ctx: GameCtx): void { + // Also releases the medium `setupPost` built, with the graph it composed into. this.#post?.dispose(); this.#post = undefined; super.exit(ctx); diff --git a/packages/create-threenative/templates/tower-defense/AGENTS.md b/packages/create-threenative/templates/tower-defense/AGENTS.md index c723f77f74..289c63cb2e 100644 --- a/packages/create-threenative/templates/tower-defense/AGENTS.md +++ b/packages/create-threenative/templates/tower-defense/AGENTS.md @@ -3,7 +3,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the road, pads, enemies, towers, economy, waves, HUD, and look; `src/game.ts` is portable and React mounts only from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -93,3 +92,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/tower-defense/CLAUDE.md b/packages/create-threenative/templates/tower-defense/CLAUDE.md index dd18933641..9bdc9aff35 100644 --- a/packages/create-threenative/templates/tower-defense/CLAUDE.md +++ b/packages/create-threenative/templates/tower-defense/CLAUDE.md @@ -5,7 +5,6 @@ Instructions for the AI agent in this game. `CLAUDE.md` mirrors this file; edit `AGENTS.md`. ## Ownership - ThreeNative owns bootstrap, renderer, fixed-step loop, input, loading, physics bindings, and the state bridge. This repository owns the road, pads, enemies, towers, economy, waves, HUD, and look; `src/game.ts` is portable and React mounts only from `src/main.ts`. The render camera also skips an object that projects under **0.5 px** in it; `renderer.minimumProjectedPixels` raises that threshold (`false` disables the cut, not the count) and `alwaysRender(object)` exempts an object, while camera-attached objects and shadow casters are kept. The engine also owns the per-frame world-matrix walk, and by default it does not descend into a hidden subtree — so a game that reads a hidden object's `matrixWorld` directly must use `getWorldPosition` (or call `object.updateWorldMatrix(true, false)`) first; `renderer.matrixWorld: "all"` restores three's every-node walk, and `TN_PROJECTION` reports the visited-node count either way. @@ -95,3 +94,5 @@ reports the source. A scenario with no assertions or missing observations fails; Recipes in the installed create-threenative: `node_modules/create-threenative/agent-docs/references/assertion-reference.md`, `node_modules/create-threenative/agent-docs/references/build-profiles.md`, `node_modules/create-threenative/agent-docs/references/capability-reference.md`, `node_modules/create-threenative/agent-docs/references/capture-the-frame.md`, `node_modules/create-threenative/agent-docs/references/creating-creatures.md`, `node_modules/create-threenative/agent-docs/references/ctx-cookbook.md`, `node_modules/create-threenative/agent-docs/references/debug-surface.md`, `node_modules/create-threenative/agent-docs/references/finding-assets.md`, `node_modules/create-threenative/agent-docs/references/gameplay-recipes.md`, `node_modules/create-threenative/agent-docs/references/menu-screens.md`, `node_modules/create-threenative/agent-docs/references/mobile-memory-budget.md`, `node_modules/create-threenative/agent-docs/references/performance-basics.md`, `node_modules/create-threenative/agent-docs/references/rigging-characters.md`, `node_modules/create-threenative/agent-docs/references/sculpt-from-a-reference.md`, `node_modules/create-threenative/agent-docs/references/trace-a-slow-frame.md`, `node_modules/create-threenative/agent-docs/references/visual-baseline.md`, and `node_modules/create-threenative/agent-docs/references/webview-ui.md`. ## Optional multiplayer transport For online play only, import `connect` from `@threenative/core/net` with an HTTPS URL and nonempty identity credential; configure `connectTimeoutMs`, `maxReliableMessageBytes`, `maxQueuedReliableBytes`, and `maxQueuedDatagrams` (10s/65,536/1 MiB/256), use `reliable-ordered` for ordered reliable messages and bounded `unreliable` datagrams that may drop, and keep serialization, replication, prediction, interpolation, snapshots and rejoin in this game's `src/` and server. There is no fallback: unsupported WebTransport/native rejects with `TN_NET_UNAVAILABLE`; reference Go server: `packages/runtime-native/examples/webtransport/server`. + +`src/render/exposure.ts` owns optional adaptation (`enabled: false`); `autoExposure.ts` meters even when disabled. Recipe: `node_modules/create-threenative/agent-docs/references/auto-exposure.md`. diff --git a/packages/create-threenative/templates/tower-defense/src/render/autoExposure.ts b/packages/create-threenative/templates/tower-defense/src/render/autoExposure.ts new file mode 100644 index 0000000000..f4eda0d4a2 --- /dev/null +++ b/packages/create-threenative/templates/tower-defense/src/render/autoExposure.ts @@ -0,0 +1,194 @@ +// Generated for you: ordinary Three.js GPU metering; exposure.ts owns the game's look. +import { type RenderTarget, Texture, Vector2 } from "three"; +import { float, ivec2, nodeObject, texture, textureLoad, uniform, vec4 } from "three/tsl"; +import { + type Node, + type NodeBuilder, + type NodeFrame, + NodeMaterial, + NodeUpdateType, + QuadMesh, + type Renderer, + RendererUtils, + TempNode, +} from "three/webgpu"; +import { + type IExposureSettings, + exposureLuminance, + exposureMeter, + exposureReductionSizes, + validateExposureSettings, +} from "./exposure.js"; + +import { + type ColourTexture, + type Decode, + type Meter, + adaptExposure, + exposureTarget, + reduceExposure, +} from "./exposureGraph.js"; +import { ExposureReadback } from "./exposureReadback.js"; + +/** Scene-referred exposure changes light, never coverage/compositing alpha. */ +export function applyExposure(colour: Node<"vec4">, exposure: Node<"float">): Node<"vec4"> { + return vec4(colour.rgb.mul(exposure), colour.a); +} + +/** Owns scratch targets only. Never draws the world or installs another output transform. */ +export class AutoExposureNode extends TempNode<"float"> { + static get type(): string { + return "AutoExposureNode"; + } + readonly input: ColourTexture; + readonly settings: Readonly; + readonly #constant: number; + readonly #size = new Vector2(); + readonly #sourceSize = uniform(new Vector2(1, 1)); + readonly #reduceSize = uniform(new Vector2(1, 1)); + readonly #delta = uniform(0); + readonly #resetMode = uniform(1); // 0 = history, 1 = seed, 2 = next measured target + readonly #seed = uniform(0); + readonly #enabled = uniform(false); + readonly #quad = new QuadMesh(); + readonly #meterMaterial = new NodeMaterial(); + readonly #reduceMaterial = new NodeMaterial(); + readonly #adaptMaterial = new NodeMaterial(); + #readTarget = exposureTarget(); + #writeTarget = exposureTarget(); + #levels: RenderTarget[] = []; + readonly #reduced = texture(new Texture()); + readonly #previous = texture(this.#readTarget.texture); + readonly #result = texture(this.#writeTarget.texture); + #disposed = false; + readonly #observation: ExposureReadback; + // Three's runtime accepts undefined on first use, but its declaration requires a state. + #rendererState: Parameters[1] | undefined; + + constructor( + input: ColourTexture, + settings: IExposureSettings, + constantExposure: number, + meter: Meter = (colour, uv) => exposureMeter(colour, uv), + decode: Decode = (mean) => exposureLuminance(mean), + ) { + super("float"); + validateExposureSettings(settings); + if (!Number.isFinite(Math.fround(constantExposure)) || Math.fround(constantExposure) <= 0) + throw new Error("Exposure constant must be finite and positive."); + this.input = input; + this.settings = Object.freeze({ ...settings }); + const policy = this.settings; + this.#constant = constantExposure; + this.#seed.value = Math.log2(settings.initialExposure); + this.#enabled.value = settings.enabled; + this.#observation = new ExposureReadback(constantExposure, () => this.#enabled.value); + this.updateBeforeType = NodeUpdateType.FRAME; + this.#meterMaterial.fragmentNode = reduceExposure(input, this.#sourceSize, meter); + this.#reduceMaterial.fragmentNode = reduceExposure(this.#reduced, this.#reduceSize); + this.#adaptMaterial.fragmentNode = adaptExposure( + this.#reduced, + this.#previous, + this.#resetMode, + this.#seed, + this.#delta, + policy, + decode, + ); + } + + override setup(builder: NodeBuilder): Node<"float"> { + // Force the existing pass dependency even in disabled mode; off never means unmeasured. + super.setup(builder); + return this.#enabled.select( + textureLoad(this.#result, ivec2(0)).r.exp2(), + float(this.#constant), + ); + } + + get exposureNode(): Node<"float"> { + return nodeObject(this); + } + + reset(exposure?: number): void { + if (this.#disposed) throw new Error("Exposure node is disposed."); + if ( + exposure !== undefined && + (!Number.isFinite(Math.fround(exposure)) || Math.fround(exposure) <= 0) + ) + throw new Error("Exposure reset must be finite and positive."); + this.#resetMode.value = exposure === undefined ? 2 : 1; + if (exposure !== undefined) this.#seed.value = Math.log2(exposure); + this.#observation.invalidate(); + } + + setEnabled(enabled: boolean): void { + if (typeof enabled !== "boolean") throw new Error("Exposure enabled must be boolean."); + if (this.#disposed) throw new Error("Exposure node is disposed."); + this.#enabled.value = enabled; + this.#observation.invalidate(); + } + + getObservation(): Record { + return this.#observation.get(); + } + + override updateBefore(frame: NodeFrame): undefined { + if (this.#disposed) throw new Error("Exposure node is disposed."); + const renderer = frame.renderer; + if (renderer === null) throw new Error("Exposure requires a renderer."); + if (!Number.isFinite(frame.deltaTime) || frame.deltaTime < 0 || !Number.isFinite(frame.time)) + throw new Error("Exposure frame time must be finite and nonnegative."); + renderer.getDrawingBufferSize(this.#size); + const sizes = exposureReductionSizes(this.#size.x, this.#size.y); + this.#sourceSize.value.copy(this.#size); + this.#delta.value = Math.min(frame.deltaTime, this.settings.maxDelta); + while (this.#levels.length > sizes.length) this.#levels.pop()?.dispose(); + for (const [i, [width, height]] of sizes.entries()) { + const level = this.#levels[i] ?? exposureTarget(); + this.#levels[i] = level; + level.setSize(width, height); + } + this.#rendererState ??= RendererUtils.saveRendererState(renderer); + this.#rendererState = RendererUtils.resetRendererState(renderer, this.#rendererState); + try { + for (const [i, level] of this.#levels.entries()) { + const previous = this.#levels[i - 1]; + if (previous !== undefined) { + this.#reduced.value = previous.texture; + this.#reduceSize.value.set(previous.width, previous.height); + } + this.#quad.material = i === 0 ? this.#meterMaterial : this.#reduceMaterial; + renderer.setRenderTarget(level); + this.#quad.render(renderer); + } + const final = this.#levels.at(-1); + if (final === undefined) throw new Error("Exposure reduction is empty."); + this.#reduced.value = final.texture; + const write = this.#writeTarget; + this.#previous.value = this.#readTarget.texture; + this.#quad.material = this.#adaptMaterial; + renderer.setRenderTarget(write); + this.#quad.render(renderer); + this.#result.value = write.texture; + this.#writeTarget = this.#readTarget; + this.#readTarget = write; + this.#resetMode.value = 0; + this.#observation.report(renderer, write, frame.time, this.settings.reportInterval); + } finally { + RendererUtils.restoreRendererState(renderer, this.#rendererState); + } + } + + override dispose(): void { + if (this.#disposed) return; + this.#disposed = true; + this.#observation.dispose(); + for (const level of [...this.#levels, this.#readTarget, this.#writeTarget]) level.dispose(); + this.#levels = []; + this.#meterMaterial.dispose(); + this.#reduceMaterial.dispose(); + this.#adaptMaterial.dispose(); + super.dispose(); + } +} diff --git a/packages/create-threenative/templates/tower-defense/src/render/exposure.ts b/packages/create-threenative/templates/tower-defense/src/render/exposure.ts new file mode 100644 index 0000000000..c0d52b29c9 --- /dev/null +++ b/packages/create-threenative/templates/tower-defense/src/render/exposure.ts @@ -0,0 +1,97 @@ +// Generated for you: these controls and this metric are the game's look. Edit freely. +import { dot, float, vec2, vec3 } from "three/tsl"; +import type { Node } from "three/webgpu"; + +export interface IExposureSettings { + enabled: boolean; + /** Middle-grey target; increase to brighten the metered subject. */ + key: number; + /** Exposure limits in stops. Expand only if the scene needs more range. */ + minStops: number; + maxStops: number; + /** Exponential response per second in log2 space. Up opens the eye; down squints. */ + rateUp: number; + rateDown: number; + /** Stop error where cut acceleration begins / reaches its authored maximum. */ + snapLo: number; + snapHi: number; + snapGain: number; + /** Seed for known cuts. reset() without a value adopts the next measured target. */ + initialExposure: number; + settleStops: number; + /** Limit catch-up after a suspended frame, avoiding an unrequested cut. */ + maxDelta: number; + /** Readback/marker cadence in seconds. Metering still runs on every drawn frame. */ + reportInterval: number; +} + +export const exposureSettings: Readonly = { + enabled: false, // Opt in after qualifying this game's bright and dark captures. + key: 0.18, + minStops: -12, + maxStops: 12, + rateUp: 2, + rateDown: 4, + snapLo: 3, + snapHi: 8, + snapGain: 1, + initialExposure: 1, + settleStops: 0.25, + maxDelta: 0.1, + reportInterval: 0.5, +}; + +/** Return weighted luminance and weight. Lower the clamp to reject small bright sources. */ +export function exposureMeter(colour: Node<"vec4">, uv: Node<"vec2">): Node<"vec2"> { + const luminance = dot(colour.rgb, vec3(0.2126, 0.7152, 0.0722)).clamp(0.0001, 8); + // Larger bottom-of-frame preference favours ground over bright sky (WebGPU UV y is down). + const weight = float(1).add(uv.y); + return vec2(luminance.mul(weight), weight); +} + +/** Change this with the metric if the game encodes RMS or log-mean values. */ +export function exposureLuminance(mean: Node<"float">): Node<"float"> { + return mean.max(0.0001); +} + +export function validateExposureSettings(value: IExposureSettings): void { + for (const key of Object.keys(exposureSettings) as (keyof IExposureSettings)[]) { + if (key === "enabled") continue; + const number = value[key]; + if (typeof number !== "number" || !Number.isFinite(Math.fround(number))) + throw new Error(`Invalid exposure ${key}: expected a finite float32 number.`); + } + if ( + typeof value.enabled !== "boolean" || + Math.fround(value.key) <= 0 || + Math.fround(value.initialExposure) <= 0 || + value.rateUp < 0 || + value.rateDown < 0 || + value.snapLo < 0 || + value.snapHi <= value.snapLo || + value.snapGain < 0 || + value.snapGain > 1 || + value.minStops >= value.maxStops || + value.minStops < -126 || + value.maxStops > 126 || + value.settleStops < 0 || + value.maxDelta <= 0 || + value.reportInterval <= 0 + ) + throw new Error("Invalid exposure settings: check limits, rates and thresholds."); +} + +/** Resize only the meter. The separate history targets always remain 1x1. */ +export function exposureReductionSizes(width: number, height: number): [number, number][] { + if (!Number.isSafeInteger(width) || !Number.isSafeInteger(height) || width < 1 || height < 1) + throw new Error("Exposure drawing buffer dimensions must be positive integers."); + const sizes: [number, number][] = []; + let w = width; + let h = height; + do { + w = Math.ceil(w / 4); + h = Math.ceil(h / 4); + sizes.push([w, h]); + } while (w > 1 || h > 1); + return sizes; +} diff --git a/packages/create-threenative/templates/tower-defense/src/render/exposureGraph.ts b/packages/create-threenative/templates/tower-defense/src/render/exposureGraph.ts new file mode 100644 index 0000000000..a5b3ba4d9e --- /dev/null +++ b/packages/create-threenative/templates/tower-defense/src/render/exposureGraph.ts @@ -0,0 +1,84 @@ +// Generated for you: GPU reduction and adaptation; exposure.ts owns the game's look. +import { FloatType, NearestFilter, RenderTarget } from "three"; +import { + Fn, + If, + float, + ivec2, + mix, + screenCoordinate, + smoothstep, + type texture, + textureLoad, + vec2, + vec4, +} from "three/tsl"; +import type { Node } from "three/webgpu"; +import type { IExposureSettings } from "./exposure.js"; + +export type ColourTexture = ReturnType; +export type Meter = (colour: Node<"vec4">, uv: Node<"vec2">) => Node<"vec2">; +export type Decode = (mean: Node<"float">) => Node<"float">; + +export function exposureTarget(): RenderTarget { + return new RenderTarget(1, 1, { + type: FloatType, + minFilter: NearestFilter, + magFilter: NearestFilter, + depthBuffer: false, + }); +} + +/** Sum/16 at each level keeps values bounded. Mask partial blocks; never replicate edge texels. */ +export function reduceExposure( + input: ColourTexture, + size: Node<"vec2">, + meter?: Meter, +): Node<"vec4"> { + return Fn(() => { + const sum = vec2(0).toVar(); + const origin = screenCoordinate.xy.floor().mul(4); + for (let y = 0; y < 4; y++) + for (let x = 0; x < 4; x++) { + const pixel = origin.add(vec2(x, y)); + If(pixel.x.lessThan(size.x).and(pixel.y.lessThan(size.y)), () => { + const colour = textureLoad(input, ivec2(pixel)); + sum.addAssign(meter === undefined ? colour.rg : meter(colour, pixel.add(0.5).div(size))); + }); + } + return vec4(sum.div(16), 0, 1); + })(); +} + +export function adaptExposure( + reduced: ColourTexture, + previous: ColourTexture, + resetMode: Node<"float">, + seed: Node<"float">, + delta: Node<"float">, + policy: Readonly, + decode: Decode, +): Node<"vec4"> { + return Fn(() => { + const measure = textureLoad(reduced, ivec2(0)); + const luminance = decode(measure.r.div(measure.g.max(1e-20))); + const valid = measure.g + .greaterThan(0) + .and(luminance.greaterThan(0)) + .and(luminance.lessThan(3.4e38)); + const goal = float(Math.log2(policy.key)) + .sub(luminance.max(1e-20).log2()) + .clamp(policy.minStops, policy.maxStops); + const old = resetMode.equal(1).select(seed, textureLoad(previous, ivec2(0)).r); + const error = goal.sub(old); + const rate = error.greaterThan(0).select(float(policy.rateUp), float(policy.rateDown)); + const normal = float(1).sub(delta.mul(rate).negate().exp()); + const cut = smoothstep(policy.snapLo, policy.snapHi, error.abs()).mul(policy.snapGain); + const adapted = valid.select( + resetMode.equal(2).select(goal, mix(old, goal, mix(normal, float(1), cut))), + old, + ); + const settled = goal.sub(adapted).abs().lessThanEqual(policy.settleStops).select(1, 0); + return vec4(adapted, valid.select(luminance, -1), goal, settled); + })(); +} diff --git a/packages/create-threenative/templates/tower-defense/src/render/exposureReadback.ts b/packages/create-threenative/templates/tower-defense/src/render/exposureReadback.ts new file mode 100644 index 0000000000..ad0b686a24 --- /dev/null +++ b/packages/create-threenative/templates/tower-defense/src/render/exposureReadback.ts @@ -0,0 +1,79 @@ +// Generated for you: async GPU observations stay tied to their owner's live generation. +import type { RenderTarget } from "three"; +import type { Renderer } from "three/webgpu"; + +export class ExposureReadback { + #pending = false; + #generation = 0; + #lastReport = Number.NEGATIVE_INFINITY; + #disposed = false; + #value: Record; + constructor( + readonly constant: number, + readonly enabled: () => boolean, + ) { + this.#value = { measured: false, applied: enabled() }; + } + invalidate(): void { + this.#generation++; + this.#value = { measured: false, applied: this.enabled() }; + this.#lastReport = Number.NEGATIVE_INFINITY; + } + get(): Record { + return { ...this.#value }; + } + dispose(): void { + this.#disposed = true; + this.#generation++; + } + report(renderer: Renderer, result: RenderTarget, time: number, interval: number): void { + if (this.#pending || time - this.#lastReport < interval) return; + this.#pending = true; + this.#lastReport = time; + const generation = this.#generation; + const current = () => !this.#disposed && generation === this.#generation; + const enabled = this.enabled; + const constant = this.constant; + const publish = (observation: Record) => { + this.#value = observation; + }; + const finished = () => { + this.#pending = false; + }; + void renderer + .readRenderTargetPixelsAsync(result, 0, 0, 1, 1) + .then((values) => { + if (!current()) return; + if ( + !(values instanceof Float32Array) || + values.length < 4 || + !Array.from(values).every(Number.isFinite) || + (values[1] ?? 0) <= 0 + ) + throw new Error("Exposure readback is invalid; measurement is unavailable."); + const observation = { + measured: true, + applied: enabled(), + luminance: values[1], + exposureStops: enabled() ? values[0] : Math.log2(constant), + targetStops: values[2], + settled: values[3] === 1, + }; + publish(observation); + console.info(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .catch((error: unknown) => { + if (!current()) return; + const observation = { + measured: false, + applied: enabled(), + reason: String(error), + }; + publish(observation); + console.error(`TN_AUTO_EXPOSURE:${JSON.stringify(observation)}`); + }) + .finally(() => { + finished(); + }); + } +} diff --git a/packages/create-threenative/templates/tower-defense/src/render/quality.ts b/packages/create-threenative/templates/tower-defense/src/render/quality.ts index 7b3c72003a..1c7da07a47 100644 --- a/packages/create-threenative/templates/tower-defense/src/render/quality.ts +++ b/packages/create-threenative/templates/tower-defense/src/render/quality.ts @@ -85,6 +85,7 @@ export function resolveQualityTier( * smooth sky gradient into visible bands. Both are one line to turn back on for a glossy scene. */ const shared: IWorldEnvironmentOptions = { + autoExposureEnabled: false, // Bloom: ~4.6 ms in the reference ablation — the second most expensive stage there. bloomEnabled: true, bloomRadius: 0.6, diff --git a/packages/create-threenative/templates/tower-defense/src/render/worldEnvironment.ts b/packages/create-threenative/templates/tower-defense/src/render/worldEnvironment.ts index f61ec7a8e9..d1f82a7b8e 100644 --- a/packages/create-threenative/templates/tower-defense/src/render/worldEnvironment.ts +++ b/packages/create-threenative/templates/tower-defense/src/render/worldEnvironment.ts @@ -47,6 +47,8 @@ import { vec2, } from "three/tsl"; import type { Node } from "three/webgpu"; +import { AutoExposureNode, applyExposure } from "./autoExposure.js"; +import { type IExposureSettings, exposureSettings } from "./exposure.js"; /** Godot's `Viewport.screen_space_aa`: which post-process antialiasing smooths the frame's edges. */ export type ScreenSpaceAA = "smaa" | "fxaa" | "disabled"; @@ -243,6 +245,10 @@ export interface IWorldEnvironmentOptions { * class falls back to that scalar; when any stage runs, this multiply is the shutter. */ readonly exposure?: number; + /** Cost opt-in. False retains the direct constant-exposure path. */ + readonly autoExposureEnabled?: boolean; + /** Editable game policy; disabled application still measures when cost is opted in. */ + readonly exposurePolicy?: Readonly; } export interface IWorldEnvironmentTarget { @@ -327,6 +333,11 @@ function stage(definition: { function denoised(node: ReturnType): ChainNode { return node as unknown as ChainNode; } +type OutputInstallation = { isCurrent(): boolean; dispose(): void }; +type OutputSetter = + | ((node: unknown, worldPass?: unknown) => void) + | ((node: unknown, worldPass?: unknown) => OutputInstallation); + export type OutputRenderer = { kind: string; raw: unknown; @@ -335,7 +346,9 @@ export type OutputRenderer = { * stage is off: the chain installs nothing for an empty stage list, and dropping the game's * own composition on the floor would be the silent no-op this class exists to prevent. */ - setOutputNode?: (node: unknown) => void; + setOutputNode?: OutputSetter; + /** Legacy node-only clear. The returned receipt distinguishes same-node reinstalls. */ + clearOutputNode?: (expectedNode?: unknown) => void; createRenderChain?: (options: { input?: unknown; worldPass?: unknown; @@ -415,6 +428,8 @@ export class WorldEnvironment { renderChainTier, tonemapMode, exposure: options.exposure ?? 1, + autoExposureEnabled: options.autoExposureEnabled ?? false, + exposurePolicy: options.exposurePolicy ?? exposureSettings, }; } @@ -431,6 +446,7 @@ export class WorldEnvironment { dropped: readonly { name: string; reason: string }[]; stages: readonly string[]; dispose?: () => void; + exposure?: AutoExposureNode; } { const options = this.#options; const raw = renderer.raw as { toneMapping?: number; toneMappingExposure?: number }; @@ -461,11 +477,18 @@ export class WorldEnvironment { // applied as a multiply on the scene pass instead: scene-referred, so every downstream // stage sees the exposed image and the bloom threshold means the same thing at any // exposure. Both land at the same point in the graph — before the tone curve. - if (requested.length === 0 && target.baseColour === undefined) { + if (requested.length === 0 && target.baseColour === undefined && !options.autoExposureEnabled) { raw.toneMappingExposure = options.exposure; this.#reportApplied([], []); return { dropped: [], stages: [] }; } + if (options.autoExposureEnabled && renderer.kind !== "webgpu") + throw new Error(`Automatic exposure requires WebGPU; renderer:${renderer.kind}`); + if (requested.length === 0 && renderer.kind !== "webgpu") { + const dropped = [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]; + this.#reportApplied([], dropped); + return { dropped, stages: [] }; + } raw.toneMappingExposure = 1; const scenePass = pass(scene, camera); @@ -500,7 +523,31 @@ export class WorldEnvironment { const view = camera as PerspectiveCamera; const base = target.baseColour?.(scenePass) ?? scenePass.getTextureNode("output"); - const exposed = convertToTexture(base).mul(options.exposure); + const colour = convertToTexture(base); + const exposure = options.autoExposureEnabled + ? new AutoExposureNode(colour, options.exposurePolicy, options.exposure) + : undefined; + const exposed = + exposure === undefined + ? colour.mul(options.exposure) + : applyExposure(colour, exposure.exposureNode); + let released = false; + const releaseGraph = (): void => { + if (released) return; + released = true; + exposure?.dispose(); + // Only a newly created RTT is ours. A PassNode converts to a borrowed PassTextureNode; + // supplied TextureNodes/RTTs belong to the caller even when their resources are shared. + if (colour !== base && Reflect.get(colour, "isRTTNode") === true) { + const owned = colour as unknown as { + renderTarget: { dispose(): void }; + _quadMesh: { material: { dispose(): void } }; + }; + owned.renderTarget.dispose(); + owned._quadMesh.material.dispose(); + } + scenePass.dispose(); + }; const giDenoise = (node: ChainNode): ChainNode => options.denoiseEnabled ? denoised(denoise(node, depth(), normal(), view)) : node; @@ -727,15 +774,36 @@ export class WorldEnvironment { // A composed base colour with every stage off still has to reach the frame. The chain // installs nothing for an empty stage list, so this is the one path that goes direct. if (requested.length === 0) { - if (renderer.kind !== "webgpu") { - this.#reportApplied([], [{ name: "baseColour", reason: `renderer:${renderer.kind}` }]); - return { dropped: [], stages: [] }; + if (renderer.setOutputNode === undefined || renderer.clearOutputNode === undefined) { + releaseGraph(); + throw new Error("Output node installation and ownership-aware disposal are required."); + } + let installation: OutputInstallation | undefined; + try { + const returned = renderer.setOutputNode(exposed, scenePass); + installation = + returned && + typeof returned.isCurrent === "function" && + typeof returned.dispose === "function" + ? returned + : undefined; + } catch (error) { + releaseGraph(); + throw error; } - if (renderer.setOutputNode === undefined) - throw new Error("setOutputNode is unavailable, so the composed base colour cannot run."); - renderer.setOutputNode(exposed); this.#reportApplied([], []); - return { dropped: [], stages: [] }; + return { + exposure, + dropped: [], + stages: [], + dispose: () => { + if (released) return; + if (installation) installation.dispose(); + // Legacy adapters returning void retain node-only, not installation-level safety. + else renderer.clearOutputNode?.(exposed); + releaseGraph(); + }, + }; } if (renderer.createRenderChain === undefined) throw new Error("RenderChain is unavailable."); @@ -747,11 +815,13 @@ export class WorldEnvironment { }); this.#reportApplied(chain.applied.stages, chain.applied.dropped); return { + exposure, dropped: chain.applied.dropped, stages: chain.applied.stages, dispose: () => { + if (released) return; chain.dispose(); - scenePass.dispose(); + releaseGraph(); }, }; } diff --git a/packages/playtest/__tests__/failure-observations-port.spec.ts b/packages/playtest/__tests__/failure-observations-port.spec.ts new file mode 100644 index 0000000000..007fa19e13 --- /dev/null +++ b/packages/playtest/__tests__/failure-observations-port.spec.ts @@ -0,0 +1,137 @@ +import { mkdir, readFile, writeFile } from "node:fs/promises"; +import { join } from "node:path"; +import { expect, test, vi } from "vitest"; +import { makeTempDir } from "../../../test-support/temp-dir.js"; +import type { IPlaytestBridgeClient } from "../src/runner/bridgeClient.js"; +const fixture = vi.hoisted(() => ({ + failure: undefined as Error | undefined, + callbacks: new Map void>(), + lateClose: false, directory: "", writtenTrace: "", + closes: 0, stepMode: false, advances: 0, samples: 0, tick: 4, +})); +vi.mock("playwright", () => ({ chromium: { launch: async () => ({ + newContext: async () => ({ close: async () => { + if (fixture.lateClose) { + fixture.writtenTrace = await readFile(join(fixture.directory, "runtime-trace.json"), "utf8"); + throw fixture.failure; + } + }, newPage: async () => ({ + addInitScript: async () => undefined, + evaluate: async () => true, + on: (event: string, callback: (...args: unknown[]) => void) => fixture.callbacks.set(event, callback), + }) }), +}) } })); +vi.mock("../src/runner/browserSession.js", async (original) => ({ + ...await original(), + remoteBrowserFor: () => undefined, + playwrightProfileDirectories: () => [], + removeStrandedProfiles: () => [], + teardownBrowserSession: async () => { fixture.closes++; }, + openRunnerPage: async () => { + fixture.callbacks.get("console")?.({ text: () => "actual collected handshake log", type: () => "info" }); + fixture.callbacks.get("requestfailed")?.({ method: () => "GET", url: () => "https://fixture.invalid/asset" }); + if (!fixture.stepMode) throw fixture.failure; + return { + description: { capabilities: [] }, + sample: async () => { fixture.samples++; return { clock: { mode: "fixed-step", tick: fixture.tick }, diagnostics: [{ code: "OBSERVED_RUNTIME", message: "prior observed diagnostic" }], entities: [{ id: "observed-player", visible: true }] }; }, + advance: async (ticks: number) => { + fixture.advances++; + fixture.callbacks.get("console")?.({ text: () => `advance requested ${ticks}`, type: () => "info" }); + if (fixture.advances === 2 && !fixture.lateClose) throw fixture.failure; + fixture.tick += ticks; + }, + }; + }, +})); +vi.mock("../src/runner/steps.js", async (original) => ({ + ...await original(), + waitFrames: async () => undefined, + runStep: async (_page: unknown, bridge: IPlaytestBridgeClient, step: { waitTicks: number }) => { + await bridge.advance(step.waitTicks); + return { inputDriven: false }; + }, +})); +vi.mock("../src/runner/observationSampling.js", async (original) => ({ + ...await original(), + readCaptureProvenance: async () => ({ target: "web", rendererKind: "webgpu", captureMethod: "page.screenshot", + viewport: { width: 64, height: 64 }, browserArgs: ["--enable-unsafe-webgpu"], adapter: { description: "observed fixture adapter" } }), +})); +import { runStandalonePlaytest, writeObservationArtifacts } from "../src/runner/runner.js"; +import { PlaytestBridgeError } from "../src/runner/bridgeClient.js"; +import { playtestDiagnostic } from "../src/index.js"; + +async function failedRunner(error: Error, blockedConsole = false, stepMode = false, lateClose = false) { + fixture.lateClose = lateClose; fixture.failure = error; fixture.closes = 0; fixture.callbacks.clear(); + fixture.stepMode = stepMode; fixture.advances = 0; fixture.samples = 0; fixture.tick = 4; + const directory = await makeTempDir("tn-runner-failure-"); + fixture.directory = directory; + await writeFile(join(directory, "scenario.json"), JSON.stringify({ + schemaVersion: 1, name: "failure-integrity", target: "web", warmupFrames: 0, + artifacts: { screenshots: false, ...(lateClose ? { runtimeTrace: true } : {}) }, viewport: { width: 64, height: 64 }, + awaitStartup: false, + steps: stepMode ? [{ label: "completed", waitTicks: 1 }, { label: "hung", waitTicks: 50 }] : [{ waitTicks: 1 }], + })); + if (blockedConsole) await mkdir(join(directory, "console.json")); + const config = { artifactDirectory: directory, projectPath: directory, scenarioPath: "scenario.json", + ...(stepMode ? { browserArgs: ["--enable-unsafe-webgpu"] } : {}), + headless: true, trace: false, timeoutMs: 15000, url: "http://fixture.invalid" }; + return { directory, result: runStandalonePlaytest(config) }; +} + +test("the actual runner catch preserves collected logs for unknown errors and rethrows the identical primary error", async () => { + const primary = new Error("unknown handshake failure"); + const { directory, result } = await failedRunner(primary); + await expect(result).rejects.toBe(primary); + expect(JSON.parse(await readFile(join(directory, "console.json"), "utf8"))).toEqual([ + { source: "browser-console", text: "actual collected handshake log", type: "info" }, + ]); + expect(JSON.parse(await readFile(join(directory, "network.json"), "utf8"))).toHaveLength(1); + expect(fixture.closes).toBe(1); +}); + +test("the actual runner retains its recognized diagnostic despite a secondary artifact I/O failure", async () => { + const primary = new PlaytestBridgeError(playtestDiagnostic("TN_PLAYTEST_OPERATION_TIMEOUT", "advance timed out", "Inspect the collected console.")); + const { directory, result } = await failedRunner(primary, true); + const report = await result; + expect(report.pass).toBe(false); + expect(report.diagnostics[0]?.code).toBe(primary.diagnostic.code); + expect(report.assertionResults?.[0]?.details?.reason).toBe("not-evaluated"); + await expect(readFile(join(directory, "network.json"), "utf8")).rejects.toMatchObject({ code: "ENOENT" }); + expect(fixture.closes).toBe(1); +}); + +test("partial step console survives timeout without extra bridge queries", async () => { + const primary = new PlaytestBridgeError(playtestDiagnostic("TN_PLAYTEST_OPERATION_TIMEOUT", "advance timed out", "Inspect logs.")); + const { directory, result } = await failedRunner(primary, false, true); + expect((await result).diagnostics[0]?.code).toBe(primary.diagnostic.code); + expect(fixture.advances).toBe(2); + expect(fixture.samples).toBe(2); + expect(fixture.closes).toBe(1); + expect(JSON.parse(await readFile(join(directory, "console.json"), "utf8")).map((entry: { text: string }) => entry.text)) + .toEqual(["actual collected handshake log", "advance requested 1", "advance requested 50"]); +}); + +test("failure reuse keeps existing artifact privacy policy and does not expand acquisition", async () => { + const directory = await makeTempDir("tn-failure-existing-policy-"); + const observed = [{ source: "browser-console", type: "info", text: "fixture-local-log" }]; + expect(await writeObservationArtifacts(directory, { console: false, network: false, runtimeTrace: false }, { + console: observed, network: [], runtimeTrace: undefined, + })).toEqual(["console.json"]); + expect(JSON.parse(await readFile(join(directory, "console.json"), "utf8"))).toEqual(observed); + await expect(readFile(join(directory, "network.json"))).rejects.toMatchObject({ code: "ENOENT" }); + await expect(readFile(join(directory, "runtime-trace.json"))).rejects.toMatchObject({ code: "ENOENT" }); +}); + +test("late context failure preserves already-written runtime trace bytes and primary error", async () => { + const primary = new Error("late context-close failure"); + const { directory, result } = await failedRunner(primary, false, true, true); + await expect(result).rejects.toBe(primary); + const retained = await readFile(join(directory, "runtime-trace.json"), "utf8"); + expect(retained).toBe(fixture.writtenTrace); + const trace = JSON.parse(retained); + expect(trace.recentRuntimeErrors).toContainEqual({ code: "OBSERVED_RUNTIME", message: "prior observed diagnostic" }); + expect(trace.scene.renderedEntities).toContainEqual({ id: "observed-player", visible: true }); + expect(fixture.advances).toBe(2); + expect(fixture.samples).toBe(4); + expect(fixture.closes).toBe(1); +}); diff --git a/packages/playtest/src/runner/runner.ts b/packages/playtest/src/runner/runner.ts index c7b65eb74f..f6f7c00178 100644 --- a/packages/playtest/src/runner/runner.ts +++ b/packages/playtest/src/runner/runner.ts @@ -307,6 +307,9 @@ async function runStandalonePlaytestInternal( } let providedDisplay: IProvidedDisplay | undefined; let captureLease: ICaptureLease | undefined; + let observationArtifactsWritten = false; + const consoleEntries: IRunnerConsoleEntry[] = []; + const networkEntries: Array<{ method: string; url: string }> = []; try { if (needsPixels) { captureLease = await acquireRunnerCaptureLock(); @@ -370,8 +373,6 @@ async function runStandalonePlaytestInternal( console.error(`__THREENATIVE_PLAYTEST_UNHANDLED_REJECTION__:${reason}`); }); }); - const consoleEntries: IRunnerConsoleEntry[] = []; - const networkEntries: Array<{ method: string; url: string }> = []; page.on("console", (entry) => { const text = entry.text(); const unhandledRejection = text.startsWith(UNHANDLED_REJECTION_PREFIX); @@ -794,11 +795,25 @@ async function runStandalonePlaytestInternal( network: networkEntries, runtimeTrace: normalizedRuntimeDiagnostics(afterSnapshot, scenario, consoleEntries), }); + observationArtifactsWritten = true; await stopCpuProfile(true); if (options.remoteBrowser === undefined) await context.close(); else await page.close(); return addPreflightDiagnostic(report, preflight); } catch (error) { + // Retain already-collected observations under the existing artifact policy. + // A failed bridge is never queried here; artifact I/O cannot replace the primary error. + try { + if (!observationArtifactsWritten) await writeObservationArtifacts(activeConfig.artifactDirectory, scenario.artifacts, { + console: consoleEntries, + network: networkEntries, + runtimeTrace: normalizedRuntimeDiagnostics(undefined, scenario, consoleEntries), + }); + } catch (artifactError) { + try { + process.stderr.write(`${JSON.stringify({ failureArtifactError: String(artifactError) })}\n`); + } catch { /* Preserve the primary failure if diagnostic logging also fails. */ } + } if (error instanceof PlaytestBridgeError || error instanceof ManagedServerError) { return addPreflightDiagnostic(failureReport(activeConfig, scenario, error.diagnostic), preflight); } diff --git a/packages/runtime-native/CMakeLists.txt b/packages/runtime-native/CMakeLists.txt index be45c01523..093a79bcf7 100644 --- a/packages/runtime-native/CMakeLists.txt +++ b/packages/runtime-native/CMakeLists.txt @@ -2307,6 +2307,32 @@ if(NOT MYSTRAL_PLATFORM STREQUAL "ios" AND NOT MYSTRAL_PLATFORM STREQUAL "androi tests/stall_budget_hitch_test.cpp) target_link_libraries(threenative-stall-budget-hitch-test PRIVATE mystral-runtime) + set(TN_EXPOSURE_FIXTURE "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative/__tests__/fixtures/auto-exposure") + set(TN_EXPOSURE_BUNDLE "${CMAKE_CURRENT_BINARY_DIR}/generated/exposure-graph.js") + add_custom_command(OUTPUT "${TN_EXPOSURE_BUNDLE}" + COMMAND "${TN_NODE_EXECUTABLE}" "${CMAKE_CURRENT_SOURCE_DIR}/scripts/bundle.mjs" + --project "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative" + --entry "__tests__/fixtures/auto-exposure/native-contract.ts" + --target desktop --output "${TN_EXPOSURE_BUNDLE}" + DEPENDS "${TN_EXPOSURE_FIXTURE}/native-contract.ts" + "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative/template-assets/autoExposure.ts" + "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative/template-assets/exposureGraph.ts" + "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative/template-assets/exposureReadback.ts" + "${CMAKE_CURRENT_SOURCE_DIR}/../create-threenative/template-assets/exposure.ts" + "${CMAKE_CURRENT_SOURCE_DIR}/scripts/bundle.mjs" + "${CMAKE_CURRENT_SOURCE_DIR}/../../pnpm-lock.yaml") + add_executable(threenative-exposure-graph-test EXCLUDE_FROM_ALL + tests/exposure_graph_test.cpp "${TN_EXPOSURE_BUNDLE}") + target_link_libraries(threenative-exposure-graph-test PRIVATE mystral-runtime) + target_compile_definitions(threenative-exposure-graph-test PRIVATE + TN_EXPOSURE_GRAPH_BUNDLE="${TN_EXPOSURE_BUNDLE}") + if(MYSTRAL_USE_DAWN) + target_include_directories(threenative-exposure-graph-test PRIVATE ${DAWN_INCLUDE_DIR}) + elseif(MYSTRAL_USE_WGPU AND TARGET wgpu::wgpu) + get_target_property(TN_EXPOSURE_WGPU_INCLUDES wgpu::wgpu INTERFACE_INCLUDE_DIRECTORIES) + target_include_directories(threenative-exposure-graph-test PRIVATE ${TN_EXPOSURE_WGPU_INCLUDES}) + endif() + add_executable(threenative-timestamp-query-test EXCLUDE_FROM_ALL tests/timestamp_query_test.cpp) target_link_libraries(threenative-timestamp-query-test PRIVATE mystral-runtime) @@ -2510,11 +2536,23 @@ if(NOT MYSTRAL_PLATFORM STREQUAL "ios" AND NOT MYSTRAL_PLATFORM STREQUAL "androi add_executable(threenative-webgpu-comprehensive-test EXCLUDE_FROM_ALL tests/webgpu_comprehensive_test.cpp) target_link_libraries(threenative-webgpu-comprehensive-test PRIVATE mystral-runtime) + add_executable(threenative-canvas-presentation-test EXCLUDE_FROM_ALL + tests/canvas_presentation_test.cpp) + target_link_libraries(threenative-canvas-presentation-test PRIVATE mystral-runtime) + add_executable(threenative-surface-texture-status-test EXCLUDE_FROM_ALL + tests/surface_texture_status_test.cpp) + target_link_libraries(threenative-surface-texture-status-test PRIVATE mystral-runtime) if(MYSTRAL_USE_DAWN) target_include_directories(threenative-webgpu-comprehensive-test PRIVATE ${DAWN_INCLUDE_DIR}) + target_include_directories(threenative-surface-texture-status-test PRIVATE ${DAWN_INCLUDE_DIR}) + target_include_directories(threenative-canvas-presentation-test PRIVATE ${DAWN_INCLUDE_DIR}) elseif(MYSTRAL_USE_WGPU AND TARGET wgpu::wgpu) target_include_directories(threenative-webgpu-comprehensive-test PRIVATE ${WGPU_TEST_INCLUDES}) + target_include_directories(threenative-surface-texture-status-test PRIVATE ${WGPU_TEST_INCLUDES}) + target_include_directories(threenative-canvas-presentation-test PRIVATE ${WGPU_TEST_INCLUDES}) endif() + tn_register_contract_test(threenative-surface-texture-status-test) + tn_register_contract_test(threenative-canvas-presentation-test) add_executable(threenative-js-module-comprehensive-test EXCLUDE_FROM_ALL tests/js_module_comprehensive_test.cpp) @@ -2629,6 +2667,11 @@ if(NOT MYSTRAL_PLATFORM STREQUAL "ios" AND NOT MYSTRAL_PLATFORM STREQUAL "androi tn_register_contract_test(threenative-pipeline-cache-test) tn_register_contract_test(threenative-stall-budget-hitch-test) tn_register_contract_test(threenative-timestamp-query-test) + tn_register_contract_test(threenative-exposure-graph-test) + add_test(NAME threenative-exposure-graph-test-validation-negative + COMMAND $ --inject-validation) + set_tests_properties(threenative-exposure-graph-test-validation-negative + PROPERTIES LABELS "native-contract") if(TN_ENABLE_VIDEO) tn_register_contract_test(threenative-video-recorder-state-test) else() diff --git a/packages/runtime-native/build-matrix.json b/packages/runtime-native/build-matrix.json index de2e9fb36c..230f1ad216 100644 --- a/packages/runtime-native/build-matrix.json +++ b/packages/runtime-native/build-matrix.json @@ -14,12 +14,14 @@ "threenative-bindings-creation-test", "threenative-canvas-audio-comprehensive-test", "threenative-canvas2d-dirty-test", + "threenative-canvas-presentation-test", "threenative-cli-network-fs-test", "threenative-command-encoder-class-table-test", "threenative-crash-handler-policy-test", "threenative-device-pixel-ratio-test", "threenative-dom-dispatch-lifetime-test", "threenative-embedded-bundle-test", + "threenative-exposure-graph-test", "threenative-frame-op-stream-replay-test", "threenative-handle-lifetime-test", "threenative-input-restart-test", @@ -40,6 +42,7 @@ "threenative-shutdown-lifetime-test", "threenative-stall-budget-hitch-test", "threenative-surface-format-selection-test", + "threenative-surface-texture-status-test", "threenative-timer-delivery-test", "threenative-timer-engine-first-test", "threenative-timestamp-query-test", @@ -66,12 +69,14 @@ "threenative-bindings-creation-test", "threenative-canvas-audio-comprehensive-test", "threenative-canvas2d-dirty-test", + "threenative-canvas-presentation-test", "threenative-cli-network-fs-test", "threenative-command-encoder-class-table-test", "threenative-crash-handler-policy-test", "threenative-device-pixel-ratio-test", "threenative-dom-dispatch-lifetime-test", "threenative-embedded-bundle-test", + "threenative-exposure-graph-test", "threenative-frame-op-stream-replay-test", "threenative-handle-lifetime-test", "threenative-input-restart-test", @@ -92,6 +97,7 @@ "threenative-shutdown-lifetime-test", "threenative-stall-budget-hitch-test", "threenative-surface-format-selection-test", + "threenative-surface-texture-status-test", "threenative-timer-delivery-test", "threenative-timer-engine-first-test", "threenative-timestamp-query-test", @@ -140,7 +146,8 @@ "threenative-js-engine-contract-test", "threenative-rg11b10-renderable-test", "threenative-async-pipeline-thread-test", - "threenative-timestamp-query-test" + "threenative-timestamp-query-test", + "threenative-exposure-graph-test" ] }, { diff --git a/packages/runtime-native/conformance/run-conformance.mjs b/packages/runtime-native/conformance/run-conformance.mjs index 564c4893ef..6a4b145367 100644 --- a/packages/runtime-native/conformance/run-conformance.mjs +++ b/packages/runtime-native/conformance/run-conformance.mjs @@ -14,7 +14,7 @@ import { } from "node:fs"; import { createServer } from "node:http"; import { tmpdir } from "node:os"; -import { dirname, extname, isAbsolute, join, relative, resolve, sep } from "node:path"; +import { delimiter, dirname, extname, isAbsolute, join, relative, resolve, sep } from "node:path"; import { fileURLToPath } from "node:url"; import { SDL3_ANDROID_VERSION, stageAndroidAssets } from "../scripts/package-android.mjs"; import { stageDesktopFiles } from "../scripts/package-desktop.mjs"; @@ -576,42 +576,68 @@ ${asyncEnd} return entryAbs; } -function bundle(entry, out, result, side, esbuildBin, dryRun, format = "esm", conditions = []) { +let compilerPromise; + +export async function bundle(entry, out, result, side, esbuildBin, dryRun, format = "esm", conditions = []) { if (!existsSync(esbuildBin)) { result.status = dryRun ? "fail" : "blocked"; result.blockedReason = "Install JavaScript dependencies so esbuild can bundle the conformance scene."; return false; } - const proc = spawnSync( - esbuildBin, - [ - entry, - "--bundle", - `--outfile=${out}`, - `--format=${format}`, - "--platform=browser", - "--sourcemap", - ...(side === "native" - ? [ - '--define:import.meta.env={"BASE_URL":"/","DEV":false,"MODE":"production","PROD":true,"SSR":false}', - ] - : []), - ...conditions.map((condition) => `--conditions=${condition}`), - ], - { cwd: runtimeRoot, encoding: "utf8", timeout: 120_000 }, - ); - if (proc.status !== 0) { + let timer; + let compiler; + try { + compilerPromise ??= import("esbuild"); + compiler = await compilerPromise; + const timeout = new Promise((_, reject) => { + timer = setTimeout(() => reject(Object.assign( + new Error("TN_CONFORMANCE_BUNDLE_TIMEOUT: esbuild exceeded 120000ms."), + { code: "ETIMEDOUT" }, + )), 120_000); + }); + await Promise.race([ + compiler.build({ + absWorkingDir: runtimeRoot, + entryPoints: [entry], + outfile: out, + bundle: true, + format, + platform: "browser", + // The CLI reads NODE_PATH for each invocation; the API requires explicit paths. + nodePaths: (process.env.NODE_PATH || "").split(delimiter).filter(Boolean), + sourcemap: true, + logLevel: "silent", + ...(side === "native" ? { + define: { "import.meta.env": '{"BASE_URL":"/","DEV":false,"MODE":"production","PROD":true,"SSR":false}' }, + } : {}), + // Repeated CLI --conditions flags replace the previous value; comma-separated values + // within the final flag are retained. Match that behavior when translating to the API. + ...(conditions.length > 0 + ? { conditions: conditions.at(-1).split(",").filter(Boolean) } + : {}), + }), + timeout, + ]); + return true; + } catch (error) { + let cleanupError; + if (error?.code === "ETIMEDOUT") { + try { await compiler?.stop(); } catch (cleanup) { cleanupError = String(cleanup); } + } result.status = "fail"; result[side] = { phase: "bundle", - exitCode: proc.status, - stdout: proc.stdout, - stderr: proc.stderr, + exitCode: error?.code === "ETIMEDOUT" ? null : 1, + stdout: "", + stderr: error instanceof Error ? error.message : String(error), + ...(error?.code === "ETIMEDOUT" ? { timedOut: true, errorCode: error.code } : {}), + ...(cleanupError ? { cleanupError } : {}), }; return false; + } finally { + clearTimeout(timer); } - return true; } function contentType(path) { @@ -2651,7 +2677,7 @@ async function main(argv = process.argv.slice(2)) { const nativeEntry = makeEntry(test, "native", port, entryRoot); const browserBundle = join(bundleRoot, `${test.id}-browser.js`); const nativeBundle = join(bundleRoot, `${test.id}-native.js`); - const browserBundled = bundle( + const browserBundled = await bundle( browserEntry, browserBundle, result, @@ -2659,7 +2685,7 @@ async function main(argv = process.argv.slice(2)) { esbuildBin, true, ); - const nativeBundled = bundle( + const nativeBundled = await bundle( nativeEntry, nativeBundle, result, @@ -2678,7 +2704,7 @@ async function main(argv = process.argv.slice(2)) { const entryTarget = target === "web" ? "browser" : "native"; const entry = makeEntry(test, entryTarget, port, entryRoot); bundlePath = join(bundleRoot, `${test.id}.js`); - bundled = bundle( + bundled = await bundle( entry, bundlePath, result, @@ -2760,12 +2786,26 @@ async function main(argv = process.argv.slice(2)) { } } +async function executeMain() { + try { + await main(); + } finally { + try { + const compiler = await compilerPromise?.catch(() => undefined); + await compiler?.stop(); + } catch (error) { + process.stderr.write(`TN_CONFORMANCE_BUNDLE_CLEANUP_FAILED: ${String(error)}\n`); + process.exitCode ||= 1; + } + } +} + if (process.argv[1] && resolve(process.argv[1]) === runnerPath) { // Lane children re-execute this file (the multi-target loop below spawns runnerPath). // Only the outermost invocation owns the gate record and worktree lease; nested ones // are covered by their parent's single record. if (process.env.TN_GATE_NESTED === "1") { - main().catch((error) => { + executeMain().catch((error) => { process.stderr.write(`${error instanceof Error ? error.stack : String(error)}\n`); process.exitCode = 1; }); @@ -2778,7 +2818,7 @@ if (process.argv[1] && resolve(process.argv[1]) === runnerPath) { command: ["pnpm parity", ...process.argv.slice(2)].join(" "), }); try { - await main(); + await executeMain(); } catch (error) { process.stderr.write(`${error instanceof Error ? error.stack : String(error)}\n`); process.exitCode = 1; diff --git a/packages/runtime-native/docs/G1-desktop-host.md b/packages/runtime-native/docs/G1-desktop-host.md index e6fe26377e..69296ea555 100644 --- a/packages/runtime-native/docs/G1-desktop-host.md +++ b/packages/runtime-native/docs/G1-desktop-host.md @@ -418,3 +418,18 @@ Refreshed executable: `wrap-desktop-build.log` records successful packaging with UI overlay compositing follow-up: the overlay's refusal was correct and unreachable. Nothing blends on a bare Xvfb — it has COMPOSITE off and no compositing manager, and a child redirected with `CompositeRedirectAutomatic` still reads back unblended on this server — so the host refused to attach, and every private display the repository provisions was exactly that display. Both helpers that provision one now enable COMPOSITE and SHAPE and start an installed compositing manager for their own display (`xcompmgr -n`, else picom or compton), wait a fixed 250 ms and drop one that had already exited (a settle plus a liveness check, not a poll for `_NET_WM_CM_S0`, so a compositor slower than the settle is still not accounted for): the playtest runner's `captureEnvironment`, which reports the name it started (and now records it in the `captureDisplay` diagnostic), and `packages/runtime-native/scripts/xvfb.sh`, which the repo-root `scripts/xvfb.sh` now execs rather than reimplementing — the first version of this fix landed in the packaged copy alone and no gate in the repository ran it. `scripts/__tests__/xvfb.spec.ts` runs the display assertions against both copies for that reason, and the four Linux CI apt blocks install xcompmgr. A host with none installed still gets its display and still gets the refusal, naming the dependency. Evidence: the same fixture refused with `TN_UI_OVERLAY:{"attached":false,"reason":"no compositing manager is running, so nothing would blend the overlay"}` on a bare display and reported `TN_UI_OVERLAY:{"attached":true}` under the root wrapper with a compositor, from `build/tn-linux/mystral` sha256 `a500aca3ae6e0e6694c68891cab9e2150ce7f7a739f53af07e428fbd6cd6a6a9`. This is X11 only; it proves attachment on the executed Linux lane, not a blended game frame, and not macOS or Windows. Canvas and audio follow-up on the same binary: `ctx.setLineDash(5)` used to read a `length` off a number, cast the NaN to a size_t near 2^63 and push floats until the host died — a hang from a plain game typo where a browser throws. The binding now refuses a non-sequence and stops at the first missing, negative or non-finite entry, so an object that merely claims a huge length allocates nothing; under an identical 1500 MB memory cap the pre-fix runtime was killed at the cap (exit 137) and the fixed one passed. The spec's odd-length doubling moved into `Canvas2DContext::setLineDash`, the entry every caller shares, so `setLineDash([5])` reads back `[5, 5]` and the stored list is the list that strokes. `threenative-canvas2d-dirty-test` now reads back pixels for a radial gradient's centre and rim, a dashed stroke's dash/gap/dash, and a clip that paints inside its region and nothing outside; `threenative-audio-graph-test` covers both legs of scheduled playback, a cue at an absolute start time sounding and a cue one second ahead staying silent and pending. All green locally; no performance claim is attached to either. + + +## Bounded-fog resize isolation — 2026-10-02 + +[Run37011447056](https://github.com/ThreeNativeHQ/threenative/actions/runs/37011447056) built package0.3.4 from checkout `7f710b7d3af5e2da18017e4a0f707d4217ddf85d` on Linux ARM64, QuickJS/wgpu-native25.0.2.2, Mesa llvmpipe. Fifteen authored fog/lifecycle captures passed; renderer resize failed. The identical no-fog resize control first reports `TN_SURFACE_ACQUIRE_FAILED` status2, then failed-current-texture and unfinished-object errors, with no PNG. The original fog resize separately reproduces an acquire-already-held SIGABRT. Runtime SHA256 is `da16138cc37938a14ce6831476aa58972a0d469ba2172b6a06faf6d1d56c6042`; artifact11227694772 SHA256 is `8ae66c5a60cba94b1d2b96c771ee2f3f7dbb98472b95ea980a067c83976da2f2`. + +The native compatibility helper incorrectly rejected modern SuccessSuboptimal even though it carries an acquired texture. The narrow status correction has a red-green compiled helper test; timeout/outdated/lost/error remain failures. The integration gate builds and runs `threenative-surface-texture-status-test`, then both unmodified resize sequences. Repaired-host execution remains pending, so this is not a runtime pass or a hardware-performance claim. Full source/adapter/error lineage remains in the [VQ07 PRD](../../../docs/PRDs/done/PRD-VQ-07-volumetric-fog.md). + + +Native status review correction: the new target now has an execution contract and required pass marker in `verify-native-contracts.mjs`; all 46 discovered targets pass its actual registration validator. The C++ contract compiles and executes against both the official Dawn `d14ae3d97a` generated headers and wgpu header pin `bac520839ff5ed2e2b648ed540bd9ec45edbccbc`. Only the wgpu branch refers to its distinct OutOfMemory/DeviceLost enums; pinned Dawn represents these errors with Error. Both real compiled binaries pass the registered execution lane and marker check. Local native-contract tests pass 8/9; the unrelated webtransport configuration test cannot run because CMake is absent. The build-matrix/coverage tests pass 15/15. This is status-contract proof, not a rebuilt native host or a comprehensive surface-owner audit. Repaired-host qualification remains pending. + +VQ07 physical/render-extent correction checkpoint: the rebuilt `ff59e248` host still failed both resize sequences in run 37018968247 with Outdated acquisition after the canvas changed to 320×240 while the native drawable remained 640×400. The repair now keeps these extents separate and reuses the offscreen presentation draw for size mismatch, with normalized whole-image sampling and format-correct transfer. The concurrent `b0727a4` Outdated-only, single-retry recovery is preserved, using physical extent and retaining the bridge's source image/view ownership. Compiled production-body resize/retry tests and 69 focused native checks pass; independent review and pinned-Dawn syntax checks pass. The existing integration lane additionally requires the registered `threenative-canvas-presentation-test` to render/read every pixel of larger/equal/smaller linear and sRGB destinations before both no-fog controls and 29 authored fog arms run. Actual rebuilt-host and destination-pixel GPU execution remain pending; no new native or hardware-performance result is claimed. + + +Actual VQ07 correctness proof now passes at source `640c103017d56e56abb56745eb875885c32aec06`, [run 37046042533](https://github.com/ThreeNativeHQ/threenative/actions/runs/37046042533): the ordinary rebuilt Linux ARM64 host passes its acquisition-status contract, real larger/equal/smaller linear/sRGB destination-pixel GPU test, both no-fog resize controls and all 29 authored fog/light/transition/cost arms. Native artifact 11244629357 SHA256 is `003e4ee6e591d136d6c61abbad74b75605b6b11dc3e14afbf61831d1bc297710`. Native runtime/bundle hashes and original PNG identities are recorded in [minimal provenance](../../../docs/verification/vq07-progress/640c103-native/provenance.json). Canvas resize/restore, retained camera and streamed-wall changes, scene exits/re-entry, exact off pixels and settled texture baseline pass. This is Mesa llvmpipe software correctness, not hardware performance or untested OS-window/background/foreground behavior. A later latest-develop reconciliation is awaiting its own runtime requalification; no new pass is inferred from unchanged component hashes. diff --git a/packages/runtime-native/include/mystral/platform/window.h b/packages/runtime-native/include/mystral/platform/window.h index 665d30e7a6..684d807fd7 100644 --- a/packages/runtime-native/include/mystral/platform/window.h +++ b/packages/runtime-native/include/mystral/platform/window.h @@ -87,6 +87,11 @@ void setMetalLayerDrawableSize(void* metalLayer, int width, int height); */ void getWindowSize(int* width, int* height); +// Actual drawable pixels, independent of the canvas/input-coordinate cache. Android uses +// the native handle owned by the live WebGPU surface, not a replacement SDL window. +// Called on the SDL/main thread. False means no valid drawable is currently available. +bool getWindowDrawableSize(void* surfaceNativeHandle, int* width, int* height); + /** * Set fullscreen mode */ diff --git a/packages/runtime-native/include/mystral/webgpu/bindings.h b/packages/runtime-native/include/mystral/webgpu/bindings.h index 9856012dc5..dd6ada1ff6 100644 --- a/packages/runtime-native/include/mystral/webgpu/bindings.h +++ b/packages/runtime-native/include/mystral/webgpu/bindings.h @@ -41,7 +41,8 @@ bool initBindings( uint32_t width, uint32_t height, bool debug, - void* wgpuAdapter = nullptr); + void* wgpuAdapter = nullptr, + void* surfaceNativeHandle = nullptr); // Drops every reference to the live presentation surface, ahead of a rebuild. Android replaces // the `ANativeWindow` behind a backgrounded app rather than reconfiguring it, and wgpu-native @@ -50,7 +51,8 @@ void detachSurfaceForRebuild(BindingsState* state); // Publishes a rebuilt surface to the bindings, which is where every present reads it from. void republishSurface(BindingsState* state, void* wgpuSurface, uint32_t surfaceFormat, - uint32_t presentMode, uint32_t width, uint32_t height); + uint32_t presentMode, uint32_t width, uint32_t height, + void* surfaceNativeHandle = nullptr); void setOffscreenTexture(BindingsState* state, void* texture, void* textureView); void beginDawnFrame(BindingsState* state); diff --git a/packages/runtime-native/include/mystral/webgpu_compat.h b/packages/runtime-native/include/mystral/webgpu_compat.h index d826bdaeb9..b9624feec0 100644 --- a/packages/runtime-native/include/mystral/webgpu_compat.h +++ b/packages/runtime-native/include/mystral/webgpu_compat.h @@ -69,6 +69,7 @@ typedef WGPUBufferMapAsyncStatus WGPUBufferMapAsyncStatus_Compat; #define WGPU_SURFACE_TEXTURE_STATUS_TYPE WGPUSurfaceGetCurrentTextureStatus #define WGPUSurfaceGetCurrentTextureStatus_Success_Compat WGPUSurfaceGetCurrentTextureStatus_Success #define WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal_Compat WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal +#define WGPUSurfaceGetCurrentTextureStatus_Outdated_Compat WGPUSurfaceGetCurrentTextureStatus_Outdated #define WGPUSurfaceGetCurrentTextureStatus_Error_Compat WGPUSurfaceGetCurrentTextureStatus_Error // Error types - wgpu-native has DeviceLost @@ -173,6 +174,7 @@ typedef WGPUMapAsyncStatus WGPUBufferMapAsyncStatus_Compat; #define WGPU_SURFACE_TEXTURE_STATUS_TYPE WGPUSurfaceGetCurrentTextureStatus #define WGPUSurfaceGetCurrentTextureStatus_Success_Compat WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal #define WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal_Compat WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal +#define WGPUSurfaceGetCurrentTextureStatus_Outdated_Compat WGPUSurfaceGetCurrentTextureStatus_Outdated #define WGPUSurfaceGetCurrentTextureStatus_Error_Compat WGPUSurfaceGetCurrentTextureStatus_Error // Error types - Dawn removed DeviceLost as an error type (maps to Unknown) @@ -254,8 +256,26 @@ inline void setupShaderModuleWGSL(WGPUShaderModuleDescriptor* desc, // ============================================================================ inline bool wgpuSurfaceTextureStatusIsSuccess(int status) { +#if defined(MYSTRAL_WEBGPU_DAWN) || defined(MYSTRAL_WEBGPU_WGPU_MODERN) + // Both modern backends return a usable acquired texture for either success status. + // Rejecting Suboptimal strands that image instead of presenting/releasing it. + return status == WGPUSurfaceGetCurrentTextureStatus_Success_Compat || + status == WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal_Compat; +#else + // Older headers report suboptimal separately from their single Success status. return status == WGPUSurfaceGetCurrentTextureStatus_Success_Compat; - // Note: Suboptimal is also considered success on wgpu, but Dawn maps both to Success +#endif +} + +/** + * The swapchain has to be rebuilt before another image can be acquired. + * + * Unlike the other failures, Outdated is not a dead end: the platform's presentation system has + * declared the swapchain stale, and a fresh `SurfaceConfigure` is the documented way back. Callers + * that can reconfigure treat it as recoverable; the ones that cannot still see it as a failure. + */ +inline bool wgpuSurfaceTextureStatusNeedsReconfigure(int status) { + return status == WGPUSurfaceGetCurrentTextureStatus_Outdated_Compat; } #endif // MYSTRAL_WEBGPU_COMPAT_H diff --git a/packages/runtime-native/package.json b/packages/runtime-native/package.json index bbef97af41..d91b109224 100644 --- a/packages/runtime-native/package.json +++ b/packages/runtime-native/package.json @@ -93,6 +93,7 @@ "test": "vitest run --config vitest.config.ts && pnpm native:physics:parity && publint --strict" }, "devDependencies": { + "@dimforge/rapier3d-compat": "catalog:", "@threenative/playtest": "workspace:*", "esbuild": "catalog:", "publint": "catalog:", diff --git a/packages/runtime-native/scripts/verify-native-contracts.mjs b/packages/runtime-native/scripts/verify-native-contracts.mjs index 02761bfa94..3d6391db0a 100644 --- a/packages/runtime-native/scripts/verify-native-contracts.mjs +++ b/packages/runtime-native/scripts/verify-native-contracts.mjs @@ -23,6 +23,12 @@ const metahumanTarget = "threenative-metahuman-bindings-test"; const videoTarget = "threenative-video-recorder-state-test"; export const executionContracts = { + "threenative-exposure-graph-test": { + invocations: [ + { args: [], passLine: "native exposure graph contract passed" }, + { args: ["--inject-validation"], passLine: "native exposure validation negative control passed" }, + ], + }, "threenative-pipeline-cache-test": { invocations: [{ args: [], passLine: "pipeline cache filesystem contract passed:" }], }, @@ -103,6 +109,12 @@ export const executionContracts = { "threenative-presentation-pacing-test": { invocations: [{ args: [], passLine: "PRESENTATION_PACING_OK" }], }, + "threenative-canvas-presentation-test": { + invocations: [{ args: [], passLine: "native canvas presentation pixels passed" }], + }, + "threenative-surface-texture-status-test": { + invocations: [{ args: [], passLine: "native surface acquisition status contract passed" }], + }, "threenative-local-storage-test": { invocations: [{ args: [], passLine: "local_storage bindings: all assertions passed" }], }, diff --git a/packages/runtime-native/src/platform/window.cpp b/packages/runtime-native/src/platform/window.cpp index 78ec04ecdc..4a2d760ffd 100644 --- a/packages/runtime-native/src/platform/window.cpp +++ b/packages/runtime-native/src/platform/window.cpp @@ -19,6 +19,9 @@ #include #include #include +#if defined(__ANDROID__) +#include +#endif #include "stb_image.h" namespace mystral { @@ -569,6 +572,22 @@ void getWindowSize(int* width, int* height) { *height = g_window.height; } +bool getWindowDrawableSize(void* surfaceNativeHandle, int* width, int* height) { + *width = 0; + *height = 0; +#if defined(__ANDROID__) + if (!surfaceNativeHandle) return false; + auto* window = static_cast(surfaceNativeHandle); + *width = ANativeWindow_getWidth(window); + *height = ANativeWindow_getHeight(window); +#else + (void)surfaceNativeHandle; + if (!g_window.sdlWindow || !SDL_GetWindowSizeInPixels(g_window.sdlWindow, width, height)) + return false; +#endif + return *width > 0 && *height > 0; +} + /** * Set fullscreen mode */ diff --git a/packages/runtime-native/src/runtime-scripts/frame-op-stream.js b/packages/runtime-native/src/runtime-scripts/frame-op-stream.js index f4c72ff095..33ea7308dc 100644 --- a/packages/runtime-native/src/runtime-scripts/frame-op-stream.js +++ b/packages/runtime-native/src/runtime-scripts/frame-op-stream.js @@ -1200,7 +1200,7 @@ // drains everything, exactly as before. `planEpoch` is the retained-plan generation the host // reports; when it is not the one this recorder captured against, the plan is gone over there and // the frame is sent as a capture instead of as a patch. - return (partial, planEpoch) => { + const drain = (partial, planEpoch) => { const ops = partial ? safeOpCount : opCount; if (!ops) { // A fully consumed partial frame still has a real boundary: expire its wire wrappers. @@ -1327,4 +1327,6 @@ } return frame; }; + Object.defineProperty(drain, "pendingOps", { get: () => opCount > 0 }); + return drain; }; diff --git a/packages/runtime-native/src/runtime.cpp b/packages/runtime-native/src/runtime.cpp index 14e9f04948..c132b8607e 100644 --- a/packages/runtime-native/src/runtime.cpp +++ b/packages/runtime-native/src/runtime.cpp @@ -799,7 +799,7 @@ class RuntimeImpl : public Runtime { bindingsState_ = webgpu::createBindingsState(); bindingsState_->pipelineCache.identity.app = config_.pipelineCacheAppIdentity; bindingsState_->pipelineCache.identity.shaders = config_.pipelineCacheSourceIdentity; - if (!webgpu::initBindings(bindingsState_, jsEngine_.get(), webgpu_->getInstance(), webgpu_->getDevice(), webgpu_->getQueue(), surface, webgpu_->getPreferredFormat(), webgpu_->getPresentMode(), width_, height_, config_.debug, webgpu_->getAdapter())) { + if (!webgpu::initBindings(bindingsState_, jsEngine_.get(), webgpu_->getInstance(), webgpu_->getDevice(), webgpu_->getQueue(), surface, webgpu_->getPreferredFormat(), webgpu_->getPresentMode(), width_, height_, config_.debug, webgpu_->getAdapter(), webgpu_->getSurfaceNativeHandle())) { std::cerr << "[Mystral] Failed to initialize WebGPU bindings" << std::endl; webgpu::destroyBindingsState(bindingsState_); bindingsState_ = nullptr; @@ -1300,7 +1300,8 @@ class RuntimeImpl : public Runtime { webgpu::republishSurface(bindingsState_, webgpu_->getSurface(), webgpu_->getPreferredFormat(), webgpu_->getPresentMode(), - static_cast(width_), static_cast(height_)); + static_cast(width_), static_cast(height_), + webgpu_->getSurfaceNativeHandle()); std::ostringstream marker; marker << "TN_LIFECYCLE_SURFACE:{\"event\":\"revalidated\",\"previousWindow\":\"" diff --git a/packages/runtime-native/src/webgpu/bindings.cpp b/packages/runtime-native/src/webgpu/bindings.cpp index 28789db697..509612cc33 100644 --- a/packages/runtime-native/src/webgpu/bindings.cpp +++ b/packages/runtime-native/src/webgpu/bindings.cpp @@ -954,7 +954,8 @@ static js::JSValueHandle getCurrentCanvasTexture( // acquisition/view bookkeeping as the main canvas or endFrame never presents them. const auto canvas = state->engine->getProperty(canvasContext, "canvas"); if (!syncSurfaceSizeToCanvas(state, canvas)) { - state->engine->throwException("Canvas dimensions must be positive integer pixels"); + if (!state->engine->hasException()) + state->engine->throwException("Canvas dimensions must be positive integer pixels"); return state->engine->newUndefined(); } @@ -2778,7 +2779,7 @@ static bool installWebGPUBindingTables(BindingsState* state, js::Engine* engine) #endif /** Initialize WebGPU bindings in the JS engine. */ -bool initBindings(BindingsState* state, js::Engine* engine, void* wgpuInstance, void* wgpuDevice, void* wgpuQueue, void* wgpuSurface, uint32_t surfaceFormat, uint32_t presentMode, uint32_t width, uint32_t height, bool debug, void* wgpuAdapter) { +bool initBindings(BindingsState* state, js::Engine* engine, void* wgpuInstance, void* wgpuDevice, void* wgpuQueue, void* wgpuSurface, uint32_t surfaceFormat, uint32_t presentMode, uint32_t width, uint32_t height, bool debug, void* wgpuAdapter, void* surfaceNativeHandle) { if (!state || !engine) { std::cerr << "[WebGPU] No JS engine provided for bindings" << std::endl; return false; @@ -2802,6 +2803,9 @@ bool initBindings(BindingsState* state, js::Engine* engine, void* wgpuInstance, // Set canvas dimensions from window size state->presentation.canvasWidth = width; state->presentation.canvasHeight = height; + state->presentation.surfaceWidth = width; + state->presentation.surfaceHeight = height; + state->presentation.surfaceNativeHandle = surfaceNativeHandle; state->presentation.nativeSurfaceFormat = (WGPUTextureFormat)surfaceFormat; state->presentation.requiresSrgbPresentationBridge = state->surface != nullptr && isSrgbSurfaceFormat(state->presentation.nativeSurfaceFormat); @@ -2924,6 +2928,10 @@ void endDawnFrame(BindingsState* state) { state->profiling.androidJsNativeProfile.frameOpReplayNs += replayEndCpuNs - replayStartCpuNs; } #endif + if (replayed) { + state->profiling.frameOpStreamPendingOps = false; + startDeferredBufferMaps(state); + } if (!replayed && !state->engine->hasException()) { state->engine->throwException("frame op stream: replay failed"); } diff --git a/packages/runtime-native/src/webgpu/bindings_frame_stream.cpp b/packages/runtime-native/src/webgpu/bindings_frame_stream.cpp index 594fb5e1cc..183c521576 100644 --- a/packages/runtime-native/src/webgpu/bindings_frame_stream.cpp +++ b/packages/runtime-native/src/webgpu/bindings_frame_stream.cpp @@ -1215,6 +1215,8 @@ bool flushRecordedFrameOps(BindingsState* state) { if (!replayed && !state->engine->hasException()) state->engine->throwException("frame op stream: replay failed"); } + state->profiling.frameOpStreamPendingOps = state->engine->toBoolean( + state->engine->getProperty(state->profiling.frameOpStreamDrain, "pendingOps")); state->profiling.frameOpStreamFlushing = false; return replayed; } diff --git a/packages/runtime-native/src/webgpu/bindings_presentation.cpp b/packages/runtime-native/src/webgpu/bindings_presentation.cpp index cbedaa40ab..64fcec2e8a 100644 --- a/packages/runtime-native/src/webgpu/bindings_presentation.cpp +++ b/packages/runtime-native/src/webgpu/bindings_presentation.cpp @@ -302,12 +302,7 @@ static bool readCanvasDimension( return true; } -/** - * Keep the native presentation surface in lockstep with renderer.setSize(). - * Three.js changes the canvas backing dimensions directly; unlike a browser - * GPUCanvasContext, the native surface is not reconfigured by that property - * write, so acquire must apply the pending size before creating the color view. - */ +/** Synchronize render resolution separately from the physical presentation extent. */ bool syncSurfaceSizeToCanvas(BindingsState* state, js::JSValueHandle canvas) { if (!state->surface) return true; @@ -317,32 +312,24 @@ bool syncSurfaceSizeToCanvas(BindingsState* state, js::JSValueHandle canvas) { !readCanvasDimension(state, canvas, "height", height)) { return false; } - - if (width == state->presentation.canvasWidth && height == state->presentation.canvasHeight) - return true; - - // On a direct-presentation surface, a swapchain image acquired earlier in this scene's - // life may still be held in state->presentation.currentTexture — the frame boundary that presents it has - // not run. wgpu-native refuses to reconfigure a surface with an outstanding - // SurfaceOutput: its panic reads "`SurfaceOutput` must be dropped before a new `Surface` - // is made", and the panic aborts the process (PRD-183: the Android emulator died with a - // silent SIGABRT exactly here, 67 ms into the first render after renderer.setSize). - // - // Discard that image rather than presenting it: the caller is already replacing the - // frame's contents at the new size, an extra present would break the one-present-per- - // frame invariant the device gates enforce, and releasing the texture back unwinds the - // SurfaceOutput so the reconfigure below is accepted. Deferring the reconfigure instead - // is worse on both platforms — the current frame would draw new-size depth onto - // old-size colour, "attachments have differing sizes", the failure tier-1 day recorded - // on desktop. - // - // The sRGB presentation bridge never holds a raw surface output across frames - // (state->presentation.currentTexture is an offscreen linear texture there), so it keeps the immediate - // reconfigure it always had. - if (state->presentation.currentTexture != nullptr && !state->presentation.requiresSrgbPresentationBridge) { - // setSize can be called between two submits in one JavaScript turn. Replay the safe - // prefix before dropping view ids that the deferred stream still names, or its later - // frame-boundary replay fails closed with an opaque "unknown texture view id". + int drawableWidth = 0; + int drawableHeight = 0; + if (!platform::getWindowDrawableSize(state->presentation.surfaceNativeHandle, + &drawableWidth, &drawableHeight)) { + state->engine->throwException("Native drawable dimensions are unavailable"); + return false; + } + const uint32_t surfaceWidth = static_cast(drawableWidth); + const uint32_t surfaceHeight = static_cast(drawableHeight); + const bool surfaceChanged = surfaceWidth != state->presentation.surfaceWidth || + surfaceHeight != state->presentation.surfaceHeight; + if (!surfaceChanged && width == state->presentation.canvasWidth && + height == state->presentation.canvasHeight) return true; + + // A canvas change invalidates an offscreen frame just as it invalidates a direct frame. + // Replay first: deferred commands still name these view IDs. Drop the old SurfaceOutput + // before configuring a real window resize, without adding an extra present. + if (state->presentation.currentTexture != nullptr) { if (!flushRecordedFrameOps(state)) return false; state->presentation.framePresentPending = false; releaseCurrentSurfaceTextureViews(state); @@ -356,29 +343,68 @@ bool syncSurfaceSizeToCanvas(BindingsState* state, js::JSValueHandle canvas) { state->presentation.surfaceRenderPassEnded = false; } + if (surfaceChanged) { + WGPUSurfaceConfiguration config = {}; + config.device = state->device; + config.format = state->presentation.nativeSurfaceFormat; + config.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopySrc; + config.alphaMode = WGPUCompositeAlphaMode_Auto; + config.width = surfaceWidth; + config.height = surfaceHeight; + config.presentMode = state->presentation.presentMode; + wgpuSurfaceConfigure(state->surface, &config); + state->presentation.surfaceWidth = surfaceWidth; + state->presentation.surfaceHeight = surfaceHeight; + } + state->presentation.canvasWidth = width; + state->presentation.canvasHeight = height; + if (state->verboseLogging) { + std::cout << "[WebGPU] Canvas " << width << "x" << height << ", drawable " + << surfaceWidth << "x" << surfaceHeight << std::endl; + } + return true; +} + +bool requiresPresentationBridge(const BindingsState* state) { + return state->presentation.requiresSrgbPresentationBridge || + state->presentation.canvasWidth != state->presentation.surfaceWidth || + state->presentation.canvasHeight != state->presentation.surfaceHeight; +} + +/** Recover a genuinely stale swapchain without touching the canvas being presented. */ +static bool reconfigureSurfaceForAcquire(BindingsState* state) { + if (!state || !state->surface || state->presentation.surfaceWidth == 0 || + state->presentation.surfaceHeight == 0) return false; + // Direct acquisition normally has no held output; refuse to reconfigure if it does. + // Bridge presentation instead holds an offscreen canvas. Its source view has already + // been passed to the blit, so releasing its aliases here would use a freed view. + if (state->presentation.currentTexture && !requiresPresentationBridge(state)) return false; + WGPUSurfaceConfiguration config = {}; config.device = state->device; config.format = state->presentation.nativeSurfaceFormat; config.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_CopySrc; config.alphaMode = WGPUCompositeAlphaMode_Auto; - config.width = width; - config.height = height; + config.width = state->presentation.surfaceWidth; + config.height = state->presentation.surfaceHeight; config.presentMode = state->presentation.presentMode; wgpuSurfaceConfigure(state->surface, &config); - - reportSurfaceFormatMarker(state->presentation.nativeSurfaceFormat, - state->presentation.surfaceFormat, - state->presentation.requiresSrgbPresentationBridge, - state->presentation.presentMode); - - state->presentation.canvasWidth = width; - state->presentation.canvasHeight = height; - if (state->verboseLogging) { - std::cout << "[WebGPU] Surface resized from canvas: " << width << "x" << height << std::endl; - } return true; } +/** + * Acquires the current surface image, rebuilding the swapchain once when it reports itself stale. + * Ownership of the returned texture is the caller's, exactly as the raw call's is. + */ +static void acquireSurfaceImage(BindingsState* state, WGPUSurfaceTexture* surfaceTexture) { + wgpuSurfaceGetCurrentTexture(state->surface, surfaceTexture); + if (!wgpuSurfaceTextureStatusNeedsReconfigure(surfaceTexture->status)) return; + if (surfaceTexture->texture) wgpuTextureRelease(surfaceTexture->texture); + surfaceTexture->texture = nullptr; + if (!reconfigureSurfaceForAcquire(state)) return; + wgpuSurfaceGetCurrentTexture(state->surface, surfaceTexture); +} + void trackCurrentSurfaceTextureView(BindingsState* state, uint64_t viewId, WGPUTextureView view) { if (!state || !view) return; state->presentation.currentSurfaceTextureViews[viewId] = view; @@ -436,17 +462,26 @@ static bool ensureSrgbPresentationPipeline(BindingsState* state) { if (state->presentation.srgbPresentationPipeline) return true; - const char* shaderCode = R"( + const std::string shaderCode = std::string("const decodeSrgb = ") + + (state->presentation.requiresSrgbPresentationBridge ? "true;\n" : "false;\n") + R"( @group(0) @binding(0) var sourceTexture: texture_2d; + struct VertexOutput { + @builtin(position) position: vec4f, + @location(0) uv: vec2f, + }; @vertex - fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4f { + fn vs_main(@builtin(vertex_index) vertexIndex: u32) -> VertexOutput { var positions = array( vec2f(-1.0, -1.0), vec2f(3.0, -1.0), vec2f(-1.0, 3.0) ); - return vec4f(positions[vertexIndex], 0.0, 1.0); + let position = positions[vertexIndex]; + var output: VertexOutput; + output.position = vec4f(position, 0.0, 1.0); + output.uv = position * vec2f(0.5, -0.5) + vec2f(0.5); + return output; } fn srgbToLinear(value: vec3f) -> vec3f { @@ -456,15 +491,18 @@ static bool ensureSrgbPresentationPipeline(BindingsState* state) { } @fragment - fn fs_main(@builtin(position) position: vec4f) -> @location(0) vec4f { - let encoded = textureLoad(sourceTexture, vec2i(position.xy), 0); - return vec4f(srgbToLinear(encoded.rgb), encoded.a); + fn fs_main(input: VertexOutput) -> @location(0) vec4f { + let size = textureDimensions(sourceTexture); + let pixel = clamp(vec2i(input.uv * vec2f(size)), vec2i(0), vec2i(size) - vec2i(1)); + let encoded = textureLoad(sourceTexture, pixel, 0); + if (decodeSrgb) { return vec4f(srgbToLinear(encoded.rgb), encoded.a); } + return encoded; } )"; WGPUShaderModuleWGSLDescriptor_Compat wgslDescriptor = {}; WGPUShaderModuleDescriptor shaderDescriptor = {}; - setupShaderModuleWGSL(&shaderDescriptor, &wgslDescriptor, shaderCode); + setupShaderModuleWGSL(&shaderDescriptor, &wgslDescriptor, shaderCode.c_str()); WGPUShaderModule shaderModule = wgpuDeviceCreateShaderModule(state->device, &shaderDescriptor); if (!shaderModule) return false; @@ -527,28 +565,9 @@ static bool ensureSrgbPresentationPipeline(BindingsState* state) { return true; } -static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureView sourceView) { - if (!sourceView || !ensureSrgbPresentationPipeline(state)) return false; - - WGPUSurfaceTexture surfaceTexture = {}; - wgpuSurfaceGetCurrentTexture(state->surface, &surfaceTexture); - if (!wgpuSurfaceTextureStatusIsSuccess(surfaceTexture.status)) return false; - - WGPUTextureViewDescriptor surfaceViewDescriptor = {}; - surfaceViewDescriptor.format = state->presentation.nativeSurfaceFormat; - surfaceViewDescriptor.dimension = WGPUTextureViewDimension_2D; - surfaceViewDescriptor.baseMipLevel = 0; - surfaceViewDescriptor.mipLevelCount = 1; - surfaceViewDescriptor.baseArrayLayer = 0; - surfaceViewDescriptor.arrayLayerCount = 1; - surfaceViewDescriptor.aspect = WGPUTextureAspect_All; - WGPUTextureView surfaceView = - wgpuTextureCreateView(surfaceTexture.texture, &surfaceViewDescriptor); - if (!surfaceView) { - wgpuTextureRelease(surfaceTexture.texture); - return false; - } - +bool blitPresentationTexture(BindingsState* state, WGPUTextureView sourceView, + WGPUTextureView surfaceView) { + if (!sourceView || !surfaceView || !ensureSrgbPresentationPipeline(state)) return false; WGPUBindGroupEntry bindGroupEntry = {}; bindGroupEntry.binding = 0; bindGroupEntry.textureView = sourceView; @@ -558,8 +577,6 @@ static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureV bindGroupDescriptor.entries = &bindGroupEntry; WGPUBindGroup bindGroup = wgpuDeviceCreateBindGroup(state->device, &bindGroupDescriptor); if (!bindGroup) { - wgpuTextureViewRelease(surfaceView); - wgpuTextureRelease(surfaceTexture.texture); return false; } @@ -567,8 +584,6 @@ static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureV WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(state->device, &encoderDescriptor); if (!encoder) { wgpuBindGroupRelease(bindGroup); - wgpuTextureViewRelease(surfaceView); - wgpuTextureRelease(surfaceTexture.texture); return false; } WGPURenderPassColorAttachment colorAttachment = {}; @@ -587,8 +602,6 @@ static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureV if (!renderPass) { wgpuCommandEncoderRelease(encoder); wgpuBindGroupRelease(bindGroup); - wgpuTextureViewRelease(surfaceView); - wgpuTextureRelease(surfaceTexture.texture); return false; } wgpuRenderPassEncoderSetPipeline(renderPass, state->presentation.srgbPresentationPipeline); @@ -604,13 +617,35 @@ static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureV if (encoded) { flushUploadStaging(state); wgpuQueueSubmit(state->queue, 1, &commandBuffer); - wgpuSurfacePresent(state->surface); } if (commandBuffer) wgpuCommandBufferRelease(commandBuffer); wgpuCommandEncoderRelease(encoder); wgpuBindGroupRelease(bindGroup); - wgpuTextureViewRelease(surfaceView); + return encoded; +} + +static void reportSurfaceAcquireFailure(uint32_t status); + +static bool presentLinearTextureToSrgbSurface(BindingsState* state, WGPUTextureView sourceView) { + if (!sourceView) return false; + WGPUSurfaceTexture surfaceTexture = {}; + acquireSurfaceImage(state, &surfaceTexture); + if (!wgpuSurfaceTextureStatusIsSuccess(surfaceTexture.status) || !surfaceTexture.texture) { + if (surfaceTexture.texture) wgpuTextureRelease(surfaceTexture.texture); + reportSurfaceAcquireFailure(static_cast(surfaceTexture.status)); + return false; + } + WGPUTextureViewDescriptor surfaceViewDescriptor = {}; + surfaceViewDescriptor.format = state->presentation.nativeSurfaceFormat; + surfaceViewDescriptor.dimension = WGPUTextureViewDimension_2D; + surfaceViewDescriptor.mipLevelCount = 1; + surfaceViewDescriptor.arrayLayerCount = 1; + surfaceViewDescriptor.aspect = WGPUTextureAspect_All; + WGPUTextureView surfaceView = wgpuTextureCreateView(surfaceTexture.texture, &surfaceViewDescriptor); + const bool encoded = blitPresentationTexture(state, sourceView, surfaceView); + if (encoded) wgpuSurfacePresent(state->surface); + if (surfaceView) wgpuTextureViewRelease(surfaceView); wgpuTextureRelease(surfaceTexture.texture); return encoded; } @@ -713,14 +748,17 @@ WGPUTexture getCurrentSwapchainTexture(BindingsState* state) { return nullptr; } - if (state->presentation.requiresSrgbPresentationBridge) { + if (requiresPresentationBridge(state)) { return createLinearPresentationTexture(state); } - WGPUSurfaceTexture surfaceTexture; - wgpuSurfaceGetCurrentTexture(state->surface, &surfaceTexture); + WGPUSurfaceTexture surfaceTexture = {}; + acquireSurfaceImage(state, &surfaceTexture); - if (!wgpuSurfaceTextureStatusIsSuccess(surfaceTexture.status)) { + if (!wgpuSurfaceTextureStatusIsSuccess(surfaceTexture.status) || !surfaceTexture.texture) { + // The API returns texture ownership even when the caller cannot use the result. + // Never strand an acquired image on a rejected status; null remains a named failure. + if (surfaceTexture.texture) wgpuTextureRelease(surfaceTexture.texture); // Fail by name. A surface that stops handing out images presents nothing, and the loop is // no longer paced by presenting, so this fires hundreds of times a second, which is // precisely how the resume defect looked from the outside: frames running away, presents @@ -765,6 +803,7 @@ void detachSurfaceForRebuild(BindingsState* state) { state->presentation.surfaceRenderPassEnded = false; state->screenshot.screenshotCapturedThisFrame = false; state->surface = nullptr; + state->presentation.surfaceNativeHandle = nullptr; #else (void)state; #endif @@ -777,10 +816,20 @@ void detachSurfaceForRebuild(BindingsState* state) { * dead one: the resume defect again, one indirection later. */ void republishSurface(BindingsState* state, void* wgpuSurface, uint32_t surfaceFormat, - uint32_t presentMode, uint32_t width, uint32_t height) { + uint32_t presentMode, uint32_t width, uint32_t height, + void* surfaceNativeHandle) { #if defined(MYSTRAL_WEBGPU_WGPU) || defined(MYSTRAL_WEBGPU_DAWN) if (!state) return; + if (state->presentation.nativeSurfaceFormat != static_cast(surfaceFormat)) { + if (state->presentation.srgbPresentationPipeline) + wgpuRenderPipelineRelease(state->presentation.srgbPresentationPipeline); + if (state->presentation.srgbPresentationBindGroupLayout) + wgpuBindGroupLayoutRelease(state->presentation.srgbPresentationBindGroupLayout); + state->presentation.srgbPresentationPipeline = nullptr; + state->presentation.srgbPresentationBindGroupLayout = nullptr; + } state->surface = (WGPUSurface)wgpuSurface; + state->presentation.surfaceNativeHandle = surfaceNativeHandle; state->presentation.presentMode = static_cast(presentMode); state->presentation.nativeSurfaceFormat = (WGPUTextureFormat)surfaceFormat; state->presentation.requiresSrgbPresentationBridge = @@ -788,11 +837,9 @@ void republishSurface(BindingsState* state, void* wgpuSurface, uint32_t surfaceF state->presentation.surfaceFormat = state->presentation.requiresSrgbPresentationBridge ? linearSurfaceFormat(state->presentation.nativeSurfaceFormat) : state->presentation.nativeSurfaceFormat; - // The same pairing startup makes: the canvas dimensions name the size the surface is - // configured at, so `syncSurfaceSizeToCanvas` reconfigures on the next frame if the game is - // rendering at a different one. - state->presentation.canvasWidth = width; - state->presentation.canvasHeight = height; + // A rebuilt drawable does not change the renderer's canvas backing resolution. + state->presentation.surfaceWidth = width; + state->presentation.surfaceHeight = height; reportSurfaceFormatMarker(state->presentation.nativeSurfaceFormat, state->presentation.surfaceFormat, state->presentation.requiresSrgbPresentationBridge, @@ -801,6 +848,7 @@ void republishSurface(BindingsState* state, void* wgpuSurface, uint32_t surfaceF << " (format=" << state->presentation.surfaceFormat << ")" << std::endl; #else (void)state; (void)wgpuSurface; (void)surfaceFormat; (void)presentMode; (void)width; (void)height; + (void)surfaceNativeHandle; #endif } @@ -838,7 +886,7 @@ void presentPendingSurface(BindingsState* state) { std::cout << "[WebGPU] Presenting surface" << std::endl; const auto presentStart = std::chrono::steady_clock::now(); const uint64_t presentThreadCpuStart = readRenderThreadCpuNs(); - const bool presented = state->presentation.requiresSrgbPresentationBridge + const bool presented = requiresPresentationBridge(state) ? presentLinearTextureToSrgbSurface(state, state->presentation.currentTextureView) : (wgpuSurfacePresent(state->surface), true); const uint64_t presentThreadCpuEnd = readRenderThreadCpuNs(); @@ -887,7 +935,7 @@ void presentPendingSurface(BindingsState* state) { reportPipelineCheckpoint(state, state->profiling.presentCount); pollPipelineCachePersistence(state); } else { - std::cerr << "[WebGPU] sRGB presentation bridge failed" << std::endl; + std::cerr << "[WebGPU] Canvas presentation bridge failed" << std::endl; } } diff --git a/packages/runtime-native/src/webgpu/bindings_presentation.h b/packages/runtime-native/src/webgpu/bindings_presentation.h index 372d861fef..031e2e544d 100644 --- a/packages/runtime-native/src/webgpu/bindings_presentation.h +++ b/packages/runtime-native/src/webgpu/bindings_presentation.h @@ -29,6 +29,10 @@ void reportSurfaceFormatMarker( WGPUTextureFormat renderFormat, bool usesSrgbBridge, WGPUPresentMode presentMode); +// The same full-canvas transfer used to present to the native surface. +bool blitPresentationTexture(BindingsState* state, WGPUTextureView sourceView, + WGPUTextureView surfaceView); +bool requiresPresentationBridge(const BindingsState* state); bool syncSurfaceSizeToCanvas(BindingsState* state, js::JSValueHandle canvas); WGPUTexture getCurrentSwapchainTexture(BindingsState* state); void trackCurrentSurfaceTextureView(BindingsState* state, uint64_t viewId, WGPUTextureView view); diff --git a/packages/runtime-native/src/webgpu/bindings_resources.cpp b/packages/runtime-native/src/webgpu/bindings_resources.cpp index d7c15f425c..f6fe6cde85 100644 --- a/packages/runtime-native/src/webgpu/bindings_resources.cpp +++ b/packages/runtime-native/src/webgpu/bindings_resources.cpp @@ -252,6 +252,30 @@ static void rejectBufferMapRequests( } } +static void startBufferMapRequest(const std::shared_ptr& request) { + request->started = true; +#if WGPU_BUFFER_MAP_USES_CALLBACK_INFO + WGPUBufferMapCallbackInfo info = {}; + info.mode = WGPUCallbackMode_AllowSpontaneous; + info.callback = onBufferMapped; + info.userdata1 = new std::shared_ptr(request); + wgpuBufferMapAsync(request->buffer, request->mode, request->offset, request->size, info); +#else + wgpuBufferMapAsync(request->buffer, request->mode, request->offset, request->size, + onBufferMapped, new std::shared_ptr(request)); +#endif +} + +void startDeferredBufferMaps(BindingsState* state) { + std::vector> requests; + { + std::lock_guard lock(state->asyncBufferMaps.mutex); + for (const auto& entry : state->asyncBufferMaps.pending) + if (!entry.second->started) requests.push_back(entry.second); + } + for (const auto& request : requests) startBufferMapRequest(request); +} + void drainAsyncBufferMaps(BindingsState* state) { if (state == nullptr || state->engine == nullptr) return; { @@ -1211,20 +1235,10 @@ static js::JSValueHandle handleGpuBufferMapAsync( bufferInfo.mapPending = false; return promise; } -#if WGPU_BUFFER_MAP_USES_CALLBACK_INFO - WGPUBufferMapCallbackInfo mapCallbackInfo = {}; - mapCallbackInfo.mode = WGPUCallbackMode_AllowSpontaneous; - mapCallbackInfo.callback = onBufferMapped; - mapCallbackInfo.userdata1 = - new std::shared_ptr(request); - mapCallbackInfo.userdata2 = nullptr; - wgpuBufferMapAsync( - bufferInfo.buffer, mode, offset, mapSize, mapCallbackInfo); -#else - wgpuBufferMapAsync( - bufferInfo.buffer, mode, offset, mapSize, onBufferMapped, - new std::shared_ptr(request)); -#endif + // An outer render pass can precede this submitted readback in + // the recorder. Its unfinished tail cannot replay until end-frame. + if (!state->profiling.frameOpStreamPendingOps) + startBufferMapRequest(request); return promise; } diff --git a/packages/runtime-native/src/webgpu/bindings_resources.h b/packages/runtime-native/src/webgpu/bindings_resources.h index 94176c61f3..c70a74e6c8 100644 --- a/packages/runtime-native/src/webgpu/bindings_resources.h +++ b/packages/runtime-native/src/webgpu/bindings_resources.h @@ -7,6 +7,8 @@ namespace mystral::webgpu { #if defined(MYSTRAL_WEBGPU_WGPU) || defined(MYSTRAL_WEBGPU_DAWN) +void startDeferredBufferMaps(BindingsState* state); + const char* formatToString(WGPUTextureFormat format); WGPUTextureFormat stringToFormat(const std::string& format); WGPUTextureViewDimension stringToTextureViewDimension(const std::string& dim); diff --git a/packages/runtime-native/src/webgpu/bindings_state.h b/packages/runtime-native/src/webgpu/bindings_state.h index a19ef5af77..aaa9edc9a8 100644 --- a/packages/runtime-native/src/webgpu/bindings_state.h +++ b/packages/runtime-native/src/webgpu/bindings_state.h @@ -109,6 +109,7 @@ struct BufferMapRequest { WGPUMapMode mode = WGPUMapMode_None; uint64_t offset = 0; uint64_t size = 0; + bool started = false; bool completed = false; WGPUBufferMapAsyncStatus_Compat status = WGPUBufferMapAsyncStatus_Unknown_Compat; std::string errorMessage; @@ -272,6 +273,10 @@ struct PresentationState { WGPUBindGroupLayout srgbPresentationBindGroupLayout = nullptr; uint32_t canvasWidth = 800; uint32_t canvasHeight = 600; + // Canvas backing pixels can differ from the window pixels the swapchain presents. + uint32_t surfaceWidth = 0; + uint32_t surfaceHeight = 0; + void* surfaceNativeHandle = nullptr; bool contextConfigured = false; WGPUTexture currentTexture = nullptr; WGPUTextureView currentTextureView = nullptr; @@ -383,6 +388,7 @@ struct FrameProfiling { bool disableFrameOpStreamForTesting = false; // Set while a mid-frame flush is replaying, so a nested flush cannot re-enter the drain. bool frameOpStreamFlushing = false; + bool frameOpStreamPendingOps = false; uint64_t frameOpStreamReplayCrossings = 0; uint64_t frameOpStreamDirectCommandCalls = 0; uint64_t frameOpStreamLastOpCount = 0; diff --git a/packages/runtime-native/tests/canvas_presentation_test.cpp b/packages/runtime-native/tests/canvas_presentation_test.cpp new file mode 100644 index 0000000000..f72936aba1 --- /dev/null +++ b/packages/runtime-native/tests/canvas_presentation_test.cpp @@ -0,0 +1,128 @@ +// Exercise the production presentation draw against a real GPU destination, including its +// bottom/right edges. Canvas readback alone cannot catch a cropped or black native presentation. +#include "mystral/runtime.h" +#include "mystral/webgpu/bindings.h" +#include "../src/webgpu/bindings_presentation.h" +#include "../src/webgpu/bindings_state.h" + +#include +#include +#include +#include +#include + +namespace { +using namespace mystral::webgpu; + +struct Texture { + WGPUTexture texture = nullptr; + WGPUTextureView view = nullptr; + Texture(WGPUDevice device, uint32_t width, uint32_t height, WGPUTextureFormat format) { + WGPUTextureDescriptor descriptor = {}; + descriptor.dimension = WGPUTextureDimension_2D; + descriptor.size = {width, height, 1}; + descriptor.format = format; + descriptor.mipLevelCount = 1; + descriptor.sampleCount = 1; + descriptor.usage = WGPUTextureUsage_RenderAttachment | WGPUTextureUsage_TextureBinding | + WGPUTextureUsage_CopySrc | WGPUTextureUsage_CopyDst; + texture = wgpuDeviceCreateTexture(device, &descriptor); + if (texture) view = wgpuTextureCreateView(texture, nullptr); + } + ~Texture() { + if (view) wgpuTextureViewRelease(view); + if (texture) wgpuTextureRelease(texture); + } +}; + +bool verifyDestination(mystral::Runtime& runtime, WGPUTextureFormat format, + uint32_t width, uint32_t height) { + auto* state = static_cast(runtime.getWebGPUBindingsState()); + // Source and destination differ in size and contain asymmetric, non-primary colors. + // This catches wrong UV orientation, out-of-bounds loads and an unwanted sRGB conversion. + constexpr uint32_t sourceWidth = 4, sourceHeight = 2; + constexpr std::array source = { + 32, 64, 128, 255, 64, 96, 160, 255, 96, 128, 192, 255, 128, 160, 224, 255, + 224, 160, 128, 255, 192, 128, 96, 255, 160, 96, 64, 255, 128, 64, 32, 255, + }; + // Re-publication invalidates a cached pipeline when the destination format changes. + republishSurface(state, nullptr, static_cast(format), + static_cast(WGPUPresentMode_Fifo), width, height); + state->presentation.requiresSrgbPresentationBridge = isSrgbSurfaceFormat(format); + state->presentation.canvasWidth = sourceWidth; + state->presentation.canvasHeight = sourceHeight; + Texture sourceTexture(state->device, sourceWidth, sourceHeight, WGPUTextureFormat_RGBA8Unorm); + Texture destination(state->device, width, height, format); + if (!sourceTexture.view || !destination.view) return false; + WGPUImageCopyTexture_Compat copy = {}; + copy.texture = sourceTexture.texture; + copy.aspect = WGPUTextureAspect_All; + WGPUTextureDataLayout_Compat layout = {}; + layout.bytesPerRow = sourceWidth * 4; + layout.rowsPerImage = sourceHeight; + WGPUExtent3D extent = {sourceWidth, sourceHeight, 1}; + wgpuQueueWriteTexture(state->queue, ©, source.data(), source.size(), &layout, &extent); + if (!blitPresentationTexture(state, sourceTexture.view, destination.view)) return false; + + // Reuse the runtime's actual GPU readback, pointed at the bridge's destination texture. + // No frame is presented here; real swapchain acquisition is covered by the hosted fog run. + state->presentation.canvasWidth = width; + state->presentation.canvasHeight = height; + state->presentation.surfaceFormat = format; + state->presentation.currentTexture = destination.texture; + state->presentation.currentViewSourceTexture = nullptr; + state->presentation.surfaceRenderPassEnded = true; + state->screenshot.screenshotCapturedThisFrame = false; + requestFrameScreenshot(state); + captureFrameScreenshot(state); + std::vector pixels; + uint32_t capturedWidth = 0, capturedHeight = 0; + const bool captured = runtime.captureFrame(pixels, capturedWidth, capturedHeight); + state->presentation.currentTexture = nullptr; + state->presentation.surfaceRenderPassEnded = false; + if (!captured || capturedWidth != width || capturedHeight != height || + pixels.size() != width * height * 4) return false; + for (uint32_t y = 0; y < height; ++y) { + for (uint32_t x = 0; x < width; ++x) { + const uint32_t sx = ((2 * x + 1) * sourceWidth) / (2 * width); + const uint32_t sy = ((2 * y + 1) * sourceHeight) / (2 * height); + for (uint32_t channel = 0; channel < 4; ++channel) { + const int actual = pixels[(y * width + x) * 4 + channel]; + const int expected = source[(sy * sourceWidth + sx) * 4 + channel]; + // sRGB encode/decode may round one UNORM byte; linear copies are exact. + const int tolerance = isSrgbSurfaceFormat(format) && channel != 3 ? 1 : 0; + if (std::abs(actual - expected) > tolerance) { + std::cerr << "presentation pixel mismatch at " << x << "," << y + << " channel=" << channel << " actual=" << actual + << " expected=" << expected << " format=" << format << '\n'; + return false; + } + } + } + } + return true; +} +} // namespace + +int main() { + mystral::RuntimeConfig config; + config.noSdl = true; + config.width = 4; + config.height = 2; + auto runtime = mystral::Runtime::create(config); + if (!runtime) return 1; + auto* state = static_cast(runtime->getWebGPUBindingsState()); + state->presentation.requiresSrgbPresentationBridge = false; + state->presentation.surfaceWidth = state->presentation.canvasWidth; + state->presentation.surfaceHeight = state->presentation.canvasHeight; + if (requiresPresentationBridge(state)) return 2; + state->presentation.surfaceWidth *= 2; + if (!requiresPresentationBridge(state)) return 3; + for (const auto format : {WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_RGBA8UnormSrgb}) { + for (const auto size : {std::array{12, 8}, {4, 2}, {2, 1}}) { + if (!verifyDestination(*runtime, format, size[0], size[1])) return 4; + } + } + std::cout << "native canvas presentation pixels passed\n"; + return 0; +} diff --git a/packages/runtime-native/tests/conformance-runner.test.mjs b/packages/runtime-native/tests/conformance-runner.test.mjs index 12811e869f..05238b39a4 100644 --- a/packages/runtime-native/tests/conformance-runner.test.mjs +++ b/packages/runtime-native/tests/conformance-runner.test.mjs @@ -1,13 +1,15 @@ import { makeTempDirSync } from '../../../test-support/temp-dir.js'; import assert from "node:assert/strict"; -import { spawnSync } from "node:child_process"; +import childProcess, { spawnSync } from "node:child_process"; +import { createRequire, syncBuiltinESMExports } from "node:module"; +import * as esbuild from "esbuild"; import { createHash } from "node:crypto"; -import { chmodSync, mkdirSync, readFileSync, rmSync, writeFileSync } from "node:fs"; +import { chmodSync, mkdirSync, readFileSync, rmSync, symlinkSync, writeFileSync } from "node:fs"; -import { join } from "node:path"; +import { delimiter, dirname, join } from "node:path"; import { fileURLToPath } from "node:url"; import { PNG } from "pngjs"; -import { test } from "vitest"; +import { afterEach, expect, test, vi } from "vitest"; import { workflowBlockScalars } from "./runtime-test-utils.js"; import { absoluteErrorRatio } from "../conformance/metrics.mjs"; import { isMultitouchProofSatisfied } from "../conformance/multitouch-proof.mjs"; @@ -27,6 +29,7 @@ import { resolveParityProject, } from "../conformance/project-mode.mjs"; import { + bundle, androidDeviceKind, androidDeathExcerpt, androidDependencyBlocker, @@ -1316,3 +1319,214 @@ test("a pre-marker death excerpt carries the app's own diagnostic lines, not dea "Android process exited before the conformance marker.", ); }); + +vi.mock("esbuild", async () => { + const actual = await vi.importActual("esbuild"); + return { ...actual, build: vi.fn(actual.build), stop: vi.fn(actual.stop) }; +}); +afterEach(async () => { + vi.useRealTimers(); + await esbuild.stop(); + vi.clearAllMocks(); + vi.unstubAllEnvs(); +}); + +function bundleFixture(body = "export const choice = import.meta.env?.DEV;") { + const dir = makeTempDirSync("threenative-bundle-service-"); + const entry = join(dir, "entry.ts"); + const out = join(dir, "output.js"); + writeFileSync(entry, body); + return { dir, entry, out, compiler: join(root, "node_modules/.bin/esbuild") }; +} + +test("conformance API preserves changing NODE_PATH lookup, bytes and maps", async () => { + const fixture = bundleFixture('export { choice } from "conformance-node-path-only";'); + try { + for (const value of [undefined, ""]) { + vi.stubEnv("NODE_PATH", value); + const result = {}; + assert.equal(await bundle(fixture.entry, fixture.out, result, "browser", fixture.compiler, true), false); + assert.match(result.browser.stderr, /conformance-node-path-only/u); + } + for (const choice of ["first", "second"]) { + const modules = join(fixture.dir, choice); + const dependency = join(modules, "conformance-node-path-only"); + mkdirSync(dependency, { recursive: true }); + writeFileSync(join(dependency, "index.js"), `export const choice = ${JSON.stringify(choice)};`); + vi.stubEnv("NODE_PATH", [join(fixture.dir, "missing"), modules].join(delimiter)); + const cli = spawnSync(process.execPath, [join(root, "node_modules/esbuild/bin/esbuild"), fixture.entry, "--bundle", `--outfile=${fixture.out}`, "--format=esm", "--platform=browser", "--sourcemap", "--log-level=silent"], { cwd: root, encoding: "utf8", env: { ...process.env }, timeout: 120_000 }); + assert.equal(cli.status, 0, cli.stderr); + const expected = readFileSync(fixture.out); + const map = readFileSync(`${fixture.out}.map`); + assert.equal(await bundle(fixture.entry, fixture.out, {}, "browser", fixture.compiler, true), true); + assert.deepEqual(readFileSync(fixture.out), expected); + assert.deepEqual(readFileSync(`${fixture.out}.map`), map); + } + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +test("serial conformance bundles reuse the compiler service instead of launching each CLI", async () => { + const fixture = bundleFixture(); + const calls = vi.spyOn(childProcess, "spawnSync"); + syncBuiltinESMExports(); + try { + assert.equal(await bundle(fixture.entry, fixture.out, {}, "browser", fixture.compiler, true), true); + assert.equal(await bundle(fixture.entry, fixture.out, {}, "native", fixture.compiler, true), true); + assert.equal(calls.mock.calls.filter(([command]) => command === fixture.compiler).length, 0); + } finally { + calls.mockRestore(); + syncBuiltinESMExports(); + rmSync(fixture.dir, { recursive: true, force: true }); + } +}); + +for (const [side, format, conditions] of [ + ["browser", "esm", []], ["native", "esm", ["threenative-native"]], + ["native", "iife", ["alpha", "beta"]], + ["browser", "esm", [""]], + ["browser", "esm", ["alpha,beta"]], +]) test(`conformance API preserves CLI bytes and linked maps for ${side}/${format}/${conditions}`, async () => { + const fixture = bundleFixture('import choice from "choices"; export const value = [choice, import.meta.env?.DEV];'); + const modules = join(fixture.dir, "node_modules/choices"); + mkdirSync(modules, { recursive: true }); + writeFileSync(join(modules, "package.json"), JSON.stringify({ type: "module", exports: { alpha: "./alpha.js", beta: "./beta.js", "threenative-native": "./native.js", module: "./module.js", default: "./default.js" } })); + for (const name of ["alpha", "beta", "native", "module", "default"]) writeFileSync(join(modules, `${name}.js`), `export default ${JSON.stringify(name)};`); + try { + const proc = spawnSync(fixture.compiler, [fixture.entry, "--bundle", `--outfile=${fixture.out}`, `--format=${format}`, "--platform=browser", "--sourcemap", ...(side === "native" ? ['--define:import.meta.env={"BASE_URL":"/","DEV":false,"MODE":"production","PROD":true,"SSR":false}'] : []), ...conditions.map(c => `--conditions=${c}`)], { cwd: root, encoding: "utf8", timeout: 120_000 }); + assert.equal(proc.status, 0, proc.stderr); + const output = readFileSync(fixture.out); + const map = readFileSync(`${fixture.out}.map`); + assert.equal(await bundle(fixture.entry, fixture.out, {}, side, fixture.compiler, true, format, conditions), true); + assert.deepEqual(readFileSync(fixture.out), output); + assert.deepEqual(readFileSync(`${fixture.out}.map`), map); + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +test("conformance bundle errors retain the row side and primary import failure", async () => { + const fixture = bundleFixture('import missing from "no-such-package-for-conformance"; export default missing;'); + try { + const result = {}; + assert.equal(await bundle(fixture.entry, fixture.out, result, "native", fixture.compiler, true), false); + assert.equal(result.status, "fail"); + assert.equal(result.native.phase, "bundle"); + assert.match(result.native.stderr, /no-such-package-for-conformance/u); + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +test("an absent compiler remains a failed dry run and a blocked execution", async () => { + const fixture = bundleFixture(); + try { + for (const dry of [true, false]) { + const result = {}; + assert.equal(await bundle(fixture.entry, fixture.out, result, "browser", join(fixture.dir, "missing-esbuild"), dry), false); + assert.equal(result.status, dry ? "fail" : "blocked"); + assert.match(result.blockedReason, /Install JavaScript dependencies/u); + } + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +test("a stuck compiler fails at the existing 120-second boundary and stops its service", async () => { + const fixture = bundleFixture(); + vi.useFakeTimers(); + esbuild.build.mockImplementationOnce(() => new Promise(() => {})); + try { + const result = {}; + const pending = Promise.resolve(bundle(fixture.entry, fixture.out, result, "browser", fixture.compiler, true)); + await vi.advanceTimersByTimeAsync(119_999); + assert.equal(result.status, undefined); + await vi.advanceTimersByTimeAsync(1); + assert.equal(await pending, false); + assert.equal(result.status, "fail"); + assert.match(result.browser.stderr, /120000|ETIMEDOUT/u); + expect(esbuild.stop).toHaveBeenCalled(); + assert.equal(vi.getTimerCount(), 0); + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +test("a timeout preserves its primary error when compiler cleanup also fails", async () => { + const fixture = bundleFixture(); + vi.useFakeTimers(); + esbuild.build.mockImplementationOnce(() => new Promise(() => {})); + esbuild.stop.mockRejectedValueOnce(new Error("cleanup failure receipt")); + try { + const result = {}; + const pending = bundle(fixture.entry, fixture.out, result, "native", fixture.compiler, true); + await vi.advanceTimersByTimeAsync(120_000); + assert.equal(await pending, false); + assert.match(result.native.stderr, /TN_CONFORMANCE_BUNDLE_TIMEOUT/u); + assert.match(result.native.cleanupError, /cleanup failure receipt/u); + assert.equal(result.native.timedOut, true); + assert.equal(vi.getTimerCount(), 0); + } finally { rmSync(fixture.dir, { recursive: true, force: true }); } +}); + +for (const invalid of [false, true]) test(`the compiler service closes after terminal ${invalid ? "error" : "success"}`, () => { + const dir = makeTempDirSync("threenative-service-cleanup-"); + const events = join(dir, "service-events.jsonl"); + const observer = join(dir, "observer.cjs"); + writeFileSync(observer, ` +const cp = require('node:child_process'); +const {appendFileSync} = require('node:fs'); +const {syncBuiltinESMExports} = require('node:module'); +const original = cp.spawn; +cp.spawn = function(command, args, options) { + const child = original.apply(this, arguments); + if (args?.some(value => String(value).startsWith('--service='))) { + appendFileSync(${JSON.stringify(events)}, JSON.stringify({phase:'start',pid:child.pid})+'\\n'); + // Keep this test's observer alive until close: a missing terminal stop must be detected. + child.unref = () => child; + child.on('close', (code, signal) => appendFileSync(${JSON.stringify(events)}, JSON.stringify({phase:'close',pid:child.pid,code,signal})+'\\n')); + } + return child; +}; +syncBuiltinESMExports(); +`); + writeFileSync(join(dir, "package.json"), JSON.stringify({ threenative: { nativeEntry: "game.ts" } })); + writeFileSync(join(dir, "game.ts"), invalid ? 'import missing from "cleanup-missing-package"; export default missing;' : 'export default { start() {} };'); + try { + const proc = run(["--dry-run", "--project", dir, "--out", join(dir, "report.json")], { + NODE_OPTIONS: `${process.env.NODE_OPTIONS || ""} --require=${observer}`, + }); + assert.equal(proc.status, invalid ? 1 : 0, proc.error?.message || proc.stderr || proc.stdout); + const recorded = readFileSync(events, "utf8").trim().split("\n").map(line => JSON.parse(line)); + assert.equal(recorded.filter(event => event.phase === "start").length, 1); + assert.equal(recorded.filter(event => event.phase === "close").length, 1); + assert.equal(recorded[0].pid, recorded[1].pid); + const report = JSON.parse(readFileSync(join(dir, "report.json"), "utf8")); + assert.equal(report.summary.pass, 0); + assert.equal(report.summary.validated, invalid ? 0 : 1); + if (invalid) assert.match(report.results[0].native.stderr, /cleanup-missing-package/u); + } finally { rmSync(dir, { recursive: true, force: true }); } +}); + + +test("vehicle conformance resolves Rapier from its own clean catalog importer", async () => { + const manifest = JSON.parse(readFileSync(join(root, "package.json"), "utf8")); + assert.equal(manifest.devDependencies["@dimforge/rapier3d-compat"], "catalog:"); + const dir = makeTempDirSync("threenative-vehicle-importer-"); + try { + const fixture = join(dir, "vehicle-physics.js"); + writeFileSync(fixture, readFileSync(join(root, "conformance/scenes/shared/vehicle-physics.js"))); + // This clean importer has only its declared Rapier dependency. No workspace root, + // sibling physics importer or ambient NODE_PATH can satisfy the fixture import. + const require = createRequire(join(root, "package.json")); + const rapierEntry = require.resolve("@dimforge/rapier3d-compat"); + const dependency = join(dir, "node_modules/@dimforge"); + mkdirSync(dependency, { recursive: true }); + symlinkSync(dirname(rapierEntry), join(dependency, "rapier3d-compat")); + const result = await esbuild.build({ + absWorkingDir: dir, + entryPoints: [fixture], + bundle: true, + write: false, + platform: "browser", + format: "esm", + nodePaths: [], + external: ["three/webgpu", "../../../../physics/*", "./scene-support.js"], + metafile: true, + logLevel: "silent", + }); + assert.ok(Object.keys(result.metafile.inputs).some(input => input.includes("rapier"))); + assert.ok(result.outputFiles[0].contents.length > 0); + } finally { rmSync(dir, { recursive: true, force: true }); } +}); diff --git a/packages/runtime-native/tests/exposure_graph_test.cpp b/packages/runtime-native/tests/exposure_graph_test.cpp new file mode 100644 index 0000000000..acab985c25 --- /dev/null +++ b/packages/runtime-native/tests/exposure_graph_test.cpp @@ -0,0 +1,44 @@ +// Runs the generated Three.js reduction/adaptation shaders and applied output without SDL. +#include "mystral/runtime.h" +#include "../src/webgpu/bindings_state.h" +#include +#include +#include +#include +#include + +int main(int argc, char** argv) { + const bool injectValidation = argc == 2 && std::string(argv[1]) == "--inject-validation"; + mystral::RuntimeConfig config; + config.width = 65; + config.height = 33; + config.noSdl = true; + auto runtime = mystral::Runtime::create(config); + if (!runtime) return 1; + std::ifstream input(TN_EXPOSURE_GRAPH_BUNDLE); + if (!input) { std::cerr << "exposure graph bundle missing\n"; return 1; } + const std::string source((std::istreambuf_iterator(input)), {}); + if (injectValidation && !runtime->evalScript("globalThis.__tnInjectValidation = true;", "inject.js")) return 1; + if (!runtime->evalScript(source, "exposure_graph.js")) return 1; + auto* state = static_cast(runtime->getWebGPUBindingsState()); + if (!state) return 1; + auto* engine = state->engine; + for (int frame = 0; frame < 30000; ++frame) { + if (!runtime->pollEvents()) break; + const auto error = engine->getGlobalProperty("__tnExposureError"); + if (!engine->isUndefined(error)) { + const auto message = engine->toString(error); + if (injectValidation && message.find("GPU validation:") != std::string::npos) { + std::cout << "native exposure validation negative control passed\n"; return 0; + } + std::cerr << message << '\n'; return 1; + } + if (engine->toBoolean(engine->getGlobalProperty("__tnExposureDone"))) { + if (injectValidation) { std::cerr << "GPU validation was ignored\n"; return 1; } + std::cout << "native exposure graph contract passed\n"; return 0; + } + std::this_thread::sleep_for(std::chrono::milliseconds(1)); + } + std::cerr << "native exposure graph timed out\n"; + return 1; +} diff --git a/packages/runtime-native/tests/frame-op-stream.test.mjs b/packages/runtime-native/tests/frame-op-stream.test.mjs index fa710c3de6..f3fc87dfdf 100644 --- a/packages/runtime-native/tests/frame-op-stream.test.mjs +++ b/packages/runtime-native/tests/frame-op-stream.test.mjs @@ -242,6 +242,23 @@ describe("packed frame op stream", () => { expect(drain()).toBeNull(); }); + it("reports pending readback work behind an outer render encoder", () => { + const { device, queue, drain } = harness(); + const outer = device.createCommandEncoder(); + const pass = outer.beginRenderPass({ colorAttachments: [] }); + const readback = device.createCommandEncoder(); + readback.copyBufferToBuffer({ _bufferId: 1 }, 0, { _bufferId: 2 }, 0, 4); + queue.submit([readback.finish()]); + expect(drain(1)).toBeNull(); + expect(drain.pendingOps).toBe(true); + pass.end(); + queue.submit([outer.finish()]); + expect(records(drain()).result.map(({ opcode }) => opcode)).toEqual([ + 2, 3, 2, 23, 28, 29, 17, 28, 29, + ]); + expect(drain.pendingOps).toBe(false); + }); + // The cut has to land before a half-recorded encoder: replaying a stream whose encoder is never // finished fails closed on the native side with "frame ended with unfinished GPU objects". it("leaves a half-recorded encoder behind and drains it whole at the frame boundary", () => { diff --git a/packages/runtime-native/tests/frame_op_stream_replay_test.cpp b/packages/runtime-native/tests/frame_op_stream_replay_test.cpp index 0beb4c40a4..973988182b 100644 --- a/packages/runtime-native/tests/frame_op_stream_replay_test.cpp +++ b/packages/runtime-native/tests/frame_op_stream_replay_test.cpp @@ -238,10 +238,9 @@ void runContract(bool disableStreamControl) { expect(state->profiling.frameOpStreamLastOrder == expectedSameFrameOrder, "the copy and its submit left at mapAsync, leaving only the deferred destroy"); - // The same map, with a command encoder left half-recorded across it. The cut has to land - // before that encoder was created — replaying a stream whose encoder is never finished is a - // hard "frame ended with unfinished GPU objects" — so the tail keeps recording and drains at - // the frame boundary, intact and in order. + // Exposure readback runs inside an outer render pass. The readback copy is submitted + // after that pass opened, so no clean prefix includes it. Keep the backend map pending + // until end-frame replays the whole interleaved stream and submits its copy. expect(engine->evalScript( R"JS((() => { const device = globalThis.__tnDevice; @@ -249,14 +248,14 @@ void runContract(bool disableStreamControl) { const dst = device.createBuffer({size: 16, usage: GPUBufferUsage.COPY_DST | GPUBufferUsage.MAP_READ}); requestAnimationFrame(() => { device.queue.writeBuffer(src, 0, new Uint32Array([9, 10, 11, 12])); - const first = device.createCommandEncoder(); - first.copyBufferToBuffer(src, 0, dst, 0, 16); - device.queue.submit([first.finish()]); const second = device.createCommandEncoder(); const pass = second.beginRenderPass({colorAttachments: [{ view: globalThis.__tnRenderView, loadOp: "clear", storeOp: "store", clearValue: [0, 0, 0, 1], }]}); + const first = device.createCommandEncoder(); + first.copyBufferToBuffer(src, 0, dst, 0, 16); + device.queue.submit([first.finish()]); const mapping = dst.mapAsync(GPUMapMode.READ, 0, 16); mapping.then(() => { globalThis.__tnSplitReadback = Array.from(new Uint32Array(dst.getMappedRange(0, 16))); @@ -281,7 +280,8 @@ void runContract(bool disableStreamControl) { engine->toString(engine->evalScriptWithResult( "JSON.stringify(__tnSplitReadback)", "tn-split-report.js"))); const std::vector expectedSplitTailOrder = { - "createCommandEncoder", "beginRenderPass", "render.end", "finish", "submit"}; + "createCommandEncoder", "beginRenderPass", "createCommandEncoder", "copyBufferToBuffer", + "finish", "submit", "render.end", "finish", "submit"}; if (splitTailOrder != expectedSplitTailOrder) { std::cerr << "observed split tail order:"; for (const auto& op : splitTailOrder) diff --git a/packages/runtime-native/tests/lifecycle_policy_test.cpp b/packages/runtime-native/tests/lifecycle_policy_test.cpp index 7dff65eab0..8b9679d50c 100644 --- a/packages/runtime-native/tests/lifecycle_policy_test.cpp +++ b/packages/runtime-native/tests/lifecycle_policy_test.cpp @@ -98,7 +98,8 @@ bool surfaceBindingStateFollowsRebuild() { const bool published = state->surface == reinterpret_cast(replacement) && state->presentation.surfaceFormat == WGPUTextureFormat_BGRA8Unorm && state->presentation.presentMode == WGPUPresentMode_Fifo && - state->presentation.canvasWidth == 720 && state->presentation.canvasHeight == 1280; + state->presentation.surfaceWidth == 720 && state->presentation.surfaceHeight == 1280 && + state->presentation.canvasWidth == 800 && state->presentation.canvasHeight == 600; state->presentation.framePresentPending = true; mystral::webgpu::detachSurfaceForRebuild(state); const bool detached = state->surface == nullptr && !state->presentation.framePresentPending; diff --git a/packages/runtime-native/tests/native-contract-lane.test.mjs b/packages/runtime-native/tests/native-contract-lane.test.mjs index a863a70bf8..2dbf40e473 100644 --- a/packages/runtime-native/tests/native-contract-lane.test.mjs +++ b/packages/runtime-native/tests/native-contract-lane.test.mjs @@ -88,11 +88,15 @@ test("should fail when a declared test target is not executed", () => { // screenshot capture-gate ordering contract; +1 for PRD-329's surface-format selection // diagnostic contract; +5 for the comprehensive coverage contracts; +1 for PRD-368's pipeline // cache contract; +1 for PRD-399's presentation-pacing contract; +1 for PRD-465 Phase 2's - // MetaHuman facial rig bindings contract. + // MetaHuman facial rig bindings contract; +1 for VQ07's surface acquisition status contract. // Bump alongside any new add_executable contract target. - // 45 since PRD-465 registered threenative-metahuman-bindings-test. The next assertion pins this against CMakeLists + // 48 targets include both exposure graph and fog presentation contracts. // itself, so the literal is a tripwire for an unreviewed target, not the source of truth. - assert.equal(discovered.length, 45); + assert.equal(discovered.length, 48); + const missingExposure = { ...executionContracts }; + Reflect.deleteProperty(missingExposure, "threenative-exposure-graph-test"); + assert.throws(() => validateExecutionContracts(discovered, missingExposure), + /missing execution contracts: threenative-exposure-graph-test/u); assert.deepEqual(discovered, declaredTargets(cmake)); assert.doesNotThrow(() => validateExecutionContracts(discovered, executionContracts)); diff --git a/packages/runtime-native/tests/resize-attachment-invariant.test.mjs b/packages/runtime-native/tests/resize-attachment-invariant.test.mjs index ab0a868e27..105463eb6b 100644 --- a/packages/runtime-native/tests/resize-attachment-invariant.test.mjs +++ b/packages/runtime-native/tests/resize-attachment-invariant.test.mjs @@ -20,8 +20,8 @@ function assertResizeAttachmentContract(definitions) { ); assert.match( definitions.syncSize, - /config\.width = width;[\s\S]*?config\.height = height;[\s\S]*?wgpuSurfaceConfigure\(state->surface, &config\)/u, - "canvas backing dimensions must reconfigure the native surface before acquisition", + /config\.width = surfaceWidth;[\s\S]*?config\.height = surfaceHeight;[\s\S]*?wgpuSurfaceConfigure\(state->surface, &config\)/u, + "only physical drawable dimensions may configure the native surface", ); assert.match( definitions.currentTextureHandler, diff --git a/packages/runtime-native/tests/resize-presentation-behavior.test.mjs b/packages/runtime-native/tests/resize-presentation-behavior.test.mjs new file mode 100644 index 0000000000..61908b1a02 --- /dev/null +++ b/packages/runtime-native/tests/resize-presentation-behavior.test.mjs @@ -0,0 +1,177 @@ +import assert from "node:assert/strict"; +import { spawnSync } from "node:child_process"; +import { mkdtempSync, rmSync, writeFileSync } from "node:fs"; +import { tmpdir } from "node:os"; +import { join } from "node:path"; +import { test } from "vitest"; +import { nativeDefinition } from "../../../test-support/native-definition.js"; + +const compiler = process.env.CXX || "c++"; +const probe = spawnSync(compiler, ["--version"], { encoding: "utf8" }); +const nativeTest = probe.error?.code === "ENOENT" ? test.skip : test; + +// Compile the production synchronization body against controlled platform/GPU boundaries. +// This proves its state transitions, not driver behavior; the source-built hosted test proves +// actual canvas/depth attachments and rendered destination pixels with the real WebGPU backend. +nativeTest("canvas resolution changes never configure a differently sized native drawable", () => { + const directory = mkdtempSync(join(tmpdir(), "tn-presentation-resize-")); + try { + const source = join(directory, "contract.cpp"); + const executable = join(directory, process.platform === "win32" ? "contract.exe" : "contract"); + writeFileSync(source, ` +#include +#include +#include +#include +#include +using WGPUTexture = void*; +namespace js { struct JSValueHandle { uint32_t width, height; }; } +struct PresentationState { + uint32_t canvasWidth = 640, canvasHeight = 400; + uint32_t surfaceWidth = 640, surfaceHeight = 400; + void* surfaceNativeHandle = nullptr; + bool requiresSrgbPresentationBridge = false; + WGPUTexture currentTexture = nullptr; + uint64_t currentSurfaceTextureId = 0; + bool framePresentPending = false, surfaceRenderPassEnded = false; + void* surfaceRenderEncoder = nullptr; + int nativeSurfaceFormat = 1, surfaceFormat = 1, presentMode = 7; +}; +struct Engine { std::string error; void throwException(const char* text) { error = text; } }; +struct BindingsState { + Engine engineValue; + Engine* engine = &engineValue; + void* surface = reinterpret_cast(1); + void* device = reinterpret_cast(2); + PresentationState presentation; + struct { std::map textureRegistry; } registries; + bool verboseLogging = false; +}; +struct WGPUSurfaceConfiguration { + void* device; int format, usage, alphaMode; uint32_t width, height; int presentMode; +}; +constexpr int WGPUTextureUsage_RenderAttachment = 1, WGPUTextureUsage_CopySrc = 2; +constexpr int WGPUCompositeAlphaMode_Auto = 1; +int drawableWidth = 640, drawableHeight = 400; +bool canFlush = true; +std::vector calls; +WGPUSurfaceConfiguration lastConfig{}; +struct WGPUSurfaceTexture { int status = 0; WGPUTexture texture = nullptr; }; +constexpr int success = 1, outdated = 2, timeout = 3; +int firstStatus = outdated, secondStatus = success, acquireCalls = 0; +std::vector releasedTextures; +bool wgpuSurfaceTextureStatusNeedsReconfigure(int status) { return status == outdated; } +void wgpuSurfaceGetCurrentTexture(void*, WGPUSurfaceTexture* texture) { + calls.push_back("acquire"); + texture->status = acquireCalls == 0 ? firstStatus : secondStatus; + texture->texture = reinterpret_cast(static_cast(100 + ++acquireCalls)); +} +namespace mystral::platform { + bool getWindowDrawableSize(void*, int* w, int* h) { + *w = drawableWidth; *h = drawableHeight; return *w > 0 && *h > 0; + } +} +namespace platform = mystral::platform; +bool readCanvasDimension(BindingsState*, js::JSValueHandle canvas, const char* name, uint32_t& value) { + value = std::string(name) == "width" ? canvas.width : canvas.height; return value > 0; +} +bool flushRecordedFrameOps(BindingsState*) { calls.push_back("flush"); return canFlush; } +void releaseCurrentSurfaceTextureViews(BindingsState*) { calls.push_back("views"); } +void wgpuTextureRelease(WGPUTexture texture) { calls.push_back("texture"); releasedTextures.push_back(texture); } +void wgpuSurfaceConfigure(void*, const WGPUSurfaceConfiguration* config) { + calls.push_back("configure"); lastConfig = *config; +} +void reportSurfaceFormatMarker(int, int, bool, int) {} +${nativeDefinition("syncSurfaceSizeToCanvas").text} +${nativeDefinition("requiresPresentationBridge").text} +${nativeDefinition("reconfigureSurfaceForAcquire").text} +${nativeDefinition("acquireSurfaceImage").text} +int main() { + BindingsState state; + if (requiresPresentationBridge(&state)) return 6; + if (!syncSurfaceSizeToCanvas(&state, {320, 240}) || !calls.empty() || + state.presentation.canvasWidth != 320 || state.presentation.canvasHeight != 240 || + state.presentation.surfaceWidth != 640 || state.presentation.surfaceHeight != 400) { + std::cerr << "canvas-only resize reconfigured physical surface or lost canvas extent\\n"; return 1; + } + if (!requiresPresentationBridge(&state)) return 7; + state.presentation.requiresSrgbPresentationBridge = true; + state.presentation.currentTexture = reinterpret_cast(3); + state.presentation.currentSurfaceTextureId = 9; + state.presentation.framePresentPending = true; + state.registries.textureRegistry[9] = 1; + if (!syncSurfaceSizeToCanvas(&state, {640, 400}) || + calls != std::vector{"flush", "views", "texture"} || + state.presentation.currentTexture || state.presentation.currentSurfaceTextureId || + state.presentation.framePresentPending || !state.registries.textureRegistry.empty()) { + std::cerr << "offscreen resize retained stale texture/view aliases\\n"; return 2; + } + if (!requiresPresentationBridge(&state)) return 8; + state.presentation.requiresSrgbPresentationBridge = false; + if (requiresPresentationBridge(&state)) return 9; + calls.clear(); + drawableWidth = 800; drawableHeight = 600; + if (!syncSurfaceSizeToCanvas(&state, {640, 400}) || calls != std::vector{"configure"} || + lastConfig.width != 800 || lastConfig.height != 600 || lastConfig.presentMode != 7 || + state.presentation.canvasWidth != 640 || state.presentation.surfaceWidth != 800) { + std::cerr << "physical resize was missed with unchanged canvas dimensions\\n"; return 3; + } + calls.clear(); canFlush = false; + state.presentation.currentTexture = reinterpret_cast(4); + if (syncSurfaceSizeToCanvas(&state, {320, 240}) || calls != std::vector{"flush"} || + !state.presentation.currentTexture || state.presentation.canvasWidth != 640) { + std::cerr << "failed flush mutated acquired frame ownership\\n"; return 4; + } + calls.clear(); + if (syncSurfaceSizeToCanvas(&state, {0, 240}) || !calls.empty()) return 5; + drawableWidth = 0; + if (syncSurfaceSizeToCanvas(&state, {320, 240}) || !calls.empty() || + state.engineValue.error != "Native drawable dimensions are unavailable" || + !state.presentation.currentTexture || state.presentation.canvasWidth != 640) return 10; + calls.clear(); releasedTextures.clear(); canFlush = true; + state.presentation.canvasWidth = 320; state.presentation.canvasHeight = 240; + state.presentation.surfaceWidth = 640; state.presentation.surfaceHeight = 400; + state.presentation.currentSurfaceTextureId = 12; + state.presentation.framePresentPending = true; + state.registries.textureRegistry[12] = 1; + WGPUSurfaceTexture acquired; + acquireSurfaceImage(&state, &acquired); + if (calls != std::vector{"acquire", "texture", "configure", "acquire"} || + acquired.status != success || !acquired.texture || acquireCalls != 2 || + releasedTextures != std::vector{reinterpret_cast(101)} || + state.presentation.currentTexture != reinterpret_cast(4) || + state.presentation.currentSurfaceTextureId != 12 || !state.presentation.framePresentPending || + state.registries.textureRegistry.count(12) != 1 || + lastConfig.width != 640 || lastConfig.height != 400) { + std::cerr << "Outdated recovery invalidated bridge source or configured canvas extent\\n"; return 11; + } + // Persistent Outdated is returned after exactly one retry, never accepted as success. + calls.clear(); releasedTextures.clear(); acquireCalls = 0; secondStatus = outdated; + acquireSurfaceImage(&state, &acquired); + if (acquireCalls != 2 || acquired.status != outdated || !acquired.texture || + releasedTextures.size() != 1) return 12; + // Timeout is not a reconfigure signal; ownership stays with the caller. + calls.clear(); releasedTextures.clear(); acquireCalls = 0; firstStatus = timeout; + acquireSurfaceImage(&state, &acquired); + if (calls != std::vector{"acquire"} || acquired.status != timeout || + !acquired.texture || !releasedTextures.empty()) return 13; + // A held direct SurfaceOutput may not be discarded from the recovery helper. + calls.clear(); releasedTextures.clear(); acquireCalls = 0; firstStatus = outdated; + state.presentation.canvasWidth = 640; state.presentation.canvasHeight = 400; + acquireSurfaceImage(&state, &acquired); + if (calls != std::vector{"acquire", "texture"} || acquired.status != outdated || + acquired.texture || state.presentation.currentTexture != reinterpret_cast(4)) return 14; + std::cout << "native canvas and drawable extent contract passed\\n"; +} +`); + const built = spawnSync(compiler, ["-std=c++17", "-Wall", "-Wextra", "-Werror", source, "-o", executable], { + encoding: "utf8", timeout: 30_000, + }); + assert.equal(built.status, 0, built.error?.message ?? built.stderr); + const result = spawnSync(executable, [], { encoding: "utf8", timeout: 10_000 }); + assert.equal(result.status, 0, result.error?.message ?? `${result.stdout}\n${result.stderr}`); + assert.match(result.stdout, /native canvas and drawable extent contract passed/u); + } finally { + rmSync(directory, { recursive: true, force: true }); + } +}); diff --git a/packages/runtime-native/tests/srgb-presentation.test.mjs b/packages/runtime-native/tests/srgb-presentation.test.mjs index 9d307043a2..9b7d445e9e 100644 --- a/packages/runtime-native/tests/srgb-presentation.test.mjs +++ b/packages/runtime-native/tests/srgb-presentation.test.mjs @@ -104,3 +104,12 @@ test("presentation contract rejects removal of the inverse transfer", () => { ); assert.throws(() => assertPresentationBridge(definitions)); }); + +test("the shared presentation bridge maps normalized canvas coordinates to the whole drawable", () => { + const pipeline = presentationDefinitions().pipeline; + assert.match(pipeline, /@location\(0\) uv: vec2f/u); + assert.match(pipeline, /textureDimensions\(sourceTexture\)/u); + assert.doesNotMatch(pipeline, /textureLoad\(sourceTexture, vec2i\(position\.xy\)/u); + assert.match(pipeline, /requiresSrgbPresentationBridge/u, + "size-only linear presentation must not apply the inverse sRGB transfer"); +}); diff --git a/packages/runtime-native/tests/surface_texture_status_test.cpp b/packages/runtime-native/tests/surface_texture_status_test.cpp new file mode 100644 index 0000000000..5b08019ee3 --- /dev/null +++ b/packages/runtime-native/tests/surface_texture_status_test.cpp @@ -0,0 +1,51 @@ +#include +#include "mystral/webgpu_compat.h" + +#include + +// The same production helper used by all surface acquisition paths. No device or display +// is needed: a suboptimal image is usable, while timeout/lost/outdated remain failures. +int main() { + if (!wgpuSurfaceTextureStatusIsSuccess(WGPUSurfaceGetCurrentTextureStatus_Success_Compat)) { + std::cerr << "optimal surface acquisition was rejected\n"; + return 1; + } +#if defined(MYSTRAL_WEBGPU_DAWN) || defined(MYSTRAL_WEBGPU_WGPU_MODERN) + if (!wgpuSurfaceTextureStatusIsSuccess(WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal)) { + std::cerr << "suboptimal surface acquisition was rejected\n"; + return 1; + } + if (wgpuSurfaceTextureStatusIsSuccess(WGPUSurfaceGetCurrentTextureStatus_Error)) return 2; +#endif +#if defined(MYSTRAL_WEBGPU_WGPU_MODERN) + // Pinned Dawn folds these failures into Error; only wgpu declares distinct statuses. + if (wgpuSurfaceTextureStatusIsSuccess(WGPUSurfaceGetCurrentTextureStatus_OutOfMemory)) return 2; + if (wgpuSurfaceTextureStatusIsSuccess(WGPUSurfaceGetCurrentTextureStatus_DeviceLost)) return 2; +#endif + for (const auto status : {WGPUSurfaceGetCurrentTextureStatus_Timeout, + WGPUSurfaceGetCurrentTextureStatus_Outdated, + WGPUSurfaceGetCurrentTextureStatus_Lost, + WGPUSurfaceGetCurrentTextureStatus_Force32}) { + if (wgpuSurfaceTextureStatusIsSuccess(status)) { + std::cerr << "failed surface acquisition was accepted\n"; + return 2; + } + } + // Exactly one failure is recoverable: Outdated names a stale swapchain, and the acquire path + // rebuilds it. Treating it like the dead ends would restore the perpetual post-resize failure. + if (!wgpuSurfaceTextureStatusNeedsReconfigure(WGPUSurfaceGetCurrentTextureStatus_Outdated)) { + std::cerr << "outdated surface acquisition was not recognised as recoverable\n"; + return 3; + } + for (const auto status : {WGPUSurfaceGetCurrentTextureStatus_Success_Compat, + WGPUSurfaceGetCurrentTextureStatus_Timeout, + WGPUSurfaceGetCurrentTextureStatus_Lost, + WGPUSurfaceGetCurrentTextureStatus_Force32}) { + if (wgpuSurfaceTextureStatusNeedsReconfigure(status)) { + std::cerr << "only an outdated surface acquisition is recoverable\n"; + return 3; + } + } + std::cout << "native surface acquisition status contract passed\n"; + return 0; +} diff --git a/pnpm-lock.yaml b/pnpm-lock.yaml index b8390cbe3d..07c369e7af 100644 --- a/pnpm-lock.yaml +++ b/pnpm-lock.yaml @@ -974,6 +974,9 @@ importers: specifier: 'catalog:' version: 7.0.0 devDependencies: + '@dimforge/rapier3d-compat': + specifier: 'catalog:' + version: 0.19.3 '@threenative/playtest': specifier: workspace:* version: link:../playtest diff --git a/scripts/__tests__/ci-integration-scope.spec.ts b/scripts/__tests__/ci-integration-scope.spec.ts index d36f2286a5..0204664693 100644 --- a/scripts/__tests__/ci-integration-scope.spec.ts +++ b/scripts/__tests__/ci-integration-scope.spec.ts @@ -30,7 +30,7 @@ describe("integration work applies to the changed source", () => { it("selects the owning fluid root when only its native dependent changes", () => { expect( select(workflow.replace("Linux native fluid correctness", "Linux native fluid verification")), - ).toEqual({ ...none, "fluid-particles": true }); + ).toEqual({ ...none, "fluid-native": true }); }); it("selects decals and its native dependent for a decal job edit", () => { expect( @@ -50,13 +50,22 @@ describe("integration work applies to the changed source", () => { ".github/workflows/integration.yml", "packages/core/src/fluid-particles.ts", ]), - ).toEqual({ ...none, tone: true, "fluid-particles": true }); + ).toEqual({ + ...none, + tone: true, + "fluid-particles": true, + "fluid-native": true, + exposure: true, + "cold-boot": true, + }); }); it("retains both native integration consumers for native host changes", () => { expect(select(workflow, ["packages/runtime-native/src/main.cpp"])).toEqual({ ...none, decals: true, - "fluid-particles": true, + "fluid-native": true, + exposure: true, + "cold-boot": true, }); }); it("retains shared playtest and workspace action consumers", () => { @@ -66,11 +75,16 @@ describe("integration work applies to the changed source", () => { decals: true, tone: true, "fluid-particles": true, + "fluid-native": true, + exposure: true, + "cold-boot": true, }); expect(select(workflow, [".github/actions/workspace-dist/action.yml"])).toEqual({ ...none, decals: true, - "fluid-particles": true, + "fluid-native": true, + exposure: true, + "cold-boot": true, }); expect(select(workflow, [".github/actions/playwright-chromium/action.yml"])).toEqual({ ...none, @@ -78,6 +92,8 @@ describe("integration work applies to the changed source", () => { decals: true, tone: true, "fluid-particles": true, + exposure: true, + "cold-boot": true, }); }); it("retains every rendering consumer of the shared display harness", () => { @@ -86,6 +102,8 @@ describe("integration work applies to the changed source", () => { decals: true, tone: true, "fluid-particles": true, + exposure: true, + "cold-boot": true, }); }); it("retains exposure coverage for each canonical or generated exposure module", () => { @@ -177,11 +195,34 @@ describe("integration exact Git source selection", () => { git("add", "."); git("commit", "-qm", "base"); const base = git("rev-parse", "HEAD"); - git("mv", "examples/integrations/csg/removed.ts", "unrelated.ts"); + git("mv", "examples/integrations/csg/removed.ts", "docs-renamed.md"); git("commit", "-qm", "rename"); const head = git("rev-parse", "HEAD"); process.chdir(root); expect(integrationGitSelection(base, head).lanes).toEqual({ ...none, csg: true }); + mkdirSync(path.join(root, "packages/runtime-native/src"), { recursive: true }); + mkdirSync(path.join(root, "scripts"), { recursive: true }); + writeFileSync(path.join(root, "packages/runtime-native/src/bindings.cpp"), "native fixture"); + git("add", "."); + git("commit", "-qm", "native source"); + const nativeBase = git("rev-parse", "HEAD"); + git("mv", "packages/runtime-native/src/bindings.cpp", "scripts/verify-fluid-collision.ts"); + git("commit", "-qm", "native to browser rename"); + const mixedHead = git("rev-parse", "HEAD"); + expect(integrationGitSelection(nativeBase, mixedHead).lanes).toEqual({ + ...none, + decals: true, + "fluid-native": true, + "fluid-particles": true, + exposure: true, + "cold-boot": true, + }); + git("rm", "scripts/verify-fluid-collision.ts"); + git("commit", "-qm", "delete browser verifier"); + expect(integrationGitSelection(mixedHead, git("rev-parse", "HEAD")).lanes).toEqual({ + ...none, + "fluid-particles": true, + }); expect(integrationGitSelection(undefined, head).lanes).toEqual(all); git("checkout", "-q", base); expect(integrationGitSelection(base, head).lanes).toEqual(all); @@ -200,7 +241,11 @@ describe("merged world capture lane relevance", () => { "packages/assets/src/index.ts", "scripts/verify-world-capture.ts", ]) { - expect(select(workflow, [file])).toEqual({ ...none, "world-capture": true }); + expect(select(workflow, [file])).toEqual({ + ...none, + "world-capture": true, + ...(file.startsWith("packages/core/src/") ? { exposure: true, "cold-boot": true } : {}), + }); } }); it("selects world capture alone for its workflow job edit", () => { @@ -238,3 +283,166 @@ describe("merged world capture lane relevance", () => { expect(select(after)).toEqual(all); }); }); + +describe("independent integration lane registration", () => { + const added = `${workflow + .replace( + " outputs:\n", + " outputs:\n independent: ${{ steps.filter.outputs.independent }}\n", + ) + .replace( + " TN_LANE_FILTERS: |\n", + " TN_LANE_FILTERS: |\n independent ^examples/independent/.*$\n", + )}\n independent-proof:\n needs: paths\n if: \${{ needs.paths.outputs.independent == 'true' }}\n steps:\n - run: echo proof\n`; + it("selects a newly registered independent lane without unrelated proofs", () => { + expect(select(added)).toEqual({ ...none, independent: true }); + expect( + select(added, [".github/workflows/integration.yml", "examples/integrations/ik/main.ts"]), + ).toEqual({ ...none, ik: true, independent: true }); + }); + it("retains full fallback when an addition also changes shared scheduling", () => { + expect(select(added.replace("contents: read", "contents: write"))).toEqual({ + ...all, + independent: true, + }); + }); + it("rejects additions depending across existing lanes", () => { + expect( + select( + added.replace( + " needs: paths\n if: ${{ needs.paths.outputs.independent", + " needs: [paths,csg]\n if: ${{ needs.paths.outputs.independent", + ), + ), + ).toEqual({ ...all, independent: true }); + }); +}); + +describe("fluid runtime independence", () => { + it("routes native bindings without Chromium proofs", () => { + const lanes = select(workflow, ["packages/runtime-native/src/bindings_resources.cpp"]); + expect(lanes["fluid-native"]).toBe(true); + expect(lanes["fluid-particles"]).toBe(false); + }); + it("routes native verifier without Chromium proofs", () => { + const lanes = select(workflow, ["scripts/verify-fluid-collision-native.ts"]); + expect(lanes["fluid-native"]).toBe(true); + expect(lanes["fluid-particles"]).toBe(false); + }); + it.each([ + "packages/core/src/fluid-particles.ts", + "packages/core/src/gpu-readback.ts", + "packages/physics/src/index.ts", + "packages/playtest/src/runner/runner.ts", + "pnpm-lock.yaml", + "examples/prd476-fluid-particles/src/collision-proof.ts", + ])("preserves shared fluid dependencies: %s", (file) => { + const lanes = select(workflow, [file]); + expect(lanes["fluid-native"]).toBe(true); + expect(lanes["fluid-particles"]).toBe(true); + }); + it.each(["packages/core/src/renderer.ts", "packages/core/src/render/chain.ts"])( + "does not run fluid proofs for unrelated core render source: %s", + (file) => { + const lanes = select(workflow, [file]); + expect(lanes["fluid-native"]).toBe(false); + expect(lanes["fluid-particles"]).toBe(false); + }, + ); + it("fails closed for an unknown executable harness", () => { + expect(select(workflow, ["scripts/new-unclassified-runtime.ts"])).toEqual(all); + }); +}); + +describe("additive registration safety boundaries", () => { + it("rejects lane removal", () => { + const after = workflow + .replace(/^ {6}ik:.*\n/mu, "") + .replace(/^ {12}ik .*\n/mu, "") + .replace(/\n {2}ik:\n[\s\S]*?(?=\n {2}[a-z][a-z-]*:\n)/u, "\n"); + const result = select(after); + expect(Object.values(result).every(Boolean)).toBe(true); + }); + it("rejects an unparsed aliased job", () => { + expect(select(`${workflow}\n unknown: &alias\n uses: unknown\n`)).toEqual(all); + }); + it("routes mixed native and browser verifier changes to both", () => { + const lanes = select(workflow, [ + "packages/runtime-native/src/bindings.cpp", + "scripts/verify-fluid-consumers.ts", + ]); + expect(lanes["fluid-native"]).toBe(true); + expect(lanes["fluid-particles"]).toBe(true); + }); + it("keeps generated render helper edits outside browser fluid", () => { + const lanes = select(workflow, [ + "packages/create-threenative/templates/rain/src/render/worldEnvironment.ts", + "packages/create-threenative/src/index.ts", + ]); + expect(lanes.tone).toBe(true); + expect(lanes["fluid-particles"]).toBe(false); + }); +}); + +describe("actual additive exposure registration regression", () => { + // Exact added output/filter/job bytes from candidate 49f76db85cdc125b4bf1c2336fb37a7f78bb1153. + // Graft onto the current workflow to retain this proof after the native/browser split. + const outputs = + " exposure: ${{ steps.filter.outputs.exposure }}\n cold-boot: ${{ steps.filter.outputs.cold-boot }}\n"; + const filters = + " cold-boot ^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposure|exposureGraph|exposureReadback|worldEnvironment)\\.ts$|^packages/create-threenative/__tests__/auto-exposure[^/]*\\.spec\\.ts$|^packages/create-threenative/__tests__/fixtures/auto-exposure/.*$|^packages/core/src/.*$|^packages/core/patches/.*$|^packages/playtest/.*$|^packages/runtime-native/.*$|^pnpm-lock\\.yaml$|^scripts/xvfb\\.sh$|^\\.github/actions/(workspace-dist|pnpm|playwright-chromium)/.*$\n exposure ^packages/create-threenative/(template-assets|templates/[^/]+/src/render)/(autoExposure|exposure|exposureGraph|exposureReadback|worldEnvironment)\\.ts$|^packages/create-threenative/__tests__/auto-exposure[^/]*\\.spec\\.ts$|^packages/create-threenative/__tests__/fixtures/auto-exposure/.*$|^packages/core/src/.*$|^packages/core/patches/.*$|^packages/playtest/.*$|^packages/runtime-native/.*$|^pnpm-lock\\.yaml$|^scripts/xvfb\\.sh$|^\\.github/actions/(workspace-dist|pnpm|playwright-chromium)/.*$\n"; + const jobs = + "\n exposure:\n name: auto-exposure\n if: ${{ !github.event.pull_request.draft && needs.paths.outputs.exposure == 'true' }}\n needs: paths\n runs-on: ${{ (github.event.pull_request.head.repo.fork || !vars.TN_RUNNER) && 'ubuntu-24.04' || vars.TN_RUNNER }}\n timeout-minutes: 30\n steps:\n - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262\n with:\n persist-credentials: false\n ref: ${{ github.event.pull_request.head.sha || github.sha }}\n - uses: ./.github/actions/pnpm\n - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020\n with:\n node-version: '22'\n cache: pnpm\n - run: pnpm install --frozen-lockfile\n - uses: ./.github/actions/workspace-dist\n with:\n pack-archives: 'false'\n save-bundles: 'false'\n - uses: ./.github/actions/playwright-chromium\n - run: pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/auto-exposure.spec.ts packages/create-threenative/__tests__/auto-exposure-node.spec.ts packages/create-threenative/__tests__/auto-exposure-proof.spec.ts packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts packages/create-threenative/__tests__/auto-exposure-clock.spec.ts packages/create-threenative/__tests__/auto-exposure-camera.spec.ts\n - name: Capture the real exposure graph\n run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verify.ts\n - uses: actions/upload-artifact@v4\n if: always()\n with:\n name: prd339-exposure-${{ github.sha }}\n path: artifacts/prd339-exposure\n if-no-files-found: error\n\n cold-boot:\n name: auto-exposure cold boot\n if: ${{ !github.event.pull_request.draft && needs.paths.outputs.cold-boot == 'true' }}\n needs: paths\n runs-on: ${{ (github.event.pull_request.head.repo.fork || !vars.TN_RUNNER) && 'ubuntu-24.04' || vars.TN_RUNNER }}\n timeout-minutes: 30\n steps:\n - uses: actions/checkout@11d5960a326750d5838078e36cf38b85af677262\n with:\n persist-credentials: false\n ref: ${{ github.event.pull_request.head.sha || github.sha }}\n - uses: ./.github/actions/pnpm\n - uses: actions/setup-node@49933ea5288caeca8642d1e84afbd3f7d6820020\n with:\n node-version: '22'\n cache: pnpm\n - run: pnpm install --frozen-lockfile\n - uses: ./.github/actions/workspace-dist\n with:\n pack-archives: 'false'\n save-bundles: 'false'\n - uses: ./.github/actions/playwright-chromium\n - run: pnpm exec vitest run --maxWorkers=1 packages/create-threenative/__tests__/auto-exposure.spec.ts packages/create-threenative/__tests__/auto-exposure-node.spec.ts packages/create-threenative/__tests__/auto-exposure-proof.spec.ts packages/create-threenative/__tests__/auto-exposure-mutations.spec.ts packages/create-threenative/__tests__/auto-exposure-clock.spec.ts packages/create-threenative/__tests__/auto-exposure-cold-boot.spec.ts\n - name: Capture twenty independent exposure cold boots\n run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verifyColdBoot.ts\n - name: Qualify first-update snap response and zero-gain expected failure\n run: node --import tsx packages/create-threenative/__tests__/fixtures/auto-exposure/verifySnap.ts\n - uses: actions/upload-artifact@v4\n if: always()\n with:\n name: prd339-cold-boot-${{ github.sha }}\n path: |\n artifacts/prd339-cold-boot\n artifacts/prd339-snap-response\n"; + const before = workflow + .replace(/^ {6}(exposure|cold-boot):.*\n/gmu, "") + .replace(/^ {12}(exposure|cold-boot) .*\n/gmu, "") + .replace(/\n {2}exposure:\n[\s\S]*$/u, ""); + const selectAdded = (after: string, files = [".github/workflows/integration.yml"]) => + integrationSelection({ before, after, files }).lanes; + const after = + before + .replace(" outputs:\n", ` outputs:\n${outputs}`) + .replace(" TN_LANE_FILTERS: |\n", ` TN_LANE_FILTERS: |\n${filters}`) + jobs; + it("selects the actual new roots without unrelated lanes", () => { + expect(selectAdded(after)).toEqual({ ...none, exposure: true, "cold-boot": true }); + }); + it("retains exposure module routing with the registered roots", () => { + for (const name of [ + "autoExposure", + "exposureGraph", + "exposureReadback", + "exposureSettings", + "worldEnvironment", + ]) { + expect( + selectAdded(after, [`packages/create-threenative/template-assets/${name}.ts`]).tone, + ).toBe(true); + } + }); +}); + +describe("root gates bind the actual job condition", () => { + it("rejects a gate mentioned only in a step comment", () => { + const after = workflow.replace( + "if: ${{ needs.paths.outputs.csg == 'true' && !github.event.pull_request.draft }}", + "if: false # needs.paths.outputs.csg == 'true'", + ); + expect(() => select(after)).toThrow("unknown root gate"); + }); + it("rejects an overriding false condition even with a canonical output reference", () => { + const after = workflow.replace( + "if: ${{ needs.paths.outputs.csg == 'true' && !github.event.pull_request.draft }}", + "if: ${{ false && needs.paths.outputs.csg == 'true' }}", + ); + expect(() => select(after)).toThrow("unknown root gate"); + }); +}); + +describe("fluid CI observer ownership", () => { + it.each(["scripts/observe-fluid-ci.mjs", "scripts/__tests__/observe-fluid-ci.spec.ts"])( + "selects browser fluid for %s without native or unrelated lanes", + (file) => { + expect(select(workflow, [file])).toEqual({ ...none, "fluid-particles": true }); + }, + ); +}); diff --git a/scripts/__tests__/exposure-integration-routing.spec.ts b/scripts/__tests__/exposure-integration-routing.spec.ts new file mode 100644 index 0000000000..84c06a1d36 --- /dev/null +++ b/scripts/__tests__/exposure-integration-routing.spec.ts @@ -0,0 +1,64 @@ +import { readFile } from "node:fs/promises"; +import { expect, it } from "vitest"; + +const selector = new URL("../ci-integration-scope.mjs", import.meta.url).href; +const { integrationSelection } = await import(selector); +it.each(["exposure", "cold-boot"])("routes actual exposure producers to %s", async (lane) => { + const source = await readFile( + new URL("../../.github/workflows/integration.yml", import.meta.url), + "utf8", + ); + const selected = (file: string) => + integrationSelection({ before: source, after: source, files: [file] }).lanes[lane]; + for (const file of [ + "autoExposure", + "exposure", + "exposureGraph", + "exposureReadback", + "worldEnvironment", + ]) { + expect(selected(`packages/create-threenative/template-assets/${file}.ts`), file).toBe(true); + expect( + selected(`packages/create-threenative/templates/starter/src/render/${file}.ts`), + file, + ).toBe(true); + } + for (const file of [ + "packages/core/src/game.ts", + "packages/core/src/renderer-config.ts", + "packages/playtest/src/runner/bridgeClient.ts", + "packages/runtime-native/src/webgpu/bindings_resources.cpp", + ]) { + expect(selected(file), file).toBe(true); + } + expect(selected("packages/create-threenative/template-assets/vegetation.ts")).toBe(false); + expect(selected("packages/create-threenative/templates/starter/src/render/lighting.ts")).toBe( + false, + ); +}); + +it("routes the actual exposure policy imported by tone and generated worlds", async () => { + const source = await readFile( + new URL("../../.github/workflows/integration.yml", import.meta.url), + "utf8", + ); + const world = await readFile( + new URL( + "../../packages/create-threenative/template-assets/worldEnvironment.ts", + import.meta.url, + ), + "utf8", + ); + expect(world).toMatch(/exposureSettings.*from "\.\/exposure\.js"/u); + for (const path of ["template-assets/exposure.ts", "templates/rain/src/render/exposure.ts"]) { + const result = integrationSelection({ + before: source, + after: source, + files: [`packages/create-threenative/${path}`], + }); + expect(result.lanes.tone).toBe(true); + expect(result.lanes.exposure).toBe(true); + expect(result.lanes["cold-boot"]).toBe(true); + expect(result.lanes["fluid-particles"]).toBe(false); + } +}); diff --git a/scripts/__tests__/observe-fluid-ci.spec.ts b/scripts/__tests__/observe-fluid-ci.spec.ts new file mode 100644 index 0000000000..15e835f77a --- /dev/null +++ b/scripts/__tests__/observe-fluid-ci.spec.ts @@ -0,0 +1,291 @@ +import { EventEmitter } from "node:events"; +import { mkdir, readFile, utimes, writeFile } from "node:fs/promises"; +import { join } from "node:path"; +import { expect, test } from "vitest"; +import { makeTempDir } from "../../test-support/temp-dir.js"; +const moduleUrl = new URL("../observe-fluid-ci.mjs", import.meta.url).href; +const { cgroupDirectory, counterDelta, observeFluidCi, projectBrowserLine } = await import( + moduleUrl +); + +test("launch flag and watchdog projections are enumerated facts without arbitrary text", () => { + expect( + projectBrowserLine( + "pw:browser /private --enable-unsafe-webgpu --disable-gpu-watchdog --token=secret", + 1, + ), + ).toEqual({ + atMs: 1, + event: "launch", + flags: ["--enable-unsafe-webgpu", "--disable-gpu-watchdog"], + }); + expect( + projectBrowserLine( + "pw:browser [pid=1][err] /private/gpu_watchdog_thread.cc password=secret", + 2, + ), + ).toEqual({ atMs: 2, event: "gpu-message", marker: "gpu_watchdog_thread.cc" }); +}); + +test("observer interruption forwards to the owned child and removes listeners", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + const signalSource = new EventEmitter(); + const pending = observeFluidCi({ + artifactDirectory: directory, + command: [process.execPath, "-e", "setInterval(()=>{},1000)"], + snapshot: async () => null, + signalSource, + stderr: () => {}, + }); + await new Promise((done) => setTimeout(done, 30)); + signalSource.emit("SIGTERM"); + const result = await pending; + expect(result.child).toEqual({ code: null, signal: "SIGTERM" }); + expect(result.interruptedBy).toBe("SIGTERM"); + expect(signalSource.listenerCount("SIGTERM")).toBe(0); +}); + +test("projects browser process facts without publishing argv, URLs or credentials", () => { + expect( + projectBrowserLine( + "pw:browser /home/private/chrome --user-data-dir=/secret https://private.test token=abc", + 12, + ), + ).toEqual({ atMs: 12, event: "launch" }); + expect(projectBrowserLine("pw:browser pid=123", 13)).toEqual({ + atMs: 13, + event: "launched", + pid: 123, + }); + expect( + projectBrowserLine("pw:browser ", 20), + ).toEqual({ atMs: 20, event: "exit", code: null, signal: "SIGKILL" }); + expect(projectBrowserLine('pw:browser [pid=123][err] password="private words"', 21)).toBeNull(); +}); + +test("counter deltas are facts scoped to the observed cgroup, not process attribution", () => { + expect( + counterDelta({ oom_kill: 2, throttled_usec: 50 }, { oom_kill: 3, throttled_usec: 80 }), + ).toEqual({ oom_kill: 1, throttled_usec: 30 }); + expect(counterDelta(null, { oom_kill: 3 })).toBeNull(); + expect(counterDelta({ oom_kill: 3 }, { oom_kill: 2 })).toEqual({ oom_kill: null }); +}); + +test("a real fake child failure survives unavailable collectors and bounded private stderr", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + let forwarded = ""; + const result = await observeFluidCi({ + artifactDirectory: directory, + command: [ + process.execPath, + "-e", + 'process.stderr.write("pw:browser /home/private https://private.test token=secret\\nError: verifier failure\\n");process.exit(7)', + ], + snapshot: async () => { + throw new Error("/private token=secret"); + }, + stderr: (text: string) => { + forwarded += text; + }, + }); + expect(result.child).toEqual({ code: 7, signal: null }); + const publicEvidence = await readFile(join(directory, "ci-diagnostics.json"), "utf8"); + expect(publicEvidence).not.toMatch(/private|token=|secret|launching|process.execPath/u); + expect(forwarded).toContain("Error: verifier failure"); + expect(result.collectionErrors).toContain("snapshot-unavailable"); +}); + +test("a real child signal is retained without converting it to success", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + const result = await observeFluidCi({ + artifactDirectory: directory, + command: [process.execPath, "-e", 'process.kill(process.pid,"SIGTERM")'], + snapshot: async () => null, + stderr: () => {}, + }); + expect(result.child).toEqual({ code: null, signal: "SIGTERM" }); +}); + +test("effective cgroup mapping does not substitute an unrelated mount root", () => { + const mount = "1 2 0:1 /docker/owned /sys/fs/cgroup rw - cgroup2 cgroup rw"; + expect(cgroupDirectory("0::/docker/owned/child", mount)).toBe("/sys/fs/cgroup/child"); + expect(cgroupDirectory("0::/docker/sibling", mount)).toBeNull(); + expect(cgroupDirectory("1:memory:/docker/owned", mount)).toBeNull(); +}); + +test("a throwing stderr collector and an unwritable artifact do not replace child failure", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + const file = join(directory, "not-a-directory"); + await writeFile(file, "occupied"); + const result = await observeFluidCi({ + artifactDirectory: file, + command: [ + process.execPath, + "-e", + 'process.stderr.write("Error: primary failure\\n");process.exit(7)', + ], + snapshot: async () => null, + stderr: () => { + throw new Error("private collector error"); + }, + }); + expect(result.child.code).toBe(7); + expect(result.collectionErrors).toContain("stderr-sink-unavailable"); + expect(result.collectionErrors).toContain("artifact-write-failed"); +}); + +test("oversized split DEBUG lines never leak their continuation or add unbounded events", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + let forwarded = ""; + const result = await observeFluidCi({ + artifactDirectory: directory, + command: [ + process.execPath, + "-e", + 'process.stderr.write("pw:browser "+"x".repeat(10000));setTimeout(()=>{process.stderr.write("private-continuation\\n"+"pw:browser pid=12\\n".repeat(100)+"pw:browser \\n");},20)', + ], + snapshot: async () => null, + stderr: (text: string) => { + forwarded += text; + }, + }); + expect(forwarded).not.toContain("private-continuation"); + expect(result.browserEvents).toHaveLength(64); + expect(result.terminalBrowserExit).toEqual({ + atMs: expect.any(Number), + event: "exit", + code: 7, + signal: null, + }); + expect(result.browserEventsTruncated).toBe(true); + expect(JSON.stringify(result).length).toBeLessThan(12000); +}); + +test("keeps the last24 passive samples through the late child window", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + let calls = 0; + const result = await observeFluidCi({ + artifactDirectory: directory, + command: [process.execPath, "-e", "setTimeout(()=>{},250)"], + scheduleSampling: (callback: () => Promise) => { + void (async () => { + for (let i = 0; i < 40; i++) await callback(); + })(); + return () => {}; + }, + snapshot: async () => ({ sequence: ++calls }), + stderr: () => {}, + }); + expect(calls).toBeGreaterThan(30); + expect(result.samples).toHaveLength(24); + expect(result.samples[0].facts.sequence).toBeGreaterThan(1); + expect(result.samples.at(-1).facts.sequence).toBe(41); +}); + +test("projects fresh actual console and capture facts without raw private payloads", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + const dam = join(directory, "dam"); + await mkdir(dam); + await writeFile( + join(dam, "console.json"), + JSON.stringify([ + { + text: 'TN_FRAME_HITCH:{"gapMs":30000,"uptimeMs":40000,"wallClock":12345,"private":"/home/private"}', + }, + { + text: "TN_DEVICE_LOST: The GPU device was lost (unknown): GPU process crashed token=secret https://private.test", + }, + { text: "unrelated private text" }, + ]), + ); + await writeFile( + join(dam, "capture.json"), + JSON.stringify({ + rendererKind: "webgpu", + adapter: { vendor: "google", architecture: "swiftshader", description: "password=private" }, + viewport: { width: 1280, height: 720 }, + browserArgs: ["--secret=private"], + }), + ); + const { collectFluidArtifacts } = await import(moduleUrl); + const result = await collectFluidArtifacts(directory, Date.now() - 1000); + expect(result[0].console.status).toBe("observed"); + expect(result[0].console.entries).toContainEqual({ + marker: "TN_FRAME_HITCH", + timestamp: null, + gapMs: 30000, + uptimeMs: 40000, + wallClock: 12345, + }); + expect(result[0].console.entries).toContainEqual({ + marker: "TN_DEVICE_LOST", + timestamp: null, + reason: "unknown", + detail: "GPU process crashed", + }); + expect(result[0].capture.facts).toEqual({ + rendererKind: "webgpu", + adapter: { vendor: "google", architecture: "swiftshader" }, + viewport: { width: 1280, height: 720 }, + }); + expect(JSON.stringify(result)).not.toMatch(/private|secret|https:|description|browserArgs/u); + expect(result[1].console.status).toBe("missing-or-unreadable"); +}); + +test("stale, oversized and malformed receipts stay unknown; public projection is bounded", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + const dam = join(directory, "dam"); + await mkdir(dam); + const file = join(dam, "console.json"); + const { collectFluidArtifacts } = await import(moduleUrl); + await writeFile(file, "[]"); + await utimes(file, new Date(0), new Date(0)); + expect((await collectFluidArtifacts(directory, Date.now() - 1000))[0].console.status).toBe( + "stale", + ); + await writeFile(file, "x".repeat(1048577)); + expect((await collectFluidArtifacts(directory, Date.now() - 1000))[0].console.status).toBe( + "oversized", + ); + await writeFile(file, "{"); + expect((await collectFluidArtifacts(directory, Date.now() - 1000))[0].console.status).toBe( + "malformed", + ); + await writeFile( + file, + JSON.stringify( + Array.from({ length: 100 }, () => ({ text: 'TN_FRAME_HITCH:{"gapMs":2,"uptimeMs":3}' })), + ), + ); + const result = await collectFluidArtifacts(directory, Date.now() - 1000); + expect(result[0].console.entries).toHaveLength(16); + expect(result[0].console.truncated).toBe(true); + expect(JSON.stringify(result).length).toBeLessThan(5000); +}); + +test("drains an in-flight sample before freezing terminal evidence", async () => { + const directory = await makeTempDir("fluid-observer-test-"); + let calls = 0; + let release: () => void = () => {}; + const pending = new Promise((resolve) => { + release = resolve; + }); + const result = await observeFluidCi({ + artifactDirectory: directory, + command: [process.execPath, "-e", "process.exit(7)"], + snapshot: async () => { + if (++calls === 2) await pending; + return { sequence: calls }; + }, + scheduleSampling: (callback: () => Promise) => { + void callback(); + return () => release(); + }, + stderr: () => {}, + }); + expect(result.child.code).toBe(7); + expect(result.samples).toHaveLength(1); + expect(result.samples[0].facts.sequence).toBe(2); + const saved = JSON.parse(await readFile(join(directory, "ci-diagnostics.json"), "utf8")); + expect(saved.samples).toEqual(result.samples); +}); diff --git a/scripts/__tests__/temp-dir-guard.spec.ts b/scripts/__tests__/temp-dir-guard.spec.ts index dabe80f025..c142633502 100644 --- a/scripts/__tests__/temp-dir-guard.spec.ts +++ b/scripts/__tests__/temp-dir-guard.spec.ts @@ -91,6 +91,10 @@ const allowedProductionCreators = new Map([ "packages/runtime-native/tests/async-image-decode.test.mjs", "The decode contract compiles a standalone probe with the system compiler into a scratch root and removes it in afterAll; the test runs under `node --test` as well as vitest, so it cannot import the workspace temp-dir helper.", ], + [ + "packages/runtime-native/tests/resize-presentation-behavior.test.mjs", + "The presentation contract compiles a standalone probe with the system compiler into a scratch root and removes it in a finally, for the same reason as the decode contract above.", + ], [ "scripts/capture-blender-mcp-tools.ts", "The tool-snapshot gate packs and installs into scratch roots removed in finally.", diff --git a/scripts/__tests__/verify-volumetric-fog.spec.ts b/scripts/__tests__/verify-volumetric-fog.spec.ts new file mode 100644 index 0000000000..3dd8c918e9 --- /dev/null +++ b/scripts/__tests__/verify-volumetric-fog.spec.ts @@ -0,0 +1,385 @@ +import { readFile, writeFile } from "node:fs/promises"; +import path from "node:path"; +import { describe, expect, it } from "vitest"; +import { loadPlaytestScenario } from "../../packages/playtest/dist/index.js"; +import { makeTempDir } from "../../test-support/temp-dir.js"; +import * as fogProof from "../verify-volumetric-fog.js"; +import { + fogCaptureIsValid, + fogCaptureScenario, + fogCaptureScenarios, + fogFrameCost, + fogLightPixelMetrics, + fogOverlapPixelMetrics, + fogTextureBaselineMatches, +} from "../verify-volumetric-fog.js"; + +describe("volumetric fog runtime evidence", () => { + it("qualifies both enabled responses against repeated-baseline noise and finite GPU readback", () => { + const qualify = Reflect.get(fogProof, "qualifyFogExposureControls"); + expect(typeof qualify).toBe("function"); + const arm = (value: number, exposure: boolean) => ({ + pixels: Uint8Array.from([value, value, value, 255, value, value, value, 255]), + state: { + exposureEnabled: exposure, + exposureApplied: exposure, + exposureMeasured: exposure, + exposureSettled: exposure, + exposureLuminance: exposure ? 0.1 : 0, + exposureStops: exposure ? 1 : 0, + }, + }); + const controls = { + off: arm(10, false), + fog: arm(30, false), + exposure: arm(60, true), + both: arm(90, true), + repeat: arm(90, true), + }; + expect(() => qualify(controls)).not.toThrow(); + expect(() => qualify({ ...controls, both: controls.fog })).toThrow(); + expect(() => qualify({ ...controls, exposure: controls.both })).toThrow(); + expect(() => qualify({ ...controls, repeat: arm(0, true) })).toThrow(); + expect(() => + qualify({ + ...controls, + both: { + ...controls.both, + state: { ...controls.both.state, exposureLuminance: Number.NaN }, + }, + }), + ).toThrow(); + }); + it("rejects software device loss even when the runner reports a pass", () => { + const good = { + pass: true, + capture: { + rendererKind: "webgpu", + adapter: { description: "SwiftShader" }, + viewport: { width: 640, height: 400 }, + }, + diagnostics: [], + }; + expect(fogCaptureIsValid(good)).toBe(true); + expect( + fogCaptureIsValid({ + ...good, + diagnostics: [{ code: "TN_PLAYTEST_SOFTWARE_DEVICE_LOST", severity: "warning" }], + }), + ).toBe(false); + expect( + fogCaptureIsValid({ ...good, diagnostics: [{ code: "UNRELATED_ERROR", severity: "error" }] }), + ).toBe(false); + expect(fogCaptureIsValid({ ...good, capture: undefined })).toBe(false); + expect(fogCaptureIsValid({ ...good, capture: { rendererKind: "webgl2" } })).toBe(false); + expect(fogCaptureIsValid({ ...good, capture: { ...good.capture, adapter: {} } })).toBe(false); + expect( + fogCaptureIsValid({ + ...good, + capture: { + ...good.capture, + adapter: { features: "timestamp-query", vendor: "unknown", architecture: "unavailable" }, + }, + }), + ).toBe(false); + expect( + fogCaptureIsValid({ + ...good, + capture: { ...good.capture, viewport: { width: 1, height: 1 } }, + }), + ).toBe(false); + expect(fogCaptureIsValid({ ...good, pass: false })).toBe(false); + }); + it("loads the generated pixel-bearing scenario with the public validator", async () => { + const root = await makeTempDir("vq07-scenario-"); + for (const { mode, scenario: authored } of await fogCaptureScenarios()) { + const file = path.join(root, `${mode}.playtest.json`); + await writeFile(file, JSON.stringify(authored)); + const scenario = await loadPlaytestScenario(root, file); + expect(scenario.assert?.visual).toHaveLength(mode === "blackOff" ? 2 : 1); + expect(scenario.artifacts?.screenshots).toBe("after"); + } + }); + it("loads the committed repeated-lifecycle scenario", async () => { + const scenario = await loadPlaytestScenario( + process.cwd(), + "examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json", + ); + expect(scenario.steps).toHaveLength(15); + }); +}); + +it("uses an inline favicon instead of the confirmed missing /favicon.ico", async () => { + const html = await readFile("examples/abyss-framework/vq-fog/index.html", "utf8"); + expect(html).toMatch(//); +}); + +it("requires a black no-fog control without weakening the positive-arm visual guard", () => { + expect(fogCaptureScenario("blackOff", "KeyN").assert?.visual?.[1]?.region).toMatchObject({ + maxLuminance: 0, + minDarkPixelRatio: 1, + }); + expect( + fogCaptureScenario("scatter", "KeyL").assert?.visual?.[0]?.region?.minNonblankPixelRatio, + ).toBe(0.05); +}); + +it("qualifies both lights in a fixed scattering ROI and rejects stray-pixel evidence", () => { + // Synthetic buffers exercise the verifier only; they are never runtime screenshot evidence. + const frame = () => ({ width: 640, height: 400, data: Buffer.alloc(640 * 400 * 4) }); + const black = frame(); + const both = frame(); + const sunOff = frame(); + const pointOff = frame(); + for (const image of [black, both, sunOff, pointOff]) + for (let y = 25; y < 135; y += 1) + for (let x = 515; x < 625; x += 1) + for (let c = 0; c < 3; c += 1) image.data[(y * 640 + x) * 4 + c] = 128; + for (let y = 155; y < 245; y += 1) + for (let x = 260; x < 410; x += 1) { + const i = (y * 640 + x) * 4; + for (let c = 0; c < 3; c += 1) { + both.data[i + c] = 30; + sunOff.data[i + c] = 20; + pointOff.data[i + c] = 10; + } + } + expect(fogLightPixelMetrics(black, both, sunOff, pointOff).pass).toBe(true); + expect(fogLightPixelMetrics(black, both, both, pointOff).pass).toBe(false); + const stray = { ...black, data: Buffer.from(black.data) }; + stray.data[(180 * 640 + 300) * 4] = 255; + expect(fogLightPixelMetrics(black, stray, black, black).pass).toBe(false); + const outside = { ...black, data: Buffer.from(black.data) }; + outside.data[(10 * 640 + 10) * 4] = 255; + expect(fogLightPixelMetrics(black, outside, black, black).pass).toBe(false); + both.data[(224 * 640 + 193) * 4] = 1; + expect(fogLightPixelMetrics(black, both, sunOff, pointOff).pass).toBe(false); + both.data[(224 * 640 + 193) * 4] = 0; + both.data[(30 * 640 + 520) * 4] = 127; + expect(fogLightPixelMetrics(black, both, sunOff, pointOff).pass).toBe(false); + both.data[(30 * 640 + 520) * 4] = 128; + black.data[0] = 1; + expect(fogLightPixelMetrics(black, both, sunOff, pointOff).pass).toBe(false); + expect(() => fogLightPixelMetrics({ ...black, width: 1 }, both, sunOff, pointOff)).toThrow(/640/); +}); + +it("runs the committed lifecycle and return-to-off scenarios, with actual release counts", async () => { + const scenarios = await fogCaptureScenarios(); + const lifecycle = scenarios.find(({ mode }) => mode === "lifecycle")?.scenario; + const off = scenarios.find(({ mode }) => mode === "lifecycleOff")?.scenario; + expect(lifecycle?.steps).toHaveLength(15); + expect(lifecycle?.steps[0]?.press).toEqual(["KeyF"]); + expect(off?.steps).toHaveLength(18); + expect(lifecycle?.assert?.components).toEqual( + expect.arrayContaining([expect.objectContaining({ component: "releasedTargets", equals: 3 })]), + ); + expect(off?.assert?.components).toEqual( + expect.arrayContaining([ + expect.objectContaining({ component: "releasedTargets", equals: 4 }), + expect.objectContaining({ component: "liveTargets", equals: 0 }), + ]), + ); +}); + +it("requires observed rendered-frame stability before claiming the texture baseline restored", () => { + const baseline = { textures: 2, settledRenderFrames: 3, stableTextureFrames: 3 }; + expect(fogTextureBaselineMatches(baseline, baseline)).toBe(true); + expect(fogTextureBaselineMatches(baseline, { ...baseline, textures: 3 })).toBe(false); + expect(fogTextureBaselineMatches(baseline, { ...baseline, settledRenderFrames: 0 })).toBe(false); + expect(fogTextureBaselineMatches(baseline, { ...baseline, stableTextureFrames: 2 })).toBe(false); + expect(fogTextureBaselineMatches({}, baseline)).toBe(false); +}); +it("captures the live target at both sizes without replacing the fog controller", async () => { + const cases = await fogCaptureScenarios(); + for (const [mode, width, height] of [ + ["resizeSmall", 320, 240], + ["resizeRestore", 640, 400], + ] as const) { + const scenario = cases.find((entry) => entry.mode === mode)?.scenario; + expect(scenario?.assert?.components).toEqual( + expect.arrayContaining([ + expect.objectContaining({ component: "targetWidth", equals: width }), + expect.objectContaining({ component: "targetHeight", equals: height }), + expect.objectContaining({ component: "createdTargets", equals: 1 }), + expect.objectContaining({ component: "releasedTargets", equals: 0 }), + ]), + ); + } +}); + +it("waits for measured render stability instead of treating fixed ticks as rendered frames", async () => { + for (const { scenario } of await fogCaptureScenarios()) { + expect(scenario.steps.at(-1)).toMatchObject({ + waitForResource: { id: "state", path: "stableTextureFrames", gte: 3 }, + timeoutMs: 30000, + }); + } + const restore = (await fogCaptureScenarios()).find( + ({ mode }) => mode === "resizeRestore", + )?.scenario; + const steps = restore?.steps ?? []; + const restoreAt = steps.findIndex( + (step) => Array.isArray(step.press) && step.press.includes("KeyT"), + ); + expect(steps[restoreAt - 1]?.waitForResource).toMatchObject({ + id: "state", + path: "stableTextureFrames", + gte: 3, + }); +}); + +it("presents each intermediate lifecycle graph before the following transition", async () => { + const scenario = (await fogCaptureScenarios()).find(({ mode }) => mode === "lifecycle")?.scenario; + const steps = scenario?.steps ?? []; + const inputs = steps.flatMap((step, index) => (step.press === undefined ? [] : [index])); + expect(inputs).toHaveLength(5); + for (const [at, index] of inputs.entries()) { + const boundary = steps[(inputs[at + 1] ?? steps.length) - 1]; + expect(boundary?.waitForResource).toEqual({ id: "state", path: "stableTextureFrames", gte: 3 }); + expect(boundary?.label).toMatch(/rendered$/); + expect((inputs[at + 1] ?? steps.length) - 1).toBeGreaterThan(index); + } +}); + +it("keeps original arms and adds retained camera, streamed-depth and scene transitions", async () => { + const scenarios = await fogCaptureScenarios(); + for (const mode of [ + "scatterOutside", + "scatterOutsideSunOff", + "scatterOutsidePointOff", + "cameraCut", + "cameraRestore", + "streamWallOut", + "streamWallIn", + "sceneReentry", + "sceneRepeatedOff", + ]) + expect( + scenarios.find((entry) => entry.mode === mode), + mode, + ).toBeDefined(); + for (const mode of ["cameraCut", "cameraRestore", "streamWallOut", "streamWallIn"]) { + const scenario = scenarios.find((entry) => entry.mode === mode)?.scenario; + expect(scenario?.assert?.components).toEqual( + expect.arrayContaining([ + expect.objectContaining({ component: "createdTargets", equals: 1 }), + expect.objectContaining({ component: "releasedTargets", equals: 0 }), + ]), + ); + } +}); + +it("records a clean measured frame-cost window and refuses missing or mixed-window evidence", () => { + const metric = { mean: 3, p50: 2.8, p95: 4 }; + const window = { + window: 3, + frames: 30, + frame: metric, + phases: { render: metric }, + surface: { drawingBufferWidth: 640, drawingBufferHeight: 400 }, + }; + const logs = [1, 2, 3].map((n) => ({ + text: `TN_FRAME_BUDGET:${JSON.stringify({ ...window, window: n })}`, + })); + expect(fogFrameCost(logs)).toMatchObject({ frames: 30, renderMs: metric, gpuMs: undefined }); + // gpuMs is a mean over the frames the device answered for, so the sparse ones travel with it. + const sparse = fogFrameCost([ + ...logs.slice(0, 2), + { + text: `TN_FRAME_BUDGET:${JSON.stringify({ + ...window, + gpuMs: 174.78, + gpu: { mean: 174.78, p50: 174.69, p95: 179.36, samples: 4 }, + gpuStale: 26, + })}`, + }, + ]); + expect(sparse).toMatchObject({ gpuMs: 174.78, gpuSamples: 4, gpuStaleFrames: 26 }); + expect(sparse.qualification).toMatch(/4 of 30 frames/); + // A gpu mean over a count the meter never measured is the same silent lie in its own field. + const measuredGpu = { mean: 174.78, p50: 174.69, p95: 179.36, samples: 4 }; + for (const gpu of [ + { gpu: { ...measuredGpu, samples: "many" }, gpuMs: 174.78 }, + { gpu: { ...measuredGpu, samples: -4 }, gpuMs: 174.78 }, + { gpu: { ...measuredGpu, samples: 31 }, gpuMs: 174.78 }, + { gpuStale: -26 }, + { gpu: undefined, gpuStale: 30 }, + ]) + expect(() => + fogFrameCost([ + ...logs.slice(0, 2), + { + text: `TN_FRAME_BUDGET:${JSON.stringify({ ...window, gpuMs: 174.78, gpuStale: 26, ...gpu })}`, + }, + ]), + ).toThrow(/gpu sample count/); + expect(() => fogFrameCost([])).toThrow(/windows/); + expect(() => fogFrameCost(logs.slice(0, 2))).toThrow(/windows/); + for (const change of [ + { frames: 0 }, + { frames: undefined }, + { window: 1 }, + { gpuMs: -1 }, + { phases: {} }, + { surface: { ...window.surface, compiling: true } }, + ]) + expect(() => + fogFrameCost([ + ...logs.slice(0, 2), + { text: `TN_FRAME_BUDGET:${JSON.stringify({ ...window, ...change })}` }, + ]), + ).toThrow(/frame-cost|windows/); + expect(() => fogFrameCost([{ text: "TN_FRAME_BUDGET:{broken" }])).toThrow(/MALFORMED/); +}); +it("waits for actual render observations before the three dedicated cost captures", async () => { + const scenarios = await fogCaptureScenarios(); + for (const mode of ["costOff", "costFull", "costHalf"]) { + const scenario = scenarios.find((entry) => entry.mode === mode)?.scenario; + expect(scenario?.steps).toContainEqual( + expect.objectContaining({ + waitForResource: { id: "state", path: "settledRenderFrames", gte: 90 }, + }), + ); + } +}); + +it("observes the realized transport target instead of trusting the request", async () => { + const scenarios = await fogCaptureScenarios(); + for (const [mode, width, height, steps] of [ + ["half", 320, 200, 48], + ["costFull", 640, 400, 48], + ["costHalf", 320, 200, 48], + ["costOff", 0, 0, 0], + ] as const) { + const components = scenarios.find((entry) => entry.mode === mode)?.scenario.assert?.components; + expect(components, mode).toEqual( + expect.arrayContaining([ + expect.objectContaining({ component: "targetWidth", equals: width }), + expect.objectContaining({ component: "targetHeight", equals: height }), + expect.objectContaining({ component: "pixels", equals: width * height }), + expect.objectContaining({ component: "steps", equals: steps }), + ]), + ); + } +}); + +it("declares the second density bound and measures that it changes the image", () => { + for (const mode of ["overlap", "fog"]) { + expect(fogCaptureScenario(mode, "KeyF").assert?.components).toContainEqual( + expect.objectContaining({ component: "overlaps", equals: mode === "overlap" }), + ); + } + const frame = { width: 2, height: 1, data: new Uint8Array(8) }; + const second = { width: 2, height: 1, data: new Uint8Array([0, 0, 0, 255, 0, 0, 0, 255]) }; + expect(fogOverlapPixelMetrics(frame, second)).toMatchObject({ + changedPixelRatio: 0, + maxChannelDelta: 0, + pass: false, + }); + expect( + fogOverlapPixelMetrics(frame, { + ...second, + data: new Uint8Array([0, 0, 0, 255, 0, 9, 0, 255]), + }), + ).toMatchObject({ pass: true }); +}); diff --git a/scripts/__tests__/vq-fog-native-proof.spec.ts b/scripts/__tests__/vq-fog-native-proof.spec.ts new file mode 100644 index 0000000000..313a300bfc --- /dev/null +++ b/scripts/__tests__/vq-fog-native-proof.spec.ts @@ -0,0 +1,199 @@ +import { PNG } from "pngjs"; +import { expect, it } from "vitest"; +import { assertCaptureNotBlank } from "../../packages/playtest/dist/capture.js"; +import { + ANDROID_TRANSPORT_CAPABILITIES, + type IBridgeTransport, + connectPlaytestBridgeTransport, +} from "../../packages/playtest/dist/runner/index.js"; +import { requiredPlaytestCapabilities } from "../../packages/playtest/src/assertion-schema.js"; +import { PLAYTEST_PROTOCOL_LIMITS } from "../../packages/playtest/src/protocol.js"; +import { validatePlaytestScenario } from "../../packages/playtest/src/scenario.js"; +import { + fogCaptureScenarios, + fogNativeCaptureIsValid, + fogNativePixelMetrics, + fogResizeControlScenarios, + nativeFogScenario, + readFogNativeConsole, +} from "../verify-volumetric-fog.js"; + +const consoleEvidence = [{ type: "log", text: "TN_NATIVE_SMOKE_FIRST_FRAME" }]; +it("rejects a native frame below the authored five-percent nonblank threshold", () => { + // Verifier-only synthetic input, never screenshot evidence. The native generic dark-frame + // exemption accepts this image, but the authored fog scenario requires five percent. + const png = new PNG({ width: 640, height: 400 }); + for (let pixel = 0; pixel < 640 * 400; pixel += 1) png.data[pixel * 4 + 3] = 255; + for (let pixel = 0; pixel < 10000; pixel += 1) + for (let channel = 0; channel < 3; channel += 1) + png.data[pixel * 4 + channel] = 32 + (pixel % 96); + expect(() => assertCaptureNotBlank(PNG.sync.write(png), "synthetic unit input")).not.toThrow(); + expect(fogNativePixelMetrics(png).nonblankPixelRatio).toBe(0.0390625); + expect(fogNativePixelMetrics(png).pass).toBe(false); + for (let pixel = 10000; pixel < 12800; pixel += 1) + for (let channel = 0; channel < 3; channel += 1) png.data[pixel * 4 + channel] = 128; + expect(fogNativePixelMetrics(png).pass).toBe(true); +}); +it("surfaces the primary host failure before trying a missing console file", async () => { + await expect( + readFogNativeConsole( + { + ...report(), + pass: false, + diagnostics: [ + { + code: "TN_PLAYTEST_HOST_EXITED", + severity: "error", + message: "Surface image is already acquired; SIGABRT", + }, + ], + }, + "/does-not-exist/vq07/console.json", + ), + ).rejects.toThrow(/TN_PLAYTEST_HOST_EXITED.*Surface image is already acquired/u); +}); +it("isolates native resize with fog off while preserving the original fog sequence", async () => { + const original = await fogCaptureScenarios(); + const controls = fogResizeControlScenarios(); + expect(controls.map(({ mode }) => mode)).toEqual(["resizeOff", "resizeOffRestore"]); + for (const { scenario, mode } of controls) { + expect(validatePlaytestScenario(scenario, mode)).toBeDefined(); + expect(scenario.steps[0]).toMatchObject({ press: ["KeyO"] }); + expect(scenario.steps.some((step) => "press" in step && step.press?.includes("KeyF"))).toBe( + false, + ); + expect(scenario.steps.some((step) => "press" in step && step.press?.includes("KeyR"))).toBe( + true, + ); + for (const component of ["createdTargets", "releasedTargets", "liveTargets"]) + expect(scenario.assert?.components).toContainEqual( + expect.objectContaining({ component, equals: 0 }), + ); + } + expect( + controls[1]?.scenario.steps.some((step) => "press" in step && step.press?.includes("KeyT")), + ).toBe(true); + expect(original.slice(0, 17).map(({ mode }) => mode)).toEqual([ + "off", + "zero", + "fog", + "inside", + "sunOff", + "pointOff", + "overlap", + "half", + "wallOff", + "blackOff", + "scatter", + "scatterSunOff", + "scatterPointOff", + "lifecycle", + "lifecycleOff", + "resizeSmall", + "resizeRestore", + ]); + expect(original).toHaveLength(29); + expect(original.find(({ mode }) => mode === "resizeSmall")?.scenario.steps[0]).toMatchObject({ + press: ["KeyF"], + }); +}); +function report(): Parameters[0] { + return { + pass: true, + runtime: "native", + target: "desktop", + diagnostics: [], + startup: { phase: "ready", progress: 1, compileSettled: true, rule: "compile-settled" }, + assertionResults: [{ id: "resources.0", pass: true }], + capture: { + target: "desktop", + rendererKind: "webgpu", + captureMethod: "device.screenshot", + browserArgs: [], + adapter: { description: "llvmpipe" }, + viewport: { width: 640, height: 400 }, + }, + }; +} +it("requires actual native provenance, assertions, readiness and console evidence", () => { + expect(fogNativeCaptureIsValid(report(), consoleEvidence)).toBe(true); + for (const mutation of [ + { pass: false }, + { runtime: "browser" }, + { target: "web" }, + { capture: undefined }, + { assertionResults: [] }, + { startup: undefined }, + { diagnostics: [{ severity: "warning", code: "TN_PLAYTEST_SOFTWARE_DEVICE_LOST" }] }, + ]) + expect( + fogNativeCaptureIsValid( + { ...report(), ...mutation } as Parameters[0], + consoleEvidence, + ), + ).toBe(false); + for (const badConsole of [ + [], + undefined, + [{ type: "error", text: "other error" }], + [{ type: "log", text: "[WebGPU] Device error (Validation): invalid texture" }], + [{ type: "log", text: "TypeError: unsupported graph" }], + [{ type: "log", text: "no first-frame marker" }], + ]) + expect(fogNativeCaptureIsValid(report(), badConsole)).toBe(false); +}); +it("preserves every fog state predicate through supported native resources", async () => { + for (const { mode, scenario } of await fogCaptureScenarios()) { + const native = nativeFogScenario(scenario); + expect(native.assert?.resources).toEqual( + scenario.assert?.components?.map(({ entity: _entity, component, ...predicate }) => ({ + id: "state", + path: component, + ...predicate, + })), + ); + expect(native.assert?.diagnostics).toBeUndefined(); + expect(native.assert?.visual).toBeUndefined(); + expect(native.assert?.startup?.maxReadyMs).toBe(120000); + expect(requiredPlaytestCapabilities(native, "desktop")).not.toContain("runtime.diagnostics"); + expect(validatePlaytestScenario(native, mode).target).toBe("desktop"); + } +}); +it("passes the real native handshake preflight for every generated arm", async () => { + // Minimal real QuickJS handshake captured by PR396 run36996645116, plus the actual + // shared mailbox transport capabilities (including host key injection). Not a native render claim. + const transport: IBridgeTransport = { + capabilities: ANDROID_TRANSPORT_CAPABILITIES, + waitForBridge: async () => true, + close: async () => {}, + async call(method: string): Promise { + if (method === "describe") + return { + capabilities: ["runtime.resources", "runtime.fixedStep", "runtime.startup"], + limits: PLAYTEST_PROTOCOL_LIMITS, + name: "@threenative/playtest/three", + protocolVersion: 1, + } as T; + if (method === "ready") return { ready: true } as T; + throw new Error(`Unexpected preflight call ${method}`); + }, + }; + for (const { scenario } of await fogCaptureScenarios()) + await expect( + connectPlaytestBridgeTransport(transport, nativeFogScenario(scenario), 1000, "desktop"), + ).resolves.toBeDefined(); +}); + +it("declares the native backing-surface size for the small-target capture without weakening defaults", async () => { + const authored = (await fogCaptureScenarios()).find( + ({ mode }) => mode === "resizeSmall", + )?.scenario; + if (authored === undefined) throw new Error("Missing small-target scenario"); + const viewport = { width: 320, height: 240 }; + expect(nativeFogScenario(authored, viewport).viewport).toEqual(viewport); + const capture = report().capture; + if (!capture) throw new Error("Missing native capture fixture"); + const small = { ...report(), capture: { ...capture, viewport } }; + expect(fogNativeCaptureIsValid(small, consoleEvidence)).toBe(false); + expect(fogNativeCaptureIsValid(small, consoleEvidence, viewport)).toBe(true); +}); diff --git a/scripts/ci-integration-scope.mjs b/scripts/ci-integration-scope.mjs index 8304245bd3..2b129b490b 100644 --- a/scripts/ci-integration-scope.mjs +++ b/scripts/ci-integration-scope.mjs @@ -11,6 +11,12 @@ function parse(source) { const split = source.split("\njobs:\n"); if (split.length !== 2 || /^\S/mu.test(split[1])) throw new Error("unbounded jobs mapping"); const headings = [...split[1].matchAll(/^ {2}([a-z][a-z0-9-]*):\n/gmu)]; + if ( + split[1] + .split("\n") + .some((line) => /^ {2}[^ #]/u.test(line) && !/^ {2}[a-z][a-z0-9-]*:$/u.test(line)) + ) + throw new Error("unknown job heading"); const jobs = new Map( headings.map((h, i) => [h[1], split[1].slice(h.index, headings[i + 1]?.index)]), ); @@ -54,7 +60,19 @@ function parse(source) { const gate = [...body.matchAll(/needs\.paths\.outputs\.([a-z][a-z-]*) == 'true'/gu)]; if (needs.includes("paths")) { if (needs.length !== 1) throw new Error("entry dependency crosses lanes"); - if (gate.length !== 1 || !filters.has(gate[0][1])) throw new Error("unknown root gate"); + const conditions = [...body.matchAll(/^ {4}if: (.+)$/gmu)]; + const condition = + conditions.length === 1 && + /^\$\{\{ (?:!github\.event\.pull_request\.draft && )?needs\.paths\.outputs\.([a-z][a-z-]*) == 'true'(?: && !github\.event\.pull_request\.draft)? \}\}$/u.exec( + conditions[0][1], + ); + if ( + gate.length !== 1 || + !condition || + condition[1] !== gate[0][1] || + !filters.has(gate[0][1]) + ) + throw new Error("unknown root gate"); roots.set(id, gate[0][1]); } else if (gate.length) throw new Error("unbound root gate"); } @@ -72,7 +90,11 @@ function parse(source) { jobs, filters, lanesByJob, - scheduling: section.replace(block, "\n"), + // Only canonical output entries and the validated filter block may be additive. + // All other bytes of the shared paths job still participate in comparison. + scheduling: section + .replace(block, "\n") + .replace(/^ {6}[a-z][a-z-]*: \$\{\{ steps\.filter\.outputs\.[a-z][a-z-]* \}\}\n/gmu, ""), }; } @@ -124,25 +146,51 @@ export function integrationSelection({ files, before, after }) { if (files.includes(SELECTOR)) return all("shared selector changed"); const lanes = new Set(); for (const file of files) { - for (const [lane, pattern] of current.filters) if (pattern.test(file)) lanes.add(lane); + let matched = false; + for (const [lane, pattern] of current.filters) { + if (pattern.test(file)) { + lanes.add(lane); + matched = true; + } + } + // Unclassified executable harnesses/configuration cannot silently skip proofs. + // CI contract specs are checked by the dedicated CI contracts lane. + if ( + !matched && + file !== WORKFLOW && + (/^scripts\/(?!__tests__\/).*\.(?:[cm]?[jt]s|sh|py)$/u.test(file) || + /^\.github\/actions\//u.test(file) || + /^packages\/(?!create-threenative\/).*(?:\/package\.json|\/[^/]+\.config\.[cm]?[jt]s)$/u.test( + file, + ) || + /^(?!scripts\/__tests__\/|packages\/create-threenative\/|examples\/|docs\/).*\.(?:[cm]?[jt]sx?|cpp|h|hpp|cmake)$/u.test( + file, + ) || + /^(?:package\.json|pnpm-(?:lock|workspace)\.yaml|tsconfig[^/]*\.json)$/u.test(file)) + ) + return all("unclassified executable integration dependency"); } if (files.includes(WORKFLOW)) { const previous = parse(before); if ( current.header !== previous.header || current.scheduling !== previous.scheduling || - [...current.jobs.keys()].join() !== [...previous.jobs.keys()].join() || - [...current.filters.keys()].join() !== [...previous.filters.keys()].join() + [...previous.jobs.keys()].some((id) => !current.jobs.has(id)) || + [...previous.filters.keys()].some((lane) => !current.filters.has(lane)) || + [...previous.lanesByJob].some(([id, lane]) => current.lanesByJob.get(id) !== lane) || + [...current.lanesByJob].some( + ([id, lane]) => !previous.jobs.has(id) && previous.filters.has(lane), + ) ) { return all("shared scheduling or workflow shape changed"); } for (const [lane, pattern] of current.filters) { - if (pattern.source !== previous.filters.get(lane).source) lanes.add(lane); + if (pattern.source !== previous.filters.get(lane)?.source) lanes.add(lane); } for (const [id, body] of current.jobs) { - if (id !== "paths" && body !== previous.jobs.get(id)) { + if (id !== "paths" && body.trimEnd() !== previous.jobs.get(id)?.trimEnd()) { lanes.add(current.lanesByJob.get(id)); - lanes.add(previous.lanesByJob.get(id)); + if (previous.jobs.has(id)) lanes.add(previous.lanesByJob.get(id)); } } } diff --git a/scripts/observe-fluid-ci.mjs b/scripts/observe-fluid-ci.mjs new file mode 100644 index 0000000000..5fb01f3d29 --- /dev/null +++ b/scripts/observe-fluid-ci.mjs @@ -0,0 +1,500 @@ +import { spawn } from "node:child_process"; +import { mkdir, readFile, stat, writeFile } from "node:fs/promises"; +import { constants } from "node:os"; +import { join, resolve } from "node:path"; +import { pathToFileURL } from "node:url"; + +const VERIFIER = ["pnpm", "exec", "tsx", "scripts/verify-fluid-consumers.ts"]; +const IMAGES = { + dam: ["gated", "running", "settled", "after"], + coupling: ["falling", "splash", "settled", "after"], +}; +const MAX_LINES = 64; + +/** No raw DEBUG line or launch argv crosses the diagnostic boundary. */ +export function projectBrowserLine(line, atMs) { + if (!line.includes("pw:browser")) return null; + if (line.includes("")) { + const allowed = [ + "--enable-unsafe-webgpu", + "--disable-gpu-sandbox", + "--ignore-gpu-blocklist", + "--enable-features=Vulkan", + "--use-angle=swiftshader", + "--use-vulkan=swiftshader", + "--disable-gpu-watchdog", + ]; + const tokens = line.split(/\s+/u); + const flags = allowed.filter((flag) => tokens.includes(flag)); + return { atMs, event: "launch", ...(flags.length === 0 ? {} : { flags }) }; + } + const launched = / pid=(\d+)/u.exec(line); + if (launched) return { atMs, event: "launched", pid: Number(launched[1]) }; + const exited = //u.exec(line); + if (exited) + return { + atMs, + event: "exit", + code: exited[1] === "null" ? null : Number(exited[1]), + signal: exited[2] === "null" ? null : exited[2], + }; + const code = /GPU process exited unexpectedly: exit_code=(-?\d+)/u.exec(line); + if (code) return { atMs, event: "gpu-process-exit", code: Number(code[1]) }; + const markers = [ + "A valid external Instance reference no longer exists", + "Instance dropped in popErrorScope", + "GPU process crashed", + "GPU process isn't usable", + "Out of memory", + "WebGPU Device Lost", + "TN_DEVICE_LOST", + "gpu_watchdog_thread.cc", + "GPU process hung", + ]; + const marker = markers.find((value) => line.includes(value)); + return marker ? { atMs, event: "gpu-message", marker } : null; +} + +export function counterDelta(before, after) { + if (before === null || after === null) return null; + return Object.fromEntries( + Object.keys(before).map((key) => [ + key, + typeof before[key] === "number" && typeof after[key] === "number" && after[key] >= before[key] + ? after[key] - before[key] + : null, + ]), + ); +} + +function numbers(text, allowed) { + return Object.fromEntries( + text + .trim() + .split("\n") + .flatMap((line) => { + const [key, value] = line.trim().split(/\s+/u); + const number = Number(value); + return allowed.includes(key) && Number.isSafeInteger(number) && number >= 0 + ? [[key, number]] + : []; + }), + ); +} + +/** Match the effective cgroup to its mount; do not substitute the host root. */ +export function cgroupDirectory(groupText, mountText) { + const group = /^0::(.+)$/mu.exec(groupText)?.[1]; + if (group === undefined) return null; + const mount = mountText.split("\n").find((line) => line.includes(" - cgroup2 ")); + if (mount === undefined) return null; + const [, , , root, point] = mount.split(" "); + if (group !== root && !group.startsWith(root === "/" ? "/" : `${root}/`)) return null; + const directory = resolve(point, `.${group.slice(root === "/" ? 0 : root.length)}`); + return directory === point || directory.startsWith(`${point}/`) ? directory : null; +} + +export async function passiveSnapshot() { + const unavailable = []; + const read = async (file, name) => { + try { + return await readFile(file, "utf8"); + } catch { + unavailable.push(name); + return null; + } + }; + const cpu = await read("/proc/stat", "cpu"); + const group = await read("/proc/self/cgroup", "cgroup-identity"); + const mounts = await read("/proc/self/mountinfo", "cgroup-mount"); + const directory = group !== null && mounts !== null ? cgroupDirectory(group, mounts) : null; + const result = { + cpu: + cpu === null + ? null + : Object.fromEntries( + cpu + .split("\n")[0] + .trim() + .split(/\s+/u) + .slice(1, 9) + .map((value, index) => [String(index), Number(value)]), + ), + cgroup: null, + unavailable, + }; + if (directory === null) { + unavailable.push("effective-cgroup-v2"); + return result; + } + const values = await Promise.all( + ["cpu.stat", "memory.events", "memory.current", "memory.peak", "memory.max"].map((name) => + read(join(directory, name), name), + ), + ); + result.cgroup = { + scope: "effective-cgroup-v2; counters may include sibling processes", + cpu: + values[0] === null + ? null + : numbers(values[0], [ + "usage_usec", + "user_usec", + "system_usec", + "nr_periods", + "nr_throttled", + "throttled_usec", + "nr_bursts", + "burst_usec", + ]), + memoryEvents: + values[1] === null + ? null + : numbers(values[1], [ + "low", + "high", + "max", + "oom", + "oom_kill", + "oom_group_kill", + "sock_throttled", + ]), + memoryCurrent: scalar(values[2]), + memoryPeak: scalar(values[3]), + memoryMax: scalar(values[4]), + memoryUnlimited: values[4] === null ? null : values[4].trim() === "max", + }; + return result; +} + +function scalar(value) { + const number = value === null ? Number.NaN : Number(value); + return Number.isSafeInteger(number) && number >= 0 ? number : null; +} +function safeOrdinaryLine(line) { + return line + .replace(/authorization\s*[=:][^\r\n]*/giu, "authorization: ") + .replace( + /((?:token|password|secret|api[_-]?key)\s*[=:]\s*)(?:"[^"\r\n]*"|'[^'\r\n]*'|[^\s,;]+)/giu, + "$1", + ) + .replace(/(?:https?:|file:)\/\/[^\s"'<>]+/giu, "") + .replace(/[A-Z]:[\\/][^\s"'<>]+|(?:\.{1,2}\/|\/)[^\s"'<>]+/giu, "") + .replace(/[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,}/giu, "") + .slice(0, 1024); +} + +async function freshJson(file, started) { + try { + const facts = await stat(file); + if (facts.mtimeMs < started) return { status: "stale" }; + if (facts.size > 1048576) return { status: "oversized" }; + const text = await readFile(file, "utf8"); + if (Buffer.byteLength(text) > 1048576) return { status: "oversized" }; + try { + return { status: "observed", value: JSON.parse(text) }; + } catch { + return { status: "malformed" }; + } + } catch { + return { status: "missing-or-unreadable" }; + } +} + +function consoleFact(text) { + if (typeof text !== "string" || text.length > 8192) return null; + if (text.startsWith("TN_FRAME_HITCH:")) { + try { + const facts = JSON.parse(text.slice("TN_FRAME_HITCH:".length)); + const numeric = Object.fromEntries( + ["gapMs", "uptimeMs", "wallClock"].flatMap((key) => + typeof facts?.[key] === "number" && Number.isFinite(facts[key]) && facts[key] >= 0 + ? [[key, facts[key]]] + : [], + ), + ); + return { marker: "TN_FRAME_HITCH", timestamp: null, ...numeric }; + } catch { + return null; + } + } + const markers = [ + "TN_DEVICE_LOST", + "WebGPU Device Lost", + "A valid external Instance reference no longer exists", + "Instance dropped in popErrorScope", + "GPUValidationError", + ]; + const marker = markers.find((value) => text.startsWith(value)); + if (marker === undefined) return null; + const reason = + marker === "TN_DEVICE_LOST" ? /\((unknown|destroyed)\)/u.exec(text)?.[1] : undefined; + const detail = ["GPU process crashed", "GPU process hung", "Out of memory"].find((value) => + text.includes(value), + ); + return { + marker, + timestamp: null, + ...(reason === undefined ? {} : { reason }), + ...(detail === undefined ? {} : { detail }), + }; +} + +function captureFacts(value) { + const rendererKind = ["webgpu", "webgl"].includes(value?.rendererKind) + ? value.rendererKind + : null; + const adapter = Object.fromEntries( + [ + ["vendor", ["google", "nvidia", "amd", "intel", "apple", "qualcomm", "mesa"]], + [ + "architecture", + ["swiftshader", "llvmpipe", "turing", "ampere", "ada", "pascal", "volta", "rdna", "gcn"], + ], + ].flatMap(([key, allowed]) => + typeof value?.adapter?.[key] === "string" && + allowed.includes(value.adapter[key].toLowerCase()) + ? [[key, value.adapter[key].toLowerCase()]] + : [], + ), + ); + const viewport = value?.viewport; + const validViewport = + Number.isSafeInteger(viewport?.width) && + viewport.width > 0 && + Number.isSafeInteger(viewport?.height) && + viewport.height > 0; + return { + rendererKind, + adapter, + viewport: validViewport ? { width: viewport.width, height: viewport.height } : null, + }; +} + +/** Only fresh, bounded, known facts cross the existing public artifact boundary. */ +export async function collectFluidArtifacts(directory, started) { + const result = []; + for (const variant of Object.keys(IMAGES)) { + const console = await freshJson(join(directory, variant, "console.json"), started); + const capture = await freshJson(join(directory, variant, "capture.json"), started); + let projectedConsole = { status: console.status }; + if (console.status === "observed") { + if (!Array.isArray(console.value)) projectedConsole = { status: "invalid-shape" }; + else { + const entries = console.value.map((entry) => consoleFact(entry?.text)).filter(Boolean); + projectedConsole = { + status: "observed", + entries: entries.slice(-16), + truncated: entries.length > 16, + markers: [...new Set(entries.map(({ marker }) => marker))], + }; + } + } + result.push({ + variant, + console: projectedConsole, + capture: + capture.status === "observed" + ? capture.value !== null && + typeof capture.value === "object" && + !Array.isArray(capture.value) + ? { status: "observed", facts: captureFacts(capture.value) } + : { status: "invalid-shape" } + : { status: capture.status }, + }); + } + return result; +} + +/** Observe only this verifier. Collector errors cannot replace its exit status. */ +export async function observeFluidCi({ + artifactDirectory = "artifacts/fluid-consumers", + command = VERIFIER, + snapshot = passiveSnapshot, + stderr = (text) => process.stderr.write(text), + signalSource = process, + scheduleSampling = (callback) => { + const timer = setInterval(callback, 5000); + return () => clearInterval(timer); + }, +} = {}) { + const started = Date.now(); + const monotonicStart = performance.now(); + const elapsed = () => Math.round(performance.now() - monotonicStart); + const events = []; + const samples = []; + const collectionErrors = []; + let truncated = false; + let ordinaryBytes = 0; + let terminalBrowserExit = null; + const sample = async () => { + try { + return await snapshot(); + } catch { + collectionErrors.push("snapshot-unavailable"); + return null; + } + }; + const before = await sample(); + const childEnvironment = { ...process.env }; + Object.assign( + childEnvironment, + Object.fromEntries([ + ["DEBUG", [process.env.DEBUG, "pw:browser"].filter(Boolean).join(",")], + ["TN_FLUID_CI_OBSERVER", "1"], + ]), + ); + const child = spawn(command[0], command.slice(1), { + stdio: ["inherit", "inherit", "pipe"], + env: childEnvironment, + }); + let interruptedBy = null; + const onInterrupt = (signal) => { + interruptedBy = signal; + child.kill(signal); + }; + const terminate = () => onInterrupt("SIGTERM"); + const interrupt = () => onInterrupt("SIGINT"); + signalSource.on("SIGTERM", terminate); + signalSource.on("SIGINT", interrupt); + let buffer = ""; + let droppingLine = false; + const line = (text) => { + if (text.length > 8192) { + truncated = true; + return; + } + if (text.includes("pw:browser")) { + const event = projectBrowserLine(text, elapsed()); + if (event?.event === "exit") terminalBrowserExit = event; + if (event && events.length < MAX_LINES) events.push(event); + else if (event) truncated = true; + } else if (ordinaryBytes < 32768) { + const safe = `${safeOrdinaryLine(text)}\n`; + ordinaryBytes += safe.length; + try { + stderr(safe); + } catch { + collectionErrors.push("stderr-sink-unavailable"); + } + } + }; + child.stderr.on("data", (bytes) => { + let text = bytes.toString(); + if (droppingLine) { + const end = text.indexOf("\n"); + if (end < 0) return; + text = text.slice(end + 1); + droppingLine = false; + } + buffer += text; + const lines = buffer.split("\n"); + buffer = lines.pop() ?? ""; + for (const text of lines) line(text); + if (buffer.length > 8192) { + buffer = ""; + droppingLine = true; + truncated = true; + } + }); + let activeSample = null; + const stopSampling = scheduleSampling(() => { + if (activeSample) return activeSample; + activeSample = (async () => { + samples.push({ atMs: elapsed(), facts: await sample() }); + if (samples.length > 24) samples.shift(); + })().finally(() => { + activeSample = null; + }); + return activeSample; + }); + const outcome = await new Promise((finish) => { + child.once("error", () => { + collectionErrors.push("child-launch-failed"); + finish({ code: 1, signal: null }); + }); + child.once("close", (code, signal) => finish({ code, signal })); + }); + stopSampling(); + await activeSample; + signalSource.removeListener("SIGTERM", terminate); + signalSource.removeListener("SIGINT", interrupt); + if (buffer) line(buffer); + const after = await sample(); + let sourceSha = null; + for (const name of ["failure.json", "summary.json"]) { + try { + const file = join(artifactDirectory, name); + const facts = await stat(file); + if (facts.mtimeMs < started || facts.size > 1048576) continue; + const observed = JSON.parse(await readFile(file, "utf8")).sourceSha; + if (typeof observed === "string" && /^[a-f0-9]{40}$/u.test(observed)) { + sourceSha = observed; + break; + } + } catch { + /* Missing source receipts remain unknown. */ + } + } + const screenshots = []; + for (const [variant, names] of Object.entries(IMAGES)) + for (const name of names) { + try { + const facts = await stat(join(artifactDirectory, variant, `${name}.png`)); + screenshots.push({ + variant, + name, + bytes: facts.size, + createdMs: facts.birthtimeMs, + modifiedMs: facts.mtimeMs, + }); + } catch { + /* Missing captures are not fabricated. */ + } + } + const report = { + version: 1, + sourceSha, + command: "pnpm exec tsx scripts/verify-fluid-consumers.ts", + startedAt: new Date(started).toISOString(), + finishedAt: new Date().toISOString(), + child: outcome, + interruptedBy, + before, + after, + samples, + cpuDelta: counterDelta(before?.cpu ?? null, after?.cpu ?? null), + memoryEventDelta: counterDelta( + before?.cgroup?.memoryEvents ?? null, + after?.cgroup?.memoryEvents ?? null, + ), + cgroupCpuDelta: counterDelta(before?.cgroup?.cpu ?? null, after?.cgroup?.cpu ?? null), + browserEvents: events, + terminalBrowserExit, + browserEventsTruncated: truncated, + screenshots, + retainedArtifacts: await collectFluidArtifacts(artifactDirectory, started), + collectionErrors: [...new Set(collectionErrors)], + }; + try { + await mkdir(artifactDirectory, { recursive: true }); + await writeFile( + join(artifactDirectory, "ci-diagnostics.json"), + `${JSON.stringify(report, null, 2)}\n`, + ); + } catch { + collectionErrors.push("artifact-write-failed"); + } + return { ...report, collectionErrors: [...new Set(collectionErrors)] }; +} + +export function observerExitCode(report) { + return report.interruptedBy === null + ? (report.child.code ?? 128 + (constants.signals[report.child.signal] ?? 1)) + : 128 + constants.signals[report.interruptedBy]; +} + +if (process.argv[1] && import.meta.url === pathToFileURL(process.argv[1]).href) { + const report = await observeFluidCi(); + process.exitCode = observerExitCode(report); +} diff --git a/scripts/verify-fluid-consumers.ts b/scripts/verify-fluid-consumers.ts index 6dfd4d27f0..8e59533675 100644 --- a/scripts/verify-fluid-consumers.ts +++ b/scripts/verify-fluid-consumers.ts @@ -50,7 +50,10 @@ try { scenarioPath: `playtests/${scenario}`, port: 0, allowSoftwareAdapter: true, - browserArgs: [...WEBGPU_BROWSER_ARGS], + browserArgs: [ + ...WEBGPU_BROWSER_ARGS, + ...(process.env.TN_FLUID_CI_OBSERVER === "1" ? ["--enable-logging=stderr"] : []), + ], headless: false, timeoutMs: 600_000, trace: false, diff --git a/scripts/verify-fog-exposure.ts b/scripts/verify-fog-exposure.ts new file mode 100644 index 0000000000..95c2f3d622 --- /dev/null +++ b/scripts/verify-fog-exposure.ts @@ -0,0 +1,228 @@ +import { execFileSync } from "node:child_process"; +import { createHash } from "node:crypto"; +import { readFileSync } from "node:fs"; +import { mkdir, readFile, writeFile } from "node:fs/promises"; +import path from "node:path"; +import { fileURLToPath } from "node:url"; +import { PNG } from "pngjs"; +import { loadPlaytestScenario } from "../packages/playtest/dist/index.js"; +import { + WEBGPU_BROWSER_ARGS, + runStandalonePlaytest, +} from "../packages/playtest/dist/runner/index.js"; +import { + fogCaptureIsValid, + fogCaptureScenario, + qualifyFogExposureControls, +} from "./verify-volumetric-fog.js"; + +import { defaultCaptureLockRoot } from "../packages/playtest/src/runner/captureLock.js"; + +const root = fileURLToPath(new URL("..", import.meta.url)); +const fixture = path.join(root, "examples/abyss-framework/vq-fog"); +const artifacts = path.join(root, "artifacts/consolidation/joint-gpu"); +const sha = execFileSync("git", ["rev-parse", "HEAD"], { cwd: root, encoding: "utf8" }).trim(); +if (execFileSync("git", ["status", "--porcelain"], { cwd: root, encoding: "utf8" }).trim() !== "") + throw new Error("Joint GPU qualification requires a clean committed source tree."); +const lockRoot = defaultCaptureLockRoot(); +if (lockRoot !== "/tmp/threenative-playtest-capture") + throw new Error(`Joint GPU requires the normal shared lease root, received ${lockRoot}`); +const holderPath = path.join(lockRoot, "lock/holder.json"); +const leaseRecords: Record[] = []; +let currentArm = ""; +const cases = ["off", "fog", "exposure", "both", "repeat", "rebuild-resize", "dispose"] as const; +const controls: Parameters[0] = {}; +const outcomes: Record[] = []; +const summary = { + lockRoot, + holderPath, + leaseRecords, + sourceSha: sha, + pass: false, + outcomes, + qualification: + "Actual browser WebGPU functional integration; adapter recorded per arm, no performance or native claim.", +}; +await mkdir(artifacts, { recursive: true }); +execFileSync( + process.execPath, + [ + "examples/abyss-framework/node_modules/vite/bin/vite.js", + "build", + "--config", + path.join(fixture, "vite.config.ts"), + ], + { cwd: root, stdio: "inherit" }, +); +const bundleFiles = await readFile(path.join(fixture, "dist/index.html")); +const bundleIndexSha256 = createHash("sha256").update(bundleFiles).digest("hex"); +// Let the public runner acquire/release the normal global lease for each serial arm. +// An outer lease would deadlock when the runner detects its own live holder. +process.env.CAPTURE_LOCK = "1"; +process.env.CAPTURE_LOCK_TIMEOUT_MS = "60000"; +const observer = setInterval(() => { + try { + const holder = JSON.parse(readFileSync(holderPath, "utf8")); + if (holder.pid !== process.pid || leaseRecords.some((record) => record.arm === currentArm)) + return; + const record = { arm: currentArm, holderPath, holder, observedAt: new Date().toISOString() }; + leaseRecords.push(record); + console.info(`JOINT_GPU_LEASE:${JSON.stringify(record)}`); + } catch { + /* A released lease has no holder; read-only observation never alters it. */ + } +}, 250); +console.info(`JOINT_GPU_START:${sha}`); +try { + for (const name of cases) { + currentArm = name; + const fog = name !== "off" && name !== "exposure"; + const exposure = !["off", "fog"].includes(name); + const scenario = fogCaptureScenario(fog ? "fog" : "off", fog ? "KeyF" : "KeyO"); + scenario.name = `joint-fog-exposure-${name}`; + const wait = { kind: "wait" as const, waitFrames: 60, release: true }; + const action = (key: string) => ({ press: [key], holdTicks: 1, release: true }); + const textureBoundary = { + waitForResource: { id: "state", path: "stableTextureFrames", gte: 3 }, + timeoutMs: 30_000, + release: true, + }; + const freshReadback = { + waitForResource: { id: "state", path: "exposureFreshSamples", gte: 1 }, + timeoutMs: 30_000, + release: true, + }; + const resource = (key: string, equals: number | boolean) => ({ + waitForResource: { id: "state", path: key, equals }, + timeoutMs: 30_000, + release: true, + }); + if (exposure) + scenario.steps.push( + action("Digit9"), + wait, + textureBoundary, + freshReadback, + resource("exposureSettled", true), + ); + if (name === "rebuild-resize") + scenario.steps.push( + action("KeyC"), + wait, + textureBoundary, + freshReadback, + resource("exposureSettled", true), + action("KeyR"), + wait, + textureBoundary, + resource("targetWidth", 320), + resource("targetHeight", 240), + freshReadback, + resource("exposureSettled", true), + action("KeyT"), + wait, + textureBoundary, + resource("targetWidth", 640), + resource("targetHeight", 400), + freshReadback, + resource("exposureSettled", true), + ); + if (name === "dispose") { + scenario.steps.push( + action("Digit0"), + wait, + textureBoundary, + action("KeyO"), + wait, + textureBoundary, + ); + const targets = scenario.assert?.components?.find((c) => c.component === "targets"); + const mode = scenario.assert?.components?.find((c) => c.component === "mode"); + if (targets !== undefined) targets.equals = 0; + if (mode !== undefined) mode.equals = "off"; + scenario.assert?.components?.push( + ...["liveTargets", "exposureApplied"].map((component) => ({ + entity: "fog", + component, + equals: component === "liveTargets" ? 0 : false, + allowTrivial: "Actual graph disposal must return to the off ownership baseline.", + })), + { entity: "fog", component: "releasedExposures", gte: 1, changed: true }, + ); + } else if (exposure) + scenario.assert?.components?.push( + ...["exposureApplied", "exposureMeasured", "exposureSettled"].map((component) => ({ + entity: "fog", + component, + equals: true, + allowTrivial: "Capture requires actual finite settled GPU readback.", + })), + ); + const directory = path.join(artifacts, name); + await mkdir(directory, { recursive: true }); + const scenarioPath = path.join(directory, "scenario.playtest.json"); + await writeFile(scenarioPath, JSON.stringify(scenario, null, 2)); + await loadPlaytestScenario(root, scenarioPath); + const report = await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath, + target: "browser", + headless: false, + allowSoftwareAdapter: true, + browserArgs: WEBGPU_BROWSER_ARGS, + port: 0, + url: "http://127.0.0.1:5173/", + timeoutMs: 120_000, + trace: false, + server: { + cwd: root, + command: + "node examples/abyss-framework/node_modules/vite/bin/vite.js preview --config examples/abyss-framework/vq-fog/vite.config.ts --host 127.0.0.1 --port ${PORT}", + timeoutMs: 60_000, + }, + }); + const state = report.observations?.resources?.state?.after as + | Record + | undefined; + const valid = fogCaptureIsValid(report); + outcomes.push({ + name, + sourceSha: sha, + bundleIndexSha256, + pass: valid, + capture: report.capture, + diagnostics: report.diagnostics, + state, + }); + await writeFile(path.join(artifacts, "summary.json"), JSON.stringify(summary, null, 2)); + if (!valid || state === undefined) throw new Error(`Joint ${name}: runtime/capture rejected.`); + const png = PNG.sync.read(await readFile(path.join(directory, "after.png"))); + if (png.width !== 640 || png.height !== 400) + throw new Error(`Joint ${name}: viewport mismatch.`); + controls[name] = { pixels: png.data, state }; + if ( + name === "rebuild-resize" && + (state.releasedExposures !== 1 || + state.liveTargets !== 1 || + state.targetWidth !== 640 || + state.targetHeight !== 400 || + state.exposureMeasured !== true || + state.exposureSettled !== true || + Number(state.exposureLuminance) <= 0 || + !Number.isFinite(state.exposureLuminance) || + !Number.isFinite(state.exposureStops)) + ) + throw new Error("Combined rebuild/resize did not preserve a finite live graph."); + } + if (controls.dispose?.state.textures !== controls.off?.state.textures) + throw new Error( + "Combined disposal did not return actual renderer texture memory to the off control baseline.", + ); + outcomes.push({ response: qualifyFogExposureControls(controls) }); + summary.pass = true; +} finally { + clearInterval(observer); + await writeFile(path.join(artifacts, "summary.json"), JSON.stringify(summary, null, 2)); + console.info(`JOINT_GPU_TERMINAL_RELEASE:${sha}:${summary.pass}`); +} diff --git a/scripts/verify-volumetric-fog.ts b/scripts/verify-volumetric-fog.ts new file mode 100644 index 0000000000..6aabb049d6 --- /dev/null +++ b/scripts/verify-volumetric-fog.ts @@ -0,0 +1,998 @@ +import { execFileSync } from "node:child_process"; +import { createHash } from "node:crypto"; +import { mkdir, readFile, writeFile } from "node:fs/promises"; +import path from "node:path"; +import { fileURLToPath } from "node:url"; +import { PNG } from "pngjs"; +import { type IPlaytestScenario, loadPlaytestScenario } from "../packages/playtest/dist/index.js"; +// Use the built public runner: source-runner browser callbacks under tsx may capture __name. +import { + type IStandalonePlaytestReport, + WEBGPU_BROWSER_ARGS, + runDesktopPlaytest, + runStandalonePlaytest, +} from "../packages/playtest/dist/runner/index.js"; +import { parsePerformanceMarkers } from "../packages/playtest/src/runner/perf.js"; +import { regionMetrics } from "../packages/playtest/src/runner/steps.js"; + +const root = fileURLToPath(new URL("..", import.meta.url)); +const fixture = path.join(root, "examples/abyss-framework/vq-fog"); +const cases = [ + ["off", "KeyO"], + ["zero", "KeyZ"], + ["fog", "KeyF"], + ["inside", "KeyI"], + ["sunOff", "KeyS"], + ["pointOff", "KeyP"], + ["overlap", "KeyB"], + ["half", "KeyH"], + ["wallOff", "KeyW"], + ["blackOff", "KeyN"], + ["scatter", "KeyL"], + ["scatterSunOff", "KeyK"], + ["scatterPointOff", "KeyJ"], +] as const; + +const textureBoundary = { + waitForResource: { id: "state", path: "stableTextureFrames", gte: 3 }, + timeoutMs: 30_000, + release: true, +}; + +export function fogCaptureScenario(mode: string, key: string): IPlaytestScenario { + return { + schemaVersion: 1, + name: `vq-volumetric-fog-${mode}`, + target: "web", + viewport: { width: 640, height: 400 }, + warmupFrames: 60, + steps: [ + { press: [key], holdTicks: 1, release: true }, + { kind: "wait", waitFrames: 60, release: true }, + textureBoundary, + ], + assert: { + components: [ + { + entity: "fog", + component: "ready", + equals: true, + allowTrivial: "Capture only the ready graph.", + }, + { + entity: "fog", + component: "mode", + equals: mode, + allowTrivial: "A fixed named variant is the screenshot subject.", + }, + { + entity: "fog", + component: "targets", + equals: ["off", "zero", "blackOff"].includes(mode) ? 0 : 1, + allowTrivial: "Observe the owned allocation baseline for this variant.", + }, + ...["settledRenderFrames", "stableTextureFrames"].map((component) => ({ + entity: "fog", + component, + gte: 3, + allowTrivial: "Resource counts must be observed stable over completed rendered frames.", + })), + { + entity: "fog", + component: "overlaps", + equals: mode === "overlap", + allowTrivial: "Only the overlap arm installs a second, nested density bound.", + }, + ...[ + ["sun", mode !== "sunOff" && !mode.endsWith("SunOff")], + ["point", mode !== "pointOff" && !mode.endsWith("PointOff")], + ["scatteringOnly", mode.startsWith("scatter") || mode === "blackOff"], + ].map(([component, equals]) => ({ + entity: "fog", + component: String(component), + equals, + allowTrivial: "Observe the declared lighting and surface isolation for this arm.", + })), + ], + diagnostics: { noConsoleErrors: true, noRuntimeDiagnostics: true, runtimeReady: true }, + visual: [ + { + region: { + x: 0, + y: 0, + width: 640, + height: 400, + minNonblankPixelRatio: 0.05, + }, + }, + ...(mode === "blackOff" + ? [ + { + region: { + x: 0, + y: 0, + width: 500, + height: 400, + minNonblankPixelRatio: 0, + minDarkPixelRatio: 1, + maxLuminance: 0, + }, + }, + ] + : []), + ], + }, + artifacts: { screenshots: "after", console: true, runtimeTrace: true }, + }; +} + +export async function fogCaptureScenarios() { + // A requested resolution is not a realized one: these arms must observe their authored transport + // target, so a half-resolution request that silently rendered full size fails instead of passing. + const transportTargets: Record = { + half: [320, 200, 48], + costFull: [640, 400, 48], + costHalf: [320, 200, 48], + costOff: [0, 0, 0], + }; + const observeTransport = (scenario: IPlaytestScenario, mode: string): IPlaytestScenario => { + const target = transportTargets[mode]; + if (target === undefined) return scenario; + scenario.assert?.components?.push( + ...[ + ["targetWidth", target[0]], + ["targetHeight", target[1]], + ["pixels", target[0] * target[1]], + ["steps", target[2]], + ].map(([component, equals]) => ({ + entity: "fog", + component: String(component), + equals, + allowTrivial: "The transport target must realize this arm's authored resolution and steps.", + })), + ); + return scenario; + }; + const result = cases.map(([mode, key]) => ({ + mode: String(mode), + scenario: observeTransport(fogCaptureScenario(mode, key), String(mode)), + })); + const { sourcePath: _sourcePath, ...lifecycle } = await loadPlaytestScenario( + root, + "examples/abyss-framework/playtests/vq-volumetric-fog.playtest.json", + ); + result.push({ mode: "lifecycle", scenario: lifecycle }); + const off = fogCaptureScenario("off", "KeyO"); + off.name = "vq-volumetric-fog-lifecycle-off"; + off.steps = [...lifecycle.steps, ...off.steps]; + off.assert?.components?.push( + ...["createdTargets", "releasedTargets", "releasedMaterials", "liveTargets"].map( + (component) => ({ + entity: "fog", + component, + equals: component === "liveTargets" ? 0 : 4, + allowTrivial: "After four actual fog graphs, off returns the owned allocation baseline.", + }), + ), + ); + result.push({ mode: "lifecycleOff", scenario: off }); + for (const [mode, width, height] of [ + ["resizeSmall", 320, 240], + ["resizeRestore", 640, 400], + ] as const) { + const scenario = fogCaptureScenario("fog", "KeyF"); + scenario.name = `vq-volumetric-fog-${mode}`; + scenario.steps.push( + { press: ["KeyR"], holdTicks: 1, release: true }, + { kind: "wait", waitFrames: 60, release: true }, + textureBoundary, + ); + if (mode === "resizeRestore") + scenario.steps.push( + { press: ["KeyT"], holdTicks: 1, release: true }, + { kind: "wait", waitFrames: 60, release: true }, + textureBoundary, + ); + scenario.assert?.components?.push( + ...[ + ["targetWidth", width], + ["targetHeight", height], + ["pixels", width * height], + ["createdTargets", 1], + ["releasedTargets", 0], + ["liveTargets", 1], + ].map(([component, equals]) => ({ + entity: "fog", + component: String(component), + equals, + allowTrivial: + "The existing fog target follows real renderer dimensions without graph replacement.", + })), + ); + result.push({ mode, scenario }); + } + // Extend, rather than replace, the original seventeen frozen controls. + for (const [mode, key] of [ + ["scatterOutside", "Digit1"], + ["scatterOutsideSunOff", "Digit2"], + ["scatterOutsidePointOff", "Digit3"], + ] as const) { + const scenario = fogCaptureScenario(mode, key); + scenario.assert?.components?.push({ + entity: "fog", + component: "shadowOutside", + equals: true, + allowTrivial: "The whole volume lies outside the ordinary directional shadow coverage.", + }); + result.push({ mode, scenario }); + } + for (const [mode, keys] of [ + ["cameraCut", ["Digit4"]], + ["cameraRestore", ["Digit4", "Digit5"]], + ["streamWallOut", ["Digit6"]], + ["streamWallIn", ["Digit6", "Digit7"]], + ["sceneReentry", ["Digit8"]], + ["sceneRepeatedOff", ["Digit8", "KeyF", "Digit8"]], + ] as const) { + const scenario = fogCaptureScenario(mode.startsWith("scene") ? "off" : "fog", "KeyF"); + scenario.name = `vq-volumetric-fog-${mode}`; + for (const key of keys) + scenario.steps.push( + { press: [key], holdTicks: 1, release: true }, + { kind: "wait", waitFrames: 60, release: true }, + textureBoundary, + ); + const predicates = mode.startsWith("scene") + ? [ + ["sceneEntries", mode === "sceneRepeatedOff" ? 3 : 2], + ["sceneExits", mode === "sceneRepeatedOff" ? 2 : 1], + ["exitReleasedTargets", 1], + ["exitReleasedMaterials", 1], + ["createdTargets", 0], + ["liveTargets", 0], + ] + : [ + ["createdTargets", 1], + ["releasedTargets", 0], + ["liveTargets", 1], + ["inside", mode === "cameraCut"], + ["streamedWall", mode === "streamWallOut"], + ]; + scenario.assert?.components?.push( + ...predicates.map(([component, equals]) => ({ + entity: "fog", + component: String(component), + equals, + allowTrivial: + "Observe retained-controller transitions or actual scene-owner teardown and re-entry.", + })), + ); + result.push({ mode, scenario }); + } + for (const [mode, variant, key] of [ + ["costOff", "off", "KeyO"], + ["costFull", "fog", "KeyF"], + ["costHalf", "half", "KeyH"], + ] as const) { + const scenario = observeTransport(fogCaptureScenario(variant, key), mode); + scenario.name = `vq-volumetric-fog-${mode}`; + scenario.steps.splice(scenario.steps.length - 1, 0, { + waitForResource: { id: "state", path: "settledRenderFrames", gte: 90 }, + timeoutMs: 120_000, + release: true, + }); + scenario.assert?.components?.push({ + entity: "fog", + component: "settledRenderFrames", + gte: 90, + allowTrivial: + "Measure at least three thirty-frame meter windows after this fixed graph rendered.", + }); + result.push({ mode, scenario }); + } + return result; +} + +export function fogFrameCost(consoleEntries: unknown) { + if (!Array.isArray(consoleEntries)) throw new Error("VQ07 measured frame windows are missing."); + const text = consoleEntries.map((entry) => entry.text).join("\n"); + const { budgets } = parsePerformanceMarkers(text); + const measured = budgets.at(-1); + if (budgets.length < 3 || measured === undefined) + throw new Error("VQ07 requires three measured frame windows."); + const render = measured.phases?.render; + const frame = measured.frame; + if ( + !Number.isInteger(measured.window) || + measured.window < 3 || + !Number.isInteger(measured.frames) || + measured.frames < 30 || + (measured.gpuMs !== undefined && (!Number.isFinite(measured.gpuMs) || measured.gpuMs < 0)) || + measured.surface === undefined || + measured.surface.compiling === true || + measured.surface.drawingBufferWidth !== 640 || + measured.surface.drawingBufferHeight !== 400 || + [render, frame].some( + (metric) => + metric === undefined || + [metric.mean, metric.p50, metric.p95].some((value) => !Number.isFinite(value) || value < 0), + ) + ) + throw new Error("VQ07 invalid or compilation-contaminated frame-cost window."); + // `gpuMs` is the meter's own mean over the frames the device answered for, not over `frames`. + // A software adapter answers sparsely, so the summary carries how many and how many it skipped. + const marker = text + .split("\n") + .filter((line) => line.includes("TN_FRAME_BUDGET:")) + .at(-1); + const raw = marker === undefined ? {} : JSON.parse(marker.split("TN_FRAME_BUDGET:")[1] ?? "{}"); + const gpuSamples = raw.gpu?.samples ?? 0; + const gpuStaleFrames = raw.gpuStale ?? 0; + // A count the meter cannot have measured is a malformed meter, not an absent one: `NaN`, a negative + // or an over-window count would print as a mean over frames nobody answered for. A window with no GPU + // query stays an explicit zero and is unmeasured; a `gpuMs` without a positive count is rejected + // rather than reported as a mean over zero frames. + if ( + [gpuSamples, gpuStaleFrames].some( + (count) => !Number.isInteger(count) || count < 0 || count > measured.frames, + ) || + (measured.gpuMs !== undefined && gpuSamples === 0) + ) + throw new Error( + `VQ07 gpu sample counts must be nonnegative integers within the ${measured.frames}-frame window.`, + ); + return { + window: measured.window, + frames: measured.frames, + frameMs: frame, + renderMs: render, + gpuMs: measured.gpuMs, + gpuSamples, + gpuStaleFrames, + qualification: `Same-fixture host frame/render duration; gpuMs is a mean over ${gpuSamples} of ${measured.frames} frames the device answered for and ${gpuStaleFrames} were stale; software adapters do not establish hardware cost or tier admission.`, + }; +} + +// A one-variable diagnostic: retain this fixture's geometry, renderer and resize path, +// while never creating a fog controller. The ordinary 17-case acceptance sequence is separate. +export function fogResizeControlScenarios() { + return ["resizeOff", "resizeOffRestore"].map((mode) => { + const scenario = fogCaptureScenario("off", "KeyO"); + scenario.name = `vq-volumetric-fog-${mode}`; + for (const key of mode === "resizeOff" ? ["KeyR"] : ["KeyR", "KeyT"]) + scenario.steps.push( + { press: [key], holdTicks: 1, release: true }, + { kind: "wait", waitFrames: 60, release: true }, + textureBoundary, + ); + scenario.assert?.components?.push( + ...["createdTargets", "releasedTargets", "liveTargets"].map((component) => ({ + entity: "fog", + component, + equals: 0, + allowTrivial: "The resize control must never allocate a fog controller or target.", + })), + ); + return { mode, scenario }; + }); +} + +export function fogNativePixelMetrics(png: PNG) { + const metrics = regionMetrics(png, { x: 0, y: 0, width: png.width, height: png.height }); + return { ...metrics, minimum: 0.05, pass: metrics.nonblankPixelRatio >= 0.05 }; +} + +export async function readFogNativeConsole( + report: Pick, + consolePath: string, + viewport = { width: 640, height: 400 }, +): Promise { + // Failed hosts can exit before writing console.json. Preserve their actual diagnostic. + if (!fogCaptureIsValid(report, viewport)) + throw new Error( + `VQ07 native capture failed: ${report.diagnostics.map(({ code, message }) => `${code}: ${message}`).join("; ") || "invalid capture report"}`, + ); + return JSON.parse(await readFile(consolePath, "utf8")); +} + +export function fogTextureBaselineMatches( + baseline: Record, + restored: Record, +): boolean { + return ( + [baseline, restored].every((observation) => + ["textures", "settledRenderFrames", "stableTextureFrames"].every( + (key) => + typeof observation[key] === "number" && + Number.isInteger(observation[key]) && + observation[key] >= (key === "textures" ? 0 : 3), + ), + ) && baseline.textures === restored.textures + ); +} + +interface IFogExposureControl { + pixels: Uint8Array; + state: Record; +} + +/** Joint effects must exceed their own repeated-capture noise, not a tuned visual floor. */ +export function qualifyFogExposureControls(controls: Record) { + for (const name of ["off", "fog", "exposure", "both", "repeat"]) { + const arm = controls[name]; + if (arm === undefined || arm.pixels.length === 0 || arm.pixels.length % 4 !== 0) + throw new Error(`Missing complete joint control: ${name}`); + const enabled = ["exposure", "both", "repeat"].includes(name); + if (arm.state.exposureEnabled !== enabled || arm.state.exposureApplied !== enabled) + throw new Error(`Exposure installation control mismatch: ${name}`); + if ( + enabled && + (arm.state.exposureMeasured !== true || + arm.state.exposureSettled !== true || + !Number.isFinite(arm.state.exposureLuminance) || + Number(arm.state.exposureLuminance) <= 0 || + !Number.isFinite(arm.state.exposureStops)) + ) + throw new Error(`Missing finite settled GPU exposure: ${name}`); + } + const both = controls.both?.pixels; + if (both === undefined) throw new Error("Both-enabled control missing."); + const difference = (name: string) => { + const pixels = controls[name]?.pixels; + if (pixels === undefined) throw new Error(`Control missing: ${name}`); + if (pixels.length !== both.length) throw new Error("Joint control capture sizes differ."); + let total = 0; + let max = 0; + for (let i = 0; i < both.length; i++) { + if (i % 4 === 3) continue; + const delta = Math.abs((both[i] ?? Number.NaN) - (pixels[i] ?? Number.NaN)); + total += delta; + max = Math.max(max, delta); + } + return { mean: total / (both.length * 0.75), max }; + }; + const noise = difference("repeat"); + const fogResponse = difference("exposure"); + const exposureResponse = difference("fog"); + for (const response of [fogResponse, exposureResponse]) + if (response.mean <= noise.mean || response.max <= Math.max(2, noise.max)) + throw new Error( + "Joint enabled response does not exceed repeated-control/quantization noise.", + ); + return { noise, fogResponse, exposureResponse }; +} + +interface IPixelFrame { + width: number; + height: number; + data: Uint8Array; +} +// Pinned before capture: room interior excludes the foreground plate (x < 238), +// while the second patch lies wholly inside that plate. No single bright pixel can pass. +const SCATTER_ROI = { x: 260, y: 155, width: 150, height: 90 }; +const FOG_EVALUATION_ROI = { x: 0, y: 0, width: 500, height: 400 }; +const CALIBRATION_ROI = { x: 515, y: 25, width: 110, height: 110 }; +const WALL_ROI = { x: 184, y: 216, width: 18, height: 18 }; +export function fogLightPixelMetrics( + black: IPixelFrame, + both: IPixelFrame, + sunOff: IPixelFrame, + pointOff: IPixelFrame, +) { + const images = [black, both, sunOff, pointOff]; + if ( + images.some( + (image) => image.width !== 640 || image.height !== 400 || image.data.length !== 640 * 400 * 4, + ) + ) + throw new Error("VQ07 scattering evidence requires complete 640x400 RGBA pixels."); + const maxRgb = (image: IPixelFrame, roi: typeof SCATTER_ROI) => { + let maximum = 0; + for (let y = roi.y; y < roi.y + roi.height; y += 1) + for (let x = roi.x; x < roi.x + roi.width; x += 1) + for (let c = 0; c < 3; c += 1) + maximum = Math.max(maximum, image.data[(y * image.width + x) * 4 + c] ?? Number.NaN); + return maximum; + }; + const delta = (without: IPixelFrame) => { + let total = 0; + let changed = 0; + for (let y = SCATTER_ROI.y; y < SCATTER_ROI.y + SCATTER_ROI.height; y += 1) + for (let x = SCATTER_ROI.x; x < SCATTER_ROI.x + SCATTER_ROI.width; x += 1) { + let strongest = 0; + for (let c = 0; c < 3; c += 1) { + const i = (y * both.width + x) * 4 + c; + const difference = (both.data[i] ?? Number.NaN) - (without.data[i] ?? Number.NaN); + total += difference; + strongest = Math.max(strongest, difference); + } + if (strongest > 2) changed += 1; + } + const pixels = SCATTER_ROI.width * SCATTER_ROI.height; + return { meanRgbDelta: total / (pixels * 3), changedPixelRatio: changed / pixels }; + }; + const baselineMaxRgb = maxRgb(black, FOG_EVALUATION_ROI); + let calibrationMinimum = 255; + let calibrationMaxDifference = 0; + for (let y = CALIBRATION_ROI.y; y < CALIBRATION_ROI.y + CALIBRATION_ROI.height; y += 1) + for (let x = CALIBRATION_ROI.x; x < CALIBRATION_ROI.x + CALIBRATION_ROI.width; x += 1) + for (let c = 0; c < 3; c += 1) { + const i = (y * 640 + x) * 4 + c; + const reference = black.data[i] ?? Number.NaN; + calibrationMinimum = Math.min(calibrationMinimum, reference); + for (const image of images) + calibrationMaxDifference = Math.max( + calibrationMaxDifference, + Math.abs((image.data[i] ?? Number.NaN) - reference), + ); + } + const wallMaxRgb = Math.max(...images.map((image) => maxRgb(image, WALL_ROI))); + const sun = delta(sunOff); + const point = delta(pointOff); + return { + baselineMaxRgb, + wallMaxRgb, + roi: SCATTER_ROI, + wallRoi: WALL_ROI, + evaluationRoi: FOG_EVALUATION_ROI, + calibrationRoi: CALIBRATION_ROI, + calibrationMinimum, + calibrationMaxDifference, + sun, + point, + thresholds: { + minMeanRgbDelta: 1, + minChangedPixelRatio: 0.1, + maxBlackRgb: 0, + minCalibrationRgb: 32, + maxCalibrationDifference: 0, + }, + pass: + baselineMaxRgb === 0 && + calibrationMinimum >= 32 && + calibrationMaxDifference === 0 && + wallMaxRgb === 0 && + [sun, point].every((metric) => metric.meanRgbDelta >= 1 && metric.changedPixelRatio >= 0.1), + }; +} + +// Overlapping bounds are only qualified if the second one actually changes the image: the same +// camera and lights, one extra nested density bound, a difference too large to be noise. +export function fogOverlapPixelMetrics(single: IPixelFrame, overlap: IPixelFrame) { + if ( + single.width !== overlap.width || + single.height !== overlap.height || + single.data.length !== overlap.data.length + ) + throw new Error("VQ07 overlap evidence requires equally sized frames."); + const pixels = single.width * single.height; + let changed = 0; + let maxChannelDelta = 0; + for (let i = 0; i < pixels; i += 1) + for (let c = 0; c < 3; c += 1) { + const at = i * 4 + c; + const difference = Math.abs( + (overlap.data[at] ?? Number.NaN) - (single.data[at] ?? Number.NaN), + ); + maxChannelDelta = Math.max(maxChannelDelta, difference); + if (difference > 2) changed += 1; + } + const changedPixelRatio = changed / (pixels * 3); + return { + changedPixelRatio, + maxChannelDelta, + thresholds: { minChangedPixelRatio: 0.05, minMaxChannelDelta: 4 }, + pass: changedPixelRatio >= 0.05 && maxChannelDelta >= 4, + }; +} + +export function fogCaptureIsValid( + report: { + pass: boolean; + capture?: { + rendererKind?: string; + adapter?: Record; + viewport?: { width: number; height: number }; + }; + diagnostics: readonly { code: string; severity: string }[]; + }, + viewport = { width: 640, height: 400 }, +): boolean { + return ( + report.pass && + report.capture?.rendererKind === "webgpu" && + report.capture.viewport?.width === viewport.width && + report.capture.viewport.height === viewport.height && + ["vendor", "architecture", "device", "description"].some((key) => { + const value = report.capture?.adapter?.[key]; + return ( + typeof value === "string" && value.trim() !== "" && !/^(unknown|unavailable)$/i.test(value) + ); + }) && + !report.diagnostics.some( + (diagnostic) => + diagnostic.severity === "error" || diagnostic.code === "TN_PLAYTEST_SOFTWARE_DEVICE_LOST", + ) + ); +} + +export function nativeFogScenario( + scenario: IPlaytestScenario, + viewport = scenario.viewport, +): IPlaytestScenario { + if (!scenario.assert?.components?.length) + throw new Error("Native fog proof requires state predicates."); + return { + ...scenario, + target: "desktop", + viewport, + artifacts: { screenshots: "after", console: true }, + assert: { + resources: scenario.assert.components.map(({ entity: _entity, component, ...predicate }) => ({ + id: "state", + path: component, + ...predicate, + })), + startup: { maxEnteredMs: 120_000, maxReadyMs: 120_000 }, + }, + }; +} + +export function fogNativeCaptureIsValid( + report: Pick< + IStandalonePlaytestReport, + "pass" | "capture" | "diagnostics" | "runtime" | "target" | "startup" | "assertionResults" + >, + nativeConsole: unknown, + viewport = { width: 640, height: 400 }, +): boolean { + return ( + fogCaptureIsValid(report, viewport) && + report.runtime === "native" && + report.target === "desktop" && + report.capture?.target === "desktop" && + report.capture.captureMethod === "device.screenshot" && + report.startup?.phase === "ready" && + report.startup.compileSettled === true && + (report.assertionResults?.length ?? 0) > 0 && + report.assertionResults?.every((result) => result.pass) === true && + !report.diagnostics.some((diagnostic) => /DEVICE_LOST|BRIDGE_MISSING/u.test(diagnostic.code)) && + Array.isArray(nativeConsole) && + nativeConsole.length > 0 && + nativeConsole.every( + (entry) => + entry && + typeof entry.text === "string" && + typeof entry.type === "string" && + entry.type !== "error" && + !/\[FATAL\]|\[WebGPU\].*(?:Device error|Device lost|Failed)|validation error|device(?:[ _-]| was )?lost|(?:Type|Reference|Range|Syntax)Error|TN_(?:NATIVE_START_FAILED|ASSETS_UNRESOLVED)/iu.test( + entry.text, + ), + ) && + nativeConsole.some((entry) => entry.text.includes("TN_NATIVE_SMOKE_FIRST_FRAME")) + ); +} + +async function main(): Promise { + const nativeRuntime = process.env.THREENATIVE_RUNTIME_BINARY; + const resizeControl = process.env.VQ_FOG_RESIZE_CONTROL === "1"; + if (resizeControl && nativeRuntime === undefined) + throw new Error("The native resize control requires the actual desktop host."); + const artifacts = path.join( + root, + "artifacts", + resizeControl + ? "volumetric-fog-native-resize-control" + : nativeRuntime === undefined + ? "volumetric-fog" + : "volumetric-fog-native", + ); + const nativeBundle = path.join(artifacts, "fog-native.js"); + const hash = async (file: string) => + createHash("sha256") + .update(await readFile(file)) + .digest("hex"); + await mkdir(artifacts, { recursive: true }); + const dirty = execFileSync("git", ["status", "--porcelain"], { + cwd: root, + encoding: "utf8", + }).trim(); + if (dirty !== "") + throw new Error("VQ07 captures require a clean committed source tree for SHA provenance."); + const sourceSha = execFileSync("git", ["rev-parse", "HEAD"], { + cwd: root, + encoding: "utf8", + }).trim(); + const results: Record[] = []; + const summary = { + sourceSha, + pass: false, + resizeControl, + executionHost: { platform: process.platform, architecture: process.arch }, + nativeArtifacts: undefined as { runtimeSha256: string; bundleSha256: string } | undefined, + qualification: + nativeRuntime === undefined + ? "Browser WebGPU software correctness; no native or hardware-performance claim." + : "Linux native host software-rendered correctness; no Android, iOS, OS-window lifecycle or hardware-performance claim.", + results, + }; + await writeFile( + path.join(artifacts, "attempt.json"), + JSON.stringify({ + sourceSha, + runId: process.env.GITHUB_RUN_ID, + target: nativeRuntime === undefined ? "browser" : "desktop", + }), + ); + try { + if (nativeRuntime !== undefined) { + execFileSync( + process.execPath, + [ + "packages/runtime-native/scripts/bundle.mjs", + "--project", + fixture, + "--entry", + "src/game.ts", + "--target", + "desktop", + "--native-backend", + "--output", + nativeBundle, + ], + { cwd: root, stdio: "inherit" }, + ); + summary.nativeArtifacts = { + runtimeSha256: await hash(nativeRuntime), + bundleSha256: await hash(nativeBundle), + }; + } + for (const { mode, scenario: authored } of resizeControl + ? fogResizeControlScenarios() + : await fogCaptureScenarios()) { + const scenario = + nativeRuntime === undefined + ? authored + : nativeFogScenario( + authored, + mode === "resizeSmall" || mode === "resizeOff" + ? { width: 320, height: 240 } + : authored.viewport, + ); + const directory = path.join(artifacts, mode); + await mkdir(directory, { recursive: true }); + const scenarioPath = path.join(directory, "scenario.playtest.json"); + await writeFile(scenarioPath, `${JSON.stringify(scenario, null, 2)}\n`); + await loadPlaytestScenario(root, scenarioPath); + const report = + nativeRuntime === undefined + ? await runStandalonePlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath, + target: "browser", + headless: false, + allowSoftwareAdapter: true, + browserArgs: WEBGPU_BROWSER_ARGS, + port: 0, + url: "http://127.0.0.1:5173/", + timeoutMs: 120_000, + trace: false, + server: { + cwd: root, + command: `VQ_FOG_HTTP_LOG=${JSON.stringify(path.join(directory, "http-errors.jsonl"))} node examples/abyss-framework/node_modules/vite/bin/vite.js preview --config examples/abyss-framework/vq-fog/vite.config.ts --host 127.0.0.1 --port \${PORT}`, + timeoutMs: 60_000, + }, + }) + : await runDesktopPlaytest({ + artifactDirectory: directory, + projectPath: fixture, + scenarioPath, + target: "desktop", + desktop: { + executable: nativeRuntime, + hostArgs: ["run", nativeBundle, "--windowed", "--width", "640", "--height", "400"], + }, + allowSoftwareAdapter: true, + headless: false, + timeoutMs: 120_000, + trace: false, + url: "", + }); + await writeFile(path.join(directory, "report.json"), `${JSON.stringify(report, null, 2)}\n`); + await writeFile( + path.join(directory, "observations.json"), + `${JSON.stringify(report.observations, null, 2)}\n`, + ); + const nativeConsole = + nativeRuntime === undefined + ? undefined + : await readFogNativeConsole( + report, + path.join(directory, "console.json"), + scenario.viewport, + ); + const valid = + nativeRuntime === undefined + ? fogCaptureIsValid(report) + : fogNativeCaptureIsValid(report, nativeConsole, scenario.viewport); + const observedState = report.observations?.resources?.state?.after as + | Record + | undefined; + results.push({ + mode, + sourceSha, + pass: valid, + capture: report.capture, + resources: Object.fromEntries( + ["textures", "settledRenderFrames", "stableTextureFrames"].map((key) => [ + key, + observedState?.[key], + ]), + ), + diagnostics: report.diagnostics, + lights: { + directional: { + name: "fog-directional", + type: "DirectionalLight", + shadow: "ordinary-map", + }, + point: { name: "fog-point", type: "PointLight", shadow: "none", range: 8 }, + }, + }); + await writeFile( + path.join(artifacts, "summary.json"), + `${JSON.stringify(summary, null, 2)}\n`, + ); + if (!valid) + throw new Error( + `VQ07 ${mode}: rejected runtime/capture diagnostics; preserve artifacts as diagnostic only.`, + ); + const png = PNG.sync.read(await readFile(path.join(directory, "after.png"))); + if (png.width !== scenario.viewport.width || png.height !== scenario.viewport.height) + throw new Error( + `VQ07 ${mode}: actual screenshot dimensions do not match the declared capture viewport.`, + ); + if (mode.startsWith("cost")) { + const measured = fogFrameCost( + JSON.parse(await readFile(path.join(directory, "console.json"), "utf8")), + ); + results.push({ + assertion: `${mode} measured per-frame cost`, + ...measured, + transportPixels: observedState?.pixels, + transportWidth: observedState?.targetWidth, + transportHeight: observedState?.targetHeight, + raySteps: observedState?.steps, + directionalLights: 1, + localLights: 1, + }); + } + if (nativeRuntime !== undefined) { + const metrics = fogNativePixelMetrics(png); + results.push({ assertion: `${mode} authored whole-frame nonblank ratio`, ...metrics }); + if (!metrics.pass) + throw new Error( + `VQ07 ${mode}: native pixels fail the authored five-percent nonblank gate.`, + ); + } + } + if (resizeControl) { + if (nativeRuntime === undefined) throw new Error("Missing native resize-control executable."); + if ( + (await hash(nativeRuntime)) !== summary.nativeArtifacts?.runtimeSha256 || + (await hash(nativeBundle)) !== summary.nativeArtifacts?.bundleSha256 + ) + throw new Error("VQ07 native executable or game bundle changed during resize control."); + summary.pass = true; + return; + } + const off = PNG.sync.read(await readFile(path.join(artifacts, "off/after.png"))); + const zero = PNG.sync.read(await readFile(path.join(artifacts, "zero/after.png"))); + if (off.width !== zero.width || off.height !== zero.height || !off.data.equals(zero.data)) + throw new Error("VQ07 zero-density identity failed: rendered off/zero pixels differ."); + results.push({ assertion: "zero-density pixel identity", pass: true }); + const restored = PNG.sync.read(await readFile(path.join(artifacts, "lifecycleOff/after.png"))); + if (!off.data.equals(restored.data)) + throw new Error("VQ07 lifecycle off did not restore the baseline pixels."); + results.push({ assertion: "repeated lifecycle restores baseline pixels", pass: true }); + const baselineResources = results.find((result) => result.mode === "off")?.resources as + | Record + | undefined; + const restoredResources = results.find((result) => result.mode === "lifecycleOff")?.resources as + | Record + | undefined; + const texturesRestored = + baselineResources !== undefined && + restoredResources !== undefined && + fogTextureBaselineMatches(baselineResources, restoredResources); + results.push({ + assertion: "renderer texture allocation baseline", + baselineResources, + restoredResources, + pass: texturesRestored, + }); + if (!texturesRestored) + throw new Error("VQ07 renderer texture allocation baseline did not settle and restore."); + const fog = PNG.sync.read(await readFile(path.join(artifacts, "fog/after.png"))); + const resized = PNG.sync.read(await readFile(path.join(artifacts, "resizeRestore/after.png"))); + if ( + fog.width !== resized.width || + fog.height !== resized.height || + !fog.data.equals(resized.data) + ) + throw new Error("VQ07 target resize restore did not recover the exact fog pixels."); + results.push({ assertion: "target/depth resize restores exact pixels", pass: true }); + const overlapMetrics = fogOverlapPixelMetrics( + fog, + PNG.sync.read(await readFile(path.join(artifacts, "overlap/after.png"))), + ); + results.push({ assertion: "overlapping density bounds change the image", ...overlapMetrics }); + if (!overlapMetrics.pass) + throw new Error("VQ07 the overlapping density bound did not measurably change the image."); + for (const [mode, reference] of [ + ["cameraCut", "inside"], + ["cameraRestore", "fog"], + ["streamWallOut", "wallOff"], + ["streamWallIn", "fog"], + ["sceneReentry", "off"], + ["sceneRepeatedOff", "off"], + ] as const) { + const frame = PNG.sync.read(await readFile(path.join(artifacts, mode, "after.png"))); + const expected = PNG.sync.read(await readFile(path.join(artifacts, reference, "after.png"))); + if (!frame.data.equals(expected.data)) + throw new Error(`VQ07 ${mode} differs from fresh ${reference} pixels.`); + results.push({ assertion: `${mode} matches fresh ${reference} pixels`, pass: true }); + if (mode.startsWith("scene")) { + const resources = results.find((result) => result.mode === mode)?.resources as + | Record + | undefined; + if ( + !resources || + !baselineResources || + !fogTextureBaselineMatches(baselineResources, resources) + ) + throw new Error(`VQ07 ${mode} did not restore renderer texture allocations.`); + } + } + const lightFrames = await Promise.all( + ["blackOff", "scatter", "scatterSunOff", "scatterPointOff"].map(async (mode) => + PNG.sync.read(await readFile(path.join(artifacts, mode, "after.png"))), + ), + ); + const [black, both, sunOff, pointOff] = lightFrames; + if (!black || !both || !sunOff || !pointOff) + throw new Error("Missing scattering-control frame."); + const metrics = fogLightPixelMetrics(black, both, sunOff, pointOff); + results.push({ assertion: "isolated light-scattering pixels", ...metrics }); + if (!metrics.pass) + throw new Error("VQ07 isolated light-scattering/black-control pixel gates failed."); + const outsideFrames = await Promise.all( + ["scatterOutside", "scatterOutsideSunOff", "scatterOutsidePointOff"].map(async (mode) => + PNG.sync.read(await readFile(path.join(artifacts, mode, "after.png"))), + ), + ); + const [outside, outsideSunOff, outsidePointOff] = outsideFrames; + if (!outside || !outsideSunOff || !outsidePointOff) + throw new Error("Missing outside-shadow-map control."); + const outsideMetrics = fogLightPixelMetrics(black, outside, outsideSunOff, outsidePointOff); + results.push({ assertion: "unshadowed light outside directional map", ...outsideMetrics }); + if (!outsideMetrics.pass) + throw new Error("VQ07 outside-shadow-map light-response gates failed."); + if ( + nativeRuntime !== undefined && + ((await hash(nativeRuntime)) !== summary.nativeArtifacts?.runtimeSha256 || + (await hash(nativeBundle)) !== summary.nativeArtifacts?.bundleSha256) + ) + throw new Error("VQ07 native executable or game bundle changed during proof."); + summary.pass = true; + } finally { + await writeFile(path.join(artifacts, "summary.json"), `${JSON.stringify(summary, null, 2)}\n`); + } +} +if ( + process.argv[1] !== undefined && + path.resolve(process.argv[1]) === fileURLToPath(import.meta.url) +) { + await main(); +}