/* behavior.js — deterministic ghost motion so all viewers see the same movement. * Motion is a pure function of (server spawn record, wall-clock time): no per-client * randomness, so phones stay in sync without streaming positions. */ import * as THREE from 'three'; function hashNoise(seed, k) { // cheap deterministic pseudo-noise in [-1, 1] const x = Math.sin(seed * 127.1 + k * 311.7) * 43758.5453; return (x - Math.floor(x)) * 2 - 1; } export function ghostTransform(rec, nowMs, out) { const t = (nowMs - rec.spawnedAt) / 1000; const base = new THREE.Vector3(...rec.pos); const b = rec.behavior || { type: 'static' }; if (b.type === 'path') { pathTransform(b, t, out); } else if (b.type === 'wander') { const s = b.seed || 1; const R = b.radius ?? 60; // cm const v = b.speed ?? 0.15; // smooth pseudo-random orbit-drift: two incommensurate sines per axis const ph = t * v; out.position.set( base.x + R * 0.9 * Math.sin(ph * 1.0 + hashNoise(s, 1) * 6.28) * 0.7 + R * 0.4 * Math.sin(ph * 2.3 + hashNoise(s, 2) * 6.28) * 0.3, base.y + (b.vertical ?? 10) * Math.sin(t * v * 1.3 + hashNoise(s, 3) * 6.28) + 3 * Math.sin(t * 1.7 + hashNoise(s, 6) * 6.28), base.z + R * 0.9 * Math.cos(ph * 0.8 + hashNoise(s, 4) * 6.28) * 0.7 + R * 0.4 * Math.cos(ph * 1.9 + hashNoise(s, 5) * 6.28) * 0.3 ); // face travel direction (finite difference) const eps = 0.05; const ahead = (t2) => new THREE.Vector3( base.x + R * 0.9 * Math.sin(t2 * v + hashNoise(s, 1) * 6.28) * 0.7, 0, base.z + R * 0.9 * Math.cos(t2 * v * 0.8 + hashNoise(s, 4) * 6.28) * 0.7); const dir = ahead(t + eps).sub(ahead(t)); out.rotationY = Math.atan2(dir.x, dir.z); } else { const amp = b.bobAmp ?? 6; // cm const hz = b.bobHz ?? 0.4; out.position.set(base.x, base.y + amp * Math.sin(t * hz * Math.PI * 2), base.z); out.rotationY = 0.25 * Math.sin(t * 0.3); // slow idle sway } // crossfade opacity: fade in on spawn; permanent residents (until == null) never fade out const fade = (rec.crossfade || 3) * 1000; const inA = Math.min(1, (nowMs - rec.spawnedAt) / fade); const outA = rec.until == null ? 1 : Math.min(1, Math.max(0, (rec.until - nowMs) / fade)); out.opacity = Math.min(inA, outA); return out; } /* Walk a waypoint path at constant speed (cm/s), turning to face travel direction. * Deterministic: position is a pure function of elapsed time, so all viewers agree. * b: { points:[[x,y,z],...], mode:'loop'|'pingpong', speed, phase, seed } */ function pathTransform(b, t, out) { const raw = b.points || []; if (raw.length < 2) { out.position.set(...(raw[0] || [0, 0, 0])); out.rotationY = 0; return; } const pts = b.mode === 'loop' ? [...raw, raw[0]] : raw; // cumulative segment lengths const cum = [0]; for (let i = 1; i < pts.length; i++) { const dx = pts[i][0] - pts[i - 1][0], dy = pts[i][1] - pts[i - 1][1], dz = pts[i][2] - pts[i - 1][2]; cum.push(cum[i - 1] + Math.hypot(dx, dy, dz)); } const total = cum[cum.length - 1] || 1; const wrap = (d) => { if (b.mode === 'pingpong') { const m = ((d % (2 * total)) + 2 * total) % (2 * total); return m < total ? m : 2 * total - m; } return ((d % total) + total) % total; }; const sample = (d, v) => { let i = 1; while (i < cum.length - 1 && cum[i] < d) i++; const f = (d - cum[i - 1]) / Math.max(cum[i] - cum[i - 1], 1e-6); v.set( pts[i - 1][0] + (pts[i][0] - pts[i - 1][0]) * f, pts[i - 1][1] + (pts[i][1] - pts[i - 1][1]) * f, pts[i - 1][2] + (pts[i][2] - pts[i - 1][2]) * f); return v; }; const d = wrap(t * (b.speed ?? 8) + (b.phase || 0)); sample(d, out.position); // face where we're heading: sample a few cm ahead so corners turn smoothly const ahead = sample(wrap(t * (b.speed ?? 8) + (b.phase || 0) + 6), _look); const dx = ahead.x - out.position.x, dz = ahead.z - out.position.z; if (dx * dx + dz * dz > 1e-4) out.rotationY = Math.atan2(dx, dz); // gentle float so walking still reads ghostly out.position.y += 2 * Math.sin(t * 1.9 + (b.seed || 0)); } const _look = new THREE.Vector3();