@adatechnology/game-destruction-three 0.1.2 → 0.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +21 -0
- package/dist/index.d.ts +19 -3
- package/dist/index.global.js +425 -37
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +425 -37
- package/dist/index.js.map +1 -1
- package/package.json +3 -3
package/dist/index.js.map
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{"version":3,"sources":["../src/math.ts","../src/fragments.ts","../src/ground.ts","../src/particles.ts","../src/pieces.ts","../src/spec.ts","../src/heat.ts","../src/visual.ts","../src/renderer.ts"],"sourcesContent":["import type { Vec3 } from '@adatechnology/game-destruction'\n\n/** Small deterministic PRNG (mulberry32): returns a function giving numbers in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0\n return () => {\n a = (a + 0x6d2b79f5) >>> 0\n let t = a\n t = Math.imul(t ^ (t >>> 15), t | 1)\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61)\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** Hash of a few numbers into an unsigned 32-bit seed. */\nexport function hashNumbers(...values: number[]): number {\n let h = 2166136261\n for (const v of values) {\n const n = Math.round(v * 1000) | 0\n h = Math.imul(h ^ n, 16777619)\n h ^= h >>> 13\n }\n return h >>> 0\n}\n\nexport function hashString(s: string): number {\n let h = 2166136261\n for (let i = 0; i < s.length; i++) h = Math.imul(h ^ s.charCodeAt(i), 16777619)\n return h >>> 0\n}\n\nexport const clamp = (v: number, lo: number, hi: number): number => (v < lo ? lo : v > hi ? hi : v)\nexport const lerp = (a: number, b: number, t: number): number => a + (b - a) * t\n\nexport function vec3Length(v: Vec3): number {\n return Math.hypot(v[0], v[1], v[2])\n}\n\nexport function normalize3(v: Vec3): Vec3 {\n const l = Math.hypot(v[0], v[1], v[2])\n return l > 1e-9 ? [v[0] / l, v[1] / l, v[2] / l] : [0, 1, 0]\n}\n\n/** `0xRRGGBB` -> `[r, g, b]` in 0..1. */\nexport function hexToRgb(hex: number): [number, number, number] {\n return [((hex >> 16) & 255) / 255, ((hex >> 8) & 255) / 255, (hex & 255) / 255]\n}\n\nexport function mixHex(a: number, b: number, t: number): number {\n const ar = (a >> 16) & 255\n const ag = (a >> 8) & 255\n const ab = a & 255\n const r = Math.round(ar + (((b >> 16) & 255) - ar) * t)\n const g = Math.round(ag + (((b >> 8) & 255) - ag) * t)\n const bl = Math.round(ab + ((b & 255) - ab) * t)\n return (r << 16) | (g << 8) | bl\n}\n","import type * as THREE_NS from 'three'\nimport type { Fragment } from '@adatechnology/game-destruction'\nimport { clamp, createRng, hashString } from './math'\n\ninterface Live {\n mesh: THREE_NS.Mesh\n home: string\n vel: THREE_NS.Vector3\n ang: THREE_NS.Vector3\n half: THREE_NS.Vector3\n baseScale: THREE_NS.Vector3\n still: number\n asleep: boolean\n /** Seconds at rest. */\n rest: number\n /** 1 while alive; counts down to 0 while shrinking away. */\n fade: number\n dying: boolean\n}\n\nexport interface FragmentSystemOptions {\n scene: THREE_NS.Scene\n groundAt: (x: number, z: number) => number\n gravity: number\n max: number\n life: number\n}\n\n/** Light physics for fracture debris: gravity, ground bounce and friction, spin damping, settling flat, sleep, shrink-away and removal. */\nexport class FragmentSystem {\n private readonly list: Live[] = []\n private readonly box: THREE_NS.BoxGeometry\n private shardGeos: THREE_NS.BufferGeometry[] = []\n private readonly materials = new Map<string, THREE_NS.Material>()\n private readonly q: THREE_NS.Quaternion\n private readonly dq: THREE_NS.Quaternion\n private readonly m: THREE_NS.Matrix4\n private readonly v: THREE_NS.Vector3\n private readonly w: THREE_NS.Vector3\n private readonly rng = createRng(0x51ed270b)\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly o: FragmentSystemOptions,\n ) {\n this.box = new THREE.BoxGeometry(1, 1, 1)\n this.q = new THREE.Quaternion()\n this.dq = new THREE.Quaternion()\n this.m = new THREE.Matrix4()\n this.v = new THREE.Vector3()\n this.w = new THREE.Vector3()\n }\n\n get count(): number {\n return this.list.length\n }\n\n /** Meshes of every live fragment (tests and picking). */\n meshes(): THREE_NS.Mesh[] {\n return this.list.map((f) => f.mesh)\n }\n\n /** One shared material per source material id + colour (+ transparency). */\n materialFor(materialId: string, color: number, transparent: boolean, opacity = 0.5): THREE_NS.Material {\n const key = `${materialId}:${color}:${transparent ? 1 : 0}`\n let m = this.materials.get(key)\n if (!m) {\n m = transparent\n ? new this.THREE.MeshStandardMaterial({ color, roughness: 0.15, metalness: 0.1, transparent: true, opacity, side: this.THREE.DoubleSide, depthWrite: false })\n : new this.THREE.MeshLambertMaterial({ color })\n this.materials.set(key, m)\n }\n return m\n }\n\n private shardGeometry(seed: number): THREE_NS.BufferGeometry {\n const idx = seed % 6\n let g = this.shardGeos[idx]\n if (!g) {\n const r = createRng(1000 + idx)\n const n = 3 + Math.floor(r() * 3) // triangle, quad or pentagon, irregular\n const shape = new this.THREE.Shape()\n const pts: Array<[number, number]> = []\n for (let i = 0; i < n; i++) {\n const a = (i / n) * Math.PI * 2 + (r() - 0.5) * 0.7\n const rad = 0.35 + r() * 0.15\n pts.push([Math.cos(a) * rad, Math.sin(a) * rad])\n }\n shape.moveTo(pts[0][0], pts[0][1])\n for (let i = 1; i < n; i++) shape.lineTo(pts[i][0], pts[i][1])\n shape.closePath()\n g = new this.THREE.ExtrudeGeometry(shape, { depth: 1, bevelEnabled: false })\n g.translate(0, 0, -0.5)\n this.shardGeos[idx] = g\n }\n return g\n }\n\n /** Create the mesh of a fragment and start its motion. `maxAllowed` is the live budget. */\n spawn(f: Fragment, material: THREE_NS.Material, home: string, maxAllowed: number): void {\n const geo = f.shape === 'shard' ? this.shardGeometry(hashString(f.id)) : this.box\n const mesh = new this.THREE.Mesh(geo, material)\n mesh.position.set(f.center[0], f.center[1], f.center[2])\n mesh.quaternion.set(f.rotation[0], f.rotation[1], f.rotation[2], f.rotation[3]).normalize()\n const sz = f.size\n const sc = new this.THREE.Vector3(Math.max(0.005, sz[0]), Math.max(0.005, sz[1]), Math.max(0.003, sz[2]))\n mesh.scale.copy(sc)\n mesh.castShadow = true\n this.o.scene.add(mesh)\n const live: Live = {\n mesh,\n home,\n vel: new this.THREE.Vector3(f.velocity[0], f.velocity[1], f.velocity[2]),\n ang: new this.THREE.Vector3(f.angularVelocity[0], f.angularVelocity[1], f.angularVelocity[2]),\n // shards are thin: the contact extent uses the real (small) thickness, the chunk uses half of each side\n half: sc.clone().multiplyScalar(0.5),\n baseScale: sc,\n still: 0,\n asleep: false,\n rest: 0,\n fade: 1,\n dying: false,\n }\n this.list.push(live)\n let alive = this.list.reduce((n, l) => n + (l.dying ? 0 : 1), 0)\n for (let i = 0; i < this.list.length && alive > maxAllowed; i++) {\n if (!this.list[i].dying) {\n this.list[i].dying = true\n alive--\n }\n }\n }\n\n /** Add velocity to every fragment within `radius` of a point (blasts). */\n blast(point: [number, number, number], radius: number, speed: number): void {\n for (const f of this.list) {\n const d = this.v.copy(f.mesh.position).sub(this.w.set(point[0], point[1], point[2]))\n const dist = d.length()\n if (dist > radius || f.dying) continue\n const k = (1 - dist / radius) ** 2 * speed\n d.normalize().multiplyScalar(k)\n d.y += k * 0.4\n f.vel.add(d)\n f.ang.add(this.w.set(this.rng() - 0.5, this.rng() - 0.5, this.rng() - 0.5).multiplyScalar(k))\n f.asleep = false\n f.rest = 0\n }\n }\n\n update(dt: number): void {\n const g = this.o.gravity\n for (let i = this.list.length - 1; i >= 0; i--) {\n const f = this.list[i]\n if (f.dying) {\n f.fade -= dt / 0.6\n if (f.fade <= 0) {\n this.o.scene.remove(f.mesh)\n this.list.splice(i, 1)\n continue\n }\n f.mesh.scale.copy(f.baseScale).multiplyScalar(f.fade)\n }\n if (f.asleep) {\n f.rest += dt\n if (this.o.life > 0 && f.rest > this.o.life) f.dying = true\n continue\n }\n this.step(f, dt, g)\n }\n }\n\n private step(f: Live, dt: number, g: number): void {\n const mesh = f.mesh\n f.vel.y -= g * dt\n mesh.position.addScaledVector(f.vel, dt)\n const w = f.ang.length()\n if (w > 1e-5) {\n this.dq.setFromAxisAngle(this.v.copy(f.ang).multiplyScalar(1 / w), w * dt)\n mesh.quaternion.premultiply(this.dq).normalize()\n }\n // ground contact: lowest point of the oriented box\n this.m.makeRotationFromQuaternion(mesh.quaternion)\n const e = this.m.elements\n const h = f.half\n const sc = f.dying ? f.fade : 1\n const ext = (Math.abs(e[1]) * h.x + Math.abs(e[5]) * h.y + Math.abs(e[9]) * h.z) * sc\n const gy = this.o.groundAt(mesh.position.x, mesh.position.z)\n let contact = false\n if (mesh.position.y - ext < gy) {\n contact = true\n mesh.position.y = gy + ext\n if (f.vel.y < -0.6) {\n f.vel.y = -f.vel.y * 0.25\n f.vel.x *= 0.7\n f.vel.z *= 0.7\n f.ang.multiplyScalar(0.55)\n // a hit on a corner makes it tumble a little\n f.ang.x += (this.rng() - 0.5) * 2\n f.ang.z += (this.rng() - 0.5) * 2\n } else {\n f.vel.y = 0\n const fr = Math.exp(-7 * dt)\n f.vel.x *= fr\n f.vel.z *= fr\n f.ang.multiplyScalar(Math.exp(-6 * dt))\n }\n } else {\n f.ang.multiplyScalar(Math.exp(-0.15 * dt))\n }\n if (contact && f.vel.lengthSq() < 4) this.settle(f, dt)\n const slow = f.vel.lengthSq() < 0.012 && f.ang.lengthSq() < 0.2\n if (contact && slow) {\n f.still += dt\n if (f.still > 0.4) {\n f.asleep = true\n f.vel.set(0, 0, 0)\n f.ang.set(0, 0, 0)\n }\n } else {\n f.still = 0\n }\n }\n\n /** Tip the fragment towards lying on its flattest face. */\n private settle(f: Live, dt: number): void {\n const mesh = f.mesh\n this.m.makeRotationFromQuaternion(mesh.quaternion)\n const e = this.m.elements\n const up = [e[1], e[5], e[9]] // world-y component of each local axis\n const half = [f.half.x, f.half.y, f.half.z]\n let small = 0\n for (let i = 1; i < 3; i++) if (half[i] < half[small]) small = i\n let axis = small\n if (Math.abs(up[small]) < 0.35) {\n axis = 0\n for (let i = 1; i < 3; i++) if (Math.abs(up[i]) > Math.abs(up[axis])) axis = i\n }\n const sign = up[axis] >= 0 ? 1 : -1\n this.v.set(e[axis * 4], e[axis * 4 + 1], e[axis * 4 + 2]).multiplyScalar(sign)\n this.w.set(0, 1, 0)\n this.dq.setFromUnitVectors(this.v, this.w)\n this.q.copy(this.dq).multiply(mesh.quaternion)\n mesh.quaternion.slerp(this.q, clamp(dt * 7, 0, 1))\n }\n\n /** Remove the fragments of one object (after `restore`). */\n removeHome(home: string): void {\n for (let i = this.list.length - 1; i >= 0; i--) {\n if (this.list[i].home === home) {\n this.o.scene.remove(this.list[i].mesh)\n this.list.splice(i, 1)\n }\n }\n }\n\n clear(): void {\n for (const f of this.list) this.o.scene.remove(f.mesh)\n this.list.length = 0\n }\n\n dispose(): void {\n this.clear()\n this.box.dispose()\n for (const g of this.shardGeos) g?.dispose()\n this.shardGeos = []\n for (const m of this.materials.values()) m.dispose()\n this.materials.clear()\n }\n}\n","import type * as THREE_NS from 'three'\nimport { lerp } from './math'\n\ninterface Spot {\n mesh: THREE_NS.Mesh\n kind: 'puddle' | 'ash'\n home: string\n x: number\n z: number\n radius: number\n target: number\n}\n\nconst MAX_RADIUS = 1.2\n\n/** Flat discs on the ground: puddles of melted material and piles of ash. Nearby ones merge; the oldest go when the cap is reached. */\nexport class GroundSpots {\n private readonly spots: Spot[] = []\n private readonly geometry: THREE_NS.CircleGeometry\n private readonly materials = new Map<string, THREE_NS.MeshBasicMaterial>()\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly scene: THREE_NS.Scene,\n private readonly groundAt: (x: number, z: number) => number,\n private readonly cap: number,\n ) {\n this.geometry = new THREE.CircleGeometry(1, 20)\n this.geometry.rotateX(-Math.PI / 2)\n }\n\n get count(): number {\n return this.spots.length\n }\n\n private material(kind: 'puddle' | 'ash', color: number): THREE_NS.MeshBasicMaterial {\n const key = `${kind}:${color}`\n let m = this.materials.get(key)\n if (!m) {\n m = new this.THREE.MeshBasicMaterial({\n color,\n transparent: true,\n opacity: kind === 'puddle' ? 0.88 : 0.95,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: -2,\n polygonOffsetUnits: -2,\n })\n this.materials.set(key, m)\n }\n return m\n }\n\n /** Add (or grow) a spot at (x, z). `radius` is the radius this addition contributes. */\n add(kind: 'puddle' | 'ash', x: number, z: number, radius: number, color: number, home: string): void {\n for (const s of this.spots) {\n if (s.kind !== kind) continue\n const d = Math.hypot(s.x - x, s.z - z)\n if (d < Math.max(s.target, radius) * 0.9) {\n s.target = Math.min(MAX_RADIUS, Math.sqrt(s.target * s.target + radius * radius * 0.5))\n return\n }\n }\n while (this.spots.length >= this.cap) this.remove(this.spots[0])\n const mesh = new this.THREE.Mesh(this.geometry, this.material(kind, color))\n const y = this.groundAt(x, z) + 0.004 + (this.spots.length % 8) * 0.0004\n mesh.position.set(x, y, z)\n mesh.scale.setScalar(0.001)\n mesh.renderOrder = 1\n this.scene.add(mesh)\n this.spots.push({ mesh, kind, home, x, z, radius: 0.001, target: Math.min(MAX_RADIUS, radius) })\n }\n\n private remove(s: Spot): void {\n const i = this.spots.indexOf(s)\n if (i >= 0) this.spots.splice(i, 1)\n this.scene.remove(s.mesh)\n }\n\n update(dt: number): void {\n const k = Math.min(1, dt * 3)\n for (const s of this.spots) {\n if (Math.abs(s.radius - s.target) < 1e-4) continue\n s.radius = lerp(s.radius, s.target, k)\n s.mesh.scale.setScalar(s.radius)\n }\n }\n\n /** Remove the spots made for one object (after its `restore`). */\n removeHome(home: string): void {\n for (const s of [...this.spots]) if (s.home === home) this.remove(s)\n }\n\n clear(): void {\n for (const s of [...this.spots]) this.remove(s)\n }\n\n dispose(): void {\n this.clear()\n this.geometry.dispose()\n for (const m of this.materials.values()) m.dispose()\n this.materials.clear()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { DebrisKind, Vec3 } from '@adatechnology/game-destruction'\nimport { clamp, createRng, hexToRgb, lerp } from './math'\n\n/** Every particle kind the renderer can emit. */\nexport type ParticleKind = DebrisKind | 'fire' | 'flash' | 'foam'\n\ninterface KindDef {\n additive: boolean\n /** Life range in seconds. */\n life: [number, number]\n /** Start size range in metres (billboard diameter). */\n size: [number, number]\n /** Size multiplier reached at the end of the life. */\n grow: number\n /** Gravity multiplier (1 = full gravity). */\n gravity: number\n /** Constant upward acceleration in m/s² (heat, steam). */\n rise: number\n /** Velocity damping per second. */\n drag: number\n c0: number\n c1: number\n alpha: number\n /** Fraction of the life spent fading in. */\n fadeIn: number\n /** How much of the emission direction follows the surface normal (1) versus a random direction (0). */\n cone: number\n /** What happens at ground height. */\n ground: 'none' | 'bounce' | 'stop' | 'land'\n flutter?: number\n flicker?: number\n}\n\nconst KINDS: Record<ParticleKind, KindDef> = {\n fire: { additive: true, life: [0.45, 0.9], size: [0.1, 0.2], grow: 0.3, gravity: 0, rise: 2.4, drag: 1.2, c0: 0xffc040, c1: 0xc02000, alpha: 0.9, fadeIn: 0.12, cone: 0.7, ground: 'none', flicker: 0.35 },\n smoke: { additive: false, life: [1.8, 3.2], size: [0.14, 0.24], grow: 3.2, gravity: 0, rise: 0.7, drag: 0.8, c0: 0x666666, c1: 0x9a9a9a, alpha: 0.35, fadeIn: 0.15, cone: 0.6, ground: 'none' },\n sparks: { additive: true, life: [0.25, 0.6], size: [0.018, 0.03], grow: 0.5, gravity: 1, rise: 0, drag: 0.3, c0: 0xfff2a0, c1: 0xff6a10, alpha: 1, fadeIn: 0.02, cone: 0.55, ground: 'bounce' },\n dust: { additive: false, life: [1, 2], size: [0.08, 0.14], grow: 2.5, gravity: 0.05, rise: 0, drag: 2.5, c0: 0x8d8579, c1: 0x8d8579, alpha: 0.4, fadeIn: 0.1, cone: 0.4, ground: 'none' },\n shards: { additive: true, life: [0.8, 1.4], size: [0.02, 0.035], grow: 0.8, gravity: 1, rise: 0, drag: 0.2, c0: 0xdff4ff, c1: 0x9fd0ff, alpha: 0.9, fadeIn: 0.03, cone: 0.5, ground: 'bounce', flicker: 0.5 },\n splinters: { additive: false, life: [0.8, 1.5], size: [0.02, 0.035], grow: 1, gravity: 1, rise: 0, drag: 0.3, c0: 0xa0764a, c1: 0x7a5530, alpha: 1, fadeIn: 0.02, cone: 0.5, ground: 'bounce' },\n chips: { additive: false, life: [0.8, 1.5], size: [0.025, 0.04], grow: 1, gravity: 1, rise: 0, drag: 0.3, c0: 0x8a8378, c1: 0x6e685f, alpha: 1, fadeIn: 0.02, cone: 0.5, ground: 'bounce' },\n fibers: { additive: false, life: [1.5, 2.5], size: [0.02, 0.03], grow: 1, gravity: 0.15, rise: 0, drag: 2, c0: 0xb8a888, c1: 0xb8a888, alpha: 0.9, fadeIn: 0.05, cone: 0.4, ground: 'stop', flutter: 2.5 },\n leaves: { additive: false, life: [1.5, 2.8], size: [0.03, 0.05], grow: 1, gravity: 0.15, rise: 0, drag: 2, c0: 0x5b9a3c, c1: 0x4a7f30, alpha: 0.95, fadeIn: 0.05, cone: 0.4, ground: 'stop', flutter: 2.8 },\n drips: { additive: false, life: [2, 3], size: [0.025, 0.035], grow: 1, gravity: 1, rise: 0, drag: 0, c0: 0x6a6a6a, c1: 0x6a6a6a, alpha: 1, fadeIn: 0.01, cone: 0.2, ground: 'land' },\n ash: { additive: false, life: [2, 4], size: [0.02, 0.04], grow: 1.2, gravity: 0.08, rise: 0, drag: 1.5, c0: 0x2a2623, c1: 0x1a1816, alpha: 0.8, fadeIn: 0.1, cone: 0.5, ground: 'stop', flutter: 0.6 },\n steam: { additive: false, life: [1, 2], size: [0.12, 0.2], grow: 3, gravity: 0, rise: 0.9, drag: 1, c0: 0xffffff, c1: 0xe0e8ee, alpha: 0.35, fadeIn: 0.15, cone: 0.6, ground: 'none' },\n flash: { additive: true, life: [0.12, 0.2], size: [1.2, 1.8], grow: 1.6, gravity: 0, rise: 0, drag: 0, c0: 0xfff3c0, c1: 0xff9030, alpha: 1, fadeIn: 0.1, cone: 0, ground: 'none' },\n foam: { additive: false, life: [1, 1.8], size: [0.06, 0.1], grow: 1.5, gravity: 0.6, rise: 0, drag: 1.5, c0: 0xf4f8ff, c1: 0xdde6f0, alpha: 0.8, fadeIn: 0.05, cone: 0.5, ground: 'stop' },\n}\n\nconst KIND_IDS = Object.keys(KINDS) as ParticleKind[]\nconst KIND_INDEX: Record<string, number> = {}\nKIND_IDS.forEach((k, i) => (KIND_INDEX[k] = i))\nconst KIND_LIST: KindDef[] = KIND_IDS.map((k) => KINDS[k])\n\n/** Per-spawn overrides. */\nexport interface SpawnOptions {\n /** `0xRRGGBB`: replaces the kind's colour ramp. */\n color?: number\n /** Multiplier on the start size. */\n size?: number\n /** Multiplier on the life. */\n life?: number\n /** Multiplier on the peak alpha. */\n alpha?: number\n /** Non-zero: a `drips` particle that reaches the ground calls `onLand` with this tag. */\n tag?: number\n}\n\nconst VERT = `\nuniform float uScale;\nattribute float size;\nattribute float alpha;\nattribute vec3 pcolor;\nvarying float vAlpha;\nvarying vec3 vColor;\nvoid main() {\n vAlpha = alpha;\n vColor = pcolor;\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = min(size * uScale / max(0.1, -mv.z), 256.0);\n gl_Position = projectionMatrix * mv;\n}`\n\nconst FRAG = `\nvarying float vAlpha;\nvarying vec3 vColor;\nvoid main() {\n float d = length(gl_PointCoord - vec2(0.5)) * 2.0;\n float a = (1.0 - smoothstep(0.35, 1.0, d)) * vAlpha;\n if (a < 0.004) discard;\n gl_FragColor = vec4(vColor, a);\n}`\n\ninterface PoolHost {\n groundAt: (x: number, z: number) => number\n gravity: number\n onLand: (x: number, y: number, z: number, color: number, tag: number) => void\n}\n\n/** One fixed-size ring buffer of particles drawn as a single `THREE.Points` with a soft round sprite computed in the shader. */\nclass Pool {\n readonly points: THREE_NS.Points\n readonly geometry: THREE_NS.BufferGeometry\n readonly material: THREE_NS.ShaderMaterial\n live = 0\n private next = 0\n private high = 0\n private readonly pos: Float32Array\n private readonly col: Float32Array\n private readonly alp: Float32Array\n private readonly siz: Float32Array\n private readonly vel: Float32Array\n private readonly age: Float32Array\n private readonly life: Float32Array\n private readonly size0: Float32Array\n private readonly alive: Uint8Array\n private readonly kind: Uint8Array\n private readonly seed: Float32Array\n private readonly alphaMul: Float32Array\n private readonly tag: Int32Array\n private readonly colorHex: Int32Array\n private readonly bounced: Uint8Array\n\n constructor(\n THREE: typeof THREE_NS,\n readonly capacity: number,\n additive: boolean,\n pointScale: number,\n ) {\n const n = Math.max(1, capacity)\n this.pos = new Float32Array(n * 3)\n this.col = new Float32Array(n * 3)\n this.alp = new Float32Array(n)\n this.siz = new Float32Array(n)\n this.vel = new Float32Array(n * 3)\n this.age = new Float32Array(n)\n this.life = new Float32Array(n)\n this.size0 = new Float32Array(n)\n this.alive = new Uint8Array(n)\n this.kind = new Uint8Array(n)\n this.seed = new Float32Array(n)\n this.alphaMul = new Float32Array(n)\n this.tag = new Int32Array(n)\n this.colorHex = new Int32Array(n)\n this.bounced = new Uint8Array(n)\n this.geometry = new THREE.BufferGeometry()\n const attr = (a: Float32Array, size: number) => {\n const at = new THREE.BufferAttribute(a, size)\n at.setUsage(THREE.DynamicDrawUsage)\n return at\n }\n this.geometry.setAttribute('position', attr(this.pos, 3))\n this.geometry.setAttribute('pcolor', attr(this.col, 3))\n this.geometry.setAttribute('alpha', attr(this.alp, 1))\n this.geometry.setAttribute('size', attr(this.siz, 1))\n this.geometry.setDrawRange(0, 0)\n this.material = new THREE.ShaderMaterial({\n uniforms: { uScale: { value: pointScale } },\n vertexShader: VERT,\n fragmentShader: FRAG,\n transparent: true,\n depthWrite: false,\n blending: additive ? THREE.AdditiveBlending : THREE.NormalBlending,\n })\n this.points = new THREE.Points(this.geometry, this.material)\n this.points.frustumCulled = false\n this.points.name = additive ? 'destruction-particles-additive' : 'destruction-particles'\n this.points.renderOrder = additive ? 11 : 10\n }\n\n spawn(kind: number, x: number, y: number, z: number, vx: number, vy: number, vz: number, def: KindDef, rnd: () => number, o?: SpawnOptions): void {\n if (this.capacity <= 0) return\n const i = this.next\n this.next = (this.next + 1) % this.capacity\n if (this.alive[i]) this.live--\n this.alive[i] = 1\n this.live++\n if (i + 1 > this.high) this.high = i + 1\n this.kind[i] = kind\n this.pos[i * 3] = x\n this.pos[i * 3 + 1] = y\n this.pos[i * 3 + 2] = z\n this.vel[i * 3] = vx\n this.vel[i * 3 + 1] = vy\n this.vel[i * 3 + 2] = vz\n this.age[i] = 0\n this.life[i] = lerp(def.life[0], def.life[1], rnd()) * (o?.life ?? 1)\n this.size0[i] = lerp(def.size[0], def.size[1], rnd()) * (o?.size ?? 1)\n this.seed[i] = rnd()\n this.alphaMul[i] = o?.alpha ?? 1\n this.tag[i] = o?.tag ?? 0\n this.colorHex[i] = o?.color ?? -1\n this.bounced[i] = 0\n this.siz[i] = this.size0[i]\n this.alp[i] = 0\n }\n\n private kill(i: number): void {\n if (!this.alive[i]) return\n this.alive[i] = 0\n this.live--\n this.alp[i] = 0\n this.siz[i] = 0\n }\n\n clear(): void {\n this.alive.fill(0)\n this.alp.fill(0)\n this.siz.fill(0)\n this.live = 0\n this.high = 0\n this.next = 0\n this.geometry.setDrawRange(0, 0)\n }\n\n /** Move a live particle (used by external pushes such as blasts). */\n push(cx: number, cy: number, cz: number, radius: number, speed: number): void {\n for (let i = 0; i < this.high; i++) {\n if (!this.alive[i]) continue\n const dx = this.pos[i * 3] - cx\n const dy = this.pos[i * 3 + 1] - cy\n const dz = this.pos[i * 3 + 2] - cz\n const d = Math.hypot(dx, dy, dz)\n if (d > radius || d < 1e-4) continue\n const f = (1 - d / radius) * speed\n this.vel[i * 3] += (dx / d) * f\n this.vel[i * 3 + 1] += (dy / d) * f\n this.vel[i * 3 + 2] += (dz / d) * f\n }\n }\n\n update(dt: number, host: PoolHost): void {\n let top = 0\n for (let i = 0; i < this.high; i++) {\n if (!this.alive[i]) continue\n const def = KIND_LIST[this.kind[i]]\n const age = (this.age[i] += dt)\n const life = this.life[i]\n if (age >= life) {\n this.kill(i)\n continue\n }\n const t = age / life\n const i3 = i * 3\n let vx = this.vel[i3]\n let vy = this.vel[i3 + 1]\n let vz = this.vel[i3 + 2]\n vy += (def.rise - def.gravity * host.gravity) * dt\n if (def.flutter) {\n const ph = age * 7 + this.seed[i] * 40\n vx += Math.sin(ph) * def.flutter * dt\n vz += Math.cos(ph * 1.3) * def.flutter * dt\n }\n if (def.drag > 0) {\n const k = Math.exp(-def.drag * dt)\n vx *= k\n vy *= k\n vz *= k\n }\n const x = this.pos[i3] + vx * dt\n let y = this.pos[i3 + 1] + vy * dt\n const z = this.pos[i3 + 2] + vz * dt\n if (def.ground !== 'none') {\n const gy = host.groundAt(x, z) + 0.005\n if (y < gy) {\n if (def.ground === 'land') {\n const tag = this.tag[i]\n if (tag !== 0) host.onLand(x, gy, z, this.colorHex[i] >= 0 ? this.colorHex[i] : def.c0, tag)\n this.kill(i)\n continue\n }\n y = gy\n if (def.ground === 'bounce' && !this.bounced[i]) {\n this.bounced[i] = 1\n vy = Math.abs(vy) * 0.35\n vx *= 0.6\n vz *= 0.6\n } else {\n vx = vy = vz = 0\n }\n }\n }\n this.vel[i3] = vx\n this.vel[i3 + 1] = vy\n this.vel[i3 + 2] = vz\n this.pos[i3] = x\n this.pos[i3 + 1] = y\n this.pos[i3 + 2] = z\n this.siz[i] = this.size0[i] * lerp(1, def.grow, t)\n const c0 = this.colorHex[i] >= 0 ? this.colorHex[i] : def.c0\n const c1 = this.colorHex[i] >= 0 ? this.colorHex[i] : def.c1\n const a = hexToRgb(c0)\n const b = hexToRgb(c1)\n this.col[i3] = lerp(a[0], b[0], t)\n this.col[i3 + 1] = lerp(a[1], b[1], t)\n this.col[i3 + 2] = lerp(a[2], b[2], t)\n let env = t < def.fadeIn ? t / def.fadeIn : 1 - (t - def.fadeIn) / (1 - def.fadeIn)\n if (def.flicker) env *= 1 - def.flicker * (0.5 + 0.5 * Math.sin(age * 38 + this.seed[i] * 50))\n this.alp[i] = clamp(env, 0, 1) * def.alpha * this.alphaMul[i]\n top = i + 1\n }\n this.high = top\n this.geometry.setDrawRange(0, top)\n for (const name of ['position', 'pcolor', 'alpha', 'size']) {\n ;(this.geometry.getAttribute(name) as THREE_NS.BufferAttribute).needsUpdate = true\n }\n }\n\n dispose(): void {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport interface ParticleSystemOptions {\n capacity: number\n scene: THREE_NS.Scene\n /** Count multiplier for bursts (0.6 on low quality). */\n density: number\n /** Pixels of point size per metre at a distance of one metre; roughly `viewportHeight / (2 * tan(fov / 2))`. */\n pointScale: number\n groundAt: (x: number, z: number) => number\n gravity: number\n onLand: (x: number, y: number, z: number, color: number, tag: number) => void\n}\n\n/**\n * Two pooled particle systems (additive and normal blending), each a single `THREE.Points` with fixed-size buffers used as a ring. The Points are\n * added to the scene on first use and removed again by `detach`, so an idle renderer leaves nothing in the scene.\n */\nexport class ParticleSystem {\n private readonly add: Pool\n private readonly normal: Pool\n private readonly rng = createRng(0x9e3779b1)\n private attached = false\n private readonly host: PoolHost\n\n constructor(\n THREE: typeof THREE_NS,\n private readonly o: ParticleSystemOptions,\n ) {\n const addCap = Math.floor(o.capacity * 0.4)\n this.add = new Pool(THREE, addCap, true, o.pointScale)\n this.normal = new Pool(THREE, o.capacity - addCap, false, o.pointScale)\n this.host = { groundAt: o.groundAt, gravity: o.gravity, onLand: o.onLand }\n }\n\n get capacity(): number {\n return this.add.capacity + this.normal.capacity\n }\n\n get live(): number {\n return this.add.live + this.normal.live\n }\n\n private ensureAttached(): void {\n if (this.attached) return\n this.attached = true\n this.o.scene.add(this.add.points, this.normal.points)\n }\n\n /** Remove the Points from the scene (they come back on the next emit). */\n detach(): void {\n if (!this.attached) return\n this.attached = false\n this.o.scene.remove(this.add.points, this.normal.points)\n }\n\n /** Spawn one particle with an explicit velocity. */\n spawn(kind: ParticleKind, p: Vec3, v: Vec3, opts?: SpawnOptions): void {\n const def = KINDS[kind]\n this.ensureAttached()\n ;(def.additive ? this.add : this.normal).spawn(KIND_INDEX[kind], p[0], p[1], p[2], v[0], v[1], v[2], def, this.rng, opts)\n }\n\n /** Spawn `count` particles leaving `point` around `normal` at about `speed` m/s. */\n burst(kind: ParticleKind, point: Vec3, normal: Vec3, count: number, speed = 1, opts?: SpawnOptions): void {\n const def = KINDS[kind]\n const n = Math.max(0, Math.round(count * this.o.density))\n const rnd = this.rng\n const nl = Math.hypot(normal[0], normal[1], normal[2]) || 1\n const nx = normal[0] / nl\n const ny = normal[1] / nl\n const nz = normal[2] / nl\n for (let k = 0; k < n; k++) {\n // random unit vector\n const u = rnd() * 2 - 1\n const ph = rnd() * Math.PI * 2\n const s = Math.sqrt(1 - u * u)\n const rx = s * Math.cos(ph)\n const ry = u\n const rz = s * Math.sin(ph)\n let dx = nx * def.cone + rx * (1 - def.cone)\n let dy = ny * def.cone + ry * (1 - def.cone)\n let dz = nz * def.cone + rz * (1 - def.cone)\n // a little scatter even for a pure cone, and never push into the surface for debris\n dx += rx * 0.35\n dy += ry * 0.35\n dz += rz * 0.35\n const l = Math.hypot(dx, dy, dz) || 1\n const sp = speed * (0.35 + 0.65 * rnd())\n const jitter = 0.01 + (def.size[1] > 0.5 ? 0.15 : 0.02)\n this.spawn(\n kind,\n [point[0] + (rnd() - 0.5) * jitter, point[1] + (rnd() - 0.5) * jitter, point[2] + (rnd() - 0.5) * jitter],\n [(dx / l) * sp, (dy / l) * sp, (dz / l) * sp],\n opts,\n )\n }\n }\n\n /** Blast wave: shove live particles away from a point. */\n push(point: Vec3, radius: number, speed: number): void {\n this.add.push(point[0], point[1], point[2], radius, speed)\n this.normal.push(point[0], point[1], point[2], radius, speed)\n }\n\n update(dt: number): void {\n if (this.add.live > 0 || this.add.points.geometry.drawRange.count > 0) this.add.update(dt, this.host)\n if (this.normal.live > 0 || this.normal.points.geometry.drawRange.count > 0) this.normal.update(dt, this.host)\n }\n\n clear(): void {\n this.add.clear()\n this.normal.clear()\n this.detach()\n }\n\n dispose(): void {\n this.detach()\n this.add.dispose()\n this.normal.dispose()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { Vec3 } from '@adatechnology/game-destruction'\nimport type { PieceBody } from './internal'\nimport { clamp } from './math'\n\nexport interface PieceSystemOptions {\n groundAt: (x: number, z: number) => number\n gravity: number\n /** A piece hit the ground faster than 3 m/s (throttled per piece). */\n onHardLanding: (piece: PieceBody, point: Vec3, speed: number) => void\n /** Notified when a piece is about to be removed. */\n scene: THREE_NS.Scene\n}\n\nconst SUB_DT = 1 / 120\nconst MU = 0.7\nconst SLEEP_AFTER = 0.5\nconst HARD_LANDING = 3\n/** Contact tolerance in metres: corners this close to the ground count as touching, which keeps the contact set (and a resting box) stable. */\nconst SLOP = 0.002\n/** A resting support narrower than this fraction of the centre-of-mass height is a balancing act, not a rest: the piece topples. */\nconst NARROW = 0.3\n/** Angular acceleration (rad/s^2 per metre of height) that pushes a balancing piece off its edge, toward the side its centre of mass leans to. */\nconst TOPPLE = 3\n\n/**\n * Light rigid-body physics for loose pieces: gravity, the 8 corners of the local box against the ground with an impulse (restitution, friction,\n * angular response), damping, sleeping, and a gentle horizontal separation between pieces. Not a general solver: no piece-vs-scenery contact.\n */\nexport class PieceSystem {\n readonly list: PieceBody[] = []\n private time = 0\n private readonly p: THREE_NS.Vector3\n private readonly q: THREE_NS.Quaternion\n private readonly dq: THREE_NS.Quaternion\n private readonly m: THREE_NS.Matrix4\n private readonly ax: THREE_NS.Vector3\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly o: PieceSystemOptions,\n ) {\n this.p = new THREE.Vector3()\n this.q = new THREE.Quaternion()\n this.dq = new THREE.Quaternion()\n this.m = new THREE.Matrix4()\n this.ax = new THREE.Vector3()\n }\n\n get(objectId: string): PieceBody | null {\n return this.list.find((b) => b.objectId === objectId) ?? null\n }\n\n create(objectId: string, root: THREE_NS.Object3D, halfExtents: Vec3, localCenter: THREE_NS.Vector3, mass: number, velocity?: Vec3, angular?: Vec3): PieceBody {\n const existing = this.get(objectId)\n if (existing) {\n existing.root = root\n existing.halfExtents = halfExtents\n existing.mass = mass\n this.setCenter(existing, localCenter)\n if (velocity) existing.velocity = [...velocity]\n existing.sleeping = false\n return existing\n }\n const body: PieceBody = {\n objectId,\n root,\n velocity: velocity ? [...velocity] : [0, 0, 0],\n angularVelocity: angular ? [...angular] : [0, 0, 0],\n halfExtents: [Math.max(0.01, halfExtents[0]), Math.max(0.01, halfExtents[1]), Math.max(0.01, halfExtents[2])],\n mass: Math.max(0.05, mass),\n sleeping: false,\n held: false,\n localCenter: [localCenter.x, localCenter.y, localCenter.z],\n centerV: localCenter.clone(),\n still: 0,\n lastHit: -1,\n onGround: false,\n }\n this.list.push(body)\n return body\n }\n\n /** Move the centre of mass (after a part broke off). */\n setCenter(b: PieceBody, c: THREE_NS.Vector3): void {\n b.centerV.copy(c)\n b.localCenter = [c.x, c.y, c.z]\n }\n\n remove(objectId: string): void {\n const i = this.list.findIndex((b) => b.objectId === objectId)\n if (i >= 0) this.list.splice(i, 1)\n }\n\n clear(): void {\n this.list.length = 0\n }\n\n /** World position of the centre of mass. */\n centerOf(b: PieceBody, out: THREE_NS.Vector3): THREE_NS.Vector3 {\n return out.copy(b.centerV).applyQuaternion(b.root.quaternion).add(b.root.position)\n }\n\n impulse(b: PieceBody, impulse: Vec3, point?: Vec3): void {\n const inv = 1 / b.mass\n b.velocity[0] += impulse[0] * inv\n b.velocity[1] += impulse[1] * inv\n b.velocity[2] += impulse[2] * inv\n if (point) {\n const c = this.centerOf(b, this.p)\n const rx = point[0] - c.x\n const ry = point[1] - c.y\n const rz = point[2] - c.z\n // torque = r x J, angular velocity change = I^-1 torque\n const tx = ry * impulse[2] - rz * impulse[1]\n const ty = rz * impulse[0] - rx * impulse[2]\n const tz = rx * impulse[1] - ry * impulse[0]\n const w = this.mulInvInertia(b, tx, ty, tz)\n b.angularVelocity[0] += w[0]\n b.angularVelocity[1] += w[1]\n b.angularVelocity[2] += w[2]\n }\n b.sleeping = false\n b.still = 0\n }\n\n /** I^-1 * (x, y, z) in world space for a box with the body's half extents and mass (needs `this.m` to hold the body's rotation). */\n private mulInvInertia(b: PieceBody, x: number, y: number, z: number): Vec3 {\n this.m.makeRotationFromQuaternion(b.root.quaternion)\n return this.mulInvInertiaWith(b, this.m.elements, x, y, z)\n }\n\n private mulInvInertiaWith(b: PieceBody, e: ArrayLike<number>, x: number, y: number, z: number): Vec3 {\n const [hx, hy, hz] = b.halfExtents\n const k = 3 / b.mass\n const ix = k / (hy * hy + hz * hz)\n const iy = k / (hx * hx + hz * hz)\n const iz = k / (hx * hx + hy * hy)\n // local = R^T v (columns of R are the local axes in world space)\n const lx = (e[0] * x + e[1] * y + e[2] * z) * ix\n const ly = (e[4] * x + e[5] * y + e[6] * z) * iy\n const lz = (e[8] * x + e[9] * y + e[10] * z) * iz\n return [e[0] * lx + e[4] * ly + e[8] * lz, e[1] * lx + e[5] * ly + e[9] * lz, e[2] * lx + e[6] * ly + e[10] * lz]\n }\n\n update(dt: number): void {\n this.time += dt\n for (const b of this.list) {\n if (b.held) {\n b.velocity = [0, 0, 0]\n b.angularVelocity = [0, 0, 0]\n b.sleeping = false\n b.still = 0\n continue\n }\n if (b.sleeping) continue\n this.integrate(b, dt)\n }\n this.separate(dt)\n }\n\n private integrate(b: PieceBody, dt: number): void {\n const c = this.centerOf(b, this.p)\n const pos: Vec3 = [c.x, c.y, c.z]\n const q = this.q.copy(b.root.quaternion)\n const v = b.velocity\n const w = b.angularVelocity\n const [hx, hy, hz] = b.halfExtents\n const invM = 1 / b.mass\n const steps = clamp(Math.ceil(dt / SUB_DT), 1, 8)\n const h = dt / steps\n let landing = 0\n let landPoint: Vec3 = [pos[0], pos[1], pos[2]]\n let contactedLast = false\n let touched = false\n let unstable = false\n\n for (let s = 0; s < steps; s++) {\n v[1] -= this.o.gravity * h\n pos[0] += v[0] * h\n pos[1] += v[1] * h\n pos[2] += v[2] * h\n const wl = Math.hypot(w[0], w[1], w[2])\n if (wl > 1e-6) {\n this.dq.setFromAxisAngle(this.ax.set(w[0] / wl, w[1] / wl, w[2] / wl), wl * h)\n q.premultiply(this.dq).normalize()\n }\n const damp = Math.exp(-0.15 * h)\n w[0] *= damp\n w[1] *= damp\n w[2] *= damp\n\n this.m.makeRotationFromQuaternion(q)\n const e = this.m.elements\n const rs: Vec3[] = []\n let maxPen = 0\n for (let i = 0; i < 8; i++) {\n const sx = i & 1 ? hx : -hx\n const sy = i & 2 ? hy : -hy\n const sz = i & 4 ? hz : -hz\n const r: Vec3 = [e[0] * sx + e[4] * sy + e[8] * sz, e[1] * sx + e[5] * sy + e[9] * sz, e[2] * sx + e[6] * sy + e[10] * sz]\n const gy = this.o.groundAt(pos[0] + r[0], pos[2] + r[2])\n const pen = gy - (pos[1] + r[1])\n if (pen > -SLOP) {\n rs.push(r)\n if (pen > maxPen) maxPen = pen\n }\n }\n contactedLast = rs.length > 0\n if (contactedLast) touched = true\n if (!contactedLast) continue\n pos[1] += Math.max(0, maxPen - SLOP * 0.5)\n let impact = 0\n for (const r of rs) impact = Math.max(impact, -(v[1] + w[2] * r[0] - w[0] * r[2]))\n const restitution = impact > 2 ? 0.25 : 0\n if (impact > landing) {\n landing = impact\n let sx = 0\n let sz = 0\n for (const r of rs) {\n sx += r[0]\n sz += r[2]\n }\n const lx = pos[0] + sx / rs.length\n const lz = pos[2] + sz / rs.length\n landPoint = [lx, this.o.groundAt(lx, lz), lz]\n }\n for (let it = 0; it < 4; it++) {\n for (const r of rs) {\n // contact point velocity\n let vx = v[0] + (w[1] * r[2] - w[2] * r[1])\n let vy = v[1] + (w[2] * r[0] - w[0] * r[2])\n let vz = v[2] + (w[0] * r[1] - w[1] * r[0])\n const vn = vy\n if (vn >= 0) continue\n // normal impulse (n = +y): r x n = (-rz, 0, rx)\n const a = this.mulInvInertiaWith(b, e, -r[2], 0, r[0])\n const denom = invM + (a[2] * r[0] - a[0] * r[2])\n const j = (-(1 + (it === 0 ? restitution : 0)) * vn) / denom\n v[1] += j * invM\n const dw = this.mulInvInertiaWith(b, e, -r[2] * j, 0, r[0] * j)\n w[0] += dw[0]\n w[1] += dw[1]\n w[2] += dw[2]\n // friction in the contact plane\n vx = v[0] + (w[1] * r[2] - w[2] * r[1])\n vy = v[1] + (w[2] * r[0] - w[0] * r[2])\n vz = v[2] + (w[0] * r[1] - w[1] * r[0])\n const vt = Math.hypot(vx, vz)\n if (vt > 1e-5) {\n const tx = vx / vt\n const tz = vz / vt\n // r x t with t = (tx, 0, tz) = (0*tz - rz*0 ... ) -> (ry*tz, rz*tx - rx*tz, -ry*tx)\n const rx = r[1] * tz\n const ry = r[2] * tx - r[0] * tz\n const rz = -r[1] * tx\n const at = this.mulInvInertiaWith(b, e, rx, ry, rz)\n const cx = at[1] * r[2] - at[2] * r[1]\n const cz = at[0] * r[1] - at[1] * r[0]\n const denomT = invM + cx * tx + cz * tz\n const jt = Math.min(vt / denomT, MU * j)\n v[0] -= tx * jt * invM\n v[2] -= tz * jt * invM\n const dwt = this.mulInvInertiaWith(b, e, rx * jt, ry * jt, rz * jt)\n w[0] -= dwt[0]\n w[1] -= dwt[1]\n w[2] -= dwt[2]\n }\n }\n }\n // Support check. The corner contacts above are relative to the centre of mass, so they already give a torque when the centre of mass is\n // outside the support. What they cannot do is end a balancing act: a tall thin piece on its edge (or a single corner) is in equilibrium\n // with the centre of mass above a very small support, so it must not rest there. It gets a gentle topple push toward the side it leans\n // to (or toward the wider side when it leans nowhere), and it may not sleep.\n let x0 = Infinity, x1 = -Infinity, z0 = Infinity, z1 = -Infinity, low = 0\n for (const r of rs) {\n x0 = Math.min(x0, r[0]); x1 = Math.max(x1, r[0])\n z0 = Math.min(z0, r[2]); z1 = Math.max(z1, r[2])\n low = Math.min(low, r[1])\n }\n const height = -low\n const wx = x1 - x0\n const wz = z1 - z0\n unstable = Math.min(wx, wz) < NARROW * height || x0 > 0 || x1 < 0 || z0 > 0 || z1 < 0\n if (unstable) {\n // the support centre relative to the centre of mass: the piece falls away from it (toward +axis when it is centred)\n const dirX = x0 + x1 > 0 ? -1 : 1\n const dirZ = z0 + z1 > 0 ? -1 : 1\n const k = TOPPLE * Math.min(height, 1) * h\n // rotating about -z moves the top toward +x; rotating about +x moves it toward +z\n if (wx <= wz) w[2] -= dirX * k\n else w[0] += dirZ * k\n }\n // rolling / spinning resistance while touching the ground\n const rd = Math.exp((rs.length >= 3 ? -3 : -1.5) * h)\n w[0] *= rd\n w[1] *= rd\n w[2] *= rd\n const fd = Math.exp(-0.3 * h)\n v[0] *= fd\n v[2] *= fd\n }\n\n // write back\n b.root.quaternion.copy(q)\n const off = this.ax.copy(b.centerV).applyQuaternion(q)\n b.root.position.set(pos[0] - off.x, pos[1] - off.y, pos[2] - off.z)\n b.root.updateMatrixWorld(true)\n b.onGround = contactedLast\n\n if (landing > HARD_LANDING && this.time - b.lastHit > 0.15) {\n b.lastHit = this.time\n this.o.onHardLanding(b, landPoint, landing)\n }\n\n const still = touched && !unstable && Math.hypot(v[0], v[1], v[2]) < 0.12 && Math.hypot(w[0], w[1], w[2]) < 0.45\n if (still) {\n b.still += dt\n if (b.still >= SLEEP_AFTER) {\n b.sleeping = true\n v[0] = v[1] = v[2] = 0\n w[0] = w[1] = w[2] = 0\n }\n } else {\n b.still = 0\n }\n }\n\n /** Push overlapping pieces apart (horizontal bounding circles), gently, so they do not interpenetrate forever. */\n private separate(dt: number): void {\n const n = this.list.length\n if (n < 2) return\n const maxMove = 1.5 * dt\n const ca = new this.THREE.Vector3()\n const cb = new this.THREE.Vector3()\n for (let i = 0; i < n; i++) {\n const a = this.list[i]\n for (let j = i + 1; j < n; j++) {\n const b = this.list[j]\n if (a.held && b.held) continue\n if (a.sleeping && b.sleeping) continue\n const ra = Math.hypot(a.halfExtents[0], a.halfExtents[1], a.halfExtents[2])\n const rb = Math.hypot(b.halfExtents[0], b.halfExtents[1], b.halfExtents[2])\n this.centerOf(a, ca)\n this.centerOf(b, cb)\n if (Math.abs(ca.y - cb.y) > ra + rb) continue\n const rh = (Math.max(a.halfExtents[0], a.halfExtents[2]) + Math.max(b.halfExtents[0], b.halfExtents[2])) * 0.8\n let dx = cb.x - ca.x\n let dz = cb.z - ca.z\n let d = Math.hypot(dx, dz)\n if (d >= rh) continue\n if (d < 1e-5) {\n dx = 1\n dz = 0\n d = 1\n }\n const push = Math.min(maxMove, (rh - d) * 0.5)\n const wa = a.held ? 0 : b.held ? 1 : b.mass / (a.mass + b.mass)\n const wb = b.held ? 0 : a.held ? 1 : a.mass / (a.mass + b.mass)\n const ux = dx / (d || 1)\n const uz = dz / (d || 1)\n if (!a.held) {\n a.root.position.x -= ux * push * 2 * wa\n a.root.position.z -= uz * push * 2 * wa\n a.sleeping = false\n }\n if (!b.held) {\n b.root.position.x += ux * push * 2 * wb\n b.root.position.z += uz * push * 2 * wb\n b.sleeping = false\n }\n }\n }\n }\n}\n","import type * as THREE_NS from 'three'\nimport { guessMaterial, inferJoints } from '@adatechnology/game-destruction'\nimport type { JointKind, JointSpec, MaterialId, PartSpec } from '@adatechnology/game-destruction'\nimport type { Mesh, Object3D, SpecFromObjectOptions, SpecFromObjectResult, ThreeNamespace } from './types'\n\ninterface Entry {\n key: string\n meshes: Mesh[]\n box: THREE_NS.Box3\n material: MaterialId\n explicitId: string | null\n fill?: number\n hollow: boolean\n tags?: string[]\n /** Part id wished by the host (`userData.destructionPart`). */\n fixedId: boolean\n name: string\n /** `parent` / `kind` of an object-valued `destructionPart`: the part is attached to `parent` by a joint of that kind. */\n parent?: string\n jointKind?: JointKind\n}\n\n/** What `userData.destructionPart` says: a string (the part id) or an object `{ id, material?, parent?, kind? }`. */\nexport interface PartHint {\n id: string\n material?: string\n parent?: string\n kind?: string\n}\n\n/** Read `userData.destructionPart` (string or object with an `id`); null when it names no part. */\nexport function partHintOf(value: unknown): PartHint | null {\n if (typeof value === 'string') return value ? { id: value } : null\n if (!value || typeof value !== 'object') return null\n const v = value as Record<string, unknown>\n if (typeof v.id !== 'string' || !v.id) return null\n const str = (x: unknown): string | undefined => (typeof x === 'string' && x ? x : undefined)\n return { id: v.id, material: str(v.material), parent: str(v.parent), kind: str(v.kind) }\n}\n\nconst METAL = /steel|iron|metal|alumin|copper|brass|bronze|tin|titan|chrome|zinc|lead/i\n\nfunction sanitizeId(name: string): string {\n let id = name\n .trim()\n .replace(/([a-z0-9])([A-Z])/g, '$1_$2')\n .toLowerCase()\n .replace(/[^a-z0-9]+/g, '_')\n .replace(/^_+|_+$/g, '')\n if (id && /^[0-9]/.test(id)) id = `p_${id}`\n return id\n}\n\nfunction isMesh(o: Object3D): o is Mesh {\n return (o as Mesh).isMesh === true\n}\n\nfunction sizeOf(box: THREE_NS.Box3): [number, number, number] {\n return [box.max.x - box.min.x, box.max.y - box.min.y, box.max.z - box.min.z]\n}\n\n/**\n * Build a `DestructibleSpec` from a three.js object: one part per mesh (meshes sharing `userData.destructionPart` become one part), each an\n * axis-aligned box in the root's space (rotation omitted), with the material taken from `options.materialOf`, `userData.destructionMaterial`\n * or a guess from the names. Tiny meshes are merged into the part they overlap most; joints are inferred from touching parts.\n *\n * Meshes that are invisible or have `userData.destructionIgnore` (or sit under such an object) are skipped. The result also tells which meshes\n * became which part, ready to be passed to `bind`.\n */\nexport function specFromObject3D(THREE: ThreeNamespace, root: Object3D, options: SpecFromObjectOptions = {}): SpecFromObjectResult {\n const fallback = options.fallback ?? 'plastic'\n const minSize = options.minSize ?? 0.015\n root.updateMatrixWorld(true)\n const inv = root.matrixWorld.clone().invert()\n\n // 1. collect meshes -> entries (grouped by an explicit part name)\n const entries: Entry[] = []\n const byKey = new Map<string, Entry>()\n const visit = (o: Object3D): void => {\n if (!o.visible || o.userData?.destructionIgnore) return\n if (isMesh(o) && o.geometry) {\n const geom = o.geometry\n if (!geom.boundingBox) geom.computeBoundingBox()\n if (geom.boundingBox && !geom.boundingBox.isEmpty()) {\n const box = geom.boundingBox.clone().applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv, o.matrixWorld))\n const mats = Array.isArray(o.material) ? o.material : [o.material]\n const matName = mats[0]?.name ?? ''\n const ud = o.userData ?? {}\n const hint = partHintOf(ud.destructionPart)\n const material =\n options.materialOf?.(o) ??\n (typeof ud.destructionMaterial === 'string' ? (ud.destructionMaterial as string) : undefined) ??\n hint?.material ??\n guessMaterial(`${o.name} ${matName} ${typeof ud.material === 'string' ? ud.material : ''}`) ??\n fallback\n const explicit = hint?.id ?? null\n const hollow = ud.hollow === true || /hollow/i.test(o.name)\n const fill = options.fillOf?.(o, material)\n const tags = Array.isArray(ud.destructionTags) ? (ud.destructionTags as string[]) : undefined\n const existing = explicit ? byKey.get(explicit) : undefined\n if (existing) {\n const before = sizeOf(existing.box)\n const bv = before[0] * before[1] * before[2]\n const ns = sizeOf(box)\n existing.box.union(box)\n existing.meshes.push(o)\n if (ns[0] * ns[1] * ns[2] > bv) existing.material = material\n existing.hollow = existing.hollow || hollow\n if (fill !== undefined) existing.fill = fill\n } else {\n const e: Entry = { key: explicit ?? `m${entries.length}`, meshes: [o], box, material, explicitId: explicit, fill, hollow, tags, fixedId: !!explicit, name: o.name, parent: hint?.parent, jointKind: hint?.kind as JointKind | undefined }\n entries.push(e)\n if (explicit) byKey.set(explicit, e)\n }\n }\n }\n for (const c of o.children) visit(c)\n }\n visit(root)\n\n // 2. merge tiny meshes into the touching part they overlap most\n const eps = 0.005\n const overlapVolume = (a: THREE_NS.Box3, b: THREE_NS.Box3): number => {\n const x = Math.min(a.max.x, b.max.x) - Math.max(a.min.x, b.min.x) + eps\n const y = Math.min(a.max.y, b.max.y) - Math.max(a.min.y, b.min.y) + eps\n const z = Math.min(a.max.z, b.max.z) - Math.max(a.min.z, b.min.z) + eps\n return x > 0 && y > 0 && z > 0 ? x * y * z : 0\n }\n const largest = (e: Entry) => Math.max(...sizeOf(e.box))\n const kept: Entry[] = []\n const tiny: Entry[] = []\n for (const e of entries) (!e.fixedId && largest(e) < minSize ? tiny : kept).push(e)\n for (const t of tiny) {\n let best: Entry | null = null\n let bestV = 0\n for (const k of kept) {\n const v = overlapVolume(t.box, k.box)\n if (v > bestV) {\n bestV = v\n best = k\n }\n }\n if (!best) {\n // not touching anything: join the nearest part within a small distance\n let bd = 0.05\n for (const k of kept) {\n const d = k.box.distanceToPoint(t.box.getCenter(new THREE.Vector3()))\n if (d < bd) {\n bd = d\n best = k\n }\n }\n }\n if (best) {\n best.meshes.push(...t.meshes) // the box stays: a tiny mesh sits inside or on the surface of its part\n } else {\n kept.push(t) // isolated crumb: keep it as its own part\n }\n }\n\n // 3. ids, parts\n const used = new Set<string>()\n const parts: PartSpec[] = []\n const meshesOf: Record<string, Object3D[]> = {}\n let counter = 0\n for (const e of kept) {\n counter++\n let base = (e.explicitId ? sanitizeId(e.explicitId) : '') || sanitizeId(e.name) || `part_${counter}`\n let id = base\n for (let n = 2; used.has(id); n++) id = `${base}_${n}`\n used.add(id)\n base = id\n const size = sizeOf(e.box)\n const center = e.box.getCenter(new THREE.Vector3())\n const part: PartSpec = {\n id,\n material: e.material,\n shape: { kind: 'box', size: [Math.max(size[0], 0.002), Math.max(size[1], 0.002), Math.max(size[2], 0.002)] },\n position: [center.x, center.y, center.z],\n }\n const minSide = Math.min(...size)\n if (e.fill !== undefined) part.fill = e.fill\n else if (e.hollow) part.fill = 0.05\n if (minSide < 0.01 && METAL.test(e.material)) {\n part.fill = e.fill ?? 1\n part.thickness = Math.max(minSide, 0.0005)\n }\n if (e.tags) part.tags = [...e.tags]\n const ao = options.anchorBelow ?? -1\n if (ao >= 0 && e.box.min.y <= ao) part.anchored = true\n parts.push(part)\n meshesOf[id] = e.meshes\n }\n\n const spec: SpecFromObjectResult['spec'] = { parts }\n if (options.name !== undefined) spec.name = options.name\n else if (root.name) spec.name = root.name\n if (options.tags) spec.tags = [...options.tags]\n spec.joints = options.joints === false ? [] : inferJoints(parts)\n // explicit attachments from `destructionPart: { parent, kind }` win over the inferred joint between the same two parts\n if (options.joints !== false) {\n const finalId = new Map<Entry, string>()\n kept.forEach((e, i) => finalId.set(e, parts[i].id))\n const idOf = new Map<string, string>()\n for (const e of kept) if (e.explicitId) idOf.set(e.explicitId, finalId.get(e)!)\n const joints: JointSpec[] = spec.joints\n for (const e of kept) {\n if (!e.parent) continue\n const id = finalId.get(e)!\n const parent = idOf.get(e.parent) ?? (used.has(sanitizeId(e.parent)) ? sanitizeId(e.parent) : null)\n if (!parent || parent === id) continue\n const at = joints.findIndex((j) => (j.a === parent && j.b === id) || (j.a === id && j.b === parent))\n const kind = e.jointKind ?? (at >= 0 ? joints[at].kind : 'resting')\n const joint: JointSpec = { id: `${parent}~${id}`, a: parent, b: id, kind }\n if (at >= 0) joints[at] = joint\n else joints.push(joint)\n }\n }\n return { spec, parts: meshesOf }\n}\n","import { mixHex } from './math'\n\n/** Blackbody-ish stops: [temperature °C, colour]. Luminance grows with the temperature. */\nconst STOPS: Array<[number, number]> = [\n [450, 0x000000],\n [500, 0x2a0400],\n [650, 0x8a1500],\n [800, 0xd84a08],\n [950, 0xff8c14],\n [1100, 0xffc23a],\n [1250, 0xffe8a0],\n [1400, 0xffffff],\n]\n\n/**\n * Glow colour of a hot surface as `0xRRGGBB`: black (no glow) below about 450 °C, dark red around 500, orange around 800, yellow around 1100 and\n * white from 1400 °C. Brightness never decreases as the temperature rises. Use it as an emissive colour.\n */\nexport function heatColor(temperatureC: number): number {\n if (!(temperatureC > STOPS[0][0])) return 0\n const last = STOPS[STOPS.length - 1]\n if (temperatureC >= last[0]) return last[1]\n for (let i = 1; i < STOPS.length; i++) {\n const [t1, c1] = STOPS[i]\n if (temperatureC <= t1) {\n const [t0, c0] = STOPS[i - 1]\n return mixHex(c0, c1, (temperatureC - t0) / (t1 - t0))\n }\n }\n return last[1]\n}\n","import type * as THREE_NS from 'three'\nimport type { Dent } from '@adatechnology/game-destruction'\nimport { heatColor } from './heat'\nimport type { Decal, MeshVis, PartVis } from './internal'\nimport { clamp, createRng, lerp } from './math'\n\ntype Mesh = THREE_NS.Mesh\n\nconst POS_ATTR = 'position'\n\nfunction positionAttr(geo: THREE_NS.BufferGeometry): THREE_NS.BufferAttribute | null {\n const a = geo.getAttribute(POS_ATTR) as THREE_NS.BufferAttribute | THREE_NS.InterleavedBufferAttribute | undefined\n return a && !(a as THREE_NS.InterleavedBufferAttribute).isInterleavedBufferAttribute ? (a as THREE_NS.BufferAttribute) : null\n}\n\nfunction materialsOf(m: THREE_NS.Material | THREE_NS.Material[]): THREE_NS.Material[] {\n return Array.isArray(m) ? m : [m]\n}\n\nfunction colorOf(m: THREE_NS.Material): THREE_NS.Color | null {\n const c = (m as THREE_NS.MeshStandardMaterial).color\n return c && (c as THREE_NS.Color).isColor ? c : null\n}\n\n/** Shared resources for decals (one geometry, a few materials) created lazily and disposed together. */\nexport class DecalKit {\n private disc: THREE_NS.CircleGeometry | null = null\n private discMat: THREE_NS.MeshBasicMaterial | null = null\n private lineMats = new Map<number, THREE_NS.LineBasicMaterial>()\n constructor(private readonly THREE: typeof THREE_NS) {}\n\n discGeometry(): THREE_NS.CircleGeometry {\n return (this.disc ??= new this.THREE.CircleGeometry(1, 14))\n }\n\n discMaterial(): THREE_NS.MeshBasicMaterial {\n return (this.discMat ??= new this.THREE.MeshBasicMaterial({\n color: 0x050505,\n transparent: true,\n opacity: 0.92,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: -4,\n polygonOffsetUnits: -4,\n }))\n }\n\n lineMaterial(color: number): THREE_NS.LineBasicMaterial {\n let m = this.lineMats.get(color)\n if (!m) {\n m = new this.THREE.LineBasicMaterial({ color, transparent: true, opacity: 0.9, depthWrite: false })\n this.lineMats.set(color, m)\n }\n return m\n }\n\n dispose(): void {\n this.disc?.dispose()\n this.discMat?.dispose()\n for (const m of this.lineMats.values()) m.dispose()\n this.disc = null\n this.discMat = null\n this.lineMats.clear()\n }\n}\n\nconst tmpV = (THREE: typeof THREE_NS) => new THREE.Vector3()\n\n/** Mesh-level visual changes: copy-on-write geometry and materials, dents, decals, char, glow, melt, hiding, restoring. */\nexport class Visuals {\n readonly kit: DecalKit\n private readonly a: THREE_NS.Vector3\n private readonly b: THREE_NS.Vector3\n private readonly m4: THREE_NS.Matrix4\n private readonly box: THREE_NS.Box3\n /** Total live decals across meshes (kept in sync by add/remove). */\n decalCount = 0\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly lowQuality: boolean,\n private readonly decalCap: number,\n ) {\n this.kit = new DecalKit(THREE)\n this.a = tmpV(THREE)\n this.b = tmpV(THREE)\n this.m4 = new THREE.Matrix4()\n this.box = new THREE.Box3()\n }\n\n makeMeshVis(mesh: Mesh, home: string): MeshVis {\n return {\n mesh,\n home,\n origGeometry: mesh.geometry,\n origMaterial: mesh.material,\n origVisible: mesh.visible,\n origParent: mesh.parent,\n origPosition: mesh.position.clone(),\n origQuaternion: mesh.quaternion.clone(),\n origScale: mesh.scale.clone(),\n ownMat: false,\n ownGeo: false,\n work: null,\n baseColors: null,\n decals: [],\n meltApplied: 0,\n bottomY: 0,\n moved: false,\n }\n }\n\n vertexCount(mv: MeshVis): number {\n return mv.mesh.geometry.getAttribute(POS_ATTR)?.count ?? 0\n }\n\n private readonly tints = new WeakMap<THREE_NS.Mesh, THREE_NS.Color | null>()\n\n /**\n * Average vertex colour of a mesh whose material uses `vertexColors` (computed once per mesh, from its original geometry), else null. Fragments\n * and debris of such a mesh multiply it by `material.color`; without it they come out white.\n */\n vertexTint(mv: MeshVis): THREE_NS.Color | null {\n if (this.tints.has(mv.mesh)) return this.tints.get(mv.mesh) ?? null\n let tint: THREE_NS.Color | null = null\n const used = materialsOf(mv.origMaterial).some((m) => (m as THREE_NS.MeshStandardMaterial).vertexColors === true)\n const attr = used ? (mv.origGeometry.getAttribute('color') as THREE_NS.BufferAttribute | undefined) : undefined\n if (attr && attr.count > 0 && attr.itemSize >= 3) {\n let r = 0, g = 0, b = 0\n for (let i = 0; i < attr.count; i++) {\n r += attr.getX(i)\n g += attr.getY(i)\n b += attr.getZ(i)\n }\n tint = new this.THREE.Color(r / attr.count, g / attr.count, b / attr.count)\n }\n this.tints.set(mv.mesh, tint)\n return tint\n }\n\n /** Colour of the original material (before any char) times the vertex tint, `0xRRGGBB`, or -1. */\n baseColorHex(mv: MeshVis): number {\n const c = mv.baseColors?.[0] ?? colorOf(materialsOf(mv.origMaterial)[0])\n if (!c) return -1\n const tint = this.vertexTint(mv)\n return tint ? c.clone().multiply(tint).getHex() : c.getHex()\n }\n\n /** Is the original material transparent? */\n isTransparent(mv: MeshVis): boolean {\n return materialsOf(mv.origMaterial).some((m) => m.transparent && m.opacity < 1)\n }\n\n ownMaterial(mv: MeshVis): void {\n if (mv.ownMat) return\n mv.ownMat = true\n const src = materialsOf(mv.origMaterial)\n const cloned = src.map((m) => m.clone())\n mv.baseColors = src.map((m) => colorOf(m)?.clone() ?? new this.THREE.Color(0x888888))\n mv.mesh.material = Array.isArray(mv.origMaterial) ? cloned : cloned[0]\n }\n\n /** Clone the geometry (vertex edits); false when its positions cannot be edited. */\n ownGeometry(mv: MeshVis): boolean {\n if (mv.ownGeo) return true\n const pos = positionAttr(mv.mesh.geometry)\n if (!pos) return false\n mv.ownGeo = true\n const g = mv.mesh.geometry.clone()\n mv.mesh.geometry = g\n mv.work = new Float32Array((positionAttr(g) as THREE_NS.BufferAttribute).array as ArrayLike<number>)\n return true\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Dents\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /**\n * Push the vertices of the mesh within `dent.radius` of `worldPoint` inwards along `worldNormal` by `depth * (1 - (d/r)^2)^2`.\n * Returns false when nothing was changed (too far, low quality on a heavy mesh, or no editable positions).\n */\n applyDent(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, dent: Dent): boolean {\n const mesh = mv.mesh\n if (this.lowQuality && this.vertexCount(mv) > 20000) return false\n mesh.updateWorldMatrix(true, false)\n const s = mesh.matrixWorld.getMaxScaleOnAxis() || 1\n const lp = mesh.worldToLocal(this.a.copy(worldPoint))\n const ln = this.b.copy(worldNormal).transformDirection(this.m4.copy(mesh.matrixWorld).invert()).normalize()\n const r = dent.radius / s\n const depth = dent.depth / s\n // quick reject: the point must be near the mesh bounds\n const geo = mesh.geometry\n if (!geo.boundingBox) geo.computeBoundingBox()\n if (geo.boundingBox && geo.boundingBox.distanceToPoint(lp) > r) return false\n if (!this.ownGeometry(mv)) return false\n const work = mv.work as Float32Array\n const pos = positionAttr(mesh.geometry) as THREE_NS.BufferAttribute\n const r2 = r * r\n let touched = false\n const px = lp.x\n const py = lp.y\n const pz = lp.z\n const nx = ln.x\n const ny = ln.y\n const nz = ln.z\n for (let i = 0; i < work.length; i += 3) {\n const dx = work[i] - px\n const dy = work[i + 1] - py\n const dz = work[i + 2] - pz\n const d2 = dx * dx + dy * dy + dz * dz\n if (d2 >= r2) continue\n const f = 1 - d2 / r2\n const k = depth * f * f\n work[i] -= nx * k\n work[i + 1] -= ny * k\n work[i + 2] -= nz * k\n touched = true\n }\n if (!touched) return false\n this.writePositions(mv, pos)\n return true\n }\n\n /** Copy `work` (dents) into the geometry, adding the melt sag when the mesh is melting. */\n private writePositions(mv: MeshVis, pos: THREE_NS.BufferAttribute): void {\n const work = mv.work as Float32Array\n const arr = pos.array as unknown as Float32Array\n const melt = mv.meltApplied\n if (melt <= 0 || (this.lowQuality && work.length / 3 > 20000)) {\n arr.set(work)\n } else {\n const geo = mv.mesh.geometry\n if (!geo.boundingBox) geo.computeBoundingBox()\n const bb = geo.boundingBox as THREE_NS.Box3\n const h = Math.max(1e-4, bb.max.y - bb.min.y)\n const minY = bb.min.y\n for (let i = 0, v = 0; i < work.length; i += 3, v++) {\n const n = ((Math.imul(v + 1, 2654435761) >>> 0) % 1000) / 1000\n const n2 = ((Math.imul(v + 7, 40503) >>> 0) % 1000) / 1000\n const lowness = 1 - (work[i + 1] - minY) / h // 1 at the bottom, 0 at the top\n const spread = 1 + 0.12 * melt * (0.4 + n2) * (0.3 + lowness)\n arr[i] = work[i] * spread\n arr[i + 2] = work[i + 2] * spread\n arr[i + 1] = Math.max(minY, work[i + 1] - n * melt * h * 0.08)\n }\n }\n pos.needsUpdate = true\n const geo = mv.mesh.geometry\n geo.computeVertexNormals()\n geo.boundingBox = null\n geo.boundingSphere = null\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Decals\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /** Decal pose in mesh space: position and a rotation taking +Z to the surface normal. */\n private decalPose(mesh: Mesh, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, lift: number): { s: number; pos: THREE_NS.Vector3; quat: THREE_NS.Quaternion } {\n mesh.updateWorldMatrix(true, false)\n const s = mesh.matrixWorld.getMaxScaleOnAxis() || 1\n const ln = worldNormal.clone().transformDirection(this.m4.copy(mesh.matrixWorld).invert()).normalize()\n const pos = mesh.worldToLocal(worldPoint.clone()).addScaledVector(ln, lift / s)\n const quat = new this.THREE.Quaternion().setFromUnitVectors(new this.THREE.Vector3(0, 0, 1), ln)\n return { s, pos, quat }\n }\n\n private addDecal(mv: MeshVis, decal: Decal): void {\n mv.mesh.add(decal.obj)\n mv.decals.push(decal)\n this.decalCount++\n while (mv.decals.length > 48 || this.decalCount > this.decalCap) {\n const old = mv.decals.shift()\n if (!old) break\n this.disposeDecal(old)\n }\n }\n\n private disposeDecal(d: Decal): void {\n d.obj.parent?.remove(d.obj)\n d.geometry?.dispose()\n this.decalCount = Math.max(0, this.decalCount - 1)\n }\n\n addHole(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, diameter: number): void {\n const { s, pos, quat } = this.decalPose(mv.mesh, worldPoint, worldNormal, 0.0025)\n const disc = new this.THREE.Mesh(this.kit.discGeometry(), this.kit.discMaterial())\n disc.position.copy(pos)\n disc.quaternion.copy(quat)\n disc.scale.setScalar((Math.max(0.004, diameter) * 0.5 * 1.25) / s)\n disc.renderOrder = 2\n this.addDecal(mv, { obj: disc })\n }\n\n /** A star of jagged lines: `rays` rays up to `length` metres, seeded so the same event always draws the same star. */\n addCrack(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, rays: number, length: number, color: number, seed: number): void {\n const { s, pos, quat } = this.decalPose(mv.mesh, worldPoint, worldNormal, 0.002)\n const rnd = createRng(seed)\n const verts: number[] = []\n const n = clamp(Math.round(rays), 3, 16)\n const L = Math.max(0.02, length) / s\n for (let r = 0; r < n; r++) {\n let ang = (r / n) * Math.PI * 2 + (rnd() - 0.5) * 0.5\n let x = 0\n let y = 0\n const segs = 3\n const total = L * (0.6 + 0.4 * rnd())\n for (let k = 0; k < segs; k++) {\n const step = (total / segs) * (0.7 + 0.6 * rnd())\n ang += (rnd() - 0.5) * 0.45\n const nx = x + Math.cos(ang) * step\n const ny = y + Math.sin(ang) * step\n verts.push(x, y, 0, nx, ny, 0)\n if (k > 0 && rnd() < 0.5) {\n const ba = ang + (rnd() < 0.5 ? -1 : 1) * (0.5 + rnd() * 0.5)\n const bl = step * (0.6 + 0.6 * rnd())\n verts.push(nx, ny, 0, nx + Math.cos(ba) * bl, ny + Math.sin(ba) * bl, 0)\n }\n x = nx\n y = ny\n }\n }\n // a faint ring around the impact\n const ringR = L * 0.12\n for (let k = 0; k < 8; k++) {\n const a0 = (k / 8) * Math.PI * 2\n const a1 = ((k + 1) / 8) * Math.PI * 2\n if (rnd() < 0.75) verts.push(Math.cos(a0) * ringR, Math.sin(a0) * ringR, 0, Math.cos(a1) * ringR, Math.sin(a1) * ringR, 0)\n }\n const geo = new this.THREE.BufferGeometry()\n geo.setAttribute('position', new this.THREE.Float32BufferAttribute(verts, 3))\n const lines = new this.THREE.LineSegments(geo, this.kit.lineMaterial(color))\n lines.position.copy(pos)\n lines.quaternion.copy(quat)\n lines.renderOrder = 2\n this.addDecal(mv, { obj: lines, geometry: geo })\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Char and heat glow\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n setChar(pv: PartVis, char: number, charColor: number): void {\n if (Math.abs(char - pv.charApplied) < 0.004) return\n pv.charApplied = char\n const target = new this.THREE.Color(charColor)\n for (const mv of pv.meshes) {\n this.ownMaterial(mv)\n const mats = materialsOf(mv.mesh.material)\n mats.forEach((m, i) => {\n const c = colorOf(m)\n const base = mv.baseColors?.[i]\n if (c && base) c.copy(base).lerp(target, clamp(char, 0, 1))\n })\n }\n }\n\n /** Emissive glow of a hot part. `temperature` below the glow threshold switches it off. */\n setGlow(pv: PartVis, temperatureC: number): void {\n const hex = heatColor(temperatureC)\n const key = hex === 0 ? 0 : Math.round(temperatureC / 5) * 5\n if (key === pv.glowApplied) return\n pv.glowApplied = key\n const intensity = hex === 0 ? 0 : clamp(0.35 + (temperatureC - 450) / 900, 0, 1.4)\n for (const mv of pv.meshes) {\n this.ownMaterial(mv)\n for (const m of materialsOf(mv.mesh.material)) {\n const e = (m as THREE_NS.MeshStandardMaterial).emissive\n if (e && (e as THREE_NS.Color).isColor) {\n e.setHex(hex)\n ;(m as THREE_NS.MeshStandardMaterial).emissiveIntensity = intensity\n }\n }\n }\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Melt\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /** Sag the part: shorter in Y (down to 25 %), a bit wider, vertices pushed down with noise, the bottom stays put. */\n setMelt(pv: PartVis, melt: number): void {\n const m = clamp(melt, 0, 1)\n if (Math.abs(m - pv.meltApplied) < 0.01) return\n pv.meltApplied = m\n for (const mv of pv.meshes) {\n const mesh = mv.mesh\n if (mv.meltApplied === 0 && m > 0) {\n mesh.updateWorldMatrix(true, false)\n mv.bottomY = this.box.setFromObject(mesh).min.y\n }\n mv.meltApplied = m\n mv.moved = true\n const sy = lerp(1, 0.25, m)\n const sxz = 1 + 0.18 * m\n mesh.scale.set(mv.origScale.x * sxz, mv.origScale.y * sy, mv.origScale.z * sxz)\n mesh.position.copy(mv.origPosition)\n mesh.updateWorldMatrix(true, false)\n const bottom = this.box.setFromObject(mesh).min.y\n const dy = mv.bottomY - bottom\n if (Math.abs(dy) > 1e-6 && mesh.parent) {\n mesh.parent.updateWorldMatrix(true, false)\n const inv = this.m4.copy(mesh.parent.matrixWorld).invert()\n this.a.set(0, dy, 0).applyMatrix4(inv)\n this.b.set(0, 0, 0).applyMatrix4(inv)\n mesh.position.copy(mv.origPosition).add(this.a.sub(this.b))\n }\n if (!(this.lowQuality && this.vertexCount(mv) > 20000) && this.ownGeometry(mv)) {\n this.writePositions(mv, positionAttr(mesh.geometry) as THREE_NS.BufferAttribute)\n }\n }\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Visibility and restore\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n hide(pv: PartVis, reason: PartVis['gone']): void {\n pv.gone = reason\n for (const mv of pv.meshes) mv.mesh.visible = false\n }\n\n /** Bring one mesh back to how it was when it was bound. */\n restoreMesh(mv: MeshVis): void {\n const mesh = mv.mesh\n for (const d of mv.decals) this.disposeDecal(d)\n mv.decals.length = 0\n if (mv.ownGeo) {\n mesh.geometry.dispose()\n mesh.geometry = mv.origGeometry\n mv.ownGeo = false\n mv.work = null\n }\n if (mv.ownMat) {\n for (const m of materialsOf(mesh.material)) m.dispose()\n mesh.material = mv.origMaterial\n mv.ownMat = false\n mv.baseColors = null\n }\n mesh.visible = mv.origVisible\n if (mv.origParent && mesh.parent !== mv.origParent) {\n mv.origParent.add(mesh)\n mv.moved = true\n }\n if (mv.moved) {\n mesh.position.copy(mv.origPosition)\n mesh.quaternion.copy(mv.origQuaternion)\n mesh.scale.copy(mv.origScale)\n mv.moved = false\n }\n mv.meltApplied = 0\n }\n\n restorePart(pv: PartVis): void {\n for (const mv of pv.meshes) this.restoreMesh(mv)\n pv.charApplied = 0\n pv.glowApplied = 0\n pv.meltApplied = 0\n pv.gone = 'none'\n }\n\n dispose(): void {\n this.kit.dispose()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { DebrisKind, DestructionEvent, MaterialDef, PartSpec, Vec3 } from '@adatechnology/game-destruction'\nimport { FragmentSystem } from './fragments'\nimport { GroundSpots } from './ground'\nimport type { Bound, PartVis, PieceBody } from './internal'\nimport { clamp, createRng, hashNumbers, hashString, mixHex } from './math'\nimport { ParticleSystem } from './particles'\nimport type { ParticleKind } from './particles'\nimport { PieceSystem } from './pieces'\nimport { partHintOf } from './spec'\nimport type { DestructionRenderer, BindOptions, Mesh, Object3D, Piece, RendererOptions, ThreeNamespace } from './types'\nimport { Visuals } from './visual'\n\ntype Ev<T extends DestructionEvent['type']> = Extract<DestructionEvent, { type: T }>\n\nconst GLOW_FROM_C = 430\nconst QUEUE_CAP = 4000\n\ninterface FireEmitter {\n object: string\n part: string\n point: Vec3\n accFire: number\n accSmoke: number\n}\n\ninterface Leak {\n object: string\n part: string\n fluid: string\n point: Vec3\n direction: Vec3\n rate: number\n pressurized: boolean\n acc: number\n}\n\nconst FLUID_COLORS: Record<string, number> = {\n water: 0x8cc8ff,\n fuel: 0xd9a032,\n oil: 0x2a2018,\n gas: 0xf2f2f2,\n sap: 0xb89b3a,\n acid: 0x9bd23c,\n blood: 0x8a0a0a,\n}\nconst SMOKE_TONES: Record<string, number> = { white: 0xe6e6e6, grey: 0x8a8a8a, black: 0x2a2a2a }\n\nconst DEFAULT_SPEED: Record<string, number> = {\n sparks: 3,\n splinters: 2.5,\n dust: 1,\n shards: 2.5,\n fibers: 1.2,\n leaves: 1.2,\n drips: 0.5,\n ash: 0.8,\n chips: 2.5,\n smoke: 0.8,\n steam: 1,\n fire: 1.2,\n flash: 0,\n foam: 2.5,\n}\n\n/** Sound key for an impact on a material. */\nfunction impactKey(def: MaterialDef | undefined): string {\n if (!def) return 'impact_wood'\n const tags = def.tags ?? []\n if (tags.includes('metal')) return 'impact_metal'\n if (def.visual?.transparent || def.fracture === 'shatter') return 'impact_glass'\n if (def.fracture === 'crumble') return 'impact_masonry'\n if (def.fracture === 'tear') return 'impact_soft'\n return def.fracture === 'none' ? 'impact_metal' : 'impact_wood'\n}\n\nfunction fractureKey(def: MaterialDef | undefined, style: string): string {\n switch (style) {\n case 'shatter':\n return 'shatter_glass'\n case 'crumble':\n return 'crumble'\n case 'splinter':\n return 'splinter'\n default:\n return impactKey(def)\n }\n}\n\nfunction fallbackColor(id: string, def: MaterialDef | undefined): number {\n if (def?.tags?.includes('metal')) return 0x8a8f96\n if (def?.visual?.transparent) return 0x9fd0e0\n const h = hashString(id)\n return mixHex(0x6b5a48, 0x9a9488, (h % 100) / 100)\n}\n\nfunction materialsOf(m: THREE_NS.Material | THREE_NS.Material[]): THREE_NS.Material[] {\n return Array.isArray(m) ? m : [m]\n}\n\n/** Create the renderer. See `DestructionRenderer`. */\nexport function createDestructionRenderer(THREE: ThreeNamespace, options: RendererOptions): DestructionRenderer {\n return new Renderer(THREE, options)\n}\n\nclass Renderer implements DestructionRenderer {\n private readonly world: RendererOptions['world']\n private readonly scene: THREE_NS.Scene\n private readonly quality: 'low' | 'medium' | 'high'\n private readonly low: boolean\n private readonly groundAt: (x: number, z: number) => number\n private readonly gravity: number\n private readonly autoSplit: boolean\n private readonly maxFragments: number\n private readonly bounds = new Map<string, Bound>()\n private readonly queue: DestructionEvent[] = []\n private readonly unsubscribe: () => void\n private readonly visuals: Visuals\n private readonly particles: ParticleSystem\n private readonly fragments: FragmentSystem\n private readonly ground: GroundSpots\n private readonly pieceSys: PieceSystem\n private readonly active = new Map<string, { object: string; part: string }>()\n private readonly fires = new Map<string, FireEmitter>()\n private readonly leaks: Leak[] = []\n private readonly homeTags: string[] = []\n private readonly throttles = new Map<string, number>()\n private readonly rng = createRng(0xc0ffee)\n private light: THREE_NS.PointLight | null = null\n private lightT = 0\n private lightDur = 0.3\n private lightPeak = 0\n private time = 0\n private scanTimer = 0\n private disposed = false\n private readonly box: THREE_NS.Box3\n private readonly tmpQ: THREE_NS.Quaternion\n private readonly v1: THREE_NS.Vector3\n private readonly v2: THREE_NS.Vector3\n\n constructor(\n private readonly THREE: ThreeNamespace,\n private readonly o: RendererOptions,\n ) {\n this.world = o.world\n this.scene = o.scene\n this.quality = o.quality ?? 'medium'\n this.low = this.quality === 'low'\n this.groundAt = o.groundAt ?? (() => 0)\n this.gravity = o.gravity ?? 9.81\n this.autoSplit = o.autoSplit !== false\n this.maxFragments = o.maxFragments ?? 160\n this.box = new THREE.Box3()\n this.tmpQ = new THREE.Quaternion()\n this.v1 = new THREE.Vector3()\n this.v2 = new THREE.Vector3()\n const maxParticles = Math.max(8, Math.floor((o.maxParticles ?? 2500) * (this.low ? 0.5 : 1)))\n this.visuals = new Visuals(THREE, this.low, 600)\n this.ground = new GroundSpots(THREE, o.scene, this.groundAt, 48)\n this.particles = new ParticleSystem(THREE, {\n capacity: maxParticles,\n scene: o.scene,\n density: this.low ? 0.6 : 1,\n pointScale: o.pointScale ?? 700,\n groundAt: this.groundAt,\n gravity: this.gravity,\n onLand: (x, _y, z, color, tag) => {\n const home = this.homeTags[tag - 1] ?? ''\n this.ground.add('puddle', x, z, 0.05 + this.rng() * 0.04, color, home)\n },\n })\n this.fragments = new FragmentSystem(THREE, {\n scene: o.scene,\n groundAt: this.groundAt,\n gravity: this.gravity,\n max: this.maxFragments,\n life: o.fragmentLife ?? 12,\n })\n this.pieceSys = new PieceSystem(THREE, {\n groundAt: this.groundAt,\n gravity: this.gravity,\n scene: o.scene,\n onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed),\n })\n this.unsubscribe = this.world.on('*', (ev) => {\n if (this.queue.length < QUEUE_CAP) this.queue.push(ev)\n })\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Binding\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n bind(objectId: string, root: Object3D, options: BindOptions = {}): void {\n if (this.bounds.has(objectId)) this.unbind(objectId)\n const state = this.world.state(objectId)\n const partIds = new Set((state?.parts ?? []).map((p) => p.id))\n const byPart = new Map<string, Mesh[]>()\n const taken = new Set<Mesh>()\n const add = (pid: string, m: Mesh): void => {\n if (taken.has(m)) return\n taken.add(m)\n const l = byPart.get(pid)\n if (l) l.push(m)\n else byPart.set(pid, [m])\n }\n const meshesIn = (o: Object3D): Mesh[] => {\n const out: Mesh[] = []\n o.traverse((c) => {\n if ((c as Mesh).isMesh) out.push(c as Mesh)\n })\n return out\n }\n if (options.parts) {\n for (const [pid, v] of Object.entries(options.parts)) {\n for (const o of Array.isArray(v) ? v : [v]) for (const m of meshesIn(o)) add(pid, m)\n }\n } else {\n const leftovers: Mesh[] = []\n for (const m of meshesIn(root)) {\n const ud = partHintOf(m.userData?.destructionPart)?.id\n if (ud !== undefined && partIds.has(ud)) add(ud, m)\n else if (partIds.has(m.name)) add(m.name, m)\n else leftovers.push(m)\n }\n if (leftovers.length) this.matchByBox(objectId, root, leftovers, add)\n }\n const bound: Bound = { id: objectId, root, sync: options.syncTransform !== false, parts: new Map(), lastPos: null, lastQuat: null, piece: null, isSplit: false }\n for (const pid of partIds) bound.parts.set(pid, this.makePartVis(objectId, pid, state?.parts.find((p) => p.id === pid)?.material ?? '', byPart.get(pid) ?? []))\n for (const [pid, meshes] of byPart) {\n if (!bound.parts.has(pid)) bound.parts.set(pid, this.makePartVis(objectId, pid, this.world.part(objectId, pid)?.material ?? '', meshes))\n }\n this.bounds.set(objectId, bound)\n }\n\n private makePartVis(home: string, id: string, material: string, meshes: Mesh[]): PartVis {\n return { id, home, material, meshes: meshes.map((m) => this.visuals.makeMeshVis(m, home)), charApplied: 0, glowApplied: 0, meltApplied: 0, gone: 'none' }\n }\n\n /** Match unlabelled meshes to the part whose shape contains the centre of the mesh's bounding box. */\n private matchByBox(objectId: string, root: Object3D, meshes: Mesh[], add: (pid: string, m: Mesh) => void): void {\n let specParts: PartSpec[] | undefined\n try {\n specParts = this.world.serialize?.().objects.find((o) => o.id === objectId)?.spec.parts\n } catch {\n specParts = undefined\n }\n if (!specParts) return\n root.updateMatrixWorld(true)\n const e = new this.THREE.Euler()\n const q = new this.THREE.Quaternion()\n for (const m of meshes) {\n this.box.setFromObject(m)\n if (this.box.isEmpty()) continue\n const c = root.worldToLocal(this.box.getCenter(this.v1))\n let best: PartSpec | null = null\n let bestVol = Infinity\n for (const p of specParts) {\n const l = this.v2.set(c.x - p.position[0], c.y - p.position[1], c.z - p.position[2])\n if (p.rotation) l.applyQuaternion(q.setFromEuler(e.set(p.rotation[0], p.rotation[1], p.rotation[2], 'XYZ')).invert())\n let inside = false\n let vol = 0\n const s = p.shape\n if (s.kind === 'box') {\n inside = Math.abs(l.x) <= s.size[0] / 2 && Math.abs(l.y) <= s.size[1] / 2 && Math.abs(l.z) <= s.size[2] / 2\n vol = s.size[0] * s.size[1] * s.size[2]\n } else if (s.kind === 'cylinder') {\n inside = Math.hypot(l.x, l.z) <= s.radius && Math.abs(l.y) <= s.height / 2\n vol = Math.PI * s.radius * s.radius * s.height\n } else {\n inside = l.length() <= s.radius\n vol = (4 / 3) * Math.PI * s.radius ** 3\n }\n if (inside && vol < bestVol) {\n best = p\n bestVol = vol\n }\n }\n if (best) add(best.id, m)\n }\n }\n\n unbind(objectId: string): void {\n const b = this.bounds.get(objectId)\n if (!b) return\n this.restore(objectId)\n this.pieceSys.remove(objectId)\n this.bounds.delete(objectId)\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Pieces\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n /** Half extents and centre of the box around some meshes, in the local space of `root`. */\n private measure(root: Object3D, meshes: Mesh[]): { half: Vec3; center: THREE_NS.Vector3 } {\n root.updateMatrixWorld(true)\n const inv = root.matrixWorld.clone().invert()\n const total = new this.THREE.Box3()\n const m4 = new this.THREE.Matrix4()\n for (const m of meshes) {\n const g = m.geometry\n if (!g.boundingBox) g.computeBoundingBox()\n if (!g.boundingBox || g.boundingBox.isEmpty()) continue\n total.union(g.boundingBox.clone().applyMatrix4(m4.multiplyMatrices(inv, m.matrixWorld)))\n }\n if (total.isEmpty()) return { half: [0.25, 0.25, 0.25], center: new this.THREE.Vector3() }\n const size = total.getSize(new this.THREE.Vector3())\n return { half: [Math.max(0.02, size.x / 2), Math.max(0.02, size.y / 2), Math.max(0.02, size.z / 2)], center: total.getCenter(new this.THREE.Vector3()) }\n }\n\n private meshesOf(b: Bound): Mesh[] {\n const out: Mesh[] = []\n for (const pv of b.parts.values()) if (pv.gone === 'none') for (const mv of pv.meshes) out.push(mv.mesh)\n return out\n }\n\n private massOf(objectId: string): number {\n const st = this.world.state(objectId)\n if (!st) return 5\n let m = 0\n for (const p of st.parts) if (p.status !== 'broken' && p.status !== 'melted' && p.status !== 'ashes') m += p.mass\n return m > 0 ? m : 5\n }\n\n makePiece(objectId: string, options: { mass?: number; velocity?: Vec3 } = {}): Piece {\n const b = this.bounds.get(objectId)\n if (!b) throw new Error(`game-destruction-three: object \"${objectId}\" is not bound`)\n if (b.root.parent && b.root.parent !== this.scene) this.scene.attach(b.root)\n const { half, center } = this.measure(b.root, this.meshesOf(b))\n const piece = this.pieceSys.create(objectId, b.root, half, center, options.mass ?? this.massOf(objectId), options.velocity)\n b.piece = piece\n return piece\n }\n\n pieces(): Piece[] {\n return [...this.pieceSys.list]\n }\n\n piece(objectId: string): Piece | null {\n return this.pieceSys.get(objectId)\n }\n\n impulse(objectId: string, impulse: Vec3, point?: Vec3): void {\n const p = this.pieceSys.get(objectId)\n if (p) this.pieceSys.impulse(p, impulse, point)\n }\n\n private hardLanding(p: PieceBody, point: Vec3, speed: number): void {\n const key = this.impactSoundOf(p.objectId)\n this.sound(key, point, clamp(speed / 10, 0.2, 1))\n // the piece just moved this frame: the world must know where it is before the hit is resolved against its parts\n this.syncBound(p.objectId)\n try {\n this.world.hit(p.objectId, { type: 'blunt', point, energy: 0.5 * p.mass * speed * speed, radius: 0.08, direction: [0, -1, 0], source: 'fall' })\n } catch {\n // the object may have been removed from the world\n }\n }\n\n private impactSoundOf(objectId: string): string {\n const st = this.world.state(objectId)\n let best: MaterialDef | undefined\n let mass = -1\n for (const p of st?.parts ?? []) {\n if (p.mass > mass) {\n mass = p.mass\n best = this.world.materials.get(p.material)\n }\n }\n return impactKey(best)\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Update\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n update(dt: number): void {\n if (this.disposed) return\n dt = clamp(dt, 0, 0.1)\n this.time += dt\n this.drainQueue()\n this.updateActive(dt)\n this.updateLeaks(dt)\n this.pieceSys.update(dt)\n this.fragments.update(dt)\n this.ground.update(dt)\n this.updateLight(dt)\n this.particles.update(dt)\n this.syncTransforms()\n }\n\n private drainQueue(): void {\n // events produced while applying (a hard landing calls `hit`) wait for the next frame\n const batch = this.queue.splice(0, this.queue.length)\n for (const ev of batch) {\n try {\n this.apply(ev)\n } catch (err) {\n if (typeof console !== 'undefined') console.error('game-destruction-three: failed to apply', ev.type, err)\n }\n }\n }\n\n private syncTransforms(): void {\n for (const b of this.bounds.values()) this.syncOne(b)\n }\n\n /** Push the current transform of one bound object to the world right now (used before a landing hit). */\n private syncBound(objectId: string): void {\n const b = this.bounds.get(objectId)\n if (b) this.syncOne(b)\n }\n\n private syncOne(b: Bound): void {\n if (!b.sync) return\n const p = this.v1\n const q = this.tmpQ\n b.root.updateWorldMatrix(true, false)\n b.root.matrixWorld.decompose(p, q, this.v2)\n const last = b.lastPos\n const lq = b.lastQuat\n const moved = !last || !lq || Math.abs(p.x - last[0]) + Math.abs(p.y - last[1]) + Math.abs(p.z - last[2]) > 1e-5 || Math.abs(q.x - lq[0]) + Math.abs(q.y - lq[1]) + Math.abs(q.z - lq[2]) + Math.abs(q.w - lq[3]) > 1e-6\n if (!moved) return\n b.lastPos = [p.x, p.y, p.z]\n b.lastQuat = [q.x, q.y, q.z, q.w]\n if (this.world.has(b.id)) this.world.setTransform(b.id, [p.x, p.y, p.z], [q.x, q.y, q.z, q.w])\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Events\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n private apply(ev: DestructionEvent): void {\n switch (ev.type) {\n case 'damage':\n if (ev.damageType === 'heat' || ev.damageType === 'fire' || ev.damageType === 'explosive') this.activate(ev.object, ev.part)\n break\n case 'dent':\n this.onDent(ev)\n break\n case 'hole':\n this.onHole(ev)\n break\n case 'crack':\n this.onCrack(ev)\n break\n case 'ricochet': {\n const d = ev.direction\n this.particles.burst('sparks', ev.point, d, 4 + Math.min(10, ev.energy / 150), 4)\n this.sound('ricochet', ev.point, 0.7)\n break\n }\n case 'debris':\n this.particles.burst(ev.kind, ev.point, ev.normal, ev.count, ev.speed > 0 ? ev.speed : DEFAULT_SPEED[ev.kind] ?? 1, this.debrisOptions(ev.kind, ev.object, ev.part))\n break\n case 'fracture':\n this.onFracture(ev)\n break\n case 'detach':\n this.onDetach(ev)\n break\n case 'disassemble_progress': {\n const k = `unscrew:${ev.joint}`\n if (this.time - (this.throttles.get(k) ?? -1) > 0.25) {\n this.throttles.set(k, this.time)\n this.sound('unscrew', this.rootPoint(ev.object), clamp(0.3 + ev.progress * 0.5, 0, 1))\n }\n break\n }\n case 'ignite':\n this.fires.set(`${ev.object}|${ev.part}`, { object: ev.object, part: ev.part, point: ev.point, accFire: 0, accSmoke: 0 })\n this.activate(ev.object, ev.part)\n this.particles.burst('fire', ev.point, [0, 1, 0], 6, 1)\n this.sound('ignite', ev.point, 0.7)\n this.sound('burn_loop', ev.point, 0.5)\n break\n case 'extinguish': {\n const f = this.fires.get(`${ev.object}|${ev.part}`)\n if (f) {\n this.fires.delete(`${ev.object}|${ev.part}`)\n this.particles.burst('steam', f.point, [0, 1, 0], 14, 1.2)\n }\n this.activate(ev.object, ev.part)\n this.sound('extinguish', f?.point ?? this.rootPoint(ev.object), 0.6)\n break\n }\n case 'burnout': {\n this.fires.delete(`${ev.object}|${ev.part}`)\n this.particles.burst('ash', ev.point, [0, 1, 0], 16, 1)\n this.particles.burst('smoke', ev.point, [0, 1, 0], 6, 0.8, { color: SMOKE_TONES.grey })\n const pv = this.partVis(ev.object, ev.part)\n if (pv) {\n const def = this.world.materials.get(pv.material)\n this.visuals.setChar(pv, 1, def?.visual?.charColor ?? 0x1a1410)\n }\n this.activate(ev.object, ev.part)\n break\n }\n case 'melt':\n this.activate(ev.object, ev.part)\n if (this.time - (this.throttles.get(`melt:${ev.object}|${ev.part}`) ?? -9) > 1.5) {\n this.throttles.set(`melt:${ev.object}|${ev.part}`, this.time)\n this.sound('melt_sizzle', this.rootPoint(ev.object), 0.4)\n }\n break\n case 'drip': {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n const def = this.world.materials.get(ev.material)\n const color = (pv && this.partColor(pv, def)) ?? fallbackColor(ev.material, def)\n let tag = this.homeTags.indexOf(ev.object) + 1\n if (tag === 0) tag = this.homeTags.push(ev.object)\n this.particles.spawn('drips', ev.point, [(this.rng() - 0.5) * 0.1, -0.1, (this.rng() - 0.5) * 0.1], { color, tag })\n break\n }\n case 'leak': {\n const key = `${ev.object}|${ev.part}`\n const same = this.leaks.find((l) => l.object === ev.object && l.part === ev.part && Math.hypot(l.point[0] - ev.point[0], l.point[1] - ev.point[1], l.point[2] - ev.point[2]) < 0.03)\n if (same) {\n same.rate = ev.rate\n same.direction = ev.direction\n } else {\n if (this.leaks.length >= 24) this.leaks.shift()\n this.leaks.push({ object: ev.object, part: ev.part, fluid: ev.fluid, point: ev.point, direction: ev.direction, rate: ev.rate, pressurized: ev.pressurized, acc: 0 })\n }\n void key\n break\n }\n case 'explode':\n this.onExplode(ev)\n break\n case 'destroyed':\n break\n }\n }\n\n private rootPoint(objectId: string): Vec3 {\n const b = this.bounds.get(objectId)\n return b ? [b.root.position.x, b.root.position.y, b.root.position.z] : [0, 0, 0]\n }\n\n private sound(key: string, point: Vec3, volume: number): void {\n this.o.onSound?.(key, point, volume)\n }\n\n private partVis(objectId: string, partId: string): PartVis | null {\n return this.bounds.get(objectId)?.parts.get(partId) ?? null\n }\n\n private activate(objectId: string, partId: string): void {\n this.active.set(`${objectId}|${partId}`, { object: objectId, part: partId })\n }\n\n /** Current colour of the part's first mesh (char included), or null. */\n private partColor(pv: PartVis, def: MaterialDef | undefined): number | null {\n const mv = pv.meshes[0]\n if (!mv) return null\n const mat = materialsOf(mv.mesh.material)[0] as THREE_NS.MeshStandardMaterial | undefined\n const c = mat?.color\n if (c && (c as THREE_NS.Color).isColor) {\n const tint = this.visuals.vertexTint(mv)\n return tint ? c.clone().multiply(tint).getHex() : c.getHex()\n }\n return def ? fallbackColor(def.id, def) : null\n }\n\n private debrisOptions(kind: DebrisKind, objectId: string, partId: string): { color?: number } | undefined {\n const pv = this.partVis(objectId, partId)\n const def = pv ? this.world.materials.get(pv.material) : undefined\n if (kind === 'smoke') return { color: SMOKE_TONES[def?.thermal.smoke ?? 'grey'] }\n if (kind === 'fibers' || kind === 'leaves') {\n const c = pv ? this.visuals.baseColorHex(pv.meshes[0] ?? ({} as never)) : -1\n return c >= 0 ? { color: c } : undefined\n }\n if (kind === 'dust' || kind === 'chips') {\n const c = pv && pv.meshes[0] ? this.visuals.baseColorHex(pv.meshes[0]) : -1\n return c >= 0 && kind === 'chips' ? { color: c } : undefined\n }\n return undefined\n }\n\n /** Mesh of the part closest to a world point. */\n private nearestMesh(pv: PartVis, p: THREE_NS.Vector3): PartVis['meshes'][number] | null {\n let best: PartVis['meshes'][number] | null = null\n let bd = Infinity\n for (const mv of pv.meshes) {\n if (!mv.mesh.visible) continue\n const d = this.box.setFromObject(mv.mesh).distanceToPoint(p)\n if (d < bd) {\n bd = d\n best = mv\n }\n }\n return best\n }\n\n private worldDir(b: Bound, v: Vec3): THREE_NS.Vector3 {\n b.root.updateWorldMatrix(true, false)\n return new this.THREE.Vector3(v[0], v[1], v[2]).applyQuaternion(b.root.getWorldQuaternion(this.tmpQ)).normalize()\n }\n\n private onDent(ev: Ev<'dent'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2])\n const wn = this.worldDir(b, ev.dent.normal)\n for (const mv of pv.meshes) {\n if (!mv.mesh.visible) continue\n this.visuals.applyDent(mv, wp, wn, ev.dent)\n }\n if (def?.tags?.includes('metal')) this.particles.burst('sparks', ev.worldPoint, [wn.x, wn.y, wn.z], 4 + Math.min(8, ev.dent.depth * 150), 3.2)\n this.sound(impactKey(def), ev.worldPoint, clamp(0.3 + ev.dent.depth * 12, 0.3, 1))\n }\n\n private onHole(ev: Ev<'hole'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const n = this.worldDir(b, ev.hole.normal)\n const draw = (point: Vec3, normal: THREE_NS.Vector3): void => {\n const wp = new this.THREE.Vector3(point[0], point[1], point[2])\n const mv = this.nearestMesh(pv, wp)\n if (!mv) return\n if (def?.visual?.transparent) {\n const seed = hashNumbers(ev.time, point[0], point[1], point[2])\n this.visuals.addCrack(mv, wp, normal, 7, Math.max(0.05, ev.hole.diameter * 5), 0xe8f4ff, seed)\n } else {\n this.visuals.addHole(mv, wp, normal, ev.hole.diameter)\n }\n }\n draw(ev.worldPoint, n)\n if (ev.hole.through && ev.exitPoint) draw(ev.exitPoint, n.clone().negate())\n if (def?.tags?.includes('metal')) this.particles.burst('sparks', ev.worldPoint, [n.x, n.y, n.z], 6, 3.5)\n this.sound(impactKey(def), ev.worldPoint, 0.6)\n }\n\n private onCrack(ev: Ev<'crack'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2])\n const mv = this.nearestMesh(pv, wp)\n if (mv) {\n const color = def?.visual?.transparent ? 0xe8f4ff : 0x2a2724\n this.visuals.addCrack(mv, wp, this.worldDir(b, ev.crack.normal), ev.crack.rays, ev.crack.length, color, hashNumbers(ev.time, ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2]))\n }\n this.sound(impactKey(def), ev.worldPoint, 0.5)\n }\n\n private onFracture(ev: Ev<'fracture'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n const matId = pv?.material || (ev.fragments[0]?.material ?? '')\n const def = this.world.materials.get(matId)\n let color = fallbackColor(matId, def)\n let opacity = 0.5\n const transparent = def?.visual?.transparent === true\n if (pv) {\n const c = this.partColor(pv, def)\n if (c !== null) color = c\n const m = pv.meshes[0] ? (materialsOf(pv.meshes[0].origMaterial)[0] as THREE_NS.Material | undefined) : undefined\n if (m && m.transparent) opacity = clamp(m.opacity, 0.2, 0.8)\n this.visuals.hide(pv, 'broken')\n }\n const maxAlive = this.low ? Math.floor(this.maxFragments / 2) : this.maxFragments\n const step = this.low ? 2 : 1\n for (let i = 0; i < ev.fragments.length; i += step) {\n const fr = ev.fragments[i]\n const fdef = this.world.materials.get(fr.material)\n const mat = this.fragments.materialFor(fr.material, fdef === def || !fdef ? color : fallbackColor(fr.material, fdef), transparent || fdef?.visual?.transparent === true, opacity)\n this.fragments.spawn(fr, mat, ev.object, maxAlive)\n }\n const up: Vec3 = [0, 1, 0]\n const sizeK = clamp(ev.fragments.length / 10, 0.5, 2)\n switch (ev.style) {\n case 'shatter':\n this.particles.burst('shards', ev.point, up, 18 * sizeK, 3)\n break\n case 'crumble':\n this.particles.burst('dust', ev.point, up, 16 * sizeK, 1.2, { color: pv ? (this.partColor(pv, def) ?? undefined) : undefined })\n this.particles.burst('chips', ev.point, up, 6, 3)\n break\n case 'splinter':\n this.particles.burst('splinters', ev.point, up, 14 * sizeK, 3)\n this.particles.burst('dust', ev.point, up, 5, 0.8, { color: 0xb59a74 })\n break\n case 'tear':\n this.particles.burst('fibers', ev.point, up, 12 * sizeK, 1.6, { color: color })\n break\n case 'snap':\n this.particles.burst('chips', ev.point, up, 8 * sizeK, 3)\n break\n default:\n this.particles.burst('sparks', ev.point, up, 10, 4)\n }\n this.sound(fractureKey(def, ev.style), ev.point, clamp(0.4 + ev.fragments.length * 0.03, 0.4, 1))\n }\n\n private onDetach(ev: Ev<'detach'>): void {\n this.sound('detach', this.rootPoint(ev.object), 0.5)\n if (!this.autoSplit) return\n const b = this.bounds.get(ev.object)\n if (!b) return\n const st = this.world.state(ev.object)\n if (!st || st.groups.length < 2) return\n const loose = st.groups.length - 1\n for (let i = 0; i < loose; i++) {\n // the loose groups are always read from index 1: each split renumbers the rest\n let newId: string\n try {\n newId = this.world.splitGroup(ev.object, 1)\n } catch {\n break\n }\n this.adoptSplit(b, newId)\n }\n const old = b.piece\n if (old) {\n const { half, center } = this.measure(b.root, this.meshesOf(b))\n old.halfExtents = half\n this.pieceSys.setCenter(old, center)\n old.mass = Math.max(0.05, this.massOf(ev.object))\n old.sleeping = false\n }\n }\n\n /** The renderer side of `splitGroup`: a new group holding the meshes of the new object, made a piece. */\n private adoptSplit(from: Bound, newId: string): void {\n const state = this.world.state(newId)\n const root = from.root\n root.updateWorldMatrix(true, false)\n const group = new this.THREE.Group()\n group.name = `destruction-piece-${newId}`\n root.getWorldPosition(group.position)\n root.getWorldQuaternion(group.quaternion)\n this.scene.add(group)\n group.updateMatrixWorld(true)\n const nb: Bound = { id: newId, root: group, sync: true, parts: new Map(), lastPos: null, lastQuat: null, piece: null, isSplit: true }\n for (const p of state?.parts ?? []) {\n const pv = from.parts.get(p.id)\n if (!pv) continue\n from.parts.delete(p.id)\n nb.parts.set(p.id, pv)\n for (const mv of pv.meshes) {\n group.attach(mv.mesh)\n mv.moved = true\n }\n }\n this.bounds.set(newId, nb)\n const meshes = this.meshesOf(nb)\n if (meshes.length === 0) return\n const { half, center } = this.measure(group, meshes)\n let vel: Vec3 = [0, 0, 0]\n let ang: Vec3 = [0, 0, 0]\n const op = from.piece\n if (op) {\n vel = [...op.velocity]\n ang = [...op.angularVelocity]\n // linear velocity at the loose piece's centre\n const c = this.pieceSys.centerOf(op, new this.THREE.Vector3())\n const nc = center.clone().applyQuaternion(group.quaternion).add(group.position)\n vel[0] += ang[1] * (nc.z - c.z) - ang[2] * (nc.y - c.y)\n vel[1] += ang[2] * (nc.x - c.x) - ang[0] * (nc.z - c.z)\n vel[2] += ang[0] * (nc.y - c.y) - ang[1] * (nc.x - c.x)\n }\n const piece = this.pieceSys.create(newId, group, half, center, this.massOf(newId), vel, ang)\n nb.piece = piece\n this.o.onPiece?.(piece)\n }\n\n private onExplode(ev: Ev<'explode'>): void {\n const p = ev.point\n const k = clamp(ev.radius / 3, 0.4, 2.5)\n this.particles.burst('flash', p, [0, 1, 0], 1, 0, { size: k })\n this.particles.burst('fire', p, [0, 1, 0], 34 * k, 4 * k, { size: 1 + k * 0.5 })\n this.particles.burst('smoke', p, [0, 1, 0], 24 * k, 2.2, { color: SMOKE_TONES.black, size: 1 + k * 0.6 })\n this.particles.burst('dust', p, [0, 1, 0], 22 * k, 3.5 * k)\n this.particles.burst('sparks', p, [0, 1, 0], 16 * k, 8)\n this.particles.push(p, ev.radius, 4)\n if (this.o.explosionLight !== false) {\n if (!this.light) {\n this.light = new this.THREE.PointLight(0xffa860, 0, 10, 2)\n this.light.name = 'destruction-explosion-light'\n }\n if (!this.light.parent) this.scene.add(this.light)\n this.light.position.set(p[0], p[1] + 0.5, p[2])\n this.light.distance = Math.max(6, ev.radius * 3)\n this.lightPeak = clamp(Math.sqrt(Math.max(1, ev.energy)) * 0.6, 10, 400)\n this.lightDur = 0.35\n this.lightT = this.lightDur\n }\n // shove pieces and fragments\n const c = this.v1\n for (const pc of this.pieceSys.list) {\n this.pieceSys.centerOf(pc, c)\n const dx = c.x - p[0]\n const dy = c.y - p[1]\n const dz = c.z - p[2]\n const d = Math.hypot(dx, dy, dz)\n if (d > ev.radius) continue\n const fall = (1 - d / ev.radius) ** 2\n const speed = Math.min(30, Math.sqrt((2 * ev.energy * 0.02) / pc.mass)) * fall\n const inv = d > 1e-4 ? 1 / d : 0\n const dir: Vec3 = d > 1e-4 ? [dx * inv, dy * inv + 0.3, dz * inv] : [0, 1, 0]\n const spread = pc.halfExtents[0]\n this.pieceSys.impulse(pc, [dir[0] * speed * pc.mass, dir[1] * speed * pc.mass, dir[2] * speed * pc.mass], [c.x + (this.rng() - 0.5) * spread, c.y + spread * 0.5, c.z + (this.rng() - 0.5) * spread])\n }\n this.fragments.blast(p, ev.radius, Math.min(20, Math.sqrt(ev.energy) * 0.08))\n this.sound('explode', p, clamp(0.5 + ev.radius / 10, 0.5, 1))\n }\n\n private updateLight(dt: number): void {\n if (!this.light || this.lightT <= 0) return\n this.lightT = Math.max(0, this.lightT - dt)\n const t = this.lightT / this.lightDur\n this.light.intensity = this.lightPeak * t * t\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Fire, heat, char, melt, leaks\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n private updateActive(dt: number): void {\n this.scanTimer += dt\n if (this.scanTimer >= 0.4) {\n this.scanTimer = 0\n for (const b of this.bounds.values()) {\n for (const pv of b.parts.values()) {\n if (pv.gone !== 'none' && pv.gone !== 'broken') continue\n const ps = this.world.part(b.id, pv.id)\n if (!ps) continue\n const def = this.world.materials.get(pv.material)\n if (\n ps.burning ||\n (def?.visual?.glows && ps.temperature > GLOW_FROM_C) ||\n Math.abs(ps.char - pv.charApplied) > 0.01 ||\n Math.abs(ps.melt - pv.meltApplied) > 0.01 ||\n (pv.gone === 'none' && (ps.status === 'melted' || ps.status === 'ashes'))\n ) {\n this.activate(b.id, pv.id)\n }\n }\n }\n }\n for (const [key, a] of this.active) {\n const pv = this.partVis(a.object, a.part)\n const ps = pv ? this.world.part(a.object, a.part) : null\n if (!pv || !ps) {\n this.active.delete(key)\n continue\n }\n const def = this.world.materials.get(pv.material)\n if (pv.gone === 'none') {\n this.visuals.setChar(pv, ps.char, def?.visual?.charColor ?? 0x1a1410)\n if (def?.visual?.glows) this.visuals.setGlow(pv, ps.temperature)\n this.visuals.setMelt(pv, ps.melt)\n if (ps.status === 'melted') this.onGone(a.object, pv, 'melted', def)\n else if (ps.status === 'ashes') this.onGone(a.object, pv, 'ashes', def)\n }\n const fire = this.fires.get(key)\n if (fire) {\n if (ps.burning && ps.status !== 'broken' && ps.status !== 'ashes' && ps.status !== 'melted') this.emitFire(fire, pv, def, dt)\n else this.fires.delete(key)\n }\n const hot = def?.visual?.glows === true && ps.temperature > GLOW_FROM_C\n if (!ps.burning && !hot && Math.abs(ps.char - pv.charApplied) < 0.01 && Math.abs(ps.melt - pv.meltApplied) < 0.01) {\n if (def?.visual?.glows && pv.gone === 'none') this.visuals.setGlow(pv, 0)\n this.active.delete(key)\n }\n }\n }\n\n private onGone(objectId: string, pv: PartVis, reason: 'melted' | 'ashes', def: MaterialDef | undefined): void {\n const bb = new this.THREE.Box3()\n for (const mv of pv.meshes) bb.union(this.box.setFromObject(mv.mesh))\n this.visuals.hide(pv, reason)\n if (bb.isEmpty()) return\n const c = bb.getCenter(new this.THREE.Vector3())\n const s = bb.getSize(new this.THREE.Vector3())\n const footprint = Math.sqrt(Math.max(s.x * s.z, 1e-4))\n if (reason === 'melted') {\n this.ground.add('puddle', c.x, c.z, clamp(footprint * 0.55, 0.05, 1), this.partColor(pv, def) ?? fallbackColor(pv.material, def), objectId)\n } else {\n this.ground.add('ash', c.x, c.z, clamp(footprint * 0.35, 0.04, 0.5), 0x1d1a18, objectId)\n this.particles.burst('ash', [c.x, bb.max.y, c.z], [0, 1, 0], 10, 0.8)\n }\n }\n\n private emitFire(f: FireEmitter, pv: PartVis, def: MaterialDef | undefined, dt: number): void {\n const bb = this.box\n bb.makeEmpty()\n const tmp = new this.THREE.Box3()\n for (const mv of pv.meshes) if (mv.mesh.visible) bb.union(tmp.setFromObject(mv.mesh))\n let cx = f.point[0]\n let cy = f.point[1]\n let cz = f.point[2]\n let sx = 0.2\n let sy = 0.2\n let sz = 0.2\n if (!bb.isEmpty()) {\n const c = bb.getCenter(this.v1)\n const s = bb.getSize(this.v2)\n cx = c.x\n cy = bb.min.y\n cz = c.z\n sx = s.x\n sy = s.y\n sz = s.z\n }\n const vol = clamp(Math.cbrt(Math.max(sx * sy * sz, 1e-5)), 0.05, 1.5)\n f.accFire += (18 + 70 * vol) * dt\n f.accSmoke += (6 + 24 * vol) * dt\n const tone = SMOKE_TONES[def?.thermal.smoke ?? 'grey']\n const rnd = this.rng\n while (f.accFire >= 1) {\n f.accFire -= 1\n this.particles.spawn('fire', [cx + (rnd() - 0.5) * sx, cy + sy * (0.3 + 0.7 * rnd()), cz + (rnd() - 0.5) * sz], [(rnd() - 0.5) * 0.4, 0.5 + rnd() * 0.9, (rnd() - 0.5) * 0.4], { size: 0.6 + vol * 0.8 })\n }\n while (f.accSmoke >= 1) {\n f.accSmoke -= 1\n this.particles.spawn('smoke', [cx + (rnd() - 0.5) * sx, cy + sy * (0.8 + 0.4 * rnd()), cz + (rnd() - 0.5) * sz], [(rnd() - 0.5) * 0.3 + 0.1, 0.4 + rnd() * 0.5, (rnd() - 0.5) * 0.3], { color: tone, size: 0.6 + vol })\n }\n }\n\n private updateLeaks(dt: number): void {\n for (let i = this.leaks.length - 1; i >= 0; i--) {\n const l = this.leaks[i]\n const ps = this.world.part(l.object, l.part)\n if (!ps || ps.liters === undefined || ps.liters <= 0) {\n this.leaks.splice(i, 1)\n continue\n }\n l.acc += clamp(20 + l.rate * 400, 15, 120) * dt\n const color = FLUID_COLORS[l.fluid] ?? 0xaaaaaa\n const d = l.direction\n const dl = Math.hypot(d[0], d[1], d[2]) || 1\n const sp = l.pressurized ? 2.5 + this.rng() * 1.5 : 0.3 + this.rng() * 0.3\n while (l.acc >= 1) {\n l.acc -= 1\n const vel: Vec3 = [(d[0] / dl) * sp + (this.rng() - 0.5) * 0.25, (d[1] / dl) * sp + (this.rng() - 0.5) * 0.25, (d[2] / dl) * sp + (this.rng() - 0.5) * 0.25]\n if (l.fluid === 'gas') this.particles.spawn('steam', l.point, vel, { color, size: 0.5, alpha: 0.5 })\n else this.particles.spawn('drips', l.point, vel, { color, tag: this.rng() < 0.03 ? this.tagOf(l.object) : 0 })\n }\n }\n }\n\n private tagOf(object: string): number {\n let tag = this.homeTags.indexOf(object) + 1\n if (tag === 0) tag = this.homeTags.push(object)\n return tag\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Emit, clear, restore, stats, dispose\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n emit(kind: DebrisKind | 'fire' | 'flash' | 'foam', point: Vec3, normal: Vec3, count: number, speed?: number): void {\n this.particles.burst(kind as ParticleKind, point, normal, count, speed ?? DEFAULT_SPEED[kind] ?? 1, kind === 'smoke' ? { color: SMOKE_TONES.grey } : undefined)\n }\n\n restore(objectId: string): void {\n const homes = new Set<string>([objectId])\n const self = this.bounds.get(objectId)\n if (self?.isSplit) for (const pv of self.parts.values()) homes.add(pv.home)\n for (const home of homes) this.restoreHome(home)\n for (const [key, a] of [...this.active]) if (homes.has(a.object)) this.active.delete(key)\n for (const [key, f] of [...this.fires]) if (homes.has(f.object)) this.fires.delete(key)\n for (let i = this.leaks.length - 1; i >= 0; i--) if (homes.has(this.leaks[i].object)) this.leaks.splice(i, 1)\n for (const home of homes) {\n this.fragments.removeHome(home)\n this.ground.removeHome(home)\n }\n }\n\n private restoreHome(home: string): void {\n const homeBound = this.bounds.get(home)\n for (const b of [...this.bounds.values()]) {\n for (const [pid, pv] of [...b.parts]) {\n if (pv.home !== home) continue\n this.visuals.restorePart(pv)\n if (b !== homeBound && homeBound) {\n b.parts.delete(pid)\n homeBound.parts.set(pid, pv)\n }\n }\n if (b.isSplit && b.parts.size === 0) {\n this.scene.remove(b.root)\n this.pieceSys.remove(b.id)\n this.bounds.delete(b.id)\n }\n }\n }\n\n clear(): void {\n this.queue.length = 0\n this.active.clear()\n this.fires.clear()\n this.leaks.length = 0\n for (const id of [...this.bounds.keys()]) if (this.bounds.has(id)) this.restore(id)\n // anything left of a split object whose home is gone\n for (const b of [...this.bounds.values()]) {\n if (b.isSplit) {\n for (const pv of b.parts.values()) this.visuals.restorePart(pv)\n this.scene.remove(b.root)\n this.pieceSys.remove(b.id)\n this.bounds.delete(b.id)\n }\n }\n this.fragments.clear()\n this.ground.clear()\n this.particles.clear()\n if (this.light) {\n this.light.intensity = 0\n this.lightT = 0\n this.scene.remove(this.light)\n }\n }\n\n stats(): { fragments: number; particles: number; pieces: number; decals: number } {\n return { fragments: this.fragments.count, particles: this.particles.live, pieces: this.pieceSys.list.length, decals: this.visuals.decalCount + this.ground.count }\n }\n\n dispose(): void {\n if (this.disposed) return\n this.unsubscribe()\n this.clear()\n for (const id of [...this.bounds.keys()]) this.unbind(id)\n this.fragments.dispose()\n this.ground.dispose()\n this.particles.dispose()\n this.visuals.dispose()\n this.light?.dispose?.()\n this.light = null\n this.disposed = true\n 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+
{"version":3,"sources":["../src/math.ts","../src/fragments.ts","../src/ground.ts","../src/particles.ts","../src/pieces.ts","../src/spec.ts","../src/heat.ts","../src/visual.ts","../src/renderer.ts"],"sourcesContent":["import type { Vec3 } from '@adatechnology/game-destruction'\n\n/** Small deterministic PRNG (mulberry32): returns a function giving numbers in [0, 1). */\nexport function createRng(seed: number): () => number {\n let a = seed >>> 0\n return () => {\n a = (a + 0x6d2b79f5) >>> 0\n let t = a\n t = Math.imul(t ^ (t >>> 15), t | 1)\n t ^= t + Math.imul(t ^ (t >>> 7), t | 61)\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296\n }\n}\n\n/** Hash of a few numbers into an unsigned 32-bit seed. */\nexport function hashNumbers(...values: number[]): number {\n let h = 2166136261\n for (const v of values) {\n const n = Math.round(v * 1000) | 0\n h = Math.imul(h ^ n, 16777619)\n h ^= h >>> 13\n }\n return h >>> 0\n}\n\nexport function hashString(s: string): number {\n let h = 2166136261\n for (let i = 0; i < s.length; i++) h = Math.imul(h ^ s.charCodeAt(i), 16777619)\n return h >>> 0\n}\n\nexport const clamp = (v: number, lo: number, hi: number): number => (v < lo ? lo : v > hi ? hi : v)\nexport const lerp = (a: number, b: number, t: number): number => a + (b - a) * t\n\nexport function vec3Length(v: Vec3): number {\n return Math.hypot(v[0], v[1], v[2])\n}\n\nexport function normalize3(v: Vec3): Vec3 {\n const l = Math.hypot(v[0], v[1], v[2])\n return l > 1e-9 ? [v[0] / l, v[1] / l, v[2] / l] : [0, 1, 0]\n}\n\n/** `0xRRGGBB` -> `[r, g, b]` in 0..1. */\nexport function hexToRgb(hex: number): [number, number, number] {\n return [((hex >> 16) & 255) / 255, ((hex >> 8) & 255) / 255, (hex & 255) / 255]\n}\n\nexport function mixHex(a: number, b: number, t: number): number {\n const ar = (a >> 16) & 255\n const ag = (a >> 8) & 255\n const ab = a & 255\n const r = Math.round(ar + (((b >> 16) & 255) - ar) * t)\n const g = Math.round(ag + (((b >> 8) & 255) - ag) * t)\n const bl = Math.round(ab + ((b & 255) - ab) * t)\n return (r << 16) | (g << 8) | bl\n}\n","import type * as THREE_NS from 'three'\nimport type { Fragment } from '@adatechnology/game-destruction'\nimport { clamp, createRng, hashString } from './math'\n\ninterface Live {\n mesh: THREE_NS.Mesh\n home: string\n vel: THREE_NS.Vector3\n ang: THREE_NS.Vector3\n half: THREE_NS.Vector3\n baseScale: THREE_NS.Vector3\n still: number\n asleep: boolean\n /** Seconds at rest. */\n rest: number\n /** 1 while alive; counts down to 0 while shrinking away. */\n fade: number\n dying: boolean\n}\n\nexport interface FragmentSystemOptions {\n scene: THREE_NS.Scene\n groundAt: (x: number, z: number) => number\n gravity: number\n max: number\n life: number\n}\n\n/** Light physics for fracture debris: gravity, ground bounce and friction, spin damping, settling flat, sleep, shrink-away and removal. */\nexport class FragmentSystem {\n private readonly list: Live[] = []\n private readonly box: THREE_NS.BoxGeometry\n private shardGeos: THREE_NS.BufferGeometry[] = []\n private readonly materials = new Map<string, THREE_NS.Material>()\n private readonly q: THREE_NS.Quaternion\n private readonly dq: THREE_NS.Quaternion\n private readonly m: THREE_NS.Matrix4\n private readonly v: THREE_NS.Vector3\n private readonly w: THREE_NS.Vector3\n private readonly rng = createRng(0x51ed270b)\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly o: FragmentSystemOptions,\n ) {\n this.box = new THREE.BoxGeometry(1, 1, 1)\n this.q = new THREE.Quaternion()\n this.dq = new THREE.Quaternion()\n this.m = new THREE.Matrix4()\n this.v = new THREE.Vector3()\n this.w = new THREE.Vector3()\n }\n\n get count(): number {\n return this.list.length\n }\n\n /** Meshes of every live fragment (tests and picking). */\n meshes(): THREE_NS.Mesh[] {\n return this.list.map((f) => f.mesh)\n }\n\n /** One shared material per source material id + colour (+ transparency). */\n materialFor(materialId: string, color: number, transparent: boolean, opacity = 0.5): THREE_NS.Material {\n const key = `${materialId}:${color}:${transparent ? 1 : 0}`\n let m = this.materials.get(key)\n if (!m) {\n m = transparent\n ? new this.THREE.MeshStandardMaterial({ color, roughness: 0.15, metalness: 0.1, transparent: true, opacity, side: this.THREE.DoubleSide, depthWrite: false })\n : new this.THREE.MeshLambertMaterial({ color })\n this.materials.set(key, m)\n }\n return m\n }\n\n private shardGeometry(seed: number): THREE_NS.BufferGeometry {\n const idx = seed % 6\n let g = this.shardGeos[idx]\n if (!g) {\n const r = createRng(1000 + idx)\n const n = 3 + Math.floor(r() * 3) // triangle, quad or pentagon, irregular\n const shape = new this.THREE.Shape()\n const pts: Array<[number, number]> = []\n for (let i = 0; i < n; i++) {\n const a = (i / n) * Math.PI * 2 + (r() - 0.5) * 0.7\n const rad = 0.35 + r() * 0.15\n pts.push([Math.cos(a) * rad, Math.sin(a) * rad])\n }\n shape.moveTo(pts[0][0], pts[0][1])\n for (let i = 1; i < n; i++) shape.lineTo(pts[i][0], pts[i][1])\n shape.closePath()\n g = new this.THREE.ExtrudeGeometry(shape, { depth: 1, bevelEnabled: false })\n g.translate(0, 0, -0.5)\n this.shardGeos[idx] = g\n }\n return g\n }\n\n /** Create the mesh of a fragment and start its motion. `maxAllowed` is the live budget. */\n spawn(f: Fragment, material: THREE_NS.Material, home: string, maxAllowed: number): void {\n const geo = f.shape === 'shard' ? this.shardGeometry(hashString(f.id)) : this.box\n const mesh = new this.THREE.Mesh(geo, material)\n mesh.position.set(f.center[0], f.center[1], f.center[2])\n mesh.quaternion.set(f.rotation[0], f.rotation[1], f.rotation[2], f.rotation[3]).normalize()\n const sz = f.size\n const sc = new this.THREE.Vector3(Math.max(0.005, sz[0]), Math.max(0.005, sz[1]), Math.max(0.003, sz[2]))\n mesh.scale.copy(sc)\n mesh.castShadow = true\n this.o.scene.add(mesh)\n const live: Live = {\n mesh,\n home,\n vel: new this.THREE.Vector3(f.velocity[0], f.velocity[1], f.velocity[2]),\n ang: new this.THREE.Vector3(f.angularVelocity[0], f.angularVelocity[1], f.angularVelocity[2]),\n // shards are thin: the contact extent uses the real (small) thickness, the chunk uses half of each side\n half: sc.clone().multiplyScalar(0.5),\n baseScale: sc,\n still: 0,\n asleep: false,\n rest: 0,\n fade: 1,\n dying: false,\n }\n this.list.push(live)\n let alive = this.list.reduce((n, l) => n + (l.dying ? 0 : 1), 0)\n for (let i = 0; i < this.list.length && alive > maxAllowed; i++) {\n if (!this.list[i].dying) {\n this.list[i].dying = true\n alive--\n }\n }\n }\n\n /** Add velocity to every fragment within `radius` of a point (blasts). */\n blast(point: [number, number, number], radius: number, speed: number): void {\n for (const f of this.list) {\n const d = this.v.copy(f.mesh.position).sub(this.w.set(point[0], point[1], point[2]))\n const dist = d.length()\n if (dist > radius || f.dying) continue\n const k = (1 - dist / radius) ** 2 * speed\n d.normalize().multiplyScalar(k)\n d.y += k * 0.4\n f.vel.add(d)\n f.ang.add(this.w.set(this.rng() - 0.5, this.rng() - 0.5, this.rng() - 0.5).multiplyScalar(k))\n f.asleep = false\n f.rest = 0\n }\n }\n\n update(dt: number): void {\n const g = this.o.gravity\n for (let i = this.list.length - 1; i >= 0; i--) {\n const f = this.list[i]\n if (f.dying) {\n f.fade -= dt / 0.6\n if (f.fade <= 0) {\n this.o.scene.remove(f.mesh)\n this.list.splice(i, 1)\n continue\n }\n f.mesh.scale.copy(f.baseScale).multiplyScalar(f.fade)\n }\n if (f.asleep) {\n f.rest += dt\n if (this.o.life > 0 && f.rest > this.o.life) f.dying = true\n continue\n }\n this.step(f, dt, g)\n }\n }\n\n private step(f: Live, dt: number, g: number): void {\n const mesh = f.mesh\n f.vel.y -= g * dt\n mesh.position.addScaledVector(f.vel, dt)\n const w = f.ang.length()\n if (w > 1e-5) {\n this.dq.setFromAxisAngle(this.v.copy(f.ang).multiplyScalar(1 / w), w * dt)\n mesh.quaternion.premultiply(this.dq).normalize()\n }\n // ground contact: lowest point of the oriented box\n this.m.makeRotationFromQuaternion(mesh.quaternion)\n const e = this.m.elements\n const h = f.half\n const sc = f.dying ? f.fade : 1\n const ext = (Math.abs(e[1]) * h.x + Math.abs(e[5]) * h.y + Math.abs(e[9]) * h.z) * sc\n const gy = this.o.groundAt(mesh.position.x, mesh.position.z)\n let contact = false\n if (mesh.position.y - ext < gy) {\n contact = true\n mesh.position.y = gy + ext\n if (f.vel.y < -0.6) {\n f.vel.y = -f.vel.y * 0.25\n f.vel.x *= 0.7\n f.vel.z *= 0.7\n f.ang.multiplyScalar(0.55)\n // a hit on a corner makes it tumble a little\n f.ang.x += (this.rng() - 0.5) * 2\n f.ang.z += (this.rng() - 0.5) * 2\n } else {\n f.vel.y = 0\n const fr = Math.exp(-7 * dt)\n f.vel.x *= fr\n f.vel.z *= fr\n f.ang.multiplyScalar(Math.exp(-6 * dt))\n }\n } else {\n f.ang.multiplyScalar(Math.exp(-0.15 * dt))\n }\n if (contact && f.vel.lengthSq() < 4) this.settle(f, dt)\n const slow = f.vel.lengthSq() < 0.012 && f.ang.lengthSq() < 0.2\n if (contact && slow) {\n f.still += dt\n if (f.still > 0.4) {\n f.asleep = true\n f.vel.set(0, 0, 0)\n f.ang.set(0, 0, 0)\n }\n } else {\n f.still = 0\n }\n }\n\n /** Tip the fragment towards lying on its flattest face. */\n private settle(f: Live, dt: number): void {\n const mesh = f.mesh\n this.m.makeRotationFromQuaternion(mesh.quaternion)\n const e = this.m.elements\n const up = [e[1], e[5], e[9]] // world-y component of each local axis\n const half = [f.half.x, f.half.y, f.half.z]\n let small = 0\n for (let i = 1; i < 3; i++) if (half[i] < half[small]) small = i\n let axis = small\n if (Math.abs(up[small]) < 0.35) {\n axis = 0\n for (let i = 1; i < 3; i++) if (Math.abs(up[i]) > Math.abs(up[axis])) axis = i\n }\n const sign = up[axis] >= 0 ? 1 : -1\n this.v.set(e[axis * 4], e[axis * 4 + 1], e[axis * 4 + 2]).multiplyScalar(sign)\n this.w.set(0, 1, 0)\n this.dq.setFromUnitVectors(this.v, this.w)\n this.q.copy(this.dq).multiply(mesh.quaternion)\n mesh.quaternion.slerp(this.q, clamp(dt * 7, 0, 1))\n }\n\n /** Remove the fragments of one object (after `restore`). */\n removeHome(home: string): void {\n for (let i = this.list.length - 1; i >= 0; i--) {\n if (this.list[i].home === home) {\n this.o.scene.remove(this.list[i].mesh)\n this.list.splice(i, 1)\n }\n }\n }\n\n clear(): void {\n for (const f of this.list) this.o.scene.remove(f.mesh)\n this.list.length = 0\n }\n\n dispose(): void {\n this.clear()\n this.box.dispose()\n for (const g of this.shardGeos) g?.dispose()\n this.shardGeos = []\n for (const m of this.materials.values()) m.dispose()\n this.materials.clear()\n }\n}\n","import type * as THREE_NS from 'three'\nimport { lerp } from './math'\n\ninterface Spot {\n mesh: THREE_NS.Mesh\n kind: 'puddle' | 'ash'\n home: string\n x: number\n z: number\n radius: number\n target: number\n}\n\nconst MAX_RADIUS = 1.2\n\n/** Flat discs on the ground: puddles of melted material and piles of ash. Nearby ones merge; the oldest go when the cap is reached. */\nexport class GroundSpots {\n private readonly spots: Spot[] = []\n private readonly geometry: THREE_NS.CircleGeometry\n private readonly materials = new Map<string, THREE_NS.MeshBasicMaterial>()\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly scene: THREE_NS.Scene,\n private readonly groundAt: (x: number, z: number) => number,\n private readonly cap: number,\n ) {\n this.geometry = new THREE.CircleGeometry(1, 20)\n this.geometry.rotateX(-Math.PI / 2)\n }\n\n get count(): number {\n return this.spots.length\n }\n\n private material(kind: 'puddle' | 'ash', color: number): THREE_NS.MeshBasicMaterial {\n const key = `${kind}:${color}`\n let m = this.materials.get(key)\n if (!m) {\n m = new this.THREE.MeshBasicMaterial({\n color,\n transparent: true,\n opacity: kind === 'puddle' ? 0.88 : 0.95,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: -2,\n polygonOffsetUnits: -2,\n })\n this.materials.set(key, m)\n }\n return m\n }\n\n /** Add (or grow) a spot at (x, z). `radius` is the radius this addition contributes. */\n add(kind: 'puddle' | 'ash', x: number, z: number, radius: number, color: number, home: string): void {\n for (const s of this.spots) {\n if (s.kind !== kind) continue\n const d = Math.hypot(s.x - x, s.z - z)\n if (d < Math.max(s.target, radius) * 0.9) {\n s.target = Math.min(MAX_RADIUS, Math.sqrt(s.target * s.target + radius * radius * 0.5))\n return\n }\n }\n while (this.spots.length >= this.cap) this.remove(this.spots[0])\n const mesh = new this.THREE.Mesh(this.geometry, this.material(kind, color))\n const y = this.groundAt(x, z) + 0.004 + (this.spots.length % 8) * 0.0004\n mesh.position.set(x, y, z)\n mesh.scale.setScalar(0.001)\n mesh.renderOrder = 1\n this.scene.add(mesh)\n this.spots.push({ mesh, kind, home, x, z, radius: 0.001, target: Math.min(MAX_RADIUS, radius) })\n }\n\n private remove(s: Spot): void {\n const i = this.spots.indexOf(s)\n if (i >= 0) this.spots.splice(i, 1)\n this.scene.remove(s.mesh)\n }\n\n update(dt: number): void {\n const k = Math.min(1, dt * 3)\n for (const s of this.spots) {\n if (Math.abs(s.radius - s.target) < 1e-4) continue\n s.radius = lerp(s.radius, s.target, k)\n s.mesh.scale.setScalar(s.radius)\n }\n }\n\n /** Remove the spots made for one object (after its `restore`). */\n removeHome(home: string): void {\n for (const s of [...this.spots]) if (s.home === home) this.remove(s)\n }\n\n clear(): void {\n for (const s of [...this.spots]) this.remove(s)\n }\n\n dispose(): void {\n this.clear()\n this.geometry.dispose()\n for (const m of this.materials.values()) m.dispose()\n this.materials.clear()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { DebrisKind, Vec3 } from '@adatechnology/game-destruction'\nimport { clamp, createRng, hexToRgb, lerp } from './math'\n\n/** Every particle kind the renderer can emit. */\nexport type ParticleKind = DebrisKind | 'fire' | 'flash' | 'foam'\n\ninterface KindDef {\n additive: boolean\n /** Life range in seconds. */\n life: [number, number]\n /** Start size range in metres (billboard diameter). */\n size: [number, number]\n /** Size multiplier reached at the end of the life. */\n grow: number\n /** Gravity multiplier (1 = full gravity). */\n gravity: number\n /** Constant upward acceleration in m/s² (heat, steam). */\n rise: number\n /** Velocity damping per second. */\n drag: number\n c0: number\n c1: number\n alpha: number\n /** Fraction of the life spent fading in. */\n fadeIn: number\n /** How much of the emission direction follows the surface normal (1) versus a random direction (0). */\n cone: number\n /** What happens at ground height. */\n ground: 'none' | 'bounce' | 'stop' | 'land'\n flutter?: number\n flicker?: number\n}\n\nconst KINDS: Record<ParticleKind, KindDef> = {\n fire: { additive: true, life: [0.45, 0.9], size: [0.1, 0.2], grow: 0.3, gravity: 0, rise: 2.4, drag: 1.2, c0: 0xffc040, c1: 0xc02000, alpha: 0.9, fadeIn: 0.12, cone: 0.7, ground: 'none', flicker: 0.35 },\n smoke: { additive: false, life: [1.8, 3.2], size: [0.14, 0.24], grow: 3.2, gravity: 0, rise: 0.7, drag: 0.8, c0: 0x666666, c1: 0x9a9a9a, alpha: 0.35, fadeIn: 0.15, cone: 0.6, ground: 'none' },\n sparks: { additive: true, life: [0.25, 0.6], size: [0.018, 0.03], grow: 0.5, gravity: 1, rise: 0, drag: 0.3, c0: 0xfff2a0, c1: 0xff6a10, alpha: 1, fadeIn: 0.02, cone: 0.55, ground: 'bounce' },\n dust: { additive: false, life: [1, 2], size: [0.08, 0.14], grow: 2.5, gravity: 0.05, rise: 0, drag: 2.5, c0: 0x8d8579, c1: 0x8d8579, alpha: 0.4, fadeIn: 0.1, cone: 0.4, ground: 'none' },\n shards: { additive: true, life: [0.8, 1.4], size: [0.02, 0.035], grow: 0.8, gravity: 1, rise: 0, drag: 0.2, c0: 0xdff4ff, c1: 0x9fd0ff, alpha: 0.9, fadeIn: 0.03, cone: 0.5, ground: 'bounce', flicker: 0.5 },\n splinters: { additive: false, life: [0.8, 1.5], size: [0.02, 0.035], grow: 1, gravity: 1, rise: 0, drag: 0.3, c0: 0xa0764a, c1: 0x7a5530, alpha: 1, fadeIn: 0.02, cone: 0.5, ground: 'bounce' },\n chips: { additive: false, life: [0.8, 1.5], size: [0.025, 0.04], grow: 1, gravity: 1, rise: 0, drag: 0.3, c0: 0x8a8378, c1: 0x6e685f, alpha: 1, fadeIn: 0.02, cone: 0.5, ground: 'bounce' },\n fibers: { additive: false, life: [1.5, 2.5], size: [0.02, 0.03], grow: 1, gravity: 0.15, rise: 0, drag: 2, c0: 0xb8a888, c1: 0xb8a888, alpha: 0.9, fadeIn: 0.05, cone: 0.4, ground: 'stop', flutter: 2.5 },\n leaves: { additive: false, life: [1.5, 2.8], size: [0.03, 0.05], grow: 1, gravity: 0.15, rise: 0, drag: 2, c0: 0x5b9a3c, c1: 0x4a7f30, alpha: 0.95, fadeIn: 0.05, cone: 0.4, ground: 'stop', flutter: 2.8 },\n drips: { additive: false, life: [2, 3], size: [0.025, 0.035], grow: 1, gravity: 1, rise: 0, drag: 0, c0: 0x6a6a6a, c1: 0x6a6a6a, alpha: 1, fadeIn: 0.01, cone: 0.2, ground: 'land' },\n ash: { additive: false, life: [2, 4], size: [0.02, 0.04], grow: 1.2, gravity: 0.08, rise: 0, drag: 1.5, c0: 0x2a2623, c1: 0x1a1816, alpha: 0.8, fadeIn: 0.1, cone: 0.5, ground: 'stop', flutter: 0.6 },\n steam: { additive: false, life: [1, 2], size: [0.12, 0.2], grow: 3, gravity: 0, rise: 0.9, drag: 1, c0: 0xffffff, c1: 0xe0e8ee, alpha: 0.35, fadeIn: 0.15, cone: 0.6, ground: 'none' },\n flash: { additive: true, life: [0.12, 0.2], size: [1.2, 1.8], grow: 1.6, gravity: 0, rise: 0, drag: 0, c0: 0xfff3c0, c1: 0xff9030, alpha: 1, fadeIn: 0.1, cone: 0, ground: 'none' },\n foam: { additive: false, life: [1, 1.8], size: [0.06, 0.1], grow: 1.5, gravity: 0.6, rise: 0, drag: 1.5, c0: 0xf4f8ff, c1: 0xdde6f0, alpha: 0.8, fadeIn: 0.05, cone: 0.5, ground: 'stop' },\n}\n\nconst KIND_IDS = Object.keys(KINDS) as ParticleKind[]\nconst KIND_INDEX: Record<string, number> = {}\nKIND_IDS.forEach((k, i) => (KIND_INDEX[k] = i))\nconst KIND_LIST: KindDef[] = KIND_IDS.map((k) => KINDS[k])\n\n/** Per-spawn overrides. */\nexport interface SpawnOptions {\n /** `0xRRGGBB`: replaces the kind's colour ramp. */\n color?: number\n /** Multiplier on the start size. */\n size?: number\n /** Multiplier on the life. */\n life?: number\n /** Multiplier on the peak alpha. */\n alpha?: number\n /** Non-zero: a `drips` particle that reaches the ground calls `onLand` with this tag. */\n tag?: number\n}\n\nconst VERT = `\nuniform float uScale;\nattribute float size;\nattribute float alpha;\nattribute vec3 pcolor;\nvarying float vAlpha;\nvarying vec3 vColor;\nvoid main() {\n vAlpha = alpha;\n vColor = pcolor;\n vec4 mv = modelViewMatrix * vec4(position, 1.0);\n gl_PointSize = min(size * uScale / max(0.1, -mv.z), 256.0);\n gl_Position = projectionMatrix * mv;\n}`\n\nconst FRAG = `\nvarying float vAlpha;\nvarying vec3 vColor;\nvoid main() {\n float d = length(gl_PointCoord - vec2(0.5)) * 2.0;\n float a = (1.0 - smoothstep(0.35, 1.0, d)) * vAlpha;\n if (a < 0.004) discard;\n gl_FragColor = vec4(vColor, a);\n}`\n\ninterface PoolHost {\n groundAt: (x: number, z: number) => number\n gravity: number\n onLand: (x: number, y: number, z: number, color: number, tag: number) => void\n}\n\n/** One fixed-size ring buffer of particles drawn as a single `THREE.Points` with a soft round sprite computed in the shader. */\nclass Pool {\n readonly points: THREE_NS.Points\n readonly geometry: THREE_NS.BufferGeometry\n readonly material: THREE_NS.ShaderMaterial\n live = 0\n private next = 0\n private high = 0\n private readonly pos: Float32Array\n private readonly col: Float32Array\n private readonly alp: Float32Array\n private readonly siz: Float32Array\n private readonly vel: Float32Array\n private readonly age: Float32Array\n private readonly life: Float32Array\n private readonly size0: Float32Array\n private readonly alive: Uint8Array\n private readonly kind: Uint8Array\n private readonly seed: Float32Array\n private readonly alphaMul: Float32Array\n private readonly tag: Int32Array\n private readonly colorHex: Int32Array\n private readonly bounced: Uint8Array\n\n constructor(\n THREE: typeof THREE_NS,\n readonly capacity: number,\n additive: boolean,\n pointScale: number,\n ) {\n const n = Math.max(1, capacity)\n this.pos = new Float32Array(n * 3)\n this.col = new Float32Array(n * 3)\n this.alp = new Float32Array(n)\n this.siz = new Float32Array(n)\n this.vel = new Float32Array(n * 3)\n this.age = new Float32Array(n)\n this.life = new Float32Array(n)\n this.size0 = new Float32Array(n)\n this.alive = new Uint8Array(n)\n this.kind = new Uint8Array(n)\n this.seed = new Float32Array(n)\n this.alphaMul = new Float32Array(n)\n this.tag = new Int32Array(n)\n this.colorHex = new Int32Array(n)\n this.bounced = new Uint8Array(n)\n this.geometry = new THREE.BufferGeometry()\n const attr = (a: Float32Array, size: number) => {\n const at = new THREE.BufferAttribute(a, size)\n at.setUsage(THREE.DynamicDrawUsage)\n return at\n }\n this.geometry.setAttribute('position', attr(this.pos, 3))\n this.geometry.setAttribute('pcolor', attr(this.col, 3))\n this.geometry.setAttribute('alpha', attr(this.alp, 1))\n this.geometry.setAttribute('size', attr(this.siz, 1))\n this.geometry.setDrawRange(0, 0)\n this.material = new THREE.ShaderMaterial({\n uniforms: { uScale: { value: pointScale } },\n vertexShader: VERT,\n fragmentShader: FRAG,\n transparent: true,\n depthWrite: false,\n blending: additive ? THREE.AdditiveBlending : THREE.NormalBlending,\n })\n this.points = new THREE.Points(this.geometry, this.material)\n this.points.frustumCulled = false\n this.points.name = additive ? 'destruction-particles-additive' : 'destruction-particles'\n this.points.renderOrder = additive ? 11 : 10\n }\n\n spawn(kind: number, x: number, y: number, z: number, vx: number, vy: number, vz: number, def: KindDef, rnd: () => number, o?: SpawnOptions): void {\n if (this.capacity <= 0) return\n const i = this.next\n this.next = (this.next + 1) % this.capacity\n if (this.alive[i]) this.live--\n this.alive[i] = 1\n this.live++\n if (i + 1 > this.high) this.high = i + 1\n this.kind[i] = kind\n this.pos[i * 3] = x\n this.pos[i * 3 + 1] = y\n this.pos[i * 3 + 2] = z\n this.vel[i * 3] = vx\n this.vel[i * 3 + 1] = vy\n this.vel[i * 3 + 2] = vz\n this.age[i] = 0\n this.life[i] = lerp(def.life[0], def.life[1], rnd()) * (o?.life ?? 1)\n this.size0[i] = lerp(def.size[0], def.size[1], rnd()) * (o?.size ?? 1)\n this.seed[i] = rnd()\n this.alphaMul[i] = o?.alpha ?? 1\n this.tag[i] = o?.tag ?? 0\n this.colorHex[i] = o?.color ?? -1\n this.bounced[i] = 0\n this.siz[i] = this.size0[i]\n this.alp[i] = 0\n }\n\n private kill(i: number): void {\n if (!this.alive[i]) return\n this.alive[i] = 0\n this.live--\n this.alp[i] = 0\n this.siz[i] = 0\n }\n\n clear(): void {\n this.alive.fill(0)\n this.alp.fill(0)\n this.siz.fill(0)\n this.live = 0\n this.high = 0\n this.next = 0\n this.geometry.setDrawRange(0, 0)\n }\n\n /** Move a live particle (used by external pushes such as blasts). */\n push(cx: number, cy: number, cz: number, radius: number, speed: number): void {\n for (let i = 0; i < this.high; i++) {\n if (!this.alive[i]) continue\n const dx = this.pos[i * 3] - cx\n const dy = this.pos[i * 3 + 1] - cy\n const dz = this.pos[i * 3 + 2] - cz\n const d = Math.hypot(dx, dy, dz)\n if (d > radius || d < 1e-4) continue\n const f = (1 - d / radius) * speed\n this.vel[i * 3] += (dx / d) * f\n this.vel[i * 3 + 1] += (dy / d) * f\n this.vel[i * 3 + 2] += (dz / d) * f\n }\n }\n\n update(dt: number, host: PoolHost): void {\n let top = 0\n for (let i = 0; i < this.high; i++) {\n if (!this.alive[i]) continue\n const def = KIND_LIST[this.kind[i]]\n const age = (this.age[i] += dt)\n const life = this.life[i]\n if (age >= life) {\n this.kill(i)\n continue\n }\n const t = age / life\n const i3 = i * 3\n let vx = this.vel[i3]\n let vy = this.vel[i3 + 1]\n let vz = this.vel[i3 + 2]\n vy += (def.rise - def.gravity * host.gravity) * dt\n if (def.flutter) {\n const ph = age * 7 + this.seed[i] * 40\n vx += Math.sin(ph) * def.flutter * dt\n vz += Math.cos(ph * 1.3) * def.flutter * dt\n }\n if (def.drag > 0) {\n const k = Math.exp(-def.drag * dt)\n vx *= k\n vy *= k\n vz *= k\n }\n const x = this.pos[i3] + vx * dt\n let y = this.pos[i3 + 1] + vy * dt\n const z = this.pos[i3 + 2] + vz * dt\n if (def.ground !== 'none') {\n const gy = host.groundAt(x, z) + 0.005\n if (y < gy) {\n if (def.ground === 'land') {\n const tag = this.tag[i]\n if (tag !== 0) host.onLand(x, gy, z, this.colorHex[i] >= 0 ? this.colorHex[i] : def.c0, tag)\n this.kill(i)\n continue\n }\n y = gy\n if (def.ground === 'bounce' && !this.bounced[i]) {\n this.bounced[i] = 1\n vy = Math.abs(vy) * 0.35\n vx *= 0.6\n vz *= 0.6\n } else {\n vx = vy = vz = 0\n }\n }\n }\n this.vel[i3] = vx\n this.vel[i3 + 1] = vy\n this.vel[i3 + 2] = vz\n this.pos[i3] = x\n this.pos[i3 + 1] = y\n this.pos[i3 + 2] = z\n this.siz[i] = this.size0[i] * lerp(1, def.grow, t)\n const c0 = this.colorHex[i] >= 0 ? this.colorHex[i] : def.c0\n const c1 = this.colorHex[i] >= 0 ? this.colorHex[i] : def.c1\n const a = hexToRgb(c0)\n const b = hexToRgb(c1)\n this.col[i3] = lerp(a[0], b[0], t)\n this.col[i3 + 1] = lerp(a[1], b[1], t)\n this.col[i3 + 2] = lerp(a[2], b[2], t)\n let env = t < def.fadeIn ? t / def.fadeIn : 1 - (t - def.fadeIn) / (1 - def.fadeIn)\n if (def.flicker) env *= 1 - def.flicker * (0.5 + 0.5 * Math.sin(age * 38 + this.seed[i] * 50))\n this.alp[i] = clamp(env, 0, 1) * def.alpha * this.alphaMul[i]\n top = i + 1\n }\n this.high = top\n this.geometry.setDrawRange(0, top)\n for (const name of ['position', 'pcolor', 'alpha', 'size']) {\n ;(this.geometry.getAttribute(name) as THREE_NS.BufferAttribute).needsUpdate = true\n }\n }\n\n dispose(): void {\n this.geometry.dispose()\n this.material.dispose()\n }\n}\n\nexport interface ParticleSystemOptions {\n capacity: number\n scene: THREE_NS.Scene\n /** Count multiplier for bursts (0.6 on low quality). */\n density: number\n /** Pixels of point size per metre at a distance of one metre; roughly `viewportHeight / (2 * tan(fov / 2))`. */\n pointScale: number\n groundAt: (x: number, z: number) => number\n gravity: number\n onLand: (x: number, y: number, z: number, color: number, tag: number) => void\n}\n\n/**\n * Two pooled particle systems (additive and normal blending), each a single `THREE.Points` with fixed-size buffers used as a ring. The Points are\n * added to the scene on first use and removed again by `detach`, so an idle renderer leaves nothing in the scene.\n */\nexport class ParticleSystem {\n private readonly add: Pool\n private readonly normal: Pool\n private readonly rng = createRng(0x9e3779b1)\n private attached = false\n private readonly host: PoolHost\n\n constructor(\n THREE: typeof THREE_NS,\n private readonly o: ParticleSystemOptions,\n ) {\n const addCap = Math.floor(o.capacity * 0.4)\n this.add = new Pool(THREE, addCap, true, o.pointScale)\n this.normal = new Pool(THREE, o.capacity - addCap, false, o.pointScale)\n this.host = { groundAt: o.groundAt, gravity: o.gravity, onLand: o.onLand }\n }\n\n get capacity(): number {\n return this.add.capacity + this.normal.capacity\n }\n\n get live(): number {\n return this.add.live + this.normal.live\n }\n\n private ensureAttached(): void {\n if (this.attached) return\n this.attached = true\n this.o.scene.add(this.add.points, this.normal.points)\n }\n\n /** Remove the Points from the scene (they come back on the next emit). */\n detach(): void {\n if (!this.attached) return\n this.attached = false\n this.o.scene.remove(this.add.points, this.normal.points)\n }\n\n /** Spawn one particle with an explicit velocity. */\n spawn(kind: ParticleKind, p: Vec3, v: Vec3, opts?: SpawnOptions): void {\n const def = KINDS[kind]\n this.ensureAttached()\n ;(def.additive ? this.add : this.normal).spawn(KIND_INDEX[kind], p[0], p[1], p[2], v[0], v[1], v[2], def, this.rng, opts)\n }\n\n /** Spawn `count` particles leaving `point` around `normal` at about `speed` m/s. */\n burst(kind: ParticleKind, point: Vec3, normal: Vec3, count: number, speed = 1, opts?: SpawnOptions): void {\n const def = KINDS[kind]\n const n = Math.max(0, Math.round(count * this.o.density))\n const rnd = this.rng\n const nl = Math.hypot(normal[0], normal[1], normal[2]) || 1\n const nx = normal[0] / nl\n const ny = normal[1] / nl\n const nz = normal[2] / nl\n for (let k = 0; k < n; k++) {\n // random unit vector\n const u = rnd() * 2 - 1\n const ph = rnd() * Math.PI * 2\n const s = Math.sqrt(1 - u * u)\n const rx = s * Math.cos(ph)\n const ry = u\n const rz = s * Math.sin(ph)\n let dx = nx * def.cone + rx * (1 - def.cone)\n let dy = ny * def.cone + ry * (1 - def.cone)\n let dz = nz * def.cone + rz * (1 - def.cone)\n // a little scatter even for a pure cone, and never push into the surface for debris\n dx += rx * 0.35\n dy += ry * 0.35\n dz += rz * 0.35\n const l = Math.hypot(dx, dy, dz) || 1\n const sp = speed * (0.35 + 0.65 * rnd())\n const jitter = 0.01 + (def.size[1] > 0.5 ? 0.15 : 0.02)\n this.spawn(\n kind,\n [point[0] + (rnd() - 0.5) * jitter, point[1] + (rnd() - 0.5) * jitter, point[2] + (rnd() - 0.5) * jitter],\n [(dx / l) * sp, (dy / l) * sp, (dz / l) * sp],\n opts,\n )\n }\n }\n\n /** Blast wave: shove live particles away from a point. */\n push(point: Vec3, radius: number, speed: number): void {\n this.add.push(point[0], point[1], point[2], radius, speed)\n this.normal.push(point[0], point[1], point[2], radius, speed)\n }\n\n update(dt: number): void {\n if (this.add.live > 0 || this.add.points.geometry.drawRange.count > 0) this.add.update(dt, this.host)\n if (this.normal.live > 0 || this.normal.points.geometry.drawRange.count > 0) this.normal.update(dt, this.host)\n }\n\n clear(): void {\n this.add.clear()\n this.normal.clear()\n this.detach()\n }\n\n dispose(): void {\n this.detach()\n this.add.dispose()\n this.normal.dispose()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { Vec3 } from '@adatechnology/game-destruction'\nimport type { PieceBody } from './internal'\nimport { clamp } from './math'\n\nexport interface PieceSystemOptions {\n groundAt: (x: number, z: number) => number\n gravity: number\n /** A piece hit the ground faster than 3 m/s (throttled per piece). */\n onHardLanding: (piece: PieceBody, point: Vec3, speed: number) => void\n /** Notified when a piece is about to be removed. */\n scene: THREE_NS.Scene\n}\n\nconst SUB_DT = 1 / 120\nconst MU = 0.7\nconst SLEEP_AFTER = 0.5\nconst HARD_LANDING = 3\n/** Contact tolerance in metres: corners this close to the ground count as touching, which keeps the contact set (and a resting box) stable. */\nconst SLOP = 0.002\n/** A resting support narrower than this fraction of the centre-of-mass height is a balancing act, not a rest: the piece topples. */\nconst NARROW = 0.3\n/** Angular acceleration (rad/s^2 per metre of height) that pushes a balancing piece off its edge, toward the side its centre of mass leans to. */\nconst TOPPLE = 3\n\n/**\n * Light rigid-body physics for loose pieces: gravity, the 8 corners of the local box against the ground with an impulse (restitution, friction,\n * angular response), damping, sleeping, and a gentle horizontal separation between pieces. Not a general solver: no piece-vs-scenery contact.\n */\nexport class PieceSystem {\n readonly list: PieceBody[] = []\n private time = 0\n private readonly p: THREE_NS.Vector3\n private readonly q: THREE_NS.Quaternion\n private readonly dq: THREE_NS.Quaternion\n private readonly m: THREE_NS.Matrix4\n private readonly ax: THREE_NS.Vector3\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly o: PieceSystemOptions,\n ) {\n this.p = new THREE.Vector3()\n this.q = new THREE.Quaternion()\n this.dq = new THREE.Quaternion()\n this.m = new THREE.Matrix4()\n this.ax = new THREE.Vector3()\n }\n\n get(objectId: string): PieceBody | null {\n return this.list.find((b) => b.objectId === objectId) ?? null\n }\n\n create(objectId: string, root: THREE_NS.Object3D, halfExtents: Vec3, localCenter: THREE_NS.Vector3, mass: number, velocity?: Vec3, angular?: Vec3): PieceBody {\n const existing = this.get(objectId)\n if (existing) {\n existing.root = root\n existing.halfExtents = halfExtents\n existing.mass = mass\n this.setCenter(existing, localCenter)\n if (velocity) existing.velocity = [...velocity]\n existing.sleeping = false\n return existing\n }\n const body: PieceBody = {\n objectId,\n root,\n velocity: velocity ? [...velocity] : [0, 0, 0],\n angularVelocity: angular ? [...angular] : [0, 0, 0],\n halfExtents: [Math.max(0.01, halfExtents[0]), Math.max(0.01, halfExtents[1]), Math.max(0.01, halfExtents[2])],\n mass: Math.max(0.05, mass),\n sleeping: false,\n held: false,\n localCenter: [localCenter.x, localCenter.y, localCenter.z],\n centerV: localCenter.clone(),\n still: 0,\n lastHit: -1,\n onGround: false,\n }\n this.list.push(body)\n return body\n }\n\n /** Move the centre of mass (after a part broke off). */\n setCenter(b: PieceBody, c: THREE_NS.Vector3): void {\n b.centerV.copy(c)\n b.localCenter = [c.x, c.y, c.z]\n }\n\n remove(objectId: string): void {\n const i = this.list.findIndex((b) => b.objectId === objectId)\n if (i >= 0) this.list.splice(i, 1)\n }\n\n clear(): void {\n this.list.length = 0\n }\n\n /** World position of the centre of mass. */\n centerOf(b: PieceBody, out: THREE_NS.Vector3): THREE_NS.Vector3 {\n return out.copy(b.centerV).applyQuaternion(b.root.quaternion).add(b.root.position)\n }\n\n impulse(b: PieceBody, impulse: Vec3, point?: Vec3): void {\n const inv = 1 / b.mass\n b.velocity[0] += impulse[0] * inv\n b.velocity[1] += impulse[1] * inv\n b.velocity[2] += impulse[2] * inv\n if (point) {\n const c = this.centerOf(b, this.p)\n const rx = point[0] - c.x\n const ry = point[1] - c.y\n const rz = point[2] - c.z\n // torque = r x J, angular velocity change = I^-1 torque\n const tx = ry * impulse[2] - rz * impulse[1]\n const ty = rz * impulse[0] - rx * impulse[2]\n const tz = rx * impulse[1] - ry * impulse[0]\n const w = this.mulInvInertia(b, tx, ty, tz)\n b.angularVelocity[0] += w[0]\n b.angularVelocity[1] += w[1]\n b.angularVelocity[2] += w[2]\n }\n b.sleeping = false\n b.still = 0\n }\n\n /** I^-1 * (x, y, z) in world space for a box with the body's half extents and mass (needs `this.m` to hold the body's rotation). */\n private mulInvInertia(b: PieceBody, x: number, y: number, z: number): Vec3 {\n this.m.makeRotationFromQuaternion(b.root.quaternion)\n return this.mulInvInertiaWith(b, this.m.elements, x, y, z)\n }\n\n private mulInvInertiaWith(b: PieceBody, e: ArrayLike<number>, x: number, y: number, z: number): Vec3 {\n const [hx, hy, hz] = b.halfExtents\n const k = 3 / b.mass\n const ix = k / (hy * hy + hz * hz)\n const iy = k / (hx * hx + hz * hz)\n const iz = k / (hx * hx + hy * hy)\n // local = R^T v (columns of R are the local axes in world space)\n const lx = (e[0] * x + e[1] * y + e[2] * z) * ix\n const ly = (e[4] * x + e[5] * y + e[6] * z) * iy\n const lz = (e[8] * x + e[9] * y + e[10] * z) * iz\n return [e[0] * lx + e[4] * ly + e[8] * lz, e[1] * lx + e[5] * ly + e[9] * lz, e[2] * lx + e[6] * ly + e[10] * lz]\n }\n\n update(dt: number): void {\n this.time += dt\n for (const b of this.list) {\n if (b.held) {\n b.velocity = [0, 0, 0]\n b.angularVelocity = [0, 0, 0]\n b.sleeping = false\n b.still = 0\n continue\n }\n if (b.sleeping) continue\n this.integrate(b, dt)\n }\n this.separate(dt)\n }\n\n private integrate(b: PieceBody, dt: number): void {\n const c = this.centerOf(b, this.p)\n const pos: Vec3 = [c.x, c.y, c.z]\n const q = this.q.copy(b.root.quaternion)\n const v = b.velocity\n const w = b.angularVelocity\n const [hx, hy, hz] = b.halfExtents\n const invM = 1 / b.mass\n const steps = clamp(Math.ceil(dt / SUB_DT), 1, 8)\n const h = dt / steps\n let landing = 0\n let landPoint: Vec3 = [pos[0], pos[1], pos[2]]\n let contactedLast = false\n let touched = false\n let unstable = false\n\n for (let s = 0; s < steps; s++) {\n v[1] -= this.o.gravity * h\n pos[0] += v[0] * h\n pos[1] += v[1] * h\n pos[2] += v[2] * h\n const wl = Math.hypot(w[0], w[1], w[2])\n if (wl > 1e-6) {\n this.dq.setFromAxisAngle(this.ax.set(w[0] / wl, w[1] / wl, w[2] / wl), wl * h)\n q.premultiply(this.dq).normalize()\n }\n const damp = Math.exp(-0.15 * h)\n w[0] *= damp\n w[1] *= damp\n w[2] *= damp\n\n this.m.makeRotationFromQuaternion(q)\n const e = this.m.elements\n const rs: Vec3[] = []\n let maxPen = 0\n for (let i = 0; i < 8; i++) {\n const sx = i & 1 ? hx : -hx\n const sy = i & 2 ? hy : -hy\n const sz = i & 4 ? hz : -hz\n const r: Vec3 = [e[0] * sx + e[4] * sy + e[8] * sz, e[1] * sx + e[5] * sy + e[9] * sz, e[2] * sx + e[6] * sy + e[10] * sz]\n const gy = this.o.groundAt(pos[0] + r[0], pos[2] + r[2])\n const pen = gy - (pos[1] + r[1])\n if (pen > -SLOP) {\n rs.push(r)\n if (pen > maxPen) maxPen = pen\n }\n }\n contactedLast = rs.length > 0\n if (contactedLast) touched = true\n if (!contactedLast) continue\n pos[1] += Math.max(0, maxPen - SLOP * 0.5)\n let impact = 0\n for (const r of rs) impact = Math.max(impact, -(v[1] + w[2] * r[0] - w[0] * r[2]))\n const restitution = impact > 2 ? 0.25 : 0\n if (impact > landing) {\n landing = impact\n let sx = 0\n let sz = 0\n for (const r of rs) {\n sx += r[0]\n sz += r[2]\n }\n const lx = pos[0] + sx / rs.length\n const lz = pos[2] + sz / rs.length\n landPoint = [lx, this.o.groundAt(lx, lz), lz]\n }\n for (let it = 0; it < 4; it++) {\n for (const r of rs) {\n // contact point velocity\n let vx = v[0] + (w[1] * r[2] - w[2] * r[1])\n let vy = v[1] + (w[2] * r[0] - w[0] * r[2])\n let vz = v[2] + (w[0] * r[1] - w[1] * r[0])\n const vn = vy\n if (vn >= 0) continue\n // normal impulse (n = +y): r x n = (-rz, 0, rx)\n const a = this.mulInvInertiaWith(b, e, -r[2], 0, r[0])\n const denom = invM + (a[2] * r[0] - a[0] * r[2])\n const j = (-(1 + (it === 0 ? restitution : 0)) * vn) / denom\n v[1] += j * invM\n const dw = this.mulInvInertiaWith(b, e, -r[2] * j, 0, r[0] * j)\n w[0] += dw[0]\n w[1] += dw[1]\n w[2] += dw[2]\n // friction in the contact plane\n vx = v[0] + (w[1] * r[2] - w[2] * r[1])\n vy = v[1] + (w[2] * r[0] - w[0] * r[2])\n vz = v[2] + (w[0] * r[1] - w[1] * r[0])\n const vt = Math.hypot(vx, vz)\n if (vt > 1e-5) {\n const tx = vx / vt\n const tz = vz / vt\n // r x t with t = (tx, 0, tz) = (0*tz - rz*0 ... ) -> (ry*tz, rz*tx - rx*tz, -ry*tx)\n const rx = r[1] * tz\n const ry = r[2] * tx - r[0] * tz\n const rz = -r[1] * tx\n const at = this.mulInvInertiaWith(b, e, rx, ry, rz)\n const cx = at[1] * r[2] - at[2] * r[1]\n const cz = at[0] * r[1] - at[1] * r[0]\n const denomT = invM + cx * tx + cz * tz\n const jt = Math.min(vt / denomT, MU * j)\n v[0] -= tx * jt * invM\n v[2] -= tz * jt * invM\n const dwt = this.mulInvInertiaWith(b, e, rx * jt, ry * jt, rz * jt)\n w[0] -= dwt[0]\n w[1] -= dwt[1]\n w[2] -= dwt[2]\n }\n }\n }\n // Support check. The corner contacts above are relative to the centre of mass, so they already give a torque when the centre of mass is\n // outside the support. What they cannot do is end a balancing act: a tall thin piece on its edge (or a single corner) is in equilibrium\n // with the centre of mass above a very small support, so it must not rest there. It gets a gentle topple push toward the side it leans\n // to (or toward the wider side when it leans nowhere), and it may not sleep.\n let x0 = Infinity, x1 = -Infinity, z0 = Infinity, z1 = -Infinity, low = 0\n for (const r of rs) {\n x0 = Math.min(x0, r[0]); x1 = Math.max(x1, r[0])\n z0 = Math.min(z0, r[2]); z1 = Math.max(z1, r[2])\n low = Math.min(low, r[1])\n }\n const height = -low\n const wx = x1 - x0\n const wz = z1 - z0\n unstable = Math.min(wx, wz) < NARROW * height || x0 > 0 || x1 < 0 || z0 > 0 || z1 < 0\n if (unstable) {\n // the support centre relative to the centre of mass: the piece falls away from it (toward +axis when it is centred)\n const dirX = x0 + x1 > 0 ? -1 : 1\n const dirZ = z0 + z1 > 0 ? -1 : 1\n const k = TOPPLE * Math.min(height, 1) * h\n // rotating about -z moves the top toward +x; rotating about +x moves it toward +z\n if (wx <= wz) w[2] -= dirX * k\n else w[0] += dirZ * k\n }\n // rolling / spinning resistance while touching the ground\n const rd = Math.exp((rs.length >= 3 ? -3 : -1.5) * h)\n w[0] *= rd\n w[1] *= rd\n w[2] *= rd\n const fd = Math.exp(-0.3 * h)\n v[0] *= fd\n v[2] *= fd\n }\n\n // write back\n b.root.quaternion.copy(q)\n const off = this.ax.copy(b.centerV).applyQuaternion(q)\n b.root.position.set(pos[0] - off.x, pos[1] - off.y, pos[2] - off.z)\n b.root.updateMatrixWorld(true)\n b.onGround = contactedLast\n\n if (landing > HARD_LANDING && this.time - b.lastHit > 0.15) {\n b.lastHit = this.time\n this.o.onHardLanding(b, landPoint, landing)\n }\n\n const still = touched && !unstable && Math.hypot(v[0], v[1], v[2]) < 0.12 && Math.hypot(w[0], w[1], w[2]) < 0.45\n if (still) {\n b.still += dt\n if (b.still >= SLEEP_AFTER) {\n b.sleeping = true\n v[0] = v[1] = v[2] = 0\n w[0] = w[1] = w[2] = 0\n }\n } else {\n b.still = 0\n }\n }\n\n /** Push overlapping pieces apart (horizontal bounding circles), gently, so they do not interpenetrate forever. */\n private separate(dt: number): void {\n const n = this.list.length\n if (n < 2) return\n const maxMove = 1.5 * dt\n const ca = new this.THREE.Vector3()\n const cb = new this.THREE.Vector3()\n for (let i = 0; i < n; i++) {\n const a = this.list[i]\n for (let j = i + 1; j < n; j++) {\n const b = this.list[j]\n if (a.held && b.held) continue\n if (a.sleeping && b.sleeping) continue\n const ra = Math.hypot(a.halfExtents[0], a.halfExtents[1], a.halfExtents[2])\n const rb = Math.hypot(b.halfExtents[0], b.halfExtents[1], b.halfExtents[2])\n this.centerOf(a, ca)\n this.centerOf(b, cb)\n if (Math.abs(ca.y - cb.y) > ra + rb) continue\n const rh = (Math.max(a.halfExtents[0], a.halfExtents[2]) + Math.max(b.halfExtents[0], b.halfExtents[2])) * 0.8\n let dx = cb.x - ca.x\n let dz = cb.z - ca.z\n let d = Math.hypot(dx, dz)\n if (d >= rh) continue\n if (d < 1e-5) {\n dx = 1\n dz = 0\n d = 1\n }\n const push = Math.min(maxMove, (rh - d) * 0.5)\n const wa = a.held ? 0 : b.held ? 1 : b.mass / (a.mass + b.mass)\n const wb = b.held ? 0 : a.held ? 1 : a.mass / (a.mass + b.mass)\n const ux = dx / (d || 1)\n const uz = dz / (d || 1)\n if (!a.held) {\n a.root.position.x -= ux * push * 2 * wa\n a.root.position.z -= uz * push * 2 * wa\n a.sleeping = false\n }\n if (!b.held) {\n b.root.position.x += ux * push * 2 * wb\n b.root.position.z += uz * push * 2 * wb\n b.sleeping = false\n }\n }\n }\n }\n}\n","import type * as THREE_NS from 'three'\nimport { guessMaterial, inferJoints } from '@adatechnology/game-destruction'\nimport type { JointKind, JointSpec, MaterialId, PartSpec } from '@adatechnology/game-destruction'\nimport type { Mesh, Object3D, SpecFromObjectOptions, SpecFromObjectResult, ThreeNamespace } from './types'\n\ninterface Entry {\n key: string\n meshes: Mesh[]\n box: THREE_NS.Box3\n material: MaterialId\n explicitId: string | null\n fill?: number\n hollow: boolean\n tags?: string[]\n /** Part id wished by the host (`userData.destructionPart`). */\n fixedId: boolean\n name: string\n /** `parent` / `kind` of an object-valued `destructionPart`: the part is attached to `parent` by a joint of that kind. */\n parent?: string\n jointKind?: JointKind\n}\n\n/** What `userData.destructionPart` says: a string (the part id) or an object `{ id, material?, parent?, kind? }`. */\nexport interface PartHint {\n id: string\n material?: string\n parent?: string\n kind?: string\n}\n\n/** Read `userData.destructionPart` (string or object with an `id`); null when it names no part. */\nexport function partHintOf(value: unknown): PartHint | null {\n if (typeof value === 'string') return value ? { id: value } : null\n if (!value || typeof value !== 'object') return null\n const v = value as Record<string, unknown>\n if (typeof v.id !== 'string' || !v.id) return null\n const str = (x: unknown): string | undefined => (typeof x === 'string' && x ? x : undefined)\n return { id: v.id, material: str(v.material), parent: str(v.parent), kind: str(v.kind) }\n}\n\nconst METAL = /steel|iron|metal|alumin|copper|brass|bronze|tin|titan|chrome|zinc|lead/i\n\nfunction sanitizeId(name: string): string {\n let id = name\n .trim()\n .replace(/([a-z0-9])([A-Z])/g, '$1_$2')\n .toLowerCase()\n .replace(/[^a-z0-9]+/g, '_')\n .replace(/^_+|_+$/g, '')\n if (id && /^[0-9]/.test(id)) id = `p_${id}`\n return id\n}\n\nfunction isMesh(o: Object3D): o is Mesh {\n return (o as Mesh).isMesh === true\n}\n\nfunction sizeOf(box: THREE_NS.Box3): [number, number, number] {\n return [box.max.x - box.min.x, box.max.y - box.min.y, box.max.z - box.min.z]\n}\n\n/**\n * Build a `DestructibleSpec` from a three.js object: one part per mesh (meshes sharing `userData.destructionPart` become one part), each an\n * axis-aligned box in the root's space (rotation omitted), with the material taken from `options.materialOf`, `userData.destructionMaterial`\n * or a guess from the names. Tiny meshes are merged into the part they overlap most; joints are inferred from touching parts.\n *\n * Meshes that are invisible or have `userData.destructionIgnore` (or sit under such an object) are skipped. The result also tells which meshes\n * became which part, ready to be passed to `bind`.\n */\nexport function specFromObject3D(THREE: ThreeNamespace, root: Object3D, options: SpecFromObjectOptions = {}): SpecFromObjectResult {\n const fallback = options.fallback ?? 'plastic'\n const minSize = options.minSize ?? 0.015\n root.updateMatrixWorld(true)\n const inv = root.matrixWorld.clone().invert()\n\n // 1. collect meshes -> entries (grouped by an explicit part name)\n const entries: Entry[] = []\n const byKey = new Map<string, Entry>()\n const visit = (o: Object3D): void => {\n if (!o.visible || o.userData?.destructionIgnore) return\n if (isMesh(o) && o.geometry) {\n const geom = o.geometry\n if (!geom.boundingBox) geom.computeBoundingBox()\n if (geom.boundingBox && !geom.boundingBox.isEmpty()) {\n const box = geom.boundingBox.clone().applyMatrix4(new THREE.Matrix4().multiplyMatrices(inv, o.matrixWorld))\n const mats = Array.isArray(o.material) ? o.material : [o.material]\n const matName = mats[0]?.name ?? ''\n const ud = o.userData ?? {}\n const hint = partHintOf(ud.destructionPart)\n const material =\n options.materialOf?.(o) ??\n (typeof ud.destructionMaterial === 'string' ? (ud.destructionMaterial as string) : undefined) ??\n hint?.material ??\n guessMaterial(`${o.name} ${matName} ${typeof ud.material === 'string' ? ud.material : ''}`) ??\n fallback\n const explicit = hint?.id ?? null\n const hollow = ud.hollow === true || /hollow/i.test(o.name)\n const fill = options.fillOf?.(o, material)\n const tags = Array.isArray(ud.destructionTags) ? (ud.destructionTags as string[]) : undefined\n const existing = explicit ? byKey.get(explicit) : undefined\n if (existing) {\n const before = sizeOf(existing.box)\n const bv = before[0] * before[1] * before[2]\n const ns = sizeOf(box)\n existing.box.union(box)\n existing.meshes.push(o)\n if (ns[0] * ns[1] * ns[2] > bv) existing.material = material\n existing.hollow = existing.hollow || hollow\n if (fill !== undefined) existing.fill = fill\n } else {\n const e: Entry = { key: explicit ?? `m${entries.length}`, meshes: [o], box, material, explicitId: explicit, fill, hollow, tags, fixedId: !!explicit, name: o.name, parent: hint?.parent, jointKind: hint?.kind as JointKind | undefined }\n entries.push(e)\n if (explicit) byKey.set(explicit, e)\n }\n }\n }\n for (const c of o.children) visit(c)\n }\n visit(root)\n\n // 2. merge tiny meshes into the touching part they overlap most\n const eps = 0.005\n const overlapVolume = (a: THREE_NS.Box3, b: THREE_NS.Box3): number => {\n const x = Math.min(a.max.x, b.max.x) - Math.max(a.min.x, b.min.x) + eps\n const y = Math.min(a.max.y, b.max.y) - Math.max(a.min.y, b.min.y) + eps\n const z = Math.min(a.max.z, b.max.z) - Math.max(a.min.z, b.min.z) + eps\n return x > 0 && y > 0 && z > 0 ? x * y * z : 0\n }\n const largest = (e: Entry) => Math.max(...sizeOf(e.box))\n const kept: Entry[] = []\n const tiny: Entry[] = []\n for (const e of entries) (!e.fixedId && largest(e) < minSize ? tiny : kept).push(e)\n for (const t of tiny) {\n let best: Entry | null = null\n let bestV = 0\n for (const k of kept) {\n const v = overlapVolume(t.box, k.box)\n if (v > bestV) {\n bestV = v\n best = k\n }\n }\n if (!best) {\n // not touching anything: join the nearest part within a small distance\n let bd = 0.05\n for (const k of kept) {\n const d = k.box.distanceToPoint(t.box.getCenter(new THREE.Vector3()))\n if (d < bd) {\n bd = d\n best = k\n }\n }\n }\n if (best) {\n best.meshes.push(...t.meshes) // the box stays: a tiny mesh sits inside or on the surface of its part\n } else {\n kept.push(t) // isolated crumb: keep it as its own part\n }\n }\n\n // 3. ids, parts\n const used = new Set<string>()\n const parts: PartSpec[] = []\n const meshesOf: Record<string, Object3D[]> = {}\n let counter = 0\n for (const e of kept) {\n counter++\n let base = (e.explicitId ? sanitizeId(e.explicitId) : '') || sanitizeId(e.name) || `part_${counter}`\n let id = base\n for (let n = 2; used.has(id); n++) id = `${base}_${n}`\n used.add(id)\n base = id\n const size = sizeOf(e.box)\n const center = e.box.getCenter(new THREE.Vector3())\n const part: PartSpec = {\n id,\n material: e.material,\n shape: { kind: 'box', size: [Math.max(size[0], 0.002), Math.max(size[1], 0.002), Math.max(size[2], 0.002)] },\n position: [center.x, center.y, center.z],\n }\n const minSide = Math.min(...size)\n if (e.fill !== undefined) part.fill = e.fill\n else if (e.hollow) part.fill = 0.05\n if (minSide < 0.01 && METAL.test(e.material)) {\n part.fill = e.fill ?? 1\n part.thickness = Math.max(minSide, 0.0005)\n }\n if (e.tags) part.tags = [...e.tags]\n const ao = options.anchorBelow ?? -1\n if (ao >= 0 && e.box.min.y <= ao) part.anchored = true\n parts.push(part)\n meshesOf[id] = e.meshes\n }\n\n const spec: SpecFromObjectResult['spec'] = { parts }\n if (options.name !== undefined) spec.name = options.name\n else if (root.name) spec.name = root.name\n if (options.tags) spec.tags = [...options.tags]\n spec.joints = options.joints === false ? [] : inferJoints(parts)\n // explicit attachments from `destructionPart: { parent, kind }` win over the inferred joint between the same two parts\n if (options.joints !== false) {\n const finalId = new Map<Entry, string>()\n kept.forEach((e, i) => finalId.set(e, parts[i].id))\n const idOf = new Map<string, string>()\n for (const e of kept) if (e.explicitId) idOf.set(e.explicitId, finalId.get(e)!)\n const joints: JointSpec[] = spec.joints\n for (const e of kept) {\n if (!e.parent) continue\n const id = finalId.get(e)!\n const parent = idOf.get(e.parent) ?? (used.has(sanitizeId(e.parent)) ? sanitizeId(e.parent) : null)\n if (!parent || parent === id) continue\n const at = joints.findIndex((j) => (j.a === parent && j.b === id) || (j.a === id && j.b === parent))\n const kind = e.jointKind ?? (at >= 0 ? joints[at].kind : 'resting')\n const joint: JointSpec = { id: `${parent}~${id}`, a: parent, b: id, kind }\n if (at >= 0) joints[at] = joint\n else joints.push(joint)\n }\n }\n return { spec, parts: meshesOf }\n}\n","import { mixHex } from './math'\n\n/** Blackbody-ish stops: [temperature °C, colour]. Luminance grows with the temperature. */\nconst STOPS: Array<[number, number]> = [\n [450, 0x000000],\n [500, 0x2a0400],\n [650, 0x8a1500],\n [800, 0xd84a08],\n [950, 0xff8c14],\n [1100, 0xffc23a],\n [1250, 0xffe8a0],\n [1400, 0xffffff],\n]\n\n/**\n * Glow colour of a hot surface as `0xRRGGBB`: black (no glow) below about 450 °C, dark red around 500, orange around 800, yellow around 1100 and\n * white from 1400 °C. Brightness never decreases as the temperature rises. Use it as an emissive colour.\n */\nexport function heatColor(temperatureC: number): number {\n if (!(temperatureC > STOPS[0][0])) return 0\n const last = STOPS[STOPS.length - 1]\n if (temperatureC >= last[0]) return last[1]\n for (let i = 1; i < STOPS.length; i++) {\n const [t1, c1] = STOPS[i]\n if (temperatureC <= t1) {\n const [t0, c0] = STOPS[i - 1]\n return mixHex(c0, c1, (temperatureC - t0) / (t1 - t0))\n }\n }\n return last[1]\n}\n","import type * as THREE_NS from 'three'\nimport type { Dent } from '@adatechnology/game-destruction'\nimport { heatColor } from './heat'\nimport type { Decal, HostVis, MeshVis, PartVis } from './internal'\nimport { clamp, createRng, lerp } from './math'\n\ntype Mesh = THREE_NS.Mesh\n\nconst POS_ATTR = 'position'\n\nfunction positionAttr(geo: THREE_NS.BufferGeometry): THREE_NS.BufferAttribute | null {\n const a = geo.getAttribute(POS_ATTR) as THREE_NS.BufferAttribute | THREE_NS.InterleavedBufferAttribute | undefined\n return a && !(a as THREE_NS.InterleavedBufferAttribute).isInterleavedBufferAttribute ? (a as THREE_NS.BufferAttribute) : null\n}\n\nfunction materialsOf(m: THREE_NS.Material | THREE_NS.Material[]): THREE_NS.Material[] {\n return Array.isArray(m) ? m : [m]\n}\n\nfunction colorOf(m: THREE_NS.Material): THREE_NS.Color | null {\n const c = (m as THREE_NS.MeshStandardMaterial).color\n return c && (c as THREE_NS.Color).isColor ? c : null\n}\n\n/** Shared resources for decals (one geometry, a few materials) created lazily and disposed together. */\nexport class DecalKit {\n private disc: THREE_NS.CircleGeometry | null = null\n private discMat: THREE_NS.MeshBasicMaterial | null = null\n private lineMats = new Map<number, THREE_NS.LineBasicMaterial>()\n constructor(private readonly THREE: typeof THREE_NS) {}\n\n discGeometry(): THREE_NS.CircleGeometry {\n return (this.disc ??= new this.THREE.CircleGeometry(1, 14))\n }\n\n discMaterial(): THREE_NS.MeshBasicMaterial {\n return (this.discMat ??= new this.THREE.MeshBasicMaterial({\n color: 0x050505,\n transparent: true,\n opacity: 0.92,\n depthWrite: false,\n polygonOffset: true,\n polygonOffsetFactor: -4,\n polygonOffsetUnits: -4,\n }))\n }\n\n lineMaterial(color: number): THREE_NS.LineBasicMaterial {\n let m = this.lineMats.get(color)\n if (!m) {\n m = new this.THREE.LineBasicMaterial({ color, transparent: true, opacity: 0.9, depthWrite: false })\n this.lineMats.set(color, m)\n }\n return m\n }\n\n dispose(): void {\n this.disc?.dispose()\n this.discMat?.dispose()\n for (const m of this.lineMats.values()) m.dispose()\n this.disc = null\n this.discMat = null\n this.lineMats.clear()\n }\n}\n\nconst tmpV = (THREE: typeof THREE_NS) => new THREE.Vector3()\n\n/** Mesh-level visual changes: copy-on-write geometry and materials, dents, decals, char, glow, melt, hiding, restoring. */\nexport class Visuals {\n readonly kit: DecalKit\n private readonly a: THREE_NS.Vector3\n private readonly b: THREE_NS.Vector3\n private readonly m4: THREE_NS.Matrix4\n private readonly box: THREE_NS.Box3\n private readonly t: THREE_NS.Vector3\n private readonly lbox: THREE_NS.Box3\n /** Total live decals across meshes (kept in sync by add/remove). */\n decalCount = 0\n\n constructor(\n private readonly THREE: typeof THREE_NS,\n private readonly lowQuality: boolean,\n private readonly decalCap: number,\n ) {\n this.kit = new DecalKit(THREE)\n this.a = tmpV(THREE)\n this.b = tmpV(THREE)\n this.m4 = new THREE.Matrix4()\n this.box = new THREE.Box3()\n this.t = tmpV(THREE)\n this.lbox = new THREE.Box3()\n }\n\n /**\n * @param range vertex range `[v0, v1)` of a merged mesh this part is drawn by (see `MeshRange`); `hosts` caches the shared state per mesh for one `bind`.\n */\n makeMeshVis(mesh: Mesh, home: string, range?: [number, number], hosts?: Map<Mesh, HostVis>): MeshVis {\n let host: HostVis | null = null\n if (range) {\n host = hosts?.get(mesh) ?? null\n if (!host) {\n host = { mesh, origGeometry: mesh.geometry, origMaterial: mesh.material, ownGeo: false, work: null, ownMat: false, sharers: [] }\n hosts?.set(mesh, host)\n }\n }\n const mv: MeshVis = {\n mesh,\n home,\n origGeometry: mesh.geometry,\n origMaterial: mesh.material,\n origVisible: mesh.visible,\n origParent: mesh.parent,\n origPosition: mesh.position.clone(),\n origQuaternion: mesh.quaternion.clone(),\n origScale: mesh.scale.clone(),\n ownMat: false,\n ownGeo: false,\n work: null,\n baseColors: null,\n decals: [],\n meltApplied: 0,\n bottomY: 0,\n moved: false,\n host,\n range: range ? [range[0], range[1]] : null,\n merged: host && range ? { host, range: [range[0], range[1]] } : null,\n loose: false,\n collapsed: false,\n hidden: false,\n touched: false,\n charK: 0,\n charHex: 0,\n glowHex: 0,\n glowK: 0,\n }\n host?.sharers.push(mv)\n return mv\n }\n\n vertexCount(mv: MeshVis): number {\n if (mv.range) return mv.range[1] - mv.range[0]\n return mv.mesh.geometry.getAttribute(POS_ATTR)?.count ?? 0\n }\n\n /** Is the part drawn? (A ranged part shares its mesh, so `mesh.visible` says nothing about it.) */\n shown(mv: MeshVis): boolean {\n return mv.host ? !mv.hidden : mv.mesh.visible\n }\n\n /** Box of the part's vertices in the space of its mesh (the whole geometry for a plain mesh). */\n localBox(mv: MeshVis, out: THREE_NS.Box3): THREE_NS.Box3 {\n out.makeEmpty()\n if (!mv.host || !mv.range) {\n const geo = mv.mesh.geometry\n if (!geo.boundingBox) geo.computeBoundingBox()\n return geo.boundingBox ? out.copy(geo.boundingBox) : out\n }\n const arr = mv.host.work ?? (positionAttr(mv.mesh.geometry)?.array as unknown as ArrayLike<number> | undefined)\n if (!arr) return out\n for (let i = mv.range[0] * 3; i < mv.range[1] * 3; i += 3) out.expandByPoint(this.t.set(arr[i], arr[i + 1], arr[i + 2]))\n return out\n }\n\n /** Box of the part in world space. */\n worldBox(mv: MeshVis, out: THREE_NS.Box3): THREE_NS.Box3 {\n if (!mv.host) return out.setFromObject(mv.mesh)\n this.localBox(mv, out)\n mv.mesh.updateWorldMatrix(true, false)\n return out.isEmpty() ? out : out.applyMatrix4(mv.mesh.matrixWorld)\n }\n\n private readonly tints = new WeakMap<MeshVis, THREE_NS.Color | null>()\n\n /**\n * Average vertex colour of a mesh whose material uses `vertexColors` (computed once per mesh, from its original geometry), else null. Fragments\n * and debris of such a mesh multiply it by `material.color`; without it they come out white.\n */\n vertexTint(mv: MeshVis): THREE_NS.Color | null {\n if (this.tints.has(mv)) return this.tints.get(mv) ?? null\n let tint: THREE_NS.Color | null = null\n const used = materialsOf(mv.origMaterial).some((m) => (m as THREE_NS.MeshStandardMaterial).vertexColors === true)\n const attr = used ? (mv.origGeometry.getAttribute('color') as THREE_NS.BufferAttribute | undefined) : undefined\n if (attr && attr.count > 0 && attr.itemSize >= 3) {\n // a ranged part averages its own vertices only\n const from = mv.merged ? mv.merged.range[0] : 0\n const to = mv.merged ? Math.min(attr.count, mv.merged.range[1]) : attr.count\n let r = 0, g = 0, b = 0\n for (let i = from; i < to; i++) {\n r += attr.getX(i)\n g += attr.getY(i)\n b += attr.getZ(i)\n }\n const n = Math.max(1, to - from)\n tint = new this.THREE.Color(r / n, g / n, b / n)\n }\n this.tints.set(mv, tint)\n return tint\n }\n\n /** Colour of the original material (before any char) times the vertex tint, `0xRRGGBB`, or -1. */\n baseColorHex(mv: MeshVis): number {\n const c = mv.baseColors?.[0] ?? colorOf(materialsOf(mv.origMaterial)[0])\n if (!c) return -1\n const tint = this.vertexTint(mv)\n return tint ? c.clone().multiply(tint).getHex() : c.getHex()\n }\n\n /** Is the original material transparent? */\n isTransparent(mv: MeshVis): boolean {\n return materialsOf(mv.origMaterial).some((m) => m.transparent && m.opacity < 1)\n }\n\n ownMaterial(mv: MeshVis): void {\n if (mv.ownMat) return\n mv.ownMat = true\n const src = materialsOf(mv.origMaterial)\n const cloned = src.map((m) => m.clone())\n mv.baseColors = src.map((m) => colorOf(m)?.clone() ?? new this.THREE.Color(0x888888))\n mv.mesh.material = Array.isArray(mv.origMaterial) ? cloned : cloned[0]\n }\n\n /** Clone the geometry (vertex edits); false when its positions cannot be edited. */\n ownGeometry(mv: MeshVis): boolean {\n if (mv.host) return this.ownHostGeometry(mv.host)\n if (mv.ownGeo) return true\n const pos = positionAttr(mv.mesh.geometry)\n if (!pos) return false\n mv.ownGeo = true\n const g = mv.mesh.geometry.clone()\n mv.mesh.geometry = g\n mv.work = new Float32Array((positionAttr(g) as THREE_NS.BufferAttribute).array as ArrayLike<number>)\n return true\n }\n\n private ownHostGeometry(host: HostVis): boolean {\n if (host.ownGeo) return true\n const pos = positionAttr(host.mesh.geometry)\n if (!pos) return false\n host.ownGeo = true\n const g = host.mesh.geometry.clone()\n host.mesh.geometry = g\n host.work = new Float32Array((positionAttr(g) as THREE_NS.BufferAttribute).array as ArrayLike<number>)\n return true\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Dents\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /**\n * Push the vertices of the mesh within `dent.radius` of `worldPoint` inwards along `worldNormal` by `depth * (1 - (d/r)^2)^2`.\n * Returns false when nothing was changed (too far, low quality on a heavy mesh, or no editable positions).\n */\n applyDent(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, dent: Dent): boolean {\n const mesh = mv.mesh\n if (this.lowQuality && this.vertexCount(mv) > 20000) return false\n mesh.updateWorldMatrix(true, false)\n const s = mesh.matrixWorld.getMaxScaleOnAxis() || 1\n const lp = mesh.worldToLocal(this.a.copy(worldPoint))\n const ln = this.b.copy(worldNormal).transformDirection(this.m4.copy(mesh.matrixWorld).invert()).normalize()\n const r = dent.radius / s\n const depth = dent.depth / s\n // quick reject: the point must be near the mesh bounds\n const geo = mesh.geometry\n let bb: THREE_NS.Box3 | null\n if (mv.host) bb = this.localBox(mv, this.lbox)\n else {\n if (!geo.boundingBox) geo.computeBoundingBox()\n bb = geo.boundingBox\n }\n if (bb && !bb.isEmpty() && bb.distanceToPoint(lp) > r) return false\n if (!this.ownGeometry(mv)) return false\n const work = (mv.host ? mv.host.work : mv.work) as Float32Array\n const pos = positionAttr(mesh.geometry) as THREE_NS.BufferAttribute\n const r2 = r * r\n let touched = false\n const px = lp.x\n const py = lp.y\n const pz = lp.z\n const nx = ln.x\n const ny = ln.y\n const nz = ln.z\n const from = mv.range ? mv.range[0] * 3 : 0\n const to = mv.range ? mv.range[1] * 3 : work.length\n for (let i = from; i < to; i += 3) {\n const dx = work[i] - px\n const dy = work[i + 1] - py\n const dz = work[i + 2] - pz\n const d2 = dx * dx + dy * dy + dz * dz\n if (d2 >= r2) continue\n const f = 1 - d2 / r2\n const k = depth * f * f\n work[i] -= nx * k\n work[i + 1] -= ny * k\n work[i + 2] -= nz * k\n touched = true\n }\n if (!touched) return false\n mv.touched = true\n this.writePositions(mv, pos)\n return true\n }\n\n /** Copy `work` (dents) into the geometry, adding the melt sag when the mesh is melting. */\n private writePositions(mv: MeshVis, pos: THREE_NS.BufferAttribute): void {\n if (mv.host) {\n this.rebuildHost(mv.host)\n return\n }\n const work = mv.work as Float32Array\n const arr = pos.array as unknown as Float32Array\n const melt = mv.meltApplied\n if (melt <= 0 || (this.lowQuality && work.length / 3 > 20000)) {\n arr.set(work)\n } else {\n const geo = mv.mesh.geometry\n if (!geo.boundingBox) geo.computeBoundingBox()\n const bb = geo.boundingBox as THREE_NS.Box3\n const h = Math.max(1e-4, bb.max.y - bb.min.y)\n const minY = bb.min.y\n for (let i = 0, v = 0; i < work.length; i += 3, v++) {\n const n = ((Math.imul(v + 1, 2654435761) >>> 0) % 1000) / 1000\n const n2 = ((Math.imul(v + 7, 40503) >>> 0) % 1000) / 1000\n const lowness = 1 - (work[i + 1] - minY) / h // 1 at the bottom, 0 at the top\n const spread = 1 + 0.12 * melt * (0.4 + n2) * (0.3 + lowness)\n arr[i] = work[i] * spread\n arr[i + 2] = work[i + 2] * spread\n arr[i + 1] = Math.max(minY, work[i + 1] - n * melt * h * 0.08)\n }\n }\n pos.needsUpdate = true\n const geo = mv.mesh.geometry\n geo.computeVertexNormals()\n geo.boundingBox = null\n geo.boundingSphere = null\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Decals\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /** Decal pose in mesh space: position and a rotation taking +Z to the surface normal. */\n private decalPose(mesh: Mesh, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, lift: number): { s: number; pos: THREE_NS.Vector3; quat: THREE_NS.Quaternion } {\n mesh.updateWorldMatrix(true, false)\n const s = mesh.matrixWorld.getMaxScaleOnAxis() || 1\n const ln = worldNormal.clone().transformDirection(this.m4.copy(mesh.matrixWorld).invert()).normalize()\n const pos = mesh.worldToLocal(worldPoint.clone()).addScaledVector(ln, lift / s)\n const quat = new this.THREE.Quaternion().setFromUnitVectors(new this.THREE.Vector3(0, 0, 1), ln)\n return { s, pos, quat }\n }\n\n private addDecal(mv: MeshVis, decal: Decal): void {\n mv.mesh.add(decal.obj)\n mv.decals.push(decal)\n this.decalCount++\n while (mv.decals.length > 48 || this.decalCount > this.decalCap) {\n const old = mv.decals.shift()\n if (!old) break\n this.disposeDecal(old)\n }\n }\n\n private disposeDecal(d: Decal): void {\n d.obj.parent?.remove(d.obj)\n d.geometry?.dispose()\n this.decalCount = Math.max(0, this.decalCount - 1)\n }\n\n addHole(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, diameter: number): void {\n const { s, pos, quat } = this.decalPose(mv.mesh, worldPoint, worldNormal, 0.0025)\n const disc = new this.THREE.Mesh(this.kit.discGeometry(), this.kit.discMaterial())\n disc.position.copy(pos)\n disc.quaternion.copy(quat)\n disc.scale.setScalar((Math.max(0.004, diameter) * 0.5 * 1.25) / s)\n disc.renderOrder = 2\n this.addDecal(mv, { obj: disc })\n }\n\n /** A star of jagged lines: `rays` rays up to `length` metres, seeded so the same event always draws the same star. */\n addCrack(mv: MeshVis, worldPoint: THREE_NS.Vector3, worldNormal: THREE_NS.Vector3, rays: number, length: number, color: number, seed: number): void {\n const { s, pos, quat } = this.decalPose(mv.mesh, worldPoint, worldNormal, 0.002)\n const rnd = createRng(seed)\n const verts: number[] = []\n const n = clamp(Math.round(rays), 3, 16)\n const L = Math.max(0.02, length) / s\n for (let r = 0; r < n; r++) {\n let ang = (r / n) * Math.PI * 2 + (rnd() - 0.5) * 0.5\n let x = 0\n let y = 0\n const segs = 3\n const total = L * (0.6 + 0.4 * rnd())\n for (let k = 0; k < segs; k++) {\n const step = (total / segs) * (0.7 + 0.6 * rnd())\n ang += (rnd() - 0.5) * 0.45\n const nx = x + Math.cos(ang) * step\n const ny = y + Math.sin(ang) * step\n verts.push(x, y, 0, nx, ny, 0)\n if (k > 0 && rnd() < 0.5) {\n const ba = ang + (rnd() < 0.5 ? -1 : 1) * (0.5 + rnd() * 0.5)\n const bl = step * (0.6 + 0.6 * rnd())\n verts.push(nx, ny, 0, nx + Math.cos(ba) * bl, ny + Math.sin(ba) * bl, 0)\n }\n x = nx\n y = ny\n }\n }\n // a faint ring around the impact\n const ringR = L * 0.12\n for (let k = 0; k < 8; k++) {\n const a0 = (k / 8) * Math.PI * 2\n const a1 = ((k + 1) / 8) * Math.PI * 2\n if (rnd() < 0.75) verts.push(Math.cos(a0) * ringR, Math.sin(a0) * ringR, 0, Math.cos(a1) * ringR, Math.sin(a1) * ringR, 0)\n }\n const geo = new this.THREE.BufferGeometry()\n geo.setAttribute('position', new this.THREE.Float32BufferAttribute(verts, 3))\n const lines = new this.THREE.LineSegments(geo, this.kit.lineMaterial(color))\n lines.position.copy(pos)\n lines.quaternion.copy(quat)\n lines.renderOrder = 2\n this.addDecal(mv, { obj: lines, geometry: geo })\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Char and heat glow\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n setChar(pv: PartVis, char: number, charColor: number): void {\n if (Math.abs(char - pv.charApplied) < 0.004) return\n pv.charApplied = char\n const target = new this.THREE.Color(charColor)\n for (const mv of pv.meshes) {\n if (mv.host) {\n mv.charK = clamp(char, 0, 1)\n mv.charHex = charColor\n this.paint(mv)\n continue\n }\n this.ownMaterial(mv)\n const mats = materialsOf(mv.mesh.material)\n mats.forEach((m, i) => {\n const c = colorOf(m)\n const base = mv.baseColors?.[i]\n if (c && base) c.copy(base).lerp(target, clamp(char, 0, 1))\n })\n }\n }\n\n /** Emissive glow of a hot part. `temperature` below the glow threshold switches it off. */\n setGlow(pv: PartVis, temperatureC: number): void {\n const hex = heatColor(temperatureC)\n const key = hex === 0 ? 0 : Math.round(temperatureC / 5) * 5\n if (key === pv.glowApplied) return\n pv.glowApplied = key\n const intensity = hex === 0 ? 0 : clamp(0.35 + (temperatureC - 450) / 900, 0, 1.4)\n for (const mv of pv.meshes) {\n if (mv.host) {\n mv.glowHex = hex\n mv.glowK = intensity\n this.paint(mv)\n continue\n }\n this.ownMaterial(mv)\n for (const m of materialsOf(mv.mesh.material)) {\n const e = (m as THREE_NS.MeshStandardMaterial).emissive\n if (e && (e as THREE_NS.Color).isColor) {\n e.setHex(hex)\n ;(m as THREE_NS.MeshStandardMaterial).emissiveIntensity = intensity\n }\n }\n }\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Melt\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /** Sag the part: shorter in Y (down to 25 %), a bit wider, vertices pushed down with noise, the bottom stays put. */\n setMelt(pv: PartVis, melt: number): void {\n const m = clamp(melt, 0, 1)\n if (Math.abs(m - pv.meltApplied) < 0.01) return\n pv.meltApplied = m\n for (const mv of pv.meshes) {\n const mesh = mv.mesh\n if (mv.host) {\n // a range of a shared mesh cannot scale the mesh: squash and widen its own vertices\n mv.meltApplied = m\n mv.touched = true\n if (!(this.lowQuality && this.vertexCount(mv) > 20000) && this.ownGeometry(mv)) this.rebuildHost(mv.host)\n continue\n }\n if (mv.meltApplied === 0 && m > 0) {\n mesh.updateWorldMatrix(true, false)\n mv.bottomY = this.box.setFromObject(mesh).min.y\n }\n mv.meltApplied = m\n mv.moved = true\n const sy = lerp(1, 0.25, m)\n const sxz = 1 + 0.18 * m\n mesh.scale.set(mv.origScale.x * sxz, mv.origScale.y * sy, mv.origScale.z * sxz)\n mesh.position.copy(mv.origPosition)\n mesh.updateWorldMatrix(true, false)\n const bottom = this.box.setFromObject(mesh).min.y\n const dy = mv.bottomY - bottom\n if (Math.abs(dy) > 1e-6 && mesh.parent) {\n mesh.parent.updateWorldMatrix(true, false)\n const inv = this.m4.copy(mesh.parent.matrixWorld).invert()\n this.a.set(0, dy, 0).applyMatrix4(inv)\n this.b.set(0, 0, 0).applyMatrix4(inv)\n mesh.position.copy(mv.origPosition).add(this.a.sub(this.b))\n }\n if (!(this.lowQuality && this.vertexCount(mv) > 20000) && this.ownGeometry(mv)) {\n this.writePositions(mv, positionAttr(mesh.geometry) as THREE_NS.BufferAttribute)\n }\n }\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Visibility and restore\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n hide(pv: PartVis, reason: PartVis['gone']): void {\n pv.gone = reason\n for (const mv of pv.meshes) {\n if (!mv.host || mv.loose) {\n mv.mesh.visible = false\n mv.hidden = true\n continue\n }\n // a range of a shared mesh: collapse its vertices to a point and hide what was drawn on it\n mv.hidden = true\n for (const d of mv.decals) d.obj.visible = false\n this.collapse(mv)\n }\n }\n\n // ------------------------------------------------------------------------------------------------------------------------------------\n // Parts drawn by a vertex range of a merged mesh\n // ------------------------------------------------------------------------------------------------------------------------------------\n\n /** Collapse the part's vertices in the merged mesh to one point (its triangles become degenerate and vanish). */\n private collapse(mv: MeshVis): void {\n if (!mv.merged || !this.ownHostGeometry(mv.merged.host)) return\n mv.collapsed = true\n mv.touched = true\n this.rebuildHost(mv.merged.host)\n }\n\n /** Write `work` into the geometry again with the melt of ranged parts and the collapsed ranges applied. */\n private rebuildHost(host: HostVis): void {\n const geo = host.mesh.geometry\n const pos = positionAttr(geo)\n const work = host.work\n if (!pos || !work) return\n const arr = pos.array as unknown as Float32Array\n arr.set(work)\n for (const s of host.sharers) {\n if (s.merged && s.merged.host === host) {\n if (s.collapsed) this.collapseRange(arr, s.merged.range)\n else if (s.meltApplied > 0 && !s.loose) this.meltRange(arr, work, s.merged.range, s.meltApplied)\n } else if (s.host === host && s.range && s.meltApplied > 0) this.meltRange(arr, work, s.range, s.meltApplied)\n }\n pos.needsUpdate = true\n geo.computeVertexNormals()\n geo.boundingBox = null\n geo.boundingSphere = null\n }\n\n private collapseRange(arr: Float32Array, range: [number, number]): void {\n const x = arr[range[0] * 3]\n const y = arr[range[0] * 3 + 1]\n const z = arr[range[0] * 3 + 2]\n for (let i = range[0] * 3; i < range[1] * 3; i += 3) {\n arr[i] = x\n arr[i + 1] = y\n arr[i + 2] = z\n }\n }\n\n /** Melt of one range: shorter in Y (down to 25 %) with the bottom fixed, a bit wider around its centre, with the same noise as a whole mesh. */\n private meltRange(arr: Float32Array, work: Float32Array, range: [number, number], melt: number): void {\n let minY = Infinity\n let maxY = -Infinity\n let cx = 0\n let cz = 0\n const n = Math.max(1, range[1] - range[0])\n for (let i = range[0] * 3; i < range[1] * 3; i += 3) {\n minY = Math.min(minY, work[i + 1])\n maxY = Math.max(maxY, work[i + 1])\n cx += work[i]\n cz += work[i + 2]\n }\n cx /= n\n cz /= n\n const h = Math.max(1e-4, maxY - minY)\n const sy = lerp(1, 0.25, melt)\n const sxz = 1 + 0.18 * melt\n for (let i = range[0] * 3, v = 0; i < range[1] * 3; i += 3, v++) {\n const noise = ((Math.imul(v + 1, 2654435761) >>> 0) % 1000) / 1000\n arr[i] = cx + (work[i] - cx) * sxz\n arr[i + 2] = cz + (work[i + 2] - cz) * sxz\n arr[i + 1] = Math.max(minY, minY + (work[i + 1] - minY) * sy - noise * melt * h * 0.04)\n }\n }\n\n /** The colour attribute of the host's current geometry (created white when there is none) with vertex colours switched on in its material. */\n private ensureColors(host: HostVis): THREE_NS.BufferAttribute | null {\n if (!this.ownHostGeometry(host)) return null\n const geo = host.mesh.geometry\n let attr = geo.getAttribute('color') as THREE_NS.BufferAttribute | undefined\n if (!attr) {\n const n = geo.getAttribute(POS_ATTR).count\n attr = new this.THREE.BufferAttribute(new Float32Array(n * 3).fill(1), 3)\n geo.setAttribute('color', attr)\n }\n if (!host.ownMat) {\n host.ownMat = true\n const src = materialsOf(host.mesh.material)\n const cloned = src.map((m) => m.clone())\n host.mesh.material = Array.isArray(host.mesh.material) ? cloned : cloned[0]\n }\n for (const m of materialsOf(host.mesh.material)) {\n if ((m as THREE_NS.MeshStandardMaterial).vertexColors !== true) {\n ;(m as THREE_NS.MeshStandardMaterial).vertexColors = true\n m.needsUpdate = true\n }\n }\n return attr\n }\n\n /** Colour of the part's vertices from the original colours, its char and its heat. Only the part's range is written. */\n private paint(mv: MeshVis): void {\n if (!mv.host || !mv.range || !mv.merged) return\n const idle = mv.charK <= 0 && mv.glowK <= 0\n if (idle && !mv.touched) return\n const attr = this.ensureColors(mv.host)\n if (!attr) return\n const size = attr.itemSize\n const arr = attr.array as unknown as Float32Array\n const orig = mv.merged.host.origGeometry.getAttribute('color') as THREE_NS.BufferAttribute | undefined\n const oSize = orig?.itemSize ?? 3\n const oArr = orig?.array as unknown as ArrayLike<number> | undefined\n const shift = mv.merged.range[0] - mv.range[0]\n const ch = new this.THREE.Color(mv.charHex)\n const heat = new this.THREE.Color(mv.glowHex)\n const k = clamp(mv.charK, 0, 1)\n const gk = clamp(mv.glowK, 0, 1)\n const boost = 1 + Math.max(0, mv.glowK - 1)\n for (let i = mv.range[0]; i < mv.range[1]; i++) {\n const o = (i + shift) * oSize\n let r = oArr ? oArr[o] : 1\n let g = oArr ? oArr[o + 1] : 1\n let b = oArr ? oArr[o + 2] : 1\n if (k > 0) {\n r = lerp(r, ch.r, k)\n g = lerp(g, ch.g, k)\n b = lerp(b, ch.b, k)\n }\n if (gk > 0) {\n r = lerp(r, heat.r * boost, gk)\n g = lerp(g, heat.g * boost, gk)\n b = lerp(b, heat.b * boost, gk)\n }\n arr[i * size] = r\n arr[i * size + 1] = g\n arr[i * size + 2] = b\n }\n mv.touched = true\n attr.needsUpdate = true\n }\n\n /**\n * Move a ranged part to a mesh of its own: the faces whose vertices all lie in its range are copied (with the current dents and colours) into a\n * new mesh that takes the merged mesh's transform and material, then attached to `group`; the range is collapsed in the merged mesh. Decals\n * go with it.\n */\n extract(mv: MeshVis, group: THREE_NS.Object3D): void {\n if (!mv.host || !mv.range || !mv.merged || mv.loose) return\n const host = mv.host\n const [v0, v1] = mv.range\n const src = host.mesh.geometry\n const geo = new this.THREE.BufferGeometry()\n const count = v1 - v0\n for (const name of Object.keys(src.attributes)) {\n const a = src.getAttribute(name) as THREE_NS.BufferAttribute\n if ((a as unknown as { isInterleavedBufferAttribute?: boolean }).isInterleavedBufferAttribute) continue\n const size = a.itemSize\n const from = (name === POS_ATTR ? host.work : null) ?? (a.array as unknown as Float32Array)\n const slice = (from as unknown as { slice(a: number, b: number): ArrayLike<number> }).slice(v0 * size, v1 * size)\n const Ctor = (a.array as unknown as { constructor: new (x: ArrayLike<number>) => ArrayLike<number> }).constructor\n geo.setAttribute(name, new this.THREE.BufferAttribute(new Ctor(slice) as never, size, a.normalized))\n }\n const index = src.getIndex()\n if (index) {\n const out: number[] = []\n for (let i = 0; i + 2 < index.count; i += 3) {\n const a = index.getX(i)\n const b = index.getX(i + 1)\n const c = index.getX(i + 2)\n if (a >= v0 && a < v1 && b >= v0 && b < v1 && c >= v0 && c < v1) out.push(a - v0, b - v0, c - v0)\n }\n geo.setIndex(count > 65535 ? new this.THREE.Uint32BufferAttribute(out, 1) : new this.THREE.Uint16BufferAttribute(out, 1))\n }\n const mats = materialsOf(host.mesh.material).map((m) => m.clone())\n const loose = new this.THREE.Mesh(geo, mats[0])\n loose.name = `${host.mesh.name || 'mesh'}:${v0}-${v1}`\n loose.castShadow = host.mesh.castShadow\n loose.receiveShadow = host.mesh.receiveShadow\n loose.renderOrder = host.mesh.renderOrder\n loose.frustumCulled = host.mesh.frustumCulled\n loose.layers.mask = host.mesh.layers.mask\n loose.position.copy(host.mesh.position)\n loose.quaternion.copy(host.mesh.quaternion)\n loose.scale.copy(host.mesh.scale)\n const parent = host.mesh.parent\n if (parent) parent.add(loose)\n loose.updateMatrixWorld(true)\n // the merged mesh loses the range; the decals and the part's state follow the new mesh\n this.collapse(mv)\n for (const d of mv.decals) {\n d.obj.visible = true\n loose.add(d.obj)\n }\n const lp = positionAttr(geo) as THREE_NS.BufferAttribute\n const lh: HostVis = {\n mesh: loose,\n origGeometry: geo,\n origMaterial: loose.material,\n ownGeo: true,\n work: new Float32Array(lp.array as ArrayLike<number>),\n ownMat: true,\n sharers: [mv],\n }\n mv.host = lh\n mv.range = [0, count]\n mv.mesh = loose\n mv.loose = true\n mv.moved = true\n group.attach(loose)\n for (const m of materialsOf(loose.material)) m.needsUpdate = true\n }\n\n private restoreRanged(mv: MeshVis): void {\n const merged = mv.merged as NonNullable<MeshVis['merged']>\n const host = merged.host\n for (const d of mv.decals) this.disposeDecal(d)\n mv.decals.length = 0\n if (mv.loose) {\n const loose = mv.mesh\n loose.parent?.remove(loose)\n loose.geometry.dispose()\n for (const m of materialsOf(loose.material)) m.dispose()\n mv.host = host\n mv.range = [merged.range[0], merged.range[1]]\n mv.mesh = host.mesh\n mv.loose = false\n mv.moved = false\n }\n mv.collapsed = false\n mv.hidden = false\n mv.meltApplied = 0\n mv.charK = 0\n mv.glowK = 0\n mv.touched = false\n if (!host.ownGeo) return\n // positions and colours of the range go back to the original ones\n const work = host.work as Float32Array\n const op = positionAttr(host.origGeometry)\n const [v0, v1] = merged.range\n if (op) work.set((op.array as unknown as Float32Array).subarray(v0 * 3, v1 * 3), v0 * 3)\n const attr = host.mesh.geometry.getAttribute('color') as THREE_NS.BufferAttribute | undefined\n if (attr) {\n const orig = host.origGeometry.getAttribute('color') as THREE_NS.BufferAttribute | undefined\n const size = attr.itemSize\n const a = attr.array as unknown as Float32Array\n for (let i = v0; i < v1; i++) {\n for (let c = 0; c < 3; c++) a[i * size + c] = orig ? orig.array[i * orig.itemSize + c] : 1\n }\n attr.needsUpdate = true\n }\n if (host.sharers.every((s) => !s.touched)) {\n host.mesh.geometry.dispose()\n host.mesh.geometry = host.origGeometry\n host.work = null\n host.ownGeo = false\n if (host.ownMat) {\n for (const m of materialsOf(host.mesh.material)) m.dispose()\n host.mesh.material = host.origMaterial\n host.ownMat = false\n }\n } else this.rebuildHost(host)\n }\n\n /** Bring one mesh back to how it was when it was bound. */\n restoreMesh(mv: MeshVis): void {\n if (mv.merged) {\n this.restoreRanged(mv)\n return\n }\n const mesh = mv.mesh\n for (const d of mv.decals) this.disposeDecal(d)\n mv.decals.length = 0\n if (mv.ownGeo) {\n mesh.geometry.dispose()\n mesh.geometry = mv.origGeometry\n mv.ownGeo = false\n mv.work = null\n }\n if (mv.ownMat) {\n for (const m of materialsOf(mesh.material)) m.dispose()\n mesh.material = mv.origMaterial\n mv.ownMat = false\n mv.baseColors = null\n }\n mesh.visible = mv.origVisible\n if (mv.origParent && mesh.parent !== mv.origParent) {\n mv.origParent.add(mesh)\n mv.moved = true\n }\n if (mv.moved) {\n mesh.position.copy(mv.origPosition)\n mesh.quaternion.copy(mv.origQuaternion)\n mesh.scale.copy(mv.origScale)\n mv.moved = false\n }\n mv.meltApplied = 0\n }\n\n restorePart(pv: PartVis): void {\n for (const mv of pv.meshes) this.restoreMesh(mv)\n pv.charApplied = 0\n pv.glowApplied = 0\n pv.meltApplied = 0\n pv.gone = 'none'\n }\n\n dispose(): void {\n this.kit.dispose()\n }\n}\n","import type * as THREE_NS from 'three'\nimport type { DebrisKind, DestructionEvent, MaterialDef, PartSpec, Vec3 } from '@adatechnology/game-destruction'\nimport { FragmentSystem } from './fragments'\nimport { GroundSpots } from './ground'\nimport type { Bound, HostVis, MeshVis, PartVis, PieceBody } from './internal'\nimport { clamp, createRng, hashNumbers, hashString, mixHex } from './math'\nimport { ParticleSystem } from './particles'\nimport type { ParticleKind } from './particles'\nimport { PieceSystem } from './pieces'\nimport { partHintOf } from './spec'\nimport type { DestructionRenderer, BindOptions, Mesh, MeshRange, Object3D, Piece, RendererOptions, ThreeNamespace } from './types'\nimport { Visuals } from './visual'\n\ntype Ev<T extends DestructionEvent['type']> = Extract<DestructionEvent, { type: T }>\n\nconst GLOW_FROM_C = 430\nconst QUEUE_CAP = 4000\n\ninterface FireEmitter {\n object: string\n part: string\n point: Vec3\n accFire: number\n accSmoke: number\n}\n\ninterface Leak {\n object: string\n part: string\n fluid: string\n point: Vec3\n direction: Vec3\n rate: number\n pressurized: boolean\n acc: number\n}\n\nconst FLUID_COLORS: Record<string, number> = {\n water: 0x8cc8ff,\n fuel: 0xd9a032,\n oil: 0x2a2018,\n gas: 0xf2f2f2,\n sap: 0xb89b3a,\n acid: 0x9bd23c,\n blood: 0x8a0a0a,\n}\nconst SMOKE_TONES: Record<string, number> = { white: 0xe6e6e6, grey: 0x8a8a8a, black: 0x2a2a2a }\n\nconst DEFAULT_SPEED: Record<string, number> = {\n sparks: 3,\n splinters: 2.5,\n dust: 1,\n shards: 2.5,\n fibers: 1.2,\n leaves: 1.2,\n drips: 0.5,\n ash: 0.8,\n chips: 2.5,\n smoke: 0.8,\n steam: 1,\n fire: 1.2,\n flash: 0,\n foam: 2.5,\n}\n\n/** Sound key for an impact on a material. */\nfunction impactKey(def: MaterialDef | undefined): string {\n if (!def) return 'impact_wood'\n const tags = def.tags ?? []\n if (tags.includes('metal')) return 'impact_metal'\n if (def.visual?.transparent || def.fracture === 'shatter') return 'impact_glass'\n if (def.fracture === 'crumble') return 'impact_masonry'\n if (def.fracture === 'tear') return 'impact_soft'\n return def.fracture === 'none' ? 'impact_metal' : 'impact_wood'\n}\n\nfunction fractureKey(def: MaterialDef | undefined, style: string): string {\n switch (style) {\n case 'shatter':\n return 'shatter_glass'\n case 'crumble':\n return 'crumble'\n case 'splinter':\n return 'splinter'\n default:\n return impactKey(def)\n }\n}\n\nfunction fallbackColor(id: string, def: MaterialDef | undefined): number {\n if (def?.tags?.includes('metal')) return 0x8a8f96\n if (def?.visual?.transparent) return 0x9fd0e0\n const h = hashString(id)\n return mixHex(0x6b5a48, 0x9a9488, (h % 100) / 100)\n}\n\nfunction materialsOf(m: THREE_NS.Material | THREE_NS.Material[]): THREE_NS.Material[] {\n return Array.isArray(m) ? m : [m]\n}\n\nfunction isMeshRange(v: Object3D | MeshRange): v is MeshRange {\n const r = v as Partial<MeshRange>\n return !!r.mesh && Array.isArray(r.range)\n}\n\n/** Create the renderer. See `DestructionRenderer`. */\nexport function createDestructionRenderer(THREE: ThreeNamespace, options: RendererOptions): DestructionRenderer {\n return new Renderer(THREE, options)\n}\n\nclass Renderer implements DestructionRenderer {\n private readonly world: RendererOptions['world']\n private readonly scene: THREE_NS.Scene\n private readonly quality: 'low' | 'medium' | 'high'\n private readonly low: boolean\n private readonly groundAt: (x: number, z: number) => number\n private readonly gravity: number\n private readonly autoSplit: boolean\n private readonly maxFragments: number\n private readonly bounds = new Map<string, Bound>()\n private readonly queue: DestructionEvent[] = []\n private readonly unsubscribe: () => void\n private readonly visuals: Visuals\n private readonly particles: ParticleSystem\n private readonly fragments: FragmentSystem\n private readonly ground: GroundSpots\n private readonly pieceSys: PieceSystem\n private readonly active = new Map<string, { object: string; part: string }>()\n private readonly fires = new Map<string, FireEmitter>()\n private readonly leaks: Leak[] = []\n private readonly homeTags: string[] = []\n private readonly throttles = new Map<string, number>()\n private readonly rng = createRng(0xc0ffee)\n private light: THREE_NS.PointLight | null = null\n private lightT = 0\n private lightDur = 0.3\n private lightPeak = 0\n private time = 0\n private scanTimer = 0\n private disposed = false\n private readonly box: THREE_NS.Box3\n private readonly tmpQ: THREE_NS.Quaternion\n private readonly v1: THREE_NS.Vector3\n private readonly v2: THREE_NS.Vector3\n\n constructor(\n private readonly THREE: ThreeNamespace,\n private readonly o: RendererOptions,\n ) {\n this.world = o.world\n this.scene = o.scene\n this.quality = o.quality ?? 'medium'\n this.low = this.quality === 'low'\n this.groundAt = o.groundAt ?? (() => 0)\n this.gravity = o.gravity ?? 9.81\n this.autoSplit = o.autoSplit !== false\n this.maxFragments = o.maxFragments ?? 160\n this.box = new THREE.Box3()\n this.tmpQ = new THREE.Quaternion()\n this.v1 = new THREE.Vector3()\n this.v2 = new THREE.Vector3()\n const maxParticles = Math.max(8, Math.floor((o.maxParticles ?? 2500) * (this.low ? 0.5 : 1)))\n this.visuals = new Visuals(THREE, this.low, 600)\n this.ground = new GroundSpots(THREE, o.scene, this.groundAt, 48)\n this.particles = new ParticleSystem(THREE, {\n capacity: maxParticles,\n scene: o.scene,\n density: this.low ? 0.6 : 1,\n pointScale: o.pointScale ?? 700,\n groundAt: this.groundAt,\n gravity: this.gravity,\n onLand: (x, _y, z, color, tag) => {\n const home = this.homeTags[tag - 1] ?? ''\n this.ground.add('puddle', x, z, 0.05 + this.rng() * 0.04, color, home)\n },\n })\n this.fragments = new FragmentSystem(THREE, {\n scene: o.scene,\n groundAt: this.groundAt,\n gravity: this.gravity,\n max: this.maxFragments,\n life: o.fragmentLife ?? 12,\n })\n this.pieceSys = new PieceSystem(THREE, {\n groundAt: this.groundAt,\n gravity: this.gravity,\n scene: o.scene,\n onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed),\n })\n this.unsubscribe = this.world.on('*', (ev) => {\n if (this.queue.length < QUEUE_CAP) this.queue.push(ev)\n })\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Binding\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n bind(objectId: string, root: Object3D, options: BindOptions = {}): void {\n if (this.bounds.has(objectId)) this.unbind(objectId)\n const state = this.world.state(objectId)\n const partIds = new Set((state?.parts ?? []).map((p) => p.id))\n const byPart = new Map<string, Array<{ mesh: Mesh; range?: [number, number] }>>()\n const taken = new Set<Mesh>()\n const put = (pid: string, e: { mesh: Mesh; range?: [number, number] }): void => {\n const l = byPart.get(pid)\n if (l) l.push(e)\n else byPart.set(pid, [e])\n }\n const add = (pid: string, m: Mesh): void => {\n if (taken.has(m)) return\n taken.add(m)\n put(pid, { mesh: m })\n }\n const addRange = (pid: string, r: MeshRange): void => {\n const n = (r.mesh.geometry.getAttribute('position')?.count ?? 0) as number\n const [v0, v1] = r.range\n if (!Number.isInteger(v0) || !Number.isInteger(v1) || v0 < 0 || v1 <= v0 || v1 > n) {\n throw new Error(`game-destruction-three: invalid vertex range [${v0}, ${v1}) for part \"${pid}\" (the mesh has ${n} vertices)`)\n }\n put(pid, { mesh: r.mesh, range: [v0, v1] })\n }\n const meshesIn = (o: Object3D): Mesh[] => {\n const out: Mesh[] = []\n o.traverse((c) => {\n if ((c as Mesh).isMesh) out.push(c as Mesh)\n })\n return out\n }\n if (options.parts) {\n for (const [pid, v] of Object.entries(options.parts)) {\n for (const o of Array.isArray(v) ? v : [v]) {\n if (isMeshRange(o)) addRange(pid, o)\n else for (const m of meshesIn(o)) add(pid, m)\n }\n }\n } else {\n const leftovers: Mesh[] = []\n for (const m of meshesIn(root)) {\n const ud = partHintOf(m.userData?.destructionPart)?.id\n if (ud !== undefined && partIds.has(ud)) add(ud, m)\n else if (partIds.has(m.name)) add(m.name, m)\n else leftovers.push(m)\n }\n if (leftovers.length) this.matchByBox(objectId, root, leftovers, add)\n }\n const bound: Bound = { id: objectId, root, sync: options.syncTransform !== false, parts: new Map(), lastPos: null, lastQuat: null, piece: null, isSplit: false }\n const hosts = new Map<Mesh, HostVis>()\n for (const pid of partIds) bound.parts.set(pid, this.makePartVis(objectId, pid, state?.parts.find((p) => p.id === pid)?.material ?? '', byPart.get(pid) ?? [], hosts))\n for (const [pid, meshes] of byPart) {\n if (!bound.parts.has(pid)) bound.parts.set(pid, this.makePartVis(objectId, pid, this.world.part(objectId, pid)?.material ?? '', meshes, hosts))\n }\n this.bounds.set(objectId, bound)\n }\n\n private makePartVis(home: string, id: string, material: string, meshes: Array<{ mesh: Mesh; range?: [number, number] }>, hosts: Map<Mesh, HostVis>): PartVis {\n return { id, home, material, meshes: meshes.map((m) => this.visuals.makeMeshVis(m.mesh, home, m.range, hosts)), charApplied: 0, glowApplied: 0, meltApplied: 0, gone: 'none' }\n }\n\n /** Match unlabelled meshes to the part whose shape contains the centre of the mesh's bounding box. */\n private matchByBox(objectId: string, root: Object3D, meshes: Mesh[], add: (pid: string, m: Mesh) => void): void {\n let specParts: PartSpec[] | undefined\n try {\n specParts = this.world.serialize?.().objects.find((o) => o.id === objectId)?.spec.parts\n } catch {\n specParts = undefined\n }\n if (!specParts) return\n root.updateMatrixWorld(true)\n const e = new this.THREE.Euler()\n const q = new this.THREE.Quaternion()\n for (const m of meshes) {\n this.box.setFromObject(m)\n if (this.box.isEmpty()) continue\n const c = root.worldToLocal(this.box.getCenter(this.v1))\n let best: PartSpec | null = null\n let bestVol = Infinity\n for (const p of specParts) {\n const l = this.v2.set(c.x - p.position[0], c.y - p.position[1], c.z - p.position[2])\n if (p.rotation) l.applyQuaternion(q.setFromEuler(e.set(p.rotation[0], p.rotation[1], p.rotation[2], 'XYZ')).invert())\n let inside = false\n let vol = 0\n const s = p.shape\n if (s.kind === 'box') {\n inside = Math.abs(l.x) <= s.size[0] / 2 && Math.abs(l.y) <= s.size[1] / 2 && Math.abs(l.z) <= s.size[2] / 2\n vol = s.size[0] * s.size[1] * s.size[2]\n } else if (s.kind === 'cylinder') {\n inside = Math.hypot(l.x, l.z) <= s.radius && Math.abs(l.y) <= s.height / 2\n vol = Math.PI * s.radius * s.radius * s.height\n } else {\n inside = l.length() <= s.radius\n vol = (4 / 3) * Math.PI * s.radius ** 3\n }\n if (inside && vol < bestVol) {\n best = p\n bestVol = vol\n }\n }\n if (best) add(best.id, m)\n }\n }\n\n unbind(objectId: string): void {\n const b = this.bounds.get(objectId)\n if (!b) return\n this.restore(objectId)\n this.pieceSys.remove(objectId)\n this.bounds.delete(objectId)\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Pieces\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n /** Half extents and centre of the box around some meshes, in the local space of `root`. */\n private measure(root: Object3D, meshes: MeshVis[]): { half: Vec3; center: THREE_NS.Vector3 } {\n root.updateMatrixWorld(true)\n const inv = root.matrixWorld.clone().invert()\n const total = new this.THREE.Box3()\n const m4 = new this.THREE.Matrix4()\n const lb = new this.THREE.Box3()\n for (const mv of meshes) {\n const m = mv.mesh\n m.updateWorldMatrix(true, false)\n this.visuals.localBox(mv, lb)\n if (lb.isEmpty()) continue\n total.union(lb.clone().applyMatrix4(m4.multiplyMatrices(inv, m.matrixWorld)))\n }\n if (total.isEmpty()) return { half: [0.25, 0.25, 0.25], center: new this.THREE.Vector3() }\n const size = total.getSize(new this.THREE.Vector3())\n return { half: [Math.max(0.02, size.x / 2), Math.max(0.02, size.y / 2), Math.max(0.02, size.z / 2)], center: total.getCenter(new this.THREE.Vector3()) }\n }\n\n private meshesOf(b: Bound): MeshVis[] {\n const out: MeshVis[] = []\n for (const pv of b.parts.values()) if (pv.gone === 'none') for (const mv of pv.meshes) out.push(mv)\n return out\n }\n\n private massOf(objectId: string): number {\n const st = this.world.state(objectId)\n if (!st) return 5\n let m = 0\n for (const p of st.parts) if (p.status !== 'broken' && p.status !== 'melted' && p.status !== 'ashes') m += p.mass\n return m > 0 ? m : 5\n }\n\n makePiece(objectId: string, options: { mass?: number; velocity?: Vec3 } = {}): Piece {\n const b = this.bounds.get(objectId)\n if (!b) throw new Error(`game-destruction-three: object \"${objectId}\" is not bound`)\n if (b.root.parent && b.root.parent !== this.scene) this.scene.attach(b.root)\n const { half, center } = this.measure(b.root, this.meshesOf(b))\n const piece = this.pieceSys.create(objectId, b.root, half, center, options.mass ?? this.massOf(objectId), options.velocity)\n b.piece = piece\n return piece\n }\n\n pieces(): Piece[] {\n return [...this.pieceSys.list]\n }\n\n piece(objectId: string): Piece | null {\n return this.pieceSys.get(objectId)\n }\n\n impulse(objectId: string, impulse: Vec3, point?: Vec3): void {\n const p = this.pieceSys.get(objectId)\n if (p) this.pieceSys.impulse(p, impulse, point)\n }\n\n private hardLanding(p: PieceBody, point: Vec3, speed: number): void {\n const key = this.impactSoundOf(p.objectId)\n this.sound(key, point, clamp(speed / 10, 0.2, 1))\n // the piece just moved this frame: the world must know where it is before the hit is resolved against its parts\n this.syncBound(p.objectId)\n try {\n this.world.hit(p.objectId, { type: 'blunt', point, energy: 0.5 * p.mass * speed * speed, radius: 0.08, direction: [0, -1, 0], source: 'fall' })\n } catch {\n // the object may have been removed from the world\n }\n }\n\n private impactSoundOf(objectId: string): string {\n const st = this.world.state(objectId)\n let best: MaterialDef | undefined\n let mass = -1\n for (const p of st?.parts ?? []) {\n if (p.mass > mass) {\n mass = p.mass\n best = this.world.materials.get(p.material)\n }\n }\n return impactKey(best)\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Update\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n update(dt: number): void {\n if (this.disposed) return\n dt = clamp(dt, 0, 0.1)\n this.time += dt\n this.drainQueue()\n this.updateActive(dt)\n this.updateLeaks(dt)\n this.pieceSys.update(dt)\n this.fragments.update(dt)\n this.ground.update(dt)\n this.updateLight(dt)\n this.particles.update(dt)\n this.syncTransforms()\n }\n\n private drainQueue(): void {\n // events produced while applying (a hard landing calls `hit`) wait for the next frame\n const batch = this.queue.splice(0, this.queue.length)\n for (const ev of batch) {\n try {\n this.apply(ev)\n } catch (err) {\n if (typeof console !== 'undefined') console.error('game-destruction-three: failed to apply', ev.type, err)\n }\n }\n }\n\n private syncTransforms(): void {\n for (const b of this.bounds.values()) this.syncOne(b)\n }\n\n /** Push the current transform of one bound object to the world right now (used before a landing hit). */\n private syncBound(objectId: string): void {\n const b = this.bounds.get(objectId)\n if (b) this.syncOne(b)\n }\n\n private syncOne(b: Bound): void {\n if (!b.sync) return\n const p = this.v1\n const q = this.tmpQ\n b.root.updateWorldMatrix(true, false)\n b.root.matrixWorld.decompose(p, q, this.v2)\n const last = b.lastPos\n const lq = b.lastQuat\n const moved = !last || !lq || Math.abs(p.x - last[0]) + Math.abs(p.y - last[1]) + Math.abs(p.z - last[2]) > 1e-5 || Math.abs(q.x - lq[0]) + Math.abs(q.y - lq[1]) + Math.abs(q.z - lq[2]) + Math.abs(q.w - lq[3]) > 1e-6\n if (!moved) return\n b.lastPos = [p.x, p.y, p.z]\n b.lastQuat = [q.x, q.y, q.z, q.w]\n if (this.world.has(b.id)) this.world.setTransform(b.id, [p.x, p.y, p.z], [q.x, q.y, q.z, q.w])\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Events\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n private apply(ev: DestructionEvent): void {\n switch (ev.type) {\n case 'damage':\n if (ev.damageType === 'heat' || ev.damageType === 'fire' || ev.damageType === 'explosive') this.activate(ev.object, ev.part)\n break\n case 'dent':\n this.onDent(ev)\n break\n case 'hole':\n this.onHole(ev)\n break\n case 'crack':\n this.onCrack(ev)\n break\n case 'ricochet': {\n const d = ev.direction\n this.particles.burst('sparks', ev.point, d, 4 + Math.min(10, ev.energy / 150), 4)\n this.sound('ricochet', ev.point, 0.7)\n break\n }\n case 'debris':\n this.particles.burst(ev.kind, ev.point, ev.normal, ev.count, ev.speed > 0 ? ev.speed : DEFAULT_SPEED[ev.kind] ?? 1, this.debrisOptions(ev.kind, ev.object, ev.part))\n break\n case 'fracture':\n this.onFracture(ev)\n break\n case 'detach':\n this.onDetach(ev)\n break\n case 'collapse':\n this.splitLoose(ev.object)\n break\n case 'disassemble_progress': {\n const k = `unscrew:${ev.joint}`\n if (this.time - (this.throttles.get(k) ?? -1) > 0.25) {\n this.throttles.set(k, this.time)\n this.sound('unscrew', this.rootPoint(ev.object), clamp(0.3 + ev.progress * 0.5, 0, 1))\n }\n break\n }\n case 'ignite':\n this.fires.set(`${ev.object}|${ev.part}`, { object: ev.object, part: ev.part, point: ev.point, accFire: 0, accSmoke: 0 })\n this.activate(ev.object, ev.part)\n this.particles.burst('fire', ev.point, [0, 1, 0], 6, 1)\n this.sound('ignite', ev.point, 0.7)\n this.sound('burn_loop', ev.point, 0.5)\n break\n case 'extinguish': {\n const f = this.fires.get(`${ev.object}|${ev.part}`)\n if (f) {\n this.fires.delete(`${ev.object}|${ev.part}`)\n this.particles.burst('steam', f.point, [0, 1, 0], 14, 1.2)\n }\n this.activate(ev.object, ev.part)\n this.sound('extinguish', f?.point ?? this.rootPoint(ev.object), 0.6)\n break\n }\n case 'burnout': {\n this.fires.delete(`${ev.object}|${ev.part}`)\n this.particles.burst('ash', ev.point, [0, 1, 0], 16, 1)\n this.particles.burst('smoke', ev.point, [0, 1, 0], 6, 0.8, { color: SMOKE_TONES.grey })\n const pv = this.partVis(ev.object, ev.part)\n if (pv) {\n const def = this.world.materials.get(pv.material)\n this.visuals.setChar(pv, 1, def?.visual?.charColor ?? 0x1a1410)\n }\n this.activate(ev.object, ev.part)\n break\n }\n case 'melt':\n this.activate(ev.object, ev.part)\n if (this.time - (this.throttles.get(`melt:${ev.object}|${ev.part}`) ?? -9) > 1.5) {\n this.throttles.set(`melt:${ev.object}|${ev.part}`, this.time)\n this.sound('melt_sizzle', this.rootPoint(ev.object), 0.4)\n }\n break\n case 'drip': {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n const def = this.world.materials.get(ev.material)\n const color = (pv && this.partColor(pv, def)) ?? fallbackColor(ev.material, def)\n let tag = this.homeTags.indexOf(ev.object) + 1\n if (tag === 0) tag = this.homeTags.push(ev.object)\n this.particles.spawn('drips', ev.point, [(this.rng() - 0.5) * 0.1, -0.1, (this.rng() - 0.5) * 0.1], { color, tag })\n break\n }\n case 'leak': {\n const key = `${ev.object}|${ev.part}`\n const same = this.leaks.find((l) => l.object === ev.object && l.part === ev.part && Math.hypot(l.point[0] - ev.point[0], l.point[1] - ev.point[1], l.point[2] - ev.point[2]) < 0.03)\n if (same) {\n same.rate = ev.rate\n same.direction = ev.direction\n } else {\n if (this.leaks.length >= 24) this.leaks.shift()\n this.leaks.push({ object: ev.object, part: ev.part, fluid: ev.fluid, point: ev.point, direction: ev.direction, rate: ev.rate, pressurized: ev.pressurized, acc: 0 })\n }\n void key\n break\n }\n case 'explode':\n this.onExplode(ev)\n break\n case 'destroyed':\n break\n }\n }\n\n private rootPoint(objectId: string): Vec3 {\n const b = this.bounds.get(objectId)\n return b ? [b.root.position.x, b.root.position.y, b.root.position.z] : [0, 0, 0]\n }\n\n private sound(key: string, point: Vec3, volume: number): void {\n this.o.onSound?.(key, point, volume)\n }\n\n private partVis(objectId: string, partId: string): PartVis | null {\n return this.bounds.get(objectId)?.parts.get(partId) ?? null\n }\n\n private activate(objectId: string, partId: string): void {\n this.active.set(`${objectId}|${partId}`, { object: objectId, part: partId })\n }\n\n /** Current colour of the part's first mesh (char included), or null. */\n private partColor(pv: PartVis, def: MaterialDef | undefined): number | null {\n const mv = pv.meshes[0]\n if (!mv) return null\n const mat = materialsOf(mv.mesh.material)[0] as THREE_NS.MeshStandardMaterial | undefined\n const c = mat?.color\n if (c && (c as THREE_NS.Color).isColor) {\n const tint = this.visuals.vertexTint(mv)\n return tint ? c.clone().multiply(tint).getHex() : c.getHex()\n }\n return def ? fallbackColor(def.id, def) : null\n }\n\n private debrisOptions(kind: DebrisKind, objectId: string, partId: string): { color?: number } | undefined {\n const pv = this.partVis(objectId, partId)\n const def = pv ? this.world.materials.get(pv.material) : undefined\n if (kind === 'smoke') return { color: SMOKE_TONES[def?.thermal.smoke ?? 'grey'] }\n if (kind === 'fibers' || kind === 'leaves') {\n const c = pv ? this.visuals.baseColorHex(pv.meshes[0] ?? ({} as never)) : -1\n return c >= 0 ? { color: c } : undefined\n }\n if (kind === 'dust' || kind === 'chips') {\n const c = pv && pv.meshes[0] ? this.visuals.baseColorHex(pv.meshes[0]) : -1\n return c >= 0 && kind === 'chips' ? { color: c } : undefined\n }\n return undefined\n }\n\n /** Mesh of the part closest to a world point. */\n private nearestMesh(pv: PartVis, p: THREE_NS.Vector3): PartVis['meshes'][number] | null {\n let best: PartVis['meshes'][number] | null = null\n let bd = Infinity\n for (const mv of pv.meshes) {\n if (!this.visuals.shown(mv)) continue\n const d = this.visuals.worldBox(mv, this.box).distanceToPoint(p)\n if (d < bd) {\n bd = d\n best = mv\n }\n }\n return best\n }\n\n private worldDir(b: Bound, v: Vec3): THREE_NS.Vector3 {\n b.root.updateWorldMatrix(true, false)\n return new this.THREE.Vector3(v[0], v[1], v[2]).applyQuaternion(b.root.getWorldQuaternion(this.tmpQ)).normalize()\n }\n\n private onDent(ev: Ev<'dent'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2])\n const wn = this.worldDir(b, ev.dent.normal)\n for (const mv of pv.meshes) {\n if (!this.visuals.shown(mv)) continue\n this.visuals.applyDent(mv, wp, wn, ev.dent)\n }\n if (def?.tags?.includes('metal')) this.particles.burst('sparks', ev.worldPoint, [wn.x, wn.y, wn.z], 4 + Math.min(8, ev.dent.depth * 150), 3.2)\n this.sound(impactKey(def), ev.worldPoint, clamp(0.3 + ev.dent.depth * 12, 0.3, 1))\n }\n\n private onHole(ev: Ev<'hole'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const n = this.worldDir(b, ev.hole.normal)\n const draw = (point: Vec3, normal: THREE_NS.Vector3): void => {\n const wp = new this.THREE.Vector3(point[0], point[1], point[2])\n const mv = this.nearestMesh(pv, wp)\n if (!mv) return\n if (def?.visual?.transparent) {\n const seed = hashNumbers(ev.time, point[0], point[1], point[2])\n this.visuals.addCrack(mv, wp, normal, 7, Math.max(0.05, ev.hole.diameter * 5), 0xe8f4ff, seed)\n } else {\n this.visuals.addHole(mv, wp, normal, ev.hole.diameter)\n }\n }\n draw(ev.worldPoint, n)\n if (ev.hole.through && ev.exitPoint) draw(ev.exitPoint, n.clone().negate())\n if (def?.tags?.includes('metal')) this.particles.burst('sparks', ev.worldPoint, [n.x, n.y, n.z], 6, 3.5)\n this.sound(impactKey(def), ev.worldPoint, 0.6)\n }\n\n private onCrack(ev: Ev<'crack'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n if (!b || !pv) return\n const def = this.world.materials.get(pv.material)\n const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2])\n const mv = this.nearestMesh(pv, wp)\n if (mv) {\n const color = def?.visual?.transparent ? 0xe8f4ff : 0x2a2724\n this.visuals.addCrack(mv, wp, this.worldDir(b, ev.crack.normal), ev.crack.rays, ev.crack.length, color, hashNumbers(ev.time, ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2]))\n }\n this.sound(impactKey(def), ev.worldPoint, 0.5)\n }\n\n private onFracture(ev: Ev<'fracture'>): void {\n const b = this.bounds.get(ev.object)\n const pv = b?.parts.get(ev.part)\n const matId = pv?.material || (ev.fragments[0]?.material ?? '')\n const def = this.world.materials.get(matId)\n let color = fallbackColor(matId, def)\n let opacity = 0.5\n const transparent = def?.visual?.transparent === true\n if (pv) {\n const c = this.partColor(pv, def)\n if (c !== null) color = c\n const m = pv.meshes[0] ? (materialsOf(pv.meshes[0].origMaterial)[0] as THREE_NS.Material | undefined) : undefined\n if (m && m.transparent) opacity = clamp(m.opacity, 0.2, 0.8)\n this.visuals.hide(pv, 'broken')\n }\n const maxAlive = this.low ? Math.floor(this.maxFragments / 2) : this.maxFragments\n const step = this.low ? 2 : 1\n for (let i = 0; i < ev.fragments.length; i += step) {\n const fr = ev.fragments[i]\n const fdef = this.world.materials.get(fr.material)\n const mat = this.fragments.materialFor(fr.material, fdef === def || !fdef ? color : fallbackColor(fr.material, fdef), transparent || fdef?.visual?.transparent === true, opacity)\n this.fragments.spawn(fr, mat, ev.object, maxAlive)\n }\n const up: Vec3 = [0, 1, 0]\n const sizeK = clamp(ev.fragments.length / 10, 0.5, 2)\n switch (ev.style) {\n case 'shatter':\n this.particles.burst('shards', ev.point, up, 18 * sizeK, 3)\n break\n case 'crumble':\n this.particles.burst('dust', ev.point, up, 16 * sizeK, 1.2, { color: pv ? (this.partColor(pv, def) ?? undefined) : undefined })\n this.particles.burst('chips', ev.point, up, 6, 3)\n break\n case 'splinter':\n this.particles.burst('splinters', ev.point, up, 14 * sizeK, 3)\n this.particles.burst('dust', ev.point, up, 5, 0.8, { color: 0xb59a74 })\n break\n case 'tear':\n this.particles.burst('fibers', ev.point, up, 12 * sizeK, 1.6, { color: color })\n break\n case 'snap':\n this.particles.burst('chips', ev.point, up, 8 * sizeK, 3)\n break\n default:\n this.particles.burst('sparks', ev.point, up, 10, 4)\n }\n this.sound(fractureKey(def, ev.style), ev.point, clamp(0.4 + ev.fragments.length * 0.03, 0.4, 1))\n }\n\n private onDetach(ev: Ev<'detach'>): void {\n this.sound('detach', this.rootPoint(ev.object), 0.5)\n this.splitLoose(ev.object)\n }\n\n /** Turn every loose group of the object (a detach, a collapse) into a piece of its own. */\n private splitLoose(objectId: string): void {\n if (!this.autoSplit) return\n const b = this.bounds.get(objectId)\n if (!b) return\n const st = this.world.state(objectId)\n if (!st || st.groups.length < 2) return\n const loose = st.groups.length - 1\n for (let i = 0; i < loose; i++) {\n // the loose groups are always read from index 1: each split renumbers the rest\n let newId: string\n try {\n newId = this.world.splitGroup(objectId, 1)\n } catch {\n break\n }\n this.adoptSplit(b, newId)\n }\n const old = b.piece\n if (old) {\n const { half, center } = this.measure(b.root, this.meshesOf(b))\n old.halfExtents = half\n this.pieceSys.setCenter(old, center)\n old.mass = Math.max(0.05, this.massOf(objectId))\n old.sleeping = false\n }\n }\n\n /** The renderer side of `splitGroup`: a new group holding the meshes of the new object, made a piece. */\n private adoptSplit(from: Bound, newId: string): void {\n const state = this.world.state(newId)\n const root = from.root\n root.updateWorldMatrix(true, false)\n const group = new this.THREE.Group()\n group.name = `destruction-piece-${newId}`\n root.getWorldPosition(group.position)\n root.getWorldQuaternion(group.quaternion)\n this.scene.add(group)\n group.updateMatrixWorld(true)\n const nb: Bound = { id: newId, root: group, sync: true, parts: new Map(), lastPos: null, lastQuat: null, piece: null, isSplit: true }\n for (const p of state?.parts ?? []) {\n const pv = from.parts.get(p.id)\n if (!pv) continue\n from.parts.delete(p.id)\n nb.parts.set(p.id, pv)\n for (const mv of pv.meshes) {\n // a part drawn by a range of a merged mesh leaves its faces behind: it gets a mesh of its own\n if (mv.host && !mv.loose) this.visuals.extract(mv, group)\n else {\n group.attach(mv.mesh)\n mv.moved = true\n }\n }\n }\n this.bounds.set(newId, nb)\n const meshes = this.meshesOf(nb)\n if (meshes.length === 0) return\n const { half, center } = this.measure(group, meshes)\n let vel: Vec3 = [0, 0, 0]\n let ang: Vec3 = [0, 0, 0]\n const op = from.piece\n if (op) {\n vel = [...op.velocity]\n ang = [...op.angularVelocity]\n // linear velocity at the loose piece's centre\n const c = this.pieceSys.centerOf(op, new this.THREE.Vector3())\n const nc = center.clone().applyQuaternion(group.quaternion).add(group.position)\n vel[0] += ang[1] * (nc.z - c.z) - ang[2] * (nc.y - c.y)\n vel[1] += ang[2] * (nc.x - c.x) - ang[0] * (nc.z - c.z)\n vel[2] += ang[0] * (nc.y - c.y) - ang[1] * (nc.x - c.x)\n }\n const piece = this.pieceSys.create(newId, group, half, center, this.massOf(newId), vel, ang)\n nb.piece = piece\n this.o.onPiece?.(piece)\n }\n\n private onExplode(ev: Ev<'explode'>): void {\n const p = ev.point\n const k = clamp(ev.radius / 3, 0.4, 2.5)\n this.particles.burst('flash', p, [0, 1, 0], 1, 0, { size: k })\n this.particles.burst('fire', p, [0, 1, 0], 34 * k, 4 * k, { size: 1 + k * 0.5 })\n this.particles.burst('smoke', p, [0, 1, 0], 24 * k, 2.2, { color: SMOKE_TONES.black, size: 1 + k * 0.6 })\n this.particles.burst('dust', p, [0, 1, 0], 22 * k, 3.5 * k)\n this.particles.burst('sparks', p, [0, 1, 0], 16 * k, 8)\n this.particles.push(p, ev.radius, 4)\n if (this.o.explosionLight !== false) {\n if (!this.light) {\n this.light = new this.THREE.PointLight(0xffa860, 0, 10, 2)\n this.light.name = 'destruction-explosion-light'\n }\n if (!this.light.parent) this.scene.add(this.light)\n this.light.position.set(p[0], p[1] + 0.5, p[2])\n this.light.distance = Math.max(6, ev.radius * 3)\n this.lightPeak = clamp(Math.sqrt(Math.max(1, ev.energy)) * 0.6, 10, 400)\n this.lightDur = 0.35\n this.lightT = this.lightDur\n }\n // shove pieces and fragments\n const c = this.v1\n for (const pc of this.pieceSys.list) {\n this.pieceSys.centerOf(pc, c)\n const dx = c.x - p[0]\n const dy = c.y - p[1]\n const dz = c.z - p[2]\n const d = Math.hypot(dx, dy, dz)\n if (d > ev.radius) continue\n const fall = (1 - d / ev.radius) ** 2\n const speed = Math.min(30, Math.sqrt((2 * ev.energy * 0.02) / pc.mass)) * fall\n const inv = d > 1e-4 ? 1 / d : 0\n const dir: Vec3 = d > 1e-4 ? [dx * inv, dy * inv + 0.3, dz * inv] : [0, 1, 0]\n const spread = pc.halfExtents[0]\n this.pieceSys.impulse(pc, [dir[0] * speed * pc.mass, dir[1] * speed * pc.mass, dir[2] * speed * pc.mass], [c.x + (this.rng() - 0.5) * spread, c.y + spread * 0.5, c.z + (this.rng() - 0.5) * spread])\n }\n this.fragments.blast(p, ev.radius, Math.min(20, Math.sqrt(ev.energy) * 0.08))\n this.sound('explode', p, clamp(0.5 + ev.radius / 10, 0.5, 1))\n }\n\n private updateLight(dt: number): void {\n if (!this.light || this.lightT <= 0) return\n this.lightT = Math.max(0, this.lightT - dt)\n const t = this.lightT / this.lightDur\n this.light.intensity = this.lightPeak * t * t\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Fire, heat, char, melt, leaks\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n private updateActive(dt: number): void {\n this.scanTimer += dt\n if (this.scanTimer >= 0.4) {\n this.scanTimer = 0\n for (const b of this.bounds.values()) {\n for (const pv of b.parts.values()) {\n if (pv.gone !== 'none' && pv.gone !== 'broken') continue\n const ps = this.world.part(b.id, pv.id)\n if (!ps) continue\n const def = this.world.materials.get(pv.material)\n if (\n ps.burning ||\n (def?.visual?.glows && ps.temperature > GLOW_FROM_C) ||\n Math.abs(ps.char - pv.charApplied) > 0.01 ||\n Math.abs(ps.melt - pv.meltApplied) > 0.01 ||\n (pv.gone === 'none' && (ps.status === 'melted' || ps.status === 'ashes'))\n ) {\n this.activate(b.id, pv.id)\n }\n }\n }\n }\n for (const [key, a] of this.active) {\n const pv = this.partVis(a.object, a.part)\n const ps = pv ? this.world.part(a.object, a.part) : null\n if (!pv || !ps) {\n this.active.delete(key)\n continue\n }\n const def = this.world.materials.get(pv.material)\n if (pv.gone === 'none') {\n this.visuals.setChar(pv, ps.char, def?.visual?.charColor ?? 0x1a1410)\n if (def?.visual?.glows) this.visuals.setGlow(pv, ps.temperature)\n this.visuals.setMelt(pv, ps.melt)\n if (ps.status === 'melted') this.onGone(a.object, pv, 'melted', def)\n else if (ps.status === 'ashes') this.onGone(a.object, pv, 'ashes', def)\n }\n const fire = this.fires.get(key)\n if (fire) {\n if (ps.burning && ps.status !== 'broken' && ps.status !== 'ashes' && ps.status !== 'melted') this.emitFire(fire, pv, def, dt)\n else this.fires.delete(key)\n }\n const hot = def?.visual?.glows === true && ps.temperature > GLOW_FROM_C\n if (!ps.burning && !hot && Math.abs(ps.char - pv.charApplied) < 0.01 && Math.abs(ps.melt - pv.meltApplied) < 0.01) {\n if (def?.visual?.glows && pv.gone === 'none') this.visuals.setGlow(pv, 0)\n this.active.delete(key)\n }\n }\n }\n\n private onGone(objectId: string, pv: PartVis, reason: 'melted' | 'ashes', def: MaterialDef | undefined): void {\n const bb = new this.THREE.Box3()\n for (const mv of pv.meshes) bb.union(this.visuals.worldBox(mv, this.box))\n this.visuals.hide(pv, reason)\n if (bb.isEmpty()) return\n const c = bb.getCenter(new this.THREE.Vector3())\n const s = bb.getSize(new this.THREE.Vector3())\n const footprint = Math.sqrt(Math.max(s.x * s.z, 1e-4))\n if (reason === 'melted') {\n this.ground.add('puddle', c.x, c.z, clamp(footprint * 0.55, 0.05, 1), this.partColor(pv, def) ?? fallbackColor(pv.material, def), objectId)\n } else {\n this.ground.add('ash', c.x, c.z, clamp(footprint * 0.35, 0.04, 0.5), 0x1d1a18, objectId)\n this.particles.burst('ash', [c.x, bb.max.y, c.z], [0, 1, 0], 10, 0.8)\n }\n }\n\n private emitFire(f: FireEmitter, pv: PartVis, def: MaterialDef | undefined, dt: number): void {\n const bb = this.box\n bb.makeEmpty()\n const tmp = new this.THREE.Box3()\n for (const mv of pv.meshes) if (this.visuals.shown(mv)) bb.union(this.visuals.worldBox(mv, tmp))\n let cx = f.point[0]\n let cy = f.point[1]\n let cz = f.point[2]\n let sx = 0.2\n let sy = 0.2\n let sz = 0.2\n if (!bb.isEmpty()) {\n const c = bb.getCenter(this.v1)\n const s = bb.getSize(this.v2)\n cx = c.x\n cy = bb.min.y\n cz = c.z\n sx = s.x\n sy = s.y\n sz = s.z\n }\n const vol = clamp(Math.cbrt(Math.max(sx * sy * sz, 1e-5)), 0.05, 1.5)\n f.accFire += (18 + 70 * vol) * dt\n f.accSmoke += (6 + 24 * vol) * dt\n const tone = SMOKE_TONES[def?.thermal.smoke ?? 'grey']\n const rnd = this.rng\n while (f.accFire >= 1) {\n f.accFire -= 1\n this.particles.spawn('fire', [cx + (rnd() - 0.5) * sx, cy + sy * (0.3 + 0.7 * rnd()), cz + (rnd() - 0.5) * sz], [(rnd() - 0.5) * 0.4, 0.5 + rnd() * 0.9, (rnd() - 0.5) * 0.4], { size: 0.6 + vol * 0.8 })\n }\n while (f.accSmoke >= 1) {\n f.accSmoke -= 1\n this.particles.spawn('smoke', [cx + (rnd() - 0.5) * sx, cy + sy * (0.8 + 0.4 * rnd()), cz + (rnd() - 0.5) * sz], [(rnd() - 0.5) * 0.3 + 0.1, 0.4 + rnd() * 0.5, (rnd() - 0.5) * 0.3], { color: tone, size: 0.6 + vol })\n }\n }\n\n private updateLeaks(dt: number): void {\n for (let i = this.leaks.length - 1; i >= 0; i--) {\n const l = this.leaks[i]\n const ps = this.world.part(l.object, l.part)\n if (!ps || ps.liters === undefined || ps.liters <= 0) {\n this.leaks.splice(i, 1)\n continue\n }\n l.acc += clamp(20 + l.rate * 400, 15, 120) * dt\n const color = FLUID_COLORS[l.fluid] ?? 0xaaaaaa\n const d = l.direction\n const dl = Math.hypot(d[0], d[1], d[2]) || 1\n const sp = l.pressurized ? 2.5 + this.rng() * 1.5 : 0.3 + this.rng() * 0.3\n while (l.acc >= 1) {\n l.acc -= 1\n const vel: Vec3 = [(d[0] / dl) * sp + (this.rng() - 0.5) * 0.25, (d[1] / dl) * sp + (this.rng() - 0.5) * 0.25, (d[2] / dl) * sp + (this.rng() - 0.5) * 0.25]\n if (l.fluid === 'gas') this.particles.spawn('steam', l.point, vel, { color, size: 0.5, alpha: 0.5 })\n else this.particles.spawn('drips', l.point, vel, { color, tag: this.rng() < 0.03 ? this.tagOf(l.object) : 0 })\n }\n }\n }\n\n private tagOf(object: string): number {\n let tag = this.homeTags.indexOf(object) + 1\n if (tag === 0) tag = this.homeTags.push(object)\n return tag\n }\n\n // ----------------------------------------------------------------------------------------------------------------------------------\n // Emit, clear, restore, stats, dispose\n // ----------------------------------------------------------------------------------------------------------------------------------\n\n emit(kind: DebrisKind | 'fire' | 'flash' | 'foam', point: Vec3, normal: Vec3, count: number, speed?: number): void {\n this.particles.burst(kind as ParticleKind, point, normal, count, speed ?? DEFAULT_SPEED[kind] ?? 1, kind === 'smoke' ? { color: SMOKE_TONES.grey } : undefined)\n }\n\n restore(objectId: string): void {\n const homes = new Set<string>([objectId])\n const self = this.bounds.get(objectId)\n if (self?.isSplit) for (const pv of self.parts.values()) homes.add(pv.home)\n for (const home of homes) this.restoreHome(home)\n for (const [key, a] of [...this.active]) if (homes.has(a.object)) this.active.delete(key)\n for (const [key, f] of [...this.fires]) if (homes.has(f.object)) this.fires.delete(key)\n for (let i = this.leaks.length - 1; i >= 0; i--) if (homes.has(this.leaks[i].object)) this.leaks.splice(i, 1)\n for (const home of homes) {\n this.fragments.removeHome(home)\n this.ground.removeHome(home)\n }\n }\n\n private restoreHome(home: string): void {\n const homeBound = this.bounds.get(home)\n for (const b of [...this.bounds.values()]) {\n for (const [pid, pv] of [...b.parts]) {\n if (pv.home !== home) continue\n this.visuals.restorePart(pv)\n if (b !== homeBound && homeBound) {\n b.parts.delete(pid)\n homeBound.parts.set(pid, pv)\n }\n }\n if (b.isSplit && b.parts.size === 0) {\n this.scene.remove(b.root)\n this.pieceSys.remove(b.id)\n this.bounds.delete(b.id)\n }\n }\n }\n\n clear(): void {\n this.queue.length = 0\n this.active.clear()\n this.fires.clear()\n this.leaks.length = 0\n for (const id of [...this.bounds.keys()]) if (this.bounds.has(id)) this.restore(id)\n // anything left of a split object whose home is gone\n for (const b of [...this.bounds.values()]) {\n if (b.isSplit) {\n for (const pv of b.parts.values()) this.visuals.restorePart(pv)\n this.scene.remove(b.root)\n this.pieceSys.remove(b.id)\n this.bounds.delete(b.id)\n }\n }\n this.fragments.clear()\n this.ground.clear()\n this.particles.clear()\n if (this.light) {\n this.light.intensity = 0\n this.lightT = 0\n this.scene.remove(this.light)\n }\n }\n\n stats(): { fragments: number; particles: number; pieces: number; decals: number } {\n return { fragments: this.fragments.count, particles: this.particles.live, pieces: this.pieceSys.list.length, decals: this.visuals.decalCount + this.ground.count }\n }\n\n dispose(): void {\n if (this.disposed) return\n this.unsubscribe()\n this.clear()\n for (const id of [...this.bounds.keys()]) this.unbind(id)\n this.fragments.dispose()\n this.ground.dispose()\n this.particles.dispose()\n this.visuals.dispose()\n this.light?.dispose?.()\n this.light = null\n this.disposed = true\n 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