@cimplify/sdk 0.108.0 → 0.110.2

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.
Files changed (608) hide show
  1. package/LICENSE +21 -0
  2. package/dist/advanced.d.mts +4 -3
  3. package/dist/advanced.d.ts +4 -3
  4. package/dist/advanced.js +24 -24
  5. package/dist/advanced.mjs +5 -5
  6. package/dist/animation-4EXBXRVX.js +27 -0
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  8. package/dist/audio-DhvyjqdA.d.mts +249 -0
  9. package/dist/audio-m0w8cnxq.d.ts +249 -0
  10. package/dist/avatars.d.mts +110 -0
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  12. package/dist/avatars.js +82 -0
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  14. package/dist/backend-gUCzs5Kg.d.mts +3866 -0
  15. package/dist/backend-gUCzs5Kg.d.ts +3866 -0
  16. package/dist/{catalogue-B4eLL8Mi.d.ts → catalogue-CPTMyBUz.d.mts} +109 -221
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@@ -0,0 +1,615 @@
1
+ 'use strict';
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+
3
+ var chunk2O2CG465_js = require('./chunk-2O2CG465.js');
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+ var chunk2V7IL4HC_js = require('./chunk-2V7IL4HC.js');
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+
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+ // src/game/cloth/engine.ts
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+ var CLOTH_FEATURE = "cloth_1", CLOTH_REGISTER_WORDS = 64, CLOTH_MASS = 0, CLOTH_STRETCH = 1, CLOTH_BEND = 2, CLOTH_TETHER_SLACK = 3, CLOTH_DAMPING = 4, CLOTH_GRAVITY = 5, CLOTH_SUBSTEPS = 8, CLOTH_THICKNESS = 9, CLOTH_FRICTION = 10, CLOTH_COLUMNS = 16, CLOTH_ROWS = 17, CLOTH_SPACING = 18, CLOTH_ORIGIN = 19, CLOTH_ACROSS = 22, CLOTH_DOWN = 25, CLOTH_PIN = 28, CLOTH_COUNT = 32, CLOTH_TRIANGLES = 33, CLOTH_COLOURS = 34;
8
+ var CLOTH_PINS = 36;
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+ var CLOTH_DIGEST_LOW = 40, CLOTH_DIGEST_HIGH = 41, CLOTH_PIN_NONE = 0, CLOTH_PIN_TOP_ROW = 1, CLOTH_PIN_TOP_CORNERS = 2, CLOTH_COLLIDER_FLOATS = 8, CLOTH_COLLIDER_SPHERE = 0, CLOTH_COLLIDER_CAPSULE = 1, CLOTH_MAX_COLLIDERS = 32, CLOTH_ROW_FLOATS = 4, DEFAULT_CLOTHS = 32, DEFAULT_CLOTH_PARTICLES = 65536, ENGINE_CLOTH_EXPORT_NAMES = [
10
+ "engine_cloth_create",
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+ "engine_cloth_create_in",
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+ "engine_cloth_destroy",
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+ "engine_cloth_registers",
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+ "engine_cloth_add_grid",
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+ "engine_cloth_add_mesh",
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+ "engine_cloth_remove",
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+ "engine_cloth_params",
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+ "engine_cloth_colliders",
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+ "engine_cloth_anchors",
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+ "engine_cloth_step",
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+ "engine_cloth_positions",
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+ "engine_cloth_digest",
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+ "engine_cloth_present"
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+ ], ENGINE_RIGID_COUPLING_EXPORT_NAMES = [
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+ "engine_cloth_couple",
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+ "engine_cloth_rigid_mesh",
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+ "engine_cloth_rigid_pose",
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+ "engine_cloth_uncouple",
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+ "engine_cloth_step_coupled",
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+ "engine_soft_couple",
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+ "engine_soft_rigid_mesh",
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+ "engine_soft_rigid_pose",
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+ "engine_soft_uncouple",
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+ "engine_soft_step_coupled"
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+ ];
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+ function engineCall(runtime, name) {
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+ let fn = runtime.symbols[name];
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+ if (typeof fn != "function") throw new chunk2V7IL4HC_js.GameError("unsupported_feature", `${name} needs an engine with feature rigid_coupling_1`);
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+ return fn;
40
+ }
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+ var NULL = 0, F32_BYTES = 4, MICROS = 1e6, HIGH_BITS = 32n, AXES = 3, TRIANGLE_INDICES = 3, SCRATCH_FLOATS = (8) * (32);
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+ function engineClothExports(runtime) {
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+ let symbols = runtime.symbols;
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+ return ENGINE_CLOTH_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
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+ }
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+ var EngineCloths = class {
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+ constructor(runtime, exports, render, world = () => (0), maxCloths = (32), maxParticles = (65536)) {
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+ this.runtime = runtime;
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+ this.exports = exports;
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+ this.render = render;
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+ this.world = world;
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+ this.maxCloths = maxCloths;
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+ this.maxParticles = maxParticles;
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+ this.handle = (0);
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+ this.scratch = (0);
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+ this.buffer = null;
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+ this.bytes = new Uint8Array(0);
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+ this.words = new Uint32Array(0);
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+ this.views = new Float32Array(0);
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+ this.registers = new Uint32Array(0);
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+ this.floats = new Float32Array(0);
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+ this.rows = /* @__PURE__ */ new Map();
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+ this.coupled = 0;
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+ }
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+ memory() {
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+ let buffer = this.runtime.memory.buffer;
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+ buffer !== this.buffer && (this.buffer = buffer, this.bytes = new Uint8Array(buffer), this.words = new Uint32Array(buffer), this.views = new Float32Array(buffer));
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+ }
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+ get engineHost() {
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+ return this.open();
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+ }
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+ open() {
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+ if (this.handle === (0)) {
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+ let world = this.world();
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+ if (this.handle = world === (0) ? this.exports.engine_cloth_create(this.maxCloths, this.maxParticles) : this.exports.engine_cloth_create_in(world, this.maxCloths, this.maxParticles), this.handle === (0)) throw new chunk2V7IL4HC_js.GameError("invalid_argument", "the engine refused the cloth world");
76
+ if (this.scratch = this.runtime.exports.engine_alloc(SCRATCH_FLOATS * (4), chunk2O2CG465_js.COLUMN_ALIGN), this.scratch === (0)) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", "engine memory cannot hold cloth colliders");
77
+ }
78
+ return this.view(), this.handle;
79
+ }
80
+ view() {
81
+ this.memory();
82
+ let at = this.exports.engine_cloth_registers(this.handle);
83
+ (this.registers.buffer !== this.words.buffer || this.registers.byteOffset !== at) && (this.registers = new Uint32Array(this.words.buffer, at, (64)), this.floats = new Float32Array(this.words.buffer, at, (64)));
84
+ }
85
+ check(code, what) {
86
+ if (code === -1) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", `the cloth world has no room for the ${what}`);
87
+ if (code === -3) throw new chunk2V7IL4HC_js.GameError("unknown_resource", `the cloth ${what} names a missing cloth`);
88
+ if (!(code >= 0)) throw new chunk2V7IL4HC_js.GameError("invalid_argument", `the engine refused the cloth ${what} (${code})`);
89
+ return code;
90
+ }
91
+ stage(bytes, what) {
92
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
93
+ if (pointer === (0)) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", `engine memory cannot hold the cloth ${what}`);
94
+ return this.memory(), pointer;
95
+ }
96
+ release(pointer, bytes) {
97
+ pointer !== (0) && this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
98
+ }
99
+ staged(values, what) {
100
+ if (values === null || values.length === 0) return (0);
101
+ let pointer = this.stage(values.byteLength, what);
102
+ return this.bytes.set(new Uint8Array(values.buffer, values.byteOffset, values.byteLength), pointer), pointer;
103
+ }
104
+ info(id) {
105
+ this.view();
106
+ let r = this.registers;
107
+ return { id, particles: r[(32)], triangles: r[(33)], pins: r[(36)], colours: r[(34)] };
108
+ }
109
+ prepare() {
110
+ return this.open(), this.floats;
111
+ }
112
+ grid(pins) {
113
+ let handle = this.open(), pointer = this.staged(pins, "pins"), id = this.exports.engine_cloth_add_grid(handle, pointer, pins?.length ?? 0);
114
+ return this.release(pointer, pins?.byteLength ?? 0), this.info(this.check(id, "grid"));
115
+ }
116
+ mesh(positions, triangles, pins) {
117
+ let handle = this.open(), vertices = this.staged(positions, "vertices"), indices = this.staged(triangles, "triangles"), pinned = this.staged(pins, "pins"), id = this.exports.engine_cloth_add_mesh(handle, vertices, positions.length / (3), indices, triangles.length / (3), pinned, pins?.length ?? 0);
118
+ return this.release(vertices, positions.byteLength), this.release(indices, triangles.byteLength), this.release(pinned, pins?.byteLength ?? 0), this.info(this.check(id, "mesh"));
119
+ }
120
+ remove(id) {
121
+ this.rows.delete(id), this.handle !== (0) && this.exports.engine_cloth_remove(this.handle, id);
122
+ }
123
+ params(id) {
124
+ this.check(this.exports.engine_cloth_params(this.open(), id), "parameters");
125
+ }
126
+ colliders(words, count) {
127
+ let handle = this.open();
128
+ if (count > (32)) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", `cloth collides with at most ${(32)} shapes`);
129
+ this.memory(), this.views.set(words.subarray(0, count * (8)), this.scratch >>> 2), this.check(this.exports.engine_cloth_colliders(handle, this.scratch, count), "colliders");
130
+ }
131
+ anchors(id, anchors) {
132
+ let handle = this.open(), pointer = this.staged(anchors, "anchors"), code = this.exports.engine_cloth_anchors(handle, id, pointer, anchors.length / (3));
133
+ this.release(pointer, anchors.byteLength), this.check(code, "anchors");
134
+ }
135
+ step(seconds) {
136
+ if (this.handle === (0)) return;
137
+ let micros = Math.max(0, Math.round(seconds * (1e6))), world = this.world();
138
+ if (this.coupled > 0 && world !== (0)) {
139
+ this.check(engineCall(this.runtime, "engine_cloth_step_coupled")(this.handle, world, micros), "coupled step");
140
+ return;
141
+ }
142
+ this.exports.engine_cloth_step(this.handle, micros);
143
+ }
144
+ couple(collider) {
145
+ let handle = this.open(), world = this.world();
146
+ if (world === (0)) throw new chunk2V7IL4HC_js.GameError("not_initialized", "cloth couples to rigid bodies only inside a physics world");
147
+ let slot = this.check(engineCall(this.runtime, "engine_cloth_couple")(handle, world, collider), "coupling");
148
+ return this.coupled++, slot;
149
+ }
150
+ uncouple(slot) {
151
+ this.check(engineCall(this.runtime, "engine_cloth_uncouple")(this.open(), slot), "uncoupling"), this.coupled = Math.max(0, this.coupled - 1);
152
+ }
153
+ positions(id, count) {
154
+ let at = this.exports.engine_cloth_positions(this.open(), id);
155
+ if (at === (0)) throw new chunk2V7IL4HC_js.GameError("unknown_resource", `cloth ${id} is gone`);
156
+ this.memory();
157
+ let held = this.rows.get(id);
158
+ if (held !== void 0 && held.buffer === this.views.buffer && held.byteOffset === at) return held;
159
+ let view = new Float32Array(this.views.buffer, at, count * (4));
160
+ return this.rows.set(id, view), view;
161
+ }
162
+ digest() {
163
+ let handle = this.open();
164
+ return this.exports.engine_cloth_digest(handle), this.view(), BigInt(this.registers[(41)]) << HIGH_BITS | BigInt(this.registers[(40)]);
165
+ }
166
+ present(id, geometry) {
167
+ let render = this.render();
168
+ return this.handle === (0) || render === (0) ? 0 : this.check(this.exports.engine_cloth_present(this.handle, id, render, geometry), "presentation");
169
+ }
170
+ dispose() {
171
+ this.handle !== (0) && (this.release(this.scratch, SCRATCH_FLOATS * (4)), this.exports.engine_cloth_destroy(this.handle), this.handle = (0), this.scratch = (0), this.rows.clear());
172
+ }
173
+ };
174
+
175
+ // src/game/softbody/engine.ts
176
+ var SOFT_BODY_FEATURE = "soft_body_1", SOFT_REGISTER_WORDS = 64, SOFT_STRETCH = 0, SOFT_BEND = 1, SOFT_VOLUME = 2, SOFT_DAMPING = 3, SOFT_GRAVITY = 4, SOFT_SUBSTEPS = 7, SOFT_RADIUS = 8, SOFT_FRICTION = 9, SOFT_CONTRACTION = 10, SOFT_YIELD = 11, SOFT_CREEP = 12, SOFT_LIMIT = 13, SOFT_CELLS = 16, SOFT_SIZE = 19, SOFT_ORIGIN = 22, SOFT_DENSITY = 25, SOFT_MASS = 26, SOFT_PIN_FIRST = 27, SOFT_FIBRE = 28, SOFT_COUNT = 32, SOFT_SKIN = 33;
177
+ var SOFT_DIGEST_LOW = 40, SOFT_DIGEST_HIGH = 41, SOFT_TETS = 42, SOFT_COLOURS = 43, SOFT_COLLIDER_FLOATS = 12, SOFT_MAX_COLLIDERS = 32, SOFT_ROW_FLOATS = 4, SOFT_COLLIDER_PLANE = 0, SOFT_COLLIDER_SPHERE = 1, SOFT_COLLIDER_CAPSULE = 2, SOFT_COLLIDER_BOX = 3, CRUMPLE_DESC_FLOATS = 14, CRUMPLE_IMPACT_FLOATS = 6, DEFAULT_SOFT_BODIES = 64, DEFAULT_SOFT_PARTICLES = 65536, ENGINE_SOFT_BODY_EXPORT_NAMES = [
178
+ "engine_soft_create",
179
+ "engine_soft_destroy",
180
+ "engine_soft_registers",
181
+ "engine_soft_add",
182
+ "engine_soft_add_lattice",
183
+ "engine_soft_add_rope",
184
+ "engine_soft_remove",
185
+ "engine_soft_params",
186
+ "engine_soft_colliders",
187
+ "engine_soft_anchors",
188
+ "engine_soft_activate",
189
+ "engine_soft_move",
190
+ "engine_soft_step",
191
+ "engine_soft_positions",
192
+ "engine_soft_digest",
193
+ "engine_soft_present",
194
+ "engine_soft_create_in"
195
+ ], ENGINE_CRUMPLE_EXPORT_NAMES = ["engine_craft_crumple", "engine_craft_impact", "engine_craft_damage", "engine_craft_crumple_present"], NULL2 = 0, F32_BYTES2 = 4, MICROS2 = 1e6, SCRATCH_FLOATS2 = (12) * (32);
196
+ function engineSoftBodyExports(runtime) {
197
+ let symbols = runtime.symbols;
198
+ return ENGINE_SOFT_BODY_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
199
+ }
200
+ var Memory = class {
201
+ constructor(runtime) {
202
+ this.runtime = runtime;
203
+ this.buffer = null;
204
+ this.bytes = new Uint8Array(0);
205
+ this.floats = new Float32Array(0);
206
+ this.words = new Uint32Array(0);
207
+ }
208
+ views() {
209
+ let buffer = this.runtime.memory.buffer;
210
+ buffer !== this.buffer && (this.buffer = buffer, this.bytes = new Uint8Array(buffer), this.floats = new Float32Array(buffer), this.words = new Uint32Array(buffer));
211
+ }
212
+ allocate(bytes, what) {
213
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
214
+ if (pointer === (0)) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", `engine memory cannot hold the ${what}`);
215
+ return this.views(), pointer;
216
+ }
217
+ release(pointer, bytes) {
218
+ this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
219
+ }
220
+ floatsAt(values, what) {
221
+ let pointer = this.allocate(values.byteLength, what);
222
+ return this.floats.set(values, pointer >>> 2), pointer;
223
+ }
224
+ }, EngineSoftBodies = class {
225
+ constructor(runtime, exports, render, world = () => (0), maxBodies = (64), maxParticles = (65536)) {
226
+ this.runtime = runtime;
227
+ this.exports = exports;
228
+ this.render = render;
229
+ this.world = world;
230
+ this.maxBodies = maxBodies;
231
+ this.maxParticles = maxParticles;
232
+ this.handle = (0);
233
+ this.scratch = (0);
234
+ this.registers = new Uint32Array(0);
235
+ this.floats = new Float32Array(0);
236
+ this.coupled = 0;
237
+ this.memory = new Memory(runtime);
238
+ }
239
+ open() {
240
+ if (this.handle === (0)) {
241
+ let world = this.world();
242
+ if (this.handle = world === (0) ? this.exports.engine_soft_create(this.maxBodies, this.maxParticles) : this.exports.engine_soft_create_in(world, this.maxBodies, this.maxParticles), this.handle === (0)) throw new chunk2V7IL4HC_js.GameError("invalid_argument", "the engine refused the soft body world");
243
+ this.scratch = this.memory.allocate(SCRATCH_FLOATS2 * (4), "soft body colliders");
244
+ }
245
+ return this.view(), this.handle;
246
+ }
247
+ view() {
248
+ this.memory.views();
249
+ let at = this.exports.engine_soft_registers(this.handle);
250
+ (this.registers.buffer !== this.memory.words.buffer || this.registers.byteOffset !== at) && (this.registers = new Uint32Array(this.memory.words.buffer, at, (64)), this.floats = new Float32Array(this.memory.words.buffer, at, (64)));
251
+ }
252
+ check(code, what) {
253
+ if (!(code >= 0)) throw new chunk2V7IL4HC_js.GameError("invalid_argument", `the engine refused the soft body ${what} (${code})`);
254
+ return code;
255
+ }
256
+ info(id) {
257
+ this.view();
258
+ let r = this.registers;
259
+ return { id, particles: r[(32)], skinned: r[(33)], tets: r[(42)], colours: r[(43)] };
260
+ }
261
+ prepare() {
262
+ return this.open(), this.floats;
263
+ }
264
+ lattice(lattice, vertices) {
265
+ let handle = this.open(), r = this.registers, f = this.floats;
266
+ for (let k = 0; k < 3; k++)
267
+ r[(16) + k] = lattice.cells[k], f[(19) + k] = lattice.size[k], f[(22) + k] = lattice.origin[k];
268
+ f[(25)] = lattice.density;
269
+ let count = vertices === null ? 0 : vertices.length / 3, pointer = vertices === null ? (0) : this.memory.floatsAt(vertices, "soft body surface"), id = this.exports.engine_soft_add_lattice(handle, pointer, count);
270
+ return pointer !== (0) && vertices !== null && this.memory.release(pointer, vertices.byteLength), this.info(this.check(id, "lattice"));
271
+ }
272
+ rope(points, mass, pinFirst) {
273
+ let handle = this.open();
274
+ this.floats[(26)] = mass, this.registers[(27)] = pinFirst ? 1 : 0;
275
+ let pointer = this.memory.floatsAt(points, "rope points"), id = this.exports.engine_soft_add_rope(handle, pointer, points.length / 3);
276
+ return this.memory.release(pointer, points.byteLength), this.info(this.check(id, "rope"));
277
+ }
278
+ asset(bytes) {
279
+ let handle = this.open(), pointer = this.memory.allocate(bytes.byteLength, "soft body asset");
280
+ this.memory.bytes.set(bytes, pointer);
281
+ let id = this.exports.engine_soft_add(handle, pointer, bytes.byteLength);
282
+ return this.memory.release(pointer, bytes.byteLength), this.info(this.check(id, "asset (CSBT)"));
283
+ }
284
+ remove(id) {
285
+ this.handle !== (0) && this.exports.engine_soft_remove(this.handle, id);
286
+ }
287
+ params(id) {
288
+ this.check(this.exports.engine_soft_params(this.open(), id), "parameters");
289
+ }
290
+ colliders(words, count) {
291
+ let handle = this.open();
292
+ if (count > (32)) throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", `soft bodies collide with at most ${(32)} shapes`);
293
+ this.memory.views(), this.memory.floats.set(words.subarray(0, count * (12)), this.scratch >>> 2), this.check(this.exports.engine_soft_colliders(handle, this.scratch, count), "colliders");
294
+ }
295
+ anchors(id, anchors) {
296
+ let handle = this.open(), pointer = this.memory.floatsAt(anchors, "anchors"), code = this.exports.engine_soft_anchors(handle, id, pointer, anchors.length / 3);
297
+ this.memory.release(pointer, anchors.byteLength), this.check(code, "anchors");
298
+ }
299
+ activate(id, activation) {
300
+ this.check(this.exports.engine_soft_activate(this.open(), id, activation), "activation");
301
+ }
302
+ move(id, offset, velocity) {
303
+ let handle = this.open();
304
+ for (let k = 0; k < 3; k++)
305
+ this.floats[(22) + k] = offset[k], this.floats[(19) + k] = velocity[k];
306
+ this.check(this.exports.engine_soft_move(handle, id), "move");
307
+ }
308
+ step(seconds) {
309
+ if (this.handle === (0)) return;
310
+ let micros = Math.max(0, Math.round(seconds * (1e6))), world = this.world();
311
+ if (this.coupled > 0 && world !== (0)) {
312
+ this.check(engineCall(this.runtime, "engine_soft_step_coupled")(this.handle, world, micros), "coupled step");
313
+ return;
314
+ }
315
+ this.exports.engine_soft_step(this.handle, micros);
316
+ }
317
+ couple(collider) {
318
+ let handle = this.open(), world = this.world();
319
+ if (world === (0)) throw new chunk2V7IL4HC_js.GameError("not_initialized", "soft bodies couple to rigid bodies only inside a physics world");
320
+ let slot = this.check(engineCall(this.runtime, "engine_soft_couple")(handle, world, collider), "coupling");
321
+ return this.coupled++, slot;
322
+ }
323
+ uncouple(slot) {
324
+ this.check(engineCall(this.runtime, "engine_soft_uncouple")(this.open(), slot), "uncoupling"), this.coupled = Math.max(0, this.coupled - 1);
325
+ }
326
+ positions(id, count) {
327
+ let at = this.exports.engine_soft_positions(this.open(), id);
328
+ if (at === (0)) throw new chunk2V7IL4HC_js.GameError("unknown_resource", `soft body ${id} is gone`);
329
+ return this.memory.views(), new Float32Array(this.memory.floats.buffer, at, count * (4));
330
+ }
331
+ digest() {
332
+ let handle = this.open();
333
+ return this.exports.engine_soft_digest(handle), this.view(), BigInt(this.registers[(41)]) << 32n | BigInt(this.registers[(40)]);
334
+ }
335
+ present(id, geometry) {
336
+ let render = this.render();
337
+ return this.handle === (0) || render === (0) ? 0 : this.check(this.exports.engine_soft_present(this.handle, id, render, geometry), "presentation");
338
+ }
339
+ dispose() {
340
+ this.handle !== (0) && (this.memory.release(this.scratch, SCRATCH_FLOATS2 * (4)), this.exports.engine_soft_destroy(this.handle), this.handle = (0));
341
+ }
342
+ };
343
+
344
+ // src/game/audio/types.ts
345
+ var DEFAULT_OCCLUSION = { radius: 0.5, occludedGain: 0.35, occludedCutoff: 900, smoothingSeconds: 0.08 }, OCCLUSION_WORDS = 4, QUANTIZE_NOW = 0, QUANTIZE_BEAT = 1, QUANTIZE_BAR = 2, MAX_STEMS = 8, PHRASE_QUANTIZE_SHIFT = 16, MUSIC_POSITION_WORDS = 3, DEFAULT_LIMITER_CEILING_DB = -1, DEFAULT_LIMITER_RELEASE_SECONDS = 0.1, MIN_PRIORITY = -128, MAX_PRIORITY = 127, DEFAULT_PRIORITY = 0, PLAY_PRIORITY_SHIFT = 8, PRIORITY_MASK = 255, UNLIMITED_VOICES = -1, STEAL_POLICIES = ["oldest", "quietest", "refuse"], AUDIO_PREVIEW_SUFFIX = ".preview.m4a", EMITTER_COLUMNS = 8, EMITTER_X = 0, EMITTER_VX = 3, EMITTER_GAIN = 6, EMITTER_PITCH = 7, NO_EMITTER_COLUMN = 4294967295, DEFAULT_EMITTER_CAPACITY = 1024, NO_AUDIO_CAPABILITIES = {
346
+ spatial: false,
347
+ filters: false,
348
+ meters: false,
349
+ analyser: false,
350
+ reverb: false,
351
+ sends: false,
352
+ loopPoints: false,
353
+ streaming: false,
354
+ detune: false,
355
+ procedural: false
356
+ }, FULL_AUDIO_CAPABILITIES = {
357
+ spatial: true,
358
+ filters: true,
359
+ meters: true,
360
+ analyser: true,
361
+ reverb: true,
362
+ sends: true,
363
+ loopPoints: true,
364
+ streaming: true,
365
+ detune: true,
366
+ procedural: true
367
+ }, FILTER_KINDS = ["lowpass", "highpass", "bandpass", "notch", "allpass", "peaking", "lowshelf", "highshelf"], FILTER_OFF = -1, DISTANCE_MODELS = ["linear", "inverse", "exponential"], SPATIAL_WORDS = 8, SPATIAL_MODEL = 0, SPATIAL_REF_DISTANCE = 1, SPATIAL_MAX_DISTANCE = 2, SPATIAL_ROLLOFF = 3, SPATIAL_CONE_INNER = 4, SPATIAL_CONE_OUTER = 5, SPATIAL_CONE_OUTER_GAIN = 6, SPATIAL_DOPPLER = 7, DEFAULT_PANNER = {
368
+ distanceModel: "inverse",
369
+ refDistance: 1,
370
+ maxDistance: 1e4,
371
+ rolloff: 1,
372
+ coneInnerAngle: 360,
373
+ coneOuterAngle: 360,
374
+ coneOuterGain: 0,
375
+ doppler: 0
376
+ }, METER_PEAK = 0, METER_RMS = 1;
377
+ var ANALYSER_FREQUENCY = 0, ANALYSER_TIME = 1, DEFAULT_FFT_SIZE = 2048, MIN_FFT_SIZE = 32, MAX_FFT_SIZE = 32768, DEFAULT_SMOOTHING = 0.8, DEFAULT_MIN_DECIBELS = -100, DEFAULT_MAX_DECIBELS = -30, STREAM_STOPPED = 0, STREAM_PLAYING = 1, STREAM_PAUSED = 2, CENTS_PER_OCTAVE = 1200;
378
+ function detuneRate(rate, cents) {
379
+ return cents === 0 ? rate : rate * 2 ** (cents / (1200));
380
+ }
381
+
382
+ // src/game/destruction/fracture.ts
383
+ var FRACTURE_VERTEX_FLOATS = 8, FRACTURE_OPTION_FLOATS = 9, FRACTURE_HEADER_FLOATS = 5, MAX_FRACTURE_PIECES = 4096, ENGINE_FRACTURE_EXPORT_NAMES = [
384
+ "engine_fracturer_open",
385
+ "engine_fracturer_close",
386
+ "engine_fracturer_run",
387
+ "engine_fracturer_asset",
388
+ "engine_fracturer_model",
389
+ "engine_fracturer_fragment"
390
+ ], NULL3 = 0, F32_BYTES3 = 4, U32_BYTES = 4, AXES2 = 3, UV = 2, TRI = 3, DEFAULT_ANCHOR_HEIGHT = 0.02, NORMAL_AT = 3, UV_AT = 6;
391
+ function engineFractureExports(runtime) {
392
+ let symbols = runtime.symbols;
393
+ return ENGINE_FRACTURE_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
394
+ }
395
+ var EngineFracturer = class {
396
+ constructor(runtime, exports) {
397
+ this.runtime = runtime;
398
+ this.exports = exports;
399
+ this.handle = (0);
400
+ }
401
+ allocate(bytes) {
402
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
403
+ if (pointer === (0))
404
+ throw new chunk2V7IL4HC_js.GameError("capacity_exceeded", "engine memory cannot hold the mesh to break");
405
+ return pointer;
406
+ }
407
+ free(pointer, bytes) {
408
+ this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), chunk2O2CG465_js.COLUMN_ALIGN);
409
+ }
410
+ fracture(mesh, options) {
411
+ let vertices = mesh.positions.length / (3);
412
+ if (!Number.isInteger(vertices) || mesh.indices.length % (3) !== 0)
413
+ throw new chunk2V7IL4HC_js.GameError("invalid_argument", "fracture needs whole vertices and triangles");
414
+ if (!(options.pieces >= 1 && options.pieces <= (4096)))
415
+ throw new chunk2V7IL4HC_js.GameError(
416
+ "invalid_argument",
417
+ `pieces must be between 1 and ${(4096)}`
418
+ );
419
+ if (this.handle === (0) && (this.handle = this.exports.engine_fracturer_open(), this.handle === (0)))
420
+ throw new chunk2V7IL4HC_js.GameError("not_initialized", "the engine could not open a fracturer");
421
+ let interleaved = new Float32Array(vertices * (8));
422
+ for (let v = 0; v < vertices; v++) {
423
+ let at = v * (8);
424
+ for (let a = 0; a < (3); a++)
425
+ interleaved[at + a] = mesh.positions[v * (3) + a], interleaved[at + (3) + a] = mesh.normals?.[v * (3) + a] ?? 0;
426
+ interleaved[at + (6)] = mesh.uvs?.[v * (2)] ?? 0, interleaved[at + (6) + 1] = mesh.uvs?.[v * (2) + 1] ?? 0;
427
+ }
428
+ let option = new Float32Array((9));
429
+ option.set([
430
+ options.pieces,
431
+ options.seed ?? 1,
432
+ options.impact ? 1 : 0,
433
+ options.impact?.[0] ?? 0,
434
+ options.impact?.[1] ?? 0,
435
+ options.impact?.[2] ?? 0,
436
+ options.focus ?? 0,
437
+ options.interiorUvScale ?? 1,
438
+ options.anchorHeight ?? (0.02)
439
+ ]);
440
+ let meshBytes = interleaved.byteLength, indexBytes = mesh.indices.byteLength, optionBytes = option.byteLength, meshAt = this.allocate(meshBytes), indexAt = this.allocate(indexBytes), optionAt = this.allocate(optionBytes);
441
+ try {
442
+ new Float32Array(this.runtime.memory.buffer).set(interleaved, meshAt >>> 2), new Uint32Array(this.runtime.memory.buffer).set(mesh.indices, indexAt >>> 2), new Float32Array(this.runtime.memory.buffer).set(option, optionAt >>> 2);
443
+ let count = this.exports.engine_fracturer_run(
444
+ this.handle,
445
+ meshAt,
446
+ vertices,
447
+ indexAt,
448
+ mesh.indices.length,
449
+ optionAt
450
+ );
451
+ if (!(count >= 0))
452
+ throw new chunk2V7IL4HC_js.GameError(
453
+ "invalid_argument",
454
+ `the engine refused to break the mesh (${count}); it must be closed and finite`
455
+ );
456
+ return {
457
+ asset: this.bytes(this.exports.engine_fracturer_asset, "fracture asset"),
458
+ model: this.bytes(this.exports.engine_fracturer_model, "fracture model"),
459
+ pieces: Array.from({ length: count }, (_, i) => this.piece(i))
460
+ };
461
+ } finally {
462
+ this.free(meshAt, meshBytes), this.free(indexAt, indexBytes), this.free(optionAt, optionBytes);
463
+ }
464
+ }
465
+ bytes(read, what) {
466
+ let length = read(this.handle, (0), 0);
467
+ if (!(length >= 0)) throw new chunk2V7IL4HC_js.GameError("invalid_argument", `${what} refused (${length})`);
468
+ let at = this.allocate(length);
469
+ try {
470
+ return read(this.handle, at, length), new Uint8Array(this.runtime.memory.buffer, at, length).slice();
471
+ } finally {
472
+ this.free(at, length);
473
+ }
474
+ }
475
+ piece(index) {
476
+ let floats = this.exports.engine_fracturer_fragment(this.handle, index, (0), 0);
477
+ if (!(floats >= (5)))
478
+ throw new chunk2V7IL4HC_js.GameError("invalid_argument", `fracture piece refused (${floats})`);
479
+ let bytes = floats * (4), at = this.allocate(bytes);
480
+ try {
481
+ this.exports.engine_fracturer_fragment(this.handle, index, at, floats);
482
+ let data = new Float32Array(this.runtime.memory.buffer, at, floats).slice(), outer = data[0], corners = (floats - (5)) / (8), positions = new Float32Array(corners * (3)), normals = new Float32Array(corners * (3)), uvs = new Float32Array(corners * (2)), indices = new Uint32Array(corners);
483
+ for (let c = 0; c < corners; c++) {
484
+ let from = (5) + c * (8);
485
+ positions.set(data.subarray(from, from + (3)), c * (3)), normals.set(data.subarray(from + (3), from + (3) + (3)), c * (3)), uvs.set(data.subarray(from + (6), from + (6) + (2)), c * (2)), indices[c] = c;
486
+ }
487
+ return {
488
+ centroid: [data[2], data[3], data[4]],
489
+ positions,
490
+ normals,
491
+ uvs,
492
+ indices,
493
+ interiorStart: outer * (3)
494
+ };
495
+ } finally {
496
+ this.free(at, bytes);
497
+ }
498
+ }
499
+ dispose() {
500
+ this.handle !== (0) && (this.exports.engine_fracturer_close(this.handle), this.handle = (0));
501
+ }
502
+ };
503
+
504
+ exports.ANALYSER_FREQUENCY = (0);
505
+ exports.ANALYSER_TIME = (1);
506
+ exports.AUDIO_PREVIEW_SUFFIX = AUDIO_PREVIEW_SUFFIX;
507
+ exports.CLOTH_ACROSS = (22);
508
+ exports.CLOTH_BEND = (2);
509
+ exports.CLOTH_COLLIDER_CAPSULE = (1);
510
+ exports.CLOTH_COLLIDER_FLOATS = (8);
511
+ exports.CLOTH_COLLIDER_SPHERE = (0);
512
+ exports.CLOTH_COLUMNS = (16);
513
+ exports.CLOTH_DAMPING = (4);
514
+ exports.CLOTH_DOWN = (25);
515
+ exports.CLOTH_FEATURE = CLOTH_FEATURE;
516
+ exports.CLOTH_FRICTION = (10);
517
+ exports.CLOTH_GRAVITY = (5);
518
+ exports.CLOTH_MASS = (0);
519
+ exports.CLOTH_MAX_COLLIDERS = (32);
520
+ exports.CLOTH_ORIGIN = (19);
521
+ exports.CLOTH_PIN = (28);
522
+ exports.CLOTH_PIN_NONE = (0);
523
+ exports.CLOTH_PIN_TOP_CORNERS = (2);
524
+ exports.CLOTH_PIN_TOP_ROW = (1);
525
+ exports.CLOTH_ROWS = (17);
526
+ exports.CLOTH_SPACING = (18);
527
+ exports.CLOTH_STRETCH = (1);
528
+ exports.CLOTH_SUBSTEPS = (8);
529
+ exports.CLOTH_TETHER_SLACK = (3);
530
+ exports.CLOTH_THICKNESS = (9);
531
+ exports.CRUMPLE_DESC_FLOATS = (14);
532
+ exports.CRUMPLE_IMPACT_FLOATS = (6);
533
+ exports.DEFAULT_ANCHOR_HEIGHT = (0.02);
534
+ exports.DEFAULT_EMITTER_CAPACITY = (1024);
535
+ exports.DEFAULT_FFT_SIZE = (2048);
536
+ exports.DEFAULT_LIMITER_CEILING_DB = (-1);
537
+ exports.DEFAULT_LIMITER_RELEASE_SECONDS = (0.1);
538
+ exports.DEFAULT_MAX_DECIBELS = (-30);
539
+ exports.DEFAULT_MIN_DECIBELS = (-100);
540
+ exports.DEFAULT_OCCLUSION = DEFAULT_OCCLUSION;
541
+ exports.DEFAULT_PANNER = DEFAULT_PANNER;
542
+ exports.DEFAULT_PRIORITY = (0);
543
+ exports.DEFAULT_SMOOTHING = (0.8);
544
+ exports.DISTANCE_MODELS = DISTANCE_MODELS;
545
+ exports.EMITTER_COLUMNS = (8);
546
+ exports.EMITTER_GAIN = (6);
547
+ exports.EMITTER_PITCH = (7);
548
+ exports.EMITTER_VX = (3);
549
+ exports.EMITTER_X = (0);
550
+ exports.ENGINE_CLOTH_EXPORT_NAMES = ENGINE_CLOTH_EXPORT_NAMES;
551
+ exports.ENGINE_CRUMPLE_EXPORT_NAMES = ENGINE_CRUMPLE_EXPORT_NAMES;
552
+ exports.ENGINE_RIGID_COUPLING_EXPORT_NAMES = ENGINE_RIGID_COUPLING_EXPORT_NAMES;
553
+ exports.ENGINE_SOFT_BODY_EXPORT_NAMES = ENGINE_SOFT_BODY_EXPORT_NAMES;
554
+ exports.EngineCloths = EngineCloths;
555
+ exports.EngineFracturer = EngineFracturer;
556
+ exports.EngineSoftBodies = EngineSoftBodies;
557
+ exports.FILTER_KINDS = FILTER_KINDS;
558
+ exports.FILTER_OFF = (-1);
559
+ exports.FULL_AUDIO_CAPABILITIES = FULL_AUDIO_CAPABILITIES;
560
+ exports.MAX_FFT_SIZE = (32768);
561
+ exports.MAX_FRACTURE_PIECES = (4096);
562
+ exports.MAX_PRIORITY = (127);
563
+ exports.MAX_STEMS = (8);
564
+ exports.METER_PEAK = (0);
565
+ exports.METER_RMS = (1);
566
+ exports.MIN_FFT_SIZE = (32);
567
+ exports.MIN_PRIORITY = (-128);
568
+ exports.MUSIC_POSITION_WORDS = (3);
569
+ exports.NO_AUDIO_CAPABILITIES = NO_AUDIO_CAPABILITIES;
570
+ exports.NO_EMITTER_COLUMN = (4294967295);
571
+ exports.OCCLUSION_WORDS = (4);
572
+ exports.PHRASE_QUANTIZE_SHIFT = (16);
573
+ exports.PLAY_PRIORITY_SHIFT = (8);
574
+ exports.PRIORITY_MASK = (255);
575
+ exports.QUANTIZE_BAR = (2);
576
+ exports.QUANTIZE_BEAT = (1);
577
+ exports.QUANTIZE_NOW = (0);
578
+ exports.SOFT_BEND = (1);
579
+ exports.SOFT_BODY_FEATURE = SOFT_BODY_FEATURE;
580
+ exports.SOFT_COLLIDER_BOX = (3);
581
+ exports.SOFT_COLLIDER_CAPSULE = (2);
582
+ exports.SOFT_COLLIDER_FLOATS = (12);
583
+ exports.SOFT_COLLIDER_PLANE = (0);
584
+ exports.SOFT_COLLIDER_SPHERE = (1);
585
+ exports.SOFT_CONTRACTION = (10);
586
+ exports.SOFT_CREEP = (12);
587
+ exports.SOFT_DAMPING = (3);
588
+ exports.SOFT_FIBRE = (28);
589
+ exports.SOFT_FRICTION = (9);
590
+ exports.SOFT_GRAVITY = (4);
591
+ exports.SOFT_LIMIT = (13);
592
+ exports.SOFT_MAX_COLLIDERS = (32);
593
+ exports.SOFT_RADIUS = (8);
594
+ exports.SOFT_STRETCH = (0);
595
+ exports.SOFT_SUBSTEPS = (7);
596
+ exports.SOFT_VOLUME = (2);
597
+ exports.SOFT_YIELD = (11);
598
+ exports.SPATIAL_CONE_INNER = (4);
599
+ exports.SPATIAL_CONE_OUTER = (5);
600
+ exports.SPATIAL_CONE_OUTER_GAIN = (6);
601
+ exports.SPATIAL_DOPPLER = (7);
602
+ exports.SPATIAL_MAX_DISTANCE = (2);
603
+ exports.SPATIAL_MODEL = (0);
604
+ exports.SPATIAL_REF_DISTANCE = (1);
605
+ exports.SPATIAL_ROLLOFF = (3);
606
+ exports.SPATIAL_WORDS = (8);
607
+ exports.STEAL_POLICIES = STEAL_POLICIES;
608
+ exports.STREAM_PAUSED = (2);
609
+ exports.STREAM_PLAYING = (1);
610
+ exports.STREAM_STOPPED = (0);
611
+ exports.UNLIMITED_VOICES = (-1);
612
+ exports.detuneRate = detuneRate;
613
+ exports.engineClothExports = engineClothExports;
614
+ exports.engineFractureExports = engineFractureExports;
615
+ exports.engineSoftBodyExports = engineSoftBodyExports;