@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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+ 'use strict';
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+
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+ // src/interactives/game-ui/inspect.ts
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+ var UI_INSPECT_HOOK = "__cimplify_inspect", UI_CHECKS = ["text_overflow", "tap_target", "contrast", "safe_area", "text_size"], UI_EXEMPT_REASONS = {
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+ text_overflow: ["intentional_clip", "marquee", "decorative"],
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+ tap_target: ["expanded_hit_area", "dense_grid", "secondary_control", "decorative"],
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+ contrast: ["decorative", "disabled", "logo", "inside_image"],
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+ safe_area: ["full_bleed_background", "dismissible_overlay", "decorative"],
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+ text_size: ["badge_counter", "legal_fine_print", "decorative"]
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+ };
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+ function hook() {
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+ let found = globalThis[UI_INSPECT_HOOK];
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+ return typeof found == "object" && found !== null ? found : null;
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+ }
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+ function uiSite(element, where, name) {
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+ return hook()?.site(element.id, where, name ?? null), element;
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+ }
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+ function exemptUi(element, check, reason) {
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+ if (!UI_EXEMPT_REASONS[check].includes(reason))
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+ throw new RangeError(`${reason} is not a reason to exempt a node from ${check}; use one of ${UI_EXEMPT_REASONS[check].join(", ")}`);
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+ return hook()?.exempt(element.id, check, reason), element;
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+ }
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+ var scenesApplied = /* @__PURE__ */ new WeakSet();
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+ function inspectScene(registered) {
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+ let found = hook();
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+ if (found === null || scenesApplied.has(found)) return null;
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+ let requested = found.scene();
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+ return requested === null || !registered(requested) ? null : (scenesApplied.add(found), found.sceneApplied(requested), requested);
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+ }
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+ function inspectSceneSwitch(target, registered) {
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+ return inspectScene(registered) ?? target;
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+ }
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+ function inspectSceneEntered(name) {
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+ hook()?.sceneEntered?.(name);
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+ }
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+
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+ exports.UI_CHECKS = UI_CHECKS;
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+ exports.UI_EXEMPT_REASONS = UI_EXEMPT_REASONS;
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+ exports.UI_INSPECT_HOOK = UI_INSPECT_HOOK;
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+ exports.exemptUi = exemptUi;
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+ exports.inspectScene = inspectScene;
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+ exports.inspectSceneEntered = inspectSceneEntered;
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+ exports.inspectSceneSwitch = inspectSceneSwitch;
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+ exports.uiSite = uiSite;
@@ -0,0 +1,90 @@
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+ 'use strict';
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+
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+ var chunkVRBDAS5I_js = require('./chunk-VRBDAS5I.js');
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+
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+ // src/interactives/game-ui/styling/vars.ts
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+ var FNV_OFFSET = 2166136261, FNV_PRIME = 16777619, VAR_ID_MASK = 1073741823;
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+ function varId(namespace, key) {
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+ let text = `${namespace}.${key}`, hash = (2166136261);
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+ for (let i = 0; i < text.length; i++)
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+ hash ^= text.charCodeAt(i), hash = Math.imul(hash, (16777619));
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+ return hash >>> 0 & (1073741823);
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+ }
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+ var UiVar = class {
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+ constructor(id, name, fallback) {
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+ this.id = id;
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+ this.name = name;
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+ this.fallback = fallback;
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+ }
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+ }, UiSlot = class {
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+ constructor(index, percent = false) {
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+ this.index = index;
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+ this.percent = percent;
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+ }
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+ }, defaults = /* @__PURE__ */ new Map(), names = /* @__PURE__ */ new Map();
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+ function varDefault(id) {
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+ return defaults.get(id);
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+ }
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+ function defineVars(namespace, values) {
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+ let group = {};
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+ for (let key of Object.keys(values)) {
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+ let name = `${namespace}.${key}`, id = varId(namespace, key), known = names.get(id);
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+ if (known !== void 0 && known !== name) throw new chunkVRBDAS5I_js.UiStyleError(`style variable ${name} collides with ${known}; rename one of them`);
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+ names.set(id, name), defaults.set(id, values[key]), group[key] = new UiVar(id, name, values[key]);
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+ }
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+ return Object.freeze(group);
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+ }
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+ var UiTheme = class {
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+ constructor(values) {
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+ this.values = values;
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+ }
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+ };
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+ function createTheme(group, overrides) {
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+ let values = /* @__PURE__ */ new Map();
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+ for (let key of Object.keys(overrides)) {
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+ let variable = group[key];
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+ if (variable === void 0) throw new chunkVRBDAS5I_js.UiStyleError(`theme sets ${key}, which the variable group does not define`);
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+ let value = overrides[key];
48
+ value !== void 0 && values.set(variable.id, value);
49
+ }
50
+ return new UiTheme(values);
51
+ }
52
+ function mergeThemes(themes) {
53
+ let values = /* @__PURE__ */ new Map();
54
+ for (let theme of themes) for (let [id, value] of theme.values) values.set(id, value);
55
+ return new UiTheme(values);
56
+ }
57
+
58
+ // src/interactives/game-ui/styling/tokens.ts
59
+ var TOKEN_NAMESPACE = "ui";
60
+ function palette(theme) {
61
+ return {
62
+ surface: theme.surface,
63
+ raised: theme.raised,
64
+ border: theme.border,
65
+ accent: theme.accent,
66
+ onAccent: theme.on_accent,
67
+ text: theme.text,
68
+ muted: theme.muted,
69
+ track: theme.track,
70
+ danger: theme.danger,
71
+ success: theme.success,
72
+ gold: theme.gold
73
+ };
74
+ }
75
+ var tokens = defineVars(TOKEN_NAMESPACE, palette(chunkVRBDAS5I_js.DEFAULT_THEME));
76
+ function themeTokens(theme) {
77
+ return createTheme(tokens, palette(theme));
78
+ }
79
+
80
+ exports.TOKEN_NAMESPACE = TOKEN_NAMESPACE;
81
+ exports.UiSlot = UiSlot;
82
+ exports.UiTheme = UiTheme;
83
+ exports.UiVar = UiVar;
84
+ exports.createTheme = createTheme;
85
+ exports.defineVars = defineVars;
86
+ exports.mergeThemes = mergeThemes;
87
+ exports.themeTokens = themeTokens;
88
+ exports.tokens = tokens;
89
+ exports.varDefault = varDefault;
90
+ exports.varId = varId;
@@ -0,0 +1,502 @@
1
+ import { COLUMN_ALIGN } from './chunk-A33OORT7.mjs';
2
+ import { GameError } from './chunk-XJIHN3BY.mjs';
3
+
4
+ // src/game/cloth/engine.ts
5
+ 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;
6
+ var CLOTH_PINS = 36;
7
+ 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 = [
8
+ "engine_cloth_create",
9
+ "engine_cloth_create_in",
10
+ "engine_cloth_destroy",
11
+ "engine_cloth_registers",
12
+ "engine_cloth_add_grid",
13
+ "engine_cloth_add_mesh",
14
+ "engine_cloth_remove",
15
+ "engine_cloth_params",
16
+ "engine_cloth_colliders",
17
+ "engine_cloth_anchors",
18
+ "engine_cloth_step",
19
+ "engine_cloth_positions",
20
+ "engine_cloth_digest",
21
+ "engine_cloth_present"
22
+ ], ENGINE_RIGID_COUPLING_EXPORT_NAMES = [
23
+ "engine_cloth_couple",
24
+ "engine_cloth_rigid_mesh",
25
+ "engine_cloth_rigid_pose",
26
+ "engine_cloth_uncouple",
27
+ "engine_cloth_step_coupled",
28
+ "engine_soft_couple",
29
+ "engine_soft_rigid_mesh",
30
+ "engine_soft_rigid_pose",
31
+ "engine_soft_uncouple",
32
+ "engine_soft_step_coupled"
33
+ ];
34
+ function engineCall(runtime, name) {
35
+ let fn = runtime.symbols[name];
36
+ if (typeof fn != "function") throw new GameError("unsupported_feature", `${name} needs an engine with feature rigid_coupling_1`);
37
+ return fn;
38
+ }
39
+ var NULL = 0, F32_BYTES = 4, MICROS = 1e6, HIGH_BITS = 32n, AXES = 3, TRIANGLE_INDICES = 3, SCRATCH_FLOATS = (8) * (32);
40
+ function engineClothExports(runtime) {
41
+ let symbols = runtime.symbols;
42
+ return ENGINE_CLOTH_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
43
+ }
44
+ var EngineCloths = class {
45
+ constructor(runtime, exports, render, world = () => (0), maxCloths = (32), maxParticles = (65536)) {
46
+ this.runtime = runtime;
47
+ this.exports = exports;
48
+ this.render = render;
49
+ this.world = world;
50
+ this.maxCloths = maxCloths;
51
+ this.maxParticles = maxParticles;
52
+ this.handle = (0);
53
+ this.scratch = (0);
54
+ this.buffer = null;
55
+ this.bytes = new Uint8Array(0);
56
+ this.words = new Uint32Array(0);
57
+ this.views = new Float32Array(0);
58
+ this.registers = new Uint32Array(0);
59
+ this.floats = new Float32Array(0);
60
+ this.rows = /* @__PURE__ */ new Map();
61
+ this.coupled = 0;
62
+ }
63
+ memory() {
64
+ let buffer = this.runtime.memory.buffer;
65
+ buffer !== this.buffer && (this.buffer = buffer, this.bytes = new Uint8Array(buffer), this.words = new Uint32Array(buffer), this.views = new Float32Array(buffer));
66
+ }
67
+ get engineHost() {
68
+ return this.open();
69
+ }
70
+ open() {
71
+ if (this.handle === (0)) {
72
+ let world = this.world();
73
+ 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 GameError("invalid_argument", "the engine refused the cloth world");
74
+ if (this.scratch = this.runtime.exports.engine_alloc(SCRATCH_FLOATS * (4), COLUMN_ALIGN), this.scratch === (0)) throw new GameError("capacity_exceeded", "engine memory cannot hold cloth colliders");
75
+ }
76
+ return this.view(), this.handle;
77
+ }
78
+ view() {
79
+ this.memory();
80
+ let at = this.exports.engine_cloth_registers(this.handle);
81
+ (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)));
82
+ }
83
+ check(code, what) {
84
+ if (code === -1) throw new GameError("capacity_exceeded", `the cloth world has no room for the ${what}`);
85
+ if (code === -3) throw new GameError("unknown_resource", `the cloth ${what} names a missing cloth`);
86
+ if (!(code >= 0)) throw new GameError("invalid_argument", `the engine refused the cloth ${what} (${code})`);
87
+ return code;
88
+ }
89
+ stage(bytes, what) {
90
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), COLUMN_ALIGN);
91
+ if (pointer === (0)) throw new GameError("capacity_exceeded", `engine memory cannot hold the cloth ${what}`);
92
+ return this.memory(), pointer;
93
+ }
94
+ release(pointer, bytes) {
95
+ pointer !== (0) && this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), COLUMN_ALIGN);
96
+ }
97
+ staged(values, what) {
98
+ if (values === null || values.length === 0) return (0);
99
+ let pointer = this.stage(values.byteLength, what);
100
+ return this.bytes.set(new Uint8Array(values.buffer, values.byteOffset, values.byteLength), pointer), pointer;
101
+ }
102
+ info(id) {
103
+ this.view();
104
+ let r = this.registers;
105
+ return { id, particles: r[(32)], triangles: r[(33)], pins: r[(36)], colours: r[(34)] };
106
+ }
107
+ prepare() {
108
+ return this.open(), this.floats;
109
+ }
110
+ grid(pins) {
111
+ let handle = this.open(), pointer = this.staged(pins, "pins"), id = this.exports.engine_cloth_add_grid(handle, pointer, pins?.length ?? 0);
112
+ return this.release(pointer, pins?.byteLength ?? 0), this.info(this.check(id, "grid"));
113
+ }
114
+ mesh(positions, triangles, pins) {
115
+ 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);
116
+ return this.release(vertices, positions.byteLength), this.release(indices, triangles.byteLength), this.release(pinned, pins?.byteLength ?? 0), this.info(this.check(id, "mesh"));
117
+ }
118
+ remove(id) {
119
+ this.rows.delete(id), this.handle !== (0) && this.exports.engine_cloth_remove(this.handle, id);
120
+ }
121
+ params(id) {
122
+ this.check(this.exports.engine_cloth_params(this.open(), id), "parameters");
123
+ }
124
+ colliders(words, count) {
125
+ let handle = this.open();
126
+ if (count > (32)) throw new GameError("capacity_exceeded", `cloth collides with at most ${(32)} shapes`);
127
+ 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");
128
+ }
129
+ anchors(id, anchors) {
130
+ let handle = this.open(), pointer = this.staged(anchors, "anchors"), code = this.exports.engine_cloth_anchors(handle, id, pointer, anchors.length / (3));
131
+ this.release(pointer, anchors.byteLength), this.check(code, "anchors");
132
+ }
133
+ step(seconds) {
134
+ if (this.handle === (0)) return;
135
+ let micros = Math.max(0, Math.round(seconds * (1e6))), world = this.world();
136
+ if (this.coupled > 0 && world !== (0)) {
137
+ this.check(engineCall(this.runtime, "engine_cloth_step_coupled")(this.handle, world, micros), "coupled step");
138
+ return;
139
+ }
140
+ this.exports.engine_cloth_step(this.handle, micros);
141
+ }
142
+ couple(collider) {
143
+ let handle = this.open(), world = this.world();
144
+ if (world === (0)) throw new GameError("not_initialized", "cloth couples to rigid bodies only inside a physics world");
145
+ let slot = this.check(engineCall(this.runtime, "engine_cloth_couple")(handle, world, collider), "coupling");
146
+ return this.coupled++, slot;
147
+ }
148
+ uncouple(slot) {
149
+ this.check(engineCall(this.runtime, "engine_cloth_uncouple")(this.open(), slot), "uncoupling"), this.coupled = Math.max(0, this.coupled - 1);
150
+ }
151
+ positions(id, count) {
152
+ let at = this.exports.engine_cloth_positions(this.open(), id);
153
+ if (at === (0)) throw new GameError("unknown_resource", `cloth ${id} is gone`);
154
+ this.memory();
155
+ let held = this.rows.get(id);
156
+ if (held !== void 0 && held.buffer === this.views.buffer && held.byteOffset === at) return held;
157
+ let view = new Float32Array(this.views.buffer, at, count * (4));
158
+ return this.rows.set(id, view), view;
159
+ }
160
+ digest() {
161
+ let handle = this.open();
162
+ return this.exports.engine_cloth_digest(handle), this.view(), BigInt(this.registers[(41)]) << HIGH_BITS | BigInt(this.registers[(40)]);
163
+ }
164
+ present(id, geometry) {
165
+ let render = this.render();
166
+ return this.handle === (0) || render === (0) ? 0 : this.check(this.exports.engine_cloth_present(this.handle, id, render, geometry), "presentation");
167
+ }
168
+ dispose() {
169
+ 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());
170
+ }
171
+ };
172
+
173
+ // src/game/softbody/engine.ts
174
+ 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;
175
+ 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 = [
176
+ "engine_soft_create",
177
+ "engine_soft_destroy",
178
+ "engine_soft_registers",
179
+ "engine_soft_add",
180
+ "engine_soft_add_lattice",
181
+ "engine_soft_add_rope",
182
+ "engine_soft_remove",
183
+ "engine_soft_params",
184
+ "engine_soft_colliders",
185
+ "engine_soft_anchors",
186
+ "engine_soft_activate",
187
+ "engine_soft_move",
188
+ "engine_soft_step",
189
+ "engine_soft_positions",
190
+ "engine_soft_digest",
191
+ "engine_soft_present",
192
+ "engine_soft_create_in"
193
+ ], 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);
194
+ function engineSoftBodyExports(runtime) {
195
+ let symbols = runtime.symbols;
196
+ return ENGINE_SOFT_BODY_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
197
+ }
198
+ var Memory = class {
199
+ constructor(runtime) {
200
+ this.runtime = runtime;
201
+ this.buffer = null;
202
+ this.bytes = new Uint8Array(0);
203
+ this.floats = new Float32Array(0);
204
+ this.words = new Uint32Array(0);
205
+ }
206
+ views() {
207
+ let buffer = this.runtime.memory.buffer;
208
+ buffer !== this.buffer && (this.buffer = buffer, this.bytes = new Uint8Array(buffer), this.floats = new Float32Array(buffer), this.words = new Uint32Array(buffer));
209
+ }
210
+ allocate(bytes, what) {
211
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), COLUMN_ALIGN);
212
+ if (pointer === (0)) throw new GameError("capacity_exceeded", `engine memory cannot hold the ${what}`);
213
+ return this.views(), pointer;
214
+ }
215
+ release(pointer, bytes) {
216
+ this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), COLUMN_ALIGN);
217
+ }
218
+ floatsAt(values, what) {
219
+ let pointer = this.allocate(values.byteLength, what);
220
+ return this.floats.set(values, pointer >>> 2), pointer;
221
+ }
222
+ }, EngineSoftBodies = class {
223
+ constructor(runtime, exports, render, world = () => (0), maxBodies = (64), maxParticles = (65536)) {
224
+ this.runtime = runtime;
225
+ this.exports = exports;
226
+ this.render = render;
227
+ this.world = world;
228
+ this.maxBodies = maxBodies;
229
+ this.maxParticles = maxParticles;
230
+ this.handle = (0);
231
+ this.scratch = (0);
232
+ this.registers = new Uint32Array(0);
233
+ this.floats = new Float32Array(0);
234
+ this.coupled = 0;
235
+ this.memory = new Memory(runtime);
236
+ }
237
+ open() {
238
+ if (this.handle === (0)) {
239
+ let world = this.world();
240
+ 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 GameError("invalid_argument", "the engine refused the soft body world");
241
+ this.scratch = this.memory.allocate(SCRATCH_FLOATS2 * (4), "soft body colliders");
242
+ }
243
+ return this.view(), this.handle;
244
+ }
245
+ view() {
246
+ this.memory.views();
247
+ let at = this.exports.engine_soft_registers(this.handle);
248
+ (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)));
249
+ }
250
+ check(code, what) {
251
+ if (!(code >= 0)) throw new GameError("invalid_argument", `the engine refused the soft body ${what} (${code})`);
252
+ return code;
253
+ }
254
+ info(id) {
255
+ this.view();
256
+ let r = this.registers;
257
+ return { id, particles: r[(32)], skinned: r[(33)], tets: r[(42)], colours: r[(43)] };
258
+ }
259
+ prepare() {
260
+ return this.open(), this.floats;
261
+ }
262
+ lattice(lattice, vertices) {
263
+ let handle = this.open(), r = this.registers, f = this.floats;
264
+ for (let k = 0; k < 3; k++)
265
+ r[(16) + k] = lattice.cells[k], f[(19) + k] = lattice.size[k], f[(22) + k] = lattice.origin[k];
266
+ f[(25)] = lattice.density;
267
+ 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);
268
+ return pointer !== (0) && vertices !== null && this.memory.release(pointer, vertices.byteLength), this.info(this.check(id, "lattice"));
269
+ }
270
+ rope(points, mass, pinFirst) {
271
+ let handle = this.open();
272
+ this.floats[(26)] = mass, this.registers[(27)] = pinFirst ? 1 : 0;
273
+ let pointer = this.memory.floatsAt(points, "rope points"), id = this.exports.engine_soft_add_rope(handle, pointer, points.length / 3);
274
+ return this.memory.release(pointer, points.byteLength), this.info(this.check(id, "rope"));
275
+ }
276
+ asset(bytes) {
277
+ let handle = this.open(), pointer = this.memory.allocate(bytes.byteLength, "soft body asset");
278
+ this.memory.bytes.set(bytes, pointer);
279
+ let id = this.exports.engine_soft_add(handle, pointer, bytes.byteLength);
280
+ return this.memory.release(pointer, bytes.byteLength), this.info(this.check(id, "asset (CSBT)"));
281
+ }
282
+ remove(id) {
283
+ this.handle !== (0) && this.exports.engine_soft_remove(this.handle, id);
284
+ }
285
+ params(id) {
286
+ this.check(this.exports.engine_soft_params(this.open(), id), "parameters");
287
+ }
288
+ colliders(words, count) {
289
+ let handle = this.open();
290
+ if (count > (32)) throw new GameError("capacity_exceeded", `soft bodies collide with at most ${(32)} shapes`);
291
+ 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");
292
+ }
293
+ anchors(id, anchors) {
294
+ let handle = this.open(), pointer = this.memory.floatsAt(anchors, "anchors"), code = this.exports.engine_soft_anchors(handle, id, pointer, anchors.length / 3);
295
+ this.memory.release(pointer, anchors.byteLength), this.check(code, "anchors");
296
+ }
297
+ activate(id, activation) {
298
+ this.check(this.exports.engine_soft_activate(this.open(), id, activation), "activation");
299
+ }
300
+ move(id, offset, velocity) {
301
+ let handle = this.open();
302
+ for (let k = 0; k < 3; k++)
303
+ this.floats[(22) + k] = offset[k], this.floats[(19) + k] = velocity[k];
304
+ this.check(this.exports.engine_soft_move(handle, id), "move");
305
+ }
306
+ step(seconds) {
307
+ if (this.handle === (0)) return;
308
+ let micros = Math.max(0, Math.round(seconds * (1e6))), world = this.world();
309
+ if (this.coupled > 0 && world !== (0)) {
310
+ this.check(engineCall(this.runtime, "engine_soft_step_coupled")(this.handle, world, micros), "coupled step");
311
+ return;
312
+ }
313
+ this.exports.engine_soft_step(this.handle, micros);
314
+ }
315
+ couple(collider) {
316
+ let handle = this.open(), world = this.world();
317
+ if (world === (0)) throw new GameError("not_initialized", "soft bodies couple to rigid bodies only inside a physics world");
318
+ let slot = this.check(engineCall(this.runtime, "engine_soft_couple")(handle, world, collider), "coupling");
319
+ return this.coupled++, slot;
320
+ }
321
+ uncouple(slot) {
322
+ this.check(engineCall(this.runtime, "engine_soft_uncouple")(this.open(), slot), "uncoupling"), this.coupled = Math.max(0, this.coupled - 1);
323
+ }
324
+ positions(id, count) {
325
+ let at = this.exports.engine_soft_positions(this.open(), id);
326
+ if (at === (0)) throw new GameError("unknown_resource", `soft body ${id} is gone`);
327
+ return this.memory.views(), new Float32Array(this.memory.floats.buffer, at, count * (4));
328
+ }
329
+ digest() {
330
+ let handle = this.open();
331
+ return this.exports.engine_soft_digest(handle), this.view(), BigInt(this.registers[(41)]) << 32n | BigInt(this.registers[(40)]);
332
+ }
333
+ present(id, geometry) {
334
+ let render = this.render();
335
+ return this.handle === (0) || render === (0) ? 0 : this.check(this.exports.engine_soft_present(this.handle, id, render, geometry), "presentation");
336
+ }
337
+ dispose() {
338
+ this.handle !== (0) && (this.memory.release(this.scratch, SCRATCH_FLOATS2 * (4)), this.exports.engine_soft_destroy(this.handle), this.handle = (0));
339
+ }
340
+ };
341
+
342
+ // src/game/audio/types.ts
343
+ 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 = {
344
+ spatial: false,
345
+ filters: false,
346
+ meters: false,
347
+ analyser: false,
348
+ reverb: false,
349
+ sends: false,
350
+ loopPoints: false,
351
+ streaming: false,
352
+ detune: false,
353
+ procedural: false
354
+ }, FULL_AUDIO_CAPABILITIES = {
355
+ spatial: true,
356
+ filters: true,
357
+ meters: true,
358
+ analyser: true,
359
+ reverb: true,
360
+ sends: true,
361
+ loopPoints: true,
362
+ streaming: true,
363
+ detune: true,
364
+ procedural: true
365
+ }, 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 = {
366
+ distanceModel: "inverse",
367
+ refDistance: 1,
368
+ maxDistance: 1e4,
369
+ rolloff: 1,
370
+ coneInnerAngle: 360,
371
+ coneOuterAngle: 360,
372
+ coneOuterGain: 0,
373
+ doppler: 0
374
+ }, METER_PEAK = 0, METER_RMS = 1;
375
+ 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;
376
+ function detuneRate(rate, cents) {
377
+ return cents === 0 ? rate : rate * 2 ** (cents / (1200));
378
+ }
379
+
380
+ // src/game/destruction/fracture.ts
381
+ var FRACTURE_VERTEX_FLOATS = 8, FRACTURE_OPTION_FLOATS = 9, FRACTURE_HEADER_FLOATS = 5, MAX_FRACTURE_PIECES = 4096, ENGINE_FRACTURE_EXPORT_NAMES = [
382
+ "engine_fracturer_open",
383
+ "engine_fracturer_close",
384
+ "engine_fracturer_run",
385
+ "engine_fracturer_asset",
386
+ "engine_fracturer_model",
387
+ "engine_fracturer_fragment"
388
+ ], 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;
389
+ function engineFractureExports(runtime) {
390
+ let symbols = runtime.symbols;
391
+ return ENGINE_FRACTURE_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
392
+ }
393
+ var EngineFracturer = class {
394
+ constructor(runtime, exports) {
395
+ this.runtime = runtime;
396
+ this.exports = exports;
397
+ this.handle = (0);
398
+ }
399
+ allocate(bytes) {
400
+ let pointer = this.runtime.exports.engine_alloc(Math.max(bytes, (4)), COLUMN_ALIGN);
401
+ if (pointer === (0))
402
+ throw new GameError("capacity_exceeded", "engine memory cannot hold the mesh to break");
403
+ return pointer;
404
+ }
405
+ free(pointer, bytes) {
406
+ this.runtime.exports.engine_free(pointer, Math.max(bytes, (4)), COLUMN_ALIGN);
407
+ }
408
+ fracture(mesh, options) {
409
+ let vertices = mesh.positions.length / (3);
410
+ if (!Number.isInteger(vertices) || mesh.indices.length % (3) !== 0)
411
+ throw new GameError("invalid_argument", "fracture needs whole vertices and triangles");
412
+ if (!(options.pieces >= 1 && options.pieces <= (4096)))
413
+ throw new GameError(
414
+ "invalid_argument",
415
+ `pieces must be between 1 and ${(4096)}`
416
+ );
417
+ if (this.handle === (0) && (this.handle = this.exports.engine_fracturer_open(), this.handle === (0)))
418
+ throw new GameError("not_initialized", "the engine could not open a fracturer");
419
+ let interleaved = new Float32Array(vertices * (8));
420
+ for (let v = 0; v < vertices; v++) {
421
+ let at = v * (8);
422
+ for (let a = 0; a < (3); a++)
423
+ interleaved[at + a] = mesh.positions[v * (3) + a], interleaved[at + (3) + a] = mesh.normals?.[v * (3) + a] ?? 0;
424
+ interleaved[at + (6)] = mesh.uvs?.[v * (2)] ?? 0, interleaved[at + (6) + 1] = mesh.uvs?.[v * (2) + 1] ?? 0;
425
+ }
426
+ let option = new Float32Array((9));
427
+ option.set([
428
+ options.pieces,
429
+ options.seed ?? 1,
430
+ options.impact ? 1 : 0,
431
+ options.impact?.[0] ?? 0,
432
+ options.impact?.[1] ?? 0,
433
+ options.impact?.[2] ?? 0,
434
+ options.focus ?? 0,
435
+ options.interiorUvScale ?? 1,
436
+ options.anchorHeight ?? (0.02)
437
+ ]);
438
+ let meshBytes = interleaved.byteLength, indexBytes = mesh.indices.byteLength, optionBytes = option.byteLength, meshAt = this.allocate(meshBytes), indexAt = this.allocate(indexBytes), optionAt = this.allocate(optionBytes);
439
+ try {
440
+ new Float32Array(this.runtime.memory.buffer).set(interleaved, meshAt >>> 2), new Uint32Array(this.runtime.memory.buffer).set(mesh.indices, indexAt >>> 2), new Float32Array(this.runtime.memory.buffer).set(option, optionAt >>> 2);
441
+ let count = this.exports.engine_fracturer_run(
442
+ this.handle,
443
+ meshAt,
444
+ vertices,
445
+ indexAt,
446
+ mesh.indices.length,
447
+ optionAt
448
+ );
449
+ if (!(count >= 0))
450
+ throw new GameError(
451
+ "invalid_argument",
452
+ `the engine refused to break the mesh (${count}); it must be closed and finite`
453
+ );
454
+ return {
455
+ asset: this.bytes(this.exports.engine_fracturer_asset, "fracture asset"),
456
+ model: this.bytes(this.exports.engine_fracturer_model, "fracture model"),
457
+ pieces: Array.from({ length: count }, (_, i) => this.piece(i))
458
+ };
459
+ } finally {
460
+ this.free(meshAt, meshBytes), this.free(indexAt, indexBytes), this.free(optionAt, optionBytes);
461
+ }
462
+ }
463
+ bytes(read, what) {
464
+ let length = read(this.handle, (0), 0);
465
+ if (!(length >= 0)) throw new GameError("invalid_argument", `${what} refused (${length})`);
466
+ let at = this.allocate(length);
467
+ try {
468
+ return read(this.handle, at, length), new Uint8Array(this.runtime.memory.buffer, at, length).slice();
469
+ } finally {
470
+ this.free(at, length);
471
+ }
472
+ }
473
+ piece(index) {
474
+ let floats = this.exports.engine_fracturer_fragment(this.handle, index, (0), 0);
475
+ if (!(floats >= (5)))
476
+ throw new GameError("invalid_argument", `fracture piece refused (${floats})`);
477
+ let bytes = floats * (4), at = this.allocate(bytes);
478
+ try {
479
+ this.exports.engine_fracturer_fragment(this.handle, index, at, floats);
480
+ 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);
481
+ for (let c = 0; c < corners; c++) {
482
+ let from = (5) + c * (8);
483
+ 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;
484
+ }
485
+ return {
486
+ centroid: [data[2], data[3], data[4]],
487
+ positions,
488
+ normals,
489
+ uvs,
490
+ indices,
491
+ interiorStart: outer * (3)
492
+ };
493
+ } finally {
494
+ this.free(at, bytes);
495
+ }
496
+ }
497
+ dispose() {
498
+ this.handle !== (0) && (this.exports.engine_fracturer_close(this.handle), this.handle = (0));
499
+ }
500
+ };
501
+
502
+ export { ANALYSER_FREQUENCY, ANALYSER_TIME, AUDIO_PREVIEW_SUFFIX, CLOTH_ACROSS, CLOTH_BEND, CLOTH_COLLIDER_CAPSULE, CLOTH_COLLIDER_FLOATS, CLOTH_COLLIDER_SPHERE, CLOTH_COLUMNS, CLOTH_DAMPING, CLOTH_DOWN, CLOTH_FEATURE, CLOTH_FRICTION, CLOTH_GRAVITY, CLOTH_MASS, CLOTH_MAX_COLLIDERS, CLOTH_ORIGIN, CLOTH_PIN, CLOTH_PIN_NONE, CLOTH_PIN_TOP_CORNERS, CLOTH_PIN_TOP_ROW, CLOTH_ROWS, CLOTH_SPACING, CLOTH_STRETCH, CLOTH_SUBSTEPS, CLOTH_TETHER_SLACK, CLOTH_THICKNESS, CRUMPLE_DESC_FLOATS, CRUMPLE_IMPACT_FLOATS, DEFAULT_ANCHOR_HEIGHT, DEFAULT_EMITTER_CAPACITY, DEFAULT_FFT_SIZE, DEFAULT_LIMITER_CEILING_DB, DEFAULT_LIMITER_RELEASE_SECONDS, DEFAULT_MAX_DECIBELS, DEFAULT_MIN_DECIBELS, DEFAULT_OCCLUSION, DEFAULT_PANNER, DEFAULT_PRIORITY, DEFAULT_SMOOTHING, DISTANCE_MODELS, EMITTER_COLUMNS, EMITTER_GAIN, EMITTER_PITCH, EMITTER_VX, EMITTER_X, ENGINE_CLOTH_EXPORT_NAMES, ENGINE_CRUMPLE_EXPORT_NAMES, ENGINE_RIGID_COUPLING_EXPORT_NAMES, ENGINE_SOFT_BODY_EXPORT_NAMES, EngineCloths, EngineFracturer, EngineSoftBodies, FILTER_KINDS, FILTER_OFF, FULL_AUDIO_CAPABILITIES, MAX_FFT_SIZE, MAX_FRACTURE_PIECES, MAX_PRIORITY, MAX_STEMS, METER_PEAK, METER_RMS, MIN_FFT_SIZE, MIN_PRIORITY, MUSIC_POSITION_WORDS, NO_AUDIO_CAPABILITIES, NO_EMITTER_COLUMN, OCCLUSION_WORDS, PHRASE_QUANTIZE_SHIFT, PLAY_PRIORITY_SHIFT, PRIORITY_MASK, QUANTIZE_BAR, QUANTIZE_BEAT, QUANTIZE_NOW, SOFT_BEND, SOFT_BODY_FEATURE, SOFT_COLLIDER_BOX, SOFT_COLLIDER_CAPSULE, SOFT_COLLIDER_FLOATS, SOFT_COLLIDER_PLANE, SOFT_COLLIDER_SPHERE, SOFT_CONTRACTION, SOFT_CREEP, SOFT_DAMPING, SOFT_FIBRE, SOFT_FRICTION, SOFT_GRAVITY, SOFT_LIMIT, SOFT_MAX_COLLIDERS, SOFT_RADIUS, SOFT_STRETCH, SOFT_SUBSTEPS, SOFT_VOLUME, SOFT_YIELD, SPATIAL_CONE_INNER, SPATIAL_CONE_OUTER, SPATIAL_CONE_OUTER_GAIN, SPATIAL_DOPPLER, SPATIAL_MAX_DISTANCE, SPATIAL_MODEL, SPATIAL_REF_DISTANCE, SPATIAL_ROLLOFF, SPATIAL_WORDS, STEAL_POLICIES, STREAM_PAUSED, STREAM_PLAYING, STREAM_STOPPED, UNLIMITED_VOICES, detuneRate, engineClothExports, engineFractureExports, engineSoftBodyExports };