@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 +1,1234 @@
1
+ import { mat4Frustum, mat4Orthographic } from './chunk-KIZOA5LX.mjs';
2
+ import { materialTint } from './chunk-TL2SVO4P.mjs';
3
+ import { CORE_MATERIAL_SLOTS, MATERIAL_SLOTS, OP_SET_LOD, STAT_GPU_LAST_NS, STAT_GPU_P50_NS, STAT_GPU_P95_NS, STAT_GPU_BYTES_LOW, STAT_GPU_BYTES_HIGH, STAT_THERMAL_TIER, STAT_PARTICLES_ALIVE, STAT_RAW_DISPATCHES, STAT_RAW_GPU_NS, STAT_RAW_DISABLED, STAT_TRANSPARENT_SORTED, STAT_TEXT_GLYPHS, STAT_DRAW_CALLS, STAT_TRIANGLES, FftAnalyser, BLEND_EQUATIONS, BLEND_FACTORS, STENCIL_OPERATIONS, COMPARE_FUNCTIONS } from './chunk-E65WCTIG.mjs';
4
+ import { FULL_AUDIO_CAPABILITIES, SPATIAL_WORDS, FILTER_OFF, METER_PEAK, METER_RMS, ANALYSER_FREQUENCY, STREAM_STOPPED, STREAM_PLAYING, STREAM_PAUSED, FILTER_KINDS, DISTANCE_MODELS, SPATIAL_MODEL, SPATIAL_REF_DISTANCE, SPATIAL_MAX_DISTANCE, SPATIAL_ROLLOFF, SPATIAL_CONE_INNER, SPATIAL_CONE_OUTER, SPATIAL_CONE_OUTER_GAIN } from './chunk-5YFBGGCK.mjs';
5
+ import { COLUMN_ALIGN } from './chunk-A33OORT7.mjs';
6
+ import { GameError } from './chunk-XJIHN3BY.mjs';
7
+
8
+ // src/game/render/character.ts
9
+ var HUMAN_SCATTER_MM = [3.67, 1.37, 0.68], DEFAULT_THICKNESS_MM = 1.5, DEFAULT_IRIS_RADIUS = 0.18, DEFAULT_IRIS_DEPTH = 0.04, DEFAULT_LIMBUS = 0.02, DEFAULT_PUPIL = 0.35, DEFAULT_MELANIN = 0.5, DEFAULT_REDNESS = 0.2, DEFAULT_AZIMUTHAL = 0.3, DEFAULT_DENSITY = 1, MAX_SCATTER_MM = 50, MAX_IRIS = 0.5, MAX_DENSITY = 8, MATERIAL_SKIN_SHEEN = 60, MATERIAL_SKIN_SHEEN_ROUGHNESS = 61, MATERIAL_SKIN_WARMTH = 62, MATERIAL_SKIN_RIM = 49, CHARACTER_KINDS = {
10
+ skin: 12,
11
+ eye: 13,
12
+ hair: 14
13
+ };
14
+ function clamp(value, low, high) {
15
+ return Math.min(Math.max(value, low), high);
16
+ }
17
+ function characterParams(desc) {
18
+ switch (desc.kind) {
19
+ case "skin": {
20
+ let s = desc.scatter ?? HUMAN_SCATTER_MM;
21
+ return [
22
+ clamp(s[0], 0, (50)),
23
+ clamp(s[1], 0, (50)),
24
+ clamp(s[2], 0, (50)),
25
+ Math.max(desc.thickness ?? (1.5), 0)
26
+ ];
27
+ }
28
+ case "eye":
29
+ return [
30
+ clamp(desc.irisRadius ?? (0.18), 0, (0.5)),
31
+ clamp(desc.irisDepth ?? (0.04), 0, (0.5)),
32
+ clamp(desc.limbus ?? (0.02), 0, (0.5)),
33
+ clamp(desc.pupil ?? (0.35), 0, 1)
34
+ ];
35
+ case "hair":
36
+ return [
37
+ clamp(desc.melanin ?? (0.5), 0, 1),
38
+ clamp(desc.redness ?? (0.2), 0, 1),
39
+ clamp(desc.azimuthalRoughness ?? (0.3), 0, 1),
40
+ clamp(desc.density ?? (1), 0, (8))
41
+ ];
42
+ }
43
+ }
44
+ var FLOAT = new Float32Array(1), WORD = new Uint32Array(FLOAT.buffer);
45
+ function bits(value) {
46
+ return FLOAT[0] = value === 0 ? -0 : value, WORD[0];
47
+ }
48
+ function writeCharacterWords(desc, write) {
49
+ if (characterParams(desc).forEach((value, i) => write(40 + i, bits(value))), desc.kind !== "skin") return;
50
+ let tuned = [
51
+ [(60), desc.sheen],
52
+ [(61), desc.sheenRoughness],
53
+ [(62), desc.warmth],
54
+ [(49), desc.rim]
55
+ ];
56
+ for (let [at, value] of tuned) value !== void 0 && write(at, bits(clamp(value, 0, 1)));
57
+ }
58
+
59
+ // src/game/backends/engine/material-state.ts
60
+ var FLOAT2 = new Float32Array(1), WORD2 = new Uint32Array(FLOAT2.buffer), STENCIL_FULL_MASK = 255, RGB = 3, BYTE_BITS = 8, BYTE_MAX = 255, SRGB_KNEE = 0.04045, SRGB_SLOPE = 12.92, SRGB_OFFSET = 0.055, SRGB_GAMMA = 2.4;
61
+ function floatBits(value) {
62
+ return FLOAT2[0] = value, WORD2[0];
63
+ }
64
+ function compare(func) {
65
+ return func === void 0 ? 0 : 1 + COMPARE_FUNCTIONS.indexOf(func);
66
+ }
67
+ function renderState(state) {
68
+ let equation = state.blend?.equation ?? "add", word = compare(state.depthFunc) << 0;
69
+ return word |= BLEND_EQUATIONS.indexOf(equation) << 4, word |= BLEND_EQUATIONS.indexOf(state.blend?.alphaEquation ?? equation) << 7, state.alphaToCoverage && (word |= 1024), state.transparency === "oit" && (word |= 2048), state.stencil && (word |= 8192), word >>> 0;
70
+ }
71
+ function blendFactors(blend) {
72
+ if (!blend) return 0;
73
+ let src = blend.src ?? "srcAlpha", dst = blend.dst ?? "oneMinusSrcAlpha";
74
+ return (BLEND_FACTORS.indexOf(src) << 0 | BLEND_FACTORS.indexOf(dst) << 5 | BLEND_FACTORS.indexOf(blend.srcAlpha ?? src) << 10 | BLEND_FACTORS.indexOf(blend.dstAlpha ?? dst) << 15) >>> 0;
75
+ }
76
+ function stencil(desc) {
77
+ return desc ? (compare(desc.func ?? "always") << 0 | ((desc.ref ?? 0) & 255) << 4 | ((desc.readMask ?? (255)) & 255) << 12 | ((desc.writeMask ?? (255)) & 255) << 20) >>> 0 : 0;
78
+ }
79
+ function stencilOps(desc) {
80
+ return desc ? STENCIL_OPERATIONS.indexOf(desc.fail ?? "keep") << 0 | STENCIL_OPERATIONS.indexOf(desc.depthFail ?? "keep") << 3 | STENCIL_OPERATIONS.indexOf(desc.pass ?? "keep") << 6 : 0;
81
+ }
82
+ function writeMaterialState(state, write) {
83
+ let planes = state.clippingPlanes?.length ?? 0;
84
+ if (planes > 4) throw new RangeError(`materials clip against at most ${4} planes`);
85
+ write(32, renderState(state)), write(33, blendFactors(state.blend)), write(34, stencil(state.stencil)), write(35, stencilOps(state.stencil)), write(36, floatBits(state.polygonOffset?.factor ?? 0)), write(37, floatBits(state.polygonOffset?.units ?? 0)), write(38, planes), write(39, explicit(state.envMapIntensity));
86
+ }
87
+ function explicit(value) {
88
+ return value === void 0 ? 0 : floatBits(value === 0 ? -0 : value);
89
+ }
90
+ function linear(channel) {
91
+ return channel <= (0.04045) ? channel / (12.92) : ((channel + (0.055)) / (1 + (0.055))) ** (2.4);
92
+ }
93
+ function writeColor(write, at, hex, scale) {
94
+ if (hex !== void 0)
95
+ for (let i = 0; i < (3); i++) {
96
+ let channel = (hex >> ((3) - 1 - i) * (8) & (255)) / (255);
97
+ write(at + i, explicit(linear(channel) * scale));
98
+ }
99
+ }
100
+ function writeMaterialExtension(desc, write) {
101
+ if (writeMaterialState(desc, write), desc.kind !== "physical") return;
102
+ writeColor(write, 40, desc.sheenColor, desc.sheen ?? 0), write(43, explicit(desc.sheenRoughness)), writeColor(write, 44, desc.specularColor, 1), write(47, explicit(desc.specularIntensity)), write(48, explicit(desc.thickness)), write(49, explicit(desc.iridescence)), write(59, explicit(desc.clearcoatNormalScale)), writeColor(write, 28, desc.attenuationColor, 1), write(31, explicit(desc.attenuationDistance)), write(60, explicit(desc.iridescenceIOR));
103
+ let thickness = desc.iridescenceThicknessRange;
104
+ thickness !== void 0 && (write(61, explicit(thickness[0])), write(62, explicit(thickness[1])));
105
+ }
106
+ var UNDRAWN_PHYSICAL_MAPS = ["iridescenceMap", "iridescenceThicknessMap", "anisotropyMap"];
107
+ function refuseUndrawnPhysicalFields(desc) {
108
+ if (desc.kind === "physical") {
109
+ for (let field of UNDRAWN_PHYSICAL_MAPS)
110
+ if (desc[field] !== void 0)
111
+ throw new GameError(
112
+ "unsupported_feature",
113
+ `the engine renderer does not draw ${field} on physical materials; remove it, or bake it into the base maps`
114
+ );
115
+ if ((desc.dispersion ?? 0) > 0)
116
+ throw new GameError(
117
+ "unsupported_feature",
118
+ "the engine renderer does not draw dispersion on physical materials; remove it or set it to 0"
119
+ );
120
+ }
121
+ }
122
+ function extraTextures(desc) {
123
+ return desc.kind !== "physical" ? [] : [
124
+ desc.clearcoatMap,
125
+ desc.clearcoatRoughnessMap,
126
+ desc.clearcoatNormalMap,
127
+ desc.sheenColorMap,
128
+ desc.sheenRoughnessMap,
129
+ desc.specularIntensityMap,
130
+ desc.specularColorMap,
131
+ desc.transmissionMap
132
+ ];
133
+ }
134
+ function writePlanes(state, out) {
135
+ let planes = state.clippingPlanes;
136
+ return !planes || planes.length === 0 ? false : (planes.forEach((plane, i) => out.set(plane, i * 4)), true);
137
+ }
138
+ function writeTextureTransforms(desc, out, write) {
139
+ if (!desc.textureTransforms) return false;
140
+ let mask = 0;
141
+ for (let [slot, transform] of Object.entries(desc.textureTransforms)) {
142
+ if (!transform) continue;
143
+ let index = materialSlotIndex(slot), at = index * 8;
144
+ out[at + 0] = transform.offset?.[0] ?? 0, out[at + 0 + 1] = transform.offset?.[1] ?? 0, out[at + 2] = transform.repeat?.[0] ?? 1, out[at + 2 + 1] = transform.repeat?.[1] ?? 1, out[at + 4] = transform.rotation ?? 0, out[at + 5] = transform.center?.[0] ?? 0, out[at + 5 + 1] = transform.center?.[1] ?? 0, out[at + 7] = transform.channel ?? 0, mask |= 1 << index;
145
+ }
146
+ return write(50, mask), mask !== 0;
147
+ }
148
+
149
+ // src/game/backends/engine/features.ts
150
+ var MATERIAL_TOON = 7, MATERIAL_MATCAP = 8, SLOT_AUX = 13, NODE_BUFFER_PROBE_SH = 4, NODE_FLAG_PROBE_ENVIRONMENT = 16, SHADOW_PCF = 0, SHADOW_PCSS = 1, OP_MARK_PROBE = 49, OP_SET_SPRITE = 58, OP_SET_PROJECTION = 59, CREATE_POINT_SHADOWS = 22, PROBE_SH_FLOATS = 27, NODE_SPRITE_CENTER = 61, NODE_SPRITE_ROTATION = 63, OWNER_STAGING = 15;
151
+ var CAP_SPRITE_TRANSFORM = 1 << 27, CAP_CUSTOM_PROJECTION = 1 << 28, CAP_POINT_SHADOWS = 1 << 30, MAT4 = 16, UNORM16 = 65535, TAU = Math.PI * 2, DEGREES_TO_RADIANS = Math.PI / 180, DEFAULT_SPRITE_CENTER = 0.5, DEFAULT_LINE_WIDTH = 1, DEFAULT_PROBE_INTENSITY = 1, SKY_DEFAULTS = { turbidity: 10, rayleigh: 2, mie: 5e-3, mieDirectionalG: 0.8 }, CLOUD_DEFAULTS = { coverage: 0.4, density: 0.6, scale: 1, speed: 1, elevation: 0.5 }, WORD_BYTES = 4, CREATE_ALIGN = 16, LIGHT_KINDS = {
152
+ directional: 0,
153
+ point: 1,
154
+ spot: 2,
155
+ ambient: 3,
156
+ hemisphere: 4,
157
+ probe: 5,
158
+ rectArea: 6,
159
+ reflectionProbe: 7
160
+ }, MATERIAL_KINDS = {
161
+ standard: 0,
162
+ physical: 1,
163
+ toon: (7),
164
+ matcap: (8),
165
+ unlit: 2,
166
+ sprite: 3,
167
+ points: 4,
168
+ lines: 5,
169
+ shader: 6,
170
+ ...CHARACTER_KINDS
171
+ }, RGB_MASK = 16777215;
172
+ function tintChannel(words, at, color, bit) {
173
+ return words[at] = color === void 0 ? 0 : (color & (16777215)) >>> 0, color === void 0 ? 0 : bit;
174
+ }
175
+ function writeTintWords(tint, words, at) {
176
+ let enabled = tintChannel(words, at, tint?.primary, 1) | tintChannel(words, at + 1, tint?.secondary, 2) | tintChannel(words, at + 2, tint?.tertiary, 4);
177
+ words[at + 3] = enabled;
178
+ }
179
+ function writeMaterialTint(desc, d) {
180
+ let tint = materialTint(desc);
181
+ return tint.tintable ? (tint.mask !== void 0 && (d[51 + (13 - CORE_MATERIAL_SLOTS)] = tint.mask), 512) : 0;
182
+ }
183
+ var SHADOW_TYPES = { pcf: (0), pcss: (1) };
184
+ function materialSlotIndex(slot) {
185
+ return slot === "gradientMap" || slot === "matcap" ? (13) : MATERIAL_SLOTS.indexOf(slot);
186
+ }
187
+ function explicitFloat(value) {
188
+ return floatBits(value === 0 ? -0 : value);
189
+ }
190
+ function anisotropyWord(strength, rotation) {
191
+ let s = Math.round(Math.min(Math.max(strength, 0), 1) * (65535)), turns = (rotation % TAU + TAU) % TAU;
192
+ return ((Math.round(turns / TAU * (65535)) & (65535)) << 16 | s) >>> 0;
193
+ }
194
+ function materialFeatureFlags(desc) {
195
+ switch (desc.kind) {
196
+ case "toon":
197
+ return 64;
198
+ case "matcap":
199
+ return desc.flatShading ? 32 : 0;
200
+ case "lines":
201
+ return desc.worldUnits ? 256 : 0;
202
+ case "sprite":
203
+ return desc.sizeAttenuation === false ? 0 : 128;
204
+ default:
205
+ return 0;
206
+ }
207
+ }
208
+ function linearChannel(channel) {
209
+ return channel <= 0.04045 ? channel / 12.92 : ((channel + 0.055) / 1.055) ** 2.4;
210
+ }
211
+ function writeLinearHex(f, at, hex) {
212
+ f[at] = linearChannel((hex >> 16 & 255) / 255), f[at + 1] = linearChannel((hex >> 8 & 255) / 255), f[at + 2] = linearChannel((hex & 255) / 255);
213
+ }
214
+ function writeMaterialFeatures(desc, d, f) {
215
+ let aux = 51 + ((13) - CORE_MATERIAL_SLOTS);
216
+ switch (desc.kind) {
217
+ case "toon":
218
+ d[15] = desc.map ?? 0, d[16] = desc.normalMap ?? 0, d[19] = desc.emissiveMap ?? 0, d[20] = desc.aoMap ?? 0, writeLinearHex(f, 7, desc.emissive ?? 0), f[10] = desc.emissiveIntensity ?? 1, d[aux] = desc.gradientMap ?? 0;
219
+ break;
220
+ case "matcap":
221
+ d[15] = desc.map ?? 0, d[16] = desc.normalMap ?? 0, d[aux] = desc.matcap ?? 0;
222
+ break;
223
+ case "lines":
224
+ f[21] = desc.width ?? (1), desc.dashSize !== void 0 && (d[60] = explicitFloat(desc.dashSize)), desc.gapSize !== void 0 && (d[61] = explicitFloat(desc.gapSize)), desc.dashScale !== void 0 && (d[62] = explicitFloat(desc.dashScale));
225
+ break;
226
+ case "physical":
227
+ desc.anisotropy !== void 0 && desc.anisotropy > 0 && (d[63] = anisotropyWord(desc.anisotropy, desc.anisotropyRotation ?? 0));
228
+ break;
229
+ }
230
+ }
231
+ function writeSky(desc, d, f) {
232
+ let sky = desc.sky;
233
+ if (desc.background !== void 0 && "sky" in desc.background && (d[0] = 3), !sky) {
234
+ d[19] = 0;
235
+ return;
236
+ }
237
+ d[19] = 1, f[20] = sky.turbidity ?? SKY_DEFAULTS.turbidity, f[21] = sky.rayleigh ?? SKY_DEFAULTS.rayleigh, f[22] = sky.mie ?? SKY_DEFAULTS.mie, f[23] = sky.mieDirectionalG ?? SKY_DEFAULTS.mieDirectionalG;
238
+ let clouds = sky.clouds;
239
+ if (!clouds) {
240
+ f[24] = 0;
241
+ return;
242
+ }
243
+ f[24] = clouds.coverage ?? CLOUD_DEFAULTS.coverage, f[25] = clouds.density ?? CLOUD_DEFAULTS.density, f[26] = clouds.scale ?? CLOUD_DEFAULTS.scale, f[27] = clouds.speed ?? CLOUD_DEFAULTS.speed, f[28] = clouds.elevation ?? CLOUD_DEFAULTS.elevation;
244
+ }
245
+ function writeNodeFeatures(desc, d, f, spriteRotation) {
246
+ let lod = desc.lod;
247
+ switch (lod && (f[34] = lod.near ?? 0, f[35] = lod.far ?? 0, f[36] = lod.hysteresis ?? 0), desc.kind) {
248
+ case "sprite":
249
+ d[(61)] = explicitFloat(desc.center?.[0] ?? (0.5)), d[(61) + 1] = explicitFloat(desc.center?.[1] ?? (0.5)), d[(63)] = explicitFloat(spriteRotation);
250
+ break;
251
+ case "decal":
252
+ d[0] = 10, d[2] = desc.material, desc.angleFade !== void 0 && (f[32] = desc.angleFade), desc.fade !== void 0 && (f[33] = desc.fade);
253
+ break;
254
+ case "light":
255
+ if (d[5] = LIGHT_KINDS[desc.light], desc.shadow?.type !== void 0 && (d[50] = SHADOW_TYPES[desc.shadow.type]), desc.light === "rectArea")
256
+ f[51] = desc.width ?? 1, f[52] = desc.height ?? 1;
257
+ else if (desc.light === "probe")
258
+ desc.fromEnvironment && (d[3] |= (16));
259
+ else if (desc.light === "reflectionProbe") {
260
+ if (desc.texture === void 0) throw new GameError("invalid_argument", "reflection probes need a cube or equirect texture");
261
+ d[53] = desc.texture;
262
+ let min = desc.boxMin ?? [-1, -1, -1], max = desc.boxMax ?? [1, 1, 1];
263
+ for (let i = 0; i < 3; i++)
264
+ f[54 + i] = min[i], f[57 + i] = max[i];
265
+ d[60] = explicitFloat(desc.intensity ?? (1));
266
+ }
267
+ break;
268
+ }
269
+ }
270
+ function glToEngineProjection(gl, out, offset = 0) {
271
+ for (let c = 0; c < 4; c++) {
272
+ let o = c * 4;
273
+ out[offset + o] = gl[o], out[offset + o + 1] = gl[o + 1], out[offset + o + 2] = 0.5 * gl[o + 3] - 0.5 * gl[o + 2], out[offset + o + 3] = gl[o + 3];
274
+ }
275
+ }
276
+ function viewOffsetProjection(camera, aspect, view, out) {
277
+ if (camera.perspective) {
278
+ let top2 = camera.near * Math.tan(DEGREES_TO_RADIANS * 0.5 * camera.fov), height = 2 * top2, width = aspect * height, left2 = -0.5 * width;
279
+ left2 += view.x * width / view.fullWidth, top2 -= view.y * height / view.fullHeight, width *= view.width / view.fullWidth, height *= view.height / view.fullHeight, mat4Frustum(out, 0, left2, left2 + width, top2 - height, top2, camera.near, camera.far);
280
+ return;
281
+ }
282
+ let halfHeight = camera.height / 2, halfWidth = halfHeight * aspect, scaleW = 2 * halfWidth / view.fullWidth, scaleH = 2 * halfHeight / view.fullHeight, left = -halfWidth + scaleW * view.x, right = left + scaleW * view.width, top = halfHeight - scaleH * view.y, bottom = top - scaleH * view.height;
283
+ mat4Orthographic(out, 0, left, right, bottom, top, camera.near, camera.far);
284
+ }
285
+ var EngineFeatures = class {
286
+ constructor(host) {
287
+ this.spriteRotations = /* @__PURE__ */ new Map();
288
+ this.cameras = /* @__PURE__ */ new Map();
289
+ this.glScratch = new Float64Array((16));
290
+ this.staging = null;
291
+ this.aspect = 1;
292
+ this.host = host;
293
+ }
294
+ has(cap) {
295
+ return (this.host.caps() & cap) !== 0;
296
+ }
297
+ require(cap, feature) {
298
+ if (!this.has(cap)) throw new GameError("unsupported_feature", `this engine build has no ${feature}; update the app to use it`);
299
+ }
300
+ material(id, desc) {
301
+ desc.kind === "sprite" && this.spriteRotations.set(id, desc.rotation ?? 0);
302
+ }
303
+ spriteRotation(material) {
304
+ return this.spriteRotations.get(material) ?? 0;
305
+ }
306
+ forgetMaterial(id) {
307
+ this.spriteRotations.delete(id);
308
+ }
309
+ node(id, desc) {
310
+ if (desc.kind === "camera") {
311
+ let perspective = desc.projection !== "orthographic";
312
+ this.cameras.set(id, {
313
+ perspective,
314
+ fov: desc.projection === "perspective" ? desc.fov ?? 0 : 0,
315
+ height: desc.projection === "orthographic" ? desc.height : 0,
316
+ near: desc.near ?? 0,
317
+ far: desc.far ?? 0,
318
+ offset: null,
319
+ custom: false
320
+ }), desc.projection === "custom" && this.setProjectionMatrix(id, desc.matrix, desc.near, desc.far);
321
+ return;
322
+ }
323
+ desc.kind === "light" && desc.light === "probe" && desc.sh && this.setProbeCoefficients(id, desc.sh);
324
+ }
325
+ forgetNode(id) {
326
+ this.cameras.delete(id);
327
+ }
328
+ perspective(id, fov, near, far) {
329
+ let camera = this.cameras.get(id);
330
+ camera && (camera.perspective = true, camera.fov = fov, camera.near = near, camera.far = far, camera.custom = false, camera.offset && this.sendOffset(id, camera));
331
+ }
332
+ perspectiveFrom(id, values, offset) {
333
+ let camera = this.cameras.get(id);
334
+ camera && (camera.perspective = true, camera.fov = values[offset], camera.near = values[offset + 1], camera.far = values[offset + 2], camera.custom = false, camera.offset && this.sendOffset(id, camera));
335
+ }
336
+ orthographic(id, height, near, far) {
337
+ let camera = this.cameras.get(id);
338
+ camera && (camera.perspective = false, camera.height = height, camera.near = near, camera.far = far, camera.custom = false, camera.offset && this.sendOffset(id, camera));
339
+ }
340
+ resize(width, height) {
341
+ this.aspect = width / Math.max(1, height);
342
+ for (let [id, camera] of this.cameras) camera.offset && this.sendOffset(id, camera);
343
+ }
344
+ setLod(node, near, far, hysteresis) {
345
+ let a = this.host.command(OP_SET_LOD, node);
346
+ this.host.floats[a] = near, this.host.floats[a + 1] = far, this.host.floats[a + 2] = hysteresis;
347
+ }
348
+ setSprite(node, rotation, centerX, centerY) {
349
+ this.require(CAP_SPRITE_TRANSFORM, "sprite rotation and center");
350
+ let a = this.host.command((58), node);
351
+ this.host.floats[a] = rotation, this.host.floats[a + 1] = centerX, this.host.floats[a + 2] = centerY;
352
+ }
353
+ setProbeCoefficients(node, sh) {
354
+ if (sh.length < (27)) throw new GameError("invalid_argument", `light probes take ${(27)} coefficients (9 RGB)`);
355
+ this.host.buffer(4, node, (4)).set(sh.subarray(0, (27))), this.host.command((49), node);
356
+ }
357
+ setProjectionMatrix(camera, matrix, near, far) {
358
+ this.require(CAP_CUSTOM_PROJECTION, "custom camera projections");
359
+ let state = this.cameras.get(camera);
360
+ state && (state.custom = matrix !== null, matrix !== null && (state.offset = null)), this.sendProjection(camera, matrix, near, far);
361
+ }
362
+ setViewOffset(camera, offset) {
363
+ this.require(CAP_CUSTOM_PROJECTION, "camera view offsets");
364
+ let state = this.cameras.get(camera);
365
+ if (!state) throw new GameError("unknown_resource", `node ${camera} is not a camera`);
366
+ if (state.offset = offset, offset === null) {
367
+ this.sendProjection(camera, null, state.near, state.far);
368
+ return;
369
+ }
370
+ this.sendOffset(camera, state);
371
+ }
372
+ readGpuStats(out) {
373
+ let r = this.host.registers;
374
+ out.gpuLastNs = r[STAT_GPU_LAST_NS], out.gpuP50Ns = r[STAT_GPU_P50_NS], out.gpuP95Ns = r[STAT_GPU_P95_NS], out.gpuBytes = r[STAT_GPU_BYTES_LOW] + r[STAT_GPU_BYTES_HIGH] * 4294967296, out.thermalTier = r[STAT_THERMAL_TIER], out.particlesAlive = r[STAT_PARTICLES_ALIVE], out.rawDispatches = r[STAT_RAW_DISPATCHES], out.rawGpuNs = r[STAT_RAW_GPU_NS], out.rawDisabled = r[STAT_RAW_DISABLED], out.transparentSorted = r[STAT_TRANSPARENT_SORTED], out.textGlyphs = r[STAT_TEXT_GLYPHS], out.drawCalls = r[STAT_DRAW_CALLS], out.triangles = r[STAT_TRIANGLES];
375
+ }
376
+ sendOffset(camera, state) {
377
+ let offset = state.offset;
378
+ offset && (viewOffsetProjection(state, this.aspect, offset, this.glScratch), this.sendProjection(camera, this.glScratch, state.near, state.far));
379
+ }
380
+ sendProjection(camera, matrix, near, far) {
381
+ if (matrix === null) {
382
+ this.sendBase(camera);
383
+ return;
384
+ }
385
+ this.host.flush(), glToEngineProjection(matrix, this.stagingView());
386
+ let a = this.host.command((59), camera);
387
+ this.host.floats[a] = near, this.host.floats[a + 1] = far, this.host.flush();
388
+ }
389
+ sendBase(camera) {
390
+ let state = this.cameras.get(camera), perspective = state?.perspective ?? true, a = this.host.command(perspective ? 9 : 10, camera);
391
+ this.host.floats[a] = perspective ? state?.fov || 60 : state?.height ?? 1, this.host.floats[a + 1] = state?.near || 0.1, this.host.floats[a + 2] = state?.far || 1e3;
392
+ }
393
+ stagingView() {
394
+ return (this.staging === null || this.staging.length === 0) && (this.staging = this.host.buffer((15), 0, 0)), this.staging;
395
+ }
396
+ };
397
+ function createWithDescriptor(runtime, options, create) {
398
+ let bytes = 64 * (4);
399
+ if (typeof runtime.exports.engine_alloc != "function") return create(0);
400
+ let pointer = runtime.exports.engine_alloc(bytes, (16));
401
+ if (pointer === 0) return create(0);
402
+ try {
403
+ let words = new Uint32Array(runtime.memory.buffer, pointer, 64);
404
+ return words.fill(0), words[(22)] = options.pointShadows === !1 ? 0 : 1, create(pointer);
405
+ } finally {
406
+ runtime.exports.engine_free(pointer, bytes, (16));
407
+ }
408
+ }
409
+
410
+ // src/game/audio/worklet-processor.ts
411
+ var WORKLET_PROCESSOR_NAME = "cimplify-audio";
412
+ var WORKLET_PROCESSOR_SOURCE = `
413
+ const RING_HEADER_WORDS = 2;
414
+ const RING_WRITE = 0;
415
+ const RING_READ = 1;
416
+
417
+ class CimplifyAudioProcessor extends AudioWorkletProcessor {
418
+ constructor(options) {
419
+ super();
420
+ const o = options.processorOptions;
421
+ const instance = new WebAssembly.Instance(o.module, {});
422
+ this.x = instance.exports;
423
+ const sizes = new Uint32Array(this.x.memory.buffer, this.x.worklet_sizes(), o.sizes.length);
424
+ for (let k = 0; k < o.sizes.length; k++) sizes[k] = o.sizes[k];
425
+ this.host = this.x.worklet_create(sampleRate, o.voices, o.inputWords);
426
+ this.capacity = this.x.worklet_input_words(this.host);
427
+ this.pending = 0;
428
+ this.queue = [];
429
+ this.queued = 0;
430
+ this.reportQuanta = o.reportQuanta;
431
+ this.quanta = 0;
432
+ this.buffer = null;
433
+ this.inbound = o.inbound === null ? null : new Int32Array(o.inbound);
434
+ this.outbound = o.outbound === null ? null : new Int32Array(o.outbound);
435
+ if (this.inbound === null) {
436
+ this.port.onmessage = (event) => {
437
+ this.queue.push(event.data);
438
+ };
439
+ }
440
+ }
441
+
442
+ views() {
443
+ const buffer = this.x.memory.buffer;
444
+ if (this.buffer === buffer) return;
445
+ this.buffer = buffer;
446
+ this.input = new Uint32Array(buffer, this.x.worklet_input(this.host), this.capacity);
447
+ this.left = new Float32Array(buffer, this.x.worklet_output(this.host, 0), 4096);
448
+ this.right = new Float32Array(buffer, this.x.worklet_output(this.host, 1), 4096);
449
+ }
450
+
451
+ fromRing() {
452
+ const ring = this.inbound;
453
+ const capacity = ring.length - RING_HEADER_WORDS;
454
+ const write = Atomics.load(ring, RING_WRITE);
455
+ let read = Atomics.load(ring, RING_READ);
456
+ let available = (write - read) | 0;
457
+ const room = this.capacity - this.pending;
458
+ if (available > room) available = room;
459
+ for (let k = 0; k < available; k++) {
460
+ this.input[this.pending + k] = ring[RING_HEADER_WORDS + ((read + k) & (capacity - 1))];
461
+ }
462
+ this.pending += available;
463
+ Atomics.store(ring, RING_READ, (read + available) | 0);
464
+ }
465
+
466
+ fromQueue() {
467
+ while (this.queue.length > 0 && this.pending < this.capacity) {
468
+ const head = this.queue[0];
469
+ const take = Math.min(head.length - this.queued, this.capacity - this.pending);
470
+ this.input.set(head.subarray(this.queued, this.queued + take), this.pending);
471
+ this.pending += take;
472
+ this.queued += take;
473
+ if (this.queued === head.length) {
474
+ this.queue.shift();
475
+ this.queued = 0;
476
+ }
477
+ }
478
+ }
479
+
480
+ ingest() {
481
+ this.views();
482
+ if (this.inbound !== null) this.fromRing();
483
+ else this.fromQueue();
484
+ if (this.pending === 0) return;
485
+ const used = this.x.worklet_ingest(this.host, this.pending);
486
+ if (used > 0) {
487
+ this.input.copyWithin(0, used, this.pending);
488
+ this.pending -= used;
489
+ }
490
+ }
491
+
492
+ report() {
493
+ const words = this.x.worklet_report(this.host);
494
+ this.views();
495
+ const report = new Uint32Array(this.x.memory.buffer, this.x.worklet_report_buffer(this.host), words);
496
+ if (this.outbound === null) {
497
+ this.port.postMessage(report.slice());
498
+ return;
499
+ }
500
+ const ring = this.outbound;
501
+ const capacity = ring.length - RING_HEADER_WORDS;
502
+ const write = Atomics.load(ring, RING_WRITE);
503
+ const read = Atomics.load(ring, RING_READ);
504
+ if (capacity - ((write - read) | 0) < words) return;
505
+ for (let k = 0; k < words; k++) ring[RING_HEADER_WORDS + ((write + k) & (capacity - 1))] = report[k];
506
+ Atomics.store(ring, RING_WRITE, (write + words) | 0);
507
+ }
508
+
509
+ process(inputs, outputs) {
510
+ this.ingest();
511
+ const out = outputs[0];
512
+ const frames = out[0].length;
513
+ this.x.worklet_render(this.host, frames);
514
+ this.views();
515
+ out[0].set(this.left.subarray(0, frames));
516
+ if (out.length > 1) out[1].set(this.right.subarray(0, frames));
517
+ this.ingest();
518
+ this.quanta += 1;
519
+ if (this.quanta >= this.reportQuanta) {
520
+ this.quanta = 0;
521
+ this.report();
522
+ }
523
+ return true;
524
+ }
525
+ }
526
+
527
+ registerProcessor("${WORKLET_PROCESSOR_NAME}", CimplifyAudioProcessor);
528
+ `;
529
+
530
+ // src/game/audio/output.ts
531
+ var outputs = /* @__PURE__ */ new WeakMap();
532
+ function audioOutput(context) {
533
+ let output = outputs.get(context);
534
+ return output === void 0 ? context.destination : output;
535
+ }
536
+
537
+ // src/game/audio/worklet.ts
538
+ var ENGINE_MIX_RATE = 48e3, DEFAULT_PUMP_WORDS = 65536, DEFAULT_RING_WORDS = 1 << 20, DEFAULT_IDLE_PUMPS = 120, WORD_BYTES2 = 4, OUTPUT_CHANNELS = 2, MASTER_BUS = 0, METER_FLOATS = 2, METER_PEAK2 = 0, RUNNING = "running", DEFAULT_WORKLET_SIZES = {
539
+ arenaFloats: 1 << 23,
540
+ streamFrames: 65536,
541
+ reverbs: 2,
542
+ reverbPartitions: 1024,
543
+ banks: 4,
544
+ emitters: 2048
545
+ };
546
+ function sizeWords(sizes) {
547
+ return [sizes.arenaFloats, sizes.streamFrames, sizes.reverbs, sizes.reverbPartitions, sizes.banks, sizes.emitters];
548
+ }
549
+ function ring(words) {
550
+ return new SharedArrayBuffer((2 + words) * (4));
551
+ }
552
+ function blobUrl(source) {
553
+ return URL.createObjectURL(new Blob([source], { type: "application/javascript" }));
554
+ }
555
+ function defaultNode(context, name, options) {
556
+ let Node = globalThis.AudioWorkletNode;
557
+ return new Node(context, name, {
558
+ numberOfInputs: 0,
559
+ numberOfOutputs: 1,
560
+ outputChannelCount: [(2)],
561
+ processorOptions: options
562
+ });
563
+ }
564
+ function sharedMemoryAvailable() {
565
+ return typeof SharedArrayBuffer == "function" && globalThis.crossOriginIsolated === true;
566
+ }
567
+ var WorkletAudio = class _WorkletAudio {
568
+ constructor(engine, handle, shared, pumpWords, ringWords, context, idlePumps) {
569
+ this.backlog = [];
570
+ this.reports = [];
571
+ this.node = null;
572
+ this.failed = null;
573
+ this.meterView = null;
574
+ this.quiet = 0;
575
+ this.idled = false;
576
+ this.hidden = false;
577
+ this.engine = engine, this.handle = handle, this.shared = shared, this.stagingWords = pumpWords, this.staging = engine.allocate(pumpWords * (4)), this.inbound = shared ? new Int32Array(ring(ringWords)) : null, this.outbound = shared ? new Int32Array(ring(ringWords)) : null, this.context = context, this.idlePumps = idlePumps;
578
+ }
579
+ static create(engine, options) {
580
+ let create = engine.exports.engine_audio_relay_create;
581
+ if (!create) throw new GameError("unsupported_feature", "this engine build has no web audio relay");
582
+ let sizes = options.sizes ?? DEFAULT_WORKLET_SIZES, words = sizeWords(sizes), pointer = engine.allocate(6 * (4));
583
+ new Uint32Array(engine.memory.buffer, pointer, 6).set(words);
584
+ let voices = options.voices ?? 64, handle = create((48e3), voices, pointer);
585
+ if (engine.release(pointer, 6 * (4)), handle === 0) throw new GameError("invalid_argument", "the engine refused the web audio relay sizes");
586
+ let shared = options.shared ?? sharedMemoryAvailable(), pumpWords = options.pumpWords ?? (65536), ringWords = options.ringWords ?? DEFAULT_RING_WORDS;
587
+ if (ringWords & ringWords - 1 || ringWords < pumpWords) throw new GameError("invalid_argument", "the ring holds a power of two words, at least one pump");
588
+ let idlePumps = options.idlePumps ?? (120), audio = new _WorkletAudio(engine, handle, shared, pumpWords, ringWords, options.context, idlePumps), url = (options.moduleUrl ?? blobUrl)(WORKLET_PROCESSOR_SOURCE);
589
+ return Promise.all([options.context.audioWorklet.addModule(url), options.module]).then(([, module]) => {
590
+ let processor = {
591
+ module,
592
+ voices,
593
+ sizes: words,
594
+ inputWords: pumpWords * 2,
595
+ reportQuanta: options.reportQuanta ?? 8,
596
+ inbound: audio.inbound === null ? null : audio.inbound.buffer,
597
+ outbound: audio.outbound === null ? null : audio.outbound.buffer
598
+ };
599
+ audio.attach((options.createNode ?? defaultNode)(options.context, WORKLET_PROCESSOR_NAME, processor), options.context);
600
+ }).catch((cause) => {
601
+ audio.failed = cause;
602
+ }), audio;
603
+ }
604
+ get idle() {
605
+ return this.idled;
606
+ }
607
+ suspend() {
608
+ this.hidden = true, this.context.suspend?.();
609
+ }
610
+ resume() {
611
+ this.hidden = false, this.idled = false, this.quiet = 0, this.context.resume?.();
612
+ }
613
+ silent() {
614
+ let buffer = this.engine.memory.buffer, view = this.meterView;
615
+ return (view === null || view.buffer !== buffer) && (view = new Float32Array(buffer, this.staging, (2)), this.meterView = view), this.engine.exports.engine_audio_meter(this.handle, (0), this.staging), view[(0)] === 0;
616
+ }
617
+ settle(sent) {
618
+ if (sent > 0 || !this.silent()) {
619
+ this.quiet = 0, this.idled && !this.hidden && (this.idled = false, this.context.resume?.());
620
+ return;
621
+ }
622
+ this.idled || this.hidden || this.node === null || this.context.state !== RUNNING || (this.quiet += 1, !(this.quiet < this.idlePumps) && (this.idled = true, this.context.suspend?.()));
623
+ }
624
+ get ready() {
625
+ return this.node !== null;
626
+ }
627
+ get error() {
628
+ return this.failed;
629
+ }
630
+ attach(node, context) {
631
+ this.node = node, this.shared || (node.port.onmessage = (event) => {
632
+ this.reports.push(event.data);
633
+ }), node.connect(audioOutput(context)), this.drainBacklog();
634
+ }
635
+ send(words) {
636
+ let node = this.node;
637
+ if (node === null) return false;
638
+ let ring2 = this.inbound;
639
+ if (ring2 === null)
640
+ return node.port.postMessage(words, [words.buffer]), true;
641
+ let capacity = ring2.length - 2, write = Atomics.load(ring2, 0), read = Atomics.load(ring2, 1);
642
+ if (capacity - (write - read | 0) < words.length) return false;
643
+ for (let k = 0; k < words.length; k++) ring2[2 + (write + k & capacity - 1)] = words[k];
644
+ return Atomics.store(ring2, 0, write + words.length | 0), true;
645
+ }
646
+ drainBacklog() {
647
+ for (; this.backlog.length > 0 && this.send(this.backlog[0]); ) this.backlog.shift();
648
+ }
649
+ receive(words) {
650
+ let receive = this.engine.exports.engine_audio_relay_receive;
651
+ if (!receive || words.length === 0) return;
652
+ let bytes = words.length * (4), pointer = words.length <= this.stagingWords ? this.staging : this.engine.allocate(bytes);
653
+ new Uint32Array(this.engine.memory.buffer, pointer, words.length).set(words), receive(this.handle, pointer, words.length), pointer !== this.staging && this.engine.release(pointer, bytes);
654
+ }
655
+ collect() {
656
+ if (this.outbound === null) {
657
+ for (let report of this.reports) this.receive(report);
658
+ this.reports.length = 0;
659
+ return;
660
+ }
661
+ let ring2 = this.outbound, capacity = ring2.length - 2, write = Atomics.load(ring2, 0), read = Atomics.load(ring2, 1), available = write - read | 0;
662
+ if (available <= 0) return;
663
+ let words = new Uint32Array(available);
664
+ for (let k = 0; k < available; k++) words[k] = ring2[2 + (read + k & capacity - 1)];
665
+ Atomics.store(ring2, 1, read + available | 0), this.receive(words);
666
+ }
667
+ pump() {
668
+ let pump = this.engine.exports.engine_audio_relay_pump;
669
+ if (!pump) return;
670
+ this.collect(), this.drainBacklog();
671
+ let sent = this.backlog.length;
672
+ for (; ; ) {
673
+ let words = pump(this.handle, this.staging, this.stagingWords);
674
+ if (words <= 0) break;
675
+ sent += words;
676
+ let batch = new Uint32Array(this.engine.memory.buffer, this.staging, words).slice();
677
+ (this.backlog.length > 0 || !this.send(batch)) && this.backlog.push(batch);
678
+ }
679
+ this.settle(sent);
680
+ }
681
+ };
682
+
683
+ // src/game/audio/headless.ts
684
+ var NO_SOUND = -1, NO_BUS = -1, MATRIX_TRANSLATION = 12, FILTER_WORDS = 4, LOOP_WORDS = 3, RATE_WORDS = 2, HEADLESS_SAMPLE_RATE = 48e3, DEFAULT_STREAM_SECONDS = 180, SEND_KEY = 1024, HeadlessAudio = class {
685
+ constructor(maxVoices = 64) {
686
+ this.name = "headless";
687
+ this.capabilities = FULL_AUDIO_CAPABILITIES;
688
+ this.sampleRate = (48e3);
689
+ this.unlockedValue = false;
690
+ this.soundCount = 0;
691
+ this.busCount = 0;
692
+ this.busGains = [];
693
+ this.busFilters = [];
694
+ this.busMeters = [];
695
+ this.sends = /* @__PURE__ */ new Map();
696
+ this.reverbs = /* @__PURE__ */ new Map();
697
+ this.analysers = [];
698
+ this.analyserBus = [];
699
+ this.streams = [];
700
+ this.listener = new Float32Array(16);
701
+ this.nextVoice = 0;
702
+ this.voiceSound = new Int32Array(maxVoices).fill((-1)), this.voiceLoop = new Uint8Array(maxVoices), this.voicePosition = new Float32Array(maxVoices * 3), this.voiceGain = new Float32Array(maxVoices), this.voiceRate = new Float32Array(maxVoices * (2)), this.voiceLoopPoints = new Float32Array(maxVoices * (3)), this.voiceSpatial = new Float32Array(maxVoices * SPATIAL_WORDS);
703
+ }
704
+ get unlocked() {
705
+ return this.unlockedValue;
706
+ }
707
+ unlock() {
708
+ this.unlockedValue = true;
709
+ }
710
+ decode(_source) {
711
+ return Promise.resolve(this.soundCount++);
712
+ }
713
+ createSound(samples, channels, sampleRate) {
714
+ if (channels < 1 || sampleRate <= 0 || samples.length % channels !== 0) throw new GameError("invalid_argument", "sound PCM must be interleaved whole frames");
715
+ return this.soundCount++;
716
+ }
717
+ createBus(_name, _parent) {
718
+ this.busGains.push(1);
719
+ for (let i = 0; i < (4); i++) this.busFilters.push(i === 0 ? FILTER_OFF : 0);
720
+ return this.busMeters.push(0, 0), this.busCount++;
721
+ }
722
+ setBusGain(bus, gain, _rampSeconds) {
723
+ this.busGains[bus] = gain;
724
+ }
725
+ busGain(bus) {
726
+ return this.busGains[bus];
727
+ }
728
+ setBusFilter(bus, kind, frequency, q, gainDb) {
729
+ let o = bus * (4);
730
+ this.busFilters[o] = kind, this.busFilters[o + 1] = frequency, this.busFilters[o + 2] = q, this.busFilters[o + 3] = gainDb;
731
+ }
732
+ busFilter(bus, out) {
733
+ for (let i = 0; i < (4); i++) out[i] = this.busFilters[bus * (4) + i];
734
+ }
735
+ meter(bus, out) {
736
+ out[METER_PEAK] = this.busMeters[bus * 2] ?? 0, out[METER_RMS] = this.busMeters[bus * 2 + 1] ?? 0;
737
+ }
738
+ inject(bus, samples) {
739
+ let peak = 0, energy = 0;
740
+ for (let i = 0; i < samples.length; i++) {
741
+ let v = samples[i], a = v < 0 ? -v : v;
742
+ a > peak && (peak = a), energy += v * v;
743
+ }
744
+ this.busMeters[bus * 2] = peak, this.busMeters[bus * 2 + 1] = samples.length > 0 ? Math.sqrt(energy / samples.length) : 0;
745
+ for (let a = 0; a < this.analysers.length; a++)
746
+ this.analyserBus[a] === bus && this.analysers[a].push(samples, 0, samples.length);
747
+ }
748
+ createAnalyser(bus, settings) {
749
+ return this.analysers.push(new FftAnalyser(settings)), this.analyserBus.push(bus), this.analysers.length - 1;
750
+ }
751
+ readAnalyser(analyser, mode, out) {
752
+ let found = this.analysers[analyser];
753
+ if (!found) throw new GameError("unknown_resource", `analyser ${analyser} does not exist`);
754
+ mode === ANALYSER_FREQUENCY ? found.frequency(out) : found.timeDomain(out);
755
+ }
756
+ createReverb(parent, impulse) {
757
+ let bus = this.createBus("reverb", parent);
758
+ return this.reverbs.set(bus, impulse), bus;
759
+ }
760
+ reverbImpulse(bus) {
761
+ return this.reverbs.get(bus) ?? (-1);
762
+ }
763
+ setBusSend(bus, target, gain) {
764
+ this.sends.set(bus * (1024) + target, gain);
765
+ }
766
+ busSend(bus, target) {
767
+ return this.sends.get(bus * (1024) + target) ?? 0;
768
+ }
769
+ play(sound, _bus, gain, rate, loop, _spatial) {
770
+ let voice = this.nextVoice;
771
+ return this.nextVoice = (this.nextVoice + 1) % this.voiceSound.length, this.voiceSound[voice] = sound, this.voiceLoop[voice] = loop ? 1 : 0, this.voiceGain[voice] = gain, this.voiceRate[voice * (2)] = rate, this.voiceRate[voice * (2) + 1] = 0, this.voiceLoopPoints[voice * (3)] = loop ? 1 : 0, this.voiceLoopPoints[voice * (3) + 1] = 0, this.voiceLoopPoints[voice * (3) + 2] = 0, voice;
772
+ }
773
+ stop(voice, _fadeSeconds) {
774
+ this.voiceSound[voice] = (-1);
775
+ }
776
+ isPlaying(voice) {
777
+ return this.voiceSound[voice] !== (-1);
778
+ }
779
+ setVoiceGain(voice, gain, _rampSeconds) {
780
+ this.voiceGain[voice] = gain;
781
+ }
782
+ voiceGainOf(voice) {
783
+ return this.voiceGain[voice];
784
+ }
785
+ setVoiceRate(voice, rate, detuneCents) {
786
+ this.voiceRate[voice * (2)] = rate, this.voiceRate[voice * (2) + 1] = detuneCents;
787
+ }
788
+ voiceRateOf(voice, out) {
789
+ out[0] = this.voiceRate[voice * (2)], out[1] = this.voiceRate[voice * (2) + 1];
790
+ }
791
+ setVoiceSpatial(voice, params) {
792
+ this.voiceSpatial.set(params.subarray(0, SPATIAL_WORDS), voice * SPATIAL_WORDS);
793
+ }
794
+ voiceSpatialOf(voice, out) {
795
+ for (let i = 0; i < SPATIAL_WORDS; i++) out[i] = this.voiceSpatial[voice * SPATIAL_WORDS + i];
796
+ }
797
+ setVoiceLoop(voice, loop, startSeconds, endSeconds) {
798
+ let o = voice * (3);
799
+ this.voiceLoop[voice] = loop ? 1 : 0, this.voiceLoopPoints[o] = loop ? 1 : 0, this.voiceLoopPoints[o + 1] = startSeconds, this.voiceLoopPoints[o + 2] = endSeconds;
800
+ }
801
+ voiceLoopOf(voice, out) {
802
+ for (let i = 0; i < (3); i++) out[i] = this.voiceLoopPoints[voice * (3) + i];
803
+ }
804
+ setVoicePosition(voice, matrix, offset) {
805
+ let o = voice * 3;
806
+ this.voicePosition[o] = matrix[offset + (12)], this.voicePosition[o + 1] = matrix[offset + (12) + 1], this.voicePosition[o + 2] = matrix[offset + (12) + 2];
807
+ }
808
+ voiceX(voice) {
809
+ return this.voicePosition[voice * 3];
810
+ }
811
+ setListener(matrix, offset) {
812
+ for (let i = 0; i < 16; i++) this.listener[i] = matrix[offset + i];
813
+ }
814
+ async openStream(_source, bus) {
815
+ return this.streams.push({ bus, state: STREAM_STOPPED, loop: false, gain: 1, time: 0, duration: (180) }), this.streams.length - 1;
816
+ }
817
+ stream(stream) {
818
+ let found = this.streams[stream];
819
+ if (!found) throw new GameError("unknown_resource", `stream ${stream} is not open`);
820
+ return found;
821
+ }
822
+ playStream(stream, gain, loop) {
823
+ let s = this.stream(stream);
824
+ s.state = STREAM_PLAYING, s.gain = gain, s.loop = loop;
825
+ }
826
+ pauseStream(stream) {
827
+ this.stream(stream).state = STREAM_PAUSED;
828
+ }
829
+ seekStream(stream, seconds) {
830
+ let s = this.stream(stream);
831
+ s.time = Math.max(0, Math.min(s.duration, seconds));
832
+ }
833
+ streamTime(stream) {
834
+ return this.stream(stream).time;
835
+ }
836
+ streamDuration(stream) {
837
+ return this.stream(stream).duration;
838
+ }
839
+ streamState(stream) {
840
+ return this.stream(stream).state;
841
+ }
842
+ closeStream(stream) {
843
+ this.streams[stream] = null;
844
+ }
845
+ commit(frame, at) {
846
+ let seconds = frame[at];
847
+ for (let i = 0; i < this.streams.length; i++) {
848
+ let s = this.streams[i];
849
+ s === null || s.state !== STREAM_PLAYING || (s.time += seconds, s.time >= s.duration && (s.loop ? s.time -= s.duration : (s.time = s.duration, s.state = STREAM_STOPPED)));
850
+ }
851
+ }
852
+ suspend() {
853
+ }
854
+ resume() {
855
+ }
856
+ dispose() {
857
+ this.voiceSound.fill((-1)), this.streams.length = 0, this.analyserBus.fill((-1));
858
+ }
859
+ };
860
+
861
+ // src/game/audio/web-audio.ts
862
+ var MASTER_PARENT = -1, MATRIX_TRANSLATION2 = 12, PANNER_REF_DISTANCE = 1, PANNER_MAX_DISTANCE = 100, RAMP_TIME_CONSTANT_DIVISOR = 3, METER_FFT_SIZE = 1024, SEND_KEY2 = 1024, WebAudioPort = class {
863
+ constructor(context, maxVoices = 64, options = {}) {
864
+ this.name = "web-audio";
865
+ this.buffers = [];
866
+ this.buses = [];
867
+ this.analysers = [];
868
+ this.sends = /* @__PURE__ */ new Map();
869
+ this.streams = [];
870
+ this.meterScratch = new Float32Array((1024));
871
+ this.nextVoice = 0;
872
+ this.context = context, this.voices = Array.from({ length: maxVoices }, () => ({ source: null, gain: null, panner: null })), this.onEnded = Array.from({ length: maxVoices }, (_, voice) => () => this.release(voice)), this.createMediaElement = options.createMediaElement ?? (typeof document > "u" ? null : () => document.createElement("audio"));
873
+ let streaming = this.createMediaElement !== null && typeof context.createMediaElementSource == "function";
874
+ this.capabilities = {
875
+ spatial: true,
876
+ filters: true,
877
+ meters: true,
878
+ analyser: true,
879
+ reverb: true,
880
+ sends: true,
881
+ loopPoints: true,
882
+ streaming,
883
+ detune: true,
884
+ procedural: true
885
+ };
886
+ }
887
+ get sampleRate() {
888
+ return this.context.sampleRate;
889
+ }
890
+ get unlocked() {
891
+ return this.context.state === "running";
892
+ }
893
+ unlock() {
894
+ this.context.state !== "running" && this.context.resume();
895
+ }
896
+ async decode(source) {
897
+ let bytes;
898
+ if ("bytes" in source) bytes = source.bytes.slice(0);
899
+ else if ("url" in source) bytes = await (await fetch(source.url)).arrayBuffer();
900
+ else throw new GameError("invalid_argument", "audio sources are bytes or a url");
901
+ return this.buffers.push(await this.context.decodeAudioData(bytes)), this.buffers.length - 1;
902
+ }
903
+ createSound(samples, channels, sampleRate) {
904
+ if (channels < 1 || sampleRate <= 0 || samples.length % channels !== 0) throw new GameError("invalid_argument", "sound PCM must be interleaved whole frames");
905
+ let frames = samples.length / channels, buffer = this.context.createBuffer(channels, frames, sampleRate);
906
+ for (let c = 0; c < channels; c++) {
907
+ let data = buffer.getChannelData(c);
908
+ for (let i = 0; i < frames; i++) data[i] = samples[i * channels + c];
909
+ }
910
+ return this.buffers.push(buffer), this.buffers.length - 1;
911
+ }
912
+ createBus(_name, parent) {
913
+ let input = this.context.createGain(), target = parent === (-1) ? audioOutput(this.context) : this.buses[parent].input;
914
+ return input.connect(target), this.buses.push({ input, parent: target, tail: input, body: input, filter: null, meter: null }), this.buses.length - 1;
915
+ }
916
+ createReverb(parent, impulse) {
917
+ let buffer = this.buffers[impulse];
918
+ if (!buffer) throw new GameError("unknown_resource", `impulse sound ${impulse} is not loaded`);
919
+ let input = this.context.createGain(), convolver = this.context.createConvolver();
920
+ convolver.normalize = true, convolver.buffer = buffer;
921
+ let target = parent === (-1) ? audioOutput(this.context) : this.buses[parent].input;
922
+ return input.connect(convolver), convolver.connect(target), this.buses.push({ input, parent: target, tail: convolver, body: convolver, filter: null, meter: null }), this.buses.length - 1;
923
+ }
924
+ setBusGain(bus, gain, rampSeconds) {
925
+ this.ramp(this.buses[bus].input.gain, gain, rampSeconds);
926
+ }
927
+ setBusFilter(bus, kind, frequency, q, gainDb) {
928
+ let b = this.buses[bus];
929
+ if (kind < 0) {
930
+ if (b.filter === null) return;
931
+ b.body.disconnect(b.filter), b.filter.disconnect(), b.body.connect(b.parent), b.meter && b.body.connect(b.meter), b.filter = null, b.tail = b.body;
932
+ return;
933
+ }
934
+ let type = FILTER_KINDS[kind];
935
+ if (type === void 0) throw new GameError("invalid_argument", `filter kind ${kind} is unknown`);
936
+ let filter = b.filter;
937
+ filter === null && (filter = this.context.createBiquadFilter(), b.body.disconnect(b.parent), b.meter && b.body.disconnect(b.meter), b.body.connect(filter), filter.connect(b.parent), b.meter && filter.connect(b.meter), b.filter = filter, b.tail = filter), filter.type = type, filter.frequency.setValueAtTime(frequency, this.context.currentTime), filter.Q.setValueAtTime(q, this.context.currentTime), filter.gain.setValueAtTime(gainDb, this.context.currentTime);
938
+ }
939
+ meter(bus, out) {
940
+ let b = this.buses[bus];
941
+ b.meter === null && (b.meter = this.context.createAnalyser(), b.meter.fftSize = (1024), b.tail.connect(b.meter));
942
+ let data = this.meterScratch;
943
+ b.meter.getFloatTimeDomainData(data);
944
+ let peak = 0, energy = 0;
945
+ for (let i = 0; i < data.length; i++) {
946
+ let v = data[i], a = v < 0 ? -v : v;
947
+ a > peak && (peak = a), energy += v * v;
948
+ }
949
+ out[METER_PEAK] = peak, out[METER_RMS] = Math.sqrt(energy / data.length);
950
+ }
951
+ createAnalyser(bus, settings) {
952
+ let node = this.context.createAnalyser();
953
+ return node.fftSize = settings.fftSize, node.smoothingTimeConstant = settings.smoothing, node.minDecibels = settings.minDecibels, node.maxDecibels = settings.maxDecibels, this.buses[bus].tail.connect(node), this.analysers.push(node), this.analysers.length - 1;
954
+ }
955
+ readAnalyser(analyser, mode, out) {
956
+ let node = this.analysers[analyser];
957
+ if (!node) throw new GameError("unknown_resource", `analyser ${analyser} does not exist`);
958
+ out instanceof Uint8Array ? mode === ANALYSER_FREQUENCY ? node.getByteFrequencyData(out) : node.getByteTimeDomainData(out) : mode === ANALYSER_FREQUENCY ? node.getFloatFrequencyData(out) : node.getFloatTimeDomainData(out);
959
+ }
960
+ setBusSend(bus, target, gain) {
961
+ let key = bus * (1024) + target, send = this.sends.get(key);
962
+ send === void 0 && (send = this.context.createGain(), this.buses[bus].input.connect(send), send.connect(this.buses[target].input), this.sends.set(key, send)), send.gain.setValueAtTime(gain, this.context.currentTime);
963
+ }
964
+ play(sound, bus, gain, rate, loop, spatial) {
965
+ let id = this.nextVoice;
966
+ this.nextVoice = (this.nextVoice + 1) % this.voices.length, this.release(id);
967
+ let voice = this.voices[id], source = this.context.createBufferSource();
968
+ source.buffer = this.buffers[sound], source.loop = loop, source.playbackRate.value = rate;
969
+ let gainNode = this.context.createGain();
970
+ if (gainNode.gain.value = gain, source.connect(gainNode), spatial) {
971
+ let panner = this.context.createPanner();
972
+ panner.panningModel = "HRTF", panner.refDistance = (1), panner.maxDistance = (100), gainNode.connect(panner), panner.connect(this.buses[bus].input), voice.panner = panner;
973
+ } else
974
+ gainNode.connect(this.buses[bus].input);
975
+ return source.addEventListener("ended", this.onEnded[id]), source.start(), voice.source = source, voice.gain = gainNode, id;
976
+ }
977
+ stop(voice, fadeSeconds) {
978
+ let v = this.voices[voice];
979
+ if (!v.source || !v.gain) return;
980
+ if (fadeSeconds <= 0) {
981
+ v.source.stop();
982
+ return;
983
+ }
984
+ let now = this.context.currentTime;
985
+ v.gain.gain.setTargetAtTime(0, now, fadeSeconds / (3)), v.source.stop(now + fadeSeconds);
986
+ }
987
+ isPlaying(voice) {
988
+ return this.voices[voice].source !== null;
989
+ }
990
+ setVoiceGain(voice, gain, rampSeconds) {
991
+ let node = this.voices[voice]?.gain;
992
+ node && this.ramp(node.gain, gain, rampSeconds);
993
+ }
994
+ setVoiceRate(voice, rate, detuneCents) {
995
+ let source = this.voices[voice]?.source;
996
+ if (!source) return;
997
+ let now = this.context.currentTime;
998
+ source.playbackRate.setValueAtTime(rate, now), source.detune.setValueAtTime(detuneCents, now);
999
+ }
1000
+ setVoiceSpatial(voice, params) {
1001
+ let panner = this.voices[voice]?.panner;
1002
+ panner && (panner.distanceModel = DISTANCE_MODELS[params[SPATIAL_MODEL]] ?? "inverse", panner.refDistance = params[SPATIAL_REF_DISTANCE], panner.maxDistance = params[SPATIAL_MAX_DISTANCE], panner.rolloffFactor = params[SPATIAL_ROLLOFF], panner.coneInnerAngle = params[SPATIAL_CONE_INNER], panner.coneOuterAngle = params[SPATIAL_CONE_OUTER], panner.coneOuterGain = params[SPATIAL_CONE_OUTER_GAIN]);
1003
+ }
1004
+ setVoiceLoop(voice, loop, startSeconds, endSeconds) {
1005
+ let source = this.voices[voice]?.source;
1006
+ source && (source.loop = loop, source.loopStart = startSeconds, source.loopEnd = endSeconds);
1007
+ }
1008
+ setVoicePosition(voice, matrix, offset) {
1009
+ let panner = this.voices[voice].panner;
1010
+ panner && (panner.positionX.value = matrix[offset + (12)], panner.positionY.value = matrix[offset + (12) + 1], panner.positionZ.value = matrix[offset + (12) + 2], panner.orientationX.value = -matrix[offset + 8], panner.orientationY.value = -matrix[offset + 9], panner.orientationZ.value = -matrix[offset + 10]);
1011
+ }
1012
+ setListener(matrix, offset) {
1013
+ let l = this.context.listener;
1014
+ l.positionX.value = matrix[offset + 12], l.positionY.value = matrix[offset + 13], l.positionZ.value = matrix[offset + 14], l.forwardX.value = -matrix[offset + 8], l.forwardY.value = -matrix[offset + 9], l.forwardZ.value = -matrix[offset + 10], l.upX.value = matrix[offset + 4], l.upY.value = matrix[offset + 5], l.upZ.value = matrix[offset + 6];
1015
+ }
1016
+ async openStream(source, bus) {
1017
+ let make = this.createMediaElement;
1018
+ if (make === null || !this.capabilities.streaming) throw new GameError("unsupported_feature", "this audio context cannot stream media");
1019
+ let element = make(), objectUrl = null;
1020
+ if ("url" in source) element.src = source.url;
1021
+ else if ("bytes" in source)
1022
+ objectUrl = URL.createObjectURL(new Blob([source.bytes])), element.src = objectUrl;
1023
+ else throw new GameError("invalid_argument", "streams play from bytes or a url");
1024
+ element.crossOrigin = "anonymous", element.preload = "auto";
1025
+ let node = this.context.createMediaElementSource(element), gain = this.context.createGain();
1026
+ return node.connect(gain), gain.connect(this.buses[bus].input), this.streams.push({ element, source: node, gain, objectUrl }), this.streams.length - 1;
1027
+ }
1028
+ stream(stream) {
1029
+ let found = this.streams[stream];
1030
+ if (!found) throw new GameError("unknown_resource", `stream ${stream} is not open`);
1031
+ return found;
1032
+ }
1033
+ playStream(stream, gain, loop) {
1034
+ let s = this.stream(stream);
1035
+ s.gain.gain.setValueAtTime(gain, this.context.currentTime), s.element.loop = loop;
1036
+ let started = s.element.play();
1037
+ started && started.catch(() => {
1038
+ });
1039
+ }
1040
+ pauseStream(stream) {
1041
+ this.stream(stream).element.pause();
1042
+ }
1043
+ seekStream(stream, seconds) {
1044
+ this.stream(stream).element.currentTime = Math.max(0, seconds);
1045
+ }
1046
+ streamTime(stream) {
1047
+ return this.stream(stream).element.currentTime;
1048
+ }
1049
+ streamDuration(stream) {
1050
+ let duration = this.stream(stream).element.duration;
1051
+ return Number.isFinite(duration) ? duration : 0;
1052
+ }
1053
+ closeStream(stream) {
1054
+ let s = this.streams[stream];
1055
+ s && (s.element.pause(), s.source.disconnect(), s.gain.disconnect(), s.objectUrl !== null && URL.revokeObjectURL(s.objectUrl), this.streams[stream] = null);
1056
+ }
1057
+ suspend() {
1058
+ this.context.suspend();
1059
+ }
1060
+ resume() {
1061
+ this.context.resume();
1062
+ }
1063
+ dispose() {
1064
+ for (let i = 0; i < this.voices.length; i++) this.release(i);
1065
+ for (let i = 0; i < this.streams.length; i++) this.closeStream(i);
1066
+ this.context.close();
1067
+ }
1068
+ ramp(param, value, rampSeconds) {
1069
+ rampSeconds <= 0 ? param.setValueAtTime(value, this.context.currentTime) : param.setTargetAtTime(value, this.context.currentTime, rampSeconds / (3));
1070
+ }
1071
+ release(id) {
1072
+ let voice = this.voices[id], source = voice.source;
1073
+ source && (source.removeEventListener("ended", this.onEnded[id]), source.stop(), source.disconnect()), voice.gain?.disconnect(), voice.panner?.disconnect(), voice.source = null, voice.gain = null, voice.panner = null;
1074
+ }
1075
+ };
1076
+
1077
+ // src/game/terrain/port.ts
1078
+ var TERRAIN_SOURCE = { recipe: 0, pack: 1, planet: 2 }, TERRAIN_REGISTER = {
1079
+ requested: 0,
1080
+ installed: 1,
1081
+ inflight: 2,
1082
+ resident: 3,
1083
+ nodes: 4,
1084
+ touched: 5,
1085
+ deferred: 6,
1086
+ totalInstalls: 7
1087
+ }, BRUSH = {
1088
+ raise: 0,
1089
+ lower: 1,
1090
+ smooth: 2,
1091
+ flatten: 3,
1092
+ paint: 4,
1093
+ hole: 5,
1094
+ fill: 6
1095
+ }, NOISE = { perlin: 0, simplex2: 1, simplex3: 2, worley: 3 };
1096
+
1097
+ // src/game/terrain/engine.ts
1098
+ var ENGINE_TERRAIN_EXPORT_NAMES = [
1099
+ "engine_terrain_open",
1100
+ "engine_terrain_close",
1101
+ "engine_terrain_update",
1102
+ "engine_terrain_registers",
1103
+ "engine_terrain_height",
1104
+ "engine_terrain_normal",
1105
+ "engine_terrain_sculpt",
1106
+ "engine_terrain_colliders",
1107
+ "engine_physics_radial_gravity",
1108
+ "engine_terrain_grass",
1109
+ "engine_terrain_wind",
1110
+ "engine_terrain_interactors",
1111
+ "engine_terrain_look",
1112
+ "engine_terrain_scatter",
1113
+ "engine_noise",
1114
+ "engine_noise_fbm"
1115
+ ], NULL = 0, F32_BYTES = 4, NORMAL_FLOATS = 3, GRAVITY_SURFACE = 3, GRAVITY_RADIUS = 4, SCRATCH_FLOATS = Math.max(
1116
+ 8,
1117
+ 12,
1118
+ 7,
1119
+ 6,
1120
+ 14,
1121
+ 16,
1122
+ 32,
1123
+ 64
1124
+ ) * 2;
1125
+ function engineTerrainExports(runtime) {
1126
+ let symbols = runtime.symbols;
1127
+ return ENGINE_TERRAIN_EXPORT_NAMES.every((name) => typeof symbols[name] == "function") ? symbols : null;
1128
+ }
1129
+ var EngineTerrain = class {
1130
+ constructor(runtime, exports, render, world) {
1131
+ this.runtime = runtime;
1132
+ this.exports = exports;
1133
+ this.render = render;
1134
+ this.world = world;
1135
+ this.scratch = { pointer: (0), bytes: 0 };
1136
+ this.second = { pointer: (0), bytes: 0 };
1137
+ this.columns = { pointer: (0), bytes: 0 };
1138
+ this.buffer = null;
1139
+ this.floats = new Float32Array(0);
1140
+ this.words = new Uint32Array(0);
1141
+ this.bytes = new Uint8Array(0);
1142
+ }
1143
+ views() {
1144
+ let buffer = this.runtime.memory.buffer;
1145
+ buffer !== this.buffer && (this.buffer = buffer, this.floats = new Float32Array(buffer), this.words = new Uint32Array(buffer), this.bytes = new Uint8Array(buffer));
1146
+ }
1147
+ ensure(block, bytes) {
1148
+ if (block.bytes >= bytes) return block.pointer;
1149
+ if (block.pointer !== (0) && this.runtime.exports.engine_free(block.pointer, block.bytes, COLUMN_ALIGN), block.bytes = Math.max(bytes, COLUMN_ALIGN), block.pointer = this.runtime.exports.engine_alloc(block.bytes, COLUMN_ALIGN), block.pointer === (0))
1150
+ throw block.bytes = 0, new GameError("capacity_exceeded", "engine memory cannot hold terrain buffers");
1151
+ return block.pointer;
1152
+ }
1153
+ put(block, values, count = values.length) {
1154
+ let pointer = this.ensure(block, Math.max(SCRATCH_FLOATS, count) * (4));
1155
+ this.views();
1156
+ let at = pointer >>> 2;
1157
+ for (let i = 0; i < count; i++) this.floats[at + i] = values[i];
1158
+ return pointer;
1159
+ }
1160
+ open(desc, source, recipe, pack) {
1161
+ let descPointer = this.put(this.scratch, desc), recipePointer = this.put(this.second, recipe), packPointer = (0);
1162
+ if (pack !== null) {
1163
+ if (packPointer = this.runtime.exports.engine_alloc(Math.max(pack.byteLength, 1), COLUMN_ALIGN), packPointer === (0)) throw new GameError("capacity_exceeded", "engine memory cannot hold the terrain pack");
1164
+ this.views(), this.bytes.set(pack, packPointer);
1165
+ }
1166
+ let handle = this.exports.engine_terrain_open(this.render(), descPointer, source, recipePointer, packPointer, pack?.byteLength ?? 0);
1167
+ if (handle === (0)) throw new GameError("invalid_argument", "the engine refused the terrain description");
1168
+ return handle;
1169
+ }
1170
+ close(terrain) {
1171
+ this.exports.engine_terrain_close(terrain, this.render());
1172
+ }
1173
+ update(terrain, eye) {
1174
+ return this.exports.engine_terrain_update(terrain, this.render(), this.put(this.scratch, eye, 6));
1175
+ }
1176
+ registers(terrain) {
1177
+ let pointer = this.exports.engine_terrain_registers(terrain);
1178
+ if (pointer === (0)) throw new GameError("unknown_resource", "terrain is closed");
1179
+ return this.views(), this.words.subarray(pointer >>> 2, (pointer >>> 2) + 8);
1180
+ }
1181
+ height(x, z) {
1182
+ return this.exports.engine_terrain_height(this.render(), x, z);
1183
+ }
1184
+ normal(x, z, out) {
1185
+ let pointer = this.ensure(this.second, SCRATCH_FLOATS * (4));
1186
+ if (this.exports.engine_terrain_normal(this.render(), x, z, pointer) < 0) return false;
1187
+ this.views();
1188
+ let at = pointer >>> 2;
1189
+ for (let i = 0; i < (3); i++) out[i] = this.floats[at + i];
1190
+ return true;
1191
+ }
1192
+ sculpt(terrain, brush) {
1193
+ return this.exports.engine_terrain_sculpt(terrain, this.render(), this.put(this.scratch, brush, 7));
1194
+ }
1195
+ colliders(terrain, x, y, z) {
1196
+ let pointer = this.ensure(this.second, SCRATCH_FLOATS * (4));
1197
+ this.views();
1198
+ let f = this.floats, at = pointer >>> 2;
1199
+ return f[at] = x, f[at + 1] = y, f[at + 2] = z, this.exports.engine_terrain_colliders(terrain, this.render(), this.world(), pointer);
1200
+ }
1201
+ gravity(x, y, z, surface, radius) {
1202
+ let pointer = this.ensure(this.second, SCRATCH_FLOATS * (4));
1203
+ this.views();
1204
+ let f = this.floats, at = pointer >>> 2;
1205
+ return f[at] = x, f[at + 1] = y, f[at + 2] = z, f[at + (3)] = surface, f[at + (4)] = radius, this.exports.engine_physics_radial_gravity(this.world(), pointer);
1206
+ }
1207
+ grass(params) {
1208
+ return this.exports.engine_terrain_grass(this.render(), this.put(this.scratch, params, 14));
1209
+ }
1210
+ wind(x, z, strength, gust) {
1211
+ this.exports.engine_terrain_wind(this.render(), x, z, strength, gust);
1212
+ }
1213
+ interactors(data, count) {
1214
+ let n = Math.min(count, 8);
1215
+ this.exports.engine_terrain_interactors(this.render(), this.put(this.scratch, data, n * 4), n);
1216
+ }
1217
+ look(layers, count) {
1218
+ let n = Math.min(count, 8);
1219
+ this.exports.engine_terrain_look(this.render(), this.put(this.scratch, layers, n * 8), n);
1220
+ }
1221
+ scatter(rules, out, capacity) {
1222
+ let rulesPointer = this.put(this.scratch, rules, 16), columns = this.ensure(this.columns, capacity * 6 * (4)), written = this.exports.engine_terrain_scatter(this.render(), rulesPointer, columns, capacity);
1223
+ if (written < 0) throw new GameError("invalid_argument", `the engine refused the scatter rules (${written})`);
1224
+ return this.views(), out.set(this.floats.subarray(columns >>> 2, (columns >>> 2) + capacity * 6)), written;
1225
+ }
1226
+ noise(kind, x, y, z, seed) {
1227
+ return this.exports.engine_noise(kind, x, y, z, seed);
1228
+ }
1229
+ fbm(x, z, octaves, frequency, seed) {
1230
+ return this.exports.engine_noise_fbm(x, z, octaves, frequency, seed);
1231
+ }
1232
+ };
1233
+
1234
+ export { BRUSH, CAP_CUSTOM_PROJECTION, CAP_POINT_SHADOWS, DEFAULT_WORKLET_SIZES, ENGINE_MIX_RATE, ENGINE_TERRAIN_EXPORT_NAMES, EngineFeatures, EngineTerrain, HeadlessAudio, LIGHT_KINDS, MATERIAL_KINDS, NOISE, OWNER_STAGING, SHADOW_TYPES, TERRAIN_REGISTER, TERRAIN_SOURCE, WORKLET_PROCESSOR_NAME, WORKLET_PROCESSOR_SOURCE, WebAudioPort, WorkletAudio, characterParams, createWithDescriptor, engineTerrainExports, extraTextures, floatBits, materialFeatureFlags, materialSlotIndex, refuseUndrawnPhysicalFields, sharedMemoryAvailable, writeCharacterWords, writeMaterialExtension, writeMaterialFeatures, writeMaterialState, writeMaterialTint, writeNodeFeatures, writePlanes, writeSky, writeTextureTransforms, writeTintWords };