@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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  608. package/dist/chunk-XREIZ56K.js +0 -26
@@ -0,0 +1,1809 @@
1
+ import { FLOW_DELIVERED, FLOW_BACKLOG } from './chunk-5BYDGGWO.mjs';
2
+ import { settleDoubleFields } from './chunk-XPG3N5CF.mjs';
3
+ import { SOFT_COLLIDER_FLOATS, SOFT_MAX_COLLIDERS, CLOTH_COLLIDER_FLOATS, CLOTH_MAX_COLLIDERS, SOFT_STRETCH, SOFT_BEND, SOFT_VOLUME, SOFT_DAMPING, SOFT_GRAVITY, SOFT_SUBSTEPS, SOFT_RADIUS, SOFT_FRICTION, SOFT_CONTRACTION, SOFT_YIELD, SOFT_CREEP, SOFT_LIMIT, SOFT_FIBRE, SOFT_COLLIDER_PLANE, SOFT_COLLIDER_SPHERE, SOFT_COLLIDER_CAPSULE, SOFT_COLLIDER_BOX, CLOTH_MASS, CLOTH_STRETCH, CLOTH_BEND, CLOTH_TETHER_SLACK, CLOTH_DAMPING, CLOTH_GRAVITY, CLOTH_SUBSTEPS, CLOTH_THICKNESS, CLOTH_FRICTION, CLOTH_COLUMNS, CLOTH_ROWS, CLOTH_SPACING, CLOTH_ORIGIN, CLOTH_ACROSS, CLOTH_DOWN, CLOTH_PIN_TOP_CORNERS, CLOTH_PIN_TOP_ROW, CLOTH_PIN_NONE, CLOTH_PIN, CLOTH_COLLIDER_SPHERE, CLOTH_COLLIDER_CAPSULE, CRUMPLE_DESC_FLOATS } from './chunk-5YFBGGCK.mjs';
4
+ import { KernelVm, parseProgram } from './chunk-MOBSBXVE.mjs';
5
+ import { ACCESS_ARRAY } from './chunk-SMK6JU2F.mjs';
6
+ import { prefetchDepth } from './chunk-K46SMZ66.mjs';
7
+ import { ChunkPriority } from './chunk-V7ZRH3PY.mjs';
8
+ import { GameError } from './chunk-XJIHN3BY.mjs';
9
+
10
+ // src/game/random.ts
11
+ var LITTLE_ENDIAN = new Uint8Array(Uint16Array.of(1).buffer)[0] === 1, HALF_INDEX = LITTLE_ENDIAN ? Int32Array.of(0, 1, 2, 3) : Int32Array.of(3, 2, 1, 0), CENTERED_MAX_EXTENT = 16384, CENTERED_FIXED_UNITS = 256;
12
+ function add32(a, b) {
13
+ let lo = (a & 65535) + (b & 65535);
14
+ return (a >>> 16) + (b >>> 16) + (lo >>> 16) << 16 | lo & 65535;
15
+ }
16
+ var SeededRandom = class {
17
+ constructor(seed) {
18
+ this.state = new Uint32Array(4);
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+ this.output = new Uint32Array(2);
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+ this.words = new Int32Array(this.state.buffer);
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+ this.drawn = new Int32Array(this.output.buffer);
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+ this.limbs = new Int32Array(7);
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+ this.cell = new Float64Array(1);
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+ this.halves = new Uint16Array(this.cell.buffer);
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+ this.views = [this.state, this.output];
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+ this.reseed(seed);
27
+ }
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+ rollbackViews() {
29
+ return this.views;
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+ }
31
+ get seed() {
32
+ return this.output[1];
33
+ }
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+ reseed(seed) {
35
+ this.output[1] = seed;
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+ let s = this.output[1];
37
+ for (let i = 0; i < 4; i++) {
38
+ s = s + 2654435769 >>> 0;
39
+ let z = s;
40
+ z = Math.imul(z ^ z >>> 16, 2246822507), z = Math.imul(z ^ z >>> 13, 3266489909), this.state[i] = (z ^ z >>> 16) >>> 0;
41
+ }
42
+ for (let i = 0; i < 12; i++) this.advance();
43
+ }
44
+ nextUint32() {
45
+ return this.advance(), this.output[0];
46
+ }
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+ float() {
48
+ return this.advance(), this.output[0] / 4294967296;
49
+ }
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+ range(min, max) {
51
+ return this.advance(), min + (max - min) * (this.output[0] / 4294967296);
52
+ }
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+ rangeInto(out, slot, min, max) {
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+ this.advance(), out[slot] = min + (max - min) * (this.output[0] / 4294967296);
55
+ }
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+ int(min, maxInclusive) {
57
+ return this.advance(), min + (this.output[0] / 4294967296 * (maxInclusive - min + 1) | 0);
58
+ }
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+ chance(probability) {
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+ return this.advance(), this.output[0] / 4294967296 < probability;
61
+ }
62
+ centeredInto(out, slot, halfExtent, fixed, fixedAt) {
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+ this.advance();
64
+ let s = this.drawn[0] ^ -2147483648, sign = s >>> 31, m = sign === 1 ? ~s : s, al = (m & 65535) + sign, ah = m >>> 16;
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+ al > 65535 && (al = 0, ah++);
66
+ let lo = halfExtent * al, hi = halfExtent * ah;
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+ hi += lo >>> 16, lo &= 65535;
68
+ let units = hi >>> 7;
69
+ if (fixed[fixedAt] = (units ^ -sign) + sign, hi === 0 && lo === 0) {
70
+ out[slot] = 0;
71
+ return;
72
+ }
73
+ let top = hi !== 0 ? 47 - Math.clz32(hi) : 31 - Math.clz32(lo), limbs = this.limbs;
74
+ limbs[0] = lo, limbs[1] = hi & 65535, limbs[2] = hi >>> 16, limbs[top >> 4] &= ~(1 << (top & 15)), limbs[3] = 0, limbs[4] = 0, limbs[5] = 0, limbs[6] = 0;
75
+ let shift = 52 - top;
76
+ for (let i = 0; i < 3; i++) {
77
+ let v = limbs[i];
78
+ if (v === 0) continue;
79
+ let at = i * 16 + shift, q = at >> 4, r = at & 15;
80
+ limbs[3 + q] |= (v & 65535 >>> r) << r, r > 0 && q + 1 < 4 && (limbs[3 + q + 1] |= v >>> 16 - r);
81
+ }
82
+ let halves = this.halves, high = sign << 15 | top + 992 << 4 | limbs[6] & 15;
83
+ halves[HALF_INDEX[0]] = limbs[3], halves[HALF_INDEX[1]] = limbs[4], halves[HALF_INDEX[2]] = limbs[5], halves[HALF_INDEX[3]] = high, out.set(this.cell, slot);
84
+ }
85
+ advance() {
86
+ let st = this.words, a = st[0], b = st[1], c = st[2], d = st[3], t = add32(add32(a, b), d);
87
+ st[3] = add32(d, 1), st[0] = b ^ b >>> 9, st[1] = add32(c, c << 3);
88
+ let rotated = c << 21 | c >>> 11;
89
+ st[2] = add32(rotated, t), this.drawn[0] = t;
90
+ }
91
+ saveState(out) {
92
+ out.set(this.state);
93
+ }
94
+ restoreState(source) {
95
+ this.state.set(source);
96
+ }
97
+ };
98
+
99
+ // src/game/kernel/loops.ts
100
+ var LOOP_MAX_REGION_ROWS = 65536, STORAGE = { f32: 0, i32: 1, u32: 2, u8: 3, f64: 4 }, STORAGE_F64_HI = 5, BYTES = { f32: 4, i32: 4, u32: 4, u8: 1, f64: 8 }, WORD = 4, ALIGN = 8, DESCRIPTOR_WORDS = 2, MIN_CAPACITY = 256, MAX_INDEX = 2147483647, TRIAL_RUNS = 4, TRIAL_MS = 2, TRIAL_LIMIT = 48, NS_PER_MS = 1e6, BASE64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/", PHASE_TRIAL = 0, PHASE_KERNEL = 1, PHASE_JS = 2, NO_PROGRAM = -1, FAILED = -2, FIELD = /^([ar])(\d+)$/, TABLE_FIELD = /^%tb(\d+)$/, TABLE_ARG = /^tb(\d+)$/, SCALAR_ARG = /^s(\d+)$/, ROW_ARG = "__base", settings = { schedule: "auto", chunkRows: (65536), enabled: true }, engine = null, generation = 0;
101
+ function clock() {
102
+ let perf = globalThis.performance;
103
+ return perf === void 0 ? Date.now() : perf.now();
104
+ }
105
+ function decode(text) {
106
+ let end = text.length;
107
+ for (; end > 0 && text[end - 1] === "="; ) end--;
108
+ let out = new Uint8Array(Math.floor(end * 3 / 4)), bits = 0, value = 0, at = 0;
109
+ for (let k = 0; k < end; k++) {
110
+ let digit = BASE64.indexOf(text[k]);
111
+ if (digit < 0) throw new GameError("invalid_argument", "a lowered loop carries invalid base64");
112
+ value = (value << 6 | digit) & 16777215, bits += 6, bits >= 8 && (bits -= 8, out[at++] = value >> bits & 255);
113
+ }
114
+ return out.subarray(0, at);
115
+ }
116
+ function matches(kind, value) {
117
+ switch (kind) {
118
+ case "f32":
119
+ return value instanceof Float32Array;
120
+ case "f64":
121
+ return value instanceof Float64Array;
122
+ case "i32":
123
+ return value instanceof Int32Array;
124
+ case "u32":
125
+ return value instanceof Uint32Array;
126
+ case "u8":
127
+ return value instanceof Uint8Array;
128
+ }
129
+ }
130
+ function view(kind, buffer, at, rows) {
131
+ switch (kind) {
132
+ case "f32":
133
+ return new Float32Array(buffer, at, rows);
134
+ case "f64":
135
+ return new Float64Array(buffer, at, rows);
136
+ case "i32":
137
+ return new Int32Array(buffer, at, rows);
138
+ case "u32":
139
+ return new Uint32Array(buffer, at, rows);
140
+ case "u8":
141
+ return new Uint8Array(buffer, at, rows);
142
+ }
143
+ }
144
+ function setLoopEngine(next) {
145
+ next !== engine && (engine = next, generation++);
146
+ }
147
+ function loopEngineOf(kernels) {
148
+ if (kernels === null) return null;
149
+ let runRegion = kernels.runRegion;
150
+ if (typeof runRegion != "function") return null;
151
+ let exports = kernels.exports;
152
+ return {
153
+ memory: kernels.memory,
154
+ alloc: (bytes, align) => exports.engine_alloc(bytes, align),
155
+ free: (at, bytes, align) => {
156
+ exports.engine_free(at, bytes, align);
157
+ },
158
+ load: (at, bytes) => exports.engine_kernel_load(at, bytes),
159
+ unload: (program) => {
160
+ exports.engine_kernel_unload(program);
161
+ },
162
+ runRegion
163
+ };
164
+ }
165
+ function configureLoops(next) {
166
+ if (next.schedule !== void 0 && (settings.schedule = next.schedule), next.enabled !== void 0 && (settings.enabled = next.enabled), next.chunkRows !== void 0) {
167
+ if (!Number.isInteger(next.chunkRows) || next.chunkRows < 1 || next.chunkRows > (65536)) throw new GameError("invalid_argument", `chunkRows must be 1..${(65536)}`);
168
+ settings.chunkRows = next.chunkRows;
169
+ }
170
+ }
171
+ function vmLoopEngine(arenaBytes = 1 << 24) {
172
+ let buffer = new ArrayBuffer(arenaBytes), programs = [], machines = [], capacity = [], top = 64;
173
+ return {
174
+ memory: { buffer },
175
+ alloc: (bytes, align) => {
176
+ if (top = Math.ceil(top / align) * align, top + bytes > arenaBytes) return 0;
177
+ let at = top;
178
+ return top += Math.max(bytes, 1), at;
179
+ },
180
+ free: () => {
181
+ },
182
+ load: (at, bytes) => {
183
+ try {
184
+ programs.push(parseProgram(new Uint8Array(buffer, at, bytes).slice()));
185
+ } catch {
186
+ return -4;
187
+ }
188
+ return machines.push(null), capacity.push(0), programs.length - 1;
189
+ },
190
+ runRegion: (program, columns, rows, count, args, argWords) => {
191
+ let parsed = programs[program];
192
+ if (parsed === void 0) return -3;
193
+ let descriptor = new Uint32Array(buffer, columns, parsed.slots.length * (2)), halves = [], views = parsed.slots.map((_, s) => {
194
+ let at = descriptor[s * (2)], storage = descriptor[s * (2) + 1];
195
+ if (storage === STORAGE.f64 || storage === (5)) {
196
+ let words = new Uint32Array(buffer, at, rows * 2), high = storage === (5) ? 1 : 0, column = new Uint32Array(rows);
197
+ for (let r = 0; r < rows; r++) column[r] = words[2 * r + high];
198
+ return halves.push({ words, column, high }), { values: column, storage: STORAGE.u32 };
199
+ }
200
+ let whole = ((parsed.slots[s].word ?? 0) & ACCESS_ARRAY) !== 0, span = (bytes) => whole ? Math.floor((buffer.byteLength - at) / bytes) : rows;
201
+ return { values: storage === STORAGE.u8 ? new Uint8Array(buffer, at, span(1)) : storage === STORAGE.i32 ? new Int32Array(buffer, at, span((4))) : storage === STORAGE.u32 ? new Uint32Array(buffer, at, span((4))) : new Float32Array(buffer, at, span((4))), storage };
202
+ });
203
+ (machines[program] === null || capacity[program] < rows) && (machines[program] = new KernelVm(parsed, rows), capacity[program] = rows), machines[program].run(views, count, null, new Uint32Array(buffer, args, argWords));
204
+ for (let { words, column, high } of halves) for (let r = 0; r < count; r++) words[2 * r + high] = column[r];
205
+ return count;
206
+ }
207
+ };
208
+ }
209
+ var LoweredLoop = class {
210
+ constructor(payload) {
211
+ this.columns = [];
212
+ this.argHalves = new Float64Array(1);
213
+ this.argView = new Uint32Array(this.argHalves.buffer);
214
+ this.program = (-1);
215
+ this.owner = null;
216
+ this.ownerGeneration = -1;
217
+ this.arena = null;
218
+ this.capacity = 0;
219
+ this.descriptorAt = 0;
220
+ this.argsAt = 0;
221
+ this.descriptor = new Uint32Array(0);
222
+ this.argsView = new Uint32Array(0);
223
+ this.stamps = new Uint32Array(0);
224
+ this.stamp = 0;
225
+ this.phase = (0);
226
+ this.pending = false;
227
+ this.pendingAt = 0;
228
+ this.pendingRows = 0;
229
+ this.kernelMs = 0;
230
+ this.kernelRows = 0;
231
+ this.kernelRuns = 0;
232
+ this.jsMs = 0;
233
+ this.jsRows = 0;
234
+ this.jsRuns = 0;
235
+ this.payload = payload, this.a = new Array(payload.bindings).fill(null), this.s = new Float64Array(Math.max(payload.scalars, 1)), this.o = new Float64Array(Math.max(payload.offsets, 1)), this.g = new Array(payload.gathers).fill(null), this.r = new Float64Array(Math.max(payload.folds.length, 1));
236
+ let slots = payload.meta.slots;
237
+ this.slotColumn = new Int32Array(slots.length), this.slotStorage = new Uint32Array(slots.length), this.reductionColumn = new Int32Array(payload.folds.length).fill(-1);
238
+ let byName = /* @__PURE__ */ new Map(), tables = payload.tables ?? [];
239
+ this.slotTable = new Int32Array(slots.length).fill(-1), this.tableAt = new Int32Array(tables.length), this.tableBytes = new Float64Array(tables.length), slots.forEach((slot, k) => {
240
+ let table = TABLE_FIELD.exec(slot.field);
241
+ if (table !== null) {
242
+ let t = Number(table[1]);
243
+ if (t >= tables.length) throw new GameError("invalid_argument", `a lowered loop binds unknown table ${slot.field}`);
244
+ this.slotTable[k] = t, this.slotColumn[k] = -1;
245
+ return;
246
+ }
247
+ let m = FIELD.exec(slot.field);
248
+ if (m === null) throw new GameError("invalid_argument", `a lowered loop binds unknown column ${slot.field}`);
249
+ let index = Number(m[2]), reduction = m[1] === "r", kind = reduction ? "f64" : payload.fields[index]?.kind ?? "f32";
250
+ if (!reduction && payload.fields[index] === void 0) throw new GameError("invalid_argument", `a lowered loop binds unknown column ${slot.field}`);
251
+ let column = byName.get(slot.field);
252
+ column === void 0 && (column = this.columns.length, byName.set(slot.field, column), this.columns.push({ field: reduction ? -1 - index : index, kind, bytes: BYTES[kind] }), reduction && (this.reductionColumn[index] = column)), this.slotColumn[k] = column, this.slotStorage[k] = kind === "f64" ? slot.component === 1 ? (5) : STORAGE.f64 : STORAGE[kind];
253
+ }), this.argWords = new Uint32Array(Math.max(payload.meta.argWords, 1)), this.argScalar = new Int32Array(payload.meta.args.length).fill(-1), this.argTable = new Int32Array(payload.meta.args.length).fill(-1), payload.meta.args.forEach((arg, k) => {
254
+ let m = SCALAR_ARG.exec(arg.name), t = TABLE_ARG.exec(arg.name);
255
+ if (m !== null && arg.kind === "f64") this.argScalar[k] = Number(m[1]);
256
+ else if (t !== null && arg.kind === "u32" && Number(t[1]) < tables.length) this.argTable[k] = Number(t[1]);
257
+ else if (arg.name !== ROW_ARG || arg.kind !== "i32") throw new GameError("invalid_argument", `a lowered loop takes an unknown argument ${arg.name}`);
258
+ });
259
+ let n = this.columns.length;
260
+ this.columnAt = new Int32Array(n), this.columnViews = new Array(n).fill(null), this.sources = new Array(n).fill(null), this.sourceArray = new Array(n).fill(null), this.sourceStart = new Float64Array(n), this.sourceRows = new Float64Array(n), this.targets = new Array(n).fill(null), this.targetRows = new Float64Array(n);
261
+ }
262
+ get stats() {
263
+ return {
264
+ kernelRuns: this.kernelRuns,
265
+ jsRuns: this.jsRuns,
266
+ decided: this.phase === (1) ? "kernel" : this.phase === (2) ? "js" : "trial",
267
+ kernelNsPerRow: this.kernelRows === 0 ? 0 : this.kernelMs * (1e6) / this.kernelRows,
268
+ jsNsPerRow: this.jsRows === 0 ? 0 : this.jsMs * (1e6) / this.jsRows
269
+ };
270
+ }
271
+ run(n) {
272
+ if (this.pending = false, !settings.enabled || settings.schedule === "js" || !Number.isInteger(n) || n < 0 || n > (2147483647)) return false;
273
+ let auto = settings.schedule === "auto";
274
+ if (auto && n < this.payload.minRows) return false;
275
+ let target = engine;
276
+ if (target === null || !this.attach(target) || !this.admissible(n)) return false;
277
+ if (auto && this.phase !== (1)) {
278
+ if (this.phase === (2)) return false;
279
+ if ((this.kernelRuns + this.jsRuns) % 2 === 1)
280
+ return this.pending = true, this.pendingRows = n, this.pendingAt = clock(), false;
281
+ }
282
+ let started = auto ? clock() : 0;
283
+ return this.execute(target, n), this.kernelRuns++, auto && this.phase === (0) && (this.kernelMs += clock() - started, this.kernelRows += n, this.decide()), true;
284
+ }
285
+ after() {
286
+ this.pending && (this.pending = false, this.jsMs += clock() - this.pendingAt, this.jsRows += this.pendingRows, this.jsRuns++, this.decide());
287
+ }
288
+ decide() {
289
+ let enough = (runs, ms) => runs >= (4) && ms >= (2);
290
+ if (!(enough(this.kernelRuns, this.kernelMs) && enough(this.jsRuns, this.jsMs) || this.kernelRuns + this.jsRuns >= (48))) return;
291
+ let kernel = this.kernelRows === 0 ? 1 / 0 : this.kernelMs / this.kernelRows, js = this.jsRows === 0 ? 1 / 0 : this.jsMs / this.jsRows;
292
+ this.phase = kernel <= js ? (1) : (2);
293
+ }
294
+ release() {
295
+ this.detach(), this.a.fill(null), this.g.fill(null);
296
+ }
297
+ detach() {
298
+ let owner = this.owner;
299
+ if (owner !== null && this.program >= 0) {
300
+ for (let c = 0; c < this.columns.length && this.capacity > 0; c++) owner.free(this.columnAt[c], this.capacity * this.columns[c].bytes, (8));
301
+ owner.free(this.descriptorAt, Math.max(this.payload.meta.slots.length * (2) * (4), (4)), (8)), owner.free(this.argsAt, Math.max(this.argWords.length * (4), (4)), (8));
302
+ for (let t = 0; t < this.tableBytes.length; t++) this.tableBytes[t] > 0 && owner.free(this.tableAt[t], this.tableBytes[t], (8));
303
+ owner.unload?.(this.program);
304
+ }
305
+ this.owner = null, this.ownerGeneration = -1, this.program = (-1), this.capacity = 0, this.arena = null, this.tableBytes.fill(0);
306
+ }
307
+ attach(target) {
308
+ if (this.owner === target && this.ownerGeneration === generation) return this.program >= 0;
309
+ this.owner !== null && this.program >= 0 && this.detach(), this.owner = target, this.ownerGeneration = generation, this.program = (-2), this.capacity = 0, this.arena = null;
310
+ let bytes = decode(this.payload.program), at = target.alloc(Math.max(bytes.byteLength, (4)), (4));
311
+ if (at === 0) return false;
312
+ new Uint8Array(target.memory.buffer, at, bytes.byteLength).set(bytes);
313
+ let id = -1;
314
+ try {
315
+ id = target.load(at, bytes.byteLength);
316
+ } catch {
317
+ id = -1;
318
+ }
319
+ if (target.free(at, Math.max(bytes.byteLength, (4)), (4)), id < 0) return false;
320
+ let descriptorBytes = Math.max(this.payload.meta.slots.length * (2) * (4), (4));
321
+ return this.descriptorAt = target.alloc(descriptorBytes, (8)), this.argsAt = target.alloc(Math.max(this.argWords.length * (4), (4)), (8)), this.descriptorAt === 0 || this.argsAt === 0 ? false : (this.program = id, true);
322
+ }
323
+ admissible(n) {
324
+ for (let t of this.payload.tables ?? []) if (!matches(t.kind, this.a[t.bind])) return false;
325
+ let fields = this.payload.fields;
326
+ for (let k = 0; k < fields.length; k++) {
327
+ let f = fields[k], array = this.a[f.bind];
328
+ if (!matches(f.kind, array)) return false;
329
+ if (f.gather >= 0) {
330
+ let rows = this.g[f.gather];
331
+ if (!(rows instanceof Int32Array || rows instanceof Uint32Array) || rows.length < n) return false;
332
+ let limit = array.length;
333
+ for (let i = 0; i < n; i++) {
334
+ let r = rows[i];
335
+ if (r < 0 || r >= limit) return false;
336
+ }
337
+ if (f.write && !this.distinct(rows, n, limit)) return false;
338
+ } else {
339
+ let off = f.offset >= 0 ? this.o[f.offset] : 0;
340
+ if (!Number.isInteger(off) || off < 0 || off + n > array.length) return false;
341
+ }
342
+ }
343
+ for (let j = 0; j < fields.length; j++)
344
+ if (fields[j].write) {
345
+ for (let k = 0; k < fields.length; k++)
346
+ if (k !== j && this.overlaps(j, k, n))
347
+ return false;
348
+ }
349
+ return true;
350
+ }
351
+ distinct(rows, n, limit) {
352
+ this.stamps.length < limit && (this.stamps = new Uint32Array(Math.max(limit, this.stamps.length * 2)), this.stamp = 0), this.stamp++, this.stamp === 4294967295 && (this.stamps.fill(0), this.stamp = 1);
353
+ let stamps = this.stamps, mark = this.stamp;
354
+ for (let i = 0; i < n; i++) {
355
+ let r = rows[i];
356
+ if (stamps[r] === mark) return false;
357
+ stamps[r] = mark;
358
+ }
359
+ return true;
360
+ }
361
+ overlaps(j, k, n) {
362
+ let fields = this.payload.fields, x = this.a[fields[j].bind], y = this.a[fields[k].bind];
363
+ return x.buffer !== y.buffer || fields[j].bind === fields[k].bind && fields[j].gather === fields[k].gather && fields[j].offset === fields[k].offset ? false : this.spanStart(j, x) < this.spanEnd(k, y, n) && this.spanStart(k, y) < this.spanEnd(j, x, n);
364
+ }
365
+ spanStart(k, array) {
366
+ let f = this.payload.fields[k];
367
+ return f.gather >= 0 ? array.byteOffset : array.byteOffset + (f.offset >= 0 ? this.o[f.offset] : 0) * array.BYTES_PER_ELEMENT;
368
+ }
369
+ spanEnd(k, array, n) {
370
+ let f = this.payload.fields[k];
371
+ return f.gather >= 0 ? array.byteOffset + array.byteLength : array.byteOffset + ((f.offset >= 0 ? this.o[f.offset] : 0) + n) * array.BYTES_PER_ELEMENT;
372
+ }
373
+ stageTables(target) {
374
+ let tables = this.payload.tables ?? [];
375
+ for (let t = 0; t < tables.length; t++) {
376
+ let array = this.a[tables[t].bind], bytes = Math.max(array.byteLength, (4));
377
+ if (this.tableBytes[t] < bytes) {
378
+ this.tableBytes[t] > 0 && target.free(this.tableAt[t], this.tableBytes[t], (8));
379
+ let at = target.alloc(bytes, (8));
380
+ if (at === 0)
381
+ return this.tableBytes[t] = 0, false;
382
+ this.tableAt[t] = at, this.tableBytes[t] = bytes;
383
+ }
384
+ new Uint8Array(target.memory.buffer, this.tableAt[t], array.byteLength).set(new Uint8Array(array.buffer, array.byteOffset, array.byteLength));
385
+ }
386
+ return true;
387
+ }
388
+ execute(target, n) {
389
+ let chunk = Math.min(settings.chunkRows, (65536));
390
+ if (!this.stageTables(target)) throw new GameError("invalid_argument", "the engine has no room for a lowered loop's lookup tables");
391
+ this.reserve(target, Math.min(n, chunk));
392
+ let folds = this.payload.folds, r = this.r;
393
+ for (let base = 0; base < n; base += chunk) {
394
+ let m = Math.min(chunk, n - base);
395
+ this.prepare(target, base, m);
396
+ let code = target.runRegion(this.program, this.descriptorAt, m, m, this.argsAt, this.payload.meta.argWords);
397
+ if (code < 0)
398
+ throw base === 0 ? new GameError("invalid_argument", `the engine refused a lowered loop (${code})`) : new GameError("invalid_argument", `the engine refused a lowered loop part way (${code})`);
399
+ this.finish(base, m);
400
+ for (let k = 0; k < folds.length; k++) {
401
+ let values = this.columnViews[this.reductionColumn[k]], acc = r[k];
402
+ switch (folds[k]) {
403
+ case "+":
404
+ for (let i = 0; i < m; i++) acc = acc + values[i];
405
+ break;
406
+ case "-":
407
+ for (let i = 0; i < m; i++) acc = acc - values[i];
408
+ break;
409
+ case "*":
410
+ for (let i = 0; i < m; i++) acc = acc * values[i];
411
+ break;
412
+ case "/":
413
+ for (let i = 0; i < m; i++) acc = acc / values[i];
414
+ break;
415
+ case "min":
416
+ for (let i = 0; i < m; i++) acc = Math.min(acc, values[i]);
417
+ break;
418
+ case "max":
419
+ for (let i = 0; i < m; i++) acc = Math.max(acc, values[i]);
420
+ break;
421
+ }
422
+ r[k] = acc;
423
+ }
424
+ }
425
+ }
426
+ inPlace(column, buffer) {
427
+ if (column.field < 0) return null;
428
+ let f = this.payload.fields[column.field];
429
+ if (f.gather >= 0) return null;
430
+ let array = this.a[f.bind];
431
+ return array.buffer === buffer ? array : null;
432
+ }
433
+ reserve(target, rows) {
434
+ let buffer = target.memory.buffer;
435
+ if (rows > this.capacity) {
436
+ let next = Math.max((256), this.capacity);
437
+ for (; next < rows; ) next *= 2;
438
+ next = Math.min(next, (65536));
439
+ for (let c = 0; c < this.columns.length; c++) {
440
+ let bytes = this.columns[c].bytes;
441
+ this.capacity > 0 && target.free(this.columnAt[c], this.capacity * bytes, (8));
442
+ let at = target.alloc(next * bytes, (8));
443
+ if (at === 0) throw new GameError("capacity_exceeded", "engine memory cannot hold a lowered loop's columns");
444
+ this.columnAt[c] = at;
445
+ }
446
+ this.capacity = next, this.arena = null;
447
+ }
448
+ if (target.memory.buffer !== this.arena) {
449
+ this.arena = target.memory.buffer;
450
+ for (let c = 0; c < this.columns.length; c++)
451
+ this.columnViews[c] = view(this.columns[c].kind, buffer, this.columnAt[c], this.capacity), this.targets[c] = null, this.sources[c] = null;
452
+ this.descriptor = new Uint32Array(buffer, this.descriptorAt, Math.max(this.payload.meta.slots.length * (2), 1)), this.argsView = new Uint32Array(buffer, this.argsAt, this.argWords.length);
453
+ }
454
+ }
455
+ source(c, array, start, rows) {
456
+ let cached = this.sources[c];
457
+ if (cached !== null && this.sourceArray[c] === array && this.sourceStart[c] === start && this.sourceRows[c] === rows) return cached;
458
+ let made = array.subarray(start, start + rows);
459
+ return this.sources[c] = made, this.sourceArray[c] = array, this.sourceStart[c] = start, this.sourceRows[c] = rows, made;
460
+ }
461
+ target(c, rows) {
462
+ let cached = this.targets[c];
463
+ if (cached !== null && this.targetRows[c] === rows) return cached;
464
+ let made = this.columnViews[c].subarray(0, rows);
465
+ return this.targets[c] = made, this.targetRows[c] = rows, made;
466
+ }
467
+ prepare(target, base, m) {
468
+ let buffer = target.memory.buffer, fields = this.payload.fields, address = this.columnAt;
469
+ for (let c = 0; c < this.columns.length; c++) {
470
+ let column = this.columns[c];
471
+ if (column.field < 0) continue;
472
+ let f = fields[column.field], array = this.a[f.bind];
473
+ if (this.inPlace(column, buffer) !== null) continue;
474
+ let values = this.columnViews[c];
475
+ if (f.gather >= 0) {
476
+ let rows = this.g[f.gather];
477
+ for (let i = 0; i < m; i++) values[i] = array[rows[base + i]];
478
+ } else {
479
+ let off = f.offset >= 0 ? this.o[f.offset] : 0;
480
+ values.set(this.source(c, array, off + base, m));
481
+ }
482
+ }
483
+ let descriptor = this.descriptor;
484
+ for (let s = 0; s < this.slotColumn.length; s++) {
485
+ let table = this.slotTable[s];
486
+ if (table >= 0) {
487
+ descriptor[s * (2)] = this.tableAt[table], descriptor[s * (2) + 1] = STORAGE[this.payload.tables[table].kind];
488
+ continue;
489
+ }
490
+ let c = this.slotColumn[s], column = this.columns[c], own = this.inPlace(column, buffer), at = address[c];
491
+ if (own !== null) {
492
+ let f = fields[column.field], off = f.offset >= 0 ? this.o[f.offset] : 0;
493
+ at = own.byteOffset + (off + base) * column.bytes;
494
+ }
495
+ descriptor[s * (2)] = at, descriptor[s * (2) + 1] = this.slotStorage[s];
496
+ }
497
+ let words = this.argWords, args = this.payload.meta.args, origin = this.payload.origin >= 0 ? this.o[this.payload.origin] : 0, w = 0;
498
+ for (let k = 0; k < args.length; k++) {
499
+ let scalar = this.argScalar[k], table = this.argTable[k];
500
+ if (table >= 0) words[w++] = this.a[this.payload.tables[table].bind].length >>> 0;
501
+ else if (scalar >= 0) {
502
+ this.argHalves[0] = this.s[scalar];
503
+ let nan = Number.isNaN(this.argHalves[0]);
504
+ words[w++] = nan ? 0 : this.argView[0], words[w++] = nan ? 2146959360 : this.argView[1];
505
+ } else
506
+ words[w++] = base + origin | 0;
507
+ }
508
+ this.argsView.set(words);
509
+ }
510
+ finish(base, m) {
511
+ let buffer = this.arena, fields = this.payload.fields;
512
+ for (let c = 0; c < this.columns.length; c++) {
513
+ let column = this.columns[c];
514
+ if (column.field < 0) continue;
515
+ let f = fields[column.field];
516
+ if (!f.write || this.inPlace(column, buffer) !== null) continue;
517
+ let array = this.a[f.bind], values = this.columnViews[c];
518
+ if (f.gather >= 0) {
519
+ let rows = this.g[f.gather];
520
+ for (let i = 0; i < m; i++) array[rows[base + i]] = values[i];
521
+ } else {
522
+ let off = f.offset >= 0 ? this.o[f.offset] : 0;
523
+ array.set(this.target(c, m), off + base);
524
+ }
525
+ }
526
+ }
527
+ }, LOOP_PROBE_GLOBAL = "__cimplify_loop_probe";
528
+ function loopProbe() {
529
+ let probe = globalThis[LOOP_PROBE_GLOBAL];
530
+ return probe === void 0 ? null : probe;
531
+ }
532
+ var loops = /* @__PURE__ */ new Map();
533
+ function lowerLoop(payload) {
534
+ let loop = loops.get(payload);
535
+ return loop === void 0 && (loop = new LoweredLoop(JSON.parse(payload)), loops.set(payload, loop)), loop;
536
+ }
537
+
538
+ // src/game/input/input.ts
539
+ var RECORDED_EVENT_BYTES = 32, RECORDED_TYPE_AT = 0, RECORDED_A_AT = 4, RECORDED_X_AT = 8, RECORDED_Y_AT = 12, RECORDED_Z_AT = 16, RECORDED_TIME_AT = 24;
540
+ function drainSource(events, count) {
541
+ if (count === 0 || events.length < (32)) return "touch";
542
+ let type = events[(0)];
543
+ return type === (10) ? "tilt" : type === (0) || type === (1) || type === (5) || type === (6) || type === (7) ? "key" : "touch";
544
+ }
545
+ var ACTION_BUTTON = 0, ACTION_AXIS = 1, BIND_KEY = 0, BIND_POINTER = 1, BIND_GAMEPAD_BUTTON = 2, BIND_VIRTUAL = 3, BIND_KEYS_AXIS = 4, BIND_GAMEPAD_AXIS = 5, BIND_VIRTUAL_AXIS = 6, EVENT_KEY_DOWN = 0, EVENT_KEY_UP = 1, EVENT_POINTER_DOWN = 2, EVENT_POINTER_MOVE = 3, EVENT_POINTER_UP = 4, EVENT_GAMEPAD_BUTTON = 5, EVENT_GAMEPAD_AXIS = 6, EVENT_VIRTUAL = 7, EVENT_WHEEL = 8, EVENT_MOTION = 9, EVENT_ORIENTATION = 10, EVENT_WHEEL_AT = 11, EVENT_LOOK = 12, EVENT_DEVICE = 13, InputDevice = { none: 0, keyboard: 1, pointer: 2, gamepad: 3 }, GAMEPAD_ACTIVITY = 0.5, STAGE_X = 0, STAGE_Y = 1, STAGE_Z = 2, STAGE_TIME = 3, STAGE_WORDS = 4, NO_POINTER = -1, BUTTON_THRESHOLD = 0.5, TAP_MAX_DISTANCE_FACTOR = 0.5, PRIMARY_BUTTONS = 1, MIN_PINCH_DISTANCE = 1e-6, DEFAULT_LONG_PRESS_MS = 500, LONG_PRESS_SLOP_FACTOR = 0.5, PINCH_POINTERS = 2, SwipeGesture = class {
546
+ constructor() {
547
+ this.ready = false;
548
+ this.startX = 0;
549
+ this.startY = 0;
550
+ this.endX = 0;
551
+ this.endY = 0;
552
+ this.deltaX = 0;
553
+ this.deltaY = 0;
554
+ this.distance = 0;
555
+ this.durationMs = 0;
556
+ this.velocityX = 0;
557
+ this.velocityY = 0;
558
+ this.curl = 0;
559
+ }
560
+ }, TapGesture = class {
561
+ constructor() {
562
+ this.ready = false;
563
+ this.x = 0;
564
+ this.y = 0;
565
+ }
566
+ }, PointerState = class {
567
+ constructor() {
568
+ this.active = false;
569
+ this.down = false;
570
+ this.x = 0;
571
+ this.y = 0;
572
+ this.buttons = 0;
573
+ this.count = 0;
574
+ }
575
+ }, PinchGesture = class {
576
+ constructor() {
577
+ this.active = false;
578
+ this.scale = 1;
579
+ this.totalScale = 1;
580
+ this.centerX = 0;
581
+ this.centerY = 0;
582
+ this.panX = 0;
583
+ this.panY = 0;
584
+ this.rotation = 0;
585
+ this.distance = 0;
586
+ }
587
+ }, WheelState = class {
588
+ constructor() {
589
+ this.deltaX = 0;
590
+ this.deltaY = 0;
591
+ this.deltaZ = 0;
592
+ this.x = 0;
593
+ this.y = 0;
594
+ }
595
+ }, PointerDelta = class {
596
+ constructor() {
597
+ this.x = 0;
598
+ this.y = 0;
599
+ }
600
+ }, FrameInput = class {
601
+ constructor() {
602
+ this.drag = new PointerDelta();
603
+ this.motion = new PointerDelta();
604
+ this.wheel = new WheelState();
605
+ this.pinch = new PinchGesture();
606
+ this.pressed = false;
607
+ this.released = false;
608
+ this.releasedButtons = 0;
609
+ this.pressX = 0;
610
+ this.pressY = 0;
611
+ }
612
+ dragging(pointer) {
613
+ return (pointer.down || this.released) && pointer.count <= 1;
614
+ }
615
+ dragButtons(pointer) {
616
+ return pointer.down ? pointer.buttons : this.releasedButtons;
617
+ }
618
+ begin() {
619
+ this.drag.x = 0, this.drag.y = 0, this.motion.x = 0, this.motion.y = 0, this.wheel.deltaX = 0, this.wheel.deltaY = 0, this.wheel.deltaZ = 0, this.pinch.active = false, this.pinch.scale = 1, this.pinch.panX = 0, this.pinch.panY = 0, this.pinch.rotation = 0, this.pressed = false, this.released = false, this.releasedButtons = 0;
620
+ }
621
+ }, LongPressGesture = class {
622
+ constructor() {
623
+ this.ready = false;
624
+ this.x = 0;
625
+ this.y = 0;
626
+ this.durationMs = 0;
627
+ }
628
+ }, OrientationState = class {
629
+ constructor() {
630
+ this.available = false;
631
+ this.alpha = 0;
632
+ this.beta = 0;
633
+ this.gamma = 0;
634
+ }
635
+ };
636
+ settleDoubleFields(new SwipeGesture(), [
637
+ "startX",
638
+ "startY",
639
+ "endX",
640
+ "endY",
641
+ "deltaX",
642
+ "deltaY",
643
+ "distance",
644
+ "durationMs",
645
+ "velocityX",
646
+ "velocityY",
647
+ "curl"
648
+ ]);
649
+ settleDoubleFields(new TapGesture(), ["x", "y"]);
650
+ settleDoubleFields(new PointerState(), ["x", "y"]);
651
+ settleDoubleFields(new PinchGesture(), ["scale", "totalScale", "centerX", "centerY", "panX", "panY", "rotation", "distance"]);
652
+ settleDoubleFields(new WheelState(), ["deltaX", "deltaY", "deltaZ", "x", "y"]);
653
+ settleDoubleFields(new PointerDelta(), ["x", "y"]);
654
+ settleDoubleFields(new FrameInput(), ["pressX", "pressY"]);
655
+ settleDoubleFields(new LongPressGesture(), ["x", "y", "durationMs"]);
656
+ settleDoubleFields(new OrientationState(), ["alpha", "beta", "gamma"]);
657
+ var InputActions = class {
658
+ constructor(options = {}) {
659
+ this.swipe = new SwipeGesture();
660
+ this.tap = new TapGesture();
661
+ this.pointer = new PointerState();
662
+ this.pinch = new PinchGesture();
663
+ this.wheel = new WheelState();
664
+ this.drag = new PointerDelta();
665
+ this.motion = new PointerDelta();
666
+ this.look = new PointerDelta();
667
+ this.frame = new FrameInput();
668
+ this.longPress = new LongPressGesture();
669
+ this.orientation = new OrientationState();
670
+ this.pendingSwipe = new SwipeGesture();
671
+ this.pendingTap = new TapGesture();
672
+ this.pendingPinch = new PinchGesture();
673
+ this.pendingWheel = new WheelState();
674
+ this.pendingDrag = new PointerDelta();
675
+ this.pendingMotion = new PointerDelta();
676
+ this.pendingLongPress = new LongPressGesture();
677
+ this.pointerX = new Float32Array(10);
678
+ this.pointerY = new Float32Array(10);
679
+ this.pointerButtons = new Int32Array(10);
680
+ this.pointerOrder = new Float64Array(10);
681
+ this.pointerSerial = 0;
682
+ this.pinchA = (-1);
683
+ this.pinchB = (-1);
684
+ this.pinchDistance = 0;
685
+ this.pinchAngle = 0;
686
+ this.pinchCenterX = 0;
687
+ this.pinchCenterY = 0;
688
+ this.multiTouch = false;
689
+ this.longPressFired = false;
690
+ this.longPressMoved = false;
691
+ this.lastEventTime = 0;
692
+ this.lastDevice = InputDevice.none;
693
+ this.lastDeviceTime = 0;
694
+ this.frameNow = 0;
695
+ this.pointerFilter = null;
696
+ this.stage = new Float64Array((4));
697
+ this.pointerStage = new Float64Array((4));
698
+ this.actionNames = /* @__PURE__ */ new Map();
699
+ this.actionCount = 0;
700
+ this.actionKind = new Uint8Array(128);
701
+ this.actionValue = new Float32Array(128);
702
+ this.bindingOut = new Float64Array(1);
703
+ this.actionDown = new Uint8Array(128);
704
+ this.pressedLatch = new Uint8Array(128);
705
+ this.releasedLatch = new Uint8Array(128);
706
+ this.justPressedStep = new Uint8Array(128);
707
+ this.justReleasedStep = new Uint8Array(128);
708
+ this.bindingCount = 0;
709
+ this.bindAction = new Uint16Array(512);
710
+ this.bindKind = new Uint8Array(512);
711
+ this.bindA = new Int32Array(512);
712
+ this.bindB = new Int32Array(512);
713
+ this.bindParam = new Float32Array(512);
714
+ this.bindInvert = new Uint8Array(512);
715
+ this.keySlots = /* @__PURE__ */ new Map();
716
+ this.keyDown = new Uint8Array(256);
717
+ this.virtualSlots = /* @__PURE__ */ new Map();
718
+ this.virtualValue = new Float32Array(256);
719
+ this.virtualButtons = new Uint16Array(256);
720
+ this.gamepadButtons = new Float32Array(32);
721
+ this.gamepadAxes = new Float32Array(16);
722
+ this.pointerIds = new Int32Array(10).fill((-1));
723
+ this.primaryPointer = (-1);
724
+ this.pointerDownCount = 0;
725
+ this.gestureStartX = 0;
726
+ this.gestureStartY = 0;
727
+ this.gestureStartTime = 0;
728
+ this.sampleX = new Float32Array(64);
729
+ this.sampleY = new Float32Array(64);
730
+ this.sampleCount = 0;
731
+ this.eventType = new Uint8Array(512);
732
+ this.eventA = new Int32Array(512);
733
+ this.eventX = new Float32Array(512);
734
+ this.eventY = new Float32Array(512);
735
+ this.eventZ = new Float32Array(512);
736
+ this.eventTime = new Float64Array(512);
737
+ this.eventHead = 0;
738
+ this.eventCount = 0;
739
+ this.droppedEvents = 0;
740
+ this.unlockListener = null;
741
+ this.inputTap = null;
742
+ this.tapBytes = null;
743
+ this.tapView = null;
744
+ this.replayView = null;
745
+ this.swipeMinDistance = options.swipeMinDistance ?? 0.04, this.swipeMaxDurationMs = options.swipeMaxDurationMs ?? 800, this.longPressMs = options.longPressMs ?? (500);
746
+ }
747
+ pointerCount() {
748
+ return this.pointerDownCount;
749
+ }
750
+ pointerAt(index, out, offset = 0) {
751
+ let seen = 0;
752
+ for (let i = 0; i < 10; i++)
753
+ if (this.pointerIds[i] !== (-1)) {
754
+ if (seen === index)
755
+ return out[offset] = this.pointerX[i], out[offset + 1] = this.pointerY[i], true;
756
+ seen++;
757
+ }
758
+ return false;
759
+ }
760
+ get dropped() {
761
+ return this.droppedEvents;
762
+ }
763
+ onFirstGesture(listener) {
764
+ this.unlockListener = listener;
765
+ }
766
+ defineButton(name, bindings) {
767
+ let action = this.defineAction(name, (0));
768
+ for (let binding of bindings)
769
+ switch (binding.device) {
770
+ case "key":
771
+ this.bind(action, (0), this.keySlot(binding.code), 0, 0, false);
772
+ break;
773
+ case "pointer":
774
+ this.bind(action, (1), 0, 0, 0, false);
775
+ break;
776
+ case "gamepad":
777
+ this.bind(
778
+ action,
779
+ (2),
780
+ this.checkIndex(binding.button, 32),
781
+ 0,
782
+ binding.threshold ?? (0.5),
783
+ false
784
+ );
785
+ break;
786
+ case "virtual": {
787
+ let slot = this.virtualSlot(binding.control);
788
+ this.bind(action, (3), slot, 0, (0.5), false), this.virtualButtons[slot]++;
789
+ break;
790
+ }
791
+ }
792
+ return action;
793
+ }
794
+ defineAxis(name, bindings) {
795
+ let action = this.defineAction(name, (1));
796
+ for (let binding of bindings)
797
+ switch (binding.device) {
798
+ case "keys":
799
+ this.bind(
800
+ action,
801
+ (4),
802
+ this.keySlot(binding.negative),
803
+ this.keySlot(binding.positive),
804
+ 0,
805
+ false
806
+ );
807
+ break;
808
+ case "gamepad":
809
+ this.bind(
810
+ action,
811
+ (5),
812
+ this.checkIndex(binding.axis, 16),
813
+ 0,
814
+ binding.deadzone ?? 0.15,
815
+ binding.invert === true
816
+ );
817
+ break;
818
+ case "virtual":
819
+ this.bind(
820
+ action,
821
+ (6),
822
+ this.virtualSlot(binding.control),
823
+ 0,
824
+ 0,
825
+ binding.invert === true
826
+ );
827
+ break;
828
+ }
829
+ return action;
830
+ }
831
+ hasAction(name) {
832
+ return this.actionNames.has(name);
833
+ }
834
+ axisAction(name, negative, positive) {
835
+ let existing = this.actionNames.get(name);
836
+ if (existing !== void 0) return existing;
837
+ let bindings = [], n = Math.min(negative.length, positive.length);
838
+ for (let i = 0; i < n; i++) bindings.push({ device: "keys", negative: negative[i], positive: positive[i] });
839
+ return this.defineAxis(name, bindings);
840
+ }
841
+ action(name) {
842
+ let id = this.actionNames.get(name);
843
+ if (id === void 0) throw new GameError("invalid_argument", `unknown action ${name}`);
844
+ return id;
845
+ }
846
+ pressed(action) {
847
+ return this.actionDown[action] === 1;
848
+ }
849
+ justPressed(action) {
850
+ return this.justPressedStep[action] === 1;
851
+ }
852
+ justReleased(action) {
853
+ return this.justReleasedStep[action] === 1;
854
+ }
855
+ value(action) {
856
+ return this.actionValue[action];
857
+ }
858
+ valueInto(action, out, index) {
859
+ out[index] = this.actionValue[action];
860
+ }
861
+ keyEvent(code, down, timeMs) {
862
+ let slot = this.keySlots.get(code);
863
+ slot !== void 0 && this.push(down ? (0) : (1), slot, 0, 0, timeMs);
864
+ }
865
+ pointerStaged(phase, id, buttons = (1)) {
866
+ let stage = this.stage, filter = this.pointerFilter;
867
+ if (filter !== null) {
868
+ let pointer = this.pointerStage;
869
+ if (pointer[(0)] = stage[(0)], pointer[(1)] = stage[(1)], pointer[(3)] = stage[(3)], filter.filterPointer(phase, id, pointer)) {
870
+ if (phase === "down") {
871
+ stage[(3)] = pointer[(3)], this.pushStaged((13), InputDevice.pointer);
872
+ return;
873
+ }
874
+ stage[(0)] = 0, stage[(1)] = 0;
875
+ return;
876
+ }
877
+ }
878
+ stage[(2)] = buttons, this.pushStaged(phase === "down" ? (2) : phase === "move" ? (3) : (4), id);
879
+ }
880
+ setPointerFilter(filter) {
881
+ this.pointerFilter = filter;
882
+ }
883
+ pointerEvent(phase, id, x, y, timeMs, buttons = (1)) {
884
+ let filter = this.pointerFilter;
885
+ if (filter !== null) {
886
+ let pointer = this.pointerStage;
887
+ if (pointer[(0)] = x, pointer[(1)] = y, pointer[(3)] = timeMs, filter.filterPointer(phase, id, pointer)) {
888
+ phase === "down" && this.push((13), InputDevice.pointer, 0, 0, timeMs);
889
+ return;
890
+ }
891
+ }
892
+ let type = phase === "down" ? (2) : phase === "move" ? (3) : (4);
893
+ this.push(type, id, x, y, timeMs, buttons);
894
+ }
895
+ wheelEvent(deltaX, deltaY, deltaZ, x, y, timeMs) {
896
+ this.push((11), 0, x, y, timeMs), this.push((8), 0, deltaX, deltaY, timeMs, deltaZ);
897
+ }
898
+ motionEvent(movementX, movementY, timeMs) {
899
+ this.push((9), 0, movementX, movementY, timeMs);
900
+ }
901
+ orientationEvent(alpha, beta, gamma, timeMs) {
902
+ this.push((10), 0, alpha, beta, timeMs, gamma);
903
+ }
904
+ gamepadButtonEvent(button, value, timeMs) {
905
+ button < 0 || button >= 32 || this.push((5), button, value, 0, timeMs);
906
+ }
907
+ gamepadAxisEvent(axis, value, timeMs) {
908
+ axis < 0 || axis >= 16 || this.push((6), axis, value, 0, timeMs);
909
+ }
910
+ virtualEvent(control, value, timeMs) {
911
+ let slot = this.virtualSlots.get(control);
912
+ slot !== void 0 && this.push((7), slot, value, 0, timeMs);
913
+ }
914
+ virtualControl(control) {
915
+ return this.virtualSlot(control);
916
+ }
917
+ virtualSlotEvent(slot, value, timeMs) {
918
+ let stage = this.stage;
919
+ stage[(0)] = value, stage[(3)] = timeMs, this.virtualStaged(slot);
920
+ }
921
+ virtualStaged(slot) {
922
+ slot < 0 || slot >= 256 || this.pushStaged((7), slot);
923
+ }
924
+ lookEvent(dx, dy, timeMs) {
925
+ let stage = this.stage;
926
+ stage[(0)] = dx, stage[(1)] = dy, stage[(3)] = timeMs, this.lookStaged();
927
+ }
928
+ lookStaged() {
929
+ this.pushStaged((12), 0);
930
+ }
931
+ deviceStaged(device) {
932
+ this.pushStaged((13), device);
933
+ }
934
+ deviceEvent(device, timeMs) {
935
+ this.stage[(3)] = timeMs, this.deviceStaged(device);
936
+ }
937
+ get device() {
938
+ return this.lastDevice;
939
+ }
940
+ get deviceTimeMs() {
941
+ return this.lastDeviceTime;
942
+ }
943
+ processEvents(nowMs = this.lastEventTime) {
944
+ this.frameNow = nowMs, this.drain();
945
+ }
946
+ processEventsFrom(clock2, slot) {
947
+ this.frameNow = clock2[slot], this.drain();
948
+ }
949
+ /** Starts or stops hearing every drain, for recording a play; preallocates the packing buffer once. */
950
+ setTap(tap) {
951
+ this.inputTap = tap, tap !== null && this.tapBytes === null && (this.tapBytes = new Uint8Array(512 * (32)), this.tapView = new DataView(this.tapBytes.buffer));
952
+ }
953
+ /** Applies a recorded drain exactly as it first happened: its events in order, then the drain at its frame time. */
954
+ replay(nowMs, events, count) {
955
+ if (events !== null) {
956
+ (this.replayView === null || this.replayView.buffer !== events.buffer) && (this.replayView = new DataView(events.buffer));
957
+ let view2 = this.replayView;
958
+ for (let i = 0; i < count; i++) {
959
+ let at = events.byteOffset + i * (32);
960
+ this.push(
961
+ view2.getUint32(at + (0), true),
962
+ view2.getInt32(at + (4), true),
963
+ view2.getFloat32(at + (8), true),
964
+ view2.getFloat32(at + (12), true),
965
+ view2.getFloat64(at + (24), true),
966
+ view2.getFloat32(at + (16), true)
967
+ );
968
+ }
969
+ }
970
+ this.frameNow = nowMs, this.drain();
971
+ }
972
+ record() {
973
+ let tap = this.inputTap, view2 = this.tapView, bytes = this.tapBytes;
974
+ if (tap === null || view2 === null || bytes === null) return;
975
+ let index = this.eventHead;
976
+ for (let i = 0; i < this.eventCount; i++) {
977
+ let at = i * (32);
978
+ view2.setUint32(at + (0), this.eventType[index], true), view2.setInt32(at + (4), this.eventA[index], true), view2.setFloat32(at + (8), this.eventX[index], true), view2.setFloat32(at + (12), this.eventY[index], true), view2.setFloat32(at + (16), this.eventZ[index], true), view2.setFloat64(at + (24), this.eventTime[index], true), index = (index + 1) % 512;
979
+ }
980
+ tap.drained(this.frameNow, bytes.subarray(0, this.eventCount * (32)), this.eventCount);
981
+ }
982
+ drain() {
983
+ this.inputTap !== null && this.record(), this.look.x = 0, this.look.y = 0, this.frame.begin();
984
+ let index = this.eventHead;
985
+ for (let i = 0; i < this.eventCount; i++)
986
+ this.apply(index), index = (index + 1) % 512;
987
+ this.eventHead = index, this.eventCount = 0, this.trackPinch(), this.detectLongPress(), this.evaluate();
988
+ }
989
+ beginStep() {
990
+ for (let a = 0; a < this.actionCount; a++)
991
+ this.justPressedStep[a] = this.pressedLatch[a], this.justReleasedStep[a] = this.releasedLatch[a], this.pressedLatch[a] = 0, this.releasedLatch[a] = 0;
992
+ copySwipe(this.swipe, this.pendingSwipe), this.pendingSwipe.ready = false, this.tap.ready = this.pendingTap.ready, this.tap.x = this.pendingTap.x, this.tap.y = this.pendingTap.y, this.pendingTap.ready = false, publishPinch(this.pinch, this.pendingPinch);
993
+ let w = this.pendingWheel;
994
+ this.wheel.deltaX = w.deltaX, this.wheel.deltaY = w.deltaY, this.wheel.deltaZ = w.deltaZ, this.wheel.x = w.x, this.wheel.y = w.y, w.deltaX = 0, w.deltaY = 0, w.deltaZ = 0, this.drag.x = this.pendingDrag.x, this.drag.y = this.pendingDrag.y, this.pendingDrag.x = 0, this.pendingDrag.y = 0, this.motion.x = this.pendingMotion.x, this.motion.y = this.pendingMotion.y, this.pendingMotion.x = 0, this.pendingMotion.y = 0;
995
+ let l = this.pendingLongPress;
996
+ this.longPress.ready = l.ready, this.longPress.x = l.x, this.longPress.y = l.y, this.longPress.durationMs = l.durationMs, l.ready = false;
997
+ }
998
+ trackPinch() {
999
+ let a = (-1), b = (-1);
1000
+ for (let i = 0; i < 10; i++)
1001
+ this.pointerIds[i] !== (-1) && (a === (-1) || this.pointerOrder[i] < this.pointerOrder[a] ? (b = a, a = i) : (b === (-1) || this.pointerOrder[i] < this.pointerOrder[b]) && (b = i));
1002
+ let p = this.pendingPinch;
1003
+ if (this.pointerDownCount < (2) || a === (-1) || b === (-1)) {
1004
+ p.active = false, this.pinchA = (-1), this.pinchB = (-1);
1005
+ return;
1006
+ }
1007
+ if (a > b) {
1008
+ let t = a;
1009
+ a = b, b = t;
1010
+ }
1011
+ let dx = this.pointerX[b] - this.pointerX[a], dy = this.pointerY[b] - this.pointerY[a], distance = Math.sqrt(dx * dx + dy * dy), angle = Math.atan2(dy, dx), cx = (this.pointerX[a] + this.pointerX[b]) * 0.5, cy = (this.pointerY[a] + this.pointerY[b]) * 0.5;
1012
+ if (a !== this.pinchA || b !== this.pinchB)
1013
+ this.pinchA = a, this.pinchB = b, p.active || (p.totalScale = 1);
1014
+ else if (this.pinchDistance > (1e-6) && distance > (1e-6)) {
1015
+ let ratio = distance / this.pinchDistance;
1016
+ p.scale *= ratio, p.totalScale *= ratio, p.panX += cx - this.pinchCenterX, p.panY += cy - this.pinchCenterY;
1017
+ let turn = angle - this.pinchAngle;
1018
+ turn > Math.PI ? turn -= Math.PI * 2 : turn < -Math.PI && (turn += Math.PI * 2), p.rotation += turn;
1019
+ let f = this.frame.pinch;
1020
+ f.scale *= ratio, f.panX += cx - this.pinchCenterX, f.panY += cy - this.pinchCenterY, f.rotation += turn;
1021
+ }
1022
+ p.active = true, this.frame.pinch.active = true, this.frame.pinch.totalScale = p.totalScale, this.frame.pinch.centerX = cx, this.frame.pinch.centerY = cy, this.frame.pinch.distance = distance, p.centerX = cx, p.centerY = cy, p.distance = distance, this.pinchDistance = distance, this.pinchAngle = angle, this.pinchCenterX = cx, this.pinchCenterY = cy;
1023
+ }
1024
+ detectLongPress() {
1025
+ if (this.primaryPointer === (-1) || this.longPressFired || this.longPressMoved || this.multiTouch) return;
1026
+ let held = (this.frameNow > this.lastEventTime ? this.frameNow : this.lastEventTime) - this.gestureStartTime;
1027
+ if (held < this.longPressMs) return;
1028
+ this.longPressFired = true;
1029
+ let l = this.pendingLongPress;
1030
+ l.ready = true, l.x = this.gestureStartX, l.y = this.gestureStartY, l.durationMs = held;
1031
+ }
1032
+ defineAction(name, kind) {
1033
+ if (this.actionNames.has(name)) throw new GameError("invalid_argument", `action ${name} exists`);
1034
+ if (this.actionCount >= 128)
1035
+ throw new GameError("capacity_exceeded", `at most ${128} actions`);
1036
+ let id = this.actionCount++;
1037
+ return this.actionKind[id] = kind, this.actionNames.set(name, id), id;
1038
+ }
1039
+ bind(action, kind, a, b, param, invert) {
1040
+ if (this.bindingCount >= 512)
1041
+ throw new GameError("capacity_exceeded", `at most ${512} bindings`);
1042
+ let i = this.bindingCount++;
1043
+ this.bindAction[i] = action, this.bindKind[i] = kind, this.bindA[i] = a, this.bindB[i] = b, this.bindParam[i] = param, this.bindInvert[i] = invert ? 1 : 0;
1044
+ }
1045
+ keySlot(code) {
1046
+ return slotFor(this.keySlots, code);
1047
+ }
1048
+ virtualSlot(control) {
1049
+ return slotFor(this.virtualSlots, control);
1050
+ }
1051
+ checkIndex(index, limit) {
1052
+ if (index < 0 || index >= limit) throw new GameError("invalid_argument", `index ${index} out of range`);
1053
+ return index;
1054
+ }
1055
+ pushStaged(type, a) {
1056
+ if (this.eventCount >= 512) {
1057
+ this.droppedEvents++;
1058
+ return;
1059
+ }
1060
+ let index = (this.eventHead + this.eventCount) % 512, stage = this.stage;
1061
+ this.eventType[index] = type, this.eventA[index] = a, this.eventX[index] = stage[(0)], this.eventY[index] = stage[(1)], this.eventZ[index] = stage[(2)], this.eventTime[index] = stage[(3)], stage[(0)] = 0, stage[(1)] = 0, stage[(2)] = 0, this.eventCount++;
1062
+ }
1063
+ push(type, a, x, y, timeMs, z = 0) {
1064
+ if (this.eventCount >= 512) {
1065
+ this.droppedEvents++;
1066
+ return;
1067
+ }
1068
+ let index = (this.eventHead + this.eventCount) % 512;
1069
+ this.eventType[index] = type, this.eventA[index] = a, this.eventX[index] = x, this.eventY[index] = y, this.eventZ[index] = z, this.eventTime[index] = timeMs, this.eventCount++;
1070
+ }
1071
+ apply(index) {
1072
+ let a = this.eventA[index], x = this.eventX[index], y = this.eventY[index], z = this.eventZ[index], time = this.eventTime[index];
1073
+ time > this.lastEventTime && (this.lastEventTime = time);
1074
+ let device = InputDevice.none;
1075
+ switch (this.eventType[index]) {
1076
+ case (8):
1077
+ this.pendingWheel.deltaX += x, this.pendingWheel.deltaY += y, this.pendingWheel.deltaZ += z, this.frame.wheel.deltaX += x, this.frame.wheel.deltaY += y, this.frame.wheel.deltaZ += z, this.firstGesture();
1078
+ break;
1079
+ case (11):
1080
+ this.pendingWheel.x = x, this.pendingWheel.y = y, this.frame.wheel.x = x, this.frame.wheel.y = y;
1081
+ break;
1082
+ case (9):
1083
+ this.pendingMotion.x += x, this.pendingMotion.y += y, this.frame.motion.x += x, this.frame.motion.y += y;
1084
+ break;
1085
+ case (10):
1086
+ this.orientation.available = true, this.orientation.alpha = x, this.orientation.beta = y, this.orientation.gamma = z;
1087
+ break;
1088
+ case (12):
1089
+ this.look.x += x, this.look.y += y;
1090
+ break;
1091
+ case (13):
1092
+ device = a, this.firstGesture();
1093
+ break;
1094
+ case (0):
1095
+ this.keyDown[a] === 0 && this.latchSlot((0), a, true), this.keyDown[a] = 1, device = InputDevice.keyboard, this.firstGesture();
1096
+ break;
1097
+ case (1):
1098
+ this.keyDown[a] === 1 && this.latchSlot((0), a, false), this.keyDown[a] = 0;
1099
+ break;
1100
+ case (2):
1101
+ this.pointerDown(a, index), device = InputDevice.pointer, this.firstGesture();
1102
+ break;
1103
+ case (3):
1104
+ this.pointerMove(a, index);
1105
+ break;
1106
+ case (4):
1107
+ this.pointerUp(a, index);
1108
+ break;
1109
+ case (5):
1110
+ this.gamepadButtons[a] = x, x >= (0.5) && (device = InputDevice.gamepad), this.firstGesture();
1111
+ break;
1112
+ case (6):
1113
+ this.gamepadAxes[a] = x, (x >= (0.5) || x <= -(0.5)) && (device = InputDevice.gamepad);
1114
+ break;
1115
+ case (7):
1116
+ this.latchVirtual(a, index), this.virtualValue[a] = x, this.firstGesture();
1117
+ break;
1118
+ }
1119
+ device !== InputDevice.none && (this.lastDevice = device, this.lastDeviceTime = time);
1120
+ }
1121
+ latchVirtual(slot, index) {
1122
+ if (this.virtualButtons[slot] === 0) return;
1123
+ let before = this.virtualValue[slot], after = this.eventX[index];
1124
+ for (let i = 0; i < this.bindingCount; i++) {
1125
+ if (this.bindKind[i] !== (3) || this.bindA[i] !== slot) continue;
1126
+ let threshold = this.bindParam[i], action = this.bindAction[i];
1127
+ before < threshold && after >= threshold ? this.pressedLatch[action] = 1 : before >= threshold && after < threshold && (this.releasedLatch[action] = 1);
1128
+ }
1129
+ }
1130
+ firstGesture() {
1131
+ let listener = this.unlockListener;
1132
+ listener && (this.unlockListener = null, listener());
1133
+ }
1134
+ latchSlot(kind, slot, down) {
1135
+ for (let i = 0; i < this.bindingCount; i++) {
1136
+ if (this.bindKind[i] !== kind || this.bindA[i] !== slot) continue;
1137
+ let action = this.bindAction[i];
1138
+ down ? this.pressedLatch[action] = 1 : this.releasedLatch[action] = 1;
1139
+ }
1140
+ }
1141
+ pointerDown(id, index) {
1142
+ let x = this.eventX[index], y = this.eventY[index], buttons = this.eventZ[index], slot = this.pointerSlot(id);
1143
+ if (slot === (-1)) {
1144
+ if (slot = this.pointerSlot((-1)), slot === (-1)) return;
1145
+ this.pointerIds[slot] = id, this.pointerOrder[slot] = this.pointerSerial++, this.pointerDownCount++;
1146
+ }
1147
+ this.pointerX[slot] = x, this.pointerY[slot] = y, this.pointerButtons[slot] = buttons, this.pointer.count = this.pointerDownCount, this.pointerDownCount >= (2) && (this.multiTouch = true), this.primaryPointer === (-1) && (this.primaryPointer = id, this.gestureStartX = x, this.gestureStartY = y, this.gestureStartTime = this.eventTime[index], this.multiTouch = this.pointerDownCount >= (2), this.longPressFired = false, this.longPressMoved = false, this.sampleCount = 0, this.recordSample(index), this.pointer.active = true, this.pointer.down = true, this.pointer.x = x, this.pointer.y = y, this.pointer.buttons = buttons, this.frame.pressed = true, this.frame.pressX = x, this.frame.pressY = y, this.latchSlot((1), 0, true));
1148
+ }
1149
+ pointerMove(id, index) {
1150
+ let x = this.eventX[index], y = this.eventY[index], buttons = this.eventZ[index], slot = this.pointerSlot(id);
1151
+ if (slot !== (-1) && (this.pointerX[slot] = x, this.pointerY[slot] = y, this.pointerButtons[slot] = buttons), id !== this.primaryPointer) {
1152
+ this.primaryPointer === (-1) && (this.pointer.active = true, this.pointer.x = x, this.pointer.y = y);
1153
+ return;
1154
+ }
1155
+ this.pointerDownCount < (2) && this.addDrag(x - this.pointer.x, y - this.pointer.y), this.pointer.x = x, this.pointer.y = y, this.pointer.buttons = buttons;
1156
+ let sx = x - this.gestureStartX, sy = y - this.gestureStartY, slop = this.swipeMinDistance * (0.5);
1157
+ sx * sx + sy * sy > slop * slop && (this.longPressMoved = true), this.recordSample(index);
1158
+ }
1159
+ pointerUp(id, index) {
1160
+ let x = this.eventX[index], y = this.eventY[index], slot = this.pointerSlot(id);
1161
+ slot !== (-1) && (this.pointerIds[slot] = (-1), this.pointerButtons[slot] = 0, this.pointerDownCount--), this.pointer.count = this.pointerDownCount, id === this.primaryPointer && (this.primaryPointer = (-1), this.pointerDownCount < (2) - 1 && this.addDrag(x - this.pointer.x, y - this.pointer.y), this.frame.releasedButtons = this.pointer.buttons, this.pointer.down = false, this.pointer.buttons = 0, this.pointer.x = x, this.pointer.y = y, this.frame.released = true, this.recordSample(index), this.latchSlot((1), 0, false), !this.multiTouch && !this.longPressFired && this.recognize(index));
1162
+ }
1163
+ addDrag(dx, dy) {
1164
+ this.pendingDrag.x += dx, this.pendingDrag.y += dy, this.frame.drag.x += dx, this.frame.drag.y += dy;
1165
+ }
1166
+ pointerSlot(id) {
1167
+ for (let i = 0; i < 10; i++) if (this.pointerIds[i] === id) return i;
1168
+ return (-1);
1169
+ }
1170
+ recordSample(index) {
1171
+ let at = this.sampleCount >= 64 ? 63 : this.sampleCount++;
1172
+ this.sampleX[at] = this.eventX[index], this.sampleY[at] = this.eventY[index];
1173
+ }
1174
+ recognize(index) {
1175
+ let x = this.eventX[index], y = this.eventY[index], dx = x - this.gestureStartX, dy = y - this.gestureStartY, distance = (dx * dx + dy * dy) ** 0.5, scratch = this.bindingOut;
1176
+ scratch[0] = this.eventTime[index] - this.gestureStartTime, scratch[0] < 1 && (scratch[0] = 1);
1177
+ let duration = scratch[0];
1178
+ if (distance >= this.swipeMinDistance && duration <= this.swipeMaxDurationMs) {
1179
+ let s = this.pendingSwipe;
1180
+ s.ready = true, s.startX = this.gestureStartX, s.startY = this.gestureStartY, s.endX = x, s.endY = y, s.deltaX = dx, s.deltaY = dy, s.distance = distance, s.durationMs = duration, s.velocityX = dx / duration, s.velocityY = dy / duration, this.curlInto(s);
1181
+ return;
1182
+ }
1183
+ distance < this.swipeMinDistance * (0.5) && (this.pendingTap.ready = true, this.pendingTap.x = x, this.pendingTap.y = y);
1184
+ }
1185
+ curlInto(s) {
1186
+ let distance = s.distance, extreme = this.bindingOut;
1187
+ extreme[0] = 0;
1188
+ let nx = -s.deltaY / distance, ny = s.deltaX / distance;
1189
+ for (let i = 0; i < this.sampleCount; i++) {
1190
+ let d = (this.sampleX[i] - this.gestureStartX) * nx + (this.sampleY[i] - this.gestureStartY) * ny;
1191
+ Math.abs(d) > Math.abs(extreme[0]) && (extreme[0] = d);
1192
+ }
1193
+ s.curl = extreme[0] / distance;
1194
+ }
1195
+ evaluate() {
1196
+ let values = this.actionValue;
1197
+ for (let a = 0; a < this.actionCount; a++) values[a] = 0;
1198
+ let out = this.bindingOut;
1199
+ for (let i = 0; i < this.bindingCount; i++) {
1200
+ let action = this.bindAction[i];
1201
+ this.bindingValue(i, out);
1202
+ let v = out[0], current = values[action];
1203
+ Math.abs(v) > Math.abs(current) && (values[action] = v);
1204
+ }
1205
+ for (let a = 0; a < this.actionCount; a++) {
1206
+ if (this.actionKind[a] !== (0)) continue;
1207
+ let down = values[a] >= (0.5) ? 1 : 0;
1208
+ down === 1 && this.actionDown[a] === 0 && (this.pressedLatch[a] = 1), down === 0 && this.actionDown[a] === 1 && (this.releasedLatch[a] = 1), this.actionDown[a] = down;
1209
+ }
1210
+ }
1211
+ bindingValue(i, out) {
1212
+ let a = this.bindA[i], v = 0;
1213
+ switch (this.bindKind[i]) {
1214
+ case (0):
1215
+ v = this.keyDown[a];
1216
+ break;
1217
+ case (1):
1218
+ v = this.pointerDownCount > 0 ? 1 : 0;
1219
+ break;
1220
+ case (2):
1221
+ v = this.gamepadButtons[a] >= this.bindParam[i] ? 1 : 0;
1222
+ break;
1223
+ case (3):
1224
+ v = this.virtualValue[a] >= this.bindParam[i] ? 1 : 0;
1225
+ break;
1226
+ case (4):
1227
+ v = this.keyDown[this.bindB[i]] - this.keyDown[a];
1228
+ break;
1229
+ case (5): {
1230
+ let raw = this.gamepadAxes[a], dead = this.bindParam[i];
1231
+ v = (raw < 0 ? -raw : raw) < dead ? 0 : (raw - (raw > 0 ? 1 : raw < 0 ? -1 : raw) * dead) / (1 - dead);
1232
+ break;
1233
+ }
1234
+ case (6):
1235
+ v = this.virtualValue[a];
1236
+ break;
1237
+ }
1238
+ out[0] = this.bindInvert[i] === 1 ? -v : v;
1239
+ }
1240
+ };
1241
+ function slotFor(map, name) {
1242
+ let existing = map.get(name);
1243
+ if (existing !== void 0) return existing;
1244
+ if (map.size >= 256)
1245
+ throw new GameError("capacity_exceeded", `at most ${256} input slots`);
1246
+ let slot = map.size;
1247
+ return map.set(name, slot), slot;
1248
+ }
1249
+ function publishPinch(out, from) {
1250
+ out.active = from.active, out.scale = from.scale, out.totalScale = from.totalScale, out.centerX = from.centerX, out.centerY = from.centerY, out.panX = from.panX, out.panY = from.panY, out.rotation = from.rotation, out.distance = from.distance, from.scale = 1, from.panX = 0, from.panY = 0, from.rotation = 0;
1251
+ }
1252
+ function copySwipe(out, from) {
1253
+ out.ready = from.ready, out.startX = from.startX, out.startY = from.startY, out.endX = from.endX, out.endY = from.endY, out.deltaX = from.deltaX, out.deltaY = from.deltaY, out.distance = from.distance, out.durationMs = from.durationMs, out.velocityX = from.velocityX, out.velocityY = from.velocityY, out.curl = from.curl;
1254
+ }
1255
+
1256
+ // src/game/softbody/softbody.ts
1257
+ var SOFT_DEFAULTS = {
1258
+ stretch: 1e-6,
1259
+ bend: 1e-4,
1260
+ volume: 0,
1261
+ damping: 0.5,
1262
+ gravity: { x: 0, y: -9.81, z: 0 },
1263
+ substeps: 10,
1264
+ radius: 0.01,
1265
+ friction: 0.3,
1266
+ contraction: 0.3,
1267
+ density: 1e3,
1268
+ ropeMass: 0.02
1269
+ }, MAX_SUBSTEPS = 32;
1270
+ function writeSoftOptions(f, r, options) {
1271
+ let substeps = options.substeps ?? SOFT_DEFAULTS.substeps;
1272
+ if (!Number.isInteger(substeps) || substeps < 1 || substeps > (32))
1273
+ throw new GameError("invalid_argument", `soft body substeps must be a whole number from 1 to ${(32)}`);
1274
+ let gravity = options.gravity ?? SOFT_DEFAULTS.gravity;
1275
+ f[SOFT_STRETCH] = options.stretch ?? SOFT_DEFAULTS.stretch, f[SOFT_BEND] = options.bend ?? SOFT_DEFAULTS.bend, f[SOFT_VOLUME] = options.volume ?? SOFT_DEFAULTS.volume, f[SOFT_DAMPING] = options.damping ?? SOFT_DEFAULTS.damping, f[SOFT_GRAVITY] = gravity.x, f[SOFT_GRAVITY + 1] = gravity.y, f[SOFT_GRAVITY + 2] = gravity.z, r[SOFT_SUBSTEPS] = substeps, f[SOFT_RADIUS] = options.radius ?? SOFT_DEFAULTS.radius, f[SOFT_FRICTION] = options.friction ?? SOFT_DEFAULTS.friction, f[SOFT_CONTRACTION] = options.contraction ?? SOFT_DEFAULTS.contraction, f[SOFT_YIELD] = options.plastic?.yieldStrain ?? 0, f[SOFT_CREEP] = options.plastic ? options.plastic.creep ?? 1 : 0, f[SOFT_LIMIT] = options.plastic ? options.plastic.limit ?? 0.5 : 0, f[SOFT_FIBRE] = options.fibre?.x ?? 0, f[SOFT_FIBRE + 1] = options.fibre?.y ?? 0, f[SOFT_FIBRE + 2] = options.fibre?.z ?? 0;
1276
+ }
1277
+ function packSoftCollider(out, at, collider) {
1278
+ out.fill(0, at, at + SOFT_COLLIDER_FLOATS);
1279
+ let put = (k, v) => {
1280
+ out[at + k] = v.x, out[at + k + 1] = v.y, out[at + k + 2] = v.z;
1281
+ };
1282
+ if ("plane" in collider)
1283
+ out[at] = SOFT_COLLIDER_PLANE, put(1, collider.plane.normal), out[at + 7] = collider.plane.offset;
1284
+ else if ("sphere" in collider)
1285
+ out[at] = SOFT_COLLIDER_SPHERE, put(1, collider.sphere.center), out[at + 7] = collider.sphere.radius;
1286
+ else if ("capsule" in collider)
1287
+ out[at] = SOFT_COLLIDER_CAPSULE, put(1, collider.capsule.a), put(4, collider.capsule.b), out[at + 7] = collider.capsule.radius;
1288
+ else {
1289
+ out[at] = SOFT_COLLIDER_BOX, put(1, collider.box.center), put(4, collider.box.half);
1290
+ let q = collider.box.rotation ?? { x: 0, y: 0, z: 0, w: 1 };
1291
+ out[at + 8] = q.x, out[at + 9] = q.y, out[at + 10] = q.z, out[at + 11] = q.w;
1292
+ }
1293
+ }
1294
+ function packCrumple(options, low, high) {
1295
+ let d = new Float32Array(CRUMPLE_DESC_FLOATS), span = Math.max(high.x - low.x, high.y - low.y, high.z - low.z), cells = options.cells ?? [4, 2, 6];
1296
+ return d.set(cells, 0), d.set([low.x, low.y, low.z, high.x, high.y, high.z], 3), d[9] = options.threshold ?? 3, d[10] = options.crush ?? 0.02, d[11] = options.maxDepth ?? 0.35, d[12] = options.radius ?? span * 0.25, d[13] = options.stiffness ?? 1e-5, d;
1297
+ }
1298
+ var SoftBody = class {
1299
+ constructor(port, info, geometry) {
1300
+ this.port = port;
1301
+ this.info = info;
1302
+ this.disposed = false;
1303
+ this.particles = info.particles, this.skinned = info.skinned, this.tets = info.tets, this.geometry = geometry;
1304
+ }
1305
+ get id() {
1306
+ return this.info.id;
1307
+ }
1308
+ positions() {
1309
+ return this.port.positions(this.info.id, this.particles);
1310
+ }
1311
+ attach(geometry) {
1312
+ if (geometry !== null && this.skinned === 0) throw new GameError("invalid_argument", "this soft body has no embedded surface to draw");
1313
+ this.geometry = geometry;
1314
+ }
1315
+ setOptions(options) {
1316
+ writeSoftOptions(this.port.prepare(), this.port.registers, options), this.port.params(this.info.id);
1317
+ }
1318
+ setActivation(activation) {
1319
+ if (!(activation >= 0 && activation <= 1)) throw new GameError("invalid_argument", "muscle activation runs from 0 to 1");
1320
+ this.port.activate(this.info.id, activation);
1321
+ }
1322
+ setAnchors(anchors) {
1323
+ this.port.anchors(this.info.id, anchors);
1324
+ }
1325
+ push(offset, velocity) {
1326
+ this.port.move(this.info.id, [offset.x, offset.y, offset.z], [velocity.x, velocity.y, velocity.z]);
1327
+ }
1328
+ present() {
1329
+ return this.disposed || this.geometry === null ? 0 : this.port.present(this.info.id, this.geometry);
1330
+ }
1331
+ dispose() {
1332
+ this.disposed || (this.disposed = true, this.port.remove(this.info.id));
1333
+ }
1334
+ }, SoftBodies = class {
1335
+ constructor(port) {
1336
+ this.port = port;
1337
+ this.bodies = [];
1338
+ this.block = new Float32Array(SOFT_COLLIDER_FLOATS * SOFT_MAX_COLLIDERS);
1339
+ }
1340
+ create(shape, options = {}) {
1341
+ writeSoftOptions(this.port.prepare(), this.port.registers, options);
1342
+ let info;
1343
+ if ("lattice" in shape) {
1344
+ let l = shape.lattice;
1345
+ info = this.port.lattice(
1346
+ { cells: l.cells, size: [l.size.x, l.size.y, l.size.z], origin: [l.origin.x, l.origin.y, l.origin.z], density: l.density ?? SOFT_DEFAULTS.density },
1347
+ shape.surface ?? null
1348
+ );
1349
+ } else "rope" in shape ? info = this.port.rope(shape.rope.points, shape.rope.mass ?? SOFT_DEFAULTS.ropeMass, shape.rope.pinFirst ?? false) : info = this.port.asset(shape.asset);
1350
+ let body = new SoftBody(this.port, info, options.geometry ?? null);
1351
+ return this.bodies.push(body), body;
1352
+ }
1353
+ remove(body) {
1354
+ let index = this.bodies.indexOf(body);
1355
+ index >= 0 && this.bodies.splice(index, 1), body.dispose();
1356
+ }
1357
+ setColliders(colliders) {
1358
+ if (colliders.length > SOFT_MAX_COLLIDERS) throw new GameError("capacity_exceeded", `soft bodies collide with at most ${SOFT_MAX_COLLIDERS} shapes`);
1359
+ for (let i = 0; i < colliders.length; i++) packSoftCollider(this.block, i * SOFT_COLLIDER_FLOATS, colliders[i]);
1360
+ this.port.colliders(this.block, colliders.length);
1361
+ }
1362
+ couple(collider) {
1363
+ if (this.port.couple === void 0) throw new GameError("unsupported_feature", "soft bodies couple to rigid bodies only on the native engine (feature rigid_coupling_1)");
1364
+ return this.port.couple(collider);
1365
+ }
1366
+ uncouple(slot) {
1367
+ this.port.uncouple?.(slot);
1368
+ }
1369
+ get count() {
1370
+ return this.bodies.length;
1371
+ }
1372
+ step(seconds) {
1373
+ this.bodies.length > 0 && this.port.step(seconds);
1374
+ }
1375
+ present() {
1376
+ for (let i = 0; i < this.bodies.length; i++) this.bodies[i].present();
1377
+ }
1378
+ digest() {
1379
+ return this.port.digest();
1380
+ }
1381
+ dispose() {
1382
+ for (let body of this.bodies) body.dispose();
1383
+ this.bodies.length = 0, this.port.dispose();
1384
+ }
1385
+ };
1386
+ function crumpleDesc(vertices, options) {
1387
+ if (options === void 0) return null;
1388
+ let low = { x: 1 / 0, y: 1 / 0, z: 1 / 0 }, high = { x: -1 / 0, y: -1 / 0, z: -1 / 0 };
1389
+ for (let i = 0; i < vertices.length; i += 3)
1390
+ low.x = Math.min(low.x, vertices[i]), low.y = Math.min(low.y, vertices[i + 1]), low.z = Math.min(low.z, vertices[i + 2]), high.x = Math.max(high.x, vertices[i]), high.y = Math.max(high.y, vertices[i + 1]), high.z = Math.max(high.z, vertices[i + 2]);
1391
+ return packCrumple(options, low, high);
1392
+ }
1393
+
1394
+ // src/game/cloth/cloth.ts
1395
+ var CLOTH_DEFAULTS = {
1396
+ mass: 0.01,
1397
+ stretch: 1e-7,
1398
+ bend: 1e-4,
1399
+ tetherSlack: 0.05,
1400
+ damping: 0.5,
1401
+ gravity: { x: 0, y: -9.81, z: 0 },
1402
+ substeps: 8,
1403
+ thickness: 5e-3,
1404
+ friction: 0.2
1405
+ }, MAX_SUBSTEPS2 = 64, MIN_SIDE = 2, PINNING = { none: CLOTH_PIN_NONE, top: CLOTH_PIN_TOP_ROW, corners: CLOTH_PIN_TOP_CORNERS };
1406
+ function refuse(what) {
1407
+ throw new GameError("invalid_argument", `cloth ${what}`);
1408
+ }
1409
+ function nonNegative(value, what) {
1410
+ return Number.isFinite(value) && value >= 0 || refuse(`${what} must be finite and not negative`), value;
1411
+ }
1412
+ function finite(value, what) {
1413
+ return Number.isFinite(value) || refuse(`${what} must be finite`), value;
1414
+ }
1415
+ function writeClothOptions(f, r, options) {
1416
+ let substeps = options.substeps ?? CLOTH_DEFAULTS.substeps;
1417
+ (!Number.isInteger(substeps) || substeps < 1 || substeps > (64)) && refuse(`substeps must be a whole number from 1 to ${(64)}`);
1418
+ let mass = options.mass ?? CLOTH_DEFAULTS.mass;
1419
+ Number.isFinite(mass) && mass > 0 || refuse("mass must be positive");
1420
+ let friction = options.friction ?? CLOTH_DEFAULTS.friction;
1421
+ friction >= 0 && friction <= 1 || refuse("friction runs from 0 to 1");
1422
+ let gravity = options.gravity ?? CLOTH_DEFAULTS.gravity;
1423
+ f[CLOTH_MASS] = mass, f[CLOTH_STRETCH] = nonNegative(options.stretch ?? CLOTH_DEFAULTS.stretch, "stretch"), f[CLOTH_BEND] = nonNegative(options.bend ?? CLOTH_DEFAULTS.bend, "bend"), f[CLOTH_TETHER_SLACK] = nonNegative(options.tetherSlack ?? CLOTH_DEFAULTS.tetherSlack, "tetherSlack"), f[CLOTH_DAMPING] = nonNegative(options.damping ?? CLOTH_DEFAULTS.damping, "damping"), f[CLOTH_GRAVITY] = finite(gravity.x, "gravity"), f[CLOTH_GRAVITY + 1] = finite(gravity.y, "gravity"), f[CLOTH_GRAVITY + 2] = finite(gravity.z, "gravity"), r[CLOTH_SUBSTEPS] = substeps, f[CLOTH_THICKNESS] = nonNegative(options.thickness ?? CLOTH_DEFAULTS.thickness, "thickness"), f[CLOTH_FRICTION] = friction;
1424
+ }
1425
+ function writeClothGrid(f, r, grid) {
1426
+ let side = (n, what) => ((!Number.isInteger(n) || n < (2)) && refuse(`${what} must be a whole number of at least ${(2)}`), n);
1427
+ r[CLOTH_COLUMNS] = side(grid.columns, "columns"), r[CLOTH_ROWS] = side(grid.rows, "rows"), Number.isFinite(grid.spacing) && grid.spacing > 0 || refuse("spacing must be positive"), f[CLOTH_SPACING] = grid.spacing;
1428
+ let put = (at, v) => {
1429
+ f[at] = v === void 0 ? 0 : finite(v.x, "axes"), f[at + 1] = v === void 0 ? 0 : finite(v.y, "axes"), f[at + 2] = v === void 0 ? 0 : finite(v.z, "axes");
1430
+ };
1431
+ put(CLOTH_ORIGIN, grid.origin), put(CLOTH_ACROSS, grid.across), put(CLOTH_DOWN, grid.down), r[CLOTH_PIN] = PINNING[grid.pin ?? "top"];
1432
+ }
1433
+ function packClothCollider(out, at, collider) {
1434
+ out.fill(0, at, at + CLOTH_COLLIDER_FLOATS);
1435
+ let put = (k, v) => {
1436
+ out[at + k] = v.x, out[at + k + 1] = v.y, out[at + k + 2] = v.z;
1437
+ };
1438
+ "sphere" in collider ? (out[at] = CLOTH_COLLIDER_SPHERE, put(1, collider.sphere.center), out[at + 7] = collider.sphere.radius) : (out[at] = CLOTH_COLLIDER_CAPSULE, put(1, collider.capsule.a), put(4, collider.capsule.b), out[at + 7] = collider.capsule.radius);
1439
+ }
1440
+ var ClothSheet = class {
1441
+ constructor(port, info, geometry) {
1442
+ this.port = port;
1443
+ this.info = info;
1444
+ this.disposed = false;
1445
+ this.particles = info.particles, this.triangles = info.triangles, this.pins = info.pins, this.geometry = geometry;
1446
+ }
1447
+ get id() {
1448
+ return this.info.id;
1449
+ }
1450
+ get engineHost() {
1451
+ return this.port.engineHost ?? null;
1452
+ }
1453
+ positions() {
1454
+ return this.port.positions(this.info.id, this.particles);
1455
+ }
1456
+ attach(geometry) {
1457
+ this.geometry = geometry;
1458
+ }
1459
+ setOptions(options) {
1460
+ writeClothOptions(this.port.prepare(), this.port.registers, options), this.port.params(this.info.id);
1461
+ }
1462
+ setAnchors(anchors) {
1463
+ this.port.anchors(this.info.id, anchors);
1464
+ }
1465
+ present() {
1466
+ return this.disposed || this.geometry === null ? 0 : this.port.present(this.info.id, this.geometry);
1467
+ }
1468
+ dispose() {
1469
+ this.disposed || (this.disposed = true, this.port.remove(this.info.id));
1470
+ }
1471
+ }, Cloths = class {
1472
+ constructor(port) {
1473
+ this.port = port;
1474
+ this.sheets = [];
1475
+ this.block = new Float32Array(CLOTH_COLLIDER_FLOATS * CLOTH_MAX_COLLIDERS);
1476
+ }
1477
+ create(shape, options = {}) {
1478
+ let floats = this.port.prepare();
1479
+ writeClothOptions(floats, this.port.registers, options);
1480
+ let info;
1481
+ if ("grid" in shape) {
1482
+ writeClothGrid(floats, this.port.registers, shape.grid);
1483
+ let pins = shape.grid.pins;
1484
+ info = this.port.grid(pins === void 0 || pins.length === 0 ? null : Uint32Array.from(pins));
1485
+ } else
1486
+ info = this.port.mesh(shape.mesh.positions, shape.mesh.triangles, shape.mesh.pins ?? null);
1487
+ let sheet = new ClothSheet(this.port, info, options.geometry ?? null);
1488
+ return this.sheets.push(sheet), sheet;
1489
+ }
1490
+ remove(sheet) {
1491
+ let index = this.sheets.indexOf(sheet);
1492
+ index >= 0 && this.sheets.splice(index, 1), sheet.dispose();
1493
+ }
1494
+ setColliders(colliders) {
1495
+ if (colliders.length > CLOTH_MAX_COLLIDERS) throw new GameError("capacity_exceeded", `cloth collides with at most ${CLOTH_MAX_COLLIDERS} shapes`);
1496
+ for (let i = 0; i < colliders.length; i++) packClothCollider(this.block, i * CLOTH_COLLIDER_FLOATS, colliders[i]);
1497
+ this.port.colliders(this.block, colliders.length);
1498
+ }
1499
+ couple(collider) {
1500
+ if (this.port.couple === void 0) throw new GameError("unsupported_feature", "cloth couples to rigid bodies only on the native engine (feature rigid_coupling_1)");
1501
+ return this.port.couple(collider);
1502
+ }
1503
+ uncouple(slot) {
1504
+ this.port.uncouple?.(slot);
1505
+ }
1506
+ get count() {
1507
+ return this.sheets.length;
1508
+ }
1509
+ step(seconds) {
1510
+ this.sheets.length > 0 && this.port.step(seconds);
1511
+ }
1512
+ present() {
1513
+ for (let i = 0; i < this.sheets.length; i++) this.sheets[i].present();
1514
+ }
1515
+ digest() {
1516
+ return this.port.digest();
1517
+ }
1518
+ dispose() {
1519
+ for (let sheet of this.sheets) sheet.dispose();
1520
+ this.sheets.length = 0, this.port.dispose();
1521
+ }
1522
+ };
1523
+
1524
+ // src/game/prefetch/predict.ts
1525
+ var DEFAULT_HORIZONS = [1, 3, 8], DEFAULT_MAX_SPEED = 10, DEFAULT_SPREAD = 0.35, DEFAULT_MIN_SPREAD = 1.5, DEFAULT_TURN_PENALTY = 3, DEFAULT_PLAN_INTERVAL = 6, DEFAULT_PREFETCH_BUDGET = 24 * 1024 * 1024, DEFAULT_MAX_PENDING = 8, DEFAULT_MAX_SPECULATIVE = 2, DEFAULT_CANDIDATES = 1024, DEFAULT_TELEPORT = 50, DEFAULT_SMOOTHING = 0.3, IDLE_HORIZON_SCALE = 2, EntryState = { idle: 0, pending: 1, resident: 2, consumed: 3 }, LEVEL_SPAN = 16, TIME_SPAN = 1 << 20, ENTRY_SPAN = 1 << 24, MS = 1e3, EPSILON = 1e-9, NO_SLOT = -1, NO_CELL = -1, SCALE_SLOT = 7, S_PX = 0, S_PY = 1, S_PZ = 2, S_VX = 3, S_VY = 4, S_VZ = 5, S_SIGMA = 6, S_TOP = 7, S_STOP = 8, S_RADIUS = 9, S_LIMIT = 10, S_RELEASE = 11, S_SCALE = 12, S_KEY = 13, S_BYTES = 14, S_DT = 15, S_ELAPSED = 16, S_ARRIVED = 17, S_LAST = 18, S_RATE = 19, S_OWN_PENDING = 20, S_DEMAND = 21, SCRATCH = 22, RATE_SMOOTHING = 0.25, LOADED_SHARE = 0.5, DEFAULT_SATURATION_SECONDS = 2, LinkLoad = { free: 0, loaded: 1, saturated: 2 }, R_X = 0, R_Z = 1, R_VX = 2, R_VZ = 3, R_HORIZON = 4, R_OUT = 5, R_RANGE = 2, T_MAX_SPEED = 0, T_SPREAD = 1, T_MIN_SPREAD = 2, T_TURN = 3, T_RELEASE = 4, T_TELEPORT = 5, T_SMOOTHING = 6, T_SATURATION = 7, StreamPredictor = class {
1526
+ constructor(layer, assets, options = {}) {
1527
+ this.stats = { plans: 0, requested: 0, reprioritised: 0, released: 0, consumed: 0, pendingBytes: 0, pending: 0, tracked: 0 };
1528
+ this.local = new Float64Array(3);
1529
+ this.previous = new Float64Array(3);
1530
+ this.velocity = new Float64Array(3);
1531
+ this.s = new Float64Array((22));
1532
+ this.r = new Float64Array(6);
1533
+ this.trackedCount = 0;
1534
+ this.candidateCount = 0;
1535
+ this.planId = 0;
1536
+ this.frames = 0;
1537
+ this.hasPrevious = false;
1538
+ this.idleMode = false;
1539
+ this.pendingCount = 0;
1540
+ this.pendingBytes = 0;
1541
+ this.inFlight = 0;
1542
+ this.linkLoad = LinkLoad.free;
1543
+ this.prefetchAllowed = true;
1544
+ this.layer = layer, this.assets = assets;
1545
+ let entries = layer.entries;
1546
+ this.state = new Uint8Array(entries), this.priority = new Uint8Array(entries), this.time = new Float64Array(entries).fill(1 / 0), this.stamp = new Uint32Array(entries), this.slot = new Int32Array(entries).fill((-1)), this.tracked = new Int32Array(entries), this.keys = new Float64Array(Math.max(1, options.capacity ?? (1024)));
1547
+ let horizons = options.horizons ?? DEFAULT_HORIZONS;
1548
+ this.horizons = Float64Array.from(horizons.length > 0 ? horizons : DEFAULT_HORIZONS), this.tuning = Float64Array.of(
1549
+ options.maxSpeed ?? (10),
1550
+ options.spread ?? (0.35),
1551
+ Math.max((1e-9), options.minSpread ?? (1.5)),
1552
+ Math.max(1, options.turnPenalty ?? (3)),
1553
+ options.releaseSeconds ?? this.horizons[this.horizons.length - 1] * 2,
1554
+ options.teleport ?? (50),
1555
+ Math.min(1, Math.max((1e-9), options.smoothing ?? (0.3))),
1556
+ Math.max((1e-9), options.saturationSeconds ?? (2))
1557
+ ), this.budget = Math.max(0, Math.floor(options.budgetBytes ?? DEFAULT_PREFETCH_BUDGET)), this.interval = Math.max(1, Math.floor(options.interval ?? (6))), this.maxPending = Math.max(1, options.maxPending ?? (8)), this.maxSpeculative = Math.max(1, options.maxSpeculative ?? (2));
1558
+ let reach = options.reach ?? null;
1559
+ if (this.reach = reach, this.reachCell = new Int32Array(reach === null ? 0 : layer.count), reach !== null) for (let i = 0; i < layer.count; i++) this.reachCell[i] = reach.cellAt(layer.x[i], layer.z[i]);
1560
+ }
1561
+ attach(assets) {
1562
+ assets !== this.assets && (this.releaseAll(), this.assets = assets);
1563
+ }
1564
+ set idle(on) {
1565
+ this.idleMode = on;
1566
+ }
1567
+ get idle() {
1568
+ return this.idleMode;
1569
+ }
1570
+ get stopTime() {
1571
+ return this.s[(8)];
1572
+ }
1573
+ get bytesPending() {
1574
+ return this.pendingBytes;
1575
+ }
1576
+ get speed() {
1577
+ let v = this.velocity;
1578
+ return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
1579
+ }
1580
+ velocityInto(out) {
1581
+ out[0] = this.velocity[0], out[1] = this.velocity[1], out[2] = this.velocity[2];
1582
+ }
1583
+ activeHorizons(depth) {
1584
+ return this.idleMode && depth.horizons > 1 ? this.horizons.length : Math.min(this.horizons.length, Math.max(1, depth.horizons));
1585
+ }
1586
+ horizonLimit(depth) {
1587
+ let limit = this.horizons[this.activeHorizons(depth) - 1];
1588
+ return this.idleMode && depth.horizons > 1 ? limit * (2) : limit;
1589
+ }
1590
+ frame(eye, dtSeconds) {
1591
+ this.s[(15)] = dtSeconds, this.step(eye);
1592
+ }
1593
+ frameAt(eye, clock2, slot) {
1594
+ this.s[(15)] = clock2[slot], this.step(eye);
1595
+ }
1596
+ get load() {
1597
+ return this.linkLoad;
1598
+ }
1599
+ get throughput() {
1600
+ return this.s[(19)];
1601
+ }
1602
+ step(eye) {
1603
+ this.s[(15)] > 0 && (this.s[(16)] += this.s[(15)]), this.layer.toLocal(eye, this.local, 0, true), this.observe();
1604
+ let due = this.frames % this.interval === 0;
1605
+ this.frames++, due && this.assets !== null && this.assets.prefetch !== void 0 && this.plan();
1606
+ }
1607
+ observe() {
1608
+ let dt = this.s[(15)], position = this.local, previous = this.previous, v = this.velocity, first = !this.hasPrevious, dx = position[0] - previous[0], dy = position[1] - previous[1], dz = position[2] - previous[2];
1609
+ previous[0] = position[0], previous[1] = position[1], previous[2] = position[2], this.hasPrevious = true;
1610
+ let limit = this.tuning[(5)] / this.layer.place[(7)];
1611
+ if (first || dx * dx + dy * dy + dz * dz > limit * limit) {
1612
+ v[0] = 0, v[1] = 0, v[2] = 0;
1613
+ return;
1614
+ }
1615
+ if (!(dt > 0)) return;
1616
+ let a = this.tuning[(6)];
1617
+ v[0] += (dx / dt - v[0]) * a, v[1] += (dy / dt - v[1]) * a, v[2] += (dz / dt - v[2]) * a;
1618
+ }
1619
+ plan() {
1620
+ let layer = this.layer, assets = this.assets, s = this.s, tuning = this.tuning;
1621
+ this.planId = this.planId + 1 >>> 0 || 1, this.stats.plans++;
1622
+ let depth = prefetchDepth(assets?.networkHint?.() ?? null);
1623
+ this.prefetchAllowed = depth.prefetch;
1624
+ let idle = this.idleMode && depth.horizons > 1, active = idle ? this.horizons.length : Math.min(this.horizons.length, Math.max(1, depth.horizons));
1625
+ s[(10)] = idle ? this.horizons[active - 1] * (2) : this.horizons[active - 1], s[(11)] = Math.max(tuning[(4)], s[(10)] * 2), this.linkLoad = this.measureLoad(), this.linkLoad !== LinkLoad.free && (s[(10)] = this.horizons[0], this.prefetchAllowed = false), s[(12)] = layer.place[(7)], s[(9)] = layer.needRadius() / s[(12)], s[(0)] = this.local[0], s[(1)] = this.local[1], s[(2)] = this.local[2];
1626
+ let v = this.velocity;
1627
+ s[(3)] = v[0], s[(4)] = v[1], s[(5)] = v[2];
1628
+ let speed = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
1629
+ s[(6)] = Math.max(tuning[(2)] / s[(12)], speed * tuning[(1)]), s[(7)] = Math.max(tuning[(0)] / s[(12)], speed), s[(8)] = 1 / 0;
1630
+ let reach = this.reach;
1631
+ if (reach !== null) {
1632
+ let r = this.r;
1633
+ r[(0)] = s[(0)], r[(1)] = s[(2)], r[(2)] = s[(7)] * s[(11)] * tuning[(3)] + s[(9)], reach.updateFrom(r), r[(0)] = s[(0)], r[(1)] = s[(2)], r[(2)] = s[(3)], r[(3)] = s[(5)], r[(4)] = s[(11)], reach.stopTimeInto(r), s[(8)] = r[(5)];
1634
+ }
1635
+ let range = s[(9)] + layer.maxRadius + s[(7)] * s[(11)], cell = layer.cellSize, c0 = Math.max(0, Math.floor((s[(0)] - range - layer.originX) / cell)), c1 = Math.min(layer.cols - 1, Math.floor((s[(0)] + range - layer.originX) / cell)), r0 = Math.max(0, Math.floor((s[(2)] - range - layer.originZ) / cell)), r1 = Math.min(layer.rows - 1, Math.floor((s[(2)] + range - layer.originZ) / cell));
1636
+ this.candidateCount = 0;
1637
+ for (let row = r0; row <= r1; row++)
1638
+ for (let col = c0; col <= c1; col++) {
1639
+ let c = row * layer.cols + col, end = layer.cellStart[c + 1];
1640
+ for (let k = layer.cellStart[c]; k < end; k++) this.consider(layer.cellItems[k]);
1641
+ }
1642
+ this.refresh(), this.issue(), this.stats.pendingBytes = this.pendingBytes, this.stats.pending = this.pendingCount, this.stats.tracked = this.trackedCount;
1643
+ }
1644
+ consider(item) {
1645
+ let layer = this.layer, s = this.s, wx = layer.x[item] - s[(0)], wy = layer.y[item] - s[(1)], wz = layer.z[item] - s[(2)], distance = Math.sqrt(wx * wx + wy * wy + wz * wz), radius = s[(9)], r = layer.radius[item], top = s[(7)], release = s[(11)];
1646
+ if (distance - r - radius > top * release) return;
1647
+ let held = layer.held, route = distance;
1648
+ if (this.reach !== null) {
1649
+ let at = this.reachCell[item], path = at === (-1) ? 1 / 0 : this.reach.distance[at];
1650
+ path > route && (route = path);
1651
+ }
1652
+ let vx = s[(3)], vy = s[(4)], vz = s[(5)], sigma = s[(6)], stop = s[(8)], limit = s[(10)], scale = s[(12)], turnPenalty = this.tuning[(3)], first = this.horizons[0];
1653
+ for (let e = layer.entryStart[item]; e < layer.entryStart[item + 1]; e++) {
1654
+ let within = layer.entryWithin[e] / scale, reachDistance = (within < radius ? within : radius) + r, t = 0;
1655
+ if (distance > reachDistance) {
1656
+ let c = distance * distance - reachDistance * reachDistance, a = vx * vx + vy * vy + vz * vz - sigma * sigma, b = -2 * (wx * vx + wy * vy + wz * vz + reachDistance * sigma), motion = 1 / 0;
1657
+ if (Math.abs(a) < (1e-9))
1658
+ b < 0 && (motion = -c / b);
1659
+ else {
1660
+ let disc = b * b - 4 * a * c;
1661
+ if (disc >= 0) {
1662
+ let root = Math.sqrt(disc), t1 = (-b - root) / (2 * a), t2 = (-b + root) / (2 * a);
1663
+ a > 0 ? motion = t2 < 0 ? 1 / 0 : t1 > 0 ? t1 : 0 : motion = t1 > t2 ? t1 : t2;
1664
+ }
1665
+ }
1666
+ if (motion > stop) {
1667
+ let sx = wx - vx * stop, sy = wy - vy * stop, sz = wz - vz * stop, gap = (Math.sqrt(sx * sx + sy * sy + sz * sz) - reachDistance) / sigma;
1668
+ motion = gap > stop ? gap : stop;
1669
+ }
1670
+ let turn = route === 1 / 0 ? 1 / 0 : (route - reachDistance) / top * turnPenalty, lower = (distance - reachDistance) / top;
1671
+ t = motion < turn ? motion : turn, t < lower && (t = lower);
1672
+ }
1673
+ if (this.stamp[e] = this.planId, this.time[e] = t, t > limit || held !== null && held(e)) continue;
1674
+ let level = layer.entryLevel[e], priority = ChunkPriority.prefetch;
1675
+ if (level === 0 && t <= first) priority = ChunkPriority.soon;
1676
+ else if (!this.prefetchAllowed) continue;
1677
+ let state = this.state[e];
1678
+ if (state !== EntryState.idle && !(state === EntryState.pending && priority < this.priority[e])) continue;
1679
+ let quantised = t * (1e3) < TIME_SPAN - 1 ? Math.floor(t * (1e3)) : TIME_SPAN - 1;
1680
+ s[(13)] = ((priority * (16) + level) * TIME_SPAN + quantised) * ENTRY_SPAN + e, this.candidate();
1681
+ }
1682
+ }
1683
+ candidate() {
1684
+ let keys = this.keys, key = this.s[(13)];
1685
+ if (this.candidateCount < keys.length) {
1686
+ keys[this.candidateCount++] = key;
1687
+ return;
1688
+ }
1689
+ let worst = 0;
1690
+ for (let i = 1; i < this.candidateCount; i++) keys[i] > keys[worst] && (worst = i);
1691
+ key < keys[worst] && (keys[worst] = key);
1692
+ }
1693
+ measureLoad() {
1694
+ let flow = this.layer.flow;
1695
+ if (flow === null) return LinkLoad.free;
1696
+ let s = this.s, delivered = flow[FLOW_DELIVERED] + s[(17)], elapsed = s[(16)];
1697
+ if (elapsed > 0) {
1698
+ if (s[(21)] > 0) {
1699
+ let rate = (delivered - s[(18)]) / elapsed;
1700
+ s[(19)] = s[(19)] > 0 ? s[(19)] + (rate - s[(19)]) * (0.25) : rate;
1701
+ }
1702
+ s[(18)] = delivered, s[(16)] = 0;
1703
+ }
1704
+ let demand = flow[FLOW_BACKLOG] + s[(20)];
1705
+ if (s[(21)] = demand, demand <= 0) return LinkLoad.free;
1706
+ let drain = s[(19)] * this.tuning[(7)];
1707
+ return demand > drain ? LinkLoad.saturated : demand > drain * (0.5) ? LinkLoad.loaded : LinkLoad.free;
1708
+ }
1709
+ refresh() {
1710
+ let assets = this.assets, planId = this.planId, release = this.s[(11)];
1711
+ this.inFlight = 0, this.s[(20)] = 0;
1712
+ for (let i = this.trackedCount - 1; i >= 0; i--) {
1713
+ let e = this.tracked[i], path = this.layer.paths[e], state = this.state[e];
1714
+ if (state === EntryState.pending || state === EntryState.resident) {
1715
+ let resident = assets?.resident?.(path) === true, pending = !resident && assets?.pending?.(path) === true;
1716
+ resident ? (state === EntryState.pending && (this.s[(17)] += this.layer.entryBytes[e]), state = EntryState.resident) : pending || (state = EntryState.consumed, this.stats.consumed++, this.untrackBytes(e)), this.state[e] = state;
1717
+ }
1718
+ let keep = this.stamp[e] === planId && this.time[e] <= release;
1719
+ keep && state === EntryState.pending && (this.s[(20)] += this.layer.entryBytes[e], this.priority[e] === ChunkPriority.prefetch && this.inFlight++), !keep && ((state === EntryState.pending || state === EntryState.resident) && (assets?.cancelPrefetch?.(path), this.stats.released++, this.untrackBytes(e)), this.state[e] = EntryState.idle, this.untrack(i));
1720
+ }
1721
+ }
1722
+ issue() {
1723
+ let assets = this.assets, keys = this.keys, n = this.candidateCount;
1724
+ if (heapSort(keys, n), assets === null || assets.prefetch === void 0) return;
1725
+ let busy = this.layer.busy !== null && this.layer.busy();
1726
+ for (let i = 0; i < n; i++) {
1727
+ let key = keys[i], entry = key % ENTRY_SPAN | 0, priority = Math.floor(key / ENTRY_SPAN / TIME_SPAN / (16)) | 0, state = this.state[entry], path = this.layer.paths[entry];
1728
+ if (state === EntryState.pending) {
1729
+ assets.prefetch(path, priority) && (this.priority[entry] = priority, this.stats.reprioritised++);
1730
+ continue;
1731
+ }
1732
+ if (this.linkLoad !== LinkLoad.free || this.pendingCount >= this.maxPending || busy && priority === ChunkPriority.prefetch || priority === ChunkPriority.prefetch && this.inFlight >= this.maxSpeculative) continue;
1733
+ let bytes = this.layer.entryBytes[entry];
1734
+ if (!(this.pendingBytes + bytes > this.budget && (this.s[(13)] = key, this.s[(14)] = bytes, !this.evict()))) {
1735
+ if (!assets.prefetch(path, priority)) {
1736
+ this.state[entry] = EntryState.consumed, this.track(entry);
1737
+ continue;
1738
+ }
1739
+ this.state[entry] = assets.resident?.(path) === true ? EntryState.resident : EntryState.pending, this.priority[entry] = priority, this.track(entry), this.pendingBytes += bytes, this.pendingCount++, priority === ChunkPriority.prefetch && this.state[entry] === EntryState.pending && this.inFlight++, this.stats.requested++;
1740
+ }
1741
+ }
1742
+ }
1743
+ evict() {
1744
+ let assets = this.assets, key = this.s[(13)], bytes = this.s[(14)];
1745
+ for (; this.pendingBytes + bytes > this.budget; ) {
1746
+ let worst = (-1), worstKey = key;
1747
+ for (let i = 0; i < this.trackedCount; i++) {
1748
+ let e2 = this.tracked[i], state = this.state[e2];
1749
+ if (state !== EntryState.resident && state !== EntryState.pending) continue;
1750
+ let t = this.time[e2], quantised = t * (1e3) < TIME_SPAN - 1 ? Math.floor(t * (1e3)) : TIME_SPAN - 1, k = ((this.priority[e2] * (16) + this.layer.entryLevel[e2]) * TIME_SPAN + quantised) * ENTRY_SPAN + e2;
1751
+ k > worstKey && (worstKey = k, worst = i);
1752
+ }
1753
+ if (worst === (-1)) return false;
1754
+ let e = this.tracked[worst];
1755
+ assets?.cancelPrefetch?.(this.layer.paths[e]), this.stats.released++, this.untrackBytes(e), this.state[e] = EntryState.idle, this.untrack(worst);
1756
+ }
1757
+ return true;
1758
+ }
1759
+ track(entry) {
1760
+ this.slot[entry] === (-1) && (this.slot[entry] = this.trackedCount, this.tracked[this.trackedCount++] = entry);
1761
+ }
1762
+ untrack(index) {
1763
+ let entry = this.tracked[index], last = this.tracked[--this.trackedCount];
1764
+ this.tracked[index] = last, this.slot[last] = index, this.slot[entry] = (-1);
1765
+ }
1766
+ untrackBytes(entry) {
1767
+ let left = this.pendingBytes - this.layer.entryBytes[entry];
1768
+ this.pendingBytes = left > 0 ? left : 0, this.pendingCount > 0 && this.pendingCount--;
1769
+ }
1770
+ releaseAll() {
1771
+ let assets = this.assets;
1772
+ for (let i = this.trackedCount - 1; i >= 0; i--) {
1773
+ let e = this.tracked[i], state = this.state[e];
1774
+ (state === EntryState.pending || state === EntryState.resident) && (assets?.cancelPrefetch?.(this.layer.paths[e]), this.stats.released++), this.state[e] = EntryState.idle, this.slot[e] = (-1);
1775
+ }
1776
+ this.trackedCount = 0, this.pendingBytes = 0, this.pendingCount = 0;
1777
+ }
1778
+ reset() {
1779
+ this.releaseAll(), this.hasPrevious = false, this.velocity.fill(0), this.frames = 0;
1780
+ }
1781
+ };
1782
+ function cone(wx, wy, wz, vx, vy, vz, reach, sigma) {
1783
+ let c = wx * wx + wy * wy + wz * wz - reach * reach;
1784
+ if (c <= 0) return 0;
1785
+ let a = vx * vx + vy * vy + vz * vz - sigma * sigma, b = -2 * (wx * vx + wy * vy + wz * vz + reach * sigma);
1786
+ if (Math.abs(a) < (1e-9)) return b < 0 ? -c / b : 1 / 0;
1787
+ let disc = b * b - 4 * a * c;
1788
+ if (disc < 0) return 1 / 0;
1789
+ let root = Math.sqrt(disc), t1 = (-b - root) / (2 * a), t2 = (-b + root) / (2 * a);
1790
+ return a > 0 ? t2 < 0 ? 1 / 0 : t1 > 0 ? t1 : 0 : t1 > t2 ? t1 : t2;
1791
+ }
1792
+ function heapSort(keys, n) {
1793
+ for (let start = (n >> 1) - 1; start >= 0; start--) siftDown(keys, start, n);
1794
+ for (let end = n - 1; end > 0; end--) {
1795
+ let top = keys[0];
1796
+ keys[0] = keys[end], keys[end] = top, siftDown(keys, 0, end);
1797
+ }
1798
+ }
1799
+ function siftDown(keys, start, end) {
1800
+ let root = start, value = keys[root];
1801
+ for (; ; ) {
1802
+ let child = 2 * root + 1;
1803
+ if (child >= end || (child + 1 < end && keys[child + 1] > keys[child] && child++, keys[child] <= value)) break;
1804
+ keys[root] = keys[child], root = child;
1805
+ }
1806
+ keys[root] = value;
1807
+ }
1808
+
1809
+ export { CENTERED_FIXED_UNITS, CENTERED_MAX_EXTENT, CLOTH_DEFAULTS, ClothSheet, Cloths, DEFAULT_CANDIDATES, DEFAULT_HORIZONS, DEFAULT_MAX_PENDING, DEFAULT_MAX_SPECULATIVE, DEFAULT_MAX_SPEED, DEFAULT_MIN_SPREAD, DEFAULT_PLAN_INTERVAL, DEFAULT_PREFETCH_BUDGET, DEFAULT_SATURATION_SECONDS, DEFAULT_SMOOTHING, DEFAULT_SPREAD, DEFAULT_TELEPORT, DEFAULT_TURN_PENALTY, EntryState, FrameInput, InputActions, InputDevice, LOOP_MAX_REGION_ROWS, LOOP_PROBE_GLOBAL, LongPressGesture, LoweredLoop, OrientationState, PinchGesture, PointerDelta, PointerState, RECORDED_EVENT_BYTES, SOFT_DEFAULTS, STAGE_TIME, STAGE_X, STAGE_Y, STAGE_Z, SeededRandom, SoftBodies, SoftBody, StreamPredictor, SwipeGesture, TapGesture, WheelState, cone, configureLoops, crumpleDesc, drainSource, loopEngineOf, loopProbe, lowerLoop, setLoopEngine, vmLoopEngine };