@datamoc/mw_games 0.43.0 → 0.45.0

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 (1603) hide show
  1. package/3d/models.d.ts +1 -0
  2. package/3d/models.js +1 -0
  3. package/3d.d.ts +1 -0
  4. package/3d.js +1 -0
  5. package/README.md +5 -710
  6. package/actors.d.ts +1 -0
  7. package/actors.js +1 -0
  8. package/ai/lua.d.ts +1 -0
  9. package/ai/lua.js +1 -0
  10. package/ai.d.ts +1 -0
  11. package/ai.js +1 -0
  12. package/assets/binary.d.ts +1 -0
  13. package/assets/binary.js +1 -0
  14. package/assets/paths.d.ts +1 -0
  15. package/assets/paths.js +1 -0
  16. package/assets.d.ts +1 -0
  17. package/assets.js +1 -0
  18. package/audio.d.ts +1 -0
  19. package/audio.js +1 -0
  20. package/battle.d.ts +1 -0
  21. package/battle.js +1 -0
  22. package/board.d.ts +1 -0
  23. package/board.js +1 -0
  24. package/core.d.ts +1 -0
  25. package/core.js +1 -0
  26. package/headless.d.ts +1 -0
  27. package/headless.js +1 -0
  28. package/i18n.d.ts +1 -0
  29. package/i18n.js +1 -0
  30. package/index.d.ts +1 -0
  31. package/index.js +1 -0
  32. package/mwl/presentation.d.ts +1 -0
  33. package/mwl/presentation.js +1 -0
  34. package/mwl/pyroeis.d.ts +1 -0
  35. package/mwl/pyroeis.js +1 -0
  36. package/mwl.d.ts +1 -0
  37. package/mwl.js +1 -0
  38. package/package.json +212 -387
  39. package/physics/xpbd.d.ts +1 -0
  40. package/physics/xpbd.js +1 -0
  41. package/physics.d.ts +1 -0
  42. package/physics.js +1 -0
  43. package/roguelike.d.ts +1 -0
  44. package/roguelike.js +1 -0
  45. package/rpg.d.ts +1 -0
  46. package/rpg.js +1 -0
  47. package/simulation.d.ts +1 -0
  48. package/simulation.js +1 -0
  49. package/skeleton.d.ts +1 -0
  50. package/skeleton.js +1 -0
  51. package/testing.d.ts +1 -0
  52. package/testing.js +1 -0
  53. package/threads.d.ts +1 -0
  54. package/threads.js +1 -0
  55. package/tools/asset-report.d.mts +1 -37
  56. package/tools/asset-report.mjs +1 -157
  57. package/tools/audio.d.mts +1 -0
  58. package/tools/audio.mjs +1 -0
  59. package/tools/audit-adoptions.d.mts +1 -65
  60. package/tools/audit-adoptions.mjs +1 -252
  61. package/tools/benchmark-browser.d.mts +1 -33
  62. package/tools/benchmark-browser.mjs +1 -169
  63. package/tools/benchmark-history.d.mts +1 -8
  64. package/tools/benchmark-history.mjs +1 -31
  65. package/tools/browser-driver.d.mts +1 -122
  66. package/tools/browser-driver.mjs +1 -861
  67. package/tools/browser-smoke.d.mts +1 -30
  68. package/tools/browser-smoke.mjs +1 -184
  69. package/tools/build-tablebases.d.mts +1 -22
  70. package/tools/build-tablebases.mjs +1 -557
  71. package/tools/bundle-size.d.mts +1 -11
  72. package/tools/bundle-size.mjs +1 -142
  73. package/tools/classic-html.d.mts +1 -6
  74. package/tools/classic-html.mjs +1 -69
  75. package/tools/compile-openings.d.mts +1 -20
  76. package/tools/compile-openings.mjs +1 -138
  77. package/tools/compile-resources.d.mts +1 -66
  78. package/tools/compile-resources.mjs +1 -406
  79. package/tools/compress-dist.d.mts +1 -42
  80. package/tools/compress-dist.mjs +1 -193
  81. package/tools/csp.d.mts +1 -7
  82. package/tools/csp.mjs +1 -65
  83. package/tools/emit-page.d.mts +1 -61
  84. package/tools/emit-page.mjs +1 -273
  85. package/tools/extract-html.d.mts +1 -18
  86. package/tools/extract-html.mjs +1 -235
  87. package/tools/extract-rgssad.d.mts +1 -5
  88. package/tools/extract-rgssad.mjs +1 -64
  89. package/tools/find-chrome.d.mts +1 -7
  90. package/tools/find-chrome.mjs +1 -106
  91. package/tools/i18n-edit.d.mts +1 -29
  92. package/tools/i18n-edit.mjs +1 -748
  93. package/tools/init.d.mts +1 -5
  94. package/tools/init.mjs +1 -155
  95. package/tools/make-example-assets.d.mts +1 -2
  96. package/tools/make-example-assets.mjs +1 -731
  97. package/tools/multiplayer-server.d.mts +1 -27
  98. package/tools/multiplayer-server.mjs +1 -199
  99. package/tools/play-uci.d.mts +1 -26
  100. package/tools/play-uci.mjs +1 -205
  101. package/tools/sbom.d.mts +1 -83
  102. package/tools/sbom.mjs +1 -340
  103. package/tools/single-file.d.mts +1 -33
  104. package/tools/single-file.mjs +1 -239
  105. package/tools/soundfonts.d.mts +1 -79
  106. package/tools/soundfonts.mjs +1 -301
  107. package/tools/svg-optimise.d.mts +1 -8
  108. package/tools/svg-optimise.mjs +1 -45
  109. package/tools/verify-scenarios.d.mts +1 -15
  110. package/tools/verify-scenarios.mjs +1 -133
  111. package/tools/vite.d.mts +1 -17
  112. package/tools/vite.mjs +1 -102
  113. package/tools/webp-convert.d.mts +1 -8
  114. package/tools/webp-convert.mjs +1 -98
  115. package/two-d/pixi-interop.d.ts +1 -0
  116. package/two-d/pixi-interop.js +1 -0
  117. package/two-d/presentation.d.ts +1 -0
  118. package/two-d/presentation.js +1 -0
  119. package/two-d/render.d.ts +1 -0
  120. package/two-d/render.js +1 -0
  121. package/two-d/stage.d.ts +1 -0
  122. package/two-d/stage.js +1 -0
  123. package/two-d/ui.d.ts +1 -0
  124. package/two-d/ui.js +1 -0
  125. package/two-d.d.ts +1 -0
  126. package/two-d.js +1 -0
  127. package/world.d.ts +1 -0
  128. package/world.js +1 -0
  129. package/CHANGELOG.md +0 -3129
  130. package/LICENSE +0 -373
  131. package/MWG - Best Practices.md +0 -97
  132. package/MWG - Deep Code and Architecture Review.md +0 -238
  133. package/REFERENCE.md +0 -2180
  134. package/api-surface.json +0 -17102
  135. package/data/microgm-essential.PROVENANCE.md +0 -13
  136. package/data/microgm-essential.sf2 +0 -0
  137. package/data/microgm-opt.PROVENANCE.md +0 -23
  138. package/data/microgm-opt.sf2 +0 -0
  139. package/data/soundfont-catalog.json +0 -191
  140. package/dist/actors/Advancement.d.ts +0 -90
  141. package/dist/actors/Advancement.d.ts.map +0 -1
  142. package/dist/actors/Advancement.js +0 -115
  143. package/dist/actors/Advancement.js.map +0 -1
  144. package/dist/actors/Affix.d.ts +0 -96
  145. package/dist/actors/Affix.d.ts.map +0 -1
  146. package/dist/actors/Affix.js +0 -68
  147. package/dist/actors/Affix.js.map +0 -1
  148. package/dist/actors/Appearances.d.ts +0 -48
  149. package/dist/actors/Appearances.d.ts.map +0 -1
  150. package/dist/actors/Appearances.js +0 -62
  151. package/dist/actors/Appearances.js.map +0 -1
  152. package/dist/actors/Aura.d.ts +0 -45
  153. package/dist/actors/Aura.d.ts.map +0 -1
  154. package/dist/actors/Aura.js +0 -85
  155. package/dist/actors/Aura.js.map +0 -1
  156. package/dist/actors/Barrier.d.ts +0 -60
  157. package/dist/actors/Barrier.d.ts.map +0 -1
  158. package/dist/actors/Barrier.js +0 -70
  159. package/dist/actors/Barrier.js.map +0 -1
  160. package/dist/actors/Charges.d.ts +0 -66
  161. package/dist/actors/Charges.d.ts.map +0 -1
  162. package/dist/actors/Charges.js +0 -61
  163. package/dist/actors/Charges.js.map +0 -1
  164. package/dist/actors/EntityTemplate.d.ts +0 -127
  165. package/dist/actors/EntityTemplate.d.ts.map +0 -1
  166. package/dist/actors/EntityTemplate.js +0 -117
  167. package/dist/actors/EntityTemplate.js.map +0 -1
  168. package/dist/actors/Equipment.d.ts +0 -88
  169. package/dist/actors/Equipment.d.ts.map +0 -1
  170. package/dist/actors/Equipment.js +0 -107
  171. package/dist/actors/Equipment.js.map +0 -1
  172. package/dist/actors/Inventory.d.ts +0 -123
  173. package/dist/actors/Inventory.d.ts.map +0 -1
  174. package/dist/actors/Inventory.js +0 -165
  175. package/dist/actors/Inventory.js.map +0 -1
  176. package/dist/actors/ItemState.d.ts +0 -43
  177. package/dist/actors/ItemState.d.ts.map +0 -1
  178. package/dist/actors/ItemState.js +0 -63
  179. package/dist/actors/ItemState.js.map +0 -1
  180. package/dist/actors/ItemStatusEffect.d.ts +0 -40
  181. package/dist/actors/ItemStatusEffect.d.ts.map +0 -1
  182. package/dist/actors/ItemStatusEffect.js +0 -39
  183. package/dist/actors/ItemStatusEffect.js.map +0 -1
  184. package/dist/actors/Loot.d.ts +0 -38
  185. package/dist/actors/Loot.d.ts.map +0 -1
  186. package/dist/actors/Loot.js +0 -28
  187. package/dist/actors/Loot.js.map +0 -1
  188. package/dist/actors/Progression.d.ts +0 -52
  189. package/dist/actors/Progression.d.ts.map +0 -1
  190. package/dist/actors/Progression.js +0 -59
  191. package/dist/actors/Progression.js.map +0 -1
  192. package/dist/actors/Resource.d.ts +0 -53
  193. package/dist/actors/Resource.d.ts.map +0 -1
  194. package/dist/actors/Resource.js +0 -58
  195. package/dist/actors/Resource.js.map +0 -1
  196. package/dist/actors/Scaling.d.ts +0 -30
  197. package/dist/actors/Scaling.d.ts.map +0 -1
  198. package/dist/actors/Scaling.js +0 -9
  199. package/dist/actors/Scaling.js.map +0 -1
  200. package/dist/actors/Shop.d.ts +0 -40
  201. package/dist/actors/Shop.d.ts.map +0 -1
  202. package/dist/actors/Shop.js +0 -36
  203. package/dist/actors/Shop.js.map +0 -1
  204. package/dist/actors/SkillPoints.d.ts +0 -72
  205. package/dist/actors/SkillPoints.d.ts.map +0 -1
  206. package/dist/actors/SkillPoints.js +0 -87
  207. package/dist/actors/SkillPoints.js.map +0 -1
  208. package/dist/actors/StatBlock.d.ts +0 -86
  209. package/dist/actors/StatBlock.d.ts.map +0 -1
  210. package/dist/actors/StatBlock.js +0 -110
  211. package/dist/actors/StatBlock.js.map +0 -1
  212. package/dist/actors/StatusEffect.d.ts +0 -67
  213. package/dist/actors/StatusEffect.d.ts.map +0 -1
  214. package/dist/actors/StatusEffect.js +0 -59
  215. package/dist/actors/StatusEffect.js.map +0 -1
  216. package/dist/actors/Support.d.ts +0 -43
  217. package/dist/actors/Support.d.ts.map +0 -1
  218. package/dist/actors/Support.js +0 -71
  219. package/dist/actors/Support.js.map +0 -1
  220. package/dist/actors/Traits.d.ts +0 -43
  221. package/dist/actors/Traits.d.ts.map +0 -1
  222. package/dist/actors/Traits.js +0 -35
  223. package/dist/actors/Traits.js.map +0 -1
  224. package/dist/actors/craft.d.ts +0 -63
  225. package/dist/actors/craft.d.ts.map +0 -1
  226. package/dist/actors/craft.js +0 -86
  227. package/dist/actors/craft.js.map +0 -1
  228. package/dist/actors/index.d.ts +0 -46
  229. package/dist/actors/index.d.ts.map +0 -1
  230. package/dist/actors/index.js +0 -24
  231. package/dist/actors/index.js.map +0 -1
  232. package/dist/actors/skillCheck.d.ts +0 -21
  233. package/dist/actors/skillCheck.d.ts.map +0 -1
  234. package/dist/actors/skillCheck.js +0 -24
  235. package/dist/actors/skillCheck.js.map +0 -1
  236. package/dist/ai/Heuristics.d.ts +0 -240
  237. package/dist/ai/Heuristics.d.ts.map +0 -1
  238. package/dist/ai/Heuristics.js +0 -298
  239. package/dist/ai/Heuristics.js.map +0 -1
  240. package/dist/ai/Neural.d.ts +0 -65
  241. package/dist/ai/Neural.d.ts.map +0 -1
  242. package/dist/ai/Neural.js +0 -169
  243. package/dist/ai/Neural.js.map +0 -1
  244. package/dist/ai/Suggest.d.ts +0 -54
  245. package/dist/ai/Suggest.d.ts.map +0 -1
  246. package/dist/ai/Suggest.js +0 -48
  247. package/dist/ai/Suggest.js.map +0 -1
  248. package/dist/ai/index.d.ts +0 -136
  249. package/dist/ai/index.d.ts.map +0 -1
  250. package/dist/ai/index.js +0 -207
  251. package/dist/ai/index.js.map +0 -1
  252. package/dist/ai/lua.d.ts +0 -74
  253. package/dist/ai/lua.d.ts.map +0 -1
  254. package/dist/ai/lua.js +0 -217
  255. package/dist/ai/lua.js.map +0 -1
  256. package/dist/ai/score.d.ts +0 -162
  257. package/dist/ai/score.d.ts.map +0 -1
  258. package/dist/ai/score.js +0 -147
  259. package/dist/ai/score.js.map +0 -1
  260. package/dist/ai/search.d.ts +0 -108
  261. package/dist/ai/search.d.ts.map +0 -1
  262. package/dist/ai/search.js +0 -148
  263. package/dist/ai/search.js.map +0 -1
  264. package/dist/assets/ByteProgress.d.ts +0 -37
  265. package/dist/assets/ByteProgress.d.ts.map +0 -1
  266. package/dist/assets/ByteProgress.js +0 -54
  267. package/dist/assets/ByteProgress.js.map +0 -1
  268. package/dist/assets/Streaming.d.ts +0 -56
  269. package/dist/assets/Streaming.d.ts.map +0 -1
  270. package/dist/assets/Streaming.js +0 -100
  271. package/dist/assets/Streaming.js.map +0 -1
  272. package/dist/assets/SvgParts.d.ts +0 -31
  273. package/dist/assets/SvgParts.d.ts.map +0 -1
  274. package/dist/assets/SvgParts.js +0 -54
  275. package/dist/assets/SvgParts.js.map +0 -1
  276. package/dist/assets/SvgSource.d.ts +0 -3
  277. package/dist/assets/SvgSource.d.ts.map +0 -1
  278. package/dist/assets/SvgSource.js +0 -22
  279. package/dist/assets/SvgSource.js.map +0 -1
  280. package/dist/assets/binary.d.ts +0 -52
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  282. package/dist/assets/binary.js +0 -57
  283. package/dist/assets/binary.js.map +0 -1
  284. package/dist/assets/index.d.ts +0 -27
  285. package/dist/assets/index.d.ts.map +0 -1
  286. package/dist/assets/index.js +0 -20
  287. package/dist/assets/index.js.map +0 -1
  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
  291. package/dist/assets/loader.js.map +0 -1
  292. package/dist/assets/paths.d.ts +0 -73
  293. package/dist/assets/paths.d.ts.map +0 -1
  294. package/dist/assets/paths.js +0 -91
  295. package/dist/assets/paths.js.map +0 -1
  296. package/dist/assets/svg.d.ts +0 -87
  297. package/dist/assets/svg.d.ts.map +0 -1
  298. package/dist/assets/svg.js +0 -166
  299. package/dist/assets/svg.js.map +0 -1
  300. package/dist/audio/AudioLoader.d.ts +0 -28
  301. package/dist/audio/AudioLoader.d.ts.map +0 -1
  302. package/dist/audio/AudioLoader.js +0 -53
  303. package/dist/audio/AudioLoader.js.map +0 -1
  304. package/dist/audio/Captions.d.ts +0 -27
  305. package/dist/audio/Captions.d.ts.map +0 -1
  306. package/dist/audio/Captions.js +0 -16
  307. package/dist/audio/Captions.js.map +0 -1
  308. package/dist/audio/Channels.d.ts +0 -218
  309. package/dist/audio/Channels.d.ts.map +0 -1
  310. package/dist/audio/Channels.js +0 -486
  311. package/dist/audio/Channels.js.map +0 -1
  312. package/dist/audio/LoopTags.d.ts +0 -37
  313. package/dist/audio/LoopTags.d.ts.map +0 -1
  314. package/dist/audio/LoopTags.js +0 -116
  315. package/dist/audio/LoopTags.js.map +0 -1
  316. package/dist/audio/Midi.d.ts +0 -184
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  318. package/dist/audio/Midi.js +0 -339
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  320. package/dist/audio/MidiRender.d.ts +0 -113
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  324. package/dist/audio/Music.d.ts +0 -70
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  328. package/dist/audio/MusicPlayer.d.ts +0 -80
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  332. package/dist/audio/Orchestrator.d.ts +0 -58
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  336. package/dist/audio/Playable.d.ts +0 -31
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  340. package/dist/audio/Positional.d.ts +0 -125
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  344. package/dist/audio/SampleDecoder.d.ts +0 -55
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  360. package/dist/audio/humanize/Groove.d.ts +0 -80
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  380. package/dist/audio/humanize/HumanizerFactory.d.ts +0 -68
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  388. package/dist/audio/humanize/Onsets.d.ts +0 -26
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  392. package/dist/audio/index.d.ts +0 -43
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- /** what the main thread posts to a fresh worker: the task's source and its arguments */
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- export interface WorkerRequest {
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- /** the stringified task function, rehydrated in the worker with `new Function` */
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- code: string;
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- args: readonly unknown[];
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- }
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- /** what the worker posts back: the value, or the failure that stopped it */
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- export type WorkerReply = {
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- ok: true;
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- value: unknown;
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- } | {
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- ok: false;
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- message: string;
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- stack?: string;
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- };
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- /**
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- * The slice of `node:worker_threads` this module uses, described structurally: `src/`
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- * compiles in a browser-only config (the `@example` fence compiler runs with `types: []`),
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- * so nothing here may name `process` or a `node:` type directly.
20
- */
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- export interface NodeThreads {
22
- parentPort: {
23
- on(event: 'message', listener: (request: WorkerRequest) => void): void;
24
- postMessage(message: WorkerReply, transfer?: ArrayBuffer[]): void;
25
- } | null;
26
- Worker: new (code: string, options: {
27
- eval: true;
28
- }) => {
29
- on(event: 'message', listener: (reply: WorkerReply) => void): void;
30
- on(event: 'error', listener: (error: unknown) => void): void;
31
- on(event: 'messageerror', listener: () => void): void;
32
- on(event: 'exit', listener: (code: number) => void): void;
33
- postMessage(message: WorkerRequest, transfer?: readonly unknown[]): void;
34
- terminate(): Promise<number> | void;
35
- };
36
- }
37
- /** `node:worker_threads` reached through `globalThis`, so nothing here needs @types/node */
38
- export declare function nodeThreads(): NodeThreads | undefined;
39
- /**
40
- * The worker half of `threads.spawn`: receives one task, runs it, replies, and goes no
41
- * further (spawn terminates it as soon as the reply settles).
42
- *
43
- * **This function must stay self-contained.** `spawn` ships it to a worker with
44
- * `workerMain.toString()`, so it may not reference imports, module-scope helpers or any
45
- * outer binding - everything it needs is either a language global or nested inside it.
46
- * The same body runs in both transports: a classic blob worker in the browser (where the
47
- * shipped `file://` CSP allows only `worker-src blob:` and `new Function`, per the T161
48
- * probe) and an eval'd `node:worker_threads` worker in Node, which has no `self`.
49
- */
50
- export declare function workerMain(): void;
51
- //# sourceMappingURL=worker.d.ts.map
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@@ -1,84 +0,0 @@
1
- /** `node:worker_threads` reached through `globalThis`, so nothing here needs @types/node */
2
- export function nodeThreads() {
3
- return globalThis.process?.getBuiltinModule?.('node:worker_threads');
4
- }
5
- /**
6
- * The worker half of `threads.spawn`: receives one task, runs it, replies, and goes no
7
- * further (spawn terminates it as soon as the reply settles).
8
- *
9
- * **This function must stay self-contained.** `spawn` ships it to a worker with
10
- * `workerMain.toString()`, so it may not reference imports, module-scope helpers or any
11
- * outer binding - everything it needs is either a language global or nested inside it.
12
- * The same body runs in both transports: a classic blob worker in the browser (where the
13
- * shipped `file://` CSP allows only `worker-src blob:` and `new Function`, per the T161
14
- * probe) and an eval'd `node:worker_threads` worker in Node, which has no `self`.
15
- */
16
- export function workerMain() {
17
- //the same chain as nodeThreads(), inlined because workerMain is stringified into the
18
- //worker and may not call anything module-scoped; the cast is a type, erased before then
19
- const nodePort = globalThis.process?.getBuiltinModule?.('node:worker_threads')?.parentPort ?? null;
20
- const scope = globalThis;
21
- /** every ArrayBuffer reachable through plain objects and arrays, listed once each */
22
- const transferablesOf = (value) => {
23
- const out = [];
24
- const seen = new Set();
25
- const visit = (item) => {
26
- if (item === null || typeof item !== 'object')
27
- return;
28
- if (seen.has(item))
29
- return;
30
- seen.add(item);
31
- if (ArrayBuffer.isView(item)) {
32
- //a view transfers its whole buffer; a SharedArrayBuffer cannot transfer, so it
33
- //stays a copy (and does not exist in the shipped file:// target at all)
34
- const buffer = item.buffer;
35
- if (buffer instanceof ArrayBuffer && !out.includes(buffer))
36
- out.push(buffer);
37
- return;
38
- }
39
- if (item instanceof ArrayBuffer) {
40
- if (!out.includes(item))
41
- out.push(item);
42
- return;
43
- }
44
- if (Array.isArray(item)) {
45
- for (const entry of item)
46
- visit(entry);
47
- return;
48
- }
49
- const prototype = Object.getPrototypeOf(item);
50
- if (prototype === Object.prototype || prototype === null) {
51
- for (const entry of Object.values(item))
52
- visit(entry);
53
- }
54
- };
55
- visit(value);
56
- return out;
57
- };
58
- const reply = (message, transfer = []) => {
59
- if (nodePort)
60
- nodePort.postMessage(message, transfer);
61
- else
62
- scope.postMessage(message, transfer);
63
- };
64
- const onRequest = async (request) => {
65
- try {
66
- const task = new Function(`return (${request.code});`)();
67
- const value = await task(...request.args);
68
- reply({ ok: true, value }, transferablesOf(value));
69
- }
70
- catch (error) {
71
- const failure = error;
72
- reply({
73
- ok: false,
74
- message: String(failure?.message ?? error),
75
- stack: typeof failure?.stack === 'string' ? failure.stack : undefined,
76
- });
77
- }
78
- };
79
- if (nodePort)
80
- nodePort.on('message', (request) => void onRequest(request));
81
- else
82
- scope.onmessage = (event) => void onRequest(event.data);
83
- }
84
- //# sourceMappingURL=worker.js.map
@@ -1 +0,0 @@
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@@ -1,74 +0,0 @@
1
- import type { AnimationGroup } from '@babylonjs/core/Animations/animationGroup.js';
2
- import type { AbstractMesh } from '@babylonjs/core/Meshes/abstractMesh.js';
3
- import { TransformNode } from '@babylonjs/core/Meshes/transformNode.js';
4
- import type { Scene } from '@babylonjs/core/scene.js';
5
- /** Options for `Character3D.billboard`. `width` and `height` are world units (1 and 1.5 when omitted). */
6
- export interface Billboard3DOptions {
7
- /**
8
- * An asset path (resolved through `mwg/assets`) or an already-resolved `data:`/`blob:`
9
- * URI. A `data:` URI must be base64-encoded (`;base64,...`) - Babylon's texture loader
10
- * does not decode a percent-encoded one and fails to load it without an error.
11
- */
12
- texture: string;
13
- width?: number;
14
- height?: number;
15
- }
16
- /**
17
- * Clamps one frame's intended horizontal move to wherever collision actually allows - the
18
- * hook `mwg/3d`'s own grid collision (`resolveCapsuleAgainstGrid`) plugs into. `blocked`,
19
- * when the resolver reports it (`resolveCapsuleAgainstGrid` always does), tells `update`
20
- * directly whether the move was cut short, rather than `update` re-deriving the same fact by
21
- * comparing the resolved position against the intended one through separate floating-point
22
- * arithmetic - two numbers that are conceptually equal are not guaranteed bit-identical.
23
- */
24
- export type CollideXZ = (from: {
25
- x: number;
26
- z: number;
27
- }, to: {
28
- x: number;
29
- z: number;
30
- }) => {
31
- x: number;
32
- z: number;
33
- blocked?: boolean;
34
- };
35
- /**
36
- * Moves either a billboard sprite or imported mesh through continuous 3D world space, and -
37
- * for an imported mesh - plays back whichever animation clips came baked into it.
38
- * `loadModel3D` already loads a glTF's own `animationGroups` as part of its import result;
39
- * this is what turns one of them into something a game can actually trigger, the way a walk
40
- * cycle baked into a mesh needs to be, rather than leaving them loaded but unreachable.
41
- */
42
- export declare class Character3D {
43
- readonly node: TransformNode;
44
- private target;
45
- private speed;
46
- private readonly collideXZ?;
47
- private readonly animations;
48
- private currentClip;
49
- /**
50
- * @param collideXZ optional, like `rpg.FreeMover` stays unopinionated about collision
51
- * until a game wires one in - omitted, `moveTo` interpolates through open space with no
52
- * notion of terrain height or collision at all, same as before this existed.
53
- */
54
- constructor(node: TransformNode, animations?: readonly AnimationGroup[], collideXZ?: CollideXZ);
55
- /** true when an animation clip of this name was imported with the model */
56
- hasAnimation(name: string): boolean;
57
- /**
58
- * Plays an imported animation clip by name, stopping whichever one was already playing.
59
- * A name the model has no clip for is a no-op, returning `false`, the same
60
- * degrade-to-nothing `ActorAnimator`/`GridMover` already use for a missing animation
61
- * rather than throwing over what is often just a naming mismatch between assets.
62
- */
63
- playAnimation(name: string, loop?: boolean): boolean;
64
- /** stops whichever imported clip is currently playing, if any */
65
- stopAnimation(): void;
66
- /** the name of the clip currently playing, or null when none is */
67
- get currentAnimation(): string | null;
68
- moveTo(x: number, y: number, z: number, speed: number): void;
69
- update(deltaSeconds: number): boolean;
70
- /** @param animations typically `loadModel3D`'s own `animationGroups` result field */
71
- static fromMesh(mesh: AbstractMesh, animations?: readonly AnimationGroup[]): Character3D;
72
- static billboard(scene: Scene, options: Billboard3DOptions): Character3D;
73
- }
74
- //# sourceMappingURL=Character3D.d.ts.map
@@ -1 +0,0 @@
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@@ -1,122 +0,0 @@
1
- import { StandardMaterial } from '@babylonjs/core/Materials/standardMaterial.js';
2
- import { Texture } from '@babylonjs/core/Materials/Textures/texture.js';
3
- import { Vector3 } from '@babylonjs/core/Maths/math.vector.js';
4
- import { CreatePlane } from '@babylonjs/core/Meshes/Builders/planeBuilder.pure.js';
5
- import { Mesh } from '@babylonjs/core/Meshes/mesh.js';
6
- import { TransformNode } from '@babylonjs/core/Meshes/transformNode.js';
7
- import { resolve } from '../assets/paths.js';
8
- /** an asset path resolved via `mwg/assets`, or a URI passed through unchanged */
9
- function resolveSource(source) {
10
- return /^(?:data|blob|https?):/i.test(source) ? source : resolve(source);
11
- }
12
- /**
13
- * Moves either a billboard sprite or imported mesh through continuous 3D world space, and -
14
- * for an imported mesh - plays back whichever animation clips came baked into it.
15
- * `loadModel3D` already loads a glTF's own `animationGroups` as part of its import result;
16
- * this is what turns one of them into something a game can actually trigger, the way a walk
17
- * cycle baked into a mesh needs to be, rather than leaving them loaded but unreachable.
18
- */
19
- export class Character3D {
20
- /**
21
- * @param collideXZ optional, like `rpg.FreeMover` stays unopinionated about collision
22
- * until a game wires one in - omitted, `moveTo` interpolates through open space with no
23
- * notion of terrain height or collision at all, same as before this existed.
24
- */
25
- constructor(node, animations = [], collideXZ) {
26
- this.target = null;
27
- this.speed = 0;
28
- this.currentClip = null;
29
- this.node = node;
30
- this.animations = new Map(animations.map((group) => [group.name, group]));
31
- this.collideXZ = collideXZ;
32
- }
33
- /** true when an animation clip of this name was imported with the model */
34
- hasAnimation(name) {
35
- return this.animations.has(name);
36
- }
37
- /**
38
- * Plays an imported animation clip by name, stopping whichever one was already playing.
39
- * A name the model has no clip for is a no-op, returning `false`, the same
40
- * degrade-to-nothing `ActorAnimator`/`GridMover` already use for a missing animation
41
- * rather than throwing over what is often just a naming mismatch between assets.
42
- */
43
- playAnimation(name, loop = true) {
44
- const clip = this.animations.get(name);
45
- if (!clip)
46
- return false;
47
- if (this.currentClip === clip) {
48
- if (!clip.isPlaying)
49
- clip.start(loop);
50
- return true;
51
- }
52
- this.currentClip?.stop();
53
- clip.start(loop);
54
- this.currentClip = clip;
55
- return true;
56
- }
57
- /** stops whichever imported clip is currently playing, if any */
58
- stopAnimation() {
59
- this.currentClip?.stop();
60
- this.currentClip = null;
61
- }
62
- /** the name of the clip currently playing, or null when none is */
63
- get currentAnimation() {
64
- return this.currentClip?.name ?? null;
65
- }
66
- moveTo(x, y, z, speed) {
67
- if (!(speed > 0))
68
- throw new Error('3D character speed must be positive');
69
- this.target = new Vector3(x, y, z);
70
- this.speed = speed;
71
- }
72
- update(deltaSeconds) {
73
- if (!this.target)
74
- return false;
75
- const distance = Vector3.Distance(this.node.position, this.target);
76
- const reachesTarget = distance <= this.speed * deltaSeconds;
77
- const rawDirection = this.target.subtract(this.node.position);
78
- const intended = reachesTarget
79
- ? this.target
80
- : this.node.position.add(rawDirection.normalize().scale(this.speed * deltaSeconds));
81
- if (!reachesTarget)
82
- this.node.rotation.y = Math.atan2(rawDirection.x, rawDirection.z);
83
- if (this.collideXZ) {
84
- const from = { x: this.node.position.x, z: this.node.position.z };
85
- const to = { x: intended.x, z: intended.z };
86
- const resolved = this.collideXZ(from, to);
87
- this.node.position.set(resolved.x, intended.y, resolved.z);
88
- //stopped short of where it meant to go - the target it was walking toward is no
89
- //longer reachable along this line, the same "give up on this path" a caller of
90
- //rpg.Collision's resolveAabbAgainstTiles already has to decide for itself
91
- const blocked = resolved.blocked ?? (resolved.x !== to.x || resolved.z !== to.z);
92
- if (blocked) {
93
- this.target = null;
94
- return false;
95
- }
96
- }
97
- else {
98
- this.node.position.copyFrom(intended);
99
- }
100
- if (reachesTarget) {
101
- this.target = null;
102
- return false;
103
- }
104
- return true;
105
- }
106
- /** @param animations typically `loadModel3D`'s own `animationGroups` result field */
107
- static fromMesh(mesh, animations = []) {
108
- return new Character3D(mesh, animations);
109
- }
110
- static billboard(scene, options) {
111
- const plane = CreatePlane('billboard-character', { width: options.width ?? 1, height: options.height ?? 1.5 }, scene);
112
- plane.billboardMode = Mesh.BILLBOARDMODE_Y;
113
- const material = new StandardMaterial('billboard-material', scene);
114
- material.diffuseTexture = new Texture(resolveSource(options.texture), scene);
115
- material.diffuseTexture.hasAlpha = true;
116
- material.useAlphaFromDiffuseTexture = true;
117
- material.backFaceCulling = false;
118
- plane.material = material;
119
- return new Character3D(plane);
120
- }
121
- }
122
- //# sourceMappingURL=Character3D.js.map
@@ -1 +0,0 @@
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@@ -1,111 +0,0 @@
1
- import type { GridCell3D, GridShape3D } from './Grid.ts';
2
- /**
3
- * Horizontal collision for `mwg/3d`'s stepped grid terrain (`createTileGrid3D`): a moving
4
- * capsule/cylinder footprint stopped at the boundary of a raised column instead of clipping
5
- * through its side, the 3D counterpart to `rpg.Collision`'s 2D tile solidity - and, like that
6
- * module, this is not a rigid-body physics engine (see item 45's own caution), just the
7
- * missing primitive behind the bug item 144 was opened from: `Character3D.moveTo`
8
- * interpolates through open 3D space with no notion of terrain height, collision, or
9
- * step-up at all, so a path that was not authored to avoid a column's side clips straight
10
- * through it.
11
- *
12
- * A continuous heightmap (`createHeightmapTerrain3D`) is a different technique with its own
13
- * built-in height query (Babylon's own `GroundMesh.getHeightAtCoordinates`), so it needs
14
- * nothing from here; this module is specifically for the discrete, per-cell elevation grid
15
- * `createTileGrid3D` builds columns from, which has no such query at all.
16
- */
17
- /**
18
- * looks up a cell's height by its integer grid coordinate in O(1) rather than scanning `cells` on every query
19
- *
20
- * @example
21
- * ```ts
22
- * import { buildHeightIndex, heightAt } from '@datamoc/mw_games/3d';
23
- *
24
- * const heights = buildHeightIndex([
25
- * { x: 0, y: 0 },
26
- * { x: 1, y: 0, height: 2 },
27
- * ]);
28
- * console.log(heightAt(heights, 'square', 1.2, 0.1)); // 2
29
- * ```
30
- */
31
- export declare function buildHeightIndex(cells: readonly GridCell3D[]): Map<string, number>;
32
- /**
33
- * The integer grid cell nearest world position `(x, z)` - the inverse of `gridPoint3D`.
34
- * Nearest-cell rounding, not an exact point-in-hexagon test for the hex shape: consistent
35
- * with `rpg.Collision`'s own choice of simple axis sweeps over a full polygon solver, since
36
- * every tile a capsule actually stands on is far larger than the rounding error near an edge.
37
- *
38
- * @example
39
- * ```ts
40
- * import { cellAt } from '@datamoc/mw_games/3d';
41
- *
42
- * console.log(cellAt('square', 3.4, 1.6, 2)); // { x: 2, y: 1 }
43
- * ```
44
- */
45
- export declare function cellAt(shape: GridShape3D, x: number, z: number, tileSize?: number): {
46
- x: number;
47
- y: number;
48
- };
49
- /**
50
- * a cell's own `height` (grid-height units, before `heightStep` scaling), or `null` for a world position with no cell at all - a hole in the grid, blocking just like a wall would
51
- *
52
- * @example
53
- * ```ts
54
- * import { buildHeightIndex, heightAt } from '@datamoc/mw_games/3d';
55
- *
56
- * const heights = buildHeightIndex([{ x: 0, y: 0, height: 1 }]);
57
- * console.log(heightAt(heights, 'square', 0, 0), heightAt(heights, 'square', 5, 5)); // 1 null
58
- * ```
59
- */
60
- export declare function heightAt(index: ReadonlyMap<string, number>, shape: GridShape3D, x: number, z: number, tileSize?: number): number | null;
61
- /**
62
- * Inputs to `resolveCapsuleAgainstGrid`; `tileSize` (default 1) and `shape` must match the grid the heights were built from.
63
- */
64
- export interface CapsuleGridMoveOptions {
65
- shape: GridShape3D;
66
- /** from `buildHeightIndex` */
67
- heights: ReadonlyMap<string, number>;
68
- tileSize?: number;
69
- /** the largest per-cell height difference (grid-height units, not world units) a capsule can step up or down without being blocked; 0 only allows level ground */
70
- maxStepUp?: number;
71
- /** positions sampled along the (x, z) segment; higher catches a thin column at high travel speed at the cost of more lookups */
72
- steps?: number;
73
- }
74
- /** Where the move ended: `to` when open, otherwise the last sampled position that was still allowed. */
75
- export interface CapsuleGridMoveResult {
76
- x: number;
77
- z: number;
78
- /** true when the move was stopped short of `to` by a wall-height step or a hole in the grid */
79
- blocked: boolean;
80
- }
81
- /**
82
- * Moves a capsule's footprint from `from` toward `to` in the XZ plane, stopping at the last
83
- * sampled position still within `maxStepUp` of the cell it started the move standing on,
84
- * rather than passing straight through a column's side the way an un-collided `Character3D`
85
- * does. Sampling along the segment, not a swept-shape solver, is what stays shape-agnostic
86
- * across both `createTileGrid3D` shapes without hex-edge-specific geometry: exactly the
87
- * `resolveAabbAgainstTiles`-style trade-off `rpg.Collision`'s own doc comment already makes,
88
- * scaled to a grid that is not always axis-aligned.
89
- *
90
- * @example
91
- * ```ts
92
- * import { buildHeightIndex, resolveCapsuleAgainstGrid } from '@datamoc/mw_games/3d';
93
- *
94
- * const heights = buildHeightIndex([
95
- * { x: 0, y: 0 },
96
- * { x: 1, y: 0 },
97
- * { x: 2, y: 0, height: 3 },
98
- * ]);
99
- * //a step of 3 levels is more than the capsule can climb, so it stops on the cell before the column
100
- * const moved = resolveCapsuleAgainstGrid({ x: 0, z: 0 }, { x: 2, z: 0 }, { shape: 'square', heights, maxStepUp: 1 });
101
- * console.log(moved.blocked, moved.x < 1.5); // true true
102
- * ```
103
- */
104
- export declare function resolveCapsuleAgainstGrid(from: {
105
- x: number;
106
- z: number;
107
- }, to: {
108
- x: number;
109
- z: number;
110
- }, options: CapsuleGridMoveOptions): CapsuleGridMoveResult;
111
- //# sourceMappingURL=Collision3D.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,119 +0,0 @@
1
- /**
2
- * Horizontal collision for `mwg/3d`'s stepped grid terrain (`createTileGrid3D`): a moving
3
- * capsule/cylinder footprint stopped at the boundary of a raised column instead of clipping
4
- * through its side, the 3D counterpart to `rpg.Collision`'s 2D tile solidity - and, like that
5
- * module, this is not a rigid-body physics engine (see item 45's own caution), just the
6
- * missing primitive behind the bug item 144 was opened from: `Character3D.moveTo`
7
- * interpolates through open 3D space with no notion of terrain height, collision, or
8
- * step-up at all, so a path that was not authored to avoid a column's side clips straight
9
- * through it.
10
- *
11
- * A continuous heightmap (`createHeightmapTerrain3D`) is a different technique with its own
12
- * built-in height query (Babylon's own `GroundMesh.getHeightAtCoordinates`), so it needs
13
- * nothing from here; this module is specifically for the discrete, per-cell elevation grid
14
- * `createTileGrid3D` builds columns from, which has no such query at all.
15
- */
16
- /**
17
- * looks up a cell's height by its integer grid coordinate in O(1) rather than scanning `cells` on every query
18
- *
19
- * @example
20
- * ```ts
21
- * import { buildHeightIndex, heightAt } from '@datamoc/mw_games/3d';
22
- *
23
- * const heights = buildHeightIndex([
24
- * { x: 0, y: 0 },
25
- * { x: 1, y: 0, height: 2 },
26
- * ]);
27
- * console.log(heightAt(heights, 'square', 1.2, 0.1)); // 2
28
- * ```
29
- */
30
- export function buildHeightIndex(cells) {
31
- const index = new Map();
32
- for (const cell of cells)
33
- index.set(cellKey(cell.x, cell.y), cell.height ?? 0);
34
- return index;
35
- }
36
- function cellKey(x, y) {
37
- return `${x},${y}`;
38
- }
39
- /**
40
- * The integer grid cell nearest world position `(x, z)` - the inverse of `gridPoint3D`.
41
- * Nearest-cell rounding, not an exact point-in-hexagon test for the hex shape: consistent
42
- * with `rpg.Collision`'s own choice of simple axis sweeps over a full polygon solver, since
43
- * every tile a capsule actually stands on is far larger than the rounding error near an edge.
44
- *
45
- * @example
46
- * ```ts
47
- * import { cellAt } from '@datamoc/mw_games/3d';
48
- *
49
- * console.log(cellAt('square', 3.4, 1.6, 2)); // { x: 2, y: 1 }
50
- * ```
51
- */
52
- export function cellAt(shape, x, z, tileSize = 1) {
53
- if (!(tileSize > 0))
54
- throw new Error('3D grid collision tileSize must be positive');
55
- if (shape === 'square')
56
- return { x: Math.round(x / tileSize), y: Math.round(z / tileSize) };
57
- const cellX = Math.round(x / (tileSize * 1.5));
58
- const cellY = Math.round(z / (Math.sqrt(3) * tileSize) - (cellX & 1) * 0.5);
59
- return { x: cellX, y: cellY };
60
- }
61
- /**
62
- * a cell's own `height` (grid-height units, before `heightStep` scaling), or `null` for a world position with no cell at all - a hole in the grid, blocking just like a wall would
63
- *
64
- * @example
65
- * ```ts
66
- * import { buildHeightIndex, heightAt } from '@datamoc/mw_games/3d';
67
- *
68
- * const heights = buildHeightIndex([{ x: 0, y: 0, height: 1 }]);
69
- * console.log(heightAt(heights, 'square', 0, 0), heightAt(heights, 'square', 5, 5)); // 1 null
70
- * ```
71
- */
72
- export function heightAt(index, shape, x, z, tileSize = 1) {
73
- const cell = cellAt(shape, x, z, tileSize);
74
- const key = cellKey(cell.x, cell.y);
75
- return index.has(key) ? index.get(key) : null;
76
- }
77
- /**
78
- * Moves a capsule's footprint from `from` toward `to` in the XZ plane, stopping at the last
79
- * sampled position still within `maxStepUp` of the cell it started the move standing on,
80
- * rather than passing straight through a column's side the way an un-collided `Character3D`
81
- * does. Sampling along the segment, not a swept-shape solver, is what stays shape-agnostic
82
- * across both `createTileGrid3D` shapes without hex-edge-specific geometry: exactly the
83
- * `resolveAabbAgainstTiles`-style trade-off `rpg.Collision`'s own doc comment already makes,
84
- * scaled to a grid that is not always axis-aligned.
85
- *
86
- * @example
87
- * ```ts
88
- * import { buildHeightIndex, resolveCapsuleAgainstGrid } from '@datamoc/mw_games/3d';
89
- *
90
- * const heights = buildHeightIndex([
91
- * { x: 0, y: 0 },
92
- * { x: 1, y: 0 },
93
- * { x: 2, y: 0, height: 3 },
94
- * ]);
95
- * //a step of 3 levels is more than the capsule can climb, so it stops on the cell before the column
96
- * const moved = resolveCapsuleAgainstGrid({ x: 0, z: 0 }, { x: 2, z: 0 }, { shape: 'square', heights, maxStepUp: 1 });
97
- * console.log(moved.blocked, moved.x < 1.5); // true true
98
- * ```
99
- */
100
- export function resolveCapsuleAgainstGrid(from, to, options) {
101
- const { shape, heights, tileSize = 1, maxStepUp = 0, steps = 8 } = options;
102
- if (!(steps > 0))
103
- throw new Error('3D grid collision steps must be positive');
104
- let currentHeight = heightAt(heights, shape, from.x, from.z, tileSize) ?? 0;
105
- let last = { x: from.x, z: from.z };
106
- for (let i = 1; i <= steps; i++) {
107
- const t = i / steps;
108
- const x = from.x + (to.x - from.x) * t;
109
- const z = from.z + (to.z - from.z) * t;
110
- const height = heightAt(heights, shape, x, z, tileSize);
111
- if (height === null || Math.abs(height - currentHeight) > maxStepUp) {
112
- return { x: last.x, z: last.z, blocked: true };
113
- }
114
- last = { x, z };
115
- currentHeight = height;
116
- }
117
- return { x: last.x, z: last.z, blocked: false };
118
- }
119
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@@ -1,25 +0,0 @@
1
- import { ArcRotateCamera } from '@babylonjs/core/Cameras/arcRotateCamera.js';
2
- import { Engine } from '@babylonjs/core/Engines/engine.js';
3
- import { Scene } from '@babylonjs/core/scene.js';
4
- /** `clearColor` is RGBA in 0 to 1 (alpha 1 when omitted, default a dark blue); `antialias` defaults to true. */
5
- export interface Engine3DOptions {
6
- canvas: HTMLCanvasElement;
7
- antialias?: boolean;
8
- clearColor?: readonly [number, number, number, number?];
9
- }
10
- /** Per-frame callback, run before the scene renders; `deltaSeconds` is the time since the previous frame. */
11
- export type Frame3D = (deltaSeconds: number) => void;
12
- /** Owns Babylon's WebGL engine, scene, default camera, lighting, and render loop. */
13
- export declare class Engine3D {
14
- readonly engine: Engine;
15
- readonly scene: Scene;
16
- readonly camera: ArcRotateCamera;
17
- private frame;
18
- private readonly resize;
19
- constructor(options: Engine3DOptions);
20
- start(frame?: Frame3D): void;
21
- step(deltaSeconds: number): void;
22
- stop(): void;
23
- dispose(): void;
24
- }
25
- //# sourceMappingURL=Engine3D.d.ts.map
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