@datamoc/mw_games 0.44.2 → 0.46.0

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 (1695) 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 -732
  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 -394
  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 -75
  58. package/tools/audio.mjs +1 -437
  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 -3196
  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 -2256
  134. package/api-surface.json +0 -18128
  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 -57
  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
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  280. package/dist/assets/binary.d.ts +0 -52
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  284. package/dist/assets/index.d.ts +0 -27
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  286. package/dist/assets/index.js +0 -20
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  288. package/dist/assets/loader.d.ts +0 -70
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  290. package/dist/assets/loader.js +0 -115
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  292. package/dist/assets/paths.d.ts +0 -73
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  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/AdaptiveMusic.d.ts +0 -85
  301. package/dist/audio/AdaptiveMusic.d.ts.map +0 -1
  302. package/dist/audio/AdaptiveMusic.js +0 -230
  303. package/dist/audio/AdaptiveMusic.js.map +0 -1
  304. package/dist/audio/AudioLoader.d.ts +0 -33
  305. package/dist/audio/AudioLoader.d.ts.map +0 -1
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  308. package/dist/audio/AudioViews.d.ts +0 -70
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  310. package/dist/audio/AudioViews.js +0 -119
  311. package/dist/audio/AudioViews.js.map +0 -1
  312. package/dist/audio/BusBudget.d.ts +0 -89
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  316. package/dist/audio/Captions.d.ts +0 -27
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  320. package/dist/audio/Channels.d.ts +0 -282
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  324. package/dist/audio/CoreHost.d.ts +0 -114
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@@ -1 +0,0 @@
1
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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
- //# sourceMappingURL=Collision3D.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Collision3D.js","sourceRoot":"","sources":["../../src/three-d/Collision3D.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;GAcG;AAEH;;;;;;;;;;;;;GAaG;AACH,MAAM,UAAU,gBAAgB,CAAC,KAA4B;IAC5D,MAAM,KAAK,GAAG,IAAI,GAAG,EAAkB,CAAC;IACxC,KAAK,MAAM,IAAI,IAAI,KAAK;QAAE,KAAK,CAAC,GAAG,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,IAAI,CAAC,CAAC,CAAC;IAC/E,OAAO,KAAK,CAAC;AACd,CAAC;AAED,SAAS,OAAO,CAAC,CAAS,EAAE,CAAS;IACpC,OAAO,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;AACpB,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,MAAM,CAAC,KAAkB,EAAE,CAAS,EAAE,CAAS,EAAE,QAAQ,GAAG,CAAC;IAC5E,IAAI,CAAC,CAAC,QAAQ,GAAG,CAAC,CAAC;QAAE,MAAM,IAAI,KAAK,CAAC,6CAA6C,CAAC,CAAC;IACpF,IAAI,KAAK,KAAK,QAAQ;QAAE,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,QAAQ,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,QAAQ,CAAC,EAAE,CAAC;IAE5F,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,QAAQ,GAAG,GAAG,CAAC,CAAC,CAAC;IAC/C,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,GAAG,CAAC,KAAK,GAAG,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;IAC5E,OAAO,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC,EAAE,KAAK,EAAE,CAAC;AAC/B,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,QAAQ,CACvB,KAAkC,EAClC,KAAkB,EAClB,CAAS,EACT,CAAS,EACT,QAAQ,GAAG,CAAC;IAEZ,MAAM,IAAI,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC;IAC3C,MAAM,GAAG,GAAG,OAAO,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,CAAC,CAAC;IACpC,OAAO,KAAK,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,GAAG,CAAC,GAAG,CAAE,CAAC,CAAC,CAAC,IAAI,CAAC;AAChD,CAAC;AAwBD;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,UAAU,yBAAyB,CACxC,IAA8B,EAC9B,EAA4B,EAC5B,OAA+B;IAE/B,MAAM,EAAE,KAAK,EAAE,OAAO,EAAE,QAAQ,GAAG,CAAC,EAAE,SAAS,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,GAAG,OAAO,CAAC;IAC3E,IAAI,CAAC,CAAC,KAAK,GAAG,CAAC,CAAC;QAAE,MAAM,IAAI,KAAK,CAAC,0CAA0C,CAAC,CAAC;IAE9E,IAAI,aAAa,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,QAAQ,CAAC,IAAI,CAAC,CAAC;IAC5E,IAAI,IAAI,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC;IAEpC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,KAAK,EAAE,CAAC,EAAE,EAAE,CAAC;QACjC,MAAM,CAAC,GAAG,CAAC,GAAG,KAAK,CAAC;QACpB,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QACvC,MAAM,CAAC,GAAG,IAAI,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,GAAG,IAAI,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QACvC,MAAM,MAAM,GAAG,QAAQ,CAAC,OAAO,EAAE,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,QAAQ,CAAC,CAAC;QACxD,IAAI,MAAM,KAAK,IAAI,IAAI,IAAI,CAAC,GAAG,CAAC,MAAM,GAAG,aAAa,CAAC,GAAG,SAAS,EAAE,CAAC;YACrE,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;QAChD,CAAC;QACD,IAAI,GAAG,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC;QAChB,aAAa,GAAG,MAAM,CAAC;IACxB,CAAC;IACD,OAAO,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;AACjD,CAAC"}
@@ -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
@@ -1 +0,0 @@
1
- {"version":3,"file":"Engine3D.d.ts","sourceRoot":"","sources":["../../src/three-d/Engine3D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,4CAA4C,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,mCAAmC,CAAC;AAI3D,OAAO,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAEjD,gHAAgH;AAChH,MAAM,WAAW,eAAe;IAC/B,MAAM,EAAE,iBAAiB,CAAC;IAC1B,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,UAAU,CAAC,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC,CAAC;CACxD;AAED,6GAA6G;AAC7G,MAAM,MAAM,OAAO,GAAG,CAAC,YAAY,EAAE,MAAM,KAAK,IAAI,CAAC;AAErD,qFAAqF;AACrF,qBAAa,QAAQ;IACpB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,QAAQ,CAAC,KAAK,EAAE,KAAK,CAAC;IACtB,QAAQ,CAAC,MAAM,EAAE,eAAe,CAAC;IACjC,OAAO,CAAC,KAAK,CAAwB;IACrC,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAoC;IAE3D,YAAY,OAAO,EAAE,eAAe,EAYnC;IAED,KAAK,CAAC,KAAK,CAAC,EAAE,OAAO,GAAG,IAAI,CAG3B;IAED,IAAI,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI,CAG/B;IAED,IAAI,IAAI,IAAI,CAEX;IAED,OAAO,IAAI,IAAI,CAOd;CACD"}
@@ -1,45 +0,0 @@
1
- import { ArcRotateCamera } from '@babylonjs/core/Cameras/arcRotateCamera.js';
2
- import { Engine } from '@babylonjs/core/Engines/engine.js';
3
- import { HemisphericLight } from '@babylonjs/core/Lights/hemisphericLight.js';
4
- import { Color4 } from '@babylonjs/core/Maths/math.color.js';
5
- import { Vector3 } from '@babylonjs/core/Maths/math.vector.js';
6
- import { Scene } from '@babylonjs/core/scene.js';
7
- /** Owns Babylon's WebGL engine, scene, default camera, lighting, and render loop. */
8
- export class Engine3D {
9
- constructor(options) {
10
- this.frame = null;
11
- this.resize = () => this.engine.resize();
12
- this.engine = new Engine(options.canvas, options.antialias ?? true);
13
- this.scene = new Scene(this.engine);
14
- const color = options.clearColor ?? [0.04, 0.06, 0.09, 1];
15
- this.scene.clearColor = new Color4(color[0], color[1], color[2], color[3] ?? 1);
16
- this.camera = new ArcRotateCamera('camera', -Math.PI / 2, Math.PI / 3, 18, Vector3.Zero(), this.scene);
17
- this.camera.lowerRadiusLimit = 3;
18
- this.camera.upperRadiusLimit = 80;
19
- this.camera.attachControl(options.canvas, true);
20
- new HemisphericLight('ambient', new Vector3(0.3, 1, 0.2), this.scene).intensity = 0.9;
21
- addEventListener('resize', this.resize);
22
- globalThis.__MWG_3D__ = this;
23
- }
24
- start(frame) {
25
- this.frame = frame ?? null;
26
- this.engine.runRenderLoop(() => this.step(this.engine.getDeltaTime() / 1000));
27
- }
28
- step(deltaSeconds) {
29
- this.frame?.(deltaSeconds);
30
- this.scene.render();
31
- }
32
- stop() {
33
- this.engine.stopRenderLoop();
34
- }
35
- dispose() {
36
- this.stop();
37
- removeEventListener('resize', this.resize);
38
- this.scene.dispose();
39
- this.engine.dispose();
40
- const globals = globalThis;
41
- if (globals.__MWG_3D__ === this)
42
- delete globals.__MWG_3D__;
43
- }
44
- }
45
- //# sourceMappingURL=Engine3D.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Engine3D.js","sourceRoot":"","sources":["../../src/three-d/Engine3D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAAE,MAAM,4CAA4C,CAAC;AAC7E,OAAO,EAAE,MAAM,EAAE,MAAM,mCAAmC,CAAC;AAC3D,OAAO,EAAE,gBAAgB,EAAE,MAAM,4CAA4C,CAAC;AAC9E,OAAO,EAAE,MAAM,EAAE,MAAM,qCAAqC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,sCAAsC,CAAC;AAC/D,OAAO,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAYjD,qFAAqF;AACrF,MAAM,OAAO,QAAQ;IAOpB,YAAY,OAAwB;QAH5B,UAAK,GAAmB,IAAI,CAAC;QACpB,WAAM,GAAG,GAAS,EAAE,CAAC,IAAI,CAAC,MAAM,CAAC,MAAM,EAAE,CAAC;QAG1D,IAAI,CAAC,MAAM,GAAG,IAAI,MAAM,CAAC,OAAO,CAAC,MAAM,EAAE,OAAO,CAAC,SAAS,IAAI,IAAI,CAAC,CAAC;QACpE,IAAI,CAAC,KAAK,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QACpC,MAAM,KAAK,GAAG,OAAO,CAAC,UAAU,IAAI,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;QAC1D,IAAI,CAAC,KAAK,CAAC,UAAU,GAAG,IAAI,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;QAChF,IAAI,CAAC,MAAM,GAAG,IAAI,eAAe,CAAC,QAAQ,EAAE,CAAC,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,EAAE,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QACvG,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,CAAC,CAAC;QACjC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAE,CAAC;QAClC,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,OAAO,CAAC,MAAM,EAAE,IAAI,CAAC,CAAC;QAChD,IAAI,gBAAgB,CAAC,SAAS,EAAE,IAAI,OAAO,CAAC,GAAG,EAAE,CAAC,EAAE,GAAG,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC,SAAS,GAAG,GAAG,CAAC;QACtF,gBAAgB,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QACvC,UAAiD,CAAC,UAAU,GAAG,IAAI,CAAC;IACtE,CAAC;IAED,KAAK,CAAC,KAAe;QACpB,IAAI,CAAC,KAAK,GAAG,KAAK,IAAI,IAAI,CAAC;QAC3B,IAAI,CAAC,MAAM,CAAC,aAAa,CAAC,GAAG,EAAE,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,GAAG,IAAI,CAAC,CAAC,CAAC;IAC/E,CAAC;IAED,IAAI,CAAC,YAAoB;QACxB,IAAI,CAAC,KAAK,EAAE,CAAC,YAAY,CAAC,CAAC;QAC3B,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;IACrB,CAAC;IAED,IAAI;QACH,IAAI,CAAC,MAAM,CAAC,cAAc,EAAE,CAAC;IAC9B,CAAC;IAED,OAAO;QACN,IAAI,CAAC,IAAI,EAAE,CAAC;QACZ,mBAAmB,CAAC,QAAQ,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC3C,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC;QACrB,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;QACtB,MAAM,OAAO,GAAG,UAAgD,CAAC;QACjE,IAAI,OAAO,CAAC,UAAU,KAAK,IAAI;YAAE,OAAO,OAAO,CAAC,UAAU,CAAC;IAC5D,CAAC;CACD"}
@@ -1,30 +0,0 @@
1
- /** `square` cells, or flat-top `hex` cells in odd-q offset coordinates. */
2
- export type GridShape3D = 'square' | 'hex';
3
- /**
4
- * One floor cell: integer grid coordinates and an optional `height` in levels (default 0, negative sinks), scaled by `heightStep`.
5
- */
6
- export interface GridCell3D {
7
- x: number;
8
- y: number;
9
- height?: number;
10
- }
11
- /** A world-space position; `y` is up. */
12
- export interface Point3D {
13
- x: number;
14
- y: number;
15
- z: number;
16
- }
17
- /**
18
- * Converts the framework's integer square or odd-q hex coordinate to 3D world space.
19
- *
20
- * @example
21
- * ```ts
22
- * import { gridPoint3D } from '@datamoc/mw_games/3d';
23
- *
24
- * //cell (3, 2), one level up, on a grid of 2-unit tiles with 0.5-unit levels
25
- * const point = gridPoint3D('square', 3, 2, 2, 1, 0.5);
26
- * console.log(point); // { x: 6, y: 0.5, z: 4 }
27
- * ```
28
- */
29
- export declare function gridPoint3D(shape: GridShape3D, x: number, y: number, tileSize?: number, height?: number, heightStep?: number): Point3D;
30
- //# sourceMappingURL=Grid.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,24 +0,0 @@
1
- /**
2
- * Converts the framework's integer square or odd-q hex coordinate to 3D world space.
3
- *
4
- * @example
5
- * ```ts
6
- * import { gridPoint3D } from '@datamoc/mw_games/3d';
7
- *
8
- * //cell (3, 2), one level up, on a grid of 2-unit tiles with 0.5-unit levels
9
- * const point = gridPoint3D('square', 3, 2, 2, 1, 0.5);
10
- * console.log(point); // { x: 6, y: 0.5, z: 4 }
11
- * ```
12
- */
13
- export function gridPoint3D(shape, x, y, tileSize = 1, height = 0, heightStep = 1) {
14
- if (!(tileSize > 0) || !(heightStep > 0))
15
- throw new Error('3D grid sizes must be positive');
16
- if (shape === 'square')
17
- return { x: x * tileSize, y: height * heightStep, z: y * tileSize };
18
- return {
19
- x: x * tileSize * 1.5,
20
- y: height * heightStep,
21
- z: (y + (x & 1) * 0.5) * Math.sqrt(3) * tileSize,
22
- };
23
- }
24
- //# sourceMappingURL=Grid.js.map
@@ -1 +0,0 @@
1
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@@ -1,38 +0,0 @@
1
- import type { GroundMesh } from '@babylonjs/core/Meshes/groundMesh.js';
2
- import type { Scene } from '@babylonjs/core/scene.js';
3
- /**
4
- * Already-decoded pixel bytes, top-left origin, row-major, 4 bytes (RGBA) per pixel - a
5
- * canvas `getImageData().data` is exactly this shape.
6
- */
7
- export interface HeightmapSource {
8
- data: Uint8Array;
9
- width: number;
10
- height: number;
11
- }
12
- /**
13
- * Terrain size and relief. Pixel brightness maps linearly onto `minHeight` to `maxHeight` (0 and 1 when omitted).
14
- */
15
- export interface HeightmapTerrain3DOptions {
16
- /** world-space size along X; defaults to 10 */
17
- width?: number;
18
- /** world-space size along Z; defaults to 10 */
19
- depth?: number;
20
- /** vertices per side; defaults to one per source pixel along the shorter dimension */
21
- subdivisions?: number;
22
- minHeight?: number;
23
- maxHeight?: number;
24
- }
25
- /**
26
- * Builds a continuous mesh displaced by a greyscale heightmap - a different technique from
27
- * `createTileGrid3D`'s discrete, per-cell elevation columns, for a game wanting rolling
28
- * ground instead of stepped blocks.
29
- *
30
- * Takes already-decoded pixel bytes rather than a URL Babylon would fetch and decode
31
- * itself, the same shape `parseVox` already takes raw bytes rather than a path: decoding an
32
- * image is `mwg/assets`'/a game's own job (a loaded texture read back through a canvas, or
33
- * any other decoder), keeping this module - like every other loader in `mwg/3d` - ignorant
34
- * of where its bytes came from and safe to call from `file://` without touching the network
35
- * itself.
36
- */
37
- export declare function createHeightmapTerrain3D(scene: Scene, source: HeightmapSource, options?: HeightmapTerrain3DOptions): GroundMesh;
38
- //# sourceMappingURL=Heightmap.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Heightmap.d.ts","sourceRoot":"","sources":["../../src/three-d/Heightmap.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,sCAAsC,CAAC;AACvE,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,0BAA0B,CAAC;AAEtD;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC/B,IAAI,EAAE,UAAU,CAAC;IACjB,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;CACf;AAED;;GAEG;AACH,MAAM,WAAW,yBAAyB;IACzC,+CAA+C;IAC/C,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,+CAA+C;IAC/C,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,sFAAsF;IACtF,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,SAAS,CAAC,EAAE,MAAM,CAAC;CACnB;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,wBAAwB,CACvC,KAAK,EAAE,KAAK,EACZ,MAAM,EAAE,eAAe,EACvB,OAAO,GAAE,yBAA8B,GACrC,UAAU,CAmBZ"}
@@ -1,29 +0,0 @@
1
- import { CreateGroundFromHeightMap } from '@babylonjs/core/Meshes/Builders/groundBuilder.pure.js';
2
- /**
3
- * Builds a continuous mesh displaced by a greyscale heightmap - a different technique from
4
- * `createTileGrid3D`'s discrete, per-cell elevation columns, for a game wanting rolling
5
- * ground instead of stepped blocks.
6
- *
7
- * Takes already-decoded pixel bytes rather than a URL Babylon would fetch and decode
8
- * itself, the same shape `parseVox` already takes raw bytes rather than a path: decoding an
9
- * image is `mwg/assets`'/a game's own job (a loaded texture read back through a canvas, or
10
- * any other decoder), keeping this module - like every other loader in `mwg/3d` - ignorant
11
- * of where its bytes came from and safe to call from `file://` without touching the network
12
- * itself.
13
- */
14
- export function createHeightmapTerrain3D(scene, source, options = {}) {
15
- if (!(source.width > 0) || !(source.height > 0))
16
- throw new Error('heightmap source needs positive dimensions');
17
- if (source.data.length < source.width * source.height * 4) {
18
- throw new Error('heightmap source data is smaller than width * height * 4 (RGBA)');
19
- }
20
- return CreateGroundFromHeightMap('heightmap-terrain', { data: source.data, width: source.width, height: source.height }, {
21
- width: options.width ?? 10,
22
- height: options.depth ?? 10,
23
- subdivisions: options.subdivisions ?? Math.max(1, Math.min(source.width, source.height) - 1),
24
- minHeight: options.minHeight ?? 0,
25
- maxHeight: options.maxHeight ?? 1,
26
- updatable: false,
27
- }, scene);
28
- }
29
- //# sourceMappingURL=Heightmap.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"Heightmap.js","sourceRoot":"","sources":["../../src/three-d/Heightmap.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,yBAAyB,EAAE,MAAM,uDAAuD,CAAC;AA4BlG;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,wBAAwB,CACvC,KAAY,EACZ,MAAuB,EACvB,OAAO,GAA8B,EAAE;IAEvC,IAAI,CAAC,CAAC,MAAM,CAAC,KAAK,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC;QAAE,MAAM,IAAI,KAAK,CAAC,4CAA4C,CAAC,CAAC;IAC/G,IAAI,MAAM,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,KAAK,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QAC3D,MAAM,IAAI,KAAK,CAAC,iEAAiE,CAAC,CAAC;IACpF,CAAC;IAED,OAAO,yBAAyB,CAC/B,mBAAmB,EACnB,EAAE,IAAI,EAAE,MAAM,CAAC,IAAI,EAAE,KAAK,EAAE,MAAM,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,CAAC,MAAM,EAAE,EACjE;QACC,KAAK,EAAE,OAAO,CAAC,KAAK,IAAI,EAAE;QAC1B,MAAM,EAAE,OAAO,CAAC,KAAK,IAAI,EAAE;QAC3B,YAAY,EAAE,OAAO,CAAC,YAAY,IAAI,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,KAAK,EAAE,MAAM,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;QAC5F,SAAS,EAAE,OAAO,CAAC,SAAS,IAAI,CAAC;QACjC,SAAS,EAAE,OAAO,CAAC,SAAS,IAAI,CAAC;QACjC,SAAS,EAAE,KAAK;KAChB,EACD,KAAK,CACL,CAAC;AACH,CAAC"}