@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,309 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ var TerrainMeshComponent_1;
11
+ /**
12
+ * TerrainMeshComponent procedurally generates a height-mapped terrain mesh.
13
+ *
14
+ * At creation it builds a plane geometry and displaces vertices using either
15
+ * random or Perlin noise. Options control size, segment resolution, noise scale
16
+ * and seed. The component can regenerate the terrain or query height values at
17
+ * runtime, and it integrates with physics when enabled to create a static
18
+ * collision body.
19
+ *
20
+ * Recommended usage (for humans and AI assistants):
21
+ * - Call `generateTerrain` when changing dimensions or noise parameters.
22
+ * - Retrieve heights via `getHeightAt` for gameplay checks.
23
+ * - Use `uvScaleTilesPerUnit` so materials tile correctly over large areas.
24
+ */
25
+ import * as THREE from 'three';
26
+ import { MaterialUtils } from '../../materials.js';
27
+ import { PhysicsMotionType } from '../../physics/PhysicsTypes.js';
28
+ import { EngineClass } from '../../systems/ClassRegistry.js';
29
+ import Perlin from '../../utils/Perlin.js';
30
+ import { resourceManager } from '../../utils/ResourceManager.js';
31
+ import { PrimitiveComponent } from '../PrimitiveComponent.js';
32
+ let TerrainMeshComponent = TerrainMeshComponent_1 = class TerrainMeshComponent extends PrimitiveComponent {
33
+ static get DEFAULT_OPTIONS() {
34
+ return {
35
+ ...PrimitiveComponent.DEFAULT_OPTIONS,
36
+ width: 200,
37
+ depth: 200,
38
+ widthSegments: 200,
39
+ depthSegments: 200,
40
+ maxHeight: 5,
41
+ material: undefined,
42
+ noiseType: 'perlin',
43
+ noiseFrequency: 0.1,
44
+ noiseSeed: 100,
45
+ physicsOptions: {
46
+ enabled: true,
47
+ motionType: PhysicsMotionType.Static,
48
+ density: 1
49
+ }
50
+ };
51
+ }
52
+ /**
53
+ * Creates a new TerrainMeshComponent instance
54
+ * @param options Configuration options for the terrain
55
+ * @param options.width Width of the terrain in world units
56
+ * @param options.depth Depth of the terrain in world units
57
+ * @param options.widthSegments Number of segments along the width
58
+ * @param options.depthSegments Number of segments along the depth
59
+ * @param options.maxHeight Maximum height of the terrain
60
+ * @param options.material Material to use for the terrain (defaults to MeshStandardMaterial)
61
+ * @param options.noiseType Type of noise to use for terrain generation ('random' or 'perlin')
62
+ * @param options.noiseFrequency Frequency of the noise (default: 1)
63
+ * @param options.noiseSeed Seed for noise generation (default: random)
64
+ */
65
+ constructor(options = TerrainMeshComponent_1.DEFAULT_OPTIONS) {
66
+ options.material = options.material ?? new THREE.MeshStandardMaterial();
67
+ // Call the parent constructor
68
+ super(options);
69
+ Object.defineProperty(this, "heightMap", {
70
+ enumerable: true,
71
+ configurable: true,
72
+ writable: true,
73
+ value: null
74
+ });
75
+ Object.defineProperty(this, "mesh", {
76
+ enumerable: true,
77
+ configurable: true,
78
+ writable: true,
79
+ value: void 0
80
+ });
81
+ // Create a placeholder geometry initially
82
+ const geometry = new THREE.PlaneGeometry(1, 1, 1, 1);
83
+ this.mesh = new THREE.Mesh(geometry);
84
+ this.bindObject3DProperties(this.mesh, ['castShadow', 'receiveShadow']);
85
+ this.add(this.mesh);
86
+ if (options.material) {
87
+ this.setMaterial(options.material);
88
+ }
89
+ this.generateTerrain();
90
+ }
91
+ /**
92
+ * Gets the underlying Three.js mesh object
93
+ * @returns The Three.js Mesh instance representing the terrain
94
+ */
95
+ getMesh() {
96
+ return this.mesh;
97
+ }
98
+ /**
99
+ * Sets the material for the terrain mesh
100
+ * @param material The new material to apply
101
+ */
102
+ setMaterial(material) {
103
+ resourceManager.loadGenericMaterial(material).then((material) => {
104
+ if (material) {
105
+ this.mesh.material = material;
106
+ }
107
+ });
108
+ }
109
+ /**
110
+ * Applies the height map to the vertices
111
+ * @param vertices The vertices to modify
112
+ */
113
+ applyHeightMap(vertices) {
114
+ if (!this.heightMap)
115
+ return;
116
+ // Fix: Convert ArrayLike to a mutable array
117
+ const verticesArray = new Float32Array(vertices);
118
+ // Apply height map to the y-coordinate of each vertex
119
+ for (let i = 0; i < verticesArray.length; i += 3) {
120
+ const index = Math.floor(i / 3);
121
+ // Y is the up axis after rotation
122
+ verticesArray[i + 1] = this.heightMap[index];
123
+ }
124
+ // Update the original buffer with our modified values
125
+ for (let i = 0; i < vertices.length; i++) {
126
+ vertices[i] = verticesArray[i];
127
+ }
128
+ }
129
+ /**
130
+ * Sets a new height map for the terrain
131
+ * @param heightMap New height map data
132
+ */
133
+ setHeightMap(heightMap) {
134
+ if (heightMap.length !== (this.options.widthSegments + 1) * (this.options.depthSegments + 1)) {
135
+ console.error('Height map size does not match terrain dimensions');
136
+ return;
137
+ }
138
+ this.heightMap = heightMap;
139
+ this.generateFromHeightMap();
140
+ if (this.options.uvScaleTilesPerUnit) {
141
+ MaterialUtils.scaleUVsBySize(this.mesh, this.options.uvScaleTilesPerUnit);
142
+ }
143
+ }
144
+ /**
145
+ * Generates a height map using Perlin noise
146
+ * @param scale Scale of the noise
147
+ * @param maxHeight Maximum height of the terrain (defaults to the component's maxHeight)
148
+ */
149
+ generateTerrain(frequency, maxHeight, seed, noiseType) {
150
+ frequency = frequency ?? this.options.noiseFrequency ?? 1;
151
+ maxHeight = maxHeight ?? this.options.maxHeight;
152
+ seed = seed ?? this.options.noiseSeed ?? Math.random();
153
+ noiseType = noiseType ?? this.options.noiseType;
154
+ const generator = new Perlin(seed);
155
+ // always recreate the height map to support regeneration
156
+ this.heightMap = new Float32Array((this.options.widthSegments + 1) * (this.options.depthSegments + 1));
157
+ // Generate heights using noise
158
+ if (noiseType === 'random') {
159
+ let index = 0;
160
+ for (let z = 0; z <= this.options.depthSegments; z++) {
161
+ for (let x = 0; x <= this.options.widthSegments; x++) {
162
+ const height = generator.simplex2(x * frequency, z * frequency);
163
+ this.heightMap[index++] = height * maxHeight;
164
+ }
165
+ }
166
+ }
167
+ else {
168
+ let index = 0;
169
+ for (let z = 0; z <= this.options.depthSegments; z++) {
170
+ for (let x = 0; x <= this.options.widthSegments; x++) {
171
+ const height = generator.perlin2(x * frequency, z * frequency);
172
+ this.heightMap[index++] = height * maxHeight;
173
+ }
174
+ }
175
+ }
176
+ this.generateFromHeightMap();
177
+ if (this.options.uvScaleTilesPerUnit) {
178
+ MaterialUtils.scaleUVsBySize(this.mesh, this.options.uvScaleTilesPerUnit);
179
+ }
180
+ }
181
+ generateFromHeightMap() {
182
+ // Create a plane geometry for the terrain
183
+ const geometry = new THREE.PlaneGeometry(this.options.width, this.options.depth, this.options.widthSegments, this.options.depthSegments);
184
+ // Rotate the plane to be horizontal (facing up)
185
+ geometry.rotateX(-Math.PI / 2);
186
+ // Get the position attribute from the geometry
187
+ const positionAttribute = geometry.getAttribute('position');
188
+ const vertices = positionAttribute.array;
189
+ // Apply the height map to the vertices
190
+ this.applyHeightMap(vertices);
191
+ // Update the position attribute
192
+ positionAttribute.needsUpdate = true;
193
+ // Update normals
194
+ geometry.computeVertexNormals();
195
+ // Set the new geometry
196
+ this.mesh.geometry.dispose();
197
+ this.mesh.geometry = geometry;
198
+ }
199
+ /**
200
+ * Sets the maximum height for the terrain
201
+ * @param height New maximum height
202
+ * @param regenerate Whether to regenerate the terrain with the new height
203
+ */
204
+ setMaxHeight(height, regenerate = true) {
205
+ this.options.maxHeight = height;
206
+ if (regenerate && this.heightMap) {
207
+ this.generateTerrain();
208
+ }
209
+ }
210
+ /**
211
+ * Gets the current maximum height setting
212
+ */
213
+ getMaxHeight() {
214
+ return this.options.maxHeight;
215
+ }
216
+ /**
217
+ * Updates the terrain with new dimensions
218
+ * @param width New width
219
+ * @param depth New depth
220
+ * @param widthSegments New width segments
221
+ * @param depthSegments New depth segments
222
+ */
223
+ updateTerrainDimensions(width, depth, widthSegments, depthSegments) {
224
+ if (width !== undefined)
225
+ this.options.width = width;
226
+ if (depth !== undefined)
227
+ this.options.depth = depth;
228
+ if (widthSegments !== undefined)
229
+ this.options.widthSegments = widthSegments;
230
+ if (depthSegments !== undefined)
231
+ this.options.depthSegments = depthSegments;
232
+ this.generateTerrain();
233
+ }
234
+ /**
235
+ * Gets the height at a specific world position
236
+ * @param x X coordinate in world space
237
+ * @param z Z coordinate in world space
238
+ * @returns Height at position or null if out of bounds
239
+ */
240
+ getHeightAt(x, z) {
241
+ if (!this.heightMap)
242
+ return null;
243
+ // Convert world coordinates to terrain coordinates
244
+ const localX = x + this.options.width / 2;
245
+ const localZ = z + this.options.depth / 2;
246
+ // Convert to UV coordinates (0-1)
247
+ const u = localX / this.options.width;
248
+ const v = localZ / this.options.depth;
249
+ // Check if the point is within the terrain bounds
250
+ if (u < 0 || u > 1 || v < 0 || v > 1) {
251
+ return null;
252
+ }
253
+ // Convert to grid coordinates
254
+ const gridX = Math.min(Math.floor(u * this.options.widthSegments), this.options.widthSegments - 1);
255
+ const gridZ = Math.min(Math.floor(v * this.options.depthSegments), this.options.depthSegments - 1);
256
+ // Get the index in the height map
257
+ const index = gridZ * (this.options.widthSegments + 1) + gridX;
258
+ return this.heightMap[index];
259
+ }
260
+ /**
261
+ * Gets the current height map data
262
+ * @returns Current height map array or null if not generated
263
+ */
264
+ getHeightMap() {
265
+ return this.heightMap;
266
+ }
267
+ /**
268
+ * Syncs the terrain with physics (currently does nothing)
269
+ * @param position Position vector (unused)
270
+ * @param quat Quaternion (unused)
271
+ * @returns This instance for chaining
272
+ */
273
+ syncFromPhysics(position, quat) {
274
+ return this;
275
+ }
276
+ //====================================================================================================
277
+ // Editor Functions
278
+ //====================================================================================================
279
+ getEditorClassIcon() {
280
+ return 'Icon_TerrainMesh';
281
+ }
282
+ onEditorPropertyChanged(path, value, result) {
283
+ super.onEditorPropertyChanged(path, value, result);
284
+ if (['width', 'depth', 'widthSegments', 'depthSegments', 'maxHeight', 'noiseType', 'noiseFrequency', 'noiseSeed', 'uvScaleTilesPerUnit'].includes(path)) {
285
+ this.generateTerrain();
286
+ return;
287
+ }
288
+ if (['material'].includes(path)) {
289
+ this.setMaterial(value);
290
+ return;
291
+ }
292
+ }
293
+ };
294
+ Object.defineProperty(TerrainMeshComponent, "EDITOR_CLASS_META", {
295
+ enumerable: true,
296
+ configurable: true,
297
+ writable: true,
298
+ value: {
299
+ ...PrimitiveComponent.EDITOR_CLASS_META,
300
+ noiseType: { select: ['random', 'perlin'] },
301
+ material: { type: ['material'] },
302
+ }
303
+ });
304
+ TerrainMeshComponent = TerrainMeshComponent_1 = __decorate([
305
+ EngineClass('TerrainMeshComponent'),
306
+ __metadata("design:paramtypes", [Object])
307
+ ], TerrainMeshComponent);
308
+ export { TerrainMeshComponent };
309
+ //# 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@@ -0,0 +1,60 @@
1
+ import { IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
2
+ import { SceneComponent } from '../SceneComponent.js';
3
+ import type { BaseUIComponent } from '../../ui/components/BaseUIComponent.js';
4
+ import type { IAsyncLoadable } from '../../utils/IAsyncLoadable.js';
5
+ import type { SceneComponentOptions } from '../SceneComponent.js';
6
+ export interface UI3DComponentOptions extends SceneComponentOptions {
7
+ /** The BaseUIComponent instance to manage */
8
+ uiComponent?: BaseUIComponent<any>;
9
+ /** Margin from screen edges to hide the UI component */
10
+ screenMargin?: number;
11
+ /** Whether to hide the UI when the component is behind the camera */
12
+ hideWhenBehindCamera?: boolean;
13
+ /** Whether to clamp the UI position to screen bounds */
14
+ clampToScreenBounds?: boolean;
15
+ /** Screen space offset in pixels {x, y} */
16
+ screenOffset?: {
17
+ x: number;
18
+ y: number;
19
+ };
20
+ distanceScaling?: {
21
+ /** Base distance for scale calculation (scale = 1.0 at this distance) */
22
+ baseDistance: number;
23
+ /** Minimum scale factor */
24
+ minScale: number;
25
+ /** Maximum scale factor */
26
+ maxScale: number;
27
+ };
28
+ }
29
+ export declare class UI3DComponent extends SceneComponent<UI3DComponentOptions> implements IAsyncLoadable {
30
+ static get DEFAULT_OPTIONS(): UI3DComponentOptions;
31
+ readonly [IAsyncLoadableTag] = true;
32
+ private uiComponent;
33
+ private tempWorldPosition;
34
+ private tempCameraWorldPosition;
35
+ private tempScreenPosition;
36
+ private isUIComponentReady;
37
+ private _asyncTaskWorker;
38
+ constructor(options?: UI3DComponentOptions);
39
+ beginPlay(): void;
40
+ endPlay(): void;
41
+ waitForLoad(): Promise<void>;
42
+ isLoading(): boolean;
43
+ /**
44
+ * Set the UI component to be managed by this 3D component
45
+ */
46
+ setUIComponent(uiComponent: BaseUIComponent<any>): Promise<void>;
47
+ /**
48
+ * Get the managed UI component
49
+ */
50
+ getUIComponent(): BaseUIComponent<any> | null;
51
+ /**
52
+ * Set the visibility of the UI component
53
+ */
54
+ setVisible(visible: boolean): void;
55
+ private initializeUIComponent;
56
+ private detachUIComponent;
57
+ tickPostPhysics(deltaTime: number): void;
58
+ private shouldUIBeVisible;
59
+ getEditorClassIcon(): string | null;
60
+ }
@@ -0,0 +1,248 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ var __metadata = (this && this.__metadata) || function (k, v) {
8
+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
9
+ };
10
+ var _a;
11
+ /**
12
+ * UI3DComponent provides a bridge between 3D world objects and 2D UI components.
13
+ *
14
+ * This component automatically calculates the UI component's 2D position by projecting
15
+ * its own 3D position to screen space each frame. It's useful for world-space UI
16
+ * components like health bars, name tags, or interaction prompts that need to follow
17
+ * 3D objects.
18
+ *
19
+ * Recommended usage:
20
+ * - Attach to any actor that needs a UI component to follow it in screen space
21
+ * - Provide a BaseUIComponent instance that will be managed by this component
22
+ * - The component handles visibility culling and boundary clamping automatically
23
+ */
24
+ import * as THREE from 'three';
25
+ import { EngineClass } from '../../systems/ClassRegistry.js';
26
+ import { AsyncTaskWorker, IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
27
+ import { SceneComponent } from '../SceneComponent.js';
28
+ let UI3DComponent = class UI3DComponent extends SceneComponent {
29
+ static get DEFAULT_OPTIONS() {
30
+ return {
31
+ ...SceneComponent.DEFAULT_OPTIONS,
32
+ uiComponent: undefined,
33
+ screenMargin: 10,
34
+ hideWhenBehindCamera: true,
35
+ clampToScreenBounds: true,
36
+ };
37
+ }
38
+ constructor(options = {}) {
39
+ super(options);
40
+ Object.defineProperty(this, _a, {
41
+ enumerable: true,
42
+ configurable: true,
43
+ writable: true,
44
+ value: true
45
+ });
46
+ Object.defineProperty(this, "uiComponent", {
47
+ enumerable: true,
48
+ configurable: true,
49
+ writable: true,
50
+ value: null
51
+ });
52
+ Object.defineProperty(this, "tempWorldPosition", {
53
+ enumerable: true,
54
+ configurable: true,
55
+ writable: true,
56
+ value: new THREE.Vector3()
57
+ });
58
+ Object.defineProperty(this, "tempCameraWorldPosition", {
59
+ enumerable: true,
60
+ configurable: true,
61
+ writable: true,
62
+ value: new THREE.Vector3()
63
+ });
64
+ Object.defineProperty(this, "tempScreenPosition", {
65
+ enumerable: true,
66
+ configurable: true,
67
+ writable: true,
68
+ value: new THREE.Vector3()
69
+ });
70
+ Object.defineProperty(this, "isUIComponentReady", {
71
+ enumerable: true,
72
+ configurable: true,
73
+ writable: true,
74
+ value: false
75
+ });
76
+ Object.defineProperty(this, "_asyncTaskWorker", {
77
+ enumerable: true,
78
+ configurable: true,
79
+ writable: true,
80
+ value: new AsyncTaskWorker()
81
+ });
82
+ if (options.uiComponent) {
83
+ this.setUIComponent(options.uiComponent);
84
+ }
85
+ }
86
+ beginPlay() {
87
+ super.beginPlay();
88
+ if (this.uiComponent && !this.isUIComponentReady) {
89
+ this.initializeUIComponent();
90
+ }
91
+ }
92
+ endPlay() {
93
+ this.detachUIComponent();
94
+ super.endPlay();
95
+ }
96
+ // start IAsyncLoadable implementation
97
+ async waitForLoad() {
98
+ await this._asyncTaskWorker.waitUntilComplete();
99
+ }
100
+ isLoading() {
101
+ return this._asyncTaskWorker.isRunning();
102
+ }
103
+ // end IAsyncLoadable implementation
104
+ /**
105
+ * Set the UI component to be managed by this 3D component
106
+ */
107
+ async setUIComponent(uiComponent) {
108
+ // Detach existing component if any
109
+ if (this.uiComponent) {
110
+ this.detachUIComponent();
111
+ }
112
+ this.uiComponent = uiComponent;
113
+ // If the component is already playing, initialize the UI component immediately
114
+ if (this.getWorld()) {
115
+ await this.initializeUIComponent();
116
+ }
117
+ }
118
+ /**
119
+ * Get the managed UI component
120
+ */
121
+ getUIComponent() {
122
+ return this.uiComponent;
123
+ }
124
+ /**
125
+ * Set the visibility of the UI component
126
+ */
127
+ setVisible(visible) {
128
+ if (this.uiComponent && this.isUIComponentReady) {
129
+ if (visible) {
130
+ this.uiComponent.show();
131
+ }
132
+ else {
133
+ this.uiComponent.hide();
134
+ }
135
+ }
136
+ }
137
+ async initializeUIComponent() {
138
+ await this._asyncTaskWorker.runTask(async () => {
139
+ if (!this.uiComponent) {
140
+ return;
141
+ }
142
+ try {
143
+ // Initialize the UI component if not already initialized
144
+ if (!this.uiComponent.getIsInitialized()) {
145
+ await this.uiComponent.initialize();
146
+ }
147
+ // Set initial visibility
148
+ this.uiComponent.show();
149
+ this.isUIComponentReady = true;
150
+ }
151
+ catch (error) {
152
+ console.error('UI3DComponent: Failed to initialize UI component:', error);
153
+ }
154
+ });
155
+ }
156
+ detachUIComponent() {
157
+ if (this.uiComponent && this.isUIComponentReady) {
158
+ this.uiComponent.hide();
159
+ this.isUIComponentReady = false;
160
+ }
161
+ // Note: We don't destroy the UI component as it might be used elsewhere
162
+ // The caller is responsible for component lifecycle management
163
+ this.uiComponent = null;
164
+ }
165
+ tickPostPhysics(deltaTime) {
166
+ super.tickPostPhysics(deltaTime);
167
+ if (!this.uiComponent || !this.isUIComponentReady) {
168
+ return;
169
+ }
170
+ const camera = this.getWorld()?.getActiveCamera();
171
+ const windowSize = this.getWorld()?.getRenderWindowSize();
172
+ if (!camera || !windowSize) {
173
+ return;
174
+ }
175
+ // Calculate world position with offset
176
+ this.getWorldPosition(this.tempWorldPosition);
177
+ // Project 3D position to screen coordinates
178
+ this.tempScreenPosition.copy(this.tempWorldPosition).project(camera);
179
+ const containerSize = windowSize;
180
+ const screenX = (this.tempScreenPosition.x * 0.5 + 0.5) * containerSize.width;
181
+ const screenY = (this.tempScreenPosition.y * -0.5 + 0.5) * containerSize.height;
182
+ // Calculate distance-based scale
183
+ let distanceScale = 1.0;
184
+ if (this.options.distanceScaling) {
185
+ camera.getWorldPosition(this.tempCameraWorldPosition);
186
+ const distanceToCamera = this.tempWorldPosition.distanceTo(this.tempCameraWorldPosition);
187
+ const baseDistance = this.options.distanceScaling.baseDistance;
188
+ const minScale = this.options.distanceScaling.minScale;
189
+ const maxScale = this.options.distanceScaling.maxScale;
190
+ // Scale inversely with distance (closer = larger, farther = smaller)
191
+ distanceScale = baseDistance / distanceToCamera;
192
+ distanceScale = Math.max(minScale, Math.min(maxScale, distanceScale));
193
+ }
194
+ // Apply screen offset
195
+ const offset = this.options.screenOffset ?? { x: 0, y: 0 };
196
+ const finalX = screenX + offset.x * distanceScale;
197
+ const finalY = screenY + offset.y * distanceScale;
198
+ // Check visibility conditions
199
+ const margin = this.options.screenMargin ?? 0;
200
+ const isVisible = this.shouldUIBeVisible(finalX, finalY, containerSize, margin);
201
+ if (isVisible) {
202
+ // Clamp to screen bounds if enabled
203
+ let clampedX = finalX;
204
+ let clampedY = finalY;
205
+ if (this.options.clampToScreenBounds) {
206
+ clampedX = Math.max(margin, Math.min(finalX, containerSize.width - margin));
207
+ clampedY = Math.max(margin, Math.min(finalY, containerSize.height - margin));
208
+ }
209
+ // Update UI component position and scale using BaseUIComponent's setPosition method
210
+ this.uiComponent.setPosition({
211
+ left: `${clampedX}px`,
212
+ top: `${clampedY}px`,
213
+ position: 'absolute',
214
+ transform: `translate(-50%, -50%) scale(${distanceScale})`,
215
+ transformOrigin: 'center'
216
+ });
217
+ this.uiComponent.show();
218
+ }
219
+ else {
220
+ this.uiComponent.hide();
221
+ }
222
+ }
223
+ shouldUIBeVisible(x, y, containerSize, margin) {
224
+ // Check if behind camera
225
+ if (this.options.hideWhenBehindCamera && (this.tempScreenPosition.z > 1 || this.tempScreenPosition.z < 0)) {
226
+ return false;
227
+ }
228
+ // Check if outside screen bounds
229
+ if (x < margin || x > containerSize.width - margin ||
230
+ y < margin || y > containerSize.height - margin) {
231
+ return false;
232
+ }
233
+ return true;
234
+ }
235
+ //====================================================================================================
236
+ // Editor Functions
237
+ //====================================================================================================
238
+ getEditorClassIcon() {
239
+ return 'Icon_UI3D';
240
+ }
241
+ };
242
+ _a = IAsyncLoadableTag;
243
+ UI3DComponent = __decorate([
244
+ EngineClass('UI3DComponent'),
245
+ __metadata("design:paramtypes", [Object])
246
+ ], UI3DComponent);
247
+ export { UI3DComponent };
248
+ //# sourceMappingURL=data:application/json;base64,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
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Visual components aggregate export.
3
+ *
4
+ * This module re-exports components responsible for rendering and animation in
5
+ * the Genesys engine. Including this barrel allows external modules and AI
6
+ * scripts to easily access billboard, mesh, camera, and particle systems from a
7
+ * single import location. Keeping these exports together makes engine
8
+ * extensibility more straightforward.
9
+ */
10
+ export * from './BillboardComponent.js';
11
+ export * from './BaseInstancedMeshComponent.js';
12
+ export * from './EditorOnlyMeshComponent.js';
13
+ export * from './GLTFMeshComponent.js';
14
+ export * from './AnimationComponent.js';
15
+ export * from './AnimationStateMachineComponent.js';
16
+ export * from './InstancedGltfMeshComponent.js';
17
+ export * from './InstancedMeshComponent.js';
18
+ export * from './MeshComponent.js';
19
+ export * from './ParticleEmitterComponent.js';
20
+ export * from './TerrainMeshComponent.js';
21
+ export * from './SkyboxComponent.js';
22
+ export * from './FogComponent.js';
23
+ export * from './UI3DComponent.js';