@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 +1,24 @@
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';
24
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiaW5kZXguanMiLCJzb3VyY2VSb290IjoiIiwic291cmNlcyI6WyIuLi8uLi8uLi8uLi9zcmMvY29tcG9uZW50cy92aXN1YWwvaW5kZXgudHMiXSwibmFtZXMiOltdLCJtYXBwaW5ncyI6IkFBQUE7Ozs7Ozs7O0dBUUc7QUFDSCxjQUFjLHlCQUF5QixDQUFDO0FBQ3hDLGNBQWMsaUNBQWlDLENBQUM7QUFDaEQsY0FBYyw4QkFBOEIsQ0FBQztBQUM3QyxjQUFjLHdCQUF3QixDQUFDO0FBQ3ZDLGNBQWMseUJBQXlCLENBQUM7QUFDeEMsY0FBYyxxQ0FBcUMsQ0FBQztBQUNwRCxjQUFjLGlDQUFpQyxDQUFDO0FBQ2hELGNBQWMsNkJBQTZCLENBQUM7QUFDNUMsY0FBYyxvQkFBb0IsQ0FBQztBQUNuQyxjQUFjLCtCQUErQixDQUFDO0FBQzlDLGNBQWMsMkJBQTJCLENBQUM7QUFDMUMsY0FBYyxzQkFBc0IsQ0FBQztBQUNyQyxjQUFjLG1CQUFtQixDQUFDO0FBQ2xDLGNBQWMsb0JBQW9CLENBQUMifQ==
@@ -0,0 +1,18 @@
1
+ import * as THREE from 'three';
2
+ import { VoxelMeshComponent } from './VoxelMeshComponent.js';
3
+ /** Orientation mapping from .vox (X,Y,Z) to VoxelMesh (X,Y,Z).
4
+ * By default we keep X the same, treat Magica Y (up) as Z (depth) and Z as Y (up) so
5
+ * the model stands upright in Three.js’s Y‑up world. Flip to (x,y,z)=>[x,y,z] if you
6
+ * prefer original orientation. */
7
+ export type OrientationFn = (x: number, y: number, z: number) => [number, number, number];
8
+ export interface MagicaVoxelLoaderOptions {
9
+ voxelSize?: number;
10
+ orientation?: OrientationFn;
11
+ material?: THREE.Material;
12
+ }
13
+ export declare class MagicaVoxelLoader {
14
+ /**
15
+ * Fetches and parses a *.vox* file, returns a VoxelMesh ready to add to the scene.
16
+ */
17
+ load(url: string, opts?: MagicaVoxelLoaderOptions): Promise<VoxelMeshComponent>;
18
+ }
@@ -0,0 +1,151 @@
1
+ // MagicaVoxelLoader.ts
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+ // -----------------------------------------------------------------------------
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+ // Lightweight, dependency‑free loader for Ephtracy’s MagicaVoxel *.vox* format.
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+ // Produces a ready‑to‑render VoxelMesh (see VoxelMesh.ts in the same folder).
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+ // -----------------------------------------------------------------------------
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+ import * as THREE from 'three';
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+ import { resolvePath } from '../../storage/projectContext.js';
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+ import { AssetPath } from '../../storage/storageProvider.js';
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+ import { VoxelMeshComponent } from './VoxelMeshComponent.js';
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+ export class MagicaVoxelLoader {
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+ /**
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+ * Fetches and parses a *.vox* file, returns a VoxelMesh ready to add to the scene.
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+ */
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+ async load(url, opts = {}) {
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+ const path = await resolvePath(AssetPath.fromString(url));
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+ const { voxelSize = 1, orientation = defaultOrientation } = opts;
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+ const buf = await fetch(path.getResolvedPath()).then(r => {
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+ if (!r.ok)
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+ throw new Error(`Failed to fetch ${url}: ${r.statusText}`);
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+ return r.arrayBuffer();
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+ });
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+ const parseBeginTime = performance.now();
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+ const { size, voxels, palette } = parseVOX(buf);
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+ const parseDurationSeconds = (performance.now() - parseBeginTime) / 1000;
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+ console.log(`${url} (${size.x}x${size.y}x${size.z}) parsed in ${parseDurationSeconds} seconds`);
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+ const [sizeX, sizeY, sizeZ] = orientation(size.x, size.y, size.z);
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+ const paletteMap = {};
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+ palette.forEach((c, i) => (paletteMap[i + 1] = c)); // Magica indices start at 1
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+ const voxelMeshComponent = new VoxelMeshComponent({});
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+ voxelMeshComponent.initializeVoxel(sizeX, sizeY, sizeZ, voxelSize, paletteMap);
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+ for (const v of voxels) {
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+ const [vx, vy, vz] = orientation(v.x, v.y, v.z);
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+ voxelMeshComponent.setVoxel(vx, vy, vz, v.color);
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+ }
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+ const buildBeginTime = performance.now();
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+ voxelMeshComponent.buildMesh(opts.material);
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+ const buildDurationSeconds = (performance.now() - buildBeginTime) / 1000;
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+ console.log(`${url} (${sizeX}x${sizeY}x${sizeZ}) built in ${buildDurationSeconds} seconds`);
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+ return voxelMeshComponent;
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+ }
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+ }
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+ function parseVOX(buffer) {
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+ const dv = new DataView(buffer);
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+ const text = (o) => String.fromCharCode(dv.getUint8(o), dv.getUint8(o + 1), dv.getUint8(o + 2), dv.getUint8(o + 3));
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+ // Header ----------------------------------------------------------
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+ if (text(0) !== 'VOX ')
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+ throw new Error('Not a VOX file');
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+ const version = dv.getUint32(4, true);
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+ if (version !== 150)
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+ console.warn(`VOX version ${version} (expected 150)`);
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+ let ptr = 8;
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+ const readChunk = () => {
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+ const id = text(ptr);
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+ ptr += 4;
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+ const size = dv.getUint32(ptr, true);
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+ ptr += 4;
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+ const childrenSize = dv.getUint32(ptr, true);
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+ ptr += 4;
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+ const chunkStart = ptr;
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+ ptr += size; // skip to children
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+ return { id, size, chunkStart, childrenEnd: chunkStart + size + childrenSize };
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+ };
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+ const state = {
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+ size: { x: 0, y: 0, z: 0 },
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+ voxels: [],
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+ palette: defaultPalette.map(c => new THREE.Color(c)),
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+ };
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+ const main = readChunk();
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+ if (main.id !== 'MAIN')
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+ throw new Error('Invalid VOX: no MAIN chunk');
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+ const stop = main.childrenEnd;
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+ while (ptr < stop) {
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+ const { id, size, chunkStart } = readChunk();
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+ switch (id) {
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+ case 'SIZE': {
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+ state.size.x = dv.getInt32(chunkStart, true);
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+ state.size.y = dv.getInt32(chunkStart + 4, true);
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+ state.size.z = dv.getInt32(chunkStart + 8, true);
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+ break;
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+ }
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+ case 'XYZI': {
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+ const n = dv.getUint32(chunkStart, true);
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+ let off = chunkStart + 4;
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+ for (let i = 0; i < n; i++) {
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+ const x = dv.getUint8(off++);
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+ const y = dv.getUint8(off++);
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+ const z = dv.getUint8(off++);
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+ const color = dv.getUint8(off++); // 1‑255
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+ state.voxels.push({ x, y, z, color });
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+ }
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+ break;
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+ }
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+ case 'RGBA': {
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+ let off = chunkStart;
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+ for (let i = 0; i < 256; i++) {
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+ const r = dv.getUint8(off++);
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+ const g = dv.getUint8(off++);
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+ const b = dv.getUint8(off++);
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+ const a = dv.getUint8(off++); // unused (Magica stores 0 or 255)
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+ state.palette[i] = new THREE.Color(r / 255, g / 255, b / 255);
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+ }
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+ break;
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+ }
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+ // ignore MATL, nTRN, etc. – static meshes only
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+ }
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+ }
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+ return state;
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+ }
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+ // -----------------------------------------------------------------------------
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+ // Helpers & defaults
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+ // -----------------------------------------------------------------------------
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+ const defaultOrientation = (x, y, z) => [x, z, y];
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+ // Original MagicaVoxel default palette (hex, length 256)
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+ // prettier‑ignore
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+ const defaultPalette = [
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+ 0x00000000, 0xffffffff, 0xffccffff, 0xff99ffff, 0xff66ffff, 0xff33ffff, 0xff00ffff, 0xffffccff,
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+ 0xffccccff, 0xff99ccff, 0xff66ccff, 0xff33ccff, 0xff00ccff, 0xffff99ff, 0xffcc99ff, 0xff9999ff,
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+ 0xff6699ff, 0xff3399ff, 0xff0099ff, 0xffff66ff, 0xffcc66ff, 0xff9966ff, 0xff6666ff, 0xff3366ff,
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+ 0xff0066ff, 0xffff33ff, 0xffcc33ff, 0xff9933ff, 0xff6633ff, 0xff3333ff, 0xff0033ff, 0xffff00ff,
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+ 0xffcc00ff, 0xff9900ff, 0xff6600ff, 0xff3300ff, 0xff0000ff, 0xffffffcc, 0xffccffcc, 0xff99ffcc,
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+ 0xff66ffcc, 0xff33ffcc, 0xff00ffcc, 0xffffcccc, 0xffcccccc, 0xff99cccc, 0xff66cccc, 0xff33cccc,
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+ 0xff00cccc, 0xffff99cc, 0xffcc99cc, 0xff9999cc, 0xff6699cc, 0xff3399cc, 0xff0099cc, 0xffff66cc,
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+ 0xffcc66cc, 0xff9966cc, 0xff6666cc, 0xff3366cc, 0xff0066cc, 0xffff33cc, 0xffcc33cc, 0xff9933cc,
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+ 0xff6633cc, 0xff3333cc, 0xff0033cc, 0xffff00cc, 0xffcc00cc, 0xff9900cc, 0xff6600cc, 0xff3300cc,
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+ 0xff0000cc, 0xffffff99, 0xffccff99, 0xff99ff99, 0xff66ff99, 0xff33ff99, 0xff00ff99, 0xffffcc99,
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+ 0xffcccc99, 0xff99cc99, 0xff66cc99, 0xff33cc99, 0xff00cc99, 0xffff9999, 0xffcc9999, 0xff999999,
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+ 0xff669999, 0xff339999, 0xff009999, 0xffff6699, 0xffcc6699, 0xff996699, 0xff666699, 0xff336699,
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+ 0xff006699, 0xffff3399, 0xffcc3399, 0xff993399, 0xff663399, 0xff333399, 0xff003399, 0xffff0099,
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+ 0xffcc0099, 0xff990099, 0xff660099, 0xff330099, 0xff000099, 0xffffff66, 0xffccff66, 0xff99ff66,
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+ 0xff66ff66, 0xff33ff66, 0xff00ff66, 0xffffcc66, 0xffcccc66, 0xff99cc66, 0xff66cc66, 0xff33cc66,
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+ 0xff00cc66, 0xffff9966, 0xffcc9966, 0xff999966, 0xff669966, 0xff339966, 0xff009966, 0xffff6666,
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+ 0xffcc6666, 0xff996666, 0xff666666, 0xff336666, 0xff006666, 0xffff3366, 0xffcc3366, 0xff993366,
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+ 0xff663366, 0xff333366, 0xff003366, 0xffff0066, 0xffcc0066, 0xff990066, 0xff660066, 0xff330066,
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+ 0xff000066, 0xffffff33, 0xffccff33, 0xff99ff33, 0xff66ff33, 0xff33ff33, 0xff00ff33, 0xffffcc33,
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+ 0xffcccc33, 0xff99cc33, 0xff66cc33, 0xff33cc33, 0xff00cc33, 0xffff9933, 0xffcc9933, 0xff999933,
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+ 0xff669933, 0xff339933, 0xff009933, 0xffff6633, 0xffcc6633, 0xff996633, 0xff666633, 0xff336633,
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+ 0xff006633, 0xffff3333, 0xffcc3333, 0xff993333, 0xff663333, 0xff333333, 0xff003333, 0xffff0033,
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+ 0xffcc0033, 0xff990033, 0xff660033, 0xff330033, 0xff000033, 0xffffff00, 0xffccff00, 0xff99ff00,
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+ 0xff66ff00, 0xff33ff00, 0xff00ff00, 0xffffcc00, 0xffcccc00, 0xff99cc00, 0xff66cc00, 0xff33cc00,
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+ 0xff00cc00, 0xffff9900, 0xffcc9900, 0xff999900, 0xff669900, 0xff339900, 0xff009900, 0xffff6600,
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+ 0xffcc6600, 0xff996600, 0xff666600, 0xff336600, 0xff006600, 0xffff3300, 0xffcc3300, 0xff993300,
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+ 0xff663300, 0xff333300, 0xff003300, 0xffff0000, 0xffcc0000, 0xff990000, 0xff660000, 0xff330000,
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+ 0xff0000ee, 0xff0000dd, 0xff0000bb, 0xff0000aa, 0xff000088, 0xff000077, 0xff000055, 0xff000044,
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+ 0xff000022, 0xff000011, 0xff110000, 0xff220000, 0xff440000, 0xff550000, 0xff770000, 0xff880000,
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+ 0xffaa0000, 0xffbb0000, 0xffdd0000, 0xffee0000, 0xffff0000, 0xffee1100, 0xffdd2200, 0xffbb4400,
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+ 0xffaa5500, 0xff885500, 0xff774400, 0xff553300, 0xff442200, 0xff221100, 0xff113300, 0xff225500,
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+ 0xff447700, 0xff559900, 0xff66aa00, 0xff77bb00, 0xff88cc00, 0xff99dd00, 0xffbbee00, 0xffccff00,
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+ 0xffddff00, 0xffeeff00, 0xffffff00, 0xff0000,
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+ ];
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+ // -----------------------------------------------------------------------------
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+ //# 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@@ -0,0 +1,66 @@
1
+ import * as THREE from 'three';
2
+ import { PrimitiveComponent } from '../PrimitiveComponent.js';
3
+ import type { PrimitiveComponentOptions } from '../PrimitiveComponent.js';
4
+ export type Palette = Record<number, THREE.ColorRepresentation>;
5
+ export type VoxelState = {
6
+ sizeX: number;
7
+ sizeY: number;
8
+ sizeZ: number;
9
+ voxelSize: number;
10
+ voxels: Uint16Array;
11
+ palette: Palette;
12
+ };
13
+ /**
14
+ * A component that renders a voxel-based mesh.
15
+ * This component allows for creating, manipulating, and rendering 3D voxel structures
16
+ * using Three.js for visualization.
17
+ */
18
+ export declare class VoxelMeshComponent extends PrimitiveComponent {
19
+ private state?;
20
+ private mesh;
21
+ static get DEFAULT_OPTIONS(): PrimitiveComponentOptions;
22
+ constructor(options?: PrimitiveComponentOptions);
23
+ /**
24
+ * Initializes the voxel structure with the specified dimensions and properties.
25
+ *
26
+ * @param sizeX - Width of the voxel grid in voxel units
27
+ * @param sizeY - Height of the voxel grid in voxel units
28
+ * @param sizeZ - Depth of the voxel grid in voxel units
29
+ * @param voxelSize - Size of each voxel in world units
30
+ * @param palette - Color palette mapping voxel IDs to colors
31
+ */
32
+ initializeVoxel(sizeX: number, sizeY: number, sizeZ: number, voxelSize: number, palette: Palette): void;
33
+ /**
34
+ * Gets the current voxel state.
35
+ *
36
+ * @returns The current voxel state, or undefined if the voxel state is not initialized
37
+ */
38
+ getVoxelState(): VoxelState | undefined;
39
+ /**
40
+ * Gets the voxel ID at the specified coordinates.
41
+ *
42
+ * @param x - X coordinate in the voxel grid
43
+ * @param y - Y coordinate in the voxel grid
44
+ * @param z - Z coordinate in the voxel grid
45
+ * @returns The voxel ID at the specified location, or 0 if the location is invalid
46
+ */
47
+ getVoxel(x: number, y: number, z: number): number;
48
+ /**
49
+ * Sets the voxel ID at the specified coordinates.
50
+ *
51
+ * @param x - X coordinate in the voxel grid
52
+ * @param y - Y coordinate in the voxel grid
53
+ * @param z - Z coordinate in the voxel grid
54
+ * @param id - The voxel ID to set
55
+ * @returns True if the voxel was set successfully, false if the location is invalid
56
+ */
57
+ setVoxel(x: number, y: number, z: number, id: number): boolean;
58
+ /**
59
+ * Builds the mesh representation of the current voxel state.
60
+ * Uses a greedy meshing algorithm to optimize the geometry.
61
+ *
62
+ * @param materialOverride - Optional material to use instead of the default
63
+ */
64
+ buildMesh(materialOverride?: THREE.Material): void;
65
+ getEditorClassIcon(): string | null;
66
+ }
@@ -0,0 +1,246 @@
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
+ import * as THREE from 'three';
11
+ import { EngineClass } from '../../systems/ClassRegistry.js';
12
+ import { PrimitiveComponent } from '../PrimitiveComponent.js';
13
+ /**
14
+ * A component that renders a voxel-based mesh.
15
+ * This component allows for creating, manipulating, and rendering 3D voxel structures
16
+ * using Three.js for visualization.
17
+ */
18
+ let VoxelMeshComponent = class VoxelMeshComponent extends PrimitiveComponent {
19
+ static get DEFAULT_OPTIONS() {
20
+ return {
21
+ ...super.DEFAULT_OPTIONS,
22
+ };
23
+ }
24
+ constructor(options = {}) {
25
+ super(options);
26
+ Object.defineProperty(this, "state", {
27
+ enumerable: true,
28
+ configurable: true,
29
+ writable: true,
30
+ value: void 0
31
+ });
32
+ Object.defineProperty(this, "mesh", {
33
+ enumerable: true,
34
+ configurable: true,
35
+ writable: true,
36
+ value: void 0
37
+ });
38
+ this.mesh = new THREE.Mesh(new THREE.BufferGeometry(), new THREE.MeshNormalMaterial());
39
+ this.add(this.mesh);
40
+ }
41
+ /**
42
+ * Initializes the voxel structure with the specified dimensions and properties.
43
+ *
44
+ * @param sizeX - Width of the voxel grid in voxel units
45
+ * @param sizeY - Height of the voxel grid in voxel units
46
+ * @param sizeZ - Depth of the voxel grid in voxel units
47
+ * @param voxelSize - Size of each voxel in world units
48
+ * @param palette - Color palette mapping voxel IDs to colors
49
+ */
50
+ initializeVoxel(sizeX, sizeY, sizeZ, voxelSize, palette) {
51
+ this.state = {
52
+ sizeX,
53
+ sizeY,
54
+ sizeZ,
55
+ voxelSize,
56
+ voxels: new Uint16Array(sizeX * sizeY * sizeZ),
57
+ palette,
58
+ };
59
+ this.mesh.geometry.dispose();
60
+ }
61
+ /**
62
+ * Gets the current voxel state.
63
+ *
64
+ * @returns The current voxel state, or undefined if the voxel state is not initialized
65
+ */
66
+ getVoxelState() {
67
+ return this.state;
68
+ }
69
+ /**
70
+ * Gets the voxel ID at the specified coordinates.
71
+ *
72
+ * @param x - X coordinate in the voxel grid
73
+ * @param y - Y coordinate in the voxel grid
74
+ * @param z - Z coordinate in the voxel grid
75
+ * @returns The voxel ID at the specified location, or 0 if the location is invalid
76
+ */
77
+ getVoxel(x, y, z) {
78
+ if (!isValidLocation(x, y, z, this.state)) {
79
+ return 0;
80
+ }
81
+ const index = getIndex(x, y, z, this.state, false);
82
+ return this.state.voxels[index];
83
+ }
84
+ /**
85
+ * Sets the voxel ID at the specified coordinates.
86
+ *
87
+ * @param x - X coordinate in the voxel grid
88
+ * @param y - Y coordinate in the voxel grid
89
+ * @param z - Z coordinate in the voxel grid
90
+ * @param id - The voxel ID to set
91
+ * @returns True if the voxel was set successfully, false if the location is invalid
92
+ */
93
+ setVoxel(x, y, z, id) {
94
+ if (!isValidLocation(x, y, z, this.state)) {
95
+ return false;
96
+ }
97
+ const index = getIndex(x, y, z, this.state, false);
98
+ this.state.voxels[index] = id;
99
+ return true;
100
+ }
101
+ /**
102
+ * Builds the mesh representation of the current voxel state.
103
+ * Uses a greedy meshing algorithm to optimize the geometry.
104
+ *
105
+ * @param materialOverride - Optional material to use instead of the default
106
+ */
107
+ buildMesh(materialOverride) {
108
+ if (!this.state) {
109
+ return;
110
+ }
111
+ const { geometry, material } = greedyMesh(this.state.voxels, this.state.sizeX, this.state.sizeY, this.state.sizeZ, this.state.voxelSize, this.state.palette, materialOverride ?? this.mesh.material);
112
+ this.mesh.geometry.dispose();
113
+ this.mesh.geometry = geometry;
114
+ this.mesh.material = material;
115
+ }
116
+ //====================================================================================================
117
+ // Editor Functions
118
+ //====================================================================================================
119
+ getEditorClassIcon() {
120
+ return 'Icon_VoxelMesh';
121
+ }
122
+ };
123
+ VoxelMeshComponent = __decorate([
124
+ EngineClass('VoxelMeshComponent'),
125
+ __metadata("design:paramtypes", [Object])
126
+ ], VoxelMeshComponent);
127
+ export { VoxelMeshComponent };
128
+ //====================================================================================================
129
+ function isValidLocation(x, y, z, state) {
130
+ if (!state) {
131
+ return false;
132
+ }
133
+ return x >= 0 && y >= 0 && z >= 0 && x < state.sizeX && y < state.sizeY && z < state.sizeZ;
134
+ }
135
+ function getIndex(x, y, z, state, validateLocation = true) {
136
+ if (validateLocation && !isValidLocation(x, y, z, state)) {
137
+ return 0;
138
+ }
139
+ return x + state.sizeX * (y + state.sizeY * z);
140
+ }
141
+ function greedyMesh(voxels, sx, sy, sz, scale, palette, material) {
142
+ const pos = [];
143
+ const nrm = [];
144
+ const col = [];
145
+ const uv = [];
146
+ const idx = [];
147
+ let vert = 0;
148
+ const dims = [sx, sy, sz];
149
+ const coord = [0, 0, 0];
150
+ const q = [0, 0, 0];
151
+ for (let d = 0; d < 3; d++) {
152
+ const u = (d + 1) % 3;
153
+ const v = (d + 2) % 3;
154
+ q[0] = q[1] = q[2] = 0;
155
+ q[d] = 1;
156
+ const mask = new Int32Array(dims[u] * dims[v]);
157
+ for (coord[d] = -1; coord[d] < dims[d]; coord[d]++) {
158
+ // 1. build mask for current slice
159
+ let m = 0;
160
+ for (coord[v] = 0; coord[v] < dims[v]; coord[v]++) {
161
+ for (coord[u] = 0; coord[u] < dims[u]; coord[u]++, m++) {
162
+ const a = sample(coord[0], coord[1], coord[2]);
163
+ coord[d] += 1;
164
+ const b = sample(coord[0], coord[1], coord[2]);
165
+ coord[d] -= 1;
166
+ mask[m] = a && b ? 0 : a ? a : -b;
167
+ }
168
+ }
169
+ // 2. generate quads
170
+ for (let j = 0; j < dims[v]; j++) {
171
+ for (let i = 0; i < dims[u];) {
172
+ const c = mask[j * dims[u] + i];
173
+ if (!c) {
174
+ i++;
175
+ continue;
176
+ }
177
+ // width & height
178
+ let w = 1;
179
+ while (i + w < dims[u] && mask[j * dims[u] + i + w] === c)
180
+ w++;
181
+ let h = 1;
182
+ outer: for (; j + h < dims[v]; h++) {
183
+ for (let k = 0; k < w; k++)
184
+ if (mask[(j + h) * dims[u] + i + k] !== c)
185
+ break outer;
186
+ }
187
+ // zero mask
188
+ for (let jj = 0; jj < h; jj++)
189
+ for (let ii = 0; ii < w; ii++)
190
+ mask[(j + jj) * dims[u] + i + ii] = 0;
191
+ const du = [0, 0, 0];
192
+ du[u] = w;
193
+ const dv = [0, 0, 0];
194
+ dv[v] = h;
195
+ const x0 = [coord[0], coord[1], coord[2]];
196
+ x0[u] = i;
197
+ x0[v] = j;
198
+ // corners
199
+ const p0 = world(add(x0, q));
200
+ const p1 = world(add(add(x0, q), du));
201
+ const p2 = world(add(add(add(x0, q), du), dv));
202
+ const p3 = world(add(add(x0, q), dv));
203
+ // outward normal
204
+ const normal = [0, 0, 0];
205
+ normal[d] = c > 0 ? 1 : -1;
206
+ const colour = new THREE.Color(palette[Math.abs(c)] ?? 0xffffff).toArray();
207
+ if (c > 0) {
208
+ // CCW when looking along +d
209
+ pushQuad(p0, p1, p2, p3, normal, colour);
210
+ }
211
+ else {
212
+ // CCW when looking along –d (reverse order)
213
+ pushQuad(p0, p3, p2, p1, normal, colour);
214
+ }
215
+ i += w;
216
+ }
217
+ }
218
+ }
219
+ }
220
+ const geometry = new THREE.BufferGeometry();
221
+ geometry.setAttribute('position', new THREE.Float32BufferAttribute(pos, 3));
222
+ geometry.setAttribute('normal', new THREE.Float32BufferAttribute(nrm, 3));
223
+ geometry.setAttribute('color', new THREE.Float32BufferAttribute(col, 3));
224
+ geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uv, 2));
225
+ geometry.setIndex(idx);
226
+ geometry.computeBoundingSphere();
227
+ return { geometry, material };
228
+ // ------------------------- helpers -------------------------
229
+ function pushQuad(a, b, c, d, N, C) {
230
+ pos.push(...a, ...b, ...c, ...a, ...c, ...d);
231
+ nrm.push(...repeat(N, 6));
232
+ col.push(...repeat(C, 6));
233
+ uv.push(0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1);
234
+ idx.push(vert, vert + 1, vert + 2, vert + 3, vert + 4, vert + 5);
235
+ vert += 6;
236
+ }
237
+ function sample(x, y, z) {
238
+ if (x < 0 || y < 0 || z < 0 || x >= sx || y >= sy || z >= sz)
239
+ return 0;
240
+ return voxels[x + sx * (y + sy * z)];
241
+ }
242
+ function add(a, b) { return [a[0] + b[0], a[1] + b[1], a[2] + b[2]]; }
243
+ function world(v) { return [v[0] * scale, v[1] * scale, v[2] * scale]; }
244
+ function repeat(arr, n) { return typeof arr === 'number' ? Array(n).fill(arr) : Array(n).fill(arr).flat(); }
245
+ }
246
+ //# 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@@ -0,0 +1,2 @@
1
+ export * from './VoxelMeshComponent.js';
2
+ export * from './MagicaVoxelLoader.js';
@@ -0,0 +1,3 @@
1
+ export * from './VoxelMeshComponent.js';
2
+ export * from './MagicaVoxelLoader.js';
3
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiaW5kZXguanMiLCJzb3VyY2VSb290IjoiIiwic291cmNlcyI6WyIuLi8uLi8uLi8uLi9zcmMvY29tcG9uZW50cy92b3hlbC9pbmRleC50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQSxjQUFjLHlCQUF5QixDQUFDO0FBQ3hDLGNBQWMsd0JBQXdCLENBQUMifQ==
@@ -0,0 +1,61 @@
1
+ /**
2
+ * GameConstants collect baseline values for player actors and world geometry.
3
+ *
4
+ * Detailed explanation:
5
+ * - Supplies standard dimensions, masses, and speeds tuned for Genesys demos.
6
+ * - Used across character controllers, physics, and camera setup to maintain
7
+ * coherent scaling in example scenes.
8
+ * - Centralizing these numbers prevents magic values from scattering through
9
+ * the codebase and clarifies the expected unit system.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Import specific constants when configuring custom components or gameplay
13
+ * scripts so behaviors align with the rest of the engine.
14
+ * - Override carefully if your game has very different proportions or
15
+ * movement, keeping in mind many sample systems assume these defaults.
16
+ */
17
+ export declare const CHARACTER_HEIGHT = 1.8;
18
+ export declare const CHARACTER_WIDTH = 0.9;
19
+ export declare const CHARACTER_MASS = 10;
20
+ export declare const CHARACTER_MAX_SPEED = 5;
21
+ export declare const CHARACTER_JUMP_SPEED = 20;
22
+ export declare const GROUND_SIZE = 500;
23
+ export declare const GROUND_UV_TILES_PER_UNIT = 0.2;
24
+ export declare const CAMERA_FOV = 60;
25
+ export declare const CAMERA_NEAR = 0.1;
26
+ export declare const CAMERA_FAR = 2000;
27
+ export declare const NET_OBJECT_TTL_SEC = 30;
28
+ export declare const NET_HEARTBEAT_INTERVAL_SEC = 5;
29
+ export declare const NET_PING_INTERVAL_SEC = 1;
30
+ export declare const SerializationVersion: {
31
+ readonly Legacy: 0;
32
+ readonly V1: 1;
33
+ };
34
+ export type SerializationVersion = typeof SerializationVersion[keyof typeof SerializationVersion];
35
+ export declare const CurrentSerializationVersion: SerializationVersion;
36
+ /***
37
+ * Below are constants not necessarily used by the engine code but they're defined here to be easily shared between downstream projects
38
+ */
39
+ export declare const PROJECT_PATH_PREFIX: string;
40
+ export declare const ENGINE_PATH_PREFIX: string;
41
+ export declare const DEFAULT_GAME_NAME: string;
42
+ export declare const DEFAULT_GAME_BUNDLE_NAME: string;
43
+ export declare const BUILT_PROJECT_FOLDER: string;
44
+ export declare const GAME_PROJECT_FILE_EXT: string;
45
+ export declare const DEFAULT_SCENE_KEY: string;
46
+ export declare const DEFAULT_EDITOR_SCENE_KEY: string;
47
+ export declare const ENGINE_VERSION_KEY: string;
48
+ export declare const ASSETS_FOLDER: string;
49
+ export declare const SCENE_NAME_EXT: string;
50
+ export declare const LIGHTMAP_JSON_EXT: string;
51
+ export declare const LIGHTMAP_BIN_EXT: string;
52
+ export declare const NAVMESH_EXT: string;
53
+ export declare const DEFAULT_SCENE_NAME: string;
54
+ export declare const PREFAB_EXTENSION = ".prefab.json";
55
+ export declare const MATERIAL_EXTENSION = ".material.json";
56
+ export declare const VFX_EXTENSION = ".vfx.json";
57
+ export declare const SKELETON_PROFILE_EXTENSION = ".skeleton-profile.json";
58
+ export declare const UNDEFINED_VALUE = "_udf_";
59
+ export declare const ENABLE_LIGHTMAPS = false;
60
+ export declare const TEXTURE_EXTENSION: string;
61
+ export declare const DISABLE_TEXTURE_FLIP = true;