@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 +1,629 @@
1
+ /**
2
+ * ManifoldWrapper - lazy loader and utility layer for the Manifold WASM library.
3
+ *
4
+ * Detailed explanation:
5
+ * - Loads the heavy WebAssembly module only when constructive solid geometry is needed.
6
+ * - Exposes helper classes like `ActiveManifold` to build shapes and perform boolean operations.
7
+ * - Converts between Manifold meshes and Three.js geometry for rendering.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Call `init()` before creating manifolds to ensure the WASM module is loaded.
11
+ * - Use `ActiveManifold` instances to compose shapes and then convert them to `BufferGeometry`.
12
+ * - Keep the wrapper unloaded in scenes that do not require CSG to save startup time.
13
+ */
14
+ import Module from 'manifold-3d';
15
+ import * as THREE from 'three';
16
+ import { DEPENDENCIES } from '../dependencies.js';
17
+ export class ActiveManifold {
18
+ constructor(manifold) {
19
+ Object.defineProperty(this, "manifold", {
20
+ enumerable: true,
21
+ configurable: true,
22
+ writable: true,
23
+ value: void 0
24
+ });
25
+ Object.defineProperty(this, "materialId", {
26
+ enumerable: true,
27
+ configurable: true,
28
+ writable: true,
29
+ value: void 0
30
+ });
31
+ Object.defineProperty(this, "material", {
32
+ enumerable: true,
33
+ configurable: true,
34
+ writable: true,
35
+ value: void 0
36
+ });
37
+ Object.defineProperty(this, "id2matIndex", {
38
+ enumerable: true,
39
+ configurable: true,
40
+ writable: true,
41
+ value: new Map()
42
+ });
43
+ Object.defineProperty(this, "materials", {
44
+ enumerable: true,
45
+ configurable: true,
46
+ writable: true,
47
+ value: []
48
+ });
49
+ this.manifold = manifold;
50
+ this.materialId = 0;
51
+ this.material = null;
52
+ this.materials = []; // Empty materials array initially
53
+ this.id2matIndex.set(this.materialId, 0);
54
+ }
55
+ /**
56
+ * Create a duplicate of this manifold
57
+ * This allows reusing the same shape multiple times with different transformations
58
+ * @returns A new ActiveManifold instance with the same geometry and materials
59
+ */
60
+ duplicate() {
61
+ // Get the mesh and create a new manifold from it
62
+ const mesh = this.manifold.getMesh();
63
+ const duplicatedManifold = new ActiveManifold(new this.manifold.constructor.prototype.constructor(mesh));
64
+ // Copy materials
65
+ duplicatedManifold.materialId = this.materialId;
66
+ duplicatedManifold.material = this.material;
67
+ duplicatedManifold.materials = [...this.materials];
68
+ // Copy the material index mapping
69
+ this.id2matIndex.forEach((value, key) => {
70
+ duplicatedManifold.id2matIndex.set(key, value);
71
+ });
72
+ return duplicatedManifold;
73
+ }
74
+ // Generate unique IDs for materials
75
+ static getNextIds(count) {
76
+ const ids = [];
77
+ for (let i = 0; i < count; i++) {
78
+ ids.push(ActiveManifold.idCounter++);
79
+ }
80
+ return ids;
81
+ }
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+ /**
83
+ * Translate the manifold
84
+ * @param translation - The translation to translate the manifold by
85
+ * @returns The manifold with the new translation
86
+ */
87
+ translate(translation) {
88
+ this.manifold = this.manifold.translate(translation.x, translation.y, translation.z);
89
+ return this;
90
+ }
91
+ /**
92
+ * Rotate the manifold
93
+ * @param rotation - The rotation to rotate the manifold by
94
+ * @returns The manifold with the new rotation
95
+ */
96
+ rotate(rotation) {
97
+ this.manifold = this.manifold.rotate(rotation.x, rotation.y, rotation.z);
98
+ return this;
99
+ }
100
+ /**
101
+ * Set the material ID for the manifold. After you're finished with boolean operations
102
+ * you can assign materials to each material ID.
103
+ * @param materialId - The material ID to set
104
+ * @returns The manifold with the new material ID
105
+ */
106
+ setMaterialId(materialId) {
107
+ this.materialId = materialId;
108
+ return this;
109
+ }
110
+ /**
111
+ * Assign materials to the manifold.
112
+ * @param materials - The materials to assign
113
+ * @returns The manifold with the new materials
114
+ */
115
+ assignMaterials(materials) {
116
+ this.materials = materials;
117
+ return this;
118
+ }
119
+ /**
120
+ * Set the material for the manifold
121
+ * @param material - The material to set
122
+ * @returns The manifold with the new material
123
+ */
124
+ setMaterial(material) {
125
+ this.material = material;
126
+ // If materials array is empty, initialize it
127
+ if (this.materials.length === 0) {
128
+ this.materials = [material];
129
+ }
130
+ else {
131
+ this.materials[0] = material;
132
+ }
133
+ return this;
134
+ }
135
+ /**
136
+ * Add two manifolds together
137
+ * @param other - The other manifold to add
138
+ * @returns The result of the addition
139
+ */
140
+ add(other) {
141
+ // Combine materials from both manifolds
142
+ const combinedMaterials = [...this.materials];
143
+ const idOffset = combinedMaterials.length;
144
+ // Add other's materials to our materials array
145
+ other.materials.forEach((mat) => {
146
+ combinedMaterials.push(mat);
147
+ });
148
+ // Generate IDs for all materials
149
+ const ids = ActiveManifold.getNextIds(combinedMaterials.length);
150
+ // Build a mapping to get back from ID to material index
151
+ const newId2matIndex = new Map();
152
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
153
+ // Create copies with property IDs set
154
+ const thisMesh = this.manifold.getMesh();
155
+ const otherMesh = other.manifold.getMesh();
156
+ // Set property ID for first mesh - handling the case with multiple material groups
157
+ const runOriginalID1 = new Uint32Array(thisMesh.numRun);
158
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
159
+ // If the first mesh already has material groups, preserve their mapping to new IDs
160
+ for (let i = 0; i < thisMesh.numRun; i++) {
161
+ const originalId = thisMesh.runOriginalID[i];
162
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
163
+ runOriginalID1[i] = ids[materialIndex];
164
+ }
165
+ }
166
+ else {
167
+ // Otherwise assign the first ID to all runs
168
+ for (let i = 0; i < thisMesh.numRun; i++) {
169
+ runOriginalID1[i] = ids[0];
170
+ }
171
+ }
172
+ thisMesh.runOriginalID = runOriginalID1;
173
+ // Set property ID for second mesh - handling the case with multiple material groups
174
+ const runOriginalID2 = new Uint32Array(otherMesh.numRun);
175
+ if (otherMesh.runOriginalID && other.id2matIndex.size > 1) {
176
+ // If the second mesh already has material groups, preserve their mapping to new IDs
177
+ for (let i = 0; i < otherMesh.numRun; i++) {
178
+ const originalId = otherMesh.runOriginalID[i];
179
+ const materialIndex = other.id2matIndex.get(originalId) ?? 0;
180
+ runOriginalID2[i] = ids[idOffset + materialIndex];
181
+ }
182
+ }
183
+ else {
184
+ // Otherwise assign the ID at idOffset to all runs
185
+ for (let i = 0; i < otherMesh.numRun; i++) {
186
+ runOriginalID2[i] = ids[idOffset];
187
+ }
188
+ }
189
+ otherMesh.runOriginalID = runOriginalID2;
190
+ // Reconstruct manifolds with updated meshes using the module's Manifold class
191
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
192
+ const mesh2 = new this.manifold.constructor.prototype.constructor(otherMesh);
193
+ // Perform the operation
194
+ const result = mesh1.add(mesh2);
195
+ // Create new ActiveManifold with the result and combined materials
196
+ const resultManifold = new ActiveManifold(result);
197
+ resultManifold.materialId = ids[0];
198
+ resultManifold.materials = combinedMaterials;
199
+ resultManifold.id2matIndex = newId2matIndex;
200
+ return resultManifold;
201
+ }
202
+ /**
203
+ * Subtract two manifolds
204
+ * @param other - The other manifold to subtract
205
+ * @returns The result of the subtraction
206
+ */
207
+ subtract(other) {
208
+ // For subtraction, we'll keep the materials from this manifold
209
+ // but need to setup proper IDs
210
+ const ids = ActiveManifold.getNextIds(this.materials.length);
211
+ // Build a mapping to get back from ID to material index
212
+ const newId2matIndex = new Map();
213
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
214
+ // Create a copy with property ID set
215
+ const thisMesh = this.manifold.getMesh();
216
+ // Set property ID for the mesh
217
+ const runOriginalID = new Uint32Array(thisMesh.numRun);
218
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
219
+ // If the mesh already has material groups, preserve their mapping to new IDs
220
+ for (let i = 0; i < thisMesh.numRun; i++) {
221
+ const originalId = thisMesh.runOriginalID[i];
222
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
223
+ runOriginalID[i] = ids[materialIndex];
224
+ }
225
+ }
226
+ else {
227
+ // Otherwise assign the first ID to all runs
228
+ for (let i = 0; i < thisMesh.numRun; i++) {
229
+ runOriginalID[i] = ids[0];
230
+ }
231
+ }
232
+ thisMesh.runOriginalID = runOriginalID;
233
+ // Reconstruct manifold with updated mesh using the module's Manifold class
234
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
235
+ // Perform the operation (other's materials don't matter in subtraction)
236
+ const result = mesh1.subtract(other.manifold);
237
+ // Create new ActiveManifold with the result and our materials
238
+ const resultManifold = new ActiveManifold(result);
239
+ resultManifold.materialId = ids[0];
240
+ resultManifold.materials = [...this.materials];
241
+ resultManifold.id2matIndex = newId2matIndex;
242
+ return resultManifold;
243
+ }
244
+ /**
245
+ * Intersect two manifolds
246
+ * @param other - The other manifold to intersect with
247
+ * @returns The result of the intersection
248
+ */
249
+ intersect(other) {
250
+ // For intersection, we'll keep the materials from this manifold
251
+ // but need to setup proper IDs
252
+ const ids = ActiveManifold.getNextIds(this.materials.length);
253
+ // Build a mapping to get back from ID to material index
254
+ const newId2matIndex = new Map();
255
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
256
+ // Create a copy with property ID set
257
+ const thisMesh = this.manifold.getMesh();
258
+ // Set property ID for the mesh
259
+ const runOriginalID = new Uint32Array(thisMesh.numRun);
260
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
261
+ // If the mesh already has material groups, preserve their mapping to new IDs
262
+ for (let i = 0; i < thisMesh.numRun; i++) {
263
+ const originalId = thisMesh.runOriginalID[i];
264
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
265
+ runOriginalID[i] = ids[materialIndex];
266
+ }
267
+ }
268
+ else {
269
+ // Otherwise assign the first ID to all runs
270
+ for (let i = 0; i < thisMesh.numRun; i++) {
271
+ runOriginalID[i] = ids[0];
272
+ }
273
+ }
274
+ thisMesh.runOriginalID = runOriginalID;
275
+ // Reconstruct manifold with updated mesh using the module's Manifold class
276
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
277
+ // Perform the operation (intersection)
278
+ const result = mesh1.intersect(other.manifold);
279
+ // Create new ActiveManifold with the result and our materials
280
+ const resultManifold = new ActiveManifold(result);
281
+ resultManifold.materialId = ids[0];
282
+ resultManifold.materials = [...this.materials];
283
+ resultManifold.id2matIndex = newId2matIndex;
284
+ return resultManifold;
285
+ }
286
+ /**
287
+ * Convert the manifold to a Three.js mesh
288
+ * @param material - The material to use for the mesh (if not provided, a default material will be used)
289
+ * @returns The Three.js mesh
290
+ */
291
+ toMesh(material = new THREE.MeshStandardMaterial({ color: 0x999999 })) {
292
+ // If no custom materials are assigned and no material is passed, use a default material
293
+ if (this.materials.length === 0) {
294
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(this.manifold.getMesh());
295
+ return new THREE.Mesh(geometry, material);
296
+ }
297
+ else if (this.materials.length === 1 && this.material) {
298
+ // Simple case - just one material already assigned
299
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(this.manifold.getMesh());
300
+ return new THREE.Mesh(geometry, this.material);
301
+ }
302
+ else {
303
+ // Multiple materials case
304
+ const mesh = this.manifold.getMesh();
305
+ const geometry = new THREE.BufferGeometry();
306
+ // Assign buffers
307
+ geometry.setAttribute('position', new THREE.BufferAttribute(mesh.vertProperties, 3));
308
+ geometry.setIndex(new THREE.BufferAttribute(mesh.triVerts, 1));
309
+ // Create a merged materials array with the supplied material as the default
310
+ const mergedMaterials = [material, ...this.materials];
311
+ let materialGroupCreated = false;
312
+ // Create material groups
313
+ if (mesh.runOriginalID && mesh.runIndex) {
314
+ // Process each run
315
+ for (let run = 0; run < mesh.numRun; run++) {
316
+ const id = mesh.runOriginalID[run];
317
+ // Use materialIndex + 1 to account for the supplied material at index 0
318
+ const materialIndex = this.id2matIndex.has(id) ? this.id2matIndex.get(id) + 1 : 0;
319
+ // Calculate the start and end for this run
320
+ const start = mesh.runIndex[run];
321
+ const end = (run < mesh.numRun - 1) ? mesh.runIndex[run + 1] : mesh.triVerts.length;
322
+ // Add this group with the corresponding material index
323
+ if (end > start) {
324
+ geometry.addGroup(start, end - start, materialIndex);
325
+ materialGroupCreated = true;
326
+ }
327
+ }
328
+ }
329
+ // If no material groups were created, use the default material for the entire mesh
330
+ if (!materialGroupCreated) {
331
+ // Use the entire mesh with the default material
332
+ geometry.addGroup(0, mesh.triVerts.length, 0);
333
+ }
334
+ return new THREE.Mesh(geometry, mergedMaterials);
335
+ }
336
+ }
337
+ /**
338
+ * Dispose of WASM resources to prevent memory leaks
339
+ * Should be called when the ActiveManifold is no longer needed
340
+ */
341
+ dispose() {
342
+ if (this.manifold && typeof this.manifold.delete === 'function') {
343
+ this.manifold.delete();
344
+ }
345
+ }
346
+ }
347
+ Object.defineProperty(ActiveManifold, "idCounter", {
348
+ enumerable: true,
349
+ configurable: true,
350
+ writable: true,
351
+ value: 1
352
+ }); // Static counter for generating unique IDs
353
+ /**
354
+ * Wrapper around the Manifold WASM module.
355
+ * Manifold is a 3D CSG library that allows for the creation of complex 3D shapes using boolean operations.
356
+ * This wrapper provides a more convenient API for using Manifold in a Three.js application.
357
+ *
358
+ * Since the WASM module is expensive to load, it is conditionally loaded based on world options.
359
+ *
360
+ * The instance is stored in the world instance and can be accessed via the world.getManifold() method.
361
+ */
362
+ export class ManifoldWrapper {
363
+ constructor() {
364
+ Object.defineProperty(this, "wasm", {
365
+ enumerable: true,
366
+ configurable: true,
367
+ writable: true,
368
+ value: null
369
+ });
370
+ Object.defineProperty(this, "modulePromise", {
371
+ enumerable: true,
372
+ configurable: true,
373
+ writable: true,
374
+ value: null
375
+ });
376
+ }
377
+ /**
378
+ * Initialize Manifold WASM module and store it in the instance
379
+ * @returns Initialized Manifold module or null if initialization fails
380
+ */
381
+ async initManifold() {
382
+ if (this.wasm)
383
+ return this.wasm;
384
+ if (!this.modulePromise) {
385
+ const url = `https://unpkg.com/manifold-3d@${DEPENDENCIES['manifold-3d']}/manifold.wasm`;
386
+ console.log(`Initializing Manifold from ${url}`);
387
+ this.modulePromise = Module({
388
+ locateFile: () => url,
389
+ }).then((wasm) => {
390
+ wasm.setup();
391
+ this.wasm = wasm;
392
+ console.log('Manifold initialized successfully');
393
+ return wasm;
394
+ });
395
+ }
396
+ return this.modulePromise;
397
+ }
398
+ /**
399
+ * Get the Manifold WASM module
400
+ * @returns The Manifold WASM module
401
+ */
402
+ getModule() {
403
+ if (!this.wasm) {
404
+ throw new Error('Manifold module not initialized. Call initManifold() first.');
405
+ }
406
+ return this.wasm;
407
+ }
408
+ // Accessors for cleaner syntax
409
+ get Manifold() {
410
+ return this.getModule().Manifold;
411
+ }
412
+ get Mesh() {
413
+ return this.getModule().Mesh;
414
+ }
415
+ cube(dimensions, centered = true) {
416
+ const manifold = new ActiveManifold(this.Manifold.cube([dimensions.x, dimensions.y, dimensions.z], centered));
417
+ return manifold;
418
+ }
419
+ /**
420
+ * Create a cylinder using Manifold
421
+ * @param height - Height of the cylinder
422
+ * @param radiusBottom - Radius at the bottom of the cylinder
423
+ * @param radiusTop - Radius at the top of the cylinder
424
+ * @param segments - Number of segments around the cylinder (default: 32)
425
+ * @param centered - Whether the cylinder should be centered (default: true)
426
+ * @returns The manifold object representing the cylinder
427
+ */
428
+ cylinder(height, radiusBottom, radiusTop, segments = 32, centered = true) {
429
+ const manifold = new ActiveManifold(this.Manifold.cylinder(height, radiusBottom, radiusTop, segments, centered)).rotate(new THREE.Vector3(90, 0, 0));
430
+ return manifold;
431
+ }
432
+ /**
433
+ * Create a cone using Manifold
434
+ * @param radius - Base radius of the cone
435
+ * @param height - Height of the cone
436
+ * @param segments - Number of segments (default: 32)
437
+ * @param smoothness - Determines polygon count/smoothness (default: 1)
438
+ * @param centered - Whether the cone should be centered (default: true)
439
+ * @returns The manifold object representing the cone
440
+ */
441
+ cone(radius, height, segments = 32, smoothness = 1, centered = true) {
442
+ // A cone is just a cylinder with top radius of 0
443
+ const manifold = new ActiveManifold(this.Manifold.cylinder(height, radius, 0, segments, centered)).rotate(new THREE.Vector3(-90, 0, 0));
444
+ return manifold;
445
+ }
446
+ /**
447
+ * Create a sphere using Manifold
448
+ * @param radius - Radius of the sphere
449
+ * @param segments - Number of segments (default: 32)
450
+ * @returns The manifold object representing the sphere
451
+ */
452
+ sphere(radius, segments = 32) {
453
+ const manifold = new ActiveManifold(this.Manifold.sphere(radius, segments));
454
+ return manifold;
455
+ }
456
+ /**
457
+ * Create a hollow cube using Manifold
458
+ * @param dimensions - Dimensions of the cube
459
+ * @param wallThickness - Thickness of the walls
460
+ * @param openCeiling - Whether the ceiling should be open (default: true)
461
+ * @param centered - Whether the cube should be centered (default: true)
462
+ * @returns The manifold object representing the hollow cube
463
+ */
464
+ hollowCube(dimensions, wallThickness, openCeiling = true, centered = true) {
465
+ const base = this.cube(dimensions, centered);
466
+ // Inner dimensions for the hollow part
467
+ const innerDimensions = new THREE.Vector3(dimensions.x - 2 * wallThickness, dimensions.y - wallThickness, // Only subtract from bottom if keeping ceiling
468
+ dimensions.z - 2 * wallThickness);
469
+ // Create hollow inner cube
470
+ let hollow = this.cube(innerDimensions, centered);
471
+ // Position for the inner hollow cube
472
+ let yOffset = wallThickness / 2; // Shift up by half wall thickness
473
+ // If openCeiling is true, extend the hollow cube upward to punch through the ceiling
474
+ if (openCeiling) {
475
+ // Extend the hollow cube upward
476
+ innerDimensions.y = dimensions.y + wallThickness; // Extend beyond the top
477
+ hollow = this.cube(innerDimensions, centered);
478
+ // Calculate offset to align the bottom of the hollow with the inner floor
479
+ yOffset = wallThickness;
480
+ }
481
+ // Translate the hollow cube
482
+ hollow = hollow.translate(new THREE.Vector3(0, yOffset, 0));
483
+ // Subtract hollow from base
484
+ return base.subtract(hollow);
485
+ }
486
+ /**
487
+ * Create a wedge (ramp) shape using CSG operations
488
+ * @param width - Width of the ramp (X-axis)
489
+ * @param height - Height of the ramp (Y-axis)
490
+ * @param length - Length of the ramp (Z-axis)
491
+ * @returns The manifold object representing the ramp
492
+ */
493
+ ramp(width, height, length, alignWithGround = true) {
494
+ const CENTERED = true;
495
+ // Create a box with the correct orientation [width, height, length]
496
+ const baseBox = this.Manifold.cube([width, height, length], CENTERED);
497
+ // Create a cutting wedge that's large enough
498
+ const cutterMultiplier = height;
499
+ var cutter = this.Manifold.cube([width * cutterMultiplier, height * cutterMultiplier, length * cutterMultiplier], CENTERED);
500
+ // Translate the cutter to the correct position
501
+ cutter = cutter.translate([0, height / 2 * cutterMultiplier, 0]);
502
+ // Calculate angle as tan^-1(height / length)
503
+ const angle = Math.atan(height / length);
504
+ const angleDeg = angle * (180 / Math.PI);
505
+ // Rotate the cutter around the X axis by the angle
506
+ cutter = cutter.rotate(angleDeg, 0, 0);
507
+ // Subtract the transformed cutter from the base box,a
508
+ var result = baseBox.subtract(cutter);
509
+ if (alignWithGround) {
510
+ result = result.translate([0, height / 2, 0]);
511
+ }
512
+ return new ActiveManifold(result);
513
+ }
514
+ /**
515
+ * Convert a Three.js mesh to a Manifold mesh
516
+ * @param mesh - The Three.js mesh to convert
517
+ * @returns The Manifold mesh or null if conversion fails
518
+ */
519
+ meshToManifold(mesh) {
520
+ if (!this.wasm) {
521
+ console.error('Cannot convert mesh to Manifold: WASM not initialized. Call initManifold() first.');
522
+ return null;
523
+ }
524
+ try {
525
+ const geometry = mesh.geometry;
526
+ if (!geometry.isBufferGeometry) {
527
+ console.error('Geometry is not a BufferGeometry');
528
+ return null;
529
+ }
530
+ const vertProperties = geometry.attributes.position.array;
531
+ const triVerts = geometry.index != null
532
+ ? geometry.index.array
533
+ : new Uint32Array(vertProperties.length / 3).map((_, idx) => idx);
534
+ // Create a mesh without material groups first
535
+ let manifoldMesh = new this.Mesh({
536
+ numProp: 3,
537
+ vertProperties,
538
+ triVerts,
539
+ });
540
+ // If the mesh has material groups, set up run indices and IDs
541
+ if (geometry.groups && geometry.groups.length > 0) {
542
+ // Reserve IDs for the materials
543
+ const firstID = this.Manifold.reserveIDs(geometry.groups.length);
544
+ // Create starts array from groups
545
+ const starts = geometry.groups.map(group => group.start);
546
+ // Create IDs for each group
547
+ const originalIDs = geometry.groups.map((_, idx) => firstID + idx);
548
+ // Sort the indices by start
549
+ const indices = Array.from(starts.keys());
550
+ indices.sort((a, b) => starts[a] - starts[b]);
551
+ // Create runIndex and runOriginalID arrays
552
+ const runIndex = new Uint32Array(indices.map(i => starts[i]));
553
+ const runOriginalID = new Uint32Array(indices.map(i => originalIDs[i]));
554
+ // Update the mesh with material information
555
+ manifoldMesh = new this.Mesh({
556
+ numProp: 3,
557
+ vertProperties,
558
+ triVerts,
559
+ runIndex,
560
+ runOriginalID
561
+ });
562
+ }
563
+ manifoldMesh.merge();
564
+ return new this.Manifold(manifoldMesh);
565
+ }
566
+ catch (error) {
567
+ console.error('Error converting mesh to Manifold:', error);
568
+ return null;
569
+ }
570
+ }
571
+ /**
572
+ * Convert a Manifold mesh to a Three.js BufferGeometry
573
+ * @param manifoldMesh - The Manifold mesh to convert
574
+ * @returns Three.js BufferGeometry
575
+ */
576
+ static manifoldMeshToBufferGeometry(manifoldMesh) {
577
+ const geometry = new THREE.BufferGeometry();
578
+ geometry.setAttribute('position', new THREE.BufferAttribute(manifoldMesh.vertProperties, 3));
579
+ geometry.setIndex(new THREE.BufferAttribute(manifoldMesh.triVerts, 1));
580
+ // Add material groups if runOriginalID and runIndex are present
581
+ if (manifoldMesh.runOriginalID && manifoldMesh.runIndex) {
582
+ let id = manifoldMesh.runOriginalID[0];
583
+ let start = manifoldMesh.runIndex[0];
584
+ for (let run = 0; run < manifoldMesh.numRun; ++run) {
585
+ const nextID = manifoldMesh.runOriginalID[run + 1];
586
+ if (nextID !== id) {
587
+ const end = manifoldMesh.runIndex[run + 1];
588
+ // Material index will be resolved in the calling context
589
+ geometry.addGroup(start, end - start, 0);
590
+ id = nextID;
591
+ start = end;
592
+ }
593
+ }
594
+ }
595
+ return geometry;
596
+ }
597
+ /**
598
+ * Create a Three.js mesh from a Manifold result
599
+ * @param manifoldResult - The result from a Manifold operation (can be ActiveManifold or raw Manifold)
600
+ * @param material - The material to use for the mesh
601
+ * @returns Three.js Mesh
602
+ */
603
+ manifoldToMesh(manifoldResult, material = new THREE.MeshStandardMaterial({ color: 0x00ff00, wireframe: true })) {
604
+ // Check if manifoldResult is an ActiveManifold
605
+ if (manifoldResult.toMesh) {
606
+ return manifoldResult.toMesh(material);
607
+ }
608
+ // If it's a raw Manifold object
609
+ if (manifoldResult.getMesh) {
610
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(manifoldResult.getMesh());
611
+ return new THREE.Mesh(geometry, material);
612
+ }
613
+ // If it's already a Manifold mesh
614
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(manifoldResult);
615
+ return new THREE.Mesh(geometry, material);
616
+ }
617
+ /**
618
+ * Dispose of WASM resources to prevent memory leaks
619
+ * Should be called when the ManifoldWrapper is no longer needed
620
+ */
621
+ dispose() {
622
+ // Note: Manifold WASM modules don't typically require explicit cleanup
623
+ // but we set references to null to help garbage collection
624
+ this.wasm = null;
625
+ this.modulePromise = null;
626
+ console.log('ManifoldWrapper disposed');
627
+ }
628
+ }
629
+ //# 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