@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 +1,630 @@
1
+ import * as THREE from 'three';
2
+ import { deinterleaveGeometry } from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
+ import { GLTFMeshActor } from '../../actors/GLTFMeshActor.js';
4
+ import { DirectionalLightComponent, PointLightComponent, RectAreaLightComponent, SpotLightComponent } from '../../components/lights/index.js';
5
+ import { GLTFMeshComponent } from '../../components/visual/GLTFMeshComponent.js';
6
+ import { MeshComponent } from '../../components/visual/MeshComponent.js';
7
+ import { PhysicsMotionType } from '../../physics/PhysicsTypes.js';
8
+ import { LightmapAtlas } from './LightmapAtlas.js';
9
+ import { LightmapBaker } from './LightmapBaker.js';
10
+ import { createMeshMappings } from './LightmapSerialization.js';
11
+ import { LightmapSerializer } from './LightmapSerializer.js';
12
+ /**
13
+ * Manages lightmap baking for an entire scene
14
+ *
15
+ * This class coordinates the lightmapping process by:
16
+ * 1. Finding all static mesh actors in the scene
17
+ * 2. Generating UV2 coordinates for lightmapping
18
+ * 3. Creating render targets and baking lighting information
19
+ * 4. Applying the resulting lightmaps to materials
20
+ */
21
+ export class LightmapManager {
22
+ constructor(world, renderer, options = {}) {
23
+ Object.defineProperty(this, "world", {
24
+ enumerable: true,
25
+ configurable: true,
26
+ writable: true,
27
+ value: void 0
28
+ });
29
+ Object.defineProperty(this, "renderer", {
30
+ enumerable: true,
31
+ configurable: true,
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+ writable: true,
33
+ value: void 0
34
+ });
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+ Object.defineProperty(this, "options", {
36
+ enumerable: true,
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+ configurable: true,
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+ writable: true,
39
+ value: void 0
40
+ });
41
+ Object.defineProperty(this, "baker", {
42
+ enumerable: true,
43
+ configurable: true,
44
+ writable: true,
45
+ value: null
46
+ });
47
+ Object.defineProperty(this, "atlas", {
48
+ enumerable: true,
49
+ configurable: true,
50
+ writable: true,
51
+ value: null
52
+ });
53
+ Object.defineProperty(this, "lastBakedTexture", {
54
+ enumerable: true,
55
+ configurable: true,
56
+ writable: true,
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+ value: null
58
+ });
59
+ Object.defineProperty(this, "lastBakedRenderTarget", {
60
+ enumerable: true,
61
+ configurable: true,
62
+ writable: true,
63
+ value: null
64
+ });
65
+ Object.defineProperty(this, "lastBakeOptions", {
66
+ enumerable: true,
67
+ configurable: true,
68
+ writable: true,
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+ value: null
70
+ });
71
+ Object.defineProperty(this, "lastBakedActors", {
72
+ enumerable: true,
73
+ configurable: true,
74
+ writable: true,
75
+ value: []
76
+ });
77
+ this.world = world;
78
+ this.renderer = renderer;
79
+ this.options = {
80
+ // Default bake options
81
+ resolution: 512,
82
+ casts: 32,
83
+ filterMode: THREE.LinearFilter,
84
+ directLightEnabled: true,
85
+ indirectLightEnabled: false,
86
+ ambientLightEnabled: false,
87
+ ambientDistance: 10.0,
88
+ progressiveSamples: 100,
89
+ // lightPosition: new THREE.Vector3(10, 10, 10), // Removed - use getPrimaryLight() instead
90
+ // lightSize: 0.5, // Removed - now part of individual light sources
91
+ // Manager-specific defaults
92
+ progressiveBaking: false,
93
+ autoApply: true,
94
+ autoLoadLightmaps: true,
95
+ ...options
96
+ };
97
+ }
98
+ /**
99
+ * Initialize the lightmapping system
100
+ */
101
+ async initialize() {
102
+ try {
103
+ this.atlas = new LightmapAtlas();
104
+ this.baker = new LightmapBaker(this.renderer);
105
+ await LightmapAtlas.loadXAtlas();
106
+ }
107
+ catch (error) {
108
+ console.warn('Failed to initialize lightmap manager:', error);
109
+ throw error;
110
+ }
111
+ }
112
+ /**
113
+ * Clean up any existing textures and GPU resources before rebaking
114
+ */
115
+ cleanupTexturesAndResources() {
116
+ console.log('🧹 Cleaning up previous lightmapping textures and resources...');
117
+ // Dispose of previous atlas result textures if they exist
118
+ if (this.baker) {
119
+ const atlasResult = this.baker.getAtlasResult();
120
+ if (atlasResult) {
121
+ if (atlasResult.positionTexture) {
122
+ atlasResult.positionTexture.dispose();
123
+ console.log('Disposed atlas position texture');
124
+ }
125
+ if (atlasResult.normalTexture) {
126
+ atlasResult.normalTexture.dispose();
127
+ console.log('Disposed atlas normal texture');
128
+ }
129
+ }
130
+ // Dispose the baker which will clear its internal state
131
+ this.baker.dispose();
132
+ }
133
+ // Dispose of previous lightmap render target
134
+ if (this.lastBakedRenderTarget) {
135
+ this.lastBakedRenderTarget.dispose();
136
+ console.log('Disposed previous lightmap render target');
137
+ this.lastBakedRenderTarget = null;
138
+ }
139
+ // Clear previous lightmap texture reference (no need to dispose, it's the same as render target texture)
140
+ if (this.lastBakedTexture) {
141
+ console.log('Cleared previous lightmap texture reference');
142
+ this.lastBakedTexture = null;
143
+ }
144
+ // Restore any cloned geometries from previous baking
145
+ if (this.lastBakedActors.length > 0) {
146
+ console.log('Clearing previous baked actors references');
147
+ }
148
+ // Clear references
149
+ this.lastBakeOptions = null;
150
+ this.lastBakedActors = [];
151
+ // Re-initialize baker for fresh state
152
+ this.baker ??= new LightmapBaker(this.renderer);
153
+ console.log('✓ Cleanup completed - ready for fresh lightmap baking');
154
+ }
155
+ /**
156
+ * Bake lightmaps for the entire scene
157
+ */
158
+ async bakeLightmaps(options = {}, onProgress) {
159
+ if (!this.atlas || !this.baker) {
160
+ throw new Error('LightmapManager not initialized. Call initialize() first.');
161
+ }
162
+ const startTime = performance.now();
163
+ onProgress?.('preparing', 0, 'Initializing lightmap baking...');
164
+ // Clean up any existing textures and GPU resources before rebaking
165
+ this.cleanupTexturesAndResources();
166
+ // Store bake options for potential export
167
+ // this.lastBakeOptions = { ...options }; // Removed
168
+ // Get all static mesh actors in the scene
169
+ const meshActors = this.getStaticMeshActors();
170
+ if (meshActors.length === 0) {
171
+ console.warn('No static mesh actors found');
172
+ return;
173
+ }
174
+ console.log('Collected ', meshActors.length, ' mesh actors');
175
+ // Collect all meshes and ensure unique geometries for lightmapping
176
+ const allMeshes = [];
177
+ for (const actor of meshActors) {
178
+ const actorMeshes = this.getMeshesFromActor(actor);
179
+ // Filter meshes for baking (only include meshes with materials and visibility)
180
+ const bakingMeshes = actorMeshes.filter(mesh => {
181
+ return mesh.material && mesh.visible;
182
+ });
183
+ allMeshes.push(...bakingMeshes);
184
+ }
185
+ if (allMeshes.length === 0) {
186
+ console.warn('No meshes found for lightmapping');
187
+ return;
188
+ }
189
+ console.log('Collected ', allMeshes.length, ' meshes');
190
+ console.log('DeInterleaving meshes...');
191
+ const deInterleavedMeshes = allMeshes.map(mesh => {
192
+ const clonedGeometry = mesh.geometry.clone();
193
+ deinterleaveGeometry(clonedGeometry);
194
+ mesh.geometry = clonedGeometry;
195
+ return mesh;
196
+ });
197
+ console.log('Generating UV2 coordinates...');
198
+ // Prepare meshes and generate UV2 coordinates
199
+ onProgress?.('atlas', 20, 'Preparing meshes and generating UV2 coordinates...');
200
+ await this.baker.prepareMeshes(deInterleavedMeshes);
201
+ // Generate atlas
202
+ console.log('Generating atlas...');
203
+ onProgress?.('atlas', 40, 'Generating lightmap atlas...');
204
+ this.baker.generateAtlas(deInterleavedMeshes, {
205
+ resolution: options.resolution ?? this.options.resolution,
206
+ ...options.atlasOptions,
207
+ });
208
+ // Build bake options with defaults
209
+ const bakeOptions = {
210
+ resolution: options.resolution ?? this.options.resolution,
211
+ casts: options.casts ?? this.options.casts,
212
+ filterMode: options.filterMode ?? this.options.filterMode,
213
+ directLightEnabled: options.directLightEnabled ?? this.options.directLightEnabled,
214
+ indirectLightEnabled: options.indirectLightEnabled ?? this.options.indirectLightEnabled,
215
+ ambientLightEnabled: options.ambientLightEnabled ?? this.options.ambientLightEnabled,
216
+ ambientDistance: options.ambientDistance ?? this.options.ambientDistance,
217
+ progressiveSamples: options.progressiveSamples ?? this.options.progressiveSamples,
218
+ lightSources: options.lightSources ?? this.getAllLightSources(),
219
+ };
220
+ // Bake lightmap
221
+ onProgress?.('baking', 60, 'Baking lightmap...');
222
+ let lightmapTexture;
223
+ if (this.options.progressiveBaking) {
224
+ // Progressive baking
225
+ console.log('Baking lightmap progressive with options:', bakeOptions);
226
+ lightmapTexture = await this.baker.bakeProgressiveLightmap(deInterleavedMeshes, bakeOptions, (samples, maxSamples) => {
227
+ const progress = 60 + (samples / maxSamples) * 30;
228
+ onProgress?.('baking', progress, `Baking... ${samples}/${maxSamples} samples`);
229
+ });
230
+ }
231
+ else {
232
+ // Single-pass baking with multiple samples
233
+ console.log('Baking lightmap single-pass with options:', bakeOptions);
234
+ const result = this.baker.bakeLightmap(bakeOptions);
235
+ const samples = bakeOptions.progressiveSamples ?? this.options.progressiveSamples ?? 100;
236
+ // Render multiple samples even in non-progressive mode
237
+ for (let i = 0; i < samples; i++) {
238
+ result.render();
239
+ // Update progress occasionally
240
+ if (i % 10 === 0) {
241
+ const progress = 60 + (i / samples) * 30;
242
+ onProgress?.('baking', progress, `Baking... ${i + 1}/${samples} samples`);
243
+ }
244
+ }
245
+ lightmapTexture = result.lightmapTexture;
246
+ }
247
+ console.log('Baking done.');
248
+ // Store the baking data for potential export (including original UV2 data)
249
+ this.lastBakedTexture = lightmapTexture.texture;
250
+ this.lastBakedRenderTarget = lightmapTexture;
251
+ this.lastBakeOptions = bakeOptions;
252
+ this.lastBakedActors = meshActors;
253
+ const endTime = performance.now();
254
+ const duration = (endTime - startTime) / 1000;
255
+ onProgress?.('applying', 100, `Lightmap baking completed in ${duration.toFixed(2)}s`);
256
+ // Smart light management after successful baking
257
+ if (this.options.autoApply) {
258
+ console.log('Applying lightmap.');
259
+ this.applyLightmaps(meshActors, lightmapTexture.texture);
260
+ }
261
+ else {
262
+ this.manageRuntimeLighting(true);
263
+ }
264
+ }
265
+ /**
266
+ * Gets all static mesh actors that can be lightmapped
267
+ * Only includes actors with mesh components that have Static physics motion type
268
+ */
269
+ getStaticMeshActors() {
270
+ return this.world.getActorsByPredicate(actor => {
271
+ // Find all mesh components in the actor (recursively through all children)
272
+ const meshComponents = this.getAllMeshComponentsFromActor(actor);
273
+ // An actor is included if it has at least one static mesh component
274
+ return meshComponents.some(meshComponent => {
275
+ const physicsOptions = meshComponent.getPhysicsOptions();
276
+ const motionType = physicsOptions?.motionType ?? PhysicsMotionType.Static;
277
+ return motionType === PhysicsMotionType.Static;
278
+ });
279
+ });
280
+ }
281
+ /**
282
+ * Recursively finds all mesh components in an actor and its children
283
+ */
284
+ getAllMeshComponentsFromActor(actor) {
285
+ const meshComponents = [];
286
+ // Helper function to recursively check components
287
+ const checkComponent = (component) => {
288
+ // Check if this component is a mesh component
289
+ if (component instanceof MeshComponent || component instanceof GLTFMeshComponent) {
290
+ meshComponents.push(component);
291
+ }
292
+ // Recursively check all children
293
+ if (component.children) {
294
+ for (const child of component.children) {
295
+ checkComponent(child);
296
+ }
297
+ }
298
+ };
299
+ // Start with root component
300
+ const rootComponent = actor.rootComponent;
301
+ if (rootComponent) {
302
+ checkComponent(rootComponent);
303
+ }
304
+ // Also check if the actor itself is a GLTFMeshActor (for backward compatibility)
305
+ if (actor instanceof GLTFMeshActor) {
306
+ const meshComponent = actor.getMeshComponent();
307
+ if (meshComponent && !meshComponents.includes(meshComponent)) {
308
+ meshComponents.push(meshComponent);
309
+ }
310
+ }
311
+ return meshComponents;
312
+ }
313
+ /**
314
+ * Gets all meshes from an actor
315
+ */
316
+ getMeshesFromActor(actor) {
317
+ const meshes = [];
318
+ const meshComponents = this.getAllMeshComponentsFromActor(actor);
319
+ for (const meshComponent of meshComponents) {
320
+ if (meshComponent instanceof GLTFMeshComponent) {
321
+ const model = meshComponent.getModel();
322
+ if (model) {
323
+ model.traverse((child) => {
324
+ if (child instanceof THREE.Mesh) {
325
+ meshes.push(child);
326
+ }
327
+ });
328
+ }
329
+ }
330
+ }
331
+ // Check if root component is a MeshComponent
332
+ const rootComponent = actor.rootComponent;
333
+ if (rootComponent instanceof MeshComponent) {
334
+ const mesh = rootComponent.getMesh();
335
+ if (mesh) {
336
+ meshes.push(mesh);
337
+ }
338
+ }
339
+ return meshes;
340
+ }
341
+ /**
342
+ * Gets all light sources in the scene for lightmapping
343
+ */
344
+ getAllLightSources() {
345
+ const lightSources = [];
346
+ // Collect directional lights
347
+ const directionalLightActors = this.world.getActorsByPredicate(actor => actor.getComponents(DirectionalLightComponent).length > 0);
348
+ for (const lightActor of directionalLightActors) {
349
+ const lightComponent = lightActor.getComponents(DirectionalLightComponent)[0];
350
+ const lightPosition = lightActor.getWorldPosition();
351
+ lightSources.push({
352
+ position: lightPosition,
353
+ size: 0.5,
354
+ intensity: lightComponent.light?.intensity ?? 1.0,
355
+ color: lightComponent.light?.color ? new THREE.Vector3(lightComponent.light.color.r, lightComponent.light.color.g, lightComponent.light.color.b) : new THREE.Vector3(1, 1, 1)
356
+ });
357
+ }
358
+ // Collect point lights
359
+ const pointLightActors = this.world.getActorsByPredicate(actor => actor.getComponents(PointLightComponent).length > 0);
360
+ for (const lightActor of pointLightActors) {
361
+ const lightComponent = lightActor.getComponents(PointLightComponent)[0];
362
+ const lightPosition = lightActor.getWorldPosition();
363
+ lightSources.push({
364
+ position: lightPosition,
365
+ size: lightComponent.light?.distance ? lightComponent.light.distance * 0.1 : 1.0,
366
+ intensity: lightComponent.light?.intensity ?? 1.0,
367
+ color: lightComponent.light?.color ? new THREE.Vector3(lightComponent.light.color.r, lightComponent.light.color.g, lightComponent.light.color.b) : new THREE.Vector3(1, 1, 1)
368
+ });
369
+ }
370
+ // Collect spot lights
371
+ const spotLightActors = this.world.getActorsByPredicate(actor => actor.getComponents(SpotLightComponent).length > 0);
372
+ for (const lightActor of spotLightActors) {
373
+ const lightComponent = lightActor.getComponents(SpotLightComponent)[0];
374
+ const lightPosition = lightActor.getWorldPosition();
375
+ lightSources.push({
376
+ position: lightPosition,
377
+ size: lightComponent.light?.distance ? lightComponent.light.distance * 0.1 : 1.0,
378
+ intensity: lightComponent.light?.intensity ?? 1.0,
379
+ color: lightComponent.light?.color ? new THREE.Vector3(lightComponent.light.color.r, lightComponent.light.color.g, lightComponent.light.color.b) : new THREE.Vector3(1, 1, 1)
380
+ });
381
+ }
382
+ // Fallback to default light if no lights found
383
+ if (lightSources.length === 0) {
384
+ console.log('⚠️ getAllLightSources() no lights found, using fallback light');
385
+ lightSources.push({
386
+ position: new THREE.Vector3(10, 10, 10),
387
+ size: 0.5,
388
+ intensity: 1.0,
389
+ color: new THREE.Vector3(1, 1, 1)
390
+ });
391
+ }
392
+ console.log(`🔆 getAllLightSources() found ${lightSources.length} light sources`);
393
+ return lightSources;
394
+ }
395
+ /**
396
+ * Gets the primary light source for lightmapping (backwards compatibility)
397
+ */
398
+ getPrimaryLight() {
399
+ const lightSources = this.getAllLightSources();
400
+ return lightSources[0].position;
401
+ }
402
+ /**
403
+ * Applies lightmap textures to all meshes in actors
404
+ */
405
+ applyLightmaps(actors, lightmapTexture) {
406
+ let appliedCount = 0;
407
+ for (const actor of actors) {
408
+ const meshes = this.getMeshesFromActor(actor);
409
+ for (const mesh of meshes) {
410
+ if (mesh.material) {
411
+ const material = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
412
+ if (material instanceof THREE.MeshStandardMaterial || material instanceof THREE.MeshLambertMaterial) {
413
+ material.lightMap = lightmapTexture;
414
+ material.lightMapIntensity = 2.5;
415
+ material.lightMap.channel = 2;
416
+ material.needsUpdate = true;
417
+ appliedCount++;
418
+ }
419
+ }
420
+ }
421
+ }
422
+ // Smart light management: hide only static lights, keep dynamic/mixed lights active
423
+ this.manageRuntimeLighting(true);
424
+ }
425
+ /**
426
+ * Manages runtime lighting based on lightmap state
427
+ * @param lightmapsActive Whether lightmaps are currently active
428
+ */
429
+ manageRuntimeLighting(lightmapsActive) {
430
+ const { staticLights, dynamicLights } = this.getLightsByType();
431
+ if (lightmapsActive) {
432
+ // Hide static lights (they're baked into lightmaps)
433
+ console.log('Lightmaps are active. Hiding static lights...');
434
+ staticLights.forEach(light => {
435
+ light.getLight().visible = false;
436
+ });
437
+ // Keep dynamic lights visible (for runtime effects)
438
+ dynamicLights.forEach(light => {
439
+ light.getLight().visible = true;
440
+ });
441
+ }
442
+ else {
443
+ console.log('Lightmaps are not active. Setting all lights to visible.');
444
+ // Show all lights when lightmaps are not active
445
+ [...staticLights, ...dynamicLights].forEach(light => {
446
+ light.getLight().visible = true;
447
+ });
448
+ }
449
+ }
450
+ /**
451
+ * Removes lightmaps from all actors
452
+ */
453
+ removeLightmaps() {
454
+ const actors = this.getStaticMeshActors();
455
+ for (const actor of actors) {
456
+ const meshes = this.getMeshesFromActor(actor);
457
+ for (const mesh of meshes) {
458
+ if (mesh.material) {
459
+ const material = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
460
+ if (material instanceof THREE.MeshStandardMaterial || material instanceof THREE.MeshLambertMaterial) {
461
+ material.lightMap = null;
462
+ material.needsUpdate = true;
463
+ }
464
+ }
465
+ }
466
+ }
467
+ // Restore all lights when lightmaps are removed
468
+ this.manageRuntimeLighting(false);
469
+ // Clean up textures and resources when removing lightmaps
470
+ this.cleanupTexturesAndResources();
471
+ console.log('Lightmaps removed and resources cleaned up');
472
+ }
473
+ /**
474
+ * Gets lights categorized by their usage type
475
+ * @returns Object containing arrays of static and dynamic lights
476
+ */
477
+ getLightsByType() {
478
+ const staticLights = [];
479
+ const dynamicLights = [];
480
+ // Get all actors in the world
481
+ const actors = this.world.getActors();
482
+ for (const actor of actors) {
483
+ // Get all light scene components from this actor
484
+ const directionalLights = actor.getComponents(DirectionalLightComponent);
485
+ const pointLights = actor.getComponents(PointLightComponent);
486
+ const spotLights = actor.getComponents(SpotLightComponent);
487
+ const rectAreaLights = actor.getComponents(RectAreaLightComponent);
488
+ const allLights = [...directionalLights, ...pointLights, ...spotLights, ...rectAreaLights];
489
+ for (const light of allLights) {
490
+ if (light.isLightmapBaked()) {
491
+ staticLights.push(light);
492
+ }
493
+ else {
494
+ dynamicLights.push(light);
495
+ }
496
+ }
497
+ }
498
+ return { staticLights, dynamicLights };
499
+ }
500
+ /**
501
+ * Exports the last baked lightmap data without creating files
502
+ * @param baseFileName Base filename for the exported files (without extension)
503
+ * @param options Export options
504
+ * @returns Promise resolving to the lightmap data that can be handled by the caller
505
+ */
506
+ async exportLightmapData(baseFileName, options = {}) {
507
+ if (!this.lastBakedTexture || !this.lastBakedRenderTarget || !this.lastBakeOptions || this.lastBakedActors.length === 0) {
508
+ throw new Error('No lightmap data to export. Bake lightmaps first.');
509
+ }
510
+ // Create mesh mappings based on current UV coordinates
511
+ const meshes = [];
512
+ for (const actor of this.lastBakedActors) {
513
+ meshes.push(...this.getMeshesFromActor(actor));
514
+ }
515
+ const meshMappings = createMeshMappings(this.lastBakedActors, meshes);
516
+ const exportData = {
517
+ texture: this.lastBakedTexture,
518
+ renderTarget: this.lastBakedRenderTarget,
519
+ bakingOptions: this.lastBakeOptions,
520
+ meshMappings: meshMappings,
521
+ actors: this.lastBakedActors,
522
+ uv2Data: undefined, // No longer storing UV2 data for export
523
+ };
524
+ return LightmapSerializer.exportLightmapData(exportData, { baseFileName, ...options }, this.renderer);
525
+ }
526
+ /**
527
+ * Imports and applies lightmap from provided file data
528
+ * @param lightmapJsonData The parsed lightmap metadata JSON
529
+ * @param textureData The binary texture data as ArrayBuffer
530
+ * @param options Import options
531
+ * @returns Promise resolving to the import result
532
+ */
533
+ async importLightmap(lightmapJsonData, textureData, options = {}) {
534
+ try {
535
+ // Ensure the lightmap manager is properly initialized before import
536
+ if (!this.atlas || !this.baker) {
537
+ options.onProgress?.('initializing', 5);
538
+ await this.initialize();
539
+ }
540
+ const importResult = await LightmapSerializer.importLightmap(lightmapJsonData, textureData, options);
541
+ // Apply the imported lightmap to matching actors
542
+ const meshActors = this.getStaticMeshActors();
543
+ // Debug: Check mesh counts per actor
544
+ const importMeshCounts = {};
545
+ const importTotalMeshes = [];
546
+ for (const actor of meshActors) {
547
+ const meshes = this.getMeshesFromActor(actor);
548
+ importMeshCounts[actor.uuid] = meshes.length;
549
+ importTotalMeshes.push(...meshes);
550
+ }
551
+ if (meshActors.length > 0) {
552
+ // Instead of restoring UV2 coordinates (which are inconsistent due to XAtlas),
553
+ // regenerate them using the same process as during baking
554
+ const allMeshes = [];
555
+ for (const actor of meshActors) {
556
+ const actorMeshes = this.getMeshesFromActor(actor);
557
+ const bakingMeshes = actorMeshes.filter(mesh => mesh.material && mesh.visible);
558
+ allMeshes.push(...bakingMeshes);
559
+ }
560
+ if (allMeshes.length > 0 && this.baker) {
561
+ // Regenerate UV2 coordinates using the same process as baking
562
+ const deInterleavedMeshes = allMeshes.map(mesh => {
563
+ const clonedGeometry = mesh.geometry.clone();
564
+ deinterleaveGeometry(clonedGeometry);
565
+ mesh.geometry = clonedGeometry;
566
+ return mesh;
567
+ });
568
+ await this.baker.prepareMeshes(deInterleavedMeshes);
569
+ }
570
+ this.applyLightmaps(meshActors, importResult.texture);
571
+ }
572
+ // Store the imported data
573
+ this.lastBakedTexture = importResult.texture;
574
+ this.lastBakeOptions = importResult.bakingOptions;
575
+ this.lastBakedActors = meshActors;
576
+ options.onProgress?.('complete', 100);
577
+ return importResult;
578
+ }
579
+ catch (error) {
580
+ const errorMessage = error instanceof Error ? error.message : 'Unknown error';
581
+ if (options.throwOnError !== false) {
582
+ // Default behavior: throw the error
583
+ throw new Error(`Failed to import lightmap: ${errorMessage}`);
584
+ }
585
+ else {
586
+ // Optional behavior: log and return null for graceful handling
587
+ console.warn('Failed to import lightmap:', errorMessage);
588
+ return null;
589
+ }
590
+ }
591
+ }
592
+ /**
593
+ * Gets the path where the lightmap would be saved for a given scene
594
+ * @param scenePath Path to the scene file
595
+ * @returns Path to the corresponding lightmap file
596
+ */
597
+ getLightmapPath(scenePath) {
598
+ return LightmapSerializer.getLightmapPath(scenePath);
599
+ }
600
+ /**
601
+ * Checks if lightmap data is available for export
602
+ * @returns True if lightmap data is ready for export
603
+ */
604
+ hasLightmapData() {
605
+ return this.lastBakedTexture !== null && this.lastBakeOptions !== null && this.lastBakedActors.length > 0;
606
+ }
607
+ /**
608
+ * Gets the last baked lightmap texture for debugging purposes
609
+ */
610
+ getLastBakedTexture() {
611
+ return this.lastBakedTexture;
612
+ }
613
+ /**
614
+ * Gets the lightmap baker instance for debugging purposes
615
+ */
616
+ getBaker() {
617
+ return this.baker;
618
+ }
619
+ /**
620
+ * Cleans up resources
621
+ */
622
+ dispose() {
623
+ // Use the comprehensive cleanup method
624
+ this.cleanupTexturesAndResources();
625
+ // Clear the atlas reference
626
+ this.atlas = null;
627
+ console.log('LightmapManager disposed');
628
+ }
629
+ }
630
+ //# 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