@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 +1,1344 @@
1
+ /**
2
+ * Lightmapping System Demo
3
+ *
4
+ * This is the main demo showcasing the complete lightmapping system including:
5
+ * - Loading existing Genesys scene files with automatic lightmap loading
6
+ * - Interactive lightmap baking with automatic light detection
7
+ * - Export/import lightmap data to/from files
8
+ * - Various visualization modes for debugging and testing
9
+ * - Integration with the core engine's automatic lightmap system
10
+ */
11
+ import * as ENGINE from 'genesys.js';
12
+ import * as THREE from 'three';
13
+ import { TransformControls } from 'three/examples/jsm/controls/TransformControls.js';
14
+ import { Pane } from 'tweakpane';
15
+ export class LightmappingDemo extends ENGINE.BaseGameLoop {
16
+ constructor() {
17
+ super(...arguments);
18
+ Object.defineProperty(this, "lightmapManager", {
19
+ enumerable: true,
20
+ configurable: true,
21
+ writable: true,
22
+ value: void 0
23
+ });
24
+ Object.defineProperty(this, "pane", {
25
+ enumerable: true,
26
+ configurable: true,
27
+ writable: true,
28
+ value: void 0
29
+ });
30
+ // Store reference to directional light actor and transform controls
31
+ Object.defineProperty(this, "directionalLightActor", {
32
+ enumerable: true,
33
+ configurable: true,
34
+ writable: true,
35
+ value: null
36
+ });
37
+ // Track current scene path for filename generation
38
+ Object.defineProperty(this, "currentScenePath", {
39
+ enumerable: true,
40
+ configurable: true,
41
+ writable: true,
42
+ value: null
43
+ });
44
+ Object.defineProperty(this, "transformControls", {
45
+ enumerable: true,
46
+ configurable: true,
47
+ writable: true,
48
+ value: null
49
+ });
50
+ // Tweakpane controls and parameters
51
+ Object.defineProperty(this, "lightmapParams", {
52
+ enumerable: true,
53
+ configurable: true,
54
+ writable: true,
55
+ value: {
56
+ // Basic settings
57
+ resolution: 512,
58
+ casts: 32,
59
+ progressiveSamples: 128,
60
+ lightSize: 0.5,
61
+ // Lighting toggles
62
+ directLightEnabled: true,
63
+ indirectLightEnabled: false,
64
+ ambientLightEnabled: false,
65
+ // Advanced settings
66
+ ambientDistance: 10.0,
67
+ filterMode: 'Linear',
68
+ // Atlas options (matching LightmapAtlasOptions interface)
69
+ padding: 2,
70
+ dilate: true,
71
+ // Manager options
72
+ progressiveBaking: true,
73
+ autoApply: true,
74
+ // Export options (only includeSceneHash is actually used)
75
+ includeSceneHash: true,
76
+ // Render mode for visualization
77
+ renderMode: 'standard'
78
+ }
79
+ });
80
+ // Store original material maps for restoration
81
+ Object.defineProperty(this, "originalMaterialMaps", {
82
+ enumerable: true,
83
+ configurable: true,
84
+ writable: true,
85
+ value: new Map()
86
+ });
87
+ // File input for scene loading
88
+ Object.defineProperty(this, "fileInput", {
89
+ enumerable: true,
90
+ configurable: true,
91
+ writable: true,
92
+ value: null
93
+ });
94
+ Object.defineProperty(this, "debugTextureActors", {
95
+ enumerable: true,
96
+ configurable: true,
97
+ writable: true,
98
+ value: []
99
+ });
100
+ }
101
+ async preStart() {
102
+ // Load default scene
103
+ await this.loadDefaultScene();
104
+ }
105
+ postStart() {
106
+ // Get the lightmap manager from the world (it's created automatically by the engine)
107
+ this.lightmapManager = this.world.getLightmapManager();
108
+ this.createTweakPane();
109
+ this.createFileInput();
110
+ // Set up transform controls after the world is fully initialized
111
+ this.setupTransformControls();
112
+ }
113
+ async loadDefaultScene() {
114
+ this.clearExistingScene();
115
+ await this.createDefaultScene();
116
+ this.updateStatus('✓ Default scene created');
117
+ return;
118
+ }
119
+ /**
120
+ * Clears all existing actors and debug objects from the scene
121
+ */
122
+ clearExistingScene() {
123
+ // Clean up transform controls and light helpers FIRST
124
+ this.cleanupTransformControlsAndHelpers();
125
+ // Clear debug textures
126
+ this.clearDebugTextures();
127
+ // Clear original material maps
128
+ this.originalMaterialMaps.clear();
129
+ // Remove all existing actors
130
+ const existingActors = this.world.getActors();
131
+ this.world.removeActors(...existingActors);
132
+ // Clear current scene path
133
+ this.currentScenePath = null;
134
+ // Reset directional light actor reference since scene is cleared
135
+ this.directionalLightActor = null;
136
+ // Reset light helper visibility state for new scene
137
+ // This property is no longer needed as we use userData on the light component
138
+ }
139
+ /**
140
+ * Cleans up transform controls and light helpers before scene changes
141
+ */
142
+ cleanupTransformControlsAndHelpers() {
143
+ // Disable and dispose of transform controls first
144
+ if (this.transformControls) {
145
+ console.log('Cleaning up transform controls...');
146
+ // Disable the controls to prevent any ongoing interactions
147
+ this.transformControls.enabled = false;
148
+ // Detach from any object
149
+ this.transformControls.detach();
150
+ // Remove event listeners by disposing
151
+ this.transformControls.dispose();
152
+ // Remove the helper from the scene
153
+ const helper = this.transformControls.getHelper();
154
+ if (helper && helper.parent) {
155
+ helper.parent.remove(helper);
156
+ }
157
+ // Clear the reference
158
+ this.transformControls = null;
159
+ console.log('Transform controls cleaned up');
160
+ }
161
+ // Hide all light helpers in the current scene before clearing
162
+ const lightActors = this.world.getActorsByPredicate(actor => actor.getComponents(ENGINE.DirectionalLightComponent).length > 0 ||
163
+ actor.getComponents(ENGINE.PointLightComponent).length > 0 ||
164
+ actor.getComponents(ENGINE.SpotLightComponent).length > 0);
165
+ for (const actor of lightActors) {
166
+ // Handle DirectionalLightComponent
167
+ const directionalLights = actor.getComponents(ENGINE.DirectionalLightComponent);
168
+ for (const light of directionalLights) {
169
+ if (light.userData.helperVisible === true) {
170
+ try {
171
+ console.log('Hiding directional light helper before scene clear');
172
+ light.showHelper(false);
173
+ delete light.userData.helperVisible;
174
+ }
175
+ catch (error) {
176
+ console.warn('Error hiding directional light helper:', error);
177
+ }
178
+ }
179
+ }
180
+ // Handle PointLightComponent
181
+ const pointLights = actor.getComponents(ENGINE.PointLightComponent);
182
+ for (const light of pointLights) {
183
+ if (light.userData.helperVisible === true) {
184
+ try {
185
+ console.log('Hiding point light helper before scene clear');
186
+ light.showHelper(false);
187
+ delete light.userData.helperVisible;
188
+ }
189
+ catch (error) {
190
+ console.warn('Error hiding point light helper:', error);
191
+ }
192
+ }
193
+ }
194
+ // Handle SpotLightComponent
195
+ const spotLights = actor.getComponents(ENGINE.SpotLightComponent);
196
+ for (const light of spotLights) {
197
+ if (light.userData.helperVisible === true) {
198
+ try {
199
+ console.log('Hiding spot light helper before scene clear');
200
+ light.showHelper(false);
201
+ delete light.userData.helperVisible;
202
+ }
203
+ catch (error) {
204
+ console.warn('Error hiding spot light helper:', error);
205
+ }
206
+ }
207
+ }
208
+ }
209
+ // Clear the directional light actor reference
210
+ this.directionalLightActor = null;
211
+ console.log('Light helpers cleaned up and references cleared');
212
+ }
213
+ /**
214
+ * Creates a simple fallback scene if no scene file is available
215
+ */
216
+ async createDefaultScene() {
217
+ const { pawn } = ENGINE.GameBuilder.createDefaultPawn(this.world, new THREE.Vector3(0, 8, 5));
218
+ pawn.getCamera()?.lookAt(0, 0, 0);
219
+ // Create ground plane (STATIC - will be included in lightmapping)
220
+ const ground = new ENGINE.Actor({
221
+ position: new THREE.Vector3(0, 0, 0),
222
+ rootComponent: new ENGINE.MeshComponent({
223
+ geometry: new THREE.PlaneGeometry(20, 20),
224
+ material: new THREE.MeshStandardMaterial({
225
+ color: 0xffffff,
226
+ roughness: 0.8,
227
+ metalness: 0.1
228
+ }),
229
+ physicsOptions: {
230
+ enabled: true,
231
+ motionType: ENGINE.PhysicsMotionType.Static, // STATIC: Included in lightmaps
232
+ collisionProfile: 'WorldStatic'
233
+ }
234
+ })
235
+ });
236
+ ground.rootComponent.rotation.x = -Math.PI / 2;
237
+ // Enable shadows for ground
238
+ const groundMeshComp = ground.rootComponent;
239
+ groundMeshComp.receiveShadow = true;
240
+ ground.addActorTag('ground');
241
+ this.world.addActors(ground);
242
+ // Create static cubes to cast shadows (STATIC - will be included in lightmapping)
243
+ const staticCubePositions = [
244
+ { x: -2, z: -1 },
245
+ { x: 2, z: 3 },
246
+ { x: -1, z: 4 },
247
+ { x: 0, z: 0 },
248
+ { x: 4, z: -2 }
249
+ ];
250
+ const staticCubeGeometries = [
251
+ { width: 1, height: 2, depth: 1 },
252
+ { width: 1, height: 2, depth: 2 },
253
+ { width: 2, height: 2, depth: 1 },
254
+ { width: 2, height: 2, depth: 2 },
255
+ { width: 1, height: 1, depth: 1 },
256
+ ];
257
+ const staticCubeColor = 0x0000ff; // blue
258
+ for (let i = 0; i < staticCubePositions.length; i++) {
259
+ const staticCube = new ENGINE.Actor({
260
+ position: new THREE.Vector3(staticCubePositions[i].x, 1, staticCubePositions[i].z),
261
+ rootComponent: new ENGINE.MeshComponent({
262
+ geometry: new THREE.BoxGeometry(staticCubeGeometries[i].width, staticCubeGeometries[i].height, staticCubeGeometries[i].depth),
263
+ material: new THREE.MeshStandardMaterial({
264
+ color: new THREE.Color(staticCubeColor),
265
+ roughness: 0.6,
266
+ metalness: 0.2
267
+ }),
268
+ physicsOptions: {
269
+ enabled: true,
270
+ motionType: ENGINE.PhysicsMotionType.Static, // STATIC: Included in lightmaps
271
+ collisionProfile: 'WorldStatic'
272
+ }
273
+ })
274
+ });
275
+ staticCube.addActorTag('staticCube_' + i);
276
+ // Enable shadows
277
+ const staticMeshComp = staticCube.rootComponent;
278
+ staticMeshComp.castShadow = true;
279
+ staticMeshComp.receiveShadow = true;
280
+ this.world.addActors(staticCube);
281
+ }
282
+ // Create dynamic cubes (DYNAMIC - will be EXCLUDED from lightmapping)
283
+ const dynamicCubePositions = [
284
+ { x: 3, z: -3 },
285
+ { x: -2, z: 1 }
286
+ ];
287
+ const dynamicCubeColors = [
288
+ 0xf9ca24, // Yellow
289
+ 0x6c5ce7 // Purple
290
+ ];
291
+ for (let i = 0; i < 2; i++) {
292
+ const dynamicCube = new ENGINE.Actor({
293
+ position: new THREE.Vector3(dynamicCubePositions[i].x, 1, dynamicCubePositions[i].z),
294
+ rootComponent: new ENGINE.MeshComponent({
295
+ geometry: new THREE.BoxGeometry(1, 2, 1),
296
+ material: new THREE.MeshStandardMaterial({
297
+ color: new THREE.Color(dynamicCubeColors[i]),
298
+ roughness: 0.6,
299
+ metalness: 0.2,
300
+ emissive: new THREE.Color(dynamicCubeColors[i]).multiplyScalar(0.1) // Slight glow to indicate they're dynamic
301
+ }),
302
+ physicsOptions: {
303
+ enabled: true,
304
+ motionType: ENGINE.PhysicsMotionType.Dynamic, // DYNAMIC: Excluded from lightmaps
305
+ collisionProfile: 'WorldDynamic'
306
+ }
307
+ })
308
+ });
309
+ // Enable shadows
310
+ const dynamicMeshComp = dynamicCube.rootComponent;
311
+ dynamicMeshComp.castShadow = true;
312
+ dynamicMeshComp.receiveShadow = true;
313
+ dynamicCube.addActorTag('dynamicCube_' + i);
314
+ this.world.addActors(dynamicCube);
315
+ }
316
+ // Create a kinematic moving platform (KINEMATIC - will be EXCLUDED from lightmapping)
317
+ const movingPlatform = new ENGINE.Actor({
318
+ position: new THREE.Vector3(0, 0.5, -8),
319
+ rootComponent: new ENGINE.MeshComponent({
320
+ geometry: new THREE.BoxGeometry(3, 0.5, 2),
321
+ material: new THREE.MeshStandardMaterial({
322
+ color: 0x00ff88,
323
+ roughness: 0.4,
324
+ metalness: 0.8,
325
+ emissive: new THREE.Color(0x00ff88).multiplyScalar(0.05) // Slight glow to indicate it's kinematic
326
+ }),
327
+ physicsOptions: {
328
+ enabled: true,
329
+ motionType: ENGINE.PhysicsMotionType.KinematicPositionBased, // KINEMATIC: Excluded from lightmaps
330
+ collisionProfile: 'WorldStatic'
331
+ }
332
+ })
333
+ });
334
+ // Enable shadows
335
+ const platformMeshComp = movingPlatform.rootComponent;
336
+ platformMeshComp.castShadow = true;
337
+ platformMeshComp.receiveShadow = true;
338
+ movingPlatform.addActorTag('movingPlatform');
339
+ this.world.addActors(movingPlatform);
340
+ // Add a directional light (sun) - white, high intensity, from above at angle
341
+ this.directionalLightActor = new ENGINE.Actor({
342
+ position: new THREE.Vector3(8, 12, 3),
343
+ rootComponent: new ENGINE.DirectionalLightComponent({
344
+ color: 0xffffff,
345
+ intensity: 50.0,
346
+ castShadow: true
347
+ })
348
+ });
349
+ const directionalLight = this.directionalLightActor.rootComponent;
350
+ directionalLight.lookAt(0, 0, 0);
351
+ this.directionalLightActor.addActorTag('directionalLight');
352
+ this.world.addActors(this.directionalLightActor);
353
+ // Add ambient light for overall illumination
354
+ const ambientLightActor = new ENGINE.Actor({
355
+ rootComponent: new ENGINE.AmbientLightComponent({
356
+ color: 0xffffff,
357
+ intensity: 5
358
+ })
359
+ });
360
+ ambientLightActor.addActorTag('ambientLight');
361
+ this.world.addActors(ambientLightActor);
362
+ // Add a yellow point light to shine on the last static cube
363
+ const pointLightActor = new ENGINE.Actor({
364
+ position: new THREE.Vector3(4, 3, -2), // Above the last static cube at (4, -2)
365
+ rootComponent: new ENGINE.PointLightComponent({
366
+ color: 0xffff55, // Slightly yellow
367
+ intensity: 100,
368
+ distance: 15,
369
+ decay: 2,
370
+ castShadow: true
371
+ })
372
+ });
373
+ pointLightActor.addActorTag('pointLight');
374
+ this.world.addActors(pointLightActor);
375
+ console.log('📍 Default scene created with static/dynamic mesh examples:');
376
+ console.log(' 🔹 Static meshes (included in lightmaps): blue cubes');
377
+ console.log(' 🔸 Dynamic meshes (excluded from lightmaps): yellow and purple cubes');
378
+ console.log(' 🔷 Kinematic meshes (excluded from lightmaps): Moving platform (green)');
379
+ }
380
+ /**
381
+ * Sets up transform controls for the directional light
382
+ */
383
+ setupTransformControls() {
384
+ // Use the reattach method which handles finding the light and setting up controls
385
+ this.reattachTransformControls();
386
+ }
387
+ /**
388
+ * Handles interaction state changes for transform controls
389
+ */
390
+ handleTransformControlsInteraction(isDragging) {
391
+ // Get the player controller to disable input when dragging
392
+ const playerController = this.world.getFirstActor(ENGINE.PlayerController);
393
+ if (playerController) {
394
+ // When dragging, we want to prevent player camera movement
395
+ // This is handled automatically by the transform controls blocking pointer events
396
+ // The engine's input system will respect this
397
+ }
398
+ }
399
+ /**
400
+ * Updates the directional light's direction to point towards the origin
401
+ */
402
+ updateDirectionalLightDirection() {
403
+ if (!this.directionalLightActor)
404
+ return;
405
+ try {
406
+ const directionalLightComponents = this.directionalLightActor.getComponents(ENGINE.DirectionalLightComponent);
407
+ if (directionalLightComponents.length > 0) {
408
+ const directionalLight = directionalLightComponents[0];
409
+ // Get the current world position of the light
410
+ const lightPosition = this.directionalLightActor.getWorldPosition();
411
+ // Make the light look at the origin (0, 0, 0)
412
+ directionalLight.lookAt(0, 0, 0);
413
+ // Update the light's target for shadow mapping using the public API
414
+ directionalLight.setTarget(new THREE.Vector3(0, 0, 0));
415
+ // Log the new position for debugging
416
+ console.log(`🔆 Directional light moved to: (${lightPosition.x.toFixed(2)}, ${lightPosition.y.toFixed(2)}, ${lightPosition.z.toFixed(2)}) - Bake lightmaps to see changes!`);
417
+ }
418
+ }
419
+ catch (error) {
420
+ console.warn('Failed to update directional light direction:', error);
421
+ }
422
+ }
423
+ /**
424
+ * Creates a hidden file input for scene loading
425
+ */
426
+ createFileInput() {
427
+ this.fileInput = document.createElement('input');
428
+ this.fileInput.type = 'file';
429
+ this.fileInput.accept = '.genesys-scene,.json';
430
+ this.fileInput.style.display = 'none';
431
+ document.body.appendChild(this.fileInput);
432
+ this.fileInput.addEventListener('change', async (event) => {
433
+ const file = event.target.files?.[0];
434
+ if (file) {
435
+ await this.loadSceneFromFile(file);
436
+ }
437
+ });
438
+ }
439
+ /**
440
+ * Loads a scene from a selected file
441
+ */
442
+ async loadSceneFromFile(file) {
443
+ try {
444
+ this.updateStatus('Loading scene file...');
445
+ const text = await file.text();
446
+ const sceneData = JSON.parse(text);
447
+ // Clear existing scene completely
448
+ this.clearExistingScene();
449
+ // Load the new scene data using proper method
450
+ await this.loadWorldData(sceneData);
451
+ // Update current scene path
452
+ this.currentScenePath = ENGINE.AssetPath.fromString(`/scenes/${file.name}`);
453
+ // Create camera controller if none exists
454
+ if (!this.world.getFirstActor(ENGINE.PlayerController)) {
455
+ ENGINE.GameBuilder.createDefaultPawn(this.world, new THREE.Vector3(0, 1, 0));
456
+ }
457
+ // Reattach transform controls to the new scene's directional light
458
+ this.reattachTransformControls();
459
+ // For user-uploaded files, attempt to auto-load lightmaps
460
+ await this.tryLoadLightmapsForUserFile(file.name);
461
+ }
462
+ catch (error) {
463
+ this.updateStatus(`✗ Failed to load scene: ${error}`);
464
+ console.error('Failed to load scene file:', error);
465
+ }
466
+ }
467
+ /**
468
+ * Attempts to load lightmaps for a user-uploaded file
469
+ */
470
+ async tryLoadLightmapsForUserFile(sceneName) {
471
+ // Extract base name without extension
472
+ const baseName = sceneName.replace(/\.[^.]+$/, '');
473
+ // For user files, we can't automatically find the lightmap files
474
+ // since they're not in a known file system location
475
+ // Just report that the scene was loaded without lightmaps
476
+ this.updateStatus(`✓ Loaded scene: ${sceneName} (use Import Lightmaps button to load lightmaps manually)`);
477
+ }
478
+ /**
479
+ * Checks and reports lightmap loading status after scene loading
480
+ */
481
+ checkLightmapStatus(sceneName) {
482
+ const lightmapManager = this.world.getLightmapManager();
483
+ if (lightmapManager && lightmapManager.hasLightmapData()) {
484
+ this.updateStatus(`✓ Loaded scene: ${sceneName} (lightmaps automatically applied)`);
485
+ }
486
+ else {
487
+ this.updateStatus(`✓ Loaded scene: ${sceneName} (no lightmaps found)`);
488
+ }
489
+ }
490
+ /**
491
+ * Reattaches transform controls to the directional light in the current scene
492
+ */
493
+ reattachTransformControls() {
494
+ // Clean up existing transform controls first using the dedicated cleanup method
495
+ this.cleanupTransformControlsAndHelpers();
496
+ // Find the directional light in the current scene
497
+ const foundActor = this.world.getActorsByPredicate(actor => actor.getComponents(ENGINE.DirectionalLightComponent).length > 0)[0];
498
+ if (!foundActor) {
499
+ console.log('No directional light found in scene to attach transform controls.');
500
+ return;
501
+ }
502
+ // Update our reference to the new directional light
503
+ this.directionalLightActor = foundActor;
504
+ // Get the camera from the world for the transform controls
505
+ const camera = this.world.getActiveCamera();
506
+ if (!camera) {
507
+ console.log('No camera found for transform controls');
508
+ return;
509
+ }
510
+ // Create transform controls
511
+ this.transformControls = new TransformControls(camera, this.renderer.renderer.domElement);
512
+ // Attach to the directional light's root component
513
+ this.transformControls.attach(this.directionalLightActor.rootComponent);
514
+ // Add to the scene (cast to Object3D)
515
+ this.world.scene.add(this.transformControls.getHelper());
516
+ // Set initial mode to translate
517
+ this.transformControls.setMode('translate');
518
+ // Make the controls visible and slightly larger
519
+ this.transformControls.setSize(1.5);
520
+ // Show the directional light helper for better visualization with error handling
521
+ try {
522
+ const directionalLightComponents = this.directionalLightActor.getComponents(ENGINE.DirectionalLightComponent);
523
+ if (directionalLightComponents.length > 0) {
524
+ const directionalLight = directionalLightComponents[0];
525
+ directionalLight.showHelper(true);
526
+ // Mark helper as visible in userData for toggle button
527
+ directionalLight.userData.helperVisible = true;
528
+ console.log('Directional light helper shown');
529
+ }
530
+ else {
531
+ console.warn('No DirectionalLightComponent found in the actor');
532
+ }
533
+ }
534
+ catch (error) {
535
+ console.error('Error showing directional light helper:', error);
536
+ }
537
+ // Add event listeners
538
+ this.transformControls.addEventListener('dragging-changed', (event) => {
539
+ // Disable camera controls when dragging the transform control
540
+ const isDragging = event.value;
541
+ this.handleTransformControlsInteraction(isDragging);
542
+ // Update light direction when dragging ends
543
+ if (!isDragging) {
544
+ this.updateDirectionalLightDirection();
545
+ }
546
+ });
547
+ this.transformControls.addEventListener('change', () => {
548
+ // Update the light's direction in real-time during dragging
549
+ this.updateDirectionalLightDirection();
550
+ });
551
+ this.transformControls.addEventListener('objectChange', () => {
552
+ // Additional update when the object transformation changes
553
+ this.updateDirectionalLightDirection();
554
+ });
555
+ console.log('Transform controls reattached to new directional light successfully');
556
+ }
557
+ createTweakPane() {
558
+ this.pane = new Pane({ title: 'Lightmapping Demo' });
559
+ // Scene controls
560
+ const sceneFolder = this.pane.addFolder({ title: 'Scene', expanded: true });
561
+ const loadSceneButton = sceneFolder.addButton({ title: 'Load Default Scene File' });
562
+ loadSceneButton.on('click', async () => {
563
+ // Load the default fps-new.genesys-scene file directly
564
+ try {
565
+ const defaultScenePath = ENGINE.AssetPath.fromString('@engine/assets/dev/fps-new.genesys-scene');
566
+ this.clearExistingScene();
567
+ this.currentScenePath = defaultScenePath;
568
+ await this.loadWorldDataFromPath(defaultScenePath);
569
+ if (!this.world.getFirstActor(ENGINE.PlayerController)) {
570
+ ENGINE.GameBuilder.createDefaultPawn(this.world, new THREE.Vector3(0, 2, 0));
571
+ }
572
+ this.reattachTransformControls();
573
+ this.checkLightmapStatus('fps-new.genesys-scene');
574
+ }
575
+ catch (error) {
576
+ console.error('Failed to load scene file:', error);
577
+ this.updateStatus('❌ Failed to load scene file');
578
+ }
579
+ });
580
+ const loadCustomSceneButton = sceneFolder.addButton({ title: 'Load Custom Scene File' });
581
+ loadCustomSceneButton.on('click', () => {
582
+ this.fileInput?.click();
583
+ });
584
+ const reloadButton = sceneFolder.addButton({ title: 'Reload Default Scene' });
585
+ reloadButton.on('click', () => {
586
+ this.loadDefaultScene();
587
+ });
588
+ // Basic lightmap settings
589
+ const basicFolder = this.pane.addFolder({ title: 'Basic Settings', expanded: true });
590
+ basicFolder.addBinding(this.lightmapParams, 'resolution', {
591
+ min: 128,
592
+ max: 2048,
593
+ step: 128,
594
+ label: 'Resolution'
595
+ });
596
+ basicFolder.addBinding(this.lightmapParams, 'casts', {
597
+ min: 1,
598
+ max: 128,
599
+ step: 1,
600
+ label: 'Ray Casts'
601
+ });
602
+ basicFolder.addBinding(this.lightmapParams, 'progressiveSamples', {
603
+ min: 1,
604
+ max: 1000,
605
+ label: 'Samples'
606
+ });
607
+ basicFolder.addBinding(this.lightmapParams, 'lightSize', {
608
+ min: 0.1,
609
+ max: 2.0,
610
+ step: 0.1,
611
+ label: 'Light Size'
612
+ });
613
+ // Render mode control
614
+ const renderModeControl = basicFolder.addBinding(this.lightmapParams, 'renderMode', {
615
+ options: {
616
+ 'Standard': 'standard',
617
+ 'Positions': 'positions',
618
+ 'Normals': 'normals',
619
+ 'UV Debug': 'uv',
620
+ 'Lightmap Only': 'lightmap',
621
+ 'Beauty (Lightmap + Textures)': 'beauty'
622
+ },
623
+ label: 'Render Mode'
624
+ });
625
+ renderModeControl.on('change', () => {
626
+ this.onRenderModeChange();
627
+ });
628
+ // Lighting options
629
+ const lightingFolder = this.pane.addFolder({ title: 'Lighting Options', expanded: true });
630
+ lightingFolder.addBinding(this.lightmapParams, 'directLightEnabled', {
631
+ label: 'Direct Light'
632
+ });
633
+ lightingFolder.addBinding(this.lightmapParams, 'indirectLightEnabled', {
634
+ label: 'Indirect Light'
635
+ });
636
+ lightingFolder.addBinding(this.lightmapParams, 'ambientLightEnabled', {
637
+ label: 'Ambient/AO'
638
+ });
639
+ lightingFolder.addBinding(this.lightmapParams, 'ambientDistance', {
640
+ min: 1.0,
641
+ max: 50.0,
642
+ step: 0.5,
643
+ label: 'AO Distance'
644
+ });
645
+ // Advanced settings
646
+ const advancedFolder = this.pane.addFolder({ title: 'Advanced Settings', expanded: false });
647
+ advancedFolder.addBinding(this.lightmapParams, 'filterMode', {
648
+ options: {
649
+ Linear: 'Linear',
650
+ Nearest: 'Nearest'
651
+ },
652
+ label: 'Filter Mode'
653
+ });
654
+ advancedFolder.addBinding(this.lightmapParams, 'padding', {
655
+ min: 0,
656
+ max: 10,
657
+ step: 1,
658
+ label: 'Atlas Padding'
659
+ });
660
+ advancedFolder.addBinding(this.lightmapParams, 'dilate', {
661
+ label: 'Atlas Dilation'
662
+ });
663
+ // Manager options
664
+ const managerFolder = this.pane.addFolder({ title: 'Baking Options', expanded: false });
665
+ managerFolder.addBinding(this.lightmapParams, 'progressiveBaking', {
666
+ label: 'Progressive Baking'
667
+ });
668
+ managerFolder.addBinding(this.lightmapParams, 'autoApply', {
669
+ label: 'Auto Apply'
670
+ });
671
+ // Action buttons
672
+ const actionsFolder = this.pane.addFolder({ title: 'Actions', expanded: true });
673
+ const bakeButton = actionsFolder.addButton({ title: 'Bake Lightmaps' });
674
+ bakeButton.on('click', () => {
675
+ this.bakeLightmaps();
676
+ });
677
+ const removeButton = actionsFolder.addButton({ title: 'Remove Lightmaps' });
678
+ removeButton.on('click', () => {
679
+ this.removeLightmaps();
680
+ });
681
+ // Export/Import controls
682
+ const exportImportFolder = this.pane.addFolder({ title: 'Export/Import', expanded: true });
683
+ exportImportFolder.addBinding(this.lightmapParams, 'includeSceneHash', {
684
+ label: 'Include Scene Hash'
685
+ });
686
+ const exportButton = exportImportFolder.addButton({ title: 'Export Lightmaps (Files)' });
687
+ exportButton.on('click', () => {
688
+ this.exportLightmaps();
689
+ });
690
+ const exportDataButton = exportImportFolder.addButton({ title: 'Export Data (Custom)' });
691
+ exportDataButton.on('click', () => {
692
+ this.exportLightmapData();
693
+ });
694
+ const importButton = exportImportFolder.addButton({ title: 'Import Lightmaps' });
695
+ importButton.on('click', () => {
696
+ this.openImportDialog();
697
+ });
698
+ // Transform controls
699
+ const transformFolder = this.pane.addFolder({ title: 'Transform Controls', expanded: true });
700
+ const translateButton = transformFolder.addButton({ title: 'Translate Mode' });
701
+ translateButton.on('click', () => {
702
+ if (this.transformControls && this.transformControls.enabled) {
703
+ this.transformControls.setMode('translate');
704
+ }
705
+ else {
706
+ console.log('Transform controls not available. Try refreshing controls first.');
707
+ }
708
+ });
709
+ const rotateButton = transformFolder.addButton({ title: 'Rotate Mode' });
710
+ rotateButton.on('click', () => {
711
+ if (this.transformControls && this.transformControls.enabled) {
712
+ this.transformControls.setMode('rotate');
713
+ }
714
+ else {
715
+ console.log('Transform controls not available. Try refreshing controls first.');
716
+ }
717
+ });
718
+ const scaleButton = transformFolder.addButton({ title: 'Scale Mode' });
719
+ scaleButton.on('click', () => {
720
+ if (this.transformControls && this.transformControls.enabled) {
721
+ this.transformControls.setMode('scale');
722
+ }
723
+ else {
724
+ console.log('Transform controls not available. Try refreshing controls first.');
725
+ }
726
+ });
727
+ const toggleControlsButton = transformFolder.addButton({ title: 'Toggle Controls' });
728
+ toggleControlsButton.on('click', () => {
729
+ if (this.transformControls) {
730
+ this.transformControls.enabled = !this.transformControls.enabled;
731
+ console.log(`Transform controls ${this.transformControls.enabled ? 'enabled' : 'disabled'}`);
732
+ }
733
+ else {
734
+ console.log('Transform controls not available. Try refreshing controls first.');
735
+ }
736
+ });
737
+ const refreshControlsButton = transformFolder.addButton({ title: 'Refresh Controls' });
738
+ refreshControlsButton.on('click', () => {
739
+ this.reattachTransformControls();
740
+ });
741
+ const toggleLightHelperButton = transformFolder.addButton({ title: 'Toggle Light Helper' });
742
+ toggleLightHelperButton.on('click', () => {
743
+ // Find the current directional light in the scene dynamically
744
+ const foundActor = this.world.getActorsByPredicate(actor => actor.getComponents(ENGINE.DirectionalLightComponent).length > 0)[0];
745
+ if (foundActor) {
746
+ try {
747
+ const directionalLightComponents = foundActor.getComponents(ENGINE.DirectionalLightComponent);
748
+ if (directionalLightComponents.length > 0) {
749
+ const directionalLight = directionalLightComponents[0];
750
+ // Use userData to track toggle state per light component
751
+ const isHelperVisible = directionalLight.userData.helperVisible === true;
752
+ if (isHelperVisible) {
753
+ directionalLight.showHelper(false);
754
+ directionalLight.userData.helperVisible = false;
755
+ console.log('Light helper hidden');
756
+ }
757
+ else {
758
+ directionalLight.showHelper(true);
759
+ directionalLight.userData.helperVisible = true;
760
+ console.log('Light helper shown');
761
+ }
762
+ }
763
+ else {
764
+ console.warn('No DirectionalLightComponent found in the actor');
765
+ }
766
+ }
767
+ catch (error) {
768
+ console.error('Error toggling light helper:', error);
769
+ }
770
+ }
771
+ else {
772
+ console.log('No directional light found to toggle helper');
773
+ }
774
+ });
775
+ // Status display
776
+ this.pane.addBlade({ view: 'separator' });
777
+ const statusElement = document.createElement('div');
778
+ statusElement.style.padding = '8px';
779
+ statusElement.style.fontSize = '12px';
780
+ statusElement.style.color = '#888';
781
+ statusElement.style.backgroundColor = '#1a1a1a';
782
+ statusElement.style.borderRadius = '4px';
783
+ statusElement.innerHTML = 'Status: Ready<br/>💡 Move the directional light using transform controls, then bake to see the lighting changes!<br/>📍 The light position is captured at the moment baking starts.<br/>🔸 Static meshes (blue/red/teal cubes) will be included in lightmaps<br/>🔹 Dynamic meshes (yellow/purple cubes) will be excluded from lightmaps<br/>🔷 Kinematic meshes (green platform) will be excluded from lightmaps<br/>📦 Use "Export Data (Custom)" to see custom handling examples!';
784
+ exportImportFolder.element.appendChild(statusElement);
785
+ // Store reference for updates
786
+ this.statusElement = statusElement;
787
+ }
788
+ /**
789
+ * Bakes lightmaps for the scene using the current settings
790
+ */
791
+ async bakeLightmaps() {
792
+ try {
793
+ this.updateStatus('Baking lightmaps...');
794
+ await this.lightmapManager.bakeLightmaps({
795
+ resolution: this.lightmapParams.resolution,
796
+ casts: this.lightmapParams.casts,
797
+ progressiveSamples: this.lightmapParams.progressiveSamples,
798
+ directLightEnabled: this.lightmapParams.directLightEnabled,
799
+ indirectLightEnabled: this.lightmapParams.indirectLightEnabled,
800
+ ambientLightEnabled: this.lightmapParams.ambientLightEnabled,
801
+ ambientDistance: this.lightmapParams.ambientDistance,
802
+ filterMode: this.lightmapParams.filterMode === 'Linear' ? THREE.LinearFilter : THREE.NearestFilter,
803
+ atlasOptions: {
804
+ resolution: this.lightmapParams.resolution,
805
+ padding: this.lightmapParams.padding,
806
+ dilate: this.lightmapParams.dilate
807
+ }
808
+ }, (stage, progress, message) => {
809
+ this.updateStatus(`${stage}: ${progress.toFixed(1)}% - ${message ?? ''}`);
810
+ });
811
+ this.updateStatus('✓ Lightmaps baked successfully! Ready to export.');
812
+ }
813
+ catch (error) {
814
+ this.updateStatus(`✗ Lightmap baking failed: ${error}`);
815
+ console.error('Lightmap baking failed:', error);
816
+ }
817
+ }
818
+ removeLightmaps() {
819
+ this.lightmapManager.removeLightmaps();
820
+ // Light management is now handled automatically by LightmapManager.removeLightmaps()
821
+ this.updateStatus('Lightmaps removed. Dynamic lighting restored.');
822
+ }
823
+ /**
824
+ * Exports the current lightmaps to files
825
+ */
826
+ async exportLightmaps() {
827
+ try {
828
+ if (!this.lightmapManager.hasLightmapData()) {
829
+ this.updateStatus('No lightmap data to export. Bake lightmaps first.');
830
+ return;
831
+ }
832
+ this.updateStatus('Exporting lightmaps...');
833
+ // Get base filename from current scene path or use default
834
+ const baseFileName = this.currentScenePath ?
835
+ this.currentScenePath.initialPath.replace(/\.[^/.]+$/, '').replace(/^\/+/, '') :
836
+ 'lightmap-demo';
837
+ // Get the lightmap data using the pure manager API
838
+ const result = await this.lightmapManager.exportLightmapData(baseFileName, {
839
+ includeSceneHash: this.lightmapParams.includeSceneHash,
840
+ });
841
+ // Handle file downloads in the demo
842
+ this.downloadBlob(result.textureBlob, result.textureFileName);
843
+ const metadataBlob = new Blob([result.metadataJson], { type: 'application/json' });
844
+ this.downloadBlob(metadataBlob, result.metadataFileName);
845
+ this.updateStatus(`✓ Lightmaps exported: ${result.metadataFileName} and ${result.textureFileName}`);
846
+ }
847
+ catch (error) {
848
+ this.updateStatus(`✗ Export failed: ${error}`);
849
+ console.error('Failed to export lightmaps:', error);
850
+ }
851
+ }
852
+ /**
853
+ * Exports lightmap data for custom handling (demonstrates the new exportLightmapData API)
854
+ */
855
+ async exportLightmapData() {
856
+ try {
857
+ if (!this.lightmapManager.hasLightmapData()) {
858
+ this.updateStatus('No lightmap data to export. Bake lightmaps first.');
859
+ return;
860
+ }
861
+ this.updateStatus('Exporting lightmap data for custom handling...');
862
+ // Get base filename from current scene path or use default
863
+ const baseFileName = this.currentScenePath ?
864
+ this.currentScenePath.initialPath.replace(/\.[^/.]+$/, '').replace(/^\/+/, '') :
865
+ 'lightmap-demo';
866
+ // Use the new exportLightmapData method to get data instead of directly creating files
867
+ const result = await this.lightmapManager.exportLightmapData(baseFileName, {
868
+ includeSceneHash: this.lightmapParams.includeSceneHash,
869
+ });
870
+ // Demonstrate different ways to handle the data:
871
+ console.log('📦 Lightmap data exported for custom handling:');
872
+ console.log(` Metadata size: ${(result.metadataJson.length / 1024).toFixed(2)} KB`);
873
+ console.log(` Texture size: ${(result.textureBlob.size / 1024 / 1024).toFixed(2)} MB`);
874
+ console.log(` Suggested filenames: ${result.metadataFileName}, ${result.textureFileName}`);
875
+ // Example 1: Save to browser's IndexedDB for offline use
876
+ await this.saveToIndexedDB(result);
877
+ // Example 2: Create downloadable files manually (same result as exportLightmap)
878
+ this.downloadLightmapData(result);
879
+ // Example 3: Send to a server (simulated)
880
+ await this.simulateServerUpload(result);
881
+ this.updateStatus('✓ Lightmap data exported with custom handling examples (check console for details)');
882
+ }
883
+ catch (error) {
884
+ this.updateStatus(`✗ Export data failed: ${error}`);
885
+ console.error('Failed to export lightmap data:', error);
886
+ }
887
+ }
888
+ /**
889
+ * Example: Save lightmap data to IndexedDB for offline use
890
+ */
891
+ async saveToIndexedDB(lightmapData) {
892
+ return new Promise((resolve, reject) => {
893
+ const request = indexedDB.open('LightmapStorage', 1);
894
+ request.onerror = () => reject(request.error);
895
+ request.onsuccess = () => {
896
+ const db = request.result;
897
+ const transaction = db.transaction(['lightmaps'], 'readwrite');
898
+ const store = transaction.objectStore('lightmaps');
899
+ const lightmapRecord = {
900
+ id: Date.now(),
901
+ metadata: lightmapData.metadataJson,
902
+ texture: lightmapData.textureBlob,
903
+ metadataFileName: lightmapData.metadataFileName,
904
+ textureFileName: lightmapData.textureFileName,
905
+ timestamp: new Date().toISOString()
906
+ };
907
+ store.add(lightmapRecord);
908
+ transaction.oncomplete = () => {
909
+ console.log('💾 Lightmap data saved to IndexedDB for offline use');
910
+ resolve();
911
+ };
912
+ transaction.onerror = () => reject(transaction.error);
913
+ };
914
+ request.onupgradeneeded = () => {
915
+ const db = request.result;
916
+ if (!db.objectStoreNames.contains('lightmaps')) {
917
+ db.createObjectStore('lightmaps', { keyPath: 'id' });
918
+ }
919
+ };
920
+ });
921
+ }
922
+ /**
923
+ * Example: Manually create downloadable files from the data
924
+ */
925
+ downloadLightmapData(lightmapData) {
926
+ // Create metadata blob and download
927
+ const metadataBlob = new Blob([lightmapData.metadataJson], { type: 'application/json' });
928
+ this.downloadBlob(metadataBlob, lightmapData.metadataFileName);
929
+ // Download texture blob
930
+ this.downloadBlob(lightmapData.textureBlob, lightmapData.textureFileName);
931
+ console.log('📁 Lightmap files downloaded manually from data');
932
+ }
933
+ /**
934
+ * Helper method to download a blob as a file
935
+ */
936
+ downloadBlob(blob, filename) {
937
+ const url = URL.createObjectURL(blob);
938
+ const a = document.createElement('a');
939
+ a.href = url;
940
+ a.download = filename;
941
+ a.style.display = 'none';
942
+ document.body.appendChild(a);
943
+ a.click();
944
+ document.body.removeChild(a);
945
+ URL.revokeObjectURL(url);
946
+ }
947
+ /**
948
+ * Example: Simulate sending lightmap data to a server
949
+ */
950
+ async simulateServerUpload(lightmapData) {
951
+ return new Promise((resolve) => {
952
+ setTimeout(() => {
953
+ console.log('🌐 Simulated server upload:');
954
+ console.log(` Would POST metadata (${(lightmapData.metadataJson.length / 1024).toFixed(2)} KB) to /api/lightmaps/metadata`);
955
+ console.log(` Would POST texture (${(lightmapData.textureBlob.size / 1024 / 1024).toFixed(2)} MB) to /api/lightmaps/texture`);
956
+ console.log(' Server could store these in cloud storage, database, etc.');
957
+ resolve();
958
+ }, 500); // Simulate network delay
959
+ });
960
+ }
961
+ /**
962
+ * Opens a file dialog to select lightmap files to import
963
+ */
964
+ openImportDialog() {
965
+ // Create file input element for lightmap files
966
+ const fileInput = document.createElement('input');
967
+ fileInput.type = 'file';
968
+ fileInput.accept = '.lightmap.json';
969
+ fileInput.multiple = false;
970
+ fileInput.style.display = 'none';
971
+ // Handle file selection
972
+ fileInput.addEventListener('change', (event) => {
973
+ const target = event.target;
974
+ const file = target.files?.[0];
975
+ if (file) {
976
+ this.importLightmapsFromFile(file);
977
+ }
978
+ // Clean up
979
+ document.body.removeChild(fileInput);
980
+ });
981
+ // Add to DOM and trigger click
982
+ document.body.appendChild(fileInput);
983
+ fileInput.click();
984
+ }
985
+ /**
986
+ * Imports lightmaps from a selected file
987
+ */
988
+ async importLightmapsFromFile(file) {
989
+ try {
990
+ this.updateStatus('📂 Loading lightmap file...');
991
+ // Read the lightmap JSON file
992
+ const lightmapText = await file.text();
993
+ const lightmapData = JSON.parse(lightmapText);
994
+ // Extract the binary filename from the lightmap data
995
+ const binaryFileName = lightmapData.lightmap?.textureFile;
996
+ if (!binaryFileName) {
997
+ throw new Error('Lightmap file does not contain texture file reference');
998
+ }
999
+ // Prompt user to select the binary file
1000
+ this.updateStatus('📂 Please select the corresponding binary texture file...');
1001
+ const binaryFile = await this.selectBinaryFile(binaryFileName);
1002
+ if (!binaryFile) {
1003
+ this.updateStatus('❌ Binary file selection cancelled');
1004
+ return;
1005
+ }
1006
+ // Read binary file as ArrayBuffer
1007
+ const textureData = await binaryFile.arrayBuffer();
1008
+ // Import using the new API
1009
+ await this.lightmapManager.importLightmap(lightmapData, textureData);
1010
+ this.updateStatus('✓ Lightmaps imported successfully! (full precision preserved)');
1011
+ }
1012
+ catch (error) {
1013
+ this.updateStatus(`✗ Import failed: ${error}`);
1014
+ console.error('Failed to import lightmaps:', error);
1015
+ }
1016
+ }
1017
+ /**
1018
+ * Prompts user to select the binary texture file
1019
+ */
1020
+ async selectBinaryFile(expectedFileName) {
1021
+ return new Promise((resolve) => {
1022
+ const fileInput = document.createElement('input');
1023
+ fileInput.type = 'file';
1024
+ fileInput.accept = '.lightmap';
1025
+ fileInput.style.display = 'none';
1026
+ // Add instruction text
1027
+ const instruction = document.createElement('div');
1028
+ instruction.textContent = `Please select: ${expectedFileName}`;
1029
+ instruction.style.cssText = 'position: fixed; top: 50%; left: 50%; transform: translate(-50%, -50%); background: white; padding: 20px; border: 2px solid #ccc; border-radius: 8px; z-index: 10000; font-family: Arial; box-shadow: 0 4px 8px rgba(0,0,0,0.2);';
1030
+ fileInput.addEventListener('change', (event) => {
1031
+ const target = event.target;
1032
+ const file = target.files?.[0] ?? null;
1033
+ // Clean up - remove event listener first
1034
+ document.removeEventListener('click', handleCancel);
1035
+ // Remove elements if they still exist
1036
+ if (document.body.contains(fileInput)) {
1037
+ document.body.removeChild(fileInput);
1038
+ }
1039
+ if (document.body.contains(instruction)) {
1040
+ document.body.removeChild(instruction);
1041
+ }
1042
+ resolve(file);
1043
+ });
1044
+ // Cancel if user clicks outside
1045
+ const handleCancel = (event) => {
1046
+ if (event.target === instruction)
1047
+ return;
1048
+ document.removeEventListener('click', handleCancel);
1049
+ // Remove elements if they still exist
1050
+ if (document.body.contains(fileInput)) {
1051
+ document.body.removeChild(fileInput);
1052
+ }
1053
+ if (document.body.contains(instruction)) {
1054
+ document.body.removeChild(instruction);
1055
+ }
1056
+ resolve(null);
1057
+ };
1058
+ setTimeout(() => {
1059
+ document.addEventListener('click', handleCancel);
1060
+ }, 100);
1061
+ // Add to DOM and trigger click
1062
+ document.body.appendChild(instruction);
1063
+ document.body.appendChild(fileInput);
1064
+ fileInput.click();
1065
+ });
1066
+ }
1067
+ /**
1068
+ * Updates the status display in the UI
1069
+ */
1070
+ updateStatus(message) {
1071
+ const statusElement = this.statusElement;
1072
+ if (statusElement) {
1073
+ statusElement.innerHTML = `Status: ${message}`;
1074
+ }
1075
+ }
1076
+ createDebugTextures() {
1077
+ // Clear existing debug textures
1078
+ this.clearDebugTextures();
1079
+ if (!this.lightmapManager || !this.lightmapManager.hasLightmapData()) {
1080
+ return;
1081
+ }
1082
+ // Get the baked lightmap texture
1083
+ const lightmapTexture = this.lightmapManager.getLastBakedTexture();
1084
+ if (lightmapTexture) {
1085
+ this.createDebugTexture(lightmapTexture, new THREE.Vector3(-30, 10, 0), 'Final Lightmap');
1086
+ }
1087
+ // Try to get atlas textures from the baker if possible
1088
+ const baker = this.lightmapManager.getBaker();
1089
+ if (baker) {
1090
+ const atlasResult = baker.getAtlasResult();
1091
+ if (atlasResult?.positionTexture) {
1092
+ this.createDebugTexture(atlasResult.positionTexture, new THREE.Vector3(-30, 30, 0), 'Position Atlas');
1093
+ }
1094
+ if (atlasResult?.normalTexture) {
1095
+ this.createDebugTexture(atlasResult.normalTexture, new THREE.Vector3(-30, 50, 0), 'Normal Atlas');
1096
+ }
1097
+ }
1098
+ }
1099
+ createDebugTexture(texture, position, label) {
1100
+ // Check if this is an HDR texture (FloatType) and needs special handling
1101
+ const isHDR = texture.type === THREE.FloatType;
1102
+ let material;
1103
+ if (isHDR) {
1104
+ // Use a custom shader material for HDR textures with tone mapping
1105
+ material = new THREE.ShaderMaterial({
1106
+ uniforms: {
1107
+ tDiffuse: { value: texture },
1108
+ exposure: { value: 1.0 }
1109
+ },
1110
+ vertexShader: `
1111
+ varying vec2 vUv;
1112
+ void main() {
1113
+ vUv = uv;
1114
+ gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
1115
+ }
1116
+ `,
1117
+ fragmentShader: `
1118
+ uniform sampler2D tDiffuse;
1119
+ uniform float exposure;
1120
+ varying vec2 vUv;
1121
+
1122
+ // Simple tone mapping function
1123
+ vec3 toneMap(vec3 color, float exposure) {
1124
+ color *= exposure;
1125
+ return color / (color + 1.0); // Reinhard tone mapping
1126
+ }
1127
+
1128
+ void main() {
1129
+ vec4 texel = texture2D(tDiffuse, vUv);
1130
+ vec3 color = toneMap(texel.rgb, exposure);
1131
+ gl_FragColor = vec4(color, texel.a);
1132
+ }
1133
+ `,
1134
+ side: THREE.DoubleSide
1135
+ });
1136
+ }
1137
+ else {
1138
+ material = new THREE.MeshBasicMaterial({
1139
+ map: texture,
1140
+ side: THREE.DoubleSide
1141
+ });
1142
+ }
1143
+ const debugTexture = new THREE.Mesh(new THREE.PlaneGeometry(20, 20), material);
1144
+ const debugActor = new ENGINE.Actor({
1145
+ rootComponent: new ENGINE.MeshComponent({
1146
+ mesh: debugTexture
1147
+ })
1148
+ });
1149
+ debugActor.setWorldPosition(position);
1150
+ this.world.addActors(debugActor);
1151
+ this.debugTextureActors.push(debugActor);
1152
+ }
1153
+ clearDebugTextures() {
1154
+ this.world.removeActors(...this.debugTextureActors);
1155
+ this.debugTextureActors = [];
1156
+ }
1157
+ /**
1158
+ * Stores original material maps before applying debug textures
1159
+ */
1160
+ storeOriginalMaterials() {
1161
+ const actors = this.world.getActors();
1162
+ for (const actor of actors) {
1163
+ const meshes = this.getMeshesFromActor(actor);
1164
+ for (const mesh of meshes) {
1165
+ if (mesh.material) {
1166
+ const material = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
1167
+ if (material instanceof THREE.MeshStandardMaterial || material instanceof THREE.MeshLambertMaterial) {
1168
+ if (!this.originalMaterialMaps.has(material)) {
1169
+ this.originalMaterialMaps.set(material, material.map);
1170
+ }
1171
+ }
1172
+ }
1173
+ }
1174
+ }
1175
+ }
1176
+ /**
1177
+ * Creates a UV debug texture for visualization
1178
+ */
1179
+ createUVDebugTexture() {
1180
+ const size = 512;
1181
+ const canvas = document.createElement('canvas');
1182
+ canvas.width = size;
1183
+ canvas.height = size;
1184
+ const ctx = canvas.getContext('2d');
1185
+ // Create a UV grid pattern
1186
+ ctx.fillStyle = '#000000';
1187
+ ctx.fillRect(0, 0, size, size);
1188
+ // Draw grid lines
1189
+ ctx.strokeStyle = '#ffffff';
1190
+ ctx.lineWidth = 2;
1191
+ const gridSize = size / 8;
1192
+ for (let i = 0; i <= 8; i++) {
1193
+ const pos = i * gridSize;
1194
+ // Vertical lines
1195
+ ctx.beginPath();
1196
+ ctx.moveTo(pos, 0);
1197
+ ctx.lineTo(pos, size);
1198
+ ctx.stroke();
1199
+ // Horizontal lines
1200
+ ctx.beginPath();
1201
+ ctx.moveTo(0, pos);
1202
+ ctx.lineTo(size, pos);
1203
+ ctx.stroke();
1204
+ }
1205
+ // Add corner colors for UV orientation
1206
+ ctx.fillStyle = '#ff0000'; // Red = (1,1)
1207
+ ctx.fillRect(size - gridSize / 2, 0, gridSize / 2, gridSize / 2);
1208
+ ctx.fillStyle = '#00ff00'; // Green = (0,1)
1209
+ ctx.fillRect(0, 0, gridSize / 2, gridSize / 2);
1210
+ ctx.fillStyle = '#0000ff'; // Blue = (0,0)
1211
+ ctx.fillRect(0, size - gridSize / 2, gridSize / 2, gridSize / 2);
1212
+ ctx.fillStyle = '#ffff00'; // Yellow = (1,0)
1213
+ ctx.fillRect(size - gridSize / 2, size - gridSize / 2, gridSize / 2, gridSize / 2);
1214
+ const texture = new THREE.CanvasTexture(canvas);
1215
+ texture.flipY = false;
1216
+ texture.wrapS = THREE.RepeatWrapping;
1217
+ texture.wrapT = THREE.RepeatWrapping;
1218
+ return texture;
1219
+ }
1220
+ /**
1221
+ * Handles render mode changes to switch between different visualizations
1222
+ */
1223
+ onRenderModeChange() {
1224
+ // Store original materials if not already done
1225
+ this.storeOriginalMaterials();
1226
+ const actors = this.world.getActors();
1227
+ for (const actor of actors) {
1228
+ const meshes = this.getMeshesFromActor(actor);
1229
+ for (const mesh of meshes) {
1230
+ if (mesh.material) {
1231
+ const material = Array.isArray(mesh.material) ? mesh.material[0] : mesh.material;
1232
+ if (material instanceof THREE.MeshStandardMaterial || material instanceof THREE.MeshLambertMaterial) {
1233
+ // Reset material state
1234
+ material.map = null;
1235
+ material.lightMap = null;
1236
+ switch (this.lightmapParams.renderMode) {
1237
+ case 'standard':
1238
+ // Restore original textures and remove lightmap
1239
+ const originalMap = this.originalMaterialMaps.get(material);
1240
+ material.map = originalMap ?? null;
1241
+ material.lightMap = null;
1242
+ break;
1243
+ case 'positions':
1244
+ // Show position atlas texture
1245
+ if (this.lightmapManager && this.lightmapManager.getBaker()?.getAtlasResult()?.positionTexture) {
1246
+ material.lightMap = this.lightmapManager.getBaker().getAtlasResult().positionTexture;
1247
+ if (material.lightMap) {
1248
+ material.lightMap.channel = 2;
1249
+ }
1250
+ }
1251
+ break;
1252
+ case 'normals':
1253
+ // Show normal atlas texture
1254
+ if (this.lightmapManager && this.lightmapManager.getBaker()?.getAtlasResult()?.normalTexture) {
1255
+ material.lightMap = this.lightmapManager.getBaker().getAtlasResult().normalTexture;
1256
+ if (material.lightMap) {
1257
+ material.lightMap.channel = 2;
1258
+ }
1259
+ }
1260
+ break;
1261
+ case 'uv':
1262
+ // Show UV debug texture
1263
+ material.lightMap = this.createUVDebugTexture();
1264
+ material.lightMap.channel = 2;
1265
+ break;
1266
+ case 'lightmap':
1267
+ // Show lightmap only
1268
+ if (this.lightmapManager && this.lightmapManager.getLastBakedTexture()) {
1269
+ material.lightMap = this.lightmapManager.getLastBakedTexture();
1270
+ if (material.lightMap) {
1271
+ material.lightMap.channel = 2;
1272
+ }
1273
+ }
1274
+ break;
1275
+ case 'beauty':
1276
+ // Show lightmap + original textures
1277
+ const originalMapBeauty = this.originalMaterialMaps.get(material);
1278
+ material.map = originalMapBeauty ?? null;
1279
+ if (this.lightmapManager && this.lightmapManager.getLastBakedTexture()) {
1280
+ material.lightMap = this.lightmapManager.getLastBakedTexture();
1281
+ if (material.lightMap) {
1282
+ material.lightMap.channel = 2;
1283
+ }
1284
+ }
1285
+ break;
1286
+ }
1287
+ // Update material properties
1288
+ if (material.lightMap) {
1289
+ material.lightMap.needsUpdate = true;
1290
+ material.lightMap.channel = 2;
1291
+ }
1292
+ material.lightMapIntensity = 1.0;
1293
+ material.needsUpdate = true;
1294
+ }
1295
+ }
1296
+ }
1297
+ }
1298
+ // Manage runtime lighting based on render mode
1299
+ if (this.lightmapParams.renderMode === 'standard') {
1300
+ // Restore dynamic lighting
1301
+ this.lightmapManager?.manageRuntimeLighting(false);
1302
+ }
1303
+ else {
1304
+ // Hide runtime lights for debug modes
1305
+ this.lightmapManager?.manageRuntimeLighting(true);
1306
+ }
1307
+ this.updateStatus(`Render mode: ${this.lightmapParams.renderMode}`);
1308
+ }
1309
+ /**
1310
+ * Helper method to get meshes from an actor (reused logic)
1311
+ */
1312
+ getMeshesFromActor(actor) {
1313
+ const meshes = [];
1314
+ if (actor instanceof ENGINE.GLTFMeshActor) {
1315
+ const gltfMesh = actor.rootComponent;
1316
+ if (gltfMesh) {
1317
+ meshes.push(...gltfMesh.getAllMeshes());
1318
+ }
1319
+ }
1320
+ else {
1321
+ const rootComponent = actor.rootComponent;
1322
+ if (rootComponent instanceof ENGINE.MeshComponent) {
1323
+ const mesh = rootComponent.getMesh();
1324
+ if (mesh) {
1325
+ meshes.push(mesh);
1326
+ }
1327
+ }
1328
+ }
1329
+ return meshes;
1330
+ }
1331
+ destroy() {
1332
+ // Clean up file input
1333
+ if (this.fileInput) {
1334
+ this.fileInput.remove();
1335
+ this.fileInput = null;
1336
+ }
1337
+ // Clean up transform controls and light helpers
1338
+ this.cleanupTransformControlsAndHelpers();
1339
+ this.pane.dispose();
1340
+ this.lightmapManager?.dispose();
1341
+ super.destroy();
1342
+ }
1343
+ }
1344
+ //# 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