@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 +1,984 @@
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+ # Lightmapping System
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+
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+ The Genesys.js lightmapping system provides powerful tools for pre-baking lighting into textures, enabling high-quality lighting with optimal runtime performance. This system is designed for authoring-time use, where users explicitly specify file paths for saving and loading lightmaps.
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+
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+ ## Overview
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+
7
+ Lightmapping works by:
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+ 1. **Identifying static meshes** based on physics motion type
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+ 2. **Baking lighting calculations** into texture atlases during development
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+ 3. **Applying baked textures** to meshes at runtime for zero-cost lighting
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+ 4. **Managing static vs dynamic lights** to balance quality and performance
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+ 5. **Exporting/importing lightmap data** for persistence across sessions
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+
14
+ ## Mesh Inclusion and Static vs Dynamic Classification
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+
16
+ The lightmapping system automatically determines which meshes to include based on their physics configuration:
17
+
18
+ ### Static Mesh Classification
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+ - **Included in lightmapping**: Meshes with `PhysicsMotionType.Static` (default for most mesh components)
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+ - **Excluded from lightmapping**: Meshes with `PhysicsMotionType.Dynamic`, `PhysicsMotionType.KinematicVelocityBased`, or `PhysicsMotionType.KinematicPositionBased`
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+
22
+ ### Controlling Mesh Inclusion
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+
24
+ ```typescript
25
+ import * as ENGINE from 'genesys.js';
26
+
27
+ // Static mesh - will be included in lightmapping
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+ const staticWall = new ENGINE.MeshComponent({
29
+ geometry: new THREE.BoxGeometry(10, 5, 1),
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+ material: new THREE.MeshStandardMaterial(),
31
+ physicsOptions: {
32
+ enabled: true,
33
+ motionType: ENGINE.PhysicsMotionType.Static // Default - included in lightmaps
34
+ }
35
+ });
36
+
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+ // Dynamic mesh - will be excluded from lightmapping
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+ const movingPlatform = new ENGINE.MeshComponent({
39
+ geometry: new THREE.BoxGeometry(4, 0.5, 4),
40
+ material: new THREE.MeshStandardMaterial(),
41
+ physicsOptions: {
42
+ enabled: true,
43
+ motionType: ENGINE.PhysicsMotionType.Dynamic // Excluded from lightmaps
44
+ }
45
+ });
46
+
47
+ // For GLTFMeshActors, the physics options are set on the root component
48
+ const staticProp = new ENGINE.GLTFMeshActor({
49
+ modelUrl: '@engine/assets/models/statue.glb',
50
+ physicsOptions: {
51
+ enabled: true,
52
+ motionType: ENGINE.PhysicsMotionType.Static // Included in lightmaps
53
+ }
54
+ });
55
+
56
+ const movingVehicle = new ENGINE.GLTFMeshActor({
57
+ modelUrl: '@engine/assets/models/car.glb',
58
+ physicsOptions: {
59
+ enabled: true,
60
+ motionType: ENGINE.PhysicsMotionType.Dynamic // Excluded from lightmaps
61
+ }
62
+ });
63
+ ```
64
+
65
+ ### Best Practices for Mesh Classification
66
+
67
+ **Use Static (lightmapped) for:**
68
+ - Architecture (walls, floors, ceilings)
69
+ - Environmental props (rocks, trees, decorations)
70
+ - Performance-critical scenarios where lighting doesn't change
71
+ - Large-scale scenes with many static elements
72
+
73
+ **Use Dynamic (excluded) for:**
74
+ - Moving objects (vehicles, elevators, doors)
75
+ - Player-controlled objects
76
+ - Anything that changes position during gameplay
77
+ - Objects that need real-time lighting responses
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+
79
+ ## Core Components
80
+
81
+ ### LightmapManager
82
+ The main interface for lightmap operations. The lightmap manager is now a core engine system that's automatically created and initialized alongside physics and navigation:
83
+
84
+ ```typescript
85
+ import * as ENGINE from 'genesys.js';
86
+
87
+ export class MyGameLoop extends ENGINE.BaseGameLoop {
88
+ private lightmapManager!: ENGINE.LightmapManager;
89
+
90
+ protected override async postStart(): Promise<void> {
91
+ // Get the lightmap manager from the world (automatically created by the engine)
92
+ this.lightmapManager = this.world.getLightmapManager();
93
+
94
+ // The manager is ready to use - no manual initialization required
95
+ if (this.lightmapManager) {
96
+ console.log('Lightmap manager is available');
97
+ }
98
+ }
99
+ }
100
+ ```
101
+
102
+ ### LightmapBaker
103
+ Handles the actual lightmap baking process with support for:
104
+ - **Multi-light baking**: Efficient handling of multiple light sources
105
+ - **Progressive sampling**: Improved quality through sample accumulation
106
+ - **Atlas generation**: Automatic UV packing and texture creation
107
+ - **Debug visualizations**: Position, normal, and UV coordinate textures
108
+
109
+ ### LightmapSerializer
110
+ Pure data transformation system with no file operations:
111
+ - **Data-only export**: Converts lightmap data to serializable format without file I/O
112
+ - **High-precision binary textures**: Preserves lighting quality in binary format
113
+ - **Mesh mapping tracking**: Maintains actor-to-UV relationships
114
+ - **Import validation**: Schema validation and data integrity checks
115
+ - **Platform agnostic**: Works in browser, Node.js, Electron, or any JavaScript environment
116
+
117
+ ## Clean Architecture
118
+
119
+ The lightmapping system follows clean architecture principles with clear separation of concerns:
120
+
121
+ ### Core Layer (LightmapManager & LightmapSerializer)
122
+ - **Pure business logic**: No file I/O or platform-specific operations
123
+ - **Data transformation**: Converts lightmap data to/from serializable formats
124
+ - **Platform agnostic**: Works in any JavaScript environment
125
+ - **Testable**: Can be unit tested without DOM or file system dependencies
126
+
127
+ ### Application Layer (Your Code)
128
+ - **File operations**: Decides how to handle exported lightmap data
129
+ - **UI interactions**: Progress updates, user controls, error handling
130
+ - **Platform-specific logic**: Browser downloads, Node.js file system, cloud storage
131
+ - **Integration**: Connects core lightmap functionality with your application needs
132
+
133
+ ### Benefits
134
+ - **Flexibility**: Use the same core system across web, desktop, and server environments
135
+ - **Maintainability**: Clear boundaries between lightmap logic and file operations
136
+ - **Testability**: Core lightmap features can be tested independently
137
+ - **Reusability**: Different applications can handle file operations differently
138
+ - **Extensibility**: Easy to add new export destinations (cloud storage, databases, etc.)
139
+
140
+ ## Basic Usage
141
+
142
+ ### 1. Accessing the Lightmap Manager
143
+
144
+ ```typescript
145
+ import * as ENGINE from 'genesys.js';
146
+
147
+ export class LightmappingDemo extends ENGINE.BaseGameLoop {
148
+ private lightmapManager!: ENGINE.LightmapManager;
149
+
150
+ protected override async postStart(): Promise<void> {
151
+ // Get the automatically created lightmap manager
152
+ this.lightmapManager = this.world.getLightmapManager();
153
+
154
+ // The manager is pre-configured with sensible defaults and ready to use
155
+ if (this.lightmapManager) {
156
+ console.log('Lightmap manager is ready');
157
+
158
+ // Optional: Check if lightmaps were automatically loaded
159
+ if (this.lightmapManager.hasLightmapData()) {
160
+ console.log('Lightmaps were automatically loaded with the scene');
161
+ }
162
+ }
163
+ }
164
+ }
165
+ ```
166
+
167
+ ### 2. Baking Lightmaps
168
+
169
+ ```typescript
170
+ // Bake lightmaps with current settings
171
+ private async bakeLightmaps(): Promise<void> {
172
+ try {
173
+ // Optional: Override specific settings for this bake
174
+ await this.lightmapManager.bakeLightmaps({
175
+ resolution: 2048, // Higher resolution for final bake
176
+ casts: 128, // More ray casts for quality
177
+ progressiveSamples: 256, // More samples for better quality
178
+ directLightEnabled: true,
179
+ indirectLightEnabled: false,
180
+ ambientLightEnabled: true,
181
+ ambientDistance: 15.0
182
+ });
183
+
184
+ console.log('✓ Lightmaps baked successfully!');
185
+ } catch (error) {
186
+ console.error('Failed to bake lightmaps:', error);
187
+ }
188
+ }
189
+ ```
190
+
191
+ ### 3. Exporting Lightmaps
192
+
193
+ The lightmapping system uses a clean architecture where the `LightmapManager` provides pure data export functionality, and file operations are handled by the application layer.
194
+
195
+ #### Core Export Method (Pure Data)
196
+
197
+ The `LightmapManager` only provides data export - no file operations:
198
+
199
+ ```typescript
200
+ // Get lightmap data for custom handling
201
+ private async exportLightmapData(): Promise<void> {
202
+ try {
203
+ if (!this.lightmapManager.hasLightmapData()) {
204
+ console.log('No lightmap data to export. Bake lightmaps first.');
205
+ return;
206
+ }
207
+
208
+ // Get pure lightmap data from the manager
209
+ const result = await this.lightmapManager.exportLightmapData('my-scene', {
210
+ includeSceneHash: true
211
+ });
212
+
213
+ // The manager returns data that you can handle as needed:
214
+ // - result.metadataJson: JSON string with lightmap metadata
215
+ // - result.textureBlob: Binary texture data as Blob
216
+ // - result.metadataFileName: Suggested filename for metadata
217
+ // - result.textureFileName: Suggested filename for texture
218
+
219
+ // Now you choose how to handle the data...
220
+ } catch (error) {
221
+ console.error('Export failed:', error);
222
+ }
223
+ }
224
+ ```
225
+
226
+ #### Application-Level File Operations
227
+
228
+ Your application decides how to handle the exported data:
229
+
230
+ ##### Option 1: Download Files to User's Computer
231
+
232
+ ```typescript
233
+ // Download files directly to user's computer
234
+ private downloadLightmapFiles(result: LightmapDataExportResult): void {
235
+ // Download texture file
236
+ this.downloadBlob(result.textureBlob, result.textureFileName);
237
+
238
+ // Download metadata file
239
+ const metadataBlob = new Blob([result.metadataJson], { type: 'application/json' });
240
+ this.downloadBlob(metadataBlob, result.metadataFileName);
241
+ }
242
+
243
+ private downloadBlob(blob: Blob, filename: string): void {
244
+ const url = URL.createObjectURL(blob);
245
+ const a = document.createElement('a');
246
+ a.href = url;
247
+ a.download = filename;
248
+ a.style.display = 'none';
249
+ document.body.appendChild(a);
250
+ a.click();
251
+ document.body.removeChild(a);
252
+ URL.revokeObjectURL(url);
253
+ }
254
+ ```
255
+
256
+ ##### Option 2: Save to Browser Storage
257
+
258
+ ```typescript
259
+ // Save to IndexedDB for offline use
260
+ private async saveToIndexedDB(result: LightmapDataExportResult): Promise<void> {
261
+ const request = indexedDB.open('LightmapStorage', 1);
262
+
263
+ request.onsuccess = () => {
264
+ const db = request.result;
265
+ const transaction = db.transaction(['lightmaps'], 'readwrite');
266
+ const store = transaction.objectStore('lightmaps');
267
+
268
+ store.add({
269
+ id: Date.now(),
270
+ metadata: result.metadataJson,
271
+ texture: result.textureBlob,
272
+ timestamp: new Date().toISOString()
273
+ });
274
+ };
275
+ }
276
+ ```
277
+
278
+ ##### Option 3: Send to Server
279
+
280
+ ```typescript
281
+ // Upload to server
282
+ private async uploadToServer(result: LightmapDataExportResult): Promise<void> {
283
+ const formData = new FormData();
284
+ formData.append('metadata', result.metadataJson);
285
+ formData.append('texture', result.textureBlob, result.textureFileName);
286
+
287
+ await fetch('/api/lightmaps', {
288
+ method: 'POST',
289
+ body: formData
290
+ });
291
+ }
292
+ ```
293
+
294
+ ##### Option 4: Save to File System (Node.js/Electron)
295
+
296
+ ```typescript
297
+ // Save to file system in Node.js or Electron
298
+ private async saveToFileSystem(result: LightmapDataExportResult): Promise<void> {
299
+ const fs = await import('fs').promises;
300
+
301
+ // Save metadata
302
+ await fs.writeFile(result.metadataFileName, result.metadataJson);
303
+
304
+ // Save texture
305
+ const textureBuffer = await result.textureBlob.arrayBuffer();
306
+ await fs.writeFile(result.textureFileName, new Uint8Array(textureBuffer));
307
+ }
308
+ ```
309
+
310
+ ### 4. Importing Lightmaps
311
+
312
+ ```typescript
313
+ // Import lightmaps from files
314
+ private async importLightmaps(metadataFile: File, textureFile: File): Promise<void> {
315
+ try {
316
+ // Read file data
317
+ const lightmapText = await metadataFile.text();
318
+ const lightmapData = JSON.parse(lightmapText);
319
+ const textureData = await textureFile.arrayBuffer();
320
+
321
+ // Import and apply lightmaps
322
+ const result = await this.lightmapManager.importLightmap(
323
+ lightmapData,
324
+ new Uint8Array(textureData)
325
+ );
326
+
327
+ console.log('✓ Lightmaps imported and applied!');
328
+ console.log(`Baking options:`, result.bakingOptions);
329
+ console.log(`Mesh mappings:`, result.meshMappings.size);
330
+ } catch (error) {
331
+ console.error('Import failed:', error);
332
+ }
333
+ }
334
+ ```
335
+
336
+ ## Scene Resource Configuration
337
+
338
+ For automatic lightmap loading, you can configure explicit file paths in your scene files using the `SceneResources` system:
339
+
340
+ ### Setting Up Scene Resources
341
+
342
+ ```typescript
343
+ // Configure lightmap resources programmatically
344
+ world.setLightmapResources(
345
+ '@project/assets/lighting/indoor-scene.lightmap.json',
346
+ '@project/assets/lighting/indoor-scene.lightmap.bin'
347
+ );
348
+
349
+ // Configure NavMesh resources as well
350
+ world.setNavMeshResource('@project/assets/navigation/indoor-nav.navmesh');
351
+ ```
352
+
353
+ ### Scene File Format
354
+
355
+ Scene files support a `resources` section for explicit asset references:
356
+
357
+ ```json
358
+ {
359
+ "class": "ENGINE.World",
360
+ "actors": [...],
361
+ "resources": {
362
+ "lightmap": {
363
+ "metadataPath": "@project/assets/lighting/level1-baked.lightmap.json",
364
+ "texturePath": "@project/assets/lighting/level1-baked.lightmap.bin"
365
+ },
366
+ "navMesh": {
367
+ "path": "@project/assets/navigation/level1.navmesh"
368
+ }
369
+ }
370
+ }
371
+ ```
372
+
373
+ ### Automatic Loading
374
+
375
+ When scene resources are configured, the engine automatically loads lightmaps during scene loading:
376
+
377
+ ```typescript
378
+ // When loading a scene with configured lightmap resources
379
+ await this.loadWorldDataFromPath(scenePath);
380
+
381
+ // Engine automatically:
382
+ // 1. Loads the scene data and actors
383
+ // 2. Checks for lightmap resources in scene metadata
384
+ // 3. If found, loads and applies lightmaps automatically
385
+ // 4. Falls back to dynamic lighting if resources not found
386
+ ```
387
+
388
+ ### Benefits of Scene Resources
389
+
390
+ - **Flexible Organization**: Place lightmap files anywhere in your project structure
391
+ - **Version Management**: Use descriptive names for different lightmap versions
392
+ - **Quality Variations**: Configure different lightmap resolutions for different platforms
393
+ - **Tool Integration**: External editors can easily configure lightmap file references
394
+
395
+ ## Static vs Dynamic Lights
396
+
397
+ The lightmapping system distinguishes between lights that are baked into textures and those that remain active at runtime.
398
+
399
+ ### Light Configuration
400
+
401
+ ```typescript
402
+ // Lightmap-baked light - baked into lightmaps, hidden at runtime
403
+ const sunLight = new ENGINE.DirectionalLightComponent({
404
+ color: 0xffffff,
405
+ intensity: 1.5,
406
+ bakeLightmaps: true // Default - baked into lightmaps
407
+ });
408
+
409
+ // Runtime light - excluded from baking, stays active for real-time effects
410
+ const flashlight = new ENGINE.SpotLightComponent({
411
+ color: 0xffffff,
412
+ intensity: 100,
413
+ bakeLightmaps: false // Runtime-only lighting
414
+ });
415
+
416
+ // Set lightmap baking
417
+ sunLight.setLightmapBaked(true); // Baked into lightmaps
418
+ flashlight.setLightmapBaked(false); // Runtime only
419
+
420
+ // Check light type
421
+ if (light.isLightmapBaked()) {
422
+ console.log('This light will be baked into lightmaps');
423
+ }
424
+ ```
425
+
426
+ ### Automatic Light Management
427
+
428
+ The system automatically manages lights during the lightmapping process:
429
+
430
+ 1. **During Baking**: Only `bakeLightmaps: true` lights contribute to lightmaps
431
+ 2. **After Baking**: Static lights are hidden (their contribution is in the texture)
432
+ 3. **Dynamic Lights**: Always remain visible for real-time effects
433
+ 4. **When Removing Lightmaps**: All lights are restored to visible state
434
+
435
+ ### Best Practices for Light Types
436
+
437
+ **Use Static Lights (baked) for:**
438
+ - Environmental lighting (sun, ambient, architectural lights)
439
+ - Performance-critical scenarios (mobile, VR)
440
+ - Large-scale lighting that affects the entire scene
441
+ - Lighting that doesn't change during gameplay
442
+
443
+ **Use Dynamic Lights (runtime) for:**
444
+ - Player-controlled lights (flashlights, spells)
445
+ - Moving objects (vehicle headlights, character effects)
446
+ - Interactive elements that respond to gameplay
447
+ - Temporary effects (explosions, power-ups)
448
+
449
+ ## Advanced Features
450
+
451
+ ### Progressive Baking with Progress Callbacks
452
+
453
+ ```typescript
454
+ await this.lightmapManager.bakeLightmaps(
455
+ {
456
+ resolution: 1024,
457
+ casts: 64,
458
+ progressiveSamples: 256
459
+ },
460
+ // Progress callback
461
+ (stage: string, progress: number, message?: string) => {
462
+ console.log(`[${stage}] ${progress.toFixed(1)}% - ${message || ''}`);
463
+ // Update UI progress bar here
464
+ }
465
+ );
466
+ ```
467
+
468
+ ### Mesh Mapping Information
469
+
470
+ ```typescript
471
+ // After importing, examine which meshes use which UV regions
472
+ const result = await this.lightmapManager.importLightmap(lightmapData, textureData);
473
+
474
+ for (const [key, mapping] of result.meshMappings) {
475
+ console.log(`Mesh ${key}:`);
476
+ console.log(` Actor UUID: ${mapping.actorUuid}`);
477
+ console.log(` Mesh Index: ${mapping.meshIndex}`);
478
+ console.log(` UV Bounds: [${mapping.uvBounds.min.x}, ${mapping.uvBounds.min.y}] to [${mapping.uvBounds.max.x}, ${mapping.uvBounds.max.y}]`);
479
+ }
480
+ ```
481
+
482
+ ### Manual Light Management
483
+
484
+ ```typescript
485
+ // Get light categorization
486
+ const { staticLights, dynamicLights } = this.lightmapManager.getLightsByType();
487
+
488
+ console.log(`Static lights: ${staticLights.length}`);
489
+ console.log(`Dynamic lights: ${dynamicLights.length}`);
490
+
491
+ // Manual control over runtime lighting (usually automatic)
492
+ this.lightmapManager.manageRuntimeLighting(true); // Hide static lights
493
+ this.lightmapManager.manageRuntimeLighting(false); // Show all lights
494
+ ```
495
+
496
+ ### Removing Applied Lightmaps
497
+
498
+ ```typescript
499
+ // Remove lightmaps and restore original lighting
500
+ this.lightmapManager.removeLightmaps();
501
+ console.log('Lightmaps removed, dynamic lighting restored');
502
+ ```
503
+
504
+ ## File Structure and Serialization
505
+
506
+ The lightmapping system uses a two-file approach to store lightmap data with maximum quality and precision:
507
+
508
+ ```
509
+ my-scene.lightmap # JSON metadata with baking options and mesh mappings
510
+ my-scene.lightmap.bin # High-precision binary texture data (Float32Array)
511
+ ```
512
+
513
+ ### Serialization Process
514
+
515
+ The serialization system is designed to preserve complete lightmap fidelity and enable exact reconstruction:
516
+
517
+ #### 1. Texture Data Serialization
518
+
519
+ The lightmap texture is stored as high-precision binary data to avoid quality loss from image compression:
520
+
521
+ ```typescript
522
+ // During export, the system:
523
+ // 1. Reads pixels directly from the WebGL render target as Float32Array
524
+ const pixelBuffer = new Float32Array(width * height * 4); // RGBA channels
525
+ renderer.readRenderTargetPixels(renderTarget, 0, 0, width, height, pixelBuffer);
526
+
527
+ // 2. Creates a binary blob from the raw float data
528
+ const textureBlob = new Blob([pixelBuffer.buffer], { type: 'application/octet-stream' });
529
+
530
+ // 3. Downloads as .lightmap.bin file
531
+ ```
532
+
533
+ This approach preserves:
534
+ - **Full precision**: No compression artifacts or color space conversions
535
+ - **HDR values**: Lighting values can exceed the 0-1 range for realistic lighting
536
+ - **Exact reconstruction**: Imported textures are bit-for-bit identical to exported ones
537
+
538
+ #### 2. Metadata Serialization
539
+
540
+ The JSON metadata file contains all information needed to reconstruct the lightmap:
541
+
542
+ ```typescript
543
+ interface SerializedLightmap {
544
+ version: string; // File format version
545
+ metadata: {
546
+ exportDate: string; // ISO timestamp
547
+ sceneHash?: string; // Optional scene validation hash
548
+ bakingOptions: { // Complete baking parameters
549
+ resolution: number;
550
+ casts: number;
551
+ progressiveSamples: number;
552
+ lightSize: number;
553
+ lightPosition: [number, number, number];
554
+ directLightEnabled: boolean;
555
+ indirectLightEnabled: boolean;
556
+ ambientLightEnabled: boolean;
557
+ ambientDistance: number;
558
+ };
559
+ };
560
+ lightmap: {
561
+ textureFile: string; // Reference to .bin file
562
+ width: number; // Texture dimensions
563
+ height: number;
564
+ format: 'float32'; // Data type
565
+ filterMode: number; // THREE.js filter mode enum
566
+ };
567
+ meshMappings: Record<string, MeshMapping>; // Actor-to-UV mappings
568
+ uv2Data: Record<string, MeshUV2Data[]>; // UV2 coordinates for exact alignment
569
+ }
570
+ ```
571
+
572
+ #### 3. Mesh Mapping Serialization
573
+
574
+ Each mesh's relationship to the lightmap atlas is preserved:
575
+
576
+ ```typescript
577
+ interface MeshMapping {
578
+ actorUuid: string; // Unique actor identifier
579
+ meshIndex: number; // Which mesh within the actor
580
+ uvBounds: {
581
+ min: [number, number]; // UV atlas region bounds
582
+ max: [number, number];
583
+ };
584
+ }
585
+ ```
586
+
587
+ This enables:
588
+ - **Actor tracking**: Which objects use which parts of the lightmap
589
+ - **Multi-mesh support**: Actors with multiple meshes are handled correctly
590
+ - **Atlas reconstruction**: Exact UV regions for each mesh
591
+
592
+ #### 4. UV2 Data Preservation
593
+
594
+ For perfect lightmap alignment, UV2 coordinates are also stored:
595
+
596
+ ```typescript
597
+ interface MeshUV2Data {
598
+ meshIndex: number;
599
+ vertexCount: number;
600
+ uv2Coordinates: number[]; // Flattened [u1, v1, u2, v2, ...] array
601
+ geometryAttributes?: { // For validation
602
+ positionCount: number;
603
+ normalCount: number;
604
+ hasUv: boolean;
605
+ };
606
+ }
607
+ ```
608
+
609
+ ### Deserialization Process
610
+
611
+ During import, the system reconstructs the lightmap with full fidelity:
612
+
613
+ #### 1. Texture Reconstruction
614
+
615
+ ```typescript
616
+ // 1. Validate binary data size
617
+ const expectedSize = width * height * 4; // RGBA Float32
618
+ if (float32Array.length !== expectedSize) {
619
+ throw new Error('Binary texture size mismatch');
620
+ }
621
+
622
+ // 2. Create DataTexture with exact original data
623
+ const dataTexture = new THREE.DataTexture(
624
+ float32Array, // Original Float32Array data
625
+ width, height, // Original dimensions
626
+ THREE.RGBAFormat, // RGBA channels
627
+ THREE.FloatType // High-precision floats
628
+ );
629
+
630
+ // 3. Restore filtering and settings
631
+ dataTexture.magFilter = originalFilterMode;
632
+ dataTexture.minFilter = originalFilterMode;
633
+ dataTexture.generateMipmaps = shouldGenerateMipmaps;
634
+ dataTexture.flipY = false; // Consistent orientation
635
+ ```
636
+
637
+ #### 2. Validation and Error Handling
638
+
639
+ The system includes comprehensive validation:
640
+
641
+ ```typescript
642
+ // Schema validation using Zod
643
+ const lightmapSchema = z.object({
644
+ version: z.string(),
645
+ metadata: z.object({ /* ... */ }),
646
+ lightmap: z.object({ /* ... */ }),
647
+ meshMappings: z.record(z.string(), /* ... */),
648
+ uv2Data: z.record(z.string(), /* ... */)
649
+ }).strict();
650
+
651
+ // Runtime validation
652
+ export function validateLightmapData(data: any): SerializedLightmap {
653
+ const result = lightmapSchema.safeParse(data);
654
+ if (!result.success) {
655
+ throw new Error(`Invalid lightmap data: ${result.error.message}`);
656
+ }
657
+ return result.data;
658
+ }
659
+ ```
660
+
661
+ ### File Format Advantages
662
+
663
+ This serialization approach provides several benefits:
664
+
665
+ **High Precision**: Binary Float32 storage preserves exact lighting calculations without compression artifacts.
666
+
667
+ **Complete Reconstruction**: All necessary data is stored to perfectly recreate the lightmap state.
668
+
669
+ **Validation**: Schema validation and size checks prevent corruption issues.
670
+
671
+ **Version Management**: File format versioning enables future compatibility handling.
672
+
673
+ **Performance**: Binary texture data loads efficiently and integrates directly with Three.js.
674
+
675
+ **Debugging**: Human-readable JSON metadata aids in troubleshooting and analysis.
676
+
677
+ ### Metadata Format
678
+
679
+ ```json
680
+ {
681
+ "version": "1.0.0",
682
+ "metadata": {
683
+ "exportDate": "2025-01-21T12:00:00.000Z",
684
+ "sceneHash": "a1b2c3d4",
685
+ "bakingOptions": {
686
+ "resolution": 1024,
687
+ "casts": 64,
688
+ "progressiveSamples": 128,
689
+ "directLightEnabled": true,
690
+ "indirectLightEnabled": false,
691
+ "ambientLightEnabled": true,
692
+ "ambientDistance": 10.0
693
+ }
694
+ },
695
+ "lightmap": {
696
+ "textureFile": "my-scene.lightmap.bin",
697
+ "width": 1024,
698
+ "height": 1024,
699
+ "format": "float32",
700
+ "filterMode": 1006
701
+ },
702
+ "meshMappings": {
703
+ "actor1_0": {
704
+ "actorUuid": "abc123",
705
+ "meshIndex": 0,
706
+ "uvBounds": {
707
+ "min": [0.0, 0.0],
708
+ "max": [0.5, 0.5]
709
+ }
710
+ }
711
+ }
712
+ }
713
+ ```
714
+
715
+ ## Integration Patterns
716
+
717
+ ### Development Workflow
718
+
719
+ ```typescript
720
+ export class MyGameLoop extends ENGINE.BaseGameLoop {
721
+ protected override async postStart(): Promise<void> {
722
+ // Get the automatic lightmap manager
723
+ const lightmapManager = this.world.getLightmapManager();
724
+
725
+ // 1. Set up scene with mixed lighting
726
+ const ambientLight = new ENGINE.AmbientLightComponent({
727
+ bakeLightmaps: true // Bake ambient lighting
728
+ });
729
+
730
+ const playerFlashlight = new ENGINE.SpotLightComponent({
731
+ bakeLightmaps: false // Keep dynamic for gameplay
732
+ });
733
+
734
+ // 2. Bake during development
735
+ await lightmapManager.bakeLightmaps({
736
+ resolution: 1024,
737
+ casts: 64,
738
+ directLightEnabled: true,
739
+ ambientLightEnabled: true
740
+ });
741
+
742
+ // 3. Export lightmap data (application handles file operations)
743
+ const lightmapData = await lightmapManager.exportLightmapData('level-1');
744
+
745
+ // Your application decides how to handle the data:
746
+ if (isProductionBuild) {
747
+ await this.uploadToServer(lightmapData);
748
+ } else {
749
+ this.downloadLightmapFiles(lightmapData);
750
+ }
751
+
752
+ // 4. In production builds, lightmaps are loaded automatically when scenes are loaded
753
+ // No manual import required - just ensure lightmap files are available
754
+ }
755
+
756
+ private downloadLightmapFiles(data: LightmapDataExportResult): void {
757
+ // Download texture file
758
+ this.downloadBlob(data.textureBlob, data.textureFileName);
759
+
760
+ // Download metadata file
761
+ const metadataBlob = new Blob([data.metadataJson], { type: 'application/json' });
762
+ this.downloadBlob(metadataBlob, data.metadataFileName);
763
+ }
764
+
765
+ private async uploadToServer(data: LightmapDataExportResult): Promise<void> {
766
+ const formData = new FormData();
767
+ formData.append('metadata', data.metadataJson);
768
+ formData.append('texture', data.textureBlob);
769
+ await fetch('/api/lightmaps', { method: 'POST', body: formData });
770
+ }
771
+ }
772
+ ```
773
+
774
+ ### Platform-Specific Implementations
775
+
776
+ #### Browser Environment
777
+ ```typescript
778
+ // Download files to user's computer
779
+ private downloadLightmapFiles(data: LightmapDataExportResult): void {
780
+ const url = URL.createObjectURL(data.textureBlob);
781
+ const a = document.createElement('a');
782
+ a.href = url;
783
+ a.download = data.textureFileName;
784
+ a.click();
785
+ URL.revokeObjectURL(url);
786
+ }
787
+ ```
788
+
789
+ #### Node.js/Electron Environment
790
+ ```typescript
791
+ // Save to file system
792
+ private async saveToFileSystem(data: LightmapDataExportResult): Promise<void> {
793
+ const fs = await import('fs').promises;
794
+ await fs.writeFile(data.metadataFileName, data.metadataJson);
795
+
796
+ const buffer = await data.textureBlob.arrayBuffer();
797
+ await fs.writeFile(data.textureFileName, new Uint8Array(buffer));
798
+ }
799
+ ```
800
+
801
+ #### Cloud Storage Integration
802
+ ```typescript
803
+ // Upload to cloud storage (AWS S3, Google Cloud, etc.)
804
+ private async uploadToCloud(data: LightmapDataExportResult): Promise<void> {
805
+ const bucket = getCloudStorageBucket();
806
+
807
+ await bucket.upload(data.metadataFileName, data.metadataJson);
808
+ await bucket.upload(data.textureFileName, data.textureBlob);
809
+ }
810
+ ```
811
+
812
+ ### Error Handling
813
+
814
+ ```typescript
815
+ try {
816
+ await this.lightmapManager.importLightmap(lightmapData, textureData);
817
+ } catch (error) {
818
+ if (error.message.includes('Invalid lightmap data')) {
819
+ console.log('Lightmap file corrupted, using dynamic lighting');
820
+ } else if (error.message.includes('version mismatch')) {
821
+ console.log('Lightmap was created with different engine version');
822
+ } else {
823
+ console.error('Failed to load lightmaps:', error);
824
+ }
825
+ // Fallback to dynamic lighting
826
+ }
827
+ ```
828
+
829
+ ### Performance Considerations
830
+
831
+ - **Texture Resolution**: Higher resolution = better quality but larger files and longer bake times
832
+ - **Ray Casts**: More casts = better shadow quality but slower baking
833
+ - **Progressive Samples**: Higher values improve quality through noise reduction
834
+ - **File Sizes**: Lightmaps are typically 1-10MB depending on resolution and scene complexity
835
+ - **Runtime Performance**: Zero cost after application - lighting is "frozen" in textures
836
+
837
+ ## Debugging and Visualization
838
+
839
+ ### Render Modes for Development
840
+
841
+ The lightmapping system supports multiple visualization modes for debugging:
842
+
843
+ ```typescript
844
+ // During development, you can visualize intermediate textures
845
+ enum RenderMode {
846
+ Standard = 'standard', // Normal scene rendering
847
+ Positions = 'positions', // World position atlas
848
+ Normals = 'normals', // World normal atlas
849
+ UV = 'uv', // UV coordinate debug
850
+ Lightmap = 'lightmap', // Lightmap only
851
+ Beauty = 'beauty' // Lightmap + original textures
852
+ }
853
+
854
+ // Apply render mode to scene materials
855
+ private applyRenderMode(mode: RenderMode): void {
856
+ // Implementation varies based on your debug needs
857
+ // See lightmapping-demo.ts for complete example
858
+ }
859
+ ```
860
+
861
+ ### Common Issues and Solutions
862
+
863
+ **Poor lightmap quality:**
864
+ - Increase `resolution` (1024, 2048, or higher)
865
+ - Increase `casts` for better shadow quality
866
+ - Increase `progressiveSamples` to reduce noise
867
+ - Ensure meshes have proper UV2 coordinates
868
+
869
+ **Lightmaps not applying:**
870
+ - Check that meshes have UV2 coordinates
871
+ - Verify `autoApply: true` in manager options
872
+ - Ensure lightmap data was successfully baked
873
+
874
+ **Seams or artifacts:**
875
+ - Increase `padding` in atlas options
876
+ - Enable `dilate: true` to extend lightmap edges
877
+ - Check UV unwrapping quality in your 3D modeling software
878
+
879
+ **Files not exporting:**
880
+ - Ensure you have baked lightmaps first (`hasLightmapData()`)
881
+ - Check browser download permissions
882
+ - Verify filename doesn't contain invalid characters
883
+
884
+ ## Automatic Level Loading Integration
885
+
886
+ The lightmapping system is now a core engine system that automatically integrates with the level loading process. The lightmap manager is created automatically alongside other core systems like physics and navigation.
887
+
888
+ ### Automatic Lightmap Loading
889
+
890
+ When a scene is loaded using `loadWorldDataFromPath()`, the engine automatically:
891
+ 1. Creates a lightmap manager as a core system (like physics)
892
+ 2. Loads the scene and waits for all models to be fully loaded
893
+ 3. Looks for corresponding lightmap files in the same directory as the scene
894
+ 4. Automatically loads and applies lightmaps to the fully loaded meshes
895
+
896
+ ```typescript
897
+ export class MyGameLoop extends ENGINE.BaseGameLoop {
898
+ protected override async postStart(): Promise<void> {
899
+ // The lightmap manager is created automatically by the engine
900
+ // No manual initialization required!
901
+
902
+ // Optional: Access the lightmap manager if needed
903
+ const lightmapManager = this.world.getLightmapManager();
904
+ if (lightmapManager) {
905
+ console.log('Lightmap manager is available');
906
+ }
907
+ }
908
+
909
+ // Optional: Check for lightmap status after loading scenes
910
+ private checkLightmapStatus(sceneName: string): void {
911
+ const lightmapManager = this.world.getLightmapManager();
912
+ if (lightmapManager && lightmapManager.hasLightmapData()) {
913
+ console.log(`✓ Lightmaps automatically loaded for: ${sceneName}`);
914
+ } else {
915
+ console.log(`Scene loaded without lightmaps: ${sceneName}`);
916
+ }
917
+ }
918
+ }
919
+
920
+ // That's it! Just load your scenes normally:
921
+ await gameLoop.loadWorldDataFromPath(ENGINE.AssetPath.fromString('@engine/assets/scenes/level1.genesys-scene'));
922
+ // Lightmaps are automatically detected and applied if present
923
+ ```
924
+
925
+ ### File Detection Logic
926
+
927
+ The auto-loading system uses a simple naming convention:
928
+
929
+ ```
930
+ /assets/scenes/level1.genesys-scene # Scene file
931
+ /assets/scenes/level1.lightmap # Lightmap metadata
932
+ /assets/scenes/level1.lightmap.bin # Lightmap texture data
933
+ ```
934
+
935
+ When `level1.genesys-scene` is loaded, the engine automatically:
936
+ 1. Looks for `level1.lightmap` and `level1.lightmap.bin` in the same directory
937
+ 2. Loads both files using the storage provider (if they exist)
938
+ 3. Applies the lightmap data to the scene automatically
939
+ 4. Manages static/dynamic lighting and material updates
940
+
941
+ ### Production Workflow
942
+
943
+ This integration enables a seamless production workflow:
944
+
945
+ **During Development:**
946
+ 1. Create and iterate on your scene
947
+ 2. Bake lightmaps using the lightmapping demo
948
+ 3. Export lightmaps to files alongside your scene
949
+ 4. Test the auto-loading by reloading the scene
950
+
951
+ **In Production:**
952
+ 1. Distribute scene files with their corresponding lightmap files
953
+ 2. Scenes automatically load with optimized lighting
954
+ 3. No runtime lightmap baking required
955
+ 4. Consistent visual quality across all devices
956
+
957
+ ### Error Handling and Fallbacks
958
+
959
+ The auto-loading system gracefully handles missing or corrupted lightmap files:
960
+
961
+ ```typescript
962
+ // If lightmap files are missing or invalid:
963
+ // - Scene loads normally with dynamic lighting
964
+ // - Warning messages logged to console
965
+ // - No errors or crashes occur
966
+ // - Fallback to standard lighting behavior
967
+ ```
968
+
969
+ ## Demo
970
+
971
+ See the demo file for a complete working example:
972
+
973
+ **`games/lightmapping-demo.ts`** - The main lightmapping demo featuring:
974
+ - Automatic lightmap manager integration with the engine
975
+ - Scene file loading with automatic lightmap detection
976
+ - Interactive parameter controls with Tweakpane
977
+ - Real-time baking with progress reporting
978
+ - Export/import workflow with file selection
979
+ - Render mode switching for debugging
980
+ - Error handling and status reporting
981
+ - Mixed static/dynamic lighting setup
982
+ - Both automatic (for file system scenes) and manual (for user uploads) lightmap loading
983
+
984
+ This system provides professional-quality lightmapping capabilities while maintaining full control over the asset pipeline and seamless integration with the level loading process.