@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 +1,704 @@
1
+ /**
2
+ * ManifoldWrapper - lazy loader and utility layer for the Manifold WASM library.
3
+ *
4
+ * Detailed explanation:
5
+ * - Loads the heavy WebAssembly module only when constructive solid geometry is needed.
6
+ * - Exposes helper classes like `ActiveManifold` to build shapes and perform boolean operations.
7
+ * - Converts between Manifold meshes and Three.js geometry for rendering.
8
+ *
9
+ * Recommended usage (for humans and AI assistants):
10
+ * - Call `init()` before creating manifolds to ensure the WASM module is loaded.
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+ * - Use `ActiveManifold` instances to compose shapes and then convert them to `BufferGeometry`.
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+ * - Keep the wrapper unloaded in scenes that do not require CSG to save startup time.
13
+ */
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+ import Module from 'manifold-3d';
15
+ import * as THREE from 'three';
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+
17
+ import { DEPENDENCIES } from '../dependencies.js';
18
+
19
+ import type { Manifold, ManifoldToplevel } from 'manifold-3d';
20
+
21
+ export class ActiveManifold {
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+ private manifold: Manifold;
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+ private materialId: number;
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+ private material: THREE.Material | null;
25
+ private id2matIndex: Map<number, number> = new Map();
26
+ private materials: THREE.Material[] = [];
27
+ private static idCounter: number = 1; // Static counter for generating unique IDs
28
+
29
+ constructor(manifold: Manifold) {
30
+ this.manifold = manifold;
31
+ this.materialId = 0;
32
+ this.material = null;
33
+ this.materials = []; // Empty materials array initially
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+ this.id2matIndex.set(this.materialId, 0);
35
+ }
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+
37
+ /**
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+ * Create a duplicate of this manifold
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+ * This allows reusing the same shape multiple times with different transformations
40
+ * @returns A new ActiveManifold instance with the same geometry and materials
41
+ */
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+ duplicate(): ActiveManifold {
43
+ // Get the mesh and create a new manifold from it
44
+ const mesh = this.manifold.getMesh();
45
+ const duplicatedManifold = new ActiveManifold(
46
+ new this.manifold.constructor.prototype.constructor(mesh)
47
+ );
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+
49
+ // Copy materials
50
+ duplicatedManifold.materialId = this.materialId;
51
+ duplicatedManifold.material = this.material;
52
+ duplicatedManifold.materials = [...this.materials];
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+
54
+ // Copy the material index mapping
55
+ this.id2matIndex.forEach((value, key) => {
56
+ duplicatedManifold.id2matIndex.set(key, value);
57
+ });
58
+
59
+ return duplicatedManifold;
60
+ }
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+
62
+ // Generate unique IDs for materials
63
+ private static getNextIds(count: number): number[] {
64
+ const ids: number[] = [];
65
+ for (let i = 0; i < count; i++) {
66
+ ids.push(ActiveManifold.idCounter++);
67
+ }
68
+ return ids;
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+ }
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+
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+ /**
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+ * Translate the manifold
73
+ * @param translation - The translation to translate the manifold by
74
+ * @returns The manifold with the new translation
75
+ */
76
+ translate(translation: THREE.Vector3): ActiveManifold {
77
+ this.manifold = this.manifold.translate(translation.x, translation.y, translation.z);
78
+ return this;
79
+ }
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+
81
+ /**
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+ * Rotate the manifold
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+ * @param rotation - The rotation to rotate the manifold by
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+ * @returns The manifold with the new rotation
85
+ */
86
+ rotate(rotation: THREE.Vector3): ActiveManifold {
87
+ this.manifold = this.manifold.rotate(rotation.x, rotation.y, rotation.z);
88
+ return this;
89
+ }
90
+
91
+ /**
92
+ * Set the material ID for the manifold. After you're finished with boolean operations
93
+ * you can assign materials to each material ID.
94
+ * @param materialId - The material ID to set
95
+ * @returns The manifold with the new material ID
96
+ */
97
+ setMaterialId(materialId: number): ActiveManifold {
98
+ this.materialId = materialId;
99
+ return this;
100
+ }
101
+
102
+ /**
103
+ * Assign materials to the manifold.
104
+ * @param materials - The materials to assign
105
+ * @returns The manifold with the new materials
106
+ */
107
+ assignMaterials(materials: THREE.Material[]): ActiveManifold {
108
+ this.materials = materials;
109
+ return this;
110
+ }
111
+
112
+ /**
113
+ * Set the material for the manifold
114
+ * @param material - The material to set
115
+ * @returns The manifold with the new material
116
+ */
117
+ setMaterial(material: THREE.Material): ActiveManifold {
118
+ this.material = material;
119
+
120
+ // If materials array is empty, initialize it
121
+ if (this.materials.length === 0) {
122
+ this.materials = [material];
123
+ } else {
124
+ this.materials[0] = material;
125
+ }
126
+ return this;
127
+ }
128
+
129
+ /**
130
+ * Add two manifolds together
131
+ * @param other - The other manifold to add
132
+ * @returns The result of the addition
133
+ */
134
+ add(other: ActiveManifold) {
135
+ // Combine materials from both manifolds
136
+ const combinedMaterials = [...this.materials];
137
+ const idOffset = combinedMaterials.length;
138
+
139
+ // Add other's materials to our materials array
140
+ other.materials.forEach((mat) => {
141
+ combinedMaterials.push(mat);
142
+ });
143
+
144
+ // Generate IDs for all materials
145
+ const ids = ActiveManifold.getNextIds(combinedMaterials.length);
146
+
147
+ // Build a mapping to get back from ID to material index
148
+ const newId2matIndex = new Map();
149
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
150
+
151
+ // Create copies with property IDs set
152
+ const thisMesh = this.manifold.getMesh();
153
+ const otherMesh = other.manifold.getMesh();
154
+
155
+ // Set property ID for first mesh - handling the case with multiple material groups
156
+ const runOriginalID1 = new Uint32Array(thisMesh.numRun);
157
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
158
+ // If the first mesh already has material groups, preserve their mapping to new IDs
159
+ for (let i = 0; i < thisMesh.numRun; i++) {
160
+ const originalId = thisMesh.runOriginalID[i];
161
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
162
+ runOriginalID1[i] = ids[materialIndex];
163
+ }
164
+ } else {
165
+ // Otherwise assign the first ID to all runs
166
+ for (let i = 0; i < thisMesh.numRun; i++) {
167
+ runOriginalID1[i] = ids[0];
168
+ }
169
+ }
170
+ thisMesh.runOriginalID = runOriginalID1;
171
+
172
+ // Set property ID for second mesh - handling the case with multiple material groups
173
+ const runOriginalID2 = new Uint32Array(otherMesh.numRun);
174
+ if (otherMesh.runOriginalID && other.id2matIndex.size > 1) {
175
+ // If the second mesh already has material groups, preserve their mapping to new IDs
176
+ for (let i = 0; i < otherMesh.numRun; i++) {
177
+ const originalId = otherMesh.runOriginalID[i];
178
+ const materialIndex = other.id2matIndex.get(originalId) ?? 0;
179
+ runOriginalID2[i] = ids[idOffset + materialIndex];
180
+ }
181
+ } else {
182
+ // Otherwise assign the ID at idOffset to all runs
183
+ for (let i = 0; i < otherMesh.numRun; i++) {
184
+ runOriginalID2[i] = ids[idOffset];
185
+ }
186
+ }
187
+ otherMesh.runOriginalID = runOriginalID2;
188
+
189
+ // Reconstruct manifolds with updated meshes using the module's Manifold class
190
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
191
+ const mesh2 = new this.manifold.constructor.prototype.constructor(otherMesh);
192
+
193
+ // Perform the operation
194
+ const result = mesh1.add(mesh2);
195
+
196
+ // Create new ActiveManifold with the result and combined materials
197
+ const resultManifold = new ActiveManifold(result);
198
+ resultManifold.materialId = ids[0];
199
+ resultManifold.materials = combinedMaterials;
200
+ resultManifold.id2matIndex = newId2matIndex;
201
+
202
+ return resultManifold;
203
+ }
204
+
205
+ /**
206
+ * Subtract two manifolds
207
+ * @param other - The other manifold to subtract
208
+ * @returns The result of the subtraction
209
+ */
210
+ subtract(other: ActiveManifold) {
211
+ // For subtraction, we'll keep the materials from this manifold
212
+ // but need to setup proper IDs
213
+ const ids = ActiveManifold.getNextIds(this.materials.length);
214
+
215
+ // Build a mapping to get back from ID to material index
216
+ const newId2matIndex = new Map();
217
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
218
+
219
+ // Create a copy with property ID set
220
+ const thisMesh = this.manifold.getMesh();
221
+
222
+ // Set property ID for the mesh
223
+ const runOriginalID = new Uint32Array(thisMesh.numRun);
224
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
225
+ // If the mesh already has material groups, preserve their mapping to new IDs
226
+ for (let i = 0; i < thisMesh.numRun; i++) {
227
+ const originalId = thisMesh.runOriginalID[i];
228
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
229
+ runOriginalID[i] = ids[materialIndex];
230
+ }
231
+ } else {
232
+ // Otherwise assign the first ID to all runs
233
+ for (let i = 0; i < thisMesh.numRun; i++) {
234
+ runOriginalID[i] = ids[0];
235
+ }
236
+ }
237
+ thisMesh.runOriginalID = runOriginalID;
238
+
239
+ // Reconstruct manifold with updated mesh using the module's Manifold class
240
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
241
+
242
+ // Perform the operation (other's materials don't matter in subtraction)
243
+ const result = mesh1.subtract(other.manifold);
244
+
245
+ // Create new ActiveManifold with the result and our materials
246
+ const resultManifold = new ActiveManifold(result);
247
+ resultManifold.materialId = ids[0];
248
+ resultManifold.materials = [...this.materials];
249
+ resultManifold.id2matIndex = newId2matIndex;
250
+
251
+ return resultManifold;
252
+ }
253
+
254
+ /**
255
+ * Intersect two manifolds
256
+ * @param other - The other manifold to intersect with
257
+ * @returns The result of the intersection
258
+ */
259
+ intersect(other: ActiveManifold) {
260
+ // For intersection, we'll keep the materials from this manifold
261
+ // but need to setup proper IDs
262
+ const ids = ActiveManifold.getNextIds(this.materials.length);
263
+
264
+ // Build a mapping to get back from ID to material index
265
+ const newId2matIndex = new Map();
266
+ ids.forEach((id, idx) => newId2matIndex.set(id, idx));
267
+
268
+ // Create a copy with property ID set
269
+ const thisMesh = this.manifold.getMesh();
270
+
271
+ // Set property ID for the mesh
272
+ const runOriginalID = new Uint32Array(thisMesh.numRun);
273
+ if (thisMesh.runOriginalID && this.id2matIndex.size > 1) {
274
+ // If the mesh already has material groups, preserve their mapping to new IDs
275
+ for (let i = 0; i < thisMesh.numRun; i++) {
276
+ const originalId = thisMesh.runOriginalID[i];
277
+ const materialIndex = this.id2matIndex.get(originalId) ?? 0;
278
+ runOriginalID[i] = ids[materialIndex];
279
+ }
280
+ } else {
281
+ // Otherwise assign the first ID to all runs
282
+ for (let i = 0; i < thisMesh.numRun; i++) {
283
+ runOriginalID[i] = ids[0];
284
+ }
285
+ }
286
+ thisMesh.runOriginalID = runOriginalID;
287
+
288
+ // Reconstruct manifold with updated mesh using the module's Manifold class
289
+ const mesh1 = new this.manifold.constructor.prototype.constructor(thisMesh);
290
+
291
+ // Perform the operation (intersection)
292
+ const result = mesh1.intersect(other.manifold);
293
+
294
+ // Create new ActiveManifold with the result and our materials
295
+ const resultManifold = new ActiveManifold(result);
296
+ resultManifold.materialId = ids[0];
297
+ resultManifold.materials = [...this.materials];
298
+ resultManifold.id2matIndex = newId2matIndex;
299
+
300
+ return resultManifold;
301
+ }
302
+
303
+ /**
304
+ * Convert the manifold to a Three.js mesh
305
+ * @param material - The material to use for the mesh (if not provided, a default material will be used)
306
+ * @returns The Three.js mesh
307
+ */
308
+ toMesh(
309
+ material: THREE.Material = new THREE.MeshStandardMaterial({ color: 0x999999 }),
310
+ ): THREE.Mesh {
311
+ // If no custom materials are assigned and no material is passed, use a default material
312
+ if (this.materials.length === 0) {
313
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(this.manifold.getMesh());
314
+ return new THREE.Mesh(geometry, material);
315
+ } else if (this.materials.length === 1 && this.material) {
316
+ // Simple case - just one material already assigned
317
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(this.manifold.getMesh());
318
+ return new THREE.Mesh(geometry, this.material);
319
+ } else {
320
+ // Multiple materials case
321
+ const mesh = this.manifold.getMesh();
322
+ const geometry = new THREE.BufferGeometry();
323
+
324
+ // Assign buffers
325
+ geometry.setAttribute(
326
+ 'position',
327
+ new THREE.BufferAttribute(mesh.vertProperties, 3),
328
+ );
329
+ geometry.setIndex(
330
+ new THREE.BufferAttribute(mesh.triVerts, 1),
331
+ );
332
+
333
+ // Create a merged materials array with the supplied material as the default
334
+ const mergedMaterials = [material, ...this.materials];
335
+ let materialGroupCreated = false;
336
+
337
+ // Create material groups
338
+ if (mesh.runOriginalID && mesh.runIndex) {
339
+ // Process each run
340
+ for (let run = 0; run < mesh.numRun; run++) {
341
+ const id = mesh.runOriginalID[run];
342
+ // Use materialIndex + 1 to account for the supplied material at index 0
343
+ const materialIndex = this.id2matIndex.has(id) ? this.id2matIndex.get(id)! + 1 : 0;
344
+
345
+ // Calculate the start and end for this run
346
+ const start = mesh.runIndex[run];
347
+ const end = (run < mesh.numRun - 1) ? mesh.runIndex[run + 1] : mesh.triVerts.length;
348
+
349
+ // Add this group with the corresponding material index
350
+ if (end > start) {
351
+ geometry.addGroup(start, end - start, materialIndex);
352
+ materialGroupCreated = true;
353
+ }
354
+ }
355
+ }
356
+
357
+ // If no material groups were created, use the default material for the entire mesh
358
+ if (!materialGroupCreated) {
359
+ // Use the entire mesh with the default material
360
+ geometry.addGroup(0, mesh.triVerts.length, 0);
361
+ }
362
+
363
+ return new THREE.Mesh(geometry, mergedMaterials);
364
+ }
365
+ }
366
+
367
+ /**
368
+ * Dispose of WASM resources to prevent memory leaks
369
+ * Should be called when the ActiveManifold is no longer needed
370
+ */
371
+ dispose(): void {
372
+ if (this.manifold && typeof this.manifold.delete === 'function') {
373
+ this.manifold.delete();
374
+ }
375
+ }
376
+ }
377
+
378
+ /**
379
+ * Wrapper around the Manifold WASM module.
380
+ * Manifold is a 3D CSG library that allows for the creation of complex 3D shapes using boolean operations.
381
+ * This wrapper provides a more convenient API for using Manifold in a Three.js application.
382
+ *
383
+ * Since the WASM module is expensive to load, it is conditionally loaded based on world options.
384
+ *
385
+ * The instance is stored in the world instance and can be accessed via the world.getManifold() method.
386
+ */
387
+ export class ManifoldWrapper {
388
+ private wasm: ManifoldToplevel | null = null;
389
+ private modulePromise: Promise<ManifoldToplevel> | null = null;
390
+
391
+ /**
392
+ * Initialize Manifold WASM module and store it in the instance
393
+ * @returns Initialized Manifold module or null if initialization fails
394
+ */
395
+ async initManifold(): Promise<ManifoldToplevel> {
396
+ if (this.wasm) return this.wasm;
397
+
398
+ if (!this.modulePromise) {
399
+ const url = `https://unpkg.com/manifold-3d@${DEPENDENCIES['manifold-3d']}/manifold.wasm`;
400
+ console.log(`Initializing Manifold from ${url}`);
401
+ this.modulePromise = Module({
402
+ locateFile: () => url,
403
+ }).then((wasm) => {
404
+ wasm.setup();
405
+ this.wasm = wasm;
406
+ console.log('Manifold initialized successfully');
407
+
408
+
409
+ return wasm;
410
+ });
411
+ }
412
+
413
+ return this.modulePromise;
414
+ }
415
+
416
+ /**
417
+ * Get the Manifold WASM module
418
+ * @returns The Manifold WASM module
419
+ */
420
+ getModule(): ManifoldToplevel {
421
+ if (!this.wasm) {
422
+ throw new Error('Manifold module not initialized. Call initManifold() first.');
423
+ }
424
+ return this.wasm;
425
+ }
426
+
427
+ // Accessors for cleaner syntax
428
+ get Manifold() {
429
+ return this.getModule().Manifold;
430
+ }
431
+
432
+ get Mesh() {
433
+ return this.getModule().Mesh;
434
+ }
435
+
436
+ cube(dimensions: THREE.Vector3, centered = true): ActiveManifold {
437
+ const manifold = new ActiveManifold(this.Manifold.cube([dimensions.x, dimensions.y, dimensions.z], centered));
438
+ return manifold;
439
+ }
440
+
441
+ /**
442
+ * Create a cylinder using Manifold
443
+ * @param height - Height of the cylinder
444
+ * @param radiusBottom - Radius at the bottom of the cylinder
445
+ * @param radiusTop - Radius at the top of the cylinder
446
+ * @param segments - Number of segments around the cylinder (default: 32)
447
+ * @param centered - Whether the cylinder should be centered (default: true)
448
+ * @returns The manifold object representing the cylinder
449
+ */
450
+ cylinder(height: number, radiusBottom: number, radiusTop: number, segments: number = 32, centered: boolean = true): ActiveManifold {
451
+ const manifold = new ActiveManifold(this.Manifold.cylinder(height, radiusBottom, radiusTop, segments, centered)).rotate(new THREE.Vector3(90, 0, 0));
452
+ return manifold;
453
+ }
454
+
455
+ /**
456
+ * Create a cone using Manifold
457
+ * @param radius - Base radius of the cone
458
+ * @param height - Height of the cone
459
+ * @param segments - Number of segments (default: 32)
460
+ * @param smoothness - Determines polygon count/smoothness (default: 1)
461
+ * @param centered - Whether the cone should be centered (default: true)
462
+ * @returns The manifold object representing the cone
463
+ */
464
+ cone(radius: number, height: number, segments: number = 32, smoothness: number = 1, centered: boolean = true): ActiveManifold {
465
+ // A cone is just a cylinder with top radius of 0
466
+ const manifold = new ActiveManifold(this.Manifold.cylinder(height, radius, 0, segments, centered)).rotate(new THREE.Vector3(-90, 0, 0));
467
+ return manifold;
468
+ }
469
+
470
+ /**
471
+ * Create a sphere using Manifold
472
+ * @param radius - Radius of the sphere
473
+ * @param segments - Number of segments (default: 32)
474
+ * @returns The manifold object representing the sphere
475
+ */
476
+ sphere(radius: number, segments: number = 32): ActiveManifold {
477
+ const manifold = new ActiveManifold(this.Manifold.sphere(radius, segments));
478
+ return manifold;
479
+ }
480
+
481
+ /**
482
+ * Create a hollow cube using Manifold
483
+ * @param dimensions - Dimensions of the cube
484
+ * @param wallThickness - Thickness of the walls
485
+ * @param openCeiling - Whether the ceiling should be open (default: true)
486
+ * @param centered - Whether the cube should be centered (default: true)
487
+ * @returns The manifold object representing the hollow cube
488
+ */
489
+ hollowCube(dimensions: THREE.Vector3, wallThickness: number, openCeiling = true, centered = true): ActiveManifold {
490
+ const base = this.cube(dimensions, centered);
491
+
492
+ // Inner dimensions for the hollow part
493
+ const innerDimensions = new THREE.Vector3(
494
+ dimensions.x - 2 * wallThickness,
495
+ dimensions.y - wallThickness, // Only subtract from bottom if keeping ceiling
496
+ dimensions.z - 2 * wallThickness
497
+ );
498
+
499
+ // Create hollow inner cube
500
+ let hollow = this.cube(innerDimensions, centered);
501
+
502
+ // Position for the inner hollow cube
503
+ let yOffset = wallThickness / 2; // Shift up by half wall thickness
504
+
505
+ // If openCeiling is true, extend the hollow cube upward to punch through the ceiling
506
+ if (openCeiling) {
507
+ // Extend the hollow cube upward
508
+ innerDimensions.y = dimensions.y + wallThickness; // Extend beyond the top
509
+ hollow = this.cube(innerDimensions, centered);
510
+
511
+ // Calculate offset to align the bottom of the hollow with the inner floor
512
+ yOffset = wallThickness;
513
+ }
514
+
515
+ // Translate the hollow cube
516
+ hollow = hollow.translate(new THREE.Vector3(0, yOffset, 0));
517
+
518
+ // Subtract hollow from base
519
+ return base.subtract(hollow);
520
+ }
521
+
522
+ /**
523
+ * Create a wedge (ramp) shape using CSG operations
524
+ * @param width - Width of the ramp (X-axis)
525
+ * @param height - Height of the ramp (Y-axis)
526
+ * @param length - Length of the ramp (Z-axis)
527
+ * @returns The manifold object representing the ramp
528
+ */
529
+ ramp(width: number, height: number, length: number, alignWithGround = true): ActiveManifold {
530
+
531
+ const CENTERED = true;
532
+
533
+ // Create a box with the correct orientation [width, height, length]
534
+ const baseBox = this.Manifold.cube([width, height, length], CENTERED);
535
+
536
+ // Create a cutting wedge that's large enough
537
+ const cutterMultiplier = height;
538
+ var cutter = this.Manifold.cube([width*cutterMultiplier, height*cutterMultiplier, length*cutterMultiplier], CENTERED);
539
+
540
+ // Translate the cutter to the correct position
541
+ cutter = cutter.translate([0, height / 2 * cutterMultiplier, 0]);
542
+
543
+ // Calculate angle as tan^-1(height / length)
544
+ const angle = Math.atan(height/ length);
545
+ const angleDeg = angle * (180 / Math.PI);
546
+ // Rotate the cutter around the X axis by the angle
547
+ cutter = cutter.rotate(angleDeg, 0, 0);
548
+
549
+ // Subtract the transformed cutter from the base box,a
550
+ var result = baseBox.subtract(cutter);
551
+ if (alignWithGround) {
552
+ result = result.translate([0, height/2, 0]);
553
+ }
554
+ return new ActiveManifold(result);
555
+ }
556
+
557
+
558
+ /**
559
+ * Convert a Three.js mesh to a Manifold mesh
560
+ * @param mesh - The Three.js mesh to convert
561
+ * @returns The Manifold mesh or null if conversion fails
562
+ */
563
+ meshToManifold(mesh: THREE.Mesh): any {
564
+ if (!this.wasm) {
565
+ console.error('Cannot convert mesh to Manifold: WASM not initialized. Call initManifold() first.');
566
+ return null;
567
+ }
568
+
569
+ try {
570
+ const geometry = mesh.geometry;
571
+ if (!geometry.isBufferGeometry) {
572
+ console.error('Geometry is not a BufferGeometry');
573
+ return null;
574
+ }
575
+
576
+ const vertProperties = geometry.attributes.position.array as Float32Array;
577
+
578
+ const triVerts = geometry.index != null
579
+ ? geometry.index.array as Uint32Array
580
+ : new Uint32Array(vertProperties.length / 3).map((_, idx) => idx);
581
+
582
+ // Create a mesh without material groups first
583
+ let manifoldMesh = new this.Mesh({
584
+ numProp: 3,
585
+ vertProperties,
586
+ triVerts,
587
+ });
588
+
589
+ // If the mesh has material groups, set up run indices and IDs
590
+ if (geometry.groups && geometry.groups.length > 0) {
591
+ // Reserve IDs for the materials
592
+ const firstID = this.Manifold.reserveIDs(geometry.groups.length);
593
+
594
+ // Create starts array from groups
595
+ const starts = geometry.groups.map(group => group.start);
596
+
597
+ // Create IDs for each group
598
+ const originalIDs = geometry.groups.map((_, idx) => firstID + idx);
599
+
600
+ // Sort the indices by start
601
+ const indices = Array.from(starts.keys());
602
+ indices.sort((a, b) => starts[a] - starts[b]);
603
+
604
+ // Create runIndex and runOriginalID arrays
605
+ const runIndex = new Uint32Array(indices.map(i => starts[i]));
606
+ const runOriginalID = new Uint32Array(indices.map(i => originalIDs[i]));
607
+
608
+ // Update the mesh with material information
609
+ manifoldMesh = new this.Mesh({
610
+ numProp: 3,
611
+ vertProperties,
612
+ triVerts,
613
+ runIndex,
614
+ runOriginalID
615
+ });
616
+ }
617
+
618
+ manifoldMesh.merge();
619
+
620
+ return new this.Manifold(manifoldMesh);
621
+ } catch (error) {
622
+ console.error('Error converting mesh to Manifold:', error);
623
+ return null;
624
+ }
625
+ }
626
+
627
+ /**
628
+ * Convert a Manifold mesh to a Three.js BufferGeometry
629
+ * @param manifoldMesh - The Manifold mesh to convert
630
+ * @returns Three.js BufferGeometry
631
+ */
632
+ static manifoldMeshToBufferGeometry(manifoldMesh: any): THREE.BufferGeometry {
633
+ const geometry = new THREE.BufferGeometry();
634
+
635
+ geometry.setAttribute(
636
+ 'position',
637
+ new THREE.BufferAttribute(manifoldMesh.vertProperties, 3),
638
+ );
639
+
640
+ geometry.setIndex(
641
+ new THREE.BufferAttribute(manifoldMesh.triVerts, 1),
642
+ );
643
+
644
+ // Add material groups if runOriginalID and runIndex are present
645
+ if (manifoldMesh.runOriginalID && manifoldMesh.runIndex) {
646
+ let id = manifoldMesh.runOriginalID[0];
647
+ let start = manifoldMesh.runIndex[0];
648
+
649
+ for (let run = 0; run < manifoldMesh.numRun; ++run) {
650
+ const nextID = manifoldMesh.runOriginalID[run + 1];
651
+ if (nextID !== id) {
652
+ const end = manifoldMesh.runIndex[run + 1];
653
+ // Material index will be resolved in the calling context
654
+ geometry.addGroup(start, end - start, 0);
655
+ id = nextID;
656
+ start = end;
657
+ }
658
+ }
659
+ }
660
+
661
+ return geometry;
662
+ }
663
+
664
+ /**
665
+ * Create a Three.js mesh from a Manifold result
666
+ * @param manifoldResult - The result from a Manifold operation (can be ActiveManifold or raw Manifold)
667
+ * @param material - The material to use for the mesh
668
+ * @returns Three.js Mesh
669
+ */
670
+ manifoldToMesh(
671
+ manifoldResult: any,
672
+ material: THREE.Material = new THREE.MeshStandardMaterial({ color: 0x00ff00, wireframe: true }),
673
+ ): THREE.Mesh {
674
+ // Check if manifoldResult is an ActiveManifold
675
+ if (manifoldResult.toMesh) {
676
+ return manifoldResult.toMesh(material);
677
+ }
678
+
679
+ // If it's a raw Manifold object
680
+ if (manifoldResult.getMesh) {
681
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(manifoldResult.getMesh());
682
+ return new THREE.Mesh(geometry, material);
683
+ }
684
+
685
+ // If it's already a Manifold mesh
686
+ const geometry = ManifoldWrapper.manifoldMeshToBufferGeometry(manifoldResult);
687
+ return new THREE.Mesh(geometry, material);
688
+ }
689
+
690
+ /**
691
+ * Dispose of WASM resources to prevent memory leaks
692
+ * Should be called when the ManifoldWrapper is no longer needed
693
+ */
694
+ dispose(): void {
695
+ // Note: Manifold WASM modules don't typically require explicit cleanup
696
+ // but we set references to null to help garbage collection
697
+ this.wasm = null;
698
+ this.modulePromise = null;
699
+ console.log('ManifoldWrapper disposed');
700
+ }
701
+
702
+ }
703
+
704
+