@downdraft/engine 0.0.0 → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (907) hide show
  1. package/app/src/index.ts +10 -0
  2. package/app/src/renderer/bootstrap.ts +271 -0
  3. package/app/src/renderer/downdraft-base.css +93 -0
  4. package/app/src/renderer/feature-log.ts +200 -0
  5. package/app/src/renderer/game-module.ts +923 -0
  6. package/app/src/renderer/hooks.ts +88 -0
  7. package/app/src/renderer/hot-reload.ts +178 -0
  8. package/app/src/renderer/import-cache.ts +88 -0
  9. package/app/src/renderer/index.ts +206 -0
  10. package/app/src/renderer/mcp-harness.ts +144 -0
  11. package/app/src/renderer/save-store-factory.ts +239 -0
  12. package/app/src/renderer/sim-bridge.ts +183 -0
  13. package/app/src/renderer/standard-automation-tools.ts +771 -0
  14. package/app/src/shared/feature-log.ts +71 -0
  15. package/app/src/shared/gpu-info.ts +82 -0
  16. package/app/src/shared/import-cache-store.ts +142 -0
  17. package/app/src/shared/index.ts +6 -0
  18. package/app/src/shared/mcp-discovery.ts +47 -0
  19. package/app/src/shared/mcp-proxy.ts +82 -0
  20. package/app/src/shared/types.ts +324 -0
  21. package/asset-bake/src/bake-audio.ts +119 -0
  22. package/asset-bake/src/bake-gltf.ts +172 -0
  23. package/asset-bake/src/bake.ts +78 -0
  24. package/asset-bake/src/cache.ts +188 -0
  25. package/asset-bake/src/config.ts +186 -0
  26. package/asset-bake/src/index.ts +36 -0
  27. package/core/src/animation/animation-event.ts +41 -0
  28. package/core/src/animation/bone-mask.ts +122 -0
  29. package/core/src/animation/clip.ts +252 -0
  30. package/core/src/animation/index.ts +22 -0
  31. package/core/src/animation/mixamo.ts +113 -0
  32. package/core/src/animation/morph-target.ts +69 -0
  33. package/core/src/animation/player.ts +697 -0
  34. package/core/src/animation/retarget.ts +158 -0
  35. package/core/src/animation/skeleton-animator.ts +1399 -0
  36. package/core/src/animation/skeleton.ts +214 -0
  37. package/core/src/animation/state-machine.ts +280 -0
  38. package/core/src/assets/blob-store.ts +66 -0
  39. package/core/src/assets/cache.ts +186 -0
  40. package/core/src/assets/cubemap-converter.ts +155 -0
  41. package/core/src/assets/environment-manager.ts +121 -0
  42. package/core/src/assets/import-cache.ts +65 -0
  43. package/core/src/assets/import-settings.ts +72 -0
  44. package/core/src/assets/importer.ts +108 -0
  45. package/core/src/assets/index.ts +74 -0
  46. package/core/src/assets/irradiance-generator.ts +198 -0
  47. package/core/src/assets/loader-audio.ts +86 -0
  48. package/core/src/assets/loader-cubemap.ts +211 -0
  49. package/core/src/assets/loader-dds.ts +236 -0
  50. package/core/src/assets/loader-hdr.ts +474 -0
  51. package/core/src/assets/loader-mesh.ts +143 -0
  52. package/core/src/assets/loader-shader.ts +73 -0
  53. package/core/src/assets/loader-texture.ts +349 -0
  54. package/core/src/assets/lod.ts +198 -0
  55. package/core/src/assets/manager.ts +480 -0
  56. package/core/src/assets/manifest.ts +81 -0
  57. package/core/src/assets/material-bridge.ts +186 -0
  58. package/core/src/assets/model-importer.ts +72 -0
  59. package/core/src/assets/model-normalizer.ts +248 -0
  60. package/core/src/assets/model-to-gpu.ts +70 -0
  61. package/core/src/assets/model-to-mesh.ts +237 -0
  62. package/core/src/assets/prefilter-generator.ts +250 -0
  63. package/core/src/audio/engine.ts +177 -0
  64. package/core/src/audio/interface.ts +130 -0
  65. package/core/src/audio/listener.ts +32 -0
  66. package/core/src/audio/mixer.ts +141 -0
  67. package/core/src/audio/registry.ts +52 -0
  68. package/core/src/audio/sab.ts +87 -0
  69. package/core/src/audio/source.ts +89 -0
  70. package/core/src/change-detection/atomics.ts +1 -0
  71. package/core/src/change-detection/tracker.ts +47 -0
  72. package/core/src/debug-draw/lines.ts +64 -0
  73. package/core/src/debug-draw/points.ts +17 -0
  74. package/core/src/debug-draw/queue.ts +124 -0
  75. package/core/src/debug-draw/text.ts +25 -0
  76. package/core/src/ecs/archetype.ts +323 -0
  77. package/core/src/ecs/component.ts +188 -0
  78. package/core/src/ecs/entity.ts +25 -0
  79. package/core/src/ecs/events.ts +93 -0
  80. package/core/src/ecs/hierarchy.ts +124 -0
  81. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  82. package/core/src/ecs/index.ts +25 -0
  83. package/core/src/ecs/query.ts +141 -0
  84. package/core/src/ecs/resource.ts +8 -0
  85. package/core/src/ecs/schedule.ts +181 -0
  86. package/core/src/ecs/system-params.ts +99 -0
  87. package/core/src/ecs/system.ts +42 -0
  88. package/core/src/ecs/world.ts +348 -0
  89. package/core/src/index.ts +352 -0
  90. package/core/src/input/context.ts +73 -0
  91. package/core/src/input/dom-handler.ts +380 -0
  92. package/core/src/input/local-player-manager.ts +218 -0
  93. package/core/src/input/mapping.ts +40 -0
  94. package/core/src/input/multi-sab-bridge.ts +276 -0
  95. package/core/src/input/multi-state.ts +54 -0
  96. package/core/src/input/sab-bridge.ts +71 -0
  97. package/core/src/input/state.ts +132 -0
  98. package/core/src/input/ui-router.ts +87 -0
  99. package/core/src/library/host.ts +317 -0
  100. package/core/src/library/index.ts +16 -0
  101. package/core/src/library/library.ts +292 -0
  102. package/core/src/material/compiler.ts +80 -0
  103. package/core/src/material/graph-bridge.ts +172 -0
  104. package/core/src/material/index.ts +9 -0
  105. package/core/src/material/library.ts +442 -0
  106. package/core/src/material/material.ts +156 -0
  107. package/core/src/material/variants.ts +61 -0
  108. package/core/src/math/mat4.ts +202 -0
  109. package/core/src/math/perlin-noise-2d.ts +77 -0
  110. package/core/src/math/perlin-noise-3d.ts +110 -0
  111. package/core/src/math/quat.ts +33 -0
  112. package/core/src/math/rng.ts +29 -0
  113. package/core/src/math/trig.ts +47 -0
  114. package/core/src/math/value-noise.ts +67 -0
  115. package/core/src/mesh/builder.ts +177 -0
  116. package/core/src/mesh/csg.ts +312 -0
  117. package/core/src/mesh/greased-line.ts +145 -0
  118. package/core/src/mesh/mesh.ts +17 -0
  119. package/core/src/mesh/parametric.ts +501 -0
  120. package/core/src/mesh/skinning.ts +67 -0
  121. package/core/src/mesh/vertex-layout.ts +91 -0
  122. package/core/src/module/cross-thread.ts +163 -0
  123. package/core/src/module/diagnostics.ts +123 -0
  124. package/core/src/module/host.ts +451 -0
  125. package/core/src/module/index.ts +22 -0
  126. package/core/src/module/module.ts +109 -0
  127. package/core/src/module/registry.ts +94 -0
  128. package/core/src/module/renderer-module.ts +247 -0
  129. package/core/src/module/ts-loader.ts +26 -0
  130. package/core/src/particles/compute-pass.ts +378 -0
  131. package/core/src/particles/emitter.ts +156 -0
  132. package/core/src/particles/index.ts +11 -0
  133. package/core/src/particles/particle-data.ts +47 -0
  134. package/core/src/particles/render-pass.ts +365 -0
  135. package/core/src/particles/simulator.ts +264 -0
  136. package/core/src/particles/system.ts +193 -0
  137. package/core/src/physics/body.ts +59 -0
  138. package/core/src/physics/ccd-heuristic.ts +55 -0
  139. package/core/src/physics/character.ts +282 -0
  140. package/core/src/physics/collider.ts +55 -0
  141. package/core/src/physics/collision-system.ts +91 -0
  142. package/core/src/physics/events.ts +133 -0
  143. package/core/src/physics/index.ts +34 -0
  144. package/core/src/physics/interface.ts +473 -0
  145. package/core/src/physics/interpolation-buffer.ts +192 -0
  146. package/core/src/physics/lifecycle.ts +87 -0
  147. package/core/src/physics/load-shedder.ts +164 -0
  148. package/core/src/physics/physics-accumulator.ts +101 -0
  149. package/core/src/physics/physics-system.ts +240 -0
  150. package/core/src/physics/ragdoll-presets.ts +272 -0
  151. package/core/src/physics/ragdoll-system.ts +220 -0
  152. package/core/src/physics/ragdoll.ts +182 -0
  153. package/core/src/physics/raycast.ts +143 -0
  154. package/core/src/physics/realm-manager.ts +499 -0
  155. package/core/src/physics/realm-worker-pool.ts +191 -0
  156. package/core/src/physics/realm-worker.ts +102 -0
  157. package/core/src/physics/realm.ts +189 -0
  158. package/core/src/physics/registry.ts +52 -0
  159. package/core/src/physics/safety.ts +247 -0
  160. package/core/src/physics/snapshot-manager.ts +141 -0
  161. package/core/src/physics/worker-protocol.ts +30 -0
  162. package/core/src/platform/bun-preload.ts +169 -0
  163. package/core/src/platform/css-stub.ts +4 -0
  164. package/core/src/platform/glob-polyfill.ts +124 -0
  165. package/core/src/platform/hidpi.ts +57 -0
  166. package/core/src/platform/render-surface.ts +77 -0
  167. package/core/src/platform/rpc.ts +98 -0
  168. package/core/src/platform/runtime.ts +123 -0
  169. package/core/src/plugin/context.ts +364 -0
  170. package/core/src/plugin/diagnostics.ts +61 -0
  171. package/core/src/plugin/discovery.ts +186 -0
  172. package/core/src/plugin/extension-loaders.ts +172 -0
  173. package/core/src/plugin/host.ts +659 -0
  174. package/core/src/plugin/index.ts +106 -0
  175. package/core/src/plugin/loader-asset.ts +124 -0
  176. package/core/src/plugin/loader-quickjs.ts +84 -0
  177. package/core/src/plugin/loader-wasm.ts +411 -0
  178. package/core/src/plugin/loader-worker.ts +261 -0
  179. package/core/src/plugin/manifest.ts +653 -0
  180. package/core/src/plugin/material-registry.ts +65 -0
  181. package/core/src/plugin/mcp-tools.ts +165 -0
  182. package/core/src/plugin/permissions.ts +175 -0
  183. package/core/src/plugin/quickjs-bridge.ts +294 -0
  184. package/core/src/plugin/registry.ts +107 -0
  185. package/core/src/plugin/sandbox-shim.ts +86 -0
  186. package/core/src/plugin/sandbox-worker.ts +215 -0
  187. package/core/src/plugin/wasm-abi.ts +152 -0
  188. package/core/src/plugin/wasm-worker.ts +229 -0
  189. package/core/src/plugin/workshop.ts +169 -0
  190. package/core/src/profiling/event-loop.ts +180 -0
  191. package/core/src/profiling/index.ts +69 -0
  192. package/core/src/profiling/iops/idb-patch.ts +242 -0
  193. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  194. package/core/src/profiling/profiling-sab.ts +839 -0
  195. package/core/src/profiling/task-latency.ts +134 -0
  196. package/core/src/profiling/thread-metrics.ts +126 -0
  197. package/core/src/profiling/trace-event-writer.ts +205 -0
  198. package/core/src/profiling/warnings.ts +423 -0
  199. package/core/src/profiling/worker-prelude.ts +376 -0
  200. package/core/src/render/bind-group.ts +38 -0
  201. package/core/src/render/bindless/bindless-struct.ts +42 -0
  202. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  203. package/core/src/render/bindless/frame-bindings.ts +176 -0
  204. package/core/src/render/bindless/index.ts +10 -0
  205. package/core/src/render/bindless/material-manager.ts +257 -0
  206. package/core/src/render/bindless/texture-registry.ts +609 -0
  207. package/core/src/render/buffer.ts +82 -0
  208. package/core/src/render/camera-2d.ts +217 -0
  209. package/core/src/render/camera-controller.ts +440 -0
  210. package/core/src/render/camera.ts +409 -0
  211. package/core/src/render/canvas-resize-watcher.ts +46 -0
  212. package/core/src/render/compute-kernel.ts +172 -0
  213. package/core/src/render/constants.ts +2 -0
  214. package/core/src/render/device.ts +111 -0
  215. package/core/src/render/frame-graph.ts +768 -0
  216. package/core/src/render/frustum.ts +185 -0
  217. package/core/src/render/fullscreen-vs.ts +25 -0
  218. package/core/src/render/g-buffer.ts +186 -0
  219. package/core/src/render/game-renderer.ts +1452 -0
  220. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  221. package/core/src/render/gpu-driven/hzb.ts +215 -0
  222. package/core/src/render/gpu-driven/index.ts +7 -0
  223. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  224. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  225. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  226. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  227. package/core/src/render/gpu-utils.ts +96 -0
  228. package/core/src/render/hdr.ts +88 -0
  229. package/core/src/render/hot-reload.ts +295 -0
  230. package/core/src/render/ibl-bind-group.ts +266 -0
  231. package/core/src/render/ibl.ts +180 -0
  232. package/core/src/render/index.ts +163 -0
  233. package/core/src/render/input-manager.ts +259 -0
  234. package/core/src/render/lighting/area-light.ts +196 -0
  235. package/core/src/render/lighting/cluster-grid.ts +288 -0
  236. package/core/src/render/lighting/cluster-types.ts +193 -0
  237. package/core/src/render/lighting/ies-parser.ts +162 -0
  238. package/core/src/render/lighting.ts +454 -0
  239. package/core/src/render/material-types/depth.wgsl +44 -0
  240. package/core/src/render/material-types/line.wgsl +50 -0
  241. package/core/src/render/material-types/matcap.wgsl +51 -0
  242. package/core/src/render/material-types/normal.wgsl +41 -0
  243. package/core/src/render/material-types/physical.wgsl +152 -0
  244. package/core/src/render/material-types/sprite.wgsl +46 -0
  245. package/core/src/render/material-types/sss.wgsl +79 -0
  246. package/core/src/render/material-types/toon.wgsl +79 -0
  247. package/core/src/render/passes/README.md +121 -0
  248. package/core/src/render/passes/atmosphere.ts +152 -0
  249. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  250. package/core/src/render/passes/csm.ts +408 -0
  251. package/core/src/render/passes/cubemap-capture.ts +114 -0
  252. package/core/src/render/passes/debug-viz.ts +278 -0
  253. package/core/src/render/passes/debug.ts +538 -0
  254. package/core/src/render/passes/decal-mesh.ts +111 -0
  255. package/core/src/render/passes/decal-pass.ts +377 -0
  256. package/core/src/render/passes/deferred-lighting.ts +434 -0
  257. package/core/src/render/passes/depth-prepass.ts +163 -0
  258. package/core/src/render/passes/dome-360.ts +83 -0
  259. package/core/src/render/passes/fluid-render.ts +137 -0
  260. package/core/src/render/passes/gi-types.ts +118 -0
  261. package/core/src/render/passes/graph-compute.ts +300 -0
  262. package/core/src/render/passes/greased-line-pass.ts +232 -0
  263. package/core/src/render/passes/morph-target.ts +40 -0
  264. package/core/src/render/passes/opaque.ts +1028 -0
  265. package/core/src/render/passes/point-light-shadow.ts +266 -0
  266. package/core/src/render/passes/procedural-texture.ts +185 -0
  267. package/core/src/render/passes/reflection-probe.ts +140 -0
  268. package/core/src/render/passes/rsm-pass.ts +248 -0
  269. package/core/src/render/passes/sdf-text.ts +155 -0
  270. package/core/src/render/passes/shadow-map.ts +163 -0
  271. package/core/src/render/passes/shadow.ts +220 -0
  272. package/core/src/render/passes/skinning-vs.ts +121 -0
  273. package/core/src/render/passes/skinning.ts +326 -0
  274. package/core/src/render/passes/sky-dome.ts +404 -0
  275. package/core/src/render/passes/skybox.ts +162 -0
  276. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  277. package/core/src/render/passes/terrain.ts +326 -0
  278. package/core/src/render/passes/transparent.ts +353 -0
  279. package/core/src/render/passes/underwater-fog.ts +185 -0
  280. package/core/src/render/passes/video-texture.ts +79 -0
  281. package/core/src/render/passes/volumetric-pass.ts +312 -0
  282. package/core/src/render/passes/volumetric-types.ts +171 -0
  283. package/core/src/render/passes/water.ts +753 -0
  284. package/core/src/render/pbr.ts +296 -0
  285. package/core/src/render/pipeline.ts +52 -0
  286. package/core/src/render/render-pass.ts +30 -0
  287. package/core/src/render/renderer-input-bus.ts +220 -0
  288. package/core/src/render/renderer-module-host.ts +623 -0
  289. package/core/src/render/resource-tracker.ts +67 -0
  290. package/core/src/render/sab-canvas-overlay.ts +122 -0
  291. package/core/src/render/shader-validator.ts +200 -0
  292. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  293. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  294. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  295. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  296. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  297. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  298. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  299. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  300. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  301. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  302. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  303. package/core/src/render/skybox.ts +146 -0
  304. package/core/src/render/splitscreen.ts +85 -0
  305. package/core/src/render/surface.ts +78 -0
  306. package/core/src/render/tonemap.ts +180 -0
  307. package/core/src/render/tracked-render-pass.ts +158 -0
  308. package/core/src/render/viewport.ts +109 -0
  309. package/core/src/render/wgsl-hmr.ts +70 -0
  310. package/core/src/sab/core-input-channel.ts +23 -0
  311. package/core/src/sab/define.ts +239 -0
  312. package/core/src/sab/errors.ts +76 -0
  313. package/core/src/sab/game-input.ts +343 -0
  314. package/core/src/sab/gamepad-devices.ts +259 -0
  315. package/core/src/sab/grid-buffer.ts +117 -0
  316. package/core/src/sab/input.ts +55 -0
  317. package/core/src/sab/layout.ts +219 -0
  318. package/core/src/sab/multi-input-channel.ts +50 -0
  319. package/core/src/sab/record-buffer.ts +155 -0
  320. package/core/src/sab/sab-polyfill.ts +56 -0
  321. package/core/src/sab/sim-channel.ts +453 -0
  322. package/core/src/sab/slot-buffer.ts +190 -0
  323. package/core/src/sab/types.ts +158 -0
  324. package/core/src/safety/bounds.ts +76 -0
  325. package/core/src/safety/json.ts +80 -0
  326. package/core/src/safety/path.ts +167 -0
  327. package/core/src/save/binary-format.ts +117 -0
  328. package/core/src/save/game-save-system.ts +161 -0
  329. package/core/src/save/grid-save-system.ts +158 -0
  330. package/core/src/save/migrate.ts +44 -0
  331. package/core/src/save/migration-registry.ts +94 -0
  332. package/core/src/save/persist-types.ts +208 -0
  333. package/core/src/save/schema.ts +46 -0
  334. package/core/src/save/serializer.ts +180 -0
  335. package/core/src/scene/builder.ts +65 -0
  336. package/core/src/scene/camera.ts +142 -0
  337. package/core/src/scene/checkpoint.ts +109 -0
  338. package/core/src/scene/game-loop.ts +198 -0
  339. package/core/src/scene/index.ts +24 -0
  340. package/core/src/scene/layer.ts +6 -0
  341. package/core/src/scene/prefab.ts +145 -0
  342. package/core/src/scene/scene-manager.ts +157 -0
  343. package/core/src/scene/scene.ts +192 -0
  344. package/core/src/scene/sky.ts +256 -0
  345. package/core/src/scene/spatial-grid.ts +176 -0
  346. package/core/src/scene/streaming.ts +304 -0
  347. package/core/src/scene/vegetation.ts +163 -0
  348. package/core/src/scene/world.ts +89 -0
  349. package/core/src/scripting/binding.ts +129 -0
  350. package/core/src/scripting/hot-reload.ts +144 -0
  351. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,255 @@
1
+ // ============================================================================
2
+ // StickmanPass — shared render pass that draws a stickman player avatar as
3
+ // thick lines, lit by the game's light/volumetric textures.
4
+ //
5
+ // Generalized from the falling-sand + mining-rpg copies. Viewport is set
6
+ // separately from the per-frame pose:
7
+ // - setGridViewport(gridW, gridH): cell coords -> NDC across the whole
8
+ // canvas (falling-sand — grid fills the screen).
9
+ // - setCameraViewport(camX, camY, zoom, canvasW, canvasH): pan/zoom camera
10
+ // (mining-rpg).
11
+ //
12
+ // Bindings: 0 = uniforms, 1 = light accumulation texture, 2 = volumetric
13
+ // texture. Unset light bindings default to a 1×1 white dummy (identity
14
+ // lighting).
15
+ // ============================================================================
16
+
17
+ import { createValidatedShaderModule } from "@downdraft/engine";
18
+ import type { StructView, WgslStruct } from "@downdraft/engine/shader-graph";
19
+ import { f32, vec2f, vec3f, vec4f, wgsl } from "@downdraft/engine/shader-graph";
20
+ import { DEFAULT_LINE_WIDTH } from "./proportions";
21
+ import { STICKMAN_WGSL } from "./shader";
22
+ import { computeSkeleton, type StickmanPose } from "./skeleton";
23
+ import {
24
+ buildThickLineIndices,
25
+ buildThickLineVertices,
26
+ STICKMAN_INDEX_COUNT,
27
+ STICKMAN_VERTEX_COUNT,
28
+ STICKMAN_VERTEX_STRIDE,
29
+ type ThickLineGeometry,
30
+ } from "./thick-line";
31
+
32
+ // ─── Uniform struct (must match StickmanUniforms in STICKMAN_WGSL) ──────────
33
+ const StickmanUniformsStruct: WgslStruct = wgsl.struct("StickmanUniforms", {
34
+ transform: vec4f,
35
+ screenSize: vec2f,
36
+ lineWidth: f32,
37
+ color: vec3f,
38
+ });
39
+
40
+ const UNIFORM_SIZE = StickmanUniformsStruct.size;
41
+ const UNIFORM_FLOATS = StickmanUniformsStruct.floatCount;
42
+
43
+ /** Per-frame pose + vitals for the stickman draw. */
44
+ export interface StickmanDrawState extends StickmanPose {
45
+ /** 0–100; drives the body color gradient (red → yellow → green). */
46
+ health: number;
47
+ /** Vertical velocity — accepted for API parity; currently unused. */
48
+ vy?: number;
49
+ }
50
+
51
+ export class StickmanPass {
52
+ private device: GPUDevice;
53
+ private format: GPUTextureFormat;
54
+ private pipeline: GPURenderPipeline | null = null;
55
+ private bindGroupLayout: GPUBindGroupLayout | null = null;
56
+ private bindGroup: GPUBindGroup | null = null;
57
+ private uniformBuffer: GPUBuffer | null = null;
58
+ private vertexBuffer: GPUBuffer | null = null;
59
+ private indexBuffer: GPUBuffer | null = null;
60
+ private lightView: GPUTextureView | null = null;
61
+ private volumetricView: GPUTextureView | null = null;
62
+ private dummyTexture: GPUTexture | null = null;
63
+ private dummyView: GPUTextureView | null = null;
64
+
65
+ // Current viewport transform (set via setGridViewport/setCameraViewport).
66
+ private transform = new Float32Array(4); // scaleX, scaleY, offX, offY
67
+ private screenSize = new Float32Array([1, 1]);
68
+
69
+ // Preallocated uniform buffer (avoid per-frame allocation)
70
+ private _uniformBuf: Float32Array<ArrayBuffer> | null = null;
71
+ private _uniformView: StructView | null = null;
72
+
73
+ // Reused each frame to avoid allocation.
74
+ private skeleton: Float32Array;
75
+ private geom: ThickLineGeometry;
76
+
77
+ constructor(config: { device: GPUDevice; format: GPUTextureFormat }) {
78
+ this.device = config.device;
79
+ this.format = config.format;
80
+ this.skeleton = new Float32Array(0);
81
+ this.geom = { vertices: new Float32Array(0), indices: new Uint16Array(0), vertexCount: 0, indexCount: 0 };
82
+ }
83
+
84
+ init(): void {
85
+ this.uniformBuffer = this.device.createBuffer({
86
+ size: UNIFORM_SIZE,
87
+ usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
88
+ });
89
+ this._uniformBuf = new Float32Array(UNIFORM_FLOATS);
90
+ this._uniformView = StickmanUniformsStruct.view(this._uniformBuf);
91
+
92
+ // 1x1 dummy white texture for the light/volumetric bindings (before the
93
+ // real views are set each frame). Lighting becomes identity (white).
94
+ this.dummyTexture = this.device.createTexture({
95
+ size: [1, 1],
96
+ format: "rgba8unorm",
97
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST,
98
+ });
99
+ this.dummyView = this.dummyTexture.createView();
100
+ this.device.queue.writeTexture(
101
+ { texture: this.dummyTexture },
102
+ new Uint8Array([255, 255, 255, 255]),
103
+ { bytesPerRow: 4, rowsPerImage: 1 },
104
+ [1, 1],
105
+ );
106
+
107
+ // Static-size vertex buffer (rewritten each frame) + static index buffer.
108
+ this.vertexBuffer = this.device.createBuffer({
109
+ size: STICKMAN_VERTEX_COUNT * STICKMAN_VERTEX_STRIDE,
110
+ usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
111
+ });
112
+ const indices = buildThickLineIndices();
113
+ this.indexBuffer = this.device.createBuffer({
114
+ size: indices.byteLength,
115
+ usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
116
+ });
117
+ this.device.queue.writeBuffer(this.indexBuffer, 0, indices as unknown as BufferSource);
118
+
119
+ const shader = createValidatedShaderModule(this.device, { code: STICKMAN_WGSL, label: "StickmanPass" });
120
+
121
+ this.bindGroupLayout = this.device.createBindGroupLayout({
122
+ entries: [
123
+ { binding: 0, visibility: GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT, buffer: { type: "uniform" } },
124
+ { binding: 1, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
125
+ { binding: 2, visibility: GPUShaderStage.FRAGMENT, texture: { sampleType: "float" } },
126
+ ],
127
+ });
128
+
129
+ const pipelineLayout = this.device.createPipelineLayout({
130
+ bindGroupLayouts: [this.bindGroupLayout],
131
+ });
132
+
133
+ this.pipeline = this.device.createRenderPipeline({
134
+ layout: pipelineLayout,
135
+ vertex: {
136
+ module: shader,
137
+ entryPoint: "vs_main",
138
+ buffers: [{
139
+ arrayStride: STICKMAN_VERTEX_STRIDE,
140
+ attributes: [
141
+ { shaderLocation: 0, offset: 0, format: "float32x3" }, // endpointA
142
+ { shaderLocation: 1, offset: 12, format: "float32x3" }, // endpointB
143
+ { shaderLocation: 2, offset: 24, format: "float32x2" }, // cornerVec
144
+ ],
145
+ }],
146
+ },
147
+ fragment: { module: shader, entryPoint: "fs_main", targets: [{ format: this.format }] },
148
+ primitive: { topology: "triangle-list" },
149
+ });
150
+
151
+ this.createBindGroup();
152
+ }
153
+
154
+ private createBindGroup(): void {
155
+ if (!this.bindGroupLayout || !this.uniformBuffer || !this.dummyView) return;
156
+ const lView = this.lightView ?? this.dummyView;
157
+ const vView = this.volumetricView ?? this.dummyView;
158
+ this.bindGroup = this.device.createBindGroup({
159
+ layout: this.bindGroupLayout,
160
+ entries: [
161
+ { binding: 0, resource: { buffer: this.uniformBuffer } },
162
+ { binding: 1, resource: lView },
163
+ { binding: 2, resource: vView },
164
+ ],
165
+ });
166
+ }
167
+
168
+ /** Set the light accumulation texture view (binding 1). */
169
+ setLightTexture(view: GPUTextureView | null): void {
170
+ if (this.lightView === view) return;
171
+ this.lightView = view;
172
+ this.createBindGroup();
173
+ }
174
+
175
+ /** Set the volumetric light texture view (binding 2). */
176
+ setVolumetricTexture(view: GPUTextureView | null): void {
177
+ if (this.volumetricView === view) return;
178
+ this.volumetricView = view;
179
+ this.createBindGroup();
180
+ }
181
+
182
+ /** Grid-fills-canvas viewport: cell coords → NDC across the whole canvas. */
183
+ setGridViewport(gridW: number, gridH: number): void {
184
+ this.transform[0] = 2 / gridW;
185
+ this.transform[1] = -2 / gridH;
186
+ this.transform[2] = -1;
187
+ this.transform[3] = 1;
188
+ this.screenSize[0] = gridW;
189
+ this.screenSize[1] = gridH;
190
+ }
191
+
192
+ /** Pan/zoom camera viewport: world cell coords → NDC. */
193
+ setCameraViewport(camX: number, camY: number, zoom: number, canvasW: number, canvasH: number): void {
194
+ const scaleX = (zoom * 2) / canvasW;
195
+ const scaleY = (-zoom * 2) / canvasH;
196
+ this.transform[0] = scaleX;
197
+ this.transform[1] = scaleY;
198
+ this.transform[2] = -camX * scaleX;
199
+ this.transform[3] = -camY * scaleY;
200
+ this.screenSize[0] = canvasW;
201
+ this.screenSize[1] = canvasH;
202
+ }
203
+
204
+ update(state: StickmanDrawState): void {
205
+ if (!this.vertexBuffer || !this.uniformBuffer) return;
206
+
207
+ // --- Skeleton -> thick-line vertices ---
208
+ this.skeleton = computeSkeleton(
209
+ { cx: state.cx, topY: state.topY, facing: state.facing, animFrame: state.animFrame, vx: state.vx, onGround: state.onGround },
210
+ this.skeleton,
211
+ );
212
+ this.geom = buildThickLineVertices(this.skeleton, this.geom);
213
+ this.device.queue.writeBuffer(this.vertexBuffer, 0, this.geom.vertices as unknown as BufferSource);
214
+
215
+ // --- Color: health gradient (red -> yellow -> green) ---
216
+ const hp = Math.max(0, Math.min(1, state.health / 100));
217
+ let r: number, g: number, b: number;
218
+ if (hp > 0.5) {
219
+ const t = (hp - 0.5) * 2;
220
+ r = 1.0 - t;
221
+ g = 0.85 + (1.0 - 0.85) * t;
222
+ b = 0.2 * t;
223
+ } else {
224
+ const t = hp * 2;
225
+ r = 1.0;
226
+ g = 0.85 * t;
227
+ b = 0.0;
228
+ }
229
+
230
+ const view = this._uniformView!;
231
+ view.set("transform", [this.transform[0], this.transform[1], this.transform[2], this.transform[3]]);
232
+ view.set("screenSize", [this.screenSize[0], this.screenSize[1]]);
233
+ view.set("lineWidth", DEFAULT_LINE_WIDTH);
234
+ view.set("color", [r, g, b]);
235
+ this.device.queue.writeBuffer(this.uniformBuffer, 0, this._uniformBuf!);
236
+ }
237
+
238
+ render(pass: GPURenderPassEncoder): void {
239
+ if (!this.pipeline || !this.bindGroup || !this.vertexBuffer || !this.indexBuffer) return;
240
+ pass.setPipeline(this.pipeline);
241
+ pass.setBindGroup(0, this.bindGroup);
242
+ pass.setVertexBuffer(0, this.vertexBuffer);
243
+ pass.setIndexBuffer(this.indexBuffer, "uint16");
244
+ pass.drawIndexed(STICKMAN_INDEX_COUNT);
245
+ }
246
+
247
+ destroy(): void {
248
+ this.uniformBuffer?.destroy();
249
+ this.vertexBuffer?.destroy();
250
+ this.indexBuffer?.destroy();
251
+ this.dummyTexture?.destroy();
252
+ this._uniformBuf = null;
253
+ this._uniformView = null;
254
+ }
255
+ }
@@ -0,0 +1,123 @@
1
+ // Thick-line geometry builder.
2
+ //
3
+ // Expands each skeleton segment into a camera-facing quad (2 triangles).
4
+ // Two segment types:
5
+ //
6
+ // Line segments (index > 0): endpointA = start, endpointB = end, cornerVec = (t, side).
7
+ // The shader extrudes a constant-width stroke perpendicular to the segment.
8
+ //
9
+ // Circle segment (index 0, the head): endpointA = endpointB = center.
10
+ // The builder encodes the radius in endpointB.z. cornerVec = (±1, ±1).
11
+ // The shader expands the quad to the circle's bounding box and uses an
12
+ // SDF in the fragment shader to draw a perfect circle ring.
13
+ //
14
+ // Vertex layout (arrayStride = 32 bytes):
15
+ // location 0: float32x3 endpointA
16
+ // location 1: float32x3 endpointB (z = radius for circle, 0 for line)
17
+ // location 2: float32x2 cornerVec (t,side for line; cornerX,cornerY for circle)
18
+
19
+ import { STICKMAN_FLOATS_PER_SEGMENT, STICKMAN_SEGMENT_COUNT, getHeadRadius } from "./skeleton";
20
+
21
+ // Line segment corners: (t=0,side=-1), (t=0,side=+1), (t=1,side=+1), (t=1,side=-1).
22
+ const LINE_CORNERS: ReadonlyArray<readonly [number, number]> = [
23
+ [0, -1],
24
+ [0, 1],
25
+ [1, 1],
26
+ [1, -1],
27
+ ];
28
+
29
+ // Circle quad corners: (-1,-1), (1,-1), (1,1), (-1,1) — full bounding box.
30
+ const CIRCLE_CORNERS: ReadonlyArray<readonly [number, number]> = [
31
+ [-1, -1],
32
+ [1, -1],
33
+ [1, 1],
34
+ [-1, 1],
35
+ ];
36
+
37
+ export const STICKMAN_VERTEX_COUNT = STICKMAN_SEGMENT_COUNT * 4;
38
+ export const STICKMAN_INDEX_COUNT = STICKMAN_SEGMENT_COUNT * 6;
39
+ export const STICKMAN_VERTEX_STRIDE = 32; // bytes: 3 + 3 + 2 floats
40
+
41
+ export interface ThickLineGeometry {
42
+ /** Float32Array of length STICKMAN_VERTEX_COUNT * 8 (reused each frame). */
43
+ vertices: Float32Array;
44
+ /** Uint16Array of length STICKMAN_INDEX_COUNT (built once, static). */
45
+ indices: Uint16Array;
46
+ vertexCount: number;
47
+ indexCount: number;
48
+ }
49
+
50
+ /**
51
+ * Build the static index buffer for the stickman quads. Call once at init.
52
+ */
53
+ export function buildThickLineIndices(out?: Uint16Array): Uint16Array {
54
+ const idx = out && out.length >= STICKMAN_INDEX_COUNT ? out : new Uint16Array(STICKMAN_INDEX_COUNT);
55
+ let p = 0;
56
+ for (let s = 0; s < STICKMAN_SEGMENT_COUNT; s++) {
57
+ const b = s * 4;
58
+ idx[p++] = b + 0; idx[p++] = b + 1; idx[p++] = b + 2;
59
+ idx[p++] = b + 0; idx[p++] = b + 2; idx[p++] = b + 3;
60
+ }
61
+ return idx;
62
+ }
63
+
64
+ /**
65
+ * Expand a skeleton into quad vertices. Segment 0 is the head circle (radius
66
+ * encoded in endpointB.z); all other segments are thick lines.
67
+ *
68
+ * @param skeleton Float32Array from `computeSkeleton` (length >= STICKMAN_SKELETON_FLOATS).
69
+ * @param geom Optional existing geometry to reuse (its `vertices` buffer is overwritten).
70
+ */
71
+ export function buildThickLineVertices(skeleton: Float32Array, geom?: ThickLineGeometry): ThickLineGeometry {
72
+ if (skeleton.length < STICKMAN_SEGMENT_COUNT * STICKMAN_FLOATS_PER_SEGMENT) {
73
+ throw new Error(`skeleton too small: ${skeleton.length} < ${STICKMAN_SEGMENT_COUNT * STICKMAN_FLOATS_PER_SEGMENT}`);
74
+ }
75
+ const vertices = geom?.vertices && geom.vertices.length >= STICKMAN_VERTEX_COUNT * 8
76
+ ? geom.vertices
77
+ : new Float32Array(STICKMAN_VERTEX_COUNT * 8);
78
+ const indices = geom?.indices ?? buildThickLineIndices();
79
+ const headR = getHeadRadius();
80
+
81
+ let v = 0;
82
+ for (let s = 0; s < STICKMAN_SEGMENT_COUNT; s++) {
83
+ const base = s * STICKMAN_FLOATS_PER_SEGMENT;
84
+ const ax = skeleton[base + 0];
85
+ const ay = skeleton[base + 1];
86
+ const bx = skeleton[base + 2];
87
+ const by = skeleton[base + 3];
88
+
89
+ if (s === 0) {
90
+ // Head circle: endpointA = center, endpointB.z = radius.
91
+ // cornerVec = (cornerX, cornerY) ∈ {-1,+1}².
92
+ for (let c = 0; c < 4; c++) {
93
+ const [cx, cy] = CIRCLE_CORNERS[c];
94
+ vertices[v++] = ax; vertices[v++] = ay; vertices[v++] = 0; // endpointA = center
95
+ vertices[v++] = ax; vertices[v++] = ay; vertices[v++] = headR; // endpointB = (center, radius)
96
+ vertices[v++] = cx; vertices[v++] = cy; // cornerVec
97
+ }
98
+ } else {
99
+ // Line segment: endpointA = start, endpointB = end (z=0).
100
+ // cornerVec = (t, side).
101
+ for (let c = 0; c < 4; c++) {
102
+ const [t, side] = LINE_CORNERS[c];
103
+ vertices[v++] = ax; vertices[v++] = ay; vertices[v++] = 0;
104
+ vertices[v++] = bx; vertices[v++] = by; vertices[v++] = 0;
105
+ vertices[v++] = t; vertices[v++] = side;
106
+ }
107
+ }
108
+ }
109
+
110
+ if (geom) {
111
+ geom.vertices = vertices;
112
+ geom.indices = indices;
113
+ geom.vertexCount = STICKMAN_VERTEX_COUNT;
114
+ geom.indexCount = STICKMAN_INDEX_COUNT;
115
+ return geom;
116
+ }
117
+ return {
118
+ vertices,
119
+ indices,
120
+ vertexCount: STICKMAN_VERTEX_COUNT,
121
+ indexCount: STICKMAN_INDEX_COUNT,
122
+ };
123
+ }
@@ -0,0 +1,25 @@
1
+ # `@downdraft/engine/libraries/surface-nets`
2
+
3
+ Surface-nets meshing — smooth isosurface extraction for density-field terrain.
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/surface-nets
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `DEFAULT_LOD_LEVELS`
14
+ - `DEFAULT_STREAMING_CONFIG`
15
+ - `SurfaceNetsLib`
16
+ - `SurfaceNetsStreamingConfigTok`
17
+ - `TerrainChannel`
18
+ - `TerrainLODManager`
19
+ - `TerrainSABChannel`
20
+ - `TerrainStreamingManager`
21
+ - `allocateChunk`
22
+ - `applyDeformation`
23
+ - …and 10 more
24
+
25
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,14 @@
1
+ // Re-export chunked voxel field utilities from the marching cubes plugin.
2
+ // These are algorithm-agnostic — they only manage voxel data storage and
3
+ // materialization. The actual mesh extraction is done separately via
4
+ // extractMeshFromField from this plugin's surface-nets.ts.
5
+ export {
6
+ allocateChunk,
7
+ createChunkedVoxelField,
8
+ getChunkedVoxel,
9
+ isChunkEmpty,
10
+ isChunkGenerated,
11
+ markChunkGenerated,
12
+ setChunkedVoxel,
13
+ } from "@downdraft/engine/libraries/marching-cubes";
14
+ export type { ChunkedVoxelField } from "@downdraft/engine/libraries/marching-cubes";
@@ -0,0 +1,45 @@
1
+ import type { ExtractedMesh } from "./types";
2
+ import type { DensityField } from "./types";
3
+
4
+ export interface DeformationConfig {
5
+ radius: number;
6
+ strength: number;
7
+ falloff: number;
8
+ }
9
+
10
+ // applyDeformation is algorithm-agnostic — it wraps a density field function.
11
+ // Re-exported from MC plugin for convenience.
12
+ export { applyDeformation, applyMultipleDeformations } from "@downdraft/engine/libraries/marching-cubes";
13
+
14
+ /**
15
+ * Deform a surface nets mesh by displacing vertices within a spherical region.
16
+ * Unlike MC's deformChunk (which uses 3-float stride), surface nets vertices
17
+ * use 9-float stride (pos.xyz, normal.xyz, color.rgb).
18
+ */
19
+ export function deformChunk(
20
+ mesh: ExtractedMesh,
21
+ deformPos: [number, number, number],
22
+ config: DeformationConfig,
23
+ ): ExtractedMesh {
24
+ const [dx, dy, dz] = deformPos;
25
+ const r = config.radius;
26
+ const strength = config.strength;
27
+ const falloff = config.falloff;
28
+
29
+ const verts = new Float32Array(mesh.verts);
30
+ const vertexCount = verts.length / 9;
31
+
32
+ for (let i = 0; i < vertexCount; i++) {
33
+ const offset = i * 9;
34
+ const vx = verts[offset];
35
+ const vy = verts[offset + 1];
36
+ const vz = verts[offset + 2];
37
+ const distSq = (vx - dx) ** 2 + (vy - dy) ** 2 + (vz - dz) ** 2;
38
+ if (distSq > r * r) continue;
39
+ const dist = Math.sqrt(distSq);
40
+ const t = 1 - (dist / r) ** falloff;
41
+ verts[offset + 1] += strength * t;
42
+ }
43
+
44
+ return { verts, indices: mesh.indices, useUint32: mesh.useUint32 };
45
+ }
@@ -0,0 +1,36 @@
1
+ // Core algorithm
2
+ export { extractMeshFromField } from "./surface-nets";
3
+ export type { DensityField, ExtractMeshOptions, MeshColorFn } from "./types";
4
+
5
+ // Shared types (re-exported from MC plugin)
6
+ export type { ExtractedMesh, VoxelField } from "./types";
7
+
8
+ // Chunked voxel field storage (re-exported from MC plugin)
9
+ export {
10
+ allocateChunk, createChunkedVoxelField,
11
+ getChunkedVoxel, isChunkEmpty,
12
+ isChunkGenerated, markChunkGenerated, setChunkedVoxel
13
+ } from "./chunked-field";
14
+ export type { ChunkedVoxelField } from "./chunked-field";
15
+
16
+ // Deformation
17
+ export { applyDeformation, applyMultipleDeformations, deformChunk } from "./deformation";
18
+ export type { DeformationConfig } from "./deformation";
19
+
20
+ // LOD (re-exported from MC plugin)
21
+ export { DEFAULT_LOD_LEVELS, TerrainLODManager } from "./lod";
22
+ export type { ChunkLODEntry, LODLevel } from "./lod";
23
+
24
+ // Streaming config (re-exported from MC plugin)
25
+ export { DEFAULT_STREAMING_CONFIG, getLODVoxelSize } from "./streaming-config";
26
+ export type { LODLevelConfig, TerrainStreamingConfig } from "./streaming-config";
27
+
28
+ // Streaming manager (re-exported from MC plugin)
29
+ export { TerrainStreamingManager } from "./streaming-manager";
30
+ export type {
31
+ ChunkEmptyChecker, ChunkFieldFactory, ChunkGenerator, TerrainDeformation as Deformation, DirtyTerrain, TerrainEntityPosition as EntityPosition, TerrainLODChange as LODChange, PhysicsFieldFactory, TerrainEntry
32
+ } from "./streaming-manager";
33
+
34
+ // SAB channel (re-exported from MC plugin)
35
+ export { TerrainChannel, TerrainSABChannel } from "./sab";
36
+ export { SurfaceNetsLib, SurfaceNetsStreamingConfigTok } from "./library"; export type { SurfaceNetsLibConfig } from "./library";
@@ -0,0 +1,59 @@
1
+ // ============================================================================
2
+ // SurfaceNetsLib — declarative engine library descriptor for @downdraft/engine/libraries/surface-nets
3
+ //
4
+ // Surface-nets is an alternative mesh extraction algorithm to marching cubes.
5
+ // This library provides the extraction functions + chunked voxel field storage.
6
+ // Games declare `libraries: [SurfaceNetsLib]` to get the streaming config and
7
+ // mesh extraction utilities wired into the DI graph.
8
+ //
9
+ // Games that need full control can still import extractMeshFromField and
10
+ // createChunkedVoxelField directly (escape hatch).
11
+ // ============================================================================
12
+
13
+ import { resourceToken, type EngineLibrary } from "@downdraft/engine";
14
+ import { DEFAULT_STREAMING_CONFIG, type TerrainStreamingConfig } from "./streaming-config";
15
+
16
+ // ── Config ──
17
+
18
+ export interface SurfaceNetsLibConfig {
19
+ /** Terrain streaming config (LOD levels, voxel sizes, etc.). */
20
+ streaming?: Partial<TerrainStreamingConfig>;
21
+ }
22
+
23
+ // ── Typed tokens (DI) ──
24
+
25
+ /** Token for the surface-nets streaming config. */
26
+ export const SurfaceNetsStreamingConfigTok = resourceToken<TerrainStreamingConfig>("surface-nets:streaming-config");
27
+
28
+ // ── Descriptor ──
29
+
30
+ export const SurfaceNetsLib: EngineLibrary<SurfaceNetsLibConfig> = {
31
+ name: "surface-nets",
32
+ version: "1.0.0",
33
+
34
+ // No SAB channels — surface-nets uses the same RPC/deformation model as
35
+ // marching-cubes. Games can add a SAB channel if they want zero-copy terrain.
36
+ sabChannels: [],
37
+
38
+ provides: [SurfaceNetsStreamingConfigTok],
39
+
40
+ sim: {
41
+ create(config, ctx) {
42
+ const streamingConfig = { ...DEFAULT_STREAMING_CONFIG, ...config.streaming };
43
+ ctx.provide(SurfaceNetsStreamingConfigTok, streamingConfig);
44
+ return { streamingConfig };
45
+ },
46
+ dispose(_system) {
47
+ // The system is a plain config object — no resources to free.
48
+ },
49
+ // tick is game-specific (calls lodManager.updateLOD(), mesh extraction, etc.)
50
+ // — games wire this via onReady.
51
+ },
52
+
53
+ tickPhase: "terrain",
54
+
55
+ // No renderer setup — terrain mesh generation is handled by the game's
56
+ // mesh worker pool, not by the library descriptor.
57
+
58
+ defaultConfig: {},
59
+ };
@@ -0,0 +1,7 @@
1
+ // Re-export LOD manager from the marching cubes plugin.
2
+ // The LOD manager uses generateChunk (MC-specific) for its own chunk
3
+ // generation, but the LOD selection logic (distance-based) is algorithm-agnostic.
4
+ // Games that want surface nets LOD should use the streaming manager instead,
5
+ // which delegates mesh extraction to a configurable function.
6
+ export { DEFAULT_LOD_LEVELS, TerrainLODManager } from "@downdraft/engine/libraries/marching-cubes";
7
+ export type { ChunkLODEntry, LODLevel } from "@downdraft/engine/libraries/marching-cubes";
@@ -0,0 +1,4 @@
1
+ // Re-export SAB channel from the marching cubes plugin.
2
+ // The SAB channel is a shared array buffer for terrain heightmap data —
3
+ // it has no dependency on the mesh extraction algorithm.
4
+ export { TerrainChannel, TerrainSABChannel } from "@downdraft/engine/libraries/marching-cubes";
@@ -0,0 +1,5 @@
1
+ // Re-export streaming config from the marching cubes plugin.
2
+ // These configs are purely about voxel resolution and chunk sizes —
3
+ // algorithm-agnostic.
4
+ export { DEFAULT_STREAMING_CONFIG, getLODVoxelSize } from "@downdraft/engine/libraries/marching-cubes";
5
+ export type { LODLevelConfig, TerrainStreamingConfig } from "@downdraft/engine/libraries/marching-cubes";
@@ -0,0 +1,15 @@
1
+ // Re-export the streaming manager from the marching cubes plugin.
2
+ // The streaming manager manages voxel field lifecycle (chunk generation,
3
+ // LOD transitions, deformation batching) but does NOT perform mesh extraction.
4
+ // Mesh extraction happens in the game layer (the game's terrain renderer) which
5
+ // calls extractMeshFromField from whichever plugin is configured.
6
+ //
7
+ // Therefore the streaming manager is fully algorithm-agnostic and can be
8
+ // re-exported as-is.
9
+ export { TerrainStreamingManager } from "@downdraft/engine/libraries/marching-cubes";
10
+ export type {
11
+ ChunkEmptyChecker,
12
+ ChunkFieldFactory,
13
+ ChunkGenerator, DirtyTerrain, PhysicsFieldFactory, TerrainDeformation, TerrainEntityPosition, TerrainEntry, TerrainLODChange
14
+ } from "@downdraft/engine/libraries/marching-cubes";
15
+