@downdraft/engine 0.0.0 → 0.1.1

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 (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,334 @@
1
+ import type { ExtractedMesh, ExtractMeshOptions, VoxelField } from "./types";
2
+
3
+ // Cube corner offsets (same convention as MC plugin)
4
+ const CORNER_OFFSET = [
5
+ [0, 0, 0], [1, 0, 0], [1, 0, 1], [0, 0, 1],
6
+ [0, 1, 0], [1, 1, 0], [1, 1, 1], [0, 1, 1],
7
+ ];
8
+
9
+ // 12 edges of a cube, defined by corner index pairs
10
+ const EDGE_VERTS: [number, number][] = [
11
+ [0, 1], [1, 2], [2, 3], [3, 0], // bottom face
12
+ [4, 5], [5, 6], [6, 7], [7, 4], // top face
13
+ [0, 4], [1, 5], [2, 6], [3, 7], // vertical
14
+ ];
15
+
16
+ const SCRATCH_D = new Float32Array(8);
17
+
18
+ function ensureCapacity(arr: Float32Array, needed: number): Float32Array {
19
+ if (arr.length >= needed) return arr;
20
+ let n = arr.length;
21
+ while (n < needed) n *= 2;
22
+ const r = new Float32Array(n);
23
+ r.set(arr);
24
+ return r;
25
+ }
26
+
27
+ function ensureCapacityU32(arr: Uint32Array, needed: number): Uint32Array {
28
+ if (arr.length >= needed) return arr;
29
+ let n = arr.length;
30
+ while (n < needed) n *= 2;
31
+ const r = new Uint32Array(n);
32
+ r.set(arr);
33
+ return r;
34
+ }
35
+
36
+ function ensureCapacityU16(arr: Uint16Array, needed: number): Uint16Array {
37
+ if (arr.length >= needed) return arr;
38
+ let n = arr.length;
39
+ while (n < needed) n *= 2;
40
+ const r = new Uint16Array(n);
41
+ r.set(arr);
42
+ return r;
43
+ }
44
+
45
+ /**
46
+ * Surface Nets isosurface extraction.
47
+ *
48
+ * Places one vertex per boundary voxel at the centroid of edge-surface
49
+ * intersections. Connects adjacent boundary voxels with quads (triangulated
50
+ * into 2 triangles each) formed around shared grid edges. Produces smoother
51
+ * surfaces with ~3-6x fewer vertices than Marching Cubes.
52
+ *
53
+ * Output format is identical to MC: Float32Array with 9 floats per vertex
54
+ * (pos.xyz, normal.xyz, color.rgb) and Uint16/Uint32 index array.
55
+ */
56
+ export function extractMeshFromField(
57
+ field: VoxelField,
58
+ options: ExtractMeshOptions = {},
59
+ ): ExtractedMesh {
60
+ const iso = field.isoLevel;
61
+ const vs = field.voxelSize;
62
+ const dimYDimZ = field.dimY * field.dimZ;
63
+ const dimZ = field.dimZ;
64
+ const ox = field.originX, oy = field.originY, oz = field.originZ;
65
+ const colorFn = options.colorFn;
66
+ const flipDown = options.flipDownNormals !== false;
67
+ const smooth = options.smooth !== false;
68
+
69
+ const xStart = options.x0 !== undefined ? Math.max(0, options.x0) : 0;
70
+ const yStart = options.y0 !== undefined ? Math.max(0, options.y0) : 0;
71
+ const zStart = options.z0 !== undefined ? Math.max(0, options.z0) : 0;
72
+ const xEnd = options.x1 !== undefined ? Math.min(field.dimX - 1, options.x1) : field.dimX - 1;
73
+ const yEnd = options.y1 !== undefined ? Math.min(field.dimY - 1, options.y1) : field.dimY - 1;
74
+ const zEnd = options.z1 !== undefined ? Math.min(field.dimZ - 1, options.z1) : field.dimZ - 1;
75
+
76
+ // Sub-region extraction uses a 2-voxel border in the materialized field.
77
+ // Vertex placement covers [xStart, xEnd] inclusive — the sub-region plus
78
+ // the +1 border cell (needed for seam-closing quads). The +1 border vertex
79
+ // has valid corner data because the materialized field extends 2 voxels
80
+ // beyond the chunk on each side.
81
+ // Full-field extraction uses original bounds to avoid false boundary cells
82
+ // from OOB corners (sampleDensity returns -1.0 for out-of-bounds).
83
+ const hasSubRegion = options.x0 !== undefined || options.y0 !== undefined ||
84
+ options.z0 !== undefined || options.x1 !== undefined ||
85
+ options.y1 !== undefined || options.z1 !== undefined;
86
+
87
+ // Exclusive upper bounds for Pass 1 vertex placement loop.
88
+ // Full-field: xLoopEnd = xEnd (matches original x < xEnd behavior)
89
+ // Sub-region: xLoopEnd = xEnd + 1 (includes +1 border cell, x <= xEnd)
90
+ const xLoopEnd = hasSubRegion ? xEnd + 1 : xEnd;
91
+ const yLoopEnd = hasSubRegion ? yEnd + 1 : yEnd;
92
+ const zLoopEnd = hasSubRegion ? zEnd + 1 : zEnd;
93
+
94
+ // Vertex index map: -1 = not a boundary cell, >=0 = vertex index
95
+ const totalCells = field.dimX * dimYDimZ;
96
+ const vertexMap = new Int32Array(totalCells).fill(-1);
97
+
98
+ // Growable output arrays
99
+ let verts: Float32Array = new Float32Array(65536);
100
+ let vertCount = 0;
101
+ let indices32: Uint32Array = new Uint32Array(32768);
102
+ let indices16: Uint16Array = new Uint16Array(32768);
103
+ let indexCount = 0;
104
+ let useUint32 = false;
105
+
106
+ // Helper: sample density at a grid corner, returning -1.0 for out-of-bounds
107
+ function sampleDensity(gx: number, gy: number, gz: number): number {
108
+ if (gx < 0 || gx >= field.dimX || gy < 0 || gy >= field.dimY || gz < 0 || gz >= field.dimZ) {
109
+ return -1.0;
110
+ }
111
+ return field.data[gx * dimYDimZ + gy * dimZ + gz];
112
+ }
113
+
114
+ // Helper: get vertex index from cell coordinates
115
+ function getVertexIdx(gx: number, gy: number, gz: number): number {
116
+ if (gx < 0 || gx >= field.dimX || gy < 0 || gy >= field.dimY || gz < 0 || gz >= field.dimZ) {
117
+ return -1;
118
+ }
119
+ return vertexMap[gx * dimYDimZ + gy * dimZ + gz];
120
+ }
121
+
122
+ // Helper: emit a triangle
123
+ function emitTri(a: number, b: number, c: number): void {
124
+ if (!useUint32 && a + 2 > 65535) {
125
+ useUint32 = true;
126
+ if (indexCount > indices32.length) {
127
+ indices32 = ensureCapacityU32(indices32, indexCount);
128
+ }
129
+ for (let ci = 0; ci < indexCount; ci++) {
130
+ indices32[ci] = indices16[ci];
131
+ }
132
+ }
133
+ if (useUint32) {
134
+ if (indexCount + 3 > indices32.length) {
135
+ indices32 = ensureCapacityU32(indices32, indexCount + 3);
136
+ }
137
+ indices32[indexCount++] = a;
138
+ indices32[indexCount++] = b;
139
+ indices32[indexCount++] = c;
140
+ } else {
141
+ if (indexCount + 3 > indices16.length) {
142
+ indices16 = ensureCapacityU16(indices16, indexCount + 3);
143
+ }
144
+ indices16[indexCount++] = a;
145
+ indices16[indexCount++] = b;
146
+ indices16[indexCount++] = c;
147
+ }
148
+ }
149
+
150
+ // ============================================================
151
+ // Pass 1: Identify boundary cells, compute vertices + normals
152
+ // Vertex placement covers [xStart, xEndV] inclusive — the sub-region
153
+ // plus the +X/+Y/+Z border cells (needed for chunk seam quads).
154
+ // ============================================================
155
+ for (let x = xStart; x < xLoopEnd; x++) {
156
+ for (let y = yStart; y < yLoopEnd; y++) {
157
+ for (let z = zStart; z < zLoopEnd; z++) {
158
+ // Sample 8 corner densities
159
+ let cubeIndex = 0;
160
+ for (let c = 0; c < 8; c++) {
161
+ const co = CORNER_OFFSET[c];
162
+ const val = sampleDensity(x + co[0], y + co[1], z + co[2]);
163
+ SCRATCH_D[c] = val;
164
+ if (val < iso) cubeIndex |= (1 << c);
165
+ }
166
+
167
+ // Skip non-boundary cells
168
+ if (cubeIndex === 0 || cubeIndex === 255) continue;
169
+
170
+ // Compute centroid of edge-surface intersections
171
+ let cx = 0, cy = 0, cz = 0, crossingCount = 0;
172
+ for (let e = 0; e < 12; e++) {
173
+ const [c0, c1] = EDGE_VERTS[e];
174
+ const inside0 = SCRATCH_D[c0] >= iso;
175
+ const inside1 = SCRATCH_D[c1] >= iso;
176
+ if (inside0 === inside1) continue;
177
+
178
+ const d0 = SCRATCH_D[c0], d1 = SCRATCH_D[c1];
179
+ const co0 = CORNER_OFFSET[c0], co1 = CORNER_OFFSET[c1];
180
+ const p0x = (x + co0[0]) * vs + ox;
181
+ const p0y = (y + co0[1]) * vs + oy;
182
+ const p0z = (z + co0[2]) * vs + oz;
183
+ const p1x = (x + co1[0]) * vs + ox;
184
+ const p1y = (y + co1[1]) * vs + oy;
185
+ const p1z = (z + co1[2]) * vs + oz;
186
+
187
+ let t: number;
188
+ if (Math.abs(iso - d0) < 1e-10) t = 0;
189
+ else if (Math.abs(iso - d1) < 1e-10) t = 1;
190
+ else if (Math.abs(d0 - d1) < 1e-10) t = 0;
191
+ else t = (iso - d0) / (d1 - d0);
192
+
193
+ cx += p0x + t * (p1x - p0x);
194
+ cy += p0y + t * (p1y - p0y);
195
+ cz += p0z + t * (p1z - p0z);
196
+ crossingCount++;
197
+ }
198
+
199
+ if (crossingCount === 0) continue;
200
+
201
+ let vx: number, vy: number, vz: number;
202
+ if (smooth) {
203
+ const invCount = 1 / crossingCount;
204
+ vx = cx * invCount;
205
+ vy = cy * invCount;
206
+ vz = cz * invCount;
207
+ } else {
208
+ // Low-poly mode: snap to voxel grid center
209
+ vx = (x + 0.5) * vs + ox;
210
+ vy = (y + 0.5) * vs + oy;
211
+ vz = (z + 0.5) * vs + oz;
212
+ }
213
+
214
+ // Compute normal from density gradient (8-corner finite difference)
215
+ // Gradient points from low density (empty) to high density (solid).
216
+ // Normal points outward (solid→empty) = -gradient.
217
+ const d = SCRATCH_D;
218
+ const gx = (d[1] + d[2] + d[5] + d[6]) * 0.25 - (d[0] + d[3] + d[4] + d[7]) * 0.25;
219
+ const gy = (d[4] + d[5] + d[6] + d[7]) * 0.25 - (d[0] + d[1] + d[2] + d[3]) * 0.25;
220
+ const gz = (d[2] + d[3] + d[6] + d[7]) * 0.25 - (d[0] + d[1] + d[4] + d[5]) * 0.25;
221
+ let nx = -gx, ny = -gy, nz = -gz;
222
+ const nlen = Math.sqrt(nx * nx + ny * ny + nz * nz);
223
+ if (nlen > 1e-10) { nx /= nlen; ny /= nlen; nz /= nlen; }
224
+ else { nx = 0; ny = 1; nz = 0; }
225
+ if (flipDown && ny < 0) { nx = -nx; ny = -ny; nz = -nz; }
226
+
227
+ // Apply color callback
228
+ const col = colorFn
229
+ ? colorFn(vx, vy, vz, nx, ny, nz, field)
230
+ : [1, 1, 1] as [number, number, number];
231
+
232
+ // Store vertex
233
+ if (vertCount + 9 > verts.length) {
234
+ verts = ensureCapacity(verts, vertCount + 9);
235
+ }
236
+ const vi = vertCount / 9;
237
+ verts[vertCount++] = vx; verts[vertCount++] = vy; verts[vertCount++] = vz;
238
+ verts[vertCount++] = nx; verts[vertCount++] = ny; verts[vertCount++] = nz;
239
+ verts[vertCount++] = col[0]; verts[vertCount++] = col[1]; verts[vertCount++] = col[2];
240
+
241
+ vertexMap[x * dimYDimZ + y * dimZ + z] = vi;
242
+ }
243
+ }
244
+ }
245
+
246
+ // ============================================================
247
+ // Pass 2: Generate quads from grid edges
248
+ // For each axis-aligned edge, check the 4 surrounding cells.
249
+ // If all 4 are boundary cells, emit a quad (2 triangles).
250
+ // ============================================================
251
+
252
+ // X-edges at (x, y, z): 4 cells = (x,y,z), (x,y-1,z), (x,y-1,z-1), (x,y,z-1)
253
+ // Face normal from winding: +X. Flip if vertex normals point -X.
254
+ // x range: [xStart, xEnd) — +X face X-edges handled by neighbor
255
+ // y range: [yStart+1, yLoopEnd) — extended to cover +Y border
256
+ // z range: [zStart+1, zLoopEnd) — extended to cover +Z border
257
+ for (let x = xStart; x < xEnd; x++) {
258
+ for (let y = yStart + 1; y < yLoopEnd; y++) {
259
+ for (let z = zStart + 1; z < zLoopEnd; z++) {
260
+ const v0 = getVertexIdx(x, y, z);
261
+ if (v0 < 0) continue;
262
+ const v1 = getVertexIdx(x, y - 1, z);
263
+ if (v1 < 0) continue;
264
+ const v2 = getVertexIdx(x, y - 1, z - 1);
265
+ if (v2 < 0) continue;
266
+ const v3 = getVertexIdx(x, y, z - 1);
267
+ if (v3 < 0) continue;
268
+ // Check winding vs vertex normals (face normal = +X)
269
+ const avgNx = (verts[v0 * 9 + 3] + verts[v1 * 9 + 3]) * 0.5;
270
+ if (avgNx < 0) { emitTri(v0, v3, v2); emitTri(v0, v2, v1); }
271
+ else { emitTri(v0, v1, v2); emitTri(v0, v2, v3); }
272
+ }
273
+ }
274
+ }
275
+
276
+ // Y-edges at (x, y, z): 4 cells = (x,y,z), (x-1,y,z), (x-1,y,z-1), (x,y,z-1)
277
+ // Face normal from winding: -Y. Flip if vertex normals point +Y.
278
+ // x range: [xStart+1, xLoopEnd) — extended to cover +X border
279
+ // y range: [yStart, yEnd) — +Y face Y-edges handled by neighbor
280
+ // z range: [zStart+1, zLoopEnd) — extended to cover +Z border
281
+ for (let x = xStart + 1; x < xLoopEnd; x++) {
282
+ for (let y = yStart; y < yEnd; y++) {
283
+ for (let z = zStart + 1; z < zLoopEnd; z++) {
284
+ const v0 = getVertexIdx(x, y, z);
285
+ if (v0 < 0) continue;
286
+ const v1 = getVertexIdx(x - 1, y, z);
287
+ if (v1 < 0) continue;
288
+ const v2 = getVertexIdx(x - 1, y, z - 1);
289
+ if (v2 < 0) continue;
290
+ const v3 = getVertexIdx(x, y, z - 1);
291
+ if (v3 < 0) continue;
292
+ // Check winding vs vertex normals (face normal = -Y)
293
+ const avgNy = (verts[v0 * 9 + 4] + verts[v1 * 9 + 4]) * 0.5;
294
+ if (avgNy > 0) { emitTri(v0, v3, v2); emitTri(v0, v2, v1); }
295
+ else { emitTri(v0, v1, v2); emitTri(v0, v2, v3); }
296
+ }
297
+ }
298
+ }
299
+
300
+ // Z-edges at (x, y, z): 4 cells = (x,y,z), (x-1,y,z), (x-1,y-1,z), (x,y-1,z)
301
+ // Face normal from winding: +Z. Flip if vertex normals point -Z.
302
+ // x range: [xStart+1, xLoopEnd) — extended to cover +X border
303
+ // y range: [yStart+1, yLoopEnd) — extended to cover +Y border
304
+ // z range: [zStart, zEnd) — +Z face Z-edges handled by neighbor
305
+ for (let x = xStart + 1; x < xLoopEnd; x++) {
306
+ for (let y = yStart + 1; y < yLoopEnd; y++) {
307
+ for (let z = zStart; z < zEnd; z++) {
308
+ const v0 = getVertexIdx(x, y, z);
309
+ if (v0 < 0) continue;
310
+ const v1 = getVertexIdx(x - 1, y, z);
311
+ if (v1 < 0) continue;
312
+ const v2 = getVertexIdx(x - 1, y - 1, z);
313
+ if (v2 < 0) continue;
314
+ const v3 = getVertexIdx(x, y - 1, z);
315
+ if (v3 < 0) continue;
316
+ // Check winding vs vertex normals (face normal = +Z)
317
+ const avgNz = (verts[v0 * 9 + 5] + verts[v1 * 9 + 5]) * 0.5;
318
+ if (avgNz < 0) { emitTri(v0, v3, v2); emitTri(v0, v2, v1); }
319
+ else { emitTri(v0, v1, v2); emitTri(v0, v2, v3); }
320
+ }
321
+ }
322
+ }
323
+
324
+ const finalVerts = verts.subarray(0, vertCount);
325
+ const finalIndices = useUint32
326
+ ? indices32.subarray(0, indexCount)
327
+ : indices16.subarray(0, indexCount);
328
+
329
+ return {
330
+ verts: finalVerts,
331
+ indices: finalIndices as Uint16Array | Uint32Array,
332
+ useUint32,
333
+ };
334
+ }
@@ -0,0 +1,23 @@
1
+ // Re-export algorithm-agnostic shared types from the marching cubes plugin.
2
+ // VoxelField and ExtractedMesh are identical regardless of extraction algorithm.
3
+ export type { ExtractedMesh, VoxelField } from "@downdraft/engine/libraries/marching-cubes";
4
+
5
+ // MeshColorFn and ExtractMeshOptions mirror the MC plugin interfaces exactly
6
+ // so the game layer can swap algorithms without changing call sites.
7
+ export type MeshColorFn = (
8
+ cx: number, cy: number, cz: number,
9
+ nx: number, ny: number, nz: number,
10
+ field: import("@downdraft/engine/libraries/marching-cubes").VoxelField,
11
+ ) => [number, number, number];
12
+
13
+ export interface ExtractMeshOptions {
14
+ x0?: number; y0?: number; z0?: number;
15
+ x1?: number; y1?: number; z1?: number;
16
+ colorFn?: MeshColorFn;
17
+ flipDownNormals?: boolean;
18
+ /** When false, vertices snap to voxel grid centers for a low-poly/blocky look. Default: true */
19
+ smooth?: boolean;
20
+ }
21
+
22
+ // Re-export density field type for deformation utilities
23
+ export type DensityField = (x: number, y: number, z: number) => number;
@@ -0,0 +1,25 @@
1
+ # `@downdraft/engine/libraries/water`
2
+
3
+ Water simulation — water state channels, flow, and surface rendering (WaterLib descriptor).
4
+
5
+ ## Install
6
+
7
+ ```sh
8
+ bun add @downdraft/engine/libraries/water
9
+ ```
10
+
11
+ ## Key exports
12
+
13
+ - `BuoyancySystem`
14
+ - `CHUNK_GRID`
15
+ - `CHUNK_OVERLAP`
16
+ - `CHUNK_SIZE`
17
+ - `CHUNK_WORLD_SIZE`
18
+ - `DEFAULT_PHYSICS_CONFIG`
19
+ - `DEFAULT_RENDER_CONFIG`
20
+ - `MAX_CHUNKS`
21
+ - `MAX_SHORES`
22
+ - `MAX_WAKES`
23
+ - …and 30 more
24
+
25
+ See the [Downdraft engine repository](https://github.com/knackstedt/downdraft) for architecture docs and examples.
@@ -0,0 +1,103 @@
1
+ // ============================================================================
2
+ // Buoyancy System — applies water height-based forces to ships/entities
3
+ // Originally based on to-the-ocean's buoyancy implementation
4
+ // ============================================================================
5
+
6
+ import type { WaterPhysics } from "./water-physics";
7
+
8
+ export interface BuoyancyEntity {
9
+ x: number;
10
+ y: number;
11
+ z: number;
12
+ vx: number;
13
+ vy: number;
14
+ vz: number;
15
+ heading: number;
16
+ pitch: number;
17
+ roll: number;
18
+ angularVelX: number;
19
+ angularVelZ: number;
20
+ speed: number;
21
+ mass: number;
22
+ }
23
+
24
+ const GRAVITY = 9.8;
25
+ const WATER_DENSITY = 1000;
26
+ const BUOYANCY_SPRING = 20;
27
+ const BUOYANCY_DAMPING = 8;
28
+ const ANGULAR_DAMPING = 3;
29
+ const MAX_TILT = 0.5;
30
+ const SHIP_HALF_LENGTH = 4;
31
+ const SHIP_HALF_WIDTH = 2;
32
+
33
+ export class BuoyancySystem {
34
+ private physics: WaterPhysics;
35
+
36
+ constructor(physics: WaterPhysics) {
37
+ this.physics = physics;
38
+ }
39
+
40
+ applyBuoyancy(ent: BuoyancyEntity, dt: number): void {
41
+ // Sample water height at bow, stern, port, starboard
42
+ const cosH = Math.cos(ent.heading);
43
+ const sinH = Math.sin(ent.heading);
44
+
45
+ const bowX = ent.x + sinH * SHIP_HALF_LENGTH;
46
+ const bowZ = ent.z + cosH * SHIP_HALF_LENGTH;
47
+ const sternX = ent.x - sinH * SHIP_HALF_LENGTH;
48
+ const sternZ = ent.z - cosH * SHIP_HALF_LENGTH;
49
+ const portX = ent.x - cosH * SHIP_HALF_WIDTH;
50
+ const portZ = ent.z + sinH * SHIP_HALF_WIDTH;
51
+ const starX = ent.x + cosH * SHIP_HALF_WIDTH;
52
+ const starZ = ent.z - sinH * SHIP_HALF_WIDTH;
53
+
54
+ const whBow = this.physics.sampleWaterAt(bowX, bowZ);
55
+ const whStern = this.physics.sampleWaterAt(sternX, sternZ);
56
+ const whPort = this.physics.sampleWaterAt(portX, portZ);
57
+ const whStar = this.physics.sampleWaterAt(starX, starZ);
58
+
59
+ const avgWaterHeight = (whBow + whStern + whPort + whStar) / 4;
60
+
61
+ // Vertical buoyancy: spring toward water surface
62
+ const dy = avgWaterHeight - ent.y;
63
+ ent.vy += dy * BUOYANCY_SPRING * dt;
64
+ ent.vy *= Math.max(0, 1 - BUOYANCY_DAMPING * dt);
65
+
66
+ // Pitch from bow vs stern differential
67
+ const pitchForce = (whStern - whBow) / (SHIP_HALF_LENGTH * 2);
68
+ // Roll from port vs starboard differential
69
+ const rollForce = (whStar - whPort) / (SHIP_HALF_WIDTH * 2);
70
+
71
+ ent.angularVelX += pitchForce * 5 * dt;
72
+ ent.angularVelZ += rollForce * 5 * dt;
73
+ ent.angularVelX *= Math.max(0, 1 - ANGULAR_DAMPING * dt);
74
+ ent.angularVelZ *= Math.max(0, 1 - ANGULAR_DAMPING * dt);
75
+
76
+ let newPitch = ent.pitch + ent.angularVelX * dt;
77
+ let newRoll = ent.roll + ent.angularVelZ * dt;
78
+
79
+ if (newPitch > MAX_TILT) { newPitch = MAX_TILT; ent.angularVelX = 0; }
80
+ else if (newPitch < -MAX_TILT) { newPitch = -MAX_TILT; ent.angularVelX = 0; }
81
+ if (newRoll > MAX_TILT) { newRoll = MAX_TILT; ent.angularVelZ = 0; }
82
+ else if (newRoll < -MAX_TILT) { newRoll = -MAX_TILT; ent.angularVelZ = 0; }
83
+
84
+ ent.pitch = newPitch;
85
+ ent.roll = newRoll;
86
+
87
+ // Apply gravity
88
+ ent.vy -= GRAVITY * dt;
89
+
90
+ // Integrate position
91
+ ent.y += ent.vy * dt;
92
+
93
+ // Clamp to prevent falling through
94
+ if (ent.y < avgWaterHeight - 5) {
95
+ ent.y = avgWaterHeight - 5;
96
+ ent.vy = Math.max(0, ent.vy);
97
+ }
98
+ }
99
+
100
+ sampleWaterAt(x: number, z: number): number {
101
+ return this.physics.sampleWaterAt(x, z);
102
+ }
103
+ }
@@ -0,0 +1,43 @@
1
+ import { BuoyancySystem } from "./buoyancy";
2
+ import { WaterBuffer } from "./water-buffer";
3
+ import { WaterPhysics } from "./water-physics";
4
+ import { WaterRenderer, type WaterRenderConfig } from "./water-renderer";
5
+ import {
6
+ type ShoreProvider,
7
+ type ShoreSource,
8
+ type WakeProvider
9
+ } from "./wave-sources";
10
+
11
+ // Re-export low-poly water physics system
12
+ export { BuoyancySystem } from "./buoyancy";
13
+ export type { BuoyancyEntity } from "./buoyancy";
14
+ export { shoreDamping, shoreDisplacement, waterCutout } from "./shore-damping";
15
+ export { WATER_BUFFER_BYTES, WATER_FLOW_OFFSET, WATER_GRID, WATER_HEIGHT_OFFSET, WATER_NORMAL_OFFSET, WaterBuffer } from "./water-buffer";
16
+ export { CHUNK_GRID, CHUNK_OVERLAP, CHUNK_SIZE, CHUNK_WORLD_SIZE, MAX_CHUNKS } from "./water-chunks";
17
+ export type { WaterChunk } from "./water-chunks";
18
+ export { DEFAULT_PHYSICS_CONFIG, WaterPhysics } from "./water-physics";
19
+ export type { GerstnerWaveParams, WaterPhysicsConfig } from "./water-physics";
20
+ export { DEFAULT_RENDER_CONFIG, WaterRenderer } from "./water-renderer";
21
+ export type { WaterRenderConfig, WaterRendererOptions } from "./water-renderer";
22
+ export { collectShoreSources, collectWakeSources, MAX_SHORES, MAX_WAKES, packShoreSources, SHORE_FLOATS, WAKE_FLOATS } from "./wave-sources";
23
+ export type { ShoreProvider, ShoreSource, WakeProvider, WakeSource } from "./wave-sources";
24
+
25
+ // Water SAB Channel (defineChannel-based SharedArrayBuffer protocol)
26
+ export { WATER_FLOW_OFFSET_SAB, WATER_GRID_SAB, WATER_HDR_SAB, WATER_HEIGHT_OFFSET_SAB, WATER_MAGIC_SAB, WATER_NORMAL_OFFSET_SAB, WATER_VERSION_SAB, WaterBufferReader, WaterBufferWriter, WaterChannel } from "./water-sab";
27
+
28
+ // Declarative library descriptor
29
+ export { WaterLib, WaterReaderTok, WaterWriterTok } from "./library";
30
+ export type { WaterLibConfig } from "./library";
31
+
32
+ export interface WaterModuleResources {
33
+ buffer: WaterBuffer;
34
+ physics: WaterPhysics;
35
+ buoyancy: BuoyancySystem;
36
+ renderer: WaterRenderer;
37
+ wakeProviders: WakeProvider[];
38
+ shoreProviders: ShoreProvider[];
39
+ shoreSources: ShoreSource[];
40
+ wakeData: Float32Array;
41
+ shoreData: Float32Array;
42
+ renderConfig: WaterRenderConfig;
43
+ }
@@ -0,0 +1,85 @@
1
+ // ============================================================================
2
+ // WaterLib — declarative engine library descriptor for @downdraft/engine/libraries/water
3
+ //
4
+ // Games declare `libraries: [WaterLib]` (or `[[WaterLib, { patchSize: 8 }]]`
5
+ // to override config) in their GameModule. The host allocates the water SAB,
6
+ // creates the WaterBufferWriter (sim-side) and WaterBufferReader (renderer-side),
7
+ // and exposes them via typed tokens.
8
+ //
9
+ // Games that need full control can still import WaterBufferWriter/Reader
10
+ // directly (escape hatch).
11
+ // ============================================================================
12
+
13
+ import { resourceToken, type EngineLibrary } from "@downdraft/engine";
14
+ import { WaterBufferReader, WaterBufferWriter, WaterChannel } from "./water-sab";
15
+
16
+ // ── Config ──
17
+
18
+ export interface WaterLibConfig {
19
+ /** Water grid patch size (grid units per patch). Default: 4. */
20
+ patchSize?: number;
21
+ /** Water grid resolution. Default: 256 (from WaterChannel). */
22
+ gridSize?: number;
23
+ }
24
+
25
+ // ── Typed tokens (DI) ──
26
+
27
+ /** Token for the sim-side water buffer writer. Inject in sim systems. */
28
+ export const WaterWriterTok = resourceToken<WaterBufferWriter>("water:writer");
29
+ /** Token for the renderer-side water buffer reader. Inject in renderer passes. */
30
+ export const WaterReaderTok = resourceToken<WaterBufferReader>("water:reader");
31
+
32
+ // ── Descriptor ──
33
+
34
+ export const WaterLib: EngineLibrary<WaterLibConfig> = {
35
+ name: "water",
36
+ version: "1.0.0",
37
+
38
+ sabChannels: [
39
+ { name: "water", size: WaterChannel.allocate().byteLength },
40
+ ],
41
+
42
+ provides: [WaterWriterTok, WaterReaderTok],
43
+
44
+ sim: {
45
+ create(config, ctx) {
46
+ const writer = new WaterBufferWriter(ctx.buffers.water);
47
+ writer.init(config.patchSize ?? 4);
48
+ ctx.provide(WaterWriterTok, writer);
49
+ return writer;
50
+ },
51
+ dispose(_writer) {
52
+ // WaterBufferWriter holds only a SAB view — no GPU resources to free.
53
+ // The SAB itself is managed by the host.
54
+ },
55
+ // tick is game-specific (calls updateWaterBuffer with Gerstner waves,
56
+ // shore damping, wake sources, etc.) — games wire this via onReady.
57
+ },
58
+
59
+ tickPhase: "pre-physics",
60
+
61
+ renderer: {
62
+ init(_config, _ctx) {
63
+ // WaterPass is in @downdraft/engine, not this library.
64
+ // The game creates the pass in onReady and injects WaterReaderTok.
65
+ return null;
66
+ },
67
+ setBuffers(_instance, buffers, _ctx) {
68
+ // The reader is created here and provided to the DI graph.
69
+ // Games inject WaterReaderTok in onReady to get it.
70
+ const reader = new WaterBufferReader(buffers.water);
71
+ if (_ctx?.provide) {
72
+ _ctx.provide(WaterReaderTok, reader);
73
+ }
74
+ return reader;
75
+ },
76
+ dispose(_instance) {
77
+ // WaterBufferReader holds only a SAB view — no GPU resources to free.
78
+ },
79
+ },
80
+
81
+ defaultConfig: {
82
+ patchSize: 4,
83
+ gridSize: 256,
84
+ },
85
+ };