@driftengine/core 3.61.0

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 (955) hide show
  1. package/LICENSE +202 -0
  2. package/NOTICE +9 -0
  3. package/README.md +9 -0
  4. package/dist/behavior/behaviorTree.d.ts +140 -0
  5. package/dist/behavior/behaviorTree.js +289 -0
  6. package/dist/build/shaderComments.d.ts +64 -0
  7. package/dist/build/shaderComments.js +0 -0
  8. package/dist/cinematic/player.d.ts +80 -0
  9. package/dist/cinematic/player.js +184 -0
  10. package/dist/cinematic/script.d.ts +63 -0
  11. package/dist/cinematic/script.js +141 -0
  12. package/dist/core/bootGate.d.ts +37 -0
  13. package/dist/core/bootGate.js +47 -0
  14. package/dist/core/loadTracker.d.ts +78 -0
  15. package/dist/core/loadTracker.js +106 -0
  16. package/dist/core/loop.d.ts +118 -0
  17. package/dist/core/loop.js +84 -0
  18. package/dist/core/messageQueue.d.ts +61 -0
  19. package/dist/core/messageQueue.js +104 -0
  20. package/dist/core/onceSet.d.ts +27 -0
  21. package/dist/core/onceSet.js +62 -0
  22. package/dist/core/preferences.d.ts +47 -0
  23. package/dist/core/preferences.js +140 -0
  24. package/dist/core/remoteSave.d.ts +154 -0
  25. package/dist/core/remoteSave.js +249 -0
  26. package/dist/core/rng.d.ts +64 -0
  27. package/dist/core/rng.js +72 -0
  28. package/dist/core/stepBudget.d.ts +91 -0
  29. package/dist/core/stepBudget.js +105 -0
  30. package/dist/core/storage.d.ts +52 -0
  31. package/dist/core/storage.js +85 -0
  32. package/dist/core/tickTrace.d.ts +72 -0
  33. package/dist/core/tickTrace.js +102 -0
  34. package/dist/core/timeCurve.d.ts +83 -0
  35. package/dist/core/timeCurve.js +107 -0
  36. package/dist/core/withDefaults.d.ts +21 -0
  37. package/dist/core/withDefaults.js +29 -0
  38. package/dist/dev/contactProbe.d.ts +41 -0
  39. package/dist/dev/contactProbe.js +58 -0
  40. package/dist/dev/fpsMeter.d.ts +45 -0
  41. package/dist/dev/fpsMeter.js +86 -0
  42. package/dist/environment/celestialClock.d.ts +141 -0
  43. package/dist/environment/celestialClock.js +262 -0
  44. package/dist/geometry/decal.d.ts +61 -0
  45. package/dist/geometry/decal.js +178 -0
  46. package/dist/geometry/filmPatch.d.ts +35 -0
  47. package/dist/geometry/filmPatch.js +112 -0
  48. package/dist/geometry/growable.d.ts +70 -0
  49. package/dist/geometry/growable.js +167 -0
  50. package/dist/geometry/lightVolume.d.ts +76 -0
  51. package/dist/geometry/lightVolume.js +65 -0
  52. package/dist/geometry/meshBuilder.d.ts +426 -0
  53. package/dist/geometry/meshBuilder.js +1184 -0
  54. package/dist/geometry/pixelFont.d.ts +59 -0
  55. package/dist/geometry/pixelFont.js +179 -0
  56. package/dist/geometry/ribbon.d.ts +101 -0
  57. package/dist/geometry/ribbon.js +546 -0
  58. package/dist/geometry/shellFill.d.ts +101 -0
  59. package/dist/geometry/shellFill.js +203 -0
  60. package/dist/geometry/spline.d.ts +162 -0
  61. package/dist/geometry/spline.js +527 -0
  62. package/dist/geometry/tangents.d.ts +30 -0
  63. package/dist/geometry/tangents.js +142 -0
  64. package/dist/geometry/textMesh.d.ts +51 -0
  65. package/dist/geometry/textMesh.js +57 -0
  66. package/dist/geometry/treeBuilder.d.ts +37 -0
  67. package/dist/geometry/treeBuilder.js +56 -0
  68. package/dist/host/display.d.ts +135 -0
  69. package/dist/host/display.js +114 -0
  70. package/dist/host/files.d.ts +25 -0
  71. package/dist/host/files.js +44 -0
  72. package/dist/host/lifecycle.d.ts +45 -0
  73. package/dist/host/lifecycle.js +28 -0
  74. package/dist/host/platformServices.d.ts +23 -0
  75. package/dist/host/platformServices.js +1 -0
  76. package/dist/host/screen.d.ts +49 -0
  77. package/dist/host/screen.js +90 -0
  78. package/dist/index.d.ts +289 -0
  79. package/dist/index.js +320 -0
  80. package/dist/input/actionMap.d.ts +181 -0
  81. package/dist/input/actionMap.js +314 -0
  82. package/dist/input/activeDevice.d.ts +55 -0
  83. package/dist/input/activeDevice.js +83 -0
  84. package/dist/input/gamepadIdentity.d.ts +43 -0
  85. package/dist/input/gamepadIdentity.js +108 -0
  86. package/dist/input/gamepadMapping.d.ts +56 -0
  87. package/dist/input/gamepadMapping.js +91 -0
  88. package/dist/input/input.d.ts +281 -0
  89. package/dist/input/input.js +703 -0
  90. package/dist/input/inputHarness.d.ts +42 -0
  91. package/dist/input/inputHarness.js +193 -0
  92. package/dist/input/rightGesture.d.ts +57 -0
  93. package/dist/input/rightGesture.js +49 -0
  94. package/dist/input/rumble.d.ts +71 -0
  95. package/dist/input/rumble.js +119 -0
  96. package/dist/input/touchControls.d.ts +138 -0
  97. package/dist/input/touchControls.js +352 -0
  98. package/dist/input/typingTarget.d.ts +6 -0
  99. package/dist/input/typingTarget.js +27 -0
  100. package/dist/math/bounds.d.ts +61 -0
  101. package/dist/math/bounds.js +121 -0
  102. package/dist/math/color.d.ts +8 -0
  103. package/dist/math/color.js +35 -0
  104. package/dist/math/exact.d.ts +66 -0
  105. package/dist/math/exact.js +262 -0
  106. package/dist/math/frustum.d.ts +44 -0
  107. package/dist/math/frustum.js +90 -0
  108. package/dist/math/intersect.d.ts +76 -0
  109. package/dist/math/intersect.js +185 -0
  110. package/dist/math/scalar.d.ts +51 -0
  111. package/dist/math/scalar.js +99 -0
  112. package/dist/math/spring.d.ts +59 -0
  113. package/dist/math/spring.js +88 -0
  114. package/dist/nav/navGraph.d.ts +71 -0
  115. package/dist/nav/navGraph.js +111 -0
  116. package/dist/nav/navPath.d.ts +93 -0
  117. package/dist/nav/navPath.js +162 -0
  118. package/dist/nav/navSearch.d.ts +74 -0
  119. package/dist/nav/navSearch.js +198 -0
  120. package/dist/physics/boxSurface.d.ts +48 -0
  121. package/dist/physics/boxSurface.js +73 -0
  122. package/dist/physics/colliderSurface.d.ts +46 -0
  123. package/dist/physics/colliderSurface.js +146 -0
  124. package/dist/physics/compositeSurface.d.ts +33 -0
  125. package/dist/physics/compositeSurface.js +108 -0
  126. package/dist/physics/heightSurface.d.ts +103 -0
  127. package/dist/physics/heightSurface.js +153 -0
  128. package/dist/physics/ribbonSurface.d.ts +239 -0
  129. package/dist/physics/ribbonSurface.js +522 -0
  130. package/dist/render/ambientOcclusionPass.d.ts +53 -0
  131. package/dist/render/ambientOcclusionPass.js +179 -0
  132. package/dist/render/areaLights.d.ts +116 -0
  133. package/dist/render/areaLights.js +91 -0
  134. package/dist/render/areaShadowSet.d.ts +184 -0
  135. package/dist/render/areaShadowSet.js +277 -0
  136. package/dist/render/atmosphere.d.ts +94 -0
  137. package/dist/render/atmosphere.js +91 -0
  138. package/dist/render/backend/api.d.ts +496 -0
  139. package/dist/render/backend/api.js +1 -0
  140. package/dist/render/backend/budget.d.ts +82 -0
  141. package/dist/render/backend/budget.js +99 -0
  142. package/dist/render/backend/createRenderer.d.ts +135 -0
  143. package/dist/render/backend/createRenderer.js +201 -0
  144. package/dist/render/backend/deadline.d.ts +24 -0
  145. package/dist/render/backend/deadline.js +38 -0
  146. package/dist/render/backend/probe.d.ts +30 -0
  147. package/dist/render/backend/probe.js +129 -0
  148. package/dist/render/backend/select.d.ts +70 -0
  149. package/dist/render/backend/select.js +249 -0
  150. package/dist/render/backend/timer.d.ts +50 -0
  151. package/dist/render/backend/timer.js +1 -0
  152. package/dist/render/backend/webgl2/instanced.d.ts +21 -0
  153. package/dist/render/backend/webgl2/instanced.js +42 -0
  154. package/dist/render/backend/webgl2/morphTexture.d.ts +21 -0
  155. package/dist/render/backend/webgl2/morphTexture.js +55 -0
  156. package/dist/render/backend/webgl2/renderer.d.ts +3027 -0
  157. package/dist/render/backend/webgl2/renderer.js +6041 -0
  158. package/dist/render/backend/webgl2/skinPaletteTexture.d.ts +32 -0
  159. package/dist/render/backend/webgl2/skinPaletteTexture.js +68 -0
  160. package/dist/render/backend/webgpu/boltPass.d.ts +42 -0
  161. package/dist/render/backend/webgpu/boltPass.js +160 -0
  162. package/dist/render/backend/webgpu/buffers.d.ts +159 -0
  163. package/dist/render/backend/webgpu/buffers.js +402 -0
  164. package/dist/render/backend/webgpu/causticsPass.d.ts +36 -0
  165. package/dist/render/backend/webgpu/causticsPass.js +138 -0
  166. package/dist/render/backend/webgpu/clusterBinner.d.ts +51 -0
  167. package/dist/render/backend/webgpu/clusterBinner.js +206 -0
  168. package/dist/render/backend/webgpu/depthPass.d.ts +114 -0
  169. package/dist/render/backend/webgpu/depthPass.js +228 -0
  170. package/dist/render/backend/webgpu/device.d.ts +52 -0
  171. package/dist/render/backend/webgpu/device.js +121 -0
  172. package/dist/render/backend/webgpu/drawCommand.d.ts +43 -0
  173. package/dist/render/backend/webgpu/drawCommand.js +54 -0
  174. package/dist/render/backend/webgpu/environmentTexels.d.ts +28 -0
  175. package/dist/render/backend/webgpu/environmentTexels.js +79 -0
  176. package/dist/render/backend/webgpu/filmPass.d.ts +29 -0
  177. package/dist/render/backend/webgpu/filmPass.js +97 -0
  178. package/dist/render/backend/webgpu/flatPass.d.ts +213 -0
  179. package/dist/render/backend/webgpu/flatPass.js +482 -0
  180. package/dist/render/backend/webgpu/flockPass.d.ts +34 -0
  181. package/dist/render/backend/webgpu/flockPass.js +129 -0
  182. package/dist/render/backend/webgpu/gpuTimestamps.d.ts +94 -0
  183. package/dist/render/backend/webgpu/gpuTimestamps.js +213 -0
  184. package/dist/render/backend/webgpu/insetPass.d.ts +19 -0
  185. package/dist/render/backend/webgpu/insetPass.js +108 -0
  186. package/dist/render/backend/webgpu/instanced.d.ts +27 -0
  187. package/dist/render/backend/webgpu/instanced.js +49 -0
  188. package/dist/render/backend/webgpu/lightVolumePass.d.ts +75 -0
  189. package/dist/render/backend/webgpu/lightVolumePass.js +154 -0
  190. package/dist/render/backend/webgpu/linePass.d.ts +90 -0
  191. package/dist/render/backend/webgpu/linePass.js +220 -0
  192. package/dist/render/backend/webgpu/morphTexture.d.ts +18 -0
  193. package/dist/render/backend/webgpu/morphTexture.js +51 -0
  194. package/dist/render/backend/webgpu/panelPass.d.ts +37 -0
  195. package/dist/render/backend/webgpu/panelPass.js +114 -0
  196. package/dist/render/backend/webgpu/particlePass.d.ts +89 -0
  197. package/dist/render/backend/webgpu/particlePass.js +280 -0
  198. package/dist/render/backend/webgpu/pipelineCache.d.ts +93 -0
  199. package/dist/render/backend/webgpu/pipelineCache.js +140 -0
  200. package/dist/render/backend/webgpu/plumePass.d.ts +69 -0
  201. package/dist/render/backend/webgpu/plumePass.js +213 -0
  202. package/dist/render/backend/webgpu/pointShadowPass.d.ts +88 -0
  203. package/dist/render/backend/webgpu/pointShadowPass.js +280 -0
  204. package/dist/render/backend/webgpu/postPass.d.ts +342 -0
  205. package/dist/render/backend/webgpu/postPass.js +366 -0
  206. package/dist/render/backend/webgpu/probePass.d.ts +108 -0
  207. package/dist/render/backend/webgpu/probePass.js +188 -0
  208. package/dist/render/backend/webgpu/reflectionPass.d.ts +29 -0
  209. package/dist/render/backend/webgpu/reflectionPass.js +87 -0
  210. package/dist/render/backend/webgpu/renderer.d.ts +3082 -0
  211. package/dist/render/backend/webgpu/renderer.js +10911 -0
  212. package/dist/render/backend/webgpu/scatterPass.d.ts +95 -0
  213. package/dist/render/backend/webgpu/scatterPass.js +266 -0
  214. package/dist/render/backend/webgpu/sdfTextPass.d.ts +86 -0
  215. package/dist/render/backend/webgpu/sdfTextPass.js +190 -0
  216. package/dist/render/backend/webgpu/shaderModules.d.ts +9 -0
  217. package/dist/render/backend/webgpu/shaderModules.js +45 -0
  218. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.d.ts +23 -0
  219. package/dist/render/backend/webgpu/shaders/clusterBin.wgsl.js +208 -0
  220. package/dist/render/backend/webgpu/skinPaletteRing.d.ts +67 -0
  221. package/dist/render/backend/webgpu/skinPaletteRing.js +97 -0
  222. package/dist/render/backend/webgpu/skinPaletteTexture.d.ts +17 -0
  223. package/dist/render/backend/webgpu/skinPaletteTexture.js +68 -0
  224. package/dist/render/backend/webgpu/skyPass.d.ts +102 -0
  225. package/dist/render/backend/webgpu/skyPass.js +70 -0
  226. package/dist/render/backend/webgpu/surfaceTexturePass.d.ts +41 -0
  227. package/dist/render/backend/webgpu/surfaceTexturePass.js +228 -0
  228. package/dist/render/backend/webgpu/textPass.d.ts +73 -0
  229. package/dist/render/backend/webgpu/textPass.js +190 -0
  230. package/dist/render/backend/webgpu/uniformRing.d.ts +133 -0
  231. package/dist/render/backend/webgpu/uniformRing.js +208 -0
  232. package/dist/render/backend/webgpu/waterPass.d.ts +73 -0
  233. package/dist/render/backend/webgpu/waterPass.js +160 -0
  234. package/dist/render/backend/webgpu/windStreakPass.d.ts +46 -0
  235. package/dist/render/backend/webgpu/windStreakPass.js +153 -0
  236. package/dist/render/billboard.d.ts +27 -0
  237. package/dist/render/billboard.js +79 -0
  238. package/dist/render/bloomChain.d.ts +66 -0
  239. package/dist/render/bloomChain.js +83 -0
  240. package/dist/render/bloomPass.d.ts +54 -0
  241. package/dist/render/bloomPass.js +219 -0
  242. package/dist/render/boltBatch.d.ts +39 -0
  243. package/dist/render/boltBatch.js +121 -0
  244. package/dist/render/boltPool.d.ts +135 -0
  245. package/dist/render/boltPool.js +259 -0
  246. package/dist/render/boom.d.ts +46 -0
  247. package/dist/render/boom.js +81 -0
  248. package/dist/render/camera.d.ts +119 -0
  249. package/dist/render/camera.js +304 -0
  250. package/dist/render/causticsRenderer.d.ts +63 -0
  251. package/dist/render/causticsRenderer.js +119 -0
  252. package/dist/render/cinematicCamera.d.ts +102 -0
  253. package/dist/render/cinematicCamera.js +227 -0
  254. package/dist/render/clusteredLights.d.ts +260 -0
  255. package/dist/render/clusteredLights.js +479 -0
  256. package/dist/render/colourGrade.d.ts +62 -0
  257. package/dist/render/colourGrade.js +91 -0
  258. package/dist/render/compute.d.ts +74 -0
  259. package/dist/render/compute.js +8 -0
  260. package/dist/render/contextLoss.d.ts +32 -0
  261. package/dist/render/contextLoss.js +46 -0
  262. package/dist/render/debugLines.d.ts +75 -0
  263. package/dist/render/debugLines.js +281 -0
  264. package/dist/render/decalPass.d.ts +34 -0
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  266. package/dist/render/decalProjector.d.ts +140 -0
  267. package/dist/render/decalProjector.js +282 -0
  268. package/dist/render/decalQueue.d.ts +53 -0
  269. package/dist/render/decalQueue.js +87 -0
  270. package/dist/render/depthConvention.d.ts +314 -0
  271. package/dist/render/depthConvention.js +346 -0
  272. package/dist/render/drawingBuffer.d.ts +52 -0
  273. package/dist/render/drawingBuffer.js +67 -0
  274. package/dist/render/emptyTexture.d.ts +60 -0
  275. package/dist/render/emptyTexture.js +103 -0
  276. package/dist/render/envProbeArray.d.ts +85 -0
  277. package/dist/render/envProbeArray.js +164 -0
  278. package/dist/render/equirectToCube.d.ts +54 -0
  279. package/dist/render/equirectToCube.js +123 -0
  280. package/dist/render/flockGeometry.d.ts +23 -0
  281. package/dist/render/flockGeometry.js +43 -0
  282. package/dist/render/flockRenderer.d.ts +37 -0
  283. package/dist/render/flockRenderer.js +70 -0
  284. package/dist/render/frame/arena.d.ts +32 -0
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  286. package/dist/render/frame/index.d.ts +18 -0
  287. package/dist/render/frame/index.js +4 -0
  288. package/dist/render/frame/replay.d.ts +34 -0
  289. package/dist/render/frame/replay.js +48 -0
  290. package/dist/render/frame/resources.d.ts +25 -0
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  292. package/dist/render/frame/schedule.d.ts +37 -0
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  294. package/dist/render/frameView.d.ts +19 -0
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  296. package/dist/render/gizmo.d.ts +236 -0
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  298. package/dist/render/globalMedium.d.ts +124 -0
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  300. package/dist/render/globalMediumPass.d.ts +101 -0
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  302. package/dist/render/gpuCapability.d.ts +111 -0
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  304. package/dist/render/gpuTimer.d.ts +87 -0
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  306. package/dist/render/halfFloat.d.ts +4 -0
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  310. package/dist/render/iesProfile.d.ts +64 -0
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  314. package/dist/render/instancedMesh.d.ts +48 -0
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  316. package/dist/render/instances.d.ts +69 -0
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  318. package/dist/render/lightBudget.d.ts +397 -0
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  320. package/dist/render/lightMatrix.d.ts +3 -0
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  322. package/dist/render/lightVolumeDraw.d.ts +132 -0
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  330. package/dist/render/lod.d.ts +35 -0
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  332. package/dist/render/mesh.d.ts +177 -0
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  334. package/dist/render/occlusion.d.ts +81 -0
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  336. package/dist/render/oitPass.d.ts +67 -0
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  338. package/dist/render/orderIndependent.d.ts +92 -0
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  340. package/dist/render/particleBatch.d.ts +140 -0
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  342. package/dist/render/particleMaterial.d.ts +54 -0
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  344. package/dist/render/particlePool.d.ts +124 -0
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  346. package/dist/render/pass.d.ts +195 -0
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  348. package/dist/render/passTarget.d.ts +86 -0
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  350. package/dist/render/pickable.d.ts +31 -0
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  352. package/dist/render/planarReflection.d.ts +59 -0
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  356. package/dist/render/plumeGeometry.d.ts +25 -0
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  358. package/dist/render/plumeMaterial.d.ts +31 -0
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  364. package/dist/render/pointShadowArray.d.ts +95 -0
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  366. package/dist/render/pointShadowBudget.d.ts +118 -0
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  372. package/dist/render/pointShadowSystem.d.ts +195 -0
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  733. package/src/render/backend/webgpu/morphTexture.ts +61 -0
  734. package/src/render/backend/webgpu/panelPass.ts +138 -0
  735. package/src/render/backend/webgpu/particlePass.ts +370 -0
  736. package/src/render/backend/webgpu/pipelineCache.ts +152 -0
  737. package/src/render/backend/webgpu/plumePass.ts +292 -0
  738. package/src/render/backend/webgpu/pointShadowPass.ts +368 -0
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  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
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  744. package/src/render/backend/webgpu/sdfTextPass.ts +220 -0
  745. package/src/render/backend/webgpu/shaderModules.ts +49 -0
  746. package/src/render/backend/webgpu/shaders/clusterBin.wgsl.ts +219 -0
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  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
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  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
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  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,59 @@
1
+ /**
2
+ * A 5x7 pixel font, as bitmasks.
3
+ *
4
+ * Glyphs are built rather than loaded, for the same reasons the cursor is: no
5
+ * asset, no request, no licence, and — the one that matters — a shape the
6
+ * renderer can *extrude*. A font file gives you outlines to rasterise; a grid
7
+ * of cells gives you boxes to light, which is what makes text belong in a
8
+ * flat-shaded world instead of floating over it.
9
+ *
10
+ * Five by seven is the smallest grid that carries a legible uppercase alphabet
11
+ * with digits. Anything smaller starts guessing between 8, B and 6 at a glance,
12
+ * which is exactly the glance a notification gets.
13
+ *
14
+ * Each glyph is seven rows, each row five bits, most significant bit leftmost.
15
+ */
16
+ export declare const GLYPH_WIDTH = 5;
17
+ export declare const GLYPH_HEIGHT = 7;
18
+ /** Blank columns between glyphs, in cells. */
19
+ export declare const GLYPH_SPACING = 1;
20
+ /**
21
+ * Rows for one character. Lower case is folded to upper: this is a display
22
+ * face for short shouted strings, and a 5x7 grid has no room for descenders.
23
+ */
24
+ export declare function glyphRows(character: string): readonly number[];
25
+ export declare function hasGlyph(character: string): boolean;
26
+ /** Width of a string in cells, spacing included, excluding the trailing gap. */
27
+ export declare function measureText(text: string): number;
28
+ /** How many lit cells a string needs, which is how many boxes it costs. */
29
+ export declare function countCells(text: string): number;
30
+ /**
31
+ * Walk every lit cell of a string.
32
+ *
33
+ * Coordinates are in cells, origin at the string's left baseline: x increases
34
+ * right, y increases *up*, so the caller works in the same handedness as the
35
+ * rest of the engine rather than in text-editor coordinates.
36
+ *
37
+ * `charIndex` comes along because per-character animation is the whole point —
38
+ * a message where every letter arrives at once is a label, and one where they
39
+ * arrive in sequence is an event.
40
+ */
41
+ /**
42
+ * Every horizontal run of lit cells, as one span each.
43
+ *
44
+ * **Because a box per cell is most of a world.** A consumer measured their village at 2,662,324
45
+ * triangles of which **1,195,296 — forty-five per cent — were the lettering** on 169 street plates
46
+ * and 830 house numbers, one box of twelve triangles at each of 65,271 lit cells. A run of three
47
+ * lit cells side by side is three boxes with four interior faces between them that nothing can ever
48
+ * see, and one box the same shape outside.
49
+ *
50
+ * **Horizontal only, and that is a measurement rather than a simplification.** Against that
51
+ * consumer's own 1,168 strings, merging runs takes 65,271 cells to 42,631 boxes, and a greedy
52
+ * rectangle merge over two dimensions gives *exactly the same number* — in a glyph five cells wide
53
+ * there is nothing vertical left to win, and the second pass would be code that never pays.
54
+ *
55
+ * A run never crosses a glyph, because the cursor advances by `GLYPH_WIDTH + GLYPH_SPACING` and
56
+ * that spacing is a column of unlit cells.
57
+ */
58
+ export declare function forEachRun(text: string, visit: (x: number, y: number, width: number, charIndex: number) => void): void;
59
+ export declare function forEachCell(text: string, visit: (x: number, y: number, charIndex: number) => void): void;
@@ -0,0 +1,179 @@
1
+ /**
2
+ * A 5x7 pixel font, as bitmasks.
3
+ *
4
+ * Glyphs are built rather than loaded, for the same reasons the cursor is: no
5
+ * asset, no request, no licence, and — the one that matters — a shape the
6
+ * renderer can *extrude*. A font file gives you outlines to rasterise; a grid
7
+ * of cells gives you boxes to light, which is what makes text belong in a
8
+ * flat-shaded world instead of floating over it.
9
+ *
10
+ * Five by seven is the smallest grid that carries a legible uppercase alphabet
11
+ * with digits. Anything smaller starts guessing between 8, B and 6 at a glance,
12
+ * which is exactly the glance a notification gets.
13
+ *
14
+ * Each glyph is seven rows, each row five bits, most significant bit leftmost.
15
+ */
16
+ export const GLYPH_WIDTH = 5;
17
+ export const GLYPH_HEIGHT = 7;
18
+ /** Blank columns between glyphs, in cells. */
19
+ export const GLYPH_SPACING = 1;
20
+ const GLYPHS = {
21
+ ' ': [0, 0, 0, 0, 0, 0, 0],
22
+ A: [0b01110, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001],
23
+ B: [0b11110, 0b10001, 0b10001, 0b11110, 0b10001, 0b10001, 0b11110],
24
+ C: [0b01110, 0b10001, 0b10000, 0b10000, 0b10000, 0b10001, 0b01110],
25
+ D: [0b11110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b11110],
26
+ E: [0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b11111],
27
+ F: [0b11111, 0b10000, 0b10000, 0b11110, 0b10000, 0b10000, 0b10000],
28
+ G: [0b01110, 0b10001, 0b10000, 0b10111, 0b10001, 0b10001, 0b01111],
29
+ H: [0b10001, 0b10001, 0b10001, 0b11111, 0b10001, 0b10001, 0b10001],
30
+ I: [0b01110, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b01110],
31
+ J: [0b00111, 0b00010, 0b00010, 0b00010, 0b00010, 0b10010, 0b01100],
32
+ K: [0b10001, 0b10010, 0b10100, 0b11000, 0b10100, 0b10010, 0b10001],
33
+ L: [0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b10000, 0b11111],
34
+ M: [0b10001, 0b11011, 0b10101, 0b10101, 0b10001, 0b10001, 0b10001],
35
+ N: [0b10001, 0b11001, 0b10101, 0b10011, 0b10001, 0b10001, 0b10001],
36
+ O: [0b01110, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110],
37
+ P: [0b11110, 0b10001, 0b10001, 0b11110, 0b10000, 0b10000, 0b10000],
38
+ Q: [0b01110, 0b10001, 0b10001, 0b10001, 0b10101, 0b10010, 0b01101],
39
+ R: [0b11110, 0b10001, 0b10001, 0b11110, 0b10100, 0b10010, 0b10001],
40
+ S: [0b01111, 0b10000, 0b10000, 0b01110, 0b00001, 0b00001, 0b11110],
41
+ T: [0b11111, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0b00100],
42
+ U: [0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01110],
43
+ V: [0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b01010, 0b00100],
44
+ W: [0b10001, 0b10001, 0b10001, 0b10101, 0b10101, 0b11011, 0b10001],
45
+ X: [0b10001, 0b10001, 0b01010, 0b00100, 0b01010, 0b10001, 0b10001],
46
+ Y: [0b10001, 0b10001, 0b01010, 0b00100, 0b00100, 0b00100, 0b00100],
47
+ Z: [0b11111, 0b00001, 0b00010, 0b00100, 0b01000, 0b10000, 0b11111],
48
+ '0': [0b01110, 0b10001, 0b10011, 0b10101, 0b11001, 0b10001, 0b01110],
49
+ '1': [0b00100, 0b01100, 0b00100, 0b00100, 0b00100, 0b00100, 0b01110],
50
+ '2': [0b01110, 0b10001, 0b00001, 0b00010, 0b00100, 0b01000, 0b11111],
51
+ '3': [0b11111, 0b00010, 0b00100, 0b00010, 0b00001, 0b10001, 0b01110],
52
+ '4': [0b00010, 0b00110, 0b01010, 0b10010, 0b11111, 0b00010, 0b00010],
53
+ '5': [0b11111, 0b10000, 0b11110, 0b00001, 0b00001, 0b10001, 0b01110],
54
+ '6': [0b00110, 0b01000, 0b10000, 0b11110, 0b10001, 0b10001, 0b01110],
55
+ '7': [0b11111, 0b00001, 0b00010, 0b00100, 0b01000, 0b01000, 0b01000],
56
+ '8': [0b01110, 0b10001, 0b10001, 0b01110, 0b10001, 0b10001, 0b01110],
57
+ '9': [0b01110, 0b10001, 0b10001, 0b01111, 0b00001, 0b00010, 0b01100],
58
+ '.': [0, 0, 0, 0, 0, 0b01100, 0b01100],
59
+ ',': [0, 0, 0, 0, 0b01100, 0b01100, 0b11000],
60
+ ':': [0, 0b01100, 0b01100, 0, 0b01100, 0b01100, 0],
61
+ '!': [0b00100, 0b00100, 0b00100, 0b00100, 0b00100, 0, 0b00100],
62
+ '?': [0b01110, 0b10001, 0b00001, 0b00010, 0b00100, 0, 0b00100],
63
+ '-': [0, 0, 0, 0b11111, 0, 0, 0],
64
+ '+': [0, 0b00100, 0b00100, 0b11111, 0b00100, 0b00100, 0],
65
+ '/': [0b00001, 0b00010, 0b00010, 0b00100, 0b01000, 0b01000, 0b10000],
66
+ "'": [0b00100, 0b00100, 0, 0, 0, 0, 0],
67
+ '(': [0b00010, 0b00100, 0b01000, 0b01000, 0b01000, 0b00100, 0b00010],
68
+ ')': [0b01000, 0b00100, 0b00010, 0b00010, 0b00010, 0b00100, 0b01000],
69
+ '%': [0b11001, 0b11010, 0b00010, 0b00100, 0b01000, 0b01011, 0b10011],
70
+ '·': [0, 0, 0, 0b01100, 0b01100, 0, 0],
71
+ '×': [0, 0b10001, 0b01010, 0b00100, 0b01010, 0b10001, 0],
72
+ /**
73
+ * A solid cell. Not a letter — it is how a caller builds a *plate*: a run of
74
+ * these behind a word makes a keycap, which is the only way to say "this is a
75
+ * key you press" without a second asset pipeline.
76
+ */
77
+ '█': [0b11111, 0b11111, 0b11111, 0b11111, 0b11111, 0b11111, 0b11111],
78
+ };
79
+ /** Anything the font does not have. Better a visible box than a silent gap. */
80
+ const MISSING = [0b11111, 0b10001, 0b10001, 0b10001, 0b10001, 0b10001, 0b11111];
81
+ /**
82
+ * Rows for one character. Lower case is folded to upper: this is a display
83
+ * face for short shouted strings, and a 5x7 grid has no room for descenders.
84
+ */
85
+ export function glyphRows(character) {
86
+ const upper = character.toUpperCase();
87
+ return GLYPHS[upper] ?? GLYPHS[character] ?? MISSING;
88
+ }
89
+ export function hasGlyph(character) {
90
+ return GLYPHS[character.toUpperCase()] !== undefined;
91
+ }
92
+ /** Width of a string in cells, spacing included, excluding the trailing gap. */
93
+ export function measureText(text) {
94
+ if (text.length === 0)
95
+ return 0;
96
+ return text.length * (GLYPH_WIDTH + GLYPH_SPACING) - GLYPH_SPACING;
97
+ }
98
+ /** How many lit cells a string needs, which is how many boxes it costs. */
99
+ export function countCells(text) {
100
+ let cells = 0;
101
+ for (const character of text) {
102
+ for (const row of glyphRows(character)) {
103
+ for (let x = 0; x < GLYPH_WIDTH; x++) {
104
+ if ((row & (1 << (GLYPH_WIDTH - 1 - x))) !== 0)
105
+ cells++;
106
+ }
107
+ }
108
+ }
109
+ return cells;
110
+ }
111
+ /**
112
+ * Walk every lit cell of a string.
113
+ *
114
+ * Coordinates are in cells, origin at the string's left baseline: x increases
115
+ * right, y increases *up*, so the caller works in the same handedness as the
116
+ * rest of the engine rather than in text-editor coordinates.
117
+ *
118
+ * `charIndex` comes along because per-character animation is the whole point —
119
+ * a message where every letter arrives at once is a label, and one where they
120
+ * arrive in sequence is an event.
121
+ */
122
+ /**
123
+ * Every horizontal run of lit cells, as one span each.
124
+ *
125
+ * **Because a box per cell is most of a world.** A consumer measured their village at 2,662,324
126
+ * triangles of which **1,195,296 — forty-five per cent — were the lettering** on 169 street plates
127
+ * and 830 house numbers, one box of twelve triangles at each of 65,271 lit cells. A run of three
128
+ * lit cells side by side is three boxes with four interior faces between them that nothing can ever
129
+ * see, and one box the same shape outside.
130
+ *
131
+ * **Horizontal only, and that is a measurement rather than a simplification.** Against that
132
+ * consumer's own 1,168 strings, merging runs takes 65,271 cells to 42,631 boxes, and a greedy
133
+ * rectangle merge over two dimensions gives *exactly the same number* — in a glyph five cells wide
134
+ * there is nothing vertical left to win, and the second pass would be code that never pays.
135
+ *
136
+ * A run never crosses a glyph, because the cursor advances by `GLYPH_WIDTH + GLYPH_SPACING` and
137
+ * that spacing is a column of unlit cells.
138
+ */
139
+ export function forEachRun(text, visit) {
140
+ let cursor = 0;
141
+ let charIndex = 0;
142
+ for (const character of text) {
143
+ const rows = glyphRows(character);
144
+ for (let row = 0; row < rows.length; row++) {
145
+ const bits = rows[row] ?? 0;
146
+ const y = GLYPH_HEIGHT - 1 - row;
147
+ let runStart = -1;
148
+ for (let x = 0; x <= GLYPH_WIDTH; x++) {
149
+ const lit = x < GLYPH_WIDTH && (bits & (1 << (GLYPH_WIDTH - 1 - x))) !== 0;
150
+ if (lit && runStart < 0)
151
+ runStart = x;
152
+ else if (!lit && runStart >= 0) {
153
+ visit(cursor + runStart, y, x - runStart, charIndex);
154
+ runStart = -1;
155
+ }
156
+ }
157
+ }
158
+ cursor += GLYPH_WIDTH + GLYPH_SPACING;
159
+ charIndex++;
160
+ }
161
+ }
162
+ export function forEachCell(text, visit) {
163
+ let cursor = 0;
164
+ let charIndex = 0;
165
+ for (const character of text) {
166
+ const rows = glyphRows(character);
167
+ for (let row = 0; row < rows.length; row++) {
168
+ const bits = rows[row] ?? 0;
169
+ // Row 0 is the top of the glyph, so it is the highest y.
170
+ const y = GLYPH_HEIGHT - 1 - row;
171
+ for (let x = 0; x < GLYPH_WIDTH; x++) {
172
+ if ((bits & (1 << (GLYPH_WIDTH - 1 - x))) !== 0)
173
+ visit(cursor + x, y, charIndex);
174
+ }
175
+ }
176
+ cursor += GLYPH_WIDTH + GLYPH_SPACING;
177
+ charIndex++;
178
+ }
179
+ }
@@ -0,0 +1,101 @@
1
+ /**
2
+ * A banked surface swept along a spline: the drawn slab and the colliders that
3
+ * stop you falling through it.
4
+ *
5
+ * Collision is the mesh: every drawn triangle of the deck becomes a wedge with
6
+ * the slab's depth under it, so the geometry a player sees is exactly the
7
+ * geometry that stops them — banked, climbing, or twisted. The exact ground
8
+ * they *stand* on still comes from `RibbonSurface`, which answers from the
9
+ * curve itself; the wedges keep a body out of the slab from every other
10
+ * direction.
11
+ */
12
+ import type { MeshData } from '../render/mesh.ts';
13
+ import type { Vec3 } from '../math/color.ts';
14
+ import type { Collider } from '@driftengine/physics';
15
+ import { Spline } from './spline.ts';
16
+ /** A stretch of arc length where the surface simply is not there. */
17
+ export interface RibbonHole {
18
+ fromM: number;
19
+ toM: number;
20
+ }
21
+ export interface RibbonOptions {
22
+ color: Vec3;
23
+ emissive?: number;
24
+ /** Distance between cross-sections. Smaller is smoother and heavier. */
25
+ stepM?: number;
26
+ /** Depth of the slab below the surface. */
27
+ thicknessM?: number;
28
+ /** Interruptions: an unbridged track is a jump, and jumps are the point. */
29
+ holes?: readonly RibbonHole[];
30
+ /**
31
+ * Called per cross-section to vary the surface along the route.
32
+ *
33
+ * Writes the colour into `out` and returns the emissive strength. The hook
34
+ * exists so a generator can give each stretch its own material without
35
+ * building a separate ribbon per segment — a route in one flat tone reads as
36
+ * a painted strip rather than as something built.
37
+ */
38
+ shade?: (distanceM: number, out: Vec3) => number;
39
+ /**
40
+ * Build only a band along one edge instead of the whole surface.
41
+ *
42
+ * For kerbs: a strip this wide, inset from the chosen edge and lifted clear,
43
+ * with the surface's own banking. Doing it as a second ribbon rather than as
44
+ * geometry bolted on afterwards means the kerb follows the bank exactly, and
45
+ * it is the banking that makes an edge hard to read without one.
46
+ */
47
+ edgeBandM?: number;
48
+ edgeSide?: -1 | 1;
49
+ /**
50
+ * Build a band between two *absolute* lateral offsets instead of edge-relative
51
+ * ones — for anything painted at a particular place across the surface rather
52
+ * than along its edge.
53
+ *
54
+ * The alternative is to lay a row of small boxes along the route, and it does
55
+ * not work: an axis-aligned box cannot follow a curve, so the row steps into a
56
+ * zigzag and reads as a staircase of holes rather than as a marking. Built as a
57
+ * ribbon it follows the centreline and the bank exactly, for free.
58
+ */
59
+ lateralFromM?: number;
60
+ lateralToM?: number;
61
+ /** Restrict the build to a stretch of the curve. */
62
+ fromM?: number;
63
+ toM?: number;
64
+ /** Raise the whole band by this much, so a kerb stands proud of the surface. */
65
+ liftM?: number;
66
+ /**
67
+ * How far below the drawn surface the collider hulls' tops sit, metres.
68
+ *
69
+ * A consumer's ground query rides the *smooth* curve; the hulls are the
70
+ * *faceted* mesh, and at a crest a facet ridge stands a few centimetres
71
+ * proud of the curve — each ridge a micro-wall under a character's feet if the
72
+ * hulls are exactly flush. The give hands the top few centimetres to the
73
+ * smooth query and everything beneath to the hull: a tolerance between two
74
+ * representations of the same surface, not a hole in the world — the slab's
75
+ * sides and underside stay exactly where they are drawn. Zero means flush.
76
+ */
77
+ colliderGiveM?: number;
78
+ }
79
+ /**
80
+ * Spacing of the cross-sections a ribbon's mesh is built from, metres.
81
+ *
82
+ * Exported because it is not only the builder's business: `RibbonSurface` has to know it to
83
+ * agree with the geometry at a hole's edge, where the mesh deliberately keeps the bordering
84
+ * section. A copy of this number in the physics module is a copy that drifts.
85
+ */
86
+ export declare const RIBBON_STEP_M = 2;
87
+ /**
88
+ * Default collider give: comfortably past the sagitta of a `RIBBON_STEP_M`
89
+ * facet at the tightest curvature a route reaches (a hairpin near 6 m radius:
90
+ * 2² / (8 · 6) ≈ 0.08), because a give that only just covers the facet error
91
+ * still brushes the character at every ridge — felt as braking on exactly the
92
+ * curves a route wants taken at speed. Small enough that nothing passes
93
+ * through the gap: it is backed by solid hull immediately beneath, and only
94
+ * the top eases — sides and underside collide exactly where they are drawn.
95
+ */
96
+ export declare const RIBBON_COLLIDER_GIVE_M = 0.15;
97
+ export interface RibbonMesh {
98
+ mesh: MeshData;
99
+ colliders: Collider[];
100
+ }
101
+ export declare function buildRibbon(spline: Spline, options: RibbonOptions): RibbonMesh;