@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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@@ -0,0 +1,158 @@
1
+ /**
2
+ * A rounded, feathered patch lying on a swept surface.
3
+ *
4
+ * The shape a spill has. Not a rectangle, not a decal, not a box: an irregular
5
+ * lens that follows the surface's curvature and bank and dissolves at its rim.
6
+ *
7
+ * The rim is the whole reason this exists. A patch drawn with a hard edge reads as
8
+ * a sticker on the world no matter what material it is made of, because a real
9
+ * puddle is thinnest where it ends — so this emits a *coverage* value per vertex,
10
+ * 1 through the middle and 0 around the outside, and the film shader turns that
11
+ * into alpha. Geometry supplies the silhouette; the shader supplies the wetness.
12
+ *
13
+ * Textureless and engine-generic: it takes a curve, a window along it, a width and
14
+ * a seed, and knows nothing about oil, water or what a slick is for.
15
+ */
16
+ import type { MeshData } from '../render/mesh.ts';
17
+ import type { Spline } from './spline.ts';
18
+ import { createSplineSample } from './spline.ts';
19
+ import type { Vec3 } from '../math/color.ts';
20
+
21
+ export interface FilmPatchOptions {
22
+ /** Arc-length window on the curve. */
23
+ fromM: number;
24
+ toM: number;
25
+ /** Lateral centre and half-width, metres from the centreline. */
26
+ centreM: number;
27
+ halfWidthM: number;
28
+ /** Height above the surface. Small: this is a film, not a kerb. */
29
+ liftM: number;
30
+ color: Vec3;
31
+ /**
32
+ * Shape seed. Two patches with the same window and the same seed are the same
33
+ * patch, which is what keeps a day's world identical on every device.
34
+ */
35
+ seed: number;
36
+ }
37
+
38
+ /**
39
+ * Stations along the patch, and vertices across it.
40
+ *
41
+ * Nine across is what a soft rim costs: the outer pair carry zero coverage, so
42
+ * they contribute silhouette rather than colour, and the falloff needs a couple of
43
+ * rings inside them or the shoulder becomes a visible band.
44
+ */
45
+ const MIN_STATIONS = 7;
46
+ const STATION_SPACING_M = 0.7;
47
+ const ACROSS = 9;
48
+ /**
49
+ * How much the outline wanders, as a fraction of the half-width.
50
+ *
51
+ * Enough that no two slicks are the same lens and none of them looks drawn with a
52
+ * compass; not so much that the patch stops reading as one connected spill.
53
+ */
54
+ const WOBBLE = 0.28;
55
+
56
+ export function buildFilmPatch(spline: Spline, options: FilmPatchOptions): MeshData {
57
+ const spanM = Math.max(options.toM - options.fromM, 0.1);
58
+ const stations = Math.max(MIN_STATIONS, Math.ceil(spanM / STATION_SPACING_M) | 1);
59
+ const vertexCount = stations * ACROSS;
60
+
61
+ const positions = new Float32Array(vertexCount * 3);
62
+ const normals = new Float32Array(vertexCount * 3);
63
+ const colors = new Float32Array(vertexCount * 3);
64
+ const coverage = new Float32Array(vertexCount);
65
+ const indices = new Uint32Array((stations - 1) * (ACROSS - 1) * 6);
66
+
67
+ const sample = createSplineSample();
68
+ // Two incommensurable frequencies per axis, so the outline does not repeat
69
+ // across a long patch, and phases from the seed so each one is its own shape.
70
+ const phaseA = (options.seed % 1000) * 0.0063;
71
+ const phaseB = (options.seed % 997) * 0.0157;
72
+
73
+ let v = 0;
74
+ let i = 0;
75
+ for (let s = 0; s < stations; s++) {
76
+ // -1 at the near end, +1 at the far end.
77
+ const along = (s / (stations - 1)) * 2 - 1;
78
+ const d = options.fromM + ((along + 1) / 2) * spanM;
79
+ spline.sampleAt(d, sample);
80
+
81
+ /*
82
+ * An ellipse, roughened.
83
+ *
84
+ * The circular profile is what rounds the ends — a patch whose width is
85
+ * constant to its last station has square ends however soft its sides are.
86
+ */
87
+ const profile = Math.sqrt(Math.max(1 - along * along, 0));
88
+ /*
89
+ * The wobble only ever eats *inward*.
90
+ *
91
+ * Written first as `1 ± wobble`, which is the obvious form and is wrong: the
92
+ * half-width then reaches 1.28× what the caller asked for, and a caller like an
93
+ * oil slick has a physics window that is exactly this band. Ground that looks
94
+ * wet and grips normally is a lie, and ground that grips nowhere near what is
95
+ * drawn is worse. Subtracting keeps the silhouette inside the contract by
96
+ * construction rather than by a tolerance.
97
+ */
98
+ const dent =
99
+ 0.6 * (0.5 + 0.5 * Math.sin(along * 3.7 + phaseA)) +
100
+ 0.4 * (0.5 + 0.5 * Math.sin(along * 8.3 + phaseB));
101
+ const half = options.halfWidthM * profile * (1 - WOBBLE * dent);
102
+
103
+ for (let a = 0; a < ACROSS; a++) {
104
+ // -1 at one edge, +1 at the other.
105
+ const across = (a / (ACROSS - 1)) * 2 - 1;
106
+ const lateral = options.centreM + across * half;
107
+
108
+ const o = v * 3;
109
+ positions[o] = sample.x + sample.rightX * lateral + sample.normalX * options.liftM;
110
+ positions[o + 1] = sample.y + sample.rightY * lateral + sample.normalY * options.liftM;
111
+ positions[o + 2] = sample.z + sample.rightZ * lateral + sample.normalZ * options.liftM;
112
+ normals[o] = sample.normalX;
113
+ normals[o + 1] = sample.normalY;
114
+ normals[o + 2] = sample.normalZ;
115
+ colors[o] = options.color[0];
116
+ colors[o + 1] = options.color[1];
117
+ colors[o + 2] = options.color[2];
118
+
119
+ /*
120
+ * Coverage falls off in both directions at once, and multiplying the two is
121
+ * what keeps the corners honest — a patch feathered only across its width
122
+ * still ends in two hard lines at the ends.
123
+ */
124
+ const acrossFade = 1 - across * across;
125
+ const alongFade = 1 - along * along;
126
+ coverage[v] = Math.max(acrossFade, 0) * Math.max(alongFade, 0);
127
+ v++;
128
+ }
129
+
130
+ if (s === 0) continue;
131
+ for (let a = 0; a < ACROSS - 1; a++) {
132
+ const here = s * ACROSS + a;
133
+ const back = here - ACROSS;
134
+ /*
135
+ * Wound so the patch faces *up*.
136
+ *
137
+ * The first version had every triangle facing down — measured, 224 of 224 — which under
138
+ * back-face culling means the slick was never drawn at all. That cost a whole session
139
+ * hunting the shader while looking straight at the patch: the shader was fine and the
140
+ * geometry was inside out.
141
+ *
142
+ * The lesson is the same one the ribbon taught, and it is why the test below measures the
143
+ * cross product of the triangle rather than reading `normals`: the stored normals are the
144
+ * *surface's*, written by hand and pointing up whatever the winding does, so asking them
145
+ * whether the winding is right is asking the wrong array.
146
+ */
147
+ indices[i] = back;
148
+ indices[i + 1] = back + 1;
149
+ indices[i + 2] = here;
150
+ indices[i + 3] = back + 1;
151
+ indices[i + 4] = here + 1;
152
+ indices[i + 5] = here;
153
+ i += 6;
154
+ }
155
+ }
156
+
157
+ return { positions, normals, colors, emissive: coverage, indices };
158
+ }
@@ -0,0 +1,165 @@
1
+ /**
2
+ * A number list that is already a typed array, so handing it to the GPU is a copy and not a
3
+ * conversion.
4
+ *
5
+ * **Because `build()` was the frame.** `MeshBuilder` accumulated into ten plain `number[]` and
6
+ * turned each into a `Float32Array` in one uninterruptible call at the end. Measured on this
7
+ * machine at **41.9 ms for 110,628 triangles** — two and a half frames — which is what made a
8
+ * consumer streaming a world cap its batches at a triangle count tuned to one laptop, and overshoot
9
+ * that cap by whatever the last object happened to be.
10
+ *
11
+ * The work is the same total work; it moves to where the caller already is. A `number[]` holds
12
+ * boxed doubles that `new Float32Array(list)` must walk and narrow one at a time, while writing
13
+ * into a `Float32Array` as geometry arrives makes the end a `slice` — one memcpy the allocator and
14
+ * the CPU are both good at.
15
+ *
16
+ * **`push` takes six optional numbers rather than a rest parameter**, and that is not a style
17
+ * choice: a rest parameter allocates an array on every call, and this is called sixty-seven times
18
+ * per box across the builder. Six covers every arity the builder uses (one, two, three and six),
19
+ * and the shape means not one of those call sites had to change.
20
+ *
21
+ * **What would make it wrong** is a caller wanting more than six at once, which would silently drop
22
+ * the rest — so `push` is deliberately not variadic-looking, and a seventh argument is a type
23
+ * error rather than a lost vertex.
24
+ */
25
+ export class GrowableF32 {
26
+ private buffer: Float32Array;
27
+ /** How many numbers have been written. Not the buffer's capacity. */
28
+ length = 0;
29
+ /**
30
+ * Whether anything other than the default was ever written.
31
+ *
32
+ * **Because `build` used to ask five times, over every vertex.** Specular, emissive colour,
33
+ * roughness, grain and relief are each accumulated always and emitted only when something asked
34
+ * for one, and the asking was a `some()` over the whole list — about 1.5 million predicate calls
35
+ * for a mesh this size, on a path whose entire job is to be cheap. A write knows whether it
36
+ * matters; a scan afterwards is rediscovering it.
37
+ */
38
+ hasOther = false;
39
+ private readonly fallback: number;
40
+
41
+ constructor(capacity = 256, fallback = Number.NaN) {
42
+ this.buffer = new Float32Array(capacity);
43
+ this.fallback = fallback;
44
+ }
45
+
46
+ push(a: number, b?: number, c?: number, d?: number, e?: number, f?: number): void {
47
+ const count =
48
+ f !== undefined
49
+ ? 6
50
+ : e !== undefined
51
+ ? 5
52
+ : d !== undefined
53
+ ? 4
54
+ : c !== undefined
55
+ ? 3
56
+ : b !== undefined
57
+ ? 2
58
+ : 1;
59
+ if (this.length + count > this.buffer.length) this.grow(this.length + count);
60
+ const at = this.length;
61
+ const buffer = this.buffer;
62
+ buffer[at] = a;
63
+ if (b !== undefined) buffer[at + 1] = b;
64
+ if (c !== undefined) buffer[at + 2] = c;
65
+ if (d !== undefined) buffer[at + 3] = d;
66
+ if (e !== undefined) buffer[at + 4] = e;
67
+ if (f !== undefined) buffer[at + 5] = f;
68
+ this.length = at + count;
69
+ /* A list with no default never answers this, and pays one comparison it can predict. */
70
+ if (!this.hasOther && !Number.isNaN(this.fallback)) {
71
+ for (let i = at; i < this.length; i++) {
72
+ if (buffer[i] !== this.fallback) {
73
+ this.hasOther = true;
74
+ break;
75
+ }
76
+ }
77
+ }
78
+ }
79
+
80
+ /** One value, for the few places that read back what they wrote. */
81
+ at(index: number): number {
82
+ return index < this.length ? (this.buffer[index] as number) : 0;
83
+ }
84
+
85
+ /** Whether any written value satisfies the predicate. A typed-array walk, not a boxed one. */
86
+ some(predicate: (value: number) => boolean): boolean {
87
+ for (let i = 0; i < this.length; i++) if (predicate(this.buffer[i] as number)) return true;
88
+ return false;
89
+ }
90
+
91
+ /**
92
+ * The written range as its own array, which is what a mesh is handed.
93
+ *
94
+ * A copy rather than a `subarray`, deliberately: a view would keep the whole grown buffer alive
95
+ * and would change under anything that kept writing, and a mesh outlives its builder.
96
+ */
97
+ toTyped(): Float32Array {
98
+ return this.buffer.slice(0, this.length);
99
+ }
100
+
101
+ /**
102
+ * Doubling, and never to less than what was asked for.
103
+ *
104
+ * A geometry verb can write six numbers at once into an empty list, so growing by a factor alone
105
+ * can still be short — which is a silent one-vertex truncation rather than a throw.
106
+ */
107
+ private grow(needed: number): void {
108
+ let size = this.buffer.length || 1;
109
+ while (size < needed) size *= 2;
110
+ const grown = new Float32Array(size);
111
+ grown.set(this.buffer);
112
+ this.buffer = grown;
113
+ }
114
+ }
115
+
116
+ /** The same, for indices, which are integers and are handed over as a `Uint32Array`. */
117
+ export class GrowableU32 {
118
+ private buffer: Uint32Array;
119
+ length = 0;
120
+
121
+ constructor(capacity = 256) {
122
+ this.buffer = new Uint32Array(capacity);
123
+ }
124
+
125
+ push(a: number, b?: number, c?: number, d?: number, e?: number, f?: number): void {
126
+ const count =
127
+ f !== undefined
128
+ ? 6
129
+ : e !== undefined
130
+ ? 5
131
+ : d !== undefined
132
+ ? 4
133
+ : c !== undefined
134
+ ? 3
135
+ : b !== undefined
136
+ ? 2
137
+ : 1;
138
+ if (this.length + count > this.buffer.length) this.grow(this.length + count);
139
+ const at = this.length;
140
+ const buffer = this.buffer;
141
+ buffer[at] = a;
142
+ if (b !== undefined) buffer[at + 1] = b;
143
+ if (c !== undefined) buffer[at + 2] = c;
144
+ if (d !== undefined) buffer[at + 3] = d;
145
+ if (e !== undefined) buffer[at + 4] = e;
146
+ if (f !== undefined) buffer[at + 5] = f;
147
+ this.length = at + count;
148
+ }
149
+
150
+ at(index: number): number {
151
+ return index < this.length ? (this.buffer[index] as number) : 0;
152
+ }
153
+
154
+ toTyped(): Uint32Array {
155
+ return this.buffer.slice(0, this.length);
156
+ }
157
+
158
+ private grow(needed: number): void {
159
+ let size = this.buffer.length || 1;
160
+ while (size < needed) size *= 2;
161
+ const grown = new Uint32Array(size);
162
+ grown.set(this.buffer);
163
+ this.buffer = grown;
164
+ }
165
+ }
@@ -0,0 +1,161 @@
1
+ /**
2
+ * The hull a volume of light is drawn on: a beam, a shaft through a window, the cone under
3
+ * a lamp.
4
+ *
5
+ * **It exists because the geometry and the draw call have to agree, and nothing enforced
6
+ * it.** `Renderer.drawLightVolume` fades the light to nothing at a length and an aperture
7
+ * it is *told*, and those two numbers are read in the geometry's own space. A caller who
8
+ * builds the shape by hand therefore states each of them twice, in two files, and the
9
+ * failure when the copies disagree is silent both ways: a length longer than the geometry
10
+ * draws a beam that stops at a bright polygon edge, and an aperture wider than the
11
+ * geometry's own flare draws a hard-edged wedge. Two demo scenes here wrote the same loop,
12
+ * and a consumer outside this repository shipped stubs in two worlds — no beam at all
13
+ * through two captures, then hard white wedges through a third — because the numbers a beam
14
+ * needs are three and the ones that are obviously wrong when mistaken are zero.
15
+ *
16
+ * **What this builds changed in 0.35.0, and a mesh built before it must be rebuilt.** It
17
+ * used to emit a few flat panes crossing the axis, which is what the pass rasterised and
18
+ * weighted. The pass now walks the view ray instead, so what it needs from geometry is only
19
+ * a closed hull deciding which pixels run: a cone frustum with its two caps. Panes handed to
20
+ * the new pass light only the sliver of screen the panes themselves cover. Anything that
21
+ * calls this function is already correct; anything that hand-rolled its own is not.
22
+ *
23
+ * Textureless and engine-generic: a length, an aperture and a colour. It does not know
24
+ * whether it is a lighthouse or a window.
25
+ */
26
+ import type { MeshData } from '../render/mesh.ts';
27
+ import { MeshBuilder } from './meshBuilder.ts';
28
+ import type { Vec3 } from '../math/color.ts';
29
+
30
+ export interface LightVolumeOptions {
31
+ /**
32
+ * How far the light reaches along the volume's own +Z, in the units the panes are
33
+ * built in — which are the units of whatever `model` matrix places them.
34
+ *
35
+ * **Pass this same number to `drawLightVolume` as its `length`.** The panes end exactly
36
+ * here, so the light reaches zero at the last row of vertices and no edge is ever in the
37
+ * picture.
38
+ */
39
+ lengthM: number;
40
+ /**
41
+ * Half-width over distance: the tangent of the cone's half-angle.
42
+ *
43
+ * **Pass this same number to `drawLightVolume` as its `spread`.** The panes are built a
44
+ * shade wider than it, so the fade lands inside the polygon rather than at its rim.
45
+ */
46
+ spread: number;
47
+ color: Vec3;
48
+ /**
49
+ * Where the volume starts, along the same +Z. Zero for a beam that begins at its source.
50
+ *
51
+ * A shaft of daylight through an opening is a slice taken far down a very wide cone —
52
+ * the apex sits above the roof, and only the part below the opening is drawn. That is
53
+ * what this is for, and it is why the near end is a parameter rather than the origin.
54
+ */
55
+ nearM?: number;
56
+ /**
57
+ * How many sides the hull has. Rounded up to an even number, because the caps are quads.
58
+ *
59
+ * It decides the silhouette and nothing else: the light inside is the ray march's, so a
60
+ * coarse hull is a polygonal *outline* around a volume that is still round. Twelve is
61
+ * indistinguishable from a circle at the size a beam usually occupies; drop it for a
62
+ * volume that is always distant, raise it for one that fills the frame.
63
+ */
64
+ sides?: number;
65
+ }
66
+
67
+ /**
68
+ * How far past the aperture the hull reaches.
69
+ *
70
+ * The march's own falloff is what should end the beam, so the hull has to outlast it or the
71
+ * silhouette becomes a cut rather than a fade. Fifteen percent is enough that no edge is
72
+ * visible at any angle and little enough that the hull is not mostly empty margin.
73
+ */
74
+ const EDGE_MARGIN = 1.15;
75
+
76
+ /** Sides when a caller does not say. Round enough for a beam at any distance it is legible at. */
77
+ const DEFAULT_SIDES = 12;
78
+
79
+ /**
80
+ * The hull's radius at its near end when the volume starts at its own apex.
81
+ *
82
+ * A beam that begins at its source begins at a point, and `addQuad` refuses a degenerate
83
+ * corner pair rather than emit a normal it cannot compute. A thousandth of the far radius
84
+ * reads as an apex and lies where the march's across-axis falloff is 1 anyway.
85
+ */
86
+ const APEX_WIDTH_FRACTION = 1e-3;
87
+
88
+ /**
89
+ * Build the hull for a volume of light, in the volume's own space, opening along +Z.
90
+ *
91
+ * A closed cone frustum, wound outward so the renderer can cull whichever half it needs: it
92
+ * draws the front faces from outside and the back faces from inside, which is what lets a
93
+ * camera walk into a beam without the beam vanishing. The caps matter more than they look —
94
+ * without the near one, a viewer looking straight up a vertical shaft finds a hole through
95
+ * the middle of it exactly where the volume should be at its most solid.
96
+ *
97
+ * Nothing here shapes the light. The hull says which pixels to run on and the pass decides
98
+ * what they are worth, so a coarser hull is a coarser outline and never a coarser beam.
99
+ */
100
+ export function buildLightVolume(options: LightVolumeOptions): MeshData {
101
+ const near = options.nearM ?? 0;
102
+ const far = options.lengthM;
103
+ if (!(far > near)) {
104
+ throw new Error(`buildLightVolume: lengthM (${far}) must be beyond nearM (${near})`);
105
+ }
106
+
107
+ /* Even, because each cap is built from quads spanning two segments at a time. */
108
+ const sides = Math.max(4, Math.round((options.sides ?? DEFAULT_SIDES) / 2) * 2);
109
+ const farRadius = far * options.spread * EDGE_MARGIN;
110
+ const nearRadius =
111
+ near > 0 ? near * options.spread * EDGE_MARGIN : farRadius * APEX_WIDTH_FRACTION;
112
+
113
+ const builder = new MeshBuilder();
114
+ builder.setEmissiveColor(options.color);
115
+ builder.setRoughness(null);
116
+ builder.setGrain(0);
117
+
118
+ const ring = (i: number, radius: number, z: number): Vec3 => {
119
+ const turn = ((i % sides) / sides) * Math.PI * 2;
120
+ return [Math.cos(turn) * radius, Math.sin(turn) * radius, z];
121
+ };
122
+
123
+ /* The lateral surface. Wound so the face normal points away from the axis. */
124
+ for (let i = 0; i < sides; i++) {
125
+ builder.addQuad(
126
+ ring(i, nearRadius, near),
127
+ ring(i + 1, nearRadius, near),
128
+ ring(i + 1, farRadius, far),
129
+ ring(i, farRadius, far),
130
+ options.color,
131
+ 1,
132
+ );
133
+ }
134
+
135
+ /*
136
+ * The caps, as a fan of quads from the centre rather than triangles, because `MeshBuilder`
137
+ * has no triangle and a quad with a repeated corner has no normal to compute. Two segments
138
+ * per quad is why the side count is forced even.
139
+ */
140
+ for (let i = 0; i < sides; i += 2) {
141
+ builder.addQuad(
142
+ [0, 0, far],
143
+ ring(i, farRadius, far),
144
+ ring(i + 1, farRadius, far),
145
+ ring(i + 2, farRadius, far),
146
+ options.color,
147
+ 1,
148
+ );
149
+ builder.addQuad(
150
+ [0, 0, near],
151
+ ring(i + 2, nearRadius, near),
152
+ ring(i + 1, nearRadius, near),
153
+ ring(i, nearRadius, near),
154
+ options.color,
155
+ 1,
156
+ );
157
+ }
158
+
159
+ builder.setEmissiveColor(null);
160
+ return builder.build();
161
+ }