@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
  739. package/src/render/backend/webgpu/postPass.ts +470 -0
  740. package/src/render/backend/webgpu/probePass.ts +218 -0
  741. package/src/render/backend/webgpu/reflectionPass.ts +137 -0
  742. package/src/render/backend/webgpu/renderer.ts +13004 -0
  743. package/src/render/backend/webgpu/scatterPass.ts +354 -0
  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
  747. package/src/render/backend/webgpu/skinPaletteRing.ts +105 -0
  748. package/src/render/backend/webgpu/skinPaletteTexture.ts +79 -0
  749. package/src/render/backend/webgpu/skyPass.ts +85 -0
  750. package/src/render/backend/webgpu/surfaceTexturePass.ts +257 -0
  751. package/src/render/backend/webgpu/textPass.ts +224 -0
  752. package/src/render/backend/webgpu/uniformRing.ts +228 -0
  753. package/src/render/backend/webgpu/waterPass.ts +211 -0
  754. package/src/render/backend/webgpu/windStreakPass.ts +196 -0
  755. package/src/render/billboard.ts +108 -0
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  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,226 @@
1
+ import {
2
+ AXIS_INDEX,
3
+ BUTTON_INDEX,
4
+ type GamepadAxis,
5
+ type GamepadButton,
6
+ } from './gamepadMapping.ts';
7
+
8
+ /**
9
+ * A browser with a controller in it, for tests that need `InputSource` and not a machine.
10
+ *
11
+ * **Not a `.test.ts` file, and that is the point.** Vitest registers a test when the file
12
+ * declaring it is imported, so a second test file importing this from beside its own tests would
13
+ * re-run every test in that file as well. Split out for the same reason `rendererHarness.ts` is.
14
+ *
15
+ * **This character has no DOM at all** — the vitest environment is `node`, because what this
16
+ * repository tests is simulation rather than pages. `input.test.ts` already stubbed `window` and
17
+ * `document` on `globalThis` by hand; this generalises that and adds a `navigator` with a pad
18
+ * behind it.
19
+ *
20
+ * **`requestAnimationFrame` is a queue this drives rather than a clock.** The poll runs on a frame
21
+ * callback, and a test that waited for a real one would be slow and would sometimes fail. `frame()`
22
+ * runs exactly one, so a test states how many frames happened instead of hoping.
23
+ *
24
+ * `restore()` puts back whatever was there, and a test must call it in a `finally`: leaking a fake
25
+ * `window` into the next file is a failure that reads as the next file's bug.
26
+ */
27
+
28
+ interface FakeButton {
29
+ pressed: boolean;
30
+ value: number;
31
+ }
32
+
33
+ export function fakeBrowser(id = 'Xbox 360 Controller (XInput STANDARD GAMEPAD)') {
34
+ const buttons: FakeButton[] = Array.from({ length: 17 }, () => ({ pressed: false, value: 0 }));
35
+ const axes: number[] = [0, 0, 0, 0];
36
+ let connected = false;
37
+ let mapping = 'standard';
38
+ let padId = id;
39
+
40
+ /**
41
+ * A fresh array every call, and fresh button objects behind it — **because the real one does
42
+ * that too**, and the poll's whole design rests on it. A harness that handed back the same array
43
+ * would let a renderer read it many times a frame and never show the cost.
44
+ */
45
+ const calls = { getGamepads: 0 };
46
+
47
+ /**
48
+ * The rumble half, recorded rather than felt.
49
+ *
50
+ * **A haptic effect has no observable result in a test**, which is exactly why the surface answers
51
+ * a boolean rather than nothing: what can be asserted is whether the platform took the call and
52
+ * what it was handed. So the effects are recorded here and the tests read them.
53
+ *
54
+ * `hasActuator` is a switch rather than a fixture, because the capability under test is largely
55
+ * the *refusal*: most pads on most browsers cannot rumble, and a settings screen has to know.
56
+ */
57
+ const effects: { type: string; params: Record<string, number> }[] = [];
58
+ let resets = 0;
59
+ let hasActuator = true;
60
+ let hasReset = true;
61
+ let failEffect = false;
62
+
63
+ const actuator = {
64
+ playEffect: (type: string, params: Record<string, number>): Promise<string> => {
65
+ effects.push({ type, params: { ...params } });
66
+ return failEffect
67
+ ? Promise.reject(new Error('the pad went away'))
68
+ : Promise.resolve('complete');
69
+ },
70
+ reset: (): Promise<string> => {
71
+ resets += 1;
72
+ return Promise.resolve('complete');
73
+ },
74
+ };
75
+
76
+ const getGamepads = (): (object | null)[] => {
77
+ calls.getGamepads += 1;
78
+ if (!connected) return [null];
79
+ return [
80
+ {
81
+ id: padId,
82
+ index: 0,
83
+ mapping,
84
+ connected: true,
85
+ buttons: buttons.map((b) => ({ pressed: b.pressed, value: b.value })),
86
+ axes: axes.slice(),
87
+ vibrationActuator: hasActuator
88
+ ? hasReset
89
+ ? actuator
90
+ : { playEffect: actuator.playEffect }
91
+ : null,
92
+ },
93
+ ];
94
+ };
95
+
96
+ const frameCallbacks: ((time: number) => void)[] = [];
97
+ let nextFrameHandle = 1;
98
+
99
+ const target = {
100
+ addEventListener: () => {},
101
+ removeEventListener: () => {},
102
+ requestPointerLock: () => undefined,
103
+ getBoundingClientRect: () => ({ left: 0, top: 0, width: 640, height: 480 }),
104
+ } as unknown as HTMLElement;
105
+
106
+ const globals = globalThis as unknown as Record<string, unknown>;
107
+ const had: Record<string, { present: boolean; value: unknown }> = {};
108
+ const install = (name: string, value: unknown): void => {
109
+ had[name] = { present: name in globals, value: globals[name] };
110
+ /* `defineProperty` rather than assignment: `navigator` is a getter on the Node global and
111
+ assigning to it is silently ignored, which would leave the poll reading the real one. */
112
+ Object.defineProperty(globals, name, { value, configurable: true, writable: true });
113
+ };
114
+
115
+ /** Window listeners this harness can fire, so a key is a statement rather than a real event. */
116
+ const windowListeners = new Map<string, ((event: unknown) => void)[]>();
117
+ install('window', {
118
+ matchMedia: () => ({ matches: false }),
119
+ addEventListener: (type: string, fn: (event: unknown) => void) => {
120
+ const existing = windowListeners.get(type);
121
+ if (existing === undefined) windowListeners.set(type, [fn]);
122
+ else existing.push(fn);
123
+ },
124
+ removeEventListener: (type: string, fn: (event: unknown) => void) => {
125
+ const existing = windowListeners.get(type);
126
+ if (existing === undefined) return;
127
+ const at = existing.indexOf(fn);
128
+ if (at >= 0) existing.splice(at, 1);
129
+ },
130
+ });
131
+ install('document', {
132
+ addEventListener: () => {},
133
+ removeEventListener: () => {},
134
+ pointerLockElement: null,
135
+ visibilityState: 'visible',
136
+ });
137
+ install('navigator', { getGamepads });
138
+ install('requestAnimationFrame', (fn: (time: number) => void) => {
139
+ frameCallbacks.push(fn);
140
+ return nextFrameHandle++;
141
+ });
142
+ install('cancelAnimationFrame', () => {});
143
+
144
+ const indexOfButton = (button: GamepadButton): number => BUTTON_INDEX[button];
145
+
146
+ return {
147
+ target,
148
+ /**
149
+ * How many times the poll asked the browser for pads.
150
+ *
151
+ * The number the once-a-frame rule is asserted on: `getGamepads` allocates an array and the
152
+ * objects behind it, so a read that called it again would multiply that by however many
153
+ * buttons a frame looks at.
154
+ */
155
+ calls,
156
+ /** Every effect the poll's pad was asked to play, in order, with the parameters it was given. */
157
+ effects,
158
+ /** How many times the actuator was reset, which is what stopping a rumble does. */
159
+ get resets(): number {
160
+ return resets;
161
+ },
162
+ /**
163
+ * Whether this pad carries an actuator, and whether that actuator carries `reset`.
164
+ *
165
+ * Both are real states a browser produces: a keyboard-shaped pad has no actuator at all, and an
166
+ * older Chromium's actuator has `playEffect` without `reset`.
167
+ */
168
+ rumbleSupport(present: boolean, options: { reset?: boolean; fail?: boolean } = {}): void {
169
+ hasActuator = present;
170
+ hasReset = options.reset ?? true;
171
+ failEffect = options.fail ?? false;
172
+ },
173
+ connect(nextId = padId, nextMapping = 'standard'): void {
174
+ padId = nextId;
175
+ mapping = nextMapping;
176
+ connected = true;
177
+ },
178
+ disconnect(): void {
179
+ connected = false;
180
+ },
181
+ press(button: GamepadButton): void {
182
+ const at = buttons[indexOfButton(button)];
183
+ if (at !== undefined) {
184
+ at.pressed = true;
185
+ at.value = 1;
186
+ }
187
+ },
188
+ release(button: GamepadButton): void {
189
+ const at = buttons[indexOfButton(button)];
190
+ if (at !== undefined) {
191
+ at.pressed = false;
192
+ at.value = 0;
193
+ }
194
+ },
195
+ axis(axis: GamepadAxis, value: number): void {
196
+ axes[AXIS_INDEX[axis]] = value;
197
+ },
198
+ /** Press a key, as the window would deliver it. `target` is nothing a game is typing into. */
199
+ keyDown(code: string): void {
200
+ for (const fn of windowListeners.get('keydown') ?? []) {
201
+ fn({ code, repeat: false, target: null, preventDefault: () => {} });
202
+ }
203
+ },
204
+ keyUp(code: string): void {
205
+ for (const fn of windowListeners.get('keyup') ?? []) fn({ code });
206
+ },
207
+ /** Run exactly one animation frame, which is what a poll rides on. */
208
+ frame(): void {
209
+ const pending = frameCallbacks.splice(0, frameCallbacks.length);
210
+ for (const fn of pending) fn(0);
211
+ },
212
+ restore(): void {
213
+ for (const [name, before] of Object.entries(had)) {
214
+ if (before.present) {
215
+ Object.defineProperty(globals, name, {
216
+ value: before.value,
217
+ configurable: true,
218
+ writable: true,
219
+ });
220
+ } else {
221
+ delete globals[name];
222
+ }
223
+ }
224
+ },
225
+ };
226
+ }
@@ -0,0 +1,76 @@
1
+ /**
2
+ * What a drag on the look zone turns out to be.
3
+ *
4
+ * Separated from `TouchControls` because it is the one part of touch handling
5
+ * with a right answer that can be checked without a device: everything else is
6
+ * DOM plumbing, but this is a classification, and getting it wrong silently
7
+ * removes a control rather than breaking one visibly.
8
+ */
9
+ export type RightGesture = 'pending' | 'look' | 'secondary';
10
+
11
+ export interface RightGestureOptions {
12
+ /** Travel before a drag is classified at all, pixels. */
13
+ gestureMovePx: number;
14
+ /** A flick has to finish inside this to count as one, milliseconds. */
15
+ swipeMaxMs: number;
16
+ /** Vertical travel over horizontal required to read as a deliberate flick. */
17
+ swipeDominance: number;
18
+ }
19
+
20
+ /**
21
+ * Classify a drag from its travel and duration.
22
+ *
23
+ * The bias is deliberate and one-way: **when in doubt, it is a look.** Looking
24
+ * is continuous and constant, the secondary flick is occasional, and the two
25
+ * failure modes are not equal — a missed flick costs one slide, while a look
26
+ * wrongly eaten costs the camera for the whole gesture, which is felt as the
27
+ * controls being broken rather than as a missed input.
28
+ *
29
+ * That asymmetry is exactly what went wrong: any quick downward drag was read
30
+ * as a flick, so trying to look *down* quickly did not move the camera at all.
31
+ * Looking left and right stayed fine, because no gesture competes for it.
32
+ */
33
+ export function classifyRightGesture(
34
+ dx: number,
35
+ dy: number,
36
+ elapsedMs: number,
37
+ options: RightGestureOptions,
38
+ ): RightGesture {
39
+ if (Math.hypot(dx, dy) < options.gestureMovePx) return 'pending';
40
+ const quick = elapsedMs < options.swipeMaxMs;
41
+ // Downward only, and steeply so: dy is positive toward the bottom of the
42
+ // screen, and a flick that is merely mostly-down is far likelier to be
43
+ // somebody looking at the ground.
44
+ if (quick && dy > 0 && dy > options.swipeDominance * Math.abs(dx)) return 'secondary';
45
+ return 'look';
46
+ }
47
+
48
+ /**
49
+ * Whether a released touch was a tap, and therefore fires the primary.
50
+ *
51
+ * Stated as its own rule because getting it wrong is how the primary went
52
+ * missing. The press used to be queued only for a touch still *unresolved* at
53
+ * release — but a motionless touch is promoted to the held form after
54
+ * `holdResolveMs`, which the caller runs on a frame clock, so every tap longer
55
+ * than that resolve was discarded. On a phone that is most of them: a
56
+ * comfortable tap is 80 to 150 ms against a 90 ms resolve, which is exactly the
57
+ * shape of *"sometimes the jump is missed."*
58
+ *
59
+ * So a tap is defined by what it *did*, not by which state it happened to be
60
+ * parked in: it stayed inside `gestureMovePx` of where it landed and it was
61
+ * short. A touch that travelled further has already been read as a look or a
62
+ * flick and did its work there; firing a press on its release as well would put
63
+ * a jump on the end of every camera drag, which is the complaint this scheme
64
+ * was built to fix.
65
+ *
66
+ * `travelPx` is the *greatest* distance reached from the start, not the
67
+ * distance at release: a thumb that swings out and returns is not a tap, and
68
+ * measuring only the final point cannot tell the two apart.
69
+ */
70
+ export function isTapRelease(
71
+ travelPx: number,
72
+ durationMs: number,
73
+ options: { gestureMovePx: number; tapMaxMs: number },
74
+ ): boolean {
75
+ return travelPx <= options.gestureMovePx && durationMs < options.tapMaxMs;
76
+ }
@@ -0,0 +1,138 @@
1
+ /**
2
+ * Driving a controller's motors, and saying so when the platform cannot.
3
+ *
4
+ * **The refusal is half the capability.** Most pads on most browsers have no actuator at all, and a
5
+ * settings screen that offers a rumble slider a player's hardware ignores is worse than one that
6
+ * greys it out. So every verb here answers a boolean — the same rule the host seam keeps for a
7
+ * window mode a shell cannot enter — rather than accepting the call and doing nothing quietly.
8
+ *
9
+ * **The engine takes durations and magnitudes, and nothing else.** A magnitude is a fraction of a
10
+ * motor and a duration is milliseconds; what a rumble *means* is the consumer's. There is no
11
+ * pattern language, no named effect and no curve, because every one of those would be a decision
12
+ * about what a game does with the hardware.
13
+ *
14
+ * ## What this reaches, and what it does not
15
+ *
16
+ * `GamepadHapticActuator.playEffect('dual-rumble', …)` and nothing else. Two motors of different
17
+ * masses, which is what a standard pad has: `strong` is the low-frequency one and `weak` the
18
+ * high-frequency one.
19
+ *
20
+ * **`hapticActuators[].pulse` is not used, on purpose.** It is a non-standard surface with a
21
+ * different model — one magnitude where this has two — so serving it would mean either dropping
22
+ * the weak motor or averaging the pair, and both are a silent lie about what the caller asked for.
23
+ * A platform with only `pulse` answers `false` and is greyed out, which is true rather than
24
+ * convenient. **What would make that wrong** is a measurement on a browser a consumer actually
25
+ * ships to where `pulse` exists and `vibrationActuator` does not.
26
+ *
27
+ * **Trigger rumble is not reached either.** `'trigger-rumble'` drives two more motors that only
28
+ * some pads have, so it needs its own capability answer beside `canRumble` rather than riding this
29
+ * one; it is a row of its own the day somebody wants it.
30
+ */
31
+
32
+ /**
33
+ * The actuator, named here so this file does not depend on lib.dom's version of it.
34
+ *
35
+ * `reset` is optional because an older Chromium ships `playEffect` without it, and a pad that can
36
+ * play an effect can always be stopped by a zero one — which is what `stopRumble` falls back to.
37
+ */
38
+ export interface RawHapticActuator {
39
+ playEffect(type: string, params: Readonly<Record<string, number>>): Promise<string>;
40
+ reset?(): Promise<string>;
41
+ }
42
+
43
+ /**
44
+ * The specification's ceiling on one effect, in milliseconds.
45
+ *
46
+ * Clamped here rather than left to the platform, because a longer request is not an error the
47
+ * caller can see: the promise resolves with a word nobody reads, and browsers differ on whether
48
+ * they clamp it or drop it. A caller wanting a longer rumble re-issues, which it has to anyway —
49
+ * any effect can be preempted by the next one.
50
+ */
51
+ export const MAX_RUMBLE_MS = 5000;
52
+
53
+ /**
54
+ * The parameters, claimed once.
55
+ *
56
+ * `playEffect` converts this to a dictionary synchronously at the call, so one object rewritten in
57
+ * place is safe and is what the hot-path rule asks for even though a rumble is an event rather
58
+ * than a frame.
59
+ */
60
+ const params: Record<string, number> = {
61
+ duration: 0,
62
+ startDelay: 0,
63
+ strongMagnitude: 0,
64
+ weakMagnitude: 0,
65
+ };
66
+
67
+ function clamp01(value: number): number {
68
+ if (!(value > 0)) return 0;
69
+ return value > 1 ? 1 : value;
70
+ }
71
+
72
+ /**
73
+ * Play one dual-rumble effect. Answers whether the platform took it.
74
+ *
75
+ * `false` means the caller should stop offering the control, and it is answered for three separate
76
+ * states that are one thing to a player: no actuator, an actuator this browser cannot drive, and a
77
+ * duration there is nothing to play for.
78
+ *
79
+ * A rejection is swallowed and reported through `onFailure`, once per pad. `playEffect` rejects
80
+ * when the pad goes away mid-effect, which is a thing a player does with a cable; an unhandled
81
+ * rejection is a stack trace nobody can act on, and silence leaves a player whose pad stopped
82
+ * rumbling with nothing to read. **This never throws**, because it is reachable from a frame.
83
+ */
84
+ export function playRumble(
85
+ actuator: RawHapticActuator | null,
86
+ durationMs: number,
87
+ strong: number,
88
+ weak: number,
89
+ onFailure: () => void,
90
+ ): boolean {
91
+ if (actuator === null || typeof actuator.playEffect !== 'function') return false;
92
+ if (!(durationMs > 0)) return false;
93
+
94
+ params.duration = durationMs > MAX_RUMBLE_MS ? MAX_RUMBLE_MS : durationMs;
95
+ params.strongMagnitude = clamp01(strong);
96
+ params.weakMagnitude = clamp01(weak);
97
+ return dispatch(actuator, onFailure);
98
+ }
99
+
100
+ /**
101
+ * Stop whatever is playing. Answers whether the platform took it.
102
+ *
103
+ * `reset` where the actuator has one, and a zero effect where it does not — a zero-magnitude,
104
+ * zero-duration effect preempts the one in flight, which is the same result by the specification's
105
+ * own rule about preemption. Answering `false` for a missing `reset` would grey out a control the
106
+ * hardware can honour.
107
+ */
108
+ export function stopRumble(actuator: RawHapticActuator | null, onFailure: () => void): boolean {
109
+ if (actuator === null || typeof actuator.playEffect !== 'function') return false;
110
+ if (typeof actuator.reset === 'function') {
111
+ swallow(actuator.reset(), onFailure);
112
+ return true;
113
+ }
114
+ params.duration = 0;
115
+ params.strongMagnitude = 0;
116
+ params.weakMagnitude = 0;
117
+ return dispatch(actuator, onFailure);
118
+ }
119
+
120
+ function dispatch(actuator: RawHapticActuator, onFailure: () => void): boolean {
121
+ /*
122
+ * The call itself is guarded, not only its promise. A browser that rejects the *arguments* throws
123
+ * synchronously rather than rejecting, and this is reachable from a frame — where the house rule
124
+ * is that nothing throws.
125
+ */
126
+ try {
127
+ swallow(actuator.playEffect('dual-rumble', params), onFailure);
128
+ } catch {
129
+ onFailure();
130
+ return false;
131
+ }
132
+ return true;
133
+ }
134
+
135
+ function swallow(result: Promise<string> | undefined, onFailure: () => void): void {
136
+ if (result === undefined || typeof result.then !== 'function') return;
137
+ void result.then(undefined, onFailure);
138
+ }