@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
  756. package/src/render/bloomChain.ts +101 -0
  757. package/src/render/bloomPass.ts +256 -0
  758. package/src/render/boltBatch.ts +141 -0
  759. package/src/render/boltPool.ts +360 -0
  760. package/src/render/boom.ts +123 -0
  761. package/src/render/camera.ts +348 -0
  762. package/src/render/causticsRenderer.ts +171 -0
  763. package/src/render/cinematicCamera.ts +278 -0
  764. package/src/render/clusteredLights.ts +598 -0
  765. package/src/render/colourGrade.ts +109 -0
  766. package/src/render/compute.ts +83 -0
  767. package/src/render/contextLoss.ts +50 -0
  768. package/src/render/debugLines.ts +411 -0
  769. package/src/render/decalPass.ts +124 -0
  770. package/src/render/decalProjector.ts +390 -0
  771. package/src/render/decalQueue.ts +110 -0
  772. package/src/render/depthConvention.ts +383 -0
  773. package/src/render/drawingBuffer.ts +89 -0
  774. package/src/render/emptyTexture.ts +130 -0
  775. package/src/render/envProbeArray.ts +201 -0
  776. package/src/render/equirectToCube.ts +160 -0
  777. package/src/render/flockGeometry.ts +53 -0
  778. package/src/render/flockRenderer.ts +111 -0
  779. package/src/render/frame/arena.ts +93 -0
  780. package/src/render/frame/index.ts +29 -0
  781. package/src/render/frame/replay.ts +50 -0
  782. package/src/render/frame/resources.ts +61 -0
  783. package/src/render/frame/schedule.ts +85 -0
  784. package/src/render/frameView.ts +20 -0
  785. package/src/render/gizmo.ts +923 -0
  786. package/src/render/globalMedium.ts +154 -0
  787. package/src/render/globalMediumPass.ts +323 -0
  788. package/src/render/gpuCapability.ts +244 -0
  789. package/src/render/gpuTimer.ts +182 -0
  790. package/src/render/halfFloat.ts +39 -0
  791. package/src/render/handleRegistry.ts +96 -0
  792. package/src/render/iesProfile.ts +215 -0
  793. package/src/render/imageTexels.ts +109 -0
  794. package/src/render/instancedMesh.ts +187 -0
  795. package/src/render/instances.ts +92 -0
  796. package/src/render/lightBudget.ts +655 -0
  797. package/src/render/lightMatrix.ts +69 -0
  798. package/src/render/lightVolumeDraw.ts +216 -0
  799. package/src/render/lineBatch.ts +180 -0
  800. package/src/render/linePoints.ts +61 -0
  801. package/src/render/livePointShadowSet.ts +285 -0
  802. package/src/render/lod.ts +86 -0
  803. package/src/render/mesh.ts +536 -0
  804. package/src/render/occlusion.ts +406 -0
  805. package/src/render/oitPass.ts +230 -0
  806. package/src/render/orderIndependent.ts +136 -0
  807. package/src/render/particleBatch.ts +299 -0
  808. package/src/render/particleMaterial.ts +84 -0
  809. package/src/render/particlePool.ts +291 -0
  810. package/src/render/pass.ts +203 -0
  811. package/src/render/passTarget.ts +225 -0
  812. package/src/render/pickable.ts +222 -0
  813. package/src/render/planarReflection.ts +233 -0
  814. package/src/render/planarReflectionDraw.ts +87 -0
  815. package/src/render/plumeGeometry.ts +75 -0
  816. package/src/render/plumeMaterial.ts +99 -0
  817. package/src/render/plumeRenderer.ts +272 -0
  818. package/src/render/pointLightSelection.ts +447 -0
  819. package/src/render/pointShadowArray.ts +276 -0
  820. package/src/render/pointShadowBudget.ts +305 -0
  821. package/src/render/pointShadowImage.ts +470 -0
  822. package/src/render/pointShadowMap.ts +228 -0
  823. package/src/render/pointShadowSystem.ts +408 -0
  824. package/src/render/prefilterEnvMap.ts +162 -0
  825. package/src/render/prefilterPass.ts +115 -0
  826. package/src/render/probeGrid.ts +248 -0
  827. package/src/render/rainField.ts +240 -0
  828. package/src/render/reflectionProbe.ts +530 -0
  829. package/src/render/renderQuality.ts +1054 -0
  830. package/src/render/rendererHarness.ts +214 -0
  831. package/src/render/resolutionGovernor.ts +189 -0
  832. package/src/render/scatterDeform.ts +72 -0
  833. package/src/render/sceneTarget.ts +1032 -0
  834. package/src/render/screenSpaceReflection.ts +524 -0
  835. package/src/render/sdfFont.ts +157 -0
  836. package/src/render/sdfTextLayout.ts +206 -0
  837. package/src/render/sdfTextRenderer.ts +233 -0
  838. package/src/render/seaState.ts +55 -0
  839. package/src/render/segmentQuads.ts +92 -0
  840. package/src/render/shader.ts +190 -0
  841. package/src/render/shaders/ambientOcclusion.ts +354 -0
  842. package/src/render/shaders/arcane.ts +103 -0
  843. package/src/render/shaders/bloom.ts +232 -0
  844. package/src/render/shaders/bolt.ts +164 -0
  845. package/src/render/shaders/caustics.ts +169 -0
  846. package/src/render/shaders/conditionals.ts +58 -0
  847. package/src/render/shaders/decalProject.ts +127 -0
  848. package/src/render/shaders/depth.ts +131 -0
  849. package/src/render/shaders/depthOfField.ts +141 -0
  850. package/src/render/shaders/film.ts +285 -0
  851. package/src/render/shaders/fire.ts +180 -0
  852. package/src/render/shaders/flat/directionalShadow.ts +196 -0
  853. package/src/render/shaders/flat/index.ts +502 -0
  854. package/src/render/shaders/flat/lobes.ts +399 -0
  855. package/src/render/shaders/flat/main.ts +1631 -0
  856. package/src/render/shaders/flat/pointShadow.ts +323 -0
  857. package/src/render/shaders/flat/preamble.ts +875 -0
  858. package/src/render/shaders/flat/probeGrid.ts +152 -0
  859. package/src/render/shaders/flat/surface.ts +41 -0
  860. package/src/render/shaders/flock.ts +103 -0
  861. package/src/render/shaders/fog.ts +99 -0
  862. package/src/render/shaders/fullscreen.ts +28 -0
  863. package/src/render/shaders/generated/ambientOcclusion.wgsl.ts +74 -0
  864. package/src/render/shaders/generated/arcane.wgsl.ts +98 -0
  865. package/src/render/shaders/generated/bloom.wgsl.ts +79 -0
  866. package/src/render/shaders/generated/bolt.wgsl.ts +127 -0
  867. package/src/render/shaders/generated/caustics.wgsl.ts +127 -0
  868. package/src/render/shaders/generated/decalProject.wgsl.ts +69 -0
  869. package/src/render/shaders/generated/depth.wgsl.ts +142 -0
  870. package/src/render/shaders/generated/film.wgsl.ts +143 -0
  871. package/src/render/shaders/generated/fire.wgsl.ts +137 -0
  872. package/src/render/shaders/generated/flat.wgsl.ts +9195 -0
  873. package/src/render/shaders/generated/flock.wgsl.ts +82 -0
  874. package/src/render/shaders/generated/fullscreen.wgsl.ts +20 -0
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  876. package/src/render/shaders/generated/lightVolume.wgsl.ts +242 -0
  877. package/src/render/shaders/generated/line.wgsl.ts +137 -0
  878. package/src/render/shaders/generated/octahedralResolve.wgsl.ts +60 -0
  879. package/src/render/shaders/generated/oitResolve.wgsl.ts +31 -0
  880. package/src/render/shaders/generated/panel.wgsl.ts +57 -0
  881. package/src/render/shaders/generated/particle.wgsl.ts +343 -0
  882. package/src/render/shaders/generated/prefilter.wgsl.ts +69 -0
  883. package/src/render/shaders/generated/rush.wgsl.ts +139 -0
  884. package/src/render/shaders/generated/scatter.wgsl.ts +205 -0
  885. package/src/render/shaders/generated/sdfText.wgsl.ts +78 -0
  886. package/src/render/shaders/generated/sky.wgsl.ts +109 -0
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  890. package/src/render/shaders/generated/temporalResolve.wgsl.ts +54 -0
  891. package/src/render/shaders/generated/text.wgsl.ts +107 -0
  892. package/src/render/shaders/generated/water.wgsl.ts +256 -0
  893. package/src/render/shaders/generated/windStreaks.wgsl.ts +82 -0
  894. package/src/render/shaders/gerstner.ts +110 -0
  895. package/src/render/shaders/globalMedium.ts +396 -0
  896. package/src/render/shaders/lightVolume.ts +546 -0
  897. package/src/render/shaders/line.ts +125 -0
  898. package/src/render/shaders/morph.ts +62 -0
  899. package/src/render/shaders/octahedral.ts +170 -0
  900. package/src/render/shaders/octahedralResolve.ts +83 -0
  901. package/src/render/shaders/oitResolve.ts +42 -0
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  906. package/src/render/shaders/rush.ts +357 -0
  907. package/src/render/shaders/scatter.ts +211 -0
  908. package/src/render/shaders/sdfText.ts +68 -0
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  911. package/src/render/shaders/smoke.ts +89 -0
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  914. package/src/render/shaders/tangentFrame.ts +70 -0
  915. package/src/render/shaders/temporalResolve.ts +151 -0
  916. package/src/render/shaders/text.ts +156 -0
  917. package/src/render/shaders/vertexChannel.ts +71 -0
  918. package/src/render/shaders/water.ts +356 -0
  919. package/src/render/shaders/windStreaks.ts +130 -0
  920. package/src/render/shadowCasters.ts +124 -0
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  922. package/src/render/shotPlacement.ts +266 -0
  923. package/src/render/skinPalette.ts +157 -0
  924. package/src/render/ssrPass.ts +241 -0
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  927. package/src/render/temporalAa.ts +221 -0
  928. package/src/render/temporalPass.ts +153 -0
  929. package/src/render/textLayout.ts +239 -0
  930. package/src/render/textRenderer.ts +201 -0
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  934. package/src/render/uniformVectorBudget.ts +246 -0
  935. package/src/render/uploadStep.ts +14 -0
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  938. package/src/render/waterDraw.ts +167 -0
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  940. package/src/render/waterRenderer.ts +352 -0
  941. package/src/render/wind.ts +79 -0
  942. package/src/render/windField.ts +50 -0
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  952. package/src/ui/fullscreen.ts +113 -0
  953. package/src/ui/pixelCursor.ts +99 -0
  954. package/src/ui/splash.ts +347 -0
  955. package/src/ui/stillFrame.ts +44 -0
@@ -0,0 +1,78 @@
1
+ /** Aggregating everything an app is waiting on into one honest number. */
2
+ /**
3
+ * One thing being waited for.
4
+ *
5
+ * `weight` is what makes the total mean anything. A progress bar that treats "decode 58 audio
6
+ * tracks" and "read a settings file" as half each spends most of its life at 50%, which is worse
7
+ * than no bar: it teaches a viewer that the bar is decoration. Weights are in whatever unit the
8
+ * caller likes as long as they are the same unit — bytes are the obvious one because they are
9
+ * usually known in advance, and a rough guess in "seconds this normally takes" also works.
10
+ */
11
+ export interface LoadTask {
12
+ /** Stable, and not for showing: a caller maps it to whatever words its audience needs. */
13
+ readonly id: string;
14
+ readonly weight: number;
15
+ /** 0 to 1. */
16
+ fraction: number;
17
+ done: boolean;
18
+ }
19
+ export interface LoadSummary {
20
+ /** 0 to 1 across everything registered, weighted. */
21
+ readonly fraction: number;
22
+ /**
23
+ * The id of the task the caller should be talking about: the heaviest one still unfinished.
24
+ *
25
+ * Heaviest rather than first-registered, because that is the one a viewer is actually waiting
26
+ * for. Empty when nothing is outstanding.
27
+ */
28
+ readonly activeId: string;
29
+ readonly done: boolean;
30
+ readonly tasksDone: number;
31
+ readonly tasksTotal: number;
32
+ }
33
+ /**
34
+ * What an app is waiting on, as one weighted number.
35
+ *
36
+ * **Why this is in the engine.** Every consumer builds this, and every one of them builds it
37
+ * slightly wrong in the same way: a bar driven by whichever load happens to report last, or a
38
+ * fraction over a task count that jumps in sevenths, or a spinner that says nothing at all. None
39
+ * of that is a game's decision — it is arithmetic over a set of things with sizes — so it belongs
40
+ * here beside the things that produce the sizes. What stays with the consumer is every word: this
41
+ * hands back ids and numbers, because what to *call* a stage depends entirely on who is reading.
42
+ *
43
+ * **It holds no clock and no DOM.** A caller polls `summary` in its own frame, so a tracker works
44
+ * the same in a browser, a test and a headless bake.
45
+ *
46
+ * Deliberately small. It does not start work, own promises, retry, or time out: a task is
47
+ * something the caller is already doing, and all this knows is how big it is and how far along.
48
+ * Anything more would be a scheduler, which is a different thing with different failure modes.
49
+ */
50
+ export declare class LoadTracker {
51
+ private readonly tasks;
52
+ /**
53
+ * Declare something to wait for, or re-declare it with a new weight.
54
+ *
55
+ * Registering the same id twice is deliberately allowed and is not a reset: a caller frequently
56
+ * learns the real size of a thing after starting it — a fetch that finally reports its
57
+ * `Content-Length`, a model whose manifest says how many parts are coming — and having to choose
58
+ * between a wrong weight and a lost fraction would be a bad choice to force.
59
+ */
60
+ add(id: string, weight: number): void;
61
+ /** How far along one task is, 0 to 1. Unknown ids are ignored rather than thrown at. */
62
+ report(id: string, fraction: number): void;
63
+ /** Mark one finished, whatever it last reported. */
64
+ finish(id: string): void;
65
+ /**
66
+ * A task that turned out not to be needed: dropped from the total rather than completed.
67
+ *
68
+ * The distinction matters for the number. An optional asset that is absent — no model baked, a
69
+ * track with no audio — is not 100% loaded, it is not part of this load at all, and counting it
70
+ * as finished makes the bar say a thing arrived that never did.
71
+ */
72
+ drop(id: string): void;
73
+ /** Nothing to wait for. A tracker with no tasks is done, which is the useful answer. */
74
+ get summary(): LoadSummary;
75
+ /** Every task, for a caller that wants to show a line each rather than one bar. */
76
+ get entries(): readonly LoadTask[];
77
+ clear(): void;
78
+ }
@@ -0,0 +1,106 @@
1
+ /** Aggregating everything an app is waiting on into one honest number. */
2
+ /**
3
+ * What an app is waiting on, as one weighted number.
4
+ *
5
+ * **Why this is in the engine.** Every consumer builds this, and every one of them builds it
6
+ * slightly wrong in the same way: a bar driven by whichever load happens to report last, or a
7
+ * fraction over a task count that jumps in sevenths, or a spinner that says nothing at all. None
8
+ * of that is a game's decision — it is arithmetic over a set of things with sizes — so it belongs
9
+ * here beside the things that produce the sizes. What stays with the consumer is every word: this
10
+ * hands back ids and numbers, because what to *call* a stage depends entirely on who is reading.
11
+ *
12
+ * **It holds no clock and no DOM.** A caller polls `summary` in its own frame, so a tracker works
13
+ * the same in a browser, a test and a headless bake.
14
+ *
15
+ * Deliberately small. It does not start work, own promises, retry, or time out: a task is
16
+ * something the caller is already doing, and all this knows is how big it is and how far along.
17
+ * Anything more would be a scheduler, which is a different thing with different failure modes.
18
+ */
19
+ export class LoadTracker {
20
+ tasks = new Map();
21
+ /**
22
+ * Declare something to wait for, or re-declare it with a new weight.
23
+ *
24
+ * Registering the same id twice is deliberately allowed and is not a reset: a caller frequently
25
+ * learns the real size of a thing after starting it — a fetch that finally reports its
26
+ * `Content-Length`, a model whose manifest says how many parts are coming — and having to choose
27
+ * between a wrong weight and a lost fraction would be a bad choice to force.
28
+ */
29
+ add(id, weight) {
30
+ const existing = this.tasks.get(id);
31
+ const safeWeight = Number.isFinite(weight) && weight > 0 ? weight : 1;
32
+ if (existing === undefined) {
33
+ this.tasks.set(id, { id, weight: safeWeight, fraction: 0, done: false });
34
+ return;
35
+ }
36
+ this.tasks.set(id, {
37
+ id,
38
+ weight: safeWeight,
39
+ fraction: existing.fraction,
40
+ done: existing.done,
41
+ });
42
+ }
43
+ /** How far along one task is, 0 to 1. Unknown ids are ignored rather than thrown at. */
44
+ report(id, fraction) {
45
+ const task = this.tasks.get(id);
46
+ if (task === undefined)
47
+ return;
48
+ /*
49
+ * Clamped and guarded, because this is fed by arithmetic a caller did — a division by a total
50
+ * that has not arrived yet is one edit away, and a NaN here would spread to the whole bar and
51
+ * then to whatever the bar drives.
52
+ */
53
+ const safe = Number.isFinite(fraction) ? Math.min(1, Math.max(0, fraction)) : 0;
54
+ task.fraction = task.done ? 1 : safe;
55
+ }
56
+ /** Mark one finished, whatever it last reported. */
57
+ finish(id) {
58
+ const task = this.tasks.get(id);
59
+ if (task === undefined)
60
+ return;
61
+ task.fraction = 1;
62
+ task.done = true;
63
+ }
64
+ /**
65
+ * A task that turned out not to be needed: dropped from the total rather than completed.
66
+ *
67
+ * The distinction matters for the number. An optional asset that is absent — no model baked, a
68
+ * track with no audio — is not 100% loaded, it is not part of this load at all, and counting it
69
+ * as finished makes the bar say a thing arrived that never did.
70
+ */
71
+ drop(id) {
72
+ this.tasks.delete(id);
73
+ }
74
+ /** Nothing to wait for. A tracker with no tasks is done, which is the useful answer. */
75
+ get summary() {
76
+ let weighted = 0;
77
+ let total = 0;
78
+ let doneCount = 0;
79
+ let activeId = '';
80
+ let activeWeight = -1;
81
+ for (const task of this.tasks.values()) {
82
+ total += task.weight;
83
+ weighted += task.weight * (task.done ? 1 : task.fraction);
84
+ if (task.done)
85
+ doneCount++;
86
+ else if (task.weight > activeWeight) {
87
+ activeWeight = task.weight;
88
+ activeId = task.id;
89
+ }
90
+ }
91
+ return {
92
+ fraction: total > 0 ? Math.min(1, weighted / total) : 1,
93
+ activeId,
94
+ done: activeId === '',
95
+ tasksDone: doneCount,
96
+ tasksTotal: this.tasks.size,
97
+ };
98
+ }
99
+ /** Every task, for a caller that wants to show a line each rather than one bar. */
100
+ get entries() {
101
+ return [...this.tasks.values()];
102
+ }
103
+ clear() {
104
+ this.tasks.clear();
105
+ }
106
+ }
@@ -0,0 +1,118 @@
1
+ /**
2
+ * Fixed-timestep game loop with render interpolation.
3
+ *
4
+ * Simulation always advances in `fixedDt` increments (determinism requirement,
5
+ * see AGENTS.md); rendering runs once per animation frame and receives the
6
+ * interpolation factor `alpha` in [0, 1) between the two most recent sim states.
7
+ */
8
+ export interface LoopHooks {
9
+ /**
10
+ * Advance the simulation by exactly `dt` seconds.
11
+ *
12
+ * `tick` counts fixed steps from `LoopOptions.startTick`, and it is the identity every
13
+ * networked and recorded thing indexes by: an input belongs to a tick, a snapshot is of a tick,
14
+ * a desync begins at a tick. `AGENTS.md` already states the contract it makes concrete — "time
15
+ * is a tick count the caller supplies" — and the loop was the one place that knew the count and
16
+ * did not hand it over, so a caller wanting one kept a second counter beside this callback and
17
+ * hoped the two agreed.
18
+ *
19
+ * A caller with no use for it takes one argument and is unaffected.
20
+ */
21
+ simulate(dt: number, tick: number): void;
22
+ /**
23
+ * Draw one frame. `alpha` interpolates prev→current sim state.
24
+ *
25
+ * `frameDt` is clamped by `maxFrameTime` and is the one to animate against:
26
+ * a stall must not advance the wind by a minute when the page comes back.
27
+ *
28
+ * `wallDt` is the same gap with nothing done to it, and it exists for the
29
+ * diagnostics. A clamped delta cannot tell a device that took a quarter second
30
+ * from a browser that waited a second before asking — both arrive as 0.25 —
31
+ * and three bug reports were filed on that ambiguity before anyone could see it.
32
+ * Nothing that animates should read it.
33
+ */
34
+ /**
35
+ * @param frame What the frame source delivered, when it delivers anything.
36
+ *
37
+ * `undefined` under the window, which is every frame outside a session. An immersive session
38
+ * hands over the object every pose in that frame is read from, and it is valid only for the
39
+ * duration of this call. Typed `unknown` because core does not name an `XRFrame`; the package
40
+ * that does narrows it. An implementation written before this parameter existed still satisfies
41
+ * the interface, which is why it was added at the end rather than anywhere more readable.
42
+ */
43
+ render(alpha: number, frameDt: number, wallDt: number, frame?: unknown): void;
44
+ /**
45
+ * Whether the simulation should advance this frame. Absent means always.
46
+ *
47
+ * Pause is expressed here rather than by stopping the loop, so a paused game
48
+ * keeps rendering — the world stays on screen behind the menu instead of
49
+ * freezing on whatever the last frame happened to be.
50
+ */
51
+ shouldSimulate?: () => boolean;
52
+ /**
53
+ * Whether this frame is worth drawing at all. Absent means always.
54
+ *
55
+ * For the clip export, and it is not an optimisation. A clip is a fixed 60
56
+ * frames a second; a display running at 144 offers 2.4 animation frames per
57
+ * clip frame, and the recorder can only take one of them — so the other 1.4
58
+ * are a full render of a 1080x1920 frame that is thrown away, competing for the
59
+ * GPU with the one that is kept. Worse, on a 100 Hz display no frame lands
60
+ * near enough to every slot and the capture rate falls to 50: the file then
61
+ * claims 60 fps while holding 50, which is precisely the stutter this exists to
62
+ * remove.
63
+ *
64
+ * Skipped time is not lost — it is added to the `frameDt` the next drawn frame
65
+ * receives, so anything smoothing against it sees real elapsed time.
66
+ *
67
+ * **The 60 above is the example and not a limit**, which is worth saying because every sentence
68
+ * of it names one. This hook is a predicate the caller supplies, so the rate is whatever the
69
+ * caller returns true at, and `FramePacer` takes the rate it paces to as a constructor argument:
70
+ * `new FramePacer(30)` is a thirty-a-second export and needs nothing here. A consumer capturing
71
+ * at 60 and dropping every other frame is paying a full render per discarded frame for a rate the
72
+ * pacer would have given them.
73
+ */
74
+ shouldRender?: () => boolean;
75
+ }
76
+ export interface LoopOptions {
77
+ fixedDt?: number;
78
+ /** Clamp for pathological frames (tab switch, debugger) to avoid a sim spiral. */
79
+ maxFrameTime?: number;
80
+ /**
81
+ * The tick number the first fixed step reports. Zero unless a caller says otherwise.
82
+ *
83
+ * A participant joining a session in progress is told the host's tick and has to agree with it,
84
+ * because every input and every snapshot is addressed by that number. Starting at zero and
85
+ * adding an offset at each use is the same arithmetic done in more places, and one of them
86
+ * eventually forgets.
87
+ */
88
+ startTick?: number;
89
+ /**
90
+ * Who asks for the next frame, and what that frame carries.
91
+ *
92
+ * **The window, unless a session is driving.** An immersive session produces frames on the
93
+ * headset's clock through `session.requestAnimationFrame`, at whatever rate its display runs, and
94
+ * the callback carries the frame object every pose in that frame is read from. A loop calling the
95
+ * window's `requestAnimationFrame` inside a session draws at the page's rate into a display that
96
+ * wanted something else, which is the difference between presence and motion sickness.
97
+ *
98
+ * Optional and defaulting to the window, so no existing caller changes.
99
+ *
100
+ * `frame` is `unknown` deliberately. This file is `@driftengine/core`'s clock and has no business
101
+ * naming an `XRFrame`, which lives in a package core does not depend on; `@driftengine/xr`
102
+ * narrows it at the one place that reads it. What core owns is that *something* arrived with the
103
+ * frame and is handed to `render` unread.
104
+ */
105
+ frameSource?: FrameSource;
106
+ }
107
+ /**
108
+ * A source of animation frames. `window` satisfies it, and so does an `XRSession`.
109
+ *
110
+ * Structural rather than a class, because both of the things that satisfy it are somebody else's:
111
+ * one is the browser's and one is a runtime's.
112
+ */
113
+ export interface FrameSource {
114
+ requestAnimationFrame(callback: (timeMs: number, frame?: unknown) => void): number;
115
+ cancelAnimationFrame(handle: number): void;
116
+ }
117
+ /** Starts the loop immediately. Returns a stop function. */
118
+ export declare function startLoop(hooks: LoopHooks, options?: LoopOptions): () => void;
@@ -0,0 +1,84 @@
1
+ import { framesHeld } from './bootGate.js';
2
+ /** Starts the loop immediately. Returns a stop function. */
3
+ export function startLoop(hooks, options = {}) {
4
+ const fixedDt = options.fixedDt ?? 1 / 60;
5
+ const maxFrameTime = options.maxFrameTime ?? 0.25;
6
+ let last = performance.now();
7
+ let accumulator = 0;
8
+ /**
9
+ * Fixed steps taken, offset by `startTick`.
10
+ *
11
+ * **It counts steps and not frames, and it never moves while paused.** A tick is a unit of
12
+ * simulation, so a paused game that keeps rendering is at the same tick for as long as the menu
13
+ * is open — which is what makes the number usable as an index into a recording.
14
+ */
15
+ let tick = Math.trunc(options.startTick ?? 0);
16
+ let rafId = 0;
17
+ /** Frame time banked by animation frames that were not drawn. */
18
+ let undrawnDt = 0;
19
+ /** The same bank, unclamped. See `LoopHooks.render`. */
20
+ let undrawnWallDt = 0;
21
+ /*
22
+ * Read once and held. A session that ends mid-loop is a consumer stopping this loop and starting
23
+ * another, because the two run at different rates and share no accumulator worth carrying across.
24
+ */
25
+ const source = options.frameSource ?? {
26
+ requestAnimationFrame: (callback) => requestAnimationFrame(callback),
27
+ cancelAnimationFrame: (handle) => {
28
+ cancelAnimationFrame(handle);
29
+ },
30
+ };
31
+ const frame = (now, xrFrame) => {
32
+ rafId = source.requestAnimationFrame(frame);
33
+ /*
34
+ * **Held: draw nothing, advance nothing, and bank nothing.**
35
+ *
36
+ * The engine badge holds the screen for a few seconds after the first frame reaches it, and
37
+ * a game left running behind an opaque plate is a game whose opening seconds nobody sees —
38
+ * an intro that plays to a black rectangle, a cue that is already three seconds in when the
39
+ * plate lifts. Freezing on the drawn frame is what makes the badge a hold rather than a
40
+ * theft.
41
+ *
42
+ * `last` moves with the clock so the wait is not banked. Without that line every held frame
43
+ * accumulates, and the resume replays the whole hold in one step: the same failure the pause
44
+ * above drops its accumulator for, arrived at from a different direction.
45
+ */
46
+ if (framesHeld()) {
47
+ last = now;
48
+ accumulator = 0;
49
+ return;
50
+ }
51
+ let frameDt = (now - last) / 1000;
52
+ last = now;
53
+ const wallDt = frameDt;
54
+ if (frameDt > maxFrameTime)
55
+ frameDt = maxFrameTime;
56
+ accumulator += frameDt;
57
+ // Paused: drop the banked time rather than keeping it. Holding it would
58
+ // replay the whole pause in one resume frame, and every one of those ticks
59
+ // would land in a run timer that M4 turns into a leaderboard entry.
60
+ if (hooks.shouldSimulate !== undefined && !hooks.shouldSimulate()) {
61
+ accumulator = 0;
62
+ }
63
+ else {
64
+ while (accumulator >= fixedDt) {
65
+ hooks.simulate(fixedDt, tick);
66
+ tick += 1;
67
+ accumulator -= fixedDt;
68
+ }
69
+ }
70
+ if (hooks.shouldRender !== undefined && !hooks.shouldRender()) {
71
+ undrawnDt += frameDt;
72
+ undrawnWallDt += wallDt;
73
+ return;
74
+ }
75
+ /* Handed on unread. See `LoopOptions.frameSource` for why core does not look inside it. */
76
+ hooks.render(accumulator / fixedDt, frameDt + undrawnDt, wallDt + undrawnWallDt, xrFrame);
77
+ undrawnDt = 0;
78
+ undrawnWallDt = 0;
79
+ };
80
+ rafId = source.requestAnimationFrame(frame);
81
+ return () => {
82
+ source.cancelAnimationFrame(rafId);
83
+ };
84
+ }
@@ -0,0 +1,61 @@
1
+ /**
2
+ * One transient message at a time, in priority order.
3
+ *
4
+ * Games fire events in bursts — finishing a run can produce three at once — and
5
+ * three notifications stacked on top of each other is worse than one, because
6
+ * the player reads none of them. This holds the backlog and hands back a single
7
+ * current message, so the presentation layer never has to decide what to drop.
8
+ *
9
+ * Pure state and no DOM: what a notification *looks* like is the game's, and
10
+ * the part with rules worth pinning down is which one is on screen.
11
+ */
12
+ export interface QueuedMessage {
13
+ /** Identity, used to collapse a repeat of the same event. */
14
+ readonly id: string;
15
+ /** Higher wins, both for ordering and for interrupting. */
16
+ readonly priority: number;
17
+ /** How long it holds the screen once current. */
18
+ readonly durationMs: number;
19
+ }
20
+ export interface MessageQueueOptions {
21
+ /**
22
+ * How long the same id is ignored after being shown.
23
+ *
24
+ * The realistic source of duplicates is a caller pushing from a per-frame
25
+ * check rather than an edge — sixty identical toasts a second, a bug that
26
+ * presents as the interface freezing on one message.
27
+ */
28
+ readonly dedupeWindowMs?: number;
29
+ /**
30
+ * Backlog ceiling. Without one, a caller pushing in a loop grows the queue
31
+ * forever and the player spends the next minute watching notifications from
32
+ * something that happened once.
33
+ */
34
+ readonly maxPending?: number;
35
+ }
36
+ export declare class MessageQueue<T extends QueuedMessage = QueuedMessage> {
37
+ private readonly pending;
38
+ private readonly lastShown;
39
+ private readonly dedupeWindowMs;
40
+ private readonly maxPending;
41
+ private showing;
42
+ private showingUntil;
43
+ constructor(options?: MessageQueueOptions);
44
+ get current(): T | null;
45
+ push(message: T): void;
46
+ /**
47
+ * Advance. Returns a message only on the frame it becomes current, so the
48
+ * caller can render it once rather than diffing against what it drew last.
49
+ */
50
+ update(nowMs: number): T | null;
51
+ /** Drop everything, including what is on screen — as a restart must. */
52
+ clear(): void;
53
+ private show;
54
+ private takeBest;
55
+ /**
56
+ * Index of the highest-priority pending message, dropping recent repeats on
57
+ * the way past. Ties go to the earliest, so equally important events arrive
58
+ * in the order they actually happened.
59
+ */
60
+ private bestIndex;
61
+ }
@@ -0,0 +1,104 @@
1
+ export class MessageQueue {
2
+ pending = [];
3
+ lastShown = new Map();
4
+ dedupeWindowMs;
5
+ maxPending;
6
+ showing = null;
7
+ showingUntil = 0;
8
+ constructor(options = {}) {
9
+ this.dedupeWindowMs = options.dedupeWindowMs ?? 900;
10
+ this.maxPending = options.maxPending ?? 6;
11
+ }
12
+ get current() {
13
+ return this.showing;
14
+ }
15
+ push(message) {
16
+ this.pending.push(message);
17
+ if (this.pending.length <= this.maxPending)
18
+ return;
19
+ // Drop the least important rather than the oldest: a backlog that has
20
+ // overflowed is exactly when the one thing that mattered must survive.
21
+ let worst = 0;
22
+ for (let i = 1; i < this.pending.length; i++) {
23
+ const candidate = this.pending[i];
24
+ const incumbent = this.pending[worst];
25
+ if (candidate === undefined || incumbent === undefined)
26
+ continue;
27
+ if (candidate.priority < incumbent.priority)
28
+ worst = i;
29
+ }
30
+ this.pending.splice(worst, 1);
31
+ }
32
+ /**
33
+ * Advance. Returns a message only on the frame it becomes current, so the
34
+ * caller can render it once rather than diffing against what it drew last.
35
+ */
36
+ update(nowMs) {
37
+ if (this.showing !== null) {
38
+ /*
39
+ * Peeked, not taken. Removing the challenger and pushing it back when it
40
+ * loses reordered the backlog on every single frame, so two equally
41
+ * important messages arrived in whichever order the frame boundary
42
+ * happened to fall — which is not an order at all.
43
+ */
44
+ const challenger = this.pending[this.bestIndex(nowMs)];
45
+ // Something more important interrupts; anything else waits its turn. A
46
+ // personal best arriving during a minor toast is the moment of the run,
47
+ // and making it queue behind one buries it.
48
+ if (challenger !== undefined && challenger.priority > this.showing.priority) {
49
+ const taken = this.takeBest(nowMs);
50
+ if (taken !== null) {
51
+ this.pending.push(this.showing);
52
+ return this.show(taken, nowMs);
53
+ }
54
+ }
55
+ if (nowMs < this.showingUntil)
56
+ return null;
57
+ this.showing = null;
58
+ }
59
+ const next = this.takeBest(nowMs);
60
+ return next === null ? null : this.show(next, nowMs);
61
+ }
62
+ /** Drop everything, including what is on screen — as a restart must. */
63
+ clear() {
64
+ this.pending.length = 0;
65
+ this.lastShown.clear();
66
+ this.showing = null;
67
+ this.showingUntil = 0;
68
+ }
69
+ show(message, nowMs) {
70
+ this.showing = message;
71
+ this.showingUntil = nowMs + message.durationMs;
72
+ this.lastShown.set(message.id, nowMs);
73
+ return message;
74
+ }
75
+ takeBest(nowMs) {
76
+ const index = this.bestIndex(nowMs);
77
+ if (index < 0)
78
+ return null;
79
+ return this.pending.splice(index, 1)[0] ?? null;
80
+ }
81
+ /**
82
+ * Index of the highest-priority pending message, dropping recent repeats on
83
+ * the way past. Ties go to the earliest, so equally important events arrive
84
+ * in the order they actually happened.
85
+ */
86
+ bestIndex(nowMs) {
87
+ let best = -1;
88
+ for (let i = 0; i < this.pending.length; i++) {
89
+ const candidate = this.pending[i];
90
+ if (candidate === undefined)
91
+ continue;
92
+ const shownAt = this.lastShown.get(candidate.id);
93
+ if (shownAt !== undefined && nowMs - shownAt < this.dedupeWindowMs) {
94
+ this.pending.splice(i, 1);
95
+ i--;
96
+ continue;
97
+ }
98
+ const incumbent = this.pending[best];
99
+ if (incumbent === undefined || candidate.priority > incumbent.priority)
100
+ best = i;
101
+ }
102
+ return best;
103
+ }
104
+ }
@@ -0,0 +1,27 @@
1
+ import type { KeyValueStore } from './storage.ts';
2
+ /**
3
+ * A persisted set of one-time flags: tutorial prompts, first-run hints,
4
+ * "you have seen this" markers.
5
+ *
6
+ * One key holding a set rather than a key per flag, because a game accumulates
7
+ * dozens of these and a key each turns a player's save into a junk drawer that
8
+ * cannot be cleared in one action.
9
+ *
10
+ * Where it persists is the store's problem. When the store cannot keep
11
+ * anything, flags last the session — showing a tutorial once per visit is mildly
12
+ * annoying, while never showing it strands a player who arrived from a link
13
+ * with no idea what the controls are.
14
+ */
15
+ export declare class OnceSet {
16
+ private readonly key;
17
+ private readonly store;
18
+ private readonly seen;
19
+ constructor(key: string, store?: KeyValueStore);
20
+ has(id: string): boolean;
21
+ /** True the first time only. Marks the flag as a side effect. */
22
+ claim(id: string): boolean;
23
+ mark(id: string): void;
24
+ /** Forget everything — "show me the tutorial again". */
25
+ clear(): void;
26
+ private persist;
27
+ }
@@ -0,0 +1,62 @@
1
+ import { defaultStore } from './storage.js';
2
+ /**
3
+ * A persisted set of one-time flags: tutorial prompts, first-run hints,
4
+ * "you have seen this" markers.
5
+ *
6
+ * One key holding a set rather than a key per flag, because a game accumulates
7
+ * dozens of these and a key each turns a player's save into a junk drawer that
8
+ * cannot be cleared in one action.
9
+ *
10
+ * Where it persists is the store's problem. When the store cannot keep
11
+ * anything, flags last the session — showing a tutorial once per visit is mildly
12
+ * annoying, while never showing it strands a player who arrived from a link
13
+ * with no idea what the controls are.
14
+ */
15
+ export class OnceSet {
16
+ key;
17
+ store;
18
+ seen;
19
+ constructor(key, store = defaultStore()) {
20
+ this.key = key;
21
+ this.store = store;
22
+ this.seen = new Set(readIds(store, key));
23
+ }
24
+ has(id) {
25
+ return this.seen.has(id);
26
+ }
27
+ /** True the first time only. Marks the flag as a side effect. */
28
+ claim(id) {
29
+ if (this.seen.has(id))
30
+ return false;
31
+ this.mark(id);
32
+ return true;
33
+ }
34
+ mark(id) {
35
+ if (this.seen.has(id))
36
+ return;
37
+ this.seen.add(id);
38
+ this.persist();
39
+ }
40
+ /** Forget everything — "show me the tutorial again". */
41
+ clear() {
42
+ this.seen.clear();
43
+ this.persist();
44
+ }
45
+ persist() {
46
+ this.store.write(this.key, JSON.stringify([...this.seen]));
47
+ }
48
+ }
49
+ function readIds(store, key) {
50
+ const raw = store.read(key);
51
+ if (raw === null)
52
+ return [];
53
+ try {
54
+ const parsed = JSON.parse(raw);
55
+ if (!Array.isArray(parsed))
56
+ return [];
57
+ return parsed.filter((id) => typeof id === 'string');
58
+ }
59
+ catch {
60
+ return [];
61
+ }
62
+ }