@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
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  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
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  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
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@@ -0,0 +1,426 @@
1
+ import type { MeshData } from '../render/mesh.ts';
2
+ import type { Vec3 } from '../math/color.ts';
3
+ /** What the finished mesh should carry beyond position, normal, colour and emissive. */
4
+ export interface MeshBuildOptions {
5
+ /**
6
+ * Emit box-projected texture coordinates in metres.
7
+ *
8
+ * Off by default, because most geometry in this engine is coloured rather than
9
+ * textured and two floats a vertex is a real upload for a world that will never
10
+ * sample them. On, for a mesh that will be drawn with a `SurfaceTexture`.
11
+ */
12
+ planarUvs?: boolean;
13
+ }
14
+ /**
15
+ * CPU-side accumulator that merges axis-aligned boxes into one static mesh —
16
+ * the entire grey-box world becomes a single draw call.
17
+ *
18
+ * Faces are generated per-axis with cyclic tangents (a,b,c) so that U×V = N,
19
+ * guaranteeing outward CCW winding for back-face culling.
20
+ *
21
+ * **Long on purpose, and this was measured rather than assumed** (2026-08-24). The file is 1,056
22
+ * lines and the guideline is around 600, so it was examined for a seam and has none worth taking:
23
+ * it is a fluent accumulator whose every method returns `this` and reads class state — 146 reads
24
+ * of `this` across the class — and the genuinely pure code in it comes to 44 lines at the tail
25
+ * (`assertOrthonormal`, `dot`, and the three constants they are made of). Extracting 44 lines
26
+ * would leave the class exactly as long and add a file to follow.
27
+ *
28
+ * Carving the class itself is the alternative and it is worse: `addBox`, `addCapsule`, `addBlob`
29
+ * and `addCylinder` all end in the same `addFace` and `addVertex`, so any cut runs straight
30
+ * through the shared tail and produces modules that only make sense read together. An invented
31
+ * seam costs more readability than the length it relieved, which is the rule
32
+ * the render-graph design states — and this file is the
33
+ * case that rule was written about, named in it by name.
34
+ *
35
+ * **What would make this wrong:** a second builder wanting the same face generation, which would
36
+ * turn the shared tail from an internal detail into an interface. Nothing wants it today.
37
+ */
38
+ export declare class MeshBuilder {
39
+ private readonly positions;
40
+ private readonly normals;
41
+ private readonly colors;
42
+ private readonly emissive;
43
+ /**
44
+ * Per-vertex specular, accumulated always and emitted only when something asked
45
+ * for it — see `build`. Keeping the array unconditionally costs one push per
46
+ * vertex at build time and keeps every code path below free of a branch.
47
+ */
48
+ private readonly specular;
49
+ /**
50
+ * Per-vertex emissive *colour*, or the sentinel meaning "whatever this surface is made
51
+ * of". Accumulated always and emitted only when something asked for one, exactly as
52
+ * `specular` is.
53
+ */
54
+ private readonly emissiveColor;
55
+ /** What `setEmissiveColor` last named, applied to every vertex added after it. */
56
+ private emissiveColorState;
57
+ /** Per-vertex roughness, and what `setRoughness` last named. */
58
+ private readonly roughness;
59
+ private roughnessState;
60
+ /**
61
+ * Per-vertex grain, and what `setGrain` last named. Zero until something asks otherwise,
62
+ * because a surface that never says it is mineral is not mineral.
63
+ */
64
+ private readonly grain;
65
+ private grainState;
66
+ /**
67
+ * Per-vertex relief, and what `setRelief` last named. Zero until something asks, because a
68
+ * surface that never says it has texture is smooth.
69
+ */
70
+ private readonly relief;
71
+ private reliefState;
72
+ /**
73
+ * Texture coordinates from anything that has real ones, and empty for geometry that does not.
74
+ *
75
+ * Two sources fill this and they are the same kind of thing: a merged mesh's own coordinates,
76
+ * authored against its own maps, and `addBlob`'s surface parameters, which the primitive walks
77
+ * to place every vertex and used to discard.
78
+ *
79
+ * Separate from `planarUvs()`, which *derives* coordinates from position at build time for a
80
+ * wall or a floor. That derivation is a box projection, and on anything round it is three
81
+ * projections meeting at seams with the poles smeared along an axis, which is why a sphere
82
+ * needs its own and cannot borrow them.
83
+ */
84
+ private readonly uvs;
85
+ private readonly indices;
86
+ private vertexCount;
87
+ /**
88
+ * Where each rigid joint binding starts, as a vertex index, and which joint it binds to.
89
+ *
90
+ * **Spans expanded at build, not four floats pushed at every vertex site.** Seven separate
91
+ * places in this file push a colour and an emissive, and a binding pushed beside each of them
92
+ * is seven chances for a geometry verb added later to forget one — whose symptom is a short
93
+ * attribute buffer, which some drivers read past the end as zeroes and others answer by
94
+ * dropping the draw, neither raising a GL error. `paddedUvs` already solved the same problem
95
+ * the same way.
96
+ *
97
+ * **What it costs** is that a binding is resolved once per span rather than per vertex, which
98
+ * is cheaper. **What would make it wrong** is a caller wanting two influences on one vertex:
99
+ * this cannot express it, and a rigged import gives them that instead.
100
+ */
101
+ private readonly jointSpans;
102
+ /** Whether anything was ever bound, so `build` knows to emit at all. */
103
+ private anyJoint;
104
+ /**
105
+ * Merge an existing mesh in at a position and uniform scale.
106
+ *
107
+ * For geometry that is built once and then stamped around the world — a tree
108
+ * trunk, say. Merging keeps it inside the single static draw call rather than
109
+ * adding one per copy, which is the whole reason the world is one mesh.
110
+ *
111
+ * Uniform scale only: a non-uniform one would need normals transformed by the
112
+ * inverse transpose, and nothing here has wanted that yet.
113
+ */
114
+ addMesh(mesh: MeshData, x: number, y: number, z: number, scale?: number): this;
115
+ /**
116
+ * Merge an existing mesh under an orthonormal basis: rotated, then placed.
117
+ *
118
+ * `addMesh` translates and scales, which is enough for anything whose own
119
+ * axes are the world's — a tree, a rock. It is not enough for anything that
120
+ * has to *agree with a surface*: a marking on a banked deck, a sign facing
121
+ * back along a curve, a letter standing on a slope. Until now the only way to
122
+ * follow a surface was to be a ribbon built from the same curve, which works
123
+ * beautifully for bands across a deck and cannot draw a glyph.
124
+ *
125
+ * The basis is assumed orthonormal and is checked, because that assumption is
126
+ * what lets normals be rotated by the same three vectors as the positions: a
127
+ * non-uniform or skewed basis needs the inverse transpose, and silently
128
+ * getting that wrong produces geometry that is lit as if it were facing
129
+ * somewhere else — which looks like a shading bug, not a maths one.
130
+ *
131
+ * @param scale uniform, applied in the local frame before the basis.
132
+ */
133
+ addOrientedMesh(mesh: MeshData, origin: Vec3, right: Vec3, up: Vec3, forward: Vec3, scale?: number): this;
134
+ /**
135
+ * @param specular 0–1: how sharply this box takes a sun highlight. Zero, and
136
+ * therefore free, for everything that is not meant to shine.
137
+ */
138
+ /**
139
+ * What colour the following geometry emits, or `null` for its own albedo.
140
+ *
141
+ * State rather than a parameter, because `emissive` already reaches a dozen signatures
142
+ * and a thirteenth argument on each of them is where a builder stops being readable.
143
+ * It is also the honest shape: an emissive colour belongs to a *material*, and a
144
+ * material covers many calls.
145
+ *
146
+ * The default — `null` — is the behaviour this builder has always had: the emissive term
147
+ * is the surface's own colour scaled by its emissive amount, which is right for anything
148
+ * that glows because it is hot or lit from within. It is wrong for a surface whose glow
149
+ * is a different colour from its paint, and that is not a corner case: a ceiling tile
150
+ * emitting a dull warm haze over a pale panel is how a strip-lit interior reads, and
151
+ * approximating it by scaling the panel's own colour gets the brightness right and the
152
+ * hue wrong every time.
153
+ */
154
+ /**
155
+ * How rough the following geometry is, 0–1, or `null` for the engine's default.
156
+ *
157
+ * State for the same reason `setEmissiveColor` is, and it answers a different question
158
+ * from `specular`: that one is how much light comes back, this is over how wide an angle.
159
+ * A polished floor and a matte one can return the same energy and look nothing alike.
160
+ */
161
+ /**
162
+ * Bind every vertex added from here on to one joint, at full weight, or `null` to stop.
163
+ *
164
+ * Rigid binding: one influence. A mesh assembled from solid pieces — a rig of boxes, a
165
+ * chandelier, a tank's wheels — needs exactly this, and smooth skinning across a joint is a
166
+ * different job belonging to a baker that reads a rigged source.
167
+ *
168
+ * Stopping binds what follows to joint 0 rather than to nothing, for the reason
169
+ * `expandedJoints` gives: a zero-weight vertex collapses onto the origin.
170
+ */
171
+ setJoint(index: number | null): this;
172
+ setRoughness(roughness: number | null): this;
173
+ /**
174
+ * How much visible mineral structure the following geometry has, 0–1.
175
+ *
176
+ * State beside `setRoughness`, and deliberately **independent** of it. Roughness is how
177
+ * widely a surface scatters a highlight; grain is whether it has structure you can see
178
+ * at arm's length. Painted plaster is rough with no grain and polished granite is smooth
179
+ * with a great deal, so neither can be derived from the other — which is exactly what the
180
+ * two previous versions of this feature tried, first through `specular` and then through
181
+ * `roughness`, and both were wrong in both directions.
182
+ *
183
+ * **Zero is the default and means none.** A scene says which of its surfaces are stone
184
+ * while it is building them, and everything it does not mention stays smooth.
185
+ */
186
+ setGrain(grain: number): this;
187
+ /**
188
+ * How much microscopic relief the surfaces built after this have, 0 to 1.
189
+ *
190
+ * **What it is for.** A road is not flat and neither is cast concrete, a plaster wall or a
191
+ * hammered tray: each is covered in structure far too small to model and far too large to
192
+ * ignore, and it is what makes them read as material rather than as coloured planes. This is
193
+ * the general capability for that, so a scene states an amount here and the *material* decides
194
+ * how coarse it is and how deep, through `Renderer.setSurfaceRelief`.
195
+ *
196
+ * **Distinct from `setGrain`, and both may apply.** Grain varies how much light a point takes,
197
+ * so it mottles a face that stays flat. Relief varies which way the point faces, so it catches
198
+ * a light from one side and shades on the other, and it survives being seen from a shallow
199
+ * angle where a brightness mottle washes out. Stone wants both. Asphalt wants mostly this.
200
+ *
201
+ * **Zero is the default and means none**, so every surface a scene does not mention is smooth
202
+ * and no world built before this existed moves.
203
+ */
204
+ setRelief(relief: number): this;
205
+ setEmissiveColor(color: Vec3 | null): this;
206
+ addBox(center: Vec3, halfExtents: Vec3, color: Vec3, emissive?: number, specular?: number): this;
207
+ /**
208
+ * Add a single quad from four corners wound counter-clockwise as seen from the front.
209
+ *
210
+ * The escape hatch from `addBox` for geometry that is a *surface* rather than a solid.
211
+ * Boxing every solid cell of a grid world emits the faces between two adjacent solids
212
+ * as well — buried, invisible, and coplanar with each other, so at the edge where they
213
+ * meet open space they z-fight into thin lines along every cell boundary. Reported as
214
+ * walls that look like "blocks glued together". With this, a caller emits only the
215
+ * faces that border something you can stand in, which removes the interior pairs
216
+ * entirely and costs far fewer vertices than the boxes did.
217
+ *
218
+ * The normal is derived from the winding rather than taken as a parameter, so a quad
219
+ * cannot be lit as if it faced a direction it does not.
220
+ */
221
+ /**
222
+ * A flat quad, whose normal comes from `b - a` crossed with **`d - a`** rather than `c - a`.
223
+ *
224
+ * **That is not what anybody assumes, and it decides which side the face lights from.** Every
225
+ * other winding convention in graphics walks consecutive vertices, so a horizontal quad wound
226
+ * the obvious way round, `(x0,z0) (x1,z0) (x1,z1) (x0,z1)`, gives `+X` crossed with `+Z`,
227
+ * which points at the floor. Reported from outside after every ground in an application faced
228
+ * downward for four scenarios: they were lit by lamps near the floor, where a flipped normal
229
+ * is a dimmer surface rather than an absent one, and it only became visible on the fifth world
230
+ * when a directional lit it and the ground took nothing from the sun at all.
231
+ *
232
+ * Reverse the last two corners to flip it, or wind anticlockwise seen from the side the face
233
+ * should light from.
234
+ *
235
+ * The normal is per *face*, so anything assembled from these is flat-shaded by construction.
236
+ * A surface that has to be both curved and varied wants `addBlob`.
237
+ */
238
+ addQuad(a: Vec3, b: Vec3, c: Vec3, d: Vec3, color: Vec3, emissive?: number, specular?: number): this;
239
+ /**
240
+ * A quad that faces **up**, whatever order its corners arrive in.
241
+ *
242
+ * **`addQuad`'s winding rule is the single most expensive trap in this class**, and its own note
243
+ * says why: the normal is `(b − a) × (d − a)`, which is not the order a person walks around a
244
+ * rectangle. Reading that note is not the same as remembering it at four in the morning. It cost
245
+ * five scenes in one application before anybody saw it, and then four separate bugs in one
246
+ * afternoon in another — one of which was every building in a village lit inside out, because a
247
+ * wall is a quad too.
248
+ *
249
+ * So: a ground, a floor, a road, a tabletop, a roof plane seen from above. Pass the corners in
250
+ * whichever order reads naturally and the face lights from the sky. What it costs is one cross
251
+ * product and one comparison, at build time, once.
252
+ *
253
+ * A quad standing exactly vertical has no up and is refused rather than guessed at — a wall
254
+ * passed to this by mistake is a caller error worth hearing about, and `addWallQuad` is the one
255
+ * that wanted it.
256
+ */
257
+ addGroundQuad(a: Vec3, b: Vec3, c: Vec3, d: Vec3, color: Vec3, emissive?: number, specular?: number): this;
258
+ /**
259
+ * A quad that faces **away from a point**, whatever order its corners arrive in.
260
+ *
261
+ * The other nine-tenths of what a consumer wants from `addQuad`: the outside of a wall, of a
262
+ * chimney, of a crate, of anything hollow built from surfaces. `awayFrom` is usually the centre
263
+ * of the room or the solid the face belongs to, and it need not be exact — only on the correct
264
+ * side, which is a thing a caller knows without thinking. That is the whole difference from
265
+ * winding, which is a thing a caller has to look up.
266
+ *
267
+ * A face whose centre *is* the reference point has no outward side, and that is refused: it means
268
+ * the two were mixed up, and picking one silently is how a building ends up lighting its interior
269
+ * while the outside takes nothing from the sun.
270
+ */
271
+ addWallQuad(a: Vec3, b: Vec3, c: Vec3, d: Vec3, awayFrom: Vec3, color: Vec3, emissive?: number, specular?: number): this;
272
+ /**
273
+ * A box turned to lie along a direction, rather than square to the world axes.
274
+ *
275
+ * **`addBox` is world-axis only, and that is visible the moment anything follows a boundary.** A
276
+ * hedge along a property line built from `addBox` is a row of detached slabs each facing a
277
+ * different way; a window sill is square in plan and pokes out of three walls it does not belong
278
+ * to. Both of those shipped in a consumer's world and both were reported by eye, and the wrapper
279
+ * they wrote to fix it is this method.
280
+ *
281
+ * `halfExtents` are measured **along the box's own axes**: `x` across, `y` up, `z` along
282
+ * `forward`. The other two axes are derived from world up, which is what makes this one argument
283
+ * rather than three: a box that also has to tilt or roll wants `addOrientedMesh`, which takes the
284
+ * full basis and is the reason this does not.
285
+ *
286
+ * Every face is emitted through `addWallQuad` against the box's own centre, so the six outward
287
+ * normals are one argument rather than six windings to get right.
288
+ */
289
+ addOrientedBox(center: Vec3, halfExtents: Vec3, forward: Vec3, color: Vec3, emissive?: number, specular?: number): this;
290
+ /**
291
+ * A capsule aligned to Y: a cylindrical shaft with a hemispherical cap at each end.
292
+ *
293
+ * The shape almost every organic silhouette is roughed out with — a limb, a torso, a
294
+ * creature seen through fog. A stack of boxes stands in for it badly: the corners read
295
+ * as a *machine* at any distance, which is the wrong instinct entirely for something
296
+ * meant to look alive. Reported as an entity looking "SQUARED".
297
+ *
298
+ * `halfLength` measures the cylindrical part only, so total height is
299
+ * `2 * (halfLength + radius)` and a capsule with `halfLength` 0 is a sphere.
300
+ */
301
+ addCapsule(center: Vec3, radius: number, halfLength: number, color: Vec3, emissive?: number, segments?: number, rings?: number, specular?: number): this;
302
+ /**
303
+ * A smooth irregular solid: a sphere whose radius and colour are both asked for per point.
304
+ *
305
+ * **The gap this fills is "curved *and* varied", which nothing here could express.** Every
306
+ * other generator takes one colour for the whole call, and the one primitive that could vary
307
+ * it, `addQuad`, computes a *face* normal from its winding, so anything assembled from quads
308
+ * is flat by construction. A consumer wanting a planet with latitude bands therefore had a
309
+ * choice between a texture, in an engine whose whole argument is not needing images, and
310
+ * geometry stuck onto a sphere. And a consumer wanting a rock went through four attempts,
311
+ * each failing on a property of the primitive rather than on the shape: boxes gave right
312
+ * angles, overlapping spheres gave cusps at every intersection and read as foam, a quad grid
313
+ * gave a correct silhouette made of eighty flat plates, and a tube gave a water-worn pebble
314
+ * because its cross-section is always a circle.
315
+ *
316
+ * `radiusAt` and `color` both take the surface parameters, `u` around and `v` from pole to
317
+ * pole, each 0 to 1. A constant radius is `addSphere`; a few low-frequency waves is a boulder;
318
+ * a signed step is a fracture; a constant radius with a varying colour is a banded planet.
319
+ *
320
+ * **A `radiusAt` built as a `min` of constraints has to place them inside the base radius.** A
321
+ * cut plane at or above it removes nothing, so a set of them scattered around the radius
322
+ * leaves a shape that is nearly round more often than not. Reported from outside, where nine
323
+ * planes between 0.34 and 0.50 of a 0.5 radius gave a sphere about one seed in three.
324
+ *
325
+ * **The normal is derived from the surface rather than from the radius**, which is the part
326
+ * that matters and the part a radial normal gets wrong. Where the radius varies, the surface
327
+ * no longer faces along its own radius, so a radial normal lights a boulder as though it were
328
+ * a sphere: the silhouette is lumpy and the shading is not. Each vertex takes the cross
329
+ * product of the two parametric tangents, measured from the same callback, so a smooth radius
330
+ * gives smooth shading and an abrupt one gives a genuine hard edge. That is what lets one
331
+ * primitive be both a pebble and a fracture.
332
+ */
333
+ addBlob(center: Vec3, radiusAt: (u: number, v: number) => number, color: Vec3 | ((u: number, v: number) => Vec3), emissive?: number, segments?: number, rings?: number, specular?: number): this;
334
+ /** A sphere, which is a capsule with no shaft. */
335
+ addSphere(center: Vec3, radius: number, color: Vec3, emissive?: number, segments?: number, rings?: number): this;
336
+ /** Add a faceted cylinder aligned to one principal axis. */
337
+ addCylinder(center: Vec3, radius: number, halfLength: number, axis: 'x' | 'y' | 'z', color: Vec3, emissive?: number, segments?: number, specular?: number): this;
338
+ /**
339
+ * Sweep a round tube of varying radius along an arbitrary path.
340
+ *
341
+ * The primitive a *curve* needs. `addCylinder` is axis-aligned and straight, and a
342
+ * curve chained out of boxes — which is how every beam in this engine's consumers
343
+ * has been built — has hard corners and only six distinct normals, so it reads as
344
+ * a staircase however finely it is stepped. A tube carries a normal per ring
345
+ * vertex, so the flat shader's interpolated `vNormal` shades it as the round thing
346
+ * it is.
347
+ *
348
+ * The frame is **parallel-transported** rather than built from a fixed world up.
349
+ * A frame derived from world up flips through 180 degrees wherever the path turns
350
+ * vertical, which puts a visible twist in the tube at exactly the apex of an arch;
351
+ * carrying the previous ring's frame forward and re-orthogonalising it against the
352
+ * new tangent has no such singularity. It also has no preferred orientation to
353
+ * disagree with, which matters when the path is planar and the plane is arbitrary.
354
+ *
355
+ * @param path Centreline as flattened x, y, z triples. At least two points.
356
+ * @param radii One radius per path point, so a sweep can taper.
357
+ * @param sides Vertices per ring. Eight is round enough to read as a cylinder at
358
+ * the distance a fixture is seen from, and cheap enough to put one on every gate.
359
+ */
360
+ addTube(path: readonly number[], radii: readonly number[], color: Vec3, emissive?: number, sides?: number): this;
361
+ /**
362
+ * How much geometry is in here so far, without building it.
363
+ *
364
+ * **So a caller batching by size can ask instead of counting.** A consumer streaming a world caps
365
+ * a batch at a triangle count and opens another when it is passed; without this the only way to
366
+ * know was to tally what it had handed over, which means every geometry verb's triangle count
367
+ * duplicated on the caller's side, and a batch that overshoots by whatever the last object was —
368
+ * measured at 47,040 triangles against a cap of 32,000.
369
+ *
370
+ * Both are counters, not scans: asking costs nothing and may be asked between every object.
371
+ */
372
+ get triangleCount(): number;
373
+ /** Vertices written so far. The other half of the same question, for a memory budget. */
374
+ get vertexCountSoFar(): number;
375
+ build(options?: MeshBuildOptions): MeshData;
376
+ /**
377
+ * Take a merged mesh's own texture coordinates, if it brought any.
378
+ *
379
+ * Padded to this mesh's own start first, because everything built before it — a box, a
380
+ * cylinder, a mesh carrying no coordinates — contributed vertices and no UVs. Without the
381
+ * padding the array is short, and every coordinate after the first gap belongs to the
382
+ * wrong vertex, which draws as a texture sliding across a surface rather than as an error.
383
+ *
384
+ * It is the same defect `roughness` had here, and the reason it is worth stating twice: a
385
+ * short attribute buffer is read past the end as zeroes by some drivers and causes others
386
+ * to drop the draw outright, and neither raises a GL error.
387
+ */
388
+ private mergeUvs;
389
+ /**
390
+ * The rigid bindings, run out to cover every vertex the builder holds.
391
+ *
392
+ * A vertex before the first `setJoint` answers joint 0 at full weight rather than zero
393
+ * weight, and the distinction is not pedantic: the shader sums four matrices by four
394
+ * weights, so a zero-weight vertex is multiplied to the origin and the geometry reads as
395
+ * exploding toward the rig's root. Following the root is what a rigid mesh under a skeleton
396
+ * does, and it is the answer that degrades to something sensible.
397
+ */
398
+ private expandedJoints;
399
+ /** One influence at full weight, per vertex. See `expandedJoints`. */
400
+ private expandedWeights;
401
+ /** The merged coordinates, run out to cover every vertex the builder holds. */
402
+ private paddedUvs;
403
+ /**
404
+ * Box-project every vertex onto the plane of the face it belongs to, in metres.
405
+ *
406
+ * Derived here rather than accumulated per vertex, and that is what keeps the cost
407
+ * genuinely opt-in: UVs are a pure function of position and normal, so nothing
408
+ * upstream — not `addBox`, not the cylinder, not a merged mesh — needs a second push
409
+ * site or a branch, and a caller that never asks for UVs allocates nothing anywhere.
410
+ *
411
+ * The projection uses **world position** rather than a per-face 0–1 range, so a
412
+ * surface assembled from many separate boxes tiles continuously across the joins
413
+ * instead of restarting the pattern at each one. That is what a corridor built out of
414
+ * wall segments actually needs, and it is why texture density is a repeats-per-metre
415
+ * number at draw time rather than something baked in here.
416
+ *
417
+ * Axis choice mirrors `addFace`: for a face whose normal is dominant on axis `a`, U
418
+ * runs along `(a+1)%3` and V along `(a+2)%3`. The two agree by construction rather
419
+ * than by coincidence, which is what makes a box's UVs continuous with its
420
+ * neighbours'.
421
+ */
422
+ private planarUvs;
423
+ private addFace;
424
+ private pushEmissiveColor;
425
+ private addVertex;
426
+ }