@fps-games/editor 0.1.8-beta.1 → 0.1.8-beta.2

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 (38) hide show
  1. package/dist/build-info.json +13 -13
  2. package/dist/playable-babylon-facade.d.ts +2 -2
  3. package/dist/playable-babylon-facade.d.ts.map +1 -1
  4. package/dist/playable-babylon-facade.js +1 -1
  5. package/dist/playable-babylon-facade.js.map +1 -1
  6. package/dist/playable-sdk.d.ts +2 -2
  7. package/dist/playable-sdk.d.ts.map +1 -1
  8. package/dist/playable-sdk.js +1 -1
  9. package/dist/playable-sdk.js.map +1 -1
  10. package/node_modules/@fps-games/babylon-renderer/dist/index.d.ts +1 -0
  11. package/node_modules/@fps-games/babylon-renderer/dist/index.d.ts.map +1 -1
  12. package/node_modules/@fps-games/babylon-renderer/dist/index.js +1 -0
  13. package/node_modules/@fps-games/babylon-renderer/dist/index.js.map +1 -1
  14. package/node_modules/@fps-games/babylon-renderer/dist/shadows/dynamic-shadow-system.d.ts +83 -0
  15. package/node_modules/@fps-games/babylon-renderer/dist/shadows/dynamic-shadow-system.d.ts.map +1 -0
  16. package/node_modules/@fps-games/babylon-renderer/dist/shadows/dynamic-shadow-system.js +561 -0
  17. package/node_modules/@fps-games/babylon-renderer/dist/shadows/dynamic-shadow-system.js.map +1 -0
  18. package/node_modules/@fps-games/babylon-renderer/package.json +1 -1
  19. package/node_modules/@fps-games/editor-babylon/package.json +5 -5
  20. package/node_modules/@fps-games/editor-browser/package.json +3 -3
  21. package/node_modules/@fps-games/editor-core/package.json +2 -2
  22. package/node_modules/@fps-games/editor-forge-play/package.json +2 -2
  23. package/node_modules/@fps-games/editor-playable-sdk/dist/local-harness/forge-play.d.ts.map +1 -1
  24. package/node_modules/@fps-games/editor-playable-sdk/dist/local-harness/forge-play.js +9 -5
  25. package/node_modules/@fps-games/editor-playable-sdk/dist/local-harness/forge-play.js.map +1 -1
  26. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/index.d.ts +1 -0
  27. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/index.d.ts.map +1 -1
  28. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/index.js +1 -0
  29. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/index.js.map +1 -1
  30. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/runtime.d.ts +62 -0
  31. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/runtime.d.ts.map +1 -0
  32. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/runtime.js +410 -0
  33. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/runtime.js.map +1 -0
  34. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/types.d.ts +1 -1
  35. package/node_modules/@fps-games/editor-playable-sdk/dist/shadow-system/types.d.ts.map +1 -1
  36. package/node_modules/@fps-games/editor-playable-sdk/package.json +3 -3
  37. package/node_modules/@fps-games/editor-protocol/package.json +1 -1
  38. package/package.json +8 -8
@@ -0,0 +1,561 @@
1
+ import { Camera } from '@babylonjs/core/Cameras/camera.js';
2
+ import { CascadedShadowGenerator } from '@babylonjs/core/Lights/Shadows/cascadedShadowGenerator.js';
3
+ import { ShadowGenerator } from '@babylonjs/core/Lights/Shadows/shadowGenerator.js';
4
+ import { Matrix, Vector3 } from '@babylonjs/core/Maths/math.vector.js';
5
+ import '@babylonjs/core/Lights/Shadows/shadowGeneratorSceneComponent.js';
6
+ const DEFAULT_DYNAMIC_SHADOW_PARAMS = {
7
+ opacity: 0.42,
8
+ softness: 0.4,
9
+ bias: 0.001,
10
+ normalBias: 0.01,
11
+ maxDistance: 48,
12
+ resolution: 1024,
13
+ cascadeCount: 2,
14
+ blurKernel: 4,
15
+ };
16
+ export function createDynamicShadowSystem(scene, directionalLight, options = {}) {
17
+ return new BabylonDynamicShadowSystem(scene, directionalLight, options);
18
+ }
19
+ class BabylonDynamicShadowSystem {
20
+ constructor(scene, directionalLight, options) {
21
+ this.scene = scene;
22
+ this.directionalLight = directionalLight;
23
+ this.shadowGenerator = null;
24
+ this.casters = new Set();
25
+ this.receivers = new Map();
26
+ this.receiverStates = new Map();
27
+ this.renderObserver = null;
28
+ this.initialized = false;
29
+ this.previousSceneShadowsEnabled = null;
30
+ this.previousLightShadowEnabled = null;
31
+ this.previousLightAutoUpdateExtends = null;
32
+ this.previousLightFrustum = null;
33
+ this.useCsmExplicit = false;
34
+ this.useCsmExplicit = hasExplicitUseCsm(options);
35
+ this.options = resolveDynamicShadowOptions(options);
36
+ this.diagnostics = this.createDiagnostics(null, []);
37
+ }
38
+ initialize() {
39
+ if (this.initialized || !this.options.enabled)
40
+ return;
41
+ this.previousSceneShadowsEnabled = this.scene.shadowsEnabled;
42
+ this.previousLightShadowEnabled = this.directionalLight.shadowEnabled;
43
+ this.previousLightAutoUpdateExtends = this.directionalLight.autoUpdateExtends;
44
+ this.previousLightFrustum = {
45
+ left: this.directionalLight.orthoLeft,
46
+ right: this.directionalLight.orthoRight,
47
+ top: this.directionalLight.orthoTop,
48
+ bottom: this.directionalLight.orthoBottom,
49
+ minZ: this.directionalLight.shadowMinZ,
50
+ maxZ: this.directionalLight.shadowMaxZ,
51
+ };
52
+ this.scene.shadowsEnabled = true;
53
+ this.directionalLight.shadowEnabled = true;
54
+ this.directionalLight.autoUpdateExtends = false;
55
+ this.ensureShadowGenerator();
56
+ this.renderObserver = this.scene.onBeforeRenderObservable.add(() => this.refresh());
57
+ this.initialized = true;
58
+ this.refresh();
59
+ }
60
+ addCaster(mesh) {
61
+ if (isDisposed(mesh))
62
+ return false;
63
+ this.casters.add(mesh);
64
+ if (!this.options.enabled || !this.initialized)
65
+ return true;
66
+ this.shadowGenerator?.addShadowCaster(mesh, true);
67
+ this.refresh();
68
+ return true;
69
+ }
70
+ removeCaster(mesh) {
71
+ this.casters.delete(mesh);
72
+ this.shadowGenerator?.removeShadowCaster(mesh, true);
73
+ this.refresh();
74
+ }
75
+ addReceiver(mesh) {
76
+ if (isDisposed(mesh))
77
+ return;
78
+ if (!this.receivers.has(mesh)) {
79
+ this.receivers.set(mesh, createReceiverInfo(mesh, this.receiverStates));
80
+ }
81
+ if (!this.options.enabled || !this.initialized)
82
+ return;
83
+ activateReceiverInfo(this.receivers.get(mesh));
84
+ this.refresh();
85
+ }
86
+ removeReceiver(mesh) {
87
+ const info = this.receivers.get(mesh);
88
+ if (info)
89
+ releaseReceiverInfo(info, this.receiverStates);
90
+ this.receivers.delete(mesh);
91
+ this.refresh();
92
+ }
93
+ setCamera(camera) {
94
+ this.options = {
95
+ ...this.options,
96
+ camera,
97
+ };
98
+ if (this.shadowGenerator)
99
+ this.shadowGenerator.camera = camera;
100
+ this.refresh();
101
+ }
102
+ setOptions(options) {
103
+ const previous = this.options;
104
+ if (hasExplicitUseCsm(options))
105
+ this.useCsmExplicit = true;
106
+ this.options = resolveDynamicShadowOptions(options, this.options, this.useCsmExplicit);
107
+ if (previous.enabled && !this.options.enabled) {
108
+ this.dispose();
109
+ return;
110
+ }
111
+ const generatorNeedsRecreate = previous.params.resolution !== this.options.params.resolution
112
+ || previous.params.cascadeCount !== this.options.params.cascadeCount
113
+ || previous.useCsm !== this.options.useCsm;
114
+ if (generatorNeedsRecreate && this.initialized)
115
+ this.recreateShadowGenerator();
116
+ else if (this.shadowGenerator)
117
+ this.shadowGenerator.camera = this.options.camera ?? null;
118
+ if (!previous.enabled && this.options.enabled)
119
+ this.initialize();
120
+ else
121
+ this.refresh();
122
+ }
123
+ refresh() {
124
+ if (!this.options.enabled || !this.initialized)
125
+ return;
126
+ this.pruneDisposedEntries();
127
+ const generator = this.ensureShadowGenerator();
128
+ if (!generator) {
129
+ this.diagnostics = this.createDiagnostics(null, ['shadow generator unavailable']);
130
+ return;
131
+ }
132
+ this.applyGeneratorParams(this.options.params);
133
+ this.syncShadowMapRenderList();
134
+ for (const receiver of this.receivers.values())
135
+ activateReceiverInfo(receiver);
136
+ const fit = this.fitDirectionalLightBounds();
137
+ this.diagnostics = this.createDiagnostics(fit, []);
138
+ }
139
+ getShadowGenerator() {
140
+ return this.shadowGenerator;
141
+ }
142
+ getDiagnostics() {
143
+ return cloneDynamicShadowDiagnostics(this.diagnostics);
144
+ }
145
+ dispose() {
146
+ if (this.renderObserver) {
147
+ this.scene.onBeforeRenderObservable.remove(this.renderObserver);
148
+ this.renderObserver = null;
149
+ }
150
+ for (const receiver of this.receivers.values())
151
+ releaseReceiverInfo(receiver, this.receiverStates);
152
+ this.receiverStates.clear();
153
+ this.receivers.clear();
154
+ this.casters.clear();
155
+ this.shadowGenerator?.dispose();
156
+ this.shadowGenerator = null;
157
+ if (this.previousSceneShadowsEnabled !== null) {
158
+ this.scene.shadowsEnabled = this.previousSceneShadowsEnabled;
159
+ this.previousSceneShadowsEnabled = null;
160
+ }
161
+ if (this.previousLightShadowEnabled !== null) {
162
+ this.directionalLight.shadowEnabled = this.previousLightShadowEnabled;
163
+ this.previousLightShadowEnabled = null;
164
+ }
165
+ if (this.previousLightAutoUpdateExtends !== null) {
166
+ this.directionalLight.autoUpdateExtends = this.previousLightAutoUpdateExtends;
167
+ this.previousLightAutoUpdateExtends = null;
168
+ }
169
+ if (this.previousLightFrustum) {
170
+ this.directionalLight.orthoLeft = this.previousLightFrustum.left;
171
+ this.directionalLight.orthoRight = this.previousLightFrustum.right;
172
+ this.directionalLight.orthoTop = this.previousLightFrustum.top;
173
+ this.directionalLight.orthoBottom = this.previousLightFrustum.bottom;
174
+ this.directionalLight.shadowMinZ = this.previousLightFrustum.minZ;
175
+ this.directionalLight.shadowMaxZ = this.previousLightFrustum.maxZ;
176
+ this.previousLightFrustum = null;
177
+ }
178
+ this.initialized = false;
179
+ this.diagnostics = this.createDiagnostics(null, []);
180
+ }
181
+ ensureShadowGenerator() {
182
+ if (this.shadowGenerator)
183
+ return this.shadowGenerator;
184
+ const params = this.options.params;
185
+ if (this.options.useCsm && params.cascadeCount > 1 && CascadedShadowGenerator.IsSupported) {
186
+ const generator = new CascadedShadowGenerator(params.resolution, this.directionalLight, undefined, this.options.camera ?? undefined);
187
+ generator.numCascades = params.cascadeCount;
188
+ generator.stabilizeCascades = true;
189
+ this.shadowGenerator = generator;
190
+ }
191
+ else {
192
+ this.shadowGenerator = new ShadowGenerator(params.resolution, this.directionalLight, undefined, this.options.camera ?? undefined);
193
+ }
194
+ this.applyGeneratorParams(params);
195
+ return this.shadowGenerator;
196
+ }
197
+ recreateShadowGenerator() {
198
+ const existingCasters = [...this.casters];
199
+ this.shadowGenerator?.dispose();
200
+ this.shadowGenerator = null;
201
+ const generator = this.ensureShadowGenerator();
202
+ for (const caster of existingCasters) {
203
+ generator?.addShadowCaster(caster, true);
204
+ }
205
+ }
206
+ applyGeneratorParams(params) {
207
+ const generator = this.shadowGenerator;
208
+ if (!generator)
209
+ return;
210
+ generator.useBlurExponentialShadowMap = false;
211
+ generator.useKernelBlur = false;
212
+ generator.usePercentageCloserFiltering = true;
213
+ generator.filteringQuality = ShadowGenerator.QUALITY_HIGH;
214
+ generator.setDarkness(clamp01(1 - params.opacity));
215
+ generator.bias = params.bias;
216
+ generator.normalBias = params.normalBias;
217
+ if (generator instanceof CascadedShadowGenerator) {
218
+ generator.numCascades = params.cascadeCount;
219
+ generator.shadowMaxZ = params.maxDistance;
220
+ }
221
+ }
222
+ syncShadowMapRenderList() {
223
+ const renderList = this.shadowGenerator?.getShadowMap?.()?.renderList;
224
+ if (!renderList)
225
+ return;
226
+ renderList.length = 0;
227
+ for (const caster of this.casters) {
228
+ if (!isDisposed(caster)) {
229
+ this.shadowGenerator?.addShadowCaster(caster, true);
230
+ }
231
+ }
232
+ }
233
+ fitDirectionalLightBounds() {
234
+ const params = this.options.params;
235
+ const points = this.collectCoveragePoints(params);
236
+ if (points.length === 0)
237
+ return null;
238
+ const worldBounds = boundsFromPoints(points);
239
+ const viewMatrix = createShadowViewMatrix(this.directionalLight);
240
+ const lightPoints = points.map(point => Vector3.TransformCoordinates(point, viewMatrix));
241
+ const lightBounds = boundsFromPoints(lightPoints);
242
+ const padding = readPositiveNumber(this.options.boundsPadding, Math.max(0.5, params.maxDistance * 0.025));
243
+ const rawLeft = lightBounds.min.x - padding;
244
+ const rawRight = lightBounds.max.x + padding;
245
+ const rawBottom = lightBounds.min.y - padding;
246
+ const rawTop = lightBounds.max.y + padding;
247
+ const width = Math.max(1e-4, rawRight - rawLeft);
248
+ const height = Math.max(1e-4, rawTop - rawBottom);
249
+ const texelSize = Math.max(width, height) / params.resolution;
250
+ const bounds = this.options.stableSnapping === false || texelSize <= 0
251
+ ? {
252
+ left: rawLeft,
253
+ right: rawRight,
254
+ bottom: rawBottom,
255
+ top: rawTop,
256
+ minZ: lightBounds.min.z - padding,
257
+ maxZ: lightBounds.max.z + padding,
258
+ }
259
+ : {
260
+ left: Math.floor(rawLeft / texelSize) * texelSize,
261
+ right: Math.ceil(rawRight / texelSize) * texelSize,
262
+ bottom: Math.floor(rawBottom / texelSize) * texelSize,
263
+ top: Math.ceil(rawTop / texelSize) * texelSize,
264
+ minZ: Math.floor((lightBounds.min.z - padding) / texelSize) * texelSize,
265
+ maxZ: Math.ceil((lightBounds.max.z + padding) / texelSize) * texelSize,
266
+ };
267
+ this.directionalLight.orthoLeft = bounds.left;
268
+ this.directionalLight.orthoRight = bounds.right;
269
+ this.directionalLight.orthoBottom = bounds.bottom;
270
+ this.directionalLight.orthoTop = bounds.top;
271
+ this.directionalLight.shadowMinZ = bounds.minZ;
272
+ this.directionalLight.shadowMaxZ = Math.max(this.directionalLight.shadowMinZ + 1, bounds.maxZ);
273
+ return {
274
+ world: {
275
+ min: serializeVec3(worldBounds.min),
276
+ max: serializeVec3(worldBounds.max),
277
+ },
278
+ lightOrtho: {
279
+ left: bounds.left,
280
+ right: bounds.right,
281
+ bottom: bounds.bottom,
282
+ top: bounds.top,
283
+ minZ: this.directionalLight.shadowMinZ,
284
+ maxZ: this.directionalLight.shadowMaxZ,
285
+ },
286
+ texelSize,
287
+ cameraProjection: readCameraProjection(this.options.camera),
288
+ };
289
+ }
290
+ collectCoveragePoints(params) {
291
+ const points = [];
292
+ const lightDirection = readLightDirection(this.directionalLight.getShadowDirection(0));
293
+ const shadowOffset = lightDirection.scale(params.maxDistance);
294
+ for (const caster of this.casters) {
295
+ points.push(...readMeshBoundsCorners(caster));
296
+ for (const corner of readMeshBoundsCorners(caster))
297
+ points.push(corner.add(shadowOffset));
298
+ }
299
+ for (const receiver of this.receivers.keys())
300
+ points.push(...readMeshBoundsCorners(receiver));
301
+ points.push(...readCameraCoveragePoints(this.options.camera, this.scene, params.maxDistance));
302
+ return points.filter(point => Number.isFinite(point.x) && Number.isFinite(point.y) && Number.isFinite(point.z));
303
+ }
304
+ pruneDisposedEntries() {
305
+ for (const caster of [...this.casters]) {
306
+ if (isDisposed(caster))
307
+ this.casters.delete(caster);
308
+ }
309
+ for (const [receiver, info] of [...this.receivers]) {
310
+ if (isDisposed(receiver)) {
311
+ releaseReceiverInfo(info, this.receiverStates);
312
+ this.receivers.delete(receiver);
313
+ }
314
+ }
315
+ }
316
+ createDiagnostics(bounds, fallbackReasons) {
317
+ const generator = this.shadowGenerator;
318
+ const renderList = generator?.getShadowMap?.()?.renderList ?? [];
319
+ return {
320
+ enabled: this.options.enabled,
321
+ casterCount: this.casters.size,
322
+ receiverCount: this.receivers.size,
323
+ generator: generator
324
+ ? {
325
+ className: generator.getClassName?.() ?? null,
326
+ mapSize: generator.getShadowMap?.()?.getSize?.() ?? null,
327
+ darkness: generator.getDarkness?.() ?? null,
328
+ bias: generator.bias ?? null,
329
+ normalBias: generator.normalBias ?? null,
330
+ blurKernel: generator.blurKernel ?? null,
331
+ renderListCount: renderList.length,
332
+ useCsm: generator instanceof CascadedShadowGenerator,
333
+ }
334
+ : null,
335
+ params: { ...this.options.params },
336
+ bounds,
337
+ fallbackReasons,
338
+ };
339
+ }
340
+ }
341
+ function resolveDynamicShadowOptions(options, fallback, preserveFallbackUseCsm = false) {
342
+ const params = resolveDynamicShadowParams(options.params, fallback?.params);
343
+ return {
344
+ enabled: options.enabled ?? fallback?.enabled ?? true,
345
+ camera: options.camera ?? fallback?.camera ?? null,
346
+ params,
347
+ useCsm: options.useCsm ?? (preserveFallbackUseCsm ? fallback?.useCsm : undefined) ?? params.cascadeCount > 1,
348
+ boundsPadding: readPositiveNumber(options.boundsPadding, fallback?.boundsPadding ?? Math.max(0.5, params.maxDistance * 0.025)),
349
+ stableSnapping: options.stableSnapping ?? fallback?.stableSnapping ?? true,
350
+ debug: options.debug ?? fallback?.debug ?? false,
351
+ };
352
+ }
353
+ function hasExplicitUseCsm(options) {
354
+ return Object.prototype.hasOwnProperty.call(options, 'useCsm') && typeof options.useCsm === 'boolean';
355
+ }
356
+ function resolveDynamicShadowParams(params, fallback = DEFAULT_DYNAMIC_SHADOW_PARAMS) {
357
+ return {
358
+ opacity: clamp01(readFiniteNumber(params?.opacity, fallback.opacity)),
359
+ softness: clamp01(readFiniteNumber(params?.softness, fallback.softness)),
360
+ bias: readFiniteNumber(params?.bias, fallback.bias),
361
+ normalBias: readFiniteNumber(params?.normalBias, fallback.normalBias),
362
+ maxDistance: readPositiveNumber(params?.maxDistance, fallback.maxDistance),
363
+ resolution: readShadowResolution(params?.resolution, fallback.resolution),
364
+ cascadeCount: readCascadeCount(params?.cascadeCount, fallback.cascadeCount),
365
+ blurKernel: Math.max(0, Math.round(readFiniteNumber(params?.blurKernel, fallback.blurKernel))),
366
+ };
367
+ }
368
+ function createReceiverInfo(mesh, receiverStates) {
369
+ const trackedMeshes = [mesh];
370
+ const sourceMesh = mesh.sourceMesh;
371
+ if (sourceMesh && sourceMesh !== mesh)
372
+ trackedMeshes.push(sourceMesh);
373
+ for (const trackedMesh of trackedMeshes)
374
+ acquireReceiverState(trackedMesh, receiverStates);
375
+ return { mesh, trackedMeshes };
376
+ }
377
+ function activateReceiverInfo(info) {
378
+ if (!info)
379
+ return;
380
+ for (const mesh of info.trackedMeshes)
381
+ mesh.receiveShadows = true;
382
+ }
383
+ function acquireReceiverState(mesh, receiverStates) {
384
+ const existing = receiverStates.get(mesh);
385
+ if (existing) {
386
+ existing.refCount += 1;
387
+ return;
388
+ }
389
+ receiverStates.set(mesh, {
390
+ mesh,
391
+ previousReceiveShadows: mesh.receiveShadows,
392
+ refCount: 1,
393
+ });
394
+ }
395
+ function releaseReceiverInfo(info, receiverStates) {
396
+ for (const mesh of info.trackedMeshes)
397
+ releaseReceiverState(mesh, receiverStates);
398
+ }
399
+ function releaseReceiverState(mesh, receiverStates) {
400
+ const state = receiverStates.get(mesh);
401
+ if (!state)
402
+ return;
403
+ state.refCount -= 1;
404
+ if (state.refCount > 0)
405
+ return;
406
+ state.mesh.receiveShadows = state.previousReceiveShadows;
407
+ receiverStates.delete(mesh);
408
+ }
409
+ function readMeshBoundsCorners(mesh) {
410
+ if (isDisposed(mesh))
411
+ return [];
412
+ mesh.computeWorldMatrix(true);
413
+ const bounds = mesh.getHierarchyBoundingVectors(true);
414
+ return createBoundsCorners(bounds.min, bounds.max);
415
+ }
416
+ function readCameraCoveragePoints(camera, scene, maxDistance) {
417
+ if (!camera)
418
+ return [];
419
+ const position = camera.globalPosition ?? camera.position;
420
+ if (!position)
421
+ return [];
422
+ const forward = safeCameraDirection(camera, Vector3.Forward(), new Vector3(0, 0, 1));
423
+ const right = safeCameraDirection(camera, Vector3.Right(), new Vector3(1, 0, 0));
424
+ const up = safeCameraDirection(camera, Vector3.Up(), new Vector3(0, 1, 0));
425
+ const farDistance = Math.max(1, Math.min(maxDistance, readPositiveNumber(camera.maxZ, maxDistance)));
426
+ const nearDistance = Math.max(0.1, Math.min(farDistance, readPositiveNumber(camera.minZ, 0.1)));
427
+ const aspect = readSceneAspect(scene);
428
+ if (camera.mode === Camera.ORTHOGRAPHIC_CAMERA) {
429
+ const halfHeight = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoTop, 1) - readFiniteNumber(camera.orthoBottom, -1)) * 0.5);
430
+ const halfWidth = Math.max(0.5, Math.abs(readFiniteNumber(camera.orthoRight, aspect) - readFiniteNumber(camera.orthoLeft, -aspect)) * 0.5);
431
+ return [
432
+ ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, halfWidth, halfHeight),
433
+ ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, halfWidth, halfHeight),
434
+ ];
435
+ }
436
+ const fov = readPositiveNumber(camera.fov, 0.8);
437
+ const farHalfHeight = Math.tan(fov * 0.5) * farDistance;
438
+ const farHalfWidth = farHalfHeight * aspect;
439
+ const nearHalfHeight = Math.tan(fov * 0.5) * nearDistance;
440
+ const nearHalfWidth = nearHalfHeight * aspect;
441
+ return [
442
+ ...createCameraPlaneCorners(position.add(forward.scale(nearDistance)), right, up, nearHalfWidth, nearHalfHeight),
443
+ ...createCameraPlaneCorners(position.add(forward.scale(farDistance)), right, up, farHalfWidth, farHalfHeight),
444
+ ];
445
+ }
446
+ function createCameraPlaneCorners(center, right, up, halfWidth, halfHeight) {
447
+ return [
448
+ center.add(right.scale(-halfWidth)).add(up.scale(-halfHeight)),
449
+ center.add(right.scale(halfWidth)).add(up.scale(-halfHeight)),
450
+ center.add(right.scale(halfWidth)).add(up.scale(halfHeight)),
451
+ center.add(right.scale(-halfWidth)).add(up.scale(halfHeight)),
452
+ ];
453
+ }
454
+ function createShadowViewMatrix(light) {
455
+ let lightPosition = light.position;
456
+ if (light.computeTransformedInformation()) {
457
+ lightPosition = light.transformedPosition;
458
+ }
459
+ const lightDirection = readLightDirection(light.getShadowDirection(0));
460
+ if (Math.abs(Vector3.Dot(lightDirection, Vector3.Up())) === 1) {
461
+ lightDirection.z = 1e-13;
462
+ }
463
+ return Matrix.LookAtLH(lightPosition, lightPosition.add(lightDirection), Vector3.Up());
464
+ }
465
+ function boundsFromPoints(points) {
466
+ const min = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
467
+ const max = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
468
+ for (const point of points) {
469
+ min.minimizeInPlace(point);
470
+ max.maximizeInPlace(point);
471
+ }
472
+ return { min, max };
473
+ }
474
+ function createBoundsCorners(min, max) {
475
+ return [
476
+ new Vector3(min.x, min.y, min.z),
477
+ new Vector3(max.x, min.y, min.z),
478
+ new Vector3(max.x, max.y, min.z),
479
+ new Vector3(min.x, max.y, min.z),
480
+ new Vector3(min.x, min.y, max.z),
481
+ new Vector3(max.x, min.y, max.z),
482
+ new Vector3(max.x, max.y, max.z),
483
+ new Vector3(min.x, max.y, max.z),
484
+ ];
485
+ }
486
+ function safeCameraDirection(camera, localAxis, fallback) {
487
+ try {
488
+ const direction = camera.getDirection(localAxis);
489
+ if (isFiniteVector(direction) && direction.lengthSquared() > 1e-8)
490
+ return direction.normalize();
491
+ }
492
+ catch {
493
+ // Camera direction is best-effort diagnostics input; use a stable fallback.
494
+ }
495
+ return fallback.clone();
496
+ }
497
+ function readLightDirection(direction) {
498
+ return isFiniteVector(direction) && direction.lengthSquared() > 1e-8
499
+ ? direction.clone().normalize()
500
+ : new Vector3(-0.3, -1, -0.2).normalize();
501
+ }
502
+ function readCameraProjection(camera) {
503
+ if (!camera)
504
+ return 'none';
505
+ return camera.mode === Camera.ORTHOGRAPHIC_CAMERA ? 'orthographic' : 'perspective';
506
+ }
507
+ function readSceneAspect(scene) {
508
+ const engine = scene.getEngine();
509
+ const width = Math.max(1, engine.getRenderWidth());
510
+ const height = Math.max(1, engine.getRenderHeight());
511
+ return width / height;
512
+ }
513
+ function cloneDynamicShadowDiagnostics(diagnostics) {
514
+ return {
515
+ ...diagnostics,
516
+ generator: diagnostics.generator ? { ...diagnostics.generator } : null,
517
+ params: { ...diagnostics.params },
518
+ bounds: diagnostics.bounds
519
+ ? {
520
+ world: {
521
+ min: { ...diagnostics.bounds.world.min },
522
+ max: { ...diagnostics.bounds.world.max },
523
+ },
524
+ lightOrtho: { ...diagnostics.bounds.lightOrtho },
525
+ texelSize: diagnostics.bounds.texelSize,
526
+ cameraProjection: diagnostics.bounds.cameraProjection,
527
+ }
528
+ : null,
529
+ fallbackReasons: [...diagnostics.fallbackReasons],
530
+ };
531
+ }
532
+ function serializeVec3(value) {
533
+ return { x: value.x, y: value.y, z: value.z };
534
+ }
535
+ function isFiniteVector(value) {
536
+ return Number.isFinite(value.x) && Number.isFinite(value.y) && Number.isFinite(value.z);
537
+ }
538
+ function isDisposed(mesh) {
539
+ return typeof mesh.isDisposed === 'function' && mesh.isDisposed();
540
+ }
541
+ function readFiniteNumber(value, fallback) {
542
+ return typeof value === 'number' && Number.isFinite(value) ? value : fallback;
543
+ }
544
+ function readPositiveNumber(value, fallback) {
545
+ const number = readFiniteNumber(value, fallback);
546
+ return number > 0 ? number : fallback;
547
+ }
548
+ function clamp01(value) {
549
+ if (!Number.isFinite(value))
550
+ return 0;
551
+ return Math.min(1, Math.max(0, value));
552
+ }
553
+ function readShadowResolution(value, fallback) {
554
+ return value === 512 || value === 1024 || value === 2048 || value === 4096
555
+ ? value
556
+ : fallback;
557
+ }
558
+ function readCascadeCount(value, fallback) {
559
+ return value === 1 || value === 2 || value === 4 ? value : fallback;
560
+ }
561
+ //# sourceMappingURL=dynamic-shadow-system.js.map
@@ -0,0 +1 @@
1
+ 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@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@fps-games/babylon-renderer",
3
- "version": "0.1.8-beta.1",
3
+ "version": "0.1.8-beta.2",
4
4
  "private": true,
5
5
  "type": "module",
6
6
  "description": "Babylon-backed renderer capabilities for fps-game-editor.",
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@fps-games/editor-babylon",
3
- "version": "0.1.8-beta.1",
3
+ "version": "0.1.8-beta.2",
4
4
  "private": true,
5
5
  "type": "module",
6
6
  "description": "BabylonJS runtime integrations for fps-game-editor.",
@@ -18,9 +18,9 @@
18
18
  }
19
19
  },
20
20
  "dependencies": {
21
- "@fps-games/babylon-renderer": "0.1.8-beta.1",
22
- "@fps-games/editor-browser": "0.1.8-beta.1",
23
- "@fps-games/editor-core": "0.1.8-beta.1",
24
- "@fps-games/editor-protocol": "0.1.8-beta.1"
21
+ "@fps-games/babylon-renderer": "0.1.8-beta.2",
22
+ "@fps-games/editor-browser": "0.1.8-beta.2",
23
+ "@fps-games/editor-core": "0.1.8-beta.2",
24
+ "@fps-games/editor-protocol": "0.1.8-beta.2"
25
25
  }
26
26
  }
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@fps-games/editor-browser",
3
- "version": "0.1.8-beta.1",
3
+ "version": "0.1.8-beta.2",
4
4
  "private": true,
5
5
  "type": "module",
6
6
  "description": "Browser host adapters for fps-game-editor.",
@@ -14,7 +14,7 @@
14
14
  }
15
15
  },
16
16
  "dependencies": {
17
- "@fps-games/editor-core": "0.1.8-beta.1",
18
- "@fps-games/editor-playable-sdk": "0.1.8-beta.1"
17
+ "@fps-games/editor-core": "0.1.8-beta.2",
18
+ "@fps-games/editor-playable-sdk": "0.1.8-beta.2"
19
19
  }
20
20
  }
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@fps-games/editor-core",
3
- "version": "0.1.8-beta.1",
3
+ "version": "0.1.8-beta.2",
4
4
  "private": true,
5
5
  "type": "module",
6
6
  "description": "Core runtime shell and adapter contracts for fps-game-editor.",
@@ -14,6 +14,6 @@
14
14
  }
15
15
  },
16
16
  "dependencies": {
17
- "@fps-games/editor-protocol": "0.1.8-beta.1"
17
+ "@fps-games/editor-protocol": "0.1.8-beta.2"
18
18
  }
19
19
  }