@hology/core 0.0.100 → 0.0.101

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.
@@ -24,6 +24,8 @@ export declare class VfxActor extends BaseActor {
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  stop(): void;
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  restart(): void;
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  private _worldPos;
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+ private _worldRot;
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+ private _worldEul;
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  private max;
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  onUpdate(deltaTime: number): void;
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  /**
@@ -1 +1 @@
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- {"version":3,"file":"vfx-actor.d.ts","sourceRoot":"","sources":["../../../src/effects/vfx/vfx-actor.ts"],"names":[],"mappings":"AAEA,OAAO,EAAS,SAAS,EAAE,MAAM,gCAAgC,CAAA;AAKjE,OAAO,EAAE,KAAK,EAAqB,MAAM,sBAAsB,CAAA;AAM/D,qBACa,QAAS,SAAQ,SAAS;IAErC;;OAEG;IACI,SAAS,SAAI;IACb,MAAM,UAAQ;IAErB,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,WAAW,CAAU;IAE7B,OAAO,CAAC,WAAW,CAAsB;IACzC,OAAO,CAAC,KAAK,CAAgB;IAC7B,OAAO,CAAC,IAAI,CAAyB;IAErC,OAAO,CAAC,uBAAuB,CAAgB;IAC/C,OAAO,CAAC,OAAO,CAAwB;IACvC,OAAO,CAAC,cAAc,CAAyB;IAE/C;;OAEG;IACU,SAAS,CAAC,KAAK,EAAE,KAAK;IAyDnC,IAAI;IASJ,KAAK;IAIL,IAAI;IAiBJ,OAAO;IAYP,OAAO,CAAC,SAAS,CAAsB;IAEvC,OAAO,CAAC,GAAG,CAAK;IAEhB,QAAQ,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAuBjC;;;;;;;;;;OAUG;IAEH,gBAAgB;IAIhB,SAAS,IAAI,IAAI;CAelB"}
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+ {"version":3,"file":"vfx-actor.d.ts","sourceRoot":"","sources":["../../../src/effects/vfx/vfx-actor.ts"],"names":[],"mappings":"AAEA,OAAO,EAAS,SAAS,EAAE,MAAM,gCAAgC,CAAA;AAKjE,OAAO,EAAE,KAAK,EAAqB,MAAM,sBAAsB,CAAA;AAM/D,qBACa,QAAS,SAAQ,SAAS;IAErC;;OAEG;IACI,SAAS,SAAI;IACb,MAAM,UAAQ;IAErB,OAAO,CAAC,MAAM,CAAQ;IACtB,OAAO,CAAC,aAAa,CAAY;IACjC,OAAO,CAAC,WAAW,CAAU;IAE7B,OAAO,CAAC,WAAW,CAAsB;IACzC,OAAO,CAAC,KAAK,CAAgB;IAC7B,OAAO,CAAC,IAAI,CAAyB;IAErC,OAAO,CAAC,uBAAuB,CAAgB;IAC/C,OAAO,CAAC,OAAO,CAAwB;IACvC,OAAO,CAAC,cAAc,CAAyB;IAE/C;;OAEG;IACU,SAAS,CAAC,KAAK,EAAE,KAAK;IAyDnC,IAAI;IASJ,KAAK;IAIL,IAAI;IAiBJ,OAAO;IAYP,OAAO,CAAC,SAAS,CAAsB;IACvC,OAAO,CAAC,SAAS,CAAyB;IAC1C,OAAO,CAAC,SAAS,CAAoB;IAErC,OAAO,CAAC,GAAG,CAAK;IAEhB,QAAQ,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IA2BjC;;;;;;;;;;OAUG;IAEH,gBAAgB;IAIhB,SAAS,IAAI,IAAI;CAelB"}
@@ -1,4 +1,4 @@
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- import{__decorate as s}from"tslib";import*as t from"three";import{Rate as e}from"@hology/nebula";import{Actor as i,BaseActor as r}from"../../gameplay/actors/actor.js";import{inject as o}from"../../gameplay/inject.js";import{AssetLoader as a}from"../../gameplay/services/asset-loader.js";import{ViewController as m}from"../../gameplay/services/render.js";import{World as h}from"../../gameplay/services/world.js";import{DelayRate as d}from"./rates.js";import{materializeVfx as p}from"./vfx-materializer.js";import{PhysicsSystem as l}from"../../gameplay/index.js";import{ShaderProvider as c}from"../../gameplay/services/shader-provider.js";let y=class extends r{constructor(){super(...arguments),this.timescale=1,this.paused=!1,this.assetLoader=o(a),this.world=o(h),this.view=o(m),this.physics=o(l),this.shaderProvider=o(c),this._worldPos=new t.Vector3,this.max=0}async fromAsset(s){if("vfx"!==s.type)throw"Asset must be a VFX asset but is "+s.type;null!=this.system&&(this.system.destroy(),this.system.emitters.forEach((s=>s.reset()))),this.sourceAsset=s,this.disposeSystem&&this.disposeSystem(),this.world.scene.add(this.object);const{system:t,dispose:e,container:i}=await p(this.sourceAsset,this.object,{getAsset:s=>this.assetLoader.getAsset(s),getMaterial:s=>this.assetLoader.getMaterialByAssetId(s),getTexture:s=>this.assetLoader.getTextureByAssetId(s),getMesh:s=>this.assetLoader.getModelByAssetId(s).then((s=>s.scene))},this.view,this.physics,this.shaderProvider);this.system=t,this.disposeSystem=e,this.particleSystemContainer=i}play(){this.paused=!1;this.system.emitters.every((s=>s.dead))&&this.restart()}pause(){this.paused=!0}stop(){this.system.emitters.forEach((s=>{const t=s.rate;t instanceof e&&(t.nextTime=1/0)}))}restart(){for(const s of this.system.emitters){const t=s.rate;t instanceof d?t.restart():t.nextTime=0,s.removeAllParticles()}}onUpdate(s){this.paused||(this.object.getWorldPosition(this._worldPos),this.system?.emitters.forEach((s=>{"world"===s._space&&s.setPosition(this._worldPos)})),this.system?.update(s*this.timescale))}getParticleCount(){return this.system?.getCount()??0}onEndPlay(){this.stop(),null!=this.disposeSystem&&this.disposeSystem()}};y=s([i()],y);export{y as VfxActor};/*
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+ import{__decorate as s}from"tslib";import*as t from"three";import{Rate as e}from"@hology/nebula";import{Actor as i,BaseActor as r}from"../../gameplay/actors/actor.js";import{inject as o}from"../../gameplay/inject.js";import{AssetLoader as a}from"../../gameplay/services/asset-loader.js";import{ViewController as h}from"../../gameplay/services/render.js";import{World as m}from"../../gameplay/services/world.js";import{DelayRate as d}from"./rates.js";import{materializeVfx as l}from"./vfx-materializer.js";import{PhysicsSystem as n}from"../../gameplay/index.js";import{ShaderProvider as p}from"../../gameplay/services/shader-provider.js";let c=class extends r{constructor(){super(...arguments),this.timescale=1,this.paused=!1,this.assetLoader=o(a),this.world=o(m),this.view=o(h),this.physics=o(n),this.shaderProvider=o(p),this._worldPos=new t.Vector3,this._worldRot=new t.Quaternion,this._worldEul=new t.Euler,this.max=0}async fromAsset(s){if("vfx"!==s.type)throw"Asset must be a VFX asset but is "+s.type;null!=this.system&&(this.system.destroy(),this.system.emitters.forEach((s=>s.reset()))),this.sourceAsset=s,this.disposeSystem&&this.disposeSystem(),this.world.scene.add(this.object);const{system:t,dispose:e,container:i}=await l(this.sourceAsset,this.object,{getAsset:s=>this.assetLoader.getAsset(s),getMaterial:s=>this.assetLoader.getMaterialByAssetId(s),getTexture:s=>this.assetLoader.getTextureByAssetId(s),getMesh:s=>this.assetLoader.getModelByAssetId(s).then((s=>s.scene))},this.view,this.physics,this.shaderProvider);this.system=t,this.disposeSystem=e,this.particleSystemContainer=i}play(){this.paused=!1;this.system.emitters.every((s=>s.dead))&&this.restart()}pause(){this.paused=!0}stop(){this.system.emitters.forEach((s=>{const t=s.rate;t instanceof e&&(t.nextTime=1/0)}))}restart(){for(const s of this.system.emitters){const t=s.rate;t instanceof d?t.restart():t.nextTime=0,s.removeAllParticles()}}onUpdate(s){this.paused||(this.object.getWorldPosition(this._worldPos),this.object.getWorldQuaternion(this._worldRot),this._worldEul.setFromQuaternion(this._worldRot),this.system?.emitters.forEach((s=>{"world"===s._space&&(s.setPosition(this._worldPos),s.setRotation(this._worldEul))})),this.system?.update(s*this.timescale))}getParticleCount(){return this.system?.getCount()??0}onEndPlay(){this.stop(),null!=this.disposeSystem&&this.disposeSystem()}};c=s([i()],c);export{c as VfxActor};/*
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  * Copyright (©) 2023. All rights reserved.
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  * See the LICENSE.md file for details.
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  */
@@ -34,6 +34,7 @@ export declare class VfxPool<T extends VfxActor = VfxActor> {
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  /**
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  * Release the VFX Actor to be reusable in future
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  * calls to the get function.
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+ * It also stops the VFX if it is playing
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  */
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  release(instance: T): void;
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  dispose(): void;
@@ -1 +1 @@
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- {"version":3,"file":"vfx-param.d.ts","sourceRoot":"","sources":["../../../src/effects/vfx/vfx-param.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,MAAM,OAAO,CAAC;AACjC,OAAO,EAAE,SAAS,EAAS,MAAM,yBAAyB,CAAC;AAG3D,qBAAa,YAAY;IAEX,OAAO,CAAC,aAAa;IAAiB,OAAO,CAAC,KAAK;gBAA3C,aAAa,EAAE,aAAa,EAAU,KAAK,EAAE,QAAQ;IAEzE;;;;;;OAMG;IACG,MAAM,CAAC,MAAM,EAAE,QAAQ,GAAC,SAAS,GAAG,OAAO,CAAC,QAAQ,CAAC;IAW3D;;;;OAIG;IACH,UAAU,CAAC,MAAM,EAAE,QAAQ,GAAC,SAAS,GAAG,OAAO,CAAC,QAAQ,CAAC;CAI1D;AAqBD,qBAAa,OAAO,CAAC,CAAC,SAAS,QAAQ,GAAG,QAAQ;IAIpC,OAAO,CAAC,OAAO;IAF3B,SAAS,EAAE,CAAC,EAAE,CAAK;gBAEC,OAAO,EAAE,MAAM,OAAO,CAAC,CAAC,CAAC;IAE7C;;;OAGG;IACG,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC;IASvB;;;OAGG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC;IAMnB,OAAO;CAGR"}
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+ {"version":3,"file":"vfx-param.d.ts","sourceRoot":"","sources":["../../../src/effects/vfx/vfx-param.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,QAAQ,EAAE,MAAM,gBAAgB,CAAC;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChD,OAAO,EAAE,QAAQ,EAAE,MAAM,OAAO,CAAC;AACjC,OAAO,EAAE,SAAS,EAAS,MAAM,yBAAyB,CAAC;AAG3D,qBAAa,YAAY;IAEX,OAAO,CAAC,aAAa;IAAiB,OAAO,CAAC,KAAK;gBAA3C,aAAa,EAAE,aAAa,EAAU,KAAK,EAAE,QAAQ;IAEzE;;;;;;OAMG;IACG,MAAM,CAAC,MAAM,EAAE,QAAQ,GAAC,SAAS,GAAG,OAAO,CAAC,QAAQ,CAAC;IAW3D;;;;OAIG;IACH,UAAU,CAAC,MAAM,EAAE,QAAQ,GAAC,SAAS,GAAG,OAAO,CAAC,QAAQ,CAAC;CAI1D;AAqBD,qBAAa,OAAO,CAAC,CAAC,SAAS,QAAQ,GAAG,QAAQ;IAIpC,OAAO,CAAC,OAAO;IAF3B,SAAS,EAAE,CAAC,EAAE,CAAK;gBAEC,OAAO,EAAE,MAAM,OAAO,CAAC,CAAC,CAAC;IAE7C;;;OAGG;IACG,GAAG,IAAI,OAAO,CAAC,CAAC,CAAC;IASvB;;;;OAIG;IACH,OAAO,CAAC,QAAQ,EAAE,CAAC;IAOnB,OAAO;CAGR"}
@@ -1,4 +1,4 @@
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- import{VfxActor as t}from"./vfx-actor.js";import{BaseActor as s}from"../../gameplay/index.js";export class VisualEffect{constructor(t,s){this.actorProvider=t,this.asset=s}async create(e){const a=await this.actorProvider.create(t);return e instanceof s?e.object.add(a.object):e.add(a.object),await a.fromAsset(this.asset),a}createPool(t){return new VfxPool((()=>this.create(t)))}}export class VfxPool{constructor(t){this.creator=t,this.instances=[]}async get(){0==this.instances.length&&this.instances.push(await this.creator());const t=this.instances.shift();return t.restart(),t}release(t){this.instances.push(t)}dispose(){this.instances.length=0}}/*
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+ import{VfxActor as t}from"./vfx-actor.js";import{BaseActor as s}from"../../gameplay/index.js";export class VisualEffect{constructor(t,s){this.actorProvider=t,this.asset=s}async create(e){const a=await this.actorProvider.create(t);return e instanceof s?e.object.add(a.object):e.add(a.object),await a.fromAsset(this.asset),a}createPool(t){return new VfxPool((()=>this.create(t)))}}export class VfxPool{constructor(t){this.creator=t,this.instances=[]}async get(){0==this.instances.length&&this.instances.push(await this.creator());const t=this.instances.shift();return t.restart(),t}release(t){t.stop(),this.instances.push(t)}dispose(){this.instances.length=0}}/*
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  * Copyright (©) 2023. All rights reserved.
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  * See the LICENSE.md file for details.
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  */
@@ -1 +1 @@
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- {"version":3,"file":"initiate.d.ts","sourceRoot":"","sources":["../../src/gameplay/initiate.ts"],"names":[],"mappings":"AAAA,OAAkB,EAAE,aAAa,EAAE,iBAAiB,EAAE,MAAM,QAAQ,CAAA;AAEpE,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAE5D,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAA;AAa3C,OAAO,EAAE,UAAU,EAAW,MAAM,MAAM,CAAA;AAM1C,KAAK,SAAS,CAAC,CAAC,IAAI,aAAa,CAAC,CAAC,CAAC,CAAA;AAGpC,MAAM,MAAM,kBAAkB,GAAG;IAC/B,OAAO,EAAE,WAAW,CAAA;IACpB,SAAS,EAAE,MAAM,CAAA;IACjB,OAAO,EAAE,MAAM,CAAA;IACf,OAAO,EAAE;QAAE,CAAC,IAAI,EAAE,MAAM,GAAG,UAAU,CAAA;KAAE,CAAA;IACvC,MAAM,EAAE;QAAE,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAA;IACrC,EAAE,CAAC,EAAE;QACH,OAAO,EAAE,OAAO,CAAA;KACjB,CAAC;IACF,SAAS,CAAC,EAAE,OAAO,CAAC;QAClB,eAAe,EAAE,MAAM,CAAC;QACxB,aAAa,EAAE,MAAM,CAAC;QACtB,OAAO,EAAE;YACP,OAAO,CAAC,EAAE,OAAO,CAAA;YACjB,UAAU,CAAC,EAAE,OAAO,CAAA;SACrB,CAAA;KACF,CAAC,CAAA;CACH,CAAA;AAED,wBAAgB,YAAY,CAAC,MAAM,EACjC,SAAS,EAAE,SAAS,CAAC,MAAM,CAAC,EAC5B,MAAM,EAAE,kBAAkB,GACzB,aAAa,CAAC,MAAM,CAAC,CAwIvB;AAGD,8BAAsB,YAAY;IAChC,OAAO,IAAI,IAAI,GAAC,OAAO,CAAC,IAAI,CAAC;IAC7B,UAAU,IAAI,IAAI,GAAC,OAAO,CAAC,IAAI,CAAC;CACjC;AAID,wBAAgB,iBAAiB,SAEhC;AAED;;;;;;GAMG;AAEH,0BAAkB,mBAAmB;IACnC,UAAU,IAAI;IACd,OAAO,IAAI;IACX,OAAO,KAAK;CACb;AAED,qBAAa,aAAa,CAAC,MAAM,GAAG,OAAO;IAYvC,OAAO,CAAC,iBAAiB;IAXpB,MAAM,EAAE,mBAAmB,CAAiC;IAC5D,YAAY,CAAC,EAAE,MAAM,CAAA;IACrB,UAAU,UAAQ;IAClB,eAAe,EAAE,UAAU,CAAC,IAAI,CAAC,CAAsB;IAC9D,OAAO,CAAC,SAAS,CAA2B;IAC5C;;OAEG;IACH,SAAgB,KAAK,mBAA8D;gBAGzE,iBAAiB,EAAE,iBAAiB;IAE9C,QAAQ,IAAI,KAAK;IAIjB,UAAU,CAAC,CAAC,EAAE,WAAW,EAAE,aAAa,CAAC,CAAC,CAAC,GAAG,CAAC;IAI/C;;OAEG;IACH,QAAQ;CAuBT"}
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+ {"version":3,"file":"initiate.d.ts","sourceRoot":"","sources":["../../src/gameplay/initiate.ts"],"names":[],"mappings":"AAAA,OAAkB,EAAE,aAAa,EAAE,iBAAiB,EAAE,MAAM,QAAQ,CAAA;AAEpE,OAAO,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,qBAAqB,CAAC;AAE5D,OAAO,EAAE,KAAK,EAAE,MAAM,qBAAqB,CAAA;AAa3C,OAAO,EAAE,UAAU,EAAW,MAAM,MAAM,CAAA;AAO1C,KAAK,SAAS,CAAC,CAAC,IAAI,aAAa,CAAC,CAAC,CAAC,CAAA;AAGpC,MAAM,MAAM,kBAAkB,GAAG;IAC/B,OAAO,EAAE,WAAW,CAAA;IACpB,SAAS,EAAE,MAAM,CAAA;IACjB,OAAO,EAAE,MAAM,CAAA;IACf,OAAO,EAAE;QAAE,CAAC,IAAI,EAAE,MAAM,GAAG,UAAU,CAAA;KAAE,CAAA;IACvC,MAAM,EAAE;QAAE,CAAC,IAAI,EAAE,MAAM,GAAG,SAAS,CAAA;KAAE,CAAA;IACrC,EAAE,CAAC,EAAE;QACH,OAAO,EAAE,OAAO,CAAA;KACjB,CAAC;IACF,SAAS,CAAC,EAAE,OAAO,CAAC;QAClB,eAAe,EAAE,MAAM,CAAC;QACxB,aAAa,EAAE,MAAM,CAAC;QACtB,OAAO,EAAE;YACP,OAAO,CAAC,EAAE,OAAO,CAAA;YACjB,UAAU,CAAC,EAAE,OAAO,CAAA;SACrB,CAAA;KACF,CAAC,CAAA;CACH,CAAA;AAED,wBAAgB,YAAY,CAAC,MAAM,EACjC,SAAS,EAAE,SAAS,CAAC,MAAM,CAAC,EAC5B,MAAM,EAAE,kBAAkB,GACzB,aAAa,CAAC,MAAM,CAAC,CAiJvB;AAGD,8BAAsB,YAAY;IAChC,OAAO,IAAI,IAAI,GAAC,OAAO,CAAC,IAAI,CAAC;IAC7B,UAAU,IAAI,IAAI,GAAC,OAAO,CAAC,IAAI,CAAC;CACjC;AAID,wBAAgB,iBAAiB,SAEhC;AAED;;;;;;GAMG;AAEH,0BAAkB,mBAAmB;IACnC,UAAU,IAAI;IACd,OAAO,IAAI;IACX,OAAO,KAAK;CACb;AAED,qBAAa,aAAa,CAAC,MAAM,GAAG,OAAO;IAYvC,OAAO,CAAC,iBAAiB;IAXpB,MAAM,EAAE,mBAAmB,CAAiC;IAC5D,YAAY,CAAC,EAAE,MAAM,CAAA;IACrB,UAAU,UAAQ;IAClB,eAAe,EAAE,UAAU,CAAC,IAAI,CAAC,CAAsB;IAC9D,OAAO,CAAC,SAAS,CAA2B;IAC5C;;OAEG;IACH,SAAgB,KAAK,mBAA8D;gBAGzE,iBAAiB,EAAE,iBAAiB;IAE9C,QAAQ,IAAI,KAAK;IAIjB,UAAU,CAAC,CAAC,EAAE,WAAW,EAAE,aAAa,CAAC,CAAC,CAAC,GAAG,CAAC;IAI/C;;OAEG;IACH,QAAQ;CAyBT"}
@@ -1,4 +1,4 @@
1
- import e from"typedi";import{loadScene as t}from"../scene/bootstrap.js";import{ActorFactory as n}from"./actors/factory.js";import{World as s}from"./services/world.js";import{ViewController as o}from"./services/render.js";import{RenderingView as r}from"../rendering.js";import{PhysicsSystem as i}from"./services/physics/physics-system.js";import{MeshComponent as a}from"./actors/builtin/components/mesh-component.js";import{activeContainerInstance as c}from"./actors/internal/container-map.js";import{InputService as m}from"./input/index.js";import{RuntimeAssetsService as d}from"../scene/runtime-asset-service.js";import{AssetResourceLoader as l}from"../scene/asset-resource-loader.js";import{AssetLoader as p}from"./services/asset-loader.js";import{polyfillClient as h}from"./polyfill.js";import{Subject as u}from"rxjs";import{PointerEvents as f}from"./services/pointer-events.js";import{RuntimeBundledBackendService as w}from"../scene/runtime-bundled-backend-service.js";import{Scene as g}from"three";import{ShaderProvider as v}from"./services/shader-provider.js";export function initiateGame(m,u){if(h(),0!=u.element.childNodes.length)return console.error("Can not initialize the game with a non-empty html element"),null;e.has(o);const j=e.of("default"),S=new HologyRuntime(j),y=new n(j,{inEditor:!1});var I;e.set(n,y),I=u.element,Object.assign(I.style,{position:"absolute",top:"0",left:"0",width:"100%",height:"100%",overflow:"hidden"});const x=new r(u.element,{enableXR:!0===u.xr?.enabled,maxPixelRatio:u.rendering?.maxPixelRatio});x.renderer.shadowMap.enabled=u.rendering?.shadows?.enabled??!0,x.renderer.shadowMap.autoUpdate=u.rendering?.shadows?.autoUpdate??!0,null!=u?.rendering?.resolutionScale&&(x.resolutionScale=u.rendering.resolutionScale),e.set(r,x);const b=new o(x);e.set(o,b);const D=e.get(s);e.set(s,D);const R=new w,G=new d(R),H=new l;H.setDataDir(u.dataDir);const P=Object.entries(u.shaders).map((([e,t])=>({name:e,type:t}))),W=new v(P);e.set(v,W);const A=new p(H,G,P);return e.set(p,A),(async()=>{const n=e.get(i);if(await n.start(),S.isShutdown)return;if(await R.preloadData(),S.isShutdown)return;const s=new g;D.scene=s;const{scene:o,actors:r}=await t(x,u.sceneName,u.dataDir,u.shaders,u.actors,y,R,G,H);D.scene=o;for(const e of s.children)D.scene.add(e);if(S.isShutdown)return void x.stop();e.import([a]);for(const e of r)D.addActor(e);n.addFromScene(o),x.loop((e=>{})),S.status=5,c.value=j,j.remove(m),j.set({id:m,type:m});const d=j.get(m);c.value=null,S.gameInstance=d,j.get(f).start(),d instanceof GameInstance&&d.onStart(),S._resolver(!0)})(),S}export class GameInstance{onStart(){}onShutdown(){}}export function createHologyScene(){}export class HologyRuntime{constructor(e){this.containerInstance=e,this.status=0,this.isShutdown=!1,this.shutdownStarted=new u,this.ready=new Promise((e=>{this._resolver=e}))}getWorld(){return this.containerInstance.get(s)}getService(e){return this.containerInstance.get(e)}shutdown(){this.isShutdown=!0,this.shutdownStarted.next(),this.gameInstance instanceof GameInstance&&this.gameInstance.onShutdown(),this.containerInstance.get(m).stop();const e=this.containerInstance.get(r);e?.stop();for(const e of this.getWorld().actors)this.getWorld().removeActor(e);this.containerInstance.get(i).stop(),this.containerInstance.get(f).stop(),this.containerInstance.reset()}}/*
1
+ import e from"typedi";import{loadScene as t}from"../scene/bootstrap.js";import{ActorFactory as n}from"./actors/factory.js";import{World as s}from"./services/world.js";import{SceneMaterializer as r}from"../scene/materializer.js";import{ViewController as o}from"./services/render.js";import{RenderingView as i}from"../rendering.js";import{PhysicsSystem as a}from"./services/physics/physics-system.js";import{MeshComponent as c}from"./actors/builtin/components/mesh-component.js";import{activeContainerInstance as m}from"./actors/internal/container-map.js";import{InputService as d}from"./input/index.js";import{RuntimeAssetsService as l}from"../scene/runtime-asset-service.js";import{AssetResourceLoader as p}from"../scene/asset-resource-loader.js";import{AssetLoader as h}from"./services/asset-loader.js";import{polyfillClient as u}from"./polyfill.js";import{Subject as f}from"rxjs";import{PointerEvents as w}from"./services/pointer-events.js";import{RuntimeBundledBackendService as g}from"../scene/runtime-bundled-backend-service.js";import{Scene as j}from"three";import{ShaderProvider as v}from"./services/shader-provider.js";import{SceneDataService as S}from"../scene/scene-data-service.js";export function initiateGame(d,f){if(u(),0!=f.element.childNodes.length)return console.error("Can not initialize the game with a non-empty html element"),null;e.has(o);const y=e.of("default"),I=new HologyRuntime(y),x=new n(y,{inEditor:!1});var b;e.set(n,x),b=f.element,Object.assign(b.style,{position:"absolute",top:"0",left:"0",width:"100%",height:"100%",overflow:"hidden"});const D=new i(f.element,{enableXR:!0===f.xr?.enabled,maxPixelRatio:f.rendering?.maxPixelRatio});D.renderer.shadowMap.enabled=f.rendering?.shadows?.enabled??!0,D.renderer.shadowMap.autoUpdate=f.rendering?.shadows?.autoUpdate??!0,null!=f?.rendering?.resolutionScale&&(D.resolutionScale=f.rendering.resolutionScale),e.set(i,D);const R=new o(D);e.set(o,R);const G=new g,z=new l(G),H=new p;H.setDataDir(f.dataDir),H.initKtx2(D.renderer);const O=Object.entries(f.shaders).map((([e,t])=>({name:e,type:t}))),P=Object.entries(f.actors).map((([e,t])=>({name:e,type:t}))),W=new v(O);e.set(v,W);const A=new h(H,z,O);e.set(h,A);const M=new j,N=new r(M,new S,z,H,D,O,P,x);e.set(r,N);const U=e.get(s);return e.set(s,U),U.materializer=N,(async()=>{const n=e.get(a);if(await n.start(),I.isShutdown)return;if(await G.preloadData(),I.isShutdown)return;U.scene=M;const{scene:s,actors:r}=await t(D,f.sceneName,f.dataDir,f.shaders,f.actors,x,G,z,H);U.scene=s;for(const e of M.children)U.scene.add(e);if(I.isShutdown)return void D.stop();e.import([c]);for(const e of r)U.addActor(e);n.addFromScene(s),D.loop((e=>{})),I.status=5,m.value=y,y.remove(d),y.set({id:d,type:d});const o=y.get(d);m.value=null,I.gameInstance=o,y.get(w).start(),o instanceof GameInstance&&o.onStart(),I._resolver(!0)})(),I}export class GameInstance{onStart(){}onShutdown(){}}export function createHologyScene(){}export class HologyRuntime{constructor(e){this.containerInstance=e,this.status=0,this.isShutdown=!1,this.shutdownStarted=new f,this.ready=new Promise((e=>{this._resolver=e}))}getWorld(){return this.containerInstance.get(s)}getService(e){return this.containerInstance.get(e)}shutdown(){this.isShutdown=!0,this.shutdownStarted.next(),this.gameInstance instanceof GameInstance&&this.gameInstance.onShutdown(),this.containerInstance.get(d).stop();const e=this.containerInstance.get(i);e?.stop();for(const e of this.getWorld().actors)this.getWorld().removeActor(e);this.containerInstance.get(a).stop(),this.containerInstance.get(r).dispose(),this.containerInstance.get(w).stop(),this.containerInstance.reset()}}/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -5,6 +5,7 @@ import { GLTF } from "three-stdlib";
5
5
  import { Material } from "three";
6
6
  import { ShaderImpl } from '../../shader/shader.js';
7
7
  import * as THREE from 'three';
8
+ import { Prefab } from '../../scene/objects/prefab.js';
8
9
  export declare class AssetLoader {
9
10
  protected assetResourceLoader: AssetResourceLoader;
10
11
  protected assetService: AssetsProvider;
@@ -43,5 +44,7 @@ export declare class AssetLoader {
43
44
  getTextureByAssetId(id: AssetId): Promise<THREE.Texture>;
44
45
  getMaterialByAssetId(id: AssetId): Promise<Material>;
45
46
  getAsset(id: AssetId): Promise<import("../../scene/model.js").Asset>;
47
+ getPrefabByName(name: string): Promise<Prefab>;
48
+ getPrefabById(id: string): Promise<Prefab>;
46
49
  }
47
50
  //# sourceMappingURL=asset-loader.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"asset-loader.d.ts","sourceRoot":"","sources":["../../../src/gameplay/services/asset-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,mBAAmB,EAAE,UAAU,EAAkB,MAAM,sCAAsC,CAAC;AACvG,OAAO,EAAE,KAAK,cAAc,EAAE,MAAM,gCAAgC,CAAC;AACrE,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAC/C,OAAO,EAAa,IAAI,EAA+C,MAAM,cAAc,CAAC;AAC5F,OAAO,EAAuC,QAAQ,EAA2C,MAAM,OAAO,CAAC;AAI/G,OAAO,EAAE,UAAU,EAAE,MAAM,wBAAwB,CAAC;AACpD,OAAO,KAAK,KAAK,MAAM,OAAO,CAAA;AAE9B,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AAEvD,qBACa,WAAW;IAgBpB,SAAS,CAAC,mBAAmB,EAAE,mBAAmB;IAClD,SAAS,CAAC,YAAY,EAAE,cAAc;IAC/B,OAAO,EAAE,UAAU,EAAE;IAjB9B,SAAS,CAAC,OAAO,SAAK;IACtB,SAAS,CAAC,SAAS,SAAK;IAExB,OAAO,CAAC,cAAc,CAAuB;IAC7C,OAAO,CAAC,SAAS,CAAuC;IACxD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,UAAU,CAAsC;IAExD,OAAO,CAAC,aAAa,CAAyC;IAC9D,OAAO,CAAC,WAAW,CAAuC;gBAG9C,mBAAmB,EAAE,mBAAmB,EACxC,YAAY,EAAE,cAAc,EAC/B,OAAO,EAAE,UAAU,EAAE;IAG9B;;;OAGG;IACH,SAAS,CAAC,WAAW,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM;IAIxC,cAAc,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,CAAC;IAKhD,iBAAiB,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,CAAC;IAQnD,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,CAAC;IAQpE;;OAEG;IACU,cAAc,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,QAAQ,CAAC;IAgBtE;;OAEG;IACU,aAAa,CAAC,QAAQ,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IAK9C,mBAAmB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC,UAAU,CAAC;IAUtD,iBAAiB,CAAC,EAAE,EAAE,OAAO,GAAG,OAAO,CAAC,UAAU,CAAC;IAQnD,qBAAqB,CAAC,IAAI,EAAE,MAAM,GAAG,OAAO,CAAC,KAAK,CAAC,OAAO,CAAC;IAQ3D,mBAAmB,CAAC,EAAE,EAAE,OAAO,GAAG,OAAO,CAAC,KAAK,CAAC,OAAO,CAAC;IAQxD,oBAAoB,CAAC,EAAE,EAAE,OAAO,GAAG,OAAO,CAAC,QAAQ,CAAC;IASpD,QAAQ,CAAC,EAAE,EAAE,OAAO;IAIpB,eAAe,CAAC,IAAI,EAAE,MAAM;IAQ5B,aAAa,CAAC,EAAE,EAAE,MAAM;CAStC"}
@@ -1,4 +1,4 @@
1
- import{__decorate as e,__metadata as t}from"tslib";import{AssetResourceLoader as s}from"../../scene/asset-resource-loader.js";import{FBXLoader as r,GLTFLoader as a,MTLLoader as o,OBJLoader as i,TGALoader as n}from"three-stdlib";import{AudioLoader as d,LoadingManager as h,TextureLoader as l}from"three";import{pathJoin as u}from"../../utils/files.js";import{Service as c}from"typedi";import{materialFromAsset as g}from"../../scene/materializer.js";import{KTX2Loader as w}from"three/examples/jsm/Addons.js";let f=class{constructor(e,t,s){this.assetResourceLoader=e,this.assetService=t,this.shaders=s,this.baseUrl="",this.urlSuffix="",this.loadingManager=new h,this.glbLoader=new a(this.loadingManager),this.fbxLoader=new r(this.loadingManager),this.objLoader=new i(this.loadingManager),this.mtlLoader=new o(this.loadingManager),this.tgaLoader=new n(this.loadingManager),this.ktx2Loader=new w(this.loadingManager),this.textureLoader=new l(this.loadingManager),this.audioLoader=new d(this.loadingManager)}resolvePath(e){return u(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const t=this.resolvePath(e);return this.audioLoader.loadAsync(t)}async getAudioByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(t)}async getAudioByAssetName(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(t)}async getModelAtPath(e){const t=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(t)).scene;case"fbx":return this.fbxLoader.loadAsync(t);case"obj":return this.objLoader.loadAsync(t);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const t=this.resolvePath(e);return this.glbLoader.loadAsync(t)}async getModelByAssetName(e){const t=(await this.assetService.getAssets()).find((t=>t.name===e));if(null==t)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(t)}async getModelByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(t)}async getTextureByAssetName(e){const t=(await this.assetService.getAssets()).find((t=>t.name===e));if(null==t)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(t)}async getTextureByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(t)}async getMaterialByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No material could be found with asset id ${e}`);return g(t,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}};f=e([c(),t("design:paramtypes",[s,Object,Array])],f);export{f as AssetLoader};/*
1
+ import{__decorate as e,__metadata as t}from"tslib";import{AssetResourceLoader as s}from"../../scene/asset-resource-loader.js";import{FBXLoader as r,GLTFLoader as a,MTLLoader as o,OBJLoader as i,TGALoader as n}from"three-stdlib";import{AudioLoader as d,LoadingManager as h,TextureLoader as l}from"three";import{pathJoin as u}from"../../utils/files.js";import{Service as c}from"typedi";import{materialFromAsset as g}from"../../scene/materializer.js";import{KTX2Loader as w}from"three/examples/jsm/Addons.js";import{Prefab as f}from"../../scene/objects/prefab.js";let m=class{constructor(e,t,s){this.assetResourceLoader=e,this.assetService=t,this.shaders=s,this.baseUrl="",this.urlSuffix="",this.loadingManager=new h,this.glbLoader=new a(this.loadingManager),this.fbxLoader=new r(this.loadingManager),this.objLoader=new i(this.loadingManager),this.mtlLoader=new o(this.loadingManager),this.tgaLoader=new n(this.loadingManager),this.ktx2Loader=new w(this.loadingManager),this.textureLoader=new l(this.loadingManager),this.audioLoader=new d(this.loadingManager)}resolvePath(e){return u(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const t=this.resolvePath(e);return this.audioLoader.loadAsync(t)}async getAudioByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(t)}async getAudioByAssetName(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(t)}async getModelAtPath(e){const t=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(t)).scene;case"fbx":return this.fbxLoader.loadAsync(t);case"obj":return this.objLoader.loadAsync(t);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const t=this.resolvePath(e);return this.glbLoader.loadAsync(t)}async getModelByAssetName(e){const t=(await this.assetService.getAssets()).find((t=>t.name===e));if(null==t)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(t)}async getModelByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(t)}async getTextureByAssetName(e){const t=(await this.assetService.getAssets()).find((t=>t.name===e));if(null==t)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(t)}async getTextureByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(t)}async getMaterialByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No material could be found with asset id ${e}`);return g(t,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}async getPrefabByName(e){const t=(await this.assetService.getAssets()).find((t=>t.name===e));if("prefab"!==t.type)throw`Asset with name ${e} is not a prefab`;return new f(t)}async getPrefabById(e){const t=await this.getAsset(e);if("prefab"!==t.type)throw`Asset with name ${name} is not a prefab`;return new f(t)}};m=e([c(),t("design:paramtypes",[s,Object,Array])],m);export{m as AssetLoader};/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -52,6 +52,8 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
52
52
  set showDebug(value: boolean);
53
53
  get showDebug(): boolean;
54
54
  constructor(viewController: ViewController, gameWorld: World);
55
+ private shapeCacheBox;
56
+ hasBoxIntersection(box: THREE.Box3): boolean;
55
57
  private debugMesh;
56
58
  private createDebugMesh;
57
59
  /**
@@ -1 +1 @@
1
- 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@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import*as i from"@dimforge/rapier3d-compat";import{QueryFilterFlags as s}from"@dimforge/rapier3d-compat";import{BehaviorSubject as o,distinctUntilChanged as n,filter as r,map as a,Subject as c,takeUntil as l}from"rxjs";import*as d from"three";import{ArrowHelper as h,BufferAttribute as u,BufferGeometry as y,Group as p,LineSegments as g,Matrix4 as m,Object3D as f,Quaternion as w,Raycaster as v,Scene as x,Vector3 as b}from"three";import{Service as B}from"typedi";import{AssetMeshInstance as A}from"../../../scene/asset-resource-loader.js";import{BoxCollisionShape as C,CapsuleCollisionShape as D,CollisionShapeSource as M,ConeCollisionShape as z,ConvexPolyhedronCollisionShape as S,CylinderCollisionShape as R,PhysicalShapeMesh as T,PlaneCollisionShape as E,SphereCollisionShape as W,TrimeshCollisionShape as F}from"../../../index.js";import{LandscapeGroup as j}from"../../../scene/landscape/landscape.js";import{ViewController as V}from"../render.js";import{World as _}from"../world.js";import*as P from"three/examples/jsm/utils/BufferGeometryUtils.js";import{calculateEffectiveScale as I}from"../../../utils/three/traverse.js";import{AbstractPhysicsSystem as L}from"./abstract-physics-system.js";import{ActorComponent as k,Component as O}from"../../../gameplay/actors/component.js";import{inject as N}from"../../../gameplay/inject.js";export{Component,ActorComponent,attach,Attach}from"../../actors/component.js";export class RayTestResult{constructor(){this.hasHit=!1,this.hitPoint=new b,this.hitNormal=new b}}export var PhysicsBodyType;!function(t){t[t.dynamic=1]="dynamic",t[t.static=2]="static",t[t.kinematic=4]="kinematic",t[t.kinematicVelocityBased=8]="kinematicVelocityBased"}(PhysicsBodyType||(PhysicsBodyType={}));let G=class extends L{set showDebug(t){this.shouldRenderDebug=t,this.debugMesh&&(this.debugMesh.visible=t)}get showDebug(){return this.shouldRenderDebug}constructor(t,e){super(),this.viewController=t,this.gameWorld=e,this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.collisionEvents=new c,this.beforeStep=new c,this.afterStep=new c,this.shouldRenderDebug=!1,this._raycaster=new v,this._reusableResult=new RayTestResult,this._raytestDiff=new b,this._raytestDirection=new b,this.controlledActors=new Set,this.ready=this.setup()}createDebugMesh(){return new g(new y,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.ready}renderDebug(){null==this.debugMesh&&(this.debugMesh=this.createDebugMesh(),this.debugMesh.visible=this.shouldRenderDebug,this.debugMesh.raycast=function(){},this.gameWorld.scene.add(this.debugMesh));const t=this.world.debugRender();this.debugMesh.geometry.setAttribute("position",new u(t.vertices,3))}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await J(),this.eventQueue=new i.EventQueue(!0),this.setupWorld()}handleTick(){this.fixedupdateSub=this.viewController.onUpdate().subscribe((t=>{t=Math.min(.1,t),this.beforeStep.next(t),this.updatePhysics(t),this.showDebug&&this.renderDebug(),this.world.bodies.forEach((t=>{if(t.isFixed())return;const e=this.staticMeshes.get(t)??this.bodyActors.get(t)?.object;var i,s;null!=e&&(e.parent instanceof x&&(tt(e.position,t.translation()),(t.isDynamic()||t.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(t)?.id))&&(i=e.quaternion,s=t.rotation(),i.x=s.x,i.y=s.y,i.z=s.z,i.w=s.w),e.updateMatrix(),e.updateWorldMatrix(!1,!1)))})),this.afterStep.next(t)}))}_updateWorld(){this.world.timestep=0,this.world.step()}updatePhysics(t){this.world.timestep=t,this.world.step(this.eventQueue),this.eventQueue.drainCollisionEvents(((t,e,i)=>{this.collisionEvents.next({handle1:t,handle2:e,started:i}),this.collisionEvents.next({handle1:e,handle2:t,started:i})}))}rayTestFromCamera(t,e,i){this._raycaster.setFromCamera(Z,this.viewController.getCamera());const s=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(t).add(s);return this.rayTest(s,o,e,i)}rayTest(t,e,i,s){null==i&&(i=this._reusableResult);const o=this._raytestDiff,n=this._raytestDirection;if(o.subVectors(e,t),n.copy(o).normalize(),0===n.length())return console.warn("Ray test called with to and from being equal"),i;$(rt.origin,t),$(rt.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(rt,r,!1,void 0,void 0,void 0,null!=s?.excludeActor?this.actorBodies.get(s.excludeActor.id):void 0,s?.excludeTriggers?t=>!t.isSensor():void 0);if(i.hasHit=null!=a,i.hasHit){const e=rt.pointAt(a.timeOfImpact);i._internal=a,tt(i.hitNormal,a.normal),tt(i.hitPoint,e),i.distance=it.subVectors(i.hitPoint,t).length();const s=this.world.bodies.getAll().find((t=>function(t,e){for(let i=0,s=t.numColliders();i<s;i++){const s=t.collider(i);if(e(s))return s}}(t,(t=>t===a.collider))));i.actor=null!=s?this.bodyActors.get(s):null}if(this.showDebug){const e=new h(n,t,r,s?.debugColor??255);this.gameWorld.scene.add(e),setTimeout((()=>this.gameWorld.scene.remove(e)),s?.debugLifetime??200)}return i}setGravity(t,e,i){this.world.gravity.x=t,this.world.gravity.y=e,this.world.gravity.z=i}getGravity(){return H.set(this.world.gravity.x,this.world.gravity.y,this.world.gravity.z)}addFromScene(t){this.addRecursively(t);for(const t of this.staticBodies.values())et(t,(t=>t.setActiveEvents(i.ActiveEvents.COLLISION_EVENTS)))}addRecursively(t){if(this.removeSceneObject(t),!function(t){if(null!=t.userData?.src){const e=t.userData?.src;return"actor"===e.type}return!1}(t))if(t instanceof T&&null!=t.collisionShape){const e=this.createStaticBody(t,[t.collisionShape],t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else if(t instanceof A&&!1!==t.userData?.src?.collisionDetection)if(t.children[0]&&t.children[0].instanceMatrix)this.createForInstancedMesh(t.children[0],t.collisionShapes);else{const e=this.createStaticBody(t,t.collisionShapes,t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else t instanceof j?this.addLandscapeGroup(t):(t instanceof p||t instanceof x)&&t.children.forEach((t=>this.addRecursively(t)))}createForInstancedMesh(t,e){const i=new m,s=e.map((t=>t.source===M.rendered?t.withOffset(ct):t));for(let e=0;e<t.count;e++){const o=new f;o.matrix.identity(),i.fromArray(t.instanceMatrix.array,16*e),o.applyMatrix4(i);this.createStaticBody(o,s)}}getCharacterController(t){return this.world?.createCharacterController(t)}getActorComputedMovement(t,e,i,o=null){const n=this.actorBodies.get(t.id);this.controlledActors.add(t.id);const r=n.collider(0);e.computeColliderMovement(r,i,s.EXCLUDE_SENSORS,o,ot);const a=e.computedMovement();return tt(st,a),st}setNextKinematicTranslation(t,e){const i=this.actorBodies.get(t.id),s=i.translation();s.x+=e.x,s.y+=e.y,s.z+=e.z,i?.setNextKinematicTranslation(s)}setAngularVelocity(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.setAngvel(X,!0)}setLinearVelocity(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.setLinvel(X,!0)}getLinearVelocity(t,e=new b){const i=this.actorBodies.get(t.id).linvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}getAngularVelocity(t,e=new b){const i=this.actorBodies.get(t.id).angvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}setLinearDamping(t,e){const i=this.actorBodies.get(t.id);i?.setLinearDamping(e)}setAngularDamping(t,e){const i=this.actorBodies.get(t.id);i?.setAngularDamping(e)}addLandscapeGroup(t){const e=t.userData.src,s=e.landscape.heightMaps;for(const n of t.sections){this.staticBodies.has(n)&&this.world.removeRigidBody(this.staticBodies.get(n));var o=n.getWorldPosition(new b);if(e.landscape.holes&&e.landscape.holes.some((t=>t.m===n.name&&0!==t.w[0]))){const t=n.geometry.clone(),s=n.scale,r=n.geometry.getAttribute("hole"),a=new Float32Array(t.getAttribute("position").array);for(let t=0;t<a.length;t+=3)a[t]*=s.x,a[t+1]*=s.y,a[t+2]*=s.z;const c=t.index;for(let t=0;t<c.count;t+=3){const e=r.getX(c.getX(t)),i=r.getX(c.getY(t)),s=r.getX(c.getZ(t));(e>.5||i>.5||s>.5)&&(c.setX(t,0),c.setY(t,0),c.setZ(t,0))}const l=i.ColliderDesc.trimesh(a,new Uint32Array(t.getIndex().array));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(i.RigidBodyDesc.fixed()),e=new i.Vector3(0,0,0);$(e,o),t.setTranslation(e,!1),this.world.createCollider(l,t),this.staticBodies.set(n,t)}continue}const t=e.landscape.options.density+1,r=e.landscape.options.sectionSize,a=new Array(t);for(let e=0;e<t;e++)a[e]=new Array(t).fill(0);const c=s.find((t=>t.x===n.x&&t.y==n.y));if(null!=c)for(const e of c.points){if(null==a[e.i%t])continue;const i=t-1-Math.floor(e.i/t);i in a[e.i%t]?a[e.i%t][i]=e.y/r:console.warn("wrong index",{points:a,point:e,i:e.i%t,k:i,heightMap:c})}const l=e.landscape.options.density,d=a.flatMap((t=>t.reverse())),h=i.ColliderDesc.heightfield(l,l,new Float32Array(d),new i.Vector3(r,r,r));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(i.RigidBodyDesc.fixed()),e=new i.Vector3(0,0,0);$(e,o),t.setTranslation(e,!1),this.world.createCollider(h,t),this.staticBodies.set(n,t)}}}setEnabled(t,e){const i=this.actorBodies.get(t.id);i?.setEnabled(e)}addActor(t,e,s={}){if(0==e.length)return void console.error("No collision shapes were defined when adding actor to the physics system.");this.removeActor(t);const o=t.object;let n;switch(s.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:n=i.RigidBodyDesc.dynamic(),n.mass=s.mass??1;break;case PhysicsBodyType.kinematic:n=i.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:n=i.RigidBodyDesc.kinematicVelocityBased();break;default:n=s.isTrigger?i.RigidBodyDesc.kinematicVelocityBased():i.RigidBodyDesc.fixed()}const r=this.world.createRigidBody(n);r.enableCcd(1==s.continousCollisionDetection);for(const t of e)this.addShape(r,t,o);et(r,(t=>{null!=s.isTrigger&&(t.setSensor(s.isTrigger),t.setActiveCollisionTypes(i.ActiveCollisionTypes.ALL),t.setActiveEvents(i.ActiveEvents.COLLISION_EVENTS)),null!=s.friction&&t.setFriction(s.friction),null!=s.density&&t.setDensity(s.density),null!=s.mass&&t.setMass(s.mass),null!=s.restitution&&t.setRestitution(s.restitution)})),U(r,o),!0===s.ignoreForNavMesh&&(r.userData={ignoreForNavMesh:!0}),this.actorBodies.set(t.id,r),this.bodyActors.set(r,t)}applyTorque(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.addTorque(X,!0)}applyTorqueImpulse(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.applyTorqueImpulse(X,!0)}resetForces(t){const e=this.actorBodies.get(t.id);e?.resetForces(!1)}resetTorques(t){const e=this.actorBodies.get(t.id);e?.resetTorques(!1)}applyForce(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.addForce(X,!0)}applyImpulse(t,e){const i=this.actorBodies.get(t.id);X.x=e.x,X.y=e.y,X.z=e.z,i?.applyImpulse(X,!0)}applyLocalForce(t,e,i){const s=this.actorBodies.get(t.id);$(X,e),null==i?s?.addForce(X,!0):($(K,i),s?.addForceAtPoint(X,K,!0))}applyLocalImpulse(t,e,i){const s=this.actorBodies.get(t.id);$(X,e),null==i?s.applyImpulse(X,!0):($(K,i),s.applyImpulseAtPoint(X,K,!0))}applyRadiusImpulse(t,e,s){this.world.bodies.forEach((o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==i.RigidBodyType.Dynamic)return;const n=Y;tt(n,o.translation());const r=n.clone().sub(t);if(r.length()>e)return;const a=r.clone().normalize().multiplyScalar(s);X.x=a.x,X.y=a.y,X.z=a.z,o.applyImpulse(X,!0)}))}removeActor(t){if(null==t)return;this.controlledActors.delete(t.id);const e=this.actorBodies.get(t.id);null!=e&&(this.bodyActors.delete(e),this.world.removeRigidBody(e)),this.actorBodies.delete(t.id)}removeRemoved(t){const e=new Set;t.traverse((t=>{e.add(t.uuid)}));for(const[t,i]of this.staticBodies.entries())!e.has(t.uuid)&&this.world.getRigidBody(i.handle)&&(this.staticBodies.delete(t),this.world.removeRigidBody(i))}removeSceneObject(t){if(t instanceof j){for(const e of t.sections)this.removeSceneObject(e);return}let e=this.staticBodies.get(t);null!=e&&this.world.getRigidBody(e.handle)&&this.world.removeRigidBody(e),this.staticBodies.delete(t)}activateActorEvents(t){this.actorBodies.get(t.id)}_onCollisionWithActorEvent(t,e,i){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((({started:t})=>t===i)),a((({handle1:t,handle2:e,started:i})=>({a1:this.bodyActors.get(this.world.getCollider(t)?.parent()),a2:this.bodyActors.get(this.world.getCollider(e)?.parent()),started:i}))),r((({a1:i,a2:s})=>null!=i&&null!=s&&i.id===t.id&&e(i,s))),a((({a2:t})=>t)))}onBeginContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((t=>t.started)),r((({handle1:e})=>{const i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.id===t.id})),a((t=>t.handle2)))}onEndContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((t=>!t.started)),r((({handle1:e})=>{const i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.id===t.id})),a((t=>t.handle2)))}onHasContactChanged(t){const e=new Set,i=new o(!1);return this.onBeginContact(t).subscribe((t=>{e.add(t),i.next(e.size>0)})),this.onEndContact(t).subscribe((t=>{e.delete(t),i.next(e.size>0)})),i.pipe(n())}onBeginOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,i)=>i instanceof e),!0)}onEndOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,i)=>i instanceof e),!1)}onBeginOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,i)=>e.id===i.id),!0)}onEndOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,i)=>e.id===i.id),!1)}onCollisionWithActor(t,e){return this.onBeginOverlapWithActor(t,e)}onCollisionWithActorType(t,e){return this.onBeginOverlapWithActorType(t,e)}updateActorTransform(t){const e=this.actorBodies.get(t.id);null!=e?U(e,t.object):console.warn("Actor has not been added to physics world",t)}setupWorld(){const t=new i.World({x:0,y:-9.81,z:0});this.world=t}getActorContacts(t,e){const s=this.actorBodies.get(t.id);if(s&&s.numColliders()>0){const o=s.collider(0);let n=o.shape,r=o.translation(),a=o.rotation(),c=e,l=.3;const d=this.world.castShape(r,a,c,n,.1,l,!0,null,null,null,this.actorBodies.get(t.id),(t=>t.shape.type!=i.ShapeType.HeightField));if(null!=d){const t=new b,e=new b,i=new b;return tt(t,d.witness2),tt(e,d.witness1),tt(i,d.normal1),i.negate(),[{ri:t,rj:e,ni:i}]}return[]}return console.warn("Actor is not added to the physics system"),[]}stop(){this.world?.bodies.forEach((t=>this.world.removeRigidBody(t))),this.world?.free(),this.fixedupdateSub?.unsubscribe()}createStaticBody(t,e,s){const o=s?.type===PhysicsBodyType.dynamic?i.RigidBodyDesc.dynamic():i.RigidBodyDesc.fixed(),n=this.world.createRigidBody(o);for(const i of e){if(null==i){console.warn("Collision shape is missing for object",t);continue}const o=this.addShape(n,i,t);null!=s?.friction&&o.setFriction(s.friction),null!=s?.density&&o.setDensity(s.density),null!=s?.mass&&o.setMass(s.mass/e.length),null!=s?.restitution&&o.setRestitution(s.restitution)}return U(n,t),n.userData=t.uuid,n}addShape(t,e,s){const o=s.getWorldScale(nt),n=this.createShape(e,o);null!=e.collisionGroup&&n.setCollisionGroups(e.collisionGroup),n.friction=e.friction??.1,null!=e.restitution&&(n.restitution=e.restitution),null!=e.density&&(n.density=e.density,n.massPropsMode=i.MassPropsMode.Density),null!=e.mass&&(n.mass=e.mass,n.massPropsMode=i.MassPropsMode.Mass);const r=e.offset.clone().multiply(o);$(n.translation,r);const a=(new w).setFromEuler(e.rotation);var c,l;e instanceof S&&e.mesh instanceof d.Mesh&&a.multiply(e.mesh.getWorldQuaternion(Q)),c=n.rotation,l=a,c.x=l.x,c.y=l.y,c.z=l.z,c.w=l.w;return this.world.createCollider(n,t)}createShape(t,e){if(t instanceof C)return i.ColliderDesc.cuboid(t.dimensions.x*e.x/2,t.dimensions.y*e.y/2,t.dimensions.z*e.z/2);if(t instanceof D){return i.ColliderDesc.capsule(t.length/2*e.y,t.radius*Math.max(e.z,e.x))}if(t instanceof F){const s=null!=t.geometry.getIndex()?t.geometry:P.mergeVertices(t.geometry),o=extractFloat32Array(s.getAttribute("position"));for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;return i.ColliderDesc.trimesh(o,new Uint32Array(s.getIndex().array))}if(t instanceof S){let s;t.mesh instanceof d.Mesh?s=t.mesh.geometry:t.mesh instanceof d.BufferGeometry?s=t.mesh:console.log("Unknownd shape",{shapeInfo:t});const o=extractFloat32Array(s.getAttribute("position"));if(t.mesh instanceof d.Mesh){const e=I(t.mesh);for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z}for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;const n=o;n.length;return i.ColliderDesc.convexHull(n)}if(t instanceof W){const s=2*e.x-e.y-e.z;return Math.abs(s)>.01?this.createShape(new S(new d.SphereGeometry(t.radius).scale(e.x,e.y,e.z)),new b(1,1,1)):i.ColliderDesc.ball(t.radius*Math.max(e.x,e.y,e.z))}return t instanceof R?i.ColliderDesc.cylinder(t.height/2*e.y,t.radiusTop*Math.max(e.z,e.x)):t instanceof z?i.ColliderDesc.cone(t.height*e.y,t.radiusBottom/2*Math.max(e.z,e.x)):t instanceof E?i.ColliderDesc.cuboid(t.width/2*e.x,t.height/2*e.y,.001):(console.error("Unsupported shape",t),i.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new i.CharacterCollision}};G=t([B(),e("design:paramtypes",[V,_])],G);export{G as PhysicsSystem};const q=new b,Q=new d.Quaternion;function U(t,e){const s=e.getWorldPosition(q),o=e.getWorldQuaternion(Q);t.setTranslation(new i.Vector3(s.x,s.y,s.z),!1),t.setRotation(new i.Quaternion(o.x,o.y,o.z,o.w),!1)}const H=new b,X=new i.Vector3(0,0,0),K=new i.Vector3(0,0,0),Y=new b,Z=new d.Vector2,J=async()=>{let t=await import("@dimforge/rapier3d-compat");return await t.init(),t};function $(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function tt(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function et(t,e){for(let i=0,s=t.numColliders();i<s;i++){e(t.collider(i))}}const it=new b,st=new b,ot=t=>!t.isSensor(),nt=new b;const rt=new i.Ray(new i.Vector3(0,0,0),new i.Vector3(0,1,0));let at=class extends k{constructor(){super(...arguments),this._active=!0,this.physics=N(G),this.world=N(_)}set active(t){this._active=t,t?(this.world.scene.remove(this.actor.object),this.physics.setEnabled(this.actor,t)):(this.world.scene.add(this.actor.object),this.physics.setEnabled(this.actor,t))}get active(){return this._active}};at=t([O()],at);export function extractFloat32Array(t){const e=t.itemSize,i=t.count,s=new Float32Array(i*e);for(let o=0;o<i;o++)for(let i=0;i<e;i++)s[o*e+i]=t.getComponent(o,i);return s}const ct=new b;/*
1
+ import{__decorate as e,__metadata as t}from"tslib";import*as s from"@dimforge/rapier3d-compat";import{QueryFilterFlags as i}from"@dimforge/rapier3d-compat";import{BehaviorSubject as o,distinctUntilChanged as n,filter as r,map as a,Subject as c,takeUntil as l}from"rxjs";import*as d from"three";import{ArrowHelper as h,BufferAttribute as u,BufferGeometry as y,Group as p,LineSegments as g,Matrix4 as m,Object3D as f,Quaternion as w,Raycaster as x,Scene as v,Vector3 as B}from"three";import{Service as b}from"typedi";import{AssetMeshInstance as A}from"../../../scene/asset-resource-loader.js";import{BoxCollisionShape as C,CapsuleCollisionShape as D,CollisionShapeSource as z,ConeCollisionShape as M,ConvexPolyhedronCollisionShape as S,CylinderCollisionShape as R,PhysicalShapeMesh as T,PlaneCollisionShape as E,SphereCollisionShape as W,TrimeshCollisionShape as F}from"../../../index.js";import{LandscapeGroup as j}from"../../../scene/landscape/landscape.js";import{ViewController as V}from"../render.js";import{World as _}from"../world.js";import*as P from"three/examples/jsm/utils/BufferGeometryUtils.js";import{calculateEffectiveScale as I}from"../../../utils/three/traverse.js";import{AbstractPhysicsSystem as L}from"./abstract-physics-system.js";import{ActorComponent as k,Component as O}from"../../../gameplay/actors/component.js";import{inject as N}from"../../../gameplay/inject.js";export{Component,ActorComponent,attach,Attach}from"../../actors/component.js";export class RayTestResult{constructor(){this.hasHit=!1,this.hitPoint=new B,this.hitNormal=new B}}export var PhysicsBodyType;!function(e){e[e.dynamic=1]="dynamic",e[e.static=2]="static",e[e.kinematic=4]="kinematic",e[e.kinematicVelocityBased=8]="kinematicVelocityBased"}(PhysicsBodyType||(PhysicsBodyType={}));const G=new B,q=new B,Q=new w;let U=class extends L{set showDebug(e){this.shouldRenderDebug=e,this.debugMesh&&(this.debugMesh.visible=e)}get showDebug(){return this.shouldRenderDebug}constructor(e,t){super(),this.viewController=e,this.gameWorld=t,this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.collisionEvents=new c,this.beforeStep=new c,this.afterStep=new c,this.shouldRenderDebug=!1,this.shapeCacheBox=new Map,this._raycaster=new x,this._reusableResult=new RayTestResult,this._raytestDiff=new B,this._raytestDirection=new B,this.controlledActors=new Set,this.ready=this.setup()}hasBoxIntersection(e){const t=e.getCenter(G),i=e.getSize(q),o=i.x+1e6*i.y+1e12*i.z;if(!this.shapeCacheBox.has(o)){const e=new s.Cuboid(i.x/2,i.y/2,i.z/2);this.shapeCacheBox.set(o,e)}const n=this.shapeCacheBox.get(o);return null!=this.world.intersectionWithShape(t,Q,n)}createDebugMesh(){return new g(new y,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.ready}renderDebug(){null==this.debugMesh&&(this.debugMesh=this.createDebugMesh(),this.debugMesh.visible=this.shouldRenderDebug,this.debugMesh.raycast=function(){},this.gameWorld.scene.add(this.debugMesh));const e=this.world.debugRender();this.debugMesh.geometry.setAttribute("position",new u(e.vertices,3))}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await te(),this.eventQueue=new s.EventQueue(!0),this.setupWorld()}handleTick(){this.fixedupdateSub=this.viewController.onUpdate().subscribe((e=>{e=Math.min(.1,e),this.beforeStep.next(e),this.updatePhysics(e),this.showDebug&&this.renderDebug(),this.world.bodies.forEach((e=>{if(e.isFixed())return;const t=this.staticMeshes.get(e)??this.bodyActors.get(e)?.object;var s,i;null!=t&&(t.parent instanceof v&&(ie(t.position,e.translation()),(e.isDynamic()||e.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(e)?.id))&&(s=t.quaternion,i=e.rotation(),s.x=i.x,s.y=i.y,s.z=i.z,s.w=i.w),t.updateMatrix(),t.updateWorldMatrix(!1,!1)))})),this.afterStep.next(e)}))}_updateWorld(){this.world.timestep=0,this.world.step()}updatePhysics(e){this.world.timestep=e,this.world.step(this.eventQueue),this.eventQueue.drainCollisionEvents(((e,t,s)=>{this.collisionEvents.next({handle1:e,handle2:t,started:s}),this.collisionEvents.next({handle1:t,handle2:e,started:s})}))}rayTestFromCamera(e,t,s){this._raycaster.setFromCamera(ee,this.viewController.getCamera());const i=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(e).add(i);return this.rayTest(i,o,t,s)}rayTest(e,t,s,i){null==s&&(s=this._reusableResult);const o=this._raytestDiff,n=this._raytestDirection;if(o.subVectors(t,e),n.copy(o).normalize(),0===n.length())return console.warn("Ray test called with to and from being equal"),s;se(le.origin,e),se(le.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(le,r,!1,void 0,void 0,void 0,null!=i?.excludeActor?this.actorBodies.get(i.excludeActor.id):void 0,i?.excludeTriggers?e=>!e.isSensor():void 0);if(s.hasHit=null!=a,s.hasHit){const t=le.pointAt(a.timeOfImpact);s._internal=a,ie(s.hitNormal,a.normal),ie(s.hitPoint,t),s.distance=ne.subVectors(s.hitPoint,e).length();const i=this.world.bodies.getAll().find((e=>function(e,t){for(let s=0,i=e.numColliders();s<i;s++){const i=e.collider(s);if(t(i))return i}}(e,(e=>e===a.collider))));s.actor=null!=i?this.bodyActors.get(i):null}if(this.showDebug){const t=new h(n,e,r,i?.debugColor??255);this.gameWorld.scene.add(t),setTimeout((()=>this.gameWorld.scene.remove(t)),i?.debugLifetime??200)}return s}setGravity(e,t,s){this.world.gravity.x=e,this.world.gravity.y=t,this.world.gravity.z=s}getGravity(){return Y.set(this.world.gravity.x,this.world.gravity.y,this.world.gravity.z)}addFromScene(e){this.addRecursively(e);for(const e of this.staticBodies.values())oe(e,(e=>e.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)))}addRecursively(e){if(this.removeSceneObject(e),!function(e){if(null!=e.userData?.src){const t=e.userData?.src;return"actor"===t.type}return!1}(e))if(e instanceof T&&null!=e.collisionShape){const t=this.createStaticBody(e,[e.collisionShape],e.physics);this.staticMeshes.set(t,e),this.staticBodies.set(e,t)}else if(e instanceof A&&!1!==e.userData?.src?.collisionDetection)if(e.children[0]&&e.children[0].instanceMatrix)this.createForInstancedMesh(e.children[0],e.collisionShapes);else{const t=this.createStaticBody(e,e.collisionShapes,e.physics);this.staticMeshes.set(t,e),this.staticBodies.set(e,t)}else e instanceof j?this.addLandscapeGroup(e):(e instanceof p||e instanceof v)&&e.children.forEach((e=>this.addRecursively(e)))}createForInstancedMesh(e,t){const s=new m,i=t.map((e=>e.source===z.rendered?e.withOffset(he):e));for(let t=0;t<e.count;t++){const o=new f;o.matrix.identity(),s.fromArray(e.instanceMatrix.array,16*t),o.applyMatrix4(s);this.createStaticBody(o,i)}}getCharacterController(e){return this.world?.createCharacterController(e)}getActorComputedMovement(e,t,s,o=null){const n=this.actorBodies.get(e.id);this.controlledActors.add(e.id);const r=n.collider(0);t.computeColliderMovement(r,s,i.EXCLUDE_SENSORS,o,ae);const a=t.computedMovement();return ie(re,a),re}setNextKinematicTranslation(e,t){const s=this.actorBodies.get(e.id),i=s.translation();i.x+=t.x,i.y+=t.y,i.z+=t.z,s?.setNextKinematicTranslation(i)}setAngularVelocity(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.setAngvel(Z,!0)}setLinearVelocity(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.setLinvel(Z,!0)}getLinearVelocity(e,t=new B){const s=this.actorBodies.get(e.id).linvel();return t.x=s.x,t.y=s.y,t.z=s.z,t}getAngularVelocity(e,t=new B){const s=this.actorBodies.get(e.id).angvel();return t.x=s.x,t.y=s.y,t.z=s.z,t}setLinearDamping(e,t){const s=this.actorBodies.get(e.id);s?.setLinearDamping(t)}setAngularDamping(e,t){const s=this.actorBodies.get(e.id);s?.setAngularDamping(t)}addLandscapeGroup(e){const t=e.userData.src,i=t.landscape.heightMaps;for(const n of e.sections){this.staticBodies.has(n)&&this.world.removeRigidBody(this.staticBodies.get(n));var o=n.getWorldPosition(new B);if(t.landscape.holes&&t.landscape.holes.some((e=>e.m===n.name&&0!==e.w[0]))){const e=n.geometry.clone(),i=n.scale,r=n.geometry.getAttribute("hole"),a=new Float32Array(e.getAttribute("position").array);for(let e=0;e<a.length;e+=3)a[e]*=i.x,a[e+1]*=i.y,a[e+2]*=i.z;const c=e.index;for(let e=0;e<c.count;e+=3){const t=r.getX(c.getX(e)),s=r.getX(c.getY(e)),i=r.getX(c.getZ(e));(t>.5||s>.5||i>.5)&&(c.setX(e,0),c.setY(e,0),c.setZ(e,0))}const l=s.ColliderDesc.trimesh(a,new Uint32Array(e.getIndex().array));if(!1!==t.collisionDetection){const e=this.world.createRigidBody(s.RigidBodyDesc.fixed()),t=new s.Vector3(0,0,0);se(t,o),e.setTranslation(t,!1),this.world.createCollider(l,e),this.staticBodies.set(n,e)}continue}const e=t.landscape.options.density+1,r=t.landscape.options.sectionSize,a=new Array(e);for(let t=0;t<e;t++)a[t]=new Array(e).fill(0);const c=i.find((e=>e.x===n.x&&e.y==n.y));if(null!=c)for(const t of c.points){if(null==a[t.i%e])continue;const s=e-1-Math.floor(t.i/e);s in a[t.i%e]?a[t.i%e][s]=t.y/r:console.warn("wrong index",{points:a,point:t,i:t.i%e,k:s,heightMap:c})}const l=t.landscape.options.density,d=a.flatMap((e=>e.reverse())),h=s.ColliderDesc.heightfield(l,l,new Float32Array(d),new s.Vector3(r,r,r));if(!1!==t.collisionDetection){const e=this.world.createRigidBody(s.RigidBodyDesc.fixed()),t=new s.Vector3(0,0,0);se(t,o),e.setTranslation(t,!1),this.world.createCollider(h,e),this.staticBodies.set(n,e)}}}setEnabled(e,t){const s=this.actorBodies.get(e.id);s?.setEnabled(t)}addActor(e,t,i={}){if(0==t.length)return void console.error("No collision shapes were defined when adding actor to the physics system.");this.removeActor(e);const o=e.object;let n;switch(i.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:n=s.RigidBodyDesc.dynamic(),n.mass=i.mass??1;break;case PhysicsBodyType.kinematic:n=s.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:n=s.RigidBodyDesc.kinematicVelocityBased();break;default:n=i.isTrigger?s.RigidBodyDesc.kinematicVelocityBased():s.RigidBodyDesc.fixed()}const r=this.world.createRigidBody(n);r.enableCcd(1==i.continousCollisionDetection);for(const e of t)this.addShape(r,e,o);oe(r,(e=>{null!=i.isTrigger&&(e.setSensor(i.isTrigger),e.setActiveCollisionTypes(s.ActiveCollisionTypes.ALL),e.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)),null!=i.friction&&e.setFriction(i.friction),null!=i.density&&e.setDensity(i.density),null!=i.mass&&e.setMass(i.mass),null!=i.restitution&&e.setRestitution(i.restitution)})),K(r,o),!0===i.ignoreForNavMesh&&(r.userData={ignoreForNavMesh:!0}),this.actorBodies.set(e.id,r),this.bodyActors.set(r,e)}applyTorque(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.addTorque(Z,!0)}applyTorqueImpulse(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.applyTorqueImpulse(Z,!0)}resetForces(e){const t=this.actorBodies.get(e.id);t?.resetForces(!1)}resetTorques(e){const t=this.actorBodies.get(e.id);t?.resetTorques(!1)}applyForce(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.addForce(Z,!0)}applyImpulse(e,t){const s=this.actorBodies.get(e.id);Z.x=t.x,Z.y=t.y,Z.z=t.z,s?.applyImpulse(Z,!0)}applyLocalForce(e,t,s){const i=this.actorBodies.get(e.id);se(Z,t),null==s?i?.addForce(Z,!0):(se(J,s),i?.addForceAtPoint(Z,J,!0))}applyLocalImpulse(e,t,s){const i=this.actorBodies.get(e.id);se(Z,t),null==s?i.applyImpulse(Z,!0):(se(J,s),i.applyImpulseAtPoint(Z,J,!0))}applyRadiusImpulse(e,t,i){this.world.bodies.forEach((o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==s.RigidBodyType.Dynamic)return;const n=$;ie(n,o.translation());const r=n.clone().sub(e);if(r.length()>t)return;const a=r.clone().normalize().multiplyScalar(i);Z.x=a.x,Z.y=a.y,Z.z=a.z,o.applyImpulse(Z,!0)}))}removeActor(e){if(null==e)return;this.controlledActors.delete(e.id);const t=this.actorBodies.get(e.id);null!=t&&(this.bodyActors.delete(t),this.world.removeRigidBody(t)),this.actorBodies.delete(e.id)}removeRemoved(e){const t=new Set;e.traverse((e=>{t.add(e.uuid)}));for(const[e,s]of this.staticBodies.entries())!t.has(e.uuid)&&this.world.getRigidBody(s.handle)&&(this.staticBodies.delete(e),this.world.removeRigidBody(s))}removeSceneObject(e){if(e instanceof j){for(const t of e.sections)this.removeSceneObject(t);return}let t=this.staticBodies.get(e);null!=t&&this.world.getRigidBody(t.handle)&&this.world.removeRigidBody(t),this.staticBodies.delete(e)}activateActorEvents(e){this.actorBodies.get(e.id)}_onCollisionWithActorEvent(e,t,s){return this.activateActorEvents(e),this.collisionEvents.pipe(l(e.disposed),r((({started:e})=>e===s)),a((({handle1:e,handle2:t,started:s})=>({a1:this.bodyActors.get(this.world.getCollider(e)?.parent()),a2:this.bodyActors.get(this.world.getCollider(t)?.parent()),started:s}))),r((({a1:s,a2:i})=>null!=s&&null!=i&&s.id===e.id&&t(s,i))),a((({a2:e})=>e)))}onBeginContact(e){return this.activateActorEvents(e),this.collisionEvents.pipe(l(e.disposed),r((e=>e.started)),r((({handle1:t})=>{const s=this.bodyActors.get(this.world.getCollider(t)?.parent());return null!=s&&s.id===e.id})),a((e=>e.handle2)))}onEndContact(e){return this.activateActorEvents(e),this.collisionEvents.pipe(l(e.disposed),r((e=>!e.started)),r((({handle1:t})=>{const s=this.bodyActors.get(this.world.getCollider(t)?.parent());return null!=s&&s.id===e.id})),a((e=>e.handle2)))}onHasContactChanged(e){const t=new Set,s=new o(!1);return this.onBeginContact(e).subscribe((e=>{t.add(e),s.next(t.size>0)})),this.onEndContact(e).subscribe((e=>{t.delete(e),s.next(t.size>0)})),s.pipe(n())}onBeginOverlapWithActorType(e,t){return this._onCollisionWithActorEvent(e,((e,s)=>s instanceof t),!0)}onEndOverlapWithActorType(e,t){return this._onCollisionWithActorEvent(e,((e,s)=>s instanceof t),!1)}onBeginOverlapWithActor(e,t){return this._onCollisionWithActorEvent(e,((e,s)=>t.id===s.id),!0)}onEndOverlapWithActor(e,t){return this._onCollisionWithActorEvent(e,((e,s)=>t.id===s.id),!1)}onCollisionWithActor(e,t){return this.onBeginOverlapWithActor(e,t)}onCollisionWithActorType(e,t){return this.onBeginOverlapWithActorType(e,t)}updateActorTransform(e){const t=this.actorBodies.get(e.id);null!=t?K(t,e.object):console.warn("Actor has not been added to physics world",e)}setupWorld(){const e=new s.World({x:0,y:-9.81,z:0});this.world=e}getActorContacts(e,t){const i=this.actorBodies.get(e.id);if(i&&i.numColliders()>0){const o=i.collider(0);let n=o.shape,r=o.translation(),a=o.rotation(),c=t,l=.3;const d=this.world.castShape(r,a,c,n,.1,l,!0,null,null,null,this.actorBodies.get(e.id),(e=>e.shape.type!=s.ShapeType.HeightField));if(null!=d){const e=new B,t=new B,s=new B;return ie(e,d.witness2),ie(t,d.witness1),ie(s,d.normal1),s.negate(),[{ri:e,rj:t,ni:s}]}return[]}return console.warn("Actor is not added to the physics system"),[]}stop(){this.world?.bodies.forEach((e=>this.world.removeRigidBody(e))),this.world?.free(),this.fixedupdateSub?.unsubscribe()}createStaticBody(e,t,i){const o=i?.type===PhysicsBodyType.dynamic?s.RigidBodyDesc.dynamic():s.RigidBodyDesc.fixed(),n=this.world.createRigidBody(o);for(const s of t){if(null==s){console.warn("Collision shape is missing for object",e);continue}const o=this.addShape(n,s,e);null!=i?.friction&&o.setFriction(i.friction),null!=i?.density&&o.setDensity(i.density),null!=i?.mass&&o.setMass(i.mass/t.length),null!=i?.restitution&&o.setRestitution(i.restitution)}return K(n,e),n.userData=e.uuid,n}addShape(e,t,i){const o=i.getWorldScale(ce),n=this.createShape(t,o);null!=t.collisionGroup&&n.setCollisionGroups(t.collisionGroup),n.friction=t.friction??.1,null!=t.restitution&&(n.restitution=t.restitution),null!=t.density&&(n.density=t.density,n.massPropsMode=s.MassPropsMode.Density),null!=t.mass&&(n.mass=t.mass,n.massPropsMode=s.MassPropsMode.Mass);const r=t.offset.clone().multiply(o);se(n.translation,r);const a=(new w).setFromEuler(t.rotation);var c,l;t instanceof S&&t.mesh instanceof d.Mesh&&a.multiply(t.mesh.getWorldQuaternion(X)),c=n.rotation,l=a,c.x=l.x,c.y=l.y,c.z=l.z,c.w=l.w;return this.world.createCollider(n,e)}createShape(e,t){if(e instanceof C)return s.ColliderDesc.cuboid(e.dimensions.x*t.x/2,e.dimensions.y*t.y/2,e.dimensions.z*t.z/2);if(e instanceof D){return s.ColliderDesc.capsule(e.length/2*t.y,e.radius*Math.max(t.z,t.x))}if(e instanceof F){const i=null!=e.geometry.getIndex()?e.geometry:P.mergeVertices(e.geometry),o=extractFloat32Array(i.getAttribute("position"));for(let e=0;e<o.length;e+=3)o[e]*=t.x,o[e+1]*=t.y,o[e+2]*=t.z;return s.ColliderDesc.trimesh(o,new Uint32Array(i.getIndex().array))}if(e instanceof S){let i;e.mesh instanceof d.Mesh?i=e.mesh.geometry:e.mesh instanceof d.BufferGeometry?i=e.mesh:console.log("Unknownd shape",{shapeInfo:e});const o=extractFloat32Array(i.getAttribute("position"));if(e.mesh instanceof d.Mesh){const t=I(e.mesh);for(let e=0;e<o.length;e+=3)o[e]*=t.x,o[e+1]*=t.y,o[e+2]*=t.z}for(let e=0;e<o.length;e+=3)o[e]*=t.x,o[e+1]*=t.y,o[e+2]*=t.z;const n=o;n.length;return s.ColliderDesc.convexHull(n)}if(e instanceof W){const i=2*t.x-t.y-t.z;return Math.abs(i)>.01?this.createShape(new S(new d.SphereGeometry(e.radius).scale(t.x,t.y,t.z)),new B(1,1,1)):s.ColliderDesc.ball(e.radius*Math.max(t.x,t.y,t.z))}return e instanceof R?s.ColliderDesc.cylinder(e.height/2*t.y,e.radiusTop*Math.max(t.z,t.x)):e instanceof M?s.ColliderDesc.cone(e.height*t.y,e.radiusBottom/2*Math.max(t.z,t.x)):e instanceof E?s.ColliderDesc.cuboid(e.width/2*t.x,e.height/2*t.y,.001):(console.error("Unsupported shape",e),s.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new s.CharacterCollision}};U=e([b(),t("design:paramtypes",[V,_])],U);export{U as PhysicsSystem};const H=new B,X=new d.Quaternion;function K(e,t){const i=t.getWorldPosition(H),o=t.getWorldQuaternion(X);e.setTranslation(new s.Vector3(i.x,i.y,i.z),!1),e.setRotation(new s.Quaternion(o.x,o.y,o.z,o.w),!1)}const Y=new B,Z=new s.Vector3(0,0,0),J=new s.Vector3(0,0,0),$=new B,ee=new d.Vector2,te=async()=>{let e=await import("@dimforge/rapier3d-compat");return await e.init(),e};function se(e,t){e.x=t.x,e.y=t.y,e.z=t.z}function ie(e,t){e.x=t.x,e.y=t.y,e.z=t.z}function oe(e,t){for(let s=0,i=e.numColliders();s<i;s++){t(e.collider(s))}}const ne=new B,re=new B,ae=e=>!e.isSensor(),ce=new B;const le=new s.Ray(new s.Vector3(0,0,0),new s.Vector3(0,1,0));let de=class extends k{constructor(){super(...arguments),this._active=!0,this.physics=N(U),this.world=N(_)}set active(e){this._active=e,e?(this.world.scene.remove(this.actor.object),this.physics.setEnabled(this.actor,e)):(this.world.scene.add(this.actor.object),this.physics.setEnabled(this.actor,e))}get active(){return this._active}};de=e([O()],de);export function extractFloat32Array(e){const t=e.itemSize,s=e.count,i=new Float32Array(s*t);for(let o=0;o<s;o++)for(let s=0;s<t;s++)i[o*t+s]=e.getComponent(o,s);return i}const he=new B;/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -4,6 +4,9 @@ import { ActorFactory } from '../actors/factory.js';
4
4
  import { Euler, Scene, Vector3 } from 'three';
5
5
  import { Observable } from 'rxjs';
6
6
  import { RenderingView } from "../../rendering.js";
7
+ import { Prefab } from "../../scene/objects/prefab.js";
8
+ import { SceneMaterializer } from "../../scene/materializer.js";
9
+ import { PrefabInstance } from '../../scene/objects/prefab';
7
10
  declare class DirectionalLightController {
8
11
  private view;
9
12
  constructor(view: RenderingView);
@@ -24,17 +27,20 @@ declare class DirectionalLightController {
24
27
  export declare class World {
25
28
  private actorFactory;
26
29
  private view;
30
+ private materializer;
27
31
  readonly actors: BaseActor[];
28
32
  readonly actorAdded: Observable<BaseActor>;
29
33
  readonly actorRemoved: Observable<BaseActor>;
30
34
  scene: Scene;
31
35
  readonly directionalLight: DirectionalLightController;
32
- constructor(actorFactory: ActorFactory, view: RenderingView);
36
+ constructor(actorFactory: ActorFactory, view: RenderingView, materializer: SceneMaterializer);
33
37
  spawnActor<T extends BaseActor>(type: Constructable<T>, position?: Vector3, rotation?: Euler): Promise<T>;
34
38
  addActor(actor: BaseActor, position?: Vector3, rotation?: Euler): void;
35
39
  removeActor(actor: BaseActor): void;
36
40
  findActorByType<T extends BaseActor>(type: Constructable<T>, name?: string): T;
37
41
  findActorsByType<T extends BaseActor>(type: Constructable<T>, name?: string): T[];
42
+ spawnPrefab(prefab: Prefab, position?: Vector3, rotation?: Euler): Promise<PrefabInstance>;
43
+ removePrefab(instance: PrefabInstance): void;
38
44
  }
39
45
  export {};
40
46
  //# sourceMappingURL=world.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../src/gameplay/services/world.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,aAAa,EAAE,MAAM,QAAQ,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAE9C,OAAO,EAAE,UAAU,EAAW,MAAM,MAAM,CAAA;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AAKnD,cAAM,0BAA0B;IAClB,OAAO,CAAC,IAAI;gBAAJ,IAAI,EAAE,aAAa;IAIvC;;;OAGG;IACH,IAAI,SAAS,IAAI,OAAO,CAEvB;IAED,IAAI,SAAS,CAAC,KAAK,EAAE,MAAM,EAG1B;IAED,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED;;;;OAIG;IACH,IAAI,QAAQ,IAAI,OAAO,CAKtB;CAEF;AAED,qBACa,KAAK;IAOJ,OAAO,CAAC,YAAY;IAAgB,OAAO,CAAC,IAAI;IAN5D,SAAgB,MAAM,EAAE,SAAS,EAAE,CAAK;IACxC,SAAgB,UAAU,EAAE,UAAU,CAAC,SAAS,CAAC,CAAgB;IACjE,SAAgB,YAAY,EAAE,UAAU,CAAC,SAAS,CAAC,CAAgB;IAC5D,KAAK,EAAE,KAAK,CAAA;IACnB,SAAgB,gBAAgB,6BAA4C;gBAExD,YAAY,EAAE,YAAY,EAAU,IAAI,EAAE,aAAa;IAE9D,UAAU,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,CAAC,CAAC;IAM/G,QAAQ,CAAC,KAAK,EAAE,SAAS,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,KAAK;IAa/D,WAAW,CAAC,KAAK,EAAE,SAAS;IAS5B,eAAe,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC;IAI9E,gBAAgB,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE;CAGzF"}
1
+ {"version":3,"file":"world.d.ts","sourceRoot":"","sources":["../../../src/gameplay/services/world.ts"],"names":[],"mappings":"AAAA,OAAO,EAAW,aAAa,EAAE,MAAM,QAAQ,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAC/C,OAAO,EAAE,YAAY,EAAE,MAAM,sBAAsB,CAAC;AACpD,OAAO,EAAE,KAAK,EAAE,KAAK,EAAE,OAAO,EAAE,MAAM,OAAO,CAAC;AAE9C,OAAO,EAAE,UAAU,EAAW,MAAM,MAAM,CAAA;AAC1C,OAAO,EAAE,aAAa,EAAE,MAAM,oBAAoB,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,MAAM,+BAA+B,CAAC;AACvD,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAC;AAEhE,OAAO,EAAC,cAAc,EAAC,MAAM,4BAA4B,CAAC;AAI1D,cAAM,0BAA0B;IAClB,OAAO,CAAC,IAAI;gBAAJ,IAAI,EAAE,aAAa;IAIvC;;;OAGG;IACH,IAAI,SAAS,IAAI,OAAO,CAEvB;IAED,IAAI,SAAS,CAAC,KAAK,EAAE,MAAM,EAG1B;IAED,IAAI,SAAS,IAAI,MAAM,CAEtB;IAED;;;;OAIG;IACH,IAAI,QAAQ,IAAI,OAAO,CAKtB;CAEF;AAED,qBACa,KAAK;IAOJ,OAAO,CAAC,YAAY;IAAgB,OAAO,CAAC,IAAI;IAAiB,OAAO,CAAC,YAAY;IANjG,SAAgB,MAAM,EAAE,SAAS,EAAE,CAAK;IACxC,SAAgB,UAAU,EAAE,UAAU,CAAC,SAAS,CAAC,CAAgB;IACjE,SAAgB,YAAY,EAAE,UAAU,CAAC,SAAS,CAAC,CAAgB;IAC5D,KAAK,EAAE,KAAK,CAAA;IACnB,SAAgB,gBAAgB,6BAA4C;gBAExD,YAAY,EAAE,YAAY,EAAU,IAAI,EAAE,aAAa,EAAU,YAAY,EAAE,iBAAiB;IAIvG,UAAU,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,KAAK,GAAG,OAAO,CAAC,CAAC,CAAC;IAM/G,QAAQ,CAAC,KAAK,EAAE,SAAS,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,KAAK;IAa/D,WAAW,CAAC,KAAK,EAAE,SAAS;IAS5B,eAAe,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC;IAI9E,gBAAgB,CAAC,CAAC,SAAS,SAAS,EAAE,IAAI,EAAE,aAAa,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,MAAM,GAAG,CAAC,EAAE;IAI3E,WAAW,CAAC,MAAM,EAAE,MAAM,EAAE,QAAQ,CAAC,EAAE,OAAO,EAAE,QAAQ,CAAC,EAAE,KAAK;IA4BtE,YAAY,CAAC,QAAQ,EAAE,cAAc;CAI7C"}
@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as i}from"tslib";import{Service as e}from"typedi";import{ActorFactory as s}from"../actors/factory.js";import{Vector3 as o}from"three";import{ActorComponent as r}from"../../gameplay/actors/component.js";import{Subject as n}from"rxjs";import{RenderingView as c}from"../../rendering.js";const a=new o;class h{constructor(t){this.view=t}get direction(){return this.view.csm.lightDirection}set intensity(t){this.view.csm.lightIntensity=t,this.view.csm.lights.forEach((t=>t.intensity=this.view.csm.lightIntensity))}get intensity(){return this.view.csm.lightIntensity}get position(){return 0==this.view.csm.lights.length?a:this.view.csm.lights[0].position}}let m=class{constructor(t,i){this.actorFactory=t,this.view=i,this.actors=[],this.actorAdded=new n,this.actorRemoved=new n,this.directionalLight=new h(this.view)}async spawnActor(t,i,e){const s=await this.actorFactory.create(t,i,e);return this.addActor(s,i,e),s}addActor(t,i,e){i&&t.object.position.copy(i),e&&t.object.rotation.copy(e),this.scene.add(t.object),this.actors.push(t),d(t,(t=>t.onBeginPlay())),this.actorAdded.next(t)}removeActor(t){d(t,(t=>t.onEndPlay()));const i=this.actors.indexOf(t);i>=0&&this.actors.splice(i,1),this.scene.remove(t.object),t.disposed.next(!0),this.actorRemoved.next(t)}findActorByType(t,i){return this.actors.find((e=>e instanceof t&&(null==i||e.object.name==i)))}findActorsByType(t,i){return this.actors.filter((e=>e instanceof t&&(null==i||e.object.name==i)))}};m=t([e(),i("design:paramtypes",[s,c])],m);export{m as World};function d(t,i){return i(t),Object.entries(t).filter((([t,i])=>i instanceof r)).forEach((([t,e])=>{d(e,i)}))}/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import{Service as i}from"typedi";import{ActorFactory as o}from"../actors/factory.js";import{Vector3 as r}from"three";import{ActorComponent as s}from"../../gameplay/actors/component.js";import{Subject as c}from"rxjs";import{RenderingView as n}from"../../rendering.js";import{SceneMaterializer as a}from"../../scene/materializer.js";import{randomUUID as h}from"../../utils/uuid";import{PrefabInstance as m}from"../../scene/objects/prefab";const l=new r;class d{constructor(t){this.view=t}get direction(){return this.view.csm.lightDirection}set intensity(t){this.view.csm.lightIntensity=t,this.view.csm.lights.forEach((t=>t.intensity=this.view.csm.lightIntensity))}get intensity(){return this.view.csm.lightIntensity}get position(){return 0==this.view.csm.lights.length?l:this.view.csm.lights[0].position}}let p=class{constructor(t,e,i){this.actorFactory=t,this.view=e,this.materializer=i,this.actors=[],this.actorAdded=new c,this.actorRemoved=new c,this.directionalLight=new d(this.view),console.log("Create world",t,i)}async spawnActor(t,e,i){const o=await this.actorFactory.create(t,e,i);return this.addActor(o,e,i),o}addActor(t,e,i){e&&t.object.position.copy(e),i&&t.object.rotation.copy(i),this.scene.add(t.object),this.actors.push(t),f(t,(t=>t.onBeginPlay())),this.actorAdded.next(t)}removeActor(t){f(t,(t=>t.onEndPlay()));const e=this.actors.indexOf(t);e>=0&&this.actors.splice(e,1),this.scene.remove(t.object),t.disposed.next(!0),this.actorRemoved.next(t)}findActorByType(t,e){return this.actors.find((i=>i instanceof t&&(null==e||i.object.name==e)))}findActorsByType(t,e){return this.actors.filter((i=>i instanceof t&&(null==e||i.object.name==e)))}async spawnPrefab(t,e,i){const o=new m,{object:r,actors:s}=await this.materializer.createFromPrefabAsset(t.asset,{sceneObjectChain:["r-"+h()]});return o.object=r,o.actors=s,this.scene.add(r),null!=e&&r.position.copy(e),null!=i&&r.rotation.copy(i),s.forEach((t=>{this.addActor(t)})),o}removePrefab(t){t.actors.forEach((t=>this.removeActor(t))),t.object?.removeFromParent()}};p=t([i(),e("design:paramtypes",[o,n,a])],p);export{p as World};function f(t,e){return e(t),Object.entries(t).filter((([t,e])=>e instanceof s)).forEach((([t,i])=>{f(i,e)}))}/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1 +1 @@
1
- {"version":3,"file":"asset-resource-loader.d.ts","sourceRoot":"","sources":["../../src/scene/asset-resource-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAA6G,QAAQ,EAAE,OAAO,EAA+B,MAAM,OAAO,CAAC;AAIlL,OAAO,EAAE,KAAK,EAAY,MAAM,YAAY,CAAC;AAG7C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAC;AAM/D,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,cAAc,CAAuB;IAC7C,OAAO,CAAC,SAAS,CAAuC;IACxD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,aAAa,CAAyC;IAC9D,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAA0C;IAC3D,OAAO,CAAC,UAAU,CAAsC;IACxD,OAAO,CAAC,cAAc,CAAmD;IACzE,OAAO,CAAC,WAAW,CAAuC;IAC1D,OAAO,CAAC,eAAe,CAAQ;IAE/B,SAAS,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO;IAIhC,OAAO,CAAC,SAAS,CAAgB;IACjC,OAAO,CAAC,KAAK,CAAiC;;IAIvC,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,aAAa;IAMtC,UAAU,CAAC,IAAI,EAAE,MAAM;IAK9B,OAAO,CAAC,MAAM;IAKD,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,OAAO,CAAC;IAmCvD,OAAO,CAAC,iBAAiB;IAYlB,UAAU,CAAC,KAAK,EAAE,KAAK;IAU9B,OAAO,CAAC,gBAAgB,CAAyC;IACpD,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,UAAU,CAAC;IAuDpE,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,WAAW,CAAC;IAMzD,OAAO,CAAC,mBAAmB,CAAsC;IACjE,OAAO,CAAC,sBAAsB;YAShB,QAAQ;IAyBtB,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,kBAAkB;YAyEZ,WAAW;CAiC1B;AAgBD,MAAM,WAAW,UAAU;IACzB,KAAK,EAAE,iBAAiB,CAAC;IACzB,UAAU,EAAE,KAAK,CAAC,aAAa,EAAE,CAAA;CAClC;AAED,qBAAa,iBAAkB,SAAQ,QAAQ;IAC7C,eAAe,CAAC,EAAE,cAAc,EAAE,CAAA;IAClC,OAAO,CAAC,EAAE,0BAA0B,CAAA;CACrC;AAED,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAInD;AAiFD,MAAM,MAAM,cAAc,GAAG;IAC3B;;;;OAIG;IACH,cAAc,EAAE,OAAO,CAAA;CACxB,CAAA"}
1
+ {"version":3,"file":"asset-resource-loader.d.ts","sourceRoot":"","sources":["../../src/scene/asset-resource-loader.ts"],"names":[],"mappings":"AAAA,OAAO,EAA6G,QAAQ,EAAE,OAAO,EAA+B,MAAM,OAAO,CAAC;AAIlL,OAAO,EAAE,KAAK,EAAY,MAAM,YAAY,CAAC;AAG7C,OAAO,EAAE,cAAc,EAAE,MAAM,gCAAgC,CAAC;AAEhE,OAAO,KAAK,KAAK,MAAM,OAAO,CAAC;AAE/B,OAAO,EAAE,0BAA0B,EAAE,MAAM,mBAAmB,CAAC;AAW/D,qBAAa,mBAAmB;IAC9B,OAAO,CAAC,QAAQ,CAAQ;IACxB,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,cAAc,CAAuB;IAC7C,OAAO,CAAC,SAAS,CAAmE;IACpF,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,SAAS,CAAsC;IACvD,OAAO,CAAC,aAAa,CAAyC;IAC9D,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAAqC;IACtD,OAAO,CAAC,SAAS,CAA0C;IAC3D,OAAO,CAAC,UAAU,CAAsC;IACxD,OAAO,CAAC,cAAc,CAAmD;IACzE,OAAO,CAAC,WAAW,CAAuC;IAC1D,OAAO,CAAC,eAAe,CAAQ;IAE/B,SAAS,CAAC,OAAO,CAAC,KAAK,EAAE,OAAO;IAIhC,OAAO,CAAC,SAAS,CAAgB;IACjC,OAAO,CAAC,KAAK,CAAiC;;IAIvC,QAAQ,CAAC,QAAQ,EAAE,KAAK,CAAC,aAAa;IAMtC,UAAU,CAAC,IAAI,EAAE,MAAM;IAK9B,OAAO,CAAC,MAAM;IAKD,UAAU,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,OAAO,CAAC;IAmCvD,OAAO,CAAC,iBAAiB;IAYlB,UAAU,CAAC,KAAK,EAAE,KAAK;IAU9B,OAAO,CAAC,gBAAgB,CAAyC;IACpD,OAAO,CAAC,KAAK,EAAE,KAAK,EAAE,OAAO,CAAC,EAAE,cAAc,GAAG,OAAO,CAAC,UAAU,CAAC;IAuDpE,QAAQ,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,WAAW,CAAC;IAMzD,OAAO,CAAC,mBAAmB,CAAsC;IACjE,OAAO,CAAC,sBAAsB;YAShB,QAAQ;IAyBtB,OAAO,CAAC,eAAe,CAAoB;IAC3C,OAAO,CAAC,kBAAkB;YAyEZ,WAAW;CAiC1B;AAgBD,MAAM,WAAW,UAAU;IACzB,KAAK,EAAE,iBAAiB,CAAC;IACzB,UAAU,EAAE,KAAK,CAAC,aAAa,EAAE,CAAA;CAClC;AAED,qBAAa,iBAAkB,SAAQ,QAAQ;IAC7C,eAAe,CAAC,EAAE,cAAc,EAAE,CAAA;IAClC,OAAO,CAAC,EAAE,0BAA0B,CAAA;CACrC;AAED,wBAAgB,cAAc,CAAC,IAAI,EAAE,MAAM,GAAG,MAAM,CAInD;AAiFD,MAAM,MAAM,cAAc,GAAG;IAC3B;;;;OAIG;IACH,cAAc,EAAE,OAAO,CAAA;CACxB,CAAA"}
@@ -1,4 +1,4 @@
1
- import{AudioLoader as e,BufferGeometry as t,Group as s,LoadingManager as a,Mesh as i,Object3D as r,TextureLoader as n}from"three";import{GLTFLoader as o,MTLLoader as h,OBJLoader as c}from"three-stdlib";import{FBXLoader as l}from"three-stdlib";import{cloneMesh as d}from"../utils/mesh.js";import{pathJoin as m}from"../utils/files.js";import{Subject as p,firstValueFrom as u}from"rxjs";import{importCollisionShapes as f,isCollisionMesh as g}from"./collision/collision-shape-import.js";import*as w from"three";import{iterateMaterials as y}from"../utils/materials.js";import{BufferGeometryUtils as x,EXRLoader as L,KTX2Loader as M,TGALoader as b,UltraHDRLoader as A}from"three/examples/jsm/Addons.js";const S=["glb","gltf","fbx","obj"];export class AssetResourceLoader{onError(e){console.error(e)}constructor(){this.cache=new Map,this.textureCache=new Map,this.loadingManager=new a,this.glbLoader=new o(this.loadingManager),this.fbxLoader=new l(this.loadingManager),this.objLoader=new c(this.loadingManager),this.textureLoader=new n(this.loadingManager),this.tgaLoader=new b(this.loadingManager),this.exrLoader=new L(this.loadingManager),this.hdrLoader=new A(this.loadingManager),this.ktx2Loader=new M(this.loadingManager),this._textureLoader=new w.ImageBitmapLoader(this.loadingManager),this.audioLoader=new e(this.loadingManager),this.initialisedKtx2=!1,this.makeReady=new p,this.ready=u(this.makeReady),this.asyncMeshResults=new Map,this.collisionShapeCache=new Map,this.optimizedMeshes=new Set}initKtx2(e){this.initialisedKtx2=!0,this.ktx2Loader.setTranscoderPath("/assets/basis/"),this.ktx2Loader.detectSupport(e)}setDataDir(e){this.basePath=m(e,"asset-resources"),this.makeReady.next(!0)}getUri(e){return m(this.basePath,e)+`?windowId=${getElectronArg("windowId")}`}async getTexture(e){return null==e||null==e.fileKey?null:(await this.ready,this.textureCache.has(e.id)||await this._getTextureLoader(e.fileKey).loadAsync(this.getUri(e.fileKey)).then((t=>(t.wrapS=v(e.texture?.wrapS),t.wrapT=v(e.texture?.wrapT),t.flipY=e.texture?.flipY??!0,this.textureCache.set(e.id,t),t))),this.textureCache.get(e.id))}_getTextureLoader(e){return e?.toLowerCase().endsWith(".tga")?this.tgaLoader:e?.toLowerCase().endsWith(".ktx2")?this.ktx2Loader:e?.toLowerCase().endsWith(".exr")?this.exrLoader:this.textureLoader}clearCache(e){"mesh"===e.type&&Array.from(this.cache.keys()).forEach((t=>{t.startsWith(e.fileKey)&&this.cache.delete(t)}))}async getMesh(e,t){if(await this.ready,null==e)return console.error("No asset was provided"),{scene:new s,animations:[]};if(!S.includes(e.fileFormat?.toLowerCase()))return console.error("Unsupported mesh file format "+e.fileFormat,e),{scene:new s,animations:[]};const a=e.fileKey+(!0===t?.mergeGeomtries?"1":"0");if(!this.cache.has(a))try{this.asyncMeshResults.has(a)||this.asyncMeshResults.set(a,this.loadMesh(e).finally((()=>this.asyncMeshResults.delete(a)))),this.cache.set(a,await this.asyncMeshResults.get(a))}catch(e){return this.onError(e),{scene:new s,animations:[]}}const r=this.cache.get(a).scene,n=this.computeCollisionShapes(e,r);!0===t?.mergeGeomtries&&this.optimizeDrawGroups(r);const o=d(r),h=this.cache.get(a).animations;o.traverse((e=>{e instanceof i&&e.material instanceof Array&&(e.material=e.material.slice())}));const c=new AssetMeshInstance;c.add(o),c.collisionShapes=n,c.animations=h;const l=e.receiveShadow??!0,m=e.castShadow??!1;return o.traverse((e=>{e.castShadow=m,e.receiveShadow=l})),{scene:c,animations:h}}async getAudio(e){return await this.ready,this.audioLoader.loadAsync(this.getUri(e.fileKey))}computeCollisionShapes(e,t){const s=e.id+e.mesh?.collisions?.shapeType;return this.collisionShapeCache.has(s)||this.collisionShapeCache.set(s,f(t,e)),this.collisionShapeCache.get(s)}async loadMesh(e){return await this.ready,await this.loadByAsset(e).then((e=>(e.scene.traverse((e=>{g(e)&&(e.visible=!1)})),e.scene=function(e,t){let s=!1;if(t.traverseVisible((e=>{j.test(e.name)&&(s=!0)})),!s)return t;const a=new w.LOD,i=[t];for(;i.length>0;){const e=i.shift(),t=e.name.match(j);if(null!=t){const s=parseInt(t[1]);0===s?a.addLevel(e,0):console.warn(`Skipping LOD level ${s} for now as LOD is not fully supported`)}else i.push(...e.children)}return a}(0,e.scene),e)))}optimizeDrawGroups(e){if(this.optimizedMeshes.has(e.uuid))return;this.optimizedMeshes.add(e.uuid);let s=!0,a=0,r=0;if(e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t&&!g(e)){a++;const t=Object.keys(e.geometry.attributes).length;t!==r&&0!==r&&(s=!1),r=t}else(e instanceof w.SkinnedMesh||e instanceof w.Bone)&&(s=!1)})),a>1&&s){const s=[],a=[],r=[];e.updateWorldMatrix(!0,!0),e.traverse((e=>{e instanceof i&&e.geometry instanceof t&&!g(e)&&!Array.isArray(e.material)&&(e.updateWorldMatrix(!0,!0),s.push(e.geometry.clone().applyMatrix4(e.matrixWorld)),a.push(e.material),r.push(e))}));for(const e of r)e.removeFromParent();const n=x.mergeGeometries(s,!0),o=[];let h=0;e:for(const e of a){for(const t of o)if(t.m.id===e.id){t.indices.push(h),h++;continue e}o.push({m:e,indices:[h]}),h++}let c=0;for(const e of o){for(const t of e.indices)n.groups[t].materialIndex=c;c++}e.add(new i(n,o.map((e=>e.m))))}e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t){const t=e.geometry;Array.isArray(e.material)&&t.groups.length>1&&t.groups.length>e.material.length&&x.mergeGroups(t)}}))}async loadByAsset(e){const t=this.getUri(e.fileKey);switch(e.fileFormat){case"glb":case"gltf":return this.glbLoader.loadAsync(t).then((e=>({scene:e.scene,animations:e.animations})));case"fbx":return this.fbxLoader.loadAsync(t).then((e=>({scene:e,animations:e.animations})));case"obj":if(null!=e.materialLib){const t=new h;t.materialOptions={normalizeRGB:!1};const s=await t.loadAsync(this.getUri(e.materialLib));this.objLoader.setMaterials(s)}return this.objLoader.loadAsync(t).then((e=>(C(e),e))).then((e=>({scene:e,animations:e.animations})))}}}function C(e){if(e instanceof i)for(const t of y(e.material))t instanceof w.MeshPhongMaterial&&!t.color.isLinear&&(t.color.isLinear=!0);e.children?.forEach(C)}export class AssetMeshInstance extends r{}export function getElectronArg(e){const t=`--${e}=`,s=window.process?.argv.find((e=>e.startsWith(t)));return s?.substring(t.length)}function v(e){switch(e){case"clamp":return w.ClampToEdgeWrapping;case"repeat":return w.RepeatWrapping;case"mirror":return w.MirroredRepeatWrapping}return w.RepeatWrapping}new w.Matrix4;const j=/_LOD(\d+)$/;/*
1
+ import{AudioLoader as e,BufferGeometry as t,Group as s,LoadingManager as a,Mesh as i,Object3D as r,TextureLoader as n}from"three";import{GLTFLoader as o,MTLLoader as h,OBJLoader as c,DRACOLoader as l}from"three-stdlib";import{FBXLoader as d}from"three-stdlib";import{cloneMesh as m}from"../utils/mesh.js";import{pathJoin as p}from"../utils/files.js";import{Subject as u,firstValueFrom as f}from"rxjs";import{importCollisionShapes as g,isCollisionMesh as w}from"./collision/collision-shape-import.js";import*as y from"three";import{iterateMaterials as x}from"../utils/materials.js";import{BufferGeometryUtils as L,EXRLoader as M,KTX2Loader as b,TGALoader as A,UltraHDRLoader as C}from"three/examples/jsm/Addons.js";const S=new l;S.setDecoderConfig({type:"js"}),S.setDecoderPath("/assets/draco/");const v=["glb","gltf","fbx","obj"];export class AssetResourceLoader{onError(e){console.error(e)}constructor(){this.cache=new Map,this.textureCache=new Map,this.loadingManager=new a,this.glbLoader=new o(this.loadingManager).setDRACOLoader(S),this.fbxLoader=new d(this.loadingManager),this.objLoader=new c(this.loadingManager),this.textureLoader=new n(this.loadingManager),this.tgaLoader=new A(this.loadingManager),this.exrLoader=new M(this.loadingManager),this.hdrLoader=new C(this.loadingManager),this.ktx2Loader=new b(this.loadingManager),this._textureLoader=new y.ImageBitmapLoader(this.loadingManager),this.audioLoader=new e(this.loadingManager),this.initialisedKtx2=!1,this.makeReady=new u,this.ready=f(this.makeReady),this.asyncMeshResults=new Map,this.collisionShapeCache=new Map,this.optimizedMeshes=new Set}initKtx2(e){this.initialisedKtx2=!0,this.ktx2Loader.setTranscoderPath("/assets/basis/"),this.ktx2Loader.detectSupport(e)}setDataDir(e){this.basePath=p(e,"asset-resources"),this.makeReady.next(!0)}getUri(e){return p(this.basePath,e)+`?windowId=${getElectronArg("windowId")}`}async getTexture(e){return null==e||null==e.fileKey?null:(await this.ready,this.textureCache.has(e.id)||await this._getTextureLoader(e.fileKey).loadAsync(this.getUri(e.fileKey)).then((t=>(t.wrapS=R(e.texture?.wrapS),t.wrapT=R(e.texture?.wrapT),t.flipY=e.texture?.flipY??!0,this.textureCache.set(e.id,t),t))),this.textureCache.get(e.id))}_getTextureLoader(e){return e?.toLowerCase().endsWith(".tga")?this.tgaLoader:e?.toLowerCase().endsWith(".ktx2")?this.ktx2Loader:e?.toLowerCase().endsWith(".exr")?this.exrLoader:this.textureLoader}clearCache(e){"mesh"===e.type&&Array.from(this.cache.keys()).forEach((t=>{t.startsWith(e.fileKey)&&this.cache.delete(t)}))}async getMesh(e,t){if(await this.ready,null==e)return console.error("No asset was provided"),{scene:new s,animations:[]};if(!v.includes(e.fileFormat?.toLowerCase()))return console.error("Unsupported mesh file format "+e.fileFormat,e),{scene:new s,animations:[]};const a=e.fileKey+(!0===t?.mergeGeomtries?"1":"0");if(!this.cache.has(a))try{this.asyncMeshResults.has(a)||this.asyncMeshResults.set(a,this.loadMesh(e).finally((()=>this.asyncMeshResults.delete(a)))),this.cache.set(a,await this.asyncMeshResults.get(a))}catch(e){return this.onError(e),{scene:new s,animations:[]}}const r=this.cache.get(a).scene,n=this.computeCollisionShapes(e,r);!0===t?.mergeGeomtries&&this.optimizeDrawGroups(r);const o=m(r),h=this.cache.get(a).animations;o.traverse((e=>{e instanceof i&&e.material instanceof Array&&(e.material=e.material.slice())}));const c=new AssetMeshInstance;c.add(o),c.collisionShapes=n,c.animations=h;const l=e.receiveShadow??!0,d=e.castShadow??!1;return o.traverse((e=>{e.castShadow=d,e.receiveShadow=l})),{scene:c,animations:h}}async getAudio(e){return await this.ready,this.audioLoader.loadAsync(this.getUri(e.fileKey))}computeCollisionShapes(e,t){const s=e.id+e.mesh?.collisions?.shapeType;return this.collisionShapeCache.has(s)||this.collisionShapeCache.set(s,g(t,e)),this.collisionShapeCache.get(s)}async loadMesh(e){return await this.ready,await this.loadByAsset(e).then((e=>(e.scene.traverse((e=>{w(e)&&(e.visible=!1)})),e.scene=function(e,t){let s=!1;if(t.traverseVisible((e=>{k.test(e.name)&&(s=!0)})),!s)return t;const a=new y.LOD,i=[t];for(;i.length>0;){const e=i.shift(),t=e.name.match(k);if(null!=t){const s=parseInt(t[1]);0===s?a.addLevel(e,0):console.warn(`Skipping LOD level ${s} for now as LOD is not fully supported`)}else i.push(...e.children)}return a}(0,e.scene),e)))}optimizeDrawGroups(e){if(this.optimizedMeshes.has(e.uuid))return;this.optimizedMeshes.add(e.uuid);let s=!0,a=0,r=0;if(e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t&&!w(e)){a++;const t=Object.keys(e.geometry.attributes).length;t!==r&&0!==r&&(s=!1),r=t}else(e instanceof y.SkinnedMesh||e instanceof y.Bone)&&(s=!1)})),a>1&&s){const s=[],a=[],r=[];e.updateWorldMatrix(!0,!0),e.traverse((e=>{e instanceof i&&e.geometry instanceof t&&!w(e)&&!Array.isArray(e.material)&&(e.updateWorldMatrix(!0,!0),s.push(e.geometry.clone().applyMatrix4(e.matrixWorld)),a.push(e.material),r.push(e))}));for(const e of r)e.removeFromParent();const n=L.mergeGeometries(s,!0),o=[];let h=0;e:for(const e of a){for(const t of o)if(t.m.id===e.id){t.indices.push(h),h++;continue e}o.push({m:e,indices:[h]}),h++}let c=0;for(const e of o){for(const t of e.indices)n.groups[t].materialIndex=c;c++}e.add(new i(n,o.map((e=>e.m))))}e.traverse((e=>{if(e instanceof i&&e.geometry instanceof t){const t=e.geometry;Array.isArray(e.material)&&t.groups.length>1&&t.groups.length>e.material.length&&L.mergeGroups(t)}}))}async loadByAsset(e){const t=this.getUri(e.fileKey);switch(e.fileFormat){case"glb":case"gltf":return this.glbLoader.loadAsync(t).then((e=>({scene:e.scene,animations:e.animations})));case"fbx":return this.fbxLoader.loadAsync(t).then((e=>({scene:e,animations:e.animations})));case"obj":if(null!=e.materialLib){const t=new h;t.materialOptions={normalizeRGB:!1};const s=await t.loadAsync(this.getUri(e.materialLib));this.objLoader.setMaterials(s)}return this.objLoader.loadAsync(t).then((e=>(j(e),e))).then((e=>({scene:e,animations:e.animations})))}}}function j(e){if(e instanceof i)for(const t of x(e.material))t instanceof y.MeshPhongMaterial&&!t.color.isLinear&&(t.color.isLinear=!0);e.children?.forEach(j)}export class AssetMeshInstance extends r{}export function getElectronArg(e){const t=`--${e}=`,s=window.process?.argv.find((e=>e.startsWith(t)));return s?.substring(t.length)}function R(e){switch(e){case"clamp":return y.ClampToEdgeWrapping;case"repeat":return y.RepeatWrapping;case"mirror":return y.MirroredRepeatWrapping}return y.RepeatWrapping}new y.Matrix4;const k=/_LOD(\d+)$/;/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,7 +1,7 @@
1
1
  import { Subject } from "rxjs";
2
2
  import * as THREE from "three";
3
3
  import { Euler, Material, Object3D, Scene, Vector3 } from "three";
4
- import { ContainerInstance } from "typedi";
4
+ import { ContainerInstance } from 'typedi';
5
5
  import { GameComponent } from '../game-component/game-component.js';
6
6
  import { BaseActor } from '../gameplay/actors/actor.js';
7
7
  import { PhysicsBodyType } from '../gameplay/index.js';
@@ -228,6 +228,7 @@ export declare class SceneMaterializer {
228
228
  private assets;
229
229
  constructor(scene: Scene, dataProvider: SceneDataProvider, assetsService: AssetsProvider, assetManagerService: AssetResourceLoader, renderingView: RenderingView, shaders: ShaderImpl[], actorTypes: ActorImpl[], actorProvider: ActorProvider);
230
230
  private refreshMaterial;
231
+ private getTopLevelActors;
231
232
  get actorInstances(): BaseActor[];
232
233
  /**
233
234
  * Initializing textures uploads all textures in the project to the GPU.
@@ -249,6 +250,8 @@ export declare class SceneMaterializer {
249
250
  * This should however be discouraged as it may not be initialised,
250
251
  * especially if there is a circular dependency in which case that would
251
252
  * be impossible to guarantee.
253
+ *
254
+ * Initiating top level actors by default as actors nested in prefabs are already initiated
252
255
  */
253
256
  private initActorsPostInit;
254
257
  private addVfxChildActors;
@@ -282,7 +285,7 @@ export declare class SceneMaterializer {
282
285
  * @param anonymous If the object should be possible to select and edit
283
286
  * @returns
284
287
  */
285
- materialize(source: SceneObject, parent?: Object3D, anonymous?: boolean): Promise<Object3D>;
288
+ materialize(source: SceneObject, parent?: Object3D, anonymous?: boolean, context?: MaterializeContext): Promise<Object3D>;
286
289
  private pmremGenerator?;
287
290
  private pmremGeneratorResults;
288
291
  private updateWorldEnv;
@@ -290,8 +293,18 @@ export declare class SceneMaterializer {
290
293
  private updateSky;
291
294
  private createComponent;
292
295
  private createFromActor;
296
+ /**
297
+ * Each prefab instance is defined by a unique chain if ids.
298
+ * The first element in the chain is
299
+ *
300
+ * scene (initial materializer call) -> prefab scene object id -> prefab scene object id nested ...
301
+ * runtime prefab instance id -> prefab scene object id nested ...
302
+ *
303
+ * When resolving actor references, we have to prefix the current chain with the source id
304
+ */
305
+ private prefabInstanceChain;
306
+ private getNestedActorId;
293
307
  private createFromVfx;
294
- cleanup(): void;
295
308
  private createFromShape;
296
309
  private createLandscape;
297
310
  private applyHeightMaps;
@@ -299,7 +312,17 @@ export declare class SceneMaterializer {
299
312
  private collisionShapeCache;
300
313
  private createMeshByShape;
301
314
  private createFromAsset;
302
- private createFromPrefabAsset;
315
+ private createFromPrefab;
316
+ /**
317
+ *
318
+ * @param asset
319
+ * @param instanceId A unique ID added to the stack of prefab ids
320
+ * @returns
321
+ */
322
+ createFromPrefabAsset(asset: Asset, context: MaterializeContext): Promise<{
323
+ object: Object3D;
324
+ actors: BaseActor[];
325
+ }>;
303
326
  private createParticleSystem;
304
327
  private createLight;
305
328
  private applyDirectionalAmbientLight;
@@ -328,5 +351,8 @@ export declare function prepareCustomParamsFromType<T>(type: Type<T>, previous:
328
351
  export declare function serializeCustomParameter(type: ParameterType, value: unknown): unknown;
329
352
  export declare const customParameterDefaultValueByType: Map<SerializedParamType, any>;
330
353
  export declare function applyMaterial(object: Object3D, assignment: MaterialAssignment, materialProvider: (id: AssetId) => Promise<Material>, _originalMaterials?: Map<string | number, THREE.Material>): Promise<void[]>;
354
+ type MaterializeContext = {
355
+ sceneObjectChain: SceneObjectId[];
356
+ };
331
357
  export {};
332
358
  //# sourceMappingURL=materializer.d.ts.map
@@ -1 +1 @@
1
- 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