@hology/core 0.0.234 → 0.0.235

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Files changed (140) hide show
  1. package/dist/csm.d.ts +2 -2
  2. package/dist/data/surface-definition.js +1 -1
  3. package/dist/effects/sequence/sequence-action.d.ts +4 -4
  4. package/dist/effects/sequence/sequence-animation-retiming.d.ts +1 -1
  5. package/dist/effects/sequence/sequence-data.d.ts +3 -2
  6. package/dist/effects/sequence/sequence-definitions.d.ts +2 -2
  7. package/dist/effects/sequence/sequence-event.d.ts +1 -1
  8. package/dist/effects/sequence/sequence-locator.d.ts +1 -1
  9. package/dist/effects/sequence/sequence-ops.d.ts +1 -1
  10. package/dist/effects/sequence/sequence-player.d.ts +8 -7
  11. package/dist/effects/sequence/sequence-transform.d.ts +1 -1
  12. package/dist/effects/sequence/sequence-value-lane.d.ts +2 -2
  13. package/dist/effects/vfx/behaviours.d.ts +2 -1
  14. package/dist/effects/vfx/initializsers.d.ts +2 -1
  15. package/dist/effects/vfx/rates.d.ts +1 -1
  16. package/dist/effects/vfx/trail-renderer.d.ts +1 -1
  17. package/dist/effects/vfx/vfx-asset.d.ts +4 -3
  18. package/dist/effects/vfx/vfx-binding-runtime.d.ts +2 -2
  19. package/dist/effects/vfx/vfx-collision-behaviour.d.ts +3 -2
  20. package/dist/effects/vfx/vfx-defs.d.ts +5 -3
  21. package/dist/effects/vfx/vfx-input-runtime.d.ts +1 -1
  22. package/dist/effects/vfx/vfx-materializer.d.ts +7 -7
  23. package/dist/effects/vfx/vfx-param.d.ts +3 -3
  24. package/dist/effects/vfx/vfx-renderers.d.ts +4 -3
  25. package/dist/effects/vfx/vfx-renderers.js +1 -1
  26. package/dist/effects/vfx/vfx-service.d.ts +1 -1
  27. package/dist/effects/vfx/vfx-service.js +1 -1
  28. package/dist/game-component/game-component.d.ts +1 -1
  29. package/dist/gameplay/actors/builtin/components/editor-sprite-component.d.ts +1 -1
  30. package/dist/gameplay/actors/builtin/components/editor-sprite-component.js +1 -1
  31. package/dist/gameplay/actors/builtin/components/volume-editor-component.d.ts +1 -1
  32. package/dist/gameplay/actors/builtin/components/volume-editor-component.js +1 -1
  33. package/dist/gameplay/actors/builtin/navmesh-actor.d.ts +1 -1
  34. package/dist/gameplay/actors/builtin/navmesh-actor.js +1 -1
  35. package/dist/gameplay/actors/builtin/post-process-volume-actor.d.ts +1 -1
  36. package/dist/gameplay/actors/builtin/post-process-volume-actor.js +1 -1
  37. package/dist/gameplay/actors/component.d.ts +2 -2
  38. package/dist/gameplay/actors/controller/actor-controller.d.ts +1 -1
  39. package/dist/gameplay/actors/controller/actor-controller.js +1 -1
  40. package/dist/gameplay/actors/internal/component-init.d.ts +1 -1
  41. package/dist/gameplay/actors/internal/container-map.d.ts +2 -2
  42. package/dist/gameplay/ai/behavior-tree/move.d.ts +3 -3
  43. package/dist/gameplay/ai/behavior-tree/move.js +1 -1
  44. package/dist/gameplay/ai/build-tile.d.ts +2 -1
  45. package/dist/gameplay/ai/dynamic-tiled-navmesh.d.ts +4 -3
  46. package/dist/gameplay/ai/navigation.js +1 -1
  47. package/dist/gameplay/animation/anim-sm.d.ts +1 -1
  48. package/dist/gameplay/animation/retarget.d.ts +2 -1
  49. package/dist/gameplay/animation/root-motion.d.ts +2 -1
  50. package/dist/gameplay/event-graph/runtime-assets.d.ts +1 -1
  51. package/dist/gameplay/initiate.d.ts +5 -5
  52. package/dist/gameplay/inject.d.ts +1 -1
  53. package/dist/gameplay/net/browser/index.d.ts +3 -2
  54. package/dist/gameplay/net/browser/index.js +1 -1
  55. package/dist/gameplay/net/net-session.d.ts +2 -2
  56. package/dist/gameplay/services/asset-loader.js +1 -1
  57. package/dist/gameplay/services/game-time-scheduler.d.ts +1 -1
  58. package/dist/gameplay/services/physics/abstract-physics-system.d.ts +7 -7
  59. package/dist/gameplay/services/pointer-events.d.ts +2 -2
  60. package/dist/gameplay/services/pointer-events.js +1 -1
  61. package/dist/gameplay/services/world.d.ts +1 -1
  62. package/dist/gameplay/services/world.js +1 -1
  63. package/dist/index.d.ts +3 -3
  64. package/dist/index.js +1 -1
  65. package/dist/rendering/cluster-generator.d.ts +2 -1
  66. package/dist/rendering/fog/fog-volume-actor.d.ts +1 -1
  67. package/dist/rendering/fog/fog-volume-actor.js +1 -1
  68. package/dist/rendering/fog/fog-volume-object.d.ts +2 -1
  69. package/dist/rendering/fog/volumetric-fog-pass.d.ts +4 -2
  70. package/dist/rendering/fog/volumetric-fog-pass.js +1 -1
  71. package/dist/rendering/light-probes/light-volume-capture.d.ts +2 -1
  72. package/dist/rendering/motion-vector-node.d.ts +2 -1
  73. package/dist/rendering/node-material-webgpu-resolver.d.ts +2 -1
  74. package/dist/rendering/post-process-effect.d.ts +1 -1
  75. package/dist/rendering.js +1 -1
  76. package/dist/scene/asset-resource-loader.d.ts +5 -4
  77. package/dist/scene/assets-provider.d.ts +2 -2
  78. package/dist/scene/batched-mesh-2.d.ts +1 -1
  79. package/dist/scene/bootstrap.d.ts +8 -7
  80. package/dist/scene/collision/collision-shape-import.d.ts +3 -3
  81. package/dist/scene/collision/collision-shape.d.ts +2 -1
  82. package/dist/scene/custom-param-deserialize.d.ts +1 -1
  83. package/dist/scene/custom-param-runtime-types.d.ts +2 -1
  84. package/dist/scene/landscape/landscape-manager.d.ts +6 -6
  85. package/dist/scene/landscape/landscape-manager.js +1 -1
  86. package/dist/scene/landscape/utils.d.ts +2 -2
  87. package/dist/scene/materializer.js +1 -1
  88. package/dist/scene/materials/grass-foliage.d.ts +2 -2
  89. package/dist/scene/materials/grass.d.ts +1 -1
  90. package/dist/scene/materials/utils/material-painting.d.ts +2 -1
  91. package/dist/scene/materials/water.d.ts +1 -1
  92. package/dist/scene/model.d.ts +1 -1
  93. package/dist/scene/objects/prefab.d.ts +3 -3
  94. package/dist/scene/objects/shapes.d.ts +4 -2
  95. package/dist/scene/runtime-asset-service.d.ts +2 -2
  96. package/dist/scene/runtime-backend-service.d.ts +2 -2
  97. package/dist/scene/runtime-bundled-backend-service.d.ts +3 -3
  98. package/dist/scene/scatter/painted-scatter-manager.d.ts +1 -1
  99. package/dist/scene/scatter/surface-scatter-manager.d.ts +4 -4
  100. package/dist/scene/scene-data-service.d.ts +1 -1
  101. package/dist/scene/surface-query.d.ts +2 -2
  102. package/dist/scene/surface-query.js +1 -1
  103. package/dist/shader/builtin/decal-unlit-shader.js +1 -1
  104. package/dist/shader/builtin/index.d.ts +1 -1
  105. package/dist/shader/decal-shader.d.ts +3 -2
  106. package/dist/shader/graph/compiler.d.ts +1 -1
  107. package/dist/shader/parameter.d.ts +8 -8
  108. package/dist/shader/post-process-shader.d.ts +2 -1
  109. package/dist/shader/shader.d.ts +6 -5
  110. package/dist/shader/trail-shader.d.ts +3 -2
  111. package/dist/shader/trail-shader.js +1 -1
  112. package/dist/shader/uv-nodes.d.ts +2 -2
  113. package/dist/shader-nodes/bulge.d.ts +1 -1
  114. package/dist/shader-nodes/curve-sample.d.ts +2 -2
  115. package/dist/shader-nodes/depth.d.ts +3 -3
  116. package/dist/shader-nodes/dither.d.ts +1 -1
  117. package/dist/shader-nodes/effects.d.ts +1 -1
  118. package/dist/shader-nodes/glsl-node.d.ts +1 -1
  119. package/dist/shader-nodes/gradient-sample.d.ts +1 -1
  120. package/dist/shader-nodes/landscape.d.ts +1 -1
  121. package/dist/shader-nodes/layers.d.ts +1 -1
  122. package/dist/shader-nodes/material-flags.d.ts +1 -1
  123. package/dist/shader-nodes/particle.d.ts +1 -1
  124. package/dist/shader-nodes/pom.d.ts +2 -1
  125. package/dist/shader-nodes/pom.js +1 -1
  126. package/dist/shader-nodes/scene-sample.d.ts +2 -1
  127. package/dist/shader-nodes/shapes.d.ts +1 -1
  128. package/dist/shader-nodes/texture-sequence.d.ts +1 -1
  129. package/dist/shader-nodes/time.d.ts +1 -1
  130. package/dist/shader-nodes/voronoi.d.ts +1 -1
  131. package/dist/shader-nodes/wgsl-node.d.ts +1 -1
  132. package/dist/utils/materials.d.ts +1 -1
  133. package/dist/utils/mesh.d.ts +1 -1
  134. package/dist/utils/obb-utils.d.ts +2 -1
  135. package/dist/utils/three/cleanup.d.ts +1 -1
  136. package/dist/utils/three/depth-pass.d.ts +1 -1
  137. package/dist/utils/three/traverse.d.ts +2 -1
  138. package/dist/worker/index.js +1 -1
  139. package/package.json +2 -1
  140. package/tsconfig.tsbuildinfo +1 -1
@@ -1,6 +1,6 @@
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  import { NodeShaderMaterial } from '../../shader-nodes/index.js';
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- import { Color, Texture } from 'three';
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- import { RenderingView } from '../../rendering.js';
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+ import type { Color, Texture } from 'three';
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+ import type { RenderingView } from '../../rendering.js';
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  export interface GrassFoliageMaterialParameters {
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  map: Texture;
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  color: Color;
@@ -1,5 +1,5 @@
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  import * as THREE from 'three';
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- import { RenderingView } from '../../rendering.js';
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+ import type { RenderingView } from '../../rendering.js';
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  export declare function createGrassMaterial(params: any, renderingView: RenderingView): THREE.MeshStandardMaterial;
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  export declare function createGrassMaterialOld(params: any, renderingView: RenderingView): THREE.ShaderMaterial;
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  //# sourceMappingURL=grass.d.ts.map
@@ -1,3 +1,4 @@
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- import { Mesh, BufferAttribute } from "three";
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+ import type { Mesh } from "three";
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+ import { BufferAttribute } from "three";
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  export declare function getMaterialAttribute(mesh: Mesh, index: number, recreate?: boolean): BufferAttribute;
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  //# sourceMappingURL=material-painting.d.ts.map
@@ -1,4 +1,4 @@
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  import * as THREE from 'three';
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- import { RenderingView } from '../../rendering.js';
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+ import type { RenderingView } from '../../rendering.js';
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  export declare function createWaterMaterial(params: any, renderingView: RenderingView): THREE.ShaderMaterial;
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  //# sourceMappingURL=water.d.ts.map
@@ -1,4 +1,4 @@
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- import { EulerOrder, Side } from 'three';
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+ import type { EulerOrder, Side } from 'three';
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  import type { SequenceData } from '../effects/sequence/sequence-data.js';
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  import type { BlendingMode, VfxAssetData } from '../effects/vfx/vfx-asset.js';
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  import type { ShaderGraphDocument, ShaderGraphMaterialReference } from '../shader/graph/model.js';
@@ -1,6 +1,6 @@
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- import { Object3D } from "three";
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- import { BaseActor } from "../../gameplay/actors/actor.js";
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- import { Asset } from "../model";
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+ import type { Object3D } from "three";
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+ import type { BaseActor } from "../../gameplay/actors/actor.js";
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+ import type { Asset } from "../model.js";
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  export declare class Prefab {
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  asset: Asset;
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  }
@@ -1,5 +1,7 @@
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- import { BoxCollisionShape, CapsuleCollisionShape, CollisionShape, ConeCollisionShape, ConvexPolyhedronCollisionShape, CylinderCollisionShape, PlaneCollisionShape, SphereCollisionShape, TrimeshCollisionShape } from '../collision/collision-shape.js';
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- import { BoxGeometry, PlaneGeometry, BufferGeometry, CylinderGeometry, SphereGeometry, TorusGeometry, ConeGeometry, CircleGeometry, CapsuleGeometry, Vector2, Color } from "three";
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+ import type { CollisionShape } from '../collision/collision-shape.js';
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+ import { BoxCollisionShape, CapsuleCollisionShape, ConeCollisionShape, ConvexPolyhedronCollisionShape, CylinderCollisionShape, PlaneCollisionShape, SphereCollisionShape, TrimeshCollisionShape } from '../collision/collision-shape.js';
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+ import type { BufferGeometry, Vector2, Color } from "three";
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+ import { BoxGeometry, PlaneGeometry, CylinderGeometry, SphereGeometry, TorusGeometry, ConeGeometry, CircleGeometry, CapsuleGeometry } from "three";
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  import { TextGeometry } from 'three/examples/jsm/geometries/TextGeometry.js';
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  type AVec3 = [number, number, number];
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  type ShapeParameterDef<T = boolean | number | string | Vector2 | AVec3 | Color> = {
@@ -1,7 +1,7 @@
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  import { AssetsProvider } from '../scene/assets-provider.js';
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  import { Subject } from 'rxjs';
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- import { Asset } from '../scene/model.js';
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- import { RuntimeBackendService } from './runtime-backend-service.js';
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+ import type { Asset } from '../scene/model.js';
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+ import type { RuntimeBackendService } from './runtime-backend-service.js';
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  export declare class RuntimeAssetsService extends AssetsProvider {
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  private backend;
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  private assets;
@@ -1,5 +1,5 @@
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- import { SceneObject } from './materializer.js';
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- import { Asset, SceneData } from './model.js';
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+ import type { SceneObject } from './materializer.js';
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+ import type { Asset, SceneData } from './model.js';
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  export interface RuntimeBackendService {
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  getAssets(): Promise<Asset[]>;
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  getAsset(id: string): Promise<Asset>;
@@ -1,6 +1,6 @@
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- import { SceneObject } from './materializer.js';
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- import { Asset, SceneData } from './model.js';
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- import { RuntimeBackendService } from './runtime-backend-service.js';
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+ import type { SceneObject } from './materializer.js';
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+ import type { Asset, SceneData } from './model.js';
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+ import type { RuntimeBackendService } from './runtime-backend-service.js';
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  export declare class RuntimeBundledBackendService implements RuntimeBackendService {
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  private assets;
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  private scenes;
@@ -2,7 +2,7 @@ import type { RenderingView } from '../../rendering.js';
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  import type { AssetResourceLoader } from '../asset-resource-loader.js';
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  import type { AssetsProvider } from '../assets-provider.js';
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  import type { SceneDataProvider } from '../materializer.js';
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- import { Scene } from 'three';
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+ import type { Scene } from 'three';
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  export declare class PaintedScatterManager {
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  private scene;
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  private dataProvider;
@@ -1,8 +1,8 @@
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- import { RenderingView } from '../../rendering.js';
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- import { AssetResourceLoader } from '../asset-resource-loader.js';
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- import { AssetsProvider } from '../assets-provider.js';
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+ import type { RenderingView } from '../../rendering.js';
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+ import type { AssetResourceLoader } from '../asset-resource-loader.js';
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+ import type { AssetsProvider } from '../assets-provider.js';
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  import type { SceneDataProvider } from '../materializer.js';
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- import { Scene } from 'three';
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+ import type { Scene } from 'three';
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  export declare class SurfaceScatterManager {
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  private scene;
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  private dataProvider;
@@ -1,4 +1,4 @@
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- import { SceneDataProvider, SceneObject, ChangeCallback } from '../scene/materializer.js';
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+ import type { SceneDataProvider, SceneObject, ChangeCallback } from '../scene/materializer.js';
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  import { BehaviorSubject } from 'rxjs';
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  import { Matrix4 } from 'three';
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  export declare class SceneDataService implements SceneDataProvider {
@@ -1,4 +1,4 @@
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- import type { BaseSurfaceDefinition } from "../data/surface-definition";
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- import { Intersection } from "three";
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+ import type { BaseSurfaceDefinition } from "../data/surface-definition.js";
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+ import type { Intersection } from "three";
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  export declare function findSurfaceDefinition(intersection: Intersection): BaseSurfaceDefinition | null;
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  //# sourceMappingURL=surface-query.d.ts.map
@@ -1,4 +1,4 @@
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- import{Mesh as t,Vector3 as e}from"three";import{BatchedMesh2 as r}from"./batched-mesh-2";export function findSurfaceDefinition(e){const u=e.object;if(null==u||!(u instanceof t)||null==u.material)return;const o=Array.isArray(u.material)?u.material[e.face.materialIndex]:u.material;if(null==o)return null;if(u instanceof r){const t=u.surfaceByInstance?.[e.batchId];if(null!=t)return t}let l;return l=function(t,e,r){if(null==t.userData.surfaceByLayer||!e.hasAttribute("material"))return null;const u=function(t,e){const r=t.object,u=e.getAttribute("position"),o=e.index,l=t.faceIndex,f=o?o.getX(3*l+0):3*l+0,c=o?o.getX(3*l+1):3*l+1,s=o?o.getX(3*l+2):3*l+2;n.fromBufferAttribute(u,f).applyMatrix4(r.matrixWorld),a.fromBufferAttribute(u,c).applyMatrix4(r.matrixWorld),i.fromBufferAttribute(u,s).applyMatrix4(r.matrixWorld);const m=t.point,d=m.distanceToSquared(n),p=m.distanceToSquared(a),b=m.distanceToSquared(i),y=d<p?d<b?f:s:p<b?c:s,x=e.getAttribute("material"),g=e.getAttribute("material2"),A=4;let B=0;const h=.5;if(null!=x)for(let t=0;t<A;t++){x.getComponent(y,t)>h&&(B=t+1)}if(null!=g)for(let t=0;t<A;t++){g.getComponent(y,t)>h&&(B=t+5)}return B}(r,e);return t.userData.surfaceByLayer[u]}(o,u.geometry,e),null!=l?l:o.userData.surface}const n=new e,a=new e,i=new e;/*
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+ import{Mesh as t,Vector3 as e}from"three";import{BatchedMesh2 as r}from"./batched-mesh-2.js";export function findSurfaceDefinition(e){const u=e.object;if(null==u||!(u instanceof t)||null==u.material)return;const o=Array.isArray(u.material)?u.material[e.face.materialIndex]:u.material;if(null==o)return null;if(u instanceof r){const t=u.surfaceByInstance?.[e.batchId];if(null!=t)return t}let l;return l=function(t,e,r){if(null==t.userData.surfaceByLayer||!e.hasAttribute("material"))return null;const u=function(t,e){const r=t.object,u=e.getAttribute("position"),o=e.index,l=t.faceIndex,f=o?o.getX(3*l+0):3*l+0,c=o?o.getX(3*l+1):3*l+1,s=o?o.getX(3*l+2):3*l+2;n.fromBufferAttribute(u,f).applyMatrix4(r.matrixWorld),a.fromBufferAttribute(u,c).applyMatrix4(r.matrixWorld),i.fromBufferAttribute(u,s).applyMatrix4(r.matrixWorld);const m=t.point,d=m.distanceToSquared(n),p=m.distanceToSquared(a),b=m.distanceToSquared(i),y=d<p?d<b?f:s:p<b?c:s,x=e.getAttribute("material"),g=e.getAttribute("material2"),A=4;let B=0;const h=.5;if(null!=x)for(let t=0;t<A;t++){x.getComponent(y,t)>h&&(B=t+1)}if(null!=g)for(let t=0;t<A;t++){g.getComponent(y,t)>h&&(B=t+5)}return B}(r,e);return t.userData.surfaceByLayer[u]}(o,u.geometry,e),null!=l?l:o.userData.surface}const n=new e,a=new e,i=new e;/*
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  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
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  * See the LICENSE.md file for details.
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  */
@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import{Color as i,Texture as r,Vector2 as a,BackSide as l}from"three";import{Parameter as o}from"../parameter.js";import{DecalNodeShader as p}from"../decal-shader.js";import{float as s,rgb as d,rgba as n,textureSampler2d as h}from"three-shader-graph";import{decalAlpha as c,decalUV as m}from"../../shader-nodes/decal.js";import{particleUniforms as y}from"../../shader-nodes/particle.js";import{tileUv as u}from"./decal-standard-shader";export class DecalUnlitShader extends p{constructor(){super(...arguments),this.color=new i("#FFFFFF"),this.opacity=1,this.intensity=1,this.atlasSize=new a(1,1),this.atlasTile=1}output(){let t=u(m,this.atlasSize,this.atlasTile),e=s(this.opacity).multiply(y.opacity);null!=this.alphaMap&&(e=e.multiply(h(this.alphaMap).sample(t).r)),e=e.multiply(c);let i=n(d(this.color).multiply(y.color),e);return null!=this.colorMap&&(i=i.multiply(h(this.colorMap).sample(t))),i=n(i.rgb.multiplyScalar(this.intensity),i.a),{color:i,emissive:i.rgb}}build(){const t=super.build();return t.depthTest=!0,t.depthWrite=!1,t.userData.isDecal=!0,t.side=l,t}}t([o(),e("design:type",i)],DecalUnlitShader.prototype,"color",void 0),t([o({range:[0,1]}),e("design:type",Number)],DecalUnlitShader.prototype,"opacity",void 0),t([o({range:[0,10]}),e("design:type",Number)],DecalUnlitShader.prototype,"intensity",void 0),t([o(),e("design:type",r)],DecalUnlitShader.prototype,"colorMap",void 0),t([o(),e("design:type",r)],DecalUnlitShader.prototype,"alphaMap",void 0),t([o(),e("design:type",a)],DecalUnlitShader.prototype,"atlasSize",void 0),t([o({range:[1,64],precision:0}),e("design:type",Number)],DecalUnlitShader.prototype,"atlasTile",void 0);/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import{Color as i,Texture as r,Vector2 as a,BackSide as l}from"three";import{Parameter as o}from"../parameter.js";import{DecalNodeShader as p}from"../decal-shader.js";import{float as s,rgb as d,rgba as n,textureSampler2d as h}from"three-shader-graph";import{decalAlpha as c,decalUV as m}from"../../shader-nodes/decal.js";import{particleUniforms as y}from"../../shader-nodes/particle.js";import{tileUv as u}from"./decal-standard-shader.js";export class DecalUnlitShader extends p{constructor(){super(...arguments),this.color=new i("#FFFFFF"),this.opacity=1,this.intensity=1,this.atlasSize=new a(1,1),this.atlasTile=1}output(){let t=u(m,this.atlasSize,this.atlasTile),e=s(this.opacity).multiply(y.opacity);null!=this.alphaMap&&(e=e.multiply(h(this.alphaMap).sample(t).r)),e=e.multiply(c);let i=n(d(this.color).multiply(y.color),e);return null!=this.colorMap&&(i=i.multiply(h(this.colorMap).sample(t))),i=n(i.rgb.multiplyScalar(this.intensity),i.a),{color:i,emissive:i.rgb}}build(){const t=super.build();return t.depthTest=!0,t.depthWrite=!1,t.userData.isDecal=!0,t.side=l,t}}t([o(),e("design:type",i)],DecalUnlitShader.prototype,"color",void 0),t([o({range:[0,1]}),e("design:type",Number)],DecalUnlitShader.prototype,"opacity",void 0),t([o({range:[0,10]}),e("design:type",Number)],DecalUnlitShader.prototype,"intensity",void 0),t([o(),e("design:type",r)],DecalUnlitShader.prototype,"colorMap",void 0),t([o(),e("design:type",r)],DecalUnlitShader.prototype,"alphaMap",void 0),t([o(),e("design:type",a)],DecalUnlitShader.prototype,"atlasSize",void 0),t([o({range:[1,64],precision:0}),e("design:type",Number)],DecalUnlitShader.prototype,"atlasTile",void 0);/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,4 @@
1
- import { ShaderType } from '../shader.js';
1
+ import type { ShaderType } from '../shader.js';
2
2
  export * from './standard-shader.js';
3
3
  export * from './lambert-shader.js';
4
4
  export * from './unlit-shader.js';
@@ -1,5 +1,6 @@
1
- import { Material } from "three";
2
- import { NodeShaderOutput, Shader } from "./shader.js";
1
+ import type { Material } from "three";
2
+ import type { NodeShaderOutput } from "./shader.js";
3
+ import { Shader } from "./shader.js";
3
4
  export declare abstract class DecalNodeShader extends Shader {
4
5
  build(): Material;
5
6
  abstract output(): NodeShaderOutput;
@@ -1,4 +1,4 @@
1
- import { Material, Side } from 'three';
1
+ import type { Material, Side } from 'three';
2
2
  import { FloatNode, NodeShaderMaterial, Vec2Node, Vec3Node } from '../../shader-nodes/index.js';
3
3
  import type { NodeShaderOutput } from '../shader.js';
4
4
  import type { ShaderGraphDocument, ShaderGraphMaterialSide, ShaderGraphNode, ShaderGraphValueType } from './model.js';
@@ -1,12 +1,12 @@
1
1
  import 'reflect-metadata';
2
- import { AbstractType, Type } from '../utils/type.js';
3
- import { BaseActor } from '../gameplay/actors/actor.js';
4
- import { Color, Euler, Material, Object3D, Texture, Vector2, Vector3, Vector4, AnimationClip } from 'three';
5
- import { BooleanNode, FloatNode, RgbNode, Sampler2DNode, Vec2Node, Vec3Node, Vec4Node } from '../shader-nodes/index.js';
6
- import { VisualEffect } from '../effects/vfx/vfx-param.js';
7
- import { Prefab, PrefabOf } from '../scene/objects/prefab.js';
8
- import { DataAssetRef } from '../scene/objects/data-asset.js';
9
- import { Curve2 } from '../utils/curve.js';
2
+ import type { AbstractType, Type } from '../utils/type.js';
3
+ import type { BaseActor } from '../gameplay/actors/actor.js';
4
+ import type { Color, Euler, Material, Object3D, Texture, Vector2, Vector3, Vector4, AnimationClip } from 'three';
5
+ import type { BooleanNode, FloatNode, RgbNode, Sampler2DNode, Vec2Node, Vec3Node, Vec4Node } from '../shader-nodes/index.js';
6
+ import type { VisualEffect } from '../effects/vfx/vfx-param.js';
7
+ import type { Prefab, PrefabOf } from '../scene/objects/prefab.js';
8
+ import type { DataAssetRef } from '../scene/objects/data-asset.js';
9
+ import type { Curve2 } from '../utils/curve.js';
10
10
  import type { ColorLayer, MaskLayer } from './color-layer.js';
11
11
  import type { Sequence } from '../effects/sequence/sequence-data.js';
12
12
  export type KnownParameterType = Type<FloatNode | Number | Texture | Sampler2DNode | Boolean | BooleanNode | Vector2 | Vec2Node | Vector3 | Vec3Node | Vector4 | Vec4Node | Color | RgbNode | String | BaseActor | Euler | Object3D | Material | AnimationClip | VisualEffect | Sequence | Prefab | PrefabOf<BaseActor> | DataAssetRef | Curve2 | ColorLayer | MaskLayer>;
@@ -1,5 +1,6 @@
1
1
  import { ShaderMaterial } from 'three';
2
- import { FloatNode, NodeShaderMaterial, Vec2Node, Vec3Node, Vec4Node } from '../shader-nodes/index.js';
2
+ import type { FloatNode, Vec2Node, Vec3Node, Vec4Node } from '../shader-nodes/index.js';
3
+ import { NodeShaderMaterial } from '../shader-nodes/index.js';
3
4
  export type PostProcessShaderOutput = Vec4Node | Vec3Node | Vec2Node | FloatNode;
4
5
  export interface PostProcessMaterialBuilder {
5
6
  build(): ShaderMaterial;
@@ -1,8 +1,9 @@
1
- import { ActorComponent } from '../gameplay/actors/component.js';
2
- import { BaseActor } from '../gameplay/actors/actor.js';
3
- import { Material } from 'three';
4
- import { Mat4Node, BooleanNode, Vec4Node, Vec3Node, FloatNode, Vec2Node } from '../shader-nodes/index.js';
5
- import { Type } from '../utils/type.js';
1
+ import type { ActorComponent } from '../gameplay/actors/component.js';
2
+ import type { BaseActor } from '../gameplay/actors/actor.js';
3
+ import type { Material } from 'three';
4
+ import type { Mat4Node, Vec4Node, Vec3Node, FloatNode, Vec2Node } from '../shader-nodes/index.js';
5
+ import { BooleanNode } from '../shader-nodes/index.js';
6
+ import type { Type } from '../utils/type.js';
6
7
  export * from './parameter.js';
7
8
  export declare abstract class Shader {
8
9
  alphaTest: number;
@@ -1,5 +1,6 @@
1
- import { Material } from "three";
2
- import { NodeShaderOutput, Shader } from "./shader.js";
1
+ import type { Material } from "three";
2
+ import type { NodeShaderOutput } from "./shader.js";
3
+ import { Shader } from "./shader.js";
3
4
  export declare abstract class TrailNodeShader extends Shader {
4
5
  build(): Material;
5
6
  abstract output(): NodeShaderOutput;
@@ -1,4 +1,4 @@
1
- import{Shader as r}from"./shader.js";import{NodeShaderMaterial as e}from"three-shader-graph";import{Trail as o}from"../effects/vfx/trail-renderer";export class TrailNodeShader extends r{build(){const r=this.output(),{position:t}=o.getTrailShaderNodes(!1),a=new e({position:t,color:r.color});return o.applyTrailShaderParameters(a),a}}/*
1
+ import{Shader as r}from"./shader.js";import{NodeShaderMaterial as e}from"three-shader-graph";import{Trail as o}from"../effects/vfx/trail-renderer.js";export class TrailNodeShader extends r{build(){const r=this.output(),{position:t}=o.getTrailShaderNodes(!1),a=new e({position:t,color:r.color});return o.applyTrailShaderParameters(a),a}}/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,4 @@
1
- import { Texture } from 'three';
2
- import { Vec2Node } from 'three-shader-graph';
1
+ import type { Texture } from 'three';
2
+ import type { Vec2Node } from 'three-shader-graph';
3
3
  export declare function applyUvTiling(uv: Vec2Node, texture: Texture): Vec2Node;
4
4
  //# sourceMappingURL=uv-nodes.d.ts.map
@@ -1,4 +1,4 @@
1
- import { FloatNode, Vec2Node } from "three-shader-graph";
1
+ import type { FloatNode, Vec2Node } from "three-shader-graph";
2
2
  /**
3
3
  * Create a distortion such that the center is has a smaller is expanded
4
4
  */
@@ -1,5 +1,5 @@
1
- import { FloatNode, Sampler2DNode } from "three-shader-graph";
2
- import { Curve2 } from "../utils/curve";
1
+ import type { FloatNode, Sampler2DNode } from "three-shader-graph";
2
+ import type { Curve2 } from "../utils/curve.js";
3
3
  export declare function sampleCurve(curve: Curve2, t: FloatNode): FloatNode;
4
4
  export declare function sampleNamedEasingCurve(name: unknown, t: FloatNode): FloatNode | undefined;
5
5
  export declare function curveSampler(curve: Curve2, resolution?: number): CurveSampler;
@@ -1,6 +1,6 @@
1
- import { WebGLRenderer } from "three";
2
- import { FloatNode, Vec2Node, Vec3Node } from "three-shader-graph";
3
- import type { Compiler } from "three-shader-graph";
1
+ import type { WebGLRenderer } from "three";
2
+ import { FloatNode, Vec2Node } from "three-shader-graph";
3
+ import type { Compiler, Vec3Node } from "three-shader-graph";
4
4
  export declare function supportsDepthTextureExtension(renderer: WebGLRenderer): boolean;
5
5
  export declare const depthUniformName = "hology_depth_map";
6
6
  export declare const resolutionUniformName = "hology_resolution";
@@ -1,4 +1,4 @@
1
- import { RgbNode, Vec3Node } from "three-shader-graph";
1
+ import type { RgbNode, Vec3Node } from "three-shader-graph";
2
2
  /**
3
3
  * Remove banding of colors. Apply after calculating lighting.
4
4
  * @param color
@@ -1,4 +1,4 @@
1
- import { FloatNode } from "three-shader-graph";
1
+ import type { FloatNode } from "three-shader-graph";
2
2
  export declare function fresnelEffect(power?: number | FloatNode): FloatNode;
3
3
  /**
4
4
  * Gives a factor for how shallow the depth is where 1 is the most shallow.
@@ -1,4 +1,4 @@
1
- import { FloatNode, BooleanNode, IntNode, Vec2Node, Vec3Node, Vec4Node, Mat2Node, Mat3Node, Mat4Node, RgbNode, RgbaNode, Sampler2DNode } from "../shader-nodes/index.js";
1
+ import type { FloatNode, BooleanNode, IntNode, Vec2Node, Vec3Node, Vec4Node, Mat2Node, Mat3Node, Mat4Node, RgbNode, RgbaNode, Sampler2DNode } from "../shader-nodes/index.js";
2
2
  type AbstractType<T> = abstract new (...args: unknown[]) => T;
3
3
  type ShaderNode = FloatNode | BooleanNode | IntNode | Vec2Node | Vec3Node | Vec4Node | Mat2Node | Mat3Node | Mat4Node | RgbNode | RgbaNode | Sampler2DNode;
4
4
  /**
@@ -1,5 +1,5 @@
1
1
  import { Color } from 'three';
2
- import { FloatNode, RgbaNode, Sampler2DNode } from 'three-shader-graph';
2
+ import type { FloatNode, RgbaNode, Sampler2DNode } from 'three-shader-graph';
3
3
  export interface ColorGradientStop {
4
4
  position: number;
5
5
  color: string | number | Color | number[];
@@ -1,4 +1,4 @@
1
- import { FloatNode } from 'three-shader-graph';
1
+ import type { FloatNode } from 'three-shader-graph';
2
2
  /**
3
3
  * Get coordinates in world space which can be much better for texturing landscapes than using UV
4
4
  */
@@ -1,4 +1,4 @@
1
- import { RgbNode, RgbaNode, FloatNode, Vec4Node, Vec3Node, Vec2Node } from "three-shader-graph";
1
+ import type { RgbNode, RgbaNode, FloatNode, Vec4Node, Vec3Node, Vec2Node } from "three-shader-graph";
2
2
  export declare enum LayerMixMode {
3
3
  hard = 0,
4
4
  soft = 1
@@ -1,5 +1,5 @@
1
1
  import { BooleanNode } from 'three-shader-graph';
2
- import { Compiler } from 'three-shader-graph';
2
+ import type { Compiler } from 'three-shader-graph';
3
3
  export declare const MATERIAL_FLAG_ALPHA_TEST = 1;
4
4
  export declare const MATERIAL_FLAG_RECEIVE_DECALS = 2;
5
5
  declare class SampledSurfaceRejectsDecalsNode extends BooleanNode {
@@ -1,5 +1,5 @@
1
1
  import { FloatNode, Vec3Node } from 'three-shader-graph';
2
- import { Compiler } from 'three-shader-graph';
2
+ import type { Compiler } from 'three-shader-graph';
3
3
  export declare const particleEnergyUniformName = "hology_particle_energy";
4
4
  export declare const particleTimeUniformName = "hology_particle_time";
5
5
  export declare const particleVelcoityUniformName = "hology_particle_velocity";
@@ -1,4 +1,5 @@
1
- import { FloatNode, Sampler2DNode, Vec2Node, Vec3Node, Vec4Node } from "three-shader-graph";
1
+ import type { FloatNode, Sampler2DNode, Vec3Node, Vec4Node } from "three-shader-graph";
2
+ import { Vec2Node } from "three-shader-graph";
2
3
  /**
3
4
  * Computes tangent vector using normal, position and uv.
4
5
  * Equivalent to:
@@ -1,4 +1,4 @@
1
- import{abs as e,attributes as t,cross as n,dFdx as r,dFdy as a,float as i,normalize as l,select as s,transformed as p,UniformSampler2dArraySlice as f,uniforms as $,varying as o,Vec2Node as v,vec3 as u,vec4 as m}from"three-shader-graph";import{isWgslCompiler as h,isWgslFragmentCompiler as d}from"three-shader-graph";import{glslFunction as c}from"./glsl-node";export function computeTangent(e,t,i){const s=r(t),p=a(t),f=r(i),$=a(i),o=n(p,e),v=n(e,s),u=o.multiplyScalar(f.x).add(v.multiplyScalar($.x));return m(l(u),1)}export function fallbackTangent(t){const r=e(t.y),a=s(r.lt(i(.999)),u(0,1,0),u(1,0,0));return l(n(a,t))}const g=t.normal,S=o(l($.normalMatrix.multiplyVec(g))),x=o(p.mvPosition.xyz.multiplyScalar(-1));export function parallaxOcclusionMapping(e,t,n,r=8,a=24){return new y(e,t,n,r,a)}class y extends v{constructor(e,t,n,r,a){super(),this.uv=e,this.heightMap=t,this.heightScale=n,this.minLayers=r,this.maxLayers=a}compile(e){if(!h(e))return{out:e.get(this.compileGlsl())};if(!d(e))throw new Error("Parallax occlusion mapping requires fragment-stage derivatives in WGSL.");const t=`pom_${e.variable()}`,n=e.get(this.uv),r=e.get(this.heightMap),a=e.get(this.heightScale),l=e.get(S),s=e.get(x),p=e.get(i(this.minLayers)),f=e.get(i(this.maxLayers)),$=C(this.heightMap)?e.get(L(this.heightMap)):null;return{chunk:`\n let ${t}Uv = ${n};\n let ${t}Normal = normalize(${l});\n let ${t}ViewPosition = ${s};\n let ${t}ViewDirection = normalize(${t}ViewPosition);\n let ${t}Dp1 = dpdx(-${t}ViewPosition);\n // WGSL fragment coordinates have the opposite Y orientation from GLSL.\n // Negate both Y derivatives so the reconstructed cotangent frame keeps\n // the same handedness as the GLSL implementation.\n let ${t}Dp2 = -dpdy(-${t}ViewPosition);\n let ${t}Duv1 = dpdx(${t}Uv);\n let ${t}Duv2 = -dpdy(${t}Uv);\n let ${t}Dp2Perp = cross(${t}Dp2, ${t}Normal);\n let ${t}Dp1Perp = cross(${t}Normal, ${t}Dp1);\n let ${t}T = ${t}Dp2Perp * ${t}Duv1.x + ${t}Dp1Perp * ${t}Duv2.x;\n let ${t}B = ${t}Dp2Perp * ${t}Duv1.y + ${t}Dp1Perp * ${t}Duv2.y;\n let ${t}InvMax = inverseSqrt(max(dot(${t}T, ${t}T), dot(${t}B, ${t}B)));\n let ${t}Tbn = mat3x3<f32>(\n ${t}T * ${t}InvMax,\n ${t}B * ${t}InvMax,\n ${t}Normal\n );\n let ${t}Vv = -(transpose(${t}Tbn) * ${t}ViewDirection);\n let ${t}SafeVvZ = select(\n ${t}Vv.z,\n select(-0.0001, 0.0001, ${t}Vv.z >= 0.0),\n abs(${t}Vv.z) < 0.0001\n );\n let ${t}ParallaxLimit = (-length(${t}Vv.xy) / ${t}SafeVvZ) * ${a};\n let ${t}OffsetDirection = normalize(${t}Vv.xy);\n let ${t}MaxOffset = ${t}OffsetDirection * ${t}ParallaxLimit;\n let ${t}NumSamples = max(\n 1.0,\n mix(${f}, ${p}, dot(-${t}ViewDirection, ${t}Normal))\n );\n let ${t}StepSize = 1.0 / ${t}NumSamples;\n var ${t}CurrentRayHeight = 1.0;\n var ${t}CurrentOffset = vec2<f32>(0.0);\n var ${t}LastOffset = vec2<f32>(0.0);\n var ${t}LastSampledHeight = 1.0;\n var ${t}CurrentSampledHeight = 1.0;\n for (var ${t}SampleIndex: i32 = 0; ${t}SampleIndex < 24; ${t}SampleIndex = ${t}SampleIndex + 1) {\n if (f32(${t}SampleIndex) > ${t}NumSamples) {\n break;\n }\n ${t}CurrentSampledHeight = ${null==$?`textureSampleLevel(${r}Texture, ${r}Sampler, ${t}Uv + ${t}CurrentOffset, 0.0).r`:`textureSampleLevel(${r}Texture, ${r}Sampler, ${t}Uv + ${t}CurrentOffset, i32(${$}), 0.0).r`};\n if (${t}CurrentSampledHeight > ${t}CurrentRayHeight) {\n let ${t}Delta1 = ${t}CurrentSampledHeight - ${t}CurrentRayHeight;\n let ${t}Delta2 = (${t}CurrentRayHeight + ${t}StepSize) - ${t}LastSampledHeight;\n let ${t}Ratio = ${t}Delta1 / (${t}Delta1 + ${t}Delta2);\n ${t}CurrentOffset = ${t}Ratio * ${t}LastOffset + (1.0 - ${t}Ratio) * ${t}CurrentOffset;\n break;\n }\n ${t}CurrentRayHeight = ${t}CurrentRayHeight - ${t}StepSize;\n ${t}LastOffset = ${t}CurrentOffset;\n ${t}CurrentOffset = ${t}CurrentOffset + ${t}StepSize * ${t}MaxOffset;\n ${t}LastSampledHeight = ${t}CurrentSampledHeight;\n }\n let ${t}UvWithOffset = ${t}Uv + ${t}CurrentOffset;\n `,out:`${t}UvWithOffset`}}compileGlsl(){const e=C(this.heightMap)?L(this.heightMap):null,t=null==e?"texture2D(heightMap, uv + vCurrOffset).r":"texture(heightMap, vec3(uv + vCurrOffset, heightMapLayer)).r",n={uv:this.uv,heightScale:this.heightScale,heightMap:this.heightMap,minLayers:i(this.minLayers),maxLayers:i(this.maxLayers),vN:S,vViewPosition:x,...null==e?{}:{heightMapLayer:e}};return c(v,n,`\n vec3 N = normalize(vN);\n vec3 viewDir = normalize(vViewPosition);\n vec3 dp1 = dFdx(-vViewPosition);\n vec3 dp2 = dFdy(-vViewPosition);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n vec3 dp2perp = cross(dp2, N);\n vec3 dp1perp = cross(N, dp1);\n vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;\n float invmax = inversesqrt(max(dot(T, T), dot(B, B)));\n mat3 tbn = mat3(T * invmax, B * invmax, N);\n vec3 vv = -viewDir * tbn;\n float parallaxLimit = -length(vv.xy) / vv.z;\n parallaxLimit *= heightScale;\n vec2 vOffsetDir = normalize(vv.xy);\n vec2 vMaxOffset = vOffsetDir * parallaxLimit;\n float nNumSamples = mix(float(maxLayers), float(minLayers), dot(-viewDir, N));\n float fStepSize = 1.0 / nNumSamples;\n float fCurrRayHeight = 1.0;\n vec2 vCurrOffset = vec2(0.0);\n vec2 vLastOffset = vec2(0.0);\n float fLastSampledHeight = 1.0;\n float fCurrSampledHeight = 1.0;\n for (int nCurrSample = 0; nCurrSample < 24; nCurrSample++) {\n if (float(nCurrSample) > nNumSamples) break;\n fCurrSampledHeight = ${t};\n if (fCurrSampledHeight > fCurrRayHeight) {\n float delta1 = fCurrSampledHeight - fCurrRayHeight;\n float delta2 = (fCurrRayHeight + fStepSize) - fLastSampledHeight;\n float ratio = delta1 / (delta1 + delta2);\n vCurrOffset = ratio * vLastOffset + (1.0 - ratio) * vCurrOffset;\n break;\n } else {\n fCurrRayHeight -= fStepSize;\n vLastOffset = vCurrOffset;\n vCurrOffset += fStepSize * vMaxOffset;\n fLastSampledHeight = fCurrSampledHeight;\n }\n }\n return uv + vCurrOffset;\n `)}}function C(e){return e instanceof f||"sampler2DArray"===e.constructor.typeName}function L(e){return e.index??i(0)}/*
1
+ import{abs as e,attributes as t,cross as n,dFdx as r,dFdy as a,float as i,normalize as l,select as s,transformed as p,UniformSampler2dArraySlice as f,uniforms as $,varying as o,Vec2Node as v,vec3 as u,vec4 as m}from"three-shader-graph";import{isWgslCompiler as h,isWgslFragmentCompiler as d}from"three-shader-graph";import{glslFunction as c}from"./glsl-node.js";export function computeTangent(e,t,i){const s=r(t),p=a(t),f=r(i),$=a(i),o=n(p,e),v=n(e,s),u=o.multiplyScalar(f.x).add(v.multiplyScalar($.x));return m(l(u),1)}export function fallbackTangent(t){const r=e(t.y),a=s(r.lt(i(.999)),u(0,1,0),u(1,0,0));return l(n(a,t))}const g=t.normal,S=o(l($.normalMatrix.multiplyVec(g))),x=o(p.mvPosition.xyz.multiplyScalar(-1));export function parallaxOcclusionMapping(e,t,n,r=8,a=24){return new y(e,t,n,r,a)}class y extends v{constructor(e,t,n,r,a){super(),this.uv=e,this.heightMap=t,this.heightScale=n,this.minLayers=r,this.maxLayers=a}compile(e){if(!h(e))return{out:e.get(this.compileGlsl())};if(!d(e))throw new Error("Parallax occlusion mapping requires fragment-stage derivatives in WGSL.");const t=`pom_${e.variable()}`,n=e.get(this.uv),r=e.get(this.heightMap),a=e.get(this.heightScale),l=e.get(S),s=e.get(x),p=e.get(i(this.minLayers)),f=e.get(i(this.maxLayers)),$=C(this.heightMap)?e.get(L(this.heightMap)):null;return{chunk:`\n let ${t}Uv = ${n};\n let ${t}Normal = normalize(${l});\n let ${t}ViewPosition = ${s};\n let ${t}ViewDirection = normalize(${t}ViewPosition);\n let ${t}Dp1 = dpdx(-${t}ViewPosition);\n // WGSL fragment coordinates have the opposite Y orientation from GLSL.\n // Negate both Y derivatives so the reconstructed cotangent frame keeps\n // the same handedness as the GLSL implementation.\n let ${t}Dp2 = -dpdy(-${t}ViewPosition);\n let ${t}Duv1 = dpdx(${t}Uv);\n let ${t}Duv2 = -dpdy(${t}Uv);\n let ${t}Dp2Perp = cross(${t}Dp2, ${t}Normal);\n let ${t}Dp1Perp = cross(${t}Normal, ${t}Dp1);\n let ${t}T = ${t}Dp2Perp * ${t}Duv1.x + ${t}Dp1Perp * ${t}Duv2.x;\n let ${t}B = ${t}Dp2Perp * ${t}Duv1.y + ${t}Dp1Perp * ${t}Duv2.y;\n let ${t}InvMax = inverseSqrt(max(dot(${t}T, ${t}T), dot(${t}B, ${t}B)));\n let ${t}Tbn = mat3x3<f32>(\n ${t}T * ${t}InvMax,\n ${t}B * ${t}InvMax,\n ${t}Normal\n );\n let ${t}Vv = -(transpose(${t}Tbn) * ${t}ViewDirection);\n let ${t}SafeVvZ = select(\n ${t}Vv.z,\n select(-0.0001, 0.0001, ${t}Vv.z >= 0.0),\n abs(${t}Vv.z) < 0.0001\n );\n let ${t}ParallaxLimit = (-length(${t}Vv.xy) / ${t}SafeVvZ) * ${a};\n let ${t}OffsetDirection = normalize(${t}Vv.xy);\n let ${t}MaxOffset = ${t}OffsetDirection * ${t}ParallaxLimit;\n let ${t}NumSamples = max(\n 1.0,\n mix(${f}, ${p}, dot(-${t}ViewDirection, ${t}Normal))\n );\n let ${t}StepSize = 1.0 / ${t}NumSamples;\n var ${t}CurrentRayHeight = 1.0;\n var ${t}CurrentOffset = vec2<f32>(0.0);\n var ${t}LastOffset = vec2<f32>(0.0);\n var ${t}LastSampledHeight = 1.0;\n var ${t}CurrentSampledHeight = 1.0;\n for (var ${t}SampleIndex: i32 = 0; ${t}SampleIndex < 24; ${t}SampleIndex = ${t}SampleIndex + 1) {\n if (f32(${t}SampleIndex) > ${t}NumSamples) {\n break;\n }\n ${t}CurrentSampledHeight = ${null==$?`textureSampleLevel(${r}Texture, ${r}Sampler, ${t}Uv + ${t}CurrentOffset, 0.0).r`:`textureSampleLevel(${r}Texture, ${r}Sampler, ${t}Uv + ${t}CurrentOffset, i32(${$}), 0.0).r`};\n if (${t}CurrentSampledHeight > ${t}CurrentRayHeight) {\n let ${t}Delta1 = ${t}CurrentSampledHeight - ${t}CurrentRayHeight;\n let ${t}Delta2 = (${t}CurrentRayHeight + ${t}StepSize) - ${t}LastSampledHeight;\n let ${t}Ratio = ${t}Delta1 / (${t}Delta1 + ${t}Delta2);\n ${t}CurrentOffset = ${t}Ratio * ${t}LastOffset + (1.0 - ${t}Ratio) * ${t}CurrentOffset;\n break;\n }\n ${t}CurrentRayHeight = ${t}CurrentRayHeight - ${t}StepSize;\n ${t}LastOffset = ${t}CurrentOffset;\n ${t}CurrentOffset = ${t}CurrentOffset + ${t}StepSize * ${t}MaxOffset;\n ${t}LastSampledHeight = ${t}CurrentSampledHeight;\n }\n let ${t}UvWithOffset = ${t}Uv + ${t}CurrentOffset;\n `,out:`${t}UvWithOffset`}}compileGlsl(){const e=C(this.heightMap)?L(this.heightMap):null,t=null==e?"texture2D(heightMap, uv + vCurrOffset).r":"texture(heightMap, vec3(uv + vCurrOffset, heightMapLayer)).r",n={uv:this.uv,heightScale:this.heightScale,heightMap:this.heightMap,minLayers:i(this.minLayers),maxLayers:i(this.maxLayers),vN:S,vViewPosition:x,...null==e?{}:{heightMapLayer:e}};return c(v,n,`\n vec3 N = normalize(vN);\n vec3 viewDir = normalize(vViewPosition);\n vec3 dp1 = dFdx(-vViewPosition);\n vec3 dp2 = dFdy(-vViewPosition);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n vec3 dp2perp = cross(dp2, N);\n vec3 dp1perp = cross(N, dp1);\n vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;\n float invmax = inversesqrt(max(dot(T, T), dot(B, B)));\n mat3 tbn = mat3(T * invmax, B * invmax, N);\n vec3 vv = -viewDir * tbn;\n float parallaxLimit = -length(vv.xy) / vv.z;\n parallaxLimit *= heightScale;\n vec2 vOffsetDir = normalize(vv.xy);\n vec2 vMaxOffset = vOffsetDir * parallaxLimit;\n float nNumSamples = mix(float(maxLayers), float(minLayers), dot(-viewDir, N));\n float fStepSize = 1.0 / nNumSamples;\n float fCurrRayHeight = 1.0;\n vec2 vCurrOffset = vec2(0.0);\n vec2 vLastOffset = vec2(0.0);\n float fLastSampledHeight = 1.0;\n float fCurrSampledHeight = 1.0;\n for (int nCurrSample = 0; nCurrSample < 24; nCurrSample++) {\n if (float(nCurrSample) > nNumSamples) break;\n fCurrSampledHeight = ${t};\n if (fCurrSampledHeight > fCurrRayHeight) {\n float delta1 = fCurrSampledHeight - fCurrRayHeight;\n float delta2 = (fCurrRayHeight + fStepSize) - fLastSampledHeight;\n float ratio = delta1 / (delta1 + delta2);\n vCurrOffset = ratio * vLastOffset + (1.0 - ratio) * vCurrOffset;\n break;\n } else {\n fCurrRayHeight -= fStepSize;\n vLastOffset = vCurrOffset;\n vCurrOffset += fStepSize * vMaxOffset;\n fLastSampledHeight = fCurrSampledHeight;\n }\n }\n return uv + vCurrOffset;\n `)}}function C(e){return e instanceof f||"sampler2DArray"===e.constructor.typeName}function L(e){return e.index??i(0)}/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,5 @@
1
- import { FloatNode, RgbaNode, Vec2Node, Vec3ExpressionNode } from 'three-shader-graph';
1
+ import type { FloatNode, RgbaNode, Vec2Node } from 'three-shader-graph';
2
+ import { Vec3ExpressionNode } from 'three-shader-graph';
2
3
  export declare const sceneMapUniformName = "hology_scene_map";
3
4
  export declare const sceneColorSampler: import("three-shader-graph").UniformSampler2d;
4
5
  export declare function sampleSceneColor(uv: Vec2Node): RgbaNode;
@@ -1,4 +1,4 @@
1
- import { FloatNode, Vec2Node } from "three-shader-graph";
1
+ import type { FloatNode, Vec2Node } from "three-shader-graph";
2
2
  export declare function rectangleFloat(uv: Vec2Node, width: FloatNode, height: FloatNode): FloatNode;
3
3
  export declare function roundedRectangleFloat(uv: Vec2Node, width: FloatNode, height: FloatNode, radius: FloatNode): FloatNode;
4
4
  //# sourceMappingURL=shapes.d.ts.map
@@ -1,4 +1,4 @@
1
- import { FloatNode, Sampler2DNode, Vec2Node } from "three-shader-graph";
1
+ import type { FloatNode, Sampler2DNode, Vec2Node } from "three-shader-graph";
2
2
  export declare function flipbookUv(uv: Vec2Node, columns: number | FloatNode, rows: number | FloatNode, time: FloatNode, fps?: number | FloatNode, mode?: 'clamp' | 'loop'): Vec2Node;
3
3
  export declare function sampleFlipbook(sampler: Sampler2DNode, uv: Vec2Node, columns: number | FloatNode, rows: number | FloatNode, time: FloatNode, fps?: number | FloatNode, mode?: 'clamp' | 'loop'): import("three-shader-graph").RgbaNode;
4
4
  //# sourceMappingURL=texture-sequence.d.ts.map
@@ -1,4 +1,4 @@
1
- import { FloatNode, Vec2Node } from 'three-shader-graph';
1
+ import type { FloatNode, Vec2Node } from 'three-shader-graph';
2
2
  export declare const elapsedTimeUniformName = "hology_elapsed_time";
3
3
  export declare const timeUniforms: {
4
4
  elapsed: import("three-shader-graph").UniformFloatNode;
@@ -1,4 +1,4 @@
1
- import { FloatNode, Vec2Node } from "three-shader-graph";
1
+ import type { FloatNode, Vec2Node } from "three-shader-graph";
2
2
  export declare function voronoi(uv: Vec2Node, angleOffset: FloatNode, cellDensity: FloatNode): {
3
3
  noise: FloatNode;
4
4
  cells: FloatNode;
@@ -1,4 +1,4 @@
1
- import { FloatNode, BooleanNode, IntNode, Vec2Node, Vec3Node, Vec4Node, Mat2Node, Mat3Node, Mat4Node, RgbNode, RgbaNode, Sampler2DNode } from "../shader-nodes/index.js";
1
+ import type { FloatNode, BooleanNode, IntNode, Vec2Node, Vec3Node, Vec4Node, Mat2Node, Mat3Node, Mat4Node, RgbNode, RgbaNode, Sampler2DNode } from "../shader-nodes/index.js";
2
2
  type AbstractType<T> = abstract new (...args: unknown[]) => T;
3
3
  type ShaderNode = FloatNode | BooleanNode | IntNode | Vec2Node | Vec3Node | Vec4Node | Mat2Node | Mat3Node | Mat4Node | RgbNode | RgbaNode | Sampler2DNode;
4
4
  /**
@@ -1,3 +1,3 @@
1
- import * as THREE from 'three';
1
+ import type * as THREE from 'three';
2
2
  export declare function iterateMaterials(material: THREE.Material | THREE.Material[]): Generator<THREE.Material, void, unknown>;
3
3
  //# sourceMappingURL=materials.d.ts.map
@@ -1,5 +1,5 @@
1
1
  import * as THREE from 'three';
2
- import { Object3D } from 'three';
2
+ import type { Object3D } from 'three';
3
3
  export declare class NoRaycastMesh extends THREE.Mesh {
4
4
  raycast(...args: any[]): void;
5
5
  }
@@ -1,4 +1,5 @@
1
- import { BufferGeometry, Euler, Vector3 } from "three";
1
+ import type { BufferGeometry } from "three";
2
+ import { Euler, Vector3 } from "three";
2
3
  export interface OBBData {
3
4
  center: Vector3;
4
5
  size: Vector3;
@@ -1,4 +1,4 @@
1
- import { Material, Object3D } from "three";
1
+ import type { Material, Object3D } from "three";
2
2
  export declare function disposeScene(scene: Object3D): void;
3
3
  export declare function disposeMaterial(material: Material): void;
4
4
  //# sourceMappingURL=cleanup.d.ts.map
@@ -1,4 +1,4 @@
1
- import { Camera, MeshDepthMaterial, Scene, WebGLRenderTarget, WebGLRenderer } from "three";
1
+ import type { Camera, MeshDepthMaterial, Scene, WebGLRenderTarget, WebGLRenderer } from "three";
2
2
  import { Pass } from "three-stdlib";
3
3
  declare class DepthPass extends Pass {
4
4
  private scene;
@@ -1,4 +1,5 @@
1
- import { Mesh, Object3D, Vector3 } from 'three';
1
+ import type { Object3D } from 'three';
2
+ import { Mesh, Vector3 } from 'three';
2
3
  type ObjectPredicate<T> = (obj: T) => boolean;
3
4
  export declare function filterScene(scene: Object3D, predicate: ObjectPredicate<Object3D>): Object3D<import("three").Object3DEventMap, Event>[];
4
5
  export declare function findFirstVisibleObject(scene: Object3D, predicate: ObjectPredicate<Object3D>): Object3D;
@@ -1,4 +1,4 @@
1
- import{setupNavMeshWorker as r}from"../gameplay/ai/dynamic-tiled-navmesh.worker";let e;export function registerWorker(r){e=r}export function hasWorkerBuilder(){return null!=e}export function createWorker(){return e()}export function initWorker(){r()}/*
1
+ import{setupNavMeshWorker as r}from"../gameplay/ai/dynamic-tiled-navmesh.worker.js";let e;export function registerWorker(r){e=r}export function hasWorkerBuilder(){return null!=e}export function createWorker(){return e()}export function initWorker(){r()}/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@hology/core",
3
- "version": "0.0.234",
3
+ "version": "0.0.235",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "type": "module",
@@ -8,6 +8,7 @@
8
8
  "clean": "rimraf tsconfig.tsbuildinfo dist",
9
9
  "dev": "tsc --watch",
10
10
  "build": "tsc",
11
+ "lint": "eslint --max-warnings=0 \"**/*.{ts,tsx,mts,cts}\"",
11
12
  "test": "vitest --environment jsdom",
12
13
  "bump": "node scripts/bump.js",
13
14
  "terse": "node scripts/terse.js copy"